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DSalazar got a reaction from Kiso in The (Hopefully) Big List of Advantages and Disadvantages
So, as @FelixFenix asked for it and apparently there's no thread for this. I am putting this one here where we can list our homebrew advantages and disadvantages.
Advantages
Distinctions
Absolute Direction (Earth)
Types: Mental
Effects: The following apply to a character with the Absolute Direction distinction:
You have a keen sense of direction and is always capable of retracing your steps unless some kind of sabotage (supernatural or not) interferes with that. You can always tell which direction is north. When performing a check where your sense of direction can be useful (such as a Survival [Earth]) to avoid getting lost in the wilderness, or getting lost at sea (Seafaring [Earth]), you may reroll up to two dice. Balance (Water)
Types: Mental, Interpersonal
Effects: The following apply to a character with the Balance distinction:
You possess an inherent calm and serenity that others have difficulty overcoming when attempting to antagonize or taunt you, and that strengthens you when your honor is tested. When performing a check where your serenity is put to test (such as a Meditation [Water]) to resist becoming enraged, or to realize someone is maliciously taunting you (Sentiment [Water]), you may reroll up to two dice. Bland (Air)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Bland distinction:
You are extremely unremarkable in every regard, and others have a difficult time recognizing you unless you deliberately draw attention to your identity or affiliations. When performing a check to blend in among people (such as a Skulduggery [Air]), or when lying to someone you've met before (Courtesy [Air]) saying that you've never met, you may reroll up to two dice. Clear Thinker (Air)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Clear Thinker distinction:
You possess a sharp mind and keen powers of perception, making it very difficult for others to deceive you. When performing a check to see through someone's lies (such as a Sentiment [Air]), or when looking for weaknesses in an enemy formation (Tactics [Air]), you may reroll up to two dice. Enlightened (Void)
Types: Spiritual
Effects: The following apply to a character with the Enlightened distinction:
Your spiritual journey toward complete harmony with the universe as a whole has begun to reach its destination. When performing a check to understand your place in the universe (such as a Meditation [Void]), or the ramification of your actions on the universe as a whole (Theology[Void]), you may reroll up to two dice. Great Destiny (Void)
Types: Spiritual
Effects: The following apply to a character with the Great Destiny distinction:
The kharmic cycle has some great purpose in store for you, and the Celestial Order will conspire to keep you alive, no matter what, until your destiny can be fulfilled. When performing a check to survive a killing blow (Fitness [Void]), or to understand your fate (Meditation [Void]), you may reroll up to two dice. Heart of Vengeance (Fire)
Types: Interpersonal
Effects: The following apply to a character with the Heart of Vengeance distinction:
One Clan has earned your eternal, undying hatred, and nothing will ever quench your rage. Select one Clan or other faction (such as the Brotherhood of Shinsei or one of the Imperial families) when purchasing this Advantage. When performing a check to strike relentlessly a member of your hated faction (Martial Arts [Fire]) , or to insult a member of it (Command [Fire]), you may reroll up to two dice. Leadership (Fire)
Types: Interpersonal
Effects: The following apply to a character with the Leadership distinction:
You have an innate knack for leading and inspiring others. When performing a check to restore the morale of your troops (Command [Fire]) , or to get someone to ignore the risks before them (Courtesy [Fire]), you may reroll up to two dice. Musical Prodigy (Water)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Musical Prodigy distinction:
Choose one instrument with which you are a prodigy. You can recognize the material of the instrument (and possibly its maker) just by listening to its melodies. When making a check to tune the instrument (such as an Artisan [Water] check) or to put your Audience at ease while playing the chosen instrument (with a Perform [Water] check), you may reroll up to two dice. Silent (Air)
Types: Physical
Effects: The following apply to a character with the Silent distinction:
You have a natural talent for moving silently at all times. When making a check to silently evade guards (such as a Skulduggery [Air] check) or to ambush someone (with a Martial Arts [Air] check), you may reroll up to two dice. Voice (Water)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Voice distinction:
You have a voice that others find pleasing in virtually every respect. When making a check where your voice can be considered soothing to calm everyone's emotions (Courtesy [Water]) , or your voice can rapture an audience (Perform [Water]), you may reroll up to two dice. Passions
Koi (Fire)
Types: Mental
Effects: The following apply to a character with the Koi passion:
You can always identify a koi variety and have a keen eye on how to keep and breed them. After performing a check to select potential koi for breeding (such as a Survival [Fire] check) or to design a new koi pond (with a Labor [Fire] check), you remove 3 strife. Music (Fire)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Music passion:
You can always identify a Rokugani musical instrument or at least how to play it if it’s gaijin made. After performing a check to stir an audience with your song (such as a Perform [Fire] check) or to write a new song (with a Composition [Fire] check), you remove 3 strife. Disadvantages
