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Ryan Masterson/Xaphan

 

Power Level: 12; Power Points Spent: 240/240

 

STR: +0 (10), DEX: +1 (12), CON: +12 (12/34), INT: +5 (20), WIS: +1 (12), CHA: +3 (16)

 

Tough: +15, Fort: +15, Ref: +6/+9, Will: +8/+9

 

Skills: Bluff 2 (+5), Diplomacy 2 (+5), Disable Device 5 (+10), Gather Information 2 (+5), Knowledge (earth sciences) 5 (+10), Knowledge (life sciences) 5 (+10), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Language 1 (+1), Medicine 4 (+5), Notice 4 (+5/+10), Sense Motive 4 (+5/+10), Stealth 9 (+10), Survival 9 (+10)

 

Feats: Attack Focus (ranged) 2, Attack Specialization (Modified Shotgun (Device 3)), Attack Specialization (Unarmed Attack), Defensive Roll, Dodge Focus, Eidetic Memory, Equipment 1, Improved Critical 2 (Hellfire Blast (Blast 15)), Improved Critical 2 (Hellfire Bolts (Blast 9)), Improvised Tools, Inventor, Ritualist, Uncanny Dodge (Auditory)

 

Powers:

Modified Shotgun (Device 3) (Easy to lose)

   Solid Slug (Blast 6) (DC 21; Penetrating [2 ranks only])

      Buckshot (Strike 6) (Alternate; DC 21; Cone Area (40-60 ft. cone - General); Progression, Decrease Area 2 (-2 ranks))

Xaphan (Alternate Form 25) (Duration (continuous))

   Xaphan (Alternate Form) (Powers: Burning Fallen Immunities (Immunity 19), Burning Wings (Flight 5), Fallen Fire Control (Array 16), Fallen Resilience (Protection 3), Constitution +22 (34, +12), Attack Bonus +3 (+7), Defense Bonus +3 (+9), Reflex +3 (+9), Defensive Roll -1 (+0), Will +1 (+9), Knowledge (arcane Lore) +10 (+15), Intimidate +0 (+3), Notice +5 (+10), Sense Motive +5 (+10), Feats: Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack), Ritualist)

      Burning Fallen Immunities (Immunity 19) (common descriptor: Fire/Heat, life support)

      Burning Wings (Flight 5) (Speed: 250 mph, 2200 ft./rnd)

      Fallen Fire Control (Array 16) (default power: blast)

         Fallen Strength (Linked)

            Enhanced Strength 30 (Linked; +30 STR)

            Super-Strength 1 (Linked; +5 STR carry capacity, heavy load: 200 lbs; +1 STR to some checks)

         Hellfire Blast (Blast 15) (Default; DC 30, Feats: Improved Critical 2 (Hellfire Blast (Blast 15)))

         Hellfire Bolts (Blast 9) (Array; DC 24, Feats: Improved Critical 2 (Hellfire Bolts (Blast 9)); Autofire (interval 2, max +5); Accurate 3 (+6))

         Hellfire Burst (Blast 10) (Array; DC 25; Burst Area (50 ft. radius - General))

      Fallen Resilience (Protection 3) (+3 Toughness; Impervious [9 extra ranks])

 

Power Settings:

Xaphan (Alternate Form) (Powers: Burning Fallen Immunities (Immunity 19), Burning Wings (Flight 5), Fallen Fire Control (Array 16), Fallen Resilience (Protection 3), Constitution +22 (34, +12), Attack Bonus +3 (+7), Defense Bonus +3 (+9), Reflex +3 (+9), Defensive Roll -1 (+0), Will +1 (+9), Knowledge (arcane Lore) +10 (+15), Intimidate +0 (+3), Notice +5 (+10), Sense Motive +5 (+10), Feats: Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack), Ritualist)

 

Equipment: Undercover Vest

 

Attack Bonus: +4/+7 (Ranged: +6/+9, Melee: +4/+7, Grapple: +4/+7)

 

Attacks: Buckshot (Strike 6) (DC 21), Hellfire Blast (Blast 15), +9 (DC 30), Hellfire Bolts (Blast 9), +15 (DC 24), Hellfire Burst (Blast 10) (DC 25), Solid Slug (Blast 6), +11 (DC 21), Unarmed Attack, +9 (DC 15)

 

Defense: +6/+9  (Flat-footed: +4), Knockback: -13

 

Initiative: +1

 

Languages: English Native, Spanish

 

Totals: Abilities 22 + Skills 18 (72 ranks) + Feats 8 + Powers 159 + Combat 18 + Saves 15 + Drawbacks 0 = 240

 

Age (as of Jan 2019): 42 (Ryan), Incalculable (Xaphan)

Height: 6’ 1”

Weight: 165 lbs

Ethnicity: Caucasian (Ryan), Fallen Angel (Xaphan)

Hair: Brown (Ryan), Black (Xaphan)

Eyes: Dark Brown (Ryan), Red (Xaphan)

 

Theme Song: [url= https://www.youtube.com/watch?v=YKtZtBfJ39s]Falling, by Fabvl featuring somebody[/url]

 

Background: Ryan Masterson was just a guy, you know? A shy, geeky nerd. A physics doctorate student at UCLA. Granted, he was one of the smartest people in the building, dazzling the few that high up in the department with his intellect. This was, well, the problem. The few part. Ryan was happy enough to finish his education and go on to work in a related field. He didn’t have, you know, ambitions. Enter the pretty girl with ambitions. It’s an old story, regardless of the genders involved. One beautiful but less smart wraps the less pretty but definite genius around their finger and gets them to do whatever they want. In this case, it was work on a device to breach the dimensional wall. She didn’t have the chops to do it herself, and she wanted to impress the professor. So you know. Device worked after Ryan’s efforts…and she punted him through the resulting portal and claimed the results for herself. Because narcissism is a hell of a drug or something.

Ryan ended up in a very unpleasant parallel dimension where humans were slaves and the world was ruled by a species of alien unrecognizable to virtually anyone in our world. A dimension where the laws and rules that govern both the natural and the supernatural operated differently. He was there for five years. Always on the run from the aliens. Slowly losing his mind. And then Asteroth, Christine Gale, Nyoan Ayano, and Shandra Hawkins busted into that dimension on a quest for something else. To make a long story much shorter, the foursome kicked a lot of ass, broke a lot of stuff, violently overthrew the government of that world, ended the human slave trade, and eventually escaped back into their own dimension. With Ryan in tow. Oddly enough, this was mostly Christine, Nyoan, and Shandra. Asteroth was rendered much less useful than usual by the changes in how magic operates but also by changes in his own vampiric nature.

Ryan was Not Okay after the return to our world. However, between Asteroth and Shandra, he was brought out of his shell and became a member of the Roth Investigations team. It had been maybe a year here, as again time ran faster there. Even if he didn’t age any faster. Look, it’s weird. At any rate, he was a member of the team for all the stuff with Seth Roth and Asteroth’s old love Elizabeth taking over the world briefly. In fact, he was the one who first broke free from the brainwashing and freed the rest of the team. Which led to the end of that whole affair. It wasn’t until several months after Roth took over the interdimensional law firm that had been plaguing the group since the start that it happened. The relationship with Shandra turned out not to last after she killed the woman who’d exiled him to that dimension specifically to stop him from doing it. At the law firm, he drifted into a relationship with Nyoan that lasted until, again, it happened.

World’s full of cultists, you know? Forgotten gods, old demons, fallen angels, and other beings with more power than humans normally possess have all at one point been worshiped as deities without, you know, actually being one. Xaphan is one such being. Back when he was Xaphiel, he was an Angel of the Lord. You know. Heaven. Trumpets. Paradise. The whole deal. Then there was a certain rebellion by the beloved of the morning star, and everything literally went to Hell. Of course, that particular event has been recounted elsewhere many times. After it was finished, Xaphiel (now Xaphan) was sent screaming to Earth. He was one of humanity’s most dangerous enemies particularly because he has not lost his angelic way with words. There was always a cult devoted to him in those days. How he fell it not written of in any text, but someone managed to kind of kill him. His cult buried with honors and swore up and down they would find a way to ensure his return. This was, of course, several thousand years ago. Barely the dawn of the Copper Age. In the ensuring millennia, without their powerful patron, the cult was exterminated to the last cultist. But not before the Bronze Age had begun, and not before they had committed their research into writing. Some arcane scholars believe all information ought to be saved, no matter how dangerous it may be in the wrong hands. So said writings survived into the modern day. Every now and then a bored wizard worked on the methodology inside, repairing mistakes. Until an extremely alienated young woman who worked for a certain law firm found the last book written in their voluminous libraries.

The tale of Xaphan struck a chord within Amy Allen, and very soon the dormant fallen angel had his first priestess in several thousand years. After this the Roth Investigations team took over the law firm, and Amy Allen because Ryan Masterson’s direct underling in the science department. Truthfully, she’d done everything she needed to do to bring Xaphan back ages ago, including having his stone sarcophagus dug up. There was just one thing missing. An appropriate host body. It was a simple matter to have the sarcophagus brought into the lab, and uh…the closest word is infect…Ryan. The team (especially Nyoan but curiously not so much Asteroth) raced to find a cure for Ryan’s sudden illness. Considering a fallen angel was burning him out from the inside while eating his soul…their efforts were doomed to abject failure. Ryan Masterson, beloved of both Nyoan Ayano and Shandra Hawkins, died. And Xaphan lived again immediately afterward.

He slapped around the team (including Chiaki but again, curiously not Asteroth), scooped up Amy Allen, and raced to his place of power near Byblos in modern Lebanon. He had every intention of resurrecting his cult, opening a dimensional portal to bring in some demons, and becoming a major threat. Except the ancients had been quite thorough after his death. The only thing that awaited him there was Asteroth. Everything was gone, destroyed, scattered to the four winds, or merely eroded to nothing by the passage of milennia. Asteroth had know what was happening and who he was the entire time, of course. There was nothing to resurrect. No weakness in the dimensional fabric to exploit. And about ten times as many foes as he had ever faced in his own time. Amy pleaded with her new god to do something, anything. Until the rest of Roth arrived and Nyoan shot her in the face. Xaphan didn’t care. He needed to learn more about this new world, full to bursting with filthy humans and their endless works. So he rather meekly returned to Los Angeles with the team.

Asteroth knew something else, too, that he did not share with anyone. Souls are immortal and indestructible. Eating them only places them inside the eater. They are still there. Without proper shielding, the barrier between the eater and the eaten will eventually blur into nothing. Well. The Violet Court figured a way around that problem ages ago. Xaphan had missed that memo. With Ryan’s body, Ryan’s memories, Ryan’s emotional responses, it was a matter of time before Ryan bled into Xaphan. The fallen angel had no idea what was happening. There was an additional side effect. Ryan, being human with no powers, hadn’t the faintest idea how to keep angelic power in check. So in addition to slowly losing his mind, Xaphan was slowly losing control of his powers. Since the lowest tier of angels possesses enough power to devastate continents and ravage planets, this was a Big Problem. The fallen angel decided that he’d rather go out in a blaze of glory than an invalid unable to control his power, and made a big move to destroy Los Angeles. Asteroth stopped him. Casually. And informed him of the rules of the game. Nick Phoenix may well have killed him permanently for that. Methion certainly would have. And both would have undone it with a wave of their hand. So the choice was simple. Lose most of his power and surrender to merging with the person whose body he’d stolen, or be erased and forgotten. Obviously, he chose the former.

He integrated into the Roth Investigations team, a shell of what he was but still quite powerful on human scale. Ryan reemerged as an actual personality, though minus the angelic powers, whenever Xaphan was tired of dealing with mortals. Though it was never quite clear if it was Xaphan pretending to be Ryan or actually Ryan. After a certain point it didn’t matter anymore, as the two started to become more and more similar to each other. The personality shift from Ryan to Xaphan has grown less and less dramatic as time as gone on. Truthfully, no one, not even them, is sure where one ends and the other begins. So it goes. These days the merged being (whichever form he’s in) works as Nyoan’s right hand. Where she goes, he goes. What she fights, he fights.

 

Powers & Tactics: Ryan Masterson has no superhuman powers. This is not a lie. They do not belong to him. Ryan is just a physicist and tech inventor. He wears an Undercover Vest and uses one technological device in his Modified Shotgun. Modified is the key word here. It has some minor armor penetration for its solid slug setting, and can spray buckshot in a 40 to 60 foot cone. And that’s all.

Xaphan, on the other hand, is a depowered fallen angel who has superhuman strength, can fly with perpetually burning black feathered wings, and slings copious amounts of Hellfire. His strength is such that he can crack titanium with a casual punch and has a max carrying capacity of 12.8 tons. His resilience keeps pace, and he can ignore even rocket fire. His wings let him fly at racecar speeds. The Hellfire is dispenses in big blast, rapidfire bolt, and area varieties. Furthermore, he is outright immune to fire as well as many environment concerns such as disease, poison, and breathing.

To be clear, Xaphan isn’t Ryan’s “super mode”. He is a partially separate being inhabiting Ryan’s body and slowly merging with his soul. Transforming from one to the other isn’t quite as simple as one stepping back and letting the other drive for a while, either. They share the same body and the same mind. The truth of it is somewhere in the middle. Xaphan can step in whenever he likes, but that’s also true of Ryan. It’s confusing, but somehow it works.

 

Tactically, Ryan isn’t complicated. He’s just a low PL guy with a shotgun. He doesn’t do…well, anything special other than that. His only special feat is Inventor, which can be game changing in the right circumstances, but otherwise is just there. Xaphan, on the other hand, has a lot more to work with. Powerful melee and ranged. Accurate ranged. A stronger area attack. Even a movement power. Oh, yeah. He has both Improved Demoralize and Improved Startle to aid in hitting and doing damage. But even he has no special feats other than Ritualist. Which, again, can be a game changer in the right circumstances, but isn’t something normally useful for him. Ryan has no power stunts available, but Xaphan? Yeah. Hellfire Constructs (Create Object 10, Impervious), Hellfire Flash (Dazzle 10 [Visual Senses], Area [Perception], Selective Attack, Range [touch]), Soul Sear (Blast 9, Alt Save Will, Accurate 3), Infernal Healing (Healing 7, Action [Standard], Range [Ranged], Persistent, Regrowth), and any Fire Control power. He’s got a lot of ‘em, is what I’m saying.

 

Personality: Ryan Masterson was a sweetheart. Just the nicest guy. Maybe a little unstable from his time in that very unpleasant dimension. But really just a down home country boy out of Tennessee. He loved science and, next to Christine, was the most purely heroic and warmhearted member of the Roth Investigations team. He…probably had a little PTSD from those five that were somehow one years in that dimension. But you know, he’d recovered a lot. After Christine died, he was more or less the team’s heart. Just a kind, humble, compassionate guy doing his best to help who he could where he could. But even he was not immune to despair. He was raised to believe in a fair and just universe. You put good in and you get good in return. Might take a little while, but you know. Even after those five that were some one years, he clung to it. His relationships with Shandra and then Nyoan gave it new life. But then he got sick. He died in agony, begging to stay, incinerating from the inside out. He knew, on some level, what was happening to him, and in his last coherent moments his belief in a fair and just universe shattered to a million pieces.

Xaphan, well, he fit the stereotype of the rebellious fallen angel. You know, full of wrath and pride. But it was tempered. This was a being who’d had Paradise and lost it through their own actions. So, behind the wrath and the pride was a haunting sense of regret. Of having made a terrible mistake that he could never take back even if he wanted to. Which, to be clear, he didn’t. See full of pride. He rebelled for reasons he thought were good and justified. He wasn’t wrong, dammit. Placing one’s hopes in these uplifted apes? When the entire Host was right there? It was then and afterwards continued to be madness from his perspective. The only reason he was ever a “villain” in those long gone days was to prove this point. That the pathetic race known as humanity was too stupid, weak, and fragile to ever live up to the hopes his Father had for them. The death of his corporeal form was only a minor setback. One to be overcome in time. Except it wasn’t. Because he was wrong. Human hands, minds, and spirits beat him, and functionally erased any legacy he had. After his depowering he was forced to start to come to terms with the fact that he was, in fact, wrong.

These were the two very different beings who are, these days, functionally merged into the same one. This has improved neither’s disposition. Honestly, it’s quite depressing. Neither knows how to be happy anymore. Neither has anything to believe in. The only thing Ryan has left is his abiding love for Nyoan, and even that (in the face of her own slipping mental health) is not nearly enough. The thing keeping Ryan from giving in to rage and doing something very unpleasant for anyone nearby is that, well, Xaphan has literally and figuratively walked that road. The fallen angel knows where it ends, and Ryan is not an idiot by any stretch of the imagination. For Xaphan’s part, he has nothing left. His wrath came to nothing. His pride was ruthlessly crushed by reality. All that remains is the regret and knowledge of his mistake. He betrayed his Father and all the Host for nothing. The taste is like ashes in his mouth.

They are more and more like each other every day. Mannerisms. Verbal tics. That creeping sense that nothing they ever do will ever matter. Fun times. Well. The whole monster hunting thing they do is pretty rad. Doing violence has always lifted Xaphan’s spirits, and so now it lifts Ryan’s too. The net result is that they’re kind of a monster? But like, a good one? It’s weird. Because Ryan didn’t stop being who he was, and neither did Xaphan. Human scale humility and crushed angelic pride roughly cancel out. He’s not about to start bragging, but neither is he about to diminish any of his accomplishments. His kindness and compassion have been blunted by angelic disregard, yes, but they’re still there. So you know. He’s not a bad guy. Just in a real bad place with no visible way out.

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Chiaki Ayano

 

Power Level: 12; Power Points Spent: 240/240

 

STR: +12 (16/35), DEX: +2 (14), CON: +12 (16/34), INT: +2 (14), WIS: +2 (14), CHA: +5 (20)

 

Tough: +12, Fort: +12, Ref: +11/+12, Will: +9

 

Skills: Acrobatics 8 (+10), Bluff 10 (+15), Concentration 8 (+10), Diplomacy 5 (+10), Drive 13 (+15), Gather Information 10 (+15), Intimidate 10 (+15), Knowledge (arcane Lore) 3 (+5), Knowledge (popular culture) 8 (+10), Knowledge (streetwise) 8 (+10), Knowledge (theology & philosophy) 3 (+5), Language 3 (+3), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+10), Survival 3 (+5)

 

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Attack, Equipment 2, Evasion, Improved Initiative, Improved Trick, Luck 3, Power Attack, Skill Mastery (Bluff, Drive, Gather Info, Intimiddate), Startle, Stunning Attack, Takedown Attack 2, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Demon Form (Alternate Form 9) (Duration (continuous))

   Demon Form (Alternate Form) (Powers: Impervious Toughness 12, Super-Strength 7, Attack Bonus +1 (+8), Defense Bonus +1 (+12), Reflex +1 (+12), Strength +10 (35, +12), Constitution +10 (34, +12))

      Impervious Toughness 12 (Limited (Not vs. Divine))

      Super-Strength 7 (+35 STR carry capacity, heavy load: 409.6 tons; +7 STR to some checks)

Half Demon Physiology (Container, Passive 9)

   Enhanced Constitution 8 (+8 CON)

   Enhanced Strength 9 (+9 STR)

   Immunity 10 (life support, starvation & thirst; Limited - Half Effect)

   Immunity 21 (aging, very common descriptor: Magic)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 409.6 tons; +1 STR to some checks)

 

Equipment: Chiaki's Motorcycle

 

Attack Bonus: +7/+8 (Ranged: +7/+8, Melee: +11/+12, Grapple: +23/+32)

 

Attacks: Unarmed Attack, +12 (DC 27)

 

Defense: +11/+12  (Flat-footed: +6), Knockback: -12

 

Initiative: +6

 

Languages: English Native, Infernal, Irish, Japanese

 

Totals: Abilities 34 + Skills 29 (116 ranks) + Feats 26 + Powers 99 + Combat 36 + Saves 16 + Drawbacks 0 = 240

 

******************************************************************************************

 

Chiaki's Motorcycle

 

Power Level: 12; Equipment Points Spent: 9

 

STR: +2 (15)

 

Toughness: +8

 

Powers:

Speed 5 (Speed: 250 mph, 2200 ft./rnd)

 

Defense: +0

 

Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 0 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

 

Age (as of Jan 2019):

Height: 5’ 4”

Weight: 125 lbs

Ethnicity: Irish-Japanese

Hair: Black

Eyes: Dark Brown

 

Theme Song: [url=]All That’s Left, by Divide Music[/url]

 

Theme Song: [url= https://www.youtube.com/watch?v=E3nRYd2uw38]All That’s Left, by Divide Music[/url]

 

Background: The tale of the Ayano siblings starts with the Ōei Invasion of Tsushima (a Japanese island) in 1419. The story goes that Joseon (modern day Korea) was extremely tired of the wokou (wako in Japanese) pirates who operated out of the island. So they brought an army and laid the smack for about two weeks before negotiations with Tsushima’s Lord and worsening weather brought an end to it. Korean and Japanese records agree that 123 Japanese people were killed. They disagree dramatically on how many Korean soldiers were killed. Korean records say 180. Japanese records say 2500. There is a reason for this. His name is Tsuyoshi Ayano, and he is a demon. Summoned directly by a wizard and placed in a fresh corpse. This was a magical ritual, not a possession. So it brought life back to the body. The wizard was wokou. It was Tsuyoshi who was responsible for the discrepancy. Joseon’s generals couldn’t very well admit that some kind of magic and weapon proof monster rampaged through their lines. And they couldn’t admit to making him a better offer, either. 2500 is a self serving exaggeration by the Lord of Tsushima, but most definitely was not 180. Tsuyoshi did not find Joseon to his liking, and was soon gone. The historical record completely loses him here. It is not known when or how a Japanese demon got to Ireland. Or, for that matter, how he got an entirely different wizard to fall in love with him and bear three equally magicproof children with him. The youngest of which was Chiaki. It is furthermore unknown what happened to him after that.

The Ayano siblings, after growing into adulthood and leaving Ireland, were absolute menaces to society. Strong enough to smash even Demon Hunters to paste, and immune to anything a wizard might come up with, there was no effective way to deal with the trio. Not that they stayed together a lot. They each had stints working with Asteroth and Dhana, with Chiaki being the one most associated with the two. It was her two brothers, however, who played supporting roles in his defeat of Roger Simon and, six months later, an Elder God. Chiaki partnered with Elizabeth’s son a decade and change later on another world threatening event. She did find this a bit strange after she learned who the boy was, but eh.  Of course, evil tends not to go unpunished forever. The brothers didn’t keep the same name to avoid being tracked so easily. Chiaki, roaming more often with Asteroth than not, didn’t have to care. Then Asteroth was gone, and it was just Dhana and Chiaki, who without him couldn’t put up with each other and parted ways.

World War 2 changed things for her further. An unknown quirk to the Ayano sibling bond. If any died, the remainder received their memories. Including exactly how they died. The eldest and Chiaki were informed of this by the middle sibling’s memories slamming into their brains. Janurary 1943, to be precise. He’d gotten trapped in Stalingrad and finally could not evade the German and Russian super operatives and supporting artillery fire. The Ayano sibling trio was very close. The two left were as much a factor in defeat of Nazi Germany as any other super operatives. It was, however, a literal roaring rampage of revenge across Eastern Europe against all of humanity. So no, the Red Army was not spared. However, the war ended and the two regained their senses. Remarkably, the two managed to disappear. Though Chiaki was sighted with Dhana in Italy in the 60s, her and her brother’s whereabouts post WW2 are unknown until the late 90s. Where Chiaki and Dhana turned up in the small Maryland town of Americana opposing the newly awakened Demon Hunter Harry Brandle. 1997, to be precise.

This is where Asteroth was discovered to be resurrected, and where he killed Dhana in 1998. He left the following year. Chiaki did not. Her remaining brother (now going by Glenn) joined forces with the vampire wizard again in Los Angeles, but pulled that heroic sacrifice before the year was out. His memories slammed into Chiaki like her other brother’s had, and like before she went a little mad with grief. She’d changed in the interim, however. Her plan to destroy Americana was slapdash and somewhat easily foiled by Harry. In truth, she wanted him to kill her. He figured it out and refused, rejecting both her despair and her remorse. Death is not redemption. She’s never quite forgiven him for that, or for making her fall in love with him. She remained in Americana until 2004, when the last stand of a fallen angel led the town into both chaos and ultimately collapsing into a pit. Harry and his group managed to escape, thanks to Chiaki’s sacrifice. However, it wasn’t quite a permanent as she thought it was. The artifact she used to collapse the Hellgate the fallen angel attempted to open (and collapsing the town by accident, as there was nothing to hold it up after) should have torn her corporeal form apart and sent her soul screaming into the afterlife. This didn’t happen. The artifact was delivered to Los Angeles from the pit Americana had become, where Roth Investigations had joined forces with the interdimensional law firm that had been antagonizing them from Day One.

Chiaki was a ghost, tied to the building. Until Asteroth and Nyoan Ayano found a way to break that tie. Nyoan is Chiaki’s half sister on their mother’s side. No, Chiaki doesn’t know how that happened. Maybe she’s actually Glenn’s kid. Who knows? Then the two figured out how to restore her to corporeality. And, well…that’s where’s she been ever since. A member of Roth. The only consistently working member after May 19, 2006. At least, until Bloodfang Alpha’s reunion. Calling her a hero would be stretching it, but she’s not quite a villain anymore.

 

Powers & Tactics: Chiaki is half demon and half human, which grants her a number of powers and a demonic transformation that amplifies them. Untransformed, her strength and resilience sit basically at the pinnacle of human ability. Though her carrying capacity is double that human peak at 3200 lbs. She has less need for food, water, and air, along with a resistance to most environmental concerns, disease, and poison. The main event, however, is her flat inability to age or be affected by magic. In the supernatural scene, the latter is a big strength. Wizards and sorcerers continue to be surprised. Transforming increases her strength past casual steel cracking levels. Her carrying capacity spikes to over 800 tons. Her resilience increases as well, and she can now ignore even rocket fire.

As for equipment, she has her prized motorcycle to get around town with. It’s got a bit more hauling power than the average bike, but otherwise it’s just that. Damaging it, however, is an easy way to get on her bad side.

 

Tactically, Chiaki is just a puncher. A pure street fighter who’s only real plan is to punch large holes in the opposition. Or may throw something big and heavy if they insist on staying out of melee range, the melters. She’s got Improved Feint and Startle to help the knuckles connect, and Improved Demoralize and Taunt to make sure that it’s more effective when they do. Accurate, All out, Defensive, and Power Attack are available as needed. Improved Trick throws in another wrinkle. Interpose is a surprising addition. Stunning Attack is a bit more polite than putting her fist through someone’s abdomen. And Takedown Attack 2 lets her mow through minions easily. She can’t power stunt at all.

 

Personality: On the surface, Chiaki appears to be both stereotypically and unrelentingly Irish. You know, drinks a lot. Likes to fuck. Likes to fight. Runs her mouth constantly. Very much a big personality. Honestly, she’s a hell of a lot of fun. Singing badly, snarking at this and that, and charming all the lads and lassies she can get her words on. Foulmouthed and fun loving. The life of the party, and if there isn’t one she can make one happy awful quickly. Ah, but you know. It’s all a big distraction. A massive coping mechanism. To drown out the demonic half of her nature, which thrives on smashing. The crunch of bone and squelch of blood under her fists. Screams of terror in her ears. Ah, that’s the life. But therein lies the rub. She’s only half demon, you see. The human half comes with a conscience.

There’s a long list of things Chiaki wishes she hadn’t done. Contrary to how it may seem, it’s her being sober that’s the problem. She doesn’t go a rampagin’ or schemin’ evil when she’s had a few. The demon isn’t in the bottle. It’s in her mind, craving death and destruction. A lot o’ lives have ended underneath her fists. A lot o’ blood on her hands. Sober, she can only resist the urges for but so long. It’s tiring. Easier to just go wild and whatever happens, happens. So she drinks and fills her time not spent punching vampires, demons, and other things as full as possible with drink and merriment. S’better than seeing the faces of the people she’s ended. Staring. Judging.

It hurts, you know. She’s the last Ayano. They might have all been kind of awful by human standards. But they were her brothers and she loved them. She has both their memories and her own. She’s a big ball of guilt, grief, and remorse. But she also refuses to be a big weepy ball on the floor. She’s going to keep living, dammit. She’s not capable of being a real hero like Harry is, but by God she can do her bit. She still loves him, but it was always a pretty one sided thing on her part. He never really felt the same. Fair enough, yeah? Not like she was ever good enough for a fella like that anyway, now was she? But you know…she never can quite give up hope. Not just that Harry will fall for her, too, but in the possibility of redemption.

Posted

Bloodfang Alpha

 

Overview

 

Theme Song: [url= https://www.youtube.com/watch?v=tnWErAV1Mgs&pp=ygUaZHJhZyBtZSB1bmRlciBkaXZpZGUgbXVzaWM%3D]Drag Me Under, by Divide Music[/url]

 

Bloodfang Alpha, in its original incarnation, was the top private military squad for the LA branch of a certain interdimensional law firm. They continued in this role after Roth Investigations took over said branch. Military may give the wrong impression. There were no unpowered humans with guns and grenades. Bloodfang refers to the majority of the complement being vampires (blood) and predatory wereanimals (fang). Alpha denoted their position in the hierarchy. Before Roth, the membership was 100% Team Evil. The three years Asteroth ran things saw a slow and steady purge of the more violent and bloodthirsty elements, and inserting his own people in Lloyd Adams and Heidi Roberts. Alejo Escarra was also a member at this time.

May 19, 2006 is when things changed quite dramatically. Specifically because Chiaki Ayano’s assignment to disrupt the operations of the Council of The Forsaken meant Bloodfang’s leadership was on the chopping block. Lloyd and Heidi turned coat on the group. This was not planned, but certainly expected. Unexpected was Alejo turning on them as well, and Verity Campbell popping up to help after being (easily) tricked into betraying Asteroth’s) plans. To be clear, Verity’s betrayal was expected (she’s a soulless vampire, after all, and nothing like Lloyd) and what she knew was deliberate misinformation. Even Seth Roth made a surprise appearance after helping his father take down the law firm’s “official liaison” to the Roth team as a whole.The fight left Bloodfang Alpha shattered. With its leadership dead and its paymasters obliterated from the planet, the group scattered to the four winds.

The name remained defunct for 6 years, until 2012. The sanctification of Lloyd Adams gave him purpose beyond being a rogue monster hunter. He got in touch with both Asteroth and Christine Gale, who helped him track down the scattered allies he had had that night. And struggling little Roth Investigations suddenly had a full subgroup and more employees. They try to operate as a sort of superhero group, hence the codenames for most of them. But Heidi still has control issues over her wolf. Alejo is the definition of a tweener. Verity is still a soulless vampire only acting in her own best interests. Seth still has an temper more explosive than most, well, explosives. And the boss is still friggin’ Asteroth. So, uh. Success has been mixed at best.

Posted

Priest (Lloyd Adams)

 

Power Level: 12; Power Points Spent: 300/300

 

STR: +10 (12/30), DEX: +5 (20), CON: +0 (-), INT: +2 (14), WIS: +5 (20), CHA: +5 (20)

 

Tough: +0/+9, Fort: Immune, Ref: +12/+15, Will: +12

 

Skills: Acrobatics 10 (+15), Bluff 10 (+15), Diplomacy 10 (+15), Gather Information 10 (+15), Intimidate 10 (+15), Knowledge (arcane Lore) 8 (+10), Knowledge (history) 8 (+10), Knowledge (streetwise) 3 (+5), Knowledge (theology & philosophy) 13 (+15), Notice 10 (+15), Search 3 (+5), Sense Motive 10 (+15), Stealth 10 (+15), Survival 5 (+10)

 

Feats: Accurate Attack, All-Out Attack, Attack Specialization 2 (Unarmed Attack), Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Defensive Attack, Dodge Focus 3, Elusive Target, Evasion, Improved Critical 2 (Sword Strike (Strike 4)), Improved Initiative 3, Interpose, Power Attack, Quick Draw, Skill Mastery 2 (Acrobatics, Bluff, Gather Info, Intimidate, KN (theo & philo), Notice, Sense Motive, Startle, Takedown Attack 2, Ultimate Effort (Will saves), Uncanny Dodge (Auditory)

 

Powers:

Blessed Steel Sword (Device 3) (Easy to lose)

   Sword Strike (Strike 4) (DC 29, Feats: Improved Critical 2 (Sword Strike (Strike 4)); Penetrating [3 extra ranks]; Mighty, Precise)

Omniglot (Comprehend 3) (languages - read all, languages - speak all, languages - understand all)

Sanctified Vampire (Container, Passive 32)

   Blood Gift (Healing 6) (DC 16; Action (standard); Limited to Others, Side-Effect 2 (always - Damage))

   Sanctified Regeneration (Regeneration 29) (recovery bonus 14 (+14 to recover), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), resurrection 1 (1 week); Persistent, Regrowth)

   Undead (Immunity 30) (fortitude saves)

   Vampiric Leaping (Leaping 6) (Jumping distance: x100)

   Vampiric Might (Super-Strength 9) (+45 STR carry capacity, heavy load: 409.6 tons; +9 STR to some checks)

   Vampiric Quickness (Quickness 6) (Perform routine tasks at 100x speed)

   Vampiric Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+10), Defense Bonus +3 (+15), Reflex +3 (+15), Feats: Improved Initiative 3)

   Vampiric Resilience (Protection 9) (+9 Toughness)

   Vampiric Senses (Super-Senses 15) (darkvision, extended (type): Visual 2 (-1 per 1k ft), extended (type): Olfactory 1 (-1 per 100 ft), extended (type): Auditory 1 (-1 per 100 ft), infravision, tracking: Olfactory 3 (all-out), ultra-hearing)

   Vampiric Speed (Speed 6) (Speed: 500 mph, 4400 ft./rnd)

   Vampiric Strength (Enhanced Strength 18) (+18 STR)

 

Attack Bonus: +7/+10 (Ranged: +7/+10, Melee: +7/+10, Grapple: +17/+29)

 

Attacks: Sword Strike (Strike 4), +10 (DC 29), Unarmed Attack, +14 (DC 25)

 

Defense: +12/+15  (Flat-footed: +6), Knockback: -4

 

Initiative: +17

 

Languages: English Native

 

Totals: Abilities 26 + Skills 30 (120 ranks) + Feats 23 + Powers 175 + Combat 32 + Saves 14 + Drawbacks 0 = 300

 

Age (as of Jan 2019): 527 (chronological), early 20s (appearance)

Height: 5’ 7”

Weight: 145 lbs

Ethnicity: Caucasian

Hair: Platinum Blonde

Eyes: Blue

 

Theme Songs: [url= https://www.youtube.com/watch?v=Z5mlWLVrvBQ]The Night, by Divide Music[/url] & [url= https://www.youtube.com/watch?v=OaOb9Bai-Lg]Don’t Lose Faith, by McGwire and Wulf Boi[/url]

 

Background: In 1492, Columbus sailed the ocean blue. A simple rhyme schoolchildren learn. However, something else happened that year. A small monastery in the north of England was destroyed. Burned to the ground and all the monks slaughtered. The perpetrators? Asteroth and the still living Dhana. The most outwardly faithful of the monks they were the cruelest to, and ultimately Asteroth sired him and left him in the ruins of the monastery. This young man was named neither Lloyd nor Adams. These were names the new being took for himself, as vampires are an amnesiac demon possessing a corpse and not the actual person. With that said, they have all of that person’s memories and are virtually always fooled into thinking they are the newly deceased person. Lloyd was one of the few who picked up on it from almost the start. That young man would have waited or the sun to incinerate him rather than sink his fangs into the first person he could get his hands on. Or so Lloyd told himself at the time.

The first years of an Asteroth bloodline vampire are…difficult. The thirst can be overwhelming. Most feed multiple times a day. It is also when they are at their physical weakest, being weaker than a well trained human soldier. Lloyd does not like to remember the things that he did in those days. It is not regret. He is incapable of that. The temptation of returning to the mentality of those days was very strong, and thinking of them only made it worse. But Lloyd was special. It can take up to a decade for an Asteroth bloodline vampire to get control over their thirst to the degree that they can function in society again, as much as a soulless bloodsucking monster ever can. Lloyd did it in three years. By 1500 he was already traveling in his guise as an iterant Catholic priest, doing his best to battle vampires, demons, and other things that preyed on humans. He always had to move on with a decent amount of speed. Dead forest animals and/or livestock with the blood drained out of them did not necessarily bring the vampire hunters running in the same way that human bodies would, but it would lead to confrontations he would rather avoid.

Lloyd Adams, the mysterious Priest, walked the shadows of Europe and eventually Africa and Asia. There are a million stories he could tell. Demon Hunters. Wizards of the White Court. The Catholic Church’s Paladin Order. The Devil Hunter Society. Even ordinary monster hunters and heroes. Allies. Even friends. Battles waged under cover of darkness. Great successes. Terrible failures. His oath to never again drink human blood put to the test on an uncountable number of occasions. He has existed for over 500 years, after all, and has spent all but the first few years of that trying to help people where he could. His existence was considered blasphemy on both good and evil sides. A vampire without a soul choosing to do good? Most on the side of good would never believe it and consider it nothing more than a trick or a scheme. Most on the side of evil would want to utterly destroy him for his treason. He survived them all. He endured whatever was thrown at him. And his selflessness brought him those allies and friends. But of course, he is immortal. And they never were.

1917. Despite Asteroth massacring all of his vampiric bloodline he could find that summer, he spared Lloyd. He had not seen Asteroth since 1492, and that wasn’t technically Lloyd who did. It was an interesting meeting, to be sure, and decades later when the vampire wizard went to Los Angeles, the first being he got in touch with was Lloyd. An independent agent out in the world was of use to Asteroth, and honestly as long as he didn’t ask Lloyd do something against his personal code there was no problem. As such, pseudo infiltrating the original Bloodfang Alpha was no problem. They were quite awful, and mostly didn’t notice that he, well, wasn’t. It suited him just fine when Chiaki showed up and started taking the leadership apart. So he pitched in. This, of course, left him without a steady gig again. Returning him to his status quo of traveling and battling the forces of darkness, as it were.

Because that’s what he’d been doing for over 500 years. Without a thought as to reward, recognition, or glory. Simply fulfilling what he ardently believed was the purpose of his existence. How many times did he have to hide what he was so that he could continue his work? How many times did that fail and he has to flee from those who had called him friend hours prior? His quest was not hopeless, for it had no end goal to achieve. He’d simply go on until something finally managed to destroy him or the world ended. And then, in 2012, on the 520th anniversary of the day he rose, the archangel came to visit.

There are seven archangels, however only four have much to do with Earthly matters. Gabriel the leader, Michael the warrior, Uriel the wise, and Raphael the healer. It was Uriel who came to see the stunned Lloyd, clad in mortal flesh as to not instantly obliterate him. Uriel was initially bemused. Did Llloyd think his prayers went unheard? Did he think his actions were unseen? Did he really think he was being ignored entirely? Uriel did not offer a soul. He did not offer resurrection. There is a saying. The only reward for work well done is more work. Uriel offered nothing but a vindication of faith and a more difficult and taxing job than the one Lloyd had already been doing. Of course he agreed to do it. In so doing, he became something unique. A sanctified vampire. But more on that in the next section. For now, know that sunlight, holy stuff, and his blood thirst were no longer problems for him.

Lloyd had two jobs. Asteroth needed him, Uriel said, and not to fight his battles. And in the process he’d bring four somewhat lost sheep in the fold and give them a place to belong. Several very interesting conversations later, he, Heidi Roberts, Alejo Escarra, Verity Campbell, and Seth Roth reformed Bloodfang Alpha and joined with Roth Investigations. Roth had been rather tottering along with only Chiaki Ayano doing any regular work. These days, Lloyd is doing his best to fill the void Christine left in the wake of her departure. Warrior with a holy sword plus doing their best to be Asteroth’s conscience and sense of empathy. Success in the past 7 years has been, well, mixed. But Lloyd Adams is quite used to trying his best regardless of the chances of success or failure.

 

Powers & Tactics: Lloyd was an Asteroth bloodline vampire, and most of his powers are unchanged for that. However, being sanctified by an archangel changed a thing or two. He carries one divine device (or artifact). It’s a simply a damn fine greatsword that, with his inhuman strength, he can easily use with one hand. The kicker is that it isn’t merely a slashing weapon. It is a divinely blessed slashing weapon, having been made from steel blessed by a priest and quenched throughout the forging process in holy water. So, targets that are only vulnerable to or extra vulnerable to divine powers receive an unpleasant surprise when slashed. It is, in fact, the sword of a Paladin. He didn’t kill the man; he actually sacrificed himself for Lloyd some centuries ago. For record, before he was sanctified he used it wearing gloves, as touching it burned him. It still hurt through the gloves. He used it anyway.

As stated, his vampiric powers are largely intact. First and foremost, he is of course undead. Totally immune to all biological concerns. His physical strength is very high. Steel breaks under his fists and his carrying capacity tops out at over 800 tons. His speed is faster than any racecar. His quickness and reflexes keep pace, increasing his attack accuracy and evasion. His leaping ability is outstanding. 500 feet straight up, and that’s the weakest. His long jump, both standing and running, are greater. His resilience is impossible for unpowered humans without significant armor, even if he can’t ignore any damage under normal circumstances. Always has to resist it. However, he recovers from damage at warp speed, shrugging off crippling injuries in scant seconds. And his senses are ridiculous. He can see for miles, along with hearing and smelling for over half a mile. His eyes don’t need light, but infrared will do if there isn’t anything else. His ears are like sonar dishes. Bloodhounds are envious of his scent tracking.

