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Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100
PostPosted: Thu Jun 06, 2019 4:55 pm


            User Image


                                              MAIN INFORMATION


                                          Full Name: Makoto
                                          Nicknames: Mako
                                          Age: 24
                                          Birthdate: 6/6/19
                                          Gender: Female

                                          Culture: South Fraxonite (Nominally)
                                          Religion: None
                                          Languages:

                                          De Facto - Common
                                          Fluent - Elvish
                                          Basic - Meritia

                                          Nation: Aramil
                                          Rank: Expert
                                          Title: Rogue


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                                              MAJOR INFORMATION


                                          Bloodline: Human
                                          Class: Specialist
                                            Specialization: Mechanist

                                            Sub-class: Rogue Agent

                                          Strength: 5
                                          Speed: 6
                                          Sin: N/A
                                          Gene Mods: Machine Revolt (Human Racial)
                                          Human Interface Device (WIP Mechanist Custom)
                                          Live Wire (WIP Custom)


                                          Energy Color: Emerald Green
                                          Energy Meter: 1300
                                          Element: Fire
                                          Battle Strength: Close ranged combat.
                                          Battle Weakness: Magic use.

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank:
                                            A Rank:
                                            B Rank:
                                            C Rank:
                                            D Rank:
                                            E Rank:


                                          Talent: N/A


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                                              EQUIPMENT INFORMATION


                                          Weapons: .45 ACP Pistol, 2 Combat Knives.
                                          Armor:

                                          Machine: None yet.


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                                              SKILL INFORMATION


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                                              CHARACTER INFORMATION


                                          Personality: Short tempered, loud mouthed.
                                          Sexuality: Fluid
                                          Quote:
                                          Height: 5'3"
                                          Weight: 130lbs
                                          Eye Color: Green

                                          Theme Song: Victory Lap by Propagandhi
                                          Battle Theme: Colony of Birchmen by Mastodon


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                                              BACKGROUND INFORMATION


                                          xxxxx For her part, Makoto never regarded her backstory as particularly tragic. Although she was taken at a young age to be trained based on some predictive nonsense, she never seemed bothered by that in particular. What she did resent, was the agency that took her acting like she was property. They never said that she and the other kids were slaves, but even into their late teens, they had it drilled into them constantly that lack of achievement meant excommunication - essentially a nice way of saying you'd be the next mission. Of course, they'd have to send someone qualified to take you down, and that was both not a given and, surprisingly, rather easily circumvented. Create a more existential threat to the organization than yourself, and their resources would spread thinner, get them to, say, send a big headed newbie to get rolled like a tortilla. Of course, when you get out like it only lasts as long as you can keep out of their crosshairs, something that Makoto was, luckily, trained for.


PostPosted: Sun Jun 09, 2019 3:56 pm


Genemods and CI's:

▰ ▰ ▰ Live Wire
Born of experimentation, Makoto's genetic structure has been modified to enhance her body's natural electrical current generation. The result is a borderline dangerous amount of electrical current flowing through her body at any given time. This energy can then be harnessed in real time, providing her with an elemental resource equivalent to that of the four schools of magic. This electricity can be manifest at Makoto's will, and channeled to ends she sees fit.

LEVEL ONE

      Bonuses
      ⚡ 1000 extra energy

      Abilities
      Plasma Creation Passive
      Makoto's ability to generate electricity can be harnessed to create super heated plasma by ionizing the air. This effect may be generated at a specific point within a short range of her body, or on any conductive surface she comes into contact with. Plasma may not be created within another creature, as generally speaking the amount of current necessary to do so would kill the subject before achieving ionization. Any post in which this ability is used in combat prevents combat energy regeneration.

      Current Negation Passive
      Makoto's genetics allow her to resist electricity in various forms, including that generated by other abilities. Electricity produced by her environment poses no threat, as it requires little to no effort on her part to disrupt and displace. Anything short of a direct lightning strike is unlikely to cause damage. Any elemental electricity created by another person is dealt with by matching its intensity, if it's of a rank equivalent to or higher than the user.

      Current Transfer E-SSS
      Makoto's most fundamental skill is the ability to transfer electricity between herself and her surroundings. As this is essentially a raw projection of energy, its range is rather short. The lowest rank of this skill can only project energy on contact and is felt as a mild discomfort. The range of this technique increases by necessity, as it's impossible to truly reign in high electrical charges, and extends 1ft per rank, with the most powerful manifestation being an electric arc capable of massively dangerous charge.

