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Akimbo - Motomo Shinjoko


This week's COTW installment is a single character who is actually two characters. Individually, they are a young Japanese woman and the sentient mech to which she is bonded; together, they are a super-hero known as Akimbo. The character will be presented in three installments; all contents of all installments are (c) copyright 2000 andi jones, and this is one out of three.


AKIMBO; living-metal mecha super-hero

(c) copyright 2000 andi jones

INTRODUCTION

The papers and prime-time media speculate endlessly about the newest super-hero to be seen in a metropolis known world-wide for its costumed champions. Everyone wants to know: who is this "Akimbo", and where does he comes from? It's obvious he's Japanese, that much is clear from his "costume". But is he a robot from the future, or a spirit from the past? Is that advanced technology, or ancient magic? Is that an honourable man inside a suit of armour, or a robot programmed to adhere to the code of the Samurai? Standing nine-and-a-half feet tall and looking like a 17th-century sci-fi Shogun in dazzling hara-maki-do (scale-like armour), with a kabuto (horned helmet) and mempo (fearsome face-plate), and armed with a magnificent naginata (massive sword on polearm shaft), it's hard not to wonder...

THE CHARACTERS

Motomo Shinjoko; high-school senior, mecha-clad heroine

Total Points: 48 Points

Age 17; 5'3"; 120 pounds; an attractive Japanese girl with her hair cut in a bob just below the ears, with a friendly smile and eyes of a brown so dark it's almost black.

ST  9 [-10] - thrust 1d-2, swing 1d-1
DX 12  [20] - basic speed 5.75, move 5, dodge 5
IQ 13  [30]
HT 11  [10] - hit points 9
WL 12   [-] - fright checks 15

ADVANTAGES: Appearance (Attractive) [5]; Bonded Mecha (Focus: Crane ring, -20%) [16]; Charisma +1 [5]; Fearlessness +3 [6]; Fit [5]; Status 2 [10].

DISADVANTAGES: Cannot Harm Innocents [-10]; Code of Honour (Bushido) [-5]; Delusion (Crane is the psychic manifestation of Samurai ancestors) [-1]; Enemy (Unknown, Tsuchigumo, 6-) [-10]; Reduced Hit Points -2 [-10]; Secret Identity [-10]; Sense of Duty (Victims of crime) [-5]; Weak Will -1 [-8]; Youth -1 [-2].

QUIRKS: Has a romantic, idealised image of her Samurai ancestors; Eager to hone her crime-fighting skills; A little too lax with her schoolwork; Proud to have not outgrown Sanrio products. [-4]

SKILLS: Acrobatics-12 [4]; Area Knowledge (New York City)-12 [.5]; Area Knowledge (Tokyo)-13 [1]; Battlesuit/TL13-13 [2]; Climbing-11 [1]; Computer Operation/TL7-13 [1]; Criminology/TL7-11 [.5]; Electronics Operation/TL13 (Communications)-11 [.5]; Electronics Operation/TL13 (Sensors)-11 [.5]; History (Japanese)-9/15 [.5]; Judo-9 [.5]; Jumping-12 [1]; Karate-9 [.5]; Literature (Japanese)-9/15 [.5]; Poetry (Japanese)-10/16 [.5]; Savoir-Faire-14* [2]; Two-Handed Sword-13 [4].
  *in Japanese culture only; skill is at -2 in other areas

LANGUAGES: Japanese (native)-13 [0]; English-11 [.5].

EQUIPMENT

Motomo is a high school senior, and in that setting she'll be outfitted with a book-bag filled with her text-books, binders, Kero Kero Keroppi notebooks and home-work assignments. In and out of school, she also carries a cell-phone, pager and the newest palm pilot.

But most importantly, she is never, ever without her Crane ring, which she must be wearing in order to summon her mech.

BIOGRAPHY

Motomo - known as "Mott" to family and friends - was born in Tokyo, where her father was an influential and respected member of the Diet's House of Councillors. As a high-minded and honourable man, he raised his daughter in an atmosphere of social responsibility and idealistic ethics, and brought her up reading japanese history - mostly romanticised editions of samurai legends, high on honour and adventure, low on the darker side of real history. Motomo also read haiku, learned to paint with brush and ink, and even studied karate kata for exercise. She grew from an eager youngster into a responsible and motivated young adult, and she adored her father.

