She was a normal girl at first, wondering why she was here with her mother instead of with Father, but he was always away, “Saving Japan,” but yet, others resented her, calling her “Occupier,” before she fought them, and eventually found a place as a delinquent, going to enough classes to avoid the Saturday lessons that were the bane of the middle school years. At her peak, she was told by the principal she would be “Just like all the other occupiers, taking over and pushing over Japan,” to which she said “Good, this school, and country will be mine!”
However, age tempered the girl, making her realize that bullying, and fighting weren’t the way of justice, and as a new older sister, she had to try and be responsible, and she took up her responsibilities, studying, helping new students out, and eventually, with much effort, gaining the reputation of the local Knight, aloof yet helpful with problems that small circles of friends, 3ch, and adults couldn’t solve.
Through this job, she came into tracking one girl, after her friends complained she seemed to disappear, and this task introduced her to a world of strange and arcane magic, and the monsters that were hidden in this world.
Contracted with Reser after taking the long road back home to become "A Friend and Warrior of Justice. She met the being after noticing something strange, what would be an Eldion, and a fish trying to call someone, a dying magical girl, and a monster eating her. Suzhua could never let something like that stand, and she contracted, wishing to be a friend of justice, and leaping, shooting the monster, before realizing what she had gotten into.
“So.. I guess I have to take this role on… well this is too hard for a girl… but I’ll try, as a real man, Washington, Delphi… let me have your power, and drive these monsters from my home, for my brother.. for Mom.. for DAD!”
Suzuha Jackson
Traits (PL 1)
| — | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 11 | 11 | 10 | 10 | 10 | 10 |
| Bonus | 0 | +0 | +0 | 0 | +0 | +0 |
Carrying Capacity and Movement
| — | light | medium | heavy | max | drag/push |
|---|---|---|---|---|---|
| normal | 33 | 66 | 100 | 200 | 500 |
| — | Base | Double | Run |
|---|---|---|---|
| Land | 30' | 60' | 120' |
| — | Running Long Jump | Standing Long Jump | Vertical Jump |
| Jump | 10' | 5' | 2' |
Saves and Combat [2]
| Toughness | Fortitude | Reflex | Will | Attack | Defense | |
|---|---|---|---|---|---|---|
| Base | 0 | 0 | 0 | 0 | 1 | 0 |
| Mod | 1 | 1 | 1 | 1 | ||
| Total | 1 | 1 | 1 | 1 | 1 | 0 |
Skills [10]
| Total | Name | Rank | Ability | Misc |
|---|---|---|---|---|
| +4 | Computers | 4 | 1 | |
| +4 | Diplomacy | 4 | 1 | |
| +4 | Drive | 4 | 1 | |
| +1 | Gather Information | 1 | 0 | |
| +4 | Intimidate 4 | 1 | 0 | |
| +1 | Knowledge (Civics) | 1 | 1 | |
| +1 | Knowledge (Current Events) | 1 | 1 | |
| +1 | Knowledge (Earth Sciences) | 1 | 0 | |
| +1 | Knowledge (Life Sciences) | 1 | 1 | |
| +4 | Swim | 4 | 0 |
Feats [3]
*Ambidexterity
*Equipment 4
Motorcycle (9)
Machine Pistol (9)
Cellphone (1)
Laptop(1)
*Teamwork
Drawbacks [0]
Complications
Suzuha Jackson "Green Light"
Vega has edited this to match the newer statblock, as far as he knows it. I've made up the descriptors and renamed shit on a whim. If you don't like it, change it yourself. And do correct any mistakes or omissions. Oh, and KEEP TRACK OF YOUR ESSENCE.
