Dr. Eiko Takashima

Val Char  Cost Roll   Notes
 13 STR   3    12-    
 21 DEX   33   13-    OCV: 7/DCV: 7
 23 CON   26   14-
 12 BODY  4    11-
 28 INT   18   15-    PER Roll 15-
 14 EGO   8    12-    ECV: 5
 18 PRE   8    13-    PRE Attack: 3 ½d6
 18 COM   4    13-

 3  PD    0           Total: 3/23 PD (0/20 rPD)
 5  ED    0           Total: 5/25 ED (0/20 rED)
 5  SPD   19          Phases: 3, 5, 8, 10, 12
 8  REC   0
 46 END   0
 31 STUN  0
 Total Characteristic Cost: 123

Movement:
 Running: 6"/12"
 Flight: 30"/60"
 Gliding: 8"/8"
 Leaping: 20"/40"
 Swimming: 2"/4"

Cost   Powers                                                     END
120    Gadget Pool, 72 base + 48 control cost, Powers Can Be 
       Changed As A Zero-Phase Action (+1) (144 Active Points); 
       all slots OIF (-½)
 20    Forcefield Belt: Force Field (20 PD/20 ED) (40 Active 
       Points); OIF (-½), 1 Continuing Fuel Charge lasting 5 
       Minutes (-½) [1 cc]
 5     Ultraviolet Perception (Sight Group)
 8     Goggles: High Range Radio Perception (Radio Group), 
       Tracking (17 Active Points); OIF (-½), Sense Affected As 
       Hearing [very common Sense] (-½)
 8     Goggles: Active Sonar (Hearing Group) (15 Active Points); 
       OIF (-½), Sense Affected As Another Sense (-¼)
 3     Goggles: Sight Group Flash Defense (5 points) (5 Active 
       Points); OIF (-½)
 3     Extended Genetic Structure Reinforcement: Life Support
       (Longevity: 800 Years)
 3     Extended Genetic Structure Reinforcement: Power Defense 
       (7 points) (7 Active Points); Limited Power (Only against 
       genetic-alteration attacks; -1)
 2     Extended Genetic Structure Reinforcement: Healing BODY 1d6
       (standard effect: 3 points) (10 Active Points); Extra Time 
       (20 Minutes, -2 ½), Limited Power (Only to restore BODY 
       from transforms from genetics-based alterations; -1)

Perks
 5     Computer Link
 4     Reputation: Ex-SPIRIT Member (A large group) , 11-, +2/+2d6
 1     Fringe Benefit: License to practice a profession
        Notes: Doctor
 1     Fringe Benefit: Weapon Permit (where appropriate)
 31    Follower: Squit
 10    Money: Wealthy
 6     Contact: CLOWN Commander (Contact has access to major institutions,
       Contact has useful Skills or resources, Very Good relationship with
       Contact) 11-
 30    Vehicles & Bases

Talents
 5     Eidetic Memory
 4     Speed Reading (x10)
 3     Lightning Calculator

