
DM Shisumo |

Legacy of the Burning Sands
Welcome to the Discussion Thread for my attempt to run the Legacy of Fire Adventure Path using the Legend of the Burning Sands ruleset. This thread is intended for out-of-character discussions, rules questions, general hullabaloo, and character creation.
A few notes to begin with:
* Although LBS is marketed as a complete ruleset on its own, it is of course truly an expansion for the L5R ruleset. As such, I fully intend to use the revisions to the rules that appeared in L5R 3rd Edition Revised, including changes to the Defense Skill, Grappling rules, and so on, with some possible houserules of my own to make the game make more sense in a couple of places.
* This is a conversion of a D&D game into a system with some decidedly non-D&D assumptions, and I'm not sure precisely how things will work out. I beg your indulgence as we sort through this together. I would also like to remind you that, as a D&D conversion, characters should be able to function in combat fairly well, since there is like to be a lot of it – the character background traits (see below) should help to emphasize this fact. Since you all begin as part of a mercenary caravan, this should keep everyone largely on the same page.
* I'd also like to remind you that this is not L5R, and some of the cultural assumptions made by L5R don't apply to LBS. In particular, money counts, and looting the dead is not particularly shocking. In this regard, a certain amount of the D&D mindset is probably more suitable.

DM Shisumo |

Character Creation
Characters will follow standard LBS character generation, with the following tweaks and clarifications:
Faction
Characters may be from any of the following factions:
* Assassins (the Qadi and Caliphate Guards subfaction is particularly appropriate)
* Dahabi (any House – House Asmari is particularly suitable)
* Ebonites
* Qabal (either Faction)
* Qolat (any Sect, though Roc or Auroch would be especially appropriate) – Note: most of the Qolat are in fact also members of the Assassins, the Dahabi Houses or the Qabal, and gain Trait bonuses as appropriate to those Factions. For those who are not, however, use these Trait bonuses:
- - Tiger Sect: +1 Reflexes
- - Owl Sect: +1 Perception
- - Roc Sect: +1 Awareness
- - Auroch Sect: +1 Intelligence
- - Snake Sect: +1 Willpower
* Ra'Shari (any Caravan)
* Senpet
* Yodotai
In addition, characters may be from the Moto tribes – such characters are effectively Moto family members, who have mostly likely trained at the Moto Bushi School as described in L5R 3rd Ed Rev (pgs 65-66 and 148). Characters may also have no Faction at all; they gain no Faction trait bonus and may only be members of the Soldier of the City Guard, Free Sahir, Lone Warrior, Dedicated Bodyguard or Tahaddi Duelist Character Classes (unless they take the Different Character Class Advantage), but do gain 8 bonus Character Points.
Ashalan, Jackal, and Ruhmali characters are not allowed.
Character Classes
Any Character Class associated with a legal Faction is allowed. In addition, characters may choose one of the following Character Classes, available to members of any Faction or no Faction at all:
* Soldier of the City Guard
* Free Sahir
* Lone Warrior – this Character Class is identical to the Ronin Warrior Bushi School as presented in L5R 3rd Ed Rev, pg. 157, with the following changes:
- - Integrity: 1.5
- - Skills: Archery, Defense, Hunting (Survival), Intimidation, Swordsmanship, any two Skills
- - Outfit: Any two weapons, a third weapon or a shield, light armor, clothes, traveling pack, boots, 3 copper.
* Dedicated Bodyguard – this Character Class is identical to the Ronin Yojimbo Bushi School as presented in L5R 3rd Ed Rev, pg. 158, with the following changes:
- - Integrity: 1.5
- - Skills: Archery, Defense 2, Hunting, Investigation (Notice), Swordsmanship, any one Skill
- - Outfit: Any two weapons, a third weapon or a shield, light armor, clothes, traveling pack, boots, 3 copper.
* Tahaddi Duelist – this Character Class is identical to the Ronin Duelist Bushi School as presented on pgs 157-158 of L5R 3rd Ed Rev, with the following changes:
- - Integrity: 1.5
- - Skills: Archery, Defense, Hunting, Knives, Swordsmanship, Tahaddi (Parry), any one Skill
- - Outfit: Pair of knives, any one weapon, light armor, clothes, traveling pack, boots, 3 copper.
- - Rank Two: Taking the Measure – An opponent who is understood is an opponent who is already doomed. As a Complex Action that may be performed in the Full Defense Posture, you may study an opponent. Until you next use this Technique, you gain a number of additional unkept dice equal to your School Rank to all attack, Thrust and Parry rolls against that opponent.
- - Rank Three: Strike Like Wind – The incredible speed a duelist develops in training for the tahaddi ritual becomes evident in his every move. You gain an additional attack per round. In a tahaddi duel, when an opponent Passes to gain an additional Focus, you may reduce your Focus Pool by one in order to prevent the opponent from gaining the Focus.
The following changes should be made to the printed Character Classes:
* Dahabi Enforcer – the Enforcer has both Deceit and Intimidation as Class Skills, but does not have the option to select any one Skill to be a Class Skill. The Rank Five Technique, Final Strike, allows you to make a Perception/Intimidation roll at the start of each round and add the result to a Skill or Trait roll you make that round.
* Yodotai Mercenary – the Mercenary loses Deceit as a Class Skill, but gains Intimidation instead. The Rank Three Technique, Unfriendly Glare, adds a bonus to all Intimidation Skill rolls equal to your School Rank.
Characters without a Faction may choose to forgo having any Character Class at all; doing so earns the character an additional 15 Character Points. The character may later gain a Character Class via the Multiple Character Classes Advantage.
Skills
All of the Skills listed in LBS are allowed in this game, with appropriate modifications to bring them in line with the changes in L5R 3rd Ed Rev. In addition, the following two Skills are slightly altered:
* Tahaddi – this Skill has three Emphases: Assessment, Parry, and Thrust. Each applies to the relevant roll in a Tahaddi duel.
* Deceit – no longer includes an Intimidation Emphasis, and cannot be used to intimidate people.
There is one new Combat Skill:
* Intimidation (Awareness or Willpower)
This Skill allows you to threaten and terrify others, weakening their resolve to resist you. As a Complex Action during a skirmish, you may make a Willpower/Intimidation roll, TN 15, to produce a Fear 1 effect against a nearby target who can clearly see and hear you. For every successful Raise you declare on this roll, you may produce the Fear effect against an additional target. Outside of combat, you may instead roll Willpower/Intimidation or Awareness/Intimidation to threaten a target in a social setting; if the target does not resist the Fear effect, he suffers the appropriate penalties to all Contested Social Rolls made against you, and if he fails by 15 or more, the target instead automatically fails all Contested Social Rolls against you. Note that such tactics may produce problematic backlashes, particularly after the opponent has recovered from the effect...
Mastery Abilities
Rank 3. - You now produce a Fear 2 effect.
Rank 5. - You now produce a Fear 3 effect. If you successfully use this Skill during a skirmish within a Mass Battle, your general increases any Morale bonus she gains next turn by 1 per Raise called for that purpose.
Rank 7. - you now produce a Fear 4 effect.
Rank 10. - you now produce a Fear 5 effect.
Advantages/Disadvantages
All Advantages and Disadvantages listed in LBS are allowed, with the exceptions of Ceremony of the Hidden Heart, Khadi, and those associated with illegal Factions, though it should be noted that the Advantage Servant of the Smokeless Fire has been renamed Servant of the Subtle Ones, for reasons explained below. In addition, Advantages and Disadvantages from L5R 3rd Ed Rev might also be appropriate, depending on context; if there is something you want, feel free to ask.

