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Sanjiyan Unkara Sanjiyan are a race of beautiful immortal three eyed 'divine' demons with incredible magical and

psionic powers. On their home dimension they were said to be the master of the demon race. Although they are incredibly powerful most Sanjiyan are peaceful, scholarly beings, lacking more than the fundamental combat skills. In their home dimension they were almost completely wiped out when their king went mad and slaughtered most of his own race. The race is probably most famous for there ability to create an immortal and indestructible servitor by absorbing that person's soul. As long as the Sanjiyan holder of this soul is safe the Wu cannot be slain. See the Wu RCC for details. Note: This is not meant to be a player race. This is offered as the companion RCC for the Wu RCC and is recommended only as a NPC. Sanjiyan RCC Alignment: Any, but usually good Attributes: IQ 3d6 + 6, ME 4d6 + 6, MA 3d6 + 12, PB 3d6 + 12, 3d6 PE, 3d6 PS, 3d6 Spd. The attributes are supernatural. Magic: All Sanjiyan are natural Chinese sorcerers as per the Wu Shih from Mystic China. Expulsion: An additional ability is Expel Supernatural Being, cost 800 PPE, 4d6 x 100 SDC/MDC damage, Range 100ft, 50ft radius. The radius can be doubled by expending twice the PPE, tripled by expending three times the PPE, etc. This ability will rend a magical/supernatural physical or spiritual being doing massive damage. If the target survives it must make a saving throw 18 or greater or be expelled from the area (1 miles per level) for an hour. At the end of the time the creature may choose to return to continue the encounter. The Sanjiyan must make a save versus Nonlethal Poison or fall unconscious for 1d6x10 (if the radius was expanded multiply the duration by the cost multplier) minutes from the exertion. Upon awakening it is restored to half the maximum ISP or PPE. There is no effect if the demon's reserves are greater than this. This power has no effect on mortal/nonmagical/nonsupernatural creatures and the Sanjiyan's own Wu but does cause huge amounts of collateral structural damage. All structures within the area of effect must make a saving throw of 10 or higher or have the chi of the object 'broken' as per the martial arts ability. Sacrifice: By undergoing a ritual, only known in legend, the demon sacrifices his immortality to become a normal human being. At this time the creature achieves a moment of wondrous power. The effect of the 'Expulsion' explodes outward on a worldwide scale doing 4d6x1000 to all magical and supernatural beings that are opposed to the ex-Sanjiyans alignment. All survivors are randomly expelled from this dimension and any open gates or rifts are immediately closed. No save. No new gates or rifts can be can be opened for one year per PPE point that the Sanjiyan possesses. The newly reborn human has a PPE pool of 3d6 PPE and its ISP is reduced to its ME. All racial abilities are lost, however spells and normal psionics are still known. This ritual is only a legend and has never actually been performed. Allegedly there is a artifact called the 'Statue of Humanity' that is required before the ritual can begin. The statue's present location or condition is unknown. Circles and Wards: All Protection and Summoning circles are known. Any other circles and wards must be learned. Psionics: Master, the Sanjiyan starts with two psionics from each category plus Sixth Sense, Mind Block Auto Defense. The Sanjiyan gains one more from each category each level. As racial psionics they also receive Flight (15 ISP, 1 minute/level, 50 mph), involuntary TK Force Bubble as per the Super Psionic. This can also be used at will but if endangered the power WILL activate. The attack will always hit the TK force bubble with no need to parry or dodge. The defense will activate until all ISP are expended. See the description of 'Exaustion'. Exhaustion: Once the Sanjiyan reaches zero ISP or PPE he will fall unconscious for 1d6x10 minutes. This will also occur if the Sanjiyan expends more than half his ISP or PPE within one minute and misses a save versus Nonlethal Poison. During this time it is completely helpless. Upon awakening it is restored to half the maximum ISP or PPE. Third Eye: When the third eye is open it has all sensitive psionics, including but not limited to See Aura, Nightvision 500ft, See Evil (Sense evil but line of sight), See Invisible, Presence Sense (line of sight), psychic diagnosis, See Magic (line of sight). The Sanjiyan's eye also has the power of Eyes of Thoth as per the spell. When the eye is closed the demon is SDC and no psionics or magic may be used, including Sixth Sense. However PPE and ISP is recovered at twice the below mentioned rate. Demonic Charisma: These creatures have incredible charisma to supernatural beings of the same general alignment. Each Sanjiyan will have a willing Supernatural creature as a servitor/guardian of the power level of a Greater Demon. If it dies another will replace it within a week. Any more than one will be at the GM's discretion. The supernatural being chooses the Sanjiyan not the reverse. PPE: PPE is 4d6x100, with an additional 1d6x10 PPE per level. PPE recovery is 10 per hour of normal activity, 20 per hour of meditation. ISP: ME + 3d6x10 plus 12 per level. Psionic recovery is 10 per hour of normal activity, 20 per hour of meditation. HP: 2xPE + 2d6 per level (MDC in an MDC world).

