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Alyris - Character Options

Page history last edited by Ragboy 14 years, 8 months ago


Welcome to Alyris, a world in turmoil. Sixty years ago a group of heroes from each of the major races attempted to destroy an epic artifact of evil...they failed. The Masked Hunter retained his Black Iron Crown and the Gemstones of Hate that powered his evil reign. Fast forward to the present day....the lands of men, elves, dwarves, and smallfolk are divided, under siege and failing. The original group of heroes was dispersed, some were killed, others turned to the cause of evil, and only a few retained the fire of resistance. Those that remain dedicated to the cause formed a loose alliance, called the Hidden, attempting to thwart the Masked Hunter and his minions.

 

Heroes of Alyris originate from the tiny island of Teshi, a once stratified and feudal society, now thrown into chaos as the forces of the Masked Hunter invade. What remains after years of war are the vestiges of the old life, customs, and culture.

 

The heroes are members of the Hidden, sent by their cell leaders to root out powers, contacts, artifacts and whatever else their master decides. They fight a losing game that’s only bought Teshi a few more years of resistance against the chains of the Masked Hunter.

 

 

 

Hindrances

 

Vow

Within the world of Teshi, many classes of people are held to vows, either to clan, warlord, kami or other beliefs. When such a vow is not kept, there are repercussions. The details of general vows are left up to the GM and player, but some specific vows are listed below:

 

Vow (Shugendo) (major)

A vow to Shugendo is a serious promise to live by the teachings of the kami and other forces. Such a vow is required if a hero wishes to use the Shugendo arcane tradition. Those that transgress lose certain benefits of Shugendo power and receive a -1 to all Spirit checks for minor transgressions and -2 to Spirit checks for major ones until the kami are appeased. Cleansing impurity requires leaving of specially prepared food and pure water at one of the many Shugendo shrines, and concentrated prayer for 12/24 hours for minor/major transgressions. During the purification process, the adherent must immerse themselves in freezing cold water for several hours at a time (each time, the hero must make a Vigor roll or gain a Fatigue level – for a minor purification, this is a minimum of 3 times, for a major one, a minimum of 5).

Sins (minor):

Stealing

Committing adultery

Lying or exaggerating

Succumbing to greed

Avoiding hardship

Refusing charity

Wasting food

Sins (major)

Cursing or dishonoring the kami

Critically failing a Shugendo roll

Eating meat

Touching the dead

 

Combat Edges

Martial Artist

Requirements: Novice

A martial artist is considered armed when fighting without weapons. In addition, the martial artist adds +1 to his or her damage when fighting unarmed.

 

Great Throw

Requirements: Novice, Martial Artist

This edge allows an unarmed fighter to slam his or her opponent to the ground. This maneuver requires that that thrower engage an opponent in a grapple before attempting a great throw. The throw deals unarmed damage and the opponent is prone.

 

Professional Edges

Any professional edge that lists specific weaponry allows the profession to use Ki powers when wielding the weapon if the hero has taken Arcane Background (Ki).

 

Budoka

Requirements: Novice, Spirit d8+, Martial Artist edge

Budoka are considered wise warriors in the fight against the Masked Hunter’s forces. They are not meditating monks of the Whispering Spires; the Budoka lead the fight against the Masked Hunter. Budoka abstain from alcohol, decadent foods, and other pleasures in order to hone their bodies into the perfect fighting form.

 

Budoka add a +1 to Fighting when fighting unarmed and use the better of their Spirit and Agility to determine their level of Fighting, Shooting and Throwing.

 

Any of the following weapons may also be used in conjunction with certain Ki combat powers: Nunchaku, quarterstaff, sai, naginata, or longbow.

 

Shinobi

Requirements: Novice, Agility d8, Stealth d8, Climb d6, Shooting or Throwing d6

 

Shinobi are the hidden warriors in the fight against the Masked Hunter. They train in arts darker than their brethren such as the use of blowguns, explosives and poisons, as well as disguise, stealth, and quick, killing strikes from a distance.

 

Shinobi receive a +1 to Shooting or Throwing (as per requirement), and +2 to Stealth and Climb checks.

 

Any one of the following weapons may be used in conjunction with certain Ki combat powers: Blowgun, eggshell explosives, Shinobigatana, kusari-gama, shuriken, and hank-yu

 

Kensai

Requirements: Novice, Spirit d8+, Fighting d10+, Trademark Weapon edge

Kensai, or sword saints, are warriors who have devoted their entire lives to a fighting style becoming almost spiritually linked to their chosen weapon. In the fight against the Masked Hunter, kensai lead the charges, seeking out the most skilled fighters among the Hunter’s minions in order to prove their prowess.