DM Shisumo |

Campaign Traits
In addition to the standard character creation rules, the characters in this game will receive one of several mechanical benefits associated with the campaign itself. Each of these traits is a means to connect your character to the game's beginning, which revolves around an expedition being assembled by a man named Garavel, under the auspices of the Council of Trade (and thus, as you are all no doubt aware, ultimately on the orders of the Houses of Dahab). The expedition is a motley assortment of adventurers, mercenaries, freed slaves, guards and rapscallions, brought together for the purpose of reclaiming a small village called Kelmarane, an abandoned settlement near the border of the former Scarab Empire. Kelmarane used to be a frequent stop on a trade route between Medinaat al-Salaam and the Great Eye of the Desert, but collapsed under mysterious circumstances several years ago. Though the Council of Trade regretted Kelmarane's disappearance, the aftereffects of the Awakening prevented any attempts to resettle or even investigate the village until now. Kelmarane is now rumored to be a stronghold of the Jackal Necromancer cult, lead by a mysterious figure called the “Carrion King,” but the trade opportunities represented by Kelmarane's recovery are simply too much for the Dahabi Houses to pass up.
Choose one of the following background elements to connect your character to the game:
Earning Your Freedom – You have been a slave all your life, and have passed from master to master more times than you can count. Some of those masters were cruel, others kind. In all cases, you've yearned to be free. When your most recent master fell on hard economic times, he sold many of his slaves to the city government, and as luck would have it, a recent opportunity to earn your freedom has appeared. The Council of Trade is looking to revitalize an old trade route with the former Scarab Empire, and a band of mercenaries and guards is gathering to go out and supplement forces already in place near the ruined village of Kelmarane, now said to be a lair of the Jackal cult. You've secured a place among these mercenaries, under the watchful eye of Garavel. If you help in retaking Kelmarane, you've been promised your freedom. Regardless, your life as a slave has toughened you and forced you to develop talents you might never have sought otherwise. Choose one of the following skills: Animal Handling, Horsemanship, Hunting, Underworld. You gain 2 Ranks in the chosen Skill. These are cumulative with other Ranks, but cannot increase your starting Skill ranks above 3. In addition, you gain a +1k0 bonus to resist any Fear effect, whether a creature effect, a spell, Technique, use of the Intimidation Skill, or something else.
Faction Agent – You have a close tie to the Faction you serve (and you must have a Faction in order to choose this trait), and their interests are your interests. The recovery of Kelmarane represents a distinct opportunity to advance the agenda of your Faction, whether by enhancing their financial and trade potential, the recovery of artifacts or knowledge lost with Kelmarane's fall, the transfer of agents or information into and out of the former Scarab Empire, or the expansion of your faith into the hinterlands. Of particular interest to the Senpet, Yodotai and Qolat factions is the temple to Amun-Re that once stood near Kelmarane, one of a very few ever built outside the borders of the Scarab Empire. Senpet resistance fighters and expatriates would like to see the temple recovered and rededicated, while the Yodotai and Qolat, for various reasons, would prefer otherwise. Regardless, your dedication to your Faction’s ideals has paid handsome dividends: choose any one Skill associated with a Character Class of your Faction. You gain 2 Ranks in the chosen Skill. These are cumulative with other Ranks, but cannot increase your starting Skill ranks above 3. Also, whenever you are given a specific assignment by your Faction, you gain 3 Void Points that may be spent at any point while trying to achieve that assignment; “destroy the Monkey Man” is specific, but “oppose the Jackals” is not.
Reclaiming Your Roots – Your interest in the village of Kelmarane is more personal than most of those heading out to help in the reclamation. You aren't seeking revenge against Jackals, glory, money, or anything else – to you, this is purely a matter of honor, for Kelmarane is where you were born. You were forced to flee the village when you were only a few years old, and you didn't discover this until a few years ago; perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are dead, and from what you've pieced together, one of your parents actually died in whatever happened there. Your surviving parent spirited you away to grow up in Medinaat al-Salaam or elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you've discovered the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your other parent or you want to help rebuild the village in his or her honor is up to you – but Garavel's caravan to the village is just the opportunity you've been waiting for. When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession. One of the items in your starting Outfit is upgraded to Excellent Quality, but if you ever lose this item, you gain the penalties of the Lost Love Disadvantage with regard to the parent that died in Kelmarane. Your commitment to your family's memory increases your Integrity by 1 when you are making an Integrity roll or a Test of Integrity.
Jackal Killer – You have long nurtured a hatred of the Jackal cult, whether due to a personal experience with the Jackals or their ghul servants, or thanks to an association with some Faction that opposes the Jackals, like the Ebonites. Regardless, your presence with the expedition to Kelmarane is simply because it represents a chance to unleash your killing rage against the foes that have haunted your life for years. Your martial training grants you an additional +3 to the total of any Combat Skill roll on which you spend a Void Point to gain +1k1 to the roll; in addition, you roll an extra +1k0 on any roll made to directly oppose the Jackals in any way.
Finding Haleen – You never knew your parents: perhaps they died when you were a child, or maybe you were taken away from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or perhaps simply a childhood companion, but whatever your relationship with her, she took care of you and protected you. She's always been a part of your life, and although her temper often kept her from making friends or keeping a job, she's always been kind to you. Haleen was instrumental in securing your freedom from slavery or in making sure you got a good apprenticeship or job in society – but recently, she'd been getting strangely morose and depressed. You and Haleen normally kept no secrets from one another, but she refused to share whatever was bothering her with you. One night, she vanished, leaving you a brief note, begging you to forget her and get on with your life, but something about the note bothered you – something in the way she phrased her words struck you as forced. You may be convinced she was kidnapped, forced to leave against her will, or even magically controlled, but you also suspect she left to protect you from something – that was ever her way. You're now convinced the time has come for you to step in and protect her, but you had no idea where she had gone until recently. Several months have passed since her disappearance, months you have spent searching for her, but only in the last few weeks have you come up with a lead: she is somewhere in the vicinity of an old ghost town named Kelmarane. How she got there and what she's doing now you still don't know, but Garavel's advertisement for mercenaries to accompany him to that very spot is all the omen you need. You joined Garavel's group and eagerly await the day you leave for Kelmarane. Although Haleen chose to become a swashbuckling adventurer of sorts, she always encouraged you to follow your own path, and her support is largely the reason you undertook the training you did. You gain an additional Class Skill in your starting Character Class, and two Ranks in that Skill. Haleen's example has also inspired you to develop your connections with others, granting you a bonus equal to your Insight Rank to the total of any rolls made to help someone in need, whether defending them in combat, rolling Medicine to heal their injuries, or crafting an object they need for their duty. If more than one character takes this Trait, they should be siblings protected and raised by Haleen.

