The City of Broken Dreams (Legend of the 5 Rings: Empire of the Emerald Stars Quest)

Created
Status
Ongoing
Watchers
16
Recent readers
0

The Shadowlands has been pushed back, the Festering Pit closed. All of the nations of the world...
First Post

The_Reptile_

Jolly Good
Location
THE PITS OF HELL. Also known as Connecticut.
The Shadowlands has been pushed back, the Festering Pit closed. All of the nations of the world have been brought to heel, and with no other lands to conquer Rokugan turned her eyes to the stars. Thanks to science and magic of the Isawa, the people of Rokugan took to exploring the galaxy, fighting and claiming worlds in the name of their Clan. Now the Empire spans across entire solar systems instead of a single continent, and the Clans wield power greater than they could have ever dreamed of.

However, new worlds bring with them new dangers. The touch of spirits on other realms have given the Empire no shortage of enemies to face, and intra-clan politics have become even more cutthroat as the sheer size of the Empire has left it decentralized to a degree never seen before. It is a time of great mobility for those seeking glory for themselves, but are the dangers too great?

What is this?

The City of Broken Dreams is a quest taking place during the timeline of Empire of the Emerald stars of the Role Playing Game Legend of the 5 Rings, 4th Edition. This timeline, as you might expect, differs greatly from the feudal period that L5R originally takes place in, being at its heart a Space Opera.

For those who are not in the know, in Legend of the 5 Rings you play as a Samurai, typically of one the Great Clans that govern most of the Empires lands in the name of the Emperor. In Empire of the Emerald Stars, the Empire and the Clans have grown to such a size that the Clans are given virtual independence from the Empire, so long as the nominal lip service is made to the Emperor, and thus the opportunity for adventure, conflict and intrigue is immense.

Empire of the Emerald Stars builds upon the setting detailed in Legend of the Five Rings. While I will be filling in details for the setting best I can, I can not and will not be expected to give a full detail explanation for every aspect of the setting. For those who wish to get the broader picture for how Rokugani Society at its base works, please refer to the following books:

- Legend of the Five Rights 4th Edition Rulebook
- Emerald Empire
- The Great Clans

The Setting

The setting of Empire of the Emerald Stars is wide and vast, with each Clan controlling several worlds that could function as game setting in their own right. However, City of Broken Dreams takes place on the World of Dreams, an immense, Coruscant like world that functions as the capital of the Scorpion Clan. While the Scorpion control the world, its population is so wide, varied and immense that it has a sizable population of Samurai from each of the Clans, making it an ideal place for adventures to start.

Of course, there are greater details in Empire of the Emerald Stars than just what I listed. Though the Chapter is impressive, there is only so much that 17 pages in a single book can explain. Therefore, I will try and detail some of my own interpretations and outlooks as to how the Emerald Empire functions culturally in the age of Space Exploration.

Once the Quest is up and running I will be trying to commit to a release schedule of one update a week at minimum, Monday evening. Extra updates will be made if possible, but they will not be on a set schedule.
Adhoc vote count started by The_Reptile_ on May 26, 2017 at 6:13 PM, finished with 27 posts and 11 votes.

Adhoc vote count started by The_Reptile_ on May 28, 2017 at 12:11 PM, finished with 29 posts and 12 votes.

Adhoc vote count started by The_Reptile_ on May 29, 2017 at 6:41 PM, finished with 29 posts and 12 votes.
 
Last edited:
Chargen and Mechanics
Character Creation and Mechanics

Character Creation

Clan and Family

The Clans of the Empire are very indicative of the upbringing that a character has during their childhood, and thus indicating their skillset upon reaching adulthood. Of course, exceptions do exist, but by and large each Clan has their own culture and customs that color how they raise their children. Each Clan is divided into multiple families that also have their own Customs and methods, which further muddies the water.

Each Family will increase a specific Ring Rating by 1. Each School will increase a specific Ring Rating by 1, listed in the next section. Due to QM Preference, the Spider Clan will not be available, and the ruling Dynasty is still the Toturi.

