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EternalPhoenix

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About EternalPhoenix

  • Birthday 07/08/1986

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    Curtis Bay, MD
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  1. Angel Ronin (Masaru Kido) Power Level: 13; Power Points Spent: 270/270 STR: +12 (18/35), DEX: +3 (16), CON: +8 (18/26), INT: +4 (18), WIS: +2 (14), CHA: +2 (14) Tough: +8/+14, Fort: +12, Ref: +7/+10, Will: +11 Skills: Acrobatics 7 (+10), Computers 11 (+15), Craft (electronic) 11 (+15), Craft (mechanical) 11 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (galactic) 1 (+5), Knowledge (physical sciences) 11 (+15), Knowledge (tactics) 11 (+15), Knowledge (theology & philosophy) 11 (+15), Language 4 (+4), Notice 8 (+10), Pilot 17 (+20), Search 1 (+5), Sense Motive 8 (+10), Stealth 7 (+10), Survival 13 (+15) Feats: All-Out Attack, Attack Focus (ranged) 2, Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Mechanized Corps Commander)), Benefit 2 (World Class Pilot (Evasive Maneuvers may be performed as free action)), Challenge - One Hand On The Wheel (Pilot), Improved Critical (Angel Tanto (Strike 1)), Improved Critical 2 (Angel Katana (Strike 4)), Improved Critical 2 (Angel Wakizashi (Strike 2)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Initiative 3, Inspire 2 (+2), Move-by Action, Power Attack, Precise Shot, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Computers, Craft (mech), Pilot, Survival), Takedown Attack 2, Teamwork 3, Ultimate Effort (Pilot checks), Uncanny Dodge (Auditory) Powers: Angel Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2)) Angel Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Angel Katana (Strike 4) (Default; DC 31, Feats: Improved Critical 2 (Angel Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty) Angel Tanto (Strike 1) (Array; DC 28, Feats: Improved Critical (Angel Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty) Angel Wakizashi (Strike 2) (Array; DC 29, Feats: Improved Critical 2 (Angel Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty) Angel Ronin Armor (Device 3) (Hard to lose) Angel Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma)) Angel Radio (Communication (sense type: radio; Subtle (subtle)) Blaster Arsenal (Device 5) (Easy to lose; Custom (Multiple Weapons)) Blasters (Array 12) (default power: blast) Automatic Blaster Pistol (Blast 6) (Default; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5), Penetrating [2 ranks only]; Accurate (+2), Precise) Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Penetrating [2 ranks only]; Accurate (+2), Precise) Cybernetics (Container, Passive 14) Cyber Armor (Protection 1) (+1 Toughness) Cyber Quickness (Quickness 6) (Perform routine tasks at 100x speed) Cyber Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+10), Defense Bonus +3 (+10), Reflex +3 (+10), Feats: Improved Initiative 3) Cyber Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd) Cyberarms Strength (Enhanced Strength 9) (+9 STR) Cybereyes (Super-Senses 4) (extended (type): Visual 1 (-1 per 100 ft), low-light vision, ultravision) Cyberweapons (Array 7) (default power: blast) Automatic Blaster Pistol (Right Arm) (Blast 6) (Default; DC 21; Autofire (interval 2, max +5); Unreliable (5 Uses); Accurate (+2), Precise) Heavy Blaster Pistol (Left Arm) (Blast 6) (Array; DC 21; Unreliable (5 Uses); Accurate (+2), Precise) Vehicular Control Rigging (Datalink 5) (sense type: radio; Omni-Directional Area; Machine Control, Subtle (subtle)) Vehicular Interface (Comprehend 2) (machines / electronics - speak to, machines / electronics - understand; Broad Group (Vehicles)) Ingenti Physiology (Container, Passive 4) Ingenti Abilities (Enhanced Trait 16) (Traits: Strength +8 (35, +12), Constitution +8 (26, +8)) Lightless Vision (Super-Senses 3) (darkvision, infravision) Natural Armor (Protection 1) (+1 Toughness) Attack Bonus: +7/+10 (Ranged: +9/+12, Melee: +7/+10, Grapple: +19/+22) Attacks: Angel Katana (Strike 4), +10 (DC 31), Angel Tanto (Strike 1), +10 (DC 28), Angel Wakizashi (Strike 2), +10 (DC 29), Automatic Blaster Pistol (Blast 6), +14 (DC 21), Automatic Blaster Pistol (Right Arm) (Blast 6), +14 (DC 21), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Heavy Blaster Pistol (Left Arm) (Blast 6), +14 (DC 21), Unarmed Attack, +10 (DC 27) Defense: +7/+10 (Flat-footed: +5), Knockback: -7 Initiative: +15 Languages: Ingentiponic Native, Neo-Nobellian, Netspeak, Outer Borustan, Trade Sionil Totals: Abilities 38 + Skills 37 (148 ranks) + Feats 21 + Powers 129 + Combat 28 + Saves 17 + Drawbacks 0 = 270 Age (as of Jan 2019): 54 (chronological), 36 (biological) Height: 8’ 4” Weight: 850 lbs Ethnicity: Ingenti (Swedish equivalent) Hair: Blonde Eyes: Blue Theme Songs: [url= https://www.youtube.com/watch?v=At8GLi2iRTA]Family, by Fabvl featuring Daddyphatsnaps & McGwire[/url] & [url= https://www.youtube.com/watch?v=aE0f8rBd-hg]Final Breath, by Johnald featuring Zach Boucher & produced by Chira[/url] Background: Masaru Kido has spend his entire life being reliable and dependable. He’s only ever wanted one thing, really. Family. He never knew his father, and his mother was barely worthy of the term. So, it was honestly kind of pathetically easy for the megacorp to draw in the young engineering and piloting prodigy. He took to the training and discipline of being a corporate samurai like a duck to water. He served loyally and well. He made many friends. Indeed, it seemed as if he had found the place where he belonged. They were…perhaps not the most saintly of individuals, but they were his brothers and sisters in arms. His squadronmates. His family. And yeah, sometimes someone might die on a mission, but they mourned together, welcomed a new member together, and moved on together. Unfortunately, like most megacorp employees, he was simply being used. See, Ingenti are not typically known for their engineering or piloting skills. Not that none of them have any. Of course plenty of them do. It’s just that when most denizens of the universe (which includes other Ingenti) think of the species, their thoughts tend to favor their natural size and strength. It does not help that most Ingenti who make intergalactic news do so by being aggressive and violent. This is a very roundabout way of saying Masaru is very different from a stereotypical Ingenti, no matter who said stereotype comes from. To put it in Earth terms, it’d be somewhat like a native Malaysian driving in NASCAR. There’s nothing wrong with it. It’s perfectly fine, really. But few would guess that as the guy’s occupation just by hearing about him. That’s how it is for Masaru. Few expect a heavily cybered Ingenti to be a master pilot and engineer as opposed to a killing machine. To be fair, he’s kinda one of those too, but that’s beside the point. So he was as much propaganda tool as legitimate soldier. “See? Even those dangerous Ingenti can become righteous warriors and a genuine force for good. Join up today, and you too can be a hero like him.” Sure. Right. Okay. Masaru, of course, was completely unaware of this. The megacorps have psychological manipulation down to a science. This state of affairs would have continued until the end of his days, if not for the Rebellion of the Three Hundred. Or rather, right at the end of it when they got to the spacecraft docks. That was the day he learned he was a bit more invested in the whole “heroic warrior of honor” thing than most of his squadronmates. And his commander, a man he thought of as a father figure. He tried to resolve matters without any further violence, but in the end he was forced to choose between his family and his ideals. He chose. Gods help him, he chose. His commander went flying from the force of the sudden katana blow, and landed in two pieces. The Original 300 Red Ronin were complete. In the ensuring years, the Ronin have become his new family. He has been, in many ways, the group’s guardian angel. He has pulled teams out of blistering fire a virtually uncountable number of times. He was Transport’s first Lieutenant, after all. And he is the second Corps Commander. Mechanized is the first in and last out of any heavy engagements. However. He’s 54. Almost all Ingenti are dead by 60. Of various health problems, not aging. He’s had a quarter Earth century of pretty damn excellent medical care, but neither Fujiko nor Renjiro can turn back time. His major organs are slowly losing more and more of their function. He’s not dying, exactly, but someone in his condition would normally be resting quietly at home so they don’t strain themselves. Not commanding a minor fleet of spaceships and/or engaging in furious combat. One might expect him to be all for the raid, then. However, nothing could be further from the truth. He’s 100% opposed. After all, he has less than no interest in losing his second family. But it’s more than that. He’s not afraid to die leaving his life’s work unfinished. He is at peace with the end approaching. If the next time he draws his sword is the last, then so be it. A proper warrior must face death in all its forms, including the thief known as Time. And when he does, he must not flinch. He is fully prepared to take his final breath, whether it be on the battlefield with sword in hand defending his family, or in a hospice bed surrounded by them. Powers & Tactics: Personality: Strong at: Righteousness, Self-Control Weak at: Courage, Honesty
  2. Radiant Ronin (Fujiko Yoshihara) Power Level: 12; Power Points Spent: 270/270 STR: +7 (20/24), DEX: +7 (20/24), CON: +7 (20/24), INT: +5 (16/20), WIS: +5 (16/20), CHA: +2 (14) Tough: +7/+12, Fort: +10, Ref: +9/+12, Will: +11 Skills: Acrobatics 8 (+15), Bluff 13 (+15), Craft (chemical) 5 (+10), Craft (mechanical) 5 (+10), Diplomacy 13 (+15), Gather Information 8 (+10), Intimidate 13 (+15), Knowledge (behavioral science) 5 (+10), Knowledge (life sciences) 15 (+20), Knowledge (physical sciences) 5 (+10), Knowledge (tactics) 5 (+10), Knowledge (technology) 5 (+10), Language 4 (+4), Medicine 15 (+20), Notice 5 (+10), Sense Motive 5 (+10), Stealth 3 (+10) Feats: All-Out Attack, Attack Focus (ranged), Attack Specialization (Radiant Katana (Strike 4)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Medical Corps Commander)), Defensive Attack, Evasion, Improved Critical (Radiant Tanto (Strike 1)), Improved Critical 2 (Automatic Blaster Rifle (Blast 8)), Improved Critical 2 (Blaster Shotgun (Blast 8)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Radiant Katana (Strike 4)), Improved Critical 2 (Radiant Wakizashi (Strike 2)), Improved Initiative 3, Move-by Action, Power Attack, Quick Draw, Second Chance 2 (Toughness saves vs. Force & Plasma), Set-Up, Skill Mastery (Bluff, Diplomacy, Intimidate, Medicine), Takedown Attack 2, Teamwork 3, Ultimate Effort (Medicine checks), Uncanny Dodge (Auditory) Powers: Bio-Implants (Container, Passive 16) Bio-Implant Abilities (Enhanced Trait 20) (Traits: Strength +4 (24, +7), Dexterity +4 (24, +7), Constitution +4 (24, +7), Intelligence +4 (20, +5), Wisdom +4 (20, +5)) Bio-Implant Endurance (Immunity 3) (disease, poison, sleep; Limited - Half Effect) Bio-Implant Quickness (Quickness 6) (Perform routine tasks at 100x speed) Bio-Implant Recovery (Regeneration 6) (recovery bonus 2 (+2 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins); Persistent) Bio-Implant Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+11), Defense Bonus +3 (+12), Reflex +3 (+12), Feats: Improved Initiative 3) Bio-Implant Resilience (Protection 1) (+1 Toughness) Bio-Implant Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd) Painkiller Gland Immunity (Immunity 2) (custom: Pain Effects 2) Painkiller Gland Recovery (Healing 1) (Action 4 (reaction), Total; Personal, Temporary; Persistent) Painkiller Gland Stinger (Healing 7) (Action (standard), Total; Limited to Others, Temporary; Persistent) Blaster Arsenal (Device 6) (Easy to lose; Custom 2 (Multiple Weapons 2)) Blasters (Array 14) (default power: blast) Automatic Blaster Rifle (Blast (Default; DC 23, Feats: Improved Critical 2 (Automatic Blaster Rifle (Blast 8)); Autofire (interval 2, max +5); Accurate (+2), Precise) Blaster Shotgun (Blast (Array; DC 23, Feats: Improved Critical 2 (Blaster Shotgun (Blast 8)); Penetrating; Accurate (+2), Precise) Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Precise, Subtle (subtle)) Radiant Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2)) Radiant Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Radiant Katana (Strike 4) (Default; DC 26, Feats: Improved Critical 2 (Radiant Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty) Radiant Tanto (Strike 1) (Array; DC 23, Feats: Improved Critical (Radiant Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty) Radiant Wakizashi (Strike 2) (Array; DC 24, Feats: Improved Critical 2 (Radiant Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty) Radiant Ronin Armor (Device 3) (Hard to lose) Radiant Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma)) Radiant Radio (Communication (sense type: radio; Subtle (subtle)) Ronin Medkit (Device 1) (Hard to lose) Medkit (Healing 5) (DC 15; Total; Check Required, Unreliable (5 Uses)) Attack Bonus: +8/+11 (Ranged: +9/+12, Melee: +8/+11, Grapple: +15/+18) Attacks: Automatic Blaster Rifle (Blast 8), +14 (DC 23), Blaster Shotgun (Blast 8), +14 (DC 23), Heavy Blaster Pistol (Blast 6), +12 (DC 21), Radiant Katana (Strike 4), +13 (DC 26), Radiant Tanto (Strike 1), +11 (DC 23), Radiant Wakizashi (Strike 2), +11 (DC 24), Unarmed Attack, +11 (DC 22) Defense: +9/+12 (Flat-footed: +6), Knockback: -6 Initiative: +19 Languages: Neo-Nobellian Native, Nihongellian, Outer Borustan, Outer Ingenti, Trade Sionil Totals: Abilities 46 + Skills 33 (132 ranks) + Feats 19 + Powers 127 + Combat 34 + Saves 11 + Drawbacks 0 = 270 Age (as of Jan 2019): 52 Height: 5’ 4” Weight: 120 lbs Ethnicity: Yayoi (ancient Japanese) Hair: Black Eyes: Dark Brown Theme Songs: [url= https://www.youtube.com/watch?v=9L8kZoal9A4&pp=ygUSZG8gaXQgZGlmZmVyZW50bHkg]Do It Differently, by HalaCG x Bloomgums[/url] & [url=https://www.youtube.com/watch?v=KUg7f4yAbpM&pp=ygURbm92b2NhaW5lIGpvaG5hbGQ%3D]Novacaine, by Johnnald featuring McGwire[/url] Background: The Yoshihara family goes way back. The Yayoi were the ethnic group from which modern Japanese people are descended. They were the fusion point between the local Jomon hunter-gatherers and immigrants from China, Korea, and potentially elsewhere. They’re generally (on Earth) decided to have first appeared in approximately 300 BCE, 2300 years ago. Though some argue for as far back as 1000 BCD, 3000 years ago. These were the primitive farmers and hunters kidnapped to space by literal aliens. They were experimented on, used as work animals, bred, cloned, and eventually recognized as sentient and educated a few generations down the line. Unfortunately, at this point there was a distinct population who 1) had no way to get home and 2) wouldn’t recognize it if they did. So they just kind of…hung around and become part of the intergalactic community. This is not an unusual occurrence. Homo sapiens dates back approximately 200,000 Earth years. They’ve been getting kidnapped to space in smallish groups for, well, most of that time. So those stories of mysterious disappearances (mass or otherwise) throughout history? Put kidnapped to space on the list of actually plausible explanations. Right next to “stumbled into dimensional portal” and “unlucky encounter with supernatural creatures”. So, the Yoshihara family goes way back. They like to say that their ancestor was among the first kidnapped over 2000 years ago, but really there’s no proof of that. Not like the kidnappers kept exact records of who was who. And it was a long time ago, even in Nobellian terms. Still. The Yoshihara family goes way back. They’ve served the megacorp in one way or another for over a dozen generations. New blood from Yamato, Nihon, and Nippon married in now and again, bringing new customs from their ancestral homeland. So tradition and the honor of the family are very important to them. Fujiko never expected to be any different. She only joined the megacorp’s security force for the free medical education. She wanted to be a doctor, not a warrior. She wanted to save lives, not take them. The Rebellion of The Three Hundred, when it initially started, held no interest for her. No, she didn’t like the injustice of it all, but honestly it had nothing to do with her or her goals. She was the only one in the infirmary who felt that way, with all of the doctors and nurses taking one side or the other. Including the persuasive Renjiro Rinbayashi (now Osteo Ronin). Rinbayashi-sensei (as she refers to him, sensei is the honorific used for Doctor) was and is her friend. If the only person she knew who abhorred violence and fighting more than she did at the time was willing to risk being involved in a fight to do what was right, who was she to stay out of it? She wonders, sometimes, what would have happened if she hadn’t thought that. Fujiko, Renjiro, and a handful of the infirmary’s staff joined the Rebellion. To the eternal dishonor of the Yoshihara family. One that they have spent every year since trying to correct by killing Fujiko. But not by something so dishonorable as an ambush, poison, or even simple weight of numbers. She is challenged to a one on one duel to the death. Not showing up is inconceivable for her. First it was her older brother. Then her older sister. When she ran out of siblings, the cousins started. Recently, her niece (her older sister’s child) has sent her letter of challenge. Fujiko, the young woman who never wanted to fight, only heal, is now the woman responsible for slowly and painstakingly pruning her family tree to a stalk. There are no words that can express how she feels about this that would not be a dramatic understatement. She has replaced more and more of her body with bio-implants to the point where there’s very little of the original left. It’s a Ship of Theseus type of thing. How much can she replace before Fujiko Yoshihara becomes nonexistent? Additionally, one of these many implants is her painkiller gland, which renders her entirely numb just so she doesn’t have to feel those particular feelings. Yet she cannot conceive of simply not going to the next duel. It is a familial obligation, as important to her as not allowing herself to be killed in any of the duels and thus fail in her obligations to the Ronin and her Tai-Cho. She’s the second Commander of the Medical Corps, coming over from being the first Lieutenant of Field Division. There were extremely limited number of medical personnel in the early days, before any expansions. As for the raid, she doesn’t care. Whatever her Tai-Cho says to do, she will do. There is nothing else to be said. Powers & Tactics: Fujiko is a Sape (aka a human) with plenty of bio-implant augmentations, a lot of weapons, and some armor. Her bio-implants are extensive (to the point where it’s virtually a Ship of Theseus situation with how little of her original body is left) but mostly standard. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), resilience vs damage, and regenerative speed (doesn’t need medical treatment to and is faster at recovering from all injuries). Her quirks include increased resistance to mundane diseases and poisons, and less need to breath and sleep and improved mental abilities. The centerpiece, however, is her Painkiller Gland. It is a marvel of bioengineering. Not only does it render her immune to pain and let her temporarily ignore even the most debilitating effects of injury (though being driven unconscious by sheer physical trauma isn’t on the list), but the narcotic the gland generates isn’t physical or psychologically addictive on its own. Furthermore, she has a stinger on her dominant hand that can dispense this narcotic to others, granting them the effects she has all the time. Her weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). Additionally, she has three blasters (automatic rifle, shotgun, and heavy pistol). The rifle and shotgun are somewhat unexpected for a Support Corps Ronin, but the pistol is standard Ronin gear. Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. She also carried a piece of gear only found among Medical Corps Ronin, and even then only in Field division. The Ronin Medkit is a miraculous piece of technology that can heal any injury (or combination of injuries with some luck) given time to work. However, it’s supplies have to be restocked after every five uses, and those without at least minimal professional medical training will find it difficult to impossible to use. Fujiko, of course, has no problem using it, but others may have difficulty if she is incapacitated or it is stolen. Tactically, Fujiko sticks to her roots in Field divison. She is versatile, meeting caps with her katana while only being one PL down with her rifle or shotgun, but her first priority is seeing to the wounded who can no longer fight. Her weapons are used in defense of such persons, not to make a furious attack on the enemy. She may be a warrior, but she’s a doctor and scientist first. So while she has the bonuses to effectively Feint and Demoralize, she lacks Improved anything and has no alternative feats. When she does do so, the benefits are most often passed off to an ally via Set-Up. She does, however, have All Out, Defensive, and Power Attack available at need, Move by Action to keep her mobile, and Takedown Attack 2 to slash through minions when necessary. But again, with the aforementioned Set-Up and Teamwork 3, more often someone else is doing the violent work. Don’t forget Ultimate Medicine in the surgical theater. Also don’t forget that the reaction on Painkiller Gland Recovery triggers whenever she fails a Toughness save, unless the result was becoming Unconscious. She simply doesn’t go down despite sustaining injuries that would drop virtually anyone else. She can, technically power stunt Painkiller Overdose (Fatigue 7 or Stun 7, whichever is preferable) off of her Painkiller Gland Stinger, but she’d have to be both totally unarmed and extremely desperate. So it’s deeply unlikely to ever be seen. Personality: Fujiko is blissfully numb most of the time, and she prefers it that way. It could technically be argued that she’s intoxicated at all times due to her Painkiller Gland, and this would not be incorrect. Something really ought to be done, but she’s the personal physician of the only person who can remove her from her position. And Tomoe Aizawa remains satisfied with her work thus far. The narcotic does nothing to blunt her medical skills or judgement. She made it that way on purpose. To keep her head as clear and objective as possible so she could continue to do her job to the best of her abilities while taking away not only her physical pain, but exactly how it feels to be given no other choice but to personally prune one’s family tree to a stalk one branch at a time. She cannot collapse in a puddle of misery, despair, and self-loathing. Honestly, the physical part is a beneficial side effect. The icing on the cake, to use an Earth saying. With that said, she does follow the Code of The Ronin. Her strengths lie in Compassion and Loyalty, while her weaknesses lie in Courage and Honor. The rest she is adequate at. To explain further: She is a doctor to the bone. She believes in helping people with her medical and, if necessary, her combat skills. It is both the duty and the responsibility of all people with such skills. This is where the Loyalty part comes in, as it is perhaps better named Responsibility. She will uphold every single last responsibility she has or die trying. To her patients. To her allies. To her friends. To her Tai-Cho. And yes, even to the family that would like nothing better than to see her dead. So they will continue to challenge her to duels. And every time, another branch of her family tree will be cut down by her hand. Someone with better Courage would be able to face this fact. Fujiko has implanted in herself a literal drug producing gland so that she does not. Someone with better Honor would not consider being permanently intoxicated (no matter how much all the risks of such a thing were minimized by their own skill in creating the gland) a solution to the problem. And yet again, here we are. Fujiko has strong feelings regarding her Tai-Cho. Tomoe Aizawa is, in many ways, the most important person in the universe to her. She will never do anything to lose her Tai-Cho’s respect. This is not a romantic thing, though some may confuse it with one. Fujiko knows better than anyone else just how much physical trauma Tomoe has endured without dying. She also knows how very, very close her Tai-Cho has come to dying. Well, permanently. There’s a grey area a few to several minutes wide before brain death is irreversible. Everything else can be treated with surgery, tech, or magic. Though there’s no guarantees, of course. For enduring physical punishment that would kill most people and then going through recovery and rehabilitation alone would gain the respect of most. However, on instance of such injuries would psychologically cripple or maim virtually anyone else. Tomoe shrugs it off, every time. For that, she has Fujiko’s undying admiration, loyalty and respect as both a doctor and a person.