Traits (PL 8)
| — | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 10 | 18 | 18 | 10 | 16 | 14 |
| Bonus | 0 | +4 | +4 | 0 | +3 | +2 |
Carrying Capacity and Movement
| — | light | medium | heavy | max | drag/push |
|---|---|---|---|---|---|
| normal | 33 | 66 | 100 | 200 | 500 |
| — | Base | Double | Run |
|---|---|---|---|
| Land | 30' | 60' | 120' |
| — | Running Long Jump | Standing Long Jump | Vertical Jump |
| Jump | 10' | 5' | 2' |
Saves/Combat
| Toughness | Fortitude | Reflex | Willpower | Attack | Defense | Initiative | Grapple |
| +4/+8 | +4 | +4/+8 vs area | +6 | +2/+3 ranged/+8 Soul Weapon melee/+9 soul weapon ranged | 11/14/17 | +4 | +2 |
Note:The +8 Toughness, +9 on soul weapon attacks, and 14 defense are only with Suzuha's soul weapons in effect or accessible.
Skills [14]
| Total | Name | Rank | Ability | Misc |
|---|---|---|---|---|
| +9 | Acrobatics | 5 | 4 | |
| +5 | Concentration | 2 | 3 | |
| +1 | Computers | 1 | 0 | |
| +1 | Craft (gunsmith) | 1 | 0 | |
| +5 | Diplomacy | 3 | 2 | |
| +10 | Disguise | 8 | 2 | |
| +7 | Drive | 3 | 4 | |
| +5 | Gather Information | 3 | 2 | |
| +7 | Intimidate | 5 | 2 | |
| +1 | Knowledge (Civics) | 1 | 1 | |
| +1 | Knowledge (Current Events) | 1 | 1 | |
| +1 | Knowledge (Earth Sciences) | 1 | 0 | |
| +1 | Knowledge (Life Sciences) | 1 | 1 | |
| +5 | Medicine | 1 | 4 | |
| +3 | Notice | 0 | 3 | |
| +5 | Stealth | 1 | 4 | |
| +1 | Swim | 1 | 0 |
Feats [27]
- Accurate Attack - May trade attack DC for bonus to attack roll, maximum of 5 or 1/2 the power's ranks, whichever is lower.
- Attack Focus (Ranged) - +1 to ranged attacks
- Blind-Fight - Half concealment miss chance and speed penalty when unable to see.
- Diehard - Automatically stabilize the round after dying status is inflicted.
- Dodge Focus 3 - +3 dodge bonus to defense
- Equipment (7) - 35 equipment points
- Fortune 2 - One use of improve roll, one use of inspired recovery.
- Inspire 3 - May take a full-round action and spend a hero point to give allies a +3 bonus to all attacks, saves, and checks for the following round. This bonus may exceed power level limits. A speech or other inspiring actions are expected.
- Move-by Action - May move, take a standard action, and continue moving, as long as distance moved does not exceed the normal movement for the round.
- Playing the Part - +8 bluff when acting in tune with a current disguise. (CUSTOM FEAT)
- Precise Shot 2 - No penalty for shooting a target in melee, ignores defense bonus from cover less than total, and miss chance from concealment less than total.
- Quick Draw 2 - May both draw and load a weapon in the same round as a free action.
- Uncanny Dodge (Hearing) - Does no lose dodge bonus to defense when surprised or flat-footed, as long as hearing sense is active.
- Up the Wall - Climb walls with acrobatics rather than climb as long as there is a handhold every 15 feet (half move).
- Zen Strike - May substitute wisdom bonus for strength bonus in melee damage.
