Kitsune Shan

   Kitsune Shan was a minor character from a prequel adventure – however, he survived, and has come into play several times since then. Since he just got exposed to a version of the war-wiring technology that’s been magically modified to install itself, and has been scooped up by the Mandate (and thus has been given an opportunity to get into their stock of magical toys and – possibly – enhancement effects, it’s time to put up a current character sheet.

Kitsune Shan

Value Characteristic Points
5/15 STR -5
14/24 DEX 12
10/18 CON 0
7 BODY -6
10 INT 0
11 EGO 2
8 PRE -2
18 COM 4
3 PD 0
4 ED 0
4/6 SPD 6
7 REC 0
36 END 0
24 STUN 0
  Total 11


Points Powers END
0 War-Wiring Package; The “War-Wiring” Package is the symbiotic result of infusion with with quasi-living alien nanites. As such, it counts as the single power package for which normal humans are eligible. It has a net cost of 90 points – the upper limit for a power package – but carries sufficient disadvantages to pay for itself.  
(0) Elemental Control: Computer Augmentation (2-pt reserve); Cybrenetic Powers Only (-.5), Visible (Easily detected by energy sensors, etc (-.25), User’s mind can be “hacked” (albeit with difficulty) and is subject to loyalty programming (-1), User must obey duly authorized Kragga commands (-.25), Always On (-.5) and so Side Effects Cannot be Avoided (-.5).  
a-4 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Inertial Locator/Bump of Direction  
(1) Lightning Calculator  
(2) Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½  
b-1 Radio Listen and Transmit; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½  
c-1 Infrared Vision  
d-1 Telescopic Vision (Sight, +4 to PER)  
e-1 Flash Defense (Sight, 5 pts)  
f-1 Flash Defense (Hearing, 5 pts)  
g-1 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; The system automatically monitors the user’s health and reports it – along with various other bits of information – back to whoever’s in command.  
h-1 Enhanced Perception (all) (+2 to PER)  
i-1 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.  
j-1 GPS/Heads-Up Map Display: Navigation 13-
k-1 Tactical Computer: Tactics 13-
l-6 +3 level w/All Combat  
m-5 2d6 Aid: Programs/Databases (Fade/day, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 5 min., -2; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. The “Aid” is normally applied directly to the user: a common skill package is listed under “Skills”. 2
65 Cybernetic Enhancements; Champions Limitation: -2¼; Visible (Easily detected by energy sensors, etc (-.25), User’s systems can be “hacked”, albeit with difficulty (-.5), User generally regarded as a dangerous cyborg commando by most races, as property by the Kragga (-.25), User must obey dully authorized Kragga commands (-.25), Always On (-.5) and so Side Effects Cannot be Avoided (-.5).  
(9) +10 DEX; Champions Limitation: -2¼  
(6) +2 SPD; Champions Limitation: -2¼  
(5) +8 CON; Champions Limitation: -2¼  
(5) +10 STR; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
(9) Armor (8 PD/8 ED); Hardened: ×1, ¼; Champions Limitation: -2¼  
(7) Life Support (total); Champions Limitation: -2¼; This provides resistances only: the user will still age, can still become ill, etc. Reduce the effects of aging, relevant NND attacks and such by two-thirds.  
(5) Regeneration (1 BODY/5 min.); Regenerate: Lost Limbs and Organs, +10; Champions Limitation: -2¼  
(6) Running (+6″, 17″, NC: 34″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 27; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
(4) Mental Defense (14 pts); Add to Total; Champions Limitation: -2¼  
(2) Power Defense (5 pts); Champions Limitation: -2¼  
(1) Lack of Weakness (-5 to Roll); Only against technological or simple physical attacks: -1; Champions Limitation: -2¼  
(6) Hand-to-Hand Attack (4d6, Total 7d6); Range: 0; Reduced END: Zero, +½; Champions Limitation: -2¼ 0
1 Elemental Control: Fox Powers (5-pt reserve); Realistic physically-based canine powers only (-2), Always On (-.5).  
a-4 Shrinking-1 (DCV +2, Height 77 cm/2’6″); Mass: 6 kg/13 lbs; Knockback Increase: 3; PER Bonus: -2; Reduced END: Zero, +½; Difficult to Dispel: ×4, +½; As a reflection of his physical limitations, this doesn’t cost points. He usually has to throw in a level of growth with a shapeshifting spell to achieve human form and size. 0
b-1 Tracking Scent  
c-2 Enhanced Perception (all) (+4 to PER)  
d-1 Running (+4″, 17″, NC: 34″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 18; Reduced END: Half, +¼ 1
e-1 +1 Killing Attack (HTH) (Total ½d6); Range: 0; Continuous: +1 1
45 Sorcery Power Pool (30-pt Pool); Control Cost: 15; Change Powers as 0 Phase Action: +1; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Restricted Type of Powers Available (Darkness, Illusion, and Transformation/Shapeshifting Magic Only): -½; Illusions of living creatures tend to be a bit independent.: -¼; No Skill Required for Change: +1; With a total of -2 in limitations, the pool can support three powers at once without further limitations.  
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
26 Usual Equipment  
(19) 2d6 Talisman of the Mandarin (Aid to any single magical power). (Fade/min., Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Autofire: 10 shots, ¾; Activation: 14-, -½; Reduced END: Zero, +1; Self Only: -½; Linked (To selected power from power pool): -½; IIF (Jade Amulet): -¼ 0
(1) English (Fluent Conv.); Literacy: Standard, 0; OAF (Merchant’s Pin): -1  
(6) 2d6 Wellstone: Aid Endurance (Fade/turn, Max. 12); Range: 0; Affects: Single Power, +0; Charges: 6, -¼; Recoverable Charges (Must recharge after use.): -2 lev; IIF (Amulet): -¼; Trigger (Running out of Endurance): Set, +¼; Restore Only Lost Characteristics and Powers: -½ 0
57 Total Powers  


