Tianshi Kanehama - Blade Singer

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Tianshi
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Tianshi Kanehama - Blade Singer

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Character Sheet
Fallen Playtest

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Tianshi Kanehama
Rank: Seasoned (2) Experience: Advances Left:
Race: Human
Iconic Framework: Champion/Blade Singer
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 6 (½ Fighting +2); Toughness: 5 (½ Vigor+2 plus armor)


Skills:
Core
  • Athletics (AGI) d4 d6
  • Common Knowledge (SMA) d4 d4
  • Notice (SMA) d4 d6
  • Occult (SMA) d4 d8
  • Persuassion (SPI) d4 d4
  • Stealth (AGI) d4 d4
Standard
  • Academics (SMA) d4
  • Faith (SPI) d8
  • Fighting (AGI) d8
  • Repair (SMA)l d4
  • Research (SMA) d4
  • Thievery (AGI) d4
  • Skill d4
Hindrances
  • Secret (Major): Tiānshi's birth father is a Captain of the Celestial Army
  • Vow (Major):Tiānshi believes in defending the weak and providing hope, wherever she can.
  • Hindrance (Minor): brief description
Edges
  • Touched _
    [Background]
    REQUIREMENTS: Novice, Spirit d8
    You have been touched by grace. Either through angelic protection or divine intervention you have a unique ability to defy the Fallen. Your hero automatically re-rolls any opposed Trait tests against the Fallen.
  • Empowered (Miracles) _
    ARCANE SKILL: Faith (Spirit)
    STARTING POWERS: 3
    POWER POINTS: 10
    As beings of powerful intellect and will Angels can impart a portion of their will upon mortal beings. This source of celestial power allows normal humans to conduct great acts of power.

    Power List (Light): arcane protection, banish (V), blast (S), bolt, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, dispel (S), divination (H), empathy, environmental protection, farsight (S), fly (V), healing, light/darkness, mind link, mind reading, protection, relief, resurrection (H), sloth/speed (S), slumber (S), smite, sound/silence, speak language, stun, summon ally, warrior’s gift (S)

    Empowered: AB (Miracles); Faith (SPI); Power Points: 10; Starting Powers: 3 (Detect/Conceal Arcana, Healing, Protection)
  • Relic Bearer _
    [Professional]
    REQUIREMENTS: Novice, Vow or Obligation (Major), Spirit d8, Fighting or Shooting d8
    As a member of an organization dedicated to fighting the Fallen your hero has been entrusted with a True Relic. You begin play with a True Relic weapon that fits your concept. You are also beholden to your sponsoring organization.
  • Bless _
    [Power]
    REQUIREMENTS: Arcane Background, Novice, Spirit d8
    You can make a Faith roll to impart a small measure of will onto an object. Blessing an object allows it to be used against the Fallen. The ritual of blessing takes requires focus and cannot be given in combat situations. With a success, the object is blessed (see blessed objects below) for twenty-four hours. On a raise the blessing lasts for an entire week. Permanently blessed objects do exist but are extremely rare.
  • New Powers: Relief, Warrior's Gift (S)
  • Power Points +5 PPE (15 Total PPE)
  • New Edge: brief description
Last edited by Tianshi on Sat Jul 20, 2019 9:00 pm, edited 2 times in total.
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Tianshi
Posts: 26
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Tianshi Kanehama - Savaged.us

Post by Tianshi »

Savaged.Us _
Tiānshǐ

Female Human

Background
Tianshi was raised in the house and by the forge of Kiyochika Kanehama, legendary Okinawan Blacksmith. As the adopted daughter of the legendary sword smith, she learned to fashion weapons and many other items.



Tianshi learned to fashion Spirit into (Bless) the items she made. Her studies (Cleric) gave her impressive knowledge into identifying Fallen and Relics. Being Empowered has worked really well with her formal training, as her powers allow her to interact with the past (Object Reading) and deal with the present (Detect/Conceal Arcana).



A discussion with Kanehama about her past (Touched) has prompted her to take up Qi Xing Long Yuan - Sword of Integrity (Relic Bearer) and to learn a new power (Warrior's Gift). She has since journeyed to America to begin a new chapter of her life.



