Fu Leng Quest (L5R)

...like all the universal gifts. Shit.
Word of Apotheosis/Inherent God Word
The Word of Apotheosis is a special Word. It cannot be selected as a bound Word by a Godbound, nor does it have any miracles of its own associated with it. Instead, it represents those special abilities suitable to a budding deity, automatically gained (i.e. free) as they grow in might.

Long discourse:
Many apotheosis powers apply only to worshipers. A worshiper is an intelligent being who knowingly and willingly pledges to worship a Godbound or other deific Word-bound entity, such as a parasite god or Made God. The worshiper may be coerced by circumstances or threats, but cannot be magically compelled or induced. A worshiper may be a servant of only one deity at a time. Those who pledge to a pantheon have their worship assigned to the member god most suited to their nature, whether or not the worshiper is aware of it. Worshipers can turn against a god, but they can't renounce their state. The most they can do is find a new god to accept their loyalty.
Gods always know whether or not a person is a worshiper of theirs, though they have no automatic insight into whether or not they are an obedient worshiper. They may reject a worshiper at any time, or accept a change of allegiance from another god's devotees. A god is not automatically made aware of a person's choice to worship them, though they can tell of that fact with a glance at the new worshiper.
Gods always have custody of the souls of their devotees. They may damn their faithful dead to Hell at their will, but otherwise, the souls of the dead hover unseen and sleeping in the presence of their god, or are dispatched to the divinity's paradise. A soul unsheltered by a paradise will fall into Hell if their patron deity is slain.
The only way to gain the gifts of apotheosis is through gaining char- acter levels. They may be used as given, but the Word does not grant miracles, nor can miracles be used to mimic its powers.

Gifts:
Receive the Incense of Faith (Constant)
Gained at second level, the Godbound becomes capable of receiving worship from mortal believers and can begin forming their own cult.

Sanctify Shrine (Action)
Gained at third level, the Godbound's worshipers can now sanctify temples and shrines to their deity. When properly consecrated, the Godbound can choose to perceive anything going on within their precincts, though they must intentionally choose to watch. They can target a gift or miracle at any person within the sacred grounds at the usual costs in Effort. Such a marvel is free the first time the Godbound so acts in a day, but each successive wonder requires the Godbound to Commit Effort for the day. Properly sanctifying a shrine requires rites and components costing Wealth equal to the Godbound's level, with increases in their level requiring additional expenditures. If the shrine is desecrated, it must be reconsecrated at the full cost.

Smite the Apostate (Action)
Also at third level, the Godbound can instantly kill an offending wor- shiper or afflict them with some debilitating suffering appropriate to their Words. This torment lasts as long as the Godbound desires. If another god accepts the worshiper, however, the curse is lifted.

Hear Prayer (Constant)
At fourth level, the Godbound is capable of hearing the prayers of their faithful. These usually are a subconscious sussurus of petitions, buttheycanspecifically"listen"forparticulartopicsorpeopleifthey wish, becoming alerted when those topics arise or those people ad- dress them. The Godbound can communicate with their faithful during their prayers, though this inward voice is subtle and does not compel obedience.

Perceive the Petitioner (Action)
At fifth level, the Godbound can see a particular worshiper and their surroundings with an action's focus, knowing everything about their immediate situation that the worshiper knows. This doesn't grant deep or subtle knowledge of the situation, but it's enough to make their current circumstances clear.

Mark of the Prophet (Action)
At sixth level, the Godbound can consecrate specific worshipers as favored disciples or high priests. One disciple may be chosen for each level of the Godbound, but only one high pontiff can be chosen. If you've access to the deluxe version of Godbound and the mortal creation rules, the disciples instantly become heroic mortals of a level equal to half their patron's level, rounded up and the high priest becomes a heroic mortal of the Godbound's level. Both usually take talents reflective of their patron's portfolio, including a gift or two. If the mortal hero rules are unavailable, treat the disciples as Skilled Mages or Major Heroes from the mortal section of the bestiary chap- ter, and the high priest as a lesser Eldritch. This consecrating process takes only a moment, but the consecration cannot be taken from the acolyte until they are dead, even if they later leave their god's service.

Attend the Faithful (Action)
At seventh level, the Godbound can manifest before a praying wor- shiper, instantly appearing before them no matter how far away the divinity may be, even from a distant realm. This manifestation lasts no longer than a scene, however, before the Godbound returns to their original location and cannot use this gift again for a day.

