Khai Lung

   Nearly five millennia ago – circa 2700 BC – Khai Lung was a tutor to the early princes of China, the children of the Yellow Emperor. He taught them ruthless political maneuvering, the proper disposal of foes and rivals, Machiavellian manipulation, skill in warfare and deadly martial arts. He filled them with the myths and legends of China, and with the lore of magic they would need to deal with sorcerers – knowing both their strengths and the limits of their powers. The ruthless expansion of the realm, and the crushing of all opposition, under the second Emperor’s reign showed that he had taught them well – and brought unity and stability to the area that would become the core of China. Like Aristotle and Plato, across more than four thousand years, the echoes of his teachings continue to shape an empire.

   After his death, he was enshrined as an ancestor, and eventually became known as a spirit-patron of scholars, teachers, and political manipulators. He was invoked so often, and across such a span of time, that he never crossed over into the deep realms of the dead. He’s gentler these days – four millennia of observation have shown him how much social bonds contribute to the stability of a realm – but there are still those who hear the whispers of Khai Lung.

   After four and a half millennia as a ghost, plus the support of generations or respectful worship and offerings, Khai Lung is about as formidable as a human spirit can possibly become – mostly because he has adapted to the astral plane. He was a skilled martial artist while he was alive: now, thanks to the way which belief shapes the astral plane, his “martial arts maneuvers” work because he envisions them and believes that they do. He draws on the Akhasic level of the astral plane – the accumulated memories of the race – to update his ancient skills, and he manipulates the astral plane around himself. With the aid of an Anchor into reality – whether natural, such as a relic of his, or magically-created – he can extend the energies of the astral plane into the physical world. Unfortunately, he cannot directly affect or personally whatever is anchoring him: that would simply feed the energies of the astral plane back out of the earthly plane again.

   Without such an anchor, he’s lucky if he can manage to appear in dreams – when the mind roams the fringes of the astral plane – or whisper occasional bits of advice or warnings into mortal minds.

   With the talismans of the White Necromancer to fully anchor him in the material world once again, Khai Lung has returned to his first vocation – the teaching of the young. Fortunately, and at the request of his current “employer”, he’s turned down the ruthlessness and manipulation in favor of history, martial arts, and the basics of magic and chi powers. He’s even been willing to adapt to modern – and far less ruthless – methods of dealing with opponents.

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Khai Lung, The Teacher

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Value Characteristic Points
00 STR 0
15/30 DEX 15
00 CON 0
00 BODY 0
18 INT 8
14 EGO 8
15 PRE 5
00 COM 0
00 PD 0
00 ED 0
4 SPD 0
00 REC 0
00 END 0
00 STUN 0
  Total 36

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Points Powers END
83 Spirit Package Powers  
(10) Elemental Control: Elder Spirit Powers (44-pt reserve); Only usable in Astral Space (-.5), Spirit Powers Only (-1), Requires an Anchoring Talisman or Anchoring Individual in the area – which the user cannot actually move (-2),  
a-11 Telekinesis (STR 10); Range: 470; Manipulation: Fine, +10; Area Effect (Radius): 24″ radius, +1; Selective Target: +¼; Increased Area: ×4, +½; Reduced END: Zero, +½; Transdimensional (Astral to Material): Single Dimension, +½ 0
b-11 Psychic Telekinesis (STR 10); Range: 470; Manipulation: Fine, +10; Based on EGO Combat Value: vs. ECV, +1; Transdimensional (Astral to Earth): Single Dimension, +½; Reduced END: Zero, +½; Area Effect (Radius): 7″ radius, +1; Nonselective Target: -¼; Psychic Telekinesis is usable with his martial arts: simply halve the effect and consider it Based on ECV. 0
c-8 Images: Manifestation (Normal Sight, Hearing, Smell/Taste, 16″ radius); Range: 450; Sense Group; Touch/Temperature: +10; Observer PER Penalty: 0, +0; Reduced END: Zero, +½; Transdimensional (Astral to Material): Single Dimension, +½; Images are purely mental, and do not affect mechanisms: -1 0
d-11 2d6 Aid to Skills (Fade/min., Max. 60); Range: 0; Reduced END: Zero, +1; Autofire: 10 shots, ¾; Affects: Single Power of Special Effect, +¼; Trigger (When Fading): Set, +¼; Must join with a living spirit to provide this bonus, and so can only enhance one person at a time.: -2; Provides Fixed Skill Package: -2; Transdimensional (Astral to Material): Single Dimension, +½; This is the skills package he can bestow by temporarily joining with someone’s spirit. When he does, the “target” will immediately gain access to his martial arts skills. 0
e-10 2d6 Aid to Skills (Fade/min., Max. 90); Range: 0; Active Points: 110; Reduced END: Zero, +½; Provides Fixed Skill Package: -2; Affects: Single Power of Special Effect, +¼; Trigger (When Fading): Set, +¼ 0
f-10 2d6 Aid: Dexterity (Fade/min., Max. 46); Range: 0; Reduced END: Zero, +1; Autofire: 10 shots, ¾; Affects: Single Power, +0; Trigger (Personal, When Fading): Set, +¼ 0
g-7 Regeneration (7 BODY/5 hours); Regenerate: From Death, +20; Will not work if ties to earth severed: -1  
(5) Senses of Sight and Hearing extend into physical world  
  The Spirit Package includes +7 CP towards Mental Defense and Power Defense. Over time, points that were invested in minor physical talents – running, natural armor, etc – transfer into skills and either Mental Defence or Power Defense.  
(10) +10 STR; Since his martial arts is used with his Telekinesis, this entry provides the correct damage totals. It has no other effect. 1
(45) +15 DEX; To represent the effects of his Dex Aid.  
     
