Owen, Short Grandmaster-Lizard
Jul 24, 2015 20:31:47 GMT -8
Post by Owen on Jul 24, 2015 20:31:47 GMT -8
Owen Knightford Oersted
Clan Name: CavaliersSpecies: Dragon [Hydra]
Element:
Occupation: Carpenter, part-time Mechanic
Physical Appearance:
Age: 22
Eye Color: Dark Red-Brown; Bright, almost-fluorescent red irises with black sclera at night/in the dark.
Hair Color: Currently/Naturally white.
Hair Length/Typical Hairstyle: Short cut, spiky.
Height: 5'5"
Weight: 131lbs.
Skin color: Paling; Dark, almost black Sea Blue scales in Dragon Form.
Any noticeable marks, scars, tattoos, piercings, species/racial qualities: Owen has a pair of faint scars down the right side of his face, starting just near his eye and running about an inch down his cheek. He wears a wide strip of grey cloth tied around his left bicep - a holdover from the Summer Isles Grandmaster Tournament Arc, to signify his Clan Allegiance.
History
Owen was born and raised in a small coastal town in the glorious state of Oregon, the son of a pair of hard working Californian parents, younger brother to a harsh-talking, country music-loving elder sister. Throughout most of his young life, he was home schooled - For one reason or another, he didn't get along very well with others his age. It wasn't until about when he was thirteen that he entered public school as a freshman in high school, and he got to experience all the wonders of public education, social interaction, homework deadlines, and even working a part-time job. The four-year-long stretch was a learning experience in more ways than one, he was around people in public for extended periods of time, he had to present himself as an average person, becoming aware of the impact he and his behavior and choices could have on the people around him.
He wasn't exactly too stable a person to begin with. If in his youth he was hyper and unsympathetic to other people, after his four year long dip in the social pool, he became almost completely inverted and introverted; Worrying and over-analyzing himself, concerned with how he might negatively impact others around him with his actions or words. He matured a little bit in that time, and in the time since then, he's evened out some. In what's something of a compromise between these two mindsets, he's still considerate of other people - But he's also got a tendency to be more than a little bit blunt in most every situation, with little tact or social grace unless absolutely necessary. He tends to make extensive use of the Obfuscating Stupidity trope in most of his dealings with people; It's easier for them to deal with him, in his opinion, if they think he's just some nutball who can't put two and two together to save his life. He's fine with people thinking he's simple, because it makes things simpler for everybody!
Owen has led a likewise simple life. He's been employed as a general-purpose handyman for about three years, mostly dealing with carpentry and woodworking; He's also a knowledgeable mechanic, able to turn a wrench and figure out a problem or bug in a system. Though... He doesn't talk about himself much beyond giving his outwardly-simple opinion - "That's a nice shade of black", or "This song is pretty horrible" - But for most of his life, he's felt like he's been missing something, and hasn't quite been able to find out just what it is. Like he should be doing something greater with his life, it feels like - Sure, helping people with their cabinetry and carburetors is good, and feels good, but ever since he stopped being a tyrannical little sociopath in his youth, he's felt like he needed to do something more... Heroic...
The stocky mechanic is willing to help people out, especially those people he deems his friends. Anybody or anything that even hints at harming somebody, friend or innocent stranger alike, and he's entirely capable of charging it with a fistful of righteous fury and a flying pair of size-eight boots. He's got plenty of flaws - stubborn, lazy, a tendency to lose any sense of self-preservation if a friend or buddy is at risk - But his biggest one might just be his short-sightedness in his constant effort to be the quintessential self-sacrificing hero, with a low self-esteem and guilt complex hidden behind a simple-minded façade of violence and friendship. His forgetfulness, too - He still can't quite remember what he did to win that all-expenses-paid trip to Disneyland...
How Your Character is Special:
Your bonuses to stats:
Charm: +1
Cool: +2
Sharp: +3
Tough: +2
Weird: 0
Species Bonuses:
~Flight
~Should I Feel That?: Your body has +2 armour. This does not stack with any other armour.
Level: 24
Your Special Moves:
~Freakin' Genius! [+1 Sharp]
~Unfazeable [+1 Cool]
~Magical Aptitude [+1 Weird]
~Natural Flare x2 [+2 Charm]
~Signature Move [Flying Dropkick]
~Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, and important to the current mystery.
~See, It All Fits: Use +Sharp instead of +Charm when you roll to Manipulate Somebody.
~Soothe: If you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions. This works even if the thing that freaked them out is still present, as long as your voice can be heard.
~Disarm Master: (2d6 +Sharp) Take a man from his guns, a woman from her sword, and they are less dangerous. This is the ability to disarm an armed opponent using your wits, and your hands: On a 10+ You disarm your opponent and keep the weapon; On a 7-9 You disarm your opponent and the weapon is thrown away or dropped; On a miss- Your opponent not only manages to keep the weapon but for the next turn of that person they get a +1 against you.
~Katanaspace
~Direction Sense: You are rarely lost. You always know where North is and can orient yourself easily without any external cues.
~Astral Projection: The ability to leave your body behind as if asleep and move through the world as a spirit. This spirit can appear to be a true, future or idealized form (thus not look like your physical form.) Those with The Sight: Spirits will be able to sense you even in your non-physical form. You are unable to effect the physical world in any tangible way- however you can go through walls, and other solid objects, and perform other ghostly feats.
