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L5R - Unity - NPC Highlight

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Rain Yupa
Captain

Enduring Member

PostPosted: Fri Aug 21, 2015 10:35 pm
WINTER COURT, DAY 1
Daidoji Chikuma


Art Placeholder


Name: Daidoji Chikuma
Clan: Crane
School: Daidoji Iron Warriors
Rank: 3
Insight: 193
Glory: 2.0
Honor: 6.5
Status: 2.0
Taint: 0.0


EARTH: 4
  • Stamina: 4
  • Willpower: 4


WATER: 4
  • Strength: 4
  • Perception: 4


FIRE: 3
  • Agility: 3
  • Intelligence: 3


AIR: 2
  • Reflexes: 2
  • Awareness: 2


VOID: 2
  • Void: 2
  • Current Void Points: 2/2



SKILLS
  • Battle (Perception) - 3
  • Defense (Reflexes) - 4
  • Iaijutsu (Reflexes) - 2
  • Kenjutsu (Agility) - [Katana] - 3
  • Kyujutsu (Reflexes) - 2
  • Jiujutsu (Agility) - [Martial Arts] - 5

Investigation (Perception) - [Notice] - 4
Courtier (Awareness) - 1
Etiquette (Awareness) - 1
Sincerity (Awareness) - 1
Lore: Heraldry (Intelligence) - 3
Lore: Bushido (Intelligence) - 3
Lore: Theology (Intelligence) - 1
Lore: Crane Clan - [Doji Family] - 2
Meditation (Void) - 2
Athletics (Strength) - 3
Horsemanship (Agility) - 1
Intimidation (Awareness) - 2


MASTERY ABILITIES
Defense 3 - The character may retain the result of a previous Reflexes/Defense roll rather than make a new roll if the Full Defense Stance is being maintained in subsequent rounds.
Kenjutsu 3 - All damage rolls made with a sword is increased by +1k0.
Jiujutsu 3 - All damage of all unarmed attacks is increased by +1k0.
Jiujutsu 5 - Jiujutsu confers a Free Raise toward initiating a grapple.
Investigation 3 - A second attempt to use the Search Emphasis may be made without an increase in the original TN.
Athletics 3 - Moderate Terrain no longer impedes movement, and movement across Difficult Terrain reduces the character's Water Ring by 1 instead of 2.


ADVANTAGES
Quick Healer - For the purpose of recovering Wounds, your Stamina is considered to be two ranks higher.
Strength of the Earth - The TN penalties you suffer from Wound Ranks are reduced by 3.
Bland - Whenever someone makes a Lore: Bushido or Lore: Heraldry roll against you, the TN is increased by 10.


DISADVANTAGES
Ascetic - Your School Outfit only includes weapons, armor, clothing, & necessary tools. You receive 1/2 glory rewards.
Small - Your Water Ring is considered 1 less for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on all Damage rolls of all your melee attacks.


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
The Force of Honor - You gain a bonus of your Honor Rank (rounded down) minus 4 to your Wounds to each Wound Rank. Additionally, you gain a bonus of +1k0 to the total of all attack rolls while in the Attack Stance.
The Shield of Faith - When you perform the Guard maneuver, the benefits last for an additional Round. The Armor TN bonus of the Guard maneuver is increased by 5 (to your target and yourself).
Strike Beneath the Veil - You may make melee attacks as a Simple Action while in the Attack stance.
Striking as Earth - When in the Full Defense stance you gain Reduction equal to your Earth Ring. This is cumulative with other forms of Reduction.


