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Lex
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« on: November 08, 2013, 02:26:04 PM »

The Fortress of Xie'e Wu Xing
Some legends tell that the fabled Fortress of Xie’e Wu Xing was originally built before the birth of the Great Kami, by demons of the ancient world, who were driven from the land by the First Emperor and his warriors. Others hold that it was constructed in secret by the vengeful child of a forgotten Kami-Goddess, cousin to the divine Imperial bloodline, who coveted the Nipponese Throne. When it is mentioned at all in written records (it is seldom spoken of out loud), the name is rendered with characters in the archaic language of the Dragon Empire to the west – characters meaning variously Five Wicked Elements, Five Principles of Evil, or the Movement of Five Demons. It’s unknown whether this rendering is an indication of the fortress’s true origin, or of the superstition of scribes.

Whatever the truth, the Fortress has existed in the darkest legends and rumors of Nippon for as long as anyone can remember, a terrifying mountain edifice protecting a labyrinthine stronghold of evil, somewhere in the peaks and canyons of the Akato Mountains of the south. It doesn’t appear on any maps, and no known roads lead to it, but many who travel through the mountains tell of spotting its fearful visage when lost in the mist-shrouded passes. Such appearances often foretell misfortune for the traveler – those who tell these tales were frequently beset by trouble shortly after the sighting, whether suddenly spoiled food, unaccountably lost companions, or attacks by mountain creatures. On the whole, however, no armies of demons or goblins have issued forth from the Fortress in many generations, not since the defeat of the Shadow Prince at the Battle of Cherry Blossom Meadow. It remains a traveler’s tale, a curious legend of the Southern Provinces.

Until recently. Over the past months and years, the people of the small town of Homuretu at the base of the Akato Mountains have seen an increase in banditry, and have seen those bandits working alongside goblins and oni. Strange figures pass through town, and travelers disappear on the road. Something dark stirs in the mountains, and wary whispers speak in dreadful tones of the reawakening of evil within the Fortress of Xie’e Wu Xing.
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Lex
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« Reply #1 on: November 08, 2013, 07:40:39 PM »

Character Creation

Starting Points: 400 (up to -70 in disadvantages).
Base Starting Wealth: $1,000; Wealth no better than Wealthy.
-Signature Gear costs 1 point/$500 value.
Campaign TL: 3ish (Mythic Medieval Nippon).

Player Characters can be virtually anyone who, for whatever reason, find themselves in rural Tanomura Province, in the mountainous southern reaches of Nippon, and who have some interest in investigating the ominous goings-on there. (And, of course, who are also 400-point over-the-top cinematic mystics, magicians, and/or martial-arts masters.) By default, they're Nipponese humans, though gaijin (foreigners from the mainland - 'round-eyes' are yet unknown in Nippon) and henge-yokai (animals who have learned to take human form) are also possible.

Possibilities include agents of the daimyo of Tanomura Clan, agents of the Shogun sent to aid their Bakufu ally, locals who have borne witness to the horrors first-hand, travelers who just happen to be passing through when the shit hits.....

Gambler – Wanderer, outlaw, thief, surviving by wits, luck, and a poker face.

Henge-Yokai - Intelligent, shape-shifting animal - Bakeneko (cat), Kitsune (fox), Okami (wolf), or Tanuki (raccoon-dog).

Ninja – Infiltrator, poisoner, spy, master of death, disguise, and deception.

Priest – Wandering holy man of the Enlightened Path and/or the Way of the Kami.

Samurai – Noble warrior, courtier, horseman, and officer.

SorcererMahotsukai, occultist, witch, master of the Dark Arts; or Shugenja, reclusive nature-mystic, spirit-talker, and elemental sorcerer.

Warrior-MonkSohei, holy warrior and guardian of sacred places; or Yamabushi, solitary mystic warrior who follows a naturalistic path similar to that of the Shugenja.
« Last Edit: November 09, 2013, 11:51:28 AM by Lex » Logged
Lex
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« Reply #2 on: November 08, 2013, 08:54:52 PM »

Languages
The following languages are relevant in the Lands of Nippon.
Nipponese – the language of Nippon, native for most characters.
Mainlander Tongues (Cantonese, Mandarin, etc) – various gaijin tongues of the mainland, regional dialects and modernized corruptions of Old Imperial.
Yuan (New Imperial) – Language of the conquering Horse Lords who rule a large and fractious empire atop the ruins of the fallen Dragon Empire.
Old Imperial – the ancient language of the Empire of Dragon, found mostly in scholarly works.

Language Talent
There aren't really enough languages to make Language Talent worth much; instead, for 10 points, it simply gives Accented fluency in all of the languages above (save for the character's own native tongue, in which he's still fully fluent). From there, any language can be bought up to fully Fluent for 2 additional points.



Advantages
The Lands of Nippon are a dangerous place, and those who wish to survive a life of adventure need a certain edge.

Action Hero Advantages: Combat Reflexes, Daredevil, Danger Sense, High Pain Threshold, Luck, etc. These enhance a character's general survivability in hazardous situations, which will be found in abundance; all characters should have at least one or two of these, in addition to any Chambara Advantages they might possess.

Chambara (Cinematic) Advantages: Trained by a Master or Weapon Master. These unlock full Chambara Fighting options (GURPS Martial Arts, p. 128), and are prerequisite to any Martial-Arts Style Wildcard (MA, p. 60) or Martial-Arts abilities (see below).

Trained by a Master gives access to any Style Wildcard, armed or unarmed (provided all other prereqs are met), and allows the character to use full Chambara rules with any and all combat skills.

Weapon Master applies to armed styles, or weapon mastery added to unarmed styles (see below), enabling Chambara rules only when using the weapons and/or styles covered.

Because of significant overlap, the Chambara advantages receive a discount if taken together. A character with Trained by a Master can add Weapon Master for the normal cost, minus 15 points (e.g., 5 points for a single weapon, or 15 points for a handful of related weapons). The same goes for adding weapons to an existing version of Weapon Master. A character with Weapon Master can add Trained by a Master for 15 points. Either way, this effectively breaks down to: Trained by a Master [30] + Weapon Master (One weapon) [5] to (All weapons) [30].

Bushi Styles: Traditional samurai weapons of war – Dai-kyu, Katana, Nagamaki/Naginata, Nodachi, Tetsubo, Wakizashi, and Yari. Most weapons have their own style, and thus their own 20-point specialization of Weapon Master; swords are the exception. Each Bushi Sword style counts as a “weapon” for the purpose of Weapon Master, so Weapon Master (Nito Ryu) [20] covers both katana and wakizashi when wielded using Nito Ryu!. 20 points for a single style, 25 points for two styles, 30 points for three, or 35 points for all armed Bushi style.

Jujutsu, while technically a Bushi style, is unarmed, and thus requires Trained by a Master (15 points to add to Weapon Master). Because armed combat is the samurai's preference and forte, Jujutsu masters are somewhat rare.

Kobujutsu (Karate/Peasant) Weapons: Traditional Karate weapons, many adapted from farming implements and other tools – Bo, Jitte/Sai, Jo, Kama, Kusari, (and Kurasi-gama), Nunchaku, and Tonfa. Weapon Master (Kobujutsu Weapons) is normally added to the Karate! Wildcard (which requires Trained by a Master), rather than taken by itself: +5 points for a single Kobujutsu weapon, +10 points for any two (or kusari-gama), +15 points for any four, or +20 points for all.

Kung Fu Weapons: Exotic gaijin weapons from the mainland, primarily studied by wandering holy men from mountain temples that dot the ruins of the Empire of the Dragon – Butterfly Swords, Chain Whip, Dao, Hook Swords, Jian, Monk's Spade, Qian Kun Ri Yue Dao, Slashing Wheel, and Three-Part Staff. Weapon Master (Kung Fu Weapons) must be added to the Kung Fu! Wildcard (which requires Trained by a Master and Unusual Background (Gaijin Monk)), rather than taken by itself: +5 points for a single Kung Fu weapon, +10 points for any two, +15 points for any four, or +20 points for all.

Ninjutsu is actually two styles, both requiring Trained by a Master and Unusual Background (Ninja Training): Shinobi! and Taijutsu! Although it doesn't include any kind of Weapon Master damage bonuses by default, it does include Throwing Art, which gives similar bonuses to “ninja throwables” – daggers, shuriken, etc.

Ninja Weapons: Specialized Ninja weapons, many built for concealment and/or disguised as more innocuous items – Blowpipe, Han-kyu, Jitte/Sai, Kama, Kusari, (and Kurasi-gama), Neko-de, Ninja-to, and Tonfa. Weapon Master (Ninja Weapons) must be added to the Taijutsu! Wildcard, rather than taken by itself: +5 points for a single Ninja weapon, +10 points for any two (or kusari-gama), +15 points for any four, or +20 points for all.


Unusual Background usually represents some kind of special training.

Bajutsu Training: Samurai (and some warrior-priests) frequently receive training in the use of one or more Bushi fighting styles from horseback. Kyujutsu has the benefits of this advantage by default; bajutsu training for all Bushi Sword styles known to the character costs 5 points.

Gaijin Monk: Training in a mountain temple of the mainland, somewhere in the ruins of the Empire of the Dragon. This UB is required to learn the Kung Fu style, or to be familiar with any of its unique weapons. It must be combined with Trained by a Master and the variant version of Language Talent. If learning Kung Fu as a secondary style, this advantage is required in addition to Multi-Style Wildcard. 10 points.

