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Feb 24th, 2020
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  1. Flunky
  2. Passive: Small-fry
  3. Flunkies have permanent Power [-4] (Defence Up [4] (2 turns) Shield). The value of Defence Up can become negative.
  4. Moves: Pound Key | Shred | Clip on Tie
  5.  
  6. Pencil Pusher
  7. Passive: Pushy
  8. At the start of each turn, Pencil Pushers roll 1dX, where X is the Pencil Pusher's level, and the result of the roll is given as n. All Cogs of level n gain an extra action for that turn.
  9. Moves: Fountain Pen | Rub Out | Finger Wag | Write Off | Fill With Lead
  10.  
  11. Yesman
  12. Passive: Agreeable
  13. The first Cog targeted by an action from the player team each turn gains Bait for the rest of that turn.
  14. Moves: Rubber Stamp | Razzle Dazzle | Synergy | Tee Off
  15.  
  16. Micromanager
  17. Passive: Breathing Down Your Neck
  18. When a Micromanager takes damage from a dice roll of XdY, they gain Defence Up equal to the absolute difference between the maximum value of the roll and the result of the roll for the rest of that turn.
  19. Moves: Demotion | Finger Wag | Fountain Pen | Brain Storm | Buzz Word
  20.  
  21. Downsizer
  22. Passive: Budget Cut
  23. Downsizers select one random player at the start of each turn and roll Xd5, with the result given as n. The sum of all damage dealt by that player may not exceed n that turn. X starts at 10 and reduces by 1 each turn, with a minimum value of 2.
  24. Moves: Canned | Downsize | Pink Slip | Sacked
  25.  
  26. Head Hunter
  27. Passive: Head Hunt
  28. When Head Hunters enter battle, they randomly select one player unit. That unit takes 20% more damage from all forms of direct damage until the Head Hunter is defeated.
  29. Moves: Fountain Pen | Glower Power | Half Windsor | Head Shrink | Rolodex
  30.  
  31. Coporate Raider
  32. Passive: Takeover
  33. When Corporate Raiders enter battle, they randomly select one player unit, then choose one spell on that unit. The next spell that player casts MUST be the chosen spell (spells must be cast in the designated order if multiple Corporate Raiders affect the same unit).
  34. Moves: Canned | Evil Eye | Play Hardball | Power Tie
  35.  
  36. The Big Cheese
  37. Passive: Cheesy
  38. While The Big Cheese is alive, players who do not incorporate a cheese pun into their action each turn have their HP reduced by 15 at the end of the global turn.
  39. Moves: Tee Off | Glower Power | Cigar Smoke(?)
  40.  
  41. Bottom Feeder
  42. Passive: Bottom Feeder
  43. When a Bottom Feeder or one of its allies make a roll whose result is in the lower half of its potential results, the Bottom Feeder gains 5 Charge.
  44. Moves: Rubber Stamp | Shred | Watercooler | Pick Pocket
  45.  
  46. Bloodsucker
  47. Passive: Vampire
  48. Bloodsuckers have permanent Vampire [1/3].
  49. Moves: Eviction Notice | Red Tape | Withdrawal | Liquidate
  50.  
  51. Double Talker
  52. Passive: Talkative
  53. Double Talkers may use two moves in one action, as long as they are different attacks with entirely unique targets.
  54. Moves: Rubber Stamp | Bounce Check | Buzz Word | Double Talk | Jargon | Mumbo Jumbo
  55.  
  56. Ambulance Chaser
  57. Passive: Heal Stealer
  58. When a player recovers HP, reduce the amount they heal for by 25%, given as n. The Ambulance Chaser then heals an ally for n HP.
  59. Moves: Shake | Red Tape | Rolodex | Hang Up
  60.  
  61. Back Stabber
  62. Passive: Betrayal
  63. The player that defeats a Back Stabber has their current HP reduced by 20%.
  64. Moves: Guilt Trip | Restraining Order | Finger Wag
  65.  
  66. Spin Doctor
  67. Passive: Head Spinning
  68. While the Spin Doctor is alive, player actions that have HP recovering effects are performed as if that player had Dizzy (affects the entire action).
  69. Moves: Paradigm Shift | Quake | Spin | Write Off
  70.  
  71. Legal Eagle
  72. Passive: Bird Brain
  73. Legal Eagles deal n*20% more damage to enemies they've hit n-1 times in a row.
  74. Moves: Evil Eye | Jargon | Legalese | Pecking Order
  75.  
  76. Big Wig
  77. Passive: Wig Powder
  78. Big Wigs have Blind [25%, 1 use] Spikes [75%]; the potency of Blind can stack.
  79. Moves: Power Trip | Finger Wag | Throw Book(?)
  80.  
  81. Short Change
  82. Passive: Shortchanger
  83. Damage dealt to Short Changes is rounded down to the nearest multiple of 5.
  84. Moves: Water Cooler | Bounce Check | Clip on Tie | Pick Pocket
  85.  
  86. Penny Pincher
  87. Passive: Frugal
  88. Damage dealt by Penny Pinchers is rounded down to the nearest multiple of 5, and when it is they gain the difference (given as n) as Attack Up [n] (3 turns).
  89. Moves: Bounce Check | Freeze Assets | Finger Wag
  90.  
  91. Tightwad
  92. Passive: Tight-fisted
  93. Damage dealt by Tightwads is rounded up to the nearest multiple of 5.
  94. Moves: Fired | Finger Wag | Freeze Assets | Bounce Check
  95.  
  96. Bean Counter
  97. Passive: Budget Holder
  98. At the start of each turn, Bean Counters choose one ally to gain Multi-Mitigator [20] for that turn only.
  99. Moves: Audit | Calculate | Tabulate | Write Off
  100.  
  101. Number Cruncher
  102. Passive: A Balanced Breakfast Equation
  103. If a Number Cruncher's current HP ends in 2, 3, 5, 7, or 8, they gain Defence Up [1/3].
  104. Moves: Audit | Calculate | Crunch | Tabulate
  105.  
  106. Money Bags
  107. Passive: A Small Loan of a Million Dollars
  108. Moneybags have Energise [3] Aura [All Allies].
  109. Moves: Liquidate | Market Crash | Power Tie
  110.  
  111. Loan Shark
  112. Passive: Leg-breaker
  113. Before damaging a Loan Shark, the player who does so may choose to gain Attack Up 50% for the rest of that turn. After that turn, that player gains Power 10 Defence Down 50% until the Loan Shark is defeated.
  114. Moves: Bite | Chomp | Play Hardball | Write Off
  115.  
  116. Robber Baron
  117. Passive: Plutocracy
  118. Robber Barons have Charge Vampire [1/3].
  119. Moves: Power Trip | Tee Off
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