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» L5R: Steel and Honour Character Thread, PCs and NPCs
Jimbo Cactaur
 Posted: Jan 15 2011, 08:33 PM
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Hello all.

While this PbP isn't exactly reliant on actual game and character stats they are used as something of a guideline. They also help by reminding us what each character can and cannot do based on their chosen skills and advantages. Character Points (CP) are regularly awarded and characters do mechanically advance, but keep such advancements within the spirit of the character and their actions. Therefore please post your characters complete profile with a bit of description on their personality and beliefs, and update it when necessary. Secret information can be PM'd to me, the GM, as can any questions. Try to follow the outline of the character profile given below as close as possible, noting that spells, kata, and kiho are not available to all characters. Keep posts in this thread limited to character profiles, one post per player and edit it with new information as needed. This will keep the thread clean and orderly and easy for everyone to reference. Thank you.

Active NPCs:
-Daidoji Ebizo - A crane bushi sent by the Mysterious Crane to look after his interests.
-Moshi Kinyo - A Mantis Shugenja that has recently been named by the earth kami as an acolyte of earth. She is destined for a different path than the one she was once on as a mere Mantis.
-Nik'rr'tck - A Ratling of the Green-Green-White tribe. He was somehow the companion of Goro and Reijiro. He's utterly devoted to the monk and also a little naive, but a ferocious combatant.
-Masked Samurai - A strange figure that has appeared numerous times to aid the party. By her voice she can be identified as female, but her appearance is always hidden by a Hakuko mask. She wears a black and white kimono and favours throwing weapons.


Inactive NPCs:
-Yoritomo Buntaro - A well-humoured and valiant Mantis Bushi, captain of Unknown Path.
-Yoritomo Fushou - A stern and perceptive man, a Bushi and first mate to Captain Buntaro.
-Tsuruchi Akinori - So far quiet but an asset on the field of battle nonetheless, he is one of Buntaro's crewmen though currently traveling with Kiyoshi and Reijiro.
-Various Mantis Bushi and a Shugenja - The crew of Unknown Path, Buntaro's kobune. Yoritomo Dorai(deceased), Yoritomo Anzai, Yoritomo Gobura, and Moshi Kinyo are a few.
-Hida Kagura - A brother of Hida Hio and a passenger on the Unknown Path. He is interested in finding out more about the Oni.
-Hida Hio - A brother of Hida Kagura and a passenger on the Unknown Path. He doesn't talk much and has an interesting habit of squatting down when not doing anything else
-Goro - A Monk of Osano-Wo, fortune of fire and thunder. A friend of Reijiro and Nik'rr'tck's.
-Mysterious Crane - A handsome man met in Ryoko Owari Toshi. He gave Matsu Akio a word of warning and sent one of his men along with him to hunt the oni. His name and motive remain mysterious.
-Ryoko - A dirty, uncouth Ronin girl. She attached herself to the odd group of traveling samurai a short time ago after encountering Nik'rr'tck in the forest and following him to his companions, she is followed by a dark shadow that sets the horses on edge.
-Toshio - A Monk of Kaimetsu-Uo. He accused Nik'rr'tck of theft from a roadside shrine and was challenged by Toku Kaede to prove the ratlings guilt. He lost the following "Dumpling Duel" and fled in shame.
-Tsuruchi Ajira - A Mantis Clan bushi and Emerald Magistrate. Companion to Fubuki and Okiku.
-Kitsuki Fubuki - A Dragon Clan bushi and Emerald Magistrate. Companion to Ajira and Okiku.
-Asahina Okiku- A Crane Clan shugenja and Emerald Magistrate. Companion to Ajira and Fubuki.


Character Profile:
Goro
Order of Osano-Wo (+1 Strength)
Monk (+1 Void) Insight: Rank 2 (174)

Honour: 2.5
Status: 1.0
Glory: 2.0

TN: 15

Traits:
Air: 2 Reflexes: 3 Awareness: 2 Earth: 3 Stamina: 3 Willpower: 3
Fire: 3 Agility: 3 Intelligence: 3 Water: 3 Strength: 4 Perception: 3
Void: 4

Outfit:
-Walking Stick, Prayer Beads, Coarse Hakama and Robe, Sandals, Scroll Satchel with passages from the Tao, Straw Cloak, Straw Jingasa, a sword-shaped bundle.

Skills:
-Battle* 2
-Juijutsu* 5
-Meditation* 3
-Theology* 2
-Defense* 4
-Athletics* 2
-Instruction 2
-Medicine 2
-Storytelling 1
-Staves 1

Techniques:
-Rank 1: The Temple of Osano-wo
You keep an additional die of damage when fighting unarmed. This benefit is cumulative with other increases, such as the one gained from the Hands of Stone Advantage.

