Neko Miyako, Cat Clan Samurai

   Neko Miyako has traced an erratic course through the Legend of the Five Rings campaign – appearing, vanishing, killing someone, calling in a few favors, and vanishing again on her own bizarre quests. Most of the other characters she’s encountered consider her quite mad – but she’s dangerous enough in a fight that usually no one says so. Banished to Merenae, she popped up again to cause trouble for Alex, but helped fund his – and the Empress’s – return to the Empire, so she is currently more-or-less in the good graces of the Empire – for now.

   Miyako is – by a considerable margin – the most personally-powerful Cat Clan Samurai alive today. Unfortunately, she is far too impulsive, and far too inclined to rely exclusively on her own resources, to organize things on a large scale. While her skills are astounding, she hasn’t bothered to develop her Underworld Lore, Investigation, and Commerce skills enough to gain major favors – and still needs to develop her Void ring far enough to take full advantage of the number of raises her skills make available. Still, she was working on it when last scene.

Neko Miyako

   Rank 6 Cat Clan Bushi. Family Bonus: +1 Reflexes

.

Earth

3

Water

3

Void

5

Stamina

3

Strength

3

   

Willpower

3

Perception

3

   
           

Fire

4

Air

5

   

Agility

4 (5)

Reflexes

5 (6)

   

Intelligence

4

Awareness

5

   

.

Advantages:

  • Kibariyu and Kotanryu, a pair of legendary-quality parrying daggers that cause 2k2 damage. They must, however, be wielded as a set (8).
  • +1 Reflexes for AC (5) and Initiative (5) purposes.
  • +3K3 on Athletics and Stealth checks when not wearing Armor (8).
  • Ancestor: Hida Kazu. +1 Earth for the purpose of calculating wounds (0).
  • Great Potential/Knives (Raises are not limited, may take an extra technique) (8)
  • Heritage x3 (2): Corrupted Ancestor, Battle of the Cresting Wave (+2 ranks in a Crab school skill/Knives), Saved a Wounded Samurai (gain a 5-point ally).

Disadvantages:

  • Cast Out/The Order of Daikoku (-6) and Greedy (-4).
 

Skill

Rank

Roll

Style

Effects

Net Roll

FR

#

Athletics

5

9K4

2FR

+3K3 Adv

10K10+10

4

%

Ceremony

1

6K5

   

8K7+10

 

*

Commerce

3

8K5

FR

 

10K10+20

7

%

Courtier

3

8K5

FR

 

10K7+10

6

*

Deceit

1

8K5

   

10K10+20

2

#

Defense

5

10K5

+(2xRank) to AC

 

10K7+10

1

%

Etiquette

3

8K5

FR

 

10K7+10

2

#

Forgery

3

7K4

FR

 

9K6+10

2

*

Hunting

3

6K3

FR

 

10K7+20

3

%

Investigation

3

6K3

FR

 

8K5+10

6

*

Knives

7

10K7

FR, Add Skill to AC

+0K1

See Below

 

*

Lore/Under

5

7K4

2x FR

 

10K8+20

4

*

Stealth

3

8K5

FR

+3K3 Adv

10K10+20

8

%

Slight of Hand

3

8K5

FR

 

10K7+10

2

#

Swords

3

8K5

FR

 

10K7+10

2

.

  • # Neko Bushi School Skill: +2K2+[2x Void]+Free Raise. Does not lose honor for the use of these skills.
  • % Neko Courtier School Skill: +2K2+[2x Awareness]+Free Raise.
  • * Used by Both Schools: Apply both sets of bonuses.
  • +4 Free Raises with Commerce, Courtier, and Investigation

Combat Information:

  • 8 Wounds per Level.
  • Armor Class: 35 (Reflexes) + 10 (Technique) + 7 (Knife Style) +10 (Defense) = 62.
  • Initiative 10K10.
  • Magic Knives: Attack: 10K10+20 (+9 Free Raises), Damage: 6K3, One Additional Free Raise to Disarm.
  • Throwing Knives: Attack: 10K10+20 (+6 Free Raises), Damage: 5K2.

Technique Notes:

  • May make two attacks when wielding two knives. Immunity to Information-Gathering Techniques.

   Basic Equipment: Wakizashi, 12 throwing knives, 1200 koku, horse, traveling papers, several sets of high-quality clothing, sandals, chopsticks, grooming supplies, traveling pack with a prybar (1), rope and grappling hook (1), 12 throwing knives (2), 2 decorative fans, selection of antidotes (3), tea set (1), blinding powder (1), pipe (1), lockpicks (2), packet of sweets (1), garrotte (1), walking stick (1), flask of sake (2), cold weather gear (2), statuette of ancestor (2), incense sticks and burner (1), personal seal (1), writing kit (2).

Current Psychic Powers:

  • 3x L1: Burning Blade (+1K1 Damage with Blades), Shadow Weave, +1 Agility.
  • 2x L2: Danger Sense, Perception, Psychometry,
  • 2x L3: Mindriding, Psychic Bolt, Truthsayer
  • 2x L4: Ignore Pain, Psychokinesis
  • 1x L5: Cloud Minds

   Available Favors: Criminal L3, Investigation L2, and Commerce L2. May claim up to (Rank+2 = 8) favors each game session.

   Spymaster Position Points: 10 (Techniques) + 15 (Rank) + 1 (Lore/Underworld) +3 (Enhancement Advantages) = 29. Expended on: Blackmail 4, Guards 4, Backing 4, Reputation 4, Preparations 4, Contacts 4, and Ninja 4.

   Thanks to her Great Potential advantage, Miyako has currently mastered both her clan schools – and has even invented a fourth level technique for the Cat Clan Courtier School.

.

The Neko Clan:

   Several emperors have recognized that crime, and the development of criminal organizations, is inevitable. Whenever you eliminate one criminal group, another soon arises. When you crack down in one location, crime in the surrounding areas rises. Law enforcement calls for ever-increasing allocations of resources in exchange for ever-smaller results in an asymptotic curve which will never reach zero.

   At least one emperor felt that truly managing crime would require working from the inside – steering the criminal organizations into paths that resulted in profit, but little damage to the empire as a whole. It was occasionally useful to have access to people who would do anything for a bit of cash and who – having no real connection to their employers – still could not betray their employers. Some tolerance was extended to those groups that remained within such limits – while their rivals were exterminated. Agents were sent in – liaisons instructed to become crimelords, organizing and channeling the criminal underworld in ways which would not damage the empire.

   And the Cat clan – the silent silken touch and hidden claws of the emperor – was born.

Neko Minor Bushi School:

  • Basic Modifiers: Agility +1, Glory 1, Status .5, Wealth 3, and Honor 1.
  • Skills: Athletics, Defense, Hunting, Knives, Swords, Commerce, Deceit, Forgery, Stealth, and Lore/Underworld.
    • First Technique: Immune to honor losses for using or raising low skills (5), One Free Raise on all School Skills (3), Takes no penalty for fighting with two knives (2), one additional free raise when attacking with two knives (5), Underworld Favors (5).
    • Second Technique: Extra Attack when wielding two Knives (5), +10 AC when using two knives (5), +2x Void on all School Skills when not wearing Armor (5), and +1 Reflexes for Initiative Purposes (5).
    • Third Technique: Add Investigation (may be used to gather information, to target a group for an official investigation, or to deflect or divert an official investigation) and Commerce Favors (5), Roll and Keep two extra dice with all school skills when not wearing armor (15).

Neko Minor Courtier School (Monk):

  • Basic Modifiers: Awareness +1, Glory 1, Status 1, Wealth 3, and Honor 1.
  • Skills: Ceremony, Courtier, Commerce, Deceit, Etiquette, Investigation, Lore/Underworld, Stealth, and one additional skill from each of the High, Bugei, Merchant, and Low skill lists.
    • First Technique: Immunity to Information-Gathering Techniques (5), a +1 magical enhancement to any one trait (3), and two L1 and one L2 Psychic Abilities (12).
    • Second Technique: Gain 5 Spymaster (crimelord) position points (5), +2x Awareness on all School Skills (5), and one L3 Psychic Ability (9).
    • Third Technique: Gain 5 Spymaster (crimelord) position points (5), one free raise on all school skills (3), and one L4 Psychic Ability (12).

   Members of the Neko family may freely mix the techniques of their two schools provided that they already have all the relevant skills and have a score of at least three in the relevant trait. Few other schools will admit a Cat Clan samurai at all, so it’s just as well.

   Miyako has developed an advanced (fourth level) Neko Courtier technique: Roll and Keep two extra dice with all school skills when not wearing armor (15), gets (School Rank) Free Raises with the Commerce, Courtier, and Investigation skills (5).

Bayushi Michio

   Michio is currently a devastating killing machine with hundreds of XP, a high rank, a maxed-out school, high rings (including a very high void ring), and a variety of other techniques – both personal and granted – as well as his personally-forged legendary jade blades. On the other hand, he started off as a fairly normal character, way back at the beginning of the campaign, nearly eighty sessions ago. Here’s his character sheet from way back near the beginning.

   The player has carefully avoided ever losing the “Unremarkable” heritage modifiers: he’s found it endlessly entertaining to have the character seeking glory that – somehow – always seems to wind up going to somebody else. Perhaps sadly, as his status has risen, so has his glory.

   Michio originally attached himself to Alex, Okari, and Kochige on the grounds that this wandering group of holy men obviously needed a protector – and he was on a warrior pilgrimage anyway. Oddly enough, circumstances – and the fact that everyone except his closest relatives tend to forget all about him – have conspired to keep him with them ever since.

Bayushi Michio

   Scorpion Clan Bushi. Family Bonus: +1 Initiative. Experience 12, Spent 12

Earth

2

Water

2

Fire

2

Stamina

2

Strength

2 (3)

Agility

3 (4)

Willpower

2

Perception

2

Intelligence

2

           

Air

2

Void

2

   

Reflexes

3 (4)

       

Awareness

2

       

.

Shiba (Phoenix) Bushi School:

  • Basic Modifiers: Reflexes +1, Glory 1, Status 1, Wealth 1, and Honor 2.5.
  • Skills: Defense, Sword II, Bow I, Meditation (Void Recovery) I, Spears I, and Theology I.
  • Special Technique: May choose to add Void Ring to either your TN to be hit, Attack Rolls, or Damage Rolls when selecting a combat stance. May spend as many void points as desired on any action.

    Bonus Points (60) + Disadvantages [Idealistic (2), Obligation (2), Social Disadvantage (-2 effective Glory, 6)] = 70

   Point Expenditures: Exotic School (18), +2 Rolled and Kept dice with All Weapon-Related Rolls (Attacks, Damage, and relevant Craft checks, 42), Lesser Tattoos/Innate Permanent Spells: Wrath of the Tides (+1 Str, 3) and Limbs of Air (+1 Ref, 3), Swords III (3), and an Extra Heritage Check (1).

Heritage Rolls:

  • Unremarkable. Anyone who attempts to remember or recognize you have their TN’s increased by 10. Your Glory cannot be higher than your status until you either spend 10 XP or reach Level 6 in any High or Bugei skill.
  • A Hero’s End. An ancestor was killed in battle saving a wounded samurai during the Battle of White Stag. Gain +2 Athletics and a five-point ally.

   Expended Experience: Lesser Tattoos/Innate Permanent Spells: The Inner Fire (+1 Agility, 3), Forge of Silk (Clothing provides +5 AC, 3), Biting Steel (+1K1 damage with all metal weapons and weapons with metal blades, 3), and Reversal of Fortunes(May opt to reroll one die on each roll, 3).

   Combat Information: 4 Wounds/Level, Armor Class: [Reflexes x 5 (20) + Armor (5)] = 25, Initiative 5K4, Katana 9K6 Attack, 9K5 Damage, Bow 7K6 Attack, 7K4 Damage.

   Basic Equipment: Katana, Wakizashi, Yuri Bow and 20 Arrows, Naginata, Light Armor, Kimono and Sandals, Traveling Pack, 2 Koku.

“Smoke” Balamada, Senpet Heka Mage

   First up for today, it’s one of the older characters – a temporary replacement for Alex, back when the campaign hadn’t yet hit 200 XP. Smoke eventually retired to become a Demon Ninja Cat – or simply a cat shapeshifter with a few Shadow Points, depending on how you looked at it. Not coincidentally, that decision came only a few sessions after Alex became available again.

   Not, of course, that having “retired” keeps Smoke from turning up now and again.

.

“Smoke” Balamada

   Rank 4 Senpet Adventurer/Heka Mage. Family Bonus: +1 Awareness. 180 XP/180 XP Spent.

.

Earth

3

Water

2

Fire

3

Air

3

Void

4

Stamina

3

Strength

2

Agility

3

Reflexes

3

   

Willpower

3

Perception

2

Intelligence

3

Awareness

3

   

Preservation Slots

 

Destruction Slots

 

Transformation Slots

 

Creation Slots

 

Universal Slots

 

.

  • Senpet Lesser Priest-Mage, Temple of Adithep:
  • Basic Modifiers: Will +1, Glory 1, Status 1, Wealth 1, and Ma’at 2.5.
  • Skills: Ceremony 2, Divination 1, Meditation 1, Theology 1, Lore/Senpet Religion 1, and Spellcraft 1. Heka Magic: Creation 1, Preservation 2, Transformation 2, and Destruction 1. Affinity for Transformation, Deficiency in Creation.
  • Special Technique: Spellcasting 1 (Roll Ring+Skill, Keeping Ring, vrs [10+SL*5]), gets two spellcasting actions per round.

   Bonus Points (60) + Disadvantages (Bad Reputation/Priest from Senpet -3, Doubt/Meditation -4, and Fascinated with Exotic Magics -3).

