Difference between revisions of "Kitsu Kōhī"
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'''School:''' Kitsu Medic School | '''School:''' Kitsu Medic School | ||
− | '''EXP:''' | + | '''EXP:''' 6/115 |
[[Kōhī EXP Log]] | [[Kōhī EXP Log]] | ||
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! style="text-align:left;"| Endurance | ! style="text-align:left;"| Endurance | ||
− | | style="width:20%; text-align:right;" | | + | | style="width:20%; text-align:right;" | 0/8 |
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! style="text-align:left;"| Composure | ! style="text-align:left;"| Composure | ||
− | | style="width:20%; text-align:right;" | | + | | style="width:20%; text-align:right;" | 4/10 |
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! style="text-align:left;"| Focus | ! style="text-align:left;"| Focus | ||
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! style="text-align:left;"| Void Points | ! style="text-align:left;"| Void Points | ||
− | | style="width:20%; text-align:right;" | | + | | style="width:20%; text-align:right;" | 3/4 |
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! style="text-align:left"| Fitness | ! style="text-align:left"| Fitness | ||
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! style="text-align:left"| Government | ! style="text-align:left"| Government | ||
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! style="text-align:left"| Meditation | ! style="text-align:left"| Meditation | ||
− | | style="width:15%; text-align:right;" | | + | | style="width:15%; text-align:right;" | 5 |
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! style="text-align:left"| Medicine | ! style="text-align:left"| Medicine | ||
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! style="text-align:left"| Sentiment | ! style="text-align:left"| Sentiment | ||
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: ''Ingestion:'' The character suffers 5 strife and the Enraged and Disoriented conditions. | : ''Ingestion:'' The character suffers 5 strife and the Enraged and Disoriented conditions. | ||
: ''Weapon:'' increase the weapon's Deadliness by +2, and after a target suffers a critical strike from the weapon, they suffer the Enraged condition. | : ''Weapon:'' increase the weapon's Deadliness by +2, and after a target suffers a critical strike from the weapon, they suffer the Enraged condition. | ||
− | + | ; Spirit Caller Title | |
+ | : Once Per Game Session as a support action you may spend a void point to summon the spirit of an ancestor to partially possess you. Choose a ring and a skill. While possessed you count as an other worldly being and use your ancestors ring and skill rank as well as ancestors honor value. You only have hazy memories of what happened when you are possessed. The ancestors conflict rank is max of meditation + rank | ||
==School Ability== | ==School Ability== | ||
; Field Medicine | ; Field Medicine |
Latest revision as of 00:59, 25 June 2025
Clan: Lion
Family: Kitsu
School: Kitsu Medic School
EXP: 6/115
Contents
Description
Kōhī is a very serious looking wirey Lion. He's skin is darker and more tanned than tradition would suggest is acceptable but he dresses very conservatively, traditional, and uptight. He has a well worn brooch to Jurojin displayed proudly on his kimono. A large healers satchel is almost always on his shoulder with history books poking out of it. In short he looks like an upright stick in the mud and more of a nerd than one would expect from the Lion. If you look past that though... Tools, herbs, and texts that no traditional Rogukani would consider proper are in large supply. There's an eagerness behind his eyes when he speaks of healing that's a touch off putting.
He has the traditional mane of Kitsu hair fizzed out. He usually wears it half tamed in a pony tail. It's a chestnut blond, instead of the golden those stronger in the blood have.
His eyes are a hazel, his face unremarkable, his looks average. He could be plain if it were for that eagerness, tanned skin, and hair.
He is built like a runner.
In settings with a crowd he seems to go rigid and twitch all at once.
Summary Character Sheet
Glory | 47 |
---|---|
Honor | 42 |
Status | 35 |
Endurance | 0/8 |
---|---|
Composure | 4/10 |
Focus | 3 |
Vigilance | 2 |
Void Points | 3/4 |
Rings
Air | 2 |
---|---|
Earth | 2 |
Fire | 2 |
Water | 3 |
Void | 4 |
Skills
Command | 3 |
---|---|
Culture | 1 |
Fitness | 3 |
Government | 1 |
Martial Arts [Unarmed] | 3 |
Meditation | 5 |
Medicine | 5 |
Sentiment | 1 |
Skullduggery | 2 |
Tactics | 2 |
Theology | 2 |
Techniques
- Crystal Strike
- Void OO:" When making a Martial Arts check have your strike count as crystal.