To Bless the Nations (Action)
At eighth level the Godbound can selectively bless or blight the for- tunes of a faction that contains a substantial number of their followers. If the faction has a number of worshipers present equal in number to a group of one Power size smaller, the Godbound can selectively add or subtract 2 from any action die roll they take. Thus, if a city of Power 2 had a Power 1 village's worth of faithful among them, they would be subject to the Godbound's influence. The Godbound must be aware of the effort the faction is making to influence the roll, but usually only the most subtle and secretive actions can escape the notice of such a large number of worshipers and their prayers.


The Words of Creation/Universal Gifts
Long words:
The Words of Creation
The following are a list of some of the more common Words found among the Godbound. Others exist, and you might choose to design some of your own for particular heroes.
Every Word comes with an intrinsic benefit for those who bond to it. This is a natural ability that cannot be suppressed or dispelled, nor does it require Effort to use it.
The lesser and greater gifts provided under each Word are not meant to be exhaustive, but only an example of the sorts of powers that the Word might grant. Some Words also overlap in their effects; a Godbound of Wealth and one of Fertility might both be skilled at producing agricultural goods, for example. GMs who wish to design new Words shouldn't feel obliged to keep their powers wholly sep- arate and unique.
Newly-made Godbound get six points with which to buy gifts from their Words, with lesser gifts costing one point and greater gifts cost- ing two, while bonding a new Word costs three points. Every time they gain a character level, they get two more points with which to buy more gifts. They may save these points or spend them immediately.

More gifts, same as in Maugan Ra's section... *cough* I was first *cough*
Universal Gifts
Some effects are common enough that any Word might manifest them. Rather than repeat them under each heading, they are provided here, all as lesser gifts.

Divine Wrath (Smite) (Action)
Commit Effort to the end of the scene. You smite a chosen foe within sight with the energies of the Word, inflicting a 1d8 damage die per character level. You are always immune to the wrath of your own bound Words, as are other entities that wield similar powers. As a Smite power, Divine Wrath cannot be used two rounds in a row.

Corona of Fury (Smite) (Action)
Commit Effort to the end of the scene. You hurl a torrent of your Word's energy at a group of foes, affecting all within a 30-foot radius of a target point within sight of you. Each victim takes a 1d8 die of damage for every two levels you have, rounded up. The fury can selectively spare allies within the area, but the victims then get an appropriate saving throw to resist the effect. You are always immune to the furies of your own bound Words, as are other entities that wield
similar powers. Corona of Fury cannot be used two rounds in a row.

Effort of the Word (Constant)
Your maximum Effort increases by one point. This gift can be taken once for each Word you've bonded, but each purchase after the first costs two gift points instead of one.

Influence of the Word (Constant)
Your maximum Influence increases by two points. This gift can be taken once for each Word you have bonded.

Excellence of the Word (Constant)
Choose one attribute score and raise it to 18. This excellence is usually colored by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound.

Smite Powers
Some gifts or miracles blast a target with a direct surge of divine fury, scourging them with the power of the gods. While impres- sive, a Godbound can't channel such energies continuously. You can't use a gift or miracle with the Smite keyword two rounds in a row, even if you're an NPC with multiple actions per round.
Gifts that augment an attack or deal modest damage to large numbers of foes aren't generally Smite attacks. Instead, the key- word is meant to keep players from pouring all of their Effort into continuous heavy blasts, rather than more creative combat.

Anyways, can we buy Artifice for 3 points or nah...
E: ^ answered alrdy
 
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Right, universal gifts have been added in. I have decided not to permit the buying of additional words at character creation, though it might become an option later, because quite frankly that would involve way more work for me than I'm comfortable committing to right now.

The Word of Apotheosis is technically available, but won't kick in until you've started growing into your powers and begun reclaiming your divine birthright.
 
So, my plan sorta revolves around how that Universal Gift Excellence of the Word works. I'm hoping that can be used that to Max Void in some fashion, because that's the Strength of Mortality and that's what Fu Leng is here for right? I'm not 100% on what does nad doesn't count as an Attribute in this mixed mechanical setting.

In any case, here's my vote.

[x] Plan Hidden God strikes through the Void with fists of SORCERY!

Adept of the Gate (Constant) - You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal
wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them.

Perfection of Understanding (Constant) - You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you've seen other examples of their work.

Excellence of the Word (Constant) Void - Choose one attribute and increase it to the maximum human potential. This excellence is usually coloured by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound.

Deceiver's Unblinking Eye
(Constant) - You can always tell when someone's trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not affect other Godbound with the Deception Word.

Liar's Flawless Grace (Constant) - Your lies can never be detected as such by magic or other special abilities, including those of the Deception Word. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.

