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Yes this is the sequel to magistrates. the setting is five years after the events in magistrates.
The Five Lion legions are moving to strike Kyuden Agasha, Great Climb Castle. The armies are coming becom a Kitsuki magistrate offended Akodo Yakutsu. To defend his honor Yakutsu now leads 5000 samurai into the mountains. You are to pick either side. The Lion Clan, or the Dragon Clan. I'm probably going to have to multiple post to put all the info in.
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#2 | |
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High Skills
Acting Characters with this skill have training in theater. There are two kinds of theater in Rokugan: Kabuki theater and Noh theater. Kabuki theater is flamboyant and full of action and color. It is "samurai" theater, telling the great and tragic tales of lords from the past. Noh theater is not Kabuki theater; it is quiet and subtle, with light music and little movement against a black backdrop. Characters must choose which form of theater they are trained in. Most characters will probably be more interested in Kabuki theater. Characters with the Acting skill gain the ability to disguise themselves (ninja often use Acting to disguise themselves as geisha). Characters with Acting can convince others that they are not of the same caste, profession or even gender. Using Acting in the manner is usually a simple Awareness+Acting roll with the TN being another character's Perception x5. If the character has to actively engage in conversation while in disguise, the simple roll becomes a contested roll. Awareness L5R RPG Artisan Skills Acrobatics Dancing Ikebana Jester Music Noh/Kabuki Origami Painting Poetry Storytelling These skills are designed to be used by Kakita artisans with their maya abilities. However, it is not unreasonable for any character to have working knowledge of an art. These skills grant the knowledge of how to perform the ability, including basic knowledge of things associated with it. For example, a character with the Origami skill might have knowledge of papermaking, and a character with the Noh skill would have knowledge of theatrical literature, makeup techniques, and costume making. These artistic knowledges are not designed to grant complete competency in all their related fields, but rather to give a working comprehension of those areas. Varies Way of the Crane Astrology This is the skill of identifying heavenly bodies and patterns, such as stars and constellations. It allows a shugenja to determine what astrological omens are currently in effect and what their connotations are. This skill can be used for simple divinations about the future, and for determining the appropriate time for the creation of certain items and fetishes. Also, it can be used to identify certain character traits according to the day, date, and year of someone's birth, and to predict certain future events or omens. If a character wishes to use Astrology as a divination tool, their TN is 15, and the GM should give them a general view of events in the future, simply supplying a list of adjectives such as "pleasant, peaceful, and uneventful," or "dangerous, death is in the future." Intelligence Way of the Crane Astronomy This skill is derived from the Naga's attentive love of the Celestial Heavens. All Naga are raised to respect the stars in the night sky as distant cousins, who are always watching from their divine plane far above. They are also thought to be part of the Akasha, observing each Naga's spiritual progress towards Atman. Thus, watching the skies has become as much a pleasurable pastime as a source of religious verification to the Naga. Entire branches of scholarly thought are devoted to interpreting the myriad things seen in the heavens, and the most advanced methods available are applied to the effort. These include such devices as rudimentary lenses (mainly imported from the wastes beyond the Ivory Kingdoms), near-precise maps, and pincer-like measuring devices. Note that this skill differs from Astrology in that it is a direct source and application of information first , and interpretation of such second . Astrology deals primarily with discerning omens and divining the future, while Astronomy is principally concerned with documenting the paths and patterns of the stars and planets visible by the Naga. Astronomy is by far the more literal and fact-based of the two skills, and less prone to subjective opinion. This reduces its appeal to most "classically-minded" Rokugani. Perception Way of the Naga Bard This is the skill of telling a story well. Storytelling in Rokugan is an ancient tradition. Every lord has a bard in his court, telling tales of samurai of long ago. Awareness L5R RPG Calligraphy Calligraphy, or shogaku , is the art of writing in the ancient language that was given to man by the Fortunes. A character with Calligraphy can read and transcribe the ancient scrolls in the shugenja libraries. Perception L5R RPG Cipher This advanced form of Calligraphy allows the encryption or decoding of written information. The Asako use an even more developed version of this to keep their texts from being read by outsiders. Magical and sensitive knowledge is often coded in this manner for this reason. In