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Author Topic: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)  (Read 28784 times)

killa_robot

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Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« on: September 25, 2013, 02:56:08 pm »

Yuki Shirahata ~ (Samurai-Ko Ki-Zen Epic Wu-Jen) - 254 / 255 XP



Gender Female; Age 16; Ht 4’8”; Wt 80 lbs; Stature Small and Harmless; Disposition Whimsical, Friendly, Mischievous; Distinctive Features: Fox ears, fox tail, orange eyes, orange hair

Mark of Maski-Dai-Oni: 10 ft tall; STR 6; Heavy Hitter; Cargo Carrier; Red skin; Orange fangs & claws; Black horns; Burning eyes; Malevolent

Abilities
Str 2; Agi 5; Con 3; Int 4; Wis 8; Pre 2; Vitality (0) 28 24; Wounds (-2) 8 (Armor 12; AP 5)
Str 4; Agi 10; Con 6; - - - Vitality (0) 33 29; Wounds (-2) 11 (Armor 12; AP 5)
Saves
React 14; Endure 8; Will 21; Luck 9 7; Surge 5 3 / 5 6
Psychosis 6
React 19; Endure 11; - - -
Movement
Init 18; Move 35ft (Run 70; Leap 2 high/10 long)
Init 23; Move 70ft (Run 280; Leap 4 high/20 long)

Attacks
Unarmed Strike 9/2S; Grapple Moves 9/2S; Short Sword 9/5L; Short Bow 17+2X/5L/300x ft; Arcane Masterwork Gold and Ivory Greatbow 18+2X/6L♠/400x ft
Unarmed Strike 11/4S; Grapple Moves 11/4S; Short Sword 11/7L; Short Bow 22+2X/7L/300x ft; Arcane Masterwork Gold and Ivory Greatbow 23+2X/8L♠/400x ft

Combat Skills (+2 Str; +5 Agi)
Defense 15 (Dodge +2; Parry) ~5
Ranged 15 (Shoot +2; Target; Throw) ~5
Close Quarter 9 (Grapple; Melee; Unarmed) ~4

General Skills (+2 Str; +5 Agi)
Acrobatics 15 (Balance; Escape +2; Tumble) ~5
Artistry 11 (Cooking, Painting; Sculpting; Music; Writing)
Athletics 8 (Climb; Jump; Sprint; Swim) ~3
Evaluate 14 (Appraise; Gamble; Sense Motive; Streetwise) ~3
Fabricate 7 (Construction; Mechanics; Weaponsmith)
Face 5 (Bluff -4; Entertain; Feint; Intimidate; Taunt)
General Knowledge 10 (Trivia; In The News; Who's Who) ~3
Larceny 8 (Forgery; Open Locks; Sleight of Hand)
Medic 7 (Slow Poison; Treat Injury)
Outdoors 11 (Handle Animal; Ride; Survival; Track)
Perception 16 (Listen; Search; Spot) ~5
Sabotage 7 (Disable Device; Trap Setting)
Socialize 7 (Diplomacy; Interrogation; Gather Info)
Stealth 14 (Conceal; Disguise; Hide +3; Move Silently +0) ~3

Advanced Skills
Occult Sciences 18 (Arcana; Occult; Spells +2) ~9
Political Sciences 8 (Economics; Law; Politics) ~1

Edges and Feats
Born Leader; Discord Master; Evasion; Mastered Spells (Dispel Magic, Haste, Heal); Mobility; Rapid Shot; Sensitive; Wu-Jen; Acrobatic; Agile; Archer; Charismatic; Discord Powers (x3); Iron Will; Lightning Reflexes; Fast; Linguist; Lucky; Marksman; Minions (24); Occult Ties; Photographic Memory; Potency; Secondary Languages (Old Realm, Imperial, Merchant’s Cant, Primitive); Spell Reserves (x3); Sphere Focus (Artisan Magic, Dimensional Magic, Energy, Levitation Magic, Life Magic, Light & Sound Magic, Mind Magic, Sense Magic, Time Magic, Protection Magic, Weather Magic); Spirited; Toughness; +1 Luck Point

~Epic Magic; ~Group Harmony; ~Heroic Surge; ~Multi-Shot; ~Spirit Sight; ~Summon Kirin; ~Transcendent*; ~Uncanny Dodge; ~Valiant Sacrifice; ~Zen Mastery

Feng-Shui Powers
Read Aura/Killjoy
Danger Sense/Jinx
Divine Location/Discord
Alter Chance
Harmony/Karma Drain
Summon/Curse

Spells
ENERGY POOL: 32 15
Spells: (Spiff 5, Repair 10, Fortify 8♠, Enhance 13♠, Make Whole 18♠); (Passwall 8♠, Jump 13♠, Teleport 18♠, Gate 18♠, Dismiss 18♠); (Stunning Grasp 5, Static Shock 8♠, Crackling Aura 8♠, Plasma Burst 13♠, Lightning Bolt 18♠); (Restore Vitality 5, Suppress Toxins 5, Close Wounds 10, Heal 13♠, Regeneration 18♠); (Light Touch 10, Heavy Hand 8♠, Flight 8♠, Deflection 13♠, Fling 18♠); (Tone 5, Mote 5, Sound Manipulation 8♠, Light Manipulation 8♠, Illusions 13♠); (Send Thoughts 10, Read Minds 10, Mental Invisibility 8♠, Psionic Blast 13♠, Mind Control 13♠); (Shield 10, Unbreakable 8♠, Magic Ward 8♠, Dispel Magic 13♠, Reflect Magic 13♠); (Danger Sense 10, Clairvoyance 8♠, Divine Location 8♠, Postcognition 13♠, Precognition 18♠); (Initiative 5, Slow 10, Haste 8♠, Time Stop 18♠, Rewind 18♠); (Precipitation 8♠, Temperature 8♠, Wind 8♠, Weather Set 18♠, Disaster 18♠)

Epic Spell 18♠♠

Flaws
Impulsive; Obligation (Daimyo); Rotten Liar; Short

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300 | Normal Load 75; Encumbered 150; Limit 225; Drag 900
Manor; Noble’s Diet; Horse; Traditional Samurai Kamishimo; Functional Kimono (Light Blue); Fancy Kimono (Black with bright pink and blue flower patterns); An Amber Ring; Divine Ephemeral Soulsteel Scale; Blessed Jade Chain Armor; Short Sword (Kodachi); Short Bow, Arcane Masterwork Gold and Ivory Greatbow, & Arrows (Yumi Hankyū); Lopan; Six-sided Die (a fox face replacing the six, and a rat face replacing the one); Shogi Board; Pair of Fake Fox Ears; Piñata Stick; Leather Shoulder Bag; Coin Pouch; Travel Pack (backpack, bedroll, candles, lantern, rations, tent, tinderbox); Permit To Carry Arms; Emblems of Station; Traveling Papers

(Pittances 60; Goods 80; Assets 16; Riches 4)
  • Doshin Contact: Rei Kitao (Bully)
  • Demon-Eye Gatestone
  • Knows Location of Level 3 Spirit Well (Sea Cave)
  • 3 Gold Luck Charms (1 Luck Point Each) Attuned to Arcane Bow
  • Gold Luck Charm (1 Luck Point)
  • Arcane Masterwork Gold and Ivory Greatbow (Physical Boost 2/day; Elemental 1/day)
  • Potions of Ice Walk (2)
  • Copy of Book of Secrets
  • Unrequiting Mirror: Protects the user from Reflect Magic (but not Dispel Magic) and Grants +4 to Will Saves. In the Spirit World however, the properties of the Mirror are somewhat reversed, in that it has a 50% chance of Reflecting any Spell cast by the user back onto the user, or spells cast on the user onto someone or something else, and imposes a -4 Penalty to Will Saves.
  • Black Pearl of The Magi: This large lusterous black pearl, grants the bearer +2 Wisdom and +5 Spell Points.
  • Lightning Arrows: transform into a bolt of lightning as they are shot from the bow. They travel up to 1000 ft, Require a normal Attack roll to hit, and do 18L AP Damage (plus the X-Roll). (8 )
  • Ofudas of Spell Absorption (3) - Each can be set to absorb a single spell, cast in a specific geometric area, set when the Offuda is placed. Limited to the size of one house.
  • Silky Dragon Slippers: Never touch the ground; Mental Movement; Continual Feather Stance AF; +8 Move Silently
  • Divine Ephemeral Soulsteel Scale (Armor 12 (AP 5)/0/0) : Manifest/Unmanifest a number of times per day equal to Presence; Permanent Radiate vs. Undead, Demons, Oni, and Spirits; Grants wearer Immunity to Fire; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel. Drawback: Wearer takes X2 Damage from Cold based Attacks.
  • Blessed Jade Chain Armor (Armor 9)
  • Ritual of Seeing
  • Iron Kisaru of Tranquility: Major Artifact. When the Iron Kisaru of Tranquility is smoked, no one can bring themselves to directly attack the smoker for as long as they take no other actions over a full round, except for speaking between puffs. Even trying to get around this, by attacking something nearby with an area effect attack (thus making an indirect attack), requires a MTN 15 or Crit Will save to pull off.
  • Ancestral Jade Bracers: +2 Dodge; Regeneration (1 VP/Round; 1 WP/Hour)
  • Earth Elemental (24 Hours)
Blessing of The Ancestors: Ancestor's Rebuke
« Last Edit: March 30, 2015, 04:42:51 pm by BerkaZerka »
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killa_robot

