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Rain Yupa
Captain

Enduring Member

PostPosted: Tue Oct 16, 2012 11:17 am
Here's a template I made. Anything in {squiggly brackets} should have the entire section replaced with what it says inside.

For instance, for a Skill ({Trait}), for Kenjutsu, you would want Kenjutsu (Agility).


[b]Player:[/b]
[b]Name:[/b]
[b]Clan:[/b]
[b]School:[/b]
[b]Rank:[/b]
[b]Insight:[/b]
[b]Experience:[/b]
[b]Glory:[/b]
[b]Honor:[/b]
[b]Status:[/b]
[b]Taint:[/b]
[b]Heritage:[/b]


[b]EARTH:[/b]
[list][*][b]Stamina:[/b]
[*][b]Willpower:[/b]
[/list]

[b]WATER:[/b]
[list][*][b]Strength:[/b]
[*][b]Perception:[/b]
[/list]

[b]FIRE:[/b]
[list][*][b]Agility:[/b]
[*][b]Intelligence:[/b]
[/list]

[b]AIR:[/b]
[list][*][b]Reflexes:[/b]
[*][b]Awareness:[/b]
[/list]

[b]VOID:[/b]
[list][*][b]Void:[/b]
[*][b]Current Void Points:[/b]
[/list]


[b][u]SKILLS[/u][/b]
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}
{Skill Name} ({Trait}) - [{Emphases}] - {Ranks}


[b][u]MASTERY ABILITIES[/u][/b]
{Insert whatever bonuses certain skills give you here}
{Insert whatever bonuses certain skills give you here}
{Insert whatever bonuses certain skills give you here}
{Insert whatever bonuses certain skills give you here}
{Insert whatever bonuses certain skills give you here}


[b][u]ADVANTAGES[/u][/b]
{Advantage}
{Advantage}
{Advantage}


[b][u]DISADVANTAGES[/u][/b]
{Disadvantage}
{Disadvantage}
{Disadvantage}


[b][u]TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS[/u][/b]
{Insert Ability here}
{Insert Ability here}
{Insert Ability here}
{Insert Ability here}
{Insert Ability here}


[b][u]EQUIPMENT/CURRENCY[/u][/b]
{Insert Gear here}
{Insert Gear here}
{Insert Gear here}
{Insert Gear here}
{Insert Gear here}
{Insert Gear here}
{Insert Gear here}
{Insert Gear here}


[b][u]COMBAT[/u][/b]
[u]Weapons[/u]
{Weapon} - {Roll to Attack} - {Damage} - {Quality} - {Special Abilities}
{Weapon} - {Roll to Attack} - {Damage} - {Quality} - {Special Abilities}

[u]Armor[/u]
TN To Be Hit = {Reflexes x 5 + Armor + Other Modifiers}
Other Modifiers = {List them here}

[u]Initiative[/u]
{Reflexes + School Rank} k {Reflexes}

[u]Wounds[/u]
[b]HEALTHY (+0):[/b] 0/{2xEarth}
[b]NICKED (+3):[/b] 0/{2xEarth}
[b]GRAZED (+5):[/b] 0/{2xEarth}
[b]HURT (+10):[/b] 0/{2xEarth}
[b]INJURED (+15):[/b] 0/{2xEarth}
[b]CRIPPLED (+20):[/b] 0/{2xEarth}
[b]DOWN (+40):[/b] 0/{2xEarth}
[b]OUT (+N/A):[/b] 0/{5xEarth}


[b][u]DESCRIPTION[/u][/b]
{Insert physical/personality description here}


[b][u]BACKGROUND[/u][/b]
{Insert your personal history here}


Feel free to add or erase lines as you see fit.  
PostPosted: Tue Oct 16, 2012 12:38 pm
User Image - Blocked by "Display Image" Settings. Click to show.
Player: Mongooseh
Name: Kuni Tsuneo
Clan: Crab
School: Kuni Shugenja School
Rank: 2
Insight: 155
Experience: 80
Glory: 2
Honor: 1.5
Status: 2
Taint: -
Heritage: -


EARTH: 4
  • Stamina: 4
  • Willpower: 4


WATER: 2
  • Strength: 2
  • Perception: 2


FIRE: 3
  • Agility: 3
  • Intelligence: 3


AIR: 2
  • Reflexes: 2
  • Awareness: 2


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



SKILLS
Calligraphy (Intelligence) - 1
Defense (Agility) - 3
Lore: Shadowlands (Intelligence) - 2
Meditation (Void) - 3
Spellcraft (Intelligence) - [Maho] - 1
Kenjutsu (Agility) - [Katana] - 5
JiuJutsu (Agility}) - 2
Medicine (Intelligence) - 2
Anatomy (Intelligence) - 1
Iaijutsu (Reflexes) - 3
Story Telling (Awareness) - 2

MASTERY ABILITIES
Rank 5 Kenjutsu - Able to spend an extra void on damage rolls
Rank 3 Defense May begin combat in full defense stance but this is the stance adopted for the first turn.

ADVANTAGES

Strength of the Earth (8 )
Reduces wound tn penalty by 15.

Sacred Weapon (Kaiu Blade (5))
Special Katana which ignores 1 carapace, cannot break and does 3k3 base damage.

Blessing of the Elements (Earth (4))
Experience Discount on Earth abilities. Once per day expend an void point to receive an extra +0 wound rank.

Crab hands (6)
All weapon skills are treated as one rank higher.

Friendly Kami (Earth (3))
+1 Earth Spell per day. Free raises on Sense, Commune and Summon if earth. Must make a tribute once per week.

Quick healer (2)
Stamina is treated as +2 when determining how many wounds are recovered.


DISADVANTAGES

Brash (3)
When insulted roll Honor Vs Tn 20 or hulk smash.

Compulsion (Drinking Problem) (2)
Willpower or Honor vs TN 15 to avoid drinking.


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS

Universal spells
Sense
Commune
Summon
Counterspell

Earth Spells
Jade Strike (Innate)
Force of Will
Armour of Earth (Innate)
Earth becomes Sky (Innate)
Curse of stone (Innate)
Strength of the Crow

Fire Spells
Biting Steel
Fury of Osano-Wo

Water Spells
Path to Inner peace



EQUIPMENT/CURRENCY
Finger of Jade
Kimono and sandals
Scroll Satchel
Travelling Pack:
Vial of War paint
Kiseru
Small Tent
10 Parchment and charcoal
Set of Dice
5 Bottles of Sake
Bottle of Shochu
Accessory (Jade hair ring)
Blanket
Week supply of rations
Medicine kit 50/50
2 Koku


COMBAT
Weapons
Wakizashi
9k3 To hit 5k2 Damage

No-Dachi
9k3 To hit 7k2 Damage

Kaiu Blade
9k3+5 To hit 6k3 Damage


Armor
TN To Be Hit = 10 + 5 + 6 = 21
Other Modifiers =

Initiative
4 k 2

Wounds
HEALTHY (+0): 0/8
NICKED (+0): 0/8
GRAZED (+0): 0/8
HURT (+0): 0/8
INJURED (+0): 0/8
CRIPPLED (+5): 0/8
DOWN (+25): 0/8
OUT (+N/A): 0/20


DESCRIPTION
Extremely tall by Rokugani standards standing at 6ft 3in his build is obviously meant to be for a muscular brute but it just exudes stability and toughness rather than strength. His eyes are a simple brown, his hair is black, and long enough to sometimes cause comment though he keeps it secure with a jade ring at the end. His facial hair is clean shaven guessing the kuni nature this is so he can apply war paint to his whole face. His demeanour suggests huge confidence in himself and a ferocity to never back down.


BACKGROUND
A child of a Kuni and a Hida who would of thought of it? A son as well showing the usual characteristics of a Hida, big, strong and ready to fight. Tsuneo seemed destined to become an extremely powerful Hida even if he did display weird behaviour. Tsuneo developed an 'imaginary' friend early on in his child hood and could be witness talking to a rock in the garden for hours on end. Eventually though this 'imaginary' friend started asking Tsuneo to do weird things like move certain rocks around the garden when he should be practicing Kenjutsu and his mother started to become suspicious when she came back from her travels. So she found out that Tsuneo's 'imaginary' friend was an Earth Kami who had decided to take residence in their garden, to test whether or not Tsuneo was actually talking to the Earth Kami she asked the Kami if it would ask Tsuneo to arrange the rocks in the garden in a circle around the tree. Surely enough a few hours later Tsuneo had moved all the rocks in the garden to around the tree and Tsuneo's mother immediately begun the motions of having him trained as a shugenja.

