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Name:
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NAME: Jupiter		Age: 12		Current/Lifetime Favor: 0/10
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Age: 
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Premonition: Happiness: The warmth of the sun. The joy of being loved. All those moments of contentment. Even if it's only within your heart, you want that happiness back.
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Premonition: 
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Automaton/Erudite/Requiem
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Position/Class/Subclass
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Total Body integrity: 18/18
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Starting Location: 
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AP: 11/11
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Total Body integrity: 12/12
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ARM: 4 / MUT: 1 / ENH: 0
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AP: 9/9
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HEAD: 5/5
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ARM: 0 / MUT: 0 / ENH: 0
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-Brain: +2 AP
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-Eyes: +1 AP
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HEAD: 3/3
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-Jaw: Action, Cost 2, Range 0, Unarmed 1
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-Brain: [Auto/N/S] Maximum Action Points +2.
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-Kung Fu (ARM 4): +1 AP
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-Eyes: [Auto/N/S] Maximum Action Points +1.
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-Accessory: Your Treasure. At the end of the Battle Phase, you may remove one Madness Point from a Fetter of your choice. If this Part is destroyed, remove it from your Owned Parts.
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-Jaw: [Action/2/0] Unarmed Attack 1.
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ARMS: 4/4
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ARMS: 3/3
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-Fists: Action, Cost 2, Range 0, Unarmed 1
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--Forearm: [Check/1/0] Support 1.
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--Arm: Check, Cost 1, Range 0, Support 1
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-Fists: [Action/2/0] Unarmed Attack 1.
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-Shoulder: Action, Cost 4, Self, Move 1
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-Shoulder: [Action/4/S] Move 1.
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-Bomb Arrow (ARM 1): Action, Cost 2, Range 0-2.  Blast Attack 1.
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TORSO: 3/3
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TORSO: 5/5
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-Spine: [Action/1/S] One Maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
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-Spine: Action, Cost 1, Range 0, One Maneuver you use on the next Count during this Round has its Cost reduced by 1 (to a minimum of 0.)
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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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-Rocket Racks (ARM 2): Action, Cost 3, Range 2-3.  Blast 2 + Chain 1.
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LEGS: 3/3
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-Charger (ARM 3): Location Any, Action, Range 0-1, Cost 3. Range Attack 3.  For a 1 AP cost action, apply +2 damage to the next attack with this weapon. A second 1 AP cost action may be done to apply explosive to the next attack with this weapon.
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--Foot: [Check/1/0] Hinder 1.
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-Bone: [Action/3/S] Move 1.
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-Bone: [Action/3/S] Move 1.
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LEGS: 4/4
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-Bone: Action, Cost 3, Self, Move 1
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SKILLS: (My preferred order is Once-per-Round skills, multi-use skills, passive skills. No need to sort them by Class and Position, really.)
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-Bone: Action, Cost 3, Self, Move 1
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--Foot: Check, Cost 1, Range 0, Hinder 1
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-Tail (MUT 1): +1 AP
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1
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SKILLS:
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2
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P1: Cover: Auto, Range 0-1, Once per Round, when one of your Sisters uses an Action Maneuver, the cost of the Maneuver can be reduced to 0 for the cost of one of your own Action Points.
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C1: Heavy Payload: Damage, Cost 1, Range Self. Add +2 damage to a Blast attack.
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C2: Jury-rigged: Damage, Cost 1, Range 0. You may apply Explosive to an attack that does not otherwise have it.
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X X X O - Treasure: Dependent
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S1: Concentration: Rapid, Cost 2, Range Self.  Until the end of the Round, all your Attack Checks gain +1 to the die roll.
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X X X O - (Each Other PC): ???
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F1: Grenadier: +1 to blast attacks
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===
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(List initial build and picks here.)
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Treasure: Dependent () () () ()
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Polyp:    Friendly  () () () ()
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Favor (Current/Lifetime): 0/0
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Lynx:     Friendly  () () () ()
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(Track favor purchases here.)
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Cheryl:   Dependent () () () ()
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Needed:
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Treasures:
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Age (1d10+7 or choice)
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Accessory: A ring, necklace, or another accessory that sparkles prettily. But to you, it has value beyond its beauty...
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Premonition (1d10 or choice)
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2 fragments of memory (the d100 memory tables are on the wiki, but you can pick or make up your own)
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Position and 1 Skill
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1 Cake (16): You gorged yourself on sweet, sweet cake. Fluffy sponge cake, with melting cream and brightly-colored fruit. There's none of that left in this world, though. If you found some, could your tongue even taste it?
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Primary Class and 2 Skills + associated reinforcement parts
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2 Burial (78): Heaps of earth are falling down around you. The soil covering your limbs is cold, and then lukewarm, and even though you're conscious, the dirt keeps coming down. You can't move your body, or even your face. You are plunging beneath the earth.
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Subclass and 1 Skill + associated reinforcement part
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1 free Reinforcement part
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Madness:
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1 Treasure part
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Dependent: Infantile Relapse: -2 AP
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Starting Location (may be changed between battles)
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Friendly: Inordinate Empathy: At the end of a Session, if the target of the Fetter has more damaged Parts than you do, take damage to Parts of your choice until you have the same number of damaged Parts.