Don't let the 'cute' look fool you. This is a gang of highly trained Ninjas who are drug-fueled to have even greater speed accuracy and strength than human normal for several minutes at a time
They carry a variety of typical ninja weapons (Katanas, Shuriken, and B&E gear) along with variable ammo (stun, drug delivery, regular bullet, etc) guns disguised as a pencil case.
Serious threat (or ally group) to any campaign. The fact they are all cute girls only leads you to underestimate them.
Just for fun, I built the main characters of A Certain Scientific Railgun built as starting 400/75 Characters for a typical Champions game. comments welcome
History: Misaka Mikoto is the series' main heroine. Her parents are Tabigake and Misuzu Misaka. Her father is a prominent businessman and millionaire. Despite her rich background, she grew up in a normal typical childhood.
Mikoto attends Tokiwadai Middle School, a famous girls' school for the rich and elite psychics and one of the five elite schools of Academy City. To most people, she is considered a proper lady, but in reality, she has a short-tempered, prideful, and improper attitude with some tomboyish tendencies and insecurities, a fact few other characters know. She is fond of cute, childish things, such as flowery pajamas and Gekota, the popular frog mascot franchise. Contrary to what she claims, she has a strong sense of morals and hates injustice. Mikoto has a one-sided rivalry with Touma, who nicknamed her Biri Biri (ビリビリ, relating to the sound of an electric shock), ever since their first meeting before the events of the first novel when he first dissipated her electricity after he unsuccessfully tried to rescue her. Since that incident, she is always trying to have a proper match with Touma and defeat him despite his many attempts to avoid conflict with her.
When Mikoto was young, she was tricked into giving the city's scientist her DNA under the pretense of finding the cure for Duchenne muscular dystrophy; their actual goal to create military-grade combat clones of her. When it was discovered that the clones did not have the same power level as Mikoto, they were instead used in an Project called Level 6 Shift, intended to make Accelerator the first level 6 esper by having him kill 20,000 clones. The events of how Mikoto tried to stop the project are briefly mentioned in the third novel and expanded upon in the Railgun manga. When all of her attempts failed, she contemplates letting herself be killed by Accelerator, as an unexpected variable to destroy Tree Diagram's calculations. However, it is not until Touma intervenes and beats Accelerator, proving him to be really weak, that the project is canceled and the remaining 9969 surviving Sisters are spared. She treats her clones as younger sisters, and will defend them as fiercely as if they were biological sisters.
Powers/Tactics: At a young age, she was discovered to be a Level 1 Electromaster, espers who have the ability to generate and control electricity. She enrolled into Academy City to train her powers and worked very hard until her powers were ranked Level 5, the highest esper ranking, with her being the third strongest of the seven espers with this rank. As an electromaster, she can generate and manipulate electricity which she can use to shock opponents, hack into electronics like computer networks and security systems, and use electromagnetism to cling to surfaces or manipulate iron particles in sand/dirt into a chain-sword whip or a barrier. Mikoto's signature move is her ability to shoot metal projectiles such as coins at high destructive speeds, hence her nickname, The Railgun. If she is in a bad mood, she will sometimes let out bursts of electricity describing her emotional stress, usually resulting in power failures or even citywide blackouts.
Quote: “Someone places a hurdle in front of me, and I can’t rest until I’ve jumped over it.”
