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Rei
Eta


Number of posts : 20
Registration date : 2007-06-12

PostSubject: bored   Tue Aug 14, 2007 7:07 am

give me something to do so i can get this game started.

want to play with Fu Fu.
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tainted_mantis
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Number of posts : 13
Registration date : 2007-06-06

PostSubject: Re: bored   Wed Aug 15, 2007 6:49 am

I am planning on two cities. Yup, a Tale of Two Cities :-)

One is for the Resistance, most probably set in the Islands of Silk and Spice. One is for the Opal Empire, most probably set in Otosan Uchi or a city that would most likely serve as the seat of the Empire for Fu Leng.

My main concern, as always are NPCs. Try creating NPCs for each Clan. If you could give story background and profiles for each of your hapless creations, then you are most welcome. What would do best for us right now is statistics for NPCs.

Stats for "Canon" NPCs would be easy to make, given that we do have most of them from the 1st Edition Rules - we'll just tweak them.

I will put some input in starting next week. It's been a hell of a busy week :-(
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Rei
Eta


Number of posts : 20
Registration date : 2007-06-12

PostSubject: Re: bored   Mon Sep 03, 2007 12:59 pm

Hida
Honor: 1.5
Insight: 125

Outfit: Katana, wakizashi, Yumi and 20 arrows (10AP 10 FC), Tetsubo, Ono, heavy armor; one finger of jade, kimono and sandals, traveling pack; 5 koku.

Earth: 3
Stamina: 3
Willpower: 3
Air: 2
Reflexes: 3
Awareness: 2
Water: 2
Strength: 3
Perception: 2
Fire: 2
Agility: 3
Intelligence: 2
Void: 2

BISHAMON’S BLESSING [GRANTED] (2 POINTS)
You have been noticed by one of the Seven Fortunes. Bishamon, the Fortune of Strength, has graced you with his blessing. For every 2 Raises you successfully make on an attack roll, you gain an additional Free Raise. Crab and Lion characters may purchase this Advantage for 2 points.
DANGEROUS BEAUTY [INHERENT] (2 POINTS)
Something makes you irresistible to members of the opposite sex. You gain two additional rolled dice on every Deceit roll
made against someone of the opposite sex. Scorpion characters may purchase this Advantage for 1 point.
HEARTLESS (2 POINTS)
Though others think you cruel and unfeeling, you merely have a superior devotion to duty that they cannot understand. Any attempts to sway your opinion by evoking compassion, courtesy, or even love are pointless. Anyone attempting to change your mind through use of any Skill such as Courtier or Deceit has +10 to his TN.
IRREPROACHABLE (2 POINTS)
Others find it impossible to tempt you into dishonorable behavior. For every 2 points you spend on this Advantage, attempts to bribe or seduce you are at +5 TN. You may not take the Greed or Lechery Disadvantages. You may not spend more points on this Advantage than you have ranks in Willpower.
LARGE [INHERENT] (2 POINTS)
You are significantlly larger than normal, ranging from 6´0½ to 6´3½ in height. The TN for all rolls you make in social situations is increased by 5, because you make others uncomfortable when you loom over them. However, you roll one additional die on all damage rolls. You may not take the Disadvantage “Small.” Crab characters may purchase this Advantage for 2 points.

DARK SECRET (5 POINTS)
You harbor a secret that could ruin more than just your own name if it were discovered. Depending on the point value of this Disadvantage, the Dark Secret could be something heinous but eventually forgettable (such as your ancestor’s reputation as a ‘war hero’ actually being a fraud) to a crime that you and/or someone else in your family will have to repay with seppuku… or execution. In most cases, if this Dark Secret is discovered by another, you gain an Obligation Disadvantage tied to the person who has learned your secret.
FASCINATION - DUELING (1 POINT)
You have a fascination with some subject and will go to great lengths to learn new things or experience your fascination. Typical subjects include music, horses, poetry, and the history or lore of a particular topic. This fascination borders on obsession - a character fascinated by spell-craft would be sorely tempted to steal a prayer scroll from a Phoenix shugenja if he believed he could get away with it. The fascination will not spur you into completely insane action: for instance, fascination with Naga culture will not cause you to kidnap a sleeping Naga.
OVERCONFIDENT (2 POINTS)
You almost never retreat or choose to fight another day. When faced with an obviously superior force, you must make a Perception check at TN 30 or you stay and fight. You may not take the Great Destiny Advantage.
SWORN ENEMY (2 POINTS)
You have a foe, and neither of you will be satisfied until the other is dead. An enemy of equal rank is a 2-point Disadvantage. 3- to 5-point Sworn Enemies are of increasingly higher Insight Rank.


