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Anime d20 -- InuYasha Characters

Yes, I did actually decide to try and write up InuYasha in this system. Let's all laugh, and see how close I got, assuming I EVER fill this out.

InuYasha


InuYasha, found here

Adventurer 9/Fighter 9; Discretionary Points 46; Medium-sized Half-Demon; HD 9d4+36 plus 9d10+36; 136 hp; Energy Points 30; Initiative +4 (+4 Dex, + Imp. Init.); Speed 38 ft; AC 8 (DCM 4+, Dex +4); Base Attack +13/+8/+3; Fort +13, Ref +10, Will +8; Str 21 (+5), Dex 18 (+4), Con 18 (+4), Int 12 (+1), Wis 14 (+2), Cha 12 (+1). (100 CP; spent 10)

Attacks: +22, +17, +12 melee (1d3+8 plus 1d4, Punch) or +22, +17, +12 melee (2d8+12, Tetsusaiga) or +21 ranged (5d8, Wind Scar) or +23 ranged (special, Baclash Wave) or +21 ranged (4d8+3, Blades of Blood)

Attributes: Attack Combat Mastery 4, Defense Combat Mastery 4, Divine Relationship 5, Heightened Senses (hearing) 2, Heightened Senses (sight) 1, Heightened Senses (smell) 2, Highly Skilled 2, Item of Power 3, Massive Damage 3, Personal Gear 1, Regeneration 1, Special Attack (Wind Scar) 9, Special Attack (Backlash Wave) 1, Special Attack (Blades of Blood) 3, Speed 2

Skills: (95 points; spent) Balance 6, Intimidate 3, Listen 4, Melee Attack (Swords) 7, Melee Defense 6, Move Silent 6, Search 3, Sense Motive 3, Spot 4, Survival 3, Tumble 5, Wilderness Tracking 4, Thrown Weapons 2, Unarmed Attack (strike) 6, Unarmed Defense 5

Feats: 7+5 bonus fighter

Defects: Cursed (Full Blood) 3, Cursed (New Moon Weakness) 2*, Marked (Demonic Appearance) 2, Nemesis (Naraku) 2, Owned (Kagome) 1, Significant Other (Kagome) 2,

OTHER GAME NOTES


Race - Half-Demon
Inuyasha is a half-demon, the product of copulation between a human woman and a demon male. As such, he is especially powerful. +4 Str (+2), +4 Dex (+2), +2 Con (+1), Fast Movement (+1), Natural Armor 1 (+1), Claws & Fangs (+2), Darkvision (+1), Regeneration 2 (+8), Curse (New Moon) (-2) = 16 - 6 = 10 total racial cost.

Item of Power - Tetsusaiga
A fang of Inutaisshou, the Great Dog Demon, the Tetsusaiga is a powerful sword, able to slay 100 demons in a single stroke.

In its natural state, the Tetsusaiga appears as a nicked, beaten-looking katana. Beings of full demon blood cannot use it, and they take 1d12 points of damage every round, just for holding it. 1d8+2, Melee. The true power of the Tetsusaiga, however, becomes apparent in its transformed state. It can become a great, curved bastard sword, with a furry puff over the guard. 2d8+4, Penetrating (armor) x2, Melee. Also, the Tetsusaiga can release great blasts of energy, in the forms of the Wind Scar and the Backlash Wave.


Weapon Attack - Wind Scar
The technique that can slay 100 demons in a single stroke; the Wind Scar is the most prominent of the Tetsusaiga's attacks used. Damage 5d8 +. Penetrating: Armor 2, Area Effect, Targeted (demons), Unique: if Slow is used, the Red Tetsusaiga ignores ALL force fields and barriers, requires Tetsusaiga. 2+1+2+1-1 +5=9

Weapon Attack - Backlash Wave
Sometimes, nothing less than a beast's own power is enough to destroyt them; anything can, feasibly, destroy itself. The Backlash Wave makes use of a demon's own power, halting it, and turning it back upon them. The power inherent in the Tetsusaiga also changes the damage of the turned attack to its maximum. Damage as attack (maximum), Accurate, Unique: counterattack, requires Tetsusaiga. 1+1+1-1-1=1

Weapon Attack - Adamant Barrage
Gained from the demon Hôsenki, this mighty attack works much like the Wind Scar, but it also throws numerous shards of adamant, a variant of diamond, that can seemingly cut through anything, even otherwise impenetrable barriers. When used, the Tetsusaiga changes to an appearance like chunks of diamond.