Steel Without End (Constant) - All your melee weapon attacks are treated as magic weapons and do at least as much damage as a no-dachi or tetsubo, including unarmed attacks..
 
So, my plan sorta revolves around how that Universal Gift Excellence of the Word works. I'm hoping that can be used that to Max Void in some fashion, because that's the Strength of Mortality and that's what Fu Leng is here for right? I'm not 100% on what does nad doesn't count as an Attribute in this mixed mechanical setting.

In any case, here's my vote.

[x] Plan Hidden God strikes through the Void with fists of SORCERY!

Adept of the Gate (Constant) - You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal
wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them.

Perfection of Understanding (Constant) - You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you've seen other examples of their work.

Excellence of the Word (Constant) Void - Choose one attribute and increase it to the maximum human potential. This excellence is usually coloured by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound.

Deceiver's Unblinking Eye
(Constant) - You can always tell when someone's trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not affect other Godbound with the Deception Word.

Liar's Flawless Grace (Constant) - Your lies can never be detected as such by magic or other special abilities, including those of the Deception Word. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.

Steel Without End (Constant) - All your melee weapon attacks are treated as magic weapons and do at least as much damage as a no-dachi or tetsubo, including unarmed attacks..

It does not, I'm afraid. The attributes, such as they are, are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Most of the L5R elements fit in there reasonably well, but not so much Void.
 
It does not, I'm afraid. The attributes, such as they are, are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Most of the L5R elements fit in there reasonably well, but not so much Void.
So, how are you adjudicating that then? I mean, does the Gift raise a non-void Ring, are you sorta going halfsies with the Godbound Attributes and Rings for all characters, or just Fu Leng?

I suppose the primary question then is how's this Gift going to work in the context of L5R, if at all?
 
Conviction of Error - Commit Effort. All chosen targets present become convinced that one of their beliefs of your choice is actually a terrible lie that has been imposed upon them, whether it is the existence of a god or the fidelity of their spouse. They may reconsider this conviction of error once Effort is reclaimed, but will do so only under great pressure of emotions or obvious facts. Worthy foes can potentially see through the deception, but are as susceptible to proof as any other.

This one. Despite being a Greater gift, this has the potential to be ridiculously hilarious. The most prominent use of it in my mind is convincing everyone that Toturi is a complete tosser. We really really want this.
 
So, how are you adjudicating that then? I mean, does the Gift raise a non-void Ring, are you sorta going halfsies with the Godbound Attributes and Rings for all characters, or just Fu Leng?

I suppose the primary question then is how's this Gift going to work in the context of L5R, if at all?

I'm just going to bluntly ignore the elemental rings from L5R entirely, really?

As it stands the basic characteristics that Godbound normally uses are going to stay at 'vague handwave' level, and the narrative nature of the quest makes it basically pointless to ask questions like 'So what is his Water ring?'

All the cultural and spiritual significance of the elements is still there, it just doesn't have any mechanical representation, because why bother?
 
I'm just going to bluntly ignore the elemental rings from L5R entirely, really?

As it stands the basic characteristics that Godbound normally uses are going to stay at 'vague handwave' level, and the narrative nature of the quest makes it basically pointless to ask questions like 'So what is his Water ring?'

All the cultural and spiritual significance of the elements is still there, it just doesn't have any mechanical representation, because why bother?
While that's useful information it does raise the question of how you're adjudicating spells and Kiho. Basically, I'm asking which attribute is appropriate to raise to Superhuman to enhance such. Charisma, so the Kami can be sweet talked? Wisdom, so one knows how to properly propitiate them in just the right way? Intelligence, so that one can remember the thousand and one proper rites at proper times?

Also, given the description of Excellence of the Word, do we need to pick a Word to enhance an Attribute or an Element/Ring? The description mentions Fire and Earth rather than Sorcery, Deception, or Sword, so I'm curious how that works out. I mean, stylistically there's a great deal of difference between having Sorcerous or Deceptive Intellect or having the Wisdom of the Flame or Insight of the Void or something.
 
[X] Plan Magical Boy Leng
-[X] Perfect Masquerade - Commit Effort to instantly appear as any humanoid you have seen. Only worthy foes or those with significant personal knowledge of the individual have any chance to overcome the deception unless you do something egregiously out of character. You instinctively mimic voice, clothing, mannerisms, and expected habits of behaviour.
-[X] Adept of the Gate (Constant) - You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them.
-[X] Perfection of Understanding (Constant) - You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you've seen other examples of their work.
-[X] Adept of the Way (Constant) - You have been initiated into the Way, the second tier of theurgic mysteries. You must already be an adept of the Gate to master this. You master three invocations of the Way as part of this learning and may learn more as you find them.
-[X] Nine Iron Walls - Commit Effort for the scene. You have an invincible defence against all physical attacks for the next ten seconds. This defence does not apply to environmental hazards, spells, or other non-attack forms of harm.
 
