Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage [0] 21 DEX 33 13- OCV: 7/DCV: 7 20 CON 20 13- 14 BODY 8 12- 13 INT 3 12- PER Roll 12-/14- 10 EGO 0 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 1/2d6 16 COM 3 12- 10 PD 4 Total: 10 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 4 SPD 9 Phases: 3, 6, 9, 12 10 REC 0 40 END 0 40 STUN 1 Total Characteristic Cost: 113 Movement: Running: 8"/16" Leaping: 6"/12" Swimming: 2"/4" Cost Powers & Skills 15 Built For Power: Reduced Endurance (0 END; +1/2) for up to 30 Active Points of STR 18 A Mere Feat Of Strength: +30 STR, Reduced Endurance (0 END; +1/2); Only For Determining Casual STR (-1 1/2) 5 "Finish Him!": +10 STR, Reduced Endurance (0 END; +1/2); Only To Perform Coup De Grace (-1), Extra Time (Full Phase, -1/2), OIF (weapon of opportunity; -1/2) Notes: This is bought as +10 STR so Chrysine can add it to both HA and HKA attacks. 3 Weapon Flourish: +10 PRE; Only To Intimidate And Impress (-1), Extra Time (Full Phase, -1/2), OIF (weapon of opportunity; -1/2) Notes: This is akin to Bruce Lee's nunchakau kata in Enter The Dragon. 10 Intimidating Prowess: Negative Combat Skill Levels (-4 to opponent's DCV); Requires A +10 Result On A Presence Attack (-1), END 2 Notes: Usually used in conjunction with Weapon Flourish 4 Fleet Of Foot: Running +2" (8" total), END 1 15 Sizing Up The Competition: Detect Hand-to-Hand Proficiency 12- (Sight Group), Discriminatory 4 Clade Ears: +2 PER with Hearing Group 3 Clade Ears: Ultrasonic Perception (Hearing Group) 10 Clade Physiology: LS (Immunity: All terrestrial diseases and biowarfare agents) Martial Arts: Polearm Fighting Maneuver OCV DCV Damage 4 Bind +1 +0 Bind, 40 STR 4 Block +2 +2 Block, Abort 5 Cleave +1 -2 Weapon +4 DC Strike 3 Cut +1 +0 Weapon +2 DC Strike 4 Disarm -1 +1 Disarm; 40 STR to Disarm roll 3 Legsweep +2 -1 Weapon +1 DC Strike, Target Falls 4 Shove +0 +0 45 STR to Shove 5 Thrust +1 +3 Weapon Strike 2 Weapon Element: Empty Hand, Polearms and Spears, Staffs Notes: Bind, Block, Disarm Only Perks 5 XSWAT Officer: Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers 2 Hey! You're The Winter Fox!: Reputation: well-known (former) Lace & Steel Fighter (Lace & Steel Fans) 11-, +2/+2d6 Talents 9 Perfect Coordination: Ambidexterity (no Off Hand penalty) 6 Missed!: Combat Luck (3 PD/3 ED) Skills 16 Good With Sword Or Gun: +2 with All Combat 6 My Speciality Was The Glaive: +2 with Martial Maneuvers 2 My New Home: AK: Angelus 11- 1 Where I Live: CK: Rho Sector 8- 5 Experienced Lace & Steel Fighter: Analyze: Style 13- 3 Kip-Up: Breakfall 13- 1 Submit All Forms In Triplicate: Bureaucratics 8- 1 Road Warrior In Training: Combat Driving 8- 2 The Ways Of The World: CuK: Angelus 11- 3 Look At Everything, Touch Nothing: Criminology 12- 5 One Of Me, Two Of Them: Defense Maneuver I-II 1 Quickdraw: Fast Draw (specifically pistols) 8- 3 Watch The Weapon, Not The Person: Feint 13- 1 Teaches Armed Combat For XSWAT: Instructor 8- 1 A More Wretched Hive Of Scum And Villainy...: KS: Angelus Criminal Underworld 8- 2 Cuff 'Em And Stuff 'Em: KS: Criminal Law And Procedure 11- 2 Understanding The Human Condition: KS: Eastern And Western Philosophy 11- 1 The Original Enemy Of XSWAT: KS: Entities 8- 5 Yes, I Was In The Big Leagues Once: KS: Lace & Steel History And Customs 14- 2 APD, XSWAT, And The Rest: KS: The Law Enforcement World 11- 2 A World Stranger Than I Can Imagine: KS: The Occult World 11- 4 Beiko Is Number One, And Mian Toris Is Number Two: KS: Who's Who In Lace & Steel 13- 1 Do I Have A Soul?: KS: World Religions 8- 1 The New Enemy Of XSWAT: KS: Yakuza 8- 0 Language: English (idiomatic; literate) 1 Language: Japanese (basic conversation) 2 My New Calling In Life: PS: XSWAT Officer 11- 0 What I Was Made For: PS: ex-Lace & Steel Fighter 11- 5 Charge!: Rapid Attack (HTH) 3 I've Seen The Seamier Side Of Angelus: Streetwise 13- 1 I Was Learning To Fight In Pairs: Teamwork 8- 3 TF: Common Motorized Ground Vehicles, Spinner (Aircar), Two-Wheeled Motorized Ground Vehicles 8 I Was Trained In All Forms Of Combat: WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Maser