Niko Kurushime

Description:

OrientalSteampunk.jpg


Nikotaru Kurushime

Coven of the Wraith – True Vampire
Horror Factor: 14
Description:

A Twist of Fate has placed Niko, an inventor and humanist at heart, into the body of a pure killer. Niko is an absolutist seeing things as mere black and white, right and wrong. Although because of this personal view, he sees himself as the greatest evil, full of blackness and error. Yet, a deep seeded belief in redemption prevents him from ending his existence. His thoughts are very methodic. This leads to a taste of arrogance in his demeanor. Niko would never intentionally pass on his “curse”. He esteems freedom as the greatest virtue.

STATS
ATTRIBUTES
SAVING THROWS
COMBAT BONUSES
Alignment Aberrant IQ 22 Save vs Magic +5 Strike +13
HT 5’8" ME 22 Save vs Psionics +4 Parry +14
WT 175lbs MA 24 Save vs Poisons +5 Dodge +14*
HP 150(150) PS 34 Save vs Insanity +5 Roll +7
BPP* 93(93)/92(92) PP 37 Save vs horror +5 Pull +3
Level 8 PE 24 Save vs coma/death +18% Initiative +6
Sex Male PB 40 Save vs Mind Control +3 Damage +23
Age:Year Nov. 6, 1857 SPD 48 Save vs Possession +0 Disarm n/a
Age:Appearance 30 years Charm/Impress 98% Critical 20
HF 14 Trust/Intimidate 80% Perception +9
EXP 120050 K.O/Stun 17+ Entangle +11
HTH Assassin ATTACKS 9
Feeding Habits TAKEN For Level 7
Taken
Given
30 units (330 ml) of Human Blood for Niko, Willie, Raven, Buddy and McPhee
Alice’s Credits 2.8M credits
Savings $4M Personal, $8M from Willie
*Note: +3D6 BPP per level; +4 to Dodge with successful Backflip
WP’s
LEVELS
STRIKE PARRY THROW RATE MISC
Attained Current
Revolver 1 8 +6(n/a) APM
Sword 1 8 +16 +17 APM
Spear 1 8 +17 +18 +17* APM
Targeting 1 8 +17 5 (~2 attacks*)
*NOTE: Targeting bonus to WP Spear Thrown; Four Spears can be thrown in a melee round, the act of throwing takes one attack and the act of drawing out a second spear is another attack.
NATURAL ABILITIES
Range Description
Supernatural Strength See pages…
Slow Kill Bite Touch This the 3 day process to create a lesser Vampire, see Nightbane page 184
Nightvision 600’ See 600’ in pure darkness
Super Resilience Impervious to all Magical and Psionic sleeps and paralysis.
Vampire’s Bite Touch 3D6 + PS Bonuses.
Restrained punch 3’ 2D6+3
Punch 3’ 5D6
Power punch 3’ 1D6x10; Counts as Two Attacks
Kick 3’ 2D4
Body Throw 3’ 1D4
Lifting 3,400 pounds
Carrying 1,700 pounds
Throwing: Large Object 170 ft Up to 850 lbs
Throwing: Spear 400 ft 2D6 damage; Critical Strike on a 19 or 20 when Thrown
Throwing: Shuriken 240 ft 1D6 damage
Godlike Beauty LoS When a non-vampire character sees him, they must immediately save vs Charm/Impress. Vampires only get +21% save vs Charm/Impress against him.
VAMPIRE SPECIALS
Range Duration Description
Sorrowing Mist Self Unlimited Wraith First level spell + 1D6 speed if no wind. Impervious to all physical attacks, including wood, silver, fire and most magic. Still vulnerable to water and elemental magic. Can slide under doors, through cracks and crevices, keyholes, etc. Combat: Can suffocate any breathing being. Deals 2D6 per melee, must roll a strike each melee. +10% to prowl ability (although silent, the mist is very large and obvious). Cannot use psionics in mist form, but can cast The Red Mist
Summon The Red Mist 90ft One Melee Saving Throw: Dodge, counts as a melee, only roll if has a SPD rating of 30 or greater. Affects a 10 foot diameter, +10 on 7-15 (30ft). This magic enables the sorcerer to create a cloud of dense,
fog 10’ (maximum of 100’) up to ninety feet (27.4 m) away. Victims caught in the
cloud will be unable to see anything beyond the fog, and their
impaired vision allows them to see no more than three feet (0.9
m) in the fog (and that means only a blurry shape). While in
the fog, victims will be at -5 to strike, parry and dodge. Any vampires caught in the fog that breathe it in, or touches any exposed part, receive 4D6 damage. If the character doesn’t take one melee to wipe off excess moisture, it will deal 1D6 additional damage each melee for 1D4 melees.
Sense Mortal Infirmity 120’, 30m area 26Min (2/lvl) Alerts the character to the presence of naturally and magically diseased mortals in the area, the worse the ailment, the stronger the sense. The psychic can also sense infirm supernaturals but with much less accuracy – it is more of a feeling of “Something sick this way is.”
Death Trance Self 4 days state of suspended animation, simulating death. he is incapable of attacking or defending himself in any way until the trance is broken. (6th sense only indicator)
Presence Sense 120’, 30m area 26Min (2/lvl) Alerts the character to the presence of supernatural and magic creatures in the area. The psychic can also sense human presences, but with much less accuracy – it is more of a feeling of “We are not alone.”
Alter Aura Self 13Hours (1/lvl) General level of experience can be made to seem much lower
(level 1 or 2) or much higher (2D4 levels higher) than it really is. Conceal the presence of psychic powers. Conceal level of base P.P.E. (made to seem much lower). Conceal the presence of magic.
Sense Evil 140’ 42.7m area 26Min (2/lvl) Sense general number of supernatural evil Presences, Intensity (alignment) can track the source of supernatural evil, like a bloodhound. Human evil is vague
Empathy 100’ area 26Min (2/lvl) Makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures.
Deaden Pain 3’ 13Hours (1/lvl) The ability to deaden pain can be used as a painkiller which temporarily negates existing pain or as an anesthetic to be used for surgery.
Mind Block Self 13Min (1/lvl) Prevent penetration of telepathy, empathy, hypnotic suggestion, and empathic transfer. Adds a bonus of +1 to save vs all psychic and mental attacks. Cannot use psionics while it is active.
Induce Sleep 6’ 13Hours (1/lvl) The person will fall into a normal, restful sleep from which he can be easily roused. Unwilling victims of the induce sleep psi-power get a +5 bonus to save
Hypnotic Suggestion 12’ (eye contact) < A few hours The power of suggestion can not make a person think he’s a chicken, nor does it make a person the psychic’s charmed, zombie slave that obeys his every command. It simply soothes or implants a notion into someone’s thoughts. Sometimes that little bit can be an important edge
Super-Hypnotic Suggestion LoS 5min This mind control power enables the vampire to place any living creature in a light trance and enforce his will over the victim’s. The vampire’s commands will be obeyed except where they would go completely against the victim’s alignment. By cunningly using this power, the vampire can phrase a command in a way that the victim will have no compunction to refuse. Caster’s death or caster’s release terminates spell.
BLACK MAGIC
Cost Duration Range Saving Throw

