Edge Swiftblade

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Edge Swiftblade
Edge Swiftblade.png
A.K.A. The Twilight Knight
Age 20
Voice Actor
Relatives Galvan Swiftblade - father, Sagiko Tsukino - mother
Series Original/Sailor Moon
Player LocheEric
  • Name: Edge Swiftblade
  • Age: 20
  • Sex: M
  • Birthday: April 20th
  • Parents: Galvan Swiftblade, Sagiko Tsukino
    • Place of Birth: Crystal Tokyo
    • Nationality: Japanese/???
    • Specialty: Swordplay
    • Hobbies: Smoking, rolling dice
    • Likes: Stirring the pot
    • Dislikes: People that take themselves too seriously, or not seriously enough
    • Favorite Food: Coffee
    • Least Favorite Food: Lima beans, sprouts
    • Favorite Music: Classical, jazz
    • Favorite Sport: Chess
    • Most Valuable Possessions:
    • Level of Education: College
    • Seiyuu/Voice Actor:
    • Preferred Weapon: Swords
  • Physical Stats
    • Height: 6'2"
    • Weight: 220 lbs
    • Eyes: Black
    • Hair: Black
    • Special: Has the same distinctive eye markings of his mother.

Appearance

"Because anything less...would be uncivilized."

Well-kept jet black hair with a bit of a goatee, Edge possesses deep black eyes that seem penetrating and endless. He often dresses in finery and expensive suits, the best he can afford - he puts great attention into himself. When he's not in a suit, he's equally often in form-fitting leathers, something of a Swiftblade hallmark that suits his mother as well. He often has a chain belt around his waist.

Personality

Something of a control freak, a bit flirtatious, and has a firm belief in balance. Something of a manipulator; nevertheless, he considers himself a good guy, and will pull whatever strings he has to for the overall good.

Background

Born from an unlikely-to-many coupling between Sagiko Tsukino and Galvan Swiftblade, Edge Swiftblade was a child born into everything he could have ever dreamed, and he was determined never to let any of it be taken for granted.

Taking the moon from his mother and the shadows about it from his father, Edge truly believed that the night was his birthright - and his responsibility. Utilizing everything at his disposal, he sought to make sure he was ready for it - the night may be dark and full of terrors, but he was no ordinary man with no ordinary pedigree, and it was his belief that the world should know it.

Skills

Physical Skills:

  • Alertness: Amazing (+5)
  • Athletics: Incredible (+4)(Soul Stone Bonus +1 = +5)
  • Stealth: Very Good (+3)

Social Skills:

  • Subterfuge: Novice (+1)
  • Streetwise: Novice (+1)
  • Intimidation: Incredible (+4)
  • Leadership: Very Good (+3)
  • Expression: Very Good (+3)
  • Etiquette: Amazing (+5)(Soul Stone Bonus +1 = +6)
  • Performance: Amazing (+5)

Mental Skills:

  • Investigation: Very Good (+3)

Special Abilities

(These are skills, things that can be learned or trained, like martial arts techniques, Jutsu or magic spells. Abilities that are outside the norm of regular humans, but only because they have not had access to them.)

Weapon Mastery - Edge is trained in the use of several different types of martial weaponry, from chains to knives to swords. He prefers swords, much like his father.

  • The Whirling Blades of Death - His father's signature technique, modified by Edge. It no longer focuses on blood loss, rather essentially turning the blade dance into one centered around heavy, swift slashes, every cut angled to drive as deep as possible. Works best with masses of enemies, and he's capable enough to avoid allies with this technique.

Sniping - No stranger to death from afar, Edge has grown accustomed to utilizing a long-range high powered heavy crossbow, enchanted to enhance the range (as crossbows are typically not known for long range) without losing any of the stopping power. This takes a bit to set up.

Spells -

[Raven]: Wind Spell. Allows for full flight. Incantation: Wa Crow, RAVEN!

[Ark Enemy]: Dark Spell. The caster wraps a flaming spiral of dark energy around his fist, allowing him to drill through any barrier on his target with a punch. Incantation: ARK ENEMY!

