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Name: Zahra Sturm
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Name: Sergeant Zahra "Hysteria" Sturm
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Age: 17+
2+
Apparent Age: 17+
3
True Age: 18
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Sorority/Erudite/Stacy
4+
5-
Starting Location: Limbo.
5+
Holic/Erudite/Requiem
6
7-
Total Body integrity: 25/25
7+
Starting Location: Limbo
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AP: 12/12
8+
9
Favor Total: 110
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ARM: 3+S / MUT: 6 / ENH: 0 / CON: 1
10+
ARM: 4+S / MUT: 2 / ENH: 0 / CON: 1
11
Total Body integrity: 22/22
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HEAD: 6/6
12+
AP: 11/11
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-Brain: [Auto/N/S] Maximum Action Points +2.
13+
14-
-Eyes: [Auto/N/S] Maximum Action Points +1.
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HEAD: 5/5
15-
-Judo: [Auto/N/S] Maximum Action Points +1.
15+
-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.
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+
-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.
17-
-Jaw: [Action/2/0] Unarmed Attack 1.
17+
-Cocky Grin: [Action/2/0] Unarmed 1. = Maybe I should keep my mouth shut rather than speaking my mind, sometimes...
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-Treasure: [Auto/N/S] Treasure effect.
18+
-Gun Fu: [Auto/N/S] Maximum Action Points +1. = Equilibrium is a classic movie.
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-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
20+
21-
--Forearm: [Check/1/0] Support 1.
21+
ARMS: 8/8
22-
--Riot Shield: [Damage/1/0] Defend 2 + Negate Chain/Area.
22+
--Pitching Arm: [Check/1/0] Support 1. = Fastball or curveball, whatever works.
23-
--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. = I'm even better at multitasking, now, but modifying shirts is 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+
-Shoot the Bullet: [Damage/2/0~1] Defend 1. The target may choose to have the Attack hit an adjacent Location. This may be used any number of times per Round, but only once per Attack. = You're asking why I took the time to acclimate to shooting down attacks instead of something more practical?  Maybe I like asserting dominance on shitters.
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 only lose so much of my body and still fight, but having to crawl or ask someone to carry me is humiliating.
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-Treasure: [Auto/N/S] Treasure effect.
27+
-Law and Order: [Action/3/0~1] Shooting 2 + Chain 1. = 9x19 PR is a fine cartridge, fuck the haters.
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-Soon-to-be-Dead Gun: [Action/3/1~2] Shooting 1 + Explosive + Area. = Eight barrels of fun, more than enough to kill anything that moves!  Certainly anything alive, anyway.
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TORSO: 5/5
29+
-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.
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.
30+
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+
TORSO: 6/6
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-Heart: [Auto/N/S] Maximum Action Points +1.
32+
--Frag Grenade: [Action/2/0~1] Blast 2 + Area, -1 to Attack Check. This Maneuver may be used only once per Round. = Obviously not the preferred option for detaining normals, but it certainly helps to keep a couple on hand for mopping up groups of hostiles.
33-
-Entrails: [Auto/N/S] No Effect.
33+
-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.
34-
-Entrails: [Auto/N/S] No Effect.
34+
-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.
35
-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.
36-
LEGS: 7/7
36+
-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.
37-
--Foot: [Check/1/0] Hinder 1.
37+
-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.  And sure, maybe I always felt sick not being able to help whenever she went about treating normal people's injuries.
38-
--Cracked Flesh: [Damage/0/S] Defend 2.
38+
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-Bone: [Action/3/S] Move 1.
39+
LEGS: 3/3
40-
-Bone: [Action/3/S] Move 1.
40+
--"Don't Trip, Now": [Check/1/0] Hinder 1. = Or do.  It'll be funny.
41-
-Tail: [Auto/N/S] Maximum Action Points +1.
41+
-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.
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+
-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.
43-
-Extra Legs: [Auto/N/S] You may declare Maneuvers of broken Parts equipped to your Legs Location normally.
43+
44
SKILLS: 12+S
45-
SKILLS: 13+S
45+
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.
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 a Madness Point to a Fetter of your choice as the Cost.
47-
--Corpse Style: [Check/*/0~1] Support 2 or Hinder 2. As the Cost of this Maneuver break one of your Basic Parts.
47+
--Carnage: [Check/*/S] Support 3. As the Cost of this Maneuver, add a Madness Point to a Fetter of your choice.
48-
--Meat Shield: [Damage/0/0~1] Negate all additional effects and properties associated with an Attack Maneuver other than its damage.
48+
--Gun Kata: [Check/2/0~1] Hinder 2. Afterwards, you may make a Shooting Attack 1 against the same target.
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.
49+
--Fury: [Damage/*/S] Add +2 to the damage dealt. As the Cost of this Maneuver, add a Madness Point to a Fetter of your choice
50-
--Remain Dead: [Rapid/0/S] Repair one of your Basic Parts.
50+
-Landmine: [Action/2/0] Place a land mine in the target zone. When a character moves into or out of that zone, you may choose to activate the mine, dealing Blast 2 with a check result of 7 and applying a Hinder Move. Activating the mine costs 0 AP.
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.
51+
-Rocket Jump: [Action/1/S] Move 1-3. Make a Blast Attack 2 at yourself that has an automatic result of 7.
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.
