Advantages and Disadvantages
Here is the complete list of all Advantages and Disadvantages in the game
Advantages
| A Heart of Vengeance (Way of the Scorpion) | |||||||||||||||||||||||||||
3 points
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Pick a clan, any clan (should be a Great
Clan). For some reason or another, members of that clan will always draw
your wrath. Whenever you are using any skill against a member of that
clan, you always keep an additional die.
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| Absolute Direction (L5R RPG) | |||||||||||||||||||||||||||
1 point
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This character never gets lost. He adds two
dice to any rolls involving direction, mapping, or finding his way out
of a Shadowlands crypt.
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| Allies (L5R RPG) | |||||||||||||||||||||||||||
Variable
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You are connected. For every 2 points you
spend on Allies, you can gain a single Minor Ally, and for every 4 you
can gain a Major Ally. Minor Allies are folks you can get you legal
things like food, shelter and perhaps a small amount of money. A Major
Ally can get you things that are slightly less easy to acquire - like
fake travel papers, audience with a daimyo or a quick midnight ride out
of the Province.
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| Ambidextrous (L5R RPG) | |||||||||||||||||||||||||||
3 points
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This character may use both hands without
penalty. Any character who does not invest in Ambidexterity rolls two
fewer dice when using his off-hand.
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| Balance (Way of the Lion) | |||||||||||||||||||||||||||
4 points
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You have the ability to remain neutral - even
level-headed - regardless of your inner emotional state. You ignore any
comments designed to taunt you or make you react. In game terms, this
means you ignore any modifiers to your Honor roll. Also, during Iaijutsu
duels, you may raise a number of times up to your Void + 2. Matsu
characters may not purchase this advantage.
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| Benten's Blessing (L5R RPG) | |||||||||||||||||||||||||||
3 points
2 for Crane |
People are attracted to you. It may be your
looks or your charm, or it may be both. You just have that certain
"something." Whenever you make a roll involving persuasion, keep an
additional die (two if they are attracted to you already).
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| Blackmail (L5R RPG) | |||||||||||||||||||||||||||
Glory of blackmailee
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You have a bit of information, or evidence,
that you can hold over someone's head. Because of this information, you
can gain advantages over the guilty party. The cost of this advantage is
equal to the Glory Rank of the individual. This advantage costs one
point less than usual for Scorpion Clan characters. Keep in mind that
no one likes to be blackmailed...
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| Bland (Way of the Phoenix) | |||||||||||||||||||||||||||
2 points
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Characters who bland by nature tend to be
unassuming, quiet folk with average build and features. Because they
are not striking in any way, it is easy to forget their name and
appearance. They have no real distinguishing features, and many people
simply look away when they pass nearby. Being bland is both an advantage
and a disadvantage; someone who is bland has a greater chance of being
ignored when disguised or not wishing to be noticed, but they also have a
smaller chance of being noticed for recognition or award by their
daimyo.
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| Blissful Betrothal (Kyuden Kakita) | |||||||||||||||||||||||||||
3 points
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Your character is betrothed, and couldn't be
happier about it. Maybe your spouse is rich or well-connected, or maybe
you're just lucky enough to have found true love. For one reason or
another, the marriage works to benefit of both sides. You gain a
significant political connection to your betrothed's family, and may
purchase one of the following Advantages for two points less: Gentry, Wealth, Social Position, Ear of the Emperor, True Friend (with your betrothed only), or Kharmic Tie
(with your betrothed only). Note that you do not receive either of
these benefits until after the wedding ceremony, which will take place
within one year. Of course, such a wonderful match doesn't come without
its drawbacks. You'll have to see to your spouse's welfare, and
disgruntled suitors may eye your happy new home with jealousy. Be on
your guard.
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| Blood of Osono-wo (Way of the Crab) | |||||||||||||||||||||||||||
3 points
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You are a descendent of the great Osano-Wo,
the Crab warrior whose stamina and battle fury rivaled that of the
elements themselves. His blood has rendered you resistant to cold, heat,
and extremes of temperature. You cannot be harmed by any naturally
occurring weather-related phenomena and always succeed at any Stamina
checks involving temperature changes.
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| Bloodlines (L5R RPG) | |||||||||||||||||||||||||||
5 points
Kitsu only |
You are the confluence of several pivotal
bloodlines within the clan. The voices of your ancestors come to you
without effort, at times to the point of annoyance. All spells and
abilities involving any of your clan's ancestors directly keep an
additional two dice, and Ancestors cost you only half their original
value in Character Points. Your ancestors check up on you from time to
time, however, and they frequently drop in at inconvenient times.
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| Cadence (Way of the Crane) | |||||||||||||||||||||||||||
3 points
Crane only |
This is the secret language of the Crane
artisans, capable of encoding detailed information into song, speech, or
painting. Certain mythological figures have meanings which can be
deciphered by those who have been taught the Cadence. It is never taught
to a non-Crane, lest their enemies learn the secret of their
exceptional abilities of information gathering. This advantage can be
bought during play if the GM decides a willing Crane mentor can be
found.
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| Chosen by the Oracles (Way of the Phoenix) | |||||||||||||||||||||||||||
5 points
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Occasionally, a child is noticed by the
Oracles and guided gently through their life. While this does not mean
that the person so chosen is destined to become the next Oracle, it
means that the Oracle takes a definite interest in their life and
well-being - to the point of interfering when the individual is not
doing as the Oracle thinks best. Because the Oracles are mystical,
barely-human creatures, their idea of "best" and "worst" can be very
different from our own, and their meddling can be a double-edged sword.
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| Clan Background (Way of the Shinsei) | |||||||||||||||||||||||||||
1 point
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You have some connection to a clan, and may
take its special skills. This advantage is for non-clan members only
(monks and ronin, for example).
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| Clear Thinker (L5R RPG) | |||||||||||||||||||||||||||
2 points
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It isn't easy to trick you. Whenever another character tries to confuse, befuddle, or lie to you, add 10 to their TN.
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| Combat Reflexes (Way of the Lion) | |||||||||||||||||||||||||||
6 points
|
After initiative is rolled, you may switch
places with the character whose action is directly before yours. For
example, if you are third in line for actions this turn, you may switch
places with the person who is second. That person becomes third in line.
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| Correspondence (Kyuden Kakita) | |||||||||||||||||||||||||||
1 point
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You have become friends with someone else in
Rokugan, though you've never met. Pick a character in another clan as
your correspondent, or let your GM pick one. The two of you write
letters to one another often, keeping one another abreast of current
events in your respective domains. Not only does this provide a great
source of information about unknown areas of Rokugan, but if your
letters are well-written, your correspondent may come to consider you a
close ally or confidant. There is only one drawback: if you take longer
than a week to reply to one of your correspondent's letters, even once,
this advantage is lost permanently. You may reestablish communication
with your correspondent, but something fundamental in your relationship
has been lost, and you will never become true friends or allies without
some significant effort on your part.
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| Crab Hands (Way of the Crab) | |||||||||||||||||||||||||||
8 points
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You have a familiarity with many forms of
weapons, and can wield most of them with some degree of effectiveness.
You fight with any weapons you do not have a skill ranking in as if you
had a skill Ranking of 1. This is not a "substitute" for regular skill
Ranks, and all weapons skills must still be purchased as normal.
Example: Hida Shitoki has the Crab Hands advantage, a Kenjutsu Rank 3,
and no Subojutsu Rank. He fights as if he had a Kenjutsu Rank 3 and a
Subojutsu Rank 1. If he purchases Subojutsu through experience, he will
still fight as if he had Rank 1.
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| Crafty (Way of the Scorpion) | |||||||||||||||||||||||||||
3 points
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Quite simply, you are very good at being bad.
You are considered to have at least one Rank in all Low skills, even
skills for which you have not yet purchased a Rank. If, however, you
wish to buy a Low skill you do not have, you must purchase Rank 1 with
Experience Points as normal.
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| Dangerous Beauty (Kyuden Seppun) | |||||||||||||||||||||||||||
2 points
1 for Scorpion |
This is a very different advantage from Benten's Blessing.
A woman (or man) with Dangerous Beauty rolls three additional dice for
the purposes of seduction and other less-than-honorable temptations.
A character who wishes to purchase both Benten's Blessing and Dangerous Beauty must pay an additional 3 Character Points on top of the total advantage price (a total of 8 points, or 7 points for Scorpion and Crane characters). |
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| Daredevil (Way of the Phoenix) | |||||||||||||||||||||||||||
4 points
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People who take the Daredevil advantage are
simply more capable of surviving incredible odds. Whenever this
character does something risky, or performs an impossible feat, the GM
secretly rolls a die. If the die roll is even, the character receives a
+10 bonus to their roll (unknown to the player) for that feat.
Otherwise, there is no benefit from this advantage.
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| Darling of the Court (Kyuden Kakita) | |||||||||||||||||||||||||||
4 points
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Recently, you did something clever or heroic
and the Emperor thanked you personally, to your surprise. You never met
or spoke with the Emperor again. Still, the countless courtiers and
Imperial hangers-on have begun to harry you at ever turn, hoping that
some of the Emperor's favor will rub off on them. It's a bit of an
annoyance at times, but you have to admit it's fun to be popular. For
the next six months, your Glory is effectively two Ranks higher in
social situations, and you may spend 2 experience points to take any of
your sycophants as a permanent Minor Ally
(there is no limit to the number of times you may do this, if you have
enough experience points to spend). After six months, this Advantage
goes away forever. The Minor Allies
you purchases remain loyal, but they no longer hang on your every word
as they did. Everyone just seems to forget your name. Fame is
fleeting. Make the best of it.
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| Death Trance (L5R RPG) | |||||||||||||||||||||||||||
3 points
2 for Lion |
This samurai understands that death has no
hold over him, and has taken the philosophy of bushido to heart. When he
faces death, he enters into a thoughtless trance that gives him great
courage in the face of adversity. A character with Death Trance
automatically succeeds any Fear test.
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| Different School (L5R RPG) | |||||||||||||||||||||||||||
5 points
7 for Minor Clan |
This character did not go to his Clan's bushi
or shugenja school, but was instead an "exchange student" at another
Clan's school. This requires the prospective student's family to cash in
a number of favors, and may have some effect on other's perception of
him; a Crab bushi who studied at the Kakita school would almost
certainly be mocked by his cousins. This advantage may only be taken
once.
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| Ear of the Emperor (Way of the Scorpion) | |||||||||||||||||||||||||||
5 points
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The PC has a (semi-)direct line to the
Imperial court, whether through familial connections, favors, social or
political influence, or simple respect. The terms of the connection must
be clearly defined before a PC with this advantage can be brought into
play, but once it is, the PC may invoke it at any time, gaining a bonus
to their dice rolled in Awareness when "suggesting" things to those in
the Imperial Court. And the best part of this advantage is that,
depending on the circumstances, the PC might not even need to be present
in the courts when it is proposed, relying instead on
easily-manipulated third parties to insinuate the desired information.
