K YOKO MINAZUK IThe school nurse at Justice High School, Kyoko is far more intelligent and far more dangerous than her meager position lets on. In fact, many of the students, teachers, and staff at Justice High are competent fighters and master martial artists. Kyoko is a dedicated orthopedist and highly skilled in human anatomy, which accentuates her notable skill in grappling. While energetic and professional in her white coat, she tends to act more slovenly without it; she has poor housekeeping skills, and is an excessive drinker of sake behind the scenes. After the Great Collide, Kyoko looks to make a difference in young lives as she did in her world… though, she’d settle for stable employment at the moment.CHECKSRoll 3d10and take the highest result for checks involving the knowledge of biology, chemistry, or orthopedics, checks to research information, and checks to do first aid, perform surgery, identify drugs, or other checks of medical knowledge.Roll 2d10 and take the highest result for melee attack checks, defense checks against melee attacks, and checks of general intelligence.Roll 1d10 for anything else.XPWhen you treat a new type of injury, condition, disease, or poison, gain 1 XP.When you’re able to put your medical skills to good use (outside of your usual teammates, who will just get hurt again anyway), gain 3 XP.When you’re able to make a real difference in a young person’s life, or protect a place that’s keeping kids on the right track, gain 5 XP.YOU BEGIN WITHDevil in a White Robe: Everyone walks out of the nurse’s office with palpitations and warm feelings. When you’re forced to shut down an offensive ability (like Pathway to Hellor Stairway to Heaven), inflict Charmstatus on the enemy you shut it down against. When you’re forced to shut down a healing ability (like Dream Medicineor Ultimate Remedy Art), grant the character you shut it down on a +2 bonus to defense checks for the rest of the fight.LEVEL UP CHOICESAttendance Check:You are adept at avoiding strikes and grabs. When you fully defend against a melee attack, you may sidestep the enemy and smack them with your clipboard, knocking them up to 15 feet away from you. You deal no damage, but you may grant one of your allies a free attack against that enemy without using their turn, as long as they’re within melee range at some point during the enemy’s forced movement.Dream Medicine:You can unleash a series of pressure-point strikes, unclogging chakras and restoring chi flow (or something). As a side action, you can remove one status effect from an ally in melee range, and restore 1d10 HP to them. If you roll a 6 or higher on the heal check, shut this ability down.Pathway to Hell:Grabbing an enemy as a main action, you use your knowledge of anatomy to apply joint-breaking locks and painful submissions in rapid succession. When used to attack a Humanoid enemy, you apply a stun effect--they can still act, but cannot move from their current location until the start of your next turn, and the next attack made against them treats their Defense Score as 2 less. If you roll a 6 or higher on the attack check, shut this ability down.School Nurse: You are skilled in a variety of sciences, and are an extremely talented medical practitioner. You may automatically succeed on any check that involves medical expertise or skill (even if you’ve already rolled for it). After you use this ability, roll 1d10; on a 1-5, shut it off.Single-wing Stance: As a main action, you shift into a stance that makes counter-attacks easier. By spending your turn being guarded you receive a +2 on all defense checks; if you fully defend against an attack of any kind in this state, you may rush up to 30 feet to make a melee counter-attack. Rather than following up with a normal attack, you may counter withPathway to Hell or Stairway to Heaven if you have them unlocked. Single-wing Stance lasts until the start of your next turn.Stairway to Heaven: With a series of kicks, knees, and heel strikes, you may perform an attack that launches an enemy into the air. …High, high into the air. In addition to dealing damage as a normal attack Stairway to Heaven renders the enemy airborne until the start of their turn, leaving the target vulnerable to any abilities that capitalize on it. You may also push the enemy back 5 feet, if you like. If you roll a 6 or higher on the attack check, shut this ability down.Ultimate Remedy Art:You can perform quick, impromptu acupuncture as a side action, restoring the health of an ally in melee range. Roll 2d10 and take the higher outcome--the targeted ally recovers that much HP. If you roll a 6 or higher on the heal check, shut this ability down.