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=='''Background'''==
 
=='''Background'''==
  
Hiruma Jun’Ai is the third daughter out of five that was born to Hiruma Kenji, a Crab Clan Scout who was stationed on the wall. Jun’Ai was raised in a small village just inside the wall what was filled with the families of those people serving on the wall itself. She followed her father around as if she was his only son. Learning the woodcraft skills that was necessary for a scout well before she was initiated into the Hiruma Bushi School. She was a happy child but just like all children who grew up on the wall she was realistic about the threats that were out there and knew what her responsibilities were regarding those threats.
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Hiruma Jun’Ai is the third daughter out of five that was born to Hiruma Aki, a Crab Clan Scout who was stationed on the wall. Jun’Ai was raised in a small village just inside the wall what was filled with the families of those people serving on the wall itself. She followed her father around as if she was his only son. Learning the woodcraft skills that was necessary for a scout well before she was initiated into the Hiruma Bushi School. She was a happy child but just like all children who grew up on the wall she was realistic about the threats that were out there and knew what her responsibilities were regarding those threats.
  
 
It was traditional in her school for the students to go on a solo trek on the other side of the wall once they reached a certain age. They were given supplies and piece of Jade and sent over the wall to find their way alone to Shinsei’s Last Hope, the Crab Fortress furthest inside the Shadowlands. It was an important test for the scouts that served in the Crab forces. Jun’Ai’s trek through the forest was fraught with danger as she learned very quickly that she had stumbled into a territory that a group of Aka-Name had chosen as their hunting grounds.
 
It was traditional in her school for the students to go on a solo trek on the other side of the wall once they reached a certain age. They were given supplies and piece of Jade and sent over the wall to find their way alone to Shinsei’s Last Hope, the Crab Fortress furthest inside the Shadowlands. It was an important test for the scouts that served in the Crab forces. Jun’Ai’s trek through the forest was fraught with danger as she learned very quickly that she had stumbled into a territory that a group of Aka-Name had chosen as their hunting grounds.
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Jun’Ai made Shinsei’s Last Hope by morning the poison in her viens from the beast’s claws making every step seem almost impossible.
 
Jun’Ai made Shinsei’s Last Hope by morning the poison in her viens from the beast’s claws making every step seem almost impossible.
  
---The Topaz Championship---
 
  
Jun'Ai and Daisuke arrived with the Crab delegation to take part in the Topaz Championship and they totally kicked ass. Jun'Ai was tied for first with the Duelist through the first day but fell behind on the second. However Daisuke came in second throughout the entire tournament but neither were able to win in the Dueling portion. Throughout the weekend Jun'Ai became good friends with Akodo Kumiko. A young Lion Bushi who had fallen in love with a Scorpion lady named Hiriko. Kumiko was being blackmailed, kind of, by the Scorpion. Jun'Ai overheard, eavesdropped, a conversation between the two lovers in a Temple.
 
 
Jun'Ai approached Kumiko with this information and the Young Lioness confessed everything. The two girls became fast friends. Jun'Ai then followed a scorpion delegation to where they were staying and attempted to infiltrate their compound where she was discovered but let go by Hiriko's Shosuro Yojimbo with super wicked magical shadow powers. He is now known as Shadow-Sama or maybe even Shadow-Sensei depending on Jun'Ai's mood. He is also very handsome and does not speak. The next night Jun'Ai, the Lioness and the Duelist ride off into the night to rescue Kumiko's mother and the Imperial messengers who were coming to present something to the Emperor.
 
 
They were too late to rescue Kumiko's mother but Jun'Ai and the Duelist were able to set a trap in the woods for the Archer who killed her mother where they killed him and Jun'Ai took the head and an arm but everyone kind of ignored the arm. When they went back to the Inn the Elder Lion was there, a Grumpy Magistrate, and Jun'Ai was told to destroy the arm and that the head doesn't really matter but that she could keep it. So she does.
 
 
In the closing ceremony the Heir to the Empire gave Jun'Ai a Fancy Tanto made of a Dragons Tooth that is totally magical. Daisuke got a Crow.
 
  
 
=='''Rings / Traits'''==
 
=='''Rings / Traits'''==
  
Air 3:
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Air 2:
 
* Reflexes 3
 
* Reflexes 3
* Awareness 3
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* Awareness 2
  
 
Earth 2:
 
Earth 2:
* Stamina 3
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* Stamina 2
 
* Willpower 2
 
* Willpower 2
  
Fire 3:
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Fire 2:
 
* Agility 3
 
* Agility 3
* Intelligence 3
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* Intelligence 2
  
Water 3:
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Water 2:
 
* Strength 3
 
* Strength 3
* Perception 3
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* Perception 2
  
 
Void: 2
 
Void: 2
  
  
Honour: 3.1
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Honour: 4.0
 
 
Glory: 1.7
 
 
 
Status: 4.5
 
  
Insight: 175
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Glory: 2.8
  
Rank: 3
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Status: 1.0
  
Exp Spent/Earned: 96/96
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Insight: 122
  
