<big>Basic Information</big>
**Name:**
**School/Rank:**
**Experience Points:**
**Insight:** <small> (Rings x 10) + Skills</small>
**Honor:**
**Glory:** 1
**Status:** 1
----
<big>Rings</big>
<small>
![image|25x25](upload://bJKuatxr5KX3HwNdPijHDooqDe7.png) **Earth** 2
Stamina 2
Willpower 2
![image|25x25](https://gamepedia.cursecdn.com/l5r_gamepedia_en/5/5f/Air.png) **Air** 2
Reflexes 2
Awareness 2
![image|25x25](https://gamepedia.cursecdn.com/l5r_gamepedia_en/9/9d/Water.png) **Water** 2
Strength 2
Perception 2
![image|25x25](https://gamepedia.cursecdn.com/l5r_gamepedia_en/3/30/Fire.png) **Fire** 2
Agility 2
Intelligence 2
![image|25x25](https://gamepedia.cursecdn.com/l5r_gamepedia_en/4/46/Void.png) **Void** 2
</small>
----
<big>Skills</big> <small>(• are school skills)</small>
*Name of skill: Subtype (Empashis) - Rank - Mastery Abilities*
*
*
*
*
*
*
*
----
<big>Advantages</big> <small>Limit is 15.</small>
* Name [Type] (Cost)
*Description*
<big>Disadvantages</big> <small>Limit is 10.</small>
* Name [Type] (Cost)
*Description*
----
<big>School Techniques</big>
* Rank 1 - Name of Technique
*Description*
----
<big>Inventory and Coins</big>
*
*
*
*
*
*X Koku / X Bu / X Zeni*
----
<big>Wounds</big> <small> Earth x2 per level, Earth x5 for Healthy</small>
**Healthy** (+0)
**Nicked** (+3)
**Grazed** (+5)
**Hurt** (+10)
**Injuried** (+15)
**Crippled** (+20)
**Down** (+40*)
**Out** **
<small>* Must spend Void to act.
\** Can't act.</small>
----
<big>Quick Reference</big>
**Initiative:** (Insight Rank + Reflexes) k Reflexes
**TN to Hit:** (Reflexes x 5) + 5 + Any armor bonus
**Reduction:** Armor Reduction.
**Rate of Wound Heal:** (Stamina x 2) + Insight Rank
# <small>Main Weapon</small>
**Attack Roll:**
**Damage Roll:**
**Keywords:**
**Notes:**
Making an example sheet soon
Please note that this is a bushi/courtier/artisan/ninja sheet. Monk and Shugenja will have extra steps.
This is the example sheet, a phoenix clan bushi.
Summary
Basic Information
Name: Shiba Hitomi
School/Rank: Shiba Bushi / 1
Experience Points: 1
Insight: 130
Honor: 5.5
Glory: 1
Status: 1
Rings
Earth 2
Stamina 2
Willpower 2
Air 2
Reflexes 2
Awareness 2
Water 2
Strength 2
Perception 3
Fire 3
Agility 3
Intelligence 3
Void 2
Skills (• are school skills)
Name of skill: Subtype (Empashis) - Rank - Mastery Abilities
- Defense - 1
- Kenjutsu - 3 - +1k0 when rolling damage on a sword.
- Kyujitsu - 1
- Meditation (Void Recovery) - 1
- Spears - 1
- Lore: Theology - 2
- Lore: Phoenix Clan - 1
Etiquette - 2
Courtier - 1
Hunting - 1
Stealth - 1
Performance: Biwa - 2
Iaijutsu - 3 - Preparing a Katana is a Free Action instead of a Simple Action.
Advantages Limit is 15.
-
Luck [Spiritual] (6) - Rank 2
Fortune favors the mortal man. A number of times per session equal to your rank in this Advantage, you may choose to immediately re-roll any one roll you make, keeping the higher of the two results. -
Shadowed Heart [Mental] (5)
You have trained your mind to be nigh-inscrutable to those who surround you. Rolls made to discern your true intentions or motivations, including Social Skill rolls and Spell Casting Roll for any spells which might lay bare your thoughts, have their TN increased by +5.