EQUIPMENT/CURRENCY
Daisho
Light Armor
Yumi
10 Willow Leaf Arrows


COMBAT
Weapons
Katana - 6k3/7k3 - DR: 7k3 - May spend VP for +1k1 damage.
Jiujutsu - 8k3/9k3 - DR: 4k1
Yumi - 4k2 - DR: 5k2

Armor
Armor TN = 20
Other Modifiers = Reduction 3

Initiative
5k2

Wounds
HEALTHY (+0): 0/22
NICKED (+0): 0/10
GRAZED (+2): 0/10
HURT (+7): 0/10
INJURED (+12): 0/10
CRIPPLED (+17): 0/10
DOWN (+37): 0/10
OUT (+N/A): 0/10


DESCRIPTION
Chikuma is on the shorter side for Rokugani heights, topping out at 5' even at best. Like most Crane, she bleaches her hair white, keeping it loose but shoulder length. She is seldom seen outside of her armor though, helmet included. She has a petite figure, though she is definitely of a very lean build.

Her dark eyes usually reflected a cold gaze, however, and many people who have known her for years, have never seen her even crack a smile.


BACKGROUND
Daidoji Chikuma was a talented warrior, but for perhaps all the wrong reasons. Crane were typically taught to be light as a feather, quick as the wind, but she never really demonstrated those aspects of her heritage. She had a rugged determination and grittiness that made her well-suited as a Daidoji Iron Warrior, rather than, say, a Kakita duelist or Daidoji scout. She certainly didn't seem to have much interest in politics.

She brandished a sword as well as any warrior, she never really earned much renown. She always seemed content with that. Content serving her clan, that is. Her loyalty was absolute and beyond question, so she was kept a Crane when it came time for her marriage.

How Chikuma gained notoriety at all, is when some bandits made an attempt on the Clan Champion's life years back while traveling. Chikuma nearly died while protecting a certain 10-year-old princess, when the bandit's plan went south and the leader had attempted to at least cost the Champion a daughter out of spite. Several yojimbo fell to the skilled bandit's swordplay, and Chikuma was no match for him either.

So Chikuma allowed herself to be impaled upon his katana, and then strangled him to death.

At first, it was uncertain of Chikuma would survive her injuries, as they were grim, but she showed a remarkable determination to stay alive, even boldly marching, with difficulty, despite the fact that she was still recovering, even after they took shelter at an inn to recover themselves. Chikuma insisted that she be there in case there was any follow-up attack, because she was able to be there. She proved the difference one determined woman could make between success and failure, and would not let weakness keep her from her responsibilities.

Chikuma would end up assigned as Kioko's personal bodyguard and would accompany her always from that point on. There were some doubts on that decision, since it seemed like an underlying fury lay waiting, but if that was the case, Chikuma kept it in check always.

Chikuma's personality really boils down to a few key aspects: An iron-clad belief that a samurai must do everything possible for their duty and their lord, even if it seems impossible; and she will not allow any danger to befall Kioko, or anyone else she guards, even if it means taking extreme and/or pre-emptive measures. Her zealous determination to follow these core principals of hers turns her into a fierce combatant, who utilizes swordplay unless it put her at a disadvantage, in which case she switches to unarmed and improvised combat in order to throw off balance the enemy she faces down.

Chikuma is an unyielding force that balks to no one.

Chikuma's husband is a meek man, formally of the Kitsuki, who fears her, yet finds relief that he rarely sees her at all. She has no children.  
PostPosted: Fri Apr 22, 2016 11:32 pm
WINTER COURT, DAY 2
Tara


Art Placeholder


Name: Tara
Clan: None
School: Budoka (as per 'True Ronin' character build)
Rank: 1
Insight: 130
Glory: 0.5
Honor: 3.5
Status: 0.0
Taint: 0.0


EARTH: 3
  • Stamina: 3
  • Willpower: 3


WATER: 2
  • Strength: 3
  • Perception: 2


FIRE: 2
  • Agility: 3
  • Intelligence: 2


AIR: 2
  • Reflexes: 2
  • Awareness: 2


VOID: 2
  • Void: 2
  • Current Void Points: 2/2



SKILLS
Etiquette (Awareness) - 1
Games: Go (Intelligence) - [Mimicry] - 1
Games: Shogi (Intelligence) - [Mimicry] - 1
Athletics (Strength) - 2
Defense (Reflexes) - 3
Hunting (Perception) - 1
Jiujutsu (Agility) - 1
Knives (Agility) - 2
Spears (Agility) - [Nage-Yari] - 5
Commerce (Intelligence) - 1
Craft: Farming (Varies) - 2