   Basic Setup: School (15), +1 Reflexes (12), +1 Awareness (12), +1K1 and a Free Raise with All Spellcasting (16), Gift/Magic Resistance II (4), Psychic Powers: Empathy and Shadow Weave (both self-powered L1, 6 total), Hunting 1 (1), Swords 1 (1), Commerce 1 (1), Upgraded Ally/Kothara, Goddess of the First Rays of the Dawn (Influence 2, Devotion 0, Eccentricity 0 [as the first divine patron spirit for a Senpet character], Inconvenience -1 [special prayer every morning]. Net cost 1, bestows Solar Regeneration: you recover [Void] wounds every half an hour you spend exposed to sunlight), Speaks Ruumal (the Ivory Kingdoms tongue, 1).

   Heritage: Smoke carries ancestral memories of military training and the Battle of Ikan, from which he gains Swords +1 and Lore/Military History +1.

   XP Spent: +1 Stamina (12), +1 Agility (12), +1 Reflexes (12), +1 Intelligence (12), +2 Void (28). Spellcasting +2 (3 total, 24). Skills; Investigation 2 (3), Slight of Hand 2 (3), Stealth 3 (6), Deceit 2 (3), Divination +1/Net 2 (2), Courtier 2 (3), Commerce +2/Net 3 (5), Defense 3 (6), Horsemanship 1 (1), Hunting 1 (1), Sword +1/Net 3 (3), Spellcraft +1/Net 2 (2), Etiquette 1 (1), and Athletics 1 (1). Heka Magic Skills: Transformation +4/Net 6 (18), Preservation +4/Net 6 (18), Destruction +1/Net 2 (2). Language: Rokugani (2).

   Style Modifiers: Stealth and Commerce: Free Raise. Defense and Sword: Add to AC. Transformation and Preservation: Free Raise, Reroll one die per check.

   Combat Information: Six Wounds per Level, Armor Class: [Reflexes x 5 (15) + Armor (0)+ Skills (6)] = 21, Initiative 7K3, Shortsword 6K3 Attack 4K2 Damage

   Basic Equipment: Sandals, kilt, cloak, assorted priestly ornaments, shaving apparatus, eating knife, coin purse, minor pocket junk, assorted scrolls and satchel, shortsword, pens, inks, paper, 70 golden aphos, 16 silver rada, 20 bronze kelen, slave-attendant, two pack animals, traveling kit with 20 items (to be selected by the player).

Halloween

   Unfortunately, it looks like halloween will make playing this friday a bit impractical: there would be constant interruptions – and some players will be attending halloween parties anyway. Sorry about that. If anybody wants to put in a few online notes about what their characters will be up to, go right ahead. Legend of the Five Rings will resume normal play next week. If anyone wants to do some online character updating, discussion, secondary experiments, or anything similar, either note them here or we can try a chat session.

Continuum II Ceremonial Magic

   Today it’s another segment from the Continuum II RPG – and one of the oldest sections at that. The original Ceremonial Magic system goes back about 25 years and – like most of the Continuum II rules – is modular enough to fit into most games. It also tries to reproduce the general feel of actual historical magical practices, and so I suppose I must include a disclaimer: if you attempt to use this section as a guide to actual ceremonial magic, and expect it to work, you probably need to be laughed at a lot more.

   Ceremonial Magic taps the inherent energies hidden materials, places, times, astronomical events, symbols, and living or once-living things – the small reserves created by the natural seepage of magical energy through the material plane. Materials, beings, and supernaturally dedicated items accumulate such energies, symbols focus the natural “background” energy flow, and times and astronomical events influence the flow itself.

   While such energies are trivial compared to those that can be accumulated by a skillful mage or psychic, or drawn directly from the major sources and channeled, they place no particular personal demands on the operator. There is no need to have the talent to reach out and tap external power sources, to harden yourself against the strain of handling vast energies, or to maintain mental focus and discipline in the face of such internal stresses. All a ceremonial magician needs is a bundle of appropriate supplies, a workspace, a bit of time and relative quiet, a modest amount of magical lore, and the tiny amount of personal power that everyone gets just for existing – all easily within the reach of ordinary people.

   Unfortunately, this means that a ceremonial mage generally doesn’t have much actual power to work with – and the complexity of the effects they can channel it into is limited by the necessity of working indirectly. Secondarily, the results which can be obtained through ceremonial magic are limited by the properties of the materials the user draws upon, environmental factors, and the symbolism employed. It is usually best for the operator to have an extensive knowledge of such things before attempting to design a ceremony. Given these difficulties, the general weakness of ceremonial magic, and the complexity of any worthwhile ceremony it is easy to see why such magic is usually restricted to hedge-wizards, wisewomen, and others who lack the talent needed to master significant spells.

   There are three major types of ceremonies; arcane, activating, and talismanic.

   Arcane Ceremonies have immediate effects, such ceremonial magics are similar to spells, if weaker and more troublesome. This type of ceremony is generally divided into subgroups- warding ceremonies, circle magics, healing charms, etcetera. The most effective ceremonies are defensive, such charms can absorb power from the effects they defend against. Many conventional spellcasters make some use of this type of magic, usually in the form of protective inscriptions when dealing with supernatural beings. The classical “village wise- man or -woman” makes more extensive use of arcane ceremonies, usually specializing in healing, protective, and divinatory effects. Classic examples of arcane ceremonies include seances, norse “seidhr” or divination, healing ceremonies, purification ceremonies, protective circles, sandpainting, fertility charms, and so on.

   In general, quick arcane ceremonies – such as drawing a magical circle or reading tarot cards – are limited to power-1 and complexity -3. Full-scale arcane ceremonies are limited to power-2 and complexity-5, although especially potent materials (unicorn’s horn, dragon’s bone, actual magical devices) or working at a power nexus may raise the limit to power-3. Beyond that point there just isn’t any way to properly focus or channel the energy indirectly. If you want to surpass these limits, you’ll just have to develop the ability to control the energies you’re using directly – which takes things into trained spellcasting and full-blown ritual magic. Neither of those are topics for dabblers.

   Arcane ceremonies can also be used to try and invoke spirits of various kinds, or even to invite them to possess the user – but offer little or no control over such entities. This is an extremely specialized field, and it is wise to stick to established contracts and entities you have already established working relationships with when attempting such acts.

   Activating Ceremonies are designed to activate the magical potentials of your materials or some portion thereof. Such ceremonies result in one-shot magic items, the equivalent of potions or magic powders. Such charms may then be employed on a moments notice by anyone who happens to know what they’re for. Unfortunately, once the magic is activated it slowly drains away whether it is used or not, remaining potent for 2-4 weeks at best. It’s fairly practical to make up a couple you know you’re going to need, but trying to keep a lot “in stock” will only lead to unnecessary expense, expenditure of resources, and loss of time. Examples of such devices include the celtic “tathlum”, holy and unholy water/salts/earth/whatever, attraction charms, and many more. In general, such items are limited to effects of up to power-1 and complexity-3, although especially potent ingredients or working at a power nexus may increase the power limit to 2.

   Talismanic Ceremonies create permanent magical devices, if weak ones. Each must be constructed for a specific person and is only useful to that person. Talismans can have multiple functions but any single being can only benefit from three talisman functions at a time; since talismans draw on ambient magic for power, there simply isn’t enough energy available to any single person to power a lot of effects. Talismans have some advantages over more conventional magical devices: they have no magic above the natural background level and so are extremely difficult to detect. They have ne external magical links to block, disrupt, or break, and so generally cannot be cut off from their power sources. Perhaps most importantly, they are relatively cheap and easy to make, and so are widely available. Examples include amerindian “sacred bundles”, Aztec ceremonial masks, necromantic fetishes such as shrunken heads, good luck charms, sacred scriptures and other paper charms, cave paintings designed to influence game, new-age crystal talismans, gris-gris, and hundreds of other devices of folk magic.

   Talismans can have effects of up to power-1 and complexity-3. Since their power depends on ambient magic, neither using unusually potent ingredients nor working at a power nexus will help increase the available power – but actually using a talisman in an area with an unusually high ambient magic level may enhance its effects.

   In general, ceremonies are complex and somewhat unpredictable things, unlike spells, any ceremony requires a success roll to determine if, and how well, the operator pulled it off. The characteristic used depends on the operators style; secular ceremonies usually require intellect checks, while religious themes usually require wisdom checks – but there are always exceptions; summoning ceremonies usually require charisma checks. The base difficulty is equal to the complexity of the desired effect if an immediate effect is desired. Attempting to store an effect for later increases the complexity by one. Attempting to create multiple effects increased the complexity by the number of effects attempted. Attempting to create an ongoing permanent effect or talisman increases the complexity by two. Penalties for rushing, injuries, and other bad conditions apply as usual. Bonuses for assistants, references – and doing a good job on describing the ceremony – also apply.

   For those in search of greater realism, a wide variety of sources can be consulted concerning the magical properties of particular materials, places, times, items, and symbols.

   As for a couple of sample ceremonies:

   Curing ordinary diseases is a relatively reliable and widely-used effect, although the number of variations is immense. This particular “Sweat Lodge” ceremony can fairly be taken as representative of the general theme. Variants are common among village healers, wisewomen, and such. It is of moderate complexity but at least does not call for anything too exotic.

   The ceremony should take place in the afternoon and early evening, in a field by a clear running stream. It calls for several rocks from the streambed, a tightly closed shelter, a supply of well-seasoned oak for a fire, three pounds of sandlewood or other fumigant, red ochre, a bunch of fern, and a quantity of a local restorative, such as ginsing, plum sap, or peppermint.

   The operator should cleanse and close a ceremonial circle around the shelter using water from the stream sprinkled with the fern and inscribe the symbols of guardians appropriate to his or her beliefs at the cardinal points, invoking each as he or she does so. Once the circle is prepared, the operator should fumigate the shelter by burning the sandlewood in it and heat the rocks from the stream in the fire. While the rocks are heating, he or she should draw the symbols of the (local) god of healing on the body of the patient with the red ochre. Infuse the ginsing (or substitute) in water from the stream and pour the water over the heated stones. The patient should remain inside until the water has been poured seven times. Break the circle and bathe the patient in the stream. At this point the patient should be cured – presuming that he or she had the strength to go through the entire ceremony.

   This particular ceremony calls for power-1 and complexity-4, and thus usually requires a 4d6 roll against the operators appropriate attribute.

   Protective charm-bundles are a relatively common form of talisman, and come in a wide variety of styles and types. This particular version is designed for an adventurous youth.

   The ceremony is best performed during the autumn season. It should be performed in an open field in the hills, preferably someplace with at least one oak tree growing nearby. It requires a leather pouch made of bullhide, sewing equipment, an iron scriber set with a ruby, red ochre, cypress, rosemary, and vanilla oils, yarrow, garlic, and amaranth, a piece of white cloth, an earthenware mortar and pestle, a small copper box, a jade ring, a bears tooth, and three drops of the recipients blood.

   To perform the ceremony, mix the protective herbs (yarrow, garlic, and amaranth) with the first drop of the recipients blood, grind them to a powder at noon in the mortar, and dry the resulting mixture in the sun. The powder should then be wrapped in the linen, stored in the copper box, and carried by the prospective recipient for at least three days before it is needed to complete the ceremony. The oils and the second drop of the recipients blood should be mixed in an hornbeam bowl stirred with rod carved from oak. The bears tooth should be left in the mixture overnight before the mixture is used.

   On the night of the ceremony, bless your workspace, lay out the materials and dedicate them to the gods (giving preference to any local gods of youth, protection, and heroes) in the name of the recipient the bundle is designed to protect. Mix the red ochre with part of the oil to form a paste. Use the paste and the iron scriber to incise the runes of the Wild, the Warrior, and the Shield upon the pouch. Polish the pouch with the remaining oil and allow it to sink into the leather. Meditate upon the pouch, the ring, and the box of herbs until the moon reaches its culmination then place them within the pouch. Have the recipient prick his finger upon the bears tooth and place the tooth, with the third drop of his blood upon it into the pouch. Sew the pouch closed permanently, finishing the last stitches with the dawning of a new day and present it to its recipient.

   The resulting talisman should be a small pouch – suitable for wearing around the neck or secured to a belt – which will provide it’s bearer with (1) Protection from the effects of the environment, as if the user was sensibly dressed for the season., (2) Protection from injury; the first two points of damage is subtracted from each attack on the bearer – albeit to a minimum of zero, and (3) the ability to locate wholesome food and drink in the wilderness.

   This particular ceremony calls for power-1 and complexity-3 (the highest among the effects), but is also combining three effects (+3) and creating a permanent item (+2), and thus usually requires an 8d6 roll against the operators appropriate attribute. Most characters will need some substantial bonuses – such as an enhancing effect, assistants, and either a memorized ceremony or references – to pull this off, even if the game master knocks off a die for a good description of the ceremony.

   Ceremonies are a long, complicated, messy business.

The Allomancer Template

   Relatively recently, I was asked about a series called “Mistborn”, in which there was a system of magic called “Allomancy” – an innate ability to ingest and “burn” chunks of metal to gain various special powers.

   Well, the various special powers are each easy enough to design individually. Requiring access to the appropriate metals to use them would count as either a Corruption (for readily available metals) or a Specialization (for rare ones), and thus would reduce the cost by either a third or a half.

   The problem is a little deeper than that. The series covers the effects available from the use of seven pure metals – Iron (attracting metals), Zinc (amplifying emotions), Copper (concealment from magic), Tin (sensory enhancement), Gold (seeing alternate realities), Aluminum (neutralizes your own powers), and Atium (a fictional metal that allows short-term precognition).

   The series also includes Steel (Iron and Carbon – or sometimes manganese, chromium, vanadium, or tungsten – which allows you to push metals away), Electrum (Gold and Silver – which allows you to see into your own future), Duralumin (Aluminum and Copper, the mix allows the user to “burn” other metals in a massive burst), Bronze (Copper and Tin – or sometimes phosphorus, manganese, aluminum, or silicon – allows the user to detect other people using metal-magic in the area and sometimes analyze what they’re doing), Brass (Copper and Zinc, which allows the user to manipulate emotions), Pewter (Tin and Lead, or sometimes copper, antimony, or bismuth, which enhances the user’s physical attributes – strength, speed, agility, and ability to withstand damage), and Malatium (Atium – however fictional – and something else, allowing the user to see who people have been in the past).

