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20:52, 30th April 2024 (GMT+0)

Shitsumon

When the last student of the last Bushido master lie on his deathbed, he called his children to him. His sons stood tall, controlling their anxiety. Their entire lives had been spent in training, learning the ways of the samurai from their father. Only the youngest fidgeted. "As my master before me, I've taken The Sword to the top of Mount Ontake and cast it in. You will watch for it, and train the next chosen master when The Sword claims him. Remember, the direction taken by the dojo MUST be the direction of the chosen master."
The old man died peacefully that very night. Just as had been done in the past, all those trained by the deceased master went to Mount Ontake and looked for the sword. It wasn't found. The dojo continued to train, but there were fewer and fewer people as time went by. The last master's youngest son stopped looking, decided to honor his mother by traveling to her native country, Korea.
While he was there, his maternal relatives taught him their own martial art. After many years, the master's son, now a man, returned to the dojo. He found it deserted. His brothers explained that the dojo could be no more. Everything they tried ended in disaster. Their luck was all bad, and they were scattering to begin new schools in other places. The youngest son, recently turned eighteen, agreed to do the same. One last time, the men set off to search Mount Ontake. It was October 28, 1979. While they were on their way, Mount Ontake erupted for the first time in recorded history.
Rushing to the mountain, certain there would be people in danger, the men plunged into the rescue operations. For hours they searched for victims, helped dig them out, and carried many down the mountain. They didn't all escape injuty, themselves. The ongoing eruption made it dangerous to be on the mountain, but nothing came close to the youngest son. His luck was phenomenal, several times he had close calls when his footing gave way and moved him from ejecta's path. Just when he thought there couldn't be anyone else on the mountain, he heard a man call for help. Following the calls, he entered a small hollow and saw The Sword. Without hesitation he took it up.
The mountain was gone. Looking around, he saw only an armor-clad warrior carrying a spear and small pagoda. Despite the years, he remembered what his mother had taught him and immediately recognized Bishamon, god of war and punisher of evildoers. At least, that's what he told his brothers when he returned from Mount Ontake, just before he explained that he was no longer Hikaru Adachi, "the world will now know me as Shitsumon."
The dojos were re-established, and their art grew. Shitsumon spent a lifetime guiding the new samurai. But when a chance encounter with an old friend left Shitsumon with a lottery ticket that won him a trip to America, he knew what needed done. According to Shitsumon, the modern world has turned from honor and the people in power no longer have bushido. Especially in those places where it is most important, the most powerful countries. It was right that the brothers continue to raise new dojos in places of their choosing, but he had left his decision of where to go to chance, and chance had spoken.
Changing his name, and officially immigrating to the United States, Shitsumon settled down in America, where he hopes to revise bushido and train a new generation so the samurai can rise again!

Name: Shitsumon True Name: Hikaru Adachi Player: soulsight
Super Power Category: Ancient Master with Enchanted Weapon Education Level: special
Alignment: Principled Occupation: Wandering Hero
Experience Level: 7    Experience Points: 37961
Hit Points:  50   SDC (natural): 90/190  Chi: 29
Armor Rating: 10  SDC (artificial):  40
Height:  69" Weight: 160 lbs Age: 60   Sex: male
Eye Color: brown  Hair Color: black  Land of Origin: Japan
Birth Order: unknown Disposition: controlled
Anonymity: as an asset, this means your mundane life and identity are especially safe. Born at the family home over half a century ago. Has a passport with the name "Hikaru Adachi", but uses the name nowhere else.
Freedom: as an asset, this means the 'mundane' part of your life is relatively easy or maybe there is no 'mundane' part to your life.
Respectability: As a liability, it means you're seen as shady or unsavory and may possibly be wanted by authorities. Not wanted, but as he has no past on record he certainly seems suspicious.
Security: As a liability it means that your home is insecure or easily found or both, because you live at whatever dojo you're opening at the moment.
60 years of age, came to the modern world and joined the team just three months ago.

IQ 15
ME 15
MA 16
PS 17 +2 damage
PE 19 +8% vs coma/death, +2 vs poison/magic
PP 29 +7 parry/dodge/strike
PB 12/19 /45% charm
Spd 25
vs. Lethal Poison
vs. Non-Lethal Poison
vs. Harmful Drugs
Charm/Impress
vs. Insanity
vs. Psionics
vs. Coma/Death
vs. Spell Magic
vs. Ritual Magic
vs. Mind (var.)
vs. Horror (var.)


