Post by auroros on Aug 27, 2013 16:44:09 GMT -8
Character Name: Feff Skybreaker
Player Name: Auroros
Alias: Feff
Family/Allies/Friends: All within a small village hidden from Civilization
Archetype: Magic user
Age: 117
Height: 5' 10" (looks 6'4" with ear height)
Weight: 172
Hair: Pearl white fur, tips of ears and tails are pale blue
Eyes: Pupiless seeming filled with clouds and lightning
Origin: Humanoid Race
Description: Kitsune 'nine tailed fox' or 'fox spirit' to some, despite being flesh and blood.
Occupation: None
_____________________________________________________________
STATISTICS
F - Excellent
A - Good
S - Good
E - Excellent
R - Excellent
I - Good
P - Remarkable
_____________________________________________________________
Health - 60/60
Mental Health - 60/60
Karma -
Popularity -
Contacts - None
Resources - Poor
Appearance - Good - scorpiokob.deviantart.com/art/Feff-182941687
_____________________________________________________________
Talents: Mystic Background, Seduction, Martial Arts A-C-D, Acrobatics
Talent Name - Statistic Used - Points.
_____________________________________________________________
Quirks & Flaws
Quirks =( Points)= : High stress Capacity, High Pain Threshold.
Flaws =( Points)= :Curious, Alien Culture, Bluntness, Lusty, Compulsiveness.
_____________________________________________________________
Powers: Feff's power is a combination of sorcery and wizardry. The raw power inside is focused into spheres he carries about, but must be controlled with words and gestures. Others can 'learn' his spells as standard if they are lent his Bi, and likewise he can learn spells in the same general domains as the three Bi he has created already. Each Bi can only maintain one spell at a time.
Electrical Manipulation/Manifestation - Feff's primary magic is considered Storm Magic, the first piece of the ability to manifest Lightning control electricity in general.
*Lightning Bolt - Projecting a strong, long line of lightning that tends to melt metals, shatter stones, and rip flesh and bone. This is also accompanied by a thunder clap that is harmless, usually.
A powerful attack rolled on Agility VS Agility, rolled twice with the better of the two used. Requires a full round action to control and aim, but deals Remarkable (30) damage. Deals Incredible (40) damage to metallic targets. Costs 10 Mental Health.
*Shock Field - Creating a strong static field around himself, this field will intercept incoming attacks with small lightning bolts, usually vaporizing small projectiles (arrows, bullets, thrown knives). It will not attempt to intercept melee attacks.
Negates ranged attacks that would deal 20 damage or less, but has no effect on weapons greater than that. Costs 5 Mental Health and a full round action to set up, and lasts 10 rounds or one minute per cast.
*Tazer Strike - Feff can charge his body causing Melee attacks, sometimes even just using his tails to touch with, to give electrical discharges to a target. These can vary from being simple little static charges like from a carpet and door knob, to being more like a real tazer, incapacitating targets.
Charges a melee-range attack with a static discharge. On a hit, 10 extra Electric damage is done, modified by color. All damage can be removed from a physical attack to instead inflict a tasing, requiring an Endurance check VS Excellent to avoid a round of stun. Costs 2 Mental Health per attack thrown this way, or 5 per round of maintaining a Stun.
Sonic Manipulation/Manifestation - Feff can create and control Sound around him, as long as he knows it is there. One of his magics that simply requires him to know what is going on, to control. Any manifestation requires him to create sound of his own.
*Thunder's Din - With a clap Feff can manifest a powerful sonic blast that radiates from him in a cone in front of his form. Concussing anything in the path with a sonic blast.
Deals Excellent (20) damage to up to (4) targets, both affected by color. Crystaline structures like glass take double damage.
*Silenced Song - By speaking and concentrating, Feff can nullify the surrounding sounds out to a distance of about 100 feet. As long as he maintains his speaking, no sound seems to escape from the area. The use of this ability also usually nullifies other Sonic based things, including his own.
Costs 10 Mental Health to begin, and lasts as long as he continues. White fails, Green cuts all sound to half, and Yellow negates all sound completely. This effect does not pass through walls, generally.
*Humming Shield - By actively humming and with a little concentration, He can generate a field around himself, invisible, that can stop incoming attacks and effects. This humming field can stop all manner of incoming things, with exception to raw energy. The concussive wave and heat of an explosion can be stopped, but lasers cannot, radiation cannot.
Grants himself Remarkable protection against anything but pure energy, but stops him from casting any other spells since he must continuously hum the entire time. This costs 5 Mental Health per attack blocked.
