Crimson Assassin
STR: C |
END: C |
AGI: A↑ |
WIL: ? |
INT: ? |
EGO: ? |
Statistics:
HP: ?/51
ACC: 5
DOD: 5
Movement: 60m (Boosted)
Perks:
[Addictive Boost]
There is a substance you need. This substance allows you to reach new heights when it concerns your fighting style, or life in general. Whether it is a one-time boost to your STR attribute, enhancing the radius of your spells, increasing your knowledge of some subject... whatever the case, you need to take this substance to achieve such a feat. However, this means that when you do not get to intake this substance, you suffer heavy drawbacks. When you take this Perk, design one substance that increases your performance in some way. The GM will create a drawback that will happen if you do not have access to this substance in time.
[Evolution] x?
It might be because you've trained harder than most, or it might be because you were simply born that way, but your body is a step above that of others. Physical prowess or mental greatness, whatever it is, you have just a little bit more. When you take this Perk, increase one of your attributes by 1 Rank. You can take this Perk up to three times.
[Flash Throw]
While throwing weapons are not the most usual choice of weapon for a warrior, they are often favored by assassins around the world. After all, they are easy to conceal and can pack quite a punch if necessary. They are also easy to use when attacking from the shadows. Thus you too have trained in the usage of throwing weapons, to the point you can now use multiple at once. When you take this Perk, you can throw two throwing weapons with one attack. If you are able to dual-wield weapons, you can throw two weapons with each attack, following the normal rules of multiple attacks. Throwing weapons count as light, long range weapons. However, they only have half the range a normal ranged weapon would have and they can only have a maximum Natural Damage boost from your STR up to +9. In addition, throwing weapons that have their damage reduced to minimum of 1 stay at that damage even if the attack is a critical hit.
[Flourish & Parry]
Sometimes it is not enough to be able to dodge. Sometimes you also need to be able to parry attacks, deflect them aside with your own weapon or limbs. Exchanging attacks like that leaves much less room for actually punishing the opponent, but at least you are keeping yourself safer. When you take this Perk, you can sacrifice one or more of your attacks on the Turn after your enemy has attacked you. For each attack you sacrifice, the enemy's attack has +25% greater chance of missing. If the enemy makes multiple attacks, you can divide the parry chance (in segments of 10%) to each of them. However, you cannot parry attacks of an enemy who has STR two Ranks higher than yours.
[Inquisitor]
As an inquisitor of the Catholic Church, your job is to destroy the heretical mystics of the world and any other threat that might threaten normal populace. You are an executor of the wicked, an assassin in service of the holy and enemy of everything evil. When you take this Perk, increase your STR by 1 Rank. In addition, you are given access to unique D-Rank Arc-Relic: Der Nagel. It is a mass-produced Arma Christi, a weapon meant to reduce the amount of numen in the target it hits. Most of the times they take a form of large nails used as either daggers or throwing weapons. However, depending on the inquisitor, it might take a different form. For example a certain famous French inquisitor had her Der Nagel in form of sword-like arrows. The charges can be fluffed either as separate weapons, or charges of a single weapon.
Equipment:
Crimson Kevlar
Type: Modern
A kevlar cloak of vermillion colours that covers the wearer from head to toe, along with the assorted protective gear underneath it. Counts as a light armor.
X-Hunter Knives
Type: Modern
Weight: Light
The so-called "Cross-Hunter" folding knives, used by a certain brand of Inquisitors who hunt alone and specialize in bestial enemies of the Catholic Church, such as werewolves. For some reason there seems to be no end for their amount, as if something was generating more of them. They also seem to vanish from existence after a while....
Der Nagel
Weight/Rank: Light/D
Cost: 40 AP
Charges: 4
Weapon Damage Bonus: +3
Unique Traits: Thrown
A mass-produced version of the nails that were used to pin the Christ to the True Cross. Though not the original ones, they have the same composition, to the atomic level, as their ancestors. This means that they have some of the same powers, but as their legend is diluted, so is the numen stored within them. When activated, make a melee-attack (or a thrown-weapon attack) against the target. Upon hit, the target must succeed WIL Protection against Mental Shattering with the Mental Shatter Score of 4. If the target fails, one of their physical attributes (STR/END/AGI) is brought down by 1 Rank (Roll 1d3 to see which, in that order). In addition, magical healing or regeneration (usually originating from a Mage or a Mystic) of Rank D or lower does not work on the target. Effects of Rank C or higher have the amount they heal halved (Rounded Up). This effect lasts for 4 Rounds and cannot stack.
These Der Nagel in particular have been made identical to the X-Hunter Knives. It is nigh impossible to spot the differences between the two, as the user is able to switch between the types of knives he uses almost instantly. It is a tactic that always keeps the enemy on their toes. Each charge counts as a single knife.