Hachigoku はちごく 八国: A reworking of the Legend of the Five Rings RPG from both a setting and system viewpoint. I do not claim any ownership of L5R; this is purely a not-for-profit exercise in fun. And you're invited.

Sunday, January 15, 2012

Qualities: Funkying up your character.

And here are the Qualities you can give your character. There are still some sore spots in here that I'm not sure really fit. Feedback is more than appreciated.


Qualities: Advantages & Disadvantages

Qualities are character traits that make your samurai stand out from others, something that personalizes them beyond just Traits, Skills, and even Okuden. Qualities can either add a bonus to your natural abilities or flavor (Advantages), or represent aspects of your character that cause problems, flaws that must be overcome (Disadvantages). Whether beneficial or detrimental, Advantages and Disadvantages vary in magnitude: Minor or Major. Minor ones offer only a minor mechanical or social benefit, or no tangible benefit at all. Major ones offer a significant bonus, or reflect a supernatural influence on the character.

Every character at creation gains two Minor Advantages for free. Any additional Minor Advantages must be balanced with Minor Disadvantages; Major Advantages or Disadvantages are equivalent to two Minor Advantages or Disadvantages, respectfully. Thus, you could take one Major Advantage and one Minor Advantage by also taking one Minor Disadvantage, three Major Advantages by also taking one Major Disadvantage and two Minor Disadvantages.

Some Advantages can be bought after creation and some Disadvantages can be bought off, at a cost of 5 XP for Minor Qualities, 10 XP for Major Qualities. Each Quality has a descriptor in its title indicating whether it can be purchased or bought off during play.

Inherent: Cannot be purchased or removed after character creation.
Trained: Can be purchased or removed, but will usually require some time depending on its cost to develop or overcome. Minor Qualities require 2 Season Actions to purchase or remove, while Major Qualities require 4 Season Actions.
Granted: Can be purchased or removed, but only if the opportunity presents itself during play, and often as a great boon or doom.
   
Quality Format:

Quality Name (Minor or Major) (Descriptor)

Quality description and mechanics.


Advantages

Able Drinker (Minor) (Trained)

Your ability to hold your sake is impressive, and your stomach is ironclad. You never suffer the negative penalties of drinking sake or other alcoholic beverages. You cannot take alcohol as part of the Compulsion Disadvantage.

Absolute Direction (Minor) (Inherent)

You are never lost. You always know which way is north, even in a garden maze in the middle of the night—or even after hours of fleeing from enemies. However, there are places in the Shadowlands that mislead even those with Absolute Direction, so be careful beyond the Wall...

Akodo Armor (Major, Minor for Akodo) (Granted)

You have inherited or been gifted with a suit of light or heavy Akodo armor, replacing the light or heavy armor in your Starting Equipment. If you don't have light or heavy armor, you cannot take this Advantage. The armor crafted by the Akodo are exquisite examples of art and utility, and famous for battle-readiness. The Akodo are fond of saying that Matsu thrive on fighting, but Akodo live for war. The Akodo armor is finely crafted and always considered Fine Quality. Thus, light Akodo armor grants a +7 TN to be Hit bonus, and heavy Akodo armor grants a +12 TN to be Hit bonus. Additionally, the authority and legacy of an Akodo suit impresses all who are confronted with it and imbues the samurai with confidence, giving the wearer a Free Raise on all Awareness or Willpower rolls. Finally, the wearer reduces all Wounds taken from the Battle Table during Warfare by 1k1. Thus, a bushi wearing heavy Akodo armor reduces Battle Table Wounds by 2k2 dice instead of 1k1. This is considered a Minor Advantage for Akodo samurai.

Ally (Major, Minor for Doji) (Granted)

You are connected. Through family, personality, or luck, you have the friendship of a useful person of influence. This person has some measure of influence and wealth, such a samurai with land or a significant political position in the uji, and would be willing to risk their honor in aiding you, but only in secret. The ally can be of considerably more influence, such as a member of the kuge or a Roju official, or whose devotion extends to nearly anything, regardless of honor; if so, the Advantage counts as two Major Advantages. If the ally is both extremely high in station and devotion, the Advantage counts as three Major Advantages. This is consider a Minor Advantage for Doji samurai, including its advanced costs (an ally of extremely high station and devotion counts as three Minor Advantages, for example). You may take this Advantage multiple times, each time for a different Ally.

Ambidextrous (Minor) (Trained)

You may use both hands without penalty. Any character who does not invest in Ambidextrous suffers a +10 TN penalty when using their off-hand.

Balance (Major, cannot be taken by Mosenshi) (Trained)

You have the ability to remain neutral, even level-headed, regardless of your inner emotional state. You may ignore any comments designed to taunt or impel you to react, ignoring any modifiers to Honor rolls or opposed Awareness and Willpower rolls. Your self-control lends itself well to dueling; during an Iaijutsu Duel you can Raise a number of times equal to your Void Ring + Earth Ring instead just your Void. You cannot take the Brash Disadvantage, or any Disadvantage making you more prone to violence, nor can you train in any Ryu with the Mosenshi Subprofession.

Blackmail (Major, Minor for Bayushi) (Granted)

You have information or evidence that you hold over someone's head. Blackmail is similar to the Ally Advantage, but far more dangerous—and less public, because a person being blackmailed is more willing to do terrible things than an Ally would. However, it should be noted that those being blackmailed don't like it, and overuse of this Advantage can lead to... unpleasant results. This person has some measure of influence and wealth, such a samurai with land or a significant political position in the uji, and would be willing to risk their honor in aiding you, or even violate it. The ally can be of considerably more influence, such as a member of the kuge or an Imperial official; if so, the Advantage counts as two Major Advantages. You can have any one favor within their power performed, no matter its publicity or consequences, by discharging the Advantaging and losing the benefits of Blackmail.  This is consider a Minor Advantage for Bayushi samurai, including its advanced costs (blackmail of an extremely high station individual as two Minor Advantages). You may take this Advantage multiple times, each time for a different subject.

Bland (Minor) (Inherent)

You are bland by nature and tend to be unassuming, a quiet one with average build and features. Because you are not striking in any way, it is easy to forget your name and appearance. You have no real distinguishing features, and most people simply look away when you pass by. Being bland is both a boon and a flaw: being bland gives you a greater chance of success when disguised or trying not to be noticed, but it also gives you a smaller chance of being recognized for your accomplishments. You give a +10 TN penalty to any roll to recognize or spot you when not actively hiding, but you are treated as having 1 Glory Rank lower than you actually have in social situations. You cannot take any Quality that gives you a distinguishing feature (such as One Eye), nor can you take Blessing of Benten, Curse of Benten, or Dangerous Beauty.

Blessing of Benten (Major, Minor for Doji) (Inherent)

You fascinate people. It may be your looks or charm, or maybe both. You just have that certain “something.” Whenever you make a roll involving persuasion, you gain a +1k1 bonus (+1k2 if the target is attracted to you). You may not take the Bland or Dangerous Beauty Advantages, nor can you take any other Blessing or Curse Quality. This counts as a Minor Advantage for Doji samurai.

