Showing posts with label Hiruma Zai. Show all posts
Showing posts with label Hiruma Zai. Show all posts
Part I: Core Identity (Clan and Family)
1. What clan does your character belong to?
CRAB
Ring Increase: +1 Earth
Skill Increase: +1 Fitness
Status: 30

2. What family does your character belong to?
HIRUMA
Ring Increase: +1 Water
Skill Increases: +1 Skulduggery, +1 Survival
Glory: 39

Part II: Role and School
3. What is your character’s role and school?
Hiruma Scouting School
Ring Increases: +1 Air, +1 Water
Skill Increases: +1 Fitness, +1 Martial Arts (Melee), +1 Martial Arts (Ranged), +1 Tactics, +1 Survival
Techniques Available: Kata, Rituals, Shuji
Starting Techniques: Pelting Hail Style, Striking as Water
Honor: 35
School Ability: Flickering Flame Skirmisher.  After attacking, change Stance to increase TN of attacks by creatures with Silhouette greater than 2 by School Rank (1).
Starting Outfit: Traveling clothes, ashigaru armor, daisho (katana & wakizashi), yumi (bow) and quiver of arrows, knife, finger of jade, traveling pack.

4. How does your character stand out within their school? 
Thoughtfulness, Calm, Stoic
Ring Increase: +1 Earth

Part III: Honor and Glory
5. What is your character’s duty to their lord?
GIRI: Scout potential enemies of the clan and report them to proper superiors.

6. What does your character long for?
NINJO: To hunt down the killers who murdered his parents.

7. What is your character’s opinion of their clan? 
Agree with their worldview.
+5  Glory

8. What does your character think of Bushido? 
Not particulary useful versus the horrors of the Shadowlands.
Bonus skill: +1 Medicine

Part IV: Strengths and Weaknesses
9. What is your character’s greatest accomplishment so far?
He is being considered to be one of the better archers in the Clan.
Distinction advantage: Keen Sight (Water)

10. What holds your character back the most in life?
His face and body were slashed and burned by the killer(s) during the night of his parents' murder.
Adversity disadvantage: Maimed Visage (Air)

11. What activity makes your character feel at peace?
Discovering/Learning new things and finding out what's behind the next door.
Passion Advantage: Curiosity (Fire)

12. What concern, fear, or foible troubles your character the most?
Too much carpe diem mentality.
Anxiety disadvantage: Impatience (Earth)

13. Who has your character learned the most from during their life?
All of his mentors have met horrible ends.
one Mentor Disadvantage: Whispers of Doom (Adversity)
one Mentor Skill: Martial Arts (Ranged) +1

14. What detail do others find most striking about your character?
The cloth mask covering his maimed visage, as well as bandages from his wounds.

15. How does your character react to stressful situations?
He giggles uncontrollably when totally stressed out.

16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?
While he is somewhat shun upon by his fellow Hiruma scouts due to notoriety, he has a good standing with some Kuni Jade shugenjas - sometimes they give him supplies like Medicine kits for his cooperation and sharing of news.

Part VI: Ancestry and Family
17. How would your character’s parents describe them?
His parents had always taught him to have courage and be kind.
Skill increase: +1 Sentiment

18. Who was your character named to honor?
He was named after an ancestor who won a battle by whittling down the enemy with archery, albeit the victory was notorious because he continued to shoot even when the enemy had already surrendered.
Samurai Heritage result: 6-Ruthless Victor (-5 Honor), 7-Martial Arts (Ranged) +1

19. What is your character’s personal name?
Zai.

Part VII: Death
20. How should your character die?
In mortal combat with his parents' killers, hopefully taking them down with him.
Zai is a Crab Clan samurai from the Hiruma family.  He graduated from the Hiruma Scouting School as a bushi, and is tasked with patrolling the outer regions of the Crab lands near the Shadowlands border to report any monster activities.

His parents were murdered before his eyes when he was a child, and his face and body was burned and scarred by the killers during this ordeal.  While he doesn't admit it (yet), he is beginning to be consumed by an overwhelming anger to get revenge on the killers.

Due to his maimed visage, he is shunned by other scouts and he usually patrols the wilderness alone.  He has some acquaintances in the Kuni shugenja however, and they provide him with additional supplies from time to time in exchange for news.

MAIN STATS:




DERIVED ATTRIBUTES:
ENDURANCE (Earth+Fire) x 2 = 8
COMPOSURE (Earth+Water) x 2 = 12
FOCUS (Air+Fire) = 3
VIGILANCE (Air+Water) / 2 = 3

SKILLS:
Fitness [Martial] +2
Martial Arts (Melee) [Martial] +1
Martial Arts (Ranged) [Martial] +3
Tactics [Martial] +1
Medicine [Scholar] +1
Sentiment [Scholar] +1
Skulduggery [Trade] +1
Survival [Trade] +2



PERSONALITIES, HABITS, and QUIRKS:
When he loses Composure, he giggles uncontrollably until he can recover himself.

MENTOR ADVANTAGE/DISADVANTAGE:
All of his mentors have died of horrible causes.
Martial Arts (Ranged) +1 
Whispers of Doom (Adversity) - Zai is shunned by his peers because of rumors that anyone associated with him meets a horrible end.  He must reroll two Success dice during interactions of preconceptions, forming associations, and trying to convince the other party to take his advice. (On a fail, gain 1 Void point.)

SCHOOL ABILITIES and TECHNIQUES:
(Hiruma Scouting School.  RANK 1.)
a) School Ability: Flickering Flame Skirmisher.  After performing an Attack action, Zai may change his Stance.  If he does, this increases the TN of Attack checks made against him by creatures of Silhouette greater than 2 by his School Rank until the start of his next turn.
b) Kata: Pelting Hail Style.  Spend Opportunity from a Martial Arts (Ranged) check to cause a number of characters to receive Strife equal to the weapon's base damage.
c) Kata: Striking as Water.  Spend Opportunity from a Martial Arts check to treat the target's Physical Resistance as 1 lower per Opportunity spent.

EQUIPMENT:
Traveling clothes, Ashigaru armor, Daisho (Katana & Wakizashi), Yumi (bow) and quiver of arrows, knife, finger of jade, traveling pack, Medicine kit.  3 Koku.