Jump to content

Random Rokugan Stuff


SKJAM!

Recommended Posts

Re: Random Rokugan Stuff

 

Potions: D&D-style potions are normally OAF Fragile (potion bottle), Charges Never Recover, Extra Time Delayed Phase (get out potion from container, uncork, swig, take effect) and Independent. They're less useful to characters with Disadvantages like Absent-Minded (might grab wrong potion in the heat of battle) or Butterfingers. The new potions in Oriental Adventures just duplicate new low-level spells in the volume, so I will present one example.

 

2 Cobra Breath Potion: Drain CON 1d6, Area Of Effect (3" Cone; +1) (20 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (Potion; -1 1/4), Extra Time (Delayed Phase, -1/4)

 

Notes: Unlike most other potions, this one is not meant to be swallowed, but instead swished around in the mouth and spit right back out.

 

Other OA spells available in potion form are: Firey Eyes, Scales of the Lizard, Protection from Taint, Trance, Apparition, Chameleon, Horse's Nose, Invisibility to Spirits, Kiss of the Toad, Protection from Charm, Protection from Spirits, Swim, Warning, Know the Shadows, Discern Shapechanger, Fire Wings, Invisibility to Enemies, Magnetism, Mental Strength, Steam Breath, and Thorn Skin.

 

 

Rings: These beauties are either an IIF or OIF, depending on how obvious their function is. Under standard D&D rules, a character can only wear two operating rings at a time, with any additional magic rings simply not functioning for the duration. Most characters who like these items also wear several non-magical rings to confuse thieves. There are no new rings in Oriental Adventures, so here's a sample from the DMG.

 

4 Ring of Climbing: Climbing 14- (13 Active Points); Independent (-2), IIF (leather ring; -1/4)

 

Notes: This simple leather cord allows the wearer to climb with a fair amount of skill. Helpful if the character doesn't have the skill on their own, or is poor at it.

 

 

 

Scrolls: These are OAFs with Charges that Never Recover, and take Extra Time: Delayed Phase (Take scroll from case, unfurl it, read spell.) Also, all scrolls have the limitation: "Must meet qualifications to cast spell or suffer mishap." Thhe further the user is from qualifying to use the spell, the more likely the spell will fail to work or backfire miserably. Those with more than one spell can written up with a Multipower. A typical example follows:

 

 

5 Minor Wu Jen Spell Scroll: Multipower, 25-point reserve, (25 Active Points); all slots Independent (-2), OAF (scroll; -1), Limited Power Power loses about a third of its effectiveness (Must qualify to cast spell or risk mishap; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)

 

1u 1) Animate Fire: Telekinesis (5 STR), Affects Porous (18 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. fire; -1), OAF (scroll; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)

 

1u 2) Chameleon: Invisibility to Sight Group , Usable By Other (+1/4) (25 Active Points); 1 Continuing Charge lasting 1/2 Hour which Never Recovers (-2 1/4), Independent (-2), OAF (scroll; -1), Limited Effect Normal Sight only (-1/4), Limited Power Power loses about a fourth of its effectiveness (Abrupt changes in background require a segment to adjust to; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)

 

1u 3) Cobra Breath: Drain CON 1d6, Area Of Effect (3" Cone; +1) (20 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (scroll; -1), Limited Power Power loses about a third of its effectiveness (Must qualify to cast spell or risk mishap; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)

Link to comment
Share on other sites

  • Replies 82
  • Created
  • Last Reply

Top Posters In This Topic

Re: Random Rokugan Stuff

 

Wondrous Items: A catch-all category for all other magical loot. It's all Independent.

 

 

17 Biwa of Calm: Mind Control 6d6 (Human, Animal Minds and Monster Minds classes of minds), Area Of Effect (5" Radius; +1) (100 Active Points); Independent (-2), OAF (biwa; -1), No Range (-1/2), Set Effect ("Be calm"; -1/2), Limited Power Power loses about a third of its effectiveness (Effects end for all in radius if any affected being is attacked or the PS: Biwa Player roll is fumbled.; -1/2), Does Not Provide Mental Awareness (-1/4), Requires A PS: Biwa Player Roll (-1/4)

 

Notes: This lute-like instrument creates a particularly dignified and soothing sound when played by a sufficiently-skilled musician. Anyone who's close enough to hear the soft music will feel calmer and more rational. But this is a delicate calmness, that is instantly shattered by violence. This instrument is much in demand at peace negotiations.