Tsuneo already slightly indoctrinated by Hida training struggled at the scholar side of being a Kuni as he always seemed a bit distracted and only paid attention in the necessary amounts. While on the combat side he continued to excel like a Hida in Kenjutsu being a tough and nigh unstoppable force. Spells seemed to come naturally to Tsuneo though unlike the theory side but his sensei suggested he might be favoured by Earth Kami as such earth was his to command.

Following his quite large success and reaching the age of 22 without marrying, during a winter he found out his parents had already been approached with multiple offers from multiple crab families. This beset Tsuneo with a task of being courted during the winter to choose a wife he liked best. Uninterested in all of the offers, the arrangement of the marriage turned into a bidding contest with multiple people offering favours and other such things until one Kaiu family gave them an offer they couldn't refuse. Sold to the man holding the Kaiu blade! Ever since Tsuneo has carried the Kaiu blade and has been married to the lovely Kaiu now Kuni Suko.

Tsuneo was travelling with a witch hunter acting as their partner helping with their investigations. If help you mean be the big scary guy whom does all the dirty work? Yes you could say that but it's second nature to him though recently events have taken a more sadder tone. On a recent investigation of a maho cult his partner died during a raid on their hideout they succeeded in killing the cultists but things weren't as fortunate for his partner. So currently he is travelling letting the feel of the earth beneath his feet dictate where he travels.  

Mongooseh

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500

Ignatius 1231

PostPosted: Tue Oct 16, 2012 3:04 pm
Player: Gerry (Ignatius 1231)

NAME: Mirumoto Genjo Gender: Male
Clan: Dragon School: Mirumoto Bushi
Insight: 169 Rank 2
Honor: 2.5 Glory: 2 Status: 1

Initiative: 5k3 TNtBH: 34
Attack: Katana 8K3+3+FR Damage: 5K2

RINGS
Earth: 3
Water: 2 (Perception 3)
Air: 2 (Reflexes 3)
Fire: 3
Void: 3

Skills
Defense: 2
Kenjutsu (Katana): 5
Can spend additional Void for damage
Get a Free Raise
+2 Insight
Wound penalties for attacking reduced by Kenjutsu rank
Kyujutsu: 3
Reduce Range penalties by 5
Lore: Shugenga: 1
Meditation: 3
Theology: 2
Courtier: 2
Etiquette: 2
Investigation: 3 (Notice)
Athletics: 3
Battle: 3
Jiujutsu: 3
Roll +1K0 damage for unarmed combat
Horsemanship: 1
Artisan: Origami: 1
Games: Letters: 1
Calligraphy: 1
Divination: 1

TECHNIQUES
The Daisho Technique
• When dual wielding wt katana & wakizashi, suffer no penalties for carrying 2 weapons
• Add 5+School Rank to TN to Be Hit
• May substitute Kenjutsu for Iaijutsu at any time
• Add Fire Ring to all Attack Rolls

Strong and Swift
• May make an additional attack per round
• Add Earth Ring to TN to Be Hit


ADVANTAGES
4pts: Strength of the Earth
Wound Penalties decreased by 10pts
(Earth Dragon tattoo)
4pts: Clear Thinker
+10 TN to attempts to confuse, stall, or lie to you. Feint Maneuver requires additional Raise against you
(Fire Dragon tattoo)
2pts: Kharmic Tie: Kakita Ayako
Twice per session, may add +1K0 to any roll when fighting for/protecting Kakita Ayako.
Immediately become aware when she drops to the Hurt Wound level

DISADVANTAGES
2pts: Bitter Betrothal
Mirumoto (formerly Agasha) Okiku
1pt: Dependant: Agasha Masu
Infant daughter in care of grandparents/servants
1pt: Haunted
Great-great-granfather Mirumoto Morimasa
3pts: Missing Eye
+5 to TN for visual Perception rolls, attack roll wt a melee weapon, ranged attacks on targets within 50 ft. +10 to TN for ranged attack rolls on targets further than 50 ft.
3pts: True Love: Kakita Ayako


TECHNIQUES
The Daisho Technique
• When dual wielding wt katana & wakizashi, suffer no penalties for carrying 2 weapons
• Add 5+School Rank to TN to Be Hit
• May substitute Kenjutsu for Iaijutsu at any time
• Add Fire Ring to all Attack Rolls

Strong and Swift
• May make an additional attack per round
• Add Earth Ring to TN to Be Hit

EQUIPMENT
Katana 3K2 damage
Wakizasha 2K2 damage
Yumi (bow): Strength 3, Range 300' Special: +10 TN if fired from horseback
quiver with 20 Willow Leaf Arrows 2K2 damage
Light Armor: + 5 to TNtBH, +5 penalty to Athletics & Stealth rolls
Rokugani pony
Traveling Pack
Blanket
Bottle of Water
Divination kit (kawaru coins)
Lantern
Grapple Hook
50' of rope
Small tent
Parchment & charcoal
Week's rations
Wide-brimmed straw hat
Personal seal
3 2 Fingers of jade
Smoking pipe
Chopsticks
2 bottles of lantern oil
spare kimono & sandals
coin purse
2 koku


Background
Mirumoto Genjo is the younger son of Mirumoto Koji and Mirumoto (formerly Yoritomo) Saori. Koji was well-respected as a yojimbo, with the Kitsuki often requesting him for this duty. Koji would bring one of his children with him when he went to court with his charge, so he could connect with them and so they would see how members of other clans act and behave.

Koji was assigned to guard a Kitsuki travelling to Crane lands when he took Genjo, then 12 years old, with him. While in Crane lands, Genjo first encountered Kakita Ayako. Ayako was the same age as Genjo, and both were deeply enmeshed in learning the basics of their respective bushi schools. A rivalry began to develop, with the two children competing to outdo each other. The rivalry intensified as Genjo frequently was assigned to go to Crane lands.

Inevitably, Genjo and Ayako began dueling each other when not under the eyes of their elders. At first they used wooden practice swords, but when Ayako visited Dragon lands with her mother, a heated exchange between the two 15-year olds led to a duel with actual katana. It went wrong, and Genjo lost his left eye.

Genjo’s sensei, Togashi Mito, visited the angry young man as he was recovering. Mito drew a parallel to the rivalry between the two teenagers and the grudge held by Kakita and Matsu, pointing out that in his rivalry with Ayako, Genjo was playing the role of Matsu (Mito is known for his wry wit). Mito suggested Genjo choose another path. After some meditation and soul-searching, Genjo forgave Ayako.

Ayako, though she maintained a calm demeanor, had suffered intense guilt over maiming Genjo. His forgiveness relieved Ayako of the burden of her guilt, planting the seed of friendship between the two. When Genjo recovered and returned to Crane lands next year, they still competed against each other, but more for shared enthusiasm of their endeavors than to outdo each other, and they began socializing in a more general sense. By the time Genjo returned to Dragon lands, he and Ayako were deeply in love with each other.

Ayako returned to Dragon lands just a few months shy of her gempukku. The head of the Togashi order happened to observe Genjo and Ayako together, and sent instructions that the two be sent to the Togashi dojo. While there, the two youths were each tattooed with the elemental dragons, the tattoos intertwined and coiling up their bodies from thigh to neck, with their necks crossing over the collarbones and their head high on the chest, facing outward. Genjo received tattoos of the Earth and Fire Dragons, while Ayako was tattooed with the Air and Water Dragons. Each also had half of the Void Dragon tattooed onto one of their arms - the left for Ayako, the right for Genjo. The tattoos were designed in such a way that when they stand or walk hand-in-hand, the Void Dragon becomes complete. The tattoos imparted abilities on the pair, and bound them kharmically. The enigmatic master monk refused to explain these actions, even when pressed quite vigorously by Ayako’s family (Genjo’s family was already accustomed to the eccentric and enigmatic ways of the Togashi).

Despite their many bonds, Genjo and Ayako were betrothed to others, and married their betrotheds shortly after their respective gempukkus. Genjo wed Agasha Okiku, then a promising shugenja with dreams of rising to the Phoenix Elemental Council. Marriage out of the clan dashed her hopes, and she resents the closeness between Genjo and Ayako. Her bitterness has a tendency to manifest itself as viperishness towards Genjo and especially towards Ayako.

