Imperial Histories: L5R-RPG
|School||Kitsu Shugenja School||Insight||128|
|Stamina||2||Reflexes||2||■ ■ ■ ■ ■ □ □ □ □ □|
|Water||3||Fire||3||□ □ □ □ □ □ □ □ □ □|
|Perception||3||Intelligence||3||□ □ □ □ □ □ □ □ □ □|
|Void||2||□ □ □ □ □ □ □ □ □ □|
|Void Points Spent||□ □ □ □ □ □ □ □ □ □|
|School Skill||Skill Name||Rank||Trait||Roll||Emphasis and Master Abilities|
|Weapon 1||Weapon 2||Arrows|
|Attack Roll||Attack Roll|
|Damage Roll||Damage Roll|
|Armor TN & Reduction|
|Wounds||Earth X 2 per level||Earth X 5 for Healthy|
|Down||(+40, must spend Void Point to act)||4|
|Out (cannot act)||4|
|Rate of Wound Heal|
|Stamina x 2 + Insight Rank||5|
|Equipment and Possessions|
|1 Koku = 5 Bu||1 Bu = 10 Zeni|
|School Techniques (Shugenja)|
|School 1||Kitsu Shugenja School|
|Technique||Eyes of the Ancestors: The Kitsu are descended from mystical creatures, and as such are able to reach across the veil between worlds and speak with their ancestors. Shorisuro may make a Spell Casting Roll (as though casting a Water spell) against a target’s Willpower x 5. If successful, Shorisuro learns all Spiritual Advantages or Disadvantages that individual possesses. By spending a Void Point, Shorisuro may negate any one Spiritual Advantage an opponent possesses for a number of minutes equal to her School Rank. Shorisuro also gains a Free Raise on any spell with the Battle keyword.|
|Spells and Kiho|
|Area||50’ radius from the caster|
|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.|
|Raises||Range (+ 10’), quantity (+ 1 cubic foot), composition of material (1-4 Raises, as outlined below)|
|Area||1 cubic foot of summoned material|
|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).
|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||Legacy of Kaze-no-Kami|
|Name||Tempest of Air|
|Name||Armor of Earth|
|Name||Bo of Water|
|Name||The Ties That Bind|
Matsu Tsuko, the Matsu Family Daimyo, gathers those of her family together. She informs them that it is a matter of honor that they attain successful completion of their gempukku. Tsuko explains that one of the four walls that uphold the House of the Lion has been weakened. While the other three – tradition, power, and courage – are left undamaged, for the Crane has tarnished their honor. The Doji have used their political position to thwart the Matsu’s claim to lands bordering between their Clans.
The Pressure Is On…
Shorisuro realizes the gravity of her situation…she must succeed, for if she fails to claim a clear win in at least half the contest’s events, she MUST perform seppuku, demonstrating to all that she does not consider herself worthy of bearing the name of Matsu.