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Kensei
The Kensei
is a form called Sword Saint but most in Ryujin call them Samurai. The Kensei
follows the code of Bushido that demands that the Samurai hold him or herself to
the ideals of Justice, Courage, Benevolence, Politeness, Veracity, Honour, and
Loyalty. Though not all follow each code they are virtuous and spirited warriors
who test their zeal with the edge of their sword. Kensei always hesitate to draw
their sword for once they do regardless of the out come of battle they finish
the battle to the very end granting mercy or death to their advisory. In rare
cases some Kensei are able to utilize their Ki into their swords and create
fearsome attacks that can otherwise be almost supernatural if it were not for
the extension of their sword. Swordsman and Kensei tend to be interesting rivals
both wishing to test their skills at the use of swords. Taking the Path of the
Sword bestows a great power and responsibility to the Kensei. Many strike and
move differently depending on their ethics and ability. But despite their great
skill and power a Kensei measures his or her opponent before engaging into the
battle for once in battle it is to the death or life of a person. If the person
proves too weak or to strong it will considered for the death of the Kensei as
well as his or her opponent. Wielding one Katana or two the Kensei is prepared
for battle regardless of its possible outcome ready to die fighting to fulfill
his code of Bushido.
Benefits>
These are basic Abilities you know of easily from your novice training when
learning to become a Kensei. Some are set specifically for your profession as
abilities you may know and how to use. Though they are rarely powerful skills
they are useful skills that will assist you in your travels as an Adventurer in
the world of Everlynn.
Light
Armor> Kensei can
only wear Light Armor and receive a +3 Dodge Bonus when working with Light
Armor.
Strong
Faith> A Kensei
has strong faith in their deity or religion and some times take to being a Tao
Master as well. Regardless a Kensei gains a +4 bonus whether they have zero,
few, or max ranks in Knowledge Religion having some knowledge of the Ryujin
religions and Pantheon.
First
Strike> After
Judging and Opponent or not a Kensei can make the first strike before an
initiative roll regardless if the person also has First Strike or Pre-Emptive.
This makes the Kensei deadly when it comes to making the first move in battle
not hesitating once a battle has commenced.
Judgment>
Similar to Judge Opponent a Kensei can assess his or her opponent before
commencing in battle by stating this ability before or during combat. They can
get an over all view merely at looking at their opponent and seeing if the
opponent is much stronger than them or weak. This gives them a detail analysis
of the Target Health, Extensiveness of Damage they can do, Their ATR, DR,
Resist, E.Resist, and overall effectiveness in battle. They may ask the Host to
give them a comparison of them and their opponent to see if the Kensei has a
chance in defeating the enemy or the enemy is too weak to even consider soiling
their blade.
Personal
Sword> Kensei may
choose one sword and gain a +1 bonus to that sword’s use. Meaning however the
Kensei uses that sword it will always get a +1 to any roll, except damage, as
soon as they choose that as their personal weapon.
Personal
Parrying Blade>
Like the traditional Wakizashi a Kensei may choose a sword to be their parrying
Weapon. This parrying weapon gains a +1 bonus to parry regardless of the sword
or knife type. However the Samurai can only choose 1 Personal parrying weapon.
Two
Weapon Fighting>
Slightly different for a Kensei they can make attacks using both weapons and
deal both weapons damage in their attack. However they can only issue two
attacks when wielding these two weapons at no penalty. Yet though this is not as
much as being able to make four attacks making two attacks with no penalty with
two weapons is still considered a great ability for the Kensei.
Abilities>
Kensei have an assortment of abilities that rely upon their sword. With out
their sword Kensei must resort to other means of combat such as unarmed combat
and greatly appreciate learning unarmed techniques or becoming martial artists
on the side.
Awase>
At times of attack or parrying the Awase technique is a skill that causes the
Kensei to place himself in positions for a counter attack. Whenever the Kensei
makes an attack and is blocked either by parrying or a shield the Kensei can
make a Power Attribute Roll and the opponent must beat his roll or be pushed off
balance. The other is when attacked and after a successful Parry the Kensei can
perform the Awase’s defensive stance by making a Reflex Roll and the opponent
must beat it or be thrown off balance as the Kensei allows them to slip past
their blade. After these maneuvers a Kensei may use any attack once to gain a
automatic hit on their opponent as long as the Awase ability is successful.
Cost>
20 Exp
Sword
Guard> The ability
to block an attack after a failed dodge is a skill called Sword Guard by the
Kensei. This ability allows you to make a Reflex Check vs. the Attack Roll of
your opponent after you fail a Dodge though not always effective it can be
useful to prevent a Samurai’s life from being closer to death.
