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NKiwi

Enhancements

Mar 7th, 2019
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  1. ---Tier 1---
  2.  
  3. Adrenaline: Head [Auto/0/Self] Maximum Action Points +1
  4.  
  5. Armor Skin: Torso [Damage/0/Self] Defend 1
  6.  
  7. Bolt Head: Head [Check/1/Self] Support 2.
  8.  
  9. Jet Nozzle: Any [Damage/See Effect/Self] You may only use this Maneuver when you are dealing damage. As its Cost, damage one of your own Basic Parts of your choice.
  10. Add +1 damage to a Unarmed or Melee Attack (only once per attack.) You may use this any number of times per Turn.
  11.  
  12. Limiter: Any [Auto/0/Self] When this Part becomes damaged, you may gain +2 to your Maximum Action Points. This effect lasts until the end of the Battle Phase.
  13. This Part may not be repaired or regenerated while this effect is active.
  14.  
  15. Remote Attack: Any [Action/3/0-1] Unarmed Attack 1 + Stagger
  16.  
  17. Sabertooth: Head [Action/2/0] Unarmed Attack 2
  18.  
  19. Scissor Hands: Arms [Action/2/0] Unarmed Attack 1 + Dismember
  20.  
  21. Steel Bones: Torso [Damage/1/Self] Defend 1 + Negate "Dismember"
  22.  
  23. Voice Effect: Head [Rapid/2/0-2] You may make a mutual Conversation Check with your target sister.
  24.  
  25. ---DoD---
  26.  
  27. Junk Part: Any [Auto/None/Self] At the end of the Battle Phase, if this Part is not damaged, you may regenerate all damaged Basic Parts in the same Location as this Part.
  28.  
  29. Karma Processor: Any [Auto/None/Self] When you receive a Madness Point, you may break this Part in order to ignore it.
  30.  
  31. ---Tier 2---
  32.  
  33. Assassin Blade: Any [Rapid/2/0] Melee Attack 2 + Chain Attack 1
  34.  
  35. Drill: Any [Action/3/0] Melee attack 2. Defend Maneuvers cannot reduce the damage of this attack.
  36.  
  37. Electrigger: Any [Action/2/0] Unarmed Attack 1 + Stagger
  38.  
  39. Laser Beam: Any [Action/3/0-3] Shooting Attack 1 + Dismember
  40.  
  41. Mecha-Tentacle: Any [Rapid/1/0-1] Hinder Move 1
  42.  
  43. Reflexes: Any [Auto/None/Self] Maximum Action Points +1
  44.  
  45. Scope: Head [Check/0/Self] Support 2. Use this Maneuver only when making a Shooting or Blast Attack.
  46.  
  47. Spikes: Any [Damage/1/Self] You may only use this Maneuver when you deal damage. Add +2 to the damage for an Unarmed or Melee Attack.
  48.  
  49. Wire Reel: Any [Rapid/3/0-2] Move 1
  50.  
  51. Zombie Bomb: ANY [Auto/None/0] When this Part is damaged in Battle Phase, a Blast 2 + Explosive + Area attack with a Check value of 8 occurs against yourself.
  52. However, "Rapid" and "Check" timings do not occur for this effect.
  53.  
  54. ---DoD---
  55.  
  56. Antenna: Head [Auto/None/Self] During the Battle Phase, once per Turn, you may reduce the Madness Point cost of your Maneuver by 1.
  57.  
  58. Energy Tube: Any [Auto/None/Self] Maximum Action Points +2. When the Location this part is equipped in takes damage, you must choose any one of your Basic Parts and damage it as well.
  59.  
  60. ---Tier 3---
  61.  
  62. Arm Vise: Arms [Check/1/0] Support 2 or Hinder 2
  63.  
  64. Auto-Separate: Torso [Auto/None/Self] The "Dismember" effect is ineffective against you.
  65.  
  66. Crab Legs: Legs [Auto/None/Self] During Damage Timing, you gain "Defend 1" for Legs only. Additionally, during battle, when your Movement Maneuver successfully moves you, you may use a Melee or Unarmed maneuver against one target in either your current Area or the one in which you began your movement.
  67.  
  68. Cyborg: Torso [Damage/0/Self] Defend 2.
  69.  
  70. Embalming: Head [Check/2/0] Hinder 2. You may use this Maneuver any number of times per Turn, but only once per Check.
  71.  
  72. Gauntlet: Arms [Auto/None/Self] During Damage Timing, you gain "Defend 1" for Arms only. Damage +1 to Melee and Unarmed attack Maneuvers on the Arms location.
  73.  
  74. Hopper: Legs [Rapid/2/Self] Move 1. "Hinder Move" Maneuvers are ineffective against this movement.
  75.  
  76. Lightsaber: Any [Action/2/0] Melee Attack 1 + Dismember + Chain Attack 1.
  77.  
  78. Manipulator: Any [Rapid/2/0-1] Hinder Move 1 + Stagger
  79.  
  80. Pilebunker: Any [Action/2/0] Melee Attack 2. Defend Maneuvers cannot reduce the damage of this attack. If the attack hits, you may "Move 1" the target.
  81.  
  82. ---DoD---
  83.  
  84. Psycho Blaster: Any [Rapid/See Effect/0-2] As the Cost of this Maneuver, pay 1 AP, then add a Madness Point to a Fetter of your choice. Shooting Attack 4.
  85.  
  86. Rocket Pack: Torso [Action/0/Self] Move 1~2.
  87. You may use this Maneuver only once per Battle.
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