Post by Manah on Jul 24, 2023 8:07:33 GMT -5
KAEDE
The Vampire Slayer
The Vampire Slayer
QUOTE: "Wanna see a magic trick? ...I'm gonna make this vampire disappear."
Real Name: Kazama Kaede
Age: 25
Other Aliases: Kaede the Red, The Fabulous Kaede, The Scarlet Slayer
Occupation: Master Thief/Assassin, Gambler, Street/Stage Magician, Vampire Slayer/Monster Huntress
Marital Status: Single
Height: 5'7"
Weight: 142 lbs
Eye color: Red
Hair color: Crimson
Species: Mystically-enhanced Human (Hamon/Spin User)
Stands Copied: None
Notes: Has a small tattoo of the word 'Sperare' in a Celtic font on the inner side of her left wrist, meaning 'hope' in Latin.
ABILITIES
Int: 6
Str: 3
Agl: 4
Spd: 2
Dur: 3
HEALTH/P.L: 3 / 2
ENERGY/P.L: 21(i) / 6
REGEN/P.L: 15 / 4
ACTIONS
Martial Arts: 8
(Agl.bonus and Wpn.modifier)
-Efficient
-As MoKF
-Martial Arts
-Swords/Knives
-Thrown Weapons/objects
-Improvised Weapons
-Precise Throws
-Acrobatic fighting
-Fighting multiple/larger opponents
-Using powers in combat
-Nerve Punch (As the Action; 2x damage OR Stun, Ignores called shot sitmods)
-Options: Balance, Blindfighting, Catch Projectiles, Create/Adapt Techniques, Multiple opponents
Parkour: 4
(Agl.bonus)
-As Acrobatics, Swimming and Wall-climbing
-Can't exceed normal human maximum Swimming speed
Horsemanship: 5
Hamon: 7
(Int.bonus)
-Efficient
-Also known as 'The Ripple', Hamon is a powerful and versatile breathing technique achieved through controlled respiration which produces an energy manifesting as ripples identical to that of the sun's rays. When imbuing the user's body, it manifests as electricity-like sparks which are visible to normal humans. It provides one with the following abilities:
Accumulate Energy (As M.o.M)- Clairvoyance (Up to Half AN; Can perceive through time regardless of physical proximity.)
- Conduction (1 stone to use. Allows user to send impacts or ripple effects through solid matter and physical objects up to 1 foot/AN in order to affect who or whatever is on the other side without affecting the matter or object.)
- Empower Objects (As Metamorphosis up to AN to enhance a given object's capabilities by infusing Hamon into it. Duration can be paid for 1 additional stone/panel. NOTE: Alternately, may use to turn any object into a usable weapon by altering its properties. Also, if used to empower projectile weapons, the effect works for multiple projectiles as long as used while within the Duration.)
- Empower Self (As Metamorphosis at AN to enhance oneself with solar energy. Duration can be paid for 1 additional stone per panel, or paid for 1 stone/every panel to maintain.)
- Extended Lifespan (As the Modifier; an Hamon user can live 10% longer than their natural lifespan per AN. Additionally, any aging penalties are reduced by 1/3 this Action's AN, rounded up. Furthermore, Hamon users look about 1/3 younger than they actually are with a minimum of 20 years old or their own age, whichever is older.)
- Forced Hamon Breathing (A regular Close Combat attack imbued with Hamon may be used for this purpose; if successful, it will cause 2x damage, Stun damage only; to strike a person in the gut with little finger raised. This causes no signficiant harm, but it hurts like heck. However, it also allows the user to sense whether or not a target has the potential to learn Hamon, and gauge said potential.)
- Hamon Blast (As Force Blast; 2x damage if used underwater; Must be fired through an object/matter via Conduction above.)
- Hamon Channeling (Hamon can be channeled not only through physical contact, but also through hamon-imbued weapons and objects, or through one's Stand if a user has one. The user spends the stones for the effect, and then the Stand benefits from it or attacks with it itself.)
- Hamon Healing (As Mutant Healing; May also heal broken bones in moments at AN 7+.)
