Souji "Sonny" Nobuto Yamamoto

Beruk A.'s human Kensai for Gene D.'s "Vanished Lands: A New Dawn" fantasy telecom game

Description:

Player Character: “Souji Nobuto ‘Sonny’ Nobuto”
Role-Player: Beruk A.
Campaign: “Vanished Lands: A New Dawn” heroic fantasy

Aspects: 7 (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 for skills, plus compels; start with five, gain one aspect or +1 to one attribute every 10 sessions or 2 levels):

  • Origin (species/race): Shengtese (East Asian) human
  • Occupation (class/subclass): Kensai (Fighter, weapon master)
    • Level: 10
  • Trouble/foibles: Nobody likes a Ronin with a big mouth
  • Guest Star: Daidoji House of the Crane Clan
  • Motivation/alignment: Restore my house’s good name (Lawful Neutral, with Good tendencies)
  • Adventuring/reputation: Finesse over force
  • Allegiances/personality: The Pride of the Fallen

Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses; added 3 to Dex):

  • Strength: 15 (+ 2 bonus; x5 = max. carry, x10 = max. lift, to melee damage)
  • Dexterity: 21 (+ 4; x2 = ft. per round; to initiative, Acrobatics/Reflex)
  • Constitution: 14 (+ 1; to Hit Points per level, Endurance/Fortitude)
  • Intelligence: 11 (0; see skills)
  • Wisdom: 15 (+ 2; to Resolve/Will)
  • Charisma: 13 (+ 1; 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: 23 total = 10 +
    • 4 (Dex bonus) +
    • 3 (Crimson Moth silk kimono) +
    • 3 (Class bonus) +
    • 1 (Dodge) +
    • 2 (Iron Skin martial arts technique)
  • Hit Points: 88 (start at max; by occupation/level: Ftr d10 + Con bonus)
  • Base Attack Bonus: + 9 non-flail weapons/+ 12 with flails/15 with + 3 Rod of Flailing, + 12 with Vorpal whip)
    • 4 (Dex bonus; on 1d20 to hit) +
    • 4 (class/lvl.; Ftr/Rog: + 1 every 2 lvls.) +
    • 3 Favored weapon Flail Goup (+ 1 to hit, damage for every three levels with weapon from flail group)
    • 3 magic items: Rod of Flailing DMG 1d8/1d8+8 (+3 Mag bonus; + 3 Class bonus; + 2 Strength)
    • Vorpal whip (1d8 + 5 ( + 3 Class bonus; + 2 Strength)

Primary weapons (ranged and melee, by reach/range, damage, ammo,

  • Bow, masterwork composite, Strength + 2
  • Chain (double weapon, weighted chain) — Range: 5/10 ft. — 1d6/1d6 +5, x2 crit,
  • Chijiriki (double weapon, and chain) — Range: 5/10 ft. — 1d6/1d4 +5 Dam
  • Daikyu (longbow) — Range: 70 ft. — Damage: 1d8
  • Kawanaga (rope with grapple/weight) — Range: 10 ft. — 1d4+5
  • Manriki-gusari (spiked chain) — Range: 5/10 ft. — 2d4 Dam +5, x2 crit
  • Rod of Flailing changing from a normal-seeming rod to a 3/3 dire flail. The dire flail is a double weapon, which means that each of the weapon’s heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a –2 penalty 1d8/1d8 +8
  • Shurikens (throwing stars) — Range: 10 ft. — 1d4
  • Sword-breaker (iron rod) — 1d12 + 8 (3+2+3) Str damage; crit. parry destroys foe’s sword
  • whip, Vorpal (magic item: _1d8 + 5 (+ 3 Class bonus; + 2 Strength) — When confirming a critical strike, target is decapitated.