Spell Strength: 13

See the Invisible 4 4min(1/lvl) 200ft None
The character can see forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities and astral bodies.
Blinding Flash 1 Instant 10ft radius, up to 60ft away 13
This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3 m) radius. Victims are blinded for 1D4 melee rounds, with a penalty of -5 to strike, and -10 to parry and dodge. The chance of falling is 1-50% per every 10 feet (3 m) traveled. The saving throw is standard, so those who successfully save vs magic are not blinded. Note: Does not affect bionic or cybernetic eyes.
See Health 6 Instant 20ft(5/lvl) None
The caster can “see” the general health of one lump of flesh (e.g. a tissue sample or an entire person, animal, etc.). If it is alive, s/he can tell how healthy it is, whether any spells, powers or psychic effects are currently causing it pain or physical inconvenience (but cannot identify the nature of the spell, psionics, or other power), and whether any major
problems afflict it (e.g. tumors, infected wounds, poison). If the lump of flesh is dead (e.g. a corpse or joint of meat), the caster can see how long the flesh has been dead (establishing time of death to within an hour), the level of decay, the presence of disease, whether maggots have infested it, and similar. The spell also allows the mage to tell if a body or area of meat is magically animated or undead, or possessed in any way.
Bloodward 5/hr Variable Touch HF of 15
This spell allows a mage to inscribe a protective symbol onto a person or object, by using a little of his/her own freshly drawn blood. Drawing the blood (whether by knife or syringe) causes one hit point of damage to the spell caster.
The symbol itself may be a crucifix, Norse rune, occult Chinese symbol, or anything else appropriate. Any evil supernatural creature wishing to approach within 10 feet (3 meters) of the ward must save vs a horror factor of 15. Further, if inscribed onto a person, it gives a +1 bonus to save vs any magical or mind control effect. The symbol must be visible to have any effect, and although the blood dries quickly (by the end of the spell’s casting), it can still be removed with water, fire, and any number of things.
Unless prematurely removed, the duration of the ward can be determined by the mage when casting the spell. There is, in theory, no limit to the duration, but when first created, the caster must specify how long it will remain active for and must spend five P.P.E. per hour of its intended duration.
Preserve Living Flesh 2 1D4weeks/lvl Touch None
A spell that will keep living skin/flesh/tissue (including small organs like eyes, liver, spleen, etc.) alive for weeks. The flesh can be placed in a container or left out in the open air (though the latter is more vulnerable to accidental damage or theft).
See Through Lifeless Eyes 4 Instant 5 ft (WLS) None
This spell allows the caster to look into the eyes of any dead person, animal, or creature, and to see reflected in their pupils the last image they saw. This is a frozen image, like a photograph. The spell also allows the caster to look into the eyes of those in a coma in the same way (seeing the image that they saw as they slipped into unconsciousness), and to see the current thoughts and concerns of someone in a trance. In each case, this is done by staring into their eyes.
Magic Armor 10 4 melees/lvl Self or other None
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster (or other). This mystic armor has an A.R. of 14 and an S.D.C. of 100 plus 10 per level of the caster; fire, lightning and cold do one-half damage.
Negate Poisons/Toxins 5 Instant Self or touch None
The sorcerer can magically turn a poisonous substance inert, rendering it harmless. The magic can also be used to instantly negate poison in the bloodstream of a person, preventing further damage by the foul substance. However, any damage caused by the poison before the magic is used cannot be reversed.
Traitorous Hand 10 1 melee/lvl 30ft Standard
Through this spell, an arcanist can take control of a part of another person’s body. Used subtly, this might be intended to cause a slight twitch in a finger (“I didn’t mean to shoot! The gun just went off!”) or more blatantly to control a whole limb (e.g. to make a knife-man attack himself or drop his weapon). The spell can be used to take control of a stomach or bladder too (e.g. to cause a stomach cramp or vomiting, or loss of control), or the tongue (to prevent speech or cause mumbling), and eyelid (to blink or twitch), but cannot be used for such refined actions as affecting breathing, vocal chords, heartbeat, blood circulation, etc., or to seize control of a pair of hands, arms, legs, etc.
Scarlet Pepper 10 2D10 Hours Touch None
This spell allows a magician to take a handful of fire, transforming the flames into red crystals just as he or she touches them and casts this spell. The flames remain as crystals for so long as they remain in the caster’s hand, and for 2D10 (or 1D20) hours thereafter. Note: The G.M. should roll this duration secretly, so the magician (player character) cannot tell how long the spell will last. Of course the mage can activate the flames whenever s/he wants prior to the end of the crystals’ duration.