Advantages:
-Fleet (2) - You are swift as the wind. You may move an additional 20' per round above the normal Water x 10'.
-Hands of Stone (6) - Your hand-to-hand techniques are particularly devastating. In unarmed combat, you may keep two dice of damage instead of the normal one.
-Precise Memory (3) - You have an incredible ability to memorize and recall large amounts of information, including names, dates, facts, and figures. When attempting to remember information you have seen before, you must succeed at an intelligence roll with a TN of 10.

Disadvantages:
-Ascetic (-3) - Power and wealth mean even less to you than to the average samurai. You are unconcerned with prestige, and you own only what is necessary to properly perform your duties to your daimyo. In most cases, this limits you to owning a few weapons, paper and ink, your armor, and similar necessities.
-Lecherous (-2) - Physical pleasure is more important to you than befits a samurai. For every point of this Disadvantage, anyone attempting to seduce you gains two Free Raises, and you may not make an Honor test to avoid being seduced.
-Meddler (-3) - You cannot resist getting into other people's business. You always have an opinion on things, and let everyone know that your opinion is the best solution to their problems. Rokugani tend to be very private people, and meddling can easily be construed as an insult, implying that they are incapable of handling their own affairs. All of your Courtier and Etiquette rolls have their TNs raised by 10.
-Obligation (-2) - Either you owe someone a favor, or your family owes a favor that you have been charged with repaying. A minor obligation is worth 2 points.

Kiho:
-Way of the Willow - Air - Kharmic - Mastery: 3
You draw upon the wind's energy to enhance your perception and reaction speed, allowing you to intercept attacks before they take place. When in Full Defense posture: Any opponent who declares Full Attack posture and is within movement range may be targeted with this kiho. You may interrupt your opponents Initiative, acting immediately before your opponent makes his attack. You must make a contested Air/Jiujutsu roll against the opponent's Agility/Weapon Skill. If successful, you throw the opponent a number of feet equal to 3x your Air Ring, inflicting normal unarmed damage and canceling the opponent's attack. Failure results in a grapple.
-Heart of Stone - Earth - Kharmic - Mastery: 3
This kiho permits you to draw upon the certainty of destiny to shield you from harm. When activated this kiho takes effect any time you receive Wounds. During any round you suffer Wounds you may spend a Void Point after receiving the Wounds to immediately reduce the number of Wounds taken by 10. You may spend multiple Void Points this way per round, to a max of 1 per attack suffered per round.
-Self, No Self - Void - Internal - Mastery: 3
The body, mind, and spirit become both everything and nothing as the soul touches the infinite expanse that is Void. When focused in this state, you can meditate for 5 minutes (Void/Meditation, TN 20) and replenish all Void Points. You may not make any raises for 1 hour after using this kiho.
-Death Touch - Void - Martial (Atemi) - Mastery: 6
This attack is delivered with a gentle fingertip strike, one so precise that it requires 3 Raises to be successful. This may not be done with a Full Attack, and may not be delivered if you have any Internal or Kharmic kiho active. If successful you must spend Void Points equal to your target's Insight Rank and succeed at a contested Void Roll. If successful the target heals Wounds as if his Stamina were 1 rank lower, and all healing spells and kiho require 2 extra Raises in order to have any effect on him. The target suffers Wounds equal to your Insight Rank at every sunrise and sunset, and these Wounds may not be healed by any means until Death Touch has been removed. The only ways to remove Death Touch are by use of the Chi Protection Kiho, or by delivering Death Touch a second time.
-Water Fist - Water - Martial - Mastery:3
You must spend a Void Point before an unarmed attack roll, hit your target successfully, and choose to deal no damage. Instead the target is thrown back a number of feet equal to twice your Water Ring and Knocked Down.
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Chronocide
 Posted: Jan 21 2011, 08:41 PM
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Name: Kitsune Kiyoshi
Age: Late 20's
Description: Young member of the Kitsune family, recently set out on his first mission for the clan. His primary talent ans something that he takes great pride is his swiftness. He is very happy to be able to use this talent to serve his clan by way of being a messenger. In general he has a strong "my pace" sort of personality and tries to take everything calmly and relaxed. He dislikes violence and needless fighting. He particularly dislikes people who mistreat or abuse animals. Although Kiyoshi is grateful to the Mantis clan for accepting the Fox clan, he longs for the day that they can be restored to their minor clan status.

Kiyoshi is used to spending nights in the forest and usually wears his straw cloak and hat, which fully conceal his kimono and daisho. His Daisho are worn on the back to make it easier to run. As a result it is not unusual for Kiyoshi to be mistaken for a peasant.

Fun Fact: Kiyoshi doesn't like Bamboo shoots, and loves hot springs, morning mist, light rains, nature and running. Kiyoshi also speaks with a strange accent.

Clan: Mantis (read it Fox)
Family: Kitsune +1 Willpower
School: Eyes of Nanashi +1 Agility
Rank 1: RIGHTEOUS FURY
The Eyes of Nanashi are the defenders of Nanashi Mura, and consider their duties a sacred task for which they would gladly die. You may add twice your Honor Rank to your TN to be Hit and to the total of your defense rolls.

