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Feat olarak kullanmak isteyenlere - Rurouni Kenshin'deki teknikler


Bone

Öne çıkan mesajlar

Hitokiri Battousai; male human; Ftr 6/Hitokiri 5/ Hiten Mitsurugi Ryu Master 7; CR 18; medium-size humanoid; HD 6d10+12+12d8+24; hp 150; Init +16 (+6 Dex, +3 Int, +7 Misc); Spd 80 ft.; AC 19 (or 23 vs one opponent; 16 vs others); Atk +26/+21/+16/+11 melee (1d8+3, 15-20/x2, Masterwork Katana); AL CN; SV Fort +12, Ref +17, Will +10; Str 12, Dex 22, Con 12, Int 17, Wis 16, Cha 16; Height 4 ft 7 in.
Skills and feats: Balance +49, Battojutsu Focus +24, Diplomacy +8, Gather Information +8, Hide +16, Intimidate +8, Jump +44, Knowledge (local history) +8, Listen +24, Move Silently +16, Ride +11, Sense Motive +24, Spot +24, Swim +11, Tumble +49. Dodge, Mobility, Expertise, Spring Attack, Whirlwind Attack, Power Attack, Improved Initiative, Quick Draw, Weapon Finesse [Katana], Weapon Focus [Katana], Weapon Specialisation [Katana], Improved Critical [Katana]
Class Features: Sneak Attack +3d6, Strike First Strike Last, Uncanny Dodge (Dex to AC)
Canny Defence, Uncanny Dodge (Cannot be Fl., Hitokiri Duel, Hitokiri Rage, Leap of the Clouds, God Speed, Battoujutsu, Ken-Ki, Acrobatics [+20]
Techniques:Battoujutsu Hiryu Sen, Battoujutsu Sou Ryu Sen, Battoujutsu Sou Ryu Sen Ikaguzuchi, Do Ryu Sen, Ryu Kan Sen, Ryu Kan Sen Kogarashi, Ryu Kan Sen Tsumuji, Ryu Kan Sen Arashi, Ryu Sho Sen, Ryu Sou Sen, Ryu Sou Sen Garami, Ryu Tsui Sen, Ryu Tsui Sen Zan
Equipment: Masterwork Katana


Himura Kenshin, the Wanderer; male human; Ftr 6/Ex-Hitokiri 5/ Hiten Mitsurugi Ryu Master 7; CR 15; medium-size humanoid; HD 6d10+12+12d8+24; hp 150; Init +16 (+6 Dex, +3 Int, +7 Misc); Spd 80 ft.; AC 19 (or 23 vs one opponent; 16 vs others); Atk +26/+21/+16/+11 melee (1d8+3§, 15-20/x2, Masterwork Sakabatou); AL CG; SV Fort +12, Ref +17, Will +10; Str 12, Dex 22, Con 12, Int 17, Wis 16, Cha 16; Height 4 ft 7 in.
Skills and feats: Balance +49, Battojutsu Focus +24, Diplomacy +8, Gather Information +8, Hide +16, Intimidate +8, Jump +44, Knowledge (local history) +8, Listen +24, Move Silently +16, Ride +11, Sense Motive +24, Spot +24, Swim +11, Tumble +49. Dodge, Mobility, Expertise, Spring Attack, Whirlwind Attack, Power Attack, Improved Initiative, Quick Draw, Weapon Finesse [Katana], Weapon Focus [Katana], Weapon Specialisation [Katana], Improved Critical [Katana]
Class Features: Canny Defence, Leap of the Clouds, God Speed, Battoujutsu, Ken-Ki, Acrobatics [+20]
Techniques:Battoujutsu Hiryu Sen, Battoujutsu Sou Ryu Sen, Battoujutsu Sou Ryu Sen Ikaguzuchi, Do Ryu Sen, Ryu Kan Sen, Ryu Kan Sen Kogarashi, Ryu Kan Sen Tsumuji, Ryu Kan Sen Arashi, Ryu Sho Sen, Ryu Sou Sen, Ryu Sou Sen Garami, Ryu Tsui Sen, Ryu Tsui Sen Zan
Special: Due to his Ex-Hitokiri status, and because he doesn't believe that he desevers to live after his sins as a Hitokiri, Kenshin has 5 negative levels to represent that he doesn't fight with his true potential (as this would bring out the Hitokiri in him. Each round he takes damage he must make a save (DC 10 + nr of rounds he has fougt, or revert to his Hitokiri personae, gaining all Hitokiri abilities, and restoring the negative levels.
Equipment: Masterwork Sakabatou

