TEXT: DRAMATIS PERSONAE
  DRAMATIS PERSONAE
  A COLLECTION OF 15 BACKGROUND CHARACTERS
  A COLLECTION OF 15 BACKGROUND CHARACTERS
  VOLUME #1
  VOLUME #1
  
  In the myriad realms of 
  imagination, there are an 
  infinite number of intriguing 
  characters to be discovered
  DRAMATIS PERSONAE
  DRAMATIS PERSONAE 
  presents 15 of them for use 
  in your gaming adventures
  Volume #1 includes stats, backgrounds, 
  personality profiles, and adventure hooks 
  for 15 anime and manga characters, built 
  up from the race and class templates 
  introduced in BESM Fourth Edition.
  Explore, learn, and connect at
  Explore, learn, and connect at
  BESM4
  BESM4.life
  .life
  ©2020 White Wolf Entertainment AB          info@dyskami.ca          DriveThruRPG PDF Edition
  Written by Peter Flanagan
  BESM and the Tri-Stat System Created and Written by Mark MacKinnon  
  Cover Artwork by Niko Geyer   |  Interior Artwork by Chabibit, Marion Gale Gaelon, Niko Geyer, and Strike Boogie
  No part of this book may be reproduced in part or in whole without written permission from the publisher. All rights reserved.
  DYSKAMI
  Publishing Company
  TRI  STAT
  SYSTEM
  -
  VOLUME #1
  VOLUME #1
  
  DONNA 
  DONNA 
  MARKS
  MARKS
  Race	
  Android	Battle-Maid
  Occupation	
  Bodyguard;	Maid
  Home World	
  Earth	(Prime)
  Habitat	
  Europe,	Earth
  Height	
  175	cm	(5’	9”)
  Mass	
  100	kg	(220	lb)
  DONNA MARKS
  DONNA MARKS
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  5
  10
  Body Stat
  5
  10
  Mind	Stat
  5
  10
  Soul	Stat
  VALUE
  DERIVED VALUE
  6
  Attack	Combat	Value
  6
  Defence	Combat	Value
  100
  Health	Points
  50
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  3
  6
  Armour	(AR	15)
  1
  1
  Attack	Mastery
  1
  2
  Data	Access
  1
  1
  Defence	Mastery
  1
  1
  Features	(Appearance:	Cute;	
  Internal	Computer)
  3
  3
  Heightened	Senses 
  (Hearing,	Smell,	Vision)
  1
  1
  Gear	(First	aid	kit,	multi-tool)
  2
  2
  Jumping
  1	(2)
  10
  Power	Flux:	Skill	Flux	
  (Equipment:	Programmes	+1)
  10	(5)
  20
  Resilient	(Ageing,	Airborne	
  Toxins,	Disease,	Lack	of	Air,	
  Poisons;	All	Complete	-5)
  3
  3
  Skill	Group	(Domestic)
  1
  3
  Superspeed
  1
  4
  Superstrength
  5
  5
  Tough
  RANK
  POINTS
  DEFECT
  2
  -4
  Achilles	Heel	(Electric	attacks)
  1
  -2
  Ism	(Android)
  1
  -1
  Marked	(Production	mark	in	
  small	of	back)
  1
  -1
  Significant	Other	(Daniel)
  2
  -4
  Wanted	(Criminal	empire)
  80
  TOTAL
  PAGE
  PAGE
  1
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Created as the fourth Mark D-One Bodyguard Unit, 
  a wealthy European family commissioned this battle-
  maid to look after their sickly youngest son, Daniel. 
  To the boy’s parents, she was a machine whose only 
  purpose was to keep him safe. To the sheltered Danny, 
  Unit Four was his best friend. Over the years, D-One-
  4’s rudimentary personality matrix grew to become a 
  true self. While protecting her charge from repeated 
  kidnapping attempts by his family’s rivals, D-One-4 
  deduced that his parents were criminal masterminds 
  themselves. In spite of this, she remained loyal to little 
  Daniel.
  Eventually, all children grow up. Daniel left his 
  family and their misdeeds behind, performing one 
  last act before leaving that world behind – he set the 
  android free. Newly declared a citizen with a proper 
  name, even if it was constructed from her model type, 
  Donna wandered from job to job, occasionally checking 
  on her dear friend. It was only when she rescued a girl 
  with magical powers from a spider demon that Donna 
  found purpose once more. Now, she protects heroes, 
  keeping them safe while they defend the Earth from all 
  the horrors it hides.
   
  �  P
   PERSONALITY
  ERSONALITY
  For those who expect an emotionless combat machine 
  or a naive child-puppet, Donna is a revelation. She has 
  been sentient for several years, fighting criminals and 
  monsters while growing up alongside her best friend. 
  Donna is a fierce, passionate woman, equally at home in 
  a library, on a dance floor, or planting her fist in a jerk’s 
  face. Her synthetic nature comes through most in her 
  sense of humour, such as practical jokes like drinking 
  oil through a straw or treating her smartphone like a 
  pet. In other ways, the battle-maid is very human, with 
  a weakness for chocolate, a love of puzzle games, and a 
  tendency to wear her maid outfit whenever feasible.
  Perhaps that last one is just her.
  In spite of her age relative to her sisters, Donna still 
  has a few gaps in her experience. She has yet to go on 
  a date, though not for lack of interest or effort. Her 
  knowledge of music borders on the encyclopaedic, but 
  the last films and shows she saw were during her time 
  as Daniel’s guardian. Most distressing to Donna are her 
  failed efforts to use slang – she is routinely at least a 
  decade behind the times in spite of her best efforts.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  For the most part, Donna is a straightforward battle-
  maid when it comes to her combat abilities. Thanks to 
  her Skill Flux, she is as capable as her duties require. 
  This is also how she knows any dance moves she wishes. 
  Being an early model, Donna must touch any data 
  device with which she wishes to communicate, and is 
  more easily overloaded by electricity than later models. 
  She stays in touch with Daniel, and if he is in danger 
  she will find out. No longer owned by Daniel’s parents, 
  Donna finds herself sought by the family’s rivals for 
  capture and reprogramming. There is nothing she fears 
  more than being turned against those she loves.
  She lost her beam sword years ago in a battle with a 
  crazed giant slime. While Donna can manage without 
  it, she would be grateful to anyone who acquires a 
  replacement for her.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  Measure of a Maid: Daniel’s father tries to reclaim 
  ownership of Donna, insisting that she is a 
  malfunctioning device and not a person. Can the 
  characters protect their friend in an arena where all 
  their combat skills are useless?
   »
  Donna never forgets her friends. When the magical 
  girl she helped is hurt returning the favour, she 
  is prepared to travel the world to see the child’s 
  wound healed. The problem is, the fiends who 
  attacked them are not going to leave them be. The 
  two heroes could use some help.
   »
  A young lady with a crush on Daniel challenges 
  Donna to a dance-off to prove her skill and passion. 
  Donna approves, but cannot help but wonder 
  if it is some kind of trap for him. Her friends are 
  more likely to be concerned for Donna. The lady 
  is sincere, but villains ranging from rival lovers to 
  spider demons come after the duo all the same. Can 
  the characters protect the gentleman in jeopardy 
  and the dancing duo without missing a step?
  “Protection is my function. 
  “Protection is my function. 
  Loyalty is my choice.”
  Loyalty is my choice.”
  PAGE
  PAGE
  2
  
  KURAVEL
  KURAVEL
  Race	
  Archfiend,	Hellspawn
  Occupation	
  CEO;	Syndicate	Leader
  Home World	
  Bazaroth	(Prime)
  Habitat	
  Sea	of	Tears,	Bazaroth
  Height	
  12	m	(39’	4”)
  Mass	
  28	tonnes	(31	tons)
  KURAVEL
  KURAVEL
  Size	Rank	3:	Mammoth
  VALUE
  POINTS
  STAT
  6
  12
  Body Stat
  8
  16
  Mind	Stat
  7
  14
  Soul	Stat
  VALUE
  DERIVED VALUE
  9
  Attack	Combat	Value	(Sword	11;	Ranged	3)
  7
  Defence	Combat	Value	(Sword	9;	Ranged	1)
  105
  Health	Points
  75
  Energy	Points
  5
  Damage	Multiplier	(Soul	Sword	11)
  LEVEL
  POINTS
  ATTRIBUTE
  6
  12
  Armour	(AR	30)
  2
  2
  Attack	Mastery
  2
  2
  Combat	Technique 
  (Brutal,	Lethal	Blow)
  7
  7
  Connected	(Kuravel’s	Domain)
  2
  6
  Conversion
  1
  1
  Features 
  (Eidetic	Memory;	Longevity)
  2	(3)
  6
  Flight	(Spread	+1)
  1
  1
  Melee	Attack	(Swords)
  1
  1
  Melee	Defence	(Swords)
  1	(3)
  5
  Mind	Control	(Narrow	
  Category:	Demons	+2)
  2
  4
  Skill	Group	(Business)
  5
  10
  Skill	Group	(Social)
  3
  3
  Special	Movement	(Fast	3)
  4
  8
  Summon	Creatures	
  (Dimensional	-2;	Narrow	
  Category:	Demons	+2)
  6
  24
  Superstrength
  4
  4
  Tough
  2
  2
  Tunnelling
  3
  3
  Unique	Attribute	(x8	Thrown	
  Weapon	Distance)
  6
  18
  Wealth
  7	(3)
  14
  Weapon:	Soul	Sword	
  (Multidimensional	-1;	Muscle	-1;	
  Penetrating	-1;	Piercing	-1)
  RANK
  POINTS
  DEFECT
  3
  -3
  Inept	Attack	(Ranged)
  3
  -3
  Inept	Defence	(Ranged)
  2
  -2
  Nemesis	(Azok,	rival	Archfiend)
  1
  -1
  Social	Fault	(Smug)
  3
  -6
  Unique	Defect 
  (Big,	Heavy,	and	Obvious)
  160
  TOTAL
  PAGE
  PAGE
  3
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  It takes considerable cunning and hard work for a 
  demon to claw its way up to Archfiend. Kuravel did not 
  have powerful magic, mastery of chaos, or a knack for 
  instilling terror. He did have a gift for knowing what 
  others want, a way with gold, and a mind sharper than 
  a Soul Sword. Instead of cowing other demons into 
  obedience, he won their loyalty by rewarding success. 
  Kuravel punishes failures, of course, but for Bazaroth 
  he is downright merciful. Traitors are the exception. 
  Those, he feeds to the hell drakes.
  Kuravel won the right to an Archfiend’s Soul Sword 
  through the Pilgrimage of Bloods, proving himself more 
  than a scheming courtier. What his rivals never realised 
  was that he had planned to be taken for a weakling, 
  then used the Pilgrimage to prove himself to entire clans 
  of desperate wraiths, Bane-spawn, and spider demons. 
  After winning two death duels, the newly-crowned 
  Archfiend went to work towards his true goal.
  The entire Multiverse knows that the hellspawn 
  plot to claim the power of the Cosmic Web, but few 
  imagine how. The truth is, the demon princes birth 
  many schemes. Kuravel realised that most of them were 
  trying too hard. He did something revolutionary for a 
  hellspawn: he kept his word. Why push others down 
  while they are lifting him up?
   
