GURPS rules for playing in the 3x3 Eyes Universe, Version 0.10 (draft)
Copyright (c) 1996,97 by Henrique de Moraes Holschuh

Original 3x3 Eyes manga, story, art and characters
Copyright (c) 1987-97 by Yuzo Takada


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   5.1 - The 3x3 Eyes Campaign

   Introduction:

     3x3 Eyes is a very open setting, and as such, it requires the GM to
     carefully plan ahead the start of a 3x3 Eyes campaign. The general
     geographic location, time span and epoch the campaign will encompass
     must be thoughtfully chosen, lest the game become confusing and
     complicated to run.

     Although most of the setting described in this text and in the earlier
     volumes of the 3x3 Eyes Manga encompasses only 1984 to 1994, with a few
     glimpses of the past (around year 1680), it is perfectly possible to
     run a 3x3 Eyes campaign in earlier epochs as well as in the not so
     distant future (TLs 8 and 9). Just do a few detail adjustments on the
     original setting found in the 3x3 Eyes manga and you are ready to go.
     Crossovers with other genres are also possible, and worked very well in
     the playtesting campaigns, further increasing the GM's choices.

     One must only keep in mind that the sample spells and beasts included
     here, as well as most found in the 3x3 Eyes Manga, were designed for a
     time frame encompassing years 1500 to 2000. As time advances,
     technology gradually surpasses magic in both power and flexibility, at
     least in most settings. Including the Tech Magic college in the
     Sanjiyan Unkara's grimoires, and building a new set of Technomagic
     beasts is advisable after late TL8 and will balance magic and
     technology pretty well. Of course, roleplaying a Sanjiyan Unkara or Wu
     gradually feeling their power become less and less effective as
     protection against a developing and expansionist spacefaring society
     might be just what you want...

     Going too far into the past might require some small adjustments, too.
     Carefully planning the power level and location of campaigns set during
     the time the Sanjiyan Unkara species were still active is important, as
     well as defining how much they interacted with the humans who lived
     outside their Holy Land. The original manga setting is filled with
     surprising connections between the manga reality (the Sanjiyan Unkara),
     and real world legends and religions. Important PC and NPC characters
     living during that time might have been important influences in such
     legends.

   Handling a 3x3 Eyes campaign:

     3x3 Eyes is really more suitable for campaigns with an occult overtone,
     although creative GMs and players will find other interesting uses for
     a Wu or Sanjiyan Unkara (e.g.: In some "Supers" settings a Wu could be
     a super hero, or an evil and powerful Sanjiyan Unkara might be just the
     foe you were looking for).  The campaign itself does not have to be
     centered in an occult theme, but it would be very difficult to fully
     develop the possibilities of a 3x3 Eyes game without a suitable
     atmosphere.

     Characters in a typical long term 3x3 Eyes campaign could develop very
     much. A point level increase of more than 400 points for a 100 sessions
     campaign is easily possible, so it might be wise to start with low
     point value PCs (100 to 150 points) and let them develop to higher
     point levels by themselves, remembering to use the rules for earning
     points due to studies and practice. This works very well with human
     parties, as well as very young Sanjiyan. Unfortunately, a 100 point
     campaign severely limits the choice of characters in a high-point genre
     as 3x3 Eyes.

     Normal Sanjiyan Unkara characters are simply not suitable for PCs in
     low point level games, but they make great medium and high level NPCs,
     who might be patrons to some of the characters.  In medium level
     campaigns (150 to 300 points), a Sanjiyan Unkara PC should fit in a
     human party without problems, although a 150 point Sanjiyan Unkara
     might need a detailed background to explain his relative weakness when
     compared to other Sanjiyan.

     Campaigns at higher point levels usually need elements to keep the
     party together. Powerful characters are not likely to tag along and go
     out of their way just to increase their survival chances, and plain
     survival is rarely the point of a high level 3x3 Eyes campaign. In long
     campaigns the careful design of such elements might be a difficult
     task, but the return is always worth it. Well designed, those "party
     glue" elements keep the group together, cushioning the internal
     relationship problems a high level party often has, and giving the
     players a sense of objective to guide them. Such elements might take
     any form: common friends, common interests, honor and sense of duty
     imposed tasks or bounds, previous relationships among the party
     members, common enemies. Usually more than one of those factors is
     present, and while some of them will change over time, as long as the
     web they make is strong and flexible, the party will hold.
     
   The Wu Problem:

     A point balance problem arises with the Wu. It costs 500 points to be a
     Wu, but all those points go directly to a set of advantages dealing
     only with Wu immortality; it does not improve the character's
     effectiveness in most games. A 600 point Wu is actually a much "weaker"
     character than a 400 points mage or demon, and even a 250 points
     Special Ops, because such characters would employ most of their points
     in skills and attributes.

     Solutions to this problem must be worked out between the players and
     GMs. If the players actually do not care much about the point balance
     inside the party as long as everybody is happy with their characters, a
     mixed set of 250 point humans and one 600 point Wu (which is
     effectively an immortal 100 point character) is perfectly acceptable
     and is the easier way to deal with the issue, both for the players and
     the GM.

     The most common scenario, however, is composed of at least one player
     who will feel "unable to enjoy the game" due to the point issues, and
     some players who will get very annoyed at the problem created by the
     former arguing with the GM.  This kind of group may rule out the
     possibility of a Wu PC (and sometimes even a Wu NPC) in low or medium
     point level games, and might put the GM through a lot of headaches
     during character creation for high point level games.

     Suppose one of the PCs should be a Wu and we have the scenario
     described above. The GM will need to limit the starting characters so
     as to keep some kind of balance and avoid the "my character is useless"
     problem later, sometimes ruling out perfectly acceptable characters
     just because one of them is too limited. Extremely specialized
     characters are prone to cause that kind of trouble, and Wu are no
     exception.

     Another way to solve the problem would be to award the Wu status to one
     of the PCs/NPCs during roleplay, by letting a Sanjiyan Unkara PC/NPC
     choose one of the available characters to become Wu. That might
     possibly earn the wrath of some players, but since those are usually
     the players who made it impossible to use the better method of a lesser
     Wu at game start, it is only fitting. Awarding some form of
     compensation to the other players, such as a brand new beast, grimoire
     or familiar to a mage PC, the possibility of some difficult to get
     training to other PCs, or a powerful new ally to a demon PC will help
     restore the party balance.


   5.2 - Adventure seeds

   Adventures in the original 3x3 Eyes setting:

     Low point level adventures in the original 3x3 Eyes settings are best
     suited to human-only parties. They might or might not involve Wu and
     Sanjiyan NPCs directly... legends are sometimes allies as powerful as
     the creatures which inspired them, and the quest for knowledge may be
     far greater an adventure than meeting its source.

     The PCs might be a team of scholars; Archeologists which found a new
     site filled with strange paintings and unintelligible Sanskrit scripts,
     or simple adventurers who stumbled upon a well hidden path leading to
     an exciting place filled with incredible scripts in some ancient
     language they did not know, and fearsome three-eyed statues resembling
     Hindu gods and goddesses. And after their return home, they found
     themselves tossed into a bizarre adventure, with weird characters who
     followed them, their relatives becoming scared by strangers which
     seemed to always be there, just far enough to be unintrusive and still
     escape when they or the police tried to talk to one of them. Soon comes
     the day when one of them (or one of their relatives) disappears without
     trace, along with some of the treasures they had taken from the
     Sanjiyan shrine. The police has got no clues to follow, and the players
     are alone in the quest for their missing friends. What they will meet
     in the end of their quest will change their lives forever...

     Or perhaps they worked for a company like the Yougekisha, helping the
     world to feed the need of knowledge of the general public about Elvis'
     whereabouts and the newest UFO sightings, till the day they actually
     found something which was real, embarking onto a linked set of small
     self-contained stories, each time getting to know more about the truth
     behind all those legends, escaping real dangers and developing their
     abilities, abilities they would need for the day they would meet those
     responsible for that legends face-to-face for a cup of tea. All of this
     while increasing their company's profits, and making a name for
     themselves among the occult communities, of course. The careful GM
     might even design the stories so that they fit within the 3x3 Eyes
     manga storyline and fill the holes, such as what happened to the
     secondary characters of 3x3 Eyes left by Yakumo in Japan, or the
     'friendly' monster of "Red Rain in Malaysia" (3x3 Eyes manga vols 8,9).
     It might also be wise to remember that sometimes it is good for an
     intrepid investigator to find out that her suspicions about some rumor
     being false are true... and not all hoaxes need be of a magical nature.

