Wednesday, November 6, 2013

Eric Draven from 'The Crow' (1994)

Eric Draven





 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: In (40)
A: In (40)
S: Ex (20)
E: In (40)
R: Typ (06)
I: Am (50)
P: Rm (30)

Health: 120
Karma: 86
Popularity: (As a member of Hangman's Joke) 2, - 5 (Among Detroit's criminal element after his rising).
Resources: Fe (2) (He is legally dead)

Talents:
Musician
Firearms
Knowledge: Detroit Area
Knowledge: Streetwise - Detroit
Brawling

Powers:
The Risen Dead: Eric Draven was returned from the grave a year after his murder to avenge himself and his fiancée Shelly by supernatural means attributed to a crow. Draven was returned with supernatural abilities to carry out his specific goal. These abilities included:

  • Enhanced FASERIP: Eric Draven was far more agile, strong, and durable than he was in life, hence his increased FASE.
  • Spiritual Connection: The Crow: Although apparently a regular crow, the particular Crow that returned Eric was far more than that. The Crow shared an empathic link with Draven, which explains his greater than normal Intution and Psyche. The crow was the anchor for Draven's power, and as such, anything seen, experienced, or felt by the crow was also experienced by Draven.
  • Undead State: As Draven was essentially undead, he was immune to poisons, toxins, and disease. While the crow was alive, Draven did not need to make stun/kill result checks as he was already dead (Although he could still be slammed and would take 'damage'). Draven healed his End Rank of Damage each round, sealing up wounds within seconds. While Draven was not immune to the damage effects, he could make a simple Endurance FEAT to ignore their effects. Draven also 'regenerated' regardless if resting or in combat, and recovered Endurance Ranks 1 per Round. Draven did not need to eat or sleep after his return.
  • Empath: Although not necessarily apparent, Draven was an empath, capable of sensing emotions ranging from deeply hidden trauma to current emotional states. Draven is able to transfer emotional trauma between himself and others, heal others of crippling injuries and addictions, and 'read' a person's intent or connections. The use of Draven's Empathy requires an Endurance FEAT, which Draven will spend Karma on if the situation warrants (such as completely curing Sarah's mother Darla of Morphine addiction or transferring Shelly's memories into Top Dollar). Draven could also 'read' an object similar to psychometric or postcognition by touch - Items with specific emotional connection to Shelly or Draven during life would be easiest to identify, but would require a Psyche FEAT as the flooding emotions would have a physical/psychic impact on Draven. As an aspect of his empathy, Draven also possessed a type of combat sense which would allow him to anticipate the actions of those around him, most notably seen when facing Tin-Tin. All of these effects are at Am (50) intensity.
  • Hyper-Leaping: Draven could leap between Gd (10) and Ex (20) distances, covering blocks as necessary (and as shown in the police chase). Draven could make a simple Agility FEAT to land without damage or notice.
  • Karma-Loss Immunity: Draven does not lose Karma for killing opponents, and actually gains Karma for killing those responsible for his murder. Draven will not kill indiscriminately, nor will he put innocents in danger. (See Limitations)

Contacts: Although Dead, Draven could rely on two individuals for help and assistance: Sgt. Albrecht (The lead investigator into Draven and Shelly's murder) and Sarah, a young girl that Draven had mentored and considered a friend. Theoretically while Draven was alive, he had connections within musicians circles as a member of Hangman's Joke.

Limitations:
Tied to the Crow: Draven's return was due to the Crow which he was empathically connected to. As Myca, Top-Dollar's Sister/Lover figured out, the crow was the source of all Draven's power. When wounded, it effectively removed the majority of Draven's powers, and made him 'normal'. Draven's FASERIP drops to the following:
F: Typ (06) A: Typ (06) S: Typ (06) E: Typ (06) I: Typ (06)* P: Typ (06). In addition, Draven can be hurt and will not regenerate from damage, nor will Draven be able to access his more combat oriented Empathic powers. As the crow was wounded and not killed, it is uncertain what would happen to Draven should the crow actually die.
Enemies: Draven has several enemies during the short time of his resurrection, including the man who green-lit his murder, Top Dollar, and the majority of the Detroit City Police Department.
Obsession/Purpose: Revenge: Draven is dedicated to finding those responsible for the murders of Shelly and himself, and will go to great lengths to avenge himself on them, even poetic. Draven will kill without remorse any who are responsible, but will go to great lengths to preserve the innocent.
Purpose Completed: Once Draven has completed his purpose, he will return to his rest. Draven will not remain in the land of the living once his goal has been reached, and will simply return to the graveyard in which he awoke.