Multi-Style Wildcard: Combines two fighting styles into a single Style Wildcard; see Martial Arts (below). Requires Trained by a Master or a relevant version of Weapon Master. 5 or 10 points/added style.

Ninja Training: Training in the Ways of the Ninja, probably in a remote mountain stronghold known exclusively to the clan. This UB is required to learn either Ninjutsu style, or to be familiar with any unique ninja weapons. Requires Trained by a Master. 10 points.

Shuriken Mastery: A specialized version of Multi-Style Wildcard that adds the Shuriken-Jutsu style to any Martial-Arts style wildcard; Ninjutsu already includes shuriken mastery, and doesn't have to buy this advantage. Requires Trained by a Master or Weapon Master (Shuriken). 5 points.


Perks

Better/Cheaper Gear
Each version of this perk grants a discount to a specific kind of equipment, if purchased as Signature Gear. A character can take this perk multiple times; each specific kind of equipment requires its own perk. Acquiring new equipment, or upgrading existing items, requires a special trip – to one's ninja clan stronghold, a master swordsmith, etc.

Ninja Gear: There are two versions of this perk: Ninja Suits halves the final value of a Signature ninja suit (including all modifiers; see DF12: Ninja, pp. 16-17); Ninja Weapons adds the Ninja modifier (Holdout +2; see DF12, p. 13) to all eligible Signature weapons, including Infinite Ammo, for free. Requires Trained by a Master and Unusual Background (Ninja Training).

Samurai Gear: There are four versions of this perk: Samurai Armor, Samurai Bows, Samurai Polearms, and Samurai Swords. Applied to weapons, it halves the final cost of the appropriate kind of weapons as Signature Gear; if taken for Armor, it adds the Lamellar modifier (-10% to weight) to o-yoroi (only) for free. Requires Status 2+ and Weapon Master (Corresponding Bushi style, or any Bushi style for Samurai Armor).

Infinite Ammo
Prerequisites: Trained by a Master for ninja throwables; Weapon Master (Kyujutsu!) for arrows, etc.
Each version of this perk grants infinite ammo of one specific kind – regular (impaling) arrows, bodkin-tipped (armor-piercing) arrows, star shuriken, spike shuriken, etc. You must have access to your gear (i.e. you can't have been disarmed or otherwise relinquished your weapons), and you can't hand out your ammo to others, but as long as these things are true, you don't have to account for the cost or weight of that type of ammunition, and will never run out through normal use. This includes handfuls of ninja throwables, as long as they're drawn and thrown immediately (or held until thrown), not stockpiled or handed out.

Named Possession
Prerequisites: Signature Gear.
You have one particular piece of Signature Gear – usually a weapon – which has an awakened spirit. This spirit is fed and strengthened by legendary accomplishments, increasing in character point value along with you when you use it in suitably epic deeds. It gains points at the same rate as you, when you use it in glorious combat against important foes; the earned points can either increase its value as Signature Gear (used to buy upgrades in quality, etc), or buy special abilities (gadget-limited Advantages and/or Enhancements, granted by the weapon).

Practiced Disguise or Impression
Prerequisites: Disguise or Mimicry (Speech) at 16+.
You have a specific disguise or voice impersonation which you've rehearsed to the point that you no longer need to roll under normal circumstances. You don't need to roll when you don it, nor to pass casual inspection; if someone who knows you (or the person you're trying to impersonate) observes you, you get +2 in a Quick Contest to avoid detection. Each disguise or voice is a separate perk; a disguise which includes a particular accent or voice impression requires two perks.

Quick Change
Prerequisites: A Ninja Suit with the Reversible modifier, or Practiced Disguise and a quick-change disguise on-hand.
You can change your appearance with a single Ready maneuver, though you must meet several requirements in order to do so. First, you must have the disguise on-hand (e.g. a reversible ninja suit or similar clothing, a change of clothes hidden nearby, etc); and second, you must be completely unobserved. You can dive into a closet (though if you burst out of the same closet a second later, the disguise it sorta ruined), down a dark alley, or otherwise where you can't be seen.
« Last Edit: November 09, 2013, 11:51:43 AM by Lex » Logged
Lex
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« Reply #3 on: November 08, 2013, 09:06:04 PM »

Skills

Action Hero Skills are the basic competencies that all PCs should have (or consciously decide to lack), including athletics, fighting, sneaking, etc: Climbing, First Aid, Jumping, Running, Search, Stealth, Swimming, Throwing, possibly Acrobatics, one each of melee weapon (Broadsword, Knife, etc), missile weapon (Bow, Thrown Weapon (Shuriken), etc), unarmed striking (Brawling or Karate), and unarmed grappling (Judo or Wrestling). Many of these are covered by various Combat Wildcards and other wildcard skills; PCs should consider putting a point or two in any that aren't covered by wildcards.

Social & Background Skills are general knowledge and interaction skills common to various social group; someone who conspicuously lacks these skills may be seen as a rube or simpleton: Area Knowledge (Home region, holy sites, trade routes, etc), Current Affairs (Headline News, Politics, Regional, etc), and Savoir-Faire (Bushi/Military or Commoner/Servant).


Wildcard Skills
In addition to Martial-Arts Style and Sorcery wildcards, there are a number of wildcard skills that represent various fields of mundane, non-combat expertise. Most (if not all) characters will have at least one wildcard skill, and some may even have nothing but wildcards.

Budo! (IQ)
Many samurai and warrior-priests, and even some ashigaru, study the Art of War – the skills of the professional soldier and the military commander. Covered skills include Engineer (Combat), Heraldry (Coats of Arms), History (Military), Intelligence Analysis, Leadership, Savoir-Faire (Bushi, Military), Soldier, Strategy, Tactics, and any knowledge or social skill that pertains to the making of war, commanding troops in battle, etc, including Administration for logistical forces, Merchant for negotiating mercenary contracts, Public Speaking for addressing troops, etc. Can also substitute for Animal Handling (Horse) (IQ), Hiking (HT), Intimidate (Will), Observation (Per), Riding (Horse) (DX), Running (HT), and similar skills when commanding troops or maneuvering on the battlefield.


Courtier! (IQ)
The art of the courtier is almost exclusive to the bushi caste, most prolifically practiced by samurai who spend much of their time attending the courts of the Shogun, Emperor, or wealthy daimyo. Substitutes for Acting, Administration, Artist (Calligraphy), Current Affairs (High Society, News of the Realm, Politics), Diplomacy, Fast-Talk, Games (Go, etc), Heraldry (Mon), History (Dynasties & samurai lineages, etc), Interrogate, Law (Feudal), Leadership, Literature, Makeup, Poetry, Politics, Propaganda, Psychology (Mortals), Public Speaking, Savoir-Faire (Bushi, High Society), Writing, Body Language (Per), Captivate (Will), Carousing (HT), Dancing (DX), Detect Lies (Per), Intimidate (Will), Persuade (Will), Suggest (Will), or Sway Emotion (Will), and any samurai Weapon Art (DX) for kata demonstrations and ceremonial uses, but never in combat.


Gambler! (IQ)
The skills essential to a wandering hinin, from basic survival to elaborate con-games. Substitutes for Acting, Current Affairs (Pop Culture, Travel), Disguise, Fast-Talk, Fortune-Telling, Gambling, Games (any), Holdout, Merchant, Mimicry (Speech), Panhandling, Psychology (Mortals), Public Speaking, Shadowing, Streetwise, Body Language (Per), Carousing (HT), Detect Lies (Per), Escape (DX), Filch (DX), Observation (Per), Pickpocket (DX), Scrounging (Per), Search (Per), Sleight of Hand (DX), Stealth (DX), Urban Survival (Per). It can also be used in any roll made using the Wild Talent advantage.


Itinerant! (IQ)
The skills known to a seasoned outdoorsman and traveler of the wilds. Animal Handling (Equine), Area Knowledge (Trade Routes, Holy Sites, Ports of Call, etc), Current Affairs (News of the Realm, Travel), Camouflage, Cartography, First Aid, Geography, Knot-Tying, Mimicry (Animal Sounds or Bird Calls), Naturalist, Navigation (any), Pharmacy (Herbal), Weather Sense, Climbing (DX), Esoteric Medicine (Per), Fishing (Per), Herb Lore (Per), Hiking (HT), Riding (Equine) (DX), Scrounging (Per), Survival (any), Swimming (HT), Teamster (Equine) (DX), Tracking (Per); Camouflage, Observation (Per), Search (Per), and Stealth (DX) in wilderness areas.


Occult Lore! (IQ)
Dark lore and hidden secrets, primarily the domain of the Mahotsukai. Alchemy, Fortune-Telling, Hazardous Materials (Magical), Herb Lore, Hidden Lore (Kami, Legendary Objects, Mystical Writings, Mythic Beasts, Sacred Places, Yokai), Occultism, Psychology (Kami, Yokai), Religious Ritual, Symbol Drawing, Theology, Esoteric Medicine (Per), Exorcism (Will), Meditation (Will); Diplomacy, Intimidate (Will), Savoir-Faire (Magical), or other influence skills when dealing with spirits; Ritual Magic used for knowledge or ritual preparation, though never in actual spell-casting.


Trickster! (IQ)
Prerequisite: A Yokai racial template.
The fundamental skill for magical shape-shifters and illusionists. Acting, Artist (Illusion), Camouflage, Diplomacy, Disguise, Fast-Talk, Holdout, Mimicry (any), Shadowing, Climbing (DX), Escape (DX), Filch (DX), Intimidate (Will), Pickpocket (DX), Sleight of Hand (DX), Stealth (DX). It's available only to Yokai, and can also be used in any roll made to activate a Yokai supernatural ability.


