Asahina Tadamo

Description:
Name Asahina Tadamo Rank 1
Clan Crane Experience Points 40/40
School Asahina Shugenja School Insight 108
Earth 2 Air 2 Honor 6.5
Stamina 2 Reflexes 2 ■ ■ ■ ■ ■ □ □ □ □ □
Willpower 2 Awareness 3 Glory 1.0
Water 2 Fire 2 □ □ □ □ □ □ □ □ □ □
Strength 2 Agility 2 Status 1.0
Perception 2 Intelligence 3 □ □ □ □ □ □ □ □ □ □
Void 2 Shadowlands Taint 0
Void 2 □ □ □ □ □ □ □ □ □ □
Void Points Spent □ □ □ □ □ □ □ □ □ □
School Skill Skill Name Rank Trait Roll Emphasis and Master Abilities
Calligraphy 1 Intelligence Cipher
Artisan (Painting) 1 Awareness
Etiquette 1 Awareness
Lore (History) 1 Intelligence
Meditation 1 Void
Spellcraft 1 Intelligence
Lore (Theology) 1 Intelligence
Spears 1 Agility
Weapon 1 Weapon 2 Arrows
Type Type Type Damage Quantity
Attack Roll Attack Roll
Damage Roll Damage Roll
Bonus Bonus Bonus
Notes Notes Notes
Initiative
Insight Ranks/Reflexes 3k2
Modifiers
Current Initiative 3k2
Armor TN & Reduction
Base TN 15
Current TN 15
Base Reduction 0
Current Reduction 0
Armor
Type No Armor
TN Bonus 0
Reduction Bonus 0
Notes
Wounds Earth X 2 per level Earth X 5 for Healthy
Wound Level Penalties Total Current
Healthy (+0) 10
Nicked (+3) 4
Grazed (+5) 4
Hurt (+10) 4
Injured (+15) 4
Crippled (+20) 4
Down (+40, must spend Void Point to act) 4
Out (cannot act) 4
Rate of Wound Heal
Stamina x 2 + Insight Rank 5
Modifiers
Current Rate 5
Personal Information Advantages Points Disadvantages Points
Sex Male Elemental Blessing (Air)
Age Friendly Kami (Air)
Height Friend of the Elements (Air)
Weight Benten’s Blessing
Hair soul of Artistry (Artisan)
Eyes Sage
Father Virtuous
Mother Voice
Brothers Wealthy
Sisters
Marital Status Single
Spouse
Children
Notes
Equipment and Possessions
Name Traveling Pack Home
Robes
Money
Koku
Bu
Zeni
1 Koku = 5 Bu 1 Bu = 10 Zeni
School Techniques (Shugenja)
School 1 Asahina Shugenja School
Affinity Air
Deficiency Fire
Technique The Soul’s Grace: The Asahina have harnessed the power of the kami for art, not war. Tadamo may spend a Void Point to reduce the total of all opponents’ damage rolls inflicted within 20’ of her by 0k1 for a number of rounds equal to her School Rank. (Using this technique again before it’s duration expires “resets” the duration but does not increase the damage penalty.) Kawasumi also gains a Free Raise on any spell with the Defense keyword.
Spells and Kiho
(All Spells are innate abilities)
Name Sense
Mastery Level 1
Element All
Duration Instantaneous
Raises Range(+ 10’)
Area 50’ radius from the caster
Range Personal
Effect This spell can be case in any of the four standard elements. It allows the caster to sense the presence, quantity and rough location of the elemental spirits (not the evil spirits known as kansen) of that element within the range of the spell. This is most frequently applied when looking for spirits with which to Commune (see below), but can also be useful as a crude, basic location device. For example, a caster lost in the wilderness could cast Sense (Water) in hopes of locating a source of drinking water.
Name Summon
Mastery Level 1
Element All
Duration Permanent
Raises Range (+ 10’), quantity (+ 1 cubic foot), composition of material (1-4 Raises, as outlined below)
Area 1 cubic foot of summoned material
Range 30’
Effect This spell can be cast in any of the four standard elements. It allows the caster to summon a modest quantity (one cubic foot) of the chosen element. The summoned matter appears (usually in a rough ball shape) in any open space within the spell’s range. This cannot place the summoned material inside another physical object or living creature. The summoned element will behave in a normal and mundane matter — earth falls to the ground, water soaks anything it lands on, air blows away, and fire winks out unless there is something present for it to burn. In general it is impossible to use this spell effectively in combat, although clever shugenja may find a few modest combat uses, such as using Summon (Fire) to ignite a foe soaked in cooking oil. More commonly, the spell’s value is in simpler functions, such as summoning Water while in a desert, or summoning Fire to light a campfire without flint and tinder.
Raises may be used with this spell to summon a more specific type of the appropriate element, such as wood or iron with Earth, or tea with Water. The GM should choose how many Raises (generally anywhere from 1 to 4) this requires. However, these Raises cannot be used to create rare/precious materials (such as gold) or spiritually powerful substances (such as jade or crystal).
Name Commune
Mastery Level 1
Element All
Duration Concentration
Raises See below
Area Self
Range 20’
Effect This spell can be cast in any element save Void. It allows the caster to speak with one of the local kami, asking it a few questions, which it will answer honestly to the best of its ability. Typically this spell will invoke the most active and energetic spirit of the chosen element in the area of effect; if all of the local spirits are quiescent, the GM may require the caster to call 1 or 2 Raises to “wake up” a local spirit enough to answer questions.
A spirit reached with Commune will answer two questions. The caster may Raise to get more questions (one per Raise). The caster may also Raise for clarity, to get a more accurate and informative answer to the questions. (Kami are notorious for their inability to fully comprehend human behavior, and asking questions without Raises for clarity can often result in confusing, enigmatic, or incomplete answers.) Spirits do not forget anything, so theoretically a shugenja can ask a spirit about something that happened decades ago; however, they also do not experience time in the same way as mortals, so trying to ask about something from long ago will usually require Raises in order to make the caster’s wishes clear to the spirit. The nature of the information which spirits can impart varies by element:
* Air spirits tend to be playful and easily distracted, conveying information as emotions or as riddles and jokes. Since they are more interested in feelings than in facts, and enjoy playing games with those who speak with them, communing with an Air spirit can sometimes be very frustrating.
* Earth spirits are straightforward and matter-of-fact, often blunt, but are also often rather uninterested in the behavior of mortals, have a poor understanding of human emotion, ad tend to be overly focused on obscure details such as the color of a piece of clothing or the weight of a horse.
* Fire spirits are irritable and temperamental, and are often angry at being summoned unless they are propitiated with an offering of something to burn. On the other hand, if a shugenja can please them they tend to offer the clearest and most accurate information.
* Water spirits communicate their knowledge through soundless visual images. This can be helpful to a shugenja trying to investigate a past incident, but since the spirits cannot convey scent, sound, or emotion, the information they provide can often be incomplete or misleading.
Name Yari of Air
Name Legacy of Kaze-no-Kami
Name Tempest of Air
Name Jade Strike
Name Reversal of Fortunes
Name Path To Inner Peace
Bio:

Topaz Championship

He wishes to make a good showing, but isn’t ambitious to win.

Asahina Tadamo

Imperial Histories: L5R-RPG SupremeBeing