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Neko and Kid Gawain (PL 8/8)


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Posted (edited)

Power Level: PL 8 (164/172PP)

Trade-Offs: +4 Def/-4 Tough

Unspent Power Points: 8

 

In Brief: Timelost Japanese supersoldier and her best friend, a timelost kid from Camelot 

 

Alternate Identity: Neko Musume (she prefers just 'Neko')

Birthplace: Iya Valley, Japan 

Residence: The Espadas residence, for now

Base of Operations: Claremont Academy during the school year

Occupation: Student

Affiliation: Claremont Academy, the Black Dragon Society (formerly) 

Family: all dead, I'm afraid 

 

Description:

Age: 16/92 

Apparent Age: 16

Gender: Female

Ethnicity: Asian

Height: 5’ 1"

Weight: 110 lbs

Eyes: Yellow

Hair: White 

 

image.png

 

 

 

Neko is short and slight, with big eyes that are distinctly yellow and fluffy white hair speckled by brown, crowned by what are clearly two big boofy cat ears. She has slightly pointed front teeth and nails that grow in sharp. She has a tail that curls behind her, white speckled with brown spots. She has a lot of borrowed clothes but actually prefers to wear kiminos and bare feet, usually bright Art Deco colors.  

 

Neko has lived in the present long enough to adopt a superhero costume - finally.

 

What she wears is a sleek, form-fitting bodysuit made of stretchy, breathable fabric in a dark navy blue color. The suit has long sleeves and pants, with a high collar and a full-zip front that can be easily opened and closed. Over the bodysuit, Neko wears a bright red and gold kimono-style robe with flowing sleeves and a wide obi sash tied around her waist. The robe is adorned with intricate gold and silver embroidery and bold, stylized Japanese characters that spell out "CAT" and "MAGIC" and "IYA VALLEY". The kimono and suit are both cut to give her tail freedom. To complete the costume, Neko wears a pair of tall, laced-up boots in a matching navy blue color, with thick soles to provide stability and support for her acrobatic movements. The boots have a slight heel, and are made of a durable, lightweight material that allows Neko to move quickly and easily.

 

History:

Neko was born in 1929 in the Iya Valley on the Japanese island of Shikoku. Even today the Iya Valley is remote, tucked away beneath sheer mountain slopes on either side, and in 1929 it was even more so. Neko's family had come to the region sixty years earlier in their grandfather's time, when their forebears realized that the new Meiji government would be hostile to their way of life. For Neko's family were the children of nekomata and bakeneko, cats imbued with fantastic supernatural powers, and carried that magic in their very veins! She learned some of that ancestral magic as a small girl, how to change her form and other fantastic abilities, and lived the relatively simple life of a peasant girl, carefully adopting human mannerisms and appearance when the government inspectors came by to study the local school. Though she heard about things like Japan's righteous war to liberate the oppressed people of China, their bold attack against the forces of the Americans in December of 1941, and their war against the wicked foreign foe, it didn't really mean anything to her. 

 

Until June of 1944, when American bombs began falling on Japan in large quantities thanks to Operation Matterhorn. Though civilian casualties were few compared to what would come later, she would learn much later that this had been a terrible insult to the Black Dragon Society, proof that their magics were not so great and powerful after all, but what it meant for her was that a small delegation of the Crimson Katana's elite troops arrived in her home village and announced that they were recruiting volunteers to defend Nippon against the hated enemies who had brought death to their shores. Neko looked around, saw older siblings and cousins debating what to do, and stepped forward with a cat's boldness. "I volunteer!" 

 

And so, at fifteen, she was taken away for training. She remembers the look in her parents's eyes still. "Bootcamp" was not easy but she was quick and clever enough to pass her trials, and the sheer gaping size of nearby Nagasaki was terrifying enough that she slept in her bed every night despite her fears of the Crimson Katana and his magic. She knew better than to risk his wrath, and she knew full well what they might do to her home village if she did flee. 

In late summer of 1944, having passed her trials, she was sent away to war, specifically to Burma, where the recent failure of Operation U-Go meant that Japanese forces were now on the defensive. It was supposed to be a minor, even inconsequential posting for the youngest piece on the Crimson Katana's shogi board, the latter being focused entirely on his American rivals. Until the Allies attacked in December of that year, and she found herself in the midst of her first battle. It was terrible. Any hopes she might have had that her fellow Japanese really were righteous defenders of justice faded when she saw what they did to those they captured, and any hopes she might have had that her enemies were really friends faded when she saw what they did to the Japanese. 

