Sciencegar

Lora G2

Apr 25th, 2013
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  1. High Concept: Child of Heroes, Mother of Humanity
  2. Trouble: Can I Really Do This?
  3. Far Past: The Middle Paper Sister
  4. Mid Past: The Two Of Us Were One Pilot...Once.
  5. Recent Past: Humanity Needs Me, Even If They Don't Know It
  6. Extra: Earth Seed of Life
  7.  
  8. Skills:
  9. +5: AT Guide
  10. +4: AT Messenger, Cunning
  11. +3: Athletics, Stealth, Lore
  12. +2: Vigor, Will, Empathy, Crafts
  13. +1: Drive, Armor, Rapport, Notice, Blast
  14.  
  15.  
  16. Refresh: 2
  17. Stunts:
  18. Ninja Vanish: Once per scene you can spend a fate point to roll Stealth and vanish. When you vanish, you can’t be targeted by attacks or attempts to create advantages against you unless the attacker first beats your Stealth roll with a Notice roll. The effect ends when your next turn starts, or if someone beats your Stealth roll.
  19. I’ve Read about That!: You’ve read hundreds – if not thousands – of books on a wide variety of topics. You can spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having read about the action you’re attempting.
  20. Mind Games: You can use Deceit to make mental attacks against an opponent, provided you have some form of leverage or ammunition in the form of an aspect representing your opponent’s weakness.
  21. Extras:
  22. Mother of the Earth (2 Refresh): +2 on all rolls dealing with Earth and its native lifeforms, or to protect those from outsiders. AT Guide may be used in place of many skills on the native life.
  23.  
  24. Stress:
  25. Physical 1[ ] 2[ ] 3[ ]
  26. Mental 1[ ] 2[ ] 3[ ]
  27.  
  28. ---------------------
  29.  
  30. Lilith
  31. Hero Aspect: I'm Pretty Much God
  32. Virtual Systems: 4
  33.  
  34. Extras: 5 Points
  35. Lance Of Longinus (2 pts) - May use AT Guide to replicate all uses of the Melee skill. +2 on AT Guide rolls to attack Angel-Class lifeforms.
  36. Teleportation Mastery (2 pts) - Except for specific barriers, you ignore all scene aspects that impede movement, and can place yourself in any zone you want at the start of every conflict exchange. You may combine this with Ninja Vanish. Alternatively, you may spend an action moving an ally by the same means
  37. AT Field (1 pt) - When you invoke an Aspect for a Physical Defense, it improves defense by +3 instead of +2.
  38. AT Field Origami (1 pt) - Once a scene, you may spend a fate point to add Lore to an AT skill roll.
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