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Here is my submission for a Half-Orc Rogue.

Background Morgh-Half Orc Rogue:
Recently let out of prison for theft, Morgh has chosen to settle in Kassen. Morgh was a scout under Sir Dramott's command, and for his service he was given a lighter sentence for his crimes. Once released though, Sir Dramott wanted nothing to do with him. Morgh found employment from the only place that would hire him, the Seven Silvers. Trevlar Silvers was not aware of Morgh's past when he hired him, he was just grateful that he had scared away some grifters that showed too much interest in his young daughter. Trevlar offered Morgh a position as door man in the evenings when the town guard is thin and the crowd is rowdy. Jimes was aware of his past however, and had heard of his skills of acquiring things. Eager to have a partner he quickly seconded the idea. Morgh has been a loyal employee for a few months now, but is ready to move on to something better.

Morgh-Half Orc Rogue stats:
Morgh
Half-orc rogue 1
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste, +6 to avoid being surprised)
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +7, Will +1
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sap +1 (1d6+1 nonlethal) or
short sword +1 (1d6+1/19-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Deft Hands
Traits deft dodger, militia veteran (any town or village), scrapper
Skills Acrobatics +5 (+1 to jump), Appraise +7, Bluff +5, Disable Device +10, Escape Artist +5, Intimidate +1 (+2 to demoralize opponents), Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste, +6 to avoid being surprised), Sleight of Hand +7, Stealth +5, Survival +6; Racial Modifiers +2 Appraise, scavenger[APG]
Languages Common, Gnoll, Orc
SQ avarice, orc blood, trapfinding +1
Other Gear hide shirt, sap, short sword, backpack, bedroll, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, orc trail rations[UE], waterskin, 2 gp, 9 sp
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Special Abilities
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Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Oh looks like I have to roll for more marks.

Distinguishing Marks Tarred and Feathered: 1d100 ⇒ 71
Second Roll: 1d100 ⇒ 26

Lowborn: 3d10 + 3 ⇒ (10, 5, 5) + 3 = 23


Thank you Branding Opportunity.


Here are my rolls, but I'll need a translator since I don't have the book yet.

stats:
Combat: 3d10 + 25 ⇒ (9, 6, 9) + 25 = 49
Brawn: 3d10 + 25 ⇒ (4, 5, 3) + 25 = 37
Agility: 3d10 + 25 ⇒ (8, 9, 2) + 25 = 44
Perception: 3d10 + 25 ⇒ (2, 8, 4) + 25 = 39
Intelligence: 3d10 + 25 ⇒ (10, 9, 3) + 25 = 47
Willpower: 3d10 + 25 ⇒ (4, 1, 8) + 25 = 38
Fellowship: 3d10 + 25 ⇒ (9, 5, 2) + 25 = 41

Ancestory:

Ancestory: 1d100 ⇒ 9
Ancestral Trait: 1d100 ⇒ 36

Archetype and profession:

Archetype1: 1d100 ⇒ 59
Profession1: 1d100 ⇒ 16
Archetype2: 1d100 ⇒ 35
Profession2: 1d100 ⇒ 32
Archetype3: 1d100 ⇒ 32
Profession3: 1d100 ⇒ 52

The Rest:

Season of Birth: 1d100 ⇒ 5
Dooming: 1d100 ⇒ 52
Age group: 1d100 ⇒ 93
Distinguishing mark: 1d100 ⇒ 89
Build: 1d100 ⇒ 68
Height: 1d100 ⇒ 28
Upbringing: 1d100 ⇒ 61
Social Class: 1d100 ⇒ 25
Complexion: 1d100 ⇒ 61
Hair Color: 1d100 ⇒ 55
Eye Color: 1d100 ⇒ 89
Drawback: 1d100 ⇒ 59
Order: 1d100 ⇒ 79
Chaos: 1d100 ⇒ 95


Creating a concept. Thinking Djaka Witchdoctor.


Hayato Ken wrote:

Wanted to play L5R for along time now, got 4th edition here, but didn't get around to read it yet.

I'm interested, but might need some help creating a character. On my own that could take some time.

Yeah the twenty questions method will take some time, but I really appreciate the marriage of background story and mechanics.


SteelGuts wrote:

I am so interested by an L5R campaign. To be honest I have the books since ages but never really tried it at my home table and that could be the opportunity I was waited for!

Quick questions:
- When are we playing and who is the Emperor? Just to have an idea of who is in positions of power.
- Do you use the latest version of the game or the older one (4th? The one with the Spider Clan). Because I don’t have the new one but I can get my hands on it.

However I am not familiar with the rules at all, just (kinda, because it is enormous) the lore.

The timeline for 5th edition has been brought back to pre scorpion coup. The Mantis are still a minor clan. The spider clan is not a thing (at least not yet) and the Emperor is Haneti (don't know the numerical denotation off top of my head and google isn't being very helpful)


DBH wrote:
I love L5R, but haven't played in a long time. I'll see what I can come up with?

Sounds good


haydenmccullen wrote:
I love L5R! Let me see if I can manage to put a character together :)

Look forward to your submission.


Sounds good. Its a recent release so might have to special order from local store or FF website.


First announced this year at winters court, the following message soon became common place posted at sake and tea houses throughout Rokugan:

By Imperial Decree the Heavenly Sovereign has announced that the procession of the kami to begin immediately. All clans are invited to participate in honoring the elemental kami by traveling to five distinct temples dedicated to each element throughout Rokugan. Each clan is allowed to have no more than ten clansmen lead by a Samurai of rank no greater than a Nikutai. Once assembled report to Otosan Uchi no later than the hour of the hare on the last day of the month of the Sun

Hi all I am Maho Tsukai. I am offering to run a campaign I have already started in real life and my group is really enjoying it. The purpose of doing things this way is to create a microcosm of Rokugan as well as allowing other clans to play with each other without using the tired trope of just being "Emerald Magistrates". This concept is based on the history of the Processions in Japanese and Asian cultures. The purpose of this procession in Rokugan is to honor the elemental kami, a relatively simple annual procession that normally does not get much attention, but this year it has become something very special. Otomo Naoko, the Imperial Astrologer, has forseen the need to create elemental Nemuranai (Magical Weapons). To do so you must inspire the kami to become awaken inside these special weapons created by Agasha swordsmiths at various temples throughout the Empire. You will travel throughout most of Rokugan for this campaign.

Character Creation:
Using the twenty questions in the book.Ninjo will be up to you, but Giri will be tied to your duty to the procession, though that will vary depending on your clan and lord. You do not have to roll for Samurai Heritage, but you do have to roll for the options withing them. For example if you chose Elevated for Service, you would have to roll a ten sided dice for the skill you learned. Will can discuss advantages and disadvantages, expect both to come into play. You can choose a minor clan, but you can not make your own for this(they would be too small to have representation in the procession) If you choose a minor clan you still have to pick a school that is in the core rule book or the mantis clan school available from fantasy flight games Link here->Mantis Clan

Post and questions here. The procession is large and can accommodate most that are willing to play, and L5R seems rather niche, but maybe we will get lucky.

*A party of different clans One of the obvious goals of the procession is to bring the Empire closer together anticipating a time where pulling together as a nation will be a necessity of survival. Clan tension is a good motivation for role-play and there will certainly be some clan skirmishes, but the overall theme in this campaign will be an attempt to unite the clans under a common cause. Your character’s actions will determine how well that is achieved. Your choices matter-BIG TIME.