Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Talking the Talk
Rokugan: Blood and Cherry Blossoms OOC
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dark Nemesis" data-source="post: 1810300" data-attributes="member: 11714"><p>*deep breath* Next up: the ancestors!</p><p></p><p><span style="font-size: 18px"><strong><u>Ancestors</u></strong></span></p><p>You may only choose ancestors from your particular Clan. Here they are!</p><p></p><p><u>Crab Ancestors</u></p><p></p><p>Hida (10)</p><p>Characters who take the primal Hida as an Ancestor gain a great benefit - and a great burden. Those who carry the soul of Hida within them gain an additional Void Point for each Crab who stands with them. Likewise, those Crabs who stand with him in combat gain an additional Void Point. However, the character also takes a one point of subdual damage each time one of his fellow Crabs is wounded.</p><p></p><p>Hida Akemi (4)</p><p>Those with Hida Akemi as an Ancestor receive two extra damage dice to roll against any opponent more than twice their weight, and a +2 to their Initiative if fighting in an enclosed space such as a corridor, privy, or bathhouse.</p><p></p><p>Hida Atarashi (-5)</p><p>Unlike most Ancestors, Atarashi is not yet dead, but his descendants remain tied to his spirit, and bear his curse. Those with Hida Atarashi as an Ancestor are doomed to eventually go over to Fu Leng. They may fight it for years, and do a lot of good in the world first, but eventually, no matter how they try to get around it, they will join the forces of the Shadowlands.</p><p></p><p>Hida Banuken (2)</p><p>Those who choose Banuken as an Ancestor are able to adapt their own strengths to complement the strengths of others. When they fight side by side with another, they may strike simultaneously with their ally, regardless of initiative rolls, and vice versa. The ally must be determined before initiative rolls are made.</p><p></p><p>Hida Tadaka (4)</p><p>Characters who take Tadaka as an Ancestor feel his selfless sacrifice in their veins. They may lend hit points to other Crab characters. They may also lend hit points to non-Crab personalities, but this costs them a Void Point.</p><p>The character must be touched in order to "pass on the spirit of the Crab." He may transfer as many hit points as he wishes, but he loses any that he transfers - mark them off as you would any normal injury.</p><p></p><p>Hiruma (5)</p><p>Those who choose Hiruma as an Ancestor can re-roll any roll by expending a Void Point.</p><p></p><p>Hiruma Kazuma (2)</p><p>Kazuma's descendants may purchase Ratling Allies for half cost and gain +2 on any social rolls with Nezumi.</p><p></p><p>Kaiu (5)</p><p>Characters who choose Kaiu as an Ancestor may spend Void points in order to reroll any Crafting skill roll.</p><p></p><p>Kaiu Gineza (1)</p><p>Characters who choose Gineza as an Ancestor may sacrifice their own hit points to inflict additional hit points to creatures and characters with the Shadowlands Taint. Before damage is rolled, the character may sacrifice a number of hit points less than or equal to his Con modifier. The target creature or character takes as many hit points as were sacrificed by the character.</p><p></p><p>Kuni (4)</p><p>Those who take Kuni as an Ancestor always roll two dice when determining if they gain the Shadowlands Taint, and use the higher roll.</p><p></p><p>Kuni Osaku (3)</p><p>Characters who choose Osaku as an Ancestor may spend a Void Point to add half their level to the DC to cast a spell.</p><p></p><p>Yasuki Fumoki (3)</p><p>Those with Fumoki as an Ancestor have a deep affinity for the sea and her secrets. They can predict the weather within a 24-hour period with perfect accuracy. Also, Fumoki's sea legs grant them an uncanny sense of balance; they gain a +2 bonus to any Dex based skills.</p><p></p><p><u>Crane Ancestors</u></p><p></p><p>Asahina Yajinden (3)</p><p>Those who choose Yajinden as an Ancestor have a remarkable affinity with kami, and gain a +1 bonus to the DC of their spells. However, the call of the darker side of nature is in their blood, and DC for them to be seduced is raised by 10.</p><p></p><p>Daidoji Masashigi (7)</p><p>A character with this Ancestor gains a Major Ally in the Crab house, and their AC is increased by 1 for every 10 hit points they take. </p><p></p><p>Daidoji Yohko (-3)</p><p>Characters with Daidoji Yohko as an Ancestor inherit her devotion, and cannot be affected by Fear as long as they are aiding someone else. However, they can never knowingly abandon someone who needs their help. This includes championing courtiers in duels (whether or not you agree with them), always being the last to leave a battlefield of retreating men, and pursuing friends lost to the Shadowlands.</p><p></p><p>Doji (6)</p><p>Characters who choose Lady Doji as an Ancestor are considered to have 3 ranks in all High Skills. If the character wishes to advance in a skill, they must pay for the ranks before advancing.</p><p></p><p>Doji Hotei (4)</p><p>A character which chooses Hotei as an Ancestor gains a minor insanity which may surface periodically during their life. This insanity should be somewhat debilitating, and triggered by some outside influence: a spouse's death, going into battle, being called a coward, seeing a chicken's head. It is up to the GM's twisted imagination to decide exactly what the insanity is and what triggers it (as well as how often), but it should be appropriate to the character. Descendants of Doji Hotei may spend a Void Point in combat to ignore all wounds for one round. The player must declare before the round begins if he wishes to use this ability.