Weapon Attack - Blades of Blood
By inflicting some damage to himself, Inuyasha is able to use his blood to hurt those around him. Damage 4d8, backlash (front only), unique: harmful to self. 4+1-2=3

Features - New Moon Weakness
All half-demons have one weakness. At some time, once a month, they become full humans. At that one time, they lose all of their demon powers. In the case of Inuyasha, this time is the first night of the new moon. During this time, he loses his superspeed, strength, and durability, as well as his enhanced senses and natural weapons. Also, he cannot make the Tetsusaiga transform, thus he cannot use the Windscar or the Backlash Wave. He is, however, completely unaffected, for good or ill, by his transformation; he will not under any means become a full demon. His ability scores at this time are as follows: (Str 17 (+3), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)).

Transformation - Blood of the Full Yokai
Inuyaha is a half-demon, but his father's demonic blood can act to protect his life. This is not to say it is a good transformation, as the demon blood is too powerful for his half-demon soul. Should he transform too often, or for too long, his soul would be consumed. To prevent this, Inuyasha was gifted with the Tetsusaiga. If he is reduced to les than 1/4 of his full hp, and the Tetsusaiga is not intact, and on his person, Inuyasha will transform into a full demon. His strength, power, and ferocity increase, but he loses the ability to differentiate friend from foe. In this form, Inuyasha's stasts are as follows: (Str 25 (+7), Dex 22 (+6), Con 20 (+5), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)).

Features - Beads of Subjugation
In order to maintain a modicum of control over the wild InuYasha, a band of sutra beads was placed on him, and with a command word, Kagome can floor him. The words "Sit boy!" are words InuYasha always dreads to hear, especially if he is not already on the ground.

Personal Gear
Kimono of the Fire Rat - This garment grants Armor 2, as well as fire resistance.

Kagome


Kagome, found here

Student 9/Adventurer 2/Magical Girl 4; Discretionary Points 46; Medium-sized Human; HD 9d4+9 plus 2d4+2 plus 4d8+4; 55 hp; Energy Points ; Initiative +2; Speed 35 ft; AC 3 (DCM +, Dex +2); Base Attack +8; Fort +5, Ref +12, Will +7; Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 16 (+3), Cha 17 (+3). CP 16+46

Attacks: +5 (1d3+1, Punch)

Attributes: (Highly Skilled)
Stud: Animal Friendship 2, Art of Distraction 2, Aura of Command 2, Divine Relationship 3, Flunkies (Yuak, Eri, and Ayumi) 2, Mind Shield 1, Organizational Ties 1, Personal Gear 2, Sixth Sense 1
MG: Servant 1 (InuYasha), Item of Power 1, Jumping 1, Rejuvenation 1 (InuYasha saves the day), Special Attack (Sacred Arrow) 1

Skills:

Feats:

Defects: Guy Magnet 2, Nemesis (Naraku) 2, Significant Other (InuYasha) 1

OTHER GAME NOTES


Weapon Attack - Sacred Arrow
As the reincarnaton of a priestess, Kagome possesses substantial spiritual power. Kagome focuses this power in the form of arrows, imbued with blazing, sacred energy. The sacred energy can only affect evil beings, predominantly demons. If fired at others, only the base arrow damage is inflicted. Damage 5d8+6, Targeted (demons), Drain Body (Con), Affects Incorporeal, Penetrating (Armor) x2, Penetrating (FF) x4, Limited Shots (1), Uses Energy. (1+2+1+2+4-3-1=6) 11

Enhanced Sense - Spirit Sight
As the reincarnation of a priestess, Kagome inherited the ability to sense demonic auras. This allows her to sense demons and monsters from a distance, and most importantly "see" fragments of the Sacred Jewel.

Personal Gear
Shikon Jewel Shards - Not sure what to make these do yet. Kagome has several, but really doesn't do much with them, other than carry them.


