Post by xarat on Dec 1, 2015 6:02:26 GMT -8
Character Name: Harumi Mitamoko
Player Name: Xarat
Alias: Akihane
Concept: Magical Card Magic
Tier:
Age: 18
Height: 5.7
Build: Slender and Athletic
Skin: Pale
Hair: Auburn/flame red (as Akihane)
Eyes: Hazel (they seem to shift colours)/red (as Akihane)
Race/Species: Human
Description: Harumi is a goth, and is typically found in her black pleated skirt, black or black and purple knee length socks, and black boots. As Akihane she has flame red hair, and her costume turns completely black with red accents. She has a long sleeved black top, black skirt, boots and tights. Over her top she wears a red jacket. There are more red accents and detailing over all of her costume, with some occult symbols and japanese kanji.
Harumi
Akihane
Occupation: Student
ARCHETYPE
Occult
ATTRIBUTES
Fighting: Excellent
Agility: Excellent
Strength: Good
Endurance: Excellent
Reason: Remarkable
Intuition: Remarkable
Psyche: Incredible
CONTACTS
TALENTS
*Mystic Background: In the Marvel Universe, all humankind has the potential for developing magical Powers. This "Talent" shows that the character has some background with magical forces. Heroes may have derived their powers from these forces if they choose this Talent. A character with this Talent may have Magical Powers, with the approval of the Judge. If the Judge allows magical player characters, then any of the initial Powers created may be spells, and should be noted as deriving from Personal, Universal, or Dimensional energies.
*Occultist: The character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
*Martial Arts A: Harumi is able to Stun or Slam a target by rolling at -1CS. This works only if Harumi would have otherwise done at least 1 point of damage to the target with the attack, including the color calculation.
Stun: Green or White; Target suffers -1CS to all actions taken for one round. Yellow; Target is Stunned, and rolls Endurance or Psyche to recover. On a Yellow they recover completely, on a Green they act at -2CS for the round, and on a White they skip their turn.
Slam: Green or White; Target is slammed into an environmental hazard. Yellow; Target is slammed into an environmental hazard and Knocked Down.
*Martial Arts D: By watching a single target for 2 rounds (incurring a -1CS penalty to all actions taken that don't involve the target), Harumi can force Martial Arts A to work even with attacks that don't deal damage, as long as they hit.
*Demonology: The character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a + 1CS in any situation involving demons, including research, communication, identification and combat.
QUIRKS/FLAWS
*Magical Potential: Increases the rank of non-custom spells by +1CS.
*Ambidexterity: Grants a single extra action at full roll per round, using an item or weapon in the off hand.
v- Leaving these here for posterity, but they're really not necessary. if your character is curious or impulsive, just play them curious and impulsive.
*Curiosity: The character with this quirk is a naturally curious person and finds mysteries of any sort irresistable. In most circumstances they will find that their curiosity easily overrides their common sense. To resist temptation, the person with this flaw will have to pass a Reason FEAT roll at -1cs or succumb to the siren call of the unknown. *
*Impulsiveness: an impulsive character is one that consistently jumps the gun, doing thing right as they occur to them. To resist the urge to act on a whim, the character must make a Reason FEAT roll at -1 CS, the failure of which indicates that he goes with his 'bad self'. *
POWERS
ADEPT: The character possesses at least 8 spells. He has a spell rank of at least Excellent in all of them and Incredible or better in at least two of them. He spends more time adventuring than he spends with his master, though he is still at his master’s beck and call. His studying of the writings of the ancient arts gleans him more information than if he were a novice or disciple.
Speak with the Dead/Spirits/Otherworldly
Harumi can speak to Spirits of the dead if she so choses. However, they may not chose to speak back to her. They may also decide to attack her if they are sufficiently annoyed.
She can ask questions of them, but it is limited. She could have a full conversation about someone they both knew, but is unable to ask them how they died or who killed them. This is because either the spirit will become aggressive at the thought they were murdered/are dead, or they simply cannot remember for some reason. The spirit will then leave the area and refuse to speak to the caster again.
Asking this question in any round about way (GM Discretion) will cause one of these effects to occur. This ability is rolled on Psyche, with 'better' colors increasing the chance of the proper effects, but no guarantees.
