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The Topaz Championship, Third Edition An Adventure for the Legend of the Five Rings Role-playing Game
Inspired by Andrew Heckt & Edward Bolme
Updated by Shawn Carman
Additional Material from the L5R Third Edition Playtest Teams, including Jim Harris, Christopher
LaHaise, Charles Etheridge-Nunn, Jason Shafer, and others.
The Topaz Championship is a long-standing tradition in Rokugan, and first appeared in the adventure Ceremony of the
Samurai, in the first edition of the role-playing game. Written by Andrew Heckt and Edward Bolme, Ceremony of the
Samurai did an outstanding job of introducing new players to the world of Rokugan, and is still among the most popular
published adventures in the game’s eight-year history. This updated version of the adventure takes into account all
the system changes that have taken place over two editions, and updates the setting information.
Synopsis
The characters are young samurai who are about to be tested before undergoing their gempukku ceremony, after which they
will be awarded their daisho, signifying their status as adult samurai. The characters may already be familiar with
one another before the adventure begins, or they may meet during the competition. Game Masters that desire a group
already familiar with one another may want to use one of the following options:
- ·
The characters may all be
from a large city, like Ryoko Owari or Toshi Ranbo, where they are students in the same dojo or a network of dojo.
- ·
The characters’ parents
served together as magistrates in the past, or they have some similar past link that causes their children to
associate with one another.
- ·
The characters may all be
sponsored by the same lord or daimyo, who hopes to have a samurai from his court become the next Topaz Champion.
Upon arriving in Tsuma, the characters have a day or so to prepare for the competition and explore the city. During
their preparations, they encounter several interesting individuals, including a ronin who claims to be a former Topaz
Champion. As the contest begins, the characters witness a number of strange accidents that seem to indicate that the
contest is cursed, or that the Crane hosting the event are incompetent. As the accidents become more severe, the
characters become embroiled in an effort to discover what is truly plaguing the competition before someone is killed
or dishonored during it.
Arrival in Tsuma
Although there are those who would dispute such a claim, the vast majority of samurai regard the Topaz Championship as
the most prestigious gempukku ceremony in the Empire. The ceremony is open to any who wish to attend, but the Great
Clans tend to be very selective in determining who represents them at the Championship. To permit just anyone to enter
the contest would risk embarrassment, and no Great Clan would risk such a thing in front of their Crane hosts. Minor
Clan samurai and ronin candidates require a Great Clan sponsor to be admitted to the competition. The Topaz
Championship has been held in the Kakita town of Tsuma for centuries, at one of the largest dojo for the Kakita
Dueling Academy.
Competitors typically arrive in Tsuma by land. There is a river that passes through the city, and it does
connect to the coast eventually, but it is relatively shallow and quite difficult to navigate. In previous years, the
Imperial Barge would make the trek, but the river is rarely used by anyone other than the Crane. Two major roads cross
the city, one east-west, leading toward the Dragon and Seppun holdings, and the other southwest-northeast, leading to
Lion lands and Phoenix lands. Both roads are heavily patrolled by Doji magistrates, and anyone arriving for the
contest will likely have met several patrols during their travels.
Although Tsuma has grown much larger than most descriptions of it in literature and folklore, it is still a
relatively small city, little more than a large village. There are no formal embassies maintained by other clans,
since most only have business within the city once per year, so the characters probably stay in an inn. The inn, like
the city, is extremely crowded during this time of year.
Some contestants will have little interest in the city beyond the contest. Others, however, may wish to
explore. The following are some locations within the city that may be of interest to player characters, and are used
in the Optional Encounters located later in this adventure.
The House of the Laughing Carp: A notable tea house and inn, the House of the Laughing Carp would be
an ideal lodging for the characters during their stay at Tsuma. The house is typically busy in the evenings,
particularly so during the Championship, and sees a wide range of patrons. According to popular gossip, the House of
the Laughing Carp was purchased and renamed by a Yasuki merchant within the past five years, and has undergone
significant improvements in that time. The House even has a small amount of Friendly Traveler sake available, the
finest in the Empire, although the price is quite steep and likely out of reach of the characters.
Poisoned Water Sake House: This tastelessly named business is a small brewery and sake house, and
goes unnoticed by most in the city during the normal course of the year. The house was once owned by the Scorpion, but
was abandoned during the Scorpion coup decades ago. It is now owned by an anonymous merchant patron who communicates
only through scrolls delivered every few months. The house is frequented by ronin during the off-season, but makes
enough money during the Topaz Championship to operate throughout the year. The sake made there is sold in small, black
clay bottles and is famed for its potency.
Medinaat-al-Salaam: This unusual shop is a small building tucked away in a quiet corner of Tsuma. It
is a Unicorn holding, operated by merchant vassals of the Ide family. The shop’s name, almost unpronounceable to the
average Rokugani, is that of a city in the distant north, beyond Rokugan’s borders. Its Unicorn vassals sell a number
of strange gaijin goods, although nothing that would violate the Imperial decree restricting such goods.
The Kakita Dueling Academy: Easily the largest and most prominent building in Tsuma, the Kakita dojo
is a compound of buildings linked under a shared roof and protected by a high wall that prevents onlookers from
watching the training exercises. Outsiders are permitted inside only in the case of high-ranking guests, and during
the Topaz Championship.
The Topaz Championship
The Topaz Championship is a three-day competition that tests young men and women in all the skills that a samurai is
expected to know. It is a rigorous, exhausting whirlwind of activity that can overwhelm even the most stalwart soul.
Points are awarded to those who receive the highest marks in each contest, and the competitor who achieves the most
points is declared the Topaz Champion. While the Topaz Champion receives no set reward or accolade, the prestige
associated with the position ensures that the competition is fierce, and Topaz Champions are typically offered a
number of different assignments, each coveted by young samurai.
Individual competitions during the Championship take the form of a match, wherein two contestants compete
directly with one another, or tests, in which elder samurai ask questions of the contestant. Each competition
completed successfully grants the contestant a single point. In the case of a match, only the victor receives the
point. A competitor must attain a total of five points to pass.
| Who Wins These Things, Anyway? Obviously, the player characters are not alone in their competition at the Topaz Championship. There are many potential
competitors at the end of this adventure, but how do you determine who wins? However it is done, the best means of
determining who faces who is to duplicate Shoin’s process and draw names. This adds an element of chance to the
adventure and can result in player characters facing off against one another, which is always entertaining. Once the
matches have been decided, you may proceed in a number of ways, with the most obvious choices as follows:
- Arbitrarily choose the
winner based on the match. If a Kakita Bushi faces a Kitsu Shugenja in an iaijutsu duel, you can be pretty certain the
Crane will win.
