Startia Firenza

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Hitch-Hiker's

Melody's Backup Dancer

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A second generation "immigrant" of the Golden City, Startia was told stories of the "Overworld" before her mother was, predictably, banished to the darkness of the undercity for aging. Like any child in purgatory, she became a victim, an object to be traded, displayed and sold. Nevertheless, she persistently climbed upwards, as a fortunate few can, on what passes for the ladder of social mobility in the Hell of Aesthetics. She made a short and bright career in one of the highest arenas a mortal can hope to place in – the Golden Coliseum – and was "rewarded" for several victories before being beaten down.

From that day onwards, she realized that nothing in the Golden City is truly beautiful. Forgotten within days by the fickle crowd, she carried on as a silent and unknown backup dancer, bouncing from gig to hollow gig before getting in with Melody on the Angelpunk act.

Lore (Startia)

1: She is a mortal inhabitant of the city. And mute.
2: She used to be a dance fighter in the Golden Coliseum. Pretty big deal!
3: ·_· ¬_¬  ;/ >:/ >;| "..." `~` ¯~¯ °_°
4: Her voice was taken by Vicar of the Platinum Eidos and given to her progeny, Platine. Still wants it back!
5: Her martial art which shone for a brief time in the Golden Coliseum is Kagura, an obscure, Akashic derived martial art. It does not teach itself.

Vital Statistics

Name: Startia Firenza
Age: 18+ hell years
Avatar: Questing
Demeanor: Survivor (Regain Willpower when you survive a difficult situation through stubborn cunning and refusal to give in.)
Nature: Idealist (Regain Willpower when your beliefs are tested to the breaking point and yet do not fail.)
Arete: 5 [56]
Quint: 6/3
Tass: 0
Dox: 1
Damage: -
Willpower: 7/7 [11]
Exp: 5/109
Init: +8

Attributes

Physical [64]

Strength: 3+2 (More than Meets the Eye)
Dexterity: 5 (Incredible Legs)
Stamina: 3+2 ("I could wear this all day.")

Social [24]

Charisma: 1
Manipulation: 3
Appearance: 3+2 (Dolled Up)

Mental [44+4]

Perception: 4 (People Reader)
Intelligence: 3
Wits: 3

Abilities

Talents [39+29]

Alertness: 3
Art: 3
Awareness: 3
Empathy: 3
Intuition: 3
Seduction: 3
Streetwise: 2
Style: 3
Subterfuge: 2

Skill [27+26]

Acrobatics: 4+1 (Kaizo Capable)
Dancing: 4+1 (In Heels)
Escapology: 3 [6]
Etiquette: 1 [3]
Martial Arts: 4+1 (Kagura)
Performance: 2
Stealth: 2

Knowledge [15+6]

Area Knowledge: 4 (Golden City)
Body Control: 4 (Survive)
Linguistics: 1 (Sign Language, English)

Spheres [65+72]

Correspondence: 0
Entropy: 2 [8]
Forces: 3
Life: 2
Matter: 3
Mind: 2 [8]
Prime: 4 [24]
Spirit: 0
Time: 2 [8]

Traits [21+33]

Backgrounds

Arcane: 3
Avatar: 3

Merits

Artistic Aptitude
Catlike Balance

Demonic Investments

Killer Heels: 3

(Catlike Balance; +1 Acrobatics; +1 Dancing; +1 Martial Arts)
(Lame)
Her first "reward" from the Golden Coliseum. Being able to fight in high heels is a basic requirement for the top tier and this granted her the superhuman balance to do so. However, said heels are locked to her pattern so now she can only wear uncomfortably high heels. Always painful and difficult to walk in, but look great on the move.

Silent Strength: 4

(+2 Strength; +2 Stamina)
(Mute)
Gain supernatural strength and endurance but became literally the strong, silent type. The demons took her voice to be mixed into some Infernaloid project by the Vicar of the Platinum Eidos.

Impossible Figure: 1

(+1 Appearance)
(Asthma)
Pattern based waist cinching for the perfect hourglass. Tough to breathe in, but beautiful.

Infernal Visage: 1

(+1 Appearance)
(No Reflection)
In exchange for a hauntingly beautiful face, the Demon Lord claims her reflection (a rather creepier and more dangerous price than one might think at first) and the eyeliner is always just this side of oversaturated.

Demonic Resilience: 2

(+2 Soak)
(Masochist)
Startia's pale and unnaturally perfect skin is difficult to damage. The price of protection from damage is to seek out pain.

Infernal Mail: 4

(+4 Armoured Soak)
(Requires regular maintenance to deal with laddering and frays.)
A beautiful chain combat dress that goes under her main dress. Maintenance heavy but looks fantastic. Literally paid for offscreen.

Magic and Gear

Paradigm

A person is a tiny yet indispensible portion of a great painting, game or movie – a supreme beauty to be beheld by a supreme being. At the moment one's part of this supreme beauty reaches perfection, one ceases to be and departs from the need to exist. As one strives for every greater aesthetic heights, drips and dribbles of the supreme beauty bleed back into the ugly world.

Gear

Gauntlet
Punches deal +1 Bashing damage. Allows punches to be parried by Lethal weapons without damage. Allows parrying lethal weapons.

Combat Heels
Kicks deal +2 Lethal damage. Allows kicks to be parried by Lethal weapons without damage. Allows kick parrying lethal weapons.

Martial Arts

Dragon Tail Sweep - Difficulty 8/OppStr/B. Works like a Throw but you don't need to grab first. Opponent is thrown a yard per success scored (you can kick them at someone else). Damage based on their own Strength. If taking more than 3 damage, roll Stamina difficulty 8 or be stunned for a turn.
Elbow Strike - Difficulty 5/Str+1/B. No specific rules but probably a close range thing. Probably works even while clinched.
Flying Kick - Difficulty 7/Str+2/B. Strictly inferior to the normal roundhouse kick. Could probably use a buff.
Joint Lock - Difficulty 5. Allows immediately rolling Dex+MA to inflict damage after grapple. Each success rolled inflicts one health level’s worth of lethal injury.
Knee Strike - Difficulty 5/Str+1/B. No specific rules but probably a close range thing. Probably works even while clinched.
Nerve Strike - Difficulty 7/Str+3/B. If attacker scores at least three successes to hit, the opponent must make Stamina roll at difficulty 8 or be stunned for a turn. A botch stuns for three turns.
Snake Step - Difficulty 6. Acts as as a Dodge+3. Makes sense with m20's extra actions. Probably takes less room and leaves you closer than an Acrobatics dodge.
Snap Kick - Difficulty 5/Str+1/B.
Spinning Kick - Difficulty 6/Str+3/B.
Thunder Kick - Difficulty 7/Str+3+Sux/B. A weird special flying kick where each rolled success adds an extra die of damage. Once per five turns.