     Medium and high level campaigns offer more possibilities for starting
     characters. With 300 points it is easy to build demons and powerful
     human characters (including martial artists and very powerful mages),
     as well as regular Sanjiyan Unkara characters. Campaigns featuring such
     characters usually lead the players to a more active position in
     politics and internal disputes for power in whichever group they belong
     (Sanjiyan and Demons are especially prone to gruesome fights for power,
     even more so than humans). The party might find themselves accountable
     for important episodes which would later shape the lives of an entire
     population, or the beliefs of even more people.

     The PCs could be monks at a Tibetan monastery, who become embroiled in
     serious religious and supernatural conflicts with one of the northern
     Indian tribes, like the Hyouma (3x3 Eyes Manga, vols 7,8). Conflicts
     that will force them to act through political and diplomatic means, as
     well as through direct action against a very powerful and capable foe,
     all the while keeping their religious integrity intact and a low
     profile. Depending on the time frame and political inclination, the
     players might have either the Indian or the Chinese government against
     them, as well as other Tibetan monks. The presence of the Sanjiyan
     Unkara should be felt only in the legends, and perhaps in the roots of
     the conflicts. One or two demons might take part in the conflicts as
     well, trying to keep a low profile while pulling the strings to achieve
     their own goals. This type of adventure is _not_ suitable for all kinds
     of players and GMs, and there is actually no reason (unless you will be
     using GURPS Martial Arts) why it could not be played with low point
     level characters as well. Recommended party: four 100 to 250 points
     humans.

     Or, if your players would prefer to have a more in-depth contact with
     the original 3x3 Eyes manga story line, they could work as pawns for
     Benares: A not too powerful, but clever, high level demon (or Kami) has
     found a way to awaken Kaiyanwang, but only to a semi-conscious state.
     In this state, the demon figures, it can control the Demon-Eyes King
     and through him obtain status and power far outside its normal reach.
     The demon's attempts do not go unnoticed by Benares, Kaiyanwang's Wu,
     but he is too heavily engaged in his own conflicts to do anything about
     it immediately, so he has to act through a group of pawns -- the PCs.
     The party should be somewhat experienced in dealing with demons and the
     occult, so that they know whom they are dealing with and have a slight
     idea on what kind of trouble they are getting into. This could be the
     offspring of an entire campaign incorporating many of the other story
     seeds -- negotiations with demons, occultists, priests and beasts;
     searching for Keys and the Konron itself, spying on Benares, the
     troublesome demon and everyone else; finding eggs for Beast Magic,
     learning new spells from the few surviving and hard-to-deal-with arcane
     magicians -- and the story can end with a bang at the Seima Stone, in
     the 3x3 Eyes Holy Land.
     
   Crossovers notes and seeds:

     The Occult Cyberpunk genre

     Your players just watched Silent Moebius(tm) - The Movie, and now want
     to hunt monsters with gravity collapse guns (aka black hole pistols)
     and soulswords instead of playing a standard 3x3 Eyes game? Or have
     they gotten so good and powerful that Matrix runs are not exciting nor
     dangerous anymore, and they think they have seen it all? Maybe it is
     time to give them what they want. Trouble.

     Combining an occult setting like 3x3 Eyes with a cyberpunk atmosphere
     is indeed possible and more than often lead to excellent results, as
     long as it is done carefully and your players are capable of grasping
     the concept of an occult cyberpunk adventure. There are a lot of
     strange things out there, more even so in a cyberpunk setting, and some
     of them might not like the path society has chosen to follow... or like
     it too much for our own good.

     As society and science evolve, most of the older magic users would feel
     more and more threatened, while the new generations would try to move
     on and adapt to the new ambient. Technology related spells (the Tech
     College) would be developed. The demons would make their way into the
     corporations, and more than one of the "big evil ones" might actually
     have high-level demons as their CEOs, with the blessing of the board
     (who would be better at keeping the profits high than a ruthless
     scheming demon?). The nets would not be a safe place either, magical
     beings with a knack for computers or Matrix running would be attracted
     by the new information frontier, and try their hand at ruling their own
     little piece of the world. But that is the way things have always been
     in 3x3 Eyes, and most people would not even notice anything wrong. The
     PCs will.

     If the "occult infiltration" is known and feared by the government or
     big corporations, a dirty covert war for power would soon begin,
     eventually reaching the streets. Public law enforcement units against
     the "evil" might be created if low level demons running amok becomes
     common occurrence. But what would an elite anti-demon unit do if they
     were to discover that they are not actually fighting against the
     demons, but only acting as pawns and public disguise for the power
     games of the government and the corporations which are now helplessly
     infected by demon presence? How would they react to the painfully
     earned knowledge that they should not be fighting every demon out
     there, but rather enter the power games themselves to guarantee that
     humanity is not on the losing end? What would happen to the life of an
     anti-demon commando who suddenly finds himself turned into an Wu, or
     discovers that the one person he holds most dear is actually one of
     them, perhaps even one half-awaken (and _very_ important) Sanjiyan
     Unkara who was once a victim of Choang-Ling-Ling?

     And what about the smaller flies? Netrunners that find out some demon
     plan by luck, and decide to try their hand at fooling demons for their
     own gain, or to protect themselves? Common people who find themselves
     to be magically active and now have to face a reality no one has ever
     prepared them to? University students who stumble upon one of the few
     remaining Sanjiyan Unkara, and get dragged into the exciting life they
     always wanted, and now fear?  Professional occultists, that now have
     the government, corporations or the demons controlling their lives
     against their will?

     Your players thought the world was a cold and dark place, but even they
     could not imagine it was this bad a mess...


     Fantasy

     3x3 Eyes might also work well with some elements of high fantasy gaming
     (i.e.: elves, dwarfs, dragons, knights...) but this genre usually
     detracts too much from the occult overtones 3x3 Eyes was made for.
     Nevertheless, being very powerful mages, the Sanjiyan Unkara would be
     at home in a fantasy-style medieval world. Not much could stand against
     them or be a serious threat to a Sanjiyan city short of dragons, high
     level demons and entire armies.

     Magic is almost always the driving force of politics in a fantasy
     setting. Extremely organized mage guilds, or some few and very powerful
     arcane magicians, be they human or not. Somebody has to be in control,
     and might object to competition. "They" have worked hard, meddling in
     the affairs of the other "lesser" beings, shaping the world order into
     something of their liking. Then some party from the Holy Lands arrived,
     set up a Konron gate and began a process which would ultimately change
     the balance of power, or the world order itself. Such insolence would
     not be tolerated by "them". Very few things are worse than a war
     between high level magicians, and now it is up to the PCs to avoid one.
     But the party cannot trust "them" completely, for even if the imminent
     war was brought to their attention by one of "them", it could be
     another subtle power game of "their" own design. Nor do they know if
     they can trust the newcomers, or why they came to this world. It is
     said that one should not meddle with the affairs of the wizards, but
     what is one to do if the survival of one's own land depends on avoiding
     a war between the most powerful creatures in the world, and newcomers
     who are believed to command powerful demons themselves?

     Or, instead of including the Sanjiyan Unkara in a medieval fantasy
     setting, the PCs could be transported to the 3x3 Eyes holy lands. Gate
     spells are very tricky, some of them requiring an awesome amount of
     power to get done. Power which could be better used for other purposes,
     or so would some people think. A few of the PCs were employed by one of
     the most famous mages in the area as bodyguards for that reason, but
     they failed. Miserably. Instead of protecting the mage's item of power,
     they disturbed him while fighting, and the gate spell went wild. It
     missed its intended target, but accomplished its original purpose, in a
     way. The wild gate spell sent its unconscious master, the bodyguards
     and the other PCs who were too near the gate to escape to a strange
     land they would not recognize. They awoke in the heights of a desolated
     rocky mountain, with very few food and water on them. There was a huge
     fortress dominating the fertile plains below, with a three eyes mark in
     its bare brick walls and a busy crowd walking among what looked like
     peasant tents, near the fortress' gates. It seemed to be just the place
     to acquire some food and water, and perhaps discover the way back
     home...


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     Note: I've done my best to portray Yuzo Takada's characters. Please
     keep in mind the lack of direct input from Yuzo Takada, and the small
     amount of Manga translated to English when reading the following
     sheets. Corrections to the character data below, as long as they are
     based on canon information, are most welcome (please remember to
     explain why, and where you got the information).

     Copyright disclaimer: The characters Pai/Parvati, Fujii Yakumo, Li
     Ling-Ling, Huang Song Lii/Shunkai, Hong-Nyang/Lang-Pao-Pao, and the
     monsters Fei-Oh and Takuhi are copyrighted by Yuzo Takada.

     Most characters change a lot along the manga. The sheets below belong
     to the following time frames: Fujii Yakumo - just after his 4 year
     search for Pai (beginning of manga vol 3 and OAV series II);
     Pai/Parvati IV, Li Ling-Ling and Mrs. Song Lii - after the first
     incidents at Mrs. Huang's estate (manga vol 1, after the "Labyrinth of
     Kaiyanwang" story).

     Shared points between forms (per the multiple forms rule) are indicated
     both in the point total, and by a 's' prefix in the character sheet.

     A homerule was used when dealing with "Ally" costs. If NPCs A and B are
     allies, both pay the value based on their point total *before* applying
     the Ally advantage (any other allies A or B might have are taken into
     account).
 

   Fujii, Yakumo   $BF#0fH,1@(B

     Yakumo was an almost typical Japanese teenager, who spent most of his
     spare time traveling with his 'Dachinko' (close group of friends).  He
     also worked part-time in a gay bar named Culture Shock, mainly because
     even if anybody saw him working there, they wouldn't tell the school
     about it (Japanese students aren't supposed to work during school
     terms); He even cross-dressed sometimes in his job, but he has got no
     homosexual inclination.

     Yakumo's father, Professor Fujii, was an archeologist whose purpose in
     life was to find the Sanjiyan Unkara, the legendary triclops with the
     power of granting eternal life.  He used to take long travels to China,
     leaving Yakumo and his wife behind. Yakumo's mother left him and his
     father when he was very young, but that wouldn't stop Professor Fujii's
     search.

     When Yakumo was around 12 years old, his father went to China never to
     come back.  The Boss of Culture Shock, Sanemichiji Kimie "Mama", took
     care of Yakumo and employed him, so that he could continue his studies.

     One day, when Yakumo was already 16, he met a nice girl called Pai, who
     had walked all the way back from Tibet searching for him. His father
     had died in an accident on the mountains, but not before fulfilling his
     dreams. Pai was the last of the Sanjiyan Unkara, and Yakumo was to help
     her become human.  Then it happened; to avoid Yakumo's death at the
     hands of one of her creatures, Pai had to turn him into a Wu, merging
     their souls.

     Now bound to Pai by honor, friendship and soul, Yakumo set off to Honk
     Kong, to search for the Yougekisha and the information they needed to
     turn both of them into humans.  There they found new friends: Li
     Ling-Ling, the assistant editor of Yougekisha; Mrs. Huang Song Lii, a
     nice and somewhat strange business woman whose husband had been killed
     by demons; and Steve Long and his sister Meixing Long, who had found
     the Ningen statue which supposedly could help Pai become human, and
     were unwillingly introduced to some of Pai's enemies.

     To protect his old friends in Japan, and to fulfill his promise to make
     Pai human, Yakumo had left Japan and his old life behind. Then, one
     night Pai ran away to fight their most powerful enemy, Benares, alone.
     She didn't come back. But Pai was still alive, or Yakumo would have
     died too, and now it was his turn to look for her. Even if it would
     take him a lifetime, he would find her again.

     He picked up Pai's travel gear, and set off to Tibet, not only to look
     for somebody who might know about Pai's whereabouts but also to
     continue his training.  He had failed to protect Pai once, but that
     would never happen again if he could help it.

     Yakumo spent four years traveling across China, and lands beyond. There
     he learned more about magic, the Sanjiyan Unkara legends, and among
     other strange persons, he met Haan Hazrat, a magic salesman who gave
     him eggs of Tou-Chao and Chin-Kuu and taught him the basics of Beast
     Magic in exchange for a promise: Yakumo would introduce him to some
     Japanese girls someday.

     He finally knew where Pai was. She was now in Japan, and had changed
     her name to Ayanokouji Pai for some reason. She looked a bit changed,
     but he wasn't worried about that; she had posed for a magazine, and if
     he now knew in which city she lived, so might the demons. He needed to
     find her, and fast.

     Yakumo is a quite brave young man. He was born in the 27th of May, 1971
     and was around 165cm tall at the age of 16, when Pai came and changed
     his life forever. Before his four-year training trip of 1988-92, Yakumo
     used to wear the usual young Japanese attire: Jeans, T-shirt and
     sometimes a jacket. Now, he is much more experienced and has got a
     harder edge on his personality, after going through so much pain and
     facing untold danger looking for Pai; he still wears jeans and T-shirts
     most of the time, but his traveling gear, the always present survival
     knife (later substituted for the short sword Konron key) and usual dark
     clothes make it clear that he doesn't look upon life with the same
     innocent eyes as before.  Unless Pai is being cheerful at his side, of
     course.

     Yakumo dislikes his Wu condition a lot, but he has learned well how
     useful is to be an immortal when you have to fight demons so often. He
     loves Pai and he has taken a liking to her Sanjiyan personality too,
     even if all she does is to tease him and call him an incompetent Wu
     (which he really was, and he knows that). He is slowly getting used to
     his new warrior employment, and he is doing everything he can to learn
     how to be a good Wu, so that he can effectively protect Pai and his
     friends.  Meanwhile, he is trying to rebuild his life in Hong Kong and
     he is getting along with the other Yougekisha employees quite well.

     His major goal in life is to become human again, along with Pai, and
     live with her a normal life. Unfortunately he must first deal with
     Benares and Kaiyanwang if he is to have any hope of living happily with
     Pai in a world not ruled by a blood-lusting monster.


     GURPS Data, char points: 785; [230(Yakumo) + 500(Wu) + 55(Ally Pai)]
     ST:12 [20]   DX:14 [45]   IQ:10 [0]   HT:12 [20]   (Total Att: 85)

     Advantages:
         Wu (Pai/Parvati IV) [500]
            Immortality (Wu), Instant Regrowth (Wu),
            Instant Regeneration, Immunity to Diseases,
            Immunity to Poison, Unaging, Wu Resilience,
            High Pain Threshold, Doesn't need to Eat or Drink,
            Magery +1 (Wu), Mage Sense (Wu), Wu reputations
         Combat Reflexes [15]
         Strong Will +2   [8]
         Appearance: Attractive (+1/+1) [5]
         Literate in: Japanese, Roman alphabet [0]

         Ally (Pai/Parvati IV, freq 9) [55]
         Contacts: Sanemichiji Kimie "Mama" (Yakuza)  [15]
           (Skill Level 12, Often available (freq 9), always trustworthy)
         Patron (Yougekisha) [10]

         Beast Mage [25+15]
           Tou-Chao (77), Chin-Kuu (56)

     Disadvantages:
         Sense of duty (friends) [-5]
         Enemy (Benares and followers, 12 or less) [-60]

     Skills:
         Acrobatics-14 [4], Knife Throwing-14 [1], Buckler-14 [1],
         Climbing-12 [1/2], Stealth-14 [2], Swimming-12 [1/2]
         Occultism-12 [6], Research-12 [6], First Aid-12 [4],
         Riding (Scooter)-14 [1], Skateboarding-16 [8],
         Fire Arms (Semi-auto pistol)-14 [1]
         Japanese-IQ [0], Chinese-8 [1], English-8 [1]
      (beast magic)
         Beast Enslaving-14 [10], Chin-Kuu-14 [10], Tou-Chao-14 [10]
      (regular magic)
         None

      Wing Shun Kung Fu (realistic):  [Total: 54 points]
         Karate-16 [16], Judo-16 [16], Philosophy-8 [1]
         Short Sword-15 [4], Knife-14 [1], Staff-13 [2]
         Two Handed Sword (staff)-14 [2]
      (Maneuvers)
         Armlock-18 [1], Back Kick-13 [1], Elbow Strike-16 [1]
         Close Combat (Short Sword)-15 [1], Feint (Karate)-18 [2]
         Knee Strike-17 [1], Spin Kick-14 [1], Riposte (Karate)-11 [1]
         Off-Hand Weapon Training (Short Sword)-13 [2]
         Stamp Kick-15 [1]

     Quirks:
         Dislikes heights VERY much [-1]
         Dislikes his Wu condition, and doesn't think of
           himself as human anymore (all implications apply) [-1]
         "Lucky!" [-1]
         Jealous of other people trying to get Pai's attention [-1]

     Special Equipment:
         Yakumo usually carries with him two metal-scale full-arm gloves.
         The one on his left arm has got a small harpoon with a spring,
         tied to a strong iron cable.  The other one has got a retractable
         steel blade.  Sometimes he also carries homemade incendiary bombs
         during "missions", and a good quality survival blade.


   Pai / Parvati IV,  $@%Q%$!$%Q%k%P%F%#!<;M@$(B

     Pai is the kind and cheerful human personality of one of the last
     Sanjiyan Unkara. She is almost always seen with a happy smile on her
     face and her friendly disposition towards everyone has earned her a
     number of good friends and allies; and a lot of trouble, too.

     Due to her split personalities, Pai may sometimes act strangely, almost
     out-of-character, surprising Yakumo with a highly technical speech one
     moment only to change to a completely naive kawaii girl the next. Also,
     the degree of knowledge Pai has of herself and her other personality
     (Parvati IV) seems to change from time to time, due to the memory
     leakage between the personalities being so variable and unpredictable.
     This leads to such weird situations that they might surprise even
     Parvati IV.

     Pai values life above all else. She believes that everybody has got a
     good side, even if they don't know it, and she is always more than
     happy to help that good side surface.

     She doesn't remember much from her childhood, her parents or her
     friends from the Holy Land. Sometime during the long 300 years she
     lived alone on the Tibet mountains, Pai decided to forget the painful
     memories of her past and the Sanjiyan war to avoid the sorrowful
     feelings they raised. She and Parvati IV went though great lengths of
     effort to forget, and now both have very few memories of their past,
     which often come back as flashbacks.

     But one thing Pai couldn't forget, and that was her decision to become
     human. Humans have the disposition to sacrifice themselves for a loved
     friend, something only Pai and *very few* other Sanjiyan _might_ be
     capable of doing. This disposition amazed both Pai and Parvati, and
     after living through a bloody war caused by a merciless Sanjiyan,
     neither wanted to be one of them anymore.

     Everything turned to the better when she found a nice old man lost in
     the Tibet mountains. Professor Fujii promised her to help her become
     human, only to die when they were heading to Hong Kong. But he had told
     her that his son, Fujii Yakumo, would fulfill his promise to her if he
     died, and Pai went to Japan.

     After travelling for four years, she finally found Yakumo, but her
     friend Takuhi went wild and Yakumo suffered deadly injuries while
     saving her.

     Parvati couldn't take it. The pain her other self was suffering with
     that boy's imminent death was too much for her. Pai had already
     suffered so much, and the boy could help them become human. Besides,
     she was the last Sanjiyan alive, wasn't she? What had she to lose? She
     then did something she would regret for a long time and merged Yakumo's
     soul with her own, saving his life and binding him to her forever, as
     her personal bodyguard: her Wu.

     That was a big mistake. The boy was an all right guy, granted... but he
     was only human, and not a very smart or powerful one.  She soon
     discovered she had underestimated the threat of the demons, and her Wu
     couldn't protect her well enough. Worse, he seemed to have some kind of
     attitude towards her, the fool. And he had a crush on Pai, who in turn
     seemed to like him a bit too much, even for Pai's standards.

     Now she was stuck with this Wu for a long time, possibly forever, so
     she had better see to it that he understood his position as her
     bodyguard, and since he would be such a big trouble to her, she
     wouldn't take it easy on him.

     Parvati IV is a lot unlike her cheerful counterpart, Pai. Being the
     powerful magical three-eyed personality of the dual natured Sanjiyan
     Unkara, she is quite merciless and a real bitch most of the time. She
     is not naive at all, unlike Pai, and has got much more experience in
     all aspects of human (and demon) nature.

     She doesn't value life as much as Pai does, and like most other
     Sanjiyan, Parvati regards most other creatures as lower beings. Humans
     are not _always_ so low in her perception, and some high classed demons
     have earned some of her respect (e.g. Shunkai, when Parvati discovered
     about Mrs. Song Lii's true nature). But she will show the same amount
     of mercy to lower demons that a human would do towards an insect, often
     underestimating them or acting in a haughty fashion.

     Her lack of respect for 'lower beings' makes her especially apt to
     taunt Yakumo, who really dislikes that kind of treatment towards his
     friends (but he seems to tolerate it towards himself, perhaps due to
     his relationship with Pai and his doubts about how she really feels
     about him).

     Parvati seems to like her other self, Pai, very much and has done
     stupid things (in her own opinion) to cheer up Pai more than once. She
     won't betray neither Pai's trust nor friends unless she really has to.
     How much of Pai's fondness towards her friends has leaked to Parvati is
     unknown, but she has got a high degree of respect for Pai's abilities
     to make friends, and considers that to be their Holy Power. Compared to
     the average Sanjiyan, one might even say that Parvati has got a good
     heart, deep inside.

     She sees her Yougekisha friends as her followers, and has got a
     relatively high opinion of them. Her feelings towards Yakumo are
     unclear even to her, but she knows Pai loves him and that feeling does
     touch her sometimes. Not that this would make her let her guard down,
     or take it easy on Yakumo; He is her problem after all, not Pai's.

     Pai/Parvati IV is around 300 years old, which reduced to a human aging
     scale would mean approximately 15 years old. She is not an adult
     Sanjiyan yet and her power and body are not fully developed.
     Nevertheless, she was born in the Year of the Heavenly White Dragon and
     that alone makes her the most powerful Sanjiyan Unkara to walk on earth
     or the Holy Land since a long forgotten past.

     She looks like a very cute and quite harmless 15 years old, 156cm tall
     Asian girl, with very dark brown hair and blue eyes with a shade of
     purple.  She usually wears a nice and friendly smile, unless it is
     Sanjiyan we are talking about: Parvati IV keeps a bemused and somewhat
     mischievous face most of the time. She wears any kind of clothes she
     comes upon and has got a very good fashion sense for some reason, as
     almost any kind of clothes looks nice on her.  Pai really does not know
     much about human habits regarding clothes anyway and does not have that
     much of a modesty to care about, as she never had to worry about it
     before.  Parvati does know enough about it, but she usually has more
     important things in her mind and could care less about those matters,
     unless taunting Yakumo about it is an option.

     One important roleplaying point is that both Pai and Parvati are quite
     used to monsters, gore and death, and none of them will react in the
     usual way to those types of situations. Pai does get scared from time
     to time, but not because some creature is ugly or anything like that,
     as she could care less about the looks of anybody; she reacts normally
     to dangerous situations, though.


     Dual personality character, 573 points (Pai:535, Parvati IV:611)

     GURPS Data, Pai (430 points + 35(Ally, Hong-Nyang) + 70(Ally, Yakumo))
     ST:11 [10]   IQ:9 [-10]   DX:13 [30]   HT:14 [45]  (Total att: 75)

     Advantages:
         Sanjiyan Unkara (human personality) [60]
             Split Personality (imperfect), Magery +3,
             Appearance: Attractive (+1/+1), Unaging,
             Mage Sense (Sanjiyan)
           Extra fatigue (magic only) 30 [60]
         Strong Will +4 [16]
         Charisma    +4 [20]
         Intuition      [15]
         Literate in: Devanagari, Chinese, Tibetan and Japanese

         Ally (Yakumo, freq 9) [70]
         Ally (Hong-Nyang/Lang-Pao-Pao, freq 9) [35]

     Familiars [140]
         Takuhi (381, Frequency 12), Fei-Oh (400, Frequency 12)

     Disadvantages:
         Youth (15 years old, -3 reaction) [-6]
         Sense of duty (most living creatures) [-15]
         Weirdness Magnet [-15]
         Enemy (Benares and almost every other demon, [-60]
           frequency <= 12)
         Clueless [-10]
           (Note: She is the cute clueless type, not the standard
           cretin clueless type described in GURPS Compendium I.
           Read the 3x3 Eyes manga for behaviour details).

