Legend of the Five Rings – The Timeless Wanderer Bushi School

   Next up we have a player-submitted school for Legend of the Five Rings – albeit with the usual selection of mechanical tweaks and a bit more description.

   The Path of the Timeless Wanderer is long – and perhaps truly without end. Once one has set forth upon the way, only in death will a single location truly claim the bones of the wayfarer again, and his or her spirit shall not be bound to them.

   The Timeless Wanderer school is a school for a wandering warrior-sage – focusing primarily on the “sage” part, secondarily on the “wandering”, and only in passing on the “warrior” part. While the school does include one or two offensive, and several defensive, talents, it primarily focuses on universal expertise. A Timeless Wanderer may – quite truthfully – claim on a moments notice to be an expert on “Lore/fourth century unicorn clan cake recipes”, or on any other specific lore skill that he or she cares to name.

   And any player character who takes this school will usually name a lot of them.

   The Timeless Wanderer (Bushi) School:

  • Basic Modifiers: Agility + 1, Glory 1, Status 1, Wealth 3, Honor 1.
  • School Skills: Athletics, Bow, Defense, Engineering, Etiquette, Hunting; Lore/Other Worlds, Meditation, Stealth, and any one weapon skill.

   School Techniques:

   First Technique/At the Threshold of Reality:

   One cannot travel the way of the Timeless Wanderer without becoming more aware. As the practitioner learns to sense the flow of the cosmos and the interconnections of all things, he or she begins to know without knowing. As might be expected, personal dangers along the user’s way are the easiest to learn to sense, but such things are merely a subset of the infinite knowledge of the multiverse and of the paths between worlds. The practitioner gains the ability to sense whether a path is dangerous and how dangerous it is (Sense Dangerous Paths, a second-level inherent, self-powered mystic sense, 6), +1KO on all Lore skills which counts as being skilled (8), the ability to step partially out of reality, adding the results of the user’s stealth checks to the TN of attempts to detect him or her via magic (the Undetection reflexive spell, level one, self-powered, inherent, 3), a pool of (Rank) free raises daily, usable with any one school skill (chosen when this technique is acquired), and the ability to fire missiles through the spaces between worlds – given a few moments to prepare (Innate L1 Darts of Unmaking spell, usable Void times per day; the user’s next three ranged attacks will ignore carapace, invulnerability, and abilities or techniques which would ignore or reduce damage, 3). Sadly, the nascent Timeless Wanderer will also begin experiencing the curse of this school as he or she learns the first technique; he or she will begin having difficulty finding familiar locations – such as his or her place of work and favorite teahouse as his or her studies progress (-5).

   Second Technique/The Opening of the Gate:

   The budding Timeless Wanderer increases his or her awareness of, and connections to, unfamiliar regions. He or she gains the Perception psychic power (an inherent, self-powered, second-level effect, 6), a further +2KO to all Lore skills (total +3K0, considered skilled, +8), the ability to use his or her free raise pool with all of his or her school skills, rather than only one of them (+5), and a translation psychic power that enables him or her to speak and read any language, although this takes an hour of trying to kick in (6 -5 for restriction = 1). Furthermore, being toughened by travel, the Timeless Wanderer may now add +2 wounds to each of his or her wound levels (5). Of course, at this point, the Curse of the Timeless Wanderer now extends to his or her very home (-5).

    Third Technique/Outside the Walls of Reality:

   The Timeless Wanderer is starting to come into his or her own, and will find that his or her body has begun to shed it’s mortal limitations. Continued travel continues to fortify the body; the Timeless Wanderer replaces the +2 bonus to each wound level with doubling the base wounds in each of his or her wound ranks (+10). More obviously, he or she will find that shifting between realms rejuvenates his or her body and equipment, making the Timeless Wanderer Immune to aging (5). He or she becomes Immune to the restrictions of terrain, able to run up walls, across water, and even onto clouds (5). By expending a Void point, he or she can even step briefly outside of time, gaining an extra action, completing some simple task (such as writing a long report), or avoiding the effects of a change in the past, in a mere instant (Immunity/Time, 10 – 5 = 5). Unfortunately, his or her curse also strengthens, making it impossible for him to find his home region (-5).

   Fourth Technique/Exploring the Realms Beyond:

   Having left ordinary life a long time ago, the Timeless Wanderer begins attuning himself or herself to other realities. He or she becomes immune to the ill-effects and control of malign extradimensional energies (including the ill effects of Taint, 10), and to the general hazards of realms hostile to human life (Immunity/Environmental Effects, 10, -5 for applying only to large-scale effects; the user may be protected from a forest fire or storm, but a small fire will still burn his or her hand and a lightning spell will still harm him or her – provided that he or she isn’t currently on a plane of storms). He or she also gains a final + 2KO to Lore skills, for a total of +5KO (8). Finally, as a figure rapidly becoming lost to his or her home dimension, the Timeless Wanderer adopts a certain slipperiness of identity; those trying to remember him or her suffer from a +5 TN modifier. Sadly, his or her curse will now prevent the Wanderer from returning to his or her native nation (-5).

   Fifth Technique/The Open and Barred Gate Koan:

   Dimensional boundaries, social and otherwise, are nearly negligible to the master of the Timeless Wanderer school. He or she is immune to physical dimensional boundaries, always being able to seek out a path that will allow him or her to travel between the worlds given time (10-point Immunity, -5 for time requirement = 5). By opening small gates, the Timeless Wanderer may call forth blasts of elemental material up to (school rank) times per day, using the relevant elemental ring to hit and rolling (Ring)K(Ring) damage (10). Finally, he or she has become supremely adaptable to the multiverse, doubling his or her pool of free raises on school skills (10). Ironically, however, his or her home dimension is forever closed to the Timeless Wanderer – hence the technique name (-5).

   OK, the Timeless Warrior is a superficially weak school; it’s got a few handy tricks and makes it easy to travel, but it’s biggest overt abilities are knowing a lot of obscure facts and being able to run around on blatantly insufficient surfaces. It does, however, pull at least one fast one there; it allows the user to take advantage of whatever benefits a realm may offer – say the combat boosts bestowed by the Realm of Slaughter – while remaining unaffected by it’s deleterious effects. That’s not bad, although the effective forced retirement at rank five definitely puts a damper on things. Still, if you don’t quite finish the fifth technique, the curse need never entirely take effect.

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