Battle (Specific Enemy: Shadowlands) 1
Defense 1
Heavy Weapons 3
Jiujutsu 1
Kenjutsu 3
Kyujutsu 1
Lore (Shadowlands) 1
Etiquette 1
Iaijutsu 3

TECHNIQUES
RANK 1: WAY OF THE CRAB
You are adept at tapping into the innate strength of Earth within yourself. You may add your Earth Ring to the total of any attack and damage roll in melee. You may ignore the TN penalties for wearing heavy armor for all skills except Stealth.

Striking As Earth
PREPARATION TIME: 10 minutes
DURATION: 120 minutes
This kata draws on the inner reserves of Earth within the body.
Just as Earth can shield from harm, so does it often fail to perceive
the world around it.
RANK: Insight Rank 1
COST: 2
SPECIAL: Must have an Earth Ring of 3 or higher.
EFFECT: Your TN to Be Hit is increased by 5, but your Awareness-
and Perception-based rolls roll one fewer die.
VOID: None.
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Rei
Eta


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PostSubject: Re: bored   Mon Sep 03, 2007 1:00 pm

Name: Ichiro
Clan: Badger
School: Ichiro Bushi
Rank: 1
Insight: 112

Inventory: Katana, wakizashi, nage-yari, no-dachi, kimono and sandals, traveling pack, 2 koku

Primary Weapon: Katana
Roll to attack: 6k3+3
Damage rating: 7k2

Armor: None
TN bonus: None
TN to be hit (itemized): 18

Initiative roll: 5k3

Earth: 2
Stamina: 2
Willpower: 2
Air: 2
Reflexes: 3
Awareness: 2
Water: 2
Strength: 4
Perception: 2
Fire: 2
Agility: 3
Intelligence: 2
Void: 2

Luck: Minor (3 pt. Advantage)
Bishamon's Blessing (3 pt. Advantage)
Great Destiny (4 pt. Advantage)
Daredevil (3 pt. Advantage)
Quick (3 pt. Advantage)

Driven to Protect your Charge (3 pt. Disadvantage)
Permanent Wound (5 pt. Disadvantage)
Bad Reputation: Daredevil (2 pt. Disadvantage)

Spears* 1
Kenjutsu Katana* 3
Jiujutsu* 1
Defense* 3
Athletics* 1
Battle* 1
Investigation* 1
Etiquette 1
Iaijutsu 2
Medicine 1

Rank 1: Return the Strike
The Badger clan dojo cultivates the philosophy of waiting for the proper opening before the strike. At the beginning of a combat round, you may reduce your Initiative by any amount you choose, you then add half that amount (rounded up) to either your attack rolls or your damage rolls for the remainder of the round.

Wounds

Total Level
Healthy (+0) 4
Nicked (+3) 8
Grazed (+5) 12
Hurt (+10) 16
Injured (+15) 20
Crippled (+20) 24
Down (+40) (must spend void to act) 28
Out (cannot act)32

Glory: 1.0
Honor: 1.5
Status: 1.0
Shadowlands Taint: 0
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Rei
Eta


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PostSubject: Re: bored   Mon Sep 03, 2007 1:03 pm

Matsu

Earth: 2
Stamina: 2
Willpower: 2
Air: 2
Reflexes: 2
Awareness: 2
Water: 3
Strength: 4
Perception: 3
Fire: 2
Agility: 3
Intelligence: 2
Void: 2

Bishamon's Blessing (2 pt. Advantage)
Inner Gift: Voice of my Ancestors (fear 3)(10 pt. Advantage)

Idealistic (2pt. Disadvantage)
Can’t Lie (3 pt. Disadvantage)
Driven: Die(3 pt. Disadvantage)
Contrary (3 pt. Disadvantage)

Battle 1
Jiujutsu 1
Kenjutsu (Katana) 3
Kyujutsu 1
Lore (History) 1
Stealth 3
Defense 1
Instruction 3
Hunting 1


Kata:

Striking As Earth
PREPARATION TIME: 10 minutes
DURATION: 120 minutes
This kata draws on the inner reserves of Earth within the body.
Just as Earth can shield from harm, so does it often fail to perceive
the world around it.
RANK: Insight Rank 1
COST: 2
SPECIAL: Must have an Earth Ring of 3 or higher.
EFFECT: Your TN to Be Hit is increased by 5, but your Awareness-
and Perception-based rolls roll one fewer die.
VOID: None.
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Rei
Eta


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PostSubject: Re: bored   Mon Sep 03, 2007 1:04 pm

Name: Mirumoto
Clan: Dragon
School: Mirumoto Bushi
Rank: 1
Insight: 132

Katana, wakizashi, Yumi and 20 arrows (10 AP 10 FC), tanto, light armor; kimono and sandals, traveling pack, 2 Koku

Primary Weapon: Katana
Roll to attack: 7k4+6
Damage rating: 6k2

Armor: Light Armor
TN bonus: +5
TN to be hit (itemized): 30

Initiative roll: 4k3

Earth: 2
Stamina: 2
Willpower: 2
Air: 2
Reflexes: 3
Awareness: 2
Water: 2
Strength: 2
Perception: 2
Fire: 3
Agility: 4
Intelligence: 3
Void: 3