 

 

5 Biwa of Kakita: +4 with any music-related Skills (20 Active Points); Independent (-2), OAF (Biwa; -1)

 

Notes: This finely-made and magically-enhanced instrument makes a musician even more skilled than normal, with even beginners able to make decent sounds come out of the biwa. Priozed in court circles.

 

 

5 Charm of Protection From Disease: Life Support (Immunity: All terrestrial diseases and biowarfare agents), Area Of Effect (4" Radius; +1 1/2) (25 Active Points); OAF Immobile Fragile (Paper charm; -2 1/4), Independent (-2)

 

Notes: This long red and yellow paper charm, inked with invocations of the healing kami, protects a location (usually a single building) from disease. Unfortunately, the charm is easily damaged or removed, at which point the protection ends. As you can imagine, the rich and powerful monopolize the few of these that get made, especially if plague is in the land.

 

 

11 Charm of Protection From Spirits: Mind Control 5d6 (Spirits class of minds), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (5" Radius; +1) (75 Active Points); OAF Immobile Fragile (-2 1/4), Independent (-2), Set Effect ("Do not enter this building"; -1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4)

 

Notes: This long red and yellow paper charm, inked with powerful threats against unwanted spirits, helps protect a building against spirits. This affects all spirits, not just unfriendly ones. More potent versions exist, at 7d6 and 9d6 effect. Relatively rare, usually only created for special rituals which require that no spirits interrupt.

 

 

21 Charm of Protection From Theft: (Total: 118 Active Cost, 21 Real Cost) Change Environment 4" radius, -10 to Concealment, Lockpicking & Stealth rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (102 Active Points); OAF Immobile Fragile (paper charm; -2 1/4), Independent (-2) (Real Cost: 19) plus Energy Blast 2 1/2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Attempting to remove charm from lintel; +1/4) (16 Active Points); 1 Charge which Never Recovers (-4), OAF Immobile Fragile (paper charm; -2 1/4), Independent (-2), No Range (-1/2) (Real Cost: 2)

 

Notes: This long red and yellow paper charm, inked with supplications to the prosperity kami, ia pasted on the lintel of a building, warning all who pass of its protection. Within its coverage, all actions associated with thievery become more difficult. Further, if a thief tries to remove the protective charm, they'll get a nasty electrical shock. Due to the fantastic cost of this item, it's pretty much confined to government vaults and the storerooms of the very wealthiest merchants.

 

 

7 Courtier's Obi: High Society 19- (23 Active Points); Independent (-2), IIF (silk obi; -1/4)

 

Notes: This obi (a silk sash worn as a belt around the kimono) is especially enchanted to give the wearer the most exquisite court manners. It does not stack with other magical obi or belts.

 

 

16 Diamond Rod: (Total: 105 Active Cost, 16 Real Cost) Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); Independent (-2), 30 Charges which Never Recover (-1 3/4), OAF (rod; -1), No Range (-1/2), Incantations (-1/4) (Real Cost: 15) plus Money: Well Off (5 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (rod; -1) (Real Cost: 1)

 

Notes: A short iron rod topped by a large, high-quality diamond. Even after expending the lightning bolt charges of the rod, the diamond remains unharmed and can be sold or traded for a temporary wealth boost. This item can not have Independent removed.

 

 

25 Drums of Thunder: Multipower, 100-point reserve, (100 Active Points); all slots Independent (-2), OIF (drums; -1/2), Gestures (Requires both hands; -1/2)

2u 1) Lightning Bolt: Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); Independent (-2), No Range (-1/2), OIF (drums; -1/2), Gestures (Requires both hands; -1/2)

1u 2) Fly: Flight 12" (24 Active Points); Independent (-2), OIF (drums; -1/2), Gestures (Requires both hands; -1/2)

1u 3) Cloud Chariot: Flight 11", x8 Noncombat, Usable Simultaneously (up to 4 people at once; +3/4) (56 Active Points); Independent (-2), Limited Power Power loses about a third of its effectiveness (No combat movement; -1/2), OIF (drums; -1/2), Gestures (Requires both hands; -1/2)