Martial-Arts Style Wildcards (DX)
Prerequisite: Trained by a Master or Weapon Master.
A Style Wildcard encompasses all of the skills and techniques of a particular fighting style, including combat athletics, cinematic abilities, etc. See Martial Arts, below.


Priest Wildcards (IQ)
Prerequisite: Disciplines of Faith (Mysticism).
The priest wildcards, Shinto! and Zen!, cover all relevant forms of Philosophy, Religious Ritual, and Theology, as well as Diplomacy, Hidden Lore (Kami, Sacred Places, Yokai), Occultism, Panhandling, Psychology (Kami, Mortals, Yokai), Public Speaking, Teaching, Esoteric Medicine (Per), Exorcism (Will), Intimidate (Will), Meditation (Will), and other relevant priestly skills. It can also be used in any roll made to use or activate a Mysticism ability.

Shinto! – The Way of the Kami, prevalent among commoners throughout the Lands of Nippon, is the art of Ritual Interactions with Spirits, from ghosts to gods. It can be used in ritual preparation for Shugendo magic, though never in actual spell-casting.

Zen! – The Enlightened Path arrived centuries ago, from the mainland to the west, spread by wandering monks of the Empire of the Dragon. Now, it's the favored philosophy of the ruling warrior class, an austere and pragmatic path that's consistent with their own code of Bushido.


Sorcery Wildcards (IQ)
Prerequisite: Magery 0+.
The sorcery wildcards, Maho! and Shugendo!, cover all skills for working the corresponding kind of magic – core skill, and all listed Path skills, though never ritual preparation or knowledge skills (for that, use Occult Lore! or Shinto!). Their level is thus capped at (12 + Magery level), as well as by the corresponding knowledge skill -- Maho! cannot exceed Occult Lore!, and Shugendo! cannot exceed Shinto!

Maho! – All rituals from the Paths of Cunning, Dreams, Form, Health, Knowledge, Luck, Protection, and Spirit, and similar effects.

Shugendo! – All rituals from the Paths of Dreams, the Elements, Form, Health, Knowledge, Nature, Protection, and Spirit, and similar effects.
« Last Edit: November 09, 2013, 11:51:59 AM by Lex » Logged
tshiggins
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« Reply #4 on: November 08, 2013, 10:28:08 PM »

Character Creation

(SNIP)

Possibilities include agents of the daimyo of Tanomura Clan, agents of the Shogun sent to aid their Bakufu ally, locals who have borne witness to the horrors first-hand, travelers who just happen to be passing through when the shit hits.....

(SNIP exactly SEVEN character ideas.)


I see what you did, there.  Cool
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Lex
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« Reply #5 on: November 08, 2013, 11:43:12 PM »

Martial Arts

Style Wildcards (DX)
A wildcard skill for a martial-arts style covers all of the style's primary and cinematic skills (including special effects, such as damage bonus for Karate, grappling rules for Judo, etc), as well as Acrobatics (including Acrobatic Stand), Jumping, and similar combat-relevant athletics when using the style; melee styles (armed and unarmed) can also attempt to Parry Missile Weapons, per that skill. Make IQ-based rolls for relevant Philosophy, Savoir-Faire (Dojo), Tactics, even Hidden Lore (Style Secrets and Mythology); Will-based rolls for Intimidate, Meditation, etc, used in the context of the style and its teachings. A Style Wildcard replaces the Style Familiarity perk for that style. Style perks that are purchased apply to the entire wildcard, including all relevant skills and weapons; a character with a Style Wildcard at DX+1 or better may buy any number of style perks.

Style Wildcards and Techniques
A style wildcard grants aptitude in all of the style's listed techniques (including cinematic techniques), applied to all relevant style skills. Techniques which normally take a default skill penalty can be used as though they'd been bought up to their maximum level (but no higher than Skill+0). Techniques which can be raised above the base skill (e.g. Disarming, Feint, etc) must be improved with points, but are purchased for the entire wildcard skill, allowing use with any applicable style skill or weapon.

Multi-Style Wildcards
Just as a multi-style fighter using standard skills and styles doesn't have to re-learn the Karate skill for each new style he studies, a martial artist can expand his existing style wildcard to cover additional styles. This is Unusual Background (Multi-Style Wildcard), which expands the existing wildcard to cover all skills and techniques of the new style; if the second style shares at least one primary skill with the first, and adds no more than two new skills (e.g. the Bushi Sword styles), the cost is 5 points; otherwise, the cost is 10 points. In either case, Trained by a Master, or an appropriate version of Weapon Master, must be added/upgraded to cover the new style. Each new style requires its own Unusual Background.


Martial-Arts Abilities
Prerequisite: Any Martial-Arts Style wildcard at DX+1 level or better.
The following special abilities are available to any character who knows a style wildcard at DX+1 level or better, most likely purchased with template discretionary advantage points, or earned character points. Once learned, they're intrinsic to the character – he can use them in or out of combat, they can't be blocked by wards and countermeasures (like magic or Yokai abilities), can't be taken away by lapsed practices or angry spirits (like Mysticism and Spirit Pact abilities), and generally function as-written (no Power Modifier or special activation requirements, beyond any in the advantage description). Per-skill abilities are bought for the entire wildcard skill, and apply to all relevant style skills, weapons, etc.

Generic Martial-Arts Abilities
• Altered Time Rate 1 (Costs Fatigue, 6 FP + 3/sec; Takes Extra Time, 1 turn of Concentration) [40].
• Catfall [10].
• DR 1-5 (Tough Skin) [3/level].
• Enhanced Dodge 1-3 [15/level].
• Enhanced Move 0.5 or 1 (Ground) [10 or 20].
• Enhanced Parry 1-3 (One skill or Style Wildcard) [5/level] or (All parries) [10/level].
• Enhanced Time Sense [45] (or 30 points to upgrade from Combat Reflexes).
• Extra Attack 1-2 [25/attack]; add Multi-Strike for +5 points, and/or Single-Skill for -5 points.
• Perfect Balance [15].
• Striking ST 1-3 [5/level].
• Super Jump 1-2 [10/level].
• Sure-Footed (Uneven) [1].
• Master as Disarms [10/skill], Not Without My Weapon [10/skill], or Run and Hit [10/skill] (Combat Power-Ups, DF11, p. 12).
• Combat Perks: Brave, Dirty Fighting, Finishing Move, Flourish, Follow-Through, Sacrificial Parry, or Trademark Move [1/perk] (DF11, p. 11).

Style Abilities
Style abilities are martial-arts abilities which are available only to a character with the corresponding style wildcard (or Multi-Style Wildcard); they're otherwise identical to generic martial-arts abilities.


Bushi Styles
Predominantly-armed military styles, studied by samurai, warrior-monks, and ashigaru peasant-soldiers.

Jujutsu (see Martial Arts, p. 166)
The traditional unarmed style studied by bushi, including grappling, striking, and throwing techniques for use when one is sans-weapon. Professional warriors seldom focus on this style, preferring armed combat, though there are tales of mystic yamabushi masters who can easily defeat armed soldiers and swordsmen with no more than their empty hands. Added to an armed Bushi Style Wildcard, it requires Trained by a Master (15 points to add to Weapon Master) and Unusual Background (Multi-Style Wildcard, 10 points); those without much interest in unarmed fighting can save a heap of points by buying the regular Judo and Karate skills instead, at the cost of not being able to use cinematic combat rules when unarmed.

Jujutsu Style Abilities
• Iron Body Parts [1/perk].
• Rapid Retraction [1].
• Striker (Crushing, Limb: Fist or Foot) [4/limb].


Kyujutsu (see Martial Arts, p. 179)
The Way of the Bow is often seen as a courtly art, most common among samurai, but known to various orders of warrior-monks as well. It teaches use of the Dai-kyu, Nipponese great-bow, optimized for horseback or kneeling archery. Unlike other Bushi Styles, Kyujutsu! includes horseback riding and mounted archery, making Unusual Background (Bajutsu Training) unnecessary. Although Weapon Master provides the normal benefits to Kyujutsu!, most serious practitioners also have the Heroic Archer advantage to enable fast-firing. Use the style as written, but add the Blind Fighting skill, and the Targeted Attack (Bow; Armor Chinks) technique.

Kyujutsu Style Abilities
• Archer's Knee (drop to knee and Aim for bracing bonus w/ bow) [1].
• Arrow Sense (Unerringly draw the correct kind of arrow out of multiple types) [1].
• Enhanced Tracking (Multiple Lock-Ons) [6/level].
• Heroic Archer [20].
• Infinite Ammo (Arrows: Normal, Bodkin (p. B277), or one type of Special Arrows from Martial Arts, p. 232) [1/arrow type].
• Samurai Gear (Bows) [1]; Signature Gear (Dai-kyu) [1 or more].
• Zen Master (Use Will for Blind Fighting or Zen Archery) [1/skill].
• Bow Fencer, Double-Shot, and Quick-Shot – Scout Power-Ups (DF11, pp. 32-33).


Naginata-Jutsu (see Martial Arts, p. 186)
The samurai sword-staff, traditional weapon of sohei warrior-monks and female samurai, but favored by many seasoned veterans for its great offensive reach and defensive utility. A master uses sweeping cuts, long strikes, and spinning strikes with the blunt end to trip, disarm, and dismember foes; add Double-Ended Attack to style techniques, allowing a Dual-Weapon Attack, one with each end. Some schools teach use of the Yari as well.