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Re: Yuki Shirahata (Killa's Samurai-Ko Zen Archer)
« Reply #1 on: September 25, 2013, 02:56:23 pm »

Power and Edge Notes
Edges_
Born Leader: The character has the natural ability to encourage, motivate, and push others beyond their normal limitations. The character gains a second set of Surge Points (equal to his own), which he can give to others within the sound of his voice. Unlike his personal Surge Points, these are not limited to being spent just one per round.

Evasion: The character has superior agility and grace when dodging attacks. He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.

Mastered Spell: The Mastered Spell Edge allows the Hexslinger to designate a particular spell from one of his Focused Spheres of Magic, as one in which he has mastered to such a degree that he no longer suffers any Drain when casting the spell successfully; zero Drain when failing to cast a Mastered Basic Spell; and a only 2 Drain when failing to cast a Mastered Advanced Spell.

Mobility: The character is skilled at dodging past opponents and can move through an opponent’s space when taking Move Actions.

Rapid Shot: The character has superior speed and grace attacking at distance. He can use back-to-back Attack Actions (Attack + Attack) when making Ranged attacks, without spending Surge Points during combat.

Sensitive: The character can feel the presence of supernatural energies when they are nearby, whether magic, demons, spirits, or psychic powers. Only the proximity of these energies are felt, but not their precise location or nature (unless the Sensitive happens to be touching the source at the time).

Amazing Feats_
Epic Magic: See Hexslinging

Group Harmony: The Zen Master can now Harmonize with and entire group – allowing free sharing of Luck Points between all willing participants (through the Zen Master) – up to a number of participants equal to Wisdom.

Multi Shot: The character can take two Ranged attacks per Attack Action, sacrificing accuracy for speed. Multi Shots cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.

Spirit Sight: The character can see through the curtain that separates the realms at will, allowing him to notice any unmanifested spirits, demons, or oni within his line of sight.

Summon Kirin: [1 Surge | Full Action | 1 Day]
Certain ‘blessed’ individuals can spend a Surge Point and fervently petition the Ancestors to send them a celestial steed from the heavens above. In answer to their call, the clouds part and a Kirin descends to faithfully serve them for 1 Day.

Transcendence
The Zen Master no longer needs a Lopan or Gatestone in order to use any of the lesser Feng-Shui or Discord Powers, being able to use them subtly with the mind alone. Furthermore, Alter Chance can now be used as a Free Action.

*Gained without Prerequisites by Rebirth through Naga Shrine

Uncanny Dodge: [1 Surge| Free Action | Instant]
Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit. This includes both physical and mental attacks, such as those produced by spell effects, psionics, and feng-shui powers.

Valiant Sacrifice: [5 Vitality Points| Free Action | Instant]
Sacrifice 5 Vitality (or Wound) Points for +1 Surge Point (Only when at Zero Surge).

Zen-Mastery: Allows equal use of both sides of Feng-Shui with no Luck or Surge Point Penalty for using the ‘wrong’ side. Furthermore, it now opens the Lucky Edge up for Multiple buys, with the following restriction: [m – Multiples limited by Wisdom Score: 5-6 x2; 7-8 x3; 9-10 x4)]

Powers_
Alter Chance: Alter Chance allows the Feng-Shui or Discord Master to alter the die result (the actual number rolled on the die) for a single roll by +/–4. Doing so requires one Action of Lopan study and a Luck Point, although it can be used to affect anyone’s roll (including the GM’s – who does not have to roll openly, but should take the result in the character’s best favor). Note that the die roll does not have to be adjusted if the natural result is better than an adjustment up or down.

Curse: Curse takes an Action to use and bestows the Unlucky Flaw on a single target each time it is used.  Once bestowed, the Unlucky Flaw can only be removed by buying it off with XP, or by receiving four Luck Points from a Feng-Shui Master using the Harmony power.  This power can also be used on a ship, building, or other generalized location to Curse the area and impose –2 Penalty to all die rolls made in that location.  Only a Feng-Shui Master using the Harmony power and four Luck Points can lift a Curse from a ship, building, or other location.

Danger Sense : Danger Sense gives a Feng-Shui Master advanced warning of any imminent danger to himself (like an ambush), although it doesn’t give him specific information about what the danger is or where it will originate. While in effect however, the Feng-Shui Master gets a +2 bonus to Initiative and Reaction Saves, and cannot be caught Flat-Footed except on a Botched Initiative roll. Danger Sense lasts as long as the Feng-Shui Master has his Lopan in hand.

Discord: Discord messes with another’s aura, placing it in temporary opposition to the natural flow of fate, luck, and Chi.  It takes an Action to use Discord against a single target, following which, the victim suffers a –2 Penalty on all die rolls for the next 24 fours.  Discord can be countered at anytime however, by receiving a Luck Point from a Feng-Shui Master using the Harmony power.

Divine Location : Divine Location allows the Feng-Shui Master to concentrate on his Lopan, in order to determine the direction to and vector (direction of movement) of any object or person he has ever touched. This ability does not provide information about the target’s range, although the Feng-Shui Master could triangulate a more exact position by using the ability from several different locations, charting each reading to the point they intersect.

Jinx : The Jinx power can be used as a Limited Free Action, but requires a Luck Point to activate.  When used, it causes another to automatically fail whatever Action they are trying to do at the time.  Victims can spend a Luck Point of their own to shrug off the Jinx, but doing so only removes the automatic failure and not the possibility of failure normally associated with the task (in this case roll or reroll as normal). While using Jinx is a Free Action, it can still only be used once against each individual Action, unless a Surge Point is spent to 'force the issue'. Even so, forcing the issue can still be countered with another Luck point, provided the victim has them to spare.

Harmony : Harmony and a Gatestone allow the Feng-Shui Master to attune himself more keenly than ever to the forces of fate and destiny, increasing his Total Luck Points by +4 for as long as a Gatestone remains in his possession. In addition, the Feng-Shui Master can now spend Free Actions (when desired) to give one or more of his own Luck Points to others for immediate use.

Karma Drain: Karma Drain and a Gatestone allow the Discord Master to actually steal Luck Points from another, up to a maximum of four additional Luck Points to his regular total at any given time.  Stealing a Luck Point requires a line of sight to the victim and an Action of Lopan manipulation.  Needless to say, Luck Points can only be stolen from those who actually have any in the first Place.

Killjoy: Killjoy allows the Discord Master to spend a Luck Point, as an Action, in order to Double the Cost of another’s use of Luck for one Scene. In other words, the target must spend 2 Luck Points to get the benefit of having spent 1.

Read Aura : Read Aura allows the Feng-Shui Master to spend a Round to study the Lopan in such a way as to reveal the nature and condition of anyone he concentrates on. Information gleaned from the Lopan includes whether the target has a good heart or is evilly inclined; what the target’s three highest skills are (but not their level); whether the target has Psychic, Feng-Shui, or other Powers; the target’s current health status, including internal injuries, diseases, common mental disorders (including Psychosis), drug use, poisons, radiation, implants, and memory loss; and when the target is lying.

Summon : Summon allows the Feng-Shui Master to cause people to come to him (or a specific location) through happenstance and chance, completely unaware that they are going to arrive, unless they themselves are also looking for the Feng-Shui Master or his location. How long it takes, or the circuitous course of events that will lead the person to arrive is up to the GM, although the closer a person is when summoned, the faster he will arrive. This can be a few days to weeks, months, or even years, depending on distance and countless other factors. Both non-specific persons and individuals can be summoned, such as the closest hacker in the area, or ‘Mean Joe’ the current Bounty Head. In order to summon a specific individual however, it must be someone the Feng-Shui Master has seen before and is familiar with. In the case where the target of a Summons cannot get to the Feng-Shui Master, or is intentionally hiding, then the Summons works in reverse and the Feng-Shui Master is led to them in the same manner as outlined above.

