Ariel Zongxi
From Thrashfs
Contents |
Basics
Name: This is the character's name, as well as any alias or ring name they might have.
Concept: Two or three word summary of the character's basic nature.
Fighting Style: There are thousands of real fighting styles in the world, as well as whatever one your character may have developed on their own or learned as part of the setting. Anything as simple as "Karate" to as complex and fanciful as "A mixture of multiple fighting styles and the Fist of the Sacred Dragon" goes here.
Motivation: Hero
Attributes
Attributes are discussed on page 15.
Agility: 4
Intelligence: 5
Presence: 3
Stamina: 4
Strength: 5
Will: 5
Secondary Values
Finesse: 3
Force: 5
Precision: 4
Health: 39
Ki: 28
Super: 10/10 for most characters.
- Super Foci: Defense, Rage
Destiny: 26/30
Techniques
Acrobatics: 4
Block: 4
Evade: 1
Focus: 7
Grapple: 7
Kick:
Melee: 0
Punch: 2
Maneuvers
Listed below are all the automatic Basic Maneuvers and Support Maneuvers given by Groove. In addition to these, the characters get to pick two from the following four:
- Disruptive Taunt: AP Cost of 2. AV of (Presence + Taunt Skill) versus (Will x 2). If successful, half the successes are removed from their Super.
- Respect: AP Cost of 2. AV of (Presence + Taunt Skill). If successful, half the successes are added to your Super.
Defensive
- Block: AV of 10. Move of 1.
- Defense Reset: AP Cost of 1.
- Disengage: AV of 11. Cancels any Grapple Maneuver.
- Dodge: AV of 6. Move of 2.
- Kipup AP of 1 or Agi+Ath roll.
- Portentous Dodge AP of 1. AV of 12. Move of 1.
Ki-Using
- Super Burn: Super Cost of 10. For this turn and the next three turns, characters add +2 damage, and Supers get a Super Enhancement.
- Super Charge: Each AP spent adds 2 points of Super.
Movement
- Dash: AP Cost of 2. Move of 4.
- Jump: AP Cost of 1. Move of 4. Adds Aerial; attacks gain +2 to damage.
- Pursuit Jump: Costs 1 AP. Move of 4. Adds Aerial; attcks gain +2 to AV and +2 to damage.
Grapple
- Takedown: AP Cost of 3. AV of 13. Move of 1. Damage of 11. Target and user left prone.
- Throw: AP Cost of 3. AV of 13. Move of 1. Damage of 9. Target left prone.
- Air Snatch Throw AP Cost of 3. AV of 9. Move of 0. Damage of 7. Counter vs. Aerial
- Smashing Hold Ap cost of 3. AV of 12. Damage of 7. Extended Hold.
Strike
- Kick: AP Cost of 2. AV of 6. Move of 1. Damage of 7.
- Punch: AP Cost of 2. AV of 7. Move of 1. Damage of 6.
Template
- Heavy Strike: +1 AP, -1 Accuracy, +3 Damage, -1 Move.
- Move Boost: +1 AP, +3 Move.
Specials
- DENIED AP of 2. Action value of 11. Move of 0. Damage of 7
- Don't Try to Run! Ap of 4. Action Value of 9. Move of 6. Damage of 11.
- You Deserve this! Ap of 5. Action Value of 12. Move of 3. Damage of 15.
Support Traits
Edges
Appearance Attractive: Ariel looks like a girl.
Super Finesse: Igayim Martial Arts preaches the ideals of violence only when violence is, to this degree Ariel has begun his journey .
Drawbacks
Obsession: Justice Some details on it.
Skills
Meditation: Purchased Once (+3).
Lore: Purchased Once (+3).
Presence Sense: Purchased 4 times (+8).
Wilderness: Purchased Once. (+3)
Story Hooks
Murdered Associate: Sensei Igayim is dead, his body is missing! Are you a bad enough dude to stand in the way of his pissed off legally adopted son?
Appearance
A brief description of the character, and their "signature outfit" if the Costume Edge was taken.
History
A brief description of their life up until the start of the game.
- Please use bullets to detail current events in the storyline.
- However, to keep from cluttering the page, please break bullets down into paragraphs once the storyline has ended.
Tournament Record
Wins: 0
Losses: 0
Draws: 0
List Of Titles And Awards
- Titles are listed in bullet format.