Thursday, December 11, 2025

3x3 Eyes the immortal Sanjiyan Unkara & WU PC Class Plus A Beast Magic System For Siege, Victorious, and Amazing Adventure rpg

 I had a request from a player of our in our Victorious Rpg for me, ' To Create a PC class based on the the immortal Sanjiyan Unkara for the Amazing Adventures,  Victorious rpg with stats & expanded material'. This is a challenging request, as the power level of the Sanjiyan Unkara borders on demigod status, but it can be balanced for PC use by focusing on the severe limitations, moral burdens, and the duality of the character.



Here is a proposed PC Heroic Class for the Sanjiyan Unkara, designed for the Victorious RPG and incorporating the power of Pai/Parvati IV.


 New Heroic Class: The Sanjiyan (The Immortal Mystic)

Concept: This class represents a character who is the vessel for an ancient, immense, and unstable psychic power. The power grants true immortality and devastating mental abilities, but it is tethered to a vulnerable, non-powered mortal form that must be protected, and it is cursed by a dual, destructive personality.

Core Class Attributes

The Sanjiyan class relies heavily on Willpower for the psychic output and Endurance for the sheer resilience of the immortal body.

AttributeScore PriorityNotes
WillpowerPrimary (6)The source of all psychic and esoteric power.
EndurancePrimary (5)Necessary for the Immortality and resilience.
PerceptionSecondary (4)Acute psychic awareness and sense for the occult.
AgilityNormal (3)Typically relies on powers for defense, not physical grace.
StrengthNormal (3)Physically frail in the base form.
KnowledgeSecondary (4)Must study ancient lore to understand their own powers.
ReasoningNormal (3)
CharismaNormal (3)

Starting Class Powers (8 Power Ranks to Allocate)

The Sanjiyan PC's power is concentrated in just a few areas but is severely curtailed by mandatory flaws.

PowerRanksEffect/Victorian Adaptation
Immortality3Ancient Resilience. Cannot be killed by conventional means; the body regenerates from mortal wounds quickly (Requires a difficult Endurance check to regenerate instantly). Does not age.
Blast3Hallowed Pyre. Powerful psychic energy directed from the third eye. Effective damage against supernatural entities (Willpower defense check required).
Telepathy1Basic mental communication, reading surface thoughts.
Power Limitation: Dual Personality-2 (Mandatory Flaw)Parvati's Curse. The character must take a total of at least 2 Ranks of Flaws related to the dangerous, destructive personality residing within them (see below).
Vulnerability-1 (Mandatory Flaw)Vulnerable Eye. The third eye is the nexus of power. If it is physically injured (e.g., targeted by a called shot, Agility check DC 18 to hit), the PC loses access to 4 Ranks of their current powers (typically Blast and Telepathy) until the eye regenerates.
Total Starting Ranks4 RanksThe character begins with 8 Ranks, but 4 are required to offset the two mandatory Flaws, leaving 4 ranks for the PC to purchase additional powers (such as another rank in Blast or Protection) if desired.

Expanded Class Material: The Price of Power

The core of playing a Sanjiyan is managing the internal moral conflict and the external physical risk.

1. The Dual Personality Flaw Tree (Must take at least -2 Ranks)

The player must select at least two ranks from the following Flaws to represent the destructive alternate personality (Parvati).

FlawRanksEffect
Reckless Power (Parvati's Rage)-1When under extreme stress (GM discretion, usually when Immortality is used or a loved one is in danger), the character must succeed on a Willpower check (DC 15) or temporarily activate the Parvati personality, gaining +1 Strength and +1 Blast Damage, but must immediately use their highest-damage power regardless of collateral damage.
Occult Hunger-1The Sanjiyan instinctively knows the ritual for true, stable immortality requires a mortal vessel (like Yakumo) to be killed or bonded. This creates a moral burden and makes the PC a target for dark cults seeking the ritual.
Disturbing Presence-1The character's three-eyed form is profoundly unnatural. All mundane social interactions (excluding those with close allies) suffer a penalty to Charisma rolls as the sight of the third eye terrifies or disgusts normal Victorians.