Fleet (3 pt. Advantage)
Twin Sister Blades (7 pt. Advantage) – 4k2/3k2, adds +1TN to Be Hit Per Insight Rank for Mirumoto

Idealistic (2 pt. Disadvantage)
Can't Lie (3 pt. Disadvantage)
Overconfident (2 pt Disadvantage)
Contrary (3 pt. Disadvantage)

Defense* 3
Kenjutsu Katana* 3
Kyujutsu* 1
Lore : Shugenja* 1
Meditation* 1
Theology* 1
Iaijutsu 1
Athletics 1

Rank 1: The Daisho Technique
Initiates of the Mirumoto Bushi School must master the basic principles of Niten, the two-sword technique. When wielding a katana in your weapon hand and a wakizashi in your off-hand, you suffer no penalties for carrying two weapons and add 5 + your School Rank to your TN to Be Hit. You may substitute your Kenjutsu Skill for your Iaijutsu Skill at any time. Additionally, you add your Fire Ring to all attack rolls.

Wounds

Total Level
Healthy (+0) 4
Nicked (+3) 8
Grazed (+5) 12
Hurt (+10) 16
Injured (+15) 20
Crippled (+20) 24
Down (+40) (must spend void to act) 28
Out (cannot act)32

Glory: 1.0
Honor: 2.5
Status: 1.0
Shadowlands Taint: 0
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Eta


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PostSubject: Re: bored   Mon Sep 03, 2007 1:06 pm

Name: Moto
Clan: Unicorn
School: Moto Bushi
Rank: 1
Insight: 128
Age: 22

Katana, wakizashi, shinjo horsebow and 20 arrows (10 AP 10 FC), scimitar, scimitar, utaku saddle cutter, heavy armor, gaijin riding horse, kimono and sandals, traveling pack, 10 koku

Primary Weapon: Utaku Saddle Cutter
Roll to attack: 6k3-5 (-5 from heavy armor)
Damage rating: 9k3+5 (+1k0 for weidling a 2 handed weapon with 1 hand, +2k0 if mounted or Full Attacking)

Armor: Heavy
TN bonus: +10
TN to be hit (itemized): 20

Initiative roll: 3k2

Earth: 3
Stamina: 3
Willpower: 3
Air: 2
Reflexes: 2
Awareness: 2
Water: 2
Strength: 3
Perception: 2
Fire: 2
Agility: 3
Intelligence: 2
Void: 2

Lame (5 pt. Disadvantage)
Gaijin Name (2 pt. Disadvantage)
Lame (5 pt. Disadvantage)

Servant - Stable Hand (very large man that can assist me) (2 pt. Advantage)
Sacred Weapon: Utaku Saddle Cutter (3 pt. Advantage)
Strength of Earth: Medium (4 pt. Advantage)
Absolute Direction (1 pt. Advantage)

Animal Handling *Horses*Raptors* 3
Kyujutsu* 1
Athletics* 1
Defense* 1
Horsemanship* 3
Hunting* 1
Kenjutsu *Scimitar* 3
Battle 1
Investigation 1
Medicine 2
Lore : Heraldry 1

Rank 1: Wild Strike of the Moto
The Moto combat style is a wild, unfettered fury that intimidates witnesses. You may wield any non-polearm two-handed weapon with one hand, and roll one additional die for damage when doing so.

When you are using Full Attack or are mounted, you may roll two additional dice. This is not cumulative if you make a Full Attack while mounted. You add your Earth Ring to the total of all your damage rolls.

Wounds

Total Level
Healthy (+0) 6
Nicked (+3) 12
Grazed (+5) 18
Hurt (+10) 24
Injured (+15) 30
Crippled (+20) 36
Down (+40) (must spend void to act) 42
Out (cannot act)56

Glory: 1.0
Honor: 2.5
Status: 1.0
Shadowlands Taint: 0
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Rei
Eta


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PostSubject: Re: bored   Mon Sep 03, 2007 1:06 pm

Shiba

Earth: 2
Stamina: 3
Willpower: 2
Air: 2
Reflexes: 4
Awareness: 2
Water: 2
Strength: 2
Perception: 2
Fire: 2
Agility: 2
Intelligence: 3
Void: 3

Bishamon's Blessing (3 pt. Advantage)
Luck: Minor (3 pt. Advantage)
Fleet (3 pt. Advantage)

Idealistic (3 pt. Disadvantage)
Overconfident (2 pt. Disadvantage)
Driven: Protect My Charge (3 pt. Disadvantage)
Antisocial: Mild (2 pt. Disadvantage)

Horsemanship* 1
Defense* 3
Kenjutsu* 1
Kyujutsu* 1
Meditation Void Recovery* 1
Spears* 1
Theology* 1
Craft : Weaponsmithing 1

Rank 1: The Way of the Phoenix
Shiba bushi move through battle as the Void moves through all the elements. When you declare your Combat Posture, you also declare if you will add your Void Ring to your TN to be hit, your attack rolls, or your damage rolls. This bonus lasts until you choose to change it during your opportunity to change postures.