Adversities
Ascetic (Water)
Types: Mental, Interpersonal
Effects: The following apply to a character with the Ascetic adversity:
You have no taste for or interest in material things, and this minimalist attitude has impacted how others view you. When you make a check to acquire gear (such as an Commerce [Water] check to purchase something or a Government [Water] check to procure something), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Black Sheep (Water)
Types: Interpersonal
Effects: The following apply to a character with the Black Sheep adversity:
For whatever reason, your family is completely disgusted with you and your actions. You have not been cast out and made ronin. When you make a check with a member of your household (such as Courtesy [Water] check to ask for help or a Games [Water] check to get your opponent to trust you), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Contrary (Earth)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Contrary adversity:
Your strong will and rigid view of the world insists not only that you develop an opinion on everything, but that you must share it at every opportunity. During any debate or dispute, or even casual discussion, you feel compelled to weigh in and attempt to persuade others to see the matter from your point of view. When you try to convince others of your point of view (such as Courtesy [Earth] check to convince others to listen to you or a Government[Earth] check to argue the correct way of applying a law), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Dark Fate (Void)
Types: Spiritual
Effects: The following apply to a character with the Dark Fate adversity:
There is a destiny of tremendous significance in store for you, and sadly it is not an illustrious one. Before your death, you will usher tremendous darkness into the world in some way. When you act without conscious thought (such as Meditation [Void] check to understand the role Fate has chosen for you or a Martial Arts [Void] check to attack without regard), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Epilepsy (Fire)
Types: Physical, Mental
Effects: The following apply to a character with the Epilepsy adversity:
You possess a rare and poorly understood condition that causes you to experience seizures from time to time, consisting of a trance-like state, rigid muscle spasms, and frothing at the mouth. These are brought on by high stress or flashing lights, such as fireworks displays. You Unmask by Exposing an Opening. When you act in a high stakes situation (such as Martial Arts [Fire] check to attack aggressively during a duel or a Performance [Fire] check to perform in front of someone of significantly higher Status), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Small (Earth)
Types: Physical
Effects: The following apply to a character with the Epilepsy adversity:
You are noticeably smaller than average for a denizen of the Emerald Empire. When your height and reach can be a hindrance (such as Martial Arts [Earth] check to keep your opponent out of reach or a Labor [Earth] check to repair a building), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Anxieties
Frail Mind (Earth)
Types: Mental
Effects: The following apply to a character with the Frail Mind anxiety:
You have difficulty concentrating, even when focusing your attention on an opponent. After performing a check to keep yourself focused on the task at hand (such as a Meditation [Earth] check to generate initiative in a duel or a Culture [Earth] check researching a particular subject), you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point. Lost Love (Air)
Types: Mental
Effects: The following apply to a character with the Frail Mind anxiety:
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. After performing a check to keep yourself from falling into melancholy after being reminded of your lost love (such as a Meditation [Air] check to resist despair or a Composition [Air] check to add allusions of your loved one in a poem), you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point. Tone-Deaf (Air)
Types: Mental
Effects: The following apply to a character with the Tone-Deaf anxiety:
You are incapable of recognizing melodies or you are too uncouth to care. After performing a check to critique a song (such as a Courtesy[Air] check) or to play an instrument (with a Performance[Air] check), you receive 3 strife. If this is the first time it has occurred this scene, gain 1 Void Point. True Love (Fire)
Types: Mental
Effects: The following apply to a character with the True Love anxiety:
True love in Rokugan can be a wonderful experience, but more often than not it is a disaster, for it is rare for samurai to be allowed to marry for love. After performing a check whenever you are in a position where you must choose between love and duty (such as a Meditation [Fire] check to overcome your own desires or a Composition [Fire] check to write a poem about your loved one), you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point. -
DSalazar reacted to Doji Hyōkin in The Careful Gardener
To date, Akodo Kage has made 3 appearances before this story:
Service & Sacrifice where he's legitimately helpful and friendly with Toturi when encouraging him to go for the Emerald Championship. Helps Ujiaki's plot, but is also the best thing for Toturi, probably.
Tactical Maneuvers where Kage is sitting around Fox land musing out loud about how they should probably go back to being Unicorn by now. Part of Ujiaki's overall political strategy to get an excuse to open up a back front in their war. But once Kage gets outplayed he bows back gracefully. Standard courtier work, no evidence either way.
