Midori Anko, Aysle Ninja

Cosm of Origin: Aysle

Slim, pretty, with a somewhat maniacal grin, Anko is typically clad in
outfits that others might call daring.  Mesh body suits and short skirts
covered with a loose canvas jacket are typical.  Anko's hair is long and
jet black, and worn pinned up.  Her eyes are flat storm gray.  She's
frequently festooned with throwing knives and other typical ninja
paraphenial.   She's quite fickle, going from blood thirsty to easy
affability like someone flipping the lightswitch she no longer understands.

Anko was a pretty typical Japanese teenage girl.  She had a cellphone that
she used to call and message her friends, a closet full of trendy clothes,
a bookshelf full of romance manga and her secret guilty vice, a few ninja
action manga, subscriptions to all the latest magazines to keep up with
important gossip and fashion news, and two fashionably overworked parents
who mostly ignored her aside from giving her a healthy allowance.  Any
given day, Anko could be found at all the hottest parties and clubs, ruling
over her segment of the social scene with a scary inborn talent.  And the
bridges of pure light dropped on Tokyo.

In the first massive wave of reality storms, Anko transformed.  No longer
could she even really remember what a cell phone was, let alone how to use
it.  Trendy clothes were discarded as too inflexible or too flimsy.  In
place of magazines and manga were ancient scrolls on pressure points and
martial arts techniques.  And her parents turned into creatures that
couldn't even pretend to be human.  Midori Anko had become something she'd
secretly admired, a real, dyed-in-the-black-wool, ninja.

Her social grace may have disappeared, but Anko got something in return, a
supernatural grace and inhuman dexterity, combined with an amazing
knowledge of martial arts.  In place of her ability to work a crowd, she'd
instantly learned to work the mystical arts, in her own unique
ninja-oriented way.  Her moderately keen intellect and sharp instincts were
retained, rehoned from watching the pulse of her social domain to
heightened alertness of her environment.  Unfortunately for her, the
inhuman remains of her parents forced her to put all those talents to
immediately use.  Moments later it was over, and Midori Anko had become a
Storm Knight.

Anko more or less fled Japan and the Aysle cosm after the fact, eventually
resettling in the United States.  Her new lack of understanding of modern
society eventually left her short of funds and without any useful way to
acquire them, short of stealing.  Fortunately for her, her potential
usefulness was recognized by a KRISIS member, and Kagura Shinobu hired her
on.
 

Magic 18
Social 15 (18)
Spiritual 14 (16)
Tech 14 (15 old-scale)

Dex 17 (*Martial Arts +3)
Str 8
Tou 9
Per 12 (Divination +1, Alteration +2, Disguise +1, Trick +1)
Min 9 (Apportation +1, Conjuration +1, Meditation +1)
Cha 6
Spi 8 (Honor +1, Reality +3)

Enhancement Package (required for Martial Arts) +3 Dex
One Case Disconnection on Using Dex in Magic <10.

Martial Arts Minor Discipline: Fade (+1 passive defense vs Melee/Unarmed/MA)

Born at dusk/dawn (hour of Entity), considered somewhat uncanny
(Free add in Entity and Divination)

Arcane Knowledges
 Entity 1
 Folk 3
 Life 2
Water 1
 Cast Time 2

Spells Known:
Kage Bunshin no Jutsu           (Axion 10)
Ryuikiji no Jutsu               (Axiom 8)
Chidori                         (Axiom 13)
Disguise Self (Henge no Jutsu)  (Axiom 7)
Fog (Mizu no Jutsu)             (Axiom 7/10)
Stealth Walk                    (Axiom 9)
Haste                           (Axiom 9)

Unallocated things:
7 Possibility Points (need 1 per advenure, for Enhancement package)
 

Kage Bunshin no Jutsu (Shadow Replication Technique)
(created with 10 Weeks of Gesture + Voice + Cast Time 2, for +11 SDP)
Axiom: 10
Skill:  Conjuration/Folk 13
Backlash:  11
Difficulty:  10
Effect Value:  16
Bonus Number to:  effect
Range: 5 (10 meters)
Duration: 12 (four minutes)
Casting Time: 5 (ten seconds--one round)
Manipulation:  Cast Time
Difficulty to Disbelieve: 10

The Shadow Replication spell produces duplicates of the caster in order to
confuse enemies during a fight.  The mage performs a series of mystic seal
positions with his hands and then calls the name of the spell, causing the
duplicates to appear in a small puff of smoke.  The duplicates are physical
illusions, capable of interacting with the environment and can act with a
modicum of intelligence.  A single solid hit, or Mind or Willpower total of
10 to disbelieve will cause any single duplicate to vanish.  Any duplicates
which get more than 10 meters from the mage will also vanish.