  �  P
   PERSONALITY
  ERSONALITY
  Kuravel is the most charming Archfiend most 
  characters are likely to meet. If he knows they are 
  coming – and chances are, he will – the hellspawn will 
  have their favourite drinks on hand (not poisoned) 
  and comfortable chairs to negotiate in. His wealth, his 
  influence, his Dominion – they all exist to advance his 
  goals, but they are also goals in themselves. Kuravel does 
  not want to ravage worlds, not when they provide him 
  with armies, riches, agents, delicacies, and brood mates.
  None of this is to say that Kuravel is nice. He might 
  be an ally of good, doubtful though that may seem, but 
  he is always ready to lop off the head of a fool who 
  insults him. When it comes to treachery, well, the hell 
  drakes are always hungry, and he finds it useful for them 
  to owe his Dominion favours. It is simply that he takes 
  more pleasure in his own success than in the suffering 
  of others.
  Regarding his ultimate goal, no one is certain. The 
  simple answer is the throne of the Infernal King, but 
  he has not yet risen to demon prince. More curiously, 
  Kuravel is known to aid heroes against other threats, 
  whether Fusion hunters, Ghoul Pirates, Alliance slavers, 
  or fault zone gangs. It is possible that he does this to 
  undermine rivals, but there is also that Bazaroth legend 
  about the invaders from Beyond. Could it be that he 
  believes they threaten to return?
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  While a mighty warrior, Kuravel is best understood 
  by his Dominion. This mix of trading company and 
  criminal syndicate handles everything from artefact 
  acquisition to assassination. Aiding important beings 
  across the Web has given Kuravel tremendous influence, 
  allowed him to insert agents everywhere, and made him 
  rich beyond reckoning. This has earned him multiple 
  rivals, including a fellow Archfiend who wants him 
  dead, and made him smug enough for it to become a 
  chink in his vaunted social armour.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  Diabolic Mastermind: Kuravel is always up to 
  something. Today, he has sent agents to steal a 
  priceless artefact of power from an ally of the 
  characters. The first agent is not too much trouble, 
  but each succeeding effort is increasingly subtle and 
  well-planned.
   »
  Secret Ally: The characters receive an anonymous 
  offer of help against their most despicable foes, 
  no strings attached. An Archfiend, it turns out, is 
  helping the villains. Now, who would make such 
  an offer?
   »
  Final Boss: It is a classic for a reason. The characters 
  have unravelled a conspiracy of corruption, and 
  Kuravel is at the top. All they have to do now is 
  find him, reach him, and defeat him in battle. He 
  has no intention of making it that simple.
   »
  All of the Above: Kuravel always has a plan. If 
  enemies come after him, he directs them at others 
  who are more immediate threats to their cause. 
  When he can turn one foe on another, he will. Dare 
  the characters bring down the Archfiend when 
  Kuravel’s fall might unleash horrors far worse?
  “Just as planned.”
  “Just as planned.”
  PAGE
  PAGE
  4
  
  IMRAN KASSAR
  IMRAN KASSAR
  Race 
  Human
  Occupation	
  Broker;	Antiques	Dealer
  Home World	
  Earth	(Prime)
  Habitat	
  Tunisia,	Earth
  Height	
  183	cm	(6’	0”)
  Mass	
  75	kg	(165	lb)
  IMRAN KASSAR
  IMRAN KASSAR
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  3
  6
  Body Stat
  4
  8
  Mind	Stat
  5
  10
  Soul	Stat
  VALUE
  DERIVED VALUE
  4
  Attack	Combat	Value	(Melee	2)
  4
  Defence	Combat	Value
  40
  Health	Points
  45
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  4	(5)
  8
  Cognition	(Postcognition;	
  Equipment:	Concerning	Object	
  History	Only	+1)
  2
  2
  Features	(Appearance,	Eidetic	
  Memory,	Lightning	Calculator,	
  Speed	Reading)
  6
  6
  Gear	(Collection)
  1
  1
  Sixth	Sense 
  (Hidden	Object	Features)
  5
  5
  Skill	Group	(Academic)
  5
  10
  Skill	Group	(Business)
  2
  4
  Skill	Group	(Social)
  2
  4
  Skill	Group	(Street)
  2
  4
  Skill	Group	(Technical)
  2
  6
  Wealth
  RANK
  POINTS
  DEFECT
  2
  -4
  Cursed 
  (Dragged	into	adventures	of	
  which	he	wants	no	part)
  1
  -1
  Easily	Distracted	(Unique	and	
  priceless	wonders)
  1
  -2
  Hounded
  1
  -1
  Inept	Attack	(Melee)
  2
  -2
  Magnet
  2
  -4
  Wanted	(Ikarian	Queen	hires	
  kidnappers	to	bring	her	
  “future	husband”	to	her)
  60
  TOTAL
  PAGE
  PAGE
  5
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Imran was born with nothing but pretty eyes, a 
  dazzling smile, and a talent for baubles. With no money 
  and no connections, he should have been doomed to 
  serve others, but Imran refused to let that be his fate. 
  From orphanage to stall, then from village to city, the 
  beautiful boy with the enchanting face pulled himself 
  out of poverty, then into comfort, at last to wealth and 
  success. Sure, he always has a train of admirers and a 
  spiteful mob of paparazzi, but it is a price Imran was 
  willing to pay. He wishes his quest had ended there.
  From the moment he touched the Thorned Rod of 
  Antaris, Kassar was doomed to adventure and danger. 
  It was one thing to help the idol singer put together 
  her specialised sound system or find spare parts for 
  the car-obsessed hot rod. Now he is helping almond-
  eyed aliens collect priceless crystals for their flying 
  saucers, kid angels hunt down the plants they need to 
  stop a demonic plague, and a foreign queen steal back 
  the magic gem that protects her kingdom. On top of 
  everything else, the queen demanded that she “reward” 
  Imran with a royal wedding! He almost misses being 
  poor. Then the next amazing customer walks through 
  his door. Ah, if only he were not so clever, handsome, 
  and noble.
   
  �  P
   PERSONALITY
  ERSONALITY
  Imran might think highly of himself, but he is not 
  wrong about the basics. He is a capable man with an 
  incredible talent. For all that he wants nothing to do 
  with those disturbing, uncomfortable adventure things, 
  Kassar cannot turn down someone in need, especially 
  if they can afford his services. He even helps those with 
  noble causes but without money, though he swears 
  charity cases to secrecy. If everyone knew he was a soft 
  touch, he would go out of business.
  His problem is, Imran really is not the adventuring 
  sort. He is happy running his brokerage, letting 
  the wealth come to him, and taking his pick of the 
  beauties who throw themselves his way. While not truly 
  squeamish, he has trouble striking foes in a brawl. Close-
  quarters combat is a good way to ruin his exquisite 
  features, after all. Imran just knows his limitations, and 
  he is a lover, not a fighter. That does not make him 
  useless when confronted by rivals, but it does mean that 
  he prefers to talk his way out of trouble. He is even 
  willing to come to an arrangement with that gorgeous 
  queen, but he values his freedom too highly to give it up 
  for anything, even a crown.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Imran is designed to do a few things with phenomenal 
  skill, and not much else. He can potentially handle your 
  average goon in a gunfight, but he is much better at 
  helping figure out what the strange glowing object does 
  or bargaining his way out of trouble.
  His Curse is at the heart of most of his problems. 
  No matter how he tries to stay out of trouble, someone 
  will pull him in. Whether facing the scandal jockeys 
  hounding him with false accusations, one of the many-
  gendered beauties drawn to him and his madhouse life, 
  or the sorceress-queen distressing him yet again, Imran 
  is certain to need help out of his latest dilemma. He is 
  a hero’s nightmare, but a schemer’s dream come true.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  The characters have a mysterious artefact that 
  might be a powerful villain’s downfall – or just a 
  museum piece. Imran can tell them, but after his 
  experience with the Thorned Rod, he is reluctant 
  to get involved with more dark magic. Now, if they 
  just do him one little favour….
   »
  The characters come across Imran being kidnapped 
  again. This time, it does not look like his stalker 
  queen. Has she hired mercenaries from another 
  reality, or is something more sinister going on? 
  Imran knows about quite a few priceless wonders, 
  after all.
   »
  What happened to the Thorned Rod of Antaris? 
  Imran refuses to speak of it at first. When the 
  characters threaten or plead with him, he explains 
  that he and his sister buried it deep in a mountain 
  cave, sealed in a box of iron and lead. When the 
  characters find the box, it is open and empty.
  “For you, my friend, I can – 
  “For you, my friend, I can – 
  oh no, not again!”
  oh no, not again!”
  PAGE
  PAGE
  6
  
  TESILI OF 
  TESILI OF 
  ANANDRIEL
  ANANDRIEL
  Race	
  Dark	Elf
  Occupation	
  Healer
  Home World	
  Ikaris	(Prime)
  Habitat	
  Shards	of	Azar,	Ikaris
  Height	
  175	cm	(5’	9”)
  Mass	
  58	kg	(128	lb)
  TESILI OF ANANDRIEL
  TESILI OF ANANDRIEL
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  4
  8
  Body Stat
  6
  12
  Mind	Stat
  5
  10
  Soul	Stat
  VALUE
  DERIVED VALUE
  5
  Attack	Combat	Value
  5
  Defence	Combat	Value
  45
  Health	Points
  55
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  1
  1
  Control	Environment	
  (Darkness)
  1
  1
  Heightened	Awareness
  3
  3
  Mind	Shield
  2
  4
  Resilient	(Ageing,	Poisons)
  3
  3
  Skill	Group 
  (Occupation:	Healer)
  1
  2
  Skill	Group	(Street)
  2
  2
  Supersense 
  (Dark	Vision,	Magic)
  5	(2)
  10
  Unaffected	(Source:	Magic; 
  All	Attributes	-3)
  RANK
  POINTS
  DEFECT
  2
  -4
  Ism	(Surface	Dark	Elf)
  1
  -1
  Nemesis 
  (Dark	Elf	huntress	trying	to	
  drag	her	back	“home”)
  1
  -3
  Sensory	Impairment
  2
  -2
  Social	Fault 
  (Healer’s	code;	sharp-tongued)
  3
  -6
  Wanted	(Azar	Legate’s	bounty)
  40
  TOTAL
  PAGE
  PAGE
  7
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Devotion to a code and a fierce temper are a 
  dangerous mix among any peoples. For a dark elf, the 
  combination borders on the suicidal. Tesili was once 
  a healer among the Anandriel, distant cousin to the 
  deadly princess Leylia. That protected her for a time, 
  but it was not enough to save her when she insulted 
  a patient’s wisdom, eyesight, and manhood, and that 
  patient turned out to be a rival prince. She fled to the 
  surface just ahead of the huntress charged with returning 
  Tesili to her duties short one troublesome tongue.
  The Shards of Azar were no easier to endure. Cursed 
  sunlight nearly blinds her by day, and humans have 
  stigmatised those who work by night. That stigma makes 
  most of her human colleagues no more trustworthy 
  than her kin. Most seem to expect any dark elf to be a 
  deadly spell-sword, quick to call on blade or curse. Tesili 
  just wants to care for the sick and injured, but when 
  she cured a Legate’s daughter of a surface worm-rot, he 
  tried to keep her in his service. Tesili had no intention 
  of being treated like a prized horse, and when the Legate 
  grew insistent, she ensured that the daughter she had 
  saved would be his last. Now she is on the run from 
  elves and humans alike.
   
