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Toph Beifong EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Toph Beifong

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Tiggs
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Posts : 73
Join date : 2018-01-17

Toph Beifong Empty
PostSubject: Toph Beifong   Toph Beifong EmptyThu Aug 20, 2020 1:10 am

Name: Toph Beifong
Sex: Female
Species: Human
Height: 4'6"
Weight: 125 lbs
Age: 12
Age in appearance:
Hair Color: Black
Eye Color: Sea Green, but faded
Skin Color: Lightly Tanned
Personality: Fiercely independent, sarcastic, direct, stubborn, and confrontational. While sometimes she can have a carefree and adventurous personality, she loves battling and took great pride in her earthbending skills.
Weakness: Flyers
Weapons: Bending
Armor: N/A
Items: N/A
Skills:
Martial Arts Master:
Acrobatics: Flips, cartwheels, somersaults, walking on hands, and so on. +1 CS to Agility for use. Can also be applied to aid in defending Fighting rolls by unarmed characters against melee attacks as long as it is not a crowded or cramped situation.
Gymnastics: Gymnastics - +1 CS to Agility. Can also be used in combat against ranged attacks only.
Wrestling: +1 CS to Fighting. Aids in grapple rolls against unarmed opponents only.

Languages: Common

Description and/or Picture:
Toph Beifong Toph110

Toph Beifong Toph210


Stats:
Fighting: Remarkable
Agility: Good
Strength: Typical
Endurance: Excellent

Reasoning: Good
Intuition: Incredible(Feeble against Flying)
Psyche: Incredible

Running Speed: Poor(10mph)
Flying Speed: N/A
Swimming Speed: Feeble(5mph)

Hit Points: 66
Stamina Points: 78
Mana: 90

Spells / Special Abilities:
First Circle:
Move Earth
Cost: 2MP + 1MP per ton
Uses: Psyche ( only if requested by a GM )
Description: Able to move large amounts of dirt and rock from the ground or wall. The amount moved is dependent on the maximum circle of earth magic known. At circle 1 it is 1/2 ton, at circle 2 it becomes 1 ton, and doubles with every circle after.

Sense Movement
Cost: 5MP
Uses: Psyche
Description: Allows the caster to sense people running along the ground within a one-half mile radius. Characters floating above the ground cannot be detected, and if this is used near a large group of people moving around, it may be unable to sense more spread-out movement.

Second Circle:
Pit Trap
Cost: 10MP
Uses: Psyche
Description: Creates a pit under the earth at the specified location. Those who step on the now hollowed out area must roll agility. On a yellow roll they avoid the pit. Those who roll a green catch onto the edge and pull themselves up on their next turn suffering a -1CS to any other attack that turn. Those who fall in must make a strength roll with a green requirement to pull themselves out, though this takes their turn unless they roll a red, in which case they may act normally.
Special Conditions:
1. Those in a pit cannot be targeted for melee attacks, and ranged only if there are no other targets. Those in the pit cannot attack at all.
2. An ally can spend their turn helping them out of the pit, or if they have a rope or similar item use that. This will put the ally at -1CS to any other act, but allow the trapped person out on their turn with a -1CS penalty on their turn to attacks.
3. If the target weighs less then 100lb, they can pass over this pit trap harmlessly.

Rock Platform
Cost: 10MP
Uses: Psyche
Requirement: Move Earth
Description: The caster can harden the ground beneath them to form a rocky platform. Can also be used to harden mud walls, to protect people or to form cave walls underground. At circle 4 this spell has no MP cost unless making major changes to the surrounding area ( GM discretion ).

Third Circle:
Earthgrab
Cost: 15MP
Uses: Psyche
Description: Chunks of earth shoot up from the ground to capture an opponent. Opponents roll agility to avoid. Those captured cannot move from that spot until they break free. To break free, a strength roll is required. Those trapped can defend against melee attacks only at -2CS, and can attack with ranged weapons only at -2CS.
Special Conditions:
1. Characters floating no more then a foot off the ground can also be captured, though they gain +1 CS to their agility roll to avoid.
2. The strength roll to break free is the same color as the color rolled to capture. However a red roll still requires a yellow to escape.
3. On a red attack roll, the held person is immobile, and cannot attack or defend.


Biography:
Toph was born the only child of the wealthy Beifong family from Gaoling. Born blind, she was sheltered by her parents, who believed her blindness made her fragile and incapable of looking after herself. They went to extreme measures to protect her, including hiding her existence from the rest of the world, which resulted in very few people knowing that the Beifong family even had a daughter. Her parents expected their daughter to be well-mannered and proper due to their noble status in Earth Kingdom society, something with which Toph secretly disagreed, causing her to resent her parents' treatment.

At the age of six, Toph ran away from home and hid in a cave inhabited by badgermoles. Badgermoles were the first earthbenders and according to Toph, she felt that she and the creatures understood each other as they were both blind. She learned earthbending by imitating their movements. In this way, she learned to "see" through the use of her earthbending, detecting people and other objects through their vibrations, which she sensed through the ground via her bare feet. Her blindness and patience helped her to develop a keen sense of hearing.

Lao Beifong, her father, later hired the earthbender teacher, Master Yu, to instruct her. Acting upon the orders of Toph's father, he did not teach her anything other than beginner's moves, unaware that she had already achieved mastery in the art. She became such a formidable bender that she secretly entered underground earthbending tournaments as the Blind Bandit, and was successful to the point where she became the champion of Earth Rumble VI more than once.
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