Previous Posts:
The New Dragon: L5R Campaign Planning (Post One)
The New Dragon: Building the Family (Post Two)
On Honor (Post Three)
THE DAY OF VOID
It has been almost three years since the event known as
The Day of Void. On that day, Hantei the XXXVIII was murdered, and yet no one
was punished. The Imperial capital of Otosan Uchi burned and many died, yet
blame could not be laid with any certainty. Somehow memories of those days were
fragmented, bent, and even erased entirely. The few who recalled events gave
testimony. And yet those testimonies contradict and repudiate one another. Some
claim they saw the death of one person though that person still lived. Some
spoke of rescuing a friend, but that person lay dead. Some claim the
Shadowlands marched upon the walls, while no evidence of taint can be located.
Battles, duels, betrayal, siege- all of these things cannot be confirmed. Even
the physical evidence and voices from the kami seem at odds with one another.
What is known and what is suspected are two different
things. The inner circles have spoken of the Shadow, a corrupting and changing
force which manipulated events. The destruction of this force, a thing
forgotten since the creation of the world, caused the ripples and conflict
within the world. It had been a thing of deceit and so left a legacy of uncertainty
and fear. Some say it even changed the land itself, a rumor quickly put down by
reference to the Emperor’s maps.
Many fell at Otosan Uchi during that period- much of the
Imperial Legion, many visiting Scorpion troops, forces from all of the other
clans. Some died there, it is said, while others simply vanished across the
empire. The Hantei died from a sword-stroke, but no one can saw who brought him
down. Other great heroes of the empire fell as well: Akodo Torturi, the Lion
Clan Champion; Toghashi Yokuni, the Dragon Clan Champion; Bayushi Shoju, the
Scorpion Clan Champion; and Doji Satsume, the Crane Clan Champion. Others of
renown fell as with Mirumoto Hitomi; Doji Hitori; Bayushi Dairu; Soshi Bantaro;
and many others. The Scorpion, Lion, and Crane suffered the most losses-
troops, samurai, courtiers, and others devastated. The Unicorn, Phoenix, and
Dragon suffered significant losses as well, with some families such as the
Togashi bearing the brunt. Only the Crab suffered minor losses, which they have
needed in the days since then- as the Shadowlands has been increasingly
aggressive and dangerous.
The Fortunes managed to protect the young Imperial Heir,
Hantei the XXXIX. He found himself in the Phoenix lands with no memory of how
he had come to be there. With wisdom, he quickly turned aside his desire for
vengeance when the full magnitude of the situation became clear. Despite
accusations from clan against clan, he declared a general amnesty- producing a
blessing from the Kami Togashi. He revealed that the Kami had sacrificed
himself to save Rokugan and seal the Lying Darkness. The Emperor recognized the
efforts of the Mantis in his rescue, although he did not know the details, and
promoted them to Great Clan status once more. He set forth a plan to rebuild
Otosan Uchi and focused his energies. In a move calculated to protect the
weakened Scorpion, he took Bayushi Kachiko, widow of the Scorpion Clan
Champion, as his bride.
THE
DAYS SINCE
The Empire has slowly begun to restore itself in the
three years since. However rumors, hearsay, and speculation has led to tensions
between the clans. Skirmishes and wars have erupted in nearly every season. The
Emperor has been occupied with the rebuilding and establishing of his dynasty,
leaving the daimyo a free hand. At the same time, the Shadowlands have risen
with a force not seen in centuries, some speak of dark monsters in the Shinomen
Mori forest, and Bloodspeakers have been caught across the realm. The recent
war between the Lion, Scorpion, and Unicorn was among the bloodiest and
costliest, threatening trade, commerce, and the sustenance. The Dragon had
remained quiet in their mountains for generation, but now took action. With a
devastating strike, they marched forces in and seized lands bordering these
three clans- creating a meandering border province. Clan Champion Togashi Hoshi
petitioned the Emperor, calling on the favor owed to the clan for the kami’s
sacrifice. The Emperor agreed to recognize the region as Dragon Clan lands, in
exchange for other concessions from the clan. The Unicorn and Lion raged
against the decision, but could not openly dispute the Emperor’s will. The
Scorpion Clan remained silent on the matter. The new lands of the Dragon were
split among three daimyo, one from the Mirumoto, another from the Agasha, and
the third to be given over to a new family created and anointed by Togashi
Hoshi to honor this daimyo’s efforts and heroic actions.