As for vampiric weaknesses, they are gone. He can walk in the bright light of day and is no more vulnerable to holy stuff than any non demon. His bloodthirst does not exist, although his fangs are technically still present. He’s running on divine power now, and that does not require mammalian blood to fuel it. In fact, instead of feeding on blood he can give his own to heal someone else. This can injure him, however, so it’s not something done lightly.

 

Tactically, Lloyd is a switch hitting melee fighter. Striking with his sword is stronger, but his unarmed strikes are more accurate. So it’s a tradeoff. His mobility should not be ignored. Leaping 100 feet in one move action means fliers are not safe from his sword and fists. And he’s more than fast enough to outright any mundane automobile or motorcycle. With his senses, he can detect foes visually from over 6 and a half miles away and a tenth of that distance with hearing and smell. He’s a difficult opponent to escape. He has Improved Demoralize, Feint, and Startle with which to make his enemies’ lives more difficult. Accurate, All out, Defensive, and Power Attack are on deck. He can Interpose for both allies and civilians alike. Takedown Attack 2 lets him cleave through minions like nothing. And Ultimate Will is extremely useful when needed. He could, technically, stunt a Blood Drain (Weaken 6, Requires Grapple) off of Blood Gift. He will never do so. That is the only stunt possible.

 

Personality: There had to be a reason. There are no accidents. Coincidences do not exist. There is no happenstance. A divine plan guides all things. Or so believes Lloyd Adams. It is a thing he spent five centuries clinging to. There had to be a reason he was born. A reason why the man whose body he is possessing died. And of course, with the Almighty almost always presented as the Ultimate Good Guy in Christianity, obviously the reason had to be beneficial to people. But the only thing a vampire is any good at, normally, is killing. Well, fair enough. He could kill to protect those who could not protect themselves.

This makes it sound easy. It was not. He was still, technically, a demon. The enemy. He did not think his prayers were heard. He did not think he would be rewarded with anything but a swift summary obliteration. There were many times, so very many times, where he was tempted to cast his oaths aside. It’s not like he would care. He wouldn’t feel guilty about it. He did not have to be one of the strangest types of hero. He could, in fact, give in to his instincts and desires at any point. Abandon the faith that rejected him. But then he’d be just another monster, and the world was full of those. He’d know, he killed them regularly enough. Being just another monster could not possibly be the reason.

It is a very strange thing to be a soulless vampire whose faith in what ought to be his ultimate enemy drives him to believe the reason he exists is to protect humans. Despite virtually everything else in the entire world telling him his faith was misplaced, mistaken, and/or outright delusional. It is also a very lonely and a very painful thing. But Lloyd endured. And then along came Uriel, and his faith was at long last vindicated. That was a very good day for Lloyd, as one might imagine.

For the record, Lloyd is a very humble, soft spoken man. Solicitous, empathetic, and helpful. He’s a very kind man, really, which made it all the more alarming when he went full vampire savagery on his equally inhuman opponents. He may be very kind, but soft? No. The vampire savagery thing isn’t quite the same as it was, but he’s still harder than nails when he needs to be. Otherwise he’s exceedingly polite and mannerly. A proper gentleman. It should be noted, however, that he keeps a wall between himself and other people.

Posted

Ashfang (Heidi Roberts)

 

Power Level: 11; Power Points Spent: 240/240

 

STR: +7 (14/24), DEX: +7 (14/24), CON: +7 (14/24), INT: +2 (14), WIS: +3 (16), CHA: +3 (16)

 

Tough: +8, Fort: +10, Ref: +12/+14, Will: +9

 

Skills: Acrobatics 8 (+15), Bluff 7 (+10), Craft (artistic) 8 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (arcane Lore) 3 (+5), Knowledge (art) 8 (+10), Knowledge (theology & philosophy) 3 (+5), Language 2 (+2), Notice 12 (+15), Search 3 (+5), Sense Motive 12 (+15), Stealth 8 (+15), Survival 12 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 5, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Distract (Intimidate), Dodge Focus, Evasion, Improved Critical (Claws & Fangs (Strike 1)), Improved Initiative, Improved Throw, Improved Trip, Move-by Action, Power Attack, Skill Mastery (Intimidate, Notice, Stealth, Survival), Startle, Takedown Attack 2, Uncanny Dodge (Olfactory)

 

Powers:

Shifter's Regeneration (Regeneration 25) (recovery bonus 2 (+2 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest); Persistent, Regrowth)

Werewolf Shift (Alternate Form 16) (Duration (continuous))

   Wolfing Out (Alternate Form) (Powers: Claws & Fangs (Strike 1), Lupine Leapeaing (Leaping 3), Lupine Resilience (Protection 1), Lupine Senses (Super-Senses 14), Lupine Speed (Speed 3), Strength +10 (24, +7), Dexterity +10 (24, +7), Constitution +10 (24, +7), Attack Bonus +4 (+9), Defense Bonus +4 (+14), Reflex +2 (+14))

      Claws & Fangs (Strike 1) (DC 23, Feats: Improved Critical (Claws & Fangs (Strike 1)); Mighty)

      Lupine Leapeaing (Leaping 3) (Jumping distance: x10)

      Lupine Resilience (Protection 1) (+1 Toughness; Impervious [7 extra ranks])

      Lupine Senses (Super-Senses 14) (accurate (type): Olfactory, acute (type): Auditory, extended (type): Auditory 1 (-1 per 100 ft), extended (type): Olfactory 1 (-1 per 100 ft), low-light vision, tracking: Olfactory 2 (normal speed), ultra-hearing)

      Lupine Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)

 

Power Settings:

Wolfing Out (Alternate Form) (Powers: Claws & Fangs (Strike 1), Lupine Leapeaing (Leaping 3), Lupine Resilience (Protection 1), Lupine Senses (Super-Senses 14), Lupine Speed (Speed 3), Strength +10 (24, +7), Dexterity +10 (24, +7), Constitution +10 (24, +7), Attack Bonus +4 (+9), Defense Bonus +4 (+14), Reflex +2 (+14))

 

Attack Bonus: +5/+9 (Ranged: +5/+9, Melee: +10/+14, Grapple: +17/+21)

 

Attacks: Claws & Fangs (Strike 1), +14 (DC 23), Unarmed Attack, +14 (DC 22)

 

Defense: +10/+14  (Flat-footed: +7), Knockback: -8

 

Initiative: +11

 

Drawbacks: Vulnerable, common, major, Silver

 

Languages: English Native, French, Spanish

 

Totals: Abilities 28 + Skills 28 (112 ranks) + Feats 23 + Powers 123 + Combat 28 + Saves 14 - Drawbacks 4 = 240

 

Age (as of Jan 2019): 42

Height: 5’ 6”

Weight: 130 lbs

Ethnicity: Caucasian

Hair: Blonde

Eyes: Blue

 

Theme Song: [url= https://www.youtube.com/watch?v=N3ExpzDitTQ]Taking Over, by Divide Music[/url]

 

Background: Heidi Roberts was an ordinary art student at USC once. She had ordinary worries. Keeping her grades up. Doing projects. What parties should she go to? Babysitting her sister’s daughter from time to time. Working part time. She was nobody. Then, late one night, she was on her way home from an on campus studio space when she was violently assaulted by something large, clawed, and furry. She received a few ugly scratches and bites before Asteroth (of all beings) grabbed it by the scruff of the neck and threw it in a high ballistic arc that terminated (eventually) over a hundred miles out in the Pacific Ocean. Heidi fled, and Asteroth let her. He wasn’t concerned with her.

Mr. Large, Clawed, and Furry (prior to his long flight and sudden smashing stop, as from that high up the ocean is no softer than concrete thanks to surface tension) was a werewolf and a member of Bloodfang Alpha. Not the current semi-heroic group, but the prior private murder squad. Difficult to prove he’d removed a troublesome member of the unit if he’d 1) wasn’t a corpse to examine and 2) hasn’t used any magic. The only thing Asteroth did for Heidi that night was make sure she received medical attention. She shouldn’t pay with her life because he was seconds later than expected. And indeed, she did not. That night.

Wereanimals, or therianthropes, have previously been discussed in Felin-garou’s entry. Her type is by far the most common. Willingly chosen, more or less. There are, however, those who are genuinely cursed to become a beast (whether they want to or not) at every full moon. Naturally, they don’t infect everyone they bite or claw with their curse. The world would have become overrun with them a long time ago. It’s like any other source of mutation. For most people it simply doesn’t work. Heidi, of course, knew none of this. The only thing she knew is that her wounds from the attack were healing with startling rapidity. But perhaps she hadn’t been hurt as badly as she thought? Eh, she had a niece to babysit. Worry about it later.

“Later” proved to be that night while her sister was at work. Mr. Large, Clawed, and Furry had attacked her because it has been, in fact, the first night of the full moon and he did not deign to even attempt to control himself on those nights. So Heidi almost attacked her niece. The only thing that stopped her was the sudden appearance of Asteroth. The vampire wizard had been chewed out by Nyoan Ayano for not doing his due diligence and being sure that the woman he’d saved wasn’t on the short list of bloodlines that the curse could potentially affect. So he showed up in the nick of time like a conquering hero. It was easy enough to subdue her and bring both her and her niece back to the office. He even covered for her with her sister.

Heidi basically became an employee of Roth Investigations out of sheer necessity. Asteroth taught her how to control her abilities personally, as he knew how it was done. He could easily handle her if she lost control and if she did manage to harm him he’d heal from it very quickly. She slid into the original Bloodfang Alpha as a replacement member, and she participated in its destruction, following the lead of Lloyd Adams, who she’d come to trust. But of course, after that both Bloodfang and Roth shattered apart, and she was free to do as she wished. Aside from a few nights each month when her transformation became involuntary and the inner beast much more difficult to control. Freelance artist is decidedl not a well paying job, but regardless she was living her dream.

This status quo lasted the six years until 2012, when Lloyd Adams (freshly sanctified) came looking for her as his first pick to form a new Bloodfang Alpha. The pay isn’t as good, working for Roth, as it was last time, but it also doesn’t take up the time needed for whatever art work gets thrown her way. She thinks she ought to be more horrified by some o the things she’s seen and had to combat, but the inner beast appears to tank some of that for her. It’s not an easy thing, dealing with the savage part of her nature, but she’s doing the best she can.

 

Powers & Tactics: Heidi is infected with a bloodline curse. One of her ancestors, several centuries ago, pissed off a powerful wizard, and here we are. She is, more or less, a classic Hollywood werewolf. Cursed to become a monstrous humanoid wolf during the three days of the full moon every month. Her claws and fangs can spread the curse to survivors of her attacks. So far, so traditional. Here things take a left turn, however. At any other tie than the three nights of the full moon, she can transform or not as she prefers. And she can only infect other members of that long since scattered bloodline. The curse part comes in with the inner beast. Hunt. Maul. Kill. Eat. It is not sentient or even really a separate being. It is the desires and instincts of the most savage and bloodthirsty of wolves grafted onto her mind. And it is never entirely quiet. It gets louder when she’s angry, scared, hungry, injured, or something similar. Transformed or not, she can recover from even the most devastating injuries in scant seconds.

Her transformation makes her grow a foot and put on a hundred pounds of mostly muscle. Her strength bolts up to the human maximum. Her resilience is actually a touch higher, and actually accelerates her regeneration to the degree that even some artillery fire and all man portable mundane firearms can be effectively ignored. Her claws and fangs augment the damage caused by her physical strength. She can run at 50 MPH and leap anywhere from a few dozen to over 150 feet. Her senses are second only to Asteroth vampires. She needs less light to see than humans. She can hear almost all frequencies of sound from hundreds of feet away. She has the nose of a bloodhound, capable of tracking scents from the same hundreds of feet away. She can even use her hearing to target her attacks, effectively having sonar. She does have a major weakness, however. Silver weapons can really, genuinely hurt her very badly. Contrary to legend, her regeneration does work on those injuries. It’s simply that she can take far more damage from them and thus have far more to regenerate than from any other source.

 

Tactically, Heidi is just a melee fighter with her claws and fangs. Her mobility, however, should not be ignored. She can run at 50 MPH and leap 42 feet straight up. She can get around when she needs to, and that’s a fact. Her senses are also not to be underestimated. She can hear and smell hundreds of feet away from her current location. She’s both difficult to hide from and difficult to escape. She has Improved Demoralize and Startle, plus regular Acrobatic Bluff just in case. She has All Out, Defensive, and Power Attack on tap for use as needed. Distract (Intimidate) is a nice little team support thing. Improved Throw and Improved Trip are in the same vein. Move by Action keeps her mobile, and Takedown Attack 2 lets her mow through minions. Do not ignore her Stealth or Survival skills. She’s the best tracker on the team and can fade in the shadows at a moment’s notice. She is incapable of power stunting.

 

Personality: Before her infection by the curst, Heidi was one of those nice people one can find anywhere. She didn’t go out of her way, necessarily, but if a friend or family member needed help, she would do what she could without any thought as to reward or recognition. It’s just what you do, you know? She never thought she’d be anything else other than a freelance artist. It’s what she was going to school for. But life takes funny turns sometimes, and she’s been forced to grow beyond such mundane aspirations. Not abandon them, simply become more than that. And somehow, less.

This particular werewolf curse is passed through bloodlines. Whether the person doing the infecting is doing it by being one of the parents or clawing and biting is immaterial. So, any children Heidi might have would be subject to uncontrollably transforming under the full moon and possess their own inner beast. She refused to subject anyone else (let alone a child) to what she’s had to go through. Part of her dreams included a husband and children, so this has been especially harsh. She doesn’t think any ordinary guy could possibly understand what it’s like to have an inner beast in the way that she does. To be fair, she’s probably right. However, there are plenty of not so ordinary guys covered by this blanket ruling it all out.

Moreover, it’s difficult dealing with that inner beast. It’s there all the time. Hungry. Angry. Willing to solve all of her problems with maximum violence. It’s not sentient. It’s not a voice whispering into her ear, telling her to do evil things. Hell, it’s got no conception of morality to begin with. It’s just a whole mess of instincts that aren’t hers but press on her anyway. Hunt. Maul. Kill. Eat. And giving any ground to it only makes it stronger until she forces it back into its corner of her psyche. It’s strongest of all during the three days per month where the moon is fullest. Being this type of werewolf is extremely isolating, unless one gives in and becomes little more than an animal. Heidi refuses, and with Bloodfang Alpha does what she can to help others. All the while being keenly aware that eventually she’s simply not going to be strong enough anymore. Resisting the inner beast is exhausting, and giving in to it feel so very good. But she’s not that tired. Not yet. Fortunately, there is one thing that tames the beast. The same thing that always has, since time immemorial. Love. She remains quite close with her sister and niece.

Posted

Herald (Alejo Escarra)

 

Power Level: 11; Power Points Spent: 225/225

 

STR: +5 (20), DEX: +3 (16), CON: +5 (20), INT: +3 (16), WIS: +5 (20), CHA: +3 (16)

 

Tough: +5/+10, Fort: +9, Ref: +12, Will: +9

 

Skills: Acrobatics 7 (+10), Diplomacy 7 (+10), Disable Device 12 (+15), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (arcane Lore) 2 (+5), Knowledge (theology & philosophy) 2 (+5), Language 1 (+1), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Challenge - Improved Demoralize, Challenge - Improved Startle, Dodge Focus 5, Improved Critical 2 (Summoned Scythe (Strike 5)), Improved Initiative, Move-by Action, Power Attack, Startle, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Dullahan Magic (Array 13) (default power: - multiple powers -)

   All Doors & Locks Open (Move Object 11) (Alternate; Strength: 55, Carry: 8.5 tons / 17.1 tons / 25.6 tons / 51.2 tons; Range (perception); Limited Material (Doors & Locks); Precise, Subtle (subtle))

   Rapid Unlocking (Quickness 6) (Alternate; Perform routine tasks at 100x speed; One Task (Opening Locks))

   Soul Reaper (Super-Movement 10) (Array; dimensional: Appropriate Afterlife 1 (one dimension), extra ranks 9, DC 20; Attack (Reflex), Secondary Effect; Limited (to Ghosts/Souls))

   Unseelie Teleportation (Teleport 7) (Array; 700 ft. as move action, 200 miles as full action; Accurate; Change Direction, Change Velocity, Easy, Subtle (subtle), Turnabout)

   Word of Death (Drain 😎 (Array; drains: single trait - con, DC 18; Range 2 (perception); Subtle 2 (unnoticable))

Dullhan Physiology (Container, Passive 11)

   Dulla-cycle Speed (Speed 5) (Speed: 250 mph, 2200 ft./rnd)

   Dulla-cycle Wall & Water Run (Super-Movement 3) (wall-crawling 2 (full speed), water walking)

   Inhuman Might (Super-Strength 5) (+25 STR carry capacity, heavy load: 6.4 tons; +5 STR to some checks)

   Inhuman Resilience (Protection 5) (+5 Toughness; Impervious [5 extra ranks])

   Pseudo Undead (Immunity 11) (aging, life support, starvation & thirst)

   Summoned Scythe (Strike 5) (DC 25, Feats: Improved Critical 2 (Summoned Scythe (Strike 5)); Mighty)

Head (Device 2) (Hard to lose, Only you can use; Subtle 2 (unnoticable))

   Inhuman Senses (Super-Senses 10) (awareness: Lifespan (visual), counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +17/+22)

 

Attacks: Soul Reaper (Super-Movement 10), +12 (DC Ref 20), Summoned Scythe (Strike 5), +12 (DC 25), Unarmed Attack, +12 (DC 20), Word of Death (Drain 😎 (DC Fort/Staged 18)

 

Defense: +12  (Flat-footed: +4), Knockback: -10

 

Initiative: +7

 

Languages: English Native, Spanish

 

Totals: Abilities 48 + Skills 15 (60 ranks) + Feats 19 + Powers 96 + Combat 30 + Saves 17 + Drawbacks 0 = 225

 

Age (as of Jan 2019):

Height: 5’ 9”

Weight: 175 lbs

Ethnicity: ½ Mexican, ½ Irish

Hair: Brown

Eyes: Dark Brown

 

Theme Song: [url= https://www.youtube.com/watch?v=sk3ZJslK2ks]Durarara opening 1[/url]

 

Background: There are many misconceptions about dullahan. The first is that they’re actually evil. They’re not. They’re not any more evil than the Angel of Death, a Norse valkyrie, or a Japanese shinigami. They’re just psychopomps, shepherding the dead to the afterlife. Lots of beings doing that job. The second is that they’re vicious undead fiends from hell or something equally terrifying. The only part of that which is even close to right is the undead part. They’re Unseelie Fae. Winter Court. And individuals are as varied as any other type of being. None of them should be trusted for a moment because they’re Fae and Winter at that. But in the end they’re just doing their job of collecting souls and shoving them off to the afterlife. Sometimes this does manifest as killing the person personally, rather than just showing up immediately after the death. Don’t make deals with the Fae, kids. And if you do, honor them to the best of your ability. Additionally, don’t make Winter as a whole your enemy. Not a smart decision. Everything else folklore says about dullahan is more or less accurate, even it may be exaggerated by terrified and/or drunk people. Who only had torches, moonlight, or scant flashes of lightning to see with.

What does this have to do with Alejo Escarra? It’s quite simple, really. His father was a dullahan. It’s how the dulla clans procreate. Female dullahan are rare, so the males have to go out and reproduce with a human if they want children of their own. To be fair, Alejo’s father hasn’t been the most involved in his life. The life of a dullahan can be a busy one. He was born in 1929, shortly before Black Tuesday. This did not help. Not at all. Rough life, growing up during the Depression, firmly ensconced in New York City while Mexican. His powers came in during his teen years, and he started doing what’s basically been his primary job ever since. Freelance courier and bodyguard. He was too young to be drafted into World War 2, and by Korea he had no fixed address. He did send his mother postcards and visited sometimes. In ’63, the Treaty of Havana made it impossible for him to be drafted to Vietnam even if he was (by the calendar) too old now. His mother was quite young when he was born, but after a while she got frailer and frailer as older people do. She moved to Los Angeles for better weather, and he started working exclusively in Southern California to be closer to her.

The whole reason for entering the exclusive employment of a certain interdimensional law firm’s Los Angeles branch was that they promised to help pay for her care. They held up their end. He held up his. Courier and bodyguard. Granted, the latter was to Bloodfang units (and eventually Alpha), but whatever. He’d killed people before. Souls were among the items he couriered. He was a dullahan scion, after all. His mother’s strength gave out at long last, and she died in 2003 at over 100 years of age. The following year was when Roth took over the Los Angeles office. Quitting Bloodfang Alpha was, uh, probably not something he could survive doing. He’d been on a few…loose end clean up missions. With that said, new boss Asteroth and his crew made some of the more dangerous and evil members disappear. Brought in a couple of their own. When the hammer fell on May 19, 2006, it was his chance to finally get out. So hell yes, he turned coat, helped Chiaki, Lloyd, and Heidi. Then with the job done, he lit out for the open road.

He was the hardest one to find when Lloyd was trying to get the new and improved version of Bloodfang Alpha together. Heidi, Verity, and Seth were all in the greater Los Angeles area. Alejo…was a bit further away, and mobile besides. He’d returned to his roots. Freelance courier and bodyguard. At the meeting of all five, he told Lloyd he didn’t work for free and was about to leave when Verity piped up that she had plenty of money. And that kind of solved that. He’ll admit to being a little more attached to these folks than the original Bloodfang crew, but honestly? He’s only got another decade to be anything resembling a human. Dullahan scions get a century to themselves before they become truly Fae and take their place among the dulla clans. Everything up until then is just marking time.

 

Powers & Tactics: Alejo is half dullahan. A dullahan scion, if you will. As stated above, dullahans are Winter Court fae. So all of his powers are magical (specifically Fae magic). As he’s still part human, him and his powers lack the vulnerability to cold iron (and iron/steel in general) that they and theirs do. With that said, the Fae part grants him several abilities in addition to some unique magic and what’s only a device in the most technical sense.

His relatively unique physiology makes him stronger than humans, with a maximum carrying capacity of 12.8 tons. He does not age. He does not need to breathe, eat, or drink though he may do so as he wishes. Mundane diseases and poisons have no effect, and he is immune to all environmental concerns as well. His resilience is superhuman, with the ability to ignore even artillery fire. But the abilities he and all dullahan are best known for are the “dullacycle” and their scythes. The “dulla-cycle” is not a real motorcycle. It is a summoned magical familiar that, before the age of the automobile, was most often a horse. It’s a shade faster than most motorcycles and can roll up walls or over water with no problem at all. For the record, he can manifest a hooked up “carriage” to it. It’s not any different than carrying it on his back. The weight limit still applies. Though in this case it’d be less a horse drawn carriage and more like a sidecar and/or a special trailer. The scythe is also summoned out of effortless innate magic. Disarming him is pointless, as it can be in his hands in an instant. It’s more powerful than mundane scythes and is, of course, a weapon and not a farming implement. To be clear, human bone isn’t sturdy enough to use as a weapon over metal. And why enchant bone when metal is just as easy? So no, dullahans don’t typically use whips made of human spines. That’s unnecessarily gruesome. What the hell. Though to be fair there are dullahans whose tastes lean towards the gruesome and macrabre, so maybe don’t rule it out entirely.

His dullahan magic is relatively unique. With a quiet word he can cause someone to lose vitality and even drop dead. He can teleport 700 feet or 200 miles at a time. He can send any ghost or soul to the appropriate afterlife with a touch. Whether they want to go or not. The remaining common option is, uh. Dullahans have a thing where no door or lock can bar their way. He’s only a scion, so he’s not quite as good at it as a full dullahan would be. However, he can rapidly unlock some of the toughest locks in all the land, and open some of the heaviest doors with nothing more than a small effort of will. In the event that his unlocking skills aren’t good enough, this power is probably strong enough to rip most doors clean out of the frame/wall.

His device that is only a device in the most technical sense is his head. Dullahans are perhaps best known for their ability to remove their heads without losing any functionality, let alone dying. Alejo isn’t quite that good. While he won’t die if he loses his head, he certainly won’t be able to use it to see, smell, taste, and hear. The first of which actually comes with some powers. His vision cannot be blocked or deceived by any known method, and he can see how much longer someone’s lifespan is. This isn’t precisely when they’re going to die. It’s more of a bodily expiration date. Not everyone reaches it due to accidents and deliberate violence. It can also be reduced by a poor diet, diseases, and injuries, or increased by medical care, changing to a healthier diet, and frequent exercise if the person isn’t already doing so. Since it is, after all, his literal head, identifying it as removable in the first place is quite difficult. And obviously only he can use it. It’s literally his head. Again, he’s a scion. Not a full dullahan. So it’s just a regular human head. The flesh is not the color and consistency of moldy cheese. That’s horrific. And that only happens with dullahans who don’t take proper care of their heads. Keeping them clean. Wearing them sometimes. Etcetera.

 

Tactically, Alejo is normally a dude with a motorcycle and a scythe that he chops foes down with. Neither of which can be destroyed or taken from him. Walls and water are no obstacle. Very few doors can bar his way. Gaps he can’t go around can be crossed with Unseelie Teleportation or outright ignored with Word of Death. There’s very little way to either escape him or prevent him from escaping. Soul Reaper is extremely situational, but highly effective when it is needed. He can use Improved Demoralize and Improved Startle to make his foes lives unfun. Accurate and Power Attack are available at need. Move by Action keeps him mobile. And Takedown Attack 2 lets him whip his scythe through minion after minion like it’s going out of style. He’s technically capable of power stunting, but he’s never had to. He has no idea what he’d even stunt, you know? Perhaps Emotion Control Limited to Fear? Being Winter Court, maybe something Cold Control related? Honestly he has no idea.

 

Personality: Alejo is not a hero. He’s not a villain either. He could not possibly care any less about the good versus evil axis. He’s just a man doing a job. Sometimes the job means killing. Sometimes it means running. World’s messy. Attaching a moral value to everything a person does is just going to drive them crazy orr get them killed. He’ll skip all that drama, thanks much. He keeps his life simple. He gets paid to deliver something, he delivers it. He gets paid to protect someone, he does the best one dullahan can to do that. He has no special feelings about it one way or the other. The only thing he wants to be able to enjoy his freedom while it lasts. That takes money and refusing to adhere to any pesky ideologies that might restrict it.

Though to be honesty, his life is an extremely lonely one. He knows what Verity is, but she’s nice to him. Heidi is friendly, too, and Seth is nice enough. Lloyd keeps that wall up between him and other people at all times. How to put it? His heart isn’t made of stone. There are some things he won’t tolerate happening in his presence. His loyalty is not and never has been for sale. There’s practical rules to the game that only a fool breaks. It brings the hero types running. But being too much of a saint can cut the money flow off real easy, and make a person a legion of enemies. It is what it is.

To put it more simply, his image is that of a badass loner who rides a cool motorcycle, uses a cool and unusual weapon, wears a leather jacket, and smokes casually. A guy with just enough honor, integrity, and common decency to not kick any dogs, metaphorically speaking, or step over any moral event horizons. And turn fast on anyone who does either. Just the coolest guy imaginable. Behind that image, though? He has nothing. Little money. Few possessions. No personal relationships that go beyond professional niceties. No friends. No family. Nothing, and no one. The plan was to quietly disappear into the Winter Court and the dulla clans, unnoticed, unmissed, and unmourned. These past seven years, it has gotten more and more difficult to pretend he doesn’t give a damn. To pretend that a part of him isn’t very lonely and very scared. He doesn’t know how the dulla clans take the “scion” out of “dullahan scion”, but it’ll strip him entirely of any trace of humanity. Seth, the damn fool kid, looks up to him. Verity depends on him. Heidi clearly considers him a a friend. And in ten years he’s going to simply go away. He cannot conceive of a future where he stays instead.

Posted

Verity Campbell

 

Power Level: 9; Power Points Spent: 210/210

 

STR: +1 (12), DEX: +2 (14), CON: +0 (-), INT: -1 (8), WIS: +3 (16), CHA: +10 (20/30)

 

Tough: +0/+6, Fort: Immune, Ref: +12, Will: +9

 

Skills: Acrobatics 3 (+5), Bluff 10 (+20), Diplomacy 10 (+20), Gather Information 5 (+15), Intimidate 5 (+15), Knowledge (arcane Lore) 6 (+5), Knowledge (popular culture) 11 (+10), Notice 12 (+15), Perform (acting) 10 (+20), Sense Motive 12 (+15), Stealth 8 (+10)

 

Feats: Attack Specialization 2 (Martial Arts (Strike 2)), Benefit 2 (Wealth (millionaire)), Challenge - Improved Taunt, Dodge Focus 3, Evasion, Set-Up, Skill Mastery (Bluff, Diplomacy, Perform (acting), Sense Motive), Taunt, Uncanny Dodge (Visual)

 

Powers:

Asmodeus Vampire Physiology (Container, Passive 12)

   Blood Drain (Drain 2) (drains: single trait - con, DC 12; Requires Grapple)

   Impervious Toughness 6 (Limited (Not Against Divine, Magic, or Psionic))

   Sanguine Psychevorous Recovery (Regeneration 30) (recovery bonus 14 (+14 to recover), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), resurrection 2 (1 day); Source (Blood/Charisma Drain); Persistent, Regrowth)

   Sanguine Resilience (Protection 6) (+6 Toughness)

   Sanguine Senses (Super-Senses 3) (acute: Scent, darkvision)

   Unliving Being (Immunity 30) (fortitude saves)

Boosted Psyche (Enhanced Charisma 10) (+10 CHA; Total Fade; Fades (Restored by successful use of Psychevore power); Slow Fade 5 (5 hours))

Martial Arts (Strike 2) (DC 18; Mighty)

Psyche Manipulation (Array 20) (default power: drain; Custom (Array 19.5))

   Psyche Control (Emotion Control 9) (Array; DC 19; Duration (continuous); Custom (Insidious), Subtle 2 (unnoticable))

   Psyche Reading (Mind Reading 9) (Array; DC 19; Duration 2 (continuous); Limited to Emotions; Custom (Insidious), Subtle 2 (unnoticable))

   Psychevore (Drain 9) (Default; drains: single trait - charisma, DC 19; Range 2 (perception); Custom (Insidious), Subtle 2 (unnoticable))

   Wither Psyche (Blast 9) (Array; DC 24; Alternate Save (Will), Range (perception); Custom (Insidious), Subtle 2 (unnoticable))

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +6)

 

Attacks: Blood Drain (Drain 2), +5 (DC Fort/Staged 12), Martial Arts (Strike 2), +9 (DC 18), Psyche Control (Emotion Control 9) (DC Staged/Will 19), Psyche Reading (Mind Reading 9) (DC Will 19), Psychevore (Drain 9) (DC Fort/Staged 19), Unarmed Attack, +5 (DC 16), Wither Psyche (Blast 9) (DC Will 24)

 

Defense: +12  (Flat-footed: +5), Knockback: -6

 

Initiative: +2

 

Languages: English Native

 

Totals: Abilities 10 + Skills 23 (92 ranks) + Feats 13 + Powers 120 + Combat 28 + Saves 16 + Drawbacks 0 = 210

 

Age (as of Jan 2019): 20 (chronological), late teens (appearance)

Height: 5’ 4”

Weight: 120 lbs

Ethnicity: African American

Hair: Dark Brown

Eyes: Dark Brown

 

Theme Songs: [url= https://www.youtube.com/watch?v=x2i5Jp7mdMc]The Best Damn Thing, by Avril Lavigne[/url] & [url= https://www.youtube.com/watch?v=PIb6AZdTr-A]Girls Just Want To Have Fun, by Cyndi Lauper[/url]

 

Background: This may sound familiar. Verity Campbell was an orphan taken in by the Catholic Church. Specifically, the Paladin Order. The fortunes of the order had, shall we say, declined since their heyday centuries prior. Between fallout from the Inquisition, the Protestant Reformation, and the Industrial Revolution gradually replacing the supernatural in people’s minds with the scientific, the Order’s numbers had dwindled. And in the small Maryland town of Americana, they were reduced to training a handful of orphans in how to battle the denizens of the night. Americana needed the help. There are places in the world where the dimensional walls are thin and things can slip through. Many of them are in Oceania, but not all. One in particular was in that small Maryland town. Plagued by vampires, demons, and wicked magicians seeking power, a squad of sword wielding teenage do gooders was nothing but a boon to the town. They may well have never left. Except in all placed in all of North America, a Demon Hunter awoke to their power there. Harry friggin’ Brandle.

This was high school. Sophomore year. Tenth grade. Christine Gale was the undisputed queen bee of Americana High. She ruled the cliques with an iron fist. Inside a velvet glove, admittedly, but still. And Verity was her best friend and right hand. Harry Brandle only had his handful of dork ass loser friends. So by day Verity and Christine was his clear superior. By night, however, his Demon Hunter powers (basically absolute peak human abilities) left the unpowered human Paladins in the dust. And this was when he was a straight up rookie. When he started getting better and better, they simply couldn’t keep up with him anymore. Sophomore year things were fine. The Paladins and Harry’s litte band of dorks despised each other. The rivalry was both fierce and bitter. And then Christine started not taking Mother Superior’s word for things anymore. Thinking for herself, you know? So not Verity’s thing. But even she had to admit that he stories they’d been told about the horrible, wicked, evil Demon Hunters did not match the reality of Harry Brandle, selfless hero. The rivalry between the two groups continued, to be sure, but softened into something less bitter and more friendly. At least on Christine’s part. Verity still thought they were total losers, but you know best friend so whatever.

Truthfully, though? Christine was the only one who still had the taste for training and going on heroing at night. The girls had had some injuries, you know? Plus it was cutting into school activities and hurting their grades. Verity didn’t really care about the grades part, but some of the girls did. So, by senior year Christine had mostly abandoned them, leaving Verity in charge. And without their guiding light, well…they didn’t really have much of a reason to train at all. Or not indulge in vices that Christine would have never allowed. Most of them were going to quit being Paladins after graduation anyway, you know? Like, they had bigger dreams than stabbing evil in the face for the rest of their lives. It wasn’t like Christine was totally gone from their lives, either. They had to make things look good for Mother Superior until after graduation, after all.

Though…it was graduation day that kind of ruined everything. It’s a long story that involves another Demon Hunter named Joy Rodriguez. Basically the mayor of Americana had been gathering resources all year so he could sacrifice basically the entire town and apparently ascend to godhood? Verity wasn’t there, so she doesn’t know. The Paladins (sans Verity), having slacked off in their training for years now, were in no state to be of any real help with the problem. Christine wasn’t strong enough to handle it herself and protect them. So she teamed up with Harry and his group publically and openly for the first time. It worked. They saved the town. The mayor died. And the Paladin Order kicked her out for working with a Demon Hunter. No money. No job. No reason to stay in town. Lots of reasons to leave. One of them being that Verity was missing and presumed dead. In actuality, her particular vice/sin was lust, and an Asmodeus vampire had been exploiting that. The graduation day chaos got him destroyed, so nobody knew Verity was more than missing and presumed dead. They were waiting for her corpse to turn up, and, well, it certainly did do that.

Verity Campbell, original version, was dead. An amnesiac demon possessed her corpse and reanimated it as a vampire. Of course, said demon has no way of knowing that they’ re not the original person. So she kept the name, and was (like all newborn vampires) not really all that different from said original. Aside from the usual vampire weaknesses (the sun, holy stuff, blood thirst, etc) and the lack of empathy, guilt, and remorse. Though the original Verity didn’t exactly have the latter qualities in abundance, so the difference was not as notable as it can be with some. Everybody just kind of assumed that she knew she wasn’t the original, as that Verity supposedly would have known that. Except she’d been totally faking her studies because they were so hard, okay? She fell into a messy romantic relationship with Chiaki Ayano, and tried to do some evil because “vampire now, that’s what they do right?” And bluntly she was terrible at it. Just really bad. Broke up with Chiaki, tried to do some independent evil, failed miserably at that, reconciled with Chiaki for about five minutes before breaking up with her again over the half demon’s love for Harry Brandle and finally leaving Americana.

Verity went to Los Angeles to visit Christine. In fairness, she was a bit lost on what to do next. The only thing she’d ever been even semi-good at was Paladin’ing, and she couldn’t do that anymore because vampire. Christine, for her part, was thrilled to see her old friend alive and well. Until a call from Americana came in, informing Christine of Verity’s, well, not being alive-ness. It was Christine who informed the new Verity that she was, in fact, not the original. Much weeping ensued. Verity was more upset than Christine. Still, Verity hung around for a few days and tried to help Roth Investigations handle a case or two, but it went about as poorly as her attempts at evil did. Almost totally ineffective, and very much in the way. She wandered away, discouraged, and got wrapped up in another evil scheme. This prompted Christine and the rest of Roth to drive her away. They could (and arguably should) have destroyed her right then and there, but Christine didn’t have it in her to murder her best friend in cold blood, and the others had their hands full with the other vampires in the scheme.

Verity wandered for a couple of years after that before joining the secretarial pool at a certain interdimensional law firm’s Los Angeles branch. She established herself as actually competent at this work before being plucked out to serve as Asteroth’s secretary, as Roth Investigations had taken over the law firm. She served ably in this role, gradually earning the vampire wizard’s respect. By May 19, 2006 she was practically a member of the team. Hadn’t killed any humans in years! Practically hero material. She didn’t betray them to the Council of The Forsaken on purpose. Really! They took advantage of her flaws as a person so she told them everything. Of course, Asteroth already knew this would happen, and told her only what he’d wanted them to know. And it turned out to be all wrong anyway. He wasn’t even mad! He wrote her this great recommendation letter, and gave her this cool ring that makes the sun not incinerate her. She didn’t feel bad about it, (because duh, vampire) but she did kinda want to make up for it. So she went and helped out Chiaki. For old times’ sake. And so, Verity parted ways with Roth Investigations. But not permanently, as it would turn out.

But here’s the thing, see. Since Verity could walk in the daylight now, she got discovered. She did some modeling, parlayed that into acting, and by the time Lloyd Adams (oh, right he was there with Chiaki then, wasn’t he?) came looking for her in 2012 she’d just gotten her own TV series. Exciting! On one hand, she had absolutely no reason to help. Her career was just taking off, after all. But to tell the truth, it would be nice to meet old friends again. And to have some place where she could be her vampiric self. Obviously, nobody at the studio or the network knew about her undeadness, and neither did her costars. It was kind of lonely. Thralls made by her powers didn’t count. Those were only temporary, and only because she was hungry. Or needed something, like an medical excuse not to stand out in the sun all day when she wasn’t allowed to wear her special ring. Anyway, she joined up with the new Bloodfang Alpha. That first show only got a couple of seasons. Bummer. So she did a movie, and then her second series got greenlit. In Harm’s Way has her playing a sexy super spy. It’s very exciting! You should watch it. The network just ordered the third season. Verity’s unlife is going great. She’s really very happy with it.

 

Powers & Tactics: Verity is an Asmodeus bloodline vampire, similar to Photophobia. Upon rising back in 1999, she received a boost to their physical attractiveness and overall charisma, and an alternate method of satisfying the blood craving. A type of substance or energy that they then have a certain level of magical control over. Thermovores, electrivores, and psychevores are the most common. There are, however, reports of vampires who can “eat” water, air, rock/soil, and in one terrifying case, time itself. Verity is the “most common” category. She is a psychevore. In addition to blood, she can consume psyches. It is important to note that a psyche is not the same thing as a mind or intellect. A better word is perhaps personality. She can reach out with her mind and take bites out of another being’s personality and charisma. The most she eats, the duller and blander they get, until they fall into a coma. This eating can technically kill, but it’d take an additional feeding after they’re in a coma. And well, they’re not very tasty by that point, says Verity. So she’s never killed anyone that way. She boosts her own psyche with the stolen energy from others until it fades and she must eat more.

So, with psyches not being the same as minds or intellects, what Verity does isn’t mind control or telepathy. It’s empathy and emotion control. She can dig deep into psyches, reading emotions the owner of said psyche may not be consciously aware of. She can implant any emotion she chooses into any psyche, allowing her to play people like fiddles. And, of course, she can simply overload a target’s psyche, potentially causing severe damage to their mind as a whole. This is something she’s killed with. All of these, including her psyche consumption, grow more frightening when it is known that she can use them on any target she sees without giving any chance to evade them, and they are impossible to detect her doing without special sensory powers. And even then the target of said powers remains clueless until it is far too late.

All this and she’s still a vampire. Immune to all mortal concerns, with near superhuman resilience and rapid physical regeneration when she’s consumed blood or psyches. She’ll even “resurrect” if damaged too much to continue functioning (actually destroying her permanently requires either a wooden stake through her heart while "dead" or a beheading). She’s got the nose of a bloodhound, and darkness is no impediment to her vision.

As for Equipment, she carries a Masterwork Sword and a Collapsible Baton. The original Verity was a pretty decent fighter, and the current Verity has inherited those skills. She’s better with the sword, but the baton is more easily hidden. Both are in case someone is either immune/resistant to her powers or using them on said person is a bad idea. Needless to say, this was Lloyd’s idea and not hers. Haha.