Super name: Railgun
Real Name: Mikasa Mikoto
VAL CHA Cost Roll Notes
10 STR 0 11- HTH Damage 2d6 END [1]
18 DEX 16 13-
16 CON 6 12-
23 INT 13 14- PER Roll 14-
13 EGO 3 12-
15 PRE 5 12- PRE Attack: 3d6
9 OCV 30
8 DCV 25
3 OMCV 0
3 DMCV 0
4 SPD 20 Phases: 3, 6, 9, 12
15 PD 3 15 PD (10 rPD)
15 ED 3 15 ED (10 rED)
4 REC 0
50 END 6
12 BODY 2
40 STUN 10
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
Characteristics Total: 142
Cost Powers
47 Electro Magnetism: Multipower, 70-point reserve, (70 Active Points); Side Effects (Side Effect always occurs whenever the character does some specific act, Side Effect only affects the environment near the character; causes blackouts when power is maxed; -1/2) - END=
1f 1) Aura of Sparks: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for PRE attacks; -1) - END=
11v 2) Sight, Hearing and Radio Groups Flash: electro sparks 12d6 (70 Active Points); Limited Power: limited control Power loses about a fourth of its effectiveness (this power will manifest uncontrollably as Mikasa's frustration rises; -1/4) - END=7
1f 3) Clinging (normal STR) (10 Active Points); Limited Power Power loses about a third of its effectiveness (clinged surface must contain ferrous material; -1/2) - END=0 (rebar in concrete will do)
12v 4) Lightning Blast: Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) - END=2
4f 5) Ball Lightning: Blast 9d6+1, Area Of Effect (8m Radius; +1/2) (70 Active Points); Inaccurate (1/2 OCV; -1/4), No Knockback (-1/4), Limited Range (-1/4) - END=7
4f 6) Iron Sand Sword: Hand-To-Hand Attack +8d6, Armor Piercing (vibrating; +1/4) (50 Active Points); Hand-To-Hand Attack (-1/4) - END=5
5f 7) Iron out of Sand : Barrier 10 PD/10 ED, 10 BODY (up to 1m long, 1m tall, and 1/2m thick), Opaque Sight Group (53 Active Points) - END=5
5f 8} Railgun: Killing Attack - Ranged 4d6-1, Armor Piercing (+1/4) (69 Active Points); IIF (small metal object of opportunity. usually a steel arcade token coin; -1/4) - END=7
4f 9) Tazer: Blast 12d6, STUN Only (+0) (60 Active Points); No Range (-1/2) - END=6
4f 10) Major Transform: electronics into fried junk 4d6 (40 Active Points) - END=4
13 Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - END=0
40 Electrical attack immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only Electrical-based attacks; -1/2) - END=0
30 Electro-armor: (Total: 30 Active Cost, 30 Real Cost) +10 PD, Resistant (+1/2) (15 Active Points) (Real Cost: 15) plus +10 ED, Resistant (+1/2) (15 Active Points) (Real Cost: 15) - END=0
Powers Total: 181
Cost Skills
3 Acting 12-
3 Breakfall 13-
0 CK: Academy City 8-
3 Charm 12-
0 Climbing 8-
3 Concealment 14-
2 CuK: Tokiwadai Middle School 11-
3 Deduction 14-
3 High Society 12-
1 KS: Music 8-
2 Language: English (basic conversation; literate)
2 Language: French (basic conversation; literate)
0 Language: Japanese (idiomatic; literate) (5 Active Points)
1 Language: Russian (basic conversation)
0 PS: Student 11-
0 Paramedics 8-
0 Persuasion 8-
3 Power Stunts 11-
3 Science Skill: Physics: Electro-Magnetism 14-
3 Security Systems 14-
0 Shadowing 8-
3 Stealth 13-
Skills Total: 38
Cost Perks
2 Positive Reputation: #3 ranked esper in the city (A medium-sized group) 11-, +2/+2d6
1 Custom Perk: able to get free drinks from vending machines.
5 Money: Well Off
Perks Total: 8
Cost Talents
3 Lightning Calculator
4 Lightning Reflexes (+4 DEX to act first with All Actions)
3 +1/+1d6 Striking Appearance (vs. all characters)
Talents Total: 10
Value Complications
5 Distinctive Features: Esper (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
15 Psychological Complication: Tsundere (Common; Strong)
5 Psychological Complication: In love with Touma (Uncommon; Moderate)
10 Psychological Complication: Hotheaded (Common; Moderate)
10 Dependent NPC: Sister(s) Infrequently (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs) (there are nearly 10,000..but only 10 remain in Academy City, and only 1 or 2 show up at a time)
5 Social Complication: Student, must attend classes Infrequently, Minor
10 Social Complication: Underage (13 years old) Frequently, Minor
15 Hunted: Academy City Authorities Very Frequently (Mo Pow; Watching)
Complications Points: 75
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400
The Dapper Man is a Phantom Thief who has never been caught, in spite of announcing via a fancy calling card whatever it is he plans to steal. Active since the 1920s, he is thought at this point, almost a hundred years later, to be a legacy spanning generations now.