His card which requires that you bid less honor that your opponent, but be more honorable than them. Not conclusive, but the fact that the card requires you to be more honorable might imply that he's not Kolat.
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DSalazar got a reaction from Suzume Chikahisa in The Careful Gardener
Accept certain inalienable truths: Lions will rage. Scorpions will scheme. You, too, will get old. And when you do, you'll fantasize that when you were young, Lions were reasonable, Scorpions were noble and apprentices listened to their senseis.
To be fair, I am half surprised to know that Ujiaki isn't a member of the Kolat (or at least, if he is, it seems he is from a different faction than Kage).
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DSalazar reacted to Doji Hyōkin in The Careful Gardener
Shazang! The look into Ujiaki was worth the wait.
So much of what has happened in the Empire is driven entirely by the mutual resentment Yoshi, Kachiko, and Ujiaki have for each other.
Also, I’m not sure Ujiaki made the deal he thinks he did.
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DSalazar got a reaction from neilcell in Musician’s aid
Then again, I am a GM that is extremely loose with how distinctions and passions (and adversities and anxieties) are used as long as it is with the proper Ring. So, having a Culture [Water] roll to realize that a given song is a parody (or plagiarism) is valid for the Biwa Prodigy distinction.
On the same idea, rolling Courtesy (Fire) to convince someone that song A is more passionate than song B could work for the Music passion as well.
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DSalazar got a reaction from Kiso in Musician’s aid
I can think of something like:
Music (Fire)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Music passion:
- You can always identify a Rokugani musical instrument or at least how to play it if it’s gaijin made.
- After performing a check to stir an audience with your song (such as a Perform [Fire] check) or to write a new song (with a Composition [Fire] check), you remove 3 strife.
Biwa Prodigy (Water)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Biwa Prodigy distinction:
-You can recognize the material of a biwa (and possibly its maker) just by listening to its melodies.
-When making a check to tune a biwa (such as a Artisan [Water] check) or to put your Audience at ease (with a Perform [Water] check), you may reroll up to two dice.
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DSalazar got a reaction from FelixFenix in The (Hopefully) Big List of Advantages and Disadvantages
So, as @FelixFenix asked for it and apparently there's no thread for this. I am putting this one here where we can list our homebrew advantages and disadvantages.
Advantages
Distinctions
Absolute Direction (Earth)
Types: Mental
Effects: The following apply to a character with the Absolute Direction distinction:
You have a keen sense of direction and is always capable of retracing your steps unless some kind of sabotage (supernatural or not) interferes with that. You can always tell which direction is north. When performing a check where your sense of direction can be useful (such as a Survival [Earth]) to avoid getting lost in the wilderness, or getting lost at sea (Seafaring [Earth]), you may reroll up to two dice. Balance (Water)
Types: Mental, Interpersonal
Effects: The following apply to a character with the Balance distinction:
You possess an inherent calm and serenity that others have difficulty overcoming when attempting to antagonize or taunt you, and that strengthens you when your honor is tested. When performing a check where your serenity is put to test (such as a Meditation [Water]) to resist becoming enraged, or to realize someone is maliciously taunting you (Sentiment [Water]), you may reroll up to two dice. Bland (Air)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Bland distinction:
You are extremely unremarkable in every regard, and others have a difficult time recognizing you unless you deliberately draw attention to your identity or affiliations. When performing a check to blend in among people (such as a Skulduggery [Air]), or when lying to someone you've met before (Courtesy [Air]) saying that you've never met, you may reroll up to two dice. Clear Thinker (Air)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Clear Thinker distinction:
You possess a sharp mind and keen powers of perception, making it very difficult for others to deceive you. When performing a check to see through someone's lies (such as a Sentiment [Air]), or when looking for weaknesses in an enemy formation (Tactics [Air]), you may reroll up to two dice. Enlightened (Void)
Types: Spiritual
Effects: The following apply to a character with the Enlightened distinction:
Your spiritual journey toward complete harmony with the universe as a whole has begun to reach its destination. When performing a check to understand your place in the universe (such as a Meditation [Void]), or the ramification of your actions on the universe as a whole (Theology[Void]), you may reroll up to two dice. Great Destiny (Void)
Types: Spiritual
Effects: The following apply to a character with the Great Destiny distinction:
The kharmic cycle has some great purpose in store for you, and the Celestial Order will conspire to keep you alive, no matter what, until your destiny can be fulfilled. When performing a check to survive a killing blow (Fitness [Void]), or to understand your fate (Meditation [Void]), you may reroll up to two dice. Heart of Vengeance (Fire)