10 Power Defense (10 pts)  
21 Mental Defense (24 pts); Add to Total  
114 Total Powers

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Points Skills, Talents, Perks Roll
90 Enhanced Skills Package  
  Martial Arts  
(40) +10 DC for Martial Attacks  
(4) Killing Strike (OCV -2, DCV +0, 3d6 HKA)  
(3) Martial Grab (OCV -1, DCV -1, STR 70)  
(4) Martial Escape (OCV +0, DCV +0, STR 75)  
(4) Nerve Strike (OCV -1, DCV +1, 7d6 NND)  
(4) Fast Strike (OCV +2, DCV +0, 14d6)  
(4) Martial Block (OCV +2, DCV +2)  
(4) Fatiguing Strike: Endurance Drain (OCV +0, DCV +0, 11d6); Phase: ½; Damage Type: Dice; Extra DC: -1  
     
(3) Stealth 15-
(3) Seduction 12-
(4) Knowledge: History 15-
(4) Knowledge: Instruction 15-
(4) Knowledge: Martial Arts and Chi Powers 15-
(5) Bureaucratics and Politics 15-
     
20 +2 level w/Overall Level  
3 Scholar  
0 (Archaic) Mandarin (Native Accent); Literacy: Standard, 0  
2 English (Fluent Conv.); Literacy: Standard, 0  
2 Knowledge: Mythic Lore 13-
2 Knowledge: Magical Lore 13-
3 Knowledge: China 14-
3 Oratory 12-
3 Tactics 13-
1 Riding 8-
39 Total Skills, Talents, Perks

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50+ Disadvantages
  Spirit Package Disadvantages. Effective value is limited to 90 points – the cost of his Spirit Power elemental control.
20 Distinctive Features: Ancient Chinese Ghost; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
15 Banished to Afterworlds if Summoning Talisman Destroyed (Infrequently, Fully)
10 Susceptibility: Exorcism Rituals (2d6 Drain/Minute); Condition: Uncommon, +5
10 Phys. Lim; Can be summoned/banished for a time by any competent medium, various mystic rituals, or priests. (Infrequently, Greatly)
10 Phys. Lim; Can be temporarily bound into service by any mystic who has one of his relics. (Infrequently, Greatly)
15 Secret Identity (Deceased; has no bank accounts, legal identity, credit, etc, etc, etc).
10 Psychological Limitation; Finds it difficult, and sometimes impossible, to enter magically warded areas. (Uncommon, Strong)
20 Normal Characteristic Maxima
10 Watched by Higher Powers (He has to move on eventually – and they sometime need an agent) (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
5 Phys. Lim; Cannot leave the realms of the dead. (Infrequently, Slightly)
   
  Personal Disadvantages. Some of these used to be important – but he bought them down long ago. They’re simply lingering habits: they neither provide points nor have much effect.
15 Honorable (Common, Strong)
20 Psychological Limitation; No code versus killing (Very Common, Strong)
15 Vengeful (Common, Strong)
90 Total Disadvantages

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COSTS: Char. Powers Total Total Disadv. Base Exp.
  36 + 153 = 189 189 = 90 + 50 + 49

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OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
10 10 5 24 0/0 0/0 3, 6, 9, 12

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   Notes: As a Spirit, Khai Lung has no physical body, and is immune to most of the things that affect one. He’s still subject to mental attacks, magical barriers and spirit-transformations, and so on. If necessary, Astral Body = Ego, Str = Int, and Con = Pre. Pretty much all astral attacks are defended against via either Mental Defense or Power Defense. Spirits can be stunned, but it doesn’t last. Astral movement on the local scale is almost instantaneous.

   As a more-or-less “normal” human, he’s at his limits – a total of 100 CP plus a 90-point power package. Khai Lung can still develop and change somewhat, but must discard 1 CP worth of old abilities for every1 CP worth of abilities purchased.

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