Crab Clan
- Hida Family: +1 Water
- Hiruma Family: +1 Fire
- Kaiu Family: +1 Fire
- Kuni Family: +1 Fire
- Yasuki Family: +1 Air
- Toritaka Family: +1 Air

Crane Clan
- Doji Family: +1 Air
- Kakita Family: +1 Fire
- Daidoji Family: +1 Earth
- Asahina Family: +1 Fire

Dragon Clan
- Kitsuki Family: +1 Air
- Mirumoto Family: +1 Fire
- Tamori Family: +1 Earth

Lion Clan
- Akodo Family: +1 Fire
- Ikoma Family: +1 Air
- Kitsu Family: +1 Fire
- Matsu Family: +1 Water

Mantis Clan
- Kitsune Family: +1 Air
- Moshi Family: +1 Fire
- Tsuruchi Family: +1 Water
- Yoritomo Family: +1 Earth

Phoenix Clan
- Agasha Family: +1 Water
- Asako Family: +1 Air
- Isawa Family: +1 Earth
- Shiba Family: +1 Water

Scorpion Clan
- Bayushi Family: +1 Fire
- Shosuro Family: +1 Air
- Soshi Family: +1 Fire
- Yogo Family: +1 Earth

Unicorn Clan
- Horiuchi Family: +1 Earth
- Ide Family: +1 Water
- Iuchi Family: +1 Fire
- Moto Family: +1 Fire
- Shinjo Family: +1 Air
- Utaku Family: +1 Earth

School

Crab Schools
- Hida Bushi: +1 Earth
Making up the bulk of the Crab's armies, the Hida Bushi focuses on two things: Taking lots of damage and dishing a lot of it back out. Their endurance training has left their men coming out effective mountains of muscle.
- Kuni Shugenja: +1 Earth
The wizards of the Kuni Shugenja school focuses on techniques specializing in facing Shadowlands and nonhuman creatures, making them particularly attuned to Earth back lacking in the nuances of Air.
- Yasuki Courtier: +1 Water
We the Yasuki bitch. All about the mighty dosh.
- Hiruma Bushi: +1 Earth
To complement their Hida overlord, the Hiruma focus almost entirely on speed and agility, flanking enemies who are preoccupied with the large but slow Hida.

Crane Schools
- Kakita Bushi: +1 Air
Elegant but deadly, the Kakita bushi are duelists beyond compare, mastering the art of One Strike, One Kill.
- Asahina Shugenja: +1 Air
Pacifists to the extreme, the Asahina shugenja focus their efforts entirely on the aid and protection of others, giving them a strong connectiong with Air, but puts them diametrically opposed to Fire.
- Doji Courtier: +1 Air
The Doji Courtiers are the literal blueprint as to how diplomats in Rokugan should act. To many, they are the very image of courtly dignity and grace.
- Daidoji Iron Warrior: +1 Fire
While their cousins in the Clan focus on maintaining the strictures of honor, the Daidoji delve into their purpose with solemn dignity: Protect the Clan, no matter the cost, no matter what sacrifices must be made.

Dragon Clan
- Mirumoto Bushi: +1 Earth
The Kakita's greatest rivals in the art of dueling, the twin sword Mirumoto style is also home to the Empire's greatest Philosopher Warriors
- Tamori Shugenja: +1 Stamina
Premier alchemists of the Empire, the Tamori are granted a unique sort of versatility their their alchemical compounds permit them, granting them effeciency with Earth, but lacking in Air
- Kitsuki Investigator: +1 Water
Creators of the titular Kitsuki Method, the Kitsuki are interested less in maintaining the Celestial Order and more for discovering the truth, understanding that What was done is sometimes not so important as Why it was done.

Lion Clan
- Akodo Bushi: +1 Water
There is nothing fancy or flashy about the Akodo school, they freely admit. Just the application of the basic tenets of Rokugani martial tactics and honed to a 6 foot, razored edge.
- Kitsu Shugenja: +1 Water
The Kitsu, descended from great lion spirits, maintain the Lion's Ancestor Cult, communing with the spirits to ensure that the Lion does their Ancestors proud, holding sway over Water, but lacking Fire
- Ikoma Bard: +1 Fire
The greatest storytellers of the Empire, the Ikoma contrast the stoic, humorless Lion by often being loud, bawdy and emotional. But their words carry a great power, and once an Ikoma starts speaking all listen with rapt attention.
- Matsu Berserker: +1 Water
Take everything about the Akodo, and throw it away. The Akodo value keeping a level head, applying defense when proper and attack when the opportunity shows itself. The Matsu Berserker focuses on one thing only: Overwhelming the enemy with unrelenting firepower.


Mantis Clan
-Yoritomo Bushi: +1 Water
The bulk of the Mantis army, the Yoritomo have mastered the peculiar art of wielding dual Kamas. Otherwise, their upbringing has given them an odd sort of versatility that is lacking in the Empire, dabbling in a bit of everything regarding war.
- Moshi Shugenja: +1 Air
The Moshi excel at predicting and manipulating the weather, along with their affinity with the Sun. Their focus on Weather gives them an obvious affinity with Air, at the cost of Earth.
- Yoritomo COurtier: +1 Earth
Yoritomo play dirty, everyone knows this, and their Courtiers are no exception. They tend to use their words as the diplomatic equivalent of blunt instruments, and if that doesn't work tend to use blunt instruments as the diplomatic equivalent of blunt instruments.
- Tsuruchi Archer: +1 Air
Forsaking the art of swordplay, the Tsuruchi instead focus all of their attention to the bow. In modern times they have obviously taken up firearms, but even still every child is raised to know how to string and shoot a bow.

