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Yamamura Giveaway Contest Entries


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Please post only characters/monsters here. All other post except this one will be removed. Please also try to keep all entries to one post to avoid confusion. Contest Rules are listed on the Champions, NGD forums and below:

 

The Prize: The Asian Bestiary Volumes 1 and 2 signed by the co-judge and author of the book Michael Surbrook (a round of applause please).

 

Contest Rules:

 

1.Create a character or monster centering around Japan.

a)Please no conversion of existing characters, these must be original or at the very least a new twist on an old theme.

b)No cop out characters or monsters. For example; I spent a year in Japan for a semester in high school or I am American of Japaneses descent but otherwise has no relations to Japan.

c)The character/monster can be of any Genre; Pulp, Oriental Fantasy, Horror, Supers, Modern, Dark Champions, etc.

d)Please keep the character in one post if possible.

e)Characters must be design using 5th edition HERO games rules (FRed perferred).

2.You must have had a minimum of 25 posts outside the NGD to be eligible.

3.Keep it clean! Remember this is a family site (no overt hentai!)

4.The more details the better.

5.Only post characters to the thread in the Other Genre section. All other posts other then my initial one that is not a character or monster will be removed. Feel free to make comments here on NGD thread or in the voting thread once it starts. This includes campaigning for your favorite characters. Please do not post the Champions Thread as it only being used to advertise the contest and I won't be checking it.

6.You can enter as often as you like. Only one will be picked for the final ten.

7.The contest will be open until 6:00 pm CDT Sunday May 25th. At which time, we will create a list of ten characters to vote on by the board at large. The vote will last one week once we have the list. The Winner of Contest will receive the prize. In case of a tie, we will have a run off vote. If we are still tied then the judges will pick the winner.

8.This Contest is not sponsored by DOJ other then they allowing it to be on this board. All results are final.

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Re: Yamamura Giveaway Contest Entries

 

Bimbo

 

Player: NPC, created by Scott K. Jamison

 

Val Char Cost

10 STR 0

12 DEX 6

14 CON 8

10 BODY 0

14 INT 4

20 EGO 20

14 PRE 4

10 COM 0

 

2 PD 0

3 ED 0

3 SPD 8

8 REC 6

40 END 6

25 STUN 3

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 65

 

Cost Power

11 Spirit Sight: Detect Spirits 18- (Sight Group)

5 Can touch spirits: Affects Desolidified Any form of Desolidification (+1/2) for up to 10 Active Points of STR (5 Active Points)

6 Spirit Punching: Hand-To-Hand Attack +2d6, Affects Desolidified Any form of Desolidification (+1/2) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. Desolid beings; -1), Hand-To-Hand Attack (-1/2)

16 Exorcism Ritual: Extra-Dimensional Movement (Related Group of Dimensions, Single Location), x8 Increased Weight, Affects Desolidified Any form of Desolidification (+1/2), Usable As Attack (+1) (100 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Extra Time (10 Minutes, Only to Activate, -1 1/4), OAF Expendable (Easy to obtain new Focus; exorcist's supplies; -1), Incantations (Requires Incantations throughout; Complex; -1), Limited Power Power loses about a third of its effectiveness (Only to send spirits and extra-dimensional beings to the correct otherworld; -1/2)

7 Spirit Protection: Mental Defense (14 points total) (10 Active Points); Only Works Against Limited Type of Attack (Spirit Powers; -1/2)

40 Poverty-Inducing Powers: Elemental Control, 80-point powers

25 1) Poor Financial Judgement: Mind Control 12d6, Invisible Power Effects (Fully Invisible; +1/2) (90 Active Points); Set Effect ("Make bad financial decisions"; -1/2), Stops Working If Mentalist Is Stunned (-1/2)

27 2) Destroy Valuable Objects: Telekinesis (20 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) (80 Active Points); Limited Power Power loses about a third of its effectiveness (Only to damage/destroy valuable objects; -1/2)

64 3) Poverty's Curse: Major Transform 4d6 (Person to person with Unluck: Financial Matters or *more* Unluck: Financial Matters, normally, or successful exorcism), Invisible Power Effects (Fully Invisible; +1) (120 Active Points); Limited Target ([slightly Limited]; Beings with souls only; -1/4)

Powers Cost: 201

 

 

Cost Skill

3 Bureaucratics 12-

6 +2 w/poverty-inducing powers

3 AK: Spirit World 12-

2 CK: Tokyo 11-

4 KS: Spirits 13-

3 KS: Japanese Folklore 12-

4 KS: Finance 13-

3 CuK: Financial World 12-

2 KS: Current Events in Business 11-

3 KS: Who's Who in the Financial World 12-

0 Language: Japanese (idiomatic) (4 Active Points)

3 Language: English (completely fluent)

1 Language: Mandarin Chinese (basic conversation)

1 Language: Korean (basic conversation)

1 Language: German (basic conversation)

3 Persuasion 12-

3 PS: Exorcist 12-

4 PS: Financial Saboteur 13-

3 Streetwise 12-

3 Systems Operation 12-

5 Trading 13-

Skills Cost: 60

 

Cost Perk

6 Contact: Agent (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12-

20 Contact: Bimbo no Kami (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Spirit Contact (x2) (20 Active Points) 14-

1 Fringe Benefit: License to practice a profession

1 Fringe Benefit: Passport

5 Money: Well Off

1 Reputation: Effective financial saboteur (Underhanded corporate executives) 8-, +1/+1d6

Perks Cost: 34

 

Cost Talent

10 Divine Favor

Talents Cost: 10

 

Total Character Cost: 370

 

Pts. Disadvantage

5 Hunted: International Securities and Exchange Commissions 11- (Less Pow, NCI, Watching)

5 Physical Limitation: Near-sighted, needs glasses to see properly (Infrequently, Slightly Impairing)

15 Psychological Limitation: Miser (Common, Strong)

20 Psychological Limitation: Hates those more fortunate than himself (Very Common, Strong)

10 Social Limitation: Double life, causes scheduling problems, need to conceal activities (Frequently, Minor)

5 Vulnerability: Good luck-based powers (Uncommon)

5 Susceptibility: good luck charms, 1d6 damage per Minute (Uncommon)

5 Reputation: Jinx, 8-

Disadvantage Points: 70

Base Points: 200

Experience Required: 100

Total Experience Available: 100

Experience Unspent: 0

 

 

APPEARANCE

Hair Color: Black, buzz cut

Eye Color: Black

Height: 1.70 m

Weight: 55.00 kg

Description:

Ichiro is in his early 30s, with a pinched-looking face and hollow cheeks. His glasses are plastic-rimmed, and often held together with masking tape. When on the job as an exorcist, he wears Shinto priest robes and hat. Otherwise, he dresses like a salaryman, in the cheapest used suits he can scrounge up.

