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Walker G. Akero
Beauregard D. Bafett


Associated Acts:
P.S.I. Tech

 

 

Joesph Ash'neel Dar Kane

Character Name Joesph Ash'neel Dar Kane Association None Concept Tragic Victim of Another's Ideal
Character Type Species Nephilim Age: Deceased
Character Description
Motivation Live life, revenge on Earth Special Forces, prevent Mekhal from becoming bored

 

Life Points 148 Endurance Points 108
Drama Points 10 Speed 42
Experience Points Essence Pool 142
Additional Actions 1 mental, 4 physical Trauma Threshold 19

 

Attributes

Strength 10 (+2 from Nephilim Quality)
Dexterity 11 (+2 from Nephilim Quality)
Constitution 10 (+2 from Nephilim Quality)
Intelligence 5 (+1 from Nephilim Quality)
Perception 5 (+1 from Nephilim Quality)
Willpower 6 (+1 from Nephilim Quality)
Life Points 148
Speed 42
Drama Points 10
Hyperspatial Exposure Level: 1


Qualities

Acute Senses (Hearing & Vision) (4)
Ambidextrous (3)
Arena (Incredible) (4)
Athlete (3)
Attractiveness +5 (5)
Catnapper (2)
Charisma +5 (5)
Chi Mastery 6 (16)
Contacts (Criminal) (5)
Contacts (Financial) (5)
Contacts (Governmental) (5)
Contacts (Military) (2)
Contacts (Professional) (5)
Contacts (Sensei) (5)
Contacts (Supernatural) (4)
Fast Reaction Time (2)
Good Listener (1)
Hard to KIll 6 (6)
Inspiring Voice (2)
Internal Clock (1)
Laboratory/Workshop (1)
Light Sleeper (2)
Magician (6)
Natural Toughness (2)
Nephilim (24)
Nerves of Steel (3)
Occult Library (Good) (1) (+1 from Magician Quality)
Powerhouse (5)
Pugilist (3)
Quick Reflexes (1)
Renown/Rep (Well Known/Good) (4)
Resistance (Magic) (12)
Resistance (Pain) (5)
Resources (Billionaire) (68)
Situational Awarenss (2)
Status (5)
Student (3)


Augmentations

Enchanted Item (Enochian Tattoos) (8)
Superscience Item (Nanotechnology) (12)


Drawbacks

Adversary (Earth Special Forces) (10)
Mental Problems (Mild Obsession—Kill Walker Akero) (1)
Secret (Actually Joesph Ash'neel Dar Kane from the future) (1)


Powers/Metaphysics

Acrobatic Shooting (2)
Armor of Power (6)
Balance of the Cat (2)
Be Like the Water (6)
Blessing 2 (12)
Blind Strike (2)
Catch Bullets (6)
Chi Bolt (5)
Chi Defense (5)
Chi Healing (5)
Chi Punch (6)
Combat Wisdom (5)
Consecration 1 (10)
Danger Sense (1)
Dragon Strike (2)
Dream Twister (3)
Elemental Fire (2)
Enter Dream (2)
Familiar (Sloths)
Flying Windmill Kick (3)
Golden Bell (6)
Good Luck 6 (6)
Greater Healing 2 (12)
Hurricane of Kicks (6)
Immortal (from Nephilim Quality)
Increased Essence Pool +60 (6) (+6 levels from Nephilim Quality)
Increased Life Points +20 (from Nephilim Quality)
Iron Palm (2)
Leaping 4 (12)
Lesser Healing 2 (12)
Life Force (1)
Gateway 2 (12)
Great Leap (1)
Photographic Memory (2)
Psychic Link (Azrael) (1)
Pyrokinesis 10 (30)
Rain of Fists (6)
Regeneration (5 Life Points per hour) (1)
Running the Gauntlet (6)
Sagacity 2 (4)
Sorcery 7 (28)
Speed Enchancement (6)
Speed of the Tiger (6)
Super Throw (3)
Supernatural Senses (Vision and Night Vision) (5)
Telekinesis 10 (30)
Temporary Reality (15)
Unique Kill (5)
Warding 2 (12)
Weapon of Power (8)