Honor: 3.6
Glory: 1.5
Status: 1

Insight Rank: 145

Advantages
Absolute Direction (1) - Kiyoshi is never lost. Kiyoshi always know which way is north, regardless of the circumstances. This Advantage does not apply when Kiyoshi is more than two days travel into the Shadowlands.

Balance (5) - Kiyoshi is blessed with an inherent sense of calm and tranquillity. Efforts to taunt or antagonize him almost always fail. Kiyoshi gains a +5 modifier to the result of any Test of Honor.

Clear Thinkier (5) - Kiyoshi is difficult to fool even under the worst circumstances. When someone tried to confuse, stall, or lie to Kiyoshi, that someone adds 10 to their TN. Opponents attempting to use the Feint manoeuvre against Kiyoshi in combat must make two Raises rather than the usual one,

Fleet (6) - Kiyoshi is swift as the wind. He may move and additional 60' per round above the normal Water x 10' per round.

Quick (3) - Kiyoshi's reaction spead is truly phenomenal. When making an initiative roll he always rolls one additional die.

Way of the Land (2) - Kiyoshi has travelled extensively through (land to be determined by GM) and knows it as well as the tsuba of his blade. Kiyoshi never gets lost in... "this land" ...and know the best travel routes through... "this land"

Disadvantages
Doubt Law (-4) - Kiyoshi has a hard time with his school studies in law, due mostly to a lack of confidence. Whenever Kiyoshi attempts to use this skill he must make two raises without benefit.

Lechery (-1) - Physical pleasure is more important to Kiyoshi than befits a samurai. Anyone attempting to seduce Kiyoshi gains one Free Raise and Kiyoshi may not make an honour test to avoid being seduced.

Heritage: Glorious Death: Gain 2 ranks and apply to Kenjutsu or Iaijutsu

Traits:
CODE
Earth 3
 Stamina      3 (12)
 Willpower    3
Water 2
 Strength     2
 Perception   2
Fire 2
 Agility      3
 Intelligence 2
Wind 2
 Reflexes     3 (12)
 Awareness    2

Void 2


Skills:
CODE
Calligraphy         2
Courtier            2
Etiquette           3
(SS)Investigation   1
(SS)Lore: Heraldry  2
(SS)Lore: Law       2
Meditation          1 (lv1 Granted )

Animal Handling     1

(SS)Athletics       3 (Running)
Battle              1
Defense             2
Horsemanship        1
(SS)Hunting         1
Iaijutsu            1
jiujutsu            1
(SS)Kenjutsu        5
(SS)Kyujutsu        1

Stealth             2


Total CP: 36 Unspent: 1

Possesions: Katana, Wakizashi, Tanto, Kimono, Traveling Pack, Rope 50', Personal Seal, small back banner, Tea Set, Small tent, Straw Cloak, Spare Kimono and Sandals, Wicker Umbrella, Sumi-e ink bruch kit, Blanket, Wide-Brimmed straw hat, Chopsticks, Flint and tinder, Furoshiki Sack, Whetstone, Small knife, Traveling rations, puzzle box, 5z

This post has been edited by Chronocide: Dec 12 2011, 09:11 PM
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Greg
 Posted: Jan 24 2011, 06:52 PM
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Posts: 724



Name: Toku Kaede

Age: 19

Visual Description: Kaede is tall and thin, yet still remains fairly muscular looking. His kimono, while in the colors of the Monkey clan, bears the pattern of falling maple leaves. Kaede keeps his wild, unkempt hair pulled back into a rough ponytail.
Personality: Kaede is a firm believer in compassion, and will go out of his way to come to the aid of those who are unable to defend themselves. While under normal circumstances, he will look to the wisdom of others for counsel; his heart is sometimes stirred into immediate action at the sight of injustice. He is fond of fishing and hunting. He also has a little gaijin puppy named Shika, that is almost always at his side. In the time of day when most bushi are practicing their kata, Kaede will instead often be busy training Shika to be a skilled yet disciplined fighting dog.

Family: Toku Family, +1 Stamina

School:Toku Bushi School, +1 Willpower
RANK ONE: TOKU’S LESSON
A Monkey Bushi will prevail, even in the face of the most difficult odds. You add +1k0 to all Skill Rolls with a TN of 25 or higher. (This includes attack rolls.) Additionally, all of your wound Penalties are reduced by an amount equal to your Willpower plus double your School Rank.