game terms, an Intelligence+Cipher roll is made secretly by the GM whenever a player with the skill tries to encode something. Later, when someone with the same skill tries to decode it, they are rolling their Intelligence+Cipher vs. the original total. Calligraphy will not permit the decoding of ciphered material. Intelligence Way of the Phoenix Conversation The ability to find, and lead conversations towards, interesting yet inoffensive topics. For instance getting a band of grumpy Crab Bushi talking about which types of armor is the best, instead of getting violent. Way of the Minor Clans Courtier A character skilled in being a courtier knows all the ins and outs of court life. He is aware of who is making the power plays, who is in debt, and who pulls the strings. Awareness L5R RPG Dance There are two styles of dancing in Rokugan: court dancing and folk dancing. Court dances are performed almost exclusively by women. Folk dancing is performed by the peasant folk, both men and women alike. Agility L5R RPG Diplomacy A trademark of the Miya, this skill focuses upon solving disputes quickly and amicably. The diplomat immediately places himself at the center of a dispute as a neutral party, hoping to make some sort of compromise. If one or more sides do not wish for assistance, the diplomat may make an opposed Awareness + Diplomacy roll against the Willpower of the main representative of each unwilling party (particularly bitter foes may roll extra dice to contest this, at the GM's discretion). If the diplomat's roll is higher than the rolls of all unwilling parties, then some form of common ground has been found upon which to build diplomatic discussions. If the first opposed roll fails, then the diplomat may make no further attempts to resolve the matter until something significant changes in the conflict (GM's discretion as to what constitutes a significant change). A series of successful opposed rolls combined with good role-playing will eventually bring the conflict to a peaceful resolution. Awareness Kyuden Kakita Divination Using certain tools, this skill allows the character to catch a brief glimpse into the future. The foresight is not a mental picture of any kind, simply an answer given by the tools. The character must spend one hour in meditation and ritual for the divination, at the end of which he may ask the GM one question. The question cannot pertain to any event beyond one week ahead per the character's rank in this skill. The GM then assigns a TN according to the difficulty or importance of the question, and makes the roll for the character in secret. Failure means either an unreadable answer or (in the case of missing the TN by more than 15) a completely false answer. Void Way of the Shinsei Etiquette This is the skill of knowing what to say and how to say it. A character with Etiquette is confident in his social skills, and never makes mistakes in front of the wrong people. This is a very important skill for those who wish to spend time at court, for the court of Rokugan is very formal. Demonstrating a lack of concern for etiquette demonstrates a person of low character. Intelligence L5R RPG Falconry Falconers have the ability to train and care for all birds of prey - hawks, falcons, and osprey. In order to train a bird of prey to respond to command, the falconer must spend upwards of 20 hours a week with the bird, all the while wearing a heavy leather cloth on the hand to protect it from the strong claws of the bird. It can take months to train a single bird, depending on the trainer and the bird. A master falconer can train a bird in five weeks, while a beginner may need four months. Once the falcon is trained, it responds to verbal commands and gestures, usually in the forms of a single word or hand signal or show of colored cloth or ribbon. The base time to train a falcon is two months, at 12 hours per week. if the time is exceeded by 8 hours per week, or by one month, the falconer earns a free raise against the final training check. For each week short of the two months that is spent in training, the TN is raised by 5. No less than 10 hours a week can be spent to train a bird of prey. A TN of 20 is rolled each week to see if the time spent was valuable. If not, the week is lost and the trainer must extend the training time by another week. When the training is completed, the falconer rolls a contested roll against the bird's Intelligence. Success finds the falcon loyal, with each raise increasing the level of difficulty in commands that the falcon understands. Failure results in the animal's escape. Awareness Kyuden Seppun
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Last edited by JADGuy; 08-01-2004 at 03:32 PM. |
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#3 | |
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Advantages:
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#4 | |
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Disadvantages:
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#5 | |
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Magic
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#6 | |
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Other ancestors These are it for now. Tattoos coming later I need to transcribe a book. Any questions.