"Awakened Kenshin"; male human; Ftr 6/Hitokiri 5/ Hiten Mitsurugi Ryu Master 10; CR 21; medium-size humanoid; HD 6d10+12+15d8+30; hp 180; Init +19 (+6 Dex, +4 Int, +9 Misc); Spd 90 ft.; AC 20 (or 26 vs one opponent; 15 vs others); Atk +28/+23/+18/+13 melee (1d8+3§, 18-20/x2, Masterwork Sakabatou); AL NG; SV Fort +13, Ref +19, Will +14; Str 12, Dex 22, Con 12, Int 18, Wis 16, Cha 16; Height 4 ft 7 in.
[/b]Skills and feats: Balance +62, Battojutsu Focus +27, Diplomacy +10, Gather Information +8, Hide +16, Intimidate +10, Jump +56, Knowledge (local history) +9, Listen +27, Move Silently +16, Ride +11, Sense Motive +27, Spot +27, Swim +11, Tumble +62. Dodge, Mobility, Expertise, Spring Attack, Whirlwind Attack, Power Attack, Improved Initiative, Quick Draw, Weapon Finesse [Katana], Weapon Focus [Katana], Weapon Specialisation [Katana], Improved Critical [Katana], Iron Will
Epic Feats: Ama Kakeru Ryu No Hirameki
Class Features: Sneak Attack +3d6, Strike First Strike Last, Uncanny Dodge (Dex to AC)
Canny Defence, Uncanny Dodge (Cannot be Fl., Leap of the Clouds, God Speed, The Will to Live
Battoujutsu, Ken-Ki, Acrobatics [+30]
Techniques:Battoujutsu Hiryu Sen, Battoujutsu Sou Ryu Sen, Battoujutsu Sou Ryu Sen Ikaguzuchi, Do Ryu Sen, Ryu Kan Sen, Ryu Kan Sen Kogarashi, Ryu Kan Sen Tsumuji, Ryu Kan Sen Arashi, Ryu Kan Sen Norengeki, Ryu Sho Sen, Ryu Sou Sen, Ryu Sou Sen Garami, Ryu Tsui Sen, Ryu Tsui Sen Zan, Ryu Tsui Sho Sen, Kuzu Ryu Sen, Ama Kakeru Ryu No Hirameki
Special: Kenshin has regained the Will to Live. He has restored the negative levels imposed by being an Ex-Hitkoiri, and regained all the Hitokiri Class Abilities, except Hitokiri Duel and Hitokiri Rage
Equipment: Masterwork Sakabatou

Variant Rules: I use 1d8
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Rurouni Kenshin Sword Techniques :


Hiten Mitsurugi Ryuu (Flying Royal Dragon Sword Style) :

Ran Geki Jutsu (wield the sword to attack sequentially in once) :

Do Ryuu Sen (Ground Dragon Flash) : A technique where the user's katana (or sakabatou in Kenshin's case) is brought against the ground (usually on a rocky surface) with immense force. This in turn causes the ground to explode forth towards an opponent, showering them with a spray of rock and other debris. Although the Do Ryu Sen is not a very powerful technique, it is used as a set up for a devestating move, since it does catch its opponents off guard.

Ryuu Sou Sen (Dragon Double Flash) : A majority of the Hiten Mitsurugi Ryuu techniques relies on a single strike to dispatch an opponent. The Ryu Sou Sen is an exception to this rule; it consists of repeated slashes with a katana at a blinding speed on the opponent's nine vital parts (but not simultaneously. The Ryu Sou Sen is ideal for taking out opponents who won't fall from a single strike.

Ryu Sou Sen - Garami (Dragon Double Flash "Attack at the Head&") : A different version of the Ryu Sou Sen, in which the blows are directed at the neck.

Ryu Kan Sen (Dragon Wind Up Flash) : Initiated by turning's one's body in a spin towards the opponent, until the user is placed beside the person, swinging the blade in a backhanded fashion around the back of the opponent's head. The Ryu Kan Sen is best used as a counter-attack to an opponent rather than an initial attack.

Ryu Kan Sen - Arashi (Dragon Wind Up Flash Storm) : Like the Ryu Kan Sen - Tsumuji, the Arashi is also performed while in midair. The user goes into a full forward spin, hammering their weapon into the skull of the opponent. In that aspect, it is somewhat similar to the Ryu Tsui Sen.

Ryu Kan Sen - Kogarashi (Dragon Wind Up Flash Wintry Wind) : A revision of the Ryu Kan Sen, the spin of the Ryu Kan Sen-Kogarashi is greater than the original, and the targeted area is the neck, rather than the head.


