Death Initiate

Hana Tenko's page

226 posts. Alias of Delightful.

Full Name

Hana Tenko


| HP: 17/17 | AC: 17 , T: 14, FF: 13 | CMB: +0, CMD: 14 | F: +2, R: +8, W: +2 | Init: +4 | Perc: +6| Ki Pool (3)


| Speed 30 Ft.| Active Conditions: None


Female CG "Human" Ninja 2





Special Abilities

Poison Use, Sneak Attack, Ki Pool, Ninja Trick (Shadow Clone)


Chaotic Good






Common, Minkaian, Senzar, Tien, Varisian


Tavern Musician

Strength 9
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Hana Tenko

Character Sheet:

Hana Tenko
Female Kitsune Ninja 2
CG Medium Humanoid (Kitsune, Shapechanger) 
Init +4; Senses Low-Light Vision; Perception +6
AC 17, Touch 14, Flat-Footed 13 (+4 Dex, +3 Armor)
hp 17 (2d8+5)
Fort +2, Ref +8, Will +2
Speed 30 Ft.
Melee Bite +5 (1d4-1)
Melee +1 Masterwork Wakizashi +6 (1d6-1/18-20) 
Melee Nunchaku +5 (1d6-1) 
Ranged Shuriken +5 (1d2-1)
Special Attacks Sneak Attack +1d6
Str 9, Dex 18, Con 12, Int 14, Wis 12, Cha 16
Base Atk +1; CMB +0; CMD 14
Skills (+16 Ninja, +4 Int, +4 Background = 24 Ranks)
Acrobatics +9 (+2 Rank, +4 Dex, +3 Class)
Bluff +11 (+2 Rank, +3 Cha, +3 Class, +1 Trait, +2 Racial)
Diplomacy +8 (+2 Rank, +3 Cha, +3 Class)
Disable Device +9 (+2 Rank, +4 Dex, +3 Class)
Disguise +10 (+2 Rank, +3 Cha, +3 Class, +2 Racial), +20 (+10 to pretend to be human)
Escape Artist +8 (+1 Rank, +4 Dex, +3 Class)
Knowledge (Local) +6 (+1 Rank, +2 Int, +3 Class)
Knowledge (Nobility) +6 (+1 Rank, +2 Int, +3 Class)
Perception +6 (+2 Rank, +1 Wis, +3 Class)
Perform (Sing) +9 (+2 Rank, +3 Cha, +3 Class, +1 Trait)
Perform (Stringed Instruments) +9 (+2 Rank, +3 Cha, +3 Class, +1 Trait)
Sense Motive +6 (+2 Rank, +1 Wis, +3 Class)
Sleight of Hand +9 (+2 Rank, +4 Dex, +3 Class)
Stealth +9 (+2 Rank, +4 Dex, +3 Class)
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Caravan Nomad (Regional): Your family has lived on the open roads of Varisia for untold generations, impersonating nomadic Varisians. You gain a +1 trait bonus on Bluff and Perform checks, and one of these skills is a class skill for you.

Childhood Crush (Campaign): You’ve never had the guts to act on it, but for as long as you can remember, you’ve had a crush on one of the NPCs. Someday, maybe you’ll be able to earn the NPC’s love, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. Note that gender isn’t an issue in the case of these three NPCs. Unless your GM says otherwise, all three of these NPCs are considered to be bisexual as far as this trait’s implications are concerned. Note that if you take this trait, you’ll likely want to coordinate NPC choices with any other player who chooses this trait as well, since choosing the same NPC could cause unwanted party strife. Of course… if that’s what you and the other player are looking for, go for it! In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your crush. NPC Choices: Ameiko
Common, Minkaian, Senzar, Tien, Varisian

Kitsune Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.

Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Kitsune have a base speed of 30 feet.

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Multilingual: Although most kitsune speak only Common, some quickly learn other human languages in order to give themselves an edge when dealing with humanity. They speak Common, Senzar, and the racial language of their human form’s ethnicity, and they can learn any language they want (except Druidic and other secret languages) if they have high Intelligence scores. This racial trait replaces agile as well as a kitsune’s normal languages.