  3. Devil Ronin (Rinako Saeki) Power Level: 11; Power Points Spent: 270/270 STR: +8 (16/26), DEX: +4 (16/18), CON: +8 (20/26), INT: +7 (20/24), WIS: +2 (14), CHA: +3 (12/16) Tough: +8/+14, Fort: +11, Ref: +6/+8, Will: +11 Skills: Acrobatics 6 (+10), Computers 13 (+20), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (galactic) 3 (+10), Knowledge (physical sciences) 3 (+10), Knowledge (tactics) 3 (+10), Knowledge (technology) 13 (+20), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10), Stealth 1 (+5) Feats: All-Out Attack, Attack Focus (ranged) 2, Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Engineer Corps Commander)), Eidetic Memory, Improved Critical (Automatic Blaster Pistol (Blast 6)), Improved Critical (Devil Tanto (Strike 1)), Improved Critical (Heavy Blaster Pistol (Blast 6)), Improved Critical (Horned Headbutt (Strike 2)), Improved Critical 2 (Devil Katana (Strike 4)), Improved Critical 2 (Devil Wakizashi (Strike 2)), Improved Initiative 2, Move-by Action, Power Attack, Precise Shot, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Computers, Notice, Stealth), Takedown Attack 2, Ultimate Effort (Computers checks), Uncanny Dodge (Auditory) Powers: Blaster Arsenal (Device 4) (Easy to lose; Custom (Multiple Weapons)) Blasters (Array 10) (default power: blast; Custom (Array 9.5)) Automatic Blaster Pistol (Blast 6) (Default; DC 21, Feats: Improved Critical (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5)) Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical (Heavy Blaster Pistol (Blast 6))) Cybernetics (Container, Passive 7) Cyber Armor (Protection 2) (+2 Toughness) Cyber Quickness (Quickness 4) (Perform routine tasks at 25x speed; One Type (Physical)) Cyber Reflexes (Enhanced Trait 12) (Traits: Attack Bonus +2 (+10), Defense Bonus +2 (+8), Reflex +2 (+8), Feats: Improved Initiative 2) Cyber Speed (Speed 2) (Speed: 25 mph, 220 ft./rnd) Cyberarm Holsters (Features 2) (Notes: Can store two (2) Pistol size weapons inside cybernetics, making them Subtle towards visual detection methods) Cyberarms Strength (Enhanced Strength (+8 STR) Cybereyes (Super-Senses 6) (darkvision, extended (type): Vision 1 (-1 per 100 ft), infravision, microscopic vision 1 (dust-size)) Nutrition Storage System (Immunity 1) (starvation & thirst) Devil Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2)) Devil Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Devil Katana (Strike 4) (Default; DC 27, Feats: Improved Critical 2 (Devil Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty) Devil Tanto (Strike 1) (Array; DC 16, Feats: Improved Critical (Devil Tanto (Strike 1)); Penetrating [1 extra rank]) Devil Wakizashi (Strike 2) (Array; DC 25, Feats: Improved Critical 2 (Devil Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty) Devil Ronin Armor (Device 3) (Hard to lose) Devil Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma)) Devil Radio (Communication (sense type: radio; Subtle (subtle)) Jinkan-Borustan Physiology (Container, Passive 4) Horned Headbutt (Strike 2) (DC 25, Feats: Improved Critical (Horned Headbutt (Strike 2)); Mighty) Jinkan-Borustan Abilities (Enhanced Trait 14) (Traits: Strength +2 (26, +8), Dexterity +2 (18, +4), Constitution +6 (26, +8), Charisma +4 (16, +3)) Starlight Vision (Super-Senses 2) (low-light vision, ultravision) Technopathy (Active) (Array 23) (default power: mind control) Bricking (Blast 11) (Array; DC 26; Alternate Save (Will), Range (perception); Limited (to Technology); Subtle 2 (unnoticable)) Control Technology (Mind Control 11) (Default; DC 21; Affects Objects (Only), Alternate Save (Fortitude), Conscious, Effortless, Instant Command; Limited (Technology); Mental Link, Subtle (subtle)) Deactivate Technology (Nullify 11) (Array; counters: all powers of (type) - technology, DC 21; Burst Area (55 ft. radius - General), Effortless; Precise, Subtle (subtle)) Overdrive (Variable 7) (Array; acquire: all of (type) - technological powers, limited to: enhancing existing powers of self) Sensor Network (ESP 9) (Array; affects: 2 types, inc. visual - visual & auditory; Duration (sustained), No Conduit, Simultaneous; Medium; Subtle (subtle)) Technopathy (Passive) (Container, Passive 4) Infoweb Uplink (Datalink 4) (sense type: mental; Cyberspace, Subtle 2 (unnoticable)) Interface (Comprehend 2) (machines / electronics - speak to, machines / electronics - understand) Neural Synergy (Enhanced Intelligence 4) (+4 INT) Technopathic Mind (Quickness (Perform routine tasks at 500x speed; One Type (Mental)) Technopathic Vision (Super-Senses 1) (awareness: Infoweb (visual)) Attack Bonus: +8/+10 (Ranged: +10/+12, Melee: +8/+10, Grapple: +16/+18) Attacks: Automatic Blaster Pistol (Blast 6), +12 (DC 21), Bricking (Blast 11) (DC Will 26), Control Technology (Mind Control 11) (DC Fort 21), Deactivate Technology (Nullify 11) (DC Will 21), Devil Katana (Strike 4), +10 (DC 27), Devil Tanto (Strike 1), +10 (DC 16), Devil Wakizashi (Strike 2), +10 (DC 25), Heavy Blaster Pistol (Blast 6), +12 (DC 21), Horned Headbutt (Strike 2), +10 (DC 25), Unarmed Attack, +10 (DC 23) Defense: +6/+8 (Flat-footed: +4), Knockback: -7 Initiative: +12 Languages: Neo-Nobellian Native, Netspeak, Outer Borustan, Outer Ingenti, Trade Sionil Totals: Abilities 38 + Skills 19 (76 ranks) + Feats 14 + Powers 157 + Combat 28 + Saves 14 + Drawbacks 0 = 270 Age (as of Jan 2019): 38 (chronologica) approx. 45 (biological) Height: 6’ Weight: 165 lbs Ethnicity: Jinkan-Borustan (bright red skin, Japanese equivalent facial structure) Hair: Black Eyes: Dark Brown Theme Song: [url=https://www.youtube.com/watch?v=FjKU1jMwZWM&pp=ygUXYmFjayBkb3duIGRpdmlkZSBtdXN0aWM%3D]Back Down, by Divide Music[/url] Background: Rinako Saeki had three strikes against her from birth. Jinkan-Borustan (the least liked of the Borustan subspecies), a technopath (astute readers will remember how fun their lives are) and trans in the bargain. The old Imperial familes aren’t fans of any part of this package, but technopaths are simply too damn rare and valuable to throw one away just because it’s Jinkan and thinks it gets to decide what its gender is. The universe is as they deem it, and they deem gender expression for base animals like Borustans something entirely meaningless and irrelevant. That’s, uh, not exactly how it works, but they don’t care. Disobedience is typically harshly punished, but against technopaths are too rare and valuable to waste. The prejudice against Jinkans for looking like literal demons isn’t any less outside of Borustan space, either. They’re just far less likely to be victims of violent assault and far more likely to be victims of more subtle persecution. And being a technopath comes with its own troubles, as astute readers will remember from earlier. So it can safely be said that Rinako has plenty of reasons to be angry. Forced employment by the megacorp, and all of the above. She was not raised with love, only with care. Care not to damage her body, mind, or spirit too badly so that she could be the best possible asset for the megacorp. Had she been a regular Borustan and/or cis, this would probably have worked, actually. But she isn’t, and so it didn’t. There’s a further element to it, as well. The most, uh, efficient way of developing a technopath’s powers isn’t steady training and lessons from more experienced technopaths. Especially not if the developer in question is trying to craft a real warrior instead of the keyboard variety. It’s putting them through severe physio- and psychological stress until their powers improve and expand out of survival instinct. Rinako doesn’t have both of her arms replaced by cyber out of choice. Two separate training sessions left one and then the other mangled beyond repair or salvage, and like hell they were going to waste magic on a rebellious Borustan. Especially a Jinkan that didn’t technically need biological arms to use their technopathic powers. Adapt or die, meat. Oh hell yeah, Rinako has plenty of reasons to be angry. To tell the truth, on that day she was scheduled to be executed. The patience of the old Imperial families had at last run dry. If she refused to be of use, then she could be a corpse. You see, she insisted on being, you know, a person with a personality and feelings instead an obedient meat robot. She just had to belong, at least in some small part, to herself and not the megacorp. One small problem with that execution. Well, aside from the Rebellion of the Three Hundred kicking off and forcing the executioners to rush. They had no actual idea of her full capabilities. That she’d become a far better hacker than they ever knew. Long story short, her executioners all had cybereyes, and thus they couldn’t see her actual location. Their weapon strikes hit nothing by air. She did not. She joined the Rebellion after that, and the rest is history. She was Sun division’s second Lieutenant, and is the third Engineer Corps Commander. Though that’s less dramatic then it sounds. The first Commander should have never been in the position and died in under six months. Sun’s Lieutenant (who should have had it from the start, but politics, man) took the job and held it until about an Earth decade ago, when he had an unexpected encounter with a rogue AI left his brains resembling bacon instead of grey matter. This, naturally, let Sun’s long tenured second Lieutenant with the job. As for the raid? Rinako’s all for it. It’s not that she doesn’t care to prove herself to the arrogant bastards who threw her away. It’s that she’ll be satisfied with killing them by the score if she can’t have that validation. Powers & Tactics: Rinako is a Jinkan-Borustan (a subspecies among Borustans in general) technopath with some cybernetic augmentations, some weapons, and some armor. her cybernetics are mostly standard. Increased physical strength, speed, quickness, reflexes (including attack accuracy & evasion), and resilience vs damage. Her quirks include holsters for her two blasters that can hide them inside of her cyberarms, heavy vision modifications, and enough internal nutrient storage that she effectively has no need to eat or drink under normal circumstances. As a technopath, she understandably defies the “mighty mind, weak body” stereotype they have. Notably, most technopaths cannot tolerate any cybernetic or bio-implant augmentation without losing some or all of their powers. Rinako is a part of a small sub group capable of adapting to a limited amount of cybernetics. She’s actually skilled enough as a technopath that she has quite literally managed to reprogram her own brain so that her neurons function with greater synergy, thus augmenting her natural intellect. Her ability to link to the infoweb is and speak with anything connected to it is absolutely bog standard, as is the quickness of her mind and her ability to see the infoweb connections all around him (and what they’re doing). It is the rest that showcases the fruits of her training and experience. Her ability to take control of or shut down technology isn’t unusual, per se. However, she’s stronger than the average technopath with both, and can work around unexpected resistance with greater ease than that average technopath. Additionally, that average technopath would have to give verbal commands to the device they’ve taken control of, and can only deactivate one device at a time. Rinako can do the former mentally, and can shut down a full area of technology. It is the other three of her actively used technopathic powers that show off her combat training and experience. While most technopaths can look through video cameras and the like, they forget to shield their own senses and rarely think to extend their range outside of their neighborhood. Rinako’s range reaches 20k miles, and it requires sensitive, specialized equipment to detect her presence. Alternatively, instead of controlling or shutting down technology, she can simply brick it, aka damage the software that runs it so that it can’t function. This can cascade into physical damage to the hardware, depending on what it is, but it’s not guaranteed. The last active power she has is unique to those few technopaths who have adapted to having cybernetics. Any technology in her hands, from her chrome to her weapons to something she just picked up to any vehicle she may happen to be piloting for some reason, she can augment the capabilities of, making them perform beyond (in some cases far beyond) their design specs. The side effect of this is that design specs exist for a reason, and tech pushed too hard for too long will simply break and become useless until repair. If repair is even possible at that point. That said, it’s still a hell of a thing to witness her sprinting past the speed of sound, lifting dozens (or hundreds!) of tons, making her blaster pistols hit like blaster cannons, or doing any number of things to any vehicle she’s on. She’s even temporarily augmented computer systems when faced with too many opponent to beat hacker to hacker. Her weapons are entirely standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). To wrap up weapons, she has both of the standard blaster types (automatic pistol, and heavy pistol) expected of a Support Corps Ronin. Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. Nothing special here. Tactically, Rinako is a little hard to pin down. She’s capable of fighting in melee and (with Overdrive boosting either blaster pistols) at range like any heavy combat specialist. But on the flip side, she’s also a holy terror against enemies using technology. Which is, you know, almost all of them. It’s bit tough to fire a blaster if the computer system in it is fried. Can’t use those beefy cyberarms to break her face if she turns them off first, you dig? Huge ass battle drones aren’t so dangerous when they’re under her control instead whoever thought bringing it was a good idea. So she’s a pain in the ass to deal with before her ability to safely scout with Sensor Network or properly hack with Infoweb Uplink come into play. But of course, there’s a price to be paid for being a technopathic badass, and it’s that her basic combat skills are somewhat lacking compared with a Combat Corps Ronin. She doesn’t feint or demoralize because she’s awful at both. She only has All Out and Power Attack, as her sword training is less complete than others’. Move by Action does keep her mobile, and she does have Takedown Attack 2 to mow through minions with, but that’s the end of her bag of tricks. With that said, Ultimate Computers does come in handy from time to time. She doesn’t actually power stunt, instead preferring to boost her ability with Overdrive. Personality: There’s two sides to Rinako. The wrathful warrior and the champion of the downtrodden. Those who only see one would struggle to recognize her as the other. As stated, she’s got a lot to be angry about. Perhaps, in another life, she would have become one of those violent technopath terrorists, like that group responsible for the Summerisle Incident. In this life, however, the Ronin have grounded her. Indeed, she has a lot to be angry about…but this does not make her unique or even special. The megacorp tried everything they dared to beat her into their weapon. Their tool to shape reality into what they wanted it to be. Instead, they created an enemy and more or less the antithesis of what they stand for. For you see, she does follow the Code of The Ronin. Her strengths lie in Courage and Compassion, while her weaknesses lie in Respect and Self Control. The rest she is adequate at. To explain further: She lost all fear of humiliation, pain, or death screaming as the bones in her arms splintered and twisted as their flesh ripped and shredded. She believes, most firmly, that there nothing life can throw at her that is worse than feeling her arms turn from useful limbs that could lift and hold things to limp, lifeless, pulped meat. Whatever she’s gotta do, she’ll do. The flip side of that is that she’s kept her sense of empathy. She’s not numb. Lots of people have it rough. Lots of people suffer every day. So she’s absolutely gonna do something about it if and when she can. She’s gonna do good deeds for those that need good deeds done on their behalf. So far, so good. Except for those weaknesses crawling in. Because although she may not care about the consequences, they still exist and can make both her life and the Ronin’s lives complicated if she’s not careful. Careful…is something she kind of doesn’t do. Because anger and the burning desire to prove her worth as a Jinkan, a technopath, a trans woman, and as a person in general drive her just as hard as her Compassion does. Like I said, Dear Reader. Two sides to Rinako. Wrathful warrior and champion of the downtrodden. Except they’re not so much sides as false perspectives, put on her by people who see her as an enemy to be killed and their personal hero, respectively. The truth is, as ever, somewhere in the middle. Reckless and stubborn, yes. Driven by deep seated rage and various insecurities, also yes. But when the Ronin need someone to not back down, ever, she’s there. When the Ronin need a conscience to remind them not to be too bastard-esqe, she’s there. And in return, she gets reeled back in when she’s about go too far, and just enough validation to stop her doing something lethally stupid. So everything more or less works out.
