The Topaz Championship (Legend of the Five Rings)

Location
London, England


The Topaz Championship

The year is 1138 by the Isawa Calendar. Ten years ago, the Glorious Emperor Toturi ascended to the Emerald Throne after the chaos and destruction of the Second Day of Thunder. For ten years he has lead Rokugan in peace and prosperity, commanding his loyal samurai to rebuild their shattered strength and heal the wounds inflicted by the ruinous conflict of the Clan Wars. Today, Rokugan is stronger than it ever was, and with the birth of the Emperor's first child the people look forwards to a long and prosperous future.

It is in looking to the future that the people of Rokugan turn their eyes to their new generation - their sons and daughters who can remember nothing of the chaos and strife that so cursed their parents, who now step forwards to take their oaths and samurai and write their names into the history books.

In the village of Tsuma, located within the prosperous lands of the Crane, the most prestigious Gempukku ceremony in the Empire is about to begin. Only the very best of the new generation are sent to the Topaz Championship, for here they will have the chance to demonstrate their worth before the eyes of the highest officials in the land - including the Divine Emperor himself. Merely being sent to attend is a tremendous honour, but if you can manage to secure victory and earn the title of Topaz Championship... why, there is almost no limit to what you might be able to achieve.

Introduction

So, welcome to my game of L5R. As the text above suggests, we're operating in a different timeline to the canon one, where the Hidden Emperor era never occured and the Toturi Dynasty was given a chance to grow strong and lead the Empire into a new age. You are a band of young samurai, sent to take your Gempukku ceremony before the eyes of the Emperor himself and represent your Clans in one of the Empire's most celebrated traditions. No pressure.

The first arc of the game will naturally be concerned with the Championship itself. From there, the course of the game will be determined by your performance and what kind of stories I think your character would do well in. So, let's see what people can come up with, shall we?

Character Creation

This is done according to the rules as presented in the 4th Edition core rules. Just about all of the Great Clans are permitted for character ideas, as are Minor Clan samurai and members of the Imperial families (though the latter will only be permitted if you have a very solid character submission). I'm looking for maybe five characters at most, though there are a few notes to bear in mind.

1) You're creating young samurai here, between the ages of 14-18. Technically, you're not even adults yet, and you haven't earned the right to carry a daisho. Bear this in mind when writing your background and choosing advantages and disadvantages. I will raise an eyebrow at anyone who wants to have Spy Network, for example.

2) You gain the standard 40xp for creating your character, and still gain access to your School Technique - indeed, you will be expected to demonstrate it in the Championship to prove that you studied well at the dojo. However, you also gain one additional point of experience for each of the 20 questions (found in the core rule book) which you can answer. This will create characters who are rather more experienced and potent than normal starting samurai, but that's fine - only the best get sent to Tsuma.

3) Most schools are allowed (no Ninjas, for one), but be aware that the Topaz Championship skews towards favoring Bushi over other types of character. There will be a number of combat-based challenges and tests of physical aptitude, so characters unable to compete in those fields will have difficulty. Note that this does not prevent you from playing a courtier or the like, for the ideal samurai must be cultured and educated as well as skilled in battle, but you might find it harder going at the start.

OK, with that done I'm throwing open the submission window. Let's see what people want to play, shall we? Any questions should be tagged with my name in order to make sure I see them.

Our Characters
Hida Haruko, by @Alectai - Idealistic Crab Bushi with a big hammer and the favour of Tengoku.
Matsu Tomoe, by @Mina - Tiny, but fierce! Bombastic Lion bard who perhaps takes after her ancestor Ikoma a bit too much for her own good.
Kakita Natsuki, by @horngeek - Crane duelist who wishes she didn't take after her Scorpion mother quite so much.
Yoritomo Kenki, by @A Nation's Virtue - A young Mantis who dreams of glory, and wields Storm Kama with great skill.
Mirumoto Anzu, by @EtchedSteel - Taoist swordsman, somewhat naive from growing up isolated.

Useful Links
Rolz
IC Thread
Notes on Otosan Uchi
 
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@Maugan Ra
Just to be clear, we don't start with a Daisho, right?

Mind if I reserve a spot for now please?