   The trouble is, this list only covers six of the twenty-eight known natural metals (Lithium, Beryllium, Sodium, Magnesium, Aluminum, Potassium, Calcium, Titanium, Vanadium, Chromium, Manganese, Cobalt, Nickel, Copper, Zinc, Arsenic, Zirconium, Molybdenium, Silver, Cadmium, Antimony, Barium, Osmium, Platinum, Mercury, Thallium, Lead, and Uranium) and one fictional metal out of an unknown quantity. It only covers seven alloys, out of hundreds of relatively common ones. What do the rest do? If nothing, why not? At least some of them must be magically active in some fashion, otherwise alloys using them wouldn’t be magically different from the metals they’re alloyed with – and there are alloys already in the system that are.

   I won’t even get into the fact that Aluminum is murderously difficult to extract: it was first crudely purified in 1825 – and even then only in tiny qualities. For a considerably length of time – until an electrical extraction process was developed in 1885 – it was far more precious than gold.

   Now that author has apparently hinted that only eight metals and eight alloys have supernatural properties, although apparently without providing a reason “why”. It also isn’t clear whether or not Atium is a part of the original system. Personally I’d guess that Atium and its alloy Malatium are supernatural additions to the system, that Lead and Silver – since neither got a mention directly yet both are prominent components of mentioned alloys – are the remaining two magical metals, and that there are two additional magical alloys available, for a total of eighteen. If you want to use this branch of magic in a game, go ahead and make something up.

   Still, this is a pretty straightforward system of Talismanic Magic – and systems like that are fairly common in fantasy fiction. They’re all pretty straightforward: you have the proper talent and/or training? You have the appropriate talisman or material? You may then use it to produce a particular effect, or modest range of related effects, until you deplete said talisman or material – permanently or temporarily draining its magic.

   This sort of thing is relatively easy on authors and game masters: the variety of powers available is strictly limited, they can easily be supplied to – or removed from – the characters, and there’s no need to have any real underlying system: the interactions can be defined pretty readily.

   So here’s how to build it in Eclipse: The Codex Persona (available in print HERE or in a shareware version HERE).

   Like most abilities with semi-unlimited use in Eclipse, our system of Talismanic Magic will have to be built around either Innate Enchantment or the Path of the Dragon. Both of them are good at producing a relatively limited set of effects. Innate Enchantment is simpler to build – simply buy the appropriate spell effects and limit them by requiring the appropriate talismans – but it requires buying specific spell or psionic effects, and I haven’t actually read the series to know what to get. I’ll stick with Path of the Dragon, which allows a more general framework, even if it does often cost a bit more.

   So: Path of the Dragon. Shaping (6 CP), Pulse of the Dragon (6 CP), Heart of the Dragon (18 CP worth, for L1 spells). Specialized and Corrupted: the user can only produce a very limited range of game-master set effects and must possess and deplete the appropriate talisman or material to use each effect. Triple Effect (allowing effects of up to level three). That’s 30 CP – a +1 ECL template or pretty much the full allowance of points for a +0 ECL race. The effective caster level is equal to the user’s level and the game master may or may not choose to enforce the minimum effective caster level (Effect Level x 2 -1) for producing various effects. If he or she does, Talismanic Mages will start weak and have to learn to use their abilities. If he or she does not, they’ll principally be limited by the Talismans or Materials that they can obtain and haul along.

   The fun part of doing it this way is that you can use that template/race for a wide variety of magic-users. Want a character who ritually folds paper talismans under the light of particular astronomical events? A Mistborn Allomancer? An Alchemist or Herbalist who compounds weird powders and potions with odd magical effects from rare and expensive ingredients? An artificer who builds complex magical mechanisms? This will cover it.

   So, how many abilities should the game master allow for something like this?

   Well, for 30 CP with those limitations you could buy 11 levels of – say – druidical spellcasting. A dozen or so reasonably general abilities, or at least twice that many highly specialized ones, are probably in order. After all, if they become problematic, it’s going to be relatively easy to restrain characters with this kind of magic. Simply take away their talismans.

Large Changes

   Some time ago I put up an essay entitled Small Changes – a discussion of how relatively minor game-characteristic changes in a species can lead to massive social changes. This time around, it’s a look at the opposing position; sometimes you can make massive changes in a species basic abilities without changing their social organization much at all.

   For an example, lets consider a mild variation on the Elan – changing them into a natural species by simply throwing out the near-immortality and the inability to reproduce naturally. If we replaced the usual human racial modifiers with those for the Elan, what’s going to happen to human society?

  • -2 Charisma (-12) (this is half value, since penalties are less important than bonuses).
  • Immunity/Spells that affect humanoids only, such as charm person or dominate person (Uncommon/Major/Great, 12 CP).
  • Mana/+1d6 Power (2 CP)
  • Resistance +4 to all saves: Specialized: counts as a supernatural ability, requires the expenditure of one power point when used to activate through your next action, although this can be done as an immediate action. (18 CP).
  • Innate Enchantment (Psionic Variant): Vitality Diversion (L2, May divert damage to Power reserves, at 2 HP to 1 Power, 8400 GP for Personal Only, 9 CP as Innate Enchantment).
  • Bonus Psionic Spell, Non-Augmentable (2 CP): Repletion, L1, lets you go without food and drink for 24 hours.

   Well, to start off with, they’re less charismatic. While a “-1” isn’t a big modifier on a d20 die roll, people interact with other people many times every day; every so often a social skill roll that a human would have made will fail, and so there will be a cumulative effect. These people are going to be just a bit less cooperative, to have a slightly “cruder” culture, and will tend to organize themselves in slightly smaller groups. Where they do form large groups, they’ll probably need a slightly more rigid social organization to help them manage. A certain stress on manners and social classes can be expected.

   An immunity to a few specific spells is pretty well irrelevant for social purposes. They don’t have innate spellcasting abilities, so such spells are going to be relatively rare in their culture, just like they are in most d20 cultures.

   The +4 on Saves is a notable bonus – but it does cost Power to activate, so the average man or woman in the street won’t be able to use it very often. Presumably it will still render them more resistant to toxins, irritants, diseases, and pollutants than normal humans are, since – in d20 – such things simply require periodic Fortitude saves. They’ll be able to drink contaminated swamp water, grow up breathing industrial smog, recover more quickly from disease, and otherwise survive for longer in hostile environments. They’ll be better at avoiding most accidents as well. Thanks to their boosted Reflex save they’ll be able to use rugged paths that would lead to an unacceptably high casualty rate of falls otherwise, work more safely with unshielded industrial equipment, and otherwise evade many accidents that would do serious harm to a normal human.

   Next up, they can get along on considerably less food and water – although not if there are too many other demands on their (very limited) natural 1d6 power reserve. This would be a really major change if they could actually get along without food entirely, but it seems likely that there are limits to how often they can use that “Repletion” ability without renewing their reserves. Still, they can probably reduce their average need for food and water to a half, or even a third, or normal. That will free up a good many people who would otherwise have to be farmers: expect denser overall populations, a considerably higher percentage of craftsman and other professionals, and for countryside farming villages to be considerably closer together.

   Similarly, the ability to transfer damage to their power reserve will make them a little more resistant to injury – but not that much so unless they develop a lot more Power. That does seem pretty likely given the number of their abilities that depend on it. Regardless, they should be able to hit their thumbs with hammers, withstand the occasional rebounding axe-blow when they slip up chopping wood, and survive kicks from horses and so on, without serious injury – but occupational injuries like that are far less serious in d20 universes than in reality and have never had a major impact on civilization anyway. They simply drag down overall productivity a bit.

   They don’t get the usual “human” bonus Feat and extra skill points – so their population will include a few less specialists, and most of them won’t have as broad a range of skills as a normal human will. That will tend to drag productivity back down, although probably not enough to make up for the effects bringing it up – as we’d expect for a race that uses most of it’s character point allowance rather than a mere third of it. We can expect this society to be somewhat more prosperous on the average,

   Still, humans have always fought each other at the drop of a hat, consumed marginally-edible and slightly-toxic stuff, drunk disease-laden water, and put up with the injuries suffered while working. Similarly, they’ve often had to get along on too little food, and have put what they want ahead of other people’s safety. This variant species is simply better at living with it, instead of dying young. Hopefully, living longer on the average will make up for them learning a little slower.

  So: we’ll have fewer farmers, slightly smaller groups on the average (but more of them), slightly cruder behavior, and a greater tolerance for nasty living conditions and risky behavior. “Safety First” isn’t going to make much headway here, although “Productivity at any cost!” may. Overall, this is going to be a pretty recognizable culture; you could easily portray it as Victorian. When you come right down to it, most cultures have been rude, crude, violent, and with little respect for the comfort and safety of the lower classes. “Dystopian” is a pretty familiar setting, and they’ll fit into it nicely.

   What kind of secondary effects are likely?

   Well, most of them will be spending their level-one Feat on getting the 3d6 extra Power that will enhance their survivability so much. They’ll probably be more likely to colonize difficult areas, and will maintain larger populations than humans normally do in deserts, swamps, poison-laden tropical jungles, and arctic locations. Psionics will be studied far more commonly and intensively than usual – but the equivalent magical studies will probably be less common. Members of other races had better keep an eye on the food, since this species is likely to use a lot of “spices” that other races may find pretty indigestible. Long-range trade may be a bit less important for the same reason: with a wider range of local “spices”, and less need to eat perishable foodstuffs that are past their prime, spices will be less important and desirable. Technical progress may be slower, since people will be less social and thus less inclined to share ideas, but technical progress was never that fast in most cultures to begin with.

   So: why should adding a single, cheap, ability – darksight – have such enormous cultural and social ramifications, while making massive changes has relatively little effect?

   In this case it’s simple: the Elan template simply enlarges on a few existing strengths while slightly reducing others. It doesn’t really add anything new to the mix. Human cultures don’t respond much to changes like that. Would human cultures change much if we subtracted two feet and some strength? Evidently not: the pygmies culture is pretty easily recognizable.

   There are limits of course – and the range of normal variation within a species is a pretty good guide to them – but within them tweaking racial characteristics isn’t going to have much effect. That’s why most authors and games stick with that kind of change. It’s a handy shortcut. The local “human” variant is blue, scaly, a bit thick, and stronger than normal humans? If they think and act like humans, so what? Readers and players will be able to relate to them easily. Are they short, light, quick on their feet, and extra-sneaky? Then they’ll make great thieves, and you can throw in a quick cultural oddity or two – such as living in underground homes and a love of meals and gardens – and call them a unique race.

   If you throw in darksight, flight, the ability to breathe fire, short range teleportation, enough telepathy to bypass language difficulties, or any of a thousand other radically new abilities, things change drastically.

   For example, one author wrote a science-fiction series wherein some weird mutation had affected humanity: one type was much stronger, much faster, relatively short-lived (about 40 years), and had to suck the life out of a member of the other subtype once a month to survive. Members of the other subtype apparently healed faster and got some other advantages, but not nearly enough to stand up to the first type in a fight. Two-thirds of the births took the parents type, one third took the opposing type, and births from mixed pairings were 50-50. Either way, the mutations did not come into effect until puberty.

   Now, the general notion was interesting – but a minimal ratio of “vampires” to “humans” of one to two simply will not work. First month: the “vampires” kill one-half of the donors. Second month: they kill the rest of them. Third month: all the “vampires” die.

   You could stretch things out by killing off all the children who went “vampire” in donor-dominated areas, by having a lot of the “vampires” die during the transition of natural causes, or by other drastic measures – but a stable, large-scale, primitive-technology (oxcart-style transportation) region dominated by the vampires just will not work: either you’ll have too few vampires to really dominate or they’ll kill off everyone else and then starve to death.

   That constant nagging “this would never work” really undermined the series for a lot of people – and that kind of thing is death on serious roleplaying in a setting. How can a character make rational decisions in a setting that makes no sense? Why bother trying?

   And that is why it’s always important to consider the implications of your changes. Sometimes they can be glossed over. Sometimes they can’t. Either way, with some advance thought, at least you’ll know what issues are likely to come up – which makes game mastering a LOT easier.

Toku Najite, Monkey Clan Bushi

   Well, here’s another character – in this case a replacement – for the Hinode Monogatari Legend of the Five Rings campaign. Given that we’re currently coming up on session 78, he’s got quite a lot of XP to play with, and is both very powerful and of very high rank. Given the setting, he – not especially unexpectedly – also has an exotic school. Hes also a splendid illustration of the hazards of designing replacement characters with huge amounts of XP: he’s got very high rings, relatively low skills, a and relatively few, but relatively expensive, advantages. Characters who got that same amount of experience over time tend to have lower rings, many more skills, and lots and lots of little advantages instead of a few big ones. Fortunately he should be playable anyway.

Toku Najite

   Monkey Clan Bushi, currently in the service of the Turtle Clan.

   Toku Najite is an astoundingly tough, fast, and skilled, especially for his relatively young age. That makes the fact that his clan was willing – in fact, almost eager – to assign his services to the Turtle all the odder. Admittedly, he was beginning to show some peculiar abilities – and had some downright bizarre spirit patrons – but that would normally be no reason to ship off someone who learned so astonishingly quickly.

   Nevertheless, when the Turtle called in a favor from the tiny monkey clan village, they got Najite. Najite very quickly proved remarkably useful on special troubleshooting missions – so they assigned him to keeping an eye on some of the most troublesome, and potentially useful, people in the Empire – the PC’s. If he can keep them out of trouble the Turtle Clan will be most impressed.

