Arthur Chase is a Professional Tag athlete, something not many know to be an official sport. Certainly because of his background, when random individuals were granted the peculiar abilities known as Territories, Arthur, naturally ended up developing one that simulated his profession. The people at NASS, which are always looking to employ individuals with all kinds of supernatural abilities, were confident they could put his peculiar power to good use, offering him a job with them and eventually coming up with a clever way to work his Territory in one of their security packages.
Age & Appearance: 31. Athletic build. Short brown hair. Athletic attire.
Base Attributes:
Physique 8, Martial 4, Spirit Level/Demonic Force 3, Capacity 1, Constitution 1, Intellect 0, Sensory 1
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HP 39, Energy 3, Sense 4/40ft., Potency 4, Initiative 8, Movement 55ft.
Unarmed
Standard Attack 12, Energy Imbued 16, Damage Output d10, Full Attack 3
Feats:
Tornado Kick:
Using a Standard Action, you may do a single Unarmed Attack, a Tornado Kick, which threatens all adjacent foes. All targeted subjects pin their respective Defensive Actions against the attack’s singular result.
A Tornado Kick can also be used as a Trip attempt on multiple targets.
Savior:
You may use Defensive Actions, not only for yourself, but also in response to allies being targeted.
Guard and Deflect may now be used to to take on an attack or Technique targeting an ally adjacent to you.
Counterfire and Counterfield can be attempted to defend an ally from a Technique, as long as it crosses within your own Technique’s range.
Improved Guard:
On a successful Guard check, you block all damage.
Techniques:
Name: Seeker's Boon
Base: Hasten
Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 rounds
Upgrades
Greater Haste:
Movement/speed is tripled instead of doubled.
2 additional attacks with Full Attack instead of 1.
3 rounds of effects and Channeled Techniques instead of 2.
Defensive Actions benefit from +4 bonus.
Territory:
Name: Seekers and Marks
Theme: Tag
Rule: [Game/Challenge]
A big, yellow warning sign is located on the wall between a Red Door and a Blue Door. It states:
"[Tag Game] Those who enter through the Red Door are Seekers. Those who enter through the Blue Door, are Marks. In a single group, there must be at least 1 Seeker and 1 Mark.
Two teams with an equal number of players will engage each other in a game of tag: those crossing through the doors versus this game's owner and his conjurations.
Seekers, whose clothing turns red, must make physical contact with all of the opponent's Marks. Marks, whose clothing turns blue, must look to outlast the opposing team's Marks.
Opposing Seekers can interfere with each other's objectives. Opposing Marks can do the same.
Marks, upon being touched by an opposing Seeker, are completely unable to act until the game ends.
The goal of the game is to be the first team whose Seekers are able to make physical contact with all of the opponent's Marks.”
Damage and injury have been stripped out of all Attacks and Techniques, but they can still be performed, and will still have other physical consequences (such as knockback). Any Techniques or natural abilities that grant intangibility do not function within the Territory. Techniques that don't allow you to target others, such as Taunt, also do not function within the Territory. All other Technique effects function as usual. Mechanically, attempting to make contact with a Mark is calculated with an Unarmed Attack, even if it isn't being done in an attack-like manner. The teleportation and flight restrictions of Noel's Territory, which overlaps with Arthur's Tag Territory, are cancelled for the duration of the game.
After the first player in a team crosses either of the colored doors, the Start Countdown begins, a 1 minute timer in which all other players in that team which also intend to partake in the game must cross as well. Players that have not crossed through either door are unable to enter the zone after the game has begun. Individuals are unable to cross through a door unless they have the minimum amount of players present (2).
Anyone leaving the designated game area before the game is over is knocked unconscious for the duration of the game. If all the players in a team are knocked unconscious in this manner, it is counted as a loss.
Once the game is over, every player on the loosing team falls unconscious for 24 hours, regardless of any resistances to it.
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In-game, Arthur himself typically plays the role of a Seeker. More often than not, he prefers to keep a balanced number of Seekers and Marks on his team. His conjurations are humanoid marionettes, all of which have abilities that prove to be particularly useful for the game being played. Each puppet has its own designated number, starting with #2, which is used to distinguish between them and also mark their join order. I.e., if the opponent will enter the game with 4 players, marionettes 2, 3, and 4 will join Arthur.
Arthur's feats are very beneficial in his game of Tag. More so than all other seekers on his team, he he will often guard the Marks on his team with the use of his Savior feat in conjunction with the Improved Guard feat. Split Kick he will use to either target 2 of the opponent's Marks if they happen to be next to each other, or as a way to simultaneously disable a Seeker and take out one Mark.
#2, Positioning Mark
Conjured Creature
Base Attributes:
Physique 5, Martial 0, Spirit Level/Demonic Force 0, Capacity N/A, Constitution 0, Intellect 0, Sensory 0
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HP 10, Energy 1, Sense 0/0ft., Potency 0, Initiative 5, Movement 45ft.
Unarmed
Standard Attack 5, Energy Imbued 5, Damage Output [N/A], Full Attack 1
Physical Trait:
Echolocation: You are able to pinpoint someone or something’s location using your echolocation senses, up to a range equal to your Sense’s, provided nothing is interfering with it. Being very sensitive to sounds, you take a -10 penalty on Resistance checks pinned against sonar effects.
Techniques:
Base: Teleportation
Technique Type: Specialty
Performance: Movement
Range: 40ft.
Effect type: Instant
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Base: Swap
Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]
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Base: Displacement
Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Size: 30ft radius.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]
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Base: Tag In
Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect type: Instant
#3, Illusory Seeker
Conjured Creature
Base Attributes:
Physique 5, Martial 0, Spirit Level/Demonic Force 0, Capacity N/A, Constitution 0, Intellect 0, Sensory 0
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HP 10, Energy 1, Sense 0/0ft., Potency 0, Initiative 5, Movement 45ft.
Animated: The illusions conjured up are now animated, granting a +4 bonus to the user’s Cunning check. The user may also control the sequence manually as a Standard Action, granting an additional +4 bonus to the Cunning check.
The Illusory Seeker supports the Marks on his team by making illusory copies of them and spreading them out in opposite directions.
#4, Flying Mark
Conjured Creature
Base Attributes:
Physique 5, Martial 0, Spirit Level/Demonic Force 0, Capacity N/A, Constitution 0, Intellect 0, Sensory 0
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HP 10, Energy 1, Sense 0/0ft., Potency 0, Initiative 5, Movement 45ft.
Unarmed
Standard Attack 5, Energy Imbued 5, Damage Output [N/A], Full Attack 1
Physical Trait:
Speedy: You have an additional 40ft. of base Movement.
Techniques:
Base: Charge
Type: Combat
Performance: Full Round Action
Delivery: Contact
Range: Up to 30ft.
Effect Type: Instant
Damage: Energy Imbued Unarmed Attack (see description)
#6, Evasive Mark
Conjured Creature
Base Attributes:
Physique 5, Martial 0, Spirit Level/Demonic Force 0, Capacity N/A, Constitution 0, Intellect 0, Sensory 0
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HP 10, Energy 1, Sense 0/0ft., Potency 0, Initiative 5, Movement 45ft.