- Hamon Might (As Iron Will; includes Iron Fist option. When used to attack physically, deals either Normal Damage OR may be used as an Atk VS Dur + Hamon OR Energy Defense; success causes the victim to faint as per excessive exposure to sunlight. NOTE: If used to strike objects/matter, attacks easily break through a Hardness of up to Half AN, rounded up.)
- Ignition (1 stone to use; sets flammable object on fire; Requires physical contact to use.)
- Inheritance (If the user so wishes, they may permanently transfer their Hamon at the same AN and options to another person with the potential to use it.)
- Manipulation (As the 'Project Thoughts/Control Others', 'Read Minds', 'Subtle commands', and 'Empathic Projection' (Any Emotion) Telepathy options; Require physical contact. Could potentially learn other options as well. At user's discretion, may use alongside other effects on a manipulated person to boost them further than normal, such as using 'Empower Self' on them while they are manipulated.)
- Photosynthesis (Stones VS Resistance to rejuvenate plants, trees and flowers, restoring them to life.)
- Regeneration (Adds Accelerated Healing Factor to the user.)
- Repel (As Force Field at up to AN; also usable as Stones VS Intelligence to expel a possessing entity from a target's body. Requires physical contact.)
- Ripple Detector (As Sonar Senses at up to AN, but as an Action; requires a contained liquid to imbue with Hammon, allowing the user to sense their surroundings via the ripples.)
- Stretch Limbs (1 stone/limb per panel to use; allows user to stretch their limbs up to 1 ft per AN via dislocation of joints and cancellation of pain through Hamon.)
- Undead Bane (Attacks imbued with Hamon deal 2x damage to vampires, 3x damage if already 2x damage, or +4 if already 3x. Additionally, a vampire's Healing Factor is reduced by 2 steps while healing from Hamon-induced injuries. Furthermore, Hamon attacks can permanently kill vampires regardless of the medium used. NOTE: At GM's discretion, this ability also affects other undead who are susceptible to sunlight, including the JoJoverse's Pillar Men and zombies.)
-Requires breathing to use
-Requires a steady bloodflow (When injured down to 1/3 Health, rounded up, via injuries causing actual blood loss, user might not be able to access Hamon at GM's discretion.)
The Spin: 6
(Int.bonus)
-Efficient
-A state of near-perfect rotation, the Spin has the power to produce a unique form of energy which can be applied for multiple uses. The closer a spin is to the Golden Rectangle, more specifically the Golden Spiral - a mathematically endless spiral omnipresent in nature - the more potent it is. Its effects include:
Ball Breaker (Requires a near-perfectly spherical weapon such as Zeppeli Steel Balls to use. At user's discretion, a Golden Spin-based attack (read below) can awaken Ball Breaker, a tiny artificial humanoid Stand-like ability which ignores Time/Space/Dimensional-based defenses/effects up to AN to strike an intended target in addition to regular Golden Spin effects. Furthermore, if the user so wishes, it can dramatically age the victim, and their Stand if any, by up to 5 years/AN, potentially causing maluses of up to -1 AN to all Physical Abilities per 15 years beyond 40, down to a minimum of 1. NOTE: Reversing the effect is possible with a use of the same ability for that specific purpose.)- Biokinetic Spin (Passive ability. Requires objects affected by Spin Object, see below. Upon physical contact - either through touch or a thrown spinning object - may affect a target's body in multiple ways, described below. Unless mentioned otherwise, all effects have a Duration of up to the base spin's Duration.
Beautify/Uglify (Stones played up to Half AN, rounded up, to either enhance the target's appearance, removing wrinkles, tightening their skin, dissolving excess body fat and enhancing their silhouette, or to make a target appear old, sickened, wrinkled and/or malnourished.)- Control Body (As Pheromones at Stones up to AN; success will grant full control of the victim's body to the user for up to the Duration through muscular control. Directing the victim's body requires an Action from the user every panel.)
- Execution (If used against an helpless/immobilized/unconscious target, Stones played up to AN VS Durability to instantly, cleanly and painlessly kill via decapitation through throw to the nape of the neck.)
- Flatten Limbs/Body (As Flexible Skeleton up to Half AN, rounded up, in order to twist into narrow spaces.)
- Friction Pin (Stones up to AN VS Resistance to pin objects to surfaces via extreme friction created by the rotation.)