Blessing of Bishamon (Major, Minor for Akodo or Matsu) (Inherent)

Your prowess in battle seems blessed by the Fortunes. You receive 1 Free Raise for every 2 Raises you make in combat. You may not take any other Blessing or Curse Quality. This is considered a Minor Advantage for Akodo or Matsu samurai.

Blessing of Daikoku (Major, Minor for Shinjo or Yasuki) (Inherent)

You have the golden touch. You gain 2 free Ranks in the Commerce Skill, in addition to nay gained by your Ryu or Qualities. You also gain a +2k0 bonus to all social Skill rolls with those below the samurai caste, and can always count on help from the common folk when in trouble. You cannot take any other Blessing or Curse Quality. This is considered a Minor Advantage for Shinjo or Yoritomo samurai.

Blessing of Ebisu (Major) (Inherent)

Ebisu allows no samurai of worth to fail their duty lightly. You gain a +2k2 bonus to all Honor rolls. You may not take any other Blessing or Curse Qualities.

Blessing of Fukurokujin (Major, Minor for Isawa) (Inherent)

Your thirst for knowledge, both temporal and spiritual, is insatiable. All your Lore, Meditation, and Theology Skills above Rank 3 count double towards determining your Insight. You cannot take any other Blessing or Curse Quality. This is considered a Minor Advantage for Isawa samurai.

Blessing of Hotei (Major) (Inherent)

The fortitude of the Fortune Hotei imbues your soul. Effects which cause you to lose Void Points or forbid you from spending Void Points do not affect you; this does not include any voluntary Void Point expenditure. Also, you gain a +1k1 bonus on all Void Ring rolls. You may not intentionally choose any Qualities that prevent you from spending Void Points, nor can you choose any other Blessing or Curse Qualities.

Blissful Betrothal (Minor) (Granted)

You are betrothed and couldn't be happier about it, especially since your spouse-to-be is well connected. For one reason or another, the arrangement works out to the benefit of both parties. The wedding is scheduled to take place in one year. Once married, you exchange this Advantage for one of the following Advantages: Ally (within the spouse's family), Ear of the Roju, or Wealthy. Of course, such a wonderful marriage doesn't come without its drawbacks. You'll have to see to your betrothed's welfare, and disgruntled suitors may eye your happiness with jealousy. Be on your guard.

Blood of Osano-wo (Major, Minor for Hida or Yoritomo) (Inherent)

You are a descendant of the great Osano-wo, the Hida warrior whose stamina and battle-fury rivaled the fury of nature itself. His blood has rendered you resistant to cold, heat, and extremes of weather. You cannot be harmed by any weather-related phenomena and always succeed at any Stamina rolls involving temperature changes. Anyone attempting to cast a spell involving lightning or weather (GM's discretion) on you against your will has a +10 TN penalty. You are also considered to have a +1 Glory Rank when in lands ruled by the Hida or Yoritomo uji. This is considered a Minor Advantage for Hida and Yoritomo samurai, except for those with only the respective Discipline.

Chosen by the Oracles (Major) (Granted)

Occasionally, a child is noticed by the Oracles and guided gently through their life. While it does not mean the child will become the next Oracle, it does mean the Oracle has a definite interest in such a person's life and well-being, to the point of interfering with their life if they aren't doing what the Oracle thinks best. You are one such person. Choose a Ring, whose Oracle is interested in you. When making any roll involving that Ring, you a gain a +Xk0 bonus, where X is equal to your Insight Rank. Additionally, your Glory Rank is considered 1 rank higher when dealing with shugenja or gakusho if an Oracle of Light is interested in you, or your Glory becomes Infamy if an Oracle of Darkness is interested in you.

Clear Thinker (Minor) (Inherent)

It isn't easy to trick you. Whenever someone tries to confuse, befuddle, or lie to you, the TN has a +10 TN penalty.

Combat Reflexes (Minor) (Trained)

You are quick to react under the stress of combat. You may reroll any 1 die when rolling for Initiative, but must keep the new roll.

Crab Hands (Major, Minor for Hida) (Inherent)

You have a familiarity with many forms of weaponry, and wield even the most foreign with some degree of effectiveness. The legendary Kami Hida the Crab was renowned for his ability to turn anything he touched into a weapon, and those who see you fight believe his spirit watches over you. When using a Bujutsu Skill you gain a +1k0 bonus, and your dice still explode even if it is a Skill you are unskilled with. This is considered a Minor Advantage for Hida samurai.

Curse of Jurojin (Major, Minor for Bayushi) (Inherent)

The Fortune of disease deems you unworthy of his attention, which is a boon. You gain a +2k2 bonus to all rolls to resist poison or illness. You may not take any other Blessing or Curse Quality. This is considered a Minor Advantage for Bayushi samurai.

Dangerous Beauty (Minor) (Inherent)

There is something mysterious and dangerous about you that people find alluring and fascinating. It could be your haunting eyes, your crooked smile, the rugged scar on your cheek, the way you flirt shamelessly... You gain a +2k0 bonus on all Sincerity Skill rolls or when otherwise using less-than-honorable temptations to persuade others with your allure. You cannot take the Benten's Blessing, Benten's Curse, or Bland Qualities.

Daredevil (Minor) (Granted)

You are a born risk-taker. Whenever you do something exceptionally risky, dangerous, foolhardy, or seemingly impossible, the GM secretly rolls a die. If the die is even, you receive a +10 bonus to your roll (unknown to you). Otherwise, there is no benefit. Those who try the same thing twice discover it's not so daring once it has been done before.

Darling of the Court (Minor) (Granted)

Recently, you did something clever or heroic and one of the kuge thanked you personally, much to your surprise. You never met or spoke with that person again. Still, the countless teishin and hangers-on have begun harrying you at every turn, hoping some of the kuge's favor will rub off on them. It's a bit of an annoyance at times, but you must admit it's fun to be popular. For the next 6 months, your Glory is effectively (but not actually) 2 Ranks higher in social situations, and you may spend a Season Action to make any of your sycophants a permanent Ally (per the Ally Advantage; if you wish to increase the station or devotion of the Ally, spend an additional Season Action appropriately). After 6 months, this Advantage vanishes. Fame is fleeting. Make the best of it.

Death Trance (Minor) (Trained)

You understand that death has no hold over you, taking the philosophy of Bushido to heart. When you face death, you enter a thoughtless trance giving you great courage in the face of adversity. By spending an Action, you enter the trance until the end of the Scene. While in the trance you are immune to all attempts to intimidate or otherwise invoke fear (even magical) in you during combat. This detachment also causes you to automatically fail any Awareness rolls.

Ear of the Roju (Major, Minor for Otomo or Seppun) (Granted)

You have a semi-direct line to the Roju, whether through familial connections, favors, social or political influence, or simple respect. The terms of the connection must be clearly defined before beginning play. You gain +1 Glory Rank, and a Free Raise on all social rolls within sight of the city Otosan Uchi, or involving teishin and metsuke. This is considered a Minor Advantage for Otomo and Seppun samurai.