Kiyochika Kanehama

Rank: Seasoned (4 advancements)<br />Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Academics: d6, Athletics: d6, Common Knowledge: d4, Faith: d8, Fighting: d8, Notice: d6, Occult: d8, Persuasion: d4, Repair: d4, Research: d4, Stealth: d4, Thievery: d4
Pace: 6, Parry: 6, Toughness: 5
Hindrances: Secret (major, Tiānshǐ's birth father is a Captain of the Celestial Army), Vow (major, Tiānshǐ believes in defending the weak and providing hope, wherever she can.)
Edges: Arcane Background, Bless, Cleric, Relic Bearer, Touched
Weapons: Qi Xing Long Yuan (Custom), Unarmed (Natural Attack, Str)
Wealth: $1,000
Language: Japanese (Native)
Arcane Background: Miracles (SWADE p148)<br />Total Powers: 3
Power Points: 10 / 10
Powers: Detect/Conceal Arcana (SWADE p158), Object Reading (SWADE p165), Warrior's Gift (SWADE p169-170)
Special Abilities
  • Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
  • Unarmored Hero: Since your character has chosen not to wear any armor (ignoring shields), add +2 bonus to your Soak rolls.
Advancements
  1. Edge: custom
  2. Raise Attribute: Strength
  3. Raise Skills: Repair/Research
  4. Edge: custom
Books In Use: Savage Worlds: Adventure Edition
Setting Rules: Unarmored Hero
Setting Skill Points: 15



Created with Savaged.us
Blessed Items
All blessed items are made using the Bless edge (above). Those empowered by the Fallen can also use the edge to curse weapons that have similar effects against angels and those with the Champion edge. Blessed items generally only hold their special ability for twenty-four hours, with stronger blessings lasting up to a week.

[sidebar]Blessed Items
Weapons do +4 damage against the Fallen in malum form
Oil poured in a circle and set on fire acts as the barrier power against the Fallen
Symbols of Faith can keep the Fallen at bay. If a Fallen wishes to attack someone it must make an opposed Spirit roll or be held back
Salt can weaken the Fallen causing a level of Fatigue when sprinkled with it
Iron made into a cage or manacles can restrain the Fallen, forcing them to remain in a possessed host[/sidebar]

True Relics
While the relics of popular religious devotion such as the bones of certain saints are considered permanently blessed objects and can harm the Fallen the term True Relics refers to the leftover weapons of the angelic war. Many angels on both sides of the conflict were destroyed during the battle and their weapons fell to the earth. While most of these were hunted down after the war, some have remained undiscovered, or, have been left in the hands of mortal champions to help combat the influence of the Fallen. True Relics permanently take on one or more of the characteristics of Blessed items. Furthermore, when facing such an item a Fallen must also make a Fear roll or be forced to flee from the area.
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Tianshi
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Tianshi Kanehama - Background

Post by Tianshi »

Background

Tianshi was the blessed union of a mortal woman and one of the Heavenly Host. At a young age, Tianshi's mother sought out Kiyochika Kanehama, entrusting him both with her daughter and the fabled Qi Xing Long Yuan - Sword of Integrity, a True Relic and gift from Tianshi's angelic father.

What happened to Tianshi's mother is unknown.

Kanehama combined the arts of Tai Chi, Blacksmithing, and the Code of Bushido. Tianshi was as much trained as she was kept hidden. Kanehama knew of her origins and her latent powers.

Kanehama concluded Tianshi's training by spending the last two years on Kenjutsu and more specifically on Iaido and Kendo. While lethal with a practice sword, Tianshi is much more so with the fabled Qi Xing Long Yuan - Sword of Integrity.

Tianshi's formal training concluded about the time a call came from another of Kanehama's former students who was crafting in Los Angeles. Tianshi was brought into the conversation and it was decided that she should travel to America to assist in a threat to this former student.

