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Gaijin "Families" and Schools

Posted: Thu Jul 16, 2020 12:44 pm
by Vutall
Option #3: True Ronin
You are a Gaijin who has come into Rokugan to explore despite the great risk of what would happen to you knowing the laws that all Gaijin are forbidden from being in the Empire outside of the Unicorn city of Khanbulak. (And even there the law states all Gaijin must leave the Empire at sun down)
  • Select a Gaijin Background.
  • Must purchase the Dark Secret: Gaijin and Gaijin Name Disadvantages if you are a Gaijin.
  • Begin with one Gaijin school.
  • Must seek out Gaijin schools when increasing in Insight Rank (You do not need the Multiple Schools advantage for this). If you are somehow given a Clan, you may then take clan schools (by using Multiple schools)

Gaijin Backgrounds
Ujik of the Plains of Wind and Stone
The Ujik are a nomadic people who live on expansive, grassy plains sprawling north and west of Rokugan. However, Ujik is an umbrella term encompassing many disparate, largely nomadic tribes. All share a broadly similar ethnicity, but interactions with other cultures bordering the vast ranges of the Ujik have introduced some variety. The tribes also each practice customs and hold beliefs often distinct from those of other tribes. For instance, several revere the Lords of Death, a religion rooted in the cycle of birth-life-death that permeates the natural world. Others hold different beliefs, such as reverence for the earth and sky. Many groups revere multiple sets of deities along with ancestors. Accordingly, the Ujik rarely act as a unified whole. Alliances and rivalries constantly ebb, flow, and shift among the tribes. The Ujik do tell stories of a time when they were united under a great warlord; if this is true, their hardiness, unconventional military tactics, and sheer numbers would have posed a formidable threat to any foe.

One thing that does unite the Ujik is the central role that horses play in their lives. The Ujik claim that a child can be born, raised, and live out their life on horseback, their feet never touching the ground. While this is apocryphal, the Ujik mastery of horses is unsurpassed, allowing the tribes to move great distances while scouting, tracking, hunting, and fighting from horseback as easily as other cultures do on foot.

The Ujik are a proud—even stubborn—people, generally stoic, but fierce in battle and given to boisterous outbursts of humor. Their most basic social unit, the family, can include multiple spouses and span several generations. Families live and roam independently, each led by a family head chosen by criteria unique to that family. At certain times of year, or in response to certain events—for example, at midsummer, or when the last snow has melted off a particular mountain—families join with others from their tribe. These gatherings can eventually include an entire tribe, or even several tribes. Such a massed assembly of Ujik is a raucous event.

Those Rokugani who do happen to meet Ujik tribespeople find that, despite the idiosyncrasies of the particular tribe, many are reminiscent of the Moto family of the Unicorn, at least to most Rokugani. When the Unicorn returned to the Empire in the early ninth century, they brought with them a large cadre of Ujik who had sworn loyalty to the ami Shinjo. These Ujik became the Moto family. There is still much interaction between the Unicorn and those Ujik tribes whose ranges approach the Empire’s western boundaries.

Ring Increase: +1 Strength, Gain the Language: Ujik Advantage

what does your character know?
All Ujik characters have a greater awareness of the following topics:
  • You have a detailed knowledge of the tribes that make up the Ujik people. You know the various tribal leaders, the specific customs and beliefs of the tribes, and their respective rivalries and allegiances. You also have a reasonable understanding of the numerous dialects of the Ujik language used by the different tribes.
  • You are an expert in handling and riding horses, as well as in tending to herd animals such as sheep, goats, camels, and cattle. You are also well versed in eking out a living from a harsh and barren land, being skilled at navigating, tracking, hunting, and herbalism in such places.
  • You are skilled in mounted combat. Ujik begin play with a Unicorn warhouse.

Qamarists in the Cradle of the World
The Cradle of the World, located far to the west of the Empire, is a place of which few Rokugani are even aware. This is partly because of sheer distance, and partly because of the so-called Burning Sands, which, by one Unicorn account, are a “bleak, sun-drenched land of shifting sand and barren rock, where water is a commodity as precious as gold.” A Rokugani making the arduous journey would be stunned by the Cradle—a broad expanse of land stretching between two great rivers, so lush and green that it might be the most fertile place in the world.

