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       #Post#: 3885--------------------------------------------------
       41st Character Profile: Hiroshi Akuma
       By: Raven Tepes Date: April 19, 2020, 5:04 pm
       ---------------------------------------------------------
       Being a Mystic Ninja in Neo-Tokyo ain’t all shadowwalking and
       rooftop brooding. Hiroshi Akuma once joked, leaning back like he
       didn’t carry a dozen spirits in his blood. Most days it’s
       dodging hover-traffic, sneaking past surveillance drones that
       think they’re clever, and pretending you didn’t just banish a
       demon in the alley behind a ramen stand. But when the real
       threats come out—the oni wearing human faces, the dimensional
       rot in the underlevels—that’s when the jokes stop. That’s when
       the dragon-tattoo on my soul burns hot, and every lesson my
       masters beat into me comes alive. I laugh because life’s short.
       I fight because if I don’t… everyone else’s will be.
       Running with the New Star Rifters is like sprinting across a
       razor’s edge while laughing your head off. Hiroshi Akuma said
       with that relaxed grin he somehow keeps even after a firefight.
       One minute we’re drifting through calm dimensional currents, the
       next we’re dodging plasma bolts, eldritch curses, and something
       Feling swears is ‘totally normal.’ But that’s the thrill of
       it—every rift is a doorway to danger, mystery, and stories no
       one back home would ever believe. With this crew at my side,
       every jump feels like the universe daring us to dream bigger… or
       die louder.
       H Brand Industries? Hiroshi Akuma’s voice loses all humor at the
       name. They don’t build miracles—they manufacture nightmares.
       They looked at my little sister, a girl who loved paper cranes
       and street festivals, and saw nothing but raw material for their
       cybernetic experiments. They stole her body, stole her choices,
       and tried to chain her soul to their command protocols. I don’t
       hate many things… but them? He tightened his grip on his sword
       hilt. My anger for H Brand isn’t fire—it’s a blade. Cold. Sharp.
       Patient. And one day, it’s going to find its mark.
       You ever watch Hiroshi fight? Turk said, leaning back with that
       half-grin he uses right before saying something inappropriate.
       Guy’s laid-back as a hammock in a summer breeze… right up until
       blades come out. Then it’s like someone flips a switch labeled
       ‘Ancient Demigod Murder Mode.’ He gestured sharply, mimicking
       Hiroshi’s movements with exaggerated flair. No wasted motion. No
       flashy nonsense. Just precision—clean, fast, and terrifying.
       He’ll slip past a demon’s guard like he’s dodging traffic, tap
       it twice with a blade, and the thing falls apart wondering what
       just happened. I make jokes because if I actually stop to think
       about how focused that guy gets, I’ll start believing he’s
       carved out of some ancient mystic stone. Turk snorted.
       Discipline? Hiroshi doesn’t have discipline. Hiroshi is
       discipline. Everything else is just him pretending to be chill
       so the rest of us don’t feel inadequate.
       War-torn ruins in southern China. Smoke lifts in spirals.
       Strange, armored D-Bees roar from the shattered street as
       Hiroshi stands alone—until the tattoo on his shoulder burns and
       peels open like a dimensional wound. Domnikov, the Wolf-Serpent
       Demon, coils out in a rush of fangs, fur, and poison mist.
       Domnikov: He snarls. Finally! I was starting to think you’d let
       them turn you into a smear before calling me.
       Hiroshi: He dodges a plasma spear, deadpan. Relax. I was just
       giving you a dramatic entrance. You’re welcome.
       Domnikov: Hah! As if these soft-skinned pests are worthy of my
       drama. He whips his serpent tail, slamming a D-Bee into a
       collapsed bus. See? They fall apart like wet paper.
       Hiroshi: He slashes through a charging brute. Then quit bragging
       and help thin them out. I’m counting at least twenty more coming
       from the east alley.
       Domnikov: Twenty? That’s barely an appetizer. Why summon me for
       table scraps?
       Hiroshi: Because you get cranky when I don’t.
       Domnikov: He grins, showing far too many teeth. Correct. Your
       memory serves you well, little mystic. A winged D-Bee descends
       screeching. Domnikov leaps, jaws clamping down midair. The
       creature explodes in black smoke.
       Hiroshi: He spins and lands a precise strike. Nice catch.
       Domnikov: Of course it was nice. I caught it. He glances at
       Hiroshi. You, however, look tired. Should I carry the rest of
       the fight?
       Hiroshi: I’m fine. I trained for this.
       Domnikov: Your arrogance is delicious. Very well—let us see if
       you trained enough not to die. He coils protectively around
       Hiroshi, ready to strike again. Point me at the ones you want
       dead first.
       Hiroshi: Eyes sharpening, voice calm and focused. All of them.
       Domnikov: He howls with vicious delight. THEN WE AGREE!
       The demon lunges forward like a storm of claws and venom,
       Hiroshi close behind—silent, disciplined, deadly—man and
       summoned monster moving with perfect, terrifying
       synchronization.
       New Star Rifters High-Tech Training Room — holographic grids
       shimmer across the floor, shifting targets flicker into
       existence, and the air hums with arcane projectors. Hiroshi
       practices silent blade forms while Feling Tigress watches,
       leaning against a console with her tail flicking in amusement.
       Feling: She smirks. You know, Hiroshi, most people use the
       training room to train, not to audition for a mystic ballet.
       Hiroshi: He finishes a precise strike and sheathing his blade
       with calm flair. Ah, but training is boring. Ballet is dramatic.
       Drama keeps the spirits entertained.
       Feling: She laughs. You always this relaxed, or is this your way
       of showing off?
       Hiroshi: If I were showing off, I’d summon Domnikov to juggle
       holographic soldiers.
       Domnikov’s muffled voice from the tattoo: I DO NOT JUGGLE.
       Feling: Her ears perk, amused. He sounds offended.
       Hiroshi: He’s always offended. It’s how he shows affection.
       Feling: Reminds me of Turk, except Turk complains louder.
       Hiroshi: He cleans his blade with a calm, almost teasing tone.
       Speaking of Turk… how many times did he break the training
       drones last week?
       Feling: She sighs dramatically. Six. And he blamed all six on
       ‘aggressive holographic energy.’
       Hiroshi: Which is code for ‘Turk punched something he wasn’t
       supposed to.’
       Feling: She grins wide. Exactly. So! Your turn to punch
       something you’re not supposed to?
       Hiroshi: He tilts his head thoughtfully. Hmm. I’d prefer slicing
       something I’m not supposed to. More elegant.
       Feling: All right, Mr. Elegant—let’s run a sparring sim. No
       holding back.
       Hiroshi: He smiles soft but eyes sharpening. If I don’t hold
       back, you’ll complain.
       Feling: She steps forward, cracking her knuckles, fangs flashing
       playfully. Try me.
       Hiroshi: He activates the simulation with a flick of his hand.
       Very well. But when you go flying across the room, I expect at
       least one compliment about my form.
       Feling: Tail swishing, ready to pounce. Deal. And when you go
       flying, I expect a dramatic haiku about my superiority.
       Hiroshi: He raises his sword, amused. Prepare yourself—I’m
       terrible at poetry.
       Feling: Oh, I’m counting on it.
       The room erupts in blue light as the training sim begins—two
       friends, two warriors, moving toward each other with grins that
       mean trouble and respect in equal measure.
       New Star Rifters’ High-Tech Kitchen — the aftermath of “Turk’s
       lunch.” The room looks like a culinary warzone. Holographic
       appliances sputter from misuse, a pot still rattles suspiciously
       on the counter, and something that was probably food is smoking
       in the sink. Hiroshi, Xylo, and Tommy walk in at the same time
       and stop dead in the doorway.
       Tommy: Flat, hands on hips. …I leave for ten minutes. Ten. And
       Turk manages to violate the Geneva Conventions on cookware.
       Xylo: He tilts his head, voice calm and melodic. The vapors are…
       sentient. I advise we do not inhale.
       Hiroshi: He fans the air with his sleeve. This isn’t cooking.
       This is an assassination attempt.
       Tommy: On who? The team or the concept of lunch?
       Xylo: He scans with a faint psychic glow. There is a 37% chance
       the stew has achieved emotional awareness.
       Hiroshi: He raises an eyebrow. What emotion?
       Xylo: Anger.
       Tommy: Yep. Checks out. Turk said he was making something ‘with
       passion.’ I guess this is it.
       Hiroshi pokes the pot with the end of a serving spoon. The pot
       growls. Hiroshi: …It’s alive.
       Xylo: Correction: It is hostile.
       Tommy: He takes a step back. Well, that’s it. We burn the
       kitchen down and start over. Feling’ll understand.
       Hiroshi: Deadpan look. Will she? Or will she assign us to clean
       this while it attempts to eat us?
       Xylo: Eyes narrowing. It is moving toward the edge of the
       counter.
       Tommy: Aw hell no—Hiroshi, do something ninja-esque! Freeze it.
       Slice it. Seal it in a mystic jar—whatever you guys do with
       cursed leftovers.
       Hiroshi: My magic handles spirits, demons, and dimensional
       horrors. Not Turk’s cooking. This is out of my jurisdiction.
       Xylo: It is attempting to flee. Or attack. Hard to tell.
       Tommy: He grabs a frying pan like a shield. Okay, we’re not
       letting lunch take the kitchen. Rifters don’t lose to soup.
       Hiroshi: He draws a compact spell scroll. Very well. But if this
       explodes, I blame Turk.
       Xylo: He says quietly. We always blame Turk.
