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Susano
Jul 1st, '03, 12:57 PM
STRIKER WORLD BACKGROUND

Introduction:
Striker is an action-adventure manga written by Hiroshi Takashige with art by Ryoji Minagawa. It takes place in the modern day here-and-now, and mixes high-technology, international intrigue, and telekinetic powers with equal parts of gunplay and martial arts. Many characters and elements of the Striker series would work quite well in a superhero setting, and much of Striker is perfect for use in a high-powered Dark Champions setting. Certain elements of the universe could also be used in a cyberpunk, fantasy, or science fiction campaign.

History of the World:
A very long time ago, a great civilization arose that possessed scientific knowledge and achievements that greatly surpassed those of the late 20th Century. The civilization fell as the result of a great war, brought upon by unchecked technological advancement and development. These wars were fought in and around the Indian subcontinent, and were eventually chronicled in such epic poems as the Mahabharata and the Ramayanda.

At some point many great artifacts created by this civilization were sealed away or hidden, lying dormant until being rediscovered in the 20th Century. Message plates have been found as well, written in ancient Hebrew, stating the following:


"To future civilizations, we hope you discover this message. To the wise and the just, we send this message from the ancient past. Once there were many thriving civilizations on this planet. They are about to be destroyed. Corruption and war prevail, our civilization is in decline, we hope that yours has a future. We leave behind the relics of our civilization, scattered all over the world. But if your people are not ready to use these relics wisely for the good of all, then we implore you to seal them away. Protect our legacy from evil forces. You must not follow the same path as us"

These plates are made from an unknown substance and cannot be damaged by any conventional force known to man.

Many of the artifacts have been detected though the use of satellites, usually through the discovery of unusual magnetic fields. Once one is confirmed, various military and corporate teams will rush to the site, trying to be the first to uncover and secure the artifact. The Arcam Foundation is dedicating to finding these ancient artifacts, and in most cases, sealing them away, following the wishes of the message plate and keeping the objects out of the hands of those that would use them for the wrong purposes.

World Notes:
Aside from ultra-advanced technology the of the ancient artifacts, the world of Striker features paranormal powers as well. Several of the characters possess telekinetic powers, while at least one is an actual magician. In addition, highly-advanced biotechnology is exhibited, as well as more 'conventional' forms of comic book super-science. Additional notes on these powers will be found amid the various character write-ups. Game Masters should be able to develop new character concepts with ease from then on.

Major Organizations and Corporations:

Arcam Foundation: The Arcam Foundation is dedicated to uncovering and sealing away the various ancient artifacts before they can fall into the wrong hands. The Foundation also conducts research on these artifacts, in the hopes of understanding more about them and how to use them safely. The Foundation has locations in the American and Japan, as well as research centers around the world. One of these centers, located in India, was destroyed when a berserker (see below) self-destructed.

In order to safeguard its operations, Arcam employs a special operations unit with the code-name of "Strikers." The chief striker is one Yu Ominae, the central character in the stories. He is a high school student, and attends an Arcam-run institution when not out on a mission.
Campwell Company: This European corporation is a co-funder of the Trident development group.
Clovers Heavy Industry: This American corporation is a co-funder of the Trident development group.
Machiner's Platoon: This group is the combat arm of MJ-12. The actual extent of the platoon is unknown, as only three members (Col. MacDougal, Fatman, and Little Boy) are ever seen. Some comments made in the series seem to assign the platoon to the American military instead of MJ-12.
MJ-12 This is a group of 12 multi-national corporation united in a plan to control the world. They will stop at nothing to achieve that goal and certainly seem to believe that "the end justifies the means." They try to take the artifact known as "Noah" to achieve their goal. If they ever succeed, MJ-12 will do away with the idea of countries and nationalities, and instead have everyone work for the corporate good.
US Armored Corps.: A division of the US military that uses armored suits when on operations.
Takasumi Zaibatsu: This Japanese corporation is a co-funder of the Trident development group.
Trident Trident is a weapons development group that used to be a part of NATO. Currently they are an "illegal organization" searching for artifacts and relics to devices and build new super-weapons to sell to various military forces. They employ their own cadre of super-soldiers, all of who are usually armed with highly advanced weapons (such as caseless assault rifles).


Major Characters:
A write-up accompanies each of these entries. With the exception of Striker, most of the write ups are fairly brief with regards to powers, skills, disadvantages and background material. This is due to the fact that most of the characters only appear in a single story, and most don't survive the end of the story.


Lieutenant Bo Brantze: A Neo-Nazi and Third Reich operative, Brantze has impressive super-speed powers
Colonel MacDougal: MacDougal is a member of the Machiner's Platoon. He looks to be about 12 years old, and has a "magnetic field amplifier" in his head, which grants him massive telekinetic powers. This amplifier is also slowly killing him.
Fatman: Fatman is a member of the Machiner's Platoon. He is a giant of a man, standing some 8 feet tall and strong enough to carry a 7.62mm mini-gun as a weapon. He wears an armored muscle suit made from omihalcon that renders him invulnerable to conventional weaponry.
Jean Jaquemonde: Jean is a striker. A native of France, he has long hair and an arrogant attitude. He is also a werewolf.
Iwao Akatsuki: An operative for Trident, Akatsuki uses a prototype "machine suit" similar to the Arcam muscle suit.
Koichi Moroha: Koichi is a Japanese KGB agent assigned to the Far East division. He possess extensive telekinetic powers and uses them quite effectively.
Little Boy: Little Boy is a member of the Machiner's Platoon. He wears an armored muscle suit much like Fatman's.
Oboro/Mirage: The greatest living "chi" martial artist, Oboro is Arcam's most powerful operative and Yu's martial arts master.
Victor Shutrov: A product of bio-engineering, Victor stands some 8-9 feet in height, and his "power and intelligence is ten times normal." He is a member of the Speznaz Special Corps.
Yoshino Somei: Yoshino is a freelance treasure hunter, who uses her unique necromancy talents to uncover secrets no one else can.
Yu Ominae: Arcam's number one operative, Yu is 17 year-old . He uses an Arcam armored muscle suit to great effectiveness.


Minor Characters:

Adolf Hitler: When World War II ended, certain high-ranking Nazi's rescued some of Hitler's DNA and saved it, eventually growing six (or more) clones.
Colonel Kurtheimer: One of the commanders of the Third Reich seeking to return Adolf Hitler to life and resume the Nazi conquest of the world. He is confined to a wheelchair due to a punch he received from Oboro.
Hans Schneider: A violent psychopath who works for the Third Reich, Hans uses a knife and likes to inflict pain.
Lieutenant Colonel Maria Clemente: A member of the British army, Maria graduated from MIT at the age of 20 with an engineering degree. Needless to say, she is very intelligent
Miss Margaret: Margaret is Professor Mayzel's assistant.
Professor Mauser: This English archeologist has the misfortune to uncover a berserker. The berserker is then taken away from him by the British military, who then accidentally activate it. Professor Mauser does not survive the experience.
Professor Mayzel: Mayzel is a scientist working for the Arcam Foundation. He seems to have no patience for fools or rash actions, and seems to dislike Jean due to his long hair.
Professor Shozo Kawahara: An Arcam scientist, Kawahara discovered a crystal skull, but was killed by Hans Schneider before he could turn it over to Arcam.
Rie Yamabishi: Rie is a 16 year-old girl and a certified genius of linguistics. Although originally a native of Japan, she now lives in American and is a professor at Cornell University.
Suzuko Kawahara: Professor Shozo Kawahara's daughter, Suzuko is a school teacher who helps Yu Ominae recover the crystal skull. She also accepts a teaching position at the Arcam-run school in Japan.
Tea Flatte: One of Arcam's Strikers, Tea is described by Yu as "a bad-assed witch...". Exactly who (or what) she is is open to speculation, as nothing is said about her origins. The only real clue we have is a comment from a Hitler clone, which is that her style of magic shows she (Tea) is older than she looks. Tea then gives an angry retort to the effect of "how dare you mention my age!"

Tea's magic is very interesting. She seems to be able to teleport into and out of buildings (but only if no one is looking), twist the space continuum to reflect an attacker's bullets back at them (a very potent form of Missile Deflection), and summon Calling Beasts from sheets of paper with pentacles drawn on them. The one time she actually summons her Calling Beasts, they appear as winged lions. There is a delay between her summoning the Beasts and their actual appearance, if one can grab the paper out of the air and tear it apart, then the Beasts will not appear.

Tea is of average height, with long curly black hair. She dresses in a long black coat and beret.
Yamamoto: Yamamoto is a high-ranking official at Arcam Japan and is Yui's direct supervisor.