2. Potential Class Skills

Recommended SkillAttributeNotes
Lore (Esoteric)KNLCrucial for understanding ancient curses and occult artifacts.
Willpower DefenseWILResisting mental attacks and internal urges.
PsychologyKNLUnderstanding how their power affects others.

3. Class Restrictions

  • Wu Required: This class is highly vulnerable without a protector. It is strongly recommended (perhaps mandatory in some campaigns) that another player take the Wu oath and play a highly defensive character (like the previously detailed Yakumo Fuji).

  • Secrecy is Key: The powers are far beyond the understanding of the Victorian age. The PC must keep the true nature of their third eye hidden from the general public, the government, and the church, or risk being hunted as a demon or witch.

The Sanjiyan PC's power level and immense vulnerability (due to the Third Eye and the Dual Personality) require a dedicated protector who can absorb physical punishment and ensure the stability of the magical bond.

Here is a proposed PC Heroic Class for the Wu (Vassal), specifically designed to complement and defend the Sanjiyan in the Victorious RPG.


New Heroic Class: The Wu (The Immortal Protector)

Concept: The Wu is a mortal who entered an ancient, life-binding contract with the Sanjiyan. They share the Sanjiyan's immortality but are morally and physically tethered to their charge. The Wu's sole purpose is to serve as the Sanjiyan's bodyguard and anchor, absorbing physical threats and maintaining the Sanjiyan's safety.

Core Class Attributes

The Wu class relies heavily on Endurance for survivability and Strength/Agility for physical protection.

AttributeScore PriorityNotes
EndurancePrimary (6)Essential for the resilience, regeneration, and damage absorption.
StrengthPrimary (5)For direct combat and physically defending the Sanjiyan.
AgilitySecondary (4)Needed for quick defense, dodging, and positioning.
WillpowerSecondary (4)For commitment to the oath and resisting the Sanjiyan's inner chaos.
PerceptionNormal (3)
KnowledgeNormal (3)
ReasoningNormal (3)
CharismaNormal (3)

Starting Class Powers (8 Power Ranks to Allocate)

The Wu's powers are focused entirely on defense and survival, ensuring they can shield their charge.

PowerRanksEffect/Victorian Adaptation
Immortality3Wu's Resilience. Cannot be killed by conventional means; regenerates from mortal wounds quickly, though the process is often painful and disfiguring until healed. Does not age.
Protection2Damage Dampening. The bound life force grants the body exceptional toughness, providing minor Damage Reduction (DR) against physical blows.
Super-Strength1Enhanced Physique. Training and the binding ritual give a slight edge in physical combat and lifting.
Flaw: Bound Life Force-2 (Mandatory Flaw)Tethered Existence. The Wu must take at least 2 Ranks of Flaws related to their bond with the Sanjiyan (see below).
Liability-1The "Walking Dead." Due to the unnaturally rapid regeneration, the Wu's body occasionally shows signs of extreme trauma (scars, pale skin, momentarily non-living appearance). Suffers a penalty to Charisma rolls with mundane NPCs due to frightening appearance.
Total Starting Ranks3 RanksThe character begins with 8 Ranks, but 3 are required to offset the two mandatory Flaws, leaving 5 ranks for the PC to purchase additional defensive or combat powers (e.g., higher Strength, Brawl, or Endurance) if desired.

Expanded Class Material: The Oath of the Wu

The core challenge of playing a Wu is the self-sacrifice and the constant, intense duty of protection.

1. The Bound Life Force Flaw Tree (Must take at least -2 Ranks)

The player must select at least two ranks from the following Flaws to represent their physical and spiritual contract with the Sanjiyan.