- Cleansing Rite
- Activation: As a downtime activity, you may make a TN 3 Theology (Void) check targeting up to five characters to remove spiritual contaminants from the targets before they spread. Note that this cannot remove a Shadowlands Taint disadvantage once it has taken hold, but it can prevent this spiritual contamination from taking root after a character is exposed.
- Effects: If you succeed, remove the Afflicted condition from the target.
- Void O: If one or more targets is an Otherworldly being, you become aware of it after completing the ritual—but you do not know which target.
- Void O+ Choose one additional target per Opportunity spent this way.
- Void O+ Instead of targeting characters, you may target an area that encompasses a number of range bands around you equal to Opportunity spent this way. Remove the Defiled terrain quality from this area. If it is a deeply unhallowed place that has long been the domain of evil, the Defiled quality returns after one day, plus additional days equal to your bonus successes.
- Commune with Spirits
- Activation: As a downtime activity or Support action, you may make a TN 1 Theology check using Air, Earth, Fire, Water, or Void to appeal to nearby spirits of that Element (appeal to the departed, such as ancestor spirits, and other non-elemental supernatural presences, if using Void) for aid.
- Effects: If you succeed, choose and receive one of the following boons from the spirit or spirits you contacted:
- Sense the Kami: Detect all spirits and uses of their magic by shugenja within a number of range bands equal to the ring you used plus your bonus successes.
- Spiritual Knowledge: Learn one fact the spirits know about the area.
- Elemental Gift: The kami deliver a small amount of the Element in question to you. For instance, a prayer to a water kami might cause it to begin raining lightly, for a short time, but it might also cause you to run across a stream, or even find groundwater. In contrast, a prayer to fire kami might bring forth a small shower of sparks, while a prayer to an air kami might elicit a gust of wind. Praying to an earth kami might cause you to stumble across a large stone, or find a small patch of arable ground amid a wasteland. Prayers to the ancestors may allow the petitioner to find something that belonged to an ancestor in a time of need.
- O: Reduce the TN of your next check to interact with or appeal to kami or supernatural presences of this Element by 1.
- O+: If you succeed, receive one additional boon per Opportunity spent this way. Each boon can only be received one time per activation.
- Crescent Moon Style
- Activation: When you perform Guard action (see page 264), you may spend Opportunity in the following way:
- Water O:After a character at range 1–2 performs an Attack action targeting you or another character you are guarding, you may perform a Strike action with one readied Martial Arts [Melee or Unarmed] weapon targeting that character (if they are within your weapon’s range). This effect persists until the start of your next turn, or until you perform a Strike action this way
- Stonewall Tactics
- Activation: When making a Social skill (Earth) or Martial skill (Earth) check targeting a character, you may spend in the following way:
- Earth O: Increase the TN of any check the target makes that does not target you by 1 per spent this way. This effect persists until the beginning of your next turn.
- Lord Akodo's Roar
- Activation: Once per game session as an action, you may make a TN 1 Command (Void) check targeting each hostile character within a number of range bands equal to your school rank.
- Effect: If you succeed, each target suffers the Dazed condition.
- Void OO: Void 2 Opportunity +: After you perform this action, one other friendly character per 2 Opportunity spent this way at range 0–3 may immediately perform a Strike action targeting a Dazed character.
- Striking as Water
- Activation: When you make a Martial Arts [Unarmed, Melee, Range] (Water) check you may spend in the following way:
- Water O+: Your target treats their physical resistance as 1 lower per op spent. This effect persists until the end of your next turn.
- Fist of Spreading Venom
- Activation: As a support action you may make a TN 1 Medicine Water Check and expend one charge of a poison to imbue your unarmed strikes with venomous potency. You suffer no ill effects from consuming the poison this way. When you activate this effect you choose one other character at range 0-1 as a target for the burst effect
- Enhancement Effect: If you succeed this kiho activates while this kiho is active your unarmed attacks count as having the poison you consumed applied to them.
- Burst Effect: If you have three or more bonus successes your target counts as having ingested one does of the poison and immediately suffers its effect.
- Threshold Barrier
- Activation: As a downtime activity, you may make a TN 2 Theology check using Air, Earth, Fire, Water, or Void targeting a threshold, gate, or other entryway at range 0–1.
- Effect: If you succeed, the threshold is barred against a particular type of entity, based on the ring you chose, for one hour, plus additional hours equal to your bonus successes. When an entity of this type attempts to enter, it must resist with a TN 3 Meditation (Void) check or be repelled by the spiritual barrier. Whether it succeeds or fails, you immediately become aware of its attempted entry. The particular type of being is based on the ring you chose, as follows
- Air: Ethereal Otherworldly beings such as spirits and ghosts.