He has stolen multi-Karat gems from museums, priceless paintings, even intervened at weddings ("I'll steal your bride!"). He has succeeded against Police and even Superheroic protection.
His powers origins are unknown, but are believed to have some combination of stealth,or invisibility, subversion of electronic surveillance, and possibly teleportation and magic. The cane he caries may be of magical origin, but he has been observed to use it as a melee weapon. The crystal at the tip has been seen to glow, so may also be a magic wand or staff of some sort. What he steals is almost impossible to fence, so it is suspected that he is doing this for the thrill or the challenge, rather than for money. Often the stolen items are found anywhere from a few hours to a few months later. Kidnapped people are usually released in very short order, but always seem to have changed their minds over whatever it was they were kidnapped/stolen over.
The Dapper Man is a Phantom Thief who has never been caught, in spite of announcing via a fancy calling card whatever it is he plans to steal. Active since the 1920s, he is thought at this point, almost a hundred years later, to be a legacy spanning generations now.
He has stolen multi-Karat gems from museums, priceless paintings, even intervened at weddings ("I'll steal your bride!"). He has succeeded against Police and even Superheroic protection.
His powers origins are unknown, but are believed to have some combination of stealth,or invisibility, subversion of electronic surveillance, and possibly teleportation and magic. The cane he caries may be of magical origin, but he has been observed to use it as a melee weapon. The crystal at the tip has been seen to glow, so may also be a magic wand or staff of some sort. What he steals is almost impossible to fence, so it is suspected that he is doing this for the thrill or the challenge, rather than for money. Often the stolen items are found anywhere from a few hours to a few months later. Kidnapped people are usually released in very short order, but always seem to have changed their minds over whatever it was they were kidnapped/stolen over.
The Dapper Man is a Phantom Thief who has never been caught, in spite of announcing via a fancy calling card whatever it is he plans to steal. Active since the 1920s, he is thought at this point, almost a hundred years later, to be a legacy spanning generations now.
He has stolen multi-Karat gems from museums, priceless paintings, even intervened at weddings ("I'll steal your bride!"). He has succeeded against Police and even Superheroic protection.
His powers origins are unknown, but are believed to have some combination of stealth,or invisibility, subversion of electronic surveillance, and possibly teleportation and magic. The cane he caries may be of magical origin, but he has been observed to use it as a melee weapon. The crystal at the tip has been seen to glow, so may also be a magic wand or staff of some sort. What he steals is almost impossible to fence, so it is suspected that he is doing this for the thrill or the challenge, rather than for money. Often the stolen items are found anywhere from a few hours to a few months later. Kidnapped people are usually released in very short order, but always seem to have changed their minds over whatever it was they were kidnapped/stolen over.
if your character is from the US, the good news is there's a school somewhere for almost any of the major martial arts that don't discriminate by background.
flavorful ones:
Karate - classic Okinawan art, and a good starting point
Kempo - a different Japanese art that is very syncretic - it borrows from everything that works
Ju-jutsu (Judo as a "KS: Judo: Sport" might be an interesting additional KS)
Savate or Tai Kwon Do for a kick-specialist
Wing Chun Kung Fu (the most popular)
Jeet Kun Do - Bruce Lee created this style as a practical art.
Muay Thai - for brutal, dark fighting - Thai kickboxing kills several practitioners a year
Capoiera - Performance: Dancing would improve the art
Boxing/MMA - Manly fisticuffs
Hapkido - a Korean art mixing punches kicks and throws, also an unusual choice