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1 | - | Name: |
1 | + | Name: Zahra Sturm |
2 | - | Age: |
2 | + | Age: 17+ |
3 | - | Premonition: |
3 | + | Premonition: Catastrophe |
4 | - | Position/Class/Subclass |
4 | + | Sorority/Erudite/Stacy |
5 | - | Starting Location: |
5 | + | Starting Location: Limbo. |
6 | ||
7 | - | Total Body integrity: 12/12 |
7 | + | Total Body integrity: 25/25 |
8 | - | AP: 9/9 |
8 | + | AP: 12/12 |
9 | ||
10 | - | ARM: 0 / MUT: 0 / ENH: 0 |
10 | + | ARM: 3+S / MUT: 6 / ENH: 0 / CON: 1 |
11 | ||
12 | - | HEAD: 3/3 |
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 | - | ARMS: 3/3 |
17 | + | |
18 | -Treasure: [Auto/N/S] Treasure effect. | |
19 | ||
20 | ARMS: 7/7 | |
21 | --Forearm: [Check/1/0] Support 1. | |
22 | - | TORSO: 3/3 |
22 | + | --Riot Shield: [Damage/1/0] Defend 2 + Negate Chain/Area. |
23 | - | -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 totally arbitrarily. |
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 | - | LEGS: 3/3 |
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 | - | SKILLS: (My preferred order is Once-per-Round skills, multi-use skills, passive skills. No need to sort them by Class and Position, really.) |
32 | + | -Heart: [Auto/N/S] Maximum Action Points +1. |
33 | -Entrails: [Auto/N/S] No Effect. | |
34 | -Entrails: [Auto/N/S] No Effect. | |
35 | - | Fragments of Memory: 2 |
35 | + | |
36 | - | 1 |
36 | + | LEGS: 7/7 |
37 | - | 2 |
37 | + | |
38 | --Cracked Flesh: [Damage/0/S] Defend 2. | |
39 | - | Fetters: |
39 | + | |
40 | - | X X X O - Treasure: Dependent |
40 | + | |
41 | - | X X X O - (Each Other PC): ??? |
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 | - | (List initial build and picks here.) |
44 | + | |
45 | SKILLS: 13+S | |
46 | - | Favor (Current/Lifetime): 0/0 |
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 | - | (Track favor purchases here.) |
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 | - | Needed: |
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 | - | Age (1d10+7 or choice) |
50 | + | --Remain Dead: [Rapid/0/S] Repair one of your Basic Parts. |
51 | - | Premonition (1d10 or choice) |
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 | - | 2 fragments of memory (the d100 memory tables are on the wiki, but you can pick or make up your own) |
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 | - | Position and 1 Skill |
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 | - | Primary Class and 2 Skills + associated reinforcement parts |
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 | - | Subclass and 1 Skill + associated reinforcement part |
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 free Reinforcement part |
56 | + | -1 penalty to the Attack Checks of affected Maneuvers. |
57 | - | 1 Treasure part |
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 | - | Starting Location (may be changed between battles) |
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 | - | Treasure Fetter (all fetters start at 3 madness) |
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 | - | Fetters for each other PC (1d10 or choice toward each) |
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 |