isawa seiki

5
0k0 Calligraphy Etiquette Lore (Elements) Lore (Theology) Medicine Meditation Spellcraft Artisan (Painting) Athletics 2 15 122 2 15 34 26 0 5 3 No Armor Strength Awarenes Intelligenc Void Cipher Intelligenc 2 Intelligenc Intelligenc Awarenes Intelligenc 0 3k2 30 3 2 1 10 1 Defense Investigation Sincerity 38 Reflexes Perceptio Awarenes 2 0 22 5 4 1 1 1 2 2 0 Isawa Shugenja School 2 3 Phoenix 14 3 Seiki 1 3k2 0 40 / 40 2 18 1 1 1 1 1 1 1 1 1

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Page 1: Isawa Seiki

7/16/2019 Isawa Seiki

http://slidepdf.com/reader/full/isawa-seiki 1/5

0k0Calligraphy

Etiquette

Lore (Elements)

Lore (Theology)

Medicine

Meditation

SpellcraftArtisan (Painting)

Athletics

2

15

122

2

15

34

26

0

5

3

No Armor

Strength

Awarenes

Intelligenc

Void

Cipher

Intelligenc

2

Intelligenc

Intelligenc

Awarenes

Intelligenc

0

3k2

30

32

1

10

1

Defense

Investigation

Sincerity

38

Reflexes

Perceptio

Awarenes

2

0

22

5

4

1

1

1

2

2

0

Isawa Shugenja School

2

3

Phoenix

14

3

Seiki

1

3k2

0

40 / 40

2

18

1

1

1

1

1

1

11

1

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6

5

4

Bow

Solteira

0

Crime Painting

2

5

Wakizashi

3

Feminino

Mizhime

Pretos

Ishiken-do

Great Destiny

Void Versatility

16

0

1,75m

Traveling Pack

Robes

5

Hohiro

65Kg

Scroll Satchel

Pretos

Ascetic

Cursed by the Realm (Meido)

Soft-Hearted

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  chool Affinity Deficiency

chool Affinity Deficiency

chool Affinity Deficiency

None

 There are no greater masters of the shugenja tradition than those among the Isawa. You gain a Free Raise on all Spell Casting Rolls for spells of the

element which you chose as your A ffinity.

Spells: Sense, Commune, Summon, 3 spells of any one element, 2 spells of any other element, 1spell of a third element, and 1spell of a fourth element.

VoidIsawa Shugenja School

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  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

Universal

Universal

Universal

Fire

20'

Earth

Personal

Air1

30'

1

25'

50'

1

Personal

1

1

1

 This spell can be cast in any element save Void. It allows the caller to speak with one of the local elemental kami, asking it a few questions, which it will answer honestly to the best of its ability. Typically

this spell will invoke the most active and energetic spirit of the chosen element in the area of effect; if all of the local spirits are quiescent. The GM may require the caster call 1or 2 Raises to wake up a

local spirit enough answer questions. A spirit reached with Commune will answer questions. The caster may Raise to get more questions (one per Raise). The caster may also Raise for clarity, get a more

accurate and informative answer the questions. (K ami are notorious for their inability Tully comprehend human behavior, and asking questions without Raises for clarity can often result in confusing,

enigmatic, or incomplete answers.) Spirits snot forget anything. So theoretically a shugenja can ask a spirit about something that happened decades ago; however, they do not experience time in the same

way as mortals. Straying task about something from long agile usually require Raises in order make the caster's wishes clear the spirit. The nature of the information which spirits can impart varies by

element: A ir spirits tend to be playful and easily distracted, conveying information as emotions or as riddles and jokes. Since they are more interested in feelings than in facts, and enjoy playing games

with those speak with them, communing with an Air spirit can sometimes be very frustrating. Earth spirits are straightforward and matter-of-fact, often blunt, but are rather uninterested in the behavior

of mortals, have a poor understanding of human emotion, and tend to be overly focused on obscure details such as the color of a piece of clothing or the weight of a horse. Fire spirits are irritable andtemperamental, and are often angry at being summoned unless they are propitiated with an offering of something burn. On the other hand, if a shugenja can please them they tend to offer the clearest

and most accurate information. Water spirits communicate their knowledge through soundless visual images. This can be very helpful ta shugenja trying investigate a past incident, but since the spirits

cannot convey scent, sound, or emotion, the information they provide can often be incomplete or misleading.