Points Skills, Talents, Perks Roll
0 Mandarin (Native Accent); Literacy: Standard, 0  
3 Seduction 11-
3 Stealth 14-
3 Survival 11-
9 Total Skills, Talents, Perks  


25+ Disadvantages
180 Package Disadvantages
; The first group are the side effects of having the system installed. The second group actually pay for the package.
(15) Mind can be “hacked”, like any other computer system. (Infrequently, Fully)
(15) Subject to loyalty programming (Frequently, Greatly)
(15) Body can be “hacked” or manipulated electronically (Infrequently, Fully)
(15) Generally regarded as a dangerous cyborg commando (Common, Strong); Situation: Common, +10; Intensity: Strong, +5
(10) Seen as property by the Kragga (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5
(10) Distinctive Features: Energy Signature, Nanite Augmentations, Weird Medical Results, Etc; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
(10) Needs occasional bouts of programming maintenence to operate at full power. (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5
(20) Always Obeys Orders of Superiors (Very Common, Strong)
(20) Vulnerability: Electrical Attacks (1½× STUN and BODY); Attack: Common, +10
(10) Vulnerability: Magnetic Attacks (1½× STUN and BODY); Attack: Uncommon, +5
(15) Evaluates EVERYTHING as a combat situation (Very Common, Moderate)
(10) Basic abilities and limits can be easily determined with a little reasearch (Common, Moderate); Situation: Common, +10; Intensity: Moderate, +0
(15) Hunted: Opponents of current commanders (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Very small and light. (Infrequently, Greatly)
15 No hands in base form (Frequently, Greatly)
15 Distinctive Features: Fox; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
10 Prankster (Common, Moderate)
50 Total Disadvantages


COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  11 + 66 = 77 77 = 50 + 25 + 2


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 / 10 4 14 11/8 12/8 2, 4, 6, 8, 10, 12

   Story: Shan acquired his powers – and human-level intelligence – as a cub, and grew up hanging around a small fishing village (and swiping food and chasing the girls). Since Bane Mummies and Superheroes have entered his life, things have gotten much more exciting.

   Human Form Height: 154cm (5’1″), Human Form Weight: 48kg (106 lbs), Sex: Male, Age: 3, Race: Chinese Fox

   Appearance: In his natural form, Shan is a not-quite-full-grown red fox. Technically he’s a demon-fox, a legacy of the Darkstorm which swept over the planet a few years ago. His aging is slowing as he approaches adulthood; he may not quite reach full size – and his last couple of pounds in fox-form – for some years.

One Response

  1. Everyone is a bore to someone. That is unimportant. The thing to avoid is being a bore to oneself. -Gerald Brenan

    Technically, I suppose this is spam: on the other hand, for once the link is at least marginally relevant: survival gear comes up pretty often in role playing games. In appreciation of a marginally-relevant resource, I’m going to allow this link. -Thoth.

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