  4. Neko Ronin (Netsuko Nishimura) Power Level: 11; Power Points Spent: 270/270 STR: +4 (14/18), DEX: +5 (16/20), CON: +5 (16/20), INT: +2 (14), WIS: +5 (20), CHA: +7 (24) Tough: +5/+12, Fort: +9, Ref: +7/+10, Will: +11 Skills: Acrobatics 10 (+15), Bluff 13 (+20), Diplomacy 13 (+20), Disguise 8 (+15), Gather Information 13 (+20), Handle Animal 3 (+10), Intimidate 8 (+15), Knowledge (business) 3 (+5), Knowledge (civics) 3 (+5), Knowledge (current events) 8 (+10), Knowledge (galactic) 3 (+5), Knowledge (popular culture) 8 (+10), Knowledge (streetwise) 13 (+15), Knowledge (tactics) 8 (+10), Knowledge (technology) 3 (+5), Language 6 (+6), Notice 5 (+10), Sense Motive 10 (+15), Stealth 10 (+15) Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Azamuki No Tadashi-sa (Righteousness of Deception) (Strike 4)), Attack Specialization (Feline Claws & Fangs (Retractable) (Strike 2)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Supply Corps Commander)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Connected, Contacts, Defensive Attack, Distract (Bluff), Evasion, Improved Aim, Improved Critical (Automatic Blaster Pistol (Blast 6)), Improved Critical (Feline Claws & Fangs (Retractable) (Strike 2)), Improved Critical (Heavy Blaster Pistol (Blast 6)), Improved Critical (Neko Tanto (Strike 1)), Improved Critical 2 (Azamuki No Tadashi-sa (Righteousness of Deception) (Strike 4)), Improved Critical 2 (Neko No Tsume (Cat's Claw) (Strike 2)), Improved Grapple, Improved Initiative 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Second Chance (Toughness saves vs. Force), Set-Up, Skill Mastery 2 (Acro, Bluff, Diplo, Disg, Gather Info, Intim, Sen Mot, Stealth), Takedown Attack 2, Taunt, Teamwork 3, Uncanny Dodge (Auditory), Well-Informed Powers: Blaster Arsenal (Device 4) (Easy to lose) Blasters (Array 10) (default power: blast; Custom (Array 9.5)) Automatic Blaster Pistol (Blast 6) (Default; DC 21, Feats: Improved Critical (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5)) Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical (Heavy Blaster Pistol (Blast 6))) Feline Bio-Implants (Container, Passive 15) Bio-Implant Abilities (Enhanced Trait 12) (Traits: Strength +4 (18, +4), Dexterity +4 (20, +5), Constitution +4 (20, +5)) Bio-Implant Pheromones (Emotion Control 11) (DC 21; Perception Area (General), Selective Attack; Limited to Emotion (Love), Range 2 (touch), Sense-Dependent (Olfactory); Custom (Insidious), Subtle (subtle)) Bio-Implant Quickness (Quickness 6) (Perform routine tasks at 100x speed) Bio-Implant Recovery (Regeneration (recovery bonus 4 (+4 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins); Persistent) Bio-Implant Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+10), Reflex +3 (+10), Feats: Improved Initiative 3) Bio-Implant Resilience (Protection 3) (+3 Toughness) Bio-Implant Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd) Feline Claws & Fangs (Retractable) (Strike 2) (DC 21, Feats: Improved Critical (Feline Claws & Fangs (Retractable) (Strike 2)); Penetrating; Mighty) Feline Insulating Fur (Features 1) (Notes: Netsuko has a layer of fur that protects her from sunburn and cold, giving her immunity to those environments.) Feline Senses (Super-Senses 3) (acute: Normal Olfactory, low-light vision, tracking: Olfactory 1 (half speed)) Feline Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple) Neko Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2), Subtle (subtle)) Neko Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Azamuki No Tadashi-sa (Righteousness of Deception) (Strike 4) (Default; DC 23, Feats: Improved Critical 2 (Azamuki No Tadashi-sa (Righteousness of Deception) (Strike 4)); Penetrating [2 extra ranks]; Mighty) Neko No Tsume (Cat's Claw) (Strike 2) (Array; DC 21, Feats: Improved Critical 2 (Neko No Tsume (Cat's Claw) (Strike 2)); Penetrating [2 extra ranks]; Mighty) Neko Tanto (Strike 1) (Array; DC 20, Feats: Improved Critical (Neko Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty) Neko Ronin Armor (Device 3) (Hard to lose; Subtle (subtle)) Neko Armor (Protection 4) (+4 Toughness, Feats: Second Chance (Toughness saves vs. Force); Subtle (subtle)) Neko Radio (Communication (sense type: radio; Subtle (subtle)) Attack Bonus: +9/+12 (Ranged: +11/+14, Melee: +9/+12, Grapple: +13/+16) Attacks: Automatic Blaster Pistol (Blast 6), +14 (DC 21), Azamuki No Tadashi-sa (Righteousness of Deception) (Strike 4), +14 (DC 23), Bio-Implant Pheromones (Emotion Control 11) (DC Staged/Will 21), Feline Claws & Fangs (Retractable) (Strike 2), +14 (DC 21), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Neko No Tsume (Cat's Claw) (Strike 2), +12 (DC 21), Neko Tanto (Strike 1), +12 (DC 20), Unarmed Attack, +12 (DC 19) Defense: +7/+10 (Flat-footed: +5), Knockback: -6 Initiative: +17 Languages: Ingentiponic, Neo-Nobellian Native, Nihongellian, Outer Borustan, Outer Ingenti, Trade Sionil, Wajin-Sionil Totals: Abilities 44 + Skills 37 (148 ranks) + Feats 33 + Powers 112 + Combat 32 + Saves 12 + Drawbacks 0 = 270 Age (as of Jan 2019): 40 Height: 5’ 7” Weight: 130 lbs Ethnicity: Modded Human Catgirl (original ethnicity unclear) Hair: Black (includes furring) Eyes: Green (feline) Theme Song: [url= https://www.youtube.com/watch?v=t4sjOROAcAg&pp=ygUNaGVhcnRzIHphY2ggYg%3D%3D]Hearts, by Zach B featuring Sinewave Fox[/url] Background: Humanity, at least out in the universe, doesn’t have their own specific homeland. It’s a lot of little communities built up over time in the shadow of other nations. As such, sometimes they can get really, really strange compared to Earth cultures and communities. Even by that standard, Netsuko Nishimura is a strange woman. It’s gotta be understood that radical body modification ain’t particularly strange out in the universe, you know? It’s the age of cyberlimbs, bio-implants, and transformative magic rituals. Horns, fangs, wings, fur, and tails. If someone’s into the right subculture or simply feel that they weren’t born in the right body, the changes they desire can be had. Yet even by that standard, Netsuko Nishimura is a strange woman. If anyone in the universe can be said to be a reincarnated Earth housecat, it is she. There are multiple reasons for this. Turning on the megacorp was easy. They’d never done anything for her. Her parents, her entire human community, really, were…there’s quite a loaded but accurate word for it. It translates to wage slaves. Souls long sold to the company store, and with the existence of magic it’s not entirely clear how literal that is. It’s a stable life. Healthy, well fed, and happy workers are more productive than sick, starving, miserable ones. But their wages disappear for these benefits, just to the point where nobody has enough money to simply move away and get a different job. This was Netsuko’s life as a child. Of course, children are scouted for natural talent. The megacorp always hungers for more ways to increase their profit margins. A cute young girl bursting with natural charisma is an asset to groomed and exploited. Modeling. Acting. Spokesperson’ing. Behind all the encouraging smiles and gentle persuasion to do well is the threat of being discarded and, if the megacorp was feeling vindictive (so an average weekday then) her parents losing their jobs. With no way to pay off their debts to the megacorp and no money with which to escape their reach. Enunciate properly and smile big, sweetie. Oh, aren’t you adorable. Come sit on my lap for a while. I could just eat you up. Children aren’t stupid. They know when they’re being placated. They know when they’re being used. But she cared what happened to her parents in those days. She even made a friend among the other children. Kenzo. He was also human. Also from her little community. After a while, her training shifted her into being something a little unique. She wasn’t a great actress. Modeling was a waste of her talents. They funneled her into the security services, and training alongside Kenzo and others. The ultimate goal was for her to do what she’s doing now, only for them. Middle woman between the megacorp and mercenary outlaws, with the combat skills to defend herself if needed. Kenzo, however, was the shining star. Until, of course, the inevitable. She discovered that her parents had been dead for years. There had been an extremely convenient “industrial accident” that had taken out both her parents and Kenzo’s. She didn’t mind a lot, you know? She knew she’d been effectively sold off years ago. Children aren’t stupid, as previously stated. But hiding it from her was a little annoying. Kenzo, on the other hand, fucking snapped. After being restrained and imprisoned, he took his own life. Whether this was the truth or not was kind of irrelevant to Netsuko. She wasn’t angry. She didn’t feel anything but a certain playful amusement. She understood things now. Everything she cared about, they’d take away. The megacorp had their ideal little fixer, oh yes. One who could line up the nursery at a hospital to be bombed and machine blasted out of existence. But they’d made one mistake. They’d given her no reason to be loyal to them aside from self preservation, and she found she couldn’t seem to care enough about that, either. Her rampage was strictly verbal until her teachers responded to her self revelations by drawing weapons and trying to murder her. She objected to having learned her lessons appropriately being repaid with casual murder, and drew her own weapons. This would have been just another sad day in which a promising young woman was tragically lost…except it was that day. The rebellion of the Original 300 tore through the megacorp facility like wildfire. While the others, including the other 299 who escaped alongside her were by turns angry, determined, grim faced, etc, Netsuko was smiling the whole way. Because really, it was all so very amusing. The implants that make her look like a literal catgirl were to both obliterate all traces of the original Netsuko from her appearance and to match the current one’s internal identity. Thus the little girl who was never more than a puppet, a thing to be used and thrown away when it was no longer useful, is buried beneath a Cheshire cat smile. Netsuko Nishimura, whose feelings and independent existence were utterly denied and taken from her at every turn, exists in name only. Neko Ronin has been effectively her name for far longer. The universe is, after all, so very amusing. Today, she runs the spies, thieves, grifters, fixers. She’s nominally in command of Logistics Division, but Shishou is basically autonomous. He’s earned that. Monella and Shade, though, take a little more supervision. As for the raid, well…she doesn’t care. If Tai-Cho says they’re doing it, she will go. If Tai-Cho says they’re not, she’ll forget about it. Powers & Tactics: Netsuko is a Sape (aka a human) with plenty of bio-implant augmentations, a lot of weapons, and some armor. Her bio-implants are extensive but only partly standard. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), resilience vs damage, and regenerative speed (doesn’t need medical treatment to is faster at recovering from all injuries). Her quirks are more defining than most in the Ronin, because most of them make her a literal catgirl. Claws, fangs, fur, and the senses associated with felines (a sharp sense of smell, the ability to track with it, and superior vision in low light conditions). And then there’s the pheromones. While not part of the feline modding, anyone who smells them becomes more friendly and easy to persuade. Unless of course, their will is strong enough to resist. They’re a subtle fragrance, too, so not everyone can actually detect she’s putting them off. She even has enough control to not expose anyone to them that she doesn’t want to. Her weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). Her katana (Azamuki No Tadashi-sa, or Righteousness of Deception) and wakizashi (Neko No Tsume, or Cat’s Claw) are named and made of a virtually indestructible alloy. To wrap up weapons, she has both of the standard blaster types (automatic pistol, and heavy pistol) expected of a Support Corps Ronin. Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. As a final note, her daisho and armor different from the rest of the Original 47 in one small but key way. They’re disguised enough that it takes skilled eyes to determine that her blades are there and that her armor is, well, armor. Tactically, Netsuko is the most unstereotypically samurai of all the Original 47. She avoids most fights by using her Pheromones, social skills, and ability to disappear into the shadows. She operates a lot more like a ninja (specifically a kunoichi, the con artist assassins of the ninja world) than a samurai. This can seem like cowardice and/or laziness, but it’s simple pragmatism. Combat literally isn’t her job, so why get into it if she doesn’t have to? With that said, she’s not above cutting people down with her katana (it’s her best attack, as it meets her PL caps) or simply shooting them. The claws and fangs come out when some idiot thinks just because she has no weapons that she’s unarmed. She has Improved Acrobatic Bluff, Feint, and Taunt to ruin opposing days. All Out Attack is for striking from the shadows, Defensive Attack is to protect herself, and Power Attack is just to do more damage. You know, like when sneak attacking. Improved Aim can help her hit, and Move by Action keeps her appropriately mobile. Improved Distract, Set Up and Teamwork 3 mark her as a consummate team player. Takedown Attack 2 lets her slice through enemy hordes easily. Don’t underestimate Connected, Contacts, and Well Informed. She knows a staggered amount of people, and most of them owe her a favor, and she knows a little something about everything. She does not power stunt. Personality: Netsuko, if one was being uncharitable, could be called insane. There is something quite broken in her mind, after all, and her behavior can seem quite erratic to those who don’t know her well. And that nigh permanent Cheshire Cat grin on her face definitely doesn’t help. Those who are paying more attention, however, will recognize a predator at play. She plays factions off other factions. The cat in the high grass, watching the mice frolic without a care. And every so often, swooping down to either send them scurrying or actually taking one away. The metaphor is crude, but it mostly works. Because she’s most definitely not a spider, no matter how well the spider in the center of its web metaphor works better. With that said, she does follow the Code of The Ronin. Her strengths lie in Respect and Loyalty, while her weaknesses lie in Righteousness and Honor. The rest she is adequate at. To explain further: She has nothing left to prove to anyone. Other people’s opinions of her and her abilities are as irrelevant to her as rain is to a fish. Loyalty is a slightly different matter. It’s why she’s a Corps Commander. Those who establish the appropriate bond with her (like the Original 47 and full members of her Supply Corps) she’ll move heaven and earth for. She has their backs until the end of the line. Whatever it takes. Which brings us to Righteousness and Honor. She really doesn’t have any of either. While she’s not evil or malicious, she just doesn’t care. People die. It’s a thing they do. All day, every day, everywhere. Whether they deserve to or not. So what does it matter if she’s technically or literally responsible for some of today’s deaths? She is not herself an assassin, but she has had meetings knowing full well she’d be the only one who walked away alive. And she’s never batted an eyelash at hiring wetworks teams. So she’s not particularly good, morally speaking, and she doesn’t care that she isn’t. She knows the truth, you see. The secret at the heart of all things. Echoing Nick Phoenix of all people, she knows that everyonedies and everything ends. This isn’t “nothing matters” nihilism, however. There is no despair on her end because of it. Rather she’s simply wryly amused. Look at how everyone in the universe struggles to survive, make their mark, and pass something on to the future. Hopes and dreams. Love and family. Deeds both great and small. It’s a busy universe, and one day all of it will be little more than dust on the cosmic wind. To be perfectly clear, she finds the struggle of small finite mortals against infinite time and space to be very amusing. The result was decided before the battle began, but we struggle ever forward anyway. She finds it both fun and funny at the same time. And at the bottom of her psyche, buried under the playful and ever amused catgirl, a little girl mourns the loss o both her best friend and the person she could have been.
