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= Harima (100 XP Ex-Delinquent Kensai Bishonen) =  
 
= Harima (100 XP Ex-Delinquent Kensai Bishonen) =  
  
== Obligatory Introductory Fiction ==
 
 
<i>Some insults were just TOO MUCH to be dealt with.  Anyone who cast such aspersions upon his beloved Tenma COULD NOT BE TOLERATED! </i>
 
 
<i>Harima leaped to his feet.  This called for his most powerful attack!  "You trash-talking bastard, TASTE THIS!" </i>
 
 
<i>He was about to shout Hurricane Dragon and send the offending noodle cook to meet the Goddesses in Neo-Yu-Shan when he happened to glance over and remembered Tenma was sitting there eating happily.  How could she be so forgiving as to set aside such a slight? </i>
 
 
<i>If she could forgive such a horrible aspersion, surely he could find the strength within himself to calm the fires of his righteous rage.  </i>
 
 
<i>Yes, that is what his goddess would most desire, for was she not a peaceful merchant and bringer of peace to this violent world?  If she forgave such a terrible insult, then was it not his duty to forgive as well? </i>
 
 
<i>And yet, having thrust himself forward, how could he take back what he said? </i>
 
 
<i>Instinctively, he thrust his half-empty bowl towards the noodle cook, who took a bite curiously.  "It tastes normal to me." </i>
 
 
<i>"I...uh...it needs salt," Harima said meekly. </i>
 
 
<i>The cook added some salt, while Tenma continued to wolf down her food with her sister trying to get her to eat slowly. </i>
 
 
<i>Harima tasted it.  "Fine, thank you," he mumbled and sat down. </i>
 
 
<i>"What's he so worked up about?" Hanai whispered to Mikoto. </i>
 
 
<i>"The guy pointed out to Tenma she had food on her face." </i>
 
 
<i>"..." </i>
 
 
<i>Blissfully unaware, Harima dined in the light of his goddess's smile.  Surely this is what the Broodingly Handsome Sun had meant when he told Harima, <b>"Walk the path of righteousness if you would win the love destined for you."</b>  It had to be her?  Who else could it be? </i>
 
 
<i>"Baka," Eri mumbled.  </i>
 
 
<i>Yakumo looked over at Harima, smiled a little, then went back to trying to chivvy her sister into not eating too much or too fast, without much luck. </i>
 
  
 
== Attributes ==
 
== Attributes ==
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== Charms and other powers: ==
 
== Charms and other powers: ==
  
<b>Anima Power:</b>    Aura of Cool - After defeating any opponent, the Kensai may spend ten Moe to cause a dramatic slow mo to overcome all Creation as the world pauses for a moment to contemplate how awesome he is. Anyone who witnesses this display must make a Valor roll. Failure means they ruin screaming in terror. Success means they are properly intimidated and suffer a penalty to all dicepools equal to the Kensai's Moe. Rolling more successes then the Kensai's Moe negates the effect entirely.
+
<b>Anima Power:</b>    Aura of Cool - After defeating any opponent, the Kensai may spend ten Moe to cause a dramatic slow mo to overcome all Creation as the world pauses for a moment to contemplate how awesome he is. Anyone who witnesses this diaplays must make a Valor roll. Failure means they ruin screaming in terror. Success means they are properly intimidated and suffer a penalty to all dicepools equal to the Kensai's Moe. Rolling more successes then the Kensai's Moe negates the effect entirely.
  
  
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== History: ==  
 
== History: ==  
  
Harima lost both his parents at an early age.  Unknown to him, his mother was a Catgirl and his father a Heroic Mortal.  He got a touch of his mother's sensitivity with animals and much of his father's fighting skills.  He grew up in a small town in the Corgo League, where he first learned to draw at an early age.  After his father opened the wrong door on an adventure and was eaten by a gigantic leech, his mother fled back to the Wilderness in despair.  He was sent to stay with his cousin Itoko, who is, unknown to him, a Helping Goddess assigned to deal with problems in Minas [[LankWaterHawk]].  She didn't run herd on him very well and he became a delinquent, running with the gangs.
+
Harima lost both his parents at an early age.  Unknown to him, his mother was a Catgirl and his father a Heroic Mortal.  He got a touch of his mother's sensitivity with animals and much of his father's fighting skills.  He grew up in a small town in the Corgo League, where he first learned to draw at an early age.  After his father opened the wrong door on an adventure and was eaten by a gigantic leech, his mother fled back to the Wilderness in despair.  He was sent to stay with his cousin Itoko, who is, unknown to him, a Helping Goddess assigned to deal with problems in Minas LankWaterHawk.  She didn't run herd on him very well and he became a delinquent, running with the gangs.
  