       The pot rumbles louder, lid shaking violently.
       Tommy: Alright boys—on three!
       Hiroshi: One.
       Xylo: Two.
       Pot: GROOOORRRRK—
       Tommy: THREE!
       The three launch forward at once—Hiroshi’s scroll igniting in
       blue fire, Tommy swinging his pan like a champ, and Xylo
       unleashing a psychic shove—just as Turk strolls back in with a
       soda, blinking innocently.
       Turk: …Why are you guys fighting my lunch?
       All three: Shouting. BECAUSE IT’S FIGHTING US!
       The pot hisses. Turk sighs. Turk: Fine, fine—I’ll go get a
       containment unit.
       New Star Rifters’ Living Room — dim lights, comfy couches,
       holographic projector glowing softly. On the screen, Hiroshi’s
       favorite Elvis movie plays in all its retro glory. Hiroshi
       lounges cross-legged on the floor, utterly absorbed. Feling
       sprawls on the couch behind him, tail lazily draped over the
       cushions. Atlas enters carrying a stack of datapads, stops, and
       stares at the screen with absolute confusion.
       Atlas: He frowns. Hiroshi… what, exactly, is this? Is this human
       historical footage? A music ritual? A… mating display?
       Hiroshi: Without looking away. It’s Elvis. The King. Show some
       respect.
       Feling: She grins, flicking her tail. He’s been like this for an
       hour. Totally hypnotized. I think only a demon attack could pull
       him out.
       Hiroshi: Incorrect. Only a demon attack worthy of interrupting
       Elvis could pull me out.
       Atlas: He tilts his head, analyzing the dancing. The pelvic
       movements are… perplexing. Is this a combat form? A feint
       technique? A distraction strategy?
       Hiroshi: It’s called charisma, Atlas.
       Feling: Hiroshi says Elvis taught him ‘emotional balance.’ Or
       something spiritual like that.
       Hiroshi: He places a hand reverently on his chest. Elvis teaches
       many things. Rhythm. Style. The importance of dramatic
       entrances. And the value of a heartfelt ballad when surrounded
       by chaos.
       Atlas: I see no tactical advantage.
       Hiroshi: That’s because your tactical advantage centers don’t
       have soul.
       Feling: She snickers. He’s trying to say you’re a little stiff,
       big guy.
       Atlas: Offended in his calm Atlantean way. I am not stiff. I
       simply do not understand the cultural relevance of this glowing
       human in a bedazzled suit.
       Hiroshi: He finally turns his head, eyes suddenly serious.
       Atlas. My friend. If you learn nothing else from me… learn this:
       sometimes the universe throws rifts, monsters, cosmic horrors,
       and dimension-warping nightmares at you. He pauses, gestures at
       the screen. And sometimes… it throws Elvis. You take the good
       when you can get it.
       Atlas: Is this… philosophy?
       Feling: It’s Hiroshi-ism. Just nod. It’s easier.
       Atlas: He nods dutifully. Very well. I accept the teachings of…
       Elvis.
       Hiroshi beams, genuinely proud. Hiroshi: Now you’re getting it!
       Come—sit. Absorb the King.
       Feling: She pats the couch beside her. C’mon, Atlas. Join us.
       Worst case, you learn some new dance moves.
       Atlas: I do not… dance.
       Hiroshi: You will. One day. And when that day comes… Elvis will
       guide your hips.
       Atlas: He blinks slowly. …I regret entering this room.
       Feling: She laughs. Too late! You’re part of the cinematic
       enlightenment now.
       The movie swells with music. Hiroshi watches with absolute joy.
       Feling kicks her feet up, tail swishing happily. Atlas sits
       stiffly at first, then gradually—very gradually—relaxes one
       shoulder. Just another peaceful moment between rifts.
       Name: Hiroshi Akuma Future Character from the 41st Century
       Age: 45 years old
       Birth Date: August 19, 3990 A.D.
       Species: Human
       Gender: Male
       Height: 5’7”
       Weight: 132 lbs
       Basic Background Information:
       Kingdom of Birth: Otomo Shogunate
       Occupation: Mystic Ninja
       Skill Level: Master
       Clan: Akuma Clan
       Clan Allies: Darkfire Clan
       Secret Identities:
       ~ Kurokou Sousuke the Antique Literature Dealer
       ~ Hideo Shionya the Mystic Shinto Priest
       Family:
       Father: Huriko Akuma Deceased
       Mother: Mazaki Akuma Deceased
       Brother: Kumo Akuma Forced by clan to become a new design ninja
       cyborg with bio-wizard weapons because of being born crippled
       and now considered property of the Akuma Clan and H Brand
       Industries
       Organizations:
       Former: Akuma Clan
       ~Status: Abandoned/Renegade
       Current: New Star Rifters
       ~Status: Active member
       Abilities and Specialized Training:
       Peak Human Condition: The ability to have bodily functions at
       the maximum limit of human condition; meaning that the natural
       capabilities are near-enhanced.
       Applications:
       100% Muscle Usage
       Adrenaline Rush
       Efficient Body
       Maximum Brain Capacity
       Maximum Concentration Capacity
       Optimal Finesse
       Peak Human Accuracy
       Peak Human Agility
       Peak Human Athleticism
       Peak Human Balance
       Peak Human Beauty
       Peak Human Body
       Peak Human Combat
       Peak Human Dexterity
       Peak Human Durability
       Peak Human Endurance
       Peak Human Flexibility
       Peak Human Health
       Peak Human Intelligence
       Peak Human Leap
       Peak Human Longevity
       Peak Human Lung Capacity
       Peak Human Mind
       Peak Human Potential
       Peak Human Parkour
       Peak Human Reflexes
       Peak Human Regeneration
       Peak Human Senses
       Peak Human Speed
       Peak Human Stamina
       Peak Human Stealth
       Peak Human Strength
       Peak Human Survivability
       Peak Human Thievery
       Peak Human Tracking
       Peak Human Wisdom
       Strong Heart
       Iron Body Transformation aka Bulletproof Monk: Through sheer
       force of will and concentration, the ninja can temporarily
       convert his body into a nearly invulnerable form like some tough
       supernaturals. This ability makes the ninja almost completely
       impervious to physical damage especially piercing and slashing.
       Most weapons only do 10% to 25% their usual damage when this
       ability is active. The ability duration is three minutes per
       experience level of the ninja. Hiroshi is considered a low level
       Master Ninja and can maintain this ability for two hours.
       Ninja Mystic Martial Arts Training: Arts of Invisibility:
       Through his years of martial arts training, the ninja develops
       certain mystical martial arts powers exclusive to ninja and some
       supernatural beings. They are known as the Arts of Invisibility.
       The longer the ninja trains then the more of the mystical
       techniques that the ninja learns.
       Ninja Mystic Martial Arts Skills:
       The Mystic Art of Stealth (Pi Mi Hsing Tung): This is the
       martial art equivalent to the skill of prowl. Using stealth, a
       character can move silently and out of sight of observers. So
       long as the character is in the dark and unsuspected then the
       character remains unseen and unnoticed. If the character's area
       is subjected to inspection (for example, a guard tower turns a
       spotlight on the character or investigators are scrutinizing the
       area) then the chance to remain undetected is 60% success rate.
       The character also learns Jung Hua, the art of melting into the
       water. This gives one the ability to silently move out of water,
       into water, and through water. Note that the character must have
       the swimming skill in order to use this ability while in deep
       water.
       Art of Hiding (lnpo): Training in the art of hiding involves
       studying the essential characteristics of all kinds of objects.
       For example, how does one move when hiding in long grass so as
       not to be different from the surrounding blades? The character
       learns to become one with another object, remaining motionless
       when necessary and moving imperceptibly. There is normally no
       chance that the character will be detected. However, if the area
       is well-lit and subject to careful inspection, then the
       character's chance of remaining undetected is 60%+3% per level.
       Note that this ability works only as long as the character stays
       motionless. However, the character can stay motionless for
       hours, even days, using this technique.
       Art of Evasion (Hsing Tsia): Ever play a kid's game where you
       try to stay behind somebody, turning as they turn, constantly
       trying to stay out of view, until they're
       turning and twisting like a dog chasing its tail? That's what
       the mystic art of evasion is all about. This ability works
       automatically if the enemy is unaware of the character's
       presence. If the enemy knows or suspects that someone is behind
       him, then the character must roll to avoid being seen.
       Characters with this skill have a 50% chance of success +3% per
       level of experience.
       This is a particularly deadly ability if the character uses
       critical strike or knockout attacks from behind. The character
       can attack continuously so long as he can remain unseen (roll
       under skill above). This does not work if the victim has a
       friend handy who can see the assailant and yell, "look out," or
       if the intended victim backs up against a wall. Note: This power
       only enables the ninja to remain hidden behind the person he is
       talking. Others around the pair (victim and his shadow stalker)
       can see them both clearly. Furthermore, if the intended victim
       ever catches sight of his evasive stalker, the power is negated
       and there's no chance of returning to the evasion power unless
       one can vanish as well (see next ability).
       Art of Vanishing (Sun Shih K'an Chien Chih): From clear view,
       even in the middle of combat, the character has the ability to
       simply disappear! The way it works is sort of like a sleight of
       hand magic trick. The character distracts the observer and
       instantly falls
       to the ground, rolls to the side, or otherwise vanishes from
       sight.