  5. Eldritch Ronin (Hiroji Ryusaki) Power Level: 14; Power Points Spent: 270/270 STR: +5 (12/20), DEX: +3 (16), CON: +7 (16/24), INT: +7 (20/24), WIS: +7 (18/24), CHA: +2 (14) Tough: +7/+14, Fort: +8, Ref: +11/+14, Will: +10/+11 Skills: Acrobatics 7 (+10), Craft (artistic) 3 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (arcane Lore) 13 (+20), Knowledge (galactic) 3 (+10), Knowledge (tactics) 3 (+10), Knowledge (theology & philosophy) 8 (+15), Language 5 (+5), Notice 8 (+15), Sense Motive 8 (+15), Stealth 2 (+5) Feats: Artificer, Attack Focus (melee), Attack Specialization (Eldritch Katana (Strike 4)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Magicorps Commander)), Defensive Attack, Evasion, Improved Critical (Automatic Blaster Pistol (Blast 6)), Improved Critical (Eldritch Tanto (Strike 1)), Improved Critical (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Eldritch Katana (Strike 4)), Improved Critical 2 (Eldritch Wakizashi (Strike 2)), Improved Critical 2 (Mystic Blast (Blast 14)), Improved Initiative 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Ritualist, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Craft (art), KN (arcane lore), Sense Motive)), Takedown Attack 2, Teamwork 3, Uncanny Dodge (Auditory) Powers: Battlemage Spells (Array 18) (default power: blast) Chain Lightning (Blast 12) (Array; DC 27; Line Area (5x300 ft. line - General)) False Holovid (Illusion 9) (Array; affects: 1 type + visual - visual & auditory, DC 19; Duration (sustained)) Fireball (Blast 12) (Array; DC 27; Burst Area (60 ft. radius - General)) Flesh Roast (Blast 9) (Array; DC 24; Alternate Save (Fortitude), Range (perception)) Heal Spell (Healing (Array; DC 18; Action (standard), Total; Persistent, Regrowth) Mystic Blast (Blast 14) (Default; DC 29, Feats: Improved Critical 2 (Mystic Blast (Blast 14)); Accurate (+2), Precise, Variable Descriptor 2 (Broad group - Any Elemental)) Soul Shock (Blast 9) (Array; DC 24; Alternate Save (Will), Range (perception)) Blaster Arsenal (Device 4) (Easy to lose; Custom (Multiple Weapons)) Blasters (Array 10) (default power: blast; Custom (Array 9.5)) Automatic Blaster Pistol (Blast 6) (Default; DC 21, Feats: Improved Critical (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5)) Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical (Heavy Blaster Pistol (Blast 6))) Eldritch Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2)) Eldritch Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Eldritch Katana (Strike 4) (Default; DC 24, Feats: Improved Critical 2 (Eldritch Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty) Eldritch Tanto (Strike 1) (Array; DC 21, Feats: Improved Critical (Eldritch Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty) Eldritch Wakizashi (Strike 2) (Array; DC 22, Feats: Improved Critical 2 (Eldritch Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty) Eldritch Ronin Armor (Device 3) (Hard to lose) Eldritch Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma)) Eldritch Radio (Communication (sense type: radio; Subtle (subtle)) Enchanted Physiology (Container, Passive 10) Enchanted Abilities (Enhanced Trait 16) (Traits: Strength +4 (20, +5), Constitution +4 (24, +7), Intelligence +4 (24, +7), Wisdom +4 (24, +7)) Enchanted Quickness (Quickness 6) (Perform routine tasks at 100x speed) Enchanted Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+14), Reflex +3 (+14), Feats: Improved Initiative 3) Enchanted Resilience (Protection 3) (+3 Toughness) Enchanted Senses (Super-Senses 4) (analytical: Magic Awareness, awareness: Magic (visual), awareness: Hostile (visual), danger sense: Mental) Enchanted Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd) Sionil Longevity (Features 1) Sionil Physiology (Container, Passive 3) Lightless Vision (Super-Senses 3) (darkvision, infravision) Sionil Abilities (Enhanced Trait 11) (Traits: Strength +4 (20, +5), Constitution +4 (24, +7), Wisdom +2 (24, +7), Will +1 (+11)) Sionil Resistance (Immunity 2) (disease, poison; Limited - Half Effect) Attack Bonus: +9/+12 (Ranged: +9/+12, Melee: +10/+13, Grapple: +15/+18) Attacks: Automatic Blaster Pistol (Blast 6), +12 (DC 21), Chain Lightning (Blast 12) (DC 27), Eldritch Katana (Strike 4), +15 (DC 24), Eldritch Tanto (Strike 1), +13 (DC 21), Eldritch Wakizashi (Strike 2), +13 (DC 22), Fireball (Blast 12) (DC 27), Flesh Roast (Blast 9) (DC Fort 24), Heavy Blaster Pistol (Blast 6), +12 (DC 21), Mystic Blast (Blast 14), +14 (DC 29), Soul Shock (Blast 9) (DC Will 24), Unarmed Attack, +13 (DC 20) Defense: +11/+14 (Flat-footed: +7), Knockback: -7 Initiative: +15 Languages: Neo-Nobellian Native, Old Nobellian, Old Sionil, Outer Borustan, Outer Ingenti, Wajin-Sionil Totals: Abilities 36 + Skills 19 (76 ranks) + Feats 19 + Powers 144 + Combat 40 + Saves 12 + Drawbacks 0 = 270 Age (as of Jan 2019): 60 (chronological) mid 20s (biological) Height: 4’ 7” Weight: 150 lbs Ethnicity: Wajin-Sionil (Japanese equivalent) Hair: Black Eyes: Dark Brown Theme Song: [url=https://www.youtube.com/watch?v=KWdLqXnComI]Against My Tide, by Divide Music featuring Sinewave Fox[/url] [url=https://www.youtube.com/watch?v=GTEcH68MWzE]Demons, by Divide Music[/url], and [url=https://www.youtube.com/watch?v=jesQAezY1wU]Invincible, by Fabvl[/url] Background: Hiroji Ryusaki revered his father, once. This was not unusual. Even among the Free Sionil, loyalty, love, and reverence towards one’s parents can effectively be the same emotion. The Ryusaki family, though not highly placed and of no particular importance, had served as Battlemages for the Sionil Union since the Nobellian Wars. They had only become outcast and exile a scant handful of generations prior. So Hiroji, as a small child, learned the family history at his father’s knee. He saw the Sionil as an ideal to be followed. Nothing new here. Lots of sons see their fathers that way when they’re young. Hiroji let his faith in those old stories guide him into being a Sionil Battlemage himself. Trained by his father, no less. A faithful follower of the family tradition. It was a tidy little bit of manipulation. Hiroji served for many years in the megacorp’s ranks. A decade and a half, by Earth measuring. He has no further ambitions. Skilled mages, especially combat mages, are highly valued. So his rank, pay, and benefits were great. His elder brother and two elder sisters were handing ensuring the bloodline endured through the next generation. He was perfectly fine being the good little soldier. Flinging fire, lightning, and assorted other magic at whoever he was ordered to fight. And indeed this would have been the tale of Hiroji Ryusaki, except for one day. The Rebellion of The Three Hundred. The ugly holo-call with his father once he found out what it was about. His father was not the Sionil he thought he was. A Sionil more concerted with money, power, and privilege than honor and loyalty. Stories are just stories, boy. This is reality. Leave the past where it is and focus on real life. No, sayeth Hiroji. He will do no such thing. Those days are gone, and those values are unnecessary in this era? Nonsense. The conversation degenerated from there, and prove his father wrong about, well, everything, Hiroji joined the Rebellion, becoming one of the Red Ronin. Being a bit more of a veteran among the original 300, he was highly placed in Spellcasting Division. He became its second Lieutenant. He’s only the third Magicorps Commander because he declined being the second. His relations with his siblings, nephews, and nieces are quite good, actually. They weren’t really a part of the megacorp to begin with, and cut their father off shortly after Hiroji himself did. The problem comes in where his father isn’t quite the dishonorable and greedy scumbag he’s thus far been portrayed as. The Sionil Hiroji thought he understood that day, 25 Earth years ago. Naturally, the father was assigned to reign in the son. While they’ve not directly faced off (his father being in a commanding general role and not a field operative one) Hiroji has learned his father is not a coward, a murderer, a thief, or an idiot. He does, in his way, have some honor. Some common decency. He is not, in fact, 100% despicable bastard. By the gods, this would be easier if he was. He’s openly defied the old Imperial families to make the right moral choice on several occasions. Granted, this also provided tactical benefits, too, but still. It’s all kinds of fragged up. Hiroji hates his father, yes, but he also can’t help but respect him. It’s a whole mess. Regarding the raid, Hiroji is more or less for it. He agrees with the tactical assessment that the Original 47 from species with lesser longevity are running out of time. But moreover he knows that his father will be there organizing security. They haven’t seen each other face to face since before the Rebellion, 25 Earth years ago. He doesn’t exactly want to kill him, per se. He wants to finish the argument from back then. And if burying his sword in his father’s chest is the only way to do that, well…he can learn to live with that. For however many minutes before he’s killed by an overwhelming counter assault from the megacorp’s security personnel. Powers & Tactics: Hiroji is a Sionil wizard. A practitioner of Sionil Battlemagery, to be precise. Much like it sounds, it’s purpose is to kill loads and loads of people on the battlefield. To basically be a walking artillery piece, even while bare ass naked. Since it’s a Sionil tradition, it’s extremely rigid and inflexible. It does what it does, and is resolutely incapable of deviating from it. That’s not so bad, though, considering what he does for a living. The powers he gets through it are normally only otherwise available via technology. Usually through cybernetic or bio-implant augmentation, and sometimes not even then. First off, his magic enhances his physiology. These enhancements are fairly standard for a veteran of heavy combat. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), and resilience vs damage. His quirk, however, comes in the form of some unique senses. He can see and easily analyze magic. He can visually determine enemy from ally (translucent red overlay for ally, translucent gray overlay for neutral, translucent blue overlay for enemy) whether combat has started or not. What they’re wearing is irrelevant. If they’re hostile, he can tell just by looking. And he has a sixth sense for danger, enabling him to virtually never be surprised or caught off guard by any of said enemies. Of course, wizards are far better known for their active spells, and Hiroji is no different. Here is where a misconception comes in. Sionil Battlemages are expected to simply sling lots of fire and lightning. To be nothing more than that walking artillery piece. This betrays a fundamental misunderstanding of how the tradition works. The spells are not required to directly kill the enemy. Keyword: directly. So yes, Hiroji can throw devastation over wide areas with Fireball and Chain Lightning or unleash single target devastation with Mystic Blast (the list of elements he can use here is wide, hence Variable Descriptor 2), Flesh Roast (this is via spontaneously generated microwaves, not fire), and Soul Shock (a mental attack, not an electrical one). However, he can also heal himself and allies (living allies are better at killing the enemy) or unleash extremely convincing audiovisual illusions (from behind which allies may strike viciously). His spells aren’t just about doing damage. They’re also about effectively facilitating damage getting done in the most efficient way possible. He has no exotic attacks, as they take time away from doing more damage. No special movement powers, because the enemy is supposed to be right in front of the mage. Get to killing them already. Why would you need to run? And definitely no summoning or concealing spells. Very direct, is Sionil Battlemagery. The Battlemagery of other species (like the Nobellians or the Venandi) are a little more flexible about matters. But you know how it is. Sionil are gonna Sionil until the heat death of the universe. Or their extinction. Whichever. His actual weapons are completely standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). He has both of the standard blaster types (automatic pistol, and heavy pistol) expected of a Support Corps Ronin. His armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. Tactically, Hiroji is a killing machine with his spells. There is no place to run, as Flesh Roast and Soul Shock are perception range. Bringing lots of friends won’t help, as he can devastate areas with Fireball or Chain Lightning. And that’s if he doesn’t slide into a support role with False Holovid or Heal Spell. He doesn’t even need his weapons under normal circumstances. But you know how it is. Some folks are immune or resistant to magic. Or it’s a Quintessense void in which no spells can be cast. So he can apply blades and/or blasters until all targets down. He doesn’t feint or demoralize. He does, however, have Defensive and Power Attack to modify his caps with and Move by Action to keep him mobile. “Dump/erase/snuff the mage” being the eternal rallying cry of the mercenary outlaw, the latter is actually a bit important. It’s also another reason for him to use his weapons instead of his spells in some situations. He has Teamwork 3 for being a proper team player, and if forced to his blades he has Takedown Attack 2 to mow through targets with impunity. Sionil Battlemagery may seem to ill suit Artificier and Ritualist, except these are typically used for pre battle augmentation to what he already does. As might be expected, his power stunting is extremely rare. He’ll really only bust out something different for groups of enemies immune to both fire and lightning. They’re all Blast 12 with different Area extras. There’s Hailstorm (Cloud Area), Tornado (Cylinder Area), and Spike Spray (Cone; this is Earth). Personality: Hiroji is a study in contrasts. Warm, friendly, and gregarious. Affable and likeable, with an easy and obvious confidence. That confidence, of course, comes from being a killing machine and walking artillery piece. It’s not quite sociopathy, of course. He is not manipulative and he does not kill purely for fun. It’s that he takes great personal pleasure in the fruits of his training, aka being a nigh unstoppable magic slinging badass. The contrast, of course, comes from when downtime is over and it’s time for war. The lack of feeling in his eyes can chill the blood as much as his comrade Kazumi’s savage joy. He’s killed legions since he’s started, and it hasn’t let a single mark on him. Those slotted into the category of “hostile enemy” simply cease to be breathing, thinking people to him. Such is the training of a Battlemage, Sionil or otherwise. With that said, he does follow the Code of The Ronin. His strengths lie in Courage and Honor, while his weaknesses lie in Respect and Loyalty. The rest he is adequate at. To explain further: Ironically enough, the wizard among the Corps Commander is probably the most stereotypically Earth style samurai. He works his ass off in training and psychologically conditioning himself to not shame his ancestors or his allies. Nobody can remember so much as seeing him afraid, let alone acting like he was. But, of course, nobody with any skill in Respect or Loyalty would have completely turned their backs on their father like he has. Especially not to simply prove he was right and his father was wrong. And such a person certainly wouldn’t be planning to fight said father to the death if necessary to get said proof. To be clear, he’d never betray the Ronin. But Loyalty isn’t a virtue that a warrior can pick and choose. So you know, a study in contrasts. Yes, Hiroji hates his father. Paradoxically enough, he hates all the more because he can’t help but respect him. But unlike some, this is just one facet of who Hiroji is. The ideal Sionil Battlemage comes first. His faith is those old stories, in the ways and values of his ancestors, comes first. Honor, courage, and dedicated service to a leader worth following. Glory and recognition are appreciated, but unnecessary. As Corps Commanders go, he’s actually pretty hands off. Easy guy to work for, hard guy to genuinely impress. Though, in fairness, he’s not that great of an artificier, he can’t summon at all, and any attempts at controlling someone like Nariko Kuromiya will go exceedingly poorly. So it loops around to being just the wisdom to trust highly competent professionals to be good at their jobs.