Duplicitous: Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 racial bonus on Bluff and Disguise checks. This racial trait replaces kitsune magic.

Natural Weapons: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following languages: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Ninja Class Features:

Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ki Pool (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks: As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.

Favored Class Bonus:
Ninja 1 (+1 Hit Point), Ninja 2 (+1 Hit Point)


==Combat Gear==
Masterwork Studded Leather (175 gp, 20 lbs.)
Wakizashi (35 gp, 2 lbs.)
Masterwork Wakizashi (335 gp, 2 lbs.)
Nunchaku (2 gp, 2 lbs.)
Shuriken (10) (2 gp, 1 lbs.)
Potion of Cure Light Wounds (50 gp, Weightless)
Ring of Climbing (2500 gp, Weightless)
Sleeves of Many Garments (200 gp, 1 lbs.)

==Miscellaneous Gear==
Bedroll (1 sp, 5 lbs.)
Belt Pouch (1 gp, 1/2 lbs.)
Canteen (2 gp, 1 lbs.)
Common Backpack (2 gp, 2 lbs.)
Common Shamisen (5 gp, 3 lbs.)
Cold-Weather Outfit (8 gp, 7 lbs.)
Courtesan's Outfit (Free, 4 lbs.) (This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.)
Grooming Kit (1 gp, 2 lbs.) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
Thieves' Tools (30 gp, 1 lbs.)
Trail Rations (4) (20 sp, 4 lbs.)
Traveler's Outfit (1 gp, 5 lbs.) (This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.)

==Magical Items==
------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
Cloak of Resistance +1 (Shoulder Slot)
Sleeves of Many Garments (Wrist Slot)
Ring of Climbing (Ring Slot 1)
------------------------ (Ring Slot 2)

Carrying Capacity
Light 0-30 lbs. Medium 31-60 lbs. Heavy 61-90 lbs.
Current Load Carried 24 lbs.
Current Wealth 37 GP / 9 SP / 0 CP



To know Hana’s story, one must know the turbulent story of her family and clan.

Beginning in the Tian kingdom of Minkai, the Nogitsune clan were at first glance just another of family of retainers bonded in service to one of the five imperial houses that ruled the country. Known throughout much of the empire, Nogitsunes were respected for their ability to produce some of the greatest entertainers in all of Minkai. Whether it was thunderous taiko players, kabuki dancers, or beautiful geishas, the clan provided music and good cheer to many of the pleasure halls of Minkai’s most prominent families, a role that gave them a great deal of access, if not true power, when it came to their status.

Of course, there was more to them than simply that. While the clan itself was but a minor family, it still had secrets that denoted its true nature and power. The truth was that despite their human appearances, the Nogitsunes were in fact kitsunes. That truth would have been scandalous if ever revealed in the noble courts of Kasai, but it played second fiddle to the larger revelation that the Nogitsunes were also not just the affable entertainers but also spies and ninjas who used their cover as humble bards as the means from which they could infiltrate some of the most secure keeps in Minkai and perform all matter of intrigue for interested parties for a profit.

They pulled this masquerade for centuries, but they were eventually exposed when an overly ambitious clan head got involved in a plot that exposed their true nature to the imperial court. The consequences of this reveal were immediate. Not only was the clan stripped of their titles but many of its family members were captured and tortured. With their lives at stake, many of the remaining members of the clan fled from Minkai and travelled across the frigid tundra of the Crown of the World to the western continent of Avistan where they eventually re-established themselves in Varisia.

There, the clan re-invented itself, becoming a family of petty con artists, swindlers, and thieves. Though the clan was more than a century removed the events that caused their exile, they changed very little when it came to re-evaluating the need and morality of their manipulations. If anything, they became worse. The Nogitsunes traded in their old stalking grounds of imperial courts and pleasure halls of Minkai for the well-tread roads of Varisia and with it they slowly lost what few honorable scruples they had.

