Naomi Chiyo
Naomi in her magical girl outfit.

Personality

Naomi can come off as forgetful or absent-minded. She's strongly motivated to fight eidolons to protect people from them, though she keeps her reasons to herself. She can sometimes be a bit cynical. She is easily swayed by the generosity of others, but can be a bit selfish when it comes to sharing her own things. Though if she does, this makes it a significant gesture. She tries to stick to the moral high ground when she can, and is doing her best to play the role of the magical heroine. She'd have no problems at all when it comes to team up with others who have similar goals.

Appearance

Naomi is maybe a bit short for her age, has an athletic build, and has filled out nicely. She normally wears (most of) her hair up in a pair of buns, with cloth covers worn over them. Her normal clothes are fairly trendy, if a bit threadbare, and sometimes layered on a bit oddly. She also wears her school uniform fairly often, even when not in school. Her magical girl outfit notably lacks a skirt. She's left-handed, and when it's not in use, her soul weapon takes the form of a ring. She sometimes changes her hairstyle so she can be told apart from the other Naomi at a glance.

Background and other things

Naomi at least claims to be from a parallel dimension, and exists in this one as the result of her wish. She claims to be the cousin of another Naomi Chiyo who is in the same class at school. For the past few months, she's been living on the streets and hunting eidolons, and since she met the others posing as her relative to hang around them at school.

Character Sheet

Ability Scores:

Str Dex Con Int Wis Cha
Score: 10 14 16 10 12 14
Bonus: 0 +2 +3 0 +1 +2

16 PP

Saves and Combat:

Saves
Name Total Notes/Sources
Toughness: +3/8 +3 con, +5 force field
Reflex: +8 +2 dex, +6 bought
Fortitude: +6 +3 Con, +3 bought
Will: +10 +1 Wis, +9 bought
Combat
Name Total Notes/Sources
Attack: +6 Attack specialization attacks are +8, Accurate moves are +10
Defense: 18/12 +4 bought, +4 Dodge Focus, Defense +2 if denied dodge bonus
Initiative: +2 +2 dex
Grapple: +6 +/-Size Modifier +6 attack, Normal size
Knockback resistance: -4
Health
Bruised Staggered Unconscious
- - -
Injured Disabled Dying
- - -
Fatigued Exhausted Unconscious
- - -

40 PP

Carrying Capacity:
(in lb): Teleport can only carry an extra 250 lbs

- Manual
Light Load 33 lbs
Medium Load 66 lbs
Heavy Load 100 lbs
Maximum Load 200 lbs
Push/Drag 500 lbs

Movement Rates:

Type: Tactical: Total
Movement 30 feet 20MPH
Jumping 10 feet
Teleport 400 feet move action, 1 mile full action -

Skills:

Skill Rank Bonus Total
Acrobatics 8 +2 +10
Bluff 6 +2 +8/12*
Climb 0 +0 +0
Concentration 0 +1 +1
Diplomacy 2 +2 +4/8*
Disable Device 0 +2 +0
Disguise 0 +2 +2
Escape Artist 0 +2 +2
Gather Information 6 +2 +8
Handle Animal 0 +2 +2
Intimidate 0 +2 +2
Notice 8 +1 +9
Profession: Oldest 10 +1 +11
Search 8 +0 +8
Sense Motive 8 +1 +9
Sleight of Hand 6 +2 +8
Stealth 6 +2 +8
Survival 8 +1 +9
Swim 0 +1 +1

*Where Attractive comes into play

18 PP

Feats:

Feat Name: Effect
Assessment: As a move action, Naomi can use Sense Motive vs. Bluff to 'size up' opponents to gauge their strengths. A successful use provides the opponent's attack and defense bonuses relative to Naomi's own (higher, lower, or equal). Other uses would be up to GM discretion.
Attack Specialization: Soul Weapon Naomi gains an additional +2 to attacks made with her soul weapon.
Attractive: Wherever it might apply, Naomi gets +4 to Bluff and Diplomacy due to appearance
Determination 2: 2 improved rerolls of a D20 per a session.
Distract (Bluff) Naomi may make a Bluff check to make an opponent hesitate in combat. Targets gain a +1 bonus on checks to resist Distract per attempt to use it against them in the same encounter.
Dodge Focus 4: +4 to Defence as long as she can move, already worked into math.
Evasion 1: No damage on a successful Reflex save.
Improved Feint: May attempt a feint as a move action at no penalty.
Power Attack: Naomi may reduce her attack bonus by up to -4, to add the same amount as a bonus to her save DC.
Set Up: Naomi may transfer the benefits of a successful use of an interaction skill in combat to an ally.
Uncanny dodge: As long as Naomi's hearing could inform her, she retains her dodge bonus even if surprised or flat-footed.
Up the Wall: Naomi may substitute her acrobatics skill in place of climb, as long as she has spaces to jump from separated by at most half her normal speed (15 feet). These can be small handholds, parallel walls, or a conveniently placed friend.

15 PP

Powers

Soul Weapon, Device 5, Barrier Guide
Flaw: Easy to Lose. Being a hand-held melee weapon, Naomi's soul weapon can be taken away from her like one…with a successful disarm attempt.
Flaw: Soul Weapon. Being a soul weapon, Naomi loses access to this device and all its abilities if she succumbs to Despair.

Main Power:

Normal Attack Damage 6 Energy Cost: 0
Acton: Standard Range: Touch Duration: Instant
Feats: Innate, Accurate, Alternate Powers 4 Descriptors: Slashing
Extra: Reduced Energy Cost 2 DC 21 Toughness attack
(1/r + 2/r extra) x6 +6 feats = 24

At the end of the day, a knife is a knife. May not be anything fancy about a raw attack with the weapon itself, supplemented by no magical power, but Naomi can fight all day without running her energy dry if she has to.

Barrier Jacket Force Field 5 Energy Cost: 1
Acton: Free (Active) Range: Personal Duration: Sustained
Extra: Reduced Energy Cost Descriptors: Magic, Space +5 toughness Save
(1/r + 1/5 extra) * 5 = 10

Naomi's magical girl outfit is more than just a costume. It projects a protective field that blunts the impact of attacks.

Synchronizer Healing 6 Energy Cost 2
Acton: Full (or technically, Extended) Range: Touch Duration: Instant
Extras: Energizing, Total Flaws: Distracting, Limited to Others, Requires grapple Drawbacks: Action 2 (5 min.)
Descriptors: Magic, Healing Provides an immediate recovery check with a +4 bonus, and can heal additional injuries for every 5 over the DC of the check (usually, DC 10). Can also recover fatigue conditions, although Naomi takes them on.
[(2/r + 2/r extras - 3/r flaws) * 6] - 2 drawbacks = 4

Naomi has a unique ability to heal others, although it's not useful in the middle of a fight due to the time involved. Although potentially potent, the sort of actions required on the part of the recipient may be distasteful to some. She can also transfer energy to them, leaving them refreshed and her rather tired.

Anywhere but here Teleport 4 Energy Cost: 5
Acton: Move Range: Personal Duration: Instant
Feats: Turnabout, Progression (mass) 1 Descriptors: Magic, Space, Dimensions 400 ft as move action, 1 mile as full action, carry 250 lbs
2/r * 4 + 2 feats = 10

Naomi can teleport. She's capable of moving quite a distance when she has to, and can take either another person (or two, if they're light) or a lot of stuff with her. She can also stop to take a standard action and then return to where she started or keep going, as long as it doesn't exceed her usual range.

PP spent on powers: 33

Complications

  • Homeless - Naomi lives on the streets. Well, in an abandoned warehouse she's fixed up a bit.
  • Mistaken Identity - Of a sort. There's another, near-identical Naomi running around, and they are very much not the same person.

Drawbacks

  • Reduced Wealth (-2) - Naomi doesn't have the usual starting +8 to wealth checks.

Energy, Despair, and other things.

Energy Points
Total Current*
200 24

*Note: Updated after every fight/session.

Some Other Things
Hero Points 1
Villain Points 0/8
Despair 3/8
Essence 18
Wealth +3

Power Points/Experience

Total Power Points: 124
Power Points gained via Essence: 6

Power Point Expenditures

  • 1 PP: 4 ranks of Search
  • 1 PP: Improved Feint feat
  • 2 PP: 2 more ranks in her healing power.

Pre-Contract PL 1 Sheet

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