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Started by Dracos, December 17, 2010, 04:59:28 AM

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Dracos

Name: Aisutori Oikawa

Soul:11
Mind:7
Body:3

ACV: 7
DCV: 5

Hit Points: 75
Energy Points: 90/90

Traits: 3

Ice Magic - Soul: Partially from her heritage and partially from her own talent, Aisutori is an expert at manipulating ice.  She's able to create it easily enough, as well as manipulate it when it's already around.  It's her primary method of both attack and defense.

Mythology - Mind: Aisutori comes from a very long line of folks that have been involved in disputes of the supernatural for hundreds of years.  She grew up on stories about how to deal with them that's given her a generally higher ability to help slip through barriers, understand wards, and deal with particularly old methods and monsters.  This doesn't help her with modern things, but any time she's out of her depth with an ancient demon from five hundred years ago, she can just go ask a family member what that demon was like back then.  Some oni great uncle was probably around.

Singing - (Soul): Aisutori is a remarkably talented singer for her age.  While this is largely a personal hobby, she's been practicing in hopes of one day being an idol singer.

Flaws:
Heat-Shy: Aisutori is very vulnerable to heat, a carry over from her heritage.  High temperatures can leave her woozy, heat burns come far more easily and painfully to her, and she thoroughly dislikes spicy food (it makes her sick).

Moves:

Healing Drops I: You can focus your water powers into a healing spell. This cases a droplet to fall from above, washing away wounds like dirt. This heals 10 HP and costs 20 EP to use.

Ice Girl's Armor: Whenever you take damage, armor of ice momentarily springs up around you. This reduces all damage you take by 3 points.

Toughness I: +5 HP. Make sure to note this on your sheet.

Physical/Atmosphere Description:

With her short hair and winning smile, Aisutori is one of the more friendly classmates, generally getting along with most, participating doing well in music, home ec, history, and literature.  Pretty, she dresses fashionably, preferring tight clothing that scandalizes her parents and also keeps things nice and cool.  She's almost entirely human in appearance, though her hair, dark blue with the top appearing snow white, as well as her eyes, a light blue which you can see snowflakes in, both hint to her heritage.  Standing about 5'3'', she's more notably for her cuteness when placed in a crowd.

Backstory:

Granddaughter through her mother's side of the Yuki-Onna Tsurara Oikawa.  Daughter of Rae Oikawa, a proud priestess, and Yosho Aritiso.  Oddly enough, they kept her mother's maiden name as the family name, something about it having a longer history.  Her father doesn't really like to talk about it much.  Not that either of them ever had much time for her, as being a member of the Japanese senate and diplomacy committee takes quite a bit of time, often sending both of them abroad for long periods.  She spent a good deal of her younger life under the attention of her Grandmother and her rather...eccentric friends.  She was also left to the care of her family butler, Fredrick, who tries his best to ensure she's raised a proper young woman for high society.  Her family home has been with the family for generations, and largely seems anachronistic with the more modern apartment buildings around it.

It's no real wonder in this sort of environment, that she's grown to treat her school and work somewhat as an escape.  Her friends out there are where she actually gets to act like a normal girl, and not some kind of formal heir, and she values her time out with her friends greatly.  Joining in with the Rice Crackers, a small after school band, gave her a chance to stay away longer under the guise of school activities as well as let her sing, a talent her mother actively encouraged as a hobby.  It was after all a respectable noble hobby, or would be if she paid any attention to what her daughter chose to sing about.

  When she showed the talent in ice magic, her grandmother encouraged her to take up the modern version of the old family job:  Beating the crap out of demons that were causing trouble for people.  Needless to say, since this involved even less time being groomed in extra lessons on courtesy and statesmanship, she leapt for the excuse in staying out late and not having to obey curfew.

It's been a while now since she's been with Clear Skies, a local group of troubleshooters that looked after their city, and lucky enough, some of her closer school friends were right along with her.  Between school, band, Clear Skies, and her new weekend hobby of karate ("But Fredrick, I'm just trying to stay safe on my job~!"), she's come a long way toward her goal: Staying out of that musty old house as much as possible.

