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Welcome to Fantaji: Jakobs' Ladder (Borderlands)

15:13, 30th April 2024 (GMT+0)

Seraph

Name: Seraph
Role: The Siren

Political: Sympathizer - Hate current structure, but loyal to leaders
Social: Religious
Personal: Realist - Serious, Learned, Pragmatic

TRAITS [4] [9] [16] [25] [36] [49]
[1] Angel Soft, Devil Hard
[1] Death From Above

POWERS [4] [9] [16] [25] [36] [49]
1: Phaselink Warp [Aim (Combat Training)]
With “Line of Sight” Condition, Can deal [2] (Auto)

2: Phaselink Hop [Reflex (Training)]
Check @8: Negate DT– penalty whenever suffered

GEAR
Slot: Contestant Pack
Slot: Tediore Pistol
Slot:

HEALTH [9] [16] [25] [36]
[3] / [2] [2] / [X] [1] [1] [1]

MILESTONES (3/3 Themes)
1:
2:
3:
4:
5:
6:

[Anima Prime sheet, for reference
Name: Seraph
Concept: Siren on the Run
Mark: Blue tattoos on the left side of her body

PASSION
Anger - The character has a lot of stored-up aggression.
Trigger: Gain 1 charge die every time an opponent makes a strike roll against you, whether it’s successful or not, and every time an opponent inflicts one or more conditions on you.

TRAITS
—Everyone's out to get you, may as well give 'em a reason.
—Don't you wanna really connect with someone?
—Blaize makes surprisingly good muscle with that robot.

SKILLS
5 Phaselink
4 Acrobatics
3 Courage/Audacity

STATS
Wounds (_) (_) (_)
Action Pool 6 (add 0-2 to Maneuver, Strike, or Achievement rolls)
Catch Your Breath +3 Action, +1 Defense
Strike Limit 6
Charge Pool Max 8
Defense 3

PASSIVE POWERS
Charge Boost
Effect: The limit on the number of charge dice you can store in your Charge Pool is raised by 2. You can take this power up to 3 times.

Maneuver Boost
Effect: The limit on the number of strike and charge dice you can earn in a maneuver is raised by 1. You can take this power up to 4 times. It does not apply to combined maneuvers.

Resilience
Effect: Raise your character’s defense by 1.

CHARGE POWERS
HALO TREE
Guard
Type: Maneuver
Cost: 1+ Charge Die
Effect: After you use this power, any strike against an ally that you dedicate when invoking this power must instead be directed at you. You can guard more than one ally by spending another charge die for each additional ally. If someone makes a strike against you, whether directly or redirected because of this power, the effect of this power ends at the beginning of your turn following that strike.

Refresh
Type: Action
Cost: 2 Charge Dice
Effect: This power strengthens a character’s stamina. The target’s current number of action dice in the character’s Action Pool is raised by 4, up to the maximum of the target’s Action Pool.

HORNS TREE
Body Drain
Type: Action
Cost: 4 Charge Dice
Effect: This power transfers stamina from the victim to the power user. The victim loses 3 action dice, and the power user gains 3 action dice, regardless of defense. This power does not work on squads or swarms (but see Mass Effect). If the target only has 1 or 2 dice left in her Action Pool, only those 1 or 2 dice are transferred.

Mass Effect
Type: Boost
Cost: 1 or 2 Charge Dice
Effect: This power has two ways of boosting other powers used with the same action. First, for 1 charge die, it allows the following powers to be targeted against squads and swarms: Blindness, Body Drain, Life Drain, Life Transfer, Poison, Power Block, Slow, Vampiric Strike, and Weaken. Second, for 2 charge dice, you can apply the effects of the following powers to 3 extra characters individuals, squads or swarms) in addition to the original target: Dispel, Empower, Nightvision, Quicken, Refresh, Restore, Rise of the Phoenix, and Shield.

Vampiric Strike
Type: Strike
Cost: 3 Charge Dice
Effect: If this strike inflicts 1 or more wounds, the character using this power heals 1 wound. If the strike does not inflict a wound, the effect evaporates. This power does not work on squads or swarms (but see Mass Effect).

Weaken
Type: Action
Cost: 2 Charge Dice
Effect: This power inflicts Weakened on a character. Until this condition is cleared, the defense of any opponents of the victim is considered to be 1 higher, but only against the victim. This power does not work on squads or swarms (but see Mass Effect).

BACKGROUND AND LINKS
ECHO Log #1
Look, I've never met another Siren, but if I exist, there's gotta be more, right? I mean maybe I was created in some corp lab somewhere and just don't remember, or maybe I was hatched from some alien egg and my folks never told me. Whatever's going on with Sirens, I want to figure it out, and my only lead is Eridian history. So I guess I'm looking for an archaeologist or something. One whose friends won't try to dissect me for science.

-Trust issues everywhere. Paranoia maybe, but doesn't mean she's wrong.
-Has survival contacts, but not really friends.

ECHO Log #2
Who's after me? Let's see. So far I've escaped from Maliwan strike teams, an Anshin hospital, and a squad of Atlas's damned Crimson Lance. That was close. At least I know Jakobs isn't interested in using me to make new stuff, since that isn't so much their thing. And they're tough enough that the others won't want to risk shutting down their show just for li'l ol' me.

-Being hunted by Atlas, Maliwan, and Anshin, at the very least.
-Had a close call with Atlas's Crimson Lance forces.

ECHO Log #3
Okay, that isn't really all of it. I also heard a rumor there's a Vault on this planet. Eridian stuff. Maybe I'll find out what Sirens really are. Money, fame, some relative safety (seriously, have you met the Lance? screw those guys), and the chance to get some answers. This show's got everything I need in one spot. Just gimme a dotted line to sign on.

-Somehow heard a rumor about a Vault on this planet. Knows someone who heard somebody say they caught a glimpse of the Vault Key's map?
-Holy crap, did she start the rumor about a Vault here?

CHARACTER STORY SEED
I found an Eridian cave. Gotta find someone who can translate and get them to it without dying. I'm onto something.]