1. 10 Koku (Starting)
2. 50 Koku (1st Seasonal Stipend)
3. -1 Koku (Practice flute for Tsudao)
 
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Yoritomo Atsuki

Age: 15

Air: 3
-Reflexes: 4
-Awareness: 3

Earth: 3
-Stamina: 3
-Willpower: 3

Fire: 2
-Agility: 3
-Intelligence: 2

Water: 2
-Strength: 2
-Perception: 2

Void: 2


Skills:
-Kenjutsu (Katana) 3
-Knives 3
-Investigation 3
-Athletics 2
-Etiquette 2
-Defense 2
-Courtier 1
-Stealth 1
-Hunting 1
-Kyujut-su, Lore: Shadowlands 1


School: Hirumi Bushi

Technique 1:
Torches Flame Flickers: While you assume the Attack Stance, you gain a bonus of +1k0 to the total of all attack rolls. You are skilled at survival and can make all food, water, and jade rations last twice as long for a number of people equal to your Hunting Skill Rank.

Outfit:
Light Armor (+3 Reduction/+5 Armor TN, but adds +5 TN to Athletics and Stealth Rolls)
Sturdy Clothing
Knife (Kama)
Traveling Pack
3 koku

Advantages:
-Different School (5 XP): When creating your character, you may select a School of a different Clan to attend.
-Crab Hands (2 XP): Any time that you would be forced to make an Unskilled Roll when using a Weapon Skill, you are instead considered to have 1 rank in that Weapon Skill.
-Strength of The Earth [2 XP]: You can overcome injuries that would cripple other men. The TN penalties you suffer from Wound Ranks are reduced by 3.
-Touch of the Spirit Realms Gaki-do (5 XP): When you resolve an attack that kills an opponent, you immediately regain 5 Wounds.

Disadvantages:
-Driven Establish Minor Clan (0 XP): You are possessed by some goal, and will sacrifice almost anything to accomplish it, even your honor. Family, friends, material possessions, and even Bushido mean nothing compared to the potential completion of this goal, whatever it may be.
-Brash (0 XP): If you are threatened or insulted, you must make a Willpower Trait roll (adding your Honor Rank to the total) at a TN of 25, or you will attack immediately.
-Dark Fate (3 XP): There is a destiny of tremendous significance in store for you, and sadly it is not an illustrious one. Before your death, you will usher tremendous darkness into the world in some way. Once per session, when you suffer Wounds that would kill you, you are instead reduced to one Wound
-Failure of Bushido Compassion (3 XP): You must spend a Void point before you are able to act on behalf of someone of lower Status or social caste.
-Cursed by the Realm Jigoku (4 XP): Any roll you make to resist the Shadowlands Taint suffers a penalty of -1k1.

Combat Statistics:
-
Insight: Rank 1 (138)
-Initiative: 5k4
-Weapon Roll: 4k2
-TN to be Hit: 30, +3 Reduction

XP: 0

Disadvantages: -10 XP
Reflexes to 4: 16 XP
Advantages: 9 XP
Agility to 3: 12 XP
Awareness to 3: 12 XP
Investigation to 3: 3 XP
Kenjutsu (Katana) 3: 3 XP
Knives to 3: 3 XP
Etiquette to 2: 2 XP
Athletics to 2: 2 XP
Defense to 2: 2 XP

Total Expenses so far: 70 XP

Honor: 4.5
Status: 1.0

1. The Mantis

2. The Yoritomo

3. A Bushi

4. Atsuki is tall, stout, young man with skin that paler than normal for most than in Rokugani with dark green eyes.

5. Atsuki desires to prove himself and gain renown as warrior without peer. Secretly, he hopes to one day follow in the footsteps of his ancestor Kaimetsu-Uo and form a Minor Clan of his own one day.

6. Hirumi Shika, a fellow student of the Hiruma Bushi School who was the first to extend her hand to Atsuki in companionship. While they have had their disagreements there is no one he would trust more than Shika.

7. Atsuki's determination draws respect for once he sets his mind on something he will not deviate from it no matter the hardships in his path. Inversely this stubbornness is his greatest weakness for it takes much to sway his views once formed and on more than occasion is has led to fighting as a result.

