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Name: Zahra Sturm
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Age: 17+
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Premonition: Catastrophe
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Sorority/Erudite/Stacy
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Starting Location: Limbo.
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Total Body integrity: 25/25
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AP: 12/12
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ARM: 3+S / MUT: 6 / ENH: 0 / CON: 1
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HEAD: 6/6
13-
-Brain: [Auto/N/S] Maximum Action Points +2.
13+
-Impure Thoughts: [Auto/N/S] Maximum Action Points +2. = Hardly a beacon of purity, but that's normal.  But I guess my brain sometimes gets halfway cooked with madness.
14-
-Eyes: [Auto/N/S] Maximum Action Points +1.
14+
-Playful Eyes: [Auto/N/S] Maximum Action Points +1. = It's a bit of a pain, being the only one with normal vision, but I still like my eyes how they are.
15-
-Judo: [Auto/N/S] Maximum Action Points +1.
15+
-Cocky Grin: [Action/2/0] Unarmed 1. = Maybe I should keep my mouth shut rather than speaking my mind, sometimes...
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.
16+
-Hellfire Ignition: [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. = Surely I've grown, haven't I? I never thought this day would come, yet here I am, resorting to flames and fire.
17-
-Jaw: [Action/2/0] Unarmed Attack 1.
17+
-Gun Fu: [Auto/N/S] Maximum Action Points +1. = Equilibrium is a classic movie.
18-
-Treasure: [Auto/N/S] Treasure effect.
18+
-Four's Teeth: [Auto/N/S] Treasure. = Hope they won't want these back.  But they're welcome to 'em if they do.
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ARMS: 7/7
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--Forearm: [Check/1/0] Support 1.
21+
--Pitching Arm: [Check/1/0] Support 1. = Fastball or curveball, whatever works.
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--Riot Shield: [Damage/1/0] Defend 2 + Negate Chain/Area.
22+
--Protector's Promise: [Damage/1/0] Defend 2 + Negate Chain/Area. = The innocent, friends, coworkers, all those I hold dear.  I won't let you hurt them!
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--Extra Arms: [Rapid/0/S] You may perform one Action Maneuver of your choice as if its timing were Rapid.
23+
--Extra Arms: [Rapid/0/S] You may perform one Action Maneuver of your choice as if its timing were Rapid.  = Now I'm even better at multitasking, but modifying shirts is still a pain in the ass.
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-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.
24+
-Crime and Punishment: [Action/3/0~1] Shooting Attack 1 + Area + Chain Attack 1.  You do not take damage from this Maneuver's 'Area' property. = I'm choosing volume over raw power, but it works well in precise barrages.
25-
-Fists: [Action/2/0] Unarmed Attack 1.
25+
-Monkey Steals Peach: [Action/2/0] Unarmed 1. = I can certainly disable an attacker, but it's rare that I have to hit someone directly.
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-Shoulder: [Action/4/S] Move 1.
26+
-"Ow My Legs": [Action/4/S] Move 1. = I can lose much of my body and still fight, but having to crawl or ask someone to carry me is still humiliating.
27-
-Treasure: [Auto/N/S] Treasure effect.
27+
-GameBoy: [Auto/N/S] Treasure. = I know it's dated, but it's been in my family for generations.  And at least it's in color.  Unfortunately, civilian-grade Nintendium isn't quite sturdy enough to shrug off a bullet.
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TORSO: 5/5
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-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.
30+
-Impatiently Waiting: [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 totally arbitrarily. = "Hurry up and wait" is the worst part of any assignment.  Always makes me a bit twitchy with anxiety.
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.
31+
-Huge Guts: [Auto/N/S] No Effect. = Metaphorically huge, though I guess a few organs are bigger than normal.  I get plenty of exercise to offset my diet.
32-
-Heart: [Auto/N/S] Maximum Action Points +1.