- Earth: Living Tainted Beaings.
- Fire: Undead beings with corporal forms.
- Water: Wild Animals.
- Void: Humans.
- Focusing Herbs
- Activation: As a downtime activity using an alchemy kit (PoW page 114), you may make a TN 2 Medicine (Water or Fire) check, targeting one character.
- Effects: If you succeed, your target adds +1 to Focus (Fire) or +1 to Vigilance (Water), plus one for every two bonus successes on the Medicine check. Lower the other value by an equal amount. This effect persists until the end of the next scene.
- O+: Choose one additional target per O spent this way.
- O: Instead of targeting characters, you may instead preserve in honey one dose for each target you would be allowed, and it may be used later, each use persisting for a single scene.
- O: You grant the same bonus to both Focus and Vigilance, regardless of ring. The scene after this bonus lapses, the target's Focus and Vigilance are lowered by an equal amount, to a minimum of 0.
- Preserve Strength
- Activation: Once per scene as a support action or as a downtime activity you may direct triage by making a TN 3 Medicine (Water) Check targeting a friendly army or a number of characters range 0-3 up to your ranks in command.
- Effects Mass Battle: Remove 5 causalities plus 1 for every two bonus successes to a minimum of one.
- Effects Skirmish: Targets reduce the TN of the next Medicine Check by 2 plus 1 for each bonus success
- Water OO Mass Battle: If you succeed choose a friendly leader in the target army remove one of: Bleeding, Burning, Dying
- Water OO Skirmish: If you succeed each target may move 1 range band. If moving towards a character with Bleeding, Burning, Dying they may move 2 range bands instead.
- Matsu Essence
- A poison created from plants grown in the corruptive influence of Toshigoku. Because it is made from wheat grown in the spiritual realms, its taste is easy to disguise, making ideal for making a target lose control in social settings.
- Ingestion: The character suffers 5 strife and the Enraged and Disoriented conditions.
- Weapon: increase the weapon's Deadliness by +2, and after a target suffers a critical strike from the weapon, they suffer the Enraged condition.
- Spirit Caller Title
- Once Per Game Session as a support action you may spend a void point to summon the spirit of an ancestor to partially possess you. Choose a ring and a skill. While possessed you count as an other worldly being and use your ancestors ring and skill rank as well as ancestors honor value. You only have hazy memories of what happened when you are possessed. The ancestors conflict rank is max of meditation + rank
School Ability
- Field Medicine
- When you perform a Medicine check to remove fatigue or a condition from a friendly character, that character removes additional fatigue up to your school rank
Distinctions
- Ancestral Tie Asako Hanasaku (Fire)
- Types: Spiritual
- Effects: The following apply to a character with the Ancestral Tie: Asako Hanasaku distinction:
- You have an astounding breadth of knowledge about herbs, medicines, and poisons, and can always ID any of them that you've ever encountered before or read about, which is almost everything used in the bounds of Rokugan, including the Burning Sands. When you encounter any medicine, herb, or poison that you've never seen or read about before, you are possessed of a strong compulsion to try it on yourself, just to see what it's like and document it properly.
- When you make a check to identify, treat, or concoct an herb, medicine, or poison, you may reroll up to 2 dice
- Religious Connections
- Effects: The following apply to a character with the Religious Connections distinction:
- You have cultivated useful allies and associates among Rokugan's religious caste, including the Qamarists, the worshipers of the Shi-Tien Yen-Wang in the Burning Sands, the monks of Shinsei and the Fortunes, and the many orders of shugenja. You can use these contacts to find information, or obtain goods or services.
- When performing a check that benefits from your religious connections, such as Theology[Earth] to reason with a monk of Fukurokujin, or Sentiment[Fire] to get aid from a temple to Jizo, you may reroll up to two dice.
Adversities
- Stained Lineage (Void)
- Types: Interpersonal, Mental
- Effects: The following apply to a character with the Stained Lineage adversity:
- Your family has a bad reputation. Whether this reputation is hyperbole or truth, most people in your region know about your family’s history and know you belong to that family. These people make negative assumptions about your character, even when given evidence to the contrary. Even if you aren’t awful currently, it’s in your blood, and they believe you will live up to your family reputation one day
- When making a check to interact with anyone from your home region (such as a Commerce [Void] check to attempt trade in the open market without drawing much attention or a Courtesy [Void] check to warn others of an incoming disaster), you must choose and reroll two dice containing Success or Explosive Success . After resolving the check, if you fail, you gain 1 Void point.