Naginata Style Abilities
• Combat Pole-Vaulting (DF11, p. 11) [1 or 2].
• Double Whirlwind: Dual-Weapon Whirlwind Attack, Skill+0 [9]; Unique Technique [1]. 10 points.
• Polearm Duelist (ignore naginata's Unbalanced Parry stat) [1].
• Reach Mastery [1].
• Samurai Gear (Polearms) [1]; Signature Gear (Naginata) [1 or more].
• Sweep Mastery: Sweep, Skill+4 [4]; Technique Mastery [1]. 5 points.
• Weapon Adaptation (Spear) [1].
• Combat Power-Up: Cleaving Strike [5] (DF11, p. 12).


Tetsubo (see Martial Arts, p. 230)
The gargantuan iron staff is considered uncivilized in some circles, but in the hands of a suitably-strong warrior, it can be devastating. This rare style generally resembles Naginata-jutsu, but replaces Polearm with Two-Handed Axe/Mace – and can be used with giant hammers, axes, or similar exotic weapons.


Bushi Sword Styles (see Martial Arts, p. 173)
There are dozens if not hundreds of schools of Nipponese Swordsmanship, from regional clan styles to esoteric arts taught in remote mountain monasteries, though they can be boiled down into a few broad categories. Most focus on the katana and its close relatives, though there are variations from place to place and master to master, both in techniques and favored weapon – many styles teach the wakizashi as a backup (but without Weapon Adaptation, Iaijutsu! or Kenjutsu! fight with a -2 penalty, and no damage bonus, when using a wakizashi), and some prefer the massive nodachi as a primary weapon (Iaijutsu! or Kenjutsu! only; no changes to style, though only particularly strong warriors can wield the nodachi in one hand without penalty).

Sword Abilities (All)
• Samurai Gear (Swords) [1]; Signature Gear (Katana or Nodachi) [3 or more].
• Unusual Background (Bajutsu Training) [5].
• Additional Bushi Sword styles: Unusual Background (Multi-Style Wildcard) [5]; Weapon Master (New style) [+5]. 10 points/additional style.
• Combat Power-Up: Cleaving Strike [5] (DF11, p. 12).


Iaijutsu (see Martial Arts, p. 174)
This sword style, common among duelists and courtiers, is focused on lightning-fast sword draws that flow seamlessly into attacks or defenses. Practitioners learn parries and strikes that are effective when sitting, lying down, or otherwise taken by surprise; duels between masters often take the form of minutes- (or in the case of legendary duels, sometimes hours-) long stare-downs, followed by one flashing cut and one bisected duelist.

Iaijutsu Style Abilities
• Fastest Sword in the East 1-3 (bonus to Fast-Draw in Iaijutsu duels or Fast-Draw contests) [1/level].
• Flowing Form: Ignore attack and defense penalties for posture (ranged penalties to hit you still apply), and change posture instantly with a skill roll. Ground Fighting, Skill+0 [5]; Fighting While Seated, Skill+0 [3]. 8 points.
• From Stillness: Make a Feint as an extra attack when Fast-Drawing and attacking a foe for the first time in a battle. Extra Attack (Accessibility: only to Feint, only when executing a Fast-Draw and attacking with Iaijutsu!, only the first such attack in a fight) [5].
• Weapon Adaptation (Shortsword) [1].


Kenjutsu (see Martial Arts, p. 173)
The fundamental art of the Nipponese sword, typical to samurai and other swordsmen who do most of their fighting on the battlefield, rather than in the dining hall or bathhouse. Likely the most versatile of the sword styles, Kenjutsu is also the first style that many professional warriors learn. Legends tell of master swordsmen fighting off dozens of attackers, even whole armies, single-handed.

Kenjutsu Style Abilities
• Counterattack Mastery: Counterattack, Skill+4 [4]; Technique Mastery [1]. 5 points.
• Improvised Weapons [1].
• Long Strike: Ignore the -2 to attack for taking an extra step as part of a Committed Attack. Long Strike, Skill+0 [4]; Unique Technique [1]. 5 points.
• Weapon Adaptation (Shortsword) [1].


Nito Ryu (see Martial Arts, p. 174)
Two-sword style, most often the paired katana and wakizashi. Beginners learn to use the off-hand strictly defensively at first, and gradually mix in short stabs and slashes as they master the coordination of two swords. Cross parries allow the swordsman to parry flails, kusari, and much-larger weapons, and coordinated attacks allow rapid feint-strike combinations or deadly double-cuts.

Nito Ryu Style Abilities
• Akimbo [1].
• Cross-and-Counter (if you execute a successful Cross Parry before a Counterattack, double the victim's defense penalty against the counter) [1].
• Double Whirlwind: Dual-Weapon Whirlwind Attack, Skill+0 [9]; Unique Technique [1]. 10 points.
• Weapon Adaptation (Two-Handed Sword) [1].


Bajutsu Training (see Martial Arts, p. 151)
The Art of Horsemanship and horse-borne combat, this “style” isn't a martial-art in itself, but a set of supplemental skills and techniques studied by serious cavalrymen. In addition to the skills and techniques listed with the Bajutsu style, this adds the Cavalry Training technique to the chosen style. Anyone with a Bushi Sword Style wildcard at DX+1 or better may buy Unusual Background (Bajutsu Training). Kyujutsu! already includes the effects of Bajutsu Training, though it only applies Kyujutsu-related skills unless the character buys the Unusual Background for other styles.

Bajutsu Style Abilities
• Good With Horses [1].
• Sure-Footed (Horse) [1].
• War-Trained Steed [1].
« Last Edit: November 09, 2013, 11:52:20 AM by Lex » Logged
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« Reply #6 on: November 08, 2013, 11:44:29 PM »

Martial Arts

Peasant & Other Styles
Peasants and priests seldom learn Bushi fighting styles (mostly because it's a capitol crime for them to do so); those who seriously study the martial arts are most likely to know one of the many empty-handed styles taught among commoners (generally represented by the Karate! wildcard). Wandering gaijin holy men are more inclined to know an exotic style from the western mainland (represented by the Kung Fu! wildcard); and ninjas, of course, are masters of their own secret styles (Shinobi! and Taijutsu!).

Karate (see Martial Arts, p. 169)
The quintessential Nipponese peasant fighting style, often associated with rebels and malcontents, sometimes even outlawed in lands where such things are problematic for the daimyo. There are many variations of the style, all taught informally, all predominantly unarmed – Nipponese peasants are forbidden to study formal martial arts or carry weapons – but many practitioners master a range of traditional weapons adapted from tools and farming implements. Use the stats for Te (MA, p. 170).

Karate Style Abilities
• Power Grappling [1].
• Rapid Retraction [1].
• Striker (Crushing, Limb: Fist or Foot) [4/limb].
• Add Weapon Master (any one Kobujutsu weapon) for +5 points; (any two) for +10 points; (any four) for +15 points; or (All Kobujutsu weapons) for +20 points.

Kobujutsu Weapons (see Martial Arts, p. 179)
A character with Karate! at DX+1 or better may learn traditional “martial-arts weapons” – bo (staff), jitte/sai, jo (short staff), kama (sickle), kusari (chain), nunchaku (flail), and tonfa. A discounted version of Weapon Master adds the relevant skill(s) and technique(s) for one or more weapons to the Karate! wildcard: +5 points for one weapon; +10 points for two (or kusari-gama, which includes both kama and kusari); +15 points for four; or +20 points for all.
• Bo (Staff): Double-Ended Attack; Pole-Vault Kick; Sweep.
• Jitte/Sai: Bind Weapon; Dual-Weapon Attack.
• Jo (Short Staff – Smallsword skill): Dual-Weapon Attack.
• Kama (Sickle – Axe/Mace skill): Dual-Weapon Attack; Hook.
• Kusari: Entangle; Return Strike.
• Nunchaku (Flail): Double-Ended Attack.
• Tonfa: Dual-Weapon Attack.

Kobujutsu Weapon Perks
• Akimbo [1].
• Grip Mastery [1].
• Off-Hand Weapon Training [1].
• Quick Swap [1].


Kung Fu (see Martial Arts, p. 194)
Wandering gaijin holy men from the mainland may have studied at one of the legendary mountain monasteries that dot the ruins of the Empire of the Dragon, learning the ancient fighting arts developed over thousands of years in that once-mighty land. Use the stats for Shaolin Kung Fu.

Kung Fu Style Abilities
• Combat Pole-Vaulting (DF11, p. 11) [1 or 2].
• Deft Hands (use DX for Pressure Points or Pressure Secrets) [1/skill].
• Power Grappling [1].
• Rapid Retraction [1].
• Striker (Crushing, Limb: Fist or Foot) [4/limb].
• Add Weapon Master (any one Kung Fu weapon) for +5 points; (any two) for +10 points; (any four) for +15 points; or (All Kung Fu weapons) for +20 points.
• Hand of Death [15] (Martial Artist Power-Ups, DF11, pp. 29-30).

