NKiwi

A new Nine

Nov 4th, 2019
142
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  1. Name: Nine
  2. Age: 11
  3. Premonition: Hope
  4. Junk/Psychedelic/Pyschedelic:
  5. Starting Zone: Limbo
  6. Total Body Integrity: 19/19
  7. AP: 9/9
  8. Flavor 0/30
  9.  
  10. ARM: 0 / MUT: 3 / ENH: 3
  11.  
  12. HEAD: 4/4
  13. -Brain Maximum Action Points +2.
  14. -Eyeballs Maximum Action Points +1.
  15. -Jaw [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1
  16. -Happy Pills [Damage/1/0-1] Remove one Madness point from a fetter of your choice. You may only use this when you take damage.
  17.  
  18. ARMS: 4/4
  19. -Fists [Timing: Action/Cost: 2/Range: 0] - Unarmed Attack 1.
  20. -Forearm [Timing: Check/Cost: 1/Range: 0] - Support 1.
  21. -Shoulders [Timing: Action/ Cost: 4/Range: Self] - Move 1.
  22. -Coat (Treasure)
  23.  
  24. TORSO: 8/8
  25. -Spine [Timing: 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.) Stacks if used repeatedly. Discount may be divided totally arbitrarily.
  26. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  27. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  28. -Steel Bones [Damage/1/0-1] Defend 1 + Negate "Dismember"
  29. -Spikes [Damage/1/0-1] +2 Damage to Unarmed/Melee
  30. -Embalming [Check/2/0-1] Hinder 2
  31. -Albino [Check/1/0-2] Support 1
  32. -Cold Light [Action/1/Self] Attacks made by horrors or legions targeting anyone other than you suffer a -1 to the attack check. This effect does not stack.
  33.  
  34. LEGS: 3/3
  35. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  36. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  37. -Foot [Timing: Check/Cost: 1/Range: 0] - Hinder 1.
  38.  
  39. SKILLS:
  40. P1: Damaged Goods [Auto/None/Self] During the Battle Phase, at the end of the Turn and when Treasure is damaged, you do not add Madness Points.
  41. C1: Project Thy Will [Auto/None/Self] Increase the range of Damage timing maneuvers by 2. If they are range Self, they become 0-1.
  42. This also increases the range of Check timing maneuvers by 1. If a maneuver can only be activated by you dealing or receiving damage, it can be used as long as the target is dealing or receiving damage.
  43. C2: Embrace of Souls
  44. C3: Pawn's Gambit [Action/2/0-1] Move 1. You may use this skill even if completely annihilated.
  45.  
  46. Favor Spent:
  47. 10: MUT 1
  48. 20: MUT 2
  49. 30: MUT 3
RAW Paste Data