SKILLS (Special (Ancient Master))







------------------------------------------------------------------
    SECONDARY SKILLS
  1. Language: English 85% +5
  2. Running
  3. at 3rd level gained Pilot: Automobile 68% +2
  4. at 5th level gained Cook 45% +5
  5. at 7th level Radio: Basic 45% +5




COMBAT MODIFIERS


ArcheryLong BowShort BowModern Compound Bow
Rate of Firesix per roundsix per roundsix per round
Range780 feet480 feet840 feet
Parry Bonus+8+8+8
Strike Bonus+10+10+10
Damage2d61d62d6


Hand to Hand Type: Zanji Shinjinken-Ryu (add +1 strike and parry with Dakkokki)
skillbonusskillbonus
Attacks per melee3To Strike+10/+12
Parry+11/+15Dodge+12
Auto Dodge+10Damage+2
Roll+2/+8 Initiative+9/+11
CriticalNatural 18, 19, or 20Stun 
DeathblowNatural 20Pull Punch
Back Flip  Maintain Balance+1

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced DefensesMultiple Dodge,Circular Parry,Combination Parry/Attack,Power Block/Parry,Automatic Roll,Breakfall.
Hand AttacksStrike (+2 damage)
Basic Foot AttacksKick, Backward Sweep, Jump Kick
Special AttacksDeath Blow,Leap Attack,Combination Strike/Parry,Combination Grab/Slash,Forearm
Holds/Locks Pin/Incapacitate
Modifiers to AttacksPull Punch,Knock-Out/Stun,Critical Strike,Critical Strike From Rear.




Hand to Hand Type: T'ang Su Karate
skillbonusskillbonus
Attacks per melee4To Strike+8/+10
Parry+11/+15Dodge+13
Auto Dodge/+10Damage+4
Roll+3/+9 Initiative+9/+11
Disarm/+3 KONatural 19 or 20
Criticalfrom behind,natural 18,19,20Stun
DeathblowNatural 20Pull Punch
Back Flip  Maintain Balance+1

COMBAT SKILLS
Escape MovesRoll With Punch/Fall/Impact
Basic Defensive Moves Dodge, Parry, Automatic Parry
Advanced DefensesMulitple Dodge,Power Block/Parry,Disarm.
Hand AttacksStrike (Punch),Power Punch,Backhand,Duo-Fist Strike,+2 damage for all
Basic Foot AttacksKick Attack,Snap Kick,Roundhouse Kick,Axe Kick,Reverse Turning Kick (Combination Dodge/Kick),Jump Kick, Flying Jump Kick
Special AttacksDeath Blow,Leap Attack,Combination Strike/Parry,Combination Grab/Kick,Forearm, Combination Grab/Head Bash
Modifiers to AttacksPull Punch,Knock-Out/Stun,Critical Strike,Critical Strike From Rear



POWERS
PRIMARY FORM - Zanji Shinjinken-Ryu
    Martial Art Powers
    • Iai-Jutsu
    • Actually, the "sword-drawing art," but used here for its extreme quickness. The character simply gets a bonus on initiative. At first level it's +1, and an additional +1 is added at 3rd, 6th, 9th, 12th and 15th levels.
    • Martial Art Awareness or Zanshin
    • In Japanese, this is often called Tsuki No Kokoro, which means "Mind like the Moon." That's because it is said that the martial artist's mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb that calm. As a Zanchinshi might put it, "As someone thinks to attack me, that person's Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack."
      This ability is one of readiness and awareness. Training involves being constantly on the alert, even while sleeping or when in the bathroom! The martial artist will instantly sense anybody who enters his Zanshin circle, including animals and even those with intangibility and/or invisibility (although he can not see the invisible).
    • Bonuses: +6 on initiative, +2 to parry, +4 to dodge, and can not be surprised from attacks from behind. When fighting an invisible foe (or character with superhuman speed) these Zanshin bonuses do not apply, but his other combat skills remain unimpaired due to his mystic awareness (this character does not suffer the usual penalties from fighting an invisible foe). Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the Chi of anyone they can see who is inside their Zanshin circle.
      At first level, Zanshin extends for an area of 6ft (1.8m) around the character. This is increased by 2ft (0.6m) for every level of advancement.
    • Gained at third level "Warrior Spirit" Kata or Debana-O-Kujiki Kata
    • This is known in Japan as the "Unnerve at the outset" kata. The idea here is to win without fighting by psyching out the opponent. The character has the choice of moving forward resolutely, or standing his ground defiantly. In either case, the enemy will perceive a relentless and indomitable opponent, fearsome in every respect. The character with the "warrior spirit" can Parry and Dodge with normal bonuses, but is unable to attack/strike. This kata temporarily increases the person's M.A. to 20 or adds a bonus of +6 to characters who already have a Mental Affinity (M.A.) of 20 or higher. The opponent must roll over the percentile for M.A. intimidation or become unnerved by the "warrior spirit. " An unnerved opponent will either backdown, run off, or fight with a penalty of -4 to strike.
    • Gained at 7th level Chi Healing or Chi-atsu
    • Curing with Chi involves channeling positive Chi into a wounded body . So long as the character is conscious, it' s also possible to heal oneself with Chi-atsu. Each point of Chi-atsu Chi does three things all at once. First, one point of Chi will heal one hit point. Second, that same point of Chi will also restore up to ten points of S.D.C. Finally, each time Chi-atsu is used on a comatose character it gives that character an extra chance to recover. Another Chi-atsu ability is that of dispelling negative Chi. When characters have been infected with negative Chi they cannot heal or regenerate their normal Chi, S.D.C. or hit points. Each point of Chi-atsu Chi will destroy two (2) points of negative Chi. Note that destroying negative Chi does not simultaneously heal any hit points, or S.D.C., but does heal the positive Chi so that natural healing (and treatment) can resume.

