As soon as a Sensei gains 6 Rewards, roll on the below
table to see if he is rewarded by the Star Child and achieves the final blessing of
'Master'. A Sensei character will continue to roll on the below chart each time he gains a
Reward which takes his total of Rewards over 6 (if he fails to become a Sensei Master).
1-3: The Star Child judges that the character still has some work to do on the material world before he can finally join him in the warp.
4: The Star Child has been impressed by the character and his achievements, thus far. The next time the character receives a Reward roll on this table again but with a +1 bonus. If this result is determined again then the next time the character gains a Reward add +2 to the Verdict roll. This is cumulative with the below result.
5: The Star Child has been greatly impressed by the character. The next time the character receives a Reward roll on this table again but with a +2 bonus. If this result is determined again then the next time the character gains a Reward add +3 to the Verdict roll. This is cumulative with the above result.
6: The character vanishes from the material world and becomes one with the Star Child as a Sensei Master.
SENSEI IN THE ROLEPLAY ENVIRONMENT
The best term to describe PC Sensei is ultra-advanced.
Mortal characters, the normal Humans and Squats for example, can only hope to become very
advanced, but Sensei are very special people. You could say that a new Sensei character
'leap frogs' the normal roleplay ideals by actually starting as a very advanced character.
With this in mind the GM should only ever allow one Sensei in any adventuring party; it's
fine to begin with but once they receive a few Star Child rewards they will become too
powerful. However! The sheer beauty of GURPS is that even the most powerful of
characters can be killed with one shot of a sling stone. So before you start thinking a Sensei Player Character it too ungodly just remember that combat in GURPS is quite deadly.Roleplaying a Sensei
A Sensei PC will always be concerned for his fellow
adventurers' welfare. There are some adventuring parties that don't give a shit about one
another, but a Sensei PC has no choice but to be concerned. If he sees one of his friends
dying on the floor, in full view of some horrific creature, then the Sensei would go and
rescue him. Player characters must take a Sense of Duty To Champions as a Personal Disadvantage.
Also, Sensei tend to be on the whole emotionless. They do
not feel much anger or hatred, though they will display their displeasure to someone who
is really annoying them. Sensei are not unlike superheroes or the Jedi Knights of
Star Wars in that there is always a mission to accomplish. They always seek to improve
themselves and they must use their abilities for the benefit of others.
The Leader of the Group
A Sensei will always be the leader of any adventuring group
no matter what; the other adventurers are his brave and faithful followers. However, as
this is usually the case it might not fit in with your campaign. With this in mind the
Sensei might not know of his nature, that he is a Sensei, and might follow other
characters. But after a short time the exceptional qualities of the Sensei will begin to
shine and his natural charisma will begin to work on his comrades.
A Sensei will never associate himself with determined
Imperial characters as such characters will more than likely report him to the local
Imperial authorities, and before they can say 'eat this!' the Inquisition will be on to
him. The natural charisma of a Sensei is effective against any mortal even if he is a part
of the Imperium but those with trained and superior minds (for mortals), such as
Commissars, Inquisitors, and Space Marines to name a few, will not succumb, or at least
not succumb easily. This means that it would be possible for a Sensei PC to be in a group
with one or two Imperials but it would be an unusual situation indeed for this to happen.
The most obvious would be for the Sensei to be captured and one or two Imperial PCs act as
jailer and yet after a while the Sensei's aura breaks them down to allow him to escape -
but would the Imperials join him?
STAR CHILD REWARDS TABLE
The 'Champions of Good' are not without their Champions of
Chaos equivalent. Sensei can gain rewards in exactly the same way as Champions of Chaos.
As all Star Child Rewards are beneficial they are all classed as gifts or blessings; the
Star Child does not bestow some ghastly mutation upon its servants as the Powers of Chaos
If a Sensei gains the same reward for a second or
subsequent time then he may, GM permitting, pass it on to one of his followers. This
represents the Sensei's loyal followers becoming more and more like their leader as the
power of the Star Child is rubbed off on to them. Any reward passed on still counts
towards a Sensei's Judgement (see above) even though one of his followers has benefited
from it. The GM should be careful when allowing a player Sensei to bestow a reward to one
of his followers. A Sensei will not grant a blessing of this calibre every single time he
gains a multiple reward. It is up to the GM, entirely.