</p><p></p><p>Doji Taehime (5)</p><p>When making a roll using Charisma, Wisdom, or Intelligence skills, descendants of Taehime may add +3 to their die rolls.</p><p></p><p>Kakita (15)</p><p>The descendant of Kakita may choose to re-roll any failed roll a number of times per day equal to their Void, in or out of combat, including an iaijutsu strike. Further, if the descendant of Kakita is defending the Emperor, the Doji noble family, or a member of the Hantei house, they have a +5 to their AC in any combat, including iaijutsu duels.</p><p>The blood of Kakita has its drawbacks, however, as Kakita was not loved by all. The enemies he made in the Matsu house are well-known, and even today the Matsu family still seeks to avenge the dishonor to their ancestress. To avenge her is to destroy the original, direct line of Kakita himself, wiping out the last of the taint which dishonored the Mother of their line. Relations with any Lion will be difficult at best, and children of the Matsu house will seek the character out in order to kill him and avenge their ancestor. The Kakita descendant's battle prowess will be tested, their honor challenged, and they will never find solace in the house of the Lion. In effect, the entire Clan hates them, although only the Matsu will act without provocation.</p><p></p><p>Kakita Rensei (2)</p><p>Those who choose Rensei as their Ancestor may not have the damage they deliver reduced, avoided, or ignored in any fashion. Abilities which would allow a character to dodge or parry the blow are still effective; only those abilities which negate damage after it has been dealt are ineffective.</p><p></p><p><u>Dragon Ancestors</u></p><p></p><p>Agasha (8)</p><p>Shugenja who choose Agasha as an Ancestor cast spells as if they were two levels higher.</p><p></p><p>Agasha Kitsuki (5)</p><p>Those who purchase Kitsuki as an Ancestor may spend a Void point to entirely negate the effects of poison.</p><p></p><p>Agasha Nodotai (3)</p><p>When characters who choose Agasha Nodotai as an Ancestor are engaged in combat, they gain +1 to attack and damage rolls.</p><p></p><p>Mirumoto Kaijuko (4)</p><p>Characters who gain Kaijuko as an Ancestor are both blessed and cursed. They will never marry (even if they try), but gain a +3 bonus to any skill roll on the Courtier’s skill list.</p><p></p><p>Mirumoto Tadeka (8)</p><p>Descendants of Mirumoto Takeda understand his philosophy of self-sacrifice, always ready for a "single, defining moment." During combat, they may elect to give up one of their attacks per round to increase their AC by 2. When using Full Defense, they receive an additional 5 to their AC. This is in addition to other modifiers, such as armor, daisho technique, or use of Full Defense.</p><p></p><p>Mirumoto Takeru (3)</p><p>Characters who have Tokeru as an Ancestor never need to make Honor rolls when duty to their lord is in question. Seducing them away from their sworn duty is impossible. The blood of Tokeru forbids it.</p><p></p><p><u>Lion Ancestors</u></p><p></p><p>Akodo (10)</p><p>Lions who take Akodo as an Ancestor gain his almost intuitive knowledge of battle and tactics. When in battle, they gain a +3 bonus to attack and damage. By spending a Void point, they can transfer this bonus to their allies.</p><p></p><p>Akodo Godaigo (-2)</p><p>If Godaigo is your Ancestor, then you cannot have any ability whose modifier is higher than your honor. If your Honor ever drops below any of your current ability modifiers, those modifiers also change to reflect the change in Honor.</p><p></p><p>Akodo Samune (3)</p><p>The benefits of taking this brave ancestor are twofold. The PC adds +2 to damage when attacking a larger character who has a lower Honor Rank. Also, when confronted by a creature with a Fear Rating, the PC's Willpower roll gains a +5 bonus.</p><p></p><p>Ikoma (8)</p><p>Lions who take Ikoma as an Ancestor inherit the old man's keen intuition and understanding of the patterns of life. Once a game session, they may ask the GM a single yes-or-no question about their current situation in the game. The GM must answer honestly.</p><p></p><p>Kitsu (8)</p><p>Lions who take Kitsu as an Ancestor may make a Wisdom check to sense any spirits in the area.</p><p></p><p>Kitsu Ichiosu (-5)</p><p>Descendants of Ichiosu automatically suffer from the Haunted disadvantage, for Ichiosu keeps track of all his grandchildren for Fu Leng. He whispers to them of the blindness of Rokugan's beliefs, saying the kharmic wheel is a lie and that death only leads to a prison mediocrity; that the way to rise above your station is to leap off the bridge and gain immortality as a servant of the Dark One. This constant demonic encouragement is the equivalent of a Compulsion : Maho disadvantage. The character must spend one void point per day to resist the temptation or seek out scrolls of maho "for just a little peek."</p><p>Ichiosu also interferes with other samurai's kharmic ancestors. No one with an Ancestor with an absolute point value less than 5 gains the benefit of their spirit when within 50 feet of Ichiosu's descendants.