Phoenix Clan
- Shiba Bushi: +1 Fire
The Shiba have the unenviable task of protecting their oft times arrogant and hardheaded Isawa masters, and so they have honed their skill as bodyguards to the point where they can consider any and all avenues in an instant.
- Isawa Shugenja: +1 Water
Undoubtedly the greatest Sorcerors in the Empire, the Isawa are also without question the most arrogant. An Isawa always believes themselve to be right... a fact that leaves the Shiba exasperrated. An Isawa is without peer as a Sorceror, able to dedicate themselves to any one Element without forsaking another.
- Asako Loremaster: +1 Water
The monastic Asako take it upon themselves to catalogue each and every bit of knowledge that the Isawa uncover, and their libraries are some of the greatest in the Empire. Their knowledge base also makes them prime candidates for courtiers.
- Agasha Shugenja: +1 Fire
Once they were outcasts, brought in by the Phoenix out of pity. Now, in the age of space, the Agasha have earned their place as equals in the Phoenix. Their specialty, the ability to cast spells of multiple elements, have made them favorites of the Isawa for some time, although the dynamic changes of these spells, while making them well versed in the philosophy of Fire, makes Water something of a deficiency.

Scorpion Clan
- Bayushi Bushi: +1 Water
The Scorpion play the loyal Villains, and their warriors stick to this stereotype to the hilt. Masters of subtle, dirty tricks, the Bayushi Bushi excels on capitalizing on any weakness their opponent may show to secure victory at any cost.
- Soshi Shugenja: +1 Air
When the physical abilities of the Soshi and Shosuro are unable to accomplish a given task, the Scorpion call upon the Soshi, whose ability to cast their magic discreetly make them masters of stealth in the art of spellcasting. Such mastery makes them well attuned to understanding Air, but they have difficulty grasping Earth.
- Bayushi Courtier: +1 Air
The Doji's equal and opposit, the Bayushi Courtier is a master of manipulation and deceit, discovering all manner of weaknesses to exploit to get what they want.
- Shosuro Infiltrator: +1 Air
Fear the shadow in the corner of your eye. It may be the Shosuro Infiltrator, the unseen blade of the Scorpion, whose mastery of ninjutsu is unparalleled and unequal. Bushido is nothing to these wretches, who will stoop to any and all means to accomplish their task.

Unicorn Clan
- Moto Bushi: +1 Water
The heavy calvalry of the Unicorn, even on foot the Moto Bushi is well known for their agressive, awe inspiring fighting style. In modern times they make up the majority of the Unicorns Pilots and Vehicles Corps, though they lack the prestige of the elite Utaku Battle Maidens
- Iuchi Shugenja: +1 Water
The most unconventional of all SHugenja, the Iuchi utilize special talismans to perform and enhance their magic, and excel at spells that enhance motion and travel. This focus on motion gives them an acute understanding of Water, but lack the tempering of Fire.
- Ide Emissary: +1 Air
When the Unicorn returned to the Empire, it was the Ide who ensured they would be welcomed, if not accepted back among their cousins. Calm and level headed, an Ide refuses to engage in or permit combat whenever it can be avoided, always seeking to defuse tensions whenever possible.
- Utaku Battle Maiden: +1 Air
The Utaku Battle Maidens are the finest riders in all the Empire. In the modern age of vehicles, the girls of the Utaku are faced with the threat of obsolescence, but the age of colonization have brough the Battle Maidens a new lease on life, as their ability to tame and ride any steed make them well suited to Colonies still settling, lacking the infrastructure or wealth that would permit them access to vehicles.
- Shinjo Bushi: +1 Fire
Like all Unicorn, the Shinjo excel in mounted Tactics, but unlike their Moto cousins, the Shinjo prefer a defensives strategy compared to that of all out offenses. This carries over even into the age of Vehicle Corps, the Shinjo preferring to maintain well defensible convoy lines compared to the Moto's blitzkrieg tactics.

Ring Ratings and Skills

All Rings starts at Rank 1 in Chargen. Players have 15 Points they may distribute among the 4 Rings, to a maximum of 7 in Chargen. Void may be increased with Chargen Points, but costs 2 Points per Rank.

