Full Name |
Carmine Rouge |
Race |
Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 |
Classes/Levels |
Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8 |
Gender |
Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; |
Age |
17 |
Special Abilities |
Semblance (Gravity: Force Control) |
Location |
Beacon Academy |
Languages |
English |
Occupation |
Student |
About Carmine Rouge
Name: Carmine
Race: Human
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Dustcraft d10, Fighting d4, Knowledge: Weaponcrafting d10, Notice d6, Repair d4, Shooting d8
Pace: 6, Parry: 5, Toughness: 5, Charisma: 0
Gear: Unarmed Strike d4 (Str), Gravitas, Glasses
Special Abilities:
• Semblance, Aura (10 Points)
• Dark Secret (Stole Schnee Company Schematics)
• Heavy Sleeper: Sleeps in, has trouble waking up.
• Bad Eyes: -2 to shoot or notice distant targets, can wear glasses.
• Curious: Must check out everything and solve all mysteries.
• Weaponcrafting Mastery: 3 more points to modify primary weapon forms.
• Tri-Weapon Mastery: Can design a 3rd weapon mode using points gained by Weaponcrafting mastery.
Personal Details:
Semblance: Gravity. Carmine can adjust his relative gravity, allowing him to walk on walls or the ceiling as if normal ground, as well as save himself from lethal falls. (Force Control)
Biography:
Carmine was the son of a Schnee Dust company researcher. He was always more interested working on devices and playing with the stuff his father took home to work on. Though his father wouldn't admit it, Carmine was part of the reason for his work success. The child's different perspective allowed him to approach design problems more readily, and his father made it far into the research department this way.
Carmine was applying to attend the academy when he needed to provide something that set him up to be a good hunter. Lacking the physical strength of some of the other fighters, he instead took a design that his father had been working on and disguised it, building it into his hunter's weapon. Later on, his father's project was black-listed as too dangerous to use, and all his research documents were confiscated. His father's bosses suspected that the man had been stealing company secrets, so he was put under serious scrutiny. Nothing has come of it, and he still works for the Schnee company, but it would be highly coincidental should his son Carmine start displaying experimental weapon tech in the field.
Carmine didn't know this is happening, as he had left for the academy to start his first year. Thought of as a nerd even among the nerds, no one but the Schnee family can claim to have first-year students that understand dust, as well as Carmine, does. He hopes that he can be a useful support or dust mastering hunter, instead of one who uses brute force.
Unique Weapon: Gravitas (Stave weapon)
Melee Form (5 pts) Red Bishop Form
This weapon looks like a technological shepherds crook, which has an orb that seems to float in the center of the crook. The staff's grip has a revolver-like chamber for the dust to be loaded in capsules like shotgun shells.
Staff (Str+1d4)*
+4 Revolving Dust Chamber: holds up to 30 oz of dust.
+1 Bludgeoning: Has AP2 vs. Rigid armor.
+3 Strong Defense: +1 Parry while wielding.
-2 Low Damage*: Reduce damage by 1 step.
-1 Low Raise Die: Reduce raise damage by 1 step (1d3?)
Total Points spent: 5
Ranged Form (5 pts) Red Queen Form
The weapon collapses down into a floating satellite over Carmine's head, while the bands of the crook close into a shining metal halo that hovers around his head, providing targeting data to him while the satellite orb fires volleys of impressively powerful beams at targets.
Turret (2d8*)
+3 Very High-Powered*: Increases ranged damage to 2d8
+3 Multishot: Weapon gains Double Tap.
+3 Long Range: Base Range of 5/10/20.
+2 Very High Raise Die: +2 steps of extra damage on raise (d12's)
-2 Major Hindrance: Owning this weapon gives me a major hindrance (Wanted, Schnee Dust company)
-4 Slow Switch: Changing to this form takes an entire turn.
Total Points spent: 5
Third Form (3 pts) Red Pawn Form
The weapon compacts and splits down the middle, changing into a pair of rapid-fire pistols that are guided by the targeting orb that hovers between them, making using two at the same time much easier on Carmine. However while in this form, he cannot use the dust he has loaded.
Dual Pistols (2d6)
+4 Mechanical Edge: Using this weapon, Carmine gains the Two-Fisted Edge.
+4 Automatic: This weapon has a rate of fire of 3.
+2 Two-fisted: Weapon is two parts and may be dual-wielded.
+1 Short Range: This weapon has a range of 3/6/12
-4 Slow Switch: Changing to this form takes an entire turn.
-2 Unstable: Rolling snake eyes causes backfire.
-2 Hardline Loader: This weapon cannot load dust cartridges.
Total Points spent: 3