Scarecrow
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Description
A cold wind blows through a desolate field. What once was vibrant life that fed countless people is now overgrown and rotting. A small creature stalks through it, following orders that have long since been rendered meaningless in this dying world. A creature of straw, of cloth, of flesh.
In the old world, Scarecrows existed to keep unwanted pests from fields of precious grain. In this new world, their purpose hasn’t changed. Fresh crops of new dolls, threatened by new pests, still need protection and a Scarecrow is all too eager to oblige. Scavenging straw, mending cloth, and stealing flesh, the Scarecrow will watch over her charges.
Playing a Scarecrow
The Scarecrow is a defensive sister, designed to keep herself and her allies safe, first and foremost. Regenerating with Harvester’s Scythe and Doll of Straw, the Scarecrow sheds damage like loose straw. If the sister rathers, taking a more defend-heavy approach using Cloak of Crows and Straw for Brains prevent the Scarecrow from being injured in the first place. No matter what happens, you will remain standing.
New Terms
Precise: Area attacks with Precise do not damage Allies.
Transport: Move your character in the specified way. Transportation is not movement and thus cannot be hindered or supported.
Prelude X: This maneuver takes place X count after the count it was announced. It may only be used if the current count is greater than X. If the Prelude is Cancelled, the Prelude does not Finish. You may have multiple Preludes active at a time, however, you cannot have the same Prelude active more than once at a time.
Push: Move the target the specified amount, but only away from you.
Reinforcement Points
Armament | Mutation | Enhancement |
– | 1 | 1 |
Special Skill
Darken the Sky | |||||
Timing: | Action | Cost: | 3 | Range: | 0-1 |
Effect | Target a Zone. Prelude 4 – The Prelude stops if you change zones, take damage, or make an Attack. Transport to the target zone and perform a Blast Attack 2 + Area + Precise on a target in your new zone. Until the end of the round replace this with Horrid Cacophony. | ||||
Channeling dark energies you leap into the fray and call the dark birds to do your bidding. |
Horrid Cacophony | |||||
Timing: | Action | Cost: | 3 | Range: | 0 |
Effect | Blast Attack 1 + Area | ||||
The Scarecrow’s presences drives the flock into a frenzy, ripping anything that gets too close into a tattered and bloody mess. |
Skills
Innards of Straw | |||||
Timing: | Auto | Cost: | – | Range: | Self |
Effect | When you damage an enemy at Range 0 you may spend 1 AP. If you do regenerate a basic part. | ||||
Your innards are nothing but straw and hope. Fill it with anything. Anything will do. |
Body of Cloth | |||||
Timing: | Damage | Cost: | 2 | Range: | Self |
Effect | Defend 3. | ||||
Layers upon layers of stiff cloth, covered in dirt and mud and blood. Even the most deadly attack will be blunted. |
Heart of Flesh | |||||
Timing: | Rapid | Cost: | 0 | Range: | Self |
Effect | The next Attack you make with Area gains Precise. | ||||
Your innards are straw, your body is cloth, but your heart is flesh. It begs you to spare your charges. |
Incite Terror | |||||
Timing: | Damage | Cost: | 3 | Range: | 0-2 |
Effect | Push 1, this maneuver can only be used on an enemy. | ||||
Your blood pressure and heart rate increase. You start breathing faster. The sound of rustling straw draws near. |
The Scarecrow’s Scythe | |||||
Timing: | Auto | Cost: | – | Range: | Self |
Effect | Gain the Harvester’s Scythe part. | ||||
Slicing blades, the scent of blood hangs in the air. |
Arms | Harvester’s Scythe | ||||
---|---|---|---|---|---|
Timing: | Action | Cost: | 3 | Range: | 0 |
Effect | Melee Attack 1 + Area + Precise | ||||
An ancient scythe that once served to reap fields, the haft is rotting and the blade is rusted. It has found new purpose in harvesting the lives of those who stand before it. |
Straw for Brains | |||||
Timing: | See Effect | Cost: | – | Range: | Self |
Effect | Your Brain becomes a reinforcement part, additionally the effect of your Brain becomes the following: Maximum Action Points +2 All Critical Hits targeting your head are counted as normal hits and do not receive bonus damage. Apply Defend 1 to all attacks targeting your head. | ||||
Traditional wisdom says to aim for the head. Traditional wisdom is often wrong. |
Perfect Mimicry | |||||
Timing: | Auto | Cost: | – | Range: | Self |
Effect | During the first round of combat, until you use a Maneuver to damage an enemy, you cannot be the target of any maneuver used by Horrors or Legions | ||||
“Was that scarecrow always there? Was it always holding a scythe?” |
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