Yukikaze

Yukikaze (“Snow Wind)”/ Yuki Tendo

.

Value Characteristic Points
15 STR 5
23 DEX 39
23 CON 26
10 BODY 0
23 INT 13
11 EGO 2
23 PRE 13
18 COM 4
5 PD 2
5 ED 0
5 SPD 17
8 REC 0
16 END -15
30 STUN 0
  Total 106

.

Points Powers END
3 Elemental Control: Martial Arts Training (5-pt reserve); Martial Arts Powers Only (-.5), Easily Magically Detectable (-.25).  
a-4 Armor (4 PD/4 ED)  
b-3 Mental Defense (12 pts); Add to Total  
c-11 Spatial Awareness  
d-3 Modified Characteristic: STR; Reduced END: Half, +¼; Affects Desolidified: +½  
   
18 Multipower (37-pt reserve); Mystical Powers Only (-.5), Must Gesture (-.25), Visible (Easily magically detectable, -.25).  
u-1 Running (+10″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 37; Reduced END: Zero, +½ 0
u-1 Superleap (+13″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Reduced END: Half, +¼; Non-Combat (MPH): 48 1
u-1 16″ Teleportation (Long Range 16″); Increased Range: ×1, +0; Long Range: 16″; Long Range (miles): 0.02; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 3
u-1 Hand-to-Hand Attack (8d6, Total 11d6); Range: 0; Reduced END: Half, +¼ 1
u-1 Extra-Dimensional Movement: Afterworlds; Dimensions: Group, +10; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Extra Time: 1 turn, -1 3
u-1 1½d6 Killing Attack (HTH) (Total 2½d6); Range: 0 2
u-1 Lore of the Dead  
(5) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(5) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(5) Astral Manifestation (Image/Voice)  
u-1 Change Environment (8″ rad.); Effect: Fixed, +0; Reduced END: Half, +¼; Variable Wind and Ice effects: +¼ 1
u-1 6d6 Energy Blast: Icy Wind; Range: 150; Versus: ED 3
   
12 2d6 60-Point Equipment Allowance Aid (Fade/month, 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: ×4, +½; Increased END: ×10, -4; Active Points: 119; This allows a character to haul along 60 CP worth of customized gear. 30
   
60 Usual Equipment:  
(2) 12-Point Combat Dress Elemental Control: (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).  
a-6 Armor (8 PD/6 ED); Hardened: ×1, ¼; Always On: -½; Activation: 14-, -½  
b-2 Life Support Systems  
(3) Need Not Breathe; Relies on OAF Faceplate of OIF Uniform: -½; Charges: +2, -¼; Continuing Charges: 1 Hour, -5 lev  
(1) Life Support: Intense Heat/Cold; Short term and subject to upper limits: -1  
c-2 +3 level w/Stealth (Camoflague)  
0 Military/Agent Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).  
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)  
a-2 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½  
b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½  
c-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½  
d-2 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½; Items must be intentionally stored in limited memory space: -1  
e-1 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Lightning Calculator  
f-1 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 12-
g-2 +1 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½  
h-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information. 3
(2) Programs; 1) Monitor instruments and transmit information to user and command systems. 2) Replay information/database search. Both programs normally run continiously after boot-up.  
(4) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 14-
(16) Equipment Multipower (40-pt reserve); -1/2 Variable Limitations: various OAF’s, -1 Conventional Technology Only limitation. As a rule, characters should select a multipower reserve that suits them – 20 (8), 40 (16), 45 (to accomadate the Grenades and/or Tranqualizer Rifle, 18), 60 (24), or 75 (30) points and slots to match.  
u-1 Adhesion Bands: Clinging (Clinging STR +0)  
u-1 Binoculars: Telescopic Sense (Sight, +10 to PER)  
u-1 Bugs/Tracers: Radio Listen and Transmit; Ranged: +½; Usable Against Others: ×1 mass, 1; Charges: +8, +1½; Continuing Charges: 1 week, -8 lev; Transmits Only: -1  
u-1 10″ Folding Paraglider: Gliding (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 37  
u-1 Microprinter System: Forgery 17-
u-1 Parabolic Microphone: Telescopic Sense (Hearing, +10 to PER)  
u-1 Swim Fins and Thrusters: Swimming (+6″, 8″, NC: 32″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 45 1
u-1 4d6 Pocket Tool Kit: +4 Bonus with Relevant Skills  
u-1 4d6 Pocket Hackers Computer: +4 Bonus with Relevant Skills  
u-1 1d6+1 Sword: Killing Attack (HTH) (Total 2d6+1); Range: 0 2
u-1 ½d6 Shurken: Killing Attack (RKA); Range: 50; Charges: +8, +0; Recoverable Charges: -2 lev 0
u-1 Wrist Grapnel and LIne: Swinging (+12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45; Reduced END: Half, +¼ 1
u-1 5d6 Babble Drug (Mind Control); Communication: Verbal, +0; Charges: 6, +½; Continuing Charges: 1 Hour, -5 lev; Mental Power Based on CON: -½; Single Command: Babble Helpfully and Without Thinking: -1; Active Points: 37 0
u-1 4d6 Bolos: Entangle (DEF 4); Range: 200; Charges: +8, -½ 0
u-1 Breaching Charges: Tunneling (2″ through DEF 12); Charges: +8, -½; Tunnels: Left Behind, +0 0
u-1 Collapsible Shield: Force Field (10 PD/10 ED); Charges: +4, +¼; Continuing Charges: 1 Hour, -5 lev 0
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼ 0
u-1 Flares: Change Environment/Brightly Lit (32″ rad.); Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-1 2d6 Flash Pellets (Normal Sight); Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼ 0
u-1 2d6 Heavy Crossbow: Killing Attack (RKA); Range: 150; Charges: +8, +0; Clips: 4 0
u-1 2d6 Neurostun Gas Pellets: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs Need not Breathe): +1; Trigger (Radio Signal): Set, +¼; Invisible (Sight and Hearing. Chemically Detectable): Two Sense Groups, +¾; Area Effect (Radius): 3″ radius, +1; Charges: +12, -¼ 0
u-1 Privacy Scanner: Detect: Bugs, Microphones, Phone Taps, and other Sensors (+10 to PER); Time Required: Half Phase, +0; Range: Ranged, +5  
u-1 Rescue Wrap: Force Field (3 PD/12 ED); Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev 0
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
(8) 2d6 Adrenal Pack (Aid to all damaged characteristics) (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Focus: Obvious Inaccessible, -½; Trigger (When unconscious or invoked.): Set, +¼; Charges: +12, -¼; Activation: 11-, -1; Side Effects (Massive crash afterwards): 60/All, -1; Crash cannot be avoided.: -½ 0
63 Total Powers  

