Dark Sorcerers of Pan-Tang
A New Character for Street Fighter: The Storytelling Game |
Master Hirkann |
by Jens-Arthur Leirbakk |
Though not a true Master of the Dark Sorcerers of Pan-Tang, Master Hirkann
can be used as an example for many of the special maneuvers that the Dark
Sorcerers have access to. It is in this capacity - as a stopgap measure until
I get my Dark Sorcerer files up and running - that I hereby present Master Hirkann.
Master Hirkann was used as an NPC in an old campaign, where he was the trainer
of a rather nasty ninja-like character called Wyvern. Master Hirkann
lived in a complex of caves in some mountain somewhere, and was really encountered
only once by the player characters. Fortunately for them, they didn't antagonize
him, and therefore he didn't do anything about them.
Wyvern, of course, tried to kill the player characters, but didn't succeed.
Personally, I use my Dark Sorcerers as the arch-enemies of my player characters.
It is not a style particularly suited for player characters, as it is even more
extreme than Kabaddi, for instance. Furthermore, it is extremely experience
intensive, with strange and powerful Focus maneuvers that no other style has
access to.
The Focus maneuvers that the Dark Sorcerers have mastered, often have no clear
combat applications. Their powers are the powers of legend, where a man can
send dreams to others, nightmares to some and beautiful dreams to others. They
can control the minds and perceptions of those of weak will, and they have other
mysterious and esoteric powers. They also spend Chi as if it were going out of style.
I do happen to have a plan regarding the true structure of the Dark Sorcerers,
but for now they excel at being the crazy but powerful masterminds behind various
ploys to become even more powerful. In an old campaign, the player characers
encountered Cyril, a powerful Dark Sorcerer, and in the newer campaign I've
run here, they've actually encountered two - one Signore Tenebre (Mister Shadow),
and one sorcerer called Golden Dragon Master.
Enough chatter, let's see if I can't show you the strange and wonderful Focus
maneuvers I mentioned.
A New Background: Sorcery |
The Sorcery background shows how steeped in magic a given sorcerer is - that is,
it is a prerequisite for certain of the Dark Sorcerer maneuvers, just like there
exists Elemental prerequisites for the various Elemental maneuvers.
The Sorcery
background can also be used as an Elemental Background (any) -3 dots. This means
that a powerful sorcerer can quite easily learn the simpler Elemental maneuvers - but he must
still obey the activation word limitation.
All Dark Sorcerers of Pan-Tang - and others who have learned Sorcery-based
maneuvers, such as a Marma-Adi master - must have activation words on these
maneuvers. These activation words are often words in ancient Egyptian or other
dead languages that usually is at least peripherally connected to the power
to be activated.
A Dark Sorcerer usually has activation words on all of his
normal Focus maneuvers as well. Any exceptions are noted where relevant.
llll | Magic is now second nature for you. You have gained powers that are beyond human. On a mere whim you can
destroy a man - burn out his soul - or do miracles. You are a true sorcerer. |
Dreamweaving:
Prerequisites: Sorcery llll, Focus llll, Soul Merge
Power Points: Dark Sorcerers 3; Kabaddi, Ler Drit 5;
Through a long ritual, the magician enters the astral plane, and creates an
astral construct which he can then send to a person he has met in person, earlier.
This astral construct will be received by the recipient as a dream, which the
recipient will either get the next time he sleeps, or if the person is sleeping
while this ritual is conducted, immediately.
The recipient of this dream will be almost comatose while he is receiving the
dream, and will experience the dream as incredibly life-like. The magician
cannot truly harm the recipient of the dream - physically, at least.
System: The magician pays the Chi, describes the dream, and rolls a [Focus + Sorcery]
against a target number of 6, needing at least one success to be able to
create the construct. The more successes, the more life-like the dream.
Cost: 2 Chi
Speed: N/A
Damage: None
Move: None
Fear:
Prerequisites: Sorcery lll, Focus lll
Power Points: Dark Sorcerers, Ler Drit, Marma-adi 2; Kabaddi 3; Any 5;
The wizard concentrates his Chi in an attack against the opponent's psyche -
hammering loose on the opponent's mind with all his hate, frustration, and
fear. If the attack succeeds (an opposed, permanent Willpower vs. Willpower
check), the opponent will be dizzied the next round.
Cost: 1 Willpower
Speed: +1
Damage: -
Move: +0
Karmic Purge:
Prerequisites: Sorcery lllll, Focus llll, Regeneration
Power Points: Dark Sorcerers 3; Marma-adi 4;
This power clears the body of any diseases or toxins. If the user is powerful
enough, any disease will be healed, including genetic or hereditary
diseases. The magician does need to meditate in peace for hours in order to
activate this power, however.
The gamemaster decides on the difficulty of clearing that particular disease
or poison from the body of the magician. For instance, HIV would be a difficulty
10, the common cold 5, and so on. The magician then rolls a [Focus+Sorcery]
or [Focus+Medicine or Mysteries, whichever is less] versus that difficulty,
and pays the Chi cost of this maneuver. The successes versus the various diseases
are counted, and the magician is cleaned for these diseases.
