Post by ridureyu on Jul 18, 2013 18:07:16 GMT -8
BLAZE
Character Name: Blaise Garcia
Player Name: Riddy
Alias: Miss Blaze
Family/Allies/Friends: No family, assorted students and staff at the dojo (not assisting in heroics)
Archetype: Altered Human
Age: 27
Height: 5'7"
Weight: 130 lbs.
Hair: Red
Eyes: Brown
Nationality: United States
Description: A slender, athletic woman, Blaze's hair is as fiery as her name - literally, as the red seems to cool almost into the deep blue of a heated flame. Like other members of her order, Blaze carries symbols of her clan on her body. Though in her case, the phoenix tattoo on her chest is placed a little higher than it would be on a male disciple (for obvious reasons!). She also has flame symbols on her forearms, which travel up her wrists.
Occupation: Professional Martial artist, owns a dojo and teaches.
Photo provided by a random free-to-play korean "game" that allows character customization. please forgive the American flag, that wasn't something I could alter if I wanted the jacket:
STATISTICS
Fighting - Incredible
Agility - Excellent
Strength - Excellent
Endurance - Excellent
Reasoning - Good
Intuition - Good
Psyche - Good
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Health -100/100
Mental Health - 30/30
Karma - 2370
Popularity - Miss Blaze is not unpopular. She isn't a heroic superstar, but she has a good reputation, especially among the martial arts crowd. Someone like Iron Fist would definitely know who she is.
Contacts - Although Blaze has no family, she does have contacts through her dojo and within the martial arts world - she teaches specific disciples at her own dojo, and then relies on them to teach the rest of the applicants. None of those contacts assist her in heroism in any way, nor do they really know her apart from their professional, teaching relationship. Her fellow members of the Spiritual Flame exist and are available, but they are not likely to appear where she is. If she wants help from them, she has to travel and find them, herself.
Resources - She owns Blaze's Dojo, and earns an income from the students. She is nowhere nearly as rich as many of Marvel's tycoons, but she can absolutely take care of her own expenses, and afford to take in a few people who might need it. Her own apartment is surprisingly modest, but most of her resources go to dojo upkeep and expansion.
Appearance - Good/Excellent.
Flaws - Blaze has anger management issues. Severe anger management issues. She may be kind and generous to her friends, but she's still a pretty big jerk.
_____________________________________________________________
Talents:
EXPLANATION OF COMBO SYSTEM: Blaze's more powerful attacks chain from weaker attacks. For example, she cannot use a bone breaker unless she has used a joint lock, which she cannot use unless she has applied a submission hold. Like so:
Submission Hold < Joint Lock < Bone Breaker
In that way, her most devastating melee attacks are balanced in the setup they require.
1: Martial Arts B (striking) - Absorbed into her high Fighting stat, but provides the following special attacks when fighting unarmed.
Available attacks:
Standing punch
-Basic attack, melee damage. Slightly faster and weaker than a standing kick.
+1CS Fighting, -1CS Strength
Standing kick
-Basic attack, melee damage. Slightly slower and stronger than a standing punch.
-1CS Fighting, +1CS Strength
Flying punch
-basic jumping attack. Short range, but leaves opponents standing and allows her to land closer to target (grappling range).
-1CS Fighting and Strength. On a hit, closes the distance between Blaze and her target at semi-range.
Flying kick
-Basic jumping attack. Can knock enemies prone.
-1CS Fighting, cannot be preformed too close. A Yellow attack knocks target down.
Prone punch
-A punch thrown while lying down. Short range, effective only when grappling.
Negates Fighting penalty when striking a grappled target.
Prone kick
-A kick thrown while lying down. Can either push opponents away and interrupt their attack, or sweep and knock them down.
Once per round, if attacked while prone, a Yellow defense will allow a single counter at her full Fighting score, either preventing the rest of a combo attempt or knocking the target prone on a Yellow success.
Point-blank Elbow
-Basic melee attack while grappling, aims for the head.
-1CS Fighting, target is dazed and rolls at -1CS for anything but attempts to escape the grapple for one round.
Point-blank knee
-Basic melee attack while grappling, aims for the knee, groin, or face if opponent is bent over.
-1CS Fighting, each successful hit lowers targets Strength roll on their next attempt to break the lock.
Standing strike against prone
-A more powerful attack used on an opponent who has been knocked down. She can kick them in the head or ribs, leading to:
+1CS Strength to strike.