[] Plan Constantly Graceful

[X] Plan Theurgy, Deception and Face Punching

Dice convinced me with the miracles is the gift permanent if we do it this way.

Edit: fixed it thanks for letting me know
 
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While that's useful information it does raise the question of how you're adjudicating spells and Kiho. Basically, I'm asking which attribute is appropriate to raise to Superhuman to enhance such. Charisma, so the Kami can be sweet talked? Wisdom, so one knows how to properly propitiate them in just the right way? Intelligence, so that one can remember the thousand and one proper rites at proper times?

Also, given the description of Excellence of the Word, do we need to pick a Word to enhance an Attribute or an Element/Ring? The description mentions Fire and Earth rather than Sorcery, Deception, or Sword, so I'm curious how that works out. I mean, stylistically there's a great deal of difference between having Sorcerous or Deceptive Intellect or having the Wisdom of the Flame or Insight of the Void or something.

Honestly, you have the Word of Sorcery. The advantage that gives you is going to massively outweigh any given attribute buff, especially in a narrative quest. Don't worry about it.

But yes, Excellence of the Word needs to specify a word, which in this case is basically Deception or Sword, though Sorcery could be used if you want to encourage self-modification through strange arts as one of Fu Leng's childhood events...
 
what sort of self modification like cyborg or we talking prototype alex mercer cause im all for that

Edit: just had a really cool idea the taint is still inside him right could we like pull a kimimaro from naruto and make like tainted bone swords or something taint is like super poisonous right i dont really know much of the setting
 
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what sort of self modification like cyborg or we talking prototype alex mercer cause im all for that

Edit: just had a really cool idea the taint is still inside him right could we like pull a kimimaro from naruto and make like tainted bone swords or something taint is like super poisonous right i dont really know much of the setting
We tried that. Twice. We ended up a baby monk for our troubles.

The whole point of this is to go at it as a mortal, see what all the fuss is about. Taint by definition just makes you a monster, perhaps in human form.
 
i know that but when he was taking the taint out it said there was probably some still buried deep in his soul was just wondering if we could weaponise it.
 
[X] Plan Theurgy, Deception and Face Punching

Best combination from proposed plans so far. All of those are 'constant' and gives nice potential in childhood. Magic includes Kiho, which in addition to just magical potential means that it help quite a bit in ass-kicking.

All gift being 'Constant' allow us to use Effort for non-standard things we may need in emergency. For example, Miracles - like duplicating gift we do not have.
 
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i know that but when he was taking the taint out it said there was probably some still buried deep in his soul was just wondering if we could weaponise it.
You really, really, don't want to. It's like wondering if you could weaponize elemental zombie-evil. Yes, theoretically, sure, it's a great weapon. Absolutely horrific, but it really messes people up, and comes with built-in mind control to your side, and it grants superpowers.

The problem is that we tried going around with elemental zombie-evil powers, twice. And in practice? We just get kicked in the face by an incorruptible band of pure and honorable heroes. The whole point of our new character build is to see if something else works. If we go back to our old tactics, we face every difficulty we did in the past, but this time we're so weak old us could shove giant bowls of us into his mouth like popcorn.

There is no halfway on the elemental zombie-evil train, I don't think. Not unless we grab that ridiculous Deception skill where we can convince anybody that anything is a lie.
 
ohh well i just wanted some super poisonous weapon since mages generally arent good in close quarters and if someone gets in close we could of thrust palm and the weapon flies out just nicks them they fall over and die but if it doesnt do that its fine.
 
ohh well i just wanted some super poisonous weapon since mages generally arent good in close quarters and if someone gets in close we could of thrust palm and the weapon flies out just nicks them they fall over and die but if it doesnt do that its fine.
Well, I mean, it probably could. But we could do that with our normal fists just as effectively, and without bringing the Demon Hunters down on our heads. We did take Combat as one of our words, you know.
 
a mage using fists what has the world come to :o but seriously its good to know we can hold our own a god shouldnt have to rely on tricks to survive.
 
really :oops: well some tricks are fine i guess but just to be clear we are aiming for becoming hero god of all mankind right or at least making everyone think we are.
 
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