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	<updated>2026-05-15T09:02:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dont_Talk-To_Dead_People&amp;diff=350675</id>
		<title>Dont Talk-To Dead People</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dont_Talk-To_Dead_People&amp;diff=350675"/>
		<updated>2019-01-14T19:27:45Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Don&#039;t Talk to Dead People: A Call of Cthulhu Horror One-Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:19th seance.jpg|500px|thumb|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a cold and rainy night in the fall of 1895, a small circle of New Yorkers gathered in an old house, with hopes of using a “talking board” to speak to the dead. Nobody knows what happened that night, because nobody made it out alive.&lt;br /&gt;
&lt;br /&gt;
More than a hundred years later, that same yellowed talking board showed up in a second-hand store. On a cold and rainy night in the fall of 2018, a small circle of New Yorkers will gather in hopes of using it to speak to the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1895 Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1_0y9F-2jDL8op-qIX3kbAr4uRov3fy03rPZ-ob2Ccp8/edit Mary Ranyard]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1MDVobF9yPQt1TyH9XR4MawHiy6noQHR-O5Z3iiWnbnM/edit?usp=sharing Jack Mcgee]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1S5xPS6o-nfCfGWJF4GhOQJp94KXSBa2zzOoQKBqEnNs/edit?usp=sharing Charles &amp;quot;Chuck&amp;quot; Ford]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1T9IXDP6eMoBGJY4d0U2RViamkLXyIM6PksOwM65jrnQ/edit?usp=sharing Bethany Mayferries]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2018 Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/12TPjyrJKPLMI14MvDaZi-cO7QBkwGzCGC6WPZ2EdXac/edit?usp=sharing Madeleine &#039;Maddie&#039; Williams]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/15UrHNOmHl0XW2ytmkElhYz43sYrKeuL_xQ8rninVQcA/edit?usp=sharing Winefred Day]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Dont_Talk-To_Dead_People/Daniel_Kleinfelder Daniel Kleinfelder]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1WphIy3Oo_llUwQvd0BQEWkJA0WI6wExtJ7ErJFN0hRw/edit?usp=sharing Aaron Paulson]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1lqEy59zASLGcS51nuaiL9Frilo7AiGOE6gO09ETef7I/edit?usp=sharing Lenora Paunton]&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=340376</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=340376"/>
		<updated>2018-07-02T10:25:55Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Primary Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 6, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 6 (support), Fury 8 (attack), Magic 6 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:[Two Tier 1 Advancements]&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - Opening the Necronomicon and showing it to her target, Aino can force it to confront either a horrifying sight or revelation, or an experience of the fear and misery it inflicted. Whatever it is, is has very noticeable effects on the target. After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Fear can build up like steam inside somebody or something, and be made to burst with only a little magic. At the price of 1 Fury Overcharge, Aino can make a basic attack; instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic Overcharge if it’s a magical girl) they currently have.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aino&#039;s life had been mostly uneventful until last year. First, her parents became cold with each other, growing more and more silent over the days. Then, they burst, and started arguing and yelling for petty reasons. The fights got increasingly more violent and exhausting for everyone, including their only daughter, witnessing their every shouting match.&lt;br /&gt;
&lt;br /&gt;
Finally, some time ago, they sat with Aino and declared their intention to divorce. Alas, this was the only explanation she was directly provided; her mother and father were a lot more focused on accusing each other than comforting their daughter. In fact, they&#039;ve been so caught up in their conflict they all but forgot their child.&lt;br /&gt;
&lt;br /&gt;
Aino started cooking for herself, as her mother refused to cook for a man she accused of cheating on her, and her father would rather eat take-away for the same reason, but never thinking about bringing something back home for the girl too. She would work harder and harder at school, aiming for the best grades and approval from the adults around her, but her parents hardly paid any notice, even though she&#039;d spend a lot more time studying than reasonable. Though they&#039;ve talked about divorce, the Onigawa couple has hardly gotten anywhere; they&#039;re fighting about who should get the apartment, who should get the furniture, the money, the daughter, the fish, about who cheated on the other first, about who&#039;s the most despicable human being. Aino has heard a startling amount of accusations and insults coming from them.&lt;br /&gt;
&lt;br /&gt;
Recently, they&#039;ve acknowledged their daughter again, but only in order to try and manipulate her against accusing the other parent of something, anything. Aino is not playing along, but she does feel lonely.&lt;br /&gt;
Fortunately, Aino can make a wish and help save the world in the process. She doesn&#039;t care who wronged whom; she just wants the three of them to be a family again.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
=== Potrait === &lt;br /&gt;
[[File:arcana_cherub_eldritch_aino.png]]&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=334995</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=334995"/>
		<updated>2018-03-10T11:51:31Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Primary Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 5 (support), Fury 8 (attack), Magic 6 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - Opening the Necronomicon and showing it to her target, Aino can force it to confront either a horrifying sight or revelation, or an experience of the fear and misery it inflicted. Whatever it is, is has very noticeable effects on the target. After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Fear can build up like steam inside somebody or something, and be made to burst with only a little magic. At the price of 1 Fury Overcharge, Aino can make a basic attack; instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic Overcharge if it’s a magical girl) they currently have.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aino&#039;s life had been mostly uneventful until last year. First, her parents became cold with each other, growing more and more silent over the days. Then, they burst, and started arguing and yelling for petty reasons. The fights got increasingly more violent and exhausting for everyone, including their only daughter, witnessing their every shouting match.&lt;br /&gt;
&lt;br /&gt;
Finally, some time ago, they sat with Aino and declared their intention to divorce. Alas, this was the only explanation she was directly provided; her mother and father were a lot more focused on accusing each other than comforting their daughter. In fact, they&#039;ve been so caught up in their conflict they all but forgot their child.&lt;br /&gt;
&lt;br /&gt;
Aino started cooking for herself, as her mother refused to cook for a man she accused of cheating on her, and her father would rather eat take-away for the same reason, but never thinking about bringing something back home for the girl too. She would work harder and harder at school, aiming for the best grades and approval from the adults around her, but her parents hardly paid any notice, even though she&#039;d spend a lot more time studying than reasonable. Though they&#039;ve talked about divorce, the Onigawa couple has hardly gotten anywhere; they&#039;re fighting about who should get the apartment, who should get the furniture, the money, the daughter, the fish, about who cheated on the other first, about who&#039;s the most despicable human being. Aino has heard a startling amount of accusations and insults coming from them.&lt;br /&gt;
&lt;br /&gt;
Recently, they&#039;ve acknowledged their daughter again, but only in order to try and manipulate her against accusing the other parent of something, anything. Aino is not playing along, but she does feel lonely.&lt;br /&gt;
Fortunately, Aino can make a wish and help save the world in the process. She doesn&#039;t care who wronged whom; she just wants the three of them to be a family again.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
=== Potrait === &lt;br /&gt;
[[File:arcana_cherub_eldritch_aino.png]]&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=334014</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=334014"/>
		<updated>2018-02-19T21:35:48Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 5 (support), Fury 8 (attack), Magic 5 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - Opening the Necronomicon and showing it to her target, Aino can force it to confront either a horrifying sight or revelation, or an experience of the fear and misery it inflicted. Whatever it is, is has very noticeable effects on the target. After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Fear can build up like steam inside somebody or something, and be made to burst with only a little magic. At the price of 1 Fury Overcharge, Aino can make a basic attack; instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic Overcharge if it’s a magical girl) they currently have.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aino&#039;s life had been mostly uneventful until last year. First, her parents became cold with each other, growing more and more silent over the days. Then, they burst, and started arguing and yelling for petty reasons. The fights got increasingly more violent and exhausting for everyone, including their only daughter, witnessing their every shouting match.&lt;br /&gt;
&lt;br /&gt;
Finally, some time ago, they sat with Aino and declared their intention to divorce. Alas, this was the only explanation she was directly provided; her mother and father were a lot more focused on accusing each other than comforting their daughter. In fact, they&#039;ve been so caught up in their conflict they all but forgot their child.&lt;br /&gt;
&lt;br /&gt;
Aino started cooking for herself, as her mother refused to cook for a man she accused of cheating on her, and her father would rather eat take-away for the same reason, but never thinking about bringing something back home for the girl too. She would work harder and harder at school, aiming for the best grades and approval from the adults around her, but her parents hardly paid any notice, even though she&#039;d spend a lot more time studying than reasonable. Though they&#039;ve talked about divorce, the Onigawa couple has hardly gotten anywhere; they&#039;re fighting about who should get the apartment, who should get the furniture, the money, the daughter, the fish, about who cheated on the other first, about who&#039;s the most despicable human being. Aino has heard a startling amount of accusations and insults coming from them.&lt;br /&gt;
&lt;br /&gt;
Recently, they&#039;ve acknowledged their daughter again, but only in order to try and manipulate her against accusing the other parent of something, anything. Aino is not playing along, but she does feel lonely.&lt;br /&gt;
Fortunately, Aino can make a wish and help save the world in the process. She doesn&#039;t care who wronged whom; she just wants the three of them to be a family again.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
=== Potrait === &lt;br /&gt;
[[File:arcana_cherub_eldritch_aino.png]]&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=334013</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=334013"/>
		<updated>2018-02-19T21:34:54Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 5 (support), Fury 8 (attack), Magic 5 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - Opening the Necronomicon and showing it to her target, Aino can force it to confront either a horrifying sight or revelation, or an experience of the fear and misery it inflicted. Whatever it is, is has very noticeable effects on the target. After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Fear can build up like steam inside somebody or something, and be made to burst with only a little magic. At the price of 1 Fury Overcharge, Aino can make a basic attack; instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic Overcharge if it’s a magical girl) they currently have.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aino&#039;s life had been mostly uneventful until last year. First, her parents became cold with each other, growing more and more silent over the days. Then, they burst, and started arguing and yelling for petty reasons. The fights got increasingly more violent and exhausting for everyone, including their only daughter, witnessing their every shouting match.&lt;br /&gt;
&lt;br /&gt;
Finally, some time ago, they sat with Aino and declared their intention to divorce. Alas, this was the only explanation she was directly provided; her mother and father were a lot more focused on accusing each other than comforting their daughter. In fact, they&#039;ve been so caught up in their conflict they all but forgot their child.&lt;br /&gt;
&lt;br /&gt;
Aino started cooking for herself, as her mother refused to cook for a man she accused of cheating on her, and her father would rather eat take-away for the same reason, but never thinking about bringing something back home for the girl too. She would work harder and harder at school, aiming for the best grades and approval from the adults around her, but her parents hardly paid any notice, even though she&#039;d spend a lot more time studying than reasonable. Though they&#039;ve talked about divorce, the Onigawa couple has hardly gotten anywhere; they&#039;re fighting about who should get the apartment, who should get the furniture, the money, the daughter, the fish, about who cheated on the other first, about who&#039;s the most despicable human being. Aino has heard a startling amount of accusations and insults coming from them.&lt;br /&gt;
&lt;br /&gt;
Recently, they&#039;ve acknowledged their daughter again, but only in order to try and manipulate her against accusing the other parent of something, anything. Aino is not playing along, but she does feel lonely.&lt;br /&gt;
Fortunately, Aino can make a wish and help save the world in the process. She doesn&#039;t care who wronged whom; she just wants the three of them to be a family again.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Potrait == [[File:arcana_cherub_eldritch_aino.png]]&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Arcana_cherub_eldritch_aino.png&amp;diff=334012</id>
		<title>File:Arcana cherub eldritch aino.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Arcana_cherub_eldritch_aino.png&amp;diff=334012"/>
		<updated>2018-02-19T21:33:53Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=334011</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=334011"/>
		<updated>2018-02-19T21:31:06Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 5 (support), Fury 8 (attack), Magic 5 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - Opening the Necronomicon and showing it to her target, Aino can force it to confront either a horrifying sight or revelation, or an experience of the fear and misery it inflicted. Whatever it is, is has very noticeable effects on the target. After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Fear can build up like steam inside somebody or something, and be made to burst with only a little magic. At the price of 1 Fury Overcharge, Aino can make a basic attack; instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic Overcharge if it’s a magical girl) they currently have.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aino&#039;s life had been mostly uneventful until last year. First, her parents became cold with each other, growing more and more silent over the days. Then, they burst, and started arguing and yelling for petty reasons. The fights got increasingly more violent and exhausting for everyone, including their only daughter, witnessing their every shouting match.&lt;br /&gt;
&lt;br /&gt;
Finally, some time ago, they sat with Aino and declared their intention to divorce. Alas, this was the only explanation she was directly provided; her mother and father were a lot more focused on accusing each other than comforting their daughter. In fact, they&#039;ve been so caught up in their conflict they all but forgot their child.&lt;br /&gt;
&lt;br /&gt;
Aino started cooking for herself, as her mother refused to cook for a man she accused of cheating on her, and her father would rather eat take-away for the same reason, but never thinking about bringing something back home for the girl too. She would work harder and harder at school, aiming for the best grades and approval from the adults around her, but her parents hardly paid any notice, even though she&#039;d spend a lot more time studying than reasonable. Though they&#039;ve talked about divorce, the Onigawa couple has hardly gotten anywhere; they&#039;re fighting about who should get the apartment, who should get the furniture, the money, the daughter, the fish, about who cheated on the other first, about who&#039;s the most despicable human being. Aino has heard a startling amount of accusations and insults coming from them.&lt;br /&gt;
&lt;br /&gt;
Recently, they&#039;ve acknowledged their daughter again, but only in order to try and manipulate her against accusing the other parent of something, anything. Aino is not playing along, but she does feel lonely.&lt;br /&gt;
Fortunately, Aino can make a wish and help save the world in the process. She doesn&#039;t care who wronged whom; she just wants the three of them to be a family again.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigasawa_Aino&amp;diff=333174</id>
		<title>Wind Colored Magical Girls:Onigasawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigasawa_Aino&amp;diff=333174"/>
		<updated>2018-02-02T12:19:43Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: ChairKicker moved page Wind Colored Magical Girls:Onigasawa Aino to Wind Colored Magical Girls:Onigawa Aino: got my own PC&amp;#039;s name wrong, durr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wind Colored Magical Girls:Onigawa Aino]]&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333173</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333173"/>
		<updated>2018-02-02T12:19:43Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: ChairKicker moved page Wind Colored Magical Girls:Onigasawa Aino to Wind Colored Magical Girls:Onigawa Aino: got my own PC&amp;#039;s name wrong, durr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 5 (support), Fury 8 (attack), Magic 5 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - Opening the Necronomicon and showing it to her target, Aino can force it to confront either a horrifying sight or revelation, or an experience of the fear and misery it inflicted. Whatever it is, is has very noticeable effects on the target. After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Fear can build up like steam inside somebody or something, and be made to burst with only a little magic. At the price of 1 Fury Overcharge, Aino can make a basic attack; instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic Overcharge if it’s a magical girl) they currently have.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aino&#039;s life had been mostly uneventful until last year. First, her parents became cold with each other, growing more and more silent over the days. Then, they burst, and started arguing and yelling for petty reasons. The fights got increasingly more violent and exhausting for everyone, including their only daughter, witnessing their every shouting match.&lt;br /&gt;
&lt;br /&gt;
Finally, some time ago, they sat with Aino and declared their intention to divorce. Alas, this was the only explanation she was directly provided; her mother and father were a lot more focused on accusing each other than comforting their daughter. In fact, they&#039;ve been so caught up in their conflict they all but forgot their child.&lt;br /&gt;
&lt;br /&gt;
Aino started cooking for herself, as her mother refused to cook for a man she accused of cheating on her, and her father would rather eat take-away for the same reason, but never thinking about bringing something back home for the girl too. She would work harder and harder at school, aiming for the best grades and approval from the adults around her, but her parents hardly paid any notice, even though she&#039;d spend a lot more time studying than reasonable. Though they&#039;ve talked about divorce, the Onigawa couple has hardly gotten anywhere; they&#039;re fighting about who should get the apartment, who should get the furniture, the money, the daughter, the fish, about who cheated on the other first, about who&#039;s the most despicable human being. Aino has heard a startling amount of accusations and insults coming from them.&lt;br /&gt;
&lt;br /&gt;
Recently, they&#039;ve acknowledged their daughter again, but only in order to try and manipulate her against accusing the other parent of something, anything. Aino is not playing along, but she does feel lonely.&lt;br /&gt;
Fortunately, Aino can make a wish and help save the world in the process. She doesn&#039;t care who wronged whom; she just wants the three of them to be a family again.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
