|
Table of Contents
|
Biography
Appearance and Personality
Of middling height with an athletic build. Brown hair just below shoulder length; often enough in a ponytail or otherwise a bit out of the way. Sharp green eyes that dull during boring classwork but light up when running around. Prefers clothes that leave her some range of motion or that can be shucked to free her up (of course with something else beneath it).
Prefers activity to sitting around, though naps are good too. Previously, often smiling with an open face. Curious and easy-going, except for some of the athletic competitions that tend to focus her in a competitive way.
Her magical girl outfit has a sleeve-less black top and a layered skirt (green over black) with a green-on-gold sash around her waist. The top has a black collar with gold accents as well as a green separated sailor collar with more gold accents; under the collar and around her neck is ruffled white lace. Green bridal gauntlets with golden accents for her arms. Leggings in muted greens and golden browns for her legs; this is partially covered by green enamel leg armor with black soles that go to her knees. She has a necklace and bracelets around both wrists of small golden chains with the occasional green sparkle; the necklace has multiple chains in a choker style with a green gem set to the front.
Traits (PL 1)
Traits (PL 8)
Abilities [32]
| — | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 10 | 18 | 26 | 10 | 18 | 10 |
| Bonus | 0 | +4 | +8 | 0 | +4 | 0 |
Carrying Capacity and Movement
| light | medium | heavy | max | drag/push |
|---|---|---|---|---|
| 33 | 66 | 100 | 200 | 500 |
| Base | Double | Run |
|---|---|---|
| 100' | 200' | 400' |
| Run L. Jump | Stand L. Jump | Vertical Jump |
| 20' | 10' | 5' |
Saves and Combat [14]
| Base | Ability Modifier |
Total | |
|---|---|---|---|
| Toughness | 0 | 8 | +8 |
| Fortitude | 0 | 8 | +8 |
| Reflex | 4 | 4 | +8 |
| Will | 4 | 4 | +8 |
| Attack | 2 (6) | +2 (+6) | |
| Defense | 1 (5) | +1 (+5) | |
| Grapple | 2 (6) | +2 (+6) | |
| Knockback | -4 | -4 | |
| Initiative | 4 | 4 | +8 |
| Recovery | 8 | +8 | |
| Energy | ?/80 | ||
| Despair | 1/8 | ||
| Hero Points | 0 (+1, +4) | ||
| Villain Points | 0/8 | ||
| Chi | 6 | ||
| +4 Attack: Weapon Specialization 2 (Soul-Weapon) | |||
| Drawback 'Gotta Be Free': Entrapment +1 | |||
| +4 Dodge Defense: Dodge Focus 4 | |||
| Second Chance: Mind Control | |||
| Improved Evasion: Evasion 2 | |||
| Improved Initiative 1 | |||
| Luck 4: Improve Roll 2, Recovery 1, Inspiration 1 | |||
| Zen Strike, Favored Enemy, Favored Terrain | |||
| Trade-off: +2 Damage Cap, -2 Attack | |||
Skills [15]
| Total | Name | Rank | Ability | Misc |
|---|---|---|---|---|
| +10 t | Acrobatics | 6 | 4 | |
| +4 * & | Bluff | 4 | 0 | 4 * & |
| +10 | Concentration | 6 | 4 | |
| +1 | Computers | 1 | 0 | |
| +1 | Craft (Structural) | 1 | 0 | |
| +4 * | Diplomacy | 4 | 0 | 4 * |
| +1 | Disable Device | 1 | 0 | |
| +1 | Disguise | 1 | 0 | |
| +10 | Escape Artist | 6 | 4 | |
| +0 | Gather Information | 0 | 0 | |
| +0 | Handle Animal | 0 | 0 | |
| +0 ** & | Intimidate | 0 | 0 | 8 ** & |
| +1 | Investigate | 1 | 0 | |
| +1 | Know. (Arcane Lore) | 1 | 0 | |
