Where the Kami Blow (L5R Minor Clan Gaijin Land Quest)

[X] Iberian

[X] Tsuruchi

Good harbor is a must for Mantis. Archers, like fences, make for good neighbors. and we should be alright, or at least somewhat prepped, for diseases as we are the closest to a healer in the setting, right?
 
[X] Fjord
[X] Tsuruchi - Formerly known as the Wasp Clan, the Tsuruchi are without question the greatest archers in the Empire, and have focused the majority of their efforts toward maintaining that level of skill. Generally perceptive and highly athletic, the Tsuruchi excel as warriors and magistrates.
 
The Iberian coastline matches sailor's tales of a large kingdom ravaged by a disease known to be highly contagious, with symptoms including rashes and boils.
 
[X] Fjord
[X] Kitsune: - Formerly known as the Fox Clan, the Kitsune joined the Mantis Clan decades after the other families founded it, and only then because the Fox were on the brink of annihilation and the Yoritomo could save them, with the only price being an oath of fealty. The Kitsune are a simple, quiet people who prefer to commune with the spirits of nature in the forest rather than travel across the Empire on formal business.
+ 1 Awareness
 
[x] Fjord
[x] Yoritomo

In the end, while I agree Kitsune is more useful, it'd only be a Yoritomo who'd try something this batshit.
 
Below are the various rumors and observations you can make from the deck of your kobune.

Sailors Rumors about Landing Zones
Desert - Scorpion tell tales of a vast desert to the north of Rokugan, filled with djinn and barbarians. Were you blown that far off course?

Forest - Mantis sailors advise that this matches what they have heard the Thrane describe their homeland as appearing like. It could be that this is wear some of the despoilers of White Stag came from.

Fjord - The air is crisp and you swear there is distant singing, but the natural harbor to your front is pristine and untouched.

Iberian - The Iberian coastline matches sailor's tales of a large kingdom ravaged by a disease known to be highly contagious, with symptoms including rashes and boils.

Jungle - The jungles of the former Ivory Kingdom was you original destination, could you have been blown past your port of call? If so, you will need a sharp eye to watch for Spider Clan among the other monsters of the jungle.

Med - From the sea you can see numerous walled villages and fortified outposts, lands this beautiful will be highly contested.
Adhoc vote count started by Ragabash1066 on Mar 21, 2018 at 12:32 PM, finished with 9 posts and 5 votes.

  • [X] Fjord
    [X] Kitsune: - Formerly known as the Fox Clan, the Kitsune joined the Mantis Clan decades after the other families founded it, and only then because the Fox were on the brink of annihilation and the Yoritomo could save them, with the only price being an oath of fealty. The Kitsune are a simple, quiet people who prefer to commune with the spirits of nature in the forest rather than travel across the Empire on formal business.
    [X] Iberian
    [X] Tsuruchi
    [X] Tsuruchi - Formerly known as the Wasp Clan, the Tsuruchi are without question the greatest archers in the Empire, and have focused the majority of their efforts toward maintaining that level of skill. Generally perceptive and highly athletic, the Tsuruchi excel as warriors and magistrates.
    [x] Yoritomo
 
At this point it looks like you are bound for the Fjords. Same place my tabletop game is exploring. maniacal laughter
And currently a tie between fox and wasp. Barring future votes, I'll just roll for it in the case of ties.
Adhoc vote count started by Ragabash1066 on Mar 21, 2018 at 7:32 PM, finished with 11 posts and 6 votes.

  • [X] Fjord
    [X] Med
    [X] Kitsune
    [X] Iberian
    [X] Tsuruchi
    [X] Tsuruchi - Formerly known as the Wasp Clan, the Tsuruchi are without question the greatest archers in the Empire, and have focused the majority of their efforts toward maintaining that level of skill. Generally perceptive and highly athletic, the Tsuruchi excel as warriors and magistrates.
    [X] Kitsune: - Formerly known as the Fox Clan, the Kitsune joined the Mantis Clan decades after the other families founded it, and only then because the Fox were on the brink of annihilation and the Yoritomo could save them, with the only price being an oath of fealty. The Kitsune are a simple, quiet people who prefer to commune with the spirits of nature in the forest rather than travel across the Empire on formal business.
    [x] Yoritomo
 
A cold wind and a cute face.
"Kitsune-sempai, if you are done with your prayers, might I have a moment of your time."

