<span class="bbc_u"><strong>Tamori Ayame</strong></span><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Picture</div><div class="spoiler_body">(http://elliquiy.com/elluiki/images/0/04/L5R_Moshi_Takako_by_GENZOMAN.jpg)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">20 Questions</div><div class="spoiler_body">1. WHAT CLAN DOES YOUR CHARACTER BELONG TO?<br/><br/>Since my great grandfather's time, we have pleged loyalty to the Boar clan. But we have still passed on the traditional teachings of the Dragon.<br/><br/>2. WHAT FAMILY DOES YOUR CHARACTER BELONG TO?<br/><br/>The Tamori.<br/><br/>3. IS YOUR CHARACTER A BUSHI, A SHUGENJA, OR A COURTIER?<br/><br/>I am a shugenja.<br/><br/>4. HOW WOULD OTHERS DESCRIBE YOUR CHARACTER’S APPEARANCE?<br/><br/>I stand at a mere five feet tall, with a slender, almost fragile build. My eyes are a deep blue, like sparkling sapphires, and I have long, raven black hair which I usually keep tied neatly in a ponytail. I usually wear a jade green kimono, cut low enough to display a fair portion of my C cup bust.<br/><br/>5. WHAT IS YOUR CHARACTER’S PRIMARY MOTIVATION?<br/><br/>I would like to see the world outside of The Lair, and make some kind of positive mark on it. Maybe even travel back to ancestral Dragon lands at some point.<br/><br/>6. WHO IS THE PERSON YOUR CHARACTER TRUSTS MOST IN THE WORLD?<br/><br/>I trust my grandfather more than anyone. He taught my father everything he knows, and has been the root of our family here in the Lair since before my first memories.<br/><br/>7. WHAT IS YOUR CHARACTER’S GREATEST STRENGTH AND WEAKNESS?<br/><br/>My greatest weakness is my small, almost frail stature, and my greatest strength is my force of presence, which I employ to influence both the kami and my fellow Rokugani.<br/><br/>8. WHAT DOES YOUR CHARACTER THINK OF BUSHIDO?<br/><br/>I admire greatly the courage of those who commit themselves to protection of others, and will in turn use what abilities I can to protect those under my care, as well.<br/><br/>9. WHAT IS YOUR CHARACTER’S OPINION OF HER CLAN?<br/><br/>This is a complicated question for me. I was raised in fealty to the Boar, and respect this, yet... I know in my heart that I was born into the Dragon clan and in the end I still consider myself a Dragon.<br/><br/>10. IS YOUR CHARACTER MARRIED?<br/><br/>Not yet, although I know I have been promised to one of the Boar clansmen, another Dragon born, like myself. I'm not supposed to know who it is, but my grandfather told me it is Mirumoto Hitoshi, and then swore me to secrecy on the matter. I was relieved to find out it is someone I have drilled with and have found his company to be rather pleasant, not to mention his admirable skill and honor as a bushi.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body">Tamori Goro was a samurai, assigned to protect Kitsuke Fumiko, a shugenja of moderate ability. It wasn't her connection with the kami that fascinated Goro, however... it was her immense beauty. She thought well of him, as well, but they were both promised to marry other people, and thus any attraction they felt for each other could not be explored. That was, until they stumbled into Boar territory. They were captured and told in no uncertain terms that they would not be permitted to leave. Despite their consternations on the matter, this dark cloud had a very bright silver lining- they were finally free to pursue the romance they had always separately dreamed could blossom between them.<br/><br/>Kitsuke Fumiko's betrothed would perish never knowing what had become of her, but he would eventually find his way to Boar lands, and to Ayame, where he was taken by the resemblance to how her grandmother had looked. He has decided to stick around and watch this young shugenja, to exert what influence he can over her.<br/><br/>Miramoto Nobuo was also a samurai, sent to investigate the disappearance of a very well connected cousin of his. His investigation brought him too close to Boar lands, and he, too, was captured. He spent most of his waking moments trying to escape, that was until he met Heichi Mariko, the beautiful daughter of a local administrator. He was smitten with her and they would marry a few years later, but he never fully let go of his resentment at having been taken. He would never find his cousin, either, but he would find at least a measure of happiness through the sons that Mariko would bear for him.