Psychoka - Atsuko Hayashi

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 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 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…

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

Page tags: orrin psychoka
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