Tianshi arrives in LAX.
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Tianshi
Posts: 26
Joined: Sat Jul 20, 2019 4:09 pm

Tianshi Kanehama - Advances

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Advances
  • Attributes
  • Agility d4 --> d6 (1) (CG) --> d8 (S3),
  • Smarts d4 --> d6 (1) (CG),
  • Spirit d4 --> d8 (2) (CG),
  • Strength d4 --> d6 (N2),
  • Vigor d4 --> d6 (1) (CG)
Skills
Core
  • Athletics (AGI) d4 --> d6 (1) (CG)
  • Common Knowledge (SMA) d4
  • Notice (SMA) d4 --> d6 (1) (CG)
  • Occult (SMA) d4 --> d8 (2) (CG)
  • Persuassion (SPI) d4
  • Stealth (AGI) d4
Standard
  • Academics (SMA) --> d4 (1) (CG)
  • Faith (SPI) --> d8 (3) (CG)
  • Fighting (AGI) --> d8 (4) (CG)
  • Repair (SMA) --> d4 (N3)
  • Research (SMA) --> d4 (N3)
  • Thievery (AGI) --> d4 (1) (CG)
  • Skill d4
Advances
  • Initial Advances: (From Hindrances):
    • Touched - Background Edge
    • Empowered (AB Magic) - Background Edge
  • Free Edge (Human): Relic Bearer - Professional Edge
  • Novice 1 Advance: Bless - Power Edge
  • Novice 2 Advance: INC Attribute - Strength
  • Novice 3 Advance: INC Skills - Repair (d4)/Research (d4)
  • Seasoned 1 Advance: New Powers (Relief , Warrior's Gift (S))
  • Seasoned 2 Advance: Power Points (+5 PPE) (3OCT2019)
  • Seasoned 3 Advance: INC Agility d8 (20OCT2019)
  • Seasoned 4 Advance: INC Skills -
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Tianshi
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Tianshi Kanehama - Powers

Post by Tianshi »

Powers

PPE: 15/15
OOC Comments
  • Empowered - Starting 10 PPE
  • Power Points Edge - Additional 5 PPE
Recovery: 5 per hour
Powers List _
Empowered [AB Magic] (Light):
arcane protection, banish (V), blast (S), bolt, boost/lower trait, burst, darksight, deflection, detect/conceal arcana, dispel (S), divination (H), empathy, environmental protection, farsight (S), fly (V), healing, light/darkness, mind link, mind reading, protection, relief, resurrection (H), sloth/speed (S), slumber (S), smite, sound/silence, speak language, stun, summon ally, warrior’s gift (S)
Power Modifiers _
Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her power’s Trapping.

Power Modifiers are selected each time a power is activated and may be freely changed
each time. An icy bolt might cause Armor Piercing damage in one attack and Lingering Damage in the next.

A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional Power Points it costs to add the effect.

Casters must declare which modifiers they’re using before rolling their arcane skill.

Unless a modifier says otherwise, it may be applied to any power, but only once per casting.

Power Modifiers last for the Duration of the spell, or until the end of the target’s next turn in the case of Instant powers.

Armor Piercing (+1 To +3)
The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.

Fatigue (+2)
Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.

Glow/Shroud (+1)
Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character.

Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.

Heavy Weapon (+2)
The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.

Hinder/Hurry (+1)
The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires.

A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2.

Effects of either modifier aren’t cumulative.

Lingering Damage (+2)
The target is hit by fire, intense cold, acid, gnawing insects, or some other Trapping that continues to cause
damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.

Range (+1/+2)
Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.

Selective (+1)
With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect
(picking all enemies instead of allies in a blast, for example).

Flavor Text Here (Detect/Conceal Arcana; 2 PPE) Novice
Range: Smarts (6)
Duration:
Trapping:
Effect:
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.

Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).

Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale (see the Size Table page 179).

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
Modifiers:
„„ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
„„AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
„„STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.


Flavor Text Here (Healing; 3 PPE) Novice
Range:
Duration:
Trapping:
Effect:
Modifiers:

Flavor Text Here (Protection; 1 PPE) Novice
Range:
Duration:
Trapping:
Effect:
Modifiers:

Flavor Text Here (Relief; 1 PPE) Novice
Range:
Duration:
Trapping:
Effect:
Modifiers:

Flavor Text Here (Warrior's Gift; 4 PPE) Seasoned
Range:
Duration:
Trapping:
Effect:
Modifiers:

Flavor Text Here (Power Name; PPE) [Rank]
Range:
Duration:
Trapping:
Effect:
Modifiers:
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