Honor 3.9
Glory 1.5
Outfit: Light Armor, sturdy Clothing, Daisho, any 1 weapon (Yumi), Traveling Pack: Pet dog( Shika), Chopsticks, Fishing pole, Flint and tinder, Small knife, Mortar and pastle, Whetstone, Weeks rations, Small folding stool, Sake cup, Blanket 3 koku

Traits:
Water 2
Strength 3 (12)
Perception 2
Earth 3
Stamina 3 (+1 Toku)
Will 3 (+1 Toku)
Fire 2
Agility 2
Intelligence 2
Air 2
Reflexes 3 (12)
Awareness 2
Void 2

Skills:
Athletics 3 (school) (5)
Defense 4 (school) (9)
Hunting 2 (school) (2)
Investigation (search) 4 (school) (2) (Story +1)
Kenjutsu 5 (school) (14)
Lore: History 2 (school)(2)
Medicine 2 (school) (2)
Animal Handling 3 (6)
Etiquette 1 (1)
Iaijutsu 1 (1)
Kyujutsu 3 (6)

Advantages (Total 13)
PARAGON [MENTAL] (7 POINTS)
You exemplify the code of Bushido, and have taken one par-
ticular tenet to heart and made it your way of life. In addi-
tion to the benefi t listed below, any time you gain Honor for
exhibiting the virtue for which you have the Paragon Advan-
tage, you gain an additional +1 Honor. Lion characters may
purchase this Advantage for 6 points.
Compassion: Any time you spend a Void Point to im-
prove a roll made to directly help those lower than
you in the Celestial Order, you gain +2k2 instead of
+1k1.
LARGE [PHYSICAL] (4 POINTS)
You are signifi cantly larger than the average Rokugani, rang-
ing in height from 6’0” to 6’3” in height. You gain a bonus of
+1k0 to the total of all Damage Rolls for any large melee weap-
on. Crab characters may purchase this Advantage for 3 points.

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

Disadvantages (Total -10)

GULLIBLE [MENTAL] (4 POINTS)
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 naïve nature. Opponents
attempting to use Sincerity (Deceit) against you gain a bonus
of +1k1 to the total of their rolls.

DEPENDANT [SOCIAL] (3)
In his Journeys, Kaede has picked up a Gaijin puppy, which he has named Shika. While Kaede is eager to train the dog to become a strong and intelligent creature, Shika is still very young, and will often cause more trouble than will amend. Additionally there is the monetary expense that comes along with keeping a growing dog well fed.

BAD FORTUNE [SPIRITUAL] (3 POINTS)
Secret Love: Somewhere, someone is madly in love
with you, and will go to any lengths to sabotage your
romantic interests, even politically arranged mar-
riages, in order to ensure that you remain available,
for them.


Heritage (From 3rd Edition): Family Heirloom. Kaede’s grandfather, Hisanobu, once was in possession of a mystical Nemuranai, that came in the form of a mighty No-Dachi. Unfortunately, the blade was stolen from him, and Hisanobu was cast out of his clan, along with his wife and children. Toku Kaede has taken it upon himself to reclaim the sword of Hisanobu, and restore honor to the line of his ancestors.

Unspent XP:4

This post has been edited by Greg: May 20 2014, 07:10 AM
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Jimbo Cactaur
 Posted: Apr 8 2011, 11:50 PM
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Also, Kiyoshi gains a Sworn Enemy disadvantage for Oni no Hamato. And each member of the party gains a 5 point Ally advantage in Yoritomo Buntaro, though he is worth only 4 points to Reijiro as does not feel as indebted to a ronin.
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redeadlink
 Posted: Apr 24 2011, 06:29 PM
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Heroic
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Posts: 357



Matsu Akio

Lion Clan, Matsu Family (+1 Str )
Matsu Berserker School, Rank 2 (+1 Str ) Insight: Rank 2 (151)
Honour: 3.5 Status: 0 Glory: NA TN: 20


Air: 2 Earth: 3 Fire: 2 Water: 3 Void: 3
Reflexes: 2 Stamina: 3 Agility: 3 Strength: 4
Awareness: 2 Willpower: 3 Intelligence: 2 Perception: 3


Outfit: Katana DR 3k2, Wakizashi DR 2k2, Tanto DR 1k1, No-Dachi DR 3k2 + 0k1 vs. large opponents STR +50%, Dai Tsuchi DR 1k3 -5 TN vs. armour and carapace STR +50%, Hankyu w/ 20 Willow Leaf Arrows, Light Armour +5 TN, Kimono + Sandals, Mempo, Traveling Pack: Fishing Pole, Kubi Bukuro, Folding Stool, Dice, Sm. Mirror, Rations, Whetstone, Blanket, Flint + Tinder, Small Tent, Cooking Pot, Chopsticks, Bottle of Water, 3 Koku.


Skills:
*Battle: 3
*Juijutsu: 3 (Sumai)
*Kenjutsu: 4 (Katana) (No-Dachi)
*Kyujutsu: 2
*Lore: History: 1
*Heavy Weapons: 3
*Hunting: 3 (Tracking)
Athletics: 1
Etiquette: 1

Techniques:
Rank 1: The Lion's Roar
Add your Honour Rank to all damage rolls. Gain a number of Free Raises equal to your School Rank when in the Full Attack Posture that can only be used for additional damage.