 

She might have fallen into grief and faked her own death, or something even more drastic, had she not met Kid Gawain, attached with his master to the British forces in Burma. Gawain was an enemy and so they fought, but they realized quickly how displaced they both were. Burma was as far from Camelot as it was from the Iya Valley, and Kid Gawain's dreams of knightly honor had faded before the reality of 20th century war. They began meeting occasionally, having the kinds of conversations that neither of them could have with any of the adults in their lives - and then came the mission in February 1945. A powerful American cryonic weapon had been stolen by a Japanese agent who had himself been killed in a bombing run. 

 

In a cave near Mandalay, the Crimson Katana (who had himself arrived to supervise the evacuation of Green Dragon assets from Burma), the Green Knight, Kid Gawain, and Neko no Akuma fought to the last. The Green Knight's ax and magical healing powers proved stronger than the Katana's blade, and the Katana (who never really believed in bushido, as convenient as it was) fled after triggering the cryonic device while ordering Neko no Akuma to cover his retreat. Thinking of her village, she stood between the knights and the way out; only to be pinned under a rock when bombs struck the roof of the cave mouth.

 

She remembers Gawain and the Green Knight shouting at each other, namae o age rarenai uragiri, then Kid Gawain kneeling at her side in prayer, hensai dekinai shakkin, then a terrible feeling of cold - and then she remembers nothing for a long time. 

Until today. 

 

Personality & Motivation:

Neko has had a lot of trauma. She misses her home and hopes desperately to see it again. Failing that, she wants to settle down somewhere and learn about all that was taken from her, and the true nature of what she is. In general she is quiet and reserved, particularly since her English is still not very good (and outmoded anyway, since she learned it from Owain), but more voluble when speaking to another Japanese speaker. She very much wishes to have friends, the way people do on American television, even if she doesn't want to act like those people. She cares about loyalty. 

 

Powers & Tactics:

Neko's illusory abilities are vast, enough that she could easily dominate a WW2 battlefield in which she mostly fought mundane targets. She will mostly prefer to try and drive off foes, or fool them into doing something rash or self-destructive. If really and truly angry, she will pour down a terrible curse on their head, striking them with a powerful weapon pulled from her own sub-conscious. When using her powers, her eyes glow bright yellow and her ears and tail seem particularly obvious. She has has something of a cat's physicality, enough to escape from some though not all crises. 

 

Complications:

Out of Time: Neko is from almost seventy years ago, and had an isolated, rural childhood in a rustic region before that. There's a lot she still doesn't know. 

Ghosts: Spirits and ghosts are drawn to the children of cats, often for ill. 

My Enemy: There is much left undone from that great and terrible war, and wounds left deep in her psyche. 

My Language: Neko's English is still not great; the GM is welcome to tell her she has lost the thread of a conversation or misunderstood something, especially if spoken loudly and at some volume. 

My Friend: Kid Gawain was subject of the ultimate betrayal for her, and so is subject to the debt that can never be repaid. She would literally do anything he asked of her. That is loyalty. 

 

Abilities: 0 + 8 + 8 + 0 + 4 + 8 = 28PP

STR 10 (+0) 

DEX 18 (+4) 

CON 18 (+4) 

INT 10 (+0) 

WIS 14 (+2) 

CHA 18 (+4) 

 

 Combat: 8 + 8 = 16PP

Init: +8

ATK: +4 

DEF: +12 (+8 Dodge Focus, +2 flat-footed) 

Grapple: +4

 

Saves: 3 + 2 + 4 = 9PP

TOU +4  (+4 Con) 

FORT +6 (+4 Con, +2) 

REF +7 (+4 Dex, +3) 

WILL +6 (+2 Wis, +4) 

 

Skills: 56R=14PP 

Acrobatics 1 (+5) 

Bluff 8 (+12) 

Climb 6 (+6) 

Concentration 4 (+6) 

Knowledge (Arcane Lore) 5 (+5) 

Intimidate 8 (+12) 

Handle Animal 1 (+5) 

Languages 1 (English, Base: Japanese) 

Notice 6 (+8) 

Sense Motive 6 (+8) 

Sleight of Hand 1 (+5) 

Stealth 8 (+12) 

Survival 1 (+3) 

 

