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Satomi (Sah-Toe-Me)

The Rogue

Satomi is a Firebender from an immigrant family on the outskirts of the Earth Kingdom. A rogue, she doesn't take authority very seriously, which has gotten her in a lot of troubleshe is cocky as a sport, which she finds very funny. She doesn't take herself too seriously and is very casual. Though she has many bad habits, she is as fierce as a Firebender as she is a friend. Satomi is also gifted with the rare skill to bend lightning.    Growing up in the outskirts of the Earth Kingdom as a young fire nation girl, she kept her family life private, as it was not a happy story. She was an only child to a single mother who tried to keep both of them alive. Though her mother did her best, Satomi was forced to help out in any way she can, leading to her making some bad choices.    At some point, she met a mentor named Rhenzu, an old Firebender who also lived in the same village. Satomi doesn't care too much about a lot of people, but Rhenzu was close to her heart because he saw there was good in her. Rhenzu saw Satomi defend herself against some older ruffians. Though she fought well, she was still beaten, leading the old man to teach her how to Firebend properly.    Rhenzu often pleaded with her to make better choices, but Satomi was arrogant. After a long and terrible argument, the two never spoke again. At some point, she finds out that her master had passed away, leading her to become very regretful of her actions.    Satomi also had a lover named Niya, a young Water Tribe girl. Niya's family left the Water Tribe for a better life in the Earth Kingdom, something Satomi related to, because both families didn't come from a place of luxury and experienced similar hardships. The two met as children and spent a lot of time pulling pranks on the ruffian boys.    While Niya focused on being a healer, Satomi's skills were destructive. This would prove especially true when she learns about her unique and rare skill as a Lightningbender. Frustrated with her ways, Niya did the best she could to try and help Satomi become a better person. Unfortunately, no matter how hard she tried, she began to realize that there was no changing a person unless the person wanted to change.    Though they ended up breaking up, Satomi still very much cares for Naya. Her favorite possession is a golden necklace with three rubies, which she stole off a pompous Earth Kingdom nobleman. Instead of selling it, she kept it in hopes of using it as a betrothal necklace for Niya some day, if she had another chance.
PRINCIPLE: Friendship vs Survival (currently at 0, in center)   CONDITIONS (current will be in red):  
  • Afraid -2 to intimidate and call someone out
  • Angry -2 to guide and comfort and assess a situation
  • Guilty -2 to push your luck and +2 to deny a callout
  • Insecure -2 to trick and resist shifting your balance
  • Troubled -2 to plead and rely on your skills or training
  FATIGUE: 5x   STATS:  
  • Creativity +1
  • Focus 0
  • Harmony -1
  • Passion +1

BAD HABITS

  You’ve picked up some bad habits over the years. Most other people are pretty set on trying to get you to stop. But maybe you can bring your friends along for the ride…   Her bad habits are:  
  • Gambling
  • Robinhood-ing
  • Drinking
  • Sleeping around 
Any necessary skills or talents related to your bad habits are considered to be part of your background. When you indulge a bad habit on your own, shift your balance toward Survival, and roll with Survival. On a hit, you pull it off and vent your frustrations; clear fatigue or conditions equal to your Survival (minimum 0). If you have no fatigue or conditions, mark growth. On a 10+, you also gain a windfall, a boon or opportunity—your bad habits paid off this time. On a miss, you’re caught by someone dangerous or powerful, and they complicate your life. When you indulge a bad habit with a friend, shift your balance toward Friendship, and roll with Friendship. On a hit, you and your friend pull it off and grow closer; each of you makes the other Inspired. On a 10+, you also obtain some useful resource or information, and become Prepared. On a miss, something goes terribly awry; you can either take the heat yourself, or shift your Balance twice toward Survival and leave your friend in the lurch.
Children
Pronouns
She/Her
Eyes
Auburn
Hair
Black

SATOMI'S MOVES:

  ROGUISH CHARM     When you plead with an NPC or guide and comfort someone by flattering them and empathizing with them, mark 1-fatigue to roll with Creativity instead of Harmony. IS THAT THE BEST YOU GOT? When you goad or provoke an NPC into foolhardy action, say what you want them to do and roll with Passion. On a 10+, they do it. On a 7–9, they can choose 1 instead:   • They do it, but more intensely than expected—you’re taken off guard. • They do it, but more carefully than expected—they gain an advantage against you. • They don’t do it, but they embarrass themselves—they mark a condition. • They don’t do it, but only catch themself at the last minute—they stumble and give you an opportunity.   On a miss, they are provoked to take harsh action, directly against you, in a way you’re ill-prepared to counter.

SATOMI'S TECHNIQUES:

  Arc Lightning (learned) | Evade and Observe | Channel lightning through your body against a closely engaged foe. Mark 1-fatigue to inflict a condition on an engaged foe who used an advance and attack technique against you this exchange; if they already have two conditions marked, they are also Stunned.   Fire Blade (mastered) | advance & attack. | Swipe your surroundings with a blade of flame. Mark 1-fatigue to slice through a piece of your surroundings and destabilize your foe’s footing, inflicting 2-fatigue and Impaired on them.

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