THE
NEW DRAGON
So it is that you have become part of this new family
among the Dragon Clan. Perhaps you are distantly related by blood to the
daimyo’s line; perhaps you simply owe fealty to it; you may have volunteered to
join this new family as a chance to gain honor; perhaps you were gifted by your
family; perhaps you were exiled; perhaps you were recruited; perhaps you were
raised up from ronin or other status. There are many reasons why you might have
joined- we can certainly talk about that. Each of you will be important people-
honored figures. There will be other senior samurai, but you will be key. Each
of you will have a role within the family, and a retinue to help you carry that
out. But you will also be the taskforce and comrades which the daimyo sends out
to deal with problems.
While you are of the Dragon Clan, you have not
necessarily trained there. In Legend of the Five Rings, there are ‘roles’
rather than locked in character classes. Once you have chosen a role, you then
choose a “school.” Schools refine your training and experience and offer
different abilities. Some samurai-class students train at other schools and
then return to their own clan- since you’re PCs you are exceptional and will
have a chance to do that. It is also possible to train at two schools- but such
a choice will cost all of your bonus picks and you will only be able to advance
in one of the schools during play. I will present a list of the different clan
schools and a brief description of their focus. In thinking about what you want
to play, consider that each of the major roles- Samurai, Shugenja, Courtier,
Monk can be built in different ways, with different aspects. Here are some
examples (not necessarily covering everything).
BASIC
ROLES
Samurai:
Classic Warrior; Duelist; Brutal Fighter; Scout; Field Leader
Shugenja:
Specialist on one of the four elements- Air, Water, Fire, or Earth; Magical
Craftsman; Witchhunter; Inquisitor
Courtier:
Diplomat; Artist; Engineer; Bard; Spy; Investigator; Merchant
Monk:
Martial Artist; Master of Chi; ize zumi (Monk with Magic Tattoos)
HOW
DOES THIS WORK PRECISELY?
You’ll be building your character with points, as with
most Action Cards rules. Your
character will be built on your deck (results assigned, edges, and unique
cards); your skills (which allow redraws); your aspects (descriptive traits);
mechanical details (stress, honor); and talents/flaws (special unique
abilities, ancestor blessings, etc. bought only at character creation). Beyond
this are the Clan Schools which offer school techniques. Each has five ranked techniques
which must be bought in order. You start with the Rank One pick and can buy
more during character creation or in play. You also get some free skills for
taking a school.
During play, you’ll also get a chance to suggest and
develop some additional special abilities. We’ve done this in the Last Fleet campaign, and it has been
pretty successful. These will represent new katas learned, lessons from your
dojo, new expertise developed, new contacts made, or even an advanced school of
study. You’ll also have the chance to buy stuff based on your role. Shugenja,
obviously, will be able to buy new spells. Some Monks will be able to buy new
kiho powers or tattoos. Courtier characters will be able to gain new strings to
pull. Combat focused characters will be able to buy new combat maneuvers.
You’ll be able to purchase outside your role (except for magic stuff), but at a
higher cost.
Below you’ll find a list of the Clans and their schools.
For each I’ve listed at least three keywords which reflect the kind of stuff
they do and kinds of School techniques they get. In some cases I’ve listed some
variant paths under a major school; these are the same as the base, but with
one technique swapped out for a new one. Look through and see what interests
you. Select up to three that you might want to play. You can choose fewer if
you know what you really want. If you want to spend all of your bonus picks on
two schools, tell me and we’ll discuss that. I’ll allow up to two people that
chance, but they’d better have a good story. Once you’ve picked, I’ll write out
those abilities. This is a means of reducing my workload, so I don’t have to
create all of the School stuff at the start. Feel free to ask questions
or discuss among yourselves what you want to play.
CLAN
SCHOOLS
CRAB
CLAN
Hiruma
Scout: Long distance patrols, survival, and battles with
Shadowlands creatures
Hiruma Grappler (Grapples), Hiruma Stalker (Find Weakness)
Kaiu
Engineer: Smiths, trapmasters, and architects.
