Ooyama Shinki: Difference between revisions
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:'''Legend (Aka-oni) 3//''' | :'''Legend (Aka-oni) 3//''' | ||
:'''Resources 1//''' | :'''Resources 1//''' | ||
:'''Totem 5//''' Kikansetsu-maru (鬼神説丸) (Willpower | :'''Totem 5//''' Kikansetsu-maru (鬼神説丸) (Willpower 8, Gnosis 7, Rage 8; Power 30/30) | ||
::'''Charms/''' Airt Sense, | ::'''Charms/''' | ||
::*''Airt Sense:'' Perceives paths in the Umbra as the sound of flowing water- deeper regions have a crisp sound like mountain streams. | |||
::*''Armor:'' Flows with hits to minimize damage. If evasion is impossible, she instead flexes. A lot. | |||
::*''Assess Character:'' Fighting instincts allow others to be measured against one's self. Better at determining fighting ability than other things (Rage, attack magic and combat pools revealed first) | |||
::*''Blast:'' Launches aqua bullets and scything water streams. | |||
::*''Healing:'' Has a gourd of healing sake. | |||
::*''Swift Flight:'' Jumps really good (84 meters or yards per round!), more fighting game airdash or wuxia glide than real flight. | |||
= Equipment = | = Equipment = |
Revision as of 19:14, 6 April 2016
Overview
Appearance
Background
Lessons
Vital Statistics
- Name// Ooyama Shinki
- Tradition// Akashaic Brotherhood
- Concept// Ox-Tiger Renegade
- Image Song// John Cafferty - Hearts on Fire, secretly: this
- Nature// Caregiver/Competitor, regain WP when helping or protecting someone/regain WP when impressing someone or winning a challenge.
- Demeanor// Survivor, regain WP when surviving a difficult situation.
- Essence// Questing
- Chantry// N/A
Things to Track
- Willpower// 5
- Temporary Willpower// 5
- Health Levels// -0 x 1, -1 x 2, -2 x 2, -5 x 1, Incapacitated
- Current Damage// 0
- Arete// 4
- Quintessence// 5/5
- Paradox// 0
Attributes
- Strength 6// Force of Nature
- Dexterity 2//
- Stamina 4// Relentless
- Perception 5// Bloodhound
- Intelligence 2//
- Wits 2//
- Charisma 2//
- Manipulation 2//
- Appearance 4// Iconic
Abilities
TALENTS/
- Alertness 1//
- Athletics 4// Hurl to the Horizon
- Awareness 4// Spiritual Power
- Do 5// Defensive Arts
- Intimidation 3//
SKILLS/
- Acrobatics 1//
- Crafts (Weapons) 4// Impractical for Weaklings
- Heavy Weapons 2//
- Meditation 1//
- Melee 3//
KNOWLEDGES/
- Academics (Philosophy) 2//
- Body Control 5//
- Cosmology 2//
- Law (Akashaic Codes) 2//
- Strategy 2//
Paradigm
Foci and Spheres
SPHERES/
- Life 3//
- Matter 3//
- Spirit 4//
FOCI/
Do Limbs
- Dhyana// Awareness, Enigmas, Meditation
- Prajna// Academics (Philosophy), Cosmology, Law (Akashaic Codes)
- Dharmamukti// Alertness, Do, Dodge
- Shastamargas// Crafts (Weapons), Melee, Strategy
- Tricanmarga// Acrobatics, Athletics, Body Control
Do Maneuvers
- Escape Arts// Break out of restraints with Dex + Do at variable dif depending on level of restraint. Amateur restraints are automatically escaped without a roll.
- Iron Shirt// Add (Do) to Stamina to resist Bashing damage, receive 1 level if the inflicted damage exceeds (Stamina).
- Jou Chuan// Disarm or redirect melee and unarmed attacks with Dex + Do at dif 7 and score more sux than opponent on their attack roll.
- Kiaijutsu// Once per combat can roll Manipulation + Do at a dif of (target Willpower +2) and attempt to demoralize an opponent, increasing the penalty of their actions by 1 to a maximum of +3. Can also roll Charisma + Do at dif 8 and add successes to Performance, Leadership or Intimidation rolls for the scene.
- Peaceful Way// All Craft (Weapon) actions have a dif -1 of normal. Anyone who passes a relevant skill check at dif 8 can sense that the character is a skilled martial artist from the results of the craft and techniques used.
- Plum Flower Blossom// Roll Dex + Do at dif 6, doubling jumping distance for 1 turn + 1 per 2 successes on the roll.
