{{:guests:sheets:kitty.png|}}
====== Kitty Korner ======
Character Type: Fledgeling Champion
//Homo felinus//
Life Points: 43 [34 + 3 levels of HTK]
Drama Points: 10
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Born in the 31st century, the cat-girl known as Kitty Korner is not an over-elaborate in-joke at anime's expense, no matter what you might think a cheerful young woman whose peppy personality and determination to be the most cheerful, helpful, customer-service-y customer servicer EV4R at the Char Loft are annoying sweet.
However, she's also faced her share of foes and fiends. Can't get a job at the Char Loft as a Barista in Training if not, right? Watch out when the happy smile turns to.... happy smile and katanas. Go team Loft! Peace out, bb!
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====== Attributes ======
[20 points worth]
**Strength:** 3
**Dexterity:** 5 +2 = 7
**Constitution**: 3
**Intelligence:** 3
**Perception:** 3
**Willpower:** 3 -1 = 2
====== Qualities ======
30 points' worth [20 points +10 more from Drawbacks]
Attractiveness Level 2 [2]
Barista-in-Training [4]
Char Loft Rank 5 [Barista in Training]
Contacts: Barista's Handbook and Barista's Walkie
+1 bonus to Knowledge and Occultism
Total Obligation to the Char Loft
Immortal
Demonic Tutor: The Boss
Hard to Kill, level 3 [3]
Situational Awareness [2]
**Teleporter** [10]
* Kitty is capable of teleporting to other locations, within the restrictions addressed below:
* Within visual line of sight, Kitty uses her Perception minus 1 (doubled), +3 for Acute Vision, as her skill roll, and teleportation is instantaneous. Barring telescopic visual aids, range is also effectively limited by clarity of vision (apply vision penalties as if attempting to spot a human-sized target at that visual range as a skill modifier.)
* In emergencies, she can attempt to teleport to locations outside of her line of sight via mental envisioning; her default skill roll for this is versus Willpower minus 1 (not doubled) before modifiers, and this only allows teleportation to familiar locations within the limitations of her success level's 'range'.
* Kitty's basic teleportation capability allows teleportation of her and up to ten pounds of extra material (including clothing, equipment, and worn items); anything exceeding this limit is left behind (GM verdict as to what stays and what goes.) At GM option, this limit can be extended by voluntarily increasing the number of success levels required to succeed.
* In the event that the number of success levels is insufficient but greater than zero, roll 1d10 and add the required number of success levels to the roll. On a 4 or less, Kitty gets lucky and teleports without incident; on a 5 to 7, the ability is less effective than expected (this usually affects range and/or carrying capacity); on an 8 to 10, this works - but inflicts five points of damage to Kitty per success level required; on anything higher, the destination is completely random (within the range covered by the success levels rolled) and up to the GM's whim. (This is loosely borrowed from the Quick Cast table in [[:rpg:charloft:rpg:chapter08#quick_cast_spells|Chapter 8]].)
* Limited Range: Within a single dimension, Kitty's maximum range is governed by her success levels: 10 feet for one success level, with each additional success level doubling range.
* Limited Capacity: Kitty can teleport ten pounds of extra material without difficulty, and can double this capacity by increasing the required number of success levels by 1. She can opt at no penalty to teleport //only herself// - useful for immediately getting rid of things like embedded arrows or grapplers, but the drawbacks of leaving clothing and equipment behind are self-evident.
* Limited Use: Each use of this power after the first without a full rest period has a cumulative -2 to the skill roll per prior teleportation; this makes teleportation malfunction much more frequently with repeated use.
* Special Requirements: Kitty must have at least one hand free (not holding a weapon or other object), and must snap her fingers in order to teleport.
* Defense Boost: This ability can be used as a defense instead of a normal dodge assuming all other conditions are met; a successful teleport out of the area of the attack effectively makes the attack (and any followups) miss.
* Loft Boost: As long as Kitty maintains a Char Loft Rank of 3 or higher, she can teleport to the Char Loft voluntarily at any time (when world restrictions do not restrict interdimensional travel) by making a normal roll versus Willpower (doubled) and achieving at least one success level. Furthermore, attempts to teleport to the Char Loft or within it does not trigger or increase Limited Use penalties.
**Example**: //Kitty rolls to try and teleport after a customer who's running away from paying his bar tab. She rolls a 7, then adds her Perception (3) and Acute Vision bonus (3), for a total of 13 -- that's three success levels. She could teleport up to forty feet in the direction of the tightwad.//
Catgirl [9 pts]
Acute Senses: Hearing [2]
Acute Senses: Sight [2]
Acute Senses: Smell/Taste [2]
Fast Reaction Time [2]
Retractable Claws [2]
+2 to Dexterity
-1 to Willpower
Antisocial Impulses: Violence [-1]
Mild phobia of all canines/caninoids, including wolves and werewolves in wolf form [-1]
====== Drawbacks ======
[10 of 10 pts' worth]
Adversary: Kitty is on the run from the current government on Betelgeuse IV, blamed for the last ruler of the planet's death [-1]
Clown [-1]
Covetous [-1]
Resources: Level -2 [-4]
Honorable, mild [-1]
Reckless, mild [-1]
Addiction, mild [1] [Catnip Gum]
Kitty is addicted to bubblegum. Specifically: chemically-laced, habit-forming, synthetic catnip bubblegum of the future. No, really. She is. So the next time you think it's half-cute and half-annoying that she chews bubblegum constantly while talking to you, just keep in mind she's getting her daily fix. And be glad she can use the Loft Doors to jaunt back to her own time period for another pack.
====== Skills ======
[20 points worth]
Acrobatics: 3
Art: 1
Computers: 2
Crime: 0
Doctor: 0
Driving: 1
Getting Medieval: 5
Gun Fu: 1
Influence: 1
Knowledge: 2 +1 = 3
Kung Fu: 2
Languages: 0
Mr. Fix-It: 0
Notice: 1
Occultism: 0 +1 = 1
Science: 1
Sports: 0
===== Equipment =====
Kitty usually keeps her twin katanas within reach under the bar. They are named Toshiko and Jimmy, and are not magical or special in any way, shape, or form... besides being, you know, big sharp swords. Each katana weighs three pounds without the scabbard (an additional one pound each.)
Katana (single): 4 x STR 3 = 12 points slash/stab
===== Maneuvers =====
^ Maneuver ^ Roll ^ Effects ^
| Claw | 7 + 2 | 6 + SL Slash/stab damage |
| Kick | 7 + 2 - 1 | 8 + SL Bash damage |
| Katana Attack | 7 + 5 | 12 + SL Slash/Stab damage |
| Off Hand Strike | -1 | Use second katana for extra attack |
| Decapitation | 7 + 5 - 5 | (12 + SL) x 5 |
| Through the Heart | 7 + 5 - 3 | (12 + SL) x 4 |
| Disarm | 7 + 5 - 2 | Disarms opponent |
| Dodge | 7 + 5 | Avoid attacks |
| Parry (HTH) | 7 + 2 | Stop attacks |
| Parry (Katana) | 7 + 5 | Stop attacks; damage HTH attackers |
| Feint (Katana) | 3 + 5 | Add SLs to next attack |