Okay, folks! Here we go!
This will be an oriental style game, utilizing the rules laid out in the Rokugan campaign setting book, and augmented with the rules from the Oriental Adventures book. It will involve some adventuring as well as some time spent in winter court. Basically, we’ll be using 3.0 rules. Any character from the seven major clans, the Imperial families, or the minor clans will be fair game. Sorry, no ronin, nezumi or naga characters allowed. The game will begin in the year 1130 on the Rokugani timeline.
Pertinent Info
There is no set starting level. You may choose the level that you wish your character start at based on the number of building points you want.
3rd level: 64 points
4th level: 56 points
5th level: 48 points
6th level: 40 points
7th level: 32 points
8th level: 24 points
Build points may be used to purchase stat points, advantages or ancestors. You may purchase disadvantages to gain more building points.
Starting gold will be per the DMG according to your level. Weapons and armor should be bought using prices from the Rokugan book; only the magic items found in the Oriental Adventures book will be allowed. I will be giving you some additional items, so if you have wish list, let me know.
Characters should either be emailed to me (
darknemesis6878@cs.com ) or posted to the thread for approval. After your character has been approved, you may post him or her to the Rogue’s gallery. Don’t forget to include a character background!
Advantages
A Heart of Vengeance (3)
Pick a clan, any clan (should be a Great Clan). For some reason or another, members of that clan will always draw your wrath. Whenever you are using any skill against a member of that clan, you get a +1 bonus to the die roll.
Allies (Variable)
You are connected. For every 2 points you spend on Allies, you can gain a single Minor Ally, and for every 4 you can gain a Major Ally. Minor Allies are folks you can get you legal things like food, shelter and perhaps a small amount of money. A Major Ally can get you things that are slightly less easy to acquire - like fake travel papers, audience with a daimyo or a quick midnight ride out of the Province.
Benten’s Blessing (3)
People are attracted to you. It may be your looks or your charm, or it may be both. You just have that certain "something." Whenever you make a Charisma based skill check, you may add +2 to the die roll.
Bland (2)
Characters who bland by nature tend to be unassuming, quiet folk with average build and features. Because they are not striking in any way, it is easy to forget their name and appearance. They have no real distinguishing features, and many people simply look away when they pass nearby. Being bland is both an advantage and a disadvantage; someone who is bland has a greater chance of being ignored when disguised or not wishing to be noticed, but they also have a smaller chance of being noticed for recognition or award by their daimyo. In game terms, you gain +2 to all Bluff, Move silently, Disguise and Hide checks, but subtract one point from every Honor gain you acquire.
Blissful Betrothal (3)
Your character is betrothed, and couldn't be happier about it. Maybe your spouse is rich or well connected, or maybe you're just lucky enough to have found true love. For one reason or another, the marriage works to benefit of both sides. You gain a significant political connection to your betrothed's family, and may purchase one of the following Advantages for two points less: Wealth, Social Position, or Ear of the Emperor. Note that you do not receive either of these benefits until after the wedding ceremony, which will take place within one year. Of course, such a wonderful match doesn't come without its drawbacks. You'll have to see to your spouse's welfare, and disgruntled suitors may eye your happy new home with jealousy. Be on your guard.
Blood of Osono-wo (3)
You are a descendent of the great Osano-Wo, the Crab warrior whose stamina and battle fury rivaled that of the elements themselves. His blood has rendered you resistant to cold, heat, and extremes of temperature. You cannot be harmed by any naturally occurring weather-related phenomena and always succeed at any Stamina checks involving temperature changes.
Clear Thinker (2)
It isn't easy to trick you. Whenever another character tries to use a skill check to deceive you (Bluff, Disguise, Forgery or Hide), you gain +2 to the opposing skill roll.
Crafty (3)
Quite simply, you are very good at being bad. You gain +2 to all low skills.
Dangerous Beauty (2)
This is a very different advantage from Benten’s Blessing. A woman (or man) with Dangerous Beauty adds +2 to Charisma based skills made for the purposes of seduction and other less-than-honorable temptations.
