Shen: Difference between revisions

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|''“Are you sure you still want to attack? Judging by your reaction time and footwork, that seems ill-advised.”
|''“Are you sure you want to attack? Judging by your reaction time and footwork, that seems ill-advised.”
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''
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|Role: || melee/debuff/crowd control
|Role: || melee debuff/crowd control
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|Rank: || Seasoned
|Rank: || Seasoned
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|Parry || 16 (ignore 2pts Gang Up)
|Parry || 16 (ignore 2pts Gang Up)
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|Ranged Defense || Standard for range w/-2 DN penalty; or 18 vs perceived physical attacks
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|Toughness || 6(1) clothes, 7(2) leather  
|Toughness || 6(1) clothes, 7(2) leather  
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|Unarmed Strikes || d12+3 || d6+d4 || punches, kicks, joint locks, throws
|Unarmed Strikes || d12+3 || d6+d4 || punches, kicks, joint locks, throws
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|Push || d12+3 || Distracted, Knockback 4d6 (5d6 on Raise) || Cone Template, Selective, Heavy Weapon; target(s) Distracted, roll Str-2 (-4 on Raise) or receive Knockback
|Push || d12+3 || Distracted, Knockback 4d6 (5d6 on Raise) || Cone Template, Selective, Heavy Weapon; target(s) Distracted & roll Str-2 (-4 on Raise) to avoid Knockback
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|Stun || d12+3 || Stunned || roll Vigor-2 (-4 on Raise) or be Stunned
|Stun || d12+3 || Stunned || target rolls Vigor-2 (-4 on Raise) or is Stunned
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|Martial Artist || unarmed Fighting +1, +1d4 damage to unarmed attacks
|Martial Artist || unarmed Fighting +1, +1d4 damage to unarmed attacks
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|Missile Deflection || physical ranged attacks he can see coming use his Parry as the base TN
|Missile Deflection || perceived physical ranged attacks use Parry as the base TN
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|Uncanny Reflexes || ignore -2 penalty to Evasion, can Evade area effects that don't normally allow it
|Uncanny Reflexes || ignore -2 penalty to Evasion, can Evade area effects that don't normally allow it
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|Code of Honor|| Major || adheres to an enlightened code of conduct
|Code of Honor|| Major || adheres to an enlightened code of conduct
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|Loyal|| Minor || fellow Defenders, his students, and the other shrine keepers
|Loyal|| Minor || to his teammates, students, and fellow shrine keepers
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|Mild-Mannered|| Minor || -2 Intimidation, too benign to seem very scary
|Mild-Mannered|| Minor || -2 Intimidation, too benign to seem very scary
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|Athletics || Agility || d8 ||  
|Athletics || Agility || d8 ||  
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|Common Knowledge || Smarts || d6 || +2 for Very Old
|Common Knowledge || Smarts || d6+2 || Very Old
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|Fighting || Agility || d12+2 || +1 when Unarmed
|Fighting || Agility || d12+2 || d12+3 for Unarmed
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|Notice || Smarts || d6 ||  
|Notice || Smarts || d6 ||  
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|Stealth || Agility || d8 ||  
|Stealth || Agility || d8 ||  
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|All other skills || varies || d4-2 ||
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|'''Heightened Senses-Infravision (1pt)'''|| chi awareness || - || used with Low Light Vision, ignores all illumination penalties
|'''Heightened Senses-Infravision (1pt)'''|| chi-enhanced || - || in conjunction with Low Light Vision, ignores all illumination penalties
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|'''Immune to Poison/Disease (1pt)'''|| balanced chi || - || so healthy!
|'''Immune to Poison/Disease (1pt)'''|| chi-enhanced || - || so healthy!
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|'''Mind Shield (3pts)'''|| enlightened || Strong || -4 penalty to mind reading and mind control, enemy Fatigued if fails, Stunned on a Raise
|'''Mind Shield (3pts)'''|| enlightened || Strong || -4 penalty to mind reading and mind control, enemy Fatigued if fails, & is Stunned on a Raise to resist
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|'''Hardy (2pts)'''|| chi-enhanced conditioning || - || a second Shaken doesn't Wound
|'''Hardy (2pts)'''|| chi-enhanced || - || a second Shaken doesn't Wound
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|colspan="5"|  
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|'''Leaping (4pts)'''|| wuxia arts || Bounce || vertical 8" (16yds), horizontal 16" (32yds), ignores falls <8", can bounce up surfaces to scale heights
|'''Leaping (4pts)'''|| chi-enhanced || Bounce || vertical 8" (16yds), horizontal 16" (32yds), ignores falls <8", can bounce up surfaces to scale heights
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|'''Parry (7pts)'''|| defensive arts || Protector || Increases own Parry +5, gives +5 Parry to adjacent allies as a free action.
|'''Parry (7pts)'''|| super-skilled || Protector || Increases own Parry +5, gives +5 Parry to adjacent allies as a free action.
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|'''Push (4pts)'''|| offensive arts || Alternate Trait (Fighting), Heavy Weapon, Limitation, Selective, Strong || Cone Template, zero range, avoids allies, target(s) Distracted & roll Str-2 (-4 on Raise) or receive 4d6 Knockback (5d6 on Raise)
|'''Push (5pts)'''|| chi-enhanced || Alternate Trait (Fighting), Heavy Weapon, Limitation, Selective, Strong || Cone Template, zero range, avoids allies, target(s) Distracted & roll Str-2 (-4 on Raise) or receive 4d6 Knockback (5d6 on Raise)
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|'''Stun (4pts)'''|| chi-disrupting strike || Alternate Trait (Fighting), Requires Touch, Strong || target rolls Vigor-2 (-4 on raise) or Stunned
|'''Stun (4pts)'''|| super-skilled || Alternate Trait (Fighting), Requires Touch, Strong || target rolls Vigor-2 (-4 on raise) or is Stunned
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|'''Super Edge (12pts)'''|| super martial arts || - || 6 extra Edges: Block, Improved Block, Combat Reflexes, Dodge, Missile Deflection, Uncanny Reflexes
|'''Super Edge (12pts)'''|| super-skilled || - || 6 extra Edges: Block, Improved Block, Combat Reflexes, Dodge, Missile Deflection, Uncanny Reflexes
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|'''Super Skill: Fighting (1pt)'''|| super martial arts || - || +1 to Fighting, raises racial maximum same amount
|'''Super Skill: Fighting (1pt)'''|| super-skilled || - || +1 to Fighting, raises racial maximum the same amount
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Latest revision as of 09:52, 28 June 2025