The chill wind from the mountains caresses your back as you turn around; "Ikoma-san, I have told you before there is no need to be so formal. Ikoma Ran shifts hesitantly before you, reminding you a a small rabbit.


"I would not presume such, Kitsune-sempai. With you father captaining this voyage, it would be presumptuous of me. Were you not also blessed with the voice of the kami in your ear, I would hesitate to even approach."

"And yet you did, Ikoma-san. Truly a lion's courage nos no bounds. But please, again, call me ____. I insist."

[] Toma
Your father is Kitsune Date, a bushi, and you are the youngest of two sons. A life time of being the smallest has also made you the toughest.
Small 3pt Physical Disadvantage - You are noticeably smaller than average for a denizen of the Emerald Empire. As a result, your Water Ring is considered one rank lower for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on the Damage Rolls of all melee attacks. You may not take the Large Advantage.Strength of the Earth 3pt Physical Advantage - 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.
[] Maru
Your father is Kitsune Hori, a courtier, and you are his bastard. His only heir, the apple has not fallen far from the tree.
Lechery 2pt Social Disadvantage - Physical pleasure is a weakness of yours, and you spend considerable time pursuing it. When an opponent makes a Temptation (Seduction) roll against you, he gains a bonus of +1k1 to the total of his roll.Dangerous Beauty 3pt Social Advantage - You possess a certain quality that makes you all but irresistible to members of the opposite sex, and they succumb easily to your manipulations. You gain a bonus of +1k0 to the total of all Temptation Skill Rolls made with members of the opposite sex.
[] Kihei
Your father is Bayushi Otaro, your mother is Kitsune Akatski; the wife of Kitsune Ienao, a bushi. Following her death from shame, your father kept you in the court. Any child who responds to kami at a young age is valuable, even a scorpion's by-blow.
Antisocial 2pt Social Disadvantage - You find the presence of others uncomfortable, so much so that is immediately obvious to those around you. Your preference for solitude causes you to behave in a manner that might best be described as rude. You suffer a penalty of -1k0 to all Social Skill Rolls.Friend of the Elements 3pt Spiritual Advantage - The spirits of a certain Element swirl about you at all times, lending their aid when possible even though you are likely unaware of their presence. Choose a Ring when this Advantage is purchased. Whenever you make a Trait Roll with either Trait associated with that Ring, you gain a Free Raise.
[]Masako
Your Mother is Kitsune Ayeka, a bushi. Recently widowed, your mother has three children of which you are the middle one and the only son.
Idealistic 2pt Social Disadvantage - 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.Daredevil 2pt Physical Advantage - You have a natural flair for athleticism and a complete lack of self-preservation when it comes to physical damage. Whenever you spend a Void Point to enhance an Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1.
[] Bredon
Your father is Kitsune Tomoro, a monk. Named by tradition for a gaijin who saved your ancestor, it has earned you odd looks and a hunger to know more.
Gaijin Name 1pt Social Disadvantage - Either due to your lineage or your parents' fascination with another culture, you possess a name that is clearly not of Rokugani origin. Although there is no honor loss for such a thing, others regard you questionably as a result. Your individual dice may only explode once on a Social Skill Roll (that is, each die has a maximum possible result of 20).Sage 3pt Mental Advantage - You have a love of learning, and have accumulated a staggering amount of information during the course of your lifetime. Whenever you would be forced to make an Unskilled Roll when using a Lore Skill, you instead are considered to have 1 rank in that Skill.

With a faint tint to her cheeks, Ikoma Ran lowers her eyes, "If you insist, Kitsune-sempai. I just wanted to inquire, which school did you study at? Your prayers are unfamiliar to me. As a shugenja trained in the Kitsu school and an Ikoma, I would hope to be familiar in most of the patterns of the empire."