See the Dead/Spirits/Otherworldly
Harumi can see Spirits and other otherworldly creatures that are in the same plane. She can't interact with them other than by speech, unless she activates Banish.
If they choose to attack her, she must either flee or attempt a Banish or Harm Tarot card activation. If she fails, she is -1cs more susecptable to otherworldly attacks for the remainder of the day.
She can also attempt to see, on a yellow roll or higher, 'hidden' creatures such as demons or those creatures masquerading as others (demons, vampires, werewolves etc). She rolls 1d3 to detect how many she has been able to 'find'. This spell is incredibly taxing and can only be used once per 3 days. On a white or a botch it will cause her to become temporarily blind for 1d5 hours.
Sensing-Clairvoyance: (Remarkable)
The hero can "see" distant sights without directly seeing it with his eyes. The hero receives a visual simulation of what he would see if he were actually present at the scene. The Power is not hindered by any of the factors that affect normal light transmission, such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for a telescope or Telescopic Vision. Harumi can only see minor mystical changes and auras within and around a person, for example as whether they are being shadowed by evil or whether they have magical potential.
Rolled on Psyche. Maximum distance Harumi can look is based on the power rank in Miles if she's been where she's trying to look, or half that if she hasn't. She must specify where she's looking, and can't look somewhere if she doesn't know where it is. A Green or White modifies the distance she can look, and will result in a failure if the newly modified distance is lesser than the distance from her target.
Harumi is completely unaware of the world around her while looking 'elsewhere', and only taking damage or stopping the power will shake her back to reality.
Sensing-Evil: Incredible
The caster can mystically sense the presence of great evil in his area of spell. This includes the presence of evil creatures (demons, evil magic wielders, super villains bent on destruction, etc.), artifacts of evil design or exceptionally evil deeds. This spell is automatic (FEAT rolls are not needed). As the caster gets closer to the source of the evil emanations, his sensing gets stronger. Thus, he can usually root out the evil if he goes looking for it. If the spell duration is permanent, the spell functions constantly, even when the caster is asleep.
This functions passively at the GM's discretion, or can be used actively to 'scan' for evil in the near area or in a chosen target, where Psyche is rolled. Some creatures will be able to roll defense against this to either avoid being located or harm Harumi with the depth of their darkness.
This ability has an effective range of its power rank in feet.
Telekinesis: Remarkable
The caster can use his Universal or Dimensional energy to move objects within the area of effect. He must see the object to initially move it, but once moving he can keep it moving if he loses sight of it. However, if he drops an object he cannot see, he cannot lift it again. The spell rank determines how much weight can be moved, as if it were Strength.
This spell can be used to attack in two different ways. The caster can ensnare someone telekinetically; the victim is considered grappled by a Strength equal to the spell rank, The caster may also form a telekinetic fist and attack from a distance (but within the area of spell), making a Psyche FEAT roll to hit his target. This will cause damage equal to the attacker’s Psyche rank.
This is more or less identical to Telekinesis as the power, but is a bit 'slower' since it must be activated before it can be used, making it poor for defensive or reactive uses unless Harumi casts it in advance. This costs 6 Mental Points per cast, is rolled off of Psyche, and has an effective Strength equal to the spell rank.
This spell can be cast in volleys, with each extra roll costing 3 Mental Points.
Emotion Post-cognition:
The caster, by remaining immobile and concentrating fully, can look back in time, seeing a vision of past events. The maximum area he can observe is his area of effect. He cannot be seen by those shades of the past and he can hear no sound. This spell requires full concentration. A successful spell rank FEAT roll is required. The range of time that may be traveled back is 3 months multiplied by the caster’s Psyche rank number. For example, a character with an Amazing Psyche (50 points) can go back 150 months, or 12 years, 6 months. The vision starts at the far end of the time span and runs towards the present. If the caster makes another successful FEAT roll he can “freeze” the vision, or replay an event already shown. He cannot interfere in any way with time, only observe what has happened in the space he is concentrating on.