Powers[4]
| Schwarzchild Gate | Dimensional Pocket 1 | Energy Cost: 0 |
|---|---|---|
| Action Standard/move (active) | Range Touch | Duration Instant (Lasting) |
| Extras: No energy Cost | Flaws: Requires Grapple, Feedback | Feats: Progression*2 |
| Descriptors Magic, Dimensions, Gravity | Suzuha's dimensional pocket stores up to 500 pounds, often including her motorcycle (which weighs 300-400 lbs). Moving an object in or out of it is a move action. Trapping opponents is a standard action, and the target must be grappled and pinned. The target gets a reflex save (DC 11) to avoid being trapped, and a will save (DC 11) each round, with a cumulative +1 bonus for each failed attempt, to escape. Trapped targets may make attacks against Suzuha to free themselves, rolling against her defense, but using her rank in this power instead of toughness. All such attacks are non-lethal, and if she is stunned, the trapped subjects may make a saving throw to escape. If she is unconscious, all trapped subjects are automatically freed. | |
| (2/r + 2/r extras -2/r flaws) * 1 + 2 feats = 4 points | ||
Swift Justice Array
Fell Flight Flight 2 Energy Cost: 0 Action Move Range Personal Duration Sustained Extras: No Energy Cost Flaws: - Feats: - Descriptors: Magic, Gravity Flight speed of 250 ft/round (2/r + 2/r extra) * 2 = 8 points Alternate Power
Length Contraction Speed Energy Cost: 0 Action Move Range Personal/Touch Duration Sustained Extras: No Energy Cost, Affects Others Flaws: - Feats: - Descriptors: Magic, Lorentz Transform Land speed of 250 feet/round, can be shared with others by touch. (1/r + 3/r extras) * 2 = 8 points
| Disguise Pen | Morph 1 | Energy Cost: 0 |
|---|---|---|
| Action Free | Range Personal | Duration Sustained |
| Extras: No Cost | Descriptors: Magic | +5 to disguise checks, may take any humanoid form. Purely cosmetic. |
| (2/r +2/r extras) * 1 = 4 points | ||
Washington and Delphi, Device 10, Hard to lose, 50 device points
Flaw: Soul Weapon (-1/r) - Suzuha loses access to these devices if she succumbs to Despair.
Assorted Feats: Attack Specialization (soul weapon) 3, Dodge Focus 3, Defensive roll 4
Time Dilation Quickness 4 Energy Cost: 2 Action Free Range Personal Duration Continuous Descriptors: Magic Suzuha may take normal actions at 25 times the normal speed. This reduces time required to take 20. 1/r * 4 = 4 points
Sensory Shield Sensory Shield 3 Energy Cost: 4 Action Reaction (passive) Range Personal/Touch Duration Permanent Extras: Affects Others Flaws: - Feats: - Descriptors: Magic All of Suzuha's senses are protected, except for mental ones. She gains a +6 on all saves against sensory effects. She may transfer use of this power to someone she is touching. (2/r + 1/r extra) * 3 = 9 points
Why are all magical girls psychic these days? Telepathy 1 + Comprehend 1 Energy Cost: 2 Action Standard (active) Range Perception/Extended Duration Concentration (Lasting) Descriptors: Magic, Mental Mental communication and Mind Reading effects at Telepathy rank. Comprehend allows anyone to understand projected thoughts. The communication has a base range of 10 feet. Mind Reading has perception range. It requires a power check opposed by the target's will save. If successful, the target's surface thoughts may be read. Either effect may be used individually at a cost of 1 energy, at the GM's discretion. (2/r +2/r) * 1 = 4 points Attack Array: Guns Blazing
Pistol Whip Damage 4 Energy Cost: 0 Action Standard Range Touch Duration Instant Extras: No Energy Cost Flaws: - Feats: Mighty, Incurable Descriptors: Magic, Physical Melee attack with +8 total attack bonus, DC 22 Toughness (15+4+3 STR bonus) save. (1/r+2/r extra) * 4 + 2 = 14 points
Magic Bullets Blast 7 Energy Cost: 2 Action Standard Range Ranged (70 ft) Duration Instant Extras: Reduced Energy Cost Drawbacks: Full power, Requires Reload Feats: - Descriptors: Magic, Energy Ranged attack, +9 total bonus. Maximum range of 700 feet, increment 70 feet. Toughness save DC 22. Must be reloaded after every ten shots. (2/r +1/r Extra) * 7 = 21 - 3 = 18 points