     Skills:
         Acrobatics-13 [4], Climbing-13 [2], Swimming-13 [1]
         First Aid/TL-12 [6], Survival (Tibetan Mountains)-14 [12]
         Area Knowledge (Tibetan Mountains)-10 [2]

         Language (Sanskrit)-IQ [0], Language (Chinese)-10 [4]
         Language (Tibetan)-10 [4], Language (Japanese)-8 [1]

         Occultism (Sanjiyan Unkara)-9 [2]
         Staff-12 [2], Stealth-13 [2]

     Spells:
         (Animal) Beast-Soother-12 [4], Bird Control-15 [10]
           Crustacean Control-12 [4], Hybrid Control-12 [8]
           Mammal Control-12 [4], Master-12 [4], Rider Within-14 [8]
         (Body Control) Might-12 [4]
         (Comm&Emphaty) Mind-Reading-12 [4], Mind-Sending-18 [16]
           Persuasion-12 [4], Sense Emotion-12 [4], Sense Foes-14 [8]
           Sense Life-12 [4], Telepathy-12 [8], Truthsayer-12 [4]
         (Healing) Lend Strength-12 [4], Recover Strength-12 [4]
         (Necromantic) Sense Spirit-14 [8]

     Quirks:
         Always wear a hair ribbon and ponytail, and likes to wear
           at least one piece of clothing with tiger-like stripes,
           even if it is her backpack [-1]
         Pretends she knows the meaning of words like 'boyfriend' and
           'marriage', even if she has no clue about their meaning [-1]
         Likes to startle her "closest" friends (Yakumo, Haan), and
           will pick the most inappropriate moments to do it [-1]
         Could care less for anybody's (or anything's) appearance [-1]
         Weird dual-personality behavior: knowledge boosts (gives highly
           technical _correct_ explanations of phenomena sometimes).
           Cannot be used as an advantage during gameplay [-1]
         Mild Gluttony for Human food and beverages. Will doze off after
           the first alcoholic drink, though [-1]


     GURPS Data, Parvati IV (611 points)
     ST:11 [10]   IQ:16 [80]   DX:13 [30]   HT:14 [45]  (Total att: 165)

     Advantages:
         Sanjiyan Unkara (three-eyed personality) [50]
             Split personality (imperfect), Magery +3,
             Appearance: Attractive (+1/+1),
             Third eye, Mage Sense (Sanjiyan),
             Bewitching Attack, Unanging, Sanjiyan reputations,
             Sanjiyan traits

           Unusual Background:
              Born in the year of the Heavenly White Dragon [15]
              (the most powerful Sanjiyan known to date)
           Extra fatigue (magic only) 60 [120]

         Intuition [15]
         Literate in: Devanagari, Chinese, Tibetan and Japanese

         Status +2 (to demons) [10]

         Familiars [140]
           Takuhi (381, Frequency 12), Fei-Oh (400, Frequency 12)

     Disadvantages:
         Overconfident [-10], Weirdness Magnet [-15], Dying race [-10]
         Enemy (Benares and other demons, 12 or less) [-60]
         Vow: To show Shiva (Kaiyanwang) that in the end, her "holy power"
              (making friends) was greater than his (destruction) [-5]

     Skills:
         Acrobatics-13 [4], Climbing-13 [2], Swimming-13 [1]
         First Aid/TL-15 [1/2], Survival (Tibetan Mountains)-15 [1]
         Area Knowledge (Tibetan Mountains)-16 [1]
         Area Knowledge (Holy Lands)-16 [1], Occultism-20 [10]
         Thaumatology-16 [8], Philosophy-14 [1]
         Savoir-Faire (Demonic)-15 [1/2]
         Savoir-Faire (Sanjiyan Unkara)-15 [1/2]
         Sex Appeal-13 [1], Staff-14 [8], Stealth-14 [4]

         Language (Sanskrit)-IQ [0], Language (Chinese)-14 [1/2]
         Language (Tibetan)-14 [1/2], Language (Japanese)-14 [1/2]

     Spells (93 spells):
         (3x3) Dispel Essence-21 [16], Power Blast-21 [16]
         (Air) Create Air-17 [1], Destroy Air-17 [1], Earth to Air-17 [1]
           Purify Air-17 [1]
         (Animal) Beast-Soother-17 [1], Bird Control-17 [1]
           Crustacean Control-17 [1], Hybrid Control-16 [1]
           Insect Control-17 [1], Mammal Control-17 [1]
           Master-17 [1], Repel Insect-17 [1], Rider Within-17 [1]
         (Body Control) Clumsiness-17 [1], Dexterity-17 [1], Itch-17 [1]
           Might-17 [1], Pain-17 [1], Resist Pain-17 [1],
           Spasm-17 [1], Vigor-17 [1]
         (Comm&Empathy) Mind-Reading-17 [1], Mind-Sending-21 [8]
           Persuasion-17 [1], Sense Emotion-17 [1], Sense Foes-17 [1]
           Telepathy-18 [4], Truthsayer-17 [1]
         (Earth) Earth to Air-17 [1], Seek Earth-17 [1], Shape Earth-17 [1]
         (Enchantment) Enchant-18 [4], Link-17 [1], Power-17 [1]
           Remove Enchantment-17 [1]
         (Fire) Cold-17 [1], Create Fire-17 [1], Extinguish Fire-17 [1]
           Heat-17 [1], Ignite Fire-17 [1], Resist Fire-17 [1]
           Shape Fire-17 [1]
         (Food) Decay-17 [1], Test Food-17 [1]
         (Healing) Lend Health-17 [1], Lend Strength-17 [1]
           Minor Healing-17 [1], Recover Strength-18 [2]
         (Illusion&Creation) Complex Illusion-17 [1]
           Control Illusion-17 [1], Dispel Illusion-17 [1]
           Independence-17 [1], Perfect Illusion-17 [1]
           Simple Illusion-17 [1]
         (Knowledge) Analyze Magic-17 [1], Aura-17 [1], Detect Magic-17 [1]
           Identify Spell-17 [1]
         (Make&Break) Disintegrate-16 [1], Find Weakness-17 [1]
           Ruin-17 [1], Shatter-16 [1], Weaken-17 [1]
         (Meta) Counterspell-17 [1], Delay-17 [1], Dispel Magic-18 [2]
           Magic Resistance-17 [1], Pentagram-18 [2], Remove Curse-17 [1]
           Scryguard-17 [1], Spell Shield-21 [8]
         (Movement) Apportation-17 [1], Jump-17 [1], Slow Fall-17 [1]
         (Necromantic) Banish-17 [1], Death Vision-17 [1],
           Planar Summons-18 [2], Sense Spirit-17 [1], Steal Health-17 [1]
           Steal Strength-17 [1], Summon Spirit-17 [1]
         (Protection) Force Dome-17 [1], Sense Danger-18 [2]
           Utter Dome-21 [8], Watchdog-17 [1], Weather Dome-17 [1]
         (Sound) Sound-17 [1]
         (Water) Create Water-17 [1], Destroy Water-17 [1]
           Purify Water-17 [1], Seek Water-17 [1]

     Quirks:
         Often reverts to Pai when asked tough questions [-1]
         Will _never_ let anyone win over her in an argument, and has
           got a very venomous mouth when she's upset [-1]
         Will usually take the direct approach in dealing with a
           troublesome foe, and blast him to the next week instead
           of using more indirect (and often safer) ways [-1]
         Likes to stand on difficult-to-reach high places [-1]
         Will not bail Pai or anyone else out of any mess short of
           deadly ones, and will often wait to the last minute to do it
           (unless she is feeling bored, of course) [-1]


   Li, Ling-Ling (Lee, Ling Ling),  $BM{NkNk(B

     Ling-Ling is a black-haired Chinese woman around 59kg and 1.68m tall.
     She has got brown eyes and she is around 28 years old. Her past is
     unknown to most, and she never talks much about it, even to her closest
     friends. Her childhood was a difficult one, but growing up on the
     dangerous streets of Hong Kong did teach Ling-Ling the value of true
     friends, money and martial arts.

