Tonpa L5R Shimazu Kiriko

Shimazu Kiroko

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STATUS 25 GLORY 41 HONOR 40 WEALTH 7 Koku
ENDURANCE: 8 COMPOSURE: 8 FOCUS: 5 VIGILANCE: 3

RINGS

EARTH [ 1 ] Restore, Reason, Recall, Withstand, Produce
WATER [ 3 ] Adapt, Charm, Survey, Shift, Exchange
FIRE [ 3 ] Invent, Incite, Theorize, Overwhelm, Innovate
AIR [ 2 ] Refine, Trick, Analyze, Feint, Con
VOID [ 1 ] Attune, Enlighten, Sense, Sacrifice, Subsist

SKILLS

[Artisan Skill] Restore (Earth), Adapt (Water), Invent (Fire) Refine (Air), Attune (Void)
AESTHETIC [ 1 ] (Question 18)

[Martial Skills] Withstand (Earth), Shift (Water), Overwhelm (Fire), Feint (Air), Sacrifice (Void)
FITNESS [ 1 ] (Question 3)
MARTIAL ARTS [Melee] [ 1 ] (Question 3)

[Scholar Skill] Recall (Earth), Survey (Water), Theorize (Fire), Analyze (Air), Sense (Void)
CULTURE [ 1 ] [EXP 2]
MEDICINE [ 1 ] (Question 8)
THEOLOGY [ 3 ] (Question 3) [EXP 10]

[Social Skill] Reason (Earth), Charm (Water), Incite (Fire), Trick (Air), Enlighten (Void)
COURTESY [ 1 ] (Question 17)
PERFORMANCE [ 1 ] (Question 7)

[Trade Skill] Produce (Earth), Exchange (Water), Innovate (Fire), Con (Air), Subsist (Void)
COMMERCE [ 1 ] (Question 2)
SEAFARING [ 1 ] (Question 1)
SURVIVAL [ 1 ] (Question 2)

++1. What clan does your character belong to?
The Mantis Clan Ring Increase: +1 Water; Skill Increase: +1 Seafaring; Status: 25

What does your character know?
All Mantis Clan characters have a greater awareness of the following topics:
$$ You have a general awareness of the politics of Crane and Crab lands, as well as ports many Mantis call home, such as Tempest Island and Thunder Dragon Bay.
$$ You know many basic facts of life about lands accessible by sea, such as the Isles of Silk and Spice, as well as foreign lands like the Ivory Kingdoms.
$$ You know at least some words from foreign languages such as Ivindi, Myantu, and Portuga, and might even be fluent.
$$ You know how to make yourself useful aboard a ship, and are used to shipboard life.

What Does Bushidō Mean to Your Clan?
The Mantis believe that everyone must prove themself—higher station of birth carries certain benefits, but comes with an expectation that an individual will achieve greater heights to match. Even the lowliest member of the clan can advance if they serve exceptionally. Courage (Yu) holds a special place for the Mantis.
Most members have ancestors who were born as commoners or fell from grace, so the Mantis is more tolerant of foibles than other clans. The Bushidō tenet of Honor (Meiyo) is less important to members of the Mantis Clan.

2. What family does your character belong to?

The Shimazu Family
Ring Increase: +1 Fire or +1 Water; Skill Increases: +1 Commerce, +1 Survival; Glory: 36 Starting Wealth: 7 koku
For complicated historical reasons, the Mantis do not have a family name. Its samurai all belong to the Mantis Clan fleet, however, and so they take their names from the kobune ships they sail with. Tsuraikaze no Kudaka (Kudaka of the Bitter Wind) or Susano-o no Hitoshi (Hitoshi of the Susano-o) are how they style themselves, changing their names as they sign on with different crews. Those Mantis who stay on land are known by the port where they live, such as Kinushima no Miaka or Tokigogachu no Tōya.