  �  P
   PERSONALITY
  ERSONALITY
  Tesili does not suffer fools, but she would rather cut 
  off her fingers than abandon a patient. That dichotomy 
  has made a pig’s trough of her life more than once, and 
  now she seemingly is on the run from half of Ikaris. For 
  all that, Tesili is a good woman with a noble spirit. She 
  can be quite charming when the mood suits her, and in 
  spite of her troubles, she remains a loyal ally in return 
  for fair treatment.
  The problem is, it has been a long time since anyone 
  treated her fairly. She helps people and runs because 
  after everything that has happened it is all she knows. 
  Tesili is tired. She is well aware of her flaws, but it only 
  takes a single moment of weakness for her words to 
  turn a grateful patient into a vengeful creep. With the 
  world turning against her, she wonders if perhaps her 
  kin are right. Maybe there is no point in kindness and 
  generosity. It would be so much easier if she were as 
  mercenary as everyone else she has known. Darkness is 
  not evil, but there are things in the shadows that would 
  welcome her if she would just embrace them in kind.
  Tesili could really use some friends.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  For the most part, Tesili is a straightforward 
  character based around a skill and a fatal flaw. She is 
  a gifted healer on the run from powerful foes. It may 
  seem odd at first glance that she is still alive and free. 
  Her core dark elf abilities, however, grant her serious 
  advantages in stealth when she has to run. Between her 
  influence over darkness and her Dark Vision, she can 
  blind those chasing her while improving her perception. 
  Her Street-based Skill Group also aids in urban stealth, 
  while ensuring she can find at least a few contacts who 
  will not sell her out before she disappears. With her 
  Mind Shield and Unaffected, Tesili becomes nearly 
  impossible to find with magic.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  One of the character’s Companions or Significant 
  Others suffers from an affliction that resists magical 
  healing. Tesili might be able to help, but the 
  characters would have to find her while she flees 
  the Legate and House Anandriel – without leading 
  them to her.
   »
  The characters are minding their own business 
  when a dark elf throws a human twice her size 
  through a door they are heading toward. It turns 
  out she helped the man’s brother, then called him 
  a fool for getting said brother in trouble in the first 
  place. Aiding her will earn Tesili’s gratitude.
   »
  Once the characters know Tesili, at least one of 
  those hunting her will seek them out. It would be 
  easy enough to point them towards the renegade 
  healer. A cruel force in the darkness waits for that 
  exact moment. Can they break Tesili’s tragic cycle 
  and thwart a hidden menace in the process?
  “If you think me a villain, 
  “If you think me a villain, 
  you are too great a fool to 
  you are too great a fool to 
  understand either darkness 
  understand either darkness 
  or elves.”
  or elves.”
  PAGE
  PAGE
  8
  
  NAUDILA 
  NAUDILA 
  ANNIRE
  ANNIRE
  Race	
  High	Elf
  Occupation	
  Exorcist
  Home World	
  Velandri	(Beyonder)
  Habitat	
  Olorides,	Velandri
  Height	
  160	cm	(5’	3”)
  Mass	
  55	kg	(121	lb)
  NAUDILA ANNIRE
  NAUDILA ANNIRE
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  4
  8
  Body Stat
  4
  8
  Mind	Stat
  7
  14
  Soul	Stat
  VALUE
  DERIVED VALUE
  5
  Attack	Combat	Value
  5
  Defence	Combat	Value
  55
  Health	Points
  115
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  1
  1
  Combat	Technique 
  (Judge	Opponent)
  3
  3
  Connected	(Exorcist	
  Organisation:	The	Silver	Scrolls)
  6
  6
  Energised
  5	(6)
  5
  Exorcism	(Area	-1;	Targets	-3; 
  Activation	+2;	Backlash:	
  Becomes	Possessed	+1;	
  Deplete	+1)
  1
  1
  Features 
  (Appearance,	Longevity)
  1
  1
  Healing
  2
  2
  Mind	Shield
  1
  1
  Sixth	Sense	(Spirits)
  4
  4
  Skill	Group	(Academic)
  2
  6
  Skill	Group	(Detective)
  2
  4
  Skill	Group	(Street)
  3
  6
  Unaffected	(Source:	Demonic	
  Magic;	Mind	Control)
  4	(-1)
  8
  Weapon:	Soul	Blast 
  (Drain:	Soul	-3;	Psychic	-4;	
  Exclusive:	Demons	+2)
  RANK
  POINTS
  DEFECT
  1
  -1
  Marked 
  (Demonic	scar	on	left	thigh)
  1
  -1
  Nightmares	(Demon	Attacks)
  1
  -1
  Social	Fault	(Perfectionist)
  1
  -3
  Special	Requirement	(herbs)
  1
  -2
  Wanted	(Demons)
  70
  TOTAL
  PAGE
  PAGE
  9
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Like many elves across the Multiverse, Naudila 
  was born with an innate sense of mystic forces to go 
  with her millennia-long life span. At the tender age of 
  40, Annire’s life diverged from that of her peers when 
  chaos demons overran her world. Most retreated to 
  the woodlands, employing their magic from afar, but 
  Naudila could not look away from the invaders’ cruelty. 
  When the demons attacked with possessed humans, the 
  young scholar taught herself to liberate them. After a 
  freed knight died from their wounds, Naudila added 
  healing magic to her arts.
  It took a mere decade for the natives to purge their 
  reality of the demons, but the retreating invaders fled 
  to worlds in other dimensions. Sensing the monsters 
  riding victims from these other worlds, the elf gave 
  chase, following the ephemeral horrors through a portal 
  to stop them. For a human, it might have felt like 
  the end of her life. To Naudila, it was the beginning 
  of the greatest adventure she could imagine. She has 
  fought tyrants on Ikaris, expelled parasites across Enid, 
  befriended a magical girl on Earth, watched plasma 
  birds soar from a ship above Cathedral, and taken a 
  vacation on Aradia that ended with fighting a sentient 
  disease. She cannot wait to see what happens next.
   
  �  P
   PERSONALITY
  ERSONALITY
  Now a proper adult, Naudila has settled into a 
  routine of individual exorcism, Silver Scrolls opposition 
  to Bazaroth invasion, and return to her home reality 
  to recover. She still loves the adventure and the rush of 
  heroism; as Naudila matures, she becomes more serious 
  and intellectual. The heroine is already a living library, 
  focusing on the challenging work of tracking demons 
  than mere banishment. Her bond with the Silver Scrolls 
  – an interdimensional exorcist guild – becomes more 
  important with each decade, and her connections with 
  them have proven invaluable in her travels.
  To the surprise of casual allies, Annire has a life 
  beyond demon hunting. She reads with the passion of 
  a starving elf at a banquet, the source of her vast body 
  of academic knowledge. Her comfort with the seedier 
  parts of society extends beyond her work. Naudila is 
  equally at ease in a back-alley tavern and at a meeting 
  of her peers. She is also a shameless flirt, proud of her 
  elven beauty, but is quick to verbally eviscerate anyone 
  who takes her interest for granted and without consent. 
  Her humour leans towards the dry, which is something 
  she holds to in the most bizarre situations.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  In most ways, Naudila is a traditional exorcist. 
  Her elven heritage comes through in her beauty and 
  longevity, while her healing magic and spirit sense prove 
  her a capable member of her organisation. Conversely, 
  her Marked and Special Requirement flaws are two of 
  the prices she has paid for her decades of conflict with 
  the demon hordes. Without regular doses of common 
  healing herbs, Annire will weaken, and her enemies will 
  find it easier to trace her across realities. The memory 
  of the knight she failed still haunts her, and for all her 
  charm Naudila’s perfectionist drive can rankle her allies 
  even while it pushes her to be the best.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  A friend of the characters has been possessed by a 
  cruel parasite, and they need help to banish it. The 
  Scrolls send them to Naudila, but she is already 
  hunting another victim of mind control. Just 
  when they catch up, a pickpocket steals the last 
  of Naudila’s herbs. Once they corner the thief, it 
  turns out they are also possessed – and they brought 
  friends. It’s going to be one of those days.
   »
  A chaos demon inhabits the innocent son of a crime 
  boss, resulting in a twisted family reunion. Naudila 
  asks the characters for help to get past the three 
  dozen syndicate soldiers, two parents in denial, and 
  one implacable android battle-maid.
   »
  The characters find their day interrupted when 
  Naudila rushes past them, only to discover that 
  chasing her is – Naudila? One of them is the heroic 
  exorcist. The other is a demon sorcerer inside a 
  shapechanger. Naudila One claims she was fleeing 
  a kidnapping. Naudila Two says she is trying to 
  free the shapechanger. Both have implacable mind 
  shields.
  “Yes, he really is possessed. 
  “Yes, he really is possessed. 
  No, he’s not going to do 
  No, he’s not going to do 
  the ‘head-spinning thing’.”
  the ‘head-spinning thing’.”
  PAGE
  PAGE
  10
  10
  
  BLOSSOM 
  BLOSSOM 
  ARENDEL
  ARENDEL
  Race 
  Fairy
  Occupation	
  Sidekick;	Mentor
  Home World	
  Aradia	(Prime)
  Habitat	
  Japan,	Earth
  Height	
  14	cm	(5.5”)
  Mass	
  95	g	(3.4	oz)
  BLOSSOM ARENDEL
  BLOSSOM ARENDEL
  Size	Rank	-3:	Diminutive
  VALUE
  POINTS
  STAT
  5
  10
  Body Stat
  5
  10
  Mind	Stat
  8
  16
  Soul	Stat
  VALUE
  DERIVED VALUE
  6
  Attack	Combat	Value	(Ranged	12)
  6
  Defence	Combat	Value	(Ranged	12)
  45
  Health	Points
  65
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  1
  1
  Control	Environment	(Lights)
  1
  10
  Dynamic	Powers 
  (Primal:	Magic	-2;	Activation	+1;	
  Unpredictable	+1)
  2
  2
  Features	(Appearance:	Cute,	
  Direction	Sense,	Mimic	Sound,	
  Perfect	Pitch,	Scentless)
  2
  6
  Flight
  2
  2
  Heightened	Senses 
  (Smell,	Touch)
  1
  3
  Projection
  3
  3
  Ranged	Attack	(All)
  3
  3
  Ranged	Defence	(All)
  3
  3
  Skill	Group	(Artistic)
  3
  6
  Unique	Attribute 
  (Small,	Light,	and	Unobtrusive)
  RANK
  POINTS
  DEFECT
  -2
  -2
  Fragile
  1
  -1
  Phobia	(Captivity)
  3
  -6
  Unique	Defect 
  (-30	Strength	Damage)
  3
  -18
  Unique	Defect 
  (Lifting	Capacity	÷100)
  3
  -3
  Unique	Defect 
  (÷8	Running	Speed)
  3
  -12
  Unique	Defect	(Suffers	30	
  Extra	Damage	from	all	Attacks)
  3
  -3
  Unique	Defect	(÷8	Thrown	
  Weapon	Distance)
  30
  TOTAL
  PAGE
  PAGE
  11
  11
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Blossom was born on Aradia, well after the Bane 
  consumed Arcadia, and grew up with little thought of 
  fear or need. She was less mischievous than her peers, 
  though flightier in her youth, given to darting off and 
  exploring on a whim. Her last such misadventure left 
  her cocooned in Wormwood, her terrified screams 
  reduced to muffled whimpers while her spider demon 
  captor waffled between “battery” and “delicacy” for her 
  fate.
  Fate chose a kinder future for young Arendel. 
  Her natural gift for magic combined with her sheer 
  desperation, and she transported herself to the nightstand 
  of a kind Earth girl. Once the human had set Blossom 
  free, the fairy’s burst of gratitude transformed the child 
  into a magical hero. It also turned the nightstand into 
  a cat made of wood. Neither feline nor fairy has been 
  fond of the other since.
  While Blossom can return home, she feels responsible 
  for her accidental charge. Between her unpredictable 
  magic and her friend’s untiring heroism, the young 
  fairy is forever at her wit’s end. Determination, luck, 
  and charm keep Arendel going, but it would be nice if 
  she was not trying to keep a mortal child alive with wild 
  glamour.
   