       Base Skill: Chance of success at vanishing depends on
       conditions. In darkness (full night), with many obstructions,
       the character has a success ratio of 85% plus 1% per level of
       experience. However, there are a number of cumulative penalties
       based on environment and light: -10% in fair light, -20% in
       strong light, -15% on clear, flat, featureless ground, -20% when
       cornered with no place to go but forward (or up, or
       down).
       For example, Jet's say two characters are fighting in the middle
       of a lit baseball diamond (strong light and clear, flat,
       featureless ground). A successful vanish for a first level
       character would require a roll of 50 or less on percentile dice.
       If the roll is successful then the character has just
       disappeared for an instant (one melee action). And that's enough
       to start using the art of evasion or some other ability.
       Duration: One melee action. The act of vanishing counts as one
       melee action/attack in a melee round.
       Art of Disguise (Hensho-Jutsu): This is far more than the simple
       use of make-up and clothing. The art of disguise trains the
       character to radically change posture, stance, walk and
       expression, all those clues that people usually use for
       identifying each other. Consider how you usually look at
       someone, generally you don't study them, you simply glance at
       them. And you don't have to see them from the front, you can
       spot most people you know just by the way they walk and the way
       they hold themselves.
       The art of disguise gives the character the ability to imitate
       the movements and postures of many different people. For
       example, to have the walking and sitting position, groans, and
       non-verbal complaints of a truck driver exhausted from hours on
       the road.
       Using this ability means being able to change instantly. Here's
       an example, two policemen are chasing a woman in ordinary dress.
       She goes around the corner and the police run after. Just around
       the corner they pass an old woman, she too-slowly tries to move
       out of the way and they easily side-step her. A few feet later
       they discover they've lost their quarry, never realizing that
       the old woman was the person they were searching for, she had
       the same clothes, the same face, but her visual clues were so
       different that they completely missed her.
       The character is able to blend into a large crowd without even
       trying hard; this trick works automatically in large crowds (100
       or more people). However, in smaller crowds or areas with very
       few people scattered about, a roll for success is required. Base
       Skill: 50% +3% per level of experience; -40% if the disguised
       character is stopped and specifically questioned or searched.
       Note: Combining the art of disguise with the disguise skill
       enables the character to create virtually fool-proof disguises
       (96% ability to conceal true identity and 88% chance of
       physically impersonating a specific person or occupation — to do
       the latter requires hours of study and practice).
       Incidentally, this won't work if the character is dressed in
       some outrageous manner. For example, someone in a ninja outfit
       is still going to look like a ninja no matter what stance they
       take. However, it takes just a moment to whip off the hood, or
       change the garments in some other way. This is one reason most
       true ninja avoid wearing heavy, plate body armor or carrying
       bulky weapons.
       Art of Mystic Invisibility (Chi Zoshiki): The character learns
       to draw upon his own mystic energy to mystically cloud the minds
       of observers. The character has no other control over the
       deceived person — the power is oriented toward the single
       purpose of deception.
       The most amazing thing about this ability is that the character
       can simply stand in full view, stare into the eyes of the enemy,
       and vanish - simply cease to exist! The character must
       concentrate on being unseen as they focus their chi/mystic
       energy on the technique. The character remains invisible so long
       as they do not attack. Movement is allowed but no faster than a
       brisk walk. As long as the user does not attack, they can remain
       invisible for 6 rounds +1 round per level of experience. Hiroshi
       is experienced enough to remain invisible for 36 rounds. Note:
       Those with an Iron Willpower type power have a 70% chance of not
       being affected. Those with Psionic/Psychic Immunity or Control
       Immunity type powers are completely immune.
       The Art of Escape or Inton-Jutsu: This is an ability similar to
       that of the espionage escape artist skill. The difference is
       that the training is more complete, precise and disciplined. The
       character learns to actually dislocate the bones of his body and
       contort himself to slip bonds and to squeeze into openings and
       compartments normally too small for a human adult to fit. This
       training also includes muscle control (tensing and flexing
       muscles), knowledge of knots and ropes, and the ability to
       conceal tiny objects on one's body. Note that this skill does
       not include the ability to actually pick locks, only
       slip bonds that may be locked tight.
       In just 2 melee rounds, the character can escape from any
       handcuffs, locked chains, tied rope, or plastic bonds
       automatically. Slipping out of a straightjacket or similar
       restraint takes 4 melee rounds.
       This training is also extremely useful against the martial
       combat moves that hold, lock joints, or pin and incapacitate.
       Against holds, the character can escape instantly and
       counterattack in one round. Escaping from joint locks requires
       one full melee round while pin and incapacitation moves take two
       melee rounds to escape from.
       Against more high-tech restraints, confinement, and difficult
       maneuvers require up 10 rounds to attempt an escape depending on
       how complex the high-tech restraints are. Game Masters and
       players should display common sense when a character uses this
       ability. For example, even the greatest ninja is unable to
       escape an airtight jail cell with no openings or vents, and the
       lock picking skill is needed to open locks and doors.
       Mystic Ninja Psionics: The mystic ninja is mentally sharp,
       observant and attuned to the world around him at a superhuman
       level. Instinctively, the ninja can "feel" the forces
       surrounding him. Most mystic ninjas learn the psychic abilities
       of bio-regeneration (via meditation; self) and induce sleep to
       start with and learn more psychic abilities with experience as
       allowed by their clan. Rogue mystic ninjas do learn more than
       clan bound ninjas as clans have specific psionic abilities for
       their ninjas.
       Trained Psionics:
       Bio-Regeneration: The ability to will oneself free of disease or
       poison and back to perfect health, and heal physical damage and
       injury. Unfortunately, this ability can not be used on others.
       The process requires one full minute of concentration which
       means that the character can not use any other psionic/psychic
       powers during that time. Bio-regeneration does not restore
       missing limbs but does heal all wounds without any scarring.
       This ability can be used once every two minutes. Note: If the
       character has severe damage that has nearly killed them and has
       to heal more than half their normal health in less than an hour,
       then the character will suffer from temporary weakness to their
       physical strength, endurance, and speed by 30% for 4 hours.
       Mystic Ninja and Warrior Monk characters must be meditating in
       order to use this psionic power thus negating the weakness but
       makes them vulnerable to attack which interrupts the meditative
       healing process.
       Induce Sleep: This is not an offensive power but is intended to
       be a recuperative power to induce sleep on those who are ill,
       exhausted, or an insomniac. The person will fall into a normal,
       restful sleep from which he can be easily roused from. Unwilling
       victims of Induce Sleep psionic power have a 30% chance to
       resist.
       Meditation: Meditation is a trance state of consciousness in
       which an individual can calm his emotions and focus on
       relaxation of mind and body. In a meditative state, the psychic
       finds peace and harmony between mind, body, and spirit. It is in
       this state that he can regenerate his inner strength and energy
       (psychic power and magic) at twice the normal rate of sleep,
       i.e. psychic is completely depleted of energy after a major
       battle and typically would need 8 hours of sleep to recover but
       can recover in 4 hours of meditation. Note: Some races and
       occupations can recover even faster during meditation than a
       human as the power description is based on normal humans without
       expansive training. Meditation must be at least for one hour no
       less.
       Suppress Fear: This power temporarily suppresses the chemical
       and psychological components of fear in the recipient. As a
       result, the character is unable to feel fear or is barely
       frightened even if intellectually he is in grave danger or is
       facing a terrifying monster or situation. This enables the
       character to think rationally and take calm, calculated action
       rather than respond with the typical “fight or flight” reactions
       of those who are scared.
       Range: Self or by touch
       Duration: One minute per experience level. Hiroshi is
       experienced enough for this ability to last for 10 minutes.
       Psi-Sword: A psi-sword is a very powerful energy weapon that the
       psychic can mentally will into existence. The sword appears out
       of thin air as a shimmering blade of energy that resembles a
       glowing sword. The sword’s actual appearance will reflect its
       creator’s preference. The creation of a psi-sword is a very
       personal thing and requires years of mastery and great psionic
       power. Upon first mastering, the psi-sword does twice the damage
       of a normal weapon and then increases by 25% per year of
       experience in use. Hiroshi is experienced enough to create a
       psi-sword that does four times the damage of a normal sword.
       Duration: five minutes per level of experience. Hiroshi is
       experienced enough for the psi-sword to last 45 minutes.
       Alter Aura: According to psychics who can see such things, all
       living beings possess an aura, a colorful energy field that is
       invisible to the naked eye and most conventional forms of
       photography and sensors. This ability does not allow the psychic
       to see auras but allows the altering of his own. The psychic can
       manipulate physical energy field to appear different (stronger,
       weaker, sickly, lacking powers, evil rather than good, etc). The
       alter aura sends the wrong message to those humanoids and
       supernaturals who can see auras and use the information they
       glean from the psychic to assess an opponent or kindred spirit.
       Duration: One hour per level of experience. Hiroshi is
       experienced enough for this power to last for ten hours.
       Deaden Sense: A form of bio-manipulation that is so subtle that
       victims seldom realize they have fallen under the influence of
       this psychic attack. The psychic is able to induce a physical
       influence on a single character to make him or her momentarily
       less alert and attentive to the things around them. Small
       sounds, odors, movement, and details go unnoticed which
       increases the psychics stealth and thieving skills by 10%
       (Camouflage, Prowl, Concealment, Palming, Pick Pocketing,
       Cardshark, Forgery, Seduction, Disguise, and Impersonation). The
       deadened character is also slow to react, Speed and Initiative
       are reduced by 10% and all skills are reduced by 5% for the
       duration of the power. This power is typically used on guards,
       sentries, and investigators to make them miss something in a
       search, not notice the psychic, etc.
