Name: Henshibo Kasamito Karma Pool:2 Race: Koboruku (dwarf) Good Karma:0 Street Name: Hajime PlayerName:Bigrod ************************************************** ********************Priorities******************** **A:Race B:Attributes C:Magic D: Skills E: Nuyen** ************************************************** Age: 72 Height: 2'4" Hair: brown (covers entire body) Sex: M Weight: 178 Eyes: red Att: ========================= Body: 5(6) Combat Pool: 6 Quickness: 4 Strength: 5(7) Charisma: 3 Intelligence: 4 Willpower: 3(4) Essence: 6 Magic: 6 Reaction: 4 (7) Initiative: 1d6+7 Skills: Edges ========================= ========== Armed Combat:3(4) bonus skill points(4) Unarmed Combat:4(5) Lightning reflexes +3(6) Athletics:3 Ambidexterity(2) Stealth:3 Throwing:4(6) SwordSmith:3 Flaws ========== physical adept powers: Flashbacks (-4) *explained in background ========================= Dark Secret (-2) *explained in background Missile Mastery(1) Hunted (-4) *explained in background Astral Perception(2) Vindictive(-2) Missile Parry(1) Killing Hands S (2) Racial Modifications: ========================= +1 Body, +2 strength, +1 willpower, Thermographic Vision, Resistance (+2 body) to disease only Equipment: ========================= Throwing knives 10 (200¥) damage - (STR)L - ((STR)S) Shuriken 10 (300¥) damaage - (STR)L - ((STR)S) Sword damage - (STR+2)M Armor:N/A Vehicle:N/A Nuyen:50¥ Background: =============== Henshibo was born in Japan into the Yakuza. After many years of being treated like trash he decided that he needed a change. So he slipped out under the cover of darkness and moved to Seattle. While growing up, Hajime's grandfather taught him the ancient art of Japanese Sword smithery, the only weapon that he brought to Seattle was the sword that he and his grandfather forged. The Yakuza broke into his randfather's home while Henshibo was there and killed him. Hence his street name Hajime in memory of his dearly loved grandfather. Now on stormy nights Hajime has flashbacks of his grandfather's death, he can't control himself and gets very angry. Now that he is in Seattle he has learned that the Yakuza may be after him, he knew that they would for once you are in you are never out. He doesn't know if he can trust anyone but his laid back demeanor is his downfall, he trusts almost everyone until they cross him, then he becomes very vengeful and will do almost anything to avenge his honor. As far as modern day weaponry, Hajime doesn't like to use it, he prefers the weapons of old. Wandering the streets of Seattle he looks for that group of people known as runners, people to bond with, work with, and most importantly he needs friendship. Hajime to the untrained eye seems to be a loner but in reality he needs someone to depend on and depend on him. Plus someone to help him watch his back wouldn't hurt. DESCRIPTION: (CUT -N- PASTE) /me is a short fellow with brown hair covering his entire body. His eyes are a deep shade of red looking almost like pools of blood. He bears a brand of a dragon on his right arm. He wears cut off jeans a tank top with a leather jacket. NOTES: ====== MISSILE MASTERY: An Adept with Missile Mastery has such a highly developed talent for throwing weapons that normal harmless items such as pens, credsticks, and ID cards become deadly weapons in the adepts hands. Adepts attack with such items using throwing skill. Unorthodox missiles such as pens have a base damage code of (.5 adepts str round down)L. Impact armor resists damage from these attacks. Items with an edge or point inflice Physical Damage while Blunt items inflict stun damage. Whe throwing a standard missile weapons, shuriken or throwing knives,adepts with missile mastery add +2 to the weapons power. (TAKEN FROM AWAKENINGS PAGE 117) MISSILE PARRY: With this ability, the adept can pluck slow-moving missile weapons such as arrows, shurikens, or thrown knives out of the air. To perform this feat, the character must roll a number of dice equal to his reaction attribute(plus combat pool, if the player chooses) against a target number of 10 minus the range determined on the base target number for the incoming attack. For example, to catch an arrow shot at long range, the adept has a target number of 2(10-8). If the attack were made at short range, his target number would be 6(10-4). To successfully grab the missile weapon out of the air, the character must generate more successes in his reaction test than the attacker did in his attack test. Ties go to the attacker. Use of this ability requires a Free Action. (TAKEN FROM THE GRIMOIRE PAGE 34) RACE:Koboruku: Japanese dwarfs, called Koboruku, are slightly smaller than their western counterparts and possess extensive body hair. Like other metahumans, koboruku are not looked apon kindly in Japanese society. In fact Japanese anit-metahuman prejudice has saddled kobkruku with an undeserved reputation as rude and primitive individuals. Like gnomes, koboruku prefer rural and wilderness areas over urban environments. Koboruku recieve the standard racial modifications with the following exceptions: no Quickness penalty. (TAKEN FROM SHADOWRUN COMPANION PAGE 39)