 

Tactically, the most important thing to remember is that Verity is both kind of a coward and hopeless at proper combat tactics. She does a lot more for the team with her social skills, Psyche Control, and Psyche Reading outside of combat than with anything else inside of it. She is not by any stretch of the imagination a badass fighter. With. That. Said. Wither Psyche is a nasty attack that will likely go unnoticed by both the target and their allies until said target collapses. Same deal with Psychevore. And again she’s decent with her sword. Her high Bluff lets her Feint quite well, and she has Improved Taunt to reduce chances of saving against her attacks. Set Up lets her transfer either (or both, to make her more dangerous) to a harder hitting teammate. Like Lloyd. Or Alejo. Being a millionaire along with Connected and Contacts are other ways in which she helps the team outside of combat. She can absolutely power stunt, but unfortunately is generally too much of a dumbass to even think of it. So she doesn’t have the faintest idea of what she would even stunt.

 

Personality: Verity is, charitably speaking, an idiot. Perky and cheerful, but completely and utterly self absorbed. A vapid, shallow creature. Yet one not entirely devoid of self awareness. With the memories of an almost fully trained Paladin, there’s nothing at all wrong with her moral compass. The living version of her would have likely never been anything more than a petty, narcissistic bully. The vampire version, of course, is capable of more. But not as much as one would automatically think of with demonic instincts in play. This is where that self awareness comes in. She has been around long enough to know how to play to her strengths, which do not include planning, figuring things out, or generating innovative/devious/cunning ideas.

Bluntly, she’s a follower. Not a leader. She’s good at following instructions, flattery, and smooth talking people. On her own, she’s kind of bad at everything. Teamed up with more capable people, she can be pretty dang awesome. So she’s got a hell of a knack for survival. Cling on to the right folks, and you too can coast on the little you’re good at while the competent people handle everything else. Like, it does suck (haha, vampire puns) that she’s not good at most things. But the goal of life (or unlife in her case) is to be happy, right? So duh, of course she’s not killing everyone around her. She needs them alive. And when bodies turn up, the cops and monster hunters get involved, and ugh. Skip, please. Behaving was getting to be kind of a pain. The demon part of her psyche wanted blood and pain, not brunches and pedicures. So it’s good that Lloyd showed up. She can get her aggression out without compromising her current life. It’s a win-win for everyone!

With that said, she does have all of the original Verity’s memories. Including her dying. She was knowledgeable enough to know how she’d been tricked and why she was dying. The last desperate and regretful prayers of a dying teenager are engraved in the current Verity’s memories. Since that teenager died and was not able to grow past it, the current Verity shares her big character flaw. The sin of lust isn’t merely sexual matters. The original Verity Campbell was an orphan trained to be a warrior of light by strict priests and nuns. Her training included a lot more correction and criticism than praise and affection. So of course all she really wanted was someone to love and be proud of her. And it is so very easy for a teenager of any gender to confuse physical affection with something deeper. However, what she got was tricked and murdered, with a demon possessing her corpse and immortalizing that character flaw forever. This is the other reason why the current Verity has both joined and stuck with Bloodfang Alpha. They make her feel useful. Valued. Respected. Loved. It’s also the other reason why she sticks with the “no killing humans” rule. Though to be clear, Verity doesn’t quite have the self awareness to know this about herself. She is, after all, quite shallow and self absorbed. Most of the time.

Posted

Scion (Seth Roth)

 

Power Level: 13; Power Points Spent: 240/240

 

STR: +15 (18/40), DEX: +3 (16), CON: +15 (18/40), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

 

Tough: +15, Fort: +15, Ref: +8/+11, Will: +7

 

Skills: Acrobatics 12 (+15), Bluff 2 (+5), Diplomacy 7 (+10), Escape Artist 2 (+5), Gather Information 2 (+5), Intimidate 7 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (behavioral science) 8 (+10), Knowledge (streetwise) 3 (+5), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 2 (+5), Stealth 12 (+15), Survival 8 (+10)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Challenge - Improved Acrobatic Bluff, Dodge Focus 3, Evasion, Improved Initiative 2, Improved Trick, Move-by Action, Power Attack, Set-Up, Skill Mastery (Acrobatics, Notice, Stealth, Survival), Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Unique Dhampiric Physiology (Container, Passive 21)

   Dhampiric Leaping (Leaping 4+2) ([Stacking ranks: +2], Jumping distance: x100)

   Dhampiric Longevity (Features 1)

   Dhampiric Might (Super-Strength 6) (+30 STR carry capacity, heavy load: 819.2 tons; +6 STR to some checks)

   Dhampiric Quickness (Quickness 4+2) ([Stacking ranks: +2], Perform routine tasks at 100x speed)

   Dhampiric Reflexes (Enhanced Trait 12) (Traits: Attack Bonus +2 (+7), Defense Bonus +2 (+11), Reflex +2 (+11), Feats: Improved Initiative 2)

   Dhampiric Regeneration (Regeneration 17) (ability damage 3 (recover 1 / 20 mins), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 4 (recover 1 / 5 mins), recovery rate (injured) 3 (recover 1 / minute), recovery rate (staggered) 4 (recover 1 / round); Persistent, Regrowth)

   Dhampiric Resilience (Enhanced Constitution 12) (+12 CON)

   Dhampiric Senses (Super-Senses 10) (darkvision, extended: Normal Olfactory 1 (-1 per 100 ft), extended (type): Auditory 1 (-1 per 100 ft), extended (type): Visual 1 (-1 per 100 ft), infravision, scent, ultra-hearing)

   Dhampiric Speed (Speed 4+2) ([Stacking ranks: +2], Speed: 500 mph, 4400 ft./rnd)

   Dhampiric Strength (Enhanced Strength 12) (+12 STR)

   Undead Heritage (Immunity 30) (fortitude saves; Limited - Half Effect)

Unpredictable Power Boost (Container, Active 10) (Tiring, Uncontrolled)

   Boosted Leaping (Leaping 2) (Jumping distance: x5; Stacks with (Dhampiric Leaping (Leaping 4+2)))

   Boosted Might (Super-Strength 2) (+10 STR carry capacity, heavy load: 819.2 tons; +2 STR to some checks)

   Boosted Quickness (Quickness 2) (Perform routine tasks at 5x speed; Stacks with (Dhampiric Quickness (Quickness 4+2)))

   Boosted Reflexes (Enhanced Trait 5) (Traits: Attack Bonus +1 (+7), Defense Bonus +1 (+11), Reflex +1 (+11))

   Boosted Speed (Speed 2) (Speed: 25 mph, 220 ft./rnd; Stacks with (Dhampiric Speed (Speed 4+2)))

   Boosted Strength & Resilience (Enhanced Trait 20) (Traits: Strength +10 (40, +15), Constitution +10 (40, +15))

   Mental Resistance (Immunity 30) (will saves; Limited - Half Effect)

 

Attack Bonus: +4/+7 (Ranged: +4/+7, Melee: +8/+11, Grapple: +23/+34)

 

Attacks: Unarmed Attack, +11 (DC 30)

 

Defense: +8/+11  (Flat-footed: +4), Knockback: -7

 

Initiative: +11

 

Languages: Native Language

 

Totals: Abilities 36 + Skills 21 (84 ranks) + Feats 20 + Powers 135 + Combat 18 + Saves 10 + Drawbacks 0 = 240

 

Age (as of Jan 2019): 17 (chronological), it’s complicated (actual), early 20s (biological)

Height: 5’ 8”

Weight: 170 lbs

Ethnicity: ½ Sumerian (roughly equivalent to modern Greek or Turkish), ½ North African (Berber, to be specific)

Hair: Black

Eyes: Dark Brown

 

Theme Song: [url= https://www.youtube.com/watch?v=eb7ZrGIgK6U]Born For This, by Divide Music[/url]

 

Background: Seth Roth is the biological son of Asteroth and Dhana. Two vampires. An absolute impossibility. Dhampirs are normally created in very special circumstances. A pregnant woman turned and the child extracted before the process is complete. It is not known how in the world Seth came to successfully conceived, but the main theory involved literal divine intervention. Which divinity did it is anyone’s guess. Aside from that, Asteroth had the second worst moment of his unlife. No matter what he did, he would never be free of Good and Evil’s attempts to manipulate and use him for their own purposes. The Never Ending Battle was, in fact, never ending, and refused to allow him to exempt himself from it. He could not destroy either side. He could not permanently destroy himself. He could not escape through any other method. For all the power he could wield, he was powerless to change the course of existence itself. Wanting to feel something, anything, beside the relentless despair, he did a very stupid thing. He gave the resurrected Dhana what she’d wanted from him for centuries. For the record, it takes magic to get the very dead bodies of vampires to “get it up”, so to speak.

That night more or less put Asteroth onto his current path as the Wild Card. A one being third side in the war of Good vs. Evil. He threw Dhana out, and a bunch of other stuff happened. She did not return for just shy of nine months. This return was made while clearly deep into the third trimester of a flatly impossible pregnancy. The fetus had, for lack of a better way to put it, partially resurrected her. This tied into the reemergence of an old vampire hunting enemy who started hunting the two of them down, ignorant of what had happened in the interim and now virtually invulnerable in the bargain. What the two of them had done to that mad, centuries prior, well. Let’s just say he was quite correct to want to destroy them both and use any and all means at his disposal to do it. Things got quite messy, and in the end Dhana tore out her own heart to save her child. A corpse, after all, cannot give birth, and whatever supernatural force was powering the pregnancy was fading. Thus was born Seth Roth. During a driving rainstorm. In an alley next to a burning building. As the wind howled and the earth shook.

Asteroth was, uncharacteristically, a doting father. It was a month before he let anyone else hold baby Seth. The Roth Investigations office was quite a happy place in those days. But of course, it was not to last. A false prophecy deceived Nyoan Ayano into thinking the father would kill the son. She in turn was deceived by Robin McKinnon into giving her Seth. Robin promptly slit Nyoan’s throat by surprise and carried Seth off to the vampire hunter. More events ensued, leaving Seth and the vampire hunter stranded in a parallel dimension where demons had never been booted off the planet. Asteroth could not reopen the dimensional gate. His son was gone. For about a month. Time apparently moved faster in that dimension, because he came back looking like he was in his mid teens. A trained demon ass kicker, thanks to the vampire hunter. Seth was intricately involved in the next year and a half of Roth Investigations events, at first as an adversary on the side of the vampire hunter (who had returned at the same time but not the same place as Seth) and Robin. But the Roth crew started changing that. The vampire hunter’s powers had faded and he had aged severely. So as a last gambit he faked his own death via vampire bite. Instantly turning Seth against his father and everyone at Roth. This got Asteroth planted at the bottom of the Pacific for a summer. Until Nyoan, using Robin, found him.

Seth was even more intricately involved in the Elizabeth incident, literally fathering her new body through the possessed body of Christine Gale. He is also the one who brought to a much more quiet end than a vampire wizard squaring off against a junior level deity tier opponent. Invulnerable to almost all attacks…except ones from her “parents”. He shattered her head with one blow and then ran away. He was traumatized and emotionally broken. Having spent literally his entire life as the pawn or puppet of one person or another. For the spell that wiped everyone but Asteroth’s memories of the poor boy to work, well. The false prophecy had to come truth. The father had to kill the son. Or at least, striking a killing blow.

Seth spent the ensuring two and half years as a normal middle class suburban kid. Adopted by a lovely couple with an older brother and a younger sister. He had no inkling of his former existence. That is, until Nyoan broke the spell. This did not actually change his day to day life. His new family did not suddenly forget him. They weren’t a part of the spell, you see. He simply remembered everything plus his two and half years of peace, love, and family. He did not show up again to any of the Roth team until May 19, 2006. He showed up to help Asteroth with his end. He was uh, out of his weight class. The two officially reconciled, and Asteroth told him to go home. He did not go home. He followed Verity Campbell to the fight Chiaki Ayano, Lloyd Adams, and Heidi Roberts were having with Bloodfang Alpha. When the two arrived, Alejo Escarra turned on the villain team, and the six of them killed basically all of them before going their separate ways. For the record, Seth did go home after that.

The following six years were relatively quiet for Seth. He graduated high school. Started attending UCLA. Started doing some volunteering. He’d had some long homeless days and met his share of desperate people. There’s things he can do to help. Especially if he majors in social work. And, aside from graduating UCLA, that’s the story until Lloyd came looking for him. He had no problem joining the reformed Bloodfang Alpha. It’d get him more time with his father, and he could actually do more good in a team than by himself. And once again, that’s the story. He’s a real social worker these days, but that’s the only change. There’s just one little kicker. One of the prophecies about him may have been false. This does not mean all the others are. And there are a lot of other prophecies about The Son of Asteroth. About the son of the Wild Card. About the impossible child of two vampires. About the only dhampir who’s more human than demon. How

 

Powers & Tactics: Seth is an extremely unique type of dhampir. So unique that he’s apparently the only one in the world. First and foremost, he’s got a strong resistance to, uh, every possible bodily effect. In the same way that vampire can utterly ignore things like tasers, sleep gas, poisons, etc, he can has a very strong chance to do the same no matter what it is. Despite being a living being. He’s got superhuman strength, able to crack steel with a casual punch and a maximum carrying capacity of over 100 tons. His resilience keeps pace, even if he can’t ignore any damage. His injury recovery speed is remarkable. He can go from what would be severe, life-threatening injuries for an unpowered human to fully healed in under a half hour without any medical attention. His speed, quickness, and reflexes are superhuman, if minorly so, and said reflexes increase his attack accuracy and evasion. He can jump hundreds of feet in a single bound. His senses are also remarkable. He can see without light (though infrared will do if there’s nothing else) and he can hear almost all frequencies of sound. His hearing can even pinpoint exact position, making his ears basically miniature sonar dishes. He’s got the nose of a bloodhound if not the tracking ability. And eyes, ears, and nose can detect for hundreds of feet.

Furthermore, sometimes his strength and resilience spikes. And his speed, quickness, reflexes, and leaping ability also increase. In this state, his mind is much more resilient than normal. It is not clear what this state is. He can’t seem to induce it himself without tiring himself in the process. And since it wears him out to begin with, when it turns off he’ll be totally exhausted. In this state, he goes from cracking steel to cracking titanium, and his carrying capacity jumps eightfold to over 800 tons. He can outrun cars easily and leap thousands of feat in one bound. Whatever this is, it makes him a lot more powerful and a lot more mobile.

 

Tactically, Seth is just an unarmed fighter. Punches, kicks, knees, and elbows. His mobility and senses make it easier than most to get to those who don’t want to be hit with unarmed strikes. Stealth is also useful for a powerful first strike, if he can manage it. Not all supernatural creatures have Stealth counting senses, after all. He’s got Improved Acrobatic Bluff to hit easier, Improved Trick to make his enemies’ lives miserable before he ends them, and Set Up to transfer the benefits of both to someone else if necessary. He’s got All Out and Power Attack for maximum berserk fury attacking. Move by Action keeps him mobile. And Takedown Attack 2 lets him mow through minions. He doesn’t know that power stunting is a thing that exists, much less how he’d ever do it.

 

Personality: Seth is, well, his father’s son. For better or worse. He’s got selfish and stubborn streaks a mile wide, and with his apparent youth he can seem all the more childish for it. With that said, he’s missing the crushing guilt and remorse for over a millennium of hideous evil, so he’s actually a much more cheerful person. He also shares his father’s strong sense of empathy for those who’ve been not only (metaphorically speaking) knocked down, but knocked down and repeatedly kicked. For him, helping people isn’t about Doing Good or any other reason born out of morality. It’s because he doesn’t like what happened to them and wants to fix it. Sometimes fixing it involves violence, which the part of that’s demonic really enjoys doing.

Because (again, much like his father) he has a nasty temper. Unlike his father, he struggles to keep it under control. He’s not quick-tempered, mind. It does take a reasonable amount to set him off. It’s just that once he’s set off he tends to uh, explode with a fury usually found in the largest conventional explosives, not a partially human being. Though the results tend to be similar on any targeted persons if he’s not stopped or distracted. To be clear, he’s aware of this these days and can take steps like walking away to calm down if needed. It’s just not always possible to do so. Curiously, the demonic powers don’t seem to have any undue influence on him whatsoever. All in all, he’s not a bad guy, really.

The truth of him, though? He was born to do this. Born to hunt and kill monsters, be they supernatural or human. And every day he understands that more and more. It’s not even a moral thing. It’s like Lloyd says. There’s a reason for everything. There are no accidents. Coincidences do not exist. There is no happenstance. He doesn’t know about the “divine plan” part so much, but he’s been around just long enough and seen just enough happening to know. The world, the divine realms, the infernal ones, and all the others are always, always, ALWAYS making moves. Planning and scheming. There is no escape from it short of ending literally everything. Which is what some of the darkest ones actually want, so even that’s not enough. The more you try to throw the strings off, the more of a puppet you become. Or so he thinks. So screw it. He’ll be who he was born to be. But he’ll do it his own way.

Posted

The Hunters

 

Theme Song: [url= https://www.youtube.com/watch?v=2X_2IdybTV0]Carry On My Wayward Son, by Kansas[/url]

 

Overview

 

There have always been monster hunters. Since before the dawn of agriculture ten thousand years ago, there have always been monster hunters. From the very beginning, various inhuman creatures have stalked humanity. And from the very beginning, humans have taken up weapons and hunted them right back. To be clear, not all monster hunters are heroes. Some of them have been real bastards whose only saving grace was directing their violence towards beings worse than they were. In the 21st century, monster hunting is a dirty business, too. A few centuries back, if one was outside the major settlements, well. Everybody knew what the folks carrying religious symbols, silver, and lots of weapons were doing. They bought them drink, fed them while they were in town, and often paid rewards for proof of having killed the monster(s) in question. Going back even earlier, local rules may have even employed such persons. Think about it. How many legends and myths are there about a hero going out and killing an unstoppable monster rampaging across the countryside? They’re not all literally true, of course, but they do reflect a broader pattern of how things used to be.

Until the Industrial Revolution, the rise of science, and the resulting population explosion of the last century changed everything. People don’t believe in monsters anymore. Not like they used to. When the night was lit only by fire and help further away than one could yell might as well be on the moon, there was a proper and healthy fear among the common people about running into something out there at night. When horses and one’s own feet were the major methods of transportation, a stranger behaving oddly (or entirely too un-oddly) was someone to be wary of. In modern times, with street lighting, flashlights, and mobile phones to summon help, the fear of what might be out there in the dark has weakened significantly. Trains, cars, and planes mean anybody could see over a thousand strangers a day. Who has the time to worry about one of them being a little weird?

In the United States alone, over 600K people go missing every year (though it has been trending downward since the 90s), though approximately 90K are missing at any given time. Most are found. Only about 2200 remain missing each year. More disturbingly, 4400 unidentified bodies are found every year. Many of these have died of natural causes, to be sure. But not all. But talk about this, and you’re the weirdo. The social outcast. The buzzkill. There’s a lot of words for it. Pick one. Monsters have not gone away. There are arguably less of them than there were a thousand, five hundred, or even two hundred and fifty years ago. (Except the vampires. There are more of those than ever.) Monster hunters have mostly succeeded in driving supernatural creatures that prey on humans out of the world. But the cost has been dear.

Monster hunters face the same odds as regular heroes and villains do. 90% have stopped before their first anniversary of starting. 90% of those have stopped before their fifth anniversary. The difference is that heroes and villains have a higher survival rate. Villains are usually incarcerated, not killed. Heroes have a wide variety of reasons why they stop instead of merely being killed all the time. Injuries, to be sure, play a role, but they also have life changes. Loss of interest. Lots of things. For monster hunters, by far the number one reason (by a country mile) their careers end is “killed by monster”. It is a lonely existence. People generally don’t believe in the supernatural, after all, and the people who do are weirdo freaks who just might be dangerously crazy. The modern rule of law makes having the correct gear rather difficult in most countries. It is ironic. The same laws that protect humans from each other leave them more defenseless against other things.

So, monster hunters in modern times are generally outlaws, which their traditional nomadism only makes worse. Tough to have a steady job if you’re always hitting the road every week or so to both chase the next monster and stay one step ahead of the law. Many modern monster hunters have been confused with actual supervillains. As stated in Christine Gale and Shandra Hawkins’s entries, the rise of Harry Brandle’s informal Court has unleashed a new power block on the supernatural scene. Those who don’t want anything to do with him (for whatever reason) have been banding together, with Christine and Shandra ending up the de facto leadership. There is, as ever, a little more to the story, but I think we’ve been here long enough, yes? And you, my Dear Readers, are no doubt smart enough to figure out how a bunch of nomadic loner outlaws unified only by their unofficial profession and opposition to the goody two shoes-ness of Harry Brandle are doing at making that unification into something a bit more.

Posted

Robin McKinnon

 

Power Level: 8; Power Points Spent: 165/165

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +2 (14)

 

Tough: +2/+4, Fort: +6, Ref: +12, Will: +9

 

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Craft (mechanical) 3 (+5), Diplomacy 8 (+10), Drive 7 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 3 (+5), Knowledge (arcane Lore) 3 (+5), Knowledge (civics) 3 (+5), Knowledge (history) 3 (+5), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 13 (+15), Knowledge (technology) 3 (+5), Knowledge (theology & philosophy) 3 (+5), Language 1 (+1), Medicine 2 (+5), Notice 7 (+10), Search 8 (+10), Sense Motive 7 (+10), Sleight of Hand 2 (+5), Stealth 7 (+10), Survival 2 (+5)

 

Feats: Attack Focus (melee) 2, Connected, Contacts, Defensive Attack, Dodge Focus, Equipment 2, Evasion, Grappling Finesse, Improved Critical (Custom Heavy Pistol (Blast 4)), Improved Critical (Silver Knife-Damage (Strike 2)), Improved Critical (Silver Knife-Stun (Stun 4)), Improved Initiative, Improved Pin, Improved Throw, Improved Trip, Master Plan, Master Plan 2 (tactics), Move-by Action, Precise Shot, Quick Draw, Second Chance 2 (Toughness saves vs Ballistic & Piercing), Skill Mastery (Diplomacy, Gather Info, KN (tactics), Notice), Takedown Attack 2, Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Body Armor (Device 1) (Hard to lose)

   Kevlar w/ Stab Vest (Protection 2) (+2 Toughness, Feats: Second Chance 2 (Toughness saves vs Ballistic & Piercing); Subtle (subtle))

Monster Hunter's Arsenal (Device 4) (Easy to lose; Custom 5 (Multiple Weapons 4))

   Weapons (Array 7) (default power: blast)

      Crucifix-Exorcism (Nullify 6) (Array; counters: all powers of (type) - demonic/infernal/hellfire, DC 16; Burst Area (30 ft. radius - General); Range (touch); Affects Insubstantial 2 (full power))

      Crucifix-Holy Ward (Mind Control 6) (Array; DC 16; Burst Area (30 ft. radius - General), Duration 2 (continuous), Secondary Effect, Total Fade; Fades, Limited (No Effect on targets without any Demonic/Infernal/Hellfire Powers), One Command (Stay Out Of Area), Range 2 (touch); Slow Fade 2 (5 minutes))

      Custom Heavy Pistol (Blast 4) (Default; DC 19, Feats: Improved Critical (Custom Heavy Pistol (Blast 4)); Accurate (+2), Improved Range (100 ft. incr), Precise, Subtle (subtle), Variable Descriptor (Narrow group - Ballistic, Iron, Silver))

      Shotgun-Salt Buckshot (Stun 6) (Array; DC 16; Alternate Save (Reflex), Range (ranged); Limited (to Ghosts/Spirits/Etc); Affects Insubstantial 2 (full power))

      Shotgun-Slug (Blast 6) (Array; DC 21; Penetrating [2 ranks only])

      Silver Knife (Linked)

         Silver Knife-Damage (Strike 2) (Linked; DC 19, Feats: Improved Critical (Silver Knife-Damage (Strike 2)); Secondary Effect [2 extra ranks]; Limited (Secondary Effect limited to foes Vulnerable to Silver) [2 extra ranks]; Mighty)

         Silver Knife-Stun (Stun 4) (Linked; DC 14, Feats: Improved Critical (Silver Knife-Stun (Stun 4)); Secondary Effect; Limited (to targets Vulnerable to Silver))

      Submachine Gun (Blast 4) (Array; DC 19; Autofire (interval 2, max +5); Accurate (+2), Improved Range (100 ft. incr))

 

Equipment: Robin's Car

 

Attack Bonus: +10 (Ranged: +10, Melee: +12, Grapple: +15)

 

Attacks: Crucifix-Exorcism (Nullify 6) (DC Will 16), Crucifix-Holy Ward (Mind Control 6) (DC Will 16), Custom Heavy Pistol (Blast 4), +12 (DC 19), Shotgun-Salt Buckshot (Stun 6), +10 (DC Ref/Staged 16), Shotgun-Slug (Blast 6), +10 (DC 21), Silver Knife-Damage (Strike 2), +12 (DC 19), Silver Knife-Stun (Stun 4), +12 (DC Fort/Staged 14), Submachine Gun (Blast 4), +12 (DC 19), Unarmed Attack, +12 (DC 17)

 

Defense: +12  (Flat-footed: +6), Knockback: -2

 

Initiative: +7

 

Languages: English Native, Spanish

 

Totals: Abilities 28 + Skills 31 (124 ranks) + Feats 24 + Powers 21 + Combat 42 + Saves 19 + Drawbacks 0 = 165

 

******************************************************************************************

 

Robin's Car

 

Power Level: 8; Equipment Points Spent: 10

 

STR: +10 (30)

 

Toughness: +8

 

Features: Navigation System 1

 

Powers:

Speed 5 (Speed: 250 mph, 2200 ft./rnd)

 

Defense: -1, Size: Large

 

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 5 + Combat 1 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

 

Age (as of Jan 2019): 46

Height: 5’ 8”

Weight: 145 lbs

Ethnicity: Caucasian

Hair: Blonde

Eyes: Blue

 

Theme Song: [url= https://www.youtube.com/watch?v=_BtkH5mT8lI]Bound! by McGwire[/url]

 

Background: Robin McKinnon is the bitch who slit Nyoan Ayano’s throat back then. Though in her defense, that was the penultimate moment of a slow motion breakdown. The ultimate being a few months later when she murdered a man with a ice pick (at the man’s request) specifically frame Asteroth for his murder and turn Seth Roth against him. The Robin McKinnon of three years and change prior would have been horrified. She was a police detective. All she’d ever wanted to be. Irish cop from a family full of Irish cops. She worked Homicide, which is how she caught the case that led her to Asteroth. Or, as she first knew him, Adam Roth. Private detective without a license, working on a serial killer case. It was…God, twenty years ago now. She knows now that a demon was body hopping and that’s what was leaving the corpses behind. At the time, Asteroth, Christine Gale, and Glenn Ayano resolved the case and left her with a conveniently dead scapegoat (the demon’s last body) to take the fall.

They’d run into each other several more times over that first year (and indeed into the second), as the fledgling Roth Investigations got its feet under it. Homicide detectives aren’t selected for their stupidity. A new super group had more or less set up shot and she had been more or less roped in as the predictable “friend on the force”. She wasn’t entirely ignorant about the existence of the supernatural, either. A person couldn’t be a homicide detective in a major city and not know something was strange, sometimes. It is key to again note here up until this point she knew Asteroth as Adam Roth, superpowered human being. Until a blast from Asteroth’s past (one of his bloodline he’d managed to miss back in the summer of 1917) blew the lid off of kind of everything for Robin. Adam Roth was a vampire named Asteroth. Not only was the supernatural real, but it was a hell of a lot more dangerous to regular people than she could have ever imagined. She was a weird kind of friends with Adam Roth, superpowered human being. But the least bit of historical research displayed Asteroth for the hideous, horrifying monster he was. Her worldview was shattered.

This isn’t an uncommon state for those who come face to face with the supernatural, aren’t killed, and have the inner strength to not immediately begin applying industrial strength denial to the experience. Most of them manage to put themselves back together and not go some variety of insane in the process, too. Robin probably would have even been one of these. Except for one small problem. Her father, Sean McKinnon, retired from the LAPD that year. He’d never been any more than a beat cop, really. But a beat cop sees a lot. And has a lot of opportunities to be less than moral. To make a long story short, he was cooperating with a gang of Amon vampires. Not to keep them in blood, but in drugs and money. Garden variety police corruption, except it involved vampires. And when Shandra Hawkins’s old street allies called for aid, she and Christine answered. This being largely before everyone had cellphones, this drew in Asteroth and Nyoan as well. The vampires were thwarted and their demonic master killed. This, naturally, brought wrath down about Sean McKinnon. Can’t have loose ends plus vampires tend to be assholes. Asteroth was there. Outside the open apartment door. Vampires have to be invited into occupied residential spaces. Sean knew the two Amons (granted, he thought they were human) weren’t there to wish him well. He also knew that Asteroth was a friendly enough associate of his daughter. They’d met a few times already. Sean McKinnon died telling the one being who could have saved his life to get lost. Robin arrived less than a minute later, as the Amons turned to dust under Asteroth’s fists. The monsters had gotten her beloved father.

It was that incident that started her breakdown. Her obsessive tracking of supernatural incidents had been affecting her job performance. After this, her obsession got worse, to the extent that she was fired. Those who know how difficult it is to get a cop fired ought to understand how far gone she was. Coincidentally, this was the very same day Seth Roth was conceived, so Asteroth had had his little epiphany and gotten his groove back. Robin went home, placed one phone call to his answering machine (in which she tearfully railed against him, life, the universe, and everything) and started swallowing as many pills and ounces of booze as she could find in her apartment. Asteroth arrived home, listened to the message, and literally ran back out. She wasn’t conscious enough to invite him in. For some strange reason, this was irrelevant. A cold shower and a detox spell saved her life. A little later that night, they finally had a proper heart to heart discussion. It could not be said that they parted friends, but an understanding was reached.

For Robin’s part, she understood what Asteroth was. A monster that both wanted and needed to be put down. So she started gathering gear, training, and most importantly hunting lesser monsters. She was probably the best unaffiliated monster hunter in Los Angeles when a certain vampire hunter from Asteroth’s past arrived in the present. This is probably why he approached her to be his ally. And his grudge against Asteroth is probably why she accepted. Psychologically she may have been spiraling, but physically she’d never been in better condition. Nyoan knew her as an  old friendly associate. Of course she trusted the former cop with her fears (specifically, that Asteroth was going to kill baby Seth Roth and accepted her help. Then Robin crossed a line she never imagined she would have years prior, and attempted to kill a human being. She stole baby Seth and ran to the vampire hunter. Of course, the Roth team tracked and pursued. The vampire hunter and Seth ended up in that parallel dimension. And the only one who knew about Robin’s involvement was Nyoan, who was literally unable to speak at that time.

Of course, the vampire hunter and Seth came back from there, both much older than when they’d left. Their plans reached that crescendo. She murdered the now elderly vampire hunter and made it look like a vampire did it. So that Seth would hate his father was much as the two of them did. It worked. The enraged Seth called his father to a beach to talk, and then beat him into the sand. He was stunned just long enough for the final masterstroke of the plan. A reinforced steel box inscribed with antimagic runes. The two shoved him in, the box onto a rented boat, and dropped the box into the Pacific. Being alone and hungry for the rest of forever seemed a fitting punishment for such a monster. Nyoan Ayano had other ideas. Seth was currently living the good life with Christine, Shandra, and Ryan Masterson as they tried to find his father in addition to the usual monster hunting casework. Robin was not doing this, so Nyoan nabbed her. She kept Robin prisoner for months until they found Asteroth and brought him out of the ocean. And then Nyoan told Robin to get the hell out of Los Angeles. If she ever saw Robin again, she’d kill her. And if that didn’t work, a dead drop would inform Asteroth of everything she’d done to his son, and he’d kill her. Robin, understandably, fled LA,

This was, arguably, the best thing that could have possibly happened to her. The mundane business of changing her city of residence, getting a new job and all her stuff moved cross country, grounded her in an unexpected way. She moved to New York City. Her new job was Assistant District Attorney. She’d gotten a law degree before taking the detective’s exam, but had never passed the bar. In NYC, she did pass the bar. It was a fresh start, and initially it worked. She stopped being a monster hunter, ignored the supernatural, and simply did the best she could to pursue justice. Eyes that have been opened, however, are not so easily closed again. The supernatural existed in New York, the same as Los Angeles. And a part of her simply couldn’t leave it alone. She couldn’t ignore what was happening out there and let people be hurt, killed, or worse by monsters. She was in the DA’s office for three and a half years before being fired for incompetence. Said incompetence wasn’t due to a lack of ability, but due to being up late most nights hunting vampires, werewolves, demons, and other monsters.

This was 2006. 13 years ago. She has periodically tried to get out of the monster hunting life. It never lasts. They amount to brief money gathering stints before she’s on the road again. Coincidentally, 2006 was also the year Christine and Shandra joined the ranks of America’s roving monster hunters. They’ve crossed paths several times, and it appears that Nyoan has kept her word. As long as Robin doesn’t return to Los Angeles, what she did in her darkest moments will remain secret. She’s actually weirdly grateful? In a way, Nyoan saved her back then. And today, she’s a long time veteran with the respect of most of the monster hunting community. Most keep the stories of what made them monster hunters to themselves, and Robin is no exception. The rise of Harry Brandle’s informal Court of Demon Hunters and allies has made those who want nothing to do with him organize as well. This has put Robin in an interesting position. Christine and Shandra may be seen as the leaders, but it’s often like an officers vs noncoms thing. They’re the commanding colonel and her right hand major. Robin is like the stalwart master sergeant. Sure, whatever. Of course, this means she’s meeting up with Christine, Shandra, and probably Estrid Silubra and Marisol Almeida several times a year. Again, sure. Whatever. It is kind of disconcerting that Estrid keeps looking at her for longer and longer every time they meet up again. Having a literal valkyrie take more and more of an interest in you really feels like a bad omen. Like your lifespan is shrinking before her eyes. Nope. Don’t like that.

 

Powers & Tactics: Robin has no superhuman powers. She has one technological device in her body armor and a handful of weapons from various (mostly technological) sources. The body armor is basically from her LAPD days. She still had contacts. Basic extra bit of armor. Kevlar with a stab vest, so it’s extra protective against bullets and stabbing weapons like knives and arrows.

It is her assortment of weapons that requires a detailed explanation. Three firearms (heavy pistol, shotgun, and submachine gun), a knife, and a crucifix. The SMG is pretty standard. Slight increases to accuracy and range. The heavy pistol has similar mods, but she carries more than regular bullets. Both cold iron and silver are on the menu as needed. The shotgun is, well, a shotgun. Solid slug rounds do relatively high damage for a firearm. The thing is, she can also pop some salt buckshot rounds in there and stun ghosts and spirits as salt can disrupt their ectoplasmic stability. The knife is silver, but otherwise isn’t particularly special. Because it’s silver, it can do additional damage and even stun those more vulnerable to the metal than baseline humans. All of those were more or less technological in nature. The crucifix, however, is actually a divine artifact. It can negate infernal powers or prevent thouse with them from entering an area. This latter ability is “fire and forget” as it’ll last a full hour in one spot.

 

Tactically, Robin is very situational. She exploits weaknesses. Silver for therianthropes, iron for the Fae, divine to keep the infernal off of her or any vulnerable civilians, salt buckshot to disperse ghosts. Some monsters don’t come with easily exploited weaknesses like that, and so there’s always just shooting them. Solid slugs or the SMG depending whether she needs power or accuracy more. She can Feint and Demoralize, but she’s not especially great at either. She has Defensive Attack to protect herself with. Between Grappling Finesse, Improved Pin, Improved Throw, and Improved Trip she can be very dangerous in melee. Move by Action keeps her mobile while shooting. Takedown Attack 2 turns having to use her knife into a mook horror show. With that said, she does her best work preparing for the fight, not inside of it. Master Plan 2 can give her a boost of +3 to attack bonuses and skill checks for 3 rounds, and then +2 and +1 for one each. Contacts and Well Informed help her know what’s she up against plus how to exploit their weaknesses, and Contacts help her get it if she doesn’t already have it. She can technically power stunt by pulling out a different weapon she doesn’t normally care to exploit a weakness she’s not equipped for. But it’s not something she normally does.

 

Personality: Robin hates monsters. This is not a frothing at the mouth “kill ‘em all and let God sort ‘em out” hatred. It is cold. Logical. Rational. Or so she tells herself. To be fair, she has a point. The vast majority of supernatural creatures range from antagonistic to outstandingly hostile to humanity. Destroying them tends to be in the best interests of humanity. Her problem is that she started from a place of grief and unyielding rage. Yes, grief fades. Yes, rage abates. Normally. The more time she spent as a monster hunter, the more she saw what was hidden in plain view. In the dark corners that almost everyone averts their eyes and pretends don’t exist. Monsters are like any other kind of predator, you see. They prey on the weak. The vulnerable. Those isolated from mainstream society. And if the things doing this were human, they’d have been hunted down and caged a long, long time ago.

 Robin was a cop out of family tradition, yeah. But she became a detective and specifically a homicide detective to get justice for the victims. She believed in justice. She believed in the power of the law. There were some flaws in how people applied it. She wasn’t blind to the influence of wealth and power on the system. But dammit, it was far better than the days of kings, tyrants, and warlords. Except those days weren’t nearly as gone as she thought. Monsters prowled the shadows taking whoever they wanted, and the law was blind and deaf. The only justice available against them was what one could get for themselves. She was mad about her father’s death, yeah. But he was just one of thousands that year. She tried to shrug it off after leaving LA. But she couldn’t stop seeing it happening. That was a vampire. That was a Fae trickster, not a licensed defense attorney. The perp in this case couldn’t have done it, these burns were from Hellfire not regular fire. Of course, if anyone talks about these things in mundane society they start talking about mental stability and sending for those very nice brawny men in scrubs.

And so, she is bound. There is no escape. Her own values and personality traits bind to her course more than any supernatural effect ever could. If what she hunted was human, it’d be easy to characterize her as a terrifying bloodthirsty vigilante. But the things she hunts are far scarier than one unpowered human woman could ever be. She cannot unsee what she has seen. Eyes that have been opened cannot be closed again. Thus a woman who believed in human law and human justice has forsaken both as deeply inadequate, and spends her days seeking something more absolute. Despite there being no such thing whatsoever. Violence for violence is the rule of beasts. If humans overcame the beast kingdom long ago, then we can do the same to the supernatural.

Posted

Estrid Silubra of Asgard

 

Power Level: 11; Power Points Spent: 300/300

 

STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +2 (14), WIS: +5 (20), CHA: +5 (20)

 

Tough: +5/+8, Fort: +11, Ref: +14, Will: +11

 

Skills: Acrobatics 5 (+10), Craft (artistic) 8 (+10), Diplomacy 5 (+10), Intimidate 15 (+20), Knowledge (arcane Lore) 8 (+10), Knowledge (current events) 8 (+10), Knowledge (history) 8 (+10), Knowledge (tactics) 8 (+10), Knowledge (theology & philosophy) 8 (+10), Language 4 (+4), Notice 10 (+15), Search 3 (+5), Sense Motive 10 (+15)

 

Feats: All-Out Attack, Artificer, Attack Focus (melee) 2, Attack Specialization (Valkyrie's Bow (Blast 3)), Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Dodge Focus, Improved Aim, Improved Critical 2 (Valkyrie's Bow (Blast 3)), Improved Critical 2 (Valkyrie's Sword (Strike 3)), Improved Initiative, Power Attack, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive), Startle, Takedown Attack 2, Uncanny Dodge (Auditory)

 

Powers:

Divine Blessings of the Valkyrie (Container, Passive 9)

   Art Thou Worthy? (Super-Senses 4) (postcognition; Limited (Only targets detectable by Near Death Awarness))

   Bifrost Access (Super-Movement 1) (dimensional: Asgard 1 (one dimension))

   Chooser Of The Slain (Super-Senses 11) (accurate: Near Death Awareness, acute: Near Death Awareness, awareness: Near Death (mental), extended: Near Death Awareness 5 (-1 per 200 mi), radius: Near Death Awareness, ranged: Near Death Awareness)

   Divine Might (Super-Strength 5) (+25 STR carry capacity, heavy load: 6.4 tons; +5 STR to some checks)

   Valkyrie's Wings (Flight 10) (Speed: 10000 mph, 88000 ft./rnd)

Summon Einherjar (Summon 11) (Heroic, Horde, Type (Broad) (Einherjar); Progression, # Minions (2 minions))

Valkyrie's Arsenal (Device 3) (Easy to lose, Restricted use (Valkyries))

   Archaic Weapons (Array 7) (default power: strike)

      Valkyrie's Bow (Blast 3) (Array; DC 23, Feats: Improved Critical 2 (Valkyrie's Bow (Blast 3)); Mighty 5 (+5 to damage), Precise)

      Valkyrie's Sword (Strike 3) (Default; DC 23, Feats: Improved Critical 2 (Valkyrie's Sword (Strike 3)); Autofire (interval 2, max +5) [5 extra ranks]; Mighty)

Valkyrie's Plate (Device 2) (Hard to lose, Restricted use (Valkyries))

   Armor Plating (Protection 3) (+3 Toughness; Impervious [4 extra ranks])

 

Attack Bonus: +12 (Ranged: +12, Melee: +14, Grapple: +19/+24)

 

Attacks: Unarmed Attack, +14 (DC 20), Valkyrie's Bow (Blast 3), +14 (DC 23), Valkyrie's Sword (Strike 3), +14 (DC 23)

 

Defense: +14  (Flat-footed: +7), Knockback: -7

 

Initiative: +9

 

Languages: Chinese (Mandarin), English, German, Proto-Germanic Native, Russian

 

Totals: Abilities 54 + Skills 25 (100 ranks) + Feats 19 + Powers 131 + Combat 50 + Saves 21 + Drawbacks 0 = 300

 

Age (as of Jan 2019): At least 10000 years (mind), 24 (body)

Height: 5’ 5”

Weight: 140 lbs

Ethnicity: Norse

Hair: Silver

Eyes: Blue

 

Theme Song: [url= https://www.youtube.com/watch?v=VHxjyBtKxpM]Folkvangr, by Peter Gundry[/url]

 

Background: Paige Palmer wasn’t a bad kid, really. That was the beginning and the end of everything good about her life. She had a good personality. Dirt poor, starved, and beaten for the crime of being born and stretching already desperate finances further. Her parents planned to sell her of for more money to feed themselves with. Confronted with this hideous fate, she and her best friend ran away. However. She’d always been a little frail. Lack of food did not help with this. The night they fled was cold. Neither of them had decent clothing for the weather. Paige’s strength gave out before they’d gotten a mile. She lay freezing to death in a snow covered field as the wind blustered and her best friend begged her to get up. It wasn’t fair. It. Wasn’t. Fair. But anger cannot warm numb limbs or speed a failing pulse. Then, like so very many who have found themselves dying on snow covered fields across the ages, a winged warrior woman came to her. Estrid Silubra of Asgard did not offer freedom. She did not offer love. She only offered a chance to be useful. To be needed for the first and last time in Paige Palmer’s 14 years of life. A bargain was struck. And Paige died. Or so she thought.