Kung Fu Weapons (see Martial Arts, p. 194)
Many kung fu masters study the exotic weapons of the fallen Dragon Empire – various blades (fencing, chopping, and more unusual), fancy staves, and stranger weapons, often used in pairs (or as double-ended weapons). A discounted version of Weapon Master adds the relevant skill(s) and technique(s) for one or more weapons to the Kung Fu! wildcard: +5 points for one weapon; +10 points for two; +15 points for four; or +20 points for all.
• Butterfly Sword (Shortsword): Dual-Weapon Attack.
• Chain Whip (Kusari): Entangle; Return Strike.
• Dao (Broadsword): Dual-Weapon Attack.
• Hook Sword (Shortsword): Dual-Weapon Attack; Hook.
• Jian (Rapier): Flying Lunge.
• Monk's Spade (Polearm): Double-Ended Attack.
• Qian Kun Ri Yue Dao (Staff): Double-Ended Attack.
• Slashing Wheel (Knife): Dual-Weapon Attack.
• Three-Part Staff (Two-Handed Flail): Double-Ended Attack.

Kung Fu Weapon Perks
• Akimbo [1].
• Dual Ready [1].
• Grip Mastery [1].
• Off-Hand Weapon Training [1].
• Quick-Sheathe [1].
• Quick Swap [1].


Ninjutsu
The Way of the Ninja actually encompasses two distinct skill-sets, each covered by its own Wildcard skill – Shinobi! (skullduggery, spying, and subterfuge) and Taijutsu! (ninja weapons and unarmed combat). Any fully-trained ninja will have some skill in both, though an individual may favor one or the other, depending on his preferred methods. Trained by a Master unlocks all cinematic traits for both skills; Weapon Master (Ninja Weapons) applies only to armed uses of Taijutsu! – Dual-Weapon Attack (Axe/Mace & Kusari) to attack with both ends of a kusarigama, Throwing Art to hurl shuriken, etc – and never to Shinobi!

Shinobi! (IQ)
Ninja infiltration, stealth, and silent assassination techniques, including athletics and mobility skills used in the course of intrusion or escape, but excluding actual combat skills.

Skills: Acting, Camouflage, Disguise, Fast-Talk, Holdout, Hypnotism, Poisons, Shadowing; DX-based rolls for Acrobatics, Armoury (Ninja Weapons), Climbing, Escape, Forced Entry, Garrote, Jumping, Stealth, and Throwing (for grapnels, nageteppo, etc), when sneaking around, though not in combat (use Taijutsu! then); Fast-Draw for ninja tools used out of combat.
Techniques: Rappelling, Rope Up, Running Climb, Scaling, Slip Handcuffs.
Cinematic Skills: Body Control (HT), Flying Leap (IQ), Hypnotic Hands (IQ), Invisibility Art (IQ), Light Walk (DX), Lizard Climb (DX), Mental Strength (Will).


Taijutsu! (see Martial Arts, p. 202)
Ninja unarmed combat skills and in-combat athletics (use Shinobi! for out-of-combat mobility); also includes all kinds of throwing skills, as well as Throwing Art (function like Weapon Master for all “ninja throwables” – daggers, nageteppo, shuriken, tetsubishi, grapnels, etc), and can be expanded to cover other traditional ninja weapons. Remove the cinematic skills from Taijutsu! which appear in Shibobi!, above, but add Targeted Attack (Chinks in Armor), halving all penalties for Targeting Chinks in Armor (p. B400).

Ninjutsu Abilities
• Chameleon 1-2 (Accessibility: Only in ninja suit; Glamour, Will-4) [4/level].
• Clinging [20].
• Elastic Skin (Costs 2 FP + 1/min; Glamour, Will-4) [16].
• Improvised Weapons (Shinobi! or Taijutsu!) [1/style, or 5/style to get damage bonus as for Weapon Master].
• Infinite Ammo (One kind of ninja throwables: daggers, smoke nageteppo, etc) [1/ammo type].
• Ninja Weapons or Ninja Suits – see DF12: Ninja, pp. 12-17) [1/type] + Signature Gear (Ninja gear) [1/$500].
• Quick-Change [1].
• Shadow Form (Can Carry up to Light Enc.; Costs 4 FP +2/min) [50].
• Striker (Crushing, Limb: Fist or Foot) [4/limb].
• Super Climbing 1-4 [3/level].
• Throwing Sense (Unerringly draw the correct kind of throwables out of multiple types) [1].
• Add Weapon Master (any one Ninja weapon) for +5 points; (any two) for +10 points; (any four) for +15 points; or (All Ninja weapons) for +20 points.
• Assassin Perks: Bane Brewer, Combat Poisoner, Hidden Weapons, Planned Assassination, Poison Mixer, Practical Poisoner, or Weapon Cleaner [1/perk] (Pyramid 3/50, p. 33-34).
• Backstabber and Nondetection, Thief Power-Ups (DF11, p. 36).

Ninja Weapons
Adds all skills needed for traditional “ninja weapons” – including the jitte/sai, kama, kusari-gama, and tonfa (identical to the Kobujutsu weapons, above), as well as those below. A discounted version of Weapon Master adds the relevant skill(s) and technique(s) for one or more weapons to the Taijutsu! wildcard: +5 points for one weapon; +10 points for two (or kusari-gama, which includes both kama and kusari); +15 points for four; or +20 points for all.
• Fukiya or Ninja-to Saya (Blowpipe).
• Fukumi-Bari (Blowpipe): Mouth needles; see DF12: Ninja, p. 13.
• Han-kyu (Bow).
• Ninja-to (Shortsword).

Ninja Weapon Perks
• Akimbo [1].
• Grip Mastery [1].
• Off-Hand Weapon Training [1].
• Quick-Sheathe [1].
• Quick Swap [1].


Shuriken Mastery (see Martial Arts, p. 195)
Many Nipponese warriors, not just ninja, use shuriken as a backup or distraction weapon. Ninja favor them particularly in this role, learning to throw handfuls with deadly accuracy. Ninja get the benefits of this style automatically (shuriken count as ninja throwables, covered by basic Taijutsu!); other styles can add it for a 5-point Unusual Background (Multi-Style Wildcard) – plus the cost of Weapon Master (Shuriken), unless the character has Trained by a Master. Add the style's skills, techniques, and perks to the wildcard.

Shuriken Style Abilities
• Infinite Ammo (Spike or star shuriken) [1/type].
• Rapid Throwing: Throw a handful (BL/2 shuriken) using the rules for Rapid Fire with Thrown Weapons (Martial Arts, p. 120), but change Rcl to 1, and reduce damage penalty by -1 (i.e. no damage penalty with up to 4 thrown items, or -1 per die with 5 or more); Fast-Draw a handful at no penalty. [10].
• Razor Kicks [1].
« Last Edit: November 09, 2013, 11:52:43 AM by Lex » Logged
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« Reply #7 on: November 09, 2013, 10:45:11 AM »

(SNIP exactly SEVEN character ideas.)

I see what you did, there.  Cool

It's compulsive. I'm a total fanboy. Cheesy

(Proof: I even liked Dreams.)
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« Reply #8 on: November 09, 2013, 11:17:13 AM »

Magic & Powers

Magic uses the rules for Ritual Path Magic, with the exception that Thaumatology and all Sepherotic Paths are replaced by (Occult Lore! or Shinto!) and Sorcery Wildcards respectively. Each Sorcery wildcard grants access to a list of Paths and Rituals from Thaumatology, as well as the full improvisational RPM rules to create "thematically-similar" effects.


Powers come from two sources – Magical (Yokai) abilities, possessed by spirits and supernatural creatures; and Mysticism abilities, gained through meditations and mystical practices. (Martial-arts abilities, gained through mastery of an esoteric fighting style, are certainly exceptional and often superhuman, but are detailed along with the martial arts to which they belong.)

Power Wildcards
A character with an appropriate wildcard skill can make power-activation rolls against a particular wildcard, i.e. Trickster! for Yokai abilities, or a Priest Wildcard for Mysticism. Power Talents add to these skills when using the power's abilities.


Elemental
Prerequisites: Elemental Talent 1+, Disciplines of Faith (Mysticism), and Chi! at IQ+1 or better.
Nature-mystics (Shugenja sorcerers and Yamabushi warrior-monks) can learn to channel the elements through their Chi, gaining exotic abilities and supernatural powers. Use the abilities from Thaumatology: Chinese Elemental Powers. Chi! is the power wildcard, and can be used in any roll to activate any Elemental ability. Elemental Talent costs 5 points/level for any one Element, or 10 points/level for all Elements.

Power Modifier: Chi (-10%)
An elemental mystic's powers are gained through meditations, prayers, and other contemplative disciplines, and are thus tied to Disciplines of Faith (Mysticism). They're not subject to being thwarted by particular objects or magical countermeasures, but are inherent to the possessor; they are lost only if his mystical practice lapses, until he has time to atone through days of fasting and meditation.



Mysticism
Prerequisites: Mysticism Talent 1+, Disciplines of Faith (Mysticism), and a Priest Wildcard at IQ+1 or better.
The supernatural powers available to Nipponese priests and warrior-monks is identical to the Mysticism power in Monster Hunters 1 (pp. 42-45). Shinto! or Zen! is the power wildcard, and can be used in any roll to activate any Mysticism ability. Mysticism Talent costs 5 points/level.

Power Modifier: Mysticism (-10%)
A mystic's powers are gained through meditations, prayers, and other contemplative disciplines, and are thus tied to Disciplines of Faith (Mysticism). They're not subject to being thwarted by particular objects or magical countermeasures, but are inherent to the possessor; they are lost only if his mystical practice lapses, until he has time to atone through days of fasting and meditation.



Yokai Powers
Prerequisites: Yokai racial template and Trickster! at IQ+1 or better.
Henge-yokai are magical creatures; once they learn how to shape-shift, they often acquire other abilities of illusion and deception. These abilities are available to any henge-yokai who learns the Trickster! wildcard, though okami seldom bother with either (preferring the paths of Martial Arts or Mysticism). Magery is the Power Talent, and Trickster! is the Power Wildcard.

