User Tools

Site Tools


shinjo_kurosawa

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
shinjo_kurosawa [2019/07/21 03:53]
shinjo_kurosawa [EQUIPMENT & MISC]
shinjo_kurosawa [2019/12/05 00:11] (current)
jirozame_mako
Line 12: Line 12:
 <​B><​U>​Full Name</​B></​U>​ <​B><​U>​Full Name</​B></​U>​
 <BR> <BR>
-Shinjo ​Kurosawa+Asahina ​Kurosawa
 <​BR><​BR>​ <​BR><​BR>​
 <​B><​U>​Age</​B></​U>​ <​B><​U>​Age</​B></​U>​
Line 20: Line 20:
 <​B><​U>​Clan</​B></​U>​ <​B><​U>​Clan</​B></​U>​
 <BR> <BR>
-Unicorn - Shinjo Family+<del>Unicorn - Shinjo ​Family</​del>​ 
 +Crane - Asahina ​Family
 <​BR><​BR>​ <​BR><​BR>​
 <​B><​U>​School</​B></​U>​ <​B><​U>​School</​B></​U>​
Line 68: Line 69:
 <​B><​U>​Physical Description</​B></​U>​ <​B><​U>​Physical Description</​B></​U>​
 <BR> <BR>
-Shinjo ​Kurosawa is a pretty boy, to be sure. Tall for a Rokugani (at 5'​11"​) and lean would certainly make him stand out enough. But his short cut hair is also dyed white, as his hair is very fair already. His eyes are a steely grey, but not hardened, just sad at times. From a distance he looks frosty and cold, or morose, often lost in thought about his past. He oftentimes wears simple garb of a soft purple, to represent his clan, with the mon of the Shinjo across his heart. He's right handed, and thus wears his daisho leaning more to the left.+Asahina ​Kurosawa is a pretty boy, to be sure. Tall for a Rokugani (at 5'​11"​) and lean would certainly make him stand out enough. But his short cut hair is also dyed white, as his hair is very fair already. His eyes are a steely grey, but not hardened, just sad at times. From a distance he looks frosty and cold, or morose, often lost in thought about his past. He oftentimes wears simple garb of a soft purple, to represent his clan, with the mon of the Shinjo across his heart. He's right handed, and thus wears his daisho leaning more to the left.
 <​BR><​BR>​ <​BR><​BR>​
 <​B><​U>​Personality</​B></​U>​ <​B><​U>​Personality</​B></​U>​
Line 258: Line 259:
 [[https://​pastebin.com/​fXSaepRL|Targeted Breakdown]] w/ Tsuruchi Yashiro [[https://​pastebin.com/​fXSaepRL|Targeted Breakdown]] w/ Tsuruchi Yashiro
  
-[[https://paste.ee/p/Vty9T|Hot Topic]] w/ GM Hello!+[[https://pastebin.com/HaGg10AH|Hot Topic]] w/ GM Hello
 +  
 +[[https://​pastebin.com/​2pXPCTZz|An Unusual Discussion]] w/ Mushorai, Mako, Kuzen, Kairi and a cameo from GM Taiko!
  
-[[pagename|link text]]+[[https://​pastebin.com/​hmKNEsVC|Shiro Struts his Stuff]] w/ Kairi!
  
-[[pagename|link text]]+[[https://​pastebin.com/​qzCwUcyk|Yash and the Stampede]] w/ Yashiro 
 + 
 +[[https://​pastebin.com/​Y81X3sY3|The Brilliant Brush, The Beautiful Bandage, and the Blade]] w/ Sachio and Kairi! 
 + 
 +[[https://​pastebin.com/​gANccdz2|Love and Roar]] w/ Kairi!