When taking any action, you may spend as many Void Points as you wish.

*schools to take after*

Rank 1: A Single Life
The Yojimbo is prepared at any time to sacrifice himself for others. You may make an opposed Agility/Defense roll against any attack roll targeted within 10' in order to redirect that attack to yourself. You may do this to a number of attacks per round equal to your Void Ring. Additionally, you may add your Honor Rank to your TN to Be Hit.

Rank 1: The Way of Sacrifice
Even a wandering ronin can value life and seek to protect it. When on Full Defense, you may choose to share the bonus to TN to be hit from your Agility/Defense roll with someone you are protecting. This must be declared at the beginning of the round, and the protected individual must be within 10'. Any or all of the bonus may be conferred to another in this manner. You select the opponents against whom this bonus applies as per normal Full Defense rules. The Guard combat action does not require a raise for you, and confers an additional +1 TN to be hit per Raise made.

RANK 2: WILL, NOT FLESH
Focus permits a ronin to set aside pain and push beyond physical limitations. When acting to protect another individual or when acting in self-defense (i.e., you do not provoke or initiate combat), you reduce the wound penalty on any action by a number equal to three times your Insight Rank.

RANK 3: HASTEN THE BLADE
A yojimbo studies his prey, then explodes into a flurry of motion. After any round when you have been on Full Defense, you gain a bonus to Initiative equal to the bonus from your Agility/Defense roll from the previous round. This bonus may not be used if you are on Full Defense during the round in question.

Rank 1: Return the Strike
The Badger clan dojo cultivate the philosophy of waiting for the proper opening before the strike. At the beginning of a combat round, you may reduce your Initiative by any amount you choose, you then add half that amount (rounded up) to either your attack rolls or your damage rolls for the remainder of the round.

RANK 4: STRENGTH OF CONVICTION
A yojimbo never fights so fiercely as when defending his charge. You gain an additional attack per round.

RANK 5: DASHED UPON THE STONES
Fighting defensively is no hindrance to a true yojimbo. By spending a Void Point at the beginning of a combat round, you may take the Full Defense posture and still make attacks as normal.


Kata:


Striking As Earth
PREPARATION TIME: 10 minutes
DURATION: 120 minutes
This kata draws on the inner reserves of Earth within the body.
Just as Earth can shield from harm, so does it often fail to perceive
the world around it.
RANK: Insight Rank 1
COST: 2
SPECIAL: Must have an Earth Ring of 3 or higher.
EFFECT: Your TN to Be Hit is increased by 5, but your Awareness-
and Perception-based rolls roll one fewer die.
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Rei
Eta


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PostSubject: Re: bored   Mon Sep 03, 2007 1:08 pm

Name: Tamori
Clan: Dragon
School: Tamori Shugenja School
Rank: 1
Insight:
Age: 19

Katana, wakizashi; kimono and sandals, scroll satchel, traveling pack; 2 koku.

Primary Weapon:
Roll to attack:
Damage rating:

Armor:
TN bonus:
TN to be hit (itemized):

Initiative roll: 3k2

Earth: 4
Stamina: 4
Willpower: 4
Air: 2
Reflexes: 2
Awareness: 2
Water: 2
Strength: 2
Perception: 2
Fire: 2
Agility: 2
Intelligence: 2
Void: 2

Second Duty Armor: 2 CP. Dragon only. This light armor increases the TN of hostile spells targeting the wearer by twice the wearer’s ring (the ring applied is the same as the one the caster used to cast the spell).
Friendly Kami 3 CP (earth – Enlightened Madness): One Particular Kami has developed affection for you, and accompanies you were ever you go. You gain 1 additional spell per day with the element of your affinity, and gain a free raise whenever using sense, commune and summon with your affinity element. This relationship is Mutual, and once per week you must make some sort of tribute or service to your ally to maintain the relationship. This tribute must be affiliated with the particular element. Fire Kami, for example may request the burning of valued documents, while earth Kami may demand a heavy stone be moved to another Specific location.