The Monk from Batman (1939)

The Mad Monk



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Real name unknown

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: In (40)
P: In (40)

Health: 130
Karma: 90
Popularity: 0/-5
Resources: Rm (30)

Talents:
Mystic Origin*
Knowledge: Ritual
Knowledge: Vampires
Knowledge: Eastern European Folklore
Knowledge: The Wealthy and Powerful
Knowledge: Area: Europe
Animal Training*
Leadership*
Mesmerism*
Medicine*
Acting
Detective
Sharp Weapons
Knowledge: Deathtrap Design
Knowledge: Lair Design
Knowledge: Human Psychology

Powers:
Master Vampire: The Monk is a master level vampire who has developed both a large following and the ability to conceal his true nature. The Monk is unlike other vampires of the DC Universe in so far that he possesses different abilities, drives, and powers. The Monk's vampiric abilities include:

  • Hypnotism: The Monk's hypnotic commands are very potent, even nearly overcoming Batman several times during their initial encounter. The Monk's hypnotic abilities are at Rm (30) intensity, but are further increased with his talents of Mesmerism and Human Psyche, making his effective rank Am (50) when he has opportunity for either studying or preparing for an opponent. The Monk requires only two rounds of study to prepare, similar to Martial Arts D.
  • Vampirism: The Monk can create additional vampires, but does so sparingly, choosing those individuals who would direclty benefit him or serve him. Transformation into a vampire requires at least the vampire's bite. Victims who are bitten and begin to transform can be saved should the Monk be killed.
  • Animal Control: The Monk has Rm (30) ability to control predator and/or carrion animals. In addition, the Monk can train specific animals such as apes and exert his animal control on them as well, similar to his hypnotic abilities.
  • Invulnerability: Like most vampires, the Monk is invulnerable to traditional forms of damage. The Monk does not take damage from 'normal' attacks, and is immune to disease, toxins. and poisons. The Monk does not suffer 'kill' results from normal damage, and cannot be stunned through normal means.
  • Animal Transformation: The Monk can transform himself into a variety of animals, specifically wolves, rats, and probably bats.
  • Enhanced Senses: The Monk's natural senses are more acute, granting him Ex (20) enhanced senses.

Misdirection: While not necessarily a power, it should be addressed that the Monk has concealed his vampiric nature from the world at large, including one of the world's greatest detectives. The Monk gains an additional re-roll if his nature is about to be revealed. The Monk has played his abilities as either being that of a studied magician or clever scientist.

Lairs: The Monk has several well-equipped lairs around Europe and can fall back to any of them as necessary. The Monk's lairs are usually guarded by 1-10 followers, guard animals, and usually include all manners of torture and deathtraps. The Monk is rarely surprised in his 'lair', although The Monk uses these lairs primarily as temporary headquarters.

Deathtraps: Perhaps one of the most interesting thing about The Monk is his use of elaborate (and normally lethal) deathtraps. With enough time, the Monk will use his resources and time in order to design something he feels is 'appropriate'.

Contacts:
The Monk has resources and probably a network, but only has one devoted (and trusted) follower - Dala. Dala will die for the Monk.

Limitations:

Vampiric Vulnerabilities: The Monk probably has the traditional vulnerabilities of all vampires, specifically sunlight and Silver. The Monk and any vampires he creates are also extremely vulnerable to silver, and can be permanently killed through a silver bullet (especially in the heart). The Monk also must rest in a coffin of his native soul during the day, and is effectively unable to act or take action while the sun is up.
Need for Secrecy: The Monk's need to maintain his secrecy is one of his greatest weaknesses. The Monk will kill anyone who learns the truth of his nature, and will go to great lengths to preserve it.
Enemy: Batman: The Monk has made a powerful enemy in the Dark Knight Detective.


Vampires - 'Lost Boy' (1987)

One thing about living in Santa Carla I never could stomach, all the damn vampires.