Totsu Shin Jutsu (attack immediately and just wield the sword once) :

Ryuu Tsui Sen (Dragon Mallet Flash) : Probably the most frequently used technique, the Ryu Tsui Sen air to ground strikes. The idea is to use one's weight coupled with the force of descending from a great height to increase the power of the attack.

Ryuu Tsui Sen - Zan (Dragon Mallet Flash Cut) : A revised version of the Ryu Tsui Sen, and performed in a similar fashion. In the Ryu Tsui Sen-Zan however, the weapon's blade is held with point facing down so that the sword will cut into the opponent's skull, rather than simply hammering the blade down as seen in the standard Ryu Tsui Sen.

Ryuu Kan Sen - Tsumuji (Whirling Dragon Flash Hair-spin) : The simplest way to describe this would be "A Ryu Kan Sen performed in midair." It begins with a direct lunge towards an opponent, and while airborne, the user goes into a full spin, ending by connecting their katana (Or once again, sakabatou) into the opponent's head or neck. The drawback to this technique is the lunge, which makes landing safely highly difficult.

Ryu Sho Sen (Rising Dragon Flash) : A ground to air strike, where one hand is held under the blade of the katana (or sakabatou) pushing it upwards against the targeted area upon ascent. Typically the neck or chin is the target of this strike.

Battou Justu (attack by drawing the sword) :

Battou Jutsu (Sword Drawing Art) : The user draws his sword from his sheath so quickly, he can kill with a single stroke. If he misses, the user is left open. (This is a normal technique that is not unique to Hiten Mitsurugi Ryu. However, other Hiten Mitsurugi Ryu technique in the Battou Jutsu class are derived from this stance)

Hi Ryu Sen (Flying Dragon Flash) : The user draws his sword with his left hand, sending the hilt of it flying toward its target like an arrow.

Sou Ryu Sen (Twin Dragon Flash) : The user uses Battou Jutsu and when/if his sword is blocked, he uses his sheath to get in a hit.

Sou Ryu Sen Ikazuchi (Twin Dragon Flash Thunder) : The user attacks first with his sheath and when/if it is blocked, he draws his sword to get in a hit.

Ougi (Succession Technique) :

Kuzu Ryu Sen (9-Headed Dragon Flash) : Part One of the Hiten Mitsurugi Ryuu's Succession Technique; the user attacks the nine vital parts of the body (head, left shoulder, right shoulder, left arm, right arm, left waist, right waist, between the legs, and chest) all at once with blinding speed (In Kenshin's case, he uses the bottom of his hilt to strike at the heart, in opposition to a thrust with the blade of his sakabatou).

Ama Kakeru Ryu no Hirameki (Heaven's Soaring Dragon Flash) Part Two of the Hiten Mitsurugi Ryuu's Succession Technique; a Battou Jutsu stance that
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onları bulamadım..
bulabilirsem koyarım
artık DM birşeyler düşünür..

mesela
Battou Jutsu
için
Combat reflexes
expertise
quick draw
+4 base attack

gerekebilir.
turnde tek bir single attack yapıyorsun.
kılıcın kınında olması lazım turn başı.
sıra sana gelince çekip saldırıyorsun.
atağa +3 veriyor, damage ise iki katına çıkıyor.
tabii sayılar değişebilir.
sonraki turnune kadar ac, baya bir düşüyor, hatta 0lanabilir de,
o zaman üç kat damage vermesini ayarlayabilirsin.
bu atağı yaptıktan bir sonraki türn toparlanıp AC'en normale dönüyor, ama o turn hiçbirşey yapamıyorsun, ancak ondan sonraki turnde tekrar saldırabilirsin.

bu tabii ayak üstü hayali bir düşünce...[signature][hline]-coLdwind-, 13 February 2004 00:17 tarihinde demiş ki:
mumi the sucker
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bi ara vakit bulursam ben bişeyler yazarım belki. zaten örneklerim de var. misal battoujutsu olayının iaijutsudan farkı yok bence. stance biraz değişik ama oyun mekaniği olarak iaijutsu masterin flat footed yakalama olayını kullanabiliriz...[signature][hline]You figure a sword and a
bunch of spells make you
tough? It ain't
what you got
that counts, berk.
It's
what you know.
-Fairven, a cipher
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türkçe konuşun :-P[signature][hline]We Must Be The Ones Who Believe Illiuvatar
But In Fact There'sn't An Illiuvatar, So Resume Your Believes, Don't Be Astonished At Your Thoughts

Yeniden Baslasak , Patates mi yesek?