Fire: Explosive and intense, actions associated with Fire are those involving dynamic, furious action. Though it is often associated with extreme, spur of the moment action, Fire is also associated with the slow burning coals, ever working towards the final goal.
Water: The element of Water associates itself with the change over time, much like the ocean eroding the great mountain. However, it also ebbs and flows. If Fire can be associated with rapid Change in a single direction, Water is that of Change all around oneself.
Earth: Stolid and unmoving, Earth represents actions involved with enduring hardship and turmoil. However, it is also stubborn and difficult to accept change.
Air: Enigmatic and mysterious, actions associated with Air represents a characters ability to think on their feet, react to events in the now and power of empathy

I do a bad job of differentiating Fire and Water, I freely admit, so a better way to think of them is that that both deal with change and action, rapid or slow, but Fire does so in an explicit manner, while Water is more subtle.

A character starts play with 5 Skills, per player selection. A list of Skills will be given in a later post.


Mechanics

Naturally, as this Quest is starting from an RPG, there are a great many skills and abilities that would normally be tracked in the game.

I will not be doing that here, as keeping track of numbers is not as much fun as exploring character options. Instead, I will be abstracting Posts and action into 4 of the 5 Elementa that make of the titular 5 Rings: Fire, Earth, Air and Water, with Void being specifically reserved for Write In options.

When making a Choice, I will list actions that I feel are best represented by that particular Element. Sometimes, an action will result in a test of skill for our protaganist. The outcome of this test will be determined via the total of their Ring Rating. Ring Ratings are judged on a scale of 1-10, compared against a Difficulty rated from 1-10, with the Difficulty being kept secret. Ties result in failure, however if the character has a Skill that could be realistically applied to the situation, then their Ring Rating is considered 1 Point Higher and Ties allow them to succeed.

Sometimes a special option will be given labeled Void Point. In this circumstance, the character may take a special action that is guaranteed to succeed, however doing so will use up a single Void Point from their pool. Void Points are equal to the characters Void rating. Void Points can only be recovered during times of rest that explicitly detail their recovery in the action, in a break from the traditional system.

Overtime I will award XP points that can be invested in the 4 Rings. Once XP invested reaches 10, that Ring will go up 1 Level. Xp may not be spent on a Ring that is 2 ranks higher than the Lowest Ring, not counting Void. 5 XP may be spent to purchase a single Skill.

Traits will not be used in this system on a mechanical level. However for fluff reasons, they can totally be a thing in character suggestions.
 
Last edited:
Setting Details
Setting Details

Naturally, over the course of thousands of years the Clans of Rokugan have changed massively, with some simply increasing the scale of their operations and others going through major identity crises

Crab Clan

Out of all the Clans, it is not surprising that the Crab have changed the most. Their primary purpose - protecting the Empire from the threat of the Shadowlands - was rendered superfluous with the sealing of the Festering Pit. However the Crab are pragmatic as always, and with their Bushi rendered functionally obsolete, they looked towards their Engineers to grant them purpose. The Kaiu hold higher prominence in Empire of the Emerald Stars compared to Feudal Rokugan, their scietific innovations allowing the Crab to maintain their place as a Great Clan. This is not to say that the Crab have completely ignored their martial tradition: When the Empire took to the stars, the Crab enthusiastically threw itself into protecting the Empire against dangerous and inhuman species in the galaxy, their past fighting the Shadowlands lending itself well to facing Alien threat.

The Crab controls the 'Southern' edge of the Galactic Border, where a surprising number of planets are mysteriously barren, unable to sustain life. The Crab watch over these planets with typical paranoia. What planets do support life the Crab protect viciously, and their capital, the immense space fortress Kyuden Hiden Prime, is rumored to be impregnable.

Crane Clan

Of the Clans, the Crane did not take to the Stars with quite the same zeal and fervor as their cousins. They maintain the closest influence to the Rokugan Home System where the Emperor resides, taking control of the vaccum of power that the other Clans are creating as they leave home. This is not to say that they have not expanded at all, just not to the same extent. The Crane are selective over worlds they choose to colonize, choosing only the most beautiful and prosperous planets to lay claim to. That these are well suited to the Crane's preferred manner of economics - tourism - is entirely incidental. Of course, the Crane are still the artistic center of the Empire, and while their wealth may have become second only to the Mantis, their still hold a virtual monopoly on entertainment, fashion and the arts.

The Crane systems are all of paramount beauty, but none moreso than Golden Mirror, their capital, painstakingly manufactured to resemble an idyllic version of Rokugan Prime. Absurdly wealthy, Golden Mirror functions as the seat of the Crane's media empire, and access to it by outsiders is heavily controlled. Their second major system is Fortune's Blessing, functioning as a sort of meeting and relaxation destination for travelling diplomats and pilots.