Lost Boy Vampirism


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Becoming a Vampire:
In the film and subsequent material around it, the only way for a person to become a vampire is through drinking a vampire's blood or being exposed to it. By drinking the blood of a vampire, the process begins in which the victim slowly transforms into a 'half-vampire', becoming more susceptible to sunlight, traditional weaknesses, and other limitations (See Limitations). Unlike traditional vampirism which results in the death and rising from the grave, the process is culminated with a 'first kill', in which the half-vampire kills their first living being and drains their blood. After this point, the half-vampire is a full vampire and suffers from the complete limitations. While it usually takes a few days to a week, some cases (Like Star) can take much longer, depending on the amount of blood ingested and the direction of the 'Master Vampire'

Master Vampire:
Each pack of vampires usually has a head or 'master' vampire. The Master Vampire are usually more clever at hiding their nature, and are protected by 'hell-hounds' or large dogs capable of defending them during the daytime. The Master Vampire's bloodline is essential in the creation of new vampires, and usually new vampire are not created unless directly desired by the Master. The Master is usually more powerful than his creations, leading speculation that the further removed from a Master Vampire a vampire is, the weaker they are.

Vampire Attributes:
Lost Boy Vampires undergo a transformation which grants them the following abilities:

F: +1cs (Maximum Initial of Ex (20))
A: +2cs (Maximum Initial of Rm (30))
S: +2cs (Maximum Initial of Rm (30))
E: +3cs (Maximum Initial of In (40))
R: No Change
I: +2cs (Maximum Initial of In (40))
P: No Change

Health: *
Karma: *
Resources: Pr (04)
Popularity: - 2 (Simply due to criminal behavior) - 5 ( as recognized vampires)

Talents:
Talents remain the same, although newly created vampires also gain:
Knowledge: Vampires
Knowledge: Vampire Tribe (Specifically)
Knowledge: Area/Lairs

Powers:
Vampire: Vampires of Santa Carla have the following attributes, tied directly into their supernatural nature:

  • Immortality*: LB Vampires are essentially immortal. They stop aging when they become vampires, are immune to disease and most toxins (See Limitations), and cannot be killed through conventional means. Any kill results that are suffered by a LB vampire (Unless one of the limitations) is effectively ignored, and they will not begin the dying process under normal means.
  • Enhanced Attributes: All LB vampires have enhanced physical attributes, granting them superhuman strength and endurance, as well as unnatural grace and awareness. These changes are reflected in the adjust FASERIP listed above.
  • Natural Weaponry: Fangs: LB vampires have fangs which can retract and do Ex (20) biting damage, halving effective body armor/resistance.
  • Natural Weaponry: Claws: LB vampires have retractable claws which can do EX (20) slashing damage, halving effective body armor, and can be used in conjunction with Unarmed Fighting Skills.
  • Superhuman Senses: LB vampires have greater sensory abilities, capable of seeing in complete darkness, hearing heartbeats, and other abilities. They have Rm (30) superhuman senses.
  • Hypnotism: LB vampires can hypnotize opponents with Ex(20) ability, capable of making victims hallucinate or even affecting animals and the like.
  • Superhuman Speed: LB Vampires can move at superhuman speeds, able to go from Ex (20) to Am (50) bursts of speed. In the first movie, it was clear a vampire could easily keep pace with a moving vehicle.
  • Flight: LB Vampires can fly with Rm (30) ability, and can increase their airspeed for short bursts through a combination of their speed and an Endurance FEAT.
  • Invulnerability: Unless attacked by a specific limitation, the LB vampires are effectively immune from traditional physical damage.

Master's Immunity: If a Master Vampire is invited into a victim's home, traditional weaknesses (See Limitations) are ineffective. As seen in the movie, none of the attempts to harm or reveal Max work as he was invited into the home of the Emersons.