  6. Genki Ronin (Kazumi Ishimaru) Power Level: 13; Power Points Spent: 255/255 STR: +10 (18/30), DEX: +6 (18/22), CON: +10 (18/30), INT: +2 (14), WIS: +3 (16), CHA: +2 (14) Tough: +10/+16, Fort: +12, Ref: +7/+10, Will: +11 Skills: Acrobatics 4 (+10), Bluff 3 (+5), Craft (chemical) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 13 (+15), Knowledge (galactic) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (popular culture) 13 (+15), Knowledge (tactics) 13 (+15), Knowledge (technology) 3 (+5), Language 3 (+3), Medicine 2 (+5), Notice 12 (+15), Perform (dance) 3 (+5), Perform (singing) 3 (+5), Search 3 (+5), Sense Motive 7 (+10), Survival 2 (+5) Feats: All-Out Attack, Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Heavy Corps Commander)), Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Evasion 2, Improved Aim, Improved Critical (Genki Tanto (Strike 1)), Improved Critical 2 (Automatic Blaster Cannon (Blast 10)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Automatic Blaster Shotgun (Blast 8)), Improved Critical 2 (Genki Katana (Strike 4)), Improved Critical 2 (Genki Wakizashi (Strike 2)), Improved Critical 2 (Heavy Gauss Rifle (Blast 12)), Improved Initiative 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Intimidate, KN (pop culture)), Startle, Takedown Attack 2, Teamwork 3, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory) Powers: Genki Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2)) Genki Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Genki Katana (Strike 4) (Default; DC 29, Feats: Improved Critical 2 (Genki Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty) Genki Tanto (Strike 1) (Array; DC 26, Feats: Improved Critical (Genki Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty) Genki Wakizashi (Strike 2) (Array; DC 27, Feats: Improved Critical 2 (Genki Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty) Genki Ronin Armor (Device 3) (Hard to lose) Genki Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma)) Genki Radio (Communication (sense type: radio; Subtle (subtle)) Heavy Arsenal (Device 11) (Easy to lose; Custom 5 (Multiple Weapons 3)) Heavy Weapons (Array 25) (default power: blast) Automatic Blaster Cannon (Blast 10) (Array; DC 25, Feats: Improved Critical 2 (Automatic Blaster Cannon (Blast 10)); Autofire (interval 2, max +5); Accurate (+2), Improved Range (250 ft. incr), Precise, Progression, Increase Range (max range x2, 2500 feet)) Automatic Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5); Accurate (+2), Precise) Automatic Blaster Shotgun (Blast (Array; DC 23, Feats: Improved Critical 2 (Automatic Blaster Shotgun (Blast 8)); Autofire (interval 2, max +5), Penetrating; Accurate (+2), Precise) Heavy Gauss Rifle (Blast 12) (Default; DC 27, Feats: Improved Critical 2 (Heavy Gauss Rifle (Blast 12)); Penetrating [10 ranks only]; Accurate (+2), Improved Range 2 (600 ft. incr), Precise, Progression, Increase Range 2 (max range x5, 6000 feet)) Plasma Grenade Launcher (Blast (Array; DC 23; Burst Area (40-200 ft. radius - General), Secondary Effect; Improved Range (200 ft. incr), Progression, Increase Area 2 (area x5), Progression, Increase Range (max range x2, 2000 feet)) Plasma Rocket Launcher (Blast 12) (Array; DC 27; Burst Area (60-300 ft. radius - General), Secondary Effect; Progression, Increase Area 2 (area x5)) Ingenti Physiology (Container, Passive 4) Ingenti Abilities (Enhanced Trait 16) (Traits: Strength +8 (30, +10), Constitution +8 (30, +10)) Lightless Vision (Super-Senses 3) (darkvision, infravision) Natural Armor (Protection 1) (+1 Toughness) Internal Quintessence (Container, Passive 9) Enhanced Abilities (Enhanced Trait 12) (Traits: Strength +4 (30, +10), Dexterity +4 (22, +6), Constitution +4 (30, +10)) Enhanced Quickness (Quickness 6) (Perform routine tasks at 100x speed) Enhanced Reflexes (Enhanced Trait 20) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+10), Reflex +3 (+10), Feats: Evasion 2, Improved Initiative 3) Enhanced Resilience (Protection 1) (+1 Toughness) Enhanced Senses (Super-Senses 3) (awareness: Magic (visual), extended (type): Visual 1 (-1 per 100 ft)) Enhanced Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd) Attack Bonus: +9/+12 (Ranged: +9/+12, Melee: +9/+12, Grapple: +19/+22) Attacks: Automatic Blaster Cannon (Blast 10), +14 (DC 25), Automatic Blaster Pistol (Blast 6), +14 (DC 21), Automatic Blaster Shotgun (Blast 8), +14 (DC 23), Genki Katana (Strike 4), +12 (DC 29), Genki Tanto (Strike 1), +12 (DC 26), Genki Wakizashi (Strike 2), +12 (DC 27), Heavy Gauss Rifle (Blast 12), +14 (DC 27), Plasma Grenade Launcher (Blast (DC 23), Plasma Rocket Launcher (Blast 12) (DC 27), Unarmed Attack, +12 (DC 25) Defense: +7/+10 (Flat-footed: +5), Knockback: -8 Initiative: +18 Languages: Neo-Nobellian Native, Outer Borustan, Outer Ingenti, Trade Sionil Totals: Abilities 38 + Skills 28 (112 ranks) + Feats 20 + Powers 126 + Combat 32 + Saves 11 + Drawbacks 0 = 255 Age (as of Jan 2019): 45 Earth years (chronological), approximately 30 (biological) Height: 8’ 4” Weight: 800 lbs. Ethnicity: Ingenti (Japanese equivalent) Hair: Black Eyes: Dark Brown Theme Song: [url= https://www.youtube.com/watch?v=E-hx9egmam0]Never Giving Up, by Divide Music featuring Cam Steady[/url] Background: Kazumi Ishimaru is not a normal Ingenti, so far as such a thing exists. Of all major species, Ingenti are probably the least likely to have or use magic. And even if that minority, fewer still are members of the Adroit, who can use their internal Quintessence to perform spectacular feats unachievable for others without technological assistance. But even for this relatively tiny group, Kazumi stands out. Mainly for being what most in the shadows (grimly cynical group that they often are) would classify as absolutely insane. Someone as optimistic and happy even in the direst circumstances would have to be, yes? Well. About that. She started as a orphan from the Unclaimed Regions. She has no idea who her family is (or more likely, was), and honestly doesn’t care. She’s only seen the Ingenti Republic as an adult, and she doesn’t care for it. Too clean. Too nice. The world she grew up on had either been a peripheral part of or caught a stray from some minor war or another a few centuries back, and apparently nobody cared enough to fund its recovery. While there were some isolated enclaves where the lights worked, the water was clean, and there was always enough food to eat, most of the planet was a shithole. Poisoned air. Poisoned water. Ruined buildings. Dangerous predators, not all of which were merely animals. Basically a post apocalyptic landscape. One exceptionally rough on those who weren’t Sionil, Borustan, Ingenti, or similarly rugged species. Life was nasty, brutish, and all too often short. The people outside of those isolated enclaves had three options. Death. The grim, slightly despair tinged stoicism of the survival. Or the only rebellion possible against such circumstances. Being profoundly grateful for and overjoyed by every new minute one was alive. Every sunrise a fresh miracle. Every meal, no matter how meager, a long awaited blessing from on high. It sounds insane, and perhaps it is, but given the alternatives? When the worst that could happen regardless was a sudden and brutal death she had witnessed an uncountable number of variations on before her age in Earth years had two digits in it? Yeah. Of course, status quos this bad, like unclaimed real estate, seldom last forever. Kasumi’s home was rediscovered by that certain megacorp, and Kasumi found herself recruited into a better life than she had ever dreamed possible. She was mid teens at that time, by Earth reckoning, and it didn’t take a lot of combat training to catch her up with the other prospective recruits of that cycle. In a lot of ways, she was better than most of them already. What she needed was classroom time to catch up her mind, and she took to that with the same enthusiasm she took to, well, everything. Killing people was not a new thing. She was just doing it with weapons that weren’t scavenged, badly damaged, and wel past their production dates. And armor! Oh, man. Armor was so great. So was working with a team she could trust not to literally stab her in the back so they could eat her. So you know, her life was a lot better. She was, however, neither blind nor stupid. The megacorp’s employ, in its own way, was as dangerous as the world they picked her up from. The threats this time simply wore charming smiles and spoke honeyed yet poisonous words instead of snarling hungrily and the poison being in their fangs or on their blades. That day, when she heard about the reason for that initial rebellion? It was the last straw. So she joined the Rebellion of The Three Hundred, and became a founding member of the Red Ronin. She actually started in Vanguard Division in Assault Corps, but swiftly bounced all over Heavy Corps before landing as the previous Exotic Division Lieutenant. She became the fourth Heavy Corps Commander the expected way, through the death of the previous in combat and Tomoe Aizawa (the Red Ronin’s Captain, or Tai-Cho) giving her the position. She has not yet disappointed in the slightest. She’s very happy with the Ronin, honestly. The only threats are on the battlefield, and she knows how to deal with those. She is adamantly against the raid. It’s kind of against her whole ethos. It’s not that she doesn’t want to be acknowledged as good at what she does. But going on what’s effectively a suicide mission is not the way to do that. It’s just giving up, in her view. If there’s one think Kazumi Ishimaru has never done in her life, it’s give up. And she’s not about to start now. She values what they’ve built together, all 300 who started it to the 47 who remain with all the newer people. It means something. Is the approval of those who spurned them worth more than that of those who embraced them? Each new day, meal, breath, heartbeat, is a gift beyond price. Let’s not waste them, says Kazumi. However, if when the arguments are over and the decision is final, Tai-Cho says go, she will go. But she will not be going to die. She will be going to save as many of her precious comrades as possible, until the gift of her life is finally used up. Powers & Tactics: Kazumi is a rare Ingenti member of the Adroit, able to manipulate their internal Quintessence to gain powers only otherwise available via technology. Usually through cybernetic or bio-implant augmentation. Her Adroit powers fairly standard for a veteran combat style Adroit. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), and resilience vs damage. Because she’s an Ingenti in addition to the physical boost, she’s technically strong enough to crack standard steel with a casual punch. Her quirk, however, is her vision is enhanced. Her vision can detect magical effects and is extended beyond the average common to most species. Her weapons are not entirely standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). She also has one of the blaster types (automatic pistol) expected of a Combat Corps Ronin, and even the automatic shotgun isn’t too unusual, being a combo of the standard automatic rifle and shotgun. That, however, is where the standard gear ends. Heavy Corps plays harder, and as their Commander she’s got a piece of each Division’s specialty on her. For Gunnery she carries an Automatic Blaster Cannon. For Mobile Artillery she carries a Plasma Grenade Launcher and a Plasma Rocket Launcher. And for Exotic she carries her baby, a Heavy Gauss Rifle (another name for a railgun). These are weapons that the average Nobellian or human soldier can’t even carry, let alone wield. Even Sionil end up toppling over and only the largest Borustans can handle both the weight and the recoil. Such weapons are normally mounted on vehicles, but Kazumi is practically vehicle sized herself, so it works out. Her armor, however, is Original 47 standard. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. Tactically, Kazumi is, uh, terrifying. Unlike most high power level Ronin, she meets her offensive caps both at range and in melee. Her Heavy Gauss Rifle has the range of a good sniper rifle, and with strength her katana strikes can be hilariously lethal. Automatic Blaster Cannon and Plasma Rocket Launcher are only a PL behind, and offer the benefits of Autofire and a wide area of effect respectively. So she’s spoiled for options in a fight. The Shotgun plays backup to the Cannon, and the Grenades play backup to the Rockets. She’s got Improved Demoralize and Improved Startle to ruin enemies’ days. All Out, Defensive, and Power Attack are on tap as needed. Move by Action keeps her mobile in combat, Takedown Attack 2 lets her shred through enemies in melee. Teamwork 3 lets her support her fellow Ronin very effectively when needed. And Ultimate Toughness permits her to survive things she has no business surviving, even with +16 Toughness. She can technically power stunt off of something in her Internal Quintessence container, but it’s not even clear if she knows how, as she’s never done so. Personality: Kazumi is endlessly cheerful, enthusiastic, and exuberant. She is an absolute fountain of positivity and stubborn determination. Her childhood was an unimaginable horror that would have broken most. It may seem that she wasn’t one of them at first glance. Until one notices that her good cheer and enthusiasm do not come packaged with friendliness and behind it are eyes that watch closely. Any would be foes who think her good cheer means she’s not on guard at all times will find out how mistaken they are in short order. You know, as they’re violently killed. That, and how her good cheer doesn’t diminish even in the middle of even the most ferocious firefight is what makes people think she’s insane. But nope, she just has a different philosophy and perspective on life. With that said, she does follow the Code of The Ronin. Her strengths lie in Compassion and Honor, while her weaknesses lie in Righteousness and Self Control. The rest she is adequate at. To explain further: She believes very strongly in helping people where she can. Doing good deeds and being a good person. The problem with the latter is that she’s genuinely awful at it. Her twin upbringings (in post-apocalyptia and as her military training phase) have left her with a deeply warped sense of what “good” is in the first place. Her general idea of “helping” is visiting cheerful ultraviolence on the source of the problem. Her sense of morality is simple, uncivilized, and savage in a way that simply doesn’t work in the modern, law based universe. Her lacking in Self Control, however, has more to do with her endless cheer. It’s completely overwhelming. Her enthusiasm and exuberance is literally endless. Like, she’s an adult. She has an inside voice. She’s not annoying. But she’s high energy and positivity literally all of the time unless she’s unconscious. It’s A Lot, but the Ronin are used to it. In another age, Kazumi would be an epic hero, slaying monsters and earning the adulation of whole nations. Unfortunately, she lives in the current age where the only place for a person like her is on the battlefield. To be clear, she’s not wandering around killing people who are bothering other people. She’ s not an idiot or simple minded. If someone whose opinion she respects says that’s not the way to solve the problem, she’ll believe them. The problem comes in when that someone isn’t there. And a person or persons gets chopped in half, shot to pieces, or exploded. Again, she’s not an idiot. Causing a bloodbath in a public area is a dumb move regardless of the validity of the reason for it. Time and place is very important. Needless to say, she’s rarely alone in public. This actually works out a bit, as she brightens the mood of the often neutral to grim bunch that the Ronin can be. And on the actual battlefield where her cutting loose is not only acceptable but encouraged? She’s one of the rocks the Ronin rally around. She believes in the group more than any of them. She’ll do whatever it takes to protect them.
  7. Steel Ronin (Tetsuya Fujiwara) Power Level: 13; Power Points Spent: 255/255 STR: +7 (20/25), DEX: +5 (18/20), CON: +5 (20), INT: +2 (14), WIS: +3 (16), CHA: +3 (12/16) Tough: +5/+14, Fort: +10, Ref: +8/+12, Will: +11 Skills: Acrobatics 10 (+15), Craft (mechanical) 3 (+5), Diplomacy 7 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (galactic) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 13 (+15), Knowledge (technology) 3 (+5), Language 5 (+5), Medicine 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Stealth 10 (+15) Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee), Attack Specialization (Steel Katana (Strike 4)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Assault Corps Commander)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Dodge Focus, Evasion, Improved Aim, Improved Critical (Steel Tanto (Strike 1)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Automatic Blaster Rifle (Blast 8)), Improved Critical 2 (Blaster Shotgun (Blast 8)), Improved Critical 2 (Cyberarms-Claws (Strike 2)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Steel Katana (Strike 4)), Improved Critical 2 (Steel Wakizashi (Strike 2)), Improved Initiative, Improved Initiative 3, Move-by Action, Power Attack, Precise Shot, Quick Draw, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Acrobatics, Intimidate, Notice, Stealth), Takedown Attack 2, Teamwork 3, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory) Powers: Arsenal of Steel (Device 7) (Easy to lose; Custom 5 (Multiple Weapons 5)) Weapons (Array 15) (default power: blast) Automatic Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5); Accurate (+2), Improved Range (150 ft. incr), Precise, Progression, Increase Range (max range x2, 1500 feet)) Automatic Blaster Rifle (Blast (Default; DC 23, Feats: Improved Critical 2 (Automatic Blaster Rifle (Blast 8)); Autofire (interval 2, max +5); Accurate (+2), Improved Range (200 ft. incr), Precise, Progression, Increase Range (max range x2, 2000 feet)) Blaster Shotgun (Blast (Array; DC 23, Feats: Improved Critical 2 (Blaster Shotgun (Blast 8)); Penetrating; Accurate (+2), Precise) Flash Bangs (Dazzle 7) (Array; affects: 1 type + visual - visual & auditory, DC 17; Burst Area (35 ft. radius - General)) Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Accurate (+2), Improved Range (150 ft. incr), Precise, Progression, Increase Range (max range x2, 1500 feet)) Plasma Grenades (Blast 7) (Array; DC 22; Burst Area (35 ft. radius - General), Secondary Effect) Cybernetics (Container, Passive 11) Cyber Armor (Protection 5) (+5 Toughness) Cyber Quickness (Quickness 5) (Perform routine tasks at 50x speed; Stacks with (Nobellian Quickness (Quickness 1+5))) Cyber Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+12), Reflex +3 (+12), Feats: Improved Initiative 3) Cyber Speed (Speed 2) (Speed: 25 mph, 220 ft./rnd; Stacks with (Nobellian Speed (Speed 1+2))) Cyberarms-Claws (Strike 2) (DC 24, Feats: Improved Critical 2 (Cyberarms-Claws (Strike 2)); Penetrating [2 extra ranks]; Mighty) Cyberarms-Medkit (Healing 5) (Secondary Effect; Limited (5 Uses), Personal) Cyberarms-Might (Super-Strength 3) (+15 STR carry capacity, heavy load: 3.2 tons; +3 STR to some checks) Cyberarms-Strength (Enhanced Strength 5) (+5 STR) Nobellian Longevity (Features 1) Nobellian Physiology (Container, Passive 3) Nobellian Abilities (Enhanced Trait 6) (Traits: Dexterity +2 (20, +5), Charisma +4 (16, +3)) Nobellian Quickness (Quickness 1+5) ([Stacking ranks: +5], Perform routine tasks at 100x speed) Nobellian Reflexes (Enhanced Trait 5) (Traits: Attack Bonus +1 (+12), Reflex +1 (+12), Feats: Dodge Focus, Improved Initiative) Nobellian Speed (Speed 1+2) ([Stacking ranks: +2], Speed: 50 mph, 440 ft./rnd) Starlight Vision (Super-Senses 2) (low-light vision, ultravision) Steel Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2)) Steel Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Steel Katana (Strike 4) (Default; DC 26, Feats: Improved Critical 2 (Steel Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty) Steel Tanto (Strike 1) (Array; DC 23, Feats: Improved Critical (Steel Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty) Steel Wakizashi (Strike 2) (Array; DC 24, Feats: Improved Critical 2 (Steel Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty) Steel Ronin Armor (Device 3) (Hard to lose) Steel Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma)) Steel Radio (Communication (sense type: radio; Subtle (subtle)) Attack Bonus: +8/+12 (Ranged: +8/+12, Melee: +9/+13, Grapple: +16/+23) Attacks: Automatic Blaster Pistol (Blast 6), +14 (DC 21), Automatic Blaster Rifle (Blast 8), +14 (DC 23), Blaster Shotgun (Blast 8), +14 (DC 23), Cyberarms-Claws (Strike 2), +13 (DC 24), Flash Bangs (Dazzle 7) (DC Fort/Ref 17), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Plasma Grenades (Blast 7) (DC 22), Steel Katana (Strike 4), +15 (DC 26), Steel Tanto (Strike 1), +13 (DC 23), Steel Wakizashi (Strike 2), +13 (DC 24), Unarmed Attack, +13 (DC 22) Defense: +9/+12 (Flat-footed: +6), Knockback: -7 Initiative: +21 Languages: Hakkagellian, Neo-Nobellian Native, Nihongellian, Outer Borustan, Outer Ingenti, Trade Sionil Totals: Abilities 40 + Skills 23 (92 ranks) + Feats 24 + Powers 120 + Combat 32 + Saves 16 + Drawbacks 0 = 255 Age (as of Jan 2019): 50 Earth years (chronological), late teens (human biological equivalent) Height: 6’ 5” Weight: 170 lbs Ethnicity: Nihongellian (Nobellian Japanese equivalent) Hair: Black Eyes: Dark Brown Theme Song: [url=https://www.youtube.com/watch?v=7zLJ-12cyGg&pp=ygUSaGVhcnQgb2YgYSB3YXJyaW9y]Heart of A Warrior, by Dizzee Rascal[/url] Background: Tetsuya Fujiwara wasn’t anybody. No, seriously. He was just a corpo sammie. He wasn’t from some special family. Their name didn’t mean anything. They didn’t have a long history of loyal, devoted service. His parents and extended family were as much of a nobody as he was. Still are, thanks to it. He signed up because it paid pretty well and he was pretty confident in his physical abilities. Just one of a million kids with more machismo than sense. It’s nostalgic, says modern day Tetsuya, but yeah he was just a dumb kid who had no idea what he was getting himself into. Not that he had to do anything particularly evil, mind. There was basic training where his preconceptions about the good quality of his physical abilities were vigorously dispelled. Then, you know, he was just another low ranking corpo sammie. Nobody. Effectively faceless. And you know, it wasn’t a bad life, really. As previously stated, the pay was good. Medical benefits were good. He got some vacation time often enough. So what changed? What turned a nobody into a Ronin? The First Captain became his commanding officer, and took an interest in the nobody. It’s an old story. A decorated officer takes a personal interest in a young man who doesn’t know how promising he is, and becomes his mentor. Honestly, those few years were probably the best of Tetsuya’s life up to that point. He remembers them fondly. He learned much from the First Captain, and may be the only remaining Ronin who remembers the man’s name. Keitaro Hirawa, for the record. But, as the saying goes, all good things must come to an end. The Rebellion of The Three Hundred. The First Captain saw the orders to eliminate Tomoe Aizawa being issued, and objected on moral grounds to his superior officer at a meeting of their entire unit. Since the orders came from the top of the hierarchy (the old Imperial families), such an objection was treated as disloyalty worthy of immediate execution. Keitaro Hirawa killed his superior officer and his entire unit. Except for one. Tetsuya, who stood back to back with his mentor going sword to sword with everyone until it was done. Then they joined up with Tomoe and her teacher Shuichi Minamoto, and the Rebellion kicked into gear. This story, however, has been told. The Original 300 escaped and became the Red Ronin. Yet here too, Tetsuya was just a face in the crowd. Then at the end of the first five years, the First Captain was killed. So he stepped up. And stepped up. And stepped up. In the process, he found himself more capable than he had ever dreamed of being. Tetsuya has spent his entire Ronin career in the Assault Corps. He was Vanguard’s fourth Lieutenant. He is Assault’s third Corps Commander. He has a life outside of the Ronin. A wife and multiple teenage children. The turnaround is quite remarkable. From absolute nobody to someone people cosplay as and the inspiration for a whole genre of holovids featuring a heavily cybered Nobellian street sammie in dark sunglasses and glossy black trenchcoat. Yes, all of the current Corps Commanders get similar treatment, but still. He finds it all rather amusing, really. His life isn’t something to be aspired to. He’s got as many scars as he does unmarred skin, for heavens’ sakes. Ah, well. Better to be liked than shot at. For the record, he’s quietly against the raid. Yes, he’s got a family to support for a little while longer. Or a lot longer, if his wife gets pregnant again. Nobellians are fertile for actual Earth centuries. Siblings can be quite distant in years, sometimes, so another child over a decade after the last wouldn’t be strange at all. But that’s not the main reason. He doesn’t believe the First Captain would be for the raid at all. It smacks of giving up, and if there was one thing Keitaro Hirawa never did, it was give up. Tetsuya would know. He was once again fighting by the man’s side when he died. A warrior fights until they cannot fight anymore. There is no shame is retirement due to age. The blaze of glory is unnecessary, as is the effective suicide that the raid represents in his eyes. However, Tomoe is the Captain. Tai-Cho. If she says they’re going, he will go. Powers & Tactics: Tetsuya is a Nobellian with plenty of cybernetic augmentations, a lot of weapons, and some armor. His cybernetics are extensive but mostly standard. Increased physical strength, speed, quickness, reflexes (including attack accuracy & evasion), and resilience vs damage. The strength comes from his cyberarms, and it is not their only feature. His full carrying capacity with them is over 6 tons. His dominant hand has retractable claws and the other has an advanced medkit inside of it. The medkit can only be used on him, and only has 5 uses before its supplies need to be restocked. So he can recover from some damage during combat if he has the time to take a quick break. His weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). He has all four of the standard blaster types (automatic rifle, shotgun, automatic pistol, and heavy pistol) expected of a Combat Corps Ronin, and two types of grenades (flash bangs and plasma). His armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. Tactically, Tetsuya favors his roots in Vanguard. He’s got a large variety of ranged options, but he favors his katana first and foremost. However, that’s not always possible. So the Rifle or the Shotgun will makes appearances. Flash Bangs make hitting easier. Plasma Grenades make attacking groups easier, but Autofire’s options with the Rifle can also do that. Don’t forget the Claws in his cyberarm in case he’s been completely disarmed. He has Improved Acrobatic Bluff and Improved Startle to strip out Dodge Bonuses, and Improved Demoralize to weaken saves. He has All Out, Defensive, and Power Attack available at need. Improved Aim is because he’s not pure Vanguard, being capable of some sharpshooting at need. Move by Action keeps him mobile. Teamwork 3 lets him aid his fellow Ronin when necessary. Takedown Attack 2 lets him scythe through mooks. Don’t forget Ultimate Toughness for the occasionally impossible survival of an attack. Naturally, he can’t power stunt. Personality: Tetsuya is still just a guy. Older, wiser, but still just a guy. The difference is that he knows it now. He’s still quite young for a Nobellian, after all. Assuming he doesn’t get killed before it happens, he’s got approximately two Earth centuries before he starts to noticeably age. So he’s got no reason to be anything other than the young man that he is. He takes care of his responsibilities, of course, but he’s a young, chill dude. A nice, likeable guy. Quick to smile or laugh. Humble without diminishing himself. One would never think he can flip into a nigh unstoppable killing machine at the drop of a hat. The difference between Tetsuya Fujiwara, friend and neighbor, and Steel Ronin, Assault Corps Commander, is stark. With that said, he does follow The Code of The Ronin. Notably, he doesn’t have any strengths or weaknesses among the Eight Virtues. He’s adequate at all of them. He’s by no means perfect, but he does his best to morally pure, be courageous in the face of any fear, help others with his abilities when it is feasible to do so, endure insults and hardship with grace and stoicism, keep his word and be honest with himself, both be held and hold himself accountable for his actions, keep up with his responsibilities to everyone who has placed their trust in him (living or dead), and enjoy his few vices in moderation. It’s rather admirable, actually, how he keeps the balance between all eight. He functions as one of the emotional counterweights in the Corps Commanders, bringing some sorely needed normalcy to the group. He’s just a guy. Just a loyal, highly competent and honorable warrior. Supportive to his Corps, Divisions, and the people in them. A loyal friend and advisor to the other Commanders and his Tai-Cho, Tomoe. Well respected for his skills and practical attitude. He doesn’t quite realize it, but he’s become almost the second coming of the First Captain. The difference is that he’s missing the inspirational leader part that Tomoe has in spades. So most of the Ronin would admit they both need and want him around.
