Rakkis
Character Name: Rakkis
Alternate Identities: None
Player Name: Sean
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20/30 13- / 15- HTH Damage 4d6/6d6 END [2/3]
23 DEX 10 39 23/35 14- / 16- OCV 8/12 DCV 8/12
25 CON 10 30 25 14-
15 BODY 10 10 15 12-
30 INT 10 20 30 15- PER Roll 15-
15 EGO 10 10 15 12- ECV: 5
25 PRE 10 15 25 14- PRE Attack: 5d6
30 COM 10 10 30 15-
20 PD 4 16 20/22 20/22 PD (14 rPD)
20 ED 5 15 20 20 ED (14 rED)
5 SPD 3.3 17 5/6 Phases: 3, 5, 8, 10, 12/2, 4, 6, 8, 10, 12
14 REC 9 10 14/16
50 END 50 0 50
43 STUN 38 5 43/48
7" Running 6 2 7"
2" Swimming 2 0 2"
4" Leaping 4 0 54"/56" 209 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Jerk!"
EXPERIENCE POINTS
Total earned: 98
Spent: 101
Unspent: 0
Base Points: 200
Disad Points: 260
Total Points: 561
MOVEMENT
Type Total
Run (6) 7"
Swim (2) 2"
H. Leap (4") 54"/56"
V. Leap (2") 27"/28"
DEFENSES
Type Amount
Physical Defense 20/22
Res. Phys. Defense 14
Energy Defense 20
Res. Energy Defense 14
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8/12 DCV: 8/12
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Atemi Punch 1/2 -1 +1 4d6 NND
Block 1/2 +2 +2 Block, Abort
Breaking Throw 1/2 -2 -2 Grab One Limb; HKA 1d6 +1 , Disable; Target Falls
Choke Hold 1/2 -2 +0 Grab One Limb; 4d6 NND
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Kick 1/2 -2 +1 12d6 / 14d6 Strike
Knife Hand 1/2 -2 +0 HKA 2 1/2d6
Punch 1/2 +0 +2 10d6 / 12d6 Strike
Reversal var -1 -2 55 STR / 65 STR to Escape; Grab Two Limbs
Sacrifice Throw 1/2 +2 +1 8d6 / 10d6 Strike; You Fall, Target Falls
Takeaway 1/2 +0 +0 Grab Weapon, 50 STR / 60 STR to take weapon away
Takedown 1/2 +1 +1 8d6 / 10d6 Strike; Target Falls
Throw 1/2 +0 +1 8d6 / 10d6 +v/5, Target Falls
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Elvish Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: If manhood is challenged (Uncommon), go 11-, recover 14-
5 Enraged: If taunted (Uncommon), go 8-, recover 14-
15 Enraged: Injustice (Common), go 11-, recover 14-
20 Hunted: Interpol 8- (Mo Pow, NCI, Capture)
5 Hunted: Japanese Police 8- (Less Pow, NCI, Limited Geographical Area, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
20 Hunted: various Yakuza clans 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Despises himself for his past actions (Common, Moderate)
15 Psychological Limitation: Hates people that act like jerks (Common, Strong)
15 Psychological Limitation: Overconfident (Common, Strong)
10 Psychological Limitation: Pathological Liar (Common, Moderate)
15 Psychological Limitation: Vengeful (Common, Strong)
5 Reputation: Pusher, 11- (Known Only To A Small Group)
5 Reputation: Thief, 11- (Known Only To A Small Group)
10 Reputation: Yakuza Clan Member, 11- (Extreme; Known Only To A Small Group)
10 Rivalry: Professional (Rival Clans; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Public ID (Frequently, Major)
15 Susceptibility: High heat conditions >100 degrees f, 1d6 damage and cannot take a Recovery per Turn (Uncommon)
30 Vulnerability: 2 x STUN Fire-based Attacks (Very Common)
260 Total Disadvantages Cost

