
Priss Asagari
Context
Bubblegum Crisis (バブルガムクライシス) was a 1987-1991 cyberpunk animé . It is a minor classic of the genre, especially since from a Western point of view it is an early example (the imports weren’t all that back then, especially for genre fiction).
BGC features an all-women team of vigilantes with special power armour in a very late 1980s dystopic future. They often take on out-of-control robots that the police lacks the firepower to destroy.
Background
- Real Name: Priscilla S. Asagari.
- Marital Status: Single.
- Known Relatives: None.
- Group Affiliation: Knight Sabers.
- Base Of Operations: MegaTōkyō.
- Height: 5’7” Weight: 115 lbs Age: 20
- Eyes: Brown Hair: Brown
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Powers and Abilities
Priss learned all she knows in the streets. She does not have any power beyond her fighting skills and strong determination.
Her tool of trade is her super high tech fighting armor suit, designed by Sylia.
History
In 2033 the old city of Tōkyō was leveled by tremendous earthquakes, called the Great Kanto Earthquakes. These killed millions of people. From the ashes of the city, the Genom Corporation made a fortune by selling its Boomers. These were artificial beings of great strength that the city bought to rebuild. Eventually, the MegaTōkyō metropolis was born.
But Genom and its Boomers have much more ambitions that merely rebuild the city. The Knight Sabers are the only force capable of standing against them.
Biker girl
Priss lost her parents in the Kanto Earthquake when she was 12. Her childhood was spent in a gloomy orphanage. At 17, she left to join a motorcycle gang and become a small-time singer.
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While daring fate on her motorcycle and performing at small-time clubs like Hot Legs and The Night’s City Road, her soul cried for more. The leader of the gang soon captured her restless heart, but it couldn’t last.
Having learned secrets he shouldn’t have, the leader of the pack was murdered. Due to the involvement of “a certain organization” (namely Genom), the AD Police declared his death accidental. Priss carried a grudge against the ADP since then.
Knight Sabers
Gun in hand, the enraged Priss planned to hunt down the killers… but before she could exact her revenge, a mysterious lady in a red Benz approached Priss and offered her something more.
Having entrusted her fiery soul to Sylia, Priss is now a member of the Knight Sabers. She’s their assaults’ specialist. Her regular job is a lead vocalist of a hard-rock band called The Replicants.
She calls an old trailer parked in a junkyard her home, and is currently staving off a potential relationship with Leon Mc Nichols, an AD Police’s detective.
Description
She’s a handsome woman. She wears short leather oufits when performing, and casual clothes when not. As she rides a motorcycle in town, she also usually wears a biker’s jumpsuit.
Personality
Priss is a rebel and thrillseeker, with a self-destructive psyche only countered by a strong will. She fluctuates between casual and hostile. She generally does not let people get close to her, as most who do wind up dead.
Among her many quirks are her tremendous appetite, her disdain for housework, and her obsession with motorcycles. She goes through a pair of bikes a year, due probably to the fact that she drives like a maniac.
Priss’ place.
In the videos, the style of her songs is more easy-listening oriented, targeting an early teenage audience. In the Adam Warren comics, she’s a retrotrash hard rock singer. This suits her rebellious personality far better.
DC Universe History
In the wake of the heroes and villains of the late 20th and early 21st centuries finally growing old and either retiring or dying, the world seemed to almost settle back down to normal.
However, a man named Quincy (last name unknown) used AI technology stolen from Doctor Katsuhito Stingray, and the ability to absorb foreign material from the now defunct cyborg Metallo. Thus, he created Boomers. These machines soon found their way into every niche in modern life, from service androids and laborers, to military machines and even sex bots.
However, there was a sinister plan – one that would not be known for many years. To keep his plans a secret, he had Dr. Stingray assassinated in 2022. The brilliant scientist had discovered what he was planning.
In 2025 the Great Kanto Quake destroyed much of Tōkyō. That gave Quincy the opportunity to begin his own pursuits. such criminal operations would be considered simply ’rogues’ who had been damaged in the quake. As well, the reconstruction of Megatōkyō would be the perfect opportunity to infiltrate his Boomers even more into society.
However, Quincy did not count on the daughter and son of Dr Stingray, Sylia and Mackie, being nearly as brilliant as the Dr was. With some of the research their father had done, combined with assistance from an old and retired John Henry Irons, they constructed the hardsuits that would be the mainstay of the Knight Sabers.
Knowing that public superheroes would not be as welcome in a time that had finally learned to live without them, they stick to the shadows. At least as much as they can wearing brilliant purple, pink and blue armors…
Game Stats — DC Heroes RPG
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Priss
Dex: 08 | Str: 03 | Bod: 06 | Motivation: Seeking Justice |
Int: 05 | Wil: 06 | Min: 06 | Occupation: Rock Singer |
Inf: 06 | Aur: 06 | Spi: 08 | Resources {or Wealth}: 04 |
Init: 023 | HP: 060 |
Skills:
Artist (Singer): 06, Acrobatics: 06, Charisma: 07, Gadgetry: 03, Martial Artist: 07, Thief (Stealth, Security System): 04, Vehicles (Land): 07, Weaponry: 09
Advantages:
Lightning Reflexes, Local Hero (Rock Star), Sharp Eye.
Connections:
Knight Sabers (High), Leon Mc Nichols (Low), The Replicants (High).
Drawbacks:
CIH (Genom), MIH (AD Police), Serious Rage, Secret ID.
