Oh key of Clow, power of magic, power of light. Surrender the wand, the force ignite! RELEASE!
Kinomoto Sakura PL: 6 (189 pp)
also known as: Card Captor Sakura, the Cardcaptor, Mistress of The Clow, Kaiju-chan
Ten-year-old Sakura Kinomoto opens a mysterious book in her father's study and accidentally lets loose the magical Clow Cards. By her ability to open the seal, Sakura is revealed to have special powers, and it becomes her responsibility to retrieve the missing cards. The task involves finding each card, battling its magical personification, and sealing it away. She is assisted by Cerberus (Keroberos, also known as Kero-chan), the Beast of the Seal assigned to protect the cards, but who was asleep when Sakura opened the Clow Book (He was on a "nap" at the time, which lasted 30 years). Kero-chan, who looks like an animated plush toy throughout most of the series, guides Sakura as she develops her Cardcaptor powers.
abilities: (12)
STR 6 DEX 14 CON 10 INT 10 WIS 16 CHA 14
Combat: (20)
+2 init, +4 ATK, +6 DEF (+3 flat-footed)
-2/X DMG (unarmed/too many options to list)
saves: (17)
DMG +6 FORT +1 REF +8 WILL +7
Skills (10/40)
acrobatics +6
concentration +8
bluff +4
diplomacy +8
notice +6
search +6
stealth +2
feats (17)
acrobatic bluff, animal empathy, attactive x2 (very cute), beginner's luck,
improved defense, inspire, leadership, luck x2, move by action, ritualist, sidekick (Kero-chan) x5
Powers (83 + x)
device: Key of Clow +3 (9)
-transform +5 (Clow spirit into Clow card) [15]
Super-senses +2 (detect magic, danger sense (magical) (2)
Clow Magic +10 (72 + x)
The Windy: Air control +10 [21]
The Arrow: Blast +6 (extra: autofire) [12]
The Big: Growth +12 [36]
The Bubble: transform +3 (objects to clean objects) [3]
The Change: Mind Switch +7 [14]
The Cloud: environmental manipulation +7 (7)
The Create: Summon +X (flaw: distracting -1) [x]
The Dark: Darkness Control +7 [14]
The Dash: Speed +3 (extra: affects others) [6]
The Dream: super senses +4 (precognition) [4]
The Earthy: Earth Control +7 [14]
The Erase: Disintegration +4 [16]
The Firey: Fire control +7 [15]
AP- Blast +7
The Fight: fighting style-kung fu +8, ATK/DEF +3 [14]
The Float: super movement +2 (air walking x2) [4]
The Flower: Create object +5 (feats: innate, precise, subtle, flaw: flowers only -1) [8]
The Fly: Flight +3 [6]
The Freeze: Snare +7 (feat: reversible) [15]
The Glow: environmental control +3 (light) [3]
The Illusion: illusion +7 (visual) [14]
The Jump: Jumping +6 [6]
The Libra: Sense motive +12, ultimate effort: sense motive [4]
The Light: Light control +7 [14]
The Little: Shrinking +20 [20]
The Lock: immovable +6 (feat: affects others, limit: only doors/lids) [3]
The Loop: Spatial control +5 (feat: triggered, extra: attack)
the Maze: dimensional pocket +5 (feat: subtle, extra: range +1) [15]
The Mirror: Deflect +5 (all ranged, extra: reflection) [15]
AP-duplication
The Mist: disintegration +3 (extra: area-cloud +1) [15]
The Move: telekinesis +2 (extra: perception +1) [6]
The Power: Super Strength +8 [16]
The Rain: weather control +7 (distract)
The Return: super senses +4 (postcognition) [4]
The Sand: Sand Control +7 [14]
The Shadow: Obscure +5 (sight) [11]
AP- Snare
The Sheild: Force feild +8 (feat: progression x2, extra: impervious +1) [18]
The Shot: Blast +5 (feat: homing) (11)
The Silent: obscure +6 (sound. feat: selective) [13]
The Sleep: paralyze +4 (extra: range +1, area: burst +1) [16]
The Snow: environmental control +4 (cold x2, distraction, hamper movement) [16]
The Song: super skill (perform +12) [3]
The Storm: Weather control +7 (hamper movement) [14]
The Sweet: transform +3 (food to sweet food) [9]
The Sword: Strike +5 (extra: penetrating +1) [10]
The Through: Insubstantial +3 [15]
The Thunder: Electrical Control +7 [14]
The Time: time control +2 [14]
The Twin: duplication +6 [12]
The Voice: illusion +7 (auditory) [7]
The Watery: Water control +7 [14]
The Wood: Plant Control +7 [14]
drawback:
power loss- requires Key-staff and Cards of Clow to use Magic (major, uncommon)
costs
abilities 12 + combat 20 + saves 17 + skills 10/40 + feats 17 + powers 83 = 189 pts
design notes yes, you're reading that right, 50+ alternate powers, and that's just the primary abilities of each card. Ideally, Sakura should be constructed with a true variable power pool, to simulate that while she does have to frame it along one of her existing cards, she can pretty much draw from any power in the book. i could have gone by Nemesis and adaptation (if making your own version, i suggest no higher than 6 or 7 at the most for either power), but I felt like statting up the individual cards, with the option that they can swap out any of the cards listed except for Fly and Windy. if you think she's too powerful, it's worth noting that during the course of the "sakura cards" arc, Sakura gets the tiring flaw to her magic, meaning that each time she invokes a new card, he has to use a hero point. by the end of CCS, Sakura will have purchased the Artificer feat
tactics a very nice and sweet young girl, despite the awesome powers that will eventually be at her command, Sakura tries to avoid outright confrontation whenever possible, using the fly and total defense to stay out of harms way, before falling back on a 'kitchen sink' methodology to a problem. if something doesn't work, she'll go down until she gets something that does. however, despite that, she thinks very quick on her feet, and much like tv's mcgyver, has a knack for finding safe, effective solutions to problems, however unorthodox (such as trapping a hostile water spirit inside a freezer so it'll turn to ice)