Exceptional Honor (Minor) (Inherent)

You have always held yourself to a higher standard than others, and your dedication to Bushido utmost in your heart. You begin the game with an additional Honor Rank.

Gaijin Tongue (Major, Minor for various Uji) (Trained)

You have the rare knowledge of a foreign tongue, either a gaijin language or one of the rare languages used by Hachigoku's nonhuman inhabitants. You are considered fluent in the language, even if your Hachigoku accent can never be lost, and literate if the language has a written form. Be careful, though, for consorting with gaijin is punishable with death under Hachigoku law, even if simply knowing their language is not. Revealing your knowledge unless specifically commanded to will likely result in odd stares at the least, heinous dishonor at the worst. Some languages are considered Minor Advantages for certain samurai, and are noted appropriately. You can take this Advantage multiple times, each time for a different language.

Languages among the gaijin include:
Mekhet: tongue used throughout the Burning Sands. (Minor for Shinjo)
Ruumal; language of the Ivory Kingdoms, has a written form. (Minor for Yoritomo)
Senpet: language of the Senpet Empire, has a written form.
Thrane: language of a faraway kingdom, has a written form.
Ujik-hai: language of the Ujik-hai nomads. (Minor for Shinjo)
Yobanjin: language of the Yobanjin, has a written form. (Minor for Kasuga or Isawa)

Languages among the nonhumans known to Hachigoku include:
Ashalan: shares a written form with the Naga.
Kenku: has a written form only readable by shugenja.
Mokujin (Minor for Yasuki)
Naga; shares a written form with the Ashalan. (Minor for Kitsune)
Nezumi; has a written language, but the reliance on scent as part of both speech and reading diminishes human fluency. (Minor for Hida)
Ningyo (Minor for Yoritomo)
Ogre
Oni (Minor for Kuni or Isawa)
Zokujin (Minor for Akodo or Ikoma)

Gift of the Togashi (Major) (Granted)

You have found favor with the Togashi, and been granted their highest honor. The ise zume have blessed you with one of their mystic tattoos. You gain one ise zume Tattoo (see the Togashi Ise Zume Discipline), and cannot take this Advantage if you are already a Togashi ise zume. If you are not an Agasha or Mirumoto samurai, you must have the Ally Advantage, with the ally being a member of the Togashi who presumably pulled the strings necessary.

Great Potential (Minor) (Inherent)

You are naturally talented in a certain skill, and will one day be a true master. Choose a Skill. When using it, you may make any number of Raises, regardless of your Void Ring.

Hands of Stone (Major, Minor for Gakusho) (Trained)

You are a prodigy at hand-to-hand combat. In bare-handed combat, your damage rating is 0k2 instead of 0k1. This is considered a Minor Advantage for Gakusho.

Heart of Vengeance (Minor or Major) (Granted)

For some reason or another, a particular Uji has earned your wrath, whether the injury was real or imagined. They view you with the same distaste. Choose an Uji; if it is a Shonagon Uji, this is considered a Minor Advantage, and if it is a Dainagon Uji this is considered a Major Advantage. Whenever you use a Skill against a member of that Uji, you gain a +0k1 bonus. You Glory is always considered Infamy when dealing with that Uji.

Heartless (Minor) (Trained)

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) have a +10 TN penalty. You cannot take the Insensitive Disadvantage.

Heisho (Minor) (Granted)

You have suffered some traumatic experience, such as being trapped in a burning castle and buried alive, or the sole survivor of an oni attack. Every day you expect to die. You are immune to all attempts to intimidate or otherwise invoke fear (even magical) in you. Also, you get a Free Raise to detect traps, concealed weapons, and similar dangers. However, this tends to make you fatalistic and numb, giving you a +10 TN penalty to all rolls for detecting lies or resisting another's Sincerity. It's not like it matters, after all.

Hero of the People (Major, Minor for Ronin) (Granted)

You have overcome the class barrier between the samurai and the peasantry. Peasants identify with you, viewing you as a leader and hero. Through years of hard work and devotion, you achieved a degree of acceptance in a particular region of Hachigoku. Choose a region controlled by an Uji. The peasants here look to you as a hero and friend because of your deeds, and the local magistrates choose to ignore you as long as your behavior is not extreme or outlandish. You may not get paid for your services here (if you are not supported by a daimyo), but you can always find free room and board. As long as you treat the people with respect, they will go out of their way to aid you. You gain a +1k1 bonus on all social rolls with those below the samurai caste, and non-samurai consider your Glory 2 Ranks higher. Ronin with this Advantage are likely to be offered fealty by an Uji, and may consider it a Minor Advantage.

Inkyo (Minor, Gakusho only) (Inherent)

Before becoming a gakusho and following the Tao of Shinsei, you were sworn to an Uji and shaved your head because of retirement or misadventure. Some within your old Uji may still remember you, so why and how you left is usually important. Choose an Uji, other than Asako or Togashi. You can purchase Skills or Qualities as if you were a member. Only gakusho may purchase this Advantage.

Innate Ability (Minor, Shugenja only) (Trained)

Your understanding of a particular spell is so complete you can cast it from memory, no longer needing a scroll. If you do use a scroll during the casting you gain a Free Raise. This Advantage can be taken more than once, each time for a different spell, and you must have previously learned the spell. Only shugenja may take this Advantage.

Inquisitor's Strike (Major, Minor for Isawa) (Granted)

You have inherited or been gifted with an Inquisitor's Strike wakizashi, replacing the wakizashi normally present in your Starting Equipment. If you do not receive a wakizashi in your starting equipment, you cannot take this Advantage. The Inquisitor's Strike has an admixture of jade powder blended into the steel using a method highly guarded by Asako swordsmiths. The blades are typically given to Asako Inquisitors, or those who count such shugenja as ancestors. The Fine Quality wakizashi, with a damage rating of 2k2, does +1k1 damage against those with the Shadowlands Taint. In addition it is considered a jade item for all purposes, equivalent to a finger of jade if one is traveling through the Shadowlands. Once the jade is spent, the blade becomes tarnished and no longer provides a bonus against Tainted foes, but can be recharged after a week by casting Jade Strike on the blade. This is considered a Minor Advantage for Isawa samurai.

Kage Yakiin (Major, Bayushi only) (Granted)

You have been gifted with a kage yakiin, a shadow brand that gives you increased ability within shadows. It is a tattoo somewhere on your body (preferably somewhere usually covered) that can only be seen in direct sunlight. The secret to creating kage yakiin is closely guarded by the shugenja of the Shoshi Uji, and typically only given to samurai sworn to the Bayushi Uji directly or by vassalage, and even then only after grave consideration. You gain a +0k1 bonus to all rolls made while in dim light or darkness; a large room lit only by candles (not lanterns or torches) would be considered dimly lit. Any sunlight cancels this benefit, even a single beam. If the kage yakiin itself is exposed to sunlight, you take 1k1 damage per round. If you ever gain a second kage yakiin, you gain 1 Shadow Point, and have come to the attention of the Nothing. Every kage yakiin after that garners an additional Shadow Point. If you ever begin acting strangely or manifesting the powers of the Goju and Nothing, your masters will kill you. Only Bayushi samurai may take this Advantage.

