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Awakened Polarity


Name

Yu Sanbao (Yu Lianhua)

Title

"Awakened Polarity"

Sex

Female

Ideology

Daoism

Age

30

Temperament

Serene (+1 Diplomacy, -1 Bravado)

Nationality

Chinese

Background

Mad Scientist

Class

Mystic/Inventor


Trigrams: 16 points

Vigor: 2

Vitality: 3

Finesse: 2

Perception: 2

Wisdom: 3

Cunning: 2

Grace: 1

Valor: 1


Hexagrams: 32 points


Martial Skills: 9

Subtle Skills: 4

Civil Skills: 5

Technical Skills +1

Mystical Skills: +1

Hand to Hand:

(Vig+Vit): 5

Total: 5

Stealth: 2

(Fin+Cun): 4

Total: 6

Bravado:

(Gra+Val): 2

Total: 1

Engineering: 4

(Wis+Cun): 5

Total: 10

Internal Alchemy:

(Vit+Pe): 4

Total:

Melee: 3

(Vig+Fin): 4

Total: 7

Sleight of Hand:

(Fin+Gra): 3

Total: 3 (2)

Persuasion: 2

(Wis+Gra): 4

Total: 7

Craftsmanship:

(Fin+Wis): 5

Total: 6

Shamanism:

(Wis+Val): 3

Total:

Sharpshooting

(Pe+Fin): 4

Total: 4

Athletics: 2

(Vig+Vit): 5

Total: 7

Deception:

(Cun+Gra): 4

Total: 4

Alchemistry:

(Wis+Pe): 5

Total: 6

Mentalism:

(Gra+Pe): 3

Total:

Explosives:

(Pe+Val): 4

Total: 4

Acrobatics: 2

(Vig+Fin): 4

Total: 6

Empathy:

(Pe+Gra): 3

Total: 4

Medicine: 2

(Fin+Wis): 5

Total: 8

Sorcery:

(Val+Cun): 3

Total:

Evasion: 4

(Vig+Pe): 4

Total: 8

Awareness:

(Pe+Cun): 4

Total: 4

Law:

(Wis+Gra): 4

Total: 4

Piloting:

(Fin+Val): 4

Total: 5

Geomancy: 4

(Wis+Pe): 5

Total: 10

Initiative:

(Val+Pe): 3

Total: 3

Animal Handling:
(Pe+Fin): 4

Total: 4

Streetwise:

(Cun+Gra): 4

Total: 4

Security:

(Fin+Cun): 4

Total: 5

Breath: 2

(Vit+Wis): 6

Total: 9

Fortitude: 2

(Vit+Val): 4

Total: 6

Survival:

(Cun+Vit): 4

Total: 5

Scholarship: 4

(Wis+Cun): 5

Total: 10

Resources:

(Cun+Gra): 3

Total: 4

Fortune:

(Val+Wis): 4

Total: 5


Weaponry:

Weapon

Attack/Parry

Damage

Range

Concealment

Notes

Thermal Longword

8C

9C

Close

Nope

Ignores Armor

Saw Blade

8C

7C+4C

Close

Yes

Extra Wounding

Three Section Shock Staff

10C

7C+4C

Close

Yes

Extra Stunning

Thunder Within

10C

10C

Medium

Goddamn Lightning

Awaken the Flame

10C

10C

Medium

Goddamn Fire


Languages: Chinese, Manchu, Tibetan.

Scripts: Chinese, Classical Chinese, Korean, Latin, Tibetan, Manchu.



Notable Equipment and Resources:

Mechanical Arm (5 taels): Sanbao lost an arm in an lab accident; fortunately, this was a temporary set back, as she had both the wisdom and know-how to build a replacement, as well as a life-long secret desire to see if she could be a machine. So really, it all works out for the best. The mechanical arm is powered by her own internal energy, meaning it requires no external power source. The arm grants her a +1 bonus to melee and hand to hand damage, and a -1 to Sleight of Hand checks.

Autocycle: Sanbao built this autocycle herself. Unlike most cycles, which run on a miniature steam engine, hers is powered entirely by electrical batteries.

Thermal Longsword (8.5 taels): Another mad science melee weapon, this two-handed tungsten-bladed straightsword has a built in thermarcoil that causes it to superheat, allowing it cut through steel like wet paper. It ignores up to 4 points of armor.

Saw Blade (3.5 taels) Yet another insanely dangerous weapon that Sanbao keeps on her person. This mechanical saw-toothed punching dagger retracts into her mechanical arm. When deployed, it vibrates like a sawzall, dealing horrendous and noisy wounds. It deals an extra four coins of damage, which count toward wounding only.