The Dragon Clan

Ever mysterious, the Dragon have taken it upon themselves to seize control of planets where unusual and esoteric phenomena are common, much to the Phoenix's ire. Fearing that these planets could prove to be dangerous, access to them is forbidden to outsiders. Otherwise, the Dragon remain as they always have, aloof, mysterious, never truly involving them in the political affairs of the Empire, but always quick to answer when called upon.

The Dragon's seat of power lies in Dragon's Eye, orbitting a dual star system close to the Nebula that signifies the Empire's eastern border. It is closed to outsiders, but rumors abound of the Dragon working on new technology to explore the nebula and survey its secrets. To deal with other Clans, they have built Kitsuki's Hand, an orbital station in an otherwaise ordinary system that is easily accessible.

The Togashi Tattooed Order exists as always, and is always a peculiarity. While based on the world Togashi's Rest, they are common sight on starships... much to the surprise of captains who do not recall giving the monks permission to come along.

Lion Clan


Surprisingly enough, the Lion Clan took to space exploration readily, as the expansion of borders gave the Lion new theaters of war to test their might and defend the Empire. That said, the staunch traditionalist have had difficulty changing with the times, every new invention causing them to chafe. Ironically, the Lion have become so embroiled in battles against alien threats that they have become far less agressive towards their neighbors (save for the Crab, who they hold something of a rivalry with to see who can hold the most victories over alien threats). That said, the Lion are as agressive and war hungry as always, and their fleet holds almost unlimited numbers that they use to turn upon whoever draws their ire.

As might be expected of the Lion, they hold a number of worlds that hold true to traditional, ancient Rokugani customs. Indeed, to many, going to one of these worlds is like taking a step to the past, before the age of electricity and the like changed Rokugan forever. That said, while the number of these worlds are high, the sheer number of worlds in their influence is immense, second only to the Mantis, their base of operations being the system of Shori, arguably the system with the highest concentration habitable planets - ideal for the Lion, who seem to breed like crazy to fill their armies. One of these worlds has been turned into an immense military camp, training their armies and devising new ways to wage war.

Mantis

The Mantis have come a long way since their humble beginnings. The Mantis, always explorers second to the Unicorn, and always seeking to take advantage of whatever situation they can, took to space travel like no other. A common joke regarding the Mantis is that a Mantis would claim any hunk of rock as a new world in the name of the Mantis and the Emperor; While such a joke is of course exaggeration, there is a kernel of truth to it. The Mantis have the most colonies of any Clan under their belt, even if many of them have little actual value. That said, the Mantis are an industrious lot, and extract as many resources as they can from whatever world they control. The sheer size of their territory, and their control of the Rokugani economy, has arguably made them the most powerful Clan in modern times.

Because of the sheer size of their territory, it is difficult to name a seat of power for them, but the closest to such a thing would be New Kalanai, a world covered almost entirely in water, suiting the Mantis's naval heritage. Their commercial center is Daikoku's Dice, an orbital station, functioning as Casino, stock exchange and market all in one.

Phoenix Clan

It is due to the discovery of a Phoenix Scientist that space travel was made possible, and even today the Phoenix remain the most technologically advanced Clan in the Empire. The Phoenix remains the scientific and intellectual center of Rokugan, despite the Kaiu's attempts to challenge them to the position, and they use the results of this to keep their comparatively small armies equipped with the best gear imaginable. As typical of the Phoenix, they attempt to approach any situation, inside the Empire or out of it, as peacefully as possible, but in the modern age, the adage of 'A Phoenix will never start a fight, but will gladly end one' is never more true: They extend the hand of friendship only once, and if rejected they will show the offending party the true terror of the Phoenix war machine. That said, the Phoenix are content to explore the galaxy, further their technological advancements and sanctifying new worlds for the Empire.

The Phoenix do not control many systems, due to a relatively low population, and so instead furiously defend a selection of worlds that catch their interest. Their capital is a station orbiting the work Ujimitsu... though such a description is perhaps a misnomer. The station is infact a dyson sphere, the ultimate feat of Phoenix engineering, as they have constructed the palace from which the Elemental Master govern to act as the source of life within, floating within the direct center of the sphere. Ujimitsu itself is a wonder to behold in its own right: A world consisting of numerous magical phenomena, including mountain ranges of jade and crystal, geysers reaching impossible heights, and more besides. It is rumored that the Sphere is only sustained by the power of Ujimitsu itself via some ritual the Phoenix have devised, but the truth is one of the Phoenix's most closely guarded secrets.