 

BACKGROUND

Shortly before Ichiro Yamakuro was born, his father was accused of embezzling from his company. There were no charges filed due to lack of conclusive evidence, but Mr. Yamakuro was fired anyway, and no respectable company would hire him. Ichiro's mother got a part-time job to help out, but between taking care of Ichiro and her migraines, she couldn't work decent hours. So Ichiro grew up poor. By the time he was able to understand just how messed up his family was, Ichiro's father had taken to drink. Mr. Yamakuro would often rave in his cups that the "bimbo no kami" (god of poverty) had come to live in their apartment. The elder Yamakuro died in a train accident when Ichiro was eight.

 

When Ichiro was sixteen, he went to a shrine on New Years' Day to pray for an escape from the crushing poverty he'd known all his life. He drew a fortune which read "catastrophe", fainted and struck his head. Ichiro awoke and immediately believed himself to be hallucinating. For the air was full of spirits capering about. Long-nosed goblins, sweet-faced angels, legless ghosts, and odd-looking animals danced in the air around the shrine. When the humans asked Ichiro how he was feeling, he mumbled vague excuses (it wasn't as though he could afford to go to the hospital) and stumbled out to the street.

 

There were less spirits out here, which made sense; naturally a place of worship would be more attractive to them. Still, Ichiro could see beings who were clearly not human doing various chores around the neighborhood. A wind spirit blew cold air along the street, a shop's guardian cat beckoned to passersby, and a mischievous goblin was making cracks in the pavement. It was weird, but slowly Ichiro was getting used to it. It wasn't as if he hadn't always heard the tales of spirits before, even if he couldn't see them.

 

Ichiro rushed home, took off his shoes and quietly crept into the apartment in case his mother was having one of her migraines. Much to his surprise, there was someone in the living area he'd never seen before, though he'd heard descriptions for years. The Bimbo no Kami was sitting right there in the middle of the apartment, just as Ichiro's father had claimed!

 

The years of misery came back to Ichiro's mind, his heart filled with anger, and the boy leapt at the spirit of poverty, beating it with his fists. The spirit didn't fight back, too surprised that someone could see it, let alone assault it. Finally, it begged for mercy. Ichiro spewed invective against the spirit, and ordered it to leave. The Bimbo no Kami agreed on one condition--that Ichiro find the spirit a new place to live.

 

The spirit shrunk down, and Ichiro carried it in his pocket. It happened that the landlord of the crummy apartment building the Yamakuro family lived in had a son Ichiro's age who was a classmate of his. This boy had lorded his relative wealth and power over Ichiro since junior high, often forcing Ichiro to do humiliating chores on threat of being evicted. Ichiro went to the landlord's house, and made an excuse to see his classmate. By carrying the spirit in his pocket, he was able to sneak it past the good luck charms that otherwise would have protected the house. While Ichiro groveled to the landlord's son, pretending to need help with a homework assignment, he placed the Bimbo no Kami behind a stack of DVDs.

 

Over the next few days, the Yamakuro family's fortunes improved. The real embezzler was finally caught, and the company that had fired Mr. Yamakuro made a generous settlement in hush money. Ichiro won a year's supply of groceries in a local store's tombola giveaway. A childhood sweetheart of Ichiro's mother unexpectly turned up, recently widowed, prosperous and with a yen for Mrs. Yamakuro. Even her migraines eased up.

 

Meanwhile, the landlord was hit with a series of inspections by city officials that revealed many expensive violations of building codes and rental regulations. Ichiro's classmate broke his leg in multiple places, requiring a long and expensive hospital stay, and their fancy home caught on fire.

 

One day, Ichiro met the Bimbo no Kami on the street and they exchanged pleasantries. The spirit noticed that Ichiro seemed more than casually interested in the stories the spirit told of impoverishing victims. It suggested an alliance. It would lend Ichiro some of its power, in exchange for Ichiro sheltering the spirit whenever it needed a place to stay.

 

Thus it was that Ichiro became the financial saboteur known as "Bimbo." He has studied Shinto rituals, and his official income is from being a wandering exorcist. But his real job is hitting wealthy men with poverty for pay.

 

PERSONALITY

Ichiro was deeply scarred by his early poverty. Even though his activities have made him comfortably wealthy, he lives in abject fear of losing his money, and will go to great lengths to avoid spending it. He regularly steals hotel soap, fills up on free food samples and watches for rock-bottom sales of expired items. In addition, he resents anyone who appears to be luckier in life than he is, and sometimes cannot resist acting maliciously against them in secret, even if they're paying his way.

 

The only person Ichiro is close to is his mother, who he is glad is happy with her new husband. He endures her admonitions to find a nice wife and settle down with more patience than he gives to anyone else. Sadly, he cannot bring himself to court a woman, since he sees them as golddiggers who are only after his money.

 

QUOTE

"How does your Bible put it? 'The want of money is the root of all evil'? I think I am agreeing." Ichiro's voice is soft, but he has a tendency to a sneering tone when he's got an advantage.

 

POWERS/TACTICS

Bimbo has two sets of powers. The first is his ability to see and interact with spirits. Nature spirits, ghosts, imaginary friends, astral projections--he can see and affect them all. He's learned to steel his mind against their uncanny abilities, and to exorcise spirits (and other interdimensional visitors) back to where they belong. The primary weakness of this last ritual is that it takes a long time, and so the spirit has to be kept present until it's complete. This is done either by satisfying the spirit (a job for Ichiro's bargaining skills, to find out what it wants and how to fulfill that need) or by beating it up.