8. The Bushido is what makes a Samurai and the tenants of Duty and Courage are the ones that call to him the most. He had seen the strength the Crab had achieved due to their focus on Duty above all else and he respects them for it. As for Courage to grasp hold of one's destiny and face death with blade bravely drawn just appeals to Atsuki on a base level. Of all the tenants he find Compassion the hardest for to truly be great one must rise up on one's own power and to otherwise weakens them.

9. The Mantis deserves it's status as a Great Clan for we fought and bled for it. While we might not share all the same beliefs we are still one even if the Moshi are a strange lot.

10. No, I am not married nor am I knowledgeable of any betrothals that my parents have planned for me. Should the Kami's permit it though I wish that Shika to be my bride though I know the odds of that coming to pass.

11. The Phoenix, they disrespect us still for our ambition and should pay for past transgressions that have gone unanswered for far too long.

12. My loyalty lies with the Mantis Champion, to gain such a position he has proven himself several time over. By following him, I too hope to reach the same heights he has and perhaps one day surpass them.

13. I enjoy watching the smiths at work for there is something soothing about the clanging of steel as a new creation is given form. As for poetry, I find it tedious. While there is something to be said for how it immortalizes one in legend it's not for me.

14. Atsuki often holds himself stiffly when still and seldom does anything other than frown appear on his face. He's tried to correct this but so far nothing has come of it even with Shika's help.

15. Atsuki is most relaxed in a formal situation for he knows what is expected of him and he has an idea of what steps to take. It is an informal setting that his wariness tends to slip through and become apparent for every statement is a potential trap.

16. While not afraid to be harsh with those who bring dishonor upon both themself and him, Atsuki often tends to overlook the more minor infractions and should they become an annoyance that is when he first warns them. Should this go unheeded they will be punished accordingly till they correct themselves.

17. "A strong son who, while brash, will surely bring glory to both the Mantis and himself in time."

18. To create his own Minor Clan in the hopes that it will someday rise to the heights of the Mantis.

19. Somewhat religious, Atsuki attends the festivals as is proper and visits the temples when in need of guidance though more often than not he would prefer to be training instead.

20. In combat against the denizens of the Shadowlands, for from the Crab he has learned just how great a threat they truly are.

I'll have my sheet up in the morning hopefully. Also if it's alright I'll probably be using the editable character sheet found here if I can get it to work.
 
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I am thinking about a Wasp here, even if unlike some other he did pick up a sword.
and
Name: Tsuruchi Haru
Clan: Mantis
School:Tsuruchi Archer School, Bushi
Rank: 1
Experience Points: 0
Insight:133
Appearance:

Bio:

Haru is a young Mantis that is currently away from the family holding both because of the conflict between Bushido and the Wasp code and also to further train his skills at such a prestigious institution. He was certainly favored by the Fortunes that his father was able to bring him to the attention of those that decide on such a honour. That this also would remove his bastard sibling from the attention of his mother was a more then fortunate side effect that he is not commenting on. After all his little sister had a tendency to get into "Accidents" when he wasn't looking out for her. And so far away from home she would be much safer and might even find some joy.
Unlike others that follow the wasps path towards the hunt for criminals he is more interested in the deeds of the samurai's and not in the works of the eta and heimin on who he looks down fondly.
Alas a shadow has fallen over this young man as he always felt a fascination towards the concept of death and so he both learned to give it, and to prevent it even if he can feel the desire to fight and kill without cause raising in him while the creatures of death are fascinating him.
Because of this fascination towards death and the dying he is throwing himself into being alive, some might say to much, to distract himself from this, fearing that it might be a curse on his family. Of course this course of action has lead to a trouble or two of its own...

Traits and Skills:

Earth: 2
- Stamina: 2
- Willpower: 2
Air: 3
- Reflexes: 3
- Awareness: 3
Water: 3
- Strength: 3
- Perception:3
Fire: 2
- Agility: 2
- Intelligence: 2
Void: 2

*Athletics,1
*Defence,1
*Hunting, 1
*Investigation, 1
*Kyujutsu (Yumi) 2,
*Medicine(Antidotes)2,
Etiquette 1
Kenjutsu 1
Sincerity: 1
Lore: Ghosts 1

Honor, Glory, Status and Taint:

Honor: 3.5
Glory: 0
Status: 0
Shadowland Taint: 0

Outfit:

Light Armor,
Sturdy Clothing,
Bow and 20 arrows,
Wakizashi,
Travelling Pack
(Pillow Book, small tent, spare kimono and sandals, wide brimmed straw hat, Mirror, Bottle of Sake, Fishing Kit, Small Statue of Tsuruchi,Personal Seal)


Kubi Bukuro,
Cooking Pot,
Netsuke,
Perfume,
Spices,
Candles,
Flint and Steel,
Small Knife
10 koku -cost

Weapons:

Weapon 1
Attack Rating: 3+2+1 [6k2] STR 3; +10 Tn from Horseback
Arrows:
15 Willow Leaf (2k2) / (5k2)
2 Fleshcutter (2k3)/ (5k3) Halved range double armour
3 Armor Piercing (1K1)/ (4k1) (Ignores armour)
Weapon 2
Attack Rating:3, 4k2; May be thrown 20 feet

Initiative, Armor TN, Wounds
Initiative: [1+3]k[3]+3
Armor TN: [15]+[5] Bonus:20 Reduction Bonus: 3 Armor Penalties+5 Tn to Athletic and Stealth
Healthy: 10
Nicked: 4
Grazed: 4
Hurt: 4
Injured: 4
Crippled: 4
Down: 4
OUT

Advantages and Disadvantages
-Servant, Eta Attendant
-Touch of the Spirit Realm (Gaki-Do)
-Crab Hands
-Ally 3
-Dependant: A Teenager half sister of a lower caste that he cares for, mainly the social aspect
-Lechery
-Unlucky 1
-Bad Fortune (Secret Love)

Techniques and Mastery Abilities

School Techniques:
Rank 1: Always Be Ready
- The Tsuruchi Archer must be prepared to fight against his foes with little warning. You gain a bonus of +1k0 to the total of all attack rolls using a bow. Additionally, you gain a bonus of +3 to your Initiative Score.

Mastery Abilities:


Kata, Kiho and Maho

XP Logs

Traits:
Strength to 3 (12 XP )
Awareness to 3 (12 XP)
Skills:
Etiquette 1 (1XP)
Medicine 2 (2XP)
Sincerity: 1 (1XP)
Lore: Ghosts 1(1 XP)
Iaijutsu 1 (1XP)
Investigation 2(2XP)
Medicine Emphases (Antidotes/Poison) (2XP)
Advantages:
-Servant Eta Attendant (5 XP)
-Touch of the Spirit Realm (Gaki-Do) (5XP)
-Crab Hands (2XP)
Ally 3 (1 influence 2 Devotion)
Disadvantages:
-Dependant: Teenager half sister who is not a samurai that he cares for (1 XP) (if you allow that else I can cut it out)
-Lechery (2XP)
-Unlucky 1 (2XP)
Bad Fortune (Secret Love) (3 XP)

And I need to do the 20
 
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I'd like to reserve this spot if you don't mind.
 
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I won't be participating (mainly because I'd probably make another Ono-wielding amazon as I'm wont to do), but I will most certainly be watching this.
 
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I would like to try this!

I'm a newbie to L5R though, is this going to be a problem?
 
If I join this, would you mind me more or less recycling a prior character that I used in @Winged Knight 's Naishou game?
 
Note: Curse my weakness to shiny.

Anyway, here it is...

Name: Mirumoto Anzu
Clan: Dragon
Age: 15
School: Mirumoto Taoist Swordmen [Bushi]

Insight: 145
Exp: 3

Honor: 5.5
Glory: 1
Status: 1


1. The Twenty Questions

1. Anzu is from the Dragon Clan, well known in Rokugani society as a clan shrouded in enigma and mysticism.

2. Anzu's family is the Mirumoto, the military arm that sustains the Dragon Clan, and the most numerous family of them all.

3. Anzu is a warrior who trust in her own skill, and as such, she respects those who she recognizes as warriors. She also feels respect for the monks whom she has trained with on her time back in the Dragon Mountains.

4. Anzu is a girl of average size, blue eyes and a black hair that can cover half her back when untied. She *tries* to not show emotion whatsoever, rather living according to the discipline inculcated on her as part of her training which she's devoted to. Still, she finds herself smiling from time on time when she finds herself enjoying her given tasks. She wears the simplest of clothes and true to her sensei's teachings, she lives and acts with modesty.