When the spell expires, the crystals turn back into flames. The fire created from the crystals is strong enough to inflict 1D6 damage and set fire to any flammable substance with which it is in contact. The spell itself is not dramatic, but with intelligence and cunning a magician can create explosive effects, convenient distractions, and countless acts of petty revenge and destruction (think, for example, about pouring the powder into a car’s fuel tank, or sprinkling a few handfuls around a room).
Shadow Meld 10 1 melee/lvl 30ft Standard
This unique magic enables the mage to step into shadows, becoming totally invisible, even to a “see the invisible” spell. The shadow must be at least five feet (1.5 m) tall to become an effective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run throughout the length of shadows or from shadow to shadow. While in shadow/darkness, the mage prowls at 60% proficiency (or at +15% to normal skill, whichever is higher).

Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light, less than 10 torches or 300 watts,
will only create more shadows.

While hidden in shadows, the character is still susceptible to
magic, psychic and physical attacks, although attackers are at -5 to strike him (because they cannot see him). Area effect magic does not suffer any penalty. Infrared optics are the only means that can be used to see somebody in a shadow.
Destroy Dead Flesh 3/100lbs Instant 10ft None
This spell utterly destroys the dead flesh of one carcass or corpse, up to 600 Ibs (270 kg) in weight. The flesh smolders for several minutes (taking one minute per 100 lbs/45 kg), and crumbles into a black ashen residue which then evaporates. Very handy for destroying the evidence of fights and murders, or for covering up the destruction of supernatural creatures. Has no effect upon magically animated or otherwise “undead” flesh. Casting the spell requires the expenditure of three P.P.E. points per 100 Ibs or part thereof of the target’s weight, usually costing 6-9 P.P.E. to destroy most human bodies.
Call Lighning 3/100lbs Instant 10ft None
The spell creates a lightning bolt which can be directed at any
specific target up to 300 ft (91.4 m) away. The lightning bolt
shoots down from the sky, hitting the desired target. The target
or area must be within the spell caster’s line of vision. The lightning
bolt does 3D6+6 plus 1D6 damage per level of the caster.
Time Slip 3/100lbs 7 seconds 10ft None
The invocation momentarily suspends time, enabling the spell
caster to slip 7 seconds into the future. The mage can move forward
seven seconds while all around him are caught in the past.
The magic is such that the arcanists cannot physically hurt any
living creature, but can move about the physical environment,
open doors, grab an item, run, etc. The effect will appear, to others,
as if the character disappears for an instant and then suddenly
reappears a few seconds later. All those around him lose
two attacks that melee round, but the mystic retains all of his.
The time slip is ideal for a quick escape. Note: Whatever actions
the magician takes within the seven seconds are unseen and
unknown to the other characters.
Mask of Deceit 15 10 min/level Self Standard: -4
A useful tool for deception, it magically creates an illusionary
mask over the person’s own facial gestures. Age, gender, skin
color, hair, hair length and specific features are composed with
thought. However, the magic is limited to facial features and
does not apply to any other part of the body. The mage can attempt
to imitate a specific person’s face, but has a mere 20%
+5% per level of experience skill level; if the character has the
disguise skill, use that base skill instead.
Saving Throw: Everyone encountering the person gets a save
vs magic, but is at -4 to succeed. A successful save means the
true features are seen, not the mask.
PSIONICS
Cost Duration Range Attacks Save
Empathic Transmission 6 2D6 minutes 60 ft away APM Standard
This incredible ability enables the psychic to instill a powerful emotion into another living creature; person, animal or supernatural being. Each psychic attack/transmission can only affect one creature at a time. Several supernatural creatures have this ability or some aspect of it.
Despair or Sorrow: Invokes great emotional upheaval, deep sorrow and a sense of loss. There is a 50% chance of the victim surrendering or leaving without a battle; furthermore, victims are -2 to parry and dodge.
Confusion: Disorients the person so badly that he has no sense of direction, time, or of what is exactly going on. Victims are -3 to strike, parry and dodge, and lose initiative in any combat.
Fear: Invokes unreasoning terror in all those affected. Victims are -3 to strike, parry and dodge, plus there is a 66% chance that those affected will turn and run.
Hate or Anger: Will prompt those affected to act rashly, charge, attack, argue violently, etc. Victims are likely (60% chance) to attack, kill, harm, or betray those they dislike; +1 (yes, that’s plus) to strike, -1 to parry and dodge.