FlawRanksEffect
Shared Trauma-2Any damage inflicted upon the Sanjiyan PC is immediately and simultaneously inflicted upon the Wu PC. This is non-negotiable and represents the magical bond transferring trauma.
Proximity Binding-1The Wu cannot be separated from the Sanjiyan PC by more than one mile. If they are, the Wu suffers a debilitating penalty to all physical actions and Endurance rolls until the bond is re-established.
Sole Focus (Oath)-1The Wu's identity is defined by the oath of protection. They suffer a penalty on Willpower rolls related to personal gain or pursuing goals that do not directly benefit the safety of the Sanjiyan.

2. Potential Class Skills

Recommended SkillAttributeNotes
BrawlSTRHighly trained in protective and interceptive combat.
AthleticsENDEssential for physically intercepting attacks and carrying the Sanjiyan if necessary.
First AidKNLWhile the Wu regenerates, they must still treat the physical and mental wounds of their Sanjiyan.
AcrobaticsAGIUsed for dodging and maneuvering to put themselves between the Sanjiyan and danger.

This Wu class, particularly when paired with the Sanjiyan (who possesses the shared trauma flaw), creates a dynamic where the Wu is constantly in the line of fire, making them a crucial and heroic shield for the team.

While there isn't an official Victorious RPG supplement for 3x3 Eyes, the core concepts of the series' Beast Magic translate well into a dedicated magic system for the game.

Here is a proposed Beast Magic System for Victorious, focusing on the core mechanics of summoning and binding powerful creatures, as seen with characters like Benares and Pai's Takuhi.


 Beast Magic System: Jūma Hōkan (獣魔奉還)

Beast Magic is the ancient art of summoning and controlling Jūma (Beasts/Demons) from other planes of existence. Unlike other forms of magic, this system relies on a permanent, mystical bond forged in blood and will.

1. The Sorcerer's Art: Beast Mastery Skill

All Beast Magic is tied to a new Skill: Beast Mastery (Intelligence/Willpower).

  • This skill is used to perform the initial binding ritual, summon a bonded creature, issue complex commands, or dismiss an active Jūma.

  • The difficulty of the roll often depends on the Jūma's power and the complexity of the task.

2. The Jūma: Creating a Bonded Beast

A Beast Magic practitioner must perform a unique, permanent ritual for each Jūma they wish to control. This Jūma is treated as a permanent, powerful Ally/Minion and typically requires the Sorcerer to spend Character Points (CP) on it.

StepMechanicDescription
I. Acquire the Egg/EssenceGM Fiat/Adventure HookThe Jūma must first exist as an egg, a captured essence, or a fragment of its being (like Takuhi's cane). This is a narrative challenge.
II. The Binding RitualChallenging Beast Mastery RollRequires ritual components (often the sorcerer's blood), incantations, and a lengthy casting time (hours or days). The difficulty depends on the Jūma's overall power level.
III. The Blood Oath (Wu Bond)Permanent SacrificeThe Sorcerer permanently takes a Disadvantage (e.g., Permanent Blood Loss, Mystical Mark, or a specialized Duty to the Jūma's well-being) equal to a portion of the Jūma's CP cost. In the 3x3 Eyes source, this often involves the Sorcerer's essence/life force.
IV. The Jūma AllyCP Cost & LimitationThe Jūma is now a dedicated Ally/Minion for the Sorcerer. It is typically purchased at 100% of its value but comes with the Limitation: Willing and Faithful Servant (cannot intentionally defy its master's orders) and Revives/Retreats instead of being permanently killed (see below).

Example: A powerful Jūma like Takuhi might cost a player 150 CP. The player would need to budget 150 CP for the Ally, and take 15-30 CP worth of permanent Disadvantages to represent the binding oath.

3. Summoning and Dismissal

A bonded Jūma resides on an alternate plane when not active.

  • Summoning: The Sorcerer makes an Easy/Normal Beast Mastery Roll (Action: Standard). A successful roll causes the Jūma to appear instantly. A failed roll means the summoning is delayed (e.g., until the next round) or costs double the usual Mana/Fatigue.

  • Commands: Simple commands are automatic. Complex, dangerous, or time-sensitive commands require a Beast Mastery Roll (Action: Free or Swift). Failure means the Jūma misinterprets the command or acts according to its own (now suppressed) instincts.

