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41st Character Profile: Hiroshi Akuma
By: Raven Tepes Date: April 19, 2020, 5:04 pm
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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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