Ancient Artifacts and Related Items:

Ambrosia:This is an extinct species of flower that originally grew high in the Himalayas. It was a prime ingredient for the "Nectar of the Gods."
Berserker: This is an immense killing machine that stands around 9 feet tall and about 5 feet wide, and resembles an giant beetle. It is fairly well armored, very strong, seemingly tireless, and equipped with a wide assortment of weapons, including lasers and missiles. If severely injured, it will self-destruct, exploding with the force of a small nuclear weapon.
Crystal Skull: This small crystal skull is capable of emitting a burst of energy at 20 million joules if the right oscillation is applied to the skull.
Fire Orb: A small crystal sphere, this orb was found in the Temple of Fire, located at the foot of Mt. Fuji. With it, one can control volcanoes, causing them to erupt on command.
Forest of No Return: This large tract of woods was cursed by the god/hero Rama some time in the distant past. Anyone entering the forest will become lost and disoriented, quickly falling prey to the bizarre and dangerous lifeforms that inhabit the forest. Within the forest is the formula for making the "Nectar of the Gods."
Holy Grail: This powerful artifact can resurrect the dead. Those brought back to life gain incredible powers, including healing the sick and injured.
Nectar of the Gods: This drink will grant eternal life to anyone who consumes it. It is also called the "Eternal Life Elixir."
Noah: Noah is actually Noah's ark, a gigantic ship a full 900 feet long by 150 feet wide. The ship is outside normal space time, so it immune to conventional weapons and damage. Inside are all sorts of animals, including many that are considered fantastical or mythological. Deep inside Noah (possible 2 miles or more) resides Noah itself, a device that can control the Earth's atmosphere, and is capable of raising immense storms and other weather patterns.
Omihalcon: A wonder metal refined by the Arcam Foundation, MJ-12, and Trident. It is the primary component of the armored muscles suits used by Striker and various other characters.
Vajrayana: Also known as Indra's Lightning Bolt, this scepter can be used to channel the psychic energy of its wielder into bursts of electrical energy.

Susano
Jul 1st, '03, 12:58 PM
LIEUTENANT BO BRANZTE



Val CHA Cost Roll Notes
20 STR 15 13- Lift 400kg; 4d6 HTH Damage
26 DEX 48 14- OCV: 9 / DCV: 9
25 CON 30 14-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
18 PRE 8 13- PRE Attack: 3 1/2d6
10 COM 0 11-
12 PD 8 Total: 12 PD
10 ED 5 Total: 10 ED
6 SPD 24 Phases: 2, 4. 6, 8, 10, 12
9 REC 0
50 END 0
40 STUN 2
Total Characteristics Cost: 150

Movement: Running: 18" / 36"
Swimming: 2" / 4"
Teleport: 18"

Cost Powers & Skills
Martial Arts: Hand-to-Hand Skill;
Maneuver OCV DCV Damage
4 Block +2 +2 Block: Abort
4 Dodge +0 +5 Dodge vs All; Abort
5 Kick +1 -2 10d6 Strike
4 Punch +2 +0 8d6 Strike
8 +2 Damage Classes with MA
1 Use Art With Knife

8 Combat Knife: HKA 1d6-1 (1d6+1 with STR), Reduced Endurance (0 END; +1/2);
OAF (-1) plus Ranged (+1/2) for HKA 1d6-1; OAF (-1), 1 Recoverable Charges (-1 1/4),
Range Based On STR (-1/4) 0
24 Superspeed: Running +12" (18" total), END 4
20 Superspeed: Teleport 18"; No Noncombat Teleport (-1/4), Only To Places The
Character Can Normally Reach (-1/2), END 4
29 Multiple Selves: Sight Group Images, -4 to PER Roll, Increased Size (16" Radius; +1);
No Range (-1/2), END 4
20 Superspeed: Invisibility To Sight Group, Reduced Endurance (0 END; +1/2); Must
Move At Least 9" Per Phase (-1/2)

Perks:
2 Fringe Benefit: Rank in the Third Reich

Skills:
10 Combat Skill Levels: +2 with Hand-to-Hand
3 Acrobatics 14-
0 AK: Germany 8-
3 Breakfall 14-
3 Climbing 14-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Language: English (fluent)
0 Language: German (native)
2 KS: Third Reich History And Customs 11-
1 KS: Unusual Martial Arts Techniques 8-
0 Paramedic 8-
2 PS: Soldier 11-
0 Shadowing 8-
0 Stealth 8-
3 Tactics 11-
0 TF: Small Motorized Ground Vehicles
3 WF: Small Arms, Knife
162 Total Powers & Skills Cost
312 Total Character Cost

150+ Disadvantages
5 Hunted: Agents of the Third Reich (MoPow, Watching) 8-
15 Psychological Limitation: Doesn't Like To Hurt Women/Children (C, S)
15 Psychological Limitation: Loyal To The Cause Of The Third Reich (C, S)
5 Rivalry: Oboro/Striker (prof.)
5 Unluck: 1d6
117 Neo-Nazi Bonus
312 Total Disadvantage Points


Background/History:
Bo Brantze is a Neo-Nazi and supporter of the Third Reich. He is one of the Reich's prized operatives, as his accelerated reflexes and speed come in very useful in completing the missions required by him by the Reich. After tangling with Yu Ominae and Oboro over the Crystal Skull, Bo changed his training regimen, doing away with the drugs he originally used to grant him superspeed and going with natural skill alone. The only problem was that Yu refused to fight fair, and ended up leaving Bo buried in a snowbank.

Personality/Motivation:
Bo is an ardent support of the Nazi cause and can't wait until the Third Reich returns to its former glory by taking over the world. On the other hand, he has a somewhat honorable side to him, and won't take hostages or try to harm women or children. At one point, he gives Yoshino and Tea the chance to surrender the Holy Grail so he won't have to take it by force. Note -- Bo has no liking for Oboro or Yu and wants nothing better than to destroy either of them.

Quote: "You know, if there's one thing I hate more than cowards who take hostages, it's traitors!!"

Powers/Tactics:
Bo's superspeed was originally the result of artificial hyper-development of his muscles (basically steroids). After his defeat by Oboro, he went into a grueling training period and got away from using drugs to enhance his abilities.

Bo's powers include the ability to run at high rates of speed, to be able to run so fast as to simply blink from place to place, and to run fast enough to be invisible to the eye. He can also create multiple visual images of himself in order to confuse an opponent. He tends to use his powers to try and attack and overwhelm a target, confusing them as to his true intent and direction of attack. He tends to use half- and full-moves, keeping his invisibility up and using his great speed to remain untouchable from incoming attacks.

Appearance:
Bo is fairly tall, with a well-developed, muscular build. He has blond hair that comes to just past his ears, and a strongly featured face. Normally he is seen dressed in a black tank-top, fatigue pants and boots.

Designer's Notes:
At one point, Bo boasts of having developed "awesome fighting techniques" in order to defeat Yu Ominae. The problem is, we never get to see them in action. Thus, Bo could have a variety of superspeed powers beyond what is listed here. He also could benefit from the Speedster Martial Arts style seen in The Ultimate Martial Artist.

(Bo Brantze created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 12:58 PM
COLONEL MACDOUGAL


Val CHA Cost Roll Notes
3 STR -7 10- Lift: 37.5 kg, 0d6 HTH Damage
20 DEX 30 13- OCV: 7/DCV: 7
10 CON 0 11-
5 BODY -10 10-
30 INT 20 15- PER Roll 15-
30 EGO 30 15- ECV: 10
15 PRE 5 12- PRE Attack: 3d6
10 COM 0 11-
2 PD 1 Total: 2 PD (0 rPD)
2 ED 0 Total: 2 ED (0 rED)
4 SPD 10 Phases: 3, 6, 9, 12
4 REC 4
20 END 0
12 STUN 1
Total Characteristics Cost: 84

Movement: Running: 4" / 8"
Swimming: 1" / 2"

Cost Powers & Skills
175 Magnetic Field Amplifier: Multipower, 175-Point Pool
17 1) u Telekinesis: Telekinesis (40 STR), Affects Porous (+10 pts), Area Of Effect
(10" Cone; +1), Invisible To Sight Group (+1/2), END 17
17 2) u Force Blast: EB 14d6, Area Of Effect (10" Cone; +1), Invisible To Sight
Group (+1/2), END 17
12 3) u Shockwave: RKA 5d6, Indirect (+1/2), Invisible To Sight Group (+1/2); No
Knockback (-1/4), END 15
11 4) u Telekinetic Wall: Force Wall (23 PD/23 ED), Invisible To Sight Group (+1/2);
No Range (-1/2), END 17

