Seelah

Tana Kazakh's page

35 posts. Alias of Aloha-Shirt-Samurai.


Full Name

Tana Kazakh

Race

Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d6

Classes/Levels

Fighting d10, Intimidation d6, Notice d4, Repair d4, Shooting d8, Stealth d6, Throwing d4

Gender

Wounds 2 Fatigue 0 Power Points 10/10 Charisma 0 Pace 6 Parry 6 Toughness 8 (2)

About Tana Kazakh

What You See:

Tall, lightly muscled with dark skin and an overall athletic, un-curvy build. Her hair and eyes are light blue and worn in a high, short knot with shaved sides. Her expression is almost constantly a frown.

When not wearing the Beacon uniform, her casual clothes are a grey vest and hood over a white sleeveless shirt, a grey skirt over white tights and grey boots and gloves. (in other words, a casual version of the Atlas uniform).

Backstory:
No matter how nations feel about each other, people are people, and people make children. Born to an Atlesian Colonel and a huntress from Vale, Tana has felt between worlds from an early age. Aspiring to follow in her father's footsteps, she was to attend Atlas Academy. Unfortunately, her older brother who was set to attend Beacon like his mother was savaged in a freak Grimm attack and unable to attend.

At the request of her parents, she has been made a rare exception to Atlas' military service. Though she's being made to attend Beacon, she still takes after her father and tries to bring the rigorous discipline of the Atlesian military with her wherever she goes. That said, a lifetime under her strict father has made her a born follower. As soon as she gains respect for a leader, she's likely to follow them through anything.

Semblance: Hundred and ten!

When activated, Tana taps into her military training and heritage, enabling her to push past her limits.

Heightened Senses (2): Hearing, Sight
-Slow to activate (-1): Requires a full round to activate, power stays activated for 1d6 rounds)
Super Edge (2): Killer Instinct
Super Speed (2): x 2 Pace

Edges:

•Brawny: Vigor +1, load limit x 1.5
•Takedown: Make an opposed fighting roll to place a character prone within 1". On a raise: prone and shaken (or +1 wound if already shaken). (Can be silent with a successful stealth roll)
•Two-Fisted: Can attack with a weapon in each hand.

Hindrances:
•Arrogant (M): Must humiliate opponent, challenge the ‘leader’
•Enemy (M): The Grimm that savaged her brother
•Loyal (m): The hero tries to never betray or disappoint his friends
•Stubborn (m): Hero always wants his way

Weapons: Mors Tua and Vita Mea (Your Death and My Life)

Two ribbed bracers (like the handguards of an M16A2) with top mounted barrels and sheathes that stow fixed bayonets that can spin into place with the push of a button.

Ranged:
3/6/12 2d8 RoF 3
Breaks on botch, ammo roll of 2d6, cannot use dust

Automatic (+4)
Short Range (+1)
Very High Powered (+3)
Fast Switch (+2)
Hardline Loader (-2)
Limited Ammo (-1)
Unstable (-2)

Melee:
Str+d6
+2 Agility to draw, Switching to ranged is a free action. No raise die.

Concealable (+1)
Fast Switch (+2)
Revolving Dust Chamber (+4)
Two-Fisted (+2)
No Raise Die (-4)

Gear:
Medium Vest (Atlesian Flak Vest) (+2 Armor, 2 significant items)
50 Lien