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| Elemental Attunement (Way of the Dragon) | |||||||||||||||||||||||||||
1 point
Mirumoto bushi only |
The bushi has spent many years of training
with shugenja. Now he is attuned to the shifts, ebbs, and flows of
elemental energy. With a successful Awareness roll (TN set by GM), the
bushi may detect the use of magic in the immediate area.
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| Elemental Attunement (Way of the Phoenix) | |||||||||||||||||||||||||||
6 points
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Characters with this advantage have a bonus to
their use of one element, and a detriment to their use of another. A
shugenja who is "aligned" with one element is said to "resist" another.
Earth and Air resist each other, as do Fire and Water. For example, a
character with an Elemental Attunement to Fire gains a -5 to all TNs
when he is using that form of magic, but a +5 TN to all Water spells. If
an Earth-Attuned character is being attacked by Earth, his TN to be hit
is considered +5, while if they are being targeted by Air, the TN is
reduced by 5.
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| Elemental Convergence (Way of the Phoenix) | |||||||||||||||||||||||||||
6 points
Ishiken only |
Unlike a standard Innate Ability,
this advantage allows a Void shugenja to use a Void spell a number of
times per day equal to their Void Rank without it counting toward their
total available Void spells. This is accomplished through a dedicated
regimen of constant practice and application, in which the character
studies the complexities of that single method and its various uses. As
every Void method can result in hundreds of possible effects, this
process often takes years to accomplish, and only one Void spell may
ever be considered an Innate Void Ability for any character.
Mastery of a Void spell will not grant this advantage - only the standard benefit of the PC no longer requiring the scroll to cast it. Also, the common Innate Ability advantage may still be purchased or acquired during play for Void spells, and this has the same effect for them as for common spells. |
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| Favor Tables (Way of the Crane) | |||||||||||||||||||||||||||
3 points per rank
|
(Note - these favors may differ from those offered in the 2nd Ed. version of the Way of the Crane.)
This advantage allows the character to begin the game with a few favors
"in his pocket." These favors need to be given a good history and
background, and must be appropriate to the concept of the character
itself. Purchase of this advantage grants the character one initial roll
on the favor tables. It may be purchased up to three times per
character. The point cost for this advantage is the table's rank (1-5)
x3.
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| Forbidden Knowledge (Way of the Phoenix) | |||||||||||||||||||||||||||
1-10 points
Phoenix only |
This advantage is a form of the Inheritance
advantage from the basic RPG. However, other than inheriting a physical
item or ability, the character has some secret knowledge which should
be kept secret from the rest of Rokugan. Because of the reclusive
nature of the Phoenix, family secrets are passed only from one member of
the household to another as death comes to the original holder of the
secret. Such secrets are considered to be the most precious knowledge a
member of that family can hold. Each family is publicly known (within
their clan) to have this secret, although the majority of Rokugan does
not know. This information is jealously guarded by the Phoenix Clan.
This knowledge can be anything from the true ritual to summon an Oni to the location of a Black Scroll, or knowledge of a hidden maho rite dating back to the Tribe of Isawa, before the Empire came to Gisei Toshi. For each point spent on this advantage, the character's secret is more potentially damaging to him and his clan, and he will be more seriously watched by his clan. In any case, members of his clan should be informed that they know he is a holder of some Forbidden Knowledge; NPCs tend to treat the character differently - better or worse, depending on the NPC. |
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| Full-Blood Kitsu Ancestry (Way of the Lion) | |||||||||||||||||||||||||||
6 points
Kitsu Sodan-Senzo only |
Kitsu may not Commune or Summon ancestors
without this advantage. Only full-blood Kitsu, who carry the essence of
the original Kitsu race within them, may attend the Kitsu Sodan-Senzo School.
The gift is powerful, but comes with a terrible price. Full-blooded Kitsu may never cast shugenja spells of any kind, nor may they learn Techniques. Only the effects granted them by their natural talents are available to them. |
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| Gaijin Gear (Way of the Unicorn) | |||||||||||||||||||||||||||
2 points
Unicorn only |
You start the game with a piece of gaijin equipment of your chose. See Appendix 2 of Way of the Unicorn for what is available. You may only purchase this once.
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| Gentry (Kyuden Seppun) | |||||||||||||||||||||||||||
Variable
|
Gentry is too lengthy of an advantage for me
to detail here. If you are interested in playing a samurai with
villages, holdings, or followers, I advise that you examine the Gentry
advantage within Kyuden Seppun, page 95.
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| Great Destiny (L5R RPG) | |||||||||||||||||||||||||||
5 points
|
When this character was born, it may have been
that the stars were aligned just right, or a birthmark was in just the
right shape, but the ancestors smiled and a Destiny was created for this
child. The great wheel moves this character slowly and surely towards
this destiny. If this character takes damage that would kill him, he is
reduced instead to a single Wound at the Unconscious Level. The Seven
Fortunes will only protect a character in this manner once per story.
The GM will decide what the Great Destiny is, but need never reveal it
to the character. Once the Destiny has been fulfilled, these points are
turned into another advantage of the GM's choice.
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| Great Potential (Kyuden Kakita) | |||||||||||||||||||||||||||
3, 8, or 10 points
|
Pick one of your character's skills. The
character is a natural talent in this area, and will one day be a
master. When using this skill, the character may make any number of
raises, unlimited by his Void. This advantage provides no free raises.
Taking Great Potential for any bugei skill, even if it is also
considered part of another skill group, costs 8 points. Taking this
advantage for any other skill costs only 3 points. For 10 points, a
shugenja character may purchase this advantage for a single element, for
use only when casting spells from that element. A character may only
purchase this advantage once.
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| Half-Blood Kitsu Ancestry (Way of the Lion) | |||||||||||||||||||||||||||
3 points
Kitsu shugenja only |
Kitsu may not perform any Ancestral Magic without this advantage or Full-Blood Kitsu Ancestry. Half-Blood Kitsu may only Sense ancestors (see the rules for sensing ancestors under Kitsu Sodan-Senzo).
Half-Blood Kitsu may not attend the Kitsu Sodan-Senzo School. If they attend the Kitsu Shugenja School, their beginning spells are restricted. Instead of receiving 3 Water, 2 Fire, and 1 Earth, they receive 2 Water and 1 Fire. This represents the fact that the character has split his studies, and cannot perform either to its full extent. The shugenja may learn new spells thereafter; however, they may never learn how to Commune or Summon ancestors. Half-Blood Kitsu who do not attend the Kitsu Shugenja School lose their connection to their ancestors, and may no longer Sense them. |
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| Hands of Stone (Way of the Crab) | |||||||||||||||||||||||||||
5 points
|
Crab jiujutsu combat techniques are brutal in
the extreme, and make good use of the Hida's great size. But you are a
prodigy even by their standards. In bare-handed combat, you make keep 2
dice of damage instead of just 1.
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| Heartless (Way of the Scorpion) | |||||||||||||||||||||||||||
2 points
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All attempts to woo or sway your heart to
pleas of compassion, love, or courtesy fall on deaf ears. Any appeal to
your heart shall find it made of stone. Any skills used with Awareness
in such an attempt (such as Seduction, Poetry, Acting, or Sincerity)
need to raise twice in order to be successful.
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| Heisho (Bearers of Jade) | |||||||||||||||||||||||||||
2 points
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Every day of his life, the character expects to die. This is similar to the Death Trance
Advantage in that it grants immunity to the Fear power. In addition,
the character gets a free Raise for noticing traps, concealed weapons,
and other dangers. The problem is, the character is numb and tends to
accepts what comes rather than planning ways out. They have a +5 TN to
all TNs to detect lies or convince another of their sincerity.
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| Higher Purpose (L5R RPG) | |||||||||||||||||||||||||||
2 points
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You have dedicated yourself to a single goal, a
single objective. Whenever you take a step toward achieving your Higher
Purpose, you gain an extra Experience Point at the end of the session.
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| Imperial Spouse (Kyuden Seppun) | |||||||||||||||||||||||||||
2 points
|
In rare cases, a member of the Seppun or Otomo
families marries someone of the Seven Clans, and chooses to join the
household of their spouse. Having an Imperial Cousin as a wife or
husband is a mixed blessing - they will certainly know the events of the
Imperial Court, even as far away as the Phoenix or Crab lands (letters
from the Emperor's family travel rapidly). Also, they will be able to
secure invitations, audiences with the Imperial Advisors or daimyos of
the Imperial Houses, or extra koku and supplies for troubled times.
However, if an Imperial wife is in danger, the families of the Emperor
may choose to take direct action, without considering the wishes of the
husband, his clan, or their alliances. Although she has changed her name
to suit her wedding, a Seppun is always a Seppun. Thus, the character
may be constantly plagued by well-wishers, sycophants, and threats from
the Imperial Families as they make certain that "our cousin is
well-treated."
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| Inheritance (L5R RPG) | |||||||||||||||||||||||||||
Variable
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You have been given an ancestral item of some
sort. This item has been carried by your ancestors and its spirit has
become more powerful than a normal item. The cost in points and the
nature of the item must be agreed upon with the GM, but even a minor
magical item would cost 2 or 3 points. A Clan's Ancestral Weapon or
Armor might cost 20 points or more.
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| Innate Ability (L5R RPG) | |||||||||||||||||||||||||||
3 points
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When a shugenja has gained mastery over a
spell, he is able to complete the incredibly complex sequence of motions
and meditations that are required to appease the spirits and manipulate
the elements without the aid of a scroll. For 3 points, a shugenja can
begin the game with one spell as an Innate Ability. The shugenja no
longer needs to have the spell scroll in front of him to cast the spell.
If the shugenja casts the spell from a scroll anyway, the spell is even
easier and the shugenja is given a Free Raise. A shugenja can have any
number of spells mastered as Innate Abilities, but cannot memorize a
spell unless his Ring Rank plus his School Rank is equal to or greater
than the Mastery Level of the spell.
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| Inner Gift (Way of the Crane) | |||||||||||||||||||||||||||
6 points
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The character with Inner Gift has been blessed
with an uncontrollable talent, perhaps empathy, precognition, or the
ability to sense when danger is near. It is up to the GM to let the
character know when their Gift activates, and what that means to the
current situation. A character with the Inner Gift of precognition, for
example, might have a series of dreams about a bloody knife, only to
wake up one morning and find their dearest friend has been assassinated.
A character with empathy might be able to tell when someone is lying to
them, or a character with a Gift of psychometry (reading emotions from
objects) might gain a flash of insight when they pick up a samurai's
katana. The Gift must be clearly defined at the time a character
purchases this advantage. The Gifts a character can choose from are:
precognition, animal speech, psychometry, and empathy. For more Inner
Gifts, please see Command Mind, Creature Awareness, Danger Sense, Shared Senses, and Spatial Awareness, below.