Disadvantages Limit is 10.
-
Haunted [Spiritual] (3)
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. -
Rumormonger [Social] (4)
You cannot resist the temptation to spread rumors and gossip, no matter how ridiculous or outlandish they might seem. When presented with an opportunity to spread rumors, to resist doing so you must succeed at a Willpower Trait Roll with a TN equal to 5 x the Glory Rank of the highest-Glory individual involved in the rumor. This Disadvantage is worth 5 points to courtier characters.
School Techniques
- Rank 1 - The Way of the Phoenix
Shiba bushi move through battle as the Void moves through all the elements. When spending a Void Point to gain +1k1 on a roll, you may choose to spend 2 Void Points (to gain +2k2) on the roll instead. You may Guard as a Free Action; however, if you do so, your target only adds +5 to his Armor TN instead of +10.
Inventory and Coins
- Light Armor
- Sturdy Clothing
- Daisho
- Spear
- Sake Cup
- Small Knife
- Spare kimono and sandals
- Pillow book
- Rations (one week)
- Candy!
- Tea Set
- Parchment and Coal (10)
- Pipe
- Biwa
5 Koku / 0 Bu / 0 Zeni
Wounds Earth x2 per level, Earth x5 for Healthy
Healthy (+0) 10
Nicked (+3) 14
Grazed (+5) 18
Hurt (+10) 22
Injuried (+15) 26
Crippled (+20) 30
Down (+40*) 34
Out ** 38
* Must spend Void to act.
** Can’t act.
Quick Reference
Initiative: 3k2
TN to Hit: 20
Reduction: 3
Rate of Wound Heal: 5
Katana
Attack Roll: 6k3
Damage Roll: 6k2
Keywords: Medium, Samurai
Notes: Can spend a void point to increase damage by 1k1.
the PDF is too big
Want me to upload it to dropbox for you @Emilia?
If I do, you can view it without downloading it.
No need it Let me View it anyway somehow
funny weeb joke here
Yes, the entire shiotome family is named Otaku.
The book says Utaku, but we will be playing in 1119 when they are Otaku.
But this entry is referring to Otaku, founder of the Otaku family
are we using earth x2, x3, x4, or x5?
X2, the default
I already calculated the spots for Earth 2 (what I assume most people will have) in the sheet
also do you mind explaining how gaining honor/glory/status works?
as like i think i get it but the values just seem weird or im missing something
pg 90
This is the shugenja sheet
Summary
Basic Information
Name:
School/Rank:
Affinity/Deficiency:
Experience Points:
Insight: (Rings x 10) + Skills
Honor:
Glory: 1
Status: 1
Rings
Earth 2
Stamina 2
Willpower 2
Air 2
Reflexes 2
Awareness 2
Water 2
Strength 2
Perception 2
Fire 2
Agility 2
Intelligence 2
Void 2
Skills (• are school skills)
Name of skill: Subtype (Empashis) - Rank - Mastery Abilities
*
*
*
*
*
*
*
Advantages Limit is 15.
- Name [Type] (Cost)
Description
Disadvantages Limit is 10.
- Name [Type] (Cost)
Description
School Technique
- Name of Technique
Description
Inventory and Coins
*
*
*
*
*
X Koku / X Bu / X Zeni
Wounds Earth x2 per level, Earth x5 for Healthy
Healthy (+0)
Nicked (+3)
Grazed (+5)
Hurt (+10)
Injuried (+15)
Crippled (+20)
Down (+40*)
Out **
* Must spend Void to act.
** Can’t act.
Quick Reference
Initiative: (Insight Rank + Reflexes) k Reflexes
TN to Hit: (Reflexes x 5) + 5 + Any armor bonus
Reduction: Armor Reduction.