- Weapon Art// Shikomizue (Sword), Chain, Tetsubo (Club) receive Do dif reduction.
- Ten Thousand Weapons/ Any object is a weapon, inflicting minimum bashing dice equal to (Do). Weapons which inflict Bashing instead deal Lethal, and Lethal weapons gain +1 dice.
- Snake Step// Dodge with a pool of (Dex + Do + 3) at dif 5.
Rotes
Backgrounds
- Avatar 5// Aka-oni
- Legend (Aka-oni) 3//
- Resources 1//
- Totem 5// Kikansetsu-maru (鬼神説丸) (Willpower 8, Gnosis 7, Rage 8; Power 30/30)
- Charms/
- Airt Sense: Perceives paths in the Umbra as the sound of flowing water- deeper regions have a crisp sound like mountain streams.
- Armor: Flows with hits to minimize damage. If evasion is impossible, she instead flexes. A lot.
- Assess Character: Fighting instincts allow others to be measured against one's self. Better at determining fighting ability than other things (Rage, attack magic and combat pools revealed first)
- Blast: Launches aqua bullets and scything water streams.
- Healing: Has a gourd of healing sake.
- Swift Flight: Jumps really good (84 meters or yards per round!), more fighting game airdash or wuxia glide than real flight.
- Charms/
Equipment
Outfits
Transport
Weapons
Misc
Merits and Flaws
Merits
- Dual Nature// She's not doing it for you... idiot. Has both the Caregiver and Competitor Natures, with the implicit benefits and penalties.
- Legendary Strength// Gains up to (Strength) extra dots of Strength for the purpose of making minimums for the use of particular weapons. For weapons with the 2H tag, her strength also increases to meet the requirements of using them one-handed. As long as the minimums are met, there are no penalties for wielding them as such beyond those which might arise from lack of leverage or awkward grip using a weapon substantially larger than herself.
- True Love// Has the greatest love and respect for her sworn brother, Kikansetsu-maru (a girl). Automatic successes on relevant rolls to get closer, help or protect her, and other benefits at GM discretion.
Flaws
- Notoriety// Haha, you bet the Akashaics aren't hot about her.
- Otherworldly Taint// Depending on the observer, stinks of: Kakuri, Earth, the underworld and the fairy realms specific to Japan.
- Primal Marks// Ruddy-skinned, stocky and powerful-looking, like an oni and has a pair of small horns in applicable realms. Looks good in tigerskin.
Chargen
Attributes
Physical 64/64
- Strength 5 (40)
- Dexterity 1
- Stamina 4 (24)
Mental 44/44
- Perception 5 (40)
- Wits 2 (4)
- Intelligence 1
Social 24/24
- Appearance 4 (24)
- Charisma 1
- Manipulation 1
Abilities
Talents 39/39
- Alertness 1 (3)
- Athletics 3 (9)
- Awareness 3 (9)
- Do 3 (9)
- Intimidation 3 (9)
Skills 27/27
- Acrobatics 1 (3)
- Heavy Weapons 1 (3)
- Crafts (Weapons) 3 (9)
- Meditation 1 (3)
- Melee 3 (9)
Knowledges 15/15
- Academics (Philosophy) 1 (3)
- Body Control 1 (3)
- Cosmology 1 (3)
- Law (Akashaic Codes) 1 (3)
- Strategy 1 (3)
Backgrounds
Background Points 21/21
- Avatar 3 (9)
- Legend 3 (9)
- Resources 1 (9)
Spheres
Sphere Points 65/65
- Matter 3 (34)
- Spirit 3 (31)
Freebie Points
Freebie Points 126/126
- Notoriety (+9)
- Otherworldly Taint (+6)
- Primal Marks (+6)
- Dual Nature (6)
- True Love (3)
- Avatar 5 (6)
- Totem 5 (30)
- Arete 4 (24)
- Legendary Strength (15)
- Strength 6 (20)
- Spirit 4 (21)
- Strategy 2 (1)
XP
Experience Gains
Experience Total/Spent/Unspent (100/100/0)
Experience Spending
Experience Total/Spent/Unspent (100/100/0)
- Life 3 (34)
- Dexterity 2 (4)
- Manipulation 1 (4)
- Charisma 1 (4)
- Intelligence 1 (4)
- Do 5 (14)
- Craft (Weapons) 4 (6)
- Heavy Weapons 2 (2)
- Body Control 5 (10)
- Awareness 4 (6)
- Athletics 4 (6)
- Cosmology 2 (1)
- Lore (Akashaic Code) 2 (1)
- Academics (Philosophy) 2 (1)