DM Shisumo |

Djinn
I’m actually making a few changes to the way LBS presents the jinn, stealing from the Golarion version, partly because it will make conversion a bit easier, but mostly because I think it will integrate the mechanics a bit better for me. So here’s the deal.
There are actually five species of jinn, not just one, each species corresponding to one of the five varieties presented in the jinn appendix of LBS as well as to one of the five Rings. These are as follows: efreet, the children of the smokeless fire (mighty, Fire), djinn, the children of the windless air (sly, Air), shaitan, the children of the weightless earth (sturdy, Earth), marid, the children of the saltless water (labor, Water), and jann, the children of the formless form (mystical, Void). Amongst themselves, they refer to themselves as the Subtle Ones, for they are both a part of and separate from the things that make up the world. (There is a reference to this idea in the Ra’shari chapter of LBS, but it presents it as a past tense thing, and I would prefer it to be a present tense thing.) The common folk, knowing too little to see a difference, are guided by the images on the columns among the ruins of Qaharaba, which depict a number of different efreet and very few of any of the other species, and so refer to all jinn as beings of smokeless fire. Most sahir are content to let the error continue, simply to mark out those who truly understand from the common crowds.
Summoning a jinni uses a Ring/Theology roll, but the Ring is the Ring associated with the species of jinn being summoned. The rules for creating and summoning jinn are otherwise the same, with one exception: the agreement made between a sahir and a jinni is mystically binding – so long as the sahir upholds her end of the bargain, the jinn must uphold his. They have very little patience with oathbreakers, however, even aside from the Integrity loss such an act would cause, and few sahir care to wrestle with an angry jinni suffering from a sense of betrayal.
There is also a higher rank of jinn, one above Major. These jinn are the Nobles, the most potent of the breed, the ones that are closer to demigods than anything else. The Dark Jinn Kaleel was the most powerful of these, but not the only one. The powers of noble jinn exceed anything that mortal magic is capable of, but they cannot be summoned in the same fashion that ordinary jinn can be. It is said that only the most potent sahir can perform the rituals that might call a noble to the mortal realm, and even then, binding or banishing such a creature would be nearly impossible. (In other words, only sahir of Rank 6 or higher can even try to summon such entities, and the binding or banishing rites are similarly problematic.)
Finally, one last note: the Mastery Level 3 Jinn Summoning spell only works on summoned jinn. Those jinn that have arrived on the mortal plane through other means, or who have been here all along (such as the Qanonic jinn), are immune to such banishment.
(Incidentally, I am well aware that, technically, there is no distinction that should be made between the terms “jinn” and “djinn.” Since I need a term for the entire class as well as a term for the specific variety, I’m cheating and making there be one anyway. Sue me.)

DM Shisumo |

I missed the L5R game but I am very interested in this game even have the LBS book though I am still running behind with only the original 3e L5R rules.
I'm pretty sure the L5R game is going to have an opening shortly - as soon as we finish the Topaz Championship (and we are very nearly done), one of the players is dropping out, so when we start the next module, we should be able to add another player.
As for this game, I currently have 5 players on tap (which is why I didn't post an interest thread in the Gamer Connection forum), but I might be able to add one or two more. We'll see how things come together... Stay tuned!