   So far, Najite mostly thinks that the people he’s been assigned to watch are (1) way too powerful – far beyond what he can handle – and (2) are completely mad. Currently they’re zipping off to the blasted IVORY KINGDOMS, apparently on a whim. For once, he feels that he may be outmatched – however strangely approving his spirit patrons are.

  • Basic Information: Wealth 3, Status 3.5 (In Imperial Service through the Turtle), Glory 3.5, Honor 3 (Seen as 6), Taint 0.
  • XP Available: 60 (Base) +500 (Kharmic XP) +19 (XP) +10 (Flaws) = 589. Special Bonus: +2 to both traits of a ring. Also available: 100 XP to purchase advantages, minor skills, allies, and similar.
  • Spent XP: Earth 5 (Stamina 5, Will 6 [including +2 from Family and School], 92 XP), Water 3 (Strength 3, Perception 3, 24 XP), Fire 5 (Agility 5, Intelligence 5, 96 XP), Air 3 (Reflexes 3, Awareness 4, 40 XP), Void 7 (100 XP). 15 (Toku Bushi School), 125 (Demon Mirage Bushi School) +2 Heritages 2 +Skills 85 +4 (Combat Techniques) = 583.

   Toku Family: +1 Willpower.

   Toku Bushi School: +1 Willpower, Honor 2.5. Skills: Athletics, Defense, Hunting, Investigation (Search), Sword, Bow, and Lore/History.

   Heritage Checks: Lost Fortune (2-Point Phobia/Ocean), The Duel (+.5 Status, 2-Point Scorpion Enemy, +2 Know the School/Scorpion Clan Schools), and Battle of White Stag (+2 Athletics)

   Flaws: Insensitive (3 XP), Compulsion (Obedience, 3 XP), Doubt (Defense, 4 XP)

Rings:

Earth 7 (Stamina 7, Will 8)

Water 3 (Strength 3, Perception 3)

Fire 5 (Agility 5, Intelligence 5)

Air 3 (Reflexes 3, Awareness 4)

Void 7

   Rank= 8.5 (Rounded up for PC’s).

   Techniques(Toku Bushi I, Demon Mirage Bushi V):

  • May add (2x Willpower) to any Skill Roll with a TN of 15+ or on any contested roll against an opponent using a higher Trait or Skill than you are. Add (Willpower) to your AC.

   Demon Mirage Bushi School: +1 Willpower. Honor 1.5. School Skills: Acting, Athletics, Courtier, Deceit, Etiquette, Investigation, Knives, Stealth, Choice of Two (Defense and Swords).

   The Demon Mirage school is actually an import from the Ivory Kingdoms, and thus was never especially widespread in the Empire. In fact, it’s nature swiftly led to its general extermination (save, perhaps, for a few secretive practitioners among the minor clans): it is barely tolerated – and taught only with the direct permission of the current Emperor – in the imperial service. What use some of the clans – or the enemies of the Empire – might make of it is horrifying to contemplate.

   The Demon Mirage focuses on skill enhancements, knife-fighting, and the art of acting unseen – somehow diverting the blame (or credit) for actions ranging from malicious suggestions to blatant assassinations and other acts of war onto others. A true master may well be able to attend a banquet, stab a target to death in the full view of a hundred samurai, and still manage to leave the blood, the blame, and the ensuing war, on the hands of some innocent bystander. The only real defense is to have some practitioners of schools that teach enhanced perception techniques around – and even that is no guarantee.

  • First Technique/Dazzle on the Waters: Add +2x Willpower to all School Skills (10) and gain (SR) Free Raises on Athletics, Investigation, and Stealth skill checks (10).
  • Second Technique/The Shining Mist: Whenever someone makes a skill roll using Commerce, Courtier, or Investigation against you their target number is increased by 15 (9). Gain +1 Attack when using a knife (5), +1 Reflexes for Initiative Purposes (5), and +1K0 on Slight of Hand rolls related to Knives (1).
  • Third Technique/The First Mirage: Add +2x Void to all School Skills (10). If someone fails a contested Commerce, Courtier, or Investigation skill check against you, they won’t know it: you may either provide false information or simply ignore the attempt (10).
  • Fourth Technique/The Transparency of Crystal: You no longer need cover or shadows to use the Stealth skill to sneak and take no circumstantial penalties – such as for having lots of people around you, being under observation, or being in a well-lit area, when doing so (Immunity, 5). You gain +1 Attack (three total) (5) and +SR Free Raises for extra damage (only: +2K2 at rank SR4, +3K2 +3K2 at SR5) when using a knife (10).
  • Fifth Technique/The Master of Illusion: You are no longer automatically observed when interacting with others: you may make comments, launch ranged attacks, and even backstab people, and observers must make an Investigate/Notice check to spot you even if this would normally be automatic (Common Immunity, 10). You gain +1 Attack when using knives (four total) (5), and may throw small objects – pens, playing cards, chopsticks, small stones, etc – as if they were knives of average quality (5). 

.

Skill

Rank

Style

Net Roll

Free Raises

Acting#

1

 

5K4+30

2

Anatomy

(As Skilled)

6K6

 

Athletics*#

5

2 Free Raises

Sp+30

7

Bow*

1

 

4K3

 

Commerce

1

 

5K4

 

Courtier#

3

Free Raise

7K4+30

1

Deceit#

1

 

6K5+30

 

Defense*#

1

 

6K4+30

-2 Doubt

Etiquette#

5

+10 Defensive

9K4+30

 

Explosives

(As Skilled)

6K6

 

Firearms

(As Skilled)

4K4

 

Forgery

(As Skilled)

6K6

 

Hunting*

1

 

4K3

 

Investigation*#  Search Emphasis

1

 

Sp+30

5

Knives#

5

2 Free Raises

10K5+30

2 (+ Pool)

Lore/Astronomy

1

 

6K5

 

Lore/Heraldry

1

 

6K5

 

Lore/History*

1

 

6K5

 

Lore/Ghosts

2

 

7K5

 

Lore/Law

1

 

6K5

 

Lore/Shadowlands

2

 

8K6

 

Lore/Shadow Magic

1

 

6K5

 

Lore/Underworld

1

 

7K6

 

Medicine

1

 

6K5

 

Poison

1

 

7K6

 

School Lore /    Scorpion Schools

3

Free Raise vrs those schools.

8K5

+1 over usual total

Slight of Hand

5

 

11K6

 

Stealth#

5

2 Free Raises

11K6+30

7

Sword*#

3

Free Raise

8K5+30

1

Theology

1

 

6K5

 

Traps

1

 

7K6

 

    *Toku Bushi School Skill.   #Demon Mirage School Skill   11K6 is effectively 10K6, unless you’re getting bonus dice from somewhere.

Combat Information:

  • Initiative 10K4
  • Armor Class 23
  • Knife: 4 Attacks, 10K5+30+2 Free Raises (or more: may add +2x Willpower if the TN is 15+), Damage 10K6, 10K8 when attacking from surprise. Note that drawing and throwing a knife as a single attack costs two raises: otherwise you only get to draw one per round as a free action.
  • Wounds per Level: 28. Regenerates (Void) wounds per hour.
  • Special Combat Maneuvers: Waylay (4 XP).

.

Advantages and Minor Skills: 100 XP

  • Allies:
    • Tornujin (Influence 2/can teach the Demon Mirage Bushi School, Devotion 0, Eccentricity 0/Ancestor Spirit, Inconvenience 1/wants regular prayers and offerings. Net cost 1). Tornujin was, in fact, a refugee from the Ivory Kingdoms who managed to find a welcome in the Empire some centuries ago. Since then, finding himself caught up in the Empires bizarre afterworlds – rather than being free to take another body as he would in the Ivory Kingdoms – he’s contented himself with acting as a patron for his descendants, teaching them his favorite school, and waiting for one of them to open his way home again.
    • Samaril, Lesser Kami of purity (Influence 2/his knives are treated as if made of crystal, Devotion 0, Eccentricity 2/minor Kami, Inconvenience 1/wants regular prayers and offerings. Net cost 3)
    • Eyes-Of-Fire (Influence 4/Heals [Void] wounds per hour and doubles the base wounds in each wound rank, Devotion 0, Eccentricity 2/Unknown Spirit, and Inconvenience 0. Net cost 6). Najite has no clear idea who, or what, Eyes-Of-Fire is – but he occasionally has visions of being watched by a huge pair of blazing fiery eyes. Whether for good or ill, the patronage of Eyes-Of-Fire is far too useful to let a little thing like the odd nightmare and a total inability to identify what he is get in the way.
    • Eyes-Of-Fire (Second Aspect: Influence 4/Grants Magical Favors [Spells, of levels of up to Slight-of-Hand Skill Level/2, rounded up] calling on Chikushudo, Tengoku, or Jigoku via Kabari Magic, but it costs a Void Point to channel such a spell and only [Rank+2] are available per session. [Mystic Link, Favors/Magical Favors based on Slight-Of-Hand, Immunity to being called on for Favors in return], Devotion 0, Eccentricity 2/Unknown Spirit, and Inconvenience 0. Net cost 6).
    • Turtle Clan Connections (Influence 2/Minor services from imperial officials, Devotion 0, Eccentricity 0, Inconvenience -1/often difficult to get a hold of. Net cost 1).
  • Languages: Speak and Read Ruumal, Senpet, Naga, and Nezumi, and Ashalan (10)
  • Perceived Honor +3 (6).
  • +3K3 Damage with Knives (27)
  • Adds an additional +0K2 damage when attacking with a knife from surprise (4).
  • +1K1 and counts as being Skilled with all Low Skills (12)
  • Natural Master: Gains a pool of (Rank) Free Raises per Skirmish to use with Knives (8).
  • +2 Lore/Shadowlands (3)
  • +1 Each in Lore/Astronomy, Heraldry, Law, and Shadow Magic (3).
  • +2 Status (Imperial Agent, 3) (10).

   Najite, as a Rank-9 Character, is also entitled to at least 75 Position Points – probably taking the Representative or Spymaster paths – but the player hasn’t yet decided on which path he’s taking. Still, that’s quite a pile of points to spend.

Legend of the Five Rings: Session Titles

   Just for record-keeping purposes, here’s a list of the session titles for the last 77 sessions of the Hinode Monogatari Legend of the Five Rings campaign. The session logs are crosslinked for easier reference, but the first series – up through the Vortex of Time Series – all take you to the compiled pre-blog session logs. There doesn’t seem to be a way to link to a specific portion of another page, so you’ll just have to scroll down for those.  The same goes for most of the individual sessions even in the later series, since the logs are generally done for several sessions per shot. The current XP total is approaching 600, with about another 150 for allies, favors, nemuranai, background lore skills, and similar acquired-in-play advantages. I’m probably going to be locking it in there: That’s already implausibly high for a character that no one has ever heard of before – and if you can’t build a satisfactory character with 600 extra XP to play with, you probably never will be able to.

The Demon Winter:

  • From Hell’s Cold Heart I Stab At Thee
  • On Tour with the Fortune of Vacations. 

Masques of Darkness Series:

  • Twilight Shadows
  • The Paths of the Dead
  • Coda: Prairie, Sky, Mountain, Forest

Nightfall Series:

  • Adrift Upon the River of Gold
  • Shadow of a Dark God
  • The Roots of Mountains
  • Citadel of Honor’s Twilight
  • The Tao of the Heart

Interlude:

  • Spilled Blood and Still Waters

The March of the Crab Series:

  • Standing At the Gates of Madness
  • Another Battle at the Wall
  • The Lemmings March

Undercurrents Series:

  • The Mad Cat Boat Race
  • A Courtly Eruption
  • A Dagger of Words.

Vortex of Time Series:

Firestorm Series:

  • Embers in the Darkness
  • A Heart of Flames
  • The Passing of the Torch
  • The Sword which is No-Sword
  • Words Like Mist
  • Shadows in the Wainscotting.

The Phoenix Debates:

  • The Phoenix Debates
  • Waters in the Desert
  • A Blade for the Darkness

The Naga Rising:

  • The Borderlands of Twilight
  • Mist upon Tablets of Emerald
  • The Drunkards Walk
  • Rationally Recruiting Retreating Ronin Refugees
  • The Spiral Gates
  • The War of Golems

The Rise of Fu Leng Sequence:

  • The Serpentine Way
  • Walkers In The Twilight
  • Voices from the Darkness

The Clan Wars Series:

  • The Empress and the Cuddly Demon Ninja
  • Walking Between the Raindrops
  • A Darkness Rising
  • The Prophet of Merenea
  • Fishing with Ninsei and Gardening With Teruoko
  • Shigure, This is your life!

Rise of Fu Leng/The Bloodsword Legacy:

The Clan War/Shifting Alliances:

  • Champion of Love
  • Shadow of the Black Cat
  • Sumo Slammer Sledding
  • The Gates of Blood
  • World of Warcraft
  • Tongues of the Dead
  • Nightmares and Weddings
  • The Phoenix Nexus
  • Worlds Beyond
  • Generals of Chaos
  • Wandering In The Darkness
  • The Strength of Stones

The Clan War/Planar War:

  • The Powers Of The Earth
  • A Dark Mirror
  • Adrift Upon A River Of Stars
  • Into The Ivory Kingdoms
  • Against the Asuras (Session Log Pending)

Latest Material

   Well, the experiment with keeping a “latest updates” index stuck to the top of the page was well-recieved, so I’ll go back to doing it. You should be able to find everything here that’s either been put up in the last week or two or hasn’t been put on the main index tabs yet. I’ll just keep updating this post until it gets too long, then I’ll transfer everything on it to the main indexes and start a new one.

d20 Material:

Legend of the Five Rings:

General Material:

  • Large Changes – a companion piece to the Small Changes article from some time back on how changes in racial characteristics affect, or do not affect, cultures. This uses d20 terms, but is actually pretty general.
  • Continuum II Ceremonial Magic – a general system for classical ceremonial and ritual magic, suitable for use in a variety of settings and game systems.