Note: All chain weapons require two hands; add 5 feet/1 hex of reach; and give + 2 to entangle, trip, or disarm (putting foes at – 2 to AT and – 4 Dex, per AD&D1 OA and GURPS 3e Martial Arts)

Skills: 55 ranks total (on 1d20, plus Attribute bonus; 10 points to start, +5 points per level; ranks limited to level)
Saving Throws:

  • Acrobatics: 12 (8 ranks + 4 Dex bonus; Reflex, incl. escape artist, fly, tightrope, tumble)
  • Endurance: 9 (8 + 1 Con; Fortitude, run, stamina, swim)
  • Resolve: 10 (12) (8 + 2 Wis; Will; +2 Mental Resistance)

Other proficiencies:

  • Animal Handling: 4 (2 ranks + 2 Wis; ride)
  • Arcana: 0 (0 +0 Int; magic)
  • Area Knowledge: 2 (2 + 0 Int; geography, history, law/politics)
  • Athletics: 8 (6+ 2 Str; climb, jump, lift)
  • Craft: 5 (1 + 4 Dex/Int; art, origami)
  • Deception: 2 (1 + 1 Cha; bluff, disguise)
  • Diplomacy: 5 (4 + 1 Cha; bargaining, gather info., taunt)
  • Devices: 4 (0 + 4 Dex; locks, traps, constructs, mechanic)
  • Intimidation: 2 (0 + 2 Str; interrogation)
  • Leadership: 4 (3 + 1 Cha; followers, persuasion, rapport)
  • Linguistics: 2 (2 + 0 Int; plus native; Shengtese/native, Bamoric, Sign/thieves’ cant)
  • Lore: 0 (0+ 0 Int; such as dungeoneering, nature, nonadventuring profession, science, strategy/tactics)
  • Medicine: 2 (0 + 2 Wis; heal)
  • Perception: 8 (6 + 2 Wis; empathy/sense motive, insight, notice)
  • Perform: 0 (0* + 0 Cha/+; by artistic medium)
  • Religion: 2 (0* + 2 Wis; planes)
  • Sleight of Hand: 4 (0 + 4 Dex; holdout, pick pockets)
  • Stealth: 8 (4+ 4 Dex; follow, hide, move silently)
  • Survival: 2 (0 + 2 Wis; by terrain, incl. tracking)
  • Vehicles: 3 (0 + 4 Dex; by type)

Stunts (race/class abilities/superpowers, skill specializations/feats and attribute swaps, signature items, etc.; by source):

  • Ambidexterity/two-weapon fighting (class, AD&D1 OA): Instead of – 2, – 4 for two-handed strikes, just one – 2 penalty
  • Animal companion — Yip, intelligent talking horse
  • Armor Class, + 3 (class, AD&D1 OA): + 1 every 3 levels, two attacks at reduced penalty
  • Whirlwind Strike (class; OA/Pathfinder_): Attack all opponents within reach 3x a day +1 per every 3 lvls.
  • Dodge (Pathfinder_): + 1 to AC
  • Two-weapon fighting (or ambidextrous)
  • Favored weapon (+ 1 to hit, damage for every three levels with it
  • Leadership: With leadership score of 11 (Cha mod + level) 1 cohort at 7th level and 6 1st-lvl. followers
  • Martial Artist (class): May use Dex for unarmed combat and have access to martial arts maneuver (by maneuver, style, citation, 1 technique per level):
    • All-Around sight (soft) — Able to detect on all sides of him provided they are not invisible. The character can never be struck from behind or suffer a penalty from a back attack
    • Blind-fight (soft) — Don’t lose Dex bonus to AC in darkness, and no – 2 on attacking invisible opponents
    • Fall: Able to fall and roll, all damage taken from a fall is cut in half.
    • Ironskin (hard) — Armor Class + 2
    • Feint (hard/soft) — Can change direction with an attack. If done successfully , the opponent is out of position to the new attack and cannot defend as effectively against it. Requires one melee attack, on a successful roll and PC get a + 2 on the chance to hit. No penalty on failure except loss of attack. The martial artist begins an attack in one direction and at the last moment changes it to another direction. Or he begins an attack but does not follow through, in order to draw his opponent off balance or make the opponent commit to a futile defense.The martial artist makes a regular attack but adds the feint, which costs an extra attack and gives him a +3 to hit. When the Attack Roll Fails: The martial artist’s attack does not hit, but he suffers no other ill effects.
    • Iron Fist: 1d10 damage with unarmed attack
    • Mental Resistance — + 2 on Resolve/Will saves against mental and illusion attacks
    • Missile Deflection — Can make a Acrobatics/Reflex save against each missile attack
    • Weapon Catch (hard/soft) — Can use weapon to trap weapon with successful attack roll, can immobilize weapon and get a + 2 to attack with another weapon or other side.
      _