 

Kensai choose a single weapon, melee or ranged with the Trademark Weapon edge. With this weapon, they may perform amazing feats by channeling their spirit into the weapon. When holding their Trademark Weapon, Kensai receive 3 Power Points and one of the following powers: Focused Attack, Piercing Thrust, Seeking Attack. The Kensai requires a Spirit check to imbue their weapon with their will, and the act takes a single action. They regain power points at a rate of 1 per hour.

 

Note: Kensai that that the Arcane Background (Ki) edge lose their innate powers, but may use any weapon attack-based powers on their Trademark Weapon.

 

Yamabushi

Requirements: Novice, Arcane Background (Shugendo), Spirit d8+, Knowledge (Shugendo) d6+, Shugendo d6+, Vow (Shugendo) hindrance (major)

 

Through solitary asceticism, fasting and immersion in icy waterfalls and streams, Yamabushi imbue themselves with the power of the kami in order to vanquish the forces and dark magicks of the Masked Hunter.

 

Unpolluted yamabushi are able to perform complex rituals that protect themselves and others, as well as cast powerful offensive spells. Each raise a yamabushi gets on a Shugendo roll reduces the cost of a power by 1 Power Point, or reduces the amount of time to cast a spell by 1 “step.” The steps are: 1 action, 1 minute, 1 hour, 4 hours, 24 hours, and 1 week.

 

Due to their ascetic lifestyle, yamabushi receive a +1 to all Vigor checks due to the following hazards: Cold, disease, poison, heat, hunger, sleep, and thirst.

 

Equipment

 

Some Japanese weaponry used in the setting. See also this excellent resource Japanese Weaponry

 

 

Melee Weapons
Type Damage Weight Cost Notes
Sai STR+d4 1 25 +1 to Disarm
Kama STR+d6 2 200  
Naginata STR+d8 15 250 Reach 1, 2 hands
Shinobigatana STR+d6 4 200 See Description
Kusari-gama STR+d6 8 200 See Description

 

Ranged Weapons
Type Range Damage ROF Cost Min STR Notes
Blowgun Special Special 1 250 - See Description
Eggshell Grenades 3/6/12 Special 1 150 - See Description
Hank-yu 3/6/12 2d6 1 500 d6 -

Shinobigatana

The shinobigatana is a badge of the shinobi, and is a functional tool for their clandestine operations as well as a weapon. The weapon is essentially a short sword with the following features:

  • A pointed end cap on the scabbard to allow it to be set into the ground and not move
  • The end-cap pops off allowing the scabbard to be used as a snorkel or blowgun
  • The broad, square tsuba (guard) is used as a step to climb (Climb +1 up to 12 feet)
  • A cord attached to the scabbard allows the weapon to be pulled up after climbing.
  • Two or three shuriken are built into the tsuba which can be popped out and thrown.
  • The hilt is hollow, allowing for storage of lockpicks, poison and other small items.

 

Kusari-gama

The kusari-gama is a kama attached to a length of chain with a small weight on the loose end. The weapon can be used to trip, disarm or grapple opponents up to Reach 2 away. Opposed checks are at -1 for the wielder of the kusari-gama.

 

Blowgun

A blowgun is a weapon with many different uses in the hands of a shinobi. It can be used to launch a dart or other similar projectile, usually coated in poison. Additionally, a blowgun can deliver clouds of powder or sprays of liquid from an attached bladder, usually poisons, drugs, or irritants. Using a blowgun requires a Throwing roll. On a Throwing roll of 1 (regardless of the wild die) the user of the blowgun has pricked himself or herself with the dart. The effects of which depend on the substance on the dart. With a powder or water blowgun, a failed check indicates that the affected area shifts 1d6 inches in a random direction (1d12 with 1 and 12 being North). On a Throwing roll of 1 (regardless of the Wild Die) the affected area is centered on the user of the blowgun. Blowguns have the following statistics:

 

Blowgun Type Range Damage Notes
Tongue Pipe 1/3/6 1d6 Stealth +2 to hide in mouth
Dart Blowgun 3/6/12 1d6 Longer variety doubles range
Powder Blowgun 3/6/12 by substance See below
Water Blowgun 3/6/12 by substance See below

 

Eggshell Grenades

Eggshell Grenades are just like they sound. Some substance packed into a hollowed out eggshell which is then thrown at the enemy. Eggshell grenades are also as fragile as they sound. Anytime a hero takes a Wound, he or she must make an Agility check or eggshell grenades on his or her person break. The effects of this are left up to the substance contained and the deviousness of the GM.

 

Typical Blowgun and Eggshell Substances

Powders

Powders can be administered via blowgun to a single target or to a group. For a single target, the user must make a called shot to the affected area (usually the head/eyes) for his or her Throwing roll. Powders from a blowgun can also affect a small burst template but grant the victims a +2 to their Vigor rolls. Powders administered in this way linger in a cloud for 1d4 rounds.