Three Section Shock Staff (3 taels): Sanbao also has this collapsing three section staff. It is, of course, made largely of spare capacitors, causing it to electrocute it's foes on impact. It deals an extra four coins of damage, which count towards stunning only.

Temple: Sanbao lives in a Taoist temple on the outskirts of the city. Her living conditions are humble, but materials for her scientific research are well provided for.

Workshop: The temple includes an extensive machine shop, as well as chemical labs, astronomical observation towers, libraries, and everything else an acolyte could hope for.

Money: Sanbao cares little for money, which is why she doesn't have any of it. That, and a crippling addiction to overly high-tech weaponry.

Talents:

Harmonious Water!

Requirements: Geomancy 1

You can walk on water as easily as solid ground, or move through it without impediment or need of air. Spend a point of Breath; for the duration of the scene, you can walk on water or breathe beneath the surface. Additionally, when using this ability, make a Geomancy check; add your successes to any Athletics checks made to move in or on water.

Binding Earth!

Requirements: Geomancy 2

You can harmonize with the earth such that it impedes your foes. Spend a point of Breath, and choose a target; said target will find himself tripping over roots, vines, rocks, uneven flagstones, and so on. Make a Geomancy check when you use this ability; the target must make an Acrobatics check with a difficulty equal to your successes to move each round (in the case of mounted combat, the target must make either a Piloting or Animal Handling check, and risks crashing if he fails).

By spending additional points of Breath, the geomancer may target multiple foes with this ability. For each additional target, spend an additional point of Breath.

Roil the Earth!

Requirements: Geomancy 4

By shaking the very leylines that run through the earth, You can create small but powerful localized earthquakes. Spend a point of Breath, and roll a geomancy check to determine the strength of the tremor; Any caught in falling rubble or otherwise affected violently roll and Evasion and Fortitude against your geomancy, as per a normal attack. The tremor extends for in a ten foot radius per success rolled, with the geomancer at the center (thus, with six successes, it extends for 60 feet in every direction). By spending two points of Breath, the tremor may be extended, affecting an entire city block.

When used on water, this technique causing violent waves, upswells, and whirlpools, scuttling small boats and sending large ones tumbling. Similarly, anyone caught in the wake must roll Evasion and Fortitude against damage from crashing waves and shattering timbers.

Counter: Another Geomancer may attempt to seize control of the leylines, pacifying or redirecting the quake.city block.

Thunder Within!

Requirement: Geomancy 3

You have mastered the art of separating the positive and negative polarities in your own internal energy, causing it to manifest as a powerful blast of electrical energy.

Spend a point of Breath, and select a target; The electrical discharge can be transmitted at Close range by touch, or at Medium range via a bolt of lightning. Roll Geomancy for both attack and damage; all damage inflicted is Electrical Stun damage, ignoring armor but dealing no wounding effect.

By instead spending two points of Breath, the lightning bolt can be extended to Long range, or can be combined with a Hand to Hand or Melee attack at Close range. When making such a combined attack, roll Melee/Hand to Hand as normal, then add your Geomancy roll as a secondary damage value, calculated separately.
At the narrator's discretion, this ability may have other applications, such as recharging or overloading electrical machinery.

Awakening the Flame!

Requirements: Geomancy 3

By exciting the dormant fire within all things, you can conjure flame via touch or incantation. By spending a point of Breath, you can heat an object you are in physical contact with to the point of ignition. Non-flammable objects – such as metal and stone – will not ignite, but may be heated to the point of melting, at the Narrator's discretion.

If used on another character, the geomancer rolls their Geomancy for both attack and damage roll, dealing fire damage to the target. The attack may be delivered via Close or Medium range, igniting foes with a touch or hurling balls of fire through the air or summoning fire from the ground.

By instead spending two points of Breath, the fireball can be extended to Long range, or can be combined with a Hand to Hand or Melee attack at Close range. When making such a combined attack, roll Melee/Hand to Hand as normal, then add your Geomancy roll as a secondary damage value, calculated separately.

Silencing the Flame!

Requirements: Geomancy 2

You can harmonize yourself with the element of fire, keeping it from harming you. Spend a point of Breath; for the duration of the scene, you take no damage from fire or extreme heat. You can still be lit on fire via incendiaries, but suffer no damage from it.

Additionally, this ability may be used to quench an existing fire. By spending a point of Breath, the geomancer may quench a bonfire's worth of flames; enough to put out a burning ally or clear a path through a burning corridor, but not enough to extinguish an entire burning building.

'Summon the Winds!