| +1 | Know. (Streewise) | 1 | 0 | |
| +5 | Medicine | 1 | 4 | |
| +10 & t | Notice | 6 | 4 | & |
| +0 | Perform (Any) | 0 | 0 | |
| +5 | Search | 5 | 0 | |
| +10 & t | Sense Motive | 6 | 4 | & |
| +5 | Sleight of Hand | 1 | 4 | |
| +10 t | Stealth | 6 | 4 | |
| +5 & | Survival | 1 | 4 | & |
| +1 | Swim | 1 | 0 | |
| Languages: Japanese (native) | ||||
| * Attractive 1 | ||||
| ** Adorable Glower 1 | ||||
| & Favored Enemy 2/4 | ||||
| t Skill Mastery: Acrobatics, Notice, Sense Motive, Stealth | ||||
Feats [46]
| Name | Location | Summary |
|---|---|---|
| Weapon Specialization 2 | Core | +4 Attack with Soul Weapon |
| Dodge Focus 4 | Core | +4 Dodge Defense Bonus |
| Evasion 2 | Core | Improved Evasion |
| Second Chance | Core | on a fail for a hazard (Mind Control), roll again, take best result |
| Improved Initiative 1 | Core | +4 Initiative |
| Slap Silly 1 | Me&Ma | when hit by grapple, use readily available standard action attack: ignore grapple & attacker takes dc11 Fort vs dazed a round if you hit |
| Sneak Attack 1 | Core | +2 Damage vs Opponents denied their dodge bonus |
| First Strike 1 | W&W | +2 Damage vs Flat-footed Opponents with less initiative |
| Takedown Attack 2 | Core | disable/knockout opponent with melee attack to get another attack move up to 5' between opponents; once a round (infinite vs minions) |
| Precise Strike | W&W | melee attack ignore less than total cover |
| Zen Strike | Me&Ma | may use Wis mod instead of Str mod for melee damage |
| Attractive 1 | Core | +4 Bluff/Diplomacy vs those attracted |
| Adorable Glower 1 | Custom | +8 Intimidate vs those unattracted |
| Skill Mastery 1 | Core | can always take 10 w/: Acrobatics, Notice, Sense Motive, Stealth |
| Favored Enemy 8 | Core | +1 Bluff/Intimidate/Notice/SenseMotive/Survival/Damage Magical Girls 2; Familiars 2; Eidolons 4 |
| Critical Strike | Core | ignore critical immunity vs Favored Enemies |
| Favored Terrain 2 | Core | +1 Attack or Defense when in favored terrain (Barriers) |
| Barrier Native | Custom | activated Environment Adaptation for while in current Barrier |
| Barrier Step | Custom | no visual tracks, tremor sense concealment (in Barriers) |
| Environmental Adaptation | Core | no die/movement penalties for that environment (Crowds) |
| Up The Wall | Me&Ma | use Acrobatics in place of Climb; handholds within half move |
| Swift 1 | W&W | Speed 1: 100' base move, 10 MPH |
| Tiger Leap | W&W | Leaping 1: double base jump distances |
| Move-by Action | Core | may take a standard action between your move action |
| Benefit | Core | Lay of the Land: incredible familiarity with the local area |
| Uncanny Dodge 1 | Core | never denied dodge from surprise unless Hearing concealed |
| Combat Awareness | W&W | Danger Sense 1 (mental): dc15 Notice to avoid surprise |
| Light Sleeper | Core | no Notice penalty for sleep; can act immediately after waking |
| Luck 4 | Core | Divided: Improve Roll 2; Recover 1; Inspiration 1 |
Notes on Feats
- Adorable Glower: +8 Intimidate versus those who don't find her attractive
- Using Attractive as a baseline, and follows similar rules on caps, etc.
- Barrier Native 1 [1] (3r -3): Activated Environmental Adaptation for while in the current Barrier.