Well, one of her goals anyway.

Weekly Schedule:
(An idea I had recently, but basically sketching out an average week with her so if we were to poke at any time, there'd be a good guess at what she was up to/ditching for heroic antics.  It seems like it'd add to the fun/reality of the worldset).  - saving for now

Monday:

7 am - Getting ready, making breakfast and lunch, heading to school.

8 am - school starts.

12 pm - Lunch in the school park under the trees.

3 pm - school ends.

5:00 pm - Dinner and patrolling the city with Clear Skies.

10:00 pm - homework, sleep.

Tuesday:

7 am - Getting ready, making breakfast and lunch, heading to school.

8 am - school starts.

12 pm - Lunch in the school park under the trees.

3 pm - school ends.  Begin practice with the Rice Crackers!

5:00 pm - Dinner and patrolling the city with Clear Skies.

10:00 pm - homework, sleep.

Wednesday:

7 am - Getting ready, making breakfast and lunch, heading to school.

8 am - school starts.

12 pm - Lunch in the school park under the trees.

3 pm - school ends.

5:00 pm - Dinner and patrolling the city with Clear Skies.

10:00 pm - homework, sleep.

Thursday:

7 am - Getting ready, making breakfast and lunch, heading to school.

8 am - school starts.

12 pm - Lunch in the school park under the trees.

3 pm - school ends.    Begin practice with the Rice Crackers! 

5:00 pm - Dinner and patrolling the city with Clear Skies.

10:00 pm - homework, sleep.

Friday:

7 am - Getting ready, making breakfast and lunch, heading to school.

8 am - school starts.

12 pm - Lunch in the school park under the trees.

3 pm - school ends.

5:00 pm - Dinner and patrolling the city with Clear Skies.

9:00 pm - Dragging Jin and Noriko to karaoke and hanging out~!

Saturday:

7-10:00 am: Karate practice at Kyoyin Dojo.

10:00-12 am: Ettiquette lessons.  Lunch!

1 pm onward: Patrolling with Clear Skies.

Sunday:

Draft Notes:
Non-traditionalist.  Partially in rebellion to the musty traditionalism of her family and some of her relatives.  Entering her house (save for her room) is like stepping back a hundred years in time.

She participates after school in a small band.  She likes singing love songs and preparing chilled foods.  Dreams of being a pop idol someday.

Has recently started taking self defense classes on the weekend, but isn't very good at it.

She's part of Clear Skies, a group of specialists that are empowered to help out with supernatural problems.  She's in a team with <Cid Char> and <Zeph Char>.  She's been going to school with them for several years.  It's one of the few 'duties' her family pushes at her that she's fine with, since it lets her hang out more with her friends and gives her a perpetual excuse for ditching boring formal dinners.

notes:
Swiping a bit from Nuriygon no mago and A certain railgun.  Kinda going for 50 percent Tsurara, 30 percent Minako, 10 percent Misaka, 10 random newness, though it looks like a little rei came in.

Sidesession ideas:
Noriko the Myth of the Puppet that Walks.
Kanae the...I don't know her myth!
Kanae and Aisutori-onee-san go to the Kyoyin dojo.
Well, Goodbye.

Sierra

#1
Noriko Matsumoto

Body: 11
Mind: 7
Soul: 3

ACV: 8
DCV: 5

HP: 75
EP: 50

Traits:

-Artificial Lifeform: Being a machine consciousness, Noriko does not require food or water and is unaffected by any biological illness or toxin. She does need to spend a few hours a day recharging and dramatically inflates one's electric bill.

-Combat Model Beta: Noriko's metal frame and combat programming allow her to strike with more force than a mere human. Her unarmed strikes deal damage as though she were wielding a weapon and her ACV is boosted by 1.