---

Physical Boost (Body; 13♠; S) Po
Physical Boost allows the Hexslinger to double his STR, CON, DEX, and Base Movement for one Scene.  Vitality and Wound Points are recalculated from the new totals, but are lost (as Damage) when the effect wears off.

Elemental (Summoning; 18♠; 24 hours)
The Elemental spell allows the Hexslinger to summon a faithful Elemental servant of Air, Earth, Fire, or Water.  Once summoned, the Elemental will remain for 24 hours, or until destroyed, or hit with Dispel Magic.

Further, a Hexslinger can only have one Elemental in his service at any particular time, but can swap one out for another simply by recasting the spell.  Since Elementals are not truly mortal, a particular Elemental can be resummoned over and over again, even after it has been physically destroyed, thus allowing the Hexslinger to develop a familiar relationship with one.

Note that Elementals always attack Imps and Demons on sight (to the exclusion of all else) until either one of them is destroyed.

See Creature Appendix for Elemental stats.

---

Feather Stance
The character becomes almost weightless with perfect balance. When using Feather Stance, one’s Jump Distance is doubled, they can glide through the air at a 5:1 ratio, take no damage from falls of any height, and they can even run across water; but they are also much easier to move around and suffer a -4 Penalty to all Close Quarter (Grapple) rolls.

---

Blessing of The Ancestors_
Ancestor’s Rebuke [1 Surge | Add | Instant]
This feat allows the user to double the Total Damage of a single successful Attack against Undead, Spirits, Demons, and Oni.
« Last Edit: March 23, 2015, 06:31:34 am by BerkaZerka »
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killa_robot

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Re: Yuki Shirahata (Killa's Samurai-Ko Zen Archer)
« Reply #2 on: September 25, 2013, 02:57:25 pm »

Spell Notes
Focused Spells_
Enhance (Artisan; 13♠; 24 hours) Attack/Touch: The Enhance spell temporarily changes the quality of any one nonliving object touched to that of a higher state and value.  Any object Enhanced with this spell instantly doubles in value; and if it is a weapon, both its Accuracy and Damage are increased by +1; other Enhanced objects may or may not grant a +2 Bonus to their use as determined by the GM.  Enhanced objects revert back to normal after twenty-four hours, or if hit with Dispel Magic.

Fortify (Artisan; 8♠; 24 hours) Attack/Touch: The Fortify spell allows the Hexslinger to improve the structural integrity of any one object touched, temporarily increasing its Structure Points by +10 and its Hardness or Armor Value by +2.  Fortified objects revert back to normal after twenty-four hours, or if hit with Dispel Magic.

Make Whole (Artisan; 18♠; Pmt): The Make Whole spell instantly restores any broken or destroyed nonliving object (of any size) to the condition of its original construction.  Some portion of the original object must remain and be within the Hexslinger’s line of sight when the spell is cast, though that portion can be as little as single pinch of ash.  Objects that are portable can be restored anywhere, but objects rooted to a specific location, such as a ruined building, must be remade where they once stood.  When cast, the Make Whole spell consumes all the original pieces of the object in question, regardless of distance or location, and then reforms them into a new and completely whole version of the original object.

Repair (Artisan; 10; I) Attack/Touch: Each casting of the Repair spell instantly restores a number of lost Armor, Hardness, Structure, or System Points, to any one nonliving object touched, equal to 10 (plus the X-Roll of the casting).

Spiff (Artisan; 5; I) Attack/Touch: The Spiff spell instantly cleans and polishes any one nonliving object or area that the Hexslinger touches; making it appear upkept and well cared for, but not actually affecting its normal wear and tear in any way.

---

Passwall (Dimensional; 10; R) Po: Passwall allows the Hexslinger to become Incorporeal for one round, untouchable, ghostlike, and able to pass through solid objects, as if they were not there.  Because the spell lasts for a complete round, only his available movement limits the distance that the Hexslinger can pass through solid objects.  Getting caught in a solid object when the spell ends kills the Hexslinger instantly however – but does allow him or her to come back as a Ghost or Haunt.

As appropriate to the setting, this spell can also be used to cross the barrier between the Physical and Spirit World, much in the same way that the Manifest Edge allows other creatures to do so.

Jump (Dimensional; 13♠; I/S*): Jump allows the Hexslinger to instantly move a limited distance without actually crossing the space in between – he simply blinks from one position to the other.  When using the Jump spell, the Hexslinger is limited in what he can take with him by his normal Carrying Capacity, up to Encumbered.  In addition, it is not possible to Jump into a position already occupied by another creature or object.  In the case where a Hexslinger attempts to do so, either inadvertently or by intention, the spell will automatically fail. 

When used with a Surge Point, Jump can be held active for a Combat Scene; meaning that it can be used without further casting during each Round, simply by spending a Move Action.

The distance a Hexslinger can Jump, is limited by his Wisdom Score, as noted on the table below. 

Wisdom Jump Distance
1-2| 100 ft
3-4| 300 ft
5-6| 1000 ft
7-8| 1 mile
9-10| 10 miles

Teleport (Dimensional; 18♠; I): Teleport allows the Hexslinger to instantly move any distance, to any location he has ever been to, without actually crossing the space in between – he is suddenly gone from the one place and appears as suddenly in the other.  When Teleporting, the Hexslinger can also bring a number of passengers along with him (and whatever gear they can carry among them), as long as they are in linked contact with the Hexslinger (i.e. holding hands together, with the Hexslinger physically touching at least one of them).  Just how many passengers, is limited by the Hexslinger’s Wisdom Score, as outlined in the table below.

Note however, that it is not possible to Teleport into a position already occupied by another creature or object.  In the case where a Hexslinger attempts to do so, either inadvertently or by intention, the spell will automatically fail.

WisdomMax Passengers
1-2| 2
3-4| 10
5-6| 25
7-8| 50
9-10| 100

Gate (Dimensional; 18♠; M): Gate allows the Hexslinger to create a portal between any two points, allowing himself (and anyone else) cross through from one side to the other for as long as the gate remains open.  Anyone standing between a Gate when it closes will be shunted harmlessly out one side or the other, determined randomly or by GM whim.  The size of the Gate (and what can pass through it), is determined by the Hexslinger’s Wisdom Score as follows: 

WisdomGate Size
1-2| Small
3-4| Medium
5-6| Large
7-8| Huge
9-10| Colossal

Dismiss (Dimensional; 18♠; I) Attack/Touch; Partial Save: Dismiss allows the Hexslinger to instantly teleport a single creature (of any size) to any point he has ever been to, yet remain himself behind.  Inanimate objects can also be moved with this spell, but are significantly more limited as to how much can be moved at a time.  To determine how much inanimate material can be moved with this spell, substitute the Hexslinger’s Wisdom score in place of Strength on the Carrying Capacity table of the core rules and multiply the indicated Limit by 10.

Once cast, the Hexslinger must then touch his intended target to Dismiss it.  Touching a target that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.  In addition, the target can make a Willpower Save to avoid being Dismissed, but gains a level of Fatigue from the effort if successful.

Only the whole creature can be affected by the spell – no, you can’s just teleport away someone’s head.  Inanimate objects on the other hand, can be affected piecemeal by weight – you could dismiss an entire building a couple of tons at a time.

The Hexslinger should take some care when using this spell however, as creatures killed by the clever use of Dismiss return as Ghosts and can haunt the caster or seek Resurrection from someone else.

---

Stunning Grasp (Energy; 5; I) Attack; Po: When cast, the Stunning Grasp spell charges the Hexslinger’s touch with a powerful electric charge that Stuns on contact.  Once contact with a victim is made, the energy is transferred and the spell ends – although a Hexslinger can hold the energy indefinitely until then.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Crackling Aura (Energy; 8♠; S) Partial Save; Po: The Crackling Aura spell surrounds the Hexslinger in a nimbus of arcing electrical energy that radiates 5’ from his person.  Anyone coming into this area takes a flat (no X-Roll) 4L AP Damage per round and must make an Endurance Save or be Stunned.

Static Shock (Energy; 8♠; Until Discharged): With the Static Shock spell, the Hexslinger causes a powerful surge of static electricity to build up in any one metal object within his line of sight.  The energy then remains in the object until a living creature comes within 10’ of it, at which point the energy is discharged from the object to the creature, who takes 8L AP Damage (plus the X-Roll of the casting) and must make an Endurance Save or be Stunned.

