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Arisu Koroi, Agent 0016


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ARISU KOROI

 

[b]Val	CHA	Cost	Roll	Notes[/b]
9	STR	-1	11-	Lift 87.1 kg; 1 1/2d6 HTH Damage [2]
17	DEX	21	12-	OCV:  6/DCV:  6
13	CON	6	12-
9	BODY	-2	11-
18	INT	8	13-	PER Roll 13-
14	EGO	8	12-	ECV:  5
12	PRE	2	11-	PRE Attack:  2d6
14	COM	2	12-

10	PD	2		Total:  10 PD (6 rPD)
10	ED	1		Total:  10 ED (6 rED)
4	SPD	13		Phases:  3, 6, 9, 12
5	REC	0
26	END	0
24	STUN	3		[b]Total Characteristic Cost:  63

Movement:[/b]	Running:	8"/16"
Leaping:	4"/16"
Swimming:	2"/4"

[b]Cost	Powers & Skills
Martial Arts:[/b]  [i]Jujitsu[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
4	Block		+2	+2	Block, Abort
4	Disarm		-1	+1	Disarm; 19 STR to Disarm
4	Escape		+0	+0	24 STR vs. Grabs
3	Legsweep	+2	-1	2 1/2d6 Strike, Target Falls
3	Slam		+0	+1	1 1/2d6 +v/5, Target Falls
4	Strike		+0	+2	3 1/2d6 Strike

5	[b]Little Hands, Big Gun:[/b]  +10 STR, Reduced Endurance (0 END; +1/2); Only To Meet 
STR  Modifier For Using Weapons (-2)
5	[b]Seen It!:[/b]  +10 PRE; Only To Protect Against Presence Attacks (-1)
25	[b]Kirei Koroi (Desert Eagle .50 Magnum):[/b]  RKA 2d6+1, +1 Increased STUN 
Multiplier (+1/4), 8 clips of 9 Charges (+1/4); OAF (-1), Real Weapon (-1/4) [b]plus[/b] 
+1 OCV; OAF (-1), Real Weapon (-1/4), [9]
13	[b]Anime Leap!:[/b]  Leaping +3" (4 1/2" forward, 2" upward) (Accurate, x4 Noncombat), END 1
4	[b]She Could Make The Track Team:[/b]  Running +2" (8" total), END 1

[b]Perks[/b]
22	[b]Strike Force Zero Agent 0016:[/b]  Fringe Benefit:  Concealed Weapon Permit (where 
appropriate), Improved Equipment Availability: Advanced Military Equipment, National 
Police Powers, Passport, Security Clearance, Special Agent

[b]Talents[/b]
12	[b]You Missed!:[/b]  Combat Luck (6 PD/6 ED)
2	[b]This Is My Gun. There Are Many Like It, But This One Is Mine:[/b]  Lightning Reflexes: +2 
DEX to act first with Kirei Koroi

[b]Skills[/b]
6	[b]Hiyahh!!:[/b]  +2 with Jujitsu
2	[b]Plan B:  Shoot 'Em:[/b]  +2 with Kirei Koroi
6	[b]Can Talk Her Way In Or Out Of Anything:[/b]  +2 with Acting, Conversation, Persuasion

3	[b]Hop, Skip, Jump, No Problem:[/b]  Acrobatics 12-
3	[b]I'm Just A Cute Japanese Schoolgirl, Honest!:[/b]  Acting 11-
3	[b]Always Lands On Her Feet:[/b]  Breakfall 12-
3	[b]Ladder, Rope, Tree... Whatever:[/b]  Climbing 12-
4	[b]L33T Haxor:[/b]  Computer Programming (Computer Networks, Personal Computers) 13-
3	[b]Where Did She Get That Gun From?!?:[/b]  Concealment 13-
3	[b]Can You Describe What You Saw?:[/b]  Conversation 11-
1	[b]Don't Touch Anything!:[/b]  Criminology 8-
3	[b]That's What's Popular?:[/b]  CuK: Japanese High School Trends 13-
3	[b]Instant Blonde, Just Add Water:[/b]  Disguise 13-
3	[b]Say Hello To My Big Friend!:[/b]  Fast Draw (pistol) 12-
2	KS: Strike Force Zero History And Customs 11-
3	KS: The Military/Mercenary/Terrorist World 13-
3	KS: The Paranormal And Supernatural World 13-
4	Language:  English (completely fluent; literate)
1	Language:  Japanese (imitate dialects; literate)
3	[b]No Admittance? Hah!:[/b]  Lockpicking 12-
3	[b]I'm Sorry, I Got Lost Looking For The Ladies... Uhm... Can I Go Now?:[/b]  Persuasion 11-
3	PS: Strike Force Zero Agent 13-
3	[b]No Place Is Safe From My Prying Eyes!:[/b]  Security Systems 13-
3	[b]Ssshh!!!:[/b]  Stealth 12-
3	WF:  Small Arms, Blades
[b]187	Total Powers & Skills Cost
250	Total Character Cost