While before back in Minkai the clan was willing to settle at simply spying on their targets and spreading disinformation that could serve them their purposes. Now they engaged in activities that rivalled their native Varisian counterparts in the Sczarni. Ranging from theft and confidence tricks to outright assassinations via poisoning or more bloody means, the Nogitsunes became a clan of ninja assassins, one that would not balk at even the foulest deeds so as long it provided for the family.

It was this version of the clan that Hana Nogitsune would be born into.


Growing up in this family of ninja, Hana was instructed in the clan’s deadly techniques, doing so under the tutelage of her grandmother at an unsettlingly young age. Whether it was by being a distraction while her clan members pulled off a con or luring gullible would-be good Samaritans into dark alleys to get robed, Hana excelled at making people drop their guard only to get stabbed in the back for it. It was all a game to her young mind, and it was one she loved to play, if because her grandmother was delighted by her talent. Of course, while she was her grandmother’s star pupil there was little in the way of a true affection between grandmother and grandchild.

Such a thing would have been weakness, and the clan despised such sentiments, even in regard to family. It was for that very reason that her grandmother tried to mold Hana into the perfect tool for the clan in light of the disappointment that was Hana’s mother, Tamano. Unlike the rest of her clan, Tamamo had little of the cold-heartedness that her family was growing ever more accustomed to, much preferring the serenity that came from playing her shamisen than conniving. In time she came despise to her family’s life of crime and desired to escape it with her daughter and husband. This desire for escape only grew stronger when she learned that Hana was being groomed for some larger role in the clan.

That larger role would turn out to be part of the clan’s final descent into depravity as its elders plotted to have it bonded in service to the cult of Norgorber, the god of theft and murder. Horrifyingly, the clan council sought to do this by giving away Hana’s very soul to Norgorber as a way of showing their devotion to their new chosen deity. Disgusted and terrified, Tamamo finally put into action her escape from her damned family with her daughter and husband. It would turn out to be herculean affair as the clan elders quickly caught wind of it and attempted to stop the fleeing trio.
Even still, all three could have escaped unscathed if not for Hana herself. Being so young as she was and having never known another life outside of the clan, she nearly exposed them during the escape. If not for the sacrifice of her father to buy them more time, they surely would have dragged back into the clan’s dark fold.

Fortunately, with it they were able to escape, though Hana was nearly shattered by the guilt she felt over her father’s death.
Afterwards, mother and daughter changed their last names from Nogitsune to Tenko and would spend more than a year doing whatever they could hide their tracks as they moved across Varisia for a place where their clan could not reach them. They would eventually find such a place in the sleepy seaside town of Sandpoint. There, they masqueraded as a family of travelling shamisen players from Minkai in search of a proper home after years of nomadic travel and temporary work.

It was there that Hana would actually begin to become her own person. While she ably adhered to her mother’s rules that she would never reveal her true kitsune form or speak of her past to the people of Sandpoint, she still felt unease in her new identity. Whether it was because of the lingering guilt she felt for her father’s death or the various crime she had committed as a child, Hana never truly warmed up to the people of Sandpoint despite the kind smiles and courteous words she would give them.

That all changed when she heard Ameiko Kaijitsu play her shamisen outside of her family’s glassworks. Mesmerized by the sound, Hana went to the other girl and started to talk to her, doing so in an anxious manner that up til then had been completely foreign to her typically savvy self. The two hit it off immediately, both possessing a love of music and a wanderlust that was difficult to contain in a such small town like Sandpoint.

That initial conversation by the glassworks would quickly evolve into a long and formidable friendship that slowly started to turn into something more as they grew older. At least this was the case on Hana’s end. The adventurousness and romantic nature of Ameiko made her easy to love, and while Hana’s mother stressed the need to not get to close to anyone in town, Hana still held out a torch for her.