Power Modifier: Magical (-10%)
Magical powers are inherent supernatural abilities possessed by certain Yokai. Such abilities behave like magic for purposes of wards and countermeasures, i.e. they can be dispelled or protected against by the same things that affect magical spells, and can be taken away by circumstances that would rob one of Magery.

Yokai Abilities
Dream-Eater (see below) [25 or 44].
• Illusion (Area Effect, 4yd, +50%; Costs Fatigue, 2 FP + 1 FP/min, -10%; PM, -10%; Ranged, 10yd, +40%) [45]. • Increase to (Area Effect, 8yd, +100%) for +12.5 points; add (Increased Range, 20yd, +10%) for +2.5 points; add (Independence, +40%) for +10 points, or (Initiative, +100%) for +25 points. (Calculate total point cost, then round fractions up.)
Illusory Guise (see below) [50].
• Invisibility (Can Carry Objects, up to Light Enc, +20%; Costs Fatigue, 1 FP/min, -5%; PM, -10%; Requires Stealth Roll, -5%; Substantial Only, -10%; Switchable, +10%) [40].
Jinx (see below) [11, 21, or 42].
• Luck (PM, -10%; Wishing, +100%) [29, 57, or 114].
• Mimicry (PM, -10%) [9]. • House rule: the Mimicry advantage gives a +4 to all versions of the Mimicry skill; if Mimicry skill is better than IQ, use skill instead when imitating that kind of sound (Speech for voice impressions, etc).
• Possession (Humans only, -40%; PM, -10%; Takes Extra Time, +2 turns of Concentration, -20%; Telecontrol, +50%) [80].
• See Invisible (Spirits; PM, -10%) [14]. • Add (True Sight, +50%), for +7 points.
Shadow Step (see below) [20 or more].
• Walk on Air (PM, -10%) [18].


Dream-Eater (25 or 44 points)
You can feed on the life-energy of a slumbering mortal to heal your own wounds. This functions exactly as for Leech (Powers, p. 96), but drains only FP – and also deprives the victim of restful sleep (see Staying Up Late, p. B427). Once you've started draining a victim (who must already be asleep – though this could be the result of magic), he falls into a deeper slumber, getting -2 to all IQ, HT, Will, or Per rolls to detect you, wake up, or otherwise “snap out of it.”
Statistics: Leech (Accessibility, Only on sleeping subjects, -20%; Steal FP, -25%; Hazard, Missed Sleep, +50%; PM, -10%) [24] + Sedative Touch [1]. • Upgrade (Steal FP, -25%) to (Steal FP, drains HP when victim has 0 FP, +50%), for +19 points.


Illusory Guise (50 points)
You can veil yourself in illusion, appearing as any being with the same general shape (humanoid, roughly human-sized, etc). Creating or changing the disguise requires 3 seconds of Concentration and a Disguise roll; you can imitate anyone you've seen, and any voice you've heard. To see through the disguise, an observer must win a Quick Contest of his Vision vs. your Disguise skill (with penalties for any Supernatural Features, which always show through such a disguise); to detect a flaw in your voice, he must win a Quick Contest of Hearing vs. your Mimicry (Speech), or IQ if you have Mimicry.
Statistics: Morph (Cosmetic, -50%; PM, -10%; Reduced Time 2, +40%; Requires Disguise and/or Mimicry (Speech) Rolls, Resisted by Per, -10%; Retains Shape, -20%) [50].


Jinx (11, 21, or 42 points)
As for ordinary Luck, but you can jinx a single roll of any victim whom you can see making the attempt – he must roll 3 times, and take the worst result.
Statistics: Luck (Aspected, Bad Luck, -20%; PM, -10%; Wishing, Others only, +0%) [11]. • Higher levels allow more frequent usage, as for Luck: Extraordinary Jinx [21]; Ridiculous Jinx [42].


Shadow Step (20 or more points)
With a Trickster!+Magery roll (at the normal modifiers for Warp, p. B98), you can step into one shadow and emerge from another, up to 100 yards away. You must begin by moving at least 1 yard into an area of darkness -4 or worse, and can then emerge from any such area that you can see, and which is within 100 yards of your starting point. You can use this as an Active Defense, like a Retreating Dodge, provided that you can reach an area of suitable darkness with your Step (or Dive); Blink (+25 points) allows you to do so without the normal -10 to skill for immediate use. You may also buy up the Reliability, at 5 points per +1 to skill, up to +10 (to completely negate the penalty for instant use).
Statistics: Warp (PM, -10%; Range Limit, 100yd, -40%; Special Movement, Must be free to take a few steps, -10%; Special Portal, Must begin and end in darkness -4 or darker, -20%) [20]. • Add (Blink, +25%), for +25 points; or (Reliability, +5%/level), for +5 points/+1 to roll.

« Last Edit: May 09, 2014, 11:59:06 AM by Lex » Logged
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« Reply #9 on: November 09, 2013, 11:50:13 AM »

Gear
The equipment available to Nipponese characters is predominantly TL3 + Magic (Mythic Medieval Japanese); use the equipment lists in Dungeon Fantasy 1: Adventurers (pp. 23-30). Most of the same gear is available, save that iron is at a high premium, reserved for weapons and armor, making it rare in other items; wood, bamboo, lacquered paper, and similar materials replace metal where possible, and tools such as crowbars, files, and iron spikes are largely unknown.

Samurai Gear
Although the distinctive weapons and armor of the samurai are technically forbidden to others, many can be found in the hands of warrior-priests and peasant soldiers. Only the daisho (paired katana & wakizashi), dai-kyu (greatbow), and o-yoroi (great armor) are exclusive to the samurai caste – their badges of office and tools of enforcement.

Samurai Weapons
All samurai melee weapons below are already Fine-quality, gaining +1 to cutting and impaling damage (already figured into the stats below), and -1 to breakage chances. Further improvements (e.g. adding Balanced, or upgrading to Very Fine or Super Fine) increase final price according to base cost ($650 for a katana, $100 for a naginata, $400 for a wakizashi).

Weapon Modifier – Iai-to: This sword (most often a katana, though the ninja-to is also popular) is optimized for Iaijutsu duels and Fast-Draws in general, giving +2 to Fast-Draw (Sword) to ready it instantly, or to put it away instantly with Quick-Sheathe. Swords only: +0.5 CF.

Weapon Modifier – Super Fine: Masterwork of a legendary swordsmith, a blade so sharp that it slices through armor like cloth. As Very Fine, but add Armor Divisor (2) to cutting and impaling damage; incompatible with Fine or Very Fine. Swords: +39 CF; Naginata (and at the GM's discretion, other cutting/impaling weapons): +99 CF.

WeaponDamageReachParryCostWt.STNotes
BROADSWORD
Katana (1H)sw+2 cut1,20$2,600411[1]
orthr+2 imp1,20--11[1]
POLEARM
Naginatasw+3 cut1,2*+2U$1,00069†[2]
orthr+4 imp2+2--9†[2]
SHORTSWORD
Wakizashisw+1 cutC,10$1,60028
orthr+1 impC,10--8
STAFF
Naginatasw+2 cr1,2+2$1,00069†[2]
orthr+2 cr1,2+2--9†[2]

Notes
[1] A katana used two-handed gets +1 to swinging and thrusting damage, and uses the rules for Parrying With Two-Handed Weapons.
[2] Use the rules for Parrying With Two-Handed Weapons (Martial Arts, p. 123).


Samurai Armor
Samurai armor is among the most visually-distinctive elements of samurai armaments – elaborately constructed for beauty, mobility, and protection, from a combination of metal plates and scales, lacquered lace and leather.

Armor Modifier – Lamellar: Ornate ridges on overlapping scales optimize the use of metal, and reduce armor weight by 10%. O-yoroi only; +4 CF, or free with the Samurai Armor perk.

O-yoroi: The iconic laced great armor of the samurai. DR 6 to the neck and skull, DR 5 to all other locations. $3,225; 65 lbs (59 lbs. with the Lamellar modifier).

O-yoroi, Heavy: Like normal o-yoroi, but grander. DR 7 to the neck and skull, DR 6 to all other locations. $4,750; 95 lbs (86 lbs. with the Lamellar modifier).


Peasant and Other Gear
Nipponese (and gaijin) weapons use the statistics given in the Basic Set (pp. B271-276), Martial Arts (pp. 226-231), Action 3: Furious Fists (pp. 20-22), and/or DF12: Ninja (pp. 12-14).

Peasant Weapons
Commoners often carry simple weapons that can double or be disguised as tools, many adapted from traditional farming implements. Long knives (tanto, some approaching short swords) and short bows (han-kyu) are allowed for hunting in most places, making them popular choices, along with axes (masakari) and similar weapon-tools.


Peasant Armor
Like their weapons, commoner armor is more often adapted from heavy clothing than crafted specifically for protection, though professional ashigaru peasant soldiers often wear do-maru, made of light iron or shaped leather.

Layered Leather or Skins, Light: Smaller yokai and weaker bandits, or those in warmer climes, tend to wear fewer layers; DR 2 (flexible) to the same hit locations as medium layered leather. $300; 38 lbs.

Layered Leather or Skins, Medium: Common to bandits and poorer peasant soldiers, this armor consists of haphazardly mixed and layer cloth, leather, and animal pelts. It provides protection and warmth, though it's much heavier than more expensive armor that provides the same protection. DR 3 to the torso, arms, and legs. $550; 65 lbs.