- Have the characters
complete the matches, taking the role of different contestants throughout the competition. This can help new players
gain insight into the clans’ themes, and allow them to explore different mechanics.
- Roll the results randomly.
This can produce some really weird results, so you should be prepared to incorporate them if you choose this option.
|
|
At the beginning of any contest using the match format, master of ceremonies Miya Shoin withdraws small
ceramic tiles from an exquisitely crafted vase. Each tile has the chop of a single contestant on it, and Shoin draws
two at a time to determine who will face each other during the matches. For a test, Shoin simply uses the tiles to
determine in what order the contestants will be tested.
Day One
The first day of the Topaz Championship is a whirlwind of activity, including tests covering the following aspects of a
samurai’s training: sumai, heraldry, athletics, horsemanship, and a discussion on the elements of law, etiquette, and
the code of bushido. Sumai is generally considered among the Championship’s most difficult tests, as few sensei place
as great an emphasis on that skill as they once did.
Sumai
Format: Match
Lead Judge: Daidoji Kenru
Primary Roll: Agility/Jiujitsu (Wrestling)
The sumai match is a bare-handed wrestling competition. Each pair of competitors stands on a large straw mat to soften
the impact of falls. Contestants may not use weapons of any sort, nor wear armor. In each match, the contestants
engage in a Grapple. The first contestant who can maintain a Grapple for three rounds with their opponent held is the
victor.
Heraldry
Format: Test
Lead Judge: Miya Tokeko
Primary Roll: Intelligence/Lore (Heraldry)
In this test, the contestants are brought before the judges individual and asked to identify a given mon or chop. Five
are presented, each more difficult than the last. A contestant must successfully identify four of the five in order to
pass the test. The difficulties are as follows:
| TN |
Mon/Chop |
Example |
| 5 |
Everyday |
The mon of a Great Clan |
| 10 |
Prominent |
The mon of a Great Clan family |
| 15 |
Uncommon |
The mon of a Minor Clan |
| 20 |
Rare |
The mon of a vassal family serving a Great Clan |
| 25 |
Obscure |
The mon/chop of an individual samurai (ex. Kaiu Umasu) |
Athletics
Format: Match
Lead Judge: Kakita Tokimasa
Primary Roll: Various (see below)
The athletics competition is a sort of obstacle course, where the contestants are supposed to demonstrate their sheer
physical speed and coordination by completing the course as quickly as possible. The course consists of three major
obstacles separated by lengthy runs. A simple series of rolls is necessary to complete the course. Every Raise a
competitor makes during the course grants him a point over his opponent. Every failed roll costs the competitor a
point. At the end of the course, whoever has earned the most points has finished first. Once the winner is declared,
these temporary points are all lost and the contest’s winner gains one point toward his gempukku as described above.
Course Start: Stamina/Athletics roll, TN 10
Obstacle 1: The first obstacle is a narrow wooden bridge crossing a wide, muddy-bottomed stream bed.
Crossing the narrow bridge requires an Agility/Athletics roll, TN 10. Only one contestant may cross at a time,
although they may be close behind one another. A contestant who fails the Athletics/Agility roll falls into the mud,
and must make two Agility rolls, both TN 15, to escape. Falling into the mud costs a contestant two race points.
Contestants who wish to force one another into the mud while on the bridge must make an Opposed Raw Agility roll. The
winner has forced his opponent off the bridge, although this is a dishonorable act.
Running: Stamina/Athletics roll, TN 15
Obstacle 2: The second obstacle is a more severe version of the first. A large pit has been filled
with mud, thickened with a variety of herbal compounds. Weighted ropes are suspended over the pit. Contestants must
jump and grab a rope, then swing themselves to the other side. This requires two Agility/Athletics rolls, at TN 10 and
15 respectively. Anyone who falls in must make three successful Agility/Athletics rolls (TN 15) to get out, and loses
three race points.
This event has been sabotaged by the ronin Juriken (see Antagonists below). He has released several
venomous snakes into the mud pit. The snakes are extremely agitated and attack anyone who falls within the pit. If the
contestant has noticed the snakes (Raw Perception Roll, TN 10), then he may attempt to avoid the bite
(Reflexes/Athletics, TN 15). Snake venom rules can be found in the Book of Fire in the Legend of the Five Rings
Role-playing Game, Third Edition.
Running: Stamina/Athletics roll, TN 15
Obstacle 3: A large wooden wall blocks the path, reaching a full 15 feet into the air. The boards
used in the wall’s construction are offset slightly, and can serve as handholds so that the wall may be climbed. This
requires an Agility/Athletics roll, TN 15.
Final Sprint: Stamina/Athletics roll, TN 20
Horsemanship
Format: Match
Lead Judge: Doji Hokehime
Primary Roll: Various (see below)
Much like the athletics competition, this contest is a match between two competitors completing a set course. Also like
the athletics competition, the contestants earn points toward a victory here by making Raises. Every Raise gains a
point, and every failed roll loses a point. When the course is complete, the contestant with the most points is
victorious. These points are then lost and the victor gains one point toward his gempukku as described in the earlier
match. The course consists of the following actions:
| Action |
Roll |
TN |
| Ride the course to the first target |
Agility/Horsemanship |
5 |
| Strike the target from horseback |
Agility/Kenjutsu |
10 |
| Ride to the second target area |
Agility/Horsemanship |
5 |
| While riding, fire an arrow at target |
Reflexes/Kyujutsu |
15 |
| Return to the start |
Agility/Horsemanship |
10 |
Law, Etiquette, & Bushido
Format: Test
Lead Judge: Kakita Gosha
Primary Rolls: Intelligence/Lore (Law or Bushido) and Intelligence/Etiquette
This is a simple test wherein the contestants are questioned privately regarding matters of Imperial law, appropriate
social conduct, and knowledge of a samurai’s code of conduct. Most of these questions are simple, and can be answered
with an appropriate Skill roll (see above) against a TN of 10. If a player knows the answer, then no roll may be
necessary depending upon how you prefer to run this scene. Each contestant is asked a series of questions covering
basic knowledge of Rokugani custom, which may be taken from the following and phrased as a question:
- All land is owned by the
Emperor, who permits his Clans to govern it in his name. (Law)
- After death, a samurai’s
body must be cremated. In this way, his soul ascends to face judgment and his body can never be defiled by blasphemous
black magic. (Law)
- Samurai found guilty of
serious crimes may be allowed by their lord to commit seppuku, a ritual suicide that cleanses their honor upon their
death. Other crimes may result in the samurai being cast out as a ronin, or more severely, executed without honor.
