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Shosuro Airi - Incomplete

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1 Shosuro Airi - Incomplete on Sun Mar 03, 2013 2:37 am

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Great Writer
Spoiler:
Name: Shosuro Airi
School: Rank 1 Soshi Shugenja
EXP: 0
Honor: 2
Glory: 1
Status: 1

Personal Information



Rings and Attributes:

  • Earth: 2
    Stamina: 2
    Willpower: 2

  • Air: 3
    Reflexes: 3
    Awareness: 4

  • Water: 2
    Strength: 2
    Perception: 2

  • Fire: 2
    Agility: 2
    Intelligence: 2

  • Void: 2


Equipment
  • Traveling Pack






Advantages:


  • ALLIES: SHUGENJA [SOCIAL] (5 POINTS- 1 INFLUENCE 4 DEVOTION)

  • ANCESTOR: YOGO JUNZO [SPIRITUAL] (5 POINTS)
    Once a lord of the Scorpion, Yogo Junzo’s fury at the dissolution of his clan following the Scorpion Clan Coup led him to betray his duty and open the Black Scrolls containing Fu Leng’s essence. He became a self-willed undead monstrosity and led a Shadowlands army into Rokugan, assailing temples and monasteries and putting dozens of great libraries to the torch. The effects of his campaign of destruction still haunt the Empire generations later. His dark blessings allow you to call on the most dire and blasphemous knowledge to enhance your power. For each Forbidden Knowledge Advantage you possess, you gain a bonus of +2 to the total of all Spellcasting Rolls, +4 if the roll is for casting a maho spell. You gain the same bonus for every Rank of Taint you possess.

    Demands: Junzo demands you follow him down the path of dark knowledge and ever-greater power. If you are ever presented with an opportunity to learn new forbidden knowledge (or to gain a new instance of the Forbidden Knowledge Advantage) and do not take it, even to preserve your reputation or secrecy, Junzo abandons you.

  • DANGEROUS BEAUTY [PHYSICAL] (2 POINTS)
    You possess a certain quality that makes you all but irresistible to members of the opposite sex, and they succumb easily to your manipulations. You gain a bonus of +1k0 to the total of all Temptation Skill Rolls made with members of the opposite sex.

  • INNER GIFT: LESSER PROPHECY [SPIRITUAL] (7 POINTS)
    You possess a mysterious gift that even shugenja cannot fully understand. Monks describe individuals such as yourself as existing in a unique state of harmony with the universe, but then they say that sort of thing a lot. Your gift may be a manifestation of the kami, perhaps an indicator of spirit ancestry, or any of a number of different theories. With Less You sometimes have vague dreams of the future, such as a bloody knife before a murder.

  • READ LIPS [MENTAL] (4 POINTS)
    Either through natural ability or incredible patience and practice, you have the ability to understand what others are saying even if you cannot hear them, simply by observing how their lips move. When you are in a situation where others are speaking and you cannot hear them, you can understand what they are saying by making a Perception Trait Roll against TN 15 + 5 for every twenty feet away from you the speakers are.



Disadvantages:

  • BAD FORTUNE: YOGO'S CURSE [SPIRITUAL] (3 POINTS)
    Kharma is a powerful force, and sometimes it is a destructive one as well. There is something unpleasant in store for you, and you may have no idea what it is until it is far too late. As a Yogo, you are cursed to betray the one you love the most, just as the first Yogo was cursed by Fu Leng himself.

  • CONSUMED: KNOWLEDGE [MENTAL] (4 POINTS)
    You are obsessed with gaining more knowledge and understanding of all things, no matter what the cost. Any time you encounter some topic, area of research, or new idea, no matter how trivial, scandalous, or blasphemous it might be, you must make a Willpower Trait Roll at TN 25 or decide to study it.

  • HAUNTED: YOGO JUNZO [SPIRITUAL] (3 POINTS)
    One of your ancestors has chosen to bestow personal attention on you, constantly offering you advice and making demands. Perhaps the ancestor merely wishes you to live up to the ideals of your Clan and family, or perhaps he has some unfinished task or duty which he wishes you to complete. You must show all due deference and respect to your ancestor, and do your best to live up to his (or her) expectations. If you fail to do so, your ancestor’s disapproval will bring bad fortune upon you: so long as your ancestor remains angry, once per session one of your die rolls (chosen by the GM) will suffer a –1k1 penalty.