Love or Peacefulness: Will induce a deep feeling of serenity, dispelling anger, hatred, sorrow, and so on. Hostile opponents are likely (60% chance) to reconsider their actions, deciding not to attack, show mercy, leave without being overtly cruel or destructive, halt a rampage, and so on. It does NOT make its victims docile sheep, but curbs hostility.
Trust: Will make its victims believe everything the psionic tells them, but only while under the empathic influence. Life threatening suggestions that go against deep-seated fears or ideals provide an additional savings throw against the suggested action; with a bonus of +3 to save.
Electrokinesis Varies Varies Varies APM None
Electrokinesis is a psychic power that allows the psychic to exert amazing physical control over electricity.
1. Electrical Resistance 4 3min/lvl Self n/a n/a
The psychic can manipulate his body so to become resistant to electricity. Up to 60,000 volts will inflict no damage or ill effect. Currents greater than 60,000 volts, including lightning and magic electricity, do half damage.
2. Electrical Discharge 2 Instant Touch or 2 ft Once per Melee n/a
The character can cause static electricity within a six foot (1.8m) area, as well as emit an electrical discharge by touch. The discharge can be a little jolt or inflict up to 1D6 damage as often as once per melee.
3. Manipulate Electrical Devices 4 2 min/lvl 45ft+5ft/lvl 12 functions n/s
Through focused thought, the psychic can enforce a limited control over electrical devices, such as turn off and on light switches, computers, televisions, radios, blenders, microwave ovens, flashlights, toys (battery and plug types), windshield wipers, and all types of electrically operated appliances, toys and devices. He can also manipulate the controls of the device, such as volume, channel selection, tuners, speakers, change speed, dim lights, and so on. A dozen different electrical functions can be manipulated each melee. This can mean flicking the light off and on six times (12 functions/6 off, 6 on) or turn on the T.V., turn its volume up to the max. and turn on 10 other appliances (12 functions in all). Note: The character does not need to see the devices to manipulate them. He can feel their presence.
4. Sense Electricity 2 2 min 45ft+5ft/lvl n/a n/a
The psychic can sense or feel electricity and pinpoint its exact location with fair expertise. Two minutes of extreme sensitivity when he can pinpoint every source of electricity in the area. Base Skill: 55%+5% per each additional level of experience. A failed roll means only 1D6x10% of all the electrical devices/sources of electricity could be sensed.
Telekinesis 8(20 lbs)+1/every 10 lbs 2 min/lvl 60 ft APM n/a
Telekinesis is the ability to move objects without any other means than directed psychic energy. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.
Combat Bonuses:
• +3 to strike with telekinesis; physical/skill bonuses to strike do not apply when telekinesis is used.
• +4 to parry with telekinesis by using a controlled object to parry or sheer telekinetic force to block
an attack. Counts as a medium, heavy object; costs 8 I.S.P.
• Damage from Hurled Objects:
Small: 6 ounces to 1 pound — 1D4
Small: 1 to 2 lbs — 1D6
Medium: 3 to 4 lbs — 2D4
Medium: 5 to 10 lbs — 3D4
Medium: 10 to 24lbs — 3D6
Large: 26 to 40 lbs — 4D6
Add 1D6 for each additional 20 Ibs of weight.
OCC SKILLS Base % OCC Bonus
LEVELS
TOTAL %
Attained Current
IQ Bonus: +8% (added in to total)
Language: Japanese
-Read: Kanji/Romaji/Kana 40% +5% +20% 1 8 103%
-Write: Kanji/Romaji/Kana 40% +5% +20% 1 8 103%
-Speak 98% 1 8 151%
Language: English 50% +3% +15% 1 8 96%
Language: Chinese 50% +3% +15% 1 8 96%
Principles of Magic 70%+2% 1 8 92%
Basic Electronics 30% +5% +20% 1 8 93%
Basic Mechanics 30% +5% +20% 1 8 93%
Mathematics: Basic 45% +5% +35% 1 8 123%
Computer Operation 40% +5% +25% 1 8 108%
Computer Programming 30% +5% +15% 1 8 88%
W.P. Revolver
-Recognize Weapon Quality 30% +6% 1 8 80%
PRIMARY SKILLS Base % OCC Bonus
LEVELS
TOTAL %
Attained Current
IQ Bonus: +8% (added in to total)
Hand to Hand: Assassin 1 8
-W.P. Paired
Medical Doctor
-Diagnosis 60% +5% 1 8 103%
-Treatment 50% +5% 1 8 93%
Steampunk Mechanics & Automatonics 40% +5% +15% 1 8 98%
Biology 30% +5% +15% 1 8 88%
Chemistry 30% +5% +15% 1 8 88%
Forensics 35% +5% +5%* 1 8 88%
Pathology 40% +5% 1 8 83%
Mechanical Engineering 40% +5% +15% 1 8 98%
Sensory Equipment 30% +5% +15% 1 8 88%
Toxicology 40% +5% 3 6 73%
Radio: Basic 45% +5% +15% 3 6 93%
*NOTE: Pathology gives a +5% bonus to Forensics
SECONDARY SKILLS Base %
LEVELS
TOTAL %
Attained Current
IQ Bonus: +8% (added in to total)
Tumbling
Gymnastics
-Back Flip (+4 Dodge) 70%+5% 1 8 113%
-Pole Vault: Accuracy 50%+5% 1 8 93%
-Pole Vault: Height 8’ + 2’ 1 8 20’
-Stilt Walk 50%+5% 1 8 93%
-Sense of Balance 50%+5% 1 8 93%
-Basic Climbing 25% +n/a 1 8 33%
-Climb Rope/Rappel 60%+2% 1 8 82%
-Leaps: Length 5’+ 6" 1 8 8’6"
-Leaps: Height 4’+ 4" 1 8 6’4"
-Kick Attack (2D4)
-Body Throw (1D4 damage)
Prowl 35%+5% 1 8 78%*
Sewing 40%+5% 1 8 83%
Running
WP Targeting
WP Sword
WP Spear
*Notes: Prowl is -10% when P.B. is being applied, but +10% when in Mist Form

