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- Eriko
- Callidus of the Seventh
- Age: 15 (14 at start)
- Birthday: September 16
- Karma: (+30 (+55)) (Ultimate Eriko: 400+ Karma)
- +10 = 65
- +5 = 70
- +5 = 75
- +5 = 80
- +5 = 85
- +5 = 90
- +5 = 95
- +5 = 100
- +5 = 105
- +10 = 115
- +10 = 125
- +10 = 135
- +10 = 145
- +10 = 155
- +5 = 160
- +10 = 170
- +15 = 185
- 0 unspent
- =============================================================================================================
- Phase Out, Born Fighter, Strong Willed, +10 Grit
- =============================================================================================================
- Str: 10 / 20
- Spd: 10 / 30
- Per: 15 / 40
- Grt: 10 / 20
- Movespeed: 20m / 40m
- HP: 40 / 40 transformed, 20 / 20 plain
- Emotion: 0 / 0
- Corruption: 1 / 1
- Grief: 8/100
- Grief Seeds: 3
- Assets and Drawbacks
- + Rank: Operative (-5)
- + Actress (Callidus)
- + Gifted (Seventh)
- = Justified (Solving the Case)
- - Bad Reputation: All unranked Magical Girls (Seventh)
- - Bad Reputation: Magical Girl World (+15)
- - Loose Cannon (+10)
- (Born Fighter) (-5)
- (Strong Willed) (-5)
- (Cash Money) (-5)
- (Persistent Magic for persistent Detection magic) (-10)
- (Magic Pattern: Sacred/Truth) (-20)
- (Sell off Loose Cannon and Bad Reputation) (-20, -30)
- Basic:
- Magic Weapon : Magnifying Glass/Ice Knife, light style, +5 per
- Magic Burst: +10 Per, +10 spd (-20)
- Magic Blast, Charm Resistance, Ping, Magic Fortitude
- Disciplines:
- All basic magic: Inventory, Charm resistance, Transformation, Magic Blast, Ping
- 1) Mind Magic: Mental Strength 50 (Callidus + 40), Suggestion (-5), Mind Seal (GM Fiat) Scan (-5) (Autosuggestion to blend in better, more mental strength) (-5, -10, -10)
- 2) Clairvoyance: Detection 1 (Callidus), True Sight (-10), Sight Beyond Sight (-10), Sensor (-10) (detection 2/3) (-10/15)
- 3,4) Karmic Magic: Blessing 1 (-5)
- *Misc: Soul Gem Ping (Callidus), Long Ping (-5)
- (illusions conflict with truth?)
- TRAINING
- Sneaky 1 (Callidus) (2/3/4 for tailing people, Sneak Attack 1) (-10/15/20, -5)
- Initiative 3 (-9), Hard Boiled (-1)
- Language: English, Japanese, Vietnamese (-5), Witchspeak (-5)
- Firearm Training 30 for +45 (-30)
- Therapist (-5)
- Runner 10 (-5)
- Acting 1 (-5)
- Exercise: 5 perception (-10)
- Rounded Training (-5)
- (Education to know what she's talking about) (-3, -3)
- (Distraction to be a Team Player) (-5)
- (Tactics for 15 dodge) (-10)
- Retrained Paperwork 1
- magic weapon to-hit : d10+20, can attack as secondary action
- magic weapon damage : 20
- Magic Blast to-hit: 1d10+40
- Magic Blast Damage: 1d10+10+2xE
- pistol to-hit: 1d10+70
- pistol damage: 1d10+30
- sawed off rifle to-hit: 1d10+60
- sawed off rifle damage: 1d10+40
- rifle to-hit: 1d10+60
- rifle damage: 2d10+20
- sniper rifle to-hit: 1d10+60
- sniper rifle damage: 1d10+15
- silenced pistol and not-silenced pistol
- sawed off rifle
- not-sawed off rifle
- sniper rifle
- Anti-magic rounds x6
- Night Vision
- Rations
- Social Stealth: +20
- Detection: 40 + 10
- ======
- (appearance: http://safebooru.org/index.php?page=post&s=view&id=1670563)
- (costume: https://danbooru.donmai.us/posts/1979942)
- "Hehe... This mystery is on the tip of my tongue. I can almost taste their confession."
- An avid mystery fanatic, Eriko pursues the resolution of a crime, a case, or the truth at any cost. Even if it means creating her own. Or needing to hear it from the mouth of the culprit themselves. Usually she is calm and politely disinterested in the affairs of others. At least, until MYSTERIES come up. At which point she will try to get herself involved, even if the other parties aren't aware or aren't willing. If there's no mystery she visibly deflates. Confronting the culprit - or explaining to everyone who would listen - and getting a confession, is one of her biggest thrills.
- Eriko weaponizes what she calls the Detective's Authority, or rules for mysteries that she applies to real life. One extent of which is always being allowed to be somewhere. The detective has to be able to see the crime scene, look for clues, and interrogate suspects, right? Besides actual mind control, one reason people tend to go along with her antics is getting swept up by her antics to the point of forgetting that they could just kill her. See Knox and Van Dine's commandments listed at the end.
- She's generally nice but ruthless. Sometimes ruthlessly nice. When she tries to be nice, sometimes she gets too into it. Eriko's a bit of a pervert, a bit of a troll, she likes getting her way, and hates not getting her way and being wrong about things. And peaches, for reasons she won't explain.
- For hobbies outside mysteries, Eriko has a model train and some lego people she uses to play "Murder on the Orient Express" and other famous crimes. She also does yoga and meditation.
- She tends to upset people. This includes her allies and Incubator. It's not just that she sticks her nose where it doesn't belong, but she also tends to call other people she is on good terms with (on her end) some variation of "Watson", such as "Blue Watson", "Emo Watson", "Sniper Watson", "Tall Watson", or "Watson the Third". She has a reputation for being someone people don't want to work with due to being irritating. The fact that she's still alive is nothing short of miraculous, but her luck might run out sooner or later.
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