Post by xarat on Aug 4, 2013 5:05:10 GMT -8
Character Name: Izumi
Player Name: Xarat
Alias: Jade Tiger
Family/Allies/Friends: Blaise, Tariq, Clarissa
Archtype: Mutant
Age: 20
Height: 5.5
Weight: 120
Hair: Red/green
Eyes: Brown/green
Nationality: Japanese
Description:
Occupation: Mercenary
_____________________________________________________________
STATISTICS
F Remarkable
A Remarkable
S Excellent
E Excellent
R good
I Remarkable
P Excellent
_____________________________________________________________
Health - 100
Mental Health - 60
Karma -
Popularity - 0
Appearance - Good
Contacts - Typical
Resources - Typical
Flaws - *Bluntness: the character with this quirk doesn't see the need to mince words, or simply isn't aware that what he's saying is rather... direct. In game play, the character must pass a Reason FEAT roll at -1 CS to prevent himself from saying the first things that pop into his head. *
*Vow: not just a mere promise, this quirk denotes a solemn oath a character lives by. Perhaps to complete a task, or to obtain vengeance. If forced to go for a lengthy time without attempting to complete the vow, the character will begin to get antsy (per Action Addict). Furthermore, if the character finds some means of completing the vow, or someone acts to the detriment of his completing his vow, the character must pass a Psyche FEAT at -2 CS to resist acting. This, of course, assumes he doesn't want to act...
Quirks - *Ambidexterity: a character with ambidexterity can use items in either hand, without penalty (I recommend a character normally be at -2 CS if using an item in his 'off' hand). This can come in handy in all sorts of situations.
*High Pain Threshold: the character with a high pain threshold can resist Stun results rolled against him, and any minuses that result from powers and attacks that are quite painful, at + 2 CS to his Endurance rank.
_____________________________________________________________
Talents:
Talent Name - Statistic Used - Points.
*Oriental Weapons: This a special category that grants the character a +1CS to Fighting or Agility when using the following weapons: Shuriken, crossbows, sais (treat as swords), and oriental swords and daggers (including the katana and the kris).
*Martial Arts A: This form of martial arts concentrates on using an opponent's strength against him, and is typical of oriental- American forms such as judo and karate. The practitioner of this type of martial arts can Stun or Slam an opponent regardless of their comparative Strengths and Endurances.
A Stun or Slam is checked against Endurance or Strength, and deals no damage. On a Yellow the target is knocked down, and on a Green the target loses a single action from its pool.
*Martial Arts B: This form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as boxing. The practitioner of this form of martial arts gains a +1CS to Fighting ability when engaged in unarmed combat.
*Stealth - +1CS to Agility for Stealth checks.
*Stealth Mastery - By focusing her entire turn into making a single attack on a target that isn't aware of her presence, the Color of the roll is raised by 1. This does not effect the number.
_____________________________________________________________
Powers:
Power Name - Rank - Points.
Imitation-Face Changer: Good - Rolled to superficially change Izumi's form. The disguise is rolled once and takes an hour of effort to retry except on an outright failure, and any Intuition checks are made against this static number. If her intention is only to not be recognized as -herself-, no roll is needed on either side.
The disguise is not yet good enough to mimic additional limbs or inhuman anatomy.
Regeneration: Good - This heals 1 HP per turn and quickly undoes surface damage, especially bleeding and bruising, but is not potent enough to regrow lost parts.
Stealth: Excellent - Izumi's mutant power allows her to When rolling Stealth, hearing ability is not factored in, and a direct line of sight is required to spot her even on a success.
*Silencer - Izumi's prowess is enhanced, allowing her to extend her soundlessness to a single target in melee range. This makes 'eliminations' extremely quiet, and can prevent a target from calling for help if they don't think to escape her range.
_____________________________________________________________
Personality - Izumi is a very direct woman who doesn't play around. If she doesn't like you, you'll pretty soon know about it. Not afraid to speak her mind, she is incredibly disciplined, and has her own way of doing things. A little naive of the ways of the world, but she doesn't trust anybody.
History - Izumi was born in Japan, in a small village in the mountains. Shortly after she was born, it was realised that she wasn't the same as other children. Fearing for what she might become, she was sent to the monastery high in the mountains. It was there that she exhibited a natural prowess for martial arts and fighting, particularly with swords. Her natural healing ability was recognised, and her tolerance to pain was also noticed. She trained harder than the others, as she felt she had something to prove.
