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Varanasi Panpiper
Char  Total  Base  Cost  Roll  Notes 
STR 15 10 0 12-   HTH Damage 3d6 END [3]
DEX 13 10 6 12-  
CON 13 10 3 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 10 10 0 11-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
           
OCV 4 3 5
DCV 5 3 10
OMCV 3 3 0
DMCV 4 3 3
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 3 2 1 3 PD (0 rPD)
ED 3 2 1 3 ED (0 rED)
REC 5 4 1
END 25 20 1
BODY 10 10 0
STUN 30 20 5
           
Running 0m 12 -12
Swimming 4m 4 0
Leaping 0m 4 -2 38 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
0 Distinctive Features: Wears the robes and maintains the bearing of a Buddhist monk (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Watched: FBI: Section M Infrequently (Mo Pow; NCI; Passive; Watching )
Notes: Section M is aware of Varanasi's Visa situation and has thus far chosen to overlook it...for now.
5 Negative Reputation: Pacifist, Frequently (Regional Hunters)
15 Psychological Complication: Protect the weak and innocent (Common; Strong)
10 Psychological Complication: What would Master Po do? (Common; Moderate)
Notes: Varanasi has a high standard to live up to, and sometimes must meditate to avoid second guessing himself.
5 Social Complication: Lifestyle restrictions, Way of the Tao (no meat, etc. Frequently, Minor, Not Limiting In Some Cultures
10 Social Complication: No Visa Or Citizenship Infrequently, Severe, Not Limiting In Some Cultures
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Varanasi Panpiper
SKILLS
Cost  Name
6 +2 Martial Maneuvers
3 Hand of Buddha
2 1) Acrobatics 12- (3 Active Points)
2 2) Breakfall 12- (3 Active Points)
2 3) Koan Conversation 12- (3 Active Points)
2 4) PS: Tai Chi Master (3 Active Points) 12-
0 5) Language: Hindi (idiomatic; literate) (5 Active Points)
1 6) Language: English (fluent conversation; literate) (3 Active Points)
3 Scholar
2 1) KS: Buddhism (3 Active Points) 12-
2 2) KS: Supernatural World (3 Active Points) 12-
3 3) KS: Taoism (4 Active Points) 13-
28 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Zen Mastery Tai Chi
4 1) Chi Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
4 2) Go with the Flow: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Be Not There: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) FaJin: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove
4 5) Root: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to resist Shove; Block, Abort
5 6) Bend: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs; Abort
4 7) +1 HTH Damage Class(es)
29 Total Fighting Skills Cost
PERKS
Cost  Name
25 Believer Pool (50) (plus Character Creation Resource Points)
3 Contacts & Followers Pool (6)
28 Total Perks Cost
TALENTS
Cost  Name
2 Gusting Wind : Lightning Reflexes (+10 DEX to act first with All HTH Attacks) (5 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Can choose which of two rolls to make from use to use, Must be made each Phase/use; Acrobatics or Breakfall; -1 1/4)
2 Total Talents Cost

Varanasi Panpiper
Believer Pool (50/50), all slots Only While In Good Standing With Faith (-1/4)
1) The Way Of Acceptance : (Total: 26 Active Cost, 20 Real Cost)
  • Absorption 4 BODY (physical, Body / Stun (simple healing option)), Healing Instead Of Aid (as there is no FADE, max is a daily limit) (+0), Absorption As A Defense (Resistant; +1), Increased Maximum (x32 points) (+1 1/4) (13 Active Points) (Real Cost: 10) plus
  • Absorption 4 BODY (energy, Body / Stun (simple healing option)), Healing Instead Of Aid (as there is no FADE, max is a daily limit) (+0), Absorption As A Defense (Resistant; +1), Increased Maximum (x32 points) (+1 1/4) (13 Active Points) (Real Cost: 10)
    Notes: For every 4 points absorbed, the first point goes to BODY and the next 3 points to STUN. Real Cost: 20
0
2) The Way of Chi : +5 STR (Reduced Negation (2)), Variable Advantage (+1/4 Advantages; Limited Group of Advantages (AoE, Affects Desolid, 0 END, Autofire); +1/2) (18 Active Points) (Modifiers affect Base Characteristic)
Notes: Real Cost: 12
2
3) Wuxia Running : Gliding Flight 16m, Combat Acceleration/Deceleration (+1/4), No Turn Mode (+1/4), Usable As Leaping (+1/4), No Gravity Penalty (+1/2) (36 Active Points); Gliding (-1)
Notes: Real Cost: 16
0
4) The Way of the Tao : (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Sleeping: Character only has to sleep 8 hours per week) (3 Active Points)
Notes: Real Cost: 2
0

Contacts & Followers (6/6)
1) Contact: Master Po (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11-
Notes: Real Cost: 6

Varanasi Panpiper
APPEARANCE
Height:   5' 7" Hair:  Bald
Weight:  165 lbs Eyes:  Black
Varanasi is a smaller man of normal stature, with dark skin and sharp but not harsh features. He dresses as a Buddhist monk, and maintains a non-aggressive, relaxed posture that is belied by an an alert and keenly focused face.
BACKGROUND
Varanasi spent his early childhood in the slums of Calcutta, where he learned to be very resourceful. It was there that it came to pass that he witnessed Master Po, who had come to visit a local monastery, repel a group of hoodlums without so much as striking one of them.