HARDSUIT PRISS Mk I
/STR/ 07 /BODY/ 08
Powers:
Density Increase (Always On): 01, Extended Hearing: 05, Jumping: 06, Radar Sense: 08, Radio Communication: 07, Running: 05, Sealed System: 16, Skin Armor: 04, Ultra Vision: 08, Insta-Change (ejection system).
Advantages:
Skin Armor also adds to OV/RV to resist “Boomer Fusion”.
Drawbacks:
MPR (50 hours autonomy).
Equipment:
- PALM LASER [BODY 04, Laser beam: 10, No AV – use Weaponry instead]. The palm of her right ’power glove‘ contains a high-powered laser.
- RAILGUNS ARRAY [BODY 05, Projectile Weapons: 09, Sharpness (Projectile weapons): 04, Ammo: 06]. Her right arm contains three railguns surrounding the central laser, with moderate punch but excellent armor penetration.
Notes:
Her original suit, which she wears until it is destroyed in Episode 6 (“Red Eyes”)
HARDSUIT PRISS Mk II
/STR/ 07 /BODY/ 08
Powers:
Density Increase (Always On): 01, Extended Hearing: 05, Jumping: 06, Radar Sense: 08, Radio Communication: 07, Running: 05, Sealed System: 16, Skin Armor: 04, Ultra Vision: 08, Insta-Change (ejection system).
Advantages:
Skin Armor also adds to OV/RV to resist “Boomer Fusion”.
Drawbacks:
MPR (50 hours autonomy).
Equipment:
- PALM LASER [BODY 04, Laser beam: 11, No AV – use Weaponry instead]. The palm of her right ’power glove‘ contains a high-powered laser.
- KNUCKLE BOMBER and LEG BOMBER [BODY 06, Energy Blast (No Range): 13, Ammo:17]. On the edge of her gauntlet are powerful shaped charges detonated at point blank range by punching. She also has six identical charges on the front of her feet, called “Leg Bombers”. A favorite tactic is to combine the leg bomber and rocket kick. When she does so, her total EV is 14.
- S-MINES RACK (x3) [BODY 06, EV (Bomb-like Area Effect, 2 APs): 11, Cling: 09, Grenade DrawbacK, Bonuses & Limitations: EV can be detonated through timer or Radio Communication, Cling only to make the mine adhere to its target]. Adhesive bombs placed and detonated by timer or remotely.
- KNUCKLE GUARD and ROCKET KICK [BODY 10, EV 10]. The knuckle guard is a high-impact electromagnetic weapon on the arm that does not have the “power glove” . Her boots have rocket exhausts that augment the power of her kicks (the “rocket kick”).
Notes:
Unlike the other Knight Sabers, Priss starts wearing her upgraded suit in Episode 6, “Red Eyes”. It contains considerably more close-combat weaponry, an augmented laser, and is slightly more armed and stronger (though not enough for higher Str, Bod, or Skin Armor).
(missing v2 illustration)
HARDSUIT PRISS Mk III
/STR/ 08 /BODY/ 09
Powers:
Density Increase (Always On): 01, Extended Hearing: 05, Jumping: 06, Radar Sense: 08, Radio Communication: 07, Running: 06, Sealed System: 16, Skin Armor: 04, Ultra Vision: 08, Insta-Change (ejection system).
Advantages:
Skin Armor also adds to OV/RV to resist “Boomer Fusion”.
Drawbacks:
MPR (50 hours autonomy).
Equipment:
- WRIST RAPIERS [BODY 10, Claws: 11].The back of each forearm houses a retractable energy blade for use in close combat.
- COMBAT TORCH [BODY 08, Energy Blast (No Range): 13, Ammo: 02]. Also launched from the wrists, these energy blades only have enough power for one ’shot‘ each (about 3 seconds).
Notes:
Priss’s final suit, this was considerably different in concept and execution than her previous suits. For one, it was modular, with three different (and mutually exclusive) add-on packs that can clamp on to her hardsuit. For another, the onboard armament is considerably different from either previous suit. She uses this throughout Bubblegum Crash.
(v3 suit illustration missing)
Arm modules for HARDSUIT PRISS Mk III
PLASMA HANDCANNON [BODY 08, EV 09, Energy Blast: 13, No AV – use Weaponry instead]
The primary use for this weapon, a dual beam brightly focused, highly energetic plasma that can blast through a considerable amount of steel.
A modular attachment for the Mk III suit that covers her right forearm.
(missing illustration)
HYPER-ARMS [/STR/ 12 BODY 09] w/ LASER CANNONS [BODY 04, Laser beam: 15, Limitations: May only fire every other Phase, No AV – use Weaponry instead].
Each arm contains a high powered laser cannon, that fire simultaneously at the same target (“crosslinked”). However, they may only fire once every ten seconds.
A high-powered set of armor and hydraulics for the upper body, with claw like manipulators. Is one of the modular packs for the Mk III suit.
(missing illustration)
SPIKE SHOOTERS [BODY 08, Projectile Weapons: 11, Sharpness (Projectile weapons): 04, Ammo: 20. Note that Projectile Weapons Power does include AV].
Using plasma as a propellant, they fire 14″ tungsten spikes at an incredible rate, and are basically hyped up versions of the railguns of her old suit.
The default “attachment” for the Mk III suit. Can either rest along the back, like the wings on Sylia and Nene’s suits, or can flip over the shoulder to fire.
(missing illustration)
Source of Character: Bubblegum Crisis (videos, comics and RPG from R. Talsorian Games).
Helper(s): Sébastien Andrivet.