5. Anzu aspires to take over the Taoist Swordmen Dojo and become a sensei herself; just like the one she admires the most. The same person who personally trained her through the years, Mirumoto Dokai.

6. Apart of trusting in her own acquired skills, Anzu trust in both her family and her sensei, who in turn they hope she'll acquire experience through the path of steel.

7. Anzu's greater strength is her perseverance, and the discipline she shows in whatever she proposes to do. This is turn can become her weakness, as it also may cause her to not be able to appreciate her surroundings.

8. Anzu firmly believes that Bushido is the cornerstone of the Empire, and there's nothing outside it. By influence of her mother who was a Matsu before marrying into the Dragon, she also believes all tenets holds the same importance. Personally, Anzu considers that both Duty and Sincerity holds a bit more of weight than the rest, and thus she wants to live according to what those state.

9. Having been raised hearing stories of both the Lion and the Dragon Clans, Anzu believes that action weights more than words and one must make a path for themselves in order to find enlightment, very much like the clan she's part of who decided to do the same in the beginning of the empire.

10. Anzu isn't married and even less betrothed, nor she has the idea of marriage in mind, not for now. She knows that one day she'll have to, for it is the duty every single samurai must comply. Her parents were those few lucky enough to find love, and so they always believed an arrangement for Anzu goes against what they always tried to teach her.

11. With all of what she has learned on her short life, Anzu thinks of the Crane as a clan that fell in arrogance, that which doesn't allow them to seek enlightement. She also has some prejudice against the Scorpion, believing that their words often has more than one meaning, and she finds their affinity for masks... strange.

12. Anzu owes loyalty to Mirumoto Dokai, a friend of her family and the sensei who has foreseen her training thought out these years. Next to him comes her parents, daimyo and clan.

13. Anzu enjoys her time spent on her training, and prefers physical activity in open spaces rather than meditation. After this, her favorite things are dango and other sweets, and finds delightment whenever she put her hands on those. She also likes to play Go whenever the opportunity arises. Unfortunately, and despite knowing the situation her clan is due to its geography, she dislikes the so called "mountain tuna" even if she's adapted to eat it.

14. Even with all the discipline and effort she puts, Anzu can find herself feeling anxious when she knows something big is approaching, expressed in the way she tries to seek something to put her attention on. She also tries to find her comfort by moving her legs while sit and not meditating.

15. Anzu finds herself giggling when she's doing she enjoys, or is fascinated by something, despite knowing how important is to keep her On at all times and how little difficulty is for her to do so. She's not prone to quick anger, but she finds annoying when someone isn't being honest enough with her.

16. Anzu tends to correct a subordinate's mistake according to what she has learn on her training, which is by what the Tao states. The use of steel is for protecting those who can't protect themselves, and seppuku is an acceptable course of action when the offense is grave enough.

17. Anzu's parents have mixed when talking about her, but nonetheless they consider her presence a bliss. She took most of what she is from her mother, who raised her with stories of battles and deeds. Her father always wondered from where Anzu's enthusiasm and energy comes from, but he's glad his friend managed to make Anzu direct her efforts on the rigorous training of the Taoist Swordmen, polishing her innate skill with the blade to the best of his capacities. It was their parents and sensei who sought a recommendation and an entry to the Topaz Championship from the Clan's champion, seeing the opportunity as a good experience for Anzu overall.

18. Her principal ambition is to become the sensei of the Mirumoto Taoist Swordmen Dojo, and teach the next generation of samurai with stories of her experiences and deeds. To do so, she wishes to be able to acquire as much experience as she can, traveling through the empire and facing many opponents.

19. Anzu follows the Tao of Shinsei, more than the fortunes, and recites it as part of her daily training. Despise not being a pious girl, Anzu still prays to minor fortunes like Natsu-Togumara or Chagatai or Jurojin from time on time, either with a plea or just presenting words of thanks.

20. Anzu expects to have a long life so she can fill it with experiences, despite knowing how close to death a samurai lives. Should this be not possible, she would not have any trouble to find her death against a stronger opponent so she can in turn become an experience for her killer and those who comes after.