 

The other set is the poverty-inflicting powers Ichiro has been granted by the Bimbo no Kami. He can cause a victim to make bad financial decisions, wreck their nice things (more dangerous than it sounds...suppose you're in your Rolls-Royce when Bimbo makes it steer off a cliff?) and make them unlucky with money. Note that the more he succeeds with that last power, the more dice of Unluck he can inflict. Ichiro's usual M.O. is to research a potential target to identify possible weak points, then slowly harrass them with minor financial setbacks before moving in for the "kill."

 

Bimbo is not a particularly good physical combatant, and will flee if threatened with violence.

 

CAMPAIGN USE

You know those Hunteds that like messing with your credit rating? Bimbo works for those guys. He can also be used in his exorcist job as a hired expert in a case with supernatural overtones. Indeed, you could cut out his poverty-related powers and just use him as an exorcist in campaigns where such a character would be appropriate. Some quick plot seeds:

 

1. A poltergeist is infesting the HQ, and the Ghostbusters are out of town. Who do you call?

 

2. If the campaign is set in Japan, one of the PCs gets a favor called in by a Japanese tax inspector. She's been assigned to audit Ichiro Yamakuro, and noticed that the last three auditors who worked this case file all met with unfortunate accidents. Can the PC protect her?

 

3. Goodguyco, one of the PCs' sponsors, is suddenly having a rash of bad luck. As it turns out, one of the GGC employees has mild ESP, and is sure there's a malevolent force at work, though he can't pin it down.

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Re: Yamamura Giveaway Contest Entries

 

Norie Chiba

 

Created by Shigeru and Mrs. Shigeru.

 

Val CHA Cost Roll Notes

15 STR 5 12- Lift 200 kg; 3d6 HTH Damage

20 DEX 30 13- OCV: 7 / DCV: 7

18 CON 16 13-

18 BODY 16 13-

18 INT 8 13- PER Roll 14-

13 EGO 6 12- ECV: 4

18 PRE 8 13- PRE Attack: 3½d6

14 COM 2 12-

 

8 PD 5 Total: 8 PD (0 rPD)

4 ED 0 Total: 4 ED (0 rED)

4 SPD 10 Phases: 3, 6, 9, 12

8 REC 0

36 END 0

35 STUN 0 Total Characteristics Cost: 106

 

Movement: Running: 6"

Leaping: 3"/1.5"

Swimming: 2"

 

Cost Powers

15 “Where did she go?” : Teleport 10” : Must pass through intervening space (-¼), 4 END

10 “Extraordinary will to survive” : 25% Resistant Physical Damage Reduction : Requires a CON roll at -1 (-½)

3 “Senses sharpened by mortal combat” : Enhanced Perception : +1

 

Cost Skills

23 Aikijujutsu OCV DCV Damage

5 Defensive Strike +1 +3 4d6 / Wpn+1 DC

4 Dodge - +5 Dodge, Abort

4 Disarm -1 +1 Disarm, 30 STR

4 Joint Break -1 -2 Grab 1 limb, 1d6+1 HKA, Disabling

3 Takedown +1 +1 4d6 / Wpn+1 DC, Throw

3 Hold -1 -1 Grab 2 limbs, 30 STR

5 Defensive Block +1 +3 Block, Abort

4 +1 Damage Class w/aikijujutsu

3 use Art with Blades, Rope & Chain, Staff

5 +1 level w/HTH combat

8 +1 level w/All combat

5 +1 level w/Agility skills

3 Stealth : 14-

3 Breakfall : 14-

3 Knowledge Skill : Buddhism : 13-

3 Fast Draw : 14-

7 Weaponsmith : Muscle-powered HTH & ranged weapons : 15-

3 Knowledge skill : aikijujutsu : 13-

3 Persuasion : 13-

3 Streetwise : 13-

3 Professional Skill : Weaponsmith : 13-

3 Inventor : 13-

3 Paramedic : 13-

3 Concealment : 13-

6 Weapon Familiarity : Common Melee, Common Missile, Common Martial Arts

 

 

Total Powers & Skill Cost: 127

Total Cost: 233

 

100+ Disadvantages

10 Distinctive Feature: style disadvantage : aikijujutsu

15 Devoted to justice (common, moderate)

15 Secret Identity : Kon Kenji, weaponsmith

25 Hunted by Yakuza : 11- (more pow, NCI)

5 Obligation to buddhist temple

5 Old leg injury (x2 STUN to left leg – loc 15)

5 Distinctive feature : smells of incense

 

Total Disadvantage Points : 180

Experience Spent : 53

Total Character Cost : 233

 

Background/History:

 

Norie is the daughter of a skilled swordmaker from Kai province. Her mother died in childbirth. While her father was renowned for his skills, he was unfortunately better known for his drinking and gambling troubles. Many nights Norie spent in the local temple, helping the monks and nuns maintain the temple, rather than wait at home for her father.

 

As a young girl, the nation of Japan was the battleground of provincial warlords. In these days, Norie was conscripted by her father to help with his work. She worked hammer and anvil with her father, producing weapons for local clans. But not swords. Never katanas, which were a more respected breed of weapon to her people. This restriction on her work did not prevent her from observing and learning the craft, however.

 

As wars and minor skirmishes broke out, Norie would take to the temple on her father’s orders. She was a charismatic young woman who could talk even the most peaceful Buddhist into showing her combat skills they had put behind them. From the temple-mistress she learned samurai fighting arts. From itinerant monks (often spies or assassins in disguise) she learned how to get what she wanted, or to conceal what she wanted from others.

 

When she was fourteen, Norie’s father was killed. It was assumed that he had run afoul of the local yakuza to whom, it was rumored, he owed a considerable debt. When the gangsters came to collect their “payment” from Norie, they found that she was not the flower of a girl that she appeared to be. When the dust had settled, Norie escaped with a broken leg was broken while the yakuza thugs…did not escape. She sought refuge in the temple once more, but soon fled so as nto to bring the wrath of the gangsters upon her friends.