Rate of Wound Heal: (Stamina x 2) + Insight Rank
Main Weapon
Attack Roll:
Damage Roll:
Keywords:
Notes:
Spells
Spell Slots
Air: X/X
Earth: X/X
Water: X/X
Fire: X/X
Void: X/X
Copy and paste the following template for each spell you have.
Name:
Element/Level:
Range:
Area:
Duration:
Raises:
Effect:
<big>Basic Information</big>
**Name:**
**School/Rank:**
**Afinity/Deficiency:**
**Experience Points:**
**Insight:** <small> (Rings x 10) + Skills</small>
**Honor:**
**Glory:** 1
**Status:** 1
----
<big>Rings</big>
<small>
![image|25x25](upload://bJKuatxr5KX3HwNdPijHDooqDe7.png) **Earth** 2
Stamina 2
Willpower 2
![image|25x25](https://gamepedia.cursecdn.com/l5r_gamepedia_en/5/5f/Air.png) **Air** 2
Reflexes 2
Awareness 2
![image|25x25](https://gamepedia.cursecdn.com/l5r_gamepedia_en/9/9d/Water.png) **Water** 2
Strength 2
Perception 2
![image|25x25](https://gamepedia.cursecdn.com/l5r_gamepedia_en/3/30/Fire.png) **Fire** 2
Agility 2
Intelligence 2
![image|25x25](https://gamepedia.cursecdn.com/l5r_gamepedia_en/4/46/Void.png) **Void** 2
</small>
----
<big>Skills</big> <small>(• are school skills)</small>
*Name of skill: Subtype (Empashis) - Rank - Mastery Abilities*
*
*
*
*
*
*
*
----
<big>Advantages</big> <small>Limit is 15.</small>
* Name [Type] (Cost)
*Description*
<big>Disadvantages</big> <small>Limit is 10.</small>
* Name [Type] (Cost)
*Description*
----
<big>School Technique</big>
* Name of Technique
*Description*
----
<big>Inventory and Coins</big>
*
*
*
*
*
*X Koku / X Bu / X Zeni*
----
<big>Wounds</big> <small> Earth x2 per level, Earth x5 for Healthy</small>
**Healthy** (+0)
**Nicked** (+3)
**Grazed** (+5)
**Hurt** (+10)
**Injuried** (+15)
**Crippled** (+20)
**Down** (+40*)
**Out** **
<small>* Must spend Void to act.
\** Can't act.</small>
----
<big>Quick Reference</big>
**Initiative:** (Insight Rank + Reflexes) k Reflexes
**TN to Hit:** (Reflexes x 5) + 5 + Any armor bonus
**Reduction:** Armor Reduction.
**Rate of Wound Heal:** (Stamina x 2) + Insight Rank
# <small>Main Weapon</small>
**Attack Roll:**
**Damage Roll:**
**Keywords:**
**Notes:**
----
<big>Spells</big>
**Spell Slots**
Air: X/X
Earth: X/X
Water: X/X
Fire: X/X
Void: X/X
Copy and paste the following template for each spell you have.
**Name:**
**Element/Level:**
**Range:**
**Area:**
**Duration:**
**Raises:**
**Effect:**
Hmm
L5R does not exist officially for Hero Lab
Time to download the fan-made system and see if it works
if it doesn’t, i’ll go back to mythweavers if i have to sigh
Example shugenja sheet — Scorpion Clan shugenja.
Summary
Basic Information
Name: Soshi Ichishi
School/Rank: Soshi Shugenja 1
Affinity/Deficiency: Air/Earth
Experience Points: 0
Insight: 121
Honor: 2.5
Glory: 1
Status: 1
Rings
Earth 2
Stamina 2
Willpower 2
Air 2
Reflexes 2
Awareness 3
Water 2
Strength 2
Perception 2
Fire 2
Agility 2
Intelligence 3
Void 3
Skills (• are school skills)
Name of skill: Subtype (Empashis) - Rank - Mastery Abilities
- Calligraphy (Cipher) 1
- Courtier 1
- Etiquette 1
- Lore: Theology 1
- Spellcraft 1
- Stealth 2
- Investigation 2
Lore: Lying Darkness 1
Knives 1
Advantages Limit is 15.