If there are already living creatures within 10’ of the object when the spell is cast, then the nearest creature not actually touching the object takes the shock. Any creature in physically contact with the object when the spell is cast is considered a part of the object and is not in danger of being hit by the energy, unless they break contact with the object before the energy is released.

Plasma Burst (Energy; 13♠; I) Partial Save: The Plasma Burst spell causes the air around the Hexslinger to spontaneously erupt in a chaotic burst of electrical energy, causing everything within 30’ of the Hexslinger to take 10L AP Damage (plus the X-Roll of the casting) and to make an Endurance Save or be Stunned.  In addition, a Plasma Burst will also fry any electronic equipment within the area of effect, except for that which is in physical contact with the Hexslinger at the moment the spell is cast.

Lightning Bolt (Energy; 18♠; I) Partial Save: The Lightning Bolt spell causes a devastating bolt of lightning to leap out from the caster at any target within 100’.  As long as the Hexslinger has an uninterrupted line of sight to the target, the Lightning Bolt will hit (no Attack Roll required), doing 18L AP Damage (plus the X-Roll of the casting) and forcing an Endurance Save to avoid being Stunned.

---

Restore Vitality (Life; 5; I) Po: Restore Vitality instantly restores 10 Vitality Points each time it is used and counters the Conditions of Fatigued, Exhausted, Unconscious, Nauseated, and the special Disabled status induced by Surgery.

Suppress Toxins (Life; 5; I) Po: Suppress Toxins instantly counters the effects of all poisons or diseases, reversing any Condition change, Ability Point, or Wound Point loss imposed by the toxin.

Close Wounds (Life; 10; I) Po: Close Wounds instantly restores a flat (no X-Roll) 5 Wound Points each time it is used, Stabilizing Dying characters and taking Disabled characters back to Wounded.

Heal (Life; 13♠; I) Po: Heal instantly restores a character to full Vitality, Wound, and Ability Points.  In doing so it also counters the Conditions of Blinded, Deafened, Disabled, Diseased, Dying, Exhausted, Fatigued, Poisoned, Stabilized, Unconscious, and Nauseated.

Regeneration (Life; 18♠; I) Po: Regeneration does everything Heal does but also allows the restoration of lost limbs and organs, instantly re-growing them all in a matter of seconds.

---

Light Touch (Air; 10; M): Light Touch allows the Hexslinger to telekinetically pick up and move any object (or creature) up to 50 pounds, within line of sight.  The object moves at a Base Movement of (5’ x INT) and can be double moved (two Actions) if desired, but not ‘Run’.  Creatures caught with this ability can still change facing and attack (if in range), but have no control over their own Movement.  Light Touch can be maintained over multiple rounds with concentration.

Heavy Hand (Air; 8♠; M): Heavy Hand allows the Hexslinger to telekinetically pick up and move any object (or person), within line of sight, up to a number of pounds limited only by the Hexslinger’s Wisdom Score.  To determine how much weight can be moved with this spell, substitute the Hexslinger’s Wisdom score in place of Strength on the Carrying Capacity table of the core rules and multiply the indicated Limit by 10.  The object can be moved at a Base Movement of (5’ x WIS) and can be double moved (two Actions) if desired, but not ‘Run’.  People caught with this ability can still change facing and attack (if in range), but have no control over their own Movement.  Heavy Hand can be maintained over multiple rounds with concentration.

Flight (Air; 8♠; M) Po: Flight allows the Hexslinger to fly through the air at a Base Movement of 30’.  He may also ‘Run’ his flight if desired going up to (30’ x INT).

Deflection (Air; 13♠; I): Deflection can be cast as a Defensive Action and allows the Hexslinger to stop dead (or deflect to the side) any incoming attack or blast, as long as the attack is coming at him from the front.  This includes all Close Quarter Combat attacks and Ranged Combat attacks, as well as vehicle Ramming attacks, and Area Attacks that originate within 45° to either side of his facing (although it does not prevent poison gas or Fire Hazards from effecting him after the initial blast).

Fling (Air; 18♠; I) Indirect Save: Fling allows the Hexslinger to telekinetically pick up any object (or person) up to 5000 pounds and hurl it through the air with great force.  Objects are treated as if they had fallen 100’ (30SL Damage, no X-Roll) whether they are thrown strait up or into another object (Tumble may be used as normal to reduce this damage).  Objects or people may also be targeted by something telekinetically hurled at them.  In this case, resolve the attack as a Targeted Area Attack that only affects the individual targeted (defend against the attack as per the standard Area Attack rules outlined in the core rules).

---

Tone (Light & Sound; 5; M or I) Po: Tone allows the Hexslinger to cause individual tones of sound to be heard at varying volumes that move about anywhere he desires within his line of sight.  Once created, the Tones remain in existence until dismissed or the Hexslinger moves more than 100’ away, at which point they fade out.  There is no limit to the number of Tones the Hexslinger can bring into being, although an excessive amount can drown out normal hearing.

This ability also allows the Hexslinger to create a sudden and intense sonic boom (centered on himself), which can be heard up to 10 miles away.  All those within a 50’ radius (excluding the Hexslinger) must make a MTN 10 or Crit Fortitude Save or be Stunned and then Deafened a number of rounds equal to the X-Roll of their Save.  A Botch on the Save means the character temporarily gains the Impaired Hearing Flaw for 24 hours after his hearing returns.

Mote (Light & Sound; 5; M or I) Po: Mote allows the Hexslinger to cause small dazzling motes of light to appear and move about anywhere within his line of sight, each about as bright as 100 watt bulb.  Once created, the motes remain until dismissed or the Hexslinger moves more than 100’ away, at which point they flicker out.  There is no limit to the number of Motes the Hexslinger can bring into being, although an excessive amount can obscure vision (see Concealment in core rules).

This ability also allows the Hexslinger to release a sudden blinding flash of brilliant light from his body if desired, visible up to 10 miles.  All those facing the Hexslinger’s direction with an unimpeded line of sight when this happens must make a MTN 10 or Crit Reflex Save or be Blinded a number of rounds equal to the X-Roll of their Save.  A Botch on the Save means the character temporarily gains the Impaired Vision Flaw for 24 hours after his sight returns.

Sound Manipulation (Light & Sound; 8♠: M): Sound Manipulation allows the Hexslinger to control all sound within a 100’ radius, increasing or decreasing its volume as desired.  He can keep all sound out, creating an area of dead silence, or increase the volume of an area to such an intensity as to deafening all within.  He can also create bubbles of sound or silence of any number or size within the 100’ radius, controlling not only the amount of sound within each, but also how much sound escapes.  Because of this, it is possible to have an area of deafening blare hidden from the hearing of those standing nearby (although the sound within is intense, the Hexslinger is not allowing any of it to leave the area, so those outside perceive only the conditions they are already in).

Light Manipulation (Light & Sound; 8♠; M): Light Manipulation allows the Hexslinger to control all light within a 100’ radius, increasing or decreasing it as desired.  He can keep all light out, creating an area so pitch black that even night vision cannot penetrate, or increase the light to a intense white-out glare blinding everyone within.  He can also create bubbles of light or dark of any number or size within the 100’ radius, controlling not only the amount of light within each, but also how much light escapes.  Because of this, it is possible to have an area of blinding white light or pitch dark hidden in plain view (although the light or dark within is intense, the Hexslinger is not allowing any of it to leave the area, so those outside perceive only the conditions they are already in).

Illusions (Light & Sound; 13♠; M): Illusions allows the Hexslinger to create perfect audio-visual holograms of anything he can imagine, anywhere within his line of sight.  There is no limit to the number of holograms the Hexslinger can produce at one time, nor to the actions the holograms can take.  Each hologram is indistinguishable from the real thing by sight or hearing alone, although other senses like touch, or close interaction where some aspect of the hologram is missing (such as heat from a holographic fire), will reveal the hologram as a fake.  This ability also allows the Hexslinger to alter someone’s speech as they talk, or to make it appear and sound as if they are talking when they are not.  The Hexslinger can see through his holograms at will, allowing him to observe both the real world and his illusory creations simultaneously.  This ability can also render objects and persons invisible, by covering their presence with holograms of empty space, or allow them to look like someone else entirely.
« Last Edit: March 23, 2015, 07:11:14 am by BerkaZerka »
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killa_robot

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Re: Yuki Shirahata (Killa’s Samurai-Ko Zen Archer)
« Reply #3 on: May 09, 2014, 06:39:10 pm »

Send Thoughts (Mind; 10; M) Po: Send Thoughts allows the Hexslinger to open a mental line of two-way communication with anyone he can see or with anyone he knows personally, as long as they are in planetary range (on the same planet, in orbit, or within a similar distance while in space).