Weapons, Staffs Total Powers & Skill Cost: 237 Total Cost: 350 200+ Disadvantages 15 Distinctive Features: Clade (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 5 Distinctive Features: XSWAT Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: XSWAT 8- (Mo Pow, NCI, Watching) 20 Hunted: Yakuza 8- (Mo Pow, NCI, Harshly Punish) 15 Psychological Limitation: Methodical And Precise (i.e. very set in her daily routines) (Common, Strong) 15 Psychological Limitation: Protective Of/Feels A Strong Sense Of Duty To Angelus And XSWAT (Common, Strong) 5 Reputation: XSWAT Officer (a.k.a. not "normal," heavily involved with bizarre cases and monsters), 8- 5 Social Limitation: Clade (Occasionally, Minor) 20 Social Limitation: Subject To Orders (Very Frequently, Major) 70 Experience Points Total Disadvantage Points: 350
Background/History: Chrysine is a Fox-class combat clade, built to participate in the Lace & Steel gladiatorial arena. She comes from a long line of such clades, and is one of many Argent-series models used in the various L&S leagues. A competent and skilled fighter, Chrysine never managed to break into the top ranks, mainly because her combat techniques, while technically proficient, lacked the flair of more popular fighters. On the other hand, she was a consistent winner, and thus was kept in the active ranks for some time.
While initially a loyal and unquestioning clade (like many in Lace & Steel), Chrysine started to ponder her existence as she encountered other fighters and journeyed to new arenas and venues. She started to wonder about the world outside and yearned to see more of it. Conceiving a plan to escape, she realized it would take time, and one false start might doom her chances of ever getting out alive. So she started to concentrate on winning her matches as quickly and cleanly as possible. She left the crowd-pleasing acrobatic displays and pandering to the other fighters -- her only desire was to win.
The chance to get away came when her next stop on the Lace & Steel circuit was Angelus. She was informed the Yakuza wanted her to throw a match. Chrysine tried to do as she was told, but years of battle-trained reflexes got the better of her, and she defeated her opponent instead. In return, the Yakuza killed her trainer, and tried to kill her. Panicking, Chrysine hurled her attacked into a wall, and ran, eventually ending up in Rho sector, where she was hidden by her fellow clades long enough to be granted Angelus citizenship.
Seeking to payback her benefactors, Chrysine joined XSWAT, seeing it as the best use of her arena-honed talents, as well as one of the few opportunities for a clade that didn't strike her has demeaning or just another variant of her stint in Lace & Steel.
Personality/Motivation: Chrysine's drive and determination has made her into a very methodical person. She is very precise and exacting on everything she does. She is also very set in her routines -- meaning she follows the same pattern day in and day out unless events force her to do otherwise. Some of this is a holdover from her time in Lace & Steel, in which her daily routines were tightly controlled and she had little "free" time to call her own. This also makes her a very meticulous police officer who obeys the law almost exactly, fills out her paperwork promptly, and follows orders to the letter. Curiously, this same attention to detail has proven to be a benefit in some ways, as she's quick to spot things that don't fit the pattern, a useful trait with XSWAT.
Since gaining her freedom and joining XSWAT, Chrysine has become ardently protective of her adopted home. She feels a sense of duty to Angleus for sheltering her, and to XSWAT for offering her a position of responsibility. Thus, she will fight, and fight fiercely to protect them both, especially her fellow officers and other clades. In addition, Chrysine's experiences have awoken a strong curiosity to learn more about her "fellow man." She has taken to reading philosophical works on the nature of man and mankind, and often asks questions of theological nature of those officers with strong religious beliefs.
