Renjā

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Renjā is a bit of a mystery (as shown clearly by the Benefit, Cipher advantage). The concept was a blend of the western idea of "the man with no name" and Caine from Kung Fu. The character is my contribution to the "Ages of Heroism: Trials and Tribulation" Mutants and Masterminds campaign on the Roll20 site. His physical appearance is based on the Hero character in the Red Steel 2 video game.

It is remotely possible that this setting is the predecessor for the Trinity City campaign.

History

Nothing is known for certain about the past of the man calling himself "Renjā". The name is Japanese in origin, but the man himself is distinctly American. He carries a Colt, but also a katana that he calls "Justice". And he came to the western town of Tribulation on the heels of a dream, one where he saw the burnt out remains of the town with charred bodies all over.

He's remarked on having had a sensei train him, both in swordplay, mental discipline, and in other, more exotic skills-such as an ability to read the emotions of those he comes into contact with. Renjā does not open up with more details, however. His past is a mystery, and one he seems determined to keep.

What is known is that he arrived in Tribulation at the same time as a German mystic named Heinrich von Dresdin. Renjā quickly became entangled with a gang called Los Banditos de la Muerte; he backed them off, but a larger number attacked him in the town's saloon, where von Dresdin and a native named Red Sand-a shaman of his people-took them down. This brought them to the attention of the local sheriff-a man with ties to a man known only as "the Colonel"; the three agreed to assist him against the Banditos.

But doubts began to be sown when the three encountered a Federal Marshal-a woman with remarkable inventive talents-who told the three that the sheriff and the Colonel were up to no good as well. Upon meeting the leaders of the Banditos, the three began to have questions about the story told to them and began investigating both sides. The Colonel was revealed to be an ex-Confederate soldier with plans to send a train armored and armed unlike any other into Tribulation-and the railway access to the East. Renjā and the others prepared to derail that plot, with the help of the Banditos. The night before the final battle, however, Renjā had another prophetic dream-two leading to ruin (one of which matched his original dream) and one leading to a future more incredible than anything he could imagine. He and his allies prevented one of those bad futures by defeating the Colonel and his amazing iron suit of steam-powered armor (called "Ironclad"), but El Jefe-the leader of the Banditos-had been slain, apparently by his second in command, known only as the Padre....

Mutants and Masterminds Statistics

Renja - PL 9

Strength 2, Stamina 1, Agility 3, Dexterity 2, Fighting 4, Intellect 0, Awareness 2, Presence 0

Advantages
Assessment, Benefit, Ambidexterity, Benefit, Cipher 3, Daze (Intimidation), Defensive Attack, Defensive Roll 6, Equipment 2, Fascinate (Intimidation), Fearless, Great Endurance, Improved Aim, Improved Critical: Slash: Strength-based Damage 5, Improved Initiative 2, Instant Up, Languages 1, Luck (Improve Roll) 2, Minion, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Startle, Takedown, Trance, Uncanny Dodge

Skills
Athletics 4 (+6), Close Combat: Justice 7 (+11), Insight 8 (+10), Intimidation 10 (+10), Perception 8 (+10), Ranged Combat: Heavy Pistol 9 (+11), Stealth 2 (+5), Vehicles 6 (+8)

Powers
Dreaming the Future: Senses 4 (psychic, training, Precognition; Uncontrolled)
Empathy: Senses 3 (psychic, training, Acute: Detect emotion, Detect: Emotion 2: ranged)
Fearsome Presence: Perception Area Affliction 4 (fear, training, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 14; Perception Area: DC 14 - Visual, Selective, Subtle: subtle; Check Required 7: DC 17 - Intimidation)
Justice (Easily Removable)

Slash: Strength-based Damage 5 (skill, slashing, training, DC 22, Advantages: Improved Critical)
Blinding Cut: Progressive Affliction 6 (Alternate; skill, slashing, training, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude, DC 16; Progressive; Limited: Conditions only apply to Perception (Sight), Limited Degree)
Hamstring: Affliction 6 (Alternate; skill, slashing, training, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16)
Whirlwind Strike: Strength-based Burst Area Damage 3 (Alternate; slashing, training, DC 20; Burst Area: 30 feet radius sphere, DC 13, Selective; Limited: Only affects targets immediately adjacent)


Equipment
Heavy Pistol

Offense
Initiative +11
Blinding Cut: Progressive Affliction 6, +11 (DC Fort 16)
Fearsome Presence: Perception Area Affliction 4 (DC Will 14)
Grab, +4 (DC Spec 12)
Hamstring: Affliction 6, +11 (DC Fort 16)
Heavy Pistol, +11 (DC 19)
Slash: Strength-based Damage 5, +11 (DC 22)
Throw, +2 (DC 17)
Unarmed, +4 (DC 17)
Whirlwind Strike: Strength-based Burst Area Damage 3 (DC 20)

Complications
Identity: Keeps his identity secret; he only goes in public in his "heroic" persona.
Motivation: Doing Good

Languages
English, Japanese

Defense
Dodge 11, Parry 11, Fortitude 11, Toughness 7/1, Will 7

Power Points
Abilities 28 + Powers 16 + Advantages 34 + Skills 27 (54 ranks) + Defenses 30 = 135

Walker, Renjā's horse/minion

Walker (Horse) - PL 9

Strength 5, Stamina 5, Agility 1, Dexterity -4, Fighting 3, Intellect -4, Awareness 1, Presence -3

Skills
Perception 4 (+5)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +1
Grab, +3 (DC Spec 15)
Throw, -4 (DC 20)
Unarmed, +3 (DC 20)

Languages
Native Language

Defense
Dodge 2, Parry 3, Fortitude 6, Toughness 5, Will 1

Power Points
Abilities -8 + Powers 15 + Advantages 0 + Skills 2 (4 ranks) + Defenses 6 = 15

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