The monastery guarded an ancient secret, hence the need for such skilled warriors to protect it. Within the monastery was housed one of the 7 sacred amulets, that were legendary to the region. It was said that each amulet housed a particular power or strength, when they were combined, they would be unstoppable force.
Izumi was to become one of the 7 sacred protectors, to defend the amulet. On the eve of her initiation into this life, the monastery was attacked. Men dressed in black robes stormed the monastery, cutting down anyone in their path. Izumi fought with them and was able to hide the amulet before they could get to it, as her Sensei held off the attackers. The men left empty handed, chasing what they thought to be the cart carrying the amulet, out of the mountains. As Izumi held her dying Sensei in her arms, he told her that she was to take the amulet far away, to protect it from those seeking to use it. He also told her that she must warn the other protectors, before it was too late. She vowed to do as he asked, and to protect the amulet with her life, to warn the others of the fate that was to befall them. She also vowed that she would avenge her Sensei.
Leaving the monastery with the amulet safely hidden on her person, she travelled for 2 years across Japan searching for the other monasteries, calling herself the Jade Tiger. She altered her appearance to have green hair and eyes, a difference from her usual appearance of red hair and brown eyes. She managed to reach 2 of the monasteries and warn them. On reaching the 3rd, she found it long abandonded, the decaying bodies of the monks still left where they lay. The place had been ransacked, anything of value had been looted and taken, including the amulet. As she searched the ruins, she was ambushed by a man. They fought for a long time, until each realised they were on the same path. The man had been sent to recover the amulet to protect it from those who'd use it for harm. He took Izumi to meet his employer, and she agreed to work for the man, to recover the rest of the amulets.
Eventually after a long and arduous journey, she discovered the amulet had been taken to America. This is where she has been sent now, to locate it and recover the amulet.
Equipment -
Katana - A sturdy folded katana made by a true master. Remarkable material strength, it grants a +1CS to damage and penetrates armor below Excellent.
Sais - A defensive weapon by nature, these short weapons grant no additional damage, but increase Fighting by +1CS when blocking an armed enemy at melee range.
Daggers - Concealable daggers that deal +5 damage and can be thrown for a ranged attack
Amulet (in a locked wooden puzzle box. Gives her no bonus),
Player Name: Xarat
Alias: Jade Tiger
Family/Allies/Friends: Blaise, Tariq, Clarissa
Archtype: Mutant
Age: 20
Height: 5.5
Weight: 120
Hair: Red/green
Eyes: Brown/green
Nationality: Japanese
Description:
Occupation: Mercenary
_____________________________________________________________
STATISTICS
F Remarkable
A Remarkable
S Excellent
E Excellent
R good
I Remarkable
P Excellent
_____________________________________________________________
Health - 100
Mental Health - 60
Karma -
Popularity - 0
Appearance - Good
Contacts - Typical
Resources - Typical
Flaws - *Bluntness: the character with this quirk doesn't see the need to mince words, or simply isn't aware that what he's saying is rather... direct. In game play, the character must pass a Reason FEAT roll at -1 CS to prevent himself from saying the first things that pop into his head. *
*Vow: not just a mere promise, this quirk denotes a solemn oath a character lives by. Perhaps to complete a task, or to obtain vengeance. If forced to go for a lengthy time without attempting to complete the vow, the character will begin to get antsy (per Action Addict). Furthermore, if the character finds some means of completing the vow, or someone acts to the detriment of his completing his vow, the character must pass a Psyche FEAT at -2 CS to resist acting. This, of course, assumes he doesn't want to act...
Quirks - *Ambidexterity: a character with ambidexterity can use items in either hand, without penalty (I recommend a character normally be at -2 CS if using an item in his 'off' hand). This can come in handy in all sorts of situations.
*High Pain Threshold: the character with a high pain threshold can resist Stun results rolled against him, and any minuses that result from powers and attacks that are quite painful, at + 2 CS to his Endurance rank.
_____________________________________________________________
Talents:
Talent Name - Statistic Used - Points.
*Oriental Weapons: This a special category that grants the character a +1CS to Fighting or Agility when using the following weapons: Shuriken, crossbows, sais (treat as swords), and oriental swords and daggers (including the katana and the kris).
*Martial Arts A: This form of martial arts concentrates on using an opponent's strength against him, and is typical of oriental- American forms such as judo and karate. The practitioner of this type of martial arts can Stun or Slam an opponent regardless of their comparative Strengths and Endurances.
