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Takeshi Eiryo

Started by Halbarad, August 14, 2006, 05:34:02 PM

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Halbarad



Takeshi Eiryo
'Brave traveller through shadow'

Age: 16 (grade 10)
HP: 105
EP: 60

Body: 8
Mind: 7
Soul: 7

ACV: 9
DCV: 7

Defects:

Recurring Nightmares - 1 BP
Social Stigma: Orphan - 1 BP
Social Stigma: Troublemaker - 1 BP
Reduced Energy (-10 EP/lv) - 1 BP


Attributes:

Appearance:       4/4
Art of Distraction:   1/0
Combat Mastery:      2/4
Fortified Body:      2/2
Massive Damage:      1/2
Powerful Mind:      1/1
Strong Soul:      1/1
Fast Reflexes:      2/2
Damn Healthy!:      3/3

Attributes/Defects:

Appearance (4): Takeshi is a virtual heartthrob among the girls. Between his tall, athletic frame, deep blue eyes, and long dark brown ponytail, he's usually got the attention of a fair number of the teenage females in the area - at least temporarily.

Art of Distraction (1): Takeshi's looks alone make it easy for him to catch people's attention, although he doesn't often go out of his way to do so.

Combat Mastery (2), Massive Damage (1): Takeshi has trained for several years in the martial arts, as well as remembering a fair amount of Nephrite's combat experience. These tend to give him an edge in any fight he's in - including exactly where to strike to make his blows cause that extra stab of pain.

Fortified Body (2), Damn Healthy (2): Takeshi's years of training have helped him toughen and strengthen his frame to withstand and dish out a fair amount of abuse.

Powerful Mind (1): While not the greatest student ever seen, Takeshi is more than capable of holding his own with his studies without too much extra effort.

Strong Soul (1): Takeshi's training with the martial arts have helped him strengthen his will - a strong goal ever since Nephrite's memories of Metallia and her actions surfaced several years ago.

Fast Reflexes (2): In addition to being in excellent physical shape, Takeshi is also naturally quick to react to events, which makes his occasional trips to the arcade rather frustrating for his opponents.

Damn Healthy! (1)/Reduced Energy (1 BP): Takeshi's focus on honing his physical abilities has left him slightly weakened in regards to magical ability, although not without its rewards.

Social Stigma: Orphan (1 BP): The lack of a family carries a social burden, many people considering Takeshi only an object of pity or somehow less of a person for the lack of his family. While it rarely amounts to more than the occasional teasing, it is something that Takeshi is forced to deal with throughout his life.

Social Stigma: Troublemaker (1 BP): Due to the events leading to his transfer to Juuban Middle, Takeshi carries the reputation of being a troublemaker and rabble-rouser. To some this gives him an aura of dangerous mystique; to others, it merely gives a warning to steer well clear of him. To all, though, it tends to make them steer clear of catching Takeshi's attention if they can help it - what if they're next?

Recurring Nightmares (1 BP): Takeshi has had nightmares about the takeover of Earth and the rape of the Moon Kingdom for several years. While they have lessened in intensity after having accepted the truth of the events shown in those nightmares, they still plague his sleep from time to time.


Knight Skills

Damage Reduction   4
Cleave         *
EC: Stone      2
Remote Sensing      2
Teleportation
Flight


Damage Reduction: For each level in Damage Reduction, all incoming damage regardless of source (magical or nonmagical) is reduced by five points, with a maximum reduction of half the attack's original effectiveness, rounded down. (20 points reduction)

Cleave: Cleave is an interrupt skill, designed to nullify energy based attacks. To execute a Cleave, Nephrite must have held an action prior to the attack being Cleaved, and the user of the attack must make a successful ACV roll on a single-target, energy-based attack. Nephrite will intercept the incoming attack and attempt to Cleave it with an ACV roll; if successful, the entire force of the attack is negated. If unsuccessful, Nephrite will become the new target of the attack regardless of its original target and will have no DCV roll to attempt evasion. Damage Reduction, Energy Deflection, or other damage-altering effects will still apply as normal, however.
In the event that a critical attack is Cleaved, a successful Cleave attempt will reduce the damage by 1/2 rather than nullify it completely, with Nephrite as the target of the remaining damage as with an unsuccessful Cleave.
On a critical Cleave attempt, the attack is reflected back at the original user, with a critical multiplier reduced by 1 (1-3 is original damage, 4-5 is 2x damage, 6 is 3x damage).

One use of Cleave requires 20 EP.

Remote Sensing: This trait allows the user to sense events occurring in a location other than the user's physical location. Each level of Remote Sensing adds one level of sensation to what can be detected; at level 6, the skill allows astral projection, where the user's spiritual self is projected entirely away from their physical location to the place being sensed. For Takeshi at level 2, this includes sight and sound.