[Loud]: Tracing runes with his fingers, the caster releases a ball of energy into his target's midsection. On contact, the ball will grow and attempt to explode into the target. No incantation, just runes.

[Dark Kane]: The caster releases powerful dark waves which attempt to cut through the target. This spell is linked to the caster's own personal power. Incantation: DARK KANE!

[Accused]: The caster needs bat wing to activate the spell. Once cast, the wing is consumed, and a blue nail appears on the caster. At that point, the caster can touch a person (or get them to touch it) with the nail, which will transfer onto the intended target, who will have to obey a singular (though it can be complex) condition, lest the nail turn purple, then red, and then turn the victim into a toad. This spell is irreversible and cannot be dispelled until the condition is accomplished, or is no longer a factor (Ex. Ordered to kill a man, only to find him dead upon going to his home to do so) Incantation: Obus Plata Low. Do you accept the curse imparted by this nail? ACCUSED!

Powers & Merits

(Unique, or hereditary, in-born powers, whether due to genetics or magic, things that can't be taught to others or simply gifted to this person from an outside force. Powers based on weapons should go in the Items. Merits can also go here.)

[Shadow Manipulation] - Edge has inherited a fair bit of his father's shadow manipulation powers - he can make shadow constructs from his own shadow, or if his shadow touches another's, their own shadow. These constructs are limited only by Edge's imagination and willpower, taking all manner of forms - shielding, tentacles, weaponry. These constructs can be no bigger than he is.

Nobility (3): You are recognized as a member of the local Nobility. This grants many advantages both socially and economically, as well as allowing you access to things that commoners cannot be part of, such as the Knighthood. The amount of power and nobility bestowed upon you depends on your merit's cost, with one point being something like a Knight and three points being a minor baron.

Resources (3): Money, dear boys. This is very simply how much (or how little) currency you have available to you at any time. Without this merit, your character is essentially broke, with just enough money to scrape by in a dire situation or on their own. With three points, renewing equpiment and provisions often, or even providing for others is comfortably within your means, with perhaps the possibility to get transporation to almost anywhere as well.

Animal Magnetism (Swiftblade Blood) (1): You have the "WOA DUDE BANG ME" aura, and receive a +1 Bonus on seduction and similar rolls (though this may inspire jealousy in the people who view you as competition). This is a Merit seldom taken seriously in the Chat Rooms, as it's been too often used by players whose intent is seldom gaming...

Items Of Note

Balisong switchblade, two longswords with moon crescents etched in the sides of the hilt.

The Last Call - An enchanted high-powered long range crossbow made for sniping at long distances. It is the only weapon that Edge can store inside of his shadow - he cannot put any other items into his Shadow Realm pocket.

Weaknesses & Flaws

Flaws can go here. Balance is key!

Disturbing Mannerism (2): You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but everyone else is. Penalties of social rolls are increased at the GM's discretion. (Stares just like his mom.)

Addiction (1 - Cigarettes): You are addicted to some substance, such as caffeine, nicotine, etc. You will start to crave the substance if you don't get it often enough, and have to spend time and money to counter it. The larger the flaw, the more dependent you are on the substance, and the worse things will happen if you don't get what you need. After jonesing for long enough all your rolls are at -1 Penalty. -2 if a three point flaw. A one point flaw will never incur penalties, but you should start RP'ing out how badly you need a drink or smoke and be easily distracted by that very idea.

Deep Sleeper (1): Waking up is hard; getting you moving is hard enough (-2 on all rolls to wake up), getting you comprehending what's going on after you're up isn't much easier (Your rolls in the next few minutes.. up to 30 minutes.. are at -1.)

Phobia (1 - Bugs) : You have a specific, incredibly powerful fear. At 1 pt, you will avoid any contact or nearness with the object of your fear, and all rolls near it will be at -1 penalty.. as well as other shortcomings, like nervousness, fear, and the general wanting to get the hell out of there, which you will at the first opportunity. A crippling Phobia of something that dosn't exist in the world will not grant you any points. (The perennial Swiftblade family phobia.)

Sensation Junkie (2): You're addicted to sensation, and will do anything to find new means of stimulation. If the opportunity presents itself, you need something distracting you to resist the urge, and only by making a roll (Diff 6).