The effect value of the spell is compared to base difficulty of 8, using
using the Many to One table to determine how many duplicates are created.
An effect of 12, for example, produces 2 duplicates (DN+4, which is used
for 2 people on the Many-to-One chart), while an effect of 18 would produce
15.
 

Ryuikiji no Jutsu (Dragon's Healing Breath Technique)
10 Weeks of Touch + Voice + Gesture + Cast Time 2 (+12 SDP)
Axiom: 8
Skill:  Alteration/Life 16
Backlash:  19
Difficulty:  11
Effect Value: 20
Bonus Number to: Effect
Range: 0 (touch)
Duration: 27 (2.5 days)
Casting Time: 11 (2.5 minutes)
Manipulation:  Cast Time

The mage chants and touches chakra points near the wound with one hand,
while making mystic seals with the other hand.  When the spell completes,
the wound is healed of an amount of damage equal to the effect value
versus the target's Toughness on the Combat Wound Chart.
 

Chidori (The Thousand Birds)
10 Weeks of Touch + Voice + Gesture + Cast Time 2 (+12 SDP)
Axiom: 13
Skill:  Alteration/Life 16
Backlash:  20
Difficulty:  8 (10, when cast as the first action in a One-to-Many)
Effect Value: 27
Bonus Number to:  Effect
Range: Touch
Duration: 4 (six seconds)
Casting Time: 3 (four seconds)
Manipulation:  Cast Time

A series of powerful primal words and a sequence of mystical hand seals
cause huge amounts of pure Life essence to flood the caster's body, with a
majority of it focused in the caster's hand.  When the mage strikes at his
target, the pure Life energy gathers in front of his hand like thousands of
tiny pinpricks of light, striking deep into the target, twisting and
altering their internal organs to cause damage without ever breaking the
skin.  The name of the spell comes from the sound the Life energy makes as
it collects and passes through the air and into the target; a loud chirping
sound which is said to resemble the sound of a thousand birds.

Once the spell is cast, the caster must hit the target with a normal,
bare-handed, Unarmed Combat or Martial Arts attack during the same round
(using a One-to-Many Multi action).  Instead of normal STR damage, the
attack does damage equal to the effect value of the spell, bypassing any
armor adds which are technological in nature (adds which come from
miracles, magic spells, enchanted items, or pulp powers are still
effective).

[This seems very powerful, but is mechanically based on the Blood Boil
spell in the Orrosh chapter of the World Book, with a decresased range and
duration, and correspondingly increased effect value.  Blood Boil does less
damage but lasts 4 turns, ignoring all armor.  Chidori does it in one
attack, which must connect via a normal attack in the same round and only
bypasses technologically based armor rather than all armor.]
 

*************
 
 

Bob Spade
Core Earth Seamus
--------------------
66 pts attributes (17 extra actually)
--------------------

POSSIBILITY POINTS 7
2 spent on genius
 
 

Cassius
Marooned Akashan Guerrila Fighter.
 

Alignment: Coar

Possibilities: 12

Bionetics: Body Rating 40, 39 used.
 

 Bioscanner, Medkit, First Aid Kit, Biotech Repair Kit, Commtrol, and a Transtech

Pulse Cannon (d. 23)

Power Sword (Str. +8 -- 15)
 
 

== James Garnett, Ex-CIA Agent ==
 

Possibilities: 6

Equipment:

Insidious Vice President Aaron Burr-Set-Ra!
 
  Miracles:
Healing
Resurrection
Ward Enemy
Bless Weapon
Summon Storm
Hawk of Horus (Beast of Burr: same spell, only horse not hawk, same stats)
Curse Mechanism
Burr Speech
Deadly Asp-Bullets of Burr

Skills:
 

Pulp Powers:
Superskill: 3
Super Attribute (spirit) : 3

Pos: 6

Colt .45--Damage 16

Background: Following Kaah's 'Presidential Ressurrection' idea, Mobeus set
a minion to reseach the greatest foe of American Presidents to restore to
life as a counter-ploy. The minion got bored, though, and only got as far
as Burr in the history books.

Burr now believes himself to be the reborn Pharoah Burr-Set-Ra, here on
earth for his third incarnation... this time, to CRUSH THE NATIONS and
establish his Egyptian Empire along the banks of the Potomac. But first,
of course, he must crush the agents of Jefferson, who is the fool who
stands in his way. Burr sees the hand of Jefferson everywhere.

