- 1 The Celestial Court
- 1.1 The Chosen of the Fortunes
- 1.2 The Monastic Adepts
- 1.3 The Way of the Warrior
- 1.4 The Fortune’s Favour
- 1.5 Stances of the Adept
- 1.6 Ways of the Adept
- 1.7 Paths of the Warrior
The Celestial Court
- Influence: Carcassonne, Chang’Na, Naipon
Also known as the Court of Heaven, this faith reveres Amaterasu Omikami, and the Fortunes. It is said that in the east, the god Izanagi drew the metal from the World, and with it forged Kusunagi, the Sword of Heaven. Each spark that flew from the forge burned brightly. Those that fell to the earth become one of the Ten Thousand Little Gods, the miko-kami. Those that flew into the sky became the Ten Thousand Celestial Gods, the omi-kami. The brightest of these was Amaterasu, Lady Sun, who rose into the sky with her brothers; Susano, the god of the Sea, and Tsukuyomi, the Lord Moon. When the sword was ready, his wife, Izanami, cooled the blade with water from the ocean, the droplets that fell to the earth sparkled, forming the first souls, while the steam that rose into the air created Heaven.
The Celestial Court is an elaborate pantheon filled with many levels. Near the middle rung are the Fortunes, the gods of specific beliefs, virtues, and aspects of society. At times, a Fortune may decide to give their blessing to an individual. A person chosen by the Fortune is not automatically a member of the priesthood, but those who do gain the benefits associated with it. A character who is Chosen by the Fortunes has the choice to become a member of a Shrine to that Fortune, or to simply keep their current way of life.
The Celestial Courts are not interested in the conflicts of Good and Evil. Every kami has a positive and negative (wrathful) aspect. Instead, the Court of Heaven and those who follow it believe in discipline, honour, and cleanliness (in body and spirit). Those who follow the Celestial Court believe that their actions are judged when they die, and their soul goes to meido. If one has lived a life if discipline and duty, they become a blessed ancestor and go to yomi. Those who shirked their duty, and behaved with dishonour, go to jigoku, banished there to one of the Thousand Hells.
Others feel the calling to study the path of enlightenment. These people join a monastery, learning the riddles of the world as they attempt to explore themselves and become more in tune with their spirit and their surroundings. Monastic Adepts are those who have learned something of themselves and have been guided into learning how to tap into the elemental forces found within.
Finally, there are the warriors of the Courts, those who revere their ancestors and attempt to follow in the footsteps of those who came before. Those who follow the way of the warrior (bushido) and are blessed by their ancestors can tap into the harmony of the elements within them, combining these elements into guiding their weapons of war.
The Chosen of the Fortunes
- Title/Nickname: Miko (Female), Kannushi (Either)
- Status: Public, Religious
- Resources: 7
- Skills: Awareness, Meditation
- Abilities: Fortune’s Favour: Benzaiten, Bishamonten, Daikoku, Ebisu, Fukurokuju, Hotei, Inari, Kichijoten, Koki Teno, Mikaten, Vinasu
The Monastic Adepts
- Title/Nickname: Student/Apprentice, Brother/Sister
- Status: Private
- Resources: 5
- Skills: Awareness, Meditation
- Abilities: Stances: Earth, Fire, Void, Water, Wind, Ways: Earth, Fire, Void, Water, Wind
The Way of the Warrior
- Title: Bushi (Male), Onnabushi (Female)
- Status: Private
- Resources: 12
- Skills: Integrity, Presence
- Abilities: Paths: Ice, Spirit, Steel, Thunder, Wood
The Fortune’s Favour
- Type: Chosen of the Fortunes Benefit
The character is blessed by one or more of the Fortunes. The character takes each Favour as an individual Advantage. Most characters only choose one or two of the Fortunes to favour them. Each Fortune grants Additional Successes equal to the character’s (Growth + 3) for specific rolls, listed under the Fortune.
Benzaiten is the Fortune of Art, Beauty, Knowledge, Music, and Eloquence. This Fortune augments Artistry, Diplomacy, Lore, Perform, and Socialize Rolls.
Bishamonten is the Fortune of Warfare and Honourable Combat. This Fortune augments Archery, Blades, Poles, and War Craft Rolls. If the character goes on Active Defence, their Defence is increased an additional (Growth + 3).
Daikoku is the Fortune of Wealth, Commerce, and Trade. This Fortune augments Artistry, Business, Drive, Linguistics, and Integrity Rolls. In addition, Daikoku grants Minimum Successes equal to the character’s Growth on all rolls for cooking.
Ebisu is the Fortune of Good Luck, Fishermen, Merchants, and Workers. This Fortune augments Craft, Endurance, Profession, Ride, and Sail Rolls.
Fukurokuju is the Fortune of Happiness, Longevity, Wealth, and Wisdom. This Fortune augments Awareness, Business, Lore, and Occultism Rolls in addition to Death Saves.
Hotei is the Fortune of Abundance, Contentment, and Good Health. This Fortune augments Empathy, Endurance, Herbalism, Medicine, and Survival Rolls.
Inari is the Fortune of Rice and Foxes, and is the Fortune who Celestial Kitsune serve. This Fortune augments Animal Ken, Awareness, Herbalist, Meditation and Survival Rolls.
Kichijoten is the Fortune of Beauty, Fertility, and Happiness. This Fortune augments Empathy, Endurance, Integrity, Perform, and Presence Rolls.
Koki Teno is not a Fortune, but is the Mother of Kitsune, and is recognized as a power to be respected and feared. She augments Disguise, Integrity, Perform, Presence and Subterfuge Rolls.