       Range: 160 feet line of sight
       Duration: up to 12 minutes
       Impervious to Cold: A mind over matter discipline which enables
       the character to suffer absolutely no ill effects, injury, or
       discomfort from exposure to even extreme sub-zero freezing
       conditions. Magic/Supernatural cold/ice does half damage.
       Range: Self
       Length of Preparatory Trance: 2 rounds
       Duration: 20 minutes per level of experience. Hiroshi is
       experienced enough for the power to last 120 minutes (two
       hours).
       Impervious to Fire: Another mind over matter discipline enabling
       the psychic to endure intense heat, fire, boiling water, hot
       coals, and so on without suffering pain, damage, injury, or
       scarring. Magic/Supernatural fire does half damage.
       Range: Self
       Length of Preparatory Trance: 3 rounds
       Duration: 3 minutes per level of experience. Hiroshi is
       experienced enough for the power to last 18 minutes.
       Nightvision: The psychic can adjust his visual capabilities
       through a form of bio-manipulation. The eyes are made to become
       much more light sensitive and basically work on the same
       principles as mechanical light amplification. The eyes simply
       amplify the existing light, such as candle light or stars and
       moon, to see clearly.
       Note: There must be a source of dim light and can not see in
       complete darkness. If suddenly exposed to light brighter than a
       single candle, then the psychic becomes temporarily blinded for
       5 rounds.
       Range: Self
       Duration: 10 minutes per level of experience. Hiroshi is
       experienced enough for the power to last 60 minutes.
       Resist Fatigue: A mind over matter discipline which enables the
       character to engage in physical activity without suffering from
       exhaustion. Although fatigue is temporarily suspended, the
       psychic will feel extremely tired and may even collapse when the
       psi-power wears off.
       Range: Self
       Duration: One hour +20 minutes per level of experience. Hiroshi
       is experienced enough for the power to last two hours.
       Resist Hunger: A mind over matter discipline that subdues any
       feeling of hunger, allowing the character to function at full
       effectiveness without nourishment. It is important to point out
       that while the psi-power maintains full operations, the body is
       still suffering from malnutrition and starvation. The character
       loses 3 lbs of weight per day when used longer than the power
       duration as the psychic power can be renewed every 6 hours.
       Note: A psychic can survive up to 60 days, functioning as
       normal, without food by continually using Resist Hunger. On day
       61, the psychic into a coma. Under this extreme condition, 60
       days of food deprivation while still fully active physically,
       the character is at a 20% chance of slipping into a coma after a
       week.
       Range: Self
       Duration: Six Hours
       Resist Thirst: This psychic ability is identical to the Resist
       Hunger psi-power except it applies to the consumption of water.
       It does not negate the long-range damage of dehydration.
       Range: Self
       Duration: Six Hours
       Telekinetic Push: The psychic can effectively create a
       telekinetic force that pushes away attacker or object within
       range. The pushing force is the equivalent of a low grade
       supernatural strength and is considered an equivalent to a body
       block which does minor blunt force damage. This telekinetic push
       will knock most beings and creatures back two yards and has a
       60% chance of knocking the target opponent off their feet.
       Characters and creatures weighing more than 200 lbs or possess
       robotic or supernatural strength are shoved only two feet back
       and is only at a 12% chance of being knocked off their feet.
       Inanimate objects of weight up to 50 lbs are “pushed” or slid
       twice as far, 4 yards.
       Range: By touch or one foot per level of experience. Hiroshi is
       experienced enough to use this ability on a being or object that
       is up to 7 feet away from him.
       Duration: Instant
       The Ninja Way of the Horse and the Bow: This is a very special
       set of skills exclusive to the ninja clans of Japan. This was
       developed during ancient feudal japan in order to counter and
       fight skilled samurai warriors.
       Applications:
       Ninja Horsemanship: Includes the ability to ride any horse-like
       creature at 60% better than most common horsemanship trained
       people. Trained under horsemanship skill,
       The ninja is able to perform leaps or difficult riding maneuvers
       (like riding and shooting bow and arrow or gun). The ninja skill
       is the same as the samurai, whom they often impersonate.
       Ninja Bowmanship: The mystic ninja uses the short bow which is
       easy to conceal. The ninja, although a skilled bowman, loses all
       bonuses to strike and half their normal rate of fire when off
       balance or when shooting from a moving vehicle or horseback. The
       same penalties apply when using a samurai long bow.
       Dodge Arrow Bonus: The ninja can try to dodge arrow attacks, but
       are reduced by 25% to dodge them and reduced by 30% to dodge
       energy blasts or gun fire from horseback versus the normal
       reduction of 50% for arrows and 70% for energy blasts or gun
       fire from horseback of other horseman trained characters. As
       usual, a dodge counts as one melee action/attack.
       Effective Range with Short Bow: 320 feet (97.5 m) +10 feet (3.0
       m) per level of experience. Hiroshi is experienced enough for a
       620 feet firing range from horseback.
       False Identities: The character will start with two false, real
       world identities (i.e. Hideo Nobue, the sake merchant and
       Niitabe Shionya, the monk). Throughout life, the character will
       create other false identities and aliases. For example, the
       player group may know him as the ronin, Hiroo Suzuki, while
       villagers in another province may
       recognize him as a nameless beggar.
       Disciplined Mind: The ability to have a strong mind and
       willpower through intense training and meditation. The character
       has spent years of mental training as part of their training
       regiment to the point of making them nearly immune to mind
       control and mind affecting psychic powers. The character is
       completely immune to distraction and mundane mental
       manipulations, i.e. ordinary seduction techniques used by a
       normal human spy, while being highly resistant to psychic powers
       that affect and/or control the mind (80% resistant).
       Mystical Martial Arts Training: Mystical martial arts is the
       ability to channel chi or mystical energy through different
       martial art disciplines. The traditional mystical martial art
       disciplines are the Mystic Arts of Invisibility, Body Hardening,
       and Zenjoriki Powers. Some students will study multiple
       disciplines such as warrior monks while others strictly study
       only one discipline such as ninja.
       Mystic Arts of Invisibility: There is more to the art of
       invisibility than moving quietly and sticking to the shadows.
       Mystic ninja and other secretive martial artists learn from the
       Japanese Kabuki puppet theater, where handlers, although dressed
       in black, are in clear view and yet manage to vanish. For the
       puppeteers, as for other practitioners of the arts of
       invisibility, stealth combines mental silence and absolute
       physical control over the body's movement, breathing and
       heartbeat.
       Body Hardening: Martial artists are often fanatical about
       building up their bodies. Diving under the ice of frozen lakes
       in order to get a swim, chopping wood with bare hands until they
       bleed, and fasting in the wilderness until coming close to
       death. These are all signs that martial artists are serious
       about hardening up their frail flesh. In this case, the mystic
       arts of body hardening produces some spectacular and superhuman
       results!
       Zenjoriki Powers: Zenjoriki are supernormal "Spirit Powers" that
       draw on mystic energy and might be considered one aspect of
       Japanese magic. All zenjoriki powers are attained through the
       mastery of martial arts, meditation, and inner spirit (chi). All
       require the conscious or subconscious channeling of mystic/chi
       energy.
       After denouncing his clan and joining the New Star Rifters,
       Hiroshi took the time to study mystical martial arts from the
       disciplines of Body Hardening and Zenjoriki Powers. His clan
       considered those disciplines to be too archaic for the modern
       times of their age and declared that learning them was
       punishable by death.
       Hiroshi’s Mystical Martial Arts Training:
       Body Hardening:
       Stone Ox: The ultimate body hardening exercise, the character
       practices taking damage by sitting under waterfalls, taking
       punches and kicks from fellow students, and chopping outrageous
       amounts of wood. This makes the student physically stronger and
       more durable than the typical Peak Physical Condition person.
       The student becomes 50% stronger and more durable and takes him
       50% longer to fatigue than other humans with the student even
       being able to lift 50 times normal lifting. This places the
       student at superhuman level for Strength, Durability, Endurance,
       and Speed.
       Combination of Kangeiko & Shochu Geiko: Kangeiko is winter
       training in martial arts, taking ice-cold showers under freezing
       waterfalls. Shochu Geiko is hot summer training, working out
       unprotected under a blistering tropical sun. Characters with
       this skill can resist severe weather unprotected for a full day
       without ill effect. For example, a Kangeiko-trained character
       stranded in the arctic snow without winter clothing would be
       just fine (suffering no damage) for a full 24 hours. Bonuses:
       Invulnerable to stun and paralysis attacks, and fire and cold
       based attacks do half damage, including magic and plasma.
       Impervious to the withering/decay flesh type powers.
       Iron Hand (Kanshu): This is the development of the "Penetration
       Hand," a toughened
       hand that will not take damage from hitting hard objects. The
       hands are plunged into barrels of rice, then sand, then pebbles.
       This constant training toughens the hands enormously. The
       martial artist can break things with hand strikes and take no
       damage. Furthermore, the character can use his hands to pick up
       burning coals or immerse them in boiling oil, lava or fire
       without suffering pain or damage. Even magic fire and plasma do
       half damage to the hands.
       Dam Sum Sing: A combination strength and endurance building
       exercise. Practitioners repeatedly strike each other with full
       power strikes and blocks to build strength and resistance.
       As a result, all damage from punches, kicks, falls, impacts,
       explosions and even projectiles (arrows, bullets, rail gun
       rounds, etc.) is reduced by half.