43 Magnetic Field Energy: End Reserve: 100 END/33 REC
-4 Small Size: Running: -2" (4" total), END 1
-1 Small Size: Swimming: -1" (1" total), END 1

Perks:
5 Fringe Benefit: Commander of the Machiner's Platoon

Skills:
6 Combat Skill Levels: +2 with Psi Power Multipower
10 Hard To Hit: +2 DCV
0 AK: Home Area 8-
0 Climbing 8-
2 Concealment 15-; Self Only (-1/2)
0 Conversation 8-
0 Deduction 8-
2 KS: Arcam Foundation 11-
3 KS: MJ-12 and the Machiner's Platoon 15-
2 KS: "Noah" 11-
1 Language: Ancient Hebrew (literate)
0 Language: English (native)
0 Paramedic 8-
3 PS: Commander of the Machiner's Platoon 15-
0 Shadowing 8-
3 SS: Environmental Science 15-
3 SS: Meteorology 15-
3 Stealth 13-
3 Tactics 15-
316 Total Powers & Skills Cost
400 Total Character Cost

200+ Disadvantages
15 Distinctive Features: 10-12 Year-Old Child With Mis-Matched Eyes (NC)
10 Hunted: Machiner's Platoon and MJ-12 (MoPow, Watching, NCI) 8-
5 Physical Limitation: Small (I, S)
15 Psychological Limitation: Casual Killer (C, S)
20 Psychological Limitation: Megalomaniac; Wants To Build A New World/Create New
Life (C, T)
20 Social Limitation: Subject To Orders (VF, M)
115 Experience
400 Total Disadvantage Points

Background/History:
Colonel MacDougal is the Commander of the Machiner's Platoon, and according to Little Boy, the Platoon's strongest soldier. Physically, he isn't all that imposing, being approximately 10 years-old. Professor Mayzel states that a "brain magnetic field amplifier" was implanted in MacDougal's head, a procedure with only a 1% survival rate. The device can and will kill MacDougal without warning, and even MacDougal admits to having a lifespan of only a few more years.

Personality/Motivation:
MacDougal is a classic megalomaniac. He wants to get inside Noah's arc so he can use Noah itself to wipe out the human race and create a new world and new life. He works for MJ-12 only as long as it is convenient for him, and then turns against them (and the rest of humanity) once he has Noah in his possession.

Quote: "I got the power of a god from MJ-12. But, I must say I'm grateful to them... they've allowed me to pass judgment on the human race!"

Powers/Tactics:
MacDougal's powers are psychokinetic in nature, and include invisible forceblasts, a lethal shockwave, telekinesis, and protective force fields. He is seen pushing clouds of gas around, as well as telekinetically smashing an entire roomful of men in a single shot. His shockwave is defined as "Indirect," as he injures Yu Ominae inside his armored suit. MacDougal may have other powers, but since his appearance in Striker is limited to only a few pages, I didn't try to go any further.

Appearance:
MacDougal is a small boy, standing about three-and-a-half feet tall. He wears jeans, sneakers, shirt, a baseball hat, and what looks like a high school letterman's coat. His hair is blond.

(Colonel MacDougal created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:00 PM
FATMAN


Val CHA Cost Roll Notes
30/50 STR 20 15-/19- Lift 1600 kg; 6d6 HTH Damage/
Lift 25 tons 10d6 HTH Damage
18 DEX 24 13- OCV: 6/DCV: 6
25 CON 30 14-
20 BODY 20 13-
10 INT 0 11- PER Roll 11-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
8 COM -1 11-
12 PD 6 Total: 27 PD (15 rPD)
10 ED 5 Total: 25 ED (15 rED)
4 SPD 12 Phases: 3, 6, 9, 12
11 REC 0
50 END 0
50 STUN 2 Value after / is from Omihalcon Armor Suit
Total Characteristics Cost: 138

Movement: Running: 7" / 14"
Swimming: 2" / 4"

Cost Powers & Skills
82 7.62 Gatling Gun: Multipower, 165-Point Pool, OAF (-1)
5 1) u Burst: RKA 2d6+1, Autofire (10 shots; +1), Increased STUN Multiplier (+1/4),
Reduced Endurance (0 END; +1); OAF (-1) plus +3 OCV, +4 RMod; OAF (-1)
7 2) u Suppress: RKA 4d6, Area Of Effect (10" Any; +1), Increased STUN
Multiplier (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Reduced
Penetration (-1/4)

7 Bio-Technical Augmentation: Reduced Endurance (1/2 END; +1/4) on 30 STR,
END 1
15 Omihalcon Armor Suit: +20 STR, Reduced Endurance (0 END; +1/2); No Figured
Characteristics (-1/2), OIF (-1/2)
37 Omihalcon Armor Suit: Armor (15 PD/15 ED), Hardened (+1/4); Covers All Locations
But Location "3" [face] (-0), OIF (-1/2)
4 Huge: Knockback Resistance -2" KB
2 Huge: Running: +1" (7" total), END 1
4 Reach: Stretching 1”, Reduced Endurance (0 END; +1/2); Always Direct (-1/4),
No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

Skills:
5 Combat Skill Levels: +1 with Hand-To-Hand
4 Combat Skill Levels: +2 with 7.62 Gatling Gun
0 AK: Home Area 8-
3 Climbing 13-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
2 KS: Military/Mercenary/Terrorist World 12-
2 KS: Machiner's Platoon History and Customs 11-
0 Language: English (native)
0 Paramedic 8-
2 PS: Soldier 11-
0 Shadowing 8-
0 Stealth 8-
3 Tactics 11-
0 TF: Small Motorized Ground Vehicles
3 WF: Small Arms, HMG, Knife
187 Total Powers & Skills Cost
325 Total Character Cost

150+ Disadvantages
15 Distinctive Features: Huge Size And Scarred Face (NC)
10 Hunted: Machiner's Platoon and MJ-12 (MoPow, Watching, NCI) 8-
5 Physical Limitation: Large (I, S)
15 Psychological Limitation: Casual Killer (C, S)
15 Psychological Limitation: Highly Overconfident When In His Omihalcon Armor
Suit (C, S)
20 Social Limitation: Subject To Orders (VF, M)
95 Fatman Bonus
325 Total Disadvantage Points

Background/History:
A member of MJ-12's Machiner's Platoon, Fatman wears a full suit of omihalcon armor and carries a massive gatling gun as his main weapon.

Personality/Motivation:
Fatman is fairly confident in his suit and gear, and gleefully slaughters the Arcam soldiers until Yu Ominae takes him out of the fight.

Quote: "Ha, ha, ha! As long as I'm wearing this armor, you can't hurt me! Now I'm going to finish killing all of you Arcam chumps!"

Powers/Tactics:
Fatman wears a full suit of omihalcon armor and is strong enough to haul around a heavy gatling gun, fling Yu Ominae around like a rag doll, and smash an equipment truck. Due to his armor, he doesn't bother to dodge or find cover, and usually uses the Suppress slot to hose down an area with bullets.

Appearance:
Fatman stands a towering 8 to 9 feet in height. As his name suggests, he is fairly hefty. Under his armor, his face looks to be slightly scarred.

Designer's Notes:
Fatman's STR was roughly based on his ability to smash a truck with one blow, as well as being able to hurl Yu Ominae about with ease. His base STR of 30 was taken from the fact I gave Victor Shutrov, who is about the same size (maybe smaller), "only" a 28 STR.