Skills
 6     Penalty Skill Levels w. Gadgets: +2 vs. Range Modifier with All Attacks
 10    Combat Skill Levels: Gadgets: +2 with Ranged Combat
 3     Analyze Technology: Style 15-
 3     Combat Driving 13-
 3     Combat Piloting 13-
 3     Computer Programming 15-
 3     Scholar
 2     1) KS: Cloning Technology (3 Active Points) 15-
 2     2) KS: Collective Nanotechnology (3 Active Points) 15-
 2     3) KS: Superhumans of the World (3 Active Points) 15-
 1     TF: Gomimobile
 10    Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons,
       Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered
       HTH, Muscle-Powered Ranged, Other) 15-
 3     Tactics 15-
 3     Teamwork 13-
 3     Systems Operation 15-
 3     Streetwise 13-
 3     Security Systems 15-
 3     PS: Baker 13-
 3     PS: Practical Joke Design 15-
 3     Paramedics 15-
 3     Language: English (Fluent Conversation; Literacy)
 13    Gadgeteering 20-
 3     Mechanics 15-
 3     Electronics 15-
 3     Demolitions 15-
 3     Deduction 15-
 3     Cryptography 15-
 5     +1 with sciences
 5     Bureaucratics 14-
 3     Scientist
 2     1) SS: Atomic Physics 15- (3 Active Points)
 2     2) SS: Ballistics 15- (3 Active Points)
 2     3) SS: Bioenergetics 15- (3 Active Points)
 2     4) SS: Biomechanics 15- (3 Active Points)
 2     5) SS: Biophysics 15- (3 Active Points)
 2     6) SS: Cybernetics 15- (3 Active Points)
 2     7) SS: Dimensional Engineering 15- (3 Active Points)
 2     8) SS: Fluid Dynamics 15- (3 Active Points)
 2     9) SS: Inorganic Chemistry 15- (3 Active Points)
 2     10) SS: Mathematics 15- (3 Active Points)
 2     11) SS: Medicine 15- (3 Active Points)
 2     12) SS: Metallurgy 15- (3 Active Points)
 2     13) SS: Molecular Physics 15- (3 Active Points)
 2     14) SS: Nanotechnology 15- (3 Active Points)
 2     15) SS: Neurosurgery 15- (3 Active Points)
 2     16) SS: Optics 15- (3 Active Points)
 2     17) SS: Subatomic Physics 15- (3 Active Points)
 2     18) SS: Trauma Surgery 15- (3 Active Points)

Total Powers & Skill Cost: 424
 Total Cost: 547

213+  Disadvantages
 10   Psychological Limitation: Code Vs. Killing Common, Moderate
 15   Psychological Limitation: Prankster Common, Strong
 10   Psychological Limitation: LOATHES SPIDER (will give attack
       preference): Uncommon, Strong
 15   Psychological Limitation: Acts sane; not actually sane (Common,
       Strong)
 5    Reputation: Wacky Scientist: , Sometimes (8-)
 5    Rivalry: Shadow Lord: Professional (Wants to kick the ass, embarass,
       expose as a fraud), Rival is As Powerful, Rival is a Player
       Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival 
       Unaware of Rivalry
 10   Vulnerability: 2x STUN Magnetic Uncommon
 10   Vulnerability: 2x BODY Magnetic Uncommon
 20   Hunted: SPIDER: 8- (Occasionally), More Powerful, NCI, Harshly 
       Punish
 20   Hunted:: Lord Jupiter and his minions 11- (Frequently), More 
       Powerful, Harshly Punish
 10   Distinctive Features: White-haired, busty Asian woman (Concealable; 
       Noticed and Recognizable; Detectable By Virtually Everyone)
 204  Experience Points
 (8 points unspent)

Total Disadvantage Points: 547

Background/History: The Takashimas were proud of their son. Hadn’t he been first in all his classes since he began school? He’d even passed the most difficult exams without resorting to juku (cram school)! Then he was accepted to MIT. That wasn’t as good as a good Japanese school, but…

Eiji enjoyed his time at MIT. He was nominally an electrical engineering major, but he could take whatever he liked as electives. He would frequently audit classes and surprise professors who looked for his name on the class lists at the first exam. Considering how well he always did, some students were VERY happy when they found out he was “just sitting in.” He also was involved in one of the great traditions of MIT students: the hack. The now-famed “Levitating Yale President” was entirely his doing.

After graduating magna cum laude, he easily got a job with a division of Matsushita. He cheerfully designed a large number of interesting toys. He loved his work. He immersed himself in his work. He became more trusted, and given other things to design and build. At first, he didn’t mind. But then they started getting stranger. When they assigned him to design a weapon, he decided to find out what was going on.

When the shooting was over, he’d learned that the division he’d worked for had been taken over covertly by VIPER, he’d been shot, developed a talent for making things quickly from spare parts, caused the building he worked in to be demolished, and been declared dead. To insure this, he turned to the only place to go in the underground of Japan. The Yakuza. His skills became invaluable, especially his talents with computers, security systems, and the paramedic training he’d had. As it was, they ended up owing him, as the local oyabun stated to his subordinates at a meeting.