2. Character Info

Rings

Fire: 2
- Agility (AGI): 3 (+1 for Family.)
- Intelligence (INT): 2

Air: 3
- Reflexes (REF): 3 (12 exp)
- Awareness (AWA): 3 (12 exp)

Earth: 2
- Stamina (STA): 2
- Willpower (WIL): 2

Water: 2
- Strength (STR): 2
- Perception (PER): 2

Void: 3 (+1 due to School)



Skills

*Athletics: 2 (2 exp)
*Defense: 2 (2 exp)
*Iaijutsu: 3 (5 exp)
*Kenjutsu (Katana): 3 (5 exp)
*Lore: Theology: 1
*Meditation: 1
*Etiquette: 3 (5 exp)
Games (Go): 1
Courtier: 3 (6 exp)

* = School Skills



Outfit

- Sturdy Clothing
- Katana
- Wakizashi

- Tanto
- Traveling Pack
- 1 Koku



Advantages and Disadvantages

Advantages:
- Prodigy [Physical] (12 Points)
You are a marvel of the dojo, and your sensei believe that you will accomplish incredible things in your lifetime. Whenever you make a School Skill Roll, you gain a bonus of +1k0 to the roll.

- Strength of the Earth [Physical] (2 Points)
In your soul can be found the spirit of the mountains and the strength of stone. You can overcome injuries that would cripple other men. The TN penalties you suffer from Wound Ranks are reduced by 3. Bushi characters may purchase this Advantage for 2 points.

Disadvantages:
- Ascetic [Mental] (0 Points)
You have no taste for or interest in material things, and this minimalist attitude has impacted how others view you. Your School Outfit includes only weapons, armor, clothing, necessary tools of the trade for your profession (such as scroll satchel for shugenja), and nothing else. Any time you would be awarded Glory as a result of your actions, you receive only half the normal amount. Coupled with the normal restriction for Monks in gaining Glory, ascetic monk characters would only gain one quarter the normal amount of Glory. This Disadvantage is worth 3 points to Dragon or Monk characters.

- Driven [Mental] (2 Points)
You are possessed by some goal, and will sacrifice almost anything to accomplish it, even your honor. Family, friends, material possessions, and even Bushido mean nothing compared to the potential completion of this goal, whatever it may be. Goal: To become the sensei of the Taoist Swordmen Dojo.

- Idealistic [Mental] (2 Points)
You adhere closely to the code of Bushido, perhaps too closely, and you have a hopelessly naive view of the world and hos things work. You have impossible standards that not even the most heroic individual could hope to meet, much less you. Whenever you lose Honor, the loss is increased by 1 point. This Disadvantage is worth 3 points to Lion characters.

Overconfident [Mental] (3 Points)
You possess a grossly inflated view of your own prowess, and are often incapable of recognizing when a situation is beyond your ability to handle. When outnumbered or facing a clearly superior enemy (whether in court or in battle) you must succeed at a Perception Trait Roll (TN 20) in order to recognize the situation for what it is and leave instead of engaging. This Disadvantage is worth 4 points to Lion and Mantis characters.


 
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Well, I know I'm going either with a Kakita-trained Doji or a full Kakita trained Iaijutsu prodigy.

…yes, she's going to have Prodigy.
 
Is a shame Saburou isn't exactly suited for open confrontation (he's more about having so many magic numbers after all :p).
 
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I would play, but I'm in a bunch of campaigns in real life and online already so I'm well into peak gaming. Still, I hope everyone playing has lots of fun! L5R is such an interesting and engaging game, and I love that it's managed to gain even some small presence here on SV.
 
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Here's what I've been working out so far, I don't have time for all of the 20 questions yet (Heading to work in just a bit), but I'll do those up when I get home, this is basically just the early skeleton for my Hida Not!Stungun Milly, and as much as I could do before I had to leave.

Could I get any advice or criticism for what I have so far @Maugan Ra ?

(Also, it probably helps being the newbie to pick the Clan that gives few fucks about politics :p)

EDIT: Finished my twenty questions! Going to do a pass on the Experience and call it a night.
EDIT THE SECOND: Done, I think. I have no idea if I'm doing this right or not, but there we have it.