A Stun or Slam is checked against Endurance or Strength, and deals no damage. On a Yellow the target is knocked down, and on a Green the target loses a single action from its pool.
*Martial Arts B: This form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as boxing. The practitioner of this form of martial arts gains a +1CS to Fighting ability when engaged in unarmed combat.
*Stealth - +1CS to Agility for Stealth checks.
*Stealth Mastery - By focusing her entire turn into making a single attack on a target that isn't aware of her presence, the Color of the roll is raised by 1. This does not effect the number.
_____________________________________________________________
Powers:
Power Name - Rank - Points.
Imitation-Face Changer: Good - Rolled to superficially change Izumi's form. The disguise is rolled once and takes an hour of effort to retry except on an outright failure, and any Intuition checks are made against this static number. If her intention is only to not be recognized as -herself-, no roll is needed on either side.
The disguise is not yet good enough to mimic additional limbs or inhuman anatomy.
Regeneration: Good - This heals 1 HP per turn and quickly undoes surface damage, especially bleeding and bruising, but is not potent enough to regrow lost parts.
Stealth: Excellent - Izumi's mutant power allows her to When rolling Stealth, hearing ability is not factored in, and a direct line of sight is required to spot her even on a success.
*Silencer - Izumi's prowess is enhanced, allowing her to extend her soundlessness to a single target in melee range. This makes 'eliminations' extremely quiet, and can prevent a target from calling for help if they don't think to escape her range.
_____________________________________________________________
Personality - Izumi is a very direct woman who doesn't play around. If she doesn't like you, you'll pretty soon know about it. Not afraid to speak her mind, she is incredibly disciplined, and has her own way of doing things. A little naive of the ways of the world, but she doesn't trust anybody.
History - Izumi was born in Japan, in a small village in the mountains. Shortly after she was born, it was realised that she wasn't the same as other children. Fearing for what she might become, she was sent to the monastery high in the mountains. It was there that she exhibited a natural prowess for martial arts and fighting, particularly with swords. Her natural healing ability was recognised, and her tolerance to pain was also noticed. She trained harder than the others, as she felt she had something to prove.
The monastery guarded an ancient secret, hence the need for such skilled warriors to protect it. Within the monastery was housed one of the 7 sacred amulets, that were legendary to the region. It was said that each amulet housed a particular power or strength, when they were combined, they would be unstoppable force.
Izumi was to become one of the 7 sacred protectors, to defend the amulet. On the eve of her initiation into this life, the monastery was attacked. Men dressed in black robes stormed the monastery, cutting down anyone in their path. Izumi fought with them and was able to hide the amulet before they could get to it, as her Sensei held off the attackers. The men left empty handed, chasing what they thought to be the cart carrying the amulet, out of the mountains. As Izumi held her dying Sensei in her arms, he told her that she was to take the amulet far away, to protect it from those seeking to use it. He also told her that she must warn the other protectors, before it was too late. She vowed to do as he asked, and to protect the amulet with her life, to warn the others of the fate that was to befall them. She also vowed that she would avenge her Sensei.
Leaving the monastery with the amulet safely hidden on her person, she travelled for 2 years across Japan searching for the other monasteries, calling herself the Jade Tiger. She altered her appearance to have green hair and eyes, a difference from her usual appearance of red hair and brown eyes. She managed to reach 2 of the monasteries and warn them. On reaching the 3rd, she found it long abandonded, the decaying bodies of the monks still left where they lay. The place had been ransacked, anything of value had been looted and taken, including the amulet. As she searched the ruins, she was ambushed by a man. They fought for a long time, until each realised they were on the same path. The man had been sent to recover the amulet to protect it from those who'd use it for harm. He took Izumi to meet his employer, and she agreed to work for the man, to recover the rest of the amulets.
Eventually after a long and arduous journey, she discovered the amulet had been taken to America. This is where she has been sent now, to locate it and recover the amulet.
Equipment -
Katana - A sturdy folded katana made by a true master. Remarkable material strength, it grants a +1CS to damage and penetrates armor below Excellent.
Sais - A defensive weapon by nature, these short weapons grant no additional damage, but increase Fighting by +1CS when blocking an armed enemy at melee range.
Daggers - Concealable daggers that deal +5 damage and can be thrown for a ranged attack
Amulet (in a locked wooden puzzle box. Gives her no bonus),