Character Name: Hikaru Ashford
Alternate Identities:
Player Name: Chris Nasipak
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
18 CON 10 16 18 13-
15 BODY 10 10 15 12-
23 INT 10 13 23 14- PER Roll 14-
18 EGO 10 16 18 13- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
18 COM 10 4 18 13-
5 PD 3 2 5/20 5/20 PD (0/15 rPD)
5 ED 4 1 5/17 5/17 ED (0/12 rED)
6 SPD 3.0 30 6 Phases: 2, 4, 6, 8, 10, 12
7 REC 7 0 7
36 END 36 0 36
32 STUN 32 0 32
6" Running 6 0 6"
2" Swimming 2 0 2"
3" Leaping 3 0 3" 135 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 41
Spent: 41
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 391
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
Flight 10" [20" NC]
Teleport 35" [140" NC]
DEFENSES
Type Amount
Physical Defense 5/20
Res. Phys. Defense 0/15
Energy Defense 5/17
Res. Energy Defense 0/12
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +4 with Martial Maneuvers , +5 with DCV (25 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 20 , +10 with DCV (50 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 40
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Passing Disarm 1/2 -1 -1 Disarm, 30 STR to Disarm; FMove
Teleport Strike 1/2 +0 +0 6d6; FMove
Teleport Throw 1/2 +0 +0 5d6, Target Falls, FMove
Defensive Shot 1/2 -1 +2 Strike
Offensive Shot 1/2 -1 -1 Strike, +4 DC
Offensive Trip 1/2 +1 -1 Strike +v/5, Target Falls
Offensive Ranged Disarm 1/2 +1 -1 Disarm, +2 DC to Disarm
Basic Shot 1/2 +0 +0 Strike, +2 DC
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Hikaru Ashford
Alternate Identities:
Player Name: Chris Nasipak
SKILLS
Cost  Name
12 +4 with Martial Maneuvers
2 Police Officer: PS: Sheriff 11-
0 AK: Academy City 8-
3 Acrobatics 13-
3 Acting 13-
3 Breakfall 13-
3 Bureaucratics 13-
0 Climbing 8-
3 Concealment 14-
3 Conversation 13-
3 Criminology 14-
3 Cryptography 14-
3 Deduction 14-
0 Disguise 8-
3 Electronics 14-
1 Instructor 8-
0 Language: English (idiomatic; literate) (5 Active Points)
4 Language: Japanese (completely fluent; literate)
1 Lipreading 8-
3 Navigation 14-
2 PS: Musician (Guitar) 11-
3 Paramedics 14-
3 Persuasion 13-
7 Power: Psionic Power Use 16-
3 Scholar
1
1) Computers: KS (2 Active Points) 11-
2
2) Hespian Technology: KS (3 Active Points) 14-
2
3) High-Level Mathematics: KS (3 Active Points) 14-
1
4) Martial Arts (Police Training): KS (2 Active Points) 11-
1
5) Neurology: KS (2 Active Points) 11-
1
6) Philosophy: KS (2 Active Points) 11-
2
7) Physics: KS (3 Active Points) 14-
2
8) Psionics: KS (3 Active Points) 14-
1
9) Religions of the World: KS (2 Active Points) 11-
3 Security Systems 14-
0 Shadowing 8-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
3 Systems Operation 14-
3 Tactics 14-
3 Teamwork 13-
1 WF: Blades, Unarmed Combat
106 Total Skills Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED)
12 Total Talents Cost
 