So far as the authorities know, a few days later Paige came back to life in the morgue. She dressed herself into the sheet she was covered with, walked out of the morgue, and disappeared. They’re not dead until they’re warm and dead indeed. Though to tell the truth, Estrid required her equipment. So dressed and divinely empowered, the body of Paige Palmer was unrecognizable. Paige herself slumbered as the Norse Valkyrie began her mission. What mission, you ask? The same thing valkyries have been doing for the past 10+ thousand years. Choosing among those slain in combat, delivering messages when needed, and killing supernatural creatures that threaten the safety of humans. The Valkyrion has ever been on the side of mortals in Midgard. Though there are both more and less than people think. Popular culture would have people believe there’s only a handful. Perhaps even merely three. And saying that there is more, a lot more, puts people in mind of a full army of valkryies thousands strong, if not more. In truth there are 300 valkyries, but only 60 are active at any given time. The full army is made up of their einherjar. Slain warriors they have carried to Vahalla the warrior’s paradise and not Sessrúmnir in Folkvangr the place of rest. A given valkyrie has access to at least 79 einherjar, and as many as 87. These are their preferred cohort of allies, and the membership can be exchanged with others from Valhalla at almost any time. This puts the regular field strength of the Valkyrion at anywhere from 4800 to 5280. If Asgard goes to war, expect those numbers to quintuple as all inactive valkyries are called into service. Anywhere from 24,000 to 26,400 of the finest warriors humanity has ever produced is a hell of a fighting force. Furthermore, it does not include every warrior in Vahalla. The full total of combatants in that storied hall is impossible to know. It also does not include noncombat support from Sessrúmnir and the actual gods of Asgard like Thor, Baldr, and Tyr who are far mightier than any mere valkyrie. Let alone any einherjar.

Speaking of Tyr, it is he and Freya who command the Valkyrion, answering naturally to Odin. Tyr, the god of courage, war, and justice, commands Valhalla. Folkvangr is Freya’s realm, and Sessrumnir her warm and welcoming hall. She is the goddess of fertility, war, and magic. It is here we return to Estrid. Freya was the original commander before the Aesir/Vanir merger after their war in a long gone age. Estrid was a member of her original band of 60, and has remained loyal with the passage of millennia. Estrid has seen much in that span (particularly during the Christianization of Scandinavia during the 8th to 12th centuries AD), however, her emergence and borrowing of Paige Palmer’s body in 2009 was the first time she had been outside of Folkvangr in centuries. She has aided Christine Gale and Shandra Hawkins ably and well when Freya’s messages reach her. She has aided them against various demons, fallen angels, dark elves, jotunn, and on one memorable event, the god of mischief Loki himself (not to fret, he turned coat on the villains of the piece). It was, however, in 2016 where she acquired a new mission.

Quite late in the 16th century, in China. She picked up an einherjar named Zhang Wei. He begged her to allow him to watch over his friend Rudy and to take in his other friend Wu Yuying, when her time came. This cost Estrid nothing. Sessrúmnir’s amenities were many, and Lady Freya could handle negotiations with King Yama the ruler of Diyu. The souls of two heroes from an age full of them came at an easy price, especially when their desires became known. Soon after taking in Wu Yuying, Estrid was deactivated and spent all of her time in Folkvangr. The price for the favor done for the two was to serve as her personal einherjar once she was reactivated. As noted, this happened in 2009. While she was on Earth or elsewhere in the Nine Realms that wasn’t Folkvangr and Sessrúmnir, the two could not watch over the sad and broken friend. It was a return to Folkvangr and Sessrúmnir in 2016 in which they found Rudy missing from where he had been. After centuries in one place, he had gone away. And they knew not where. So, when her valkyrie duties grant her the free time, Estrid searches for Rudy Evander. Three years down the road, and not a whisper. Ironically, were it not for the rift between Christine and Asteroth, she would very likely have found Rudy quite quickly. The vampire wizard delivered his location personally to the Grand Wizard Methion, after all.

 

Powers & Tactics: As far as mundane science could tell, if they checked, Estrid is an unpowered human being. This makes sense, as Paige was one of those. Estrid is a Norse Valkyrie. A literal goddess. Chooser of the Slain. In her actual divine flesh she’s powerful enough that her presence in Midgard alone would warp reality around her. This isn’t unique to her or valkyries. All gods have this issue. So she has to tamp it down, and according to valkyrie tradition they get permission to possess a dying virgin girl worthy of Asgard. So, she’s not quite as powerful in human flesh as she would be on her own.

With that said, she’s still literally divinely powered and wielding divine weapons and armor only valkyries can use. As a Chooser of the Slain, she can mentally detect those near death for thousands of miles, and then flip through their lives like a book to determine if they are worthy. All valkyries may travel the Bifrost freely to and from Asgard to perform their duties and report back as needed. Her carrying capacity is superhuman, topping out at over 12 tons. And she can summon wings that carry her at hypersonic speeds. Her weapons are merely a sword and a bow, but they are of divine make. So anything only vulnerable or extra vulnerable to divine power will get a nasty surprise is they disbelieve her divinity. In the old days, her armor repelled almost all mundane mortal weaponry. That’s…not quite the case anymore, but it’s still allows to ignore basically all mundane man portable firearms. Which isn’t nothing.

Her greatest power, however, is the ability to summon the einherjar stored within her divine essesse to fight beside her. This grants them flesh, blood, and life again as long as the valkyrie is conscious, along with perfect facsimiles of any equipment they used in life. Off of Midgard, valkyries can summon all 79 to 87 einherjar they have access to. On it, only they’re generally stuck with two at a time. There are a handful that can summon more, but their direct combat skills tend to be lacking by comparison. With that said, if a valkyrie, her einherjar, and any mortal allies aren’t enough to deal with a supernatural threat, it’s definitely something that needs to be reported to Father Odin instead of fought to the death. Such matters are generally delegated to Lord Tyr and Lady Freya, who may deal with the situation personally or alert Midgard’s mightiest champions to the issue.

 

Tactically, she’s a flying swordswoman or archer. She, of course, summons Zhang Wei and Wu Yuying to aid her as soon as possible if she hasn’t done so before battle even starts. She has Improved Startle to hit easier and Improved Demoralize to cripple damage resistance. She has All Out and Power Attack for going full berzerkergang, and Defensive Attack for staying more composed. Improved Aim, if she has the time, can also help her hit. Takedown Attack 2 with her sword can slash through minions like a scythe through wheat. She uses Artificer (which is Norse seidr magic; it uses runes) instead of power stunting. For the record, she can summon other einherjar with Summon Einherjar. A power stunt isn’t required because of the Broad extra. She just prefers Wei and Yuying. If you, Dear Reader, would prefer someone different, you go ahead build them. Up to PL 11 and 165 PP to work with. Have fun.

 

Personality: Estrid is a fairly typical Norse Valkyrie. A stoic professional soldier. Fair and honorable. Her loyalties to Freya and Odin (in that order) are unbreakable. She may be inhabiting a human body, but she’s not human and doesn’t pretend to be. “On the clock”, so to speak, she is as colder than any jotnar. Emotion mustn’t play a role in battlefield tactics, she says. She’s from the oldest of schools, where those who make themselves foes are cut down without mercy. Except, naturally, if they throw down their arms and surrender. She comes off as kind of arrogant, actually, if one doesn’t know/believe/care that she’s a goddess. This is an interesting kind of arrogance, however, as she doesn’t appear to care what humans think of her. Insulting the Norse gods, however, is a good way to get on her bad side. She has a strong sense of propriety; of what gods and humans are and aren’t permitted to do. She doesn’t interfere with human free will, mind, but she may well voice her disapproval of certain matters. Monsters aren’t so much as permitted to exist.

This, however, is is again “on the clock”. During downtime she literally and figuratively lets her hair down. Because the Norse, be they gods or Vikings, knew how to party. During inactive periods, valkyries are serving maids in both Valhalla and Sessrúmnir. So they know how to mix a good drink and prepare a fine meal. Honestly, she’s a stalwart companion any warrior would be more than happy to have at their side. Because that’s what she is. A Viking warrior goddess. Her highest compliment is a simple “Hail, warrior.” What separates her from other valkyries in personality, however, is a little bit of vanity. She’s one of the few among the 300 who cares about any human she inhabits looking like her. Indeed, Estrid Silubra’s divine flesh and Paige Palmer could easily pass for sisters, if not identical twins. The only difference is that Paige had platinum blonde hair, not silver.

Speaking of Paige, there are times when even valkyries must rest and regain their strength. There are even those who know how to suppress the bond between a valkyrie and her host body. And so occasionally through the last ten years Paige Palmer has emerged from her slumber. She has none of Estrid’s divine confidence or stoicism. She’s very contemplative and melancholy most of the time. However, those expecting a shrinking violet with all the courage of a mouse will be sorely disappointed. She and Estrid share a brain. Therefore, they share all their knowledge and memories. She was hailed as a warrior by Estrid and chosen as one of Folkvangr’s einherjar. A wimp, she is not. With the armor, skills, and powers of a valkyrie temporarily at her command, she can kick ass too.

Posted

Zhang Wei

 

Power Level: 9; Power Points Spent: 165/165

 

STR: +3 (16), DEX: +5 (20), CON: +3 (16), INT: +2 (14), WIS: +3 (16), CHA: +2 (14)

 

Tough: +3/+6, Fort: +8, Ref: +12, Will: +10

 

Skills: Acrobatics 10 (+15), Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (tactics) 13 (+15), Knowledge (theology & philosophy) 3 (+5), Language 1 (+1), Notice 12 (+15), Sense Motive 12 (+15), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Defensive Attack, Dodge Focus 5, Improved Critical 2 (Fast Slash (Strike 3)), Improved Critical 2 (Heavy Slash (Strike 3)), Improved Critical 2 (Mental Break (Strike 3)), Improved Initiative, Improved Trick, Master Plan, Master Plan 2 (tactics), Move-by Action, Power Attack, Set-Up, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack 2, Teamwork 3, Uncanny Dodge (Auditory)

 

Powers:

Chi Channeling Sword (Device 4) (Easy to lose, Only you can use)

   Swordsmanship Techniques (Array 6) (default power: strike)

      Armor Break (Drain 6) (Array; drains: single trait - toughness, DC 16; Affects Objects)

      Chi Healing (Healing 6) (Array; Action (standard); Personal)

      Chi Shockwave (Strike 3) (Array; DC 21; Burst Area (30-150 ft. radius - General) [3 extra ranks]; Mighty, Progression, Increase Area 2 (area x5))

      Energy Slash (Blast 3) (Array; DC 21; Accurate 2 (+4), Mighty 3 (+3 to damage), Precise)

      Fast Slash (Strike 3) (Default; DC 21, Feats: Improved Critical 2 (Fast Slash (Strike 3)); Autofire (interval 2, max +5) [3 extra ranks]; Mighty)

      Heavy Slash (Strike 3) (Array; DC 21, Feats: Improved Critical 2 (Heavy Slash (Strike 3)); Penetrating [3 extra ranks]; Mighty)

      Magic Break (Nullify 6) (Array; counters: all powers of (type) - magic, DC 16; Effortless; Range (touch))

      Mental Break (Strike 3) (Array; DC 21, Feats: Improved Critical 2 (Mental Break (Strike 3)); Alternate Save (Will) [3 extra ranks]; Mighty)

      Speed Break (Paralyze 6) (Array; DC 16)

Wuxia Swordmanship Training (Container, Passive 3)

   Fast Running (Speed 2) (Speed: 25 mph, 220 ft./rnd)

   High Vaulting (Leaping 2) (Jumping distance: x5)

   Quickened (Quickness 2) (Perform routine tasks at 5x speed)

   Toughened (Protection 3) (+3 Toughness)

   Wuxia Movement (Super-Movement 3) (slow fall, trackless, water walking)

 

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +15)

 

Attacks: Armor Break (Drain 6), +12 (DC Fort/Staged 16), Chi Shockwave (Strike 3) (DC 21), Energy Slash (Blast 3), +12 (DC 21), Fast Slash (Strike 3), +12 (DC 21), Heavy Slash (Strike 3), +12 (DC 21), Magic Break (Nullify 6), +12 (DC Will 16), Mental Break (Strike 3), +12 (DC Will 21), Speed Break (Paralyze 6), +12 (DC Staged/Will 16), Unarmed Attack, +12 (DC 18)

 

Defense: +12  (Flat-footed: +4), Knockback: -3

 

Initiative: +9

 

Languages: English, Mandarin Native

 

Totals: Abilities 36 + Skills 24 (96 ranks) + Feats 27 + Powers 29 + Combat 30 + Saves 19 + Drawbacks 0 = 165

 

******************************************************************************************

 

Wu Yuying

 

Power Level: 9; Power Points Spent: 165/165

 

STR: +2 (14), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +5 (20), CHA: +3 (16)

 

Tough: +8, Fort: +7, Ref: +10, Will: +10

 

Skills: Acrobatics 7 (+10), Bluff 12 (+15), Craft (chemical) 2 (+5), Knowledge (arcane Lore) 12 (+15), Knowledge (life sciences) 2 (+5), Knowledge (theology & philosophy) 12 (+15), Language 1 (+1), Medicine 5 (+10), Notice 5 (+10), Sense Motive 5 (+10)

 

Feats: Accurate Attack, Artificer, Attack Focus (melee) 2, Attack Specialization 2 (Staff Strike (Strike 2)), Challenge - Improved Feint, Defensive Attack, Dodge Focus 5, Improved Critical (Staff Strike (Strike 2)), Power Attack, Ritualist, Second Chance (Toughness saves vs. Magic), Skill Mastery (Acrobatics, KN (arcane lore), Notice, Sense Motive), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Alchemical Resilience (Protection 5) (+5 Toughness, Feats: Second Chance (Toughness saves vs. Magic))

Taoist Wizard Staff (Device 1) (Easy to lose, Only you can use)

   Staff Strike (Strike 2) (bludgeoning, DC 19, Feats: Improved Critical (Staff Strike (Strike 2)); Extended Reach (5 ft.), Mighty)

Taoist Wizardry (Array 15) (default power: blast)

   Blessings of the East Wind (Container, Active 6)

      Blessing of Airy Step (Super-Movement 3) (slow fall, trackless, water walking; Affects Others, Burst Area (15 ft. radius - General))

      Blessing of Carrying Gust (Leaping 3) (Jumping distance: x10; Affects Others, Burst Area (15 ft. radius - General))

      Blessing of Wind Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd; Affects Others, Burst Area (15 ft. radius - General))

   Brutish Flamedance (Blast 6) (Array; fire, DC 21; Autofire (interval 2, max +5); Accurate 2 (+4))

   Celestial Stasis (Paralyze 10) (Array; time, DC 20; Alternate Save (Reflex), Range (ranged))

   Devouring Shadows (Linked)

      Devouring Shadows Damage (Blast 6) (Linked; darkness, DC 21)

      Devouring Shadows Silence (Stun 6) (Linked; darkness, DC 16; Range (ranged))

   Flames of Fudo (Blast 10) (Default; fire, DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - Targeted))

   Grave's Embrace (Linked)

      Grave's Embrace Damage (Strike 6) (Linked; earth, DC 21; Burst Area (30 ft. radius - General))

      Grave's Embrace Paralyze (Paralyze 6) (Linked; earth, DC 16; Burst Area (30 ft. radius - General))

   Luminous Moonlight Mirage (Illusion 9) (Array; affects: 1 type + visual - visual & auditory, DC 19; Progression, Area 3 (50 ft. radius))

   Pharmacopeia (Healing 6) (Array; magic, DC 16; Action (standard), Range (ranged); Persistent, Regrowth)

   Purification of Heaven (Nullify 9) (Array; light, counters: all powers of (type) - demonic/hellfire/infernal, DC 19; Burst Area (45-450 ft. radius - General), Selective Attack; Range (touch); Progression, Increase Area 3 (area x10))

   River Serpent's Fury (Blast 9) (Array; water, DC 24; Line Area (5x225 ft. line - General))

   Roar Of The Thunder Dragon (Blast 9) (Array; electricity, DC 24; Cylinder Area (45 ft. radius + height - General))

 

Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +12)

 

Attacks: Brutish Flamedance (Blast 6), +12 (DC 21), Celestial Stasis (Paralyze 10), +8 (DC Ref/Staged 20), Devouring Shadows Damage (Blast 6), +8 (DC 21), Devouring Shadows Silence (Stun 6), +8 (DC Fort/Staged 16), Flames of Fudo (Blast 10), +8 (DC 25), Grave's Embrace Damage (Strike 6) (DC 21), Grave's Embrace Paralyze (Paralyze 6) (DC Staged/Will 16), Purification of Heaven (Nullify 9) (DC Will 19), River Serpent's Fury (Blast 9) (DC 24), Roar Of The Thunder Dragon (Blast 9) (DC 24), Staff Strike (Strike 2), +14 (DC 19), Unarmed Attack, +10 (DC 17)

 

Defense: +10  (Flat-footed: +3), Knockback: -4

 

Initiative: +3

 

Languages: English, Mandarin Native

 

Totals: Abilities 38 + Skills 16 (63 ranks) + Feats 18 + Powers 51 + Combat 26 + Saves 16 + Drawbacks 0 = 165

 

Age (Zhang Wei ,as of Jan 2019): 500 (chronological), Deceased in 1595 at 76, mid 20s (appearance)

Age (Wu Yuying, as of Jan 2019): 488 (chronological), Deceased in 1636 at 105, mid 20s (appearance)

Height: 5’ 10” (Zhang Wei), 5’ 3” (Wu Yuying)

Weight: 170 lbs (Zhang Wei), 115 lbs (Wu Yuying)

Ethnicity: Han Chinese

Hair: Black

Eyes: Dark Brown

 

Theme Song: [url= https://www.youtube.com/watch?v=vyuUcTewmBI]Xian, by Antti Martikainen[/url]

 

Backgrounds: Zhang Wei was born in 1519 as the third son of an army officer. Wu Yuying was born 12 years later, in 1531. Her lineage could be traced if one tried to minor, forgotten branches of both the Tang (on her father’s side) and Song (on her mother’s) dynasties. When both came to be trained at Xiyue Temple, Rudy Evander was already living there. They did not meet. The unofficial protector of Shaanxi Province, a being kept secret by the monks from both the previous Yuan and current Ming dynasties, wasn’t exactly introduced to everyone. It was a hell of an era. Alchemy. Chi. Magic. Martial Arts. The age of what is now called Wuxia after the media genre that dramatizes it. It was, in fact, the century when that age’s decline began. The Ming had had matchlocks since at least 1548, and had been gradually using them more often. If mainly against wokou pirates. And they bought flintlocks (or at least the schematics for them) in 1635 as they were fighting their own extinction. And as is well known, soldiers and warriors can be trained to be dangerously lethal far easier with firearms than with alchemy, chi, magic, or martial arts. Firearms entering China signaled the beginning of the end of the Wuxia Age, which had endured in one form or  another (fading here and there during war convulsed times) since the age of myth. The final blow came at the hands of Mao Zedong and now Communist China. That, however, can be discussed another time.

For now, know that the Wuxia Age was alive and well in 1546 when a series of incidents brought together Shaanxi’s protector, a wandering swordsman, and a young wizard together as a nigh unstoppable team. Zhang Wei had actually been born and raised near Beijing, but in adulthood (after a term of military service) wandered away to seek his own fortune. This was, after all, an age where a skilled and honorable warrior could easily pick up a few nights room and board dealing with local bandits or monsters menacing a town. If there was a wealthy or aristocratic resident, they could even be paid. Zhang Wei was both skilled and honorable, and grew more skilled with practice. He trained with a few different masters, but never quite found a place to stay as he desired. He was considering moving on from Xiyue, as the teachers there had nothing left for him at this time. He liked the priests fine and there was a lovely young woman just about to exit typical marriageable age in a nearby village. But he was still restless, and if not for that series of incidents would have departed within the month. It was those incidents in which he became firm and then best friends with Rudy Evander and young Wu Yuying. This persuaded him to remain and settle down. He had children and grandchildren while protecting Shaanxi as Rudy had done (Rudy’s injury in 1556 preventing any continuation there). He ran a dojo where he passed down what he had learned to younger men and women. But alas, no man lives forever. His strength ran out in 1595, and a genuine Norse Valkyrie came to collect him. He did not, however, go directly to Valhalla or Sessrúmnir in Folkvangr. He asked to be able to watch over Rudy, who had become increasingly withdrawn as the years had gone on. And he asked for Wu Yuying to be chosen as well, so they could watch over him together. The valkyrie, Estrid Silubra, agreed, and a bargain was struck.

Wu Yuying was a native of the area around Xiyue. She was born in what is now Weinan, to be precise. Daughter of aristocrats who were trying very hard to stay out of national politics. Or even local ones, for that matter. The end of a Chinese dynasty was never pretty, and the few who escaped such grisly fates tended to live very quiet lives afterward and keep a long familial memory. Try very hard to remain unexceptional and stay out of things. Yuying, for good or ill, was born too exceptional to hide it. It is said that the spirits themselves were her first magical tutors, and that’s not far wrong. Occasionally, mana in certain areas can be said to have a primitive will of its own. It can allow itself to be touched and shaped into magic by those that normally could never do this without proper training. This is never anything major, moderate, or even minor. If you, Dear Reader, have ever met a child who seemed exceptionally gifted, lucky, blessed, or a combination thereof, they may well be one of these. Or perhaps not. The 21st century is a very different place than the 16th. At any rate, her abilities were identified when she was still a child and she was sent to Xiyue Temple for training. In those days both magic and religion were taught there. She absorbed it like she was born specifically to do so, but not it was literally so. Believe me, they checked. Thoroughly and repeatedly. She was accorded a full Taoist wizard at age 15, which was virtually unprecedented, with the virtually deleted when her gender was taken into consideration. But before anyone could get too excited about that, those series of incidents kicked off. This is where she formally met both Rudy Evander and Zhang Wei, and they became the best of friends. A child finished with her lessons gets into places, so she’d seem them both before. They were a heroic trio. The protectors of Shaanxi. They were not alone, of course. Wandering warriors, wizards, and other combat ready types were always passing through in that era.  It was only a decade, but it was a good decade.

The incident under Shaanxi in 1556, in which Rudy’s arm and weapon were broken, has been written about in his entry. While pulling Rudy out of there with Wei, Yuying realized she’d loved him for years. Her magic could not fix his arm because he was not a human being. At all. Which was a bit of a shock. The trio had become a duo. Yuying married Rudy, and through her magic and alchemy, they had children. Fertile children at that. Wei and Yuying still had many other adventures. It is, however, the same old story. One generation grows old and passes their skills and knowledge to the next, and eventually retires from the battlefield entirely. So it was with Yuying. She mourned the passing of Wei in 1595 as much as Rudy did. She had just over 4 decades after that, long enough to see the Ming dynasty begin to totter and fall in the way that all the dynasties before had. Long enough to feel the world changing outside of Shaanxi Province. Long enough to know that as Ming was falling, so too was the Wuxia Age she was born into beginning to falter. She outlived all of her children, and as China grew more unstable, most of her grandchildren. But there was little an old woman could do about such matters. She put her trust in the next generations, as it was all that could be done. With her hand in Rudy’s remaining hand, she breathed her last in 1636. She promptly met both a Norse Valkyrie and, for the first time in 41 years, Zhang Wei.

Estrid and Wei explained the situation, and Yuying agreed that Rudy needed watching over. The two Chinese heroes were taken to Folkvangr, where in its great hall Sessrúmnir they watched over their old friend for centuries uninterrupted. For 374 years they watched with great concern as their old friend became more and more isolated, to the point of forgetting how to speak. And then, Estrid was reactivated. They went with her back to Earth (Midgard, as she said) as her einherjar. She did return to Folkvangr periodically, at which time they resumed their vigil until she departed once again. This continued for 7 years, until a return to Folkvangr showed that Rudy had disappeared from Xiyue Temple while they were gone. The past 3 years have been spent searching for him, when Estrid could spare the time from her own work. As einherjar (and nothing more than spirits at that), Wei and Yuying can do nothing without her aid. They are, of course, more than happy to aid her in her work. Their relations with Christine Gale, Shandra Hawkins, Robin McKinnon, and Marisol Almeida are good. But it’s not important to them in the same way as finding Rudy is. They are dead. They lived long lives and died content except for him. They will find him someday. What they’ll do then is unclear, as einherjar aren’t permitted to meet with those who knew them in life. But they’re definitely going to find him.

 

Powers & Tactics: Zhang Wei and Wu Yuying are einherjar. This makes them the spirits of deceased humans that are stored within a Norse Valkyrie’s divine essence, unable to do anything without assistance. Fortunately, as einherjar their valkyrie (Estrid) can materialize them through divine power, functionally restoring them to life as long as she is conscious and capable of action. They’re more or less at the peak of their abilities in life, and can use whatever powers they had.

Zhang Wei is a Wuxia Era swordsman. Very few of these (or any Wuxia Era physical combatants) were simply guys who were good at swords. Most had an arsenal of special techniques that channeled Chi through their weapon (or bare limbs) for a dazzling variety of special effects. Wei was no exception. Mundane swordsmen can’t shatter armor, heal themselves, project a slash of energy while slashing, negate magic, slash minds, or even paralyze with one strike. He is the only one who can use his sword at all, because it’s been manifested by divine power for his use only and is not a real object. This is not all. Wei’s mastery of his Chi permits him to run fast, jump high, be quicker, and resist more damage than others. Further more, he is impossible to visually track, can catch himself when falling if there’s something to grab hold of, and can walk on water.

Wu Yuying is a Taoist wizard. Taoist Magic is very, very different than the pseudo-Hermeticism (and its various ‘mancies) much more common today, especially in the West. It’s not learned from books. The absolute basics can be learned from a master, but moving further? The techniques are deeply personal, earned through spiritual trials and greater understanding of one’s self and the Dao. These trials don’t have failure states aside from the mage somehow managing to kill themselves during them. Different completion methods grant different spells, and thus no two Taoist wizards are ever quite alike, and said spells are often radically different from what other traditions produce.

Yuying is no exception to this. Brutish Flamedance is her literally dancing while firing off flaming bolts. Blessings of the East Wind makes her and everyone within 15 feet of her able to run much faster, jump much higher, become impossible to visually track, catch themselves when falling if there’s something to grab hold of, and walk on water. Celestial Stasis can freeze targets in time. Devouring Shadows is like a momentary crack in the world, where hungry darkness attempts to rip the life out of someone in a fast most painful. Flames of Fudo is momentarily channeling the power of a god to cause fire to rain from the sky, burning a group of enemies to ash and cinder. Grave’s Embrace is when the Earth itself attempt to eat all targets in an area. Luminous Moonlight Mirage creates convincing visual and sonic illusions out of moonbeams. Yes, even at high noon. Pharmacopeia is actually using her knowledge of Taoist alchemy to spontaneously manifest healing balms on an ally’s injuries. Purification of Heaven uses light to negate demonic/infernal/Hellfire based powers. River Serpent’s Fury and Roar Of The Thunder Dragon are yet more damage but in differently shaped areas. The former is water and the latter is lightning.

Her knowledge of Taoist alchemy has been further leveraged to significantly increase her resilience, especially to magic. And like all Taoist wizards, she carries a fancy quarterstaff to whack people with. Like Wei’s sword, it is manifested by divine power and is not a real object. Thus she is the only one who can use it.

 

Tactically, both Wei and Yuying have a lot of tools at their disposal. Primarily Wei is a melee fighter and Yuying remains at range. They can, however, switch things up as both have abilities in the other’s primary area. Add to this that they’re supporting Estrid (a more or less pure damage user) and the shape of things comes into focus. The valkyrie is more accurate than both of them, hits harder than Wei, and can (through Power Attack) hit harder than most of Yuying’s spells. Therefore, they tend to focus on weaker enemies such as mooks and minions. For mightier ones they’ll either exploit weaknesses (like most Bricks having piss poor Reflex saves) or use appropriate support powers (like Luminous Moonlight Mirage). Wei has Improved Acrobatic Bluff to help him hit, Improved Demoralize for use on mooks, and Improved Trick to pull on over on his foes. Yuying has Improved Feint to help her hit. Both have Defensive Attack to protect themselves, and Power Attack to do more damage. Yuying, however, also has Accurate Attack for extra precise attacking. Wei has Set Up and Teamwork 3, establishing himself as an excellent team player. He also has Takedown Attack 2 to mow through minions and mooks. Yuying only has the first rank of Takedown Attack, but she can still go wild her staff as needed. The most important things to note, however, are Wei’s Master Plan 2 and Yuying’s Artificer and Ritualist. With a few minutes to plan, Wei can grant himself and his allies a +3 on attack and skill checks for 3 rounds, followed by a +2 and +1 for one round each. Yuyuing’s Artificier is actually Taoist alchemy. It isn’t any less versatile than regular Artificing, it’s just magic chemistry instead of building items. Her Ritualist, however…well, let’s just say Taoist ritual magic has done some wild stuff over the years. Like opening a portal to Tian, the Chinese divine heavens, to let a god temporarily pop down to Earth and kick literal and/or metaphorical ass. Because there’s gods of fighting and of bureaucracy up there, you know. Neither of them power stunts. Ever.

 

Personalities: Wei & Yuying, as followers of Taoism, have much in common. A deep well of compassion. Taking all things in moderation. High levels of humility. One of the primary precepts of Taoism is more or less “going with the flow”, so to speak. There is a natural way of things, and it is better to follow this way than oppose it. With that said, they are very much like modern Western heroes in many respects. They weren’t really the proactive type (see “going with the flow”), and their methodology could vary widely according to what was needed. But when called on, they have always brought the thunder. Sometimes literally, in Yuying’s case. However, the root of this is far different that of modern Western heroes. Such heroes are, by definition, not “going with the flow”. For whatever reason, they have decided that is no longer acceptable and thus fight against what appears to be the natural way of things. And, as Taoism says ought to happen, they pay for it. Sometimes dearly. Wei & Yuying place their will and trust in the Dao, which (very briefly) kind of everything. Living in harmony with it and thus not suffering tragedies and terrible fates is the goal here. This does not, however, mean heroism is out of the question. The Dao is more complex and complicated than any one human could ever fully comprehend. For Wei & Yuying, at least, following it has always meant being true to who they are. And who they are heroes. Those who stand between the ones who struggle against the Dao for their own benefit and those such struggles would harm. Their talents, aptitudes, preferences, and inclinations exist for most likely a multitude of reasons, some of which they will never understand and others they will never know. So, when the people they have become can be of use and benefit to others, there is no reason why they should fight against such a thing. Indeed, they should welcome all such opportunities.

With that said, they were still different people. Zhang Wei was a man of courage and honor. A serious, stoic warrior contrasted with the warm yet smartmouthed friend. It is said that bravery is acting without feeling fear, while courage is acting while one is afraid. In this respect, there have been few warriors more courageous than Zhang Wei. He was neither unstoppable nor invincible. He opposed some of the most dangerous threats of the 16th century with nothing more than his sword and the fruit of his training. He was only a man. He could and did get hurt. On occasion, he even lost things no spell could give back to him. And yet he at no point permitted it to crush his spirit. He was always the first into the fray. His honor was such that he does not ever genuinely argue with anyone and quickly resolves disagreements. He is frugal in all of his dealings, and diligent in fulfilling his responsibilities and duties to his superiors, friends, and family. It should be noted that as an ally and friend he does not hesitate to speak the truth. He may do it kindly, and with empathy and compassion where needed. Or perhaps, as is more common, he will do it with a joke or teasing comment.

Wu Yuying, on the other hand, is a woman of boundless love, deep faith, and endless hope. Love for friends and family like anyone else, certainly, but there’s more to it than that. She possesses a deep and abiding love for all living things. She repays cruelty with kindness and counters anger with serenity. This does not mean she is unwilling to fight, and it certainly does not mean she is soft towards those who commit to being wicked. Loving also means being willing to dispense correction when it is needed. Her faith isn’t purely a religious matter. Yes, she believes in the Dao and following it, but she also believes hard in people. The natural way of human existence is helping each other. Only a fool would not see this. And fools can easily be educated as to their mistake. Those who willfully go against the Dao are another matter. Moreover, even since her first heroic days back when she was fifteen years old, she has held more than enough hope inside her for all of Shaanxi Province. She will always extend an open hand to make a friend first, and strike only as much as necessary to defend herself and others. Regardless of how far one have traveled down a wicked and selfish path, she firmly believes that there is always a way back. No matter how desperate a situation or how futile any action she might take may seem to be, she will never give up.

Posted

Marisol Almeida

 

Power Level: 9; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +2 (14)

 

Tough: +2/+7, Fort: +7, Ref: +10, Will: +10

 

Skills: Acrobatics 2 (+5), Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (arcane Lore) 3 (+5/+10), Knowledge (history) 3 (+5/+10), Knowledge (streetwise) 8 (+10), Knowledge (theology & philosophy) 3 (+5/+10), Language 1 (+1), Notice 12 (+15), Sense Motive 7 (+10), Stealth 7 (+10), Survival 2 (+5/+10)

 

Feats: Attack Focus (ranged) 4, Defensive Roll, Dodge Focus 3, Evasion, Improved Aim, Improved Initiative, Power Attack, Precise Shot, Second Chance 3 (Toughness saves vs. Bludgeoning, Piercing, & Slashing), Uncanny Dodge (Auditory)

 

Powers:

Metahuman Enhancements (Container, Passive 4)

   Metahuman Recovery (Regeneration 😎 (recovery bonus 5 (+5 to recover), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins))

   Metahuman Resilience (Protection 4) (+4 Toughness, Feats: Second Chance 3 (Toughness saves vs. Bludgeoning, Piercing, & Slashing))

   Metahuman Senses (Super-Senses 5) (acute: Normal Olfactory, extended: Normal Auditory 1 (-1 per 100 ft), extended (type): Visual 1 (-1 per 100 ft), low-light vision)

Spirit Rifle (Device 6) (Easy to lose, Restricted use (Approved By Eileen Sanderson))

   Eileen Sanderson's Knowledge (Enhanced Trait 5) (Traits: Knowledge (arcane Lore) +5 (+10), Knowledge (history) +5 (+10), Knowledge (theology & philosophy) +5 (+10), Survival +5 (+10))

   Eileen Sanderson's Spirit (Features 1)

   Spirit Rifle Shot (Linked)

      The Actual Bullet (Blast 6) (Linked; DC 21)

      The Spiritual Charge (Drain 6) (Linked; drains: single trait - toughness, DC 16; Affects Objects, Range (ranged); Limited (to targets with Magic or Hellfire/Demonic/Infernal powers))

 

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +10)

 

Attacks: The Actual Bullet (Blast 6), +12 (DC 21), The Spiritual Charge (Drain 6), +12 (DC Fort/Staged 16), Unarmed Attack, +8 (DC 17)

 

Defense: +10  (Flat-footed: +4), Knockback: -3

 

Initiative: +7

 

Languages: English Native, Spanish

 

Totals: Abilities 28 + Skills 20 (80 ranks) + Feats 14 + Powers 39 + Combat 30 + Saves 19 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 30

Height: 5’ 10”

Weight: 135 lbs

Ethnicity: Mexican-American

Hair: Brown

Eyes: Brown

 

Theme Songs: [url= https://www.youtube.com/watch?v=rrkULUHzPO4]Sink or Swim, by Zach B & exst. featuring McGwire[/url] (Eileen Sanderson) & [url= https://www.youtube.com/watch?v=vzHOBVUeLHM]Heart of Stone, by Divide Music[/url] (Marisol Almeida)

 

Background: Eileen Sanderson was the weakest of the original Seven Soldiers. She was just a woman with a rifle, trying to protect her sons. Next to genius inventors, teleporting immortals, powerful wizards, master swordsmen, and whatever the hell Vanessa Fordham was, who was she? No hero, certainly. Only a widow doing her best. All seven survived that incident, in the dying days of the West. Those days, over a hundred years ago now, might as well have been another world. The average modern US citizen has no idea what it was like as the frontier became, well, just another part of the country. Every inch was paid for in blood, sweat, and tears. Eileen was tough as nails. She had to be. The Wild West wasn’t all cattle rustlers, bandits, and outlaws. Things dark and terrible stalked the desert nights. It’s an old story, one that has played out many times throughout history. Though this was more or less the most recent time it played out. Invaders kill and displace natives. Invaders disbelieve in natives’ silly superstitions. Invaders get a brutal education in how very little of said superstitions were silly at all, proceed to learn little from it. From the Persians to Alexander to the Romans to the Mongols to Europeans colonizers to Americans settling the West, the story has always been the same. We are the righteous ones, who this land now belongs. Anyone who disagrees can become a fresh corpse. And, as always, the common people who settle these new lands are the ones who pay for it. Long after the armies pass by and the dust settles, monsters unbound by knowledge of what they are and how to defeat them come out to play. There were reasons the lights were put out at night in solitary farmhouses that had nothing to do with bandits and robbers.

Eileen raised her two boys, set them up well in the world, and more or less promptly died of exhaustion. Though barely making out of childhood after bouts with diphtheria and measles along with adult bouts with influenza and typhoid did not help. Neither did subsidence farming for three alone until the boys were old enough to take the burden off of her. The problem with dying quite young like that is that she had some unfinished business. She still wanted to look after her sons. So she kind of…haunted them instead of moving on to the afterlife. In fact, she didn’t initially know she was even dead. But you know…her boys married well. They were doing fine without her. So she was at loose ends. Most ghosts would simply move on, goal achieved. But Eileen was, as ever, made of more stubborn stuff. While she’d never been properly a hero (too much to do on the farm and her boys to think of), well…the things stopping her no longer were, now were they? It wasn’t too hard to both possess and empower her old rifle. Nor was it too hard to lure someone both appropriate and worthy to it. And she was off to the races. A weapon for mothers to protect children against the darkness. There have been many wielders. The nature of hunting monsters and how mothers (at least the kind she chooses) means that casualties are inevitable. Marisol Almeida is just the latest. There will always be others. There will always been children in need of protecting, and there will always been mothers willing to protect them.

Marisol Almeida was happy, once. This was not always so. An only child and a orphan who was never adopted, she simply aged out of the system in Arizona. From birth to age 18, she never had a permanent home and afterwards had to make her own. It’s an old story, one supposes. A young woman, desperate to be wanted by someone. Anyone. Of course she got used, impregnated, and abandoned. But then Mateo was born. He was the center of her world. Someone who loved and accepted her unconditionally. Someone who not just wanted her, but needed her. It was, perhaps, not the healthiest approach to young motherhood. She did, however, resist growing obsessive and overprotective. Mateo would have a better life than she was given. She, who had known love’s absence, would make sure her son never did. It would be the two of them versus the world. But fate is sometimes most cruel. This, too, is an old story.

Weapons, normally, are not good or evil. They are inanimate objects. No more and no less. Even divine artifacts and enchanted weapons are not normally so. With that said, such weapons can be made. It is a chancy thing to do, taking something used to cause injury, pain, and death and giving it something resembling a mind. But of course, infernal cultists have never cared about danger. Otherwise they would have found a safer lifestyle. The vast majority of these infernal weapons are melee weapons, as they were made before the advent of firearms. The Jealous Piercer, however, is not one of them. The story goes that a powerful demon of envy is sealed inside of it. Anyone who picks touches it has their mind influenced by the demon. They feel such powerful envy and/or jealousy that few can resist pulling the trigger of the Spencer repeating rifle and firing freshly created Hellfire rounds to get what they want. Or, as in the case of Andrea Gilbert, what she wanted to take away. Andrea was incapable of having children of her own, and the Jealous Piercer found her. She killed five children in three states over a week (firing from her car before speeding away) before The Shining Guardian took her down outside an elementary school in Colorado Springs. One of the five was Mateo Almeida, who was simply playing in the street with some friends outside of the apartment he shared with his mother (who was inside preparing lunch). He was eight years old.

