Version II

Val	CHA	Cost	Roll	Notes
12	STR	2	11-	Lift 132 kg; 2d6 HTH Damage [1]
20	DEX	30	13-	OCV:  7/DCV:  7
15	CON	10	12-
12	BODY	4	11-
16	INT	6	12-	PER Roll 12-
20	EGO	20	13-	ECV:  7
20	PRE	10	13-	PRE Attack:  4d6
22	COM	7	13-

8/23	PD	6		Total:  8/23 PD (0/15 rPD)
8/23	ED	5		Total:  8/23 ED (0/15 rED)
4	SPD	10		Phases:  3, 6, 9, 12
8	REC	6
50	END	10
40	STUN	14		Total Characteristics Cost:  140

Movement:	Running:	10"/20"
		Leaping:	12"/24"
		Swimming:	2"/4"

Cost	Powers & Skills
	Martial Arts:  Kenjutsu
	Maneuver	OCV	DCV	Damage
4	Block		+2	+2	Block, Abort
4	Evade		--	+5	Dodge, Affects All Attacks, Abort
5	Running Stroke	+1	+0	Weapon  +v/5; FMove
5	Slashing Stroke	-2	+1	Weapon +4 DC Strike
1	Weapon Element:  Blades, Empty Hand (Bind, Block, Disarm, Evade, Takeaway maneuvers only)

24	Magic Knight Powers:  Elemental Control, 60-point powers, all slots Only When In Cephiro's 
	Dimension (-1/4)
17	1)  Hon'ou No Ya (Flame Arrow):  Energy Blast 10d6; Gestures (-1/4), Beam (-1/4), Only 
	When In Cephiro's Dimension (-1/4), END 5
17	2)  Escudo Sword:  Hand-To-Hand Attack +3 1/2d6; Hand-To-Hand Attack (-1/2), Only When In 
	Cephiro's Dimension (-1/4), END 2
24	3)  Magic Knight's Protection:  Armor (15 Pd/15 Ed); Only When In Cephiro's Dimension (-1/4)

10	Extraordinary Leaping:  Leaping +10" (12" forward, 6" upward), END 1
8	Extraordinary Running:  Running +4" (10" total)	1

129	Rayearth:  Vehicles

9	Kendo Training:  +3 with Kenjutsu
5	Acrobatics 14-
2	Animal Handler (Canines) 13-
3	Breakfall 13-
2	Kendo:  KS: Kendo 11-
2	KS: Analyze Style 11-
1	KS: Cephiro Court etiquette 8-

Total Powers & Skill Cost:  272
Total Cost:  412

200+	Disadvantages
15	Distinctive Features:  Vertically Challenged (Not Concealable; Noticed And Recognizable; 
	Detectable By Commonly-Used Senses)
25	Hunted:  Autozam 11- (As Pow, NCI, PC Has A Public ID Or Is Otherwise Very Easy To Find, Capture)
20	Normal Characteristic Maxima
15	Physical Limitation:  Young (15 Years Old) (All The Time, Slightly Impairing)
25	Psychological Limitation:  Extremely Brave (Never Runs Or Retreats) (Very Common, Total)
0	Psychological Limitation:  Guilt-Ridden Over Cephiro's Fate (Uncommon, Strong)
25	Psychological Limitation:  Honorable (Very Common, Total)
25	Psychological Limitation:  Loyal To Umi And Fuu (Very Common, Total)
0	Psychological Limitation:  Naive (Very Common, Strong)
0	Social Limitation:  Defender Of What Remains Of Cephiro (Very Frequently, Severe)
20	Watched:  Mokona 14- (Mo Pow, NCI, Watching)
42	Experience
412	Total Disadvantage Points

Background/History: A year before, Hikaru Shidou had been one of three Magic Knights summoned to the alternative dimension of Cephiro to save it by becoming Magic Knights, binding the "Machin" to themselves, and rescuing the Princess Emeraude (Pillar of the World) from her cruel captor Zagato. She and her friends, Umi and Fuu, accomplished all of this, only to find the truth was nothing like they could have imagined: Emeraude's imprisonment had been voluntary, Zagato was her lover that her position forbad her to possess, and when the Magic Knights killed him her grief led her to attack them, forcing them to slay her as well. At that instant, the three had returned to Earth, forever bound together and eternally scarred by what they had done.

The next year, the three girls reunited at Tokyo Tower and again found themselves in Cephiro. There they found that, far from saving the other world, they had doomed it: the very planet was disintegrating around the royal palace. The only hope for salvation was for someone to be found worthy of taking Emeraude's place as Pillar of the World. Making matters worse, invading forces from three other worlds, most notably the technologically advanced Autozam, had come seeking that power for themselves. Bound once again to the Machin Rayearth and with all the powers of a Magic KNight restored to her, Hikaru was charged with the task of defending Cephiro until the Pillar could be found, with her former enemies who had served Zagato as allies.

Personality/Motivation: Hikaru is still a bundle of energy and nerve, but she is no longer the cheerful girl she was. Her joy in life died with her betrayal of Emeraude. In her year on Earth, she had been seeking some reason to justify continuing to go on, and now that she is back on Cephiro she still seeks that reason. Her hope is that finding the Pillar will also reveal her answers. Complicating matters still further is her awakening sexuality: while the year before she hadn't noticed guys all that much, Hikaru finds herself strongly attracted both to the Autozam leader Eagle Vision and to Zagato's brooding younger brother Lantis. That both appear to return the attraction further complicates matters.

Quote: "It wasn't right!"

Powers/Tactics: Despite the grimness of her current plight, Hikaru's martial abilities are still formidable. Although her Magic Knight powers are stronger than ever, she now has at-will access to Rayearth, a powerful magical mecha, which she will pilot into serious battles (such as against the mecha of Autozam). Although she is still almost suicidally brave, she is no berserker, nor is she a killer: Hikaru will always try to use just the right amount of force needed to neutralize the treat and no more—having sworn that, if at all possible, the life of Emeraude is the last life she will ever take.

(Shidou Hikaru was created by CLAMP, from the series Magic Knight Rayearth. Character sheet created by Michael Hopcroft)

Hikaru Shidou I | Hikaru Shidou II | Hououji Fuu | Ryuuzaki Umi

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