Gaining a reward from the Star Child should be harder than
gaining a Fate point. Star Child rewards should be seen as blessings and not a way of
receiving some additional abilities. They are godly blessings not 'skills' and should be
treated as such.
The Sensei acts as a focal point for the protective powers
of the Star Child. Any characters friendly to the Sensei will benefit from this reward as
long as they are within 3 yards of the Sensei. This reward grants an extra PD +3 to any armour type. Protector is never added to a magicial protection spell effect protection value. If a character wears no armour then he recieves a basic PD+3, DR+4
In addition to this protection, characters within 3 yards
of the Sensei receive an extra +3 to Will Roll tests when facing psychic attacks. The
Sensei character himself benefits from the powers of Protector.
11-15: DAEMON SLAYER
The Sensei is able to channel raw warp energy into his
hand-to-hand combat hits whenever he is faced by a daemonic opponent. Any hand-to-hand
attack against a daemon automatically penetrates its daemonic aura protection. This means
that all a Sensei needs to do is to successfully hit a daemon and work out the damage on
the appropriate Damage Chart. The Daemons DR is totally ignored!
16-30: SWORD MASTER
The Sensei's martial prowess is enhanced. This allows the
Sensei a free parry per round without the need to expend an attack to do so. Subsequent
Sword Master rewards adds an extra +5 to the chance of parrying a blow. Additionally this
allows the Sensei to use any sword type combat weapon, from a two-handed sword to a
short sword at his best sword skill and he can use two weapons in either hand without penalty.
The Sensei can keep his hands perfectly still and when
aiming can completely shut out all other distractions. To represent this the Sensei Marksman is able to firing at a moving target, at a small target, and/or while moving and firing in the same action. The normal penalties are now ignored.
The Sensei is able to endure terrible injuries and still
fight on either through stubbornness or sheer physical power. This enables the Sensei to sustained a wound in which it states that it incapacitates or cripples the character, the
Sensei can continue to fight on, unless of course the wound kills him or prevents him from
performing an action due to broken bones. Endurance merely means that the Sensei can
ignore terrible pain. The GM will have to rule when this gift comes into action.
The Sensei's body becomes increasingly perfect as the mind
becomes in tune with that of the Star Child. The Sensei's Movement characteristic is
increased by 1. Additionally, the character adds another D6 yards to any leap roll.
Subsequent Athletic rewards adds an additional D6 yards to any leap
The Sensei is also able to contort his body into various
horrific positions just like a contortionist (gain the Contortionist skill) and
can also climb sheer surfaces with breathtaking ease (gain Scale Sheer Surface
The Sensei becomes very concerned for his comrades' safety
and consequently always tries to help them in their direst need. Any one character within
3 yards of the Sensei may be saved, either by a warning shout, or distracting an opponent
in hand-to-hand combat, or even by a telepathic message. The Sensei can do this even if he
is shooting or in combat.
Only one character within 3 yards of the Sensei may be
saved. If that character suffers dies as a result
of a critical hit, then the Sensei may attempt to save him or her. To rescue a character the Sensei must roll under half of his DEX (rounding fractions down). To rescue a character
the Sensei must roll under of his Initiative (rounding fractions
down). If this is successful then the character is saved from certain death from the
Sensei's brave and heroic effort.
If the Sensei fails by 1-4 points then the character
is saved but the Sensei himself is distracted and may not move, shoot, or attack in
hand-to-hand combat for the present and next round. He may defend himself as normal in
hand-to-hand combat and use any Star Child Rewards at his disposal.
If the Sensei fails by 5 to 9 points then the character
is saved but the Sensei himself is hit by the full force of the blow or shot that would
have struck his comrade. The Sensei's DR value is halved for the purpose
of this attack making it easier for the enemy to injure him (including any Magicial or Force Fields).
Additionally the Sensei may not move, shoot, or attack in hand-to-hand combat for the
present and next rounds. He may defend himself as normal in hand-to-hand combat and use
any Star Child Rewards at his disposal.
