"Wouldn't it be sick if I could turn everything around right now?"
Ochre AscheNicknames or Aliases
HumanKingdom of Origin
Ochre is a light-skinned teenager with blue eyes and hair that’s short, blond, and messily-layered. He stands at an average height, and possesses the “standard” build of a huntsman: firm and well-defined. His most notable wardrobe features are his red scarf and his worn-out leather jacket.Personality Traits
Ochre is a huntsman motivated by spite and ambition in equal parts. A lifetime of being considered inferior to others has fostered an insatiable thirst for power in the young man. He aspires to prove himself worthy of his esteemed family legacy, but even more than that, he wants to prove it to everyone else. In his mind, recognition of strength is just as important as strength itself. To this end, the path of a huntsman is a necessary one, full of innumerable opportunities to test oneself against the power of man and beast alike. Unfortunately, his basic parameters are too low to be considered a contender--a limitation which has been bypassed by extensive cheating.
: 0Wealth Level
: 2Legend Points
Legendary Bloodline (Warfare)Flaws
Your ancestry can be traced to a powerful group. As such, a sense of awe follows you when met by those who know and respect your heritage. You are assumed to have knowledge and a destiny for greatness in the chosen area of expertise, and others treat you with deference.
Extraordinary Presence (Semblance)
Your inherent extraordinary nature manifests itself in a tangible way of your choosing. Depending on the nature of your extraordinary presence, it might make others more likely to fear, admire, or trust you—or otherwise alter their initial perceptions of you. Whenever your extraordinary presence is relevant in a social situation, you gain advantage 1 on any action rolls you make.
You are willing to do anything to get ahead in life and often that means trampling upon other people on your way to the top. When presented with a situation requiring empathy for those beneath you, it’s typical for you to ignore their need. In addition, you may sometimes overreach in your attempts to get ahead, making bold and risky choices that can put you and those close to you in danger.
You let no slight go unpunished. While some might be able to shake off an insult from a tavern drunk, you take it as a personal assault that demands satisfaction. The more severe the crime, the greater the vengeance you will mete out.
- HP: 18/18
- Guard: 12
- Toughness: 13
- Resolve: 14
Might: 0/0Social Attributes
Deception: 3/1d9Mental Attributes
Learning: 0/0Supernatural Attributes
Equipment and Inventory
Hella Rad Leather Jacket
Type: LightDust Guard Crossbow Gauntlet "Apfelschuss" (Light Crossbow, Small Shield)
Wealth Level: 1
Required Fortitude: 0
Defense Bonus: 1
Speed Penalty: 0
Category: One-handed Melee, Medium RangedInventory
Properties: Forceful, Precise, Defensive 1
Banes: Immobile, Stunned, Knockdown
Actions and Feats
(inflict Persistent Damage): Energy vs Guard
Single Target: Energy vs GuardOrganic Deterioration
10' Cube: Energy vs Guard, disadvantage 1-3
: Ochre's Semblance grants him the ability to temporarily disrupt physical processes in organisms. The vector by which this is accomplished via channeling aura into a touch or a weapon attack. While overall enervation takes time, it is possible to localize the effects of this semblance on specific body parts for more immediate imposition.
(inflict Fatigued): Entropy vs Toughness
(inflict Immobile): Entropy vs Toughness
(inflict Silenced): Entropy vs Toughness
(inflict Deafness): Entropy vs Toughness
(inflict Blindness): Entropy vs Toughness
(inflict Stunned): Entropy vs Toughness
(inflict Sickened): Entropy vs Toughness
Multi-Attack Specialist II
At the start of your turn, you may declare that you are multi-attacking. You must state how many extra attacks you would like to make. You receive a corresponding number of additional major actions, which can only be used for attacks. All of your attacks this round suffer disadvantage equal to 3 times the number of additional attacks you declare (i.e., if you make 2 attacks, you suffer disadvantage 3; 3 attacks suffers disadvantage 6). For each tier of this feat that you possess, reduce the disadvantage penalty by 1. You may use your attacks to make any combination of bane or damaging attacks, but you may not invoke boons. Resolve each attack individually, applying any other multi-targeting options as you wish. You can move between each of these attacks and they can be used to target the same creature more than once. The number of additional attacks you can make with this feat is limited to 1 + half your level, rounded up. Thus, the limit is 2 additional attacks at 1st level, 3 additional attacks at 3rd level, and 6 additional attacks at 9th level.