She kept that torch an alive even when Ameiko left Sandpoint to go off adventuring for a year even though her leaving, and the fear of her possibly dying, pained her greatly. Of course, when she did return, Hana’s pull towards the bard only grew stronger with the parting. While she has not revealed these feeling quite yet and may very well never will out of fear of having to reveal what she truly is, Hana has still nonetheless seen fit to assist her friend. As such, when Ameiko brought the Rusty Dragon, Hana was one of the first volunteers willing to service as talent for the tavern’s musical acts.

The kitsune ninja-turned-musician still does so to this very day.

Appearance and Personality:

Age: 22 | Height: 5' 3" | Weight: 110 lbs. | Hair: Red | Eyes: Blue | Build: Slender


Hana appears to be an attractive young woman of Tian-Min descent. Though she stands little over five feet, other aspects of her appearance decidedly stand out. Possessing a slender figure that is both parts lithe and buxom, Hana has the soft features of a woman still in the springtime of her beauty. While blessed with expressive blue eyes, full rosy lips that make for a beaming smile, it’s her red hair, which straightly falls down past her shoulders, that most stands out about her. This is not only on account of its glossy shine, but also because the coloration is quite uncommon given her professed Tian-Min heritage.

That minor peculiarity becomes trivial, and perhaps even expected, when one learns that Hana isn’t human at all but a kitsune, a shapeshifter with the ability to take both human and vulpine form. In her bestial form, Hana’s red hair becomes a reddish-orange pelt that covers her whole body in surprisingly well-groomed fur. Along with this new coat, her kitsune body also sports several other animal aspects like sharpened teeth, slit pupils and a bushy tail. For a myriad of reasons for practical and personal, she rarely opts to take this form, vastly preferring her “normal” human form and sticking it to whenever possible.

Although she greatly enjoys changing her look and style for the sake of personal taste, Hana’s all-time favorite garment is far-and-away the magenta silken kimono that her mother made for her as a gift, the robe unsurprisingly holding great sentimental value to her. When expecting trouble or violence, Hana switches out the kimono for a set of flexible leather armor that neither impedes her movements nor makes much noise in motion, both vital considerations for a woman who moonlights as a kunoichi. Regardless of what clothes she wears, she makes sure that her weapons are both easily retrievable and concealable.


On the surface, Hana is a harmless young lady with an upbeat personality that puts people at ease by virtue of just how outwardly easy-going and friendly she is. Unfailingly courteous, and always willing to lend an ear to a lonely soul, Hana has a cheerful energy that can be downright infectious to those who meet her. She’s the kind of person who can brighten up a room without being obnoxious in her positivity, knowing just the right buttons to push and how far to push them when it comes to making someone feel welcome. It’s for that very reason that she was such an effective con artist.

The reality is that she’s a social chameleon, one trained from an early age in how to causally blend in or positively stand out in whatever social environment she finds herself in. Literally two-faced, and a consummate actor and liar to boot, Hana can easily adopt a façade of helplessness to better lower the defenses of a hapless opponent or mark. Likewise, she can just as quickly transform yourself into the tempting seductress, using coy promises to set someone’s mind to distraction. That is not to say that she is entirely mutable and empty in her personality.

Her love of music is genuine, and the uplifting feeling she experiences while playing her shamisen might be the most real emotion she experiences, with this being especially when she’s playing alongside her equally musically talented childhood crush. While her aforementioned sunny disposition is just her default persona and not necessarily her truest self, Hana most certainly wishes it were and strives to genuinely be the Pollyanna-like person she pretends to be. As it is, she’s a woman haunted by the actions of her clan and her own role in their criminal activities. While spending nearly a decade amongst the good people of Sandpoint has started to somewhat relief her of this anxiety, she still secretly fears that her past does define her and that her attempts at reform will ultimately end in her relapse into criminality. Worse yet, she’s terrified of what will happen if anyone in town, especially Ameiko, discovers what she truly is and who she used to be.