  
 [[pagename|link text]] [[pagename|link text]]
Line 268: Line 275:
 [[pagename|link text]] [[pagename|link text]]
  
 +[[pagename|link text]]
  
 =====STATS===== =====STATS=====
 ^           ​Sheet ​          ^^ ^           ​Sheet ​          ^^
 |    **Unicorn Shinjo :** +1 Reflexes ​   |The Shinjo family ruled the Unicorn Clan for most of their history, although in the latter portion of the Empire'​s development they were removed from power by their founder, the Kami Shinjo, due to corruption within their ranks. The Shinjo are an affable, industrious family whose members adapt easily to almost any task set before them, and who work well with others in virtually any situation. ​        | |    **Unicorn Shinjo :** +1 Reflexes ​   |The Shinjo family ruled the Unicorn Clan for most of their history, although in the latter portion of the Empire'​s development they were removed from power by their founder, the Kami Shinjo, due to corruption within their ranks. The Shinjo are an affable, industrious family whose members adapt easily to almost any task set before them, and who work well with others in virtually any situation. ​        |
-|    **Shinjo Bushi :** +1 Agility ​   |The Shinjo excel at mounted tactics, a trait common to all Unicorn bushi traditions. The family'​s fighting techniques incorporate a number of gaijin fighting methods encountered during the clan's centuries of travel outside the Empire, and as a result they employ a unique defensive style that depends on concepts such as the active parry, riposte, and other such oddities that most Rokugani are unfamiliar with.         | 
 |    **Advantage:​** Daredevil (Mental) ​   |You have a natural flair for athleticism and a complete lack of self-preservation when it comes to physical damage. Whenever you spend a Void Point to enhance an Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1. Mantis characters may purchase this Advantage for 2 points. ​        | |    **Advantage:​** Daredevil (Mental) ​   |You have a natural flair for athleticism and a complete lack of self-preservation when it comes to physical damage. Whenever you spend a Void Point to enhance an Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1. Mantis characters may purchase this Advantage for 2 points. ​        |
-|    **Advantage:​** Prodigy ​[Physical    |You are a marvel of the dojo, and your sensei believe that you will accomplish incredible things in your lifetime. Whenever you make a School Skill Roll, you gain a bonus of +1k0 to the roll.         |+|    **Advantage:​** Prodigy ​(Physical    |You are a marvel of the dojo, and your sensei believe that you will accomplish incredible things in your lifetime. Whenever you make a School Skill Roll, you gain a bonus of +1k0 to the roll.         |
 |    **Disadvantage:​** Lost Love (Mental) ​   |You shared a bond of true love with someone once, and have since lost it. This need not be romantic love, as familial or brotherly love lost is equally tragic. You tend to suffer bouts of melancholy when reminded of your lost love. When you are reminded of your loss, all your TNs are increased by 5 until you spend a Void Point to regain your focus. This disruption of your concentration cannot happen more than twice per day, and at least one hour must pass between instances. ​        | |    **Disadvantage:​** Lost Love (Mental) ​   |You shared a bond of true love with someone once, and have since lost it. This need not be romantic love, as familial or brotherly love lost is equally tragic. You tend to suffer bouts of melancholy when reminded of your lost love. When you are reminded of your loss, all your TNs are increased by 5 until you spend a Void Point to regain your focus. This disruption of your concentration cannot happen more than twice per day, and at least one hour must pass between instances. ​        |
-|    **Disadvantage:​** Doubt (Mental) (Kenjutsu)    |Something has happened to cause you to question your training, so much so that it interferes with your ability to perform properly. Select one of your School Skills. Every time you use this Skill, you must declare one Raise that confers no benefit. ​        | +|    **Disadvantage:​** Doubt Kenjutsu ​(Mental) ​   |Something has happened to cause you to question your training, so much so that it interferes with your ability to perform properly. Select one of your School Skills. Every time you use this Skill, you must declare one Raise that confers no benefit. ​        | 