Layered Leather or Skins, Heavy: Particularly strong yokai or bandits can pile on more layers to provide more protection; DR 4 to the same hit locations as medium layered leather. $1,312; 88 lbs.

Do-maru, Light: Like normal do-maru, below, but consisting of leather do, lacquered jingasa, and light limb and extremity armor. DR 3 to the same locations as normal do-maru. $1,450; 29 lbs.

Do-maru: Footman’s armor, made of light iron plates and boiled leather held together by leather straps, is lighter and more mobile than o-yoroi. Commonly worn by Ashigaru peasant soldiers, it includes a reinforced jingasa (wide-brimmed war-hat), but no face or neck protection. DR 4 to all locations except the neck and face. $2,175; 44 lbs.


Ninja Gear
Although may of the weapons that ninja use are copies or adaptations of common peasant (Kobujutsu) weapons, they have an assortment of unique tools and tricks – see Chapter Two in DF12: Ninja (pp. 12-17). Only ninja may purchase specialized ninja gear as either starting or Signature Gear; others can use such items without penalty, though doing so in front of a ninja is a sure way to increase the poison content of one's blood – and who knows where the nearest ninja may be lurking?
« Last Edit: November 09, 2013, 12:22:48 PM by Lex » Logged
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« Reply #10 on: November 09, 2013, 01:21:36 PM »

Henge-Yokai
An animal who lives long enough and becomes clever enough can learn to take on the form of a human (though the disguise is never quite perfect), as well as developing other skills and abilities – including some who study sorcery or the martial arts. These are not spirits (though they are considered yokai, magical creatures), and aren't fundamentally different from their more mundane relatives; they've simply learned to change shape. If discovered posing as humans, such creatures are often chased off or killed, though some form deep and loyal friendships with broad-minded or kind-hearted humans. Different kinds of animals tend toward certain vocations and personality types, though individuals can choose their own paths.

Henge-Yokai (Base Template) (150 points)
Secondary Characteristics: Per +2 [10].
Advantages: One of the 100-point animal templates, below. • Acute Hearing 1 [2]; Alternate Form (Animal; Reduced Time 4, +80%) [27]; Animal Empathy [5]; Combat Reflexes [15]; Magery 0 [5]; Night Vision 5 [5]; Speak With Animals (Own species only) [5]; Teeth (Sharp) [1].
Disadvantages: Secret (Yokai) [-20] or Social Stigma (Yokai) [-20]. • A total of -5 points in Habits (Animal*) [-1/habit] and/or Unnatural Features (Animal*) [-1/feature].
* A henge-yokai's human form has a handful of features and habits related to their animal form – usually two or three animal-like features (eyes, ears, hair color, teeth, and/or a tail), along with two or three distinctive behaviors (dislikes water, meticulous grooming, and/or pounces on mouse-like objects, etc).


Animal Templates
A henge-yokai character must choose one of the following templates, gaining the traits from the first list in all forms, and those from the second list when in animal form.

Bakeneko (Cat) (100 points)
Cats of Nippon can be friendly and benign or callous and aloof toward humanity, often in direct measure to how they are treated – though there are cruel and sadistic cats, who delight in the infliction of pain (and who tend not to join parties of humans). Born hunters, their natural abilities give them a silent lethality that resembles the ninja, and they can learn magical abilities which make them even more deadly, though many choose to study sorcery or fighting arts instead of skullduggery. Bakeneko warriors tend to favor unarmed styles, enjoying the tactile sensation of using their claws; mystics and sorcerers prefer Maho; but many bakeneko forgo such mortal pursuits in favor of becoming accomplished illusionists.
Attributes: DX +2 [40]; IQ +1 [20].
Advantages: Catfall [10]; Claws (Sharp)* [5]; Danger Sense [15]; Flexibility [5]; Perfect Balance [15]; Silence 1 [5]; Striking ST 2 [10].
Disadvantages: Laziness [-10]. • Another -15 points chosen from among Bad Temper [-10], Bloodlust [-10], Callous [-5], Compulsive Carousing [-5], Curious [-5], Impulsiveness [-10], Loner [-5], or Selfish [-5].
Skills: Favorite wildcards include Courtier!, Occult Lore!, and Trickster!; essential background skills (if not covered by wildcards) include Brawling, Climbing, Jumping, Running, Stealth, and Tracking.
* Bakeneko may buy cutting strikers instead of crushing, gradually replacing Claws (Sharp), costing 5 points each for the first three, and 4 points for the final limb.

Cat Form
Attributes: ST -6 [-60].
Secondary Characteristics: Per +2 [10]; Basic Speed +2.00 [40].
Advantages: SM -3; Enhanced Dodge 1 [15]; Fur [1]; Night Vision 9 [4]; Silence +1 [5]; Super Jump 1 [10]; Vibration Sense (Air) [10].
Disadvantages: Quadruped [-35].


Kitsune (Fox) (100 points)
Nipponese foxes are tricksters by nature, though they can be generally benign, playing harmless tricks or “teaching lessons” to pompous or cruel humans; or they can be capricious and malevolent, pulling sadistic pranks on anyone who happens to cross their path. Obviously, the former kind are more likely to be tolerated among humans, and to seek human company themselves. Foxes are also the traditional guardians of the rice fields, favored of the goddess Inari, and can sometimes gain acceptance under those auspices. Kitsune are legendary shape-shifters and illusionists, though some pursue the martial-arts (favoring the farmer's Karate!), and some pursue sorcery.
Attributes: ST +1 [10]; DX +2 [40]; IQ +1 [20].
Advantages: Acute Smell 1 [2]; Danger Sense [15]; Discriminatory Smell (Emotion Sense) [23]; Silence 1 [5]; Striking ST 1 [5].
Disadvantages: Trickster [-15]. • Another -10 points chosen from among Callous [-5], Cowardice [-10], Curious [-5], Impulsiveness [-10], or Jealousy [-10].
Skills: Favorite wildcards include Gambler!, Occult!, and Trickster!; essential background skills (if not covered by wildcards) include Brawling, Jumping, Running, Stealth, Swimming, and Tracking.

Fox Form
Attributes: ST -3 [-30].
Secondary Characteristics: Per +2 [10]; Basic Speed +1.00 [20].
Advantages: SM -2; Acute Smell +1 [2]; Claws (Blunt) [3]; Enhanced Dodge 1 [15]; Enhanced Move 0.5 (Ground) [10]; Fur [1]; Night Vision +4 [4].
Disadvantages: Quadruped [-35].


Okami (Wolf) (100 points)
Rare and reclusive, Nipponese wolves are loyal and honorable creatures, following a code as close to Bushido as any among the races of animals. Those who learn to walk as men often take up the path of the shugenja nature-mystic or yamabushi warrior-monk; they tend to dwell in the mountains, protecting travelers from bandits and dangerous creatures, and some even become silent guardians of rural towns. They generally lack the capricious or duplicitous nature of other henge-yokai, but have more a more reserved demeanor – except in combat, where they display a unique ferocity. Those who study the martial arts are inclined toward Bushi styles; few care for the deceptive Yokai abilities, preferring Shinto or Zen mysticism.
Attributes: ST +3 [30]; DX +1 [20]; HT +1 [10].
Advantages: Acute Smell 1 [2]; Danger Sense [15]; DR 1 [5]; Discriminatory Smell (Emotion Sense) [23]; Fit [5]; High Pain Threshold [10]; Penetrating Call [1]; Striking ST 1 [5]; Temperature Tolerance 1 [1].
Disadvantages: Code of Honor (Bushido) [-15]. • Another -10 points chosen from among Bad Temper [-10], Bloodlust [-10], Gluttony [-5], No Sense of Humor [-10], Selfless [-5], or Sense of Duty (Friends & Companions) [-5].
Skills: Favorite wildcards include Budo!, Shinto!, and Zen!; essential background skills (if not covered by wildcards) include Brawling, Climbing, Jumping, Stealth, and Tracking.

Wolf Form
Secondary Characteristics: Per +2 [10].
Advantages: Claws (Blunt) [3]; DR +1 [5]; Enhanced Move 0.5 (Ground) [10]; Fur [1]; Night Vision +4 [4]; Penetrating Call [1]; Temperature Tolerance +1 [1].
Disadvantages: Quadruped [-35].


Tanuki (Raccoon-Dog) (100 points)
At once joyous (if generally harmless) pranksters, and themselves quite gullible, Nipponese raccoon-dogs have a generally benign relationship with humanity. Those who learn to shapeshift often take on the guise of portly, good-natured priests; their pranks tend to be played on the proud and selfish, often in effort to teach humility or other enlightened virtues. Those who learn martial arts favor Karate, often with mastery of the bo staff, which doubles as a walking stick. Creatures of contrast and ambiguity, they're as likely to pursue the path of the Zen or Shinto mystic as of the trickster – and very old tanuki are often both.
Attributes: ST +2 [20]; IQ +1 [20]; HT +2 [20].
Advantages: Acute Smell 1 [2]; Danger Sense [15]; DR 1 [5]; Discriminatory Smell (Emotion Sense) [23]; Fit [5]; High Pain Threshold [10]; Silence 1 [5].
Disadvantages: Gullible [-10]. • Another -15 points chosen from among Alcoholism [-15], Charitable [-15], Chummy [-5] or Gregarious [-10], Clueless [-10], Selfless [-5], Sense of Duty (Friends & Companions) [-5], or Trickster [-15].
Skills: Favorite wildcards include Shinto!, Trickster!, and Zen!; essential background skills (if not covered by wildcards) include Brawling, Climbing, Jumping, Stealth, and Tracking.