</p><p></p><p>Matsu Hitomi (3)</p><p>Once per day, someone with Hitomi as an Ancestor may spend a Void Point to reroll a to-hit or damage roll, taking whichever total the player prefers. A character with Matsu Hitomi as an Ancestor may not for any reason attack a person to whom they have a strong personal tie.</p><p></p><p><u>Phoenix Ancestors</u></p><p></p><p>Asako (6)</p><p>Those who choose Asako as an Ancestor gain her luck with companions, in the form of a 6 point True Friend advantage. The player may design another character to fill this role, as the GM desires. They also inherit her son's wrathful nature, however, which results in the Brash disadvantage. Should the PC ever be betrayed by anyone, this becomes the Driven disadvantage, and he will be devoted to their downfall thereafter.</p><p></p><p>Asako Hanasaku (4)</p><p>The samurai with Hanasaku as an Ancestor are cursed with the unquenchable desire to know what everything is. Anything undiscovered or unknown to the Asako is a new frontier to be tested. A Willpower roll against the DC of 20 is necessary to resist the allure of trying anything new. However, Hanasaku's knowledge of the bizarre gives the samurai a +2 to all Heal, Knowledge, and Poison skill rolls involving strange events and information. Buying Rank one in any skill still requires the expenditure of one CP.</p><p></p><p>Asako Akuma (3)</p><p>Those choosing Akuma as an Ancestor gain an attack bonus equal to their number of Void points when combating Oni, but are also born only into the lowest social climates (acquiring a 3 point Social Disadvantage without cost) as a result of his fall.</p><p></p><p>Isawa Ijime (-3)</p><p>Anyone taking Ijime as an Ancestor is constantly haunted by images of a dark imaginary world beyond the realm of what Rokugani consider normal. This unbalancing "euphoria" may unhinge a samurai and cause them distress in formal settings. All contested rolls have an increased DC of 5, and all social rolls require a DC increase of 10. However, they are able to glean insight into perplexing situations. The samurai receives a +2 bonus to all skills involving puzzles, investigations, and other "unsolvables."</p><p></p><p>Isawa Takao (2)</p><p>Anyone taking Takao as Ancestor may roll one extra die when casting fire spells, but is assumed to have the Brash disadvantage in addition to all other disadvantages. If the samurai already has the Brash disadvantage, then all Honor tests have a DC of 35.</p><p></p><p>Kitsu Taiko (7)</p><p>Only a shugenja character of the Lion or the Phoenix may purchase this Ancestor. The shugenja may choose an Element, and they are considered to be well-loved by the kami of that Element. Attempts to Commune, Summon, or Sense spirits of that Element will be met with friendship, and the character casts spells from that element as if they were 2 caster levels higher.</p><p></p><p>Shiba Kaigen (2)</p><p>Only a bushi may take Kaigen as an Ancestor, for the warrior spirit which lives on in his descendants will accept no less. Those who do take the One Man Alone (his title in the ancestral records) are proud of their forefather's death, and ready to emulate it, if ever the time should come.</p><p>Because Kaigen was able to perform his feat through his knowledge of spellcraft, descendants of Kaigen are allowed to spend one year within the halls of the Isawa Academy, learning much about spells, magic, and the kami.</p><p>This knowledge gives the bushi a greater aptitude for using spells in battle, understanding the destructive potential of shugenja, and using the elemental spirit to supplement his own strength in combat. If a shugenja within 10 feet spends a Void Point, the descendant of Kaigen may gain an extra action, even if they have already performed their only action for the round. This additional action may not be an attack, but may be used to perform any other ability or maneuver.</p><p></p><p>Shiba Sakazu (4)</p><p>Though no one knows how Sakazu made his end, his descendants have inherited his confidence in their abilities to prevail even when naked, alone, and emptied of thought. Characters with Sakazu as an Ancestor add their number of Void points to all attack and damage rolls made when fighting without a weapon.</p><p></p><p>Shiba Toriiko (1)</p><p>Those who take Shiba Toriiko as an Ancestor are always eligible for the Kharma rule should they die trying to prevent strife.</p><p></p><p><u>Scorpion Ancestors</u></p><p></p><p>Bayushi (5)</p><p>Scorpions who take Bayushi as their Ancestor have both a blessing and a curse. They gain a kind of kharmic tie with one other character (NPC or otherwise) that allows the two to use each other's Void Points at will. If one of the characters dies, however, the other character may never use Void Points again.</p><p></p><p>Bayushi Akoru (2)</p><p>Players who take Akoru as an ancestor find themselves forgettable and easily overlooked. People don't think about them, and tend to overlook them, even when they're present. No reliable description of the character is available unless they do something to attract substantial attention. The character gains a +2 bonus to all Bluff, Move silently, Disguise and Hide checks, but may never take the Ally Advantage, or have a Glory Rank of higher than 1.</p><p></p><p>Bayushia Tesaguri (2)</p><p>Samurai who take Tesaguri as an Ancestor are always paid 50% more gold for any service they perform. They also receive finer gifts than they deserve. On the other hand, they can't keep a secret. If they ever learn a secret, they will spill it the first chance they get.