Limitations:
Vampires Like the Lost Boys suffer from several key weaknesses, all of which bypass any resistances the vampires may possess:
  • Garlic: LB Vampires suffer Rm (30) damage to each round exposed to garlic.
  • Holy Water: Blessed water has a corrosive effect against LB Vampires, doing Ex (20) damage for the amount similar to a water balloon and increasing +1cs for each gallon present. For instance, when the vampire was shoved into a bathtub full of holy water, he suffered Am (50) to Mn (75) damage and immediately began the dying process. The amount of holy water present determines the damage against the vampires.
  • Permanent Destruction: LB vampires suffer permanent destruction under certain conditions: If killed by another vampire, A wooden stake (of any size) used to impale the heart of the vampire, and decapitation. Should a LB vampire suffer kill results from any of these methods, they will immediately begin the dying process and make an Endurance FEAT. A white result means immediate death, a green result is one round, a yellow two rounds, and a red is three rounds. During this period, the vampire will lash out violently and possibly explode with Ex (20) intensity effect.
  • Sunlight: LB vampires go comatose in sunlight and are unable to take any action but rest, leaving themselves extremely vulnerable. Should a LB vampire be exposed to sunlight, it will do Rm (30) damage each round of exposure, burning the vampire immediately. Ultraviolet lamps also seem to have the same effect.
  • Hierarchy: LB Vampires have a definitive hierarchy, and as such, follow it without question. Vampires an affect those underneath themselves with simply Psyche FEATS by compelling them to act. Vampires can also compel
  • Invitation: A vampire cannot enter a home unless invited, or unless a vampire is already present (As seen with Michael and the climax of the movie).

Saving a victim from vampirism:

While returning a person to normal after becoming a full vampire is impossible, it is possible to save a half-vampire or person who has yet to undergo the 'First Hunger' can be returned to human if the Master Vampire or the head of the bloodline is slain. Once the Master Vampire is killed, all those affected by vampirism and have yet to feed will revert to normal.


Thursday, October 17, 2013

The Kanamits from 'To Serve Man'

Please, Mr. Chambers, eat. We wouldn't want you to lose weight.


From there, I would suggest the red wine.


Kanamits
Typical member, played by Richard Kiel






F: Ex (20)
A: Gd (10)
S: Ex (20) to Rm (30)
E: Rm (30) to In (40)
R: In (40)
I: Rm (30)
P: Rm (30)

Health: 90/100
Karma: 100
Popularity: 50/-50 (On Earth, after the real intent is discovered)
Resources: Mn (75)

Talents:
Astrogation
Engineering
Chemistry
Physics
Astrophysics
Navigation
Medicine*
Repair/Tinker
Knowledge: Earth Customs
Knowledge: Kanamit Customs
Psychology
Cooking
Knowledge: Exotic Cuisine

Powers:
Kanamit Physiology: Kanamits (as portrayed solely in the TV Episode) are 9' giants with several advantages over normal humans:
  • Telepathy: Kanamits are telepathic and communicate solely through psionic means. Kanamits are also capable of understanding and communicating in any known verbal language, and can sense surface emotions and immediate intentions with Rm (30) ability. While Kanamits are not hive-minded, the do share a psionic connection with one another, and can immediately communicate with each other over great distances. The exact limits are unknown, but believed to be around Rm (30) range.
  • Superior Physiology: Kanamits are much more powerful than humans, capable of great feats of strength and can easily cart a struggling adult male of approximately 200 lbs up a ramp and into a ship without any issue whatsoever.
  • Kanamit Resistances: Kanamits seem to be more resistant to damage, toxins, and disease with Ex (20) ability, probably capable of resisting damage up to small arms fire based around the evidence as provided.
  • Superior Technology: Kanamits possess Mn (75) technology capabilities, including advanced medical breakthroughs, terraforming, renewable energy, and of course, space travel. A typical Kanamit ship can reach their own system within weeks at sub-light and warp space. Kanamits also have a variety of weaponry, but would rather help those that they see a certain potential in with kindness and peace...

Limitations:
Reputation:It's assumed that Kanamits have a reputation amid other spacefaring races for their particular methods and excellent table manners.
Unusual Looks:Kanamits are 9' tall bald humanoids and look indentical
Dietary Necessities: The Kanamits have very specific dietary needs, and will go to great lengths to cultivate necessary resources.


The Accountant from 'Drive Angry'


'Satan is simply the warden of a very large prison. Quiet man actually, thoughtful and he's well read. And I happen to know the idea of sacrificing children in his honor annoys him greatly.'