52+
-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 a single Sister in the zone (Critical Failures hit all Sisters); Your Attacks do not gain increased damage from Critical Successes while this is in effect.
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'.
53+
-Drama of Death (S): [Auto/N/S] During the Battle Phase, if you use an Attack Maneuver on a target that another Sister has successfully targeted and performed an Attack Check on in this Count, you may gain +1 on the die roll of your Attack Check and add +1 damage against the same target. Your Sister must perform their Attack first.
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.
54+
-Gun God: [Auto/N/S] You may add +1 to the die roll on Attack Checks of Shooting Attack Maneuvers.
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 
55+
-Lullaby: [Auto/N/S] During the Battle Phase, you may take a penalty of -1 to the Attack Check of a Shooting Attack Maneuver. If you do, the Cost of the Maneuver is decreased by -1 (to a minimum of 1).
56-
 -1 penalty to the Attack Checks of affected Maneuvers.
56+
-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. (Drama of Death)
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.
57+
-Trigger Happy: [Auto/N/S] Once per Count, when dealing 5 or greater damage via a Shooting Attack Maneuver, you may remove 1 Madness Point from a Fetter of your choosing. This effect ignores your Fragments of Memory madness removal limit.
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.
58+
-Well-Armed: [Special/N/S] When you learn this Skill, you may acquire an additional Tier 3 Armament. This is not limited by your Reinforcement Points and you may regenerate it normally.
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.
59+
60-
-Well-Armed: [*/N/S] When you learn this Skill you may acquire one additional Tier 3 Armament.
60+
61
Fragments of Memory: 5
62
Background: Two-faced Delinquent
63-
Sorority: Gathering in Elysium
63+
Training from Hell
64-
Erudite: Careful Placement, Rocket Jump; ARM 1 (First-Aid Kit), ARM 2 (Judo)
64+
Graduation
65-
Stacy: Made to be Broken; ARM 3 (Riot Shield), MUT 1 (Heart)
65+
The Forbidden Organ
66-
Free Point: T2 MUT (Extra Arms)
66+
Forbidden Organ II: Circus Boogaloo
67-
Squad Loadout: LMG
67+
68
Phase: Noncombat - 4/5
69-
Favor (Spent/Lifetime): 120/120
69+
Fetters: 9/20
70-
010: N/A
70+
71-
020: (CC) Impulse
71+
XOOO - Treasure: Dependent = I started collecting vintage videogames and systems when Leo and I got a pair of old Gameboy bricks for our tenth birthdays.  They're a family heirloom, passed down over more than eighty years.  Obviously, the handheld and its cartridges are a total Ship of Theseus that's seen a fair few hardware replacements and upgrades over the years, but it's ultimately still a vintage system.
72-
010: Landmine 
72+
OOOO - Julia: Hateful = She's half the reason I made it through boot and the only reason I got into our squad.  I'm grateful.  But at the same time, I'll never forgive her!  She's hurt me more than anyone else ever has and only finally opened up to me when circumstances forced her to.  What the hell WAS I to her?  Certainly not a best friend!
73-
020: Trigger Happy 
73+
XXXO - Damara: Protective = We've always had our differences due to how we handle our feelings, but they're not as irreconcilable as I thought.  I trust her completely and there's no one better to admit my doubts to.  All the same, she's too pure and innocent for her own good and it's all too easy for her to be hurt.  I wouldn't hesitate to crush anyone who tries to hurt my little sis, even her own mother. 
74-
030: Specialist (Lullaby)
74+
XXOO - Charlotte: Attached = We go through plenty of rough patches and we tend to bicker a lot, yet she's also the one I spend the most time with.  She's had to grow up fast and considers herself an adult, but I'm not really sure how maturely to treat her and I keep causing this weird, awkward air between us.  On top of that, she's always been holding something back.  Surely she doesn't actually... have feelings for me of all people... right?  WRONG!  How the fuck do I respond to her if she forces the issue?
75-
040: MUT 3 (Cracked Flesh)
75+
XXXO - Mason: Possessive = Don't get me wrong, he's good looking and he'd probably be a good fuck.  But I can't.  Setting aside matters of age, he's boring and it'd never last.  More to the point, I don't want to make things too weird between us and fuck up our squad dynamic more than I already have.  I worry about him, sometimes.
76-
050: MUT 4 (Tail)
76+
77-
060: MUT 5 (Survival Instinct)
77+
78-
070: MUT 6 (Extra Legs)
78+
Rearmed and Reloaded:
79-
080: Remain Dead
79+
Holic - Impulse
80-
090: Meat Shield
80+
Erudite - 2 ARM (Kung Fu, Twin Pistols), Careful Placement, Rocket Jump
81-
100: Well-Armed (Charger)
81+
Requiem - 2 ARM (Undead Gun, First Aid Kit), Gun Kata
82-
110: Protect
82+
Free Part - 1 MUT (Heart)
83-
120: Corpse Style
83+
84
===
85
Favor Purchases:
86
010 - Landmine (Enforcer)
87
020 - Trigger Happy (Enforcer)
88
030 - MUT 2 (Extra Arms)
89
040 - Carnage
90
050 - Lullaby
91
060 - Gun God
92
070 - Specialist (Drama of Death)
93
SQL - Frag Grenade
94
080 - Fury
95
090 - Well-Armed (ADS)
96
100 - 
97
110 -