Sen Ritsu 旋律
May 4, 2019 18:03:22 GMT 7
Post by senritsu on May 4, 2019 18:03:22 GMT 7
Ethnicity: Unknown, looks Asian.
Languages: English, Japanese, maybe more.
Height: 160cm.
Languages: English, Japanese, maybe more.
Height: 160cm.
Weight: Shame on you for asking a lady that!
Age: Unknown. Again, shame on you!!
Eye Color: Black.
Eye Color: Black.
Hair Color: Black.
Skin Color: Fair.
Ritsu was raised and trained to be an 'actress'. She will play the cute, light-headed, clumsy, always smiling, honest girl (and she use those to get her way with high Persuasion and Perk-Attractive) but in truth she is employed and is under order from the lady Alycia herself to oversee security matters. To report, act on, and eliminate any potential 'complications' swiftly before it escalates in and around the Imperial Theater (Profession Perk: Spy).
Acting daily as a Kuroko/Stage Helper on the theater, Ritsu's talent of moving fast and swift to places and things on and off showtime (high Dexterity) while having 2 daggers strapped on her back (stage equipment which double as convenient weaponry should it come to that) proves to be very useful.
Believing in 'an eye for an eye', those who cross her and her employer can be sure she remembers it behind the smile and the kind behavior (Flaw-Vengeful). Unless you're that dreaded Mothman
Ritsu can summon (Extraordinary Attributes-Creation) a self-aware humanoid Steam Engine (Alternate Form-Karakuri) that listen to her command for a short period of time.
Her Stigmata can be seen in the palms of her hands, an eye of some kind. And a smooth whirring sound of mechanical things
---Sheet//Sen Ritsu---
Race: Human, Asian
Size: Medium
Physical Traits: An Eye? Tattoo On My Palms//Can't Stay Quiet, Move A Lot
Social Traits: Clumsy, Happy-go-lucky but also Cunning, Vengeful
Secret: Actually very lax and dark when alone. Also a spy.
Agility 4 (1d10), Fortitude 3 (1d8), Might 0
Learning 0, Logic 0, Perception 1 (1d4), Will 1 (1d4)
Deception 0, Persuasion 4 (1d10), Presence 3 (1d8)
Creation 3 (1d8)
Toughness=10+3+1=14
Guard=10+4+0+0=14
Resolve=10+3+1=14
HP=2x(3+3+1)+10=24
Alternate Form (II)//Cost: 6 points
Effect
Upon taking this feat, you build a single alternate form using the normal character creation rules, though your attribute and feat points are determined by your tier in this feat:
Tier 2 - Same attribute points as your primary form, and 3 feat points less than your primary form.
Whenever your primary form gains new attribute points or levels up, your alternate form also gains points according to the above formulas.
As a focus action, you may change between any two forms (including your primary form or any alternate form). You maintain this capability in all of your forms.
Each form is treated as a completely different character for mechanical purposes - possessing different attributes, feats, perks, flaws, and other defining characteristics. Your alternate form does, however, retain the ability to transform back into your primary form.
In order to keep track of hit points, you should always record the total damage that your character has suffered. When transforming, your damage remains with you even if your maximum hit points change. For example, Dr. Jekyll has a max HP of 15 and Mr. Hyde has a max HP of 30. During combat, Mr. Hyde suffers 10 damage. When he later transforms back into Dr. Jekyll, the 10 damage remains and is subtracted from his new maximum, leaving the doctor with 5 out of 15 hit points. Additionally, when changing forms, if your hit points would be reduced to less than 1, your hit point total becomes 1 instead.
Daggerx2//Close Ranged, One-handed Melee//WL2//Forceful, Precise, Swift//Persistent Damage, Disarmed
Unarmed Strike//One-handed Melee//WL0//Forceful, Precise, Swift//Stunned, Knockdown
Perks
Attractive=When it comes to physical appearance, you’re an absolute knockout. This plays to your favor more than just romantically, and your good looks tend to help you out in all sorts of social situations. Whenever your attractiveness would play a role in a situation, you gain advantage 1 to any relevant action rolls.
Profession/Spy=Choose a specific trade, such as sailor, soldier, or miner. You know everything there is to know about the business and are a master of the requisite skills. A sailor, for example, can tie a knot for all occasions, navigate by the stars, and man any station aboard a ship. A soldier is well-versed in a variety of arms, understands military tactics, and knows how to navigate the chain of command with ease. Furthermore, whenever you are performing a task in which your professional skills would play a role, you gain advantage 1 to any non-combat action rolls that you must make.
Flaws
Vengeful=You let no slight go unpunished. While some might be able to shake off an insult from a tavern drunk, you take it as a personal assault that demands satisfaction. The more severe the crime, the greater the vengeance you will mete out.
Phobia/Butterflies-Moths=You are terrified and incapable of rational thought when you are presented with the object of your fear. It could be spiders, snakes, closed spaces, crowds, or something less common like co-dependence: a fear of being alone that causes you to always seek out companionship, even if that companionship has a negative impact on your life overall.
---Sheet//Karakuri-Kotetsu---
Agility 4 (1d10), Fortitude 3 (1d8), Might 0
Learning 0, Logic 0, Perception 1 (1d4), Will 1 (1d4)
Deception 0, Persuasion 4 (1d10), Presence 3 (1d8)
Creation 3 (1d8)
Toughness=10+3+1=14
Guard=10+4+0+2=16
Resolve=10+3+1=14
HP=2x(3+3+1)+10=24
Lethal Strike (I)//Cost: 3 points
Effect
Your attacks are considered lethal strikes whenever you fulfill one of the following conditions:
Your target is caught off guard or otherwise unaware of the attack, such as when you are hidden from them, disguised as a friend, or have successfully deceived them.
Your target is within melee attack range of an ally.
You gain advantage on lethal strikes equal to your tier in this feat. Additionally, a certain portion of the damage (not to exceed the total damage dealt) is considered lethal damage, which is more difficult to heal from (see Chapter 7: Combat).
Tier 1 - Advantage 1. Up to 5 lethal damage.
Daggerx2//Close Ranged, One-handed Melee//WL2//Forceful, Precise, Swift//Persistent Damage, Disarmed
Unarmed Strike//One-handed Melee//WL0//Forceful, Precise, Swift//Stunned, Knockdown
Breastplate//Medium//WL2//ReqFOR3//DefBonus2//SPDPen0