</p><p></p><p>Shoshuro Furuyari (2)</p><p>Scorpions who take Furuyari as an Ancestor gains a +1 bonus to all skill rolls involving speaking. The Advantage Voice costs 1 point rather than 2 points if a character has Furuyari as an Ancestor.</p><p></p><p>Shoshuro Itode (1)</p><p>Itode may be taken as an ancestor by Crab characters as well as Scorpion ones.</p><p>Though he had no children, Shosuro Itode remains an ancestor to two families, both of which share his determination and persistence in the face of almost certain failure. They receive a +1 bonus Willpower rolls. However, his decision to leave his blood relatives for his adopted ones still has repercussions today, and characters of either clan with this ancestor receive a -5 penalty for all social rolls to gain favor with the Scorpion.</p><p></p><p>Yogo (2)</p><p>Those who take Yogo as an Ancestor have an innate skill at maho. They cast maho spells as if they were one caster level higher. On the other hand, they also gain an additional number of Shadowlands Points equal to their Wisdom modifier whenever they use maho.</p><p></p><p><u>Unicorn Ancestors</u></p><p></p><p>Ide (4)</p><p>Those who choose Ide as an Ancestor have a powerful ability: as long as they wear neither weapon nor armor, anyone attacking them must first make a contested roll. The attacker rolls their Wisdom modifier and the Unicorn adds their Honor to their roll. If the attacker rolls higher, he may attack normally. If he fails, he cannot attack the Unicorn that round.</p><p></p><p>Iuchi Atesoro (6)</p><p>Characters with Atesoro as an Ancestor may dodge arrows and other projectiles. Characters who fire arrows (or other ranged attacks) at this character do so as if this character were at Full Defense, even if he is performing a Full Attack.</p><p></p><p>Moto Chai (7)</p><p>Those with Chai as an Ancestor gain +3 to attack rolls made while in mounted combat, and get a free Void Point to spend on each and every athletics feat they undertake.</p><p></p><p>Moto Sanjo (0)</p><p>Those of Sanjo's blood always hear his maniacal laugh whenever Shadowlands creatures are near. While this acts as an early warning system (it alerts the character even if he can't see the creatures), it is also demoralizing: the character is at a –2 penalty to attack rolls while fighting Shadowlands creatures. The character can avoid this penalty for one day if he succeeds in passing an Honor test at DC 10.</p><p></p><p>Moto Soro (5)</p><p>Those with a direct tie to Moto Soro can completely ignore their wounds for a number of rounds each day equal to their number of Void points. These rounds need not be sequential.</p><p></p><p>Otaku (5)</p><p>Characters who take Otaku as an Ancestor automatically gain the Voice advantage. Also, their words are understandable by all mammalian nonhuman creatures. This does not mean that the creatures will comprehend the meaning, nor does it mean that the creatures will obey or respond... but at least the words will be understood.</p><p></p><p>Otaku Shiko (4)</p><p>A Unicorn who takes Shiko as an Ancestor is as stalwart as her noble ancestor. She may spend a Void Point to ignore Wound Ranks for a number of rounds equal to her Wisdom modifier.</p><p></p><p>Shinjo Martera (10)</p><p>Those with Shinjo Martera as an Ancestor never fail to do their duty as they see it. While they may not live up to the higher expectations of others, they never fail the standards they set for themselves internally. In game terms, such a character never fails an Honor roll, but he may never deliberately undertake an action that will result in a loss of honor, or he loses his connection to his Ancestor.</p><p></p><p><u>Minor Clan Ancestors</u></p><p></p><p>Doji Suzume (1)</p><p>A Sparrow with the blood of Suzume is very clever in conversation, gainin a + 1 when using Perform, Diplomacy or Gather Information skills. However, their words often carry more power than is intended. Whenever the character speaks in large public groups, the GM secretly rolls one die. If the result is a 1 or a 10, the characters remarks will be interpreted in a way directly opposite to their intent (for example, a witty remark might lead to your expulsion from your clan). To make matters worse, at least half of the listeners will usually find the unintended meaning of the character's words extraordinarily brilliant.</p><p></p><p>Gusai (3)</p><p>A descendant of Gusai can never be completely stripped of weapons, unless they choose to be. No matter who well searched, unless they are completely naked, the Mantis will always be able to conceal some weapon (tanto or smaller). They may also spend a Void point to conceal a single other item, so long as it could be carried in the palm of the Mantis's hand.</p><p>All descendats of Gusai automatically have the disadvantage Brash, at no cost.</p><p></p><p>Hayabusa (5)</p><p>Falcons who have Hayabusa as an Ancestor gain the ability to roll two dice for all Wisdom based skill rolls, and keep the highest roll. </p><p></p><p>Kaimetsu-uo (5)</p><p>(Mantis) Descendants of Kaimetsu-uo inherit their ancestor's nasty disposition, and can be easily provoked to combat with insults. However, their will is indomitable. They gain one free Void point to spend on any tests involving Willpower, save those tests which would allow him to avoid combat.</p><p></p><p>Osusuki & Akomachi (3)</p><p>Fox characters who purchase Osusuki and Akomachi as Ancestors are descended from the kits of their union, through human form. They automaticlaly have the unusual green eyes of the Kitsune family. Further, they gain a +2 bonus for any die rolls made when they are in the forest of Kitsune Mori. However, the character must take at least one point of Kitsune Taboos (See me for details of Kitsune Taboos).</p><p></p><p>Reichin (3)</p><p>Those who carry the blood of the first Usagi have an uncanny knack for puzzling out codes and detecting traps. They gain a +2 bonus whenever attempting such activities.</p><p>Sadly, their curious nature also tends to get them into trouble. The character rolls has a –1 penalty when attempting to use stealth to gain an advantage or spy on an opponent.</p></blockquote><p></p>