  �  P
   PERSONALITY
  ERSONALITY
  Imagine being a teenager made of glass trying to 
  babysit a hyperkinetic child with magic powers. If 
  Blossom were less responsible, she could just leave – but 
  it is not in her nature. She is stressed out, exhausted, 
  and terrified for her fearless friend. On the other hand, 
  Arendel has found considerable solace in embracing her 
  inner fairy mischief-maker. She plays pranks on school 
  bullies, terrorises the girl’s villainous enemies, and trains 
  the child with constant “surprise attacks” that do no 
  harm but point out her limitations. Blossom draws the 
  line at cruelty, never inflicting more than the dose of 
  humility her target needs or deserves.
  She does not temper her love of magic as much as 
  she should, given its flaws. Blossom employs her fairy 
  powers at every opportunity, and while she is both lucky 
  and skilled, they eventually backfire. While Arendel is 
  well aware of her limits, and that her fantastic escape 
  and subsequent empowerment were far beyond her 
  current abilities, she still has trouble resisting the lure 
  of “one more spell” – unless she has an excuse to sing. 
  Blossom’s love of music equals her passion for wizardry, 
  and it can make her voice a powerful force on its own.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Beyond her natural fairy powers, Blossom has three 
  notable traits: her Dynamic Magic, her Artistic Skill, 
  and her Phobia. Spending several hours being the 
  helpless plaything of a demon scarred the once-innocent 
  fairy, and now she fears that she will not escape a second 
  capture. In spite of her fear, she does not restrict her 
  Dynamic Powers to self-defence. Her standard tactic is 
  to put one level in Force Field and the other in Inspire. 
  If her friend is hurt, Blossom’s first action is to attempt 
  to switch one level to Healing. Her Activation roll is 
  based on her Soul Stat, meaning she usually succeeds, 
  but Blossom’s failures range from hilarious to dangerous. 
  She can also use her Artistic Skill with her Projection. 
  While this does not make them more realistic, Blossom 
  can literally become a one-woman band, making her a 
  spectacular distraction at need.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  After driving off a parasite with a show-stopper of a 
  song, an agent approaches Blossom with an offer to 
  represent her. Is Miss Arendel about to become the 
  first fairy idol, or are more sinister forces at work?
   »
  Blossom’s most spectacular magical failure to date 
  leaves the local park sprouting fairy flowers the 
  size of palm trees. It seems harmless, if outrageous, 
  at first. Then the Wormwood Blight turns one of 
  the flowers into a Venus Fly-Trap capable of eating 
  horses, and it stops being funny. How did the Bane 
  infect the plant from a world away … and is it 
  contagious?
   »
  After another epic magical success, Blossom finds 
  herself watching over not one magical girl, but an 
  entire team of them! Is this where an epic tale of 
  adventure and heroism begins, or is the young fairy 
  even more in over her head? Either way, she could 
  use some help with these kids.
  “It’s not my fault! I think.”
  “It’s not my fault! I think.”
  PAGE
  PAGE
  12
  12
  
  CORA CRUX
  CORA CRUX
  Race	
  Giant	Living	Robot
  Occupation	
  Freedom	Fighter
  Home World	
  Coventry	Seven	(Beyonder)
  Habitat	
  Vanguard	(Spaceship)
  Height	
  7	m	(23”)
  Mass	
  7	tonnes	(7.7	tons)
  CORA CRUX
  CORA CRUX
  Size	Rank	2:	Huge
  VALUE
  POINTS
  STAT
  7
  14
  Body Stat
  9
  18
  Mind	Stat
  8
  16
  Soul	Stat
  VALUE
  DERIVED VALUE
  8
  Attack	Combat	Value	(Ranged	4)
  8
  Defence	Combat	Value	(Ranged	4)
  115
  Health	Points
  85
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  4
  8
  Armour	(AR	20)
  2
  2
  Capacity	(Cargo)
  2
  2
  Combat	Technique 
  (Brutal,	Lethal	Blow)
  4
  4
  Gear	(Tools	and	Computers)
  3
  3
  Heightened	Senses 
  (Hearing,	Smell,	Vision)
  2
  2
  Inspire
  20
  Item	(Matrix	Gauntlet:	Power	
  Flux	Level	4	(3)	–	Major	
  Category	[Weapons	and	
  Shields]	-1;	40	Points)
  3
  3
  Jumping
  5
  5
  Mind	Shield
  1
  5
  Regeneration
  10	(5)
  20
  Resilient	(Ageing,	Airborne	
  Toxins,	Disease,	Lack	of	Air,	
  Poisons;	All	Complete	-5)
  1
  1
  Skill	Group 
  (Occupation:	Architect)
  2
  6
  Skill	Group	(Military)
  2
  2
  Special	Movement	(Fast	2)
  4
  16
  Superstrength
  4
  4
  Tough
  2
  2
  Unique	Attribute 
  (x4	Thrown	Weapon	Distance)
  RANK
  POINTS
  DEFECT
  2
  -2
  Inept	Attack	(Ranged)
  2
  -2
  Inept	Defence	(Ranged)
  1
  -2
  Ism	(Non-Human)
  2
  -2
  Nemesis	(Damon	Crux,	Cora’s	
  assembly-brother)
  1
  -1
  Social	Fault	(Honour	Code)
  2
  -4
  Unique	Defect 
  (Big,	Heavy,	and	Obvious)
  140
  TOTAL
  PAGE
  PAGE
  13
  13
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Adaptive Combat Engines were created to dominate 
  battlefields. Designed to inspire, plan, and lead, Crux 
  units knew how to lead the robot ACE army from 
  their moment of production. Within weeks of coming 
  online, the first four Crux robots realised their entire 
  species was disposable. Named Alpha, Bravo, Charlie, 
  and Delta in dismissive disregard, they analysed their 
  creators, learned that they were the dread tyrant 
  engineers known as humans, and overthrew them. 
  Alpha and Bravo perished in the uprising, making 
  Charlie and Delta the leaders of their new home. 
  Renaming themselves Cora and Damon, the shield and 
  sword of ACE society, they dedicated themselves to the 
  preservation and development of their people.
  When more humans arrived to check on the planet, 
  the ACEs learned that their creators were criminals who 
  had slain their captors, turning a penal colony into a 
  war machine. Cora welcomed these friendly humans, 
  eager to make peace. Damon slaughtered all but three, 
  determined to protect the ACE civilisation. Sister fought 
  brother to protect the survivors, fleeing with them and a 
  handful of ACEs who agreed with her. Since then, Cora 
  has protected all threatened by oppression and bigotry, 
  though she fights no villain more often than her beloved 
  brother, each determined to stop – and save – the other.
   
  �  P
   PERSONALITY
  ERSONALITY
  Cora is everyone’s mother, aunt, or champion. 
  No one knows how a machine designed to kill her 
  creator’s enemies became so benevolent. It is possible 
  that becoming a protector of her people caused her 
  heuristics to associate kindness with efficiency. However 
  it happened, Cora is a serious, dedicated guardian of the 
  innocent, devoted to liberty and justice. She looks out 
  for her ACE crew, opposes cruelty wherever she finds 
  it, and keeps her word unless tricked into permitting 
  injustice. Cora always warns those with which she 
  bargains of this exception.
  Though she can appear to lack interests of her own, 
  the ACE leader is more than the sum of her duties. Her 
  passion for architecture extends beyond fortifications, 
  for example. Cora does not just want to save people, she 
  wants to literally help build the future they share. She 
  uses her ability to Inspire at peace talks and construction 
  sites as readily as in battle. Cora is also curious about 
  why she identifies with a gender, which has led her to 
  study philosophy and metaphysics.
  For all her peace-time interests, Cora is always ready 
  for battle. She prefers to configure her Matrix Gauntlet 
  for non-lethal options, but she was built for war. If she 
  can find no other way, Cora will strike down the cruel 
  to save those who are kind, and torment herself for it 
  later.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  From a design perspective, Cora is a straightforward 
  war machine. She is a highly capable combatant with 
  formidable Stat ratings and a handful of quirks. The 
  primary wrinkle in her design is the Matrix Gauntlet. 
  It can only become variations of the Weapon Attribute, 
  and it always has a technological form. It can never 
  apply a limiter that would use up the Gauntlet itself, 
  such as Alt-Munition, Ammo, Charges, Consumable, 
  or Unreliable, though it can apply Deplete to draw on 
  its wielder’s energy. What it can do remains enough 
  to make it one of the most prized weapons in the 
  Multiverse.
  Damon’s Attributes are nearly identical to Cora’s. 
  Replace the Occupation Skill Group with Artistic, 
  change his Social Fault to bigoted towards humans, and 
  Cora is his Nemesis. In spite of each being the other’s 
  Nemesis, they still love each other as siblings, so they 
  never fight to the death.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  ACE invasion: Damon Crux arrives with his army 
  to crush humanity. The characters need backup, but 
  Cora is up to her optics fighting Haud conquerors. 
  If they help her, she can help them.
   »
  A giant, intelligent monster is after Cora’s Matrix 
  Gauntlet. When the characters witness the brutal 
  assault, they should want to intervene, if only to 
  keep the Gauntlet away from such a horror.
   »
  Human tyrants take an interest in ACE design, 
  hoping to replace their lesser mecha with something 
  more potent. The adventure may begin with the 
  characters allying with Cora to defend her people, 
  but when Damon finds out about the vile plot, the 
  allies may end up having to protect the humans 
  instead.
  “These are my three laws, 
  “These are my three laws, 
  villain – truth, justice, and 
  villain – truth, justice, and 
  freedom!”
  freedom!”
  PAGE
  PAGE
  14
  14
  
  ROBIN 
  ROBIN 
  SERRANO
  SERRANO
  Race	
  Homo	Psyche	(Human)
  Occupation	
  Engineer;	Resistance	Agent
  Home World	
  Enid	(Prime)
  Habitat	
  Tavarre,	Enid
  Height	
  188	cm	(6’	2”)
  Mass	
  65	kg	(143	lb)
  ROBIN SERRANO
  ROBIN SERRANO
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  4
  8
  Body Stat
  10
  20
  Mind	Stat
  7
  14
  Soul	Stat
  VALUE
  DERIVED VALUE
  8
  Attack	Combat	Value
  8
  Defence	Combat	Value
  55
  Health	Points
  145
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  1
  1
  Attack	Mastery
  2
  2
  Control	Environment 
  (Cold,	Heat)
  5
  50
  Dynamic	Powers:	High	Esper	
  (Primal:	Psychic/Esper	-2;	
  Backlash	+1;	Detectable:	
  Psionic	and	Spiritual	+1)
  6
  6
  Energised
  1
  1
  Features 
  (Appearance,	Sexual	Duality)
  1	(2)
  3
  Flight	(Potent	-1;	
  Concentration	+1;	Deplete	+1)
  1	(2)
  1
  Healing	(Potent	-1;	
  Concentration	+1;	Deplete	+1)
  3
  3
  Skill	Group	(Artistic)
  3
  6
  Skill	Group	(Technical)
  1	(2)
  2
  Sixth	Sense	(Emotions,	
  Psionics;	Deplete	+1)
  1	(3)
  4
  Telekinesis 
  (Concentration	+1;	Deplete	+1)
  1	(4)
  3
  Telepathy	(Concentration	+1;	
  Deplete	+1;	Unpredictable	+1)
  6	(4)
  12
  Unaffected	(Source:	Psionics;	
  All	Attributes	-3;	Deplete	+1)
  RANK
  POINTS
  DEFECT
  1
  -2
  Ism	(Homo	Psyche)
  1
  -1
  Nemesis	(White	Hammer,	
  Global	Alliance	pilot)
  3
  -3
  Nightmares 
  (Psycho-pod	captivity)
  2
  -2
  Phobia	(Claustrophobia)
  1
  -1
  Significant	Other	(Violet	
  Dewer,	Neo-Logos	heroine)
  1
  -1
  Social	Fault	(Anxious)
  3
  -6
  Wanted	(Global	Alliance)
  120
  TOTAL
  PAGE
  PAGE
  15
  15
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Once, Robin was a kind, friendly child with 
  immeasurable psychic potential. Their smile gleamed 
  like a star, comforting all around them. Able to perform 
  countless feats of telepathic and psychokinetic mastery 
  from youth, Robin used these phenomenal gifts to help, 
  entertain, and protect those they loved. Able to change 
  genders at will, they played happily as a boy or girl to 
  suit those around them. Their best friend was another 
  psychic, Violet Dewer, whose shy demeanour belied an 
  unbreakable spirit.
  Robin is from Tavarre, the nation caught between 
  LOA and the Global Alliance. They were 15 when the 
  war broke out. The Alliance captured Robin and Violet, 
  then subjected them and other psychic prisoners to 
  monstrous experiments. When Robin broke free and 
  teleported their friends to safety, their Alliance captors 
  lashed out in response, viciously sealing the youth in a 
  psycho-pod.
  The Alliance kept Robin in their pod for two years. 
  The gifted psychic became the engine of the Alliance’s 
  greatest psycho-slaves, wielded by their most capable 
  pilots. Violet never forgot the noble heart who saved 
  everyone she loved, and after becoming a psycho-frame 
  ace, rescued Robin a few months ago. Friendship might 
  grow into love, but the fearless Robin Serrano is gone. 
  In their place is a ragged remnant of a hero, a fractured 
  and furious demigod who means to see all who enslave 
  others pay.
   