Vulnerabilities

Limited Use (Dream Twister—Only with Psychic Link) (2)
Limited Use (Enter Dream—Only with Psychic Link) (2)

Limited Use (Telekinesis—alternate dimensions/pocket universes at half strength) (2)
Limited Use (Pyrokinesis—alternate dimensions/pocket universes at half strength) (2)



Useful Information

Observation: d10 + 14 (+3 for Hearing, +6 for Vision)
Initiative: +14
Appearance: +10
Armor: +10 + 4 (Bash only)
Fear: +5
Survival / KO: +19 / +18

Languages: Celestial and English


 

 

 

 

 

 

 

Skills

Acrobatics 7   Knowledge 8
Archaic Weapons 7   Languages 3
Art 5   Martial Arts 10
Barter 0   Notice 7
Computer 3   Occultism 6
Crime 5   Piloting 0
Doctor 3   Psychic Art 0
Driving / Riding 4   Science 0
Engineering 9   Sports 7
Guns 6   Wilderness 6
Influence 8   Wild Card (Animal Ken) 1
    Wild Card (Archery) 8
    Wild Card (Cooking) 3
    Wild Card (Local Customs) 3
    Wild Card (P.S.I. Tech) 10
    Wild Card (The Street) 3
    Wild Card (Trance) 3


Gear

Akero Family Sword (D10 x Strength), Bowling Ball (D10 x Strength), Lightsaber (D10 x Strength+3)

 
 
Maneuvers
Score
Damage
Notes
Back Roll Throw
20
D4 x Strength+4(28)
Bash; knocks target down
Bow
18
D8 x Strength(40)
Stabbing
Broadsword
18
D8 x Strength(40)
Slashing/stabbing
Chop
21
D4 x Strength(20)
Bash
Club
18
D8 x Strength(40)
Bash
Counter
19/19
D4 x Strength(40)
Parry / Punch
Cutlass
18
D8 x Strength+1(44)
Slashing/stabbing
Crescent Kick
20
D6 x Strength(30)
Bash
Dagger
18
D4 x Strength(20)
Slashing/stabbing
Feint
15
Add Success Levels to next attack
Grapple
23
Resisted by Dodge
Jab
23
D4 x Strength-1(18)
Bash; may grant initiative
Jump Kick
18
D6 x Strength+2(36)
Bash; Acrobatics + Dexerity roll first
Influence
13
Legalese and red tape
Kick
20
D4 x Strength+1(22)
Bash
Kip Up
20
Auto Up
Power Uppercut
19
D4 x Strength+3(20)
Bash
Punch
21
D4 x Strength(20)
Bash
Roundhouse
18
D6 x Strength(30)
Bash
Scissor Kick
20
D4 x Strength+1(22)
Bash
Saber
18
D8 x Strength(40)
Slashing/stabbing
Shinai
18
D6 x Strength(30)
Bash; potential action loss
Sledgehammer
18
D8 x Strength(40)
Bash (one-handed)
Spin Kick
19
D4 x Strength+2(24)
Bash
Spinning Thrust Kick
20
D4 x Strength+2(24)
Bash
Sweep Kick
20
D2 x Strength(10)
Bash; knocks target prone
Uppercut
19
D4 x Strength+1(22)
Bash
 
   
Ki
11
Varies
By technique
Catch Bullets
11
Ranged defense action
Chi Bolt
11
D6 x 4(12)
Energy
Deflect
19
Magic defense action; deflects spell 45˚
Dragon Strike
6
+2 x SL
Bash
Flying Windmill Kick
11
D8 x Strength+2(48)/burst
Bash
     (Acrobatic Shooting)
11
Perform amazing feats of acrobatics
Golden Bell
11
Defense action
Great Leap
11
Defense action
Pyrokinesis
16
6 x Success Levels
Fire damage
Sever ID
16
8 x Success Levels
Can damage Ids without them regenerating
Super Throw
11
D6 x 21 (63)
Bash; knocks target down
     (Acrobatic Shooting)
11
Perform amazing feats of acrobatics
Telekinesis
16
Strength equals SLs
 