- Variable: Any one type of feat (4r), further Limited to Environmental Adaptaion Feats (-1r)
- Limited: Only while within Barriers (-1r), further Limited to Barrier currently within (-1)
- Duration: Continuous (1r) {though note leaving the current Barrier ends the adaptation}
- Progression: provides 1 point instead of 5 (-2) {note can only be used for current Barrier}
- Barrier Step: Leave no visual tracks, concealed from tremor sense (within Barriers)
- Super-Movement: Trackless (Limited to within Barriers)
- Benefit: Lay of the Land
- She knows the city and the surrounding area incredibly well, and various paths within.
Powers [27]
- Soul Weapon 3 [11]
- Soul Charge 14 [5]
- Breathing Room 8 [1]
- Back From Whence It Came 8 [1]
- Barrier Adaptation 1 [5]
- Journey 8 [2]
- Soul-Driven 4 [1]
- Small Pocket 1 [1]
Notes on Powers
Soul Weapon
| Soul Weapon | Device 3 | Container |
|---|---|---|
| Action: None | Range: Touch | Duration: Special |
| Type: Container | Descriptor(s): Soul, Magic, Physical | |
| Power Feats: Indestructible, Barrier Guide | ||
| Flaws: Soul Weapon | ||
| [11]: 3r +2: Hard to Lose Device (4r), Soul Weapon (-1r), Indestructible (1), Barrier Guide (1) | ||
| Provides 15 points to the Dual Arsenal Array. | ||
| A necklace in the style of a small decorative golden chain with a small green gem. The chain tends to glitter a bit green in the light alongside the gold. While it can be removed, it doesn't seem to have a catch at the back. Surprisingly durable and she can use it notice she's nearby a Barrier. | ||
| Upon activation, the chains of the necklace multiply into more of a choker and she gains similar chain bracelets and anklets. All sparkle and glitter; they seem to almost move on their own. The green gem grows slightly in size and also glitters more, almost as if lit by a green flame. Many of the uses of her Soul Weapon involve spawning a chain similar to her necklace, often being a golden metal specked with tiny green flames. |
||
- Shifting Chains
- With Chains Unbound
- Chains of Guided Wrath
- Chains of Indiscriminate Rage
- Feeding Chains
- Rasping/Incandescent Chains
- Writhing Blood-Soaked Chains
- Long Shot
- Unerring Chains
| Shifting Chains | Variable Damage 3 | Container |
|---|---|---|
| Action: Full | Range: Personal | Duration: Continuous |
| Type: Variable | Descriptor(s): Soul, Magic, Physical, Energy | |
| Extras: Duration (Continuous) | ||
| Power Feats: Variable Descriptor 2 | ||
| Flaws: Action (Full) | ||
| [14]: 4r +2: Variable Damage (4r), Duration (1r), Action (-1r), Variable Descriptor 2 (2) | ||
| Container for a variety of ways to inflict damage; takes a full round to start or change to a different damage mode. Theme is her Soul Weapon, so lots of chain imagery. Possible descriptors employed by the variable powers to include physical (chain, crushing, bludgeoning, piercing, slashing), energy (flame, light) and magical (magic, soul). Variable Descriptor 2 to change among her descriptors (or other reasonable descriptors) as free action once a round instead of having to start up the same power with a different descriptor (which would take a full round). Note that Soul Charge boosts this power, so both normal and boosted versions are displayed. | ||
| Atsuko thinks her chains are cute and adorable. She also thinks they are a wonderful way to rend the flesh of familiars or otherwise cause them pain and suffering. She has a tendency to generate hordes of chains that attack her foes, with the chains nearly seeking said foes out on their own. | ||
Soul Charge
- Soul Charge
- From Within
- All-Star
- Intensity
- Physician Heal Thyself...