      Neon Flare E-C


LEVEL TWO

      Bonuses
      ⚡ 2000 extra energy
      💉 +1 Speed

      Abilities
      Fast Recharge Passive
      Makoto's excess energy regeneration can be harnessed when her energy is especially low, allowing her to regain energy at a rapid rate. When below 75% overall energy, she regenerates it at double the normal rate while out of combat.

      Plasma Projection C-S
      This skill allows Makoto to project plasma to an object in her possession. Intended primarily for use with sharp edges, this technique increases the cutting properties of the weapons it's applied to. If applied to blunt weapons strikes from said weapons are capable of causing serious burns. The plasma created by this technique builds heat in things it comes into contact with, making it exceptionally dangerous in close quarters combat.

      Magnetize E
      This skill allows Makoto to magnetize a conductive surface or material she comes into contact with, basing the polarity on the charge in her own body. The initial cost of this ability is very low, as is the magnetic force. At E-rank, items magnetized by this ability exhibit a force comparable to a fridge magnet. For every post the material remains in contact (and during which the cost of this ability is repaid) the force of the magnetization increases by one rank.


LEVEL THREE

      Bonuses
      ⚡ 3000 extra energy

      Abilities
      Phase Shift A
      Phase Shift allows Makoto to counter a specific enemy electronic by altering the electricity being delivered from its power supply using an electrical field projected around it. While this technique does not necessarily render an add-on or cybernetic implant useless, it does cripple its functionality, disabling an active skill - determined by generating a random number between 1 and the total number of skills provided by the item in question - for the duration of a combat encounter. Machines targeted by this technique are rendered non-functional for 3 turns, and only one piece of technology may be affected by this technique at any one time.

      Equilibrium E-S
      A technically complex ability, Equilibrium allows Makoto to essentially place a conductive object in stasis. The effect is achieved by projecting a field around an object and then imparting an opposite charge upon the target of the technique. This combination of forces freezes the target in place, regardless of it's position, even if it is suspended in mid air. The cost of this technique is based primarily on the size of the object in question, and the amount of force it's capable of exerting in opposition.
      - E rank: capable of suspending inanimate objects significantly smaller than Makoto, such as a knife.
      - D rank: capable of suspending an inanimate object of roughly the same size as Makoto, or small animals.
      - C rank: capable of suspending inanimate objects roughly twice the size of Makoto, and large animals.
      - B rank: capable of suspending objects significantly larger than Makoto, animals, and untrained humanoids.
      - A rank: capable of suspending characters of a lower ability level than Makoto, so long as they do not exert themselves at the same rank of this skill or higher in an attempt to escape.
      - S rank: capable of suspending character of an equivalent ability level to Makoto, so long as they do not exert themselves at a rank higher than this skill in an attempt to escape.

      Plasma Protection D-SS
      This skill allows Makoto to create a protective field of plasma, several inches from her body. This field of superheated air is capable of diminishing the effectiveness of ranged attacks, especially those susceptible to heat, and return damage to physical attackers or objects at the level of the barrier upon contact. This barrier does, however, require the user to avoid exerting themselves significantly while active in order to prevent disruption of the electrical charge. This means no sprinting after someone with this technique active. This skill persists for one post and can mitigate one attack.

LEVEL FOUR


      Bonuses
      ⚡ 4000 extra energy

      Abilities
      Surface Snap Passive
      Makoto's natural electrical charge creates a small amount of electrical resonance when she travels. The result is that, when she wants to move quickly, the ground seems to propel her away from it. This creates a passive +2 speed boost in normal movement, and doubles that if she's traveling on a highly conductive surface. The forces involved also give her an increased resistance to attacks meant to knock her down or push her away.

      Overload S
      An assassination skill that kills by overloading and disrupting the electric signals in a person's brain, causing their body to cease functioning. This technique is pretty straightforward in its intent and application, requiring direct contact with a person (preferably the head) in order to be used. The result is a large, sudden discharge of electricity.

      Bolt Throw C-SS
      Makoto uses her electricity to manifest a mass of electricity in one of her hands. This bolt of electricity is then literally thrown at a target of her choosing, causing a significant amount of damage to anything it comes into direct contact with and shocking those within in a short distance. The speed of technique is 1.5x its rank equivalent.


▰ ▰ ▰ Human Interface Device

LEVEL ONE

      Bonuses
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      Abilities



LEVEL TWO

      Bonuses
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      Abilities




LEVEL THREE

      Bonuses
      -
      Abilities
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LEVEL FOUR

      Bonuses
      -
      Abilities
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Add Ons:

    RPC Name: Makoto
    RPC Rank: Expert
    RPC Class: Specialist
      RPC Specialization: Mechanist


    Name:
    Add On Rank:
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    Add On Passive Abilities:

      • Name [ Ranks ]
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    Add On Activated Abilities:

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Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100

Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100
PostPosted: Sun Jun 23, 2019 3:47 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [ROGUE AGENT]

      The rogue agent was trained in a myriad of different skills, but for whatever reason they find themselves on their own. Their combat is focused around a combination of covert operation, CQC, and short range gunplay applied with lethal intent. They shoot to kill, unless it's in their contract not to.

