BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Kyoshi (Key-yo-she)

The Avatar

To learn more about Kyoshi's profile, check out The RPG Core Book, p291.   Kyoshi is the Earth Kingdom-born Avatar immediately succeeding Avatar Kuruk of the Northern Water Tribe, and preceding Avatar Roku of the Fire Nation. Kyoshi was born to two criminals: Jesa, a renegade Air Nomad nun, and Hark, a thief from an impoverished family of Earth Kingdom actors. She inherited her later signature outfit from her parents, adopting her mother's golden headdress and metal war fans and her father's daofei face paint.   Unlike her successors, Roku and Aang, Kyoshi was determined that only true justice could bring peace and had fewer qualms about killing enemies to achieve this goal if necessary. Employing these methods, she was a generally effective Avatar.  

THE RISE & SHADOW OF KYOSHI

  Kyoshi had a difficult early life. Abandoned by her parents, she barely survived as a homeless orphan until being rescued by Kelsang who became her de facto adoptive father. She was also not recognized as the Avatar until she was sixteen; instead, her friend Yun was declared the Avatar. When the truth about her identity was revealed, Kyoshi's world was thrown into chaos. Yun was sacrificed to a monstrous spirit, and Kelsang was murdered as he attempted to defend her from Jianzhu, Yun's former master and the Earth Kingdom's de facto ruler. Fearful and desperate for revenge against Jianzhu, Kyoshi fled with her other friend, Rangi, and joined her parents' old criminal gang, the Flying Opera Company. With these unlikely allies, Kyoshi consequently traveled to the Earth Kingdom and became involved in the criminal underworld while being chased by Jianzhu. After a series of tribulations and personal losses, Kyoshi forged a close bond with her criminal associates, entered into a romantic relationship with Rangi, and helped to eliminate Jianzhu.   The Celestials infiltrate the mansion to assassinate both the Don and Cobra Lily, succeeding in only murdering Malakas. The Strangers decide to bring Cobra Lily along to their mission in Ember Island for her safety and those within the Avatar Mansion.   In Ember Island, as The Strangers battle a possessed Meenu, host to the Batmonkey Herald, Pikling. Kyoshi arrives at the battle at the nick of time to exorcise the murderous spirit from its host. The group returns to the Avatar Mansion with another shard and she tells them about the big picture of their mission before sending them to infiltrate the split remnants of The Fifth Nation -- the Loyalists and The Insurgance.   Kyoshi arrives to aid the group in battle against the leaders of both factions before returning to the mansion with them as prisoners. She then sends the group on a new mission in Ba Sing Se.
DRIVE: Balance by any means necessary   PRINCIPLE: Justice | 0/+1/+2/+3/+4   CONDITIONS: afraid, angry, guilty, insecure, troubled, cold, obsessed, vengeful   FATIGUE: 15x
Age
21
Children
Pronouns
She/Her
Eyes
Dark green
Hair
Brown
Skin Tone/Pigmentation
Freckled
Height
6'0

KYOSHI'S TECHNIQUES

  Breath of Fire | advance & attack | Breathe fire in a massive gout. Mark 1-fatigue to set alight as much or as little of your surroundings as you choose and try to set aflame any foes within reach. Those foes must either retreat and disengage with you, becoming Impaired, or suffer 2-fatigue and become Doomed as they catch fire.   Dust-Stepping | defend & maneuver | Step up into the air on thin pillars of dust and stone. Advance to a higher position and become Favored and Prepared. Any foe engaged with you can mark 2-fatigue to block this effect.   Earthquake | advance & attack | Ripple the earth and stone all around you with terrible force. Any structures around you are damaged or destroyed, inflicting up to 4-fatigue (GM’s choice) on anyone inside and Impairing and Trapping them.   Water Sphere Shield | defend & maneuver | Surround yourself with a sphere of water to deflect attacks and return fire. Mark between 1 and 3-fatigue, your choice, and hold 1 for each fatigue you mark. Spend your hold to block the next 2-fatigue, 1 condition, or negative status you would suffer. As long as you have hold, you are Empowered.   Water Jab | advance & attack | Surround your fist in water and use the force of the stream to enhance your water-boxing punch. Mark 1-fatigue to inflict 3-fatigue on your target. Your foe can choose to become Impaired to reduce the amount of fatigue they suffer by 2.   Suction | evade & observe | Snatch a small object off the ground or from a foe’s hand with a sucking wind. The object snaps to your hand unless someone marks 2-fatigue to hold it or block its movement.   Returning Wind | defend & maneuver | Race in circles to create a cyclone designed to pull in arrows or other hurled objects and send them right back where they came from. Mark 1-fatigue and become Prepared. For the rest of the exchange, you must mark 1-fatigue for any solid, physical attacks made at range within your area to sweep them into the cyclone and return them at the attacker; the attacker must mark 2-fatigue to avoid their own attack. If you cannot mark 1-fatigue or choose not to, the cyclone dissipates and you may not use this technique for the rest of the combat. If the cyclone has not dissipated by the end of the exchange, you may maintain it into the next exchange by becoming Impaired. If you are already Impaired, you cannot maintain the cyclone.   Entangler | advance & attack | Entangle a foe with a weapon or device. Mark 1-fatigue to wrap the entangling object around your foe; they are Trapped. They break free automatically after they are Trapped for two full exchanges.   Flaming Arrows | evade & observe | Prepare a handful of flaming arrows. Mark 1-fatigue to become Prepared and hold 3-arrows. Spend 1-arrow on any kind of bow attack to inflict Doomed on your target as you catch them alight.

Comments

Please Login in order to comment!