Parents should not have to bury their children. The grief and pain and rage Marisol experienced are beyond both description and imagining. And it had no place to go. The Jealous Piercer was locked up where it could do no more harm. Andrea Gilbert was in maximum security prison. Over and over, her mind replayed the scene. Her hands full of bread and lunchmeat as bullets tore through her beloved Mateo. Her son’s blood soaking into her pants and shirt. The confused expression on his face as he died. This is the state she was in when she was lured to where the Winchester ’73 possessed by Eileen Sanderson lay dropped by its last dying wielder. A new partnership was forged. There would be no more Mateos. There would be no more Andreas. Never again. No more infernal weapons. No more demons. No more vampires. No more monsters. No. More. And that is all Marisol Almeida is. Wherever the supernatural menaces children, she’ll be there to shoot it until it dies or she does. She knows she’s being used by Eileen. She knows this life will kill her. She simply doesn’t care. Years have gone by. She’s worked with Christine Gale, Shandra Hawkins, Robin McKinnon, and Estrid Silubra in the past. She likely will again. They keep getting brought together. She still doesn’t care. There is only one thing that matters to her. Preventing others from feeling the pain she feels. End of story.

 

Powers & Tactics: Marisol is a metahuman with one special device. Her metahuman powers are relatively minor as most of them are. She heals faster from serious injuries than most, but that faster is relative. She’ll probably be able to recover from injuries that require at least a week of hospitalization in a day or two without the hospital. Minor injuries basically take the usual amount of time to heal. Inflicting those injuries, however, is more difficult. She’s noticeably more resilient than unpowered humans, as if she’s wearing the equivalent of heavy body armor. It’s more protective against most physical damage. Unarmed strikes, claws, swords, arrows, knives, and similar. And her senses are better than baseline humans. She can both see and hear ten times further, doesn’t need as much light to see, and has a more sensitive nose.

Her special device is the Winchester Model 1873 rifle possessed by the spirit of Eileen Sanderson. A spirit rifle, if you will. It is the Carbine version, to be specific. Ammunition is not a problem, as Eileen generates it with her spiritual power. This accounts for the increased power compared to the historical weapon. It also accounts for the dramatically increased effectiveness on targets with magical or demonic/infernal/hellfire powers. On such targets, it is no mere gunshot. It functions more like a bullet based disintegration ray, tearing such targets apart at the molecular level. The rifle’s owner also gets the benefits of Eileen’s knowledge and counsel. Bits of knowledge about magic, history, theology, and wilderness survival. Her counsel is of more…dubious…benefit, but at least it’s someone to talk to out on the road. Obviously, only those Eileen permits can use the rifle. For everyone else it’s a glorified paperweight.

 

Tactically, Marisol is a riflewoman. She doesn’t normally use lethal damage on those that The Spiritual Charge doesn’t affect. If it does, however, she’s killing them. Destroying them. Whatever. End of story. She’s not much for Feinting or Demoralizing. She has some skill in doing so, but it’s just not her thing. She uses Stealth where she can, plus Improved Aim and Power Attack. She can detect foes with her Metahuman Senses from further away than most foes would expect a human to be able to. Otherwise there isn’t much to say. There is technically a power stunt available off of Spirit Rifle Shot that would Summon Eileen out of the Spirit Rifle, but Marisol has no idea it exists, let alone that she can do it. Doing so would render her unconscious anyway, so there’s really no point.

 

Personality: Eileen Sanderson is more than a little obsessed. Call it unfinished business. She died right when she completed what at point had been her life’s mission for virtually two decades. She did not get the opportunity to grow past her “protective mother” mode. It is a testament to her strength that she didn’t turn into a bitter poltergeist haunting her children when it turned out they really didn’t need her anymore. Want, yes of course. They grieved her and missed her all the days of their lives. But the vital need was gone. Unfortunately, instead of moving on, she’s stayed on Earth. Ghosts who stay on Earth tend to slowly go mad. Eileen’s lasted a lot longer than most, but she is gradually slipping. Her sons wouldn’t recognize her if they were still alive. Her personality has hollowed out. The farmer is gone. The good neighbor is gone. The seamstress is gone. Even the bit of her that may, in another lifetime, have made her a hero is gone. All that is left is the mother who will fight as hard as she needs to in order to protect her children. And she’s even lost track of which children were hers to begin with. So, might as well protect them all and let God sort ‘em out. So to speak. Telling the truth? She was always kind of a bitch. The type to leave bridges burned and earth scorched in her wake. Anything for her boys.

Marisol Almeida…broken is the wrong word. That’s kind of the trouble, actually. She didn’t break. The worst possible thing happened, and she didn’t break. Agony beyond description and imagination, but she didn’t break. So what does one do with all that pain? Where do they put it? Most people, one imagines, would get a therapist or a friend. Talk things out. Slowly move on with their life. Or at least try to do so. Marisol holds her pain tightly to her. She wears it like armor. So that no one else will have to feel this pain. Not as long as she can prevent it. Never again. Not on her watch. No. As one can imagine, that hasn’t left a lot of room for a well rounded person. Her heart basically turned to stone on that day. And spending her whole life basically unwanted, well. If the world doesn’t want her, than she doesn’t want it either. Children, however, get to see the loving mother who misses her son terribly. Anyone who watches her during such interactions can see how very lost she is. Because lost is the right word. Unmoored and untethered, with only an obsession with protecting children to motivate her to do anything at all.

  • 8 months later...
Posted

Freedom City NPCs The Red Ronin

 

Theme Songs: [url=https://www.youtube.com/watch?v=4Sy-MoJCtww&pp=ygUgaW52aW5jaWJsZSBtb3VudGFpbnMgdnMgbWFjaGluZXM%3D]Invincible, by Mountains vs. Machines[/url], [url=https://www.youtube.com/watch?v=TVvkCOuRClU&pp=ygUcbGlmdGVkIGhpZ2ggdmFsbGV5IG9mIHdvbHZlcw%3D%3D]Lifted High, by Valley of Wolves[/url], & [url=https://www.youtube.com/watch?v=7zLJ-12cyGg&pp=ygUSaGVhcnQgb2YgYSB3YXJyaW9y]Heart of A Warrior, by Dizzee Rascal[/url]

 

Overview

 

There were 300 of them when it started, 25 Earth years ago. A day unlike any other. Before or since. At least, for them. There’s a megacorp. One of the biggest and one of the oldest. Nobellian, of course. Nihogellion through and through. They have this elite security commando force. The translation of their name into Earth languages get…funky…about the proper name. Crimson Knights, Scarlet Samurai, Red Guardians, Ruby Protectors. You get the picture. That day was a graduation day. Some of the Original 300 were to be inducted into the group. Officially, anyway. They’d met all the official requirements. Done everything that the rulebook stated needed to be done to get into the group. But these are Nobellians we’re talking about. Old school Imperialists. If one doesn’t meet the unofficial requirements (being the right species, bloodline, gender, and psychology) then the answer despite the rulebook will be not merely be no. They will be horribly offended that said person even attempted to succeed, and even more horribly offended that they succeeded. Succeeding over their chosen ones is a severe insult to such persons. The penalty for offending such highly placed persons is invariably death. However, it can’t look like a murder. They have reputations to consider and the unofficial requirements cannot become publically known. The masses and Federation government would disapprove. Profits would be diminished. The stock price would decline. And they’d have to spend money on public relations to repair their damaged image. So much easier to arrange mysterious disappearances and sudden suicides.

 

The Original 300 (at least those who were supposed to be joining that elite commando group) had other ideas. Word spread through the facility like wildfire, and the rest of the Original 300 angrily deserted their posts and joined with the first rebels. To be clear, there were significantly more than 300 when the rebellion began. It was only, however, 300 who escaped being put down like dogs by said elite commando group and bolted into space. Torn away from their masters, they had become the Red Ronin. The megacorp has been trying to kill them ever since. It was about proving their worth to those who believe worth was inherent and immutable, decided upon birth. A fool’s errand. A quixotic quest. The alternatives, however, were either death or direct opposition to the people who had raised them. Trained them. Such loyalty is not easily lost. 25 years later, 300 has become 47. The first Captain was not Tomoe Aizama. She is the second. None of the Corps Commanders started in their current positions, either. They are not stupid. They know their goal was never achievable. At least, now they do. But again, the choices are either death or committing the betrayal in their hearts that they have already committed in every other way. Either way, the Ronin would cease to exist. They must uphold the code. It is all they have left.

 

There is…one other thing. Ronin HQ (the original, not the dozens scattered across the universe), has a wall. There are thousands of names on that wall. Whether one was one of the Original 300, or if they had just joined up the day before…the Ronin remember those they have lost. In this cold, uncaring, and personal gain driven universe, where life is all too often cheap and disposable (to put it lightly), this stands out. If you were ever one of them, if they chose you to join them, they will remember you forever. Or at least as long as the group continues to exist. Most of the wall is in chronological order, from the first recruits to the latest casualties. There are markings designating seniority, position, length of tenure, and suchlike. 253 names, however, stand apart in their own section. The Original 47 who are in the original HQ spend more time at this section of the wall than any other. 300 escaped that day. 47 remain. And there are 47 slots of that section of the wall waiting to be filled.

 

This filling will likely come sooner rather than later. The non Nobellian and Sionil members of the Original 47 aren’t getting any younger. Plans have been drawn up for one last raid. The board of directors for the megacorp will be having a rare meeting where all must be present. Security, of course, will likely be very tight. These are some of the wealthiest people in the universe, and they’ve pissed off uncountable legions both in the process of acquiring it and using it for their own ends. However, victory…killing all of them…proving their skill and ability as warriors…these would not the point. It would be to put an end to things while those who remain are still physically able. Therefore, if the 47 Ronin go on their raid, it will be with the intent that none of them will return. That is, of course, if they decide to go through with it. It is still a matter of some contention among them. Especially their long term allies, who’ve caught wind of the idea and are loyal enough to either go with them or stop them from doing it.

 

Organization

 

Of course, 47 do not a mercenary company make. As Ronin fell in those early days, eventually the First Captain (shortly before he too was slain) decided they should recruit help.  Tomoe Aizawa, as the second Captain (or Tai-Cho) has continued this practice and even expanded it a great deal. In Earth year 2019, The Red Ronin mercenary group numbers in the tens of thousands. They’re one of the biggest and wealthiest mercenary outlaw groups in the game. They’ve pulled off jobs thought impossible. Hell, they’re so big that they’re able to give out jobs instead of only taking them. Everyone knows you don’t cross the Ronin. They’re clannish, fiercely loyal to their own but apathetic to outsiders. But at the same time, they’ll always deal fairly and honorably with said outsiders. They’re somehow always at the cutting (if not the bleeding) edge of tech, bio-tech, and magical knowledge. They’re big enough that they can make their money that way, too.

 

To make all of this work, they’re divided into 8 themed Corps, which are further subdivided into two or three Divisions. The Red Ronin herself, Tomoe Aizawa, stands at the top at Captain or (as the Original 47 refer to her) Tai-Cho. The Recon, Assault, and Heavy Corps are considered the Combat Corps,  doing most of the heavy fighting when it is requires. The Magicorps, along with the Supply, Engineer, Medical, and Mechanized Corps are considered the Support Corps. While they may get involved in combat, it’s not their regular job.

 

Recon is so named because it’s the reconnaissance subgroup. Stealth, perception, and finesse tactics. They operate in small teams or even outright alone. Sentinel Division embodies the typical perception of this. Folks with exceptional eyesight and ranged accuracy. You know. Stealthy snipers who can spy on activities from very far away and still make an impact on the situation. Infiltration Division operates much closer to the target. Preferably in the same room. Though they’re not necessarily assassins. They’re spies and saboteurs. Long Range is similar to Sentinel, except they use drones. So the actual operator is even further away the average Sentinel member may be.

 

The Assault Corps is divided into Vanguard, Guardian, and Demolitions Divisions. They operate in large teams where everyone is responsible for covering someone’s back. Vanguard is the front line. These are the shock troops. The guys who run into the line of fire guns blazing. Casualties here are routinely the highest in the Ronin, but those who endure rapidly become legendary. For their apparent immortality, if nothing else. Guardian is a bit of a throwback to Recon, only Assault flavored. Their marksmanship and perceptive skills are exceptional, yes, but they’re deployed in defense of Vanguard or Demolitions teams. Completely different mission profile. Demolitions are the guys who make things explode. The grenadiers and explosives experts are here. If you need something blown sky high, these are your guys.

 

The Heavy Corps is divided into Gunnery, Mobile Artillery, and Exotic Divisions. That’s Heavy as in Heavy Weapons. The type that, for most combatants, are better off being vehicle mounted instead of carried by one person. These folks are high armor and high damage. Only Vanguard Division has a higher casualty rate when things get hot. Gunnery is tilted towards anti-personnel with stuff like automatic blaster cannons. Station themselves in one spot, and don’t let any living being past them. Mobile Arillery, well…the name kind of explains itself, doesn’t it? These are the guys with the heavy rocket and heavy grenade launchers. Treating a person (usually an Ingenti) like a literal mobile artillery platform. Exotic, on the other hand, doesn’t take such high casualties. They use the more exotic, experimental weapons. Blasters are the most common weapons in the universe. They use force damage. It works great for doing violence. But sometimes you just need some fire, frost, electricity, or some other thing that can be shot out of a gun or put in a grenade if you’re imaginative. Keep in mind that this is the Heavy Corps, so these are the more widely available versions of such weapons. These are the ones with a high level of power or that have unusual functions.

 

The Magicorps is divided into Spellcasting, Summoning, and Artificing Divisions. They’re…pretty self explanatory, actually. Spellcasting has a wide variety of traditions and spellcasters within it. If there’s a particular spell required somebody in there can cast it without much effort. Summoning at first glance is similar. After all, what is summoning but another spell. However, these are the specialists in that particular art. Spellcasting has summoners, but they’re more limited. If something specific is needed, Summoning is the better option. Artificing are the enchantment experts. Again, there are those in Spellcasting and even Summoning who can do this, but they’re always limited by comparison. Artificing has the specialists who can do whatever is needed.

 

Supply (along with Medical) is as close to a non combat corps as it gets in the Ronin. That’s “close”. They’re still combat capable, just less so than actual combat corps. Acquisitions are largely the middle persons between the Ronin and those they hire for jobs. These jobs are always auditions for the middle person in question. Enough success gets someone higher on the ladder interested. Generally speaking, such hired talent doesn’t know that they’re working for the Ronin until they’re introduced to corps commander Netsuko Nishimura, aka Neko Ronin. Or she introduces herself, whichever. The jobs are, naturally, almost always things the Ronin can’t be connected to or relatively minor busywork. Again, they’re always auditions for that division member and those are higher rank. Those who fail their auditions conclusively (which doesn’t necessarily mean blowing the job, being too antisocial in any number of ways from “incessantly annoying” to  “murderous psychopath” can also fail someone) never hear from Acquisitions again. Plenty of second chances in the shadows, but not so many third and fewer still fourth chances. Requisitions, bluntly, are thieves. Get in, get the item or items, get out. Without leaving bloodstains anywhere. They can, of course, fight if necessary, but the goal here is to be Like A Fraggin’ Boss and Ghost It. The division’s finest simply make stuff disappear from its owners and reappear with the Ronin. The method is a little irrelevant, as long as the target never knew anything was wrong until it was far too late and there are no suspects. Logistics is exactly what it sounds like. An army (or any militarized force) marches on its stomach, as the saying goes. The Ronin couldn’t function without ‘em. Quartermaster, teamsters, kitchen staff, bookkeepers, the list goes on. If it’s unglamourous but necessary background work, Logistics has it covered.

 

Engineer’s name is a slight misnomer. They’re not mechanical. They’re electronic. These are the computer specialists and hackers. Since the infoweb is accessible basically everywhere, and basically everything is connected to it, this is far more useful than it sounds on modern day Earth. The system these guys can’t get into doesn’t exist. They are, however, separated into only two divisions unlike the other corps thus far. Sun support the Assault & Heavy Corps in the field, keeping their gear unhacked and the enemy’s gear bricked. They also kick their fair share of ass along the way. Sun is the roaring automatic blaster cannon, wrecking everything and making a big mess. Shadow, on the other hand, works more with Recon & Supply Corps. Ideally, nobody knows anyone from Shadow was even on the operation. They’re the thieves who steal data, manipulate systems, or crash hardware while remaining undetected.

 

Medical is fairly self explanatory. With as much combat as the Ronin get into, they’re inevitably going to get injured. Perhaps severely. So it makes sense that they’d need a full medical staff. It is, however, more than that. As time has gone on, they’ve funded and developed top class medical, pharmaceutical, cybernetic, and bio-implant technology. This has helped them fight more effectively, take less damage, and recover faster from said damage. Medical too, has only two divisions. Field, well, works in the field. The field medic is a long and storied profession. To be clear, they also operate at cybernetic mechanics in addition to patching blaster holes, salving plasma burns, and hauling the severely injured away to be treated. Surgical, on the other hand, is where all the science happens. The surgeries they do aren’t just medical treatment. They also implant cybernetics and bio-implants. The scientists who develop better versions of both are also here. As such, Surgical also does longer term medical treatment when necessary. This is rather rare, as if they can’t get someone back to tip top shape in a week, it’s because they’re unable to recover. Usually this means they’re dead. Cybernetics and bio-implants can handle many maimings and cripplings. Magic or Adroit gifts can help with many more. Some injuries (like severe cerebral trauma, post traumatic stress, or extreme neurological strain from extensive augmentation) require long term treatment. This is also Surgical’s job.

 

Mechanized is arguably the most important yet least prominent of the corps. These are the pilots, ship crew, and mechanics. The Ronin don’t have anything approaching a full naval contingent. Just a relative handful of frigates, fighter support, shuttles and personnel carriers (space, air, sea, and land). They fly them, they modify them to be stronger and faster, and they fix them when they’re inevitably damaged after being shot at. They have only two division, as well. Combat is exactly what it sounds like. They’re well armed, well armored, and some of the most badass pilots in the universe. Smoke (the Lieutenant) leads the headline Wraith Squadron of fighters who’ve pulled off the seemingly impossible often enough for it to feel routine. If the Ronin have to fight their way into the combat area, Combat Division will be leading the charge. And behind them will be Transport. Once again, the name is what they do. Armament traded out for cargo capacity and additional seating. They’re no less badass as pilots, however. Inserting or extracting Ronin from a hot zone in the middle of a firefight is Transport’s job, not Combat’s. Gotta be good if you’re doing that. Especially if you’re hauling critical injured to get medical attention. Furthermore, Transport also works with Logistics (over in Supply Corps) to pick up and deliver various less than perfectly legal items to locations the Ronin would rather nobody outside of them knew about.

 

That’s the basic organization. There’s something more informal, however. The Original 47, those who remain of the 300 who broke out 25 Earth years ago. They are the senior members of the whole group, even if most of them are lower ranked lower than Division Lieutenants. Almost all of these lower ranked, however, are found working under one of the Original 47 in Sentinel, Warden, Exotic, Spellcasting, Logistics, or Surgical Divisions. The 300 (which includes the Original 47) is the next level of senority, and includes all listed Ronin members. The 253 of them that aren’t Original 47 have been with the group long enough to be regarded as equal to the lost. They’ve been with the group for 15-20 Earth years, so this makes sense. The next level of seniority is pretty standard. It’s the rest of those who are actually officially members of the Ronin. It’s a broad group, with varying level of experience prior of having joined the Ronin, but they’re all at least five year veterans of the mercenary outlaw scene prior to joining up. The bottom level of seniority belongs to those who haven’t gotten the job offer yet, but work with the Ronin quite often. As stated for Acquisitions, they’re auditioning to see if they’re worthy and only the very few who’ve met Neko Ronin know it.

 

Powers & Tactics

 

The Original 47 and indeed the Ronin to be posted in general are going to seem very similar to each other. Everyone has a blaster or two. Everyone’s wearing some form of armor. Almost everyone has a melee weapon or two. Almost everyone is using magic, internal quintessence, cybernetics, or bio-implants to augment their capabilities. Enhanced strength, speed, quickness, reflexes, and resilience are incredibly common. Mages, of course, sling spells and other magic. There are a small variety of technopaths doing their thing, too. They’ve all got their own quirks, which will be detailed in their entries, but generally everything is now covered.

 

Tactically, there’s a whole lot of gunning. Everybody’s got a blaster, remember? But again, they’ve all got their own quirks. Most have melee to fall back on, and it can be how they meet their full offensive caps in some cases. So, speaking generally, most Ronin will be using cover and concealment to get an edge if at all possible. Fighting at range if that’s their thing or trying to close if possible to exploit their melee dominance. The details will be in the individual entries.

 

Code of The Ronin

 

Righteousness. Courage. Compassion. Respect. Honesty. Honor. Loyalty. Self-Control. The Eight Virtues are not exclusive to Tetsukaze and the Nipporustan tribe. The Original 47 honor them as well…in their own ways. Everyone else is…perhaps a bit less devoted. As has been said much earlier in this post, Ronin deal fairly and honorably with allies and neutrals. Those who find themselves foes, well…honorable, more or less. Fair, absolutely not. This is the age of blasters and plasma explosives. That can hit targets from literal miles away. And can be used by simple robots and VI, leaving the actual enemy free to relax. Standing in the open and declaring one’s name and intent is just short of actively suicidal. With that said, the Ronin are not outright assassins. There’s a midpoint between pre-emptive murder and surrendering all tactical advantages to the enemy. This is where the Ronin live. There is a world of difference between sniping an enemy combatant or ambushing them from stealth/a superior position and any attack on those who are unarmed, unarmored, and not expecting violence. The Combat Corps have the luxury of being relatively straightforward outside of doing violence. The Support Corps do not. This too, is a part of maintaining tactical and operational superiority. There is no honor and less dignity in dying of stupidity. Still, even here the Ronin draw a line between deception and dishonor. It is, at times, like walking the thinnest of tightropes, but so far they have managed to their satisfaction.

 

The Red Ronin

Red Ronin (Tomoe Aizawa; Captain/Tai-Cho, The Red Ronin)

Shadow Ronin (Asami Koga; Recon Corps Commander)

. . Optic Ronin (Ichiro Ishii), Sentinel Division Lieutenant)

. . Ghost Cat (Michante Tigereyes, Infiltration Division Lieutenant)

. . Slingshot (Jessamine Garrett, Long Range Division Lieutenant)

Steel Ronin (Tetsuya Fujiwara; Assault Corps Commander)

. . Lt. Chrome, Vanguard Division Lieutenant)

. . Warden Ronin (Misuzu Murata, Guardian Division Lieutenant)

. . Spitfire (Huifen Qin, Female Adroit, Demolitions Division Lieutenant)

Genki Ronin (Kazumi Ishimaru; Heavy Corps Commander)

. . Thunderfeet (Wakiya Vandiver, Gunnery Division Lieutenant)

. . Rampage (Dwight Langdon, Male Mundane, Mobile Artillery Division Lieutenant)

. . Gadget Ronin (Miya Okamoto), Exotic Division Lieutenant)

Eldritch Ronin (Hiroji Ryusaki; Magicorps Commander)

. . Oracle Ronin (Nariko Kuromiya), Chaos Mage, Spellcasting Division Lieutenant)

. . Pixie Ronin (Madeleine Fournier, Summoning Division Lieutenant)

. . Zenith (Rohaan Irfan, Cosmic Mage, Artificing Division Lieutenant)

Neko Ronin (Netsuko Nishimura; Supply Corps Commander)

. . Monella (Alessia Gerardi, Italian Acquisitions Division Lieutenant)

. . Shade (Simone Ouellet, Requisitions Division Lieutenant)

. . Shishou Ronin (Shuichi Minamoto, Logistics Division Lieutenant)

Devil Ronin (Rinako Saeki; Engineer Corps Commander)

. . Arcade (Zannika Littlefield, Sun Division Lieutenant)

. . Turntable (Jerome Sanders, Male Mundane, Shadow Division Lieutenant)

Radiant Ronin (Fujiko Yoshihara; Medical Corps Commander)

. . Frostbite (Renata Padilla, Female American Mundane, Field Division Lieutenant)

. . Osteo Ronin (Renjiro Rinbayashi, Adroit, Surgical Division Lieutenant)

Angel Ronin (Masaru Kido; Mechanized Corps Commander)

. . Smoke (Amalia Vargas, Female American Technopath, Combat Division Lieutenant)

. . Nomad (Rahul Yadav Male Mundane, Transport Division Lieutenant)

Posted

Red Ronin (Tomoe Aizawa)

 

Power Level: 14; Power Points Spent: 270/270

 

STR: +7 (20/24), DEX: +7 (18/24), CON: +7 (20/24), INT: +2 (14), WIS: +7 (20/24), CHA: +5 (16/20)

 

Tough: +7/+14, Fort: +10, Ref: +10/+14, Will: +12

 

Skills: Acrobatics 8 (+15), Bluff 10 (+15), Diplomacy 10 (+15), Gather Information 10 (+15), Knowledge (galactic) 3 (+5), Knowledge (life sciences) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 18 (+20), Knowledge (technology) 3 (+5), Language 4 (+4), Medicine 3 (+10), Notice 13 (+20), Search 3 (+5), Sense Motive 13 (+20), Stealth 8 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 3, Attack Specialization (Shingi To Giri (Loyalty And Honor)  (Strike 4)), Benefit (Fame (The Immortal Red Ronin)), Benefit (Status (Captain of the Red Ronin)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Feint, Defensive Attack, Dodge Focus, Evasion, Improved Aim, Improved Critical (Ronin's Tanto (Strike 1)), Improved Critical 2 (Akaiittou (Red Blade) (Strike 2)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Automatic Blaster Rifle (Blast 8)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Shingi To Giri (Loyalty And Honor)  (Strike 4)), Improved Initiative, Improved Initiative 3, Master Plan, Master Plan 2 (tactics), Move-by Action, Power Attack, Precise Shot, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery 2 (Acro, Bluff, Diplo, Gather Info, KN (tactics), Notice, Sen Mot, Stealth), Takedown Attack 2, Ultimate Effort (Toughness), Uncanny Dodge (Auditory)

 

Powers:

Bio-Implants (Container, Passive 11)

   Bio-Implant Abilities (Enhanced Trait 16) (Traits: Strength +4 (24, +7), Dexterity +4 (24, +7), Constitution +4 (24, +7), Wisdom +4 (24, +7))

   Bio-Implant Endurance (Immunity 6) (disease, poison, sleep, starvation & thirst, suffocation (all); Limited - Half Effect)

   Bio-Implant Hearing (Super-Senses 1) (ultra-hearing)

   Bio-Implant Quickness (Quickness 5) (Perform routine tasks at 50x speed; Stacks with (Nobellian Quickness (Quickness 1+5)))

   Bio-Implant Recovery (Regeneration 6) (recovery bonus 2 (+2 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins); Persistent)

   Bio-Implant Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+14), Reflex +3 (+14), Feats: Improved Initiative 3)

   Bio-Implant Resilience (Protection 3) (+3 Toughness)

   Bio-Implant Speed (Speed 2) (Speed: 25 mph, 220 ft./rnd; Stacks with (Nobellian Speed (Speed 1+2)))

Blaster Arsenal (Device 6) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Blasters (Array 14) (default power: blast)

      Automatic Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5); Accurate (+2), Precise)

      Automatic Blaster Rifle (Blast 😎 (Default; DC 23, Feats: Improved Critical 2 (Automatic Blaster Rifle (Blast 8)); Autofire (interval 2, max +5); Accurate (+2), Precise)

      Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Accurate (+2), Precise)

Nobellian Immortality (Immunity 1) (aging)

Nobellian Physiology (Container, Passive 3)

   Nobellian Abilities (Enhanced Trait 6) (Traits: Dexterity +2 (24, +7), Charisma +4 (20, +5))

   Nobellian Quickness (Quickness 1+5) ([Stacking ranks: +5], Perform routine tasks at 100x speed)

   Nobellian Reflexes (Enhanced Trait 5) (Traits: Attack Bonus +1 (+12), Reflex +1 (+14), Feats: Dodge Focus, Improved Initiative)

   Nobellian Speed (Speed 1+2) ([Stacking ranks: +2], Speed: 50 mph, 440 ft./rnd)

   Starlight Vision (Super-Senses 2) (low-light vision, ultravision)

Red Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2), Indestructible)

   Red Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Akaiittou (Red Blade) (Strike 2) (Array; DC 24, Feats: Improved Critical 2 (Akaiittou (Red Blade) (Strike 2)); Penetrating [2 extra ranks]; Mighty)

      Ronin's Tanto (Strike 1) (Array; DC 23, Feats: Improved Critical (Ronin's Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty)

      Shingi To Giri (Loyalty And Honor)  (Strike 4) (Default; DC 26, Feats: Improved Critical 2 (Shingi To Giri (Loyalty And Honor)  (Strike 4)); Penetrating [2 extra ranks]; Mighty)

Red Ronin Armor (Device 3) (Hard to lose)

   Red Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma))

   Red Radio (Communication 😎 (sense type: radio; Subtle (subtle))

Sword Supremacy (Probability Control 1) (Minimum Result: 1; Limited 2 (Swords))

Will To Live (Healing 1) (Action 4 (reaction), Resurrection; Limited (to Resurrection), Limited (to circumstances of plausible survival), Personal; Persistent, Triggered (Acquiring the Dead condition))

 

Attack Bonus: +8/+12 (Ranged: +8/+12, Melee: +11/+15, Grapple: +18/+22)

 

Attacks: Akaiittou (Red Blade) (Strike 2), +15 (DC 24), Automatic Blaster Pistol (Blast 6), +14 (DC 21), Automatic Blaster Rifle (Blast 8), +14 (DC 23), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Ronin's Tanto (Strike 1), +15 (DC 23), Shingi To Giri (Loyalty And Honor)  (Strike 4), +17 (DC 26), Unarmed Attack, +15 (DC 22)

 

Defense: +11/+14  (Flat-footed: +7), Knockback: -7

 

Initiative: +23

 

Languages: Neo Nobellian Native, Nihongellian, Outer Borustan, Outer Ingenti, Trade Sionil

 

Totals: Abilities 48 + Skills 28 (112 ranks) + Feats 24 + Powers 123 + Combat 36 + Saves 11 + Drawbacks 0 = 270

 

Age (as of Jan 2019): 46 Earth years (chronological), late teens (human biological equivalent)

Height: 5’ 5”

Weight: 105 lbs

Ethnicity: Nihongellian (Nobellian Japanese equivalent)

Hair: Black

Eyes: Dark Brown

 

Theme Song: [url=https://www.youtube.com/watch?v=nTd9abC7EvU&pp=ygUWSG9sbG93LCBieSBUeWxlciBDbGFyaw%3D%3D]Hollow, by Tyler Clark[/url]

 

Background: The immortal Red Ronin is, of course, one of the Original 47. She was, in many ways, the one who started everything. Her father was legendary amount the Crimson Knights/Scarlet Samurai/Red Guardians/Ruby Protectors/whatever. Her father, however, only had one child. Tomoe. She wanted to honor him after his death in the line of duty. Prove that his legacy did not die with him on that mission. She was the equivalent of valedictorian of her training class. First in her class in small unit tactics and both short and medium range shooting. An untouchable prodigy with the katana. She would take her father’s place with pride. The first woman to serve in the Reds. Her excellence could not be denied. Except that it could, due the regrettable lack of a penis and testicles swinging between her legs.

 

To be clear. Sexism, generally, isn’t something Nobellians have been guilty of for millennia. The objection was based on tradition. The Reds were men. The Reds had always been men, since the very first group back before the First Civil War. This was What Had Been Decided. So, Tomoe wasn’t attempting to strike a blow for feminism and women everywhere. She was attempting to be so damn good that even ancient tradition could not bar her way. She was relying on the fact that she would make the unit better for being in it. And, well, she was right. It made perfect rational sense to put her in the Reds. She was actually better than some of them at the time.

 

Unfortunately, she wasn’t dealing with rational people. Nobellian arrogance is legendary because of the old Imperial families, who were not all destroyed in the Second Civil War. Their power over government was broken, yes, but that was more or less all. They treat their megacorporations like their personal kingdoms. Monuments to an empire lost to those unworthy to breath the same air. To be perfectly clear, this are the type of people who would rather bring all of the Nobellian Federation to ruin and death then bend a micron to such petty things as reason and logic. This is almost what happened in the Second Civil War, and why the fighting was so bitter. Everything, including reality, is as they deem it. So, they knew that the Reds would be weaker for Tomoe’s absence. They simply did not care. The Reds were men. The Reds had always been men, since the very first group back before the First Civil War. This was What Had Been Decided. Who the HELL did she think she was to defy it? To even attempt to defy it? Such a grievous insult to the will of her betters deserved nothing by death.

 

To make a long story much shorter, that Imperial arrogance led to her being underestimated. Two regular corpse and one veteran but unremarkable Red were not enough to deal with her. Even though she was armed with only her daisho and unarmored while they were neither. She killed all three. She was the first to rebel in this fashion, by refusing to die when commanded to do so. Her teacher, Shuichi Minamoto, was not far behind. The First Captain deserted his post, killing both his superior officer and all but one of his men (who took his moral objections as disloyalty punishable only by death), when he saw the orders being issued. The Rebellion of The Three Hundred had begun. It, of course, spread like wildfire through the facility. Tomoe, Shuichi, and the First Captain were well liked and respected. They had plenty of admirers willing to take up weapons or merely spread word of this injustice. This story, however, has been told. The Original 300 escaped and became the Red Ronin.

 

The early days were bloody. Survival was most challenging. The megacorp was trying it’s absolute hardest to kill them all. The first five years was when the most of the Original 300 were killed. Including, at the end of those five, the First Captain. Both he and Shuichi had been mentors to her. She’d essentially been his handpicked successor. She picked up the emotionally shattered Ronin after his death, and took his place as THE Red Ronin. The megacorp, once again, underestimated her. The supposedly elite Reds suffered such losses that their ability to pressure the Ronin was compromised until they could repopulate. And by the time they did that, the Ronin had done the same, but more so. The status quo was largely set at that point. The Ronin have only grown from there, and Tomoe has remained their beloved Captain. Despite assassins, ambushes, and some of the stiffest fights the universe has seen this century, she’s still alive. Hence her reputation for being immortal. But it goes just a little further than that. Some of the punishment she’s somehow survived would have turned even the toughest Ingenti into chunky salsa. The megacorp wants her dead more than anyone else in the entire universe. She’s living proof that the old Imperial families are giant idiots. They should have found some kind of way to keep someone this ludicrously goddamn talented on their side. Every new day she is alive is a fresh insult to their impossibly huge egos. All is as they deem it, after all, and they deem Tomoe inferior. So her refusing to be inferior isn’t them denying reality. It is her defying their will. This cannot be permitted.

 

Truthfully? Her sword is named Loyalty & Honor. She maintains, at least in her heart, that she was not the one who turned against anyone. As far as she is concerned, she did everything that was asked of her. Excelled in all the way she was expected to excel. She brought honor to her father and teachers. And her reward was to be death? What? Years later it is still baffling. Why in the name of the gods was she given the training that permitted her to excel if she wasn’t supposed to? Why would they invest so much into someone they fully intended to throw away? And every time she speaks with someone from the megacorp (the Reds or some sort of flunky), she’s apparently the idiot who understands nothing? So, the raid was her idea. The plan is one of her typically excellent ones. She doesn’t intend to die without something resembling a logical goddamn explanation. Meanwhile, she has absolutely no idea that her reputation for immortality is both more and less accurate than it may seem…

 

Powers & Tactics: Tomoe is a Nobellian with plenty of bio-implant augmentations, a lot of weapons, and some armor. Her bio-implants are extensive but mostly standard. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), resilience vs damage, and regenerative speed (doesn’t need medical treatment to is faster at recovering from all injuries). Her quirks include increased resistance to mundane diseases and poisons, and less need to breath and sleep. Her hearing range is quite broad as well, spanning higher and lower frequencies Nobellians can’t normally hear.

Her weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). Her katana (Shingi To Giri, or Loyalty And Honor) and wakizashi (Akaiitou, or Red Blade) are named and made of a virtually indestructible alloy. To wrap up weapons, she has three blasters (automatic rifle, automatic pistol, and heavy pistol). Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio.

She is not aware of her Nobellian Immortality, naturally because she’s under an Earth century old and very few of them realize they have it until after 2 centuries. She is not one of those few exceptions. Her sword skills are such that she rarely misses and never botches a strike. Her ability to avoid death is absolutely uncanny, permitting her to survive (albeit in horrifying condition) events that normally only the toughest beings could hope to. It doesn’t mean she can return from being disintegrated, completely incinerated, or anything where the chance of survival is absolutely zero no matter what. Just that if there’s any chance at all that someone could survive it, she won’t be killed. It’s not clear if this is luck, some kind of power, or pure stubborn will, but Tomoe Aizawa is not a woman who dies when just about anyone else in the entire universe would. It is this that has give her a reputation for being literally immortal.

 

Tactically, Tomoe is pretty simple at first glance. She’s got blasters for ranged work, but prefers to close and slash enemies apart with her sword if possible. She uses cover, of course, but otherwise yeah pretty simple. How she does that, however, is considerably more complex. Improved Acrobatic Bluff and Improved Feint give her two different methods of stripping dodge bonus away so hitting is easier. She has All Out, Defensive, and Power Attack to move her caps around at need. There’s Improved Aim for accuracy at range or even in melee if possible. She’s one of the few in the universe who might do that if it’s safe enough, actually. Move by Action is great for mobility. Takedown Attack 2 can make her seem like a whirlwind of death at times. Ultimate Toughness is another way she can seem immortal. It is Master Plan 2 and her KN (tactics) bonus, however, that makes her monstrous. With just a little time to plan, she and everyone with her (and she is rarely alone in combat) gets a +3 to attack checks and skill rolls for 3 rounds, followed by a +2 and +1 for one round each. This on its own is dangerous enough, but it goes deeper than that. She is a tactician of a skill rarely found even in the teeming masses of the universe, able to outwit and outplay even the finest masters. Her forces are almost always correctly deployed, and when they are not, she’s left enough  leeway to rapidly correct for it. She’s the type of absolutely brilliant strategist and tactician that routinely turns what would normally be hopeless defeats into unexpected victories. Anything less than hopeless she tends to turn into overwhelming victory. She’s a badass in personal combat, yes, yet she somehow manages to be more impressive when she doesn’t draw a weapon. Needless to say, she does not power stunt.

 

Personality: Tomoe is hard as nails. Harder, actually. This isn’t to say that she’s mean, per se. She’s a cool, collected professional killer. There’s really no sugarcoating it. She’s killed a hell of a lot of people. Granted, they all were armed, armored, and prepared for violence. But still. It shows. There’s very little softness left to her, and it’s all reserved for the other members of the Original 47. Again, this doesn’t mean that she’s a mean or cruel person. She’s ruthless. Normally that is seen as synonym for cruel or mean or heartless, but it isn’t. Not really. It’s about seeing that bright, clear line that gets one from A to B. And then not allowing sentimentality to interfere with following that line. She is both warrior and tactician. There has been very little room to be anything else, and it seems there will be very little room in the future as well.

 

With that said, she does follow the Code of The Ronin. Her strengths lie in (of course) Honor and Loyalty. Compassion and (surprisingly to her) Respect are what she is weak at. The rest she is adequate at. To explain further: She’s very good at keeping herself in line as far as morality goes, and she will do everything in her power to aid her fellow Ronin. Including passing the buck to someone who can actually assist. However, while she’s strong at being good, she’s rubbish at doing good. Put bluntly, she doesn’t have an altruistic bone in her body. This does not mean she can’t be drawn into doing something properly heroic simply for the sake of doing it, just that she’d never think to do it on her own initiative. And her failings in Respect are why the Ronin exist in the first place. While petty insults slip off of her like water off an Earth duck’s back, she still has that bone deep need to prove herself to the former Imperial families who rejected her. If she had any talent for the deeper aspects of Respect, she would have likely simply stepped down from consideration for the Reds, content in the knowledge of her own skills. And none of the subsequent events would have happened. There would be no Red Ronin.

 

So yes, she’s emotionally disconnected. Distant and unapproachable as a person, the opposite as a warrior. She’s the Captain. Tai-Cho to the Original 47 and some of the 300. She has to be this way. That’s the job. She can’t go to pieces, not even the slightest bit, over losing Ronin members. Original 47, yes. The 300, perhaps a bit. Anyone else? No. She’d fall completely apart inside of a month. This is not news. It is not something she agonizes over. It is who she is now. Cold and hard, yes. But unwaveringly loyal, too. The net result is a woman most of the Ronin would follow into the worst Hell could dish out. She may not be the biggest people person, but everybody knows the Captain has their back from the beginning to the end. It is, as always, lonely at the top, but Tomoe Aizawa endures. It’s probably what she’s best at. 

