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[Character] Kaze, The Snow Arrow


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It’s Saturday at 9 PM and I got hit with a need for a distraction. So here he is, a Speedster for fun and enjoyment. Critiques comments welcome.

 

Kaze, The Snow Arrow

 

Alternate IDs: Takezo Edwards

Player:

Campaign: / GameMaster:

Genre:

 

Value Char Base Cost Roll Notes

20/35 STR 10 10 16- 7d6 / 3200.0kg

25 DEX 10 45 14-

18 CON 10 16 13-

18 BODY 10 16 13-

18 INT 10 8 13- PER Roll 13-

16 EGO 10 12 12-

15 PRE 10 5 12- 3d6

12 COM 10 1 11-

7/27 PD 7 0

4/24 ED 4 0

8 SPD 3.5 45

11 REC 11 0

36 END 36 0

45 STUN 45 0

 

Movement

Running: 36"/72"

Swimming: 2"/4"

Leaping H: 7"

Leaping V: 3 1/2" Flying: 20"/320"

 

Basic Combat Stats

BaseOCV: 8 BaseDCV: 8 BaseECV: 5

Adjustments: Adjustments: Adjustments:

Total: Total: Total:

Levels: +2 with any Strike

 

Range 0-4 5-8 9-16 17-32 33-64 65-128

RMod 0 -2 -4 -6 -8 -10

 

Phases: 2, 3, 5, 6, 8, 9, 11, 12

 

7/27 PD (0/20 rPD) 4/24 ED (0/20 rED) 0 MD 0 PwrD

END: 36 STUN: 45 BODY: 18

 

Martial Arts

Pts. Maneuver

3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 Strike

4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 9d6 +v/5 Strike, FMove

5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 7d6 +v/5 Strike; You Fall, Target Falls; FMove

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

 

Skills

Pts.

6 +2 with any Strike

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Deduction 13-

3 Instructor 13-

1 KS: History 8-

3 KS: Safety and loss prevention 13-

3 KS: Law 13-

1 KS: Philosophy 8-

1 KS: Theology 8-

3 Language: Japanese (completely fluent)

3 PS: Accountant 13-

3 Survival 13-

 

Perks

Pts.

2 Money: Well Off

 

Powers

Pts. END

40 Glancing Blows : Armor (20 PD/20 ED) (60 Active Points); Restrainable (-1/2) 0

 

10 Muscle from the Hustle: +15 STR (15 Active Points); Restrainable (-1/2) 1

 

7 Fastest Hands: Stretching 4" (20 Active Points); Restrainable (-1/2), Instant (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Only When In Contact With The Ground (-1/4) 2

 

13 Accelerated Metabolism : Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Sleeping Character does not sleep) 0

 

4 Regeneration: Healing BODY 0 1/2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 0

 

40 Speed: Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2)

 

4u 1) Running +30" (36" total) (60 Active Points); Restrainable (-1/2) 6

 

3u 2) Pick Up Some Speed: Flight 20", Position Shift, x16 Noncombat (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Restrainable (-1/2), Only In Contact With A Surface (-1/4) 12

 

3u 3) Tornado Strike: Hand-To-Hand Attack +8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 6

3u 4) Barrage: Hand-To-Hand Attack +8d6, Autofire (5 shots; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 6

 

2u 5) One Fingered Hand Murder Touch : Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) (25 Active Points); Restrainable (-1/2) vs PD. 2

 

Combat Maneuvers

Name Phs OCV DCV Effect

Block 1/2 +0 +0 Block, Abort

Brace 0 +2 1/2 +2 vs. Range Mod

Disarm 1/2 -2 +0 Can Disarm

Dodge 1/2 -- +3 Abort, Vs. All Att

Grab 1/2 -1 -2 Grab 2 Limbs

Grab By 1/2 -3 -4 Move and Grab

Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

Move By 1/2 -2 -2 STR/2 + v/5

MoveThru 1/2 -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged Att Only

Strike 1/2 +0 +0 STR or Weapon

Basic Strike 1/2 +1 +0 9d6 Strike

Charge 1/2 +0 -2 9d6 +v/5 Strike, FMove

Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove

Flying Tackle 1/2 +0 -1 7d6 +v/5 Strike; You Fall, TargetFalls; FMove

Legsweep 1/2 +2 -1 8d6 Strike, TargetFalls

Martial Strike 1/2 +0 +2 9d6 Strike

Character Costs

Characteristics: 158 Martial Arts: 22

Skills: 39 Perks: 2

Talents: 0 Powers: 129

 

Disadvantages Pts.