Note: Harumi can only do this with an item of sufficient age and power. This does not have to be mystical power, but the item must hold emotional memories sufficient enough to fuel the spell. On a yellow roll or above, she can pause and 'rewind' the scene. On a green or below, she is a helpless observer and will witness the event once. This spell is mentally taxing, and Harumi needs to roll Psyche -1cs to counteract any emotional affects from this. If rolling a Green or below, she will succumb to the dominant emotion of the scene. The effects last 1d5 hours.
Card Magic:
Harumi can use Tarot cards to aid her fighting mystical beings. All rolled at Remarkable instead of Incredible (Psyche stat)
New Tarot Cards can be 'bought' using the Artifact system of Karma advancement. All cards replenish after 1 hour unless it says otherwise.
Banish:
Uses a selected range of cards from her deck, to Banish the spirit or demon from the area for 1d3 turns. Only successful on a Yellow Roll. If Green or other, the spirit resists and causes magical backlash for Harumi. This makes the difficulty shift +1cs, making it harder for her to cast a second time. (can only be attempted 3 times per combat. Once used, the Card vanishes and has to be replenished)
A demon must have at least Amazing Psyche to resist this card, and does so via Psyche. Otherwise, it either works or it doesn't.
Harm:
Uses a selected range of cards from her deck, to Harm the spirit or demon. Only successful on a Yellow Roll and deals Amazing (50) damage. If Green or other, the spirit resists and causes magical backlash for Harumi. This makes the difficulty shift +1cs, making it harder for her to cast a second time. It also causes the wounds she would have inflicted on the creature, to appear on herself for the same damage. It cannot be used on humans or human form demons such as vampires or werewolves or succubi. (can only be attempted 3 times per combat. Once used, the Card vanishes and has to be replenished)
A demon must have at least Amazing Psyche to resist this card, and does so via Psyche. Otherwise, it either works or it doesn't.
Locate:
Uses a selected range of cards from her deck, to locate a spirit or demon within an area within the immediate area (Same range as Harumi's active 'Sense Evil'). It can be used on a map but is rolled at -1cs (Excellent)
Usable once a day, but can be failed up to twice without running dry.
On a Yellow, Harumi is told exactly where any demons or spirits are within the radius. By rolling at -1CS, this can instead be used to generate a mental map of a the same radius. This map notes the location of all living things and their movements in the past 1 minute, but doesn't 'update' as time goes on.
Name Spirit:
Uses a selected card from her deck, to name a spirit or demon within an area within the immediate area (Same range as Harumi's active 'Sense Evil'). It can be used on a map but is rolled at -1cs (Excellent)
Usable once a day, but can be failed up to twice without running dry.
On a Yellow, Harumi is told the names of any demons or spirits she is aware of within the. By rolling at -1CS, this can instead be used to generate a mental map of the same radius. This map notes the location of all living things and their movements in the past 1 minute, but doesn't 'update' as time goes on.
Knowing the name of the demon or spirit entitles Harumi to a Reasoning check to know its general traits, titles, and weaknesses. She also gains a +2CS to any magical attacks against that demon.
Only successful on a Yellow Roll. If Green or other, the spirit senses her and causes magical backlash for Harumi. This makes the difficulty shift +1cs, making it harder for her to cast a second time. Harumi will also temporarily go blind for 1d5 hours.
WEAKNESSES=
Finite Limit: All of the hero's Powers have a finite number of times they can be used. This is determined by a second, independent Power rank roll; this rank number is the number of uses remaining for that Power. When a Power is depleted, the hero suffers the Effect. The Judge can determine how such Powers can be recharged.
BOOK-KEEPING
Health:
Mental Health:
Karma:
Popularity:
Resources:
HISTORY
Harumi was born to loving parents, who loved and cared for her. As long as she can remember, she has been able to see and speak to ghosts and spirits. Her parents knew this was a sign, and guided her as much as they could. They were Priests of an order sworn to protect good spirits, and defeat the bad ones. Harumi was taught the Priests ways from the age of 10, but when she was 12, her parents were killed by a large demonic spirit. Her training barely started and never completed, she had no way of dealing with the aftermath. With the potential to be one of the greatest Priests the order had known, she was stuck with the ability to see and sense spirits and evil. She had no way to combat it. The rest of the Order never came to help her, and have not contacted her since.
