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"If there is one thing I learned in High School, is that dead is the best status condition."
Age: 19
Height: 5' 5''
Weight: 110 lbs.
Biography:
Born in the USA, Tennesee, this hyperactive youth moved to Neo Toyko when her
mother decided to get a better teaching position and more mercenary work. Noemi,
against her mother's wishes wanted to be a gunslinging Battlebabe(TM) just like her. But,
with Toyko always under attack by demons and radioactive monstrocities, she felt
irresponsible not showing her little girl how to kick some serious ass the only way she
knew how. Bullets to the face. And lots of them.
With her mother's pull as a famous gunslinging combat instructor she got to go to
the best combat academy in Neo Toyko: Kondo Shonen School of Toei, where the world's
greatest teenage animu fighters where bred and born. Noemi loved the thrill and
adredaline more than she could even imagine. She quickly rose to the ranks to be part of
the top 50 of her class when she graduated. Number 42 to be exact.
Noemi is known as a trouble maker and attention seeker. Her rash personality will
always head straight towards a fight, but when the mood strikes her she doesn't mind
more subtle and tricky tactics.
She has a one way rivalry between her and the once number 1 student, Uxalis,
another gunslinger. Noemi constantly tries to challenge her to a duel, but Uxalis doesn't
find her worth the time. But, at the grand tournament the young Noemi might have her
chance.
But, what about her father? Well, in typical anime tradition, he vanished, probably
working overtime everyday at a desk job or something. Or could it be something more
sinister/important? Momma doesn't like to talk about it. Noemi gave up asking, but still
she wonders...
<Known Associates Rundown>
Mother: Kurea Grants. Much more serious than her daughter. Gunplay has much less
style, but is incredibly effective and a lot more direct.
Father: Ulysses Grants. Mystery dad! The American side of the family.
"Rival": Uxalis Mase. Imagine if Blue had a daughter. That's this bitch.
Best Friends: Hibari Yamane (a condecending wizard chick) and Jun Kawahara (a jock
fighter and avid sports player). Sterotypical hero party. Would frequently group up on
class missions.
Class: Gunslinger
One-by-one or all at once you gun down your foes with deadly accuracy and smooth
style. You turn gunplay into a dance and end your performances with a bang, not a
whimper.
Stats: Dexterity/Charisma.
Main Role: Striker
["Race" Features]
She humans, but will use 4e Elves as a base.
Ability scores: +2 Dexterity, +2 Intelligence or +2 Wisdom
Size: Medium
Speed: 7 squares.
Vision: Normal
Deadly Accuracy
With an instant of focus, you take careful aim at your foe and strike with amazing
accuracy.
Encounter
Free Action
Personal
[Class Features]
Willpower
The power of friendship and your own heroic struggle against evil can enhance your
attacks. At the start of the day you have 2/4/6 (per tier). Willpower and gain another one
for free for after every battle. The max amount of willpower you can have depends on
your level. Other anime-type events such as your friends falling in combat, recovering
from unconcious, becoming bloodied can bestow Willpower. The DM and you can figure
this out.
Level 1: 3 Willpower
Level 6: 4 Willpower
Level 11: 5 Willpower, Can now spend 2 Willpowers at once.
Level 16: 6 Willpower
Level 21: 7 Willpower, Can now spend 3 Willpowers at once.
Level 26: 8 Willpower
Level 30: 9 Willpower
In General, you can also spend 1 Willpower to gain to re-roll attack rolls. You can spend
2 Willpower at paragon to re-roll with a bonus equal to your Dexterity modifier and 3
Willpower at epic for two re-rolls with a bonus Equal to your Dexterity modifier.
First Strike
At the start of any encounter you gain combat advantage against any creature that has not
yet acted in combat.
Gun-Fu Fighting Style
You gain Quick Draw as a bonus feat, even if you dont meet the prerequisites. In
addition, you can sheathe a weapon as a free action and gain a bonus to AC against
opportunity attacks you provoke equal to your Charisma modifier.
Quick Draw: +2 Feat Bonus to Initative, Draw and attack with weapon as a free
action.
Grenade Preperation
After an extended rest you can prepare grenades that you'll be able to use in combat, each
with their own unique effects. The amount of grenades you prepare depends on your
level. Your regain 1/2/3 grenades every milestone (every 2 fights) you reach.
Level 1: Three grenades.
Level 6: Four grenades.
Level 11: Five grenades.
Level 16: Six grenades.
Martial, Weapon
No Action
Ranged Weapon
Trigger: You hit with an attack during your turn on a creature you have combat advantage
against.
Target: One creature
Level 11: One or two creatures
Level 21: One, two or three creatures
Effect: The target takes damage equal to 2 + your Charisma modifier. The target grants
combat advantage to you if it wasnt targeted by the triggering attack.
Special: You can use this power only once per round.