.

Points Skills, Talents, Perks Roll
60 +6 level w/Overall Level  
3 Acrobatics 14-
3 Climbing 14-
3 Criminology 14-
3 Deduction 14-
3 Forensic Medicine 14-
3 Interrogation 14-
2 English (Fluent Conv.); Literacy: Standard, 0  
3 Lockpicking 14-
3 Paramedic 14-
3 Medicine 14-
3 Security Systems 14-
3 Shadowing 11-
3 Stealth 14-
3 Streetwise 14-
3 Survival 11-
3 Systems Operation 14-
   
  Heir of Anubis  
2 Perk: Free Passage through the Afterworlds  
2 Perk: May call upon the Vessels of Osiris  
3 Contact: The Gatekeepers of the Otherworlds; Usefulness: Very, +1 11-
2 Knowledge: Burial Customs 14-
2 Knowledge: Tomb Guardians 14-
3 Scholar  
   
24 +6 DC for Martial Attacks  
3 Martial Grab (OCV -1, DCV -1, STR 55)  
4 Martial Escape (OCV +0, DCV +0, STR 60)  
4 Martial Strike (OCV +0, DCV +2, 11d6)  
4 Nerve Strike (OCV -1, DCV +1, 5d6 NND)  
4 Shove (OCV +0, DCV +0, STR 60)  
4 Martial Block (OCV +2, DCV +2)  
168 Total Skills, Talents, Perks  

.

125+ Disadvantages
20 Hunted: Red Dragon (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted; Yakuza (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Limited, -5; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Bane Mummies (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Honorable (Common, Total)
10 Overconfidence (Common, Moderate)
20 Code Against Killing (Common, Total)
15 Secret Identity
40 Vulnerability: Elemental Magical Attacks (2× STUN and BODY); Attack: Common, +10
10 Dependent NPC (Random Individual) (Normal, 8-); Skills: Normal, +0
10 Enraged when Innocents Threatened (11-, 11-); Circumstances: Common, +10
5 Detectable as a minor mystical being (Infrequently, Slightly)
5 Poor (Money all goes to new gear)
5 Rivalry: Other Martial Artists/Detectives; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
10 Rivalry: Ranko Anchienkienda; Situation: Professional, 5; Position: Equal, +0; Rival: PC, +5
200 Total Disadvantages

.

COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  106 + 231 = 337 337 = 200 + 125 + 12

.

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 4 12 17/12 15/10 3, 5, 8, 10, 12

   Story: Yuki was Ranko’s little sister: when her older sister – and the heir-apparent to the family martial arts tradition – turned out to be a mutant, and got a part “playing superhero” on the Ranko Show, Yuki’s father promptly turned his focus onto Yuki. If Ranko was unsuited to carry on the family legacy, Yuki would have to do so.
   Unfortuately, Yuki carries the same supernatural potentials as her sister – and, while she was also a martial arts expert, she was at least as interested in mysticism. She also occasionally acted as a hero – albeit a stealthy ninja hero rather than a flashy television hero – partly out of a sense of obligation and partly out of sibling rivalry. With Ranko returning to Japan, Yuki decided to visit America.

   Sex: Female, Age: 15, Race: Japanese Human, Divine Bloodline

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2 Responses

  1. Ah yes, another sibling rival that appears out of nowhere. Seems to happen rather frequently. Funny thing is, the younger ones tend to be even crazier than the older ones.

  2. She actually got a mention or two earlier, such as during the wedding… Ah well. Player Characters often have extremely tangled lives.

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