Thanks to this bountiful landscape, a large and sophisticated civilization thrives in the Cradle. This is the Qamarist Caliphate, a powerful nation-state that has, over time, come to incorporate a diversity of ethnic groups. These are described by a bewildering variety of names: Nehiri, Sogdans, Suhili, Bandar, Ganzu, and many others. However, all are devoted to Qamarism. This monotheistic religion declares that a succession of mortal messengers, acting on behalf of a supreme deity, have passed down to humans a series of divine laws and values. Now collected into a sacred codex, these form the foundation of virtually every aspect of life in the Caliphate. The caliph, who is hailed as the rightful inheritor of the Nameless Prophet, rules over the Caliphate, seeking to maintain unity among diverse and fractious ethnic groups.

The people of the Caliphate are extremely diverse in their languages, customs, dress, and behavior. They do exhibit some broad commonalities, however. For instance, because of the extremely hot climate, all tend to dress in loose-fitting clothing, particularly garments made of cotton. The heat also shapes their day-to-day behavior; for instance, it is common for them to spend the hottest parts of the day resting or performing only minor tasks. And while amarism is subject to some variations in interpretation, giving rise to a number of sects, Qamarists generally view those not of their faith with at least some degree of wariness. When they do offer their hospitality, though, Qamarists are a most sociable people, showing courtesy and respect to their guests that would rival that of any home in the Empire.

Ring Increase: +1 Agility and Languages: Qamari

what does your character know?
All Qamarist characters have a greater awareness of the following topics:
  • You have a good knowledge of the various ethnic groups that fall under the sway of the Caliphate. You know the various important figures and specific customs of each group and their respective rivalries and allegiances. You also speak the language of at least one such group—your own—fluently, and you are at least conversant with the languages of most of the others.
  • You have detailed knowledge of the Caliphate, including both the secular and religious politics that affect it. You also know about the caliph as well as the important and influential people who surround the caliph.
  • You are familiar with what, to the Rokugani, would be strange folklore, some of which supposedly arises from a time before mortals. This includes creatures such as the foul undead ghul; the powerful and dangerous spirits known as djinn; the massive eagle known as roc; and the shahmaran, or Queen of the Snakes, which may be a reference to the enigmatic creatures known in Rokugan as the naga.

Yodha of the Ghostlands
The Ivory Kingdoms, described in detail starting on page 196, are bordered along a large portion of their eastern edge by a region of thick, gloomy, tangled forests inhabited by evil spirits and terrifying monsters. These “Ghostlands” are, in fact, a natural rainforested area affected by the southernmost and westernmost reaches of the Shadowlands, the vile realm that borders the southern margin of Rokugan. A dedicated group known as the Yodha, which is organized into cadres of supremely skilled warriors, wages a never-ending struggle to hold back these evil forces, just as the Crab Clan does in Rokugan. More details are provided about the Ghostlands, and the Yodha, on page 202.

All Yodha are skilled warriors adept at fighting in the most closed and inhospitable terrain imaginable. They are also adept at recognizing and combating corrupt supernatural powers, using mystical substances such as gold and coral to enhance their formidable fighting skills. However, the grim nature of their endless battle against the Ghostlands has permeated the Yodha psyche. They tend to be dour and taciturn and are particularly suspicious of those they do not know well. To the Yodha, this distrust is justified among their most fearsome opponents are the shapeshifting monstrosities known as rakshasa, whose queen harbors a relentless hatred for the Ivory Kingdoms. Due to the nature of their enemies, the Yodha are supremely careful, thoughtful, and deliberate, spending days—sometimes weeks— stalking and observing their enemies, striking only when the moment is right.