Character Name: Rakkis
Alternate Identities: None
Player Name: Sean
SKILLS
Cost  Name
3 AK: Japan 15-
3 Acrobatics 14- (16-)
3 Acting 14-
3 Analyze: Style 15-
3 Breakfall 14- (16-)
3 Climbing 14- (16-)
3 Concealment 15-
10 Defense Maneuver I-IV
3 Disguise 15-
3 Electronics 15-
0 Language: Japanese (idiomatic)
3 Language: Korean (completely fluent)
3 Language: English (completely fluent)
3 Lockpicking 14- (16-)
3 Scholar
2
1) KS: Assassin's Guild 15-
2
2) KS: Ninjutsu 15-
2
3) KS: Thief's Guild 15-
3 SS: Cybernetics 15-
3 SS: Electrical Engineering 15-
3 Security Systems 15-
3 Shadowing 15-
3 Stealth 14- (16-)
3 Streetwise 14-
5 WF: Common Martial Arts Melee Weapons, Small Arms, Blades
78 Total Skills Cost
PERKS
Cost  Name
3 Anonymity
15 Contact: Japanese Underworld (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) 11-
18 Total Perks Cost
TALENTS
Cost  Name
17 Danger Sense (self only, in combat, Function as a Sense) 15-
17 Total Talents Cost
 
POWERS
Cost  Power END
10 Ch'i Climbing: Clinging (normal STR) 0
5 Ch'i Immortality: Life Support (Longevity: Immortal) 0
29 Ch'i Reflexes: +12 DEX; Only In Heroic Identity (-1/4)
5 Ch'i Sight: Infrared Perception (Sight Group) 0
8 Ch'i Strength: +10 STR; Only In Heroic Identity (-1/4) 1
56 Extended Ch'i: Multipower, 70-point reserve, all slots Only In Heroic Identity (-1/4)
6u
1) Ch'i Blast: Energy Blast 8d6, Double Knockback (+3/4)
7
5u
2) Ch'i Leaping: Leaping +50" (54"/56" forward, 27"/28" upward) (x4 Noncombat), Reduced Endurance (1/2 END; +1/4)
2
5u
3) Ch'i Push: Telekinesis (46 STR); Affects Whole Object (-1/4)
7
6u
4) Ch'i Thrust: Killing Attack - Ranged 4 1/2d6
7
15 Missile Warding: Missile Deflection (Bullets & Shrapnel) 0
14 Toughness: Damage Resistance (14 PD/14 ED) 0
164 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Ninjutsu (Taijutsu)
4
1) Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
4
2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
3) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable; Target Falls
4
4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4
5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 / 14d6 Strike
4
7) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
4
8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 / 12d6 Strike
4
9) Reversal: var Phase, -1 OCV, -2 DCV, 55 STR / 65 STR to Escape; Grab Two Limbs
3
10) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 8d6 / 10d6 Strike; You Fall, Target Falls
5
11) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 50 STR / 60 STR to take weapon away
3
12) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 8d6 / 10d6 Strike; Target Falls
3
13) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 / 10d6 +v/5, Target Falls
1
14) Weapon Element: Blades
1
15) Weapon Element: Chain & Rope Weapons
1
16) Weapon Element: Fist-Loads
1
17) Weapon Element: Karate Weapons
1
18) Weapon Element: Polearms
1
19) Weapon Element: Staffs
1
20) Weapon Element: War Fan
16
21) +4 HTH Damage Class(es)
75 Total Martial Arts Cost

Character Name: Rakkis
Alternate Identities: None
Player Name: Sean
APPEARANCE
Hair Color: Black
Eye Color: Black
Height: 6' 3"
Weight: 180 lbs
Description:
Even Rakkis doesn't know from where his father came but he does know the father left behind an elven half breed son. Rakkis is sharp featured with a long pointed nose and longer pointed ears. His black hair is cut oddly, leaving the back short but the top and front long and combed forward to hide one side of his face. In all cases he is dressed in black from head to toe, with a mask he can pull up over the lower half of his face.
BACKGROUND
Rakkis is a shadowy figure only occasionally associated with the Wild Hunt. What Archer and the rest of the team do not know, as yet, is that Rakkis was once one of the best assassins in the entire Yakuza organization. Somewhere along the line he had an epiphany and now seeks to atone for his past deeds. He has fled Japan seeking the relative safety of the United States and now tries to aide the Hunt when ever they are in action in the City.
POWERS/TACTICS
Rakkis is a more than competent martial artist with a control over his ch'i that makes him quite formidable.
PERSONALITY/MOTIVATION
Rakkis' biggest problem is his intolerance of others. Those that do not agree with him he labels 'jerks' and if the jerk annoys him for too long, he tends to become rather hostile. If they react to his hostility and happen to make a snide comment at the wrong time, Rakkis is just as libel to beat them until they apologize. He is overconfident in battle but is still somewhat unsure of himself in personal interactions. He suffers no slight to go unavenged and is a liar.
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