Okiku has a bumbling younger brother, Masu, who is 14. Okiku’s parents sent him to stay with her and Genjo so his foolish antics would not reflect on their youngest (Yuriko), a prodigy who actually does have a chance of rising to the Elemental Council. Masu is quite taken with the idea of becoming a bushi, though has yet to show much aptitude for it. This occasions Genjo the occasional headache when his brother-in-law tags along with him when Genjo is performing his duties.

Genjo is occasionally visited by the spirit of his ancestor, Morimasa. It seems important to Morimasa-sama that Genjo continue to pursue his relationship with Ayako and watch over Masu.

Motivations
His early brush with what it means to be bushi has given Genjo a more sober outlook than most samurai his age. Genjo does not lightly flaunt his arms, nor does he lightly threaten to draw his swords. He tries to use calm reason with those around him. However, when the time comes, he is not hesitant to use his swords.

The flipside to Genjo's personality is that he is good at using his swords and he enjoys the art of swordsmanship. He enjoys training, sparring, duelling, and even battle. He is occasionally conflicted by the deadly seriousness of his profession and the enjoyment he derives from his skill at his profession. At those times, he will meditate on Bushido to try to resolve his inner conflict.

Had Genjo not become close to Kakita Ayako, he may have never learned to appreciate the more refined aspects of Rokugani culture. Having a discreet courtship with Ayako led Genjo to an appreciation of art and culture, which deepens his commitment to defend the empire. It also gives him someone to think about in his quiet moments, someone to look forward to seeing again.  
PostPosted: Tue Oct 16, 2012 3:55 pm
Player: Plainsfox
Name:Matsu Harumoro
Clan: Lion
School: Soshi Shugenja
Rank: 3
Insight: 176
Experience: 0/80
Glory: 3
Honor: 1.0
Status:1
Taint: None
Heritage: Ancestor was Cursed, Ancestor fought in the battle of Cresting Waves


EARTH: 2
  • Stamina: 2
  • Willpower: 2


WATER:3
  • Strength: 3
  • Perception: 3


FIRE: 2
  • Agility: 3
  • Intelligence: 2


AIR:3
  • Reflexes: 3
  • Awareness: 3


VOID: 3
  • Void: 3
  • Current Void Points: 1

Spells used per day:
Air:
Earth:
Fire: 2
Water: 1
Void: 1


    SKILLS
  • Calligraphy (Intelligence) - [None] - 2
  • Courtier (Awareness) - [None] - 2
  • Etiquette (Awareness) - [None] - 2
  • Meditation (Void) - [None] - 2
  • Spellcraft (Intelligence) - [None] - 5
  • Stealth (Agility) - [Spellcasting] - 3 [l]
  • Theology (Intelligence) - [Ancestors] - 4
    Defense (Agility) - [None] - 3*
    Kenjutsu (Agility) - [None] - 2
    Knives (Agility) - [None] - 2
    Medicine (Intelligence) - [None] - 1
    Horsemanship (Agility) - [None] - 1
    Investigation (Perception) - [None] - 3
    Battle (Perception) - [None] - 2
    Instruction (Awareness) - [None] - 2
    Deceit (Awareness) - [None] - 3 [l]
    Hunting (Perception) - [None] - 2
    Lore: Scorpion Clan (Intelligence) - [None] - 1
    Lore: Heraldry (Intelligence) - [None] - 1
    Games: Go (Awareness) - [None] - 1


*gained from heritage rolls. (l) denotes a low skill.

MASTERY ABILITIES
Spellcraft: +2 insight, 1 free raise on use, 1 Free raise on casting spells.

Defense:
Rank 3: At the beginning of your first Round of a skirmish and after all Initiative changes have occurred, you may declare the Full Defense Posture. This is your Posture Declaration for your Turn.

Horsemanship:
Rank 1: You can fight while mounted.

ADVANTAGES
Different School ( 3 pts; Harumoro has attended a school that belongs to a clan different than the one he's sworn fealty to.)
Crafty ( 6 pts; Harumoro treats all low skills as if he has one additional rank in them. If he is untrained in a low skill, he may use the skill as if he had one rank in it.)
Distinguished Heritage (2 pts; Harumoro automatically rolled against the Distinguished heritage ancestor table. )
Stable Attendant Servant (Tomaru: 2 pts, Tomaru is Harumaro's servant that is trained in the care of animals. He has Animal Handling 3)
Dangerous Beauty ( 2 pts: Harumoro adds 2k0 to deceit rolls involving the opposite gender.)


DISADVANTAGES
Unlucky ( 3 pts; The GM may force Harumoro to reroll one die roll per session.) *
Sworn Enemy w/ Nemesis ( Isawa Yoshimoto; 4 pts. Isawa Yoshimoto is Harumoro's nemesis. He is of equal rank to Harumoro and neither can use void when combating the other.)
Phobia/ Spiders ( 2 pts; Every time Harumoro encounters the object of his phobia, he adds +10 to his TNs)
Doubt (Theology; Whenever Harumoro attempts to use doubt, he must call a raise in order to use the skill at all.) 4pts


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
Soshi's Whisper. A free raise to Secrets on the wind, Essence of the Air, and Reflective Pool, Also, a free raise on stealth rolls when casting subtly. Begins the game with Secrets on the Wind as an innate spell. Spells with an * indicate innate ability.

Affinity: Air
Deficiency: Fire

Universal:
Sense *
Summon *
Commune *
Counterspell *

Air
Secrets on the Wind *
Wind-borne Slumbers
Tempest of Air
Echoes of a Breeze
Essence of Air
Know the Mind

Earth:
Force of Will

Fire:
Fury of Osanwo

Water:
Reflecting Pool
Path to Inner Peace
Reversal of Fortune


EQUIPMENT/CURRENCY
Wakazashi, Tanto, Jitte, kimono and sandals, Scroll satchel, Rokugani pony, Medicine kit (50/49), 4 bu
Travelling pack: Blanket, Tent, Week's supply of food, set of dice, bottle of shochu, widebrimmed straw hat, Sumi-e kit, sake cup, small folding stool, minature go set, finger of jade.



COMBAT
Weapons
Wakazashi - 5k3 - 5k2 - Normal - {Special Abilities}
Tanto - 5k3 - 4k1 - Normal - 1 free raise on slight of hand to hide
Jitte - 5k3 - 4k1 - Normal - 1 free raise to disarm, 2 if disarming any sword but a no-dachi.

Armor
TN To Be Hit = 21

Initiative
6k3

Wounds
HEALTHY (+0): 0/4
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): 0/10


DESCRIPTION
Matsu Harumoro is an affable young man, friendly and kind for the most part. He shows annoyance sometimes when life frequently trips him up, and occasionally gets irritated when he is asked to debate theology, but in general the handsome Soshi-born Matsu is carefree and unworried. He has sharp brown eyes and brownish black hair, somewhat tall. He's thin but putting on weight due to a shugenja's inactive lifestyle. He's also deceptively muscular.


BACKGROUND
Occasionally, a Scorpion will fail their gempukku test. It is not common, but it can happen. All that is known is when Soshi Harumoro's gempukku occured, the only thing he could utter was "Oh Kami! The spiders! Please, not the spiders! I CAN FEEL THEM ALL!" before collapsing into a fetal ball. It was later learned that Harumoro's brother Natsuo managed to place a frightening number of spiders into Harumoro's kimono as a "harmless" prank. Never the less, the damage was done and Harumoro was given an option. He could wear the simple mask that represented the fact he failed his gempukku....or he could be married out of clan. Harumoro chose to be married out of clan.

A Matsu bride (Chiaki) was found for him and he was inducted into that clan. Due to the modest standing of his parents (Noritane and Kiku) and their lifetime of hard work on behalf of the Scorpion clan, Harumoro was allowed to continue his training in the Soshi Shugenja school. This has troubled his adoption into the Lion clan somewhat as the two sets of underlying theology are radically different.

It was not long after Harumoro began his integration into the Lion Clan and his marriage began showing fruit (In the form of a daughter named Kagura and later a son named Ryutaro) that Matsu Chiaki came to him with an ultimatum. Her children would not be subject to a grudge held against a Scorpion family. Harumoro was to end the feud he had with Isawa Yoshimoto.

The feud began when Harumoro's grandfather, Soshi Rentaro, had been cursed by the Abbess of a convent for seducing away Isawa Gin, a woman who was to become a nun at that temple. She would later become Harumoro's grandmother. The bad blood between Gin's family and Rentaro's has died down with time, somewhat, but the hot headed Yoshimoto has picked it up and expressed his desire to cleanse the family's honor.