Raccoon-Dog Form
Attributes: ST -2 [-20].
Secondary Characteristics: Per +2 [10].
Advantages: SM -1; Acute Smell +1 [2]; Claws (Blunt) [3]; DR +1 [5]; Enhanced Dodge 1 [15]; Enhanced Move 0.5 (Ground) [10]; Fur [1]; Night Vision +4 [4].
Disadvantages: Quadruped [-35].
« Last Edit: May 09, 2014, 04:42:41 PM by Lex » Logged
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« Reply #11 on: November 10, 2013, 11:09:10 AM »

Ai Li Sun, Gaijin Demon-Hunter (Warrior-Monk) (400 points)
A wandering Wuxia demon-hunter from the mainland, Ai Li Sun has dreamed of a great evil that is about to awaken in the Mountains at the Eastern Edge of the World, and has traveled to the Nipponese islands to find and stop it. Trained from youth in the great temple of Mount Wudan, sworn to fight evil wherever it may be found, he's a sacred mystic (learned in the gaijin teachings and philosophies that became Nipponese Zen), and a master of the ancient arts of Kung Fu (favoring the long, flexible Jian fencing blade).

Attributes: ST 11 [10]; DX 16 [120]; IQ 12 [40]; HT 12 [20].

Secondary Characteristics: Damage 1d/2d-1; BL 20 lbs.; HP 14 [6]; Will 14 [10]; Per 12 [0]; FP 12 [0]; Basic Speed 8.00 [20]; Basic Move 8 [0].

Advantages: Combat Reflexes [15]; Language Talent (Variant; Native: Mandarin) [10]; Mysticism Talent 2 [10]; Perfect Balance [15]; Prophetic Dreams [5]; Signature Gear (Jian, Fine quality) [6]; Striking ST 2 [10]; Trained by a Master [30]; Unusual Background (Gaijin Monk) [10]; Weapon Master (Jian; added to TBAM) [5]. • Perks: Brave [1]; Patience of Job [1]; Weapon Bond (Signature Jian) [1]. • Mysticism Abilities: Blessed (Ghost Weapon) [14]; Detect Supernatural Beings (Vague) [8]; Resistant to Evil Supernatural Powers (+3) [5].

Disadvantages: Code of Honor (Wuxia) [-10]; Disciplines of Faith (Mysticism) [-10]; Fanaticism (Demon-Hunting) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Selfless [-5]; Social Stigma (Minority) [-10]; Truthfulness [-5]; Vow (Own no more than can be carried) [-10]. • Quirks: Broad-Minded [-1]; Decisive [-1]; Laconic [-1]; Nosy [-1]; Responsive [-1].

Wildcard Skills: Itinerant! IQ [24]; Kung Fu! DX+2 [48]; Zen! IQ+1 [36].
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« Reply #12 on: November 10, 2013, 11:22:08 AM »

Ichi the Blind, Gambler Swordsman (400 points)
A blind masseuse and gambler, Ichi walks where the road takes him, begging and playing dice to supplement his professional income from massage and acupuncture. His simple bamboo cane is actually a shikome-zue (sword cane), and Ichi himself a master of Iaijutsu swordsmanship, felling enemies with flashing cuts before discretely returning the sword to its cane and assuming the demeanor of a harmless blind man.

Attributes: ST 12 [20]; DX 15 [100]; IQ 15 [100]; HT 13 [30].

Secondary Characteristics: Damage 1d/2d-1; BL 28 lbs.; HP 14 [4]; Will 15 [0]; Per 16 [5]; FP 13 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages: Acute Hearing 1 [2]; Blind (But Not Really) [0]; Combat Reflexes [15]; Danger Sense [15]; Luck, Extraordinary [30]; Signature Gear (Shikome-zue, Fine, Iai-to, Hidden) [4]; Social Chameleon [5]; Striking ST 1 [5]; Weapon Master (Iaijutsu!) [20]. • Perks: Forgettable Face [1]; Honest Face [1]; Quick-Sheath (Iaijutsu!) [1]; Weapon Bond (Signature Sword) [1].

Disadvantages: Charitable [-15]; Compulsive Gambling [-5]; Compulsive Generosity [-5]; Pacifism (Cannot Harm Innocents) [-10]; Social Stigma (Hinin) [-10]; Vow (Own no more than can be carried) [-10]; Wealth (Poor) [-15]. • Quirks: Broad-Minded [-1]; Careful [-1]; Congenial [-1]; Humble [-1]; Reserved [-1].

Wildcard Skills: Gambler! IQ+1 [36]; Iaijutsu! DX+3 [60]; Itinerant! IQ-1 [12].

Other Skills: Esoteric Medicine (H) Per [4]; Expert Skill (Masseuse) (H) IQ [4].


Meta-Trait: Blind (But Not Really) (0 points)
Blind masters who develop their other senses to the point of near-preternatural awareness are common in Nipponese legend. As long as the character can hear, scent the breeze, feel the vibrations of the air (and chi), etc, he can always act as though he'd made a successful Blind Fighting roll. Darkness, smoke, Invisibility, Invisibility Art, etc, are all irrelevant; Silence and similar traits, ambient sound (loud battles, excessive wind, etc), and loud noises have the equivalent effects. Reading, determination of colors, sight-seeing, etc, are all out of the question.
Advantages: Discriminatory Hearing [15]; Scanning Sense (Sonar; Blind Fighting) [25]; Vibration Sense (Air) [10].
Disadvantage: Blindness [-50].

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« Reply #13 on: November 10, 2013, 12:35:10 PM »

Sanjuro, Ronin (400 points)
The scruffy-looking ronin drifter who calls himself Sanjuro doesn't speak of his past, or really much at all. He hires out his considerable sword skills to the highest bidder, though his charitable streak often lands him on the side of the underdog (usually peasants languishing under the heel of brutal bandits, crime-lords, or daimyo), and making just enough to get by. He shows no particular desire to redeem his honor or swear fealty to another lord, content to wander the land and live free of such obligations.

Attributes: ST 14 [40]; DX 16 [120]; IQ 12 [40]; HT 13 [30].

Secondary Characteristics: Damage 1d+2/3d-1; BL 39 lbs.; HP 15 [2]; Will 14 [10]; Per 12 [0]; FP 13 [0]; Basic Speed 8.00 [15]; Basic Move 11 [15].

Advantages: Combat Reflexes [15]; Daredevil [15]; Enhanced Parry 1 (Kenjutsu!) [5]; High Pain Threshold [10]; Signature Gear (Katana) [3]; Status 2 (Bushi) [10]; Striking ST 3 [15]; Unusual Background (Multi-Style Wildcard) [5]; Weapon Master (Kenjutsu! & Iaijutsu!) [25]. • Perks: Alcohol Tolerance [1]; Brave [1]; Quick-Sheathe (Kenjutsu!) [1]; Samurai Swords [1]; Weapon Bond (Signature Katana) [1].

Disadvantages: Alcoholism [-15]; Charitable [-15]; On the Edge [-15]; Sense of Duty (Nipponese People) [-10]; Sense of Duty (Friends & Companions) [-5]; Social Stigma (Disowned: Ronin) [-10]. • Quirks: Broad-Minded [-1]; Decisive [-1]; Laconic [-1]; Staid [-1]; Uncongenial [-1].

Wildcard Skills: Kenjutsu! (plus Iaijutsu!) DX+3 [60]; Budo! IQ [24].

Other Skills: Climbing (A) DX-1 [1]; Hiking (A) HT-1 [1]; Judo (H) DX-1 [2]; Karate (H) DX-1 [2]; Stealth (A) DX-1 [1]; Survival (Mountains) Per [2]; Swimming (H) HT [1]; Throwing (A) DX-1 [1].
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« Reply #14 on: November 11, 2013, 05:39:21 PM »

Anji, Itinerant Priest (400 points)
Anji is a mendicant Zen priest and exorcist, living on the generousity of those whom he helps in his travels. He has sensed something amiss in the south, and has been making his way there to see what might be wrong.

Attributes: ST 12 [20]; DX 13 [60]; IQ 14 [80]; HT 13 [30].

Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 14 [4]; Will 16 [10]; Per 14 [0]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0].

Advantages: Clerical Investment [5]; Luck [15]; Mysticism Talent 2 [10]; Signature Gear (Bo Staff, Balanced) [1]; Status 1 (Priest) [5]; Unfazeable [15]; Wild Talent 1 [20]. • Perks: Patience of Job [1]; Weapon Bond (Signature Staff) [1]. • Mysticism Abilities: Armor of Faith 4 [20]; Detect Supernatural Beings [18]; Lay on Hands [33]; Smite 2d [20]; Turn Evil [24].

Disadvantages: Charitable [-15]; Curious [-5]; Disciplines of Faith (Mysticism) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Selfless [-5]; Sense of Duty (Friends and Companions) [-5]; Truthfulness [-5]; Vows (Chastity, Temperance, Poverty) [-15]. • Quirks: Broad-Minded [-1]; Careful [-1]; Congenial [-1]; Nosy [-1]; Traditionalist [-1].

Wildcard Skills: Itinerant! IQ [24]; Zen! IQ+1 [36].

Other Skills: Judo (H) DX [4]; Jumping (E) DX [1]; Karate (H) DX [4]; Search (A) Per [2]; Staff (A) DX+2 [8]; Stealth (A) DX [2]; Throwing (A) DX [2].
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