Difference between revisions of "EdgeofHeaven/PantherGirl"

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'''PANTHER GIRL'''
 
'''PANTHER GIRL'''
  
Years ago, a young girl was abandoned in a forest, presumably left to die by whoever was responsible. But die she did not - instead, she grew up in the wilderness, learning kung fu, so she claims, from the animals, the wind and the trees therein.
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Years ago, a young girl was abandoned in the mountains near Blazing Beacon, presumably left to die by whoever was responsible. But die she did not - instead, she grew up in the wilderness, learning kung fu, so she claims, from the animals, the wind and the trees therein.
  
One day, a battle took place in the forest between a gang of bandits and the magistrate's forces. Unable to overcome the bandits by force of arms alone, the magistrate's troops burned down the forest to defeat them, in the process destroying the only home Panther Girl had ever known. Mourning the loss of her animal friends, Panther Girl set out to avenge their deaths, and try and protect nature from the ravages of humans.
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Initially, she did not meet the few humans she encountered on friendly terms, seeing them as hostile and intending to hunt or claim territory from her animal friends. This changed when she encountered the Third Mason when he journeyed into the wilderness to meditate - slowly, he earned her trust, and convinced her that other humans were worth protecting. She now protects travellers on the silk road, and brings those who are sick or wounded to Whispering Kick.
  
 
CONCEPT: “Raised by wild animals” girl
 
CONCEPT: “Raised by wild animals” girl
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RIVER: 2
 
RIVER: 2
  
JOSS: 2 Chivalrous, 1 Malicious
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JOSS: 4 Chivalrous, 1 Malicious
  
  
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Stealth +10
 
Stealth +10
  
Survival +10 (Forest)
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Survival +10 (Mountain)
  
 +
Tactics +5
  
 
VIRTUES
 
VIRTUES
  
Benevolence ** Ferocity ***
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Benevolence *** Ferocity ***
  
 
Force *** Individualism **
 
Force *** Individualism **
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Honor * Obsession **
 
Honor * Obsession **
  
Loyalty **** Revenge ****
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Loyalty **** Revenge **
  
 
Righteousness ** Ruthlessness **
 
Righteousness ** Ruthlessness **
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Four Devils Ring - 3 Fortune - She knows the ring's plans.
 
Four Devils Ring - 3 Fortune - She knows the ring's plans.
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Master Jun's Library: 3 Fortune While wandering in the blazing deserts north of the town, at a place almost equidistant from Blazing Beacon, the Jade Gate, and the westernmost fortress of the Great Wall, you came across a hermit. Covered from head to toe in rags, he shared with you his food and drink, and told you of a great store of knowledge preserved nearby. Next time he saw you, he said, he'd bring you to it. And you did see him one more time - but he looked at you as if a total stranger, and again shared his food and drink, and promised to bring you to this place next time he saw you.
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 +
Blazing Beacon: 2 Bonus Whether as a gift from heaven or as a result of being raised in the wild, nature seems to go out of its way to aid you. While in the unsettled regions outside of Blazing Beacon, you never Fear an opponent or an obstacle, and have a +5 bonus to any roll involving hunting, tracking, or finding your way.

Latest revision as of 01:53, 13 April 2012

PANTHER GIRL

Years ago, a young girl was abandoned in the mountains near Blazing Beacon, presumably left to die by whoever was responsible. But die she did not - instead, she grew up in the wilderness, learning kung fu, so she claims, from the animals, the wind and the trees therein.

Initially, she did not meet the few humans she encountered on friendly terms, seeing them as hostile and intending to hunt or claim territory from her animal friends. This changed when she encountered the Third Mason when he journeyed into the wilderness to meditate - slowly, he earned her trust, and convinced her that other humans were worth protecting. She now protects travellers on the silk road, and brings those who are sick or wounded to Whispering Kick.

CONCEPT: “Raised by wild animals” girl

RANK: 4

ARCHETYPE: Warrior

LAKE: 7

RIVER: 2

JOSS: 4 Chivalrous, 1 Malicious


SKILLS:

Awareness +10

Finesse +5 (Acrobatics)

Hardiness +5

Might +5

Stealth +10

Survival +10 (Mountain)

Tactics +5

VIRTUES

Benevolence *** Ferocity ***

Force *** Individualism **

Honor * Obsession **

Loyalty **** Revenge **

Righteousness ** Ruthlessness **


DISADVANTAGES

Raised in the Wild: Panther Girl is unused to civilisation, and it shows. She doesn’t know how to act in civilised surroundings, and is likely to be regarded as little better than an animal by city folk.


KUNG FU

Destiny Cloud Fist

  • Heavenly Warrior (5)
  • Windy Cloud Force (5)

Boundless Prosperity Manual

  • Act Without Resistance (2)
  • Reflexes Like Lightning (3)
  • Five Elements Supreme Combination (4)


Speed +5

Footwork +15

Strike +10

Damage +5

Block +5

Toughness +5


Light Armor

Weapon: Spear


Cultivation: 10 + 15 Wood


Chi: 11

Wood Chi: 2

LORESHEETS:

Silk Road:

2 Status - she's known for helping travellers who get lost, and warning them of danger.

Mountain Heart Sect:

Thousand Boddhisatva Caves - 3 Fortune - Has visited the Mountain Heart Sect grottoes

The Third Mason - 3 Fortune - The Third Mason was the first human Panther Girl met on friendly terms, and he helped reintroduce her to civilisation.

Four Devils Ring - 3 Fortune - She knows the ring's plans.

Master Jun's Library: 3 Fortune While wandering in the blazing deserts north of the town, at a place almost equidistant from Blazing Beacon, the Jade Gate, and the westernmost fortress of the Great Wall, you came across a hermit. Covered from head to toe in rags, he shared with you his food and drink, and told you of a great store of knowledge preserved nearby. Next time he saw you, he said, he'd bring you to it. And you did see him one more time - but he looked at you as if a total stranger, and again shared his food and drink, and promised to bring you to this place next time he saw you.

Blazing Beacon: 2 Bonus Whether as a gift from heaven or as a result of being raised in the wild, nature seems to go out of its way to aid you. While in the unsettled regions outside of Blazing Beacon, you never Fear an opponent or an obstacle, and have a +5 bonus to any roll involving hunting, tracking, or finding your way.