Chi: Normal. (Plus 2x for supernatural, 2x for Master Psionic plus any bonuses for skills or martial arts.) Zenjoriki: Two minds (Jing Chi). Bonuses: Horror Factor +3, Magic +2, Possession +2. Multiple OCC: Chinese Sorcery is automatic, the race may pick up additional OCCs with normal training. RCC Skills: Martial Arts: Select any one of the following: Bok Pai Kung Fu (Crane Style) Hsing-I Kung Fu (Mind Shaping) Pao Chih (Animus Development) Snake Style Kung Fu (She Shen) Tai-Chi Ch'uan (Exercise Style) Chinese Language: Stage 4/Classical Chinese Literacy Chinese Classical Studies (+30%) Artistic Calligraphy (+20%) Research (+25%) W.P. Staff plus one ancient WP of choice Monsters and Demons (+40%) Fairy Lore (+20%) Magical Lore (+30%) Biology (+15%) Temple (select one, +30%) RCC Related Skills: Select any 6 from the following Cultural/Domestic: Any (+20%) Cultural Games: Any (+20%) Technical: Any Temple: Any (+20%) Secondary Skills: Select any 6 from the following. Communications: Basic Radio Only Computer: Operations or Programming Only

Electronics: Basic Only Espionage: Any Mechanical: Any, but only as a secondary skill Medical: Any Physical: Any Pilot Skills, Basic: Any Science: Any W.P. Ancient Chinese: Any W.P. Modern: Any Starting Equipment: Standard camping equipment, equipment needed for sorcery and circles and one major demon for a guardian (will summon another one if slain). Armor: Prefer none, but will wear if it is light weight. Weapons: Starts with staff. Money: 4d6x1000 gold or credits. Training: Due to the lifetime of training and Chi channeling the character gains the following abilities in addition to the Wu Shih OCC. 0- 2,900 Level 1, +1 vs. horror factor 2,901-4,800 Level 2, +1 vs. possession, +1 vs. psionics 4,801-9,600 Level 3, +1 vs. horror factor, +1 vs. magic 9,601-19,200 Level 4, +1 vs. possession 19,201-29,200 Level 5, +1 vs. horror factor, +1 vs. psionics 29,201-49,000 Level 6, +1 vs. possession, +1 vs. magic 49,001-79,000 Level 7, +1 vs. horror factor, 2x chi 79,001-119,000 Level 8, +1 vs. possession, +1 vs psionics 119,001-169,000 Level 9, +1 vs. horror factor, +1 vs magic 169,001-230,000 Level 10, +1 vs. possession 230,001-300,000 Level 11, +1 vs. horror factor, +1 vs psionics 300,001-380,000 Level 12, +1 vs. possession, +1 vs magic 380,001-470,000 Level 13, +1 vs. horror factor, 2x chi 470,001-600,000 Level 14, +1 vs. possession, +1 vs psionics

600,001-800,000 Level 15, +1 vs. horror factor, +1 vs magic

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