 

In her teenage years, Norie wandered from temple to temple on a pilgrimage. There she would help the monks and nuns and hear the prayers of the local peasants. She often made her way to towns in order to set right some injustice she felt was done. To make money, Norie would apprentice herself to weaponsmiths but found that most would not have her…an orphan, vagabond girl.

 

After a time, she settled back in Kai province and set up a shop of her own, under the pseudonym of Kon Kenji. There should would make weapons in semi-secrecy and sell them as Kon Kenji’s retainer. For some time she would be able to hid the truth, pursue her father’s ambition, and seek her own path to perfection.

 

Personality/Motivation:

 

Norie outwardly portrays a politesse required of a young woman in sixteenth century Japan. She will often rebuke those who are impolite, but not to such an extent as to invite trouble. Her main wish is to protect those who cannot protect themselves. In some cases, this results in personal vengeance against “bullies” or worse. This almost always sets her at odds with the local yakuza.

 

And so, she is used to moving from place to place. She will only settle in a place that will afford her the ability to work on her weapons in private. She rarely becomes permanently attached, but does have a devotion to any Buddhist temple she comes across, seeing them as her spirit’s true home.

 

Powers/Tactics:

 

In battle, Norie is capable of using various weapons, but prefers the wakizashi for its size and ease of one-handed use. She only draws when the situation has escalated to a mortal pitch, otherwise preferring to use a staff with a concealed and weighted chain on one end.

 

When facing multiple opponents, Norie will fight defensively until an advantage can be had. Dodging and blocking in order to present a counterattack possibility, or disarming one foe in order to focus on a more dangerous one is one tactic.

 

She has the will to battle against serious wounds and gut out what would otherwise be a disabling injury. Her eyes shine with a silent and fiery spirit in battle and can cause hardened soldiers to give pause.

 

Lastly, Norie is fleet of foot and can appear to “vanish” under the right circumstances. This feat is generally not witnessed, but is used when her opponent is stunned, distracted or loses sight of her. This tricks has saved her life, for she is not afraid to escape a situation that can not be won.

 

Appearance:

 

Height: 1.6 m.

Weight: 45 kg.

 

Medium-length black hair, tied into a smooth tail that runs just past her shoulder. Clear brown eyes that seem to stare faraway. Her skin is dark and sunkissed and smooth, except for her extremities, which belie her physical nature. Her hands, forearms, shins and feet are rough like worn leather and she is well aware of this fact, being careful not to reveal this to many.

 

Her smile remains that of a young girl, but she otherwise appears to be in her early twenties.

 

Norie prefers to wear plain brown or cream-colored kimonos, but owns a pure white set for use in crafting (rarely) katanas.

 

 

Please excuse the use of "yakuza" in a Sengoku setting. The generic gangster terminology didn't carry the weight or body of understanding that the term "yakuza" did and so we used that terminology (as well as yakuza culture) in the game.

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Re: Yamamura Giveaway Contest Entries

 

this is a character for my Uk hero project hes a Japanese super operating in England in the 80s(although he does also operate in japan and else where during his career)

 

I'm not 100% happy with the build on him think i could skim few points of skills but i want him to be a very competent super agent with a bit of a plus.

 

had lost of fun with translator programs for his powers so I'm sure there semi literate Japanese at best

 

[b]Akihiko Takahashi - RONIN 47, Kama Chameleon[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15      12-       HTH Damage 3d6  END [1]
23    DEX     39   23      14-       OCV 8 DCV 8
15    CON     10   15      12-
15    BODY    10   15      12-
18    INT     8   18      13-       PER Roll 15-
18    EGO     16   18      13-       ECV: 6
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
3    PD      0   3/11             3/11 PD (0/8 rPD)
3    ED      0   3/11             3/11 ED (0/8 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
6    REC     0   6
30    END     0   30
31    STUN    0   31
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"                3" forward, 1 1/2" upward