-|    **Disadvantage:​** Unlucky (Spiritual) (1 Rank)    |Fortune favors the mortal man… just not in your case. A number of times per session equal to your rank in this Disadvantage,​ the GM may force you to immediately re-roll one roll, keeping the second roll in all cases. | +|    **Disadvantage:​** Unlucky ​(Spiritual) ​   |Fortune favors the mortal man… just not in your case. A number of times per session equal to your rank in this Disadvantage,​ the GM may force you to immediately re-roll one roll, keeping the second roll in all cases. | 
-|    **Technique Rank 1:** The Way of the Ki-Rin ​   |The Shinjo family'​s natural affinity for horsemanship is immediately obvious and pervades their every action. When spending a Void Point to add +1k1 to any School Skill Roll, you may also add your Horsemanship to the total. This bonus cannot be used while in the Center Stance. ​        |+|    **Shinjo Bushi IR1:** +1 Agility ​   |The Shinjo excel at mounted tactics, a trait common to all Unicorn bushi traditions. The family'​s fighting techniques incorporate a number of gaijin fighting methods encountered during the clan's centuries of travel outside the Empire, and as a result they employ a unique defensive style that depends on concepts such as the active parry, riposte, and other such oddities that most Rokugani are unfamiliar with.         | 
 +|    **Shinjo Bushi Technique Rank 1:** The Way of the Ki-Rin ​   |The Shinjo family'​s natural affinity for horsemanship is immediately obvious and pervades their every action. When spending a Void Point to add +1k1 to any School Skill Roll, you may also add your Horsemanship to the total. This bonus cannot be used while in the Center Stance.         | 
 +|    **Shinjo Scout IR2 Alternate Path** ​   |The Unicorn Clan traveled through the dangerous lands outside Rokugan'​s borders and uncovered threats on every horizon. It soon became apparent that the band of heroes needed an advance unit traveling before them to skirt the most dangerous enemies. The Shinjo family accepted this duty. The Shinjo Scouts soon became adept in quietly stalking through foreign lands, comfortable as if they were in their own homes. Upon the Unicorn Clan's return to Rokugan the Shinjo Scouts traded knowledge with the Hiruma Scouts of the Crab Clan and grew even more formidable. ​        | 
 +|    **Shinjo Scout Technique Rank 1:** The Swift Soul    |The Shinjo Scout learns to slip by unnoticed, even deep in enemy territory. You may use the Stealth Skill while on horseback. You are considered to have the Way of the Land Advantage no matter where you are. Finally, you gain +1k0 to all attack rolls while Mounted.         |
  
 ^           Rings and Attributes ​          ^^ ^           Rings and Attributes ​          ^^
 +|  INSIGHT RANK : 151  ||
 |   ​**Earth** 3   || |   ​**Earth** 3   ||
 |   ​Stamina 3   ​| ​  ​Willpower 3   | |   ​Stamina 3   ​| ​  ​Willpower 3   |
Line 289: Line 299:
 |   ​Strength 2   ​| ​  ​Perception 2   | |   ​Strength 2   ​| ​  ​Perception 2   |
 |   ​**Fire** 3    || |   ​**Fire** 3    ||
-|   ​Agility ​  |   ​Intelligence 3   |+|   ​Agility ​  |   ​Intelligence 3   |
 |   ​**Void** 2   || |   ​**Void** 2   ||
  
 ^           ​Skills ​          ^^^^ ^           ​Skills ​          ^^^^
-| (School) Athletics 3 (Strength) ((no emphasis)) ​   | Athletics ((The training that every bushi student receives includes vigorous physical conditioning. For some, this results in a lifelong enjoyment of athletics. Like many who pursue a martial lifestyle, some bushi spend their off duty hours engaging in competitions with one another, or simply pitting themselves against challenges designed to test the limits of their physical abilities. Athletics covers many areas normally governed by Trait rolls. If you have a background in Athletics, however, you can perform these activities, principally climbing, running, and swimming, with considerably more ease than most. Athletics can also increase your capacity for movement, even when restricted by heavy armor and the like. The Throwing Emphasis allows you to throw items with greater accuracy, including certain weapons such as knives or even the wakizashi. Using Athletics to throw a weapon offensively is considered an attack roll.)) ​    | Mastery Ability Rank 3 ((Moderate Terrain no longer impedes movement, and movement across Difficult Terrain reduces the character'​s Water Ring by 1 instead of 2.))        |5k2 (BUGEI) ​      | +| (School) Athletics 3 (Strength) ((no emphasis)) ​   | Athletics ((The training that every bushi student receives includes vigorous physical conditioning. For some, this results in a lifelong enjoyment of athletics. Like many who pursue a martial lifestyle, some bushi spend their off duty hours engaging in competitions with one another, or simply pitting themselves against challenges designed to test the limits of their physical abilities. Athletics covers many areas normally governed by Trait rolls. If you have a background in Athletics, however, you can perform these activities, principally climbing, running, and swimming, with considerably more ease than most. Athletics can also increase your capacity for movement, even when restricted by heavy armor and the like. The Throwing Emphasis allows you to throw items with greater accuracy, including certain weapons such as knives or even the wakizashi. Using Athletics to throw a weapon offensively is considered an attack roll.)) ​    | Mastery Ability Rank 3 ((Moderate Terrain no longer impedes movement, and movement across Difficult Terrain reduces the character'​s Water Ring by 1 instead of 2.))        |5k2 STR / 7k4 AGI ((BUGEI))       | 
-| (School) Defense 1 (Reflexes) ((no emphasis)) ​   | Defense ((A warrior who cannot defend himself is of little use, for he will serve his lord but once in battle before he falls and must be replaced. The Rokugani understanding of battle does not permit things such as parries and ripostes, but instead involves positioning one's blade and body so that the katana and armor deflect incoming blows. Defense is an essential Skill necessary to adopt the Defense and Full Defense stances, both of which increases your Armor TN and make you more difficult to hit in a skirmish or a duel.)) ​    | Mastery ((none)) ​       |4k3 (BUGEI) ​      | +| (School) Defense 1 (Reflexes) ((no emphasis)) ​   | Defense ((A warrior who cannot defend himself is of little use, for he will serve his lord but once in battle before he falls and must be replaced. The Rokugani understanding of battle does not permit things such as parries and ripostes, but instead involves positioning one's blade and body so that the katana and armor deflect incoming blows. Defense is an essential Skill necessary to adopt the Defense and Full Defense stances, both of which increases your Armor TN and make you more difficult to hit in a skirmish or a duel.)) ​    | Mastery ((none)) ​       |4k3 ((BUGEI))       | 
-| (School) Horsemanship ​(Agility) ((no emphasis)) ​   | Horsemanship ((The ability to use a mount is essential to participation in cavalry units, and to swift travel through the Empire. It is a utilitarian skill, taught in most bushi schools in the Empire without having any real degree of prestige attached (save among the ranks of the Unicorn Clan, who consider an inability to ride roughly equivalent to a crippling physical disability). In general, all samurai can ride a horse at normal speed on level ground without the need for a Skill roll - the Skill only comes into play when riding a horse in difficult or stressful situations (bat terrain, thunderstorm,​ combat, etc.). Individual types of horses react differently to various circumstances,​ and some can be much harder to control under stressful situations such as combat.)) ​    | Mastery((none))        |5k3 (BUGEI) ​       | +| (School) Horsemanship ​(Agility) ((no emphasis)) ​   | Horsemanship ((The ability to use a mount is essential to participation in cavalry units, and to swift travel through the Empire. It is a utilitarian skill, taught in most bushi schools in the Empire without having any real degree of prestige attached (save among the ranks of the Unicorn Clan, who consider an inability to ride roughly equivalent to a crippling physical disability). In general, all samurai can ride a horse at normal speed on level ground without the need for a Skill roll - the Skill only comes into play when riding a horse in difficult or stressful situations (bat terrain, thunderstorm,​ combat, etc.). Individual types of horses react differently to various circumstances,​ and some can be much harder to control under stressful situations such as combat.)) ​    | Mastery ​Rank 3((The character may utilize the Full Attack Stance when on horseback.))        |7k4 ((BUGEI))        | 
