Val CHA Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 14 CON 8 12- 10 BODY 0 11- 11 INT 1 11- PER Roll 11- 17 EGO 14 12- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8 PD 2 Total: 8 PD (3 rPD) 8 ED 2 Total: 8 ED (3 rED) 3 SPD 5 Phases: 4, 8, 12 6 REC 0 28 END 0 25 STUN 0 Total Characteristic Cost: 59 Movement: Running: 9"/18" Leaping: 4"/8" Swimming: 3"/6" Cost Powers 27 Spiritual Disciplines: Elemental Control, 80-Point Powers, All Slots Requires A Magic Roll (Active Point Penalty To Skill Roll Is -1 Per 20 Active Points; -1/4), Gestures (-1/4) 20 1) Demon Papers: Entangle 5d6, 10 DEF, Takes No Damage From Physical Attacks (+1/4); No Range (-1/2), Only Vs. Spirits & Demons (-1/2), Physical Manifestation (Prayer Paper; -1/4), Requires A Magic Roll (Active Point Penalty To Skill Roll Is -1 Per 20 Active Points; -1/4), Gestures (-1/4), END 9 20 2) Exorcism: Major Transform 5d6+1 (Possessed Person Into Unposessed Person, Reversed By Repossession); No Range (-1/2), Requires A Magic Roll (Active Point Penalty To Skill Roll Is -1 Per 20 Active Points; -1/4), Gestures (-1/4), END 8 9 3) Sanctify Home: Change Environment 128" Radius, Uncontrolled (Stays Until Dispelled/Defiled; +1/2), Reduced Endurance (0 END; +1/2); Extra Time (1 Hour, Only To Activate, -1 1/2), OAF (Sacred Sigils; -1), Concentration (0 DCV; -1/2), Requires A Magic Roll (Active Point Penalty To Skill Roll Is -1 Per 20 Active Points; -1/4), Gestures (-1/4) 10 Monk's Staff: Hand-To-Hand Attack +5d6; OAF (Staff; -1), Hand-To-Hand Attack (-1/2), END 2 105 Wind Tunnel: Extra-Dimensional Movement (Single Dimension), x8 Increased Weight, Negated By Sufficient Debris (+0), Reduced Endurance (0 END; +1/2), Usable As Attack (+1), Area Of Effect (25" Cone; +1), Continuous (+1); Concentration (1/2 DCV; -1/4), Not Vs. Anchored Targets (-1/4) 6 Running +3" (9" total), END 2 1 Leaping +1" (4" total), END 1 1 Swimming +1" (3" total), END 1 10 Attuned To The Spirit World: Detect Demons And Spirits 11- (Mental Group), Increased Arc Of Perception (360 Degrees), Sense Perks 2 Fringe Benefit: Monk, Right To Marry: Can Perform The Marriage Ceremony 3 Contact: Hachiemon (Good Relationship With Contact) 11- Talents 6 Combat Luck (3 PD/3 ED) Skills 12 Combat Skill Levels: +4 With Staff 3 Acting 12- 0 Language: Japanese (Completely Fluent; Literate) 3 KS: Demons And Spirits 11- 3 Lock Picking 12- 6 Magic 14- 3 Paramedics 11- 3 Persuasion 12- 2 PS: Priest 11- 2 PS: Con Man 11- 1 Seduction 8- 3 Streetwise 12- 2 Survival (Temperate/Subtropical) 11- 3 Trading 12- 1 WF: Staffs Total Powers & Skill Cost: 267 Total Cost: 326 200+ Disadvantages 5 Distinctive Features: Monk's Robes (Easily Concealed; Noticed And Recognizable; Detectable By Commonly-Used Senses) 20 Normal Characteristic Maxima 15 Psychological Limitation: Lecherous (Common, Strong) 10 Psychological Limitation: Fatalistic About His Own Destiny (Uncommon, Strong) 10 Susceptibility: When Damage Is Done To His Palm/Wind Tunnel, 2d6 Damage Instant (Uncommon) 66 Experience Points Total Disadvantage Points: 326
Background/History: Many years ago Niraku cursed Miroku's grandfather with a hole in his hand leading to a dark void. His grandfather turned the winds swirling into the hole into a potent weapon, but soon learned that he could not remove the curse and at his death it would pass to his son.
When Miroku's Grandfather, then Father were drawn into the void, Miroku was raised by a kindly if sodden monk. He did learn actual spiritual discipline but was forced to feed and cloth himself. Sadly, he learned less than honest ways of doing so. When he was old enough Miroku left the monk to travel the world seeking to kill Neraku and end the curse or father a child to carry on the hunt, whichever comes first. Of course, this was no reason to live in poverty. He and his partner Hachiemon the animal spirit traveled together, with Hachiemon haunting a village and Miroku charging to exorcise him. A chance encounter with Inuyasha and Kagome showed him that not only was the Shikon jewel too dangerous for any demon to have, but he was by no means alone in his quest for vengeance against Niraku.
Personality/Motivation: Traveling the land making his living as a con-artist has given Miroku as breezy, cheerful manner that puts others as ease as he takes all their worldly belongings. His first reaction on meeting any young pretty girl is to ask them to bear his children while simultaneously groping them. In theory this is driven by his need to father an heir before his Wind Tunnel destroys him, but nobody who knows him believes that is his main concern.
Miroku actually takes his duties as a monk very seriously and is all business when dealing with monsters or demons. He is at heart a good person and is genuinely concerned with the welfare of the less fortunate and protecting the world from evil magic. His eventual fate if he fails to destroy Neraku scares him and his wild manner is as much a defense mechanism as a way of conning villagers.
Quote: "I need you to bear me a son."
Powers/Tactics: Miroku's primary power is his massive Wind Tunnel. Erupting from his hand whenever he removes his prayer beads, the Wind Tunnel draws everyone and everything in front of it into he void. When he opens the tunnel, his enemies have to hold on to their surroundings tightly or be drawn in. Thus far, nothing that has ever gone in has come out. As the Wind Tunnel is the result of a curse, the one target Miroku most wants to draw in knows how to negate the Wind Tunnel. Neraku always keeps a swarm of demon bees that would poison Miroku were he to draw them in.
For those occasions when close quarters or a crowded battle field prevent the use of the Wind Tunnel, Miroku falls back on other abilities. Although he does have some spiritual power to draw on, he primarily relies on physical combat. For a shiftless monk Miroku is in surprisingly good shape. He can run fast enough to keep up with Kagome on her bike and shrug off large (but not superhuman) amounts of damage. He is very skilled with his monk's staff and able to hold his own in general combat against multiple humans and even low level demons. Against high level enemies he generally hangs back waiting for an opportunity to use the Wind Tunnel.
Appearance: Miroku is a handsome, charismatic young man in his late teens. He dresses in the robes of a wandering monk and is never without his metal Staff or the Prayer beads that seal off his hand.
Designer's Notes: Buying the Wind Tunnel as an EDM useable against others may be a little cheesy, but that seems the best way of modeling the powerÕs ability to deal with pretty much anything that isnÕt nailed down regardless of size or power level.
Miroku's spiritual powers have been built as powers in a framework with appropriate limits, but if the campaign includes Fantasy Hero magic rules they should be replaced by typical Anime-Style Monk spells.
Character by Rumiko Takahashi, Character Sheet by Matthew B.
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