GM Questions:

-Who are you and how are you doing?
I’m a person that enjoys roleplaying games (and a great many other things) with other enthusiasts and nerds who enjoy cool genre stuff. I’m also doing pretty well all things considered. Thanks for asking!

-How often do you tend to post?
At least once a day everyday. That’s my promise to you as a player who doesn’t want their inactivity to delay anyone else’s fun. I typically post in the evening once I get back from work, but I’ll also try to get a post in the morning when I’m getting ready to go to work. Of course, if there is any opportunity for me to make more posts in the evening rest assured that I’ll take them up to keep the game going. That will be specially true when we’re in combat where things tend to move a lot faster.

By the way, I’m on Eastern Standard Time.

-What kind of tone are you looking for in this game?
Jade Regent seems intended to be a Golarion-style send-up to the Journey to the West epic. I know that’s up for interpretation and innovation, of course, but I like the idea of it staying in the grand-adventure-across-the-world fantasy genre if possible. It seems like a whole lot of fun, especially with the added Eastern elements and caravan mechanics, and I love to participate in a game that apes that epic genre of storytelling. There’s also the romance elements, which I see as a great way to help create character development and make for some interesting dynamics with the permanent NPCs.

So fun and adventurous sounds good, but a willingness to be mature and even dark at points works for me as well.

-What do you expect out of your fellow players?
The usual level of mutual respect and team coordination, I suppose. I definitely don’t demand formality, but I think having a friendly easy-going atmosphere would work best for all of us. Player versus player might be cool for some, but I’ve seen that wreck a party, so avoiding it seems advisable. Furthermore, I would hope that we’d all be able to work together and plan things out as a group to ensure that no one feels neglected or out of the loop when it comes to the roleplay. After all, we should all be having fun on this Adventure Path and try to make the best game experience we can out of it.

-What do you expect out of me (the GM)?
IRL stuff affects all of us, so I don’t expect you to treat GM-ing like it’s a full-time job where your always at the ready to respond to our posts whenever we make them. That would be ridiculous. But what I do hope that you’re able to craft a story with us that allows all of us as players to have a personal stake in the narrative along with a degree of control on how things fold and progress. Railroads have their uses, but as a player it’s also good to know your agency does exist and has an impact on the story that we’re ultimately all creating together.

On a more personal not though, while I know it may be to much to ask given that this Adventure Path does involve a lot of travel, I would love if Hana’s evil extended family of con artist kitsunes was in some very small wayinvolved in the story as well as antagonists. Perhaps they finally track her to Sandpoint and try to bring her back into the fold or kill her altogether as a traitor and liability to the family. Once again, I know that adding random new enemies that are exclusively tied to Hana’s backstory is asking a lot, but it would be nice to see it.

-What is your comfort zone? Where's the line for you in RP terms?
I mentioned some of this in the Comfort Level spoiler below but I’m pretty alright with graphic definitions of violence in text (decapitations, profuse bleeding, broken bones), setting appropriate bigotry, and characters that curse or swear. That said, I do have to say that I would prefer that overt acts of sexual violence are either only vaguely applauded to or just not part of the game at all. I’ve personally never had a trauma surrounding something like that (thank god), but I’m not exactly comfortable with it either, so if I do have a line it would be there.

-How do you see your character progressing as a character?
I see my character using the events of the adventure (and her courtship with Ameiko) as a narrative vehicle for her finally coming to terms with the aspects of her past and identity that’s she’s hidden under a false veneer of Pollyanna-like optimism and smiles. Fact is, she’s a trained thief, con artist, and killer with a whole mess of issues involving her extended family installing those teaching into her at a young age. Learning to accept that’s she not fated to be just like them is one of main hurdles that she’s going to have to progress through. Of course, other stuff can happen and I'm not exactly tied down to that concept as the end all and be all of her story. There's wiggle room.

Comfort Level:

I’m pretty much game (pardon the pun!) for anything when it comes to maturity levels, but I do have my limits. While physical violence doesn’t bother me none, I would prefer that we avoid any overt references to acts of sexual violence.