- ...Before You Heal Another
- Bag of Tricks
| Soul Charge | Boost 14 | 2 Energy |
|---|---|---|
| Action: Standard | Range: Personal | Duration: Instant |
| Type: Trait | Descriptor(s): Magic | |
| Extras: | ||
| Power Feats: Slow Fade 2 | ||
| Flaws: Personal | ||
| Drawbacks: Quick Fade 3, Full-power | ||
| [?]: ?: Boost (1r), Personal (-1r), Slow Fade 2 (2), Quick Fade 3 (-3), Full-power (-1) | ||
| Spend 2 energy and a standard action to Boost 'From Within' by 14 PP for one minute; it then fades away completely the following round. | ||
| Atsuko can draw upon the energy that fuels her to boost her abilities significantly. She is briefly limned by a corona of green and gold energies with shifting patterns of shadow chains crawling over her; a faint sound of clinking chains and crackling fire can be heard as well. | ||
Breathing Room
| Breathing Room 8 | Expel (Familiar) 8 | 3 Energy |
|---|---|---|
| Action: Full | Range: Touch (General Burst) | Duration: Instant (lasting) |
| Type: Attack | Descriptor(s): Magic, Enemy | |
| Extras: Damaging (applies to half ranks) | ||
| Flaws: Action (Full), Distracting, Check Required (Concentration dc 18), Increased Energy Cost 2 | ||
| Drawbacks: Full-power | ||
| [1]: 1/4r -1: Expel (2r), Damaging (~1r), Action (-1r), Distracting (-1r), Check Required (-1r), Increased Energy Cost 2 (-2r) | ||
| 40' burst, no save, vs Familiars; Will dc18 or expelled, lasting; Tough dc21 if they try to enter, lasting (includes Favored Enemy damage bonus) | ||
| Atsuko can send the riff-raff flying, nearly through her hatred of Familiars alone; such is her force that it can take time for them to work up the nerve to approach her all the while her power destroys them for any who attempt. | ||
Back From Whence It Came
| Back From Whence It Came 8 |
Exorcism 8 | 3 Energy |
|---|---|---|
| Action: Standard | Range: Perception | Duration: Instant |
| Type: Attack | Descriptor(s): Magic, Mental, Enemy | |
| Flaws: Distracting, Check Required (Concentration dc 18), Increased Energy Cost 2 | ||
| Drawbacks: Full-power | ||
| [1]: 1/4r -1: Distracting (-1r), Check Required (-1r), Increased Energy Cost 2 (-1r), Full-power (-1) | ||
| Nullify summoning/mental influence of Familiars/Eidolons | ||
| A large part of the purpose behind Atsuko's wish is to destroy and end Eidolons and their ilk however she may. With a burst of focus she can do more than just hurt them: she can drive off their allies or end some of their tricks. | ||
Barrier Adaptation
| Barrier Adaptation | Adaptation 1 | No Energy Cost |
|---|---|---|
| Action: Full (passive) | Range: Personal | Duration: Continuous |
| Type: Variable | Descriptor(s): Enemy, Barrier | |
| Extras: Reduced Energy Cost 2 | ||
| Flaws: Limited (Within Barriers) | ||
| Drawbacks: Limited (leaving the current Barrier ends the effect), Noticeable | ||
| [5]: 7r -2: Adaptation (6r), Reduced Energy Cost (2r), Limited (1r-1), Noticeable (-1) | ||
| Adapts to ongoing hazards when in a barrier, requires 1 full action exposure to trigger 5 points for GM to adapt with: common effects are Immunity and Movement |
||
| If she takes a moment to clear her head, Atsuko can 'blend' into a Barrier she's inside, gaining noticeable traits likely similar to its denizens. She can even adapt to ongoing hazards introduced by other things while in a Barrier, though that sees less use. | ||
Journey
| Journey 8 | Super-Movement 8 | up to 6 Energy |
|---|---|---|
| Action: Move | Range: Personal | Duration: Sustained |
| Type: Movement | Descriptor(s): Magic, Acrobatic | |
| Flaws: Check Required (Acrobatics), Increased Energy Cost 2, Limited (While Moving, only on Wall-Crawling and Water Walking) | ||
