Asmara

Basic Info:

Player: mrs_padri

Demeanor: Asmara tries to stay distant from people. Because of this, he comes across as cold.

Nature: Asmara cares deeply about the people who he considers friends, and it doesn't take much for him to consider you a friend. He's a little afraid of getting too attached, though, especially since his identity changes depending on the actions of the people he loves.

Description: Asmara has dark hair and eyes and an eastern complexion. He has a white feathered tail and wings, and his legs are feathered to the knee, after which they are the thin, scaled legs of a bird ending in the webbed claws of a swan.

Stats:

HP and Psyche start at 6, can't raise during creation, but add 1/2 of Brawn to HP.
Brawn, Agility and Brains start at 1 each, starting cap 4, total cap 6, and you get 5 points to distribute among them.

HP: 6

Psyche: 6

Brawn: 1

Agility: 3

Brains: 4

Skills:

Things your character is good at, things normal people can do
Skills rolls add their associated stat as well (Brawn, Agility or Brains). You get 12 points to spend on skills at creation, with a starting cap of 4 and total cap of 6.

  • Persuasion - (3) Brains
  • Perception - (3) Brains
  • Magic Analysis – (3) Brains
  • Analysis – (3) Brains

Supernatural Abilities:

These are things you're character accomplishes via their power.
Abilities/Powers should be fairly broad, but look at other characters for good examples. They can grow over time, so don't worry if you start on the small side! You get 7 points to spend on powers at creation, with a starting cap of 4 and total cap of 7. Powers add your Tier to their rolls, usually.

Swan – 3 - Asmara is half swan. He can fly and swim as naturally as he can walk. He naturally floats in water, and his feathers are designed to keep him dry, preventing any liquid from harming him. The feathers also provide natural insulation, protecting him from heat and cold. Goose down coat anyone?

Song – 4 - Asmara has a big heart. So much so that it comes across fully in his song. He can use his song to instill confidence, granting a boost to one of another players rolls at the rate of a third of the power roll, rounded up. The boost lasts for two rounds after he stops singing.

Mandurugo - 2 - Asmara turns into a Mandurugo when he feels betrayed. This gives him the ability to drain hp with his fangs after landing a successful attack with them, absorbing half of it. However, he can only use this ability when his weakness is active.

Weaknesses:

  • Asmara is only a Kinnara as long as he feels love and trust. Once he feels betrayed, he becomes a Mandurugo. His appearance doesn’t change, but his skill set does: he can no longer fly or swim, losing control of his non-human half, resulting in the loss of two agility points. He also loses his song: his heart closes up and he can no longer create the beautiful sounds he could make before. He also loses his charisma. Instead of these two things, he gains the use of a pair of fangs that can be used for bleeding a victim, if he can manage to use them.

Possessions:

  • Smart phone
  • Guitar
  • Laptop
  • Photos
  • A fish tank with a quarter in it
  • $175

Personal History:

Asmara is a half-Kinnara, a creature of love. He was born to a Kinnari mother and a human father in the Philippines, in a small, unmapped town that was kind to and aware of the supernatural. Being half-Kinnara and prone to love, it didn’t take him long to fall in love with people around him, and being such a loving person, people were generally kind to him. As he was well treated, his parents didn’t worry overmuch about him. But he fell hard for a young woman who lived there, and when she got engaged and he went full Mandurugo for the first time, his parents decided he may need a place where he could be taught to control his powers in safety—both his and hers.

Miscellaneous:

Any other information you think would be interesting.

XP

4

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