Vanished Lands
Moon Jung-mo, Msamaki of Shadow's Claw clan
Dexter V.H.'s Nannuattan Ninja for Gene D.'s "Vanished Lands: A New Dawn" Asian-style fantasy campaign
Description:
Player Character: “Moon Jung-Mo” (actually Msamaki of the Shadow’s Claw clan)
Role-Player: Dexter V.H.
Campaign: “Vanished Lands”
- Game Master: Gene D.
- Rules systems: D20 Basic Fantasy Role-Playing Game, AD&D1/D&D3.0 Oriental Adventures, FATE 3e Legends of Anglerre, and Pathfinder
- Adventuring party: “A New Dawn” (40, telecom team)
- Date revised: 29 December 2014/“11 August 1227 B.C.E.”
Aspects: 7 (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 skill, plus compels; start with 5, +1 every 5 lvls.):
- Origin (species/race): Nannuattan (eastern Dark Elf) of Gokuri
-
Occupation (class): Merchant/scout (Yakuza, actually Rogue/Ninja)
- Level (sessions/5): 10
- Trouble/foibles: Banished for betraying clan (befriended a target, then turned away)
- Guest star (not a fellow party member or follower): Wyvern hatchling
- Motivation (alignment): Won’t take an innocent’s life ever again (Lawful Neutral with Good tendencies)
- Allegiances/personality: Trying to redeem Shadow’s Claw clan honor
- Adventuring (reputation/goal): Incurable romantic
- Status/title (heroic/epic):
Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses; plus 1 pt. every 20 sessions or 4 levels):
- Strength: 15 (+ 2 bonus; x5 = maximum carry, x10 = max. lift, to melee damage)
- Dexterity: 19 (+ 3; x2 = ft./round; to initiative, Acrobatics/Reflex)
- Constitution: 12 (+ 1; to Hit Points per level, Endurance/Fortitude)
- Intelligence: 13 (+ 1; see skills)
- Wisdom: 13 (+ 1; to Resolve/Will)
- Charisma: 17 (+ 2; to Leadership)
(Bonuses: 1-3: -3, 4-5: -2, 6-8: -1, 9-11: 0, 12-14: +1, 15-17: +2, 18-20: +3, 21-23: +4)
Combat statistics:
-
Armor Class: 19/20 total = 11 +
- 3 (Dex bonus) +
- 5 (by type worn: stealth robes from Crimson Moth silk) +
- 1 (stunt: Shadowborn Warrior, when in shadows) +
- 0 (spells: )
- Hit Points: 48 (start at max; Rog d6 + Con bonus)
-
Base Attack Bonus: 8/9 total =
- 3 (Dex bonus; on 1d20 to hit) +
- 5 (class/lvl.; Ftr/Rog: + 1 every 2 lvls.) +
- 1 (stunts/items: when using favored weapon, bow)
Primary weapons (ranged and melee, by reach/range, damage, ammo, qualities):
- Blowgun (knockout darts, DC 14 Fort)
- Chopsticks (metal, 1d4/2)
- Crossbow bracers (1d4)
- Hankyu (short compound masterwork folding bow, range M, 1d6 + 2 Str Dam, + grapple arrow)
- Ninja-to/wakizashi (short sword, 1d6 + 5 — + 3 enchantment + 2 Str; with Wyvern crest)
- Oil flask, thrown (range S, 1d8 Dam + flame vs. Ref)
- Shurikens (throwing stars, range M, 1d4 Dam, 10)
- Whippets (3 incendiary boomerangs, 1d6 + d6 fire, DC 14 Ref)
- The Whispering Shrike: + 1 wakizashi, can also be used to Shield other; hilt contains letter
Skills: 55 ranks total (on 1d20, plus Attribute bonus; 10 points to start, +5 points per level; ranks limited to level)
Saving Throws:
- Acrobatics: 9 (3 ranks + 3 Dex bonus, + 3 Rog; Reflex, incl. escape artist, fly, tightrope, tumble)
- Endurance: 6 (5 + 1 Con; Fortitude, run, stamina, swim)
- Resolve: 6 (5 + 1 Wis; Will; + 3 Clr/Wiz)
Other proficiencies:
- Animal Handling: 5 (4 ranks + 1 Wis; ride)
- Arcana: 3 (2 + 1 Int; magic)
- Area Knowledge: 2 (1 + 1 Int; geography, history, law/politics — Gokuri)
- Athletics: 5 (3 + 2 Str; climb, jump, lift)
- Craft: 3/1 (0+ 3 Dex/+ 1 Int; by creation, e.g. armory, cooking)
- Deception: 6 (4 + 2 Cha; bluff, disguise)
- Diplomacy: 3 (1 + 2 Cha; bargaining, etiquette, gather info., taunt)
- Devices: 5 (2 + 3 Dex; locks, traps, constructs, mechanic)
- Intimidation: 2 (0 + 2 Str; interrogation)
- Leadership: 2 (0 + 2 Cha; followers, persuasion, rapport)
- Linguistics: 4 (3 + 1 Int; plus native; decipher, forgery; Bamoric/native, Draconic, Shengtese/common, Undercommon)
- Lore: 2 (1 + 1 Int; the Underdark/Gokuri, merchant)
- Medicine: 1 (0 + 1 Wis; heal)
- Perception: 6 (5 + 1 Wis; empathy/sense motive, insight, notice)
- Perform: 2 (0 + 2 Cha/+; by artistic medium)
- Religion: 2 (1 + 1 Wis; planes)
- Sleight of Hand: 4 (1 + 3 Dex; holdout, pick pockets)
- Stealth: 13/18 (10 + 3 Dex, + 5 from suit; follow, hide, move silently)
- Survival: 4 (3 + 1 Wis; by terrain, incl. tracking)
- Vehicles: 3 (0 + 3 Dex; by type)
Stunts (race/class abilities/superpowers, skill specializations/feats and attribute swaps, signature items, etc.; by source):
- Darkness (racial): 1x/day/lvl.