Refresh:_ 3 remaining out of 11 (initial total of 6 Fate points, can be used 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): Shengtese (eastern human common, native), Bamoric (humanoids of Gokuri), Sign language (thieves’ cant)
Bio:

Description:

  • Gender: Male
  • Date of birth/age: 33
    • Date created: 6 October 2013/“February 1227 B.C.E.
  • Eyes: Brown; Hair: Black
  • Complexion: Tanned
  • Height: 5 ft., 7 in.; Weight: 150 lbs.
  • Appearance, mannerisms:

Equipment

  • Magic/empowered items (nonweapon):
    • Kurisagama, + 1
    • Vorpal whip (magic item: _1d8 + 5 ( +3 Class bonus; + 2 Strength)
    • Rod of Flailing, + 3, sizing
    • +3 spider silk armor
    • Tanto (dagger) + 2
      **_Kanabo Non-magical 1d8
    • potions: Haste, Levitate, 1 CSW
    • scrolls:d
  • Clothing:
    • armor: masterwork bracers
    • disguises:
    • formal attire:
    • traveling clothes: belt, cloak, robes, sandals tunic, underwear
  • Occupational tools:
    • sheaths for weapons, ammunition
  • Rations: 10 lbs.
    • dried fruit and meat, 5 days’ worth
    • bread/rice, 5 days’ worth
    • water/wineskins, 1 qt.
  • Other gear:
    • backpack, wicker, full
    • blankets, bedroll
    • Fishing gear — hooks, lines, lures, small net
    • pouches/sacks
    • rope, 50 ft., hemp
    • sushi-making kit
    • torches, 10
  • Animals/transport: Riding horse, Yip
    • Bit, blankets, bridle, harness, tack, saddle, stirrups
    • Saddlebags, with 4 days’ grain
  • Money:
    • fen (copper pieces):
    • yuan (1/2 silver):
    • tael (electrum):
    • tael (gold x2): 2,691 g.p.
    • ch’ien (platinum):
    • gems (number, g.p. value): 0

Bio/backstory (include family/training, allegiances):

Sonny was a kohai of the patriarch/Sensei/Sempai of a small house in the Lion Clan. He was the son of the Sempai, whose mother changed her name as their marriage was a forbidden marriage, the Lion Clan had strict rules on marriages.

The Sempai was provoked to confront a higher ranking member of the Crane clan, thus making the Lion Clan lose face, he committed sepuku, on the condition that his charged under him spared any punishment.

Sonny does not know if the entire Crane Clan was involved or just a few members. He knows the name of the person who antagonized his master Naruku Yagami.

Sonny was referred to an independent Dojo that was very secretive, but well know for training masters. He is sworn to follow their principles, but he also swore an oath to rectify the wrong to his old house, he has to walk a fine line.

  • Honor: 25 (Kensai)
  • Contacts:
  • Allies/enemies:
  • Companions/followers: talking horse Yip
  • 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 and Advanced Dungeons & Dragons (1st Ed.) Oriental Adventures , plus house rules, Skype, and an online dice roller, as of summer 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 a wyvern hatchling; LNg, Lvl. 10
  • Toshiharu ‘Toshi’ Sembutsu [Byron V.O.]-male Shan Sao Wu Jen (eastern Halfling Wizard) with tiger 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; 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
  • Image links:
    http://media.aintitcool.com/media/legacy/image/kbt-3.jpg
    http://www.kungfucinema.com/wp-content/uploads/2009/11/11845-02.jpg

Souji "Sonny" Nobuto Yamamoto

Vanished Lands bambatchew1