A character that wishes to purchase both Benten's Blessing and Dangerous Beauty must pay an additional 3 Character Points on top of the total advantage price.
Daredevil (4)
People who take the Daredevil advantage are simply more capable of surviving incredible odds. Whenever this character does something risky, or performs an impossible feat, the GM secretly rolls a die. If the die roll is even, the character receives a +10 bonus to their roll (unknown to the player) for that feat. Otherwise, there is no benefit from this advantage.
Ear of the Emperor (5)
The PC has a (semi-) direct line to the Imperial court, whether through familial connections, favors, social or political influence, or simple respect. The terms of the connection must be clearly defined before a PC with this advantage can be brought into play, but once it is, the PC may invoke it at any time, gaining a +5 bonus to their dice rolled in Diplomacy when "suggesting" things to those in the Imperial Court. And the best part of this advantage is that, depending on the circumstances, the PC might not even need to be present in the courts when it is proposed, relying instead on easily-manipulated third parties to insinuate the desired information. Because of their connections, the character is considered to have +1 starting honor.
Elemental Attunement I (1)
The bushi has spent many years of training with shugenja. Now he is attuned to the shifts, ebbs, and flows of elemental energy. With a successful Spot check (TN set by GM), the bushi may detect the use of magic in the immediate area.
Elemental Attunement II (6)
Characters with this advantage have a bonus to their use of one element, and a detriment to their use of another. A shugenja who is "aligned" with one element is said to "resist" another. Earth and Air resist each other, as do Fire and Water. For example, a character with an Elemental Attunement to Fire gains a -5 to all DCs when he is using that form of magic, but a +5 DC to all Water spells. If an Earth-Attuned character is being attacked by Earth, his AC to be hit is considered +5, while if they are being targeted by Air, the AC is reduced by 5.
Favor Tables (3 points per rank)
This advantage allows the character to begin the game with a few favors "in his pocket." These favors need to be given a good history and background, and must be appropriate to the concept of the character itself. Purchase of this advantage grants the character one initial roll on the favor tables. It may be purchased up to three times per character. The point cost for this advantage is the table's rank (1-5) x3.
Rank 1: 2 Koku; One item of Fine quality; A pony; Safe (escorted) travel to a major city or palace; Meditative study (+1 to Wisdom); A tutor to teach you lore appropriate to a clan (Crab: Lore: Shadowlands, Crane: Lore: Myth and Legends, Dragon: Lore: History, Lion: Lore: Bushido, Phoenix: Lore: Shugenja, Scorpion: Lore: Ninja, Unicorn: Lore: Burning Sands etc); Information on some well-known topic or commonly understood science.
Rank 2: 5 Koku; A night with a fine geisha or courtesan; One item of Excellent quality; a horse; Someone offers to champion you in your next duel; a minor fetish from the Asahina shugenja; You are asked to visit the court of a noble family (+5 Glory points); You are offered the chance to perform some notable service (+2 Glory boxes); A shugenja will cast a spell of your choice; Next major battle, you will be placed in position to gain a Heroic Opportunity.
Rank 3: 10 Koku; Rehonor a dishonored person or ronin; Gain an audience with a minor daimyo; Gain the Patron Advantage for no point cost, at any time in the game - however, no person can have more than one patron at any time; The Crab offer a guide into the Shadowlands; A Crane artisan will create an artistic masterpiece in your honor (+3 Honor points); A Kitsuki magistrate will investigate something for you; A Lion bushi will serve as your bodyguard for a period of months; A Unicorn steed; The Scorpion offer to embarrass/slander someone under your directives; A blessing is placed upon you from a great Monk of the Brotherhood – you gain a +6 holy bonus to any die roll made in the next adventure; You are given the title hatamoto (honored advisor) or the rank gunzo (sergeant) (+2 Glory boxes); The Agasha offer you a potion; The Shosuro offer you a mild poison; An Asahina shugenja will make you a minor fetish of your specifications (cost: 10 koku, 1 week to create); You are asked to perform a minor service for the Champion of your Clan (when completed, +3 Glory boxes).