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Last edited by JADGuy; 08-01-2004 at 05:50 PM. |
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#7 |
Harrumph!
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Do we still have only 25 character points to spend?
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#8 | |
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yes. only the vtrans will have more, or true ronin. True ronin recieve 45 cp to start but no school techniques.
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#9 |
Harrumph!
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Alright then. Character will be up very soon.
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#10 | |
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My charachter the updated version.
Name: Mirumoto Raiden Clan: Dragon Clan Age: 23 Appearance: A handsome young man. He used to shave his head like the togashi monks. His hair has since grown back, full and dark black. He dresses simply in the Green and gold of his clan. His dark eyes have a soulfullness to them. Bio: Raiden was born the second son of the Mirumoto Daimyo. He passed his Gempukku at age 16. He has distinguished himself as a skillful painter, and a brilliant swordsmen. He weilds his Daisho in the traditional Niten style of his family and has felled two samurai in legal duels. He has made an enemy in a vain young Crane samurai, Kakita Satsume He secretly wishes to climb the mountain to Kyuden Togashi and join the Togashi order, but that would go against his father's wishes. He was sent to the imperial court. There were several rumors from that winter court. Some involving him and A shugenja of the Scorpion Clan and an affair, others incolving Maho and plots against the empire. After That Winter court. He and an Ishi of the phoenix clan rode across the empire righting wrongs, and bringing justice. Last year however. Mirumoto Kaijuko, Raiden’s sensei, and former Daimyo of the Mirumoto died. Raiden went back to the mountains, he parted ways with his friend and student Kenren. He built a shrine to the Fallen daimyo near the village of her birth. And has lived there with the two monks tending the shrine ever since. Earth: 2 Stamina: 2 Willpower: 2 Water: 2 Strength: 2 Perception: 2 Fire: 4 Agility: 5 Intelligence: 4 Air: 4 Reflexes: 4 Awareness: 4 Void: 3 Primary Weapon: Dotanuki, Wakizashi Primary Armor: Light Armor T.N. to be Hit :25 (Reflexes x 5 + Armor) Skills: Archery 3 Defense 5 Kenjutsu 5 Meditation 3 Shugenja Lore 1 Ettiquette 3 Painting 3 Courtier 2 Iaijutsu 5 Lore: Shadowlands 1 Lore: Dragonfly Nazodo 2 Shintao 2 Sensei 2 Mountaineering 1 Technique: Daisho Thechnique. Strong and Swift The Blood of my Brothers School: Mirumoto Rank: 3 Advantages /Disadvantages: (advantages cost character points, disadvantages give you character points) Sworn Enemy (Kakita Satsume, NPC) +3 Major Ally: Dragonfly Clan Quick -3 Benten's Blessing -3 Honor: 3 Glory: 5.2 Insight: 199 Experience points: 0 Wounds (Earth ring (2) x 2) -0: 4 -1: 4 -2: 4 -3: 4 -4: 4 Down: 4 Out: 4 Dead: 4 Allies and Enemies: Kakita Satsume, Iaijutsu Duelist, enemy. Soshi Izumi, Friend. Isawa Kenren, Friend and student. Weapons and Equipment: Tanto, Dotanuki, Wakizashi, Bow, (fine quality) Light Armor, Travelng pack, Kimono, Orb of an emerald magistrate. and 2 Koku Gifts, Bestowments and Recognitions: Title as emerald magistrate, Fine quality Light armor with the mon of the emerald magistrates. History and Glorious Deeds: Killed a maho tsukai and saved the life of the Empress. He then assisted in saving the empire from another Tsukai. He has spent the last five years fighting bandits, solving murders, dispensing the empress’ justice.
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Last edited by JADGuy; 08-01-2004 at 11:24 PM. |
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