(Law)
- A gift must be refused twice
before it is accepted, or else you show that you believed the first offer was insincere. (Etiquette)
- Matters of commerce are
distasteful to a samurai, and should only be discussed if doing so is to the benefit of both one’s family and clan.
(Etiquette)
- Bow to someone of equal
social standing. Kneel to those of superior standing. If someone of equal standing has superior rank, then you must
bow deeply to them. (Etiquette)
- A samurai shows compassion
and mercy to those beneath him, because only the weak must prove their power by dominating others. (Bushido)
- A samurai bears the name of
his ancestors, and must live a life of honor so that the name can be returned to them without blemishes upon his
death. (Bushido)
- The katana is a samurai’s
soul, and his wakizashi is his honor. To allow shame to come to one’s blades by unclean or dishonorable acts is to
stain one’s soul. (Bushido)
- A samurai’s heart is filled with
courage. He has no fear of death, for to die in the service of one’s lord is the greatest fate a samurai can hope for.
(Bushido)
Evening Encounters
The first day of competition at the Topaz Championship should proceed with minimal complications. For the most part,
the contestants and their supporters are pleased with all that is going on. The evening is an interesting time, with
too many samurai in too small a city for things to be uneventful. Depending upon how you wish to proceed with the
adventure, you may wish to use the following adventure hooks to enliven the down time between contest days.
Most of these hooks directly involve contestants and the Championship, and their backgrounds. Their
statistics and biographical information are found at the end of this adventure. For the most part, these ideas will be
easiest to incorporate if the characters are of the same clan as the contestant in question, but most can easily be
adapted.
The Price of Indulgence (Agasha Hanori)
Challenge:
Agasha Hanori’s father-in-law, a powerful Otomo, is coming to visit on the second day of the contest. He has not met
Hanori and wants proof of Hanori being at least a good person, even if he isn’t succeeding at the contest.
Focus: Hanori
has spent most of his night drinking, managing to pass out just outside of his room. He looks rough and feels worse.
Word has it the Otomo courtier had one of his daughters’ suitors killed when he did not meet his lofty expectations.
Strike: Do
the players try to sabotage Hanori’s poor attempts at seeming like a gentleman with the hope of his dropping out of
the contest, thereby eliminating one of their rivals? Or do they help him flatter the Otomo, potentially earning a
valuable ally in the process?
The “Secret” Duel (Mirumoto Otakan, Kakita Shino)
Challenge:
Mirumoto Otakan’s reputation (or rather the reputation expected of him)
has preceded him. Kakita Shino sees Otakan as a rival, wishing to prove the Kakita technique (and himself) to be
greater than the Mirumoto. He wants to duel.
Focus:
Otakan wishes only to participate in the Championship and move on. A duel
would be pointless and could jeopardize his standing in the tournament. Shino is unrelenting, however. He views the
Mirumoto as everything he is not, a member of a prestigious family whose future is set for greatness. The Kakita
continues to pressure Otakan into action with veiled insults and a mocking tone. At the same time, Otakan can hear his
grandfather pushing him to act and feels his own pride turning to anger. Soon he accepts, on the condition that the
duel is conducted in private.
Strike:
In spite of this, the duel becomes common knowledge among the tournament
contestants. The duelists specifically ask the PCs to witness it. This is not a sanctioned duel. There may be severe
ramifications for both participants, their families and their Clans. Although, the challenge is to first strike, both
duelists are clearly being guided by their emotions. The PCs are in a unique position to intervene. If they wish, they
may attempt to defuse the situation, or at least monitor it to ensure no real damage is done. If successful, they may
gain a new ally or two. However, if either of the duelists is injured, they may find themselves implicated in the
incident, gaining enemies just as easily.
Eight Gifts (Hazu, Tamori Gojinka)
Challenge:
Each contestant celebrates the completion of the first day of competition
in his or her own way. For Hazu, this consists of alcohol and women.
Focus:
Unfortunately, alcohol leads to poor judgment. He has chosen Tamori
Gojinka as the object of his affection. Unable to deter the persistent ronin’s advances, she offers him a challenge.
She will only speak with him further if he can present her with a gift crafted by each Great Clan. Gojinka hopes that
this will distract Hazu long enough for him to sober up.
Strike:
Hazu will be the first to tell you that, sober or not, he cannot resist a
challenge, especially if it involves a woman. He begins seeking the requested gifts, beginning with the PCs. He has
little to nothing to trade and is open to suggestions, and assistance. Hazu is not too proud to realize his
limitations. His ronin status places him beneath the notice of most Clan samurai. His deformed eye causes those who
notice to be suspicious. If the PCs cannot aid him, he simply moves on.
Flawed Visions (Kakita Shino, Usagi Kamahime)
Challenge:
Pinned to Kamahime’s door one morning is a letter of challenge from an old nemesis, but the name of the challenger is
torn off. Focus:
Kamahime knows the challenger from childhood; she can even remember his face, but not his name or clan. Being
near-sighted, she starts stalking a PC until she realizes he is not her nemesis. She repeats this with various
contestants and is likely to get herself killed by a stranger for the offense if she does not stop.
Strike:
The challenge was a jest by Kakita Shino, who wanted to spook Kamahime but did not know she was near-sighted. During
her time of stalking and challenging people, Shino has been harassing the organizers for a room with a better view.
Farmers
Challenge:
During an evening tour of the village, a few brave farmers set up an unofficial contest for the players (and a handful
of NPCs). The farmers invite the samurai to pound mochi to help make sweet rice cakes (mochi is sweet steamed rice,
pounded with mallets into a sticky paste).
Focus:
Each contestant must make a Raw Strength Roll to help pound the mochi. The TN is 10, but whoever has the highest score
the farmers declare the winner. Strike:
The winner of the contest is given the most sweet rice cakes, but all can share in the activity, which brings some of
the NPCs closer to the players they pound mochi with.
The Crab
Challenge: A
rowdy crowd of Crab turn up on the first day to watch the contest and celebrate. They take over a local tavern,
eating, drinking and playing games with their favorite contestants.
Focus: In the
evenings, they invite the strongest bushi (about four PCs & NPCs) to drink with them. Drinking and eating contests are
their main sport, watching as non-Crab have to force down food like one of their kin.
Strike:
Leaving the table before the end of the night is offensive and likely to start a fistfight. The Crab won’t let people
go unless they feign passing out, or have superhuman tact. Contestants know they will be worse for wear if they get
too drunk or keep going until daylight.
Angry Mountains (Agasha Hanori)
Challenge:
Hanori’s best friend and yojimbo, Shiba Hanoshi, is visiting and the two raise drunken havoc. During the evening they
attempt to flirt with servants or samurai-ko, stumble clumsily around, and insult the partying Crab spectators.