3. What is your character’s school, and what roles does that school fall into?

Storm Fleet Tide Seer [Shugenja]
The tenkinja are priests of the tide, trained in the ways of reading the sea and appeasing the kami of wave and storm. These seers have served the Mantis Clan for generations, and without their blessing at the outset of a journey, even the most seasoned of Mantis sailors are uneasy to take to the open ocean. As with most Mantis traditions, the tenkinja have no formal center of learning, instead training individual apprentices during their journeys and periodically congregating in the Isles of Silk and Spice to share the wisdom they have attained.
Rings: +1 Air, +1 Water; Starting Skills (choose three): +1 Commerce, +1 Fitness, +1 Games, +1 Labor, +1 Martial Arts [Melee], +1 Seafaring, +1 Theology; Honor: 40
Techniques Available: Air and Water Invocations (), Rituals (), Shūji ()
Starting Techniques:
$$ Invocations: Dominion of Suijin, Tempest of Air
$$ Invocations (choose one): Bō of Water, Path to Inner Peace, Yari of Air
$$ Rituals: Commune with the Spirits, Divination
Eye of the Storm (School Ability): When an invocation technique you perform would affect "each character" or "each other character" at a specified range, you may exclude a number of characters up to your school rank from all effects of the invocation except for spiritual backlash (see page 190 of the core rulebook).

Starting Outfit: Sailor’s garb, wakizashi (short sword), knife, any one weapon of rarity 6 or lower, traveling pack, divination set (cards, shells, or dice).

Butterfly Sword
Short, slashing blades often designed with hooks above the guard, these blades are extremely versatile—easily concealed on one’s person, offensively and defensively potent, and useful as a tool. Often wielded in pairs and usually custom-made for an individual wielder, butterfly swords are a favorite of many Mantis sailors.

Sanctified Robes Physical 1, Supernatural 3 Ceremonial 7 4 koku
Wakizashi [Melee] 0–1 3 5 1-hand: – 2-hand: Deadliness +2 Ceremonial, Razor-Edged 7 15 koku
Knife [Melee] 0 2 4 1-hand: –2-hand: Deadliness +2 Concealable, Mundane, Razor-Edged 1 1 koku

Wakizashi
Whereas the katana represents a samurai’s status as a warrior, the wakizashi represents their place in Rokugan’s social order and strict caste system. The wakizashi is a small, katana-like sword usually two to three feet in length, with the
same flexible blade and lethal edge. It is often made as part of a pair, with the same decorations as its matched katana. The wakizashi also fills another role: it clearly signals that its wearer is a samurai, and a person of honor who will make the ultimate sacrifice for their ideals and their master. It is the tool with which a samurai commits seppuku: ritual suicide, the last protest of an aggrieved and honorable samurai.

TRAVELING PACK
When a character’s starting outfit refers to a traveling pack, it refers to an assortment of items carried within a furoshiki, or decorative wrapping cloth.
Traveling packs consist of the following:
Blanket, bowl, chopsticks, four days of travel rations, flint and tinder, and any three other items of the player’s choice that are rarity 4 or lower.

Pillow Book
This is a small, loosely bound, cheaply
made book written in a genre some samurai consider insufficiently serious, such as romance, adventure, or poetry. A pillow book can also be an account of a famous person’s life or an adaptation of a diary. Occasionally, important literary or academic works are converted to pillow books to make them more portable. (Cost: 3 zeni. Rarity: 2.)

Medicine Kit
This is a simple first aid kit that contains all the necessary items to treat many kinds of injuries. A typical kit contains needle and thread, cloth bandages, herbal disinfectants, various balms and tinctures, and other healing items. (Cost: 1 bu. Rarity: 3.)

Umbrella
Normally made of wicker and silk, umbrellas keep both the sun and the rain off of those who carry them. Stories tell of umbrellas being used as improvised weapons by masters of the sword, though such fantastical feats would prove difficult for most to replicate. (Cost: 2 bu. Rarity: 4.)

RITUALS AND INVOCATIONS

Commune with the Spirits Rank 1
Activation: As a downtime activity or Support action, you may make a TN 1 Theology check using Air, Earth, Fire, Water, or Void to appeal to nearby spirits of that Element (appeal to the departed, such as ancestor spirits, and other non-elemental supernatural presences, if using Void) for aid.
Effects: If you succeed, choose and receive one of the following boons from the spirit or spirits you contacted:
$$ Sense the Kami: Detect all spirits and uses of their magic by shugenja within a number of range bands equal to the ring you used plus your bonus successes.
$$ Spiritual Knowledge: Learn one fact the spirits know about the area.
$$ Elemental Gift: The kami deliver a small amount of the Element in question to you. For instance, a prayer to a water kami might cause it to begin raining lightly, for a short time, but it might also cause you to run across a stream, or even find groundwater. In contrast, a prayer to fire kami might bring forth a small shower of sparks, while a prayer to an air kami might elicit a gust of wind. Praying to an earth kami might cause you to stumble across a large stone,
or find a small patch of arable ground amid a wasteland. Prayers to the ancestors may allow the petitioner to find something that belonged to an ancestor in a time of need.
New Opportunities
: Reduce the TN of your next check to interact with or appeal to kami or supernatural presences of this Element by 1.
+: If you succeed, receive one additional boon per
 spent this way. Each boon can only be received one time per activation.