Shen Storm's-Eye[edit]

“Are you sure you want to attack? Judging by your reaction time and footwork, that seems ill-advised.”

Background
Character Name: Shen Storm's-Eye
Role: melee debuff/crowd control
Rank: Seasoned
XP Total: 4
Description: super martial artist
Attributes
Agility d12+1
Smarts d6+2
Spirit d6
Strength d6
Vigor d8
Secondary Statistics
Pace 6" walk, 16" leap
Parry 16 (ignore 2pts Gang Up)
Ranged Defense Standard for range w/-2 DN penalty; or 18 vs perceived physical attacks
Toughness 6(1) clothes, 7(2) leather
Bennies 3/3
Offense
Attack To Hit Damage Notes
Unarmed Strikes d12+3 d6+d4 punches, kicks, joint locks, throws
Push d12+3 Distracted, Knockback 4d6 (5d6 on Raise) Cone Template, Selective, Heavy Weapon; target(s) Distracted & roll Str-2 (-4 on Raise) to avoid Knockback
Stun d12+3 Stunned target rolls Vigor-2 (-4 on Raise) or is Stunned
Edges
Arcane Background: Super Powers super-powered immortal
Block +1 Parry, ignore 1pt Gang Up bonus
Improved Block +2 Parry, ignore 2pts Gang Up bonus
Combat Reflexes +2 Spirit to recover from Shaken or Stunned
Dodge -2 to be hit by ranged attacks
Iron Jaw +2 to Soak, and to make Vigor rolls to avoid Knockout Blows
Martial Artist unarmed Fighting +1, +1d4 damage to unarmed attacks
Missile Deflection perceived physical ranged attacks use Parry as the base TN
Uncanny Reflexes ignore -2 penalty to Evasion, can Evade area effects that don't normally allow it
Ancestry: Elf
Agile Start with d6 Agility, increase maximum Agility to d12+1
All Thumbs -2 to use mechanical devices
Low Light Vision ignore penalties for Dim and Dark Illumination.
Hindrances
Code of Honor Major adheres to an enlightened code of conduct
Loyal Minor to his teammates, students, and fellow shrine keepers
Mild-Mannered Minor -2 Intimidation, too benign to seem very scary
Pacifist Minor only fights when given no choice, doesn't kill prisoners; undeniable evil still "fair game"
Poverty Minor doesn't earn much, and gives away most of that


Skills
Skill Attribute Rank Modifiers
Academics Smarts d6
Athletics Agility d8
Common Knowledge Smarts d6+2 Very Old
Fighting Agility d12+2 d12+3 for Unarmed
Notice Smarts d6
Occult Smarts d6
Persuasion Spirit d6
Stealth Agility d8
All other skills varies d4-2
Powers of Enlightenment
Trapping: Modifiers: Notes:
Ageless (3pts) enlightened Very Old doesn't age, +2 to Smarts and Common Knowledge rolls
Fearless (2pts) enlightened - immune to Fear checks
Heightened Senses-Infravision (1pt) chi-enhanced - in conjunction with Low Light Vision, ignores all illumination penalties
Immune to Poison/Disease (1pt) chi-enhanced - so healthy!
Mind Shield (3pts) enlightened Strong -4 penalty to mind reading and mind control, enemy Fatigued if fails, & is Stunned on a Raise to resist
Powers of Martial Artistry
Trapping: Modifiers: Notes:
Hardy (2pts) chi-enhanced - a second Shaken doesn't Wound
Leaping (4pts) chi-enhanced Bounce vertical 8" (16yds), horizontal 16" (32yds), ignores falls <8", can bounce up surfaces to scale heights
Parry (7pts) super-skilled Protector Increases own Parry +5, gives +5 Parry to adjacent allies as a free action.
Push (5pts) chi-enhanced Alternate Trait (Fighting), Heavy Weapon, Limitation, Selective, Strong Cone Template, zero range, avoids allies, target(s) Distracted & roll Str-2 (-4 on Raise) or receive 4d6 Knockback (5d6 on Raise)
Stun (4pts) super-skilled Alternate Trait (Fighting), Requires Touch, Strong target rolls Vigor-2 (-4 on raise) or is Stunned
Super Edge (12pts) super-skilled - 6 extra Edges: Block, Improved Block, Combat Reflexes, Dodge, Missile Deflection, Uncanny Reflexes
Super Skill: Fighting (1pt) super-skilled - +1 to Fighting, raises racial maximum the same amount