-| (School) Kenjutsu 4 (Agility) ((Katana Emphasis)) ​    | Kenjutsu ((Kenjutsu is the path of the sword, teh essential training in use of the katana and other blades that all bushi receive as part of their training. Almost without exception, the principle weapon training that all bushi recieve centers around the katana, the signature weapon of the samurai caste and the representation of a warrior'​s soul. All dojo offer weapon training in other areas for those interested in learning, but only the katana is considered mandatory, save perhaps for the bow in some areas.)) ​    | Mastery Rank 3 ((The total of all damage rolls made with a sword is increased by 1k0. ))       |7k3 (BUGEI) ​       | +| (School) Kenjutsu 4 (Agility) ((Katana Emphasis)) ​    | Kenjutsu ((Kenjutsu is the path of the sword, teh essential training in use of the katana and other blades that all bushi receive as part of their training. Almost without exception, the principle weapon training that all bushi recieve centers around the katana, the signature weapon of the samurai caste and the representation of a warrior'​s soul. All dojo offer weapon training in other areas for those interested in learning, but only the katana is considered mandatory, save perhaps for the bow in some areas.)) ​    | Mastery Rank 3 ((The total of all damage rolls made with a sword is increased by 1k0. ))       |8k4 ((BUGEI))        | 
-| (School) Kyujutsu 1 (Agility) ((no emphasis)) ​   | Kyujutsu ((The art of the bow is an accepted part of all bushi'​s training, save perhaps for a handful of esoteric warriors who have placed misguided principle above practicality. To all others, the value of the bow in striking at an enemy who is not within range is obvious. Indeed, the wya of the samurai has sometimes been called the Way of the Horse and Bow. The Rokugani form of archery does not rely upon aiming, however, rather, the practitioners are taught to assess their target, then draw and fire as a smooth, fluid motion, the bow held near the waist at all times. As the saying goes, the arrow knows the way. A character making a ranged attack who is firing at someone within melee range suffers a penalty of -10 to the total of his attack roll.)) ​    | Mastery ((none)) ​       |4k3 (BUGEI) ​      | +| (School) Kyujutsu 1 (Reflexes) ((no emphasis)) ​   | Kyujutsu ((The art of the bow is an accepted part of all bushi'​s training, save perhaps for a handful of esoteric warriors who have placed misguided principle above practicality. To all others, the value of the bow in striking at an enemy who is not within range is obvious. Indeed, the wya of the samurai has sometimes been called the Way of the Horse and Bow. The Rokugani form of archery does not rely upon aiming, however, rather, the practitioners are taught to assess their target, then draw and fire as a smooth, fluid motion, the bow held near the waist at all times. As the saying goes, the arrow knows the way. A character making a ranged attack who is firing at someone within melee range suffers a penalty of -10 to the total of his attack roll.)) ​    | Mastery ((none)) ​       |4k3 ((BUGEI))       | 
-| (School Choice) Stealth ​(Agility) ((no emphasis)) ​   | Stealth ((Although generally a dishonorable practice, stealth has its uses in such situations as hunting or while scouting during a military engagement. For most samurai, however, these are necessary evils, and under any other circumstances,​ no honorable souls will ever dare disgrace themselves by sneaking about in the shadows like common criminals, or failing to face their opponents like true samurai would. While concealed via Stealth, you may take Move Actions. When taking a Move Action while using Stealth, you may only make Simple Move Actions, and these only you to move a number of feet equal to your Water Ring (although Mastery Abilities can increase this significantly). The Ambush Emphasis allows you to make a Stealth (Ambush) / Agility roll, contested by an opponent'​s Investigation (Notice) / Perception, to gain an advantage over them during the first round of combat if they are unaware of your presence. The Spell Casting Emphasis allows you to make a Contested Roll against an opponent'​s Investigation (Notice) / Perception when casting a spell. If you win, they are unable to determine where the spell originated from. You lose no Honor for using Stealth (Sneaking), although other Emphases do usually result in Honor loss as normal.)) ​    ​|Mastery ((none))        |4k3 (LOW)       | +| (School Choice) Stealth ​(Agility) ((no emphasis)) ​   | Stealth ((Although generally a dishonorable practice, stealth has its uses in such situations as hunting or while scouting during a military engagement. For most samurai, however, these