Wanted (Major): Splugorth want their investments back.
Outsider (Minor): Inada stands out even more with his "living" tatttoos.
Loyal (Minor): Whether from his experiences among the Splugorth or his time spent with Spirits and Totems of the First Nation, Inada is committed to those he travels with.
Overconfidence (Major): Past the Breaking Point Inada strides confidently through any situation. Facing problems head on.
Hindrance (Major):
Hindrance (Minor):
Edges
Edge:
Fleet Footed: Pace INC +2; d10 Running. [Racial]
Arcane Background (Tattoo Magic) : You have been marked by a Tattoo Alchemist with magical tattoos and now use your focus to manipulate the P.P.E. to do amazing things with them. [MARS]
Past the Breaking Point: There are those so obsessed with magical tattoos that they sacrifice sanity for superiority. +6 Strain. [MARS]
Nerves of Steel: Ignore 1 point of wound penalties. [F&G]
Strong Willed: +2 Intimidation and Taunt, +2 to resist tests of will. [F&G]
Thief: +2 Climbing, Lockpicking, Stealth in Urban; +2 Notice, Repair for Traps. [HJ]
Woodsman: +2 Tracking, Survival, Stealth (all in wilderness). [HJ]
:
Cybernetics Name (how many times selected, i.e. 1) - Strain: 0
Inada once was a wandering spirit guide. His body was covered in the totems, tattooed by various tribes of the First Nation. He traveled North America invoking the spirits of the ancestors.
Inada would invoke the spirits by dancing, in song, through the sacred flame, smoking, in sweat tents, retelling the old tales, at births, and at the death bed. Back then the spirits spoke to him and through him.
His last memories of North America were of coming north out of the Dinosuar Swamps into the Carolinas. Having visited the cities of Char and Raleigh, he had headed to Myrtle Beach. On the shores of the Atlantic Ocean watching the sun set in the West, he had been captured by "The Masters."
Time is meaningless for one who let the earth and the spirits guide him. He was timeless himself as his human age had been lost to him long ago. In the hands of "The Masters " Inada lost all grasps on reality. Lost to time and space, Inada would have been entirely lost if not for the spirits.
The Splugorth were so fascinated by him already being tattooed that they opted to "enhance" his existing artwork. However, each alteration, cut him off from the spirits of the respective totem.
First to go was his birth totem, the snake, the Copperhead on his right arm. The Inkmasters made the head a part of his hand. The nose was the two middle knuckles. The fangs the two outside fingers. The lower jaw was the thumb. Inada was able to attack with just the head or to summon forth the actual snake.
The Inkmasters added a second snake tattoo to his left forearm and wrist of a anaconda, the great constrictor. Inada has only recently been able to activate this tattoo.
Advances Please list all Edges and Advances taken for your character here
Iconic Framework
Benefits, table rolls, etc
Hero’s Journey
Training
Roll result [20/8]
Professional Edge (Woodsman): +2 Tracking, Survival, Stealth (in wilderness). 1 die INC to Survival and Tracking.
Underworld & Black Ops
Roll result [12]
Professional Edge (Thief): +2 Climbing, Lockpicking, Stealth (in urban) and +2 Notice, Repair related to Traps; 1 die INC to Climbing, Lockpicking, and Stealth.
Education
Roll result [6]
K/History d8, +2 Common Knowledge checks.
MARS Fortune & Glory Fortune and Glory
Roll Result [12/5]
Smart and Learned: Gain 1 die INC to Smarts; begin with d6 in any three Smarts linked skills (Notice, Repair, Tracking).
Table Tilt__
[*] Roll result [1]
[*] A Mighty Weapon: Gain Trademark Weapon for (TK Revolver, TK Submachine Gun, or TW Flaming Sword).
Roll result [8]
Vigorous and Tough: Gain 1 die INC to Vigor and Nerves of Steel Edge.
Roll result [12/6]
Spiritual and Determined: Gain 1 die INC to Spirit and Strong Willed Edge.
Cyber-Knight Light Armor (modified to allow touch access to most tattoos)
Appearance
+4 Armor
+2 Pace, +1" Leaping
Wall Walker:
Weight: 10 lbs/2lbs; Cost: 90,000
TK Revolver
TK Submachine Gun
TW Flaming Sword
NG-S2 Survival Pack: Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
One sleeping bag, also insulated.
One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-in nite operation under typical conditions.
One biometric compass/inertial mapper.
Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
One short-range radio, ve-
One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for shing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
One fire starter, a combination solar powered ignition cell and int sparker (with six extra ints).
One survival knife, one small hatchet, and one wooden cross.
Four signal ares.
One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
One bar of soap and a sterilized cloth.
One canteen.
Two weeks worth of minimal sustenance survival rations in sealed pouches.