The following Inventory is UNDER CONSTRUCTION

TRAVELING INVENTORY
Location Weight
Leather Ruck Sack
Quiver for Pila Back on shoulder strap
Blanket lined with soil from Japan Ruck Sack 3 lbs
Gulliverian Halocator
Ring of the Brotherhood of Light Carried on a chain on neck
Scroll of Commune with Spirits Ruck Sack n/a
24 Silver bullets for .38 Special Belt
Fleet Feet (Potion)
Impervious to fire (Bracelet)
Truth Serum (Potion)
One ounce of Pixie dust (two apps)
Roman Candle x 4
X-Ray Vision Googles On head or around neck
Ring of Transformation: Basilisk On the Right Index Finger
-Goggles also can cast a spell to make the wearer Range: Self
Duration: Two melee rounds per level of the spell caster.
Saving Throw: None
P.P.E.: Twenty-Five
This spell empowers the mage with the ability to see through solid
matter such as wood, stone, clay, dirt, and iron. However, it takes a few
minutes of concentration to see through various substances. He cannot
see through structures thicker than listed below, or through lead or containers
magically “sealed.” The following time is needed to see through
these materials:
One melee round: Two feet (0.6 m) of wood, cloth, or leather, one
foot (0.3 m) of dirt, clay or stone, and a half foot (0.15 m) of metal.
Two melee rounds: Four feet (1.2 m) of wood or cloth, two feet (0.6
m) of dirt, clay or stone, or one foot (0.3 m) of metal.
Impervious to Horror Factor.
Bracelet of Fleet Feet
Magic Pocket Watch of Teleportation
Rings of Telepathy (2)
Japanese Demon Guadian Stone
-Stone Demon can breath Fire
Japanese Demon Guadian Stone
-Stone Demon can breath Frost
|1000ft of steel 1/8 cable wire
On belt ~25 lbs
Token of the Coven of the Lost
Total Weight **
WEAPONS
Damage Ammo Range
Amaterasu 2D6 9ft in Melee
-Amaterasu’s Silver blade is magically indestructible along with its mahagony carved handle. The blade has an enchantment that keeps its tip eternally sharp, thus providing a +3 to damage. The Blade has a faint white glow to it when fighting against Dragons or Demons. It also does double damage to these creatures.
Magic .38 Special “Migite-Ryu” 4D6 6 Silver rounds 165 ft
-Migite-Ryu can spit Fire Balls 3 times per day that does 3D6+2 damage; 60ft range.
Magic .38 Special “Hidarite-Ryu” 4D6 6 Silver rounds 165 ft
-Hidarite-Ryu can spit Lightning 3 times per day that does 3D6+6 damage; 60ft range.
Flaming Sword “Kusanagi-no-Honome” 6D6 melee weapon 4ft
Revolver (Barracuda) 4D6 6 Silver rounds 165 ft
Silver-Tipped Expanding Pila 1D6 4 Spears
Fire Spear “Kamihonoo” 4D6 1 spear See Throwing
-Roman centurian like spear. Tip becomes a blade of magic flame when thrower shouts its name, “Kamihonoo!”. Does magic fire damage. The spear also returns to the thrower after thrown, counts as an attack.
Echanted Pila 2D6+3 2 spears See Throwing
-Roman centurian like spears. Eternally sharp and with enchanted damage. The spears also return to the thrower after thrown, counts as an attack.
Roman Candles 2D6 4 Candles 20 ft
ARMOR
AR SDC Penalty
Magic Chest Plate and Greaves 19 400/100*
This armor is made from rolls of Kevlar. It is enchanted to be noiseless to the wearer when moving. It also is weightless and provides no penalties to Niko while Prowling or performing any other actions.