Cost> 20 Exp
Spirit
Blade> Kensei
learn eventually to infuse their Spirit into the Damage of their Sword. This
skill increases the Damage of their Sword dramatically as well as takes time to
master. For each Spirit a Kensei has they get +1 each time they learn this
ability to the max of their spirit as bonus to their sword weapon.
Cost>
20 Exp Each
Chanbara
Master> Kensei
learn that lunges and leaps with their swords can cause terrible damage to their
opponents. This ability ignores the bonus limit and adds even further to the
Kensei’s sword damage. It deals +6 more damage when a Kensei does a leaping
slash or lunge attacks slash with their sword. However the downside is that it
must hit to deal the damage and the ability must be stated. If the Kensei fails
to hit the target they throw themselves unbalance for a-2 till their next turn
being off balance after the attack.
Cost>
30 Exp
From
Sheath to Flesh>
Similar to Quick draw or Lightning Draw this Kensei ability allows a Kensei to
draw their weapon from its sheath the same time they make an attack. This
technique is so swift that it even deals +6 damage when done. Though one’s
Reflexes must be well toned to use this skill (Reflex of 12 minimum) to apply it
correctly.
Cost>
30 Exp
Precession
Striking> When a
Kensei attempts to make called shots to weak points, vital spots, swash buckling
feats, or just plain Called Shots they suffer a reduce penalty. The penalty is
reduced four points whether or not it brings it to Zero making it slightly
easier for a Kensei since the training of a Kensei practices precise strokes in
attacks. This attack form can also be used instead of its ability to a normal
attack and if a successful hit causes bleeding to the opponent. The opponent
must heal the deep wound or suffer d6 bleeding each round / 10 minutes.
Cost>
40 Exp
Sword
Space> Kensei have
a knack in masking their swords in well planned disguises as a sword can look
like a walking stick or the sword is some where in their robe like their sleeve
or hair. Regardless where it is hidden the Kensei gets a Disguise Difficulty
when an opponent or some one attempts to search them. The Difficulty on a
Disguise Check by the Opponent is 18 but +4 if the Kensei uses a Katana as the
hidden weapon.
Cost> 30 Exp
No
Eyes> In long
tradition a Kensei has learn to fight blindly using only but his Ki as a means
to sense an enemy around them. They also apply a good sense of hearing
increasing this sense when they are blinded or unable to see their opponent.
When a Kensei is Blind or Unable to see an opponent even if invisible it gives
off a Ki and the sound of the Ki of a nearby opponent that is hostile or neither
friend or ally is a low eerie hum. Kensei automatically see this opponent
through their Ki Energy as well as the low hum it emits whether they are
invisible or bask in total darkness.
Cost>
50 Exp
Zen-Rekotssu-Ken>
Pass from generation and generation of Kensei’s basic training the
Zen-Rekotssu-Ken is a technique to slash outward a wave or ball of energy from
the sword that flies straight to the opponent. It ignores all other targets in
the way and goes through them to the Kensei’s chosen target as long as the
Kensei can see the target or sense the target’s Ki. The Energy Wave or
Projectile deals the exact amount of your Sword’s Damage plus any bonus or
Kensei Abilities that enhance its damage.
Cost>
40 Exp
Divine
Sword> In the
Heaven’s a great technique was forged and passed down to the Kensei this sword
technique could change the outcome of a battle regardless if the enemy had
skillfully evade or change the outcome the Samurai predicted. The Divine Sword
is an ability to add +5 Divine Bonus an outcome a Kensei made could other wise
end in the Kensei’s Favor. For Example if the Dodge failed for the Kensei and
he is going to be struck with damage the Divine Sword ability would add +5 to
change so that he evaded it. In other words if a roll you made did not go in
your favor and the +5 would make you successful in that roll Divine Sword occurs
however it can be used only once per day.
Cost> 50 Exp
Legendary
Sword Technique>
Each Kensei is different in style and technique hoping one day they are able to
create a Sword move that would one day remember. This sword technique’s
ability in damage, effect, and element can vary depending how the Kensei creates
it. Basically this is a custom move of the character Kensei by submitting your
idea to Staff. The owner and staff will look over the ability and determine
whether to accept or not base on a players behavior, role play, as well as how
much it would cost in Exp. The Cost of Exp to master your technique can range
from 100 -500 Exp maybe more. If a technique is declared impossible or to
powerful try to down play the idea a bit. Most technique won’t be able to kill
a person or persons in one shot so keep in mind of ideas. Also this technique
not only has to consist of Damage but some special effect or element that may
create a unique style. Also remember the more powerful or diverse it is the more
expensive it will be.
Cost>
Vary
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