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

 

 

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