SVEN KRISTENSEN
Nov 27, 2014 21:14:12 GMT -8
Post by SVEN KRISTENSEN on Nov 27, 2014 21:14:12 GMT -8
Sven Olaf Kristensen
Reincarnation of Jupiter Knight
Nicknames:
Gender: Male
Apparent Age: Seventeen
What “Era” do they hail from? Crystal Era
Hobbies : Mountain Climbing, Geography, Hip Hop Music & Dancing
Bad Habits: Compares own height to others; Doubts own cognitive ability.
Personality: Bold, Boisterous, Silly, Impulsive, and Shamelessly opinionated. Sven always has something to do, if not something to say. He's willing to point out a person's differences directly to their face, if only from a lack of tact on his own part. Sven makes friends and enemies equally quick, which could be said to be instantly. Although, even if he happens to seem clueless at a given moment, his intentions are good; and he ultimately means well to all others.
Appearance: A dust-mop of Dirty blonde hair droops over the scraggly brow of a pair of wide, brown eyes. Sven is 6'2" and 165 lbs with evenly toned musculature from regular activity and workouts. His skin is light, but knows the sun well. Sven is most comfortable in cotton hoodies and jeans, with softly toned colours such as blues or greys, with occasional yellow accents to demonstrate his appreciation for the local 'Hip-hop' culture. Sven also has a puncture scar on back, over left his kidney, which he gained from an accident on last year's family vacation.
Family and Close Ties:
Jens Kristensen is a Weather Man that Sven finds to be a dependable conversationalist and life coach that's normally home in the afternoons. His mother's name is Lise Kristensen; a Fisherwoman. He is slightly detached from the ongoings of her son, as she's often out at sea. Although, when she's home, she's appreciative of her son, and very affectionate during family vacations. Professional distance forces his parents to long for each other, keeping the romance alive while they're together. Sven feels like an awkward third wheel when they're together, as they often get rather passionate in each other's presence. Although originally citizens of Crystal Kosice, a surprise child presented Jens and Lise with a bit of a dilemma, they needed to move to a higher income area. The fishing Industry in Angeles was far less competitive, and the media industry was far more affluent in Angeles than Kosice. Sven's parents already knew English, but their accents made for slight complications in his early integration to school life in Angeles.
History:
Sven was born to a couple of parents that he believes love each other more than they love him. He'd only spent three years of his life in Kosice before his parents were prepared to liquidate their assets and make a permanent move to Crystal Angeles. Even though Sven spent the majority of his life being raised in Angeles, Kosice was still an important place to his family. It was the one place they returned every year for a vacation to visit family for christmas. Once he'd turned fifteen, his family began to spend the rest of the christmas break the way his parents always had, before he was around. They went mountain climbing as a family.
Sven focused on his body and his studies, trying to ignore the fact that many kids find his blend of foreign and local behaviour and humour to be 'strange.' He's made very few friends in the years he's been alive, but all of them are ones that he'd fight for and beside. He can only hope to make more friends, and even possibly make a career out of his 'barely passing' grades.
Although he was never a mathematical mind, Sven had grown to be a fit and nimble boy. He took quickly to climbing the frozen stone with his yellow kerchief over his face, shielding him from the cold. The second year the family went climbing, a terrible accident took place. Sven took a treacherous slip. After falling, he swung by his ropes, back first into a jagged protrusion from a cliff wall and bled to death. Now he's in some place with a bunch of strangers in something called the 'Galaxy Cauldron.' He is beginning to regret every life decision he has made up until this point.
The Other Me
Planetary Ties:
Jupiter
Planet Affiliation:
Jupiter
Alias:
Knight of Jupiter
Element : Inspiration/Vanity
Senshi/ Knight Description:
When confronted with danger, the Knight of Jupiter rests the tip of his Henshin Pendant against his chest, and digs through his worries. Eventually, he strings ribbons of pure inspiration out from, and above his head. He swirls them about, proudly shares his thoughts and emotions with the world itself. The magical golden ribbons then wrap his body and snake around his limbs, before fading into the crisply seamed fabric of the Solar System's finest tailoring. Once transformed, the Knight of Jupiter sports a peak lapel, one button, swallow tail morning suit; a pine green, six button vest and a white collared dress shirt. He also sports a hot-pink neck tie, that's pinned with the silver, tailed 'four' of Jupiter.
Other Important Information:
He's got an appropriately ironic pair of Ice-Axes that climb whatever he stabs them into as his Guardian Weapons.
Backbone (Stats)
Stats (15 base)
Body: 7
Mind: 3
Soul: 5
Health Points: 100
Energy Points: 40
Attack Combat Value: 7
Defence Combat Value: 7
Knight Powers: (15+4 Base)
Combined Attacks 2 - 2 - Can combine attacks or Energy with 2-3 other people.
Emotion Control 1 - 2 - Inspiration; Can inspire a close friend to fight for justice with a few powerful positive words.
Item of Power 2 - 4 - The Knight of Jupiter can summon a pair of green Ice Climbing Axes that provide the Wall-crawling ability. They also return to his hands, should he spend the entire round summoning them.