[QUOTE="Dark Nemesis, post: 1810300, member: 11714"] *deep breath* Next up: the ancestors! [SIZE=5][b][u]Ancestors[/u][/b][u][/u][/SIZE] You may only choose ancestors from your particular Clan. Here they are! [u]Crab Ancestors[/u] Hida (10) Characters who take the primal Hida as an Ancestor gain a great benefit - and a great burden. Those who carry the soul of Hida within them gain an additional Void Point for each Crab who stands with them. Likewise, those Crabs who stand with him in combat gain an additional Void Point. However, the character also takes a one point of subdual damage each time one of his fellow Crabs is wounded. Hida Akemi (4) Those with Hida Akemi as an Ancestor receive two extra damage dice to roll against any opponent more than twice their weight, and a +2 to their Initiative if fighting in an enclosed space such as a corridor, privy, or bathhouse. Hida Atarashi (-5) Unlike most Ancestors, Atarashi is not yet dead, but his descendants remain tied to his spirit, and bear his curse. Those with Hida Atarashi as an Ancestor are doomed to eventually go over to Fu Leng. They may fight it for years, and do a lot of good in the world first, but eventually, no matter how they try to get around it, they will join the forces of the Shadowlands. Hida Banuken (2) Those who choose Banuken as an Ancestor are able to adapt their own strengths to complement the strengths of others. When they fight side by side with another, they may strike simultaneously with their ally, regardless of initiative rolls, and vice versa. The ally must be determined before initiative rolls are made. Hida Tadaka (4) Characters who take Tadaka as an Ancestor feel his selfless sacrifice in their veins. They may lend hit points to other Crab characters. They may also lend hit points to non-Crab personalities, but this costs them a Void Point. The character must be touched in order to "pass on the spirit of the Crab." He may transfer as many hit points as he wishes, but he loses any that he transfers - mark them off as you would any normal injury. Hiruma (5) Those who choose Hiruma as an Ancestor can re-roll any roll by expending a Void Point. Hiruma Kazuma (2) Kazuma's descendants may purchase Ratling Allies for half cost and gain +2 on any social rolls with Nezumi. Kaiu (5) Characters who choose Kaiu as an Ancestor may spend Void points in order to reroll any Crafting skill roll. Kaiu Gineza (1) Characters who choose Gineza as an Ancestor may sacrifice their own hit points to inflict additional hit points to creatures and characters with the Shadowlands Taint. Before damage is rolled, the character may sacrifice a number of hit points less than or equal to his Con modifier. The target creature or character takes as many hit points as were sacrificed by the character. Kuni (4) Those who take Kuni as an Ancestor always roll two dice when determining if they gain the Shadowlands Taint, and use the higher roll. Kuni Osaku (3) Characters who choose Osaku as an Ancestor may spend a Void Point to add half their level to the DC to cast a spell. Yasuki Fumoki (3) Those with Fumoki as an Ancestor have a deep affinity for the sea and her secrets. They can predict the weather within a 24-hour period with perfect accuracy. Also, Fumoki's sea legs grant them an uncanny sense of balance; they gain a +2 bonus to any Dex based skills. [u]Crane Ancestors[/u] Asahina Yajinden (3) Those who choose Yajinden as an Ancestor have a remarkable affinity with kami, and gain a +1 bonus to the DC of their spells. However, the call of the darker side of nature is in their blood, and DC for them to be seduced is raised by 10. Daidoji Masashigi (7) A character with this Ancestor gains a Major Ally in the Crab house, and their AC is increased by 1 for every 10 hit points they take. Daidoji Yohko (-3) Characters with Daidoji Yohko as an Ancestor inherit her devotion, and cannot be affected by Fear as long as they are aiding someone else. However, they can never knowingly abandon someone who needs their help. This includes championing courtiers in duels (whether or not you agree with them), always being the last to leave a battlefield of retreating men, and pursuing friends lost to the Shadowlands. Doji (6) Characters who choose Lady Doji as an Ancestor are considered to have 3 ranks in all High Skills. If the character wishes to advance in a skill, they must pay for the ranks before advancing. Doji Hotei (4) A character which chooses Hotei as an Ancestor gains a minor insanity which may surface periodically during their life. This insanity should be somewhat debilitating, and triggered by some outside influence: a spouse's death, going into battle, being called a