Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage  [1]
20	DEX	30	13-	OCV:  7/DCV:  7
15	CON	10	12-
10	BODY	0	11-
10	INT	0	11-	PER Roll 12-
10	EGO	20	11-	ECV:  3
13	PRE	3	12-	PRE Attack:  2 1/2d6
14	COM	2	12-

10	PD	7		Total:  10 PD (10 rPD)
8	ED	5		Total:  8 ED (8 rED)
4	SPD	10		Phases:  3, 6, 9, 12
15	REC	18
0	END	-15
35	STUN	9		Total Characteristic Cost:  100

Movement:	Running:	5"/10"
		Leaping:	3"/6"

Cost	Powers & Skills
7	Tireless Android:  Reduced Endurance (0 END; +1/2) for up to 15 Active Points of STR
12	Upsey-Daisy (Strength Burst):  +15 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2), 
	Only For Melee Attacks, Breaking Things, Flipping Large Objects, and so on Not For Carrying (-1/4)
2	Not Easily Impressed:  +5 PRE; Only vs. PRE Attacks (-1)
5	Tireless Android:  Reduced Endurance (0 END; +1/2) for up to 10 Active Points of Running
2	Tireless Android:  Reduced Endurance (0 END; +1/2) for up to 4 Active Points of Leaping
13	H&K MP5 or 54:  RKA 1d6+1, Autofire (5 shots; +1/2), 4 clips of 30 Charges (+1/2); OAF (-1), 
	STR Minimum (STR Min. Cannot Add/Subtract Damage; STR 12; -1), Real Weapon (-1/4), Beam (-1/4), 
	Required Hands One-And-A-Half-Handed (-1/4) plus +1 OCV; OAF (-1), Real Weapon (-1/4), 
	Required Hands One-And-A-Half-Handed (-1/4), [30]

	Martial Arts:  Dirty Infighting
	Maneuver	OCV	DCV	Damage
4	Block		+2	+2	Block, Abort
3	Hoist 'n' Heave	+0	+2	5d6 / 8d6 Strike; Target Falls; Must Follow Grab
4	Kidney Blow	-2	+0	HKA 1d6 +1
4	Wiggle		+0	+0	30 STR  / 45 STR vs. Grabs
4	Low Blow	-1	+1	2d6 NND
4	Punch		+0	+2	5d6 / 8d6 Strike
3	Tackle		+2	+1	3d6 / 6d6 Strike; You Fall, Target Falls
1	Weapon Element:  Clubs				

9	Armored Skin:  Damage Resistance (10 PD/8 ED)
15	Android:  Does Not Bleed
2	Heavy Android Body:  Knockback Resistance -1"
5	Android Body:  Lack Of Weakness (-5) for Resistant Defenses
3	Android Senses:  +1 PER with all Sense Groups
5	Android Eyes:  Infrared Perception (Sight Group)
5	Android Eyes:  Nightvision
37	Android Physiology:  Life Support  (Eating: Character only has to recharge once per week; 
	Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases 	
	and biowarfare agents; Safe Environment: Zero Gravity; Safe in Low Pressure/Vacuum; Self-Contained 
	Breathing; Sleeping: Character does not sleep)
18	Internal Communicator:  Mind Link , Specific Group of Minds [Marciano and her 11 sisters], 
	No LOS Needed, Number of Minds (x16); Only With Others Who Have Mind Link (-1), Does Not Provide 
	Mental Awareness (-1/4)

2	Fringe Benefit:  One of the Twelve Sisters

3	Rangefinder:  Absolute Range Sense
3	Internal Chronometer:  Absolute Time Sense
9	Android Physiology:  Ambidexterity (no Off Hand penalty)
3	Inertial Compass:  Bump Of Direction
3	Math Coprocessor:  Lightning Calculator
4	Swift Processors:  Speed Reading (x10)

8	Combat Programming:  +1 with All Combat
11	Triplets:  +2 with All Combat; Only When Coordinating With The Other Two Triplets (-1/2)
5	Small Size:  +1 with DCV
1	Acrobatics 8-
3	Breakfall 13-
1	Climbing 8-
3	Combat Driving 13-
3	Combat Piloting 13-
3	Demolitions 11-
2	PS: Assassin 11-
1	Tactics 8-
3	Triplets:  Teamwork 14-; Only With The Other Two Triplets (-1/2)
6	TF:  Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Parachuting, Advanced, 
	Parachuting, Basic, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
5	WF:  Common Melee Weapons, Small Arms, Thrown Grenades, Vehicle Weapons

Total Powers & Skill Cost:  249
Total Cost:  349

200+	Disadvantages
10	Distinctive Features:  Casual Observation will not reveal their nature but a close observation 
	will reveal, servo noises, glint in eyes, and so on. (Not Concealable; Noticed and Recognizable;
	Detectable By Simple Tests)
15	Hunted:  The Criminal Guild 11- (Mo Pow, NCI, Watching)
10	Physical Limitation:  Heavy Android Body and Small Size (Frequently, Slightly Impairing)
15	Physical Limitation:  Does Not Heal, Must Be Repaired (Frequently, Greatly Impairing)
15	Psychological Limitation:  Loyal to Madame Marciano (Common, Strong)
10	Psychological Limitation:  Behaves Like A Child (Common, Moderate)
20	Psychological Limitation:  Devoted To The Other Two Triplets (Common, Total)
10	Reputation:  Marciano's Twelve Sisters, 11-
20	Social Limitation:  Subject to Orders (Very Frequently, Major)
24	Experience Points