Inventory Notes:
Standard Equipment: work clothes, a set of fatigues, goggles or sunglasses, multi-optics band, magnifying glass, large and small flashlight, six signal flares, mini-tool kit, knapsack, back pack, 1D4 small sacks, one large sack, pocket mirror, six wooden stakes and a mallet, canteen, binoculars, air filter and gas mask, pocket laser distancer, and a pocket digital disc recorder/player.

Weapons will include a survival knife and three other small or ancient weapons of moderate quality.

Money: 1D6x1000 in cash. 3D6x2000 in property (including car, computers,
tools, etc.). May also have available funds and/or access to
facilities and/or research and development funds via sponsorship by
private industry, scholastic institution or Coven, or some similar
resource, at the G.M.‘s discretion. Note, however, that affiliation
with any organization is likely to come with some distasteful baggage:
connections with undesirables (evil mages, NSB, Spook
Squad, Nightlords, foreign governments, secret Brotherhoods, etc.),
guilt by association, restriction of the character’s freedom, deadlines,
budgets, and any or all of the character’s research, data and creations
are likely to be owned or co-owned (or stolen) by the sponsoring institution.

One Fleet Feet potion (800 gold); One Impervious to Fire potion (600 gold); One Truth Serum Potion (800 gold); One ounce of Pixie Dust (600 gold); and Four Roman Candles (200 gold).

Bio:

Kurushime Nikotaru was born in Misawa, Japan to the famed ninja assassin, Fuma Kotaro and one of his many mistresses, Kurushime Miyuki. Kotaro was not the fatherly type and did not stick around to see his seed raised to adulthood. Miyuki’s family was not part of the higher rankings in the Coven of the Wraiths. Having fallen in love with Kotaro, a ronin without honor or political ties, she was disowned by her family. Miyuki had to raise her son among the rank and file of the humans. It was a tough life of secrecy and deceit. Miyuki kept her son well feed in nightly raids of the peasant people. The humans in the village where Niko grew up spoke of the Snowy Ghost. Truth be told, Miyuki chose her boy above her own welfare. She would give most of the feedings to her growing son. Her body took its toll from the lack of complete feedings. Slowly, Miyuki, who was once as beautiful as the morning sun rising over the snow capped peak of Mount Fuji, began to age and shrivel away. By the time Niko reached maturity, Miyuki’s alter ego was then known as the Snowy Hag.

One fateful day, Miyuki came to Niko. She was distressed and shaky. She handed her son a silver tanto. Niko had heard stories told by proud children in the village of how their grandfather or great-grandfather had used a similar knife to commit the atrocious act of seppuku to bring honor back to a wavering samurai’s family. Miyuki gave her son instructions to kill her before the plague took over her mind; she did not have the strength to do it her self. Niko, was not strong enough either. He slowly saw his aged and crazed mother pass into a berzerking madness from her lack of feeding, the knife quivering still in his hand. Miyuki threw herself from their modest hut before her mind could not hold her back anymore from feeding on her son. That night, Miyuki did not return to their hovel. Niko knew she had gone completely mad. He heard later that some hunters had tracked down the Snowy Hag and vanquished her; they had burnt her body. Miyuki was gone from Niko for every. All that was left was the silvery blade to remind him of his pain.

Niko knew that there must be a better way, a better existence than the life of a vampire. He made it his life to find this way. He learned many skills among his life with the mortals. He took only what he needed, knowing well enough the results of what would happen if he did not feed. He learned to sense among the humans, those who were suffering from mortal diseases. He would feed upon these less fortunate souls. His belief was that he was relieving them of suffering.