[] Kitsune Shugenja [CR]
The Fox Clan is located next to one of the largest forests in Rokugan, a fact that has shaped the direction of their lessons. Each Kitsune shugenja gains a love for the spirits and the tranquility of the deep forest after countless hours meditating within its borders. This connection between man and beast is encouraged and strengthened with comprehensive lessons.
The Kitsune's love for nature is evident in the abilities taught at their school. The Kitsune can connect with the wilderness and the animals that inhabit it. It is a versatile technique that can be vital to the Kitsune shugenja's duties, and few from other schools can duplicate the Fox's abilities.
Benefit: +1 Stamina
Skills: Calligraphy, Defense, Hunting, Medicine (Herbalism), Meditation, Spellcraft, any one High or Bugei skill
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 koku
Affinity / Deficiency: Earth / Air
Spells: Sense, Commune, Summon, 3 Earth, 2 Water, and 1 Fire
Technique: Essence of Chikushudo - None in the Empire are closer to the ways of nature than the simple Kitsune who make the wilderness their home. You may use the Sense, Commune, and summon basic spells to affect the animal spirits of Chikushudo as well as kami (using Summon results in the appearance of a single animal spirit rather than a set amount of the elemental material). Animal spirits tend to be more direct than kami, and perceive things differently, but have just as little sense of why man does what he does. You gain a Free Raise on any non-damaging spell cast on an animal.
[] Moshi Shugenja [CR]
The practices of the Moshi shugenja were developed over the course of many years spent in unwavering devotion to the Sun Goddess. Despite the celestial upheaval that has occurred within the Celestial Order during Rokugan's history, the Moshi have managed to retain their devotion even if the nature of their magical studies has changed somewhat. Since joining the Mantis Clan, their focus has shifted from one of pure theology to more practical concerns, and they excel at invoking the kami who hold sway over the weather. As such, the Moshi, who are far more numerous than the modest Yoritomo bloodline that maintains its own shugenja tradition, are frequently stationed aboard Yoritomo vessels in order to placate the seas during the clan's all-important mercantile voyages.
Like their Yoritomo kinsmen, the Moshi are highly adaptable. Their ability to gain an additional Affinity during the day, particularly since it is not accompanied by an additional Deficiency, allows them extreme versatility in their spell-casting choices, enough to rival even the Isawa of the Phoenix Clan.
Benefit: +1 Awareness
Skills: Calligraphy (Cipher), Divination, Lore: Theology, Meditation, Spellcraft: any two High or Bugei Skills
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 10 koku
Affinity / Deficiency: Air / Earth
Spells: Sense, Commune, Summon, 3 Air and 3 Fire spells
Technique: Favor of the Sun - No family has been more reverent of the various incarnations of the Sun throughout their history, and their piety has granted them great favor with the Heavens. During the day, you gain an additional Affinity for Fire spells. This benefit is lost at night. You also gain a Free Raise on any spell with the Thunder keyword.
[] Yoritomo Shugenja
There are few families in the Empire as diverse and ambitious as the Yoritomo, so it is no surprise the family supports a small number of shugenja. The tradition stems back to the earliest day of the Mantis Clan. Kaimetsu-Uo, the clan's founder, had no capacity to speak to the kami, but one of his daughters did and she married a ronin who possessed the same ability. Thus began a branch of the Yoritomo family that possesses an unparalleled ability to commune with the spirits of the sea and storm.

For centuries, the small number of Yoritomo shugenja have maintained an inexplicably powerful link to the spirits of the sea and to a lesser extent the spirits of wind and storms. The Moshi have proven more capable in the latter since their induction into the clan, but no shugenja in the Empire is at home on the seas as one from the Yoritomo family. The school maintains a number of small temples throughout the Mantis islands, but none are as well known as the infamous Tempest Island, a small island renowned for the battering it receives during storm season. It is here the most powerful among the Yoritomo hone their skills and power, making themselves a force to be reckoned with throughout the whole of Rokguan.

Benefit: +1 Perception
Skills: Athletics, Calligraphy, Knives, Lore: Theology, Meditation, Sailing (Navigation), any 1 Skill
Honor: 4.5
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel, Traveling Pack, 10 koku
Affinity / Deficiency: Water / Earth
Spells: Sense, Commune, Summon, 3 Water spells, 2 Fire spells, and 1 Air spell
Technique: Child of the Sea - The family line of the Yoritomo who possess the talent for magic have a strong bond with the sea and with weather as a whole. You may expend one spell slot to alter the wind conditions in your current location by one degree. If you also spend a Void Point, you may instead shift the entire weather status one degree. You may expend a maximum combined total of spell slots and/or Void Points equal to your School Rank each Round to enact these shifts. These shifts affect an area a number of miles equal to your School Rank in all directions from your current location. You also gain a Free Raise on all spells with the Thunder keyword.
[] Write in – this will cost 5 of your Advantage points (Advantages and Disadvantages will be determined on the next and final vote of the prologue)

Adhoc vote count started by Ragabash1066 on Mar 22, 2018 at 9:55 PM, finished with 8 posts and 5 votes.
 