He began dealing with the bakusozoku (biker gangs), after they’d started to become a problem in the area of Tokyo he lived in. He scavenged for components, gaining the name Gomi-no-sensei (Expert in garbage) for his talents in improvisation. After a while, the government located him and offered him a place on the newly-formed United Nations superteam, SPIRIT. When they mentioned the ALMOST UNLIMITED RESEARCH BUDGET, he agreed immediately. With the team, he participated on a number of cases, performed some memorable pranks (the “I Slept With Subdivisions” t-shirts made him a bundle, even if he did have to split it with Subdivisions) and the Mass Pieing of SPIRIT (which had some of them convinced they were targeted by CLOWN).

Eventually, however, he found out his parents were in some financial trouble. He left the team to return to Japan. He emptied his bank accounts, restored his identity, and split what was left. His parents recieved one-half of it, and the favor the Yakuza owed him insured they would be happy and safe for the rest of their days.

He worked for other, smaller companies again, doing more of his research, but invariably left due to a disagreement over methods. He was headhunted by a company in the United States, headquartered in Philadelphia. It sounded interesting, especially when he found out they had a superteam of their own. So he went.

Since then, he’s been instrumental in saving the world from the threat of the Collective Invasion, nearly died in an accident fighting the Pirate King, and killed one of Warstar’s minions with a lemon merangue-and-sodium-pentathol-in-DMSO pie to the face (he didn’t know she would die from the chemicals in her bloodstream).

He has recently suffered an accident that transformed him significantly. He’s now genetically female, five foot two, white hair, 34H-24-34. (Apparently the various DNAs that combined in him, which included white tiger and female, had a heck of an additive effect). As a result, she’s now referring to herself as “The Gadget Queen”, learning about what it’s like to be female, and generally being confused and confusing. Her parents are scandalized.

Personality/Motivation: Formerly the consummate technical geek, the complete change in body has released interesting changes into her psyche. Still homosexual, the new lesbian concepts have become somewhat distracting. She’s taught herself how to act like a woman by power-watching soap operas like ‘Beverly Hills 90210’ . Once almost bipolar between reserved and manic with a new gadget or prank, she’s now outgoing and completely happy. Sometimes, though, when something that needs her full attention comes to her notice, she seems to snap back to the technologist personality, and seems to be almost unshakeable from her purpose.

Quote: “This could lead to excellence or serious injury. Let’s see!”

“I am going to punch you in the head until candy comes out!”

Powers/Tactics: THE single greatest gadgeteer on earth, her outfit contains a large number of spare parts she can assemble on the fly to create various effects. A few of them fit into sockets in the force field belt, giving it additional functionality – flight, leaping, or incredible strength.