Elemental Control:

Stone Phasing - Nephrite has the ability to phase through earth or solid rock as if it were air. The ability is rather difficult to execute, however, requiring an expenditure of 5 EP for every second during which Nephrite remains phased in with stone. In addition, anything NOT made of stone will take on the aspect of stone to Nephrite - even something as flimsy as a piece of paper can become an impassable barrier.

Stone Fists - Takeshi has the ability to transform his flesh into stone. While this has no practical effect on damage done to him, his fists and arms take on the qualities of stone clubs and act as simple weapons, doing ACVx2 damage. This skill requires 5 EP to activate and nothing to maintain.

Gem Traps - By removing one of the gems from his uniform, Nephrite can cast it at an enemy, using it as a trap of sorts to bind the enemy's legs or arms. These traps have (EC+ACV) HP (11 at present) and can be broken with a successful body check. The binding attack can be dodged with a successful DCV check.

----------------
            
Takeshi was orphaned shortly after his birth; he has no memory of his parents, although they were the ones to give him his name. He's been a ward of the state for as long as he can remember, living in a succession of orphanages and the occasional foster home.

At the age of ten, Takeshi began to have vivid nightmares - an army of monsters, indiscriminately slaughtering people in a white marble palace - and himself at their head. Interspersed throughout these nightmares was an overwhelming sense of reality - that these were not merely dreams, but something more. His panicked cries in the night broke the resolve of his foster parents at that time, signaling his return into a youth home where he lost himself in the crowd of other children without families. The nightmares continued, until one night when Takeshi was eleven. Upon awakening after a particularly vivid nightmare - a woman in a white bodysuit with a short colored skirt being nearly torn apart in front of him - he found himself in a horribly familiar uniform. Charcoal grey, golden piping, carven epaulets of bone with blood-red gems - the uniform of himself from his dreams. Upon realizing that these were far more than simply dreams, the memories of the attack on the Kingdom of the Moon began to return to Takeshi in a more normal fashion, including his name - Nephrite. The rape of the Moon Kingdom has haunted Takeshi for many years, but to date no one else knows of these dreams; from past experience, he's quite aware that the 'counseling' he'd receive for such disturbing imagery would do little to help him, and so he has remained silent with his secret.

Due to his realization of his own dark past, Takeshi has determined to improve himself in this life, and has thus devoted himself to the study of the martial arts in an attempt to strengthen both his body and his mind - his memories include not only the horrors of the Moon Kingdom's fall, but the seductive and utterly evil hold that Metallia once held over him. Since the age of eleven, Takeshi has made it a point to join the martial arts club at every school he has attended, in addition to seeking training outside of school hours when and where he can.

Up until just a few weeks ago, Takeshi was in attendance at a high school in Nakano-ku, where he lived in a large youth home with about fifty other orphans of various ages. In mid-October, however, he was involved in an incident at that school; in what would seem to be a rather typical incident, Takeshi stepped in to assist a younger boy at the same school who was being bullied by a group of older boys. The matter came to a fight, and Takeshi managed to lay out several of the bullies before a teacher spotted the scuffle and broke things up. The truth of the matter was quickly determined, and Takeshi was let off with minimal discipline - not the case for the other boys.

Unfortunately for Takeshi, one of the boys' fathers was a powerful executive with Mitsubishi, and after hearing the tale from his son (after the boy had been suspended for a couple of days) he demanded to know why the school was 'shielding' Takeshi, himself an orphan. Legal action was threatened, and while the school did not wish to punish the boy further, the mounting pressure forced his transfer to another ward - in this case Minato-ku, where a foster family was willing to take young Eiryo. Thus Takeshi found himself enrolled at Juuban High through no real fault of his own, and forced to start trying to adjust to a new set of circumstances - again, this time with the added burden of a rumored expulsion and reputation for fighting to hamper him further still.
I am a terrible person.
Excellent Youkai.

Anastasia

You're good to go, Hal. Beware the loligoths.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Halbarad

Quick reference sheet for Takeshi.

HP: 105
EP: 60
Body: 8
Mind: 7
Soul: 7
(Stat total 22, base CV 7/5)

ACV: 9
DCV: 7
Initiative: 1d6+10

Relevant combat attributes
Fast Reflexes (2) - +1 to initiative modifier
Damage Reduction (4) - reduce all incoming damage by 0.5x or 20 HP, whichever is less.
Massive Damage (1) - +5 damage to all attacks.

Elemental Control
Stone Fists - 2x ACV without a weapon. 5 EP activation, no maintenance cost.
Stone as Air - phase through solid stone or earth as if it were air or water. 5 EP/sec cost.
Gem Traps - Use stone to bind the arms or legs of an enemy. 11 HP to destroy or a successful body check. 5 EP cost.

Attacks
Cleave - disrupt pure energy attack. Must be used with held action from earlier initiative phase. 20 EP cost.
I am a terrible person.
Excellent Youkai.