Ring Increase: +1 Willpower and Languages: Yodha

what does your character know?
All Yodha characters have a greater awareness of the following topics:
  • You have a good knowledge of the many political entities that make up the Ivory Kingdoms and of the secular and religious tensions, rivalries, and alliances that exist among them. That said, there are gaps and flaws in that knowledge, as the numerous kingdoms and relationships among them are constantly changing. Yodha speak their own language and the common language spoken by most citizens of the Ivory Kingdoms, as well as the languages of those kingdoms and states close to the Ghostlands.
  • You have a detailed understanding of Shadowlands threats insofar as they apply to the Ivory Kingdoms. While the Shadowlands Taint functions the same as it does in Rokugan, many other Shadowlands aspects you know about are different, reflecting the different creatures in the Ghostlands and the ways your group has developed to combat them. For example, you know about the nature of rakshasa. The more traditionalist Yodhaviya, who dwell outside the Ghostlands, are particularly adept at recognizing these dangerous creatures irrespective of the form they assume. You also know that, with application of the correct rituals, gold and coral are powerful weapons against the Shadowlands and its minions.
  • Yodhaniya—particularly those who wage war deep in the Ghostlands rainforest— know how to purify even the most fouled food and water using a ritual known as Nikta. You are also aware of the existence of the Pillars of Purity, ancient and mysterious stone columns that stand astride the Nadati River, removing the taint from its waters as they flow past.
  • The Yodha, like most citizens of the Ivory Kingdoms, not only know the naga are real but have come to know the naga well, including some aspects of their language and culture. Known in the Ivory Kingdoms as shahmaran, naga are common in the region.
The Sheelavaan of Bhavyatapura
The central region of the Ivory Kingdoms is dominated by a vast plateau known as the Sonagiri, or Golden Mountain. Ringed by soaring, snowcapped mountains and cut by the mighty Heeratand, or River of Diamonds, the expansive and fertile Sonagiri is the most densely populated part of the Ivory Kingdoms. Bhavyatapura, the City of Splendor, occupies the Heeratand in the center of the Sonagiri. Although they are collectively known as Sheelavaan, which simply means “urbane,” the people of Bhavyatapura are diverse in the extreme, comprising a multitude of ethnicities, social castes, languages, religious beliefs, and cultural backgrounds.

As their name implies, the Sheelavaan are generally sophisticated, gregarious, and eloquent. They are used to living in the cramped confines of a massive city; many find the rural countryside and wilderness areas quite off-putting. Most Sheelavaan are accustomed to bargaining and cajoling their way through a complex web of barter economies and currency systems, a skill that they readily apply to nearly any sort of commercial, social, or cultural interaction. They also have a facility for languages, an important skill when living in a place where the dominant tongue may change several times along the length of a single street. More information on Bhavyatapura and the Sheelavaan can be found starting on page 200.

Ring Increase: +1 Awareness and Language: Sheelavaan

what does your character know?
Regardless of a Sheelavaan’s particular ethnicity, culture, or religious background, they have a greater awareness of the following topics:
  • You have a general knowledge of the many factions that make up the Ivory Kingdoms, but they are particularly aware of those specific to Bhavyatapura. This includes the many rivalries and alliances that exist in this massive, rambling city. You speak your own language as well as the common language of the Ivory Kingdoms, and often one or more languages of the various factions in Bhavyatapura.
  • You are most at home in urban areas and have a great facility for quickly understanding not just the physical layout of a city, but also its key power structures, factions, and underlying tensions.
  • You have a good understanding of trade and commerce, being able to discern the value of most goods and items and to bargain for favorable prices or trades. More generally, you tend to be quite persuasive in any dealings you have with others—particularly those not familiar with the eloquence of the Sheelavaan.
  • Close proximity to the naga has given you an even better knowledge of the enigmatic serpent folk than most—at least, to the extent any human can understand this mysterious species. The Sheelavaan, like most citizens of the Ivory Kingdoms, not only know the naga are real but have come to know the naga well, including some aspects of their language and culture. Known in the Ivory Kingdoms as shahmaran, naga are common in the region.


Gaijin Schools
New School Tag: Sage
Gaijin are unable to speak with the Kami, but they still have spiritual abilities that manifest in other ways, such as calling on the Djinn. All Sages begin the game with 3 spells of their choice, following all restrictions for Mastery level.

