Master Tse
Tse is a monk of the Shugo sect of Shinto, and lives in a small
monastery in the mountains of Dewa. There, along with the other
monks, he meditates, practices martial arts to build his Ki and
studies magic as his road to Ki mastery. Like all his brethren, Tse
scorns the material world, dressing in a robe much the worse for
wear, and letting his hair and straggly beard grow freely.
When casting spells, Tse meditates and chants, concentrating on
manipulating the flow of Ki through his body, allowing him to perform
such supernatural feats as controlling the weather and season within
his vicinity. The monastery he shares with his brothers is thus an
oasis of calm and beauty in the stark mountains, and their gardens -
cultivated as much for discipline as food - always yield bumper
crops. By learning to control nature, Tse seeks to control the more
tempestuous currents within himself.
CHA
|
VAL
|
Cost
|
STR
|
15
|
+10
|
DEX
|
14
|
+12
|
CON
|
11
|
+2
|
BOD
|
11
|
+2
|
INT
|
18
|
+8
|
EGO
|
11
|
+2
|
PRE
|
14
|
+4
|
COM
|
10
|
|
PD
|
4
|
+1
|
ED
|
2
|
|
SPD
|
3
|
+5
|
REC
|
4
|
|
END
|
22
|
|
STUN
|
25
|
|
Total
|
|
+46
|
|
|
|
OCV
|
5
|
+2 with Kempo
|
DCV
|
5
|
+2 with Kempo
|
ECV
|
4
|
|
|
Powers, skills, etc
|
2
|
Perk: Priest (right to shelter and perform
ceremonies)
|
3
|
Scholar
|
4
|
KS: Shinto rituals (11-), KS: Kempo (11-), KS: Analyse
style (11-), KS: Shugendo (11-), KS: meteorology (11-)
|
1
|
Languages: Japanese (Fluent, literate)
|
|
|
2
|
FAM : Common melee weapons
|
6
|
CSL: +2 with Kempo
|
|
|
9
|
Magery (16-)
|
9
|
+9 BOD (only for spellcasting)
|
19
|
Spells of Shugendo Multipower (70 point reserve).
Concentration (0 DCV, throughout, -1), extra time (full
phase, - 1/2), Incantation (throughout, -1/2), Requires a
skill roll (-1/2), Requires Mana (-1/4) for a total of -2
3/4.
|
1
|
(u) Banish storm (65 active points)
|
1
|
(u) Bumper crop (67 active points)
|
1
|
(u) Change of seasons (52 active points)
|
1
|
(u) Detect weather manipulation
|
1
|
(u) Earth reading (40 active points)
|
1
|
(u) Earthquake (67 active points)
|
2
|
(u) Fog bank (65 active points)
|
1
|
(u) Hidden grove (65 active points)
|
1
|
(u) Predict weather (40 active points)
|
1
|
(u) Rain storm (65 active points)
|
1
|
(u) Resist the fury of nature (39 active points)
|
1
|
(u) Summon gale (41 active points)
|
1
|
(u) Weather manipulation (70 active points)
|
|
|
15
|
Kempo martial arts Multipower : 15 point reserve
|
1
|
(u) Defensive Strike (11) STR, +1 OCV, +3 DCV
|
1
|
(u) Fast Strike (14) +2d6 HA, +2 OCV
|
1
|
(u) Martial Block (10) +2 OCV, +2 DCV
|
1
|
(u) Martial Disarm (15) + 3 STR (disarm only, -1) +1 OCV,
+1 DCV
|
89
|
Powers cost
|
135
|
Total character cost
|
Normal Equipment
Monk's robes
Demon-scaring drum
Walking staff
75+
|
Disadvantages
|
15
|
Psychological limit : Code of the Shinto Monk (common,
strong)
|
15
|
Psychological limit : Dedicated to study of sorcery
(common, strong)
|
10
|
Distinctive Features: Yamahoshi
|
10
|
Reputation (extreme) Shugenja
|
10
|
Mountain-dwelling hermit bonus
|
Tse's spells.