  • BLACK SHEEP [SOCIAL] (3 POINTS)
    For whatever reason, your family is completely disgusted with you and your actions. You have not been cast out and made ronin, but you are no longer welcome in your own household. You may only maintain proper relations with any member of your family via the Allies Advantage, and if you attend one of your own family’s Schools, you may not advance in School Rank without going to great lengths to find a willing teacher.


Skills

Acting 1
Calligraphy (Cipher) 1
Courtier 3
Divination 1
Lore (Theology) 1
Sincerity 2
Spellcraft (Spell Research) 1
Stealth 1
Temptation 2

Spells

Air Spell: By the Light of The Moon:

BY THE LIGHT OF THE MOON
c Ring/Mastery: Air 1
c Range: Personal
c Area of Effect: 20' radius around the caster
c Duration: 1 minute
c Raises: Area (+5' radius), Duration (+1 minute)
You call upon the kami to reveal that which has been hidden. All concealed objects within the area of effect appear as slightly luminous outlines to you. Any non-magical concealment is revealed, including secret compartments, trap doors, concealed weapons, etc. Only you can see the presence of these objects.

Air Spell: Whispering Wind:

WHISPERING WIND
c Ring/Mastery: Air 2 (Divination)
c Range: 20’
c Area of Effect: Target individual
c Duration: Instantaneous
c Raises: Range (+5’)
The air kami see very little difference between speech and thought, and can perceive both with relative ease. By comparing the two, the kami can determine if what has been spoken is true, or a lie. Unfortunately, they have notoriously short attention spans, and thus can only assess extremely recent conversations. By invoking this spell, you may determine if the last thing said by the target was true or false. The kami have no concept of personal opinion, however, and if the target truly believes what he said was true, the kami will believe it as well.

Air Spell: Wind-Born Slumbers:

WIND-BORN SLUMBERS
c Ring/Mastery: Air 2
c Range: 50’
c Area of Effect: One target person
c Duration: 5 minutes
c Raises: Range (+10’ per Raise), Area of Effect (+1 person per 2 Raises), Duration (+1 minute per Raise)
This spell causes the Air kami to subtly insinuate themselves into the target’s body, urging him toward weariness and sleep. A target who is physically and mentally inactive (such as a guard standing post at night, or a samurai meditating in his dojo) will automatically fall asleep when targeted with this spell. (The target will awaken normally if he is touched or hears a loud noise, but otherwise sleeps until the spell’s duration expires.) If the target is physically or mentally active, the spell will not put him to sleep, but he will suffer the effects of being Fatigued for the duration of the spell. (If the target is already Fatigued, his Fatigue penalties increase as though he had gone another day without rest.)

Fire Spell: Envious Flames:

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

Fire Spell: Fires of Purity:

FIRES OF PURITY
c Ring/Mastery: Fire 1 (Defense)
c Range: 25'
c Area of Effect: 1 target
c Duration: 1 minute
c Raises: Damage (+1k0 per 2 Raises)
This spell, one of the few directly protective prayers involving the Fire kami, asks the kami to protect one person, enveloping the target in a shroud of bright flames. Neither the target nor anything he carries takes damage from the spell, but anyone who comes into contact with him or strikes him with a melee attack takes 2k2 Wounds. Anyone the target strikes in melee with an unarmed attack or a weapon he carried when the spell was cast also takes an extra 2k2 Wounds. Anything the target puts down, however, cannot be picked back up without subjecting it to the damage from the spell. Ranged weapons such as arrows bypass this barrier of fire, dealing Wounds as normal.

Water Spell: Path of Inner Peace:

PATH OF INNER PEACE
c Ring/Mastery: Water 1
c Range: Touch
c Area of Effect: 1 target individual
c Duration: Instantaneous
c Raises: None
The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This spell restores a number of Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the spell's TN to cast.

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