- Friction Unravel (Stones up to AN VS Hardness of objects to damage/destroy them via extreme friction created by the rotation. Doesn't add to an Attack, as the destructive power of a projectile using the Spin are already covered by other options; this is strictly to destroy objects via the friction alone.)
- Harden/Soften Body (May add Toughness of Stones played up to Half AN, rounded up, to the target by hardening their skin. Alternately, may soften the target's body to lower Toughness and/or Armor by up to Half AN, rounded up.)
- Hair/Skin Care (Stones played up to AN to either style, shave, grow or even change the color of hair, and to either revigorate/moisten/improve skin or dry/worsen it.)
- Manipulate Plants (Stones played up to AN to manipulate plants, trees and flowers.)
- Mirages (As Create Illusions at stones played up to AN, via reflection of light through use of spun object.)
- Spin Crafting (As Create option of a Mastery of Matter via contact with spinning object. For example, may create a rope via contact with fabric, or bullets via contact with metal.)
- Vibes (As Sonar/Radar Senses at up to 10'/AN via contact with a spinning object through sensing the vibrations emitted.)
- Vibration Spin (As Create/Manipulate Vibrations of Stones played up to AN, either to generate vibrations or negate them via contact with spinning object.)
- Wring Water (Stones played up to AN to remove excess water from target's body. May act as Atk VS Durability, Normal and Stun damage, to remove water beyond that to 'dry up' a victim.)
- Golden Spin (Passive ability, see requirements below. In addition to normal Spin throw effects, Destroys Armor/barriers/cover of up to AN stones on impact; ignores powers/magic-based defenses of an AN equal or lower to this Action's AN, and acting as the Overstrain advantage, adding up to AN stones to a Golden Spin attack - usable again 1 panel/additional stone used later. As a side note, an object spun via the Golden Spin can potentially spin forever if uninterrupted/not thrown to attack. REQUIREMENTS: The Spin at AN 12+; Horsemanship at AN 5+ combined with an healthy horse running at its natural average speed (2/3 its Speed AN, rounded up); OR Vehicle Operations AN 7+ along with a vehicle with high quality wheels and mechanics meant to replicate the Golden Ratio artificially, also going at its average speed (2/3 of its Speed AN, rounded up). Any of those three can work, but at least one must be met.)
- Spin Healing (As Mutant Healing; May heal up to 2x AN White stones per day; Requires spinning object and Physical contact to use.)
- Spin Object (Stones VS Effect (Weight/Area/Hardness, whichever is higher) + Duration to make objects spin; Duration depends on level of Mastery: AN 1-3 allows for 1 panel/stone, 4-6 for 5 minutes/stone. 7-9 allows for 10 minutes/stone, and 10-11 allows for 1 hour/stone. For 12+, see the Golden Spin, above. Target objects MUST have at least one axis of rotation to be usable although shapeless objects like water are considered to always have one. However, spherical objects in particular may get a +1 to +3 depending how close to a perfect sphere they are.)
- Spin Throw (Passive ability. Any object spun via 'Spin Object' option gains a bonus to Wpn.modifier of up to AN or Effect stones played, whichever is lower, Limited AP, Control Trajectories, and a bonus to Range and Good Luck (To hit only) of 1/3 this Action's AN, rounded up, or 1/3 the Effect stones played, rounded up, whichever is lower. If not somehow caught or interrupted, the user can return a spun object to their hand after it hits.)
- Stand Evolution (Requires Golden Spin to use. If the user has a Stand, achieving the Golden Spin will cause it to spontaneously evolve akin to being pierced by the Stand Arrow, turning into a Requiem form. The exact results of the change may be agreed upon between the GM and player, but typically results in a change in appearance, a boost of power of at least 50+ white stones - if not more - and at least one if not several new powers and abilities.)
-Unless mentioned otherwise, all effects require either physical contact with the held spinning object, or for the user to throw it at a target via Ranged Combat.
-May not have at an higher AN than double that of Medical Healing
-Hypothetically speaking, countless other effects may be possible via the Spin, but any others than those stated above must be bought with LoEs/White stones.