Thusly, Harumoro's been given leave to travel Rokugan to learn as he needs and do what he can to end Isawa Yoshimoto. Hopefully he can do it in Lion fashion, but Harumoro thinks his wife won't mind if he does it in a way his ancestors would approve  

Plainsfox

Romantic Paladin

10,600 Points
  • Battle Hardened 150
  • Team Jacob 100
  • Bunny Hunter 100

xX_Terei_Xx

Questionable Prophet

PostPosted: Tue Oct 16, 2012 3:57 pm
Player: xX_Terei_Xx
Name: Shou
Clan: Sparrow Clan Ronin
School: Ronin Warrior
Rank: 2
Insight: 164 / 175
Experience: 0
Glory: 1
Honor: 1.5
Status: N//A
Taint: 0
Heritage:


EARTH: 2
  • Stamina: 2
  • Willpower: 2


WATER: 2
  • Strength: 3 (+1 Warrior)
  • Perception: 2


FIRE: 2
  • Agility: 3
  • Intelligence: 2


AIR: 3
  • Reflexes: 3
  • Awareness: 3 (+1 Family)


VOID: 3
  • Void: 3
  • Current Void Points: 0



SKILLS
    Athletics (Various) – 3 *
    Battle (Perception) – 3 *
    Defense (Agility) – 3 *
    Divination (Awareness) - [Omens] - 2
    Etiquette (Awareness) – 2 *
    Games: Fortunes and Winds (Awareness) - 2
    Hunting (Perception) – 3 *
    Iaijutsu (Reflexes) - 3
    Jiujutsu (Agility) - 3
    Kenjutsu (Agility) - [Katana/No-Dachi] – 6 *
    Knives (Agility) - 2
    Kyujutsu (Reflexes) – 2 *
    Lore: Bushido (Intelligence) - 2
    Lore: Heraldry (Intelligence) - 2
    Lore: Superstitions (Intelligence) - 2
    Meditation (Void) - [Void Recovery] - 2



MASTERY ABILITIES
    Defense :: Rank 3 At the beginning of the first round of a skirmish and after all initiative changes have occurred, you may declare Full Defense Posture. This is your Posture Declaration for your Turn.
    Iaijutsu :: Rank 3 You may Focus an additional time in an Iaijutsu duel.
    Jiujutsu :: Rank 3 You roll an extra die for damage in unarmed combat.
    Kenjutsu :: Rank 5 You may now spend an additional Void Point on a single damage roll. Your Wound penalties to attack rolls are reduced by your Weapon Skill when wielding this weapon. +2 Insight and gain a Free Raise when using this skill.



ADVANTAGES
    Great Destiny (4) - [ Great purpose in store for you. When you suffer Wounds that would kill you, you are instead reduced to a single remaining Wound at the Out level once per game session. Destiny fulfillment means 4 EXP gained. ]
    Magic Resistance (6) - [ The kami are reluctant to answer prayers against you. Shugenja add +15 TN to any spell that targets you. ]
    Quick Healer (2) - [ You heal faster than others. Stamina treated as 2 ranks higher when determining Wounds recovered per day. ]



DISADVANTAGES
    Contrary (3) - [ You have an opinion about everything. Willpower to avoid acting in tense situations. Failure means decisive action. ]
    Haunted (3) - [ Ancestor bothers you at least once a day. S/He chooses the worst times to speak to you and is usually irritating. ]
    Insensitive (2) - [ Looking out for self. Must spend a Void Point to put self at risk for another without a direct benefit. ]
    Social Disadvantage (3*) - [Glory is reduced by one]



TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
    Rank 1 :: The Wolf’s Technique
      XXXXXXIf declared the target of an attack, you gain one additional rolled and kept die to your attack or damage roll against that opponent each round. You must declare which roll is receiving the bonus die at the beginning of each combat round. This applies to only one opponent per round, but may be switched each round to another who has declared you the target of an attack.

    Rank 2 :: Punish the Arrogant
      XXXXXXIf wounded by an opponent, you receive a bonus to Initiative equal to the number of Wound Ranks suffered on the round immediately after the wounded round. If, during that round, you attack the opponent who wounded you, you roll two additional attack dice against them. You may spend Void points on damage with any weapon.



EQUIPMENT/CURRENCY
0 koku || 0 bu || 5 zeni

Katana *
Wakizashi *
No-Dachi *
Aiguchi (2)
Tanto (3)

Ashigaru Armor *

Traveling Clothes and Sandals *
Courtier's Fan
Netsuke
Obi Pouch
Wide-brimmed Straw Hat

Backpack
Blanket (2)
Bottle: Empty (5)
Brazier
Chopsticks (Ivory)
Cloth (Silk Bolt)
Coin Purse
Dice + Dice Cup
Finger of Jade
Fishing Kit
Flint and Steel
Furoshiki Sack
Mask
Metal Lantern (w/ 10 oil flasks)
Pet: Songbird
Rope (10 ft)
Small Tent
Sweets (4 servings)
Umbrella
Whetstone
Travel Pack: *
  • Bottle of Sake
  • Candles (6)
  • Pet: Songbird
  • Pillow Book (Adventure)
  • Sake Cup
  • Small Mirror
  • Spare Kimono and Sandals
  • Sweets (4 servings)
  • Traveling Rations (week's worth)



COMBAT
Weapons
    Katana - Attack: 9k3+6 - Damage: 6k2 - May spend up to 2 Void Points to roll and keep an extra damage die for each point.
    No-Dachi - Attack: 9k3+6 - Damage: 7k2 - +50% Strength to damage and keeps an extra die of damage against opponents larger than human size.
    Wakizashi - Attack: 9k3 - Damage: 6k2 - No +5 TN to all attacks for off-hand. +5 TN still applies to Wakizashi. No additional attacks per round for wielding two weapons.

    Aiguchi - Attack: 5k3 - Damage: 4k1 - Free Raise for Sleight of Hand when concealing.
    Tanto - Attack: 5k3 - Damage: 4k1 - Free Raise for Sleight of Hand when concealing.

    Unarmed - Attack: 6k3 - Damage: 3k2


Armor
    TN To Be Hit = 24 {Ref (3) x 5 + Armor (3) + Def (3)*2}
    Other Modifiers = N//A


Initiative
    5k3


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



DESCRIPTION
    Shou has inky black hair, kept somewhat short and swept to the side, and grayish-blue eyes. He wears brown clothing, the only thing that places him with his former clan.

    - Will add more later -



BACKGROUND
    Shou came from a kind Sparrow family, consisting of his father, mother, older brother, older sister, and younger brother. The six of them lived at peace on their good-sized farm, growing as many crops as they could.
    It was during his time there that he undertook some bushi training for the Suzume name. He never did complete it far enough to undergo his gempukku, though.

    It was one cold, dreary winter day when it all started to unravel. His parents told him that he wasn't actually their son. They had found him bundled in blankets along the road, snuggled into the snow. There had been no one around and asking around had proved fruitless. Shou had seemingly appeared out of nowhere, his true parents either long gone or well hidden.

    That wasn't what bothered Shou. It was when they mentioned that symbols of protection had been etched into the snow that it started to raise his hackles. Why would they need to do such a thing? Was there something that was coming after him? Was it going to try to hurt himself or his new family?

    About a week later, Shou disappeared. He had left a note, saying that he didn't want to trouble his family by bringing them harm. His family sent out a notice to try and find him, but Shou wasn't nearby any longer.

    Besides, who would bother to find a ronin?

    Shou then traveled around, gaining experience to add to his knowledge and swordplay. He met many people, befriending a few. For the most part, though, he kept his head down and feet moving.


Extra Stuff  
PostPosted: Tue Oct 16, 2012 3:57 pm
Player:Caboose
Name: Juri Bayushi (Hida)
Clan: Scorpion
School: Shosuro Shinobi
Rank:2
Insight:169
Experience:
Glory:2.0
Honor:0.5
Status:1.0
Taint:
Heritage: Duel- +2 Kenjutsu


EARTH: 2
Stamina:2
Willpower:2


WATER: 2
Strength:2
Perception:2


FIRE: 3
Agility:3
Intelligence:3


AIR: 4
Reflexes:4
Awareness:4


VOID: 3
Void:3
Current Void Points:3



SKILLS
Athletics (Various) - [] – 2
Deceit (Awareness) - [] - 3
Defense (Agility) - [] - 1
Kenjutsu (Agility) - [] - 3
Ninja Ranged Weapons (Reflexes) - [] - 2
Stealth (Agility) - [Sneaking] - 3
Underworld (Intelligence) - [] - 3
Knives (Agility) - [] - 2
Poison (Intelligence) - [] - 4
Meditation (Void) - [] - 4
Jiujitsu (Agility) - [] - 4
Forgery (Intelligence) - [] - 1

MASTERY ABILITIES
Poison 3 - The TN to resist poisons you create is increased by 5. You gain a Free Raise on all Medicine Rolls to create antidotes.
Jiujutsu 3 - You roll ane xtra die for damage in unarmed combat.