~
~Silver Tongued: You have the ability to slice a conversation to ribbons with just your sheer snark leaving everyone confused and disoriented on the real argument. Roll +Sharp instead of +Charm when trying to defuse a situation.
~Night Vision: You can see in all but absolute darkness. However, this magical ability may mean that your eyes turn a different colour or resemble cat’s eyes during the night.
~Assassinate: When you fight, you fight dirty. When you inflict harm on a opponent, you can lure it into a trick. Roll +Sharp.
On a 10+, The opponent really fell for it, +1 harm and +1 ongoing vs. the opponent.
On a 7-9, The opponent fell for it, inflict +1 harm.
On a miss, your trick backfires.
~Destructive Persuasion: Sometimes, you have to break things if you want people to get your point. (yes, you really must break stuff for this to be destructive) Against PCs, this acts as a “Manipulate someone roll” without needing to offer something in return.
~Merciless: When you inflict harm, inflict +1 additional harm.
~The Importance of Body Language: You have picked up the knack of being able to read nuances in the human body. Nonverbal communication for you really is as easy to read, understand and interpret as an English major picking up a picture book. You’re just that good. You need to be able to physically see the person, but you can roll a +Sharp roll instead of a +Charm roll when you Read a Person.
~Endurance Your ability to tap into your beast is on a purely instinctive and quick level. It’s like shucking the trappings of humanity to one side and less assuming another form. You roll +Tough instead of +Weird to power your shape change.
~Tools Matter [Morgan's Sword]: With your signature weapon, you get +1 to kick some ass.
~Leave No One Behind: In combat, when you help someone escape, roll +Sharp.
On a 10+ you get them out clean.
On a 7-9, you can either get them out or suffer no harm.
On a miss, you fail to get them out, and you've attracted hostile attention.
~Person With The Plan: At the beginning of each mystery, roll +Sharp.
On a 10+ hold 2, and on a 7-9 hold 1.
Spend your hold to be where you need to be, totally prepared and ready for what is there.
On a miss, the Keeper holds 1 they can spend to have you be in the wrong place, unprepared and unready.
~Martial Arts Mojo: Brawler. You’re at home in any big old burly brawl, with multiple opponents and ideally some beer in you. When fighting in a mob, or a large group of people you know how to make your attacks count. This move allows you to roll twice for two attacks. This serves as a regular kick some ass roll and is subject to the same damage rules as regular Kick Some Ass rolls. (IE: If you partially succeed 7-9, or miss, you take damage. This lets you potentially do double damage, and potentially take double damage.)
~Swordsmanship: Precise Strike. When you inflict harm on an opponent, you can aim for a weak spot. Roll +Tough.
On a 10+ You inflict +2 harm.
On a 7-9 You inflict +1 harm.
On a miss, You leave yourself open for the opponent to hit you.
~Empathy: Your character can detect strong, powerful emotions radiated by individuals in their presence. Roll+Weird. On a 10+hold 2. On a 7-9 hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1:
• What is the strongest emotion in your character at this moment?
• Does your character currently have mixed feelings, if so, what are the two biggest emotions?
• Is there a way that can sooth your character’s emotional state?
• In what ways are your character’s Heart vulnerable?
• What is your character’s greatest Fear?
• What is your character’s greatest Joy?
Complications:
~Absent-Minded: You sometimes forget important things, even if they have only recently happened. Once per story the ST can decide you have forgotten something. You will need at least a 10 on a sharp roll to recall what you forgot.
~Phobia [Fey]: You have an excessive fear of some common thing. When faced with your phobia you become irrational and try to end exposure to the object of your fear as quickly as possible.
Your Special Bonuses:
Fate [Found Special Weapon; Ancient Prophecies, Mystical Inheritance; Impossible Love, a Nemesis]
Total Harm (HP): 7/7
Total Magic (MP): 10
Total Luck: 1/7
Inventory:
-x1 Morgan's Sword, [currently] nonmagical, with sheath. [2-Harm, Hand, Quick, Messy, Balanced] [ img13.deviantart.net/287c/i/2011/274/e/a/fantasy_scimitar_by_licataknives-d4bjg80.jpg ]
-x4 Silver Throwing Knives, carried in a bandoleer [Close/Hand, Silver, Balanced, Many, 1-Harm][ x ]
-x1 Crossbow, just small enough to be wielded and fired with one hand, with a leather thigh holster; Only holds one shot at a time [Far, Reload, 2-Harm]
-x37 Crossbow Bolts, jammed into a boxy quiver worn at the small of the back [ignore-armour]
-x1 Sheath for The Blood Sword, along with a leather baldric
-x1
-x1 Pair of fingerless gauntlets, dark brown oiled leather
-x1 Pair of Levi's straight, boot-cut jeans
-x1 Pair of heavy-duty steel-toed leather boots
-x1 Rucksack
-x1 Coarse wool blanket
-x1 spare tunic/shirt; Dark grey, cotton, short-sleeved
-x1 Watch, analogue
-x1 Pair of
-x1 bag of finely crushed/powdered glass
-x86 Salt Packets
Player Information
Player Name, or Nickname you prefer: Ryu
Best Contact information for you? Skype: BlackRyu77
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