coward, seeing a chicken's head. It is up to the GM's twisted imagination to decide exactly what the insanity is and what triggers it (as well as how often), but it should be appropriate to the character. Descendants of Doji Hotei may spend a Void Point in combat to ignore all wounds for one round. The player must declare before the round begins if he wishes to use this ability. Doji Taehime (5) When making a roll using Charisma, Wisdom, or Intelligence skills, descendants of Taehime may add +3 to their die rolls. Kakita (15) The descendant of Kakita may choose to re-roll any failed roll a number of times per day equal to their Void, in or out of combat, including an iaijutsu strike. Further, if the descendant of Kakita is defending the Emperor, the Doji noble family, or a member of the Hantei house, they have a +5 to their AC in any combat, including iaijutsu duels. The blood of Kakita has its drawbacks, however, as Kakita was not loved by all. The enemies he made in the Matsu house are well-known, and even today the Matsu family still seeks to avenge the dishonor to their ancestress. To avenge her is to destroy the original, direct line of Kakita himself, wiping out the last of the taint which dishonored the Mother of their line. Relations with any Lion will be difficult at best, and children of the Matsu house will seek the character out in order to kill him and avenge their ancestor. The Kakita descendant's battle prowess will be tested, their honor challenged, and they will never find solace in the house of the Lion. In effect, the entire Clan hates them, although only the Matsu will act without provocation. Kakita Rensei (2) Those who choose Rensei as their Ancestor may not have the damage they deliver reduced, avoided, or ignored in any fashion. Abilities which would allow a character to dodge or parry the blow are still effective; only those abilities which negate damage after it has been dealt are ineffective. [u]Dragon Ancestors[/u] Agasha (8) Shugenja who choose Agasha as an Ancestor cast spells as if they were two levels higher. Agasha Kitsuki (5) Those who purchase Kitsuki as an Ancestor may spend a Void point to entirely negate the effects of poison. Agasha Nodotai (3) When characters who choose Agasha Nodotai as an Ancestor are engaged in combat, they gain +1 to attack and damage rolls. Mirumoto Kaijuko (4) Characters who gain Kaijuko as an Ancestor are both blessed and cursed. They will never marry (even if they try), but gain a +3 bonus to any skill roll on the Courtier’s skill list. Mirumoto Tadeka (8) Descendants of Mirumoto Takeda understand his philosophy of self-sacrifice, always ready for a "single, defining moment." During combat, they may elect to give up one of their attacks per round to increase their AC by 2. When using Full Defense, they receive an additional 5 to their AC. This is in addition to other modifiers, such as armor, daisho technique, or use of Full Defense. Mirumoto Takeru (3) Characters who have Tokeru as an Ancestor never need to make Honor rolls when duty to their lord is in question. Seducing them away from their sworn duty is impossible. The blood of Tokeru forbids it. [u]Lion Ancestors[/u] Akodo (10) Lions who take Akodo as an Ancestor gain his almost intuitive knowledge of battle and tactics. When in battle, they gain a +3 bonus to attack and damage. By spending a Void point, they can transfer this bonus to their allies. Akodo Godaigo (-2) If Godaigo is your Ancestor, then you cannot have any ability whose modifier is higher than your honor. If your Honor ever drops below any of your current ability modifiers, those modifiers also change to reflect the change in Honor. Akodo Samune (3) The benefits of taking this brave ancestor are twofold. The PC adds +2 to damage when attacking a larger character who has a lower Honor Rank. Also, when confronted by a creature with a Fear Rating, the PC's Willpower roll gains a +5 bonus. Ikoma (8) Lions who take Ikoma as an Ancestor inherit the old man's keen intuition and understanding of the patterns of life. Once a game session, they may ask the GM a single yes-or-no question about their current situation in the game. The GM must answer honestly. Kitsu (8) Lions who take Kitsu as an Ancestor may make a Wisdom check to sense any spirits in the area. Kitsu Ichiosu (-5) Descendants of Ichiosu automatically suffer from the Haunted disadvantage, for Ichiosu keeps track of all his grandchildren for Fu Leng. He whispers to them of the blindness of Rokugan's beliefs, saying the kharmic wheel is a lie and that death only leads to a prison mediocrity; that the way to rise above your station is to leap off the bridge and gain immortality as a servant of the Dark One. This constant demonic encouragement is the equivalent of a Compulsion : Maho disadvantage. The character must spend one void point per day to resist the temptation or seek out scrolls of maho "for just a little peek." Ichiosu also interferes with other samurai's kharmic ancestors. No one with an Ancestor with an absolute point value less than 5 gains the benefit of their spirit when within 50 feet of Ichiosu's descendants. Matsu Hitomi (3) Once per day, someone with Hitomi as an Ancestor may spend a Void Point to reroll a to-hit or damage roll, taking whichever total the player prefers. A character with Matsu Hitomi as an Ancestor may not for any reason attack a person to whom they have a strong personal tie. [u]Phoenix