Amber Diceless RPG

  • 200-Odd Power Words – also usable as source material for many other games.
  • The Great Weapons – a dozen horrifically-powerful weapons to destroy all opposition! After all, these are extremely powerful by AMBER standards…

Shadowrun Material:

  • Some old Characters – Prodigicus Supreme, a giant “robot” “Transformer” player character, Khaibitu the Valkyrie, a free spirit PC – and Fritz the Infinite, a cloned army of PC’s…
  • Project Ushus, a high-powered campaign background.
  • Proware, the next segment in the Modular Cyberware series – in this case, useful programs, mental augmentation effects, and biofeedback modules that you can use with your internal computers. 

   The previous Latest Material index can be found HERE.

Federation-Apocalypse Log: Session 31

   When last heard from, the characters were cleaning up after a fight with some bandits that unexpectedly went nuclear.

   Unfortunately, after getting Jarvian and Jaiden patched up, checking on the Mirage revealed that it was in emergency shutdown – and Kevin wasn’t at all sure what effect a healing ritual would have on it. Emergency battery power was still running the failure readouts though – magnetic containment system failure, nanite program compromised, wellstone system malfunctioning, secondary radiation is still high, and computer system in preemptive shutdown. All in all, it looked like a major overhaul and part replacement. Kevin was no engineer – but he guessed that the superconductive coils and gravatic-shield drive were fried, that the nanite memories were partially randomized (and thus the nanites had been purged), that induced transmutations had fouled up the electron-well systems in the wellstone, that the entire system was radioactive, and that the computer circuits and memory core were in self-protective shutdown.

   Jarvain had to wonder – this kid WASN’T a science or engineering specialist, and he’d skipped out on school at what – fourteen? What the HELL did they teach in the colleges in Core? He’d spent years in research in what was left of the Star League archives to assemble the kind of information Kevin took as a birthright.

   If and when he had some kids, they were getting a Core-style education if he had to personally rebuild the star league to get it for them.

   Back in reality, it was pretty obvious that there were really only three options – replacement parts and a shop, massive magic, or looking up a local mad scientist. Given that (2) and (3) might well go wrong and were certain to draw unwanted attention in any case (plus that, while Kevin was fairly sure he could remove the radiation with a ritual, the nanites and low-level molecular damage was probably going to take a shop – a repair ritual capable of handling that kind of detail work would call for an archmage). They might be able to manage it all given time and fresh nanites, but as it was, it was time to bail. Oh well, it wasn’t like hitting the bandits was really required.

   They sold the Minotaurs to the locals – except for the four they’d promised the bartender – but the locals disapproved of slavery for the 30-odd human bandits and five leaders they’d caught. They wanted ot put them on trail and put them in jail for awhile. Oh well, they had paid out a pretty good reward already. They could have the lot. They’d blown up quite a few of their fields anyway.

   It would be best to head back to the singular technicians in the New Imperium. Still, even if the gate in the bar was still open, that meant hauling an inert 10-ton mech up a few hundred feet of ladder. A reduction spell would help, but that was still going to take some heavy-duty levitation. Jarvian wanted to use a stretcher for the symbolism of the thing – which was easy enough.

   Wonder of wonders, the bar was still standing and the gate was still available. They left the four Minotaurs with the owner (and told him that they weren’t currently explosive).

   Sadly, the corridor of doors didn’t include anything for the New Imperium or even for Core Earth; it was going to have to be up the ladder. That was a pain: the Mirage kept getting wedged and they had to yank it free…

   Back in Baelaria, repairs were well along – far too well along for the couple of days they’d been gone. Even the trains were running again. They disguised themselves and went through without making a fuss. The place was already a swiss cheese, Kevin hated to spend Mana, and Jarvain didn’t feels it was urgent, so they took the established route via train. The time was wrong though: it had apparently been weeks. Either Baelaria had been running fast or they’d hit a patch of slow time somewhere. Weird: Samurai Jack time had mapped well to core time for the first bit when Kevin had been in core, why should the second visit put things so far off? Maybe Baelaria skipped a bit ahead? Oh well, the train trip was nicely relaxing. Jarvian studied the blueprints for the Mirage. It looked like a complete tear-down and rebuild job.

   The android storing their ship was still insulting – for which they rendered it temporarily human – but it had done a good job fixing up, restocking, and caring for it. It even filed the flight plan for them. Efficient, if unlikable. Probably a gambit to get the customers to pay for regular droid upgrades: you shoot it, you pay for it.

   Meanwhile, Kevin was comparing Core and Personal time. It looked like Core and Samurai Jack had been running roughly 1-to-1 during his first visit – but the half-a-day they’d spent dealing with the farmer and the bandits had taken nearly five weeks on core. Moreover, something had been blocking the messages from the Thralls – which were only now starting to come in. That neatly eliminated any local problems: some really major manipulation must have been centered on them. But why? They weren’t really a major factor yet – and that sort of thing normally left plenty of traces. Fortunately, the difficulty of supernatural time-manipulations scaled with the number of souls involved – so the major realms were pretty well proof against them. There was somebody out there they REALLY needed to do something about.

   So what had been going on?

   The trade route to the Forgotten realms through Castle was in limited operation, but armed escorts would be needed for some time. That should be profitable – especially since they needed the materials in Baelaria.

   Malfoy, in the underdark, had been sending regular messages: they’d been being targeted by the missing students. He’d organized the thralls into defensive positions but wanted reinforcements and orders. He’d been sending daily requests for the last four and a half weeks…

   Kevin decided that it was time to GET Vekxin. He wasn’t putting up with this. From now on, Vekxin was on the LIST. What did they call that once? Fatwa? Excommunication? Crusade? Oh yes: Jyhad.

   Right: they were still holding – honestly, they were bloody hard to get rid of – so he sent them some of the sixty unassigned youngsters: at least they were out of training now. Secondarily, check with Dumbledore? It was no longer a “rescue mission” if they had to fight the people they were trying to rescue. It was supposed to be locate kids, pass on messages from home, and try to persuade them to come back – but if they were being targeted, someone was taking that badly.

   It also said that Vekxin was probably working with somebody else. A major mage or something. Somebody ELSE who was going on the list. Places to go, people to kill…

   He had a little list, they never would be missed, of Manifold offenders who might well be underground…

   Jarvian felt that getting the cadets a little experience with real Mechs might be in order – but he would need a temporary ride while the Mirage was being repaired.

   Malfoy appreciated the feedback, he had been getting worried and had been about to break off his mission and come looking for Kevin and company. Still, they had persuaded a few of the more recent recruits to come back; the others hadn’t been listening and had been growing increasingly hostile. Secondarily, the ones they’d captured in the battles had been showing signs of addiction; they’d sent them on to Dumbledore to find out what and for advice.

   He agreed that it was probably the energy-feed they were being given. Still, going to Dumbledore had been a good decision – and Kevin made sure to let him know that.

   Most of the rest was just minor status updates; they’d been concerned with the lack of response.

   The traffic around Ealor (the Singularite’s new world) was pretty heavy – and so was the Imperial presence. Evidently they’d been making a splash… Of course, they would be: pretty much 100% of the Singularite survivors had been people with souls – and thus at least some ability to bend events in the manifold to suit their desire to survive. The New Imperium was a reasonably popular realm – but it was also a very big one. A relatively unified group of ten thousand – in a previously uninhabited solar system to boot – would certainly warp the local reality around themselves a bit.

   Ealor was starting to look like a bustling city, traders, workers, survey work – quite a lot had changed in the last six weeks (including the construction of several spaceports).

   Jarvain went to work on getting some engineers and getting the repairs underway. Fortunately, their were plenty of repair facilities available – although the engineers were a bit appalled at the mess – if only because they didn’t see how any pilot could survive the kind of radiation-blast that it would take to do this kind of damage. The repairs were going to take a couple of weeks: they had most of the parts on hand, but the reactor would need to be replaced entirely, and time on the fabricators was at a premium. While the safeties had kicked in properly and shut things down before any mutations could take effect, it still looked like they’d have to revisit the design.

   They also weren’t willing to provide replacement positronium warheads (no real surprise there). Of course, the Mirage had simply synthesized it’s own – but they might have been planning to inhibit that. Still, the Mirage had a soul, and they had plenty of magic and other sources of they actually needed any WMD’s.

   Jarvians secondary project was upgrading the Battletech mech chasses he’d acquired. The local engineers didn’t think that was worth bothering with – better to simply junk them and start over – but it was his money… Jarvian was agreeable to junking most of them – and getting some light Mechs for his cadets – but he wanted the Atlas upgraded: it was historical.

   Jarvian headed out to eat, get some input from the cadets on what kind of mechs they’d feel most comfortable with,

   The Wingates were still in core, and things seemed to be going well, so Kevin got in touch with the House – and found that they’d like a physical visit. Well, that was pretty easy – but he got a priority contact request from the Military as soon as he was back on the network. They wanted to talk to him as soon as possible… Well, House first; he did supposedly work for them and the gate came out in London anyway.

   Fortunately, the House already knew that someone was pulling timeslips-and-blocks on their agents – and that there might be out-of-contact intervals until a way could be found to block it. All the teams affected had been on Vekxin’s trail – and it had been fouling up all attempts to corner him. Until he could actually be located, it was going to be a war of agents – and the Manifold was unmatched as a hiding place. The House already suspected that Vekxin was not an opener, and might need others to act as gatekeepers – which drastically limited the paths he could take, especially if he could be forced into one of the more mapped-out regions.

   That at least Kevin could confirm: Vekxin could not be an Opener, he didn’t have a soul – unless he’d stolen one somehow, he was out of luck. That also meant that he couldn’t enter Core without serious issues – which would hopefully hold down his ability to find followers in the Core. 

   M did consider the military request a mid-level priority – but wanted Kevin to be careful about how he answered some of their questions.

   Kevin simply set up the call from the House, with M edited out. That way he could take some warning signals if any were needed. They could also add a bit of extra fuzzy and delay to what the Meme filters were putting in anyway. The Military put him straight through to General McAndrew in person – which wasn’t much of a surprise, but was still impressive. He’d apparently been wanting to get in touch with Kevin for some time now. The agents he’d left them were performing well and had a lot of useful talents – but it struck him as odd how much their abilities matched each others.

   Kevin was mildly surprised at that. Sure the lab crew had passed on that they were bestowed? He must just be wanting confirmation. Still, easy enough: it was because their basic abilities were a partial mirror of his own. The drew on his power, but it was amplified by their innate potential, and would gradually become more and more their own power until they no longer needed any of Kevin’s – and in the meantime, they helped boost his own powers. As for the upper limits, they seemed to be expanding with practice. There was presumably an upper limit, but it hadn’t been established yet. Unfortunately, it was still limited to teenagers and below.

   For McAndrew that was problematic, teenagers could only be recruited with computer or parental assent. Adults were a different matter. Kevin did note the safety features in return, but had to admit that most of the public wouldn’t necessarily see it that way.

   Kevin was pretty careful about McAndrews inquiry as to whether or not he’d been recruiting in core – noting that “Unfortunately, given the forces needed to set up the link, attempting to imbue someone in Core would be extremely difficult”.

   Apparently McAndrew had been running into backlash tied into the missing person reports. The military had been forced into doing more and more exhaustive investigations – and so recruiting teenagers from Core without computer or parental consent was a touch subject.

   He appreciated the agents Kevin had already sent, but hopefully he’d eventually be able to manage adults. Teenagers presented quite a few political difficulties. Still, more candidates from the Manifold would be welcome enough: they had an evacuation to prepare and he liked having more than one option on the table.

   Kevin had been hoping that the military might be more pragmatic than that in the face of mass death, destruction, novas, and killer memes. Oh well – they still might be, just not in conference.

   Come to think of it, only one month to go until the supernova front hit that colony world.

   M thought that that conversation had gone unexpectedly well – and that Kevin would be part of the solution of the Manifold woes rather than a part of the problem – but not everyone would necessarily see it that way. The computers could not be gotten to give a straight answer about whether or not Kevin’s contract was acceptable: all they got was basically “be very careful, we advise against making major life decisions so young, this sort of contract could affect your future for a long time” – exactly what Kevin had gotten on his tests.

   Proposing a test to M – picking up one of the obedience-programmed neodogs at a pet store and giving it an illusory human form first, then a temporary polymorph to human, and finally giving it shapeshifting to human, and trying to get a ruling from the computers on whether or not it was still a pet – after all, illusion was just illusion, polymorph was sort of an illusion that was tricking reality, and shapeshifting went right down to the genes. What made it stop – or start – being a pet? Was it simply the fact that it agreed without being forced and couldn’t change its mind?

   M really didn’t know – although he tended to go for “personhood” for almost any sentient being; obedience-programming was just a mental disability that put responsibilities on their caregivers.

   A pretty defensible opinion, but Kevin was pretty sure that the computers didn’t entirely see it that way: mental disabilities were pretty well gone – even brain damage was correctable now – and it didn’t match up with the results of his tests on the colony worlds or with the “personal responsibility” rules.

   Oh well. Probably no way to drive the computers into a logical corner there either: the system would just default on the side of protectionism and refer back to whoever it was consulting. There had to be some way to find out who that was.

   M was trying to find out too.

   Oh well.

   Kevin sent McAndrew six more manifold-origin Thralls from the sixty unassigned, sent six teams (eighteen more) to the Underdark as reinforcements. The kids there were in good defensive positions now, but Malfoy wanted to go on the offensive and start capturing Vekxin’s recruits.

   Time to check back with Dumbledore; were Vekxin’s recruits curable of not? There was no use in a war between the Thralls and the other kids unless something can be done for them after capture or it cut into Vekxins forces more than it did into his. Besides, if it was coming to heavy fighting instead of passing on messages from worried friends and parents, and persuading them to come back, it wasn’t really what he’d had in mind.