ADVANTAGES
Wary 5 Pt - You do not suffer the -20 initiative penalty for being surprised in combat. You suffer a +5 TN penalty to all your Social Skill rolls.
Heartless 2pt - Anyone attempting to change your mind through use of any Skill such as Courtier or Deceit has +10 to his TN.
Dangerous Beauty 1 Pt - +2k0 on every Deceit roll made against someone of the opposite sex.
Ambidextrous 4 pts - When fighting with a weapon in your off-hand, you do not receive the normal +5 TN penalty.

DISADVANTAGES
Dark Fate -3 points - Once per session when you would be considered dead, you are instead left with a single Wound point remaining.
Sworn Enemy -3 Points - Rank+1 enemy.
Bitter Betrothal -2 Points - Your spouse causes problems for you in a myriad of ways.
Bad Reputation -2 Points - Your Glory is treated as Infamy to those aware of your Reputation.


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
The Shadow Has no Mask - +2k2 to all Stealth rolls. The Full Defense Posture does not restrict your movement. At the beginning of the first round of a skirmish and after all Initiative changes have occurred, you may declare the Full Defense Posture. This is not your Posture Declaration for your first Turn and you may declare a different Posture at the beginning of your first Turn.
The Shadow Has no Mercy - Your Raises on Stealth Skill Rolls and attack rolls against people who do not know you are there are not limited by your Void or skill rank. You may add twice your Fire Ring to your TN to Be Hit when not wearing armor.





EQUIPMENT/CURRENCY
{Dark Clothing}
{Kimono and Sandals}
{Travelling Pack}
-Chopsticks
-Grapple Hook
-Finger of Jade
-Set of Dice
-Personal Chop (Lotus Flower, with outer Petals as Scorpion Stings)
-Week's Supply of Rations
-Pet: Monkey-Zizou
-Mask: Black, Unadorned
-Mask: Red, Silk, Sheer
(8 Koku)
(Ashigaru Armor- Not Equipped)

COMBAT
Weapons
Katana - 6k3 - DR 5k2 - {May spend a void point to roll and keep an extra die on damage as normal or two points for two dice}
Wakizashi - 6k3 - DR 4k2 - {No two handed penalty if Ambidexterous}
Ninja-to - 6k3 - DR 4k2 - {Free Raise to Conceal with Sleight of hand}
Sai - 5k3 - DR 3k1 - {Free Raise on Disarm, 2 Free if the sword isn't a no-daichi}
Tanto - 5k3 - DR 3k1 - {Free Raise to Conceal with Sleight of hand}
Shurikenx{10} - 6k4 - DR 1k1


Armor - N/a
TN To Be Hit = 28
Other Modifiers = Defense 1, The Shadow Has no Mercy

Initiative
6k4

Wounds
HEALTHY (+0): 0/4
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): 0/10


DESCRIPTION
Like most of the Bayushi family, Juri is a shining example of what can happen when incredible beauty meets the training of death. She's cold, seemingly heartless, and has a nasty reputation for being a condescending young lady. However, most of this bitterness comes from her marriage to a lovely young lad from the Hida Family. Their conflicting personalities are destructive to their home and family. On top of that, Juri insists on still going by her Family name, rather than her husbands. They constantly fight for dominance in the family, and her son is cared for by the servants since neither of them want to give up their duties to their clans.
However, she does take to superstition easily, following both the superstitions of her clan and that of the Crab clan. And to top it all off, she doesn't have respect from her family since her choice of hairstlye and school is not expected of the Bayushi family. She keeps her hair short, to keep honest with herself about her affair with a bushi from the Moto family, though the details of said affair she keeps to herself, especially the fact that she's in love with a Unicorn "barbarian" as her parents called them.  

DeathAdams


BegrudginglyGood

PostPosted: Tue Oct 16, 2012 6:38 pm
User Image - Blocked by "Display Image" Settings. Click to show.Player: BegrudginglyGood
Name: Utaku Ayano of the Hyuga family
Clan: Unicorn
School: Utaku Battle Maiden School
Rank: 2
Insight: 163
Experience: 125/125 (45 + 80)
Glory: 1
Honor: 3.5
Status: 1
Taint: 0
Heritage: Distinguished Past / A Hero's End / Combating the Shadowlands
Your ancestor was renowned for their fearlessness. Gain one rank of any Bugei Skill (Defense). Gain +10 on all rolls to resist fear effects from Shadowlands creatures.


EARTH: 3
  • Stamina: 3
  • Willpower: 3


WATER: 3
  • Strength: 3
  • Perception: 3


FIRE: 2
  • Agility: 3 (+1 from Utaku Family)
  • Intelligence: 2


AIR: 3
  • Reflexes: 3 (+1 from Utaku Battle Maiden School)
  • Awareness: 3


VOID:
  • Void: 2
  • Current Void Points: 0



SKILLS
Etiquette (Awareness) - 3
Defense (Reflexes) - 2__(2nd rank from Heritage)
Kyujutsu (Reflexes) - [Horse Archery] - 3__Ignore +10 penalty from being on horseback. Riding in Harmony means I roll an extra die, and if mounted, keep an extra die.
Horesemanship (Agility) - [Utaku Steed] - 5__Riding in Harmony means I roll an extra die, and if mounted, keep an extra die.
Kenjutsu (Agility) - [Katana] - 5__Riding in Harmony means I roll an extra die, and if mounted, keep an extra die.
Battle (Perception) - [Skirmish] - 4
Hunting (Perception) - 3
Athletics (Strength) - 2
Medicine (Intelligence) - 2


MASTERY ABILITIES
Kenjutsu 5 - You may now spend an additional void point on a single damage roll. Ignore 5 points of wound penalties whilst using a sword. Free Raise whist using a sword.
Kyujutsu 3 - Reduce range penalties by 5
Horsemanship 1 - You can fight whilst mounted
Horsemanship 3 - You may use Full Attack and Full Defense postures whilst mounted.
Horsemanship 5 - Your steed uses your TN to Be Hit, if it is higher.
Etiquette 3 - You add + 5 to your Contested Social Skill Rolls.



ADVANTAGES
Quick Healer (2) - Use stamina + 2 for healing
Absolute Direction (1) - Always knows where north is, unless more than 2 days into the Shadowlands


DISADVANTAGES
Can't Lie (3)

TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
Riding in Harmony
Add water ring to TNtbH at all times. (added)
Select three Bugei skills, roll one additional die when using these, and when mounted, keep an additional die as well.

The Void of War
Add Air Ring to the total of all attack rolls. (added)
At the beginning of combat round, you may choose to exchange your Initiative and TNtbH for the duration of that round.



EQUIPMENT/CURRENCY
Katana
Wakizashi
Shinjo Horsebow and 20 arrows (Willow leaf - 2k2)
Standard Riding Armor - ancestral armor
Kimono and sandals
War mask
Lucky charm
Traveling Pack - Blanket, Daisho Stand, Finger of Jade, Small Tent, spare Kimono and sandals, Grooming tools
Medicine kit
7 Day's worth of rations
Utaku steed

Currency = ?


COMBAT
Weapons
Katana - 9k3+3 on foot or 9k4+3 on horseback - 6k2
Wakizashi - 9k3+3-5 on foot or 9k4+3-5 on horseback - 6k2
Shinjo Horsebow - 7k3+3 on foot or 7k4+6 on horseback - 4k2

Armor
TN To Be Hit = {Reflexes x 5 + Armor + Defense x2 + Other Modifiers}
= 3 x 5 + 8+ 4 + 3 = 30 on foot / 36 whilst mounted (?)
Other Modifiers = Riding Armor [ 8 ], Defense [4], Rank 1:Riding in Harmony [3]

Initiative
5k3

Wounds
HEALTHY (+0): 6/6
NICKED (+3): 2/6
GRAZED (+5): 0/6
HURT (+10): 0/6
INJURED (+15): 0/6
CRIPPLED (+20): 0/6
DOWN (+40): 0/6
OUT (+N/A): 0/15


DESCRIPTION

Ayano looks very much like her mother, and her grandmother when in battle. The women of her family appear firm in their beliefs, and have a stern yet compassionate look about them. Very rarely will you see unchecked emotions, and even less will you see them act as a woman before a Battle Maiden.