MASTERY ABILITIES
Defense 3 - The character may retain the result of a previous Reflexes/Defense roll rather than make a new roll if the Full Defense Stance is being maintained in subsequent rounds.
Spears 3 - During the first round of a skirmish, a character wielding a spear may ignore 3 points of Reduction when making melee attacks against his opponent.
Spears 5 - Ranged attacks made using a spear increase their maximum possible range by 5'.


ADVANTAGES
Dangerous Beauty - You gain a bonus of +1k0 to the total of all Temptation Skill Rolls made with members of the opposite sex.
Great Destiny - Once per session, when you suffer Wounds that would kill you, you are reduced to a single Wound remaining instead.
Strength of the Earth - The TN penalties you suffer from Wound Ranks are reduced by 3.

DISADVANTAGES
Ascetic - Your School Outfit only includes weapons, armor, clothing, & necessary tools. You receive 1/2 glory rewards.
Obligation - There is someone to whom you are indebted or for whom you must fulfill some significant duty. The nature of this debt can vary considerably, but when it comes due, nothing else matters. You must honor it, even if it leads to your ruination. This is a major, significant obligation that could potentially damage your family's standing if you do not devote considerable time and resources to fulfilling it.
Social Disadvantage - You begin with Status Rank 0.


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS


EQUIPMENT/CURRENCY
Nage-Yari
Aiguchi Knife
Aiguchi Knife
Aiguchi Knife
Aiguchi Knife
Tanto Knife
Tanto Knife


COMBAT
Weapons
Nage-Yari - 8k3 - DR: 4k2 - May be thrown up to 55'
Knife - 5k3 - DR: 4k1 - May be thrown up to 20'
Jiujutsu - 4k3 - DR: 3k1

Armor
Armor TN = 20
Other Modifiers = None

Initiative
3k3

Wounds
HEALTHY (+0): 0/15
NICKED (+0): 0/6
GRAZED (+2): 0/6
HURT (+7): 0/6
INJURED (+12): 0/6
CRIPPLED (+17): 0/6
DOWN (+37): 0/6
OUT (+N/A): 0/6


DESCRIPTION
Tara, all social standing and personal duties aside, stands out. Her skin is a deep bronze color, tanner than anything any of you have ever seen out of a Rokugani, even those in the Mantis and Unicorn. There are many other features, too: The shape of her eyes, the shape of her face, and so on, that reek of gaijin ancestry. But there is still Rokugani there too, little traits that bleed through, indicating heritage that there was some intermingling either by Rokugani explorers elsewhere, or with gaijin refugees/diplomats at some point. Both are not matters to be proud of, however.

Despite all this, she moves, acts, and speaks Rokugani like the best of them, so it is strongly implied she was born and raised within the Emerald Empire.

She is physically fit, in peak condition. She has dark eyes and darker dreadlocked hair. She is not dressed richly, nor does she carry any sort of symbolism of status (including a daisho), enforcing her peasant status.


BACKGROUND
Tara's childhood was kind of a blur, with little memory for her to pull from. There was definitely a farming village. There was definitely parents, siblings, neighbors... a community. There was definitely bandits.

Her world was obliterated when they attacked, and she had been taken in the confusion and chaos, not knowing what ever came of her family and home. She loosely recalls being moved from stranger to stranger, being sold. Some treated her... half-decently. Others, less so. Most of those years of her childhood were hazy.