 

Accidental Change: When wearing specially designated clothing Kaze can easily tear though his clothing by agitating them. Using any of his powers will leave his clothing in shreds or naked. Always (Uncommon) 20

 

Social Limitation: Secret Identity Frequently (11-), Major 15

 

Social Limitation: Famous (Frequently, Minor) 10

 

Social Limitation: Subject to Orders: Lead Shrink/Loss Control Investigator for Bacy�s Retail Stores. (Frequently, Major) 15

 

Psychological Limitation: Code Against Killing (Common, Moderate) 10

 

Vulnerability: 2 x STUN Dimensional-Manipulation (Uncommon) 10

 

Vulnerability: 2 x STUN Sonic Attacks (Uncommon) 10

 

Vulnerability: 2 x STUN From Gravitational Powers (Uncommon) 10

 

Susceptibility: Must eat the equivalent of a full meal every two hours. 3d6 damage per 5 Minutes (Very Common) 20

 

Distinctive Features: An outline of his body trails behind him whenever using any powers, or walking to quickly, eating � you get the idea. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15

 

Dependent NPC: Detective Eddie Mayfair 14- (Slightly Less Powerful than the PC) [Notes: Although a talented officer Eddie refuses to see the line between common criminals and super powered threats. A close friend of Takezo from his time before traveling to Japan he sees his super-powered ally as a little brother that mist be protected. Unfortunately, this has put Takezo in a dangerous position. As his only remaining friend and person who knows his true identity he cannot turn Eddie away and is constantly trying to make him feel like an equal without loosing face. Powerful Hero 100 + 100] 15

 

Base Points: 200

Disadvantages: 150

Unspent Exp: 0

Spent Exp: 0

Total: 350

 

 

Character Information

Height: 1.81 m Hair: Black

Weight: 81.00 kg Eyes: Blue

 

Appearance: Takezo keeps his hair short cropped and does not allow his beard to come in. For work reasons he commonly wears suits preferably grey or light brown.

 

Kaze wears a deep blue synthetic body suit that is resilient to high friction and covers the face. In constant motion Kaze seems to blur at times leaving visible trails when running. Takezo keeps the suit in a hidden briefcase compartment; it does not take long to change clothing.

 

 

Background: Born Takezo Edwards in San Diego, California to US Army Ranger Fredrick Edwards and Sayuri Saki-Edwards, his mother died during labor. Takezo’s father was distant at best, absent most of the time. Growing up he was left to his own devices, spending yeas on military bases in Germany and Greece while his father was deployed. When trying to talk to talk about his mother all his father would say was she should have never stopped running. Fredrick retired from the military just before Takezo’s seventeenth birthday. They moved to the Bronx in New York. There Takezo attended NYU for accounting. After graduating Takezo’s father arranged a trip to Sapporo to meet Sayuri’s family.

 

There he was immersed in a world he had only read about. Distanced from the larger cities Sapporo blended the culture of the past with modern economic needs. There he felt an instant connection as if the land itself talked to him. The Saki family spent a week with Takezo in the city before taking him to the ancestral home. East of Sapporo in Yuni Town Takezo learned the meaning of his father’s words. Outside the family home a shrine sat just off the road. Even before he could see the framed picture that rested inside the small hut he knew this was for his mother.

 

One would not say the only hero but the fastest one ever born out of YuniTown. Before meeting Takezo’s father she was known as Mayumiko, the Snow Arrow. Blessed with the gifts of speed and divine she had long been a protector of Hokkaido. Takezo learned that his father had met her while working with a special task force of US military and Japanese special agents. After becoming pregnant she married Takezo’s father and returned with him to America under the promise she would return. It was shame on the family, and some would say the nation that Mayumiko would turn her back on her country. When she died the US Government had her body returned. By the time Takezo was old enough to learn what had happened it was only another anecdote from the 70�s and one his father worked diligently to hide from him.