(Fatman created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:00 PM
CAPTAIN IWAO AKATSUKI


Val CHA Cost Roll Notes
20/48 STR 10 13-/19- Lift 400 kg; 4d6 HTH Damage /
Lift 18.5 tons; 9 1/2d6 HTH Damage
23 DEX 39 14- OCV: 8 / DCV: 8
23 CON 26 14-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
12 COM 1 11-
8 PD 4 Total: 23 PD (15 rPD)
7 ED 2 Total: 22 ED (15 rED)
4/5 SPD 7 Phases: 3, 5, 8, 10, 12
9 REC 0
46 END 0
40 STUN 3 Value after / is from Omihalcon Machine Suit
Total Characteristics Cost: 127

Movement: Running: 6" / 12"
Swimming: 2" / 4"

Cost Powers & Skills
38 Styer Automatisches Universal Gewehr CSL: RKA 2d6, Autofire (5 shots; +1/2),
40 Shots (+1/2); OAF (-1) plus +2 OCV, +2 RMod; OAF (-1)
14 Styer GB-100: RKA: 1d6+1, 18 Shots (+1/4), OAF (-1) plus +1 OCV; OAF (-1)
8 Combat Knife: HKA 1d6-1 (1d6+1 with STR), Reduced Endurance (0 END; +1/2);
OAF (-1) plus Ranged (+1/2) for HKA 1d6-1; OAF (-1), 1 Recoverable Charges (-1 1/4),
Range Based On STR (-1/4) 0
21 Omihalcon Machine Suit: +28 STR, Reduced Endurance (0 END; +1/2); No Figured
Characteristics (-1/2), OIF (-1/2)
37 Omihalcon Machine Suit: Armor (15 PD/15 ED), Hardened (+1/4); Covers All
Locations But Location "3" [face] (-0), OIF (-1/2)
7 Omihalcon Machine Suit: +1 SPD, OIF (-1/2)

Martial Arts: Hand-to-Hand Training
Maneuver OCV DCV Damage
4 Backfist +2 +0 11 1/2d6 Strike
4 Block +2 +2 Block, Abort
5 Kick -2 +1 13 1/2d6 Strike
4 Punch +0 +2 11 1/2d6 Strike
5 Side/Spin Kick +1 -2 13 1/2d6 Strike
3 Throw +0 +1 9 1/2d6 +v/5; Target Falls

Perks:
3 Perk: Trident Captain

Skills:
24 Combat Skill Levels: +3 with Combat
0 AK: Japan 8-
3 Breakfall 14-
3 Climbing 14-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Language: English (fluent)
0 Language: Japanese (native)
2 KS: Military/Mercenary/Terrorist World 12-
2 KS: Trident History and Customs 11-
0 Paramedic 8-
2 PS: Soldier 11-
0 Shadowing 8-
3 Stealth 14-
0 TF: Small Motorized Ground Vehicles
3 WF: Small Arms, HMG, Knife
198 Total Powers & Skills Cost
325 Total Character Cost

150+ Disadvantages
5 Distinctive Features: Scars On Face Over One Eye (EC)
10 Hunted: Trident (MoPow, Watching, NCI) 8-
15 Psychological Limitation: Only Trusts Himself (VC, M)
15 Psychological Limitation: Thrillseeker (C, S)
10 Reputation: Boomerang - always returns from a mission, no matter how lethal. 11-
20 Social Limitation: Subject To Orders (VF, M)
100 Boomerang Bonus
325 Total Disadvantage Points

Background/History:
Iwao Akatsuki is a Japanese operative for Trident. He is known by the nickname of "Boomerang," as he never fails to return from a mission, no matter how deadly.

Personality/Motivation:
Iwao seems to be in it for the thrill of living life on the edge. His quote (see below) pretty much sums up his personality. He is not without out a sense of honor, however, and teams up with Yu and Yoshino to assist them in escaping from The Forest Of No Return.

Quote: "I'm not interested in any life without death. See, this is actually my idea of a good time. A game of life and death... I'm in this business for the thrill of it!"

Powers/Tactics:
Iwao uses a "machine suit" similar to Arcam's armored muscle suit, except it sacrifices ability for increased power. This suit is based off of the suits used by Fatman and Little Boy. In addition, Iwao is a skilled martial artist, and carries a wide assortment of weapons.

Appearance:
Tall, and good-looking, Iwao's features are marred by a pair of scars that run along the lower-left of his forehead, over the far-end of his eyebrow. Iwao has black hair and brown eyes, and a strong build.

Designer's Notes:
Iwao carries highly advanced Trident weapons when on a mission. The equipment listed is only meant to be a sampling of his possible gear.

(Iwao Akatsuki created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:01 PM
JEAN JAQUEMONDE
(Human Form)


Val CHA Cost Roll Notes
30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage
24 DEX 42 14- OCV: 8 / DCV: 8
20 CON 20 13-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
18 EGO 16 13- ECV: 6
20 PRE 10 13- PRE Attack: 4d6
18 COM 8 13-
8 PD 2 Total: 8 PD (0 rPD)
8 ED 4 Total: 8 ED (0 rED)
5 SPD 16 Phases: 3, 5, 8, 10, 12
10 REC 0
40 END 0
40 STUN 0
Total Characteristics Cost: 153

Movement: Running: 12" / 24"
Swimming: 2" / 4"

Cost Powers & Skills
44 Shape Shifting: Multiform (assume 442-point wolfman form; true form is 286-point
human form): Only When Jean Sees His Own Blood (-1)
23 Franchi Special Purpose Automatic Shotgun (SPAS-12): RKA 2d6+1, Increased
STUN Multiplier (+1/4); 12 Shots (-1/4), OAF (-1) plus +1 OCV, +1 RMod; OAF (-1)
15 Resistance to Injury: Physical Damage Reduction, Resistant, 1/4
10 Resistance to Injury: Physical Damage Reduction, Resistant, 1/4; Stun Only (-1/2)
12 Running: +6' (12" total), END 2

Skills:
20 Combat Skill Levels: +4 with HTH
0 AK: France 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
2 KS: Arcam Foundation 11-
1 KS: Ancient Artifacts 8-
0 Language: French (native)
0 Paramedic 8-
2 PS: Striker 11-
0 Shadowing 8-
0 Stealth 8-
1 TF: Small Motorized Ground Vehicles, Construction & Agricultural Vehicles
3 WF: Small Arms, Rocket Launchers
133 Total Powers & Skills Cost
286 Total Character Cost

150+ Disadvantages
20 Accidental Change: To Werewolf Form If He Sees His Own Blood (Always)
10 Hunted: Enemies of the Arcam Foundation (AsPow) 8-
10 Hunted: Arcam Foundation (MoPow, NCI, Watching) 8-
10 Psychological Limitation: Air Of Arrogance; "I am the prince of the Striker
Brigade!" (C, M)
20 Psychological Limitation: Hardhearted; "There is nothing to be gained from keeping
these scum alive." (VC, S)
15 Psychological Limitation: Multiform Amnesia
20 Psychological Limitation: Prefers To Keep His Cool (VC, S)
20 Social Limitation: Subject To Orders (VF, M)
11 Experience
286 Total Disadvantage Points

Designer's Notes:
Jean Jaquemonde's abilities are very unusual, and he seems superhumanly strong in his human form as well as his werewolf form. His ability to toss around Little Boy certainly showed he had greater than normal strength, and his speed is evident from how he runs circles around Little Boy and rescues Yu Ominae from the exploding ark.

Background/History:
Jean is one of Arcam's Strikers. He is a native of France, but little else about him is known.

Personality/Motivation:
As a human, Jean is fairly arrogant and conceited. He constantly rides Yu for his combat ineptness and for being too kindhearted to his enemies. He is fairly violent and unrestrained in combat and shows his enemies no mercy. On the other hand, he also admits to Yu that the one think he likes about Yu is the fact he's a "sucker."

Quote: "Jean Jaquemonde is here to stomp on oppressors. You fit the bill."

Powers/Tactics:
Jean is a fairly powerful Striker. He is very fast and very strong (he tosses Little Boy about with ease). He is armed with a SPAS-12 shotgun, and is more than willing to use it if needed.

Jean also has a potent hidden talent; if he is wounded and sees his own blood, he transforms into a bestial werewolf, which is strong enough to hurl a forklift and regenerates almost instantly from any wound. This werewolf form has little self-control and will quickly kill any moving thing it sees. Naturally, Jean dislikes assuming his werewolf form and prefers (as he puts it) to keep his cool.

Appearance:
Jean is tall, handsome and has long blond hair he wears in a ponytail. He is armed with a SPAS-12 shotgun, and normally wears a bomber jacket and WWII-styled infantry trousers and boots.