The same month that Motomo began her third year of high school, her father was killed in a car accident, and her life turned upside-down. She and her mother had a difficult time dealing with the loss; Motomo's school-work suffered, her relationships fell apart, and she became increasingly withdrawn. Her mother was desperate to lift her daughter's deepening depression, and as soon as the school year ended, they moved to New York City to live with Motomo's aunt and her husband.

At first, the change of scenery had little effect, and Motomo glumly adjusted to her new surroundings. One afternoon, however, only a week after arriving, she was browsing an antique shop in Chinatown when she found herself strangely drawn to an elegant black and gold ring with an ivory inset featuring a crane. The bird strongly resembled family crests she had seen in her father's books, and evoked vivid memories of the stories of honour and bravery she'd read as a girl. Feeling a compelling attachment to the ring, she bought it and experienced a strong wave of longing and hope the moment she put it on. Initially, she attributed the feelings to thoughts of her father, but her emotions remained intense - and just below the surface - for several weeks.

But it wasn't until Motomo stumbled onto a convenience store hold-up that she found out what the ring really did. She was in the back of the store when several gunmen began shouting demands at the register. Terrified, she ducked into the store-room and through a door into the alley. Her heart pounding, she could think of nothing but tales of heroic samurai and heroes of history... And the next thing she knew, the ring was glowing and a fabulous samurai mech was forming in the air around her. Seconds later, she was in the cockpit of a 9-foot, one-ton sentient robot who introduced itself as Crane. Rather than being terrified, Motomo knew immediately what to do; she went to the front of the building, made a dramatic entrance through the front window, and trivially subdued the trio of robbers. Realising what kind of power she had at her disposal, and reflecting on the lessons her father taught her, Motomo decided on the spot to become a super-hero. For a couple weeks, she did so anonymously. But when the media wanted to know more about the new robotic hero in town, she let is be known she was called Akimbo. (She chose the name on a whim.)

That was only a few months ago, and Motomo is now starting her senior year at a private prep school in Manhattan. She is still dedicated to her studies, but is even more dedicated to her secret life of crime-fighting. Despite this dedication, Motomo knows little about what Crane really is, or where he comes from. His "living metal" technology is sufficiently advanced that it isn't obvious he's even mechanical, and Motomo is not entirely sure if he's a robot, or merely something she perceives as one. Part of her, due more to wishful thinking than logic, believes that Crane is more than just a robot, and is actually tied to the legends she read as a child, that maybe he's some kind of psychic manifestation of a Samurai ancestor... But there's some comfort in not knowing, so she has not pursued the issue. Whenever possible, she is instead in training, trying to learn how to "pilot" Crane most effectively, while at the same time trying to juggle homework, friends and the other demands of a high school senior...

ENCOUNTERED

Encountered "out of costume", Motomo is a friendly and respectful girl, and you would never guess that she spends her evenings bounding around the city in a mech. If anything, she would come across as somewhat nerdy, more interested in her books than boys. She gets along well with the other students, and is well-liked, but she doesn't know them as well as she might, since so much of her time is spent as Akimbo.

In super-hero mode, Motomo allows herself to cut loose a bit more. Akimbo is by no means a wise-cracking or comedic hero, but his appearance and abilities are certainly dramatic, and Motomo makes no effort to do things conservatively. If anything, Akimbo's actions are only limited by Motomo's inexperience in the cockpit. Crane's voice is synthetic and sounds more male than female, and Motomo has let the media assume that Akimbo is male. No one knows if Akimbo is a robot or a man in a battle-suit, and Motomo is content with that.

As a super-hero, Akimbo is something of a loner, but has no objections to working with other heroes if it comes up. Motomo keeps to herself most of the time, just to protect her identity, and because she's anxious about making mistakes* in front of more experienced heroes. But despite her tendency to work alone, she is always cooperative with fellow heroes and the police, and takes proper heroic conduct very seriously. Her Bushido code is based on the historical Japanese "Way of the Warrior" (see p.J67) and the five articles (go jo) of a warrior's virtue: wisdom (chi), justice (gi), benevolence (jin), courtesy (rei) and fidelity (shin). (Her Code of Honour is worth -5 instead of -15, due to the absence of servitude to a lord, ritual suicide and other less glamourous historical realities.) Whatever clandestine thrill she gets fighting crime, Motomo never forgets that it was her father's ideals that made her what she is, and that it's his memory she's honouring through her actions.

*Crane, the robot, has many of his own skills - most of them at heroic levels of skill - which he can use at any time. In general, however, he defers to Motomo, and allows her to take the reins. Crane coaches and teaches Motomo - and she is learning quickly - but he only takes control at her request, or when it is necessary for their well-being, or the well-being of innocent bystanders.