Rank 4: 20 Koku; One item of Exceptional quality; You have the opportunity to marry a daimyo's daughter, and gain the Major Ally Advantage (any clan, whichever one you marry into); Someone unknown to you feels they owe you an obligation, and will repay unexpectedly in the future; The Asahina ask you to be the bearer of a major nemuranai; Gain a Minor Ally in the clan of your choice; One of your Clan members (of common origin) comes and asks to serve you as a personal aide and retainer; A Fine quality fetish created to your specifications, no cost; Position as a magistrate to your Clan (+ 5 Glory boxes).
Rank 5: 30 Koku; Prominent magic item; Minor magic item made to your specifications (GM to determine cost); A prominent member of your Clan (but not a daimyo or other lord) offers to perform a minor service to you, at your request; You are given the opportunity to prove yourself to the Ise Zumi of the Dragon Clan - if successful in their test, you will receive a tattoo; A significant service from the Crab, Scorpion, Lion, or Unicorn Clan - including troops, information, or safe passage.
Gaijin Gear (2)
You start the game with a piece of gaijin equipment of your chose. See Appendix 2 of Way of the Unicorn for what is available. You may only purchase this once.
Great Destiny (5)
When this character was born, it may have been that the stars were aligned just right, or a birthmark was in just the right shape, but the ancestors smiled and a Destiny was created for this child. The great wheel moves this character slowly and surely towards this destiny. If this character takes damage that would kill him, he is reduced instead reduced to –1 hit points. The Seven Fortunes will only protect a character in this manner once per story. The GM will decide what the Great Destiny is, but need never reveal it to the character. Once the Destiny has been fulfilled, these points are turned into another advantage of the GM's choice.
Hands of Stone (5)
Jiujutsu combat techniques are brutal in the extreme, and make good use of the individual’s great skill. But you are a prodigy even by a jiujutsu master’s standards. In barehanded combat, you may add double your strength modifier to damage.
Imperial Spouse (2)
In rare cases, a member of the Seppun or Otomo families marries someone of the Seven Clans, and chooses to join the household of their spouse. Having an Imperial Cousin as a wife or husband is a mixed blessing - they will certainly know the events of the Imperial Court, even as far away as the Phoenix or Crab lands (letters from the Emperor's family travel rapidly). Also, they will be able to secure invitations, audiences with the Imperial Advisors or daimyos of the Imperial Houses, or extra koku and supplies for troubled times. However, if an Imperial wife is in danger, the families of the Emperor may choose to take direct action, without considering the wishes of the husband, his clan, or their alliances. Although she has changed her name to suit her wedding, a Seppun is always a Seppun. Thus, well-wishers, sycophants, and threats from the Imperial Families may constantly plague the character, as they make certain that "their cousin is well-treated."
Inner Gift: Creature Awareness (6)
Using this Gift, the character is aware of all living things with an Intelligence of 4 or more within a distance of his own Intelligence in feet, multiplied by 10. Obstacles, organic or not, are ignored for the purposes of this ability.
Inner Gift: Danger sense (6)
The character with this Inner Gift cannot be ambushed, regardless of the circumstances or the skills of his opponents. He cannot be caught flat-footed, and sneak attack may not be used on him.
Inner Gift: Shared Senses (6)
The character is able to link his five senses with those of another person. This effect lasts for one hour, and may only be used once between cycles of sleep. The character may make a Bluff roll to ensure that the other individual is unaware that they are sharing their senses.
Inner Gift: Spatial Awareness (6)
The character is always familiar with the surrounding terrain (out to his Wisdom x150 feet), even when blinded.
Large (2)
You are big. The average Rokugani is approximately 5'6" to 5'8" tall. You are anywhere from 6' to 6'3". This is both an advantage and a disadvantage. Whenever you make a Charisma based skill check in social situations, you are at a –1 penalty. However, all damage rolls are made as if you were carrying a weapon that was one size category higher.