Kaiu Katana (Major, Minor for Hida) (Granted)

The Kaiu katana are legendary instruments of warfare crafted by only the greatest Kaiu smiths. Such blades carry the strength of the mountains, forged of iron mined deep beneath the foundations of the Twilight Mountains. You have inherited or been gifted one, replacing the katana in your normal Starting Equipment. If your starting equipment does not contain a katana, you cannot take this Advantage. It is considered a Fine Quality item, although its damage rating is 2k3, instead of 3k2. It must never leave your side, and can only be broken by powerful magic, such as that wielded by the Fortunes, Oracles, or dragons. If anyone outside your family ever touches the blade, you lose 1 Honor Point. If you lose the katana, you lose 2 Honor Ranks. This is considered a Minor Advantage for Hida samurai.

Kakita Katana (Major, Minor for Doji) (Granted)

You have inherited or been gifted with a Kakita katana, one of the finest blades in Hachigoku, swift and deadly. The Ashidaka swordsmiths forge the Kakita katana to be keen and quick, steel incredibly flexible and responsive to the wielder. You have inherited or been gifted one, replacing the katana in your normal Starting Equipment. If your starting equipment does not contain a katana, you cannot take this Advantage. It is considered a Fine Quality item, giving it a damage rating of 3k2, and all Iaijutsu and Kenjutsu Skill rolls using it have a +1k1 bonus. Also, by making 4 Raises and spending a Void Point, the wielder can cut through stone, up to a number of feet equal to their Water Ring. This is considered a Minor Advantage for Doji samurai.

Kharmic Tie (Minor) (Inherent)

The people of Hachigoku believe in reincarnation, that every soul lives a hundred thousand lifetimes. You feel uncomfortable around those with you whom you had bad relationships with in a previous life, and comfortable around those with whom you had good relationships. You have found someone you are connected to in a past life (even if they do not feel the same pull). Whenever you spend a Void Point for or against them directly, it counts as two Void Points spent. For example, if attacking someone you have a kharmic tie with and spending a Void Point, the bonus would be +2k2 instead of +1k1. You may take this Advantage multiple times, each time for a different subject.

Large (Minor) (Inherent)

You are big. The average Hachigoku citizen is 5' 6” to 5' 8” tall. You are 6' to 6' 3”. All your melee damage rolls gain a +1k0 bonus, but you suffer a +5 TN penalty for all non-Bugei rolls in social situations.

Luck (Minor) (Inherent)

The Fortunes must be looking out for you. You may reroll one unsuccessful roll during a session. You cannot reroll any roll made using  the Luck Advantage, nor can you take the Unluck Disadvantage. You may take this Advantage multiple times.

Magic Resistance (Minor) (Inherent)

Perhaps due to some ancestral legacy or accident of birth, you are highly resistant to spell effects. Any spell targeting you (even if you don't resist) has a +10 TN penalty.

Meek (Major, Minor for Miya) (Inherent)

Try as you might, you never seem threatening. Unless you're having a serious effect on combat (GM's discretion), opponents won't attack you until they have disposed of 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 you gain a +1k0 bonus on all rolls involving diplomacy and neogotiation, even if you're simply begging for your life. This does nothing to stop others from capturing, questioning, or verbally harassing you, however. This is considered a Minor Advantage for Miya samurai.

Medium (Major, Minor for Toritaka) (Inherent)

You were born with a deep, primal connection to the Spirit Realms and can converse freely with the spirits of the dead. Any non-Tainted undead creature or spirit of the deceased will respond positively to you unless you treat them with overt hostility. Additionally, you gain a Free Raise on all social rolls denizens of the Spirit Realms beyond the physical realm holding Hachigoku, except for those native to the Shadowlands (this bonus still affects those summoned from Jigoku, including oni). This is considered a Minor Advantage for Toritaka samurai.

Methodical (Minor) (Inherent)

You have spent years fighting criminals and outsmarting them... or living with them. You know that success or failure lies in the details. You gain a +1k1 bonus on all rolls for finding or concealing secret compartments and contraband when spending extra time and care examining criminal bases and ships.

Musha Shugyo (Minor, Uji Samurai only) (Granted)

You, a “ronin,” are actually a bushi on a warrior pilgrimage, a “musho shugyo.” You have, for a time, left the ways of your Uji as you wander Hachigoku seeking to test your skills against the fighting styles of many different samurai. Everyone you encounter during this time will treat you as a ronin, although they will respect the musho shugyo and believe it strengthens resolve in a young warrior. Most musho shugyo 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. When you feel you have learned all you can from your journey, you may return to your Uji and resume training. You cannot learn anymore Okuden in your Discipline until then, but you can learn any other Okuden a sensei is willing to teach you in that time. Furthermore, during your wandering you receive additional Season Actions equal to your Glory Rank every Season; these can only be spent on improving Traits and Skills, or buying Emphases or Okuden. You gain no points to buy Holdings, but gain points equal to your Honor Rank for buying Holdings once you are restored to your uji. Only samurai sworn to an uji may take this Advantage.

Obsidian Katana (Major, Minor for Bayushi) (Granted)

You have inherited or been gifted with an obsidian katana, replacing the katana normally present in your Starting Equipment. If you do not receive a katana in your starting equipment, you cannot take this Advantage. The obsidian katana's steel has an admixture of enchanted obsidian blended into the metal, a method rumored to be practiced among Shosuro and other unsavory swordsmiths. There isn't enough obsidian to risk the Taint or Shadow corruption, but will incur the wrath of any ninja-hunter or Tsukai-sagasu. The obsidian katana functions as a normal Fine Quality katana until it strikes a spellcaster (such as a shugenja or maho-tsukai). The blade dispels any one magical effect (at the wielder's discretion) with a successful strike (in addition to normal effects) and causes the TN for the next spell cast by the target to have a +15 penalty, unless the spellcaster spends a Void Point. This is considered a Minor Advantage for Bayushi samurai.

Personal Mon (Minor, Samurai only) (Granted)

You possess a personal mon, designed by you and registered with the Miya shisha. You gain 1 Glory Rank. You gain a Free Raise on all social rolls with members of your profession when you present your mon. Only members of the samurai caste may take this Advantage.

Precise Memory (Minor) (Inherent)

You have a phenomenal ability to memorize facts, figures, and written material. You are not infallible, however, nor does it give you any special ability to understand information, or to learn new skills and languages. You simply never forget something you have seen or read.

Quick (Minor) (Inherent)

You're just faster than others. When determining Initiative, you gain a +1k0 bonus.

Quick Healer (Minor) (Inherent)

Your body recovers from damage quicker than most. When healing Wounds, your Stamina is considered 1 Rank higher.