Mikaten is the Fortune of Harmony, Rebirth, and Retribution. She is also known as and worshipped as Mika in the Arin Faith. This Fortune augments Awareness, Empathy, Integrity, Occultism, and Presence Rolls.
Vinasu is the Fortune of Forests, Mysteries, and Secrets. She is worshipped as Mana in the Arin Faith. This Fortune augments Herbalist, Investigation, Lore, Meditation, and Occultism Rolls.
Stances of the Adept
- Type: Monastic Adept Training
The Adept has learned the Stances of the Monastic Adepts. When the character uses a Stance, they gain the benefits and penalties of the Stance for the entire Round. A character can only use one Stance at a time. Stances can be used with any weapon skill and can also be used while wearing Light or Medium Armour.
Stance of Earth
The character studies the form of Earth. The character sacrifices speed for resilience, allowing the character to weather powerful blows without flinching. While the character uses this Stance, the character reduces their Initiative by twice the character’s Growth but gains a number of Minimum Successes on all Soak rolls equal to (Half Growth + 1).
Stance of Fire
The character studies the form of Fire. The character sacrifices defence for speed, allowing the character to unleash quick strikes at the cost of leaving themselves wide open. While the character uses this Stance, the character increases their Initiative by ((Growth + 3) x 2), but reduces Defence by the character’s Growth + 3.
Stance of Void
The character studies the form of Void. The character becomes an enigma, and can channel their Essence more effectively for combat. By spending one point of Essence, the character adds their (Growth + 3) to one of the following for a single Round: Attack Dice, Defence Trait, Initiative Trait, Soak Trait.
Stance of Water
The character studies the form of Water. The character is a powerful force, pushing past an opponent’s defence, flowing past it to strike but is easily disrupted. When the character uses this Stance, the character gains a number of Minimum Successes on their Attack Roll equal to the character’s Growth, but loses a number of dice on their Soak rolls equal to (Growth + 3).
Stance of Wind
The character studies the form of Wind. The character is hard to grasp, evasive and quick, but their strikes do very little harm. When the character uses this Stance, the character’s Defence is increased by the character’s Growth + 3, however, the Damage of all strikes the character makes is reduced by the character’s Growth, though the minimum Damage the character’s attacks will have is 1.
Ways of the Adept
- Type: Monastic Adept Training
Ways are strikes and patterns used by a martial artist, and can only be used with the character’s Unarmed Skill and while the character is not wearing armour. Only one Way may be used per Round unless the character has Way of the Void.
Way of the Earth
The character’s strikes are powerful and nearly impossible to ignore. The unarmed strikes of the character have Damage (Growth + 3).
Way of the Fire
The character is quick and almost impossible to catch. The character increases their Speed by ((Growth + 3) x 2) for the Round and the penalty to Actions while jogging or running are reduced by the character’s Growth.
Way of the Void
The character can use more than one Way at the same time. The character may use (Half Growth + 1) Ways at once. If Way of the Void is one of the ones chosen, when the character spends an Essence to augment an Unarmed roll or to help use a Technique, the character’s die bonus is equal to (Growth + 3).
Way of the Water
The character is a powerful force, pushing past an opponent’s defence, flowing past it to strike but is easily disrupted. The opponent’s Defence is reduced by the character’s (Growth + 3) against attack rolls made by the character.
Way of the Wind
As a Full Round Action, the character performs a flurry of blows in an instant. This is done as a Passive Roll with a number of Additional Successes equal to (Growth + 3 + Actions Sacrificed). Anyone within the character’s reach the character wishes to strike subtract their Defence from the Successes rolled. Any left-over Successes are added to the Damage of the attack as the opponent is struck time and again.
Paths of the Warrior
- Type: Way of the Warrior Training
Paths reflect dedicated training by the warriors of Carcassonne, Chang’Na, and Naipon. A character may only benefit from one Path at a time, and when a Path has been chosen the character may not use any other Path that Round. A character may use armour while invoking a Path. When a Path is invoked, the character gains Additional Successes equal to the character’s Growth + 3 when using the Weapon Skill (including if used the Skill to Craft). In addition, the character, if going on Active Defence, increases their Defence by (Half Growth + 1) when using the Path’s Skill.
Path of Ice
Pole Skill. When an opponent moves into the character’s reach, the character can attack as a Free Action rather than an Instant Action with pole weapons that have Reach. When using a pole weapon that can be thrown, the Range increases by the character’s Growth + 3.
Path of Spirit
The character reduces the Difficulty of a Skill used with another Path or with a Way by (Half Growth + 1). The character may specifically use another Path when using Path of the Spirit.
Path of Steel
Blades Skill. When equipped with two swords, the character reduces the penalty associated with using two weapons by (Half Growth + 1). This bonus can stack with the penalty reduction of the Dual Wield Talent.
Path of Thunder
Impact Skill. Strikes using this Path reduce the Soak of an opponent’s Armour by (Growth + 3). In addition, objects by this attack have the Hardness of the object reduces by the same amount for purposes of determining the object’s Health against the blows of the character.
Path of Wood
Archery Skill. As a Full Round Action, the character releases a flurry of arrows in an instant.. This is done as a Passive Roll with a number of Additional Successes equal to (Growth + 3 + Actions Sacrificed). The character can attack a number of opponents equal to the character’s Growth + 3. Each target must subtract their Defence from the Successes rolled. Any left-over Successes are added to the Damage of the attack as the opponent is struck time and again. In addition, the character adds their Archery Skill to their Defence when using a bow.