Focus: The
Crab do not take insults likely but are not allowed to duel Hanori. Instead, they wish to lure them out of the village
and give them a sound beating. Crab contestants and friends of the Crab are invited to join in. Other players may
overhear the plans or see a group of Crab stalking Hanori & Hanoshi.
Strike: Do
the players join in, attempting to hinder Hanori’s progress or leave the Crab to their business? Do they stop the Crab
with reason, force, misdirection or some other method? Let them know that whatever happens to the reveling Phoenix is
on their heads.
Poisoned Words (Shiba Takako)
Challenge:
Shiba Takako makes friends easily with her Scorpion charm and disarming innocence. In confidence, she asks a friendly
PC to help her poison a Scorpion contestant’s rice before a match. She offers them a similar favor at a later date as
payment.
Focus: Takako
is rational and logical about this, knowing she is preparing to do a dishonorable action but believing she has
justification. She explains that she seeks revenge for her father, who was poisoned in a similar tournament by one of
the Scorpion’s parents, causing him to pass out in a pivotal round. The poison she has is weak and will have the
similar effect in one of the rounds of the championship.
Strike: This
is a dishonorable action, but there may be many reasons behind it. Takako is friendly with most Scorpion, so this
could be a grudge, a sign to the Scorpion of her capabilities as one of them, or a test of the player from the
Scorpion to see if they would help. It could even be a test of friendship from the insecure Takako, using water
instead of poison. The truth is up to the GM, but the PC may see many reasons and repercussions to her actions, be
they aiding Takako, enlisting help from other PCs or reporting her to an official.
Forgotten Blade (Akodo Shotaka)
Challenge: Late in the evening, when
contestants should be preparing for the morning, Shotaka is missing. Two players are politely asked by higher-ranking
Lion to find him and see what it wrong. Such requests are not easily refused.
Focus:
Shotaka is in an alley in a remote part of the village, having a panic attack. Earlier in the evening, he was a guest
at a tournament organizer’s home. In his fascination with all that was going on, he foolishly left his katana there,
at the door where he had checked it. Now the host has retired for the evening, and Shotaka has no blade.
Strike:
Assuming the characters wish to help Shotaka, there are few easy options. The panicky Lion strongly advocates trying
to enter the guarded home and retrieve the blade without anyone noticing. Others may suggest waiting until morning and
asking for the blade to be returned, which is the most reasonable course of action. Shotaka is not feeling reasonable.
If he arrives at the contest the next morning with his blade in his obi, the host will give him a knowing look, and
that will be the end of it. As Shotaka well knows, showing up without the blade will be both humiliating and
dishonorable.
Day Two
The second day of competition involves tests in weapon skill, poetry, courtier skills, go, archery, and hunting. It is
certainly the most grueling day, as the weapon and hunting tests are lengthy and exhausting. The hunting competition
is somewhat unique, as it requires contestants to work together in small teams to accomplish their goal. In this way,
it is actually also a test of the samurai’s ability to work together.
Weapons
Format: Match
Lead Judge: Kakita Soichi
Primary Roll: Agility/Weapon Skill
Other than the tournament that ends the Championship, the weapons test is the most anticipated, most prestigious
individual contest. The contestants are allowed to choose any weapon they wish from a large number of specially
prepared, non-lethal padded weapons. No dishonorable weapons are included, although to accommodate their Mantis guests
the Crane have a variety of peasant weapons to choose from. Ranged weapons are not permitted in this contest. The
blunted weapons in this competition have DR 0k1. Honorable competitors will keep low dice for damage, although some
may grow overzealous in their efforts.
Like the Athletics contest on the first day, this contest has been sabotaged by Juriken and his men. They
have secretly replaced a number of blunted weapons with weapons that appear safe, but are actually more dangerous than
they appear. Roll one die before each contest. On a 1 or 10, one of the contestants has selected a weapon that has
been tampered with. These doctored weapons are DR 1k2, or their normal damage rating if that is lower. Repercussions
from this are discussed in Evening Encounters, below.
Poetry
Format: Match
Lead Judge: Kakita Hirotada
Primary Roll: Awareness/Storytelling (Poetry)
This contest is rather simple. Both contestants are given a topic about which they must compose a poem. Haiku is the
normal format, the traditional 5-7-5 syllable poem of Rokugan. Raises may be made to gain insight into the judges’
personal preferences and incorporate them into the poem. The contestant who beats their TN by the greatest degree is
the victor, although successful Raises can skew the contest in one direction or the other.
Go
Format: Match
Lead Judge: Doji Maseru
Primary Roll: Awareness/Games (Go)
Another traditional contest, the Go match proceeds exactly like any other. The two competitors make an Opposed Roll (or
series of Opposed Rolls, depending upon how detailed you would like the matches to be). The contestant who wins the
roll or rolls wins the match.
Courtier
Format: Match
Lead Judge: Kakita Mai
Primary Roll: Awareness/Courtier and Awareness/Etiquette
The courtier contest is feared by many bushi that have neglected the social and academic aspects of their training. The
judges bring two students before them and give them a subject to debate. There are few rules in this contest, and no
time limit; the judges stop the debate when they believe one contestant has clearly demonstrated his superiority at
the courtly arts. Many blood feuds have begun during this contest. Suitable debate topics may include the following:
- Where does a samurai’s
loyalty ultimately lie: with the Emperor or the Empire?
- Which tenet of bushido is
the most important?
- What is the most important
aspect of spirituality: the Tao, the Fortunes, or one’s ancestors?
Hunting
Format: Match (Team)
Lead Judge: Daidoji Akimasa
Primary Roll: Perception/Hunting (others required as necessary)
Hunting is the most complex contest. Once, every contestant was required to enter the woods surrounding Tsuma and find
a Tsu Fish nest somewhere in the area. Recent years have seen a decline in the number of Tsu Fish, because their eggs
can produce a solution that can remove ink from parchment. Scholars and historians make extensive use of this solution
to correct manuscripts, and the Crane have only recently realized that this use of the eggs is causing a decline in
the fish population. For more information on Tsu Fish, see the sidebar.
The contestants are organized into groups of three to five, depending on the total number of contestants.
Each team must successfully recover one egg. For the victory to be honorable, every team member must be involved in
the search, although in theory one member could find it and return, earning the entire team a point. Every member of
every team that successfully returns with an egg receives a point toward their gempukku. The members of the team that
is first to return receive an additional point as well.
Contestant teams have two hours to successfully retrieve the eggs. The Tsu Fish breeding area is a full
half-hour from Tsuma, so the team has only one hour to locate the egg if they hope to make the trip in time. A
Stamina/Athletics roll (TN 15) is required to reach the area, and then many Perception/Hunting rolls to locate the
eggs (TN 15, total of five successes needed; Raises may award additional successes at the GM’s discretion).