Yasuki
Merchant: Trade, commerce, faux pas, and contacts.
Yasuki Peacekeeper (Disarm), Yasuki Quartermaster (scavenging)
Yasuki
Taskmaster: Intimidation, Taunting, Training, and
Stamina.
Yasuki Houseguard (resist temptation)
Kuni
Witch Hunter: Occult knowledge, sensing taint, and
fighting Shadowlands.
Kuni
Shugenja: Earth element, countering taint, and
blasting Shadowlands.
Kuni Oni Slayer (binding), Kuni Duelist (Read aspects), Crystal Master (work crystal)
Crab
Berserker: Rage, unarmored fighting, and strength.
Hida
Bushi: Armored fighting, strength, and stamina.
Tetsubo Duelist (iaijutsu), Falcon’s Wings (running)
Hida
Pragmatist: Unarmed, tenacity, and evasion.
CRANE
CLAN
Daidoji
Bodyguard: Defense, protection, and negating advantage.
Daidoji Duelist (iaijutsu), Daidoji Heavy Regulars (armored
fighting), Iron Warriors (polearms)
Daidoji
Harriers: Speed, scouting, and stealth.
Kakita
Artisans: Instruction, arts mastery, criticism, and
perception.
Master of Ikebana (Harmony), Master of Wits (Games), Master of Poetry (Poem Duels)
Kakita
Bushi: Iaijutsu, dueling, and reflexes
Empress Guard (honor)
Kakita
Jesters: Mockery, manipulation, and acid tongue.
Doji
Magistrate: Perception, judgment, and swordplay.
Doji
Courtier: Influence, gifting, honor, and favors.
Doji Arbiter (Discernment), Daidoji Trading Councilor (commerce)
Asahina
Shugenja: Air element, magical crafting, and
craftsmanship.
Asahina Fetishist (blessings), Asahina Duelist (wound protection)
DRAGON CLAN
Kitsuki
Investigator: Observation, investigation, and enforcement
Kitsuki Justicar (iaijutsu), Kitsuki Courtier (diplomacy), Kitsuki Gamester (games)
Mirumoto
Bushi: Dual Weapons, spell Awareness, and Initiative
Mirumoto Mountaineer (resist surprise), Mirumoto Talons (battlefield mastery)
Mirumoto
Swordsman: Dual Weapons, dueling, and focus
Mirumoto
Taoist Swordsman: Iron skin, grapples, and swordplay.
Togashi
ise zumi: Magical tattoos, monk training.
Hoshi
tsurui zumi (focus), Kikage zumi
Madman (force)
Agasha
Shugenja: Fire element, alchemy, and cyphers.
Agasha Warrior-Priest (melee)
Dragon
Monks: The Dragon also has many non ise zumi monks (see Monks,
below)
LION CLAN
Akodo
Bushi: Accuracy, targeted attack, and persistence.
Deathseekers (honor for damage), Lion Warden (bonus vs. mounted), Akodo Scout (read aspects)
Akodo
Tactician: Strategy, leadership, and tactics.
Akodo
War College: Timing, leadership, and lend support.
Ikoma
“Omoidasu” Bard: Performance, inspiration, and tale telling.
Ikoma
Herald (Combat perception)
Ikoma
Spymaster: Spot weakness, persuasion, and uncover
secrets.
Ikoma
Brawler: Fearsome, exploit weakness, and resist pain.
Matsu
Berserker: Terrorize, fury, and fearless.
Lioness Legion (traps and feints), Matsu
Duelist (dueling)
Kitsu
“Sodan-Senzo” Shugenja: Water element, sense ancestors, and
read spirits.
Bishamon’s Chosen (strength)
MANTIS CLAN
Yoritomo
Bushi: Peasant weapons, balance, two weapons, and mighty blow.
Yoritomo
Scoundrel (evade dishonor), Kobune
Pilot (environmental advantage), Whirlwind
Duelist (advantage vs. armor)
Yoritomo
Shugenja: Water element, self-sacrifice, and
toughness.
Mantis Navigator (weather), Storm Acolyte (air and water)
Yoritomo
Courtier: Commerce, intimidation, and appraisal.
Yoritomo Emissary (negotiation)
Moshi
Yamabushi: Fire kihos, martial arts, and recklessness.