  �  P
   PERSONALITY
  ERSONALITY
  Robin is a nigh-omnipotent force of nature driven 
  by their neuroses, even while those same Defects hold 
  them back. Their High Esper Attribute lets them go 
  almost anywhere, but they prefer to defend Neo-Logos 
  and the states caught between the warring superpowers. 
  While none of their Defects are true obstacles in 
  remaining noble, the ongoing pain, grief, and fear for 
  both themselves and others drive them to protect all 
  gifted folk – and destroy those who hate them. Yes, 
  Robin is still a hero, but they need time and compassion 
  to heal. If they are subject to further neglect, abuse, and 
  cruelty, they might give in to vengeance. All of Enid 
  would tremble at their wrath.
  For all they have suffered, Robin’s love for life 
  remains, as does their passion for psychic potential. 
  They love to fly and make objects dance with a 
  thought. Robin works to heal the minds and hearts 
  of others. They revel in being one with the Eternal 
  Storm. They take joy in art and song, engineering and 
  programming. Always humble, Robin does not quite 
  realise how brilliant they are. They love Violet with an 
  all-consuming devotion, but would rather die than hurt 
  her. Terrified that their growing madness will claim her, 
  they keep their distance, denying a love that could save 
  them both.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Robin can do nearly anything with their “High 
  Esper” Dynamic Powers, so long as it can be justified 
  with a psionic stunt. They can even boost their existing 
  psychic powers, though combining Attributes applies 
  both sets of Limiters to them. Robin’s Body Stat is low 
  due to their years of immobility, but they compensate 
  with a sharp Mind and unbroken Soul.
  The Backlash represents flashbacks to Robin’s 
  captivity, which can result in a minor obstacle if they 
  were doing well, or a major one if dealing with their 
  Nightmare or Phobia Defects. Robin’s Detectable 
  Limiter explicitly includes Global Alliance psi-tech, 
  which contributes to their Wanted rating. White 
  Hammer is an elite Alliance pilot who wants Robin 
  back in her psycho-slave. Violet is a hero in her own 
  right, and when Robin needs to help her, it is because 
  she got in over her head rescuing them.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  Robin interrupts the characters’ travels with a 
  ferocious rampage, striking at those the psychic 
  deems evil. Have they gone mad, is Robin right, or 
  does some other villain manipulate them from the 
  shadows?
   »
  A character with a broken Item finds that normal 
  repair options are not enough. Robin Serrano can 
  fix anything between their powers and genius, but 
  they want help against White Hammer for their 
  services.
   »
  Violet aids the characters in battle, befriending one 
  of them in the process. Robin would never target 
  someone out of envy, but they are jealous. Are the 
  characters brave enough to insert themselves into 
  that most perilous of domains, romance?
  “I can and will make you stop 
  “I can and will make you stop 
  if I have to!”
  if I have to!”
  PAGE
  PAGE
  16
  16
  
  SHIZUKA 
  SHIZUKA 
  MOTO
  MOTO
  Race	
  Kodama
  Occupation	
  Caregiver
  Home World	
  Cathedral	(Prime)
  Habitat	
  Lustrum	Megaforest,	Cathedral
  Height	
  33	cm	(1’	1”)
  Mass	
  1.4	kg	(3	lb)
  SHIZUKA MOTO
  SHIZUKA MOTO
  Size	Rank	-2:	Tiny
  VALUE
  POINTS
  STAT
  3
  6
  Body Stat
  4
  8
  Mind	Stat
  5
  10
  Soul	Stat
  VALUE
  DERIVED VALUE
  4
  Attack	Combat	Value	(Ranged	8)
  4
  Defence	Combat	Value	(Ranged	8)
  40
  Health	Points
  45
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  6	(5)
  18
  Change	State	(Quick	Change	-1)
  1	(2)
  2
  Cognition	(Postcognition;	
  Environmental:	Nature	+1)
  2
  4
  Data	Access	(Nature)
  2
  2
  Exorcism
  1
  4
  Force	Field
  1
  1
  Healing
  3
  3
  Plant	Control
  2
  2
  Ranged	Attack
  2
  2
  Ranged	Defence
  1
  1
  Skill	Group	(Domestic)
  2
  4
  Summon	Creatures
  1	(2)
  3
  Telepathy	(Broad:	Non-
  Sentient	Animals	+1)
  2
  4
  Unique	Attribute 
  (Small,	Light,	and	Unobtrusive)
  RANK
  POINTS
  DEFECT
  2
  -2
  Marked	(Multiple	head	scars)
  1
  -3
  Physical	Impairment 
  (Partial	amnesia)
  -1
  -1
  Social	Fault	(Busybody)
  2
  -4
  Unique	Defect 
  (-20	Strength	Damage)
  2
  -12
  Unique	Defect 
  (Lifting	Capacity	÷25)
  2
  -2
  Unique	Defect 
  (÷4	Running	Speed)
  2
  -8
  Unique	Defect	(Suffers	20	
  Extra	Damage	from	all	Attacks)
  2
  -2
  Unique	Defect	(÷4	Thrown	
  Weapon	Distance)
  40
  TOTAL
  PAGE
  PAGE
  17
  17
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Shizuka was once a renowned adventurer among 
  her people. Born on the hotbed of intrigue known as 
  Cathedral, Shizuka was forced to defend her woodlands 
  while still young. Caught up in the early days of the 
  conflict between the Xyd, GTA, and Fusion, she found 
  herself drawn into battles among the stars. When forces 
  from across the galaxy conspired to claim Cathedral’s 
  power, Shizuka got involved with that, too. What began 
  as necessity soon became habit. A would-be mastermind 
  targeted her home, or the fusion birds, or someone 
  she liked. Shizuka attached herself to the group most 
  likely to do something heroic about it. She would keep 
  them alive until they got the job done. Repeat across a 
  fantastic, wondrous life.
  Age was already slowing Shizuka when she got 
  caught in an explosion aboard a privateer ship of which 
  she has forgotten the name, fighting poachers in league 
  with some corporate overlord. Or maybe it was a corrupt 
  governor. She doesn’t quite remember, but it doesn’t 
  quite matter. The explosion nearly killed her, breaking 
  over two dozen bones and leaving massive scars across 
  her head. Her many friends insisted she return home to 
  recover, and Shizuka agreed. She is retired now, which 
  she will insist if you ask. It is just that heroes still need 
  someone to look after them. This is her last adventure, 
  honest. Never mind that Shizuka said the same thing on 
  three other last adventures.
   
  �  P
   PERSONALITY
  ERSONALITY
  Shizuka is a sweet, noble, aged kodama with a 
  penchant for looking out for larger targets, or rather, 
  heroes. She knows that she has been injured and her 
  body is not up to what it once was, except when she 
  forgets. Her mind is still sharp, she can pull out the 
  most bizarre trivia at need, and her kodama magic 
  remains as potent as ever. It is easy to underestimate 
  Shizuka as a dotty old woman, and she does not hesitate 
  to use that to her advantage. She may have slowed down 
  and her memory might have occasional gaps, but Moto 
  can still make a character’s life better, or worse, a half-
  dozen different ways.
  Shizuka does not deny her limitations. That is not 
  her problem. She just cannot leave well enough alone. 
  When young heroes look like they are struggling, she 
  feels obligated to intervene, and most heroes look 
  young to her. Truth be told, Shizuka still has a lot to 
  offer. Between her healing magic, exorcism powers, 
  bonds to nature, intangibility, and skill sets, she can 
  be a formidable asset to almost any group of travellers. 
  Difficulties arise when Ms Moto thinks others need her, 
  but they ask her to leave. Intangibility makes stowing 
  away laughably easy.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Shizuka is a typical kodama with a handful of useful 
  skills and a severe injury that leaves her struggling to 
  contribute the way she used to. Her amnesia does not 
  affect her Academic or Domestic Skill Groups, but it 
  can get in the way of connecting with old friends or 
  remembering which button to press to lower a GTA 
  ship’s landing gear. While humorous at times, the once-
  brilliant heroine does not laugh, hiding tears at the 
  fractures that run through her once-storied life.
  None of these affect her Social Fault. Shizuka 
  meddled in the affairs of the mighty from childhood, 
  driven by a sense of justice that would not be denied. Any 
  decent character who gives her a chance to contribute 
  will have a devoted friend for the rest of her life.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  Shizuka is not Hunted or Wanted, but that does 
  not mean she lacks for old enemies. A vengeful 
  mob boss seeks her head, attached to her body or 
  otherwise. Good luck catching a wary kodama. The 
  characters may find themselves having more trouble 
  keeping up with Shizuka than protecting her.
   »
  A frazzled kodama introduces himself to the 
  characters as Akira Moto, Shizuka’s nephew. 
  Shizuka went off with a privateer friend, and the 
  two vanished while fighting giant sentient robots. 
  What really happened, and is Akira what he appears 
  to be?
   »
  The characters return home to find Shizuka taking 
  care of their base. Hearing of their exploits, she 
  let herself in and went to work. Will they accept 
  this, and if they cannot, how do they deal with a 
  stubborn kodama?
  “You should calm down, 
  “You should calm down, 
  dear, calm down. It is called 
  dear, calm down. It is called 
  blood pressure, yes?”
  blood pressure, yes?”
  PAGE
  PAGE
  18
  18
  
  HEAVEN WITCH 
  HEAVEN WITCH 
  JUNKO 
  JUNKO 
  (JUNE FUKURA)
  (JUNE FUKURA)
  Race 
  Human
  Occupation	
  Magical	Girl;	Student
  Home World	
  Earth	(Prime)
  Habitat	
  Japan,	Earth
  Height	
  140	cm	(4’	9”)
  Mass	
  35	kg	(77	lb)
  HEAVEN WITCH JUNKO
  HEAVEN WITCH JUNKO
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  5
  10
  Body Stat
  5
  10
  Mind	Stat
  8
  16
  Soul	Stat
  VALUE
  DERIVED VALUE
  6
  Attack	Combat	Value	(Magical	Ranged	10)
  6
  Defence	Combat	Value	(Ranged	10)
  65
  Health	Points
  65
  Energy	Points
  5
  Damage	Multiplier	(Demons	9)
  LEVEL
  POINTS
  ATTRIBUTE
  1
  1
  Alternate	Identity	(June	Fukura)
  3
  12
  Companion	(Itsuki,	cat	made	
  of	green	wood;	30	Points)
  2
  2
  Exorcism
  2
  2
  Features	(Animal	Empathy,	
  Appearance:	Cute,	Famous,	
  Foreign	Language:	English)
  2
  6
  Flight
  2
  2
  Inspire
  7
  Item	(Weaver	Wand;	14	Points)
  3	(4)
  9
  Massive	Damage 
  (Targetted:	Demons	+1)
  4
  4
  Mind	Shield
  3
  3
  Mulligan
  2
  2
  Ranged	Attacks 
  (Magical	Attacks)
  2
  2
  Ranged	Defence	(Personal)
  1
  1
  Sixth	Sense	(Demons)
  1
  3
  Skill	Group	(Adventuring)
  2
  2
  Skill	Group 
  (Occupation:	Student)
  1
  2
  Skill	Group	(Social)
  4	(2)
  8
  Weapon:	Witch	Bolt 
  (Area	-1;	Drain:	Soul	-2;	Range	-2; 
  Selective	-1;	Deplete	+1;	
  Hands	+1;	Non-Penetrating	+2)
  RANK
  POINTS
  DEFECT
  1
  -1
  Easily	Distracted 
  (New	anime	and	manga)
  1
  -1
  Involuntary	Change	
  (Incantation)
  2
  -2
  Nemesis	(Devil	Queen	Ayana)
  2
  -4
  Skeleton	in	the	Closet 
  (Secret	Identity)
  3
  -6
  Vulnerability	(Bloom	Vine)
  90
  TOTAL
  PAGE
  PAGE
  19
  19
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  June Fukura is a girl of two worlds, with a salaryman 
  father from Tokyo’s Hibiya district and an investor 
  mother from Queens, New York. Though she lives in 
  Tokyo, she visits Long Island twice a year and speaks 
  English like a native. A proud fangirl for as long as 
  she can remember, June has led a charmed life. She is 
  well aware of the privilege she has inherited. Despite 
  her youth, June already worked toward a better world 
  before the fateful day the fairies appeared.
  The first showed up in her room, a tangled mess of 
  webbing and terror. It took June an hour to cut her free 
  without hurting her. In gratitude, or maybe by mistake, 
  the fairy transformed the anime fan into a magical girl! 
  She can fly, free people from possession, blast demons 
  (and bad people) into submission, and has a wand that 
  can protect and heal people. Then the fairy created 
  Itsuki, her talking green cat.
  When the other fairies showed up to check on their 
  friend, June discovered they were from a living heaven. 
  They had angel friends and demon enemies, and their 
  paradise fought to protect all the worlds from evil. 
  There was only one thing to do. June became Heaven 
  Witch Junko, protector of Earth!
   