Scorpion Clan

Though the Mantis have always known this, every Clan has come to realize that Money is Power, and the Scorpion have taken to it like no other, and they hold complete monopoly over that most scandalous of organizations: Crime mobs. The Scorpion control almost half of the Empire's illegal crime rings in some form, having a hand in drug trade, smuggling rings, and more besides. However, while for any other Clan this would be scandalous, it is accepted amongst the Imperial Court that such a thing is a necessary evil for the Empire to thrive: Better to have crime controlled and regulated by a force whose loyalty can be certain than an unknown factor. Unfortunately, in modern times the Scorpion control of the Underworld has been contested by the Kolat Crime Syndicates, independent rings descended from the Kolat Conspiracy that the Scorpion vanquished long ago.

Only one planet is habitable in the Scorpion seat of power, but that planet is home to the greatest city in the Empire: The World of Dreams. Covering the entire planet, the World of Dreams is considered by many to be the second capital of the Empire, containing billions of citizens from every Clan. Lax taxes, lax crime enforcement and loose governance from the Scorpion have made it a hot bed for criminal activity, which suits the Scorpion just fine.

Unicorn Clan

Exploration is what the Unicorn were literally made to do, and so the age of space travel was the ultimate expression of their purpose. As is typical of the Unicorn, they maintain only a nominal presence within the Empire itself, joining the Phoenix in exploring the worlds beyond the Empire's borders. They are also responsible for monitoring the Gaijin Worlds - the worlds granted to the foreign nations that Rokugan conquered. The Unicorn have always valued speed, and as such they have forsaken their steeds to command any sort of vehicle they can get thier hands on. The more daring of them even try to tame and control steeds of alien races.

The age of space exploration have caused the Unicorn to gleefully return to their nomadic roots, with many of their inhabitants living on Migrant Fleets, commanded by impressive colony ships. The greatest of these, the Chomchog, often orbits around worlds for months or even years at a time. When Unicorn do settle down permanently, they prefer to do so in orbital stations rather than on planets proper. The Unicorn capital - the Orbital Station Kara Khorum - is one such station, existing within the system of the Burning Star, which also houses the Gaijin Worlds.

When the Scorpion scattered the Kolat, its leaders took it upon themselves to restructure the conspiracy individually, with themselves at the head. Ironically, while this resulted in the Kolat numbers reaching higher than ever, this has also severely undercut the scope of their influence, as they spend as much time feuding with each other as they do against the Rokugani government.

The Syndicates in modern times are intensely anti-authoritan, believe the Rokugani government tyrannical and oppressive. Whether this is true or not is in the eyes of the beholder, but even in the comparatively lax standards of etiquitte of Modern Rokugan, the Kolat Syndicates seem to take joy in pushing the boundaries of what is acceptable. That many of the syndicates hold significant power makes removing these blights against good taste all but impossible.

Unsurprisingly, Kolat Syndicates are popular employers for unscrupulous Ronin who do not wish to kowtow to a Samurai master. Indeed, in modern times most of the Ronin population belong to a Kolat Syndicate in some form or another.

Depending on the world and the Syndicate in question, the power they wield can be immense. Some worlds are governed by Clan only in name, the true power belonging to the Kolat who claims them as their own, the world so isolated or beneath notice that the Clan does not even realize their rule has been usurped. This growing of power, accelerated in the galactic stage, has caused the most powerful syndicates to butt heads with the Scorpion controled organizations.

With the advent of modern sensibilites came a change in attitude, and perhaps greatest of all is the attitude towards commerce. Once treated as a necessary evil, now money is accepted an appropriate display of power and status... a development no doubt spurred on by the Mantis. Which Clans and Samurai now willing to indulge in cash splendor, fantastic displays of wealth are common among more decadent Samurai, and even a conservative is expected to have the most expensive and top brand fashions in their wardrobe.

Ironically, this acceptance of wealth has proved a great boon to the Heimin class. With the focus on the aquisition of wealth no longer looked down upon, enterprising Heimin businessmen can begin to go into affairs for themselves without doors being closed off to them. More than one company, while technically sponsored by a Great Clan, was started and brought to greatness by a Heimin CEO, and in some cases the wealth displayed by a Heimin businessman or politician can be greater than that of a Samurai.