Mishi |

Mishi wrote:This looks intriguing.. :):D Like I said, I'm not actively recruiting players at the moment, but I'm not going to reject the idea either. I hope you'll stick around, if only for the entertainment value!
Of course :D. I only own the L5R 3eR book at the moment in any case, but I think I'd certainly like to at least lurk around this game if there are no spaces left. :) I'd love to see how the AP turns out with the setting and system.

DM Shisumo |

'eyah!
I was looking at playing a Hopes-to-be-Freed slave, but I'm still poking around the LBS to see if another idea strikes me fancier. I'll try to have something more definite in the next coupla days.
Just for the record, slavery need not have any impact on your choice of Faction. Some, like the Senpet, are actually sort of slanted that way, but slavery is a not-uncommon penalty for either debt or criminal conviction, meaning you could be from pretty much any Faction, and some Factions would also be happy to recruit from the city's slaves (I'm thinking specifically of the Qolat and Assassins here, though I could also see the Ebonites trying something like that, with the right person).

Arcmagik |

Arcmagik wrote:I missed the L5R game but I am very interested in this game even have the LBS book though I am still running behind with only the original 3e L5R rules.I'm pretty sure the L5R game is going to have an opening shortly - as soon as we finish the Topaz Championship (and we are very nearly done), one of the players is dropping out, so when we start the next module, we should be able to add another player.
As for this game, I currently have 5 players on tap (which is why I didn't post an interest thread in the Gamer Connection forum), but I might be able to add one or two more. We'll see how things come together... Stay tuned!
My feelings are confused and all mixed up! I want to play in the L5R game and I knew there was a possibility of the opening however I now also DM two different Heroes of Rokugan games which means the fun of the adventure is marginally likely to be spoiled for me. Not that my memory is that great and even through I read Treacherous Terrain twice I couldn't tell you what happens. But I been wanting to play LBS since I got the book so this makes me a sad panda as well but alas I will keep an eye out and see if you are able to add one or two more.

DM Shisumo |

My feelings are confused and all mixed up! I want to play in the L5R game and I knew there was a possibility of the opening however I now also DM two different Heroes of Rokugan games which means the fun of the adventure is marginally likely to be spoiled for me. Not that my memory is that great and even through I read Treacherous Terrain twice I couldn't tell you what happens. But I been wanting to play LBS since I got the book so this makes me a sad panda as well but alas I will keep an eye out and see if you are able to add one or two more.
Having the book is a big plus (as is your use of the phrase 'sad panda') so you are still at the top of the list if I add a 6th player.

Kuni Heihachi |

Kuni Heihachi wrote:Oh did I miss this Shisumo?I didn't do an official recruitment because I've got (in theory anyway) a full stable of players. However, there seems like there might be enough interest to run it twice, an idea I'm not totally opposed to... (scratches chin)
SWEET!!!
It will be interesting to see the difference between the D&D version and the LBS Legacy.

chade66 |

(moving over from email to the thread as requested)
I'm still trying to figure out where I want to fall in the categories of backgrounds. I'm thinking "reclaiming your roots" or "Seeking Haleem".
Perhaps I should focus on Jinn summoning. Something I have always resisted in the past. I'll need to know about about the sahir (is that right?)or will this work like summoning kami does? Are there schools for magic users?
As far as factions/sects go….
Hmm, well, the Qabal, might be logical, however the Assassins, Dahabi, Ebonites and Ra'shari sound more interesting.