   It looked like Vekxin had his recruits addicted to positive energy. Great. The Dr Vu syndrome. Had Vu been a prototype? It might be time to investigate Ryan and ATE. Still, they were curable – apparently Vekxin, lacking a soul, couldn’t create a soul-link – even if it wasn’t easy. It took some serious magic or time to back them off the dependency. It might be worth making a serious effort to collect them – but that diverted effort from trying to find and stop Vekxin in the first place. There really wasn’t enough information for a cost-benefit analysis – but curing some and publicizing the story might really Vekxin’s recruiting (not to mention being a good plug for his own). Detox took weeks or months, but magical intervention was pretty quick (even if it did call for a lot of power) – and they were seriously disenchanted with Vekxin afterwards.

   So it was magical detox and spreading the word. Kevin played coach for speechmaking (he was pretty good at that) and arranged for rebroadcast in Core. That would reach a fair chunk of the youngsters in existence since Vekxin apparently couldn’t recruit phantasms (Kevin guessed that they’d dissipate under the overload). That was a good thing, since otherwise he’d have swamped them everywhere outside of core – and it meant that their advisory had a good chance of being a major hindrance. It looked like Kevins return-the-really-young-and-unwilling routine might really pay off rather than just being an “evil excuse for being nice”. After all, McAndrew was bound to track them down eventually.

L5R Campaign Log Update:

   Today it’s getting the Legend of the Five Rings log caught up to date for the last four sessions…

   The Planar War: The Powers Of The Earth, A Dark Mirror, Adrift Upon A River Of Stars, Into The Ivory Kingdoms. Kochige, Michio, Shigure, Kochige, Okari, Shin, Alex, the Ki’Rin Elder.

   Unable to come up with anything to say at Shigure’s memorial, Ninsei settled for burning a few of the usual paper offerings.

   Down in Jigoku, Shigure had located a minor lordling – a patron of destructive forest and city fires – and was working on planting the seeds of an uprising when he was rather abruptly bombarded by a variety of goods, monies, chattels, and even a ceremonial dragon-boat. Such things were rare in Jigoku – few spirits there received much in the way of funeral offerings, much less ones given potency by such a collection of powerful shugenja – but he could have done without being buried under the pile.

   Still, evidently there was some sort of link. Perhaps even a non-demon could use it somehow – and the supplies might come in handy anyway. Even the boat. He could keep the rest of the stuff in it or rebuild it into a wagon or something. This might be possible: even most of the powers of Jigoku knew that it wasn’t time for them to tear down the universe yet.

   Back at Toshi Ranbo, Ninsei and Kochige were out on the river (to stay as far as possible from anyone else) running a fairly extensive investigation into the magical properties – and potential magical properties – of various sorts of stones. Fortunately, there were more than enough merchants around the city to have supplied them with a fair variety to play with. Perhaps unsurprisingly where Ninsei was concerned, this wound up in a considerable explosion and a bit of panic about “Fu Leng attacking the city!” (yet again). Obsidian stored magical energy, but there appeared to be upper limits.

   Michio’s Mother was after him to do his duty by the clan – as in: get married and produce some children – instead of “fooling around on river cruises with concubines” (that priest had been sending letters), so Michio exerted himself to write some very flowery stalling letters home and made sure that all of the young women were purged of any taint they’d picked up and returned to their families. He’d been meaning to do that anyway, but if his mother was going to take the rescue that way it was a bit more urgent.

   Madness magic was potentially disastrous – so they headed on over to the City of Jewels to check with the priests there, and got some information, albeit not much (information on the madness tattoos can be found HERE), and then returned with a present: the Evil Grand Vizier had presented Shin with a small slave-boy – apparently on the theory that Shin would either learn control to avoid hurting him, or might learn it out of guilt after accidently killing the child. Either way, the cost was small.

   Ninsei had an idea: obsidian seemed to store magical power, so maybe he could tap into Shin’s tattoos and drain off some of the excess power.

   That actually worked, although it created another major explosion or two when they experimented with how much the obsidian could hold. It didn’t seem to drain the tattoos any, but the stored effects could still be useful.

   It also looked like sunstones had the capacity to store heavenly energy. Unfortunately, with Tengoku distant from Ningen-Do, that was pretty hard to come by even during the dimensional conjunction. Still, Shigure had reached the heavens – ok, a gaijin heaven, but still a heaven – by simply going high enough. They could really use some information if they could get it – and even the gaijin gods seemed to have quite a lot of it (as well as – so far – being tolerably reasonable in most cases). They didn’t have access to the cloud chariot, but perhaps if they used a spell to keep from losing speed until they reached the zone where the Kami of Ningen-Do ceased to operate, used Kochige’s dimension-shifting talents, got Okari to help them endure the forces involved, and got Michio to use his phoenix disciplines with a bit of encouragement, he could simply throw them fast enough to get them through the zone between the realms where elemental magic couldn’t help them.

   Given enough encouragement (and donated void points), Michio certainly could – and proceeded to toss Ninsei and Kochige so far into the sky that they didn’t come back down, a procedure which considerably upset Shin, badly confused the Ki’Rin Elder, and caused much consternation in the city.

   Back on Ningen-Do, the Ki’Rin Elder had drafted a few peasant children as guides: he had some messages for the Emperor and the Lion – and needed to find them. He’d been delayed really badly already. He promptly towed Michio and the peasant kids along on a trip to the capital and off to see the Emperor – who was amused to receive the message that the Ki’Rin were calling themselves the Unicorn now, and were coming back – and somewhat impressed when his Shugenja informed him that yes, this somewhat senile old fellow was indeed that old and his credentials appeared to be in order – even if he had been presumed dead and lost by the Unicorn three hundred years ago. The records also indicated that he’d delivered at least some of his messages some centuries ago, and had probably just gotten senile and forgotten.

   Then the old man nearly started a war between the Lion and the Unicorn on the spot. That was no longer amusing – but he did claim to have messages for the Founding Kami as well (which the Seppun Truthsayers also confirmed), so it was easy enough to send him, Michio, and the kids they were still dragging along, off to Tengoku and get them out of the way.

   The gatekeeper of Tengoku cheerily informed Michio that his deeds had been observed, and the celestial committee on exaltation had decided to award him the title of “Celestial Kami of Sumo Tossing” – a title which at least let him and his “guests” in and out and let the Ki’Rin Elder deliver his (badly outdated) messages. Fortunately for him, the Elder found a new purpose to keep him going: Shinjo was nowhere to be found, and none of the other Kami knew what had happened to her. He would have to locate her.

   Along the way, Bayushi granted the peasant children they’d hauled along Samurai status by adoption – apparently a crack at the current Scorpion Champion (as in “even these peasant brats are more worthy to be Scorpion Samurai than many who currently hold that title) – and they got the Kami of Vacations to send them home.

   Off in the Heavens, Kochige and Ninsei had been hurled into the pastoral afterlife party of the Senpet. This was surprisingly unremarked: apparently the lesser deities of Senpet – half of who claimed to predate the cosmos and to be intermediate between the local deities and the Elder Gods – had seen it all before. The locals didn’t mind making room at the feasts, although some local war deity promptly put Ninsei through a day of intensive weapon-training when he wandered into the practice ground to ask about his sword (it seemed to be linked to him and mirrored all his probes). They argued with crocodiles, discussed magical weapons, climbed the mountain of creation, and got quite a lot of information.

   It was a bit upsetting that the Senpet gods claimed seniority by virtue of being a social system copied from a prior world and being the middle management in charge of evaluating the various social operating systems implemented in this world, that they viewed the Empire as being locked in a loop and had activated a series of emergency probes and operations to try and get it reset before the competing systems took it over prematurely, and that they viewed Rokugan as just one cosmos amongst many that their senior gods operated in – but it was even more upsetting that they seemed to know enough to back up most of their positions. They just didn’t act like a bunch who simply believed in their own mythology.

   They even managed to pick up a supply of holy energy while on a day-cruise with Ra, as well as avoiding being infected by the lurking shadow-serpents of Apep. Returning was a bit awkward: sliding down the path of rising souls was easy enough, as was getting out of the tomb – but explaining things to the guards and human priests was a bit awkward. Still, at least they were back in the correct realm – which made opening a portal to Toshi Ranbo relatively easy.

   Reassuring everyone back in the city was mildly awkward, but they were getting used to their ruler’s shenanigans.

   Unfortunately, Michio wasn’t back yet, and so he wasn’t available when The Designer sent a clockwork killer-golem equipped with special defenses against most of the abilities they’d displayed, a variety of vicious stored spells, incredible toughness, and remarkable combat abilities to either kill Kochige or to fail and provide more data (apparently either would do). If it hadn’t been for the intervention of a young Monkey clansman (currently in the service of the Turtle and attempting to find out where the Ki’Rin Elder had come from) who demonstrated both an incredible skill with knives and a remarkable knack for avoiding notice the golem-assassin might well have succeeded.

   For a second annoyance, at least some groups of assassins apparently hadn’t yet gotten the word that Shigure was dead and/or that the task had been re-assigned, and had shown up looking for Shigure. Being unable to pass the protective spells on the city gates, but aware that Shigure always came to rescue his peasants in person, they had simply taken hostages and demanded that he come out.

   At least that relieved the tension a bit.

   Down in Jigoku, Shigure heard people near his funeral pyre calling on him (the thing flared up again every time Ninsei thought about it), and the ensuing blast of hellfire gave rise to speculation that “Shigure” had become a demonic name of power (the player was not amused).

   Kochige tried to find a way to protect Shin from his own powers – first attempting to explain, than attempting to suppress his knowledge of them (which only made him more dangerous), and then attempting to explain again with far more graphic examples. It was only when he accidently ruptured a bunch of the internal organs of the little kid that the Evil Grand Vizier had supplied that he seemed to get the point. Blast it: why did the Evil Grand Vizier have to be right so much of the time? If only he didn’t cackle so…

   The golem-thing contained clues to a lot of secrets – as well as a vicious selection of poisons – but revealed that they REALLY didn’t know enough. There wasn’t much about the Designer in particular or the Rakasha in general available save that they mostly existed elsewhere and their presence was usually mostly illusions. Who could they check with? The Squirrel, the Turtle, the Mantis, and the Eel all might know something – and several of them had representatives in Toshi Ranbo. Unfortunately, none of them could tell them all that much: it wasn’t like any of the minor diplomats they had were experts on obscure gaijin magic systems. The Eel and Mantis had heard of such things, and had some stories, and the Turtle could refer them to the Squirrel (and provide some directions) though.

   Along the way Kochige opted to leave Shin with the Turtle for the moment. Bad enough that’d he’d somehow managed to include himself on a trip to the Shadowlands, he WASN’T taking his young son out of the Empire – if only because his wife would NEVER speak to him again.

   The Squirrel Clan stronghold turned out to be burrowed deep into the heart of a mountain – and packed full of gaijin and extra-dimensional artifacts. Their entrance test was odd too: apparently they asked for solutions to obscure mathematical and logical puzzles. (That mathematical education from the Naga finally came in handy). Unfortunately, while they had some samples of stone magic, and parts of a couple of the clockwork-golem things, they were strong on examples and weak on theory.

   It was useful, but it wasn’t enough. It looked like there was no getting out of it: a trip to the Ivory Kingdoms was in order. At least the Mantis could provide some general information on the place and a language teacher.

   10/8/12/8 XP. I’ll try to fill in the minor benefits later on.

L5R Campaign Log Update

   The Clan War: Wandering In The Darkness, The Strength of Stones. Kochige, Michio, Shigure, Kochige, Okari, Shin, Alex, and the Ki’Rin Elder.

   Kochige stopped in to see his family and check on the kids: it seemed sort of obligatory before going into the Shadowlands again. He wound up picking up Shin, his youngest son, along the way. The monks had no idea what his tattoos meant – but they seemed to be appallingly powerful and somehow related to Kochige. Kochige cold tell that their power came from outside Rokugan – some power he couldn’t quite place. He took Shin back to Toshi Ranbo with him.

   Back at the war conference, Shigure and Michio decided to sail down the coast and try for the shortest route across the Shadowlands to the Palace of Fu Leng while Kochige, Ninsei, Okari, the bodyguards (and Shin, who somehow managed to get himself included) ran some diversionary missions – such as attacking some of the goblin camps and a few of the remaining nightmares. Kochige had meant to drop Shin off with the Crab along the way, but that idea didn’t work out.

   Sailing down the coast of the Shadowlands, Shigure and Michio handily dealt with an assortment of minor menaces, but then encountered an Undead Gaijin Pirate – who managed to drop them off near the void pole, apparently in hopes of stranding them between dimensions. Unfortunately for that plan, Michio managed to navigate by mediating his way into one of the ornamental ponds in Fu Lengs impalement gardens – right next to the leprosy garden. Despite the Eta gardeners, and their deference to the perpetually-suffering impaled Samurai in the gardens (“So sorry to disturb you my lord!”), the worst part of it was the cheerful, happy, malignance of the servants. They were quite happy to give the “honorable visitors” the tour, to show them the festering pit, to let them watch as they threw in human servants who’d displeased someone, as they offered them rooms and a choice of concubines – and when they tried to rescue a bunch of them by saying that they wanted all of them, the Oni cheerily informed them that – in that case – they’d check tomorrow, and throw any that weren’t pregnant into the festering pit. Why? Because they were EVIL, and this way they could cause the maximum possible misery and guilt!

   Both Shigure and Michio had to agree that they’d gotten that at least partially right. They were on a mission, and didn’t have time for diversions.

   Evil Ninsei was not pleased to see them: he’d been running some experiments in binding spirits into his siblings – and he didn’t need Fu Leng getting any impression that he was conspiring. Still, he might be able to turn this to his advantage… He let them have the two kids. He had the technique down now anyway. Still, at about that time, the servants informed Fu Leng that Shigure had come to visit – and he was promptly summoned to court. Shigure decided to go, and hopefully cover Michio’s escape. He stalled as long as possible while Michio got back to the rooms they’d been assigned – and picked up the ten girls who hadn’t yet been disposed of (out of twenty-eight unfortunately). He decided to take the boat out again; this close to the festering pit there should be plenty of dimensional flaws to try to navigate through.