Posted

Shadow Ronin (Asami Koga)

 

Power Level: 13; Power Points Spent: 255/255

 

STR: +6 (18/22), DEX: +6 (18/22), CON: +6 (16/22), INT: +2 (14), WIS: +7 (20/24), CHA: +2 (14)

 

Tough: +6/+14, Fort: +10, Ref: +9/+12, Will: +11

 

Skills: Acrobatics 9 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (galactic) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 13 (+15), Language 4 (+4), Medicine 3 (+10), Notice 13 (+20), Search 3 (+5), Sense Motive 8 (+15), Stealth 9 (+15), Survival 8 (+15)

 

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization (Anti-Material Blaster Rifle (Blast 10)), Attack Specialization (Shadow Daisho (Array 7)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Recon Corps Commander)), Defensive Attack, Evasion, Improved Aim, Improved Critical (Horned Headbutt (Strike 1)), Improved Critical (Shadow Tanto (Strike 1)), Improved Critical (Shadow Wakizashi (Strike 2)), Improved Critical 2 (Anti-Material Blaster Rifle (Blast 10)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Blaster Shotgun (Blast 8)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Shadow Katana (Strike 4)), Improved Initiative 3, Move-by Action, Power Attack, Precise Shot 2, Quick Draw, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Acrobatics, Notice, Stealth), Teamwork 3, Ultimate Effort (Aim), Uncanny Dodge (Auditory)

 

Powers:

Bio-Implants (Container, Passive 9)

   Bio-Implant Abilities (Enhanced Trait 😎 (Traits: Dexterity +4 (22, +6), Wisdom +4 (24, +7))

   Bio-Implant Quickness (Quickness 6) (Perform routine tasks at 100x speed)

   Bio-Implant Recovery (Regeneration 7) (recovery bonus 3 (+3 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins); Persistent)

   Bio-Implant Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+12), Reflex +3 (+12), Feats: Improved Initiative 3)

   Bio-Implant Resilience (Protection 2) (+2 Toughness)

   Bio-Implant Speed (Speed 3+2) ([Stacking ranks: +2], Speed: 250 mph, 2200 ft./rnd)

Blaster Arsenal (Device 7) (Easy to lose; Custom 3 (Multiple Weapons 3))

   Blasters (Array 16) (default power: blast)

      Anti-Material Blaster Rifle (Blast 10) (Default; DC 25, Feats: Improved Critical 2 (Anti-Material Blaster Rifle (Blast 10)); Penetrating [2 ranks only]; Accurate (+2), Improved Range 2 (500 ft. incr), Precise, Progression, Increase Range 2 (max range x5, 5000 feet), Subtle 2 (unnoticable))

      Automatic Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5); Accurate (+2), Precise)

      Blaster Shotgun (Blast 😎 (Array; DC 23, Feats: Improved Critical 2 (Blaster Shotgun (Blast 8)); Penetrating; Accurate 2 (+4), Precise)

      Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Accurate (+2), Precise)

Borustan Physiology (Container, Passive 3)

   Borustan Abilities (Enhanced Trait 10) (Traits: Strength +4 (22, +6), Constitution +6 (22, +6))

   Horned Headbutt (Strike 1) (DC 22, Feats: Improved Critical (Horned Headbutt (Strike 1)); Mighty)

   Starlight Vision (Super-Senses 2) (low-light vision, ultravision)

Cybernetics (Container, Passive 3)

   Cyber Armor (Protection 2) (+2 Toughness)

   Cyber Senses (Super-Senses 😎 (accurate (type): Auditory, extended (type): Visual 1 (-1 per 100 ft), infravision, ultra-hearing)

   Cyberlegs-Hydraulic Jacks (Leaping 3) (Jumping distance: x10)

   Cyberlegs-Skates (Speed 2) (Speed: 25 mph, 220 ft./rnd; Stacks with (Bio-Implant Speed (Speed 3+2)))

Shadow Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Shadow Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Shadow Katana (Strike 4) (Default; DC 25, Feats: Improved Critical 2 (Shadow Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty)

      Shadow Tanto (Strike 1) (Array; DC 22, Feats: Improved Critical (Shadow Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty)

      Shadow Wakizashi (Strike 2) (Array; DC 23, Feats: Improved Critical (Shadow Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty)

Shadow Ronin Armor (Device 3) (Hard to lose)

   Shadow Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma))

   Shadow Radio (Communication 😎 (sense type: radio; Subtle (subtle))

 

Attack Bonus: +9/+12 (Ranged: +9/+12, Melee: +9/+12, Grapple: +15/+18)

 

Attacks: Anti-Material Blaster Rifle (Blast 10), +16 (DC 25), Automatic Blaster Pistol (Blast 6), +14 (DC 21), Blaster Shotgun (Blast 8), +16 (DC 23), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Horned Headbutt (Strike 1), +12 (DC 22), Shadow Katana (Strike 4), +14 (DC 25), Shadow Tanto (Strike 1), +14 (DC 22), Shadow Wakizashi (Strike 2), +14 (DC 23), Unarmed Attack, +12 (DC 21)

 

Defense: +9/+12  (Flat-footed: +6), Knockback: -7

 

Initiative: +18

 

Languages: Neo-Nobellian Native, Outer Borustan, Outer Ingenti, Trade Sionil, Zundastan

 

Totals: Abilities 40 + Skills 25 (100 ranks) + Feats 21 + Powers 122 + Combat 36 + Saves 11 + Drawbacks 0 = 255

 

Age (as of Jan 2019): 42 Earth years (chronological), approximately 50 (human biological equivalent)

Height: 5’ 6”

Weight: 165 lbs

Ethnicity: Borustan (Sub Saharan African equivalent)

Hair: Black (a little grey)

Eyes: Dark Brown

 

Theme Song: [url= https://www.youtube.com/watch?v=9L8kZoal9A4&pp=ygUSZG8gaXQgZGlmZmVyZW50bHkg]Do It Differently, by HalaCG x Bloomgums[/url]

 

Background: The Borustan Koga clan (like many surnames of African Americans on Earth, many Borustant surnames trace back to the Nobellian family that formerly enslaved them) in large part remained loyal even after being freed after the Second Nobellian Civil War and the formation of the Nobellian Federation. In fairness, the Nobellian Koga treated their slaves quite well, to the degree that the actually enslavement was virtually a formality and nothing more. Bluntly, the Koga (Nobellian and Borustan) are well known for being spies and assassins. Many in the Nobellian clan served as Imperial Shadows. Some today work for Shadow, Inc. Others work for different megacorporations in similar roles. And where they went, their slaves went with them, equals in all but the legal sense. With the elimination of that boundary, the two clans were able to work closer together than ever. Asami Koga was expected to be little different. Her aptitudes put her in more of a direct role than most, but special paramilitary operations was still perfectly in line with clan tradition.

 

Asami was not in line to join the Reds. That elite unit had never accepted a non-Nobellian, and she was Borustan enough to know damn well she wouldn’t be the one to buck the trend. She was perfectly fine with being a damn fine sniper and serving discreetly as her clan had done for a quite frankly ridiculously large number of generations. Seriously. Borustans have 20-25 years to make the next generation happen. Nobellians get 10 times as many years to do it. So cumulatively, there’s been a whole hell of a lot more Borustan Koga than Nobellian. Why was this on Asami’s mind? Because word had gotten around on that day. She knew Tomoe Aizawa. Not well, as Asami was a couple of years ahead of her in their courses. But hell, if the goddamn prodigy everyone admired wasn’t good enough, nobody was. And if nobody was, then a whole lot of other tiny little things started making more sense. The Borustan Koga had been outshining their Nobellian counterparts for actual centuries if not millennia and yeah, they’d been given their due honor and respect for their accomplishments. With. That. Said. Very few of the Nobellian Koga seemed all that happy about it. There is a difference between acknowledging because one has to and doing it because one wants to.

 

Micro-aggressions is perhaps a loaded term, Dear Reader, but it gets the meaning across. Asami remembered a thousand and one of them throughout her life. She realized that the two Koga clans were not actually as close as they pretended to be. Their positions had not changed, you see. The label of slave had been long removed, but the Borustan Koga still served the Nobellian Koga. Her clan’s honored traditions of serving in the shadows were actually the result of Nobellian prejudice. On that day, a very angry Asami Koga became one of the Original 300…and in the process alienated her entire extended family. Parents. Aunts and uncles. Siblings. Cousins. Nieces and nephews. Virtually the entire clan turned its back on her. She has missed so many weddings. Funerals (her parents’ especially). Family holidays. Birthday parties. You know. Family.

 

It stings a bit more because of her own children. They are not Ronin, so their ages, names, numbers, and genders will remain unrecorded here for their safety, as will that of her grandchildren. Their father was Ronin, but he’s been dead for over a decade. They have not been brought up in the same loving family environment that she was. She wasn’t able to be there for them herself very often, and their father was dead before most of them were old enough to remember him. They’re not really great fans of hers, honestly. So yes, she’s in favor of the raid. She’s 42, you know? That’s pretty old for a Borustan. She can feel, despite the superior medical care she’s gotten over the past quarter century, her body gradually failing her. Her augmentations are compensating for now, but that won’t last forever. It may well be time at last to put an end to things.

 

Powers & Tactics: Asami is a Borustan with plenty of bio-implant and cybernetic augmentations, a lot of weapons, and some armor. Her bio-implants are extensive but mostly standard. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), resilience vs damage, and regenerative speed (doesn’t need medical treatment to is faster at recovering from all injuries). Her cybernetics provide her quirks, which are really only her cyberlegs and sensory implants. Her vision has been extended (important for a sniper) and the infrared spectrum has been added (sdz Borustans already see into the ultraviolent, means she has a wide spectrum of vision indeed). Her hearing, with it’s dramatically widened audible frequencies, basically functions as her own personal sonar. Her cyberlegs (full replacements, all the way up to the hips) match her normal physical strength and have a little armor plating. What makes them special instead of simply prosthetic replacements, however, are the hydraulic jacks and skates installed in them. The jacks boost her jumping ability tenfold, taking her up to 160 ft running, 80 ft standing still, and an astonishing 40 ft straight up. Deploying the skates can boost her normal running speed fivefold, from 50 MPH to 250 MPH. It’s safe to say she can cover some ground, as long as it’s flat enough for the wheels on the skates.

Her weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). She has three of the blasters types (shotgun, automatic pistol, and heavy pistol) expected of a Combat Corps Ronin, and one more for her specialty as a sniper in her Anti-Material Blaster Rifle. Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio.

 

Tactically, Asami is a sniper both at heart and in skill level. She’s capable with other blasters, sure, and like most Ronin she’s an expert swordwoman, but she’s best at shooting the enemy from very far away. That’s the whole point of the extra mobility from her cyberlegs. So most of the time her blades remain firmly sheathed at her side as she one shot, one kills her way through distant enemies. With that said, she’s the Recon Corps Commander. Sometimes using her eyes is enough and no triggers need pulling. Her mobility can serve just as well scouting as creating distance to snipe. She’s not much for feinting or demoralizing, having only Acrobatic Bluff and a mediocre Intimidate to work with. She does, however, have Accurate, All Out, Defensive, and Power Attack to move her caps all over the place. She has Improved Aim and Ultimate Aim to hit when she absolutely needs to, Move by Action to keep her mobile, and Teamwork 3 to support her allies from the rear. Naturally, she does not power stunt.

 

Personality: Asami is, at first glance, a classic friendly sniper. Albeit older than most. In combat, however, “friendly” vanishes like mist and she’s as hard as her Tai-Cho. She too, is a cool, collected professional killer. There is still no sugarcoating it. She’s killed a hell of a lot of people. Unlike her Tai-Cho, however, Asami is able to leave some of that hardness on the battlefield. She has a lot of regrets, honestly. She could have never betrayed her family to join the Ronin in the first place. Don’t misunderstand. She’d do it again in a heartbeat. But in hindsight, she knows it was possible to let it go. To shut her eyes and swallow her rage like so many of her ancestors and living family had to have been doing. She could have been there more often for her children, too. They’re practically strangers these days. She’s barely done more than met her grandchildren. But being there more often would have meant doing Ronin jobs less often. Someone would have had to pick up her slack. They may have failed where she succeeded, costing money and Ronin lives. No, she’d make all of these choices again in a heartbeat, too. But she knows it could have been different, you see. She does not regret the choices she has made in her life. She regrets the results. These are not the same thing.

 

With that said, she does follow the Code of The Ronin. Her strengths lie in Courage and Respect, while she is weak at Honesty and Loyalty. The rest she is adequate at. To explain further: She is very good at facing her fears, no matter what they may be. She does not shrink from facing the negative consequences of her choices, be they death, being alienated from her entire family, or anything else. Moreover, she does so without complaint. She has nothing to prove to anyone. This is not humility. Instead, her pride has no say in her decisions and actions. Her pain, physical or emotional, is largely irrelevant to accomplishing whichever task is in front of her. This is actually a problem. Specifically because she’s been lying to herself for 25 Earth years. Her regrets run to the core of her being. She betrayed everything she thought she was, and her sense of self has never really recovered. She’s been stoically enduring a high level of emotional anguish for all of that time, and telling herself it was nothing. This is extremely poor Honesty. And someone with even adequate Loyalty would not have betrayed their entire extended family out of righteous anger. Furthermore, that someone would have found a way to look after their own children in addition to performing their duties as a Ronin or died trying. She chose one loyalty over the other, and remains alive.

 

So yes, she’s got some issues. And she’s dealing with them by…stuffing them down inside herself and not dealing with them at all, actually. Thus she is not aware that her support for the raid is actually an expression of a latent subconscious deathwish. It can’t become suicidal ideation, mind. She’s the wrong type of person for that in many ways. But most people do actually want to survive and see tomorrow. Out of sheer evolutionary imperative, if nothing else. Asami…she doesn’t care, anymore. In truth she hasn’t for a long time now. But she’s a highly skilled professional. She won’t die in combat because of hesitating at a critical moment, or making an unnecessarily dangerous tactical choice. It’s that when her life’s blood stains the ground under her and the winged goddess comes to collect her at last, well…unlike most folks she won’t even quibble. She’ll just go quietly, feeling relief that everything is finally over.

Posted

Steel Ronin (Tetsuya Fujiwara)

 

Power Level: 13; Power Points Spent: 255/255

 

STR: +7 (20/25), DEX: +5 (18/20), CON: +5 (20), INT: +2 (14), WIS: +3 (16), CHA: +3 (12/16)

 

Tough: +5/+14, Fort: +10, Ref: +8/+12, Will: +11

 

Skills: Acrobatics 10 (+15), Craft (mechanical) 3 (+5), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (galactic) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 13 (+15), Knowledge (technology) 3 (+5), Language 5 (+5), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee), Attack Specialization (Steel Katana (Strike 4)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Assault Corps Commander)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Dodge Focus, Evasion, Improved Aim, Improved Critical (Steel Tanto (Strike 1)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Automatic Blaster Rifle (Blast 8)), Improved Critical 2 (Blaster Shotgun (Blast 8)), Improved Critical 2 (Cyberarms-Claws (Strike 2)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Steel Katana (Strike 4)), Improved Critical 2 (Steel Wakizashi (Strike 2)), Improved Initiative, Improved Initiative 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Acrobatics, Intimidate, Notice, Stealth), Takedown Attack 2, Teamwork 3, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory)

 

Powers:

Arsenal of Steel (Device 7) (Easy to lose; Custom 5 (Multiple Weapons 5))

   Weapons (Array 15) (default power: blast)

      Automatic Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5); Accurate (+2), Improved Range (150 ft. incr), Precise, Progression, Increase Range (max range x2, 1500 feet))

      Automatic Blaster Rifle (Blast 😎 (Default; DC 23, Feats: Improved Critical 2 (Automatic Blaster Rifle (Blast 8)); Autofire (interval 2, max +5); Accurate (+2), Improved Range (200 ft. incr), Precise, Progression, Increase Range (max range x2, 2000 feet))

      Blaster Shotgun (Blast 😎 (Array; DC 23, Feats: Improved Critical 2 (Blaster Shotgun (Blast 8)); Penetrating; Accurate (+2), Precise)

      Flash Bangs (Dazzle 7) (Array; affects: 1 type + visual - visual & auditory, DC 17; Burst Area (35 ft. radius - General))

      Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Accurate (+2), Improved Range (150 ft. incr), Precise, Progression, Increase Range (max range x2, 1500 feet))

      Plasma Grenades (Blast 7) (Array; DC 22; Burst Area (35 ft. radius - General), Secondary Effect)

Cybernetics (Container, Passive 11)

   Cyber Armor (Protection 5) (+5 Toughness)

   Cyber Quickness (Quickness 5) (Perform routine tasks at 50x speed; Stacks with (Nobellian Quickness (Quickness 1+5)))

   Cyber Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+12), Reflex +3 (+12), Feats: Improved Initiative 3)

   Cyber Speed (Speed 2) (Speed: 25 mph, 220 ft./rnd; Stacks with (Nobellian Speed (Speed 1+2)))

   Cyberarms-Claws (Strike 2) (DC 24, Feats: Improved Critical 2 (Cyberarms-Claws (Strike 2)); Penetrating [2 extra ranks]; Mighty)

   Cyberarms-Medkit (Healing 5) (Secondary Effect; Limited (5 Uses), Personal)

   Cyberarms-Might (Super-Strength 3) (+15 STR carry capacity, heavy load: 3.2 tons; +3 STR to some checks)

   Cyberarms-Strength (Enhanced Strength 5) (+5 STR)

Nobellian Longevity (Features 1)

Nobellian Physiology (Container, Passive 3)

   Nobellian Abilities (Enhanced Trait 6) (Traits: Dexterity +2 (20, +5), Charisma +4 (16, +3))

   Nobellian Quickness (Quickness 1+5) ([Stacking ranks: +5], Perform routine tasks at 100x speed)

   Nobellian Reflexes (Enhanced Trait 5) (Traits: Attack Bonus +1 (+12), Reflex +1 (+12), Feats: Dodge Focus, Improved Initiative)

   Nobellian Speed (Speed 1+2) ([Stacking ranks: +2], Speed: 50 mph, 440 ft./rnd)

   Starlight Vision (Super-Senses 2) (low-light vision, ultravision)

Steel Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Steel Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Steel Katana (Strike 4) (Default; DC 26, Feats: Improved Critical 2 (Steel Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty)

      Steel Tanto (Strike 1) (Array; DC 23, Feats: Improved Critical (Steel Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty)

      Steel Wakizashi (Strike 2) (Array; DC 24, Feats: Improved Critical 2 (Steel Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty)

Steel Ronin Armor (Device 3) (Hard to lose)

   Steel Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma))

   Steel Radio (Communication 😎 (sense type: radio; Subtle (subtle))

 

Attack Bonus: +8/+12 (Ranged: +8/+12, Melee: +9/+13, Grapple: +16/+23)

 

Attacks: Automatic Blaster Pistol (Blast 6), +14 (DC 21), Automatic Blaster Rifle (Blast 8), +14 (DC 23), Blaster Shotgun (Blast 8), +14 (DC 23), Cyberarms-Claws (Strike 2), +13 (DC 24), Flash Bangs (Dazzle 7) (DC Fort/Ref 17), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Plasma Grenades (Blast 7) (DC 22), Steel Katana (Strike 4), +15 (DC 26), Steel Tanto (Strike 1), +13 (DC 23), Steel Wakizashi (Strike 2), +13 (DC 24), Unarmed Attack, +13 (DC 22)

 

Defense: +9/+12  (Flat-footed: +6), Knockback: -7

 

Initiative: +21

 

Languages: Hakkagellian, Neo-Nobellian Native, Nihongellian, Outer Borustan, Outer Ingenti, Trade Sionil

 

Totals: Abilities 40 + Skills 23 (92 ranks) + Feats 24 + Powers 120 + Combat 32 + Saves 16 + Drawbacks 0 = 255

 

Age (as of Jan 2019): 50 Earth years (chronological), late teens (human biological equivalent)

Height: 6’ 5”

Weight: 170 lbs

Ethnicity: Nihongellian (Nobellian Japanese equivalent)

Hair: Black

Eyes: Dark Brown

 

Theme Song: [url=https://www.youtube.com/watch?v=7zLJ-12cyGg&pp=ygUSaGVhcnQgb2YgYSB3YXJyaW9y]Heart of A Warrior, by Dizzee Rascal[/url]

 

Background: Tetsuya Fujiwara wasn’t anybody. No, seriously. He was just a corpo sammie. He wasn’t from some special family. Their name didn’t mean anything. They didn’t have a long history of loyal, devoted service. His parents and extended family were as much of a nobody as he was. Still are, thanks to it. He signed up because it paid pretty well and he was pretty confident in his physical abilities. Just one of a million kids with more machismo than sense. It’s nostalgic, says modern day Tetsuya, but yeah he was just a dumb kid who had no idea what he was getting himself into. Not that he had to do anything particularly evil, mind. There was basic training where his preconceptions about the good quality of his physical abilities were vigorously dispelled. Then, you know, he was just another low ranking corpo sammie. Nobody. Effectively faceless.

 

And you know, it wasn’t a bad life, really. As previously stated, the pay was good. Medical benefits were good. He got some vacation time often enough. So what changed? What turned a nobody into a Ronin? The First Captain became his commanding officer, and took an interest in the nobody. It’s an old story. A decorated officer takes a personal interest in a young man who doesn’t know how promising he is, and becomes his mentor. Honestly, those few years were probably the best of Tetsuya’s life up to that point. He remembers them fondly. He learned much from the First Captain, and may be the only remaining Ronin who remembers the man’s name. Keitaro Hirawa, for the record. But, as the saying goes, all good things must come to an end.

 

The Rebellion of The Three Hundred. The First Captain saw the orders to eliminate Tomoe Aizawa being issued, and objected on moral grounds to his superior officer at a meeting of their entire unit. Since the orders came from the top of the hierarchy (the old Imperial families), such an objection was treated as disloyalty worthy of immediate execution. Keitaro Hirawa killed his superior officer and his entire unit. Except for one. Tetsuya, who  stood back to back with his mentor going sword to sword with everyone until it was done. Then they joined up with Tomoe and her teacher Shuichi Minamoto, and the Rebellion kicked into gear. This story, however, has been told. The Original 300 escaped and became the Red Ronin.

 

Yet here too, Tetsuya was just a face in the crowd. Then at the end of the first five years, the First Captain was killed. So he stepped up. And stepped up. And stepped up. In the process, he found himself more capable than he had ever dreamed of being. Tetsuya has spent his entire Ronin career in the Assault Corps. He was Vanguard’s fourth Lieutenant. He is Assault’s third Corps Commander. He has a life outside of the Ronin. A wife and multiple teenage children. The turnaround is quite remarkable. From absolute nobody to someone people cosplay as and the inspiration for a whole genre of holovids featuring a heavily cybered Nobellian street sammie in dark sunglasses and glossy black trenchcoat. Yes, all of the current Corps Commanders get similar treatment, but still. He finds it all rather amusing, really. His life isn’t something to be aspired to. He’s got as many scars as he does unmarred skin, for heavens’ sakes. Ah, well. Better to be liked than shot at.

 

For the record, he’s quietly against the raid. Yes, he’s got a family to support for a little while longer. Or a lot longer, if his wife gets pregnant again. Nobellians are fertile for actual Earth centuries. Siblings can be quite distant in years, sometimes, so another child over a decade after the last wouldn’t be strange at all. But that’s not the main reason. He doesn’t believe the First Captain would be for the raid at all. It smacks of giving up, and if there was one thing Keitaro Hirawa never did, it was give up. Tetsuya would know. He was once again fighting by the man’s side when he died. A warrior fights until they cannot fight anymore. There is no shame is retirement due to age. The blaze of glory is unnecessary, as is the effective suicide that the raid represents in his eyes. However, Tomoe is the Captain. Tai-Cho. If she says they’re going, he will go.

 

Powers & Tactics: Tetsuya is a Nobellian with plenty of cybernetic augmentations, a lot of weapons, and some armor. His cybernetics are extensive but mostly standard. Increased physical strength, speed, quickness, reflexes (including attack accuracy & evasion), and resilience vs damage. The strength comes from his cyberarms, and it is not their only feature. His full carrying capacity with them is over 6 tons. His dominant hand has retractable claws and the other has an advanced medkit inside of it. The medkit can only be used on him, and only has 5 uses before its supplies need to be restocked. So he can recover from some damage during combat if he has the time to take a quick break.

 

His weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). He has all four of the standard blaster types (automatic rifle, shotgun, automatic pistol, and heavy pistol) expected of a Combat Corps Ronin, and two types of grenades (flash bangs and plasma). His armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio.

 

Tactically, Tetsuya favors his roots in Vanguard. He’s got a large variety of ranged options, but he favors his katana first and foremost. However, that’s not always possible. So the Rifle or the Shotgun will makes appearances. Flash Bangs make hitting easier. Plasma Grenades make attacking groups easier, but Autofire’s options with the Rifle can also do that. Don’t forget the Claws in his cyberarm in case he’s been completely disarmed. He has Improved Acrobatic Bluff and Improved Startle to strip out Dodge Bonuses, and Improved Demoralize to weaken saves. He has All Out, Defensive, and Power Attack available at need. Improved Aim is because he’s not pure Vanguard, being capable of some sharpshooting at need. Move by Action keeps him mobile. Teamwork 3 lets him aid his fellow Ronin when necessary. Takedown Attack 2 lets him scythe through mooks. Don’t forget Ultimate Toughness for the occasionally impossible survival of an attack. Naturally, he can’t power stunt.

 

Personality: Tetsuya is still just a guy. Older, wiser, but still just a guy. The difference is that he knows it now. He’s still quite young for a Nobellian, after all. Assuming he doesn’t get killed before it happens, he’s got approximately two Earth centuries before he starts to noticeably age. So he’s got no reason to be anything other than the young man that he is. He takes care of his responsibilities, of course, but he’s a young, chill dude. A nice, likeable guy. Quick to smile or laugh. Humble without diminishing himself. One would never think he can flip into a nigh unstoppable killing machine at the drop of a hat. The difference between Tetsuya Fujiwara, friend and neighbor, and Steel Ronin, Assault Corps Commander, is stark.

With that said, he does follow The Code of The Ronin. Notably, he doesn’t have any strengths or weaknesses among the Eight Virtues. He’s adequate at all of them. He’s by no means perfect, but he does his best to morally pure, be courageous in the face of any fear, help others with his abilities when it is feasible to do so, endure insults and hardship with grace and stoicism, keep his word and be honest with himself, both be held and hold himself accountable for his actions, keep up with his responsibilities to everyone who has placed their trust in him (living or dead), and enjoy his few vices in moderation. It’s rather admirable, actually, how he keeps the balance between all eight.

He functions as one of the emotional counterweights in the Corps Commanders, bringing some sorely needed normalcy to the group. He’s just a guy. Just a loyal, highly competent and honorable warrior. Supportive to his Corps, Divisions, and the people in them. A loyal friend and advisor to the other Commanders and his Tai-Cho, Tomoe. Well respected for his skills and practical attitude. He doesn’t quite realize it, but he’s become almost the second coming of the First Captain. The difference is that he’s missing the inspirational leader part that Tomoe has in spades. So most of the Ronin would admit they both need and want him around.

Posted

Genki Ronin (Kazumi Ishimaru)

 

Power Level: 13; Power Points Spent: 255/255

 

STR: +10 (18/30), DEX: +6 (18/22), CON: +10 (18/30), INT: +2 (14), WIS: +3 (16), CHA: +2 (14)

 

Tough: +10/+16, Fort: +12, Ref: +7/+10, Will: +11

 

Skills: Acrobatics 4 (+10), Bluff 3 (+5), Craft (chemical) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 13 (+15), Knowledge (galactic) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (popular culture) 13 (+15), Knowledge (tactics) 13 (+15), Knowledge (technology) 3 (+5), Language 3 (+3), Medicine 2 (+5), Notice 12 (+15), Perform (dance) 3 (+5), Perform (singing) 3 (+5), Search 3 (+5), Sense Motive 7 (+10), Survival 2 (+5)

 

Feats: All-Out Attack, Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Heavy Corps Commander)), Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Evasion 2, Improved Aim, Improved Critical (Genki Tanto (Strike 1)), Improved Critical 2 (Automatic Blaster Cannon (Blast 10)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Automatic Blaster Shotgun (Blast 8)), Improved Critical 2 (Genki Katana (Strike 4)), Improved Critical 2 (Genki Wakizashi (Strike 2)), Improved Critical 2 (Heavy Gauss Rifle (Blast 12)), Improved Initiative 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Intimidate, KN (pop culture)), Startle, Takedown Attack 2, Teamwork 3, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory)

 

Powers:

Genki Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Genki Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Genki Katana (Strike 4) (Default; DC 29, Feats: Improved Critical 2 (Genki Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty)

      Genki Tanto (Strike 1) (Array; DC 26, Feats: Improved Critical (Genki Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty)

      Genki Wakizashi (Strike 2) (Array; DC 27, Feats: Improved Critical 2 (Genki Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty)

Genki Ronin Armor (Device 3) (Hard to lose)

   Genki Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma))

   Genki Radio (Communication 😎 (sense type: radio; Subtle (subtle))

Heavy Arsenal (Device 11) (Easy to lose; Custom 5 (Multiple Weapons 3))

   Heavy Weapons (Array 25) (default power: blast)

      Automatic Blaster Cannon (Blast 10) (Array; DC 25, Feats: Improved Critical 2 (Automatic Blaster Cannon (Blast 10)); Autofire (interval 2, max +5); Accurate (+2), Improved Range (250 ft. incr), Precise, Progression, Increase Range (max range x2, 2500 feet))

      Automatic Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5); Accurate (+2), Precise)

      Automatic Blaster Shotgun (Blast 😎 (Array; DC 23, Feats: Improved Critical 2 (Automatic Blaster Shotgun (Blast 8)); Autofire (interval 2, max +5), Penetrating; Accurate (+2), Precise)

      Heavy Gauss Rifle (Blast 12) (Default; DC 27, Feats: Improved Critical 2 (Heavy Gauss Rifle (Blast 12)); Penetrating [10 ranks only]; Accurate (+2), Improved Range 2 (600 ft. incr), Precise, Progression, Increase Range 2 (max range x5, 6000 feet))

      Plasma Grenade Launcher (Blast 😎 (Array; DC 23; Burst Area (40-200 ft. radius - General), Secondary Effect; Improved Range (200 ft. incr), Progression, Increase Area 2 (area x5), Progression, Increase Range (max range x2, 2000 feet))

      Plasma Rocket Launcher (Blast 12) (Array; DC 27; Burst Area (60-300 ft. radius - General), Secondary Effect; Progression, Increase Area 2 (area x5))

Ingenti Physiology (Container, Passive 4)

   Ingenti Abilities (Enhanced Trait 16) (Traits: Strength +8 (30, +10), Constitution +8 (30, +10))

   Lightless Vision (Super-Senses 3) (darkvision, infravision)

   Natural Armor (Protection 1) (+1 Toughness)

Internal Quintessence (Container, Passive 9)

   Enhanced Abilities (Enhanced Trait 12) (Traits: Strength +4 (30, +10), Dexterity +4 (22, +6), Constitution +4 (30, +10))

   Enhanced Quickness (Quickness 6) (Perform routine tasks at 100x speed)

   Enhanced Reflexes (Enhanced Trait 20) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+10), Reflex +3 (+10), Feats: Evasion 2, Improved Initiative 3)

   Enhanced Resilience (Protection 1) (+1 Toughness)

   Enhanced Senses (Super-Senses 3) (awareness: Magic (visual), extended (type): Visual 1 (-1 per 100 ft))

   Enhanced Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)

 

Attack Bonus: +9/+12 (Ranged: +9/+12, Melee: +9/+12, Grapple: +19/+22)

 

Attacks: Automatic Blaster Cannon (Blast 10), +14 (DC 25), Automatic Blaster Pistol (Blast 6), +14 (DC 21), Automatic Blaster Shotgun (Blast 8), +14 (DC 23), Genki Katana (Strike 4), +12 (DC 29), Genki Tanto (Strike 1), +12 (DC 26), Genki Wakizashi (Strike 2), +12 (DC 27), Heavy Gauss Rifle (Blast 12), +14 (DC 27), Plasma Grenade Launcher (Blast 😎 (DC 23), Plasma Rocket Launcher (Blast 12) (DC 27), Unarmed Attack, +12 (DC 25)

 

Defense: +7/+10  (Flat-footed: +5), Knockback: -8

 

Initiative: +18

 

Languages: Neo-Nobellian Native, Outer Borustan, Outer Ingenti, Trade Sionil

 

Totals: Abilities 38 + Skills 28 (112 ranks) + Feats 20 + Powers 126 + Combat 32 + Saves 11 + Drawbacks 0 = 255

 

Age (as of Jan 2019): 45 Earth years (chronological), approximately 30 (biological)

Height: 8’ 4”

Weight: 800 lbs.

Ethnicity: Ingenti (Japanese equivalent)

Hair: Black

Eyes: Dark Brown

 

Theme Song: [url= https://www.youtube.com/watch?v=E-hx9egmam0]Never Giving Up, by Divide Music featuring Cam Steady[/url]

 

Background: Kazumi Ishimaru is not a normal Ingenti, so far as such a thing exists. Of all major species, Ingenti are probably the least likely to have or use magic. And even if that minority, fewer still are members of the Adroit, who can use their internal Quintessence to perform spectacular feats unachievable for others without technological assistance. But even for this relatively tiny group, Kazumi stands out. Mainly for being what most in the shadows (grimly cynical group that they often are) would classify as absolutely insane. Someone as optimistic and happy even in the direst circumstances would have to be, yes? Well. About that.

 

She started as a orphan from the Unclaimed Regions. She has no idea who her family is (or more likely, was), and honestly doesn’t care. She’s only seen the Ingenti Republic as an adult, and she doesn’t care for it. Too clean. Too nice. The world she grew up on had either been a peripheral part of or caught a stray from some minor war or another a few centuries back, and apparently nobody cared enough to fund its recovery. While there were some isolated enclaves where the lights worked, the water was clean, and there was always enough food to eat, most of the planet was a shithole. Poisoned air. Poisoned water. Ruined buildings. Dangerous predators, not all of which were merely animals. Basically a post apocalyptic landscape. One exceptionally rough on those who weren’t Sionil, Borustan, Ingenti, or similarly rugged species. Life was nasty, brutish, and all too often short. The people outside of those isolated enclaves had three options. Death. The grim, slightly despair tinged stoicism of the survival. Or the only rebellion possible against such circumstances. Being profoundly grateful for and overjoyed by every new minute one was alive. Every sunrise a fresh miracle. Every meal, no matter how meager, a long awaited blessing from on high. It sounds insane, and perhaps it is, but given the alternatives?  When the worst that could happen regardless was a sudden and brutal death she had witnessed an uncountable number of variations on before her age in Earth years had two digits in it? Yeah.

 

Of course, status quos this bad, like unclaimed real estate, seldom last forever. Kasumi’s home was rediscovered by that certain megacorp, and Kasumi found herself recruited into a better life than she had ever dreamed possible. She was mid teens at that time, by Earth reckoning, and it didn’t take a lot of combat training to catch her up with the other prospective recruits of that cycle. In a lot of ways, she was better than most of them already. What she needed was classroom time to catch up her mind, and she took to that with the same enthusiasm she took to, well, everything. Killing people was not a new thing. She was just doing it with weapons that weren’t scavenged, badly damaged, and wel past their production dates. And armor! Oh, man. Armor was so great. So was working with a team she could trust not to literally stab her in the back so they could eat her. So you know, her life was a lot better.

 

She was, however, neither blind nor stupid. The megacorp’s employ, in its own way, was as dangerous as the world they picked her up from. The threats this time simply wore charming smiles and spoke honeyed yet poisonous words instead of snarling hungrily and the poison being in their fangs or on their blades. That day, when she heard about the reason for that initial rebellion? It was the last straw. So she joined the Rebellion of The Three Hundred, and became a founding member of the Red Ronin. She actually started in Vanguard Division in Assault Corps, but swiftly bounced all over Heavy Corps before landing as the previous Exotic Division Lieutenant. She became the fourth Heavy Corps Commander the expected way, through the death of the previous in combat and Tomoe Aizawa (the Red Ronin’s Captain, or Tai-Cho) giving her the position. She has not yet disappointed in the slightest. She’s very happy with the Ronin, honestly. The only threats are on the battlefield, and she knows how to deal with those.

 

She is adamantly against the raid. It’s kind of against her whole ethos. It’s not that she doesn’t want to be acknowledged as good at what she does. But going on what’s effectively a suicide mission is not the way to do that. It’s just giving up, in her view. If there’s one think Kazumi Ishimaru has never done in her life, it’s give up. And she’s not about to start now. She values what they’ve built together, all 300 who started it to the 47 who remain with all the newer people. It means something. Is the approval of those who spurned them worth more than that of those who embraced them? Each new day, meal, breath, heartbeat, is a gift beyond price. Let’s not waste them, says Kazumi. However, if when the arguments are over and the decision is final, Tai-Cho says go, she will go. But she will not be going to die. She will be going to save as many of her precious comrades as possible, until the gift of her life is finally used up.

 

Powers & Tactics: Kazumi is a rare Ingenti member of the Adroit, able to manipulate their internal Quintessence to gain powers only otherwise available via technology. Usually through cybernetic or bio-implant augmentation. Her Adroit powers fairly standard for a veteran combat style Adroit. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), and resilience vs damage. Because she’s an Ingenti in addition to the physical boost, she’s technically strong enough to crack standard steel with a casual punch. Her quirk, however, is her vision is enhanced. Her vision can detect magical effects and is extended beyond the average common to most species.

Her weapons are not entirely standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). She also has one of the blaster types (automatic pistol) expected of a Combat Corps Ronin, and even the automatic shotgun isn’t too unusual, being a combo of the standard automatic rifle and shotgun. That, however, is where the standard gear ends. Heavy Corps plays harder, and as their Commander she’s got a piece of each Division’s specialty on her. For Gunnery she carries an Automatic Blaster Cannon. For Mobile Artillery she carries a Plasma Grenade Launcher and a Plasma Rocket Launcher. And for Exotic she carries her baby, a Heavy Gauss Rifle (another name for a railgun). These are weapons that the average Nobellian or human soldier can’t even carry, let alone wield. Even Sionil end up toppling over and only the largest Borustans can handle both the weight and the recoil. Such weapons are normally mounted on vehicles, but Kazumi is practically vehicle sized herself, so it works out. Her armor, however, is Original 47 standard. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio.

 

Tactically, Kazumi is, uh, terrifying. Unlike most high power level Ronin, she meets her offensive caps both at range and in melee. Her Heavy Gauss Rifle has the range of a good sniper rifle, and with strength her katana strikes can be hilariously lethal. Automatic Blaster Cannon and Plasma Rocket Launcher are only a PL behind, and offer the benefits of Autofire and a wide area of effect respectively. So she’s spoiled for options in a fight. The Shotgun plays backup to the Cannon, and the Grenades play backup to the Rockets. She’s got Improved Demoralize and Improved Startle to ruin enemies’ days. All Out, Defensive, and Power Attack are on tap as needed. Move by Action keeps her mobile in combat, Takedown Attack 2 lets her shred through enemies in melee. Teamwork 3 lets her support her fellow Ronin very effectively when needed. And Ultimate Toughness permits her to survive things she has no business surviving, even with +16 Toughness. She can technically power stunt off of something in her Internal Quintessence container, but it’s not even clear if she knows how, as she’s never done so.

 

Personality: Kazumi is endlessly cheerful, enthusiastic, and exuberant. She is an absolute fountain of positivity and stubborn determination. Her childhood was an unimaginable horror that would have broken most. It may seem that she wasn’t one of them at first glance. Until one notices that her good cheer and enthusiasm do not come packaged with friendliness and behind it are eyes that watch closely. Any would be foes who think her good cheer means she’s not on guard at all times will find out how mistaken they are in short order. You know, as they’re violently killed. That, and how her good cheer doesn’t diminish even in the middle of even the most ferocious firefight is what makes people think she’s insane. But nope, she just has a different philosophy and perspective on life.

With that said, she does follow the Code of The Ronin. Her strengths lie in Compassion and Honor, while her weaknesses lie in Righteousness and Self Control. The rest she is adequate at. To explain further: She believes very strongly in helping people where she can. Doing good deeds and being a good person. The problem with the latter is that she’s genuinely awful at it. Her twin upbringings (in post-apocalyptia and as her military training phase) have left her with a deeply warped sense of what “good” is in the first place. Her general idea of “helping” is visiting cheerful ultraviolence on the source of the problem. Her sense of morality is simple, uncivilized, and savage in a way that simply doesn’t work in the modern, law based universe. Her lacking in Self Control, however, has more to do with her endless cheer. It’s completely overwhelming. Her enthusiasm and exuberance is literally endless. Like, she’s an adult. She has an inside voice. She’s not annoying. But she’s high energy and positivity literally all of the time unless she’s unconscious. It’s A Lot, but the Ronin are used to it.

In another age, Kazumi would be an epic hero, slaying monsters and earning the adulation of whole nations. Unfortunately, she lives in the current age where the only place for a person like her is on the battlefield. To be clear, she’s not wandering around killing people who are bothering other people. She’ s not an idiot or simple minded. If someone whose opinion she respects says that’s not the way to solve the problem, she’ll believe them. The problem comes in when that someone isn’t there. And a person or persons gets chopped in half, shot to pieces, or exploded. Again, she’s not an idiot. Causing a bloodbath in a public area is a dumb move regardless of the validity of the reason for it. Time and place is very important. Needless to say, she’s rarely alone in public. This actually works out a bit, as she brightens the mood of the often neutral to grim bunch that the Ronin can be. And on the actual battlefield where her cutting loose is not only acceptable but encouraged? She’s one of the rocks the Ronin rally around. She believes in the group more than any of them. She’ll do whatever it takes to protect them.