Read Lips (Minor) (Trained)

You have trained yourself to read the lips of any whose mouth you can observe speaking. You must know the language being spoken, however.

Sage (Minor) (Granted)

You are a seeker of wisdom and words, and many value your understanding of history, literature, and philosophy. Your devotion to such learning has sharpened your memory regarding the past and the lesson it imparts. You gain +1k1 bonus to all Lore Skill rolls.

Scorpion's Touch (Major, Minor for Bayushi) (Inherent)

Quite simply, you are very good at acting in a devilish manner. The legendary Kami Bayushi the Scorpion was a gifted master of misdirection and ruthlessness, and see the world through his eyes. Whatever needs doing must be done, at any cost. When using a Low Skill you gain a +1k0 bonus, and your dice still explode even if it is a Skill you are unskilled in.

Scroll Cache (Minor, Shugenja only) (Granted)

Your family is particularly generous with magical knowledge and your sensei was indulgent. You begin the game with an additional spell scroll that you can cast of your choice.

Sea Legs (Minor) (Trained)

You have a natural affinity for the sea and feel perfectly at home in or out of the water. You gain a +1k1 bonus on all Athletics and Sailing Skill rolls for swimming or when on watercraft.

Sensei (Minor or Major) (Granted)

You and your sensei have developed a bond that makes you inseparable You would do anything to protect your sensei and his Discipline, and he would do the same. The cost of the sensei depends on his renown and rank. 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, as well as being available for future training. If purchased as a Minor Advantage, the sensei is Rank 3 in both Insight and Discipline Ranks. If purchased as a Major Advantage, the sensei is Rank 5 in both. If you ever join another Discipline, you lose the benefits of this Advantage until you are able to return to your sensei's training. Even then, your sensei may still look down on you with disfavor for leaving his instruction.

Sign Language (Minor) (Trained)

You know the secret language of gestures and body movements used by clandestine groups, such as various ninja sects or the Kolat, or even certain teishin gakuen. You can use this to communicate silently with others who know the language, if they can see you. Unlike a general sign language used by samurai to communicate battle orders, this is a complex, nuanced, and secret system. This Advantage can be taken multiple times, each time for a new sign language.

Small (Minor) (Inherent)

You are smaller than average, usually around 5' to 5' 3''. You gain a +2k0 bonus to all Stealth rolls, but your movement rate is figured as if your Water Ring were 1 Rank lower, to a minimum of 1.

Social Position (Minor) (Granted)

You have a higher position within the Empire's social order than you normally would. This comes from being related to a daimyo, performing an impressive feat before your gempukku, having a great omen appear when you were born, etc. You should record exactly how you gained this Advantage. You gain an additional Glory Rank.

Soul of Green Walls (Minor) (Trained)

You have spent a great deal of time living within the cities of Hachigoku. Whenever you are within an urban environment, including a kyuden (palace) or castle town, you gain a Free Raise on all Hunting, Investigation, and Etiquette Skill rolls, as well as the benefits of the Absolute Direction Advantage.

Strength of the Earth (Minor) (Inherent)

You have legendary stamina. You may ignore some effects of Would levels, decreasing your Wound Level Penalty by 5 points. You may take this Advantage multiple times.

Tactician (Major, Minor for Akodo) (Granted)

You can bestow limited benefits on those who follow you. If another character is following or serving you, he is able to use some of your skills. Whenever you are involved a Group roll that involves a Skill you have at least 1 Rank in, you gain a +Xk0 bonus, where X is your Insight Rank. Additionally, you gain a bonus of +Xk0 to all Battle Skill rolls, where X is your Insight Rank. This is considered a Minor Advantage for Akodo samurai.

Utaku Saddle Cutter (Major, Minor for Shinjo) (Granted)

You have inherited or been gifted with an Utaku saddle cutter, replacing the katana normally present in your Starting Equipment. If you do not receive a katana in your starting equipment, you cannot take this Advantage. The Utaku saddle cutter is a massive no-dachi, weighted at the tip to take advantage of a mounted samurai's height advantage. It is considered Fine Quality with a damage rating of 4k2. Any attacks made from Higher Ground (such as being mounted) have a +0k1 bonus to attack and damage rolls. Additionally, the reputation of the weapon is so great you inflict a Fear effect equal to your Glory Rank against any foe you attack using it. This is considered a Minor Advantage for Shinjo samurai.

Voice of the Crane (Major, Minor for Doji) (Inherent)

The Kami Doji the Crane was legendary for her soothing tones and fierce wit. You have a gift for eloquence, and the authority of steel resonates in your voice. Whenever making rolls involving speaking, you gain a +1k1 bonus. These rolls must require speaking; simply shouting when you make an attack does not grant the bonus.

Wealthy (Minor) (Granted)

You come from a family of some means. All of your Starting Equipment is Fine Quality, if it is not already, and you have twice as many of each item, excluding weapons and armor. Additionally, you gain 20 koku.

Well-Connected (Major, Minor for teishin) (Granted)

You have built up a network of friends, associates, and connections across the Empire. Anytime you are in a well-populated area for at least a day, you may make an Awareness roll (TN 20) to locate a contact. On a successful roll, you locate someone of minor importance who is well-disposed towards you. Raises may be declared to increase the influence of the contact found, or to improve his disposition towards you.

Yogo Blessing (Minor, Yogo only) (Granted)

You are one of the lucky few. Born a member of the Yogo family or Uji, you were cursed as are all of its members. But the Fortunes smiled on you, and your betrayal came early in life and was relatively harmless. The Yogo historians have verified your betrayal,  and you are now free if it. Your fellow clansmen trust you much more than most Yogo. Others still see a Yogo. Only Yogo samurai need take this Advantage.


Disadvantages

Antisocial (Minor) (Trained)

You have difficulty getting along with others. Whatever the reason, you find it hard to express your feelings and withdraw from contact with others. All your Social rolls have a –0k1 penalty.

Apostate (Major, Gakusho only) (Granted)

You have committed some indiscretion against the sect and temple that trained you as a monk, and were cast out. Those who are aware of your action treat you with scorn, and holy men who know your history treat you with utter contempt. Essentially, you are the gakusho equivalent of a ronin, an apostate. Once again receiving the support of the Shinsei no Shinden will require great atonement on your part. Only gakusho may take this Disadvantage.

Ascetic (Minor, Major for Gakusho) (Granted)

You aren't interested in material wealth, temporal power, glory, or gaudy fashion. You own only one kimono, one pair of sandals, and one obi. If you are a bushi, you have a daisho or single weapon. If you are a shugenja, you own a pouch full of scrolls. Maybe—maybe—you own a hat or bowl. These are the only material objects you will ever own. You are unconcerned with Glory, but Honor is still very important. You cannot take any Qualities that affect your material possessions. This is considered a Major Disadvantage for gakusho.

Bad Health (Major) (Inherent)

You have never fully recovered from some illness, or simply had the bad fortune to be born sickly and frail. Your Wound Ranks are figured as if your Stamina were 1 Rank lower; you cannot take this Disadvantage if it gives you 0 Wounds per Rank.

