H ISAK OChiharu was a normal girl, once--over 450 years ago, during the Sengoku period of Japan. Chiharu was training in the ways of a samurai, like her father, when a band of soldiers raided her village. Her father was cut down in the battle, and Chiharu picked up his naginata to continue the fight. She killed many of the raiding party before falling herself, but her sacrifice inspired the rest of her village to successfully drive off the invaders. The surviving villagers built a shrine in her honor, and for centuries after, there were legends of a spirit that would guard the area against attackers--a spirit the residents named Hisako, or “Everlasting Child,” as she appeared as a teenage girl with muddy feet and a torn kimono. When the corporation Ultratech disturbed her grave and desecrated her shrine, Hisako left the sanctity of her home to exact vengeance. Along the way Hisako grew into a sort of gatekeeper of the physical and astral planes, encouraged by the spirit of her father to battle against evil companies like Ultratech, as well as the greater evils that mankind is not prepared to fight. After the Great Collide, Hisako continues her journey, avenging the weak and pursuing the wicked.CHECKSRoll 3d10and take the highest result for checks involving knowledge of samurai (including methods and history), and checks involving combat tactics or strategy.Roll 2d10 and take the highest result for attack checks made with a sword, bow, naginata, or your powers, defense checks to block or dodge, and checks to hide or be stealthy.Roll 1d10 for anything else.XPWhenever your hateful existence or frightening appearance causes tension with your allies or other problems, gain 1 XP.When you exact revenge for those that cannot do it themselves, gain 3 XP.When you prevent evil forces from tarnishing a place of peace, gain 5 XP.YOU BEGIN WITHOnryō: You are an undead spirit, and not technically alive. You do not need to eat, drink, breathe, or sleep. You do not tire, and you are immune to the effects of Poison. However, you take a -2 penalty on defense checks against holy attacks or attacks designed to target undead. You carry your father’s naginata, which carries a ghastly green glow; attacks with your naginata get a +2 bonus against angels, gods, and other holy creatures.LEVEL UP CHOICESDescent: You can sink into the ground, briefly disappearing… only to rise back up somewhere else. You can use this ability as a side action, teleporting up to 30 feet to any location you can physically see.Hands: Blackness forms a pool beneath an enemy you can see, and ghostly hands begin to grab and claw at the victim’s legs. You can use Hands as a side action; the target is still able to act, but cannot move from their current location until the start of your next turn. You can also use this on every enemy in the area simultaneously at no penalty, but doing so shuts this ability down.Mouth: You can unhinge your jaw and inhale deeply, dragging an enemy toward you like a ghostly vortex. As a side action, you can pull one enemy up to 30 feet toward you. You can, alternatively, focus the vacuum effect to suck items straight to you from a distance--even pulling up to one item per side action right off an enemy, or ripping it out of their pocket, essentially stealing an item of choice.On Ryo Zan: With jerky, erratic movements, you can make a series of low, middle, and overhead naginata swipes in short succession that upses an enemy’s defenses. When you use On Ryo Zan, treat the target’s defense as though it were 2 lower against this, and the next attack against the same target from any of your allies. You can also leap into the air and perform a single massive swipe, gaining a +2 bonus against enemies that are flying, levitating, or otherwise airborne in addition to the normal benefits. If you roll a 6 or higher on the attack check, shut this ability down.Possession: You can force your way into an opponent’s body from melee range, then force them to contort, bend, and break in terrible ways for several seconds before you’re forced back out again. In addition to dealing damage and inflicting Armor Breakstatus, you can expel yourself from the victim in whichever direction you choose, allowing you to pass straight “through” someone without difficulty. If you roll a 6 or higher on the attack check for this ability, shut it down.Vengeance: Your bizarre, shaky motions make you difficult to follow; you can seem to be somewhere in one instant, and gone the next. When you fully defend against a melee attack, you can immediately make a counter-attack without using your turn. If you roll a 6 or higher on the attack check to counter, shut this ability down. You may also choose to use this as an opening, treating the defense of the target as 2 lower against the counter-attack as well as against the next attack to hit them (from anyone); if you do this, shut the ability down.Walls: You are able to scale even perfectly flat walls and ceilings with your feet and fingertips, clinging to them like an insect. You climb about as fast as you normally move on the ground.Whispers: You are a terrifying sight, and even more terrifying to actually battle against. Whenever you roll a 10 on an attack check of any kind, you can choose to inflict Fear status.