       Wrist Hardening: The wrists and joints are often the weakest
       parts of the body, so this
       mystic training makes them superhumanly strong. Characters with
       this power are +5 to escape from all holds and can lock their
       joints, requiring the equivalent, combined strength of double
       the character's natural P.S. to bend them! Thus, it is likely to
       take two or more strong men to bend the character's arms or legs
       or break something loose from his grip or embrace.
       Kick Practice (Chagi): Repeated kicks at all heights. The
       character develops the flexibility to do the "splits," to kick
       straight up over the head, and to jump up, kick something
       directly overhead, and return to a standing position. Leaping:
       The character can leap amazing distances from a standing or
       crouched position. 10 feet high (3 m) +2 feet (0.6 m) per level
       of experience from a standing position! Add 10 feet to
       lengthwise leaps with a running start. Hiroshi can leap 18 feet
       straight up at his level with this training. Bonuses: +25% to
       strike success, 50% more Speed.
       Zenjoriki Powers:
       Calm Minds: Using this ability is like spreading oil on the
       troubled waters of an angry mob. Everyone affected (friends and
       foes alike) will immediately stop any attacks (although they can
       defend as normal or flee) and will be unable to resume offensive
       actions until the calm minds is over. Other than engage in
       combat, those affected by calm minds can do anything else they
       wish.
       It only takes one melee action (3 seconds) to perform this
       ability. After that, the effects continue automatically for the
       full three minutes. However, if the martial artist using the
       calm minds makes any kind of attack himself, then its influence
       is instantly dispelled and everyone in the area can immediately
       resume their attacks.
       Usually the calm minds is used to give the characters enough
       breathing space to either talk ("Hey, we came to negotiate, not
       fight!"), run or buy some time waiting for the cavalry to show
       up. It's quite possible that combat can start up again after the
       calm minds is over, and calm minds can't be used again with the
       same group for another hour. This power also dispels fear and
       any other hysterical emotions no matter what the cause.
       Range: 120 feet (36.5 m)
       Duration: It lasts for three minutes (6 melee rounds).
       Weakness: Emotionless characters are immune to this power.
       Characters with Control Immunity type power are immune. Iron
       Willpower and Disciplined Mind type powers are resistant.
       Karumi-Jutsu: The character has a mystic ability that allows his
       body's weight to change as he wills it. There are only a few
       restrictions. First, it only works on the character's own body,
       not any possessions or clothing. Second, it works only when
       invoked, and definitely does not work if the character is in
       combat or rendered unconscious. It requires total concentration,
       and the character can perform no other attacks, defenses or
       actions while using the power. Karumi-Jutsu allows for the
       following abilities:
       Falling: The character can fall from any distance and land on
       his feet without suffering any damage.
       Jumping: The ability to jump great distances, up to 10 times the
       character's normal distance (at least 40 feet/12.2 m).
       Climbing: The character can climb any surface like an insect
       without fear of falling.
       Treading Lightly: The character can walk across delicate
       surfaces like a spider's web, thread, thin tree branch, or
       extremely fragile bridges without fear of collapse. Likewise,
       the character can walk on objects as delicate as china teacups
       or leaves without causing damage or disturbance.
       Range: Self
       Duration: It lasts for three minutes (6 melee rounds) per level
       of experience. Hiroshi is experienced enough for the power to
       last 30 minutes.
       Ninjutsu/Tai-Jutsu Martial Arts: The art of ninjutsu has come to
       be identified as the art of the Japanese assassin.
       Magic Tattoos: Magic tattoos can only be created by the
       Splugorth, the Splugorth High Lords (a combination priest and
       alchemist), Atlantean Alchemists (descendants of the first human
       Atlanteans), and the occasional ancient dragon. However, it was
       a breed of dragon known as the Chiang-Ku, believed to be extinct
       in the 41st, who is credited for the creation of tattoo magic .
       Although the tattoos can be instruments of great power, the
       acquisition of the tattoo is incredibly painful causing physical
       and emotional damage, and can lead to insanity. It is
       interesting to note that the tattoos are known to work on only a
       few races: humans, ogres (further supporting the apparent
       biological similarity between humans and the giant ogres), true
       Atlanteans (humans), demi-gods (human based), and to a lesser
       degree, elves . The magic also worked on its inventors , the
       Chiang-Ku, believed to have become extinct over two thousand
       years ago according to 41st century records. The tattoos do not
       instill magic powers or cause the usual amount of pain when
       applied to members of any other race. Humans are uniquely suited
       for this magic and may indicate that the origin of the magic ,
       and possibly the Chiang-Ku, is ancient Earth.
       The process of receiving the tattoo is extremely painful and can
       cause psychological and physical damage. Children and teenagers
       are the most resilient and suffer the least (half the usual
       damage).
       To activate any of the tattoos, the user touches the desired
       image and concentrates, focusing his magic to bring the item to
       life. Sometimes a simple chant is used to help with the focusing
       process. After so long and years of experience, the user is so
       skilled that they can activate any tattoo by concentration alone
       and do not need to touch it in order to activate it; an
       important factor when one's hands are bound.
       If the item or creature was destroyed, meaning all of its health
       or structural damage capacity was depleted, the user must spend
       twice the amount of energy to re-create it. Otherwise, he must
       wait at least four hours (eight hours for monsters and magic
       armor) to use the item at the normal energy cost.
       Destroying a tattoo animal or monster in its physical
       manifestation not only causes the beast to disappear, but
       inflicts damage to the user who created it. The damage is
       cumulative for the destruction of each and every living tattoo
       and can kill a user if he is careless. Destruction of weapons
       summoned by a magic tattoo does not harm the user. The user does
       not suffer physical damage from using power tattoos or from
       losing magic armor, invulnerability, protection, or other
       abilities provided by power tattoos.
       Note: More than six tattoos will block the abilities of
       magic/mana users and keep them from being able to learn new
       spells and magical techniques. The character is no longer a
       spellcasting sorcerer and can NEVER remove the tattoos and
       regain his powers unless the actual limb with the tattoos is
       removed. However, cybernetic/bionic replacement limbs will
       destroy magic abilities unless they are quality bio-systems and
       even then, one's mystic abilities may be diminished. Removing
       layers of skin does not work as the tattoos are linked to the
       potential psychic energy and essence of the individual and only
       reappear. For this reason, magic/mana users will avoid getting
       magic tattoos for the most part. The same tattoo cannot be
       duplicated on the same person! Each tattoo on the body must be
       different. This means there cannot be two tattoos of crossed
       swords or two bears, or two identical powers, and so on.
       However, there can be one tattoo of crossed swords, another of
       crossed knives, yet another of crossed spears, one bear, one
       lion, one wolf, etc., because each represents a different
       weapon, creature, or power.
       There are five types of magic tattoos: Simple Weapon, Animal,
       Magic Weapon, and Power.
       Hiroshi’s Magic Tattoos:
       Simple Weapon:
       Grappling Hook and Rope Tattoo: This is a simple tattoo of a
       grappling hook attached to a coil of 100 ft rope. This magic
       tattoo is located on Hiroshi’s upper right arm.
       Duration: 30 minutes per level of experience or until canceled.
       Hiroshi can maintain for two hours.
       Magic Weapon:
       Five Bloody Winged Shurikens Surrounded in Fire Tattoo: This
       tattoo depicts five bloody shurikens each with wings and
       surrounded in fire. The fire makes the shurikens to be magical
       and cause twice their normal damage. The blood on the shurikens
       makes it so that they cause an additional 50% more damage to
       supernaturals on top of that plus temporarily nullify
       regeneration abilities for 6 rounds. The wings on the shurikens
       makes them twice as fast and causes them return automatically.
       This tattoo is located on Hiroshi’s right wrist.
       Duration: 15 minutes per level of experience. Hiroshi can
       maintain for an hour and 45 minutes
       Monster Tattoo:
       Partially Coiled Wolf-Serpent Demon Tattoo: This tattoo of a
       demon creature that at one point in Earth history was consider
       extinct by all supernaturals except to Elohei and the High Demon
       King of Dinyu. They became to considered too dangerous as
       wolf-serpents would torture mortals, angels, or demons. These
       demons had been exiled to one of the many levels of the Abyss
       where they spent centuries until the Great Worlds War of the
       37th Century. As a result of a massive loss of mortal lives and
       the complete destruction of Purgatory that overloaded the
       Earth’s ley lines with psychic and magic energy, a rift was
       opened between the Abyss and Earth which released these demons
       along with other exiled demonic races.
       The Wolf-Serpent, aka the Poisonous Liar, is a hideous predatory
       demon with the body of a giant rattlesnake and the head of a
       Man-Wolf. The head has both the features of a human and a wolf.
       It is completely black, with a large mouth, large dark red eyes,
       and the ears and fur of a black or grey wolf. Behind the head
       and running down the length of the spine are protective plates
       reminiscent of some ancient dinosaurs. A hideous pair of
       lizard-like legs, stubby arms and claws, and two pair of
       spine-like appendages (slightly reminiscent of an insect) are
       located in the top third of the snake body, and give the
       Wolf-Serpent a truly strange appearance. The multitude of
       different limbs give the demon hands for using tools and
       operating machines, and natural defensive weapons (claws and
       stabbing spines) for protection, combat and climbing. The tail
       ends with a rattle that is used when angry and ready to attack,
       to frighten would-be combatants, and when content.