Sailor Fuku - This is Kagome's school outfit, which she almost always wears. It has two special powers. First, it seems to be immune to damage, never getting torn or tattered. Second, it has the power to defy gravity. Regardless of orientation, it never shows anything a girl Kagome's age shouldn't be showing (panties, for instance). LOL!!!

Guy Troubles
Kagome has a strange tendency to attract men; the wrong kind of men. Hojo (Feudal era and modern), Koga, the younger Thunder Brother, Miroku (after a fashion), one of the Band of Seven, several other demons, and even Inuyasha have all been attracted to her. Of course, if Kagome had her way, most of these would just leave her be, but they don't seem to just ask. Although he won't admit it, this is one spot where Inuyasha quickly gets jealous and angry.

Yuka, Eri, and Ayumi
These three girls are Kagome's friends, but they have to be kept oblivious to her activities in the Feudal Era; a difficult task when she is mysteriously absent so often. They often seem oblivious to her miraculous ability to get well from so many diseases, and only come to visit when she has a simple cold. Kagome uses these three girls to get notes for missed school, and they, in turn, spend the bulk of their time trying to hook Kagome up with Hojo. Later, when they actually meet Inuyasha, they decide that he is an acceptable boy for Kagome.


(from left to right) Eri, Ayumi, and Yuka

Miroku


Miroku, found here

Adventurer 11/Dynamic Sorcerer 4; Discretionary Points ; Medium-sized Human; HD 11d4+ plus 2d8+ ; hp; Energy Points 45; Initiative +7; Speed 38 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 11 (+0), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 16 (+3), Cha 14 (+2).

Attacks:

Attributes: Attack Combat Mastery 3, Aura of Command 2, Defense Combat Mastery 5, Divine Relationship 4, Dynamic Sorcery 2, Exorcism 5, Force Field 4, Healing 3, Personal Gear 1, Pocket Dimension (Hand's Oblivion) 3, Sixth Sense (Demons) 4, Special Attack (Wind Tunnel) 8, Special Attack (Holy Staff) 1, Speed, Spirit Ward 5

Skills: TBD

Feats: TBD

Defects: Cursed (Wind tunnel) 3, Nemesis (Naraku) 2, Nightmares (death of father) 1, Significant Other (Sango) 1, Unique Defect (Lechery) 1

OTHER GAME NOTES


Weapon Attack - Wind Tunnel
Easily Miroku's single most dangerous attack, the wind tunnel is fearsome enough to cause even mighty foes to think twice about challenging the monk. The wind tunnel flows from a hole in Miroku's right hand, and draws ANYTHING in front of Miroku into it. Anything that disappears into the wind tunnel is gone forever. Unfortunately, the wind tunnel is a hereditary curse, placed upon Miroku's family by the demon Naraku. In order to seal the hole at all, Miroku must wear sacred beads around his hand. Also, someday, the hole will spread, and when it does, it will swallow Miroku with it. Only the death of Naraku, or having him choose to negate the curse (an unlikely prospect, usually) will allow Miroku to survive the end result of his own greatest weapon. As a testament to this fact, both Miroku's father anf grandfather were sucked into their own Wind Tunnels.

Mechanics: The Wind Tunnel uses a combination of Special Attack 8 (3 "free", attracting (as incap), area effect, linked (Pocket Dimension), ) and Pocket Dimension (rank 3, 3pt/rank). The "beam" it uses works like a cone, pulling everything within 500 ft, in front of Miroku, to his square that fails a Fort save (DC 26). Once a person or object enters Miroku's square, they are immediately transported into Hand's Oblivion. This can also tear doors from frames, trees from the ground, and crush debris into pieces, as they fly toward Miroku.
According to Linked (Attr), all I need is for the target to fail the DC 26 Fort save, and they are effected by Pocket Dimension. So long as they are in the area, I guess it works. Hazaah!!! No need to work TK into it.

Pocket Dimension - Hand's Oblivion
It is assumed that the space which Miroku's Wind Tunnel moves things to is destructive to anything that occupies it. There is no light, air, food, or water inside the void, and it is thought to act like a black hole, infinitely crushing anything within its space. Nothing that has ever been seen to go in has ever been seen outside again, and there are no other known ways into or out of the hole.

Weapon Attack - Holy Staff
Miroku can focus his holy energy through his staff, enabling it to dispatch demons, and resist their weapons. Damage 1d6+2, Targeted (demons) x2, Melee.