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stats</div><div class="spoiler_body">Tamori Ayame<br/><br/>60+8 -67<br/>Insight      150<br/>Insight Rank      2<br/><br/><br/>Air      2<br/>--Reflexes      2<br/>--Awareness      2<br/><br/>Earth      3<br/>--Stamina      3<br/>--Willpower      3<br/><br/>Fire      3<br/>--Agility      3<br/>--Intelligence   3<br/><br/>Water      2<br/>--Strength      2<br/>--Perception      2<br/><br/><br/>Void      3/3<br/><br/>*Athletics            2<br/>*Calligraphy         2   (Cipher)<br/>Courtier            1<br/>*Defense            2   <br/>Etiquette            1<br/>*Divination            2<br/>*Lore: Theology         2<br/>*Medicine            2<br/>Meditation            1<br/>Performer: Biwa (Agility)   1<br/>Performer: Song (awareness)   1<br/>*Spellcraft            3<br/><br/>Advantages:  <br/>BLISSFUL BETROTHAL [SOCIAL] (3 POINTS)<br/>Your marriage has been arranged and, much to your delight, you have come to truly love your intended spouse. The social connections you have established as part of your enthusiastic marriage preparations allow you to purchase the following Advantages for two points less each (to a minimum of 1 point): Gentry, Kharmic Tie (with your betrothed only), Social Position, and Wealth.<br/><br/>(2) WEALTHY [MATERIAL] (1 POINT/RANK) (Rank IV)<br/>Your branch of the family is particularly wealthy, and they have granted you additional resources in order to facilitate your fulfillment of your duty. For each point spent on this Advantage, you gain two additional koku, to be added to the amount in your School outfit. Crane, Unicorn, and Imperial characters may purchase this Advantage for 1 point less off its total cost.<br/><br/>Disadvantages:  <br/>HAUNTED [SPIRITUAL] (3 POINTS)<br/>One of your ancestors has chosen to bestow personal attention on you, constantly offering you advice and making demands.  Perhaps the ancestor merely wishes you to live up to the ideals of your Clan and family, or perhaps he has some unfinished task or duty which he wishes you to complete. You must show all due deference and respect to your ancestor, and do your best to live up to his (or her) expectations. If you fail to do so, your ancestor’s disapproval will bring bad fortune upon you: so long as your ancestor remains angry, once per session one of your die rolls (chosen by the GM) will suffer a –1k1 penalty.<br/><br/>SOFT-HEARTED [MENTAL] (2 POINTS)<br/>Human life is precious to you, so much so that you have difficulty executing the basic duty of the samurai caste: to kill. When faced with the opportunity to kill another human being, you must succeed at a Willpower Trait Roll (TN 20), or you are unable to do so. If you do kill another, the TNs of all your rolls are increased by +10 for one day as you are wracked with guilt. This penalty is not cumulative with multiple deaths. This Disadvantage could potentially also apply to killing nonhuman creatures or even Shadowlands monsters, although the Experience Point value should be increased in such cases.   <br/><br/>SMALL [PHYSICAL] (3 POINTS)<br/>You are noticeably smaller than average for a denizen of the Emerald Empire. As a result, your Water Ring is considered one rank lower for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on the Damage Rolls of all your melee attacks. You may not take the Large <br/><br/>Spells:  <br/>SENSE<br/>c Ring/Mastery: All 1<br/>c Range: Personal<br/>c Area of Effect: 50’ radius from the caster<br/>c Duration: Instantaneous<br/>c Raises: Range (+10’)<br/>This spell can be cast in any of the four standard elements.  It allows the caster to sense the presence, quantity, and rough location of elemental spirits (not the evil spirits known as kansen) of that element within the range of the spell. This is most frequently applied when looking for spirits with which to Commune (see below), but can also be useful as a crude, basic location device. For example, a caster lost in the wilderness could cast Sense (Water) in hopes of locating a source of drinking water.<br/><br/>SUMMON<br/>c Ring/Mastery: All 1<br/>c Range: 30’<br/>c Area of Effect: 1 cubic foot of summoned material<br/>c Duration: Permanent<br/>c Raises: Range (+10’), quantity (+1 cubic foot), composition of material (1-4 Raises, as outlined below)<br/>This spell can be cast in any of the four standard elements.  