Moshi
Shugenja: Fire element, speed, and ritual.
Tsuruchi
Bushi: Archery, hunting, and keeping in motion.
Tsuruchi
Magistrate/Bounty Hunter: Perception, maintain focus,
and cunning.
PHOENIX CLAN
Shiba
Bushi: Accuracy, spell awareness, and timing.
Shiba Iaijutsu Duelist (iaijutsu), Shiba Naginata Duelist (weapon
specialty)
Shiba
Yojimbo: Protection, loyalty, and resistance.
Shiba
Artisans: Artistry, allies, and inspiration.
Asako
Courtier: Human perception, instill doubts, and strong
will.
Isawa
Shugenja: All elements, magical talent, and spell
research.
SCORPION CLAN
Bayushi
Courtier: Use flaws, read weaknesses, and slander foe.
Bayushi Defiler (undermine repute)
Bayushi
Bushi: Disarming, gain advantage, and swiftness.
Bitter Lies Swordsman (sacrifice for
repull), Bayushi Defender (seize
initiative)
Shosuro
“Butei” Actor: Sincerity, surprise strike, and assume
identities.
Yogo
Shugenja: Air Element, barriers, and wards.
Shadow Hunter (surprise attack), Kuroiban (strike Shadowlands)
Soshi
Shugenja: Air element, illusions, and spell trickery.
Soshi Duelist (hide intentions)
Soshi
Magistrate: Intimidation, crippling, and ruthlessness.
UNICORN CLAN
Shinjo
Bushi: Mounted combat, defensive fighting, and riding.
Iuchi Scout (recon), Horsebowman (archery)
Shinjo
Scout: Stealth, sprinting, and knowing the land.
Ide
Emissary: Know customs, memorize, and sense shifts.
Ide
Duelist: Dueling, calmness, and traditions.
Moto
Bushi: Offense, resilience, and sense Shadowlands.
Moto Acrobat (Acrobatics)
Otaku
Battle Maiden: Mounted combat, resist damage, and speed.
Otaku
Infantry: Weapon variety, running, and whirlwind
strike.
Unicorn
Baraunghar Ghost Guard: Water element, riding, and
archery
Iuchi
Shugenja: Water element, cast without scrolls, and
craft talismans.
Iuchi Traveler (rapid transport)
Horiuchi
Shugenja: Earth element, wilderness training, cast
without scrolls, and survival.
MINOR CLAN SCHOOLS
Badger-
Ichiro Bushi: Take punishment, strength, and find weak
spot.
Dragonfly-
Tonbo Shugenja: Water element and movement specialty.
Falcon-
Toritaka Bushi: Sense spirits, awareness, and survival.
Falcon-
Toritaka Reiryoshi “Spirit-Hunter”: Strike spirits, fight evil,
and resist corruption.
Fox-
Kitsune Shugenja: Earth element and defense specialty.
Fox-
Kitsune Tracker: Stealth, woodcraft, and tracking.
Hare-
Usagi Bushi: Leaping, striking, and movement.
Sparrow-
Suzume Bushi: Patience, lore, and challenge honor.
Sparrow-
Suzume Negotiator: Avoidance, etiquette, and resist
technique.
Tortoise-
Hyobe Bushi: Disarm, resistance, and play the fool.
Tortoise-
Hyobe Someisan “Riddler”: Take on role, maintain
honor, and copycat.
MONKS
These
can come from any clan, although some have a stronger focus than others. The
Brotherhood of Shinsei accepts all. The first two listed here use kiho, which
are elemental activated powers. The third is purely physical.
Inkyo
“Enlightened Monk”: Shintao, kiho element specialty, and
meditation.
Wandering
Monk: Pleasant interactions, kiho, and concentration.
Sohei
Warrior-Monk: Martial arts, physical feats, and endurance.
RONIN
In this case, the PC has been a ronin who has just been
elevated to retainer status.
Ronin
Bushi: Fighting, survival, and wounds.
Fifth
Wind Ronin: Battle, clear vision, and tactics.
Ronin
Shugenja: Choice of element, peasant connections, and
undisciplined magic.
Ronin
Courtier: Seduction, corruption, and fascinate.
Ronin
“Master of Games” Courtier: Assess odds, entertain, and
manage organization.
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