Common Magical Acts
Although some might doubt it, Miroku is actually a legitimate holy man, and does possess some holy powers. So, while he is often more than willing to swindle people, when needed he can achieve the following effects:

  • Super-Speed: For short bursts, Miroku can increase his running speed, even when carrying a heavy load (such as another person).
  • Spell Scrolls: Able to paralyze or banish demons, and dispel barriers.
  • Invisibility: by concentrating strongly, Miroku can make objects or people invisible to evil beings. He can also invest this power into charms, allowing himself or allies to move unnoticed.
  • Barrier: focusing his chi, Miroku can generate a small, holy barrier around himself. As Force-Field 3.

Personal Gear
Shikon Jewel Shards - Miroku possesses two Sacred Jewel Shards. Their effects remain to be decided. More than likely, I will have them augment his Dynamic Sorcery action.

Lechery
Miroku really cannot help himself. If given ANY opportunity, Miroku will ask any woman of approximately young to middle age to bear his children. Even if they are in groups, he will address the group, then. This effect applies toward any woman of the above age range with a Charisma score of 12 or better. It should be noted, however, that he has never legitimately asked Sango this question, though at one spot in a movie, I believe, when they believe they are both going to die, he does ask her and she says yes. After that, however, he continues to ask other women, and get slapped by Sango for it. He also seems obsessed with touching Sango's butt, and seemingly will do this, given an opportunity. The result will be a slap on the face.

Sango


Sango, found here

Adventurer 4/Ninja 3/Martial Artist 5/PMT 4; Discretionary Points ; Medium-sized Human; HD 6d4+18 plus 2d4+6 plus 7d10+21; 100 hp; Energy Points 42; Initiative +7; Speed 46 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 15 (+2), Dex 17 (+3), Con 16 (+3), Int 16 (+3), Wis 16 (+3), Cha 16 (+3).

Attacks:

Attributes:

Skills:

Feats:

Defects: Nemesis (Naraku) 2, Significant Other (Miroku) 1, Significant Other (Kohokyu) 1

OTHER GAME NOTES


Item of Power - Hiraikotsu
This odd object is Sango's primary weapon. It takes the form of a giant boomerang. Since it is made out the remains of demons, it can shred them with great ease. Damage , Long Range, Penetrating: Armor x2, Targeted (demons), Unique: returning.

Personal Gear
Gas Mask - This face mask protects Sango from certain substances she uses against demons, as well as the miasmas of many foes.
Armor - grants Armor 1.

Pet Monster - Kirara
This cute, little fox-like creature can transform into a large riding saber-cat, complete with flaming feet. Kirara can fly, and carry at least three riders with rleative ease. She is fiercely loyal to Sango, and also fond of Shippo and Inuyasha.

Shippo


A picture of Shippo, found at Wikipedia

Adventurer 4/Shapechanger 5/Dynamic Sorcerer 5; Discretionary Points ; Small Demon; HD 4d4+16 plus 5d8+40; 84 hp; Energy Points 45; Initiative +7; Speed 38 ft; AC 10 (DCM +7, Dex +3); Base Attack +7; Fort +6, Ref +3, Will +6; Str 22 (+6), Dex 17 (+3), Con 18 (+4), Int 15 (+2), Wis 14 (+2), Cha 16 (+3). CP: 25

Attacks:

Attributes: Alternate Form (cosmetic changes), Alternate Form (full-powered) 1, Dynamic Sorcery (illusions) 3, Elasticity 1, Regeneration

Skills:

Feats:

Defects: Nemesis (Naraku) 2

OTHER GAME NOTES


Weapon Attack - Fox Fire
Blue flames that can do decent damage.

Sesshomaru


Lord Sesshomaru, found here, at Elfwood

Adventurer 6/Dynamic Sorcerer 2/Samurai 7; Discretionary Points ; Medium-sized Demon; HD 6d4+18 plus 2d4+6 plus 7d10+21; 100 hp; Energy Points 42; Initiative +7; Speed 46 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 15 (+2), Dex 17 (+3), Con 16 (+3), Int 16 (+3), Wis 16 (+3), Cha 16 (+3).