Standing Finisher Against Prone
-Can jump or stomp on opponent's skull, neck, or chest. Can only be used after prone opponent has already been struck and weakened. Easier to dodge because of the extra time needed to set it up.
Usable only directly after a successful standing strike, dealing +2CS damage. A target with Excellent or lower Endurance must pass Endurance against the attack or be knocked out.
Cross-Counter punch
-Basic parrying attack if opponent's punch misses.
One free counter per round of a punch, on a Yellow defense. Otherwise identical to basic punch.
Counter kick
-Basic parrying attack if opponent's kick misses.
One free counter per round of a kick, on a Yellow defense. Otherwise identical to basic kick.
2: Martial Arts C (grappling/holds) - Just as MMA has gained popularity lately, Blaze understands the importance of a good hold or joint lock. When she needs to (and often when she doesn't), she can twist an opponent's limbs or choke them out. She also knows how to use a grappling position as an opportunity to burn or detonate an opponent, if necessary.
Standing submission hold
-Basic grapple, meant to hold opponent in place. Necessary to set up other grappling moves. Leads to other grapples.
Fighting check. On success, target gets immediate Strength check to escape, then one every round. Grappled rolls at -1CS on anything but escape attempts, receiving one per round for free, and can use their turn to attempt a second.
Standing slam
-A basic body slam. Does damage, knocks opponent prone, and breaks the grapple.
Base damage, success knocks target prone. White or Green success knocks Blaze prone as well.
Standing joint lock
-An attempt to put stress on an opponent's arm or wrist, twisting it to its maximum range. Does damage, and can be used to link to a bone breaker.
Alters Grapple so that base Strength damage is dealt once per round automatically.
Standing bone breaker
-Attempts to perform serious damage to opponent's limb. Can only be used in a combo, after a joint lock.
A successful Strength check vs a Joint Locked target lowers either Strength or Agility by 2CS.
Strength or Agility brought to Poor renders the limb unusable for the rest of the fight
Brought to Feeble implies a severe fracture which could take weeks of recovery.
Brought to Shift0 implies a severe break which could take weeks of hospital time to recover from.
Standing choke
-Basic followup to standing submission hold. Does constant damage per round, with the intention of knocking the opponent out. Less damage than quickly moving to a joint lock and bone breaker, but harder to escape from.
Roll Fighting to replace current lock with a chokehold. The roll sets a permanent DC to escape this lock, which must be rolled with the target's allotted Strength checks. Every failed check lowers targets Endurance by 1CS.
At Poor, the target loses consciousness for 30 seconds or so.
At Feeble, the target loses consciousness for several hours and may be permanently damaged.
At Shift0, target dies of oxygen restriction.
Ground submission hold
-Basic grapple while lying prone. Brings opponent prone, as well.
Rolled at -2CS while prone, unless target is already prone. Nearby target is dragged both Grappled and Prone, thus rolling at -3CS.
Ground joint lock
-Similar to standing joint lock, except can also be used on the leg, ankle, or neck.
Ground bone breaker
-Similar to standing bone breaker.
Ground choke
-Similar to standing choke
Mount grapple against prone
-Grapple used while Blaze is standing and opponent is prone, in which she sits on top of them. Has two options: A basic ground grapple, which follows those rules, or a setup to a more powerful attack, which is easier to escape.
Standard grappling rules apply, but this form of grapple allows 'Pounding' below.
Pounding
-Can only be performed after a successful mount. Blaze repeatedly hits opponent in the face for massive damage.
Allows multi-attacking at +2CS Strength damage. Every missed attack grants the target a free Strength check to roll out.
3: Thrown Objects - Since Blaze can't throw a vanilla "fireball" very far, she knows how to throw objects, including weapons - and nearly anything is a weapon when it's set on fire!
+1CS to any thrown weapon if lit aflame, or turns mundane objects INTO a thrown weapon of Good damage.
Explosive object
-Can throw flammable bombs or jury-rigged items, such as molotov cocktails or tennis balls filled with kerosene, lit by the use of her power. Hurts like an explosive or napalm weapon.
Excellent damage to clustered targets that don't beat an Excellent attack roll with Agility. Blaze can't safely carry these around while using her powers and must improvise them on the spot.
4: Martial Arts E (quick striking) - In an exhibition match, there are rules. In a real fight, there aren't - thus, Blaze takes any opportunity she can to attack her opponent, including quickly stepping in and striking before they are ready.