Total Disadvantage Points:  349
October, November, December

Background/History: The triplets are characters from the anime Coyote Ragtime Show. She is a combat android and one of Marciano’s Twelve Sisters. They were probably built by Dr. Neilson, an employee of Marciano who handles all of the maintenance and repair work on the Sisters. Their true age and previous history are never revealed but they and all of their sisters have been around long enough to gain a reputation as deadly assassins.

Madame Marciano the owner/employer of the Sisters is a cyborg. As such she is incapable of having children and this may be a factor in the bitterness that she displays. The triplets and all of their sisters are the daughters that Marciano could never have. In addition to being her own personal hit squad the Sisters act as her servants and children.

Personality/Motivation: The triplets seem to be little more than children as far as their personalities are concerned. They are often seen making child like pleas to get their way. In a later episode they gather around June as she uses one of her knives to open a container for them all the while chanting “canned peaches, canned peaches!” In another instance when the Sisters are getting ready to embark on a mission they plead, “We’re hungry, can we eat first, Mother?”

Being androids they probably do not really need to eat, so I ascribe this behavior to their personality programming—they are acting like children. However it could be that the rubber science is such that they actually do eat food which they convert into fuel. It's your campaign so treat it as you wish.

They are still loyal to Marciano and seem to enjoy their missions as much as any of the Sisters. In their case it seems to be even more of a game. They take child-like delight in breaking things and causing general mayhem. Despite this behavior they are intelligent and focused enough to perform the tasks set before them. The triplets seem to be inseparable and do everything together. On the battlefield or off, we never see them more than a few feet away from each other. Even when piloting a space fighter they occupy a special three-seat model. One can only assume that they share a deep bond and heaven only knows what the reaction would be if one of them was destroyed in combat. The survivors could become useless with grief, or they could become enraged terrors.

Quote:  “Aren’t we there yet? We are so bored, we wanna go play.”

Powers/Tactics: At first glance it would appear that the triplets are the weakest of the Sisters and most of the time this seems true. However in Episode One the three of them work together to flip a heavy armored truck with a gleeful shout of “Upsey-Dasiy!” This indicates that they have a strength boost of some sort --  perhaps intended to take advantage of their little girl appearance.

The triplets wear teddy bear backpacks when in the field and each carries an H&K MP5 Submachine gun inside it. They are very effective in the use of these guns and it is often the three of them that lay down the highest concentration of fire for the Sisters. They are capable of taking on missions without the oversight of their older appearing sisters as shown when the three of them take over the gate control room of a space station during the series.

Campaign Use: The triplets never seem to seek out melee combat as many of the other sisters do. This reinforces the idea that their remarkable strength is limited to things like coordinated lifting. The triplets are probably best used as ranged combatants with their MP5s. The triplets do everything together and each has teamwork usable only with the other two. Together they can pin down most enemies or riddle anyone silly enough to try and go toe to toe with them. The triplets should always be used together.

Appearance: The triplets are the youngest appearing of the Sisters. They don’t look to be any older than eight or perhaps even younger. Their costumes look like a Victorian-era sailor suits. They have blond hair with pony tails and large brown eyes. Each of them wears a teddy bear backpack, one green, one brown and one pink. If it wasn’t for the different colors of the backpacks they would be indistinguishable from one another.

Being children they are no more than 3’8” tall. They weigh a surprising amount due to their android physiology.

Triplets Designer’s Notes:

STR 15: About the weakest of the Sisters but they have a +15 STR boost used for lifting feats, “Upsey-Dasiy”.

DEX 20: They are as dexterous as the other sisters.

CON 15: Nothing above the standard sister’s CON seems to be called for.

BODY 10: The smallest with the lowest BODY scores.

INT 10: Normal intelligence, which is probably higher than the average 8-year-old.

EGO 10: They are too childish to have much of an EGO.

PRE 13: Simply being a set of triplets is out of the ordinary giving them greater PRE.

COM 14: They are cute, but small children.

PD 10: They have thinner armor since their smaller sized frame simply can carry as much.

ED 8: None of the Sisters are ever hit by energy based attacks so we have nothing with which to gauge their resistance or weakness to such attacks. I have opted to give her a good deal of ED but not as much as her PD. Her ED will also get full damage resistance.

SPD 4: We never see anything to indicate that they have paranormal amounts of speed.

REC 15: Standard sister recovery rating.

END 0: None of the Sisters, if left operable, are down for long when hit. In fact you never see one of them out of action for more than a second or two unless they are completely broken.

STUN 35: Lowest STUN of any of the Sisters because they are so little.

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