Altair Ogram Ashkabaken
Altair Ogram Ashkabaken

Altair

   
Nature: Analyst- | -Demeanor: Cavalier
Hamartia: Timid- | -Concept: Hunter
Inheritance: Soldier- | -Dynasty: Sefekhi

Attributes


PhysicalSocialMental
Strength3Charisma3Perception1
Dexterity4Manipulation2Intelligence3
Stamina5Appearance1Wits3


Specializations Dexterity: Feline Reflexes Stamina: Tough as Nails

Abilities


TalentsSkillsKnowledges
Alertness2Animal Ken0Academics0
Athletics2Crafts2Computers0
Awareness2Drive0Finance0
Brawl0Etiquette0Investigation0
Empathy0Firearms3Law0
Intimidation1Larceny0Linguistics0
Leadership0Performance1Occult2
Subterfuge0Stealth1Science0
 0Survival0Medicine3
 0Melee1 0
 0Martial Arts5 0
 0Divination2 0

Advantages


Backgrounds
Arsenal1
Ba2
Companion0
Contacts0
Fame0
Influence0
Ka0
Legacy0
Memory0
Mentor0
Resources3
Status0
Tomb0
Vessel1
Heaku
Amulets1
Alchemy1
Celestial0
Effigy0
Necromancy1
Nomeclature0
Misc
Balance2
Willpower7
Sekhem2
Merits
Insensible to Pain3
Flaws
Flashbacks2
Health Levels
Bruised-0 
Hurt-1 
Injured-1 
Wounded-2 
Mauled-2 
Crippled-5 
Incapacitated- 
Broken/Scorched- 
Crushed/Burned- 
Dismembered/Cremated- 
Pulverised/Cremated- 
Dust/Ash- 

HEKAU SPELLS AND RITUALS

 (By Path: Mark Spells with "(S)" and Rituals with "(R)")

ALCHEMY (1)

(1) Simple Tonic (R) (1) Elixir of Stamina (R) (1) Elixir of Dexterity(R) (1) Elixir of Strengh(R)

AMULETS (1)

(1) Eye of the Horizon (S) (1) Simple Ward [Udjat] (R) (1) Warding Sign (S)

CELESTIAL (_)

(1)

EFFIGY (_)

(1)

NECROMANCY (1)

(1) Judge the Soul (S), Separate Ka (S)

NOMENCLATURE (_)

(1)

TRUE NAMES:

EQUIPMENT:

Two custom made Karambit knives: in custom leather sheaths on his back. Padded for comfort. No bonus damage or accuracy, but can be wielded with MA instead of melee or brawl.

Two Glock 19s: customized with special grips, built in flashlights. Also in custom made holsters just above and to the side of the karambits. All can be hidden beneath his duster.

Six throwing knives: European style. With curve loops for quick draw and balance. Two have twenty foot lengths of piano wire attached with leather sheaths to allow him to handle the line without pain. Strong enough to hold his weight and can be used to entangle his enemies. All knives are stored on his legs in sown flaps on his pants. Once they're out of the flap they're a pain to get back into it while still wearing the pants.

Hip Flask: A standard hip flask that holds all of the doses of Altair’s simple healing tonic. He uses a formula that produces about one ‘swig’ of tonic per dose, this allows him to keep multiple doses in the flask, knowing that a single swing will be one dose. Can hold up to 10 doses.

Electrum Ankh Amulet: Altair’s vessel. Made of Electrum like ancient egyptian sarcophagi,

Reinforced Clothing: Altair’s jacket and pants have reinforcements in them, providing armor rating one as per reinforced clothing.

Not always carried: Steyr Aug assault rifle

Martial Arts: Martial Arts Known: Akido, Tai Chi Chuan, Drunken Fist, Silat, and HEMA.

Maneuvers Known: 10

Counter Throw:
Directing an attacker’s momentum against him, the martial artist sends him flying into the nearest wall… or the ground… or worse. A basic soft-style maneuver, this remains an effective technique. When the martial artist is attacked, make a resisted roll of Dexterity + Martial Arts against the attacker’s Dexterity + Brawl, Melee, or Martial Arts (depending on the Ability that the opponent is using to attack). If you score more successes than your attacker does, then you deflect the attack and may – immediately and without having to divide up your dice pool – try to throw him (as below). If you fail the throw, you still sidestep his attack. Minimum Ability: Martial Arts 1, Athletics 1 (soft style)
Roll: Dexterity + Martial Arts Difficulty: 6
Damage: As Throw Actions: 1

Throw
Having grappled her opponent (or used a counter throw, above), the martial artist slams him into a convenient surface. In game terms, the attacker needs a Dexterity + Martial Arts dice pool equal to, or higher than, her opponent’s Dexterity. With a successful roll, the martial artist can throw her opponent up to one yard for each success she scores on her attack roll.
So long as she’s got a straight shot at the location, she can choose where her opponent lands. When he lands, he takes damage based on her strength. If he’d been charging her at the time he was thrown, the impact also inflicts an additional +1 die for every 10 feet he’d been traveling at the time (+10 dice maximum). If the impact inflicts more than three health levels in damage (after soaking), the opponent must make a Stamina roll (difficulty 8) or else be stunned for one turn.
Should the martial artist throw one opponent into another one, the flying enemy inflicts one die bashing damage for each point of Stamina he has, plus one additional die for the momentum and impact if one or both of the opponents were moving at the time. (A Stamina 3 bad guy, for example, who’d just run 20 feet before being thrown would inflict five dice of bashing damage on his buddy.) Throwing one opponent into another one adds +2 to the roll’s difficulty for that throw, but it does indeed smash two birds with one throw.
Minimum Ability: Martial Arts (any style) 2
Roll: Dexterity + Martial Arts Difficulty: hard 7/ soft 6
Damage: Strength + movement/B Actions: 1