For a blind man to achieve such mastery as to fight without fighting...Varanasi knew in an instant that this was what he wanted out of life, to achieve such mastery. He followed Master Po to the monastery, there to sit at the closed doors of it's gates. He sat a long time before he saw Master Po looking at him from atop the wall. Varanasi stood up. Master Po was gone. The gate was not opened.

He learned a few days later that Master Po was no longer in the monastery, that he had gone back to America, though how Varanasi had not seen him leave was a mystery. But resourcefulness was part of Varanasi's way...and he was determined to find his Master again. It took a bit of time, first doing hard scrabble work in that Calcutta monastery to learn where Master Po's school was in America, and then a few unsuccessful attempts at stowing away on ships headed in that direction, but his intent never wavered and ultimately it bore fruit.

And thus it came to pass that one day an older, harder, more accomplished Varanasi first knocked on the gate to Master Po's school compound. Master Po looked down at him again from atop the wall. Then Master Po was gone. But this time, the gate was opened.

Years passed and Varanasi proved to be determined. He lived humbly in the monastary, devoted to his lessons. He rose to be Master Po's senior student and was even honored to teach those less far along their paths than he himself.

Eventually Master Po began to send Varanasi on outings into the world as an envoy or with a task to complete, never with a time limit or expected return date. Varanasi always handled his business expediently and returned as quickly as possible to continue his instruction. But every time he returned Master Po would seem surprised and teach him less before finding yet another outing for Varanasi to undertake.

And one day it came to pass that Varanasi returned once more and eagerly knocked on the gate, happy to return to the place he thought of as his home and hoping that this return would warrant further advanced instruction from Master Po.

But no answer at the gate. Varanasi waited patiently before knocking again. He waited some more, then knocked harder. It was rare for the gate to not be answered promptly.

A pebble bounced off the top of Varanasi's head. He looked up to see Master Po standing atop the compound wall, dropping another pebble on his head.

"Why are you here?" asked Master Po.

"Master..." Varanasi slightly vexed to be greeted by more of the inscrutability of the ways of Master Po. "I am here to learn."

"What more do you hope to learn that you think I can teach?" Master Po held a small pebble ready to drop.

"I seek the way of the Tau." A pebble bounced off the top of his head.

But then Varanasi silenced himself. Master Po was rarely so direct. There was clearly instruction here. His mind must be open. He emptied his mind, no thought. He stood, Master Po waited. A moment passed.

And Varanasi was enlightened.

"Thank you Master, I understand.", Varanasi turned and walked away.

When Varanasi had reached the end of the path leading up to the gate Master Po called out, though he did not seem to raise his voice, "Return when you no longer need to."

Varanasi's new school is the world, and his new way is the way of existence. Master Po's last lesson was to not seek the Tau, but to live it.
PERSONALITY
Varanasi has spent a couple of decades living the life of a Taoist monk, he is utterly steeped in the mindset of being in harmony with the world. To understand Varanasi is to understand the philosophy of Taoism. All things have their place in the universe, appreciate all but cling to none. Even malevolence has it's place, as a lesson or a test for the likes of Varanasi.
QUOTE
"Think before acting, act without thinking."
TACTICS AND COMBAT NOTES
Violence for Varanasi is a last resort. A situation being resolved with violence is a failed lesson. For that reason, situations which most would think of as requiring a violent solution are situations that Varanasi actually seeks. Many such lessons ultimately do turn violent despite Varanasi's honest intent, which is proof to him that he yet has much to study. Fortunately for Varanasi, Master Po knew him to be slow in this regard and prepared him well to survive learning some lessons the hard way.

Varanasi is a Master of Tai Chi and has developed several extreme (superhuman) abilities from the strength of his Buddhist faith and advanced martial arts training. He is difficult to permanently harm, has extreme control over his biological needs such as food and sleep, can focus his energy into explosively powerful dynamic strength, and is only somewhat inconvenienced by gravity. When his mind and body are one, Varanasi can act with surprising swiftness, for devastating effect.
CAMPAIGN USE
Varanasi prefers to think his way through a problem rather than fight...but if action is necessary it is done without hesitation.

Varanasi Panpiper
SPEED CHART DEX 13 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3 3 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 10 30 25
CURRENT      
MOVEMENT
Type Total
Run (12m) 0m [ NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 0m
V. Leap (2m) 0m
Flight 16m [32m NC]
COMBAT SKILL LEVELS
+2 Martial Maneuvers
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 5
MENTAL 3 4
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 2 1/2d6 +/- 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
4 Chi Strike 1/2 +2 +0 6d6 Strike
4 Go with the Flow 1/2 +2 +2 Block, Abort
4 Be Not There 1/2 -- +5 Dodge, Affects All Attacks, Abort
4 FaJin 1/2 +0 +0 35 STR to Shove
4 Root 1/2 +0 +0 35 STR to resist Shove; Block, Abort
5 Bend 1/2 +0 +0 40 STR vs. Grabs; Abort
29 Total Cost of Fighting Skills

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