Isawa Oruko

"I can do this....AYA!!!"

Name Isawa Oruko Rank 1
Clan Phoenix Experience Points 40/40
School Isawa Shugenja School Insight 121
Earth 2 Air 3 Honor 4.5
Stamina 2 Reflexes 3 ■ ■ ■ ■ ■ □ □ □ □ □
Willpower 3 Awareness 4 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
Acting 1 Awareness
Lore (History) 2 Intelligence
Medicine 1 Intelligence
Meditation 2 Void
Spellcraft 1 Intelligence
Lore (Theology) 2 Intelligence
Investigation 1 Perception
Weapon 1 Weapon 2 Arrows
Type Type Type Damage Quantity
Attack Roll Attack Roll
Damage Roll Damage Roll
Bonus Bonus Bonus
Notes Notes Notes
Insight Ranks/Reflexes 4k3
Current Initiative 4k3
Armor TN & Reduction
Base TN 15
Current TN 15
Base Reduction 0
Current Reduction 0
Type No Armor
TN Bonus 0
Reduction Bonus 0
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
Current Rate 5
Personal Information Advantages Points Disadvantages Points
Sex Female Overconfident
Age Consumed (Perfection)
Marital Status Single
Equipment and Possessions
Name Traveling Pack Home
1 Koku = 5 Bu 1 Bu = 10 Zeni
School Techniques (Shugenja)
School 1 Isawa Shugenja School
Affinity Earth
Deficiency None
Technique Isawa’s Gift: There are no greater masters of the shugenja tradition than those among the Isawa. Oruko gains a Free Raise on all Spell Casting Rolls for spells of the element which she chose as her Affinity.
Spells and Kiho
(Spells with (*) 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 (*) Armor of Earth
Name Tetsubo of Earth
Name Jade Strike
Name Jurojin’s Balm
Name Be The Mountain
Name Force of Will
Name Grasp of Earth

Topaz Championship

Shugenjas have always had problems at the Kakita Family Festival of the Topaz Championship (an event dominated by bushis). This year, Oruko wishes to change that…she wishes to prove that a shugenja can win this year.

Isawa Oruko

Imperial Histories: L5R-RPG SupremeBeing