Gravity Pressure Damage 4 Energy Cost: 3 Action Standard Range Touch (area) Duration Instant Extras: Reduced Energy Cost, Area: Burst (targeted), Selective Attack, Autofire 1 Flaws: Distracting, Requires Reload (drawback) Feats: Mighty Descriptors: Magic, Gravity, Crushing Selective area attack, may hit each target within a 20 foot radius of the user that the user desires. Requires a single attack roll at a +8 bonus, and hits selected targets based on that. Targets do not receive a reflex save to reduce the damage. DC 22 toughness, +1 for every 2 by which the attack roll exceeds the target's toughness, to a maximum of +4. Requires reloading, and each shot effectively consumed 5 or 25 shots, due to autofire. Needs to be reloaded after every 5 uses, in other words. Using this attack forfeits dodge bonus to defense, leaving defense at 11 until the character's next turn. (1/r + 4/r extras - 1/r flaws) * 4 = 16 + 3 feat - 1 drawback = 18 points
Nuclear Goblin Confusion 8 Energy Cost: 9 Action Standard Range Touch (area) Duration Instant (lasting) Extras: Area (Burst), Knockback, Selective Flaws: Distracting, Reduced Range Feats: Reversible, Triggered Descriptors: Magic, Mental, Emotions? 40 foot area burst centered on the user, with selective targeting. Reflex DC 18 for half effect, Will DC 18 (or 14) confuse. Causes knockback like a rank 8 damage effect. Sensory (mental) attack will hit insubstantial creatures, but not mindless ones. Distracting, so using it puts defense to 11 until the next turn. Trigger: when enemies get within ten feet of the user. (1/r + 3/r extras - 2/r flaws) * 8 = 16 + 2 feats = 18 points
Chains of Judgment Snare 8 Energy Cost: 9 Action Standard Range Ranged (80 ft) Duration Instant (lasting) Extras: - Flaws: - Feats: Obscure Sense (Auditory), Reversible Descriptors: Magic, Gravity Attack roll at +8, if successful, the target makes a reflex save DC 18. Failure indicates they are entangled. Failure by 5 or more, or on a second successful snare attack, the target is bound and helpless. Snare has a +8 toughness save agaisnt attacks used to break it. Characters with a usable damage effect at rank 13 can break it automatically with a standard action. 2/r * 8 +2 feats = 18
Weight of Sin Gravity Control 5 Energy Cost: 3 Action Standard Range Ranged (50 ft) Duration Concentration Extras: Reduced Energy Cost, Selective Flaws: Tiring, Concentration Duration Feats: Envitonmental Adaptation (high/low gravity, Precise, affects insubstantial Descriptors: Magic, Gravity, DAAARKNESS Affects a 25 foot area within 500 feet of range. Targets in the area either gain or lose up to 800 pounds of weight. Targets who gain above their maximum encumbrance make a DC 15 strength check, and success means they may make either a standard or move action. Targets who "lose" more than their actual weight "fall" upward to the maximum of the gravity control area. (2/r +1/r extra) * 5 + 3 feats = 18 points
NOTES
Reloading a weapon is generally a move action, except for characters with the Quick Draw feat, who can reload as a free action.
Ammunition is simply one of the normal drawbacks of equipment, worth no discount in cost. At the GM’s discretion, having to count ammo may be a power drawback for a Device: 25 uses before reloading is a 1-point drawback, 10 uses is a 2-point drawback, and 5 is a 3-point drawback. In this case, running out of ammo is not considered a complication, since the character already has additional points from the drawback.
Equipment
| Equipment Name | Damage | Extras | Assorted Crunch |
|---|---|---|---|
| Assault Rifle | +6 | Autofire,Ballistic | 1 pistol 16pts total |
| Motorcycle | N/A | Remote | 9+1=10ptstotal |
| Base(Old Factory)) | N/A | Power Source, Garage | 1pts+6(Size, Medium)+1 (Toughness = 10) +1 (Power Source) +1 (Garage) = 9pts total |
| Magical Power | Total Magical Points | Current MP |
|---|---|---|
| 18 (CON) * 10 - 20 | 160 MP | 153/160 MP |
Hero Points:
Currently owned:
None?