:&#039;&#039;&#039;Misugi Shizuo&#039;&#039;&#039; (Level 3) - Shizuo is Haruka&#039;s father. He works at a steakhouse as one of the chefs, and has a particular love for teppanyaki. Before her tsukaima came to her, Haruka had an interest in following in her father&#039;s footsteps, and even now, she knows how to cook a mean teriyaki. While Haruka loves her father dearly, both of them miss her mother badly, and it doesn&#039;t help that Haruka has two secrets to keep in the form of both her and her mother being Mahou Shoujo. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Amano Mika and Ayumi/Astronomy Club&#039;&#039;&#039; (Level 2) - Amano Mika is Haruka&#039;s best friend in the astronomy club. Mika and Haruka love tracking constellations and observing the movements of the sun and the moon. Mika&#039;s little sister, Ayumi, is in middle school, and often comes to see her big sister after class.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Hanagawa Yuu&#039;&#039;&#039; (Level 2) - Yuu is a good friend to have, and a solid ally to have against the youma, but their outlooks couldn&#039;t be more different. Haruka has a more realistic assessment of her mortality and that of the others than Yuu seems to have (having a missing mom who was once a Mahou Shoujo will do that to you) and thus stresses the importance of staying alive. During those occasions when Yuu gets in over her head, Haruka will be the first to pull her out of the fire or otherwise offer help. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mizuno Ami&#039;&#039;&#039; (Level 2) - Another fellow mahou shoujo, Ami is one of those sweet-natured girls that Haruka likes being around and who she&#039;s just a little bit protective of, particularly since she doesn&#039;t have any place to call home other than the orphanage, which puts her in mind of her missing mom and her still-alive dad. She doesn&#039;t know about Ami&#039;s ties to the Kogoshisasorikai as of yet, but everything that she knows about Yakuza in general marks them as Bad News. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Onigawa Aino&#039;&#039;&#039; (Level 2) - Haruka primarily knows Aino as one of the younger members of the Astronomy Club, and as one of the spookier members of her general team with some rather eldritch powers. Sometimes they like to compare notes about magic with each other when they&#039;re not doing their stargazing, though both of them tend to get a bit quiet when the subject of their respective missing parents comes up. Both of them are holding out at least some hope that they are still alive and all right, but at the moment, things aren&#039;t looking too good. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Midorikawa Eri&#039;&#039;&#039; (Level 1) - Eri is the resident big sister among the group, and as far as she knows, the other orphan among them aside from Ami. Haruka worries about Eri having to raise her little sister all by her lonesome with her father gone, and wishes that she could do something to help her. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Shirayuki Hikari&#039;&#039;&#039; (Level 1) - Hikari is a fellow mahou shoujo, and the other girl besides Haruka herself who wields light powers. She&#039;s also the most serious-minded of the group, even more so than Haruka herself is. She doesn&#039;t know much about her aside from this, unfortunately.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333172</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333172"/>
		<updated>2018-02-02T12:18:56Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 5 (support), Fury 8 (attack), Magic 5 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - Opening the Necronomicon and showing it to her target, Aino can force it to confront either a horrifying sight or revelation, or an experience of the fear and misery it inflicted. Whatever it is, is has very noticeable effects on the target. After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Fear can build up like steam inside somebody or something, and be made to burst with only a little magic. At the price of 1 Fury Overcharge, Aino can make a basic attack; instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic Overcharge if it’s a magical girl) they currently have.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aino&#039;s life had been mostly uneventful until last year. First, her parents became cold with each other, growing more and more silent over the days. Then, they burst, and started arguing and yelling for petty reasons. The fights got increasingly more violent and exhausting for everyone, including their only daughter, witnessing their every shouting match.&lt;br /&gt;
&lt;br /&gt;
Finally, some time ago, they sat with Aino and declared their intention to divorce. Alas, this was the only explanation she was directly provided; her mother and father were a lot more focused on accusing each other than comforting their daughter. In fact, they&#039;ve been so caught up in their conflict they all but forgot their child.&lt;br /&gt;
&lt;br /&gt;
Aino started cooking for herself, as her mother refused to cook for a man she accused of cheating on her, and her father would rather eat take-away for the same reason, but never thinking about bringing something back home for the girl too. She would work harder and harder at school, aiming for the best grades and approval from the adults around her, but her parents hardly paid any notice, even though she&#039;d spend a lot more time studying than reasonable. Though they&#039;ve talked about divorce, the Onigawa couple has hardly gotten anywhere; they&#039;re fighting about who should get the apartment, who should get the furniture, the money, the daughter, the fish, about who cheated on the other first, about who&#039;s the most despicable human being. Aino has heard a startling amount of accusations and insults coming from them.&lt;br /&gt;
&lt;br /&gt;
Recently, they&#039;ve acknowledged their daughter again, but only in order to try and manipulate her against accusing the other parent of something, anything. Aino is not playing along, but she does feel lonely.&lt;br /&gt;
Fortunately, Aino can make a wish and help save the world in the process. She doesn&#039;t care who wronged whom; she just wants the three of them to be a family again.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
:&#039;&#039;&#039;Misugi Shizuo&#039;&#039;&#039; (Level 3) - Shizuo is Haruka&#039;s father. He works at a steakhouse as one of the chefs, and has a particular love for teppanyaki. Before her tsukaima came to her, Haruka had an interest in following in her father&#039;s footsteps, and even now, she knows how to cook a mean teriyaki. While Haruka loves her father dearly, both of them miss her mother badly, and it doesn&#039;t help that Haruka has two secrets to keep in the form of both her and her mother being Mahou Shoujo. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Amano Mika and Ayumi/Astronomy Club&#039;&#039;&#039; (Level 2) - Amano Mika is Haruka&#039;s best friend in the astronomy club. Mika and Haruka love tracking constellations and observing the movements of the sun and the moon. Mika&#039;s little sister, Ayumi, is in middle school, and often comes to see her big sister after class.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Hanagawa Yuu&#039;&#039;&#039; (Level 2) - Yuu is a good friend to have, and a solid ally to have against the youma, but their outlooks couldn&#039;t be more different. Haruka has a more realistic assessment of her mortality and that of the others than Yuu seems to have (having a missing mom who was once a Mahou Shoujo will do that to you) and thus stresses the importance of staying alive. During those occasions when Yuu gets in over her head, Haruka will be the first to pull her out of the fire or otherwise offer help. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mizuno Ami&#039;&#039;&#039; (Level 2) - Another fellow mahou shoujo, Ami is one of those sweet-natured girls that Haruka likes being around and who she&#039;s just a little bit protective of, particularly since she doesn&#039;t have any place to call home other than the orphanage, which puts her in mind of her missing mom and her still-alive dad. She doesn&#039;t know about Ami&#039;s ties to the Kogoshisasorikai as of yet, but everything that she knows about Yakuza in general marks them as Bad News. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Onigawa Aino&#039;&#039;&#039; (Level 2) - Haruka primarily knows Aino as one of the younger members of the Astronomy Club, and as one of the spookier members of her general team with some rather eldritch powers. Sometimes they like to compare notes about magic with each other when they&#039;re not doing their stargazing, though both of them tend to get a bit quiet when the subject of their respective missing parents comes up. Both of them are holding out at least some hope that they are still alive and all right, but at the moment, things aren&#039;t looking too good. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Midorikawa Eri&#039;&#039;&#039; (Level 1) - Eri is the resident big sister among the group, and as far as she knows, the other orphan among them aside from Ami. Haruka worries about Eri having to raise her little sister all by her lonesome with her father gone, and wishes that she could do something to help her. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Shirayuki Hikari&#039;&#039;&#039; (Level 1) - Hikari is a fellow mahou shoujo, and the other girl besides Haruka herself who wields light powers. She&#039;s also the most serious-minded of the group, even more so than Haruka herself is. She doesn&#039;t know much about her aside from this, unfortunately.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333171</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333171"/>
		<updated>2018-02-02T12:12:24Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigasawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 5 (support), Fury 8 (attack), Magic 5 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - Opening the Necronomicon and showing it to her target, Aino can force it to confront either a horrifying sight or revelation, or an experience of the fear and misery it inflicted. Whatever it is, is has very noticeable effects on the target. After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Fear can build up like steam inside somebody or something, and be made to burst with only a little magic. At the price of 1 Fury Overcharge, Aino can make a basic attack; instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic Overcharge if it’s a magical girl) they currently have.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aino&#039;s life had been mostly uneventful until last year. First, her parents became cold with each other, growing more and more silent over the days. Then, they burst, and started arguing and yelling for petty reasons. The fights got increasingly more violent and exhausting for everyone, including their only daughter, witnessing their every shouting match.&lt;br /&gt;
&lt;br /&gt;
Finally, some time ago, they sat with Aino and declared their intention to divorce. Alas, this was the only explanation she was directly provided; her mother and father were a lot more focused on accusing each other than comforting their daughter. In fact, they&#039;ve been so caught up in their conflict they all but forgot their child.&lt;br /&gt;
&lt;br /&gt;
Aino started cooking for herself, as her mother refused to cook for a man she accused of cheating on her, and her father would rather eat take-away for the same reason, but never thinking about bringing something back home for the girl too. She would work harder and harder at school, aiming for the best grades and approval from the adults around her, but her parents hardly paid any notice, even though she&#039;d spend a lot more time studying than reasonable. Though they&#039;ve talked about divorce, the Onigasawa couple has hardly gotten anywhere; they&#039;re fighting about who should get the apartment, who should get the furniture, the money, the daughter, the fish, about who cheated on the other first, about who&#039;s the most despicable human being. Aino has heard a startling amount of accusations and insults coming from them.&lt;br /&gt;
&lt;br /&gt;
Recently, they&#039;ve acknowledged their daughter again, but only in order to try and manipulate her against accusing the other parent of something, anything. Aino is not playing along, but she does feel lonely.&lt;br /&gt;
Fortunately, Aino can make a wish and help save the world in the process. She doesn&#039;t care who wronged whom; she just wants the three of them to be a family again.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
:&#039;&#039;&#039;Misugi Shizuo&#039;&#039;&#039; (Level 3) - Shizuo is Haruka&#039;s father. He works at a steakhouse as one of the chefs, and has a particular love for teppanyaki. Before her tsukaima came to her, Haruka had an interest in following in her father&#039;s footsteps, and even now, she knows how to cook a mean teriyaki. While Haruka loves her father dearly, both of them miss her mother badly, and it doesn&#039;t help that Haruka has two secrets to keep in the form of both her and her mother being Mahou Shoujo. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Amano Mika and Ayumi/Astronomy Club&#039;&#039;&#039; (Level 2) - Amano Mika is Haruka&#039;s best friend in the astronomy club. Mika and Haruka love tracking constellations and observing the movements of the sun and the moon. Mika&#039;s little sister, Ayumi, is in middle school, and often comes to see her big sister after class.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Hanagawa Yuu&#039;&#039;&#039; (Level 2) - Yuu is a good friend to have, and a solid ally to have against the youma, but their outlooks couldn&#039;t be more different. Haruka has a more realistic assessment of her mortality and that of the others than Yuu seems to have (having a missing mom who was once a Mahou Shoujo will do that to you) and thus stresses the importance of staying alive. During those occasions when Yuu gets in over her head, Haruka will be the first to pull her out of the fire or otherwise offer help. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mizuno Ami&#039;&#039;&#039; (Level 2) - Another fellow mahou shoujo, Ami is one of those sweet-natured girls that Haruka likes being around and who she&#039;s just a little bit protective of, particularly since she doesn&#039;t have any place to call home other than the orphanage, which puts her in mind of her missing mom and her still-alive dad. She doesn&#039;t know about Ami&#039;s ties to the Kogoshisasorikai as of yet, but everything that she knows about Yakuza in general marks them as Bad News. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Onigawa Aino&#039;&#039;&#039; (Level 2) - Haruka primarily knows Aino as one of the younger members of the Astronomy Club, and as one of the spookier members of her general team with some rather eldritch powers. Sometimes they like to compare notes about magic with each other when they&#039;re not doing their stargazing, though both of them tend to get a bit quiet when the subject of their respective missing parents comes up. Both of them are holding out at least some hope that they are still alive and all right, but at the moment, things aren&#039;t looking too good. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Midorikawa Eri&#039;&#039;&#039; (Level 1) - Eri is the resident big sister among the group, and as far as she knows, the other orphan among them aside from Ami. Haruka worries about Eri having to raise her little sister all by her lonesome with her father gone, and wishes that she could do something to help her. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Shirayuki Hikari&#039;&#039;&#039; (Level 1) - Hikari is a fellow mahou shoujo, and the other girl besides Haruka herself who wields light powers. She&#039;s also the most serious-minded of the group, even more so than Haruka herself is. She doesn&#039;t know much about her aside from this, unfortunately.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333170</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333170"/>
		<updated>2018-02-02T12:01:27Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigasawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic. She calls this spell &amp;quot;Eldritch Depersonalisation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Angel costume with a red invocation circle-like halo, small nonfunctional angelic wings, and bandages covering her forearms and lower legs. When these bandages unwrap, they reveal script in an unknown alphabet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I had a bad magical mutation manifest in the middle of school where everyone could see.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 5 (support), Fury 8 (attack), Magic 5 (defense)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Aino can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Aino can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Teleport&#039;&#039; - An extension of her power over portals, Haruka can incur one Magic Overcharge to teleport once a scene anywhere on the current battlefield as long as there is not a magical barrier separating her and her target.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Fight for Friends&#039;&#039; - Haruka does &#039;&#039;not&#039;&#039; like it when friends and family are put in danger, and will go the extra mile to keep them safe and punish those that threaten them. Twice per general scene, Haruka can add the rating of a Relationship to any challenge that she makes, as well as any damage that she does if the challenge is an attack challenge.&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Creeping Horror&#039;&#039; (Hex) - On creatures that do not feel fear like humans, Aino can nonetheless turn back on them the fear they&#039;ve inflicted. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Aino can either weaken the hex or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Karmic Fear&#039;&#039; (Inflict) - After making a successful attack and at the cost of 1 Fury Overcharge, Aino can, once per scene, apply the Bound, Bleeding, or Stunned status to the target of that attack.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Traumatophobia Seal&#039;&#039; (Amplify Magic) - Casting this spell puts a seal on a target, having a metaphysical and not necessarily conscious effect on one&#039;s fear of injuries. Put simply, her allies recover better from their wounds, while her enemies see damage caused by Creeping Horror aggravated.&lt;br /&gt;
An enemy takes double the normal damage from Hexes placed on it by Aino. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terror Implosion&#039;&#039; (Magic Detonation) - Haruka conjures a multitude of shining swords of silvery light before letting them loose at high speed upon the enemy. Like &#039;&#039;Aetherius&#039;&#039;, this attack incurs one Heart Overcharge to attack all enemies within a longer range than her current position.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Haruka spent most of her life without a mother. She doesn&#039;t have very many memories of her, since she disappeared when she was quite young, but what she does remember of her was that she was a very kind and caring woman who carried a very heavy burden that she did not share with her father. One memory, however, stands out as clear as the sun in a bright blue sky. The night before her disappearance, Haruka&#039;s mother came to her and gave her an ornate silver locket, telling her to keep it close to her at all times. And then, before Haruka&#039;s very eyes, silvery light began radiating from her mother, shortly before she transformed. Haruka&#039;s mother stood before her in a beautiful silvery gown that wouldn&#039;t have looked out of place in one of those old-school Disney movies. But she also wielded a sword of silvery steel, one that told Haruka immediately that she was a warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For years, I have protected you and your father, and everyone in this city, from evil from beyond this world,&amp;quot; she said to her daughter. &amp;quot;And now, I must go and fight one last time. I don&#039;t know when I will be seeing you again. But keep me always in your heart, as I have with you. And should you ever be called upon to fight as I have, do not lose heart and do not forget the people who are important to you. I love you, Haruka.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Haruka has never forgotten that night, nor has she forgotten her mother. And twelve years later when her tsukaima appeared to her, wanting to make her a Mahou Shoujo, she knew what she had to do.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
:&#039;&#039;&#039;Misugi Shizuo&#039;&#039;&#039; (Level 3) - Shizuo is Haruka&#039;s father. He works at a steakhouse as one of the chefs, and has a particular love for teppanyaki. Before her tsukaima came to her, Haruka had an interest in following in her father&#039;s footsteps, and even now, she knows how to cook a mean teriyaki. While Haruka loves her father dearly, both of them miss her mother badly, and it doesn&#039;t help that Haruka has two secrets to keep in the form of both her and her mother being Mahou Shoujo. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Amano Mika and Ayumi/Astronomy Club&#039;&#039;&#039; (Level 2) - Amano Mika is Haruka&#039;s best friend in the astronomy club. Mika and Haruka love tracking constellations and observing the movements of the sun and the moon. Mika&#039;s little sister, Ayumi, is in middle school, and often comes to see her big sister after class.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Hanagawa Yuu&#039;&#039;&#039; (Level 2) - Yuu is a good friend to have, and a solid ally to have against the youma, but their outlooks couldn&#039;t be more different. Haruka has a more realistic assessment of her mortality and that of the others than Yuu seems to have (having a missing mom who was once a Mahou Shoujo will do that to you) and thus stresses the importance of staying alive. During those occasions when Yuu gets in over her head, Haruka will be the first to pull her out of the fire or otherwise offer help. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mizuno Ami&#039;&#039;&#039; (Level 2) - Another fellow mahou shoujo, Ami is one of those sweet-natured girls that Haruka likes being around and who she&#039;s just a little bit protective of, particularly since she doesn&#039;t have any place to call home other than the orphanage, which puts her in mind of her missing mom and her still-alive dad. She doesn&#039;t know about Ami&#039;s ties to the Kogoshisasorikai as of yet, but everything that she knows about Yakuza in general marks them as Bad News. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Onigawa Aino&#039;&#039;&#039; (Level 2) - Haruka primarily knows Aino as one of the younger members of the Astronomy Club, and as one of the spookier members of her general team with some rather eldritch powers. Sometimes they like to compare notes about magic with each other when they&#039;re not doing their stargazing, though both of them tend to get a bit quiet when the subject of their respective missing parents comes up. Both of them are holding out at least some hope that they are still alive and all right, but at the moment, things aren&#039;t looking too good. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Midorikawa Eri&#039;&#039;&#039; (Level 1) - Eri is the resident big sister among the group, and as far as she knows, the other orphan among them aside from Ami. Haruka worries about Eri having to raise her little sister all by her lonesome with her father gone, and wishes that she could do something to help her. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Shirayuki Hikari&#039;&#039;&#039; (Level 1) - Hikari is a fellow mahou shoujo, and the other girl besides Haruka herself who wields light powers. She&#039;s also the most serious-minded of the group, even more so than Haruka herself is. She doesn&#039;t know much about her aside from this, unfortunately.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333169</id>