Personality

     A macho wiseass who has a weakness for anything with "martial arts" in the name, Joe’s a serious martial artist and an overall good guy, but at the same time he’s more than a bit of a showboat and, even though he’s from a prestigious wealthy family, he’s a still a record breaking martial artist that desires the one thing that he doesn’t have — beating Walker and being the greatest martial artist in the world. He's an assistant to the Chief and seems to have inherited all the Chief's stomach troubles. Joesph has a lot of pride in his martial arts ability, to the point of overconfidence at times. He does, though, have some room to justify this. Standard UGoI stubborness, which actually tends to work in his favor, as he actually can wear down his opposition with "not giving up." Though he isn't quite that intelligent in other matters, Joesph is incredibly adept at learning from his mistakes in a fight and fixing them the next time around. He possesses a great blend of the Chinese and Japanese styles of martial arts that is almost impossible to beat. Joesph is quick to prove himself, and will not back down from any type of fight, even if he is in danger of losing.
     Joesph is very different than the Joesph of the present. Having been brought up by his mother and Walker Akero (since his father was dead), he is quiet, restrained, and very much concerned with saving his future. Although very powerful, he is no fool, and often tries to err on the side of caution. On the other hand, he is committed to preventing his future from coming about and will often make rash decisions in an attempt to realize that goal. Needs a lot of work in expressing softer emotions. Willing to exploit any advantage he's given. Joesph is a quiet, restrained, and patient individual who has but a single concern: protecting his present from the people that have caused him and his people so much agony. Joesph will go to any length to accomplish this goal, save sacrificing those he loves. Joesph also doesn't talk much and tends to keep to himself. He also tries to be a reasonable and tactical thinker, a tactic so doomed to failure when dealing with people like Renki' that, in the end, he doesn’t truly fit in well with the other ESFers. It is his rationale nature (instilled in him by both Beth and King Walker) that makes him stand apart from warriors like Rahan or Renki'. If Joesph needs to attack his enemy from behind to succeed, he’ll do it. If Joesph needs to cheat to win, he’ll do it. He’s not concerned about honor or glory in battle, he is only concerned with the results. Despite this, Joesph is still a teenager and can be driven to rash or foolhardy action by his immature instincts and youthful overconfidence.
     One thing that Joesph is definitely NOT good at, however, is matters of the heart. He fumbles along with trying to express his feelings for Katherine, but can't seem to get the words out. It comes out usually as an insult or a derogatory comment. Of course, Katherine isn't the best conveyer of feelings herself, and Joesph's brash attitude and biting insults do not help this situation. At times, though, Joesph has shown that he, too, can be a nice guy, and despite first impressions that he's a little egotistical, he is nevertheless trying his best to deal with the situation he's been put in. As stated in the storyline, he also tends to get a bit distracted at times with his family life, which makes him a bit more normal than most of the other Rhy'Din characters who only live for the fight. Naturally, Joesph is a bit protective of his mother, regardless of which timeline he is in. Joesph deeply loves his mother, and for the majority of his appearance was curious about his father. Over their time together, he desperately wanted to gain Renki’s approval, and in the end when he did so finally felt as if he earned his father’s affection. Joesph also feels very strongly about Walker Akero, who raised him and taught him to fight in the future. He is also rather protective of his friends and family and might be made to do something rash if they are harmed.
     Quote: “All energy is my ally... It's that which holds my birthright.”

 

Names of characters and the distinctive likenesses thereof are Trademarks and © of Tommy Streets and are used with permission.

© 1997 UGoI-ESF © 1999 ESF. All Rights Reserved. Image used without permission.