Ancestors[/u] Asako (6) Those who choose Asako as an Ancestor gain her luck with companions, in the form of a 6 point True Friend advantage. The player may design another character to fill this role, as the GM desires. They also inherit her son's wrathful nature, however, which results in the Brash disadvantage. Should the PC ever be betrayed by anyone, this becomes the Driven disadvantage, and he will be devoted to their downfall thereafter. Asako Hanasaku (4) The samurai with Hanasaku as an Ancestor are cursed with the unquenchable desire to know what everything is. Anything undiscovered or unknown to the Asako is a new frontier to be tested. A Willpower roll against the DC of 20 is necessary to resist the allure of trying anything new. However, Hanasaku's knowledge of the bizarre gives the samurai a +2 to all Heal, Knowledge, and Poison skill rolls involving strange events and information. Buying Rank one in any skill still requires the expenditure of one CP. Asako Akuma (3) Those choosing Akuma as an Ancestor gain an attack bonus equal to their number of Void points when combating Oni, but are also born only into the lowest social climates (acquiring a 3 point Social Disadvantage without cost) as a result of his fall. Isawa Ijime (-3) Anyone taking Ijime as an Ancestor is constantly haunted by images of a dark imaginary world beyond the realm of what Rokugani consider normal. This unbalancing "euphoria" may unhinge a samurai and cause them distress in formal settings. All contested rolls have an increased DC of 5, and all social rolls require a DC increase of 10. However, they are able to glean insight into perplexing situations. The samurai receives a +2 bonus to all skills involving puzzles, investigations, and other "unsolvables." Isawa Takao (2) Anyone taking Takao as Ancestor may roll one extra die when casting fire spells, but is assumed to have the Brash disadvantage in addition to all other disadvantages. If the samurai already has the Brash disadvantage, then all Honor tests have a DC of 35. Kitsu Taiko (7) Only a shugenja character of the Lion or the Phoenix may purchase this Ancestor. The shugenja may choose an Element, and they are considered to be well-loved by the kami of that Element. Attempts to Commune, Summon, or Sense spirits of that Element will be met with friendship, and the character casts spells from that element as if they were 2 caster levels higher. Shiba Kaigen (2) Only a bushi may take Kaigen as an Ancestor, for the warrior spirit which lives on in his descendants will accept no less. Those who do take the One Man Alone (his title in the ancestral records) are proud of their forefather's death, and ready to emulate it, if ever the time should come. Because Kaigen was able to perform his feat through his knowledge of spellcraft, descendants of Kaigen are allowed to spend one year within the halls of the Isawa Academy, learning much about spells, magic, and the kami. This knowledge gives the bushi a greater aptitude for using spells in battle, understanding the destructive potential of shugenja, and using the elemental spirit to supplement his own strength in combat. If a shugenja within 10 feet spends a Void Point, the descendant of Kaigen may gain an extra action, even if they have already performed their only action for the round. This additional action may not be an attack, but may be used to perform any other ability or maneuver. Shiba Sakazu (4) Though no one knows how Sakazu made his end, his descendants have inherited his confidence in their abilities to prevail even when naked, alone, and emptied of thought. Characters with Sakazu as an Ancestor add their number of Void points to all attack and damage rolls made when fighting without a weapon. Shiba Toriiko (1) Those who take Shiba Toriiko as an Ancestor are always eligible for the Kharma rule should they die trying to prevent strife. [u]Scorpion Ancestors[/u] Bayushi (5) Scorpions who take Bayushi as their Ancestor have both a blessing and a curse. They gain a kind of kharmic tie with one other character (NPC or otherwise) that allows the two to use each other's Void Points at will. If one of the characters dies, however, the other character may never use Void Points again. Bayushi Akoru (2) Players who take Akoru as an ancestor find themselves forgettable and easily overlooked. People don't think about them, and tend to overlook them, even when they're present. No reliable description of the character is available unless they do something to attract substantial attention. The character gains a +2 bonus to all Bluff, Move silently, Disguise and Hide checks, but may never take the Ally Advantage, or have a Glory Rank of higher than 1. Bayushia Tesaguri (2) Samurai who take Tesaguri as an Ancestor are always paid 50% more gold for any service they perform. They also receive finer gifts than they deserve. On the other hand, they can't keep a secret. If they ever learn a secret, they will spill it the first chance they get. Shoshuro Furuyari (2) Scorpions who take Furuyari as an Ancestor gains a +1 bonus to all skill rolls involving speaking. The Advantage Voice costs 1 point rather than 2 points if a character has Furuyari as an Ancestor. Shoshuro Itode (1) Itode may be taken as an ancestor by Crab characters as well as Scorpion ones. Though he had no children, Shosuro Itode remains an ancestor to two families, both of which share his determination and persistence