Luck (3, 6 or 9)
For every level of Luck, you may re-roll one unsuccessful roll during a session.
Patron (1-5)
Someone of importance has taken an interest in you. Not to be confused with the Allies advantage, a Patron expects a certain amount of reciprocal trade for their gifts. The Patron will call upon the character from time to time, expecting some service to be done for the patron. However, stories of such works will undoubtedly be circulated among the patron's followers, and this may cause a certain amount of fame and jealousy. This results in gains in Honor and Glory. The more points an artisan spends on a Patron, the more powerful and influential their Patron will be - and the more often the Patron will call upon the character.
Perfect Balance (3)
You gain +2 to all Dex based skills.
Quick (3)
You're just faster than other folks. When determining Initiative, roll two dice and keep the higher.
Quick Healer (3)
You heal hit points as if you were one level higher.
Sacrosanct (10)
You may only take this Advantage if your character has a starting Honor Rank of 3 or higher. Due to a great service you performed for the Hantei in the past, you are now under the Emperor's protection. This blessing remains so long as your Honor remains at 3 or above, and you do nothing to defame or dishonor the Emperor. In the meantime, attacking you or your immediate family is tantamount to attacking the Hantei himself. Any person who strikes you in combat before you strike them loses five Honor points for every 10 hit points of damage they inflict. Anyone who knocks you unconscious or kills you loses a full rank of Glory, no matter his or her station. Only an Imperial decree can reverse or negate either of these effects. In return, you have sworn your utter and devoted loyalty to the Emperor.
Sage (3)
Books and knowledge are nearly as important to you as food and water. It is well known you are a seeker of wisdom and words, and many come to you when they want to know about the past and present Your devotion to the texts has given you an excellent memory for the events they record and the lessons they impart. All Lore and History rolls you make gain a +2 bonus.
Servant (Variable)
Normally, a samurai has a single servant who manages his home and general needs. If you wish to have more servants than that, you can purchase it with this Advantage. You should not have more than your Glory x 3 servants. Monks may not have servants.
1 point: Eta
2 points: Stablehand, personal attendant
3 points: Groom, bonge armorer*, bonge weaponsmith*
*=makes repairs, but cannot craft new armor
4 points: Scribe, spy
Social position (5 points per rank)
A character who has additional Social Position gains a bonus to their Glory, and therefore to their position within Rokugani society. This can come from being closely related to a daimyo (or the Emperor himself), or possibly from having a great omen appear when you were born, etc. The player should note exactly how this advantage is gained.
True Friend (Variable)
True friendship is a rare commodity in Rokugan. You and your NPC friend have gone through much together, and would do anything for each other. Having such a friend is a blessing, but also demands great devotion and loyalty. The cost for a True Friend depends on his influence and his devotion.
Influence :
1 Point: A character of minor influence (a samurai without land or political position)
3 points: A character of some influence (a samurai with land and/or political position)
5 points: A character of great influence (a daimyo with land and political position)
Devotion:
1 point: Your friend would go out of his way for you, but would not risk family honor.
3 points: Your friend would risk family honor to aid you, but would do so secretly.
5 points: Your friend would do anything to aid you.
Voice (2)
A character with Voice has a +2 bonus for any skill rolls involving speaking.
Disadvantages
You may acquire disadvantages in order to gain more build points. However, if you choose to take a disadvantage, I encourage you to roleplay it accordingly.
Antisocial (2 or 4)
You have difficulty getting along with others. Perhaps this manifests as shyness, troubled speech, discomfort around people, or even bouts of depression. Whatever the symptoms, you find it hard to communicate your feelings properly or withdraw from contact with others.
Moderately Antisocial: 2 points. –2 on all Charisma based skills.
Extremely Antisocial: 4 points. –5 on all Charisma based skills.
