Advertisement
Wanderlost

Zahra Rebuild 2 Erudite/Stacy (mechanics only)

Jun 7th, 2023 (edited)
51
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Name: Zahra Sturm
  2. Age: 17+
  3. Premonition: Catastrophe
  4. Sorority/Erudite/Stacy
  5. Starting Location: Limbo.
  6.  
  7. Total Body integrity: 25/25
  8. AP: 12/12
  9.  
  10. ARM: 3+S / MUT: 6 / ENH: 0 / CON: 1
  11.  
  12. HEAD: 6/6
  13. -Brain: [Auto/N/S] Maximum Action Points +2.
  14. -Eyes: [Auto/N/S] Maximum Action Points +1.
  15. -Judo: [Auto/N/S] Maximum Action Points +1.
  16. -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.
  17. -Jaw: [Action/2/0] Unarmed Attack 1.
  18. -Treasure: [Auto/N/S] Treasure effect.
  19.  
  20. ARMS: 7/7
  21. --Forearm: [Check/1/0] Support 1.
  22. --Riot Shield: [Damage/1/0] Defend 2 + Negate Chain/Area.
  23. --Extra Arms: [Rapid/0/S] You may perform one Action Maneuver of your choice as if its timing were Rapid.
  24. -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.
  25. -Fists: [Action/2/0] Unarmed Attack 1.
  26. -Shoulder: [Action/4/S] Move 1.
  27. -Treasure: [Auto/N/S] Treasure effect.
  28.  
  29. TORSO: 5/5
  30. -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.
  31. -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.
  32. -Heart: [Auto/N/S] Maximum Action Points +1.
  33. -Entrails: [Auto/N/S] No Effect.
  34. -Entrails: [Auto/N/S] No Effect.
  35.  
  36. LEGS: 7/7
  37. --Foot: [Check/1/0] Hinder 1.
  38. --Cracked Flesh: [Damage/0/S] Defend 2.
  39. -Bone: [Action/3/S] Move 1.
  40. -Bone: [Action/3/S] Move 1.
  41. -Tail: [Auto/N/S] Maximum Action Points +1.
  42. -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.
  43. -Extra Legs: [Auto/N/S] You may declare Maneuvers of broken Parts equipped to your Legs Location normally.
  44.  
  45. SKILLS: 13+S
  46. --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.
  47. --Corpse Style: [Check/*/0~1] Support 2 or Hinder 2. As the Cost of this Maneuver break one of your Basic Parts.
  48. --Meat Shield: [Damage/0/0~1] Negate all additional effects and properties associated with an Attack Maneuver other than its damage.
  49. --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.
  50. --Remain Dead: [Rapid/0/S] Repair one of your Basic Parts.
  51. -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.
  52. -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.
  53. -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'.
  54. -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.
  55. -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
  56. -1 penalty to the Attack Checks of affected Maneuvers.
  57. -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.
  58. -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.
  59. -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.
  60. -Well-Armed: [*/N/S] When you learn this Skill you may acquire one additional Tier 3 Armament.
  61.  
  62. ===
  63. Sorority: Gathering in Elysium
  64. Erudite: Careful Placement, Rocket Jump; ARM 1 (First-Aid Kit), ARM 2 (Judo)
  65. Stacy: Made to be Broken; ARM 3 (Riot Shield), MUT 1 (Heart)
  66. Free Point: T2 MUT (Extra Arms)
  67. Squad Loadout: LMG
  68.  
  69. Favor (Spent/Lifetime): 120/120
  70. 010: N/A
  71. 020: (CC) Impulse
  72. 010: Landmine
  73. 020: Trigger Happy
  74. 030: Specialist (Lullaby)
  75. 040: MUT 3 (Cracked Flesh)
  76. 050: MUT 4 (Tail)
  77. 060: MUT 5 (Survival Instinct)
  78. 070: MUT 6 (Extra Legs)
  79. 080: Remain Dead
  80. 090: Meat Shield
  81. 100: Well-Armed (Charger)
  82. 110: Protect
  83. 120: Corpse Style
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement