Val CHA Cost Roll Notes 8 STR -2 11- Lift 75 kg; 1 /2d6 HTH Damage 14 DEX 12 12- OCV: 5/DCV: 5 8 CON -4 11- 7 BODY -6 10- 10 INT 0 11- PER Roll 11- 14 EGO 8 12- ECV: 5 8 PRE -2 11- PRE Attack: 1 1/2d6 14 COM 2 12- 2 PD 0 Total: PD ( rPD) 2 ED 0 Total: ED ( rED) 3 SPD 6 Phases: 4, 8, 12 4 REC 0 16 END 0 16 STUN 1 Total Characteristics Cost: 15 Movement: Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills 160 Clow Cards: Variable Power Pool (Magic Power Pool) 80 base + 40 control cost, ; No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1); OIF Key Needed To Create Or Change Powers (-1/4), Powers Limited To Specific Card Powers And Power Levels (-1/4) 12 Clow Card Fortune Telling: Clairsentience, Precognition, Reduced Endurance (0 END; +1/2); OAF (cards; -1), Concentration (0 DCV; -1/2), Extra Time (1 Turn; -1 1/4), Requires KS: Clow Cards (-1/4), Precognition Only (-1) 12 Dreams: Clairsentience, Precognition, Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Only In Dreams (-1), Precognition Only (-1) 10 Sixth Sense: Detect Ghosts, Ranged, Sense 11- 10 Magic Sense: Detect Magic And Clow Cards, Ranged 11- 60 Key: Major Transform 8d6 to Clow Card, Reduced Endurance (0 END; +1/2); OIF (-1/2), All Or Nothing (-1/2), Only Affects Card's True Form (-1) Perks 4 Contact: Sonomi Daidouj, 8-, good relationship, useful resources 1 Follower: Tomoyo Daidouji Skills 10 Short: +2 DCV 3 Acrobatics, 12- 3 Breakfall, 12- 3 Climbing, 12- 3 Combat Rollerblading, 12- 1 KS: Clow Cards, 8- 0 Language: Japanese (native) 3 PS: Cheerleading, 12- 1 PS: Cooking, 8- 3 Stealth 12- 0 TF: Rollerblades 299 Total Powers & Skills Cost 314 Total Character Cost 150+ Disadvantages 5 DNPC: Kero (Normal, Useful Skills) 8- 25 DNPC: Sakura's "Posse": Chiharu Mihoru, Naoko Yamagisawa, Rika Sasaki, (Incompetent, Unaware Of Secret ID, Group) 8-, 5 Hunted: Clow Cards (Less Pow) 8- 15 Physical Limitation: Short (1 m tall, 12.5 kg mass, +3" Knockback) (A, S) 5 Physical Limitation: Non-Combat Klutz (I , S) 15 Psychological Limitation: Loves Yukito "Yuki" Tsukishiro (C, S) 10 Psychological Limitation: Afraid Of Ghosts (U, S) 5 Reputation: Cardcaptor, 11-, among cards and magicians 10 Rivalry: Syaoron Li, professional and romantic, rival in inferior position, PC 5 Social Limitation: 10-year-old child (O, M) 15 Social Limitation: Secret ID (F, M) 49 Magical Girl Bonus 314 Total Disadvantage Points
Designer's Notes: This is Sakura right before encountering the Firey card.
The Clow Card Fortune Telling requires someone nearby to have a KS: Clow Card Fortune Telling skill, not necessarily the owner of the cards.
A quick write-up of Tomoyo puts her in negative point range, but she acts more like a follower than a DNPC.
Kero turns out to be about a 50 point character, which I treated as a normal. I may change him to a Follower.
The "10-year-old child" Social Limitation may not be applicable; in the books, I don't think it limits her any.
She keeps her magical powers secret (hence the Secret ID); presumably because either the cards could find her, or because the adults wouldn't let her do what she needs to do. Toya knows anyway.
Tomoyo's mom is a contact, although Sakura never uses it.
She shouldn't have Gestures and Incantations on her powers, or at least not at this point in her career. She never seems to be limited by them. In the (first?) movie, she even uses a card while tied up underwater!
The "non-combat klutz" limitation: she can be fairly clumsy at inopportune times, but it never happens in combat. Immediately after combat, on the other hand, is fair game. It's a role-playing disadvantage, not a combat one.
Sakura's (dead) mother helps her out a couple of times; I'm not sure how (or if) to put that in points.
People with magical powers tend to sense each other. They also almost always strongly like or dislike each other. Or both.
Capturing the cards might be better as a disadvantage on the card "creatures" rather than a power of hers. Some cards are automatically captured in some circumstances (usually involving being immobilized), some allow themselves to be captured willingly, some are captured when "named," but at least one (The Thunder) was caught "in battle," so I deemed it required a Transform.
She couldn't just pour more power into The Watery to catch The Firey, so I gave the cards a "maximum point value." 40 for elemental cards, 30 for most others, 20 for a few. These point levels are fairly arbitrary; I didn't want the VPP getting too expensive.
By the time she fought The Firey, she could use two elemental cards at once. If you up the point level, you'll need to up the VPP points so she can use two elemental cards at the same time.
The cards probably need a higher point total (60/45/30?); 40 points isn't enough to toss around elephants, and Sakura gets awfully big with The Big.
If I were gaming this, I'd write up specific powers for the cards. I'd also write up the card "creatures." She isn't limited to these powers (both The Flower's Flash and The Mirror's Missile Reflection seemed to be made up on the spot when used).
Many of the card "creatures," and many of the card powers themselves, take invisible power effects vs. sight and hearing, but not vs. Detect Magic. This might force the point level up.
Most cards have some sort of simple Change Environment power.
Below are the powers I noticed used by Sakura, along with some suggestions for other uses. The "creature" powers (powers used before capture) aren't necessarily listed below.
[Michael Hopcroft did most of the work on these; I edited and added some details]
(Character sheet by Douglas Limmer)
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