It allows the caster to summon a modest quantity (one cubic foot) of the chosen element. The summoned matter appears (usually in a rough ball shape) in any open space within the spell’s range. This cannot place the summoned material inside another physical object or living creature. The summoned element will behave in a normal and mundane matter – earth falls to the ground, water soaks anything it lands on, air blows away, and fire winks out unless there is something present for it to burn. In general it is impossible to use this spell effectively in combat, although clever shugenja may find a few modest combat uses, such as using Summon (Fire) to ignite a foe soaked in cooking oil. More commonly, the spell’s value is in simpler functions, such as summoning Water while in a desert, or summoning Fire to light a campfire without flint and tinder.  Raises may be used with this spell to summon a more specific type of the appropriate element, such as wood or iron with Earth, or tea with Water. The GM should choose how many Raises (generally anywhere from 1 to 4) this requires. However, these Raises cannot be used to create rare/precious materials (such as gold) or spiritually powerful substances (such as jade or crystal).<br/><br/>COMMUNE<br/>c Ring/Mastery: All 1<br/>c Range: 20’<br/>c Area of Effect: Self<br/>c Duration: Concentration<br/>c Raises: See below<br/>This spell can be cast in any element save Void. It allows the caster to speak with one of the local elemental kami, asking it a few questions, which it will answer honestly to the best of its ability. Typically this spell will invoke the most active and energetic spirit of the chosen element in the area of effect; if all of the local spirits are quiescent, the GM may require the caster to call 1 or 2 Raises to “wake up” a local spirit enough to answer questions.  A spirit reached with Commune will answer two questions. The caster may Raise to get more questions (one per Raise). The caster may also Raise for clarity, to get a more accurate and informative answer to the questions. (Kami are notorious for their inability to fully comprehend human behavior, and asking questions without Raises for clarity can often result in confusing, enigmatic, or incomplete answers.) Spirits do not forget anything, so theoretically a shugenja can ask a spirit about something that happened decades ago; however, they also do not experience time in the same way as mortals, so trying to ask about something from long ago will usually require Raises in order to make the caster’s wishes clear to the spirit. The nature of the information which spirits can impart varies by element: <br/>   Air spirits tend to be playful and easily distracted, conveying information as emotions or as riddles and jokes. Since they are more interested in feelings than in facts, and enjoy playing games with those who speak with them, communing with an Air spirit can sometimes be very frustrating.<br/>   Earth spirits are straightforward and matter-of-fact, often blunt, but are also often rather uninterested in the behavior of mortals, have a poor understanding of human emotion, and tend to be overly focused on obscure details such as the color of a piece of clothing or the weight of a horse.<br/>   Fire spirits are irritable and temperamental, and are often angry at being summoned unless they are propitiated with an offering of something to burn. On the other hand, if a shugenja can please them they tend to offer the clearest and most accurate information.<br/>   Water spirits communicate their knowledge through soundless visual images. This can be very helpful to a shugenja trying to investigate a past incident, but since the spirits cannot convey scent, sound, or emotion, the information they provide can often be incomplete or misleading.<br/><br/><br/>Earth:  <br/>COURAGE OF THE SEVEN THUNDERS<br/>c Ring/Mastery: Earth 1 (Battle)<br/>c Range: 30’<br/>c Area of Effect: Targets up to caster’s Shugenja School<br/>Rank<br/>c Duration: 10 minutes<br/>c Raises: Duration (+1 minute), Targets (+1)<br/>This spell infuses the targets (who may include the caster) with firm and unyielding courage, bolstered by the eternal power of the Earth. For the duration of the spell, all the targets gain +5k0 to resist any kind of Fear effect, whether magical or natural. However, this spell is associated with the memory of the legendary Seven Thunders, and those whose connection to the Thunders is tenuous do not receive the same degree of blessing from the Earth kami. Samurai who are not of the original Seven Great Clans receive only +3k0 to their rolls to resist Fear. Anyone who has at least a full Rank of Shadowlands Taint cannot benefi t from this spell, although this will not actually reveal that they are Tainted.<br/>   This spell may be cast as a combined ritual by two or more shugenja who know the spell, in which case they may add their highest single Earth Rank to their combined total School Ranks to determine how many targets the spell can affect.