Willpower: Spend 1 Willpower per tier to add one more target.
[Feats]
Level 1: Master at Arms
+1 bonus to attack rolls for all weapons. Draw and stow weapons as one minor
action. This attack roll bonus increases to +2 at 11th level and +3 at 21st level.
Level 1: Improved Defences
+1 bonus to all defences. This bonus increases to +2 at 11th level and +3 at 21st
level.
Level 2: Vicious Advantage
If a target is slowed or immobilized you gain combat advantage against it and deal
+1 bonus damage to it. At level 11 it also works with weakened.
Level 4: Distant Advantage
You gain combat advantage with all ranged or area attacks against any enemies
flanked by your allies. You also ignore the -2 penalty against prone targets with ranged
attacks.
Level 6: Weapon Dance
The first time you swap weapons on your turn you gain a +2 damage bonus on
your next attack. This bonus increases to +4 at 11th level and +6 at 21st level.
Level 8: Hawkeye
Combat advantage now gives you a +3 bonus instead of the usual +2.
[At-Wills]
Better Twin-Strike
You attack twice with whatever you can use. Grenades, beams, powerfists, photon beams,
handcannons, the works. The bread and butter. The apple pie. The works.
At-Will
Standard Action
Martial, Weapon
Melee or Ranged Weapon
* Martial, Weapon
Standard Action
[Cool Moves]
With your careful aiming and sick style enemy's attack is almost guaranteed to miss when
you hit them with your weapon. Sounds fair and balanced.
Encounter
Martial, Weapon
Immediate Interrupt
They don't even see you as you fire another bullet into them, inflicting a status effect and
pushing them away so you can contiune the pain. We swear this is well designed stuff
here.
Encounter
Minor Action
Martial, Weapon
Ranged weapon
You shoot multiple times (like usual), at the legs, or hell, kick them in the nuts, impeeding
your enemies progress so you can hit them with immpunity as they struggle to make
ground. Fun stuff.
Encounter
Standard Action
Martial, Weapon
Melee or Ranged weapon
[Swag Moves]
Twin Strike, but way better in every way. Why wouldn't you bust this badboy out?
Daily
Martial, Weapon
Standard Action
Whether it's your amazing gunplay or a well placed smoke bomb, flashbang or whatever, you
escape, blinding your enemies so you can go back to twin striking from afar. Ah, yeah.
Daily
Martial, Weapon
Standard Action
Close burst 3
Martial, Weapon
Standard Action
Ranged Weapon
You must be using explosive ranged weapons to use this attack, such as grenades or a rocket
launcher. After each attack you may swap to another explosive ranged weapon as a free action.
Target: One, Two or Three Targets
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity damage.
Miss: Half damage.
Level 19: 3[W] + Dexterity modifier damage. One, Two, Three, Four or Five Targets
Level 29: 5[W] + Dexterity modifier damage. One, Two, Three, Four, Five, Six or Seven
Targets
[Utility Moves]
Level 2: Jet Nitro
The jet-pack on your back is your constant companion for bringing the brutal pain in the air.
Encounter
Martial
Free Action
Personal
Targets: You
Effect: Whenever you move or shift you can instead fly the exact same amount of squares until
the end of your next turn. You must land at the end of your turn or fall straight down.
Level 11: You can use Jet Nitro twice before it goes into it's 3 turn cooldown. If you have
another use of Jet Nitro the next turn then you do not have to land and can chose to hover instead.
Level 21: You can use Jet Nitro as an at-will power and can stay in the air indefinetly. Of
course, free actions can only be done once at your turn, but indefinetly on other creature's turns.
Level 6: Trickster
Just as the enemy thinks they've finally close in on your gunslinging ass, you leap away in style
making their efforts futile.
Encounter
Martial
Immediate Reaction
Melee 1
Martial
No Action
Personal
[Paragon Path]
Valkryie
Grenade Mastery (11th Level): Your non-frag grenades now inflict their secondary effects to
adjacent targets. You can also mix two grenade types together, combining their properties and
secondary effects when preparing them. It deals the amount of damage as the grenade with the
lowest damage dice. Doing this counts as preparing two grenades.
To activate the effects you only have to spend 1/2/3 Willpower per tier. For example:
When using a Frag+Flashbang, spending 1 Willpower allows you to deal full damage to adjacent
creatures from the Frag and give the penalty to attack rolls from the Flashgang.
Level 11: Twosome Time
You always find a way to attack more than once. Multi-attack powers. A minor action. Your
enemy attacking you or your allies. Time to add your ally attacking, even on a miss, to the list.
Encounter
Martial, Weapon
Immediate Reaction
Ranged weapon
Martial
Free Action
Personal
Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer
Effect: You can shift your speed. You also gain an action point that you must spend before the end
of your next turn.
Level 20: FILLER!
No one will survive.
Daily
Minor Action
Martial, Weapon
Ranged weapon