Sasaki Ami

Description:

Sasaki Ami (Demigod)
Player: Ladyfriend
Calling: Shrine Maiden
Nature: Caregiver
Pantheon: Amatsukami
God: Amaterasu

Virtues:
- Duty 3
- Endurance 2
- Intellect 2
- Valor 2

Exp: 16

Attributes:
- Appearance 5 (Epic 1)
- Charisma 5 (Epic 2)
- Dexterity 4 (Epic 3)
- Intelligence 3 (Epic 1)
- Manipulation 4 (Epic 2)
- Perception 3
- Stamina 3
- Strength 5 (Epic 3)
- Wits 5 (Epic 2)

Abilities:
- Academics 3
- Animal Ken 1
- Art (Cooking) 1
- Athletics 2
- Awareness 5
- Command 2
- Craft (Smithing) 2
- Empathy 5
- Integrity 4
- Medicine 5
- Melee 5
- Politics 3
- Presence 5
- Throw 4

Stats:
- Health Levels: 0/-1/-1/-2/-2/-4/I
- Join Battle: 10(+2)
- Dodge DV: 10
- Move: 7 yards
- Dash: 13 yards
- Climb Speed: 4
- Swim Speed: 4
- Vertical Jump: 8 yards
- Horizontal Jump: 16 yards
- Lift: 2,800 lbs
- Soak: 3L/6B
- Willpower: 5
- Legend: 5, Legend Points: 25

Attacks:
- Genki (Katana) AC 10 (+ 4) 12L (+ 4) Parry 8 Speed 3 P
- Nigiyaka (Katana) AC 10 (+ 4) 11L (+ 4) Parry 8 Speed 3 P
- Jinsei (Wakazashi) AC 10 (+ 4) 8L (+ 4) Parry 8 Speed 4
- Dual Wield (Katana/Wakizashi) 2 AC rolls (+ 4 to each) 20L (+ 8) Parry 12 Speed 7 P(katana)
- Dual Wield (Katana/Katana) 2 AC rolls (+ 4 to each) 23L (+ 8) Parry 12 Speed 6 P(both)

Birthrights:
- Genki Relic 5 (Health, + 1L, P, – 2 Speed)
- Nigiyaka Relic 3 (P, – 2 Speed)
- Jinsei Relic 2 (Fertility, Sun)
- Hiro Creature 2 (Wolf Pup – White)
- Lotus Hairpiece Relic 1 (Animal (Wolf))
- Tsuba Relic 2 (+ 1 die to Sun rolls – Spend 1 point of legend to make blade glow supernaturally until the end of the scene, brings sword back to user on command)

Gear:
- Dark Red Leather Outfit (+1L/3B)
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- Black Shuriken x 2 AC 6( +1) 8L Range 20 Speed 4 P (Double Raw Damage Against Titanspawn)
- Wurm Skin Brew x 10 ( +2D to Medicine or Survival for the Scene)
- Medusae Blood(2) – User is immune to mundane poisons and +2 to Fortitude for a day, and immune to Medusae poisons for a year

Knacks:

  • Advantageous Circumstances (Manipulation) – Coincidences fall for you like dominoes, resulting in a temporary personal gain.
  • Center of Attention(Appearance) – 1L/minute, All eyes turn to your entrance. Supernaturals can spend 1W to resist the knack for one minute.
  • Charmer(Charisma) – 1L, Convinces someone to help you, if you can say the right words. Lasts one scene.
  • Fast Learner(Intelligence) – 1/2 xp to learn Academics, Medicine, Occult, Politics or Science.
  • Hurl to the Horizon(Strength) – Double throwing distances
  • Hurl to the Moon(Strength) – 2L, Throw something with a feat of strength to the same distance he could throw a dart. Damage is Piercing and Aggravated.
  • Inspirational Figure(Charisma) – 1L, Give an inspiring speech to give all listeners a point of Willpower when it’s over.
  • Mighty Heave – 1L, Triple throwing distance, Bashing thrown weapons become piercing and lethal, while Lethal ones ignore armor.
  • Omnidexterity(Dexterity) – True ambidexterity plus only take half penalties from awkward limb usage.
  • Roll With It(Dexterity) – 1L, Add Epic Dex dots to soak.
  • Rabbit Reflexes(Wits) – Double your DV against unexpected attacks.
  • Social Chameleon(Wits) – Must dress the part, but won’t accidentally embarass yourself or stand out in a social environment.
  • Stench of Guilt(Manipulation) – Know when someone is hiding something about the current topic.
  • Untouchable Opponent(Dexterity) – 1L, Double Epic Dex to Dodge DV and ignore up to Epic Dex in terrain penalties

Boons:

  • Heal/Infect (3) [Health] – 1L or 1W, Sta + Medicine, Heal (activation successes) bashing levels for 1L, or downgrade that many levels of lethal to bashing. Can also cause bashing or upgrade it to lethal at the same rate. Works once per day per target.
  • Heavenly Flare (3) – 1L, App + Presence, Speed 4. Flash of sunlight visible to all in line of sight. This forces a (Sta + Fortitude) roll vs (successes). Exact success causes a -2 distraction penalty until the Scion’s next action. Failure causes blindness and the Inactive condition instead. Afterwards, a blinded victim suffers a -3 distraction penalty for (Scion’s Legend) actions. Extras automatically fail the roll.
  • Penetrating Glare (1) [Sun] See clearly through smoke, fog, murky water you’re in, and other barriers through which others would see only silhouettes. Can perfectly in dim light.
  • The Helpful Spirit (3) [Tsukumo-Gami] – 1L / die of improvement, Cha + Occult, A kami can be tasked to enhance the mundane functions of an item, granting bonus dice in its use equal to the Legend spent to activate this boon. It lasts for (successes) days.
  • Animal Communication (1) [Animal] – Int + Animal Ken, Can communicate with an animal
  • The Wakeful Spirit (1) [Tsukumo-Gami] – Cha + Presence, Can speak to the minor spirit within an inanimate object for a few minutes. The importance and remarkableness of the object determines the intelligence of the spirit. Spirit’s only usually recognize information relevant to their object’s purpose.
  • The Watchful Spirit (2) [Tsukumo-Gami] – 1L, Cha + Presence, The Scion can coax a task from a kami, including things such as watching for a specific person, observe nearby titanspawn, or remember and repeat a message. Lasts (activation successes) days.

Hiro (Wolf)
Template(s): Hunter

Virtues:
- Duty 4
- Endurance 3
- Intellect 1
- Valor 1

Attributes:
- Appearance 2(Epic 2)
- Dexterity 5(Epic 1)
- Charisma 1
- Manipulation 1
- Perception 5(Epic 4)
- Intelligence 4
- Stamina 5
- Strength 7(Epic 3)
- Wits 3

Abilities:
- Athletics 4
- Awareness 3
- Brawl 5
- Investigation 1
- Presence 2
- Fortitude 3
- Stealth 2
- Survival 4

Stats:
- Health Levels: -0/-1/-1/-2/-2/-4/Incap
- Join Battle: 6
- Dodge DV: 8
- Soak: 3L/5B
- Willpower: 7
- Legend: 5, Legend Points: 25

Attacks:
- Bite: Accuracy 11(+ 1), Damage 9L(+ 4), Parry DV —, Speed 5

Knacks:

  • Broad Spectrum Reception(Perception) – Senses extend up and down the spectrum, far beyond mortal boundaries.
  • Divine Bound(Strength) – 10L, Jump distance multiplied by 10. If damaged while jumping have one chance per dot of Epic Strength to land safely via (Dex + Athletics). Failure means a dangerous fall.
  • Dreadful Mien(Appearance) [Hideous] – 1L, Target flees until sunrise. Does not work on hideous Scions with more Epic Appearance.
  • Holy Bound(Strength) – Double jump distances
  • Knockback Attack(Strength) – 1W, Attack can deal 1 yd. of knockback per threshold success instead of damage
  • Lightning Sprinter(Dexterity) – 1L, Doubles dash and negates movement penalties from mud or water while dashing
  • Predatory Focus(Perception) – Track by scent or near-invisible physical traces with a successful Perception + Survival roll.
  • Subliminal Warning(Perception) – Add (Epic Perception) dice to the Wits + Awareness roll to detect an ambush.
  • Supernatural Hunter(Perception) – Follow a trail no older than 24 hours no matter where the prey flees, even through the air or water.
  • Visage Great and Terrible(Appearance) – 3L, Shift epic appearance from hideous to beautiful and vice versa.

Boons:

  • Judgement (1) [Justice] – Per + Empathy, Intuitively tell whether a suspect is guilty of something the Scion suspects. Failure gives an indeterminate reading and prevents trying again for 24 hours. Botch gives a false result.
  • Night Eyes (1) [Darkness] Darkness no longer causes visual penalties.
  • Paralyzing Confusion (4) [Chaos] – 1W, Wits + Empathy, The target freezes, unable to speak, think, or act. Lasts 1 action per activation success, and retroactively erases memory for that long as well. Targets of greater Legend are immune. Those of equal Legend resist with (W + I + L).
  • Penetrating Glare (1) [Sun] – See clearly through smoke, fog, murky water you’re in, and other barriers through which others would see only silhouettes. Can perfectly in dim light.
  • Shadow Refuge (3) [Darkness] – 1L, Dex + Stealth, Hide within any shadow that can hold your body size. Mundane detection automatically fails. Can move within the shadow, but may require Dex + Stealth rolls.
  • Shadow Step (4) [Darkness] – 1L, Step into one shadow and emerge from another within line of sight. Works as part of a normal Move action.
  • Unerring Orientation (1) [Psychopomp] – 1L, If the locale is familiar, know how to get from any point to another. If unfamiliar, know compass directions. Can study a map for five minutes and retain the information forever. For 1L, can tell distance and direction to home.
Bio:

Sasaki Ami

COTFS - Scion Codename_Ladyfriend