-
Great Potential [Mental] (5) - Lore: Lying Darkness
Within you lies the potential to excel at one particular endeavor, perhaps more so than any other living soul in the Empire. Select any one Skill when you purchase this Advantage. When you make Raises on a Skill Roll using that Skill, your Raises are limited to your rank in that Skill instead of your Void Ring. If your Void Ring is higher, however, you may use that as a measure for your Raises if you so choose. -
Forbidden Knowledge [Mental] (5) - Lying Darkness
There is a subject about which you possess considerable knowledge and insight. The problem is that his subject is forbidden, and considered grossly socially inappropriate if not outright illegal. Anyone who discovers your expertise in this area might rightly wonder how you came upon it. The benefits of the Advantage vary depending upon the nature of the information, and players should discuss with their GM how this Advantage will work. The most common examples of Forbidden Knowledge include:
Lying Darkness: You are familiar with the entity known as the Lying Darkness, its methods, and its minions. You may have come into conflict with it in the past, and perhaps it hunts you still. You gain one rank of Lore: Lying Darkness, and you may observe an individual and make a Lore: Lying Darkness / Perception Roll (TN 30) to determine if he has been corrupted by the Lying Darkness.
Disadvantages Limit is 10.
- Lost Love [Mental] (3)
You shared a bond of true love with someone once, and have since lost it. This need not be romantic love, as familial or brotherly love lost is equally tragic. You tend to suffer bouts of melancholy when reminded of your lost love. When you are reminded of your loss, all your TNs are increased by 5 until you spend a Void Point to regain your focus. This disruption of your concentration cannot happen more than twice per day, and at least one hour must pass between instances.
School Technique
- The Kami’s Whisper
The Soshi cast their spells as quietly as the kami themselves. You may sacrifice an additional spell slot (of the same Element) when casting any spell with no potential to inflict damage in order to eliminate all visible signs of the spell having been cast. All spell effects take place normally; there is simply no outward sign of what has happened. You also gain a Free Raise on any spell with the Illusion keyword.
Inventory and Coins
- Robes
- Wakizashi
- Tanto
- Scroll Satchel
- Candy
- Candy
- Candy
- Candy
- Candy
- Candy
- Candy
- Candy
- Candy
- Candy
5 Koku / 0 Bu / 0 Zeni
Wounds Earth x2 per level, Earth x5 for Healthy
Healthy (+0) 10
Nicked (+3) 14
Grazed (+5) 18
Hurt (+10) 22
Injuried (+15) 26
Crippled (+20) 30
Down (+40*) 34
Out ** 38
* Must spend Void to act.
** Can’t act.
Quick Reference
Initiative: 3k2
TN to Hit: 15
Reduction: 0
Rate of Wound Heal: 5
Tanto
Attack Roll: 3k2
Damage Roll: 3k1
Keywords: Small
Notes: Usually used by samurai for trivial services and cosmetic knife.
Spells
Spell Slots
Air: 2/2
Earth: 2/2
Water: 2/2
Fire: 2/2
Void: 3/3
Name: Way of Deception
Element/Level: Air 1 (Illusion)
Duration: Concentration plus 5 minutes
Area: One illusory duplicate of it’s caster
Range: 20’
Raises: Area (+1 duplicate per 2 Raises), Range (+5 feet), Special (see below)
Effect: You summon a swirling weapon of pure air, only visible as a foggy outline. The weapon’s default form is a yari, but one Raise can change its form to any other spear of your choosing. The weapon has a DR 1k1. If you do not possess the Spears Skill, you may instead use your School Rank in its place. If you do possess the Spears Skill, using this weapon grants you one Free Raise that can be used on the Feint or Increased Damage Maneuvers. This weapons disappears if it is lost from your hand. Instead of summoning the yari for yourself, you may cause it to appear in the hands of an ally within 20 feet. He is treated as the caster for the purposes of the spell, but he does not gain the Free Raise bonus.
