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- Name: Zahra Sturm
- Age: 17+
- Premonition: Catastrophe
- Sorority/Erudite/Stacy
- Starting Location: Limbo.
- Total Body integrity: 25/25
- AP: 12/12
- ARM: 3+S / MUT: 6 / ENH: 0 / CON: 1
- HEAD: 6/6
- -Brain: [Auto/N/S] Maximum Action Points +2.
- -Eyes: [Auto/N/S] Maximum Action Points +1.
- -Judo: [Auto/N/S] Maximum Action Points +1.
- -Charger: [Action/3/0~1] For a 1 AP Action, add +2 damage to this Maneuver's next Attack. A second 1 AP Action also applies 'Explosive' to the Maneuver's next Attack.
- -Jaw: [Action/2/0] Unarmed Attack 1.
- -Treasure: [Auto/N/S] Treasure effect.
- ARMS: 7/7
- --Forearm: [Check/1/0] Support 1.
- --Riot Shield: [Damage/1/0] Defend 2 + Negate Chain/Area.
- --Extra Arms: [Rapid/0/S] You may perform one Action Maneuver of your choice as if its timing were Rapid.
- -Light Machine Gun: [Action/3/0~1] Shooting Attack 1 + Area + Chain Attack 1. You do not take damage from this Maneuver's 'Area' property.
- -Fists: [Action/2/0] Unarmed Attack 1.
- -Shoulder: [Action/4/S] Move 1.
- -Treasure: [Auto/N/S] Treasure effect.
- TORSO: 5/5
- -Spine: [Action/1/S] One Maneuver you use on the next Count during this Turn has its Cost reduced by 1 (to a minimum of 0.) Stacks if used repeatedly. Discount may be divided arbitrarily.
- -First Aid Kit: [Auto/N/S] At the end of Battle, if this Part is undamaged, you may choose 3 Basic Parts belonging to your Sisters other than yourself to regenerate. Provides additional emergency treatment for Normals.
- -Heart: [Auto/N/S] Maximum Action Points +1.
- -Entrails: [Auto/N/S] No Effect.
- -Entrails: [Auto/N/S] No Effect.
- LEGS: 7/7
- --Foot: [Check/1/0] Hinder 1.
- --Cracked Flesh: [Damage/0/S] Defend 2.
- -Bone: [Action/3/S] Move 1.
- -Bone: [Action/3/S] Move 1.
- -Tail: [Auto/N/S] Maximum Action Points +1.
- -Survival Instinct: [Auto/N/S] When the Hit Location this Part is equipped to is damaged you may reduce the AP Cost of your next Maneuver by -1 (to a minimum of 0). You may use this maneuver once per Count.
- -Extra Legs: [Auto/N/S] You may declare Maneuvers of broken Parts equipped to your Legs Location normally.
- SKILLS: 13+S
- --Impulse: [Auto/*/S] Once per Round, when you declare a Maneuver, instead of paying the normal Cost for the Maneuver you may instead add one Madness to a Fetter of your choice as its Cost.
- --Corpse Style: [Check/*/0~1] Support 2 or Hinder 2. As the Cost of this Maneuver break one of your Basic Parts.
- --Meat Shield: [Damage/0/0~1] Negate all additional effects and properties associated with an Attack Maneuver other than its damage.
- --Gathering in Elysium: [Rapid/2/*] Regardless of their current placement on the Battle Map, all Sisters (including yourself) are instantly transported to Elysium. This is not treated as a Movement Maneuver.
- --Remain Dead: [Rapid/0/S] Repair one of your Basic Parts.
- -Protect: [Damage/0/0~1] When the target takes damage you may instead take damage in their place (cannot be used for 'Area' damage). You may use this maneuver any number of times per Round.
- -Landmine: [Action/2/0] Place a Landmine in the target Zone. When an enemy Moves in or out of that Zone, you may choose to activate the Landmine at Rapid timing for 0 AP, dealing 'Blast Attack 2 + Hinder Move 1' with an automatic Check result of '7'. Landmines persist between Rounds.
- -Rocket Jump: [Action/1/S] Move 1~3. When declaring this Maneuver, perform a Blast Attack 2 targeting yourself with an automatic final Check result of '7'.
- -Careful Placement: [Auto/N/S] You must declare this Maneuver before rolling the Attack Check. When using the 'Area' property, a successful roll will only hit enemies while a failure will hit one Sister in the Zone (Crit Failures hit all Sisters). Your Attacks do not gain increased damage from Crits while this is in effect.
- -Lullaby: [Auto/N/S] During the Battle Phase, decrease the AP Cost of your Shooting Attacks by -1 (minimum of 1). In exchange, suffer a
- -1 penalty to the Attack Checks of affected Maneuvers.
- -Made to be Broken: [Auto/N/S] +1 bonus to your Attack / Dismember Checks. At the end of the Battle Phase and of each Round you must break one of your Parts.
- -Trigger-Happy: [Auto/N/S] Once per Count, when dealing 5 or greater damage total via Shooting Attack Maneuvers, you may remove 1 Madness Point from a Fetter of your choosing. This effect ignores your Fragments of Memory madness removal limit.
- -Specialist: [Auto/N/S] When you acquire this Skill, acquire another Skill from a Class you do not belong to. Special Skills, Enforcer or Psychedelic Skills are not eligible.
- -Well-Armed: [*/N/S] When you learn this Skill you may acquire one additional Tier 3 Armament.
- ===
- Sorority: Gathering in Elysium
- Erudite: Careful Placement, Rocket Jump; ARM 1 (First-Aid Kit), ARM 2 (Judo)
- Stacy: Made to be Broken; ARM 3 (Riot Shield), MUT 1 (Heart)
- Free Point: T2 MUT (Extra Arms)
- Squad Loadout: LMG
- Favor (Spent/Lifetime): 120/120
- 010: N/A
- 020: (CC) Impulse
- 010: Landmine
- 020: Trigger Happy
- 030: Specialist (Lullaby)
- 040: MUT 3 (Cracked Flesh)
- 050: MUT 4 (Tail)
- 060: MUT 5 (Survival Instinct)
- 070: MUT 6 (Extra Legs)
- 080: Remain Dead
- 090: Meat Shield
- 100: Well-Armed (Charger)
- 110: Protect
- 120: Corpse Style
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