Ascetic (3)
You aren't interested in material wealth or temporal power, glory or gaudy fashion. This world is only a transitional place between one reality and the next, and you have passed beyond the need to cling to it.
Ascetic bushi own one kimono, one pair of sandals, one obi, and their daisho. Ascetic shugenja own one kimono, one pair of sandals, one obi, and a pouch full of scrolls. Maybe - maybe - they own a hat. These are the only material objects you will ever want to own.
Bad Health (3)
A character with bad health takes a –4 penalty to Constitution.
Bad Reputation (2)
You've already earned yourself a bad reputation in Rokugan. Whenever another NPC samurai realizes who you are, their attitude toward you is lowered 1 rank. You should choose a single word to define your character.
Bad Sight (2)
With this disadvantage, the PC is at –2 for all sight-based skills checks, such as Spot, Search and Knowledge: Nobility (when trying to recognize a clan or family mon).
Benten’s curse (2)
There is just something about you that others find repulsive. At +2 to any intimidate checks, but subtract –2 from any other Charisma based skill.
Black Sheep (5)
You've been ostracized from your family. You have no family ties - although you may purchase some with the Allies advantage. Any samurai from your Clan who see you are expected to treat you as if you were eta (so don't go offending them or you'll find yourself in a duel). Effectively, all NPCs from your clan begin with an Unfriendly attitude toward you.
Brash (2)
Characters with this disadvantage are hotheaded. They seek to avenge any slight on their honor; they must make a Will-save (DC 15) in order to keep control.
Can’t Lie (3)
A character with this disadvantage just can't tell a good lie. He is at –4 to any Bluff check.
Chemical Dependency (3)
This character is addicted. The two most predominant addictions in Rokugan are alcohol (sake) and opium. He needs to feed his addiction on regular intervals or suffer –5 subdual for every day that he goes without his drug of choice.
Colorblind (1)
Some samurai have eyes that are paler than most of Rokugan's natives, and sometimes this causes colorblindness. The Colorblind character can see colors as shades of gray, but cannot tell the difference between shades. This results in –2 to all Knowledge: Nobility checks when trying to recognize a clan or family mon.
Compulsion (2, 3 or 4)
You have an uncontrollable urge (drinking, gambling, a love of geisha) that gets you into trouble. You must make a Will save every time you confront your compulsion to keep you from losing control. The cost of compulsions depends on the DC of your Will save.
DC = 15 : 2 points
DC = 20 : 3 points
DC = 25 : 4 points
Coward (3 or 6)
You are secretly afraid. It might be that you lack confidence in your own abilities, or that you are sure that everyone is better than you are. Whatever the case, you must succeed a Will save or suffer a –2 penalty on saves, and feel compelled to flee.
Moderate Cowardice: 3 points. Will save DC15 or suffer the aforementioned effects.
Extreme Cowardice: 6 points. Will save DC 20 or suffer the aforementioned effects.
You may spend a Void Point to ignore this penalty for one round.
Dependent (1, 2 or 4)
You have someone who is completely dependent upon you. Who it is (a child, grandparent, etc.) is up to you, but they are helpless without you. Good examples of dependents include small children and aged grandparents, but a naive spouse could also be included as a dependent.
1 point = Adult Dependent
2 points = Elderly Dependent
4 points = Child Dependent
Dishonored (3)
You begin at an Honor rank of 0; NPCs treat you as if you have a Bad Reputation (see above). Furthermore, it takes 15 honor points to raise your honor by one rank.
Doubt (4)
You have a problem. You have no confidence in one of your starting skills (chosen by the GM). Though you train and train, you still don't excel. The knowledge is there, but the doubt always lingers. In game terms, every time this skill is used, the DC required for the character to succeed is raised by 10.