Living by herself Since her parents died, she has studied all the books they owned. She learnt martial arts and sword fighting, she hopes one day she would be able to learn the name of the spirit who killed her parents, and return it to the abyss from where it came.
-
EQUIPMENT
-Carried
Silver Crosses - 2 small silver crosses that can be placed as charms, warding off evil creatures with Good or lower Psyche. The single large one wards off evil creatures with Remarkable or lower Psyche until they pass a Yellow check to ignore it.
Holy Water - Harumi generally carries 2 flasks unless she's really expecting trouble, when she can carry up to 4. Deals Excellent (20) Damage to demonic entities and evil spirits, using Agility of the thrower. Each Flask can be 'splashed' up to 3 times, or thrown while full to affect an entire Area, dealing Remarkable (30) holy damage and Good (10) cutting damage instead.
On a Yellow attack with either effect, the target is soaked in the stuff, and takes repeating damage until they use a full round action to get rid of the stuff. Natural Armor that affects magic damage affects that of Holy Water.
Tarot Decks - Holds Tarot Cards listed above, and can be used to loosely divine the future on a Red Psyche Check.
Grimoire - Grants a +1CS to Occult based Reasoning checks.
Katana - A well made, traditional style katana customized for use by an exorcist. +1CS damage, and on a Yellow hit against a demonic entity or evil spirit, deals an additional 10 damage. On a Red hit, roll an extra Crit die.
Gemstones - Roll Amazing Luck whenever Harumi has need for a relatively common form of gemstone. On a Yellow, she happens to have one. On a Green, she has one very similar that may or may not work.
Candles - Provide (Poor) light when the power goes out.
-Owned
-Vehicles: none
NOTES:
Approved by: (GM puts in Nick and Date)
Rank Bot Code
Value
Shift-0
Sh-0 0
Feeble Fb 02
Poor Pr 04
Typical Ty 06
Good Gd 10
Excellent Ex 20
Remarkable Rm 30
Incredible In 40
Amazing Am 50
Monstrous Mn 75
Unearthly Un 100
Shift-X
X 150
Shift-Y
Y
200
Shift-Z
Z 500
Player Name: Xarat
Alias: Akihane
Concept: Magical Card Magic
Tier:
Age: 18
Height: 5.7
Build: Slender and Athletic
Skin: Pale
Hair: Auburn/flame red (as Akihane)
Eyes: Hazel (they seem to shift colours)/red (as Akihane)
Race/Species: Human
Description: Harumi is a goth, and is typically found in her black pleated skirt, black or black and purple knee length socks, and black boots. As Akihane she has flame red hair, and her costume turns completely black with red accents. She has a long sleeved black top, black skirt, boots and tights. Over her top she wears a red jacket. There are more red accents and detailing over all of her costume, with some occult symbols and japanese kanji.
Harumi
Akihane
Occupation: Student
ARCHETYPE
Occult
ATTRIBUTES
Fighting: Excellent
Agility: Excellent
Strength: Good
Endurance: Excellent
Reason: Remarkable
Intuition: Remarkable
Psyche: Incredible
CONTACTS
TALENTS
*Mystic Background: In the Marvel Universe, all humankind has the potential for developing magical Powers. This "Talent" shows that the character has some background with magical forces. Heroes may have derived their powers from these forces if they choose this Talent. A character with this Talent may have Magical Powers, with the approval of the Judge. If the Judge allows magical player characters, then any of the initial Powers created may be spells, and should be noted as deriving from Personal, Universal, or Dimensional energies.
*Occultist: The character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
*Martial Arts A: Harumi is able to Stun or Slam a target by rolling at -1CS. This works only if Harumi would have otherwise done at least 1 point of damage to the target with the attack, including the color calculation.
Stun: Green or White; Target suffers -1CS to all actions taken for one round. Yellow; Target is Stunned, and rolls Endurance or Psyche to recover. On a Yellow they recover completely, on a Green they act at -2CS for the round, and on a White they skip their turn.
Slam: Green or White; Target is slammed into an environmental hazard. Yellow; Target is slammed into an environmental hazard and Knocked Down.