1u 4) Fear: Mind Control 6d6 (Human class of minds), Area Of Effect (7" Cone; +1) (60 Active Points); Independent (-2), No Range (-1/2), Set Effect (Cause Fear; -1/2), OIF (drums; -1/2), Gestures (Requires both hands; -1/2), Does Not Provide Mental Awareness (-1/4)

1u 5) Control Weather: Change Environment 2" radius, Long-Lasting 1 Day, Multiple Combat Effects, Varying Combat Effects, MegaScale (1" = 1 km; +1/4), Costs END Only To Activate (+1/4), Varying Effect Limited Group (Any sort of weather appropriate to the climate and season; +1/2) (90 Active Points); Independent (-2), Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Gradual Effect (10 Minutes; -1), OIF (drums; -1/2), Gestures (Requires both hands; -1/2)

6 Charges: Endurance Reserve for Drums of Thunder (200 END, 0 REC) Reserve: (20 Active Points); Independent (-2), OIF (drums; -1/2)

 

Notes: These small drums are attached to the user by a harness and are decorated with black or yellow comma shapes. By pounding on the drums, the user can summon various effects, perhaps the most impressive of which is controlling the weather. I decided to use an Endurance Reserve rather than Charges since the original items uses more charges for some functions than others. Note that you do not actually need to have PS: Drummer to use this item, but it might be nice considering everyone else is going to have to listen to the user pounding on the drums for ten minutes for the weather control function.

 

 

8 Dust of Immobility: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (blowgun; -1), No Range (-1/2), Cannot Form Barriers (-1/4)

 

Notes: This item is found in small blowpipes. By blowing through the pipe, the user can launch a puff of dust at a victim no more than 1/2 hex away, paralyzing them until the victim can mentally break out.

 

 

5 Eight Diagram Coins, Minor: Precognitive Clairsentience (Mystic Group) (40 Active Points); Independent (-2), 1 Charge (-2), Precognition/Retrocognition Only (-1), OAF (eight coins; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power Power loses about a third of its effectiveness (Only to answer a question with "weal" "woe" "weal and woe" or "no answer."; -1/2), Time Modifiers (-1/2)

 

6 Eight Diagram Coins, Major: Precognitive Clairsentience (Mystic Group) (40 Active Points); Independent (-2), 1 Charge (-2), Precognition/Retrocognition Only (-1), OAF (eight coins; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power Power loses about a fourth of its effectiveness (Cryptic phrase or advice; -1/4)

 

Notes: These "coins" are actually eight copper disks, each marked with a particular symbol. By asking a question about the future and tossing the coins, the user may get useful information. The minor coins have only four possible answers, one of which is indistinguishable from failing the PER Roll. The major coins actually give a bit more information, normally in the form of cryptic advice or warnings. (Example: "How can I win the cooking contest tomorrow?" "A gentle spirit does not frighten birds.") The usefulness of the coins is limited by the caster's ability to ask the right question and understand the answer.

 

 

21 Everproducing Rice Mortar: Major Transform 10d6 (Air into food, being eaten), Improved Target Group (any kind of normal food; +1/4) (187 Active Points); Independent (-2), 1 Charge (-2), OAF Bulky (Rice Mortar; -1 1/2), Limited Target ([Very Limited]; Air only; -1), Gestures (Requires both hands; must grind pestle in mortar constantly to keep producing food; -1/2), No Range (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Concentration (1/2 DCV; -1/4)

 

Notes: This wondrous item creates food once per day, up to a very substantial amount. These things are very much in demand, and wars have been started for less. Some extraordinary mortars also grant four Wishes. (I'm not even going to try to stat that out.)

 

 

8 Flute of the Snake: Summon 4 50-point vipers, Slavishly Devoted (+1) (40 Active Points); Independent (-2), OAF (Bamboo flute; -1), Requires A PS: Flautist Roll (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power Power loses about a fourth of its effectiveness (Each viper after the first is at -2 to the Skill Roll; no more vipers can be summoned until all the old ones have left; -1/4)

 

Notes: This innocent-looking bamboo flute allows a skilled performer to summon vipers to their aid. The vipers are completely loyal to the user and will fight even unto death. The text doesn't give any limit to how often the flute can be used, but it's clearly not meant to be used to call up an army.