Blaze receives a single, free attack at the start of combat against any single enemy that comes after her on the initiative or isn't aware of her.
5: Martial Arts A - Blaze simply isn't as big as the average musclebound hero, and she compensates for this by using her enemies' momentum against them. An unstoppable titan's charge can be ruined if he trips, and a heavy wrestler can be thrown if he lets her use his own momentum against him.
These abilities only work against humanoid enemies below ten feet of height.
Standing throw
-Throws opponent off feet, using their momentum against them.
Usable directly after the first missed attack by an enemy, only if Blaze doesn't Counter and has a held action. Blaze rolls the target's Strength or speed for this attack, and deals it as damage on a success.
Standing trip
-Trips opponent off feet by sweeping the leg. Less damage, but more useful against strong, heavy, charging opponents.
Usable directly after the first missed attack by an enemy, only if Blaze doesn't Counter and has a held action. Blaze rolls a normal attack, then the target's Strength or speed against their Endurance on a success. The first deals normal damage, the second causes Knockdown.
Ground throw
-Links from ground grapple. Blaze can toss an opponent off her body to free herself and stand up.
As the first action on her own turn, Blaze can break a Ground Grapple to instantly remove herself from Prone, as if she had rolled a Yellow Agility check.
Standing Tackle+Grab
-Grabs opponent and attempts to tackle, bringing both into a prone position.
Must be only move used on her turn, rolled at -3CS. On a success, the target is immediately Grappled and Prone.
6: Acrobatics - Again taking advantage of her size and speed, Blaze practices dodging almost as much as hitting. She would generally rather dodge a blow than have to block it, especially when they are shooting at her. +1 Agility for dodging.
Quirks:
-Temper: Blaze is... fiery. And kind of mean. She is very kind and generous to her friends, but a jerk to basically everybody else, and seems to live in a state of seething, barely-capped rage.
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Powers:
1 - Ki/Fire manipulation. Blaze can spend 5 Mental Points or 10 Hit Points to enhance a single attack with a fiery edge. This is rather vicious and the altered attack becomes innately fatal to the target, so it must be used with caution. The specifics are listed below;
More specifically:
Fire-boosted melee attack
+1CS to any melee attack, the added damage being of Fire of course.
Constant burn during grapple
+1CS to the damage per round of any grapple, applied only once per round. Once set, this lasts until the grapple it modifies is broken.
Explosive punch or kick
-Blaze charges an amount of fire and releases it in an explosion when her strike hits. Adds more damage than a fire-boosted attack, but cannot use any fire attacks in the next round (every other turn).
+2CS to the damage of a single attack, the extra being of the fire nature. Blaze cannot use any more fire attacks in the round she uses this in, or the next.
Fire projection
-Blaze can light the air around her to roughly aura-length, and sustain it. Can be used directly on enemies for fire damage by being flung or swung around. A thrown 'fireball" that is not a burning object dissipates after six feet. Fire projection can also be used as a shielf, depending on the incoming attack.
For one round, Blaze can make normal attacks at semi-range, dealing no extra damage but striking without risking contact with the enemy. Hitting Blaze in this state deals 10 Fire damage to whatever hits her, eventually breaking a weapon and dealing steady damage to unarmed assailants.
Ground wave
-Blaze can light a fire on the ground and then propel it forward in a wave. Has distance range, though it is ground-based. Similar in practice to Terry Bogard's Power Wave from the Fatal Fury games. Good damage, but must remain rooted to the ground, so she cannot fling it in the air.
Only usable on the ground, on an enemy on the ground, not more than ten feet above Blaze. Rolled on Agility, and deals Remarkable (30) Fire damage at range, considered a Surprise Attack the first time an enemy sees it. Blaze cannot move in the same round as she uses a Ground Wave.
Torch
-Blaze can project a short-range jet of flame to melt or burn objects, or damage opponents. If an opponent stays in place or is restrained, it does constant, stacking damage. Otherwise, it hits for one round, and the opponent can sidestep the stream. Deals 20 damage per round to an unmoving object or enemy, costing only 1 Mental Point or 2 HP per round to maintain after the first spark. This breaks if Blaze so much as raises one foot.
Phoenix Strike
-A combination of fire projection, fire aura, and an explosive attack. Blaze ilghts the air around her aflame and immediately lunges forward, projecting a human-sized wall of fire six feet in front of her. Her most devastatingly powerful melee attack, but takes a tiny bit of setup and cannot be done in every turn.