Deli Etmeyin Beni

We Are The Chosen
We've Been Chosen Of All
We Must Keep It.
We Are The Ones Who Are Saps
Dals
Woods
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Oha..
Oha..Cozdunuz bakiyorumda bir cigifilmin karakter stillerini.
Devam..Ben hemen bir Elemental/NWN acip bu featleri kullanmay basliyim.[signature][hline]Kendimizi kandirmayalim
Hic bitmeyen Efsaneler
Grim Fandango Turk Fan klubu
Kilicim ve ben ve kullanim -a.k.a me myself and Zulfukar -
Havada sekizli ucan tekme atma koleji
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yok abi ben çözmedim, kazaa'daki arkadaşlar çözmüş.. :)[signature][hline]Halfmumi bir ara demiş ki:
İcq yönetimi Mastericq sahipleri 25 haneye kadar icq dağıtcaklarını bununda icqnun ortamını dağıtcağını belirttiler
-coLdwind-, 13 February 2004 00:17 tarihinde demiş ki:
mumi the sucker
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bu arada axe, böyle atraksiyonlara girsene sen de zerthle. kensei al, sword dancer al, complete warriordaki yeni weapon masterı al, kendine bi succession technique geliştir vs. vs...[signature][hline]You figure a sword and a
bunch of spells make you
tough? It ain't
what you got
that counts, berk.
It's
what you know.
-Fairven, a cipher
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bulsam koyarım ehehe[signature][hline]Halfmumi bir ara demiş ki:
İcq yönetimi Mastericq sahipleri 25 haneye kadar icq dağıtcaklarını bununda icqnun ortamını dağıtcağını belirttiler
-coLdwind-, 13 February 2004 00:17 tarihinde demiş ki:
mumi the sucker
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tam feat diil de complete warriordaki fighting stylelara göre bişeyler ayarlamak lazım.

bi de dikkatimi çekti burdaki hareketlerin bi kısmı critical hitsel olaylar. şöyle bişey yapılabilir. misal kamia kashinde bi teknik adamın diz kapağını parçalamaya yarıyo. bu teknik imp. crit (bokken/sakaba) gerektirir. adam crit. attığında isterse bu tekniği kullandığını declare eder. çotank diye indirir herifi yere ama bütün damage subdualdir (oha nasıl subdual o :-p) vs. vs...[signature][hline]You figure a sword and a
bunch of spells make you
tough? It ain't
what you got
that counts, berk.
It's
what you know.
-Fairven, a cipher

[Bu mesaj Grudge tarafından 14 February 2004 22:57 tarihinde değiştirilmiştir]
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critical damage rastlantısal bir olay..

ama sen burda o atağı yapabilmek için zar atıyorsun..
critical çok zor.
ama bu teknik daha kolaylaştırıyor olayı....[signature][hline]Halfmumi bir ara demiş ki:
İcq yönetimi Mastericq sahipleri 25 haneye kadar icq dağıtcaklarını bununda icqnun ortamını dağıtcağını belirttiler
-coLdwind-, 13 February 2004 00:17 tarihinde demiş ki:
mumi the sucker
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3rd ed. de called shot olayının yeri yok. o yüzden critical hit yapıldıktan sonra declare edilen böyle bi olay hem oyun sırasında özellikle uzun combatlarda es geçilen critical tasvirini güçlendirir hem de broken diil. adamın kafadan 17-20(variant rule ile 15-20) critical ratingi var zaten elindeki silahla.

bi de chain hareketler yapılabilir. misal 2 attağı olan bi karakter her iki atağı da vurursa bu tekniklerden birini declare etme hakkı kazanır. 3 atağı olan 3 atağı da vurduktan sonra yapar vs. vs... son derece aşmış teknikler mesela ancak son derece aşmış kişilerce uygulanabilir. o da çok nadiren görünür. ama sonucunda mantar çıkar. misal 4 atağı olan bi karakterin 4 atağının her birinde vurması ve hepsini de critical vurması beklenebilir. (yukardaki variant rule üzerine karakterin kensei olduğu düşünülürse 13-20 crit. ratingle gayet güzel bi şans oluyo...)
[signature][hline]You figure a sword and a
bunch of spells make you
tough? It ain't
what you got
that counts, berk.
It's
what you know.
-Fairven, a cipher

[Bu mesaj Grudge tarafından 14 February 2004 23:13 tarihinde değiştirilmiştir]
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