(Jean Jaquemonde created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:02 PM
JEAN JAQUEMONDE
(Werewolf Form)


Val CHA Cost Roll Notes
40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage
24 DEX 42 14- OCV: 8 / DCV: 8
30 CON 40 15-
20 BODY 20 13-
8 INT -2 11- PER Roll 11-
10 EGO 0 11- ECV: 3
25 PRE 15 14- PRE Attack: 5d6
6 COM -2 10-
12 PD 4 Total: 12 PD (12 rPD)
10 ED 4 Total: 10 ED (10 rED)
5 SPD 16 Phases: 3, 5, 8, 10, 12
14 REC 0
60 END 0
55 STUN 0
Total Characteristics Cost: 167

Movement: Running: 12" / 24"
Swimming: 2" / 4"

Cost Powers & Skills
8 Claws: HKA: 1d6 (2d6 with STR); Reduced Penetration (-1/4), Restrainable (-1/2),
END 1
60 Lycanthropic Invulnerability: Physical Damage Reduction, Resistant, 3/4
60 Lycanthropic Invulnerability: Energy Damage Reduction, Resistant, 3/4
11 Lycanthropic Invulnerability: Damage Resistance (12 PD/10 ED)
12 Running: +6' (12" total), END 2
8 Lycanthropic Invulnerability: Healing 1d6 (Regeneration; 1 BODY per Turn), Reduced
Endurance (0 END; +1/2), Persitant (+1/2); Extra Time (1 Turn; -1), Self Only (-1/2)
90 Lycanthropic Rage: Healing END and STUN 10d6, Variable Effect (+1/2), Reduced
Endurance (0 END; +1/2), Trigger (when multiforming into werewolf form; +1/4); Self
Only (-1/2), Only Works When Assuming Werewolf Form (-1)

Skills:
20 Combat Skill Levels: +4 with HTH
3 Climbing 14-
3 Survival 11-
275 Total Powers & Skills Cost
442 Total Character Cost

200+ Disadvantages
20 Accidental Change: To Human Form Once All Visible Enemies Are Defeated (Always)
45 Berserk: In Combat 14- / 8-
25 Distinctive Features: Horrid man-beast (NC, Ext)
15 Physical Limitation: Animal Intellegence (F, G)
10 Physical Limitation: Limited Manipulation (F, S)
15 Psychological Limitation: Multiform Amnesia
25 Psychological Limitation: Overriding Desire To Kill Anything That Moves (VS, T)
102 Experience
442 Total Disadvantage Points

Designer's Notes:
This is Jean's werewolf form. It is a touch bigger than Jean, and a lot stronger. The special effect for the Damage Reduction is that his wounds close up almost instantly.

(Jean Jaquemonde created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:03 PM
KOICHI MOROHA


Val CHA Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 HTH Damage
21 DEX 33 13- OCV: 7 / DCV: 7
15 CON 10 12-
10 BODY 0 11-
15 INT 5 11- PER Roll 12-
18 EGO 16 13- ECV: 6
18 PRE 8 13- PRE Attack: 3 1/2d6
16 COM 3 12-
6 PD 3 Total: 6 PD (0 rPD)
4 ED 1 Total: 4 ED (0 rED)
4 SPD 9 Phases: 3, 6, 9, 12
6 REC 0
30 END 0
26 STUN 0
Total Characteristics Cost: 83

Movement: Running: 6" / 12"
Leaping: 10" / 20"
Swimming: 2" / 4"

Cost Powers & Skills
120 Psi Powers: Multipower, 150-Point Pool; No Knockback (-1/4)
12 1) u Telekinetic Shred: RKA 4d6, Area of Effect (One Hex; +1/2), Invisible To Sight
Group (+1/2), Reduced Endurance (0 END; +1/2); No Knockback (-1/4)
8 2) u Tornado Beast: RKA 2d6, Area Of Effect (7" Any Area; +1), Continuous (+1),
Reduced Endurance (0 END; +1/2); No Knockback (-1/4)

32 Hihiirokane Sword: HKA 2d6 (2 1/2d6 w/STR), Penetrating (+1/2), Reduced
Endurance (0 END; +1/2): OAF (-1)
10 Psi-Assisted Leap: Leaping: +7" (10" total), Reduced Endurance (0 END; +1/2)

Perks:
4 Contact: 2 @ 11-

Skills:
6 Combat Skill Levels: +2 with Psi Powers
4 Combat Skill Powers: +2 with Hihiirokane Sword
0 AK: Japan 8-
2 AK: Pacific Rim 11-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 High Society 13-
1 KS: Ancient Relics 8-
1 KS: Arcam Foundation 8-
3 KS: Espionage World 13-
0 Language: Japanese (native)
3 Language: Russian (complete)
0 Paramedic 8-
2 PS: KGB Agent 1-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 13-
0 TF: Small Motorized Ground Vehicles
3 WF: Small Arms, Sword
219 Total Powers & Skills Cost
302 Total Character Cost

150+ Disadvantages
10 Hunted: Komitet Gosudarstvennoi Bezopasnosti (KGB) (MoPow, Watching, NCI) 8-
20 Psychological Limitation: Casual Killer (VC, S)
20 Psychological Limitation: Megalomania (Wants to rule the world) (VC, S)
20 Social Limitation: Subject To Orders (VF, M)
82 Tornado Beast Bonus
302 Total Disadvantage Points

Background/History:
Koichi Moroha is a Komitet Gosudarstvennoi Bezopasnosti (KGB) agent assigned to the Far East sector. As a member of the Moroha family, Koichi has impressive esper/psi powers, including the deadly "Tornado Beast," a psychokinetic whirlwind capable of shredding an unprotected target. He goes up against Yu Omine looking for the Fire Orb, which he will use to control volcanoes and rule the world.

Personality/Motivation:
Koichi is arrogant and ruthless. He is willing to kill anyone and everyone he comes across (including his own agents) in order to accomplish his mission of recovering the Fire Orb.

Quote: "You lose, kid, I'm omnipotent now!!"

Powers/Tactics:
Koichi likes to use his Telekinetic Shred to reduce a foe to a pulp. For tough targets, he will use the Tornado Beast. For anything that can withstand that (or in areas where his telekinetic powers would cause too much destruction), he will use his Hihiirokane Sword, "forged of a pure psi-power alloy." The sword can cut through anything.

Appearance:
Koichi is fairly tall, and handsome, with a slim build. he dresses in expensive suits, even when out in the wilds of Japan.

(Koichi Moroha created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:03 PM
LITTLE BOY


Val CHA Cost Roll Notes
15/25 STR 5 12-/14- Lift 200 kg; 3d6 HTH Damage/
Lift 800 kg; 5d6 HTH Damage
21 DEX 33 13- OCV: 7 / DCV: 7
20 CON 20 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
8 COM -1 11-
7 PD 4 Total: 22 PD (15 rPD)
5 ED 1 Total: 20 ED (15 rED)
4 SPD 9 Phases: 3, 6, 9, 12
8 REC 2
40 END 0
30 STUN 2 Value after / is from Omihalcon Armor Suit
Total Characteristics Cost: 80

Movement: Running: 6" / 12"
Swimming: 2" / 4"

Cost Powers & Skills
73 Omihalcon Armor Suit Weapons: Mulitpower, 110-Point Pool; OIF (Omihalcon
Armor Suit; -1/2)
5 1) u Auto-howitzer: RKA 2 1/2d6, Autofire (3 shots, +1/4), Explosive (+1/2),
Reduced Endurance (0 END; +1); Extra Time (Full Phase; -1/2), OIF (-1/2)
4 2) u High-Tensile Cutting Wire: RKA 4d6, Reduced Endurance (0 END; +1/2);
OIF (-1/2), No Range (-1/2), Reduced Penetration x2 [4 x 1d6 RKA] (-1/2)

16 High-Tensile Cutting Wire: Stretching 3", Reduced Endurance (0 END; +1/2), OIF
(Omihalcon Armor Suit; -1/2), Always Direct (-1/4), Only To Cause Damage (-1/2),
Limited Body Part (armbands; -1/4), No Noncombat Stretching (-1/4)
7 Omihalcon Armor Suit: +10 STR, Reduced Endurance (0 END; +1/2); No Figured
Characteristics (-1/2), OIF (-1/2)
37 Omihalcon Armor Suit: Armor (15 PD/15 ED), Hardened (+1/4); Covers All Locations
But Location "3" [face] (-0), OIF (-1/2)

Skills:
16 Combat Skill Levels: +2 with Combat
0 AK: Home Area 8-
3 Climbing 13-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
2 KS: Military/Mercenary/Terrorist World 12-
2 KS: Machiner's Platoon History and Customs 11-
0 Language: English (native)
0 Paramedic 8-
2 PS: Soldier 11-
0 Shadowing 8-
0 Stealth 8-
3 Stealth 13-
0 TF: Small Motorized Ground Vehicles
3 WF: Small Arms, HMG, Knife
173 Total Powers & Skills Cost
253 Total Character Cost

150+ Disadvantages
5 Distinctive Features: Ugly Face, Missing Most Of His Teeth (EC)
10 Hunted: Machiner's Platoon and MJ-12 (MoPow, Watching, NCI) 8-
15 Psychological Limitation: Bully (C, S)
15 Psychological Limitation: Casual Killer (C, S)
20 Social Limitation: Subject To Orders (VF, M)
38 Little Boy Bonus
253 Total Disadvantage Points

Background/History:
Little Boy is Fatman's partner, and another member of the Machiner's Platoon.

