Legends of Rokugan
Legend of the Five Rings, 4E
Rank 6, Insight 251, Experience Points: 8
|Sai||10k4||5k1||FR to Disarm; No off-hand penalties|
|Air Spell||10k4||5k1||FR to Summoning Spells (Sahir)|
Armor TN Bonus:
TN to Be Hit (REF x 5 + Armor + Modifiers): 25
Initiative (Insight Rank + REF/ keep REF): 10k4
Wounds (Earth x 2 per level, Earth x 5 for Healthy)
|Down||+40||102||Must spend Void to act|
|Skill||Trait||Rank||Roll||Emphases/Mastery Abilities||School Skill?|
|Meditation||VOID||3||7k4||Restores 2 VP||Yes|
|Spellcraft||INT||5||9k4||+1k0 Spell Casting rolls; Spell Research||Yes|
|Investigation||PER||4||8k4||2nd attempt has no penalty||No|
|Lore: Gaijin Culture||INT||3||7k4||Mekhet||No|
|Horsemanship||AGI||5||9k4||Mounting is Simple action, dismounting is Free||Yes|
|Knives||AGI||5||9k4||No offhand penalty with Knives, FR with Sai; Sai, Tahaddi||No|
|Tahaddi||REF||3||7k4||Use another weapon skill for Tahaddi duels||No|
School Techniques (Name of School)
Meishodo School Rank 2
Qabal Sahir Rank 1
|Rank 1||Horiuchi Meishodo|| Meishodo is a mixture of gaijin and Rokugani magic, resulting
in a fast and powerful method of calling the kami. Shugenja studying these methods learn to create meishodo amulets, keyed to invoke the elements in specific ways. You may create a magical amulet by making a successful roll of Craft: Meishodo/Ring, using the Ring for the desired spell. The TN of this roll is equal to 15 plus 5x the spell’s Mastery Level. Creating a meishodo requires a number of hours equal to the spell’s Mastery Level. If the roll is successful, you create a small charm imbued with the prayer to the kami that will cast the chosen spell. Each meishodo stores only one spell, and is used in place of the scroll normally required to cast the spell.
Casting a spell through a meishodo requires only one Complex Action, regardless of the Mastery Level of the spell. You do not have to make a Spell Casting Roll to cast the spell, but the spell cannot gain any benefi ts from Raises (not even Free Raises). You expend a spell slot as normal.
You may only create meishodo from spells of a Mastery Level equal or less than your Shugenja School Rank, and can never create meishodo from spells of Mastery Level 4, 5 or 6. Other shugenja may use your meishodo if they are proficient in meishodo magic (e.g. trained in this school).
|Rank 2||Iuchi Courier|| You can shape the Earth as you ride, lending speed and endurance to your steed. With a five minute ritual and a successful Meditation Skill Roll (TN 15), you may bless your horse or the horse of another rider. For a number of hours equal to your Earth Ring, the horse will
never suffer movement penalties based on terrain, nor will it suffer the effects of fatigue.
The maximum number of horses which may benefit from this Technique at the same time is equal to your Earth Ring.
|Rank 3||Iuchi Traveler||You possess knowledge of the most sacred Unicorn magic: the art of moving from one points to another without crossing the space in between. You may spend one Void Point and expend one spell slotof either Air or Water (Void may not be used) as a Simple Action to instantly teleport a maximum distance equal to your School Rank x 100 feet. This affects only you and the material you are carrying, but by expending a second Void Point you may also teleport any horse-sized mount on which you are sitting at the time of the effect.|
|Rank 4||Doomseeker|| Any time you are in the presence of a hidden demon, monster, khadi, or similar entity, you may roll Willpower at TN 25 to sense the presence and location of the creature. With a success, you are able to pick up subtle clues that give away the entity’s true nature to you.
If you have become aware of the presence of such a creature (regardless of method), you may spend a spell slot as a Complex Action to make a Contested Willpower roll against the creature – with a success, you gain a spiritual insight into the entity’s true nature and learn one key piece of information about how it can be unmasked and/or defeated.
|Rank 5||Horiuchi Meishodo||See Rank 1|
|Rank 6||Qabal Sahir|| At character creation and at each Insight Rank achieved thereafter, you may choose one of the five Disciplines of magic available to you. You receive a Free Raise for
casting spells of that Discipline. The Free Raises granted by this ability may be stacked on the same Discipline, or spread out across any number of them.
The sahir’s possessions fall under the Implements purview. These spells ensure that a sahir is never
unarmed, and that his foes sometimes are. Implements cover any nonliving thing not covered by the Primal Elements.
Mastery Level 1.
The sahir may temporarily bend and warp objects. The object in question cannot be larger than the caster, and he need not touch it, though he must be able to see it. When you cast this spell on an object, you may twist or deform it as you see fit as long as you maintain concentration. Even after your concentration is broken, the object will keep its new shape for an hour. The change in the object’s shape cannot break it, but it can do virtually anything else to it.
Mastery Level 2.
The sahir can now call objects to him, or send them elsewhere with a gesture. You must have intimate knowledge of the object (this requires examining it for at least 1 hour) if you are summoning it, or be familiar with the place to which you are banishing it (having been there for at least 1 hour) if you are sending it away. The object summoned or banished cannot be living, and cannot exceed you in size.
Mastery Level 3.
The sahir’s control over inanimate object now permits him to move them with nothing more than his will. You may manipulate any object you can perceive as though you were holding it, even if holding it would be impractical, as long as you maintain concentration. Unlike the lower level spells in this purview, this spell can affect living creatures, too.
|Ancestor: Iuchi||Mechanics||+0 pts|
|Languages: Mekhet||Derp||+1 pts|
|Ishiken-Do||Can cast Void spells. Limited to Rank 3 and with Meishodo amulets||+4 pts|
|Fitfully Sleepling Blood|| Mastery Level 3. The most potent of transformative effects, this spell permits the caster to turn himself into any creature he can imagine. Other people, human-like
creatures (such as naga and rakshasa), even jinn can be emulated with this spell. This spell confers none of the magical abilities of the emulated creatures, only the mundane ones. The spell lasts for 1 hour, unless you wish to end it sooner. You may Raise to lengthen the spell’s maximum duration, by 1 hour for each Raise called. Mimicking a particular individual creature or person is difficult, but not impossible. It requires 5 Raises.
|Way of the Land: Medinaat al-Salaam||Can’t get lost; know where all resources are||+1 pts|
|Way of the Land: Golden Road||Can’t get lost; know where all resources are||+1 pts|
|Gaijin Name/Appearance||Derp||-4 pts|
|Compulsion: Wanderlust (2)||TN roll 15||-3 pts|
|Touch of the Void||2k1 for Void rolls, 30 TN Willpower when spending VP||-4 pts|
Kata are for bitches.
Karasu’s Mask – 2 free raises for spell casting; +15 TN for gaijin magics targetting me
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