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| Inner Gift: Command Mind (Way of the Naga) | |||||||||||||||||||||||||||
6 points
5 for Naga |
This effect requires no roll, simply a mental
command and a single Action. Only one target may be affected.
Otherwise, it produces the same effect as the spell of the same name
(see L5R RPG, page 150).
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| Inner Gift: Creature Awareness (Way of the Naga) | |||||||||||||||||||||||||||
6 points
5 for Naga |
Using this Gift, the character is aware of all
living things with an Awareness of 2 or more within his own Awareness
in feet, multiplied by 10. Obstacles, organic or not, are ignored for
the purposes of this ability.
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| Inner Gift: Danger Sense (Way of the Naga) | |||||||||||||||||||||||||||
6 points
5 for Naga |
The character with this Inner Gift cannot be
ambushed, regardless of the circumstances or the skills of his
opponents. He will always be aware of coming attack, and at the very
least be able to roll for Indicative.
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| Inner Gift: Shared Senses (Way of the Naga) | |||||||||||||||||||||||||||
6 points
5 for Naga |
The character is able to link his five senses
with those of another person or Naga (humans may only use this ability
with humans, and Naga only with other Naga). This effect lasts for one
hour, and may only be used once between cycles of sleep.
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| Inner Gift: Spatial Awareness (Way of the Naga) | |||||||||||||||||||||||||||
6 points
5 for Naga |
The character is always familiar with the surrounding terrain (out to his Perception x150 feet), even when blinded.
|
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| Irreproachable (Way of the Unicorn) | |||||||||||||||||||||||||||
1 point per rank
|
|||||||||||||||||||||||||||
| Ishiken-do (Way of the Phoenix) | |||||||||||||||||||||||||||
5 points
Isawa shugenja only |
This advantage is required of all Isawa who wish to become Void shugenja. It is the basic latent ability all candidates for ishi
status possess, allowing them to reach out into the Realm of the Void
and see the myriad patterns swirling between the four Elements most
shugenja associate with. Most importantly, this allows them to
comprehend what they are seeing. Should a person ever by exposed to the
Realm of Void without this advantage, the subtle eddies of Void would
either be invisible to them, or would drive them insane.
|
||||||||||||||||||||||||||
| Kaiu Sword (Way of the Crab) | |||||||||||||||||||||||||||
5 points
|
You have inherited one of the fabled Kaiu
katana, a magnificent weapon which has been in your family's hands for
generations. It keeps an extra die of damage (3k3), but it must never
leave your side. If anyone outside of your family touches the blade, you
lose 1 Honor point. If you ever actually lose the sword, you lose two
Honor Ranks permanently.
|
||||||||||||||||||||||||||
| Kakita Blade (Way of the Crane) | |||||||||||||||||||||||||||
8 points
4 for Crane |
Kakita blades are the finest swords in the
Empire, thinner and more flexible than ordinary katana. A character who
carries a Kakita sword has prestige, and draws attention. A character
can begin the game with a Kakita blade only under certain circumstances.
Kakita blades are rarely given to youths, and only under very special
circumstances is one allowed to leave Crane lands. These blades are
rarely given to non-Crane characters. A Kakita blade rolls and keeps one
extra die when striking hit an opponent, and allows its user to reroll a
single damage die during an iaijutsu duel.
|
||||||||||||||||||||||||||
| Kharmic Tie (L5R RPG) | |||||||||||||||||||||||||||
1-5 points
|
The Rokugani believe in reincarnation, that
every soul lives a hundred thousand lifetimes. When you meet someone,
the relationship(s) you've had in past lives influence your reaction to
them in this life. You feel uneasy around the people you've had bad
relationships with, while you feel comfortable around those you've had
good relationships with.
If you purchase a Kharmic Tie, your character has found someone they are connected to from a past life. Your relationship depends on the amount of points you invest in this advantage. For every point you invest, you may, once per game session, roll an additional die when you are fighting for or protecting your tie. You do not get to keep the additional dice you roll. |
||||||||||||||||||||||||||
| Large (L5R RPG) | |||||||||||||||||||||||||||
2 points
1 for Crab |
You are big. The average Rokugani is
approximately 5'6" to 5'8" tall. You are anywhere from 6' to 6'3". This
is both an advantage and a disadvantage. Whenever you engage in social
situations, you roll one less die. However, all damage rolls are at +1
die.
|
||||||||||||||||||||||||||
| Leadership (Way of the Lion) | |||||||||||||||||||||||||||
7 points
4 for Lion |
A character with the Leadership advantage is
able to bestow limited benefits on those who follow him. If another
character is following a Leader, he is able to use some of his Leader's
skills. Whenever a character is following a Leader's example (performing
the same action as the leader), he automatically gains a bonus Rank in
that skill. If the character does not have the skill, then he performs
as if he had Rank 1. The Leader's skill must be higher than those who
follow him, and must be at least Rank 3 in order for his followers to
gain this bonus.
|
||||||||||||||||||||||||||
| Luck (L5R RPG) | |||||||||||||||||||||||||||
3, 6, or 9 points
|
For every level of Luck, you may re-roll one unsuccessful roll during a session.
|
||||||||||||||||||||||||||
| Magic Resistance (L5R RPG) | |||||||||||||||||||||||||||
2, 4, or 6 points
|
For some reason or another, you are highly
resistant to spell effects. For every two points spent on Magic
Resistance, any spells that target you add 5 to their TN.
|
||||||||||||||||||||||||||
| Meek (Kyuden Kakita) | |||||||||||||||||||||||||||
5 points
2 for Miya |
Try as you might, you just don't look very
threatening. Unless you're having a serious effect upon combat,
opponents won't attack you until they've disposed of all your allies
first. If you're not attacking, casting spells, or holding any
offensive weapons, they might not bother to attack you at all. Your
demeanor is so non-threatening that you may roll an extra die on all
rolls involving diplomacy or negotiation, even if you're simply begging
for your life. This skill is particularly useful for Miya shisha, for
whom an intimidating appearance is an impediment. This Advantage in no
way prevents anyone from questioning, capturing, or verbally harassing
the character. In most non-Miya bushi families (the Hida and Matsu in
particular), meekness is often seen as a curse or a grievous error in
one's upbringing.
|
||||||||||||||||||||||||||
| Multiple Schools (Way of the Crane) | |||||||||||||||||||||||||||
5 points
|
This is an unusual advantage, in that it can
only be bought after a bushi (and only a bushi and only to another bushi
school) has progressed beyond Rank 1 in his School. GM permitting, this
advantage lets the player switch schools without losing his old
techniques.
When the bushi switches schools, his old Techniques are "frozen." He won't learn any further techniques from his old school, but he'll begin learning new techniques in his new school immediately. As soon as he gains permission to begin training at the new school, he more-or-less immediately learns the Rank 1 Technique (GM's discretion on the length of training necessary, but probably not longer than 3 to 6 game months). The bushi then begins gaining Techniques in his new school as his Insight goes up, just as usual. Example: Doji Kuwanan buys the Different School advantage and immediately begins training at the Akodo school under Akodo Toturi. After he has gained enough Insight to learn the second Technique, he buys Multiple Schools, returns home to attend the Daidoji school, and learns the first-Rank Daidoji Technique instead. When he attains enough Insight to learn a new Technique, he learns the second Rank Daidoji Technique. He doesn't learn the second or third Rank Akodo Techniques, since he's no longer at that school. Kuwanan now knows the first rank Akodo Technique (and will never advance again in that school), and the first and second Rank Daidoji Techniques. Even though he has the Insight of a third Rank bushi, he doesn't know the Rank 3 Technique for either school. |
||||||||||||||||||||||||||
| Musha Shugyo (Way of the Wolf) | |||||||||||||||||||||||||||
4 points
|
The "ronin" is actually a bushi on a musha shugyo,
a warrior pilgrimage. The bushi has, for a time, left behind the ways
of his clan to seek wisdom through experiencing the fighting styles of
samurai throughout the Empire. Everyone the bushi encounters during his
journey will treat him as a clan ronin. Although not frequently
practiced, most Great Clans respect the tradition of the musha shugyo
and believe that it can only strengthen the resolve of a young warrior.
Most pilgrimages last a minimum of one year and can only be ended with
the completion of an act of incredible skill and prowess set by the
ronin's former sensei. The character is treated as a Clan Ronin, and
suffers all the social disadvantages and prejudices that accompany such a
position. When the character feels that he has learned all he can from
his wandering, he may return to his clan and resume his study. This
advantage may only be taken by Clan Ronin
|
||||||||||||||||||||||||||
| Noble Birth (Way of the Dragon) | |||||||||||||||||||||||||||
3 points
Monk only |
Players of the L5R CCG will notice that, in the card game, the Ise zumi
are considered samurai. It's true that many samurai climb up Togashi
Mountain and throw away their heritage for enlightenment, but some still
retain their social status.
By default, Ise zumi characters are not considered samurai. They are monks, and fall between heimin and samurai in the Celestial Order. Ise zumi who wish to retain their samurai status must take this advantage. |
||||||||||||||||||||||||||
| Patron (Way of the Wolf) | |||||||||||||||||||||||||||
Variable
Ronin only |
A samurai in a position of authority (most
likely a city governor, but possibly a provincial daimyo) has noticed
the ronin and appreciates his skill and discretion. From time to time,
when a suitable duty arises, this individual contacts the ronin
regarding employment. Although the task in question will be difficult
and possibly even life-threatening, the ronin will be well compensated
for his work A ronin who successfully completes such a duty also gains
Glory points equal to his Patron's Glory Rank. The GM is the final
authority on whether or not a given task performed for the Patron is
sufficient to warrant the reward of Glory. The cost of this Advantage is
equal to the Glory Rank of the Patron, rounding up. Any Glory Rank
exceeding 6.0 rounds down to 6 points; the ronin can not receive more
than 6 Glory points per successful assignment This Advantage is only
available to ronin, since samurai of the clans gain Glory from their
lords without the need for such an Advantage.
|
||||||||||||||||||||||||||
| Patron (Way of the Crane) | |||||||||||||||||||||||||||
1-5 points
Artisan only |
Someone of importance has taken an interest in you. Not to be confused with the Allies
advantage, a Patron expects a certain amount of reciprocal trade for
their gifts. The Patron will call upon the character from time to time,
expecting some great work of art or a creation to celebrate the Patron's
latest achievement. However, such works will undoubtedly be circulated
among the patron's followers, and this may cause a certain amount of
fame and jealousy. This is similar to the Sensei
advantage in the basic RPG, but it differs in two ways. One, the patron
may not know anything about the art itself, and may therefore be simply
an admirer rather than a teacher; and two, the Patron seeks to advance
the character's political and artistic career by displaying the
artisan's masterpieces in courts and public gatherings. Of course, in
exchange for this, the artisan is expected to create masterpieces which
flatter their Patron and give them glory. The artisan is also expected
to perform at the request of their patron, whenever the Patron has need
for the artisan's services.