Burr is diabolically clever in a pulp-villian way, and very stupid
otherwise, with no sense of proportion and astounding ignorance of modern
technology. His contract with KRISIS actually has them working for him
instead of the other way around - his 'minion' (ie, boss) Kagura provides
him with 'plots of Jefferson' (ie, jobs) and periodically gives him
'tribute' (ie, his paycheck). He is domineering and charming, makes grand
plans, and delegates massively. He is generally the public face and
spokeman of the team, because he's best at it despite being a 200-year-old
madman with delusions of godhood bent on national conquest. He tends to
collect a horde of adoring female fangirls when he goes out in public,
much to the disgust of the others.
 
 
 
 
 
 

Everything You Need To Worship the Pharaoh, But Forgot to Ask:
 

Using the Egyptian Religion Skill:
 
 
Planet Astronomy Difficulty Bonus Modifier Cycle
Ra (Mercury)  9 +3  2
Isis (Venus) 10 +3 3
Osiris (Earth) 10 +3 5
Horus (Mars) 12 +5 7
Nut (Jupiter) 12 +5 11
Nepthys (Saturn)  13 +5 13
Ptah (Uranus) 15 +7 17
Anubis (Neptune)  18 +7 29
Set (Pluto) 22 +7 73

Every miracle requires you to first configure certain planets.  Take the hardest to configure planet as your base difficulty.  Use the One-On-Many modifiers to raise that difficulty to account for any others you have to configure.  Each planet you configure beyond the bare minimum required, you get the bonus modifier to your Focus/Faith check to perform the miracle.

For example, the Bless miracle requires you to configure the planet Nepthys.  This is a difficulty of 13 on Egyptian Religion.  However, you can choose to configure Ra and Nut as well.  If you just configure Ra, you gain a +2 difficulty modifier and the difficulty is 15 on Egyptian Religion.  However, succeeding in the check means that you will gain +3 to your Faith and Focus.  If you choose to configure Ra AND Nut, you add +4 to the difficulty, and must make a difficulty 17 Egyptian Religion check.  However, you then gain +3 for Ra and +5 for Nut, so your Bless will gain a +8 bonus modifier to Focus/Faith.

The Cycle number is how frequently the planet naturally configures.  Ra, for example, is naturally configured every other day.  If you tried to use Bless on those days on which Ra is naturally configured, then you would not have to roll to configure it, although you would still have to configure Nephthys to make the miracle work.

Levels of Success:

Some miracles describe their effects in terms of levels of success.  This is a measure of how much your Faith total or that of the person you are performing the miracle on beats the difficulty total.
 


Burr's Miracles:

Beast of Burr
Spirit Axiom:  16
Necessary Planets:     Horus, choose a second planet
Optional Planets:  Isis, Osiris
Focus/Faith Difficulty:  19
Range:     Special
Duration:   One Day
Casting Time:       One Hour
Effects:
An hour of prayer and waving apples and sugar in the air summons forth the Beast of Burr, a magnificent Arabian stallion, which is a spirit servant of Burr.  Sadly, it is, in fact, smarter than Burr and can talk too and seems to sometimes take great pleasure in reminding him of this fact...
 

The Beast of Burr has a Running Limit Value of 13 (It can run comfortably 400 meters in a round or 100 miles an hour), which it can push with its running skills.  It also can fight with its hooves, doing Damage 17.

The Beast can go up to 100 KM away from Burr without having to return to its home plane.  If slain, you can summon it anew the next day, but it will be even crankier than usual.
 

Bless Weapon
Spirit Axiom:  10
Necessary Planets:     Ptah
Optional Planets:  Osiris, Horus, Nut
Focus/Faith Difficulty:     17
Range:     Touch
Duration:   One Day
Casting Time:         One Hour
Effects:
Burr touches the weapon, and spends an hour telling old war stories that no one else understands and which contradict each other.

Faith Total of:


Burr Speech
Spirit Axiom:  13
Necessary Planets:     Isis
Optional Planets:  Ra, Horus, Nut
Focus/Faith Difficulty:    17 (13)
Range:     Sound of His Voice
Duration:   Ten Rounds (One Hour or until Burr stops concentrating on the miracle)
Casting Time:   One Round (One Minute)
Effects:

Given some time to speak, Burr can make even the craziest ideas sound good...  This miracle can be snapped off in a round at a higher difficulty, or over the course of a minute of talking if now.  The miracle has several effects:

Curse Mechanism
Spirit Axiom:  11
Necessary Planets:     Ptah
Optional Planets:   Isis, Horus, Anubis, Set
Focus/Faith Difficulty:    18
Range:     Sight
Duration:   N/A
Casting Time:    One Round
Effects:
Burr points at a device and explains exactly why it shouldn't be working.  And then it doesn't.  Hopefully...