		<title>Wind Colored Magical Girls:Onigawa Aino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wind_Colored_Magical_Girls:Onigawa_Aino&amp;diff=333169"/>
		<updated>2018-02-02T11:48:04Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Played by ChairKicker.&lt;br /&gt;
&lt;br /&gt;
===Normal Information===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal Name:&#039;&#039;&#039; Onigasawa Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Name:&#039;&#039;&#039; Arcane Cherub Eldritch Aino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Age:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Type:&#039;&#039;&#039; Hard worker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Reason For the Pact:&#039;&#039;&#039; I couldn&#039;t imagine living a normal life.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wish:&#039;&#039;&#039; I wish my parents would love each other again.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Magical Element:&#039;&#039;&#039; Fear&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Weapon:&#039;&#039;&#039; A magical and suspicious-looking tome, nicknamed the Necronomicon.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Power:&#039;&#039;&#039; Astral Projection - Aino can separate momentarily her soul from her body, with varying amount of control over the latter while the former is free to move, observe and attempt magic.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mahou Shoujo Costume:&#039;&#039;&#039; Haruka wears a navy blue armored dress with silver plates and golden runes. When she transforms, her hair and skin go white, and her eyes turn a brilliant light blue.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Crisis:&#039;&#039;&#039; I keep dreaming of a night with a crimson sky, and of a powerful youma destined to bring about the end of this world. I have to stop it. With or without my mother.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:&#039;&#039;&#039;Normal Attributes:&#039;&#039;&#039; Charm 3, Insight 5, Tenacity 6&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Magical Attributes:&#039;&#039;&#039; Heart 8 (Attack), Fury 6 (Defense), Magic 4 (Support)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 18/18&lt;br /&gt;
&lt;br /&gt;
===Magical Talents===&lt;br /&gt;
:&#039;&#039;&#039;Magical Specialization:&#039;&#039;&#039; Witch&lt;br /&gt;
&lt;br /&gt;
====Basic Talents====&lt;br /&gt;
:&#039;&#039;Boost&#039;&#039; - Once a round, Haruka can add a die of Overcharge to any magical challenge action, increasing the likelihood of success, but also increasing the likelihood of Fallout once the battle is over.&amp;lt;br&amp;gt; &lt;br /&gt;
:&#039;&#039;Recovery&#039;&#039; - Twice per general episode when out of combat, Haruka can summon up the power deep within herself to recover 1d6+2 Resolve.&lt;br /&gt;
&lt;br /&gt;
====General Talents====&lt;br /&gt;
:&#039;&#039;Teleport&#039;&#039; - An extension of her power over portals, Haruka can incur one Magic Overcharge to teleport once a scene anywhere on the current battlefield as long as there is not a magical barrier separating her and her target.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Fight for Friends&#039;&#039; - Haruka does &#039;&#039;not&#039;&#039; like it when friends and family are put in danger, and will go the extra mile to keep them safe and punish those that threaten them. Twice per general scene, Haruka can add the rating of a Relationship to any challenge that she makes, as well as any damage that she does if the challenge is an attack challenge.&lt;br /&gt;
&lt;br /&gt;
====Witch Talents====&lt;br /&gt;
:&#039;&#039;Curse of Judgement&#039;&#039; (Hex) - Haruka&#039;s primary means of punishing youma is a curse that visits the pain of those the youma has hurt upon it. Once per round as a minor action, she can put this curse upon a youma or other enemy within a range of 0-2, which does one point of damage to them every round. On subsequent rounds, she can use another minor action to strengthen the curse and make it do more damage per round that it is active. As a free action, Haruka can either weaken the curse or remove it entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Aetherius&#039;&#039; (Blast Strike, Melee) - Haruka&#039;s sword sweeps with a blaze of silvery light across the battlefield, cutting down her enemy. This attack incurs one Heart Overcharge to attack all enemies in her current position.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Blades of Starlight&#039;&#039; (Blast Strike, Ranged) - Haruka conjures a multitude of shining swords of silvery light before letting them loose at high speed upon the enemy. Like &#039;&#039;Aetherius&#039;&#039;, this attack incurs one Heart Overcharge to attack all enemies within a longer range than her current position.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Haruka spent most of her life without a mother. She doesn&#039;t have very many memories of her, since she disappeared when she was quite young, but what she does remember of her was that she was a very kind and caring woman who carried a very heavy burden that she did not share with her father. One memory, however, stands out as clear as the sun in a bright blue sky. The night before her disappearance, Haruka&#039;s mother came to her and gave her an ornate silver locket, telling her to keep it close to her at all times. And then, before Haruka&#039;s very eyes, silvery light began radiating from her mother, shortly before she transformed. Haruka&#039;s mother stood before her in a beautiful silvery gown that wouldn&#039;t have looked out of place in one of those old-school Disney movies. But she also wielded a sword of silvery steel, one that told Haruka immediately that she was a warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For years, I have protected you and your father, and everyone in this city, from evil from beyond this world,&amp;quot; she said to her daughter. &amp;quot;And now, I must go and fight one last time. I don&#039;t know when I will be seeing you again. But keep me always in your heart, as I have with you. And should you ever be called upon to fight as I have, do not lose heart and do not forget the people who are important to you. I love you, Haruka.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Haruka has never forgotten that night, nor has she forgotten her mother. And twelve years later when her tsukaima appeared to her, wanting to make her a Mahou Shoujo, she knew what she had to do.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
:&#039;&#039;&#039;Misugi Shizuo&#039;&#039;&#039; (Level 3) - Shizuo is Haruka&#039;s father. He works at a steakhouse as one of the chefs, and has a particular love for teppanyaki. Before her tsukaima came to her, Haruka had an interest in following in her father&#039;s footsteps, and even now, she knows how to cook a mean teriyaki. While Haruka loves her father dearly, both of them miss her mother badly, and it doesn&#039;t help that Haruka has two secrets to keep in the form of both her and her mother being Mahou Shoujo. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Amano Mika and Ayumi/Astronomy Club&#039;&#039;&#039; (Level 2) - Amano Mika is Haruka&#039;s best friend in the astronomy club. Mika and Haruka love tracking constellations and observing the movements of the sun and the moon. Mika&#039;s little sister, Ayumi, is in middle school, and often comes to see her big sister after class.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Hanagawa Yuu&#039;&#039;&#039; (Level 2) - Yuu is a good friend to have, and a solid ally to have against the youma, but their outlooks couldn&#039;t be more different. Haruka has a more realistic assessment of her mortality and that of the others than Yuu seems to have (having a missing mom who was once a Mahou Shoujo will do that to you) and thus stresses the importance of staying alive. During those occasions when Yuu gets in over her head, Haruka will be the first to pull her out of the fire or otherwise offer help. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Mizuno Ami&#039;&#039;&#039; (Level 2) - Another fellow mahou shoujo, Ami is one of those sweet-natured girls that Haruka likes being around and who she&#039;s just a little bit protective of, particularly since she doesn&#039;t have any place to call home other than the orphanage, which puts her in mind of her missing mom and her still-alive dad. She doesn&#039;t know about Ami&#039;s ties to the Kogoshisasorikai as of yet, but everything that she knows about Yakuza in general marks them as Bad News. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Onigawa Aino&#039;&#039;&#039; (Level 2) - Haruka primarily knows Aino as one of the younger members of the Astronomy Club, and as one of the spookier members of her general team with some rather eldritch powers. Sometimes they like to compare notes about magic with each other when they&#039;re not doing their stargazing, though both of them tend to get a bit quiet when the subject of their respective missing parents comes up. Both of them are holding out at least some hope that they are still alive and all right, but at the moment, things aren&#039;t looking too good. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Midorikawa Eri&#039;&#039;&#039; (Level 1) - Eri is the resident big sister among the group, and as far as she knows, the other orphan among them aside from Ami. Haruka worries about Eri having to raise her little sister all by her lonesome with her father gone, and wishes that she could do something to help her. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Shirayuki Hikari&#039;&#039;&#039; (Level 1) - Hikari is a fellow mahou shoujo, and the other girl besides Haruka herself who wields light powers. She&#039;s also the most serious-minded of the group, even more so than Haruka herself is. She doesn&#039;t know much about her aside from this, unfortunately.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320721</id>
		<title>Against the Lazer Wolves!:Tarot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320721"/>
		<updated>2017-06-05T17:54:36Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tarot the Compassionate Wanderer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tarot_the_Compassionate_Wanderer.jpg]]&lt;br /&gt;
&lt;br /&gt;
Necro-lord Midniticon has hordes of slaves under his power. But not all are living; most of them are zombified thralls, resuming in death the labor forced upon them in life, restrained by cold, heavy, solid voidchains.&lt;br /&gt;
&lt;br /&gt;
None of his zombies retained their previous intelligence or personality, and Tarot was no exception. Until her chains cracked and a long-forgotten flash illuminated the decayed emptiness of her mind: her name is Tarot, she&#039;s a peasant, and she has a husband and children, and she loves them more than anything else in the world!&lt;br /&gt;
&lt;br /&gt;
Escaping the Necro-lord&#039;s tyrannical grasp was no small feat, but using her own chains as weapons, Tarot nonetheless managed.&lt;br /&gt;
At first, she was a lone wanderer, forced to hide her dead flesh under long sleeves, decayed face behind a mask, and dreadful smell behind flowers. Tales of a compassionate wanderer, enacting good deeds and attempting to solve conflicts pacifically, were born in her trails, sometimes with the hushed rumors that this same wanderer would unearth corpses whenever she thought nobody was looking to devour them, or that perfectly cattle would disappear leaving behind nothing but bloodied, severed ropes behind.&lt;br /&gt;
&lt;br /&gt;
The worst, though, was the loneliness, and she couldn&#039;t get attached to the locals&#039; own children too much. They already have their own parents.&lt;br /&gt;
That one problem, at last, is being taken care of.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 3/3&lt;br /&gt;
&lt;br /&gt;
Refresh: 3&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Maternal Free-Willed Zombie&lt;br /&gt;
* Invoke to withstand situations only dangerous or deadly to the living; to bond with those who otherwise have no parent present; to interact with the undead in a non-violent fashion.&lt;br /&gt;
* Compel to be mistaken as mindless and cruel; to be sluggish and not terribly witty at inopportune moments; to be discriminated against by the living; to hunger for the flesh of the living.&lt;br /&gt;
* Permission to never have to sleep, drink or breathe; to gain sustenance through all sorts of fresh or rotten organic matter; to ignore physical pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; I Must Defeat the Necro-lord Midniticon&lt;br /&gt;
* Invoke to face or challenge Necro-lord Midniticon and his underlings; to sabotage efforts to enslave through necromancy; to rally victims of necromancy, or their loved ones.&lt;br /&gt;
* Compel to attract Midniticon&#039;s (or his underlings&#039;) unwanted attention; to face the possibility of being enslaved again.&lt;br /&gt;
* Permission to sense Midniticon&#039;s sorcery&#039;s hold on a place or person; to sense his presence; to recognize in a tale or report hints betraying his influence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Where Is My Family?&lt;br /&gt;
* Invoke to remember key facts and details about her husband and children despite death-caused mental trauma; to travel toward their general direction even when utterly lost; to find a way to protect them even if she can&#039;t show herself or be present.&lt;br /&gt;
* Compel to worry about their well-being; to try and get in direct contact even if they may not welcome her new nature; to prioritize that vague objective instead of focusing on closer, more direct problems.&lt;br /&gt;
* Permission to remember their love even if all else is forgotten; to intuit a direction to journey to even without hints.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared:&#039;&#039;&#039; I Need Somebody To Be All Motherly Towards Even If They&#039;re Twice As Tall As I Am (Rune)&lt;br /&gt;
* WIP&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Careful +0&lt;br /&gt;
&lt;br /&gt;
Clever +1&lt;br /&gt;
&lt;br /&gt;
Flashy +1&lt;br /&gt;
&lt;br /&gt;
Forceful +2&lt;br /&gt;
&lt;br /&gt;
Quick +3&lt;br /&gt;
&lt;br /&gt;
Sneaky +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Skull:&#039;&#039;&#039; (Forceful)&lt;br /&gt;
*Whenever a trap or opponent attempts to create an advantage to hinder you (e.g., Dizzy Spell or Net Trap), you gain +2 to Carefully or Forcefully defend against it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidchains:&#039;&#039;&#039; (Quick)&lt;br /&gt;
* You can Quickly create an advantage to ensnare or tie a character. The first time during a scene that an enemy tries to break free from your snare, the opposition increases by +2.&lt;br /&gt;
&lt;br /&gt;
=Stress and Consequences=&lt;br /&gt;
&lt;br /&gt;
1  2  3&lt;br /&gt;
&lt;br /&gt;
Mild Consequence:&lt;br /&gt;
&lt;br /&gt;
Moderate Consequence:&lt;br /&gt;
&lt;br /&gt;
Severe Consequence:&lt;br /&gt;
&lt;br /&gt;
Extreme Consequence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Invokes, Compels, and Permissions=&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320713</id>
		<title>Against the Lazer Wolves!:Tarot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320713"/>
		<updated>2017-06-05T17:19:13Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Tarot the Compassionate Wanderer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tarot the Compassionate Wanderer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tarot_the_Compassionate_Wanderer.jpg]]&lt;br /&gt;
&lt;br /&gt;
Necro-lord Midniticon has hordes of slaves under his power. But not all are living; most of them are zombified thralls, resuming in death the labor forced upon them in life, restrained by cold, heavy, solid voidchains.&lt;br /&gt;
&lt;br /&gt;
None of his zombies retained their previous intelligence or personality, and Tarot was no exception. Until her chains cracked and a long-forgotten flash illuminated the decayed emptiness of her mind: her name is Tarot, she&#039;s a peasant, and she has a husband and children, and she loves them more than anything else in the world!&lt;br /&gt;
&lt;br /&gt;
Escaping the Necro-lord&#039;s tyrannical grasp was no small feat, but using her own chains as weapons, Tarot nonetheless managed.&lt;br /&gt;
At first, she was a lone wanderer, forced to hide her dead flesh under long sleeves, decayed face behind a mask, and dreadful smell behind flowers. Tales of a compassionate wanderer, enacting good deeds and attempting to solve conflicts pacifically, were born in her trails, sometimes with the hushed rumors that this same wanderer would unearth corpses whenever she thought nobody was looking to devour them, or that perfectly cattle would disappear leaving behind nothing but bloodied, severed ropes behind.&lt;br /&gt;
&lt;br /&gt;
The worst, though, was the loneliness, and she couldn&#039;t get attached to the locals&#039; own children too much. They already have their own parents.&lt;br /&gt;
That one problem, at last, is being taken care of.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 3/3&lt;br /&gt;
&lt;br /&gt;
Refresh: 3&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Maternal Free-Willed Zombie&lt;br /&gt;
* Invoke to withstand situations only dangerous or deadly to the living; to bond with those who otherwise have no parent present; to interact with the undead in a non-violent fashion.&lt;br /&gt;
* Compel to be mistaken as mindless and cruel; to be sluggish and not terribly witty at inopportune moments; to be discriminated against by the living; to hunger for the flesh of the living.&lt;br /&gt;
* Permission to never have to sleep, drink or breathe; to gain sustenance through all sorts of fresh or rotten organic matter; to ignore physical pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; I Must Defeat the Necro-lord Midniticon&lt;br /&gt;
* Invoke to face or challenge Necro-lord Midniticon and his underlings; to sabotage efforts to enslave through necromancy; to rally victims of necromancy, or their loved ones.&lt;br /&gt;
* Compel to attract Midniticon&#039;s (or his underlings&#039;) unwanted attention; to face the possibility of being enslaved again.&lt;br /&gt;
* Permission to sense Midniticon&#039;s sorcery&#039;s hold on a place or person; to sense his presence; to recognize in a tale or report hints betraying his influence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Where Is My Family?&lt;br /&gt;
* Invoke to remember key facts and details about her husband and children despite death-caused mental trauma; to travel toward their general direction even when utterly lost; to find a way to protect them even if she can&#039;t show herself or be present.&lt;br /&gt;
* Compel to worry about their well-being; to try and get in direct contact even if they may not welcome her new nature; to prioritize that vague objective instead of focusing on closer, more direct problems.&lt;br /&gt;
* Permission to remember their love even if all else is forgotten; to intuit a direction to journey to even without hints.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared:&#039;&#039;&#039; WIP (Rune)&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Careful +0&lt;br /&gt;
&lt;br /&gt;
Clever +1&lt;br /&gt;
&lt;br /&gt;
Flashy +1&lt;br /&gt;
&lt;br /&gt;
Forceful +2&lt;br /&gt;
&lt;br /&gt;
Quick +3&lt;br /&gt;
&lt;br /&gt;
Sneaky +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Skull:&#039;&#039;&#039; (Forceful)&lt;br /&gt;
*Whenever a trap or opponent attempts to create an advantage to hinder you (e.g., Dizzy Spell or Net Trap), you gain +2 to Carefully or Forcefully defend against it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidchains:&#039;&#039;&#039; (Quick)&lt;br /&gt;
* You can Quickly create an advantage to ensnare or tie a character. The first time during a scene that an enemy tries to break free from your snare, the opposition increases by +2.&lt;br /&gt;
&lt;br /&gt;
=Stress and Consequences=&lt;br /&gt;
&lt;br /&gt;
1  2  3&lt;br /&gt;
&lt;br /&gt;
Mild Consequence:&lt;br /&gt;
&lt;br /&gt;
Moderate Consequence:&lt;br /&gt;
&lt;br /&gt;
Severe Consequence:&lt;br /&gt;
&lt;br /&gt;
Extreme Consequence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Invokes, Compels, and Permissions=&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320712</id>
		<title>Against the Lazer Wolves!:Tarot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320712"/>
		<updated>2017-06-05T17:18:55Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Tarot the Compassionate Wanderer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tarot the Compassionate Wanderer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tarot_the_Compassionate_Wanderer.jpg]]&lt;br /&gt;