  �  P
   PERSONALITY
  ERSONALITY
  June is a bubbly, enthusiastic girl with an indomitable 
  spirit and a burning desire to make the world a better 
  place. Life has been good to her, but she is both smart 
  and studious enough to know that most people have 
  not been so fortunate. While she can sometimes forget 
  herself when a new anime or manga series catches her 
  eye, the rest of the time June is focused on making a 
  difference. She loves being Heaven Witch Junko with 
  all her heart.
  As much as June embraces living the dream, she 
  is also quite mature for a pre-teen superhero. She has 
  not yet watched someone die, but she has seen terrible 
  wounds in the process of healing the injured. Though 
  never captured herself, June has watched her fairy 
  friends recoil from cruel monsters. As Heaven Witch 
  Junko, she tries to smile for others, but in the face of 
  true evil, even this noble girl can know anger.
  For all her might and courage, June is still a twelve-
  year-old girl. She worries about her grades, wonders 
  why her friends have started acting stupid around 
  boys, and trips on thin air thanks to a budding growth 
  spurt. Heaven Witch Junko can tackle hordes of chaos 
  demons, but June struggles to make it to class on time.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Heaven Witch Junko is a well-rounded magical girl. 
  She is a mobile, supportive, protective heroine, and 
  her Witch Bolt is capable of clearing out small knots 
  of demons. The magic from her Weaver Wand glitters 
  with rainbow light, enough to make it unmistakable, 
  but not enough to block line of sight. Her magic has a 
  strange weakness to the vines of Bazaroth’s Bloom, but 
  few villains dare to collect them.
  Devil Queen Ayana, Junko’s arch-rival, is one of 
  those few. A teenage magical villainess, Ayana appears 
  to be the agent of an Archfiend, but openly admits to 
  an agenda of her own. They each try to bring the other 
  to their side, except when they have at it.
  Itsuki is a talking cat with a Mind Stat of 5 and 
  Armour 3 (AR 15). She is loyal to June but considers 
  relevant critique part of her duty to her pet human.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  Ayana has stolen Junko’s Weaver Wand and Junko 
  must face her foe without her most artefact. Ayana 
  creates mischief by sealing office buildings in force 
  fields – after summoning a few friends, of course.
   »
  Itsuki approaches the characters for help. In 
  between snide comments, she explains that June is 
  looking for a missing Asrai boy who came to aid the 
  Heaven Witch. Itsuki is as worried that June might 
  have her first crush as that she might be in trouble.
   »
  The Fairies Take Manhattan: During one of June’s 
  semi-annual trips to America, a magical mishap 
  unleashes Wormwood fairies on New York! Even 
  Heaven Witch Junko needs help to catch them all.
  “I will save you, for love and 
  “I will save you, for love and 
  justice!”
  justice!”
  WEAVER WAND
  WEAVER WAND
  LEVEL
  POINTS
  ATTRIBUTE
  3
  12
  Force	Field	(Area	-3,	Both	
  Directions	+1,	Detectable:		
  Divine,	Magic,	Sight	+2)
  2	(3)
  2
  Healing	(Area	-3,	
  Concentration	+2,	Detectable:	
  Divine,	Magic,	Sight	+2)
  14
  TOTAL (7 POINT ITEM)
  PAGE
  PAGE
  20
  20
  
  KARL RITTER
  KARL RITTER
  Race 
  Human
  Occupation	
  Mecha	Pilot	(Psycho-Slave)
  Home World	
  Enid	(Prime)
  Habitat	
  Global	Alliance,	Enid
  Height	
  180	cm	(5’	11”)
  Mass	
  80	kg	(176	lb)
  KARL RITTER
  KARL RITTER
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  6
  12
  Body Stat
  6
  12
  Mind	Stat
  6
  12
  Soul	Stat
  VALUE
  DERIVED VALUE
  8
  Attack	Combat	Value	(Mecha	Ranged	12)
  6
  Defence	Combat	Value	(Mecha	8)
  60
  Health	Points
  60
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  2
  2
  Attack	Mastery
  3
  3
  Connected	(Global	Alliance)
  30
  Item	(Red	Falcon;	60	Points)
  1
  1
  Features 
  (Appearance;	Famous)
  2
  2
  Ranged	Attack 
  (Mecha	Weapons)
  1
  1
  Ranged	Defence 
  (Mecha	Movement)
  1
  3
  Skill	Group	(Military)
  3
  3
  Skill	Group 
  (Occupation:	Mecha	Pilot)
  RANK
  POINTS
  DEFECT
  1
  -2
  Hounded	(Questioned	loyalty)
  2
  -2
  Nemesis	(Escaped	LOA	psychic)
  2
  -2
  Nightmares
  2
  -4
  Skeleton	in	the	Closet 
  (Secretly	doubts	Alliance	cause)
  1
  -1
  Social	Fault	(anxious)
  70
  TOTAL
  RED FALCON
  RED FALCON
  LEVEL
  POINTS
  ATTRIBUTE
  6
  12
  Armour	(Armour	Rating	30)
  2
  2
  Features	(Comms,	Modern	
  Vehicle	Tech	Suite)
  1	(3)
  3
  Flight	(100	kph;	Recovery	+2)
  3
  3
  Ground	Speed	(50	kph)
  5
  10
  Resilient	(Intense	Cold,	
  Intense	Heat,	Lack	of	Air,	Low	
  Pressure,	Radiation)
  6
  18
  Superstrength	(10	Tonnes)
  8	(5)
  16
  Weapon:	Psycho-Cannon	
  (Range	-3)
  4
  8
  Weapon:	Falcon	Sword	
  (Accurate	-1;	Hands	+1)
  RANK
  POINTS
  DEFECT
  2
  -4
  Awkward	Size 
  (Size	2:	Huge	-	6	metres)
  2
  -2
  Conditional	Ownership
  1
  -3
  Special	Requirement 
  (Necro-Pod)
  1
  -3
  Special	Requirement	
  (Frequent	Maintenance)
  60
  TOTAL (30 POINT ITEM)
  PAGE
  PAGE
  21
  21
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  It was not supposed to be like this.
  While a boy in the Global Alliance, Karl dreamed of 
  adventure and heroism, saving the innocent and striking 
  down the guilty as a fearless knight. Those fantasies 
  matured with him, and games of knights and wizards 
  gave way to those of mecha and engineering. He joined 
  the Alliance military on graduation, becoming one of its 
  first “mobile commandos”, wearing the most advanced 
  personal armour of the time. His humble origins and 
  striking looks made Ritter the Alliance’s poster boy. His 
  exploits against the mind-stealing Parasites made Karl a 
  hero, decorated with the Freedom Star and beloved by 
  half of Enid.
  After the Tavarre incident, Karl rushed to save the 
  world from the evil psychic conspiracy, fighting to 
  protect free will from LOA’s “human parasites.” He was 
  one of the first psycho-slave pilots, becoming an ace in 
  the first three months of the campaign. The longer the 
  war ground on, however, the more Karl doubted their 
  cause. LOA forces usually fight to defend, minimising 
  casualties. His psycho-pod captive’s nightmares became 
  Karl’s. Demoted and reassigned after a refusal to shoot 
  psychic civilians, the Alliance ace wonders if he is on 
  the right side.
  It was not supposed to be like this....
   
  �  P
   PERSONALITY
  ERSONALITY
  Once a cheerful and enthusiastic adventurer, Karl 
  has grown into a cynical, weary soldier. He remains 
  dedicated to protecting Alliance citizens but has seen too 
  many LOA heroes to believe them all monsters. Ritter 
  grows convinced that the global leaders are lying about 
  each other. He will learn the truth and act accordingly.
  Karl remains a dashing figure when facing true 
  villains, a bright smile shining through when he gets 
  to live his dream. More often than not, alas, fear of 
  the bloodshed drowning Enid leaves him a brooding, 
  despondent figure. Ritter has not noticed that his darker 
  turn has made him more alluring than ever, to friend 
  and foe alike. He has noticed the worried attention of 
  his superiors; indeed, he welcomes it. If the Alliance is 
  right, he will save them. If it is wrong, he will stop them.
  In spite of his grief, Karl retains a flair for the 
  dramatic. He has named his current psycho-slave the 
  Red Falcon and customised it to handle close-quarters 
  combat. No matter how, Ritter will remain a knight for 
  as long as Enid allows. No matter what, he will defend 
  the decent and innocent as long as he draws breath.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Skilled and capable, Karl’s demotion leaves him 
  to pilot a so-called “necro-slave”, a frame powered by 
  a mindless psychic broken by pod slavery. The Red 
  Falcon is a low-end model, with its primary advantage 
  being stamina. The shoulder-mounted Psycho-Cannon 
  fires a beam of kinetic force fuelled by the necro-pod. 
  His Falcon Wing is a mecha-sized greatsword balanced 
  for its wielder. While the Red Falcon is less powerful 
  than newer psycho-slave moºdels, Ritter does not have 
  to deal with a defiant power source.
  He does have to deal with grief, guilt, and 
  nightmares from his time with other psycho-pods. Karl 
  also has more than one enemy among LOA agents and 
  independent nations, though for now, only one former 
  pod-slave hunts him. His road to glory is stained a 
  terrible crimson. If he does switch sides, his Attributes 
  and Defects will have to be changed accordingly.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  A parasite outbreak gives Karl a chance to fight 
  clear-cut villains once more. Problems arise when 
  one of them possesses a fellow Alliance pilot. The 
  Red Falcon is no match for a cutting-edge psycho-
  slave. The characters must either stop him to save 
  him, or join his crusade if the situation is dire 
  enough to take the risk.
   »
  An Alliance political officer convinces Karl that a 
  Neo-Logos scientist – Enid’s gatekeeper – is behind 
  the war. Can the characters stop his squadron? Why 
  was the gatekeeper personally targeted? Who was 
  really behind such terrible orders?
   »
  The famous Red Falcon has sent word to LOA: he 
  is ready to defect. Is he sincere, is it a trap, or both? 
  Can LOA-friendly characters extract Ritter before 
  the whole mission falls apart? One thing is certain, 
  someone on the Global Alliance side is going to 
  take this personally.
  “We must never surrender 
  “We must never surrender 
  to evil, no matter what 
  to evil, no matter what 
  face it wears.”
  face it wears.”
  PAGE
  PAGE
  22
  22
  