This miracle does damage to the target machine equal to the Faith total generated.  Machines with no Toughness stat are treated as Toughness 8.  Cyberware resists with the Toughness of the creature it's installed in.  When used on Cyberware, all Cyberware involved must immediately check for systems failure.

Deadly Asp-Bullets of Burr
Spirit Axiom:  12
Necessary Planets:     Nut
Optional Planets:  Isis, Osiris, Horus
Focus/Faith Difficulty:      13 + Torg Value of the # of Bullets prepared
Range:     Touch
Duration:   Up to one week
Casting Time:      Torg Value of the Difficulty
Effects:

Burr tells the story of his duel with Alexander Hamilton in EXCRUCIATING detail.

This ritual transforms bullets into highly compacted serpents.  When fired, the bullets turn back into serpents on impact, then bite the target, injecting him with spiritual venom.  As a result, the prepared bullets do damage twice--normal physical damage, then damage equal to the Bonus Modifier on the roll + Burr's Faith.
 

Healing
Spirit Axiom:  13
Necessary Planets:     Ptah
Optional Planets:  Isis, Horus, Nepthys
Focus/Faith Difficulty:        12
Range:     Touch
Duration:   N/A
Casting Time:    One Round
Effects:
Burr must touch the target and pray over them briefly, telling them they aren't as hurt as they thought they were, so they need to get back up and get back in the fight.

Faith Total of:


Resurrection
Spirit Axiom:  16
Necessary Planets:     Anubis, Osiris, and 2 more of your choice
Optional Planets:    Any
Focus/Faith Difficulty:        12 + Special
Range:     Touch
Duration:   N/A
Casting Time:     One Day
Effects:
Burr must make a sacrifice of ritual goods worth 1,000 Royals to perform this rite, which buys the material components and lets him make appropriate sacrifices to Osiris and Anubis, whose power this taps.

It is generally wise to configure as many planets as possible for this miracle, as you want as high a faith total as possible.

The difficulty of this miracle is 12 + Time Value of how long the target was dead before the miracle was started.  (The cast time is not counted into how long the target was dead).

Faith Total of:


Summon Storm
Spirit Axiom:  13
Necessary Planets:    Nepthys and two of your choice
Optional Planets:  Osiris, Horus, Nut
Focus/Faith Difficulty:      10
Range:     25 (100 Kilometers)
Duration:   One Hour
Casting Time:       One Hour
Effects:
Burr calls upon the heavens to smite his foes, spending an hour listing all their evil deeds.  Then the heavens open up on his target.  The storm has a radius equal to the Torg Value of his Faith total (or smaller if Burr so wills it), and rains down on the target for an hour.  It will do his Faith Total in damage to any buildings in the area of effect and to any people trapped in it over the course of an hour.  The storm obscures vision; seeing more than about 10 meters requires beating Burr's faith total, unless you are Burr, who will see perfectly.  (Burr can also walk unhurt through the storm and protect his Faith Total in Torg Value of people if he so chooses.

By extending the casting time, Burr can make the storm last longer (if he prays for 8 hours, the storm lasts 8 hours); it will do damage to the area of effect each hour.

Ward Enemy
Spirit Axiom:  7
Necessary Planets:     Ra
Optional Planets:  All
Focus/Faith Difficulty:       0
Range:     Sight
Duration:   Concentration
Casting Time:       One Round
Effects:

Burr brandishes an Ankh and calls on the power of Osiris and Anubis to pass judgement on the rampaging dead, ghosts, vampires, and other things which go bump in the night.  Such creatures must beat Burr's Faith Total with their own Faith Total to take direct action against him.  Should they fail to do so, they will find themselves taking Spiritual Damage equal to the result points of their Failure.

(For example, Joe the Vampire attacks Aaron Burr.  Joe has Faith (Gaunt Man) of 10.  Burr has Faith 17.  Each of them makes a roll.  Burr rolls a 15 and adds 2, getting a 19.  Joe rolls a 6, and suffers a -5 penalty, dropping to 5.  Since he didn't beat Burr's 19, he takes 19-5 = 14 result points of spiritual damage.  Joe sizzles for 3 wounds, KO, and 14 Shock.  Bye, Joe.)