  8. Shadow Ronin (Asami Koga) Power Level: 13; Power Points Spent: 255/255 STR: +6 (18/22), DEX: +6 (18/22), CON: +6 (16/22), INT: +2 (14), WIS: +7 (20/24), CHA: +2 (14) Tough: +6/+14, Fort: +10, Ref: +9/+12, Will: +11 Skills: Acrobatics 9 (+15), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (galactic) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 13 (+15), Language 4 (+4), Medicine 3 (+10), Notice 13 (+20), Search 3 (+5), Sense Motive 8 (+15), Stealth 9 (+15), Survival 8 (+15) Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization (Anti-Material Blaster Rifle (Blast 10)), Attack Specialization (Shadow Daisho (Array 7)), Benefit (Fame (Red Ronin Corps Commander)), Benefit (Status (Recon Corps Commander)), Defensive Attack, Evasion, Improved Aim, Improved Critical (Horned Headbutt (Strike 1)), Improved Critical (Shadow Tanto (Strike 1)), Improved Critical (Shadow Wakizashi (Strike 2)), Improved Critical 2 (Anti-Material Blaster Rifle (Blast 10)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Blaster Shotgun (Blast 8)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Shadow Katana (Strike 4)), Improved Initiative 3, Move-by Action, Power Attack, Precise Shot 2, Quick Draw, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery (Acrobatics, Notice, Stealth), Teamwork 3, Ultimate Effort (Aim), Uncanny Dodge (Auditory) Powers: Bio-Implants (Container, Passive 9) Bio-Implant Abilities (Enhanced Trait (Traits: Dexterity +4 (22, +6), Wisdom +4 (24, +7)) Bio-Implant Quickness (Quickness 6) (Perform routine tasks at 100x speed) Bio-Implant Recovery (Regeneration 7) (recovery bonus 3 (+3 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins); Persistent) Bio-Implant Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+12), Reflex +3 (+12), Feats: Improved Initiative 3) Bio-Implant Resilience (Protection 2) (+2 Toughness) Bio-Implant Speed (Speed 3+2) ([Stacking ranks: +2], Speed: 250 mph, 2200 ft./rnd) Blaster Arsenal (Device 7) (Easy to lose; Custom 3 (Multiple Weapons 3)) Blasters (Array 16) (default power: blast) Anti-Material Blaster Rifle (Blast 10) (Default; DC 25, Feats: Improved Critical 2 (Anti-Material Blaster Rifle (Blast 10)); Penetrating [2 ranks only]; Accurate (+2), Improved Range 2 (500 ft. incr), Precise, Progression, Increase Range 2 (max range x5, 5000 feet), Subtle 2 (unnoticable)) Automatic Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5); Accurate (+2), Precise) Blaster Shotgun (Blast (Array; DC 23, Feats: Improved Critical 2 (Blaster Shotgun (Blast 8)); Penetrating; Accurate 2 (+4), Precise) Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Accurate (+2), Precise) Borustan Physiology (Container, Passive 3) Borustan Abilities (Enhanced Trait 10) (Traits: Strength +4 (22, +6), Constitution +6 (22, +6)) Horned Headbutt (Strike 1) (DC 22, Feats: Improved Critical (Horned Headbutt (Strike 1)); Mighty) Starlight Vision (Super-Senses 2) (low-light vision, ultravision) Cybernetics (Container, Passive 3) Cyber Armor (Protection 2) (+2 Toughness) Cyber Senses (Super-Senses (accurate (type): Auditory, extended (type): Visual 1 (-1 per 100 ft), infravision, ultra-hearing) Cyberlegs-Hydraulic Jacks (Leaping 3) (Jumping distance: x10) Cyberlegs-Skates (Speed 2) (Speed: 25 mph, 220 ft./rnd; Stacks with (Bio-Implant Speed (Speed 3+2))) Shadow Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2)) Shadow Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Shadow Katana (Strike 4) (Default; DC 25, Feats: Improved Critical 2 (Shadow Katana (Strike 4)); Penetrating [2 extra ranks]; Mighty) Shadow Tanto (Strike 1) (Array; DC 22, Feats: Improved Critical (Shadow Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty) Shadow Wakizashi (Strike 2) (Array; DC 23, Feats: Improved Critical (Shadow Wakizashi (Strike 2)); Penetrating [2 extra ranks]; Mighty) Shadow Ronin Armor (Device 3) (Hard to lose) Shadow Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma)) Shadow Radio (Communication (sense type: radio; Subtle (subtle)) Attack Bonus: +9/+12 (Ranged: +9/+12, Melee: +9/+12, Grapple: +15/+18) Attacks: Anti-Material Blaster Rifle (Blast 10), +16 (DC 25), Automatic Blaster Pistol (Blast 6), +14 (DC 21), Blaster Shotgun (Blast 8), +16 (DC 23), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Horned Headbutt (Strike 1), +12 (DC 22), Shadow Katana (Strike 4), +14 (DC 25), Shadow Tanto (Strike 1), +14 (DC 22), Shadow Wakizashi (Strike 2), +14 (DC 23), Unarmed Attack, +12 (DC 21) Defense: +9/+12 (Flat-footed: +6), Knockback: -7 Initiative: +18 Languages: Neo-Nobellian Native, Outer Borustan, Outer Ingenti, Trade Sionil, Zundastan Totals: Abilities 40 + Skills 25 (100 ranks) + Feats 21 + Powers 122 + Combat 36 + Saves 11 + Drawbacks 0 = 255 Age (as of Jan 2019): 42 Earth years (chronological), approximately 50 (human biological equivalent) Height: 5’ 6” Weight: 165 lbs Ethnicity: Borustan (Sub Saharan African equivalent) Hair: Black (a little grey) Eyes: Dark Brown Theme Song: [url= https://www.youtube.com/watch?v=9L8kZoal9A4&pp=ygUSZG8gaXQgZGlmZmVyZW50bHkg]Do It Differently, by HalaCG x Bloomgums[/url] Background: The Borustan Koga clan (like many surnames of African Americans on Earth, many Borustant surnames trace back to the Nobellian family that formerly enslaved them) in large part remained loyal even after being freed after the Second Nobellian Civil War and the formation of the Nobellian Federation. In fairness, the Nobellian Koga treated their slaves quite well, to the degree that the actually enslavement was virtually a formality and nothing more. Bluntly, the Koga (Nobellian and Borustan) are well known for being spies and assassins. Many in the Nobellian clan served as Imperial Shadows. Some today work for Shadow, Inc. Others work for different megacorporations in similar roles. And where they went, their slaves went with them, equals in all but the legal sense. With the elimination of that boundary, the two clans were able to work closer together than ever. Asami Koga was expected to be little different. Her aptitudes put her in more of a direct role than most, but special paramilitary operations was still perfectly in line with clan tradition. Asami was not in line to join the Reds. That elite unit had never accepted a non-Nobellian, and she was Borustan enough to know damn well she wouldn’t be the one to buck the trend. She was perfectly fine with being a damn fine sniper and serving discreetly as her clan had done for a quite frankly ridiculously large number of generations. Seriously. Borustans have 20-25 years to make the next generation happen. Nobellians get 10 times as many years to do it. So cumulatively, there’s been a whole hell of a lot more Borustan Koga than Nobellian. Why was this on Asami’s mind? Because word had gotten around on that day. She knew Tomoe Aizawa. Not well, as Asami was a couple of years ahead of her in their courses. But hell, if the goddamn prodigy everyone admired wasn’t good enough, nobody was. And if nobody was, then a whole lot of other tiny little things started making more sense. The Borustan Koga had been outshining their Nobellian counterparts for actual centuries if not millennia and yeah, they’d been given their due honor and respect for their accomplishments. With. That. Said. Very few of the Nobellian Koga seemed all that happy about it. There is a difference between acknowledging because one has to and doing it because one wants to. Micro-aggressions is perhaps a loaded term, Dear Reader, but it gets the meaning across. Asami remembered a thousand and one of them throughout her life. She realized that the two Koga clans were not actually as close as they pretended to be. Their positions had not changed, you see. The label of slave had been long removed, but the Borustan Koga still served the Nobellian Koga. Her clan’s honored traditions of serving in the shadows were actually the result of Nobellian prejudice. On that day, a very angry Asami Koga became one of the Original 300…and in the process alienated her entire extended family. Parents. Aunts and uncles. Siblings. Cousins. Nieces and nephews. Virtually the entire clan turned its back on her. She has missed so many weddings. Funerals (her parents’ especially). Family holidays. Birthday parties. You know. Family. It stings a bit more because of her own children. They are not Ronin, so their ages, names, numbers, and genders will remain unrecorded here for their safety, as will that of her grandchildren. Their father was Ronin, but he’s been dead for over a decade. They have not been brought up in the same loving family environment that she was. She wasn’t able to be there for them herself very often, and their father was dead before most of them were old enough to remember him. They’re not really great fans of hers, honestly. So yes, she’s in favor of the raid. She’s 42, you know? That’s pretty old for a Borustan. She can feel, despite the superior medical care she’s gotten over the past quarter century, her body gradually failing her. Her augmentations are compensating for now, but that won’t last forever. It may well be time at last to put an end to things. Powers & Tactics: Asami is a Borustan with plenty of bio-implant and cybernetic augmentations, a lot of weapons, and some armor. Her bio-implants are extensive but mostly standard. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), resilience vs damage, and regenerative speed (doesn’t need medical treatment to is faster at recovering from all injuries). Her cybernetics provide her quirks, which are really only her cyberlegs and sensory implants. Her vision has been extended (important for a sniper) and the infrared spectrum has been added (sdz Borustans already see into the ultraviolent, means she has a wide spectrum of vision indeed). Her hearing, with it’s dramatically widened audible frequencies, basically functions as her own personal sonar. Her cyberlegs (full replacements, all the way up to the hips) match her normal physical strength and have a little armor plating. What makes them special instead of simply prosthetic replacements, however, are the hydraulic jacks and skates installed in them. The jacks boost her jumping ability tenfold, taking her up to 160 ft running, 80 ft standing still, and an astonishing 40 ft straight up. Deploying the skates can boost her normal running speed fivefold, from 50 MPH to 250 MPH. It’s safe to say she can cover some ground, as long as it’s flat enough for the wheels on the skates. Her weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). She has three of the blasters types (shotgun, automatic pistol, and heavy pistol) expected of a Combat Corps Ronin, and one more for her specialty as a sniper in her Anti-Material Blaster Rifle. Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. Tactically, Asami is a sniper both at heart and in skill level. She’s capable with other blasters, sure, and like most Ronin she’s an expert swordwoman, but she’s best at shooting the enemy from very far away. That’s the whole point of the extra mobility from her cyberlegs. So most of the time her blades remain firmly sheathed at her side as she one shot, one kills her way through distant enemies. With that said, she’s the Recon Corps Commander. Sometimes using her eyes is enough and no triggers need pulling. Her mobility can serve just as well scouting as creating distance to snipe. She’s not much for feinting or demoralizing, having only Acrobatic Bluff and a mediocre Intimidate to work with. She does, however, have Accurate, All Out, Defensive, and Power Attack to move her caps all over the place. She has Improved Aim and Ultimate Aim to hit when she absolutely needs to, Move by Action to keep her mobile, and Teamwork 3 to support her allies from the rear. Naturally, she does not power stunt. Personality: Asami is, at first glance, a classic friendly sniper. Albeit older than most. In combat, however, “friendly” vanishes like mist and she’s as hard as her Tai-Cho. She too, is a cool, collected professional killer. There is still no sugarcoating it. She’s killed a hell of a lot of people. Unlike her Tai-Cho, however, Asami is able to leave some of that hardness on the battlefield. She has a lot of regrets, honestly. She could have never betrayed her family to join the Ronin in the first place. Don’t misunderstand. She’d do it again in a heartbeat. But in hindsight, she knows it was possible to let it go. To shut her eyes and swallow her rage like so many of her ancestors and living family had to have been doing. She could have been there more often for her children, too. They’re practically strangers these days. She’s barely done more than met her grandchildren. But being there more often would have meant doing Ronin jobs less often. Someone would have had to pick up her slack. They may have failed where she succeeded, costing money and Ronin lives. No, she’d make all of these choices again in a heartbeat, too. But she knows it could have been different, you see. She does not regret the choices she has made in her life. She regrets the results. These are not the same thing. With that said, she does follow the Code of The Ronin. Her strengths lie in Courage and Respect, while she is weak at Honesty and Loyalty. The rest she is adequate at. To explain further: She is very good at facing her fears, no matter what they may be. She does not shrink from facing the negative consequences of her choices, be they death, being alienated from her entire family, or anything else. Moreover, she does so without complaint. She has nothing to prove to anyone. This is not humility. Instead, her pride has no say in her decisions and actions. Her pain, physical or emotional, is largely irrelevant to accomplishing whichever task is in front of her. This is actually a problem. Specifically because she’s been lying to herself for 25 Earth years. Her regrets run to the core of her being. She betrayed everything she thought she was, and her sense of self has never really recovered. She’s been stoically enduring a high level of emotional anguish for all of that time, and telling herself it was nothing. This is extremely poor Honesty. And someone with even adequate Loyalty would not have betrayed their entire extended family out of righteous anger. Furthermore, that someone would have found a way to look after their own children in addition to performing their duties as a Ronin or died trying. She chose one loyalty over the other, and remains alive. So yes, she’s got some issues. And she’s dealing with them by…stuffing them down inside herself and not dealing with them at all, actually. Thus she is not aware that her support for the raid is actually an expression of a latent subconscious deathwish. It can’t become suicidal ideation, mind. She’s the wrong type of person for that in many ways. But most people do actually want to survive and see tomorrow. Out of sheer evolutionary imperative, if nothing else. Asami…she doesn’t care, anymore. In truth she hasn’t for a long time now. But she’s a highly skilled professional. She won’t die in combat because of hesitating at a critical moment, or making an unnecessarily dangerous tactical choice. It’s that when her life’s blood stains the ground under her and the winged goddess comes to collect her at last, well…unlike most folks she won’t even quibble. She’ll just go quietly, feeling relief that everything is finally over.
