Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the
Fantasy Core Index.)
Minster of the East Chamber Xun
“I am reliably
informed that during Minister Xun’s castration ceremony, the doctor had a great
deal of difficulty finding something to remove.” --Minister Liu.
It is the preoccupation of the Internal Security department
to be paranoid. Minister Xun is right
man for the job. His never-ending quest
is to ferret out all plots against the Governor and the Empire. Thankfully for his psyche, there is a real
threat of insurrection in Shang-tu. Xun
has actually done a good job of keeping the secret societies from gaining a
critical mass to would lead to rebellion.
It has been a balancing act of keeping the city’s economy and enmities
functioning well and making a public display of punishment to traitors as a
warning to all would-be revolutionaries.
While clamping down the Triads, the Tongs, and the
Brotherhood takes up most of the East Chamber’s time, Xun’s biggest personal
concern is the White Lotus Society. They
seem to exist only in whispers, but are very real. That Xun is unable fully discern their
operations, intentions, or membership is what disturbs him. Due to a lack of evidence (and a profound
fear of ending up like his predecessor Yong), he has been unable to convince
the Governor and the other departments of the threat.
The East Chamber seems to have priority over the South and
West Chambers, but not the North. Palace
security usually trumps Internal Security’s demands, though only in the
Palace. This alone would cause friction,
but Xun and Liu’s personal hatred makes it much worse. Only their common goals keep them from
outright hostility. The origin of the
Ministers’ feud is unknown, though Madame Lan of the Red Lantern Inn may know,
if anyone knows.
Officers and Sub-Ministers of the East Chamber do not sit on
solid ground. Any of them (including
Xun) are only one good mistake away from being removed from their office. They are all paranoid of one another as
well. Disgracing lax, corrupt superiors
is the quickest way to promotion.
Pointing out the failures of a pesky rival is one way to eliminate
them. Xun seems to encourage this
behavior in the name of making sure the East Chamber is kept free of scandal
and continually vigilant. However, this
is with the unspoken mandate that all gamesmanship remain within the
department. Any scandal that extends
beyond the East Chamber or reaches the ears of the other Chambers or the
Governor would be an unbearable shame for all of them. (Just ask the ghost of Minister Yong.)
10th Level Shaman, Hp 42, AC 14* (Magic gown, Shimmer, magic
to hit, immune to normal damage) Enhanced Initiative +4
+4 Wis ,
Dex, +3 Int
Fort +3, Ref +7, Will +11
Melee: +3 Spear (Qin’s Spear) +13 to hit 1d8+3 + DC 18 Ref
Sv or knocked prone. Spear also
collapses into palm-sized, extending instantly on command
Ranged: +1 Crossbow (Spirit Bow) +15 to hit 1d8 + Stun 1 rd,
fires “Ghost” Bolts (10 blessed bolts), double damage to Ghosts. (Xun acquired this after an encounter with
Yong’s ghost)
Immune
to fear and charm effects.
Stealth +9
Detect Undead/Demonic/Celestial 30’ radius
Divine Radiance 5d6 damage to Undead and Demons 30’ radius
First Aid +8
Spell
Check +5, 2 failures/encounter, only typical spells listed
DC
17 5th Level
-
Summon Monster V: Calls 5HD extraplanar creature to fight for you. Encounter. Forbidden spell. Ceremony
Spell. (40 hp, AC 15, +5 to hit, 1d6+5)
-
Sending: Delivers short message anywhere, instantly.
-
Passwall: Creates passage through wood or stone wall. 10 turns.
-
Cloudkill: Kills 3 HD or less No Sv; 4-6 HD DC 17 Fort Sv or die, 6+ HD stunned
1 rd. Immediate area or 30' sq.
DC
16 4th Level
-
Animate Dead: Creates 10 undead skeletons and zombies. Can control up to 10.
Forbidden spell. Ceremony Spell.
-
Arcane Eye: Invisible floating eye moves 30 ft./round. 10 turns
-
Invisibility, Greater: As invisibility, but subject can attack and stay
invisible. Encounter.
-
Locate Creature: Indicates direction of creature. Requires a sympathy (personal object).
DC
15 3rd Level
- Fireball:
5d8 fire damage, 20-ft. radius. Ref Sv
DC 17 ½ dam.
-
Clairaudience/Clairvoyance: Hear or see at a distance for 10 rds. Line of sight, through 1 wall.
-
Gaseous Form: Subject becomes insubstantial and can fly slowly. 10 turns.
DC 14 2nd Level
- Acid Arrow: 5d8 acid damage. Ref Sv DC 17
- Detect Thoughts: Allows "listening" to surface
thoughts. 10' range.
-
Locate Object: Senses direction toward object (specific or type). Requires a sympathy (similar object or part
of the object).
-
DC 13 1st Level
- Magic
Missile: 5d6 magic damage. Ref Sv
DC 17
- Sleep: Puts 4 HD of creatures into magical slumber 1 turn.
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