       Magic Tattoos that depict this kind of greater demon usually
       create one without the high intelligence of the original
       species. In this case though, the Atlantean alchemist who made
       Hiroshi’s tattoo made a deal with the High Demon King of Dinyu
       and enslaved a true wolf-serpent into this living tattoo. This
       tattoo is the last tattoo Hiroshi had gotten as it caused him so
       much pain that he was out of action for 5 months. The
       wolf-serpent’s name is Domnikov the fourth son of the King of
       Wolf-Serpents. See Domnikov’s profile for stats once summoned by
       the tattoo. Activating the tattoo takes quite a bit of mystic
       energy (one full round to activate and Domnikov to appear). This
       tattoo is located on Hiroshi’s left arm and is partial coiled
       around his arm.
       Duration: 30 minutes per level of experience, until slain, or
       the magic is canceled. When
       canceled or destroyed, the creature glows, disappears, and
       reappears as a tattoo. Hiroshi is experienced enough for a two
       hour duration.
       Power Tattoo:
       Heart Pierced by a Wooden Stake Tattoo: This simple looking
       tattoo of a heart pierced by a wooden stake with no blood
       dripping is a traditional magic power tattoo of the True
       Atlanteans as it is one of their Marks of Heritage. The
       character is impervious to the bite (cannot be turned into a
       vampire or enslaved), and mind control powers of vampires and
       related species of undead. Note: Although greatly protected, the
       vampire can hurt and even kill the user by using a killing bite
       attack, the brute force of punches,
       claws, etc . , and/or weapons . Tattoo is located on the left
       wrist.
       Duration: One hour per level of experience. Hiroshi is
       experienced enough for a five hour duration.
       Insanities/Phobias/Mental Quarks:
       Phobia: Fear of Tattooing: Hiroshi developed a really bad fear
       of tattooing after his forth and final tattoo. It’s so bad that
       he has to be held down by multiple strong people or a
       supernatural in order to put even a nonmagical tattoo on him.
       Phobia: Splugorth: The Splugorth are advance beings from another
       dimension that are enemies of True Atlanteans, humans, and all
       races that the Splugorth consider to be inferior to them. They
       tend to enslave beings that they consider inferior and take over
       other worlds for the purpose of breeding slave stock. Splugorth
       are also well known for performing extremely harsh and dangers
       experiments on “inferior” beings such as exposing beings to an
       artificially created, anomalous rift or forcing to receive magic
       tattoos. Their appearance is of a mound of lumpy , slime covered
       flesh with a giant eye
       surrounded by a crown of protective spines. Protruding from the
       flesh mound are 7 to 13 tentacles , four of which have a mouth
       and teeth. A filmy, semi-transparent eyelid covers the eye for
       protection and the finger-like spines that compose the crown
       around the eye can close around it for additional protection.
       The eye can see even when covered by the semi-transparent eyelid
       and can rotate 360 degrees. Typically about 25 ft (7.6 m) in
       diameter and 12 ft (3 .6 m) tall. The tentacles are about twice
       as long as the body (50
       Ft I15 m). Weighs 20 to 50 tons.
       Hiroshi developed a phobia of Splugorth while receiving his
       magic tattoos from an Atlantean alchemist and believes it to be
       a transfer from the Atlantean alchemist during the process as
       the Akuma clan are one of the few human allies that the
       Splugorth have and “respect”, as much as Splugorth can respect
       humans. Instead of running in fear though, Hiroshi’s phobia of
       them triggers his “fight” instinct into hyper drive to the point
       that he will ignore all other enemies and go straight for the
       Splugorth. The phobia is so bad that the opponent only has to
       resemble a Splugorth in order to trigger his phobia.
       Obsessive Compulsive Disorder: Prayer for the Slain: Hiroshi
       developed the OCD habit of praying for those that have been
       killed in combat with him and his companions no matter whether
       humaniod or creature. He tries to control this OCD habit while
       fighting though he suffers a 30% chance of saying a quick prayer
       after slaying an opponent making him vulnerable for one round to
       other attacks.
       Combat/Passive Skills:
       Combat Specialist: The ability to be a hand-to-hand combat
       genius. The user has an encyclopedic knowledge in hand-to-hand
       fighting styles; therefore understanding and analyzing opponents
       style of combat and flaws in the opponent's attack and defense.
       He can also use attacks that can automatically knock down the
       opponent or use the strength of the opponent to his favor.
       The user has a vast knowledge of the opponent's body and their
       limitations, have an incredible perception of opponents and the
       users surrounding areas using it to his or her advantage, and
       can copy or mix several types of martial arts and movements and
       understand how a special attack works in matter of minutes. This
       power can be enhanced by the users experience and improvement of
       skill. Masters of this abilities can counter or detect flaws on
       opponents Special Attacks.
       Weapon Proficiency: The ability to understand and use any and
       all weapons with the proficiency of a master. User with this
       ability need only to pick up a weapon before they instantly
       become proficient in it. The first time they pick up a sword,
       they can spar with masters, the first time they use a bow, they
       can hit bulls-eyes. Even alien, magical, or other weaponry that
       they should not understand comes naturally to them.
       Enhanced Athleticism: The power to perform acrobatic and
       gymnastic feats beyond training. The user possesses athletic
       abilities beyond even most dedicated training.
       Tactical Analysis: The ability to be an extremely skilled
       strategic genius and apply this skill for several objectives.
       The user can create strategies and plans several steps ahead of
       the opponent, seeming like the user can see into the future. The
       user is able to elaborate complex plans and strategies and apply
       them in, not just battle, but any other activity that involves
       cunning intellect, e.g. strategic games. Most of the users of
       this ability are very analytical and can understand or
       anticipate the enemies' moves.
       Stealth Tactics: The ability to possess extraordinarily
       expertise in stealth. The user possesses incredibly extensive
       knowledge and skill in many types and ways of stealth tactics,
       enabling them to easily slip in and out of areas undetected.
       Their abilities in all manners of stealth are so refined they
       appear as mere illusions to those who have been lucky to spot
       the user. The users of this ability can move throughout even the
       most guarded of areas and act in true discretion.
       Stealth Combat: The ability to use advanced stealth in direct
       combat. User can use extraordinary fighting skills in
       combination with superior stealth abilities for particularly
       lethal effects. It allows them to land flurries of critical
       blows while easily escaping their targets' clueless
       counterattacks, devastating opposing forces they couldn't hope
       to face in normal combat.
       Enhanced Marksmanship: The ability to achieve complete and utter
       accuracy on distant targets. User can achieve complete and utter
       accuracy on distant targets, with the activity in their brain
       center for aim, accuracy and precision is drastically improved.
       They need only to aim for an instant before they can precisely
       hit a target with a projectile.
       User can judge extremely long distances amazingly accurately,
       gauging the strength needed to launch a projectile, in order to
       hit a target accurately. If a target is moving the user can
       calculate the best method to hit the target. Visual obstructions
       like smoke and vegetation do not hinder their ability to get an
       accurate bead on their target, and their intense focus on
       whatever they're shooting at allows them to shut out outside
       distractions. They can compensate for environmental factors that
       would normally throw off their aim like wind, air resistance,
       gravity, and radiant heat (which distorts the image of the
       target).
       Dual wield: The ability to use two weapons simultaneously. The
       user is capable of wielding two different weapons with ease in
       combat. The weapons in question are normally bladed weaponry
       and/or firearms, but it can be virtually any melee and/or ranged
       weapon. Because of this, the user is able to deal twice the
       damage to their opponent quickly, swiftly, and effectively.
       They're also able to hold their own against multiple enemies at
       multiple angles, allowing them to fight and take advantage of
       wide openings.
       However, due to possessing two weapons at the same time, the
       user often bears poor defense skills, so this ability requires
       speed, power, accuracy, and fast reaction time in order to
       maneuver through and counter their enemies' attacks in order to
       make up for the lack of defense.
       Enhanced Assassination: The power to possess the skills to
       locate and slay targets like an assassin. User can perform the
       art of assassination better than the average killer, they are
       able to dispatch their victims without as so much as a struggle.
       The ways to do this range from something complex and
       high-finesse like mastery in stealth, strategically planned
       scenarios and highly disciplined martial arts to something
       simple-yet-effective like brute strength and raw speed to
       overwhelm the targets.
       Special Ops Mastery: The ability to innately or through inhuman
       and advanced training have special operations skills and
       maintain them without the need of further training. User is
       almost super-humanly skilled in all forms of special operations
       including but not limited to Mercenary Works,
       Counterintelligence, Black Propaganda, Counter-Terrorism,
       Guerrilla Warfare, Direct Action, Counterinsurgency,
       Assassination, Close Target Reconnaissance, Unconventional
       warfare, etc.
       The ability may be from advanced training, mental programming or
       even supernatural/superhuman powers. Combined with high
       intellect and a high level of physical ability, they can create
       completely new possibly unbeatable methods of special
       operations. Important that comes from special operations are
       such as Reconnaissance and surveillance in hostile environments,
       Training and development of other states' military and security
       forces, Offensive action, Sabotage and demolition and Hostage
       rescue.
       Interrogation Intuition: The ability to extract information from
       an opponent through extraordinarily effective forms of
       interrogation. The user is able to extract information from
       their opponents through various means, the use of the Bad Cop
       Technique involves the means of Intimidation, scaring them,
       inflicting pain, or psychically extracting the information.
       The user can even use a more subtle way of getting information
       from opponents called the Good Cop Techniques where it includes
       making them feel comfortable, being friendly with them,
       honeypotting them or using reverse psychology to get
       information.
       One-Man Army: The ability to be as deadly as a vastly superior
       force. The user is able to fight against seemingly, overwhelming
       odds with ease. They are a capable warrior on the battlefield,
       decimating the enemy single-handedly and with near supernatural
       finesse that pars with the skill of more experienced fighters.