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I'll be honest, I'm not 100% sure. She does know you are a higher ranked shugenja. If the suffixes prove to be as annoying as I suspect they will I'll likely limit how much I use them.
 
I'll be honest, I'm not 100% sure. She does know you are a higher ranked shugenja. If the suffixes prove to be as annoying as I suspect they will I'll likely limit how much I use them.
True but its usually used for higher ranked students of the same school, Ikoma Ran could have that advantage to take a non clan school which would be interesting but I'd also expect people to stop using it after their Gempeku.

[X] Kihei
[X] Yoritomo Shugenja
 
Time for me to call this vote and get writing. Pardon the delay, the flu sucks. Any ties will be resolved by a dice roll.
 
True but its usually used for higher ranked students of the same school, Ikoma Ran could have that advantage to take a non clan school which would be interesting but I'd also expect people to stop using it after their Gempeku.

[X] Kihei
[X] Yoritomo Shugenja

You are quite right about it being the incorrect suffix; i took my lunch to research today. I'll correct that for the future. On a dice rolling question, i would prefer to use an online roller that can be verified, but I don't know of any that use the roll and keep system. Does anyone know of one that does so? In the mean time I'll be doing my own math :p.

Writing up the final bit of character creation and the end of the prologue and hope to have it up tonight.

Name roll 1-5 Maru, 6-10 Kihei
 
Rollz can do it although it's a bit obtuse. Discord does have a bot for it as well.
For rollz the command is like so
/roll explode=10 XhY (Where x is your rolled dice and y is your kept dice)
 
What gman said. Other people just use the SV dice roller, manually tally the kept and unkept and either take a seperate set of dice for explosions or else say the next die rolled is whatever it exploded too and compound them.
 
Like Waves on the Shore
"Please Ikoma-san, we will be two of but a few shugenja among our people for some time, call me by my given name. I know you can." Brushing the salt crusted hair from your face you smile down at the young woman. "And please, sit; we are both equals here," you say as you pat the rail at your side. "And to answer your question, I have been taught the in the style of the Yoritomo school."

"If you insist Kihei-san, but on if you show me the same familiarity," whispers Ran quietly as she carefully perches on the rail; her finger whitening around the stained wood. She casts her eyes out over the deep blue of the bay opening out before you. A soft wind tosses her dark hair over her shoulder as she shivers, "It is far colder here than the jungle I was told to expect. Do you think your honored father has any plan in mind for the difference?"

"My honored father," you snarl, "has plans for everything and everyone of us, never fear. I wouldn't doubt that we shall find him directing the heimin on a silk camp chair." Leaning out to sight around the headland rising to your starboard, "Would that he would share these plans with we minor stars in his orbit. All we have been told, Ran-san, is that upon our arrival an imperial missive will be read forth and we shall all know what we are due." As you say this, you take note of a grey haze rising over the forested hills to your right and scent smoke upon the breeze. With a mutter "Speak of the oni," you rise to your feet. "Please forgive my absence, Ran-san, I hope to speak with you more in the fu..."

Rounding the bend your words trail off, faced with a scene of ruin. Along the rough stone sides of the headlands, are the shattered remains of a number of kobune; hanging limply from the mast you not the Fox and Mantis mon. A bare few feet of the largest ship remains above the surface, casting shadows on the smooth water. Sitting dejected upon the ruined stern-castle you sight a familiar wispy form, though almost unrecognizable. At the start of your journey the ghostly woman before you was resplendent in lacquered armor of emerald and gold, with kama at hip and sword at shoulder. Now she sobs upon a ruined rail; her green Dō hanging cracked and loose on her muscled frame. The great kami of you father flag ship, Luck of the Kitsune, awaits you as damaged at heart as she is in form.

Your crew can only look upon the wreck in shock as you drift past; Ran next to you with hands over her mouth in horror. Her eyes are locked on the grieving kami as your ship goes slowly by, glimpsing the sharp stones that had torn her hold apart in what appears to have been moment. From a distance of bare meters, the sailors watch the water for survivors and can see none.

