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« on: August 06, 2010, 03:45:10 AM »
Introducing: The Shugenja
Names:
Getter, Walls, Fisher, Superior,
Shinjiro, Hikari, Mikado,
Look:
male, female, cyborg, ambiguous
ornate kimono, monastic robes, traveling leathers,
face TBD
black eyes, darting eyes,
gangly body, potbellied body, wizened body,
Earth 0 Fire +1 Metal -1 Water +2 Wood +1
Earth +2 Fire 0 Metal -1 Water +2 Wood -1
Earth -1 Fire +1 Metal +1 Water +2 Wood 0
Earth +1 Fire 0 Metal 0 Water +2 Wood +0
Shugenja Moves
Undertow: +1 to Water (max +3)
Shadow Deconstruction: When you want to destroy a shaodw-creation, roll+earth. On a 10+ sure, it's gone. On a 7-9 it's history but first it gets to make a move. If you deconstruct an Elder shadow, you're acting under fire.
Ray of Nonexistence: When you go aggro, you roll +water instead of +metal.
Lightning Feng Shui: when you want to get in or out of somewhere, roll +water. On a hit, you get in or out clean; on a 7-9 you have to take something with you. This move often involves flying around or blowing holes in things.
Open the Dam: when you want to conjure a large quantity of something, roll +water; on a 10+ you get it in a safe and controlled way; on a 7-9 it's loud and messy (this might inflict harm to bystanders depending on what you summoned.)
Divert the Flow: Whenever you succeed at going aggro, issuing a challenge, asserting authority, or acting under fire, you can use forcefields to prevent NPCs from leaving the scene. PCs who do so act under fire.
Shugenja Gear (choose 2)
Sutra of Firestorms (3-harm far area loud reload)
Sutra of Vortices (3-harm close/far messy)
Sutra of Stillness (1-harm (ap) close
Sutra of Binding (s-harm close area reload)