The more points an artisan spends on a Patron, the more powerful and influential their Patron will be - and the more often the Patron will call upon the artisan to perform their art. |
||||||||||||||||||||||||||
| Perfect Balance (L5R RPG) | |||||||||||||||||||||||||||
2 points
|
You roll an additional die whenever performing actions involving balance.
|
||||||||||||||||||||||||||
| Personal Mon (Way of the Wolf) | |||||||||||||||||||||||||||
1 point
|
Any ronin may choose to adopt a mon to
represent himself, although many ronin are too preoccupied with matters
of survival to bother doing so. Of the mon worn by ronin, the vast
majority go totally unnoticed by the samurai of the clans. This ronin�s
mon, however, is different. Its design is eye-catching and has a quiet
symbolism that appeals to the sensibilities of the samurai soul. There
is no immediate mechanical benefit for the ronin, but upon the
completion of every ten successful assignments undertaken by the ronin,
he gains a permanent Free Raise to use in every social situation with a
potential employer.
|
||||||||||||||||||||||||||
| Precise Memory (Way of the Wolf) | |||||||||||||||||||||||||||
3 points
|
Make an Intelligence roll with TN 20 to completely memorize something seen, read or heard.
|
||||||||||||||||||||||||||
| Precise Memory (Way of the Crane) | |||||||||||||||||||||||||||
3 points
|
The character has a phenomenal ability to
memorize facts, figures, and written material. Their mind records
information easily, but this does not make them infallible. Neither does
it give them any unusual ability to understand the information, nor
learn new skills or languages. Characters wishing to remember something
intricate, or precisely memorize large amounts of information, must make
a simple Intelligence roll at a TN of 20. More complex information may
require a higher TN to memorize.
|
||||||||||||||||||||||||||
| Provincial Hero (Way of the Wolf) | |||||||||||||||||||||||||||
4 points
|
Through years of hard work and devotion, the
ronin has achieved a degree of acceptance in one particular region of
Rokugan. The peasantry there looks to the ronin as a hero and friend for
his actions, and the local magistrates choose to ignore him so long as
his behavior is not outlandish or extreme. While in this region (which
may be a single large city or a sprawling rural area with half a dozen
tiny villages), the ronin will always find some degree of employment, no
matter how meager. Protecting a caravan, serving as a bouncer at a sake
house, or enforcing the rulings of a village headman all fall in this
category. Note that this does not mean the ronin is paid for his labor,
but rather receives free room and board. For many ronin, that is a far
greater reward than koku. Ronin who are Provincial Heroes are among
those most likely to be offered the opportunity to swear fealty to a
clan or family.
|
||||||||||||||||||||||||||
| Quick (L5R RPG) | |||||||||||||||||||||||||||
3 points
|
You're just faster than other folks. When determining Initiative, roll two dice and keep the higher.
|
||||||||||||||||||||||||||
| Quick Healer (L5R RPG) | |||||||||||||||||||||||||||
3 points
|
You heal wounds as if your Stamina were one Rank higher.
|
||||||||||||||||||||||||||
| Ratling Ally (Way of the Crab) | |||||||||||||||||||||||||||
2 points
|
You have a friend among the Nezumi, one who
will help you in time of need. He can act as liaison between you and
tribe, provide accurate information on the surrounding landscape, or
even assist you in covert tasks like scouting or hiding from oni. You
should design a name for your Ratling friend (see L5R RPG page 195, or The Book of the Shadowlands
for more information), as well as a reason why the two of you are
connected. While other Rokugani may look upon you with distrust for
having such a tie, the Crab Clan knows your real value and will treat
you with respect.
|
||||||||||||||||||||||||||
| Read Lips (L5R RPG) | |||||||||||||||||||||||||||
2 points
|
With a successful Perception roll, you can read the lips of anyone you can see.
|
||||||||||||||||||||||||||
| Sacrosanct (Kyuden Kakita) | |||||||||||||||||||||||||||
10 points
|
You may only take this Advantage if your
character has a starting Honor Rank of 3 or higher. Due to a great
service you performed for the Hantei in the past, you are now under the
Emperor's protection. This blessing remains so long as your Honor
remains at 3 or above, and you do nothing to defame or dishonor the
Emperor. In the meantime, attacking you or your immediate family is
tantamount to attacking the Hantei himself. Any person who strikes you
in combat before you strike them loses five boxes of Honor for every
Wound Level they inflict. Anyone who knocks you unconscious or kills
you loses a full rank of Glory, no matter their station. Only an
Imperial decree can reverse or negate either of these effects. In
return, you have sworn your utter and devoted loyalty to the Emperor.
|
||||||||||||||||||||||||||
| Sage (Way of the Shinsei) | |||||||||||||||||||||||||||
2 points
|
Books and knowledge are nearly as important to
you as food and water. It is well known you are a seeker of wisdom and
words, and many come to you when they want to know about the past and
present Your devotion to the texts has given you an excellent memory for
the events they record and the lessons they impart. All Lore and
History rolls you make roll and keep one additional die.
|
||||||||||||||||||||||||||
| Sensei (L5R RPG) | |||||||||||||||||||||||||||
1, 3, or 5 points
|
You and your Sensei have developed a bond that
makes you inseparable. You would do anything to protect your Sensei and
his school, and he would do the same. The cost of a Sensei depends on
his skill. Your Sensei will not be able to accompany you on journeys (he
has responsibilities, after all), but he will be able to assist you in
other ways.
3 points: A Sensei with great skill (Rank 3 or 4) 5 points: A Sensei of legendary skill (Rank 5) |
||||||||||||||||||||||||||
| Servant (L5R RPG, 2nd Ed.) | |||||||||||||||||||||||||||
Variable
|
Normally, a samurai has a single servant who
manages his home and general needs. If you wish to have more servants
than that, you can purchase it with this Advantage. You should not have
more than your Glory x 3 servants. Monks may not have servants.
|
||||||||||||||||||||||||||
| Silent (Way of the Wolf) | |||||||||||||||||||||||||||
3 points
|
Although unpleasant, the harsh realities of a
ronin's life sometimes result in beneficial side effects. The
unfortunate necessities of hunting for food and evading the grasp of
magistrates often trains a ronin to move very quietly when the need
arises. The character rolls one extra die on Stealth tests.
|
||||||||||||||||||||||||||
| Social Position (L5R RPG) | |||||||||||||||||||||||||||
5 points per rank
|
A character who has additional Social Position
gains a bonus to their Glory, and therefore to their position within
Rokugani society. This can come from being closely related to a daimyo
(or the Emperor himself), or possibly from having a great omen appear
when you were born, etc. The player should note exactly how this
advantage is gained.
|
||||||||||||||||||||||||||
| Standing Invitation (L5R RPG) | |||||||||||||||||||||||||||
2 points
1 for Imperial |
For your family's past accomplishments, you
have earned a standing invitation to the annual Winter Court for
yourself and your retinue (up to six persons). Thought this is a great
honor, remember that you are representing your family and your clan. A
dishonor or accident on your part will shame everyone at home as well as
yourself.
|
||||||||||||||||||||||||||
| Storm Legion (Way of the Minor Clans) | |||||||||||||||||||||||||||
4 points
|
To be a member of the Storm Legion of the
Mantis is as much a responsibility as it is an Advantage, for it confers
responsibility and absolute loyalty to the Mantis Clan above all else.
A character with this Advantage can never take the Different School or Multiple Schools Advantages, nor can they take the Black Sheep Disadvantage or reduce their starting Glory.
In exchange, a member of the Storm Legion need never question the loyalty of a Mantis Clan member. No person born of Mantis blood, or formally adopted into the Mantis, will - or can - betray them. It simply can't happen. In fact, a Mantis Clan member must spend a Void point in order to lie to a memeber of the Storm Legion, and further, must treat a member of the Storm Legion as if they were one full Glory rank higher than they truly are. Lastly, they automatically gain one point in the Gentry Advantage, allowing them a small stipend of koku per year. |
||||||||||||||||||||||||||
| Strength of the Earth (L5R RPG) | |||||||||||||||||||||||||||
2, 4, or 8 points
|
A character who has the Strength of the Earth
may ignore some effects of Wound Levels on their rolls. The Wound Rank
penalty is decreased by one die for every level of Strength of the
Earth.
|
||||||||||||||||||||||||||
| Student of Water (Way of the Shinsei) | |||||||||||||||||||||||||||
5 points
|
While many generals seek to improve their
position on the battlefield, you take a slightly different approach.
Instead of looking at to take advantage of your enemy's mistakes, you
look for ways to encourage him to stumble. Whenever your opponent rolls
on the Battle Table (and you are not in the Reserves), you may adjust
his total by exactly three points in either directions.
|
||||||||||||||||||||||||||
| Tactician (Way of the Lion) | |||||||||||||||||||||||||||
5 points
3 for Akodo |
You've been trained in the art of warfare by the Akodo War College,
and you know how to look for opportunities in the clamor of battle.
Whenever you roll on the battle table (and you are not in the Reserves),
you may modify your final roll by 3 points, up or down (i.e. a roll of
13 can become either 10 or 16).
|
||||||||||||||||||||||||||
| True Friend (L5R RPG) | |||||||||||||||||||||||||||
Variable
|
True friendship is a rare commodity in
Rokugan. You and your NPC friend have gone through much together, and
would do anything for each other. Having such a friend is a blessing,
but also demands great devotion and loyalty. The cost for a True Friend
depends on his influence and his devotion.
Influence :
Devotion
|
||||||||||||||||||||||||||
| Tutor (Way of the Shinsei) | |||||||||||||||||||||||||||
Variable
|
You are a mentor to several students who come
to learn from you. These students are usually seeking your knowledge in a
Skill, but with GM's approval, it can be in School Techniques. You gain
one student for each point you spend on this Advantage (up to 5
points), whom you may call upon once per session in an appropriate
manner. As you are their teacher, they have little choice to refuse you,
but you are expected to have time to teach them or gain the reputation
of a worthless sensei.
|
||||||||||||||||||||||||||
| Voice (L5R RPG) | |||||||||||||||||||||||||||
2 points
|
A character with Voice has 1 additional die for any rolls involving speaking.
|
||||||||||||||||||||||||||
| Way of the Land (L5R RPG) | |||||||||||||||||||||||||||
2 points
1 for Unicorn |
You know your home Province like the back of
your hand. You never get lost and know all the best travel routes.
