Shen: Difference between revisions

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|'''Fearless'''|| 2 || enlightened || - || immune to Fear checks
|'''Fearless (2pts)''' || enlightened || - || immune to Fear checks
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|'''Heightened Senses-Infravision'''|| Trapping: chi awareness || Trapping: chi awareness || Notes
|'''Heightened Senses-Infravision (1pt)'''|| chi awareness || - || Used with Low Light Vision, ignores all illumination penalties
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|'''Powers'''|| Point Cost: N/A || Trapping: N/A || Notes
|'''Immune to Poison/Disease (1pt)'''|| balanced chi || - || So healthy!
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|'''Powers'''|| Point Cost: N/A || Trapping: || Notes
|'''Mind Shield (3pts)'''|| enlightened || Strong || -4 penalty to mind reading and mind control, enemy Fatigued if fails, Stunned on a Raise
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Revision as of 14:57, 27 June 2025

Shen Storm's-Eye

“Are you sure you still want to attack? Judging by your poor stance 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)
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) or receive Knockback
Stun d12+3 Stunned roll Vigor-2 (-4 on Raise) or be 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 physical ranged attacks he can see coming use his 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 fellow Defenders, his students, and the other 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 for Very Old
Fighting Agility d12+2 +1 when Unarmed
Notice Smarts d6
Occult Smarts d6
Persuasion Spirit d6
Stealth Agility d8
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 awareness - Used with Low Light Vision, ignores all illumination penalties
Immune to Poison/Disease (1pt) balanced chi - So healthy!
Mind Shield (3pts) enlightened Strong -4 penalty to mind reading and mind control, enemy Fatigued if fails, Stunned on a Raise
Martial Arts Powers
Powers Point Cost: N/A Trapping: Notes
Power Point Cost: N/A Trapping: Notes