Epilepsy (4)
Epilepsy is a rare disease, which can cause rigidity of muscles, shaking symptoms, and even death. It is a genetic dysfunction, which often arises when the character is under stress. Also, flashing lights (such as a fireworks display) can trigger a seizure. The Rokugani believe that a character with this malady has been touched by the kami, and that they are a channel for divine influences. Thus, any character that shows obvious signs of epilepsy (shaking fits, spasms, etc.) might be shunned by common society, but treated as a mystic or holy man by those brave enough to come near. When a character with Epilepsy is in a stressful situation, they must make a Will save at a DC of 15 to resist a seizure. If the character enters a seizure, they may make Willpower roll each round at a DC of 20 to end the seizure.
Frail mind (3)
Whenever you are the subject of a magical attack or any other task that would test your Willpower, the DC is increased by 5.
Gaijin Name (1)
You have a name that sounds foreign. It might include the letters L or V, consonant combinations like ST, KS, or TH, or end in a consonant other than N. Your name is difficult for Rokugani to pronounce, and brands you as one who consorts with "blue-eyed devils." You are at –2 to all Charisma based skills with those who are neither Unicorn nor gaijin.
Gullible (3)
You have a soft spot in your heart for sob stories. Your character is at –4 for all Sense motive checks.
Haunted (1, 2 or 4)
You are haunted by the spirit of an ancestor who is not happy with you. He is distracting, insulting, and irritating, but he is also your ancestor, which means all you can do is try to do better.
1 point : The ghost only shows up once per story.
2 points : The ghost appears up to three times per story
4 points : The ghost is with you at least once a day.
Hostage (3)
The character was taken by another clan and made to swear fealty. Though he is considered a member of this new clan, he is neither fully trusted nor respected. His true family has turned its back on him. All charisma based skills when interacting with either family is at –2.
Lame (3)
You have a crippled leg. Your base speed is decreased by 10 feet, and all Dexterity based skills are at –2.
Low pain threshold (5)
For every point of damage you receive, you take an additional 1 points of subdual damage.
Nightmares (2)
You are haunted by nightmares and cannot regain Void points and spells by sleeping, but rather must do so by meditation.
Permanent Wound (5)
You begin the game with a wound that has never properly healed. In game terms, this means that you have a –2 penalty to Dex and Con.
Phobia (2 or 4)
Every time you encounter your phobia, all rolls you make are at a penalty equal to the number of points you gained from this disadvantage. You may spend a Void Point to avoid this penalty for a single action. Listed below are some possible phobias for your character; having a phobia must also be approved by the GM.
Fear of heights, open spaces, enclosed spaces, insects, blood, being alone, dead things, fire, and fear of darkness are a few examples.
Scarred (1)
Unhealed wounds in the Shadowlands that were not infected by Taint still leave disgusting, visible marks. Commons scars whiten the skin, twist and blacken it, or turn it green and oozing. In game terms, you have a -2 penalty to Charisma.
Small (3)
You are below average height and weight. Your weapon is counted as one size category smaller when calculating damage.
Social Disadvantage (3 per rank)
You have slipped from your place within the Celestial Order. For every 3 points of Social Disadvantage, the character's Glory Rank is reduced by one.
Soft hearted (2)
You have a profound respect for human life. Your conscience overcomes you whenever you are about to commit an act of inhumane cruelty. Whenever you try to take a human life, you must make a simple Willpower roll (DC 20) or you can't follow through with the action.
Sworn enemy (3)
The character has a Sworn Enemy that desires his death. Whenever a character with a Sworn Enemy gains a level, the Enemy gains one as well, with appropriately increased skills and traits. The Enemy can show up at any time, at the GM's whim, and while he or she may be temporarily satisfied with ruining the character's plans or reputation, the ultimate goal is death.
Wrath of the Kami (3 points per element)
There is something about you that the spirits of Rokugan do not like. Perhaps your soul was born unclean, your ancestors wish to show their disfavor of you, or you have offended them in some way. In any case, the kami of the Empire go out of their way to harm you when they are directed to do so by a shugenja. Choose one or more elements. Any time a spell of any element chosen is cast to harm or hinder you directly, it is cast as if the caster were 2 levels higher.