Val Char Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage  23 DEX 26 14- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 10 OCV 35 10 DCV 35 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 4+12 PD 2 Total: 4/16 PD (0/12 rPD) 4+12 ED 2 Total: 4/16 ED (0/12 rED) 10 REC 6 40 END 4 15 BODY 5 40 STUN 10 Total Characteristics Cost: 191 Movement: Running: 12m/24m Flight: 18m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers & Skills 40 Power of the Maruchi: Multipower, 60-point reserve, (60 Active Points); all slots Requires A Roll (Skill roll: Maruchi; -½) 3f 1) Palm Blast: Energy Blast 12d6; Side Effects (Missed shots hit innocent bystanders or destroy something important; -½), Requires A Roll (Skill roll: Maruchi; -½), Inaccurate (½ OCV; -¼), END 6 3f 2) Throw Rubble: Blast 6d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½); OIF (Objects of opportunity; -½), Requires A Roll (Skill roll: Maruchi; -½), END 2 3f 3) Fast Attacks: Hand-To-Hand Attack +5d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½); Requires A Roll (Skill roll: Maruchi; -½), Hand-To-Hand Attack (-¼), END 2 Notes: 10d6 Autofire, as per 6th Edition Damage Adding Rules 3f 4) Power To My Weapon: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +½); OIF (Weapon of Opportunity; -½), Requires A Roll (Skill roll: Maruchi; -½), Hand-To-Hand Attack (-¼) Notes: Attacks max out at 10d6, as per 6th Edition Damage Adding rules. 3f 5) Power To My Blade: HKA 3d6 (4 ½d6 w/STR), Reduced Endurance (½ END; +¼); OIF (Sharp or Pointed Weapon of Opportunity; -½), Requires A Roll (Skill roll: Maruchi; -½), END 2 4f 6) Everything Floats: Telekinesis (20 STR), Area Of Effect (6 2m Areas; +¾), Selective (+¼); Requires A Roll (Skill roll: Maruchi; -½), END 6 3f 7) Re-Direction: Missile Deflection, Missile Reflection, Reflect At Any Target; Requires A Roll (Skill roll: Maruchi; -½), END 5 2f 8) Visions: Retrocognitive, Precognitive Clairsentience (Sight Group); Extra Time (Full Phase, -½), Vague and Unclear (-½), Requires A Roll (Skill roll: Maruchi; -½), END 6 Hapkido Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 35 STR to Disarm roll 4 Escape +0 +0 40 STR vs. Grabs 5 Joint Break -1 -2 Grab One Limb; HKA 3d6 , Disable 3 Joint Lock +0 -1 Grab One Limb; 10 STR for holding on 5 Kick -2 +1 9d6 Strike 4 Punch +0 +2 7d6 Strike 3 Sweep +2 -1 6d6 Strike, Target Falls 1 Weapon Element: Blades 24 Iron Shirt Technique: Combat Luck (12 PD/12 ED) 23 Levitates, Leaps, Climbs Walls: Flight 18m, Position Shift, Combat Acceleration/Deceleration (+¼); Must Land Or Contact A Surface At The End Of Phase; No Hovering (-¼), END 3 Perks 6 Contact: Seoul Police Department (Contact has useful Skills or resources), Organization Contact (x3) 8- 9 Contact: The Four Remaining Secret Masters (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 8- 1 Fringe Benefit: Police officer Skills 3 Acrobatics 14- 3 Breakfall 14- 1 Combat Driving 8- 3 Criminology 12- 2 KS: Criminal Law And Procedure 11- 2 KS: Hapkido 11- 2 Language: Cantonese (completely fluent) 0 Language: Korean (idiomatic; literate) 3 Language: Mandarin (completely fluent) 2 PS: Police Officer 11- 21 Power: The Power of the Maruchi 21- 3 Streetwise 12- 2 WF: Common Melee Weapons 2 WF: Small Arms Total Powers & Skill Cost: 209 Total Cost: 400 400+ Matching Complications (75) 15 Hunted: Martial Enemies Infrequently (Mo Pow; Harshly Punish) 10 Hunted: Mobsters & Thugs Infrequently (As Pow; Harshly Punish) 20 Psychological Limitation: In love with Eui Jin (Common; Total) 20 Psychological Limitation: To Serve and Protect, to Enforce the Law (Very Common; Strong) 10 Unluck: 2d6 Notes: Comical bad luck Total Complications Points: 75
Background/History: Sang Hwan was an honest but incompetent and out of shape beat cop when he became involved with the Seven Secret Masters. Trained by five Masters to stand against the corrupted sixth, Sanghwan became the Maruchi, the Enlightened Warrior and Champion of Justice. Now he attempts to negotiate a difficult but rewarding partnership and relationship with his beloved Eui Jin, while defending the people of Korea from crime and danger.
Personality/Motivation: Meek and mild at the start of the film, Sang Hwan always had a strong sense of honor and a devotion to service. Unlocking the power of the Maruchi and gaining the affection of Eui Jin only strengthened those aspects of his character, while teaching him a courage and confidence that he had previously lacked. He now uses his power to defend the weak and uphold the law. He is having a wonderful time.
Quote: "Hey! Why not try me?!"
Powers/Tactics: The Maruchi (Enlightened Warrior) is a skilled martial artist, supported by a range of formidable Chi based powers. He can briefly levitate, make astonishing leaps, run up and down walls, strike with incredible force, move objects with the power of his will, and even project a Palm Blast of pure psychic force. He is also able to intercept ranged attacks and turn them back against his attacker. To this he adds the skills of a rookie police officer and the contacts he has made in his career and travels. Sanghwan's first priority is to protect and serve, followed by the need to uphold the law.
The Maruchi, for all of his power, is not invulnerable. He can take a severe beating and get back up again, but does not casually shrug off damage. In many combat situations, he's best off taking time to block, deflect incoming attacks, and wait for an opportunity to inflict damage.
Campaign Use: Arahan has been described as Shaolin Soccer by way of Sam Raimi's Spider-man. The pattern of a Superhero origin story is blended with the pattern of a Wuxia martial arts film; the two genres blend well. This version of the character was written for a convention game, and may need to be adjusted for other campaigns.
Appearance: A handsome young Korean man with dyed hair. Wears street clothes or a police officer's uniform.
Character by Ryu Seung-Wan. Sheet by Robert Dorf, 2009.
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