Passions
- History
- Effects: The following apply to a character with the History Passion:
- After a short time spent studying it, you can discern the era and context of any object, structure, or text you encounter—or else you know for certain that no chronicler of the Emerald Empire has encountered this thing before.
- After performing a check to remember a historical anecdote (such as a Government [Earth] check to draw parallels to past events or a Smithing [Earth] check to know about past uses of and trends in the creation of tools and artifacts), you remove 3 strife
Anxieties
- Eyes of Many
- Effects: The following apply to a character with the Eyes of Many Anxiety:
- You are constantly worried that others are watching and judging you, whether maliciously or not. You are unable to relax in crowded places, and you tend to worry about your impressions on strangers more than most other people would.
- After performing a check in a crowded place or where two or more strangers are actively listening to you (such as a Courtesy [Air] check to tell your employer your mission went very well when it did not in front of their other retainers or a Fitness [Air] check to avoid notice), you suffer 3 strife. If this is the first time this has occurred this scene, gain 1 Void point
Outfit
4 koku Traveling clothes, ashigaru armor, daishō (katana and wakizashi), satchel of medicinal supplies, opium license, Blanket, bowl, chopsticks, four days of travel rations, flint and tinder
Boon of Fukurokujin: Fukurokujin, Fortune of Wisdom, illuminates the truth even when tricksters seek to obscure it. Once per game session, the wearer may spend 1 Void point to remove a condition or persistent effect caused by a Scheme action.
Pillow Book: Great Battles of the Lion
Pipe.
Weapons
Weapon | Skill | Rng | Dmg | Dls | Grips | Qualities |
---|---|---|---|---|---|---|
Punch | [Unarmed] | 0 | 1 | 2 | - | Snaring |
Kick | [Unarmed] | 1 | 2 | 1 | - | - |
Bite | [Unarmed] | 0 | 0 | 3 | - | - |
Katana | [Melee] | 1 | 4 | 5 | 1-hand: -, 2-hand: Dls +2 | Ceremonial, Razor-Edged |
Wakizashi | [Melee] | 0-1 | 3 | 5 | 1-hand: -, 2-hand: Dls +2 | Ceremonial, Razor-Edged |
3 charges of Focusing Herbs +1 Vig +1 Focus, reduced both next scene, in honey 2 charges of Matsu Essence
TECHNIC TO RESEARCH
Turn Back The Clock, Rank 6 [Qamarist] Activation: As a downtime activity using an alchemy kit, you may make a TN 5 Medicine/Void check targeting one character who has gained a Scar adversity from a Maiming Blow or Permanent Injury critical strike. O: Instead of a Scar adversity, you may target and remove any one ongoing or instantaneous effect affecting the target currently, and remove it. OOOO: You may target the corpse of a character killed untimely by violence and overwrite their death. They are restored to their state just before they were killed, but without any Scar adversities or Conditions that they possessed.
Books Referenced
Benali's Travels of Hanasaku's Gardens - A modern Qamarist text about Hanasaku's notes on plants. It discusses advance mixtures and potions along with detailed effects on the human body.
NPCS of Interest
- Tsume Yokatsu
- Last Seen Rainbow Games. Not really a friend or foe yet but Umi asked Kōhī to save them medically.
- Hantei Oboro
- Last Seen Rainbow Games. Barrackmate of the PCs. Kōhī wants him to live, gets that it's complicated, and likes the guy well enough for as bland as toast as he comes off.
- Bayushi Nishiko
- Last Seen Rainbow Games. Kōhī likes her. A few simple words of praise does wonders for his disposition. They made a connection and he intends to keep it going if possible.
- Shosuro Daisuke
- Last Seen Rainbow Games. Dislikes Kōhī even though the two have barely even been in the same room. Kōhī has said Daisuke is seen as very skilled.
- Ide Daiyu
- Last Seen Rainbow Games. A very handsy Ide that Kōhī is treating. Her more open reactions around him have him confounded. He's not sure what he thinks of her or it.
- Yasuki Otoro
- Last Seen Rainbow Games. A large crab that fight with whip and wak. Said Kōhī saved his life and swore to return the favor.
- Nezumi Y'tchee
- Last Seen in Shiro Kaiu. A mouthy asshole crab that Kōhī fought in the ring. Y'tchee was at over 50 strife thanks to how it played out and swore Kōhī as an enemy.
NPCS YET NAMED Moto who loathe Kōhī (most of them).
Twenty Questions
See google doc https://docs.google.com/document/d/1tQLPd22BVmFN8hUH-mrSWoxvaSC7OipgMh9Cfh8S3So/edit
TODO transfer over here.