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1 | - | NAME: |
1 | + | NAME: Cancer (Indeed) HORROR (No hitzones. Takes double damage from Dismember and Explosive.) |
2 | - | TYPE: Horror |
2 | + | |
3 | - | (No hitzones, Skills are Parts. Horrors take double damage from Dismember and Explosive attacks. This is applied before Defends unless the property is negated.) |
3 | + | Total Body Integrity : 35/35 |
4 | AP: 14/14 | |
5 | - | Total Body Integrity: 5/5 |
5 | + | |
6 | - | AP: 8/8 |
6 | + | Bone: Action, Cost 3, Self, Move 1-2 |
7 | - | -Brain: [Auto/N/S] Maximum Action Points +2. |
7 | + | Bone: Action, Cost 3, Self, Move 1-2 |
8 | - | -Bone: [Action/3/S] Move 1. |
8 | + | Entrails |
9 | - | -Entrails: [Auto/N/S] No Effect. |
9 | + | Entrails |
10 | - | -Entrails: [Auto/N/S] No Effect. |
10 | + | Entrails |
11 | - | -(Tier 1-2 Part) |
11 | + | - Arm: Check, Cost 1, Range 0, Support 1 |
12 | - Foot: Check, Cost 1, Range 0, Hinder 1 | |
13 | Eyeballs: +1 AP | |
14 | Brain: +2 AP | |
15 | ||
16 | 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. | |
17 | Heart: Maximum Action Points +1. | |
18 | Kung Fu: +1 AP | |
19 | Reflexes: Maximum Action Points +1 | |
20 | ||
21 | Long Arms: Increase the Range of your Unarmed and Melee Attacks by +1. | |
22 | Long Legs: Increase the Range of your Movement Maneuvers by +1. | |
23 | Immovable: During the Battle Phase, you may ignore all Movement and Stagger effects. | |
24 | Crab Legs: Auto, Defend 1 (can only defend on a 7 or 6.) | |
25 | ||
26 | ||
27 | Light Saber: Action, Cost 2, Range 0-1, Melee Attack 2 + Dismember + Chain 1. | |
28 | Flame Thrower: Action, Cost 2, Range 0-1, Blast Attack 1 + Explosive + Chain Attack 1 | |
29 | Giant Scissors: Action, Cost 3, Range 0-1, Melee Attack 3 + Dismember (Enemies get -4 to the Dismember Check.) | |
30 | Boot Knife: Action, Cost 2, Range 0-1, Melee Attack 3. Add +1 to the die roll of the Attack Check. | |
31 | Scissor Hands: Action, Cost 2, Range 0-1, Unarmed Attack 2 + Dismember (Enemies get -2 to the Dismember Check.) | |
32 | Claws: Action, Cost 2, Range 0-1, Unarmed Attack 3 | |
33 | Wake the Dead: Action, Cost 3, Reinforce (1d10 Zombies). | |
34 | ||
35 | - 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. | |
36 | - Armor Plating: Damage, Cost 0, Defend 1 + Negate "Explosive" | |
37 | - Hopper: Rapid, Cost 2, Move 1-2. "Hinder Move" Maneuvers are ineffective against this movement. | |
38 | - 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. | |
39 | - Extra Arms: Rapid, Cost 0, You may perform one Action Maneuver of your choice as if its timing were "Rapid". | |
40 | - Extra Eyes: Check, Cost 1, Range 0-1, Support 2 | |
41 | - Scales: Damage, Cost 1, Defend 2 | |
42 | - Cracked Flesh: Damage, Cost 0, Defend 2 | |
43 | - Arm Vise: Check, Cost 1, Range 0, Support 2 or Hinder 2 | |
44 | - Spikes: Damage, Cost 1, Use this Maneuver only after you have taken damage. Add +2 to the damage of an Unarmed or Melee Attack. | |
45 | - Armor Skin: Damage, Cost 0, Defend 1 | |
46 | ||
47 | SKILLS: | |
48 | Mad Demon: When you make an Attack Check for an Unarmed Attack Maneuver, you may add +1 to the die roll. | |
49 | Super Strength: Your Unarmed and Melee Attacks deal +1 damage. | |
50 | 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. | |
51 | ||
52 | - 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.) | |
53 | - Crawling Flesh: Check, Cost 0, Range 0-2, You may only use this Skill after you have taken damage. Hinder 3. | |
54 | - 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. | |
55 | - 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. |