Premade Character -- Tsuna Nin-xi, Dark Cloud Walker

Motivation: Twin taken captive by the Omniterra

STR 25        INT 20

AGI 50        PER 20

END 30      CHA 15


Spade 40

Heart 34

Diamond 30


INI: 5

MS: 12

DR: 3

BHP: 19

HP: 15


Equipment: Sword-staff, dart gun, clothing


Background:

Tsuna's father is from Yan-Fang and her mother is from a lower district of Ataraxia. She and her brother were abandoned before they could remember, due to circumstances neither parent could help. Raised in the wilderness of Primalozza by a nun on pilgrimage, who knew vaguely of her parents, Tsuna became proficient in survival skill as well as staff and sword fighting, while her twin brother mastered the bow. She also knows how to use a bow, just not as well as he. Not altogether accustomed to the company of others, she is shy and bashful, speaks eloquently but in monotone. She hides a profound inner emotional turmoil, and seldom betrays it. She doesn't speak about her past experiences, though they weigh heavily on her mind. Tsuna enjoys the company of women, children, or sensitive men most. Has an unfulfilled love and appreciation of the arts, music, civilization. A slow-burn highly-controlled temper, she can be brutally incisive and perhaps too much to the point in basic conversation for others to consider her polite. Tsuna fears crowded spaces, yet feels endlessly fascinated with city life. Her diet is omnivorous but for meat she only can stomach very small fish or shell-fish. In her off-time, she uses drugs to assist entrance to meditative states, but this she considers need-based rather than an indulgence.

Politically she is not against the Omniterra
but will see her twin brother freed from unnecessary and unwarranted captivity. The Primalozzan War Tribunal offers the best chance at exacting justice in this particular regard, but she has no emotional attachment to their efforts, or its outcome.


PHYSICAL DESCRIPTION

Tsuna is tall compared to most women and would be average height compared to most men but she is extraordinarily thin, long black hair normally tied up and behind the head. Her eyes are small and round, her lips red as an apple, her skin is egg-smooth. Her petite short nose and nostrils descend from thin dark eyebrows.

She seems malnourished around the ribs and stomach area. She has long fingers, slender wrists, small feet, thin ankles, but strong muscular thighs and narrow hips.

In towns she prefers light, loose clothing: for example, an extremely pale pink linen outfit, brown cloth shoes, rosy sash, and rosy wrist wraps.


COMBAT SKILLS

HEARTS:

A

Counter-dodge (successful dodge creates AoO): + free 5-foot move; you gain free 5-foot move even if A/O is not available

Anticipate: spend 1 movement (up to 5) to add to +5% dodge (up to 25) or evasion saves for 1 turn


2

Unarmored: gain +5% to all saves, and +1 movement while unarmored

Defensive Style: Lose attack % to gain Defense %; lose damage to gain DR


3

Unarmored: gain additional evasion bonus (+10%) and +2 ADR while unarmored

Lucid Vision: gain +10% additional saves against madness, illusion, sleep, and charm spells



SPADES:

A

Exploit Weakness: (passive): Any AoE with staff-like weapon causes trip (low), stagger (mid) or stun (high) against relevant save.


2

Exploit Strength: all BA add 1d6(+abi) AGI, STR, or END damage

The Light Step Strike – prerequisite (diamond card of equal value is slotted): you gain a free 5 ft minimum leap prior to basic attack, which deals + 1d6


3

Exploit Aggression: passive: successful parry allows A/O, this A/O causes trip, flip, or stun

Stabilize (2d6+PER heal on oneself)


4

Exploit Position: flanking strikes cause temporary paralysis for 1 turn against save END; successful save negates.

Cyclone of the Sword: Make 2 BA: you stab with your first strike and use momentum to complete a roundhouse strike with the second; if first strike lands, target must make END save or be staggered.

Blade of Lightning make 1 BA: aggressive diagonal-down cut, dealing +3d6 damage. I 3 6s are rolled, deal extra 20 lightning damage.



DIAMONDS

A

Cloud Walk: Movement avoids attack of opportunity on successful agility check. Each opponent beyond the first causes a -5% penalty.

Wind Walk: you may make a 5 foot step in any direction after any successful attack, counts as free action

Dark Cloud (passive): Flanking adds Yd6 damage. You can slot this card at any level. Tap this card to gain +Y movement and ½ Y DR for 20 turns. Tapping disables the passive.


2

Body of Mercury Passive: You can sacrifice your movement (1-5) to add skill (5%-25%) or damage (1-5) to next attack

Shadow Walk: on your turn you may forego movement phase, or – at any time – tap card, to teleport anywhere within 30 feet, as long as there are shadows present at the intended location.

Cold Cloud: strikes against you cause attacker 1d6 AGI damage and immobilization against STR save, which negates


3

Void Walk: While tapped, Deal void damage equal to base movement bonus to any opponents you pass by within reach during movement phase -- does not itself count as a basic attack or AoE damage

Celerity: double movement speed for 12 turns

Swirling storm: for 6 turns all your BA add 3 spaces of AoE directly in front of you


4 (not yet available)

Rainbow Cloud: Adds height and length to leaps, depending on the highest diamond card slotted. Level two: 5 feet. Level Four: 10 feet. Level six: 15 feet. Level eight: 20 feet. Level ten: 30 feet.

Sun Walk: Can make all basic attacks mid air


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