Feats: 43PP

Challenge (Fast Taunt)

Dodge Focus 8 

Fascinate 2 (Bluff, Intimidate) 

Elusive Target

Evasion

Improved Initiative

Luck

Quick Change

Ritualist

Second Chance (Concentration checks) 

Sidekick 24 (Kid Gawain) 

Taunt

 

Powers: 2 + 5 + 1 + 1 + 4 + 6 + 35 = 54PP

all powers (except Cybernetics) have the 'magic' and 'cat' descriptor 

 

Comprehend 2 (animals, Flaw: Limited [felines]) [2PP] 

 

Cybernetics (5 pp Container)  [5PP]

Features 2 (Audiovisual Recording, Internet Connection) [3PP] 

Super-Senses 2 (Infravision, Radio) [2PP]

 

Leaping 1 (x2) [1PP] 

 

Speed 1 (10MPH/100FPM) [1PP]

 

Super-Movement 2 (Slow Fall, Sure-Footed) [4PP]

 

Super-Senses 6 (Acute Scent, Detect Magic 3 [olfactory], Low-Light Vision, Uncanny Dodge [Mental]) [6PP]

 

Yokai Array 16 (32PP, PFs: Alternate Powers 3) [35PP] 

BE: Illusion 8 (all senses; Flaw: Phantasm, PFs: Progression 8 [1000 ft radius]) {32/32}

AP: ESP 4 (cats; Auditory + Olfactory + Visual Senses, 1 mile, DC 24 Notice; Extras: No Conduit; Simultaneous, Feats: Fast Task 4 [Full Action to search 1-mile-diameter area]) {32/32}

AP: Damage 8 (illusory weapon, Extra: Alternate Save [Will],  Range 2 [Perception]) {32/32} 

AP: Obscure 6 (summoned storm of illusions; all senses; 250 ft, Extras: Duration [Continuous], Selective, Flaw: Phantasm) {32/32}

 

 

 

DC Table

Illusion (DC 18 Will save) Illusion broken

Damage (DC 23 Will save) bruised/injured

 

 

TOTALS

abilities 28 + combat 16 + saves 9 + skills 14/56 + feats 43 + powers 54 = 164 / 172 pts

 

Edited by Thevshi
+2 PP for Jan 2024
Posted

Kid Gawain 

 

image.png

 

Power Level: PL 8 (120/120PP)

Trade-Offs: +2 ATK/-2 DMG w/sword

Unspent Power Points: 0

 

In Brief: A timelost kid from Camelot - the wrong Camelot, to boot

 

Alternate Identity: Owain Jones (the Jones is primarily for convenience's sake, he doesn't actually have a last name) 

Birthplace: The Green Chapel, Logres

Residence: The Espadas residence, for now

Base of Operations: Claremont Academy during the school year

Occupation: Student

Affiliation: Claremont Academy, the Knights of the Round Table 

Family: Gawain (biological father), Bertilak de Hautdesert (stepfather), Lady Bertilak (mother) 

 

Description:

Age: 16

Apparent Age: 16

Gender: Male

Ethnicity: Welsh

Height: 6'1

Weight: 180 lbs

Eyes: Dark

Hair: Black 

 

Owain is tall and rangy, with a build that's only gained more muscle since his arrival in the present. His magic armor (which he can summon and dismiss at will, it's just a special effect) is chain mail with a metal helm. His sword is distinctly Carolingian.

 

History:

 

In the summer of 1943, a great green knight and his trusty young squire rode out of the deep chasm of Lud's Church and declared themselves to be The Green Knight and Kid Gawain, here to defend the kingdom of Logres from the Saxon hordes. This was not an atypical scene in Great Britain during the Second World War, and the two found themselves working closely with Britain's native superheroes against the Ubersoldaten. But relations proved rocky. The Green Knight was as much trickster as warrior, testing his allies as much as his opponents, and was honestly an irritating person to fight alongside even if you managed to win his approval. So it was that when the chance came to send the Knight and squire off to battle overseas, a command from the King (suggested by Lady Celtic, both of them having sworn an oath of obedience to King George) helped encouraged Lord Bertilak and Owain (as they were known outside of their armor) to go to the Pacific and fight. 