Posted

Eldritch Ronin (Hiroji Ryusaki)

 

Power Level: 14; Power Points Spent: 270/270

 

STR: +5 (12/20), DEX: +3 (16), CON: +7 (16/24), INT: +7 (20/24), WIS: +7 (18/24), CHA: +2 (14)

 

Tough: +7/+14, Fort: +8, Ref: +11/+14, Will: +10/+11

 

Skills: Acrobatics 7 (+10), Craft (artistic) 3 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (arcane Lore) 13 (+20), Knowledge (galactic) 3 (+10), Knowledge (tactics) 3 (+10), Knowledge (theology & philosophy) 8 (+15), Language 5 (+5), Notice 8 (+15), Sense Motive 8 (+15), Stealth 2 (+5)

 

Feats: Artificer, Attack Focus (melee), Attack Specialization (Eldritch Katana (Strike 4)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Magicorps Commander)), Defensive Attack, Evasion, Improved Critical (Automatic Blaster Pistol (Blast 6)), Improved Critical (Eldritch Tanto (Strike 1)), Improved Critical (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Eldritch Katana (Strike 4)), Improved Critical 2 (Eldritch Wakizashi (Strike 2)), Improved Critical 2 (Mystic Blast (Blast 14)), Improved Initiative 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Ritualist, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Craft (art), KN (arcane lore), Sense Motive)), Takedown Attack 2, Teamwork 3, Uncanny Dodge (Auditory)

 

Powers:

Battlemage Spells (Array 18) (default power: blast)

   Chain Lightning (Blast 12) (Array; DC 27; Line Area (5x300 ft. line - General))

   False Holovid (Illusion 9) (Array; affects: 1 type + visual - visual & auditory, DC 19; Duration (sustained))

   Fireball (Blast 12) (Array; DC 27; Burst Area (60 ft. radius - General))

   Flesh Roast (Blast 9) (Array; DC 24; Alternate Save (Fortitude), Range (perception))

   Heal Spell (Healing 😎 (Array; DC 18; Action (standard), Total; Persistent, Regrowth)

   Mystic Blast (Blast 14) (Default; DC 29, Feats: Improved Critical 2 (Mystic Blast (Blast 14)); Accurate (+2), Precise, Variable Descriptor 2 (Broad group - Any Elemental))

   Soul Shock (Blast 9) (Array; DC 24; Alternate Save (Will), Range (perception))

Blaster Arsenal (Device 4) (Easy to lose; Custom (Multiple Weapons))

   Blasters (Array 10) (default power: blast; Custom (Array 9.5))

      Automatic Blaster Pistol (Blast 6) (Default; DC 21, Feats: Improved Critical (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5))

      Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical (Heavy Blaster Pistol (Blast 6)))

Eldritch Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Eldritch Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Eldritch Katana (Strike 4) (Default; DC 24, Feats: Improved Critical 2 (Eldritch Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty)

      Eldritch Tanto (Strike 1) (Array; DC 21, Feats: Improved Critical (Eldritch Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty)

      Eldritch Wakizashi (Strike 2) (Array; DC 22, Feats: Improved Critical 2 (Eldritch Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty)

Eldritch Ronin Armor (Device 3) (Hard to lose)

   Eldritch Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma))

   Eldritch Radio (Communication 😎 (sense type: radio; Subtle (subtle))

Enchanted Physiology (Container, Passive 10)

   Enchanted Abilities (Enhanced Trait 16) (Traits: Strength +4 (20, +5), Constitution +4 (24, +7), Intelligence +4 (24, +7), Wisdom +4 (24, +7))

   Enchanted Quickness (Quickness 6) (Perform routine tasks at 100x speed)

   Enchanted Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+14), Reflex +3 (+14), Feats: Improved Initiative 3)

   Enchanted Resilience (Protection 3) (+3 Toughness)

   Enchanted Senses (Super-Senses 4) (analytical: Magic Awareness, awareness: Magic (visual), awareness: Hostile (visual), danger sense: Mental)

   Enchanted Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)

Sionil Longevity (Features 1)

Sionil Physiology (Container, Passive 3)

   Lightless Vision (Super-Senses 3) (darkvision, infravision)

   Sionil Abilities (Enhanced Trait 11) (Traits: Strength +4 (20, +5), Constitution +4 (24, +7), Wisdom +2 (24, +7), Will +1 (+11))

   Sionil Resistance (Immunity 2) (disease, poison; Limited - Half Effect)

 

Attack Bonus: +9/+12 (Ranged: +9/+12, Melee: +10/+13, Grapple: +15/+18)

 

Attacks: Automatic Blaster Pistol (Blast 6), +12 (DC 21), Chain Lightning (Blast 12) (DC 27), Eldritch Katana (Strike 4), +15 (DC 24), Eldritch Tanto (Strike 1), +13 (DC 21), Eldritch Wakizashi (Strike 2), +13 (DC 22), Fireball (Blast 12) (DC 27), Flesh Roast (Blast 9) (DC Fort 24), Heavy Blaster Pistol (Blast 6), +12 (DC 21), Mystic Blast (Blast 14), +14 (DC 29), Soul Shock (Blast 9) (DC Will 24), Unarmed Attack, +13 (DC 20)

 

Defense: +11/+14  (Flat-footed: +7), Knockback: -7

 

Initiative: +15

 

Languages: Neo-Nobellian Native, Old Nobellian, Old Sionil, Outer Borustan, Outer Ingenti, Wajin-Sionil

 

Totals: Abilities 36 + Skills 19 (76 ranks) + Feats 19 + Powers 144 + Combat 40 + Saves 12 + Drawbacks 0 = 270

 

Age (as of Jan 2019): 60 (chronological) mid 20s (biological)

Height: 4’ 7”

Weight: 150 lbs

Ethnicity: Wajin-Sionil (Japanese equivalent)

Hair: Black

Eyes: Dark Brown

 

Theme Song: [url=https://www.youtube.com/watch?v=KWdLqXnComI]Against My Tide, by Divide Music featuring Sinewave Fox[/url] [url=https://www.youtube.com/watch?v=GTEcH68MWzE]Demons, by Divide Music[/url], and  [url=https://www.youtube.com/watch?v=jesQAezY1wU]Invincible, by Fabvl[/url]

 

Background: Hiroji Ryusaki revered his father, once. This was not unusual. Even among the Free Sionil, loyalty, love, and reverence towards one’s parents can effectively be the same emotion. The Ryusaki family, though not highly placed and of no particular importance, had served as Battlemages for the Sionil Union since the Nobellian Wars. They had only become outcast and exile a scant handful of generations prior. So Hiroji, as a small child, learned the family history at his father’s knee. He saw the Sionil as an ideal to be followed. Nothing new here. Lots of sons see their fathers that way when they’re young. Hiroji let his faith in those old stories guide him into being a Sionil Battlemage himself. Trained by his father, no less. A faithful follower of the family tradition. It was a tidy little bit of manipulation.

Hiroji served for many years in the megacorp’s ranks. A decade and a half, by Earth measuring. He has no further ambitions. Skilled mages, especially combat mages, are highly valued. So his rank, pay, and benefits were great. His elder brother and two elder sisters were handing ensuring the bloodline endured through the next generation. He was perfectly fine being the good little soldier. Flinging fire, lightning, and assorted other magic at whoever he was ordered to fight. And indeed this would have been the tale of Hiroji Ryusaki, except for one day. The Rebellion of The Three Hundred. The ugly holo-call with his father once he found out what it was about. His father was not the Sionil he thought he was. A Sionil more concerted with money, power, and privilege than honor and loyalty. Stories are just stories, boy. This is reality. Leave the past where it is and focus on real life. No, sayeth Hiroji. He will do no such thing. Those days are gone, and those values are unnecessary in this era? Nonsense. The conversation degenerated from there, and prove his father wrong about, well, everything, Hiroji joined the Rebellion, becoming one of the Red Ronin.

Being a bit more of a veteran among the original 300, he was highly placed in Spellcasting Division. He became its second Lieutenant. He’s only the third Magicorps Commander because he declined being the second. His relations with his siblings, nephews, and nieces are quite good, actually. They weren’t really a part of the megacorp to begin with, and cut their father off shortly after Hiroji himself did. The problem comes in where his father isn’t quite the dishonorable and greedy scumbag he’s thus far been portrayed as. The Sionil Hiroji thought he understood that day, 25 Earth years ago. Naturally, the father was assigned to reign in the son. While they’ve not directly faced off (his father being in a commanding general role and not a field operative one) Hiroji has learned his father is not a coward, a murderer, a thief, or an idiot. He does, in his way, have some honor. Some common decency. He is not, in fact, 100% despicable bastard. By the gods, this would be easier if he was. He’s openly defied the old Imperial families to make the right moral choice on several occasions. Granted, this also provided tactical benefits, too, but still. It’s all kinds of fragged up. Hiroji hates his father, yes, but he also can’t help but respect him. It’s a whole mess.

Regarding the raid, Hiroji is more or less for it. He agrees with the tactical assessment that the Original 47 from species with lesser longevity are running out of time. But moreover he knows that his father will be there organizing security. They haven’t seen each other face to face since before the Rebellion, 25 Earth years ago. He doesn’t exactly want to kill him, per se. He wants to finish the argument from back then. And if burying his sword in his father’s chest is the only way to do that, well…he can learn to live with that. For however many minutes before he’s killed by an overwhelming counter assault from the megacorp’s security personnel.

 

Powers & Tactics: Hiroji is a Sionil wizard. A practitioner of Sionil Battlemagery, to be precise. Much like it sounds, it’s purpose is to kill loads and loads of people on the battlefield. To basically be a walking artillery piece, even while bare ass naked. Since it’s a Sionil tradition, it’s extremely rigid and inflexible. It does what it does, and is resolutely incapable of deviating from it. That’s not so bad, though, considering what he does for a living. The powers he gets through it are normally only otherwise available via technology. Usually through cybernetic or bio-implant augmentation, and sometimes not even then. First off, his magic enhances his physiology. These enhancements are fairly standard for a veteran of heavy combat. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), and resilience vs damage. His quirk, however, comes in the form of some unique senses. He can see and easily analyze magic. He can visually determine enemy from ally (translucent red overlay for ally, translucent gray overlay for neutral, translucent blue overlay for enemy) whether combat has started or not. What they’re wearing is irrelevant. If they’re hostile, he can tell just by looking. And he has a sixth sense for danger, enabling him to virtually never be surprised or caught off guard by any of said enemies.

Of course, wizards are far better known for their active spells, and Hiroji is no different. Here is where a misconception comes in. Sionil Battlemages are expected to simply sling lots of fire and lightning. To be nothing more than that walking artillery piece. This betrays a fundamental misunderstanding of how the tradition works. The spells are not required to directly kill the enemy. Keyword: directly. So yes, Hiroji can throw devastation over wide areas with Fireball and Chain Lightning or unleash single target devastation with Mystic Blast (the list of elements he can use here is wide, hence Variable Descriptor 2), Flesh Roast (this is via spontaneously generated microwaves, not fire), and Soul Shock (a mental attack, not an electrical one). However, he can also heal himself and allies (living allies are better at killing the enemy) or unleash extremely convincing audiovisual illusions (from behind which allies may strike viciously). His spells aren’t just about doing damage. They’re also about effectively facilitating damage getting done in the most efficient way possible. He has no exotic attacks, as they take time away from doing more damage. No special movement powers, because the enemy is supposed to be right in front of the mage. Get to killing them already. Why would you need to run? And definitely no summoning or concealing spells. Very direct, is Sionil Battlemagery. The Battlemagery of other species (like the Nobellians or the Venandi) are a little more flexible about matters. But you know how it is. Sionil are gonna Sionil until the heat death of the universe. Or their extinction. Whichever.

His actual weapons are completely standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). He has both of the standard blaster types (automatic pistol, and heavy pistol) expected of a Support Corps Ronin. His armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio.

 

Tactically, Hiroji is a killing machine with his spells. There is no place to run, as Flesh Roast and Soul Shock are perception range. Bringing lots of friends won’t help, as he can devastate areas with Fireball or Chain Lightning. And that’s if he doesn’t slide into a support role with False Holovid or Heal Spell. He doesn’t even need his weapons under normal circumstances. But you know how it is. Some folks are immune or resistant to magic. Or it’s a Quintessense void in which no spells can be cast. So he can apply blades and/or blasters until all targets down. He doesn’t feint or demoralize. He does, however, have Defensive and Power Attack to modify his caps with and Move by Action to keep him mobile. “Dump/erase/snuff the mage” being the eternal rallying cry of the mercenary outlaw, the latter is actually a bit important. It’s also another reason for him to use his weapons instead of his spells in some situations. He has Teamwork 3 for being a proper team player, and if forced to his blades he has Takedown Attack 2 to mow through targets with impunity. Sionil Battlemagery may seem to ill suit Artificier and Ritualist, except these are typically used for pre battle augmentation to what he already does. As might be expected, his power stunting is extremely rare. He’ll really only bust out something different for groups of enemies immune to both fire and lightning. They’re all Blast 12 with different Area extras. There’s Hailstorm (Cloud Area), Tornado (Cylinder Area), and Spike Spray (Cone; this is Earth).

 

Personality: Hiroji is a study in contrasts. Warm, friendly, and gregarious. Affable and likeable, with an easy and obvious confidence. That confidence, of course, comes from being a killing machine and walking artillery piece. It’s not quite sociopathy, of course. He is not manipulative and he does not kill purely for fun. It’s that he takes great personal pleasure in the fruits of his training, aka being a nigh unstoppable magic slinging badass. The contrast, of course, comes from when downtime is over and it’s time for war. The lack of feeling in his eyes can chill the blood as much as his comrade Kazumi’s savage joy. He’s killed legions since he’s started, and it hasn’t let a single mark on him. Those slotted into the category of “hostile enemy” simply cease to be breathing, thinking people to him. Such is the training of a Battlemage, Sionil or otherwise.

With that said, he does follow the Code of The Ronin. His strengths lie in Courage and Honor, while his weaknesses lie in Respect and Loyalty. The rest he is adequate at. To explain further: Ironically enough, the wizard among the Corps Commander is probably the most stereotypically Earth style samurai. He works his ass off in training and psychologically conditioning himself to not shame his ancestors or his allies. Nobody can remember so much as seeing him afraid, let alone acting like he was. But, of course, nobody with any skill in Respect or Loyalty would have completely turned their backs on their father like he has. Especially not to simply prove he was right and his father was wrong. And such a person certainly wouldn’t be planning to fight said father to the death if necessary to get said proof. To be clear, he’d never betray the Ronin. But Loyalty isn’t a virtue that a warrior can pick and choose. So you know, a study in contrasts.

Yes, Hiroji hates his father. Paradoxically enough, he hates all the more because he can’t help but respect him. But unlike some, this is just one facet of who Hiroji is. The ideal Sionil Battlemage comes first. His faith is those old stories, in the ways and values of his ancestors, comes first. Honor, courage, and dedicated service to a leader worth following. Glory and recognition are appreciated, but unnecessary. As Corps Commanders go, he’s actually pretty hands off. Easy guy to work for, hard guy to genuinely impress. Though, in fairness, he’s not that great of an artificier, he can’t summon at all, and any attempts at controlling someone like Nariko Kuromiya will go exceedingly poorly. So it loops around to being just the wisdom to trust highly competent professionals to be good at their jobs.

Posted

Neko Ronin (Netsuko Nishimura)

 

Power Level: 11; Power Points Spent: 270/270

 

STR: +4 (14/18), DEX: +5 (16/20), CON: +5 (16/20), INT: +2 (14), WIS: +5 (20), CHA: +7 (24)

 

Tough: +5/+12, Fort: +9, Ref: +7/+10, Will: +11

 

Skills: Acrobatics 10 (+15), Bluff 13 (+20), Diplomacy 13 (+20), Disguise 8 (+15), Gather Information 13 (+20), Handle Animal 3 (+10), Intimidate 8 (+15), Knowledge (business) 3 (+5), Knowledge (civics) 3 (+5), Knowledge (current events) 8 (+10), Knowledge (galactic) 3 (+5), Knowledge (popular culture) 8 (+10), Knowledge (streetwise) 13 (+15), Knowledge (tactics) 8 (+10), Knowledge (technology) 3 (+5), Language 6 (+6), Notice 5 (+10), Sense Motive 10 (+15), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Azamuki No Tadashi-sa (Righteousness of Deception)  (Strike 4)), Attack Specialization (Feline Claws & Fangs (Retractable) (Strike 2)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Supply Corps Commander)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Connected, Contacts, Defensive Attack, Distract (Bluff), Evasion, Improved Aim, Improved Critical (Automatic Blaster Pistol (Blast 6)), Improved Critical (Feline Claws & Fangs (Retractable) (Strike 2)), Improved Critical (Heavy Blaster Pistol (Blast 6)), Improved Critical (Neko Tanto (Strike 1)), Improved Critical 2 (Azamuki No Tadashi-sa (Righteousness of Deception)  (Strike 4)), Improved Critical 2 (Neko No Tsume (Cat's Claw) (Strike 2)), Improved Grapple, Improved Initiative 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Second Chance (Toughness saves vs. Force), Set-Up, Skill Mastery 2 (Acro, Bluff, Diplo, Disg, Gather Info, Intim, Sen Mot, Stealth), Takedown Attack 2, Taunt, Teamwork 3, Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Blaster Arsenal (Device 4) (Easy to lose)

   Blasters (Array 10) (default power: blast; Custom (Array 9.5))

      Automatic Blaster Pistol (Blast 6) (Default; DC 21, Feats: Improved Critical (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5))

      Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical (Heavy Blaster Pistol (Blast 6)))

Feline Bio-Implants (Container, Passive 15)

   Bio-Implant Abilities (Enhanced Trait 12) (Traits: Strength +4 (18, +4), Dexterity +4 (20, +5), Constitution +4 (20, +5))

   Bio-Implant Pheromones (Emotion Control 11) (DC 21; Perception Area (General), Selective Attack; Limited to Emotion (Love), Range 2 (touch), Sense-Dependent (Olfactory); Custom (Insidious), Subtle (subtle))

   Bio-Implant Quickness (Quickness 6) (Perform routine tasks at 100x speed)

   Bio-Implant Recovery (Regeneration 😎 (recovery bonus 4 (+4 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins); Persistent)

   Bio-Implant Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+10), Reflex +3 (+10), Feats: Improved Initiative 3)

   Bio-Implant Resilience (Protection 3) (+3 Toughness)

   Bio-Implant Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)

   Feline Claws & Fangs (Retractable) (Strike 2) (DC 21, Feats: Improved Critical (Feline Claws & Fangs (Retractable) (Strike 2)); Penetrating; Mighty)

   Feline Insulating Fur (Features 1) (Notes: Netsuko has a layer of fur that protects her from sunburn and cold, giving her immunity to those environments.)

   Feline Senses (Super-Senses 3) (acute: Normal Olfactory, low-light vision, tracking: Olfactory 1 (half speed))

   Feline Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)

Neko Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2), Subtle (subtle))

   Neko Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Azamuki No Tadashi-sa (Righteousness of Deception)  (Strike 4) (Default; DC 23, Feats: Improved Critical 2 (Azamuki No Tadashi-sa (Righteousness of Deception)  (Strike 4)); Penetrating [2 extra ranks]; Mighty)

      Neko No Tsume (Cat's Claw) (Strike 2) (Array; DC 21, Feats: Improved Critical 2 (Neko No Tsume (Cat's Claw) (Strike 2)); Penetrating [2 extra ranks]; Mighty)

      Neko Tanto (Strike 1) (Array; DC 20, Feats: Improved Critical (Neko Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty)

Neko Ronin Armor (Device 3) (Hard to lose; Subtle (subtle))

   Neko Armor (Protection 4) (+4 Toughness, Feats: Second Chance (Toughness saves vs. Force); Subtle (subtle))

   Neko Radio (Communication 😎 (sense type: radio; Subtle (subtle))

 

Attack Bonus: +9/+12 (Ranged: +11/+14, Melee: +9/+12, Grapple: +13/+16)

 

Attacks: Automatic Blaster Pistol (Blast 6), +14 (DC 21), Azamuki No Tadashi-sa (Righteousness of Deception)  (Strike 4), +14 (DC 23), Bio-Implant Pheromones (Emotion Control 11) (DC Staged/Will 21), Feline Claws & Fangs (Retractable) (Strike 2), +14 (DC 21), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Neko No Tsume (Cat's Claw) (Strike 2), +12 (DC 21), Neko Tanto (Strike 1), +12 (DC 20), Unarmed Attack, +12 (DC 19)

 

Defense: +7/+10  (Flat-footed: +5), Knockback: -6

 

Initiative: +17

 

Languages: Ingentiponic, Neo-Nobellian Native, Nihongellian, Outer Borustan, Outer Ingenti, Trade Sionil, Wajin-Sionil

 

Totals: Abilities 44 + Skills 37 (148 ranks) + Feats 33 + Powers 112 + Combat 32 + Saves 12 + Drawbacks 0 = 270

 

Age (as of Jan 2019): 40

Height: 5’ 7”

Weight: 130 lbs

Ethnicity: Modded Human Catgirl (original ethnicity unclear)

Hair: Black (includes furring)

Eyes: Green (feline)

 

Theme Song: [url= https://www.youtube.com/watch?v=t4sjOROAcAg&pp=ygUNaGVhcnRzIHphY2ggYg%3D%3D]Hearts, by Zach B featuring Sinewave Fox[/url]

 

Background: Humanity, at least out in the universe, doesn’t have their own specific homeland. It’s a lot of little communities built up over time in the shadow of other nations. As such, sometimes they can get really, really strange compared to Earth cultures and communities. Even by that standard, Netsuko Nishimura is a strange woman. It’s gotta be understood that radical body modification ain’t particularly strange out in the universe, you know? It’s the age of cyberlimbs, bio-implants, and transformative magic rituals. Horns, fangs, wings, fur, and tails. If someone’s into the right subculture or simply feel that they weren’t born in the right body, the changes they desire can be had. Yet even by that standard, Netsuko Nishimura is a strange woman. If anyone in the universe can be said to be a reincarnated Earth housecat, it is she.

There are multiple reasons for this. Turning on the megacorp was easy. They’d never done anything for her. Her parents, her entire human community, really, were…there’s quite a loaded but accurate word for it. It translates to wage slaves. Souls long sold to the company store, and with the existence of magic it’s not entirely clear how literal that is. It’s a stable life. Healthy, well fed, and happy workers are more productive than sick, starving, miserable ones. But their wages disappear for these benefits, just to the point where nobody has enough money to simply move away and get a different job. This was Netsuko’s life as a child. Of course, children are scouted for natural talent. The megacorp always hungers for more ways to increase their profit margins. A cute young girl bursting with natural charisma is an asset to groomed and exploited. Modeling. Acting. Spokesperson’ing. Behind all the encouraging smiles and gentle persuasion to do well is the threat of being discarded and, if the megacorp was feeling vindictive (so an average weekday then) her parents losing their jobs. With no way to pay off their debts to the megacorp and no money with which to escape their reach.

Enunciate properly and smile big, sweetie. Oh, aren’t you adorable. Come sit on my lap for a while. I could just eat you up. Children aren’t stupid. They know when they’re being placated. They know when they’re being used. But she cared what happened to her parents in those days. She even made a friend among the other children. Kenzo. He was also human. Also from her little community. After a while, her training shifted her into being something a little unique. She wasn’t a great actress. Modeling was a waste of her talents. They funneled her into the security services, and training alongside Kenzo and others. The ultimate goal was for her to do what she’s doing now, only for them. Middle woman between the megacorp and mercenary outlaws, with the combat skills to defend herself if needed. Kenzo, however, was the shining star.

Until, of course, the inevitable. She discovered that her parents had been dead for years. There had been an extremely convenient “industrial accident” that had taken out both her parents and Kenzo’s. She didn’t mind a lot, you know? She knew she’d been effectively sold off years ago. Children aren’t stupid, as previously stated. But hiding it from her was a little annoying. Kenzo, on the other hand, fucking snapped. After being restrained and imprisoned, he took his own life. Whether this was the truth or not was kind of irrelevant to Netsuko. She wasn’t angry. She didn’t feel anything but a certain playful amusement. She understood things now. Everything she cared about, they’d take away. The megacorp had their ideal little fixer, oh yes. One who could line up the nursery at a hospital to be bombed and machine blasted out of existence. But they’d made one mistake. They’d given her no reason to be loyal to them aside from self preservation, and she found she couldn’t seem to care enough about that, either.

Her rampage was strictly verbal until her teachers responded to her self revelations by drawing weapons and trying to murder her. She objected to having learned her lessons appropriately being repaid with casual murder, and drew her own weapons. This would have been just another sad day in which a promising young woman was tragically lost…except it was that day. The rebellion of the Original 300 tore through the megacorp facility like wildfire. While the others, including the other 299 who escaped alongside her were by turns angry, determined, grim faced, etc, Netsuko was smiling the whole way. Because really, it was all so very amusing. The implants that make her look like a literal catgirl were to both obliterate all traces of the original Netsuko from her appearance and to match the current one’s internal identity. Thus the little girl who was never more than a puppet, a thing to be used and thrown away when it was no longer useful, is buried beneath a Cheshire cat smile. Netsuko Nishimura, whose feelings and independent existence were utterly denied and taken from her at every turn, exists in name only. Neko Ronin has been effectively her name for far longer. The universe is, after all, so very amusing.

 

Today, she runs the spies, thieves, grifters, fixers. She’s nominally in command of Logistics Division, but Shishou is basically autonomous. He’s earned that. Monella and Shade, though, take a little more supervision. As for the raid, well…she doesn’t care. If Tai-Cho says they’re doing it, she will go. If Tai-Cho says they’re not, she’ll forget about it.

 

Powers & Tactics: Netsuko is a Sape (aka a human) with plenty of bio-implant augmentations, a lot of weapons, and some armor. Her bio-implants are extensive but only partly standard. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), resilience vs damage, and regenerative speed (doesn’t need medical treatment to is faster at recovering from all injuries). Her quirks are more defining than most in the Ronin, because most of them make her a literal catgirl. Claws, fangs, fur, and the senses associated with felines (a sharp sense of smell, the ability to track with it, and superior vision in low light conditions). And then there’s the pheromones. While not part of the feline modding, anyone who smells them becomes more friendly and easy to persuade. Unless of course, their will is strong enough to resist. They’re a subtle fragrance, too, so not everyone can actually detect she’s putting them off. She even has enough control to not expose anyone to them that she doesn’t want to.

Her weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). Her katana (Azamuki No Tadashi-sa, or Righteousness of Deception) and wakizashi (Neko No Tsume, or Cat’s Claw) are named and made of a virtually indestructible alloy. To wrap up weapons, she has both of the standard blaster types (automatic pistol, and heavy pistol) expected of a Support Corps Ronin. Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. As a final note, her daisho and armor different from the rest of the Original 47 in one small but key way. They’re disguised enough that it takes skilled eyes to determine that her blades are there and that her armor is, well, armor.

 

Tactically, Netsuko is the most unstereotypically samurai of all the Original 47. She avoids most fights by using her Pheromones, social skills, and ability to disappear into the shadows. She operates a lot more like a ninja (specifically a kunoichi, the con artist assassins of the ninja world) than a samurai. This can seem like cowardice and/or laziness, but it’s simple pragmatism. Combat literally isn’t her job, so why get into it if she doesn’t have to? With that said, she’s not above cutting people down with her katana (it’s her best attack, as it meets her PL caps) or simply shooting them. The claws and fangs come out when some idiot thinks just because she has no weapons that she’s unarmed. She has Improved Acrobatic Bluff, Feint, and Taunt to ruin opposing days. All Out Attack is for striking from the shadows, Defensive Attack is to protect herself, and Power Attack is just to do more damage. You know, like when sneak attacking. Improved Aim can help her hit, and Move by Action keeps her appropriately mobile. Improved Distract, Set Up and Teamwork 3 mark her as a consummate team player. Takedown Attack 2 lets her slice through enemy hordes easily. Don’t underestimate Connected, Contacts, and Well Informed. She knows a staggered amount of people, and most of them owe her a favor, and she knows a little something about everything. She does not power stunt.

 

Personality: Netsuko, if one was being uncharitable, could be called insane. There is something quite broken in her mind, after all, and her behavior can seem quite erratic to those who don’t know her well. And that nigh permanent Cheshire Cat grin on her face definitely doesn’t help. Those who are paying more attention, however, will recognize a predator at play. She plays factions off other factions. The cat in the high grass, watching the mice frolic without a care. And every so often, swooping down to either send them scurrying or actually taking one away. The metaphor is crude, but it mostly works. Because she’s most definitely not a spider, no matter how well the spider in the center of its web metaphor works better.

With that said, she does follow the Code of The Ronin. Her strengths lie in Respect and Loyalty, while her weaknesses lie in Righteousness and Honor. The rest she is adequate at. To explain further: She has nothing left to prove to anyone. Other people’s opinions of her and her abilities are as irrelevant to her as rain is to a fish. Loyalty is a slightly different matter. It’s why she’s a Corps Commander. Those who establish the appropriate bond with her (like the Original 47 and full members of her Supply Corps) she’ll move heaven and earth for. She has their backs until the end of the line. Whatever it takes. Which brings us to Righteousness and Honor. She really doesn’t have any of either. While she’s not evil or malicious, she just doesn’t care. People die. It’s a thing they do. All day, every day, everywhere. Whether they deserve to or not. So what does it matter if she’s technically or literally responsible for some of today’s deaths? She is not herself an assassin, but she has had meetings knowing full well she’d be the only one who walked away alive. And she’s never batted an eyelash at hiring wetworks teams. So she’s not particularly good, morally speaking, and she doesn’t care that she isn’t.

 

She knows the truth, you see. The secret at the heart of all things. Echoing Nick Phoenix of all people, she knows that everyonedies and everything ends. This isn’t “nothing matters” nihilism, however. There is no despair on her end because of it. Rather she’s simply wryly amused. Look at how everyone in the universe struggles to survive, make their mark, and pass something on to the future. Hopes and dreams. Love and family. Deeds both great and small. It’s a busy universe, and one day all of it will be little more than dust on the cosmic wind. To be perfectly clear, she finds the struggle of small finite mortals against infinite time and space to be very amusing. The result was decided before the battle began, but we struggle ever forward anyway. She finds it both fun and funny at the same time. And at the bottom of her psyche, buried under the playful and ever amused catgirl, a little girl mourns the loss o both her best friend and the person she could have been.

Posted

Devil Ronin (Rinako Saeki)

 

Power Level: 11; Power Points Spent: 270/270

 

STR: +8 (16/26), DEX: +4 (16/18), CON: +8 (20/26), INT: +7 (20/24), WIS: +2 (14), CHA: +3 (12/16)

 

Tough: +8/+14, Fort: +11, Ref: +6/+8, Will: +11

 

Skills: Acrobatics 6 (+10), Computers 13 (+20), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (galactic) 3 (+10), Knowledge (physical sciences) 3 (+10), Knowledge (tactics) 3 (+10), Knowledge (technology) 13 (+20), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10), Stealth 1 (+5)

 

Feats: All-Out Attack, Attack Focus (ranged) 2, Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Engineer Corps Commander)), Eidetic Memory, Improved Critical (Automatic Blaster Pistol (Blast 6)), Improved Critical (Devil Tanto (Strike 1)), Improved Critical (Heavy Blaster Pistol (Blast 6)), Improved Critical (Horned Headbutt (Strike 2)), Improved Critical 2 (Devil Katana (Strike 4)), Improved Critical 2 (Devil Wakizashi (Strike 2)), Improved Initiative 2, Move-by Action, Power Attack, Precise Shot, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Computers, Notice, Stealth), Takedown Attack 2, Ultimate Effort (Computers checks), Uncanny Dodge (Auditory)

 

Powers:

Blaster Arsenal (Device 4) (Easy to lose; Custom (Multiple Weapons))

   Blasters (Array 10) (default power: blast; Custom (Array 9.5))

      Automatic Blaster Pistol (Blast 6) (Default; DC 21, Feats: Improved Critical (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5))

      Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical (Heavy Blaster Pistol (Blast 6)))

Cybernetics (Container, Passive 7)

   Cyber Armor (Protection 2) (+2 Toughness)

   Cyber Quickness (Quickness 4) (Perform routine tasks at 25x speed; One Type (Physical))

   Cyber Reflexes (Enhanced Trait 12) (Traits: Attack Bonus +2 (+10), Defense Bonus +2 (+8), Reflex +2 (+8), Feats: Improved Initiative 2)

   Cyber Speed (Speed 2) (Speed: 25 mph, 220 ft./rnd)

   Cyberarm Holsters (Features 2) (Notes: Can store two (2) Pistol size weapons inside cybernetics, making them Subtle towards visual detection methods)

   Cyberarms Strength (Enhanced Strength 😎 (+8 STR)

   Cybereyes (Super-Senses 6) (darkvision, extended (type): Vision 1 (-1 per 100 ft), infravision, microscopic vision 1 (dust-size))

   Nutrition Storage System (Immunity 1) (starvation & thirst)

Devil Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Devil Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Devil Katana (Strike 4) (Default; DC 27, Feats: Improved Critical 2 (Devil Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty)

      Devil Tanto (Strike 1) (Array; DC 16, Feats: Improved Critical (Devil Tanto (Strike 1)); Penetrating [1 extra rank])

      Devil Wakizashi (Strike 2) (Array; DC 25, Feats: Improved Critical 2 (Devil Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty)

Devil Ronin Armor (Device 3) (Hard to lose)

   Devil Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma))

   Devil Radio (Communication 😎 (sense type: radio; Subtle (subtle))

Jinkan-Borustan Physiology (Container, Passive 4)

   Horned Headbutt (Strike 2) (DC 25, Feats: Improved Critical (Horned Headbutt (Strike 2)); Mighty)

   Jinkan-Borustan Abilities (Enhanced Trait 14) (Traits: Strength +2 (26, +8), Dexterity +2 (18, +4), Constitution +6 (26, +8), Charisma +4 (16, +3))

   Starlight Vision (Super-Senses 2) (low-light vision, ultravision)

Technopathy (Active) (Array 23) (default power: mind control)

   Bricking (Blast 11) (Array; DC 26; Alternate Save (Will), Range (perception); Limited (to Technology); Subtle 2 (unnoticable))

   Control Technology (Mind Control 11) (Default; DC 21; Affects Objects (Only), Alternate Save (Fortitude), Conscious, Effortless, Instant Command; Limited (Technology); Mental Link, Subtle (subtle))

   Deactivate Technology (Nullify 11) (Array; counters: all powers of (type) - technology, DC 21; Burst Area (55 ft. radius - General), Effortless; Precise, Subtle (subtle))

   Overdrive (Variable 7) (Array; acquire: all of (type) - technological powers, limited to: enhancing existing powers of self)

   Sensor Network (ESP 9) (Array; affects: 2 types, inc. visual - visual & auditory; Duration (sustained), No Conduit, Simultaneous; Medium; Subtle (subtle))

Technopathy (Passive) (Container, Passive 4)

   Infoweb Uplink (Datalink 4) (sense type: mental; Cyberspace, Subtle 2 (unnoticable))

   Interface (Comprehend 2) (machines / electronics - speak to, machines / electronics - understand)

   Neural Synergy (Enhanced Intelligence 4) (+4 INT)

   Technopathic Mind (Quickness 😎 (Perform routine tasks at 500x speed; One Type (Mental))

   Technopathic Vision (Super-Senses 1) (awareness: Infoweb (visual))

 

Attack Bonus: +8/+10 (Ranged: +10/+12, Melee: +8/+10, Grapple: +16/+18)

 

Attacks: Automatic Blaster Pistol (Blast 6), +12 (DC 21), Bricking (Blast 11) (DC Will 26), Control Technology (Mind Control 11) (DC Fort 21), Deactivate Technology (Nullify 11) (DC Will 21), Devil Katana (Strike 4), +10 (DC 27), Devil Tanto (Strike 1), +10 (DC 16), Devil Wakizashi (Strike 2), +10 (DC 25), Heavy Blaster Pistol (Blast 6), +12 (DC 21), Horned Headbutt (Strike 2), +10 (DC 25), Unarmed Attack, +10 (DC 23)

 

Defense: +6/+8  (Flat-footed: +4), Knockback: -7

 

Initiative: +12

 

Languages: Neo-Nobellian Native, Netspeak, Outer Borustan, Outer Ingenti, Trade Sionil

 

Totals: Abilities 38 + Skills 19 (76 ranks) + Feats 14 + Powers 157 + Combat 28 + Saves 14 + Drawbacks 0 = 270

 

Age (as of Jan 2019): 38 (chronologica) approx. 45 (biological)

Height: 6’

Weight: 165 lbs

Ethnicity: Jinkan-Borustan (bright red skin, Japanese equivalent facial structure)

Hair: Black

Eyes: Dark Brown

 

Theme Song: [url=https://www.youtube.com/watch?v=FjKU1jMwZWM&pp=ygUXYmFjayBkb3duIGRpdmlkZSBtdXN0aWM%3D]Back Down, by Divide Music[/url]

 

Background: Rinako Saeki had three strikes against her from birth. Jinkan-Borustan (the least liked of the Borustan subspecies), a technopath (astute readers will remember how fun their lives are) and trans in the bargain. The old Imperial familes aren’t fans of any part of this package, but technopaths are simply too damn rare and valuable to throw one away just because it’s Jinkan and thinks it gets to decide what its gender is. The universe is as they deem it, and they deem gender expression for base animals like Borustans something entirely meaningless and irrelevant. That’s, uh, not exactly how it works, but they don’t care. Disobedience is typically harshly punished, but against technopaths are too rare and valuable to waste. The prejudice against Jinkans for looking like literal demons isn’t any less outside of Borustan space, either. They’re just far less likely to be victims of violent assault and far more likely to be victims of more subtle persecution. And being a technopath comes with its own troubles, as astute readers will remember from earlier.

So it can safely be said that Rinako has plenty of reasons to be angry. Forced employment by the megacorp, and all of the above. She was not raised with love, only with care. Care not to damage her body, mind, or spirit too badly so that she could be the best possible asset for the megacorp. Had she been a regular Borustan and/or cis, this would probably have worked, actually. But she isn’t, and so it didn’t. There’s a further element to it, as well. The most, uh, efficient way of developing a technopath’s powers isn’t steady training and lessons from more experienced technopaths. Especially not if the developer in question is trying to craft a real warrior instead of the keyboard variety. It’s putting them through severe physio- and psychological stress until their powers improve and expand out of survival instinct. Rinako doesn’t have both of her arms replaced by cyber out of choice. Two separate training sessions left one and then the other mangled beyond repair or salvage, and like hell they were going to waste magic on a rebellious Borustan. Especially a Jinkan that didn’t technically need biological arms to use their technopathic powers. Adapt or die, meat. Oh hell yeah, Rinako has plenty of reasons to be angry.

To tell the truth, on that day she was scheduled to be executed. The patience of the old Imperial families had at last run dry. If she refused to be of use, then she could be a corpse. You see, she insisted on being, you know, a person with a personality and feelings instead an obedient meat robot. She just had to belong, at least in some small part, to herself and not the megacorp. One small problem with that execution. Well, aside from the Rebellion of the Three Hundred kicking off and forcing the executioners to rush. They had no actual idea of her full capabilities. That she’d become a far better hacker than they ever knew. Long story short, her executioners all had cybereyes, and thus they couldn’t see her actual location. Their weapon strikes hit nothing by air. She did not. She joined the Rebellion after that, and the rest is history.

She was Sun division’s second Lieutenant, and is the third Engineer Corps Commander. Though that’s less dramatic then it sounds. The first Commander should have never been in the position and died in under six months. Sun’s Lieutenant (who should have had it from the start, but politics, man) took the job and held it until about an Earth decade ago, when he had an unexpected encounter with a rogue AI left his brains resembling bacon instead of grey matter. This, naturally, let Sun’s long tenured second Lieutenant with the job. As for the raid? Rinako’s all for it. It’s not that she doesn’t care to prove herself to the arrogant bastards who threw her away. It’s that she’ll be satisfied with killing them by the score if she can’t have that validation.

 

Powers & Tactics: Rinako is a Jinkan-Borustan (a subspecies among Borustans in general) technopath with some cybernetic augmentations, some weapons, and some armor. her cybernetics are mostly standard. Increased physical strength, speed, quickness, reflexes (including attack accuracy & evasion), and resilience vs damage. Her quirks include holsters for her two blasters that can hide them inside of her cyberarms, heavy vision modifications, and enough internal nutrient storage that she effectively has no need to eat or drink under normal circumstances.

