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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8143395" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: blue">Asagiri Sayo</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-vZw6NRg/0/774eed9e/S/bct5-S.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>More than a decade ago, when Sayo was even younger than Monoka, she and a group of her friends were accidentally transported to a parallel world where magic was much more prevalent than it is on their own. There they developed magical powers, possibly due to the affects of their slide across dimensions and possibly because some of the local powers-that-be needed agents in a hurry. Sayo acquired powers associated with truth and knowledge, able to see through all illusions and ask questions of reality that it had to answer. Until that point, she'd been something of a hoodlum, but the shock of her sudden understanding changed Sayo's personality quite a bit.</p><p></p><p>When the survivors of this adventure finally found a way back to Japan, their powers were lost, but Sayo managed to retain the knowledge that she'd gleaned through the use of her own. She became a teenaged detective, often handling cases that seemed to involve supernatural phenomena. During one of them that actually did turn out to be mystical in nature, Sayo found herself empowered on this world, as well, when she forged a contract with what she believed (and to be honest, still believes) to be the ghost of the great detective, Akechi Kogoro. That led to her joining the first incarnation of the Ghost Sweepers, of which she's the only surviving and still-active member.</p><p></p><p>Sayo's powers are primarily defensive instead of the offensive ones used by most of her teammates, and so she's well-aware that she cannot act as a frontline combatant as they do. Instead, she acts as the team's scout and investigator, often using the faculty for disguise that she shares with Akechi to impersonate and infiltrate the opposition ranks. In a scuffle, her primary goal will be to escape, though if she can inflict some damage on the enemy while doing so, she'll try to do so. Likewise, she's never sought a leadership position, preferring to advise whoever is in charge.</p><p></p><p>However, her association with Akechi brings with it problems as well as blessings. The fact that she can't ever guess -- or at least can't discuss her guesses until her detective work has uncovered proof to back them up -- is something of a pain, as it forces her to play her cards close to her chest and often annoys her teammates. That's still not anywhere nearly as annoying as the fact that Akechi requires her to smoke Egyptian cigarettes while on the case, despite her attempts to convince him that a nicotine patch would be <em>much</em> less noxious.</p><p></p><p><strong>Asagiri Sayo - PL 8</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 0 | <strong>STA</strong> 1 | <strong>AGL</strong> 2 | <strong>DEX</strong> 2 | <strong>FGT</strong> 4 | <strong>INT</strong> 5 | <strong>AWE</strong> 4 | <strong>PRE</strong> 3</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Master of Disguise:</em></strong> Continuous Morph 2 (Other People), Deception Check Required (DC 12), Removable (–1 point), Standard Action - 5 points</p><p><strong><em>Quicksilver Wits: </em></strong>Enhanced Advantages 5 (Defensive Roll, Improved Initiative, Seize Initiative, Speed of Thought); Enhanced Defenses 8 (Dodge 4, Parry 4); Quickness 4, Limited to mental actions; Impervious Will 6, Limited to mental effects - 17 points</p><p></p><p><strong>Advantages:</strong></p><p>Contacts, Defensive Attack, Defensive Roll <em>2</em>, Equipment, Improved Defense, <em>Improved Initiative,</em> Improved Trip, Improvised Tools, Jack-of-all-trades, Languages 2 (English, Korean, Mandarin, Spanish, [Japanese is native]), Power Attack, <em>Seize Initiative,</em> Set-Up, Skill Mastery (Investigation), <em>Speed of Thought,</em> Taunt, Tracking, Well-informed.</p><p></p><p><em>Equipment:</em></p><p>Smartphone and 3 points of equipment as needed.</p><p></p><p><strong>Skills:</strong></p><p>Athletics 6 (+6), Close Combat: Unarmed 4 (+8), Deception 6 (+9), Expertise: Magic 2 (+5), Expertise: Streetwise 6 (+11), Insight 6 (+10), Investigation 8 (+13), Perception 8 (+12), Sleight of Hand 6 (+8), Stealth 8 (+10), Technology 2 (+7).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +13/+2</p><p>Unarmed +8 (Close Damage 0)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 10/6, Parry 8/4, Fortitude 4, Toughness 6/3/1, Will 9</p><p></p><p><strong>Totals:</strong></p><p>Abilities 42 + Powers 23 + Advantages 16 + Skills 31 + Defenses 12 = 124 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Responsibility--Motivation. Addiction</em></strong> (nicotine.) <strong><em>Power Loss</em></strong> (Quicksilver Wits, if Akechi is offended.) <strong><em>Secret</em></strong> (government agent.)</p></blockquote><p></p>