Her jade eyes look upon a situation, as if a fight might occur at any time, but it is one of tactical awareness and not blood lust or a fighting passion. The gaze is calm and calculating. Her muscular shoulders and toned slender figure, are only accented by her voluptuous feminine assets.

Although in battle her face is hidden by her mask, she rarely hides her appearance during times of peace. With glowing alabaster skin, as youthful and vibrant as if she were still just passing her gempukku, many elders see a woman in a child's body.

She keeps her coal black hair neatly combed and in long braids, letting the plaited strands hang loose as to look feminine. This also aids in creating a more dangerous look on the battlefield, with the strands whipping around in the wind at full gallop.

Ayano is often smiling, and this only shows off her high cheek bones, gracious neck and white teeth, and gives her a look of softness and compassion. As if she were Kami, Shinjo, reincarnate.

Long slender fingers that should be lightly plucking the strings of a musical instrument are instead used to hold her katana, or draw back the string of her bow with grace and strength.

She has a soothing, compassionate voice, and rarely shouts unless it is of utmost importance. And is often found drumming her fingers on a table, deep in thought if something troubles her.

Like the colt she grew up beside, she runs around with the speed and swiftness of the wind. Galloping and jumping as if she were half horse herself.


BACKGROUND

Age: 20
Place of Birth: Egami Mura, Unicorn Lands
Current home: Shinjo Utaku Shojo (Battle Maiden Castle)
Gempukku age: 13

Notable events in her life:
  • Death of her grandmother (age 52) when she was an infant
  • Birth of Hira
  • Death of her mother (age 38 ) when she was 12 years old
  • Gempukku graduation at 13 years old, receives family Riding Armor and sword
  • Continued training at Shinjo Utaku Shojo
  • Fought in 'The Battle of Shiro Shinjo'.


Famous Ancestor: During a battle with the Shadowlands, Ayano's grandmother (Utaku Umi, Battle Maiden) passed away after sustaining fatal wounds during combat, at the age of 52. She was rumored to have remained behind with a handful of other Battle Maidens, knowing that it would most likely lead to their deaths. They covered the retreat of their fellow bushi, among who was Umi's daughter, after getting ambushed.
With her Utaku steed slain, sorrow and rage had consumed her, as she continued to fight on foot not leaving her horses side, sustaining many wounds before finally succumbing. Her actions saved the lives of many men and women that day, and showed the true spiritual connection and emotion between Utaku horse and rider.

Having witnessed the death of her mother, Utaku Osana is said to have brought Umi's body home. Where it received full honors and a proper burial.

Wearing her mothers armor into battle, it is said that Osana had the fearlessness and courage of her mother, as if the armor itself had been imbued with the spirit of the slain Battle Maiden.

With the passing of her mother, Utaku Osana, just a year before Ayano's gempukku, it fueled the young child's devotion to completing her adulthood trials a year earlier than normal. Upon the successful completion of her gempukku, Utaku Ayano was presented with her first sword, and her mother/grandmothers riding armor, which has become a family heirloom handed down to the daughter upon the death of the wearer. Bearing the Unicorn Clan mon, Utaku Family mon, and her vassal family, the Hyuga, mon, she carried the honor of her family in high regard.

Ayano also carries a small plait of her horses mane, and two dice in a small pouch that hangs from her oni, these are very special to her, and have been good luck bringers during her life. The dice symbolize luck with wealth, and the horse hair is there to show how blessed she has been with her Utaku mount, and her family. Keeping the pouch closed and secured is a purple ribbon that she wore in her hair during her gempukku. She never speaks about these items, but she will always carry them with her.

Utaku Battle Steed - Hira
Air 2
Earth 3
Fire 2
Water 3

Agility 4
Strength 6

Kick attack to hit: 4k3
Kick damage: 6k3
TN to be Hit: 10 (15 at a gallop) < -- Horsemanship 5: TNtbH = 30
Wounds per wound level: 12

Riders gain one Free Raise with any action that uses the Horsemanship skill

Horses use their Strength to determine movement rather than their Water Ring.  
PostPosted: Tue Oct 16, 2012 10:22 pm
Player: WhimsicalXellos
Name: Asako Ginjou
Clan: Phoenix
School: Asako Henshin (Monk) 2
Rank: 2
Insight: 156
Experience: 0/80
Glory: 2.0
Honor: 2.5
Status: 1.0
Taint: 0.0
Heritage: NA


EARTH: 2
  • Stamina: 2
  • Willpower: 2


WATER: 3
  • Strength: 3
  • Perception: 3


FIRE: 3
  • Agility: 3
  • Intelligence: 3


AIR: 2
  • Reflexes: 2
  • Awareness: 4


VOID: 3
  • Void: 3
  • Current Void Points: 2



SKILLS
Calligraphy (Intelligence) - 1
Jiujutsu (Agility) - 3
Lore: Elements (Intelligence) - [Fire, Water] - 4
Medicine (Intelligence) - 1
Meditation (Void) - [Zanji] - 2
Theology (Intelligence) - 1
Spellcraft (Intelligence) - 1
Courtier (Awareness) - [Manipulation] - 2
Etiquette (Awareness) - [Conversation] - 3
Weapon: Staves (Agility) - [Bo] - 4
Defense (Agility) - [Armored] - 3


MASTERY ABILITIES
-Etiquette Mastery Rank 3 – +5 to my Contested Social Skill Rolls.
-Defense Mastery Rank 3 – At the beginning of the first round of a skirmish and after all -Initiative changes have occurred, I may declare the Full Defense Posture. This is my Posture Declaration for my turn.
-Armored Defense Emphasis – I may ignore the +5 TN penalty from wearing Heavy or Riding Armor for the purposes of Agility/Defense rolls.
-Jiujutsu Mastery Rank 3 – roll an extra die for damage in unarmed combat.


ADVANTAGES
-Benten's Blessing – keep an extra die when attempting to persuade, two if they're attracted to me (-3)
-Luck x2 – reroll up to twice per session (-6)
-Clear Thinker – lies against me have +10 to TN, feints require 2 raises (-5)


DISADVANTAGES
-Contrary – Willpower roll TN 5-20, failure means I have to pick a side or take action in some way (+3)
-Doubt: Calligraphy – make a raise to make the roll at all (+3)
-Overconfident – Perception TN 30 to flee (+2)


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
-(Free Raise) Riddle of Water – Simple Action: Intelligence/Lore: Elements (Water) vs TN15 – add Water Ring to hand-to-hand damage rolls for 3 rounds, Raise for extra rounds; OR – Not an action: add Water Ring in dice rolled (not kept) on a Perception check, Raise for additional die.
-(Free Raise) Mystery of Water – Complex Action: Intelligence/Lore: Elements (Water) vs TN15 – Raise or lower own Water Ring by School Rank, +5 TN for each past first, 2 Raises for additional rank; OR raise or lower Water Ring of another I can see by half of School Rank, +10 TN for each past first, 2 Raises for additional rank.
-Riddle of Fire – Simple Action: Intelligence/Lore: Elements (Fire) vs TN15 – add Fire Ring in dice rolled (not kept) to hand-to-hand attack rolls in the next combat round, Raise for additional die; OR – Not an action: add Fire Ring times School Rank (10) to the total of an Intelligence Skill, Raise to increase effective School Rank by 1 (can't use for a Riddle check).
-Mystery of Fire – Complex Action: Intelligence/Lore: Elements (Fire) vs TN15 – See text for Mystery of Water, but substitute all instances of the word "Water" for "Fire."

Notes on Mysteries: Each Mystery may be used a number of times per day equal to my Rank in the appropriate elemental Ring, spend a Void Point to use a Mystery an additional time per day past this maximum.
-When a Ring is raised or lowered, both associated Traits are raised or lowered by an equal amount. This may never lower another character's Trait below 1. Altered Rings return to their normal values after a number of rounds equal to my School Rank +1.