Rank 2: Matsu's Fury
After making a successful attack add your Water Ring to subsequent attack rolls in that combat, once per combat. If in the Full Attack Posture, you may instead gain this bonus a number of times equal to your School Rank and may also add it to your damage rolls. This benefit is lost if you do not attack an opponent for a number of rounds equal to your Insight Rank, or if you enter the Full Defense Posture.

Advantages:
Bishamon's Blessing (2) For every 2 Raises you make on an attack roll you gain 1 Free Raise.
Daredevil (3) Gain +5 to all Athletics rolls. If doing something foolhardy or daring roll 1 die, if the result is over 5 add it to a single Trait or Skill roll involved in that action.
Death Trance (2) Gain +3k0 on rolls to resist fear.
Inheritance (8)[Granted] (No-Dachi) Gain +1k0 to rolls when commanding others.
Servants (2)(3)[Granted] Peasant Armoursmith, Personal Attendant


Disadvantages:.
Deathseeker (7) You cannot gain Glory. You must either clear your family's name or die with honour to clear yours.
Missing Eye (3) All visual Perception rolls, melee weapon attack rolls, and ranged attacks under 50' have +5 TN. Ranged attacks over 50' have +10 TN.

Kata: The Soul's Roar
A short series of crisp, sweeping strikes that ends with the weapon held aloft in a single hand as the bushi roars in primal fury.
Preparation: 25 Minutes Duration: 120 Minutes
Effect: Add your Insight Rank to all attack and damage rolls. Your TN to be hit is -5.
Void: Spend a Void Point to add twice your Honour Rank to your attack and damage rolls, but your TN to be hit is now -10 not -5.
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Jimbo Cactaur
 Posted: Nov 23 2011, 01:35 AM
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Kaede gets +1 rank in Investigation, 0.2 Honour.

Kiyoshi gets 1 rank in Meditation, 0.2 Honour.

Reijiro gets the Higher Purpose advantage, 0.1 Honour.

Akio gets +1 rank in Athletics, 0.3 Honour.

Everyone gets 10 CP.
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redeadlink
 Posted: Feb 25 2013, 02:40 PM
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Heroic
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I'd like to take the time to point out that you have Daidoji Ebizu listed as "Deceased."

Yet he is fighting the oni-lord with us.

Is this a different Daidoji Ebizu, or was it an honest mistake?
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bloodycelt
 Posted: Apr 24 2014, 08:23 PM
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Kistune Tsuki

Bio
Forthcoming.

Equipment
Forthcoming

Advantages/Disadvantges
  • Blissful Betrothal - Social
    Tsuki's marriage has been arranged and, much to his delight, he has come to truly love Madoka. The social connections he established as part of the enthusiastic marriage preparations allow him to purchase the following Advantages for two points less each (to a minimum of 1 point): Gentry, Kharmic Tie (Madoka), Social Position, and Wealth.
  • Cursed by the Realm: Sakkaku - Spirital
    Trickster spirits plague him, and at least once a month you are the victim of some elaborate, cruel prank by some malicious spirit.
  • Haunted: - Spiritual
    His ancestor Kitsune Kazuma has chosen to bestow personal attention on him, constantly offering advice and making demands. As Kitsune Kazuma tells it, his mortal life was a punishment for a fox spirit that tricked the wrong monk. He expects Tsuki to live up to his kitsune heritage, and when he finally tires of this "mask", to join him and the others in Chikusudo.
    • Tsuki must show all due deference and respect, and do his best to live up to his (or her) expectations. If he fails to do so, Kazuma's disapproval will bring bad fortune.
    • So long as Kazuma remains angry, once per session one of Tsuki's die rolls (chosen by the GM) will suffer a –1k1 penalty.
  • Kharmic Tie (Madoka) - Spiritual - 3
    Tsuki’s destiny is not his alone, but is bonded to Madoka in some fundamental way. He may have been close to her during a previous life,
    or perhaps his destiny in this life will yet be entwined in hers in some essential manner.
    • Once per session, he gains a bonus of +3k3 to the total of all attack rolls made when fighting for or protecting her.
  • Osusuki and Akomachi - Ancestor
    The two ancestors known as Ososuki and Akomachi were actually kitsune spirits who forged an alliance with the nascent Fox Clan. They took human form, one man and one woman, and married into the Kitsune family, bonding the two groups by blood forever. Their guidance will only be bestowed on members of the Kitsune family who can claim a direct blood connection.
    • The attention of Ososuki and Akomachi allows Tsuki to speak with animals and animal shapeshifter spirits; furthermore, their wisdom allows you to always find food and water in the wilderness.
    • Ososuki and Akomachi remain deeply tied to the animal spirits who birthed them. They will abandon him if he ever voluntarily or knowingly kill an animal or an animal spirit (except for self-defense, which they forgive).
  • Possession (Lord Moon’s Curse): - Spiritual
    The madness of Kitsune Kazume, lingers in your soul, driving you to fits of madness despite your increased understanding of the universe. Kitsune Kazume is a prankster and lecher, and often Tsuki wakes in the morning in someone else's bed, what's he to do other than quietly leave with an obi for a souvenir.
    • Tsuki gains an additional Void Point at sunset on any night of the full moon.
    • If he does not use this Void Point, it is lost with the sunrise.
    • However, when the full moon rises, he must make a Willpower Trait Roll against TN 15
    • If he fails the roll, he loses control of his character for the evening. He awakens the next morning with no idea what atrocious acts he might have committed...
  • Perceived Honor - Social
    Others perceive Tsuki’s honor rating to be one higher than it actually is.
  • Wealthy - Social - 3
    Tsuki marriage to Madoka gains him 3 additional koku from his clan.
Traits
  • Air: 2 / Awareness 4
  • Earth: 3
  • Fire: 3
  • Void: 2
  • Water: 2
Skills
Note: School Skills are underlined.
  • Acting 2
  • Athletics
  • Caligraphy
  • Courtier
  • Defense 2
  • Etiquette
  • Hunting
  • Investigation
  • Lore: Spirt Realms
  • Medicine (Herbalism)
  • Meditation
  • Sincerity 2
  • Spellcraft 2
  • Temptation (Seduction) 2
  • Undecided Weapon Skill
Schools: Kitsune Shugenja 1