Read Minds (Mind; 10; I) Save; Po: Read Minds allows the Hexslinger to read the surface thoughts of anyone within his line of sight.  Doing so reveals what a target is currently thinking, allowing the Hexslinger to detect lies and bluffs instantly and prevents the target from surprising the Hexslinger in any way.  If the Hexslinger questions the target in conjunction with this ability, he can manipulate what the target thinks about by simply bringing it up in conversation.  Targets actively trying not to think about (and thus reveal) something must make a Willpower Save to do so, although the Hexslinger will instantly know that they are hiding something, and can simply cast Read Minds again to force another Save out of the target.

Mental Invisibility (Mind; 8♠; M) Partial Save: Mental Invisibility allows the Hexslinger to block his presence and actions from the minds of everyone within his line of sight, effectively becoming invisible.  People and animals will not notice the Hexslinger or anything he is doing (including opening and closing of doors), unless he causes a ruckus, or directly interacts with them by touching or attacking them.  When such is the case, the victim and those nearby become aware of the Hexslinger’s presence, but still cannot see him, unless they make a MTN 10 or Crit Willpower Save.

Psionic Blast (Mind; 13♠; I) Partial Save: Psionic Blast allows the Hexslinger to mentally attack the mind of anyone within his line of sight, causing a sudden chaotic overload of their mental processes.  Those targeted by a Psionic Blast must make a MTN 10 or Crit Willpower Save or take 10SL AP Damage (plus the X-Roll of the casting).  Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.

Mind Control (Mind; 13♠; M or I) Save: Mind Control allows the Hexslinger to mentally control the actions of anyone within his line of sight or to instill a task in the target’s subconscious that he will unwittingly do his best to carry out.  Only one target can be directly controlled or given a task with each casting of the spell.  There is no limit to the number of targets the Hexslinger can control or have carrying out tasks at any given time, so long as each was the result of a separate Mind Control spell.  Targets directly controlled can make a MTN 15 or Crit Willpower Save each round to break the control, while those instilled with tasks can make a one time MTN 10 or Crit Willpower Save to ignore the task completely.

---

Shield (Protection; 10; S): The Shield spell creates an invisible shield of force that automatically positions itself between the Hexslinger and any perceived danger, granting him continuous Partial Cover to any attack he is aware of and a +4 bonus to Dodge.

Unbreakable (Protection; 8♠; S): When cast, the Unbreakable spell causes the Hexslinger’s skin and bones to take on a steel-like resilience, granting him an Armor Value of 15/–4. In addition to the normal Armor protection offered, the Unbreakable spell can even block 5 points of Armor Piercing Damage (including damage from mental attacks), but has no effect against Drain Damage incurred from the casting of spells.

Magic Ward (Protection; 8♠; 1 Year): The Magic Ward spell allows the Hexslinger to designate a physical area where magic cannot function. Once cast, the Magic Ward remains for one year without any further action from the Hexslinger and can only be dispelled with a MTN 15 or Crit Dispel Magic roll. The size of the area to be warded is dependant on how many successful back-to-back castings of the Magic Ward spell the Hexslinger can manage. Successfully casting the spell once is sufficient to ward a small area, ten feet in diameter; successfully casting the spell twice in a row wards an entire room (or Large Size equivalent); successfully casting the spell three times in a row wards an entire house (or Huge Size equivalent); while successfully casting the spell four times in a row wards an entire housing complex (or Colossal Size equivalent).
Note that Legacy Magic items will not function in a Magic Ward, but are not destroyed or nullified by them, as they are by Dispel Magic.

Dispel Magic (Protection; 13♠; I): A successfully cast Dispel Magic automatically snuffs out the effects of any one spell. It can be used to dispel preexisting effects, nullify Legacy Magic items, or interrupt a spell as it is cast when used in conjunction with the Interrupt Option of Surge.

Reflect Magic (Protection; 13♠; I)
The Reflect Magic spell can be cast with either a Defensive Action or in conjunction with the Interrupt Option of Surge and automatically bounces any spell being cast back at its caster.

---

Danger Sense (Sense; 10; S) Po: The Danger Sense spell gives the Hexslinger advanced warning of any imminent danger to himself (like an ambush), although it doesn’t give him specific information about what the danger is or where it will originate.  While in effect however, the Hexslinger gets a +2 bonus to Initiative and Reflex Saves, and cannot be caught Flat-Footed except on a Botched Initiative roll.

Clairvoyance (Sense; 8♠; M) Po: Clairvoyance allows a Hexslinger to see and hear what is going on in a remote location as if he were standing there.  The Hexslinger can view any area he has actually been to (regardless of distance), or perceive roughly 30’ beyond his direct line of sight.  For example, a Hexslinger standing on a hill a mile from a particular building could look at the building and concentrate on the 20th floor window to see and hear what was going on within the room on the other side of the window, but could not use his Clairvoyance to ‘walk his sight’ out of the room and down the hall (unless he had previously been in that part of the building before).

Divine Location (Sense; 8♠; I): Divine Location allows the Hexslinger to concentrate on any object previously handled by a person, in order to determine the direction and range to said person.  Any mundane object handled by the target within the last 24 hours is usable by the Hexslinger, while those objects that hold some personal or sentimental value to the target are usable anytime, even if the target is dead.

Postcognition (Sense; 13♠; I) Po: Postcognition allows the Hexslinger to look back into the history of any object or person he can touch, requiring a few minutes of uninterrupted contact.  The quality of the information is left up to the GM, but should be such as to allow the Hexslinger to easily pick out anything of interest or relevance, provided such exists.

Precognition (Sense; 18♠; 24 Hours) Po: Precognition allows the Hexslinger to meditate for a few hours each day in order to look into the future, gaining a glimpse of what might come, for himself or others.  Unlike the past, the future is never set, so things the Hexslinger sees with Precognition are only things that are most likely to happen, but are not guaranteed.  The GM decides what hints or clues to give, based on his knowledge of where the adventure might go or people the characters are likely meet.  He can even give retroactive hints, such as ‘reminding’ the Hexslinger that the scene the characters are currently in, was one that he saw in his meditation, even though the GM never mentioned it before (he’s mentioning it now retroactively).

This ability also gives the Hexslinger a supernatural awareness of the flow of things around him for the next 24 hours after its use, immediately warning him of impending danger or harm, revealing what the danger is and where it will come from.  During this time, the Hexslinger cannot be caught Flat-Footed and gains a +4 bonus to all to Initiative rolls and Reflex Saves.

---

Initiative (Time; 5; I): Unlike other spells, the Initiative spell can be cast as a Free Action, but only once at the beginning of each combat.  If successful, the Hexslinger’s cannot be Stunned by an Ambush and does not roll Initiative as normal for the Combat, but instead starts on a ‘20’ in the First Wave, as if he had rolled a Crit (getting +1 Actions on the first round).

Slow (Time; 10; S) Attack: Slow allows the Hexslinger to distort the movement of time around something he touches, causing the object or creature to move at a slower than normal rate.  For objects, it causes them to function and move at half speed.  For living creatures it reduces the amount of Actions they get per round by 1 (though a creature reduced to zero Actions per round can still take an Action every other round and use Surge for Extra Actions as normal.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Haste (Time; 8♠; I) Po: The Haste spell takes one Action to cast, but if successful, grants the Hexslinger two Actions back.  The net result is that the Hexslinger gets to cast Haste without spending any Actions and then has one more Action than he began the round with.  Haste is limited in that it can not be cast on others (except through Legacy Magic) and never grants anyone more than one additional Action per round, regardless of how many times it is cast.

Time Stop (Time; 18♠; I): Time Stop allows the Hexslinger to step out of time; causing the world around him to suddenly freeze at the exact moment he casts the spell.  While out of time, the Hexslinger cannot interact with the real world, but can move incorporeally around the unchanging landscape, able to pass through any object, and even float through the air, if desired, at a flat rate of 5’ per point of Intelligence.

The Hexslinger can remain out of time for as long as he maintains the spell, but must take care of normal life support needs for an extended stay, because for him, time still marches forward.  It is therefore possible to starve to death while staying out of time, or to heal wounds at the normal recovery rate, or to even cast other spells (although they can only effect the Hexslinger and his ghostlike surroundings).