Must be the only attack Blaze attempts in a round. Deals Incredible (40) damage to anyone who gets in her way and knocks out her fire powers for 2 rounds while her fighting spirit recovers.
Detonation
-Blaze's most powerful grapple attack. She takes a moment to charge her power, and if opponent has not yet escaped, detonates it in an explosion through her hand. Can destroy or blast through objects, and does massive damage to opponents. The only drawback is the charging time, and the fact that she does not do it unless she intends to seriously injure or kill an opponent.
A brutal attack that is rolled on base Fighting. One round later, Blaze does Amazing (50) Fire damage to the target, ignoring any armor below Incredible and cutting its defensive value by 20 until repaired. This damage is avoided if the victim escapes the grapple before Blaze sets it off, wasting it, but the damage is unaffected by color.
Vulcan Stomp
-Much like Detonation, but it can be performed any time a Standing Finisher could be executed, at he cost of 10 Mental Health or 20 Health. A target with Excellent or lower Endurance must pass an Endurance check against the attack or be instantly killed (Not KOd, killed), while a target with Remarkable or lower Endurance must pass an Endurance check against the attack or be instantly KO'd. Instead of taking a full round of charging to set up, this leaves Blaze exhausted for a full round afterward.
This can also be used at twice the cost to superheat earth or stone flooring. It doesn't stay lava long enough to matter, but anyone who steps in the magma must pass an Agility check against the original Fighting check or be stuck for one round. The ground stays like this for one minute, or 10 Rounds.
This isn't hot enough to affect metal flooring, and wooden just bursts into flames pointlessly.
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Personality - Blaze has anger issues. Serious anger issues. She's got a pretty big nice streak, and she can even be nurturing at times, but she's a rageaholic. Everything irritates her, from politics to the weather to the cell phones she keeps breaking. But if she does like a person, she can be very kind.
History - Among the many secretive esoteric maretial arts orders (there are lots of them. Sometimes they have a convention), the Order of the Silver Flame takes in orphans, the lost and destitute, or the alone, and trains them to unlock their spiritual energy (if they have any). One of their orphans, a girl named Blaise Garcia, would have have been unremarkable if not for the fact that her "spiritual energy" manifests itself as fire. Lots and lots of fire.
She isn't pyrokinetic, as the source is clearly her ki energy, and her powers function differently than, say, Johnny Storm or Pyro. And despite her ability to burn things, the girl maintained a nearly-pathological obsession with her martial arts training - enough that when she graduated, the Order gave her one of their dojos in the city. In fitting with the way her life had been, Blaze quietly moved in, promoted the gym, and went to work. In her short few years here, she has managed to gather and teach disciples, then turn them into teachers, and expand the dojo to a surprising size... even if she really only personally works with the higher tier anymore. This is probably a good thing, as she is young - almost too young to be believed.
Concerning heroics or even a life outside of her training, it was forced on Miss Blaze when she first learned one of Little Italy's inviolable truths: Pay the "Italian-American PSocial Club" for protection, or have your building firebombed. When they came by for payment the next week, she torched the car. Her little miniature war with the mafia ended in Blaze moving to another part of the city, but she now regularly patrols the territory around her dojo and home, keeping the piece. Her attitude may be provincial, but she lowers the crime rate wherever she is - even for a woman whose life is, quite honestly, somewhat boring.
Equipment - She may occasionally bring some martial arts weapons with her, but not often. Fire doesn't agree with wooden sticks. But she has the resources of her dojo at her dojo: training equipment, including basic training weapons. She does occasionally carry small objects to light on fire and throw, though a tennis ball filled with kerosene or throwing darts are more useful than, say, ninja stars. In situations where she needs it, she can and will don body armor - against lots of guns, for example.
*Bronze Spirit Medallion: This gift from an old friend gives good luck - it provides +1 CS protection/defense against all magic damage.
Possessions - Owns Blaze's Dojo in town, and the equipment inside of it. It's a modern dojo, stocked with appropriate equipment, though she rarely wastes it in outside fights. She lives in a small apartment with amenities upstairs, and owns a car.
The Dojo itself, with Blaze's assistance, lowers the necessary Successes to increase Fighting or learn Martial Arts stunts by 1. Anything Blaze attempts to learn herself while providing this bonus requires 1 extra success, but she can actively tutor up to 3 people at a time. Blaze, obviously, can't really 'train' anyone with equal or higher Fighting than herself.
