Toji Umezawa

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Toji Umezawa
Toji.jpg
A.K.A.
Age 21
Voice Actor
Relatives
Series OC (The End)
Player
  • Name: Toji Umezawa
  • Age: 21
  • Sex: M
  • Birthday: December 10th
  • Parents: None
    • Place of Birth: The End
    • Nationality: Japanese (?)
    • Specialty: Telekinetic knifework
    • Hobbies:
    • Likes:
    • Dislikes:
    • Favorite Food:
    • Least Favorite Food:
    • Favorite Music:
    • Favorite Sport:
    • Most Valuable Possessions:
    • Level of Education:
    • Seiyuu/Voice Actor:
  • Physical Stats
    • Height: 6'2"
    • Weight: 200 lbs
    • Eyes: Red
    • Hair: Dark Blue

Appearance

Toji has scruffy dark blue hair that often covers an eye, and often wears leather or a punk-styled outfit. He's never been the type to dress anything but casual.

Personality

Toji is the quintessential bad boy - he smokes, he drinks, and usually has a problem with authority, though for some reason he bends to what PARADIGM says pretty easily, either out of fear or some warped sense of respect. He's almost entirely dependent on using his mental gifts to read people, having no way to relate in his opinion without it. A former assassin/tough/shock troop, Toji is largely disassociated with negative feelings on killing, with few regrets, but is strangely attached to fulfilling mission objectives.

Background

Raised in The End by parents that passed away when he was 10, Toji Umezawa has lived a life constantly sold to the highest bidder. A mercenary passed around for his incredible psychic abilities, Toji was often employed as a shock troop/tough for various gangs, and at times, as an assassin. Captured by Dylan Copeland on behalf of Gradius, Toji voiced his almost disgusted view that nothing could change and he was doomed to repeating his mistakes and capture and life again and again. It was then that he was referred to PARADIGM, and given a chance to break the cycle.

It remains to be seen how much he believes in this.

Skills

(These include all learned skills, as well as a relative rating from Abysmal to Amazing. The character's level of mastery in something that can be taught or at least rated by other people follows the scale: Abysmal, Novice, Good, Very Good, Incredible, Amazing)

YOU DO NOT HAVE TO PUT A RANK FOR -EVERY- SKILL. Just fill out the stuff you think your character would have! Feel free to add other skills that you think your character should be noted for. (Ex: Speaking French)

Physical Skills:

  • Alertness: Amazing (+5)
  • Athletics: Incredible (+4)
  • Stealth: Very Good (+3)

Social Skills:

  • Subterfuge: Amazing (+5)
  • Streetwise: Amazing (+5)
  • Intimidation: Incredible (+4)
  • Leadership: Very Good (+3)
  • Expression: Good (+2)
  • Etiquette: Novice (+1)
  • Performance: Incredible (+4)

Mental Skills:

  • Computers: Novice (+1)
  • Investigation: Novice (+1)
  • Medicine: Novice (+1) (+2 if it involves drugs)
  • Science: Novice (+1) (+2 if it involves drugs)
  • Technology: Novice (+1)

Other Skills:

  • Driving: Incredible (+4)
  • Survival: Novice (+1)
  • Empathy: Incredible (+4) (+0 if he can't read any thoughts)
  • Animal Ken: +0

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.)

Who Needs Friends, I Have Knives: Toji is exceptionally good with knives, and usually has several on his person at any given time. He's very good at throwing them, but usually relies on throwing them en masse rather than going for any sort of precision.

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.)

Telekinesis: Toji can influence/manipulate/move objects/matter with his mind. This is a birth ability that was incredibly prized by his employers in The End, and he's been given extensive training in this regard. He can wave away most physical projectiles thrown at him with a sweep of his hand, and utilize this to hurl debris, knives, and other objects at his opponents en masse. He can lift up to 200 lbs easily with this ability, and double that with strain. This includes himself - he can float above ground, though he can't truly fly. He's also about to manipulate objects to a medium degree (flicking switches, very slowly hitting buttons on a touchpad, Force Choke) but doesn't have the precision to type well or use and aim a gun with any precision.

  • TK Shield - In short bursts, Toji can shield his person or another person or object from harm, mitigating a great deal of damage. He can use this on himself instinctively, but it takes a great deal of willpower to use this already, and if used without thinking about it (against a deathblow when he's not aware), the strain can knock him out or sap majority of his willpower from him anyway. A TK Shield is a translucent blue, so it's visible.
  • TK Slam - Toji can lift a person and slam them against the ground or wall or ceiling. This requires him to be completely stationary to concentrate on this.
  • Knife Throwing - Toji can quickdraw several knives in his hands from his person (or one) easily, and fling them at a target. This is purely physical, and doesn't use any of his TK ability.
  • Jack The Ripper - Flicking out 16 knives, Toji uses psychokinesis to spin them all about his person before hurling them repeatedly at the enemy with his mind. The knives only aim for the general area of the target.
  • TK Ricochet - Toji can throw a single knife with enough extra TK force that it bounces repeatedly all over walls with a sharp metallic sound, gaining immense momentum before finally hitting the target at any angle, with quite a bit more momentum and force.

Psycho Blade - A technique that Toji uses for non-lethal moves, this purple blade of kinetic energy forms around his form (think Psylocke). When it slashes through a living being, it deals temporary mental damage rather than cutting them. If enough damage is dealt this way it usually knocks the opponent out, but on certain opponents with high willpower or determination this can take a while. Against regular non-conscious objects, this blade does nothing.

Telepathy - Toji can read emotions and surface thoughts fairly easily, but can't prod through a thoughtshield. He's subtle enough to do this undetected by training.

Clear Sighted (3): You are not fooled by illusions, and you get an Alertness roll to see through illusions, Difficulty 7, any time you face one.

Concentration (1): You are very good at focusing, and suffer no penalty for distractions, stress or having to repeat yourself often.

Animal Magnetism (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...

Self-Confident (5): One free successful roll during a mission, due to the strength of your self-confidence. This only comes into effect regarding rolls at difficulty 6 or higher. As with other rolls, this does not apply in direct opposition combat (as your enemy is probably just as sure of himself as you are, also we don't roll to hit or dodge), but when it's time to get something done, you -know- it comes down to you. NOTE: To clarify, if a non-combat related roll happens during a fight (spot checks, trying to sneak away, etc), Self-Confident can be used. It's only for a roll off (Ex. Izu vs Izumi, both punch, roll to see who hits) that Self-Confident doesn't apply.

Unique Items

(Madougu, magical weapons or other unique or special weapons, as well as all techniques related to them, as without it technically the character is NOT able to use these abilities.)
None

Items Of Note

Approximately 16 silver knives.

Weaknesses & Flaws

Flaws can go here. Balance is key!
Isolated Upbringing (1): You were raised in your supernatural society, or were somehow otherwise sequestered away from "normal" life, so you have trouble dealing with this Outside-World thing. Dealing with any community outside the one in which you were raised raises a -1 Penalty on Social rolls, when RP'ing accomodates it.

Disturbing Mannerism (2): Toji tends to either smile with his eyes sedately half-closed, or way too wide open.

Sadist (1): You either enjoy pain or enjoy inflicting it on others. In addition to the inconveniences this fascination may cause you, you may also be seen as sick (and, well you are), or even more sick people may use you for your obsession.

Outsider (2): Though you're not exactly infamous, you have a poor reputation amongst your kind. +2 penalty on all social rolls when interacting with your group. (Toji was both a gangster and an assassin, and he looks very much like the first and acts a lot like the second. This gets him the stinkeye very often.)

NPC(s) to go with char

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