Wanderlost

Nechronica Cancer Crab Boss (for BK)

Apr 8th, 2016
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  1. NAME: Cancer (Indeed) HORROR (No hitzones. Takes double damage from Dismember and Explosive.)
  2.  
  3. Total Body Integrity : 35/35
  4. AP: 14/14
  5.  
  6. Bone: Action, Cost 3, Self, Move 1-2
  7. Bone: Action, Cost 3, Self, Move 1-2
  8. Entrails
  9. Entrails
  10. Entrails
  11. - Arm: Check, Cost 1, Range 0, Support 1
  12. - Foot: Check, Cost 1, Range 0, Hinder 1
  13. Eyeballs: +1 AP
  14. Brain: +2 AP
  15.  
  16. WEAK POINT: +2 AP, When this part takes damage, you must break three other parts. Damage from a successful attack rolling 11 or higher will always target this part.
  17. Heart: Maximum Action Points +1.
  18. Kung Fu: +1 AP
  19. Reflexes: Maximum Action Points +1
  20.  
  21. Long Arms: Increase the Range of your Unarmed and Melee Attacks by +1.
  22. Long Legs: Increase the Range of your Movement Maneuvers by +1.
  23. Immovable: During the Battle Phase, you may ignore all Movement and Stagger effects.
  24. Crab Legs: Auto, Defend 1 (can only defend on a 7 or 6.)
  25.  
  26.  
  27. Light Saber: Action, Cost 2, Range 0-1, Melee Attack 2 + Dismember + Chain 1.
  28. Flame Thrower: Action, Cost 2, Range 0-1, Blast Attack 1 + Explosive + Chain Attack 1
  29. Giant Scissors: Action, Cost 3, Range 0-1, Melee Attack 3 + Dismember (Enemies get -4 to the Dismember Check.)
  30. Boot Knife: Action, Cost 2, Range 0-1, Melee Attack 3. Add +1 to the die roll of the Attack Check.
  31. Scissor Hands: Action, Cost 2, Range 0-1, Unarmed Attack 2 + Dismember (Enemies get -2 to the Dismember Check.)
  32. Claws: Action, Cost 2, Range 0-1, Unarmed Attack 3
  33. Wake the Dead: Action, Cost 3, Reinforce (1d10 Zombies).
  34.  
  35. - Carrion Shield: Damage, Cost 1, Reduce the numbers of a Legion in the same Area as you by any amount. Prevent that much damage. You may use this Maneuver any number of times per Round.
  36. - Armor Plating: Damage, Cost 0, Defend 1 + Negate "Explosive"
  37. - Hopper: Rapid, Cost 2, Move 1-2. "Hinder Move" Maneuvers are ineffective against this movement.
  38. - Charge: Rapid, Cost 1, This can be used only during a Movement Maneuver. If the Movement is successful, Unarmed Attack 3 against one target in either your current Area or the one you began the Movement in.
  39. - Extra Arms: Rapid, Cost 0, You may perform one Action Maneuver of your choice as if its timing were "Rapid".
  40. - Extra Eyes: Check, Cost 1, Range 0-1, Support 2
  41. - Scales: Damage, Cost 1, Defend 2
  42. - Cracked Flesh: Damage, Cost 0, Defend 2
  43. - Arm Vise: Check, Cost 1, Range 0, Support 2 or Hinder 2
  44. - Spikes: Damage, Cost 1, Use this Maneuver only after you have taken damage. Add +2 to the damage of an Unarmed or Melee Attack.
  45. - Armor Skin: Damage, Cost 0, Defend 1
  46.  
  47. SKILLS:
  48. Mad Demon: When you make an Attack Check for an Unarmed Attack Maneuver, you may add +1 to the die roll.
  49. Super Strength: Your Unarmed and Melee Attacks deal +1 damage.
  50. Vile Repast: When you cause the target of your Attack to make a Dismemberment Check, they receive a penalty of -2 to the die roll.
  51.  
  52. - Meat Shield: Damage, Cost 0, Range 0-1, Negate the damage of an attack and all associated effects (including Dismemberment, Chain Attacks, and Area Attacks.)
  53. - Crawling Flesh: Check, Cost 0, Range 0-2, You may only use this Skill after you have taken damage. Hinder 3.
  54. - Calamity: Damage, Cost 2, You may only use this Skill when you hit with a Melee Attack. The Attack becomes an Area Attack. If you would damage yourself with this Attack, you do not.
  55. - Crystallization: Damage, Cost 1, You may ignore any "Dismember", "Explosive", and "Move" properties associated with an attack you've been hit by. This Maneuver can be used any number of times per Round.
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