are necessary evils, and under any other circumstances,​ no honorable souls will ever dare disgrace themselves by sneaking about in the shadows like common criminals, or failing to face their opponents like true samurai would. While concealed via Stealth, you may take Move Actions. When taking a Move Action while using Stealth, you may only make Simple Move Actions, and these only you to move a number of feet equal to your Water Ring (although Mastery Abilities can increase this significantly). The Ambush Emphasis allows you to make a Stealth (Ambush) / Agility roll, contested by an opponent'​s Investigation (Notice) / Perception, to gain an advantage over them during the first round of combat if they are unaware of your presence. The Spell Casting Emphasis allows you to make a Contested Roll against an opponent'​s Investigation (Notice) / Perception when casting a spell. If you win, they are unable to determine where the spell originated from. You lose no Honor for using Stealth (Sneaking), although other Emphases do usually result in Honor loss as normal.)) ​    ​|Mastery ​Rank 3 ((A character'​s Simple Move Actions while using Stealth allow him to move a distance equal to his Water x 5.))        |7k4 ((LOW))       | 
-| Perform: Song 1 (Awareness) ((no emphasis)) ​   | Perform: Song ((While not as numerous as other artisans, performers are still considered by many Clans to fulfill a vital aspect of maintaining Rokugan'​s culture. Musicians, orators, poets, and even acts are lauded in the highest circles of court because of the entertainment they provide. Many bushi have a different opinion on the value of a performer, but even they must admit that nothing rouses the spirits for war like a play wherein the actions of their ancestors are memorialized and the actions of their enemies demonized. Performers are not merely entertainment,​ but a form of living memory that all samurai enjoy, even if some of them do not always respect those who provide it. Perform Skill Rolls are made to complete a performance successfully. The TN for such a roll generally depends upon the mood of the audience and is determined by the GM.))     | Mastery ((none)) ​       |4k3 (HIGH) ​      | +| Perform: Song 1 (Awareness) ((no emphasis)) ​   | Perform: Song ((While not as numerous as other artisans, performers are still considered by many Clans to fulfill a vital aspect of maintaining Rokugan'​s culture. Musicians, orators, poets, and even acts are lauded in the highest circles of court because of the entertainment they provide. Many bushi have a different opinion on the value of a performer, but even they must admit that nothing rouses the spirits for war like a play wherein the actions of their ancestors are memorialized and the actions of their enemies demonized. Performers are not merely entertainment,​ but a form of living memory that all samurai enjoy, even if some of them do not always respect those who provide it. Perform Skill Rolls are made to complete a performance successfully. The TN for such a roll generally depends upon the mood of the audience and is determined by the GM.))     | Mastery ((none)) ​       |4k3 ((HIGH))       | 
-| Hunting 1 (Perception) ((no emphasis)) ​   | Hunting ((Hunting is a sport favored by warriors, even though game is rarely if ever consumed by members of the samurai caste. The types of game hunted in Rokugan can be quite dangerous, however, and as a result there is a great deal of survival knowledge associated with the sport of hunting. Hunting is never done with a samurai'​s daisho; it is typically performed either with bow and arrow or, in cases of particularly large game, spears. The Survival Emphasis allows you to forage for sustenance and shelter in the wilderness, with a TN varying upon the severity of the conditions (the forest is simpler than the mountains, which are simpler than the desert, etc.). The Tracking Emphasis allows you to locate and follow the tracks of prey through rural environments,​ although repeated Skill Rolls are necessary for longer trails. Trailblazing allows you to forge a trail through the wilderness that others can follow, making better time and requiring less work in order to follow.)) ​    | Mastery ((none)) ​      |3k2 (BUGEI) ​      |+| Hunting 1 (Perception) ((no emphasis)) ​   | Hunting ((Hunting is a sport favored by warriors, even though game is rarely if ever consumed by members of the samurai caste. The types of game hunted in Rokugan can be quite dangerous, however, and