Enlightened Madness: 2CP (Earth). Shugenja or tattooed monks only. Choose one tattoo (tattooed monks) or element (shugenja, one per rank) when you pick-up this disadvantage in it (if you choose Void, it’s when you use Void points to cast an additional spell or when you use void element spell slots). The power you are gaining is slowly overcoming your soul and mastery. When you use the tattoo or cast a spell of the element, you make a willpower roll (TN 20 for shugenja, TN 15, 20 if 4 CP, 25 if 6 CP for the tattooed monks. If failed, the character loose control for 2 hours. He has no memories of his actions. For tattoos that are always activated, the roll is making every hour. Aggravated version of this disadvantage create madness like: falling in love with somebody, bestiality, brashness, confusion, contemplation, fearful, mad prophet, new personality, regression, remorseful, violence, or changing between all of them.
Dark Fate (3 CP)
Fascination: Spell Craft (1 CP)
Compulsion: Knowledge (4 CP)

Defense* 3
Medicine* (Wound Treatment) 1
Divination* 1
Theology* 1
Spellcraft* 3

Rank 1: Rooted in the Mountain
Because the Tamori are unusually
proficient in the arts of combat
and warfare, they have learned to apply their bond with the elements into a practical application for battle. You always add twice your Earth Ring to your TN to Be Hit.

You may spend a Void Point to grant an identical bonus to another character or yourself for a number of rounds equal to your Insight Rank +1. You may grant this bonus to another member of the Dragon Clan without spending a Void Point, but may only have one such free enhancement active at any time.

Affinity: Earth
Deficiency: Water
Number of Earth Spells: Elemental Ward, 2 others
Number of Fire Spells: Extinguish, The Fires that Cleanse
Number of Air Spells: Wind-Borne Slumbers
Universal: ML: 1: Commune Mastered
Universal: ML: 1: Counterspell Mastered
Universal: ML: 1: Sense Mastered
Universal: ML: 1: Summon Mastered

Wounds

Total Level
Healthy (+0) 6
Nicked (+3) 12
Grazed (+5) 18
Hurt (+10) 24
Injured (+15) 30
Crippled (+20) 36
Down (+40) (must spend void to act) 42
Out (cannot act)56

Glory: 1.0
Honor: 2.5
Status: 1.0
Shadowlands Taint: 0

Striking As Earth
PREPARATION TIME: 10 minutes
DURATION: 120 minutes
This kata draws on the inner reserves of Earth within the body.
Just as Earth can shield from harm, so does it often fail to perceive
the world around it.
RANK: Insight Rank 1
COST: 2
SPECIAL: Must have an Earth Ring of 3 or higher.
EFFECT: Your TN to Be Hit is increased by 5, but your Awareness-
and Perception-based rolls roll one fewer die.
VOID: None.


6 CP LEFT!!!
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Eta


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PostSubject: Re: bored   Mon Sep 03, 2007 1:09 pm

Name: Togashi
Clan: Dragon
School: Three Orders Tattooed Man (Monk)
Rank: 1
Insight: 129
Age:

Any two peasant weapons; kimono and sandals, traveling pack; 2 koku

Primary Weapon: Fist!
Roll to attack: 6k3
Damage rating: 1k2

Armor: None
TN bonus: None
TN to be hit (itemized): 15

Initiative roll: 4k3

Earth: 3
Stamina: 3
Willpower: 3
Air: 2
Reflexes: 3
Awareness: 2
Water: 2
Strength: 2
Perception: 2
Fire: 2
Agility: 3
Intelligence: 2
Void: 3


Artisan* 1
Jiujutsu* 3
Meditation (Void Recovery)* 1
Theology* 1
Defense* 1
Athletics* 1
Battle* 1

Hands of Stone (6 pt. Advantage)

Can't Lie (3 pt. Disadvantage)
Ascetic (4 pt. Disadvantage)
Meddler (3 pt. Disadvantage)

Rank 1: Tattoo
The Three Orders of the Dragon Clan gain mystic tattoos during their studies of the universe’s mysteries. these tattoos have inherent power, and also call forth inner reserves of the soul. The tattoos reflect the monk’s inner nature, which sometimes comes
As a surprise to even the recipient. When choosing tattoos, be ready to explain how they mirror the soul of your character.

Tattooed Men begin the game with two tattoos. These tattoos generally have abilities that must be called upon, though some have effects that are always active unless you choose to cancel them. To temporarily end the effects of a tattoo, you must make a Meditation roll at a TN equal to 15 + 5 for every Insight Rank you have. Once a tattoo’s power has been stopped, you must take an action to resume its effects.

Each tattoo may only be used a number of times per day equal to your Insight Rank, including resuming the effects of tattoos that would otherwise have constant effects. Every tattoo has an effect that generally increases as you gain Insight Ranks. When you achieve a new Insight Rank, you may choose another tattoo to add to your character.

The Togashi and Hoshi go through a ritual process that involves inking the new tattoo onto the monk’s skin and enhancing that aspect of their soul. The Hitomi merely meditate at one of Lady Moon’s shrines, and the image spontaneously forms on their skin.
Monks of the Togashi family (called ise zumi) tend to receive tattoos that promote healing and harmonious magical effects, the Hitomi (kikage zumi) often gain destructive physically-oriented tattoos, and the Hoshi’s (tsurai zumi) power reflects a balance between the two, usually enhancing their physical and spiritual prowess.