&lt;br /&gt;
Necro-lord Midniticon has hordes of slaves under his power. But not all are living; most of them are zombified thralls, resuming in death the labor forced upon them in life, restrained by cold, heavy, solid voidchains.&lt;br /&gt;
&lt;br /&gt;
None of his zombies retained their previous intelligence or personality, and Tarot was no exception. Until her chains cracked and a long-forgotten flash illuminated the decayed emptiness of her mind: her name is Tarot, she&#039;s a peasant, and she has a husband and children, and she loves them more than anything else in the world!&lt;br /&gt;
&lt;br /&gt;
Escaping the Necro-lord&#039;s tyrannical grasp was no small feat, but using her chains chains as weapons, Tarot nonetheless managed.&lt;br /&gt;
At first, she was a lone wanderer, forced to hide her dead flesh under long sleeves, decayed face behind a mask, and dreadful smell behind flowers. Tales of a compassionate wanderer, enacting good deeds and attempting to solve conflicts pacifically, were born in her trails, sometimes with the hushed rumors that this same wanderer would unearth corpses whenever she thought nobody was looking to devour them, or that perfectly cattle would disappear leaving behind nothing but bloodied, severed ropes behind.&lt;br /&gt;
&lt;br /&gt;
The worst, though, was the loneliness, and she couldn&#039;t get attached to the locals&#039; own children too much. They already have their own parents.&lt;br /&gt;
That one problem, at last, is being taken care of.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 3/3&lt;br /&gt;
&lt;br /&gt;
Refresh: 3&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Maternal Free-Willed Zombie&lt;br /&gt;
* Invoke to withstand situations only dangerous or deadly to the living; to bond with those who otherwise have no parent present; to interact with the undead in a non-violent fashion.&lt;br /&gt;
* Compel to be mistaken as mindless and cruel; to be sluggish and not terribly witty at inopportune moments; to be discriminated against by the living; to hunger for the flesh of the living.&lt;br /&gt;
* Permission to never have to sleep, drink or breathe; to gain sustenance through all sorts of fresh or rotten organic matter; to ignore physical pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; I Must Defeat the Necro-lord Midniticon&lt;br /&gt;
* Invoke to face or challenge Necro-lord Midniticon and his underlings; to sabotage efforts to enslave through necromancy; to rally victims of necromancy, or their loved ones.&lt;br /&gt;
* Compel to attract Midniticon&#039;s (or his underlings&#039;) unwanted attention; to face the possibility of being enslaved again.&lt;br /&gt;
* Permission to sense Midniticon&#039;s sorcery&#039;s hold on a place or person; to sense his presence; to recognize in a tale or report hints betraying his influence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Where Is My Family?&lt;br /&gt;
* Invoke to remember key facts and details about her husband and children despite death-caused mental trauma; to travel toward their general direction even when utterly lost; to find a way to protect them even if she can&#039;t show herself or be present.&lt;br /&gt;
* Compel to worry about their well-being; to try and get in direct contact even if they may not welcome her new nature; to prioritize that vague objective instead of focusing on closer, more direct problems.&lt;br /&gt;
* Permission to remember their love even if all else is forgotten; to intuit a direction to journey to even without hints.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared:&#039;&#039;&#039; WIP (Rune)&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Careful +0&lt;br /&gt;
&lt;br /&gt;
Clever +1&lt;br /&gt;
&lt;br /&gt;
Flashy +1&lt;br /&gt;
&lt;br /&gt;
Forceful +2&lt;br /&gt;
&lt;br /&gt;
Quick +3&lt;br /&gt;
&lt;br /&gt;
Sneaky +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Skull:&#039;&#039;&#039; (Forceful)&lt;br /&gt;
*Whenever a trap or opponent attempts to create an advantage to hinder you (e.g., Dizzy Spell or Net Trap), you gain +2 to Carefully or Forcefully defend against it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidchains:&#039;&#039;&#039; (Quick)&lt;br /&gt;
* You can Quickly create an advantage to ensnare or tie a character. The first time during a scene that an enemy tries to break free from your snare, the opposition increases by +2.&lt;br /&gt;
&lt;br /&gt;
=Stress and Consequences=&lt;br /&gt;
&lt;br /&gt;
1  2  3&lt;br /&gt;
&lt;br /&gt;
Mild Consequence:&lt;br /&gt;
&lt;br /&gt;
Moderate Consequence:&lt;br /&gt;
&lt;br /&gt;
Severe Consequence:&lt;br /&gt;
&lt;br /&gt;
Extreme Consequence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Invokes, Compels, and Permissions=&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320709</id>
		<title>Against the Lazer Wolves!:Tarot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320709"/>
		<updated>2017-06-05T17:12:21Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Tarot the Compassionate Wanderer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tarot the Compassionate Wanderer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tarot_the_Compassionate_Wanderer.jpg]]&lt;br /&gt;
&lt;br /&gt;
Necro-lord Midniticon has hordes of slaves under his power. But not all are living; most of them are zombified thralls, resuming in death the labor forced upon them in life, restrained by cold, heavy, solid voidchains.&lt;br /&gt;
None of his zombies retained their previous intelligence or personality, and Tarot was no exception. Until her chains cracked and a long-forgotten flash illuminated the decayed emptiness of her mind: her name is Tarot, she&#039;s a peasant, and she has a husband and children, and she loves them more than anything else in the world!&lt;br /&gt;
Escaping the Necro-lord&#039;s tyrannical grasp was no small feat, but using her chains chains as weapons, Tarot nonetheless managed.&lt;br /&gt;
At first, she was a lone wanderer, forced to hide her dead flesh under long sleeves, decayed face behind a mask, and dreadful smell behind flowers. Tales of a compassionate wanderer, enacting good deeds and attempting to solve conflicts pacifically, were born in her trails, sometimes with the hushed rumors that this same wanderer would unearth corpses whenever she thought nobody was looking to devour them, or that perfectly cattle would disappear leaving behind nothing but bloodied, severed ropes behind.&lt;br /&gt;
The worst, though, was the loneliness, and she couldn&#039;t get attached to the locals&#039; own children too much. They already have their own parents.&lt;br /&gt;
That one problem, at last, is being taken care of.&lt;br /&gt;
&lt;br /&gt;
Fate Points: 3/3&lt;br /&gt;
&lt;br /&gt;
Refresh: 3&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Maternal Free-Willed Zombie&lt;br /&gt;
* Invoke to withstand situations only dangerous or deadly to the living; to bond with those who otherwise have no parent present; to interact with the undead in a non-violent fashion.&lt;br /&gt;
* Compel to be mistaken as mindless and cruel; to be sluggish and not terribly witty at inopportune moments; to be discriminated against by the living; to hunger for the flesh of the living.&lt;br /&gt;
* Permission to never have to sleep, drink or breathe; to gain sustenance through all sorts of fresh or rotten organic matter; to ignore physical pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; I Must Defeat the Necro-lord Midniticon&lt;br /&gt;
* Invoke to face or challenge Necro-lord Midniticon and his underlings; to sabotage efforts to enslave through necromancy; to rally victims of necromancy, or their loved ones.&lt;br /&gt;
* Compel to attract Midniticon&#039;s (or his underlings&#039;) unwanted attention; to face the possibility of being enslaved again.&lt;br /&gt;
* Permission to sense Midniticon&#039;s sorcery&#039;s hold on a place or person; to sense his presence; to recognize in a tale or report hints betraying his influence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Where Is My Family?&lt;br /&gt;
* Invoke to remember key facts and details about her husband and children despite death-caused mental trauma; to travel toward their general direction even when utterly lost; to find a way to protect them even if she can&#039;t show herself or be present.&lt;br /&gt;
* Compel to worry about their well-being; to try and get in direct contact even if they may not welcome her new nature; to prioritize that vague objective instead of focusing on closer, more direct problems.&lt;br /&gt;
* Permission to remember their love even if all else is forgotten; to intuit a direction to journey to even without hints.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared:&#039;&#039;&#039; WIP (Rune)&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Careful +0&lt;br /&gt;
&lt;br /&gt;
Clever +1&lt;br /&gt;
&lt;br /&gt;
Flashy +1&lt;br /&gt;
&lt;br /&gt;
Forceful +2&lt;br /&gt;
&lt;br /&gt;
Quick +3&lt;br /&gt;
&lt;br /&gt;
Sneaky +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Skull:&#039;&#039;&#039; (Forceful)&lt;br /&gt;
*Whenever a trap or opponent attempts to create an advantage to hinder you (e.g., Dizzy Spell or Net Trap), you gain +2 to Carefully or Forcefully defend against it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidchains:&#039;&#039;&#039; (Quick)&lt;br /&gt;
* You can Quickly create an advantage to ensnare or tie a character. The first time during a scene that an enemy tries to break free from your snare, the opposition increases by +2.&lt;br /&gt;
&lt;br /&gt;
=Stress and Consequences=&lt;br /&gt;
&lt;br /&gt;
1  2  3&lt;br /&gt;
&lt;br /&gt;
Mild Consequence:&lt;br /&gt;
&lt;br /&gt;
Moderate Consequence:&lt;br /&gt;
&lt;br /&gt;
Severe Consequence:&lt;br /&gt;
&lt;br /&gt;
Extreme Consequence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Invokes, Compels, and Permissions=&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320697</id>
		<title>Against the Lazer Wolves!:Tarot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320697"/>
		<updated>2017-06-05T15:01:12Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Stunts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tarot the Compassionate Wanderer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tarot_the_Compassionate_Wanderer.jpg]]&lt;br /&gt;
&lt;br /&gt;
Backstory Info Goes Here&lt;br /&gt;
&lt;br /&gt;
Fate Points: 3/3&lt;br /&gt;
&lt;br /&gt;
Refresh: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Maternal Free-Willed Zombie&lt;br /&gt;
* Invoke to withstand situations only dangerous or deadly to the living; to bond with those who otherwise have no parent present; to interact with the undead in a non-violent fashion.&lt;br /&gt;
* Compel to be mistaken as mindless and cruel; to be sluggish and not terribly witty at inopportune moments; to be discriminated against by the living; to hunger for the flesh of the living.&lt;br /&gt;
* Permission to never have to sleep, drink or breathe; to gain sustenance through all sorts of fresh or rotten organic matter; to ignore physical pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; I Must Defeat the Necro-lord Midniticon&lt;br /&gt;
* Invoke to face or challenge Necro-lord Midniticon and his underlings; to sabotage efforts to enslave through necromancy; to rally victims of necromancy, or their loved ones.&lt;br /&gt;
* Compel to attract Midniticon&#039;s (or his underlings&#039;) unwanted attention; to face the possibility of being enslaved again.&lt;br /&gt;
* Permission to sense Midniticon&#039;s sorcery&#039;s hold on a place or person; to sense his presence; to recognize in a tale or report hints betraying his influence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Where Is My Family?&lt;br /&gt;
* Invoke to remember key facts and details about her husband and children despite death-caused mental trauma; to travel toward their general direction even when utterly lost; to find a way to protect them even if she can&#039;t show herself or be present.&lt;br /&gt;
* Compel to worry about their well-being; to try and get in direct contact even if they may not welcome her new nature; to prioritize that vague objective instead of focusing on closer, more direct problems.&lt;br /&gt;
* Permission to remember their love even if all else is forgotten; to intuit a direction to journey to even without hints.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared:&#039;&#039;&#039; WIP (Rune)&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Careful +0&lt;br /&gt;
&lt;br /&gt;
Clever +1&lt;br /&gt;
&lt;br /&gt;
Flashy +1&lt;br /&gt;
&lt;br /&gt;
Forceful +2&lt;br /&gt;
&lt;br /&gt;
Quick +3&lt;br /&gt;
&lt;br /&gt;
Sneaky +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Skull:&#039;&#039;&#039; (Forceful)&lt;br /&gt;
*Whenever a trap or opponent attempts to create an advantage to hinder you (e.g., Dizzy Spell or Net Trap), you gain +2 to Carefully or Forcefully defend against it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidchains:&#039;&#039;&#039; (Quick)&lt;br /&gt;
* You can Quickly create an advantage to ensnare or tie a character. The first time during a scene that an enemy tries to break free from your snare, the opposition increases by +2.&lt;br /&gt;
&lt;br /&gt;
=Stress and Consequences=&lt;br /&gt;
&lt;br /&gt;
1  2  3&lt;br /&gt;
&lt;br /&gt;
Mild Consequence:&lt;br /&gt;
&lt;br /&gt;
Moderate Consequence:&lt;br /&gt;
&lt;br /&gt;
Severe Consequence:&lt;br /&gt;
&lt;br /&gt;
Extreme Consequence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Invokes, Compels, and Permissions=&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320695</id>
		<title>Against the Lazer Wolves!:Tarot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320695"/>
		<updated>2017-06-05T14:58:09Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Stunts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tarot the Compassionate Wanderer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tarot_the_Compassionate_Wanderer.jpg]]&lt;br /&gt;
&lt;br /&gt;
Backstory Info Goes Here&lt;br /&gt;
&lt;br /&gt;
Fate Points: 3/3&lt;br /&gt;
&lt;br /&gt;
Refresh: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Maternal Free-Willed Zombie&lt;br /&gt;
* Invoke to withstand situations only dangerous or deadly to the living; to bond with those who otherwise have no parent present; to interact with the undead in a non-violent fashion.&lt;br /&gt;
* Compel to be mistaken as mindless and cruel; to be sluggish and not terribly witty at inopportune moments; to be discriminated against by the living; to hunger for the flesh of the living.&lt;br /&gt;
* Permission to never have to sleep, drink or breathe; to gain sustenance through all sorts of fresh or rotten organic matter; to ignore physical pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; I Must Defeat the Necro-lord Midniticon&lt;br /&gt;
* Invoke to face or challenge Necro-lord Midniticon and his underlings; to sabotage efforts to enslave through necromancy; to rally victims of necromancy, or their loved ones.&lt;br /&gt;
* Compel to attract Midniticon&#039;s (or his underlings&#039;) unwanted attention; to face the possibility of being enslaved again.&lt;br /&gt;
* Permission to sense Midniticon&#039;s sorcery&#039;s hold on a place or person; to sense his presence; to recognize in a tale or report hints betraying his influence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Where Is My Family?&lt;br /&gt;
* Invoke to remember key facts and details about her husband and children despite death-caused mental trauma; to travel toward their general direction even when utterly lost; to find a way to protect them even if she can&#039;t show herself or be present.&lt;br /&gt;
* Compel to worry about their well-being; to try and get in direct contact even if they may not welcome her new nature; to prioritize that vague objective instead of focusing on closer, more direct problems.&lt;br /&gt;
* Permission to remember their love even if all else is forgotten; to intuit a direction to journey to even without hints.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared:&#039;&#039;&#039; WIP (Rune)&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Careful +0&lt;br /&gt;
&lt;br /&gt;
Clever +1&lt;br /&gt;
&lt;br /&gt;
Flashy +1&lt;br /&gt;
&lt;br /&gt;
Forceful +2&lt;br /&gt;
&lt;br /&gt;
Quick +3&lt;br /&gt;
&lt;br /&gt;
Sneaky +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Skull:&#039;&#039;&#039; (Forceful)&lt;br /&gt;
*Whenever a trap or opponent attempts to create an advantage to hinder you (e.g., Dizzy Spell or Net Trap), you gain +2 to Carefully or Forcefully defend against it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidchains:&#039;&#039;&#039; (Quick)&lt;br /&gt;
* You can Quickly create an advantage to ensnare or tie a character. The first time during a scene that an enemy tries to break free from your snare, the opposition increases by +2.&lt;br /&gt;
&lt;br /&gt;
=Stress and Consequences=&lt;br /&gt;
&lt;br /&gt;
1  2  3&lt;br /&gt;
&lt;br /&gt;
Mild Consequence:&lt;br /&gt;
&lt;br /&gt;
Moderate Consequence:&lt;br /&gt;
&lt;br /&gt;
Severe Consequence:&lt;br /&gt;
&lt;br /&gt;
Extreme Consequence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Invokes, Compels, and Permissions=&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320694</id>
		<title>Against the Lazer Wolves!:Tarot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Against_the_Lazer_Wolves!:Tarot&amp;diff=320694"/>
		<updated>2017-06-05T14:54:43Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tarot the Compassionate Wanderer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tarot_the_Compassionate_Wanderer.jpg]]&lt;br /&gt;
&lt;br /&gt;
Backstory Info Goes Here&lt;br /&gt;
&lt;br /&gt;
Fate Points: 3/3&lt;br /&gt;
&lt;br /&gt;
Refresh: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; Maternal Free-Willed Zombie&lt;br /&gt;
* Invoke to withstand situations only dangerous or deadly to the living; to bond with those who otherwise have no parent present; to interact with the undead in a non-violent fashion.&lt;br /&gt;
* Compel to be mistaken as mindless and cruel; to be sluggish and not terribly witty at inopportune moments; to be discriminated against by the living; to hunger for the flesh of the living.&lt;br /&gt;
* Permission to never have to sleep, drink or breathe; to gain sustenance through all sorts of fresh or rotten organic matter; to ignore physical pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation:&#039;&#039;&#039; I Must Defeat the Necro-lord Midniticon&lt;br /&gt;
* Invoke to face or challenge Necro-lord Midniticon and his underlings; to sabotage efforts to enslave through necromancy; to rally victims of necromancy, or their loved ones.&lt;br /&gt;
* Compel to attract Midniticon&#039;s (or his underlings&#039;) unwanted attention; to face the possibility of being enslaved again.&lt;br /&gt;
* Permission to sense Midniticon&#039;s sorcery&#039;s hold on a place or person; to sense his presence; to recognize in a tale or report hints betraying his influence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal:&#039;&#039;&#039; Where Is My Family?&lt;br /&gt;
* Invoke to remember key facts and details about her husband and children despite death-caused mental trauma; to travel toward their general direction even when utterly lost; to find a way to protect them even if she can&#039;t show herself or be present.&lt;br /&gt;
* Compel to worry about their well-being; to try and get in direct contact even if they may not welcome her new nature; to prioritize that vague objective instead of focusing on closer, more direct problems.&lt;br /&gt;
* Permission to remember their love even if all else is forgotten; to intuit a direction to journey to even without hints.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared:&#039;&#039;&#039; WIP (Rune)&lt;br /&gt;
&lt;br /&gt;
=Approaches=&lt;br /&gt;
&lt;br /&gt;
Careful +0&lt;br /&gt;
&lt;br /&gt;
Clever +1&lt;br /&gt;
&lt;br /&gt;
Flashy +1&lt;br /&gt;
&lt;br /&gt;
Forceful +2&lt;br /&gt;
&lt;br /&gt;
Quick +3&lt;br /&gt;
&lt;br /&gt;
Sneaky +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Skull:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidchains:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Stress and Consequences=&lt;br /&gt;
&lt;br /&gt;
1  2  3&lt;br /&gt;
&lt;br /&gt;
Mild Consequence:&lt;br /&gt;
&lt;br /&gt;
Moderate Consequence:&lt;br /&gt;
&lt;br /&gt;
Severe Consequence:&lt;br /&gt;
&lt;br /&gt;
Extreme Consequence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Invokes, Compels, and Permissions=&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320352</id>
		<title>Sublime Minal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320352"/>
		<updated>2017-06-01T21:10:34Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sublime Minal=&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, 20&#039;s?, female&lt;br /&gt;
&lt;br /&gt;
===PL10===&lt;br /&gt;
===Abilities===&lt;br /&gt;
Strength 0, Stamina 3+2, Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 3+7, Presence 0&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
**Blink [120-feet Teleportation]:**      Teleportation 2 [Mental, Psychic, Senses; Change Direction, Change Velocity, Turnabout] (7 points) &lt;br /&gt;
&lt;br /&gt;
**Subliminal Presence [Concealment]:**      Concealment 6 [Mental, Psychic, Senses; All Visual Senses, All Aural Senses; Passive] (6 points) &lt;br /&gt;
&lt;br /&gt;
**Forgotten Wounds [Regeneration]:**      Regeneration 2 [Mental, Psychic, Psionic, Senses] (2 points)&lt;br /&gt;
&lt;br /&gt;
**Mind of Steel [Immunity]:**      Immunity 7 [Mental, Psychic; Critical Hits, Emotion Effects; Sustained] (7 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Super Soldier [Enhanced Abilities]:**      Enhanced Stamina 2, Enhanced Fighting 2, Enhanced Awareness 7 [Mental, Psychic, Psionic; Permanent] (22 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Combat [Damage]:**      Damage 10 [Mental, Psychic, Psionic; Penetrating 3; DC 25] (13 points)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Daze (Deception), Defensive Roll 5, Eidetic Memory, Hide in Plain Sight, Improved Critical 4: Unarmed, Improved Trip, Move-by Action, Power Attack, Ranged Attack 10, Redirect, Takedown 2, Taunt, Trance&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Acrobatics 1 (+3), Athletics 5 (+5), Close Combat: Unarmed 5 (+10), Deception 10 (+10), Insight 5 (+15), Intimidation  (+0), Perception 2 (+12), Persuasion 5 (+5), Sleight of Hand 4 (+4), Stealth 7 (+10)&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
Initiative +3&lt;br /&gt;