 

Poisons

Neurotoxin

Either liquid or dust, the paralytic poison requires a Vigor roll. On a failed roll, the victim becomes rigid. Each round after the initial, the victim must make an additional Vigor roll. Failure indicates a Wound. This continues until treatment is administered.

 

Hemotoxin

Either a liquid or dust, the blood-borne poison requires a Vigor roll. On a failed roll, the victim takes a Wound. The effect continues for 2d6 rounds requiring a Vigor roll each round until treatment is found.

 

Drugs

Sleep Powder

This powder affects a small burst template requiring a Vigor check to all within the area. Those that fail gain a Fatigue level every round until they succeed a Vigor check or fall asleep for 2d6 rounds.

 

Hallucinogenic Powder

This powder affects a small burst template and requires a Vigor roll to all in the area. Those that fail are Shaken and become confused by wild hallucinations. The effects last for 2d6 hours.

 

Poisonous Powder

As per the poison used.

 

Irritants

Pepper

Those in the affected area must make a Vigor check or be Shaken. On a Throwing raise, the victim is also blinded. This cannot cause a wound. The irritant lasts for 2d6 rounds.

Ash

Those in the affected area must make a Vigor check or be blinded and must make a Vigor check every round for 3 rounds to regain their sight. After 3 rounds, the effect wears off.

Nettle Dust

This irritant caused those affected to immediately begin scratching the irritated area. The victim must make a Vigor check or be Shaken and unable to move for 2d6 rounds. If the victim rolls a 1 on the Vigor check, he or she is also blinded. The effect can be overcome by immersion in water or a successful Vigor check.

Arcane Backgrounds

 

Arcane Background (Ki)

Skill: Ki (Spirit)

Power Points: 10

Starting Powers: 3

This arcane background fuels amazing feats of martial prowess by the likes of monks, shinobi and other martial artists. Great leaps, powerful kicks and the like are fueled by power points and allow the wielder to channel his or her very will into a task.

Backlash: When a practitioner of Ki rolls a 1 on his or her Ki roll, he or she is Shaken. This failure can cause a wound.

Ki Powers: Focused Attack, Stunning Attack, Pain Touch, Kiai, Hardened in the Fire, Sweeping Hand, Shell of Shin, Piercing Attack, Seeking Attack

 

Arcane Background (Shugendo)

Skill: Shugendo (Spirit)

Requirements: Vow (Shugendo) hindrance – major

Power Points: 10

Starting Powers: 4

Shugendo is a religious and magical tradition that channels the spirits of the Kami to do the bidding of the practitioner. By living strict lives of ascetics and wanderers, practitioners of shugendo are able to decipher the will of the kami and channel that power into complex rituals and powerful spells.

Backlash: When a practitioner of shugendo rolls a 1 on his or her Shugendo die (regardless of the Wild Die), is automatically Shaken. This can cause a wound. In addition, the caster must make a Spirit check or they are polluted by a major sin.

Vow: Those casters who have minor pollution (see Hindrances: Vow(Shugendo)) regain power points at 1 every 4 hours. Those that have major pollution do not regain power points and are at -1 for their Shugendo rolls until they are cleansed.

Casting Time: The kami are capricious and do not yield their powers easily. A practitioner of shugendo must chant, pray and meditate in order to harness the kami’s powers. If at any time, the practitioner is interrupted during this process, the spell fails and the power points are lost. By investing double the number of power points, a shugendo may decrease the casting time to one action.

As such, the following are the casting times for spells of a given rank requirement:

Novice: 1 minute
Seasoned 1 hour
Veteran 4 hours
Heroic 24 hours
Legendary 1 week

 

Powers (Note, some powers have increased or graduated rank)

Armor, Barrier(S), Beast Friend(S), Blast (S), Bolt, Boost/Lower Trait, Burrow, Burst, Deflection, Detect/Conceal Arcana, Dispel (S), Elemental Manipulation, Entangle, Environmental Protection(S), Fear, Healing, Fly (V), Greater Healing (V), Invisibility (S), Light, Puppet (V), Obscure, Quickness (S) , Raise Dead(H), Summon (Special)*, Shape Change (Special), Smite, Speak (Special)*, Speed, Stun, Telekinesis (S), Teleport (S)

 

Powers

Raise Dead

Rank: Heroic

Power Points: 10

Range: 1 body

Duration: Instant

Trappings: Body wrappings and painted on tattoos, as well as wispy tortured spirits that the caster must sort through

This power allows a dead person or creature to regain life. The subject of the spell must have not been dead longer than 24 hours. The spell does not regrow lost limbs, thus the body must be relatively intact. Upon a success, the subject awakens as if from a deep sleep and must make a Vigor check at +1. Failure indicates that the spirit did not stay in the vessel, though the spell can be undertaken again. Note that the causes of the subject’s death (wounds, diseases, poisons, etc) are still present, and cannot be healed until the subject has regained life. Note, if the caster is an adherent of Shugendo, he or she must undergo a major purification after conducting this rite.