 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Accountant

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Am (50)
P: Am (50)

Health: 140
Karma: 110
Popularity: 0/-20 (In true occult circles)
Resources: Typ(06)/Cl1000 (In hell)

Talents:
In theory, the Accountant has had unlimited time to hone his skills, but for the purposes of the write-up, the skills shown during Drive Angry include:

Administration
Firearms
Marksman
Driving
Mystic Origin*
Human Psychology
Knowledge: Hell's bureaucracy
Tracking
Shadowing
Law
Law-Enforcement*
Knowledge: Hell
Knowledge: The Damned
Knowledge: Ritual
Sharp Weapons
Thrown Weapons
Thrown Object*

Powers:
Demonic Nature: The Accountant is the chief administrator/soul retriever for Hell as it is presented in the movie. Hell is represented as an immense prison, and as such, the Accountant is suggested to be the 'head guard', sent to retrieve the more difficult cases. As such, the Accountant's Earthly form is purely suggestive, as it is easily implied that he could be far stronger and/or physical if necessary. For the purposes of the write-up, the Accountant is very similar to an angel in The Prophecy series such as Gabriel, in that the following is similar:

  • The Accountant is completely immune to normal types of damage, such as toxins, disease, physical damage, energy damage, radiation, aging, and other aspects. In addition, the Accountant doesn't suffer stun effects from normal damage, but can be slammed and even incapacitated. The Accountant can be harmed by mystical means, and usually does not recover lost health when assaulted by such.
  • Omni-Knowledge: Hell's Business: The Accountant is completely aware of the prisoners who have escaped from Hell, although he does not seem to possess knowledge about specifics, thoughts, or purposes. The Accountant also has a running tab of when individuals will be arriving in hell, down to specific dates. The Accountant is considered to have this ability at Un (100).
  • Hypnotic Control: The Accountant can affect hypnotic control over groups and individuals with Rm (30) ability, gaining an additional +1cs for specific effects (such as using human nature among officers of the law to convince them he is a FBI agents).
  • Hell-Sense: The Accountant seems to have the ability to track individuals who have escaped hell or bound for it with Rm (30) ability. The sense works more like the power telelocation, in so far he has a general idea of where an escaped individual is going.
  • Sense Evil: The Accountant can determine a person's nature with a look with Mn (75) ability, and is able to determine how much a person is affected by good/evil.
  • The Coin: The Accountant carries a roman coin that he uses as a prop and can conform to specific items, such as an FBI ID or what have you. The origin of the coin is unknown, but it is suggested that it is either one of the coins used to pay Charon or one of the thirty pieces of silver paid to Judas. The other suggestion is that the coin is the method that the Accountant passes from Hell into Earth.
  • Mystic Sense: The Accountant can sense magic with Rm (30) ability

Contacts:
The Accountant is an employee and confidant of Satan.

Limitations:
Limitations to Authority: the Accountant is limited by the authority and scope of his role. The Accountant cannot for instance take direct action outside of the requisition of the escaped damned, unless assaulted or directly challenged. In addition, the Accountant will not seek to abuse his abilities simply to abuse them, it's against 'the rules'

Completely Dedicated: The Accountant is completely dedicated to his job, which is to maintain order and to retrieve escapees. The Accountant is not above adhering to the exact 'letter of the law', and is not mindless as to simply follow the pursuit of an enemy. The Accountant for instance allowed John Milton to save his granddaughter before being taken back to hell, but made it clear that he would be going back as soon as that was accomplished.

Loyal:The Accountant thinks highly of his boss, and is considered to be loyal.


The God-Killer




The God-Killer is a five barrel gun which was stolen by John Milton from the desk of Satan himself. The weapon is unlike anything seen before it is bone-handled and has only five bullets - It is never said how it can be reloaded, but it as assumed such can be done by higher (or lower) powers. Each bullet has the Latin phrase 'DEUS VELOX NEX' carved into it (God's swift death). During the movie, three shots are fired for certain - One at the Accountant (Which leaves a scar as it misses), one at a flunkie, and one at the main bad guy. A shot from the God-Killer has the following effects:
  • Total Destruction: The God Killer will completely destroy a being with ShZ ability. The target must immediately make a psyche FEAT against that intensity, may not use Karma, and must make a Red to resist its effect. The bullet bypasses normal defenses to rank, and completely eliminates the target through an explosion of mystical energy. Parts of the target may be left, but slight pieces.
  • The God-Killer cannot be fired easily by the living or even the Undead/Damned/Ascended. The God-Killer requires a Psyche of at least Ex (20) to fire. A Living person (Not dead/undead/etc) must have a Psyche of at least Am (50) to remain conscious, or be rendered unconscious for 1-10 rounds. A person with a Psyche below Typ (06) must make an Endurance FEAT or begin the dying process.