Characters may also purchase this advantage for other Provinces.
|
||||||||||||||||||||||||||
| Wealthy (Way of the Crane) | |||||||||||||||||||||||||||
1-10 points
|
For each point a character spends on this advantage, they begin with two additional koku.
| ||||||||||||||||||||||||||
Disadvantages
| A Home in Ashes (Bearers of Jade) | |||||||||||||||||
1 point
|
Your immediate filmily lies dead, butchered by
Shadowlands creatures. Besides having no kin to speak for you or to
call on for aid, you cannot use the Kharma rule with this character, and
have no lands or savings to attract a spouse.
|
||||||||||||||||
| Adopted Blood (Way of the Unicorn) | |||||||||||||||||
1 point per rank
|
Your parents were adopted (or perhaps you
were). You must prove yourself to overcome the stigma of being a recent
addition to the clan. For each point spent, you must gain an extra
five points of Glory before you move up a Glory Rank. Each time you go
up a Glory Rank, this penalty drops by five.
|
||||||||||||||||
| Antisocial (Way of the Lion) | |||||||||||||||||
2 or 4 points
|
You have difficulty getting along with others.
Perhaps this manifests as shyness, troubled speech, discomfort around
people, or even bouts of depression. Whatever the symptoms, you find it
hard to communicate your feelings properly or withdraw from contact
with others.
Moderately Antisocial: 2 points. All social skills keep 1 fewer die. Extremely Antisocial: 4 points. All social skills keep 2 fewer dice. This may result in the character keeping zero dice, which is an automatic failure. |
||||||||||||||||
| Ascetic (Way of the Dragon) | |||||||||||||||||
3 points
|
You aren't interested in material wealth or
temporal power, glory or gaudy fashion. This world is only a
transitional place between one reality and the next, and you have passed
beyond the need to cling to it.
Ascetic bushi own one kimono, one pair of sandals, one obi, and their daisho. Ascetic shugenja own one kimono, one pair of sandals, one obi, and a pouch full of scrolls. Maybe - maybe - they own a hat. These are the only material objects you will ever own. You are unconcerned with Glory, but Honor is still very important. After all, a liar is concerned with the immediate consequences of his actions, and thus, clinging to a material world. |
||||||||||||||||
| Bad Fortune (L5R RPG) | |||||||||||||||||
1 point
|
A character with Bad Fortune puts his fate in
the hands of the GM. The GM makes a secret roll on the table below (or
just chooses one of the options). Some of the results are obvious
("evil eye," allergy, etc.) but others are less so. You may not take
this disadvantage more than once.
Few of the outcomes on the list below have any effect on game mechanics, but all can cause roleplaying challenges. You have been warned! Bad Fortune Table:
|
||||||||||||||||
| Bad Health (L5R RPG) | |||||||||||||||||
3 points
|
A character with Bad Health has his Wound
Ranks figured as if his Stamina were one Rank lower. A character cannot
take this disadvantage if his Stamina is 1.
|
||||||||||||||||
| Bad Reputation (L5R RPG) | |||||||||||||||||
2 points
|
You've already earned yourself a bad
reputation in Rokugan. Whenever other samurai see you, they add a die
to the recognition roll, but they begin with a bad impression of your
character. You should choose a single word to define your character.
|
||||||||||||||||
| Bad Sight (Way of the Naga) | |||||||||||||||||
2 points
|
A common ailment among the Naga is poor
eyesight, from a mild cataract condition, to full and permanent
blindness. With this Disadvantage, the PC's sight is impaired, and he
rolls two fewer dice for all sight-based Perception checks.
|
||||||||||||||||
| Benten's Curse (L5R RPG) | |||||||||||||||||
2 points
|
There is just something about you that others
find repulsive. Add an additional die to any fear or intimidation
attempts, but subtract two dice from any attempts at cordiality or
etiquette.
|
||||||||||||||||
| Bitter Betrothal (Kyuden Kakita) | |||||||||||||||||
3 points
|
Your character is betrothed. Unfortunately,
the marriage is not destined to be a happy one. Perhaps your
spouse-to-be is a member of an enemy house or clan. Maybe he or she is
just an arrogant, obnoxious boor, or you're in love with someone else.
Whatever the case, your family has plans for you to marry and expects
you to submit to their will. The wedding is planned sometime within the
next year, and you do not look forward to it. What's worse, your
intended isn't fond of the idea, either. At best, you're doomed to live
in a cold and bitter home, shackled by a political marriage. At worst,
your spouse may be a spy, and your marriage may be part of a greater
plot to weaken and destroy your family from within. The exact details
are left up to the GM.
|
||||||||||||||||
| Black Sheep (L5R RPG) | |||||||||||||||||
5 points
|
You've been ostracized from your family. You have no family ties - although you may purchase some with the Allies advantage. Any samurai from your Clan who see you are expected to treat you as if you were eta
(so don't go offending them or you'll find yourself in a duel). You
may not attend your family school beyond Rank 1 and must find another
school to attend.
|
||||||||||||||||
| Bounty (Way of the Wolf) | |||||||||||||||||
Variable
|
A price has been placed upon the head of the
ronin for a crime, although whether or not he is guilty is between the
player and the GM. The level of the Disadvantage depends upon the nature
of the crime, which also determines the amount of the bounty and the
nature of those who hunt the ronin in order collect it. A ronin accused
of a minor offense likely only be hunted by magistrates from the
province where the offense took place, or other ronin who simply want
the bounty. A violent offense, however, means that magistrates in lands
of all the Great Clans have heard of the offense and are watching for
the ronin, who will likely be executed in very short order if captured.
It is even possible that a Wasp Bounty Hunter may pursue a character
responsible for such a heinous act.
|
||||||||||||||||
| Brash (L5R RPG) | |||||||||||||||||
2 points
|
Characters with this disadvantage are
hot-headed. They seek to avenge any slight on their honor; they must
make an Honor roll (TN=20) in order to keep control.
|
||||||||||||||||
| Broken Daisho (Way of the Wolf) | |||||||||||||||||
3 or 5 points
|
A ronin's daisho is all he has to validate his
claim to his samurai heritage. If his daisho is 1ost he is no more than
a common peasant. Additionally, the katana is the primary means by
which a ronin plies his trade. Whether as a yojimbo, doshin,
or the guardian of a simple village, ronin needs his blade to execute
his duty. A ronin whose wakizashi has been broken still has his katana
to support himself, but he suffers from the stigma of having his honor
broken. A ronin with a broken wakizashi (3 points) rolls one fewer die
during social interactions with those of the samurai caste. A broken
wakizashi may reforged into a tanto or aiguchi. A broken katana is of
significantly more import. The katana is the soul of a samurai. Without
it, his place in the Celestrial Order is questioned. A ronin with a
broken katana (5 points) keeps one fewer die in social interactions with
other samurai. A broken katana can be reforged into a wakizashi, but it
is it does 1k2 damage and leaves a very jagged edge when it cuts.
Obviously this Disadvantage can be removed by a new sword, but unless
the ronin is singularly dishonorable, he will keep the broken sword of
his ancestors, thereby keeping the penalties as well.
|
||||||||||||||||
| Can't Lie (L5R RPG) | |||||||||||||||||
3 points
|
A character with this disadvantage just can't
tell a good lie. Whenever he tries, he fails. The party listening
doesn't even need to make a roll.
|
||||||||||||||||
| Cast Out (Way of the Shinsei) | |||||||||||||||||
3, 6 or 9 points
|
Somehow you caught the attention of a
religious sect or certain temple, and not in a flattering way. Those who
are aware of your indiscretion treat you with little more than scorn,
while holy men who know your history see you as practically filth. The
more points spent on this Disadvantage, the bigger the temple or more
widespread the tale of your blasphemy.
|
||||||||||||||||
| Chemical Dependency (L5R RPG) | |||||||||||||||||
3 points
|
This character is addicted. The two most
predominant addictions in Rokugan are alcohol (sake) and opium. He
needs to feed his addiction on regular intervals or he loses a die on
all rolls for ever day (or so) he goes without feeding his addiction.
|
||||||||||||||||
| Colorblind (Way of the Crane) | |||||||||||||||||
1 point
|
The Doji tend to have eyes that are paler than
most of Rokugan's natives, and sometimes this causes colorblindness.
The Colorblind character can see colors as shades of gray, but cannot
tell the difference between shades. This tends to make certain tasks
more difficult, such as identifying a Clan's mon.
|
||||||||||||||||
| Compulsion (L5R RPG) | |||||||||||||||||
2, 3, or 4 points
|
You have an uncontrollable urge (drinking,
gambling, a love of geisha) that gets you into trouble. You must make
an Honor roll every time you confront your compulsion to keep you from
losing control. The cost of compulsions depends on the TN of your Honor
roll:
TN = 15 : 2 points TN = 20 : 3 points TN = 25 : 4 points |
||||||||||||||||
| Contrary (Way of the Phoenix) | |||||||||||||||||
3 points
|
A player character with this disadvantage may
not remain neutral about anything. He does not have to act, but must
have an opinion about each and every thing he encounters. This means
that the player must take a side in every dispute, seek to solve every
problem (even if he can't), and never settle to stand by idly while
others do things. In game terms, this means that he must make a simple
Willpower roll vs. a TN determined by the GM (commonly between 5 and 20)
to avoid acting in tense situations. Should he fail the roll, he must
do something decisive, regardless of the consequences.
|
||||||||||||||||
| Coward (Way of the Lion) | |||||||||||||||||
3 or 6 points
|
You are secretly afraid. It might be that you
lack confidence in your own abilities, or that you are sure that
everyone is better than you are. Whatever the case, you roll and keep
fewer dice when facing an opponent with a higher Glory.
Moderate Cowardice: 3 points, 4 for Lion characters. Roll and keep one fewer dice when facing an opponent with higher Glory than you. Extreme Cowardice: 6 points, 8 for Lion characters. Roll and keep two fewer dice when facing an opponent with higher Glory than you. You may spend a Void Point to ignore this penalty for one round. |
||||||||||||||||
| Cruel (Winter Court) | |||||||||||||||||
3 points
4 for Otomo |
The Imperial Court is prone to create people
with very different tastes from the rest of Rokugan. Cruel people are
not an exception. Beyond being uncaring, a cruel person delights in the
suffering of others. In Rokugan, there are few that would be
considered so dishonorable as to take pleasure in the pain of others,
but there are those who think nothing more enjoyable than watching a
samurai squirm. The cruelty need not manifest itself as physical, but
instead could be just glee in making someone dance on their strings.