Knight Attack - 2 - 4 - Jupiter Thunder Clap: The Knight of Jupiter throws one of his ice axes with such blinding speed that it strikes like a lightning bolt, leaving the thunder of the sonic boom its flight trails behind it rumbling through the scene of the skirmish. Due to Jupiter’s Phsyical Nature, the amount of focus and energy required to create this level of kinetic output taxes the Knight’s magical ability to the fullest. Without drawing off the energy of other willing Knights or Senshi, the Knight will become utterly exhausted of his magical energy. Although, sometimes things don’t go entirely as planned. The projectile caused from this thunderous cannon of physics is subject to the drawbacks of its own power. Because the projectile is so blindingly fast, misses and fluke ricochets can cause his axe to fly off into the scenery. This can make it incredibly difficult to recover his weapon, as it may be out of sight, or buried half-way into an obstacle. (Special Effect Sacrificed, Accurate x3 Extra Energy x2, Short Range, Static, Unreliable) The attack delivers 80 points of damage, and the opponents defend at a +2 penalty to the dice roll. Costs 40 energy to use, No Special Ability.
Jumping 2 - 2 - Jump Distance x 5
Speed 2 - 2 - Speed = Body Stat x 10 kph
Light Armour 3 - 3 - Black cotton Henshin Tuxedo with stab-protected inlaid Unidirectional Aramid plates. All damage reduced by 14 points.
Emotion Control 1 - 2 - Inspiration; Can inspire a close friend to fight for justice with a few powerful positive words.
Item of Power 2 - 4 - The Knight of Jupiter can summon a pair of green Ice Climbing Axes that provide the Wall-crawling ability. They also return to his hands, should he spend the entire round summoning them.
Knight Attack - 2 - 4 - Jupiter Thunder Clap: The Knight of Jupiter throws one of his ice axes with such blinding speed that it strikes like a lightning bolt, leaving the thunder of the sonic boom its flight trails behind it rumbling through the scene of the skirmish. Due to Jupiter’s Phsyical Nature, the amount of focus and energy required to create this level of kinetic output taxes the Knight’s magical ability to the fullest. Without drawing off the energy of other willing Knights or Senshi, the Knight will become utterly exhausted of his magical energy. Although, sometimes things don’t go entirely as planned. The projectile caused from this thunderous cannon of physics is subject to the drawbacks of its own power. Because the projectile is so blindingly fast, misses and fluke ricochets can cause his axe to fly off into the scenery. This can make it incredibly difficult to recover his weapon, as it may be out of sight, or buried half-way into an obstacle. (Special Effect Sacrificed, Accurate x3 Extra Energy x2, Short Range, Static, Unreliable) The attack delivers 80 points of damage, and the opponents defend at a +2 penalty to the dice roll. Costs 40 energy to use, No Special Ability.
Jumping 2 - 2 - Jump Distance x 5
Speed 2 - 2 - Speed = Body Stat x 10 kph
Light Armour 3 - 3 - Black cotton Henshin Tuxedo with stab-protected inlaid Unidirectional Aramid plates. All damage reduced by 14 points.
Natural Attributes: (15 base+2)
Additional Powers 2 - 4 - Additional 4 power points.
Combat Mastery 2 - 4 - Refinement of Piercing Strike with Ice-Axes, Defending self from physical hazards, online weapon arts demos, occasional schoolyard scraps.
Damn Healthy 4 - 4 - Lots of outdoor exorcize! Lots of indoor exorcise! Tall, Hearty, and Well Fed!
Dodge (Body) 2 - 2 - Gained from avoiding falling snow and rocks and occasionally fist-fighting with others.
Kensei Chanbara Master 1 - 1 - On higher initiative than his or her opponent +5 bonus Acrobatics Skill Level to damage. +2 penalty to Defense rolls until next round on miss.
Kensei Two Weapon 1 - 1 - Reduce Two Weapon attack Penalty by 3 (to 1/3), or Attack +1 penalty, Defend -1 bonus to his or her defensive rolls vs melee or unarmed attacks for the round.
Personal Gear 1 - 1 - Camping Gear, Winter Clothing, Harness & Cables, Rock Drill, Ice Axes
Defects: (max of 8)
Item Dependency 1 - 1 - Knight Attacks Require Ice-axe items of power to be in hands.
Marked 1 - 1 - Puncture scar over kidney on back.
Attack Gesture 1 - 0
Powered after Transformation 1 - 0
Servitude 1 - 0
Transformation Loss 1 - 0
Item Dependency 1 - Transformation Item 1 - 0
Marked 1 - 1 - Puncture scar over kidney on back.
Attack Gesture 1 - 0
Powered after Transformation 1 - 0
Servitude 1 - 0
Transformation Loss 1 - 0
Item Dependency 1 - Transformation Item 1 - 0
(Thor's Hammer Pendant.)
Skill Points (30 Base)
Acrobatics (Body) 3 - 9 - Balance
Navigation (Mind) 3 - 6 - Wilderness
Perform (B/M/S Avg) 2 - 4 - Dance
Wilderness Survival (Mind) 3 - 9 - Mountains
Writing (Mind/Soul Avg) 2 - 2 - Poetic
Acrobatics (Body) 3 - 9 - Balance
Navigation (Mind) 3 - 6 - Wilderness
Perform (B/M/S Avg) 2 - 4 - Dance
Wilderness Survival (Mind) 3 - 9 - Mountains
Writing (Mind/Soul Avg) 2 - 2 - Poetic