In order to keep the division between Heimin and Samurai clear, new laws were codified to empower the Samurai class. After all, in an age where everyone is expected to gain an education and keep a consistent salary, extra effort must be made to ensure one's status. First and foremost is creation of the Credit system. While physical Koku and its delineations are still the realm of Samurai, Credits, equal to 1000 per Koku, are the realm of Heimin, with Credits handed out in bills of 1, 5, 10, 20 or 50. Only Samurai are permitted to handle Koku. Any Heimin found with the distinctive gold coin is immediately arrested. In addition, only Samurai are permitted to wear the mon of their Clan and Family upon their clothing, and indeed to be found with such an emblem on ones person is arguably a greater offense than that of the Koku: After all, one can simply find a coin in the gutter if they are lucky. To gain such an exquisite piece of clothing is not only a Heimin pretending to be above their station, but they likely stole it in the first place.

The modernisation of Rokugan has resulted in a lax emphasis on what could be considered 'manners'. While a peasant showing respect to a Samurai is naturally expected, the almost draconian dress code and court intrigue is no longer strictly enforced outside of social or formal occassions. Ironically enough, the traditionalist Crane clan were one of the first and strongest pushers for the lax dress codes. Of course, such a push was for economical reasons: As they are the premier controllers of fashion, looser standards for clothing means more variety, and more variety means more opportunity for money to be made. While some Clans, such as the Lion and Phoenix, remain as prudish as ever, some, especially the Scorpion, have become famous and almost stereotypical for producing individuals who are ready and willing to push what is and isn't acceptable in fashion and sex appeal.

Rokugan has modernized, not just in cultural standards and attitude, but technologically as well. Only the Unicorn extensively practive riding steeds, and even then only as a means of preserving heritage. Vehicles such as cars, motorboats and starships are commonplace now, and televisions, cell phones and more are everyday necessities.

Of course, the katana remains as vital as ever. Unwilling to let the symbol of their status become truly obsolete, the discovery og Radiant Energy, the power that enables faster than light travel, brought the Katana back to the forefront, as the application of the energy to the katana blade brought its edge to an almost impossible sharpness and made them virtually unbreakable. In a world that had previously become dominated by firearms, almost overnight the katana was brought back to the forefront, especially when it was discovered Radiant Energy could be applied to personal armor as well, significantly increasing its defensive capabilities. Nowadays, many weapons have Radiant Energy applied to them to grant them a greater edge in battle, and all but the most pragmatic Samurai still yearn for the chance to strike down their foe in close combat.
 
Last edited:
Skill List
Skill List

High Skills

Artisan (Air)
Calligraphy (Fire)
Computer Use (Air)
Courtier (Air)
Divination (Fire)
Etiquette (Air)
Investigation (Water)
Lore (Fire)
Medicine (Fire)
Meditation (Void)
Perform (Varies)
Sincerity (Awareness)
Spellcraft (Intelligence)

Bushi Skills

Athletics (Water)
Battle (Water)
Defense (Air)
Horsemanship (Agility)
Hunting (Perception)
Iaijutsu (Air)
Jujitsu (Fire
Swords (Fire)
Archery (Air)
Chain Weapons (Fire)
Heavy Weapons (Fire)
Knives (Fire)
Ninjutstu (Air)
Polearms (Fire)
Spears (Fire)
Staves (Fire)
War Fan (Fire)
Firearms (Air)

Commerce Skill

Animal Handling (Air)
Commerce (Fire)
Craft (Varies)
Driving (Air or Water)
Engineering (Fire)
Flying (Fire)
Sailing (Fire, ironically)
Piloting (Water)


Low Skills

Forgery (Fire)
Intimidation (Air)
Sleight of Hand (Air)
Stealth (Air)
Temptation (Air)
Adhoc vote count started by The_Reptile_ on May 20, 2017 at 11:06 PM, finished with 10 posts and 2 votes.

  • [x] Plan Moto Strong
    [x] Plan Smooth Bayushi Operator
 
Last edited:
I will be conferring with others to determine whether the point total given will be adequate for what I intend, so keep aware I may call for changing it up if someone convinces me to go higher or lower.
 
Legit though what happened to the Togashi? I need my magic punch wizards Reptile!
Also there are no Shinjo Bushi? How odd. And really no guns skill?

Alright so a better way to describe Fire and Water is this:

Fire is the element of energy of creation and destruction. It is the element of cunning thought or precise action.

Water is the element of transformation and growth, it is the element of understanding and adapting the world.

[x] Plan Moto Strong
Moto Ogedai
Moto Family (+1 Fire) Moto bushi (+1 Water)
15
-2 points for Fire 4
-2 Water 4
-6 points for Void 4
-3 for Earth 4
-2 for Air
Total spent 15
Skills
Guns
Iaijutsu
Etiquette
Engineering
Courtier

So we have a fairly formidable court bushi that can also work for a living. In keeping with the the Mongolian theme most moto names have, I have named him Moto Ogedai.
 