A Cruel person can never spend tier last Void Point, nor raise their Void Ring above their lowest other Ring. In addition, their Awareness is considered one less when interacting with anyone socailly, and their Honor is one full point lower during honor tests. A truly cruel character is expected to behave in a cruel manner, and if ever caught engaging in a cruel act, may suffer greatly for their transgressions. |
||||||||||||||||
| Curse of the Kami (Way of the Phoenix) | |||||||||||||||||
10 points
|
You have little connection to the Elements
beyond that required to grant you sentience. Any spell you are trying
to cast has its TN increased by 10 and takes twice as long to cast. You
can never learn any school Techniques or develop any of your own.
|
||||||||||||||||
| Dark Fate (Way of the Wolf) | |||||||||||||||||
3 points
|
This is the opposite of the Great Destiny
Advantage. Your character can achieve great things in his day, but his
death will be spoken of in hushed whispers, if at all. Some enormous
failure will mark the end of his days: he may be the one whose mistake
results in the Shadowlands overrunning the wall, or his misstatement may
result in a costly war against another clan, or perhaps he will simply
become Tainted and turn against the people of Rokugan. Only a premature
death via battle or seppuku can stop this fate. Once per story,
when the character takes damage that will kill him, he is reduced to 1
Wound instead. Sounds advantageous, doesn't it? In truth, he is only
being kept alive to meet his dark fate, one which will damn him, his
family, perhaps even the entire Empire. Death might be preferable.
|
||||||||||||||||
| Dark Secret (L5R RPG) | |||||||||||||||||
5 points
|
You are keeping a secret that would jeopardize
your family's standing if it was revealed. Dark Secrets should not be
taken lightly. If a character's secret is ever revealed, he will be
expected to commit seppuku to clear the shame. An enemy who gains
knowledge of the secret will own the character's life, holding the
secret over his head with the very real threat of ruining the
character's family.
|
||||||||||||||||
| Deathseeker (Way of the Lion) | |||||||||||||||||
7 points
|
You are a member of the elite Lion outcasts -
the Deathseekers. Your family has been dishonored, your name erased
from the records of the Lion Clan. The only way to redeem your family
name is to give your life in combat against a superior foe. To achieve
this, you must seek a situation where your death can benefit the clan,
and you must die for the cause. Unless your family's name can be
cleared, this is your only option. Remember, the ancestors do not look
favorably on those who shirk their duty...
As a Deathseeker, you begin the game with no Glory, nor may you ever gain any. |
||||||||||||||||
| Dependent (L5R RPG) | |||||||||||||||||
1, 2, or 4 points
|
You have someone who is completely dependent
upon you. Who it is (a child, grandparent, etc.) is up to you, but they
are helpless without you. Good examples of dependents include small
children and aged grandparents, but a naive spouse could also be
included as a dependent.
1 point = Adult Dependent 2 points = Elderly Dependent 4 points = Child Dependent |
||||||||||||||||
| Disbeliever (Way of the Shinsei) | |||||||||||||||||
3 points
|
To you, the Fortunes have forsaken man. They
were slave masters, and Shinsei was nothing but a hopeful parable. In
the Emerald Empire such thoughts are practically treason, as they go
against Hantei himself. You may or may vocal about what you think; in
fact, you must try to avoid religious discussions at all costs, lest
your true feelings be discovered. But remember, no matter how quiet you
are or how well you lie, some say those thoughts are going to get you in
trouble...
|
||||||||||||||||
| Dishonored (Way of the Lion) | |||||||||||||||||
3 points
|
You begin at Glory Rank 0 with no points. You
are not a ronin, but you have to earn your Glory back. You can't spend
any Experience Points you've earned until gaining Rank 1 Glory, and
then can only by up to three skill Ranks, one Ring Rank, or one Trait
Rank (total) per adventure.
|
||||||||||||||||
| Doubt (Kyuden Kakita) | |||||||||||||||||
4 points
|
You have a problem. You have no confidence in
one of your starting skills (chosen by the GM). Though you train and
train, you still don't excel. The knowledge is there, but the doubt
always lingers. In game terms, every time this skill is used, the
character must raise twice in order to succeed. He gains no extra
benefits from these raises, and they still count towards his maximum
number of Raises. This Disadvantage can eventually be conquered, but
only when the skill that is plagued with Doubt is raised to a 5, and the
character uses it to defeat a superior opponent to save the life of
himself or another, or, in the case of a craft, to create a work of
profound skill and lasting beauty (TN 45 at the very least).
|
||||||||||||||||
| Driven (L5R RPG) | |||||||||||||||||
3 points
|
This is the dark side of the Higher Purpose
advantage. A character who is Driven has a single goal that he will
sacrifice anything to achieve. He will turn his back on his friends and
family, even sacrifice his honor to gain his goal.
|
||||||||||||||||
| Enlightened Madness (Way of the Phoenix) | |||||||||||||||||
1, 3, or 6 points
Phoenix shugenja only |
Similar to the disadvantage from Way of the Dragon,
this character has a form of permanent madness brought on by an
uncontrolled release of energy within the soul. For the Phoenix, such
troubles can be the result of a ritual going terribly awry, or a spell
which was cast incorrectly. The form of madness triggered by later
spellcasting is closely related to the original spell which was miscast.
Nevertheless, every once in a while, your madness takes control, and
you wake up with no memory of your actions. Every spell-induced madness
is different, but all are irrevocable. Such a character must be
warned: your mind is not your own, and one day, it will turn against
you.
When the character is created, choose an element (Air, Earth, Fire, or Water; you may not choose Void for this disadvantage unless the character is a Void shugenja). Any spell the shugenja casts from that element could cause the character's madness to surface. A simple Willpower roll is required for the shugenja to maintain their wits. When they cast such a spell, the TN to keep their sanity is 20. A character receives 1 point for one element, 3 for two, and 6 if three elements can trigger the roll. |
||||||||||||||||
| Enlightened Madness (Way of the Dragon) | |||||||||||||||||
2, 4, or 6 points
Ise zumi only |
You're not quite sure what, but something is
wrong. Your tattoo tapped into a dark energy, and energy too powerful
for your will to control. Every once in a while, your madness takes
control, and you wake up with blood on your hands and no memory of your
actions.
Every Tattooed Man's madness is unique and personalized, and is (for all intents and purposes) permanent. You have heard legends of Ise zumi overcoming this madness, but you've never seen it. Choose one of your tattoos. Whenever you summon the power of that tattoo, you must make a simple Willpower roll. If you fail the roll, you lose control of your character until the following dawn. The TN for the roll depends on how many points you take for this disadvantage. TN = 15 : 2 points TN = 20 : 4 points TN = 25 : 6 points |
||||||||||||||||
| Epilepsy (Way of the Crane) | |||||||||||||||||
4 points
|
Because the Crane families often interbreed
with the Emperor's lineage, some simple genetic problems have evolved.
One of these difficulties is epilepsy, a rare disease which can cause
rigidity of muscles, shaking symptoms, and even death. Epilepsy is a
genetic dysfunction which often arises when the character is under
stress. Also, flashing lights (such as a fireworks display) can trigger
a seizure. The Rokugani believe that a character with this malady has
been touched by the kami, and that they are a channel for
divine influences. Thus, any character who shows obvious signs of
epilepsy (shaking fits, spasms, etc.) might be shunned by common
society, but treated as a mystic or holy man by those brave enough to
come near. When a character with Epilepsy is in a stressful situation,
they must make a Willpower roll at a TN of 15 to resist a seizure. If
the character enters a seizure, they may make a Willpower roll each
round at a TN of 20 to end the seizure.
|
||||||||||||||||
| Fascination (Way of the Crane) | |||||||||||||||||
2 points
|
The character has a fascination with something
- music, horses, ancient history - and will go to any length to learn
new things about it. A character with a fascination for spellcraft
might resort to stealing scrolls from other shugenja. Someone who has a
fascination with horses would go to any length to purchase (or
otherwise obtain) one of the finest steeds of the Unicorn, or someone
who was fascinated with Naga would leap at the chance to travel into the
forests of Shinomen, searching for Naga ruins, even if the forest was
crawling with monsters.
|
||||||||||||||||
| Forgotten (Way of the Phoenix) | |||||||||||||||||
4 points
|
For some terrible reason, the character has
been Forgotten by his clan. The ritual of Forgetting has been cast upon
them, and they have been stripped of all magical ability, spellcasting
knowledge and ritual lore, and may never gain any new knowledge of such
things. The character must be a non-shugenja, and can never use magical
items or abilities that require magical aptitude.
|
||||||||||||||||
| Forgotten Training (Way of the Wolf) | |||||||||||||||||
7 points
|
There are some among Rokugan's population of
wave-men who have been without a clan for years or even decades. A young
samurai cast out from his clan can survive for many years in the
Emerald Empire, eventually becoming an aged ronin warrior. These older
ronin have been absent from the dojo of their clans for the majority of
their lives, and some have great difficulty remembering their training.
This is rarely the case for a first-level Technique, as this is the
basic style of fighting that the ronin practices his entire life. Higher
level Techniques are much more difficult to recall. When entering a
combat situation, the ronin must roll his Willpower versus TN of 10 to
recall his Rank 1 Technique. Higher level Techniques require Willpower
rolls at +5 to be TN per Rank of the Technique.
|
||||||||||||||||
| Forsaken (Way of the Dragon) | |||||||||||||||||
2 points
3 for Lion |
This is a particularly bitter handicap in
which, for reasons of the player and GM's devising, the PC's ancestors
do not listen to or aid him in any way, shape or form. No ancestor will
ever, under and circumstances, talk to you. Other Rokugani will assume
that someone whose karma is so bad that their ancestors shun them
completely must have done something very wrong indeed. This is not
quite as bad as a true Dark Secret, but it will certainly reflect poorly on the Forsaken character should the truth ever come to light.
|
||||||||||||||||
| Frail Mind (L5R RPG) | |||||||||||||||||
3 points
|
Whenever you are the subject of a magical
attack, Seduction roll, or any other task that would test your
Willpower, the attacker gets to roll two additional dice.
|
||||||||||||||||
| Gaijin Name (Way of the Unicorn) | |||||||||||||||||
1 point
Unicorn only |
You have a name that sounds foreign. It might
include the letters L or V, consonant combinations like ST, KS, or TH,
or end in a consonant other than N. Your name is difficult for Rokugani
to pronounce, and brands you as one who consorts with "blue-eyed
devils." You lose one die on all social interaction with those who are
neither Unicorn nor gaijin.
|
||||||||||||||||
| Gossip (Way of the Shinsei) | |||||||||||||||||
5 points
|
You tell all your friends that they can
confide in you. You're a great listener, and have heard the darkest
secrets of many samurai who trust you. Unfortunately, you're not so good
at keeping such entertaining information to yourself. The only thing
better than being so trusted by so many people is being known as such a
wealth of hidden knowledge by others. Whenever you learn a closely
guarded secret or delicate information of any kind, you must make a
simple Willpower roll to resist blurting it out to the next
"trustworthy" friend you encounter. The TN for this roll is 5 x the
Glory of the person involved. If there are many unfortunate subjects,
always use the highest Glory among them.
|
||||||||||||||||
| Greed (Way of the Unicorn) | |||||||||||||||||
1 point per rank
|
You've spent too much time watching the
caravan masters, and not enough learning their ways. For each Rank of
Greed, your enemies get a bonus of five points on all bribery skill
rolls they make. You may not make an Honor roll to resist bribery
attempts.
|
||||||||||||||||
| Gullible (L5R RPG) | |||||||||||||||||
3 points
|
You have a soft spot in your heart for sob
stories. You believe almost everything anyone tells you if they are
convincing enough. The TN to convince you of anything is a 5.
|
||||||||||||||||
| Haunted (L5R RPG) | |||||||||||||||||
1, 2, or 4 points
|
You are haunted by the spirit of an ancestor
who is not happy with you. He is distracting, insulting, and
irritating, but he is also your ancestor, which means all you can do is
try to do better.