- Favored weapon (racial, 2 slots): + 1 to hit with bow, Whippet
- Ki damage resistance (class; + 1d6, 1x day/lvl.)
- Levitate (once per day per level)
- Martial Arts: Ninjutsu (class): 1 maneuver by level, see below
- Shadowborn Warrior (class): + 2 on initiative when in darkness; + 1 to AC when concealed in shadow
- Sneak Attack (class): + 4 to hit on successful Stealth, x2 damage
- Refresh: 3 remaining out of 11 (start w/ 6 Fate points, use to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)
Skill/stunt notes:
- Languages (native + Linguistics): Bamoric (Gokuri, native), Draconic, Shengtese (eastern human common), Undercommon (Dark Elven)
Martial arts (by maneuver, style, citation): Ninjutsu, see AD&D2 Complete Ninja’s Handbook — Hard/Soft, no. AT + 1, – 2 AC – 2, + 1 Dmg., Movement: Mod 1, mainly legs;
- Kick: 1 Circle Kick (+ 1d2 Dam), 3 Backward Kick
- Lock: 1 Choke Hold (1 round to knock out victim), 3 Incapacitator
- Movement: 1 Feint (cost attack, then + 3 to hit), 2 Prone Fighting, 4 Leap
- Strike: 1 Iron Fist (+ 1d6 + 1 Str with unarmed blows)
- Throw: 1 Fall, 2 Instant Stand
- Block: 1 Basic Parry (block 1 melee attack), 3 Grappling Block, 4 Arrow Parry
- Mental: 1 Meditation, 2 All-Around Sight, 4 Ch’i Attacks
Weapons allowed (tight group): Short blades, Oriental blades, chain weapons, rope weapons
Other potential abilities (see Stunts):
-
Racial: Nannuattan (+ 2 Dex, – 2 Con, + 1 Cha)
- Bite, fangs (1d4)
- Favored terrain (+ 2 on Survival in Underdark)
- Low-light vision (60 ft.)
- Poison (Fort 14, 1d4 Con)
- Strong will (+ 2 on Will saves)
- Talk With Animals (racial): 1x/day/lvl.
-
Class: Rogue — Ninja
- Pass Through Walls (1x per day per level after Lvl. 12)
- Psychic duel (see AD&D1 Oriental Adventures)
- Slow Fall (- 1d6 x 1/4 lvl. damage from falling)
- Water Walk (5 ft. per round per level)
-
Class: Rogue — Yakuza
- Defensive roll (Dex/Ref save vs. damage instead of AC 1/day)
- Ki speed (add Dex bonus to move, 1x/day/Lvl.)
- Sneak Attack (+ 4 to hit on successful Stealth, x2 damage)
- Spells (by level, range, duration, effect, citation; Save DC = 10 + spell level): None, but may read scrolls
Bio:
Equipment
-
Magic/empowered items:
- Ninja-to (short sword, + 3)
- Ring of Animal Friendship
- Robe of Alter Self
- “Stealth suit,” made from Crimson Moth silk, grants + 5 AC, Detect Magic/Poison (1 charge per day), Fly (2x/day), and Invisibility (2x/day, + 5 on Stealth)
- The Whispering Shrike: + 1 wakizashi (short sword), can be used to Shield other; hilt contains a letter from evil Druid Ye-sing Kien addressed to someone at Bazran Hai
- potions: Water Breathing (shared with Ember?)