"I failed him, Kitsune-Dono, and I can't even accept my shame with honor..." These words reach your ears as if she stood at your hip. Lifting weary eyes to yours, the spirit holds out bloodied hands, upon which lays a the long hilt of her katana. But as opposed to the fine blade you saw her depart with, what she holds now is shattered bare centimeters above the hilt. "I'm sorry, Kitsune-dono..." Her voice fades as the distance between your vessel grows, the ghostly figure resuming her mournful vigil.

Beyond the shattered wreckage you make out another four vessels beached ashore, their sails hanging limp and their hulls pulled around a low fire. All that remains is for you to go ashore and determine what happens now.

_____________________________________

Surviving Ship roll 5d10 - 7, 9, 8, 6, 19 (explodes 10 +1d10 9= 19)
Damn...

Please note the voices of the kami will be in italics, non-shugenja can't hear them.
As far as Advantages and Dsadvantages you currently possess the following:
Advantages – Friend of the Kami – 3pt Spiritual
Disadvantage – Antisocial – 2pt Social

To determine your remaining ones, please vote by plan.
You have 7pts remaining for Advantages and can take up to 8pts more of Disadvantages.
Any Advantages taken at this point, if not balance by Disadvantages, will subtract from the points I use to craft your starting stats.

[] Absolute Direction [Mental] (1 Point) [CR]
You possess an almost supernatural sense of direction, and you always know what direction is north, no matter the circumstances. This ability does not function if you are more than one day's travel inside the Shadowlands.
[] Balance [Mental] (2 Points) [CR]
You possess an inherent calm and serenity that others have difficulty overcoming when attempting to antagonize or taunt you, and that strengthens you when your honor is tested. When adding your Honor Rank to the total of any roll made to resist Intimidation, Temptation, you add an additional +1k0 to the roll as well.
[] Clear Thinker [Mental] (3 Points) [CR]
You possess a sharp mind and keen powers of perception, making it very difficult for others to deceive you. Whenever you make a Contested Roll against someone who is attempting to confuse or manipulate you in any way, you gain a bonus of +1k0 to the total of your roll.
[] Dangerous Beauty [Physical] (3 Points) [CR]
You possess a certain quality that makes you all but irresistible to members of the opposite sex, and they succumb easily to your manipulations. You gain a bonus of +1k0 to the total of all Temptation Skill Rolls made with members of the opposite sex.
[] Daredevil [Mental] (2 Points) [CR]
You have a natural flair for athleticism and a complete lack of self-preservation when it comes to physical damage. Whenever you spend a Void Point to enhance an Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1.
[] Elemental Blessing [Spiritual] (4 Points) [CR]
You are much beloved by the kami of a particular element, although you know not why that might be. As a result, the cost of increasing the Traits associated with one particular Ring, chosen when this Advantage is purchased, is decreased by 1. For example, if you choose Earth when you purchase this Advantage, the cost of increasing Stamina and Willpower is reduced by 1 Experience Point every time you increase them. Void may not be chosen for this Advantage.
[] Friendly Kami [Spiritual] (5 Points) [CR]
A particular kami has befriended you, and stays in your vicinity at all times. Choose one element when this Advantage is purchased. You gain a bonus of +1k1 to the total of all Spell Casting Rolls made to cast Sense, Commune, or Summon with regard to that Element only. Only shugenja may purchase this Advantage. You may not select this Advantage for an Element in which you are Deficient
[] Heartless [Mental] (4 Points)
You have a heart of stone. Attempts to woo you or sway your heart - whether through love, courtesy, compassion, or mercy - fall on deaf ears. You gain a +1k0 bonus to rolls made to resist any Courtier, Sincerity, or Temptation roll made for the purpose of persuading you, seducing your, or otherwise changing your mind.
[] Hero of the People [Social] (2 Points) [CR]
Although your reputation among your fellow samurai may not be any better than that of the next individual, your actions have garnered the adoration of the common folk. When meeting citizens of Rokugan who are not members of the samurai caste, the TN for them to recognize you, as determined by your Glory Rank, is lowered by 10.
[] Higher Purpose [Mental] (3 Points) [CR]