 This spell can be cast in any of the four standard elements. It allows the caster sense the presence, quantity, and rough location of elemental spirits (not the evil spirits known as kansen) of that element

within the range of the spell. This is most frequently applied when looking for spirits with which commune (see below), but can also be useful as a crude, basic location device. For example, a caster lost in

the wilderness could cast Sense (Water) in hopes of locating a source of drinking water.

 This spell can be cast in any of the four standard elements. It allows the caster to summon a modest quantity (one cubic foot) of the chosen element. The summoned matter appears (usually in a rough hall

shape) in any open space within the spells range. This cannot place the summoned material inside another physical object or living creature. The summoned element will behave in a normal and mundane

matter - Earth falls the ground, water soaks anything it lands on, air blows away, and fire winks out unless there is something present for it burn. In general it is impossible to use this spell effectively in

combat, although clever shugenja may find a few modest combat uses, such as using Summon Fire to ignite a foe soaked in cooking oil. More commonly, the spells value is in simpler functions, such as

summoning Water while in a desert, or summoning Fire to light a campfire without fl int and tinder. Raises may be used with this spell summon a more specific type of the appropriate element, such as

wood or iron with Earth, or tea with Water. T he GM should choose how many Raises (generally anywhere from 1to 4) this requires. However, these Raises cannot be used create rare/precious materials

(such as gold) or spiritually powerful substances (such as jade or crystal).

Updated on "The Great Clans", page 230.

 This spell, one of to the few directly protective prayers involving the Fire kami, asks the kami to protect one person, enveloping the target in a shroud of bright flames. Neither the caster nor anything he

carries takes damage from the spell , but anyone who comes into contact with him or strikes him with a melee attack takes 2k2 Wounds. Anyone the target strikes in melee with an unarmed attack or a

weapon he carried when the spell was cast also rakes an extra 2k2 Wounds. Anything the target puts down, however, cannot be picked back up without subjecting it to the damage from the spell. Ranged

weapons such as arrows bypass this barrier of f ire, dealing Wounds as normal.

 This spell calls on the Earth in the target's body to weigh him down, impeding his movements. The target suffers a -2k penalty to all rolls using the Agility trait, and his Water Ring is considered 1Ranklower for the purpose of how far he can move.

Updated on "The Great Clans", page 230.

 You call upon the kami to reveal that which has been hidden. All concealed objects within the area of effect appear as slightly luminous outlines to you. Any non-magical concealment is revealed,

including secret compartments, trap doors, concealed weapons, etc. Only you can see the presence of these objects.

1minute

6 rounds

1minute

Permanent

Instantaneous

Concentration

defense, wards

wards

Commune

Sense

Summon

Fires Of Purity

Earth's Stagnation

By the Light of the Moon

20' radius around the caster

One target

One target

1cubic foot of summoned material

50' radius from the caster

See Spell DescriptionSelf 

Range (+10')

Range (+10'), Quantity (+1cubic foot), Composition of material (1-4 Raises)

Damage (+1k0 per two Raises)

Duration (+2 rounds), Range (+10'), Targets (+1, to a maximum of 4 total tar

Area (+5' radius), Duration (+1minute)

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  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

  me Level Element Dur tion T gs

Are R nge R ises

Void

Water

Water

Void

Personal

20'

 Touch

Personal

2

1

1

1

 The ability to reach into the Void itself and gain strength from it is a vital lesson in the training of all ishiken. Upon completion of this spell, you gain a number of additional Void Points equal to your

School Rank plus one. I f these Void Points take you above the number you may normally possess, then you lose one of the extra Void Points every R ound that you do not spend one.

 The spirit of Water is both fluid and rapid. The target gains one additional Simple Action during the Reactions Stage of the Round in which this spell is completed. This Action cannot be used to make an

attack.

 The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This

spell restores a number of Wounds to the target equal to the amount by which the Spell Casting R oll exceeded the spells TN to cast.

Ishiken have a much greater capacity to draw upon the Void than others, and may do it consciously rather than unconsciously. You may spend multiple Void Points on any roll made within the duration

of this spell. It stil l must be a roll on which the expenditure of V oid Points is allowable (no damage rolls may be augmented via this spell, for example.

1minute

Instantaneous

Instantaneous

Instantaneous

battle

Drawing The Void

Spirit Of The Water

Path To Inner Peace

Altering The Course

Self 

One target individual

One target individual

Special (+1Void Point gained per three Raises)Self 

Range (+5'), Special (Increase additional action to Complex for 5Raises)

None

Duration (+1minute)