  • Dismissal: The Sorcerer can dismiss a Jūma instantly with a successful Easy Beast Mastery Roll (Action: Swift).

4. Mana and Fatigue Cost

Using the Jūma costs the Sorcerer resources.

ActionCost TypeDetails
Active SummoningSustained Mana/FatigueThe Sorcerer must pay a small, recurrent Mana or Fatigue cost (e.g., 1 Mana/round) to keep the Jūma active on the mortal plane.
Jūma Power UseSorcerer's Mana/FatigueIf the Jūma uses one of its more powerful abilities (e.g., Benares using dragon fire), the Sorcerer must pay the cost for that ability from their own pool.

5. Immortality and Re-Summoning

Jūma bound by this ritual are mystically linked to their master, granting them a form of immortality.

  • Defeat: When a Jūma is reduced to 0 HP or suffers a disabling injury, it does not die. Instead, it instantly fades back to its alternate plane of existence.

  • Recovery: A defeated Jūma is unavailable for re-summoning for a duration (e.g., 24 hours, or until its master can perform a 1-hour ritual). It returns at full HP/abilities.

  • Master's Death: If the Sorcerer dies, the bond is broken, and the Jūma is freed. It usually reverts to its wild, original self (and is very unlikely to be friendly).

Let's create a classic and powerful Jūma inspired by the world of 3x3 Eyes. We'll call it the Kazan-Gaki (Volcanic Fiend).

 Sample Jūma: The Kazan-Gaki

The Kazan-Gaki is a lesser demon of fire and earth, often bound by practitioners who seek brute force and resilience. It manifests as a hulking creature of cooled lava and smoldering embers.

1. Jūma Core Stats & Costs

TraitValueNotes
Power LevelMedium-High ThreatSuitable for mid-level campaigns.
Jūma CP Cost120 CPThis is the cost the Sorcerer pays for the Ally advantage.
Suggested Binding Sacrifice15 CP Disadvantage(e.g., Vulnerability to Water/Ice or Chronic Burn Scar) to fulfill the Blood Oath requirement.

2. Kazan-Gaki Attributes (Based on 120 CP)

AttributeScore (Victorious Standard)Notes
Strength (STR)5 (Superhuman)Raw physical power for crushing blows.
Agility (AGI)2 (Average)Slow, due to its heavy, rocky body.
Intelligence (INT)1 (Simple Instinct)Acts mainly on instinct and simple commands.
Willpower (WILL)4 (High)Highly resistant to mental control outside its master's bond.
Health (HLT)5 (Superhuman)Extremely durable and resilient.
Appearance (APP)0 (Monstrous)Terrifying and obviously non-human.

3. Kazan-Gaki Powers & Abilities (50 CP)

The Jūma's powers are paid for by the Jūma's CP budget, but cost the Sorcerer's Mana/Fatigue to use.

PowerCP CostDetails
Natural Armor (Ablation)10 CPHeavy lava hide grants DR 5 (Damage Reduction).
Eruption Punch (Striking Power)15 CPMelee attacks deal +3 damage and inflict fire damage (Target must save vs. Burn 1). Cost: 2 Mana/Fatigue per use (Sorcerer).
Heat Aura (Environmental Control)15 CPRadiates intense heat. All adjacent enemies suffer -1 on Attack/Defense Rolls due to heat and smoke. Cost: 1 Mana/Fatigue per round (Sorcerer, sustained).
Immunity: Fire/Heat10 CPCompletely immune to fire-based damage and high temperatures.

4. Kazan-Gaki Disadvantages (-20 CP)

To keep the Jūma balanced and thematic, it has specific weaknesses.

DisadvantageCP ValueDetails
Vulnerability: Water/Ice-10 CPTakes double damage from water, ice, and cold attacks (they shatter its rock form).
Slow-5 CPMovement Speed is half-normal; cannot run effectively.
Cannot Speak-5 CPCommunicates only through roars, low rumbles, and simple gestures.