Thieving: 8
(Agl.bonus)
-Efficient
-Stealth
-Search room/area
-Pickpocket
-Lockpicking
-Safecracking
-Disguise
-Escape Artist
-Assassination
Technology: 5
(Int.bonus)
Inventing: 2
(Int.bonus)
Vehicle Operations: 7
-Light vehicles
-Motorcycles
-Aircrafts
-Ships
-Dangerous Stunts
-Avoid Obstacles
-Golden Ratio
Medical Healing: 6
Showmanship: 8
(Int.bonus)
-Efficient
-Stage/Street Magic
-Legerdemain
-Card Tricks
-Juggling
-Balance
-Illusions/Tricks
-Ventriloquism
-Animal Training (Birds)
General Knowledge: 7
(Int.bonus)
-Efficient
-Biology/Physiology
-Hamon/The Spin/Stands
-Stage/Street Magic
-Tactical lore
-Occult lore
-Kazama/Zepelli/JoJo/Belmont
-Vampires/Pillar Men
Gambling: 5
(Int.bonus, and Agl.bonus when cheating/spotting cheaters)
-Dice
-Poker/Blackjack
-Roulette
-Horse Betting
-Cheat/Spot Cheaters
Perform: 3
(Agl.bonus)
-Singing
-Dancing
-Calligraphy
Iron Will: 3
-Leadership
Social Skills: 7
-Beautiful
-Socialize
-Bluff/Lie
-Charm/Seduce
-Humor/Sarcasm
-Intimidate
-Vampire Slayer
MODIFIERS
Extended Lifespan
-Given her current mastery of Hamon, Kaede's lifespan is now 60% longer, so she should live for about an average of 134 years.
-Any age-related penalties she may suffer from will be lowered by -2
Acute Senses +2
Power Level 2
-Power Level Recovery
-Tireless +1
Accelerated Healing Factor
-Via Hamon
-Like Hamon, requires breathing and a steady bloodflow to use. Without either of those, her healing drops by one step to regular Healing Factor.
Energy Battery 3
Reflexive Dodge +3
Toughness +2
Flexible Skeleton +2
Mental Defense +6
Targeting +3
Fast-Draw +4
Leaping +2
Stand Copycat
-Kaede is a unique individual even among her bloodline, for not only is she fully able to use Hamon and the Spin alike, but she is also a Stand Copycat. Namely, while she has no Stand of her own... she is capable of copying the Stand of others and make them her own.
-Requires physical contact with either a Stand or its user, and may initiate the contact herself, or through a manifested Stand of her own via her connection with it.
-Regardless of how many Stands she has copied, she can only use one at a time. It is possible that she could overcome that limitation in time - and with XP - but no Kazama has done so in recorded history.
-Kaede is currently unaware that she has that ability and has not copied any Stand yet.
Wealth: 5
-Gains $100,000 per month/issue
-Currently has: $10,000,000
CHALLENGES
-Psychological (-2; moderate thirst for battle. Kaede might be a heroine, but she can't deny that she also does what she does because she loves to fight. She isn't reckless or careless, but the thought of fighting a foe gets her blood pumping.)
-Psychological (-2; moderate obsession; to hunt down and kill vampires. She is capable of keeping an open mind should she meet a 'good' vampire, but she would need some seriously strong and convincing evidence of their good nature.)
-Psychological (-1; mild cruelty. While she is generally a good person, Kaede has no qualms whatsoever about badly hurting or killing vampires, monsters, or even humans who deserve it. Righteous violence and collateral damage when necessary to succeed is fair play as far as she is concerned.)
-Covetous (-2; mild to moderate greed and ambition. Part of her reasons for hunting vampires, monsters and criminals is money and power. She considers that 'if you are skilled at something, never do it for free'... but is too good a person to fully apply the 'never' part.)
-C.T.S.U.F.U (-3; despite her darker side, Kaede is a true blue heroine who will no doubt get out of her way to help people in need or in danger, and might even do so for free if it comes to it.)
-Minority (-1; pansexual. Kaede does not consider sex or gender to be a factor in potential love interests. She mostly cares about their personality and the kind of person they are.)
-Haunted Past (-2; lost both of her parents to a small band of vampires. While she has since slaughtered every last one of those responsible, that loss was her original reason for taking up her family's vampire slaying "trade".)