<br/><br/>JADE STRIKE<br/>c Ring/Mastery: Earth 1 (Jade, Thunder)<br/>c Range: 100’<br/>c Area of Effect: One target<br/>c Duration: Instantaneous<br/>c Raises: Damage (+1k0), Range (+10’), Targets (+1 target, maximum of 5 total targets) <br/>   This spell summons forth the purest of Earth kami, those of jade, in the form of a blast of iridescent green energy. The jade power fl ies out and unerringly strikes the chosen target – it cannot be intercepted or defl ected, although Magic Resistance or other forms of magical defense can thwart it. If the target has at least one Rank of Taint, the Jade Strike will infl ict damage with a DR of 3k3, burning and blackening the Tainted flesh. However, a target who does not have at least a full Rank of Taint will not suffer any damage from the spell. Casting Jade Strike on a non-Tainted target is generally regarded as a grave insult – except perhaps among the more paranoid ranks of the Kuni family, where it is seen as merely a sensible precaution.<br/><br/>-- JUROJIN’S BALM<br/>c Ring/Mastery: Earth 1<br/>c Range: Touch<br/>c Area of Effect: One target<br/>c Duration: 1 hour<br/>c Raises: Duration (+1/2 hour), Targets (+1 per 2 Raises,<br/>maximum of 5 total targets)<br/>This spell fi lls the target’s body with the purity and vigor of<br/>Earth, driving out poisons and impurities. If the target suffers<br/>the effects of any poison or toxin within the duration of the<br/>spell, or is already under the effects of a poison when the spell<br/>targets him, he may re-roll any failed Stamina roll to resist<br/>the poison, with a bonus of +2k0 to the second roll. (However,<br/>if the second roll is also failed, the poison has full effect.)<br/>An interesting side-effect of this spell is that it also cures<br/>drunkenness and other such effects, and it is impossible for<br/>the target to become intoxicated during the spell’s duration.<br/>--<br/><br/>Fire<br/>BITING STEEL<br/>c Ring/Mastery: Fire 1 (Craft)<br/>c Range: Touch<br/>c Area of Effect: 1 bladed weapon<br/>c Duration: 1 minute<br/>c Raises: Duration (+1 minute)<br/>Fire spirits can infuse metal with their own fury, turning a sharp edge into a supremely perfect one. This spell enhances the damage of steel bladed weapons, such as swords, knives, naginata, etc. Biting Steel cannot affect weapons which are not metal blades, which are nemuranai, or which have already been enhanced by magical effects. The weapon’s DR is increased by 1k1 for the duration of the spell.<br/><br/>FURY OF OSANO-WO<br/>c Ring/Mastery: Fire 1 (Thunder)<br/>c Range: 300’<br/>c Area of Effect: One target<br/>c Duration: Instantaneous<br/>c Raises: Damage (+1k0 per two Raises)<br/>This spell is actually a prayer to the Fortune of Fire and Thunder, inviting his wrath upon your enemy. It can only be cast outdoors, and summons a bolt of lightning from the sky, striking the target for 5k2 Wounds. Everyone within 10’ of the target must make a Stamina roll versus a TN of 15 to avoid being deafened for 2 Rounds. If this spell is cast during a thunderstorm, the damage is increased to 6k2 for a moderate storm and 6k3 for a disastrous storm or hurricane.<br/><br/><br/>Water<br/>PATH TO INNER PEACE<br/>c Ring/Mastery: Water 1<br/>c Range: Touch<br/>c Area of Effect: One target individual<br/>c Duration: Instantaneous<br/>c Raises: None<br/>   The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This spell restores a number of Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the spell’s TN to cast.<br/><br/>REVERSAL OF FORTUNES<br/>c Ring/Mastery: Water 1<br/>c Range: 10’<br/>c Area of Effect: One target individual<br/>c Duration: 3 rounds<br/>c Raises: Duration (+1 round), Range (+5’)<br/>   Versatility is the domain of water, and those who carry its blessing reap the rewards. For the duration of this spell, the target may immediately re-roll any one roll per round. This must be done immediately after the first roll is completed, and the target may keep either result.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Location</div><div class="spoiler_body">Ai no Kosaten Bridge (Love's Crossing)<br/><br/>A gently arched wooden bridge, painted red on the sides and flanked by rows of cherry trees, it was built over a small river to facilitate the transport of material goods through the farmlands to the minor estates in Boar territory. It is better known for the attention of a spirit who is said to concern itself with pairing up mortals. Those who have found love on the bridge maintain a shrine off to the side and see to the bridge's upkeep, as do those who were born from such a union.</div></div>