Air Manipulation/Manifestation - A very underrated magic to most, This is one of Feff's more important magics. Each of these magical spells requires hand gestures and a vocal piece to trigger it.
*Air Blade - With hand gestures and concentration he can manifest difficult to see slashing, piercing or blunt strikes made of air. These are magic, but respond more like physical effects, mimicking those he makes with his body. A fist would make a strong blunt strike, a slash through the air causes blade like effects, and fingers pointed cause stabbing thrusts of air. (sometimes with his Katana instead of his hands)
Costs 5 Mental Health to 'start' the Air Blade, and it lasts for 10 rounds or one minute. While under the effect of Air Blade, physical attacks can be given one of the three effects on a per-attack basis;
*+1CS damage. Attack is Ranged and considered a Surprise Attack until the target figures out the ploy.
* Ignore Armor of Excellent or lower. If using the katana to attack, ignores armor of Remarkable or lower instead.
*Attack pushes target 8 feet backwards, affected by color.
*Gust Flight - With concentration, Feff can move through the air, almost like flying, except he moves in long arcs, more like jumping in low gravity, but he is always accompanied by a gust of wind appropriate to the amount of movement. Little hops make small breezes, long jumps make large gusts.
Costs 5 Mental Health to 'start', and lasts for 10 rounds or one minute. Allows a single short burst of flight every other round as long as it's active. This can be used to travel at roughly 60 miles an hour by hopskipping about, or in combat to increase his Dodge by +2CS every other round.
*Storm Calling - Speaking in Arcane words, and doing several rather complex gestures, Feff can summon a storm. The longer he does this, clouds will gather and grow, Eventually it will become a Rain and lightning storm. This does take time though, he can generate anything from a simple sprinkling of rain, to a full blown down pour that makes people hide in their houses.
Charging: Roll Psyche once per round, and spend up to (4) Mental Health points, modified by color. Generates a storm once release, of severity equal to the number of Mental Health spent. The storm lasts as long as it generally would. This requires absolute concentration, and he has no particular control over the storm that is called, though it TENDS not to directly harm him or his allies.
The Severity of the storm is subtracted from Ranged attack rolls (minimum of Shift0) and the damage of heat attacks.
General Magic - Feff knows a number of simple things, from illusions to shape shifting, minor telekinesis, even some pyrotechnics and utility abilities, all of these are temporary and require both words and gestures. These are generally too weak to be used offensively or require a roll, and are largely just for goofing around.
*Telekinesis: A magepaw that has the same Strength as Feff himself, which extends his reach to roughly ten feet.
*Shapeshifting: Can take various forms, but these do not change his stats and are too rough to be used as a disguise. Feff cannot transform his tails, so they will always be 'there'.
*Illusion: Conjures weak illusions. GM's discretion whether or not they are believable. This can also be used to make pretty fireworks.
Power Name - Rank - Points.
_____________________________________________________________
Personality - Feff is considered normal to his own kind, to those not accustomed to his people's ways, he might seem overly eager to try new things, possibly an 'adrenalin junky'. He seems to hold no qualms of trying new things, sometimes even dangerous things, and the words that spill from his lips far too often as justification for such activities 'enlightenment through experience'. He is also not shy in the least.
History - Raised in a place almost completely unknown to the world, Feff Skybreaker is from a particular group of Kitsune, the Cloud Clan. His kind grow into their tails, the older they get, or the more powerful they become (the methods of this is still greatly unknown) they gain more tails, until they gain up to 9, but even then, a Kitsune with 9 tails is supposed to be either some sort of great elder, or a very powerful kitsune. Feff was born with two, and he had fur as white as the clouds themselves. He was trained, by the clan's most adept magic users in the ways of magic, all forms, but they soon found he had a special way with Storm magic, which only made his clan all the more proud. He was however, rarely happy in his home, constant schooling in their magical arts, constant training, always doing something for the good of his clan, never for himself. When he came of age to explore and learn more on his own, he was more than eager to do so. He took with him one of the only things he found important, a tome that holds the teachings of his people, and several pages of knowledge on how magic works, not exact spells.
Equipment - Simple Kimono of fine silks, small pack for small belongings, and a small tome. Storm motif covered scabbard for his Katana which has a faint blue hew to its blade.
Storm Katana: Remarkable material strength, it grants a +1CS to damage. If sheathed and used as a focus, it can enhance magic-use rolls by +1CS, but it must be drawn with an Action to use as a proper weapon again.