Strengths

      Knife in the Back: The Rogue Agent is skilled in close quarters grappling, striking, and short blades. They'd gladly pass over a sword, knowing they could do just as much damage with something far more discrete.
      Shot in the Dark: Rogue Agents are known to carry short range, small caliber handguns that they effortlessly employ as a method of force multiplication in situations where remaining inconspicuous is no longer necessary.

Weaknesses

      • Rogue Agents tend to be clumsy with larger weapons, limiting them to fighting within a relatively short range.
      • Rogue Agents traditionally lack defensive and ranged utility, especially for working large, open spaces with little cover.


Techniques

      Blend [ Passive ]
      Blending is an innate skill of the Rogue Agent, and represents a set of skills that are drilled into the agent's head more than a specific ability. They easily lose observers in crowds, slip into shadows, and maneuver through cover quickly and quietly. Breaking line of sight is second nature to them, and doing so allows them the ability to silently reposition to another piece of nearby cover without being seen.

      Reaction Shot [ E-A ]
      Reaction Shot is a close quarters gun skill used as a counter to grapples or strikes. The core counter motion is a grapple in its own right, seeking to break a potential response to the counter using the momentum of the incoming attack. Once the opponent is off balance, the user of this skill performs a quick draw of a pistol, firing for larger targets, like the stomach, arms, or legs that are more likely to cause hinder their target. This technique may only be used with a pistol.


      Double Tap [ E-S ]
      This gun skill modifies other gun skills used with semi-automatic weapons. Use of this skill doubles the number of shots fired by another gun skill, so long as the number of shots fired was not more than two to begin with and does not exceed the capacity of the weapon being used. This technique is applied on top of the previous skill, over-riding its shots. Pairs of projecticles from Double Tap are treated as single shots for purpose of hitting, but two for the application of damage. This technique cannot be used without being paired with other gun skills.

      Suppressing Shot [ B ]
      Suppressing Shot is a debuffing skill, requiring the target to be in cover at the time of use. The user of this technique fires a shot at the edge of the cover, sending it ricocheting past the person on the other side. This applies a debuff that increases the effectiveness of the target's defensive skills while in cover, but decreases the effectiveness of their offensive skills until the post after they leave it.

      Snip [ C-A ]
      A debilitating debuff, this skill uses a short bladed weapon to target tendons on the opponent. Aimed to maim, as opposed to dealing damage, this technique reduces the target's speed by 1 on a successful attack. This debuff stacks once per limb, for a total of 4.

      Precision [ Passive ]
      Training is most effective at honing an already deadly skill, and the Rogue Agent knows that as well as anyone. With extensive training in their innate close combat skills, the agent finds their effectiveness against other types of weaponry even more effective. When fighting someone that uses larger weaponry - anything that might reasonably be considered larger than a short blade or pistol - in close quarters, their grappling, striking, and firearm skills are treated as a rank higher than their opponent's for the purpose of comparison.

      Creative Combat [ E-SSS ]
      The agent's most powerful tool is to turn the world around them to their advantage. With a creative mind for violence, they are capable of turning mundane items into deadly weapons. From cups to rocks, furniture to kitchenware, any item can be an effective weapon in their hands. Similarly, they're experts at applying their normal weaponry to the environment in a way that causes indirect damage to their targets.

      Acrobatics [ E-S ]
      Agents are trained to be self-sufficient in the field, which means, among other things, limiting the damage they take in confrontations. This skill represents the Rogue Agent's ability to flip, twist, slide, and shift their way out of dangerous situations. It's not uncommon for those engaging an agent in physical combat to become frustrated by attacks that seem to miss by impossibly small margins. It should be noted however, that this approach to combat does not compromise on the agent's aggressive fighting style, as many agents accept small cuts and scrapes in exchange for maximizing their offense.


      Flow [ Passive ]
      Agents are most dangerous when they can carry their momentum from movement to movement. This is never more evident than when they enter combat flow. Flow activates any time the Rogue Agent performs two or more offensive activations, and no more than one defensive activation, in a post. On their next post, the first offensive activation increases in potency. This effect stacks up to 3 times, and is disrupted if they perform more than one defensive action or if they use fewer offensive activations than the post before.

      Flow [ Passive ]

PostPosted: Thu Jul 04, 2019 4:07 pm


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Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100
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