   There were enough.

   Meanwhile, in Fu Leng’s throne room, Shigure was meeting the Nightmare of the Dragon, Evil Ninsei (again), an assortment of Oni guards, some of the Lost – and Fu Leng. Fu Leng, knowing how evasive Shigure was, drew up the power of the Festering Pit – an open gate to Jigoku – around his throne room. If Shigure attempted to escape him, he might do so – the pest was unbelievably evasive – but it would leave him fleeing into Jigoku.

   Shigure’s attempts at peacemaking mostly came across as stalls and sarcasm, so the situation went downhill – and did indeed wind up with Shigure stranded in Jigoku, where he found that the leakage of Ningen-Do into Jigoku was as unwelcome to many of the demons as the Taint was on Rokugan proper. He decided to try and raise a rebellion – although his potential allies were impossibly chancy and he didn’t want to become a demon himself, it looked like his only chance.

   Meanwhile, Kochige, Ninsei, Okari, Shin, and their Yojimbo were raising a ruckus along the wall. Hitting a few goblin camps, and temporarily liberating Singing Bell Village (an enclave where a mighty relic kept the land free from the taint – but where the local villagers were enslaved by the Oni to produce untainted food for Fu Leng’s special guests and allies) was one thing – but when they went after a minor fortress under the command of the Nightmare of the Crab, the Nightmare nearly did them all in. They hadn’t been prepared for that kind of speed – or for his ability to dodge away from area-effect spells. Fortunately, thanks to Shin’s precognitive Eyes of the Void, they managed to partially counter his abilities long enough to escape. They tried sowing a bit more confusion on the way out – but had to fall back to regroup, to get some new troops, and to try and figure out what was going on with Shin. Every time he killed something he seemed to get more powerful.

   While Michios return to Toshi Ranbo was greeted with relief (and some outrage on the part of a local priest who was most upset to see him turning up with ten naked young women), that left them with four kids with considerable supernatural powers – Ninsei’s siblings, now imbued with a Spirit of Slaughter and a Lesser Dragon Spirit, Shin – and one of Smoke’s offspring, a young demon-cat in human form. Fortunately, Ninsei’s ability to find appropriate employees let him find an appropriate tutor, at least for three of them. His brother’s powers seemed to be simple, physical, and easily-trained.

   The news of Shigure’s apparent death – at least it seemed like a good assumption when he’d last been seen headed for a personal confrontation with Fu Leng and now no trace of him could be found anywhere that any of them could reach – was a source of considerable confusion for Ninsei: there was no doubting that Shigure had died a heroic death rescuing his Siblings – but they never had gotten along even if they had been (theoretically) co-rulers. He scheduled a fairly elaborate funeral-tribute while he thought about it.

   Dealing with the incredibly ancient air shugenja who claimed to be an ambassador from the Ki-Rin – heralding their return to Rokugan and bearing messages for the emperor – was an unexpected trial as well, although the old man seemed to be powerful enough to be fairly helpful at times.

   Meanwhile, they had stumbled upon a new strategy – appear, blast, and vanish. It probably wouldn’t work for long, but it might help to disrupt the upcoming spring campaign. The tactic worked until they ran into The Designer – who’d apparently been assigned to eliminate them, and had started strewing the Shadowlands with traps for them, working through projections and by giving horrific weapons to his minions rather than by direct confrontation. The traps were pretty good ones too. Apparently they had a new, and competent, opponent – some sort of gaijin demon of unknown type and capabilities, and one who used an unfamiliar style of magic at that. Worse, he seemed to be studying them, and treated every encounter as a chance to learn. This wasn’t good – and would drastically limit their chances of a successful blast-and-vanish campaign, even if Fu Leng hadn’t already started using the same strategy.

   While they were discussing what to do, the elder shipped Shin off to a major goblin encampment – where they didn’t catch up until the resistance was calling in some powerful Oni and he’d killed hundreds of Goblins. The battle was fairly messy – and restraining Shin was almost as hard. His power was growing out of control – and Kochige finally identified its source, despite most of the traces having been wiped from his mind; madness magic. How could that possibly have happened? Had it been passed along his bloodline somehow? No wonder there was so much power in those tattoos and they grew in power with every kill.

More Battlemech Conversions:

   Due to a special request, here are a few more Battlemech-to-d20 conversions, following the rules HERE.  There will be some more up shortly.

  • Urbanmech, 30-Ton Gargantuan Light Mech, 74 HP,Str 30, (Operators Dex-8), DR 10, AC 19, Move 60, Jump 60, Autocannon 10 (+1 To Hit, 4d6+1 Damage), Small Laser (+3 to Hit, 3d6+1), Hammer with +4 Bonus Uses. +4 to the pilots BAB, Major Immunity to Atmospheric Conditions (Toxins, Vacuum, Etc), and Scrambled Radio Communications.
  • Axeman, 65-Ton Gargantuan Heavy Mech. 142 HP, Str 37 (+13), uses (Operators Dex-8), DR 10, AC 21, Move 120 (Jump-120), Autocannon-20 (-2 To Hit, 6d6 Damage, out of ammon on a 1-2), Large Pulse Laser (+1 To Hit, 4d6 Damage), 3x Medium Lasers (+2 To Hit, 4d6 Damage), Hatchet (+13 To Hit, 2d6+13 Damage), Hammer with +2 Bonus Uses (Usable 3 times every 10 rounds), +4 to the pilots BAB, Major Immunity to Atmospheric Conditions (Toxins, Vacuum, Etc), and Scrambled Radio Communications
  • Archer, 70-Ton Gargantuan Heavy Mech, 160 HP, Str 38 (+14), (Operators Dex-8), DR 10, AC 21, Move 120, 2x LRM-20 (-1 To Hit, 5d6 Damage), 4x Medium Lasers (+2 To Hit, 4d6 Damage),Hammer with +4 Bonus Uses (5 uses per 10 rounds), +4 to the pilots BAB, Major Immunity to Atmospheric Conditions (Toxins, Vacuum, Etc), and Scrambled Radio Communications
  • Marauder, 75-Ton Gargantuan Heavy Mech, 146 HP, Str 39 (+14), (Operators Dex-8), DR 10, AC 21, Move 120, 2x PPC’s (+1 To Hit, 4d6+1 Damage), 2x Medium Lasers and an Autocannon-5 (all +2 To Hit, 4d6 Damage). Hammer with +3 Bonus Uses (4 uses per 10 rounds), +4 to the pilots BAB, Major Immunity to Atmospheric Conditions (Toxins, Vacuum, Etc), and Scrambled Radio Communications.

Who’s Who in Jigoku

   With one of the Legend of the Five Rings characters currently trapped in Jigoku (and generally assumed to be dead), a little more information about that realm and its major inhabitants has been requested – so here it is: the Hei’an Zhuan or the Epic of Darkness:

   The Primal Demons or Lords of Destruction – are the great powers of Jigoku. They’re also the oldest, least human, and – oddly enough – easiest to get along with. There is no malice, evil, or deception in them. They may kill you, kill your family, and destroy everything in a ten mile radius – but it’s just because you’re THERE. They’re out to destroy the universe, but they don’t really care if anyone in particular is in it at the time. Oddly enough, the Lords are sometimes invoked when something needs to be destroyed to make way for something new. They may be dark aspects of the Elemental Dragons, although their general opposition to existence – at least in principle – argues against it. Similarly, they may be responsible for granting power to the Dark Oracles – or they may not.

  • The Dark Powers of Fire are Rocan the Destroyer, the Black Sun of the Underworld, lord of the night, cold, and death, and Hayashikoka the Destroying Flame, Mistress of Desolation and Destruction.
  • The Dark Powers of Water are Seiraku the Strangler, lord of decay, entropy, and slime, and Mirensei the Poisoner, Mistress of Venom, the Lady of Whispering Madness.
  • The Dark Powers of Earth are Animari the Mouth of the Grave, the Dark Mother, Devourer of Corpses and Jinshin Uwo, the Bringer of Earthquakes
  • The Dark Powers of Air are Shiisosen the Devourer of Ancestors, master of senility and forgetfulness and Arbiransei Mistress of Destructive Storms, Spirit of Nothingness.
  • The Dark Powers of the Shadow are Maryukosou the Mistress of Black Witchery, Drinker of Light, and Anoq the Corruptor, the Master of the Abyss, the Unmaker.

   The Sanjidokei or Lords of Disaster are related to the Primal Demons, but are both far more limited and far more personal. The Primal Demons may kill you, but the Lords of Disaster see the destruction of life as a part of their job, and sometimes take it personally if people try to escape them.

  • Vakanan the Desolator, master of destructive fires and firestorms, whether in cities or forests.
  • Pu Chou the Pestilential Wind, mistress of plagues and parasites, is the patroness of disease, epidemics, and the desperate measures people take to escape them.
  • Kokuyouganryu the Obsidian Wyrm, Master of the Gates of Darkness is the master of dimensional disturbances, violations of the normal barriers between the worlds.
  • Chazanma the Forger is the mistress of volcanic eruptions, pyroclastic clouds, magma, and other manifestations of destructive fire and earth magic.
  • Arashi Ship Bane is the master of destructive storms, terrible waves, lightning, and similar destruction.
  • Pa’Eng is the mistress of blights, famine, and (oddly enough) of wild dancing and parties.
  • Hadimba is the master of destructive floods, tidal waves, and erosion. It is his goal to see the mountains leveled and all the land swallowed up once more by the sea.
  • Uwasekiti is the mistress of upheaval, of explosions, the uplifting of rocks, avalanches, and similar agencies.

   The Shikome are the Demon -Guardians and -Bailiffs of Jigoku. Along with the Judges of the Dead, their job is to expiate the evil found within the souls of corrupted mortals before returning those souls to Ningen-Do to be reborn.

  • The Yanluhangan or Judges of the Dead are the magistrates, inspectors, and judges of Jigoku. They possess great power, considerable authority, and very little patience. They do not brook defiance, but – in their own ruthless fashion – are just enough.
  • Kurezou (Lesser and Greater): These guardians rise spontaneously from the soil of Jigoku to contest the passage of those attempting to reach gates out of that realm, to control the movements of spirits within Jigoku, to guard its various divisions, and to enforce the judgements of the lords of the dead. Unfortunately, with Fu Leng upsetting the order of Jigoku, the Kurezou are seriously confused.
  • Gozu Mezu are animal spirits – temporarily in the service of Jigoku – in Kurezou bodies. As such, they possess considerably greater power than Kurezou, as well as being able to easily handle normally incorporeal spirits. They usually manifest as powerful humanoids with animalistic heads.
  • Goumonko are demons, charged with removing the evil from mortal souls – peeling away tiny fragments of that evil in blood and pain, devouring the evil to contain it within themselves, and allowing the separated essence of the spirit being treated to return to it. Perhaps sadly, such constant ingestion of evil, malice, and the darkest aspects of mortal nature tends to cause them to take far, far, too much pleasure in the agonies their work inflicts on the spirits in their care.
  • Kirni are the hunting horrors of Jigoku, charged with the pursuit of those who somehow evade the Kurezou and the Gozu Mezu. They resemble a combination of a hawk and hunting cat.

   The Kaiju are the Demons of the Gates, creatures that can be unsealed to wreak destruction – or bound to a mortal host to grant said host incredible power. Traditionally there are nine Kaiju, of increasing power – eight associated with the Eight Gates of the Underworld and the Ninth linked with the Gate of Tengoku. There are hints of a tenth Kaiju, but the gate of shadow, which will bring quietus to an exhausted cosmos, shall not be found until the ending of the world – or at least until the Kali Yuga.

   Each Kaiju is associated with an animal (whose form they take, albeit with a variety of demonic alterations), a direction/wind, an Element, a Realm, and a Festival (not listed).

1

Shukaku

Raccoon

South

Air

Sakkaku

2

Nekomata

Cat

Northeast

Fire

Yume-Do

3

Isonade

Fish

East

Water

Meido

4

Sokou

Lizard

Southwest

Air

Gaki-Do

5

Houkou

Dog

West

Earth

Ningen-Do

6

Raijuu

Weasel

North

Fire

Toshigoku

7

Kaku

Badger

Northwest

Earth

Chikushudo

8

Hachimata

Snake

Southeast

Water

Yomi

9

Yoko

Fox

Up/The Heavens

Void

Tengoku

10

Gadori

Bird

Down/Jigoku

Shadow

Unknown

.

