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Name: Nia Mizumoto
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Age: 14
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Premonition: Trapped
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Sorority/Entombed/Metalhead
4+
Sorority/Romanesque/Metalhead
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Starting Location: Limbo
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=====================
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Total Body integrity: 25/25
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AP: 12/12
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10-
ARM: 3 / MUT: 3 / ENH: 3 / OCC: 0
10+
ARM: 3 / MUT: 3 / ENH: 3+S / OCC: 0
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=====================
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14-
HEAD: 6/6
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HEAD: 8/8
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--Bolt Head (ENH 1): [Check/1/S] Support 2.
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--Ink Spray (Corpse Mushroom, MUT 3): [Check/0/0] Hinder 2.
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--Boost (ARM 2): [Rapid/0/0] You cannot target yourself. Move 1.
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-Brain: [Auto/N/S] Maximum Action Points +2.
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-Adrenaline (ENH 1): [Auto/N/S] Maximum Action Points +1.
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-Jaw: [Action/2/0] Unarmed Attack 1.
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-Kung-Fu (ARM 1): [Auto/N/S] Maximum Action Points +1.
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ARMS: 9/9
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--Longcoat (Leather Duds): [Damage/0/S] Defend 1.
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ARMS: 8/8
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--Armor Plating (ARM 2): [Damage/0/S] Defend 1 + Negate Explosive.
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--Armored Coat (Leather Duds): [Damage/0/S] Defend 1.
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--Psycho Blaster (ENH S): [Rapid/*/0~2] As the Cost of this Maneuver, pay 1 AP, then add a Madness Point to a Fetter of your choice. Shooting Attack 4.
28-
-Grappler Claw (Grappler Arms): [Action/3/0] Unarmed Attack 3, if this attack hits, the enemy is Grappled. A Grappled enemy suffers -2 to all Attack Checks, aside from Melee and Unarmed Attacks directed at you. If either target is moved, both move together unless you choose to move away. This ends if you grapple another target, willingly move away from the target, or this Part is broken.
28+
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-Bloodstained Armblades (Superior Katana, ARM 3): [Action/2/0] Melee Attack 2 + Dismember. Add +1 to the die roll of the Attack Check.
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-Red Right Hand (Superior Katana, ARM 3): [Action/2/0] Melee Attack 2 + Dismember. Add +1 to the die roll of the Attack Check.
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-Charm Bracelet: [Auto/N/S] Treasure.
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-Tattoo: [Auto/N/S] Treasure.
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-Chameleon (MUT 3): [Action/2/S] Until the end of the Round or until you use an Attack Maneuver, Horrors and Legions cannot make you the target of Attack Maneuvers.
34+
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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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-Entrails: [Auto/N/S] No Effect.
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-Entrails: [Auto/N/S] No Effect.
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-Heart (MUT 1): [Auto/N/S] Maximum Action Points +1.
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LEGS: 6/6
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LEGS: 5/5
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--Spikes (ENH 2): [Damage/1/S] You may only use this Maneuver when you deal damage. Add +2 to the damage for an Unarmed or Melee Attack.
41+
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--Prehensile Tail (Mecha-Tentacle, ENH 2): [Rapid/1/0~1] Hinder Move 1.
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--Hopper (ENH 3): [Rapid/2/S] Move 1. "Hinder Move" Maneuvers are ineffective against this movement.
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-Adhesive Pads (MUT 1): [Action/3/S] Move 1. "Hinder Move" is ineffective against this Movement.
44+
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-Crab Legs (ENH 3): [Auto/N/S] During Damage Timing, you gain "Defend 1" for Legs only. Additionally, during battle, when your Movement Maneuver successfully moves you, you may use a Melee or Unarmed maneuver against one target in either your current Area or the one in which you began your movement.
45+
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SKILLS: 
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--Two to Tango: [Action/3/0] 	Move 1. Both you and a target in range are affected by this maneuver. You may not use this maneuver on yourself. You may only use this once per round.
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--Overclock: [Auto/N/S] Once per round, +1 to the Support, Hinder, Move, Hinder Move, and Attack properties of a single maneuver.
50-
--Star Power: [Action/2/0~1] Pick up to two horrors or legions. For the next 5 Count, the chosen enemies may can only use their Action and Rapid timing Maneuvers to target themselves or you, or to Move toward your zone. This can only be declared once per round.
50+
--Test Their Metal [Damage/0/0] This can only be declared when you are dealing damage. When the enemy declares a defend maneuver, you may break it and add the part to yourself. This part is lost at the end of the phase.
51-
-Grappler: [Auto/N/S] Add the Grappler Arms part to your Arms. For the purposes of repairs, this part counts as a Basic Part.
51+
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--Waltz: [Rapid/1/S] Until the end of the Turn, every Attack which targets you receives a penalty of -1 to the Attack Check (if it is an Area Attack, the penalty only applies to hitting you.) If this Skill is used multiple times during the same Turn, the penalty does not increase.
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-Leather Rebel: [Auto/N/S] Add Leather Duds to one hit location. Attack parts that share a hit location with intact leather duds receive a +1 to the attack check.
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-Damaged Goods: [Auto/N/S] During the Battle Phase, at the end of the Round and when Treasure is damaged, you do not add Madness Points.