Personality/Motivation:
Little Boy is a brutal killer, and seems to be a bit of a bully, gleefully pushing around anyone he considers weaker than himself.

Quote: "Heh, heh, heh... Bunch of losers... Do you think wimps like you could beat trained assassins?!"

Powers/Tactics:
Little Boy's armored suit is the same as Fatman's (and Yu Omine's) but doesn't seem to grant him the same level of strength as it does for either. He is fairly quick, but ends up no match for Jean Jaquemonde, who manhandles him seemingly without effort in their fight.

Little Boy tends to use his auto-howitzer, unless dealing with a single target, in which case he will use the high-tensile cutting wires.

Appearance:
Little Boy is of average height, with a thin build and a fairly ugly face. He wears a full suit of omihalcon armor, with a loose poncho over that.

(Little Boy created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:04 PM
OBORO


Val CHA Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 HTH Damage
30 DEX 60 15- OCV: 10 / DCV: 10
23 CON 26 14-
15 BODY 10 12-
20 INT 10 13- PER Roll 13-
20 EGO 20 13- ECV: 7
20 PRE 10 13- PRE Attack: 4d6
16 COM 3 12-
12 PD 9 Total: 12 PD (0 rPD)
12 ED 7 Total: 10 ED (0 rED)
6 SPD 20 Phases: 2, 4. 6, 8, 10, 12
8 REC 0
46 END 0
35 STUN 0
Total Characteristics Cost: 180

Movement: Running: 6" / 12"
Superleap: 6" / 12"
Swimming: 2" / 4"
Teleport: 20"

Cost Powers & Skills
Martial Arts: "Kung Fu"
Maneuver OCV DCV Damage
4 Block +2 +2 Block: Abort
5 Flying Dodge +0 +4 Dodge vs All; Abort, Full Move
3 Joint Lock -1 -1 Grab, 45 STR Hold
5 Kick +1 -2 12d6 Strike
3 Legsweep +2 -1 8d6 Strike; Target Falls
4 Punch +2 +0 10d6 Strike
8 +4 Damage Classes with MA

93 Dim Mak: Drain BODY 10d6, Invisible To Sight And Hearing Groups (+3/4), Delayed
Return Rate (BODY returns at the rate of 5 Character Points Per Week (+1 3/4);
4 Uses/Day (-1), Gradual Effect (1d6 BODY Drain Per 20 Minutes (-1), Can Be Cured
By Chinese Healing (-1/4), Only Versus Humans (-1/2)
46 Deactivation Strike: Entangle 4d6, 4 DEF, Takes No Damage From Attacks (+1/2),
Invisible To Sight Group (+1/2); Entangle Is Versus CON Instead Of STR (-1/2),
Entangle Wears Off Over Time (-1/4), END 8
39 Internal Chi Strike: HA +7d6, Indirect (+1/4); Hand-To-Hand Attack (-1/2), END 3
3 Leaping: +3" (6" Total), END 2
23 Instantaneous Movement: Teleport: 20"; No Non-Combat Multiple (-1/4), Only To
Places The Character Can Normally Reach (-1/2), END 4
37 Multiple Selves: Sight Group Images, -6 to PER Roll, Increased Size (16" Radius; +1);
No Range (-1/2), END 6

Skills:
20 Combat Skill Levels: +4 with Hand-to-Hand
3 Acting 13-
3 Acrobatics 15-
5 Analyze Style 15-
3 Breakfall 15-
0 AK: Japan 8-
3 Climbing 15-
0 Concealment 8-
3 Contortionist 15-
0 Conversation 8-
0 Deduction 8-
2 KS: Arcam Foundation 11-
3 KS: "Kung Fu" 13-
3 KS: The Martial World 13-
3 Language: Chinese (Mandarin or Cantonese) (Fluent)
3 Language: English (fluent)
0 Language: Japanese (native)
0 Paramedic 8-
3 PS: Sensei 13-
2 PS: Striker 11-
0 Shadowing 8-
3 Stealth 15-
3 Tactics 13-
0 TF: Small Motorized Ground Vehicles
338 Total Powers & Skills Cost
518 Total Character Cost

200+ Disadvantages
5 Distinctive Features: Always Wears Traditional Chinese Clothing (EC)
10 Hunted: Enemies of the Arcam Foundation (AsPow) 8-
10 Hunted: Arcam Foundation (MoPow, NCI, Watching) 8-
15 Psychological Limitation: Code of Honor (C, S)
10 Psychological Limitation: Disdain For "Western Body Fetishes" (C, M)
15 Reputation: World's greatest "chi" martial artist 14-
15 Social Limitation: Secret ID (Mirage) (F, M)
20 Social Limitation: Subject To Orders (VF, M)
218 Chi Martial Artist Bonus
518 Total Disadvantage Points

Background/History:
Oboro is Arcam's most powerful operative and is Yu Omine's martial arts master. He is the world's greatest "chi martial artist" and is capable of incredible displays of martial arts skill. Mirage is the name that most people know Oboro by. However, the Mirage persona has no connection to Arcam.

Personality/Motivation:
Oboro is pretty much at peace with the universe. He doesn't get excited or angry, and really doesn't seem impressed by much of anything. He remains calm, both in mind and spirit, and approaches problems rationally. His Code of Honor is an attempt to sum up this attitude. In Striker, this Code is demonstrated by Oboro's treatment of Bo Brantze. Oboro doesn't kill him, but simply defeats Bo at his own game. He then leaves Bo, refusing to kill him, but instead telling him "You have potential. Make good use of it. Train yourself!! If you still wish to die, then return and I will do you the honor." In a similar fashion, he hits Col. Kurtheimer with his Dim Mak, telling the Nazi that "As you die a slow and painful death, you will have time to regret your evil deeds."

Oboro isn't a big fan of bodybuilding, artificial enhancements, and such devices as powered armor either. He feels that if one trains well, they will have all the skill they need to be effective. To some extent, he is proof that he is right.

Quote: "Your muscles are just for show. All they do is slow you down. You Westerners turn your technique into a fetish."

Powers/Tactics:
Oboro's powers are based around his manipulation of the world's chi flow, especially through human beings. He is very fast, and usually dodges atatcks by simply stepping out of the way, or Teleporting and Dodging. When fighting, he uses a bare minimum of movement, and simply tries to resolve the situation as quickly as possible. He will not taunt or play with a target, unless it is needed (such as getting Bo Brantze to chase him instead of Yu Ominae).

Oboro's Dim Mak strike alters the target's heartbeat, slowly killing whomever it hits. His Deactivation Strike is a simple punch that renders a target immobile, at least until the effect wears off (it is unknown how long that will be, but presume at least 15 minutes to a half-hour). The Internal Chi strike injures one's internal organs. The Indirect advatnage allows the strike to bypass focused, worn body armor, such as an armored muscle suit, but nothing else.

As with Bo Brantze, Oboro can create multiple selves. These are not physical duplicates, but simple visual illusions.

Appearance:
Oboro is of average height and build. His black hair is straight and falls past his shoulders and down his back. He wears traditional Chinese clothing, consisting of trousers, jacket and slippers.

Designer's Notes:
Oboro's exact powers and abilites are open to speculation. The ones given here are based of abilites demonstrated in the manga, adapted for use in a RPG seting. It is highly likely that Oboro has far more martial arts skills than what is shown here.

(Oboro created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:05 PM
VICTOR SHUTROV


Val CHA Cost Roll Notes
28 STR 18 15- Lift 1200 kg; 5 1/2d6 HTH Damage
18 DEX 24 13- OCV: 6 / DCV: 6
25 CON 30 14-
20 BODY 20 13-
25 INT 15 14- PER Roll 14-
18 EGO 16 13- ECV: 6
20 PRE 10 13- PRE Attack: 4d6
8 COM -1 11-
12 PD 6 Total: 12 PD (6 rPD)
10 ED 5 Total: 10 ED (5 rED)
4 SPD 12 Phases: 3, 6, 9, 12
11 REC 0
50 END 0
50 STUN 3
Total Characteristics Cost: 158

Movement: Running: 7" / 14"
Swimming: 2" / 4"

Cost Powers & Skills
7 Bio-Technical Augmentation: Reduced Endurance (1/2 END; +1/4) on 28 STR,
END 1
5 Toughness: Damage Resistance (6 PD/5 ED); Doesn't Stop Penetration (-1/4)
4 Huge: Knockback Resistance -2" KB
2 Huge: Running: +1" (7" total), END 1
4 Reach: Stretching 1”, Reduced Endurance (0 END; +1/2); Always Direct (-1/4),
No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