ESP-enhanced combat (unarmed) +10, Damage 10, Crit 16-20&lt;br /&gt;
&lt;br /&gt;
Unarmed +10, Damage 0, Crit 16-20 &lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
Dodge 10, Parry 10&lt;br /&gt;
Toughness 5 (Def Roll 5), Fortitude 5, Will 15&lt;br /&gt;
&lt;br /&gt;
===Power Points===&lt;br /&gt;
&lt;br /&gt;
===Point Breakdown===&lt;br /&gt;
&lt;br /&gt;
Abilities 24 + Powers 57 + Advantages 30 + Skills 22 + Defenses 17 = Total 150&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Doing Good (Motivation): At the core of it all, Sublime Minal desires to fight the Nazis and protect the populations they oppress, and not just European Jews.&lt;br /&gt;
&lt;br /&gt;
Responsibility: She&#039;s still a soldier whose duty is to obey orders, and she respects the army too much to easily ignore her superiors, even when more questionable commands are given.&lt;br /&gt;
&lt;br /&gt;
Subverted Perceptions (Power Loss): Sublime Minal needs to have a person&#039;s perception to subvert in order to use most of her powers: teleportation involves movement during blinking or at the edge of one&#039;s vision, regeneration requires that an observer forgets for an instant she&#039;s wounded, ESP-enhanced combat aggravates somebody&#039;s perception of a blow (whether on themselves or somebody else) to make it reality, and invisibility... well, duh. The corollary is that if there isn&#039;t anybody else&#039;s perception to subvert, they don&#039;t work; her own perception doesn&#039;t seem to matter in order to use her powers, unlike most psychics. The conclusion is therefore that Sublime Minal doesn&#039;t want to stay alone, even if that means being surrounded by enemies; being injured and left to die alone in an abandoned cell, for instance, would be dreadful. (Straight enhancements of her abilities included under ESP-enhanced Super Soldier, though, don&#039;t suffer the same weakness, working under different principles.)&lt;br /&gt;
&lt;br /&gt;
Nazis (Enemy): Obviously, and even though this isn&#039;t written on her forehead, Nazis generally dislike finding out the combatant who&#039;s kicking their asses actually is among the category of people they&#039;re actively trying to exterminate.&lt;br /&gt;
&lt;br /&gt;
Rogue Psychics (Enemy): More personally, there are psychics who arbor hateful feelings toward Sublime Minal, due to her impressive development and (intentionally) poor interpersonal conflict management within the project. Some of them managed to leave the labs they were experimented in. If they managed that, they might have managed to leave America, too...&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, in her early 20&#039;s, wanted to take part to the war effort in Europe; being Jewish herself, she was overjoyed to hear that the United States had at last entered the conflict against the Nazis.&lt;br /&gt;
&lt;br /&gt;
She volunteered for military programs; being a woman proved to be an obstacle, which she eventually overcame when tests showed her potential, allowing her to be taken seriously. Following that, the project - aiming to develop psychic abilities in potential super-soldiers - proved... intensive.&lt;br /&gt;
Strange drugs, hours of watching equally bizarre footage and pictures, endless tests. It all did a number on her sanity; Sheryl became unable to provide a coherent retelling of much of her civilian life before the program, and certain sounds or sights would make her react unusually. But she was still motivated, very loyal, and, most importantly, did develop powers. They weren&#039;t the expected ones: no telepathy, no telekinesis, no precognition. Instead, they seemed to focus on the perceptions of her observers, and proved useful nonetheless. The physical training finally followed.&lt;br /&gt;
This secret program had also proved to be competitive, and cruel at times. Test subjects would try to sabotage each others. When her powers developed whereas fitter, stronger men had died - or disappeared - over the experiments, Sheryl attracted resentment and jealousy. Not all guinea pigs stayed loyal to the military.&lt;br /&gt;
&lt;br /&gt;
Little of this mattered to Sheryl, codename Sublime Minal (as a reference to her subtle psychic powers). She&#039;ll soon finally get to do what she signed up for, even if she had to sacrifice part of her mind for it.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Hero Points: 1&lt;br /&gt;
Bruises: /&lt;br /&gt;
Fatigue: /&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
https://wiki.rpg.net/index.php/Fight_Fire_With_Fire&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320351</id>
		<title>Sublime Minal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320351"/>
		<updated>2017-06-01T20:57:54Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sublime Minal=&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, 20&#039;s?, female&lt;br /&gt;
&lt;br /&gt;
===PL10===&lt;br /&gt;
===Abilities===&lt;br /&gt;
Strength 0, Stamina 3+2, Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 3+7, Presence 0&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
**Blink [120-feet Teleportation]:**      Teleportation 2 [Mental, Psychic, Senses; Change Direction, Change Velocity, Turnabout] (7 points) &lt;br /&gt;
&lt;br /&gt;
**Subliminal Presence [Concealment]:**      Concealment 6 [Mental, Psychic, Senses; All Visual Senses, All Aural Senses; Passive] (6 points) &lt;br /&gt;
&lt;br /&gt;
**Forgotten Wounds [Regeneration]:**      Regeneration 2 [Mental, Psychic, Psionic, Senses] (2 points)&lt;br /&gt;
&lt;br /&gt;
**Mind of Steel [Immunity]:**      Immunity 7 [Mental, Psychic; Critical Hits, Emotion Effects; Sustained] (7 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Super Soldier [Enhanced Abilities]:**      Enhanced Stamina 2, Enhanced Fighting 2, Enhanced Awareness 7 [Mental, Psychic, Psionic; Permanent] (22 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Combat [Damage]:**      Damage 10 [Mental, Psychic, Psionic; Penetrating 3; DC 25] (13 points)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Daze (Deception), Defensive Roll 5, Eidetic Memory, Hide in Plain Sight, Improved Critical 4: Unarmed, Improved Trip, Move-by Action, Power Attack, Ranged Attack 10, Redirect, Takedown 2, Taint, Trance&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Acrobatics 1 (+3), Athletics 5 (+5), Close Combat: Unarmed 5 (+10), Deception 10 (+10), Insight 5 (+15), Intimidation  (+0), Perception 2 (+12), Persuasion 5 (+5), Sleight of Hand 4 (+4), Stealth 7 (+10)&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
Initiative +3&lt;br /&gt;
ESP-enhanced combat (unarmed) +10, Damage 10, Crit 16-20&lt;br /&gt;
&lt;br /&gt;
Unarmed +10, Damage 0, Crit 16-20 &lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
Dodge 10, Parry 10&lt;br /&gt;
Toughness 5 (Def Roll 5), Fortitude 5, Will 15&lt;br /&gt;
&lt;br /&gt;
===Power Points===&lt;br /&gt;
&lt;br /&gt;
===Point Breakdown===&lt;br /&gt;
&lt;br /&gt;
Abilities 24 + Powers 57 + Advantages 30 + Skills 22 + Defenses 17 = Total 150&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Doing Good (Motivation): At the core of it all, Sublime Minal desires to fight the Nazis and protect the populations they oppress, and not just European Jews.&lt;br /&gt;
&lt;br /&gt;
Responsibility: She&#039;s still a soldier whose duty is to obey orders, and she respects the army too much to easily ignore her superiors, even when more questionable commands are given.&lt;br /&gt;
&lt;br /&gt;
Subverted Perceptions (Power Loss): Sublime Minal needs to have a person&#039;s perception to subvert in order to use most of her powers: teleportation involves movement during blinking or at the edge of one&#039;s vision, regeneration requires that an observer forgets for an instant she&#039;s wounded, ESP-enhanced combat aggravates somebody&#039;s perception of a blow (whether on themselves or somebody else) to make it reality, and invisibility... well, duh. The corollary is that if there isn&#039;t anybody else&#039;s perception to subvert, they don&#039;t work; her own perception doesn&#039;t seem to matter in order to use her powers, unlike most psychics. The conclusion is therefore that Sublime Minal doesn&#039;t want to stay alone, even if that means being surrounded by enemies; being injured and left to die alone in an abandoned cell, for instance, would be dreadful. (Straight enhancements of her abilities included under ESP-enhanced Super Soldier, though, don&#039;t suffer the same weakness, working under different principles.)&lt;br /&gt;
&lt;br /&gt;
Nazis (Enemy): Obviously, and even though this isn&#039;t written on her forehead, Nazis generally dislike finding out the combatant who&#039;s kicking their asses actually is among the category of people they&#039;re actively trying to exterminate.&lt;br /&gt;
&lt;br /&gt;
Rogue Psychics (Enemy): More personally, there are psychics who arbor hateful feelings toward Sublime Minal, due to her impressive development and (intentionally) poor interpersonal conflict management within the project. Some of them managed to leave the labs they were experimented in. If they managed that, they might have managed to leave America, too...&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, in her early 20&#039;s, wanted to take part to the war effort in Europe; being Jewish herself, she was overjoyed to hear that the United States had at last entered the conflict against the Nazis.&lt;br /&gt;
&lt;br /&gt;
She volunteered for military programs; being a woman proved to be an obstacle, which she eventually overcame when tests showed her potential, allowing her to be taken seriously. Following that, the project - aiming to develop psychic abilities in potential super-soldiers - proved... intensive.&lt;br /&gt;
Strange drugs, hours of watching equally bizarre footage and pictures, endless tests. It all did a number on her sanity; Sheryl became unable to provide a coherent retelling of much of her civilian life before the program, and certain sounds or sights would make her react unusually. But she was still motivated, very loyal, and, most importantly, did develop powers. They weren&#039;t the expected ones: no telepathy, no telekinesis, no precognition. Instead, they seemed to focus on the perceptions of her observers, and proved useful nonetheless. The physical training finally followed.&lt;br /&gt;
This secret program had also proved to be competitive, and cruel at times. Test subjects would try to sabotage each others. When her powers developed whereas fitter, stronger men had died - or disappeared - over the experiments, Sheryl attracted resentment and jealousy. Not all guinea pigs stayed loyal to the military.&lt;br /&gt;
&lt;br /&gt;
Little of this mattered to Sheryl, codename Sublime Minal (as a reference to her subtle psychic powers). She&#039;ll soon finally get to do what she signed up for, even if she had to sacrifice part of her mind for it.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Hero Points: 1&lt;br /&gt;
Bruises: /&lt;br /&gt;
Fatigue: /&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
https://wiki.rpg.net/index.php/Fight_Fire_With_Fire&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320159</id>
		<title>Sublime Minal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320159"/>
		<updated>2017-05-28T18:29:09Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Complications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sublime Minal=&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, 20&#039;s?, female&lt;br /&gt;
&lt;br /&gt;
===PL10===&lt;br /&gt;
===Abilities===&lt;br /&gt;
Strength 0, Stamina 3+2 (10 with Defensive Roll), Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 3+7, Presence 0&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
**Blink [120-feet Teleportation]:**      Teleportation 2 [Mental, Psychic, Senses; Change Direction, Change Velocity, Turnabout] (7 points) &lt;br /&gt;
&lt;br /&gt;
**Subliminal Presence [Concealment]:**      Concealment 6 [Mental, Psychic, Senses; All Visual Senses, All Aural Senses; Passive] (6 points) &lt;br /&gt;
&lt;br /&gt;
**Forgotten Wounds [Regeneration]:**      Regeneration 2 [Mental, Psychic, Psionic, Senses] (2 points)&lt;br /&gt;
&lt;br /&gt;
**Mind of Steel [Immunity]:**      Immunity 7 [Mental, Psychic; Critical Hits, Emotion Effects; Sustained] (7 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Super Soldier [Enhanced Abilities]:**      Enhanced Stamina 2, Enhanced Fighting 2, Enhanced Awareness 7 [Mental, Psychic, Psionic; Permanent] (22 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Combat [Damage]:**      Damage 10 [Mental, Psychic, Psionic; Penetrating 3; DC 25] (13 points)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Daze (Deception), Defensive Roll 5, Eidetic Memory, Hide in Plain Sight, Improved Critical 4: Unarmed, Improved Trip, Move-by Action, Power Attack, Ranged Attack 10, Redirect, Takedown 2, Taint, Trance&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Acrobatics 1 (+3), Athletics 5 (+5), Close Combat: Unarmed 5 (+10), Deception 10 (+10), Insight 5 (+15), Intimidation  (+0), Perception 2 (+12), Persuasion 5 (+5), Sleight of Hand 4 (+4), Stealth 7 (+10)&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
Initiative +3&lt;br /&gt;
ESP-enhanced combat (unarmed) +10, Damage 10, Crit 16-20&lt;br /&gt;
&lt;br /&gt;
Unarmed +10, Damage 0, Crit 16-20 &lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
Dodge 10, Parry 10&lt;br /&gt;
Toughness 5 (Def Roll 5), Fortitude 5, Will 15&lt;br /&gt;
&lt;br /&gt;
===Power Points===&lt;br /&gt;
&lt;br /&gt;
===Point Breakdown===&lt;br /&gt;
&lt;br /&gt;
Abilities 24 + Powers 57 + Advantages 30 + Skills 22 + Defenses 17 = Total 150&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Doing Good (Motivation): At the core of it all, Sublime Minal desires to fight the Nazis and protect the populations they oppress, and not just European Jews.&lt;br /&gt;
&lt;br /&gt;
Responsibility: She&#039;s still a soldier whose duty is to obey orders, and she respects the army too much to easily ignore her superiors, even when more questionable commands are given.&lt;br /&gt;
&lt;br /&gt;
Subverted Perceptions (Power Loss): Sublime Minal needs to have a person&#039;s perception to subvert in order to use most of her powers: teleportation involves movement during blinking or at the edge of one&#039;s vision, regeneration requires that an observer forgets for an instant she&#039;s wounded, ESP-enhanced combat aggravates somebody&#039;s perception of a blow (whether on themselves or somebody else) to make it reality, and invisibility... well, duh. The corollary is that if there isn&#039;t anybody else&#039;s perception to subvert, they don&#039;t work; her own perception doesn&#039;t seem to matter in order to use her powers, unlike most psychics. The conclusion is therefore that Sublime Minal doesn&#039;t want to stay alone, even if that means being surrounded by enemies; being injured and left to die alone in an abandoned cell, for instance, would be dreadful. (Straight enhancements of her abilities included under ESP-enhanced Super Soldier, though, don&#039;t suffer the same weakness, working under different principles.)&lt;br /&gt;
&lt;br /&gt;
Nazis (Enemy): Obviously, and even though this isn&#039;t written on her forehead, Nazis generally dislike finding out the combatant who&#039;s kicking their asses actually is among the category of people they&#039;re actively trying to exterminate.&lt;br /&gt;
&lt;br /&gt;
Rogue Psychics (Enemy): More personally, there are psychics who arbor hateful feelings toward Sublime Minal, due to her impressive development and (intentionally) poor interpersonal conflict management within the project. Some of them managed to leave the labs they were experimented in. If they managed that, they might have managed to leave America, too...&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, in her early 20&#039;s, wanted to take part to the war effort in Europe; being Jewish herself, she was overjoyed to hear that the United States had at last entered the conflict against the Nazis.&lt;br /&gt;
&lt;br /&gt;
She volunteered for military programs; being a woman proved to be an obstacle, which she eventually overcame when tests showed her potential, allowing her to be taken seriously. Following that, the project - aiming to develop psychic abilities in potential super-soldiers - proved... intensive.&lt;br /&gt;
Strange drugs, hours of watching equally bizarre footage and pictures, endless tests. It all did a number on her sanity; Sheryl became unable to provide a coherent retelling of much of her civilian life before the program, and certain sounds or sights would make her react unusually. But she was still motivated, very loyal, and, most importantly, did develop powers. They weren&#039;t the expected ones: no telepathy, no telekinesis, no precognition. Instead, they seemed to focus on the perceptions of her observers, and proved useful nonetheless. The physical training finally followed.&lt;br /&gt;
This secret program had also proved to be competitive, and cruel at times. Test subjects would try to sabotage each others. When her powers developed whereas fitter, stronger men had died - or disappeared - over the experiments, Sheryl attracted resentment and jealousy. Not all guinea pigs stayed loyal to the military.&lt;br /&gt;
&lt;br /&gt;
Little of this mattered to Sheryl, codename Sublime Minal (as a reference to her subtle psychic powers). She&#039;ll soon finally get to do what she signed up for, even if she had to sacrifice part of her mind for it.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Hero Points: 1&lt;br /&gt;
Bruises: /&lt;br /&gt;
Fatigue: /&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
https://wiki.rpg.net/index.php/Fight_Fire_With_Fire&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320157</id>
		<title>Sublime Minal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320157"/>
		<updated>2017-05-28T18:25:35Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Sublime Minal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sublime Minal=&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, 20&#039;s?, female&lt;br /&gt;
&lt;br /&gt;
===PL10===&lt;br /&gt;
===Abilities===&lt;br /&gt;
Strength 0, Stamina 3+2 (10 with Defensive Roll), Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 3+7, Presence 0&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
**Blink [120-feet Teleportation]:**      Teleportation 2 [Mental, Psychic, Senses; Change Direction, Change Velocity, Turnabout] (7 points) &lt;br /&gt;
&lt;br /&gt;
**Subliminal Presence [Concealment]:**      Concealment 6 [Mental, Psychic, Senses; All Visual Senses, All Aural Senses; Passive] (6 points) &lt;br /&gt;
&lt;br /&gt;
**Forgotten Wounds [Regeneration]:**      Regeneration 2 [Mental, Psychic, Psionic, Senses] (2 points)&lt;br /&gt;
&lt;br /&gt;
**Mind of Steel [Immunity]:**      Immunity 7 [Mental, Psychic; Critical Hits, Emotion Effects; Sustained] (7 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Super Soldier [Enhanced Abilities]:**      Enhanced Stamina 2, Enhanced Fighting 2, Enhanced Awareness 7 [Mental, Psychic, Psionic; Permanent] (22 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Combat [Damage]:**      Damage 10 [Mental, Psychic, Psionic; Penetrating 3; DC 25] (13 points)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Daze (Deception), Defensive Roll 5, Eidetic Memory, Hide in Plain Sight, Improved Critical 4: Unarmed, Improved Trip, Move-by Action, Power Attack, Ranged Attack 10, Redirect, Takedown 2, Taint, Trance&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Acrobatics 1 (+3), Athletics 5 (+5), Close Combat: Unarmed 5 (+10), Deception 10 (+10), Insight 5 (+15), Intimidation  (+0), Perception 2 (+12), Persuasion 5 (+5), Sleight of Hand 4 (+4), Stealth 7 (+10)&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
Initiative +3&lt;br /&gt;
ESP-enhanced combat (unarmed) +10, Damage 10, Crit 16-20&lt;br /&gt;
&lt;br /&gt;
Unarmed +10, Damage 0, Crit 16-20 &lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
Dodge 10, Parry 10&lt;br /&gt;
Toughness 5 (Def Roll 5), Fortitude 5, Will 15&lt;br /&gt;
&lt;br /&gt;
===Power Points===&lt;br /&gt;
&lt;br /&gt;
===Point Breakdown===&lt;br /&gt;
&lt;br /&gt;
Abilities 24 + Powers 57 + Advantages 30 + Skills 22 + Defenses 17 = Total 150&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Doing Good (Motivation): At the core of it all, Sublime Minal desires to fight the Nazis and protect the populations they oppress, and not just European Jews.&lt;br /&gt;
&lt;br /&gt;
Responsibility: She&#039;s still a soldier whose duty is to obey orders, and she respects the army too much to easily ignore her superiors, even when more questionable commands are given.&lt;br /&gt;
&lt;br /&gt;
Subverted Perceptions (Power Loss): Sublime Minal needs to have a person&#039;s perception to subvert in order to use most of her powers: teleportation involves movement during blinking or at the edge of one&#039;s vision, regeneration requires that an observer forgets for an instant she&#039;s wounded, ESP-enhanced combat aggravates somebody&#039;s perception of a blow (whether on themselves or somebody else) to make it reality, and invisibility... well, duh. The corollary is that if there isn&#039;t anybody else&#039;s perception to subvert, they don&#039;t work; her own perception doesn&#039;t seem to matter in order to use her powers, unlike most psychics. The conclusion is therefore that Sublime Minal doesn&#039;t want to stay alone, even if that means being surrounded by enemies; being injured and left to die alone in an abandoned cell, for instance, would be dreadful. (Straight enhancements of her abilities, though, don&#039;t suffer the same weakness.&lt;br /&gt;
&lt;br /&gt;
Nazis (Enemy): Obviously, and even though this isn&#039;t written on her forehead, Nazis generally dislike finding out the combatant who&#039;s kicking their asses actually is among the category of people they&#039;re actively trying to exterminate.&lt;br /&gt;