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Character Name: Blaise Garcia
Player Name: Riddy
Alias: Miss Blaze
Family/Allies/Friends: No family, assorted students and staff at the dojo (not assisting in heroics)
Archetype: Altered Human
Age: 27
Height: 5'7"
Weight: 130 lbs.
Hair: Red
Eyes: Brown
Nationality: United States
Description: A slender, athletic woman, Blaze's hair is as fiery as her name - literally, as the red seems to cool almost into the deep blue of a heated flame. Like other members of her order, Blaze carries symbols of her clan on her body. Though in her case, the phoenix tattoo on her chest is placed a little higher than it would be on a male disciple (for obvious reasons!). She also has flame symbols on her forearms, which travel up her wrists.
Occupation: Professional Martial artist, owns a dojo and teaches.
Photo provided by a random free-to-play korean "game" that allows character customization. please forgive the American flag, that wasn't something I could alter if I wanted the jacket:
STATISTICS
Fighting - Incredible
Agility - Excellent
Strength - Excellent
Endurance - Excellent
Reasoning - Good
Intuition - Good
Psyche - Good
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Health -100/100
Mental Health - 30/30
Karma - 2370
Popularity - Miss Blaze is not unpopular. She isn't a heroic superstar, but she has a good reputation, especially among the martial arts crowd. Someone like Iron Fist would definitely know who she is.
Contacts - Although Blaze has no family, she does have contacts through her dojo and within the martial arts world - she teaches specific disciples at her own dojo, and then relies on them to teach the rest of the applicants. None of those contacts assist her in heroism in any way, nor do they really know her apart from their professional, teaching relationship. Her fellow members of the Spiritual Flame exist and are available, but they are not likely to appear where she is. If she wants help from them, she has to travel and find them, herself.
Resources - She owns Blaze's Dojo, and earns an income from the students. She is nowhere nearly as rich as many of Marvel's tycoons, but she can absolutely take care of her own expenses, and afford to take in a few people who might need it. Her own apartment is surprisingly modest, but most of her resources go to dojo upkeep and expansion.
Appearance - Good/Excellent.
Flaws - Blaze has anger management issues. Severe anger management issues. She may be kind and generous to her friends, but she's still a pretty big jerk.
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Talents:
EXPLANATION OF COMBO SYSTEM: Blaze's more powerful attacks chain from weaker attacks. For example, she cannot use a bone breaker unless she has used a joint lock, which she cannot use unless she has applied a submission hold. Like so:
Submission Hold < Joint Lock < Bone Breaker
In that way, her most devastating melee attacks are balanced in the setup they require.
1: Martial Arts B (striking) - Absorbed into her high Fighting stat, but provides the following special attacks when fighting unarmed.
Available attacks:
Standing punch
-Basic attack, melee damage. Slightly faster and weaker than a standing kick.
+1CS Fighting, -1CS Strength
Standing kick
-Basic attack, melee damage. Slightly slower and stronger than a standing punch.
-1CS Fighting, +1CS Strength
Flying punch
-basic jumping attack. Short range, but leaves opponents standing and allows her to land closer to target (grappling range).
-1CS Fighting and Strength. On a hit, closes the distance between Blaze and her target at semi-range.
Flying kick
-Basic jumping attack. Can knock enemies prone.
-1CS Fighting, cannot be preformed too close. A Yellow attack knocks target down.
Prone punch
-A punch thrown while lying down. Short range, effective only when grappling.
Negates Fighting penalty when striking a grappled target.
Prone kick
-A kick thrown while lying down. Can either push opponents away and interrupt their attack, or sweep and knock them down.
Once per round, if attacked while prone, a Yellow defense will allow a single counter at her full Fighting score, either preventing the rest of a combo attempt or knocking the target prone on a Yellow success.
Point-blank Elbow
-Basic melee attack while grappling, aims for the head.
-1CS Fighting, target is dazed and rolls at -1CS for anything but attempts to escape the grapple for one round.
Point-blank knee
-Basic melee attack while grappling, aims for the knee, groin, or face if opponent is bent over.
-1CS Fighting, each successful hit lowers targets Strength roll on their next attempt to break the lock.
Standing strike against prone
-A more powerful attack used on an opponent who has been knocked down. She can kick them in the head or ribs, leading to:
+1CS Strength to strike.