 

 

 

more to come

SKJAM!

Link to comment
Share on other sites

  • 2 weeks later...

Re: Random Rokugan Stuff

 

205 Gem of Wishes: Variable Power Pool, 170 base + 35 control cost, all slots Cosmic (+2) (425 Active Points); 4 Charges which Never Recover (-3); all slots Independent (-2), OAF (gemstone; -1), Limited Power Power loses about a fourth of its effectiveness (Cannot defy the will of the gods; -1/4)

 

Notes: While it appears to be an ordinary gemstone the size of a man's fist, and of the highest quality, the gem's true value is the four Wishes stored inside. Most wishes should be easy enough to grant within the Power Pool limit, with a little fudging if necessary. This item can never have its Independent Limitation removed. As you might guess, not a whole lot of these get made.

 

 

24 Gong of Dispelling: Dispel All magic and evil summoned beings 15d6, Area Of Effect Nonselective (14" Radius; +3/4), all magic powers and evil Summoned creatures simultaneously (+2) (169 Active Points); OAF Immobile (Gong; -2), Independent (-2), 50 Charges which Never Recover (-1 1/2), No Range (-1/2)

 

Notes: This large (3-foot diameter) gong must be hung in a frame and struck heartily to function. Every functioning magical power in the vicinity has a strong possibility of being dispelled, and evil Summoned creatures may be banished back to their plane of origin. It's a bit of a double-edged sword, but if you're being swarmed by demons, the benefits will probably outweigh the drawbacks.

 

 

6 Kimono of Storing: Concealment 20- (25 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (only to hide two one-handed-sized objects in the sleeves; -1), IIF (kimono; -1/4)

 

Notes: This kimono allows the wearer to conceal objects far too large to actually fit inside it, one in each sleeve. Each object must be carriable by one hand. This is a magical effect, and can be Suppressed, Drained or Dispelled normally. The most obvious use for adventurers is to carry around a concealed weapon or two.

 

 

2 Mempo of Pure Thought: Detect Lies A Single Thing 18- (Unusual Group) (10 Active Points); Independent (-2), 3 Charges (-1 1/4), OIF (mempo; -1/2)

 

Notes: This iron face mask (normally worn with full samurai armor) allows the user to spot when someone is lying three times a day.

 

 

24 Mirror of Healing: (Total: 191 Active Cost, 24 Real Cost) Aid 5d6, all Characteristics simultaneously (+2) (150 Active Points); 10 Charges which Never Recover (-2 1/4), Independent (-2), OAF Bulky (mirror; -1 1/2), Only Restores to Starting Values (-1/2), Incantations (-1/4), Requires Light To Use (-1/4) (Real Cost: 19) {B]plus[/b] Dispel "Status Effect" powers 11d6, any "status effect" power one at a time (+1/4) (41 Active Points); 10 Charges which Never Recover (-2 1/4), Independent (-2), OAF Bulky (-1 1/2), No Range (-1/2), Incantations (-1/4), Requires Light To Use (-1/4) (Real Cost: 5)

 

Notes: If a creature is reflected in this 5'x2' wall mirror when the correct trigger phrase is pronounced, they will have their wounds healed, their vitality restored and any bodily diseases or temporary afflictions removed. After all the charges are used, the mirror is shattered.

 

 

2 Mirror of Enlightenment: Detect Good/Evil/Law/Chaos/Primary Motivation A Class Of Things 11- (Unusual Group), Range (10 Active Points); Independent (-2), OAF Bulky (mirror; -1 1/2), Incantations (-1/4), Requires Light To Use (-1/4), Limited Power Power loses about a fourth of its effectiveness (target must be reflected in mirror; -1/4)

 

Notes: Upon speaking the command phrase, the user of this 3' diameter mirror can see a colored aura around any creature reflected in the mirror. By interpreting the colors, the user can determine whether the reflectee is most aligned with Good, Evil, Law, Chaos or what their primary motivation is.