In the later Victorian era, Niko, having traveled all of the Eastern world and found himself in London, became enchanted by the beautiful Ms. Penelope Parks. He became lost in her beauty and mortality. He knew that his powers gave him conrol over her if he wished. But Niko, who desired the life of mortality, fought not giving into to this urge to be a god over her. He chose to feel true love. He and Penelope become an enchanting couple. Niko felt that he had found something better than immortality. He kept his “disease” secret from Penelope, though. Yet, the Fates had never been rooting for Niko. Niko remembers the day well. Penelope had come home one day, “not feeling well”. Penelope gave the familiar scent of death that Niko tracked down every other night or so. How could these be! It felt that love could circumvent all, but he knew she did not have long. The next night Niko could not keep it in much longer. He had to tell Penelope the truth; she needed to know…at least he thought so. She ran from him in horror. As he tried to follow her, his heart dropped when he saw Penelope, who had ran down an alley, was being strangled by a dark figure!

“Boy, this is how you waste your gift of immortality? The gift that I gave you? You are weak Niko! If you can’t do this, I WILL!” With that Kotaro, who Niko recognized from an ancient portrait his mother had kept, plunged his fangs into Penelope’s neck. Niko wanted to do something but knew he was not powerful enough to take on his ancient father. He stood and watched as Kotaro gave the first bite of the “slow kill”. Anger raged inside of him, but he had long known how to hide secrets.

Over the next couple of weeks, Niko watched as his beloved was reduced to a wretched mindless minion of the manipulative Kotaro. She became wild and unrefine, possibly a result of her already sickened body, becoming more of a ghoul than vampire. Niko felt helpless to save her. Once the process was over, she had no more thoughts or memories of Niko. Her only desire was to seek out blood, and quench her thirst for warm living body. Kotaro’s power over her was absolute.

Niko knew that the only way to even have a chance to save his dear Penelope at all, he’d have to eliminate the vile creator of his own existence and her suffering. Thus, he would need to release her first from Kotaro’s hold, by killing the killer. In the guise of a willing apprentice, Niko accepted Kotaro’s offer to be tutored in the ways of the assassin. His father’s vision was to draw a following behind him and overthrow the existing Bloodlord, and gain control of the Coven of the Wraith. To do this, Kotaro had to have an heir to rule that throne. He saw Niko as this heir. Yet, Niko could see that his deceitful father was not completely transparent. For Niko knew Kotaro sired other children into this world. They dotted the globe in all the places where Kotaro roamed, much they way the growth of an airborne pandemic looks to an epidemiologist. Why then had he chosen him? Had they all died as a result of his grand design? Niko knew that the only way to destroy the demon was to sell his soul to it first. He needed to get close to him. His hand clinched tight to the hilt of the silver tanto as this plot began to form in his mind.

Niko studied the silent art of killing in the night. Kotaro taught him many things about the body and its weaknesses. Kotaro, who was proficient in many of the weapons of killing, showed Niko their various techniques. Niko surprised himself on how well he was able to pick up each tool and wield it with ease. Yet, he had always admired the finess of a true master of the Oriental Spear. Thus, I chose to study those techniques more exclusively. Niko found his style of the spear as a blend of two techniques, one from the East the other from the West. The East taught Niko the art of moving the spear like a calligrapher’s brush. Niko found this very useful in close-combat where precision is key. He also learned their art of evasive moves to keep the spear between him and his attackers. Niko became heavily influence in the throwing techniques of Roman soliders of the West. He favored their sturdy, but light pilum. He designed an English-styled longbowmen’s quiver that could hold a select amount pila. The quiver allowed him to draw each pilum very quickly, just like the gunslingers of the American Wild West. Niko was accurate enough to throw a pilum into an absinthe bottle almost 400 feet away. Kotaro knew that this was his most deadly technique, and helped him perfect his throwing skills.

Soon Niko’s training had come to fruition. Kotaro believed him to be ready for his first mission. Kotaro had received a small advance with promise of a sizable commission to assassinate a notable French bishop who was just made a Cardinal in the Church in Rome. The target was the outspoken Father Louis-Édouard Françios Pie of Pointiers. Kotaro was expected to eliminate the target before he could vote in the First Vatican Coucil. Kotaro told Niko of the planned route the cardinal would take to get to Rome. Niko lay in wait exactly as Kotaro had instructed. Niko ambushed the cardinals carriage. He drew his spear to drive through the cardinal, but saw that there was no fear in his eyes. It was at that moment that Niko noticed the scent of disease emitting from Father Pie. He had not noticed it previously because he was so focused on making his kill.