Affinity/Deficiency: Earth/Air

Techniques
  • 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 elemental material). Animal spirits tend to be more direct than the 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.
Spells
  • Embrace of Kenro-Ji-Jin - Earth 2 - Travel - Duration: 1 hour Range: Personal or Touch
    Raises: +1/2 hour.
    This spell allows the target (who can be the caster or one other person) to literally dive into the ground, which becomes as clear and easy to traverse as water for him.
    • He can see for a distance of 100 yards through the earth, and can move through it in any direction as easily as though he were in normal air.
    • The target can see through the edge of the earth into the normal world, but he cannot attack, cast spells, speak, hear, or otherwise interact with those outside the earth unless he emerges from the ground (at which point the spell immediately ends).
    • If the spell ends while the target is still underground, the Earth spirits are offended by the target’s continued presence, and immediately expel him into the nearest open air, wherever that might be.
  • Jade Strike - Earth 1 - Jade - Thunder - Range: 100’ Raises: +1k0, +10', +1 target (max: 5)
    This spell summons forth the purest of Earth kami, those of jade, in the form of a blast of iridescent green energy. The jade power flies out and unerringly strikes the chosen target. Casting Jade Strike on a non-Tainted target is generally regarded as a grave insult except perhaps among the more paranoid ranks of the Kuni family, where it is seen as merely a sensible precaution.
    • It cannot be intercepted or deflected.
    • Magic Resistance or other forms of magical defense can thwart it.
    • If the target has at least one Rank of Taint, the Jade Strike will inflict damage with a DR of 3k3, burning and blackening the Tainted flesh.
    • However, a target who does not have at least a full Rank of Taint will not suffer any damage from the spell.
  • Jurojin's Balm - Earth 1 - Duration: 1 hour Raises: +1/2 hour, +1 target per 2 Raises (max 5)
    This spell fills the target’s body with the purity and vigor of Earth, driving out poisons and impurities.
    • If the target suffers the effects of any poison or toxin within the duration of the spell, or is already under the effects of a poison when the spell targets him, he may re-roll any failed Stamina roll to resist the poison, with a bonus of +2k0 to the second roll. (However, if the second roll is also failed, the poison has full effect.)
    • An interesting side-effect of this spell is that it also cures drunkenness and other such effects, and it is impossible for the target to become intoxicated during the spell’s duration.
  • Path To Inner Peace - Water 1
    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.
  • Speed of the Waterfall - Water 1 - Travel - Duration: One Hour Raises: +10 minutes, + '10 for every 2 raises.
    Those filled with the essence of water find their movement far faster than ever before.
    • The target of this spell may move a total distance per round equal to their Water x 20’ plus an amount equal to twice your Water Ring.
    • This spell does not grant the target additional movement, it simply increases the maximum possible amount they can move during a Round for the duration of the spell.
  • Fury of Osano-Wo - Fire 1 - Thunder - Range: 300’ Raises: +1k0 per two Raises
    This spell is actually a prayer to the Fortune of Fire and Thunder, inviting his wrath upon your enemy.
    • It can only be cast outdoors.
    • Summons a bolt of lightning from the sky, striking the target for 5k2 Wounds.
    • Everyone within 10’ of the target must make a Stamina roll versus a TN of 15 to avoid being deafened for 2 Rounds.
    • If this spell is cast during a thunderstorm, the damage is increased to 6k2 for a moderate 181 storm and 6k3 for a disastrous storm or hurricane.
Build
Spent: 70 XP
  • Family: Kitsune - +1 Awareness.
  • School: Kitsune Shugenja - +1 Stamina, school skills (picked Acting as high skill).
  • (-10) Disadvantages:
  • (16) Advantages: Ancestor (5), Blissful Betrothal (3), Kharmic Tie (3), Percieved Honor (2) Wealthy (3)
  • (-04) Blissful Betrothal Adjustment: Kharmic Tie (-2), Wealthy (-2)
  • (36) Agility, Intelligence, Willpower 2 -> 3
  • (16) Awareness 3 -> 4
  • (8) Athletics, Courtier, Etiquette, Investigation, Lore: Spirit Realms, Sincerity, Temptation, Weapon Skill
  • (6) Acting, Sinceity, Temptation 1 -> 2
  • (2) Temptation (Seduction)


