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Eternity Promotions


yamamura

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Homestaying: The practice of sending a child that has gotten himself in trouble to America to avoid embarrassment to the family.

 

Eternity Promotions is a Japanese company founded by Manami Yamada. The company specializes in the promotion of the rising stars of the Super World in Japan. It also has a stable of up and coming pop stars and other celebrities. It is estimated that it handles 30% of the Japan super heroes and a couple of world known super also do their advertising contract with them. It is noted to be a very friendly and helpful company with their talent agent taking on the role of a bigger brother or sister to some of its younger talent. At the moment they are trying to convince Charm Girl (see Champion Universe page 75) to sign over with them.

 

But Eternity has a dark side. It is actually a front for VIPER. They use their closeness to the heroes to gather information on them and to make money off of their successes. They also are known to arrange crimes to test both potential agents to VIPER and to further the crime-fighting career of their heroes. Also the agents try to win the trust of their charges in hopes of revealing secret identities and/or vulnerabilities.

 

One of the most insidious activities of Eternity is homestaying out heroes to America. This is generally done to any hero that may have abilities to uncover what is going on. Such a hero never is allowed near the Eternity building and is always met by a talent agent that doesn’t know what is really behind Eternity. Once they are signed to Eternity they are almost instantly sent of to America where it is arranged for them to die a heroic death. The only other time they do a homestay, is when they do have a hero that is a embarrassment to the company but this is rare.

 

The Eternity building is a 7 story structure not far from Shinjuku. The bottom 4 floors host offices for the talent agents that handle the day to day activities of business. About 1 out of every 5 employees on these floors is a VIPER agent trained as a talent agent or as an Office Lady. They generally carry a Stubby blaster and wear armoured clothes (4rPd/4rEd, IIF). The 5th floor is a reserved for the collecting and managing of data. Everyone who works here is a VIPER agent and they generally have on duty 4 general combat specialist as guards. Building Security is also located on this floor. On the sixth floor are offices of the companies executives. These are generally agents that have proven themselves to Ms. Yamada and have moved up the ladder. The Seventh floor is mainly Ms. Yamada’s office. The roof of the building hosts a small park (for lunches) and a running course. It can only be access by the 4th floor.

 

Plot Hooks: A new teammate has been added to your team. She is a telepath from Japan and is very eager help the team out. It doesn’t take long to realize someone is out to get her and she really doesn’t know why. Figuring it out can lead to a trip to Japan to solve the mystery and putting an end to Eternity Promotions.

 

Plot Hook: You are amongst a group of young supers who are being signed to Eternity Promotions. An attractive member of the opposite sex that has caught your eye is being automatically shipped of to America. Can you find out why before they leave the shores of Japan, perhaps forever?

 

YAMADA Manami

 

Player:

 

Val Char Cost
13 STR 3
14 DEX 12
13 CON 6
12 BODY 4
15 INT 5
12 EGO 4
16 PRE 6
14 COM 2
14 PD 1
14 ED 1
4 SPD 16
6 REC 0
30 END 2
30 STUN 4
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 66

 

Cost Power END
16 VB-S1 Blaster Pistol: Energy Blast 7d6 (35 Active Points); OAF (-1), 12 Chrgs (-1/4)
20 Super Spandex: Armor (10 PD/10 ED), not with BCU (+0) (30 Active Points); IIF (-1/4), Act. Roll 15- (No Head Protection; -1/4)
13 VIPER Fang: (Total: 33 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 10) plus Naked Modifier, Ranged (+1/2) (11 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (Cannot use HKA until charge is recovered) (-1/2), Range Based On Strength (-1/4) (Real Cost: 3)
21 Katana: (Total: 42 Active Cost, 21 Real Cost) HKA 1 1/2d6 (2d6+1 w/STR), Reduced End. (0 END; +1/2) (37 Active Points); IAF (-1/2), Hands One-And-A-Half-Handed (-1/4), Real Wpn (-1/4) (Real Cost: 18) plus +1 with Katana (5 Active Points); IAF (-1/2) (Real Cost: 3)
4 VIPER Head Set: Radio Per./Trans. (Radio Group) (10 Active Points); OAF (-1), Affected as Hearing Group/Radio Group (-1/4)
Powers Cost: 74