Standing Finisher Against Prone
-Can jump or stomp on opponent's skull, neck, or chest. Can only be used after prone opponent has already been struck and weakened. Easier to dodge because of the extra time needed to set it up.
Usable only directly after a successful standing strike, dealing +2CS damage. A target with Excellent or lower Endurance must pass Endurance against the attack or be knocked out.
Cross-Counter punch
-Basic parrying attack if opponent's punch misses.
One free counter per round of a punch, on a Yellow defense. Otherwise identical to basic punch.
Counter kick
-Basic parrying attack if opponent's kick misses.
One free counter per round of a kick, on a Yellow defense. Otherwise identical to basic kick.
2: Martial Arts C (grappling/holds) - Just as MMA has gained popularity lately, Blaze understands the importance of a good hold or joint lock. When she needs to (and often when she doesn't), she can twist an opponent's limbs or choke them out. She also knows how to use a grappling position as an opportunity to burn or detonate an opponent, if necessary.
Standing submission hold
-Basic grapple, meant to hold opponent in place. Necessary to set up other grappling moves. Leads to other grapples.
Fighting check. On success, target gets immediate Strength check to escape, then one every round. Grappled rolls at -1CS on anything but escape attempts, receiving one per round for free, and can use their turn to attempt a second.
Standing slam
-A basic body slam. Does damage, knocks opponent prone, and breaks the grapple.
Base damage, success knocks target prone. White or Green success knocks Blaze prone as well.
Standing joint lock
-An attempt to put stress on an opponent's arm or wrist, twisting it to its maximum range. Does damage, and can be used to link to a bone breaker.
Alters Grapple so that base Strength damage is dealt once per round automatically.
Standing bone breaker
-Attempts to perform serious damage to opponent's limb. Can only be used in a combo, after a joint lock.
A successful Strength check vs a Joint Locked target lowers either Strength or Agility by 2CS.
Strength or Agility brought to Poor renders the limb unusable for the rest of the fight
Brought to Feeble implies a severe fracture which could take weeks of recovery.
Brought to Shift0 implies a severe break which could take weeks of hospital time to recover from.
Standing choke
-Basic followup to standing submission hold. Does constant damage per round, with the intention of knocking the opponent out. Less damage than quickly moving to a joint lock and bone breaker, but harder to escape from.
Roll Fighting to replace current lock with a chokehold. The roll sets a permanent DC to escape this lock, which must be rolled with the target's allotted Strength checks. Every failed check lowers targets Endurance by 1CS.
At Poor, the target loses consciousness for 30 seconds or so.
At Feeble, the target loses consciousness for several hours and may be permanently damaged.
At Shift0, target dies of oxygen restriction.
Ground submission hold
-Basic grapple while lying prone. Brings opponent prone, as well.
Rolled at -2CS while prone, unless target is already prone. Nearby target is dragged both Grappled and Prone, thus rolling at -3CS.
Ground joint lock
-Similar to standing joint lock, except can also be used on the leg, ankle, or neck.
Ground bone breaker
-Similar to standing bone breaker.
Ground choke
-Similar to standing choke
Mount grapple against prone
-Grapple used while Blaze is standing and opponent is prone, in which she sits on top of them. Has two options: A basic ground grapple, which follows those rules, or a setup to a more powerful attack, which is easier to escape.
Standard grappling rules apply, but this form of grapple allows 'Pounding' below.
Pounding
-Can only be performed after a successful mount. Blaze repeatedly hits opponent in the face for massive damage.
Allows multi-attacking at +2CS Strength damage. Every missed attack grants the target a free Strength check to roll out.
3: Thrown Objects - Since Blaze can't throw a vanilla "fireball" very far, she knows how to throw objects, including weapons - and nearly anything is a weapon when it's set on fire!
+1CS to any thrown weapon if lit aflame, or turns mundane objects INTO a thrown weapon of Good damage.
Explosive object
-Can throw flammable bombs or jury-rigged items, such as molotov cocktails or tennis balls filled with kerosene, lit by the use of her power. Hurts like an explosive or napalm weapon.
Excellent damage to clustered targets that don't beat an Excellent attack roll with Agility. Blaze can't safely carry these around while using her powers and must improvise them on the spot.
4: Martial Arts E (quick striking) - In an exhibition match, there are rules. In a real fight, there aren't - thus, Blaze takes any opportunity she can to attack her opponent, including quickly stepping in and striking before they are ready.