Divination Rank 1
The ritualist peers into a character’s future, ascertaining their fate from the patterns of the stars, the char marks upon animal bones, the placement of cast shells, or other omens they can read.
Activation: As a downtime activity, you may make a
TN 2 Theology (Void) check targeting one character to see glimpses of their future.
Effects: If you succeed, choose one of the following omens that you see in the target’s near future:
$$ Omen of the Azure Dragon: The next time the target performs a check using a skill from the Artisan skill group this game session, the target adds a kept  set to an   result.
$$ Omen of the Black Tortoise: The next time the target performs a check using a skill from the Scholar skill group this game session, the target adds a kept  set to an   result..
$$ Omen of the White Tiger: The next time the target performs a check using a skill from the Martial skill group this game session, the target adds a kept  set to an   result.
$$ Omen of the Vermilion Bird: The next time the target performs a check using a skill from the Social skill group this game session, the target adds a kept  set to an   result.
$$ Omen of the Weaver and the Cowherd: The next time the target performs a check using a skill from the Trade skill group this game session, the target adds a kept  set to an   result.
If you fail, the GM chooses one of the above omens instead. The target cannot receive another divination until the next game session.
New Opportunities
: If you fail, an additional omen appears to you after the first. Choose one of the above omens in addition to the one the GM chose.

Tempest of Air Rank 1
Stormy Vial (Alchemy), Howl of Isora (Fortunist), Flap of the Wyvern's Wings (Foreign)
The shugenja beseeches the air spirits to lash out all around them, calling buffeting winds to push foes backward or even hurl them to the ground. Activation: As an Attack action, you may make a TN 3 Theology (Air) check targeting each character at range 2–3.
Effects: If you succeed, blasts of wind smite each target. Each target suffers supernatural damage equal to your Air Ring and must resist with a TN 4 Fitness check (Earth 5, Fire 2) or suffer the Disoriented condition.
New Opportunities
Air +: Each target who fails their Fitness check is also pushed 1 range band away from you per  spent this way.

Dominion of Suijin Rank 1
Iuchi's Window (Ancestral), All Rivers Meet Again
(Elemental), Spies of the Garden Pond (Foreign) A shugenja deeply attuned to the kami of water can see other places in watery reflections. Incredibly powerful practitioners can even use this reflection to transport themself and others to the desired place
through the water—even if they arrive slightly damp.
Activation: As a Movement and Scheme action, you may make a TN 2 Theology (Water) check targeting one position containing a body of water at range 0–1. Effects: If you succeed, you scry in the ripples. The target body of water displays an image of a second body of water of your choice and its surroundings as if the onlooker were just below the surface. This second body of water must be at range 0–6 of the target position, and you must have concrete knowledge of a specific body of water to use it this way.
New Opportunities
Water : In addition to being able to see out the other pool of water, you can hear (very muffled) noises.
Water : Only you can see the vision; to others, the pool of water shows no images.
Water : The location you see can be any distance from you (but must still be familiar).
Water  : You may use clouds, fog banks, snow, or sheets of ice as bodies of water for this technique.
Water   : In addition to being able to see out of the other body of water, you and a number of other characters up to your Water Ring may pass through the temporary portal you have created to the other location. The trip is always one way for a given use of the technique, and you always arrive soaked.

Path to Inner Peace Rank 1
Jurōjin's Kiss (Alchemy), Trancendence of Asak o (Ancestral), Touch of the Hot Springs (Elemental)
By communing with the water kami that dwell within the body, a shugenja can right imbalances and correct the flow of ki, speeding the recovery of stamina dramatically.
Activation: As a Support action, you may make a TN 2 Theology (Water) check targeting yourself or another character at range 0–2.
Effects: If you succeed, you mend your target’s exhausted muscles. The target removes fatigue equal to your Water Ring plus your bonus successes. Each target cannot be affected by the Path to Inner Peace invocation again until the end of the scene.
New Opportunities
Water : Choose one of the following conditions: Bleeding, Dazed, Disoriented, or Lightly Wounded. Remove that condition from each target.
Water : Your target also removes strife equal to your bonus successes.