During this contest, Juriken and his accomplices escalate their interference. Juriken is outraged that the
Championship has not yet been canceled, and attacks one team of contestants. This may be the player characters, or it
may be another team. If it is another team, the PCs may be in the area and intervene, saving the team in question. If
the characters face Juriken, the ronin escapes, although his accomplices likely die. If the PCs are not involved in
the attack, then the entire team of contestants is killed, and a specter cast over the competition.
| Tsu Fish Tsu Fish are unusual creatures native to the rivers of the northern Crane provinces. Their behavior is rather unusual,
and has given rise to many popular rumors about their abilities that are blatantly untrue — although most are based at
least partially in fact.
During the dry season, the many small streams and lakes in the northern Crane provinces dry up, leaving a
network of large puddles and trickling creeks that are of little use for agricultural purposes. To prepare for this
season, the Tsu Fish store up body fat so that they do not require much food. Dry season is the mating season, during
which time the Tsu Fish are leave the water and cross short distances to reach other puddles and find suitable mates.
Tsu Fish have unusually thick, strong ventral fins, with which they push themselves through the mud like snakes. Tsu
Fish eggs are considered a delicacy as well as being a useful source for correction fluid, and can be found in these
puddles, but are increasingly rare.
Popular rumors about the Tsu Fish are that they can actually walk and run on their fins like dogs.
Supposedly, they climb trees to lay their eggs and can remain out of water for days at a time. Crane youth enjoy
teasing one another with tales of Tsu Fish attacking humans in defense of their eggs. Such rumors are widely known
among the Crane to be untrue, although they do occasionally tell them to outsiders to see how gullible they are.
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Evening Encounters
With the strange events that have taken place so far during the Championship, the mood in Tsuma is decidedly solemn.
Although no one can say exactly what has happened, samurai realize that something is amiss, and the peasants can sense
that the samurai are on edge, and thus remain indoors to avoid drawing their ire.
At this point in the adventure, Juriken has either been defeated (likely by the player characters), or has
killed a number of contestants and disappeared into the shadows. In either event, the Championship does not stop,
although the death of any contestants creates an uncomfortable situation for the Crane. Juriken is not content with
discomfort. He wants the Crane disgraced, and is willing to sacrifice himself to achieve it. If the characters have
defeated him once, he will come to kill them during the night. If they have not yet encountered him, he selects them
as his next victims, hoping to complete the Crane’s disgrace with more deaths. If the characters find themselves alone
at any point, Juriken attacks. Assuming that they remain in the public eye, he waits and attacks them during the night
wherever they are staying, using his skills to infiltrate their lodging.
While the mood in Tsuma is somber, the contestants are still quite exuberant about their impending
gempukku. Most adventure hooks found in the first Evening Encounters section can be used this evening if you wish to
add additional encounters.
Day Three: The Championship
The third and final day of competition has but a single contest: the iaijutsu tournament. Typically, the point totals
at this point are such that it is already known who will and who will not achieve their gempukku. The iaijutsu
tournament awards a significantly higher number of points than the other contests, however, and can radically alter
the standings of the competitors. It is rare that the tournament winner is not declared the Topaz Champion.
The iaijutsu tournament is the only aspect of the Championship that is open for anyone to view, and
typically it is extremely crowded. The entire city empties to attend and catch a glimpse of greatness. For samurai, it
reminds them of their youth. For peasants, it is a welcome break in their rather monotonous lives. Given what limited
information is available to the spectators, the obvious favorites are Kakita Shino, Mirumoto Otakan, and even Hazu,
although Bayushi Denbi has quite a bit of support as well. If the characters’ nocturnal exploits are common knowledge,
they may have strong support (or no support at all, depending on their actions) as well.
The Topaz Championship
Format: Match
Lead Judge: Kakita Benkei
Primary Roll: Reflexes/Iaijutsu
The iaijutsu tournament is the most anticipated and prestigious event in the Championship. Traditionally, shugenja
contestants who have already accumulated enough points to achieve their gempukku are permitted to abstain from the
tournament if they so choose. There is no loss of honor for this; after all, shugenja are priests, not warriors. Most
usually choose to compete, which is also perfectly acceptable to all parties involved. It is understandably rare for a
shugenja to win the tournament.
Iaijutsu duels are to first strike, and use blunted weapons with DR 0k1. Use the standard dueling rules
found in the Legend of the Five Rings Role-playing Game, Third Edition for this contest. Contestants are paired off in
single elimination matches, with the victors proceeding to the next level until only two remain. If exactly three
contestants remain after a round, only the two with the highest number of points toward their gempukku advance to the
final.
Every victory in the iaijutsu tournament is worth two points toward a contestant’s gempukku. While most
will already have accumulated enough points by the time they reach the tournament, the total number of points achieved
determines who is declared the Topaz Champion.
Epilogue
After the iaijutsu tournament is concluded, the closing ceremonies are held within the hour. The contestant with the
highest number of points accumulated, usually the iaijutsu tournament winner, is declared the new Topaz Champion, a
title held for one year until the next Championship. All those who successfully accumulated five points are granted
their gempukku and become samurai. There are officials on hand from every clan represented in the tournament to
oversee this ritual.
If the characters were responsible for exposing the actions of the ronin Juriken, they are lauded by the
Crane as well as their own clans, even though they likely have no inkling as to Juriken’s true motivations. This could
be an excellent way to promote the characters to Emerald Magistrates, or even grant them a prominent position as
extra-clan magistrates within the Crane provinces (the Crane likely wish to keep an eye on them until they know for
certain that Juriken’s dishonorable past remains a secret).
Contestants
The contestants in the Topaz Championship are among the finest young bushi in the Empire; at least, that is the
intention. In truth, some are there on their own merit, while others received the invitation as a result of political
standing. Shugenja are relatively uncommon, but a few show up each year. Three are in attendance this year, plus
however many are present as player characters.
Hiruma Do [Crab]
Air:
2
Earth:
2
Stamina 3
Fire:
3
Water:
2
Perception 3
Void:
2
School/Rank:
Hiruma Scout 1
Glory:
1.0
Status:
1.0
Honor:
3.5
Advantages:
Crab Hands, Large
Disadvantages:
Antisocial (2 Points), Compulsion (Drinking: 2 Points)
Kata:
Striking as Wind
Skills:
Athletics 1, Hunting 3, Kenjutsu 1, Kyujutsu 2, Lore: Shadowlands 2, Stealth (Sneaking) 3
Hiruma Do considers himself more experienced
than most youths, having gone into the Shadowlands once to prove himself. While looking for a “trophy” for his
gempukku, Do was attacked by Shadowlands beasts, and his cowardly allies left him for dead. His Hiruma training showed
him the way home, but he has never shaken off the effects of the horrible things he saw in the Shadowlands. He has
grown too willing to return, to prove his worth as a scout, but his family have sent him to the Topaz Championship to
take his mind off what he has seen.