       This ability can manifest into various ways but is usually the
       result of extreme martial skill. Users of this ability are as
       deadly at long-range combat as they are in close quarter.
       Training Regimen: The circumstance in which one develops
       incredible abilities through extensive training. The user has
       developed abilities near to or actually superhuman simply
       by/through an extensive/excessive training regimen.
       Social Intuition aka Common Touch: User intuitively determines
       how to interact with subjects. One with this ability could tell
       exactly what to say to interact with certain people, or tell the
       rank of a person within a group. The user also gains a great
       voice, eloquence, and charisma.
       Piloting: Hovercraft (Ground): The knowledge needed to pilot
       types of hover vehicles used for ground transport including
       basic hovercycles and hover trucks. These vehicles can be tricky
       because they utilize several air jets and directional thrusters
       that push the craft on a cushion of air around 1 to 3 feet off
       the ground. The vehicles can usually attain great speeds (100 to
       160 mph max speeds), are capable of driving over incredibly
       rugged terrain, and making jumps over small craters, ravines,
       boulders, and fallen trees.
       Piloting: Hovercycles, Skycycles, and Rocket Bikes: Characters
       who select the Pilot Hovercraft (Ground) skill can drive hover
       cars, hover trucks, and hovercycles on a basic level. However,
       those who select the Pilot Hovercycle skill can pilot any type
       of hovercycle, rocket bike, skycycle, or jet propelled one- or
       two-man hover ground or air vehicles with great skill and
       finesse. They can perform spectacular jumps, stop on a dime,
       perform dive-drops (soar off the edge of a cliff or skyscaper,
       keep control of the hovercycle as it drops, land on the ground
       without crashing or falling off and keep going), and perform
       tricks, stunts, jumps, and dodging without penalty.
       Energy Pistol Weapon Proficiency: A familiarity with all types
       of energy firing handguns including lasers, ion blasters, and
       all types of energy firing handguns.
       General Repair & Maintenance: Not everyone can be a mechanic,
       blacksmith, or carpenter, but many are good with their hands and
       capable of doing satisfactory repairs on simple mechanisms,
       gears, pulleys, wheels, and so on. The General
       Repair/Maintenance skill includes: sharpening blades, minor
       repairs on weapons, packing their own bullets, sewing tears in
       cloth (may not look pretty but does the job), changing a tire,
       shoeing a horse, repairing furniture, painting, varnishing,
       nailing and assisting in basic woodworking, and even doing minor
       patch work on armor.
       Piloting: Automobile: The skill and knowledge to operate manual
       and automatic transmission vehicles including dune buggies,
       jeeps, and small trucks.
       Weaknesses: Hiroshi is just a human and can be killed with a
       well placed blow. Hiroshi has developed a couple of phobias and
       an OCD from getting magic tattoos placed on him which can be
       used against him even if he’s using Suppress Fear power on
       himself as the tattooing process is extremely painful and tends
       to damage the minds of those who are not True Atlanteans. See
       Insanities/Phobias/Mental Quarks list for his phobias and OCD
       descriptions.
       Weapons:
       Elemental Shurikens: These weapons are favored by ninjas and
       adventuring martial artists, when they can find these rare magic
       items. These magical weapons typically come in sets of five, and
       can be found in the lands of the New Empire, The Zone, the
       Freelands and China, but are very rare and expensive. Human
       alchemists and the occasional tengu or dragon manufacturer them.
       The five shurikens represent the five Japanese elements (in
       addition to the traditional earth, air, water and fire, Japanese
       alchemists considered wood to be a separate element). The
       shuriken strikes, and then flies back to the wielder. Each of
       these enchanted weapons has a separate power, damage and range,
       all related to their element:
       Air Shuriken: Inflicts double damage and considered armor
       piercing, plus, three times per day, it can produce a lightning
       strike when it hits a target, inflicting magic electrical damage
       (the bolt comes from the shuriken while it is held by the
       wielder and pointed at its target).
       Range: 1,000 feet (305 m) for the thrown shuriken, 2,000 feet
       (610 m) for the lightning bolt.
       Fire Shuriken: Inflicts magic fire damage, plus it can shoot
       fire balls four times a day. The fire balls inflict explosive
       magic fire damage to a 20 foot range plus concussion damage of a
       40 foot range. The fire balls shoot from the shuriken, which
       must be held by the wielder and pointed at the desired target.
       Range: 600 feet (183 m) for the shuriken, 1,000 feet (305 m) for
       the fire balls.
       Water Shuriken: Inflicts triple damage and consider armor
       piercing, and can cast each of the following spells two times a
       day: calm storms, heal wounds, and negate poisons/toxins.
       Range: 1,000 feet (305 m) thrown in the air, but it can also be
       thrown underwater where it rockets up to 2000 feet (610 m)! The
       spells have their usual limit as per the spell.
       Earth Shuriken: Inflicts quadruple damage and considered armor
       piercing, and can cast the invulnerability spell on the wielder
       three times per day which lasts for one hour each use.
       Range: self.
       Wood Shuriken: Inflicts double damage and considered armor
       piercing (triple against vampires and creatures who are affected
       by wood). Once per day, the shuriken can summon an earth-tree
       elemental (tree-shaped). Once summoned, the elemental will fight
       for the shuriken wielder for 6 minutes.
       Range: 1000 feet (305 m) when thrown.
       Magic Powder Grenades: These enchanted items are given to the
       greatest assassins of Ninja Clans, usually of chunin rank or
       higher. Tech-ninja also like to get their hands on these rare
       items. They are based on the traditional eggshell bombs, but the
       powders used are magically enhanced for a number of purposes.
       Hiroshi’s Grenades:
       Blinding Grenades: This magical grenade strikes the target and
       blinds for 6 minutes. Affects everybody in a 10 foot (3 m)
       diameter. The victims are at -50% to strike, parry and dodge
       during that period.
       Number of Grenades: Unlimited thanks to Hiroshi’s special bag
       Grenades of Confusion: When it explodes, wisps of confusion
       energy (as per the spell) emanate from the grenade, enveloping
       1-8 people in the area. Unless resistant or immune to mind
       altering abilities, all targets become completely confused for 6
       rounds.
       Number of Grenades: 6 grenades in his side pouch
       Magic Net: When the grenade explodes, a magic net snares the
       nearest target (maximum range is 20 feet/6 m). Dodge to escape
       the net works as usual. Only one target will be affected per
       grenade.
       Number of Grenades: Unlimited thanks to Hiroshi’s special bag
       Tanto of Hellish Poison: This is a powerful martial arts weapon
       used mainly by the mystic ninja clans, and then only by the
       elusive chunin or master ninjas. Some demon fighters, especially
       the cold-blooded Bishamon monks use this weapon as well for its
       eternally poisoned blades can affect even dragons and
       supernatural creatures. The tanto is a Japanese knife with an 8
       inch, chisel-point blade. The knife's blade and handle are solid
       black, but the blade also has a purplish sheen along its length
       and point of lethal poison.
       The tanto inflicts 50% more damage to normal beings and double
       damage to supernatural beings and can slice/pierce armored
       materials, like the armor of borgs or bots. If the flesh of the
       victim is touched, the target must have a resistance or immunity
       to poison or be automatically poisoned. The poison courses
       through the victim's body, filling it with agony. The victim
       loses initiative and one melee attack per round, all combat
       actions are at -25% for success, and all skills are at -15%.
       These effects last for 8 hours! Every hour after being struck,
       the victim loses more and more strength. If a Cure Poison type
       power is not used within 8 hours, then the victim will die! The
       poison damage cannot be regenerated by supernatural creatures
       until the 8 hours have passed, but magic healing and healing
       potions can restore some of the damage (half per each
       application)!
       Many monks, yamabushi, priests and defenders of the innocent
       consider these weapons to be tainted and never use them. Some
       stories claim the blade is coated with the living blood of a
       greater demon or god of darkness, which is why it works against
       supernatural beings. Only the most zealous and driven Bishamon
       monks will use it.
       Special Magic Items:
       Flaigan’s Phenomenal Bag of Holding: Made by a madden gnome
       named Flaigan the Leather Alchemist of Faerun, the bag has some
       interesting magical properties that can be very useful to
       adventurers. Each bag is custom made to the customer’s specific
       needs after the first bag made by Flaigan. The main pouch of the
       bag is always similar to another type of bag of holding but with
       one difference. Most bag of holdings will not hold living
       creatures whereas Flaigan’s bag will hold living creatures. The
       main pouch has a magically created extra dimensional space that
       ranges from the interior space of a small house to the interior
       space of an ten acre warehouse. The magical space inside of the
       bag is extremely stable and nothing is tousled about with
       external movement. The owner can enter the bag through a special
       magic ladder and the space can be set up with full living
       quarters, laboratory, etc that is required by the owner. If only
       reaching inside for an item or items, then the owner will
       automatically get a hold of what he is looking for.
       The next feature of the bag is enchanted external pockets that
       are pouches of never-ending. These pockets will continuously
       create ANY item placed into them that is big enough to fit. The
       pockets can only recreate one type of item at a time and any
       other items will not be recreated unless a small chant is
       recited so the recreating item can be changed. Customers can
       choose how many of these special pockets are added to the bag.
       Final feature is that these bags are nearly indestructible. It
       takes a great deal of damage (such as repeated blasts of a
       dragon’s breath weapon) in order to destroy them. They are even
       highly resistant to instant destruction magic. They were made
       this durable in case the owner is inside the bag when an attack
       or dangerous situation happens in order to give the owner a
       chance to react.