There is some greater purpose to which you have devoted your life. This is not a simple matter, but some grand work that will take years or perhaps even the whole of your life to accomplish. Whatever this goal is, during any session in which you and the GM agree you have made demonstrable progress toward it, you gain one additional Experience Point.
[] Large [Physical] (4 Points) [CR]
You are significantly larger than the average Rokugani, ranging in height from 6'0" to 6'3" in height. You fain a bonus of +1k0 to the total of all Damage Rolls for any large melee weapon. Crab characters may purchase this Advantage for 3 points.
[] Leadership [Social] (6 Points) [CR]
You have an innate knack for leading and inspiring others in battle. Once per Round during the Reactions stage, you may add your School Rank plus 1k1 to the Initiative Score of one ally in a skirmish. This bonus lasts until the Reactions stage of the following round. An individual may only benefit from one use of this Advantage per Round.
[] Precise Memory [Mental] (3 Points) [CR]
You have an incredible ability to recall exactly things you have seen or heard. In any situation where you need to remember something exactly the way it was, whether the wording of something you read or the details of a person's physical appearance, you add a bonus of +1k1 to your Intelligence Trait Roll.
[] Prodigy [Physical] (12 Points) [CR]
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.
[] Quick [Physical] (6 Points) [CR]
You can react quickly to others, seizing advantage where previously there had been none. If you did not act first during a Combat Round, during the Reactions Stage of combat you may add your Reflexes Trait to the total of your Initiative Score for all subsequent rounds of this skirmish. This may be done each Round that you did not act first. Ninja characters may purchase this Advantage for 5 points.
[] Quick Healer [Physical] (3 Points) [CR]
Your body mends incredibly quickly, allowing you to recover from even devastating wounds with amazing speed. For the purposes of recovering Wounds, your Stamina is considered to be two ranks higher.
[] Sage [Mental] (4 Points) [CR]
You have a love of learning, and have accumulated a staggering amount of information during the course of your lifetime. Whenever you would be forced to make an Unskilled Roll when using a Lore Skill, you instead are considered to have 1 rank in that Skill. Phoenix and shugenja characters may purchase this Advantage for 3 points.
[] Strength of the Earth [Physical] (3 Points) [CR]
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.
[] Tactician [Mental] (4 Points) [CR]
You have a mind well suited to the ebb and flow of battle. When making a roll on the Mass Battle Table, you may increase or decrease your result by 5. Lion and bushi characters may purchase this Advantage for 3 points.
[] Bad Eyesight [Physical] (3 Points) [CR]
Your eyesight is exceptionally poor, whether as a result of some medical condition or even from a missing eye. You suffer a penalty of -1k1 to all ranged attack rolls and to any Perception-based rolls.
[] Bad Fortune [Spiritual] (3 Points) [CR]
Kharma is a powerful force, and sometimes it is a destructive one as well. There is something unpleasant in store for you, and you may have no idea what it is until it is far too late.
[] Bad Health [Physical] (4 Points) [CR]
You suffer from a chronic medical condition that constantly renders you weak and susceptible to both illness and injury. Your Earth Ring is considered one rank lower for the purposes of determining Wound Ranks and for resisting diseases.
[] Brash [Mental] (3 Points) [CR]
You have a notoriously short temper and are likely to answer anything you perceive as a threat with steel. 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. This Disadvantage is worth 4 points to Lion characters.
[] Can't Lie [Mental] (2 Points) [CR]
You are psychologically incapable of telling a lie, perhaps because it has been so thoroughly drilled into your nature by your honorable family. Not only can you not tell a lie, but if someone in your presence tells a lie and you know that it is untrue, you must succeed at a Willpower Trait Roll (TN 20) or immediately correct them. This can cause untold difficulty in court settings and can lead to complete disgrace if you are not careful.
[] Contrary [Mental] (3 Points) [CR]
Your strong will and rigid view of the world insists not only that you develop an opinion on everything, but that you must share it at every opportunity. During any debate or dispute, or even casual discussion, you feel compelled to weigh in and attempt to persuade others to see the matter from your point of view. In any tense situation, you must succeed at a Willpower Trait Roll to avoid taking action, whether to resolve a conflict physically or simply to interject into an argument. The TN for this roll can vary widely, and should be determined by the TM (typically somewhere between 5 and 25). This Disadvantage is worth 4 points to Imperial and courtier characters.