Example: The magician suffers from malaria in the brain, the common
cold, and a runny stomach. The gamemaster decides that 10, 5, and 7, are reasonable
difficulties. The magician rolls 5, 5, 6, 7, 9, 10. This means the magician
is cured of all three diseases - the 10 removes the malaria, the 9 takes
the runny stomach, and the 7 takes the flu as well. The extra successes means
that the common cold isn't that hard to cure with Karmic Purge.
Cost: 4 Chi
Speed: N/A
Damage: None
Move: None
Killing Blow:
Prerequisites: Sorcery llll, Punch llll, Focus llll
Power Points: Dark Sorcerers 5;
The magician can employ his own magical power to make a strike more likely to
kill the opponent. This is an integral part of the martial art that the Dark
Sorcerers is using.
System: The magician pays 2 Chi, and can thereafter convert normal damage
to aggravated damage, up to a maximum number equal to [Focus] damage, and can
obviously not convert more damage than is actually inflicted by the attack.
This maneuver can be combined with any basic Punch maneuver.
Cost: 2 Chi
Speed: as per maneuver
Damage: as per maneuver
Move: as per maneuver
Mind over Matter:
Prerequisites: Sorcery lllll, Focus lllll
Power Points: Dark Sorcerers 5;
The sorcerer empowers his frail flesh to be the equal of his powerful mind. By
expending 1 Willpower and 1 Chi to initiate this power, the sorcerer can replace
his physical stats with his mental stats.
The exchange is as follows: Wits to Dexterity,
Intelligence to Strength, Perception to Stamina. To keep this power up, the
sorcerer must pay 1 Chi every round thereafter.
Cost: 1 Willpower, 1 Chi first round; 1 Chi every round thereafter
Speed: +0 / as per maneuver
Damage: None / as per maneuver
Move: None / as per maneuver
Mind Trick:
Prerequisites: Sorcery llll, Focus llll
Power Points: Dark Sorcerers 3;
This is a little sleight-of-mind that many magicians has used with great
success. The Mind Trick can affect small details - sounds, details, and
short term memory. The magician can affect any of these things with the
Mind Trick - at least for a short while.
Examples of the use of Mind Trick, could be when guards wants to see your
ID ("I showed you my ID just a moment ago"), distractions ("What was that
sound?"), smells ("Who has eaten any garlic today?"), colors ("Nope, the light's
been green all the time"), and so on.
The Mind Trick is not really combat related. Although you might make your
opponent uncertain whether you're wearing a red shirt or a green shirt, he'll
still know where you are and can still bash your head in.
To employ the Mind Trick, the player describes what he wants to do to the GM,
which then determines a difficulty rating on that particular use of Mind Trick.
Then, the target rolls an [Alertness + Perception] roll versus a target number
equal to the wizard's [Sorcery + Focus], while the wizard rolls [Sorcery + Focus] against
the difficulty the GM had decided on.
If the wizard wins the test, the target is affected. If the target wins the
test, the target is not affected.
Cost: 1 Chi
Speed: +0
Damage: None
Move: +0
Soul Merge:
Prerequisites: Sorcery lll, Focus lll
Power Points: Dark Sorcerers 3; Any 5;
This is basically the first exercise for a magician in order to control his
own astral body. That this maneuver actually can be useful, is really just
a bonus.
While this maneuver is in effect, the magician's real body is catatonic,
with no conscious reaction to anything at all. If the body dies while the
magician is 'away', the astral body will die when the duration of this maneuver
is up, as it has no home to return to.
If the host body dies while the
magician is 'present', the body of the magician's own body will die from sympathetic shock.
The magician concentrates, and separates his astral body from his physical
body. He is then able to 'move into' a new body, and can control this new
body for a while.
The new body may not have any statistic higher than the magician's corresponding
statistic, and cannot have any implicit Intelligence statistic. This means that
the magician is only able to inhabit animals (and other things, according to
the GM's discretion). It is the use of this power that has lead to the legends
about the black cat familiar of the witch, the witch doctor's magical control
over animals, and so on.
The Soul Merge cannot last longer than [Focus] hours, and the magician's
astral body will then be sucked back into its body. The magician may not
use this maneuver more often than once per day (24 hours).
Cost: 1 Willpower, 2 Chi
Speed: N/A
Damage: N/A
Move: None
Strike of Sleep:
Prerequisites: Punch lllll, Focus llll
Power Points: Dark Sorcerers 4; Kabaddi, Kung Fu, Marma-adi, Ninjutsu 5;
Through concentrating his Chi, this maneuver enables the user to make one
attack with the potential of rendering the opponent instantly and painlessly
unconscious.
Through using the modifiers below, the attacker executes an attack. If this
does any damage, the opponent must succeed in a Stamina (6) check for every
damage the Strike of Sleep does, or be rendered unconscious. The opponent will
be unconscious for [Number of damage inflicted - Stamina successes] minutes.
The Strike of Sleep will not under any circumstances do any real damage at all.