       Hiroshi’s bag is designed to look like a leather messenger’s
       bag. Other than the main extra dimensional space pocket, the bag
       has five pockets of never-ending: One pocket for a Cure Poisons
       potion, one pocket for a Potion of Full Restoration, one pocket
       for a Potion of Hellfire Breath, one pocket for a Blinding
       Grenade, and one pocket for a Magic Net Grenade. The strap of
       the bag that goes around his chest like a sash has five normal
       pockets for his Elemental Shurikens.
       Magic Potions: Magic potions are a common item that is created
       by many types of magic users including mages, witches, and
       alchemists. They have a vast variety of effects that numbers as
       many as spells that can be made into potions.
       Hiroshi’s Magic Potions:
       Cure Poisons Potion: This simple potion can cure any and all
       poisons, whether mundane, supernatural, or magic,
       instantaneously.
       Potion of Full Restoration: This powerful potion can restore the
       user to complete, full health. This potion will regrow organs
       and loss limbs, mend broken bones, and heal all wounds without
       any scars. It also restores all magic/psychic energy that has
       been used or siphoned. It will reverse paralysis/petrification
       whether magical or mundane. It will also remove all minor curses
       and cure all forms of poison. The one receiving the potion must
       not be dead as this is not a Resurrection Potion.
       Potion of Hellfire Breath: This potion gives the drinker the
       ability to breath Hellfire flames from his mouth like a demonic
       dragon or greater demon. It also makes the drinker completely
       immune to all forms of fire, mundane or supernatural.
       Duration: 8 rounds
       Personality: Hiroshi is laid back and friendly type of guy. He
       does carry a fierce loyalty for his friends though one should
       not abuse his loyalty as his clan had learned. Hiroshi also is
       quite the bookworm and will silently quickly when he dives into
       a book which helps with one of his false identities. He’s also
       quite hard to unnerve, scare, or anger despite his little mental
       quarks thanks to everything that he’s seen since becoming a
       dimensional traveling mercenary and rifter and stays cool and
       collected like ninja of his training should in horrifying
       situations. Despite his laid back nature, Hiroshi does take his
       work and fighting serious when the situations call for it.
       Bio: Hiroshi was born in his clan’s small village that lies just
       outside of H Brand Industries’ complex in 40th century. His clan
       had always been more of the traditionalists than most others
       within the Otomo Shogunate before he was born, but greed changed
       that by the time Hiroshi was born. Hiroshi
       #Post#: 3889--------------------------------------------------
       Re: 41st Character Profile: Hiroshi Akuma
       By: Raven Tepes Date: April 19, 2020, 5:17 pm
       ---------------------------------------------------------
       Bio: Hiroshi was born in his clan’s small village that lies just
       outside of H Brand Industries’ complex in 40th century. His clan
       had always been more of the traditionalists than most others
       within the Otomo Shogunate before he was born, but greed changed
       that by the time Hiroshi was born. Hiroshi was actually the
       second born of son of his parents and for a long time he had no
       clue that his older brother had been given to H Brand Industries
       for ninja cyborg experimentation. This was done by the clan
       elders and leader as Kumo had been born without the lower
       portions of his legs and was considered of use only for new
       technology advances.
       Hiroshi was raised like all other ninja within his clan. He was
       given a bright education, hard ninja and martial arts training.
       Hiroshi began showing his full knack for wielding the mystic
       energies by the age of 7 and given full mystic ninja training.
       The training was never easy and grew tougher with age until he
       reached the level of master.
       Once allowed to go on missions by himself, Hiroshi was sent to H
       Brand complex to be fitted with cyber armor and to get new high
       tech weapons for clan members who were not adept at mysticism as
       part of a contract between the clan and H Brand. The H Brand
       representative gave him a tour of the complex while the products
       were finishing being completed and loaded into Hiroshi’s
       transportation. It was during the tour that Hiroshi first saw
       what had become of his brother. Hiroshi had an odd sensation
       that he should know the Kumo but didn’t as Kumo had been gone
       before Hiroshi was born. Latter just before Hiroshi left the
       complex, he bummed into Kumo while waiting for the last box of
       weapons to be loaded. A conversation began slowly until Kumo
       asked Hiroshi for his name. Kumo then quickly told Hiroshi
       everything after he was told the family name, and what Hiroshi
       heard had disturbed him greatly. Kumo though feared what would
       happen if Hiroshi went off the deep end on the Akuma clan or H
       Brand and quickly swore him to secrecy about their conversation.
       Hiroshi played it cool with his emotions over the revelation of
       what had happened to his brother for years. Then one day the
       clan elders and leader held a council meeting with the whole
       clan and introduced their newest weapon and property.. Kumo the
       Ninja Borg with experimental bio-wizard weapons. Hiroshi then
       learned that his brother was now nothing more than property and
       a weapon instead of a human within a machine. He hated the way
       his brother was being described as if nothing more than a
       soulless machine which goes against the Shinto beliefs that he
       was raised with. Hiroshi voiced his personal feelings about the
       whole situation and the dangers it could lead to but was scoffed
       at and shunned. Hiroshi then denounced his clan, packed a few
       things, and left as quickly as he could. He had barely made it
       into the Kingdom of Ichto before losing those sent by his clan
       to assassinate him.
       From Ichto, Hiroshi left Japan and began a wandering life as an
       adventuring mercenary. Eventually he met Feling and Atlas, a
       True Atlantean Stone Maker, on a mission. He was hired to
       infiltrate a Splugorth pyramid facility to steal bio-wizard
       weapons and design files for Ichto Robotics Corporation in
       return for their help at getting him out of Japan years ago.
       This was his last job for Ichto and not one that he was
       particularly fond of. Hiroshi had learned a lot about the
       Splugorth since leaving Japan in which Ichto had also learned
       about them along with the bio-wizard technology.
       Hiroshi thought that he was alone within the pyramid laboratory
       complex until he came across Feling and Atlas near the heart of
       the pyramid. He had entered a room that looked far more of an
       ancient design than the rest of the pyramid. All the granite
       stone walls were blank and the ceiling was high with a pyramid
       like peak (similar to the Grand Gallery within the Great Pyramid
       of Giza). In the middle of the room stood a square granite
       pillar of three feet in height that came to a pyramid peak and
       had strange hieroglyphic carvings and almost Greek like writings
       on it. Hiroshi’s goal through the door on the other side of the
       room and down the hallway so he began to cross the room.
       The pillar in the middle of the room suddenly began to hum quite
       noticeably and made Hiroshi stop halfway to the opposite door.
       Suddenly it flashed a bright, almost blinding light in which the
       flash was so powerful that not only did he cover his eyes but
       was knocked back and onto the floor as well. When the light
       faded back down, Hiroshi lowered his hand and looked at the back
       of Feling and Atlas. He had seen tall humans but Atlas stunned
       him with his 6’6” build while Feling’s anthromorphic tiger body
       made him question if he had suffered a concussion from the
       landing.
       He watched as the two of them discussed about if the pyramid
       teleportation from the Giza Pyramid had been successful and
       exactly where they needed to go while inside before security and
       minions of the Splugorth became alerted to the intrusion. He
       realized that they were looking for a room across from the room
       he was there for and that they had a much faster way out.
       Hiroshi cleared his throat as he stood up and introduced
       himself. Much was said between the three in a quick amount of
       time as they all went to their destinations. They all agreed
       that none would leave without everyone else unless absolutely
       necessary. Hiroshi gotten the bio-wizard weapons and copies of
       all design files on a computer terminal while Feling and Atlas
       rescued their techno-wizard friend who had been kidnapped. They
       all met back up and ran back to the room in the heart of the
       pyramid.
       Hiroshi: Quick question.. What is this room?
       Feling: It’s a transportation room. All pyramids on Atlantis and
       several ancient pyramids in other countries have them. We’ll
       explain more later once we’re all safe.
       Before Atlas could get the teleportation stone to full
       functionality, a couple of gurgoyles ran in and a fight ensued
       as Feling and Hiroshi both leapt into action. Feling took it
       easy with her powers as she fought next to Hiroshi so she could
       gauge his fighting performance. Hiroshi impressed her quite a
       bit. They were all finally able to be teleported to a different
       place but this place was definitely far older than the one they
       had just left as the old teleportation room of the Giza Pyramid
       was in full view. After that day, Hiroshi joined Feling and her
       ragtag crew of mercenary rifters. Since then he’s been to many
       different dimensions and time periods and has seen many
       wondrous, strange, and at times, horrifying things in a matter
       of a few years. He’s been to dimensions where humans never
       evolved on Earth and instead different advance, intelligent
       species had developed instead such as bird like humanoids.
       Now Hiroshi along with Atlas the True Atlantean Stone Master and
       Nicki the Human Psychic Techno-Wizard and her little friend have
       zeroed in on exactly when and where Feling, Whitefire, and their
       other friends are. They had used an Atlantean dimensional
       pyramid in the middle of the once lost British isle of Hybrazil
       for their teleportation. The Atlanteans along with the Slpugorth
       had come to realize that something has gone terribly wrong in
       the 21st century and both races were already working on how they
       can on some level could help fix the problem. This gave Hiroshi
       and friends the perfect chance to use a time/dimensional device
       that is more accurate than current human made techno-wizard
       technology allows.
       Hiroshi Akuma's Pictures:
  HTML https://imgur.com/a/7xcUdvM
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