Quote: "If God made man in his image, and if man made me... does that make me just a pale imitation?"
Powers/Tactics: Trained to use spears and polearms in combat, Chrysine carries a tai-dao as an XSWAT officer. Unlike the weapons she usually used in Lace & Steel, this one has a steel blade honed razor sharp. She wears plate armor on her forearms and carries a 15mm Remington Earthshaker to go with her regulation maser.
In combat, Chrysine is known for her conservative fighting style. She tends to avoid flashy or dynamic maneuvers, usually seeing them as a waste of time (or a hazard to oneself), and concentrates on direct and (pardon the pun) to the point strikes. However, she also understands the value of a good show, and isn't above using certain forms of practice kata to impress and unnerve foes, especially if they have her outnumbered. As an XSWAT officer she tends to concentrate on things like Bind, Disarm, Legsweep, and so on, understanding that her duty is to arrest -- not kill -- her foes. Of course, she also understands that not every arrest can be resolved so simply, and there are those are more than willing to kill to avoid capture, and against these types she won't hold back.
Campaign Use: Chrysine has numerous "sisters," some dead, some retired, some still active. A quick list includes: the White Fox, the Silver Fox, the Arctic Fox, and so on. Chrysine herself is probably not the original "Winter Fox" and may have several virtually identical twins out there, somewhere.
Appearance: Chrysine stands 6'2" with the athletic build typical of female combat-class Clades. Her straight white hair extends down past her shoulders in back and tends to fall into her face and eyes in front. As a fox-based Clade, she has the large ears and bushy tail common to all vulpine canids.
11 C-60 Variable Maser Pistol: Multipower, 40-point reserve, all slots Required Hands One-Handed (+0); all slots OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 12 Charges (-1/4), Beam (-1/4), Real Weapon (-1/4) 1u 1) Basic Setting: RKA 1 1/2d6, Required Hands One-Handed (+0); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) 1u 2) Creature Setting: RKA 2 1/2d6, Required Hands One-Handed (+0); Requires 2 Charges Per Use (-1 1/4), OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) 3 C-60 Variable Maser Gun Inherent Accuracy: +1 with OCV; OAF (-1), Real Weapon (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with Maser; OAF (-1), Real Weapon (-1/4) 10 Tai-Dao/Kwan-Do: Multipower, 37-point reserve, all slots OAF (-1), STR Minimum 15 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 1u 1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 15 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 1u 2) Shaft: HA +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 15 (-3/4), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 2 Shaft: Stretching 1", Reduced Endurance (0 END; +1/2); OAF (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 11 Remington Earthshaker: RKA 3d6, Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4); 3 Charges (-1 1/4), STR Minimum 17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) 25 XSWAT Stunstick: HA +2d6, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 6-14 (-1/2), Real Weapon (-1/4) plus EB 8d6, Required Hands One-Handed (+0), NND (defense is insulated ED or non-human nervous system; +1); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), No Range (-1/2), 12 Charges (-1/4), Real Weapon (-1/4) 9 Restraints: Entangle 3d6, 6 DEF (standard effect: 3 BODY, 6 DEF), Takes No Damage From Attacks (+1/4); 1 Recoverable Charge (-1 1/4), Set Effect (Hands Only/Feet Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), No Range (-1/2), Must Follow Grab Or Target Must Be Willing (-1/2), Can Be Escaped Automatically With Modified Lockpicking Or Contortionist Roll (-1/2), IIF (-1/4), Cannot Form Barriers (-1/4) 4 XSWAT Nanofiber Bodysuit Mark 2: Armor (3 PD/3 ED), No Mass (+0); Activation Roll 12- (or Locations 7-16; -3/4), OIF (-1/2), Real Armor (-1/4) 4 XSWAT Armored Jacket: Armor (4 PD/4 ED); Activation Roll 11- (or Locations 8-14; -1), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4) 7 XSWAT Field Boots: Armor (5 PD/5 ED); Activation Roll 9- (or Locations 15-18; -1 1/2), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4) plus HA +1d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2), OIF (-1/2), Real Weapon (-1/4) 6 XSWAT Vambraces: Armor (5 PD/5 ED); Activation Roll 8- (or Locations 6-7; -2), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4) plus HA +1d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2), OIF (-1/2), Real Weapon (-1/4)
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