in the face of almost certain failure. They receive a +1 bonus Willpower rolls. However, his decision to leave his blood relatives for his adopted ones still has repercussions today, and characters of either clan with this ancestor receive a -5 penalty for all social rolls to gain favor with the Scorpion. Yogo (2) Those who take Yogo as an Ancestor have an innate skill at maho. They cast maho spells as if they were one caster level higher. On the other hand, they also gain an additional number of Shadowlands Points equal to their Wisdom modifier whenever they use maho. [u]Unicorn Ancestors[/u] Ide (4) Those who choose Ide as an Ancestor have a powerful ability: as long as they wear neither weapon nor armor, anyone attacking them must first make a contested roll. The attacker rolls their Wisdom modifier and the Unicorn adds their Honor to their roll. If the attacker rolls higher, he may attack normally. If he fails, he cannot attack the Unicorn that round. Iuchi Atesoro (6) Characters with Atesoro as an Ancestor may dodge arrows and other projectiles. Characters who fire arrows (or other ranged attacks) at this character do so as if this character were at Full Defense, even if he is performing a Full Attack. Moto Chai (7) Those with Chai as an Ancestor gain +3 to attack rolls made while in mounted combat, and get a free Void Point to spend on each and every athletics feat they undertake. Moto Sanjo (0) Those of Sanjo's blood always hear his maniacal laugh whenever Shadowlands creatures are near. While this acts as an early warning system (it alerts the character even if he can't see the creatures), it is also demoralizing: the character is at a –2 penalty to attack rolls while fighting Shadowlands creatures. The character can avoid this penalty for one day if he succeeds in passing an Honor test at DC 10. Moto Soro (5) Those with a direct tie to Moto Soro can completely ignore their wounds for a number of rounds each day equal to their number of Void points. These rounds need not be sequential. Otaku (5) Characters who take Otaku as an Ancestor automatically gain the Voice advantage. Also, their words are understandable by all mammalian nonhuman creatures. This does not mean that the creatures will comprehend the meaning, nor does it mean that the creatures will obey or respond... but at least the words will be understood. Otaku Shiko (4) A Unicorn who takes Shiko as an Ancestor is as stalwart as her noble ancestor. She may spend a Void Point to ignore Wound Ranks for a number of rounds equal to her Wisdom modifier. Shinjo Martera (10) Those with Shinjo Martera as an Ancestor never fail to do their duty as they see it. While they may not live up to the higher expectations of others, they never fail the standards they set for themselves internally. In game terms, such a character never fails an Honor roll, but he may never deliberately undertake an action that will result in a loss of honor, or he loses his connection to his Ancestor. [u]Minor Clan Ancestors[/u] Doji Suzume (1) A Sparrow with the blood of Suzume is very clever in conversation, gainin a + 1 when using Perform, Diplomacy or Gather Information skills. However, their words often carry more power than is intended. Whenever the character speaks in large public groups, the GM secretly rolls one die. If the result is a 1 or a 10, the characters remarks will be interpreted in a way directly opposite to their intent (for example, a witty remark might lead to your expulsion from your clan). To make matters worse, at least half of the listeners will usually find the unintended meaning of the character's words extraordinarily brilliant. Gusai (3) A descendant of Gusai can never be completely stripped of weapons, unless they choose to be. No matter who well searched, unless they are completely naked, the Mantis will always be able to conceal some weapon (tanto or smaller). They may also spend a Void point to conceal a single other item, so long as it could be carried in the palm of the Mantis's hand. All descendats of Gusai automatically have the disadvantage Brash, at no cost. Hayabusa (5) Falcons who have Hayabusa as an Ancestor gain the ability to roll two dice for all Wisdom based skill rolls, and keep the highest roll. Kaimetsu-uo (5) (Mantis) Descendants of Kaimetsu-uo inherit their ancestor's nasty disposition, and can be easily provoked to combat with insults. However, their will is indomitable. They gain one free Void point to spend on any tests involving Willpower, save those tests which would allow him to avoid combat. Osusuki & Akomachi (3) Fox characters who purchase Osusuki and Akomachi as Ancestors are descended from the kits of their union, through human form. They automaticlaly have the unusual green eyes of the Kitsune family. Further, they gain a +2 bonus for any die rolls made when they are in the forest of Kitsune Mori. However, the character must take at least one point of Kitsune Taboos (See me for details of Kitsune Taboos). Reichin (3) Those who carry the blood of the first Usagi have an uncanny knack for puzzling out codes and detecting traps. They gain a +2 bonus whenever attempting such activities. Sadly, their curious nature also tends to get them into trouble. The character rolls has a –1 penalty when attempting to use stealth to gain an advantage or spy on an opponent. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Rokugan: Blood and Cherry Blossoms OOC
Top