[b]CHA Cost: 113[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    suterusu tsu, all slots Only In Heroic Identity (-1/4) - END=
19     1)  [b][i]kacchuu[/i][/b]: Armor (8 PD/8 ED) (24 Active Points); Only In Heroic Identity (-1/4) - END=0
10     2)  [b][i]tokagegurippu[/i][/b]: Clinging (25 STR) (13 Active Points); Only In Heroic Identity (-1/4) - END=0
4     3)  [b][i]bengo choukaku[/i][/b]: Hearing Group Flash Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
4     4)  [b][i]hogo bijon[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
4     5)  [b][i]sekigaisenbijon[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
4     6)  [b][i] naitobijon[/i][/b]: Nightvision (5 Active Points); Only In Heroic Identity (-1/4) - END=0
2     7)  [b][i]chouonpa choukaku[/i][/b]: Ultrasonic Perception (Hearing Group) (3 Active Points); Only In Heroic Identity (-1/4) - END=0
4     8)  [b][i] shigaisenbijon[/i][/b]: Ultraviolet Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
58     [b][i]kamereonshisutemu[/i][/b]: Multipower, 72-point reserve,  (72 Active Points); all slots Only In Heroic Identity (-1/4) - END=
5u     1)  [b][i]kamereonshisutemu II[/i][/b]: (Total: 65 Active Cost, 52 Real Cost) +6 with DCV (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) [b]plus[/b] +8 with Stealth (16 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 13) [b]plus[/b] Invisibility to Smell/Taste Group and Danger Sense , Reduced Endurance (0 END; +1/2) (19 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 15) - END=0
4u     2)  [b][i]kamereonshisutemu I[/i][/b]: Invisibility to Sight, Hearing, Smell/Taste and Radio Groups and Danger Sense , No Fringe, Reduced Endurance (0 END; +1/2) (72 Active Points); Chameleon (-1/2), Only In Heroic Identity (-1/4) - END=0
    RONIN training - END=
6     1)  [b][i]kunren wo uke ta obuza^ba^[/i][/b]: +2 PER with all Sense Groups - END=0
8     2)  [b][i]suyoi kokoro no gihou[/i][/b]: Mental Defense (12 points total) - END=0
13     [b][i]gunbi tsu^ru[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); IIF (-1/4); all slots OAF (-1) - END=
1u     1)  [b][i]ninja hatsuentou[/i][/b]: Darkness to Sight and Hearing Groups 2" radius (25 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) - END=[6 cc]
1u     2)  [b][i]datsuryoku da^tsu[/i][/b]: Drain STR 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4) - END=[6]
1u     3)  [b][i]gen'un da^tsu [/i][/b]: Drain DEX 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4) - END=[6]
1u     4)  [b][i]minikamera to boisureko^da^[/i][/b]: Eidetic Memory, 1 Continuing Fuel Charge lasting 1 Hour (+0) (5 Active Points); OAF (-1) - END=
1u     5)  [b][i]suimin peretto[/i][/b]: Energy Blast 3d6, No Normal Defense (defense is life support self contaiend breathing or appropriate immunity; +1) (30 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]
1u     6)  [b][i]bo^ro[/i][/b]: Entangle 3d6, 3 DEF (30 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF (-1), 4 Recoverable Charges (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4) - END=[4 rc]
1u     7)  [b][i]furasshu peretto[/i][/b]: Sight Group Flash 4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]
1u     8)  [b][i]bo shuriken[/i][/b]: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Range Based On STR (+1/4), 12 Recoverable Charges (+1/4) (22 Active Points); OAF (-1) - END=[12 rc]
1u     9)  [b][i]ooku no shuriken[/i][/b]: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Autofire (5 shots; +1/2), 32 Recoverable Charges (+3/4) (22 Active Points); OAF (-1) - END=[32 rc]
1u     10) [b][i]terumitto peretto[/i][/b]: Killing Attack - Ranged 1d6, Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; sets fire to flammable materials; +0), Continuous (+1) (30 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) - END=[6 cc]
1u     11) [b][i]boueki tsu^ru[/i][/b]: +3 with all non-combat Skills (24 Active Points); OAF (-1) - END=
1u     12) [b][i]ro^purancha[/i][/b]: Swinging 20" (20 Active Points); OAF (-1) - END=2
22     [b][i]kama[/i][/b]: Multipower, 45-point reserve,  (45 Active Points); all slots OAF (-1) - END=
1u     1)  [b][i]kama wo nage[/i][/b]: Energy Blast 8 1/2d6 (43 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (-1/2), Range Based On Strength (-1/4) - END=[1 rc]
1u     2)  [b][i]bukkirabouna sutoraiki[/i][/b]: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=3
2u     3)  [b][i] surudoi kama no ha[/i][/b]: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF (-1) - END=4
1u     4)  [b][i]kama no ha wo nage[/i][/b]: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Range Based On STR (+1/4), Armor Piercing (+1/2) (44 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (-1/2) - END=[1 rc]
5     [b][i]another kama[/i][/b]: Custom Power (5 Active Points) - END=1

[b]POWERS Cost: 189[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
5      Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5      Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
5      Joint Break:  1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable
4      Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
4      Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3      Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4      Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm
4      Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3      Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
4      Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3      Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4      Nerve Strike:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5      Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4      Root:  1/2 Phase, +0 OCV, +0 DCV, 30 STR to resist Shove; Block, Abort
3      Takedown:  1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls
2      Weapon Element:  Karate Weapons, Staffs

[b]MARTIAL ARTS Cost: 66[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Acrobatics 14-
3      Acting 12-
3      Breakfall 14-
3      Climbing 14-
3      Combat Driving 14-
3      Criminology 13-
10      Defense Maneuver I-IV 
3      Demolitions 13-
3      Disguise 13-
6      Gambling (Board Games, Card Games, Dice Games) 13-
3      High Society 12-
3      Language:  English (fluent conversation; literate)
3      Lipreading 13-
0      Language:  Japanese (idiomatic; literate) (5 Active Points)
3      Lockpicking 14-
3      PS: secret agent 13-
5      Rapid Attack (HTH) 
3      Scholar
2      1)  KS: Karate (3 Active Points) 13-
2      2)  KS: aikido (3 Active Points) 13-
2      3)  KS: economics (3 Active Points) 13-
2      4)  KS: international crime (3 Active Points) 13-
2      5)  KS: japanese religious artifacts (3 Active Points) 13-
2      6)  KS: paranormal incidents (3 Active Points) 13-
2      7)  KS: super hero world (3 Active Points) 13-
3      Security Systems 13-
3      Seduction 12-
3      Shadowing 13-
3      Sleight Of Hand 14-
7      Stealth 16-
3      Tactics 13-
3      Teamwork 14-
10      Two-Weapon Fighting (HTH) 
3      Ventriloquism 13-
4      WF:  Common Martial Arts Melee Weapons, Small Arms

[b]SKILLS Cost: 119[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Access

[b]PERKS Cost: 4[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
9      Ambidexterity (no Off Hand penalty)

[b]TALENTS Cost: 9[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  bonded alien stealth suit (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10     Hunted:  japanese paranomal defense group 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
15     Hunted:  The yakuza 11- (As Pow, Harshly Punish)
25     Hunted:  the chapliancy 14- (Mo Pow, Harshly Punish)
5     Hunted:  suit aliens 8- (As Pow, Limited Geographical Area, Harshly Punish)
20     Hunted:  THE DEPARTMENT 14- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
15     Psychological Limitation:  bushido code (Common, Strong)
20     Social Limitation:  under orders of japanese government (Very Frequently, Major)
20     Social Limitation:  under orders of THE DEPARTMENT (Very Frequently, Major)
10     Social Limitation:  secret ID (Occasionally, Major)
15     Social Limitation:  living in a foreign culture (Very Frequently, Minor)
10     Vulnerability:  1 1/2 x Effect cold (Common)

[b]DISADVANTAGES Points: 175[/b]

Base Pts: 200
Exp Required: 125
Total Exp Available: 125
Exp Unspent: 0
Total Character Cost: 500



 

 

Akihiko Takahashi Was A gifted student and skilled martial artist Akihiko Takahashi He would have represented Japan in the Olympics at 18 in 1980 if not for a car accident that left him in traction for almost 6 months. Following this set back Akihiko Joined the JSDF army he found the work very rewarding enjoying the opportunity o serve his country assist ion disaster relief etc. And he was rapidly promoted.