Hida Haruko
Age:
14

Air: 2
Reflexes: 3
Awareness: 2

Earth: 3
Stamina: 3
Willpower: 3

Fire: 2
Agility: 3
Intelligence: 2

Water: 2
Strength: 3
Perception: 2

Void: 2

Skills:
Athletics 2
Defense 3
Heavy Weapons (Tetsubo) 3
Intimidation 1
Kenjutsu 2
Lore: Shadowlands 1
Iaijutsu 1
Etiquette 2
Sincerity 2

School: Hida Bushi

Technique 1:
The Way of the Crab: Ignore TN Penalties for heavy armour except with stealth, gain +1k0 to damage rolls with heavy weapons

Outfit:
Heavy Armor
Sturdy Clothing
Tetsubo
Travelling Pack
3 Koku

Advantages:
Large (3 XP): +1k0 on Damage Rolls for large melee weapons
Strength of the Earth (2 XP): Reduce TN Penalties from Wound Ranks by 3
Touch of the Spirit Realms (Tengoku) (5 XP): +2k0 on Taint Resistance rolls

Disadvantages:
Gullible (+4 XP): +1k1 for people using Sincerity (Deceit) against Haruko
Idealistic (+2 XP): Loses 1 more Honor point when it would otherwise be reduced.

XP: 0

Reflexes to 3: 12 XP
Willpower to 3: 12 XP
Agility to 3: 12 XP
Advantages: 10 XP
Disadvantages: -6 XP
Defense to 3: 5 XP
Tetsubo to 3: 5 XP
Kenjutsu to 2: 2 XP
Etiquette to 2: 3 XP
Sincerity to 2: 3 XP
Athletics to 2: 2 XP

Total Expenses so far: 60 XP


Honor: 3.5
Status: 1.0

1) Haruko is a proud member of the Crab clan! WIth the powerful shell and grasping claws that comes with it... Or she would if she was an actual crab, rather than just a member of the clan that bears their name. Regardless! They serve a critical role in smashing the various creatures in the Shadowlands that try to pour out over the wall and inflict mayhem and misery upon the good peoples of Rokugan, and she is more than proud to stand amongst them!

2) Of the Crab, the Hida clan stands as the mightiest and most certainly heroic of their number, and it is no surprise that Haruko was born amongst them. Sure, some people might have complaints about silly things like being rude, or mean, or impolite, but that's just because we're far too busy cracking carapaces to have to worry about the little fiddly bits and nicities that are needed to pass the time when you're not constantly under siege. It's perfectly fine though, she won't judge them for that, not everyone has the good fortune to have such a noble cause to devote their lives to!

3) Haruko is a Bushi in the making, a heroine of club and steel, joining the ranks of her fellow clansmen in the defense of the Empire from the forces of hell. She's rather determined to do justice to this critical and important responsibility, though it came as somewhat of a surprise that she was seconded to this tournament, she was sure that she was merely average for the longest time. Nonetheless! She had a responsibility to do justice to this thing.

4) Haruko is large, pretty enough, and tends to stand a head above even the average Rokugani man, which is entirely unsurprising given her lineage when you consider it. Friendly, affectionate, and while not exactly a paragon of statecraft and face, her dogged perseverence and clumsy efforts to look on the bright side of life at all times have won her some number of admirers. Even if they're hard pressed to admit it without looking silly themselves.

5) Ambition and the seizing of power and influence have their places, but Haruko's wishes are straightforward enough in this early period of her life. To do her family and Clan proud, and defend the Empire from the monsters still lurking withing the Shadowlands--often by discouraging them by club, why change what's been so effective in the past generations?

6) Hida Seika is Haruko's primary teacher in the arts of hitting things exceedingly hard while bouncing counterattacks off of you. An old crusty veteran of several major battles, including the campaigns leading up to the Second Day of Thunder, the old Bushi has seen just about everything at this point--and frankly would rather not have to put up with keeping a bunch of students in line, but the young Haruko managed to worm her way into the heart of the old veteran. It helps that the girl's talent is enough that she only usually needs to go over a lesson once or twice before it sinks in, which is a good change of pace from the other rookies of her generation.