125+	Disadvantages[/b]
25	DNPC:  school student she's befriended 11- (Incompetent; Unaware of character's 
adventuring career/Secret ID)
10	Distinctive Features:  Style (Not Concealable; Noticed and Recognizable; Detectable By 
Large Group)
15	Hunted:  Assorted Paranormal Threats 11- (As Pow, Harshly Punish)
15	Hunted:  Strike Force Zero 11- (Mo Pow, NCI, Watching)
0	Normal Characteristic Maxima
15	Psychological Limitation:  Far Too Curious For Her Own Good (Common, Strong)
15	Psychological Limitation:  Overly Confident In Her Ability To Get Out Of Trouble 
(Common, Strong)
20	Social Limitation:  Subject To Orders (Very Frequently, Major)
10	[b]Experience
250	Total Disadvantage Points[/b]

 

Background/History: If the rumors are true, Arisu Koroi was literally born into the espionage business. Her mother works for the Ministry of Defense, while her father is said to be a British Intelligence agent who spent some time in Japan roughly 18 years ago. At any rate, Arisu grew up on tales of her father's exploits (both in and out of Japan) and soon decided she was going to be a secret agent, just like her dad. With that in mind, she began to take judo at school and nearly drove her mother to distraction practicing her "spy skills" (surveillance, breaking and entering, gathering evidence, and so on). Eventually, Arisu's exploits brought her to the attention of the highly-secretive Ministry of Defense agency Strike Force Zero, who recruited Arisu to be one of their undercover agents.

 

Arisu quickly proved to be an apt pupil of anything SF0 had to offer, and has gone on to become one of their top field agents. Her mission is simple -- she's a Schoolgirl Secret Agent. As everyone knows, the typical Japanese High School is a hotbed of paranormal activity, be it invading aliens to supernatural incursions, not to mention the seemingly endless hordes of dueling martial artists, mad scientists, black magicians, Yakuza, and feuding ninja clans. It is up to Arisu to find out what's going on, who's doing it, and how to stop it. Along the way she usually ends up organizing the local students into some sort of "ghost-busting club," creating a nationwide resistance force against Japan's never-ending paranormal and supernatural threats.

 

Personality/Motivation: Simply put, Arisu is having the time of her life. She loves the fact she's a secret agent, and delves into each mission with virtually unmatched enthusiasm and gusto. She is very much the bubbly teenager type and tends to be popular with both her teachers and her fellow students. Of course, this is mostly an act (mostly). Arisu recognizes the seriousness of her mission as well as the responsibility that goes with it, and tends to act accordingly. Most of the time. Perhaps her biggest flaw is her feelings of youthful immortality and invulnerability. She often tends to investigate strange happenings far too deeply before calling for back up, and more than once has ended up over her head , surviving only though the use of her skills, a little luck, and straight shooting.

 

Quote: "Don't worry, there's no way they'll be able to shrug off rounds from Kirei Kuroi." *blam* *blam* *blam* "Okay, time for plan C."

 

Powers/Tactics: When dealing with Things Man Was Not Meant To Know (and other horrors), Arisu's primary plan is to lure the threat into a trap that has been carefully designed to neutralize and/or eliminate the problem. Of course, since she often enlists the local science club's help in building said trap, her success rate has fluctuated widely (the term "Rube Goldberg Machine" comes to mind). If that doesn't work, she will switch to "Plan B," which is drawing Kirei Kuroi ("Black Beauty," a.k.a. her Desert Eagle .50 Magnum automatic pistol) and opening fire. And if that doesn't work, she'll switch to "Plan C," which is setting things on fire. If that doesn't work, she'll try Plans A or C again, just this time with more explosions. If Arisu is anything, it's adaptable.

 

In addition to her proficiency with the gun, Arisu is a jujitsu black belt, and is skilled in a wide assortment of espionage techniques.

 

Appearance: Arisu stands 5'3" with an athletically trim build. She has shoulder-length brownish-black hair, brown eyes, and Eurasian features that heavily favor her mother's side. She dresses in whatever is the required high school uniform, although hers are often lined with a thin layer of armored reinforcement and are tailored to hide her handgun (and provide sufficent pockets for her seemingly endless supply of extra magazines).

 

Designer's Notes: Blame Robert Dorf [Oddhat] for this. I sent him the picture, he sent me a short description. I then grabbed the idea and took off without once looking back. To be honest, the character mostly built itself, all I did was come up with the colorful skill descriptions. Oh, and yes I, did steal "Strike Force Zero" from White Wolf. I used it because the name was convenient. Use what ever you like, the more convoluted the better.

 

I don't recommend down-powering Arisu, although you could chip away at her skills here and there and bring her down to 225. To make her more powerful give her a better STR, DEX, CON, a Damage Class with her martial arts, and a Ranged Martial Art to be used with her pistol. Oh, and in a few years, when she gets too old to be a schoolgirl, her cover will switch to schoolteacher (probably of English).

 

(Character sheet created by Michael Surbrook from an idea by Robert Dorf)

 

agent_0016.jpg

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Re: Arisu Koroi, Agent 0016

 

(As my character) I am NOT her father! The last time I was in Japan was in 1963! :smoke:

 

By the way, the British agent's cover name was Taro Todoroki. (Sorry, Fleming uncontrollable fanboy knowledge moment there...)

 

What are you getting so defense for? We didn't say it was you.

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