Some tattoos can only be taken by members of a certain Order. If a tattoo’s effect would change your Insight Rank (such as raising a Trait so a Ring becomes higher), you do not apply this new Insight Rank to yourself in any way.

Bamboo
This tattoo grants the power of bamboo, the plant that survives even the harshest winters. You raise your TN to be Hit by your Insight rank +5. this effect lasts a number of rounds equal to your insight rank +1

Bat
The symbol of the bat grants supernatural reactions, raising your reflexes by your insight rank when called upon. This effect lasts a number of rounds equal to your insight rank +1

Wounds

Total Level
Healthy (+0) 6
Nicked (+3) 12
Grazed (+5) 18
Hurt (+10) 24
Injured (+15) 30
Crippled (+20) 36
Down (+40) (must spend void to act) 42
Out (cannot act)56

Glory: 2.0
Honor: 1.5
Status: 0.0
Shadowlands Taint: 0

Striking As Earth
PREPARATION TIME: 10 minutes
DURATION: 120 minutes
This kata draws on the inner reserves of Earth within the body.
Just as Earth can shield from harm, so does it often fail to perceive
the world around it.
RANK: Insight Rank 1
COST: 2
SPECIAL: Must have an Earth Ring of 3 or higher.
EFFECT: Your TN to Be Hit is increased by 5, but your Awareness-
and Perception-based rolls roll one fewer die.
VOID: None.
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PostSubject: Re: bored   Mon Sep 03, 2007 1:10 pm

Toritaka

Earth: 2
Stamina: 2
Willpower: 3
Air: 2
Reflexes: 3
Awareness: 2
Water: 3
Strength: 3
Perception: 3
Fire: 2
Agility: 3
Intelligence: 2
Void: 2

Bishamon's Blessing (2 pt. Advantage)
Quick (3 pt. Advantage)
Luck: Minor (3 pt. Advantage)
Large (2 pt. Advantage)
Bad Reputation: Death Wish (2 pt. Disadvantage)
Fascination: Weapons (1 pt. Disadvantage)
Idealistic (2 pt. Disadvantage)
Permanent Wound (5 pt. Disadvantage)

Animal Handling (Falcons*) 1
Hunting* 2
Kenjutsu* 2
Lore : Spirit Realms* 1
Meditation* 1
Spears* 2
Craft : Weaponsmithing 1
Craft : Armorsmithing 1
Defense 1
Craft : Bowmaking 1
Investigation 1

Rank 1: The Falcon's Eye
You gain one Free Raise per School Rank on all your Perception rolls. In addition, you may perceive any invisible spirits within your range of vision by making a Raw Perception Roll at a TN of the spirit’s Air Ring x 5. Finally, you may add your Water Ring to the result of all your attack and damage rolls.
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PostSubject: Re: bored   Mon Sep 03, 2007 1:11 pm

Character Name: Tsuruchi
Age: 19
Sex: Male
Clan: Mantis
Profession: Bushi
School: Tsuruchi Bounty Hunter

Wakizashi, tanto, Tsuruchi Longbow and 100 arrows (20 WL, 20 AP, 20 FC, 20 HB, 20 RC), ashigaru armor, kimono and sandals; 3 koku

Earth: 2
Stamina: 2
Willpower: 2
Air: 3
Reflexes: 4
Awareness: 3
Water: 2
Strength:3
Perception: 2
Fire: 2
Agility: 2
Intelligence: 2
Void: 2

Rank 1: Never Let the Blade Reach You
The first lesson of the Tsuruchi School is that a slow archer is a dead archer. At the start of combat you may choose to roll and keep a number of additional dice on Initiative equal to your School Rank. If you do not take the Initiative bonus, you gain a number of Free Raises each round equal to your School Rank. These Free Raises can only be used to make additional attacks with your bow.

You may add your Air Ring to your TN to be hit, doubling this bonus against ranged attacks.

Investigation 1
Athletics 1
Defense 2
Hunting 2
Kyujutsu *Tsuruchi Longbow 4
Stealth 3
Traps 1
Animal Handling 1
Medicine 1


Quick (3 Point Advantage)
Fleet 3 (3 Point Advantage)
Bishimon’s Blessing (3 Point Advantage)
Absolute Direction (1 Point Advantage)
Precise Memory (3 Point Advantage

Lechery (3 point Disadvantage)
Ascetic (3 point Disadvantage)
Insensitive (3 Point Disadvantage)

Goals:
Tsuruchi Bounty Hunter rank 5
Ichiro Bushi rank 1
Ronin Duelist rank 2
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Rei
Eta


Number of posts : 20
Registration date : 2007-06-12

PostSubject: Re: bored   Mon Sep 03, 2007 1:24 pm

plots i never got to run.