-Criminal Record (-1; while most of her actual crimes have never been tied to her name nor has she ever been caught in action, she has been a suspect in various criminal investigations given her adventurous - and often outside the boundaries of the law - line of work.)
-Deadly enemies (-5; as an experienced vampire huntress and monster slayer, Kaede is, unsurprisingly, not exactly liked among vampires and monsters. The dislike, however, is reciprocated.)
EQUIPMENT
-Currently worn: White long-sleeved buttoned blouse, black pants and matching low heeled shoes.)
RESERVE EQUIPMENT (Kept at home)
-Custom Suzuki Katana Motorcycle (A black and red Sport touring bike custom-made for Kaede's use, and more specifically, with high-quality wheels designed to replicate the Golden Ratio at its average speed, namely at Speed 3. It has room for Kaede herself and a single passenger. Its capabilities are described below:
Difficulty: 2
Resistance: 1
Defense modifier: 3 (Only for the bike itself, not the driver and passenger.)
Vehicle Damage: 5
Maneuver modifier: 4
Speed: 5
Weight: 2
Resistance: 1
Defense modifier: 3 (Only for the bike itself, not the driver and passenger.)
Vehicle Damage: 5
Maneuver modifier: 4
Speed: 5
Weight: 2
RESERVE EQUIPMENT (Confiscated upon her arrest)
-Magician Outfit (+1 Defense; reinforced with kevlar and thin steel bands. White long-sleeved buttoned blouse, black sleeveless vest, black pants and matching low heeled shoes with white gloves. Technically speaking mundane in nature, but has many pockets and hidden pouches for weapons and magic tricks alike.)
-Magic Cloak (Usable as Tendril Whip AN 3, Hammerspace AN 3, and allows Flight 1; Gliding/parachute only; cannot ascend on its own; stones are free from GP. A long red cloak with black interior enchanted through alchemy by her great-grandfather.)
-Sunglasses (+2 Defense VS Light-based hostile effects; also has a Nightvision mode acting as Enhanced Vision 5 (See in Darkness).)
-Arsenal (At any point, Kaede carries with her a fairly literal arsenal of both regular and unusual weapons either as part of her magician outfit, or carried within its pockets and pouches - or her Magic Cloak failing that. Her available weapons are described below:
Red top hat (+2 weapon; slashing; +2 to use the Spin. Has a thin, sharpened bladed edge designed to be as close to a perfect circle as possible. Typically worn on her head.)- Cane Sword (+2 blunt weapon as a cane, holds a +3, 2x damage rapier-like sword within the cane/sheath. Typically held in hand, but she can tie it up to her belt like an actual sword sheath.)
- Collapsible Bo Staff (+3)
- Luger PO8 Pistol (+2, 2x damage, Range 3, semiautomatic handgun chambered for 9x19mm Parabellum ammo. Holds 8 rounds per magazine. Holstered on her side.)
- Combat Knife (+2. Sheathed on the inner side of her left boot.)
- 10x Throwing Knives (+1; Range 2 when thrown.)
- Sharpened Cards (+1)
- 6x Steel Balls (+1 weapons; +3 to use the Spin; R: 6 to initiate the Spin. While relatively weak weapons under normal circumstances, the Zepelli family's Steel Balls are as close to perfectly spherical as human engineering can manage and are best suited for use with the Spin.)
- 3x Wrecking Balls (+1 weapons; +1 to use the Spin; Cannot achieve the Golden Spin. If a Spin-based attack with a Wrecking Ball deals damage, the victim loses all feeling in their left side for 1 panel/red stone of damage, causing -2 to all Actions.)
- 6x Kazama Balls (Special 'trick' balls invented by the Kazama clan in their vampire slaying/monster hunting duties. Unless stated otherwise, they all provide the basic +1 weapon modifier and +3 to The Spin that regular Zepelli Steel Balls add, but also have additional effects described below. Includes six of any/several of the following at any time, though she has many more contained within her cloak:
Boom Balls (Area Effect 4 explosion upon impact. Boom Balls are always destroyed upon impact.)- Flame Balls (Ignites flammable objects upon impact.)
- Loud Balls (Generates AN 4 loud 'bang' noise upon impact.)