When the Time Stop spell ends, voluntarily or otherwise, the Hexslinger jumps back into the normal flow of time at the exact moment he left, in whatever position or location he is in when he finally re-enters time.  From an outsider’s point of view, the effects of the Time Stop can appear as teleportation.

Rewind (Time; 18♠; I): The Rewind spell allows the Hexslinger to rewind time backwards up to a number of minutes equal to the X-Roll of the casting.  While handy for avoiding battles and engagements that go sour, care must be taken not to abuse the power, as a Botch on the casting of the Rewind spell causes the Hexslinger’s mind to temporarily get lost out of time – dropping each of his mental stats (INT, WIS, CHA) to zero and causing Catatonia.  Unlike normal Ability Damage, the Hexslinger’s mental stats cannot be restored by any means, until after a full week has passed; at which point the Hexslinger’s mind returns to his body and normal or magical healing of the Ability Damage can begin.

---

Disaster (Weather; 18♠; Variable Duration): Using this spell, the Hexslinger can cause a natural disaster to occur, whether it be an earthquake, hurricane, tornado, volcanic eruption, tsunami, meteor strike, etc.  It takes 10 minutes to call up a natural disaster and once it occurs, the Hexslinger has no control over it, other than to watch it run its course.  The extent of the disaster and its effects on the local area are left entirely up to the GM, though they will generally be catastrophic in scope.

Precipitation (Weather; 8♠; M): The Precipitation spell allows the Hexslinger to control the amount of water in the air and whether or not it rains, all within a two-mile radius.  When cast, the Hexslinger sets the level of precipitation and can then maintain it for as long as he desires, through concentration.  The various effects of the Precipitation spell are dependent on whether the temperature is above or below freezing as outlined below:

Temperature Above Freezing
None:  The Hexslinger can instantly stop all precipitation in the area of effect.
Fog:  The Hexslinger can create a thick fog, limiting visibility to as little as 20’ and granting everyone within sight of each other Partial Concealment.
Rain:  The Hexslinger can cause a continuous but gentle rain in the area of effect, which can impose a Minor penalty (–2) to some Skill rolls (such as Listen and Spot).
Deluge:  The Hexslinger can cause a furious and continual downpour in the area of effect, which can impose a Major penalty (–4) to some Skill rolls (such as Ranged, Thrown, Listen and Spot) and can cause minor flooding.

Temperature Below Freezing
None:  The Hexslinger can instantly stop all precipitation in the area of effect.
Snow:  The Hexslinger can cause a continuous but gentle snowfall in the area of effect, which can impose a Minor penalty (–2) to some Skill rolls (such as Drive and Spot).
Blizzard:  The Hexslinger can whip up Blizzard (see Hazards in core rules) in the area of effect.
Ice Storm: The Hexslinger can cause a freezing rain that coats everything it touches in a thin layer of incredibly slick ice, imposing a Major penalty (–4) to some Skill rolls (such as Balance, Climb, Drive, Jump, Pilot, Ride, and Tumble).

Temperature (Weather; 8♠; M): The Temperature spell allows the Hexslinger to instantly set the overall temperature within a two-mile radius and then maintain it for as long as he desires, through concentration.  There are only three options when casting the Temperature spell: Hot, Temperate, and Cold.  Temperate is considered the normal temperature range and is typically the default temperature setting of the game.  Hot (above 90°) and Cold (below freezing) are the two extremes of the temperature range and impose penalties as detailed in the Hazards section (see Hot and Cold in core rules).

Weather Set (Weather; 18♠; 24 Hours): The Weather Set spell allows the Hexslinger to instantly set all aspects of the weather simultaneously (Precipitation, Temperature, and Wind) in a ten-mile radius, which then remain in effect for the next 24 hours.  Once set, the weather conditions require no further concentration from the Hexslinger, although he may voluntarily end the spell at anytime before its duration if desired, at which point all weather conditions return back to normal.

Wind (Weather; 8♠; M): The Wind spell allows the Hexslinger to instantly set the overall direction and speed of the wind within a two-mile radius and then maintain it for as long as he desires, through concentration.  Wind speed can be set to any of the following: Calm, Light Breeze, Steady Breeze, Windy, Gusty, Storm Winds, or Hurricane.  See the Hazards section of core rules for the effects of high wind and how it effects the movement of fire and smoke.
« Last Edit: March 23, 2015, 06:54:41 am by BerkaZerka »
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killa_robot

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Wu-Jen)
« Reply #4 on: February 07, 2015, 07:42:13 pm »

Background

Years before Yuki was born, her mother and father were wandering across Nippon. From what she was told, this was due to a whim her father, Kado Shirahata, had that something good would happen if they travelled across Nippon. After a while, they saw from the other side of some bushes, their current Diaymo travelling, and saw him under attack by several rogue ronin. Yuki's mother, Akiko, wanted to rush out and help the Daiymo right away, but instead of rushing to his aid, Kado had pulled out a single die and threw it to the ground. He nodded at the result, and told her mother that this was the good fortune he had predicted, rushing to the Daiymo's aid immediately, fending off the attackers. With a flurry of arrows, the men attacking the Daimyo were quickly disposed of. Unbeknownst to the Daimyo, his life was saved due to the roll of a die.

The Daimyo was so pleased and impressed with Kado marksmanship, that he gave him the rank of a samurai, and put him as the head of Sendai’s Zen Archery School. Kado of course, graciously accepted both of these honours, and they lived in peace until the war. During the war, Kado was killed by the Chinese, and as a result Akiko was given the role of headmistress of Sendai’s Zen Archery School.

Yuki was born never knowing anything more than stories of her father, although from what she has been told, the two of them act quite similar, even to the point where both Yuki and her father became Discord users, despite Akiko being a Feng-Shui user. Although Yuki was drawn to the Discord side of Zen, she still gained compassion and friendliness from her mother, unlike her father who was largely pessimistic and uncaring of others. However Yuki still acts in a rather unpredictable and often undesirable manner, much like her father did.

Growing up Yuki found that she excelled with the bow, and was quite quick on her feet. While she wasn't particularly skilled with the sword, she still practiced it, feeling that a samurai that could not use a sword could hardly call themselves a samurai. Her mother taught her Feng-Shui and Discord abilities, although Yuki has only been able to succeed with the first tier of abilities thus far. She often practiced these abilities on unsuspecting townsfolk, much to the dismay of those who were affected by her "Killjoy" power. Yuki decided herself that she would live for her family and the Daiymo, just like she was taught a samurai should, and that she would one day inherit Sendai’s Zen Archery School from her mother. Because of this she decided quite early on in life that she would one day find a Gatestone, so she could become a true master.

Unfortunately, due to her size, Yuki often finds it hard for her to get people to take her seriously. This is further hindered by her almost uncontrollable urge to inspect anything new she finds, and her rather short attention span. How and why she does many of the things she does often confuses others, but her mother insists that Yuki has her reasons, and that she's not as unpredictable as she appears to be.

Other Notes
XX
« Last Edit: February 08, 2015, 12:47:58 pm by BerkaZerka »
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #5 on: February 08, 2015, 11:19:20 am »

Original Skill Levels_

Combat Skills
4 Defense
4+1 Ranged
4 Close Quarter

General Skills
5 Acrobatics
3 Athletics
3 Evaluate
3 General Knowledge
5 Perception
3 Stealth