   The Greater Oni or Demons of Vice are lesser, and more modern, than the old powers of Jigoku. Their rise in power is the result of the energies of Ningen-Do “leaking” into Jigoku – an unnatural fusion, bonding the energies of growth to the power of destruction to give rise to malice and evil. They are thus a dark mirror of the virtues of the Empire, and are the major supporters of Fu Leng within the demon hierarchies. Most of the “Oni Lords” known to Rokugan fall within this group: The group includes, but is not necessarily limited to:

  • Mugonsendo the Treacherous Lord, is the master of silence, assassination, and betrayal.
  • Baksura the Devourer, Mistress of Cannibalism and Granter of Youth is the mistress of destroying and exploiting others – especially the innocent – for your own gain.
  • Akanhenran, Patron of Rage, is the master of pointless conflicts, inept generals, overkill, and foolish deaths.
  • Shukisatsu the Seducer is mistress of jealousy, crimes of passion, and irrational malice. She has had many lovers among the lesser Oni; none can resist her although all know that such a relationship is a sure sentence of death. Her spawn are numerous, but are no more than instruments of her vendettas.
  • Jatsura is the patron of lust, obsession, and rape. He also has many spawn, although few are more than half-blooded.
  • Rachisura is the mistress of hostage-taking, famine, cannibalism, and the deaths or abuse of children at the hands of their caregivers.
  • Kudan the Bull, the master of malicious truths, expedience, and malice. He will gladly grant those who call upon him gift of temporary power, but will always – truthfully – reveal to them things that they would far rather not know.
  • Namuci, Mistress of Night and Deception, is the patroness of honied words, illusions, and confusion.
  • Ghianreiji is the master of deception and manipulation, of causing others to do your dirty work while holding yourself blameless, and of self-deception.
  • Kiyo, the Dragon Mistress of Excessive Vengeance and Massacres is another patron spirit of excess. She is one of the few who is known to have once been human but has returned almost entirely to Jigoku: her tale is still remembered.
  • Kyoguan induces belief in your own invincibility, in your ability to handle any situation, and even enhances the power of those who call upon it without apparent price – until his power is abruptly withdrawn and disaster follows.
  • Kyoso* is the paranoid mistress of merciless judgement, of refusal to change decisions, and of irrational beliefs.
  • Yakamo* is the master of regret and penance, of attempting to reclaim the past, and of stagnation.
  • Ifushin is the mistress of terror, the sower of fears. She is said to come to every mortal in early childhood, to plant the seeds of fear which she can later use to undermine any who would stand against her.
  • The First Oni: When Fu Leng first fell to Jigoku, he bonded his name with a Demon – and thus granted it surpassing might. Still, while it was a powerful demon to start with, and became vastly more powerful when bonded with Fu Leng, it is still no match for the Lords of Destruction. It is believed to have been the Oni of greed, desire, and excessive ambition.
  • Yuushin the patroness of grief is one of the most powerful Greater Oni, little weaker than the First Oni – and that without the power contributed by the power of a name. She is the destroyer of all things loved, the patroness of failure, and the mother of despair. Some say that she is a Lord of Destruction, and is simply slumming…
  • Akuma* is the patron of fury and hatred, of pain and of torture.
  • Kishimo-Jin is the patroness of secrecy, poor education, and using those you are responsible for as tools for your own purposes.
  • The Maw is the Oni of mass slaughter, of the ingestion and acceptance of that which is impure – whether that means unclean food and drink, of accepting evil council, or of allowing a spirit to possess your body.
  • Rouhiyobunko is the patroness of conspicuous consumption, of excess, and of waste. She is fair to look upon, draped in the finest jewels and silks, but it masks corruption beneath.
  • Tsuburu* is the patron of greed, gluttony, breaches of etiquette, and other minor dishonors.
  • Mounena is the patroness of pointless distractions, of conflicts over obscure points of useless lore, of immoral plays, of antiheroes and glorifications of villains in popular literature, of spreading false tales, and of little “white lies”. While not the most powerful of Oni, her influence is very widespread indeed. In fact, many people foolishly believe that she is a Celestial Kami.
  • Shikibu is the patron of the meek, the quiet, and the unseen, of those who do not speak of their accomplishments, but who succeed in the shadows and beneath the notice of others. His is the most subtle of sins – that of seeing yourself through the eyes of despair, the failure to inspire others, to take pride in yourself, or to bring honor to your family and ancestors.
  • Miru-Jimani is the patroness of false pride. It is her power to know the faults and misdeeds of those she beholds, while leaving them unknown to their bearers. While she often uses what she sees against mortals for her own cruel amusement, she is still a valued aide to the Shikome and the Judges of the Dead.

   The Demons of Vice not only command their own legions of lesser demons, but can be drawn on to empower related devices – such as the four Bloodswords or the Shameswords (not yet created in the Tales of the Sunrise campaign, but this may apply elsewhere). This is not done lightly: such a link is a point of vulnerability as well as a gateway for them to funnel their power into Ningen-Do. On the other hand, it also offers the possibility of making them independent of Fu Leng.

Blog Birthday

   As a note, this blog is now one year old – and currently contains 465 posts and 201 sub-pages. You will now read, comment on, and bask in the glory of, each and every entry! I so command it!

   Of, if you’d rather, you can simply use the Index tabs and the calender on the right (pointing at the dates will bring up the names of the posts from that day – which is an easy way to find the recent stuff) – to locate the items you want.

   Now, as for what people would like to see more of…

Introduction to Atheria: Principles of Plant and Animal Birthrights

   Humans do not have a monopoly on the magic of Atheria, no matter how much they sometimes wish they did. Fortunately for them, however, they do tend to have more of it than most creatures do.

   A creature’s ability to use the magic of Atheria is dependent on two major factors – Intelligence and Size.

   Intelligent creatures can almost always tap into the full powers of their birthrights, and often in more sophisticated ways than unintelligent creatures. The standard isn’t even all that high: only the most severely damaged humans are unable to use their birthrights effectively. Intelligent beings are, however, subject to the Ban of the Fey – limiting the powers of their Birthrights, or at least those granting spell-like and spellcasting abilities, to effects of level three or less. Whether unfairly or not, nonsentient animals are not so limited – although they will rarely have more than one or two powerful tricks.

   Intelligent beings with who train and study their birthrights may enhance their birthrights up to the +1ECL level, but this appears to be the limit.

   Interestingly, if you grant intelligence to an unintelligent creature, it’s Birthright will change – losing the higher-order effects (if any) in favor of increased flexibility.

   Similarly, size matters – at least in unintelligent creatures. Small insects may have some tiny enhancement – a nastier bite or toxin, an improvement on their camouflage, or some such (1-2 CP at the most) – but you will not find a plague of birthright-wielding ants or other “fine” creatures depopulating the wilderness. Swarm creatures are an occasional exception: the colony as a whole may be capable of protecting itself with some minor effect (6 CP at most). Rats, mice, songbirds, and other diminutive creatures may have some minor auxiliary tricks (3-4 CP), but for the most part their nature and habits are familiar throughout Atheria.

   The larger rabbits, weasels, and other “tiny” creatures may have a limited-use special “trick” or two (worth up to 12 CP) or – most commonly – they may simply enhance their natural talents with a bit of magic. The local rabbits may react, run, or dodge unnaturally quickly, use small illusions to help camouflage themselves and conceal their hiding places, bend time or space for an instant to evade an attacker, simply need less to eat and drink, or sense the approach of predators, but the overall strategy is usually pretty recognizable. Predators are less predictable: for them, a few one-shot tricks are often in order.

   Small creatures – such as common dogs, large birds, and human infants (while they’re still too young for their intelligence to override the mass-based limit) may have substantial birthrights – wielding powers worth up to 24 CP. Perhaps unfortunately, in human children this often means unreliability (corrupted or specialized) rather than less power – making childhood with some of the more dangerous birthrights even more deadly.

   Medium-sized creatures may have a full +0 ECL Birthright. Each additional size category raises this limit by +16 CP.

   Unintelligent plants and fungi are a different matter: In general, such organisms only show passive adaptions: they may be larger, tougher, toxic (fairly common), have spikes or thorns, or able to thrive in otherwise unfriendly environments (extremely common), but plants and fungi which actively attack are relatively unusual. At least as importantly, they don’t seem to channel magic as effectively as animals do, considerably reducing the level of the abilities they display.

   Oddly – and perhaps a betrayal of the hand of the Fey – more impressive, attractive, and interesting animals tend to have more unique and intriguing Birthrights. There are quite a few varieties of mustelids for example – yet most weasels, minks, ermines, and ferrets in a domain will share a single birthright, while otters and sea otters usually differ. Why? Apparently someone powerful among the fey likes otters.

   Despite this, Birthrights are difficult to change. It takes a great deal of tinkering, usually over many generations, to modify a species Birthright.

   All of this makes for some unique dynamics when farming. The same species may prove radically different depending on which domain it’s born in. On the other hand, it contributes enormously to trade: worried about spirits? Get a spirit-sighted guard dog born in Chelm. Want to train a dog to do fancy tricks? Get one from Atheria. Want one that can seriously protect your children? Get one from the Warding domain. Windsteed? HuSung. Stormhawk? Parack.

   Just as importantly, since Birthrights depend on the place of birth, there’s no use trying to breed your own specimens at home. Stormcloaks – which deflect the ravages of weather, allowing the wearer to easily withstand gales, remain dry in downpours, and comfortable in blizzards, can only be woven from the wool of sheep born in Parack, and that’s it.

The Great Weapons

   First up for today, it’s The Great Weapons – a selection of horrific weapons for the Amber Diceless RPG. Given that they were pretty powerful for that setting, they should be sufficient to equip any random gods you want to upgrade… This file DOESN’T list the various power words they use: I put them up yesterday.

Amber Diceless RPG Power Words

   First up for today, it’s a couple of hundred Power Words – innate, and very fast, but relatively minorspells – for the Amber Diceless RPG. This particular set is mostly drawn from a set of Great Weapons (which I may put up next) that formed part of the backdrop for one campaign. As such, they’re mostly combat-related. They’re also generic enough to be useful as spells or innate powers in a variety of other games, so if you need some odd combat powers, you may want to skim the list.

Federation-Apocalypse Session 30

   Since the session was primarily combat-oriented, this is a fairly short log… 

   “Capture the Flag” seemed a silly way to run a bandit raid – but given the local tendency to use swarms of disposable minions, the group supposed that it made some sense. Still, they, personally, were planning on some decent food, beautiful women, and a massacre. They’d even all pretty well agreed on the outline of a plan – Jarvian and the Mirage at the center, weak opposition at the gates to funnel the bandits to them, and everyone else to hit the bandits from behind to block their escape and get the leaders. The Minotaurs were very happy to be put to work building barricades instead of being thrown at the enemy as suicide bombers, Jarvian was disguising the Mirage as a statue of Aku, Smoke was organizing the townsfolk, Marty was setting up an ambush, and Kevin was setting up at the gates. The town guard went along: their Captain had been killed the last time around, and he’d been their planner. The noncombatants were usually left alone anyway.

   The attack was a mad rush on the north side of town; mostly minotaurs and other assorted monsters with a battering ram. Kevin’s defenders went for stunning, tripping, and low-powered attack spells rather than killing – while Kevin quietly collected the ones who went down. After they (easily) got the gates open the attackers split up and headed for the town center down the two main roads – so Kevin and his harassment group followed the batch with only one leader and continued with the capture-tactics.

   Meanwhile, Marty and Jarvain sprang their ambush while Smoke coordinated the defense. Most of the mob was no match for heavy autofire – so Marty jumped in (very literally) and flattened the leader while Jarvian provided covering fire. Marty landed a couple of quick hits and then headed off into the alleys to kill mooks (a project which went quite well) while Kevin captured the bandits who were falling back – including one of the minor leaders. Unfortunately, someone powerful, fast, and capable of blocking massive attacks with his sword showed up to fight Jarvian and the Mirage. He was inflicting quite a lot of damage too… Jaiden made things awkward for him with some illusions, while the cadets held him up with telekinesis – but that sort of thing was a limited resource. Perhaps mass microfusion missile fire?

   Mass missile fire worked out fairly well. At least it seemed to stun him and drop him into the hole it had made – whereupon Jarvian went to work on massed weapons-fire to keep him there. Unfortunately, by that time Jarvian had lost his temper entirely (he really didn’t like guys with swords being a reasonable match for the Mirage) – and was in no mood to analyze things when a big demon showed up.

   Halfway across town, Smoke, the Minotaurs, the Militia, and a couple of the Thralls were handling the other thrust. After the initial harassment and the first few blocks the bandits were down to a little over thirty guys – mostly minor monsters. Smoke leapt into their midst shouting a battle cry; after all, he could probably scare off any he couldn’t defeat. It would be easy enough to inflict a spread a few massive blows amongst them. Sadly, he wound up taking a few good shots too (while he was skipping from head to head and teasing the opposition) – although, fortunately, nothing like the ones he was handing out. He wasn’t even having to rely too heavily on Bard’s healing talents – which was good, because they weren’t exactly limitless.

   Still, it was time to try and lure them into the back alleys and all the traps the minotaurs and townsfolk had set up. Fortunately, they were so annoyed about Smoke standing on them and skipping from head to head that they followed him eagerly – which was pretty much a disaster for them.

   Back at the center of town, Jarvian was unloading everything he had short of nukes on the demon-thing – without any observable effect. It just kept laughing – but not actually doing anything. Jarvian took it out of town so he could use his nukes – even if it WOULD be at short range.

   Marty was watching the show – and Kevin frantically got to work on tapping into the Elven High Magic of the Forgotten Realms to erect a city-wide negative energy shield as Jaiden passed him a warning. Even if the “Demon” was an illusion, the backblast from a triple nuclear strike wasn’t going to be good.

   It wasn’t.

   The shield took up the radiation-blast, but the shockwave blew it apart. There simply hadn’t been time enough for a really good shield on that scale.

   Unfortunately for Jarvian, the “Demon” had been an illusion – and he and Jaiden had just absorbed a major radiation blast. They’d need treatment fast. Back at the city, Kevin was finishing up the capture of the guy in the hole – via simply threatening to pin him down in it and fill it with water, which should work no matter HOW tough he was. Fortunately enough, the fellow agreed… That also left them free to tend to Jarvian and Jaiden. Fortunately, the Mirage brought them in before going into systems-checking and -purging mode.

   Fortunately, a healing ritual could handle the situation easily for Jaiden and Jarvain. The Mirage was going to need some serious repairs though; it had been forced to purge its entire nanite stock. Jarvian first; Kevin couldn’t resurrect him readily.

   It also looked like most of the real bandit leaders were still at the castle. They’d have to deal with them next. Still, after that display – probably enough to convince any hostiles within 50 miles that they DIDN’T want to come to town – Kevin bet that they could bluff their way into the bandit’s castle on the strength of the bandits wanting the group too close to use that sort of thing.

   And Jarvian had won the “most kills” award. Kevin tried to imply that Jarvian blew up like that whenever he didn’t get enough women, food, and booze, but he was just too honest to take advantage of it.