This post has been edited by bloodycelt: Apr 24 2014, 09:14 PM
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bloodycelt
 Posted: Apr 25 2014, 07:44 PM
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Greenhorn
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Posts: 9



Kistune Tsuki

Wounds: 51/ 51

Honor: 4.5 (5.5)
Glory: 1.0
Status: 1.0

Koku: 6/6

Insight: 140 (Rank 1)

Bio
Forthcoming.

Equipment
  • Knife
  • Robes
  • Scroll Sachel
  • Wakizashi
  • Traveling Pack
    • Chopsticks
    • Ink Brush Kit
    • Makeup Kit
    • Mortar and Pestile
    • Pet Fox
    • Rope
    • Spices
    • Straw Cloak
    • Wig

Advantages/Disadvantges
  • Blissful Betrothal - Social
    Tsuki's marriage has been arranged and, much to his delight, he has come to truly love Madoka. The social connections he established as part of the enthusiastic marriage preparations allow him to purchase the following Advantages for two points less each (to a minimum of 1 point): Gentry, Kharmic Tie (Madoka), Social Position, and Wealth.
  • Cursed by the Realm: Sakkaku - Spirital
    Trickster spirits plague him, and at least once a month you are the victim of some elaborate, cruel prank by some malicious spirit.
  • Haunted: - Spiritual
    His ancestor Kitsune Kazuma has chosen to bestow personal attention on him, constantly offering advice and making demands. As Kitsune Kazuma tells it, his mortal life was a punishment for a fox spirit that tricked the wrong monk. He expects Tsuki to live up to his kitsune heritage, and when he finally tires of this "mask", to join him and the others in Chikusudo.
    • Tsuki must show all due deference and respect, and do his best to live up to his (or her) expectations. If he fails to do so, Kazuma's disapproval will bring bad fortune.
    • So long as Kazuma remains angry, once per session one of Tsuki's die rolls (chosen by the GM) will suffer a –1k1 penalty.
  • Kharmic Tie (Madoka) - Spiritual - 3
    Tsuki’s destiny is not his alone, but is bonded to Madoka in some fundamental way. He may have been close to her during a previous life,
    or perhaps his destiny in this life will yet be entwined in hers in some essential manner.
    • Once per session, he gains a bonus of +3k3 to the total of all attack rolls made when fighting for or protecting her.
  • Osusuki and Akomachi - Ancestor
    The two ancestors known as Ososuki and Akomachi were actually kitsune spirits who forged an alliance with the nascent Fox Clan. They took human form, one man and one woman, and married into the Kitsune family, bonding the two groups by blood forever. Their guidance will only be bestowed on members of the Kitsune family who can claim a direct blood connection.
    • The attention of Ososuki and Akomachi allows Tsuki to speak with animals and animal shapeshifter spirits; furthermore, their wisdom allows you to always find food and water in the wilderness.
    • Ososuki and Akomachi remain deeply tied to the animal spirits who birthed them. They will abandon him if he ever voluntarily or knowingly kill an animal or an animal spirit (except for self-defense, which they forgive).
  • Possession (Lord Moon’s Curse): - Spiritual
    The madness of Kitsune Kazume, lingers in your soul, driving you to fits of madness despite your increased understanding of the universe. Kitsune Kazume is a prankster and lecher, and often Tsuki wakes in the morning in someone else's bed, what's he to do other than quietly leave with an obi for a souvenir.
    • Tsuki gains an additional Void Point at sunset on any night of the full moon.
    • If he does not use this Void Point, it is lost with the sunrise.
    • However, when the full moon rises, he must make a Willpower Trait Roll against TN 15
    • If he fails the roll, he loses control of his character for the evening. He awakens the next morning with no idea what atrocious acts he might have committed...
  • Perceived Honor - Social
    Others perceive Tsuki’s honor rating to be one higher than it actually is.
  • Wealthy - Social - 3
    Tsuki marriage to Madoka gains him 3 additional koku from his clan.
Traits
  • Air: 2 / Awareness 4
  • Earth: 3
  • Fire: 3
  • Void: 2
  • Water: 2
Skills
Note: School Skills are underlined.
  • Acting 2
  • Athletics
  • Caligraphy
  • Courtier
  • Defense 2
  • Etiquette
  • Hunting
  • Investigation
  • Lore: Spirt Realms
  • Medicine (Herbalism)
  • Meditation
  • Sincerity 2
  • Spellcraft 2
  • Temptation (Seduction) 2
  • Undecided Weapon Skill
School - Kitsune Shugenja