Kazan-Gaki Summary

The Kazan-Gaki is a slow, tough, heavily armored creature (HLT 5, DR 5, STR 5) that excels at defending its master and unleashing powerful, fire-based melee attacks. It is a powerful elemental brute that can turn the tide of a battle but requires careful resource management from the Sorcerer due to its Mana costs.


he Jūma appears to be a fusion of a Kitsune (fox spirit), a Fae-like being (the wings), and a creature of high intelligence and subtlety, perfect for a Stealth and Illusion focus.

Let's call this Jūma the Yōko-Senko (Phantom Fox-Light).


The Yōko-Senko (Phantom Fox-Light)

The Yōko-Senko specializes in misdirection, infiltration, and information gathering. It serves as the eyes and ears of its master, rarely engaging in direct combat but capable of stunning or incapacitating foes.

1. Jūma Core Stats & Costs

TraitValueNotes
Power LevelSpecialized Agent/InfiltratorEffective in stealth, weak in direct combat.
Jūma CP Cost110 CPA potent specialist, slightly less brute power than the Kazan-Gaki.
Suggested Binding Sacrifice10-15 CP Disadvantage(e.g., Sensory Overload or Paranoia/Suspicion) as the master constantly receives strange sensory feedback from the Jūma.

2. Yōko-Senko Attributes (Based on 110 CP)

AttributeScore (Victorious Standard)Notes
Strength (STR)2 (Average)Weak physicality; relies on speed and trickery.
Agility (AGI)5 (Superhuman)Extremely fast, flexible, and capable of impossible movements.
Intelligence (INT)4 (High)Highly capable of independent thought, planning, and tactical execution.
Willpower (WILL)3 (Good)Focused and resilient against mental attacks, especially those related to confusion.
Health (HLT)2 (Average)Frail; if caught, it is easily hurt.
Appearance (APP)3 (Striking/Unearthly)Beautiful, but obviously mystical and unnatural.

3. Yōko-Senko Powers & Abilities (55 CP)

The Sorcerer must pay the Mana/Fatigue costs for these powerful specialized abilities.

PowerCP CostDetails
Invisibility (Concealment)15 CPCan become completely invisible (100% chance of success on Stealth rolls). Cost: 2 Mana/Fatigue per round (Sorcerer, sustained).
Illusion Projection (Mind Control/Senses)15 CPCan create complex, multi-sensory illusions (visual, audio, smell) over a small area (5m radius). Used via an INT + Beast Mastery Roll. Cost: 3 Mana/Fatigue per use (Sorcerer).
Silent Wings (Movement/Flight)10 CPGrants silent, swift flight (Speed: Fast, Max Altitude: 50m). Automatically succeeds on rolls to move silently while flying.
Phantasmal Claw (Striking Power/Stun)10 CPMelee attack deals +1 damage, and the target must make a WILL Save (DC 15) or be Stunned for 1 round due to sensory overload. Cost: 1 Mana/Fatigue per use (Sorcerer).
Supernatural Perception (Senses)5 CPCan see through non-magical illusions and perceive invisible objects/beings.

4. Yōko-Senko Disadvantages (-15 CP)

DisadvantageCP ValueDetails
Frail/Low HP-5 CPTakes an additional +1 damage from all successful physical attacks.
Vulnerability: True Sight-5 CPBeings with the True Sight or Sense Magic Power get a +5 bonus to rolls to locate, target, or disbelieve its illusions.
Compulsion: Trickery-5 CPIf ordered to take a direct, non-stealthy approach, it suffers a -2 penalty to its action rolls; it strongly prefers to use deceit.

5. Tactical Role & Usage

The Yōko-Senko is used for:

  • Infiltration: Flying in silently and invisibly to scout enemy locations.

  • Misdirection: Using its Illusion Projection to create diversions, fake troops, or safe passages.

  • Assassination/Harassment: Using the Phantasmal Claw to stun a key enemy before its master can land a killing blow or escape.

The Sorcerer controlling this Jūma must be prepared to spend Mana constantly to maintain its invisibility in a dangerous area, rewarding players who value subtlety over force


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