BANISH STORM
This powerful enchantment is easily enough to completely dissipate
an entire storm front from horizon to horizon.
Power. Change Environment, Calm, 2048" radius
Specific Modifiers: No range (-1/2) + spell modifiers
Active Cost = 65 points; Ki Cost: 6; END Cost: 6; Magic Roll: -6;
Casting Time: Full phase
BUMPER CROP
Enhancing the flow of Ki out of the earth into plants, Tse has
learned to magically increase the food yield from a season of plant
growth. This spell is effective on all types of edible plants,
including grains, vegetables, fruit trees and wild berries. However,
Tse is reluctant to overuse this spell as helping plants to grow by
manual labour is considered more fitting. This spell is thus
restricted to periods when the weather has been inhospitable for the
local peasants.
Power: 3d6 Cosmetic Transform (Improve Yield for Season)
Specific Modifiers: Any Edible Plant (+1/4), Area Effect (1km
Radius) (+3); No Range (-1/2)
Active Cost = 67 points; Ki Cost: 7; END Cost: 7; Magic Roll: -7;
Casting Time: Full phase
CHANGE OF SEASONS
This spell will cause plants and trees within the radius of the
spell to change their form to match a different season of the year,
such as budding flowers during spring, or falling leaves during the
fall. This spell has proven useful for specialized tasks, such as
growing fruit in winter or saving plants from a late frost.
Power: 3d6 Cosmetic Transform (Change Plant Season)
Specific Modifiers: Area Effect (32" Radius, +2), Cumulative
(+1/2); No Range (-1/2), 1/2 DCV Concentrate Throughout (-1/2), Only
where plants can grow (-1/4).
Active Cost = 52 points; Ki Cost: 5; END Cost: 5; Magic Roll: -5;
Casting Time: Full phase
DETECT WEATHER MANIPULATION
With this spell, Tse may determine if the surrounding weather
conditions are the result of natural causes or magic. Furthermore, if
magic is being used to manipulate the weather, he can deterrnine what
kind of magic is being used and how powerful it is.
Power: Detect Weather Manipulation, Discriminatory, Telescopic
+10
Specific Modifiers: Will not function in Enclosed Environments
(-1), Costs Endurance (-1/2).
Active Cost = 38 points; Ki Cost: 4; END Cost: 4; Magic Roll: -4;
Casting Time: Full phase
EARTH READING
Tse can sense the identity of the last person or creature to pass
over the section of ground he is casting over.
Power: 40 pts Clairsentience (Retrocognition)
Specific Modifiers: Last one to pass over that position only (-1),
Character Must Have Connection to the Earth (-1/4)
Active Cost = 40 points; Ki Cost: 4; END Cost: 4; Magic Roll: -4;
Casting Time: Full phase
EARTHQUAKE
This spell creates an earthquake with a 2" radius around the
target hex. Once cast the spell may be maintained by paying END
without further Skill or targeting rolls.
People in the area of the earthquake must resist a STR 15 by
bracing or grabbing hold of something, or be thrown to the ground.
Inanimate objects will be knocked over. If the floor is rigid (like
stone) it will crack, causing bad footing even after the quake. Unhss
people in the target area can resist the quake with their casual STR
they will have a -3 penalty to every roll they make, requiring
coordination or concentration.
Note that the caster is not personally immune.
Power: Telekinesis (STR 15)
Specific Modifiers: Area Effect (2" radius) (+1), Continuous (+1),
Only to knock down and shake up (-1), Character Must Have Connection
to the Earth (-1/4)
Active Cost = 67 points; Ki Cost: 7; END Cost: 7; Magic Roll: -7;
Casting Time: Full phase
FOG BANK
This spell causes the moisture to condense out of the air around a
target, causing an extremely thick cloud to form which blocks normal
sight and vision that relies on heat.