Rank: 1
Affinity/Deficiency: Earth/Air

Techniques
  • 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 elemental material). Animal spirits tend to be more direct than the 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.
Spells
  • Embrace of Kenro-Ji-Jin - Earth 2 - Travel - Duration: 1 hour Range: Personal or Touch
    Raises: +1/2 hour.
    This spell allows the target (who can be the caster or one other person) to literally dive into the ground, which becomes as clear and easy to traverse as water for him.
    • He can see for a distance of 100 yards through the earth, and can move through it in any direction as easily as though he were in normal air.
    • The target can see through the edge of the earth into the normal world, but he cannot attack, cast spells, speak, hear, or otherwise interact with those outside the earth unless he emerges from the ground (at which point the spell immediately ends).
    • If the spell ends while the target is still underground, the Earth spirits are offended by the target’s continued presence, and immediately expel him into the nearest open air, wherever that might be.
  • Jade Strike - Earth 1 - Jade - Thunder - Range: 100’ Raises: +1k0, +10', +1 target (max: 5)
    This spell summons forth the purest of Earth kami, those of jade, in the form of a blast of iridescent green energy. The jade power flies out and unerringly strikes the chosen target. Casting Jade Strike on a non-Tainted target is generally regarded as a grave insult except perhaps among the more paranoid ranks of the Kuni family, where it is seen as merely a sensible precaution.
    • It cannot be intercepted or deflected.
    • Magic Resistance or other forms of magical defense can thwart it.
    • If the target has at least one Rank of Taint, the Jade Strike will inflict damage with a DR of 3k3, burning and blackening the Tainted flesh.
    • However, a target who does not have at least a full Rank of Taint will not suffer any damage from the spell.
  • Jurojin's Balm - Earth 1 - Duration: 1 hour Raises: +1/2 hour, +1 target per 2 Raises (max 5)
    This spell fills the target’s body with the purity and vigor of Earth, driving out poisons and impurities.
    • If the target suffers the effects of any poison or toxin within the duration of the spell, or is already under the effects of a poison when the spell targets him, he may re-roll any failed Stamina roll to resist the poison, with a bonus of +2k0 to the second roll. (However, if the second roll is also failed, the poison has full effect.)
    • An interesting side-effect of this spell is that it also cures drunkenness and other such effects, and it is impossible for the target to become intoxicated during the spell’s duration.
  • Path To Inner Peace - Water 1
    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.
  • Speed of the Waterfall - Water 1 - Travel - Duration: One Hour Raises: +10 minutes, + '10 for every 2 raises.
    Those filled with the essence of water find their movement far faster than ever before.
    • The target of this spell may move a total distance per round equal to their Water x 20’ plus an amount equal to twice your Water Ring.
    • This spell does not grant the target additional movement, it simply increases the maximum possible amount they can move during a Round for the duration of the spell.
  • Fury of Osano-Wo - Fire 1 - Thunder - Range: 300’ Raises: +1k0 per two Raises
    This spell is actually a prayer to the Fortune of Fire and Thunder, inviting his wrath upon your enemy.
    • It can only be cast outdoors.
    • Summons a bolt of lightning from the sky, striking the target for 5k2 Wounds.
    • Everyone within 10’ of the target must make a Stamina roll versus a TN of 15 to avoid being deafened for 2 Rounds.
    • If this spell is cast during a thunderstorm, the damage is increased to 6k2 for a moderate 181 storm and 6k3 for a disastrous storm or hurricane.
Build
Spent: 70 XP
  • Family: Kitsune - +1 Awareness.
  • School: Kitsune Shugenja - +1 Stamina, school skills (picked Acting as high skill).
  • (-10) Disadvantages:
  • (16) Advantages: Ancestor (5), Blissful Betrothal (3), Kharmic Tie (3), Percieved Honor (2) Wealthy (3)
  • (-04) Blissful Betrothal Adjustment: Kharmic Tie (-2), Wealthy (-2)
  • (36) Agility, Intelligence, Willpower 2 -> 3
  • (16) Awareness 3 -> 4
  • (8) Athletics, Courtier, Etiquette, Investigation, Lore: Spirit Realms, Sincerity, Temptation, Weapon Skill
  • (6) Acting, Sinceity, Temptation 1 -> 2
  • (2) Temptation (Seduction)
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