Death Strike
Aiming a rigid hand at an organ, joint, or other incapacitating location, the attacker directs devastating force at that target. This strike inflicts lethal damage.
Minimum Ability: Martial Arts 3 (hard style)
Roll: Dexterity + Martial Arts Difficulty: 5
Damage: Strength +2/L Actions: 1

Deflecting Block
Evading an attacker’s blow, the martial artist redirects the attacker’s force against her. In game terms, the defender rolls Dexterity + Martial Arts in Phase Two: Defense. Each success subtracts one success from the attacker’s roll. If the defender scores more successes than his attacker, then the attacker must roll Dexterity (difficulty 8) or else fall to the ground (or smash into a nearby surface), taking her own Strength in bashing damage.
Minimum Ability: Martial Arts 2 (soft style), Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts Difficulty: 6
Damage: Attacker’s Strength/B Actions: 1

Dragon Tail Sweep
A spinning leg sweep that knocks an opponent sprawling. In game terms, the effects work like a throw, but the martial artist doesn’t need to grab her opponent first.
Minimum Ability: Martial Arts 1 (hard style), Athletics or Acrobatics 1
Roll: Dexterity + Martial Arts Difficulty: 8
Damage: Opponent’s Strength/B Actions: 1

Elbow/Knee Strike
A quick, brutal blow with an elbow or kneecap, usually directed at a vulnerable spot at close range.
Minimum Ability: Martial Arts 1 (any style)
Roll: Dexterity + Martial Arts Difficulty: 5
Damage: Strength +1/B Actions: 1

Spinning Kick
Our martial artist spins around and plants a solid kick into the object of his attention.
Minimum Ability: Martial Arts 2 (hard style), Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts Difficulty: 6
Damage: Strength +3/B Actions: 1

Joint Lock
Having already grappled his opponent, the martial artist applies pressure to joints and pressure points. If he chooses to exert force against that spot, he can dislocate or break limbs, joints, or possibly even the neck. The player rolls Dexterity + Martial Arts to grapple his opponent (see Grapple, above), then may immediately (without dividing his dice pool between attacks) roll Dexterity + Martial Arts to inflict damage. Each success rolled inflicts one health level’s worth of lethal injury.
Minimum Ability: Martial Arts 2 (any style), Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts Difficulty: 5
Damage: Successes/L Actions: 1

Snake Step
Shifting away from the blow, our martial artist deftly sidesteps a close or ranged attack. Naturally, he must be able to see it coming first. A successful roll acts as a dodge attempt with an additional three-dice bonus.
Minimum Ability: Martial Arts 1 (any style), Athletics or Acrobatics 1
Roll: Dexterity + Martial Arts Difficulty: hard 6/soft 5
Damage: N/A Actions: 1

Thunder Kick
A devastating flying kick. Hurling himself through the air, the martial artist focuses his chi and mass into a strike potent enough to end most fights immediately. In game terms, each success adds one additional die to the kick’s damage. A character cannot use the Thunder Kick more than once every five turns, however, as it demands intense focus and commitment to the blow.
Minimum Ability: Martial Arts (hard style) 3, Athletics or Acrobatics 2
Roll: Dexterity + Martial Arts Difficulty: 7
Damage: Strength +3 + successes/B Actions: 1

HISTORY:


THE FIRST LIFE:

Ashakbaken was a warrior, brave, fierce, and aggressive. He was exactly what his commanding officers wanted. A man who would charge into danger and slay those that stood in the way of victory. He thought of little else save battle, and of the protection of the high priests of osiris and the gods. He died violently, in agony, after being betrayed by his commanders. They sent him and his men into a no win situation to buy them time to escape from a poorly matched battle...

THE SECOND LIFE:

Altair Ogram was a timid child, and a bit of a nerd. He was constantly getting abused in school, which did nothing to protect him from the depredations of the other children. His father enrolled him in a karate class but Altair didn't seem interested. The teacher though, saw something in him. He told the father to take the boy to one of his masters, and from the old man he learned Tai Chi, and the gift of focus. Altair no longer fought back against the bullies, but stoically took their beatings. Even though he knew how to defend himself he did not have the heart to fight. But a fire had been lit in him. He learned multiple martial arts, even though he had not the will to use them in anger. He went to college and majored in history, becoming a lesser known historian of weapons, tactics, and martial arts with a focus on Hema, or Historical European Martial Arts.

One night, while working at the museum that had hired him, a group of burglars broke in, and even though he had the weapons to fight them off, and the skill to experience to kill them, Altair could not act. He had not the heart.

THE THIRD LIFE:

The melding of Ashakbaken and Altair has created a man driven by purpose, but with a keen mind and a uniquely predatory slant. He is like an old wolf. Aggressive, cunning, and experienced all while being coldly patient and implacable. A shadow that hunts other shadows. A monster that hunts other monsters. Even other Amenti are terrified of the man's burning gaze and utterly implacable nature.