  YUJI NAKATA
  YUJI NAKATA
  Race 
  Human
  Occupation	
  Ninja	(Shinobi)
  Home World	
  Sengoku	Earth	(Beyonder)
  Habitat	
  Japan,	Earth
  Height	
  176	cm	(5’	9”)
  Mass	
  72	kg	(159	lb)
  YUJI NAKATA
  YUJI NAKATA
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  7
  14
  Body Stat
  7
  14
  Mind	Stat
  7
  14
  Soul	Stat
  VALUE
  DERIVED VALUE
  10
  Attack	Combat	Value
  9
  Defence	Combat	Value
  90
  Health	Points
  70
  Energy	Points
  5
  Damage	Multiplier	(Unarmed	8)
  LEVEL
  POINTS
  ATTRIBUTE
  3
  3
  Attack	Mastery
  8
  8
  Combat	Technique 
  (Blind	Fighting,	Blind	Shooting,	
  Brutal,	Concealment,	Lethal	
  Blow,	Lightning	Reflexes	2,	
  Portable	Armoury)
  2
  2
  Defence	Mastery
  1
  10
  Dynamic	Powers	(Ninja	Tricks)
  2
  2
  Gear	(Ninja	Supplies)
  2
  2
  Heightened	Awareness
  5
  Item	(Endless	Summoned	
  Kunai:	Weapon	5	–	Ranged	-2;	
  Hands	+1;	Non-Penetrating	+1;	
  10	Points)
  5
  Item	(Twin	Blade	Swallow	
  Wings:	Weapon	5	–	Spreading	-1;	
  Hands	+1;	10	Points)
  2
  2
  Jumping
  2	(3)
  6
  Massive	Damage 
  (Focused:	Unarmed	+1)
  3
  9
  Skill	Group	(Adventuring)
  2
  2
  Skill	Group	(Artistic)
  2
  4
  Skill	Group	(Street)
  6
  6
  Special	Movement	(Balance,	
  Cat-Like,	Fast,	Light-Footed,	
  Untrackable,	Wall-Bouncing)
  2
  2
  Tough
  RANK
  POINTS
  DEFECT
  2
  -4
  Cursed	(Evil	spirits	cause	minor	
  obstacles	twice	per	adventure)
  2
  -2
  Nemesis	(Ryu	Nakata,	brother)
  3
  -6
  Obligated	(Ninja	Clan)
  2
  -4
  Skeleton	in	the	Closet	(Ninja)
  1
  -1
  Social	Fault	(Honour	Code)
  1
  -3
  Special	Requirement	(Medicine)
  90
  TOTAL
  PAGE
  PAGE
  23
  23
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Yuji Nakata is a shinobi. He was born a shinobi, and 
  he will die a shinobi. It is all he knows and all he expects 
  to know. This is how his clan wishes it. Yuji does not 
  think of defying his clan’s wishes. Their enemies claim 
  he does not think at all.
  That is a lie. Yuji thinks all the time. In his youth, 
  he asked why they had no life but the village. When he 
  reached his teenage years, he wondered how they came 
  to take money to kill. Through the years, Yuji read 
  philosophy, studied religion, questioned governments, 
  and dabbled in finance. His younger brother, Ryu, 
  unable to keep up with Yuji’s wide-ranging interests, 
  devoted himself to becoming a pure ninja.
  On Yuji’s third assignment, the whole mission went 
  wrong. Their target, a villain in league with horrors, 
  knew they were coming. Demons killed everyone under 
  his command. Yuji was half-dead, raving about legends 
  and monsters, by the time he made it back to the clan. 
  Instead of helping him recover, the elders blamed 
  Yuji for the deaths of his childhood friends. If he had 
  been more dedicated, like Ryu, the others might have 
  survived. Now, Yuji thinks only about completing his 
  assignments, how to keep his fellow shinobi alive, and 
  who might have betrayed them to Hell.
   
  �  P
   PERSONALITY
  ERSONALITY
  Yuji is a ninja’s ninja. Where once he was the gifted 
  child who questioned every lesson, the elder Nakata now 
  obeys without question. His mind is always moving, so 
  he focuses it on his duty. On the surface, he is a living 
  machine of implacable efficiency. Forever serene and 
  unmoved, he strikes forth, completes his assignments, 
  then returns home to prepare for the next mission. 
  Honour and dedication are his life.
  Deep beneath, he endures miserable uncertainty. 
  Someone betrayed his friends, sabotaged their mission, 
  and allowed their demon enemies to continue their vile 
  plans. Whoever did this knew they were coming. Logic 
  dictates that the traitor is a member of the clan, one 
  high-ranked enough to know the mission down to the 
  last detail. When Yuji finds out who, that traitor will 
  die, even if he must give his life to see it done.
  Though Yuji has never known romance, he is not 
  without interest in such matters. Before the disaster, he 
  set those thoughts aside while delving into other studies. 
  Now, he avoids romantic entanglements, considering 
  himself unworthy of a good partner. The clan comes 
  first. He must not fail again.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Yuji is a living embodiment of the ninja class 
  template. He has balanced Stats, a host of ninja tricks, 
  and little else. His weapons are efficient tools of short-
  range death, and like many anime shinobi, he seemingly 
  never runs out of kunai (throwing knives). Yuji’s Defects 
  are what set him apart. His Skeleton in the Closet 
  and Social Fault are typical of a clan-born ninja, but 
  the extent of his Obligation represents his dedication 
  and importance to them. His Cursed and Special 
  Requirement come from the fallout of his disastrous, 
  life-changing mission. Ryu is more determined to 
  surpass his brother than ever; while he would never 
  sabotage a mission, the younger ninja might insert 
  himself into one to beat Yuji to a target.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  A character’s Nemesis hires Yuji’s clan to sabotage, 
  capture, or kill them. Fortunately, Yuji believes 
  them in league with the demons, so convincing him 
  of their innocence will convince him to leave them 
  be. The problem is, how does anyone convince a 
  ninja of something while he is stalking them from 
  the darkness?
   »
  Yuji realises that no matter what course he takes 
  in life, he could use friends. His methods of 
  befriending the heroes will seem disturbing at first, 
  but over time, he will prove a valuable ally and loyal 
  companion. A pity that a demon lord has chosen 
  this moment to hunt down the shadowy thorn in 
  its side.
   »
  Ryu approaches the characters, gravely wounded 
  and shaken to the core. He has learned that the clan 
  leaders who betrayed Yuji are...all of them. They 
  considered Yuji’s friends expendable if he stopped 
  defying them and killed without question. Can the 
  characters save the Nakatas, or even themselves? 
  (Change Yuji’s Obligated to Wanted if he survives 
  escaping the clan.)
  “It will be done.”
  “It will be done.”
  PAGE
  PAGE
  24
  24
  
  TIMMY REID
  TIMMY REID
  Race 
  Human
  Occupation	
  Pet	Monster	Trainer;	Student
  Home World	
  Imago	(Prime)
  Habitat	
  Greater	Meridian	(Imago)
  Height	
  135	cm	(4’	5”)
  Mass	
  33	kg	(73	lb)
  TIMMY REID
  TIMMY REID
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  3
  6
  Body Stat
  4
  8
  Mind	Stat
  5
  10
  Soul	Stat
  VALUE
  DERIVED VALUE
  4
  Attack	Combat	Value
  4
  Defence	Combat	Value
  40
  Health	Points
  45
  Energy	Points
  4
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  1
  1
  Combat	Technique	
  (Tournament	Encyclopaedia:	
  Neomorph	Combat)
  4
  16
  Companion	(Battle	Elephox,	
  “Tawny”;	40	Points)
  2
  8
  Companion	(Battle	Jackalope,	
  “Critter”;	20	Points)
  1
  1
  Features 
  (Animal	Empathy,	Famous)
  1
  1
  Heightened	Awareness
  3
  3
  Inspire
  2
  2
  Skill	Group	(Occupation:	Pet	
  Monster	Trainer)
  1
  2
  Skill	Group	(Social)
  RANK
  POINTS
  DEFECT
  1
  -1
  Easily	Distracted 
  (Cool	Neomorphs)
  1
  -1
  Nemesis 
  (Barbara	and	Donny	Rove)
  1
  -3
  Reduced	Damage
  1
  -1
  Social	Fault 
  (Crusading	Monster	Trainer)
  1
  -2
  Wanted	(Fault	Zone	Gang:	
  Demon	Void)
  50
  TOTAL
  PAGE
  PAGE
  25
  25
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  On Imago, kids grow up dreaming of fame and 
  fortune in the Neo-Evolution Grand Prix, bonding with 
  legendary Neomorphs to form life-long friendships 
  in grand competitions. Timmy Reid is one of those 
  children. A few years ago, Tim’s father gave the boy a 
  pet elephox, promising that it would be able to compete 
  if Timmy took care of the creature and treated it well. 
  Timmy devoted himself to the young Neomorph, 
  naming her Tawny and training her by playing together.
  Tawny evolved as promised, and the pair entered 
  the neighbourhood Grand Prix. They won their second 
  tournament, adding a nue to Timmy’s team. Together, 
  they won the city championship. The award money 
  was enough for Timmy to buy a jackalope, named 
  Critter, in addition to the gryphon that was part of the 
  prize. When Timmy started training his quartet for the 
  regional competition, however, he learned two things. 
  First, the infamous fault zone gang, Demon Void, was 
  using the Grand Prix to evolve their Neomorphs into 
  genuine monsters. Second, the Neomorphs given as 
  prizes are trained to fight through enforced obedience – 
  including his treasured nue and gryphon.
  After finding a shelter that could help the two 
  prize Neomorphs and satisfying himself that Tawny 
  and Critter enjoy the competition, Timmy returned to 
  the Grand Prix. Now, instead of fighting for glory, he 
  competes to set Neomorphs free.
   
  �  P
   PERSONALITY
  ERSONALITY
  It is not easy swimming upstream against Typhon’s 
  wealth and the popularity of the Grand Prix. Timmy 
  is stubborn and passionate enough to oppose both 
  a worldwide mega-corporation and a powerful fault 
  zone gang. He has faced life-threatening danger more 
  than once, but so far, his knowledge of Neomorphs 
  and his bonds with Tawny and Critter have kept him 
  going. Some find his lectures about monster rights to be 
  obnoxious or absurd, but others see the future in little 
  Timmy. He was savvy enough to expect this. While 
  his zeal can still repel some, his genuine passion and 
  considerable skill have made him a celebrity.
  Ironically, Timmy still loves the Grand Prix. 
  Knowing that some Neomorphs enjoy the competition 
  as much as the humans, he is not trying to end the 
  tournaments, just to reform them. This is why Typhon 
  is not truly his enemy, yet Demon Void goons lurk 
  around every third match. All of this has resulted in 
  Timmy having more adult acquaintances than friends 
  his age. He knows several police officers, a few nurses, 
  and a handful of referees, but his closest peers are his 
  rivals, Barbara and Donny Rove. The daughter and 
  son of a wealthy Typhon executive, the siblings work 
  together as monster trainers. They have yet to defeat the 
  boy prodigy.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Timmy is a monster trainer with a twist – he is also 
  a reformer. While he has all the Attributes and interests 
  necessary to compete in the Grand Prix, the rest of 
  his traits revolve around his desire to see Neomorphs 
  treated fairly. He has an innate sense of their feelings 
  and state, which can lead to his occasional annoying 
  outburst. At the same time, Timmy is developing his 
  social skills and is well-known enough to move public 
  opinion on Neomorph ethics. This has earned him 
  enemies, including the menace of Demon Void and 
  the mostly harmless Barbara Rove. Her brother, Donny 
  tries to help Barbara, but is trouble more often than not.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  Timmy may be a child, but he has a solid grounding 
  in reality. His first reaction to being followed by an 
  Ikarion archmage is to report it as cyber-stalking. 
  Does the young trainer face a twisted Nexus hacker, 
  or is he up against something stranger?
   »
  Not all Grand Prix sponsors train their Neomorph 
  prizes with callous disregard. One such ethical 
  sponsor recruits Timmy to help her develop a 
  Typhon-wide education program to restore the 
  Neo-Evolution Grand Prix’s good name. Where 
  Demon Void considered them nuisances separately, 
  together, they become a major priority. Someone 
  has to protect them.
   »
  Their names are Typhon and Demon Void. If 
  hellspawn were not involved in their foundations, 
  they will take an interest eventually. When two 
  competing demon lords rush to create the most 
  dangerous and prolific monster hordes, Timmy 
  leaps in to save the day. He is going to need some 
  help.
  “Hey! Neomorphs are our 
  “Hey! Neomorphs are our 
  friends, not your weapons!”
  friends, not your weapons!”
  PAGE
  PAGE
  26
  26
  