Cost: 2 Chi
Speed: +0
Damage: +0
Move: +0
Full name: | Hmm? 20 backflips, now! |
Race: | Yes, I do believe I've got something in the back of my cave. |
Age: | Yes, yes, yes... |
Birthplace: | I think I was born quite some time ago. |
Birthdate: | Date, month, and year. Yes. |
Nationality: | 20 backflips, I said! And now! |
Current location: | These caves, you know. |
Height: | 1.73 m |
Weight: | 65 kg |
Hair: | Black. |
Eye color: | Yellow. |
Master Hirkann is the trainer of a particularly unpleasant person called
Wyvern. He's not even a little stable - but powerful despite his madness.
Though he is familiar with, and knows some of the maneuvers associated with
the Dark Sorcerers, he is no longer one of them, and is in the process of
developing powers that are uniquely his own.
Master Hirkann is an Air Elemental, and is very volatile - just like his
element. Furthermore, did I mention he was nuts? This cannot be emphasized
enough. His madness makes him very, very unpredictable.
|
Name: | Master Hirkann | Style: | Dark Sorcerers | Team: | None |
Player: | NPC | School: | Unknown | Concept: | Mad Semi-Master |
Chronicle: | N/A | Stable: | Not really | Signature: | N/A |
Attributes: |
Strength: | ll | Dexterity: | lll | Stamina: | ll |
Charisma: | lll | Manipulation: | llll | Appearance: | l |
Perception: | lllll | Intelligence: | lllll | Wits: | lllll l |
Talents: | Skills: | Knowledges: |
Alertness: | lllll | Blind Fighting: | ll | Arena: |
Insight: | llll | Bookie: | | Computer: |
Instruction: | lllll | Demolitions: | | Cybernetics: |
Interrogation: | lll | Disguise: | lll | Finance: |
Intimidation: | llll | Drive: | | Investigation: | lll |
Manage: | | Leadership: | | Law: |
Streetwise: | lll | Publicist: | | Medicine: | lll |
Searching: | lll | Repair: | | Mysteries: | lllll |
Stealth: | lllll | Security: | | Science: |
Subterfuge: | llll | Style Lore: | lllll |
| | Survival: | lllll |
Backgrounds: | Techniques: | Special Maneuvers: |
Allies: | | Punch: | lllll | Strike of Sleep |
Animal Companion: | | Kick: | | Killing Blow |
Arena: | | Block: | lllll | Mind over Matter |
Backing: | | Grab: | | Regeneration |
Contacts: | lllll | Athletics: | lllll | Karmic Purge |
Fame: | | Focus: | lllll | Mind Trick |
Manager: | | Recovery: | ll | Fear |
Resources: | ll | | | Soul Merge |
Sorcery: | llll | | | Dreamweaving |
Elemental (Air): | llll | | | Flight |
| | | | Air Blast |
| | | | Jump |
Glory: | N/A | Honor: | N/A |
Willpower: | nnnnn nnn ooooo ooo | Chi: | nnnnn nnnn ooooo oooo |
Health: | nnnnn nnnnn nnnn ooooo ooooo oooo |
Special Maneuvers: |
Type | Speed | Damage | Move | Notes |
Jab | 5 (8) | 6 (9) | 5 |
Strong Punch | 3 (6) | 8 (11) | 5 |
Fierce Punch | 2 (5) | 10 (13) | 4 |
Block | 7 (10) | - | - | +5 Soak |
Jump | 6 (9) | - | 5 |
Movement | 6 (9) | - | 8 |
Air Blast | 5 | 13 | - | 1 Chi, opponent may be sucker punched |
Dreamweaving | N/A | - | - | 2 Chi, Mage may weave and send dreams |
Fear | 5 | - | 2 | 1 Chi, Opposed Willpower/Willpower, if mage wins opponent dizzy |
Flight | 6 | - | 2 | 1 Chi, special circumstances |
Karmic Purge | N/A | - | - | 4 Chi, Mage may heal any illness except those of the mind |
Killing Blow | - | - | - | 2 Chi, Mage may do damage aggravated |
Mind over Matter | 6/- | - | - | 1 Wp/1 Chi, 1 Chi thereafter, Mental stats are also Physical stats |
Mind Trick | 6 | - | 5 | 1 Chi, Mage may do tricks to the mind of the target |
Regeneration | 6 | - | - | Max 5 Chi, Mage may expend Chi to heal Health |
Soul Merge | N/A | - | - | 1 Wp/2 Chi, Soul domination of animals |
Strike of Sleep | 3 (6) | 7 (10) | 5 | 2 Chi, chance of opponent being struck unconscious |
Combos: |
Air Blast | to | Air Blast | to | Air Blast | (dizzy) |
Fear | to | Air Blast | to | Air Blast | (dizzy) |
Flight | to | Air Blast | to | Air Blast
MoM Block | to | MoM Strike of Sleep | to | MoM Strike of Sleep
MoM Block | to | MoM Killing Blow Fierce Punch | to | MoM Killing Blow Strong Punch
Movement | to | Air Blast | to | Fear
Movement | to | Mind over Matter
| | | | |