Down The Rabbit Hole.

While investigating strange occurrence in a building, a stone in the floor gives way and reveals a basement/cave underneath, the foundations sound the PC’s should investigate, they will find a dark dark cave, a series of old Nerzumi tunnels. If they continue to investigate they will find the caves infested with Nikumizu regardless of what happens with the Nikumizu’s, if they still continue, or have them exterminated later, they will find a Old Nerzumi Treasure Hold, (top priced iteam is ONE fine quality items) but mostly just shiney things of about 5 koku worth of value, aside from the FQ item.


7 Ronin.

On a scouting mission, the PC’s find a Ronin’s camp. There are 7 Ronin, and it’s pretty easy to distinguish whos who. They give no names, other than calling there “leader” doc. There illegally working an Abandoned Mine, and managed to somehow find a decent deposit of Gems/Jewels and ore and. The Deposit is small in consideration, and not really worth confiscating, if discovered the Ronin offer a percentage of the findings to “support” the troops in the war, without it going to straight to other troups.

“Doc” – considered the leader.
“Grumpy”- automatically disapproves of everything.
“Happy” - He is the fattest of the seven and is always laughing.
“Sneezy” - Sneezy sneezes almost all the time. The cause of his sneezes is an allergy to flowers.
“Bashful” - Bashful is the shyest of the Ronin. Whenever he begins to feel shy, his entire face turns bright red. He frequently annoys Grumpy.
“Sleepy” - Sleepy is always tired with heavy eyelids. His job at the mine is to haul all the diamonds and rubies by cart to Doc for inspection. Usually he's pestered by a fly.
“Dopey” - He is a mute? And the youngest or at least the Ronin don't know if he can talk since "he ain't never tried before." His job at the mine is to clean up all the unusable jewels and lock up the “vault”. He is always seen last in line whenever the Ronin walk to and from work. Although he is scared at most times, he can also be very brave.

Should be a fun scene.

The Shadow.

“Who Knows what evil lurks in the hearts of men?”

A Bayushi Shinobi searching for his own identity has taken to using his Ninja abilities does stop crime in his fair City. Quickly the word of “The Shadow” spreads, and his famous line “Did you think you’d get away with it?!” after awhile, all is good, The Shadow is protecting the innocent, and dealing with crime, sadly, things go bad, when the Shadow starts seeing Criminals in innocent people doing just some suspicious activity, or being in the wrong place at the wrong time. Something has to be done, but how do you hunt a Shadow?

Backdraft.

Oh knows! Someone is on a killing spree using the fire kami! A Eta with a Fascination with Fire and a very good Alchemy skill, is systematically killing off a chain of high ranking courtiers. The reason? (Who knows I don’t know what your doing with your cities). The way he kill is simple, he sets up a very basic devise in a room and lights it, the room starts to burn slowly as he shuts the door, the flame doesn’t spread, instead it eats all the air in the room until there is none, then “sleeps” as a small candle until some poor unfortunate soul opens the door, releasing the “Backdraft” a explosion of fire and flame that tends to kill the target in the initial explosion and then suffocates due to the overwhelming amount of air, hence saving the building and leaning more to assassinations then a random killing spree, something the magistrates/PC’s investigating have to figure out. The Eta then comes to clean up the mess. How do you stop such an intelligent killer?

The Bandits Hold.

The Scorpion have taken a interest in the war, and decided to be more, American Than usual, supplying weapons to both sides of the war. One of ways to transport the goods between the two opposing lands is using temples., who would look for weapons in a Temple to a Fortune? The Scorpion ant stupid enough to involve themselves in this, sot hey hired a group of Ronin to do it, but they need a cover. The Ronin go to the temple with a large amount of money for “renovations” they tear down a lot of the temple, and rebuilt it bigger and better, the leader of the Ronin group claims he found his wealth when he was in a Temple to Fukurokujin, and now takes his time rebuilding temples in the Fortunes honor. not only will these Ronin seem generally interested in building this shrine, they are. The only thing they know is a certain someone gave a large lump sum to have an exceedingly large room built in the temple, and hidden from the general public by a Painting of <whoever>. They build the room, and hide it behind the massive painting, it looks like a real wall, and nobody is the wiser, a Ronin from the group stays behind (paid by the scorpion) to assist in maintaining and defending the now large Temple. This Ronin moves the weapons and supplies out of the hidden room, into passing caravans (making large donations to the temple) heading to XXXX lands. Majority of those donations go to the scorpion clan, but it brings in a very good income for city and temple. After 4 weeks or so of this going on, the Kami finally figure out there temple is defiled, and the place becomes “haunted” BUT THEY DON’T TELL WHY.