Attacks:

Attributes: Claws, Flunkies (Jaken) 1

Skills:

Feats:

Defects: Marked (missing left arm) 2, Nemesis (InuYasha) 1, Nemesis (Naraku) 2, Significant Other (Rin) 2, Signifiacnt Other (Jaken) 1

OTHER GAME NOTES


Acid Claws, Light Whip, Tenseiga-Rumbling (Meidou) Moon Cutter (Zangetsu) Edge (Ha), Tokijin-Sword Pressure, Dragon Strike,
Weapon Attack - Acid Whip
A green, baleful emanation from Sesshomaru's hand, this whip uses Sesshomaru's poisonous miasma to target individuals, at greater range. Damage 5d8+4, Unique: (can use Whirlwind Attack)

Special Attack - Acid Claws
As a full demon, and a powerful one, Sesshomaru can generate a toxic miasma of green, baleful gas. It can melt bone and stone, though it does not affact him or his gear, and affects an area around him, if he wishes. Damage 5d8, Area Effect, Static.

--OR--

He can, and usually does focus the miasma through his hands, adding to his melee damage.

Item of Power - Tenseiga
The fang of Inutaisshou, the Great Dog Demon, the Tenseiga is a powerful sword, able to revive 100 beings in a single stroke, and Sesshhomaru couldn't like it less, but really, the Sword of Life, the Tenseiga can resurrect 100 people in a single stroke, and heal any other injury they bear, too. The undead, however, are instantly destroyed by this weapon, as are the Ferrymen of the Underworld. It takes the form of a beautiful katana. Strangely, so long as the Tenseiga is on Sesshomaru's person, he CANNOT die; the sword will save his life, shielding him, and whisking him away from danger. No Damage, Melee.

Special Attack - Rumbling Moon Cutter Edge
(Meidou Zangetsu Ha) Later, when the Tokijin is broken, the Tenseiga is reforged by Totosai, the great swordsmith. It gains the ability to instantly send opponents to the afterlife. It still never inflicts DAMAGE, it just whisks targets to dead. If this power is in effect, then the Tokijin has already been broken. No Damage, Unique: (Fort save, DC 30, or disappear to the Underworld), Unique: (requires the Tenseiga).

Item of Power - Tokijin
Sesshomaru had a fallen swordsmith (Kaijinbo) create this weapon for him, to make up for the fact that the Tenseiga cannot harm the living. Crafted from the fangs of the evil monster Goshinki, it is a VERY powerful sword. Major Damage.

Special Attack - Sword Pressure
(Kenatsu) As well as being a powerful sword, the Tokijin can loose beam of power to destroy Sesshomaru's foes. Rules forthcoming.

Special Attack - Dragon Strike
() Only seen in the movies, this blue energy blast is a technique of Sesshomaru, not one of his blades, though one of them is required. Rules forthcoming.

Transformation - Greater Dog Demon
As a mighty Demon Lord, Sesshomaru possesses the power to shapechange, at least to some extent. He can assume his human form, and often stays in that mode, but his true form is that of a great, white dog, much like a sirocco wolf. In this form, he has long ears, white fur, and towers over his foes. As he is missing his left arm, in this form, he is also missing his left foreleg. After this injury, he rarely assumes his true form.

Status - Greater Demon
Sesshomaru is no mere demon; he is a higher kind of being. This is reflected in ways, such as his resistance to holy energy. He cannot be exorcised or banished by priests, and even the most potent sacred wards seem to only barely affect him.

Ward
Rin - A young girl Sesshomaru resurrected with the Tenseiga, for reasons still a mystery. Though he is usually dispassionate on the subject, Sesshomaru will do nearly anything to protect Rin, from letting foes escape to risking his own life, and even facing down the Master of Hell to recover her.


Jaken - Jaken is a small demon that serves Sesshomaru, much like a courtier. When he will not permit any other demon to accomany him, Jaken is still allowed. He does have a penchant to abuse Jaken, but he will also protect the imp from harm.
Kohaku - Much later, Kohaku is again found by Sesshomaru. He decides to allow Kohaku to travel with his group, if for no other reason than to protect one of the last free jewel shards.