-Overload: Noriko can draw on her own power supply to produce a powerful electrical field that will harm anyone and anything close to her, though the resource drain for doing this is considerable (10 EP). A Noriko with 0 EP is completely nonfunctional.

-Toughness 1: +5 HP.

-Robot SMASH: You deal an extra 3 points of damage with all attacks. This is calculated after everything else - an ACVx2 attack with 8 ACV deals 16+3=19 damage with this, for example.

Mom's Programming Boost: Your processes have been sped up. This grants a +1 bonus to initiative.

Flaw:

-Three Laws Incompatible: Noriko is obliged to follow to the letter any and all commands given to her by her programmer, no matter what manner of basic programming routines, personal preferences, or legal strictures they may violate.

~

Her classmates could be forgiven for thinking her a little strange. Calculating one's way towards humanity isn't an easy thing, after all, and Noriko hasn't worked out all the angles just yet.

Created and programmed by Dr. Tomoko Matsumoto (a reclusive robotics whiz whom Noriko refers to as "mother" in casual conversation with others--solely to avoid disturbing anyone with mention of her artificial nature, of course), Noriko resembles any average girl in her late teens. Typically flat expression, unremarkable features, hair cut level at chin-length, parted down the middle, straight and without any attempt at maintaining a stylish or fashionable coif...Save for a discreet set of outlets at the back of her skull, typically hidden by her hair, she could disappear easily into any human crowd.

Installed in society at large with basic capacity for human interaction and instructions to study and improve upon this for superior immersion, Noriko has progressed enough to get by without provoking more than the occasional odd glance or raised eyebrow. There are some aspects of human behavior that perhaps still prove inscrutable--or, by Noriko's own stubborn insistence, too silly to be worth adopting--but she's able to participate in high school life with little in the way of major difficulties. Interacting with other students (if not always smoothly), executing coursework (she excels at math and science; other subjects may prove problematic), engaging in the expected array of afterschool activities such as sports and...the elimination of supernatural menaces. This latter is ostensibly Noriko's primary function, or so Dr. Matsumoto assured any worried authorities when introducing Noriko to the population at large.

For her own part, Dr. Matsumoto has long since fallen into a reputation as a mysterious misanthrope, retreating from society as her health failed her, increasingly attended to only by machines. Prior to Noriko's emergence, she'd made no open contributions to either the scientific community or society at large for years (save a bizarre spate of papers touting the superior efficiency of machine intelligences in many essential functions of society, methods of fusing the biological and the mechanical, speculation on the feasibility of digitizing a human consciousness--all of this just prior to her disappearance). To Noriko, this strange seclusion is easily explained: Dr. Matsumoto was busy building her. Noriko is her most sophisticated creation, after all. She knows this because Dr. Matsumoto told her so.

There are times when Noriko receives orders from the blue, buried directives that emerge without any obvious and direct interaction with her creator. One could possibly discern a pattern in such, a suggestion that Noriko's instructions include something more elaborate than just the pursuit of rogue spirits and demons, although Noriko herself rarely contemplates this matter. Dr. Matsumoto told her not to worry about such events, after all.

Iron Dragoon

#2
Enro Fukatsu 遠路普勝
(Translates as 'Far Road of Universal Win')

Body: 5
Mind: 11
Soul: 5

ACV: 8
DCV: 5
CV: 7

HP: 50 (36)
EP: 85 (55)
Initiative: 2d6+7(CV)+1(Lightning Reflexes)

TRAITS:

Teleportation (Mind) - Enro has the ability to teleport at will. He can transport willing individuals with almost as little effort as he can teleport himself, and can do the same with nearly any personal vehicle, aslong he can see the target point. He can teleport through solid objects, but the risk of teleporting into something, makes it risky and dangerous (incapacitated for 3 rounds and then must make another teleport successfully).


-Dead Drop (10 EP): Grab an enemy, and upon a successful opposed roll, teleport them to a destination of Enro's choosing. Because the target is unwilling to be teleported, this requires significantly more effort on Enro's part, it takes him time to recover (3 rounds). Max distance of 200 feet.