As a technopath, she understandably defies the “mighty mind, weak body” stereotype they have. Notably, most technopaths cannot tolerate any cybernetic or bio-implant augmentation without losing some or all of their powers. Rinako is a part of a small sub group capable of adapting to a limited amount of cybernetics. She’s actually skilled enough as a technopath that she has quite literally managed to reprogram her own brain so that her neurons function with greater synergy, thus augmenting her natural intellect. Her ability to link to the infoweb is and speak with anything connected to it is absolutely bog standard, as is the quickness of her mind and her ability to see the infoweb connections all around him (and what they’re doing). It is the rest that showcases the fruits of her training and experience. Her ability to take control of or shut down technology isn’t unusual, per se. However, she’s stronger than the average technopath with both, and can work around unexpected resistance with greater ease than that average technopath. Additionally, that average technopath would have to give verbal commands to the device they’ve taken control of, and can only deactivate one device at a time. Rinako can do the former mentally, and can shut down a full area of technology. It is the other three of her actively used technopathic powers that show off her combat training and experience. While most technopaths can look through video cameras and the like, they forget to shield their own senses and rarely think to extend their range outside of their neighborhood. Rinako’s range reaches 20k miles, and it requires sensitive, specialized equipment to detect her presence. Alternatively, instead of controlling or shutting down technology, she can simply brick it, aka damage the software that runs it so that it can’t function. This can cascade into physical damage to the hardware, depending on what it is, but it’s not guaranteed. The last active power she has is unique to those few technopaths who have adapted to having cybernetics. Any technology in her hands, from her chrome to her weapons to something she just picked up to any vehicle she may happen to be piloting for some reason, she can augment the capabilities of, making them perform beyond (in some cases far beyond) their design specs. The side effect of this is that design specs exist for a reason, and tech pushed too hard for too long will simply break and become useless until repair. If repair is even possible at that point. That said, it’s still a hell of a thing to witness her sprinting past the speed of sound, lifting dozens (or hundreds!) of tons, making her blaster pistols hit like blaster cannons, or doing any number of things to any vehicle she’s on. She’s even temporarily augmented computer systems when faced with too many opponent to beat hacker to hacker.

Her weapons are entirely standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). To wrap up weapons, she has both of the standard blaster types (automatic pistol, and heavy pistol) expected of a Support Corps Ronin. Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. Nothing special here.

 

Tactically, Rinako is a little hard to pin down. She’s capable of fighting in melee and (with Overdrive boosting either blaster pistols) at range like any heavy combat specialist. But on the flip side, she’s also a holy terror against enemies using technology. Which is, you know, almost all of them. It’s bit tough to fire a blaster if the computer system in it is fried. Can’t use those beefy cyberarms to break her face if she turns them off first, you dig? Huge ass battle drones aren’t so dangerous when they’re under her control instead whoever thought bringing it was a good idea. So she’s a pain in the ass to deal with before her ability to safely scout with Sensor Network or properly hack with Infoweb Uplink come into play. But of course, there’s a price to be paid for being a technopathic badass, and it’s that her basic combat skills are somewhat lacking compared with a Combat Corps Ronin. She doesn’t feint or demoralize because she’s awful at both. She only has All Out and Power Attack, as her sword training is less complete than others’. Move by Action does keep her mobile, and she does have Takedown Attack 2 to mow through minions with, but that’s the end of her bag of tricks. With that said, Ultimate Computers does come in handy from time to time. She doesn’t actually power stunt, instead preferring to boost her ability with Overdrive.

 

Personality: There’s two sides to Rinako. The wrathful warrior and the champion of the downtrodden. Those who only see one would struggle to recognize her as the other. As stated, she’s got a lot to be angry about. Perhaps, in another life, she would have become one of those violent technopath terrorists, like that group responsible for the Summerisle Incident. In this life, however, the Ronin have grounded her. Indeed, she has a lot to be angry about…but this does not make her unique or even special. The megacorp tried everything they dared to beat her into their weapon. Their tool to shape reality into what they wanted it to be. Instead, they created an enemy and more or less the antithesis of what they stand for.

For you see, she does follow the Code of The Ronin. Her strengths lie in Courage and Compassion, while her weaknesses lie in Respect and Self Control. The rest she is adequate at. To explain further: She lost all fear of humiliation, pain, or death screaming as the bones in her arms splintered and twisted as their flesh ripped and shredded. She believes, most firmly, that there nothing life can throw at her that is worse than feeling her arms turn from useful limbs that could lift and hold things to limp, lifeless, pulped meat. Whatever she’s gotta do, she’ll do. The flip side of that is that she’s kept her sense of empathy. She’s not numb. Lots of people have it rough. Lots of people suffer every day. So she’s absolutely gonna do something about it if and when she can. She’s gonna do good deeds for those that need good deeds done on their behalf. So far, so good. Except for those weaknesses crawling in. Because although she may not care about the consequences, they still exist and can make both her life and the Ronin’s lives complicated if she’s not careful. Careful…is something she kind of doesn’t do. Because anger and the burning desire to prove her worth as a Jinkan, a technopath, a trans woman, and as a person in general drive her just as hard as her Compassion does.

Like I said, Dear Reader. Two sides to Rinako. Wrathful warrior and champion of the downtrodden. Except they’re not so much sides as false perspectives, put on her by people who see her as an enemy to be killed and their personal hero, respectively. The truth is, as ever, somewhere in the middle. Reckless and stubborn, yes. Driven by deep seated rage and various insecurities, also yes. But when the Ronin need someone to not back down, ever, she’s there. When the Ronin need a conscience to remind them not to be too bastard-esqe, she’s there. And in return, she gets reeled back in when she’s about go too far, and just enough validation to stop her doing something lethally stupid. So everything more or less works out.

Posted

Radiant Ronin (Fujiko Yoshihara)

 

Power Level: 12; Power Points Spent: 270/270

 

STR: +7 (20/24), DEX: +7 (20/24), CON: +7 (20/24), INT: +5 (16/20), WIS: +5 (16/20), CHA: +2 (14)

 

Tough: +7/+12, Fort: +10, Ref: +9/+12, Will: +11

 

Skills: Acrobatics 8 (+15), Bluff 13 (+15), Craft (chemical) 5 (+10), Craft (mechanical) 5 (+10), Diplomacy 13 (+15), Gather Information 8 (+10), Intimidate 13 (+15), Knowledge (behavioral science) 5 (+10), Knowledge (life sciences) 15 (+20), Knowledge (physical sciences) 5 (+10), Knowledge (tactics) 5 (+10), Knowledge (technology) 5 (+10), Language 4 (+4), Medicine 15 (+20), Notice 5 (+10), Sense Motive 5 (+10), Stealth 3 (+10)

 

Feats: All-Out Attack, Attack Focus (ranged), Attack Specialization (Radiant Katana (Strike 4)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Medical Corps Commander)), Defensive Attack, Evasion, Improved Critical (Radiant Tanto (Strike 1)), Improved Critical 2 (Automatic Blaster Rifle (Blast 8)), Improved Critical 2 (Blaster Shotgun (Blast 8)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Radiant Katana (Strike 4)), Improved Critical 2 (Radiant Wakizashi (Strike 2)), Improved Initiative 3, Move-by Action, Power Attack, Quick Draw, Second Chance 2 (Toughness saves vs. Force & Plasma), Set-Up, Skill Mastery (Bluff, Diplomacy, Intimidate, Medicine), Takedown Attack 2, Teamwork 3, Ultimate Effort (Medicine checks), Uncanny Dodge (Auditory)

 

Powers:

Bio-Implants (Container, Passive 16)

   Bio-Implant Abilities (Enhanced Trait 20) (Traits: Strength +4 (24, +7), Dexterity +4 (24, +7), Constitution +4 (24, +7), Intelligence +4 (20, +5), Wisdom +4 (20, +5))

   Bio-Implant Endurance (Immunity 3) (disease, poison, sleep; Limited - Half Effect)

   Bio-Implant Quickness (Quickness 6) (Perform routine tasks at 100x speed)

   Bio-Implant Recovery (Regeneration 6) (recovery bonus 2 (+2 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins); Persistent)

   Bio-Implant Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+11), Defense Bonus +3 (+12), Reflex +3 (+12), Feats: Improved Initiative 3)

   Bio-Implant Resilience (Protection 1) (+1 Toughness)

   Bio-Implant Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)

   Painkiller Gland Immunity (Immunity 2) (custom: Pain Effects 2)

   Painkiller Gland Recovery (Healing 1) (Action 4 (reaction), Total; Personal, Temporary; Persistent)

   Painkiller Gland Stinger (Healing 7) (Action (standard), Total; Limited to Others, Temporary; Persistent)

Blaster Arsenal (Device 6) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Blasters (Array 14) (default power: blast)

      Automatic Blaster Rifle (Blast 😎 (Default; DC 23, Feats: Improved Critical 2 (Automatic Blaster Rifle (Blast 8)); Autofire (interval 2, max +5); Accurate (+2), Precise)

      Blaster Shotgun (Blast 😎 (Array; DC 23, Feats: Improved Critical 2 (Blaster Shotgun (Blast 8)); Penetrating; Accurate (+2), Precise)

      Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Precise, Subtle (subtle))

Radiant Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Radiant Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Radiant Katana (Strike 4) (Default; DC 26, Feats: Improved Critical 2 (Radiant Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty)

      Radiant Tanto (Strike 1) (Array; DC 23, Feats: Improved Critical (Radiant Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty)

      Radiant Wakizashi (Strike 2) (Array; DC 24, Feats: Improved Critical 2 (Radiant Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty)

Radiant Ronin Armor (Device 3) (Hard to lose)

   Radiant Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma))

   Radiant Radio (Communication 😎 (sense type: radio; Subtle (subtle))

Ronin Medkit (Device 1) (Hard to lose)

   Medkit (Healing 5) (DC 15; Total; Check Required, Unreliable (5 Uses))

 

Attack Bonus: +8/+11 (Ranged: +9/+12, Melee: +8/+11, Grapple: +15/+18)

 

Attacks: Automatic Blaster Rifle (Blast 8), +14 (DC 23), Blaster Shotgun (Blast 8), +14 (DC 23), Heavy Blaster Pistol (Blast 6), +12 (DC 21), Radiant Katana (Strike 4), +13 (DC 26), Radiant Tanto (Strike 1), +11 (DC 23), Radiant Wakizashi (Strike 2), +11 (DC 24), Unarmed Attack, +11 (DC 22)

 

Defense: +9/+12  (Flat-footed: +6), Knockback: -6

 

Initiative: +19

 

Languages: Neo-Nobellian Native, Nihongellian, Outer Borustan, Outer Ingenti, Trade Sionil

 

Totals: Abilities 46 + Skills 33 (132 ranks) + Feats 19 + Powers 127 + Combat 34 + Saves 11 + Drawbacks 0 = 270

 

Age (as of Jan 2019): 52

Height: 5’ 4”

Weight: 120 lbs

Ethnicity: Yayoi (ancient Japanese)

Hair: Black

Eyes: Dark Brown

 

Theme Songs: [url= https://www.youtube.com/watch?v=9L8kZoal9A4&pp=ygUSZG8gaXQgZGlmZmVyZW50bHkg]Do It Differently, by HalaCG x Bloomgums[/url] & [url=https://www.youtube.com/watch?v=KUg7f4yAbpM&pp=ygURbm92b2NhaW5lIGpvaG5hbGQ%3D]Novacaine, by Johnnald featuring McGwire[/url]

 

Background: The Yoshihara family goes way back. The Yayoi were the ethnic group from which modern Japanese people are descended. They were the fusion point between the local Jomon hunter-gatherers and immigrants from China, Korea, and potentially elsewhere. They’re generally (on Earth) decided to have first appeared in approximately 300 BCE, 2300 years ago. Though some argue for as far back as 1000 BCD, 3000 years ago. These were the primitive farmers and hunters kidnapped to space by literal aliens. They were experimented on, used as work animals, bred, cloned, and eventually recognized as sentient and educated a few generations down the line. Unfortunately, at this point there was a distinct population who 1) had no way to get home and 2) wouldn’t recognize it if they did. So they just kind of…hung around and become part of the intergalactic community. This is not an unusual occurrence. Homo sapiens dates back approximately 200,000 Earth years. They’ve been getting kidnapped to space in smallish groups for, well, most of that time. So those stories of mysterious disappearances (mass or otherwise) throughout history? Put kidnapped to space on the list of actually plausible explanations. Right next to “stumbled into dimensional portal” and “unlucky encounter with supernatural creatures”.

So, the Yoshihara family goes way back. They like to say that their ancestor was among the first kidnapped over 2000 years ago, but really there’s no proof of that. Not like the kidnappers kept exact records of who was who. And it was a long time ago, even in Nobellian terms. Still. The Yoshihara family goes way back. They’ve served the megacorp in one way or another for over a dozen generations. New blood from Yamato, Nihon, and Nippon married in now and again, bringing new customs from their ancestral homeland. So tradition and the honor of the family are very important to them. Fujiko never expected to be any different. She only joined the megacorp’s security force for the free medical education. She wanted to be a doctor, not a warrior. She wanted to save lives, not take them. The Rebellion of The Three Hundred, when it initially started, held no interest for her. No, she didn’t like the injustice of it all, but honestly it had nothing to do with her or her goals. She was the only one in the infirmary who felt that way, with all of the doctors and nurses taking one side or the other. Including the persuasive Renjiro Rinbayashi (now Osteo Ronin). Rinbayashi-sensei (as she refers to him, sensei is the honorific used for Doctor) was and is her friend. If the only person she knew who abhorred violence and fighting more than she did at the time was willing to risk being involved in a fight to do what was right, who was she to stay out of it? She wonders, sometimes, what would have happened if she hadn’t thought that.

Fujiko, Renjiro, and a handful of the infirmary’s staff joined the Rebellion. To the eternal dishonor of the Yoshihara family. One that they have spent every year since trying to correct by killing Fujiko. But not by something so dishonorable as an ambush, poison, or even simple weight of numbers. She is challenged to a one on one duel to the death. Not showing up is inconceivable for her. First it was her older brother. Then her older sister. When she ran out of siblings, the cousins started. Recently, her niece (her older sister’s child) has sent her letter of challenge. Fujiko, the young woman who never wanted to fight, only heal, is now the woman responsible for slowly and painstakingly pruning her family tree to a stalk. There are no words that can express how she feels about this that would not be a dramatic understatement. She has replaced more and more of her body with bio-implants to the point where there’s very little of the original left. It’s a Ship of Theseus type of thing. How much can she replace before Fujiko Yoshihara becomes nonexistent? Additionally, one of these many implants is her painkiller gland, which renders her entirely numb just so she doesn’t have to feel those particular feelings. Yet she cannot conceive of simply not going to the next duel. It is a familial obligation, as important to her as not allowing herself to be killed in any of the duels and thus fail in her obligations to the Ronin and her Tai-Cho.

She’s the second Commander of the Medical Corps, coming over from being the first Lieutenant of Field Division. There were extremely limited number of medical personnel in the early days, before any expansions. As for the raid, she doesn’t care. Whatever her Tai-Cho says to do, she will do. There is nothing else to be said.

 

Powers & Tactics: Fujiko is a Sape (aka a human) with plenty of bio-implant augmentations, a lot of weapons, and some armor. Her bio-implants are extensive (to the point where it’s virtually a Ship of Theseus situation with how little of her original body is left) but mostly standard. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), resilience vs damage, and regenerative speed (doesn’t need medical treatment to and is faster at recovering from all injuries). Her quirks include increased resistance to mundane diseases and poisons, and less need to breath and sleep and improved mental abilities. The centerpiece, however, is her Painkiller Gland. It is a marvel of bioengineering. Not only does it render her immune to pain and let her temporarily ignore even the most debilitating effects of injury (though being driven unconscious by sheer physical trauma isn’t on the list), but the narcotic the gland generates isn’t physical or psychologically addictive on its own. Furthermore, she has a stinger on her dominant hand that can dispense this narcotic to others, granting them the effects she has all the time.

Her weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). Additionally, she has three blasters (automatic rifle, shotgun, and heavy pistol). The rifle and shotgun are somewhat unexpected for a Support Corps Ronin, but the pistol is standard Ronin gear. Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. She also carried a piece of gear only found among Medical Corps Ronin, and even then only in Field division. The Ronin Medkit is a miraculous piece of technology that can heal any injury (or combination of injuries with some luck) given time to work. However, it’s supplies have to be restocked after every five uses, and those without at least minimal professional medical training will find it difficult to impossible to use. Fujiko, of course, has no problem using it, but others may have difficulty if she is incapacitated or it is stolen.

 

Tactically, Fujiko sticks to her roots in Field divison. She is versatile, meeting caps with her katana while only being one PL down with her rifle or shotgun, but her first priority is seeing to the wounded who can no longer fight. Her weapons are used in defense of such persons, not to make a furious attack on the enemy. She may be a warrior, but she’s a doctor and scientist first. So while she has the bonuses to effectively Feint and Demoralize, she lacks Improved anything and has no alternative feats. When she does do so, the benefits are most often passed off to an ally via Set-Up. She does, however, have All Out, Defensive, and Power Attack available at need, Move by Action to keep her mobile, and Takedown Attack 2 to slash through minions when necessary. But again, with the aforementioned Set-Up and Teamwork 3, more often someone else is doing the violent work. Don’t forget Ultimate Medicine in the surgical theater. Also don’t forget that the reaction on Painkiller Gland Recovery triggers whenever she fails a Toughness save, unless the result was becoming Unconscious. She simply doesn’t go down despite sustaining injuries that would drop virtually anyone else. She can, technically power stunt Painkiller Overdose (Fatigue 7 or Stun 7, whichever is preferable) off of her Painkiller Gland Stinger, but she’d have to be both totally unarmed and extremely desperate. So it’s deeply unlikely to ever be seen.

 

Personality: Fujiko is blissfully numb most of the time, and she prefers it that way. It could technically be argued that she’s intoxicated at all times due to her Painkiller Gland, and this would not be incorrect. Something really ought to be done, but she’s the personal physician of the only person who can remove her from her position. And Tomoe Aizawa remains satisfied with her work thus far. The narcotic does nothing to blunt her medical skills or judgement. She made it that way on purpose. To keep her head as clear and objective as possible so she could continue to do her job to the best of her abilities while taking away not only her physical pain, but exactly how it feels to be given no other choice but to personally prune one’s family tree to a stalk one branch at a time. She cannot collapse in a puddle of misery, despair, and self-loathing. Honestly, the physical part is a beneficial side effect. The icing on the cake, to use an Earth saying.

With that said, she does follow the Code of The Ronin. Her strengths lie in Compassion and Loyalty, while her weaknesses lie in Courage and Honor. The rest she is adequate at. To explain further: She is a doctor to the bone. She believes in helping people with her medical and, if necessary, her combat skills. It is both the duty and the responsibility of all people with such skills. This is where the Loyalty part comes in, as it is perhaps better named Responsibility. She will uphold every single last responsibility she has or die trying. To her patients. To her allies. To her friends. To her Tai-Cho. And yes, even to the family that would like nothing better than to see her dead. So they will continue to challenge her to duels. And every time, another branch of her family tree will be cut down by her hand. Someone with better Courage would be able to face this fact. Fujiko has implanted in herself a literal drug producing gland so that she does not. Someone with better Honor would not consider being permanently intoxicated (no matter how much all the risks of such a thing were minimized by their own skill in creating the gland) a solution to the problem. And yet again, here we are.

Fujiko has strong feelings regarding her Tai-Cho. Tomoe Aizawa is, in many ways, the most important person in the universe to her. She will never do anything to lose her Tai-Cho’s respect. This is not a romantic thing, though some may confuse it with one. Fujiko knows better than anyone else just how much physical trauma Tomoe has endured without dying. She also knows how very, very close her Tai-Cho has come to dying. Well, permanently. There’s a grey area a few to several minutes wide before brain death is irreversible. Everything else can be treated with surgery, tech, or magic. Though there’s no guarantees, of course. For enduring physical punishment that would kill most people and then going through recovery and rehabilitation alone would gain the respect of most. However, on instance of such injuries would psychologically cripple or maim virtually anyone else. Tomoe shrugs it off, every time. For that, she has Fujiko’s undying admiration, loyalty and respect as both a doctor and a person.

Posted

Angel Ronin (Masaru Kido)

 

Power Level: 13; Power Points Spent: 270/270

 

STR: +12 (18/35), DEX: +3 (16), CON: +8 (18/26), INT: +4 (18), WIS: +2 (14), CHA: +2 (14)

 

Tough: +8/+14, Fort: +12, Ref: +7/+10, Will: +11

 

Skills: Acrobatics 7 (+10), Computers 11 (+15), Craft (electronic) 11 (+15), Craft (mechanical) 11 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (galactic) 1 (+5), Knowledge (physical sciences) 11 (+15), Knowledge (tactics) 11 (+15), Knowledge (theology & philosophy) 11 (+15), Language 4 (+4), Notice 8 (+10), Pilot 17 (+20), Search 1 (+5), Sense Motive 8 (+10), Stealth 7 (+10), Survival 13 (+15)

 

Feats: All-Out Attack, Attack Focus (ranged) 2, Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Mechanized Corps Commander)), Benefit 2 (World Class Pilot (Evasive Maneuvers may be performed as free action)), Challenge - One Hand On The Wheel (Pilot), Improved Critical (Angel Tanto (Strike 1)), Improved Critical 2 (Angel Katana (Strike 4)), Improved Critical 2 (Angel Wakizashi (Strike 2)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Initiative 3, Inspire 2 (+2), Move-by Action, Power Attack, Precise Shot, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Computers, Craft (mech), Pilot, Survival), Takedown Attack 2, Teamwork 3, Ultimate Effort (Pilot checks), Uncanny Dodge (Auditory)

 

Powers:

Angel Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2))

   Angel Daisho (Array 7) (default power: strike; Custom (Array 6.5))

      Angel Katana (Strike 4) (Default; DC 31, Feats: Improved Critical 2 (Angel Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty)

      Angel Tanto (Strike 1) (Array; DC 28, Feats: Improved Critical (Angel Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty)

      Angel Wakizashi (Strike 2) (Array; DC 29, Feats: Improved Critical 2 (Angel Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty)

Angel Ronin Armor (Device 3) (Hard to lose)

   Angel Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma))

   Angel Radio (Communication 😎 (sense type: radio; Subtle (subtle))

Blaster Arsenal (Device 5) (Easy to lose; Custom (Multiple Weapons))

   Blasters (Array 12) (default power: blast)

      Automatic Blaster Pistol (Blast 6) (Default; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5), Penetrating [2 ranks only]; Accurate (+2), Precise)

      Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Penetrating [2 ranks only]; Accurate (+2), Precise)

Cybernetics (Container, Passive 14)

   Cyber Armor (Protection 1) (+1 Toughness)

   Cyber Quickness (Quickness 6) (Perform routine tasks at 100x speed)

   Cyber Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+10), Defense Bonus +3 (+10), Reflex +3 (+10), Feats: Improved Initiative 3)

   Cyber Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)

   Cyberarms Strength (Enhanced Strength 9) (+9 STR)

   Cybereyes (Super-Senses 4) (extended (type): Visual 1 (-1 per 100 ft), low-light vision, ultravision)

   Cyberweapons (Array 7) (default power: blast)

      Automatic Blaster Pistol (Right Arm) (Blast 6) (Default; DC 21; Autofire (interval 2, max +5); Unreliable (5 Uses); Accurate (+2), Precise)

      Heavy Blaster Pistol (Left Arm) (Blast 6) (Array; DC 21; Unreliable (5 Uses); Accurate (+2), Precise)

   Vehicular Control Rigging (Datalink 5) (sense type: radio; Omni-Directional Area; Machine Control, Subtle (subtle))

   Vehicular Interface (Comprehend 2) (machines / electronics - speak to, machines / electronics - understand; Broad Group (Vehicles))

Ingenti Physiology (Container, Passive 4)

   Ingenti Abilities (Enhanced Trait 16) (Traits: Strength +8 (35, +12), Constitution +8 (26, +8))

   Lightless Vision (Super-Senses 3) (darkvision, infravision)

   Natural Armor (Protection 1) (+1 Toughness)

 

Attack Bonus: +7/+10 (Ranged: +9/+12, Melee: +7/+10, Grapple: +19/+22)

 

Attacks: Angel Katana (Strike 4), +10 (DC 31), Angel Tanto (Strike 1), +10 (DC 28), Angel Wakizashi (Strike 2), +10 (DC 29), Automatic Blaster Pistol (Blast 6), +14 (DC 21), Automatic Blaster Pistol (Right Arm) (Blast 6), +14 (DC 21), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Heavy Blaster Pistol (Left Arm) (Blast 6), +14 (DC 21), Unarmed Attack, +10 (DC 27)

 

Defense: +7/+10  (Flat-footed: +5), Knockback: -7

 

Initiative: +15

 

Languages: Ingentiponic Native, Neo-Nobellian, Netspeak, Outer Borustan, Trade Sionil

 

Totals: Abilities 38 + Skills 37 (148 ranks) + Feats 21 + Powers 129 + Combat 28 + Saves 17 + Drawbacks 0 = 270

 

Age (as of Jan 2019): 54 (chronological), 36 (biological)

Height: 8’ 4”

Weight: 850 lbs

Ethnicity: Ingenti (Swedish equivalent)

Hair: Blonde

Eyes: Blue

 

Theme Songs: [url= https://www.youtube.com/watch?v=At8GLi2iRTA]Family, by Fabvl featuring Daddyphatsnaps & McGwire[/url] & [url= https://www.youtube.com/watch?v=aE0f8rBd-hg]Final Breath, by Johnald featuring Zach Boucher & produced by Chira[/url]

 

Background: Masaru Kido has spend his entire life being reliable and dependable. He’s only ever wanted one thing, really. Family. He never knew his father, and his mother was barely worthy of the term. So, it was honestly kind of pathetically easy for the megacorp to draw in the young engineering and piloting prodigy. He took to the training and discipline of being a corporate samurai like a duck to water. He served loyally and well. He made many friends. Indeed, it seemed as if he had found the place where he belonged. They were…perhaps not the most saintly of individuals, but they were his brothers and sisters in arms. His squadronmates. His family. And yeah, sometimes someone might die on a mission, but they mourned together, welcomed a new member together, and moved on together. Unfortunately, like most megacorp employees, he was simply being used.

See, Ingenti are not typically known for their engineering or piloting skills. Not that none of them have any. Of course plenty of them do. It’s just that when most denizens of the universe (which includes other Ingenti) think of the species, their thoughts tend to favor their natural size and strength. It does not help that most Ingenti who make intergalactic news do so by being aggressive and violent. This is a very roundabout way of saying Masaru is very different from a stereotypical Ingenti, no matter who said stereotype comes from. To put it in Earth terms, it’d be somewhat like a native Malaysian driving in NASCAR. There’s nothing wrong with it. It’s perfectly fine, really. But few would guess that as the guy’s occupation just by hearing about him. That’s how it is for Masaru. Few expect a heavily cybered Ingenti to be a master pilot and engineer as opposed to a killing machine. To be fair, he’s kinda one of those too, but that’s beside the point.

So he was as much propaganda tool as legitimate soldier. “See? Even those dangerous Ingenti can become righteous warriors and a genuine force for good. Join up today, and you too can be a hero like him.” Sure. Right. Okay. Masaru, of course, was completely unaware of this. The megacorps have psychological manipulation down to a science. This state of affairs would have continued until the end of his days, if not for the Rebellion of the Three Hundred. Or rather, right at the end of it when they got to the spacecraft docks. That was the day he learned he was a bit more invested in the whole “heroic warrior of honor” thing than most of his squadronmates. And his commander, a man he thought of as a father figure. He tried to resolve matters without any further violence, but in the end he was forced to choose between his family and his ideals. He chose. Gods help him, he chose. His commander went flying from the force of the sudden katana blow, and landed in two pieces. The Original 300 Red Ronin were complete.

In the ensuring years, the Ronin have become his new family. He has been, in many ways, the group’s guardian angel. He has pulled teams out of blistering fire a virtually uncountable number of times. He was Transport’s first Lieutenant, after all. And he is the second Corps Commander. Mechanized is the first in and last out of any heavy engagements. However. He’s 54. Almost all Ingenti are dead by 60. Of various health problems, not aging. He’s had a quarter Earth century of pretty damn excellent medical care, but neither Fujiko nor Renjiro can turn back time. His major organs are slowly losing more and more of their function. He’s not dying, exactly, but someone in his condition would normally be resting quietly at home so they don’t strain themselves. Not commanding a minor fleet of spaceships and/or engaging in furious combat.

One might expect him to be all for the raid, then. However, nothing could be further from the truth. He’s 100% opposed. After all, he has less than no interest in losing his second family. But it’s more than that. He’s not afraid to die leaving his life’s work unfinished. He is at peace with the end approaching. If the next time he draws his sword is the last, then so be it. A proper warrior must face death in all its forms, including the thief known as Time. And when he does, he must not flinch. He is fully prepared to take his final breath, whether it be on the battlefield with sword in hand defending his family, or in a hospice bed surrounded by them.

 

Powers & Tactics:

 

Personality:

Strong at: Righteousness, Self-Control

Weak at: Courage, Honesty

  • 7 months later...
Posted

Overview

 

First Generation

This should be a familiar story. A private academy for the gifted in upstate New York. A wealthy headmaster and his students, trained to defend a world that hates and fears them. The terrorist with a point and associates that they combat. Alpha Team (Solaria, Pyrox, Broyle, Wilder, and Titan with “Staff Advisor” Eagle Eye) debuted in 2007. Beta Team (Lightning, Erased, Cinder, Charger, and Sureshot with “Staff Advisor” Miss Invincible) had also emerged by the end of the year. But, of course, there was more to it than battling Josef Petrovich and his crew of Raymond “Shooter” McGibson, Sasha Ivanoff, Hydrox, and Detonator. The two teams functioned as Headmaster Carlos Javier’s secret paramilitary force in addition to their more public work as superheroes. Putting a good public face on Phoenix Mutates was only ever the icing on the cake. The cake itself being furthering Javier’s own mysterious (to everyone but him and Josef) goals. But time moves ever forward, and the question became what would happen when Alpha and Beta graduated?

 

Second Generation

This was not, however, merely the debut of Gamma Team (Relay, Waverider, Slick, Motor, and Apocrypha with “Staff Advisor” Aerialist). Josef, tired of being outnumbered, debuted his own Sheni Team (Shellhead, Steel Dragon, Uncanny, Lignin, and E-Zo). Furthermore, this was when Javier’s past came back to bite his Teams. His Academy featured wonderous technology not available on Earth. His bargains with the wider universe came due, and it was Alpha Team that was stuck playing bodyguard. Intergalactic politics, man. The revelation of who Broyle actually was, and the rather dramatic series ofevents after that, kept the team very occupied for some time. Beta stayed closer to home, but they were far from idle. Josef continued his activities. Monique Desjardins filled in as Acting Headmistress, and Miss Invincible filled in assigning the other missions. Eventually Alpha Team and Javier came home, just in time for Beta (and Miss Invincible) to start having periodic adventures throughout time. It was really one thing after another with Alpha and Beta, while Gamma and Sheni clashed repeated and eventually came to an interesting sort of understanding. Which was good, because it was about time for both to graduate.

 

Third Generation (Schism)

Delta Team (Augment, Taffi, Eden, Agent Fortune, and Shift with “Staff Advisor” Cynosure) debuted for the Academy and Shlishi Team (Alloy, Lumen, Mojave, Prana, and Radio Silence) for Josef. Eight years down the road, and things for Phoenix Mutates hadn’t measurably improved. Solaria was kind of pissed about it. But Lightning blew the whole thing wide open with revelations about both Javier and Josef. The Headmaster was not the kind, generous, and compassionate man they thought he was, and Josef wasn’t quite as villainous. Javier’s pacifism was real. He always went out of his way to make sure minimal violence was employed in pursuit of his goals. Everything else? No. He was a Phoenix Mutate supremacist, hell bent on building a world where baseline humans either didn’t exist or didn’t matter. It was Josef who sought peaceful coexistence between Phoenix Mutates and everyone else. His methodology, however, was based on bullying and intimidating said everyone else into compliance with violence, destruction, and murder. Sayeth Lightning, they’re both bastards. Sayeth Solaria, I disagree. The world’s screwed up. They may go too far, but they’re on the shortlist of people trying to change that.

 

This was the Schism. The Teams (except the new two) shattered apart, as loyalty to Javier (who kept the new Delta) and Josef (who kept the new Shlishi) warred with loyalty to long time team leaders Solaria and Lightning. It was no longer a two sided war between Javier and Josef. There were four sides, now. Battles between teams of beings powerful enough to be confused with deities shook the Earth. This, you see, was 2015. The US Congress passed the Superpower Registration Act. The Icons shattered, too. Hope itself seemed lost.

 

Changes

2016. Enter Radical Dreamer, of the Exiles. He had a secret he was keeping. Several, actually, but only this one is pertinent. He was likely the only person on Earth who could get Javier, Josef, Solaria, and Lightning in the same city without it devolving into a hideous fight. And he did it precisely with his secret. The one he’d been keeping for as long as he could remember. The founding Exile Radical Dreamer, aka Noah Griswald, was born a Phoenix Mutate. And it wasn’t just him. His constant companion, the floating Astra, was one too. It was Astra’s powers that hid both facts from detection. He told all four of them that they were thinking too small. Fighting over a minority of a minority. They needed to think bigger, and furthermore calm the hell down. He knew Javier owned the Turks and Caicos Islands (in the Caribbean) outright, and that they were going to need them. And then, with a little help from Astra and his precognition, he showed them why. Phoenix Mutate prejudice was the first sign of a growing problem with superpowered beings in general. There were dozens of ways this could go extremely poorly, and one of the most important factors in mitigating the problem would be supers having their own nation to flee too if/when things got too rough. The rest of the year was spent consolidating the Islands into an extensive base of operations that put anything they had used before (including the original Academy) to shame.

 

2017. With the Turks and Caicos Islands turned into an independent, fully functioning nation with its own privately owned corporations handling domestic production, imports of necessities and exports of unique products, the time had come to start terraforming both Venus and Mars. This, however, was only half of the year. Every Phoenix Mutate in existence turned to dust and blew away like half of all life in the universe.

 

2018. The actions of the Icons brought all of the Dusted back, and all Teams (Alpha to Delta, Josef’s originals, plus Sheni and Shlishi) were a part of the Endgame. Then they returned to the Islands and got back to work. There was and is a hell of a lot to do. They may cooperate now, but the fundamental disagreement behind their ideological schism remains. To be clear, the original government of the Islands is still intact. It’s just that the High Table (featuring Javier, Josef, Solaria, Lightning, Miss Invincible, Monique, and secretly Radical Dreamer) stands in for the British Crown and Royal Governor. Meaning that the Islands are a fully independent nation. 45+ thousand people live there who aren’t Phoenix Mutates, so it’s good to stay on their good side.

 

Current Status Quo (Fourth Generation)

Epsilon (Grava, Kinetix, Geonic, Warp, and Freerunner) and Revi’I (Elementaler, Pacer, Stalwart, Aspire, and Arete)Teams have just debuted. Work on terraforming Venus and Mars continues, with actual livable areas (albeit inside enclosed habitat facilities) available. Superhero missions and subtler, less noble missions are still performed. Though, they are no longer limited to Earth and the present day. Javier and Broyle’s space connections can prove troublesome at any time. It turns out, Venus and Mars aren’t quite as uninhabited as modern science believes. With Kuros gone, many things kept under his mailed fist are stirring, and some of them are hostile. Sometimes problems arise in the future which may reverse or even ignore causality if left unchecked. There’s simply plenty for the now eight official Academy Teams to do. Monique, Eagle Eye, Miss Invincible, Illusionist Knight, Nobody, Baccarat, Cynosure, Umbra, Ember, Josef, Shooter, Sasha, Hydrox, and Detonator aren’t idle, either. Some are heroes. Some are villains. Most fit somewhere in between. So whether they’re fighting militant fanatics, Agency personnel, giant robots from space, robots from the future, grotesque monstrosities, or plain ol’ supervillains, it’s never a dull week at the new Academy.

Posted

So What Is A Phoenix Mutate?

 

They’re technically mutants, but it’s very much not the same as the average mutant. The reason why they mutated in the first place is the same, for one. They all have an infinitesimally small piece of the Phoenix inside them. This is called a Phoenix Spark. Because of this, those who manage to burn out their powers or even die will, in time or with the proper prodding, find that those conditions aren’t quite as permanent as they normally are for any other source of powers. Their powers can be broadly defined as "X Control", where “X” is either a source of energy or type of matter. There are, of course, exceptions and edge cases that don't seem to fit, but the vast majority seem to fit into this paradigm.

 

Where they get the energy or matter type from can vary. Both energy and matter share the Generator type, which generates their own energy or matter type to “Control”. If not, energy has Absorbers and matter has Controllers. Absorbers store their energy type inside their bodies. There is a maximum limit, however, and pushing past it will cause them to explosively, uncontrollably, and agonizingly emit their energy type. This is how most of them find out about their powers. Additionally, their energy stores can be depleted with enough use, rendering them effectively powerless. Fortunately, the storage limit can be increased with training and practice, just like the rest of their powers. Matter type Controllers are significantly more complicated, and cannot be discussed without discussing Expression Method. (As a note, there are some energy types, such as light, that can function as both matter and energy and thus can be any of the three types mentioned above.) Both energy types, however, are always automatically immune to their energy type, and may develop other immunities with training and experience.

 

Expression Method is how each one actually uses their power. Broadly, those with an External Expression Method use their energy or matter type to affect the world around them and shield themselves from harm. Those with an Internal Expression Method do basically the opposite. Energy is used to power superhuman abilities while matter is used to augment their bodies’ natural abilities. So, an energy Generator with an External Expression Method is almost always a ranged attacker who shields their body from harm in a number of different ways. A protective force field is most common, but it depends on the energy type. Generators with Internal will likely resemble archetypal powerhouses, speedsters, and weapon users who create their own weapons to use. Energy type Absorbers with Internal will likely be much the same. This does not mean that Energy types with Internal cannot emit at all. They simply can’t do it at range which, with some creativity, may end up not being as much of a limitation as it sounds.

 

Matter types with the External Expression Method don’t function much differently than energy types. Generators with External function nigh identically to their energy counterparts, with the interesting exception of being just as often melee fighters as ranged. Controllers with External are similar to Absorbers, with the obvious difference that they control and do not absorb. Thus they’re generally not automatically immune to their matter type. Though they may have other immunities and develop still more with training and experience. However, they can (matter type permitting) store a limited amount of their matter type inside their bodies. It seems that the required matter types to do this are particulate in nature, but research is ongoing. It is the Internal Expression Method where matter is very different from energy. Generators can virtually shapeshift, coating their bodies in their matter type for protection and generating weapons. Controllers have an even more unpredictable set of abilities.

 

Now we dig into those exceptions and edge cases. To be clear, the “matter” mentioned above should not be taken to mean literally only matter. Considering such esoteric things as Dimensions, Time, Space, and Language fall into the category of “matter”, it’s really used as a broad catch all for everything that isn’t an energy type. Speaking of energy types, psionics are technically one. They’re exclusively Generators (at least all of the ones currently known) with the External Expression Method. Telepaths are broken down by their area of specialization (each one is different, at least so far), and can be fairly to completely inept outside of it. Telekinetics are defined by their range. Long Range telekinetics are pretty standard for the archetype. Anywhere they can perceive is fair game. Short Range, however, is stuck making things happen in melee range…which only makes them get creative. Lastly, there is the strangest yet, that doesn’t seem to fit into energy or matter. Some Phoenix Mutates are connected to the collective unconscious. The Expression Methods still apply, in their broadest sense. Externals still manifest their powers to affect the world outside of their bodies, and Internals still use theirs to modify their bodies but not the world outside. It’s just that this can apply somewhat…oddly by comparison with other Phoenix Mutates. There are two active Academy Operatives and one Student with this connection. Their specifics will be detailed in their entries.

 

However, it’s not all sunshine and roses. . Generators can’t turn their powers off, exactly. External ones have a harder time, but even Internal ones have to be careful every second of every day to not emit their energy or matter type. Pyrox has burned down buildings by accident. Lightning has accidently electrocuted people who merely touched him. Slick functionally can’t be dry or not get oil anything she touches. Hugs are impossible. Absorbers have a flaw, as well. While they’re immune to their energy type being wielded by others (even it’s a copy of their own powers), they’re not immune to their own use of it. Even if healed, Solaria’s blasts will permanently blind her again with her next shot. Waverider’s vibrational emissions will shatter her inner ear bones anew. Ember’s limbs are covered in scars from burns and frostbite. She’d rather have the nerve damage at this point than go through gaining it again. Matter type Controllers often have permanent physical alterations or something is just…different…about them. Erased being uninteresting no matter what he does. Augment’s powers turned him into a cyborg before he got them under control. And the less said about Uncanny’s linguaphilia, Lignin’s xylophilia and both of their accompanying bibliophilia, the better. They verge on -mania, depending on who you ask.

 

A mechanical note. With the exceptions of Miss Invincible, Aerialist, Nobody, Sasha Ivanoff, Pacer, and Stalwart, every member of the Academy is a Phoenix Mutate. This means they have the Untapped Potential feat for free, and it will not be noted on their sheets. Normal Extra Effort grants +2 ranks on any given power. Untapped Potential takes that up to +3. When a Phoenix Mutate uses Extraordinary Effort (Extra Effort on top of Extra Effort), that makes it a +6 to a given power’s rank. This is a documented effect known as Plus Overdrive. I have mentioned it before, but it is important to keep in mind now. The fatigue cost from using Plus Overdrive only actually happens when the Mutate in question stops using that power by changing array slots, turning in off, or the current situation resolving (end of combat, normally, but not always).  Furthermore, it's technically possible to stack one Plus Overdrive on top of another one. This burns out their powers, rendering the Mutate in question entirely powerless. Reality shudders and ripples when a Mutate does this, and normally impossible things become possible if their powers can technically perform the task. Aside from the aforementioned exceptions, every single member of the Academy is more powerful than they appear.

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