 

Cost Martial Arts Maneuver
Kenjutsu
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Lightning Stroke: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
5 4) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
5 5) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 23 STR to take weapon away
Martial Arts Cost: 22

 

Cost Skill
3 +1 with VIPER Blasters
6 +2 with Kenjutsu
3 Acting 12-
3 Bugging 12-
3 Bureaucratics 12-
3 Computer Programming 12-
3 Concealment 12-
3 Conversation 12-
3 Deduction 12-
10 Defense Maneuver I-IV
7 Disguise 14-
3 Fast Draw: Iaijutsu 12-
3 Interrogation 12-
2 KS: Kenjutsu 11-
2 KS: The Local Underworld 11-
5 KS: The Superhuman World 14-
2 KS: UNTIL 11-
2 KS: PSI 11-
3 KS: VIPER 12-
3 Language: English (completely fluent)
3 Oratory 12-
4 PS: VIPER Agent 13-
3 Persuasion 12-
3 Seduction 12-
3 Shadowing 12-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 12-
3 WF: Small Arms, Blades
Skills Cost: 100

 

Cost Perk
3 Fringe Benefit: Membership (VIPER)
5 Money: Well Off
Perks Cost: 8

 

 

 

Total Character Cost: 270

 

Val Disadvantages
0 Normal Characteristic Maxima
5 Distinctive Features: VIPER Uniform Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Watched: VIPER 8- (Occasionally), More Powerful, NCI, Watching
15 Psychological Limitation: Amoral And Greedy Common, Strong
15 Psychological Limitation: Vain (Common, Strong)
20 Social Limitation: Subject To Order Very Frequently (14-), Major

Disadvantage Points: 65

 

Base Points: 50

Experience Required: 155

Total Experience Available: 155

Experience Unspent: 0

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Talent Agent

 

Talent Agent (VIPER)

 

Player:

 

Val Char Cost
15 STR 5
14 DEX 12
13 CON 6
12 BODY 4
13 INT 3
10 EGO 0
16 PRE 6
14 COM 2
4/8 PD 1
4/8 ED 1
3 SPD 6
6 REC 0
26 END 0
30 STUN 3
6" RUN02" SWIM03" LEAP0Characteristics Cost: 49

 

Cost Power END
8 VIPER Armoured Clothes: Armor (4 PD/4 ED) (12 Active Points); IIF (-1/4), Activation Roll 15- (-1/4)
12 Stubby Blaster: EB 7d6 (35 Active Points); OAF (-1), 4 Charges (-1)
3 +1 PER with all Sense Groups
Powers Cost: 23

 

Cost Martial Arts Maneuver
Viper Brawling
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
Martial Arts Cost: 15

 

Cost Skill
3 Conversation 12-
6 +2 with Viper Blasters
3 Deduction 12-
3 Interrogation 12-
2 KS: Media 11-
4 KS: Viper 13-
4 KS: Super World 13-
3 PS: Agent 12-
4 PS: Viper 13-
3 Oratory 12-
3 Persuasion 12-
3 Seduction 12-
Skills Cost: 41

 

Cost Perk
2 Fringe Benefit: Backstage Pass, Viper
Perks Cost: 2

 

 

 

Total Character Cost: 130

 

Val Disadvantages
5 Agent Variant Disadvantage
15 Psychological Limitation: Greedy and Amoral (Common, Strong)
20 Social Limitation: Subject to Orders Very Frequently (14-), Major
10 Watched: 8- (Mo Pow, NCI, Watching)

Disadvantage Points: 50

 

Base Points: 50

Experience Required: 30

Total Experience Available: 30

Experience Unspent: 0

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