Bad Reputation (Minor) (Granted)

You've already earned yourself a bad reputation. Whenever other samurai see you, they add a die to their recognition roll, but they begin with a bad impression of you. You should choose a single word to define your reputation. Your Glory is Infamy until the bad reputation is resolved.

Bitter Betrothal (Minor) (Granted)

You are betrothed. Unfortunately, the marriage is destined not to be a happy one. Perhaps your spouse-to-be is a member of an enemy family or Uji. Maybe the fiancée is just an arrogant, obnoxious boor, or you're desperately in love with someone else. Whatever the case, your family has made plans for you to marry and expects you submit to their will. The wedding is planned a year from now, and you are not looking forward to it. What's worse, your intended isn't fond of the idea either. At best, you are doomed to a cold and bitter home, shackled by a political marriage. At worst, your intended is a spy and may be part of a larger plot to dishonor your family or Uji.

Brash (Minor) (Trained)

You are hot-headed. You seek to avenge any slight on your honor, and must make an Honor roll (TN 20) in order to keep control of your emotions when insulted. You cannot take any Quality intended to keep you calm or meek.

Can't Lie (Minor) (Trained)

You just can't tell a good lie. Whenever you try, you fail automatically.

Compulsion (Minor) (Inherent)

You have an overpowering urge (drinking, gambling, opium, love of geisha, etc.) that gets you into trouble and causes great shame. You must make an Honor roll (TN 20) every time you confront your compulsion to keep you from losing control and giving in to the compulsion.

Coward (Major) (Granted)

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 have a +10 TN penalty to all rolls against anyone with a higher Glory Rank, or nonhuman creatures. Additionally, all Fear effects against you automatically succeed unless you spend a Void Point.

Cruel (Minor, Major for Otomo) (Granted)

Beyond being uncaring, you delight in the suffering of others. The cruelty need not be merely physical, but can manifest itself as glee in watching others dance on their strings. Your Awareness Rank is considered 1 less when interacting with anyone socially, and your Honor Rank is considered 1 less for all Honor rolls. A truly cruel person is expected to behave in a cruel manner, and if ever caught engaging in a cruel act may suffer greatly for their transgressions. This is considered a Major Disadvantage for Otomo samurai.

Curse of Benten (Minor, Major for Hida) (Inherent)

There is just something about you that others find repulsive. All of your rolls to be cordial, persuasive, or use Etiquette have a -2k0 penalty, but you gain a +1k0 bonus to all fear and intimidation rolls. You cannot choose any other Blessing or Curse Qualities, the Bland Advantage, or the Dangerous Beauty Advantage. This is considered a Major Disadvantage for Hida samurai.

Curse of Bishamon (Minor, Major for Miya) (Inherent)

Fighting has never been your forte. All of your attack rolls (except for spellcasting rolls) require 2 Raises in order to successfully hit. These Raises have no other effects. On the plus side, you gain a +1k0 bonus to all rolls to resolve a dispute without combat. You cannot take any other Blessing or Curse Qualities. This is considered a Major Disadvantage for Miya samurai.

Curse of Daikoku (Minor, Major for Akodo or Matsu) (Inherent)

Money is an unclean thing for samurai to consider, and those lower classes beholden to it are likewise unclean. You have a -2k0 penalty to all Commerce Skill rolls and all Social rolls with peasants or merchants. Members of the lower classes assume the worst about you even when you're trying to treat them with honesty and respect. You cannot take any other Blessing or Curse Quality, nor can you take any Quality that specifically effects your interactions with the lower classes. This is considered a Major Disadvantage for Akodo or Matsu samurai.

Curse of Ebisu (Minor, Major for Agasha and Mirumoto) (Inherent)

Reality is plain to see; why do so many samurai willingly ignore it? You have a -2k0 penalty to all Etiquette (Sincerity) and Deceit Skill rolls and all attempts to convince others of your honesty without powerful proof or corroborating testimony. You cannot take any other Blessing or Curse Quality, nor can you take any Qualities directly affecting your ability to lie. This is considered a Major Disadvantage for Agasha and Mirumoto samurai.

Curse of Fukurokujin (Minor) (Inherent)

Your mind is an unsettled territory, wild and undisciplined. You must Raise once on any Meditation or Lore Skill rolls for no effect, and you raising all Meditation and Lore Skills costs double the normal XP cost. You may not take any other Blessing Advantage or Curse Disadvantage.

Curse of Hotei (Minor) (Inherent)

Nothing succeeds like a spectacular failure. Whenever you fail a roll and miss the original TN by 5 or less, you fail miserably and dramatically. Your sword flies out of your hand, a spell takes effect but chooses a different target, etc. The GM determines the outcome of the failure. You may not take the Luck Advantage, nor can you take any other Blessing Advantage or Curse Disadvantage.

Curse of Jurojin (Minor) (Inherent)

The Fortunes have been unkind towards your constitution since birth. You have a -2k0 penalty to all rolls to resist poison or disease. If this would cause you to roll one less than one die, then the poison or disease is automatically effective. You can not take any Advantage that grants you a specific bonus to resisting poison or disease, nor can you take any other Blessing Advantage or Curse Disadvantage.

Deathseeker (Major) (Granted)

You are a member of the elite outcasts: the Deathseekers. Your family has been dishonored, your name erased from the records of your Clan. The only way to redeem your 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 cleare, 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. You may not take any Quality that lowers of raises your Glory. Your only desire is to die gloriously.

Dependent (Minor) (Granted)

You have someone who is completely dependent on you. Who they are is up to you, but they are completely helpless without you. Examples include small children or an aged parent, but a naïve spouse could also qualify. This dependent is considered a Brute (TR 1).

Dishonored (Minor) (Inherent)

There is a darkness within, a shame staining your honor. You begin with 1 less Honor Rank. You cannot take this Quality if it would lower your Honor Rank below 0.

Dishonored Sensei (Minor) (Inherent)

The wise teacher who taught you your okuden was dishonored, then killed attempting to regain his honor. You sensei died without honor, and every one of his students is now sneered at by others, who are quick to claim that their dojo would never produce such a failure.

Doubt (Minor) (Granted)

Choose one of your starting Ryu Skills. You have no confidence in it. Though you train and train, you still cannot excel. The knowledge is there, but so is the nagging doubt. Every time you use this Skill, you must make 2 Raises to succeed, for no other benefit. These 2 Raises still count towards your maximum Raises, however. Doubt can be conquered, but only when the Skill's Rank is at least 5, and you use it to defeat a superior opponent, save your life or another's, or, in the case of a craft, create a work of lasting beauty and profound skill (TN 45 at least).

Elderly (Major) (Inherent)

You are far past your prime, generally over 55 years of age, but individuals may vary. You must make 2 Raises to successfully make any Strength or Agility rolls, including Skill rolls involving those Traits. You must make 1 Raise to successfully make any Stamina and Reflexes rolls, including Skill rolls involving those Traits. However, every High Skill you posses provides 2 additional Insight, and every Lore Skill provides 3 additional Insight (this is not cumulative). You cannot also have the Old Disadvantage.