- Mace Balls (Stun damage only and releases AN 4 VS Durability, Area Effect 2 mace/pepper spray causing -1 to all Actions. Mace/pepper spray must be replenished after every use.)
- Net Ball (Releases a D/R: 4/12, Area Effect 2 net upon impact to trap victims. Ball must be folded back after every use.)
- Oil Balls (Splashes AN 4 flammable oil in Area Effect 2 upon impact. Stones are added to any fire-based attack and causes victim to be lit ablaze instantly. Oil Balls are always destroyed upon impact.)
- Shock Balls (2x damage, Normal and Stun damage; Blunt/Electricity element. Electrified steel balls.)
- Silver Balls (As Steel Balls, but made of silver. Especially effective against lycanthropes and similar monsters.)
- Sleep Balls (Releases AN 4 VS Durability, Area Effect 4 gas. Victims fall asleep for 5 minutes/stone of 'damage'. Gas must be replenished after every use.)
- Smoke Balls (Generates Area Effect 4 cloud of smoke upon impact. Smoke must be replenished after every use.)
- Stun Balls (Deal Stun damage only.)
- Water Balls (Splashes AN 4 water in Area Effect 2 upon impact. Water Balls are always destroyed upon impact.)
- Grappling Hook (+1 weapon, +2 to Acrobatics, Range 3)
-3x additional magazines for her Luger pistol
-Set of lockpicks/safecracking tools
-Playing cards, ribbons/handkerchiefs, coins, sponge balls, cups, dice, ropes, linking rings, and other magician props
-Zippo Lighter
-Smartphone
______________________________________________________________
STORY: Kaede Kazama is a name mostly unknown to the public and most authorities in general, but is fairly renowned among vampire and monster hunters across the world. And for good reason. Despite her young age, she is the trump card of the Kazama clan, a formidable assassin and monster slayer who specialize in the extermination of vampires, but who will take most other contracts as well. The 'Scarlet Slayer' is almost a myth even among common monster hunters, and rumors claim she might not even be human at all.
The truth is somewhere in the middle. While she is technically human, her bloodline as a Kazama comes with near supernatural enhancements. Namely, she is naturally gifted at both Hamon and the Spin, and is already well on her way to master the former, and perfect her skill with the latter. That alone would make her incredible already, but that would be ignoring the young woman's dedication at mastering her family's favored arts: the use of stage/street magic, 'magic' props and weapons, and of custom-made 'trick balls' created by both herself and her family to further complement her use of the Spin. Combined with her many skills and extensive knowledge in multiple areas, Kaede is easily among the best monster hunters of her time.
Her true potential remains to be seen, unbeknownst to her. The Kazama family's skills with the Zepelli clan's Hamon and Spin is said to have been developed in response to a blatant weakness: namely that members of the Kazama clan are unable to develop Stands. However, that is actually a lie/misdirection orchestrated by her family over centuries to hide their most secret ability. Namely, that some of their clan members are actually Stand Copycats; born with the ability to copy the Stands of others for their own use. Such an ability is a rare gift, however, and had not been seen ever since her great-grandfather. In truth, Kaede herself is entirely unaware that this ability exists, and that she has it; while she has encountered Stand users before, she has incidentally never touched one, and thus never triggered it.
For all her power, skills and fancy tricks, Kaede carries with her a fairly troubled and heavy past. Originally a fairly selfish and greedy girl, she showed no interest in the vampire slaying/monster hunting family business, and merely wanted to learn the combat, stealth, magic and card tricks of her clan in order to become a thief and professional gambler for the sole purpose of becoming rich. While disappointed, her family respected her decision and taught her what she wanted to know. However, one night, she came back to her family home only to find her beloved parents and their servants dead and drained of every drop of their blood in what must have been a one-sided massacre. Realizing what a self-centered fool she had been, she trained hard from that day onwards to become a vampire slayer whom they would have been proud of, and tracked down and eliminated all the damned leeches responsible for her parents' death, before moving on to become who she is today.
Now, she travels as "the Fabulous Kaede", traveling magician, acrobat and performer... secretly a master thief, assassin and monster hunter, feared by vampires and other creatures of darkness, and a staunch ally of the Zepelli clan, the JoJo bloodline, and the Belmont family among others.