 
He exalted during his first meeting with Tenma, saving her from a street gang during one of her trips to the city with her parents, then set out to find her again after she went back to her folks, as he had fallen in love with her.  He now tags along on her adventures, doing his best to help her.
 
He exalted during his first meeting with Tenma, saving her from a street gang during one of her trips to the city with her parents, then set out to find her again after she went back to her folks, as he had fallen in love with her.  He now tags along on her adventures, doing his best to help her.

Revision as of 08:52, 27 May 2006

Harima (100 XP Ex-Delinquent Kensai Bishonen)

Attributes

  • Physical: Primary
    • Strength: 5
    • Dexterity: 5
    • Stamina: 4
  • Mental: Tertiary
    • Perception: 3
    • Intelligence: 1
    • Wits: 3
  • Social: Secondary
    • Charisma: 4
    • Manipulation: 2
    • Appearance: 4


Abilities

(Bold are Favored)


Kensai: All are Caste Abilities

  • Archery: 3
  • Brawl: 5 (Punching +3 dice)
  • Martial Arts:
  • Melee: 1
  • Thrown: 1

Stalwart:

  • Endurance: 2
  • Perform:
  • Presence:
  • Resistance:3
  • Survival: 4


Meight:

  • Crafts: 4 (Drawing +3 Dice)
  • Investigation:
  • Lore:
  • Medicine:
  • Occult:

Shinobi:

  • Athletics: 3
  • Awareness:
  • Dodge:
  • Larceny:
  • Stealth:

Peacemakers:

  • Bureaucracy:
  • Linguistics: ()
  • Ride: 3
  • Sail:
  • Socialize:


Backgrounds:

  • Allies (Tenma, Yakumo, Eri) 3
  • Artifact 3
  • Mentor 1 (Itoko)


Charms and other powers:

Anima Power: Aura of Cool - After defeating any opponent, the Kensai may spend ten Moe to cause a dramatic slow mo to overcome all Creation as the world pauses for a moment to contemplate how awesome he is. Anyone who witnesses this diaplays must make a Valor roll. Failure means they ruin screaming in terror. Success means they are properly intimidated and suffer a penalty to all dicepools equal to the Kensai's Moe. Rolling more successes then the Kensai's Moe negates the effect entirely.


Combo: Hurricane Dragon 6 motes, 1 WP. Right Hook + Haymaker + Kidney Punch. Harima's punch inflicts lethal damage, doubling its extra successes before adding them to his base damage. He also adds his Brawl + Moe to his base damage before soak. In additon to this damage, he also inflicts a pain penalty equal to the number of wounds he inflicts, which lasts until the end of the scene. This is crippling damage.


Archery:

  • Graceful Bishonen Archery

Brawl:

  • Graceful Bishonen Brawl
  • Superior Bishonen Brawl
  • Right Hook
  • Haymaker
  • Kidney Punch
  • Roshambo
  • Counter Punch
  • Angry Retaliation Stance


Endurance:

  • Resoundingly Pretty Body Method: Harima has taken it twice, giving him 2 -1 and 4 -2 health levels.


Ride:

  • Graceful Bishonen Ride
  • Mount Befriending Method

Survival:

  • Graceful Bishonen Survival
  • Animal Seeking Technique
  • Animal Friendship Prana


Nature, Moe, Willpower, and Virtues

Nature: Rebel trying to become a Romantic Paragon. Harima is transitioning between Natures, trying to reform himself for the love of Tenma. He's just not so good at it... He gains willpower every time he overcomes his urge to use his old violent methods in front of his love.