Wednesday, August 14, 2013

Frankenstein from Dell Comics.

Dell Comic's Frankenstein






Frankenstein's Monster A.K.A. Adam A.K.A. Frank Stone

F: Rm (30)
A: Ex (20)
S: Am (50)
E: Am (50)
R: Gd (10)
I: Gd (10)
P: Gd (10)

Health: 150
Karma: 30
Popularity: (As Frankenstein's Monster) -20, (As Frankenstein, hero of Metropole City) 30, (As Frank Stone) 10
Resources: In (40)

Talents:
Brawling
Wrestling
Business/Finance

Powers:
Surgical Composite: As a surgical composite, Frankenstein has the following abilities:
  • Body Resistance: Frankenstein has Rm (30) protection vs. Physical attacks, capable of shrugging off small-arms fire and similar physical damage and Ex (20) resistance to energy attacks.
  • Hyper-Leaping: Dell's Frankenstein could leap with Rm (30) ability
  • Invulnerability: it isn't expressly stated, but Dell's Frankenstein seemed immune to aging, disease, toxins, and some poisons.
  • Suspended Animation: Frankenstein could enter long periods of suspended animation, depending on the situation and cause.
  • Charge: Frankenstein could gain a +1cs to attack/damage through charging.
  • Electrical Absorption: Frankenstein could absorb up to Mn (75) electrical energy, using it to revitilize himself and/or restore health.

Contacts:
William - Loyal Butler and associate of Henry Knickerbocker, the millionaire who Frankenstein had saved.
Ms. Ann Thrope - Loyal Girl Friday to Frank Stone/Frankenstein

Limitations:
  • Secret ID: Frankenstein has a secret ID of 'Frank Stone'
  • Hideous Appearance - Frankestein suffers a -1cs reaction bonus when encountered without his mask
  • Unique Features: Frankenstein has green skin (at least in the face), and must conceal this
  • Reputation: Frankenstein has a bad reputation, and will not reveal that he is the actual Frankenstein's Monster.

Yukio from 'The Wolverine'

Yukio


Fighting: Rm (30)
Agility: Rm (30)
Strength: Typical (06)
Endurance: Ex (20)
Reason: Gd (10)
Intuition: In (40)
P: Ex (20)

Health: 86
Karma: 70
Resources: Personal: Typ (06)/Rm (30) as part of the Yashida Group
Popularity: 0

Talents:
Oriental Weapons*
Martial Arts A, B, E
Tumbling
Acrobatics
Multi-Lingual: Japanese, English
Business/Finance
Detective
Sharp Weapons
Knowledge: Pop Culture
Computer Operation and use
Knowledge: House Yashida operations

Powers:
Precognition: Yukio has been shown to be a mutant with precognitive abilities, granting her the following abilities:
  • Death Precognition:  Yukio can see with Rm (30) ability how a person is going to die, often in flashes of images. Yukio's predictions seem to be tied to her emotional connection or involvement with the individual. The closer to the person Yukio predicted with accuracy the deaths of her parents and others she has had an emotional connection to. Yukio cannot control this ability, and must make a Psyche FEAT when she has an image or suffer -1cs to her actions when the situation presents itself.
  • Combat Sense: Yukio seems to possess some sort of extrasensory perceptive abilities which grant her a bonus similar to danger sense in combat. Yukio's ability is more instinctive than actual control, which allows her to use her Intuition score for Fighting and/or Agility FEATS during melee combat.
 Contacts:
Yukio has two major contacts:

James Howlett AKA Logan - Yukio has been  charged as his 'bodyguard' and has developed a deep friendship with him

Mariko Yashida - Raised as an adoptive sister, Yukio is the trusted confidant of the head of the Yashida Corporation

Limitations:
  • Unpredictable Power: As stated before, Yukio's powers can leave her with a penalty for action, but also can occasionally be wrong at times. Regardless whether Yukio's premonitions are accurate or not, Yukio still suffers the penalty for 1d10 rounds when engaged in a situation in which the events of her premonitions might occur.
  • Honor-Bound to Clan Yashida: Yukio was rescued by Clan Yashida, and is bound to their service out of a sense of honor.