-Death from Above (5 EP per object): Teleport objects the size of cars and smaller into the air above the target, which then rain down on the target (ACVx3).


-Thousand Yard Strike (8 EP per Teleport after first/ACVx3): Enro uses his ability to rapidly teleport to throw his opponents off and increase the chance of his strikes hitting. For each teleport after the first, he gains a -1 bonus to attack. If the attack is botched, Enro must absorb the damage himself.

-Evac (All remaining EP): In extreme situations, or in a fit of panic, Enro can make an emergency teleport of himself and all allies in the area to a random Safe House. Because of the strain of taking multiple people with him, and not being in direct contact with them, this is a nearly debilitating effort for him, and he typically falls unconscious immediately after.


Spatial Awareness (Mind) - Because of teleporting, Enro has gained an unusual sixth sense; he is fully aware of the space around him, without having to look. Similar to Blind Fighting, he can land blows without having to actually look at his target, and he can navigate around objects/obstacles without having to look at them. He can locate all objects in his range (100 meter sphere) without having to see them. This makes sneaking up on Enro difficult, regardless of the method of stealth, as long as the individual is solid/corporeal.


-Safe House (20 EP): With effort, Enro can 'engrave' a specific location into his awareness, and return to it at will, from any distance, in a single teleport. With an equal effort, he can like-wise remove a Safe House from his awareness.


-Point of Origin (10 EP per 100 meters): Due to his unique perception of the world, he can easily 'perceive' the path of travel of an object and track it back to its source. The slower an object moves, the easier it is; the faster an object, the harder.


Street Fighting - Due to the great many scuffles he's gotten into, Enro has learned the ins and outs of street fighting, making his skill in it as refined as any martial art, if far more brutal and utilitarian. (+1 ACV)

Awarded Traits:

Strong Spirit 1:  You gain +5 Max EP.

Lightning Reflexes: You gain +1 to initiative.

FLAW:

One of a Kind- Enro is, as far as he's been able to discover, the only one of his kind. This makes him highly valuable to nearly every research agency and/or government body that knows of him. From trying to figure out where his power comes from, he's also exposed himself to the supernatural side of the world. And while they aren't hunting him as actively, because other forms of teleportation are known, he is considered a curiosity because his ability seems to be a sort of natural evolution.

----------------------------------------------------
Physical Description: (Lazy Iddy is Laaaazzzyyy)


This is not the greatest post in the world, no... this is just a tribute.

Brian

#3
   Nozomu (written as 'to wish for') Kanae (written as 'reflection') is the hereditary shrine maiden of the somewhat obscure, but assuredly ancient Makai shrine.

   Soul:  9
   Mind:  10
   Body:  2

   ACV:  7
   DCV:  5

   Hit Points: 55
   Energy Points: 50/95


   Traits:

      -- Ancestral Recall (Mind):  Really, this is spirit magic with a background that her shrine/ancestor spirits are the ones she interacts with most.  Kanae is a spirital mirror, which lets her reflect parts of the spirit world into the real world -- she's kind of a medium or conduit effectively.  This is meant to be a utility power with no real combat effects; it's use is communication and information gathering.  Ostensibly it should take certain ideal conditions, and outside of those, it'll cost energy or more (to talk to an unfamiliar or unfriendly spirit in a strange area, for example, or to get a skill that's not generally associated with her ancestors).  There's a lot of potential for annoying plot-devouring with that kind of power, but I mostly want it to be background and justify why a younger girl acts like an ancient one.  Hard candies are BEST candies.

      -- Seal Magic (Soul): While vague, this is meant to be the traditional shrine-maiden magic template, which is straight debuffs against demons/supernatural evil (GM's option if a mean yakuza cares about a slip of paper) or force-fields/barriers.  Since the character is a child, she's not honestly intended (or expected) to face things like that alone, so some control powers to rely on allies landing the finishing blows seems worthwhile.  Forcefields and ACV/DCV penalties.