The Master.
A local establishment is hassled for insurance money after a few fights happen withen, you give me koku, and we will protect you from ourselves. The establishment will be approached by a Ronin soon after, asking for a very very humble amount of money to protect said place from the Insurance Salesmen, this Ronin has Defense 5 and Jiujutsu 5, but is completely passive and not aggressive, only reacting to events taken to harm his duty as protector of the place.The Ronin protects the establishment as a cooler, although a lot more fights are going to happen if the criminals are not taken care of.

Romeo & Juliet?

A PC meets a NPC of an opposing faction, preferably alone, the NPC should have buddies, but present himself/herself as honorable bushi, who respects there opponents. They should part on good terms, and bump into each other randomly from there on out, pushing the friendship and the attraction with each encounter, until they become intimate. Then have someone (high SP) find out. And let the political games begin!

The Geisha and the Courtier.

A Courtier of moderate skill meets a Geisha, who takes a fancy to the PC, and provides input of the powerhouse Courtiers in the city (preferably NPC’s), there motives, what they plan to do in court. The Geisha knowledge is invaluable, but the Courtier needs to spend a good deal of his time (questioning how much time he spends doing his duties) with the Geisha to learn what she knows. PC’s and NPC’s should take notice to this, and openly question his activities with the Geisha, it then comes down to the Courtiers Public Image, or the Geisha’s Knowledge. A note is that, a Superior may ORDER the courtier to do something he doesn’t want to if he shames his clan by being with Said Geisha.

Robin Hood’s men in tights.

The mantis have claimed a forest as there own, using wind chimes and a few air Shugenja, the Mantis make the place convincingly look haunted, ensuring a foothold in the lands if anyone investigates to deeply, they are “claimed” by the forest, and never seen again. The Mantis simply kills them. The longer the mantis hold this forest, the more units they covertly move into there lands, building a small village and everything to house supplies, the mantis conveniently give themselves a unique opportunity to surprise the opposing faction if they do something stupid and oppose them.

Put Your Money Where Your Mouth is.

An unknown Ronin approaches the PC’s and makes an open Challenge. “Put Your Money Where Your Mouth Is.” If he Wins, he is granted the ability to join XXXX clans army dispite any current… conditions., and be considered for fealty, he will also raise ONE of the PC’s bugei skills for free, GM’s Choice in a show of good faith via training. If he looses, he requests to be put under said PC’s training as he is clearly a better bushi, and overall be said PC’s friend. Fighting alongside him and being his Minion, until he learns what he wants and leaves or dies. GM’s Desecration. This is a very honorable Ronin (despite being maybe tainted), while his challenge should come off as arrogant cockiness, the PC should learn threw actions and words this Ronin is hardly a overconfident fool.

Boston Legal.

A elderly General near his retirement (or past it) is put into command over a PC (advisor) this general is well past his prime, and actually, is a horrible leader, but his Reputation/Fame cannot be questioned, his accomplishments are renown in almost every clan. The problem is, the Man believes in his own hype, and believes he’s still as good as he was in his prime. And his WILL cannot be question, things have to be done his way, and if they aren’t, he reminds you who he is. The PC’s will notice very huge flaws in all his plans, if they speak about it, he shoots them down, they then decide if they risk failure (the General will say “well, I tried to advise him” and divert the blame) and take the blame, or not tell the General about the changes in his plan’s covering the Flaws and winning battles. If they cover his mistakes and win, the General takes credit for the win, and feeds his own reputation and cockiness’. This should be a AWSOME plot, and loads of fun for the GM.
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tainted_mantis
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PostSubject: Re: bored   Mon Sep 03, 2007 9:28 pm

Wow. That was an ... ahem ... orgy of gaming material.

One minor tweak though ... we're looking for established NPCs, not starting character-types :-)

In any case, wow. Looks cool.
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Rei
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PostSubject: Re: bored   Thu Sep 13, 2007 8:40 am

easy to make them advanced at that point, my only thing is i wana talk to you about an alternative.

theres going to be some compermising... we might not get a Chat based game but maybe a Play by Post?

but we could get an already established (and eager ex- WC people) player base of 15 to 20 players online at one time for most of the day.

anyways, get ahold of me, and ill tell ya about it
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PostSubject: Re: bored   Thu Sep 13, 2007 7:51 pm

We will be playing a chat-game, courtesy of Five Rings Online. I talked with JeffV about a side-game or two that I will be running in his site, and he graciously agreed.

Ex-WC people? I don't know what you mean, but it sounds good :-)
Tell me more details. He he he.
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PostSubject: Re: bored   Fri Sep 14, 2007 7:24 am

Winter Court. my idea was to snag some people for the KYOD game.

i have an Idea for your game, but id rather talk over MSN!
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PostSubject: Re: bored   Thu Sep 20, 2007 12:15 pm

Sorry for the absence. My computer's drive crashed last weekend. It's still not restored to pristine condition :-(

My MSN is tainted_mantis@hotmail.com if you need to talk with me over MSN :-)
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