*Martial Arts D: By watching a single target for 2 rounds (incurring a -1CS penalty to all actions taken that don't involve the target), Harumi can force Martial Arts A to work even with attacks that don't deal damage, as long as they hit.
*Demonology: The character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a + 1CS in any situation involving demons, including research, communication, identification and combat.
QUIRKS/FLAWS
*Magical Potential: Increases the rank of non-custom spells by +1CS.
*Ambidexterity: Grants a single extra action at full roll per round, using an item or weapon in the off hand.
v- Leaving these here for posterity, but they're really not necessary. if your character is curious or impulsive, just play them curious and impulsive.
*Curiosity: The character with this quirk is a naturally curious person and finds mysteries of any sort irresistable. In most circumstances they will find that their curiosity easily overrides their common sense. To resist temptation, the person with this flaw will have to pass a Reason FEAT roll at -1cs or succumb to the siren call of the unknown. *
*Impulsiveness: an impulsive character is one that consistently jumps the gun, doing thing right as they occur to them. To resist the urge to act on a whim, the character must make a Reason FEAT roll at -1 CS, the failure of which indicates that he goes with his 'bad self'. *
POWERS
ADEPT: The character possesses at least 8 spells. He has a spell rank of at least Excellent in all of them and Incredible or better in at least two of them. He spends more time adventuring than he spends with his master, though he is still at his master’s beck and call. His studying of the writings of the ancient arts gleans him more information than if he were a novice or disciple.
Speak with the Dead/Spirits/Otherworldly
Harumi can speak to Spirits of the dead if she so choses. However, they may not chose to speak back to her. They may also decide to attack her if they are sufficiently annoyed.
She can ask questions of them, but it is limited. She could have a full conversation about someone they both knew, but is unable to ask them how they died or who killed them. This is because either the spirit will become aggressive at the thought they were murdered/are dead, or they simply cannot remember for some reason. The spirit will then leave the area and refuse to speak to the caster again.
Asking this question in any round about way (GM Discretion) will cause one of these effects to occur. This ability is rolled on Psyche, with 'better' colors increasing the chance of the proper effects, but no guarantees.
See the Dead/Spirits/Otherworldly
Harumi can see Spirits and other otherworldly creatures that are in the same plane. She can't interact with them other than by speech, unless she activates Banish.
If they choose to attack her, she must either flee or attempt a Banish or Harm Tarot card activation. If she fails, she is -1cs more susecptable to otherworldly attacks for the remainder of the day.
She can also attempt to see, on a yellow roll or higher, 'hidden' creatures such as demons or those creatures masquerading as others (demons, vampires, werewolves etc). She rolls 1d3 to detect how many she has been able to 'find'. This spell is incredibly taxing and can only be used once per 3 days. On a white or a botch it will cause her to become temporarily blind for 1d5 hours.
Sensing-Clairvoyance: (Remarkable)
The hero can "see" distant sights without directly seeing it with his eyes. The hero receives a visual simulation of what he would see if he were actually present at the scene. The Power is not hindered by any of the factors that affect normal light transmission, such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for a telescope or Telescopic Vision. Harumi can only see minor mystical changes and auras within and around a person, for example as whether they are being shadowed by evil or whether they have magical potential.
Rolled on Psyche. Maximum distance Harumi can look is based on the power rank in Miles if she's been where she's trying to look, or half that if she hasn't. She must specify where she's looking, and can't look somewhere if she doesn't know where it is. A Green or White modifies the distance she can look, and will result in a failure if the newly modified distance is lesser than the distance from her target.
Harumi is completely unaware of the world around her while looking 'elsewhere', and only taking damage or stopping the power will shake her back to reality.
Sensing-Evil: Incredible
The caster can mystically sense the presence of great evil in his area of spell. This includes the presence of evil creatures (demons, evil magic wielders, super villains bent on destruction, etc.), artifacts of evil design or exceptionally evil deeds. This spell is automatic (FEAT rolls are not needed). As the caster gets closer to the source of the evil emanations, his sensing gets stronger. Thus, he can usually root out the evil if he goes looking for it. If the spell duration is permanent, the spell functions constantly, even when the caster is asleep.