Power: Darkness vs. normal sight and IR vision, 6" radius
Specific Modifiers: Won't work in very dry conditions (-1/4).
Active Cost = 65 points; Ki Cost: 6; END Cost: 6; Magic Roll: -6;
Casting Time: Full phase
HIDDEN GROVE
Creates an illusion of dense, impassible undergrowth in a forest.
Combined with his mastery of weather magic, this spell means that Tse
is rarely bothered with visitors
Power: Images (Sight group/Smell)
Specific Modifiers: 3 hex radius (+1/2), Hole in the middle (2
hex, +1/4), 0 END (+1/2); Limitation: only illusion of dense
undergrowth (-3/4), Limitation: only on a grove of trees (-1/2).
Active Cost = 65 points; Ki Cost: 6; END Cost: 0; Magic Roll: -6;
Casting Time: Full phase
PREDICT WEATHER
This invaluable spell allows Tse to forecast the future climate
with unnatural accuracy.
Power: Precognition
Specific Modifiers: Only to touch future weather (-1 1/4)
Active Cost = 40 points; Ki Cost: 4; END Cost: 4; Magic Roll: -4;
Casting Time: Full phase
RAIN STORM
This spell allows Tse to cause a large amount of rain to fall in a
small area. These rains can quench the flames of any fires in the
area.
First Power: Change environment (rain, 18" radius)
Specific Modifiers: Will not function in Enclosed Environments
(-1)
Second Power: 2d6 Suppression
Specific Modifiers: Affects any Fire Powers (+2), Area Affect, 12"
radius (+1 1/2), Will not function in Enclosed Environments (-1)
Active Cost = 20 + 45 points; Ki Cost: 6; END Cost: 6; Magic Roll:
-6; Casting Time: Full phase
RESIST THE FURY OF NATURE
This spell allows Tse to function in otherwise punishing
environments, including intense heat or cold, strong winds, sunburn,
crashing surf, poison gases, and underwater.
First Power: -10" Knockback Resistance
Specific Modifiers: Only versus wind or water (-1).
Second Power: Life Support (Intense Heat/Cold, High Pressure,
Don't breathe)
Specific Modifiers: Linked to Knockback Resistance (-1/2).
Active Cost = 20 + 19 points; Ki Cost: 4; END Cost: 4; Magic Roll:
-4; Casting Time: Full phase.
SUMMON GALE
This spell summons roaring winds to whip the caster's robes about
his body dramatically, blow papers about the place, rustle the
curtains, blow doors shut, and muss his opponent's hair. More, the
winds are strong enough to toss light objects into the air or even
puill or push people about.
This spell has no combat effect, but in a dusty environment it
might subtract 1 or 2 from perception rolls. It can of course blow
out all the candles, plunging a room into natural darkness. It is
great for getting people's attention and adding to Presence
attacks.
First Power: Change Environment (8" Radius)
Second Power: Telekinesis (STR 5)
Specific Modifiers: Area Effect (8" radius) (+1), Continuous (+1),
Only to blow stuff around (-1),
Combined Specific Modifiers: Double Radius Outside, Half Indoors,
-0.
Active Cost = 20 + 21 points; Ki Cost: 4; END Cost: 4; Magic Roll:
-4; Casting Time: Full phase.
WEATHER MANIPULATION
This spell allows Tse to manipulate various weather patterns in
the surrounding area. The caster may create any kind of moderate
weather conditions he wishes. For example, a clear day could be
turned into a light rainstorm, or low autumn temperatures could be
raised to spring temperatures.)
Power: Change Environment in an 64 hex radius
Specific Modifiers: Variable (+1); Extra Time: 1 minute (-1 1/4),
Will not function in Enclosed Environments (-1).
Active Cost = 70 points; Ki Cost: 7; END Cost: 7; Magic Roll: -7;
Casting Time: Full phase