Doji Wakao [Crane]
Air:
2
Reflexes 3
Earth:
2
Fire:
3
Water:
2
Perception 3
Void:
2
School/Rank:
Doji Magistrate 1
Glory:
1.0
Status:
1.0
Honor:
3.5
Advantages:
Inheritance (Mother’s Akodo Blade), Quick
Disadvantages:
Fascination (Art), Forsaken, Sworn Enemy (Bayushi Denbe: 2 Points)
Kata:
Striking as Earth
Skills:
Etiquette 1, Iaijutsu 3, Investigation (Notice) 1, Kenjutsu 2, Kyujutsu 2, Lore: Heraldry 1, Lore: Law 1
The eldest son of the noble Doji Gozen is known
in some circles as the Crane Clan Fool. Despite his high status within the clan, Wakao struggles to overcome his
father’s reputation as a boor. His mother is said to have been a Lion general who married a Crane in secret, his only
tie to her being the blade he wields. Wakao is engaged to Kakita Akemi, the daughter of the Crane running the
tournament, and he knows that a Scorpion in the contest wants to win her affection. Wakao is quiet but has a strong
presence. Wakao stays apart from the other contestants, unless he can enlist their help in revealing the Scorpion who
wants to steal his fiancée.
The Doji Magistrate School
The Doji Magistrate School is updated to Third Edition in the upcoming sourcebook,
The Four Winds: The Toturi Dynasty from Gold to Lotus Edition. The first rank of the school is listed here so
that the GM has access to Wakao’s technique.Doji Magistrate School (Third Edition)
Benefit: +1 Perception
Honor: 2.5
Skills: Etiquette, Iaijutsu, Investigation (Interrogation), Kenjutsu, Kyujutsu, Lore: Heraldry,
Lore: Law
Outfit: Katana, wakizashi, jitte, bow and 20 arrows (any type), any one weapon, light armor; badge
of office, kimono and sandals, steed, traveling pack; 10 koku. Techniques
Rank 1: Eternal Vigilance
The magistrate’s first lesson is that one’s eyes must always be open, ever prepared for an ambush. Your TN
to Be Hit is always increased by an amount equal to twice your Perception.
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Kakita Shino [Crane]
Air:
2
Reflexes 3
Earth:
2
Fire:
3
Water:
2
Void:
3
School/Rank:
Kakita Bushi 1
Glory:
1.0
Status:
1.0
Honor:
3.5
Advantages:
Benten’s Blessing, Kakita Blade
Disadvantages:
Overconfident, Proud
Kata:
Striking As Wind
Skills:
Battle 2, Courtier 2, Etiquette 2, Iaijutsu 3, Kenjutsu (Katana) 1, Kyujutsu 1, Sincerity 2
An arrogant youth, and rightly so as he is an
expert duelist. He does his best to embody the stereotypically arrogant Crane, but he comes from a poor family and was
sponsored by a wise noble. For Shino, this is more than just a game; becoming the Topaz Champion would give him the
connections his family needs.
Mirumoto Otakan [Dragon]
Air:
2
Earth:
2
Fire:
3
Water:
2
Void:
3
School/Rank:
Mirumoto Bushi 1
Glory: 1.0
Status: 1.0
Honor:
2.5
Advantages:
Clear Thinker, Sacred Weapon (Twin Sister Blades)
Disadvantages:
Driven (Dueling), Haunted (1 Point)
Kata:
Striking as Earth
Skills:
Athletics 2, Defense 3, Kenjutsu (Katana) 3, Kyujutsu 1, Lore: Shugenja 2, Meditation 2, Theology 2
Mirumoto Otakan represents the legacy of a great
duelist and must do whatever is necessary to uphold that heritage. His ancestor will never let him forget it. Since
his aptitude with the blade became apparent, his family has come to expect great things of him. Many expect him to
perfect the style developed by his grandfather. Only Otakan hears his most vocal supporter: the spirit of his
grandfather, an ever-present voice driving him to his destiny. Otakan feels overburdened, uncertain that he can
accomplish what his ancestor demands of him. But there is nothing more important than family to Otakan, so he shall do
what he must.
Tamori Gojinka [Dragon]
Air:
2
Earth:
3
Willpower 4
Fire:
2
Water:
2
Void:
2
School/Rank:
Tamori Shugenja 1
Glory:
1.0
Status:
1.0
Honor:
2.5
Advantages:
Blessing of the Elements (Earth: 4 Points)
Disadvantages:
Antisocial (2 Points), Elemental Imbalance (Fire: 6 Points)
Kata:
None
Skills:
Athletics 2, Calligraphy 2, Defense 3, Divination 2, Kenjutsu (Katana) 3, Medicine 3, Meditation 2, Theology 2
Spells:
Sense, Commune, Summon, Counterspell, Fires From the Forge, Jade Strike, Speed Growth, Biting Steel, Katana of Fire,
By the Light of Lady Moon
A samurai brings honor and glory to her clan and
family. Tamori Gojinka believes this with all her heart. However, she knows she cannot. Though a skilled shugenja, she
has found that her communion with the kami can have unexpected consequences. It is as if the kami fight for her
attention. Gojinka fears what might happen if she were to lose control of her spellcasting. She has resigned herself
to remaining quiet and unnoticed, so that she is not called upon to use her spiritual abilities, concentrating
instead on physical training.
Akodo Shotaka [Lion]
Air: 2
Earth:
2
Stamina 3
Fire:
2
Agility 3
Water:
3
Void:
2
School/Rank:
Akodo Bushi 1
Glory:
1.0
Status:
1.0
Honor:
2.5
Advantages:
Death Trance, Strength of the Earth (4 Points)
Disadvantages:
Brash, Can’t Lie, Fascination (History), Idealistic
Kata:
Striking As Water
Skills:
Athletics 2, Battle (Mass Combat) 1, Defense 1, Heavy Weapons 1, Jiujutsu 2, Kenjutsu 2, Kyujutsu 1, Lore: History 1,
Meditation 1
Shotaka is a promising young student from the Akodo dojo at Shiro sano Ken Hayai, the Castle of the Swift
Sword. He mixes the Ikoma’s fascination for history with the Matsu’s quickness to act. His sensei believe that if he
can learn to balance the two sides of his personality, he will become a great leader and hero. Time will tell if they
are correct.