 

It was during his second year in the JSDF that he was involved in a paranormal incident the exact nature of which has yet to be declassified. During this incident Akihiko Showed himself to be extremely mentally resistant t the traumas of the paranormal the reports of the incident showed that without his leadership the incident would have been much worse and the men under his command would probably not have survived. Akihiko was quickly approached by the JSDFs paranormal defense program also known as RONIN.

 

He was selected and passed the induction programmed he joined the organization as a standard field agent supporting the organizations super powered agents.

 

after intensive training Akihiko Operated with a containment squad securing paranormal incident sites to contain the situation and following the incident to protect the technical staff from after effects.

 

It was during just such a containment mission that Akihiko Was accidentally exposed to an advanced alien biotechnological stealth suit. The system bonded to him symbiotically linked. Following several months of really unpleasant testing Akihiko Was cleared for field work once more and with his new found stealth abilities combined with his extensive martial arts experience he became the 47th special operative of RONIN.

 

In 1984 he was sent to The UK as part of an exchange / liaison programmed at the time the Yakuza and the super powered British crime lord the white chaplain where working together with the Yakuza supplying the white chaplain with priceless religious artifacts in exchange for unknown services .

 

Joining forces with the British super team the shining aegis he worked to return the artifacts back to Japan and thwart the yakuza unfortunately for him his name was quickly corrupted by the British tabloid papers. When he first papered on the scene and explained his martial arts equipment and powers the front page of the sun the next day titled him as KAMA CHAMELEON and the name stuck.

 

 

Akihiko Takahashi Operated in the UK throughout themed to late 1908’s doing his best to balance his loyalties to two masters whilst saying safe from his twin enemies not to mention the mysterious aliens who created his suit. In his down time has fascinated by British culture especially London’s punk and new wave scenes and enjoys the night life as he masquerades as a graduate student at the LSE.

 

Powers and tactics

 

The stealth suit is most effective when Akihiko Takahashi Remains immobile if he does not move he is almost completely undetectable except by touch and certain exotic senses. When moving the suit merely makes him harder to hit it also makes him much stealthier. A strange feature of the suit is that it seems to prevent his detection by so called danger senses analysis is hampered by a lack of a complete understanding of the mechanism of the danger sense.

 

In combat Akihiko Takahashi Relies on his Kama they are highly advanced versions using special alloys to give them a superior cutting edge and he has training with the extensively mastering the art of hurling them to deliver a blunt impact to stun a foe or a blade first strike for maximum damage.

 

Combined with his mastery of martial arts he also has a range of small tool and weapons concealed in a hidden utility belt within his stealth suit these include shuriken and drugged darts as well as distraction devices and burglary tools.

 

Personality and motivation

Akihiko Takahashi Out of the suit is an outgoing, happy, charming and engaging young man though his lack of knowledge of UK culture can be exasperating some time for his friends. He is a smart and gifted tactician and a natural leader.

 

When in the suit his personality seems completely different he’s taciturn rarely speaking unless he has something important to say whilst still a skilled leader and tactician he prefers to keep to the sidelines until an opportunity to strike presents its self.

 

Akihiko Takahashi Is in a difficult position his superiors have seconded him to the British government and he is expected to follow their orders but occasionally his orders from his own superiors supersede these he fid sit hardtop attempt to please both sides and keep his own bushido code whilst doing so. He is also intently curious about the origins of the suit that has boned its sell to him and worries about the return of its creators and what it might be doing to him.

 

Campaign use

 

RONIN 47 is all about stealth he sneaks into facilities disables the security and the guards he’s a nightmare if he’s on the other side from you (mind control orders of the Japanese government etc) he’s not the most powerful hero but he is still a world class hero and can compete on that level. He is an effective martial artist without his stealth abilities but using them properly and with suitable tactics he should be able to defeat even more powerful supers. He is a 1980’s UK hero but could easily be shifted to any time period or nation.

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Re: Yamamura Giveaway Contest Entries

 

This entry is my attempt at a Japanese "Shazam" character. IT might be a bit hokey to those who know Furin Kazan, but hey...Shazam was hokey. I like him, but he could use some polish.

 

 

 

SENKUSHA

 

Val Char Cost Roll Notes

15+40 STR 5 12- / 20- Lift 200.0kg/51.2tons; 3d6/11d6 [1/5]

20 DEX 30 14- OCV: 9/DCV: 9

18 CON 16 13-

18 BODY 16 13-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

15 PRE 5 14- PRE Attack: 5d6

14 COM 2 12-

 

5+8 PD 2 Total: 15/23 PD (15/23 rPD)

5+8 ED 1 Total: 15/23 ED (15/23 rED)

4 SPD 10 Phases: 3, 5, 8, 10, 12

8 REC 2

40 END 2

35 STUN 0 Total Characteristic Cost: 105

 

Movement: Running: 6"/12"

Flight: 19"/152"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

24 Furinkazan: Elemental Control, 60-point powers, (30 Active Points); all slots Only In Heroic Identity (-¼)

24 1) Swift as the Wind: Flight 19", x8 Noncombat, Reduced Endurance (½ END; +¼) (60 Active Points); Only In Heroic Identity (-¼) 2

24 2) Silent as a Forest: Invisibility to Sight, Hearing and Smell/Taste Groups, Combat Sense and Radar , No Fringe, Reduced Endurance (½ END; +¼) (60 Active Points); Only In Heroic Identity (-¼) 2

24 3) Fierce as Fire: Energy Blast 12d6 (60 Active Points); Only In Heroic Identity (-¼) 6

24 4) Immoveable as a Mountain: Density Increase (21,800 kg mass, +40 STR, +8 PD/ED, -8" KB), Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼)

10 +6 DEX (18 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼)

8 +10 STUN (10 Active Points); Only In Heroic Identity (-¼)

18 Damage Resistance (23 PD/23 ED) (23 Active Points); Only In Heroic Identity (-¼)

8 +10 ED (10 Active Points); Only In Heroic Identity (-¼)

10 Mental Defense (13 points total)

8 +10 PD (10 Active Points); Only In Heroic Identity (-¼)

8 +10 PRE (10 Active Points); Only In Heroic Identity (-¼)

8 +1 SPD (10 Active Points); Only In Heroic Identity (-¼)