Elemental Imbalance (Minor, Major for Isawa, Shugenja only) (Inherent)

A ritual or spell went terribly wrong during your past, and has left a permanent elemental imbalance in your magic. You are strongly attuned to an Element, but in a way that the kami often overpower your will in the casting. Pick an Element (Air, Earth, Fire, Void, or Water) that your capable of casting but do not have a Deficiency with. Whenever you cast a spell from this Element, you must make a Willpower roll (TN 20). Failure means that the spell may fail utterly, choose another target, be weaker, or roar out of control. This is considered a Major Disadvantage for Isawa samurai, and can only be taken by shugenja.

Epilepsy (Major) (Inherent)

You have this rare disease that causes seizures, resulting in rigidity of muscles, shaking symptoms, and even death. Whenever you are in a stressful situation, or subjected to bright, flashing lights (like fireworks), you must make a Willpower roll (TN 20) to resist a seizure. If you enter a seizure, you can make a Willpower roll each subsequent round at TN 20 to end it. This Disadvantage is rare outside of the Kuge, due to their frequent inbreeding with the dynastic lines, but not unheard of. Those who take this Disadvantage should explain it with some connection to the Kuge.

Fascination (Minor) (Trained)

You have a fascination with something (horses, origami, music, history, etc.) and will go to any length to learn new things about it. Any length.

Forsaken (Major) (Granted)

Your ancestors will have nothing to do with you. You can never commune with ancestor spirits, who will pointedly ignore you (including creatures such as gaki), nor can you posses any Quality that deals with ancestor spirits. This forsaking includes being denied the +1 Trait bonus granted by your Discipline, as the accumulated spiritual power of the Discipline's legacy spurns you as well. Most other Hachigoku inhabitants assume you did something very wrong to anger your ancestors.

Frail Mind (Minor) (Inherent)

Whenever you are the target of a magical spell, seduction, or any other task that would involve your Willpower, the opponent gets 2 Free Raises.

Gaijin Name (Minor, Major for Shinjo) (Inherent)

You have a strange sound in your name, alien to the ears of most Rokugani. It may be an L or V, or a consonant combination like KS or TH. It is difficult for many Hachigokuans to pronounce, and causes others to be wary that you may be "in league" with the "foreign devils". You have a –1k0 on all Social rolls with Hachigokuans Rokugani who are not Shinjo Uji members. This is considered a Major Disadvantage for Gakusho or Shinjo samurai.

Greedy (Minor, Major for Yasuki) (Granted)

You are concerned with material wealth over honor and glory. Opponents gain 2 Free Raises when attempting to bribe you with material goods.

Gullible (Major) (Granted)

You believe almost anything anyone tells you if they are convincing enough. The TN to convince you of anything is 5.

Haunted (Major) (Inherent)

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 better. When the ancestor is particularly annoying, any roll you make requires 2 Raises for no effect.

Heimin (Major, Ronin only) (Inherent)

You hide the greatest secret a ronin can: you are not a samurai at all. You are the child of two heimin, or perhaps your parents were even lower in the caste system. If discovered, you will be mercilessly and quickly executed. Also, your lack of knowledge about the samurai caste causes social problems. The cost of improving all High Skills is doubled for you, and you have a -1k0 penalty to all social rolls involving samurai. Your beginning Glory Rank cannot be raised during character creation.

Home in Ashes (Minor) (Inherent)

Your immediate family is dead, butchered by Shadowlands monsters, bandits, or enemy marauders. Besides having no kin to speak for you or call for aid, you have no holdings to attract a suitable spouse or garner any koku. You cannot take any Quality involving marriage, dependents, or wealth at character creation, nor can you purchase any Holdings that produce koku.

Idealistic (Minor, Major for Akodo or Shiba) (Granted)

You believe strongly in the code of bushido, adhering to a much more stringent and conservative view of honor and glory than even most Lion samurai. Whenever you lose Honor Points, you lose an extra Honor Point. Whenever you gain 5 or more Honor Points at once, you gain an extra Honor Point. You tend to be quick to pass judgment, act as mentor, or look down on others, though you also tend to radiate a pious energy admired by others with high Honor. This is considered a Major Disadvantage for Akodo or Shiba samurai.

Insensitive (Minor) (Granted)

You care little for others and make no secret of that. You must spend a Void Point to risk your life for another, unless they contribute directly to your welfare, like your daimyo.

Lame (Minor) (Inherent)

You have a crippled leg. All agility rolls have a +10 TN penalty, as well as any rolls that require leg strength, and your movement is figured as if your Water Ring is 1 Rank lower.

Lechery (Minor) (Inherent)

Love is more important to you than it should be for a samurai. Anyone attempting to seduce you gains 2 Free Raises. Lechery is not necessarily a dishonorable trait, but a samurai that has priorities above his daimyo is sure to shame himself eventually.

Lost Love (Minor) (Granted)

You have loved and lost. You tend to have bouts of melancholy whenever your lost love is mentioned. Whenever your love is mentioned, all of your rolls have a +5 TN penalty until you spend a Void Point to bring yourself back to the present. Spending the Void Point prevents the penalty from affecting you for the rest of the scene.

Low Pain Threshold (Minor) (Inherent)

Pain strikes you more intensively than most. All of your Wound Ranks have an additional +5 TN penalty when filled.

Missing Eye (Minor) (Inherent)

You have only one eye, and therefore have a problem with depth perception. All visual Perception rolls have their TN's increased by 5. All ranged attacks at 50' or less have a TN penalty of +5, and +10 if more than 50'.

Missing Limb (Major) (Inherent)

You are missing a hand, foot, or leg. All physical rolls normally involving the limb have their TN's increased by +10 or simply cannot be done at all.

Momuko (Major) (Inherent)

Every samurai hero has the potential to achieve "greatness". They all have that extra "something" to tap into when the night is darkest and the situation dire. Not you. You must rely solely on your own skills and daring to succeed. For whatever the reason, you cannot use Void Points. You cannot take any Advantages or Disadvantages that affect your use of Void Points (though you can take those that affect the Void Ring itself), nor can you use any Techniques or other abilities that require you to spend Void Points to use.

Obtuse (Minor, Major for Hida, Matsu, or Shinjo) (Inherent)

You just don't get it. Poems are a meaningless babble of nonsense. Paintings are just something to cover holes in 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. With the exception of Lore Skills, Hunting, Investigation, & Medicine, learning or increasing a 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 bad. In court, people tend to ignore you. They made fun of you at first, but eventually that stopped too when it just didn't register properly to you. Others receive a +5 penalty to all TN's involving taunting, ridiculing, or manipulating you. This is considered a Major Disadvantage for Hida, Matsu, or Shinjo samurai.

Old (Minor) (Inherent)

You are no longer in your prime, generally between 40 and 55 years of age, but individuals may vary. You must make 1 Raise to successfully make Strength or Agility rolls, including Skill rolls involving those Traits. However, every High Skill you posses provides 1 additional Insight.