CANONICALITY

By and large, Motomo adheres to the standard GURPS rules. The only possible deviation is her Status advantage. She is from a wealthy family, and at home her father probably would have been Status 6, and wealthy. As a teen-ager and minor - with little legal wealth or independence - she is listed as being Status 2, and does not have a Wealth advantage.

Also, Motomo and Crane are not listed as being Allies, nor is there any Unusual Background assessed to pay for Motomo's possession of the Crane ring; for most purposes, Akimbo is a singular crime-fighting entity, since Motomo cannot fight crime without the mech, and Crane only exists in realspace when he is summoned by the ring.

WHAT IF?

Clearly, Akimbo is a super-hero, and is designed for a four-colour supers setting in which costumed super-heroes, psionic powers, ultra-tech and all the other trappings are present. Akimbo is powerful, and intended for a fairly high level of play. With some alterations, however, Akimbo could be slotted into other settings.

Gritty Supers: As long as the concept of a bonded mecha is feasible, there is no reason why Akimbo can't exist in a grittier, more realistic supers setting like IST or Wild Cards. Her heroic ideals work well to keep her in line; despite her awesome strength, her strict code of conduct prevents her from cutting loose, for fear of hurting people. Also, as per p.RO53, her use of DX-based skills is limited; she must use either skill-1 or Battlesuit-1, whichever is lower. Motomo's skill is currently 13, but can be reduced if the GM feels her skills need to be even less reliable. Also, despite her power, Akimbo's abilities are fairly focused; aside from fighting and jumping, her only other prominent powers are the robot's impressive sensors. But with super-powers in the picture, there are any number of ways to avoid detection by a simple bio-scanner...

Cute Anime: Going in the other direction, Motomo can just as easily be dropped into a setting even more cinematic than four-colour supers. In a classic anime setting, the most important detail will be that Motomo's exclusive school makes its students wear uniforms, so she can spend much of her time adventuring in a white blouse, a pleated plaid skirt and white knee-socks. It would also be appropriate to raise her Appearance to Beautiful, to improve her attribuutes and skills to more heroic levels, and maybe to give her the Shojo Mallet advantage (p.ME34). And finally, there should be more contrast between the shy, book-wormy Motomo (who should definitely wear glasses when she's at school) and the flashy and honourable Akimbo (who should be as flamboyant and dramatic as his Bushido allows). In combat, for example, Akimbo should have a name for his naginata, and should shout out the names of all of his manoeuvers as he performs them!

ADVENTURE SEEDS

The Evil Tsuchigumo: The Tsuchigumo is an evil shape-shifting spider-monster from Japanese folklore, and also the name of a villain who has designs on Akimbo. Motomo knows little about Crane, and knows nothing of the history of the ring that she uses to summon the mech. The details of Tsuchigumo are left to the GM, but he is after Akimbo, and desperately wants that ring. His methods should be appropriate for a man-spider: his spends his time in hiding, planning elaborate and often beautiful traps to secure his prey. He is aware of a great many things, perhaps with the ability to see over great distances, or into other mental planes. He may be fond of venom. But most of all, he is patient and methodical. In other words, he is the perfect Unknown Enemy, as he is willing to wait in the background for a long time, getting to know his enemies through one harrassment after another, gathering information and planning his next byzantine trap...

A Tight Squeeze: One of Akimbo's weaknesses is that the battle-suit is more than nine feet tall. At some point - perhaps chasing a fleeing villain, or responding to an urgent request for help - Akimbo may find herself in a position in which she has to enter a building or other relatively confined space... If her suspect flees into a building, what will she do? If people are in danger, she would be loathe to abandon the chase. But if Akimbo can't fit, is it wise for Motomo to go in alone? Her physical skills are not very developed, and she has no other powers. (To say nothing of risking her Secret Identity.) If Akimbo is a friendly NPC, maybe she'll get to know some PC heroes with whom she can work every once in a while, when Akimbo's limitations prevent her from doing her job. With her powerful sensors, Akimbo need not enter a building to be able to track her target, and a working partnership with other heroes might solve her problem. But it could just as easily create new ones. Will she reveal her secret identity to her new friends? Will they trust her thoroughly if she is too elusive about herself? Having teammates may help in some cases, but also present other issues.

- written by andi jones (andi@angelwerks.com)

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