Kitsu Konoko [Lion]
Air:
3
Earth:
2
Fire:
2
Water:
3
Void:
2
School/Rank:
Kitsu Shugenja 1
Glory:
1.0
Status:
1.0
Honor:
3.5
Advantages:
Friendly Kami (Fire)
Disadvantages:
Phobia (Insects: 1 Point)
Kata:
None
Skills:
Calligraphy 2, Heavy Weapons 2, Investigation 3, Lore: Ancestors (Lion Clan) 2, Lore: History 1, Meditation 1, Tea
Ceremony 2, Theology (Shintao) 1
Spells:
Sense, Commune, Summon, Counterspell, Castle of Water, Heart of Nature, Reversal of Fortunes, Tempest of Air, Tetsubo
of Earth, Wind-Borne Slumbers
As a child, Konoko wanted to be a bushi. Her
parents, horrified at the notion, sent her to train as a shugenja. Konoko was patient and learned as she was told, but
studies bushido and communicates with long-dead warriors. Her peaceful nature was sorely tested in the past year when
several of her family were slain in the fighting at the City of the Rich Frog. Any Unicorn who face Konoko in the
Championship find her a most determined opponent.
Yoritomo Yuriko [Mantis]
Air:
2
Earth:
2
Willpower 3
Fire:
2
Agility 3
Water:
3
Void:
2
School/Rank:
Yoritomo Bushi 1
Glory:
1.0
Status:
1.0
Honor:
2.5
Advantages:
Absolute Direction, Dangerous Beauty
Disadvantages:
Idealistic, Phobia (Enclosed Spaces: 1 Point)
Kata:
Striking As Water
Skills:
Athletics (Swimming) 3, Battle 1, Commerce 1, Craft: Sailing 1, Defense 2, Kenjutsu 2, Peasant Weapons (Kama) 3
Quiet and solemn, Yuriko does not enjoy
socializing. She is a favorite of many renowned scholars as she spends most of her time with them instead of the
contestants. She is willing to make friends, but people must meet her lofty standards before she considers them
equals.
Agasha Hanori [Phoenix]
Air:
3
Earth:
2
Fire:
2
Intelligence 3
Water:
2
Void:
2
School/Rank:
Isawa Shugenja 1 (Air Affinity)
Glory:
1.0
Status:
1.0
Honor:
3.5
Advantages:
Benten’s Blessing, Innate Ability: Tempest of Air, Quick
Disadvantages:
Bitter Betrothal (Otomo Courtier), Greedy, Lechery (1 Point)
Kata:
None
Skills:
Calligraphy 2, Courtier 2, Hunting 2, Lore: Imperial Courts 2, Meditation 1, Performance 2, Spellcraft (Elemental
Knowledge: Air) 2, Knives 1, Theology 2
Spells:
Sense, Commune, Summon, Counterspell, Cloak of Night, Quiescence of Air, Tempest of Air, Biting Steel, Fury of
Osano-Wo, Earth’s Stagnation
Agasha Hanori is a promising young shugenja and
a darling of the courts. He has won over many people in the Imperial City with his eagerness to please and happy
disposition — but he has not impressed his fiancée, Otomo Umako. She knows Hanori’s weaknesses for sake, women and the
high life, and volunteered him to compete for the Championship so he could prove himself a worthy husband. Hanori
intends to gamble, drink and socialize with the youths of many clans, possibly competing somewhere in between those
activities.
Shiba Takako [Phoenix]
Air:
3
Earth:
2
Fire:
3
Water:
2
Void:
2
School/Rank:
Shiba Bushi 1
Glory:
1.0
Status:
1.0
Honor:
3.5
Advantages:
Crafty, Precise Memory
Disadvantages:
Driven (prove self to both clans), Gullible
Kata:
None
Skills:
Defense 3, Etiquette 1, Kenjutsu 1, Kyujutsu 2, Meditation (Void Recovery) 2, Poison 1, Spears 2, Theology 1
The daughter of a Phoenix bushi and a Bayushi
yojimbo, Takako was raised by her father as a Phoenix after her mother’s death at the hands of the Onisu called
Fushin. Despite the difference in the clans, she was raised to acknowledge both their merits and wears her mother’s
mask as a reminder of her heritage. She seems naïve, young and impressionable, but knows far more than she lets on.
Her stake in the Topaz Championship is to prove herself to both clans and see who wants her more.
Bayushi Denbe [Scorpion]
Air:
2
Reflexes 3
Earth:
2
Fire:
3
Water:
2
Void:
2
School/Rank:
Bayushi Bushi 1
Glory:
1.0
Status:
1.0
Honor:
1.5
Advantages:
Crafty, Dangerous Beauty, Voice
Disadvantages:
Driven (Get Kakita Akemi back), Lost Love (Kakita Akemi), Meddler
Kata:
Striking As Fire
Skills:
Courtier (Political Maneuvering) 2, Defense 3, Etiquette (Sincerity) 2, Iaijutsu 2, Investigation 2, Kenjutsu (Katana)
2, Kyujutsu 1, Ninja Weapons 1
Denbe is kind when he needs to be, but can
change his attitude at a moment’s notice. Initially he acts a little shy to befriend other contestants, but considers
it just good tactics to turn them against one another. His childhood sweetheart is Kakita Akemi, the daughter of the
tournament’s organizer. She has been betrothed to another Crane, but Denbe will do whatever he can to impress Akemi
and win her back.
Moto Xuren [Unicorn]
Air:
2
Reflexes 3
Earth:
2
Fire:
2
Agility 3
Water:
2
Strength 4
Void:
2
School/Rank:
Moto Bushi 1
Glory: 1.0
Status: 1.0
Honor:
2.5
Advantages:
Bishamon’s Blessing, Strength of the Earth (4 Points)
Disadvantages:
Fascination (old texts), Insensitive, Wrath of the Kami (Fire)
Kata:
Striking As Fire
Skills:
Athletics (Running) 2, Battle 1, Defense 2, Horsemanship 2, Jiujutsu 1, Kenjutsu (Scimitar) 2, Spears 1
Xuren is the eldest of his siblings and his
family’s best hope of gaining power in the Moto family. He is not sure of his skills — his younger brother, Xao-Khun,
outmatches him — but their father wants Xuren to succeed. Xuren is more capable than he thinks, but the constant
pressure from his family doesn’t help.