&lt;br /&gt;
Rogue Psychics (Enemy): More personally, there are psychics who arbor hateful feelings toward Sublime Minal, due to her impressive development and (intentionally) poor interpersonal conflict management within the project. Some of them managed to leave the labs they were experimented in. If they managed that, they might have managed to leave America, too...&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, in her early 20&#039;s, wanted to take part to the war effort in Europe; being Jewish herself, she was overjoyed to hear that the United States had at last entered the conflict against the Nazis.&lt;br /&gt;
&lt;br /&gt;
She volunteered for military programs; being a woman proved to be an obstacle, which she eventually overcame when tests showed her potential, allowing her to be taken seriously. Following that, the project - aiming to develop psychic abilities in potential super-soldiers - proved... intensive.&lt;br /&gt;
Strange drugs, hours of watching equally bizarre footage and pictures, endless tests. It all did a number on her sanity; Sheryl became unable to provide a coherent retelling of much of her civilian life before the program, and certain sounds or sights would make her react unusually. But she was still motivated, very loyal, and, most importantly, did develop powers. They weren&#039;t the expected ones: no telepathy, no telekinesis, no precognition. Instead, they seemed to focus on the perceptions of her observers, and proved useful nonetheless. The physical training finally followed.&lt;br /&gt;
This secret program had also proved to be competitive, and cruel at times. Test subjects would try to sabotage each others. When her powers developed whereas fitter, stronger men had died - or disappeared - over the experiments, Sheryl attracted resentment and jealousy. Not all guinea pigs stayed loyal to the military.&lt;br /&gt;
&lt;br /&gt;
Little of this mattered to Sheryl, codename Sublime Minal (as a reference to her subtle psychic powers). She&#039;ll soon finally get to do what she signed up for, even if she had to sacrifice part of her mind for it.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Hero Points: 1&lt;br /&gt;
Bruises: /&lt;br /&gt;
Fatigue: /&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
https://wiki.rpg.net/index.php/Fight_Fire_With_Fire&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320156</id>
		<title>Sublime Minal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320156"/>
		<updated>2017-05-28T18:22:10Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sublime Minal=&lt;br /&gt;
&lt;br /&gt;
SherylLevi&lt;br /&gt;
&lt;br /&gt;
===PL10===&lt;br /&gt;
===Abilities===&lt;br /&gt;
Strength 0, Stamina 3+2 (10 with Defensive Roll), Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 3+7, Presence 0&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
**Blink [120-feet Teleportation]:**      Teleportation 2 [Mental, Psychic, Senses; Change Direction, Change Velocity, Turnabout] (7 points) &lt;br /&gt;
&lt;br /&gt;
**Subliminal Presence [Concealment]:**      Concealment 6 [Mental, Psychic, Senses; All Visual Senses, All Aural Senses; Passive] (6 points) &lt;br /&gt;
&lt;br /&gt;
**Forgotten Wounds [Regeneration]:**      Regeneration 2 [Mental, Psychic, Psionic, Senses] (2 points)&lt;br /&gt;
&lt;br /&gt;
**Mind of Steel [Immunity]:**      Immunity 7 [Mental, Psychic; Critical Hits, Emotion Effects; Sustained] (7 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Super Soldier [Enhanced Abilities]:**      Enhanced Stamina 2, Enhanced Fighting 2, Enhanced Awareness 7 [Mental, Psychic, Psionic; Permanent] (22 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Combat [Damage]:**      Damage 10 [Mental, Psychic, Psionic; Penetrating 3; DC 25] (13 points)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Daze (Deception), Defensive Roll 5, Eidetic Memory, Hide in Plain Sight, Improved Critical 4: Unarmed, Improved Trip, Move-by Action, Power Attack, Ranged Attack 10, Redirect, Takedown 2, Taint, Trance&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Acrobatics 1 (+3), Athletics 5 (+5), Close Combat: Unarmed 5 (+10), Deception 10 (+10), Insight 5 (+15), Intimidation  (+0), Perception 2 (+12), Persuasion 5 (+5), Sleight of Hand 4 (+4), Stealth 7 (+10)&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
Initiative +3&lt;br /&gt;
ESP-enhanced combat (unarmed) +10, Damage 10, Crit 16-20&lt;br /&gt;
&lt;br /&gt;
Unarmed +10, Damage 0, Crit 16-20 &lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
Dodge 10, Parry 10&lt;br /&gt;
Toughness 5 (Def Roll 5), Fortitude 5, Will 15&lt;br /&gt;
&lt;br /&gt;
===Power Points===&lt;br /&gt;
&lt;br /&gt;
===Point Breakdown===&lt;br /&gt;
&lt;br /&gt;
Abilities 24 + Powers 57 + Advantages 30 + Skills 22 + Defenses 17 = Total 150&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Doing Good (Motivation): At the core of it all, Sublime Minal desires to fight the Nazis and protect the populations they oppress, and not just European Jews.&lt;br /&gt;
&lt;br /&gt;
Responsibility: She&#039;s still a soldier whose duty is to obey orders, and she respects the army too much to easily ignore her superiors, even when more questionable commands are given.&lt;br /&gt;
&lt;br /&gt;
Subverted Perceptions (Power Loss): Sublime Minal needs to have a person&#039;s perception to subvert in order to use most of her powers: teleportation involves movement during blinking or at the edge of one&#039;s vision, regeneration requires that an observer forgets for an instant she&#039;s wounded, ESP-enhanced combat aggravates somebody&#039;s perception of a blow (whether on themselves or somebody else) to make it reality, and invisibility... well, duh. The corollary is that if there isn&#039;t anybody else&#039;s perception to subvert, they don&#039;t work; her own perception doesn&#039;t seem to matter in order to use her powers, unlike most psychics. The conclusion is therefore that Sublime Minal doesn&#039;t want to stay alone, even if that means being surrounded by enemies; being injured and left to die alone in an abandoned cell, for instance, would be dreadful. (Straight enhancements of her abilities, though, don&#039;t suffer the same weakness.&lt;br /&gt;
&lt;br /&gt;
Nazis (Enemy): Obviously, and even though this isn&#039;t written on her forehead, Nazis generally dislike finding out the combatant who&#039;s kicking their asses actually is among the category of people they&#039;re actively trying to exterminate.&lt;br /&gt;
&lt;br /&gt;
Rogue Psychics (Enemy): More personally, there are psychics who arbor hateful feelings toward Sublime Minal, due to her impressive development and (intentionally) poor interpersonal conflict management within the project. Some of them managed to leave the labs they were experimented in. If they managed that, they might have managed to leave America, too...&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, in her early 20&#039;s, wanted to take part to the war effort in Europe; being Jewish herself, she was overjoyed to hear that the United States had at last entered the conflict against the Nazis.&lt;br /&gt;
&lt;br /&gt;
She volunteered for military programs; being a woman proved to be an obstacle, which she eventually overcame when tests showed her potential, allowing her to be taken seriously. Following that, the project - aiming to develop psychic abilities in potential super-soldiers - proved... intensive.&lt;br /&gt;
Strange drugs, hours of watching equally bizarre footage and pictures, endless tests. It all did a number on her sanity; Sheryl became unable to provide a coherent retelling of much of her civilian life before the program, and certain sounds or sights would make her react unusually. But she was still motivated, very loyal, and, most importantly, did develop powers. They weren&#039;t the expected ones: no telepathy, no telekinesis, no precognition. Instead, they seemed to focus on the perceptions of her observers, and proved useful nonetheless. The physical training finally followed.&lt;br /&gt;
This secret program had also proved to be competitive, and cruel at times. Test subjects would try to sabotage each others. When her powers developed whereas fitter, stronger men had died - or disappeared - over the experiments, Sheryl attracted resentment and jealousy. Not all guinea pigs stayed loyal to the military.&lt;br /&gt;
&lt;br /&gt;
Little of this mattered to Sheryl, codename Sublime Minal (as a reference to her subtle psychic powers). She&#039;ll soon finally get to do what she signed up for, even if she had to sacrifice part of her mind for it.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Hero Points: 1&lt;br /&gt;
Bruises: /&lt;br /&gt;
Fatigue: /&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
https://wiki.rpg.net/index.php/Fight_Fire_With_Fire&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320155</id>
		<title>Sublime Minal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sublime_Minal&amp;diff=320155"/>
		<updated>2017-05-28T18:21:05Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: Layout shamelessly copied from Living Lightning, hopefully I forgot nothing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sublime Minal=&lt;br /&gt;
&lt;br /&gt;
SherylLevi&lt;br /&gt;
&lt;br /&gt;
===PL10===&lt;br /&gt;
===Abilities===&lt;br /&gt;
Strength 0, Stamina 3+2, Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 2, Presence 1&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
**Blink [120-feet Teleportation]:**      Teleportation 2 [Mental, Psychic, Senses; Change Direction, Change Velocity, Turnabout] (7 points) &lt;br /&gt;
&lt;br /&gt;
**Subliminal Presence [Concealment]:**      Concealment 6 [Mental, Psychic, Senses; All Visual Senses, All Aural Senses; Passive] (6 points) &lt;br /&gt;
&lt;br /&gt;
**Forgotten Wounds [Regeneration]:**      Regeneration 2 [Mental, Psychic, Psionic, Senses] (2 points)&lt;br /&gt;
&lt;br /&gt;
**Mind of Steel [Immunity]:**      Immunity 7 [Mental, Psychic; Critical Hits, Emotion Effects; Sustained] (7 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Super Soldier [Enhanced Abilities]:**      Enhanced Stamina 2, Enhanced Fighting 2, Enhanced Awareness 7 [Mental, Psychic, Psionic; Permanent] (22 points)&lt;br /&gt;
&lt;br /&gt;
**ESP-Enhanced Combat [Damage]:**      Damage 10 [Mental, Psychic, Psionic; Penetrating 3; DC 25] (13 points)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Daze (Deception), Defensive Roll 5, Eidetic Memory, Hide in Plain Sight, Improved Critical 4: Unarmed, Improved Trip, Move-by Action, Power Attack, Ranged Attack 10, Redirect, Takedown 2, Taint, Trance&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Acrobatics 1 (+3), Athletics 5 (+5), Close Combat: Unarmed 5 (+10), Deception 10 (+10), Insight 5 (+15), Intimidation  (+0), Perception 2 (+12), Persuasion 5 (+5), Sleight of Hand 4 (+4), Stealth 7 (+10)&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
Initiative +3&lt;br /&gt;
ESP-enhanced combat (unarmed) +10, Damage 10, Crit 16-20&lt;br /&gt;
&lt;br /&gt;
Unarmed +10, Damage 0, Crit 16-20 &lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
Dodge 10, Parry 10&lt;br /&gt;
Toughness 5 (Def Roll 5), Fortitude 5, Will 15&lt;br /&gt;
&lt;br /&gt;
===Power Points===&lt;br /&gt;
&lt;br /&gt;
===Point Breakdown===&lt;br /&gt;
&lt;br /&gt;
Abilities 24 + Powers 57 + Advantages 30 + Skills 22 + Defenses 17 = Total 150&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Doing Good (Motivation): At the core of it all, Sublime Minal desires to fight the Nazis and protect the populations they oppress, and not just European Jews.&lt;br /&gt;
&lt;br /&gt;
Responsibility: She&#039;s still a soldier whose duty is to obey orders, and she respects the army too much to easily ignore her superiors, even when more questionable commands are given.&lt;br /&gt;
&lt;br /&gt;
Subverted Perceptions (Power Loss): Sublime Minal needs to have a person&#039;s perception to subvert in order to use most of her powers: teleportation involves movement during blinking or at the edge of one&#039;s vision, regeneration requires that an observer forgets for an instant she&#039;s wounded, ESP-enhanced combat aggravates somebody&#039;s perception of a blow (whether on themselves or somebody else) to make it reality, and invisibility... well, duh. The corollary is that if there isn&#039;t anybody else&#039;s perception to subvert, they don&#039;t work; her own perception doesn&#039;t seem to matter in order to use her powers, unlike most psychics. The conclusion is therefore that Sublime Minal doesn&#039;t want to stay alone, even if that means being surrounded by enemies; being injured and left to die alone in an abandoned cell, for instance, would be dreadful. (Straight enhancements of her abilities, though, don&#039;t suffer the same weakness.&lt;br /&gt;
&lt;br /&gt;
Nazis (Enemy): Obviously, and even though this isn&#039;t written on her forehead, Nazis generally dislike finding out the combatant who&#039;s kicking their asses actually is among the category of people they&#039;re actively trying to exterminate.&lt;br /&gt;
&lt;br /&gt;
Rogue Psychics (Enemy): More personally, there are psychics who arbor hateful feelings toward Sublime Minal, due to her impressive development and (intentionally) poor interpersonal conflict management within the project. Some of them managed to leave the labs they were experimented in. If they managed that, they might have managed to leave America, too...&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Sheryl Levi, in her early 20&#039;s, wanted to take part to the war effort in Europe; being Jewish herself, she was overjoyed to hear that the United States had at last entered the conflict against the Nazis.&lt;br /&gt;
&lt;br /&gt;
She volunteered for military programs; being a woman proved to be an obstacle, which she eventually overcame when tests showed her potential, allowing her to be taken seriously. Following that, the project - aiming to develop psychic abilities in potential super-soldiers - proved... intensive.&lt;br /&gt;
Strange drugs, hours of watching equally bizarre footage and pictures, endless tests. It all did a number on her sanity; Sheryl became unable to provide a coherent retelling of much of her civilian life before the program, and certain sounds or sights would make her react unusually. But she was still motivated, very loyal, and, most importantly, did develop powers. They weren&#039;t the expected ones: no telepathy, no telekinesis, no precognition. Instead, they seemed to focus on the perceptions of her observers, and proved useful nonetheless. The physical training finally followed.&lt;br /&gt;
This secret program had also proved to be competitive, and cruel at times. Test subjects would try to sabotage each others. When her powers developed whereas fitter, stronger men had died - or disappeared - over the experiments, Sheryl attracted resentment and jealousy. Not all guinea pigs stayed loyal to the military.&lt;br /&gt;
&lt;br /&gt;
Little of this mattered to Sheryl, codename Sublime Minal (as a reference to her subtle psychic powers). She&#039;ll soon finally get to do what she signed up for, even if she had to sacrifice part of her mind for it.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Hero Points: 1&lt;br /&gt;
Bruises: /&lt;br /&gt;
Fatigue: /&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
https://wiki.rpg.net/index.php/Fight_Fire_With_Fire&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fight_Fire_With_Fire&amp;diff=320028</id>
		<title>Fight Fire With Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fight_Fire_With_Fire&amp;diff=320028"/>
		<updated>2017-05-26T16:56:33Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder for the M&amp;amp;M3 game set in WW2, run by Dark Lord of the Sith&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
[[Living Lightning]] played by Waiwode.&lt;br /&gt;
&lt;br /&gt;
[[Sublime Minal]] played by ChairKicker.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fight_Fire_With_Fire&amp;diff=320027</id>
		<title>Fight Fire With Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fight_Fire_With_Fire&amp;diff=320027"/>
		<updated>2017-05-26T16:56:04Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder for the M&amp;amp;M3 game set in WW2, run by Dark Lord of the Sith&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
[[Living Lightning]] played by Waiwode.&lt;br /&gt;
[[Sublime Minal]] played by ChairKicker.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Inglorious_Monsters&amp;diff=316624</id>
		<title>Inglorious Monsters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Inglorious_Monsters&amp;diff=316624"/>
		<updated>2017-03-31T13:41:48Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;A Chronicles of Darkness Monster Mash set in World War II&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?797720-Recruitment-NWoD-Monster-Mash-Inglorious-Monsters Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
GM - [https://forum.rpg.net/member.php?754-smilingbandit2 Smilingbandit2]&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
*CowboyEnergy, playing [[Inglorious_Monsters:Sergeant Fortune| Sergeant Fortune]]&lt;br /&gt;
*Maledicta, playing [[Inglorious_Monsters:Valentine Fletcher| Valentine Fletcher]]&lt;br /&gt;
*mpascal02, playing [[Inglorious_Monsters:Thucydides| Thucydides]] (&amp;quot;Sid&amp;quot;)&lt;br /&gt;
*Pandorym, playing [[Inglorious_Monsters:Sior| Sior]]&lt;br /&gt;
*The Snark, playing [[Inglorious_Monsters:Raquel Costa| Raquel Costa]]&lt;br /&gt;
*ChairKicker, playing [[Inglorious_Monsters:Maya Scheinberg| Maya Scheinberg]]&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
*[[Inglorious Monsters:Special Agent Starr|Special Agent Starr]]&lt;br /&gt;
*[[Inglorious Monsters:Doctor Rotwang|Doctor Rotwang]]&lt;br /&gt;
*[[Inglorious Monsters:Staff Sergeant Maxwell Graves|Staff Sergeant Maxwell Graves]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
== Neutrals ==&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
== Former Characters ==&lt;br /&gt;
&lt;br /&gt;
*DMRaven, playing [[Inglorious Monsters: Douglas Jackson| Douglas Jackson]]&lt;br /&gt;
*Arcanist, playing [[Inglorious_Monsters:Joshua the Promethean| Joshua]]&lt;br /&gt;
*Retias, playing [[Inglorious_Monsters:Robert Harper| Robert Harper]]&lt;br /&gt;
*Cod of Justice, playing [[Inglorious_Monsters:Laeg | Láeg]]&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mitzi_Schultz&amp;diff=313896</id>
		<title>Mitzi Schultz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mitzi_Schultz&amp;diff=313896"/>
		<updated>2017-02-07T23:31:20Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
*&#039;&#039;&#039;Family:&#039;&#039;&#039; Namtaru. &lt;br /&gt;
*&#039;&#039;&#039;Hunger:&#039;&#039;&#039; Collector. &lt;br /&gt;
*&#039;&#039;&#039;Horror:&#039;&#039;&#039; The Sun Dog. A monster halfway between canids and arthropods that needs no eye to be watchful. Tends to appear at the most unexpected locations at the most unexpected moments, jumping from the shadows forming its home.&lt;br /&gt;
*&#039;&#039;&#039;Concept:&#039;&#039;&#039; Off-the-grid Hacker.&lt;br /&gt;
*&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Mitzi is a lanky 23-year-old young woman with straight long hair, all dyed in shades of green from teal to lime, that never seem to be disciplined. Slight tan. Tends to wear either punk-ish or comfortable clothes, always with a bandana.&lt;br /&gt;
*&#039;&#039;&#039;Personality:&#039;&#039;&#039; Aloof, yet tends to bond quickly with some people with little regard for common interests. Talks little about herself, mainly because she doesn&#039;t believe she&#039;s really got anything to reveal. Tends to feel personally concerned, or even offended, by problems and situations around her she believes she can fix.&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Mitzi vaguely remembers her parents; they weren&#039;t very present, but she loved them. Nonetheless, she entered early in her life the foster care system. At first, the reasons were beyond her grasp, and when they weren&#039;t anymore, she&#039;d simply stopped giving a shit. Until her late teens, she regularly changed foster families. Often, she would lose belonging in the process, either lost in the shuffle or stolen by her &amp;quot;siblings&amp;quot;. It seemed natural for her, after a while, to stop getting attached to material belongings and instead embrace the virtual world; even when leaving one family for another, she could always expect to be able to login sooner or later back to her blog, her favourite sites, her social networks. Similarly, she learnt hacking very smoothly, at first trying to unlock library computers to gain access to forbidden sites and programs. The foster parents who were confronted to her shoplifting problem encouraged her to opt for seemingly more legal activities in front of a computer.&lt;br /&gt;
Eventually, when she turned 18 and was thrown out into the streets to fend for herself, she found that nobody had really bothered to teach her life skills; or maybe had she not bothered to remember those lessons? At any rate, resuming her illegal activities became a matter of survival, but not just money-wise. Indeed, as far as she could remember, Mitzi always dreamed of a not-dog following her closely, and only embraced the Horror as part of her own soul at adulthood.&lt;br /&gt;
After years of data theft, identity theft, and varied forms of extortion, the Beast has finally constituted herself something approaching regular earnings. She met an odd guy, one year or two ago, seemingly old enough to be her father, actually old enough to be at least her grand-grandfather. Frederico. A Mekhet, he calls his own specific kind, and he&#039;d slumbered through one or two wars, which explained why he looked so completely lost in 2017&#039;s New Orleans. Mitzi made it a personal challenge to teach him what she knew, not just to manage to basic, everyday aspects of existence, but also to earn the money he judged necessary to rebuild what he&#039;d lost. Despite the difficulty of the lessons, he hangs on. Recently, he introduced her to the Covenant he&#039;d just formed. Maybe that&#039;s what having a grandfather is supposed to feel like.&lt;br /&gt;
