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NAME:
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NAME: Cancer (Indeed)		 HORROR (No hitzones. Takes double damage from Dismember and Explosive.)
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TYPE: Horror
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(No hitzones, Skills are Parts. Horrors take double damage from Dismember and Explosive attacks.  This is applied before Defends unless the property is negated.)
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Total Body Integrity : 35/35
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AP: 14/14
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Total Body Integrity: 5/5
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AP: 8/8
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Bone: Action, Cost 3, Self, Move 1-2
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-Brain: [Auto/N/S] Maximum Action Points +2.
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Bone: Action, Cost 3, Self, Move 1-2
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-Bone: [Action/3/S] Move 1.
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Entrails
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-Entrails: [Auto/N/S] No Effect.
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Entrails
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-Entrails: [Auto/N/S] No Effect.
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Entrails
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-(Tier 1-2 Part)
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- Arm: Check, Cost 1, Range 0, Support 1
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- Foot: Check, Cost 1, Range 0, Hinder 1
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Eyeballs: +1 AP
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Brain: +2 AP
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WEAK POINT: +2 AP, When this part takes damage, you must break three other parts.  Damage from a successful attack rolling 11 or higher will always target this part.
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Heart: Maximum Action Points +1.
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Kung Fu: +1 AP
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Reflexes: Maximum Action Points +1
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Long Arms: Increase the Range of your Unarmed and Melee Attacks by +1.
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Long Legs: Increase the Range of your Movement Maneuvers by +1.
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Immovable: During the Battle Phase, you may ignore all Movement and Stagger effects.
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Crab Legs: Auto, Defend 1 (can only defend on a 7 or 6.)
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Light Saber: Action, Cost 2, Range 0-1, Melee Attack 2 + Dismember + Chain 1.
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Flame Thrower: Action, Cost 2, Range 0-1, Blast Attack 1 + Explosive + Chain Attack 1
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Giant Scissors: Action, Cost 3, Range 0-1, Melee Attack 3 + Dismember (Enemies get -4 to the Dismember Check.)
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Boot Knife: Action, Cost 2, Range 0-1, Melee Attack 3. Add +1 to the die roll of the Attack Check.
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Scissor Hands: Action, Cost 2, Range 0-1, Unarmed Attack 2 + Dismember (Enemies get -2 to the Dismember Check.)
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Claws: Action, Cost 2, Range 0-1, Unarmed Attack 3
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Wake the Dead: Action, Cost 3, Reinforce (1d10 Zombies).
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- Carrion Shield: Damage, Cost 1, Reduce the numbers of a Legion in the same Area as you by any amount. Prevent that much damage. You may use this Maneuver any number of times per Round.
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- Armor Plating: Damage, Cost 0, Defend 1 + Negate "Explosive"
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- Hopper: Rapid, Cost 2, Move 1-2. "Hinder Move" Maneuvers are ineffective against this movement.
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- Charge: Rapid, Cost 1, This can be used only during a Movement Maneuver. If the Movement is successful, Unarmed Attack 3 against one target in either your current Area or the one you began the Movement in.
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- Extra Arms: Rapid, Cost 0, You may perform one Action Maneuver of your choice as if its timing were "Rapid".
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- Extra Eyes: Check, Cost 1, Range 0-1, Support 2
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- Scales: Damage, Cost 1, Defend 2
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- Cracked Flesh: Damage, Cost 0, Defend 2
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- Arm Vise: Check, Cost 1, Range 0, Support 2 or Hinder 2
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- Spikes: Damage, Cost 1, Use this Maneuver only after you have taken damage. Add +2 to the damage of an Unarmed or Melee Attack.
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- Armor Skin: Damage, Cost 0, Defend 1
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SKILLS:
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Mad Demon: When you make an Attack Check for an Unarmed Attack Maneuver, you may add +1 to the die roll.
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Super Strength: Your Unarmed and Melee Attacks deal +1 damage.
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Vile Repast: When you cause the target of your Attack to make a Dismemberment Check, they receive a penalty of -2 to the die roll.
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- Meat Shield: Damage, Cost 0, Range 0-1, Negate the damage of an attack and all associated effects (including Dismemberment, Chain Attacks, and Area Attacks.)
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- Crawling Flesh: Check, Cost 0, Range 0-2, You may only use this Skill after you have taken damage. Hinder 3.
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- Calamity: Damage, Cost 2, You may only use this Skill when you hit with a Melee Attack. The Attack becomes an Area Attack. If you would damage yourself with this Attack, you do not.
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- Crystallization: Damage, Cost 1, You may ignore any "Dismember", "Explosive", and "Move" properties associated with an attack you've been hit by. This Maneuver can be used any number of times per Round.