This functions passively at the GM's discretion, or can be used actively to 'scan' for evil in the near area or in a chosen target, where Psyche is rolled. Some creatures will be able to roll defense against this to either avoid being located or harm Harumi with the depth of their darkness.
This ability has an effective range of its power rank in feet.
Telekinesis: Remarkable
The caster can use his Universal or Dimensional energy to move objects within the area of effect. He must see the object to initially move it, but once moving he can keep it moving if he loses sight of it. However, if he drops an object he cannot see, he cannot lift it again. The spell rank determines how much weight can be moved, as if it were Strength.
This spell can be used to attack in two different ways. The caster can ensnare someone telekinetically; the victim is considered grappled by a Strength equal to the spell rank, The caster may also form a telekinetic fist and attack from a distance (but within the area of spell), making a Psyche FEAT roll to hit his target. This will cause damage equal to the attacker’s Psyche rank.
This is more or less identical to Telekinesis as the power, but is a bit 'slower' since it must be activated before it can be used, making it poor for defensive or reactive uses unless Harumi casts it in advance. This costs 6 Mental Points per cast, is rolled off of Psyche, and has an effective Strength equal to the spell rank.
This spell can be cast in volleys, with each extra roll costing 3 Mental Points.
Emotion Post-cognition:
The caster, by remaining immobile and concentrating fully, can look back in time, seeing a vision of past events. The maximum area he can observe is his area of effect. He cannot be seen by those shades of the past and he can hear no sound. This spell requires full concentration. A successful spell rank FEAT roll is required. The range of time that may be traveled back is 3 months multiplied by the caster’s Psyche rank number. For example, a character with an Amazing Psyche (50 points) can go back 150 months, or 12 years, 6 months. The vision starts at the far end of the time span and runs towards the present. If the caster makes another successful FEAT roll he can “freeze” the vision, or replay an event already shown. He cannot interfere in any way with time, only observe what has happened in the space he is concentrating on.
Note: Harumi can only do this with an item of sufficient age and power. This does not have to be mystical power, but the item must hold emotional memories sufficient enough to fuel the spell. On a yellow roll or above, she can pause and 'rewind' the scene. On a green or below, she is a helpless observer and will witness the event once. This spell is mentally taxing, and Harumi needs to roll Psyche -1cs to counteract any emotional affects from this. If rolling a Green or below, she will succumb to the dominant emotion of the scene. The effects last 1d5 hours.
Card Magic:
Harumi can use Tarot cards to aid her fighting mystical beings. All rolled at Remarkable instead of Incredible (Psyche stat)
New Tarot Cards can be 'bought' using the Artifact system of Karma advancement. All cards replenish after 1 hour unless it says otherwise.
Banish:
Uses a selected range of cards from her deck, to Banish the spirit or demon from the area for 1d3 turns. Only successful on a Yellow Roll. If Green or other, the spirit resists and causes magical backlash for Harumi. This makes the difficulty shift +1cs, making it harder for her to cast a second time. (can only be attempted 3 times per combat. Once used, the Card vanishes and has to be replenished)
A demon must have at least Amazing Psyche to resist this card, and does so via Psyche. Otherwise, it either works or it doesn't.
Harm:
Uses a selected range of cards from her deck, to Harm the spirit or demon. Only successful on a Yellow Roll and deals Amazing (50) damage. If Green or other, the spirit resists and causes magical backlash for Harumi. This makes the difficulty shift +1cs, making it harder for her to cast a second time. It also causes the wounds she would have inflicted on the creature, to appear on herself for the same damage. It cannot be used on humans or human form demons such as vampires or werewolves or succubi. (can only be attempted 3 times per combat. Once used, the Card vanishes and has to be replenished)
A demon must have at least Amazing Psyche to resist this card, and does so via Psyche. Otherwise, it either works or it doesn't.
Locate:
Uses a selected range of cards from her deck, to locate a spirit or demon within an area within the immediate area (Same range as Harumi's active 'Sense Evil'). It can be used on a map but is rolled at -1cs (Excellent)
Usable once a day, but can be failed up to twice without running dry.
On a Yellow, Harumi is told exactly where any demons or spirits are within the radius. By rolling at -1CS, this can instead be used to generate a mental map of a the same radius. This map notes the location of all living things and their movements in the past 1 minute, but doesn't 'update' as time goes on.