Requirements: Geomancy 3


You can summon high winds, buffeting your foes and interfering with movement. Spend a point of Breath, and make a Geomancy check. For every success you obtain, you conjure a 10 mile per hour wind., creating a -1 penalty to all Piloting, Sharpshooting, Explosives, Acrobatics, and any other checks the Narrator feels relevant. Thus, if the geomancer rolls 6 successes, he conjures a 60 mile per hour wind, creating a -6 penalty to all such rolls. Additionally, characters on precarious surfaces (such as high ledges) may be at risk of being blown off; in that case, they make an Evasion check opposed by the geomancers geomancy roll to maintain their position. In some cases, the Narrator may decide that the winds provide a bonus rather than a penalty (such as conjuring a gust of wind behind you while riding a glider).
The winds persist as long the geomancer wishes, up to until the end of the scene.

Weather Invocation!

Requirements: Geomancy 4
Through elaborate rituals, you can summon or drive away rain, wind, and snow. Make a Geomancy check, and compare against the table below:

Weather

Successes Needed

Fog

2

Light Rain

2

Heatwave

3

Snow

3

Heavy Rain

4

Hail

4

Thunderstorm

5

Blizzard

5

The weather affects the entire municipal area that the geomancer occupies. Normally, the invocation ritual takes at least an hour to perform; however, by spending a second point of Breath, the Geomancer may force the change, causing the shift to take place that round. If the weather is somewhat unseasonable (such as snow in the autumn), add a +2 to the difficulty; if the weather is highly unseasonable (such as snow in the summer), add +4 to the difficulty.

A geomancer who conjures a thunderstorm (or happens to find himself in one) may attempt to guide it, calling down thunderbolts on his enemies. Doing so is an attack action that requires an additional point of Breath, and the geomancer rolls his Geomancy skill for both attack and damage.



Biography:

This is the tale of two sisters who defied fate.

The Yu sisters are identical twins, orphaned by war and left on the streets. Yu Sanbao was adopted by the master of a Taoist temple; Yu Hualian was adopted by the mistress of a bordello.

Growing up in the brothel, the young Hualian was initially only a servant: scrubbing floors, carrying water, and so on. However, as she approached the age of maturity, she expected to enter the courtesan's line of work, and was taught the art of music, conversation, and seduction, all of which she displayed no talent for whatsoever.

When she came of age, her mistress offered her the choice of either taking up the profession, or being turned out on the street. She was given a list of potential clients who were vying for the privilege of being her first customer, and told she had a week to make her decision.

Outraged and disgusted, Hualian sought consolation with her sister. Though fate had conspired to tear them apart, they had kept in touch through the years, often meeting clandestinely.

Sanbao – who despised life in the temple as much as Hulian did in the brothel – offered a proposal. The two sisters would trade places, adopting one another's lives and one another's identities. Sanbao would become Hualian, and Hualian would become Sanbao. The young girl traded her rouge and her fine silk for the robes of a novice, and took up the life her sister had forsaken.

Yu Hualian – now calling herself Sanbao – found herself as well suited to life in the temple as she was ill-suited to life in the brothel. The temple was devoted to a scientific school of Daoism, seeking harmony with nature through the study of the heavens, the earth, and the laws of nature. Through harmonizing with the natural world, Sanbao unlocked great Daoist power, commanding fire and wind and earth as allies.

As she delved deeper in the secrets of heaven and earth, she began to incur the jealousy of other researchers in the temple. Another acolyte sabotaged an experiment she was running, causing an explosion that cost her an arm; ever the optimist, she saw this an opportunity for yet another experiment. Enlisting the aid of the physician Doctor Hu Wenxiao, she crafted herself a mechanical arm to replace the limb she had lost. Doctor Hu, in turn, enlisted her aid in a project of his own – repairing the badly damaged renegade automaton Iron Pen.

Personality: Like any proper Daoist, Sanbao maintains a serenely positive and generally unflappable demeanor. Her mind is like a hive of bees, eagerly flitting from one idea to the next, working in perfect harmony with each other and apparent chaos to the outside world. Her personal beliefs would be best described as Anarcho-Daoism – she believes that humankind was meant to live freely in harmony with one another, and those aggregate power over others are disrupting the natural order and creating suffering. As such, she is naturally hostile to rulers and governments of all kinds, and sympathetic to the plight of the common folk.

Appearance: In stark contrast to her sister, Sanbao prefers plain, durable clothing that she doesn't have to worry about ruining. She typically dresses in the robes of a Taoist adept, often with the addition of a tool belt and welding goggles for when she is at work in the lab. Her left arm is completely mechanical, which tends to stand out. The same accident left her hair completely white, which also tends to stand out.

Playstyle: Awakened Polarity is a technology and mysticism character, given her a wide range of unique and colorful abilities. Through her mastery of geomancy, she can control the weather and the forces of nature, summoning earthquakes, hurricanes, and thunderbolts as her allies. In combat, she carries a wide variety of high-tech melee weapons.

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