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Master Shuida The Rose
Char  Total  Base  Cost  Roll  Notes 
STR 10 10 0 11-   HTH Damage 2d6 END [1]
DEX 13 10 6 12-  
CON 10 10 0 11-  
INT 13 10 3 12-   PER Roll 12-
EGO 20 10 10 13-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 3 3 0
DCV 3 3 0
OMCV 3 3 0
DMCV 3 3 0
SPD 2 2.0 0 Phases: 6, 12
           
PD 3/13 2 1 3/13 PD (0/10 rPD)
ED 3 2 1 3 ED (0 rED)
REC 5 4 1
END 25 20 1
BODY 10 10 0
STUN 25 20 3
           
Running 12m 12 0
Swimming 6m 4 1
Leaping 4m 4 0 32 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
10 Psychological Complication: Nonconfrontational (Common; Moderate)
Notes: Tries to work around a problem rather than directly confront it.
20 Psychological Complication: Scroll Quest (Very Common; Strong)
10 Social Complication: Sorcerer Infrequently, Major
5 Unluck: 1d6
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Master Shuida The Rose
SKILLS
Cost  Name
10 +5 with EGO Rolls vs Summoned Minions
3 High Society 12-
0 Language: Cantonese (idiomatic; literate)
3 Language: English (completely fluent; literate)
3 Scholar
2 1) KS: Chinese Magic 12-
6 2) KS: Elemental Lore 15-
2 3) KS: Supernatural World 12-
3 Traveler
2 1) AK: China 12-
2 2) CK: Hong Kong 12-
2 3) CuK: China 12-
38 Total Skills Cost
PERKS
Cost  Name
3 Permits and Membership: Membership (?????????? - The Celestial Order of Dynamism and Sorcery), Supernatural Hunter License
50 Mystic Pool (50)
2 Contacts & Follower Pool (54) (plus Character Creation Resource Points)
55 Total Perks Cost

Master Shuida The Rose
Mystic Pool (50)
1) Pacting the Elements : Summon 2 125-point Elementals, Expanded Class of Beings (Limited Group; Elementals; +1/2) (45 Active Points); Extra Time (1 Hour, -3), Concentration (0 DCV; -1/2), Requires A Roll (KS: Elemental Lore roll; -1/2), Incantations (-1/4), Gestures (-1/4)
Notes: Real Cost: 8 points
4
2) Watery Soul : LS (Expanded Breathing: Water; Longevity: 200 Years)
Notes: Real Cost: 6 points
0
3) Elemental Aura : Resistant Protection (10 PD), Allocatable (+1/4) (19 Active Points); Requires A Roll (KS: Elemental Lore Skill roll; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (Elemental Powers; -1/4)
Notes: Real Cost: 9 points
2
4) Shield of Air : Damage Negation (-4 DCs Physical) (20 Active Points); Requires A Roll (KS: Elemental Lore roll; -1/2), Unified Power (Elemental Powers; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: Real Cost: 10 points
2
5) Shield of Fire : Damage Negation (-4 DCs Energy) (20 Active Points); Requires A Roll (KS: Elemental Lore roll; -1/2), Unified Power (Elemental Powers; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: Real Cost: 10 points
2
6) Stone Palm : Hand-To-Hand Attack +2d6, Area Of Effect Accurate (1m Radius; +1/2) (15 Active Points); Requires A Roll (KS: Elemental Lore roll; -1/2), Hand-To-Hand Attack (-1/4), Unified Power (-1/4)
Notes: Real Cost: 7 points
1

Contacts and Follower Pool (54/54)
1) Elemental Servant : Bo (Water Elemental)
Notes: Real Cost: 25 points
2) Elemental Servant : Feng (Air Elemental)
Notes: Real Cost: 25 points
3) Contact: Doctor Allosius Jones (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-
Notes: Real Cost: 4

Master Shuida The Rose
APPEARANCE
Height:   5' 8" Hair:  Black
Weight:  148 lbs Eyes:  Black
Master Shuida looks like a young, handsome Chinese man in his early twenties though he is quite a bit older. He dresses very formally, in a British style, and speaks Queen's English. His bearing is poised but supremely confident. He rarely appears to be phased by anything.
BACKGROUND
Born just before the turn of the century to an old and influential Chinese family, Su Yang grew up in Hong Kong during interesting times. While still but a boy his respected uncle took Yang under his wing and taught him the essentials of Chinese Elemental Sorcery. Always an eager child and a dedicated pupil, Yang took well to his studies and rose quickly in skill and confidence. In addition to his Chinese education, Yang also attended the British run Queen's College and received a Western education, though he did not particularly enjoy it.

Upon acheiving his majority Yang was tasked by his uncle to go forth and travel the world to learn something of himself so that his esoteric studies might be better informed by real life experiences. He also taught Yang the penultimate spell of Elementalism which allows an Elementalist to summon a permanent and powerful ally, the hallowed Rite of Binding.

A year into his travels and contemplation, Yang found himself abandoned in the Gobi desert after a series of misadventures. Robbers had caught him unawares in his sleep and stolen everything but his clothes and canteen and left him to die. A day and a half under the scorching sun had almost killed him, when in the distance he spotted an oasis. Overtaken by relief he ran to it. The water was refreshing like nothing he had ever had, and as Yang went to take another sip he realized the water wasn’t reflecting his face but rather that of a swirling mass of water. Stricken by an epiphany, he tried to call forth the water spirit before him, invoking the Rite of Binding with feverish need. A wave of exuperation overtook him as the spirit of the oasis came under his will and submitted to his mastery. He named his new companion “Bo”.

Upon returning to his home and presenting his uncle with his new servant, Yang was given his new name: Master Shuida.

In the decades that followed Master Shuida studied at the side of his learned uncle improving his mastery of the Elements; including Binding an Air Elemental whom he calls "Feng" to his will as well. But then the unthinkable happened. While Master Shuida was away in the city, minions of the ancient dragon cult known as The Red Hand invaded the family estates and stole several ancient scrolls from the sanctum sanctorum. Master Shuida's uncle was taken by surprise and though he and his Elemental servants fought valiantly the Hand had come prepared and managed to slay the old Sorcerer, thus dispersing his servants. When Shuida returned home he found his uncle's fallen body.

Since then he has pursued the Red Hand, seeking to recover the scrolls stolen from his family. He has recovered three thus far, but five more remain. His journeys have recently lead him to America and Doctor Allosius Jones, an old friend of his uncle's who has agreed to help Shuida in his quest if Shuida in turn helps Doc Jones in his ongoing efforts to fight Monsters. So far the relationship has worked out fine.
PERSONALITY
Master Shuida is on a mission, but he flows like the water with events as they come his way. He always strives to stay in harmony with what is needed in the now, confident that the universe will move him to where he needs to be if he heeds the signs given to him.
QUOTE
"The water that bears the boat is the same that swallows it."
TACTICS AND COMBAT NOTES
Master Shuida is a canny and dangerous opponent, with a number of useful Elemental Powers as wells as Bound and usually Pacted Elementals to serve his will. However, he is a peaceful and sophisticated man and avoids confrontations whenever possible.
CAMPAIGN USE
Master Shuida is an old-school Chinese Sorcerer specializing in Elementalism.

Master Shuida The Rose
SPEED CHART DEX 13 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3/13 3 0 0
RESISTANT 0/10 0    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 10 25 25
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 6m [12m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 3
MENTAL 3 3
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 3d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
0 Total Cost of Fighting Skills

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