 

Takezo spent the four years in YuniTown studying from his family and learning all he could about his mother’s life. He trained in the family’s school of martial arts and the disciplines that his mother should have instilled upon him as a child. This study only strengthened his connection to the land and the bond he had so wanted with his mother seemed to only grow.

 

When the messenger from the US base in Sapporo came for him his heart broke. His father had been hospitalized and was under the care of the VA. One of his requests was to see his son. There was no hesitation only sadness when he left. Takezo felt reborn yet broken, experienced yet ignorant, he knew he would leave for his father, just as his mother had.

 

Returning to New York Takezo found his father’s home in ruins, a forgotten crime scene. The apartment was ransacked little remained from his memories. It had been less than a week from the time his father had called for him but Takezo found him comatose and a husk of the man he knew. Powerless he spent his days watching over his father waiting for a change; each night a fire burning inside crying out for revenge. On the fourth day his father woke long enough to see his son.

 

“Do good things.”

 

With those words he was gone as a veil lifted from Takezo. He had felt it in YuniTown the spirits of his ancestors whispering within him. As his father passed the last barrier of resistance faded along with him. He felt his mother and father united at last hold him. The fear was gone; the Snow Arrow would fly again. The father’s blessing had unlocked his mother’s gifts.

 

 

Personality: Kaze is ruled by his father’s words, do good things. It is what drives him to go forward to run and to help those he can.

 

Quote: “Run and the wind will follow.”

 

Tactics: Kaze is gifted with inhuman speed and dexterity. He uses this in combination with his martial training to deadly precision.

 

Campaign Use:

Portrait

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Re: [Character] Kaze, The Snow Arrow

 

Here we go, one A+ jealous cop best friend. Yes he could be a follower, but the personality is designed to cause more harm than good.

 

Detective Eddie Mayfair

 

Alternate IDs:

Player:

Campaign: / GameMaster:

Genre:

 

Value Char Base Cost Roll Notes

13 STR 10 3 12- 2 1/2d6 / 151.6kg

18 DEX 10 24 13-

13 CON 10 6 12-

13 BODY 10 6 12-

18 INT 10 8 13- PER Roll 13-

15 EGO 10 10 12-

15 PRE 10 5 12- 3d6

12 COM 10 1 11-

3 PD 3 0

3 ED 3 0

4 SPD 2.8 12

6 REC 6 0

26 END 26 0

27 STUN 27 0

 

Movement

Running: 6"/12"

Swimming: 2"/4"

Leaping H: 6 1/2"

Leaping V: 3"

 

Basic Combat Stats

BaseOCV: 6 BaseDCV: 6 BaseECV: 5

Adjustments: Adjustments: Adjustments:

Total: Total: Total:

 

Levels: +2 OCV with any two categories of combat (Ranged and HtH)

 

Range 0-4 5-8 9-16 17-32 33-64 65-128

RMod 0 -2 -4 -6 -8 -10

Phases: 3, 6, 9, 12

3 PD (3 rPD) 3 ED (3 rED) 5 MD 0 PwrD

END: 26 STUN: 27 BODY: 13

 

Martial Arts

Pts. Maneuver

4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 4 1/2d6 Strike, Must Follow Block

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike

4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on

 

Skills

Pts.

8 Hand to Hand and Ranged Combat: +2 OCV with any two categories of combat

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Criminology 13-

3 Deduction 13-

3 Fast Draw 13-

4 .45 Sharpshooter : Penalty Skill Levels: +2 vs. Range Modifier with a tight group of attacks

3 KS: Criminal Law 13-

3 KS: Police Proceedure 13-

3 KS: Local Underworld 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 12-

6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Handguns, Small Arms

Perks

Pts.

5 Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Passport

 

Talents

Pts.