Skills:
24 Combat Skill Levels: +3 with Combat
0 AK: Russia 8-
3 Climbing 13-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 KS: Military/Mercenary/Terrorist World 14-
3 KS: Soviet Military History and Customs 14-
2 Language: English (Fluent)
2 Language: Japanese (Fluent)
0 Language: Russian (native)
3 Navigation 14-
0 Paramedic 8-
2 PS: Solider 11-
0 Shadowing 8-
3 Stealth 13-
2 Survival (Temperate/Subtropical) 14-
2 TF: Small Motorized Ground Vehicles, Parachute (Basic, Advanced)
3 Tracking 14-
6 WF: Small Arms, Grenade Launcher, HMG, Knife, Rocket Launcher
80 Total Powers & Skills Cost
238 Total Character Cost

150+ Disadvantages
15 Distinctive Features: Huge Size And Scarred Face (NC)
10 Hunted: Soviet Spetnaz Special Corp (MoPow, Watching, NCI) 8-
5 Physical Limitation: Large (I, S)
15 Psychological Limitation: Russian Patriot ("Is for our country, is good!") (C, S)
10 "Psychological Limitation: We permit no dictator of the world!" (U, S)
20 Social Limitation: Subject To Orders (VF, M)
13 Just Huge Bonus
238 Total Disadvantage Points

Designer's Notes:
Victor stats that his strength and intelligence are 10 times normal. As Hero STR doubles every 5 points, it was easy to determine his final STR score. The 25 INT was achieved using the same method.

Background/History:
Victor is a member of the Soviet Spetnaz Special Corps, and Koichi Moroha's partner in the search for the Fire Orb.

Personality/Motivation:
Victor doesn't care that he is a "freak of biotechnology" and seems to feel that the end justifies the means in terms of himself and his actions. On the other hand, he does not care for Koichi Moroha's plans to use the Fire Orb to take over the planet. He seems to desire a balance of power between the superpowers, and not total domination.

Quote:
"Is for our country, is good!"
"We permit no dictator of the world!"

Powers/Tactics:
Victor's immense size and strength make him a very durable opponent. He withstand small arms fire, and can hurl someone like Yu Omine (in his armored suit) around with ease.

Appearance:
Victor is a towering giant, standing some 8-9 feet tall. Apparently, his great size is the result of biotechnology, which has given him strength and intelligence 10 times that of a normal human.

(Victor Shutrov created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:05 PM
YOSHINO SOMEI


Val CHA Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 HTH Damage
15 DEX 15 12- OCV: 5 / DCV: 5
13 CON 6 12-
8 BODY -4 11-
13 INT 3 12- PER Roll 12-
18 EGO 16 13- ECV: 6
10 PRE 0 11- PRE Attack: 2d6
12 COM 1 11-
3 PD 1 Total: 3 PD (0 rPD)
3 ED 0 Total: 3 ED (0 rED)
4 SPD 15 Phases: 3, 6, 9, 12
5 REC 0
26 END 0
20 STUN 0
Total Characteristics Cost: 53

Movement: Running: 6" / 12"
Swimming: 2" / 4"

Cost Powers & Skills
16 Necromancy: Retrocognition Clairsentience (Sound Group), Reduced Endurance
(0 END; +1/2); Concentrate (1/2 DCV; -1/4), Extra Time (Full Phase; -1/2),
No Range (-1/2), Only Through Senses Of Others (specific souls/spirits; -1/2),
Retrocognition Only (-1)
22 Sense Spirits: Detect Spirits, Sense, Discriminatory, Ranged, 360 degrees, 12-

Perks:
10 Money: Wealthy

Skills:
10 Combat Skill Levels: +2 with Firearms
5 Acting 12-
0 AK: Home Area 8-
3 Climbing
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
1 KS: Arcam 8-
2 KS: Ancient Artifacts 11-
5 KS: Boobytraps 13-
0 Language: Japanese (native)
0 Paramedic 8-
0 PS: Student 8-
2 PS: Treasure Hunter 11-
0 Shadowing 8-
1 SS: Archeology 8-
0 Stealth 8-
2 Survival (Temperate/Subtropical) 12-
0 TF: Small Motorized Ground Vehicles
2 WF: Small Arms
81 Total Powers & Skills Cost
134 Total Character Cost

75+ Disadvantages
20 Psychological Limitation: Greedy and self-centered (VC, S)
10 Reputation: Treasure Hunter Extraordinary 11-
15 Social Limitation: Secret ID (treasure hunter and artifact thief) (F, M)
14 Treasure Hunt Bonus
134 Total Disadvantage Points

Background/History:
Yoshino is a 16 year-old school girl who spends her spare time hunting for various artifacts and treasures from around the world.

Yoshino's mother was an intelligence operative with Spirit Medium powers similar to Yoshino's. At some point, Yoshino's mother was deemed "A threat to national security," and was terminated. Before she was killed, Yoshino's mother taught Yoshino everything she knew, so that Yoshino wouldn't end up like her. Yoshino herself has decided to hit the governments of the world where hurts -- their bank accounts -- and makes a living stealing artifacts and treasures and selling them to the highest bidder.

Personality/Motivation:
Yoshino is fairly self-centered and very greedy. She's in this business for the money, and isn't highly concerned with compassion for her fellow man. She considers Arcam to be just as bad as all the other corporations out there hunting for artifacts. She does seem to have some liking for Yu Ominae, although this attraction only looks to go one-way.

Quote: "I decided I wasn't going to waste my talents and youth!! So I became a thief! I steal everything those jerks who run things want, and sell 'em for a huge profit."

Powers/Tactics:
Yoshino's main edge in her quest to get to an artifact before anyone else is her Spirit Medium powers. She can talk to the dead (Necromancy) and is able to get them to tell her where certain artifacts are hidden. Yoshino is also a fairly adept fighter, and will use traps, explosives, and gunfire to get what she wants. She prefers to gain her artifacts by stealth and guile, however, as opposed to using direct force.

Appearance:
Yoshino stands about 5' tall, with an athletic build and shoulder-length blonde hair.

Designer's Notes:
Yoshino carries all sorts of equipment including the following French assault rifle:

Fusil Automatique MAS: RKA 2d6-1, Autofire (5 shots; +1/2), 25 Shots (+1/4); OAF (-1) plus +2 OCV, +1 RMod; OAF (-1). Total Cost: 28 points.

Other gear and weapons are up to the Game Master. Rest assured that Yoshino will always be well-equipped when encountered.

(Yoshino Somei created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)

Susano
Jul 1st, '03, 01:06 PM
YU OMINAE


Val CHA Cost Roll Notes
13/38 STR 3 12-/17- Lift 150 kg; 2 1/2d6 HTH Damage/
Lift 4800 kg; 7 1/2d6 HTH Damage
21/24 DEX 39 14- OCV: 8 / DCV: 8
20 CON 20 13-
14 BODY 8 12-
18 INT 8 13- PER Roll 13-
18 EGO 16 13- ECV: 6
15 PRE 5 12- PRE Attack: 3d6
14 COM 2 12-
7 PD 4 Total: 22 PD (15 rPD)
7 ED 3 Total: 22 ED (15 rED)
4/5 SPD 9 Phases: 3, 5, 8, 10, 12
8 REC 2
40 END 0
32 STUN 1 Value after / is from Omihalcon Armor Suit
Total Characteristics Cost: 120

Movement: Running: 8" / 16"
Leaping: 16" / 32"
Swimming: 2" / 4"

Cost Powers & Skills
37 Omihalcon Knife: HKA 2d6 (3d6 with STR), Armor Piercing x2 (+1), Reduced
Endurance (0 END; +1/2); OAF (-1)
14 Sig-Saur P226: RKA 1d6+1, 20 Shots (+1/4); OAF (-1) plus +1 OCV; OAF (-1)

Martial Arts: "Kung Fu"
Maneuver OCV DCV Damage
4 Block +2 +2 Block; Abort
4 Disarm -1 +1 48 STR Disarm
4 Dodge +0 +5 Dodge vs All; Abort
4 Elbow +2 +0 9 1/2d6 Strike
5 Flying Kick +1 -2 11 1/2d6 Strike
4 Punch +0 +2 9 1/2d6 Strike
5 Side Kick -2 +1 11 1/2d6 Strike
3 Throw +0 +1 7 1/2d6 + v/5; Target Falls
1 Use Art With Blades