  9. Red Ronin (Tomoe Aizawa) Power Level: 14; Power Points Spent: 270/270 STR: +7 (20/24), DEX: +7 (18/24), CON: +7 (20/24), INT: +2 (14), WIS: +7 (20/24), CHA: +5 (16/20) Tough: +7/+14, Fort: +10, Ref: +10/+14, Will: +12 Skills: Acrobatics 8 (+15), Bluff 10 (+15), Diplomacy 10 (+15), Gather Information 10 (+15), Knowledge (galactic) 3 (+5), Knowledge (life sciences) 3 (+5), Knowledge (physical sciences) 3 (+5), Knowledge (tactics) 18 (+20), Knowledge (technology) 3 (+5), Language 4 (+4), Medicine 3 (+10), Notice 13 (+20), Search 3 (+5), Sense Motive 13 (+20), Stealth 8 (+15) Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 3, Attack Specialization (Shingi To Giri (Loyalty And Honor) (Strike 4)), Benefit (Fame (The Immortal Red Ronin)), Benefit (Status (Captain of the Red Ronin)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Feint, Defensive Attack, Dodge Focus, Evasion, Improved Aim, Improved Critical (Ronin's Tanto (Strike 1)), Improved Critical 2 (Akaiittou (Red Blade) (Strike 2)), Improved Critical 2 (Automatic Blaster Pistol (Blast 6)), Improved Critical 2 (Automatic Blaster Rifle (Blast 8)), Improved Critical 2 (Heavy Blaster Pistol (Blast 6)), Improved Critical 2 (Shingi To Giri (Loyalty And Honor) (Strike 4)), Improved Initiative, Improved Initiative 3, Master Plan, Master Plan 2 (tactics), Move-by Action, Power Attack, Precise Shot, Second Chance 2 (Toughness saves vs. Force & Plasma), Skill Mastery 2 (Acro, Bluff, Diplo, Gather Info, KN (tactics), Notice, Sen Mot, Stealth), Takedown Attack 2, Ultimate Effort (Toughness), Uncanny Dodge (Auditory) Powers: Bio-Implants (Container, Passive 11) Bio-Implant Abilities (Enhanced Trait 16) (Traits: Strength +4 (24, +7), Dexterity +4 (24, +7), Constitution +4 (24, +7), Wisdom +4 (24, +7)) Bio-Implant Endurance (Immunity 6) (disease, poison, sleep, starvation & thirst, suffocation (all); Limited - Half Effect) Bio-Implant Hearing (Super-Senses 1) (ultra-hearing) Bio-Implant Quickness (Quickness 5) (Perform routine tasks at 50x speed; Stacks with (Nobellian Quickness (Quickness 1+5))) Bio-Implant Recovery (Regeneration 6) (recovery bonus 2 (+2 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins); Persistent) Bio-Implant Reflexes (Enhanced Trait 18) (Traits: Attack Bonus +3 (+12), Defense Bonus +3 (+14), Reflex +3 (+14), Feats: Improved Initiative 3) Bio-Implant Resilience (Protection 3) (+3 Toughness) Bio-Implant Speed (Speed 2) (Speed: 25 mph, 220 ft./rnd; Stacks with (Nobellian Speed (Speed 1+2))) Blaster Arsenal (Device 6) (Easy to lose; Custom 2 (Multiple Weapons 2)) Blasters (Array 14) (default power: blast) Automatic Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Automatic Blaster Pistol (Blast 6)); Autofire (interval 2, max +5); Accurate (+2), Precise) Automatic Blaster Rifle (Blast (Default; DC 23, Feats: Improved Critical 2 (Automatic Blaster Rifle (Blast 8)); Autofire (interval 2, max +5); Accurate (+2), Precise) Heavy Blaster Pistol (Blast 6) (Array; DC 21, Feats: Improved Critical 2 (Heavy Blaster Pistol (Blast 6)); Accurate (+2), Precise) Nobellian Immortality (Immunity 1) (aging) Nobellian Physiology (Container, Passive 3) Nobellian Abilities (Enhanced Trait 6) (Traits: Dexterity +2 (24, +7), Charisma +4 (20, +5)) Nobellian Quickness (Quickness 1+5) ([Stacking ranks: +5], Perform routine tasks at 100x speed) Nobellian Reflexes (Enhanced Trait 5) (Traits: Attack Bonus +1 (+12), Reflex +1 (+14), Feats: Dodge Focus, Improved Initiative) Nobellian Speed (Speed 1+2) ([Stacking ranks: +2], Speed: 50 mph, 440 ft./rnd) Starlight Vision (Super-Senses 2) (low-light vision, ultravision) Red Daisho (Device 3) (Easy to lose; Custom 2 (Multiple Weapons 2), Indestructible) Red Daisho (Array 7) (default power: strike; Custom (Array 6.5)) Akaiittou (Red Blade) (Strike 2) (Array; DC 24, Feats: Improved Critical 2 (Akaiittou (Red Blade) (Strike 2)); Penetrating [2 extra ranks]; Mighty) Ronin's Tanto (Strike 1) (Array; DC 23, Feats: Improved Critical (Ronin's Tanto (Strike 1)); Penetrating [1 extra rank]; Mighty) Shingi To Giri (Loyalty And Honor) (Strike 4) (Default; DC 26, Feats: Improved Critical 2 (Shingi To Giri (Loyalty And Honor) (Strike 4)); Penetrating [2 extra ranks]; Mighty) Red Ronin Armor (Device 3) (Hard to lose) Red Armor (Protection 4) (+4 Toughness, Feats: Second Chance 2 (Toughness saves vs. Force & Plasma)) Red Radio (Communication (sense type: radio; Subtle (subtle)) Sword Supremacy (Probability Control 1) (Minimum Result: 1; Limited 2 (Swords)) Will To Live (Healing 1) (Action 4 (reaction), Resurrection; Limited (to Resurrection), Limited (to circumstances of plausible survival), Personal; Persistent, Triggered (Acquiring the Dead condition)) Attack Bonus: +8/+12 (Ranged: +8/+12, Melee: +11/+15, Grapple: +18/+22) Attacks: Akaiittou (Red Blade) (Strike 2), +15 (DC 24), Automatic Blaster Pistol (Blast 6), +14 (DC 21), Automatic Blaster Rifle (Blast 8), +14 (DC 23), Heavy Blaster Pistol (Blast 6), +14 (DC 21), Ronin's Tanto (Strike 1), +15 (DC 23), Shingi To Giri (Loyalty And Honor) (Strike 4), +17 (DC 26), Unarmed Attack, +15 (DC 22) Defense: +11/+14 (Flat-footed: +7), Knockback: -7 Initiative: +23 Languages: Neo Nobellian Native, Nihongellian, Outer Borustan, Outer Ingenti, Trade Sionil Totals: Abilities 48 + Skills 28 (112 ranks) + Feats 24 + Powers 123 + Combat 36 + Saves 11 + Drawbacks 0 = 270 Age (as of Jan 2019): 46 Earth years (chronological), late teens (human biological equivalent) Height: 5’ 5” Weight: 105 lbs Ethnicity: Nihongellian (Nobellian Japanese equivalent) Hair: Black Eyes: Dark Brown Theme Song: [url=https://www.youtube.com/watch?v=nTd9abC7EvU&pp=ygUWSG9sbG93LCBieSBUeWxlciBDbGFyaw%3D%3D]Hollow, by Tyler Clark[/url] Background: The immortal Red Ronin is, of course, one of the Original 47. She was, in many ways, the one who started everything. Her father was legendary amount the Crimson Knights/Scarlet Samurai/Red Guardians/Ruby Protectors/whatever. Her father, however, only had one child. Tomoe. She wanted to honor him after his death in the line of duty. Prove that his legacy did not die with him on that mission. She was the equivalent of valedictorian of her training class. First in her class in small unit tactics and both short and medium range shooting. An untouchable prodigy with the katana. She would take her father’s place with pride. The first woman to serve in the Reds. Her excellence could not be denied. Except that it could, due the regrettable lack of a penis and testicles swinging between her legs. To be clear. Sexism, generally, isn’t something Nobellians have been guilty of for millennia. The objection was based on tradition. The Reds were men. The Reds had always been men, since the very first group back before the First Civil War. This was What Had Been Decided. So, Tomoe wasn’t attempting to strike a blow for feminism and women everywhere. She was attempting to be so damn good that even ancient tradition could not bar her way. She was relying on the fact that she would make the unit better for being in it. And, well, she was right. It made perfect rational sense to put her in the Reds. She was actually better than some of them at the time. Unfortunately, she wasn’t dealing with rational people. Nobellian arrogance is legendary because of the old Imperial families, who were not all destroyed in the Second Civil War. Their power over government was broken, yes, but that was more or less all. They treat their megacorporations like their personal kingdoms. Monuments to an empire lost to those unworthy to breath the same air. To be perfectly clear, this are the type of people who would rather bring all of the Nobellian Federation to ruin and death then bend a micron to such petty things as reason and logic. This is almost what happened in the Second Civil War, and why the fighting was so bitter. Everything, including reality, is as they deem it. So, they knew that the Reds would be weaker for Tomoe’s absence. They simply did not care. The Reds were men. The Reds had always been men, since the very first group back before the First Civil War. This was What Had Been Decided. Who the HELL did she think she was to defy it? To even attempt to defy it? Such a grievous insult to the will of her betters deserved nothing by death. To make a long story much shorter, that Imperial arrogance led to her being underestimated. Two regular corpse and one veteran but unremarkable Red were not enough to deal with her. Even though she was armed with only her daisho and unarmored while they were neither. She killed all three. She was the first to rebel in this fashion, by refusing to die when commanded to do so. Her teacher, Shuichi Minamoto, was not far behind. The First Captain deserted his post, killing both his superior officer and all but one of his men (who took his moral objections as disloyalty punishable only by death), when he saw the orders being issued. The Rebellion of The Three Hundred had begun. It, of course, spread like wildfire through the facility. Tomoe, Shuichi, and the First Captain were well liked and respected. They had plenty of admirers willing to take up weapons or merely spread word of this injustice. This story, however, has been told. The Original 300 escaped and became the Red Ronin. The early days were bloody. Survival was most challenging. The megacorp was trying it’s absolute hardest to kill them all. The first five years was when the most of the Original 300 were killed. Including, at the end of those five, the First Captain. Both he and Shuichi had been mentors to her. She’d essentially been his handpicked successor. She picked up the emotionally shattered Ronin after his death, and took his place as THE Red Ronin. The megacorp, once again, underestimated her. The supposedly elite Reds suffered such losses that their ability to pressure the Ronin was compromised until they could repopulate. And by the time they did that, the Ronin had done the same, but more so. The status quo was largely set at that point. The Ronin have only grown from there, and Tomoe has remained their beloved Captain. Despite assassins, ambushes, and some of the stiffest fights the universe has seen this century, she’s still alive. Hence her reputation for being immortal. But it goes just a little further than that. Some of the punishment she’s somehow survived would have turned even the toughest Ingenti into chunky salsa. The megacorp wants her dead more than anyone else in the entire universe. She’s living proof that the old Imperial families are giant idiots. They should have found some kind of way to keep someone this ludicrously goddamn talented on their side. Every new day she is alive is a fresh insult to their impossibly huge egos. All is as they deem it, after all, and they deem Tomoe inferior. So her refusing to be inferior isn’t them denying reality. It is her defying their will. This cannot be permitted. Truthfully? Her sword is named Loyalty & Honor. She maintains, at least in her heart, that she was not the one who turned against anyone. As far as she is concerned, she did everything that was asked of her. Excelled in all the way she was expected to excel. She brought honor to her father and teachers. And her reward was to be death? What? Years later it is still baffling. Why in the name of the gods was she given the training that permitted her to excel if she wasn’t supposed to? Why would they invest so much into someone they fully intended to throw away? And every time she speaks with someone from the megacorp (the Reds or some sort of flunky), she’s apparently the idiot who understands nothing? So, the raid was her idea. The plan is one of her typically excellent ones. She doesn’t intend to die without something resembling a logical goddamn explanation. Meanwhile, she has absolutely no idea that her reputation for immortality is both more and less accurate than it may seem… Powers & Tactics: Tomoe is a Nobellian with plenty of bio-implant augmentations, a lot of weapons, and some armor. Her bio-implants are extensive but mostly standard. Increased physical abilities, speed, quickness, reflexes (including attack accuracy & evasion), resilience vs damage, and regenerative speed (doesn’t need medical treatment to is faster at recovering from all injuries). Her quirks include increased resistance to mundane diseases and poisons, and less need to breath and sleep. Her hearing range is quite broad as well, spanning higher and lower frequencies Nobellians can’t normally hear. Her weapons are basically standard. All of the Original 47 have a full daisho featuring a katana (hand and a half sword), wakizashi (short sword), and tanto (knife). Her katana (Shingi To Giri, or Loyalty And Honor) and wakizashi (Akaiitou, or Red Blade) are named and made of a virtually indestructible alloy. To wrap up weapons, she has three blasters (automatic rifle, automatic pistol, and heavy pistol). Her armor is Original 47 standard as well. Armor plating that’s more resistant to blasters and plasma weapons and a 2000 mile range radio. She is not aware of her Nobellian Immortality, naturally because she’s under an Earth century old and very few of them realize they have it until after 2 centuries. She is not one of those few exceptions. Her sword skills are such that she rarely misses and never botches a strike. Her ability to avoid death is absolutely uncanny, permitting her to survive (albeit in horrifying condition) events that normally only the toughest beings could hope to. It doesn’t mean she can return from being disintegrated, completely incinerated, or anything where the chance of survival is absolutely zero no matter what. Just that if there’s any chance at all that someone could survive it, she won’t be killed. It’s not clear if this is luck, some kind of power, or pure stubborn will, but Tomoe Aizawa is not a woman who dies when just about anyone else in the entire universe would. It is this that has give her a reputation for being literally immortal. Tactically, Tomoe is pretty simple at first glance. She’s got blasters for ranged work, but prefers to close and slash enemies apart with her sword if possible. She uses cover, of course, but otherwise yeah pretty simple. How she does that, however, is considerably more complex. Improved Acrobatic Bluff and Improved Feint give her two different methods of stripping dodge bonus away so hitting is easier. She has All Out, Defensive, and Power Attack to move her caps around at need. There’s Improved Aim for accuracy at range or even in melee if possible. She’s one of the few in the universe who might do that if it’s safe enough, actually. Move by Action is great for mobility. Takedown Attack 2 can make her seem like a whirlwind of death at times. Ultimate Toughness is another way she can seem immortal. It is Master Plan 2 and her KN (tactics) bonus, however, that makes her monstrous. With just a little time to plan, she and everyone with her (and she is rarely alone in combat) gets a +3 to attack checks and skill rolls for 3 rounds, followed by a +2 and +1 for one round each. This on its own is dangerous enough, but it goes deeper than that. She is a tactician of a skill rarely found even in the teeming masses of the universe, able to outwit and outplay even the finest masters. Her forces are almost always correctly deployed, and when they are not, she’s left enough leeway to rapidly correct for it. She’s the type of absolutely brilliant strategist and tactician that routinely turns what would normally be hopeless defeats into unexpected victories. Anything less than hopeless she tends to turn into overwhelming victory. She’s a badass in personal combat, yes, yet she somehow manages to be more impressive when she doesn’t draw a weapon. Needless to say, she does not power stunt. Personality: Tomoe is hard as nails. Harder, actually. This isn’t to say that she’s mean, per se. She’s a cool, collected professional killer. There’s really no sugarcoating it. She’s killed a hell of a lot of people. Granted, they all were armed, armored, and prepared for violence. But still. It shows. There’s very little softness left to her, and it’s all reserved for the other members of the Original 47. Again, this doesn’t mean that she’s a mean or cruel person. She’s ruthless. Normally that is seen as synonym for cruel or mean or heartless, but it isn’t. Not really. It’s about seeing that bright, clear line that gets one from A to B. And then not allowing sentimentality to interfere with following that line. She is both warrior and tactician. There has been very little room to be anything else, and it seems there will be very little room in the future as well. With that said, she does follow the Code of The Ronin. Her strengths lie in (of course) Honor and Loyalty. Compassion and (surprisingly to her) Respect are what she is weak at. The rest she is adequate at. To explain further: She’s very good at keeping herself in line as far as morality goes, and she will do everything in her power to aid her fellow Ronin. Including passing the buck to someone who can actually assist. However, while she’s strong at being good, she’s rubbish at doing good. Put bluntly, she doesn’t have an altruistic bone in her body. This does not mean she can’t be drawn into doing something properly heroic simply for the sake of doing it, just that she’d never think to do it on her own initiative. And her failings in Respect are why the Ronin exist in the first place. While petty insults slip off of her like water off an Earth duck’s back, she still has that bone deep need to prove herself to the former Imperial families who rejected her. If she had any talent for the deeper aspects of Respect, she would have likely simply stepped down from consideration for the Reds, content in the knowledge of her own skills. And none of the subsequent events would have happened. There would be no Red Ronin. So yes, she’s emotionally disconnected. Distant and unapproachable as a person, the opposite as a warrior. She’s the Captain. Tai-Cho to the Original 47 and some of the 300. She has to be this way. That’s the job. She can’t go to pieces, not even the slightest bit, over losing Ronin members. Original 47, yes. The 300, perhaps a bit. Anyone else? No. She’d fall completely apart inside of a month. This is not news. It is not something she agonizes over. It is who she is now. Cold and hard, yes. But unwaveringly loyal, too. The net result is a woman most of the Ronin would follow into the worst Hell could dish out. She may not be the biggest people person, but everybody knows the Captain has their back from the beginning to the end. It is, as always, lonely at the top, but Tomoe Aizawa endures. It’s probably what she’s best at. 