1 Villain Point: You don't need me to help fight this Eidolon
Spent:
1 Villain Point: I Found some extra money
Drawbacks: -1 Reduced energy maximum (-20 energy)
]
Schwartzchild Gate 1 [4] (2r +2)
Dimensional Pocket (2r), No Cost (2r), Requires Grapple (-1r), Feedback (-1r), Progression 2
:: Holds up to 500 lb.s, often holding her motorcycle (300-400 lb).
Array "Swift Justice" 4 [9] (2r +1) {Provides 8 PP to two powers}
::consider AP'ing into the flight that was earlier (or it into here)
Mahou Flight 2 [8] (4r)
Flight (2r), No Cost (2r): base 250' flight move
Mahou Speed 2 [8] (4r)
Speed (1r), Affects Others (1r), No Cost (2r): base 250' land move, extendable to someone in contact
Mahou Shoujo 1 [4] (4r)
Morph (2r, Humanoids), No Cost (2r)
::+5 to disguise as any humanoid, purely cosmetic
Soul Weapon "Washington and Delphi" 10 [30] (3r) {Grants 50 points}
Device (4r, Hard to Lose), Soul Weapon (-1r)
::Guns: one-handed railgun/bazooka and a pistol
* Soul Weapon 50/50 *
Battle Mien 2 [10] {passive container for the sake of consolidation}
Weapon Specialization 3 (Soul Weapon) [3]
Dodge Focus 3 [3]
Defensive Roll 4 [4]
Special Relativity 4 [4: 2E] (1r)
Quickness (1r)
:: x25 speed for 'routine' tasks (can take20)
?Sensory Shield? 3 [9: 4E] (3r)
Sensory Shield (2r), Affects Others (1r)
:: +2/r save bonus to all but mental senses, impervious
Mahou Speech 1 [4: 2E] (4r) {Should be able to use the powers seperately}
Telepathy 1 [2: 1E] (2r), Comprehend 1 [2: 1E] (2r)
Telepathy 1: Mental Communication 1, Mind Reading 1
Communication (Mental) 1 {free/10'}
Mind Reading 1 {standard/perception, power check vs will save}
Comprehend 1 (2r, Languages)
Array "Guns Ablazing" 9 [23] (2r +5) {Provides 18 PP to six powers}
Pistol Whip 4 [18] (4r +2)
Damage (1r), No Cost (2r), Mighty (1), Incurable (1)
::You hit them hard, and they stay down; you can do this all day.
::Change out Incurable for whatever else really (Accurate Attack, so at +8 toHit?). Too many healers use Persistent anyways.
::Toughness DC: 22: 15 +4(rank) +3(mighty/ZenStrike), +8 toHit, melee range
Mahou Blast 7 [18: 2E] (3r -3)
Blast (2r), Half Cost (1r), Full-power (-1), Requires Reload every 10 uses (-2)
::A simple, straightforward attempt to shoot someone full of a very large hole.
::Toughness DC: 22: 15 +7(rank), +9 toHit, max range 700' (70' increment)
Spatial Tear 4 [18: 3E] (4r +2)
Damage (1r), Half Cost (1r), Area:Burst/Targetted (1r), Selective Attack (1r), Autofire 1 (1r), Distracting (-1r), Reload 1 (-1, every 25 shots), Mighty 3 (3)
:: +7 toHit in 20' radius centered on you, toughness dc 22 (+1 for every 2 toHit above Defense, up to +4).
:: Requires 'reload' (move action unless Quickdraw works) every 25 shots. Assuming Autofire takes 5 shots when used (1 original, +4 for each potential damage from autofire).
:: Distracting: lose dodge defense for the round (Defense +1/11)
Nuclear Goblin 6 [18: 9E] (3r)
Confuse (1r), Range: Touch (-1r), Knockback (1r), Area: Burst (1r), Selective Area (1r), Distracting (-1r), Reversible (1), Triggered 1 (1)
:: 30' radius burst (reflex dc 16 for half): will dc +6/16 vs confuse, rank 6 knockback; Sensory (Mental) attack {hits insubstantial, mindless are immune}.
