NKiwi

Nine

Sep 28th, 2019
44
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  1. Name: Nine
  2. Age: 11
  3. Premonition: Hope
  4. Junk/Stacy/Stacy:
  5. Starting Zone: Limbo
  6. Total Body Integrity: 18/18
  7. AP: 10/10
  8. Flavor 8/28
  9.  
  10. ARM: 3 / MUT: 2 / ENH: 0
  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. -Kung-Fu [Auto/None/Self] +1 AP
  17.  
  18. ARMS: 6/6
  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. -Armor Plating [Damage/0/Self] Defend 1 + Negate 'Explosive'
  23. -Flamethrower [Action/2/0-1] Blast Attack 1 + Explosive + Chain 1
  24. -Coat (Treasure)
  25.  
  26. TORSO: 5/5
  27. -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.
  28. x-Entrails [Timing: Auto/Cost: None/Range: None] - None.
  29. -Entrails [Timing: Auto/Cost: None/Range: None] - None.
  30. -Albino [Check/1/0-1] Support 1
  31. -Scales [Damage/1/Self] Defend 2
  32.  
  33. LEGS: 3/3
  34. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  35. -Bone [Timing: Action/Cost: 3/Range: Self] - Move 1.
  36. -Foot [Timing: Check/Cost: 1/Range: 0] - Hinder 1.
  37.  
  38. SKILLS:
  39. 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.
  40. C1: Crawling Flesh [Check/0/0-2] You may only use this Skill while you are damaged. Hinder 3.
  41. C2: Made to Be Broken [Auto/None/Self] Add +1 to all die rolls for Attack Checks and Dismemberment Checks. However, at the end of the Battle Phase and each Turn of combat, you must damage one of your own Parts of your choice.
  42. This cannot be manipulated by Maneuvers that affect Costs.
  43. C3: Protect [Damage/0/0-1] If the damage received by the target is caused by an Attack Maneuver, you may negate any number and combination of effects other than damage of your choosing of an attack (Area, Chain, Dismemberment, Explosive, Stagger, and more specific effects are included).
  44. C4: Remain Dead [Rapid/0/Self] Regenerate a Basic Part of yours that was damaged.
  45. C5: Corpse Style [Check/0/0-1] Support 2 or Hinder 2, as the cost for this maneuver, break 1 part.
  46.  
  47. Fragments of Memory: 2
  48. 1. Hole in the Head- A hole was made in your skull and something sunk into your brain. Although anesthesia has taken effect, you were still awake. It is a strange and cold feeling. After this, you could glean a new feeling. But did their experiments work?
  49. 2 ESP Out of Control- You obtained ESP at a research facility, but you lost control of your powers. It granted you intelligence beyond the limits of the human brain. An instant omnipotence. The devastating power swept forth and killed people, and at the same time, killed you.
  50. 3 Bullying- It's not fair. I earned it! Well... ok, maybe I didn't really, but that doesn't give her the right to do that!
  51.  
  52. Post Mortem Experience: Experimental Materials- When you awoke as undead, you were used in ESP experiments. When the study was over, you were freed. Within your body, remains some of the ESP ability produced from that research.
  53.  
  54. Fetters:
  55. Treasure: Dependent (X) (X) () ()
  56. Barrette: Attached (X)(X)(X)()
  57. Nai: Protective (X)(X)()()
  58. Ivanka: Friendly (X)(X)()()
  59.  
  60. Reinforcements:
  61. ARM:
  62. 1: Kung Fu
  63. 2: Armor Plating
  64. 3: Flamethrower
  65.  
  66. MUT:
  67. 1: Albino
  68. 2: Scales
  69.  
  70. Favor purchases:
  71. 10: Remain Dead
  72. 20: Corpse Style
  73.  
  74. Chargen:
  75. Name + Age (1d10+7 or choice)
  76. Premonition (1d10 or choice)
  77. 2 fragments of memory (the d100 memory table is in the pdf, but you can pick or make up your own)
  78. Choose Position and 1 Skill from Position
  79. Choose Primary Class and 2 Skills from Primary Class, + gain Primary Class's Reinforcement Points
  80. Choose Secondary Class and 1 Skill from Secondary Class + gain Secondary Class's Reinforcement Points
  81. Add 1 Reinforcement Point to a category of your choosing and gain 1 Treasure part (roll or choose)
  82. Spend Reinforcement Points (Reinforcement Parts must be in sequence and be 'supported' by previous tier E.X.: T1 -> T2 -> T3, not T1 -> T3; T1 -> T1 -> T2 -> T2 -> T3, not T1 -> T2 -> T2 -> T3 -> T3)
  83. Starting Zone (Eden/Elysium/Limbo)
  84. Fetters for each other PC (1d10 or choice toward each), each with three madness.
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