 

22 Mirror of Fear: Mind Control 7d6 (Human, Monster Minds and Animal Minds classes of minds), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; Creature looks directly at its reflection; +3/4) (124 Active Points); Independent (-2), OAF Bulky (Mirror; -1 1/2), Set Effect (Only to cause fear; -1/2), Requires Light To Use (-1/4), Subject To Range Modifier (-1/4)

 

Notes: If a creature looks directly at their reflection in this 3' diameter mirror, they will see a hideously distorted version magically designed to strike fear into their hearts. Naturally, the further the prospective victim is from the mirror, the less likely they are to get a really good look. Usually placed to guard a corridor.

 

 

5 Mirror of Spirit Seeing: Detect Spirits' true forms 18- (Sight Group), Discriminatory, Perceive into Spirit Realm (22 Active Points); Independent (-2), OAF (mirror; -1), Requires Light To Use (-1/4)

 

Notes: This smaller mirror (1' diameter) has the special property that any spirit passing before the mirror is reflected in their true form. Figuring out how to use it subtly is the primary challenge.

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

7 Paper of Forms: Summon 75-point Normal animal or non-magical item, Expanded Class of Beings Limited Group (+1/2), Slavishly Devoted (+1) (37 Active Points); Independent (-2), OAF (Origami paper; -1), Limited Power Power loses about a third of its effectiveness (Once form is chosen, only that form may be used; all forms have 2x BODY Vulnerability to fire; -1/2), Requires A PS: Origami Roll (-1/4), Extra Time (Full Phase, Only to Activate, -1/4)

 

Notes: By folding this magical paper just right and blowing on it, the user can turn it into any normal animal up to the size of a warhorse, or any non-magical inanimate object of up to the same size. If the summoned thing is destroyed (most likely by fire, which the magic is particularly vulnerable to), the paper is too. Once the form of the item is chosen, it can never be folded into anything else. When finished, the user simply commands it to resume paper form. Due to the relatively rare skill needed to properly use this device, it may be more of a resale item for most parties.

 

 

7 Pearl of Protection from Fire: Armor (0 PD/15 ED), Hardened (+1/4) (28 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Fire and heat; -1/2), IIF (pearl; -1/4)

 

Notes: If a character has this pearl on their person, they are given considerable protection against fire. Since fire is such a common attack form in the setting, this makes the pearl invaluable. This item also comes in a superior version that protects against 30 points of fire damage.

 

 

22 Pearl of the Tides: Telekinesis (35 STR), Area Of Effect (5" Any Area; +1) (105 Active Points); Independent (-2), Only Works On Limited Types Of Objects Very Limited Group of Objects (Water; -1), Limited Power Power loses about a third of its effectiveness (only to raise or lower water; -1/2), IIF (pearl; -1/4)

 

Notes: The character with this pearl is able to raise or lower water in a limited area essentially at will. The clever user can find many uses for such an item, justifying its high price.

 

 

7 Porcelain Mask: Summon 75-point Zombie or Skeleton, Expanded Class of Beings Very Limited Group (Zombie or skeleton; +1/4), Slavishly Devoted (+1) (34 Active Points); Independent (-2), OAF (mask; -1), Summoned Being Must Inhabit Locale (Need corpse to affix mask to; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

Notes: By affixing this mask to a corpse, the owner can turn it into a zombie or skeleton (depending on the condition of the source material.) Wrestling the mask off the corpse will return it to normal, and the mask is reusable. Anyone can use this device, making it especially handy for parties low on magic. However, necromancy has a horrible reputation, so characters concerned about their good public image may want to avoid using the porcelain mask.

 

 

16 Sacred Ofuda: Mind Control 10d6 (Undead class of minds), Continuous (+1) (100 Active Points); Independent (-2), Skin Contact Required (-1), OAF (ofuda; -1), Set Effect (Do not move; -1/2), Limited Power Power loses about a third of its effectiveness (Stops working if undead attacked or if ofuda falls off; -1/2), Does Not Provide Mental Awareness (-1/4)

 

Notes: A strip of paper enscribed with powerful signs against the undead, and slightly sticky. When successfully placed on a undead being's forehead (the "skin contact"), it halts them in their tracks, making them stand like a statue. This lasts indefinitely, but is a fragile control. If the undead creature is attacked, or the ofuda is removed/falls off (as when blown by a stiff breeze,) the compulsion ends. This device is often found in ancient tombs, attached to an undead creature who has stood there for decades or centuries waiting for the ofuda to go away.

