Rapa

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Bio

Allegiance: BLUE

Race: Fae

Role: Goods Provider, Full-Time Worker (Important)


Rapa grew up in a village of priests. She was taught freedom was love without condition, that every problem can be solved with words, and that order prevails, and peace prospers. The OO knew these were easy targets, killing the adults and enslaving the young. They constantly abused the fae to adapt to whatever they wanted. Many died, more went insane. Eventually they revolted against the OO, wiping out everyone they saw. Rapa realized shortly that many of them were in fact slaves like them, and realized her kind had become monsters. She burned the area to the ground and tried to reconcile with her actions.

Eventually she decided she wanted to make sure something like that could never happen again, and opened a goods store in Metro City, working with anyone who needed help. She eagerly joined BLUE when it formed, hoping to prevent any tragedies of that magnitude from happening again.

Personal Traits

Physical

Rapa is extremely large for a fae, as she was forced to adapt to elvish size while enslaved. Her outfit is half-priestess, half-berserker right down the center, and indeed even her berserker eye is a bit blurry and unfocused. Her body is covered is covered with various scars from her imprisonment.

Specifics

  • Acidic
  • Natural Flight - Speed
  • Size: Small
  • Weight: Light

Equipment

Mental

Rapa is dedicated to making sure tragedies are avoided, helping out as she can and nipping threats in the bud. She's very caring overall, but she's also very dedicated to her sense of justice.

Specifics

  • Empathetic - High
  • Goal-Oriented - Mid
  • Multiple Personality
    • Feral Melee
    • Natural Emotional State: Rage
    • Weapon: Sword - Low

Combat

  • Magic: Blood - Mid
  • Magic: Energy - Mid
  • Weapon: Staff - High
  • Misc.: Acid - Very Low

Abilities

  • Blast - Special, long. Ten dice of energy damage.
  • Boost - Minor, move. Ace moves a number of squares from where he was. (can lead into a Charge)
  • Burn - Special, short. Two dice of fire damage. One dice of ongoing fire damage.
  • Jettison - Free. Ace jettisons a weapon, sacrificing power for speed.
  • Pull - Normal, mid. One dice of damage, the character is pulled into short range.
  • Slice - Normal, short. Two dice of energy damage.
  • Shoot - Normal, long. Three dice of damage if he still has his rifle. One dice of damage with his skeletal guns.

Tactics

Due to his position as head of BLUE, Ace rarely engages himself in combat, beyond the occasional training to keep in shape.

The most likely thing to drive him into a combat situation is an attack on BLUE Headquarters. In such scenarios, he'd be back up by defensive wall-mounted cannons as well as BLUE personnel, both minor and major.

If forced into combat, he'll likely smile, first-off. From there, he'll often make sure his foe is engaged (by sight or by a few attacks) before boosting away and attempting his energy cannons. Regardless of the success, the next turn he'll jettison the cannons and either boost into melee if he can or move further away, peppering with long range attacks until his target moves close enough for him to engage in melee.

When facing multiple foes, Ace will often use his Burn ability to weaken surrounding enemies momentarily, before boosting away and using Pull to engage the weakest in single melee.

Ace is not the most powerful opponent as he's around the middle of Tier 3, but his abilities make him very dangerous to try to engage.