Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [1] 14 DEX 8 12- 13 CON 3 12- 18 INT 8 13- PER Roll 13- 18 EGO 8 13- 15 PRE 5 12- PRE Attack: 3d6 5 OCV 10 5 DCV 10 6 OMCV 9 6 DMCV 9 3 SPD 10 Phases: 4, 8, 12 4+3 PD 2 Total: 4/7 PD (0/3 rPD) 4+3 ED 2 Total: 4/7 ED (0/3 rED) 5 REC 1 30 END 2 12 BODY 2 25 STUN 3 Total Characteristic Cost: 92 Movement: Running: 12m/24m Flight: 60m/120m Leaping: 4m/8m Swimming: 4m/8m Cost Powers & Skills Lamp Of Wind, all slots OIF (-½) 40 1) Wind Blast I: Blast 12d6; OIF (-½), END 6 40 2) Wind Blast II: Blast 8d6, Double Knockback (+½); OIF (-½), END 6 54 3) Vacuum Slash: RKA 4d6, Area Of Effect (24m Line; +½), Increased Maximum Range (4,800m; roughly 5 km; +¾); Extra Time (Full Phase, -½), Gestures (Requires both hands; must "project" vacuum slash with her arms/hands; -½), OIF (-½), END 13 30 4) Air Manipulation: Telekinesis (25 STR), Affects Porous, Area Of Effect (2m Radius; +¼); Only Works On Air/Gasses/Smoke (-½), OIF (-½), END 6 27 5) Taking to The Air: Flight 60m; Restrainable ("wings" attached to belt; -½), OIF (-½), Extra Time (Full Phase, Only to Activate, -¼), END 6 11 6) Sense Air: Detect Air/Wind 14- (no Sense Group), Increased Arc Of Perception (360 Degrees), Range, Telescopic: +4; OIF (-½) 19 7) Lamp Of Air Reserve: Endurance Reserve (60 END, 60 REC) Reserve: OIF (-½); REC: Limited Recovery (only when locked in and belt buckle turned; -2), Extra Time (Full Phase, -½), OIF (-½), Gestures (must lock in place and turn belt buckle to activate REC; -¼) 3 Armored Pauldrons: Resistant Protection (3 PD/3 ED); Requires A Roll (8- roll; Covers Location 9 [shoulders]; -1 ¼), OIF (-½) Perks 24 Contact: Priestesses of Mount Muldoon (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) 14- 5 Fringe Benefit: Chief Priestess of Mount Muldoon Talents 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 30 +3 with All Attacks 3 Acrobatics 12- Notes: Aerobatics Only 3 AK: Mount Muldoon 13- 3 Fast Draw: Lamp of Wind 12- 3 High Society 12- 3 KS: History Of El Hazard 13- 4 KS: Mount Muldoon Religious Doctrine 14- 3 KS: Peoples of El Hazard 13- 2 Navigation (Air) 13- 5 Power: Lamp Of Wind Tricks 14- 2 PS: Mount Muldoon Priestess of Air 11- 5 SS: Theology Of Mount Muldoon 15- 3 Teamwork 12- 1 TF: Grav Vehicles/Hovercraft Total Powers & Skill Cost: 327 Total Cost: 418 400+ Matching Complications 15 Psychological Complication: Stubborn, Unwilling To Change Her Mind Once She's Reached A Decision (Common; Strong) 15 Psychological Complication: Takes Things At Her Own Pace, Does Not Like To be Hurried, Deliberate About Her Actions (Common; Strong) 10 Rivalry: Professional (Shayla-Shayla; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Social Complication: Subject To The Demands Of The Mount Muldoon Priesthood (Frequently, Minor) 18 Experience Points Total Complications Points: 418
Background/History: Afura Mann is one of the three Chief Priestess of Mount Muldoon. The youngest of the three, at age 18, she also seems the most mature.
Personality/Motivation: As stated, Afura comes across as the most mature and responsible of the three Priestesses, lacking Miz’s vanity and Shayla-Shayla’s recklessness. On the other hand, her tendency to think things through means she doesn’t care to be rushed and can be rather adamant about her decisions one she makes them. For example, having decided that she and Shayla-Shayla were late in meeting Miz, Afura basically blows off Matoko and the rest, telling them to ‘come back later’. She also seems to enjoy sniping at Shayla-Shayla (who returns the favor), her one sign of immaturity.
Quotes: "Don't underestimate the chief priestesses of Muldoon."
"We've been fighting together this long, why stop now?"
Powers/Tactics: Afura carries the Lamp of Winds, which is normally kept in a pouch strapped to one arm. When she needs to use it, she takes it out, attaches it to her belt and turns the activation key. This powers up the Lamp and allows Afura to control the local air.
With the Lamp, Afura can fly, using long “wings” that are normally wrapped around her legs. She can also project blasts of air, with her signature attack (the Vacuum Slash of Afura Mann [so named by Shayla-Shayla]) capable of wrecking and sinking a Bugrom water transport. The Lamp also gives her access to a standard suite of powers—such as being able to manipulate masses of air and detect the flow and nature of local air and wind conditions.
Appearance: Afura is roughly Jinnai’s height, which makes her the middle Priestess height-wise. She’s very attractive, with rich black hair (worn in a ponytail), reddish-brown eyes, and pale blue tattoos on her cheeks. Her costume consists of a pale sea-green body-stocking, dark boots, a dark green top, and what looks like armored pauldrons with an attached cloak.
Designer's Notes: This write-up is derived from the El-Hazard resource book from Guardians of Order. The characteristic and powers were adapted from the resource book and then further modified by the author.
At 418 points, Afura is the weakest of the three Priestesses. It’s possible she has further wind-based powers, such as a wind-based Resistant Protection. Ifurita hits Afura with a column of air that raises her onto the air, slashes at her body, and then slams her into the wall. I recommend taking a look at the UNTIL Superpowers Database for ideas.
Afura Mann's Hero Designer File
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