7) Haruko is an irepressible optimist, difficult to drag down into a funk or knocked off her game by the words and deeds of others. She has her own idea of proper behavior after all, and as long as you make the effort, one can never be wholly wrong! Of course, coming hand in hand with this is her unhesitating dedication to honesty, and her tendency to give the benefit of the doubt to her peers, which has obvious problems when dealing with the viper's nest of politics and the court.

8) Bushido is important. It's the difference between a common thug and a true Samurai of Rokugan, the ability to set aside your weapons and behave as proper, honest sorts. Sadly, far too many seem to consider it to be a set of guidelines than something that should be upheld as a way of life. Haruko in particular particularly favors Compassion--which may seem a little odd coming from a Crab, but she sees no contridiction in it--the Crab are strong and dedicated, and it is through their labors that the other lands of Rokugan can know a semblance of peace and prosperity. It's just a shame they do such a good job mucking up the opportunity.

9) The Crab are a clan of great heroes and champions--the first into battle against the the demons of the Shadowlands--and when all goes well, the only ones who need to make that sacrifice. Haruko is proud to stand among them, though she does wonder why there's all of the bad talk about the other Clans all the time, it all seems a little bit senseless to her.

10) Not yet! There's evidently talks with the Unicorn to continue strengthening their alliances, but nothing formal has been hammered out yet. Her performance in the Topaz Championship may or may not throw a wrench in things.

11) To a certain extent, Haruko does share many of the Crab's basic opinions and prejudices regarding the other major Clans, but as she is still young and unseasoned, she's more likely to be swayed aside from this through the right interactions, rather than be set in her ways like an older and more mature Samurai might.

12) Ultimately, Haruko's most direct loyalty goes to the Daimyo of her family, but that's chiefly because they're the ones who would be calling the shots at this particular moment, and serving as the channel for which the will of the Emperor is made manifest. Sort of, she tries not to think about these things because the interlocking alliances and interests tend to make her head hurt.

13) Haruko likes sweets, especially after a long day's work while relaxing in a bath. It's a simple sort of luxury, but surprisingly rare to come across in her homelands, given the heavy focus on being ready to break heads at a moment's notice, even for the children. Things she doesn't particularly care for are liars and people who fail to follow through on what they said they'd do. Perhaps these aren't the most complicated things, but she is both uncomplicated by nature, and fourteen years old, philosophy can come later!

14) Haruko often finds herself crossing her arms when at rest--a somewhat defensive posture brought on from her hard lessons in awareness and fast reactions while in training. Such is the flaw of being a talented student with an impatient teacher--you tend to be the most frequent sufferer of surprise inspections and lessons.

15) Haruko is very sincere by nature. Though fully capable of keeping her mouth shut if she must, she always finds herself more comfortable in an informal situation, where relaxing and saying what she means is less likely to get her the stink-eye for lack of discipline. Gregarious by nature, she nonetheless finds this to be something to overcome in society.

16) "Define Improper". There's a vast difference between subordinates relaxing their face when in the command tent filled with friends and comrades, and failing to meet up with basic discipline when on duty. The former is something to be easily overlooked so long as they remain effective, but the latter must be reminded that all are expected to do their jobs, and one of the jobs of the Samurai is to be the rocks that the commoners rally behind.

17) "A fine daughter who may yet bring great honor to the clan... Hopefully she doesn't find herself led into trouble during the Championship."

18) Haruko's goals are simple, to crush evil where it stands. Definitions of 'Evil' may require some fine tuning and tempering with worldly experiences, but it is not as though Rokugan lacks villains, even away from the Wall (In many cases, especially away from the Wall).

19) Not particularly religious. She certainly attends the festivals and shows proper reverence as expected, but beyond that, she mostly attempts to live her life honestly and without need for regrets, and hopes that will be enough.

20) Likely without having seen it coming, or realizing it had actually happened until it's too late.
 
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O_O this is my old character, as it happens, Doji Chizuru the prodigal Kakita duelist

horngeek pls

It's not exactly a hard concept to come up with. :V

I've got a few things for Natsuko, though- She actually has a fair deal of respect for all the Great Clans. Well, she's not quite sure about the Mantis, but her mother was from a clan the Crane normally disdain (either Lion or Scorpion), and her influence has taught Natsuko to look at the value in all the Clans.
 
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