8 Cosmetic Transform 2d6 (10 Active Points); Limited Target ([slightly Limited]; Cothing only; -¼) 1

 

Perks

3 Money: Well Off

 

Skills

16 +2 with All Combat

2 Language: English (fluent conversation)

3 Oratory 14-

5 PS: Professor 15-

3 Scholar

2 1) KS: Japanese History (3 Active Points) 13-

2 2) KS: Military History (3 Active Points) 13-

1 3) KS: Superpowers (2 Active Points) 11-

2 4) KS: World History (3 Active Points) 13-

 

Total Powers & Skill Cost: 245

Total Cost: 350

 

200+ Disadvantages

15 Social Limitation: Secret Identity (Frequently, Major)

20 Psychological Limitation: Superpatriot (Common, Total)

20 Psychological Limitation: Honorable (Common, Total)

20 Vulnerability: 2 x STUN Darkness-based attacks (Common)

20 Susceptibility: Mystic-based darkness 2d6 damage per Phase (Uncommon)

20 Dependent NPC: Yuki 11- (Normal; Unaware of character's adventuring career/Secret ID)

10 Hunted: Kazan (Champions Worldwide) 8- (As Pow, Harshly Punish)

15 Hunted: VIPER 8- (Mo Pow, Harshly Punish)

10 Reputation: Honorable, 11-

 

Total Disadvantage Points: 350

 

Background/History: Shinichi Bokuden was always interested in history. Most especialy the history of his homeland and the many significant military battles fought there. While these were the subjects of his college thesis, they would not define him as would a chance meeting with an ailing superhero.

 

The hero known as Ichibun was once known for his patriotic ferveor and heroism. But after World War Two, he decided it woudl be best to allow his nation to heal and grown on its own...for such an icon of the Emperor's glory would only serve as a depressing reminder of the past, and not herald the future.

 

Shinichi received an anonymous call and a college grant form a man who identified himself in private as Ichibun himself. Over the course of his final weeks the dying man transferred his wealth and his knowledge of the paranormal worl to the recent college graduate. In his final act, finding Shinichi a worthy successor, he also imbued Shinichi with the power to uphold the honor and glory of the nation of Japan.

 

Cosmic energies, once bestowed upon Ichibun by extradimensional entities, were now spewed into the very fabric of Shinichi Bokuden. The secret of his powers came from his own spirit and manifested themselves in the form of the subject of hisempassioned thesis...the samurai banner of Furin Kazan. The hero Ichibun was no more.

 

He would remain Shinichi Bokuden and earn a position as professor of history in a local community college. But his sense of honor and his fervent faith in the nation of Japan would cause him to utter the now mystic words "Furinkazan" and transform into Senkusha, the herald.

 

Personality/Motivation: A staunch Japanese loyalist and patriot, Senkusha can usually be found battling foreign supervillains encroaching on his native soil. He is also honorable to a fault, and this is generally a point that "modern" heroes and villains alike would try to use against him.

 

He is especially protective of young people and has taken a young orphan student of his, Yuki, under his professional wing.

 

 

Powers/Tactics: Senkusha generally patrols the skies invissible and with full density. His energy bolts are a cherry red and when he first fires them he appears as a burst of sunlight in the sky, firing a ray of sunlight onto his opponent. He is much more comfortable with flight combat and tends to keep his distance when ever possible.

 

He avoids collateral damage at every opportunity.

 

Campaign Use: Senkusha is a well-meaning but often stubborn obstalce of a hero. HE can easily be positioned to stand in the way of an objective to any hero (or villain) group.

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Re: Yamamura Giveaway Contest Entries

 

This may well be too late but I'll post it just in case. I had fun creating the character anyway.

 

 

I don't know that much about Japan but I know a but about Anime and Manga. So I've gone for a supernatural character with a hint of Wolf and Cub.

 

 

 

Background: Jiro can barely remember his parents. He was taken from them as a child by a brooding and dour old man who told him that he was to be moulded into the perfect assassin or killed in the process. The man had once been the greatest Yakuza assassin of his generation, a true artist of death, now he intended to prove his status as a master assassin by creating the perfect killing machine.

 

 

This man claimed that names were not important to a killer and that Jiro was to call him Sensei and nothing more, killers did not need a past and they did not need to connect with anyone else.

 

 

And so the training began in Sensei's palatial mansion somewhere in the countryside near Matsuyama.

 

 

While other children played with stuffed animals and video games Jiro was forced to train endlessly in fitness and physical combat. By age ten he could assemble a military issue rifle quicker than most rank and file soldiers, fight competently with a dozen different weapons and run for hours without tiring. In the next few years his education was expanded, among other things he learned how to lie and manipulate, how to pick locks and how to prepare poisons. By age 20 he was a truly lethal assassin. It was only then that Sensei began setting targets for his young pupil

Although trained well in close combat Jiro preferred to eliminate his targets from a distance, he didn't like to look in their eyes as he killed. This was the flaw in Senesei's training, he had neglected to instil a perfect callousness in his protege, believing that a lack of love and human contact would do this job for him, it only made Jiro lonely and gave him a desperate need for companionship.

Perhaps sensing this weakness Sensei decided to harden his student. So he went out and found another young boy, around the age that Jiro had been when Sensei had 'recruited' him. The orphanage that kept the boy were unable to resist the amount that Sensei offered them for a quick, no questions asked hand over of custody, local officials proved equally easy to bribe or intimidate.

 

 

Sensei took the child home and left him in a side room. Then he told Jiro that one more assignment was awaiting him in the next room. As always Sensei warned that a failure on Jiro's part would result in his own elimination.

 

 

Jiro took a silenced pistol from his bedside table, slipped into a hidden shoulder holster and walked into the room that his master had indicated. A small cherubic boy greeted him with a shy smile that nonetheless revealed fear at being left alone in this strange new place. Jiro's heart nearly stopped in his chest. He reminded himself of his master's teachings, the lives of weaklings were without worth. But before his resolve could harden he saw something on the floor beside the boy. It was a Kaeru doll, a ragged old toy in the shape of a character from a children's tv show that had had been popular in Japan around 15 years ago. Jiro had once played with just such a doll. He suddenly saw the boy as a reflection of his old, innocent, carefree self.