| [2]: 1/3r: Super-Movement (2r), Check Required (-1r), Increased Energy Cost 2 (-2r), Limited (-1r on 4 ranks) | ||
| Slithering: no prone attack penalties, crawl at normal move | ||
| Slow Fall: fall any distance safely by taking action, stop early by grabbing a surface | ||
| Sure-Footed: reduce hampered movement speed penalty by 1/4 per rank | ||
| Wall-Crawling 1: climb speed of half base, lose dodge bonus unless 5 climb ranks | ||
| Wall-Crawling 2: climb speed of full base, keep dodge bonus | ||
| Wall-Crawling 3: stick to surface with any body part, not just hands/feet | ||
| Water Walking: move/stand on liquid surfaces w/o sinking | ||
| Slithering 1 for 1 energy; Slow Fall 1 for 1 energy; Sure-Footed 1 for 1 energy or 2 for 2 energy; Wall-Crawling 2 (While Moving) for 1 energy; Wall-Crawling 1 and Water Walking 1 (both While Moving) for 1 energy | ||
| There are few things that Atsuko can't manage some way of getting around, about or on; fewer still with the aid of magic. | ||
Soul-Driven
| Soul-Driven 4 | Immunity 4 | 1 or 2 Energy |
|---|---|---|
| Action: Reaction | Range: Personal | Duration: Instant |
| Type: Defense | Descriptor(s): Magic, Recovery | |
| Extras: Action (Reaction) | ||
| Flaws: Increased Energy Cost 2, Duration (Instant) | ||
| [1]: 1/4r: Immunity (1r), Action (1r), Duration (-2r), Increased Energy Cost (-2r) | ||
| Immunity to a Critical Hit costs 1 energy Immunity to her and/or her Eidolon's powers costs 1 energy |
||
| Atsuko can power her way through partially turning aside deadly blows and ignore the effects of her own powers when it suits her (as well as those of her Eidolon, though she's not aware of that yet). | ||
Small Pocket
| Small Pocket 1 | Dimensional Pocket 1 | No Energy Cost |
|---|---|---|
| Action: Move | Range: Touch | Duration: Instant (Lasting) |
| Type: Trait | Descriptor(s): Dimensional, Barrier | |
| Extras: Reduced Energy Cost 2 | ||
| Power Feats: Subtle 2 | ||
| Flaws: Requires Grapple, Feedback | ||
| Drawbacks: Progression 3 (Reduced Capacity) | ||
| [1]: 2r -1: Dimensional Pocket (2r), Requires Grapple (-1r), Feedback (-1r), Reduced Energy Cost 2 (2r), Progression 3 (-3), Subtle 2 (2) | ||
| hidden 10 lb. pocket; can store/retrieve with an unnoticeable move action | ||
| Atsuko can hide small objects elsewhere (she refuses to think of it as her own personal Barrier) if she's got a good grip on them and a free moment. | ||
Drawbacks [-14]
- Gotta Be Free: Minor Weakness (Entrapment, very frequent) [-3]
- Atsuko dislikes being bound, but you can't get away from everything.
- Reduced Energy Storage [-9] (-180 Energy Storage)
- Through some fluke, she has less than half the energy storage she could be expected to have.
- Initial Despair 1 [-2]
- She really doesn't like to talk about how she became a Magical Girl in detail.
Or about that girl who left school recently…
- She really doesn't like to talk about how she became a Magical Girl in detail.
Complications
- Miscommunication: 'mishear' English
- Atsuko's understanding of the English language is unusually fluent (at least in HER mind…)
- Loathing: Hatred (Familiars/Eidolons)
- The only good Familiar or Eidolon is one suffering or dead…
- Incident
- Somehow she just seems to be a target when she's physically or socially obligated to not just run off. She tends to avoid mass transit if she can help it.
- Like The Back Of My Knee
- Atsuko knows the city and surrounding area very well. But she doesn't always remember that people with her may have trouble taking her routes. And some routes need to change on the fly or lead through areas it's unsafe to stop in…
Experience (120/120)
Nothing yet spent past character generation.
1 Essence, courtesy of Anteros (11/12)
Notes
Trade-off: +2 Damage Cap, -2 Attack