 

Summon

Rank: Special

Power Points: Special

Range: Smarts

Duration: 1 minute (1/minute)

Trappings:

The Summon power calls into being 1 or more creatures to serve the caster. Creatures summoned, rank requirements, and power point costs are listed below. The creatures summoned are considered to be manifestations from the realm of the kami. As such, they receive a +1 Toughness and communicate telepathically with the caster. The caster can summon a number of creatures equal to 1 +1 per rank difference. Thus, if the caster is a Veteran, he or she can summon 3 novice creatures, 2 Seasoned creatures, or 1 veteran creature. Additional creatures can be summoned by spending the requisite power point costs.

Cost Rank Creature Types
3 Novice Hawk, rabbit, cat
4 Seasoned Dog, wolf, deer
5 Veteran Lion, tiger
6 Heroic Bear, shark
7 Legendary Great white shark, elephant

 

Speak

Rank: Special

Power Points: Special

Range: Touch or none

Duration: 10 minutes (X/10 minutes)

Trappings:

The caster is able to speak the language of a given person, creature, or spirit. If the creature to be talked with can be touched (people, animals, dead, etc), then the caster must touch the subject. Otherwise, the caster focuses his or her mind on speaking with the desired spirit, kami, or god. The power point cost, rank requirements and cost are listed below:

Cost Rank Language Type
1 Novice As per Speak Language power
2 Seasoned Anything of Animal intelligence
4 Veteran Dead and undead
6 Heroic Kami and other spiritual creatures
7 Legendary Gods

 

 

Focused Attack

Rank: Novice

Power Points: 3

Range: Self

Duration: 3(1/round)

Trappings:

A Focused Attack power adds damage dice to a Fighting attack. On a success, the fighter adds 1d6 to his or her Fighting damage when unarmed or a +1 to damage using one of his or her special weapons. On a raise and each successive Ki raise, the fighter adds an additional 1d6/or +1 to his or her damage dice.

 

Stunning Attack

Rank: Novice

Power Points: 2

Range: Touch

Duration: Special

Stunning Attack functions like the Stun power, however, it must come from a Fighting Attack and only affects one target. On a fighting success and Ki success, the target is dealt damage as normal and then must make a Vigor roll or be Shaken. If the victim was Shaken by the weapon damage, the victim takes a wound from the Stunning Attack. With an Ki raise, the victim makes a Vigor roll at -2.

 

Pain Touch

Rank: Novice

Power Points: 2

Range: Touch

Duration: Instant

Trappings:

The Pain Touch power inflicts a shooting pain into the victim of a successful touch attack. The victim must make a Vigor check or be Shaken. This power can cause a wound if the victim is already shaken.

 

Kiai

Rank: Novice

Power Points: 2

Range: Self

Duration: 3 (1/Round)

Trappings: Glowing aura

This power operates like the Boost Trait power, however, it only affects the hero.

 

Hardened in the Fire

Rank: Novice

Power Points: 2

Range: Self

Duration: 3 (1/round)

Trappings: Hardened skin

This power operates like the Armor power, however, it only affects the practitioner.

 

Sweeping Hand

Rank: Novice

Power Points: 2

Range: Touch

Duration: 3 (1/round)

Trappings: An unnaturally fast movement

This power operates similar to the Deflection power, however, it only affects ranged attacks against the practitioner. With a standard success, attackers receive a -2 to all Shooting or Throwing rolls directed at the practitioner. A raise increases the penalty to -4 and allows the caster catch incoming ranged attacks (bullets and other high-power projectiles merely miss).

 

The Shell of Shin

Rank: Novice

Power Points: 2

Range: Self

Duration: 1 hour (1/hour)

Trappings: The practitioner appears serene and at ease

This power functions as the Environmental Protection power, however, its effects are available only to the caster.

 

Piercing Attack

Rank: Novice

Power Points: 3

Range: Touch

Duration: 3 (1/round)

This power gives the caster insight into the weakness of an opponent’s defenses granting AP 2 to attacks. This armor-piercing stacks with AP from the caster’s weapon. On a Ki raise, the AP is increased to 3.

 

Seeking Attack

Rank: Novice

Power Points: 2

Range: Touch

Duration: 3(1/round)

The seeking attack grants the caster a +1 Fighting or Shooting with a melee or ranged weapon. This power only functions for the caster’s weapon when he or she wields it. On an Ki raise, the power also grants +1 damage.

 

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