Last edited:
Thank you for reminding me, Gman, I forgot to add the Skills from Emerald Stars :V

Also the reason I did not add the Togashi is cause I'm not entirely sure how to treat the Punch Wizards as PCs, so I treat them as the sort of Mysterious NPC Who What Shows Up Every Now And Then.

And I

Uh

Just forgot to add the Shinjo Bushi >_>
 
[x] Plan Smooth Bayushi Operator
Bayushi Ryohei
- Bayushi Family: +1 Fire
- Bayushi Bushi: +1 Water
15
-4 for Air 5
-2 for Fire 4
-2 for Earth 3
-6 for Void 4
-1 for Water 3
Courtier (Air)
Etiquette (Air)
Commerce (Fire)
Stealth (Air)
Swords (Fire)

We are a dashing, loyalty-bound Scorpion agent enforcing the Clan's will in the City of Dreams. Whether it be through corporate espionage and theft, entertaining polite company in the Clans' upper circles, using our banking connections to bankrupt a Lion firm undercutting Scorpion competition, or the regular ol' helping of steel that is part of the samurai existence, we are home in the sprawling commercial metropolis that is our Clan Capital.
(Commerce could still be swapped out with something else, depends on what kind of jobs/adventures we'll be taking. Forgery is pretty sweet as well, as we could easily extrapolate that into making phishing websites, swiping bank information or setting up personal information scams and the like, if the GM allows it. Ninjutsu is pretty cool thematically but really niche in my experience, if you get that ninja-to out you better be planning on murdering any occasional eye-witness present)

EDIT:
Shifted one XP to Air from Earth to account for the changing cap.
 
Last edited:
@The_Reptile_

Kitsuki and Moshi give +1 Awareness instead of +1 Air
Mirumoto gives +1 Agility instead of +1 Water
Agasha gives +1 Intelligence instead of +1 Fire

You may want to include explanations/briefings on classes.

I'll write up a vote for Tsuruchi Archer after Samurai Jack.
 
Fixed annnnnnd done.

On a general build note, the rules seem to result in a build with most of the states basically equal, especially with the family/school bonuses. You may want to reduce points, increase the cap at chargen, or otherwise set things up to encourage specialization rather than most builds being pretty similar generalist builds.

As it is, with 15 points to split between 5 rings each of which can have 3 (or 6 for Void) points put into them at max, and 2 'free' points from our school and family, all builds will end up with all rings at Cap except for one ring at 3.

[X] Fastest Gun in the Empire

Tsuruchi Family, Tsuruchi Archer

Rings:
5 points: Air 7
3 points: Water 5
2 points: Fire 3
1 points: Earth 2
4 points: Void 3

Skills:
Firearms
Courtier
Piloting (Would this apply to single-person ships or larger craft or both? If only larger craft, replace with Flying)
Investigation
Hunting

Look, Westerns drew a lot from Samurai films. We're just taking that to its logical conclusion. Our steed is a fighter craft, we can investigate crimes and track down villains, and we're the fastest shot in the empire in one of its dedicated ranged combat schools.
 
Last edited:
I've been thinking about that as well. I feel happy with the 15 Point distribution, so the bigger question is what to put the Ring cap at. I'm feeling like 7 is a good stop gap, but admittedly half the reason why I'm abstracting it so much is because I freely admit I'm not well suited for the math aspect of RPGs.
 
Change has been made, Chargen Ring maximum is now 7. Applications must be updated to reflect this
 
Alright, but um, I think I'm still happy with Ogedi, not that specialized I admit, but he doesn't have any particular weaknesses, and room to grow.
 
[] Classic Courtier
Doji Family, Doji Courtier
Rings:
Fire: 5 (4 points)
Water: 3 (2 points)
Earth: 2 (1 point)
Air: 7 (4 points)
Void: 3 (4 points)
Skills:
Courtier
Etiquette
Sincerity
Firearms
Calligraphy

Given how strong courtiers are in l5r I think it would be interesting to play one. Build is fairly straightforwards and plays to the strengths of the class. Strong air for core skills and fire allows improvisation when needed. I added firearms to give the character some martial capability as it is air based (although I could replace it with archery for a more traditional feel). Calligraphy is to give the character an extra edge in court situations and an easy way to create gifts. After all there is nothing so deadly as a crane courtier bearing gifts. Happy to take any input on the build.

Edit: Plan retracted in favor of tactical voting as it did not gather any interest.
 
Last edited:
Alright, monday has rolled around, so I will be making it official: 1 week until I tally up any and all votes to determine who our character is.
 
Back
Top