1 point : The ghost only shows up once per story. 2 points : The ghost appears up to three times per story 4 points : The ghost is with you at least once a day. |
||||||||||||||||
| Heimin (Way of the Wolf) | |||||||||||||||||
8 points
True Ronin only |
The ronin hides the greatest secret of all:
while some True Ronin can claim genuine samurai ancestry, he cannot. The
ronin is the son of a farmer, merchant, craftsman, or another member of
the non-samurai caste. If any samurai were to discover the truth, the
ronin would be quickly and mercilessly executed for violating the
Celestial Order. In addition, the ronin's complete unfamiliarity with
the details of Rokugan's culture makes it very difficult for him to
adapt to new situations. The cost of advancing all High Skills is
doubled for the ronin, and any roll involving social interaction with
samurai has its target number increased by a minimum of 5 (GM's
discretion). The character's beginning Glory Rank is zero and may not be
raised above zero during character creation. A character with the Heimin Disadvantage does not have to take Social Disadvantage: Ronin.
|
||||||||||||||||
| Hohei (Kyuden Kakita) | |||||||||||||||||
6 points
Bushi only |
The character has been recruited into combat fresh from gempukku with the rank of hohei,
or private. He begins as a green recruit without the techniques,
skills, or Trait bonus of his school, and may not use character points
to purchase more than three of the skills initially offered by his
school. He is considered Rank 0. On the plus side, the character gains
double the normal amount of experience points, usable only toward
obtaining the starting skills of his school at Rank 1, and raising the
Trait associated with his school once. When this is done, the character
gains his first Technique and five experience points (the benefit of
on-the-job experience). At this time, all effects of this Disadvantage
are permanently lost. The GM may choose to allow this Disadvantage only
in times of war.
|
||||||||||||||||
| Hostage (Kyuden Kakita) | |||||||||||||||||
3 points
|
The character was taken by another clan and
made to swear fealty. Though he is considered a member of this new
clan, he is neither fully trusted nor respected. His only family has
turned its back on him, and he may never learn any more Techniques from
them. On the plus side, the character may purchase Different School or Multiple Schools (from his new clan) for two points less.
|
||||||||||||||||
| Idealistic (Way of the Lion) | |||||||||||||||||
2 points
|
All Lion are extreme in their views of
bushido. All adhere to it in at least theory, if not practice.
Idealistic characters hew to a slightly more stringent code for behavior
and ethics than those from the other clans. Whenever a Lion's Honor
changes, points gained or lost are increased by 1 for every 5 (i.e. a 5
point gain becomes a 6 point gain, and a 1 Rank loss becomes a 12 point
loss).
|
||||||||||||||||
| Insensitive (L5R RPG) | |||||||||||||||||
2 points
|
The three most important things in your life
are your health, your welfare, and your wealth. You care little for the
plights of others and don't make any motions to keep it a secret. You
must spend a Void Point whenever you want to put yourself at risk for
another.
|
||||||||||||||||
| Jealousy (Way of the Phoenix) | |||||||||||||||||
2 points
|
Because of the highly competitive nature of
the Phoenix Clan, this disadvantage is common among clan members,
resulting in much infighting and other problems. A person with the
Jealous disadvantage must choose another character or dependent NPC, and
constantly try to outdo them. Once they feel that they have
successfully "beaten" the character in question, the disadvantaged
character will "latch on" to another, better opponent, and continue with
their sense of rivalry. Unlike the Proud or Vain
disadvantages, the Jealous character does not necessarily feel they are
superior - simply that they must prove themselves so, at any
opportunity. With the GM's permission, this disadvantage can be
attached to a skill or ability instead, and the character will be driven
to constantly prove their ability with that one maneuver, particularly
against anyone else who has shown aptitude with that skill.
|
||||||||||||||||
| Junshin (Way of the Scorpion) | |||||||||||||||||
3 points
Scorpion only |
This disadvantage is a kind of specialized Black Sheep.
You are legitimately honorable. You try your best to adhere to
bushido, but your Scorpion blood keeps disagreeing with your "pure
heart." Not only do your fellow Scorpions not completely trust you, but
the rest of the Empire thinks you're just putting on another mask. Or,
at the very least, you're some kind of freak.
|
||||||||||||||||
| Kitsune Taboos (Way of the Minor Clans) | |||||||||||||||||
1 point per rank
max 3, Fox Clan only |
In order to keep themselves distant (and avoid
losing their spriritual powers), the kitsune who interact with the Fox
Clan have adopted several taboos which guide their behavior and
mannerisms. Some human members of the Fox Clan, as well, have chosen to
adopt these taboos, respecting their spiritual guides and making less
likely that a visiting kitsune will be noticed. Not all Fox samurai
choose to accept a taboo, but those who do follow it faithfully all
their lives. It is said that a Fox who accepts the burden of a taboo is
especially loved by the kitsune, and if he abides by it faithfully, will
be well cared for if ever in great need.
|
||||||||||||||||
| Lame (L5R RPG) | |||||||||||||||||
3 points
|
You have a crippled leg. All rolls involving Agility are at -2.
|
||||||||||||||||
| Lechery (Way of the Unicorn) | |||||||||||||||||
1 point per rank
|
Love is more important to you than it should
be to a samurai. For each Rank of Lechery, your enemies get a free
raise on all Seduction skill rolls they make. You may not make an Honor
roll to resist seduction attempts.
|
||||||||||||||||
| Lost Love (L5R RPG) | |||||||||||||||||
2 points
|
You once knew true love, and now it's gone.
You tend to have fits of melancholy when you are reminded of your love.
Whenever your love is mentioned, you lose a die from all die rolls
until you spend a Void Point to bring yourself back to the present.
|
||||||||||||||||
| Low Pain Threshold (L5R RPG) | |||||||||||||||||
5 points
|
Whenever you get wounded, add an additional -1 to your Wound Penalty.
|
||||||||||||||||
| Meddler (L5R RPG) | |||||||||||||||||
2 points
|
You cannot resist getting into other people's
business. You always have an opinion and enjoy sharing it with others.
You know what's best for everyone and have no qualms about telling
them. This can get you in a lot of trouble. The Rokugani are a very
private people, and meddling in another's affairs is considered an
insult - it implies that they can't take care of their own house.
Sticking your nose in other people's business could get it cut off.
|
||||||||||||||||
| Missing Limb (L5R RPG) | |||||||||||||||||
3 points
|
You are missing a hand or a foot. Any appropriate TN is raised by 10.
|
||||||||||||||||
| Momoku (Way of the Phoenix) | |||||||||||||||||
8 points
|
Every Rokugani hero has the potential to
achieve "greatness." Periodically, there come moments in every hero's
life when he must tap into a reserve of "something extra" to perform a
miraculous feat or obtain a remarkable victory. The character with the
Momoku disadvantage does not have this reserve to tap into. They must
rely solely on their own skill and daring to solve the problems they
face.
Perhaps this is because of some dark dabbling with maho, or due to their ancestors' disgrace before, or angering of the Fortunes. Whatever the cause, this character cannot use his Void Points to boost his Traits under any circumstances. As far as he is concerned, Void is a distant, unknowable thing, and he has either turned a blind eye or is without the knack for it. |
||||||||||||||||
| Moto Curse (Way of the Unicorn) | |||||||||||||||||
0 points
|
This disadvantage is required for all Moto characters.
Your family has been in part corrupted by the Shadowlands. While your clansmen understand your situation, other Rokugani first heard your family name in connection with the evils of that dark land, and you find yourself the victim of great prejudice. Other clans refuse to give you Glory, recognition, or awards. They won't trust you, and won't be hospitable unless pressured by other Unicorns (lose three dice on all social skills with non-Unicorns). On the other hand, they are somewhat fearful of you, so they give you no trouble, at least not to your face. |
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| Mute (Unexpected Allies) | |||||||||||||||||
4 points
|
You cannot speak; you can act sincere, you can learn to understand foreign languages. But you cannot speak.
|
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| Nemesis (Way of the Scorpion) | |||||||||||||||||
5 points
|
The dark counterpart to the Kharmic Tie
advantage, Nemesis attaches you to an enemy from a past life rather
than an ally. Whenever you face your Nemesis, you cannot use Void
Points.
|
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| Never Sat on a Horse (Way of the Unicorn) | |||||||||||||||||
1 point
|
You have never been on a horse, and don't know
how to ride one. Even sitting on the back of a calm mare while
traveling, you'll need someone to hold the reins and lead the horse for
you. If you are mounted when fighting starts or something startles the
horse, you are sure to fall off. You can buy this disadvantage away
with one Experience Point.
|
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| Nightmares (Way of the Shadow) | |||||||||||||||||
2 points
|
You are haunted by nightmares and cannot regain Void points and spells by sleeping, but rather must do so by meditation.
|
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| Obligation (L5R RPG) | |||||||||||||||||
2 or 4 points
|
You owe someone a favor, and someday they are
going to collect. An Obligation is worth 2 points if it is a small
favor and 4 points if it is a large favor.
A small favor would include something that would not threaten your position and/or your family's standing, but would cause you inconvenience. A major favor would discredit you and disgrace your family if it came to light. |
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| Obtuse (Kyuden Kakita) | |||||||||||||||||
1 point
|
You just don't get it. Poems are a meaningless
babble of nonsense. Paintings are just something to cover holes in the
walls. Music is a waste of time if you can't dance to it, and dancing
is a waste of time unless you've drunk enough sake to drown out the
music. Don't even start on that kabuki garbage. Your soul is unmoved
by the finer things; even when you try, you just don't see the point.