 

 

4 Twilight Lantern: Sight Group Images Increased Size (4" radius; +1/2), Reduced Endurance (0 END; +1/2) (20 Active Points); Independent (-2), OAF Fragile (Paper lantern; -1 1/4), Only To Create Light (-1), Conditional Power Power Does Not Work In Water (-1/4)

 

Notes: This paper lantern has a everlasting cold flame within it that can light up a large area, or soften to merely a dim glow. This is a must-have for adventuring parties, and very easy to make, so well worth buying the Independent limitation off of.

 

 

7 Wilding Clasp: Wildshaped (allows item to function normally when user shapeshifted; +1/4) for up to 100 Active Points of Worn foci other than armor (25 Active Points); Independent (-2), OIF (chain clasp; -1/2)

 

Notes: This three inch long golden chain attaches to a worn item such as an amulet or vest, allowing it to function even when the wearing is shapeshifted and the item would normally be absorbed into the new form. These items are much prized by hengeyokai.

 

 

1 Wondrous Writing Set: +2 w/Forgery, PS: Calligraphy, PS: Ink Painting (6 Active Points); Independent (-2), OAF (writing set; -1)

 

Notes: This magical writing set (brush, inking stone, inkwell, all in a beautiful lacquered box) gives the user a boost to their calligraphy skills. As it's useless to people without such skills, it's mostly used by nobles, scribes and the classier type of criminal (for the forgery potential, usually.)

 

 

And that completes the Rokugan Magic Items survey. Now, I believe someone wanted oni, is that correct?

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Haino no Oni

 

Player: NPC

 

Val Char Cost

10 STR 0

17 DEX 21

14 CON 8

12 BODY 4

15 INT 5

12 EGO 4

19 PRE 9

2 COM -4

 

6 PD 4

7/17 ED 4

2 SPD 0

5 REC 0

28 END 0

26 STUN 2

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 57

 

Cost Power

10 Poison Immunity: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)

10 Resistant: Armor (0 PD/10 ED) (15 Active Points); Only Works Against Limited Type of Attack (Cold, fire and acid; -1/2)

25 Alternate Form: Shape Shift (Sight Group, any humanoid ), Makeover

25 Telepathy: Mind Link , Human and Intelligent Monsters classes of minds, Any Willing Target

3 Native to the Shadowlands: Life Support (Immunity: Taint)

8 Claws: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Reduced Penetration (-1/4)

5 Water Drain: Drain STR 1 point, Invisible to Touch Group, SFX Only (+1/4), Ranged (+1/2), Cumulative (4 points; +1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (13 Active Points); Limited Power Power loses about half of its effectiveness (Victim must be 0 DCV; -1), Restrainable (tongue; -1/2)

18 Regeneration: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage Two or More Types of Damage (jade, obsidian, Kuni crystal, honorable, blessed; -1/2)

Powers Cost: 104

 

 

Cost Skill

11 Acting 17-

3 Climbing 12-

9 Concealment 15-

7 Conversation 15-

11 Disguise 16-

0 Language: Shadowlands (idiomatic) (4 Active Points)

4 Language: Rokugani (idiomatic)

11 Persuasion 17-

9 Stealth 15-

32 +4 with All Combat

3 +3 with Water Drain

Skills Cost: 100

 

 

 

Total Character Cost: 261

 

Pts. Disadvantage

15 Distinctive Features: Tainted (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

20 Hunted: Any armed humans in the area 14- (As Pow, Harshly Punish)

20 Psychological Limitation: Thinks of humans as food source (Very Common, Strong)

20 Reputation: Evil monster, 14- (Extreme)

15 Social Limitation: Hidden monster (Occasionally, Severe)

Disadvantage Points: 90

Base Points: 100

Experience Required: 71

Total Experience Available: 71

Experience Unspent: 0

 

APPEARANCE

Hair Color: None

Eye Color: Yellow

Height: 1.53 m

Weight: 55.00 kg

Description:

Haino no Oni look like humanoid toads in their true form, with dry, lumpy skins and bulging eyes. Unless they take special care, their human forms will look vaguely toad-like. Its Taint Level is 11 (medium.)