SECONDARY FORM - T'ang Su Karate
    Martial Art Powers
  1. Stone Ox
  2. Dam Sum Sing
    • Wrist Hardening
    • The wrists, often the weakest part of the body, are built up using special exercises . Characters with this augmentation have a +5% to escape from Arm Holds and can escape Wrist Joint Locks without harm.



Enchanted Weapon - a katana named Dakkokki
  1. Totally indestructible, so blades never dull and the weapon never dents, cracks or breaks; always looks like new.
  2. Well balanced and lightweight; +1 to strike and parry when using the weapon.
  3. Made of silver colored metal inscribed with rune symbols.
  4. The weapon's base damage before adding P.S. or W.P. bonuses is 3D6
  5. Affects/damages all creatures of magic, including animated dead, zombies, golems, vampires, werewolves, demons, dragons, godlings, etc. Also damages superbeings who are Invulnerable!
  6. The enchanted weapon and its champion are linked until its current mortal connection is severed - killed! Consequently, anybody else who takes and uses the weapon cannot draw on its magic or be transformed into a superbeing. They can only use it as a superior quality weapon. However, if the champion is slain, the magic weapon is able to join and empower a new one after 72 hours.


Weapons of Order (good)


Super or Magic Abilities: In addition to the powers that the weapon's champion can call upon through it, and the magical transformation of body and clothing, the Enchanted Weapon also instills the character with power that he alone commands.

The Karmic power can also affect others if the superbeing wants them to and focuses his spiriVchi on them. Through intense concentration the character can instill the above combat and saving bonuses at half strength to another good guy, although only 1-3 bonuses apply at a time - Le. the Karmic character is effectively rooting that the other character hits or dodges, etc. While transferring the bonuses of his good will, the Karmic character cannot take any action himself, not even to defend himself.
Up to one person per every other level of experience can be affected simultaneously, as long as they are within 150 feet (45.7m) of the Karmic character and in his line of sight.
In the alternative, the superbeing can use his powers to foil an enemy or adversary - the above bonuses (halved) can be turned into penalties (Le. - 1 to strike, -3 to save, etc.) that work against the bad guy.
Influencing others requires the Karmic character to root for or against other characters, like a cheerleader or spectator at a sporting event; "Come on, you can do it..." "Look out! Dodge, Move," or "You can take that guy, I know you can," or "Miss, you rat," "you stink... you can't hit him," and so on.



Powers Held by Weapons of Order (good)

    Other powers of the weapon
  1. Healing Touch : Restores 3D6 Hit Points or S.D.C. by touching the weapon to the individual who needs healing. The magical healing leaves no scars. The healing touch can be used 10 times per day (24 hours). Although intended for helping others, its champion can draw upon its healing power as well (counts as one of the 10 per day).
  2. Turns itself and the wielder invisible: Identical to the Wizard spell Invisibility: Superior.
  3. Sense Magic: The ability to sense the presence of magic other than your own. U nfortunately, the sense can not pinpoint the source of magic or identify how many. The best it can do in identifying the number of other magic sou rces is: a couple, a few and many. Range: within a 300 feet (91.5 m) area
  4. Fly: The ability to fly like a bird at will. Maximum speed is 50 mph (80 km). No special bonuses to dodge and parry apply.
  5. Nightvision: A power that enables the hero to see clearly in the dark, including unnatural and magical darkness, much like passive nightvision/light amplification goggles do. Range: 300 feet (91.5 m). The nightvision is automatically activated in darkness and has no time limitation.
  6. Tongues: The ability to understand and speak any language at will, same as the spell.


EQUIPMENT
has one suit of traditional armor (tatami) AR 10, SDC 40
will have a traditional bow (long bow) with small quiver (ten) of arrows 2d6 damage
will have a bokken (wooden sword) that does 2d4 damage when used in place of the real sword