When she had been rescued, she had been locked in a cage in a windowless room like an animal, with food and water being brought to her once every couple days. When the magistrates broke down the door and brought a lantern, it had been the first light she had seen in months. The magistrates seemed to take pity on her, but they discussed simply putting her out of her misery.

That's when she showed up. A woman in greens and golds, who seemed to breathe authority, who's very presence commanded respect. She spoke to the air as if she was mad, then pointed at the husk Tara had become. The cage was opened, and the girl was dragged out by some men and dragged away from the warehouse she had been kept in. Where ever she was brought, she was apparently nursed back to health. It took many months, but soon strength had returned to her. At this point, over half her life had been spent enslaved, and she was a young woman now.

The woman, who introduced herself as Seppun Ai, explained that the kami had lead her to Tara, a quest given to her on behest of a mighty dragon. This dragon had also given her a prophecy, that a moment would come where the future of the empire would depend on one thing, and that thing would result in a continuation or destruction of the entire empire. That thing was a death: The death of the person who would save it all, or Tara's. One would live and one would die.

It was at this point, that Seppun Ai gave Tara a choice. It was the first choice she had ever been given in her life: To train herself to help fight for and protect the Imperials until the chosen moment arrived, kept close to everyone important, or to simply be imprisoned as a future sacrifice. A choice between many struggles and much bloodshed, or one of simple familiarity and idleness.

To Tara, the choice was a simple one. She would not go back to being treated so inhumanely. She owed her escape and second chance to these people, these Imperials, and if her life was the only price they asked of her, she would pay it gladly.

Now in her twenties, she has grown up and escaped the wretch she used to resemble, now completely changed with the body of warrior. She chose a life of fighting, and she trained daily to improve her ability to do so, defeating any who threatened the Imperials she was indebted to until the chosen day arrived where she could make good on her promise.  

Rain Yupa
Captain

Enduring Member


Rain Yupa
Captain

Enduring Member

PostPosted: Sat Dec 10, 2016 1:25 pm
WINTER COURT, DAY 3
Shosuro Kazu


Art Placeholder


Name: Shosuro Kazu
Clan: Scorpion
School: Shosuro Infiltrator 1
Rank: 1
Insight: 126/150
Glory: 0.5
Honor: 1.5
Status: 1.0
Taint: 0.0


EARTH: 3
  • Stamina: 3
  • Willpower: 3


WATER: 2
  • Strength: 2
  • Perception: 2


FIRE: 2
  • Agility: 2
  • Intelligence: 3


AIR: 2
  • Reflexes: 3
  • Awareness: 2


VOID: 2
  • Void: 2
  • Current Void Points: 2/2



SKILLS
Acting (Awareness) - 1
Athletics (Strength) - 1
Ninjutsu (Agility/Reflexes) - 1
Sincerity (Awareness) - 1
Stealth (Agility) - [Sneaking] - 2*
Craft: Cooking (Intelligence) - [Fugu] [Okoze] - 3
Craft: Poison (Intelligence) - 2
Sleight of Hand (Agility) - 2
Lore: Fish (Intelligence) - 2
Commerce (Intelligence) - 1


MASTERY ABILITIES
None


ADVANTAGES
Great Potential: Cooking - When you make Raises on a Cooking Skill Roll, your Raises are limited by your rank in that Skill instead of your Void Ring, if higher.
Kharmic Tie, 4 ranks - Broken, points refunded.
Jurojin's Blessing - Whenever you roll to resist the effects of a disease or poison, you gain a bonus of +2k0 to the total of that roll.

DISADVANTAGES
Bad Fortune: Yogo Curse - Curse broken.
Lost Love - When you are reminded of your loss, all your TNs are increased by 5 until you spend a Void Point to regain your focus.
Doubt: Cooking Something has happened to cause you to question your training, so much that it interferes with your ability to perform properly. Every time you use this SKill, you must declare one Raise that confers no benefit.
Bitter Betrothal - Your spouse despises you, but she at least has the decorum to manage your estate properly... for the most part. Your mutual dislike, however, can result in tremendous difficulty with even simple domestic or bureaucratic tasks.
Obtuse - The point of many fine things simply escapes you. The Experience Point cost for increasing any High Skill other than Investigation or Medicine is doubled.