Personal Gear
Ah-Un - A large, two-headed beast, this creature is a servant of Sesshomaru. It can spit great bolts of lightning from its mouths, carry multiple riders, fly, and is very powerful.

Disclaimer
Sesshomaru is a powerful, complicated character, at least to me, and so I might never get around to finishing him. Sorry.

Naraku


Neraku, found here, at deviantART.com

Adventurer 6/Dynamic Sorcerer 2/Samurai 7; Discretionary Points ; Medium-sized Half-Demon; HD 6d4+18 plus 2d4+6 plus 7d10+21; 100 hp; Energy Points 42; Initiative +7; Speed 46 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 15 (+2), Dex 17 (+3), Con 16 (+3), Int 16 (+3), Wis 16 (+3), Cha 16 (+3).

Attacks:

Attributes:

Skills:

Feats:

Defects:

OTHER GAME NOTES


Personal Gear
The Shikon Jewel - Naraku possesses most of the Sacred Jewel. At the current point I am aware of, he actually has, or knows the location of, all but one. If I ever use this stuff, however, Kagome, Miroku, Kohaku, and Koga will all still have theirs, leaving all but one of the rest in Naraku's hands. As for its effects, I have yet to decide on what shards, to say nothing of the near-whole jewel, will actually do.

The Shikon no Tama, "Jewel of Four Souls", found at Wikipedia

Disclaimer
Even more than Sesshomaru, Naraku is a difficult being to quantify. Half-demon into almost full demon, plus most of the Shikon Jewel shards means I haven't got a clue. It is very likely I will never finish him. HE BE A BROKEN MONSTER-BASTARD!!!

Kikyo


Kikyo, found at Wikipedia

Student 9/Adventurer 2/Magical Girl 4; Discretionary Points 46; Medium-sized Human; HD 9d4+9 plus 2d4+2 plus 4d8+4; 55 hp; Energy Points ; Initiative +2; Speed 35 ft; AC 3 (DCM +, Dex +2); Base Attack +8; Fort +5, Ref +12, Will +7; Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 16 (+3), Cha 17 (+3). CP 16+46

Attacks: +5 (1d3+1, Punch)

Attributes: (Highly Skilled)
Stud: Animal Friendship 2, Art of Distraction 2, Aura of Command 2, Divine Relationship 3, Flunkies (Yuak, Eri, and Ayumi) 2, Mind Shield 1, Organizational Ties 1, Personal Gear 2, Sixth Sense 1
MG: Servant 1 (InuYasha), Item of Power 1, Jumping 1, Rejuvenation 1 (InuYasha saves the day), Special Attack (Sacred Arrow) 1

Skills:

Feats:

Defects: Nemesis (Naraku) 2, Significant Other (InuYasha) 1

OTHER GAME NOTES


Weapon Attack - Sacred Arrow
As a priestess, Kikyo possesses substantial spiritual power. She focuses this power in the form of arrows, imbued with blazing, sacred energy. The sacred energy can only affect evil beings, predominantly demons. If fired at others, only the base arrow damage is inflicted. Damage 5d8+6, Targeted (demons), Drain Body (Con), Affects Incorporeal, Penetrating (Armor) x2, Penetrating (FF) x4, Limited Shots (1), Uses Energy. (1+2+1+2+4-3-1=6) 11

found at Wikipedia

Weapon Attack - Sealing Arrow
This is the shot that Kikyo used to imprison Inuyasha to the tree for 50 years.
Weapon Attack - Pinned by Arrows
Sometimes, Kikyo does not wish to kill, and she will simply pin her foes down. With this attack, she will catch limbs, either under the arms and legs, or through clothes, and trap them, usually against a tree or the ground. While it is a single shot, it uses up four arrows. Damage 0, Incapacitating, No Damage.

Enhanced Sense - Spirit Sight
As a priestess, Kikyo has the ability to sense demonic auras. This allows her to sense demons and monsters from a distance.

Personal Gear
Shikon Jewel Shards - Not sure what to make these do yet.

Servants - Soul Collectors
As Kikyo's soul is not whole (much of it is Kagome's soul), the magic that animates the clay body she possesses is faulty. In order to continue her existence, she must consume the souls of the recently departed, and her soul-collector demons perform the task of bringing these souls to her.


-drawn by ~Mortek, found at deviantART.com

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