[] Cursed by the Realm [Spiritual] (4 Points) [CR]
The influence of the spirit realms can be felt throughout the mortal realm of Ningen-do, and for whatever reason, the essence of one realm in particular has marked you as a foe of all that emanates from that realm. This Disadvantage is worth 5 points to shugenja characters.
[] Disturbing Countenance [Physical] (3 Points) [CR]
Something about your appearance causes others to respond to you with concern and caution. You are not necessarily unattractive, merely disturbing in some way. The TN of all your Social Skill Rolls is increased by +5. This Disadvantage is worth 4 points to Spider characters.
[] Elemental Imbalance [Spiritual] (2 Points/Rank) [CR]
The kami of one element favor you, but so much so that their voices sometimes overpower your will and cause your invocations to achieve results other than what you intended. Only shugenja may take this Disadvantage. Choose an element in which you do not possess a Deficiency. Whenever you cast a spell of this element, you must make a Willpower Trait Roll at TN 15 + 5 per rank of this Disadvantage. If you fail the roll, something disastrous happens. The spell may fail outright, it may target someone altogether different from who you intended, or other effects as determined by the GM.
[] Greedy [Mental] (3 Points) [CR]
Material wealth is more important to you than anything else, even though samurai are not meant to be sullied by commercial interests. Opponents attempting to use Temptation (Bribery) rolls against you gain a bonus of +1k1 to the total of the roll. This Disadvantage is worth 4 points to Mantis characters.
[] Gullible [Mental] (4 Points) [CR]
Your trust is given easily and you place tremendous faith in those whom you trust, unfortunately making it very simple for others to take advantage of your naive nature. Opponents attempting to use Sincerity (Deceit) against you gain a bonus of +1k1 to the total of their rolls.
[] Idealistic [Mental] (2 Points) [CR]
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.
[] Lechery [Social] (2 Points) [CR]
Physical pleasure is a weakness of yours, and you spend considerable time pursuing it. When an opponent makes a Temptation (Seduction) roll against you, he gains a bonus of +1k1 to the total of his roll.
[] Low Pain Threshhold [Physical] (4 Points) [CR]
You ability to focus in the face of pain is less than that of others. The TN penalties you suffer due to Wound Ranks are increased by +5 each rank
[] Overconfident [Mental] (3 Points) [CR]
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.
[] Small [Physical] (3 Points) [CR]
You are noticeably smaller than average for a denizen of the Emerald Empire. As a result, your Water Ring is considered one rank lower for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on the Damage Rolls of all melee attacks. You may not take the Large Advantage.
[] Soft-Hearted [Mental] (2 Points) [CR]
Human life is precious to you, so much so that you have difficulty executing the basic duty of the samurai caste: to kill. When faced with the opportunity to kill another human being, you must succeed at a Willpower Trait Roll (TN 20), or you are unable to do so. If you do kill another, the TNs of all your rolls are increased by +10 for one day as you are wracked with guilt. The penalty is not cumulative with multiple deaths. This Disadvantage could potentially also apply to killing nonhuman creatures or even Shadowlands monsters, although the Experience Point value should be increased in such cases.
[] Unlucky [Spiritual] (2 Points per Rank) [CR]
Fortune favors the mortal man… just not in your case. A number of times per session equal to your rank in this Disadvantage, the GM may force you to immediately re-roll one roll, keeping the second roll in all cases.
[] Wrath of the Kami [Spiritual] (3 Points) [CR]
The spirits of a particular element have a vehement dislike of you, and when invoked to smite you, they gleefully and enthusiastically comply. This may be the result of a shugenja's curse, an offense you offered to the Fortunes, or a variety of other spiritual causes. Select one element when you purchase this Disadvantage. Spells of this element cast against you confer one Free Raise on the Spell Casting Roll. This Disadvantage is worth 4 points to shugenja characters.