Father Pie somehow knew that Niko would not kill him at that point. The cardinal began to ask Niko how he came to all of this. Niko confessed all that had transpired. He told him of Kotaro, his father, and of Penelope. Father Pie had compassion towards Niko’ story. He asked Niko to hold out his hand. Niko did so. He placed on Niko a golden ring that was embossed with a sun and eye. He told Niko of the Brotherhood of Light. Somehow he knew that Niko knew he was dying. Because of this he desired to pass this ring to him having him take an oath to use it for the good of the world. He then told Niko that the Brotherhood could help him dispose of Kotaro. Niko left the cardinal to continue his trek to Rome, pondering the power that the ring would give him.

Niko returned to his father empty handed, but ensured him that his next quarry would not get away. Later, members of the Brotherhood met with Niko. They had a plan. Niko was to lure Kotaro to Rome to assassinate Father Pie for real. The Brotherhood would provide a distraction long enough to allow Niko to get close to his father. They gave Niko a wooden stake. It had been carved from the cross they said the Apostle Peter died on. Niko was told he must plunge it into Kotaro’s heart. Once Kotaro was immobilized, the Brotherhood ensured Niko they would take care of the rest.

The plot seemed to go as planned. Niko had asked to go along wishing to see his master finish the hit. Kotaro agreed. While in tracking the cardinal, the two assassins were again ambushed. Niko fought them, yet he knew they were part of the Brotherhood. Just as it seemed they were about to escape together, Niko drew the stake and made to plunge it into Kotaro’s heart. Yet, in a brief moment of hesitation Kotaro realized the betrayal. Kotaro turned in to mist in retreat. As he materialized several feet away the stake was there in his chest. Niko had also turned into mist form and followed his father. Kotaro collapsed. Niko finally felt free of his father’s grasp.

The Brotherhood members who had led the ambush took Kotaro’s body deep into the catacombs owned by local Capuchin monks (also members of the Light). There they encased his body in a cement tomb. They buried it deep in the lowest level so that it would never be disturbed.

After disposing of his treacherous father, Niko took his dear Penelope and locked her up in a monastery furnished to him by a Tibetan branch of the Brotherhood of Light. The monastery is located high in the Himalayans. Niko constructed a special chamber to contain Penelope. Niko also constructs a housing devices that holds gallons of blood that is congealed in the ice, heated and piped in to feed her. Other vampires are also kept there in the Temple of the Rising Sun. The monks perform experiments on most. The monks sustain the vampires with a mixture of human blood and animal blood. Most of the vampires are also given a chemical substance that impairs them. Niko promised that he would not rest until a cure was found.

From there Niko continued his search for a cure that would bring back his precious Penelope. He delve into the sciences and medicine looking for answers. But, his search has been in vain. He once followed a lead of a summoner who had constructed a tower in Paris that amplified a spell that warded off vampires. Niko believed this summoner might have some answers. But by the time he could get his answers the summoner had been killed. It was in this trip to Paris that Niko became acquainted with Jean-Claude LeBeaux. Niko was very intrigued with LeBeaux, who used the name Raven. Raven called himself a self-proclaimed vampire historian. Niko felt that Raven’s knowledge might lead him to some clues to a cure. But alas, Raven was only on a short visit to France, and was returning to America. Thus, they parted ways.

Niko studied many things through his years searching for this fabled cure. The years seemed to go by quicker than Niko wished. Niko never abandoned his promise. He kept searching. Years past. Decades flew by. All without answers until he heard of a myth of a city of light that lay high in the Andes of South America. The myth told of a stone that could harness the sun’s power and was used anciently to heal any curse.

In 2011, Niko set off to either prove the myth true or false. He wandered night after night in the high altitudes of the Andes. Eventually, his passion led him to exhaustion. Niko had not fed in days. His last meal was of some meager wild llamas, clearly not enough. Niko collapsed on a rocky hillside with only an hour before sunrise. Yet, he was not destroyed by the sun. Instead, he awoke in a warm bed, filling refreshed from a recent feeding.

Niko had been spared by scouts from the Coven of the Lost. They took him in like he was family. Niko felt a strong kinship with them. They reminded him of the love his mother gave him. This friendship slowly turned his mind away from his century old quest.

Niko became a great asset to the Coven. With his knowledge of mechanical contraptions he constructed several devices that allowed them to live more self-sufficient. Niko learned that self-sufficient was very important to a group of vampires who did not want to be found.

Though Niko has rested from his quest to find a cure for a season, he has not forgotten it. At the moment he is enjoying the happiness that he feels being with the Coven of the Lost. He knows that the Fates will not allow him this luxury for too much longer.

True Vampire Experience Table

1 0,000-3,000
2 3,001-6,000
3 6,001-12,000
4 12,000-24,000
5 24,001-50,000
6 50,001-80,000
7 80,001-120,000
8 120,001-170,000
9 170,001-220,000
10 220,001-290,000
11 290,001-375,000
12 375,001-450,000
13 450,001-550,000
14 550,001-750,000
15 750,001-1 Million

Niko Kurushime

Bad Blood :: War of the Covens MachineGunHarry