Isawa Kei

Description:
Name Isawa Kei (胆沢圭) Rank 1
Clan Phoenix Experience Points 40/40
School Isawa Shugenja School Insight 120
Earth 2 Air 2 Honor 4.5
Stamina 2 Reflexes 4 ■ ■ ■ ■ ■ □ □ □ □ □
Willpower 3 Awareness 2 Glory 1
Water 2 Fire 3 □ □ □ □ □ □ □ □ □ □
Strength 2 Agility 3 Status 1
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
Lore (Bushido) 1 Intelligence
Medicine 1 Intelligence
Meditation 1 Void
Tea Ceremony 1 Void
Spellcraft 3 Intelligence
Lore (Theology) 1 Intelligence
Kyujutsu 1 Reflexes
Wakizashi Yumi Arrows
Type Sword Type Bow Type Damage Quantity
Attack Roll 3k3 Attack Roll 5k4 Willow Leaf 4k2 20
Damage Roll 5k2 Damage Roll n/a
Bonus Range 20’ Bonus Range 250’
Notes Notes Increase the TN of all attack rolls by +10 if used from horseback.
Initiative
Insight Ranks/Reflexes 5k4
Modifiers
Current Initiative 5k4
Armor TN & Reduction
Base TN 25
Current TN 25
Base Reduction
Current Reduction
Armor
Type No Armor
TN Bonus
Reduction Bonus
Notes
Wounds
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 Antisocial (2 ranks) 4
Age 19 Insensitive 2
Height 5’6"
Weight 165 lbs.
Hair White
Eyes Blue
Father
Mother
Brothers
Sisters
Marital Status Single
Spouse
Children
Notes
Equipment and Possessions
Name Traveling Pack Home
Scroll Satchel
Kimono
Straw cloak
Pillow book
Personal seal
Week’s rations
Chopsticks
Divination kit (kawaru coins)
Spare kimono and sandals
Wide-brimmed straw hat
Incense brazier
Flint and Tinder
Quiver
Money
Koku
Bu 3
Zeni
1 Koku = 5 Bu 1 Bu = 10 Zeni
School Techniques (Shugenja)
School 1 Isawa Shugenja School
Affinity Fire
Deficiency n/a
Technique Isawa’s Gift: You gain a Free Raise on all Spell Casting Rolls for spells of the element which you chose as your Affinity.
Spells and Kiho
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 Blessed Wind
Mastery Level 1
Element Air (Defense)
Duration Concentration
Raises Special (you may target another with this spell with 3 Raises
Area 10’ radius around the caster
Range Personal
Effect You summon a swirling aura of winds to protect you from ranged attacks. The buffeting winds deflect arrows and other projectiles. While you maintain your concentration, this spell adds +15 to your Armor TN versus all non-magical ranged attacks.
Name Tempest of Air
Mastery Level 1
Element Air (Thunder)
Duration Instantaneous
Raises Area (+ 5’ to the width of the cone), Damage (+ 1k0), Range (+ 5’ to the length of the cone), Special (+ 5 to Air TN against Knockdown per Raise)
Area A cone 75’ long and 15’ wide at its end
Range Personal
Effect You summon a powerful gust of air emanating from your position that crashes into all in its path, knocking them to the ground. All targets within the area of effect suffer 1k1 Wounds and must make a Contested Roll using their Earth against your Air. Every target that fails suffers Knockdown.
Name Earth’s Stagnation
Mastery Level 1
Element Earth
Duration 6 Rounds
Raises Duration (+ 2 rounds), Range (+ 10’), Targets (+ 1, to a maximum of 4 total targets)
Area One target
Range 50’
Effect This spell calls on the Earth in the target’s body to weigh him down, impeding his movements. The target suffers a -2k0 penalty to all rolls using the Agility trait, and his Water Ring is considered 1 Rank lower for the purpose of how far he can move.
Name The Fires That Cleanse
Mastery Level 1
Element Fire
Duration Instantaneous
Raises Area of Effect (+ 5’ per two Raises)
Area 30’ Radius
Range Self
Effect Destruction is one of the basic impulses of Fire, and this spell calls upon that urge to spread destruction in the caster’s surroundings. The spell whips the kami into a frenetic chaos, destroying everything around you. Everyone in the area of effect, including you, suffers damage with DR equal to your Fire Ring. This result is rolled once and applied to everyone within the area — however, you take only half damage (rounded up), since the kami do make some effort to avoid you.
Name The Fires From Within
Mastery Level 2
Element Fire
Duration Instantaneous
Raises Target (+1 target per two Raises)
Area One target
Range 100’
Effect Probably the most widely known and recognized offensive spell in the element of Fire, this prayer has been in use by Rokugani shugenja since the very earliest days of the Empire. You summon Fire kami to form an orb of flame that hovers in your palm for a moment before streaking toward the target. The sphere gains momentum and size until it hits its target, making it quite spectacular visually. The spell has a DR equal to your Fire Ring.
Name Tail of the Fire Dragon
Mastery Level 2
Element Fire
Duration 4 rounds
Raises Duration (+ 1 round)
Area Self
Range Personal
Effect This spell invokes several Fire kami to form a whip-like tendril that extends from the caster’s hand. The tendril of flame will not burn you, since the kami are grateful for the opportunity to burn others at your command. You may use this tendril to strike enemies as far as 30’ away, extending it out and back with blinding speed. Your attack roll with the tandril is equal to your Agility + (twice your School Rank), keeping your Agility. The tendril has a DR equal to your Fire Ring.
5k3 to hit, 3k3 to damage.
Name Ebbing Strength
Mastery Level 1
Element Water
Duration 3 rounds
Raises Duration (+ 1 round), Range (+ 5’)
Area One target creature
Range 20’
Effect Energy flows through the universe just as water flows through the mortal shell. You may send your energy to another, weakening yourself and strengthening them in the process. You may reduce any one of your Physical Traits by an amount up to your School Rank. The target of this pell increases the same Physical Trait by the same amount. If your trait is reduced to 0 as a result of this spell, you immediately fall unconscious and the spell’s duration is reduced to 1 round. No Trait may be enhanced above double its normal rank by this spell.
Bio:

Isawa Kei

Imperial Histories: L5R-RPG ilovekitties