      -- Spirit Healing (Soul): As part of Kanae's duties as a shrine maiden, she is able to heal distraught spirits and souls to allow them to cross over and be rebound to the wheel.  For the dead, this is usually in the form of soothing spiritual energy that infuses them with the strength to complete their tasks.  For the living, this is strength to preservere in there tasks, considering a blessing from the shrine.  (This is pretty much a straight-up energy transfer -- EP or HP at 1:1 for EP.)


     Earned:

     -- Ancestral Winds: The winds of the past aid you. By calling the fierce winds of the storms, you may deal ACVx2 to one target. Alternately you may use this power to move or propel your ofuda. Either use costs 5 EP. Make sure to note this on your sheet.

     -- Sacred Flames: The power of purification in fire is now yours. You may attack a single target with a fire burst that deals damage equal to your ACV. If the target is demonic, possessed or generally impure and vulnerable to your wards, you deal ACVx3 instead. This takes 10 EP to use.

     -- Sirocco. By channeling both wind and fire, you can emit a blazing hot wind that deals ACVx2 damage to up to four targets. You make one attack roll, if that succeeds they all make DCV to determine damage as usual. This costs 15 EP.






   Flaw:

      -- Precocious.  No one respects the fact that just because Kanae looks like a terminally cute middle-schooler, she knows more than most of them.  She can't get into some places without someone more 'adult' present, truancy officers are less likely to overlook her presence outside of school, and almost every adult that doesn't already know her dismisses her warnings and prophecies as 'cute'.

   All things considered, Kanae is not nearly as bitter as she could be, having resigned herself to being underestimated based on appearance.  Some day, that will change.  Until then, she does the best she can, looking for people who can see past her appearances and working afternoons and weekends at the shrine.



   Background (notable allies):

      Kanae is an only child.  Her parents are currently (up to the GM), but to the best of anyone's knowledge, they vanished eight years ago, and haven't been seen since.  She was raised by an elderly uncle, who tends the shrine.

      The shrine is staffed by almost entirely elderly monks, and as a result, all of Kanae's hobbies are things that the elderly would enjoy.  Shogi, reading hundred-year old poetry, zen koans, and so forth.

      The specific deities worshiped in the shrine are the Four Heavenly Kings (Shi Tenno), but most of the focus is actually on the ancestors, and the philosophy of living in harmony.

As the first-born daughter of her generation, as every shrine maiden before her, she gained the hereditary trait of ancestral recall.

        This recall is not an innate power, but instead a gift from the ancestor and shrine spirits -- Kanae must ask (or be offered) a given event or piece of history to recall.  In addition to that, she has trained in the ceremonial art of ofuda, and is generally on very good terms with the shine spirits (since the vast majority of them are doting ancestors),

        Effectively, the ancestral recall power is really the ability to let herself be posessed to a minor degree by local spirits which might not otherwise be able to communicate in order to understand their situations better.

        As an unfortunate side-effect to the fact that Kanae's mother and father both vanished from her life when she was at a young age, Kanae was inducted into the ranks of her ritual role early.  Raised entirely by the elderly (and the spirits of the elderly), Kanae has been imbued with a wealth of worldly wisdom, a horde of opinions about how great the world used to be, and Mister, she may only be eleven, but she was not born yesterday -- honestly, kids these days!



     Description:

          Kanae is at average development for her age.  She's slightly shorter than average at 140 cm tall, and weighs accordingly less -- 38 kg.  Her frame is fairly slight, but her chosen clothes are either the shrine-maiden dress of her hometown, or a traditional kimono.  For 'casual' wear, she would favor sweat-pants and sweat-shirts.

     Kanae is a slightly shorter-than average twelve year old.  Her hair is brown, cropped short, but somewhat wild -- tufted spurs of her curls poke out with regularity, giving her an unintentional 'windblown' effect from almost all angles.  She wears large, round-lensed glasses, though close inspection reveals they are not prescription.





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