 

BACKGROUND

Haino no Oni are normally not found in the Shadowlands at all, preferring to infiltrate Rokugan itself and feed off the unsuspecting victims there. They disguise themselves as ordinary travelers, waiting until they can find a sleeping or otherwise incapacitated victim, then use their long, tube-like tongues to suck the liquids out of the human.

 

PERSONALITY

Haino no Oni are able to put on a mask of being ordinary humans who are curious about the strangers they're meeting, and quite affable. But in reality, they have only contempt for the human race, seeing it only as a necessary food source. They're relatively cowardly, and much prefer their victims to be sleeping or otherwise helpless.

 

QUOTE

"Why don't you get some sleep? I'll keep guard."

 

POWERS/TACTICS

The Haino no Oni has the standard Shadowlands Oni powers, plus a long, hollow tongue.

 

Haino no Oni normally disguise themselves as humans, then find a sleeping or helpless victim to attack. Often they'll do this through a window or crack in the wall or ceiling. Their long tongue extends and forces its way into a body orifice (usually the mouth, but Haino no Oni aren't squeamish) and sucks out body fluids, weakening the victim. Four STR is normally enough to satisfy the oni. An anaesthetic slime coats the tongue, so the victim does not feel the attack and awaken.

 

If confronted by an active opponent, the Haino no Oni will use its claws to defend itself, fleeing if seriously wounded or outmatched.

 

There is a 25% chance a given Haino no Oni will have a minor useful magic item; it will use this item intelligently.

 

CAMPAIGN USE

Haino no Oni are a good opponent for low-powered characters; they're not too blessed with one hit kill attacks, and usually attack solo. Also, they attack on the player characters' turf, thus reducing the risk of other Shadowlands creatures showing up as reinforcements.

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Ashi no Oni

 

Player: NPC

 

Val Char Cost

22 STR 12

17 DEX 21

14 CON 8

12 BODY 4

10 INT 0

13 EGO 6

15 PRE 5

2 COM -4

 

10 PD 6

9/19 ED 6

2 SPD 0

7 REC 0

28 END 0

52 STUN 22

 

4" RUN -4

2" SWIM 0

0" LEAP -4

Characteristics Cost: 78

 

Cost Power

10 Poison Immunity: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)

10 Resistant: Armor (0 PD/10 ED) (15 Active Points); Only Works Against Limited Type of Attack (Cold, fire and acid; -1/2)

25 Alternate Form: Shape Shift (Sight Group, any humanoid ), Makeover

25 Telepathy: Mind Link , Human and Intelligent Monsters classes of minds, Any Willing Target

3 Native to the Shadowlands: Life Support (Immunity: Taint)

18 Regeneration: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage Two or More Types of Damage (jade, obsidian, Kuni crystal, honorable, blessed; -1/2)

16 Burrower: Tunneling 2" through 4 DEF material

6 Tough Hide: Damage Resistance (10 PD/9 ED) (9 Active Points); Limited Power Power loses about a third of its effectiveness (Does not work vs. magic; -1/2)

21 Keen Senses: +7 PER with all Sense Groups

3 Tentacles: Extra Limbs (7) (5 Active Points); Limited Manipulation (-1/4), Only In Oni Form (-1/4)

27 Bite: Killing Attack - Hand-To-Hand 3d6-1 (4d6 w/STR) (40 Active Points); Reduced Penetration (-1/4), Only In Oni Form (-1/4)

27 Poisonous Tentacles: (Total: 43 Active Cost, 27 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Hand-To-Hand Attack (-1/2), Only In Oni Form (-1/4) (Real Cost: 4) plus Drain CON, DEX & STR 1d6, CON, DEX & STR simultaneously (+1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (35 Active Points); Gradual Effect (1 Turn (Post-Segment 12); -1/4), Only In Oni Form (-1/4) (Real Cost: 23)

12 Thorn Burst: Killing Attack - Ranged 1/2d6, Hole In The Middle (+1/4), Area Of Effect (1" Radius; +1) (22 Active Points); No Range (-1/2), Only In Oni Form (-1/4)