     She works as the assistant editor of an occult magazine publishing
     company in Hong Kong, Yougekisha (Monster Buster Inc., $BME7b<R(B), a
     well known company among the believers of the occult, which later
     employs Yakumo.

     Ling-Ling is an accomplished martial artist, and quite money-hungry.
     She didn't believe in ghosts, monsters and other supernatural
     phenomena, and she wouldn't think twice before making up some weird
     story, complete with adulterated photos, to publish on the magazine;
     UFOs, Elvis, monster possessions and such subjects were the main
     attraction on every Yougeki issue, most of which had Ling-Ling's
     personal touch on them. To quote her own words (to Yakumo !): "We both
     know monsters and demons don't really exist... but work is work! I may
     not believe in monsters, but I sure believe in money!"

     Things changed after she accepted a well-paid exorcism job in Mrs.
     Huang Song Lii's house, which turned out to be a REAL demon-hunting
     experience side-by-side with an immortal boy and his strange
     girlfriend. She had then to reevaluate her beliefs. Being quite
     practical, Ling-Ling got used to weird things happening around her very
     fast, and used it the way she knew better: to make money.

     Yougekisha's chief editor (Chen Aguri, $BDD0!7*(B) had disappeared
     without further explanations some time before, so Ling-Ling had no
     major opposition when she decided that the company should enter the
     exorcism job officially. The Yougeki magazine still exists, and still
     publishes weird stories about UFOs, monsters and Elvis, complete with
     adulterated photos; but now there are some interesting articles about
     demons and exorcism inside, with real photos of strange creatures, and
     the sales experience a major boost every time some crazy story about
     monsters running amok on Tokyo's streets hit the news, much to
     Ling-Ling's appraise, as she can get some first-hand inside stories
     about it from Yakumo quite easily and turn it into yet another Yougeki
     special issue.

     GURPS Data, point total: 220
     ST:12 [20]   DX:15 [60]   IQ:13 [30]   HT:11 [10]   (Total Att: 120)

     Advantages:
         Attractive (+1/+1) [5], Combat Reflexes [15]
         Patron (Yougenkisha) [10]

         Literate in Chinese, Japanese and Roman scripts [0]

     Disadvantages:
         Curious [-5], Sense of duty (closer friends) [-5]
         Addiction: Tobacco [-5], Nearsighted [-10]

     Skills:
         Occultism-15 [6], Writing-14 [4], Research-12 [1],
         Driving (car)-14 [1], Piloting (helicopters)-14 [1],
         First Aid-13 [1], Fire Arms (automatic pistol)-15+2 [1],
         Lockpicking-12 [1], Disguise-12 [1], Fast Talk-14 [4],
         Electronic Eqp. Op./TL7-13 [2], Computer Op./TL7-12 [1],
         Surveillance eqp. Op./TL7-12 [1], Swimming-15 [1],
         Detect Lies-11 [1]

         Chinese (Cantonese)-13 (IQ) [0], Japanese-11 [0.5], English-11 [0.5]

      Wing Shun Kung Fu (realistic):  [Total: 70 points]
         Karate-18 [24], Judo-18 [24], Philosophy-11 [1]
         Short Sword-16 [4], Knife-15 [1], Staff-14 [2]
         Two Handed Sword (staff)-15 [2]
      (Maneuvers)
         Armlock-20 [1], Back Kick-15 [1], Elbow Strike-18 [1]
         Close Combat (Short Sword)-16 [1], Feint (Karate)-20 [2]
         Knee Strike-19 [1], Spin Kick-16 [1], Riposte (Karate)-13 [1]
         Off-Hand Weapon Training (Short Sword)-14 [2],
         Stamp Kick-17 [1]

     Quirks:
         Likes to use high-tech equipment and firepower: She is
           confident it will give her an edge over the others [-1]
         Values money more than she should (money-hungry) [-1]
         Reacts to life in a very practical way: "If you can't
           beat them, understand them, or make money from them,
           adapt yourself so that you will at least keep sane" [-1]


   Huang, Song Lii (also Song Lii Wong),  $B2+=XNo(J
   Shunkai (Swift demon),  $B?W54(B

     A few years ago, when Yakumo had just met Ling-Ling and Yougekisha was
     still only a publishing company, they were contacted by the employees
     of a rich and successful businesswoman, from Hong Kong's peak district.
     Taken to her estate, they were told about the mysterious death of Mrs.
     Huang's husband, and accepted what would be Yougekisha's first exorcism
     job.

     Mrs. Huang was in possession of the Ningen statue, a valuable piece of
     art, and a Sanjiyan Unkara item of power which could help Pai become
     human... and someone who was trying to steal the statue had Seemingly
     enlisted the help of strange creatures, never before seen in Hong Kong.
     One of the creatures had killed Mrs. Huang's husband, and another
     severely injured her.

     In the end, it was no hoax. A demon who was indeed trying to obtain the
     statue was killed by Mrs. Huang, but not before he managed to send the
     valuable item of power to the dark sky, using a fearsome spell.

     Now Yougekisha was seriously in the business of demon hunting. With the
     financial backup provided by Mrs. Huang, Li Ling-Ling and her
     "assistants" Fujii Yakumo and Pai had no doubts they would succeed in
     finding the Ningen statue again. Mrs. Huang was being very supportive
     of Pai and Yakumo, and Yougekisha as well...

     They would never know what really happened at the Huang estate that
     day.

     Huang Song Lii is actually Shunkai, a high-level demon who took the
     place of the real Mrs. Huang after she died in circumstances left
     unexplained. She answers directly to Benares, but has her own agenda.
     She wants to become a Wu of Kaiyanwang, and soon figured that in the
     unlikely event that he could not be resurrected, she could still make
     Pai the next Kaiyanwang and become her Wu. Even if she had to go
     against Benares instructions, it was worth it as a backup plan.

     Shunkai is a master scheming demon. She likes to plan all details
     cautiously, and work behind the scenes to accomplish her goals
     silently. Being resourceful is important to her, and she has contacts
     in most of the eastern countries to take care of her interests. She
     also has two minions who deal with her immediate needs and act as
     bodyguards and henchmen. She used to have a third henchman, but that
     changed when he (who was actually her most trusted minion) chose to
     work against her. Some minor demons and even one or two high-level
     demons answer to her as well, but those are usually running errands
     elsewhere and do not stay at her estate.

     She has gotten used to her "human" life, and performs her part as a
     widow businesswoman perfectly, living a comfortable and profitable life
     away from Hong Kong's high society. She soon became an important member
     of Yougekisha, to the point that Yakumo usually refers to her as
     "boss". She keeps herself away from the public life of the company most
     of the time, though.

     Shunkai looks like a beautiful middle-aged woman with slightly pointed
     ears, short and neat dark gray hair and cold bluish gray eyes. She is
     around 167 cm tall and of slender build. For some unknown reason,
     Shunkai's aura is that of a human mage, masking her true demon nature.
     She has a few magical powers (see p. M96), the most outstanding being
     her ability to turn living flesh into stone (which will revert back to
     flesh when she dies, or with a successful casting of the Stone to Flesh
     spell).