_____________________________________________
Approved by: (GM puts in Nick and Date)
Player Name: Auroros
Alias: Feff
Family/Allies/Friends: All within a small village hidden from Civilization
Archetype: Magic user
Age: 117
Height: 5' 10" (looks 6'4" with ear height)
Weight: 172
Hair: Pearl white fur, tips of ears and tails are pale blue
Eyes: Pupiless seeming filled with clouds and lightning
Origin: Humanoid Race
Description: Kitsune 'nine tailed fox' or 'fox spirit' to some, despite being flesh and blood.
Occupation: None
_____________________________________________________________
STATISTICS
F - Excellent
A - Good
S - Good
E - Excellent
R - Excellent
I - Good
P - Remarkable
_____________________________________________________________
Health - 60/60
Mental Health - 60/60
Karma -
Popularity -
Contacts - None
Resources - Poor
Appearance - Good - scorpiokob.deviantart.com/art/Feff-182941687
_____________________________________________________________
Talents: Mystic Background, Seduction, Martial Arts A-C-D, Acrobatics
Talent Name - Statistic Used - Points.
_____________________________________________________________
Quirks & Flaws
Quirks =( Points)= : High stress Capacity, High Pain Threshold.
Flaws =( Points)= :Curious, Alien Culture, Bluntness, Lusty, Compulsiveness.
_____________________________________________________________
Powers: Feff's power is a combination of sorcery and wizardry. The raw power inside is focused into spheres he carries about, but must be controlled with words and gestures. Others can 'learn' his spells as standard if they are lent his Bi, and likewise he can learn spells in the same general domains as the three Bi he has created already. Each Bi can only maintain one spell at a time.
Electrical Manipulation/Manifestation - Feff's primary magic is considered Storm Magic, the first piece of the ability to manifest Lightning control electricity in general.
*Lightning Bolt - Projecting a strong, long line of lightning that tends to melt metals, shatter stones, and rip flesh and bone. This is also accompanied by a thunder clap that is harmless, usually.
A powerful attack rolled on Agility VS Agility, rolled twice with the better of the two used. Requires a full round action to control and aim, but deals Remarkable (30) damage. Deals Incredible (40) damage to metallic targets. Costs 10 Mental Health.
*Shock Field - Creating a strong static field around himself, this field will intercept incoming attacks with small lightning bolts, usually vaporizing small projectiles (arrows, bullets, thrown knives). It will not attempt to intercept melee attacks.
Negates ranged attacks that would deal 20 damage or less, but has no effect on weapons greater than that. Costs 5 Mental Health and a full round action to set up, and lasts 10 rounds or one minute per cast.
*Tazer Strike - Feff can charge his body causing Melee attacks, sometimes even just using his tails to touch with, to give electrical discharges to a target. These can vary from being simple little static charges like from a carpet and door knob, to being more like a real tazer, incapacitating targets.
Charges a melee-range attack with a static discharge. On a hit, 10 extra Electric damage is done, modified by color. All damage can be removed from a physical attack to instead inflict a tasing, requiring an Endurance check VS Excellent to avoid a round of stun. Costs 2 Mental Health per attack thrown this way, or 5 per round of maintaining a Stun.
Sonic Manipulation/Manifestation - Feff can create and control Sound around him, as long as he knows it is there. One of his magics that simply requires him to know what is going on, to control. Any manifestation requires him to create sound of his own.
*Thunder's Din - With a clap Feff can manifest a powerful sonic blast that radiates from him in a cone in front of his form. Concussing anything in the path with a sonic blast.
Deals Excellent (20) damage to up to (4) targets, both affected by color. Crystaline structures like glass take double damage.
*Silenced Song - By speaking and concentrating, Feff can nullify the surrounding sounds out to a distance of about 100 feet. As long as he maintains his speaking, no sound seems to escape from the area. The use of this ability also usually nullifies other Sonic based things, including his own.
Costs 10 Mental Health to begin, and lasts as long as he continues. White fails, Green cuts all sound to half, and Yellow negates all sound completely. This effect does not pass through walls, generally.
*Humming Shield - By actively humming and with a little concentration, He can generate a field around himself, invisible, that can stop incoming attacks and effects. This humming field can stop all manner of incoming things, with exception to raw energy. The concussive wave and heat of an explosion can be stopped, but lasers cannot, radiation cannot.
Grants himself Remarkable protection against anything but pure energy, but stops him from casting any other spells since he must continuously hum the entire time. This costs 5 Mental Health per attack blocked.