Blaze receives a single, free attack at the start of combat against any single enemy that comes after her on the initiative or isn't aware of her.
5: Martial Arts A - Blaze simply isn't as big as the average musclebound hero, and she compensates for this by using her enemies' momentum against them. An unstoppable titan's charge can be ruined if he trips, and a heavy wrestler can be thrown if he lets her use his own momentum against him.
These abilities only work against humanoid enemies below ten feet of height.
Standing throw
-Throws opponent off feet, using their momentum against them.
Usable directly after the first missed attack by an enemy, only if Blaze doesn't Counter and has a held action. Blaze rolls the target's Strength or speed for this attack, and deals it as damage on a success.
Standing trip
-Trips opponent off feet by sweeping the leg. Less damage, but more useful against strong, heavy, charging opponents.
Usable directly after the first missed attack by an enemy, only if Blaze doesn't Counter and has a held action. Blaze rolls a normal attack, then the target's Strength or speed against their Endurance on a success. The first deals normal damage, the second causes Knockdown.
Ground throw
-Links from ground grapple. Blaze can toss an opponent off her body to free herself and stand up.
As the first action on her own turn, Blaze can break a Ground Grapple to instantly remove herself from Prone, as if she had rolled a Yellow Agility check.
Standing Tackle+Grab
-Grabs opponent and attempts to tackle, bringing both into a prone position.
Must be only move used on her turn, rolled at -3CS. On a success, the target is immediately Grappled and Prone.
6: Acrobatics - Again taking advantage of her size and speed, Blaze practices dodging almost as much as hitting. She would generally rather dodge a blow than have to block it, especially when they are shooting at her. +1 Agility for dodging.
Quirks:
-Temper: Blaze is... fiery. And kind of mean. She is very kind and generous to her friends, but a jerk to basically everybody else, and seems to live in a state of seething, barely-capped rage.
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Powers:
1 - Ki/Fire manipulation. Blaze can spend 5 Mental Points or 10 Hit Points to enhance a single attack with a fiery edge. This is rather vicious and the altered attack becomes innately fatal to the target, so it must be used with caution. The specifics are listed below;
More specifically:
Fire-boosted melee attack
+1CS to any melee attack, the added damage being of Fire of course.
Constant burn during grapple
+1CS to the damage per round of any grapple, applied only once per round. Once set, this lasts until the grapple it modifies is broken.
Explosive punch or kick
-Blaze charges an amount of fire and releases it in an explosion when her strike hits. Adds more damage than a fire-boosted attack, but cannot use any fire attacks in the next round (every other turn).
+2CS to the damage of a single attack, the extra being of the fire nature. Blaze cannot use any more fire attacks in the round she uses this in, or the next.
Fire projection
-Blaze can light the air around her to roughly aura-length, and sustain it. Can be used directly on enemies for fire damage by being flung or swung around. A thrown 'fireball" that is not a burning object dissipates after six feet. Fire projection can also be used as a shielf, depending on the incoming attack.
For one round, Blaze can make normal attacks at semi-range, dealing no extra damage but striking without risking contact with the enemy. Hitting Blaze in this state deals 10 Fire damage to whatever hits her, eventually breaking a weapon and dealing steady damage to unarmed assailants.
Ground wave
-Blaze can light a fire on the ground and then propel it forward in a wave. Has distance range, though it is ground-based. Similar in practice to Terry Bogard's Power Wave from the Fatal Fury games. Good damage, but must remain rooted to the ground, so she cannot fling it in the air.
Only usable on the ground, on an enemy on the ground, not more than ten feet above Blaze. Rolled on Agility, and deals Remarkable (30) Fire damage at range, considered a Surprise Attack the first time an enemy sees it. Blaze cannot move in the same round as she uses a Ground Wave.
Torch
-Blaze can project a short-range jet of flame to melt or burn objects, or damage opponents. If an opponent stays in place or is restrained, it does constant, stacking damage. Otherwise, it hits for one round, and the opponent can sidestep the stream. Deals 20 damage per round to an unmoving object or enemy, costing only 1 Mental Point or 2 HP per round to maintain after the first spark. This breaks if Blaze so much as raises one foot.
Phoenix Strike
-A combination of fire projection, fire aura, and an explosive attack. Blaze ilghts the air around her aflame and immediately lunges forward, projecting a human-sized wall of fire six feet in front of her. Her most devastatingly powerful melee attack, but takes a tiny bit of setup and cannot be done in every turn.