Overconfident (Minor) (Trained)

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 Battle/Perception roll (TN 30); failure means you stay and fight.

Permanent Wound (Major) (Inherent)

You have a wound that has never properly healed. This means you begin each day at the +3 Wound Level, with your +0 Wound Level already filled.

Phobia (Minor) (Inherent)

You have an intense and irrational fear of something. Every time you encounter you phobia, all rolls you make have a +10 TN. The phobia must be approved by the GM, and includes but is not limited to: fire, heights, open spaces, enclosed spaces, insects, snakes, blood, dead things, darkness, etc. A fear of something you should be afraid of (like the Shadowlands) cannot be a phobia.

Poor (Minor) (Inherent)

Your family has fallen on hard times, and could not properly provide for you at your gempukku. You begin play with one less Glory Point and all of your starting equipment is Poor Quality. You cannot take the Wealthy Advantage.

Ranshin (Minor, Major for Hida or Matsu) (Inherent)

You have been traumatized beyond the point of nightmares by the carnage and horror of war, especially if you faced combat with Shadowlands creatures. Casual acquaintances might not be aware of your instability, 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. This is common among veterans of the Wall. Once per session, the GM can call on you to make a Willpower roll (TN 15). Failure leads to you fearfully lashing out, fainting, or having full-sensory flashbacks. However, these urges could also make you the kind of samurai who leaps into the mouth of the oni believing you can carve your way out. You are prone to having emotional outbursts, cackling laughter, and making snap decisions that cause a steady loss of face, making you an uncontrollable and undesirable fact of Rokugani life. This is considered a Major Disadvantage for Hida or Matsu samurai.

Rumormonger (Minor) (Granted)

You're a fantastic listener, and you make sure everybody know they can confide in you. You know how to keep secrets. Except for one thing. You can't. Oh, you mean well, but some tales are just too great, too interesting not to tell someone, anyone... The only thing better than being trusted is being known as a wealth of hidden knowledge. Any time you learn a closely guarded secret, you must make a Willpower roll to resist blurting it out to the next "trustworthy" friend you encounter. The TN is 5 x the Glory Rank of the "trustworthy" individual. If there are many such fortunate individuals, use the highest Glory Rank among them.

Scarred (Minor, Major for Hida) (Inherent)

You have unhealed wounds suffered from encounters in the Shadowlands or from Shadowlands creatures. They were not infected with Taint, but are still disgusting, visible marks. Common scars whiten the skin , twist and blacken it, or turn green and oozing. You have a –1k0 penalty on all Social Skill rolls, and a –2k0 penalty on all Deceit (Seduction) Skill rolls. This is considered a Major Disadvantage for Hida samurai.

Shadowlands Taint (Major) (Inherent)

Whether by birth or bad fortune, you begin with the curse of the Shadowlands Taint. You have 5 points of Shadowlands Taint; your superiors may or may not know about your condition, but if the fact is kept from them the consequences of discovery are dire. The GM may assign suitable symptoms.

Social Disadvantage (Minor) (Inherent)

You have slipped from your position with the Celestial Order. Your Glory Rank is reduced by 1 Rank.

Soft-Hearted (Minor, Major for Asahina or Miya) (Granted)

You have a profound respect for human life. Your conscience overcomes you when you whenever you are about to kill or commit an act of cruelty. Whenever you try to take a human life, you must make a Willpower roll against a TN of 20 or you can't follow through with the action. If you kill someone, all of your TN's are at +10 for the next full day, and you must somehow attempt reparations. This is considered a Major Disadvantage for Asahine or Miya samurai.

True Love (Minor) (Granted)

True love in Rokugan can be a painful experience. Any who gain a true love find themselves torn between his heart and loyalty to his uji, family, and sensei. Whenever you must choose between love and duty, you must spend a Void Point to choose duty. Also, if you ever lose your true love's favor, you may spend no Void Points at all until you regain your lover's favor.

Unhygienic (Minor, Major for Ronin) (Trained)

Simple matters of hygiene are trivial and unimportant to you. You bathe maybe once every few weeks or months. You stink and often appear filthy. You have a –1k0 penalty on all Social rolls with samurai and will likely be denied entrance to the courts of almost any clan, perhaps even the Hida and Shinjo. Also, the incessant itching caused by his lack of self-maintenance prevents you from benefiting from any Technique or Advantage that offers Free Raises on a Willpower roll. This is considered a Major Disadvantage for Ronin.

Unlucky (Minor) (Inherent)

The GM may, once per session, command the reroll of any roll you make. The GM cannot make you reroll any roll you have just re-rolled with this Disadvantage or the Luck Advantage. You may take this Disadvantage multiple times.

Weakness (Major) (Inherent)

You have some condition that hampers you. One of your Traits is reduced to 1 Rank, and cannot be raised by any means other than the supernatural.

Wrath of the Kami (Major) (Inherent)

There is something about you that the spirits of Hachigoku do not like. Perhaps your soul was born unclean, or you have offended them in some way. For whatever reason, the kami go out of their way to help shugenja harm you. Whenever spells are cast to harm or hinder you directly, the caster gains a Free Raise.

3 comments:

  1. I'll have to look through properly to comment on any particular changes, but I'm not so sure about the shift away from experience here. Seems to flatten what can otherwise be fairly fine-grained (if occasionally faulty) distinctions in cost. Anyway, guess I should wait and see what you're replacing xp with. Although I have my suspicions already...

    What general rule did you follow when decided which became minor and which became major?

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  2. It is flattened, surely. But this makes it quicker and easier to build the character, and calculate during play if necessary. Hopefully without sacrificing playability, that's the goal. I don't think the finely-grained distinctions are really useful. My general guidelines were just is this a fluff extra, a minor bonus, a major bonus, a supernatural bonus? The first two were made minor, the second major. With buffs of a bit to make them more "worthy" of being Major, or a bit of nerf so it was more "Minor." There was a general idea of 1-3 old cost being Minor and 4+ Major as well, but it wasn't hard and fast.

    One thing I wanted to do was to make Major Advantages into Minor for certain characters, thus an encouragement to reflect this was more common among those types (uji, mostly), so they were less costly. I think of it as Encouragement Engineering, and of course that's nothing new in L5R. However, I wanted it to have some kind of cultural context, at least most of the time, and not just be an excuse to upgrade a character who would definitely buy the damn thing anyway. Take 4E, for instance, with the Silent Advantage (3, 2 for Ninja). What's the point? As if you weren't going to buy that if it was 3? If I was your ninja sensei and you DIDN'T buy it you can forget your gempukku, baka. But that's not Encouragement Engineering, because it's not causing to make a creative choice or do anything but make you AWESOMER at what you're already going to be AWESOME at. I'm trying to edit those out.

    For the DA's, actually I'm rethinking some things about those. Get back to ya.

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  3. Totally agree on the discounts for things like Silent. One that's always amused me is the 'bonus' on Forced Retirement for monks...it literally changes nothing for them, so there's (mechanically) no reason *not* to take it.

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