Your Current Stats are as follows (these will increase at the end of character creation):
Earth: 2 (Stamina 2 Willpower 2)
Air: 2 (Reflexes 2 Awareness 3)
Water: 2 (Strength 2 Perception 3)
Fire: 2 (Agility 2 Intelligence 2)
Void: 2
Skills: Athletics, Calligraphy, Knives, Lore: Theology, Meditation, Sailing (Navigation), Courtier
Honor: 4.5

Technique: Child of the Sea - The family line of the Yoritomo who possess the talent for magic have a strong bond with the sea and with weather as a whole. You may expend one spell slot to alter the wind conditions in your current location by one degree. If you also spend a Void Point, you may instead shift the entire weather status one degree. You may expend a maximum combined total of spell slots and/or Void Points equal to your School Rank each Round to enact these shifts. These shifts affect an area a number of miles equal to your School Rank in all directions from your current location. You also gain a Free Raise on all spells with the Thunder keyword.
Spells: Sense, Commune, Summon,
3 Water spells:
Path to Inner Peace [CR]
  • Ring/Mastery: Water 1
  • Range: Touch
  • Area of Effect: 1 target individual
  • Duration: Instantaneous
  • Raises: None
The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This spell restores a number of Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the spell's TN to cast.
Reversal of Fortunes [CR]

  • Ring/Mastery: Water 1
  • Range: 10'
  • Area of Effect: 1 target individual
  • Duration: 3 rounds
  • Raises: Duration (+1 round), Range (+5')
Versatility is the domain of water, and those who carry its blessing reap the rewards. For the duration of this spell, the target may immediately re-roll any one roll per round. This must be done immediately after the first roll is completed, and the target may keep either result.
HEAVEN'S TEARS

  • Ring/Mastery: Water 2 (Crystal)
  • Range: Centered on caster
  • Area of Effect: 30' radius around caster
  • Duration: 2 Rounds
  • Raises: Area of Effect (+5' radius per Raise), Duration (+1 Round for two Raises, may only be done once)
This prayer evokes the sorrow of the Heavens, unleashing a brief deluge of rain which is endowed with the spiritual purity of the Sun. The spell summons divine rain from the sky, and thus can only be used effectively outdoors – it cannot cause rain to fall indoors or underground. Those of pure soul (no Taint or Shadow corruption, Honor Rank 4.0 or better) who are bathed in Heaven's Tears are healed each Round by a number of Wounds equal to the caster's Water. Conversely, those with Taint or Shadow corruption suffer 1k1 Wounds for each Round they are exposed to the Tears.

2 Fire spells:
Biting Steel [CR]
  • Ring/Mastery: Fire 1 (Craft)
  • Range: Touch
  • Area of Effect: 1 bladed weapon
  • Duration: 1 minute
  • Raises: Duration (+1 minute)
Fire spirits can infuse metal with their own fury, turning a sharp edge into a supremely perfect one. This spell enhances the damage of steel bladed weapons, such as swords, knives, naginata, etc. Biting Steel cannot affect weapons which are not metal blades, which are nemuranai, or which have already been enhanced by magical effects. The weapon's DR is increased by 1k1 for the duration of the spell.
Envious Flames [CR]

  • Ring/Mastery: Fire 1
  • Range: 30'
  • Area of Effect: 1 target
  • Duration: Instantaneous
  • Raises: None
Fire's most basic power is destruction, and summoned Fire spirits can easily be unleashed on one's enemies. This spell invokes a single Fire kami, which lances toward the target, hitting unerringly so long as the target is within range. The spell deals 2k2 wounds. The burns this spell inflicts are quite painful, and if the spell targets a shugenja who is casting a spell, his Willpower roll has a TN of 20 plus the damage dealt, instead of the normal 10 plus damage dealt.

1 Air spell
Legacy of Kaze-no-Kami [CR]
  • Ring/Mastery: Air 1 (Craft)
  • Range: School x 10 miles
  • Area of Effect: One known individual within range
  • Duration: Special
  • Raises: Area (+1 individual), Range (+10 miles)
You are able to call upon the spirits of the wind to take form as a bird and carry a message for you. The bird that is created by this spell appears perfectly normal in all regards, but if it takes any damage it dissipates into wind immediately, ending the spell. Upon creating the bird, you may speak to it, giving it a spoken message of up to one minute in length. The bird will then fly away to deliver the message to the person (or persons) specified when the spell is cast. The bird will fly to their location, deliver the message via a whisper (it can be overheard by others, but not easily), and then disappear. If the bird is unable to reach the individual, but they are within range (if they are within a a building with no windows, for instance) it will remain outside for up to one week before disappearing. If the person specified by the spell is not within range, the bird will fly away in a random direction and disappear when it is out of your line of sight.

 
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