=='''Hiruma Scout School'''==
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Rank: 1
  
'''Dance the Razors Edge''' - The Hiruma Scout learn the ways of the Shadowlands intimately, and are taught to rely on speed and stealth to survive, function, and escape in that most inhospitable of environments. You may add your Stealth Skill Rank to the total of your initiative rolls (Unless caught by surprise or otherwise unaware). You can make all food, water, and jade rations last twice as long as normal for a number of people equal to your Hunting Skill rank. While in the Shadowlands, you gain +1k0 to stealth rolls and always know the direction of the empire and roughly how far away it is.
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Exp Spent/Earned: 2/7
  
'''Wolfs Little Lesson''' - Hiruma learn to dash in and out in a single motion. While you assume the Attack Stance, You add 5 to your armor TN every time you hit with a melee weapon. This bonus may stack a number of times equal to your school rank and lasts until the end of the current skirmish.
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=='''Hiruma Bushi School'''==
  
'''One Blade, Both Hands''' - The Crab knife-fighting technique emphasizes using the empty hand to grasp, control, and distract the opponent, setting him up for the knife-hand to deliver the lethal blow. When fighting with one open hand and a tanto, you add +3k1 to your damage with tanto and may ignore all effects of your opponent's armor. (If your opponent is a creature with inherent Reduction, you may ignore 5 points of that Reduction.)
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'''Torch Flame Flickers''' - The Hiruma learns to focus his strikes even while protecting himself, perfecting the penetrating quality of his blow without sacrificing his defense. While you assume the Attack Stance, you gain a bonus of +1k0 to the total of all attack rolls. You are skilled at survival and can make all food, water, and jade rations last twice as long for a number of people equal to your Hunting Skill Rank.
  
 
=='''School Skills'''==
 
=='''School Skills'''==
  
* Athletics (Strength) 3 - 1. Moderate Terrain no longer impedes movement, movement across difficult terrain reduces her water ring by 1 instead of 2.
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* Athletics (Strength) 3
* Hunting (Perception) 4 - Tracking
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* Hunting (Perception) 3
 
* Kenjutsu (Agility) 2  
 
* Kenjutsu (Agility) 2  
* Kyujutsu (Reflexes) 3 - 1. Stringing a bow for use is a simple action.
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* Kyujutsu (Reflexes) 3
 
* Lore: Shadowlands (Intelligence) 2
 
* Lore: Shadowlands (Intelligence) 2
* Stealth (Agility) 3 - Sneaking 1. A characters simple move actions while using stealth allows him to move a distance equal to his water x 5.
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* Stealth (Agility) 3 - Sneaking
 
* Jiujutsu (Agility) 2
 
* Jiujutsu (Agility) 2
  
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* Defense (Reflexes) 1
 
* Defense (Reflexes) 1
* Horsemanship (Agility) 3
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* Horsemanship (Agility) 1
 
* Iaijutsu (Reflexes) 1
 
* Iaijutsu (Reflexes) 1
* Investigation (Perception) 3 - 1. A second attempt to use the Search Emphasis may be made without an increase in the original TN.
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* Investigation (Intelligence) 1
* Sincerity (Awareness) 2
 
* Heavy Weapons (Agility) 3 - Masakari: 1. Reduce opponents reduction rate by 2.
 
* Knives (Agility) 3 - Tanto 1. Off Hands penalties does not apply when using a Knife.
 
* Lore: Bakuto (Intelligence) 1
 
* Perform: Storytelling (Awareness) 1
 
* Lore: Anatomy (Intelligence) 1
 
* Lore: Law (Intelligence) 2
 
* Battle (Perception) 2
 
* Calligraphy (Intelligence) 1
 
* Courtier (Awareness) 1
 
* Etiquette (Awareness) 1
 
  
 
=='''Advantages'''==
 
=='''Advantages'''==
  
 
* Silent: +1k0 for stealth rolls.
 
* Silent: +1k0 for stealth rolls.
* Servant: Sparrow
 
  
 
=='''Disadvantages'''==
 
=='''Disadvantages'''==
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=='''Gear'''==
 
=='''Gear'''==
 
* Katana
 
* Katana
* Grinning Axe!
 
 
* Wakizashi
 
* Wakizashi
 
* Parangua
 
* Parangua
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* Traveling Pack
 
* Traveling Pack
  
* Togashi's Tooth (Fancy Tanto) - Given to Jun'Ai by the Heir of the Empire. "The golden saya is itself a work of art, and likely the most valuable thing she has ever held. She pulls the blade an inch or two free... ...and discovers that the blade is a single piece with the hilt, yellowed ivory, coming t an edge so fine that the last hairsbreadth of the ivory is translucent." Totally a Dragons Tooth. Always counts as Jade/Chrystal. Picks up the offensive part of any duration spell cast near it. So totally awesome Fancy Tanto. Way cooler than some Topaz Armor. Weapon is small  and 1k1 for damage.
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* Fancy Tanto
  
 
=='''Rewards and Penalties'''==
 
=='''Rewards and Penalties'''==

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