It was all a grand adventure for Owain. Young, strong, and a hard worker, he had grown up the only son of an isolated lord on the edge of the kingdom, eager for the day when he would be old enough to join Arthur and his warband at their new great fortress at Camelot. He knew the blood of the Otherworld lay within him (what people would much later call the fae) and he used it, becoming a student of the enchantments taught by the great Menw fab Teirgwaedd. To be a knight-enchanter was a fine thing, and not condemned by the Church as long as he used this magic for good and noble causes. But as Owain got older, he began to lament that things were not what they once were. The days of Arthur and his warband riding into battle against dragons and giants seemed to lie in the distant past; a hard thing for a young boy who dreamed of adventure. He was fifteen when word came that a great and holy quest had been given to the knights of Camelot, a chance to battle in the Otherworld against a new and terrible form of Saxon, Owain used his magic to slip away from his family's home and join the great competition. 

 

After passing tests of mind and spirit, Owain was made a squire to Lord Bertilak, the Green Knight, himself a mighty warrior of both magic and brawn, and the two traveled together to a version of Logres some fifteen hundred years in the future. It was strange, it was wonderful, and he loved every minute of it. He did not give himself the name of Kid Gawain, but some medievalist writer of the news did, and he took to it like a duck to water - after all, Gawain had been the first knight of Arthur's court to visit his father's territory and tell him of the place. But like any young man he craved action and so was delighted when he and his master were sent abroad to battle against the forces of the Japanese Empire. 

 

But it was awful. Modern warfare was not particularly honorable or particularly glorious; it was raw murder. He saw things done and even did a few not fit for war, his master's bloody use of his ax on the unarmored bodies of their foes striking fear into his squire along with his enemies. He took to slipping away from the battlefield in the guise of an animal to perch in a tree or drink from a river, and sometimes considered staying that way and running far, far away. Until he met the Cat Devil, the wicked witch who had so often bedeviled their forces in this green hell of heat and wet - and found her to be just a small girl with a cat's ears and bobbed tail, bent over a lake to drink just as he was. They fought a few times, but then realized how much they had in common. 

 

When the boulder fell on Neko during the last struggle in the cave, Kid Gawain dropped his sword and did his best to move the rock. "Help me!" he begged the Green Knight in the medieval Welsh they spoke together "We can save her!" 

 

"We took an oath, boy! An oath to battle the enemies of the King! You're thinking with your loins; this is another one of her tricks! Follow me!" And then Bertilak pursued the Katana over the sound of Kid Gawain's last desperate plea. As the ice bomb ticked away in the collapsing cave, Kid Gawain planted his sword in the sand by Neko and prayed to Christ Jesus for a miracle. And perhaps he got one, as he'll be happy to tell you in this second bright new world. But the memory of that last moment in the cave stays with him still, a secret that down through the years only he and Neko know. 

 

The last thing he called after Lord Bertilak was "Father! Please!

 

The Green Knight has not been seen since the end of World War II. 

 

Personality & Motivation:

Owain is actually a pretty happy guy given everything that's happened to him; think the early Hemsworth Thor. Oh the pain of his father's betrayal strikes deep, but one day the mystics of this realm will send him back to his own, and then there can be a settling of the score. He actually gets really, really angry when he thinks about that; so he prefers not to. Now there are friends to make and mighty foes to battle; in a world much safer than the one he left. It's honestly not so bad. A lot of people wonder why he and Neko aren't a couple but they're both much too young to court in his society; and anyway he's always preferred martial pursuits and the Church to courtly love. Not that there's anything wrong with girls, he has known some brilliant, beautiful ones. They just aren't where his interests lie. 

 

Powers & Tactics:

Kid Gawain fights with his sword first; his magic is great (and actually much stronger than you'd think a rather thick fellow like him could cast) but he prefers to fight with the honorable weapon of a knight. If he does use his magic to fight, he'll turn into a wolf and simply leap at the throat of the foe wicked enough to deserve such a bloody way to battle, or else use it to chase away whatever ruffians are keeping him from honorable single combat with a worthy foe. Magic is perfectly respectable where he's from, it just isn't - the thing one does exclusively when one wants to be a knight 

 

Complications:

N/A 

 

PL: 8 (120)

 

Abilities: 6 + 4 + 6 + 0 + 10 + 2 = 28PP

STR 16/8 (+3/-1) 

DEX 14 (+2) 

CON 16 (+3)  

INT 10 (+0) 

WIS 20 (+5) 

CHA 12 (+1) 

 