55-
---Defunct---
55+
-Clockwork: [*/N/S] When you learn this skill, you may acquire an additional Tier 3 Enhancement (Psychoblaster). This is not limited by your Reinforcement Points, and you may regenerate it as normal.
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-Syringe: [Action/*/*] Pay 3 AP to attempt to use this maneuver on a target at Range 0.  It deals no damage, but rolls based on hit bonuses that affect Melee/Unarmed.
56+
57-
It costs 2 AP to pass this ability to someone else at Range 0 (either the giver or receiver may pay the cost) or 2 AP from each person to pass it at Range 1.
57+
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-Experimental Headphones (Special): [Auto/N/S] If a Spirit Attack is made against you, the Attack Check must have a result of 7 or higher to hit.
58+
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Fragments of Memory: 6
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1) White Room: A white room. Medication, needles, people clad all in white. Were those emaciated limbs really yours? You couldn't move them then, but now that you're dead...
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2) Paper Cranes: Once, you heard a legend that if you folded a thousand paper cranes, your wish would be granted. How many days did you spend making them?  Did your wish ever come true?  You can't even remember what it was...
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3) One Last Drink: It was so sweet, that drink.  A way out.  You just had to drink the whole thing...
63-
Fragments of Memory: 5
63+
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5) Day at the Aquarium: Your parents were too busy to take you there, so when the field trip was announced, you were ecstatic. Even though you were repeatedly told not to touch the glass and some of your classmates made fun of you, none of it could dampen your enthusiasm.
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6) That Nurse: With non-functional legs and weak arms, others had to move you for the numerous tests and procedures that had to be performed. Most of the time, your care was handled by one particular nurse.  You dreaded the days that he was on duty. You never liked the way he looked at you when he was changing your bedding. It made you feel even more exposed than your patient gown left you, or how his hands always seemed to end up on certain places when he was moving you. You could never find the voice to tell someone your feelings.
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Fetters: 6/20
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Phase Recovery: 0/12
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Phase: Noncombat
70-
Fetters: 1/16
70+
71-
Phase Recovery: 0/10
71+
X X O O - Juliette: Dependent
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O O O O - Merry: Friendly
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O O O O - Dominic: Protective
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O O O O - Juliette: Dependent
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X X X X - Lakuna: Devoted
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X O O O - Merry: Friendly
75+
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=====================
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My Stuff: 
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- Charm Bracelet: Precious treasure made of tarnished silver.  Only started with a single charm, but now it serves as a cherished collection of past experiences.
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Acquired charms: 
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    - Starfish: The original, ironically appropriate charm that came with the bracelet from her homeworld. May have come from an aquarium trip.
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    - Rectangle?: Started as a simple geometric shape, but some amount of time and effort went into delicately bending the corners to make it more misshapen.  Represents Euphrates.
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    - Cross: Odd for a non-believer to wear.  Represents Jacob's Rest.
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    - Jellyfish: How could it hold up the ground? Represents Lakuna.
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    - Shooting Star: Wishing on it doesn't work.  Represents the Research Station.
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    - Rocket: Vintage-styled spacecraft for traveling the stars in ages long past.  
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    - Sword: A traditional knightly weapon in miniature.  Not actually pointy.  Represents Avalon.
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    - Crab: Eye-catching orange crustacean. An uncomfortable gift from Merry.
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    - Fish: Some sort of strange fish.  Represents Omne Imagos.
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- Tattoo: Inked design resembling a shark that spans from Nia's right shoulder to the mounting point for her prosthetic.  She thinks it's very cool, but her usual choice of clothing means it's rarely shown off.
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- Assorted clothes: Mostly comfy hoodies, t-shirts, and gym shorts. Loose-fitting clothes are preferred. Also has one dress that she never feels pretty enough to bother wearing.
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- Book of Secret Knowledge: Rather (un?)fortunately not actually full of Secret Knowledge, but definitely contains plenty of romance.  Should serve as some much-needed assistance for a particularly clueless teen.  On loan from Katyusha.
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PLOT:
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Reconstructed Initial Build:
96+
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- Germanium Shipping Manifest: Sealed in a watertight folder.  The fanatics were searching Del Mar for these records, but a misfiled one slipped their search.  Seems to list a series of planets and how much was shipped there, including one "Tchernobog".  Usefulness of this info remains to be seen, but the destination planets are potentially future targets for attacks like this one. (presumably taken by Messenger?)
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Entombed: Overclock, Grappler, ENH 2 (Adrenaline, Spikes)
98+
99-
Metalhead: Leather Rebel, MUT 1/ENH 1 (Adhesive Pads, Crab Legs)
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Reconstructed Build:
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Sorority: Order
102-
Favor (Current/Lifetime): 15/80
102+
Romanesque: Two to Tango, Waltz, ENH 2 (Bolt Head, Mecha-Tentacle)
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Metalhead: Leather Rebel, MUT 1/ENH 1 (Heart, Hopper)
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20 - ARM 2 (Armor Plating)
104+
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Favor (Current/Lifetime): 5/85
107-
55 - MUT 3 (Chameleon)
107+
108-
65 - Star Power
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20 - ARM 2 (Boost)
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75 -
109+
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45 - Damaged Goods CC
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60 - Overclock CC
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70 - MUT 3 (Corpse Mushroom)
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80 - Clockwork (Psycho Blaster)
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** - Veteran Skill: Test Their Metal