With the exception of Lore skills, Hunting, Investigation, Mountaineering, and Medicine,
learning or raising any High skill costs double the normal amount. In
any social or courtly situation, you must Raise your TN twice to get the
effects of a single Raise. On the other hand, being numb to the finer
things is not always a weakness. In the court, people tend to ignore
you. They tried making fun of you for a while, but eventually, that
stopped, too. Other characters recieve a +5 penalty to all TNs
involving taunting, ridiculing, or manipulating your thick-skulled
character.
|
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| Onikage Stink (Bearers of Jade) | |||||||||||||||||
2 points
|
Due to the psychic stink caused by having been too near to onikage,all normal horses and ponies refuse to get near the character.
|
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| Outcast (Way of the Minor Clans) | |||||||||||||||||
Variable
Badger or Ronin only |
You have been outcast by your clan. Perhaps
your worldview did not agree with that of your father or your clan.
Perhaps you're just too eager to embrace new ways. Whatever the case,
they now treat you like an oustider. They don't necessarily hate you,
but now they look on you with suspicion. You'll have to earn their
respect and, perhaps, regain their trust.
|
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| Overconfident (Way of the Unicorn) | |||||||||||||||||
3 points
|
You never retreat, never choose to fight
another day. You are possessed of the youthful illusion of immortality.
When faced with superior forces, you must make a Perception+Battle
skill check at 30 or you stay and fight. You may not purchase Great Destiny.
|
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| Permanent Wound (L5R RPG) | |||||||||||||||||
5 points
|
You begin the game with a wound that has never
properly healed. In game terms, this means that you always begin the
game at the -1 Wound Level.
|
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| Phobia (L5R RPG) | |||||||||||||||||
2 or 4 points
|
Every time you encounter your phobia, all
rolls you make lose dice equal to the number of points you gained from
this disadvantage. You may spend a Void Point to avoid this penalty for
a single action. Listed below are some possible phobias for your
character; having a phobia must also be approved by the GM.
Fear of heights, open spaces, enclosed spaces, insects, blood, being alone, dead things, fire, and fear of darkness are a few examples. |
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| Proud (Way of the Lion) | |||||||||||||||||
1 point
|
You know that you are the finest bushi or
shugenja that has ever been produced by your family's school. Your
skills are honed, and the ancestors are on your side. It's not mere
overconfidence - it's absolute arrogance. Nothing can stop you from
fulfilling the destiny you're sure you have, whatever it is.
Obviously, it will be the grandest thing you come upon, and any who meet you should be informed of the caliber of person they are dealing with. One day, they will want to tell their children about you! |
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| Ranshin (Bearers of Jade) | |||||||||||||||||
1-5 points
|
Your character has been traumatized beyond the
point of nightmares. Casual acquaintances may not realize you are
unstable, but it is soon evident. Memories of war are everywhere:
sudden movements look like attacks, a cough reminds you of Tainted
victims, playing children sound like goblins. The GM can call for a
simple Willpower roll, TN 20, a number of times per session equal to the
cost of the Disadvantage. If this roll is failed, the samurai goes
into post-traumatic stress disorder, fearfully lashing out, fainting, or
having full-sensory flashbacks. Conversely, the urges could mean that
you are the sort of samurai who leaps into oni mouths believing that you
can carve your way out. You are uncontrollable in Rokugani society:
you have emotional outbursts, cackling laughter, and make snap decisions
which cause a steady loss of face.
|
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| Refused by Family (Way of the Minor Clans) | |||||||||||||||||
1 point
|
All social skills with your family keep 1
fewer die. You cannot inherit property or goods. One starting item is
of average quality, all others are considered poor.
|
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| Refused by the Clan (Way of the Minor Clans) | |||||||||||||||||
2 point
|
As Refused by Family; in addition, all social skills within your clan roll 1 fewer die (Badger Clan shugenja must take this disadvantage).
|
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| Scarred (Bearers of Jade) | |||||||||||||||||
1 point
|
Unhealed wounds in the Shadowlands that were
not infected by Taint still leave disgusting, visible marks. Commons
scars whiten the skin, twist and blacken it, or turn it green and
oozing. These subtract one die on all social interactions and two for
seduction.
|
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| Shadowlands Taint (Way of the Crab) | |||||||||||||||||
1-5 points
|
You have journeyed into the Shadowlands and
left a tiny piece of your soul behind. As a result, you have been
infected with the madness of Fu Leng's realm. For every point you take
in this disadvantage, you gain a point of the Taint (see The Book of the Shadowlands, page 27, or the GM's pack, page 11, for rules on the Taint).
|
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| Small (L5R RPG) | |||||||||||||||||
3 points
|
You are below average height and weight. Whenever you make a damage roll, you cannot count the highest die.
|
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| Social Disadvantage (Way of the Dragon) | |||||||||||||||||
3 points per rank
|
You have slipped from your place within the
Celestial Order. For every 3 points of Social Disadvantage, the
character's Glory Rank is reduced by one from his School Rank. All
Ronin characters must have at least 3 points of Social Disadvantage.
Characters that fall below Glory Rank 0 are hardly considered part of
the Celestial Order.
|
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| Soft-Hearted (L5R RPG) | |||||||||||||||||
2 points
|
You have a profound respect for human life.
Your conscience overcomes you whenever you are about to commit an act of
inhumane cruelty. Whenever you try to take a human life, you must make
a simple Willpower roll against a 20 or you can't follow through with
the action.
|
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| Spoiled (Winter Court) | |||||||||||||||||
3 points
|
A spoiled character is used to having the best of everything. Like the Compulsion
disadvantage, a Spoiled character must make a Willpower roll to resist
the object of their desire. If they succeed against a TN of 15 (or
greater in instances where the object is of extreme value), then the
object is merely admired and jealously desired. However, if the
character fails their roll, they must find a way to acquire the item or,
under the GM's discretion, find a similar copy.
Obviously, if the item in question is unique or very rare, like a daimyo's sword, a duplicate will not work. In instances where a unique item or object is sought after, the TN should be exceptionally higher. A spoiled character also desires people, and this is an exceptionally difficult and abusive when the person is already taken by another - servant, spouse, craftsman, or otherwise. This disadvantage is very akin to the Compulsion disadvantage, with less focus over what it is the character desires. Such is the way of a spoiled individual. |
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| Sworn Enemy (L5R RPG) | |||||||||||||||||
Variable
|
The character has a Sworn Enemy that desires
his death. Having the Sworn Enemy is worth 3 points; up to three
additional points can be gained if the Sworn Enemy is a higher Rank (at
one point for one Rank higher). Whenever a character with a Sworn Enemy
gains a Rank, the Enemy gains one as well, with appropriately increased
skills and traits. The Enemy can show up at any time, at the GM's
whim, and while he or she may be temporarily satisfied with ruining the
character's plans or reputation, the ultimate goal is death. The player
should detail to the GM's satisfaction the nature and cause of the
vendetta, and the GM can either have the character create the NPC enemy
or create the Enemy himself.
|
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| Touch of the Void (Way of the Shinsei) | |||||||||||||||||
2 points
|
Somewhere in your family line, your ancestors
gained a close connection to the Void, which has manifested itself in
you. While your "attunement" allows you to use an extra point of Void a
day, you are often unable to control your power. Each time you spend a
point of Void, all people (including yourself) within a five foot radius
must roll their Willpower against a TN of your Void x 5. Those who fail
the roll feel the backlash of your power, becoming dizzy and
disoriented. The effect lasts for as many turns as your Void rank;
during this time affected characters roll one fewer die on all rolls.
|
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| True Love (L5R RPG) | |||||||||||||||||
3 points
|
Finding true love in Rokugan can be a painful
experience. You will find yourself torn between your true love and your
loyalty to your Clan, your sensei and your family. Any character who
takes True Love will find himself torn between his Love and his duty.
Whenever he must choose between his Love and his duty to Clan (and/or
family, sensei, daimyo, etc.), he must spend a Void Point to do so.
Also, if he ever loses his True Love's favor, he may spend no Void
Points at all until he can gain the favor back.
|
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| Unhygienic (Way of the Wolf) | |||||||||||||||||
2 points
|
In addition to the considerable social stigma
that comes from being cast out from a clan (or never having been
accepted into a clan in the first place), there are other stigmas
attached to being a ronin. Many wave-men become so distraught over their
lot in life that simple matters of hygiene become trivial and
unimportant to them. They go weeks and months without bathing, a
practice incredibly offensive to other samurai, who often bathe multiple
times per day. A ronin with this disadvantage bathes very infrequently,
and often has a very unpleasant odor as well as a filthy appearance. He
will be denied entrance to the court of virtually any clan, and keeps
one fewer die in social interactions with other samurai. Also, the
incessant itching caused by this condition prevents the ronin from
benefiting from any Technique or Advantage that offers Free Raises on a
Willpower roll. This disadvantage may be bought off with experience
points.
|
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| Unluck (L5R RPG) | |||||||||||||||||
3, 6, or 9 points
|
Any character with Unluck will find himself
the victim of the GM's whim. For every 3 points the character invests
in Unluck, the GM may - once per session - command the re-roll of any
roll the character makes. It is possible to take both Luck and Unluck; a GM may not command a roll the character has just re-rolled using the Luck advantage.
|
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| Vanity (Way of the Crane) | |||||||||||||||||
1 point
|
You are gorgeous and/or brilliant - and you
know it. Unfortunately, the rest of the world doesn't seem to notice.
You'd better make sure they know the quality of the person they are
dealing with!
|
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| Weakness (L5R RPG) | |||||||||||||||||
5 points
|
You can reduce any Trait (excepting Void) by
one point to gain 5 Character Points. You may not reduce a Trait below
one, or by more than two levels.
|
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| Wrath of the Kami (Way of the Shinsei) | |||||||||||||||||
3 points per element
|
There is something about you that the spirits
of Rokugan do not like. Perhaps your soul was born unclean, your
ancestors wish to show their disfavor of you, or you have offended them
in some way. In any case, the kami of the Empire go out of their way to
harm you when they are directed to do so by a shugenja. Choose one or
more elements. Any time a spell of any element chosen is cast to harm or
hinder you directly, the caster gains a Free Raise.
|
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| Yogo Curse (Way of the Scorpion) | |||||||||||||||||
0 points
|
All characters from the Yogo family automatically have this disadvantage.
At the beginning of character creation, all Scorpion characters roll one die, and re-roll any 10 as usual. If the roll is at least 15, they have inherited the Yogo curse. Once in your life, you will betray the person you love the most. Some action, either intentional or unintentional, will cause that person pain. They more you try to avoid it, the more painful the betrayal will be. Because of the curse, the Yogo family has been forbidden to marry within the Scorpion Clan. However, true love rarely listens to rules, and taboo often breeds tragedy. |
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| Yogo Curse (Way of the Phoenix) | |||||||||||||||||
3 points
|
Members of the Asako family are closely
related to the Yogo, a family within the Scorpion Clan. Although the
two families have been parted since the day of Yogo's curse by Fu Leng
during the First War, some members of the Asako family occasionally pop
up with the terrible affliction. The curse decrees that some action,
whether intentional or unintentional, will betray the person you love
the most. The more you try to avoid it, the more painful that betrayal
will be.
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