18 Combat Luck (9 PD/9 ED)

 

Powers

Pts. END

15 .45 Colt Peacemaker: Killing Attack - Ranged 2d6-1, +1 Increased STUN Multiplier (+1/4) (31 Active Points); 2 clips of 6 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) vs PD. [6]

3 Tough as Nails: Damage Resistance (3 PD/3 ED) 0

2 Iron WIll: Mental Defense (5 points total) 0

 

Disadvantages Pts.

Social Limitation: Public Identity (Hard Boiled Cop) Frequently (11-), Severe 20

Social Limitation: Subject to Orders Very Frequently (14-), Major 20

Psychological Limitation: Brash (Common, Moderate) 10

Psychological Limitation: Overconfidance (Common, Moderate) 10

Enraged: (Uncommon), go 8-, recover 14- 5

Rivalry: Professional, Refuses to be left behind against super powered threats. , Rival is Significantly More Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 20

Hunted: Mob 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 15

 

Combat Maneuvers

Name Phs OCV DCV Effect

Block 1/2 +0 +0 Block, Abort

Brace 0 +2 1/2 +2 vs. Range Mod

Disarm 1/2 -2 +0 Can Disarm

Dodge 1/2 -- +3 Abort, Vs. All Att

Grab 1/2 -1 -2 Grab 2 Limbs

Grab By 1/2 -3 -4 Move and Grab

Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

Move By 1/2 -2 -2 STR/2 + v/5

MoveThru 1/2 -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged Att Only

Strike 1/2 +0 +0 STR or Weapon

Counterstrike 1/2 +2 +2 4 1/2d6 Strike, Must Follow Block

Defensive Block 1/2 +1 +3 Block, Abort

Martial Strike 1/2 +0 +2 4 1/2d6 Strike

Nerve Strike 1/2 -1 +1 2d6 NND

Killing Strike 1/2 -2 +0 HKA 1d6 +1

Martial Grab 1/2 -1 -1 Grab Two Limbs, 23 STR for holding on

Character Costs

Characteristics: 79 Martial Arts: 24

Skills: 54 Perks: 5

Talents: 18 Powers: 20

 

Base Points: 100

Disadvantages: 100

Unspent Exp: 0

Spent Exp: 0

Total: 200

 

 

Character Information

Height: 1.89 m Hair: Blond

Weight: 90.00 kg Eyes: Blue

 

Appearance:

 

Background: Growing up Eddie wanted to help people. It was simple; all through school he was always the bully’s bully. When he was nine Eddie convinced his parents to enroll him in self defense classes. Four times a week for nine years and that didn’t count the practice he got between classes and at lunch.

 

Collage was an easy choice, criminal law. His first semester he debated going into the legal side but after meeting Takezo Edwards the choice was clear. Six times in the first two weeks he had to bail him out of fights. It would be an associate’s degree and then the police academy.

 

The police academy was just another hurdle. Placed in the standard classes Eddie fought to be admitted for advanced training. Reserved for meta-humans and other exception cases Eddie satisfied himself by finishing within the top two percent of his class.

 

Takezo was off in Japan when he finally cut his teeth for the force. A juicer pumped on some new chemical a crime syndicate had pumped into a nearby gym. There’s nothing quite like dodging a four door sedan lobbed over handed by a guy in spandex shorts. Ten shots center mass and he dropped like a rock. What’s the reward? Eight day suspension for not calling for back up and allowing the designated task forces handle super powered threats.

 

When he made detective Eddie thought it was just to keep him away from the old beat. It was a year later when Takezo showed up again. What twist of fate was it that the accounting student he used to protect turns up in a blue clad super suit? Together ever since, Eddie still sees it as his responsibility to protect Takezo or Kaze, whatever he wants to call himself.

 

 

Personality: Eddie wants to protect others, and to a fault. To an extent he is a thrill seeker, always looking for the next challenge. He loves Takezo as a brother but part of him hates the fact that he is now so inferior to his friend. Whatever the risk Eddie will man up to the challenge if it means he can prove himself to his friend.

 

Tactics: At range, shoot them. The get close punch in face … yeah, it’s that simple.

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