     GURPS Data, 450 points character
     ST:18 [90]   DX:15 [60]   IQ:14 [45]   HT:14 [45]

     Advantages:
         Magery 2 [25], Appearance: beautiful (+2/+4) [15]
         High pain threshold [10], Immunity to diseases [10]
         Regeneration (slow) [10], Wealth: Very wealthy (x20) [30]

         Status +3 (to humans) [10]
           "Rich and successful Hong Kong businesswoman"
         Status +2 (to demons) [10]

         Literate in: Chinese, Japanese, Sanskrit and Roman Alphabet [0]

         Ally Group (Minions: Two 75 point NPCs, freq. <= 12) [20]

         Flesh to stone breath [24]
           (p. M32, variant of the Flesh to Stone spell with same stats.
            Range is 1 hex, use Magic Breath skill (p. M105) or DX-2
            to hit. It does not require hand gestures to cast, using
            tongue movements instead. The caster's Death will return
            all the subjects of this spell to flesh)

     Disadvantages:
         Duty (Benares, freq 6) [-2], Bloodlust [-10]
         Secret (Utter Rejection) [-10]
           Demon Nature (must keep it away from the general public)
         Obsession: Become Wu of Kaiyanwang [-10]

     Skills:
         Chinese (Cantonese)-14 [2], Sanskrit-14 [0]
         Japanese-13 [1], English-13 [1]

         Accounting-15 [6], Administration-16 [6], Politics-16 [6]
         Diplomacy-14 [4], Writing-14 [2], Acting-16 [6], Detect Lies-14 [4]
         Sex Appeal-15 [4], Savoir-Faire (Business, East Asia)-15 [2]
         Savoir-Faire (Demonic)-15 [2], Occultism (Sanjiyan Unkara)-17 [8]
         Guns (semi-auto handgun)/TL7-14 [.5], Driving (cars)-14 [1]
         Swimming-14 [.5]
         Spell Throwing (Fireball)-16 [2], Magic Breath-15 [1]

     Spells:
         (Comm&Emphaty) Hide Thoughts-15 [2], Sense Emotion-14 [1],
           Sense Foes-14 [1], Truthsayer-14 [1]
         (Fire) Create Fire-14 [1], Fireball-15 [2]
           Ignite Fire-14 [1], Shape Fire-14 [1]
         (Knowledge) Analyze Magic-14 [1], Aura-14 [1],
           Detect Magic-14 [1], Identify Spell-14 [1]
         (Meta) Conceal Magic-14 [1], False Aura-14 [1]
         (Movement) Apportation-14 [1], Flight-15 [4], Levitation-14 [1]
         (Protection) Sense Danger-14 [1], Sense Observation-14 [1]

     Quirks:
         Sneaky, cautious and always have a backup plan [-1]
         Elven appearance (slightly pointed ears) [-1]
         Likes to manipulate people. If you can make someone else
           do it, why expose your neck to the danger? [-1]
         Very polite. Keeps an Ice Queen image of herself to all
           but the Yougekisha employees and her two closer
           minions. [-1]
         Reads a lot of newspapers daily. Confortable chairs and
           spare time are not complete without a good newspaper [-1]


   Hong-Nyang (Crimson Girl),      $B9HL<(J
   Lang-Pao-Pao (Wolf Rage Rage),  $BO5K=K=(B

     Hong-Nyang is a little red-haired girl with elven ears. She seems to be
     around 8 years old and almost never talks (but she roars and grunts a
     lot). At first Hong-Nyang was under Choukai's control and proved to be
     quite a deadly foe, but after being saved by Pai twice she became a
     loyal friend of hers. She likes Haan and teases Yakumo a lot (but also
     seems to like him).

     Hong-Nyang can change into Lang-Pao-Pao, a huge, strong and vicious
     four-armed monster around 3m tall, resembling a werewolf. She thinks of
     Pai as her older sister, and she will attack mercilessly anybody who
     threatens Pai or any of her friends.  Lang-Pao-Pao can seemingly be
     summoned by Parvati, by means of dimensional gates, if she is not
     around.

     Her danger sense is very acute in both forms due to her partial animal
     nature. The danger sense rolls are based at a skill level of 12,
     regardless of IQ (p. BE96, CI174 side bar). Also, a danger sense roll
     should be made every time Hong-Nyang meets somebody for the first time.

     Hong-Nyang's metamorphosis could be controlled by a special whistle of
     Choukai's. Upon hearing the whistle, she would turn into Lang-Pao- Pao
     and obey Choukai's orders. This whistle was either destroyed or lost,
     and it's unclear if Lang-Pao-Pao would obey it anymore, even if it was
     found or remade. This holds true especially if somebody tried to order
     her to attack Pai: they might find Lang-Pao-Pao to be less than trilled
     to follow the orders, and quite upset with them.

     GURPS Data (420 points)
       44 points child, 347 points wereform, (26 shared), 55 points Ally(Pai)

     Hong-Nyang:
     ST:08 [20]   DX:09 [10]   IQ:08 [0]   HT:10 [30]  (8 year old child)
     Basic Speed: 4.75,  Dodge: 4

     Advantages:
         Danger Sense [s15], Shapeshifting (2 forms) [10]
         Cute (+1/+1) [5], Alertness +2 [10], Ally (Pai) [s55]

     Disadvantages:
         Illiterate [-10], Bad Humor [-10]
         Odious Personal Habit: Eats insects, small animals like
            frogs and other 'disgusting' lifeforms (-1) [-5]
         Enemy (Minor followers of Benares, 12 or less) [-40]

     Skills:
         Chinese-8 [s2], Swimming-9 [s1], Tracking-10 [s4],
         Brawling-11 [s4], Stealth-8 [1]

     Quirks:
         Almost never talks [-1]
         Likes to bite the target's legs when upset [-1]
         Wears _big_ earrings (which won't hurt her if
           she changes into Lang-Pao-Pao) [-1]


     Lang-Pao-Pao (3m, 280kg)
     ST:24 [145]   DX:16 [80]   IQ:08 [-20]   HT:15/20 [60+25]
     PD 1  [25]    DR 2  [6]    Basic Speed: 7.75,  Dodge: 8

     Damage:         Thrust: 2d+1      Swing: 4d+2
                     Claws : 2d+1 cut  Bite : 1d+1 cut

     Advantages:
         Combat Reflexes [15], Danger Sense [s15]
         Extra Arms (2) [20], Sharp Claws (punch/kick do cut dmg) [25]
         Sharp teeth [5], Discriminatory Smell [15]
         Penetrating Call [5], Alertness +4 [20]
         High Pain Threshold [10]
         Ally (Pai) [s55]

     Disadvantages:
         Bad Humor [-10], Bloodlust [-10], Mute [-25]
         Illiterate [-10], Hideous Appearance (-4) [-20]
         Enemy (Minor followers of Benares, 12 or less) [-40]

     Skills:
         Chinese-8 [s2], Brawling-18 [s4], Swimming-16 [s1]
         Tracking-10+4 [s4], Stealth-16 [2]

     Quirks:
         Likes to carry Pai sat down on her arms [-1]
         Collects "war trophies" (like Pai's Shiva's Claw) [-1]


      _____     _____    ______
     |__  /_  _|__  /   / ____/_  _____  _____
      /_ <| |/_//_ <   / __/ / / / / _ \/ ___/
    ___/ />  <___/ /  / /___/ /_/ /  __(__  )
   /____/_/|_/____/  /_____/\__, /\___/____/
                           /____/
       ____            __  _
      / __ )___  _____/ /_(_)___ ________  __
     / __  / _ \/ ___/ __/ / __ `/ ___/ / / /
    / /_/ /  __(__  ) /_/ / /_/ / /  / /_/ /
   /_____/\___/____/\__/_/\__,_/_/   \__, /
                                    /____/


     Note on size change: Both Takuhi and Fei-Oh can change size at will as
     per the Enlarge and Shrink spells (pp. GM18,19). They recover 30
     ST/hour (1 ST every 2 minutes), which can be used to maintain the
     spells. No roll is required to change size. Stats for a large and a
     small version of each of them were included for fast reference
     purposes.


     Takuhi (Man bird)

       Normal Takuhi (2.5m, 8m wingspan), 381 points
       ST: 30       Move  : 14/7      B.Speed: 7
       DX: 14       PD/DR : 1/2       Weight : 430kg
       IQ: 5        Damage: 3d imp
       HT: 14/24    Reach : C

       Small Takuhi (20 cm, 40cm wingspan) [1/12x, costs 23 ST/hour]
       ST: 2       Move  : 14/7       Size   : 1
       DX: 14      PD/DR : 0/0        Weight : 250g
       IQ: 5       Damage: 1d-4 imp   B.Speed: 7
       HT: 14/2    Reach : C

       Huge Takuhi (16m, 45m wingspan) [6x, costs 11 ST/hour]
       ST: 180     Move  : 20/7       Size  : ?
       DX: 14      PD/DR : 6/12       Weight: 93 ton
       IQ: 5       Damage: 16d imp
       HT: 14/144  Reach : C

       Takuhi is a harpy-like creature, with an almost human face and actual
       hair. It has got only one foot with three powerful claws, which do
       cutting damage in swings and impaling damage in thrusts. It is
       hatched in BIG eggs in the Sanjiyan's Holy Land as normal birds (one
       can even see that there are two sexes, in vol. 5, pg 165 of the
       manga), and Pai seems to like them very much as pets.