  10. Freedom City NPCs The Red Ronin Theme Songs: [url=https://www.youtube.com/watch?v=4Sy-MoJCtww&pp=ygUgaW52aW5jaWJsZSBtb3VudGFpbnMgdnMgbWFjaGluZXM%3D]Invincible, by Mountains vs. Machines[/url], [url=https://www.youtube.com/watch?v=TVvkCOuRClU&pp=ygUcbGlmdGVkIGhpZ2ggdmFsbGV5IG9mIHdvbHZlcw%3D%3D]Lifted High, by Valley of Wolves[/url], & [url=https://www.youtube.com/watch?v=7zLJ-12cyGg&pp=ygUSaGVhcnQgb2YgYSB3YXJyaW9y]Heart of A Warrior, by Dizzee Rascal[/url] Overview There were 300 of them when it started, 25 Earth years ago. A day unlike any other. Before or since. At least, for them. There’s a megacorp. One of the biggest and one of the oldest. Nobellian, of course. Nihogellion through and through. They have this elite security commando force. The translation of their name into Earth languages get…funky…about the proper name. Crimson Knights, Scarlet Samurai, Red Guardians, Ruby Protectors. You get the picture. That day was a graduation day. Some of the Original 300 were to be inducted into the group. Officially, anyway. They’d met all the official requirements. Done everything that the rulebook stated needed to be done to get into the group. But these are Nobellians we’re talking about. Old school Imperialists. If one doesn’t meet the unofficial requirements (being the right species, bloodline, gender, and psychology) then the answer despite the rulebook will be not merely be no. They will be horribly offended that said person even attempted to succeed, and even more horribly offended that they succeeded. Succeeding over their chosen ones is a severe insult to such persons. The penalty for offending such highly placed persons is invariably death. However, it can’t look like a murder. They have reputations to consider and the unofficial requirements cannot become publically known. The masses and Federation government would disapprove. Profits would be diminished. The stock price would decline. And they’d have to spend money on public relations to repair their damaged image. So much easier to arrange mysterious disappearances and sudden suicides. The Original 300 (at least those who were supposed to be joining that elite commando group) had other ideas. Word spread through the facility like wildfire, and the rest of the Original 300 angrily deserted their posts and joined with the first rebels. To be clear, there were significantly more than 300 when the rebellion began. It was only, however, 300 who escaped being put down like dogs by said elite commando group and bolted into space. Torn away from their masters, they had become the Red Ronin. The megacorp has been trying to kill them ever since. It was about proving their worth to those who believe worth was inherent and immutable, decided upon birth. A fool’s errand. A quixotic quest. The alternatives, however, were either death or direct opposition to the people who had raised them. Trained them. Such loyalty is not easily lost. 25 years later, 300 has become 47. The first Captain was not Tomoe Aizama. She is the second. None of the Corps Commanders started in their current positions, either. They are not stupid. They know their goal was never achievable. At least, now they do. But again, the choices are either death or committing the betrayal in their hearts that they have already committed in every other way. Either way, the Ronin would cease to exist. They must uphold the code. It is all they have left. There is…one other thing. Ronin HQ (the original, not the dozens scattered across the universe), has a wall. There are thousands of names on that wall. Whether one was one of the Original 300, or if they had just joined up the day before…the Ronin remember those they have lost. In this cold, uncaring, and personal gain driven universe, where life is all too often cheap and disposable (to put it lightly), this stands out. If you were ever one of them, if they chose you to join them, they will remember you forever. Or at least as long as the group continues to exist. Most of the wall is in chronological order, from the first recruits to the latest casualties. There are markings designating seniority, position, length of tenure, and suchlike. 253 names, however, stand apart in their own section. The Original 47 who are in the original HQ spend more time at this section of the wall than any other. 300 escaped that day. 47 remain. And there are 47 slots of that section of the wall waiting to be filled. This filling will likely come sooner rather than later. The non Nobellian and Sionil members of the Original 47 aren’t getting any younger. Plans have been drawn up for one last raid. The board of directors for the megacorp will be having a rare meeting where all must be present. Security, of course, will likely be very tight. These are some of the wealthiest people in the universe, and they’ve pissed off uncountable legions both in the process of acquiring it and using it for their own ends. However, victory…killing all of them…proving their skill and ability as warriors…these would not the point. It would be to put an end to things while those who remain are still physically able. Therefore, if the 47 Ronin go on their raid, it will be with the intent that none of them will return. That is, of course, if they decide to go through with it. It is still a matter of some contention among them. Especially their long term allies, who’ve caught wind of the idea and are loyal enough to either go with them or stop them from doing it. Organization Of course, 47 do not a mercenary company make. As Ronin fell in those early days, eventually the First Captain (shortly before he too was slain) decided they should recruit help. Tomoe Aizawa, as the second Captain (or Tai-Cho) has continued this practice and even expanded it a great deal. In Earth year 2019, The Red Ronin mercenary group numbers in the tens of thousands. They’re one of the biggest and wealthiest mercenary outlaw groups in the game. They’ve pulled off jobs thought impossible. Hell, they’re so big that they’re able to give out jobs instead of only taking them. Everyone knows you don’t cross the Ronin. They’re clannish, fiercely loyal to their own but apathetic to outsiders. But at the same time, they’ll always deal fairly and honorably with said outsiders. They’re somehow always at the cutting (if not the bleeding) edge of tech, bio-tech, and magical knowledge. They’re big enough that they can make their money that way, too. To make all of this work, they’re divided into 8 themed Corps, which are further subdivided into two or three Divisions. The Red Ronin herself, Tomoe Aizawa, stands at the top at Captain or (as the Original 47 refer to her) Tai-Cho. The Recon, Assault, and Heavy Corps are considered the Combat Corps, doing most of the heavy fighting when it is requires. The Magicorps, along with the Supply, Engineer, Medical, and Mechanized Corps are considered the Support Corps. While they may get involved in combat, it’s not their regular job. Recon is so named because it’s the reconnaissance subgroup. Stealth, perception, and finesse tactics. They operate in small teams or even outright alone. Sentinel Division embodies the typical perception of this. Folks with exceptional eyesight and ranged accuracy. You know. Stealthy snipers who can spy on activities from very far away and still make an impact on the situation. Infiltration Division operates much closer to the target. Preferably in the same room. Though they’re not necessarily assassins. They’re spies and saboteurs. Long Range is similar to Sentinel, except they use drones. So the actual operator is even further away the average Sentinel member may be. The Assault Corps is divided into Vanguard, Guardian, and Demolitions Divisions. They operate in large teams where everyone is responsible for covering someone’s back. Vanguard is the front line. These are the shock troops. The guys who run into the line of fire guns blazing. Casualties here are routinely the highest in the Ronin, but those who endure rapidly become legendary. For their apparent immortality, if nothing else. Guardian is a bit of a throwback to Recon, only Assault flavored. Their marksmanship and perceptive skills are exceptional, yes, but they’re deployed in defense of Vanguard or Demolitions teams. Completely different mission profile. Demolitions are the guys who make things explode. The grenadiers and explosives experts are here. If you need something blown sky high, these are your guys. The Heavy Corps is divided into Gunnery, Mobile Artillery, and Exotic Divisions. That’s Heavy as in Heavy Weapons. The type that, for most combatants, are better off being vehicle mounted instead of carried by one person. These folks are high armor and high damage. Only Vanguard Division has a higher casualty rate when things get hot. Gunnery is tilted towards anti-personnel with stuff like automatic blaster cannons. Station themselves in one spot, and don’t let any living being past them. Mobile Arillery, well…the name kind of explains itself, doesn’t it? These are the guys with the heavy rocket and heavy grenade launchers. Treating a person (usually an Ingenti) like a literal mobile artillery platform. Exotic, on the other hand, doesn’t take such high casualties. They use the more exotic, experimental weapons. Blasters are the most common weapons in the universe. They use force damage. It works great for doing violence. But sometimes you just need some fire, frost, electricity, or some other thing that can be shot out of a gun or put in a grenade if you’re imaginative. Keep in mind that this is the Heavy Corps, so these are the more widely available versions of such weapons. These are the ones with a high level of power or that have unusual functions. The Magicorps is divided into Spellcasting, Summoning, and Artificing Divisions. They’re…pretty self explanatory, actually. Spellcasting has a wide variety of traditions and spellcasters within it. If there’s a particular spell required somebody in there can cast it without much effort. Summoning at first glance is similar. After all, what is summoning but another spell. However, these are the specialists in that particular art. Spellcasting has summoners, but they’re more limited. If something specific is needed, Summoning is the better option. Artificing are the enchantment experts. Again, there are those in Spellcasting and even Summoning who can do this, but they’re always limited by comparison. Artificing has the specialists who can do whatever is needed. Supply (along with Medical) is as close to a non combat corps as it gets in the Ronin. That’s “close”. They’re still combat capable, just less so than actual combat corps. Acquisitions are largely the middle persons between the Ronin and those they hire for jobs. These jobs are always auditions for the middle person in question. Enough success gets someone higher on the ladder interested. Generally speaking, such hired talent doesn’t know that they’re working for the Ronin until they’re introduced to corps commander Netsuko Nishimura, aka Neko Ronin. Or she introduces herself, whichever. The jobs are, naturally, almost always things the Ronin can’t be connected to or relatively minor busywork. Again, they’re always auditions for that division member and those are higher rank. Those who fail their auditions conclusively (which doesn’t necessarily mean blowing the job, being too antisocial in any number of ways from “incessantly annoying” to “murderous psychopath” can also fail someone) never hear from Acquisitions again. Plenty of second chances in the shadows, but not so many third and fewer still fourth chances. Requisitions, bluntly, are thieves. Get in, get the item or items, get out. Without leaving bloodstains anywhere. They can, of course, fight if necessary, but the goal here is to be Like A Fraggin’ Boss and Ghost It. The division’s finest simply make stuff disappear from its owners and reappear with the Ronin. The method is a little irrelevant, as long as the target never knew anything was wrong until it was far too late and there are no suspects. Logistics is exactly what it sounds like. An army (or any militarized force) marches on its stomach, as the saying goes. The Ronin couldn’t function without ‘em. Quartermaster, teamsters, kitchen staff, bookkeepers, the list goes on. If it’s unglamourous but necessary background work, Logistics has it covered. Engineer’s name is a slight misnomer. They’re not mechanical. They’re electronic. These are the computer specialists and hackers. Since the infoweb is accessible basically everywhere, and basically everything is connected to it, this is far more useful than it sounds on modern day Earth. The system these guys can’t get into doesn’t exist. They are, however, separated into only two divisions unlike the other corps thus far. Sun support the Assault & Heavy Corps in the field, keeping their gear unhacked and the enemy’s gear bricked. They also kick their fair share of ass along the way. Sun is the roaring automatic blaster cannon, wrecking everything and making a big mess. Shadow, on the other hand, works more with Recon & Supply Corps. Ideally, nobody knows anyone from Shadow was even on the operation. They’re the thieves who steal data, manipulate systems, or crash hardware while remaining undetected. Medical is fairly self explanatory. With as much combat as the Ronin get into, they’re inevitably going to get injured. Perhaps severely. So it makes sense that they’d need a full medical staff. It is, however, more than that. As time has gone on, they’ve funded and developed top class medical, pharmaceutical, cybernetic, and bio-implant technology. This has helped them fight more effectively, take less damage, and recover faster from said damage. Medical too, has only two divisions. Field, well, works in the field. The field medic is a long and storied profession. To be clear, they also operate at cybernetic mechanics in addition to patching blaster holes, salving plasma burns, and hauling the severely injured away to be treated. Surgical, on the other hand, is where all the science happens. The surgeries they do aren’t just medical treatment. They also implant cybernetics and bio-implants. The scientists who develop better versions of both are also here. As such, Surgical also does longer term medical treatment when necessary. This is rather rare, as if they can’t get someone back to tip top shape in a week, it’s because they’re unable to recover. Usually this means they’re dead. Cybernetics and bio-implants can handle many maimings and cripplings. Magic or Adroit gifts can help with many more. Some injuries (like severe cerebral trauma, post traumatic stress, or extreme neurological strain from extensive augmentation) require long term treatment. This is also Surgical’s job. Mechanized is arguably the most important yet least prominent of the corps. These are the pilots, ship crew, and mechanics. The Ronin don’t have anything approaching a full naval contingent. Just a relative handful of frigates, fighter support, shuttles and personnel carriers (space, air, sea, and land). They fly them, they modify them to be stronger and faster, and they fix them when they’re inevitably damaged after being shot at. They have only two division, as well. Combat is exactly what it sounds like. They’re well armed, well armored, and some of the most badass pilots in the universe. Smoke (the Lieutenant) leads the headline Wraith Squadron of fighters who’ve pulled off the seemingly impossible often enough for it to feel routine. If the Ronin have to fight their way into the combat area, Combat Division will be leading the charge. And behind them will be Transport. Once again, the name is what they do. Armament traded out for cargo capacity and additional seating. They’re no less badass as pilots, however. Inserting or extracting Ronin from a hot zone in the middle of a firefight is Transport’s job, not Combat’s. Gotta be good if you’re doing that. Especially if you’re hauling critical injured to get medical attention. Furthermore, Transport also works with Logistics (over in Supply Corps) to pick up and deliver various less than perfectly legal items to locations the Ronin would rather nobody outside of them knew about. That’s the basic organization. There’s something more informal, however. The Original 47, those who remain of the 300 who broke out 25 Earth years ago. They are the senior members of the whole group, even if most of them are lower ranked lower than Division Lieutenants. Almost all of these lower ranked, however, are found working under one of the Original 47 in Sentinel, Warden, Exotic, Spellcasting, Logistics, or Surgical Divisions. The 300 (which includes the Original 47) is the next level of senority, and includes all listed Ronin members. The 253 of them that aren’t Original 47 have been with the group long enough to be regarded as equal to the lost. They’ve been with the group for 15-20 Earth years, so this makes sense. The next level of seniority is pretty standard. It’s the rest of those who are actually officially members of the Ronin. It’s a broad group, with varying level of experience prior of having joined the Ronin, but they’re all at least five year veterans of the mercenary outlaw scene prior to joining up. The bottom level of seniority belongs to those who haven’t gotten the job offer yet, but work with the Ronin quite often. As stated for Acquisitions, they’re auditioning to see if they’re worthy and only the very few who’ve met Neko Ronin know it. Powers & Tactics The Original 47 and indeed the Ronin to be posted in general are going to seem very similar to each other. Everyone has a blaster or two. Everyone’s wearing some form of armor. Almost everyone has a melee weapon or two. Almost everyone is using magic, internal quintessence, cybernetics, or bio-implants to augment their capabilities. Enhanced strength, speed, quickness, reflexes, and resilience are incredibly common. Mages, of course, sling spells and other magic. There are a small variety of technopaths doing their thing, too. They’ve all got their own quirks, which will be detailed in their entries, but generally everything is now covered. Tactically, there’s a whole lot of gunning. Everybody’s got a blaster, remember? But again, they’ve all got their own quirks. Most have melee to fall back on, and it can be how they meet their full offensive caps in some cases. So, speaking generally, most Ronin will be using cover and concealment to get an edge if at all possible. Fighting at range if that’s their thing or trying to close if possible to exploit their melee dominance. The details will be in the individual entries. Code of The Ronin Righteousness. Courage. Compassion. Respect. Honesty. Honor. Loyalty. Self-Control. The Eight Virtues are not exclusive to Tetsukaze and the Nipporustan tribe. The Original 47 honor them as well…in their own ways. Everyone else is…perhaps a bit less devoted. As has been said much earlier in this post, Ronin deal fairly and honorably with allies and neutrals. Those who find themselves foes, well…honorable, more or less. Fair, absolutely not. This is the age of blasters and plasma explosives. That can hit targets from literal miles away. And can be used by simple robots and VI, leaving the actual enemy free to relax. Standing in the open and declaring one’s name and intent is just short of actively suicidal. With that said, the Ronin are not outright assassins. There’s a midpoint between pre-emptive murder and surrendering all tactical advantages to the enemy. This is where the Ronin live. There is a world of difference between sniping an enemy combatant or ambushing them from stealth/a superior position and any attack on those who are unarmed, unarmored, and not expecting violence. The Combat Corps have the luxury of being relatively straightforward outside of doing violence. The Support Corps do not. This too, is a part of maintaining tactical and operational superiority. There is no honor and less dignity in dying of stupidity. Still, even here the Ronin draw a line between deception and dishonor. It is, at times, like walking the thinnest of tightropes, but so far they have managed to their satisfaction. The Red Ronin Red Ronin (Tomoe Aizawa; Captain/Tai-Cho, The Red Ronin) Shadow Ronin (Asami Koga; Recon Corps Commander) . . Optic Ronin (Ichiro Ishii), Sentinel Division Lieutenant) . . Ghost Cat (Michante Tigereyes, Infiltration Division Lieutenant) . . Slingshot (Jessamine Garrett, Long Range Division Lieutenant) Steel Ronin (Tetsuya Fujiwara; Assault Corps Commander) . . Lt. Chrome, Vanguard Division Lieutenant) . . Warden Ronin (Misuzu Murata, Guardian Division Lieutenant) . . Spitfire (Huifen Qin, Female Adroit, Demolitions Division Lieutenant) Genki Ronin (Kazumi Ishimaru; Heavy Corps Commander) . . Thunderfeet (Wakiya Vandiver, Gunnery Division Lieutenant) . . Rampage (Dwight Langdon, Male Mundane, Mobile Artillery Division Lieutenant) . . Gadget Ronin (Miya Okamoto), Exotic Division Lieutenant) Eldritch Ronin (Hiroji Ryusaki; Magicorps Commander) . . Oracle Ronin (Nariko Kuromiya), Chaos Mage, Spellcasting Division Lieutenant) . . Pixie Ronin (Madeleine Fournier, Summoning Division Lieutenant) . . Zenith (Rohaan Irfan, Cosmic Mage, Artificing Division Lieutenant) Neko Ronin (Netsuko Nishimura; Supply Corps Commander) . . Monella (Alessia Gerardi, Italian Acquisitions Division Lieutenant) . . Shade (Simone Ouellet, Requisitions Division Lieutenant) . . Shishou Ronin (Shuichi Minamoto, Logistics Division Lieutenant) Devil Ronin (Rinako Saeki; Engineer Corps Commander) . . Arcade (Zannika Littlefield, Sun Division Lieutenant) . . Turntable (Jerome Sanders, Male Mundane, Shadow Division Lieutenant) Radiant Ronin (Fujiko Yoshihara; Medical Corps Commander) . . Frostbite (Renata Padilla, Female American Mundane, Field Division Lieutenant) . . Osteo Ronin (Renjiro Rinbayashi, Adroit, Surgical Division Lieutenant) Angel Ronin (Masaru Kido; Mechanized Corps Commander) . . Smoke (Amalia Vargas, Female American Technopath, Combat Division Lieutenant) . . Nomad (Rahul Yadav Male Mundane, Transport Division Lieutenant)
  11. Ugh, time is fake. Yes. Let me roll Toughness. https://orokos.com/roll/984585 26. No sold. Normally Red Death would skip her turn because Dazed. But she'll hand Patriot one HP and shake it off. She'll attack with her Paralyze Gas. This build is atrocious, so I'm going to pretend it's a ranged attack when it isn't in the book. For some reason. https://orokos.com/roll/984592 19. That's a miss. This is okay, because the seven goons are going to machine gun her. https://orokos.com/roll/984593 7 [1d20=2] 14 [1d20=9] 21 [1d20=16] 7 [1d20=2] 21 [1d20=16] 23 [1d20=18] 11 [1d20=6]. So that's one successful hit. DC 20 Toughness. They've been surprised thoroughly, so teamwork went out the window for a round, alas.
  12. https://orokos.com/roll/983934 28 on the Bluff check counter (which can be done for regular Feinting). So that's a miss if you don't reroll.
  13. https://orokos.com/roll/983775 Ref save 15. Failed. https://orokos.com/roll/983776 Toughness save 18. Failed. I believe that's Bruised and Dazed for Red Death. Note: I gave her an extra point of Toughness because the book gives her a +9 with +10 Def and that's not PL 10, guys. That's PL 9.5. Stop doing this. https://orokos.com/roll/983777 21 or Red Death Init. https://orokos.com/roll/983778 Doing all seven goons at once, because laziness. 16 for Init. So! Patriot is first up after the surprise attack. Followed by Red Death, and then all seven goons.
  14. Okay. Out of combat, so simulation over unless Rainshadow wants a do over. You may post your summary of combat events.
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