POWERS
Cost  Power END
13 Armor (9 PD/6 ED) (23 Active Points); OIF (-1/2), Activation Roll 15- (-1/4)0
1 Teleportation: Fixed Location (Home) (1 Locations)0
1 Teleportation: Fixed Location (Incubus Quarters) (1 Locations)0
82 Variable Power Pool, 52 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (104 Active Points); Limited Class Of Powers Available (Teleport Tricks only) Limited (-1/2); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
0
1) QuickPort: Teleportation 10", Reduced Endurance (1/2 END; +1/4) (25 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 20
1
0
2) Teleportation 15", x2 Increased Mass, x4 Noncombat (40 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 32
4
0
3) Teleport Other: Teleportation 10", Usable As Attack (+1) (40 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 32
4
0
4) Stutter-Step: Flight 10" (20 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 16
2
0
5) Teleport Knife: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Indirect (Any origin, any direction; +3/4) (37 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 30
1
0
6) Stiletto Spam: Killing Attack - Ranged 1d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Indirect (Any origin, any direction; +3/4) (37 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 30
4
0
7) Skip-Dodge: +5 with DCV (25 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 20
0
8) Blink-Dodge: +10 with DCV (50 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 40
0
9) Skip-Reach: Stretching 2", Does Not Cross Intervening Space (+1/4), Indirect (Any origin, any direction; +3/4) (20 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 16
2
0
10) Pinned Down: Entangle 5d6, 5 DEF (50 Active Points); Conditional Power (Does not work unless target is prone or otherwise adjacent to a solid surface) Power does not work in Common Circumstances (-1/2), Cannot Form Barriers (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 25
5
0
11) Telefragged Weapon: Killing Attack - Ranged 2d6-1, Penetrating (+1/2), Indirect (Same origin, any direction; +1/2) (50 Active Points); Conditional Power (Can only be used against inanimate objects) Power does not work in Common Circumstances (-1/2), No Knockback (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 25
5
0
12) Roundhouse Flash: Hand-To-Hand Attack +6 1/2d6, Autofire (5 shots; +1/2) (49 Active Points); Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 20
5
0
13) Stuff Falls, You Die: Energy Blast 6 1/2d6, Indirect (Any origin, always fired away from attacker; Always fired from directly above target; +1/2) (49 Active Points); OAF (Focus: Object of opportunity; -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 22
5
0
14) Trip-Staple, Part One: Teleportation 2", Position Shift, Usable As Attack (+1) (18 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 14
2
0
15) Trip-Staple, Part Two: Entangle 5d6, 5 DEF (50 Active Points); Conditional Power Power does not work in Common Circumstances (Target must be adjacent to a solid surface; -1/2), Cannot Form Barriers (-1/4), Limited Power Power loses about a fourth of its effectiveness (Linked to Trip-Staple Part 1; -1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 22
5
97 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove
5 Teleport Strike: 1/2 Phase, +0 OCV, +0 DCV, 6d6; FMove
5 Teleport Throw: 1/2 Phase, +0 OCV, +0 DCV, 5d6, Target Falls, FMove
4 +1 HTH Damage Class(es)
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
1 Weapon Element: Blades
41 Total Martial Arts Cost

Character Name: Hikaru Ashford
Alternate Identities:
Player Name: Chris Nasipak
DISADVANTAGES
Cost  Disadvantage
10 Psychological Limitation: Uphold the Law (Common, Moderate)
10 Reputation: One of the Lost, 11-
5 Social Limitation: Pop Culture Out Of Time (Occasionally, Minor)
10 Hunted: Academy City Science Cabal 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
10 Psychological Limitation: Code against Killing (Uncommon, Strong)
10 Social Limitation (Is a Minor): (Occasionally, Major)
15 Hunted: US Government Intelligence Agencies 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
30 To Be Determined In Play
100 Total Disadvantages Cost
APPEARANCE
Hair Color: Auburn
Eye Color: Grey
Height: 1.61 m
Weight: 52.00 kg
Description:
BACKGROUND
Hikaru Ashton was a perfectly ordinary child of thirteen years, the daughter of a Japanese mother and an American father, a fairly-well-off businessman. The day after her birthday she vanished from her school, finding herself lost in a strange, super-modern city somewhere in Japan. Academy City, it turned out, was run by a transhumanist cabal of scientists, dedicated to creating superhumans. The entire city consisted of schools, research facilities, and service industries to support them, and almost all of the students were subjected to a regimen of experiments designed to awaken psionic powers, then trained and schooled extensively in their use. Many were destined for the military or to continue the cabal's research.

Hikaru herself was discovered quickly as she lacked any local ID or credit; without any source of funding it was difficult for her to hide. An identity was established for her and she was subjected to a new testing routine, one that created a very powerful teleportation ability in her. After some time learning to control it, she was released into one of the local schools.

Life at Tokiwadai Academy was not unpleasant. Academically, it was challenging, but never beyond her ability to adapt and learn. Her powers developed and grew as she adapted to them, encouraged by her powerful roommate, Mikoto. Another sempai convinced her to join "Judgement", a student-run interscholastic Public Morals Committee, becoming a junior auxiliary to the city's law-enforcement infrastructure.

By the start of her second semester at Tokiwadai, Hikaru was an active field agent of 'Judgement', dealing primarily with delinquents, lost property, and other minor cases. She continued studying, adding law and investigative skills to her academic work and her power development. A renewed interest in the martial arts her mother had taught her integrated very well with her teleportation ability, and her cases grew stranger, more interesting... and more dangerous.
POWERS/TACTICS
Uses her teleportation abilities to bounce around the field like a ping-pong ball. Enjoys using it to target enemy's weapons, disarming them; or to blink in, strike, and blink out before the foe can react.
Character created with Hero Designer (version 2008100210)