Ujik Diviner School [Sage]
-New School, created from scratch
The Ujik represent a wide range of groups along the Sand Road and elsewhere. The Ujik groups that the Unicorn Clan most notably deal with place their faith in the hands of the Lords of Death, countless honored ancestors that ascended to godhood and now govern the laws and realms of life and death. Diviners are individuals that have the natural talent and courage to call upon the wisdom of these arbiters of human mortality. The first vision a Diviner is given once they ask for insight is their own end, so that they will always remember that though they wield the knowledge of the Lords of Death, they cannot escape the fate of all flesh and blood.
  • Benefit: +1 Intelligence
  • Skills: Spellcasting, Divination, Horsemanship, Archery (counts as Kyujutsu) Swordsmanship (Counts as Kenjutsu), Athletics, Animal Handling
  • Integrity (Counts as Honor): 4.0
  • Outfit: Unicorn War Horse, Scimitar, Han-Kyu Traveling Pack, 3 koku (equivalent)
Techniques
  • Rank 1: -
    At the beginning of each day, you may spend one hour in meditation and make a Divination Skill Roll, at a basic TN of 15. If successful, you gain a +1k0 bonus die, and you may Raise on the roll to gain addition bonus dice up to your Water Ring. You may spend these +1k0 bonus dice on any skill made during the rest of the day. Unused dice are lost at nightfall.

    Your spellcasting are prayers to the gods of death and thus require spoken words to be cast. You cast spells as a Rokugany shugenja would, but you do not have an affinity or deficiency. Your spells are all memorized when you pick them, and you do not use spell scrolls. You may only cast Elemental (Non-Void) spells, up to mastery level 5

Qamarist Shield Bearer Tradition [Bushi, Sage]
-New School, created from scratch
The proud and formidable guard of the Qamarist Caliphate Empire use their advanced knowledge of the alchemical arts to prepare themselves for battle; their imposing command of shields, spears, and swords to control the battlefield; and their medicinal prowess to quickly recover from otherwise grave injuries. A shield bearer looms above others in combat, protecting their allies with a ferocity borne from years of intense, grueling training. Though they come from a land of abundance, the warrior-scholars of the Cradle of the World have been trained to survive with only their shield and their sword in the harshest of conditions, traveling far and wide to seek information and prospects for the caliph.
  • Benefit: +1 Agility
  • Skills: Archery (Counts as Kyujutsu), Defense, Hand-to-Hand (Counts as juijutsu), Medicine, Craft: Alchemy, Spears, Swordsmanship (Counts as kenjutsu), Spellcasting.
  • Integrity (Counts as Honor): 5
  • Outfit: Sword (3k2), shield, spear (yari), bow (Han-kyu), light armor, alchemical supplies, elegant clothing, Traveling Pack 10 koku (equivalent)
  • Affinity/Deficiency: Pick any other than void for your affinity. You gain the opposing element as a deficiency (Air opposes Earth, Earth opposes Fire, Water opposes Fire, and Fire opposes Air)
Techniques
  • Rank 1: -
    Once per round when wielding a shield, if you or your target you are guarding is missed by a melee attack, you may immedietly make a shield bash against your opponent. Make a Defense/Agility check against your opponents Armor TN. If you succeed, they are dazed for 1 round

    Your spellcasting is instead creation of alchemical potions, and instead of having access to all elemental spells up to rank 3. You only may use elemental spells that have the Personal target. You must first creation a potion by passing a Craft (Potion) / Intelligence roll of TN 20, and then conducting your spellcraft/ring roll as if casting a spell as a shugenja to infuse the potion with magical properties. Potions must be drank to have an effect. You may only have a number of potions stored equal to your void ring.


