Ank'Caine (Caine)
Character Info
Class: Freerunner
Level: 1
Owner: Moebean
Need 2 more completed missions to reach level 2 (0 recorded).
Completed Missions: 0
Commissary Reward: 0
Perks earned: 0
Perks spent: 0
Perks remaining: 0
Personality
Recent Missions
No missions yet. Add one below or from the Missions page.
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Might
Crush an apple one-handed.
Baseline Resilience
Survive several minutes of severe bleeding.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
Baseline Sensory
20/20 vision.
+ Reflex
Slowly cross a tightrope.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
Class Abilities
Pitch a conveniently-placed terrain feature, then use it to safely perform a boosted acrobatic movement.
Essence Cost: Low
Cooldown: Low
Paired Action: Purposefully approach the chosen piece of scenery and incorporate it into a fitting stunt.
- Acrobatics are boosted scaling on how well they make use of the chosen feature.
≫ Egs. Swing around a flag pole sticking out of the side of a building to sling yourself up an entire floor; land back-first on a shop awning to bounce safely off of it like a trampoline; kick off the hood of an oncoming car to launch yourself over it unscathed.
- Essence Cost
- Low
- Cooldown
- Low
Paired Action: Notice the terrain feature and incorporate it into a fitting stunt.
- Boosted acrobatics are notably safer for the user than they would normally be. (e.g. While falling, catching and swinging from a protruding flagpole would be less likely to dislocate your arms).
An enormously empowered jump, tens of times greater than a normal human’s, that draws the eyes of onlookers and protects the user from enemy attacks.
Essence Cost: Mid
Cooldown: Low
Paired Action: Take a large running start to your jump while broadcasting your intentions as conspicuously as possible.
- Protection takes the form of an invisible force pushing incoming attacks off-course. Lasts solely for the duration of the jump.
≫ The more death-defying and impressive the user’s jump is to onlookers, the more effective its protection and eye-catching capacities (Mid at max).
- Essence Cost
- Mid
- Cooldown
- Low
Paired Action: Briefly pause, then take a conspicuous running start into the jump.
- Attacks made against the user during this jump are notably less accurate, scaling Low–Mid on how death-defying and impressive the jump is (the eye-catching effect scaling in the same manner).
- The user is fully spared the falling impact of this jump’s height (but not any additional drop beyond that).
Encourage allies or goad enemies into following you, helping or hindering them, respectively in the process.
Essence Cost: Mid
Max Duration: Mid
Cooldown: Mid
Paired Action: Touch any number of targets then immediately run away from them; ability ends if any catch up.
- Affected allies gain up to decently enhanced speed and agility scaling on how effectively you cheer them on; affected enemies are up to substantially compelled to keep following you, no matter how difficult, scaling on how effectively you taunt them.
- Ability ends instantly once all targets stop actively pursuing the user,whether because they choose to or physically cannot.
- Essence Cost
- Mid
- Max Duration
- Mid
- Cooldown
- Mid
Paired Action: Touch any number of targets then run away from them; if any target catches up or all targets stop pursuing you, this Ability will end prematurely.
- Affected allies gain Boosted speed and agility, scaling Low–Mid on how effectively you cheer them on
- Affected non-allies are compelled to keep following you, no matter how difficult, scaling Low–Mid on how effectively you taunt them.
Signature Gear
Branded athletic apparel offering ok environmental protection. Greatly reduces Green & Yellow Stamina Exhaustion (pg23), though Red remains normal. Enhances user’s prestige in the eyes of athletes and sports fans (no matter their sport of choice).
- Provides a Low Ward against weather such as sun, wind, or rain.
- Athletes and sporting fans will tend to trust the owner.
- All but negates Yellow Stamina Exhaustion (though Green & Red remain normal).
Pair of short baton weapons with perpendicular handles, exceptionally good at parrying. Uppercut-style strikes carry substantial VERTICAL knockback; user may dash after the target at incredible speed after knocking them airborne this way (Low cooldown).
- Parrying Boost
- High
- Uppercut-style strikes knocked targets into the air; the owner may dash at incredible speed after a target knocked airborne in this way (Low Cooldown).
Laced sporting shoes providing excellent grip. Substantially improves user’s jump height, running acceleration and deceleration, and general foot dexterity. Absorbs far more impact force than normal when landing falls with good form.
- Traction Boost
- Mid
- Boosts the owner’s jump height, running acceleration and deceleration, and general foot dexterity.
- Reduces falling impact when landing feet-first with good form.
Appearance
Caine has a punky short kind of sharp haircut (dyed red) She is the child of both the handsome Saint & beautiful Nemi.
She’s pretty and she knows it.
She usually dresses in more masculine clothing, and loves streetwear. Her clothes are often times a leather jacket, black crop top and pants with a lot of belts.
She wears different earrings on every mission and has a lot of piercings. She is 18, and loves chaos.
Background
The daughter of Saint & Nemi, and sister to Sin (Sin'alari) She is the union between a human and vampire, the Dhampir.
She grew up moreso alongside her father Saint. While Nemi trained Sin, Saint gave Caine the freedom that she very much needed. Leading her to become a free spirit, who enjoys parkour, taking pictures and life.
After doing a bit of modeling on the side, she joined the Enclave through her parents profession, seeking something more. (Caine is kinda mean) and likes danger/adrenaline
Ideas
Glen & Glenda (Chucky), Saint & Nemi’s child. Ghostface (dbd) The evil twin. Ciri (Witcher) Dhampir
Level Up — Ank'Caine (Caine)
Current level 1. Promoting to level 2 requires 2 more completed missions (0 / 2 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.