Columbia "Kaha" Seafana
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Kaha

Player: Kaeru

Position: Stealth and Infiltration Expert

Demeanor: She's pretty laid-back, hard to read or define in any particular way. Generally fun and quick to go blow-for-blow with jokes or teasing remarks, but she doesn't seem to take much very seriously and is rather difficult to genuinely piss off.

Nature: Her casual demeanor is no front— she sees no reason to get worked up and serious over things that most people would take a heavier outlook towards (takes the fun out of living, she thinks). She has no moral issue with deception when it comes to strangers or nonallies, and takes a similar stance even with allies in regards to deception related to herself and her history. She avoids getting attached or invested, much to the annoyance of anyone trying to get close to her or get her to open up. She isn't unkind, but tends to focus on her own interests, and resents the very idea of being tied down.

Description: Unusually tall and broad in her build, she stands a bit above 6’4” but does not consider herself abnormally tall. This combined with the definition of musculature and lack of curvature across her body might have someone mistake her for male— but this is avoided in most cases due to her head of long and uncontrollably curly brown hair. Framed by loose curls are strong features, squared-off jaw and straight nose, marked through with barely-visible old scars and sparse freckles that dot the skin across her body. Not that anyone would know, or could know— a thin and formfitting black undershirt stretches from a high-necked collar to full sleeves that end as gloves over her hands. If she's ever seen in shorts rather than her usual heavy sweatpants or cargo pants, it'll be found that she wears similarly all-covering black leggings down past her ankles. Cropped jackets and vibrant colors both on clothes and in makeup combine with collections of silver band rings and plain pendantless necklaces to create a distinct and personality-filled sense of style.

Stats:

Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a skill. Trained skills are indicated with bold.

Health
  • Physical Health: 13
  • Mental Health: 13
  • Strength: 0
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 3
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 3
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 0
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 2
    • Perception
    • Insight
    • Logic
  • Education: 0
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
Specialties

You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.

  • Takedown: 3. Columbia specializes in quiet knockouts. She can use her base speed bonus rather than str/mel for melee rolls given that the target is human or humanoid, and successful sneak attacks do not compromise stealth. (note to self: successful sneak attack = automatic 6 damage = automatic KO on most humans and other enemy types).
  • Enigma: 3. She's never learned to be entirely honest about who and what she is. If she succeeds an insight check on the person she's interacting with, she can use this knowledge to formulate lies that are most likely to be believed. In this case, Columbia gets a +3 to all bluff or persuasion rolls and can use her bluff bonus for persuasion rolls under the same condition.
  • Lone Shark: 2. She works best alone. Columbia gets a +2 to all stealth rolls if she's not operating in stealth as a team (ex: scouting ahead or on her own / away from her teammates).

Gear:

  • Stealth gear
  • Heavy-duty saxe knife
  • Combat blades, hidden, throwable (3)
  • Beretta 93R (pistol, light)
  • MP5 (SMG, medium)
  • Standard flashlight & lighter
  • High-strength braided twine (thin rope)
  • Coms/radio
  • Compass
  • Silent explosives

Possessions:

  • Various outfits for undercover ops
  • Brightly colored cropped jackets
  • Several identical sets of form-fitting and covering black underclothing
  • Sketchbook
  • Ornate and hand-carved ceremonial taiaha
  • Similarly styled and designed heavy knife with thick sheath
  • Small cat figurine

Personal History:

Born Mako Canaan Karamea in a sizable city in New Zealand, she spent her childhood as an inner-city Maori boy whose parents were struggling just to get by. An only child, but still knowing her parents had enough to deal with without her problems on top of it all, she never learned to rely on others, instead sticking to her own strengths and keeping her thoughts to herself. By the time she was a bit older, she met a young girl on the streets who'd been kicked out by her parents. Already knowing how to sneak, steal and cheat to get by, Mako just applied those skills to helping this kid, seeing something worth kindness. Later on, the kid asked Mako to drop her previous name in favor of Max, and later on to cut her hair, explaining once she felt safe enough that she'd been kicked out of her house by her parents for expressing her discontent in her own body and the role they'd given her. Glad to do anything that helped the kid be more comfortable and happy, Mako helped the newly-named Max grow up without a family, considering him a little brother of sorts. Once he was a bit older, Max thanked Mako for everything by giving Mako a small white cat figurine that'd been Max's as a kid and was the only thing Max had kept from before his parents kicked him out. It was significant to him, but because it represented a life and an identity he'd left behind, and because he suspected even then what Mako wouldn't even begin to think until years later, he gave the figurine to Mako and insisted it was a gift for Mako to keep. Not long after, Max was arrested for petty crime and sentenced harshly with no real defense or support to his name. Knowing what Max would face placed in a female prison ward, Mako made deals and fell in with some less than friendly people in order to get the charges against Max dropped so he could go free. Forced to flee New Zealand, Mako didn't spend long in one place after that, occasionally joining with groups to do undercover runs and dirty work in exchange for some semblance of certainty in terms of day-to-day life and basic needs. Spending the longest time by far in Italy, Mako eventually left for the States, soon becoming Columbia Seafana both for identity and for keeping herself from being found by anyone who might be looking to settle some score or another. Spotted by the Foundation for her skills and a knowledge of the anomalous that she had picked up bouncing between various groups throughout her life, she was soon recruited and, not long after, was bound for Site-15.

Miscellaneous:

(inter-character relationships, pictures, achievements, etc.)

  • Legal name: [record sealed]
  • Languages: English, Māori (te reo), Italian, French
  • Nickname is the te reo word for strength/power/effort/force
  • Born deaf
  • Almost the entirety of her medical information is sealed except in case of emergency for “reasons of privacy”

Loot

Stuff you get from playing. To start off with, pick ONE piece of loot that matches your character's MTF from the very end of the unlockable equipment page.

  • Silent Explosives: A new product from the Ministry of Ungentlemanly Warfare, a formula that can be mixed with other explosives to negate any sound that would be produced by the resulting blast. -2 to any Engineering rolls to calculate explosive damage, but hey, at least it won’t draw as much attention. 1/run

Contacts

Connections your character has made that they can call on.

Training

Additional training your character has acquired.

Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
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