Izumi "Izzy" Paixão

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Izumi "Izzy" Paixão
Izzy-paixao.jpg
Parent/Patron: Sarutahiko Okami • Pantheon: Kami • Pronouns: She/Her
Origin Path: Reluctant Chosen (Athletics, Integrity, Occult) • Role Path: Finesse Fighter (Close Combat, Subterfuge, Technology) • Supernatural Path: Child of the Kami (Close Combat, Culture, Persuasion)
Virtues: Sincerity • Right Action
Skills
Academics x, Athletics 3 (throwing), Close Combat 4 (capoeira), Culture 3 (xxx), Empathy x, Firearms x, Integrity 2, Leadership x, Medicine x, Occult 3 (xxx), Persuasion 3 (xxx), Pilot x, Science x, Subterfuge 3 (sneaking)), Survival x, Technology 2
Attributes
Mental: Intellect 2, Cunning 2, Resolve 3
Physical: Might 5, Dexterity 4, Stamina 4
Social: Presence 3, Manipulation 3, Composure 3
Combat
Movement Dice: 8 • Defense: 4 • Initiative: 6
Health: xxx
Attacks: xxx • Armor: xxx
Callings
Liminal 1
Connections: xxx
Knacks
Flatlander
Legend
10dot-0.jpg
Legendary Titles
xxx
Purviews & Boons
xxx
Birthrights
xxx
Deeds & Bonds
Short Deeds: xxx
Long Deeds: xxx
Band Deeds: xxx
Bonds: xxx


Paths

Origin Path: Reluctant Chosen

xxx

  • Skills: Athletics, Integrity, Occult

Role Path: Finesse Fighter

xxx

  • Skills: Close Combat, Subterfuge, Technology

Supernatural Path: Child of the Kami

xxx

  • Skills: Close Combat, Culture, Persuasion

Callings

  • Liminal 1: Those that govern boundaries, transitions, and thresholds, both physical and spiritual; great journeys, crossing between states, or venturing “beyond”.

Knacks

  • Flatlander: When you make a close combat, thrown, or ranged attack, you gain access and 1 Enhancement to apply any of the following Stunts to your action, in additionto the default set:
    • Glimpse the Other Side (any successes above Defense): Make a Clash of Wills. If the target fails, they are stunned or disabled (leaving play entirely) until the start of their next turn. They roll initiative as normal and remain where they were standing on their action. An opponent stunned in this way cannot be targeted by any actions until they reappear.
    • Stutter Time (any successes above Defense): You force the target of your attack to suffer a penalty to their Initiative equal to the successes you spend on this Stunt. This pushes a fast opponent further down the initiative roster. If you are targeting an opponent who has already gone, they take this penalty at the start of the next turn.
    • Bend Space (any successes above Defense): Reduce the target’s range by 1 for each success spent on this Stunt, to a minimum of close, which lasts until the end of the target’s next action.

Birthrights

Guide 4

Monkey spirit?/Kitsune?

Background

xxx