Eiko’s gadgets

1) Directed Sonic Burst: Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); 4 Charges (-1), OIF (-½) Real Cost: 24
2) Baryonic Superstring Binding Field: Entangle 5d6, 4 DEF, Takes No Damage From Attacks Limited Group (+¼), Cannot Be Escaped With Teleportation (+¼) (67 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), 8 Charges (-½), OIF (-½) Real Cost: 22
3) Transgression Beam: Energy Blast 3 ½d6, No Range Modifier (+½), No Normal Defense ([Standard]; +1), Invisible Power Effects (Fully Invisible; +1) (63 Active Points); 3 Charges (-1 ¼), OIF (-½) Real Cost: 23
4) Boot Springs: Leaping +10″ (20″ forward, 10″ upward) (10 Active Points); 2 Continuing Fuel Charges lasting 1 Minute each (-½), OIF (-½) Real Cost: 5
5) Gravity Impellor (High Power): Flight 15″ (30 Active Points); 1 Continuing Fuel Charge lasting 5 Minutes (-½), OIF (-½), Linked (Forcefield Belt; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -¼) Real Cost: 13
6) Gravity Impellor (Low Power): Gliding 8″ (8 Active Points); OIF (-½), No Noncombat Movement (-¼), Linked (Forcefield Belt; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -¼) Real Cost: 4
7) Regeneratron!: Healing BODY 2d6 (standard effect: 6 points) (20 Active Points); OAF Immobile (-2), 4 Charges (-1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1) Real Cost: 4
8) Stealth Antigrav System: Flight 15″, Invisible to Hearing Group (+¼) (37 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 20 Minutes (-¼) Real Cost: 21
9) Stealth Cloak: Invisibility to Sight, Hearing and Radio Groups , No Fringe (40 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 20 Minutes (-¼) Real Cost: 23
10) Plasma Bazooka: RKA 3d6, Armor Piercing (+½) (67 Active Points); 8 Charges (-½), OIF (-½) Real Cost: 33
11) Kaboomite Grenades: Energy Blast 5d6, Armor Piercing (+½), Area Of Effect (4″ Radius; +1) (62 Active Points); 4 Charges (-1), OIF (-½) Real Cost: 25
12) Hyperkaboomite Grenade: Killing Attack – Ranged 2d6-1, Penetrating (+½), Area Of Effect (4″ Radius; +1) (62 Active Points); 4 Charges (-1), OIF (-½) Real Cost: 25
13) Gun Thing: Energy Blast 10d6 (50 Active Points); OAF (-1), 2 clips of 6 Charges (-½), Beam (-¼) Real Cost: 18
14) Polymer Frisbee (large): Entangle 3d6, 2 DEF, Target and Entangle damaged (+½), Area Of Effect (4″ Radius; +1) (62 Active Points); 2 Charges (-1 ½), OIF (-½), Cannot Form Barriers (-¼) Real Cost: 19
15) Hologrammer: Sight, Hearing and Radio Groups Images 1″ radius, +/-4 to PER Rolls (32 Active Points); 1 Continuing Charge lasting 5 Minutes (-¾), OIF (-½) Real Cost: 14
16) Blackout Chaff Bomb: Darkness to Sight Group 5″ radius (50 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼), OAF (-1) Real Cost: 15
17) Kineta-Knuckles: Hand-To-Hand Attack +6d6, Double Knockback (+¾) (52 Active Points); Hand-To-Hand Attack (-½), OIF (-½), 8 Charges (-½) Real Cost: 21
18) Gravity Exoskeleton: +37 STR (37 Active Points); 1 Continuing Fuel Charge lasting 1 Turn (-1), OIF (-½), No Figured Characteristics (-½), Linked (Forcefield Belt; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -¼) Real Cost: 11
19) Tractor Beam: Telekinesis (34 STR), Fine Manipulation (61 Active Points); OAF Fragile (-1 ¼), Affects Whole Object (-¼), 1 Continuing Fuel Charge lasting 20 Minutes (-¼) Real Cost: 22
20) Instant Wall: Force Wall (10 PD/10 ED; 5″ long and 2″ tall) (60 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼), OIF (-½) Real Cost: 22
21) Ordainer: Suppress Teleportation 12d6 (60 Active Points); OIF Fragile (-¾), 2 Continuing Charges lasting 1 Minute each (-¾) Real Cost: 24
22) Neuroshock Blaster: Energy Blast 5d6, Area Of Effect (11″ Cone; +1), Two-Dimensional (-¼), No Normal Defense ([Standard]; +1) (69 Active Points); OAF (-1), 8 Charges (-½) Real Cost: 28
23) Psychomechanic Waveform Analysis Array: Mind Scan 10d6 (Machine class of minds), +10 ECV (70 Active Points); 1 Continuing Charge lasting 5 Minutes (-¾), OIF (-½) Real Cost: 31
24) Psychomechanic Waveform Override Array: Mind Control 12d6 (Machine class of minds) (60 Active Points); 1 Charge (-2), OIF (-½) Real Cost: 17
25) Sensory Disruption Field: Darkness to Hearing Group and Normal Sight 6″ radius (35 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), OIF (-½) Real Cost: 14
26) Mollywire Hand-Cutter: Killing Attack – Hand-To-Hand 3d6, Armor Piercing (+½) (67 Active Points); No STR Bonus (-½), 8 Charges (-½), OIF (-½) Real Cost: 27
27) Collective Technology Energy Field Suppressor: Suppress 4 ½d6, all Powers Of One Special Effect simultaneously (special effect must be defined when device is built) (+2) (69 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-½) Real Cost: 28
28) Hard-Light Holographic Replicator: (Total: 58 Active Cost, 23 Real Cost) Sight, Hearing, Radio and Touch Groups and Spatial Awareness Images Increased Size (4″ radius; +½), +/-3 to PER Rolls (58 Active Points); 1 Continuing Fuel Charge lasting 1 Turn (-1), OIF (-½) (Real Cost: 23) Real Cost: 23