23 Poisoned Thorns: Drain CON, DEX, & STR 1d6, Hole In The Middle (+1/4), Area Of Effect (4" Radius; +1), CON, DEX & STR simultaneously (+1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (47 Active Points); Limited Power Power loses about a third of its effectiveness (Thorn Burst must do at least 1 BODY damage to activate; -1/2), Linked (Thorn Burst; -1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4)

12 Thornskin: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (25 Active Points); No STR Bonus (-1/2), No Knockback (-1/4), Only In Oni form (-1/4)

18 Tremorsense: Spatial Awareness (Touch Group), Increased Arc Of Perception (360 Degrees), Range (32 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs. objects on/in the ground; -1/2), Only When In Contact With The Ground (-1/4)

20 Fear Aura: Mind Control 6d6 (Humans class of minds), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (7" Radius; +1) (97 Active Points); No Conscious Control (-2), No Range (-1/2), Set Effect (Cause Fear; -1/2), Only In Oni Form (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4), Does Not Provide Mental Awareness (-1/4)

20 Darkness: Darkness to Sight Group 2" radius

36 Desecrate: Change Environment 2" radius, -3 to Turn Undead, Long-Lasting 1 Day

61 Spike Stones: Change Environment 8" radius, +8 Points of Damage, -3" of Running, Long-Lasting 8 Hours, Multiple Combat Effects (91 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. beings not touching the ground; -1/2)

Powers Cost: 393

 

 

Cost Skill

7 Concealment 13-

11 Contortionist 16-

9 Intimidation 15-

0 Language: Shadowlands (idiomatic) (4 Active Points)

4 Language: Rokugani (idiomatic)

11 Stealth 16-

64 +8 with All Combat

2 +2 with thorns

4 +1 with DCV (5 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only vs. one opponent at a time; -1/4)

Skills Cost: 112

 

 

Cost Talent

10 Resistance (10 points)

3 Bump Of Direction

Talents Cost: 13

 

Total Character Cost: 596

 

Pts. Disadvantage

15 Distinctive Features: Tainted (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)

10 Hunted: Any armed humans in the area 8- (As Pow, Harshly Punish)

15 Physical Limitation: Inhuman shape and size, -2 to DCV, +2 to other's PER Rolls, no hands in oni form (Frequently, Greatly Impairing)

20 Psychological Limitation: Thinks of humans as food source (Very Common, Strong)

15 Psychological Limitation: Impulsive (Common, Strong)

20 Reputation: Evil monster, 14- (Extreme)

Disadvantage Points: 95

Base Points: 200

Experience Required: 301

Total Experience Available: 301

Experience Unspent: 0

 

APPEARANCE

Hair Color: None

Eye Color: Black

Height: 4.56 m

Weight: 998.00 kg

Description:

Ashi no Oni are vaguely wormlike, with seven poisonous tentacles emerging from their bodies. Their chitinous skin is covered with thorns, and their startlingly humanoid faces have gaping maws with sharp fangs. Their eyes are deep-set.

 

BACKGROUND

Ashi no Oni look vaguely like, and fit much the same ecological niche as, the ankheg of normal D&D countries. They burrow through the Shadowlands soil, keeping it aerated and fertilized. Oh, and eat any non-Shadowlands creature they run across.

 

PERSONALITY

Ashi no Oni, while possessed of average intelligence, have very poor impulse control. They want to eat humanoids, and they want to do it now.

 

QUOTE

Food!"

 

POWERS/TACTICS

The Ashi no Oni has the standard Shadowlands Oni powers.

 

In addition, Ashi no Oni can shoot poisonous thorns from their tentacles, and have (non-poisoned) thorns on their chitinous skin that make it dangerous to attack them. They have a number of area-effect spells that can be helpful to them as well.

 

Ashi no Oni will attempt to attack from underground as soon as they spot a likely target. If initially beaten off, they'll head back underground to attempt an ambush from a different direction. Only if this doesn't work will the oni try to use its area effect powers to try to even the odds.

 

 

CAMPAIGN USE

Ashi no Oni are formidable opponents who specialize in attacking from below. They're a good choice for when the party has become complacent.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...