EQUIPMENT/CURRENCY
Wakizashi
Bo Staff
Tanto
Ashigaru Armor
Kimono and Sandals
Traveling Pack: Blanket, 6 Candles, Coin Purse, Sake Cup, Tatami Mat, Week of Rations, Wide-Brimmed Straw Hat, Chopsticks, Flint and Tinder, Cooking Pot
Finger of Jade
2 koku


COMBAT
Weapons
Unarmed - Agility/Jiujutsu - 4k1 - {Special Abilities}
Bo Staff - Agility/Staves - 3k2 - Average - +5 TNtbH when wielding a Bo; TN bonus for Armor is doubled or +5 (whichever is less) vs staff attacks

Armor
TN To Be Hit = 10 + 3 armor + 6 defense = 19
Other Modifiers = When in Full Defense Posture, roll Agility/Defense +3 instead of using Reflexes x5.
xxx+5 when wielding a Bo

Initiative
4k2

Wounds
HEALTHY (+0): 0/4
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): 0/10


DESCRIPTION
Gin is short, only about 5'7", but he's well built and in his mid twenties. His body almost mismatches his head. He has long black wavy hair that's tinged with red. It frames his soft, attractive, and oddly feminine features. His voice, however, more matches his body, being rich, deep, and soothing. Of course, appearances are almost always deceiving. He typically wears one of the cockiest smiles you will ever see on a person. He is arrogant, mischievous, and, above all, self confident, but he has an uncanny ability to make people trust him and to talk people into things.


BACKGROUND  

WhimsicalXellos
Crew

Compassionate Husband

9,300 Points
  • Flatterer 200
  • Object of Affection 150
  • Perfect Attendance 400

Psychofish

Dedicated Loiterer

PostPosted: Fri Oct 19, 2012 6:11 pm
Player: Psychofish
Name: Moto Rais
Clan: Unicorn Clan
School: Moto Bushi School (2)
Rank: 2
Insight: 164
Experience: 0/80
Glory: 2.0
Honor: 2.8
Status: 1.0
Taint: 0
Heritage: Enlightened, The Duel.


EARTH: 3
  • Stamina: 3
  • Willpower: 3


WATER: 3
  • Strength: 3
  • Perception: 3


FIRE: 2
  • Agility: 3
  • Intelligence: 2


AIR: 2
  • Reflexes: 3
  • Awareness: 2


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



SKILLS
    Animal Handling (Intelligence) - [N/A] - 1
    Athletics (Varies) - [N/A] - 3
    Battle (Perception) - [N/A] - 3
    Courtier (Awareness) - [N/A] - 2
    Defense (Agility) - [N/A] - 3
    Etiquette (Awareness) - [N/A] - 1
    Games:Shogi (Awareness) - [N/A] - 1
    Heavy Weapons (Agility) - [Dai Tsuchi] - 5
    Horsemanship (Agility) - [N/A] - 3
    Hunting (Perception) - [Survival] - 2
    Iaijutsu (Reflexes) - [N/A] - 5
    Instruction (Intelligence) - [N/A] - 1
    Jiujutsu (Agility) - [N/A] - 1
    Kenjutsu (Agility) - [Scimitar] - 2
    Kyujutsu (Reflexes) - [N/A] - 2
    Lore:Superstitions (Intelligence) - [N/A] - 1
    Meditation (Void) - [N/A] - 2
    Storytelling (Awareness) - [N/A] - 2



MASTERY ABILITIES
    Defense- You may declare Full Defense Stance for your first turn of a skirmish immediately after initiative is determined.
    Heavy Weapons- Opponents' armor is reduced by 2, and carapace by 1, against your heavy weapon attacks. Free raise on each roll of this skill. +2 Insight.
    Horsemanship- You may fight while mounted, and may use the Full Attack and Full Defense stances while mounted.
    Iaijutsu- You may focus an additional time in a duel. Free raise on each roll of this skill. +2 Insight.



ADVANTAGES
    Absolute Direction (1) Living often in the saddle and on the move, Rais has a strong sense of direction.
    Daredevil (3) Like any proper Unicorn, Rais is always on the move and intrigued, not galled, by challenges... even stupid ones.
    Death Trance (3) Why should Rais fear monsters? They should fear him.
    Distinguished Ancestor (2)
    Large (3) Yes, his mother was a Crab. Deal with it.
    Strength of Earth (2) "Never." Wounds may slow Rais, but pain only seems to invigorate him.



DISADVANTAGES
    Contrary (3) Nothing can be solved without action. Sitting idle makes him uneasy.
    Driven (3) Glory motivates Rais perhaps more than it should. He is determined to make his name known and respected, be it feared or loved, for himself and his ancestors.
    Gaijin Name (2) Rais may be hard to pronounce for the Rokugani, not to mention the barbaric image it sets.
    Overconfident (2) "Moto can die, but cannot yield."



TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
Moto Bushi 1::Wild Strike of the Moto
    Roll one additional die of damage when wielding a non-polearm two-handed melee weapon in one hand. This prevents the increased Strength gain from Heavy Weapons. When mounted and/or in Full Attack Stance, roll two additional dice damage, for a total of three. Add Earth Ring to damage rolls.

Moto Bushi 2::Fists of the Khan
    Subtract 5(Willpower+School Rank) from any damage rolled against Rais, to a minimum of 1 damage taken from any source. Add Water Ring to attack rolls.


Unicorn Kata::Howl of the Moto
    Your battlecry produces a fear effect equal to your Insight Rank. Enemies struck for 20 damage or more must roll against it even if normally immune. Allies must stay 20 feet or more away or also effected by this fear effect.

Universal Kata::Striking As Water
    Fighting as the pure living power of water, this stance allows you to roll two extra dice of damage at the cost of 5 TNtbH.



EQUIPMENT/CURRENCY
    27 Koku, 5 Bu, 20 Zeni
    Dai Tsuchi
    Scimitar
    Wakizashi
    Tanto
    Daikyu (20 willow arrows)
    Heavy Armor
    Gaijin Riding Horse
    Kimono & Sandals
    Travel Pack (Blanket, Bottle of Shochu, Chopsticks, Flint and Tinder, Kiseru Pipe, Miniature Shogi Set, Small Folding Stool, Sake Cup, Vial of War Paint, Wide Brimmed Straw Hat)



COMBAT
    Weapons
      Dai Tsuchi - 8k3+8 - 6k3+3 - Average - Ignore 7 armor, Ignore 2 carapace
      Scimitar - 5k3+5 - 9k2+3 - Average - Void for +1k1 damage
      Katana - 5k3+3 - 7k2+3 - Average - Void for +1k1 damage, up to twice
      Wakizashi - 5k3+3 - 6k2+3 - Average - No penalty when held in offhand
      Tanto - 3k3+3 - 5k1+3 - Average - Free Raise to slieght of hand to conceal, throw up to 30'
      Daikyu - 5k3+3 - 7k2+3 - Average - 600 range, range penalties -10, +10 penalty from foot
      Jiujutsu - 4k3+3 - 4k1+3 - Average - Disarm this.


    Armor
      TN To Be Hit = 31(Ref3x5 + 10Armor + Def3x2)
      Other Modifiers = N/A


    Initiative
      5k3


    Wounds
      HEALTHY (+0): 4/6
      NICKED (+0): 0/6
      GRAZED (+0): 0/6
      HURT (+5): 0/6
      INJURED (+10): 0/6
      CRIPPLED (+15): 0/6
      DOWN (+35): 0/6
      OUT (+N/A): 0/15



DESCRIPTION



BACKGROUND

WIP, hopefully to be finished tomorrow/late tonight. x.x  
PostPosted: Tue Dec 18, 2012 8:16 pm
Player: Paidi tou Selini
Name: Tsuruchi Hana
Clan: Mantis
School: Tsuruchi Bounty Hunter (Bushi)
Rank: 2
Insight: 158
Experience: 135/135
Glory: 3.3
Honor: 1.5
Status: 1.0
Taint: -
Heritage: Battle Veteran: Second Day of Thunder


EARTH: 2
  • Stamina: 2
  • Willpower: 2


WATER: 4
  • Strength: 4
  • Perception: 4


FIRE: 2
  • Agility: 2
  • Intelligence: 2


AIR: 3
  • Reflexes: 4
  • Awareness: 3


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



SKILLS
Athletics (Various) - [N/A] - 2 (+5 - Daredevil)
Defense (Agility) - [N/A] - 3
Hunting (Perception) - [N/A] - 1
Kyujutsu (Reflexes) - [Tsuruchi Longbow] - 5
Stealth (Agility) - [N/A] - 1
(+1k0 - Crafty)
Battle (Perception) - [N/A] - 5
Courtier (Awareness) - [N/A] - 2
Etiquette (Awareness) - [N/A] - 1
Lore: Shadowlands (Intelligence) - [N/A] - 2 (+1k0 - Crafty)
Storytelling (Awareness) - [N/A] - 1
Games: Go (Various) - [N/A] - 1


MASTERY ABILITIES
Battle Rank 5 - +2 Insight, Free Raise, once per combat she may make a Reflexes/Battle roll vs. TN 20 after she or an ally strikes an enemy. If it succeeds she may roll one die and add it to her initiative.