Must be the only attack Blaze attempts in a round. Deals Incredible (40) damage to anyone who gets in her way and knocks out her fire powers for 2 rounds while her fighting spirit recovers.
Detonation
-Blaze's most powerful grapple attack. She takes a moment to charge her power, and if opponent has not yet escaped, detonates it in an explosion through her hand. Can destroy or blast through objects, and does massive damage to opponents. The only drawback is the charging time, and the fact that she does not do it unless she intends to seriously injure or kill an opponent.
A brutal attack that is rolled on base Fighting. One round later, Blaze does Amazing (50) Fire damage to the target, ignoring any armor below Incredible and cutting its defensive value by 20 until repaired. This damage is avoided if the victim escapes the grapple before Blaze sets it off, wasting it, but the damage is unaffected by color.
Vulcan Stomp
-Much like Detonation, but it can be performed any time a Standing Finisher could be executed, at he cost of 10 Mental Health or 20 Health. A target with Excellent or lower Endurance must pass an Endurance check against the attack or be instantly killed (Not KOd, killed), while a target with Remarkable or lower Endurance must pass an Endurance check against the attack or be instantly KO'd. Instead of taking a full round of charging to set up, this leaves Blaze exhausted for a full round afterward.
This can also be used at twice the cost to superheat earth or stone flooring. It doesn't stay lava long enough to matter, but anyone who steps in the magma must pass an Agility check against the original Fighting check or be stuck for one round. The ground stays like this for one minute, or 10 Rounds.
This isn't hot enough to affect metal flooring, and wooden just bursts into flames pointlessly.
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Personality - Blaze has anger issues. Serious anger issues. She's got a pretty big nice streak, and she can even be nurturing at times, but she's a rageaholic. Everything irritates her, from politics to the weather to the cell phones she keeps breaking. But if she does like a person, she can be very kind.
History - Among the many secretive esoteric maretial arts orders (there are lots of them. Sometimes they have a convention), the Order of the Silver Flame takes in orphans, the lost and destitute, or the alone, and trains them to unlock their spiritual energy (if they have any). One of their orphans, a girl named Blaise Garcia, would have have been unremarkable if not for the fact that her "spiritual energy" manifests itself as fire. Lots and lots of fire.
She isn't pyrokinetic, as the source is clearly her ki energy, and her powers function differently than, say, Johnny Storm or Pyro. And despite her ability to burn things, the girl maintained a nearly-pathological obsession with her martial arts training - enough that when she graduated, the Order gave her one of their dojos in the city. In fitting with the way her life had been, Blaze quietly moved in, promoted the gym, and went to work. In her short few years here, she has managed to gather and teach disciples, then turn them into teachers, and expand the dojo to a surprising size... even if she really only personally works with the higher tier anymore. This is probably a good thing, as she is young - almost too young to be believed.
Concerning heroics or even a life outside of her training, it was forced on Miss Blaze when she first learned one of Little Italy's inviolable truths: Pay the "Italian-American PSocial Club" for protection, or have your building firebombed. When they came by for payment the next week, she torched the car. Her little miniature war with the mafia ended in Blaze moving to another part of the city, but she now regularly patrols the territory around her dojo and home, keeping the piece. Her attitude may be provincial, but she lowers the crime rate wherever she is - even for a woman whose life is, quite honestly, somewhat boring.
Equipment - She may occasionally bring some martial arts weapons with her, but not often. Fire doesn't agree with wooden sticks. But she has the resources of her dojo at her dojo: training equipment, including basic training weapons. She does occasionally carry small objects to light on fire and throw, though a tennis ball filled with kerosene or throwing darts are more useful than, say, ninja stars. In situations where she needs it, she can and will don body armor - against lots of guns, for example.
*Bronze Spirit Medallion: This gift from an old friend gives good luck - it provides +1 CS protection/defense against all magic damage.
Possessions - Owns Blaze's Dojo in town, and the equipment inside of it. It's a modern dojo, stocked with appropriate equipment, though she rarely wastes it in outside fights. She lives in a small apartment with amenities upstairs, and owns a car.
The Dojo itself, with Blaze's assistance, lowers the necessary Successes to increase Fighting or learn Martial Arts stunts by 1. Anything Blaze attempts to learn herself while providing this bonus requires 1 extra success, but she can actively tutor up to 3 people at a time. Blaze, obviously, can't really 'train' anyone with equal or higher Fighting than herself.
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