The Izumi Tournament
Rise of the Tattooed Immortal
Rise of the Tattooed Immortal
In a continent where weapons are rare, but monsters are common, the people turn to martial arts to defend themselves. Many styles are created and practiced throughout the land - both mundane and magical. Students travel from towns to join these legendary dojo in hopes of defending those they care for. Many others come for the strength to dominate others, or for revenge. A few more come because they have no other options. A handful come because they have nothing better to do, so why not?
This system has thus far been great. Students fight with monsters, monsters are defeated, and students who are good at fighting monsters go on to teach other students. Some immeadiately turn this knowledge on other students, becoming bandits that prey on others. Others leave the continent to become great leaders, advisors, and warriors. A great many others spend their time messing with people who can't leap onto buildings in a single bound.
The most legendary and secretive of these dojo is the Izumi monastery. This dojo is made up of grand masters of martial arts, weaving together magic and might into a single style, which is tattooed onto their very flesh. The tattoos themselves have become magical: giving the tattoo's owner marvelous power. Recently, the Izumi have found a single tattoo of ultimate power: a tattoo that would cease aging entirely, as well as grant the wearer a rules-free wish!
Wanting to be responsible, the masters of Izumi decided to hold a tournament to find the strongest martial artist on the continent to give this power to (yeah, they're not the brighest bunch, but they're damn good martial artists). Their only rule in entering is that each participant must take the signpost from three rival dojo: so they must defeat several dojo's champions to enter the tournament!
You decide to gather up your friends - even the ones from different dojos - and decide to work together. It's dangerous to go alone, after all! You'll healp each other get into the tournament, and THEN beat the snot out of each other for the tattoo! No hard feelings, right? I hope you're ready, because the fists will be flying soon!
Game Explanation: This will likely not be a serious game. I wanted to run a game that had both D&D playing martial artists, and normal freeform players. The twist? The normal freeform guys will have a special ability that they give to their D&D/martial artist friends. This is incredibly silly for most, though the premise of working together through the adventuring period and then ending with a tournament where they fight against old enemies and even thier friends for a big ol' prize! This will likely be a sort of short game: Three dojos to visit for each character, likely with some side adventures sprinkled in for FLAVOR, followed by the tournament. I'm hoping we all have fun!
Martial Artist Character Sheet (D&D 3.5):
Dojo/Fighting Style: (Make up some creative names!)
Str: (Point Buy for Stats! 36 points.)
(6,500 gp in starting equipment... but no matter how much you actually have left over, you only start with 9 copper!)
Note: Metal weapons, armor, and items are extremely rare on this continent, owing to a lack of materials. They cost x5 as much.
Friend Character Sheet (Normal RP!):
Friendship Power: (These are listed below! Pick one!)
- Best Friend/Gang Up: You're not going to stand in the back and let your buddy do all the work! You don't have all the fancy martial arts, but you can punch, kick, and throw things just fine!
Game Benefit: You can attack an enemy once per round, hitting automatically and dealing your best friend's level in damage. You can't act if your best friend is unconscious or dead.
- Dity Fighter/Cheating Bastard: You're a sneaky jerk, but this is very helpful - if very dishonorable. You can sabotage an opponent in combat, giving your friends unfair advantage.
Game Benefit: Blinds, trips, or stuns an enemy in combat for a single round. Blind requires the opponent see, trip requires the opponent to have legs. Stun requires your target have sensitive areas, or you to have a clever weapon.
- Tea Master/Infinate Supply of Booze: You're commited to a drink. Your friends enjoy your company, and you likely met them over drinks. You can toss a bottle to one of your buddies, allowing them to ignore their wounds for a bit.
Game Benefit: Heals a character's level in HP once per round. Usable outside battle, but too much booze might actually do more harm than good...
- Combat Thief/Compulsive Gambler: Doesn't matter if lives are in danger, you absolutely have to make a wager on the battle. If there's no one around to bet with, you call out to the spirits in the area, betting with them! Alternatively, you could know that the best way to steal from someone is in the heat of combat...
Game Benefit: Make a prediction at the start of every round, betting an amount of (one of your friend's) money (you needn't ask for permission). If you predicted correctly, you earn that amount of money. If you were wrong, you lose that bet. The bet must have a certain degree of failure - I.E., you can't bet "someone will get hurt this round" and have anyone take that bet!
- Keen Eyes/Backrow Sensei: You know everything there is to know about martial arts! You just... don't have the ability (or will) to put forth the effort to actually perform them. Alternatively, you could easily see flaws in folk's combat styles. You can shout tips at your friends, helping them out.
Game Benefit: Freely identify martial arts styles. You give an ally a +2 bonus to their Dodge Bonus, from your knowledge on how to combat that style.
- Clumsy/Accident Prone: It is seriously out of character if you're uninjured. The world just has it out for you. Luckily, it's made you really hard to kill!
Game Benefit: You can be attacked in combat, though you can never die (even if you really want to).
- Lover/Dumbass in Distress: You refuse to let your beloved go out and have these so-called "adventures" on his own. The only disadvantage is that you have absolutely no use in combat at all other than to look pretty. You're a prime target for opponents looking for an edge, too.
Game Benefit: Pick one Martial Artist character as your lover in the start of the game. When they're protecting (or saving) you, they gain +4 Strength, +4 Constitution, and +2 to Will saves.
- Zen Master/Motormouth: You are a very peaceful person, vowing against harming another person. Your serenity inspires others to do the same. On the other hand, you might be so horribly bombastic that your long rants at an enemy cause them to stop what they're doing and stare blankly at you.
Game Benefit: Pick an enemy. That enemy may not make an offensive action this turn. Doesn't work on Rival or Master Martial Artist characters.
- Feng Shui Specialist/Obsessive Compulsive: You are very good at orienting buildings - and battlefiends - in an auspicious manner. Though you could just have everything a certain way...
Game Benefit: Force a combatant - ally or enemy - to move one square in the direction of your choice.
- Elementalist/Special Effects Artist: You are in tune with the elements, and can coax the spirits to give your friends a special boon. Or maybe it just looks that way.
Game Benefit: An ally gains either resistance to fire, cold, or electricty equal to his level, or his entire attack this round does fire, cold, or electricty damage.