*&#039;&#039;&#039;Legend:&#039;&#039;&#039; Unexpected.&lt;br /&gt;
*&#039;&#039;&#039;Life:&#039;&#039;&#039; Selfless.&lt;br /&gt;
*&#039;&#039;&#039;Aspirations:&#039;&#039;&#039; &lt;br /&gt;
** Exchange services with a vampire.&lt;br /&gt;
** Feed alongside another Beast.&lt;br /&gt;
** Add a new Chamber to her Lair.&lt;br /&gt;
*&#039;&#039;&#039;Additional Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
*Str: 2&lt;br /&gt;
*Dex: 2&lt;br /&gt;
*Sta: 2&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Athletics 1&lt;br /&gt;
*Larceny 3&lt;br /&gt;
*Stealth 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social&#039;&#039;&#039;&lt;br /&gt;
*Pre: 2&lt;br /&gt;
*Man: 3&lt;br /&gt;
*Com: 2&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Streetwise 2 (Black market)&lt;br /&gt;
*Subterfuge 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
*Int: 3&lt;br /&gt;
*Wts: 2&lt;br /&gt;
*Res: 3&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Academics 1 &lt;br /&gt;
*Computer 4&lt;br /&gt;
*Investigation 3 (Cryptography)&lt;br /&gt;
*Occult 2&lt;br /&gt;
*Politics 1 (Vampires)&lt;br /&gt;
&lt;br /&gt;
==The Sun Dog==&lt;br /&gt;
*Power 3&lt;br /&gt;
*Finesse 3&lt;br /&gt;
*Resilience 3&lt;br /&gt;
&lt;br /&gt;
[[File:sundog.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Advantages =&lt;br /&gt;
==Traits==&lt;br /&gt;
*Defense 3&lt;br /&gt;
*Willpower 5&lt;br /&gt;
*Size 5&lt;br /&gt;
*Health 7&lt;br /&gt;
*Initiative 4&lt;br /&gt;
*Speed 9&lt;br /&gt;
*Satiety: 6&lt;br /&gt;
&lt;br /&gt;
==Lair: 1==&lt;br /&gt;
*Traits: Poor Light, Razored.&lt;br /&gt;
*Heart Chamber: old, concrete rooms linked in strange way; a careful look reveals it&#039;s a sideways apartment complex. Sharp concrete bits of varying size, like a glitched videogame, jut out at odd angles. The only light comes from randomly flickering neons on the wall that ought to be a ceiling, reading obscure made-up words that are actually passwords. There&#039;s a stark contrast between the sickening glow of the neons and the midnight black, bizarre, angular shadows from which the Sun Dog could run out any moment.&lt;br /&gt;
*Chamber 1: a streetcar, accelerating and slowing down depending on the Beast&#039;s emotions, in the night, the lampposts&#039; lights flashing by at random intervals. It only stops when accessing a Burrow. There&#039;s no driver at the controls, only a silhouette target on the seat. Based on the Riverfront Line, driving at night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&#039;&#039;&#039;Nightmares&#039;&#039;&#039;&lt;br /&gt;
*Run away.&lt;br /&gt;
*You Are Not Alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atavisms&#039;&#039;&#039;&lt;br /&gt;
*Shadowed Soul.&lt;br /&gt;
*Mimir&#039;s Wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Laptop (+2)&lt;br /&gt;
*Smartphone (+1)&lt;br /&gt;
*Mace (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; &lt;br /&gt;
*Anonymity 4.&lt;br /&gt;
*Contacts 3 (vampires).&lt;br /&gt;
*Encyclopedic Knowledge (Craft) 2.&lt;br /&gt;
*Resources 2.&lt;br /&gt;
*Sleight of Hand 2.&lt;br /&gt;
*(Eidetic Memory from Mimir&#039;s Wisdom).&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mitzi_Schultz&amp;diff=313894</id>
		<title>Mitzi Schultz</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mitzi_Schultz&amp;diff=313894"/>
		<updated>2017-02-07T21:45:54Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
*&#039;&#039;&#039;Family:&#039;&#039;&#039; Namtaru. &lt;br /&gt;
*&#039;&#039;&#039;Hunger:&#039;&#039;&#039; Collector. &lt;br /&gt;
*&#039;&#039;&#039;Horror:&#039;&#039;&#039; The Sun Dog. A monster halfway between canids and arthropods that needs no eye to be watchful. Tends to appear at the most unexpected locations at the most unexpected moments, jumping from the shadows forming its home.&lt;br /&gt;
*&#039;&#039;&#039;Concept:&#039;&#039;&#039; Off-the-grid Hacker.&lt;br /&gt;
*&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Mitzi is a lanky 23-year-old young woman with straight long hair, all dyed in shades of green from teal to lime, that never seem to be disciplined. Slight tan. Tends to wear either punk-ish or comfortable clothes, always with a bandana.&lt;br /&gt;
*&#039;&#039;&#039;Personality:&#039;&#039;&#039; Aloof, yet tends to bond quickly with some people with little regard for common interests. Talks little about herself, mainly because she doesn&#039;t believe she&#039;s really got anything to reveal. Tends to feel personally concerned, or even offended, by problems and situations around her she believes she can fix.&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Mitzi vaguely remembers her parents; they weren&#039;t very present, but she loved them. Nonetheless, she entered early in her life the foster care system. At first, the reasons were beyond her grasp, and when they weren&#039;t anymore, she&#039;d simply stopped giving a shit. Until her late teens, she regularly changed foster families. Often, she would lose belonging in the process, either lost in the shuffle or stolen by her &amp;quot;siblings&amp;quot;. It seemed natural for her, after a while, to stop getting attached to material belongings and instead embrace the virtual world; even when leaving one family for another, she could always expect to be able to login sooner or later back to her blog, her favourite sites, her social networks. Similarly, she learnt hacking very smoothly, at first trying to unlock library computers to gain access to forbidden sites and programs. The foster parents who were confronted to her shoplifting problem encouraged her to opt for seemingly more legal activities in front of a computer.&lt;br /&gt;
Eventually, when she turned 18 and was thrown out into the streets to fend for herself, she found that nobody had really bothered to teach her life skills; or maybe had she not bothered to remember those lessons? At any rate, resuming her illegal activities became a matter of survival, but not just money-wise. Indeed, as far as she could remember, Mitzi always dreamed of a not-dog following her closely, and only embraced the Horror as part of her own soul at adulthood.&lt;br /&gt;
After years of data theft, identity theft, and varied forms of extortion, the Beast has finally constituted herself something approaching regular earnings. She met an odd guy, one year or two ago, seemingly old enough to be her father, actually old enough to be at least her grand-grandfather. Frederico. A Mekhet, he calls his own specific kind, and he&#039;d slumbered through one or two wars, which explained why he looked so completely lost in 2017&#039;s New Orleans. Mitzi made it a personal challenge to teach him what she knew, not just to manage to basic, everyday aspects of existence, but also to earn the money he judged necessary to rebuild what he&#039;d lost. Despite the difficulty of the lessons, he hangs on. Recently, he introduced her to the Covenant he&#039;d just formed. Maybe that&#039;s what having a grandfather is supposed to feel like.&lt;br /&gt;
*&#039;&#039;&#039;Legend:&#039;&#039;&#039; Unexpected.&lt;br /&gt;
*&#039;&#039;&#039;Life:&#039;&#039;&#039; Selfless.&lt;br /&gt;
*&#039;&#039;&#039;Aspirations:&#039;&#039;&#039; &lt;br /&gt;
** Exchange services with a vampire.&lt;br /&gt;
** Feed alongside another Beast.&lt;br /&gt;
** Add a new Chamber to her Lair.&lt;br /&gt;
*&#039;&#039;&#039;Additional Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
*Str: 2&lt;br /&gt;
*Dex: 2&lt;br /&gt;
*Sta: 2&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Athletics 1&lt;br /&gt;
*Larceny 3&lt;br /&gt;
*Stealth 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social&#039;&#039;&#039;&lt;br /&gt;
*Pre: 2&lt;br /&gt;
*Man: 3&lt;br /&gt;
*Com: 2&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Streetwise 2 (Black market)&lt;br /&gt;
*Subterfuge 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
*Int: 3&lt;br /&gt;
*Wts: 2&lt;br /&gt;
*Res: 3&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Academics 1 &lt;br /&gt;
*Computer 4&lt;br /&gt;
*Investigation 3 (Cryptography)&lt;br /&gt;
*Occult 2&lt;br /&gt;
*Politics 1 (Vampires)&lt;br /&gt;
&lt;br /&gt;
==The Sun Dog==&lt;br /&gt;
*Power 3&lt;br /&gt;
*Finesse 3&lt;br /&gt;
*Resilience 3&lt;br /&gt;
&lt;br /&gt;
[[File:sundog.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Advantages =&lt;br /&gt;
==Traits==&lt;br /&gt;
*Defense 3&lt;br /&gt;
*Willpower 5&lt;br /&gt;
*Size 5&lt;br /&gt;
*Health 7&lt;br /&gt;
*Initiative 4&lt;br /&gt;
*Speed 9&lt;br /&gt;
*Satiety: 6&lt;br /&gt;
&lt;br /&gt;
==Lair: 1==&lt;br /&gt;
*Traits: Poor Light, Razored.&lt;br /&gt;
*Heart Chamber: old, concrete rooms linked in strange way; a careful look reveals it&#039;s a sideways apartment complex. Sharp concrete bits of varying size, like a glitched videogame, jut out at odd angles. The only light comes from randomly flickering neons on the wall that ought to be a ceiling, reading obscure made-up words that are actually passwords. There&#039;s a stark contrast between the sickening glow of the neons and the midnight black, bizarre, angular shadows from which the Sun Dog could run out any moment.&lt;br /&gt;
*Chamber 1: a tramway, accelerating and slowing down depending on the Beast&#039;s emotions, in the night, the lampposts&#039; lights flashing by at random intervals. It only stops when accessing a Burrow. There&#039;s no driver at the controls, only a silhouette target on the seat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&#039;&#039;&#039;Nightmares&#039;&#039;&#039;&lt;br /&gt;
*Run away.&lt;br /&gt;
*You Are Not Alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atavisms&#039;&#039;&#039;&lt;br /&gt;
*Shadowed Soul.&lt;br /&gt;
*Mimir&#039;s Wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
*Laptop (+2)&lt;br /&gt;
*Smartphone (+1)&lt;br /&gt;
*Mace (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merits&#039;&#039;&#039; &lt;br /&gt;
*Anonymity 4.&lt;br /&gt;
*Contacts 3 (vampires).&lt;br /&gt;
*Encyclopedic Knowledge (Craft) 2.&lt;br /&gt;
*Resources 2.&lt;br /&gt;
*Sleight of Hand 2.&lt;br /&gt;
*(Eidetic Memory from Mimir&#039;s Wisdom).&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Sundog.jpg&amp;diff=313893</id>
		<title>File:Sundog.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Sundog.jpg&amp;diff=313893"/>
		<updated>2017-02-07T21:45:01Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=108_Triumphant_Steps&amp;diff=294208</id>
		<title>108 Triumphant Steps</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=108_Triumphant_Steps&amp;diff=294208"/>
		<updated>2016-01-13T21:02:42Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Merits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Character in [[The_Shadow_Over_Creation| The Shadow Over Creation]]&lt;br /&gt;
&lt;br /&gt;
[[File:http:108.png||thumb|108 in civilian robes]]&lt;br /&gt;
&lt;br /&gt;
== Basic Information ==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; 108 Triumphant Steps (108 for short)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Concept:&#039;&#039;&#039; Wardancer seeking enlightenment&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Caste:&#039;&#039;&#039; Zenith&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Anima:&#039;&#039;&#039; additional dancing legs and arms, mandala shining behind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Limit Trigger:&#039;&#039;&#039; Being responsible for an ally&#039;s setback or defeat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Supernal:&#039;&#039;&#039; Performance&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Caste Abilities:&#039;&#039;&#039; Performance, War, Resistance, Athletics, Presence&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Favored Abilities:&#039;&#039;&#039; Melee, Socialize, Dodge, Occult, Integrity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tracking Stuff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Willpower:&#039;&#039;&#039; 5&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Personal Motes:&#039;&#039;&#039; 5/13&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Peripheral Motes:&#039;&#039;&#039; 25/25 (5 attuned)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Health Levels (-0, -0, -1, -1, -1, -2, -2, -2, -4, Incapacitated)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular XP:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Solar XP:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
== Important Stats ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Join Battle:&#039;&#039;&#039; 6 Dice&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Guile:&#039;&#039;&#039; 1 &#039;&#039;&#039;Resolve:&#039;&#039;&#039; 2 (+2 if dancing alone)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039; 4 (7 when dancing) &#039;&#039;&#039;Parry:&#039;&#039;&#039; 5 (7 when dancing) &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Soak:&#039;&#039;&#039; 8 (14 with Bronze Skin) &#039;&#039;&#039;Hardness:&#039;&#039;&#039; 0 (6 with Bronze Skin)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longfang&#039;&#039;&#039; (Lethal, Melee, Piercing, Thrown [short]) 8 dice (+3 for withering), 14 damage&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Strength 2 Dexterity 4 Stamina 5&lt;br /&gt;
&amp;lt;br /&amp;gt;Charisma 5 Manipulation 1 Appearance 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Intelligence 2 Perception 3 Wits 2&lt;br /&gt;
&lt;br /&gt;
== Abilities [Specialties] ==&lt;br /&gt;
&lt;br /&gt;
Athletics 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Awareness 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Dodge [Dancing] 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Integrity 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Melee [Spear] 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Occult 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Performance [Motivating] 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Presence 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Resistance 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Socialize 2&lt;br /&gt;
&amp;lt;br /&amp;gt;War [Leading the Underdog] 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Merits ==&lt;br /&gt;
&lt;br /&gt;
Hearthstone (Purity Gem): 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Command (warband): 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Fast Reflexes: 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Boundless Endurance: 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Cult (warband): 1&lt;br /&gt;
&amp;lt;br /&amp;gt;Artifact (Heritage of Violence - Black jade Longfang): 3&lt;br /&gt;
&lt;br /&gt;
On that fateful battle, there wasn&#039;t just one Dragon-Blooded general. Amidst the chaos, she found a dead young man, his face and chest full of arrows. She knew he was Dragon-Blooded lieutenant, for he had an elegant armor with the emblem of his House, and his skin was the colour of a deep lake. Surely a young Dynast looking for glory at a battle that was supposed to be easy. He was no longer holding his black jade Longfang.&lt;br /&gt;
She tied colourful flags to both ends and renamed it Heritage of Violence. She twirls it and incorporates it into her dancing moves in order to send commands. Both ends end in a sharp blade.&lt;br /&gt;
[Evocations yet to be determined]&lt;br /&gt;
&lt;br /&gt;
== Solar Charms (Ability and page) ==&lt;br /&gt;
&lt;br /&gt;
Reed in the Wind (Dodge, 299)&lt;br /&gt;
&amp;lt;br /&amp;gt;Dust Motes Whirling (Dodge, 299)&lt;br /&gt;
&amp;lt;br /&amp;gt;Searing Quicksilver Flight (Dodge, 300)&lt;br /&gt;
&amp;lt;br /&amp;gt;Excellent Strike (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Fire and Stones Strike (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Dipping Swallow Defense (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Terrestrial Circle Sorcery (Occult, 360)&lt;br /&gt;
&amp;lt;br /&amp;gt;Masterful Performance Exercise (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Soul-Firing Performance (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Stillness-Drawing Meditation (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Trance of Fugue Vision (Performance, 362)&lt;br /&gt;
&amp;lt;br /&amp;gt;Graceful Reed Dancing (Performance, 366)&lt;br /&gt;
&amp;lt;br /&amp;gt;Battle-Dancer Method (Performance, 366)&lt;br /&gt;
&amp;lt;br /&amp;gt;Ox-Body Technique (Resistance, 375)&lt;br /&gt;
&amp;lt;br /&amp;gt;Front-Line Warrior Stamina (Resistance, 376)&lt;br /&gt;
&amp;lt;br /&amp;gt;War God Descendant (War, 420)&lt;br /&gt;
&amp;lt;br /&amp;gt;League of Iron Preparation (War, 420)&lt;br /&gt;
&amp;lt;br /&amp;gt;Rout-Stemming Gesture (War, 421)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sorcery ==&lt;br /&gt;
&lt;br /&gt;
108 made a pact with Tenepeshu, water dragon ruling over Champoor.&lt;br /&gt;
&lt;br /&gt;
The sorcerer’s patron offers her power in exchange for drowned offerings, seizing forever tributes from within the depths and rewarding her with glory. The sorcerer may make a prayer roll (Charisma + Performance, difficulty 5 minus the Resources value of any sacrifices offered along with the&lt;br /&gt;
prayer) seeking power from her patron. Success grants her sorcerous motes equal to (her Essence + extra successes on the roll). These motes last for the duration of the story, and can be spent towards any spell she casts. She cannot pray for power more than once a day, and receiving new motes replaces any granted by past prayers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known (page)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;Invulnerable Skin of Bronze (control spell, 474)&lt;br /&gt;
&lt;br /&gt;
== Intimacies ==&lt;br /&gt;
&lt;br /&gt;
Defining Principle: Dance is the purest art&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Principle: Work is the only play you&#039;ll need&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Tie: The Broken-Winged Crane (distrust and need for personal assessment)&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Tie: My Ragtag Band of Misfi- My Warband (respect and responsibility)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Musicians (appreciation)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Water Dragon Tenepeshu (patron)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Principle: One can only be brave when one is afraid - don&#039;t run from what scares you&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Morning Way (business partner)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Aria (appreciation of craftsmanship)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
108 owns light armor, not very modest (as it would have hindered her moves as a mortal), but protecting the most important parts. She also looted an artifact black jade spear she renamed Heritage of Violence.&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
Since even before puberty, 108 Triumphant Steps – previous name unrecorded and now lost – has been a battle dancer. The Champoorite girl danced for hours without end, not just to encourage and improve the morale of her fellow soldiers, but also to communicate coded orders from her general, using her agility, spear, and flags to do so. She was zealous, and held a lot of respect for the rest of the military.&lt;br /&gt;
&lt;br /&gt;
After over 20 years of life, she finally had to face the Realm. Rumors were Champoor had offended the empire, but hell if anybody knew how. The scheduled battle was barely more than a mass public execution to make of Champoor an example, for they were nowhere as well-trained or well-equipped as the Realm, and had no Dragon-Blooded on their side. General Deep Archipelago was fully aware of the odds, yet went in without any intention to surrender, let alone struggle (for it would offer no chance of victory, he thought, and would make things harder for everybody); he was looking forward to a dignified death against the most glorious opponent they would ever face.&lt;br /&gt;
108, also aware of the odds, unlike him, was absolutely terrified, and quite fine with the idea of staying alive.&lt;br /&gt;
&lt;br /&gt;
When the battle began, despite her fear, she quickly ignored the general&#039;s genuine orders and give out her own commands instead, if only just to try, even though the odds were against her.&lt;br /&gt;
The Unconquered Sun witnessed her decision, and approved it.&lt;br /&gt;
Reports of this battle are extremely vague and incoherent, for it became a confusing mess for all parties involved as soon as the Realm suffered their first casualties. Champoor didn&#039;t win that battle, but many of its soldiers survived, having either fled or been captured; likewise, the Realm lost a great deal more soldiers than expected.&lt;br /&gt;
108 had fled when the chaos overwhelmed her attempts at discipline, accompanied by a couple dozens soldiers: conscripts who were petty thugs or desperate peasants. She went to Tenepeshu for help, and the Water Dragon initiated her to sorcery, with the implicit promise of prayers and revenge. This only strengthened 108&#039;s conviction that she was on the right path toward enlightenment.&lt;br /&gt;
Hiding since the battle, the deserters finally heard more rumors about what started it all: the Broken-Winged Crane. Supposedly, the (now-deceased?) high priest had it, supposedly, he refused to hand it when ordered to do so by the Realm and did it in the name of the Nighted City, and supposedly, Dynasts got it back all the same. 108 wants to find out by herself whether that damn Crane, whatever that is, was worth almost slaughtering her peers.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=108_Triumphant_Steps&amp;diff=294207</id>
		<title>108 Triumphant Steps</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=108_Triumphant_Steps&amp;diff=294207"/>
		<updated>2016-01-13T20:58:20Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: /* Tracking Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Character in [[The_Shadow_Over_Creation| The Shadow Over Creation]]&lt;br /&gt;
&lt;br /&gt;
[[File:http:108.png||thumb|108 in civilian robes]]&lt;br /&gt;
&lt;br /&gt;