Air Manipulation/Manifestation - A very underrated magic to most, This is one of Feff's more important magics. Each of these magical spells requires hand gestures and a vocal piece to trigger it.
*Air Blade - With hand gestures and concentration he can manifest difficult to see slashing, piercing or blunt strikes made of air. These are magic, but respond more like physical effects, mimicking those he makes with his body. A fist would make a strong blunt strike, a slash through the air causes blade like effects, and fingers pointed cause stabbing thrusts of air. (sometimes with his Katana instead of his hands)
Costs 5 Mental Health to 'start' the Air Blade, and it lasts for 10 rounds or one minute. While under the effect of Air Blade, physical attacks can be given one of the three effects on a per-attack basis;
*+1CS damage. Attack is Ranged and considered a Surprise Attack until the target figures out the ploy.
* Ignore Armor of Excellent or lower. If using the katana to attack, ignores armor of Remarkable or lower instead.
*Attack pushes target 8 feet backwards, affected by color.
*Gust Flight - With concentration, Feff can move through the air, almost like flying, except he moves in long arcs, more like jumping in low gravity, but he is always accompanied by a gust of wind appropriate to the amount of movement. Little hops make small breezes, long jumps make large gusts.
Costs 5 Mental Health to 'start', and lasts for 10 rounds or one minute. Allows a single short burst of flight every other round as long as it's active. This can be used to travel at roughly 60 miles an hour by hopskipping about, or in combat to increase his Dodge by +2CS every other round.
*Storm Calling - Speaking in Arcane words, and doing several rather complex gestures, Feff can summon a storm. The longer he does this, clouds will gather and grow, Eventually it will become a Rain and lightning storm. This does take time though, he can generate anything from a simple sprinkling of rain, to a full blown down pour that makes people hide in their houses.
Charging: Roll Psyche once per round, and spend up to (4) Mental Health points, modified by color. Generates a storm once release, of severity equal to the number of Mental Health spent. The storm lasts as long as it generally would. This requires absolute concentration, and he has no particular control over the storm that is called, though it TENDS not to directly harm him or his allies.
The Severity of the storm is subtracted from Ranged attack rolls (minimum of Shift0) and the damage of heat attacks.
General Magic - Feff knows a number of simple things, from illusions to shape shifting, minor telekinesis, even some pyrotechnics and utility abilities, all of these are temporary and require both words and gestures. These are generally too weak to be used offensively or require a roll, and are largely just for goofing around.
*Telekinesis: A magepaw that has the same Strength as Feff himself, which extends his reach to roughly ten feet.
*Shapeshifting: Can take various forms, but these do not change his stats and are too rough to be used as a disguise. Feff cannot transform his tails, so they will always be 'there'.
*Illusion: Conjures weak illusions. GM's discretion whether or not they are believable. This can also be used to make pretty fireworks.
Power Name - Rank - Points.
_____________________________________________________________
Personality - Feff is considered normal to his own kind, to those not accustomed to his people's ways, he might seem overly eager to try new things, possibly an 'adrenalin junky'. He seems to hold no qualms of trying new things, sometimes even dangerous things, and the words that spill from his lips far too often as justification for such activities 'enlightenment through experience'. He is also not shy in the least.
History - Raised in a place almost completely unknown to the world, Feff Skybreaker is from a particular group of Kitsune, the Cloud Clan. His kind grow into their tails, the older they get, or the more powerful they become (the methods of this is still greatly unknown) they gain more tails, until they gain up to 9, but even then, a Kitsune with 9 tails is supposed to be either some sort of great elder, or a very powerful kitsune. Feff was born with two, and he had fur as white as the clouds themselves. He was trained, by the clan's most adept magic users in the ways of magic, all forms, but they soon found he had a special way with Storm magic, which only made his clan all the more proud. He was however, rarely happy in his home, constant schooling in their magical arts, constant training, always doing something for the good of his clan, never for himself. When he came of age to explore and learn more on his own, he was more than eager to do so. He took with him one of the only things he found important, a tome that holds the teachings of his people, and several pages of knowledge on how magic works, not exact spells.
Equipment - Simple Kimono of fine silks, small pack for small belongings, and a small tome. Storm motif covered scabbard for his Katana which has a faint blue hew to its blade.
Storm Katana: Remarkable material strength, it grants a +1CS to damage. If sheathed and used as a focus, it can enhance magic-use rolls by +1CS, but it must be drawn with an Action to use as a proper weapon again.
_____________________________________________
Approved by: (GM puts in Nick and Date)