 

 

Jiro's will snapped, he didn't know what to do next but he did know that he must save this child. He took the boy by the hand and led him out of the room and then out to the car that he had been given to use on his last assignment. They drove down to the front gate but there Jiro had get out to open the heavy wooden doorway. And that was when Sensei, who had been watching from an upper story window, put a bullet through his student's heart.

 

 

Jiro lay on the cool gravel of his master's garden for what seemed like an eternity. Until something cold slid into his chest and wrapped itself around his ruined heart.

 

 

A voice whispered to the dying assassin, it spoke of bargains, of lives to be harvested in return for this one, of the darkest kind of justice a man could wield.

 

 

Jiro accepted.

 

 

And gasped as the cold fingers squeezed his heart with merciless pressure, forcing the ruptured muscle to reknit itself. A remorseless energy forced Jiro's blood to flow once again. Finally a pair of semi-circular blades, appeared in his hands, one marked with Yin, the other with Yang. He stood as if in a dream and returned to his master's house. As Jiro entered Sensei slipped ghost-like down the stairs and shot him over and over again, but Jiro's flesh became as smoke before the deadly projectiles and Jiro's blades reached out with unnatural speed to open his master's throat. Sensei had guards, but they died even more easily than their employer.

 

 

The voice still spoke to Jiro, it told him that like his last master it would not reveal its true name, only its profession. The voice belonged to The Reaper, an ancient god who collected the souls of the dead and took them to their rightful place. But there were strange things afoot in the world and the god needed more power. The more lives that someone ended before they themselves died the more negative, (Yin), energy they collected, it was this energy that fed and strengthened the Reaper. In return for his life Jiro must harvest the most powerful souls for his master to gather.

 

 

Assassins, serial killers, warlords, villains. It was up to Jiro to choose his targets, but he must not slacken in his duties or abandon his destiny, or he would suffer the consequences. He must guard his new life carefully however as he would not be spared again.

 

 

Jiro stole some useful equipment and ready cash from Sensei's mansion and then took the terrified boy, Kiroshi, back to the orphanage.

 

 

The assassin prepared to begin his new life, first deciding to leave the neighbourhood of Matsuyama to escape any reprisals from those who had known Sensei.

 

 

But first he decided to go and check on the boy he had spared. He waited until nightfall then crept along the rooftops near the orphanage, scanning the windows in the hope of spotting his ersrwhile target. He did more than that, he met Kiroshi's tear-filled eyes as the boy gazed hopelessly out into the night. Kiroshi had believed that he had finally been given a home, instead he had been in the middle of a terrifying gunfight and then taken back to orphanage that he hated.

 

 

Once again Jiro's heart proved softer than he had believed. So he climbed up to Kiroshi's window and asked the boy if he would like to escape.

And so the killer and the innocent fled together into the night.

But the Reaper had one last surprise for Jiro. He still had a few things to learn about the criminal underworld that he would have to operate in. So the Reaper bound a spirit tit had recently harvested o serve as Jiro's advisor. This was none other than the ghost of the man who had called himself Sensei.

 

Characteristics.

20 STR 10 10

20 DEX 10 30

16 CON 10 12

17 BODY 10 14

13 INT 10 3

18 EGO 10 16

20 PRE 10 10

14 COM 10 2

6 PD 4 2

5 ED 3 2

4 SPD 3.0 10

7 REC 7 0

32 END 32 0

33 STUN 35 -2

7" RUN 6 2

2" SWIM 2 0

4" LEAP 4 0

 

 

Skills.

12 +4 with Reaper Powers

6 +2 with Martial Maneuvers

5 +1 with Ranged Combat

24 Penalty Skill Levels: +8 vs. Hit Location modifiers with All Attacks

3 Acrobatics 13-

3 Acting 13-

3 Analyze: Combat 12-

3 Breakfall 13-

3 Bugging 12-

3 Climbing 13-

3 Combat Driving 13-

3 Concealment 12-

3 Conversation 13-

10 Defense Maneuver I-IV

3 Disguise 12-

3 Fast Draw (Ring Blades) 13-

0 Language: Japanese (completely fluent) (3 Active Points)

3 Lockpicking 13-

3 Paramedics 12-

3 Persuasion 13-

3 Poisoning 12-

2 PS: Assassin 11-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 13-

3 Tracking 12-

10 Two-Weapon Fighting (HTH)

1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Garrote, Off Hand, Staffs

 

 

 

Powers

35 Reaper's Arts: Multipower, 70-point reserve, (70 Active Points); all slots OAF (Yin and Yang Blades; -1)

3u 1) Reaper's Circle: Killing Attack - Hand-To-Hand 2 1/2d6 (3d6+1 w/STR), Area Of Effect Accurate (One Hex; +1/2), Selective (+1/4) (70 Active Points); OAF (Yin and Yang Blades; -1)

3u 2) Death Dragon's Flail: Killing Attack - Hand-To-Hand 3 1/2d6 (5d6 w/STR) (55 Active Points); OAF (Yin and Yang Blades; -1)

3u 3) Soul Sickle: Drain Body, Con, Ego and Presence 2 1/2d6, Affects Desolidified Any form of Desolidification (+1/2), [four powers] simultaneously (+1) (62 Active Points); OAF (Yin and Yang Blades; -1)

3u 4) Wraith Blade: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 w/STR), Armor Piercing (+1/2) (67 Active Points); OAF (Yin and Yang Blades; -1)

2u 5) Spectre's Defence: Desolidification (affected by Ghost Attacks) (40 Active Points); OAF (Yin and Yang Blades; -1), Instant (-1/2)

 

1 Mental Training: Mental Defense (5 points total)

5 Reaper's Training: Power Defense (5 points)

 

Perks

3 Anonymity

4 Contact: Sensei (Contact has useful knowledge), Spirit Contact (x2) (4 Active Points) 8-

5 Money: Well Off

Perk Cost: 12

 

Martial Arts

3 Weapon Element: Blades, Empty Hand, Off Hand

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls

5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 30 STR to take weapon away

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls

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