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Chihiro "Chichi" Chikami
Series: Protagonist of Psyche/Shadow 3: Tower of Animus, a very obvious homage to Persona and JoJo's Bizzare Adventure.
Level: 5

Attributes

STR: 12, Muscle: 9, StrAtk (Phys): 34
AGI: 5, Dexterity: 5, AgiAtk (Phys): 20
MND: 1, Intuition: 3, MndAtk (Enrg): 12
SPI: 12, Aura: 9, SpiAtk (Enrg): 34
GTS: 7, Resolve: 6,

Health: 280, Health Increment: 56, Critical Health: 112
Stamina: 54 Stamina Increment: 11
Movement: 4
Damage Increment: 14

Defense: 29
Resistance: 18

Skills (50/44+3 SP)

Bravado, Lv: 1 6 SP. You begin each fight with 1 additional Valor.
Fighting to defend those she loves is easy. She didn't refuse the Call to Adventure, she grabbed for it with both hands.

Companion, Lv: 1 6 SP. You may call forth the Anima Companion, Ame-no-Uzume.
Ame-no-Uzume takes up a separate space, manifesting in any space next to Chihiro when called.
She has a Move of 4, Chichi's stats for the purposes of defense, and is not penalized for stat substitution when Defending. She moves when Chichi does, at no extra cost.
Chihiro may command Ame-no-Uzume to use any of her techniques (and must, to use Techniques with Companion Limit.) They originate from Ame-no-Uzume, while Chichi pays all costs, including Actions. Otherwise, they resolve normally.
Ame-no-Uzume is immune to the effects of Weaken Cores and status effects directed at her, but suffers the effects of any that hit Chichi.
If Ame-no-Uzume is hit by a Technique, she is dispelled until Chichi can spend a Support Action to revive her.
Chichi would do anything, fight any battle, to break her beloved Ami out of her supernaturally exacerbated depressive fugue. Thus was her Anima the goddess whose dance heralded dawn, Ame-no-Uzume.
Sense Malice: 2 SP. Ame-no-Uzume can sense hostility towards Chichi or her allies, and warn her of it. Among other uses, Chichi can always act during the Surprise Round of combat.
Ame-no-Uzume is an Anima, that shining part of a Psyche that has mastered her Shadow. When anyone's Shadow looms large, she can tell.

Crisis, Lv 2: 6 SP. While at Critical Health, add 9 to all Attack substats.
Push her to her limits, and see her blow past them.

Desperation: 5 SP. While at Critical Health, add +1 to all defense rolls.
Take her to the precipice of disaster, and watch her fly.

Dig Deep: 5 SP. You may spend Health to pay for Stamina on a 5 to 1 basis.
When she should have nothing left, watch her find even more.

Intimidate, Lv 2: 8 SP. You may spend a Support action and attempt to intimidate up to two foes within 5 spaces.
Make an Aura or Resolve check against each target, who defend with thier choice of Aura or Resolve. If successful, affected targets are Shaken.
In addition, you are at +1 to negotiate through fear in Challenge Scenes.
To master the Shadow is to be able to call on it, and make lesser Psyche's quail in terror.

Improved Damage Increment, Lv 1 4 SP. Gain 4 Damage Increment, already calculated.
Her MMA prowess was scary enough before she attained her Anima - now she can wear down the mightiest foes with the death of a thousand cuts.

Proficiency; Athletics: 2 SP. +1 to all Athletics rolls in challenges.
Master of the martial arts, bowing to none.

Unmovable, Lv 1: 6 SP. Any effect that would move you moves you -2 spaces.
If another combatant is thrown against you, you act as a wall. Their forced movement ends, and you take no damage from the collision. (They take damage as normal)
In addition, when you successfully defend against a Rush Attack technique, you immediately end the Rush Attacker's movement and attack on any space within your ZoC.
The long shadow of the Tower goes no further. Chihiro will not be stopped, or swayed.