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
The Path of Shadows - You lose no Honor for use of Low Skills or Ninjutsu Weapons in service of the Scorpion Clan. You gain a bonus of +2k0 to the total of all Stealth Skill Rolls.


EQUIPMENT/CURRENCY
Sturdy Black Clothing
Daisho
Knife
Traveling Pack


COMBAT
Weapons
Noncombatant.

Armor
Armor TN = 20
Other Modifiers = None

Initiative
4k3

Wounds
HEALTHY (+0): 0/15
NICKED (+3): 0/6
GRAZED (+5): 0/6
HURT (+10): 0/6
INJURED (+15): 0/6
CRIPPLED (+20): 0/6
DOWN (+40): 0/6
OUT (+N/A): 0/6


DESCRIPTION
Kazu is a man in his early 20's, with short, cropped black hair that's styled in a spikey manner. His complexion is slightly on the fairer side, and his face and chin have a narrow look to them. He's of average build, though through his winter kimono it's hard to tell. He dresses a little on the heavier side as well.

His hands have numerous tiny scars on them (mostly on his left, mostly around the fingers), which have long since healed and faded. While unenlightened people might raise an eyebrow at it, his fellow chefs recognize it, since they tend to share that same feature.

Kazu wears a veiled black cloth like a bandana around his eyes, shielding his gaze from view.


BACKGROUND
Kazu was born Yogo Sadanobu, and at an early age, was betrothed to a woman of the Shosuro, and was groomed in that family's teachings. He spent a lot of time in the kitchen while his father was away and mother was bedridden, and developed a knack for that environment, which gave him a particular set of skills the Shosuro appreciated.

There was an accident.

Another marriage was arranged, but Kazu's ambition was gone, and those who knew him before say that now, he seems to simply be going through the motions.

There's not much to tell, since he doesn't like to talk about it.  
PostPosted: Sat May 26, 2018 11:50 am
WINTER COURT, DAY 4
Morito Denbe


Art Placeholder


Name: Morito Denbe
Clan: Ox
School: Ide Emissary 1
Rank: 1
Insight: 143/150
Glory: 1.0
Honor: 6.5
Status: 1.2
Taint: 0.0


EARTH: 2
  • Stamina: 3
  • Willpower: 2


WATER: 2
  • Strength: 2
  • Perception: 2


FIRE: 3
  • Agility: 3
  • Intelligence: 3


AIR: 2
  • Reflexes: 2
  • Awareness: 3


VOID: 3
  • Void: 3
  • Current Void Points: 3/3



SKILLS
Calligraphy (Intelligence) - 2
Commerce (Intelligence) - 1
Courtier (Awareness) - 2
Etiquette (Awareness) - [Conversation] - 2
Sincerity (Awareness) - [Honesty] - 2*
Horsemanship (Agility) - 1
Animal Handling - (Awareness) - 2
Meditation (Void) - 1
Tea Ceremony (Void) - 1
Investigation (Perception) - 1
Games: Shogi (Intelligence) - 1
Games: Go (Intelligence) - 1
Games: Kemari (Agility) - 1
Lore: Heraldry (Intelligence) - 3
Lore: Kolat (Intelligence) - 1
Craft: Toymaking (Intelligence) - 1


MASTERY ABILITIES
None


ADVANTAGES
Allies: Major Influence, Minor Devotion - Ox daimyo
Different School - Permitted to enroll in Ide Emissary school.
Forbidden Knowledge: Kolat - Some unfortunate knowledge gained when learning of his parentage.
Higher Purpose - Denbe is dedicated to proving himself as free from his dishonorable heritage.