Defense Rank 3 - At the beginning of a skirmish she may declare Full Defense as her posture for the turn.

Kyujutsu Rank 3 - Reduce range penalties by 5.

Kyujutsu Rank 5 - +2 Insight, Free Raise, Wound penalties reduced by weapon skill when attacking with a bow, range penalties reduced by 5.


ADVANTAGES
Crafty (4) - She has always been particularly clever, and also curious about things inapropriate for her station. Her rank in all Low Skills is considered 1 higher.

Daredevil (3) - She is blessed with a natural athleticism that allows her to accomplish impressive physical feats. She gains a +5 bonus to the result of all Athletics rolls. Once per session, while attempting an action the GM considers foolhardy or daring, she may roll a single die. If the result is higher than 5 it is added to the result of a single skill or trait roll involved in that action.

Great Potential: Battle (8 ) - The prophecy made of her has thus far proven accurate, for even her sensei has, on many occasions, been given pause at her remarkable aptitude in the arts of War and Tactics. There is no limit to the number of raises she can make in the Battle skill, and upon rank 10 she gains 10 insight and its dice explode on 9s as well as 10s.

Leadership (5) - She has a talent for inspiring others. When making a group skill roll using a skill she possesses at least 1 rank in, the skill and trait used for the group is increased by 1. Any unskilled members in the group are considered to be at rank 1.

Tactician (6) - She is versed in the ebb and flow of battle, and always finds the crucial points on any battlefield. When adding her Water Ring to a Mass Battle roll, she may choose to add it as normal, half (rounding down), or double.

*Heritage: Second Day of Thunder - While the Kami were occupied fighting their fallen brother, the combined forces of clans had gathered to fight the strongest oni ningendo had ever seen. Among this coalition was the full might of the Wasp. [Time] has passed, but Rokugan, and especially Hana, has not forgotten the great sacrifice and greater glory of the victory that day. She has gained 2 ranks of the Lore: Shadowlands skill from studying her ancestor's deeds, and 1 rank of Glory for spreading them.


DISADVANTAGES
Compulsion: Alcohol (3) - After taking to the drink to cope with the expectations that come with such a grand prophecy, she now finds the feeling of intoxication extremely difficult to resist. She must make a TN 20 Willpower or Honor roll in order to avoid the temptation when it arises.

Jealousy (2) - She is experiencing extremely mixed feelings over a bold Unicorn, one Moto Rais, that have ultimately resulted in a confused state of jealousy. She tries her best to make everything a competition, and show him up at every turn.

Low Pain Threshold (5) - As both an irreproachable prodigy and an archer, Hana has taken to the Tsuruchi philosophy "Never let the blade reach you" a bit more than most and as a result has never quite earned an appropriate appreciation for pain, raising the TN penalties imposed by wounds by 5.


TECHNIQUES, SPELLS, KATA, KIHO, SHADOWLANDS POWERS
School Techniques
Never Let the Blade Reach You - At the start of combat she may roll and keep additional dice on initiative equal to school rank. If she chooses not to do so, she gains the same number in free raises each round that can only be used to make additional attacks with her bow. She also adds her Air ring to TNtbH and doubles this bonus vs. ranged attacks.

The Sting of The Wasp - She may make an additional attack per round when using a bow, and when she Raises to make an additional (3rd) attack, she may make it against a different opponent, rolling against the higher TN between the two.

EQUIPMENT/CURRENCY
Ashigaru Armor
Fine Quality Kimono (Emerald Green lined with Black and accented by small Gold flower petals)
Kyugi & Sandals (Loose Yellow Kimono-like Shirt + Black Hakama, 4 bu)
Wide-Brimmed Straw Hat (1 zeni)
Traveling Cloak
Traveling Pack
- Boyer's Kit, Finger of Jade, Metal Lantern, Small Tent, Personal Chop, Pillow Book: Hitchiker's Guide to Akodo's Leadership, Small Folding Stool, Fine Quality Blanket (2 koku), Brazier (1 bu), Flint & Steel (1 zeni), Portable Go Set (1 bu), 50' of Average Rope (2 koku, 50 zeni)
Furoshiki Sack (1 zeni)
- Bottle of Sake x5 (1 koku), Bottle of Shochu x2 (4 bu), Ivory Chopsticks (1 zeni), Dice & Dice Cup (25 zeni), Kiseru (3 zeni), Lantern Oil Flask x10 (30 zeni), Sake Cup (1 bu), Small Bottle of Ground Cumin x3 (3 bu), Travel Rations x13 (3 bu, 5 zeni)
Quiver (1 bu)
- 20 Willow Leaf Arrows (DR 2k2, 4 koku)
- 14 Flesh Cutter Arrows (DR 2k3, armor provides double TNtbH, range decrease by half)
Quiver (1 bu)
- 20 Willow Leaf Arrows (DR 2k2, 4 koku)
- 20 Flesh Cutter Arrows (DR 2k3, armor provides double TNtbH, range decrease by half)
Quiver (1 bu)
- 40 Armor Piercer Arrows (DR 1k2, ignore half (rounded up) armor bonus to TNtbH)
- 10 Rope Cutter Arrows (DR 1k1, 2 free raises on called shots vs. inanimate objects, range decrease by half)
- 10 Humming Bulb Arrows (DR 0k1, produces a loud whistling noise)
Coin Purse (3 zeni)
- 3 Koku


COMBAT
Weapons
Tsuruchi Longbow - 9k4+5 - Strengh 5, Min 3, Range 400' - Average - +2k0 DR, +10 TN from horseback, range penalties reduced by 10
Wakizashi - 2k2 - 6k2 - Average - No Penalty for wielding in off-hand, but attack penalty remains; Unskilled, may not spend void points
Tanto - K: 2k2, Th: 4k4 - 5k1 - Average - Gain a free raise when using Sleight of Hand to conceal; Unskilled

Armor
TN To Be Hit = 32 {(4Ref x 5) + 3 Armor + (3Def x 2) + 3 Air Ring}
Other Modifiers = +3 (x2 Air) vs. Ranged Attacks

Initiative
6k4 (+2k2 if choice)

Wounds
HEALTHY (+0): 0/4
NICKED (+8 ): 0/4
GRAZED (+10): 0/4
HURT (+15): 0/4
INJURED (+20): 0/4
CRIPPLED (+25): 0/4
DOWN (+45): 0/4
OUT (+N/A): 0/10


DESCRIPTION
If one was pressed to describe her in a word, "Fierce" might be the first thing popping to mind. Yet if that same someone was asked why they chose such a word, they might be hard pressed to explain the particulars. Standing a perfectly average 1.6m and weighing a modest 50kg consisting of pure athletic grace, beauty, and power, she doesn't exactly stand out from most other Samurai-ko. Perhaps it was that tanned, weather-worn skin from a life at sea. Or maybe the straight, raven black locks that seemed to rebel against her every attempt at putting them in proper style. It might even be those auburn eyes that seemed to sparkle with every color imaginable beneath an expression that looked like it knew something you didn't.

Most likely, though, it was because of her personality. This is a woman who knows what she wants and how to get it. Coupled with a voice and demeanor that seemed born for inspiration and leadership. A lifetime of expectations shows in a bit of uncertainty that only her best friend, Shochu-san, can truly cure, but even trepidation is met with a strong arm willing to believe any obstacle eventually surmountable. All-in-all a strange combination of strengths, weaknesses, and quirks that could only be described as "Fierce".


BACKGROUND
Born - Ashinagabachi Province, 9th day of the month of the Horse, 1150
Father - Tsuruchi Sanzo, Tsuruchi Magistrate
Mother - Kireiko, 7th Daughter of the Merchant Prince Akai Koinu

~WIP~  

Paidi tou Selini
Crew

Adorable Abductee

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