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Name:
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Name: Zahra Sturm
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Age: 
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Age: 17+
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Premonition: 
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Premonition: Catastrophe
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Position/Class/Subclass
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Sorority/Erudite/Stacy
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Starting Location: 
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Starting Location: Limbo.
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Total Body integrity: 12/12
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Total Body integrity: 25/25
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AP: 9/9
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AP: 12/12
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ARM: 0 / MUT: 0 / ENH: 0
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ARM: 3+S / MUT: 6 / ENH: 0 / CON: 1
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HEAD: 3/3
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HEAD: 6/6
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-Brain: [Auto/N/S] Maximum Action Points +2.
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-Eyes: [Auto/N/S] Maximum Action Points +1.
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-Judo: [Auto/N/S] Maximum Action Points +1.
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-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.
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ARMS: 3/3
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-Treasure: [Auto/N/S] Treasure effect.
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ARMS: 7/7
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--Forearm: [Check/1/0] Support 1.
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TORSO: 3/3
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--Riot Shield: [Damage/1/0] Defend 2 + Negate Chain/Area.
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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 totally arbitrarily.
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--Extra Arms: [Rapid/0/S] You may perform one Action Maneuver of your choice as if its timing were Rapid.
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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.
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-Fists: [Action/2/0] Unarmed Attack 1.
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-Shoulder: [Action/4/S] Move 1.
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LEGS: 3/3
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-Treasure: [Auto/N/S] Treasure effect.
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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.
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-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.
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SKILLS: (My preferred order is Once-per-Round skills, multi-use skills, passive skills. No need to sort them by Class and Position, really.)
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-Heart: [Auto/N/S] Maximum Action Points +1.
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-Entrails: [Auto/N/S] No Effect.
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-Entrails: [Auto/N/S] No Effect.
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Fragments of Memory: 2
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1
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LEGS: 7/7
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2
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--Cracked Flesh: [Damage/0/S] Defend 2.
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Fetters:
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X X X O - Treasure: Dependent
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X X X O - (Each Other PC): ???
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-Tail: [Auto/N/S] Maximum Action Points +1.
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-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.
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-Extra Legs: [Auto/N/S] You may declare Maneuvers of broken Parts equipped to your Legs Location normally.
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(List initial build and picks here.)
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SKILLS: 13+S
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Favor (Current/Lifetime): 0/0
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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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(Track favor purchases here.)
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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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Needed:
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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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Age (1d10+7 or choice)
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--Remain Dead: [Rapid/0/S] Repair one of your Basic Parts.
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Premonition (1d10 or choice)
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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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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.
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Position and 1 Skill
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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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Primary Class and 2 Skills + associated reinforcement parts
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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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Subclass and 1 Skill + associated reinforcement part
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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 free Reinforcement part
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 -1 penalty to the Attack Checks of affected Maneuvers.
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1 Treasure part
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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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Starting Location (may be changed between battles)
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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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Treasure Fetter (all fetters start at 3 madness)
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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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Fetters for each other PC (1d10 or choice toward each)
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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