DISADVANTAGES
Obligation (Minor) - A heavy debt is owed to his daimyo.


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
The Heart Speaks - In any situation in which you might inadvertently give offense, you may roll Awareness/Etiquette (Courtesy) vs TN 20 to avoid doing so. You gain a Free Raise when rolling Sincerity (Honesty), but any time you roll Sincerity (Deceit), your TN is increased by +5.


EQUIPMENT/CURRENCY
Extravagant Clothing
Wakizashi
Tessen
Calligraphy Set
Traveling Pack


COMBAT
Weapons
Noncombatant.

Armor
Armor TN = 15
Other Modifiers = None

Initiative
3k2

Wounds
HEALTHY (+0): 0/10
NICKED (+3): 0/4
GRAZED (+5): 0/4
HURT (+10): 0/4
INJURED (+15): 0/4
CRIPPLED (+20): 0/4
DOWN (+40): 0/4
OUT (+N/A): 0/4


DESCRIPTION

Denbe is a man in his in his mid-to-late 20's. His brown hair is tied back in a topknot, with enough length to have it blow in the wind if he were to let it down. However, he has one of those faces that is proportioned just right to make it so he looks perpetually angry. Despite that, he has a certain softness in the way he speaks, often giving a kinder second impression than first one.

He dresses very conservatively, and definitely has the build and appearance of a courtier - though he's hardly a shrimp. His hands are slightly calloused, but that is from gripping the reins of a horse and from working with his hands, rather than ever holding a weapon. He walks with a careful, almost submissive pace.


BACKGROUND
When Denbe was a small child, he was orphaned. His parents were revealed to be Kolat, as were several others within the Ox clan. They were put to the sword, but due to being a toddler with no concept of what was going in, there was debate about what to do with him. Relatives, friends, neighbors, all refused to act on his behalf, in fear it would paint them as Kolat supporters by aiding his parents posthumously. For a while, Denbe had no family.

Realizing the plight it put him in, the Ox daimyo adopted him into his family, raising him as a son. It was seen as a benevolent and kind-hearted act and he was praised for his kindness, though the daimyo was never quite as close to Denbe as he was with his real children.

As he grew up, Denbe's increased awareness allowed him to notice the distrusting looks he and only he seemed to receive. Even within his "family" he seemed like a black sheep, but he never understood why. As he grew, he began noticing that even physically, he did not resemble his siblings and parents. The gears began to turn.

Investigating in secret, over the course of a couple years, Denbe soon uncovered the truth of his adoption and his parents, and what they represented. In the typical bout of teenage angst, he approached his adoptive father and confronted him about the truth, and why he had been left out. At that age, of course you think you know better than anyone. They argued, feelings were hurt, they did grow more distant.

In truth, his adoptive father had still felt the same political pressure as others had felt about taking in a child of the Kolat, and he had always kept Denbe at arm's length because of it. But in truth, he did care about him, and did wish that with Denbe, his bloodline would be freed from the touch of the Kolat. No one else knew the sting the Ox had felt quite like the Unicorn, so arranging it with the clan, the daimyo had secured a place for Denbe to learn under their parent Great Clan. If anyone would stand the best chance of keeping him from repeating his family history, it would be the Unicorn.

Though reluctant and confused at first, Denbe did flourish under the roof of a Unicorn school, learning the ways of the courtier. As he became an adult, Denbe became more aware of himself and his so-called "curse", and began to see what his father, and others, saw in him. He came to the decision to prune his family tree of its undesirable branches, and vowed to start over clean and true. Reaching out when he could, he would do his best to be an honorable man, and prove himself as such to the world.

After completing his gempukku and returning to his homeland, Denbe decided to part from his father and be his own man, untethered to anyone, to free his family of any further grief his presence caused. Regardless, they are still on good terms with one another.  

Rain Yupa
Captain

Enduring Member

Reply
[L5R 4e] Unity

 
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