Types: Interpersonal
Effects: The following apply to a character with the Heart of Vengeance distinction:
One Clan has earned your eternal, undying hatred, and nothing will ever quench your rage. Select one Clan or other faction (such as the Brotherhood of Shinsei or one of the Imperial families) when purchasing this Advantage. When performing a check to strike relentlessly a member of your hated faction (Martial Arts [Fire]) , or to insult a member of it (Command [Fire]), you may reroll up to two dice. Leadership (Fire)
Types: Interpersonal
Effects: The following apply to a character with the Leadership distinction:
You have an innate knack for leading and inspiring others. When performing a check to restore the morale of your troops (Command [Fire]) , or to get someone to ignore the risks before them (Courtesy [Fire]), you may reroll up to two dice. Musical Prodigy (Water)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Musical Prodigy distinction:
Choose one instrument with which you are a prodigy. You can recognize the material of the instrument (and possibly its maker) just by listening to its melodies. When making a check to tune the instrument (such as an Artisan [Water] check) or to put your Audience at ease while playing the chosen instrument (with a Perform [Water] check), you may reroll up to two dice. Silent (Air)
Types: Physical
Effects: The following apply to a character with the Silent distinction:
You have a natural talent for moving silently at all times. When making a check to silently evade guards (such as a Skulduggery [Air] check) or to ambush someone (with a Martial Arts [Air] check), you may reroll up to two dice. Voice (Water)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Voice distinction:
You have a voice that others find pleasing in virtually every respect. When making a check where your voice can be considered soothing to calm everyone's emotions (Courtesy [Water]) , or your voice can rapture an audience (Perform [Water]), you may reroll up to two dice. Passions
Koi (Fire)
Types: Mental
Effects: The following apply to a character with the Koi passion:
You can always identify a koi variety and have a keen eye on how to keep and breed them. After performing a check to select potential koi for breeding (such as a Survival [Fire] check) or to design a new koi pond (with a Labor [Fire] check), you remove 3 strife. Music (Fire)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Music passion:
You can always identify a Rokugani musical instrument or at least how to play it if it’s gaijin made. After performing a check to stir an audience with your song (such as a Perform [Fire] check) or to write a new song (with a Composition [Fire] check), you remove 3 strife. Disadvantages
Adversities
Ascetic (Water)
Types: Mental, Interpersonal
Effects: The following apply to a character with the Ascetic adversity:
You have no taste for or interest in material things, and this minimalist attitude has impacted how others view you. When you make a check to acquire gear (such as an Commerce [Water] check to purchase something or a Government [Water] check to procure something), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Black Sheep (Water)
Types: Interpersonal
Effects: The following apply to a character with the Black Sheep adversity:
For whatever reason, your family is completely disgusted with you and your actions. You have not been cast out and made ronin. When you make a check with a member of your household (such as Courtesy [Water] check to ask for help or a Games [Water] check to get your opponent to trust you), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Contrary (Earth)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Contrary adversity:
Your strong will and rigid view of the world insists not only that you develop an opinion on everything, but that you must share it at every opportunity. During any debate or dispute, or even casual discussion, you feel compelled to weigh in and attempt to persuade others to see the matter from your point of view. When you try to convince others of your point of view (such as Courtesy [Earth] check to convince others to listen to you or a Government[Earth] check to argue the correct way of applying a law), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Dark Fate (Void)
Types: Spiritual
Effects: The following apply to a character with the Dark Fate adversity:
There is a destiny of tremendous significance in store for you, and sadly it is not an illustrious one. Before your death, you will usher tremendous darkness into the world in some way. When you act without conscious thought (such as Meditation [Void] check to understand the role Fate has chosen for you or a Martial Arts [Void] check to attack without regard), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Epilepsy (Fire)
Types: Physical, Mental
Effects: The following apply to a character with the Epilepsy adversity:
You possess a rare and poorly understood condition that causes you to experience seizures from time to time, consisting of a trance-like state, rigid muscle spasms, and frothing at the mouth. These are brought on by high stress or flashing lights, such as fireworks displays. You Unmask by Exposing an Opening. When you act in a high stakes situation (such as Martial Arts [Fire] check to attack aggressively during a duel or a Performance [Fire] check to perform in front of someone of significantly higher Status), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Small (Earth)
Types: Physical
Effects: The following apply to a character with the Epilepsy adversity:
You are noticeably smaller than average for a denizen of the Emerald Empire. When your height and reach can be a hindrance (such as Martial Arts [Earth] check to keep your opponent out of reach or a Labor [Earth] check to repair a building), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. Anxieties
Frail Mind (Earth)
Types: Mental
Effects: The following apply to a character with the Frail Mind anxiety:
You have difficulty concentrating, even when focusing your attention on an opponent. After performing a check to keep yourself focused on the task at hand (such as a Meditation [Earth] check to generate initiative in a duel or a Culture [Earth] check researching a particular subject), you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point. Lost Love (Air)
Types: Mental
Effects: The following apply to a character with the Frail Mind anxiety:
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. After performing a check to keep yourself from falling into melancholy after being reminded of your lost love (such as a Meditation [Air] check to resist despair or a Composition [Air] check to add allusions of your loved one in a poem), you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point. Tone-Deaf (Air)
Types: Mental
Effects: The following apply to a character with the Tone-Deaf anxiety:
You are incapable of recognizing melodies or you are too uncouth to care. After performing a check to critique a song (such as a Courtesy[Air] check) or to play an instrument (with a Performance[Air] check), you receive 3 strife. If this is the first time it has occurred this scene, gain 1 Void Point. True Love (Fire)
Types: Mental
Effects: The following apply to a character with the True Love anxiety:
True love in Rokugan can be a wonderful experience, but more often than not it is a disaster, for it is rare for samurai to be allowed to marry for love. After performing a check whenever you are in a position where you must choose between love and duty (such as a Meditation [Fire] check to overcome your own desires or a Composition [Fire] check to write a poem about your loved one), you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point. -
DSalazar reacted to Magnus Grendel in Bandits, Swords and Property Rights
The default title is 'goshi', I believe, according to Emerald Empire.
Often referred to as 'country samurai', and - in remote cases - sometimes a (very) trusted peasant given a few samurai privileges if no actual samurai are available.
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DSalazar reacted to Magnus Grendel in Omamori
Agreed. 'Contentment' feels like something more associated with downtime and narrative scenes than conflicts, anyway.
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DSalazar reacted to Harzerkatze in Omamori
While Celestial Realms provides Omamori for Hotei, Jurojin and Kisshoten, and the latter two are nicely done, I feel like the Boon of Hotei is really problematic.
You remove Strife equal to your Focus value for a Void Point once per game. Since it isn't even declared as an action, my current character would heal 7 Strife for free . That would completely break a duel and is better than the Warrior's Resolve kata without costing any XP.
My solution would be that you can only use the Boon of Hotei out of initiative/Comflict Scenes. So it is useful if you have to reset before a duel, e.g. if you go the D'Artagnan method of challenging multiple people to duels in a row. But in the duel itself, it could not be used.
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DSalazar reacted to Magnus Grendel in Vassal Family Project 2: New Crane Clan Families
For what it's worth, the Hiramori family got their first fairly well fleshed out character in the new background in Poison River - Daidoji Shin's bodyguard is the long-suffering Hiramori Kasami.
She seems to be very good at the noble art of 'inserting pointy bits of metal into people not wearing blue' - in the time it takes Shin to knock one opponent down, grab his knife and turn round with a triumphant "ha-ha!", the fight is already over and she's turned five of his friends into thinly sliced sashimi.... She's also pleasantly cynical and blunt, for a Crane, informing him when he calls on her to intervene that his grandfather is her lord, not him, he started the bar fight of his own free will, and that - provided the other participants 'play nice' and stick to kicking the snot out of him in a non-permanently-damaging fashion rather than using blades, she's happy to let them. She would, of course, feel compelled to avenge any permanent harm. Sadly, they feel differently, try to go for both of them with knives, and regret it. Apparently the Uebe marshes have a detectable rural accent - which even Kasami's formal education hasn't entirely smoothed the edges off. -
DSalazar reacted to Magnus Grendel in Musician’s aid
Make sure to give someone else the Tone Deaf adversity.
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DSalazar got a reaction from Magnus Grendel in Musician’s aid
Sure, they are all under free license 😁.
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DSalazar got a reaction from neilcell in Musician’s aid
I can think of something like:
Music (Fire)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Music passion:
- You can always identify a Rokugani musical instrument or at least how to play it if it’s gaijin made.
- After performing a check to stir an audience with your song (such as a Perform [Fire] check) or to write a new song (with a Composition [Fire] check), you remove 3 strife.