75 Psychic Blow: Multipower, 112-Point Pool; OIF (Omihalcon Armor Suit; -1/2)
5 1) u Psychic Blow: EB 15d6, Affects Desolidified (spirit/ghost forms only; +1/4),
Reduced Endurance (1/2 END; +1/4): OIF (-1/2), No Knockback (-1/4),
No Range (-1/2), END 5
6 2) u Psychic Blow: Dispel Esper Powers 30d6, any esper/psi power one at a
time (+1/4); OIF (-1/2), No Range (-1/2)

18 Omihalcon Armor Suit: +25 STR, Reduced Endurance (0 END; +1/2); No Figured
Characteristics (-1/2), OIF (-1/2)
4 Omihalcon Armor Suit: +3 DEX; No Figured Characteristics (-1/2), OIF (-1/2)
7 Omihalcon Armor Suit: +1 SPD, OIF (-1/2)
37 Omihalcon Armor Suit: Armor (15 PD/15 ED), Hardened (+1/4); Covers All
Locations But Location "3" [face] (-0), OIF (-1/2)
8 Omihalcon Armor Suit: Leaping +8" (16" total), Reduced Endurance (0 END; +1/2),
OIF (-1/2)
4 Fast On His Feet: Running +2" (8" total), END 2
17 Chi Sense: Detect Chi, Discriminatory, Ranged, Sense, 360-Degree Perception
3 Radio Headset: Radio Listen and Transmit, OIF (Omihalcon Armor Suit; -1/2)
34 Armor Suit Armbands: Stretching: 15", Reduced Endurance (0 END; +1/2), OIF
(Omihalcon Armor Suit; -1/2), Always Direct (-1/4), Cannot Do Damage (-1/2), Limited
Body Part (armbands; -1/4), No Fine Manipulation (-1/2), No Noncombat
Stretching (-1/4)

Talents:
9 Matchless Coordination: Ambidexterity (No Off-hand)
3 Bump of Direction
37 Danger Sense, Sense, Any Danger, General Area

Skills:
24 Combat Skill Levels: +3 with Combat
0 AK: Japan 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
2 KS: Ancient Artifacts 11-
2 KS: Arcam Foundation 11-
2 KS: Literature 11-
3 KS: Military World 13-
2 KS: Occult World 11-
2 KS: Other Special Corps 11-
0 Language: Japanese (native)
3 Paramedic 13-
2 PS: Striker 11-
3 Security Systems 13-
3 Stealth 14-
3 System Operations 13-
0 TF: Small Motorized Ground Vehicles
4 WF: Small Arms, Knife, Thrown Knife
407 Total Powers & Skills Cost
527 Total Character Cost

200+ Disadvantages
10 Hunted: Enemies of the Arcam Foundation (AsPow) 8-
10 Hunted: Arcam Foundation (MoPow, NCI, Watching) 8-
20 Psychological Limitation: Always keeps his promises (C, T)
15 Psychological Limitation: Overconfident (C, S)
10 Psychological Limitation: Wants To Remain "Normal" (C, M)
15 Reputation: Yu Ominae "Striker"/Black-listed operative 14-
20 Social Limitation: Subject To Orders (VF, M)
227 Striker Bonus
527 Total Disadvantage Points

Background/History:
Yu Ominae is the main character of the manga series Striker. He is a special operative for the Arcam Foundation, and is often sent on missions all over the world to recover strange and mysterious artifacts left from ancient and highly-advanced civilizations.

Yu is an orphan, whose parents were brutally murdered by an unknown individual (or organization). He is a ward of Arcam, and lives in Japan, attending an Arcam-run school. Aside from these few clues, the rest of his past is pretty much a mystery.

Personality/Motivation:
On one hand, Yu is pretty much a normal teenager. He attends school, worries about his grades, tries to maintain a good attendance record, and so on. On the other hand, he is dedicated to helping Arcam keep the world safe by sealing away dangerous technologies (such as the berserker he had to deal with in Secret of the Berserker). Yu has and will kill as part of his job, but doesn't want to become a killer. He realizes, though, that some sacrifices have to be made for the greater good, and that someone has to make them. His quote (see below) pretty much sums up his attitude.

It should be pointed out that Yu has stated his willingness to go against Arcam if he finds out that Arcam is collecting artifacts for non-benevolent purposes. As he put it: "...if that happens, I'll destroy Arcam with my own two hands!!"

Yu will always keep his word, once given, but getting him to give his word is a difficult matter (he doesn't make idle promises). Idle boasts, on the other hand, come little more easier, and Yu does seem to be a touch reckless and overconfident in exactly how powerful his suit is (although its hard to blame him all things considered).

Quote: "I always keep my promises -- and that's not going to change now... maybe I'm just being sentimental, but my only connection to normal life is there, at school. Without school I'd totally lose my grip on reality! And if I ever forget it, then I'm a "berserker." I - I don't want to become just a war machine."

Powers/Tactics:
Yu possess a number of abilities, both in and out of his suit. To be honest, some of these powers seem very hodgepodge, thrown together without regard for an underlying theme (which is not a bad thing!). Anyway, lets start at the top:

Yu is stated to be "Gifted with matchless coordination and reflexes." and even out of his suit is a very capable hand-to-hand fighter. He has undergone extensive martial arts training at the hands of Oboro, and is skilled both in unarmed and knife combat. His Arcam training has given him familiarity with a wide variety of weapons, such as pistols and assault rifles, and it is likely that Yu can use just about any firearm he can get his hands on. Yu is also fairly intelligent, and is well-versed in information dealing with Arcam, Arcam's competitor's, ancient artifacts, the world's military, and things dealing with the occult.

In combat, Yu's biggest edge is his omihalcon muscle suit. This suit is effectively bulletproof, and is also heat-resistant and pressure-resistant. It multiplies Yu's strength by 30 (150 kg x 30 = 4500 kg), and grants him increased agility. It would seem that the suit needs to be "turned on" before it can be used to its full potential. Certain scenes make it look like Yu has to activate the suit, causing the artificial to visually swell. This might be considered a -1/4 limitation (Extra Time: Full Phase) on any focused characteristics, but I doubt it would come into play enough to be worth it.

In addition to his suit, Yu carries a Sig-Saur P226 and a knife made from omihalcon. The knife is capable of cutting through most anything, and can even penetrate another omihalcon armored suit! At one point Yu stated the knife could affect "spirit forms" but I was unsure what was meant by that remark. Yu's suit also has a pair of wire launchers attached to the forearms. The launchers have 30 meters of line, small rock-climbing anchors and a motor strong enough to lift two to three people.

Yu's final power is his "psychic blow." Apparently, the suit allows him to concentrate psi energy into his fists, and then use this concentrated energy to dissipate an incoming psi attack or destroy spirits (hence the "Affects Desolid" Advantage).

Yu has several additional skills. He was able to spot a hidden surveillance camera from 50 yards away (his Danger Sense), has a highly accurate Bump of Direction, and seems to be able to detect others by sensing their "chi."

In combat, Yu prefers to fight hand-to-hand, taking out his opposition with the power of his armored muscle suit. He is practical, however, and will use firearms if his opposition is so armed, or if he cannot close the distance. His psychic blow is saved for those with psi powers, or ghosts and spirits.

Appearance:
Yu is of average height for a 17-year old, with a thin, but well muscled build. He has short, spiky black hair and brown eyes. He tends to dress in casual clothing typical of a teenager when not wearing his armored suit.

Yu will often wear his armored suit under normal clothing. Especially if operating in a dangerous area or under cover. When on a mission, Yu will wear his suit, and then add an equipment vest, and over that wear a weapon harness and belt. The pistol is kept in a cross-draw holster, while the knife is worn across the small of the back.

Designer's Notes:
Due to internal inconsistencies in the translation of Striker, it is possible that Yu has more powers than the character sheet shows. In The Armored Warrior story, Yu states he is "immortal." He also seems to heal fairly rapidly from serious injuries inflicted by Col. MacDougal. In later stories, this apparent regenerative power isn't mentioned again.

Storn
Jul 1st, '03, 01:26 PM
hey Mike, Spriggan partly inspired me to start my Black Ops campaign. Which is about to significantly change (the players wanted a bit more autonomy... and are going to retire from Black Ops, but keep their fingers in as paranormal mercs.)

So... nice write-ups. Thanks!

Susano
Jul 1st, '03, 01:33 PM
I was really dissapointed in Spriggan. The animation was nice, the the story took a left turn into... not sure what. I wished they'd kept to the original story-line and characters' I kept waiting for Jean to monster out and he never did...

oberon
Jul 1st, '03, 04:56 PM
Loved the write-ups :)

Must admit, I'm in the same boat as Storn. Saw Spriggan and loved it, but I'm now wondering what I'm missing out on. I think I shall have to try and locate Striker and check out the difference myself.

Cheers
oberon