== Basic Information ==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; 108 Triumphant Steps (108 for short)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Concept:&#039;&#039;&#039; Wardancer seeking enlightenment&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Caste:&#039;&#039;&#039; Zenith&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Anima:&#039;&#039;&#039; additional dancing legs and arms, mandala shining behind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Limit Trigger:&#039;&#039;&#039; Being responsible for an ally&#039;s setback or defeat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Supernal:&#039;&#039;&#039; Performance&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Caste Abilities:&#039;&#039;&#039; Performance, War, Resistance, Athletics, Presence&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Favored Abilities:&#039;&#039;&#039; Melee, Socialize, Dodge, Occult, Integrity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tracking Stuff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Willpower:&#039;&#039;&#039; 5&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Personal Motes:&#039;&#039;&#039; 5/13&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Peripheral Motes:&#039;&#039;&#039; 25/25 (5 attuned)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Health Levels (-0, -0, -1, -1, -1, -2, -2, -2, -4, Incapacitated)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular XP:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Solar XP:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
== Important Stats ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Join Battle:&#039;&#039;&#039; 6 Dice&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Guile:&#039;&#039;&#039; 1 &#039;&#039;&#039;Resolve:&#039;&#039;&#039; 2 (+2 if dancing alone)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039; 4 (7 when dancing) &#039;&#039;&#039;Parry:&#039;&#039;&#039; 5 (7 when dancing) &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Soak:&#039;&#039;&#039; 8 (14 with Bronze Skin) &#039;&#039;&#039;Hardness:&#039;&#039;&#039; 0 (6 with Bronze Skin)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longfang&#039;&#039;&#039; (Lethal, Melee, Piercing, Thrown [short]) 8 dice (+3 for withering), 14 damage&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Strength 2 Dexterity 4 Stamina 5&lt;br /&gt;
&amp;lt;br /&amp;gt;Charisma 5 Manipulation 1 Appearance 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Intelligence 2 Perception 3 Wits 2&lt;br /&gt;
&lt;br /&gt;
== Abilities [Specialties] ==&lt;br /&gt;
&lt;br /&gt;
Athletics 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Awareness 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Dodge [Dancing] 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Integrity 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Melee [Spear] 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Occult 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Performance [Motivating] 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Presence 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Resistance 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Socialize 2&lt;br /&gt;
&amp;lt;br /&amp;gt;War [Leading the Underdog] 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Merits ==&lt;br /&gt;
&lt;br /&gt;
Hearthstone (Purity Gem): 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Command (warband): 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Fast Reflexes: 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Boundless Endurance: 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Cult (warband): 1&lt;br /&gt;
&amp;lt;br /&amp;gt;Artifact (Heritage of Violence - Black jade Longfang): 2 &lt;br /&gt;
&lt;br /&gt;
On that fateful battle, there wasn&#039;t just one Dragon-Blooded general. Amidst the chaos, she found a dead young man, his face and chest full of arrows. She knew he was Dragon-Blooded lieutenant, for he had an elegant armor with the emblem of his House, and his skin was the colour of a deep lake. Surely a young Dynast looking for glory at a battle that was supposed to be easy. He was no longer holding his black jade Longfang.&lt;br /&gt;
She tied colourful flags to both ends and renamed it Heritage of Violence. She twirls it and incorporates it into her dancing moves in order to send commands. Both ends end in a sharp blade.&lt;br /&gt;
&lt;br /&gt;
== Solar Charms (Ability and page) ==&lt;br /&gt;
&lt;br /&gt;
Reed in the Wind (Dodge, 299)&lt;br /&gt;
&amp;lt;br /&amp;gt;Dust Motes Whirling (Dodge, 299)&lt;br /&gt;
&amp;lt;br /&amp;gt;Searing Quicksilver Flight (Dodge, 300)&lt;br /&gt;
&amp;lt;br /&amp;gt;Excellent Strike (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Fire and Stones Strike (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Dipping Swallow Defense (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Terrestrial Circle Sorcery (Occult, 360)&lt;br /&gt;
&amp;lt;br /&amp;gt;Masterful Performance Exercise (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Soul-Firing Performance (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Stillness-Drawing Meditation (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Trance of Fugue Vision (Performance, 362)&lt;br /&gt;
&amp;lt;br /&amp;gt;Graceful Reed Dancing (Performance, 366)&lt;br /&gt;
&amp;lt;br /&amp;gt;Battle-Dancer Method (Performance, 366)&lt;br /&gt;
&amp;lt;br /&amp;gt;Ox-Body Technique (Resistance, 375)&lt;br /&gt;
&amp;lt;br /&amp;gt;Front-Line Warrior Stamina (Resistance, 376)&lt;br /&gt;
&amp;lt;br /&amp;gt;War God Descendant (War, 420)&lt;br /&gt;
&amp;lt;br /&amp;gt;League of Iron Preparation (War, 420)&lt;br /&gt;
&amp;lt;br /&amp;gt;Rout-Stemming Gesture (War, 421)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sorcery ==&lt;br /&gt;
&lt;br /&gt;
108 made a pact with Tenepeshu, water dragon ruling over Champoor.&lt;br /&gt;
&lt;br /&gt;
The sorcerer’s patron offers her power in exchange for drowned offerings, seizing forever tributes from within the depths and rewarding her with glory. The sorcerer may make a prayer roll (Charisma + Performance, difficulty 5 minus the Resources value of any sacrifices offered along with the&lt;br /&gt;
prayer) seeking power from her patron. Success grants her sorcerous motes equal to (her Essence + extra successes on the roll). These motes last for the duration of the story, and can be spent towards any spell she casts. She cannot pray for power more than once a day, and receiving new motes replaces any granted by past prayers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known (page)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;Invulnerable Skin of Bronze (control spell, 474)&lt;br /&gt;
&lt;br /&gt;
== Intimacies ==&lt;br /&gt;
&lt;br /&gt;
Defining Principle: Dance is the purest art&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Principle: Work is the only play you&#039;ll need&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Tie: The Broken-Winged Crane (distrust and need for personal assessment)&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Tie: My Ragtag Band of Misfi- My Warband (respect and responsibility)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Musicians (appreciation)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Water Dragon Tenepeshu (patron)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Principle: One can only be brave when one is afraid - don&#039;t run from what scares you&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Morning Way (business partner)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Aria (appreciation of craftsmanship)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
108 owns light armor, not very modest (as it would have hindered her moves as a mortal), but protecting the most important parts. She also looted an artifact black jade spear she renamed Heritage of Violence.&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
Since even before puberty, 108 Triumphant Steps – previous name unrecorded and now lost – has been a battle dancer. The Champoorite girl danced for hours without end, not just to encourage and improve the morale of her fellow soldiers, but also to communicate coded orders from her general, using her agility, spear, and flags to do so. She was zealous, and held a lot of respect for the rest of the military.&lt;br /&gt;
&lt;br /&gt;
After over 20 years of life, she finally had to face the Realm. Rumors were Champoor had offended the empire, but hell if anybody knew how. The scheduled battle was barely more than a mass public execution to make of Champoor an example, for they were nowhere as well-trained or well-equipped as the Realm, and had no Dragon-Blooded on their side. General Deep Archipelago was fully aware of the odds, yet went in without any intention to surrender, let alone struggle (for it would offer no chance of victory, he thought, and would make things harder for everybody); he was looking forward to a dignified death against the most glorious opponent they would ever face.&lt;br /&gt;
108, also aware of the odds, unlike him, was absolutely terrified, and quite fine with the idea of staying alive.&lt;br /&gt;
&lt;br /&gt;
When the battle began, despite her fear, she quickly ignored the general&#039;s genuine orders and give out her own commands instead, if only just to try, even though the odds were against her.&lt;br /&gt;
The Unconquered Sun witnessed her decision, and approved it.&lt;br /&gt;
Reports of this battle are extremely vague and incoherent, for it became a confusing mess for all parties involved as soon as the Realm suffered their first casualties. Champoor didn&#039;t win that battle, but many of its soldiers survived, having either fled or been captured; likewise, the Realm lost a great deal more soldiers than expected.&lt;br /&gt;
108 had fled when the chaos overwhelmed her attempts at discipline, accompanied by a couple dozens soldiers: conscripts who were petty thugs or desperate peasants. She went to Tenepeshu for help, and the Water Dragon initiated her to sorcery, with the implicit promise of prayers and revenge. This only strengthened 108&#039;s conviction that she was on the right path toward enlightenment.&lt;br /&gt;
Hiding since the battle, the deserters finally heard more rumors about what started it all: the Broken-Winged Crane. Supposedly, the (now-deceased?) high priest had it, supposedly, he refused to hand it when ordered to do so by the Realm and did it in the name of the Nighted City, and supposedly, Dynasts got it back all the same. 108 wants to find out by herself whether that damn Crane, whatever that is, was worth almost slaughtering her peers.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=108_Triumphant_Steps&amp;diff=294206</id>
		<title>108 Triumphant Steps</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=108_Triumphant_Steps&amp;diff=294206"/>
		<updated>2016-01-13T20:51:24Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: Created page with &amp;quot;Player Character in  The Shadow Over Creation  108 in civilian robes  == Basic Information == &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; 108 Triumph...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Character in [[The_Shadow_Over_Creation| The Shadow Over Creation]]&lt;br /&gt;
&lt;br /&gt;
[[File:http:108.png||thumb|108 in civilian robes]]&lt;br /&gt;
&lt;br /&gt;
== Basic Information ==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; 108 Triumphant Steps (108 for short)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Concept:&#039;&#039;&#039; Wardancer seeking enlightenment&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Caste:&#039;&#039;&#039; Zenith&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Anima:&#039;&#039;&#039; additional dancing legs and arms, mandala shining behind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Limit Trigger:&#039;&#039;&#039; Being responsible for an ally&#039;s setback or defeat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Supernal:&#039;&#039;&#039; Performance&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Caste Abilities:&#039;&#039;&#039; Performance, War, Resistance, Athletics, Presence&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Favored Abilities:&#039;&#039;&#039; Melee, Socialize, Dodge, Occult, Integrity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tracking Stuff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Willpower:&#039;&#039;&#039; 5&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Personal Motes:&#039;&#039;&#039; 0/13&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Peripheral Motes:&#039;&#039;&#039; 25/25 (5 attuned)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Health Levels (-0, -0, -1, -1, -1, -2, -2, -2, -4, Incapacitated)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular XP:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Solar XP:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important Stats ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Join Battle:&#039;&#039;&#039; 6 Dice&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Guile:&#039;&#039;&#039; 1 &#039;&#039;&#039;Resolve:&#039;&#039;&#039; 2 (+2 if dancing alone)&lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039; 4 (7 when dancing) &#039;&#039;&#039;Parry:&#039;&#039;&#039; 5 (7 when dancing) &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;Soak:&#039;&#039;&#039; 8 (14 with Bronze Skin) &#039;&#039;&#039;Hardness:&#039;&#039;&#039; 0 (6 with Bronze Skin)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longfang&#039;&#039;&#039; (Lethal, Melee, Piercing, Thrown [short]) 8 dice (+3 for withering), 14 damage&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Strength 2 Dexterity 4 Stamina 5&lt;br /&gt;
&amp;lt;br /&amp;gt;Charisma 5 Manipulation 1 Appearance 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Intelligence 2 Perception 3 Wits 2&lt;br /&gt;
&lt;br /&gt;
== Abilities [Specialties] ==&lt;br /&gt;
&lt;br /&gt;
Athletics 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Awareness 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Dodge [Dancing] 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Integrity 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Melee [Spear] 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Occult 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Performance [Motivating] 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Presence 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Resistance 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Socialize 2&lt;br /&gt;
&amp;lt;br /&amp;gt;War [Leading the Underdog] 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Merits ==&lt;br /&gt;
&lt;br /&gt;
Hearthstone (Purity Gem): 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Command (warband): 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Fast Reflexes: 3&lt;br /&gt;
&amp;lt;br /&amp;gt;Boundless Endurance: 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Cult (warband): 1&lt;br /&gt;
&amp;lt;br /&amp;gt;Artifact (Heritage of Violence - Black jade Longfang): 2 &lt;br /&gt;
&lt;br /&gt;
On that fateful battle, there wasn&#039;t just one Dragon-Blooded general. Amidst the chaos, she found a dead young man, his face and chest full of arrows. She knew he was Dragon-Blooded lieutenant, for he had an elegant armor with the emblem of his House, and his skin was the colour of a deep lake. Surely a young Dynast looking for glory at a battle that was supposed to be easy. He was no longer holding his black jade Longfang.&lt;br /&gt;
She tied colourful flags to both ends and renamed it Heritage of Violence. She twirls it and incorporates it into her dancing moves in order to send commands. Both ends end in a sharp blade.&lt;br /&gt;
&lt;br /&gt;
== Solar Charms (Ability and page) ==&lt;br /&gt;
&lt;br /&gt;
Reed in the Wind (Dodge, 299)&lt;br /&gt;
&amp;lt;br /&amp;gt;Dust Motes Whirling (Dodge, 299)&lt;br /&gt;
&amp;lt;br /&amp;gt;Searing Quicksilver Flight (Dodge, 300)&lt;br /&gt;
&amp;lt;br /&amp;gt;Excellent Strike (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Fire and Stones Strike (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Dipping Swallow Defense (Melee, 346)&lt;br /&gt;
&amp;lt;br /&amp;gt;Terrestrial Circle Sorcery (Occult, 360)&lt;br /&gt;
&amp;lt;br /&amp;gt;Masterful Performance Exercise (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Soul-Firing Performance (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Stillness-Drawing Meditation (Performance, 361)&lt;br /&gt;
&amp;lt;br /&amp;gt;Trance of Fugue Vision (Performance, 362)&lt;br /&gt;
&amp;lt;br /&amp;gt;Graceful Reed Dancing (Performance, 366)&lt;br /&gt;
&amp;lt;br /&amp;gt;Battle-Dancer Method (Performance, 366)&lt;br /&gt;
&amp;lt;br /&amp;gt;Ox-Body Technique (Resistance, 375)&lt;br /&gt;
&amp;lt;br /&amp;gt;Front-Line Warrior Stamina (Resistance, 376)&lt;br /&gt;
&amp;lt;br /&amp;gt;War God Descendant (War, 420)&lt;br /&gt;
&amp;lt;br /&amp;gt;League of Iron Preparation (War, 420)&lt;br /&gt;
&amp;lt;br /&amp;gt;Rout-Stemming Gesture (War, 421)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sorcery ==&lt;br /&gt;
&lt;br /&gt;
108 made a pact with Tenepeshu, water dragon ruling over Champoor.&lt;br /&gt;
&lt;br /&gt;
The sorcerer’s patron offers her power in exchange for drowned offerings, seizing forever tributes from within the depths and rewarding her with glory. The sorcerer may make a prayer roll (Charisma + Performance, difficulty 5 minus the Resources value of any sacrifices offered along with the&lt;br /&gt;
prayer) seeking power from her patron. Success grants her sorcerous motes equal to (her Essence + extra successes on the roll). These motes last for the duration of the story, and can be spent towards any spell she casts. She cannot pray for power more than once a day, and receiving new motes replaces any granted by past prayers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known (page)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;Invulnerable Skin of Bronze (control spell, 474)&lt;br /&gt;
&lt;br /&gt;
== Intimacies ==&lt;br /&gt;
&lt;br /&gt;
Defining Principle: Dance is the purest art&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Principle: Work is the only play you&#039;ll need&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Tie: The Broken-Winged Crane (distrust and need for personal assessment)&lt;br /&gt;
&amp;lt;br /&amp;gt;Major Tie: My Ragtag Band of Misfi- My Warband (respect and responsibility)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Musicians (appreciation)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Water Dragon Tenepeshu (patron)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Principle: One can only be brave when one is afraid - don&#039;t run from what scares you&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Morning Way (business partner)&lt;br /&gt;
&amp;lt;br /&amp;gt;Minor Tie: Aria (appreciation of craftsmanship)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
108 owns light armor, not very modest (as it would have hindered her moves as a mortal), but protecting the most important parts. She also looted an artifact black jade spear she renamed Heritage of Violence.&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
Since even before puberty, 108 Triumphant Steps – previous name unrecorded and now lost – has been a battle dancer. The Champoorite girl danced for hours without end, not just to encourage and improve the morale of her fellow soldiers, but also to communicate coded orders from her general, using her agility, spear, and flags to do so. She was zealous, and held a lot of respect for the rest of the military.&lt;br /&gt;
&lt;br /&gt;
After over 20 years of life, she finally had to face the Realm. Rumors were Champoor had offended the empire, but hell if anybody knew how. The scheduled battle was barely more than a mass public execution to make of Champoor an example, for they were nowhere as well-trained or well-equipped as the Realm, and had no Dragon-Blooded on their side. General Deep Archipelago was fully aware of the odds, yet went in without any intention to surrender, let alone struggle (for it would offer no chance of victory, he thought, and would make things harder for everybody); he was looking forward to a dignified death against the most glorious opponent they would ever face.&lt;br /&gt;
108, also aware of the odds, unlike him, was absolutely terrified, and quite fine with the idea of staying alive.&lt;br /&gt;
&lt;br /&gt;
When the battle began, despite her fear, she quickly ignored the general&#039;s genuine orders and give out her own commands instead, if only just to try, even though the odds were against her.&lt;br /&gt;
The Unconquered Sun witnessed her decision, and approved it.&lt;br /&gt;
Reports of this battle are extremely vague and incoherent, for it became a confusing mess for all parties involved as soon as the Realm suffered their first casualties. Champoor didn&#039;t win that battle, but many of its soldiers survived, having either fled or been captured; likewise, the Realm lost a great deal more soldiers than expected.&lt;br /&gt;
108 had fled when the chaos overwhelmed her attempts at discipline, accompanied by a couple dozens soldiers: conscripts who were petty thugs or desperate peasants. She went to Tenepeshu for help, and the Water Dragon initiated her to sorcery, with the implicit promise of prayers and revenge. This only strengthened 108&#039;s conviction that she was on the right path toward enlightenment.&lt;br /&gt;
Hiding since the battle, the deserters finally heard more rumors about what started it all: the Broken-Winged Crane. Supposedly, the (now-deceased?) high priest had it, supposedly, he refused to hand it when ordered to do so by the Realm and did it in the name of the Nighted City, and supposedly, Dynasts got it back all the same. 108 wants to find out by herself whether that damn Crane, whatever that is, was worth almost slaughtering her peers.&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:108.png&amp;diff=294205</id>
		<title>File:108.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:108.png&amp;diff=294205"/>
		<updated>2016-01-13T20:50:16Z</updated>

		<summary type="html">&lt;p&gt;ChairKicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ChairKicker</name></author>
	</entry>
</feed>