       Takuhi can change its size all the way from hand-sized (around 15cm)
       to a huge beast 20m long and 8m tall, and usually lives inside Pai's
       staff (she removes the head of the staff to let him out). The first
       Takuhi, which got killed while protecting Pai in vol. 2 of the manga,
       was a friend of hers since her childhood and she had a familiar
       binding with it, so that she could see through his eyes and give him
       orders using a telephatic link.

       Takuhi will regenerate 1 HT/minute _when it is inside the staff_. Its
       hollow bones are fragile, and take 2 times more damage from crushing
       attacks. Takuhi is well behaved and will obey Pai (and even Yakumo)
       most of the time. It can grapple with his claws doing impaling Thrust
       damage or bite (see p. B140 side bar).

       The encumbrance levels for Takuhi are 1xST,3xST,5xST,7.5xST (kg) or
       2xST,6xST,10xST,15xST (lbs), and the respective move penalties are 0,
       -4, -8 and -12.


     Fei-Oh (Flying Jaws)

       Normal Fei-Oh (5m head-to-tail), 400 points
       ST: 28      Move  : 28/7        B.Speed: 7.25
       DX: 14      PD/DR : 3/4         Weight : 1 ton
       IQ: 5       Damage: Swing 5d+1, Bite 1d+2 imp
       HT: 15/30   Reach : C-3 (tail)

       Pet-size Fei-Oh, (~70 cm head-to-tail) [1/7x, 13 ST/hour]
       ST: 4       Move  : 28/7        Weight: 3 kg
       DX: 14      PD/DR : 0/0         Size  : 1x2x1
       IQ: 5       Damage: 1d-5
       HT: 15/4    Reach : C

       Large Fei-Oh (20m head-to-tail) [4x, 8 ST/hour]
       ST: 112     Move  : 29/7        Size  : 6x20x5
       DX: 14      PD/DR : 6/16        Weight: 65 ton
       IQ: 5       Damage: Swing 12d+1, Bite 5d-1 imp
       HT: 15/120  Reach : C-12 (tail)

       Fei-Oh is a strange airborne creature, resembling a toilet soap with
       a long spiked tail (the tail is roughly 1.5 times the body's length),
       which is used as a weapon. It has got powerful jaws with big teeth
       and its only eye is housed inside the mouth.  Its body is very
       resilient, and Pai used it as a fall-breaker a lot of times.

       Fei-Oh can be summoned by Pai at will, and can also change its size
       the same way as Takuhi.  Fei-Oh is quite affectionate and will stay
       around at pet size, usually wrapped around Pai's shoulders and neck.

       During combat, Fei-Oh will either attack with its jaws, causing
       impaling damage (see p. B140 side bar) or by swinging its tail, doing
       Swing crushing damage.  The later is especially useful if the victim
       is riding its back.  Fei-Oh has only one eye, which causes poor depth
       perception (see p. B29, disregard the reaction modifiers).

       Fei-Oh can regenerate 1 HT/minute when it fades to an alternate
       plane. It will stay around risking its own life for Pai as long as it
       can, but if its HP goes near the death limit, Fei-Oh will have little
       choice but to fade. It will also fade if it is knocked into
       unconsciousness.

       The encumbrance levels for Fei-Oh are 1xST,3xST,5xST,7.5xST (kg) or
       2xST,6xST,10xST,15xST (lbs), and the respective move penalties are 0,
       -4, -8 and -12.


     Xi-Yao-Chong (Eat Monster Bug, $B?)MEj5(B)
       [full stats and point cost were not calculated yet]

       Larva (60 cm)
       ST: 3       Move  : 5/0          Weigth: 2kg
       DX: 10      PD/DR : 0/0          Size  : 1
       IQ: 5       Damage: -
       HT: 10/5    Reach : C

       Adult (4.5 m)
       ST: 24      Move  : 6/4          Weigth: 400kg
       DX: 12      PD/DR : 2/1          Size  : 4
       IQ: 5       Damage: #
       HT: 14/40   Reach : 4 (arms), C

       Xi-Yao-Chong is a member of an especially dangerous class of beings,
       a magical energy vampire. The only one in its class which could be
       considered somewhat 'easy' to find, as even demons are very careful
       when dealing with such monsters. Its natural attack is rather
       effective against most low-power magical creatures, its hunger
       legendary, and a large group of these vampire monsters could be a
       serious threat to the survival of almost any of the magical beings
       common on Earth.

       While in larval form, Xi-Yao-Chong is mostly harmless. A larva looks
       vaguely like a large snail, with one central big eye in the "head"
       and a strange protuberance in its back. This protuberance is actually
       a "flesh" receptacle from where the adult being hatches.

       Hatching is very, very fast, taking only two seconds. The adult form
       of Xi-Yao-Chong looks every bit as dangerous as it really is: a big,
       fearsome one-eyed monster with greenish-gray, extremely gooey skin
       and numerous multi-articulated, long arms with a (ST 18) suction grip
       on their extremities.

       It will attack any magical beings in the immediate area, trying to
       dominate and absorb them into its body. In addition to the usual
       physical attacks, Xi-Yao-Chong will also draw 1d-3 fatigue per turn
       from every magical creatures it has touched in that turn. Magical
       beings immersed in its body will lose a full 1d fatigue per turn
       until they become unconscious and eventually die by inanition or
       asphyxia.

       The monster can also feed off Power stones or any other of the usual
       direct sources of magical energy. Such sources have been used by some
       as bait to capture a rampaging Xi-Yao-Chong.

       The eggs of Xi-Yao-Chong look like 5cm silk cocoons. Unlike most
       creatures', a larva which has just been hatched can already
       metamorphose into the adult being. This ability has enabled some
       magicians to use Xi-Yao-Chong as a weapon, by throwing an egg
       (usually protected by a spell to avoid unintentional hatch) at their
       enemies.

       This vampire monster pays little interest to non-magical beings, and
       will not harm them unless provoked. Captured Wu's will remain alive
       and unconscious, and might keep a Xi-Yao-Chong fed for a very long
       time...

       ____                             ___
      / __ \____  ____  ___  ____  ____/ (_)  __
     / /_/ / __ \/ __ \/ _ \/ __ \/ __  / / |/_/
    / __  / /_/ / /_/ /  __/ / / / /_/ / />  <
   /_/ /_/ .___/ .___/\___/_/ /_/\__,_/_/_/|_|
        /_/   /_/

   Pointers to some 3x3 Eyes related sources on the internet


     3x3 Eyes Manga translation index (Jeff Hansen):
         http://www.st.rim.or.jp/~hansen/manga/3x3.html

         The translation index can also be used to convert references
         from the japanese 3x3 Eyes Tankoubun to other editions of the
         3x3 Eyes manga: it lists all the story titles in English.

     Pai's Page (Fred Gallagher):
         http://fmg.simplenet.com/anime/3x3.html

     3x3 Eyes Homepage (David Park)
         http://www.acm.vt.edu/~dpark/3x3eyes/

     3x3 Eyes Mailing List:
         finger chaean@best.com for more info, or refer to the
         3x3 Eyes FAQ which can be found at David Park's pages.

     3x3 GURPS RPG page:
         http://www.dca.fee.unicamp.br/~henriqmh/3x3Eyes/RPG/

     The original edition of the 3x3 Magic and Names Guide was
     available in the, now closing, Venice archive. A html version
     can be found in David Park's pages. The original edition is
     available at http://www.dca.fee.unicamp.br/~henriqmh/3x3Eyes/manga/
     and the character pages in Fred Gallagher's site are heavily
     based on it.

     More 3x3 Eyes pages and almost all the Anime and Manga pages on
     the internet may be found from links at:
        Anime Resources Guide:
           http://www.csclub.uwaterloo.ca/u/mlvanbie/anime-list/
        Anime links (mostly Japanese sites):
           http://www.asahi-net.or.jp/~AE5T-KSN/a-link-e.html

     GURPS material and a lot of cool stuff may be found at:
        Steve Jackson Games: http://www.sjgames.com/
                      GURPS: http://www.sjgames.com/gurps/

[EOF 3x3 GURPS file 4 of 4]