32+
-Full of Candy: [Auto/N/S] No Effect. = Emergency rations to keep me from getting tired or jittery.  Unlike my smaller body, this one can handle way more sugar without secreting it in sweat.  Which is good, since it's not like I'm in a relationship where that'd be a positive.
33-
-Entrails: [Auto/N/S] No Effect.
33+
-Pulse-Pounding Rhythm: [Auto/N/S] Maximum Action Points +1. = An enlarged heart for enhanced blood flow.  I find it helps the most if I've got the right music hyping me up during shootouts.  Even if it's only in one ear so I can still hear our comms.
34-
-Entrails: [Auto/N/S] No Effect.
34+
-First Aid Kit: [Auto/N/S] At the end of a Battle, if this Part is not damaged, you may choose 3 Basic Parts belonging to your Sisters other than yourself to regenerate.  Provides additional emergency treatment for Normals. = Char alone isn't always able to treat every injury, let alone quickly. I always felt sick not being able to help, but now I can do so much, so quickly!
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LEGS: 7/7
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--Foot: [Check/1/0] Hinder 1.
37+
--"Don't Trip, Now": [Check/1/0] Hinder 1. = Or do.  It'll be funny.
38-
--Cracked Flesh: [Damage/0/S] Defend 2.
38+
--Serpentscale: [Damage/0/S] Defend 2. = It feels so strange, finally having a body like this.  I've never felt so strong, so sturdy.  I can do so much more to protect them all.
39-
-Bone: [Action/3/S] Move 1.
39+
-Thicc Thighs: [Action/3/S] Move 1. = It's more work than you'd think, maintaining the right balance between useful muscle and good-looking squish.
40-
-Bone: [Action/3/S] Move 1.
40+
-Run n' Gun: [Action/3/S] Move 1. = I don't always have to blast-jump everywhere.  I do plenty of running in baseball, anyway.
41-
-Tail: [Auto/N/S] Maximum Action Points +1.
41+
-Crimson Tail: [Auto/N/S] Maximum Action Points +1. = I really will need a new gaming chair, now.
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.
42+
-Hyper Mode: [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. = I can't fall here.  Not without giving absolutely everything I've got.  You think a little pain will slow me down?
43-
-Extra Legs: [Auto/N/S] You may declare Maneuvers of broken Parts equipped to your Legs Location normally.
43+
-Wyvern's Wings: [Auto/N/S] You may declare Maneuvers of broken Parts equipped to your Legs Location normally. = Added lift and support for when my legs are inevitably shredded.
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SKILLS: 13+S
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--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.
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--Corpse Style: [Check/*/0~1] Support 2 or Hinder 2. As the Cost of this Maneuver break one of your Basic Parts.
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--Meat Shield: [Damage/0/0~1] Negate all additional effects and properties associated with an Attack Maneuver other than its damage.
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--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.
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--Remain Dead: [Rapid/0/S] Repair one of your Basic Parts.
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-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.
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-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.
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-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'.
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-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.
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-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 
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 -1 penalty to the Attack Checks of affected Maneuvers.
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-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.
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-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.
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-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.
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-Well-Armed: [*/N/S] When you learn this Skill you may acquire one additional Tier 3 Armament.
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===
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Sorority: Gathering in Elysium
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Erudite: Careful Placement, Rocket Jump; ARM 1 (First-Aid Kit), ARM 2 (Judo)
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Stacy: Made to be Broken; ARM 3 (Riot Shield), MUT 1 (Heart)
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Free Point: T2 MUT (Extra Arms)
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Squad Loadout: LMG
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Favor (Spent/Lifetime): 120/120
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010: N/A
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020: (CC) Impulse
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010: Landmine 
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020: Trigger Happy 
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030: Specialist (Lullaby)
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040: MUT 3 (Cracked Flesh)
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050: MUT 4 (Tail)
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060: MUT 5 (Survival Instinct)
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070: MUT 6 (Extra Legs)
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080: Remain Dead
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090: Meat Shield
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100: Well-Armed (Charger)
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110: Protect
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120: Corpse Style