If the Sensei fails by 10+ points then not only is the
character not saved. This leaves the Sensei stricken by his failure and as a result he may
not move, shoot, or attack in hand-to-hand combat for the present and next d6 round. He may only
defend himself as normal in hand-to-hand combat and use any Star Child Rewards at his
A Sensei who has second and subsequent Rescuer rewards will
always attempt multiple rescues, so if he has 3 Rescuer rewards he will attempt 3 rescues.
61-70: NEVER KILLS
The Sensei can never intentionally take a life. When the
Sensei shoots he never shoots to kill. Should the Sensei inflict damage that would cause a critical hit
then any critical hits that cause death are ignored. However, although the Sensei never
kills he may slaughter creatures that are not alive, such as Daemons or undead.
The Sensei is able to draw upon the energy of the Star
Child to give him great strength. When the Sensei is called upon to make a Strength test he
adds an extra 3D6 points to his Strength for the purposes of the test only.
In hand-to-hand combat the Sensei gains an extra 3D6 damage
76-80: MASTER OF DISGUISE
The Sensei is gifted with the ability of being able to
assume the form of any human-sized creature. This transformation, however, is only in the
eye of the beholder as the Sensei does not actually transform; it is nothing but an
Anyone looking upon a Sensei in disguise must make an
in order to see through it. A Sensei who is gifted with several Master of Disguise
rewards becomes much better at disguising himself. For each second and subsequent Master
of Disguise reward, the Int test to see through it is made with a penalty
of IQ -8, e.g. having 3 of these rewards will grant a IQ -12 penalty to beholder.
The Sensei has a remarkable healing hand capable of
restoring an injured character, to something approaching full health, as the power of the
Star Child flows through his body. The Sensei can heal a character of all but 1 in 6 possible points of Wounds, even if
it is a serious injury. For example if a Sensei were using his HEALER ability to heal a character that had taken 31 points of damage, the Sensei could heal no more than 25 points of damage. However, bloodloss can only be stopped if the Sensei passes a Will -4
test. This ability has many
uses, such as halting diseases, not curing them note, so the GM should rule when this
ability can be put into action.
The Sensei is able to 'cure' Chaos mutations simply by
holding the individual's hand or by a word of command. The power of the Star Child
channels from the Sensei and into the individual, freeing the spirit and cleansing the
soul of Chaos. A Sensei can attempt to free any individual bearing mutations.
In order for an individual to be cleansed he must pass a WP
test. Success results in the individual embracing the glory of the Star Child and freeing
all Chaos from his soul. All mutations disappear
If the Sensei wishes to cure a Champion of Chaos then the
Champion of Chaos must be incapacitated, for his allegiance to the Powers of Chaos is
strong, even for the Sensei. A Champion of Chaos will behold the Sensei and even he will
be in awe of his victorious foe.
If the Champion of Chaos fails a Contest of Wills with the Sensei then he renounces Chaos and all mutations disappear. If the Champion of Chaos is
successful then he defies the Star Child with obscene gestures and remarks. Additionally, the Will Power for the Champion of Chaos is raised to 20 for any additional "REDEEMER attacks" vs this or any other Sensei for the purpose of future WILL Contest.
Any individuals who have been cured of mutations now have a
The Sensei is able to physically touch ethereal
supernatural entities, such as Ghosts. He can see them and harm them in hand-to-hand
combat. Additionally, the Sensei becomes immune to all fear and terror effects caused by
Not only is the Sensei able to harm ethereal creatures he
can also exorcise Possessees, those individuals that have given their bodies for daemonic
00: APOTHEOSISThe Star Child gives the Sensei the power to bring life to
the dead. Any living creature may be brought back to life. The creature in question must
make a WILL roll. Success results in the creature being brought back to life and
restored of 3D6 hit points. Failure means that the creature will always remain dead no matter
how many times the Sensei tries. However, this does not come without its cost. Each time
that a Sensei uses Apotheosis he loses D6 hit points permanently. Apotheosis will not
function on creatures that are not living but it can work on any creature that is 'alive'
so to speak.