Qamarist Alchemist Tradition [Sage]

-New School, created from scratch
The Qamarist Caliphate boasts some of the most gifted alchemists in all of the known world. These mathematicians and scientists have researched and experimented under the blessing of generations of caliphs in order to unlock the secrets of reliably creating various elixirs, draughts, and concoctions to enhance the human body, among other things. To be selected as such an alchemist is an extremely high honor, and these individuals are known for their perseverance, patience, and inventive nature. They are also known for their curiosity and desire to learn.
  • Benefit: +1 Intelligence
  • Skills: Courtesy (Counts as Etiquette), Medicine, Craft: Alchemy, Any Lore skill, Spellcasting, Athletics, Defense
  • Integrity (Counts as Honor): 5
  • Outfit: Elegant Clothing, Alchemical Supplies, Traveling Pack, 10 koku (equivalent)
  • Affinity/Deficiency: Pick any other than void for your affinity. You gain the opposing element as a deficiency (Air opposes Earth, Earth opposes Fire, Water opposes Fire, and Fire opposes Air)
Techniques
  • Rank 1: -
    You may throw your potions instead of drinking them. Throwing is a Complex Action to throw it. If trying to hit an opponent, use Athetics/Agility vs their armor TN. Potions may be thrown a distance equal to your Athletics times strength. Once the potion is thrown and the glass broken, the spell stored inside is cast immedietly.

    Your spellcasting is instead creation of alchemical potions, and instead of having access to all elemental spells up to rank 3. You must first creation a potion by passing a Craft (Potion) / Intelligence roll of TN 20, and then conducting your spellcraft/ring roll as if casting a spell as a shugenja to infuse the potion with magical properties. Your potions may either be drank or thrown to be activated. You may never have more potions stored than your Ring for the potion you are storing. (So for example, a starting character could have 2 air, 2 earth, 2 fire, 2 water)
Ivory Kingdoms Sage Tradition [Sage, Bushi]
-New School, created from scratch.
In the Ivory Kingdoms there are individuals who have become so tuned to their inner energy, or lojas, that they have unlocked the ability to infuse others with it. These sages often go on long pilgrimages, seeking out the truths of the world in their travels. Their technique takes years to master, but their ability to enhance their allies’ bodies and minds has turned the tide of many battles. Though they are revered, they tend to be seen as omens of ill luck, as their presence is often associated with difficult times.
  • Benefit: +1 Intelligence
  • Skills: Athletics, Defense, Hand-to-Hand (Counts as juijutsu), Knives, Medicine, Meditation, any one High skill.
  • Integrity (Counts as Honor):5.0
  • Outfit: Simple Clothing, Any 2 Knives, Traveling Pack, 5 koku (equivalent)
Techniques
  • Rank 1: -
    Instead of spellcasting, you gain kiho and may purchase them as if you were a non-brotherhood monk. You start with 2 Kiho. When you are under the effects of a Kiho, you may spend any number of void points as a free action to end the kiho for yourself and instead have it target an ally of your choice. The kiho stays active on your ally for a number of rounds equal to the amount of void points you spent.


Ivory Kingdoms Dancing Blades Tradition [Bushi]
-New School, created from scratch
The Dancing Blades tradition is a unique set of training techniques that seeks to prepare warriors both mentally and physically for becoming wielders of astras, or implements of the gods. These combatants are capable of taking on multiple enemies at once by guiding their blades in broad, slashing attacks. Warriors of this school are said to look as though they are dancing as they fight, adapting to their opponent’s attack with a grace and ferocity that is both mesmerizing and terrifying
  • Benefit: +1 Agility
  • Skills: Defense, Swordsmanship (Countr as Kenjutsu), Intimidation, Perform: Dance, Athletics, Courtesy (Counts as Etiquette), Any 1 skill
  • Integrity (Counts as Honor):4.5
  • Outfit: two sword (3k2), ashigaru armor, sturdy clothes, traveling pack, 5 koku (equivalent)
Techniques
  • Rank 1: -
    You do not suffer off-hand penalties for having a sword in your off hand. When you are in Defense or Full defense, you may add your ranks of Perform: Dance to your armor TN. Once per skirmish, when you successfully hit an opponent when you have a sword in both hands, you may instead spend a void point to hit (using the same attack roll vs their armored TN) all opponents (within reach), dividing your damage roll equally between them.