Advanced Skills
1 Occult Sciences
1 Political Sciences

XP Bumps_
Agile Edge (4 XP)
Archer Edge (4 XP)
Discord Powers (x2) (8 XP)
~Multi-Shot AF (4 XP)
---
Acrobatic Edge (4 XP)
Sensitive Edge (4 XP)
Defense: 4 to 5 (4 XP)
Discord Powers x3 (12 XP)
~Spirit Sight AF (4 XP)
~Uncanny Dodge AF (4 XP)
~Zen Mastery AF (4 XP)
---
Linguist Edge (4 XP)
Occult Ties Edge (4 XP)
---
Spirited Edge (4 XP)
Wu-Jen Edge (4 XP)
Potency Edge (4 XP) (+2 spell skill)
Spell Reserves Edge (4 XP) (+5 spells)
Protection Sphere Focus (4 XP)
Life Sphere Focus (4 XP)
Occult Sciences: 1 to 4 (12 XP)
~Heroic Surge AF (4 XP)
---
Mastered Spell (Dispel Magic) (4 XP)
Light & Sound Sphere Focus (4 XP)
---
Occult Sciences: 4 to 7 (20 XP)
Spell Reserves Edge x2 (8 XP)
Toughness Edge (4 XP)
Dimensional Magic Sphere Focus (4 XP)
Mind Magic Sphere Focus (4 XP)
Sense Magic Sphere Focus (4 XP)
Time Magic Sphere Focus (4 XP)
~Summon Kirin AF (4 XP)
---
Wisdom Attribute: 5 to 6 (12 XP)
Occult Sciences: 7 to 9 (16 XP)
Levitation Sphere Focus (4 XP)
Mastered Spell (Heal) (4 XP)
~Epic Wu-Jen AF (4 XP)
~Group Harmony AF (4 XP)
~Transcendent* (freebie)
---
Reduce Psychosis by 4 (2 XP)
Presence: 1 to 2 (4 XP)
Born Leader Edge (4 XP)
Charismatic Edge (4 XP)
Minions Edge (24) (4 XP)
Photographic Memory Edge (4 XP)
Iron Will Edge (4 XP)
Haste Mastery (4 XP)
Artisan Sphere (4 XP)
Energy Sphere (4 XP)
Weather Sphere (4 XP)
~Valiant Sacrifice AF (4 XP)
« Last Edit: March 24, 2015, 05:24:57 pm by BerkaZerka »
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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #6 on: February 08, 2015, 11:30:51 am »

Yuki’s Aura Readings of Important People_
(Keep in mind that it costs a Luck Point to use, so this information has been gained over time.)

Imperial Magistrate Jiang Li Feng: The Emperor’s Female (Chinese) Imperial Magistrate over Daimyo Shinsen Hasekura.
Something Blocking Reading...

Daimyo Shinsen Hasekura: The Daimyo of the Mutsu Province.
Something Blocking Reading - Even In A Magically Warded Area!

Chief Magistrate Noburu Saito: DECEASED - Was one of the Daimyo’s closest Advisors and Magistrate of Sendai; in charge of overseeing the policing of Sendai and the Mutsu Province.
Heart Leans Towards Good; Strong Points Political Sciences, Evaluate, Socialize; Powers Feng-Shui Master; Health Normal

Chief Magistrate Hie Yama-Uno: Now Magistrate of Sendai; in charge of overseeing the policing of Sendai and the Mutsu Province.
Heart Leans Towards Good; Strong Points Political Sciences, Face, Socialize; Powers AFs; Health Normal

Exalted Patriarch Yukio Onishi: DECEASED - Was the High Priest of Sendai and Advisor to the Daimyo. Exalted Patriarch of the Temple of Five Gods in Sendai. Highest Ranking member of Sendai’s Spiritual Community.
Heart Leans Towards Good; Strong Points Political Sciences, Social Sciences, Socialize; Powers Priest; Health Failing

'Uncle' Kenjiro Yunikawa: Retired Wu-Jen of Sendai and Grand Premier Emeritus of the Sendai Order of Arcanum (The Occult Community). Is rumored to have arcane knowledge of 'The Chosen' - 'The Vessels'  - 'The Sacrifants' - and may know something about the manner in which Sakura the Wu-Jen died... (Has the same strange Spiritual Attunement that Yuki and the others have - but unlike theirs, his only shows while in a Magic Ward) - TRAITOR!
Heart Leans Towards Evil; Strong Points Occult Sciences, Face, Political Sciences; Powers Epic Wu-Jen; Feng-Shui Master; Health Failing

Grand Premier Kenji Nogachi: Wu-Jen of Sendai and Advisor to the Daimyo. Grand Premier of the Sendai Order of Arcanum (The Occult Community).
Heart Leans Towards Good; Strong Points Socialize, Political Science, Occult Sciences; Powers Wu-Jen; Health Normal

Exalted Patriarch Yasuo Sanjo: DECEASED - High Priest of Sendai and Advisor to the Daimyo. Exalted Patriarch of Sendai’s Shrine of the Ancestors. Highest Ranking member of Sendai’s Spiritual Community. Sacrificed self for Sendai.
Heart Leans Towards Evil; Strong Points Occult Sciences, Political Sciences, Historical Sciences; Powers Priest; Health Normal

Exalted Patriarch Midori Onishi: New High-Priest of Sendai. Was the head of Sendai’s Temple of The Five Gods, but given the mantle of Exalted Patriarch of Sendai's Temple of the Ancestors by The Moon God Umani herself (as witnessed by Yuki and all the Senior Priests of Sendai's Spiritual Community). Is the Highest ranking member of Sendai’s Spiritual Community.
Heart Leans Towards Good; Strong Points Political Sciences, Social Sciences, Occult Sciences; Powers Priest; Health Good

High-Priest Jobin Onishi: High-Priest of Sendai’s Temple of The Five Gods. Now the Second Highest ranking member of Sendai’s Spiritual Community. Assigned by his older brother Midori, upon Midori's transition from head of the Temple of Five Gods to Head of the Temple of The Ancestors.
Hasn’t had the chance yet…

Magistrate Mikio Amori: The female Magistrate in charge of the city of Morioka.
Heart Leans Towards Good; Strong Points Evaluate, Face, Socialize; Powers AFs; Health Normal

Magistrate Rai Higoshi: New Magistrate in charge of the City of Hirosaki.
Heart Leans Towards Good; Strong Points Face, Political Sciences, Perception; Powers AFs; Health Normal

Second Magistrate Juro Saito: Brother and Steward to the now Deceased Chief Magistrate Noburu Saito. Now Magisterial Assistant to Chief Magistrate Hie Yama-Uno of Sendai.
Heart Leans Toward Good; Strong Points Political Sciences, Artistry, Socialize; Powers none; Health Normal

General Kaori Meji: General of Sendai’s Army.
Heart Leans Towards Good; Strong Points Close Quarter, Outdoors, Political Sciences; Powers AFs; Health Normal

Master Overseer Kaito Nakamura: Chief Instructor of Sendai’s School of Martial Combat.
Heart Leans Towards Good; Strong Points Defense, Close Quarter, Athletics; Powers AFs; Health Normal

Headmistress Kimi Otaka: Headmistress of Sendai’s Horsemanship and Mounted Combat School.
Heart Leans Towards Good; Strong Points Close Quarter, Ranged, Outdoors; Powers AFs; Health Normal

Dragon's Breath Cannoneer: The Super-Heavy Infantry of the Chines Shogunate
Heart Leans Towards Evil; Strong Points Melee, Athletics, Face; Powers none; Health Normal

All the Characters
See Character Sheets (some have strange Spiritual Attunement of some kind, including Yuki herself...)

Headmistress Akiko Shirahata: Headmistress of Sendai’s Zen Archery School. Yuki’s Mother.
Heart Leans Towards Good; Strong Points Ranged, Evaluate, Face; Powers Feng-Shui Master; Health Normal

Headmistress Sakura Tekabe: Headmistress of Sendai’s College of Academia.
Heart Leans Towards Evil; Strong Points Historical Sciences, Physical Sciences, Political Sciences; Powers none; Health Normal

Headmaster Yoshi Senmatsu: Headmaster of Sendai’s Children’s Academy.
Heart Leans Towards Good; Strong Points Earth Sciences, Life Sciences, Socialize; Powers none; Health Normal

Ninja Master Kai Shugyo: Outlaw Ninja Master based somewhere in the regions round about.
Hasn’t had the chance yet…

Nezumi Shaman 'Split Tooth': DECEASED - Mercenary Nezumi Shaman (Commoner Caste).
Heart Leans Towards Good; Strong Points Earth Sciences, Occult Sciences, Socialize; Powers Shamantic Magic; Health Normal

Kioko Kikuchi: So-Kitsune - the Spirit of a little six year old girl killed by the nine-tailed fox demon, but she doesn't know that she is dead... Also appears to be from 700+ years into the future...
Heart Pure and Innocent; Strong Points undeveloped; Powers none; Health Spirit

Jenna: Vampire Samurai-ko of the Master Wu-Jen Yunikawa
Heart Evil; Strong Points Evaluate, Face, Close Quarter; Powers Blood Magic; Health Spirit
« Last Edit: February 26, 2015, 05:53:23 pm by BerkaZerka »
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killa_robot

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #7 on: February 08, 2015, 12:31:25 pm »

http://www.bountyheadbebop.com/forum/index.php?topic=208.0

Hexslinging link so I don't always have to go digging for it.
« Last Edit: February 08, 2015, 12:42:02 pm by BerkaZerka »
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #8 on: February 22, 2015, 12:03:13 pm »

So, Here's what Yuki will get for everyone -

Yuki
Divine Ephemeral Soulsteel Scale (Armor 12 (AP 5)/0/0)
Manifest/Unmanifest a number of times per day equal to Presence; Permanent Radiate vs. Undead, Demons, Oni, and Spirits; Grants wearer Immunity to Fire; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel.
Drawback: Wearer takes X2 Damage from Cold based Attacks.