- scrolls: Meld Into Stone (shared with Ember?)
-
Clothing, armor:
- armor:
- disguises: beggar’s outfit (3 lbs.), Rogue/Yakuza clothing (5 lbs.), Shinobi stealth garb (black, 4 lbs.), ragged trader’s cloak
- formal attire: kimonos (5 lbs. each)
- traveling clothes: belt, boots, cloak, leggings, tunic, underwear 5 lbs.
-
Occupational tools:
- Bow, folding, masterwork
- Disguise kit, as River Spirit Folk (eastern High/Grey Elf)
- Grenades, eggshell (5 each) — dust, flash powder, pepper
- Lockpicks
- Poison: 2 vials, death or sleep (DC 15)
- Sheaths for weapons, ammunition
- Tattoo, wyvern, from Shadow’s Claw Ninja clan
-
Rations: iron, 1 wk., 10 lbs.
- dried fruit and meat, 5 days’ worth
- bread/rice, 5 days’ worth
- water/wineskin, 2 qts.
-
Other gear, weapons:
- backpack, wicker, full
- blankets, bedroll
- lantern, hooded, with 5 flasks of oil
- Ninja-tos (wakizashis /short swords), 2 spare, to trade
- pouches/sacks
- rope, 50 ft., hemp
-
Animals/transport:
- Bit, blankets, bridle, harness, horseshoes, tack, saddle, stirrups
- Saddlebags, with 4 days’ grain
- Steed: light riding horse, ornate carriage
-
Money:
- copper pieces/fen:
- silver pieces/yuan (x2):
- electrum pieces/tael:
- gold pieces/tael (x2): 815 (1,157 g.p.)
- platinum pieces/ch’ien:
- gold pieces in gems: 0
Description:
- Gender: Male
-
Date of birth/age: 44 (22 apparent human)
- Date created: 13 October 2013/“February 1227 B.C.E.”
- Eyes: Purple with slit pupils (green when disguised as River Spirit Folk)
- Hair: White, straight (wavy black as River Spirit Folk)
- Complexion: Dark brown (pale as River Spirit Folk)
- Height: 4 ft., 8 in.; Weight: 95 lbs.
- Appearance, mannerisms: courteous, flirtatious, foppish, serious
Bio/backstory (include family/training, allegiances):
- Homeland /nationality: kingdom of Gokuri in the Bamor Mountains
- Patron deity /philosophy: Ami Koshi, nature matron
- Honor (AD&D1 OA): 20
Contacts:
- Allies:
- Enemies:
- Companions/followers:
- Strongholds: None yet
Player Character Party 40 in Gene D.’s “Vanished Lands: A New Dawn” Asian-style telecom campaign, using the D20 Basic Fantasy Role-Playing Game, Advanced Dungeons & Dragons 1st Ed./D&D3.0 Oriental Adventures, Pathfinder, and FATE 3e Legends of Anglerre, plus house rules, Skype, and an online dice roller, as of autumn 2014:
- “Moon Jung-Mo” [Dexter V.H.]-male Nannuattan Ninja (Msamaki; eastern Dark Elf Assassin) who has left the Shadow’s Claw clan and is posing as a River Spirit Folk (eastern Grey Elf) merchant; with young wyvern Niruth; LNg, Lvl. 10
- “Souji Nobuto ‘Sonny’ Yoshimitsu” [Beruk A.]-male Shengtese Tian Kensai (eastern human weapon master) from a dishonored house in the Lion Clan, specializing in chain weapons; with talking horse Yip; LNg, Lvl. 10
- “Toshiharu ‘Toshi’ Sembutsu” [Byron V.O.]-male Shan Sao Wu Jen (eastern Halfling Wizard) with tiger companion Amaya and a destiny; NGc, Lvl. 10
- “Ember Talon” [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 10
- “Soske’ Tiatoshe” [Geoff C.]-male Shengtese Tian Shukenja (eastern human Cleric), priest and animist from the Phoenix Clan, prophesied to do great things but plagued by family and ancestor spirits; LNg, Lvl. 10
- “Saigo Kasugi” [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 10
- “Tokoro Gawa” [Drew S.]-male carp Hengeyokai Hulinyuan (amphibious shapeshifting Ranger) seeking to protect streams; with otter companion Mala; CGn, Lvl. 10
Advancement:
- Every level (5 sessions): +5 skill points, +1 hit die
- Every 2 levels: +1 to BAB for Ftr and Rog, +1 refresh
- Every 3 levels: +1 to BAB for Clr and Wiz
- Every 4 levels: +1 to any one attribute
- Every 5 levels: +1 aspect
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Image links: https://vanished-lands.obsidianportal.com/characters/dexter-s-nannuattan-ninja
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