:: Distracting (Defense goes to +1/11), Triggered (when hostiles get within 10')
Trappings of Justice 8 [18: 9E] (2r +2)
Snare (2r), Obscures Senses 1 (1: Auditory), Reversible (1)
:: note Snare 8 has Damage 8 to Break (full round) or 13 to Destroy (full round).
:: +9 toHit, followed by Reflex dc 18.
Weight of Justice r5 [18: 3E] (3r +3)
r5 {3E} (3r +3): Gravity Control (2r), Half Cost (1r), Selective Area (1r), Tiring (-1r), Duration: Concentration (-1r), Three Power Feats (2)
:: 25' radius within 500' gains/loses up to 800 lb.s, possibly individually {1E for rank 1:2 (50:100 lb), 2E for rank 3:4 (200:400 lb)}
:: Three Power Feats: Environmental Adaptation (High and/or Low Gravity), Precise/Selective, Affects Insubstantial 1 or 2, Dimensional 1 or 2.
:: Verify if Precise/Selective (alongside already having Selective Area) would let you make some part up and others down or otherwise individuall weighted areas. Or 'press down' like footsteps, etc.
:: Verify how Dimensional would work with this. Would it need Dimensional 2?
::if targets 'lose' more than their own weight, 'thrown' up as if by rank * 5 Str (pg 36 of Core).
::if targets 'gain' more than their own max carrying capacity, then they make a Str check (dc 10 + rank) with success meaning they can take either a move (normal is crawling 5') or standard action (not both) and a loss being prone with no move action.
On Throwing with Gravity Control
r | 5' 10' 25' 50' 100' 250' 500' 1000' 2000' | (max of)
1 | 50 25 10 5 2 | (100')
2 | 100 50 25 10 5 2 | (200')
3 | 200 100 50 25 10 5 2 | (300')
4 | 400 200 100 50 25 10 5 | (400')
5 | 800 400 200 100 50 25 10 | (500')
:: How many lb.s you can throw up to a given distance at a given rank.
:: Also with the maximum distance of a given rank, as described by gravity control.
On Reloading
"
Gamemasters interested in more realistic weapons may require
players to keep track of ammunition. Generally pistols have clips
or cylinders with 6-15 shots, machine pistols and submachine
guns between 15-30 shots, and assault rifles 30 or so. Blasters
have between 30-50 shots before they deplete their power packs.
Reloading a weapon is generally a move action, except for characters
with the Quick Draw feat, who can reload as a free action.
Ammunition is simply one of the normal drawbacks of equipment,
worth no discount in cost. At the GM’s discretion, having to count
ammo may be a power drawback for a Device: 25 uses before reloading
is a 1-point drawback, 10 uses is a 2-point drawback, and 5 is
a 3-point drawback. In this case, running out of ammo is not considered
a complication, since the character already has additional
points from the drawback.
"
**
#EQUIPMENT (35/35 points through Equipment 7 feat)
Assualt Rifle: Autofire, Ballistic {16 +1}
Dmg+5, x20, range increment 50', Size: Large (-8 to conceal, two-handed)
Feature: Targeting Scope
::Assuming Blast 5 (2r) with Autofire 1 (1r), Improved Range 2 (2), and a drawback due to large size (-1)
Hold-out Pistol: Ballistic {4}
Dmg +2, x20, range increment 20', size: Tiny (+4 to conceal, one-handed)
::Assuming Blast 2 (2r)
Motorcycle {10: 9 +1}
Strength +1: 15 (1)
Speed +5: 5 (5)
Defense: 10
Toughness +3: 8 (3)
Size +0: Medium (0)
Feature: Remote Control (1)
Headquarters "Old Factory" {4: 2 +2}
Toughness +1: 10 (1): "Steel-reinforced or concrete"
Size +1: Medium (1): "Warehouse, 128-250 ft"
Features: Power System (1), Garage (1)
#DRAWBACKS [-1]
Reduced Energy Reserve 1 (-1) {-20 Energy Max}
#COMPLICATIONS
None listed.
{
}
——[120]