Name: The Kami’s Whisper
Element/Level: Air 2 (Illusion)
Duration: 1 round
Area: 10’ Radius
Range: 50’
Raises: Area (+5’ radius), Duration (+1 round), Range (+5’)
Description: The kami of the wind can carry whispers for great distances, and can even create them if properly entreated. You can petition the kami to create a false sound, either a voice or a natural sound such as an animal’s growl or running water, for example. The sound can be no louder than a normal speaking voice, and cannot impersonate a specific person’s voice. If used to create the sound of a voice, the spell is limited to twenty words.
Name: Yari of Air
Element/Level: Air 1 (Craft, Thunder)
Duration: 5 minutes.
Area: One crafted Weapon.
Range: Personal or 20’ (see below)
Raises: Damage (+1k0), Duration (+5 minutes), Range (+5 feet)
Effect: You summon a swirling weapon of pure air, only visible as a foggy outline. The weapon’s default form is a yari, but one Raise can change its form to any other spear of your choosing. The weapon has a DR 1k1. If you do not possess the Spears Skill, you may instead use your School Rank in its place. If you do possess the Spears Skill, using this weapon grants you one Free Raise that can be used on the Feint or Increased Damage Maneuvers. This weapons disappears if it is lost from your hand. Instead of summoning the yari for yourself, you may cause it to appear in the hands of an ally within 20 feet. He is treated as the caster for the purposes of the spell, but he does not gain the Free Raise bonus.
Name: Osano-Wo’s Blessing
Element/Level: Fire 1
Duration: 30 minutes
Area: 40’ radius
Range: 100’
Raises: Range (+25’ per Raise), Area of Effect (+10’ radius per Raise), Duration (+10 minutes per Raise)
Effect: This prayer acts in the exact opposite way of the commonly-used spell Extinguish; instead of urging the Fire kami to depart and thus put out flames, it urges them to greater energy and vigor, making flames harder to extinguish. For the duration of this spell, all fires within the area of effect become impossible to extinguish by normal means, and any magical effort to put them out (such as the aforementioned Extinguish spell) must succeed in a Contested Fire roll with the caster of Osano Wo’s Blessing. This spell is controversial, since it can result in otherwise controllable fires in cities and villages raging out of control. Pacifistic shugenja such as the Asahina and Isawa generally eschew its usage.
Name: Warning Flame
Element/Level: Fire 1
Duration: 10 Rounds
Area: One target person (may be caster)
Range: Touch
Raises: Duration (+2 Rounds per Raise), Area of Effect (+1 person per 2 Raises)
Effect: Fire is the Element of wit and intellect as well as the Element of destruction. This spell excites the Fire kami within the mind, allowing the target to notice threats and react to them far more quickly than normally. For the duration of the spell, the target is immune to being surprised, adds +1k0 to any Initiative rolls he makes, and may add +3 to his Initiative total during the Reactions stage of each Round.
Name: Speed of the Waterfall
Element/Level: Water 1 (Travel)
Duration: 1 hour
Area: 1 target individual or creature
Range: Touch
Raises: Duration (+10 minutes), Range (may increase to 10’ for 2 Raises)
Effect: Those filled with the essence of water find their movement far faster than ever before. The target of this spell may move a total distance per round equal to their Water x 20’ plus an amount equal to twice your Water Ring. This spell does not grant the target additional movement, it simply increases the maximum possible amount they can move during a Round for the duration of the spell.
In a side note, whilst you can fill your inventory with Candy, it is not recommended.
I warn beforehand that if something is making you uncomfortable as a player (such as graphic descriptions, sexual innuendos and etc), PM me and I will either make it stop or remove your character from the scene.
Anyway, we will be playing the first adventure. It was originally an adventure for Asako Inquisitors, if anyone is interested on looking what they are. I can reasonably fit most characters on it, so you guys don’t need to be inquisitors if you don’t want to, but I’m probably having a hard time with plot hooking characters without a daimyo.