Flaws (Up to +12 SkiP at 5th Level)

Compulsion: +4 SP. On the 2nd turn of combat and every 2 turns after, choose one: Taunt or show off to no mechanical effect as your Support Action; OR lose 1 Valor.
No one can create a shining Anima without casting a long Shadow. Just because Chihiro's natural inclination towards pride has been mostly channeled towards virtue doesn't change that it's a vice.

Violent: +3 SP. Each turn you do not use a Damage Core Technique against an opponent in combat, lose 2 Valor.
Chichi loves the thrill of a brawl. She might not start fights... well, she might not always start a fight - but she takes great glee in ending them.

Techniques (28 Tech points)

Moonshadow Tide Kick
Strength Damage Core, Lv 5 (8)
Costs an Attack Action, and (10) Stamina; (mention Limits on how often it can be used here).
Reposition, Dash, Throw; Push Only
Chihiro or Ame-no-Uzume rush forward in a lunging crescent kick with enough force to send their target flying. They move 1 space before or after attacking, and make an opposed Muscle roll to hit.
On hit, deals 40 + Strength Attack physical damage, for a total of 74 damage before Defense, and sends the target flying 2 spaces away. If that target hits anyone else, deal your Damage Increment of 14 damage to the first and second target, then roll to attack the new target with Moonshadow Tide Kick. Repeat until the attack fails or there are no more unique targets.

Grasscutting Strike
Strength Damage Core, Lv 6 (8)
Costs a Slow Action, and 4 Stamina.
Whirlwind, Dash; Slow.
Chihiro or Ame-no-Uzume focuses for a moment, then draws, moves one space (before or after the attack), and slashes with a plain tsurugi sword in a wide arc, striking at all targets in their Zone of Control. They make an opposed Muscle roll against each target.
On hit, deals 45 + Strength Attack physical damage, for a total of 79 damage before Resistance.

Opyre Mantra
Spirit Damage Core, Lv 6 (8)
Costs an Attack Action, and (10) Stamina; must originate from Ame-No-Uzume; cannot move before using.
Blast 1, Ranged; Immobile, Companion Limit
Ame-No-Uzume conjures and juggles magical fire as part of her dance; this technique lobs three fireballs up to 4 spaces away into a devastating explosion before they move, 3x3 tiles big. Make an opposed Aura roll against each target within the blast radius.
On hit, deals 45 + Spirit Attack energy damage, for a total of 79 damage before Resistance.

War Dance
Spirit Boost Core, Lv 4 (4)
Costs a Support action, and 4 Stamina; Must be used by Ame-No-Uzume after moving at least 2 spaces.
Companion Limit; Move Limit 2.
Ame no Uzume dances a shamanic war dance, brushing past an ally and bestowing the benefits of Jump 1 and Sprinter 1 on them for 3 turns:
Jump: 4 SP. Spend 2 Stamina to target flying enemies with melee Techniques until the end of your turn.
In addition, you are at +1 to all athletics rolls for jumping in Challenge Scenes.
Sprinter: 4 SP. Gain 1 Movement.


Ultimate Damage Core: Crack Of Dawn (8th Lv for free)
Costs an Attack action, 1 Valor, and 5 Stamina; must originate from Ame-no-Uzume before she moves, and only after having previously used War Dance this combat.
Ranged, Line, Sapping; Companion, Immobile, Sequence, Ultimate Valor.
Ame-no-Uzume dances the striptease that heralds the Dawn, and the Dawn comes, sending a brilliant shaft of light to scour Shadows from the face of the Earth. This ray of dawn is a like a laser, originating at any point up to four spaces from her and slashing a straight line four spaces long. Roll an opposed Aura check against target in the beam's path.
On hit, initially deals 55 + Spirit Attack damage, for a total of 89 before Resistance; then at the beginning of each target's next three turns, deals a third of the final damage dealt (rounded up), ignoring Resistance.

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Chihiro Chikami, Anima Weilder

January 2018

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