Biwa Prodigy (Water)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Biwa Prodigy distinction:
-You can recognize the material of a biwa (and possibly its maker) just by listening to its melodies.
-When making a check to tune a biwa (such as a Artisan [Water] check) or to put your Audience at ease (with a Perform [Water] check), you may reroll up to two dice.
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DSalazar got a reaction from Myrion in Musician’s aid
I can think of something like:
Music (Fire)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Music passion:
- You can always identify a Rokugani musical instrument or at least how to play it if it’s gaijin made.
- After performing a check to stir an audience with your song (such as a Perform [Fire] check) or to write a new song (with a Composition [Fire] check), you remove 3 strife.
Biwa Prodigy (Water)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Biwa Prodigy distinction:
-You can recognize the material of a biwa (and possibly its maker) just by listening to its melodies.
-When making a check to tune a biwa (such as a Artisan [Water] check) or to put your Audience at ease (with a Perform [Water] check), you may reroll up to two dice.
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DSalazar reacted to FelixFenix in Musician’s aid
I love both the passion and the distinction DSalazar!!!! 👍
I’m writing these down!
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DSalazar got a reaction from FelixFenix in Musician’s aid
Then again, I am a GM that is extremely loose with how distinctions and passions (and adversities and anxieties) are used as long as it is with the proper Ring. So, having a Culture [Water] roll to realize that a given song is a parody (or plagiarism) is valid for the Biwa Prodigy distinction.
On the same idea, rolling Courtesy (Fire) to convince someone that song A is more passionate than song B could work for the Music passion as well.
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DSalazar got a reaction from Harzerkatze in Musician’s aid
I can think of something like:
Music (Fire)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Music passion:
- You can always identify a Rokugani musical instrument or at least how to play it if it’s gaijin made.
- After performing a check to stir an audience with your song (such as a Perform [Fire] check) or to write a new song (with a Composition [Fire] check), you remove 3 strife.
Biwa Prodigy (Water)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Biwa Prodigy distinction:
-You can recognize the material of a biwa (and possibly its maker) just by listening to its melodies.
-When making a check to tune a biwa (such as a Artisan [Water] check) or to put your Audience at ease (with a Perform [Water] check), you may reroll up to two dice.
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DSalazar reacted to Magnus Grendel in Bandits, Swords and Property Rights
Even if they have broadly similar status, the jisamurai is a full member of the clan, and, lacking anyone more senior, is legally the proxy for their clan champion.
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DSalazar got a reaction from The_Shaman in Bandits, Swords and Property Rights
I am almost certain a ji-samurai have the higher status, no? Even if they are not part of the same hierarchical structure, this kind of number comparison can work when in doubt. I mean, sure a rōnin is a disgraced samurai and a ji-samurai is an elevated peasant, so the hubris of the former can affect relations but in the end, you can argue that the ji-samurai has authority over all this and they may be willing to look the other way or not.
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DSalazar got a reaction from Magnus Grendel in Bandits, Swords and Property Rights
I am almost certain a ji-samurai have the higher status, no? Even if they are not part of the same hierarchical structure, this kind of number comparison can work when in doubt. I mean, sure a rōnin is a disgraced samurai and a ji-samurai is an elevated peasant, so the hubris of the former can affect relations but in the end, you can argue that the ji-samurai has authority over all this and they may be willing to look the other way or not.
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DSalazar reacted to Magnus Grendel in You Know You're Playing Legend of the Five Rings When...
That one player who took a maho technique via their heritage choice:
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DSalazar reacted to Magnus Grendel in Bandits, Swords and Property Rights
Ultimately, it depends on the samurai- and their Lord. Theoretically, a goshi has absolute authority over the village for anything which doesn't contravene imperial law, clan law, or specific orders or policies set by their Lord.
Whether they think their Lord would rule on the matter of weapons if they were told about it depends on the personalised involved.
We actually had something similar in a campaign I ran, and in that one the village leader basically used the weapons to pay for repairing some of the damages, selling them to the Kaiu Wall garrison, who always need more weapons and armour.
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DSalazar got a reaction from The_Shaman in Bandits, Swords and Property Rights
YMMV
But the way I would do it, if the players are still there by the taw, they could end up being invited into the clan in a probationary or even permanent manner. If that’s the case, them getting first spoils would be proper.
Even if they are not invited into the clan, the Dragon are pragmatic enough to allow them “payment in weapons” for saving the village and leave them be. Then again, individuals may differ and the Kitsuki Magistrate might decide to hunt them down for “stealing Clan weapons”.