  • Permanent Moe: 3
    • Personal: 15
    • Peripheral: 36 (18 motes committed)

Willpower: 6

Virtues

  • Compassion 2
  • Temperance 1
  • Conviction 3
  • Valor 3

Virtue Flaw: Fear of Rejection Every time Harima suffers a major failure where people can see him, he gains a point of limit. Once he limit breaks, he flees into the wilderness to live with the animals until it passes.

Possessions

Equipment:

  • Paper and writing materials
  • Sunglasses
  • Hair Gel ("Dapper Dan")

Artifacts

  • Harima's Iron Horse, Level 3 Artifact. 10 motes. His Iron Horse is a metal horse which comes to life whenever he commands. It runs without tiring at a speed of 3 times the normal running speed of a horse. It can run on anything solid, even ropes and flimsy tree branches and has perfect balance. It can run across liquids without sinking. It cannot, however, go up walls or cling to ceilings. He can carry two people at once, or three if everyone involved makes a difficulty 1 Dex + Athletics once per scene.
  • "Crusher", Orichalcum Shimmergloves (F.Gaunt.), 5 motes, Speed 10, Acc 2, Dam 5B, Def 0. So in his hands: Speed 18, Acc 15, Dam 10B, Def 13
  • Orichalcum Reinforced Buff Jacket, 3 motes, Lethal 9, Bashing 12, Mobility -1.

Miscellaneous

  • Lethal Soak: 11
  • Bashing Soak: 16
  • Dodge: 5 dice ( 4 dice with armor)
  • Fatigue: 0
  • Mobility Penalty: -1
  • Health:
    • 1 –0
    • 4 –1
    • 6 –2
    • 1 –4
    • Incap.
  • Weapons:
    • "Crusher", Orichalcum Shimmergloves (F.Gaunt.): Speed 18, Acc 15, Dam 10B, Def 13

Appearance

Dark haired, Harima is constantly adjusting his hair style, but usually has a small moustache and a goatee and wears his hair short or else spikey and always wears sunglasses, dark pants, and his Orichalcum Reinforced Buff Jacket which has his name sewn badly on a patch on the back.

Fetishes

His Moe 2 Fetish is his Kensai status. His Moe 3 Fetish is his sunglasses.

Personality:

Harima rushes in where the You'll See fear to tread. He is a hot head, easily roused to violence. But he's trying to overcome that for love of the fair Tenma, who he would do anything for. He is prone to fantasizing and sometimes loses track of reality. He loves to draw, though his manga are all thinly disguised self-insert love stories between himself and Tenma at some level. Harima dreams of a peaceful, quiet life with Tenma. When he's not suddenly erupting with anger at authority figures or solving problems with his fists.

History:

Harima lost both his parents at an early age. Unknown to him, his mother was a Catgirl and his father a Heroic Mortal. He got a touch of his mother's sensitivity with animals and much of his father's fighting skills. He grew up in a small town in the Corgo League, where he first learned to draw at an early age. After his father opened the wrong door on an adventure and was eaten by a gigantic leech, his mother fled back to the Wilderness in despair. He was sent to stay with his cousin Itoko, who is, unknown to him, a Helping Goddess assigned to deal with problems in Minas LankWaterHawk. She didn't run herd on him very well and he became a delinquent, running with the gangs.

He exalted during his first meeting with Tenma, saving her from a street gang during one of her trips to the city with her parents, then set out to find her again after she went back to her folks, as he had fallen in love with her. He now tags along on her adventures, doing his best to help her.

She, however, has gotten the idea into her head that he is dating her sister, Yakumo, which has not exactly helped his pursuit of her. Whether he will have any luck is yet to be seen...

Storyteller's Notes:

Harima has a mad love for Tenma, for whom he will do anything. If she says he's dating her sister, then he'll date her sister in order to become a better lover for her in the future (or so he justifies it to himself). He can swallow ANY logic if it seems to point towards making Tenma happy. He is blissfully unaware that Eri, who he calls Oujo (Princess) has a thing for him (probably because she can't bring herself to admit it, either...) He will usually be encountered with Tenma's band of lunatics.