as a result there is a great deal of survival knowledge associated with the sport of hunting. Hunting is never done with a samurai'​s daisho; it is typically performed either with bow and arrow or, in cases of particularly large game, spears. The Survival Emphasis allows you to forage for sustenance and shelter in the wilderness, with a TN varying upon the severity of the conditions (the forest is simpler than the mountains, which are simpler than the desert, etc.). The Tracking Emphasis allows you to locate and follow the tracks of prey through rural environments,​ although repeated Skill Rolls are necessary for longer trails. Trailblazing allows you to forge a trail through the wilderness that others can follow, making better time and requiring less work in order to follow.)) ​    | Mastery ((none)) ​      ​|3k2 ​((BUGEI))       |
 | Animal Handling 1 (Awareness) ((no emphasis)) ​   | Animal Handling ((Animals play a vital role in a number of samurai endeavors, including recreation, transportation,​ or the actual waging of war. Horses and falcons are the animals most commonly trained by samurai, but a number of others exist: the Lion Clan uses trained warcats in battle, the Unicorn use war dogs, and many families use trained pigeons to carry correspondence. The difficulty to domesticate and train an animal for use varies widely depending upon the animal in question.)) ​    | Mastery ((none)) ​       |4k3 (MERCHANT) ​       | | Animal Handling 1 (Awareness) ((no emphasis)) ​   | Animal Handling ((Animals play a vital role in a number of samurai endeavors, including recreation, transportation,​ or the actual waging of war. Horses and falcons are the animals most commonly trained by samurai, but a number of others exist: the Lion Clan uses trained warcats in battle, the Unicorn use war dogs, and many families use trained pigeons to carry correspondence. The difficulty to domesticate and train an animal for use varies widely depending upon the animal in question.)) ​    | Mastery ((none)) ​       |4k3 (MERCHANT) ​       |
-| Games: Kemari 1 (Agility) ((no emphasis)) ​   | Games: Kemari ((Games are an important diversion for the normally somber samurai caste of Rokugan. Although some clans generally prefer direct physical activities such as wrestling or other competitive pursuits, virtually everyone in the Empire plays a game of one form or another on a regular basis. Some popular games include: kemari, which involves one or more participants kicking a small ball to keep it off the ground; go, a strategic game that uses colored stones placed on a game board; letters, in which two or more individuals correspond with one another, using elaborately written letters as a sort of back-and-forth;​ shogi, a chess-like strategic game; and sadane, a game of trading impromptu criticisms on an agreed subject. Games Skill Rolls are typically Contested Rolls made between two individuals,​ each attempting to defeat the other at the game in question.)) ​    | Mastery ((none)) ​       |4k3 (HIGH) ​       | +| Games: Kemari 1 (Agility) ((no emphasis)) ​   | Games: Kemari ((Games are an important diversion for the normally somber samurai caste of Rokugan. Although some clans generally prefer direct physical activities such as wrestling or other competitive pursuits, virtually everyone in the Empire plays a game of one form or another on a regular basis. Some popular games include: kemari, which involves one or more participants kicking a small ball to keep it off the ground; go, a strategic game that uses colored stones placed on a game board; letters, in which two or more individuals correspond with one another, using elaborately written letters as a sort of back-and-forth;​ shogi, a chess-like strategic game; and sadane, a game of trading impromptu criticisms on an agreed subject. Games Skill Rolls are typically Contested Rolls made between two individuals,​ each attempting to defeat the other at the game in question.)) ​    | Mastery ((none)) ​       |5k4 ((HIGH))        | 
-Row 1 Col 1    ​| ​Row 1 Col 2     | Row 1 Col 3        |Row 1 Col 4        | +Medicine (Intelligence) ((no emphasis)) ​   ​| ​Medicine ((War is the purpose of all samurai, and war often results in those who are wounded but not slain. A wounded samurai is a burden on his lord, unable to perform his duties and yet still requiring resources. Those who practice medicine have the sacred task of ensuring that a samurai recovers from his wounds and can rise again to serve once more. 