Combat: 8 + 8 =16PP 

Init: +2

ATK: +4 (+8 Melee, +10 Sword), +2 as bird

DEF: +8 (+4 Dodge, +2 Flat-Footed) 

Init: +2

Grapple: +11 /+3

 

Saves: 3 + 4 + 3 = 10PP 

TOU +8/+3 (+3 Con, +5 Armor),-2 Shrinking

FORT +6 (+3 Con, +3) 

REF +6 (+2 Dex, +4) 

WILL +8 (+5 Wis, +3) 

 

Skills: 60R=15PP 

Diplomacy 9 (+10)  

Handle Animal 4 (+5) 

Knowledge (Arcane Lore) 12 (+12) 

Knowledge (Theology and Philosophy) 8 (+8) 

Languages 5 (English, Japanese, Saxon, French, Latin, Base: Welsh) 

Notice 5 (+10) 

Ride 3 (+5) 

Sense Motive 8 (+13)  

Stealth 5 (+7/+15) 

Survival 1 (+6) 

 

Feats: 14PP 

Attack Focus (Melee) 4 

Attack Specialization (Sword) 1

Dodge Focus 4 

Equipment 1 

Evasion

Ritualist 

Skill Mastery (Notice, Ride, Sense Motive, Survival)  

Ultimate Save (Will) 

 

 Equipment 1 

 

Sword (Damage 3, PFs: Improved Crit, Mighty) 

 

Powers: 2 + 27 + 5 + 3 = 37PP 

 

all powers have the 'magic' and 'fae' descriptors 

 

Comprehend 2 (animals, Flaw: Limited [canines]) [2PP] 

 

Enchanter Magic 12 (24PP, PFs: Alternate Powers 3) [27PP] 

BE: Concealment 10 (all senses, Extra: Affects Others, Flaw: Phantasms, PFs: Close Range, Selective) {22/24} 

AP: Comprehend 2 (animals, Buys Off Flaw, Adds Affects Other Extra) {4} + Mind Control 8 (Extra: Instant Command, Flaw: Limited (Animals) {16} {4+16=20/24} 

AP: Raven Form 12 (24PP Container) {24/24}

Drawbacks 4 (no hands) {-4}

Enhanced Feats 2 (Elusive Target, Evasion [to Evasion 2]) {2}

Flight 2 (25 mph / 250 feet per Move action) {2}

Morph 6 (to Raven, +30 Disguise; PFs: Cover Scent, Precise) {8}

Shrinking 8 (Tiny; -8 Str, -2 Toughness, +2 Combat, -8 Grapple, +8 Stealth, -4 intimidate) {8}

Super-Senses 7 (accurate for all hearing [4]; danger sense [auditory], ultra-hearing, uncanny dodger[auditory]) {7}

{[-4]+2+2+8+8+7 = 23/24}

AP: Wolf Form 12 (24pp Container) {24/24}

Drawbacks 4 (no hands) {-4}

Enhanced Feats 5 (Improved Throw, Improved Trip, Move-by Action, Takedown Attack 2) {5}

Enhanced Strength 6 (to 22/+6) {6}

Morph 6 (to Wolf, +30 Disguise; PFs: Cover Scent, Precise) {8}

Speed 1 (10 mph / 100 feet per Move action) {1}

Strike 2 (claws & fangs; PF: Mighty) {3}

Super-Senses 4 (scent [acute for olfactory; enhancement: tracking 2], ultra-hearing) {4}

{[-4]+5+6+8+1+3+4=23/24}

 

Protection 5 (magic armor) [5PP] 

 

Super-Senses 3 (Detect Magic 3 [visual]) [3PP] 

 

costs

abilities 28 + combat 16 + saves 10 + skills 15/60 + feats 14 + powers 37 = 120 pts

Posted

So, seeing a couple small things AA

 

For Neko, I am only totaling her at 148 PP spent, not 150, so you have 2 PP unspent.

 

For her Obscure, did you mean Duration [Continuous]? As Obscure is Sustained to start.

 

For Kid Gwain,

 

I am only counting 56 ranks of skills, so you have 4 skill ranks unassigned (or an extra PP if you want to move it elsewhere)

 

The cost of his Mind Control is only 16 PP, not 20

Posted

Just a couple quick typos on Gawain; you've bought Con 16, and paid for Con 16, but you've noted the cost at 5pp. Down at the bottom, the wolf form's super-senses are listed at 1pp even though they cost (and you correctly paid) 4pp.

 

 

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