The Hunter
Name: Diana Marie Vyn
Nicknames: Unarmed robber, sticky fingers
Gender: Female
Age: 26
Category: Sun
The Weapon
Name: Akali
Nicknames: Kal, Kali, Kal Kal, Hey a*****e
Type of Weapon: Dagger (Playing card trinkets hanging from hilts, possibly runes in card suit designs? :O)
Former species of weapon: Avarice Demon (Greed)
Gender: Male
Personalities:
Diana:
+ caring
+ loyal
+ cheerful
- paranoid
- flighty
- hoarder
Akali:
+ intelligent
+ determined
+ charming
- jerk
- blunt
- pushy
- jerk
Diana and Akali are complete opposites in pretty much every way. While Diana is incredibly loyal to the people she cares about and will go out of her way to help them and protect them, even at the risk of her own life, Akali is the type to just shrug and let them do their own thing. Akali is a very vocal weapon and is constantly teasing Diana.
Why did your human character choose to become a Hunter?
After surviving a month of the zombie apocalypse, Diana couldn't just go back to living a normal life. She needed a way to protect those around her, and what better way to do it than join an organization designed to do just that?
History:
Diana was orphaned at a very early age, her parents abandoning her outside the steps of the orphanage she grew to call home. She lived a fairly normal life along with the other kids there, but eventually resorted to stealing in order to better feed herself. She bounced between jobs through adulthood, never keeping a stable lifestyle or family. Leading up to day zero she had been caught stealing a pair of shoes, which ended with her finally being thrown into prison after several small charges. Having no connections to anyone, she was stuck in prison until the events of day zero where her month began.
Weapon Ability
Blackjack - It's the luck of the draw, and sometimes Diana doesn't always come out on top. Akali makes sure of that.
Gambler’s Chance: Deals the highest amount of damage on average, however the user suffers recoil.
Gambler's Chance
In comparison to all of the other offensive Fear abilities, Gambler's Chance has the potential to deal the most damage. However this is also a double-edged sword: using it will also damage its user. Sometimes you'll deal high damage to your opponent while taking minimum losses, other times it'll be the exact opposite. How lucky do you feel tonight?
Tier One: GC1
Dice: 6d12
First Dice:
xxxxx 1-8: Miss
xxxxx 9-12: Hit
Damage: Total of second and third dice.
Fourth Dice:
1: Take the full 100% damage.
2-7: Take 80% damage (multiply result by .8)
8-12: Take 50% damage (multiply result by .5 or divide by 2)
Damage to Self: Total of last two dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 13
Tier Two:GC2
Dice: 8d12
First Dice:
xxxxx 1-6: Miss
xxxxx 7-12: Hit
Damage: Total of second, third, and fourth dice.
Fifth Dice:
1: Take the full 100% damage.
2-4: Take 80% damage (multiply result by .8)
5-7: Take 75% damage (multiply result by .75.)
8-12: Take 50% damage (multiply result by .5 or divide by 2)
Damage to Self: Total of last three dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 19
Tier Three:GC3
Dice: 10d12
First Dice:
xxxxx 1-3: Miss
xxxxx 4-12: Hit
Damage: Total of second, third, fourth, and fifth dice.
Sixth Dice:
1: Take the full 100% damage.
2-3: Take 80% damage (multiply result by .8)
4-5: Take 75% damage (multiply result by .75.)
6-9: Take 50% damage (multiply result by .5 or divide by 2)
10-12: Take 25% damage (multiply result by .25)
Damage to Self: Total of last four dice multiplied or divided by the modifier. This always hits you!
Average Damage to Opponent: 25
Note #1: When used with The Eye, the dice affected is the first accuracy dice which determines whether or not GC hits an opponent.
Note #2: When used with The Mind, the dice affected is the first accuracy dice which determines whether or not GC hits an opponent.
Physical Description:
Scarf Color: Matching the blue of her shirt
Coat: X But White and obviously at least waist length, patterns on it can be whatever
Extra: Orange glowstick usually sticking out of pocket, strange casino coin she's fashioned into a necklace
Day Zero Journal