DM Shisumo |

Perhaps I should focus on Jinn summoning. Something I have always resisted in the past. I'll need to know about about the sahir (is that right?)or will this work like summoning kami does? Are there schools for magic users?
Spellcasting is quite similar for sahir vis a vis shugenja (Ring/School Rank and so on - though there are no Affinities/Deficiencies, and all spells just take a single action to cast automatically), but summoning jinn is a much more involved process than calling on the kami. For most people, it's a 6 hour long ritual - but the jinn can be tasked to serve for as much as a month, potentially, and a skilled summoner can get fairly specific in the powers and abilities of the jinn being called. (It's also possible to learn a special version of the rite that makes it a bit faster and easier, though it's still not a combat-speed action.)
As far as factions/sects go….
Hmm, well, the Qabal, might be logical, however the Assassins, Dahabi, Ebonites and Ra'shari sound more interesting.
Ra'shari sahir work noticably different from other kinds of sahir, though they aren't much different when it comes to jinn summoning. They are heavy into curses and blessings, with a side-order of animal control and weaker but more long-lasting healing abilites.
The Assassins are traditionally somewhat iffy about magic, not least because the founder of the group suffered for several centuries under a Ra'shari diviner's curse. They do have a few sahir among their number, however, all of whom are Free Sahir (what you might think of as ronin shugenja).
The Dahabi have an entire House dedicated to magic, and in general view magic in a very specific light: its ability to aid in their economic efforts. One particular thing about their magical practice is interesting: as dedicated bargainers, they have a very effective method for cutting deals with jinn.
The Ebonites are a bit strange, because the book says that all Ebonites must be members of an Ebonite School - and then only lists one school, a warrior school. Frankly, this is bumpkis, because the Order's own history talks about how the properties of the Ebon Stone were discovered by a (you guessed it!) sahir member of the Order. So presumably this is an editing issue - there was an Ebonite Sahir Class that got cut for space, and now we're left with the idea that all Ebonites are warriors and nothing else. My inclination is to say that most Ebonites attend their special school, but there are some Free Sahir among them (and possibly some other members who are in the generic Character Classes I mentioned above). If you were to go this way, we could look into making an Ebonite Sahir Path, potentially.

chade66 |

Spellcasting is quite similar for sahir vis a vis shugenja (Ring/School Rank and so on - though there are no Affinities/Deficiencies, and all spells just take a single action to cast automatically), but summoning jinn is a much more involved process than calling on the kami. For most people, it's a 6 hour long ritual - but the jinn can be tasked to serve for as much as a month, potentially, and a skilled summoner can get fairly specific in the powers and abilities of the jinn being called. (It's also possible to learn a special version of the rite that makes it a bit faster and easier, though it's still not a combat-speed action.)[/]
So think of it more like Exalted, something that you have set up in advance rather than something you can use on the fly.
It makes sense that the Ra'shari are into blessings and curses. How is healing going to work in this scenario? I keep thinking we need a cleric!
DM Shisumo wrote:The Dahabi have an entire House dedicated to magic, and in general view magic in a very specific light: its ability to aid in their economic efforts. One particular thing about their magical practice is interesting: as dedicated bargainers, they have a very effective method for cutting deals with jinn.I like this.
I also like the idea of the Ebonites as well. Though to save you the extra work, I could easily choose from the other options.

DM Shisumo |

So think of it more like Exalted, something that you have set up in advance rather than something you can use on the fly.
The Exalted model is a good one. Jinn are very much to be summoned in ways similar to demons or elementals.
It makes sense that the Ra'shari are into blessings and curses. How is healing going to work in this scenario? I keep thinking we need a cleric!
Healing is absolutely going to be required. There are basically three ways to heal someone (not counting ordinary rest, etc.):
* use a spell to do it. Traditional sahir have a spell that allows them to heal (Earth)k1 wounds, with Raises granting additional kept dice, while Ra'shari diviners have spells that enhance uses of the Medicine Skill
* use the Medicine Skill - it's slow, but a well-designed Skill-based healer can be extremely effective, as you well know
* summon a jinn to do it. Obviously, this is not even vaguely a combat-speed option, but a jinn on healing standby can be potentially quite effective, since some jinn have potent healing abilities.
DM Shisumo wrote:The Dahabi have an entire House dedicated to magic, and in general view magic in a very specific light: its ability to aid in their economic efforts. One particular thing about their magical practice is interesting: as dedicated bargainers, they have a very effective method for cutting deals with jinn.I like this.
I also like the idea of the Ebonites as well. Though to save you the extra work, I could easily choose from the other options.
Wouldn't be that much work, honestly. If you think it might sound cool, we can work something out.

Cory Mills |

I'm still having a slightly difficult time with concepts - right now, the most appealing things that come to mind are the "Street Rat Skillz Guy" or possibly a Ra'shari knife fighter. The latter seems like it would be the easier mechanically (and I suspect I'll be able to establish a tie to at least one other PC...), but I'm not seeing a non-warrior Class that would work for the former, and the warrior ones seem most like a case of "well... fit it in here, I guess".
For the non-Faction Schools, would 3E(R)'s Multiple School rules for Unaligned (ronin) characters apply?

