YOKO MINAZUK  I The   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. CHECKS Roll   3d10    and   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. XP When 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 WITH Devil   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   Hell    or   Stairway   to   Heaven ),   inflict   Charm    status   on   the   enemy   you   shut   it   down against.   When   you’re   forced   to   shut   down   a   healing   ability   (like   Dream   Medicine    or   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 CHOICES Attendance   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   with    Pathway   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.