-Row 1 Col 1    ​| ​Row 1 Col 2     | Row 1 Col 3        |Row 1 Col 4        |+Medicine can be used to treat many different injuries and ailments, including some spiritual ones. Specific diseases may be treated with the Disease Emphasis, although the TN for treatment will vary depending upon the disease in question. The same applies to poisons and the Antidote Emphasis. Non-human races may be treated using the Non-human Emphasis, but it must be purchased separately for each race (i.e. Nezumi Medicine, Naga Medicine, Zokujin Medicine, etc.) When you treat Wounds that an ally has suffered from damage, a successful Medicine (Wound Treatment) / Intelligence roll (TN 15) will remove one die (1k1) of Wounds from the victim. Each successful Raise on this roll allows an additional die to be rolled, but no more than one die is ever kept on such a roll. An injured individual may only benefit from a single Medicine Skill Roll per day, and each such roll made requires the use of a Medicine Kit, which allows for ten Medicine Skill Rolls before being consumed.)) ​    | Mastery ((none)) ​       |4k3 ((HIGH)) ​       | 
 +Etiquette (Awareness) ((no emphasis)) ​   ​| ​Etiquette ((In a rigid hierarchical society such as the Emerald Empire, knowledge of appropriate conduct is essential for all but the most jaded and uncourth bushi. In many ways a proper code of etiquette is a defense for samurai, who can use their knowledge of how one should behave in a court setting as a shield against the manipulation of others. It can also allow them to avoid embarrassing faux pas by ensuring that they know to whom any particular concern should be addressed in the vast and often confusing Imperial bureaucracy,​ as well as the lesser bureaucracies maintained by the Great Clans. 
 +Etiquette is essentially the "​social defense"​ Skill of honorable characters in Rokugan'​s courts. When someone tries to tempt, manipulate, or otherwise influence you (typically with skills like Courtier or Temptation),​ Etiquette is usually used in the ensuing Contested Roll, most often with the Courtesy Emphasis. Courtesy also allow you to offer an opinion without risking offense (at the TN chosen by the GM) or to remember important social mores that might otherwise be forgotten (TN of anywhere from 5 to 20, depending on obscurity). The Bureaucracy Emphasis is used when trying to maneuver through governmental channels appropriately,​ such as trying to arrange a meeting with someone of high Status (the Imperial bureaucracy is notoriously difficult to navigate). Conversation allows you to determine an appropriate,​ non-offensive topic for discussion (TN 15+).)) ​    | Mastery ((none)) ​       |4k3 ((HIGH)) ​       |
 | Row 1 Col 1    | Row 1 Col 2     | Row 1 Col 3        |Row 1 Col 4        | | Row 1 Col 1    | Row 1 Col 2     | Row 1 Col 3        |Row 1 Col 4        |
 | Row 1 Col 1    | Row 1 Col 2     | Row 1 Col 3        |Row 1 Col 4        | | Row 1 Col 1    | Row 1 Col 2     | Row 1 Col 3        |Row 1 Col 4        |
shinjo_kurosawa.1563695614.txt.gz · Last modified: 2019/07/21 03:53 by shinjo_kurosawa