---

Roka
Profane Soulsteel Great Armor (Armor 16 (AP 5)/-2/0)
Demon 1/Day with Absolute Control (Wearer's Will Save to Keep Demon from being Dispelled); Grants wearer Immunity to Fire; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel.
Drawback: Wearer takes X2 Damage from Cold based Attacks.

Bracers of Radiating Hellfire (+2 Defense)
Radiate a number of times per day equal to Presence
Drawback: Wearer Gains the Malevolent Flaw while Radiating

Malevolent (Flaw)
The creature is known by nature to be either demonic, malicious, or just plain untrustworthy.  The creature suffers the following Penalties, except when interacting with others of the Malevolent Flaw: -4 Socialize Skill, +4 Face (Intimidate).

---

Miya
Displacing Soulsteel Scale (Armor 12 (AP 5)/0/0)
Jump 3/Day; Grants wearer Immunity to Fire; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel.
Drawback: Wearer takes X2 Damage from Cold based Attacks.

---

Udo
Defiant SoulSteel Spiked Buckler (+2 Defense; +2 Accuracy/2+L)
Physical Boost a number of times per day equal to Presence; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel.
Drawback: Wearer Gains a level of Fatigue afterwards

Quickening SoulSteel Buckler (+2 Defense)
Restore Vitality 3/Day; Close Wounds 1/Day; Initiative a number of times per day equal to Presence
Drawback: 10% Chance of Unmanifesting, each time Initiative is used

---

Rai
Revitalizing Soulsteel Shadow Scale (Armor 12 (AP 5)/0/0)
+8 Stealth (Hide); Restore Vitality a number of times per day equal to Presence; Grants wearer Immunity to Fire; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel.
Drawback: Wearer takes X2 Damage from Cold based Attacks.

---

Lady Shirahata
Ephemeral Soulsteel Mesh of Healing Energies (Armor 9 (AP 5)/0/0)
Manifest/Unmanifest a number of times per day equal to Presence; Heal 1/Day; Grants wearer Immunity to Fire; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel.
Drawback: Wearer takes X2 Damage from Cold based Attacks.

Epic Soulsteel Lopan and Gatestone
A usable Lopan and Gatestone to replace the ones lost by Lady Shirahata.

---

General Meji
Divine Soulsteel Great Armor of Arcing (Armor 12 (AP 5)/0/0)
Crackling Aura a number of times per day equal to Presence; Permanent Radiate vs. Demons, Oni, and Spirits; Grants wearer Immunity to Fire; The visage of anyone slain by the wearer is permanently absorbed into the Soulsteel.
Drawback: Wearer takes X2 Damage from Cold based Attacks.
« Last Edit: February 22, 2015, 01:00:45 pm by BerkaZerka »
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #9 on: March 04, 2015, 05:43:30 pm »

-1 spell energy would limit them. They'd still cost 1 spell energy to cast.

OK, I'll give - 1SP and 0Drain for Mastered Advanced Spells - Free or Basic (Action Cost Only)
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #10 on: March 18, 2015, 01:34:02 pm »

killa_robot:
 Hey, Berka? How nice are you feeling?

I was thinking, we have three issues:
1) Yunikawa is immortal/really strong
2) We have no idea what his plan is
3) We have no idea how to stop it

Presumably, 2 and 3 will be solved once we get the book of secrets, which leaves the real problem as Yunikawa (and his army, but that's for later), whom we can't kill.

So how about, we just don't kill him?

Epic Magic - Soul Rend
Separates the soul of any creature from its body and imprison it into any small object, leaving the body an empty husk. The hexslinger must be within 50 meters of the creature in order to properly capture the soul when casting the spell. Once inside, the creature may communicate with whomever holds the object telepathically, but otherwise can preform no tasks. If the object is destroyed, the soul of the creature is freed .
(Not sure what a soul can do though by itself)

^Something like that at least. I ask if Berka feels like being nice because I'd like to have Yuki say the idea and prepare the spell before he makes his next post. She can hold the spell for 24 hours, so we're actually at a point where it should be able to be used. The 50 meters thing is mainly for cinematic effect. I actually want to hold him in her Gatestone (seems like a cool thing to do), but if Berka wants it to be a specific object instead that's fine too.

Once he's captured, we need to get the book. And, you know, deal with the army.

But at least we have one thing we may be able to take care of.
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killa_robot

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #11 on: March 18, 2015, 05:48:19 pm »

Minions:

Chiyo Matsuko (4 edges) [Foxkin]
Intuition
Threat Assessment
Alert
Common Sense
Lucky
Photographic Memory

Squeamish
Soft

Reizo Matsuko (4 edges) [Foxkin]
Spirited
Archer
Marksman
Rapid Shot
Sniper
Toughness

Vengeful
Hothead

Goro Kenmotsu (1 edge) [Foxkin]
Physician
Herbalist
Concentration
Time Sense

Pipe Addict
Geezer
Phobia (Being Alone)

Rei Kimura (1 edge) [Foxkin]

Lucky
Runner
Athletic
Climber

Kid
Phobia (Darkness)
Impulsive

10 Fan Minions:
Brawler
Duelist
Toughness
Spirited

Gullible
Hasty
Code of Honour (Must defend Foxkin honour)

10 Occult Minions:
Lore Master
Sage
Concentration
Occult Ties?

Lazy
Scrawny
Superstitious

-----------------
Not sure if minions can have occult ties. Also noticed there's no real edge for arcana. What's the difference between Arcana and Occult?

I can give my bigger minions backgrounds if you'd like as well.
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #12 on: March 23, 2015, 07:13:29 am »

Done~

Arcana is Magic Items and Artifacts, Occult is lore about demons, spirits, magical theory, history, etc ...
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #13 on: March 23, 2015, 08:15:51 am »

Malevolent (Flaw)
The creature is known by nature to be either demonic, malicious, or just plain untrustworthy.  The creature suffers the following Penalties, except when interacting with others of the Malevolent Flaw: -4 Socialize Skill, +4 Face (Intimidate).
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killa_robot

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #14 on: March 24, 2015, 12:30:04 pm »

Ancestral Jade Bracers_

Ancestral Jade - +1 Bonus / Regeneration: 1 VP / Round - 1 WP / Hour

Oh nice. I was actually hoping for 1 VP / Round regeneration originally, but I wasn't sure if you'd be up for it or not.
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #15 on: March 24, 2015, 05:17:57 pm »

1 VP / Round = 10 VP per Minute.  8)
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #16 on: March 24, 2015, 05:26:54 pm »

Added Iron Will~
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BerkaZerka

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #17 on: March 30, 2015, 07:20:19 am »

10 ft tall; STR 6; Heavy Hitter; Cargo Carrier; red skin; orange fangs & claws; black horns; burning eyes; +5 Psychosis
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killa_robot

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Re: Yuki Shirahata (Killa’s Samurai-Ko Ki-Zen Epic Wu-Jen)
« Reply #18 on: April 14, 2015, 01:37:27 pm »

Yuki differences:
 - With her father alive, Yuki would likely be even more chaotic, but she'd also be more aware of her role as a political figure, and as such would actually be capable of lying (though still not great at it)
 - With her father + the merge, Yuki would be much more willing to take on a leadership role after she gains her Wu-Jen/Feng-Shui powers

Yuki's goals after merging:
 - Become an OP awesome Feng-Shui master/epic Wu-Jen.
 - Bind each piece of the Masaki-Dai-Oni to each of the gods (perferrably without pissing them off).
 - Fix the Fire Herald.
 - Hunt down and kill/bind the Kitsune.

Go big or go home!

Additional goals:
- Create something in memory of Kioko so she's not forgotten by herself/her mother.
- Create a base on the original Demesne (where Yunikawa had his base), and make it into a Manse like he did. Probably would be useful to have all that power for her other goals.
- Mend relations with Naga (guessing they won't be overly happy their only job is removed after Yuki makes the shrine obsolete).
- Take part in protecting Sendai (probably by becoming head of something I'd imagine).
« Last Edit: April 14, 2015, 03:15:28 pm by killa_robot »
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