Usagi Kamahime [Hare]
Air:
3
Reflexes 4
Earth:
2
Fire:
2
Agility 3
Water:
2
Void:
2
School/Rank:
Usagi Bushi 1
Glory:
1.0
Status:
1.0
Honor:
2.0
Advantages:
Daredevil, Quick
Disadvantages:
Brash, Haunted (1 Point), Meddler
Kata:
Striking As Fire
Skills:
Athletics (Running) 2, Defense 2, Jiujutsu 1, Kenjutsu 3, Lore: Kolat 1, Spellcraft
(Maho) 2
A spring of energy and swordplay, Kamahime
cannot stop moving. Even between contests or when relaxing, her leg shakes nervously. She has been seen arguing with
thin air. Kamahime is haunted by her critical father who considers her a disappointment, rather than noticing her
skill with weaponry and acrobatics. She cannot resist joining in arguments and giving her opinion on every topic.
Hazu [Ronin]
Air:
2
Reflexes 3
Earth:
2
Fire:
2
Agility 3
Water:
2
Void:
2
School/Rank:
Ronin Duelist 1
Glory:
1.0
Status:
N/A
Honor:
2.5
Advantages:
Quick
Disadvantages:
Bad Fortune (Evil Eye), Forsaken
Kata:
None
Skills:
Athletics 1, Iaijutsu 2, Defense 1, Hunting 1, Investigation 1, Kenjutsu (Katana) 2, Kyujutsu 1, Lore: Shadowlands 1
Hazu’s entire existence is one of tragic
isolation. Born ronin, little better than a bandit, he also bears the scars of his lineage. His father died defending
the heart of the Empire and his family during the fall of Otosan Uchi and the destruction of the Yotsu Dojo. Hazu
survived, rushed from the corrupted city in his mother’s arms.
But there were stories, whispers and rumors.
Many believed the child had been touched by the Shadowlands. Still, his mother was always there, to watch over him and
guide him. Then the Rain of Blood came. He watched it wash over his mother, watched the madness overcome her as she
struck down those who tried to rescue her. Then, she left and he was alone.
Hazu has nothing: no home, no family, and few
possessions. He does, however, have his sword. It’s all he needs.
In Attendance
As the Empire’s most prestigious gempukku ceremony, the Topaz Championship is attended by many important people.
Typically many Crane show up, as might be expected, but representatives come from other Great Clans as well. In
particular, the contest is of interest to those who have served or continue to serve as sensei. This year, the
following important individuals are in attendance.
Kakita Noritoshi (Crane) [Kakita Bushi 5 / Kenshinzen 3]
As the Kakita family daimyo and master sensei of the Kakita Dueling Academy, the Topaz Championship falls directly
under Kakita Noritoshi’s authority. Although Noritoshi is somewhat antisocial, his legendary skill as a duelist and
sensei ensures that the Championship’s host is treated with nothing short of respect and awe.
Miya Shoin, Imperial Herald (Imperial Family) [Miya Herald 5]
The Imperial Herald is the Emperor’s personal messenger, and responsible for the Emperor’s decrees reaching even the
most distant of his subjects. While young, Shoin is devoted to his duties and widely respected throughout the Empire.
As is customary, Shoin serves as the Master of Ceremonies for the Topaz Championship, judging with absolute
impartiality.
Akodo Shigetoshi (Lion) [Akodo Bushi 5 / Akodo War College 1]
The Akodo provinces are a short distance from Crane lands, and the Akodo family daimyo typically attends to oversee the
Lion’s entrants in the competition. Shigetoshi is a reclusive daimyo, virtually unknown outside the Lion Clan. His
presence at the contest attracts attention, but he is largely unconcerned with anything beyond the Lion contestants’
performance.
Isawa Sachi (Phoenix) [Isawa Shugenja (Earth) 7]
The Elemental Master of Earth is among the Phoenix Clan’s most celebrated sensei. Sachi teaches many skills beyond
those associated with his School, and finds the competition of tremendous interest. He gladly talks to guests and
competitors, but politely refuses to speak to any representative from the Mantis Clan.
Mirumoto Rosanjin (Dragon) [Mirumoto Bushi 5]
Before he was a general and the Mirumoto family daimyo, Mirumoto Rosanjin was a sensei at Iron Mountain Dojo, the most
illustrious Mirumoto family dojo. Rosanjin is renowned for his outgoing nature and his pleasant disposition, and is
the most approachable guest attending the competition.
Antagonists
While the characters certainly compete against the other contestants, perhaps even in a hostile manner, they also come
up against Juriken and his cohorts. Although his ronin companions should be equally matched with the characters,
Juriken himself is an extremely dangerous adversary and should be engaged with caution. Facing him at any sort of
disadvantage may well result in one or more PC deaths.
Juriken, Disavowed Harrier
Air: 2
Reflexes 3
Earth: 2
Fire: 3
Water: 2
Void: 3
School/Rank: Daidoji Harrier 1 / Ronin Bushi 1
Glory: –1.5 (Infamous)
Status: N/A
Honor: 1.2
Advantages: Heart of Vengeance (Crane), Quick
Disadvantages: Black Sheep, Driven (Humiliate Crane)
Kata: Striking as Fire, Striking as Wind
Skills: Athletics 3, Battle 1, Deceit 3, Defense 3, Hunting 3, Iaijutsu 2, Kenjutsu (Katana) 3,
Knives 2, Kyujutsu 2, Poison 2, Stealth (Ambush, Sneaking) 3, Traps 3, Underworld 2
Daidoji Juriken was a student at Shiro Giji, the hidden dojo where the Daidoji Harriers are trained. His
skill was so impressive that his sensei broke a long-standing tradition and allowed him to compete at the Topaz
Championship. Juriken concealed the questionable nature of his training, competed, and won, becoming the Topaz
Champion four years ago. Juriken went on to serve the Daidoji well, but two years after his appointment, he was
captured during a mission. He was immediately disavowed by the Crane and cast out, accused of working on his own
against the Scorpion. Juriken would have been executed, but he escaped. He has harbored a terrible resentment of the
Crane ever since, aghast that they discarded him so readily. Now he plans to sabotage the Topaz Championship to give
the Crane the disgrace they so neatly avoided by casting him out.
Kota, Jin, and Taka, Ronin Accomplices
Air: 2
Earth: 2
Fire: 2
Agility 3
Water: 2
Strength 3
Void: 3
School/Rank: Ronin Bushi 1
Glory: N/A
Status: N/A
Honor: 0.5
Advantages: Bland, Quick Healer
Disadvantages: Cruel, Greedy
Kata: None
Skills: Athletics 1, Defense 2, Jiujutsu 2, Kenjutsu (Katana) 2, Kyujutsu 1, Stealth 2, Underworld 1
Although never affiliated with the Crane Clan, these three ruffians have had difficult lives and are eager
to make someone, anyone, suffer for it. Juriken’s skill and passion has been enough to ignite their own need for
vengeance, and they will do anything to help him achieve it. If close to death, however, their conviction wavers, and
they may attempt to bargain for their lives..
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