[QUOTE="Davies, post: 8143395, member: 30538"] [size=150][color=blue]Asagiri Sayo[/color][/size][color=blue][/color] [img]https://photos.smugmug.com/My-First-Gallery/i-vZw6NRg/0/774eed9e/S/bct5-S.png[/img] More than a decade ago, when Sayo was even younger than Monoka, she and a group of her friends were accidentally transported to a parallel world where magic was much more prevalent than it is on their own. There they developed magical powers, possibly due to the affects of their slide across dimensions and possibly because some of the local powers-that-be needed agents in a hurry. Sayo acquired powers associated with truth and knowledge, able to see through all illusions and ask questions of reality that it had to answer. Until that point, she'd been something of a hoodlum, but the shock of her sudden understanding changed Sayo's personality quite a bit. When the survivors of this adventure finally found a way back to Japan, their powers were lost, but Sayo managed to retain the knowledge that she'd gleaned through the use of her own. She became a teenaged detective, often handling cases that seemed to involve supernatural phenomena. During one of them that actually did turn out to be mystical in nature, Sayo found herself empowered on this world, as well, when she forged a contract with what she believed (and to be honest, still believes) to be the ghost of the great detective, Akechi Kogoro. That led to her joining the first incarnation of the Ghost Sweepers, of which she's the only surviving and still-active member. Sayo's powers are primarily defensive instead of the offensive ones used by most of her teammates, and so she's well-aware that she cannot act as a frontline combatant as they do. Instead, she acts as the team's scout and investigator, often using the faculty for disguise that she shares with Akechi to impersonate and infiltrate the opposition ranks. In a scuffle, her primary goal will be to escape, though if she can inflict some damage on the enemy while doing so, she'll try to do so. Likewise, she's never sought a leadership position, preferring to advise whoever is in charge. However, her association with Akechi brings with it problems as well as blessings. The fact that she can't ever guess -- or at least can't discuss her guesses until her detective work has uncovered proof to back them up -- is something of a pain, as it forces her to play her cards close to her chest and often annoys her teammates. That's still not anywhere nearly as annoying as the fact that Akechi requires her to smoke Egyptian cigarettes while on the case, despite her attempts to convince him that a nicotine patch would be [i]much[/i] less noxious. [b]Asagiri Sayo - PL 8 Abilities: STR[/b] 0 | [b]STA[/b] 1 | [b]AGL[/b] 2 | [b]DEX[/b] 2 | [b]FGT[/b] 4 | [b]INT[/b] 5 | [b]AWE[/b] 4 | [b]PRE[/b] 3 [b]Powers: [i]Master of Disguise:[/i][/b] Continuous Morph 2 (Other People), Deception Check Required (DC 12), Removable (–1 point), Standard Action - 5 points [b][i]Quicksilver Wits: [/i][/b]Enhanced Advantages 5 (Defensive Roll, Improved Initiative, Seize Initiative, Speed of Thought); Enhanced Defenses 8 (Dodge 4, Parry 4); Quickness 4, Limited to mental actions; Impervious Will 6, Limited to mental effects - 17 points [b]Advantages:[/b] Contacts, Defensive Attack, Defensive Roll [i]2[/i], Equipment, Improved Defense, [i]Improved Initiative,[/i] Improved Trip, Improvised Tools, Jack-of-all-trades, Languages 2 (English, Korean, Mandarin, Spanish, [Japanese is native]), Power Attack, [i]Seize Initiative,[/i] Set-Up, Skill Mastery (Investigation), [i]Speed of Thought,[/i] Taunt, Tracking, Well-informed. [i]Equipment:[/i] Smartphone and 3 points of equipment as needed. [b]Skills:[/b] Athletics 6 (+6), Close Combat: Unarmed 4 (+8), Deception 6 (+9), Expertise: Magic 2 (+5), Expertise: Streetwise 6 (+11), Insight 6 (+10), Investigation 8 (+13), Perception 8 (+12), Sleight of Hand 6 (+8), Stealth 8 (+10), Technology 2 (+7). [b]Offense:[/b] Initiative +13/+2 Unarmed +8 (Close Damage 0) [b]Defense:[/b] Dodge 10/6, Parry 8/4, Fortitude 4, Toughness 6/3/1, Will 9 [b]Totals:[/b] Abilities 42 + Powers 23 + Advantages 16 + Skills 31 + Defenses 12 = 124 points [b]Complications: [i]Responsibility--Motivation. Addiction[/i][/b] (nicotine.) [b][i]Power Loss[/i][/b] (Quicksilver Wits, if Akechi is offended.) [b][i]Secret[/i][/b] (government agent.) [/QUOTE]
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