Name Spirit:
Uses a selected card from her deck, to name a spirit or demon within an area within the immediate area (Same range as Harumi's active 'Sense Evil'). It can be used on a map but is rolled at -1cs (Excellent)
Usable once a day, but can be failed up to twice without running dry.
On a Yellow, Harumi is told the names of any demons or spirits she is aware of within the. By rolling at -1CS, this can instead be used to generate a mental map of the same radius. This map notes the location of all living things and their movements in the past 1 minute, but doesn't 'update' as time goes on.
Knowing the name of the demon or spirit entitles Harumi to a Reasoning check to know its general traits, titles, and weaknesses. She also gains a +2CS to any magical attacks against that demon.
Only successful on a Yellow Roll. If Green or other, the spirit senses her and causes magical backlash for Harumi. This makes the difficulty shift +1cs, making it harder for her to cast a second time. Harumi will also temporarily go blind for 1d5 hours.
WEAKNESSES=
Finite Limit: All of the hero's Powers have a finite number of times they can be used. This is determined by a second, independent Power rank roll; this rank number is the number of uses remaining for that Power. When a Power is depleted, the hero suffers the Effect. The Judge can determine how such Powers can be recharged.
BOOK-KEEPING
Health:
Mental Health:
Karma:
Popularity:
Resources:
HISTORY
Harumi was born to loving parents, who loved and cared for her. As long as she can remember, she has been able to see and speak to ghosts and spirits. Her parents knew this was a sign, and guided her as much as they could. They were Priests of an order sworn to protect good spirits, and defeat the bad ones. Harumi was taught the Priests ways from the age of 10, but when she was 12, her parents were killed by a large demonic spirit. Her training barely started and never completed, she had no way of dealing with the aftermath. With the potential to be one of the greatest Priests the order had known, she was stuck with the ability to see and sense spirits and evil. She had no way to combat it. The rest of the Order never came to help her, and have not contacted her since.
Living by herself Since her parents died, she has studied all the books they owned. She learnt martial arts and sword fighting, she hopes one day she would be able to learn the name of the spirit who killed her parents, and return it to the abyss from where it came.
-
EQUIPMENT
-Carried
Silver Crosses - 2 small silver crosses that can be placed as charms, warding off evil creatures with Good or lower Psyche. The single large one wards off evil creatures with Remarkable or lower Psyche until they pass a Yellow check to ignore it.
Holy Water - Harumi generally carries 2 flasks unless she's really expecting trouble, when she can carry up to 4. Deals Excellent (20) Damage to demonic entities and evil spirits, using Agility of the thrower. Each Flask can be 'splashed' up to 3 times, or thrown while full to affect an entire Area, dealing Remarkable (30) holy damage and Good (10) cutting damage instead.
On a Yellow attack with either effect, the target is soaked in the stuff, and takes repeating damage until they use a full round action to get rid of the stuff. Natural Armor that affects magic damage affects that of Holy Water.
Tarot Decks - Holds Tarot Cards listed above, and can be used to loosely divine the future on a Red Psyche Check.
Grimoire - Grants a +1CS to Occult based Reasoning checks.
Katana - A well made, traditional style katana customized for use by an exorcist. +1CS damage, and on a Yellow hit against a demonic entity or evil spirit, deals an additional 10 damage. On a Red hit, roll an extra Crit die.
Gemstones - Roll Amazing Luck whenever Harumi has need for a relatively common form of gemstone. On a Yellow, she happens to have one. On a Green, she has one very similar that may or may not work.
Candles - Provide (Poor) light when the power goes out.
-Owned
-Vehicles: none
NOTES:
Approved by: (GM puts in Nick and Date)
Rank Bot Code
Value
Shift-0
Sh-0 0
Feeble Fb 02
Poor Pr 04
Typical Ty 06
Good Gd 10
Excellent Ex 20
Remarkable Rm 30
Incredible In 40
Amazing Am 50
Monstrous Mn 75
Unearthly Un 100
Shift-X
X 150
Shift-Y
Y
200
Shift-Z
Z 500