4. How does your character stand out within their school?

Creativity, passion, or drive (+1 Fire Ring):

5. Who is your lord and what is your character’s duty to them?

Shimazu Tadahisa - Trade

6. What does your character long for, and how might this impede their duty?

Roots

7 What is your character’s relationship with their clan?

Performance

8 What does your character think of Bushidō?

Medicine

9 What is your character’s greatest accomplishment so far?

Dangerous Allure (Fire)
Types: Physical, Interpersonal
Effects: The following apply to a character with the Dangerous Allure distinction:
$$ You always make an impression, and NPCs remember your name and face after interacting with you for one or more scenes (unless you take pains to disguise yourself).
$$ When performing a check for which your good looks are a benefit (such as a Command [Fire] check to get someone to act in spite of the possible consequences or a Performance [Fire] check to incite emotion in someone), you may reroll up to two dice.

10. What holds your character back the most in life?

Bluntness (Air)
“You look terrible, my lord.”
Types: Interpersonal
Effects: The following apply to a character with the Bluntness adversity:
$$ You have difficulty expressing things indirectly, and you overlook insinuations and implications in the statements of others unless they are pointed out to you directly.
$$ When you make a check to create or interpret subtext (such as a Design [Air] check to select a wardrobe that conveys the proper subtle message to your intended recipient or a Sentiment [Air] check to read someone’s unstated feelings), you must choose and reroll two dice containing  or . After resolving the check, if you failed, you gain 1 Void point.

11. What activity Most makes your character feel at peace?

Fashion (Fire)
Types: Interpersonal, Mental
Effects: The following apply to a character with the Fashion passion:
$$ You always know the current trends in your home region, and you can identify what is in vogue (and how to take advantage of that fact) in a new place after spending one or more scenes there.
$$ After performing a check to interact with clothes, jewelry, or other worn works of art (such as a Culture [Fire] check to theorize about what others might wear at the next Winter Court or a Design [Fire] check to create a stunning work), you remove 3 strife.

12. What concern, fear, or foible troubles your character the most?

Materialism (Void)
Types: Mental
Effects: The following apply to a character with the Materialism anxiety:
$$ You are obsessed with physical possessions and objects, despite what the Tao of Shinsei says about such material earthly bonds. You cannot refuse gifts of rarity 3 or higher.
$$ After performing a check to give up a physical object in your possession or other thing of value (such as a Government [Void] check to find a way to sacrifice a holding to gain a political advantage over a rival), you suffer 3 strife. If this is the first time this has occurred this scene, you gain 1 Void point.

13. Who has your character learned the most from during their life?

Benten’s Blessing (Air)
Types: Interpersonal, Spiritual
Effects: The following apply to a character with the Benten’s Blessing distinction:
$$ After interacting with a character for one or more scenes, you know with certainty whether they are open to your romantic aspirations or if they are categorically uninterested.
$$ When performing a check for which the favor of the Fortune Benten is a benefit (such as an Aesthetics [Air] check to say something insightful about a piece of art or a Courtesy [Air] check to convince someone of your positive qualities), you may reroll up to two dice.

14. What do people notice first upon encountering your character?

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red garment

15. How does your character react to stressful situations?

Move like water or flame

16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?

Red Robes of Priest from Monks

17. How would your character’s parents describe them?

Courtesy

18. Who was your character named to honor?

3:2 Aesthetics

19. What is your character’s personal name?

Shimazu Kiriko

20. How should your character die?

Family

ADVANCE TYPE

RANK 1 RANK 2 RANK 3 RANK 4 RANK 5
Scholar Skills. Trade Skills Scholar Skills Trade Skills. Scholar Skills
Fitness Fitness Performance Command Courtesy
Labor Tactics Seafaring Games Seafaring
Seafaring Theology Survival Theology Survival
Rank 1 Water Shūji Rank 1–2 Air Invocations Rank 1–3 Rituals. Rank 1–4 Water Invocations. Rank 1–5 Void Shūji
= Summon Fog = Hand of the Tides = Fury of Osano-wo = Wrath of Kaze-no-Kami Ever-Changing Waves
Reflections of P’an Ku Call upon the Wind Osano-wo’s Boast Rise, Water Rise, Air

Storm Surge (Mastery Ability): When you perform an invocation that smites one or more targets, treat each target’s supernatural resistance as 1 lower per kept  symbol on the check.

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