DM Shisumo |

I'm still having a slightly difficult time with concepts - right now, the most appealing things that come to mind are the "Street Rat Skillz Guy" or possibly a Ra'shari knife fighter. The latter seems like it would be the easier mechanically (and I suspect I'll be able to establish a tie to at least one other PC...), but I'm not seeing a non-warrior Class that would work for the former, and the warrior ones seem most like a case of "well... fit it in here, I guess".
If you wanted to be a "Street Rat Skillz Guy" who works for a Faction, I could see a couple options - you might be able to pull something off with Qabal Agent, perhaps - or you could, as you say, shoehorn it into Lone Warrior. Or, of course, say "screw it" and have no Faction or School at all, and just buy a ton of skills at 2 Ranks.
For the non-Faction Schools, would 3E(R)'s Multiple School rules for Unaligned (ronin) characters apply?
I'm thinking so, yeah. I also don't know if there's anything in LBS that prevents you from switching between warrior and sahir schools...

DM Shisumo |

This is what I am thinking: Senpet Scout, using the Senpet Warrior class.
Any thoughts on a Campaign Trait yet?

DM Shisumo |

On jinn creation:
The default for additional Traits favors the Fire Ring, which seems appropriate only for efreet. So I will be changing the Trait chart to be different for each kind of jinn:
Efreet - 1: +1 Awa; 2: +1 Ref; 3: +1 Will; 4: +1 Sta; 5-6: +1 Int; 7-8: +1 Agi; 9: +1 Per; 10: +1 Str
Djinn - 1-2: +1 Awa; 3-4: +1 Ref; 5: +1 Will; 6: +1 Sta; 7: +1 Int; 8: +1 Agi; 9: +1 Per; 10: +1 Str
Marid - 1: +1 Awa; 2: +1 Ref; 3: +1 Will; 4: +1 Sta; 5: +1 Int; 6: +1 Agi; 7-8: +1 Per; 9-10: +1 Str
Shaitan - 1: +1 Awa; 2: +1 Ref; 3-4: +1 Will; 5-6: +1 Sta; 7: +1 Int; 8: +1 Agi; 9: +1 Per; 10: +1 Str
Jann - 1: +1 Awa; 2: +1 Ref; 3: +1 Will; 4: +1 Sta; 5: +1 Int; 6: +1 Agi; 7: +1 Per; 8: +1 Str; 9-10: Void (note: only jann may increase their Void, either randomly or via selected Raises on the summoning roll)

Gahiji |

Pending LBS Senpet Scout wrote:This is what I am thinking: Senpet Scout, using the Senpet Warrior class.** spoiler omitted **
Any thoughts on a Campaign Trait yet?
I've updated the character, tho there are a few things I'm still needing to fix. As for Campaign Trait, I'm going home.

DM Shisumo |

Starting equipment:
For the sake of simplicity, I'm going to assume that the traveling pack has the same "ten items" capacity of an L5R traveling pack, and can be filled with items from the following list:
Basket
Blacksmith's hammer
Blanket
Book (small journal, story book, history book, religious text, or piece of famous literature)
Bottle of bleach or dye
Bottle of beer
Bottle of wine
Bucket
Candles (six)
Cloth bag
Coin purse
Cooking pot
Dice and cup
Divination kit (cards or meditation crystal)
Flint and tinder
Grapple hook
Hookah or pipe
Incense brazier
Jewelry or accessory (earring, eyepatch, bracelet)
Keffiyeh (head scarf)
Lantern
Makeup kit
Mask
Mortar and pestle
Musical instrument (drum [naqqara], flute, oud, kemenche, rebab; counts as two items)
Parchment and charcoal (10 pieces of each)
Perfume
Personal seal
Pet (dog, cat, songbird, monkey; not suitable for combat; counts as two items)
Quill pen and ink
Rope (50´)
Shovel
Small folding stool
Small hand mirror
Small knife (not suitable as a weapon)
Small painting or sculpture
Small tent
Spare suit of clothes and sandals
Spices
Straw mat
Sweets (small cakes, candies)
Traveling cloak
Walking stick
Waterskin (filled, counts as two items)
Week's supply of rations (dried and salted meat and hard bread)
Whetstone
Wide-brimmed straw hat
Wig
Writing paper

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Catching up here:
Mary - sahir of some type
Amy - Lone Warrior, no Faction ("Earning Your Freedom" trait)
Mike - Gahiji, Senpet Warrior ("Reclaiming Your Roots" trait)
Cat - Ra'Shari Diviner
Cory - Tahaddi Duelist, no Faction, or Ra'Shari Knife Fighter