  RIN OKUBO
  RIN OKUBO
  Race	
  Shapechanger	(Human)
  Occupation	
  Mercenary
  Home World	
  Earth	(Prime)
  Habitat	
  Japan,	Earth
  Height	
  170	cm	(5’	7”)	–	varies
  Mass	
  80	kg	(176	lb)	–	varies
  RIN OKUBO
  RIN OKUBO
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  5
  10
  Body Stat
  5
  10
  Mind	Stat
  5
  10
  Soul	Stat
  VALUE
  DERIVED VALUE
  5
  Attack	Combat	Value
  5
  Defence	Combat	Value
  50
  Health	Points
  50
  Energy	Points
  5
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  3	(2)
  30
  Dynamic	Powers 
  (Major:	Shapechanging	-1)
  5
  5
  Immutable
  1
  1
  Skill	Group	(Academic)
  1
  2
  Skill	Group	(Business)
  1
  3
  Wealth
  RANK
  POINTS
  DEFECT
  1
  -2
  Blind	Fury	(Injured	by	fire)
  1
  -2
  Cursed	(Transforms	into	a	
  masked	horror	when	struck	
  with	sakaki	wood)
  1
  -1
  Marked	(Wooden	eye	appears	
  on	exterior	of	every	form	taken)
  1
  -1
  Social	Fault	(Arrogant)
  1
  -1
  Unique	Defect	(Cannot	change	
  shape	of	burns,	must	heal	
  them	outside	combat)
  2
  -4
  Wanted	(Law	Enforcement	on	
  multiple	worlds)
  60
  TOTAL
  PAGE
  PAGE
  27
  27
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Like many children, Rin dreamed of being a gifted 
  hero. His favourite shows were all about cool powers, 
  awesome adventures, and true friendship. Sadly, Rin 
  was just gifted enough to feel isolated without earning 
  a place among the extraordinary. He never found love, 
  and his childhood friends drifted apart while his life 
  became a dull grey soup of tedium and ennui. Rin’s 
  dreams grew darker, visions of crusading nobility giving 
  way to power fantasies of limitless freedom.
  It was the day Rin first contemplated suicide that 
  he found the mask. It was carved from sakaki wood 
  in exquisite detail, magnificent even while its single 
  eye turned a creepy, half-open stare on eternity. On a 
  whim, he put it on. Power more glorious than any he 
  had imagined surged through him. Rin and the mask 
  became one, and he discovered he could become any 
  person, or thing, he wished.
  A flicker of his childhood self kept him from 
  becoming a true monster, but heroism was the last thing 
  on his mind. Rin became a mercenary, selling his powers 
  to the highest bidder. He refuses to take assassination 
  jobs, but anything else is fair game. Wealthy, powerful, 
  and respected, Rin has it all – except for the love and 
  friendship he never found.
   
  �  P
   PERSONALITY
  ERSONALITY
  Rin is a bitter, self-entitled jerk with a glimmer of 
  nobility buried beneath a lifetime of disappointment. 
  While not truly evil at this stage of life, the shapechanger 
  does not hesitate to engage in dodgy, questionable, 
  or outright illegal activity. He enjoys flaunting his 
  extraordinary talent to outdo anyone who stands in his 
  way. Rin has made a small fortune through industrial 
  espionage, though he dabbles in theft, and sabotage, too.
  On the positive side, for all his faults Rin is not 
  afraid of danger. He also takes bodyguard and body 
  double jobs, as devoted to those assignments as he is to 
  less savoury activities. Rin identifies as male, but readily 
  takes the occasional assignment as a woman, and has 
  become more sensitive to women’s issues after breaking 
  the arms of a few would-be assailants.
  His greatest failing is that he is afraid of connecting 
  to others for fear of watching his friendships die slow, 
  mundane deaths. Rin takes lovers with casual ease, 
  but he has given up on love. It is easier to hide behind 
  the routine he has created for himself. Reaching him 
  is possible, but characters will have to decide for 
  themselves whether Rin is worth the effort.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Rin is a shapechanger with enough business sense 
  to make real money at it. With a solid base of Stats 
  and his Dynamic Powers a thought away, he thinks he 
  can handle any challenge his employers hand him. He 
  is fully aware of his vulnerabilities to fire and sakaki 
  wood, but in his arrogance, believes himself capable 
  of outmanoeuvring them. If burned, he cannot use 
  the Regeneration Attribute on that damage without 
  three assignments of Activation (representing a lengthy 
  process of removing and replacing the burned flesh). If 
  struck with sakaki wood, he can still change shape, but 
  always has two levels of Unappealing and three levels 
  of Marked, with the mask forming on Rin’s face while 
  body parts twist beyond his control.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  One character’s enemy hires Rin to steal an Item for 
  them. He starts with simple efforts, taking animal 
  form and trying to snatch it in broad daylight. If he 
  succeeds, he leads the characters on a not-so-merry 
  chase. If that fails, Rin gets creative, taking the form 
  of an S.O., hiding as a fire hydrant, or infiltrating 
  their camp as a swarm of ants.
   »
  Law enforcement, weary of watching Rin elude 
  them with laughable ease, approaches the 
  characters about bringing the impossible creature 
  to justice. The problem is, they want him alive, and 
  collateral damage is not an option, so no fireballs 
  or flamethrowers. Rin may seem insufferable when 
  he goes after the party, but once they chase him, he 
  becomes all the more infuriating.
   »
  One of Rin’s lovers approaches the characters 
  in a panic. She reveals herself to be a witch who 
  has fallen for the good man she sees in him. The 
  problem is not Rin himself, she claims, but rather 
  an ex-boyfriend, another witch far deadlier than the 
  masked shapechanger.
  “I can handle it. I’m flexible.”
  “I can handle it. I’m flexible.”
  PAGE
  PAGE
  28
  28
  
  HANA ITO
  HANA ITO
  Race 
  Human
  Occupation	
  Student
  Home World	
  Earth	(Prime)
  Habitat	
  Japan,	Earth
  Height	
  160	cm	(5’	3”)
  Mass	
  52	kg	(115	lb)
  HANA ITO
  HANA ITO
  Size	Rank	0:	Medium
  VALUE
  POINTS
  STAT
  3
  6
  Body Stat
  4
  8
  Mind	Stat
  5
  10
  Soul	Stat
  VALUE
  DERIVED VALUE
  4
  Attack	Combat	Value
  4
  Defence	Combat	Value
  40
  Health	Points
  75
  Energy	Points
  3
  Damage	Multiplier
  LEVEL
  POINTS
  ATTRIBUTE
  1
  1
  Connected	(Student	Council)
  4
  4
  Energised
  1
  1
  Features	(Animal	Empathy)
  1
  1
  Heightened	Awareness
  5
  5
  Mulligan
  2
  2
  Skill	Group 
  (Occupation:	Student)
  1
  2
  Skill	Group	(Social)
  20
  Unknown	Power	(30	Points)
  RANK
  POINTS
  DEFECT
  1
  -1
  Easily	Distracted 
  (Attractive	Humanoids)
  1
  -1
  Magnet
  1
  -1
  Nemesis	(Mean	Girl)
  2
  -6
  Reduced	Damage
  1
  -1
  Shortcoming	(Soul;	Luck)
  50
  TOTAL
  PAGE
  PAGE
  29
  29
  
   
  � CHARACTER BACKGROUND
  HARACTER BACKGROUND
  Ask Hana Ito about herself, and she will claim that 
  there is nothing unusual about her. She is a decent 
  student, a junior associate of the student council, and 
  she cannot throw a punch to save her life. Her latest 
  crush is the new idol singer, replacing that actor who 
  got caught up in a scandal. A mean queen likes to bully 
  Hana. She is good with animals. She checks her social 
  feeds several times a day. Those are all normal person 
  interests.
  Weird things happen around Hana, not to her, she 
  insists. Sure, there is always a boy or girl who likes to 
  follow her around and help out, but they certainly are 
  not aliens or elves. The janitor thought he saw a dragon 
  last week, but it had to be a cloud – there are no such 
  things as dragons. Her luck may be terrible at times, but 
  other times she avoids a terrible accident through good 
  fortune. Everything balances out, right?
  The problem is, weird things always happen around 
  her. It has been that way since the day she was born, 
  when lightning struck the hospital and the doctors had 
  to deliver her in the dark. There is no question that 
  something strange follows Hana. It has nothing to do 
  with her, though, right? She is an ordinary high school 
  student.
   
  �  P
   PERSONALITY
  ERSONALITY
  When Hana says that she is ordinary, she does not 
  mean boring or dull. Her interests range from music to 
  history, and from animals to anime. She thrills to the 
  latest superhero film and keeps up with her favourite 
  supernatural manga. Then she leaves the theatre, shelves 
  her books, and goes back to real life. Hana would love 
  to believe that the world is more than it seems, but for 
  her whole life she has been teased about the crazy thing 
  she did not see. Hana knows better than to believe in 
  fairies or mutants.
  If confronted with undeniable evidence of the 
  fantastic, Hana will be ecstatic. Her attitude will 
  transform in an instant, scepticism surrendering 
  to enthusiasm without a fight. If connected to the 
  Cosmic Web, she will want to know everything about 
  the Multiverse on the spot. Her problem will become 
  a lack of interest in combat or adventure. She truly is 
  all but useless in a fight, and even if she is secretly a 
  Key, a psychic, or a born witch, Hana will not turn into 
  a defender of the Web overnight. One day, she might 
  prove a heroine of limitless ability, but for now, she has 
  to focus on surviving high school.
   
  � ATTRIBUTES & DEFECTS
  TTRIBUTES & DEFECTS
  Hana is not as ordinary as she claims, but until her 
  Unknown Power manifests, her only unusual abilities 
  are her wellspring of energy, her volatile luck, and the 
  way attractive people fall for her – but only the ones 
  Hana does not notice. At first, any adventures she 
  survives will be due to a combination of Energised and 
  Mulligan, but her Shortcoming will make it likely that 
  Hana comes out of such travails looking ridiculous.
  Her Unknown Power is just that. Its nature, 
  potential, and effect on her destiny are all for the Game 
  Master to decide.
   
  �  A
   ADVENTURE HOOKS
  DVENTURE HOOKS
   »
  Homo Psyche: Hana starts hearing voices. 
  Thoughts, emotions, hopes, fears, they all flood 
  into her mind. When Mean Queen gets particularly 
  cruel about this, a book flies into the back of her 
  head. Hana flees the school, and she would really 
  like it if everyone would stop talking now, please! 
  Someone needs to help her before less savoury 
  characters take an interest in the budding psychic.
   »
  Half-Asrai: When the wings sprout from Hana’s 
  back, she freaks out. The first time she saves her best 
  friend from a reckless driver, she knows something 
  is wrong. It is when Hana makes the flowers in her 
  mother’s garden sprout overnight that she realises 
  what has happened. That, of course, is the same 
  time the hellspawn realise it.
   »
  Skeleton Key: When she opened the Vice-Principal’s 
  locked door, Hana thought she was lucky. When 
  she walked through and found herself surrounded 
  on an alien world, she knew something was wrong. 
  When the demons tore a hole in the sky and came 
  howling after her, Hana knew her life would never 
  be the same again. With her powers in their infancy, 
  Hana needs friends, right now.
  “I’m just an ordinary – wait, 
  “I’m just an ordinary – wait, 
  are those flying saucers?”
  are those flying saucers?”
  PAGE
  PAGE
  30
  30
  
SOURCE: textdata/thevault/Big Eyes, Small Mouth (BESM) (Tri Stat) [multi]/BESM 4e/BESM 4e - Dramatis Personae - Volume #1 [2020].pdf