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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: e871c637de2e1a3⋯.png (254.48 KB,800x1129,800:1129,JAPANBLANK.png)

b5be5a No.47694 [Last50 Posts]

Hidden Clans Builder

It is the Heian era of Japan. The four clans, the Minamoto, the Taira, the Fujiwara, and the Tachibana are in contention, the great clans nearly at war with one aother. You are the leader of a ninja clan, newly formed, and seeking wealth, power, and prestige in this world on the brink of war. You are not the only things that lurk in the shadow as youkai, oni, and even worse things are causing incidents all across the Land of the Rising Sun.

You will need…

Clan Name: The name of your clan

Leader: This is your leader of said clan

Color: Your color please no white, black or gray.

Strength: Used for combat and assassinations

Agiity: Used for stealth and those crazy ninja jumps

Wits: Used for traps, illusions, etc

Mysticism: Used for ninjutsu, mystic seals, etc

Tenacity: Used for willpower and health, each "failure" result will take away 1 health. You reach 0 health, you die. E Z.

Territory & Holdings:

Province Name (Number) [Holdings] Holdings will have a benefit on certain actions within a territory, such as a fortress helping defend against attacks, or Training Grounds giving a bonus

Clan Trait:

[Trait] You give me fluff, I give you mechanic. This should be some sort of genetic thing, or a training specialization. Like [Oni Blood] or [Blessed Weapons] etc. Remember the more narrow the skill is, the bigger the bonus it'll give.

Followers & Equipment:

Leave blank - followers and equipment may give bonuses past the stat cap of 20 if used on a roll. Followers or items may also be sacrificed to avoid taking damage (followers die or sacrifice themselves, equipment will break).

PLAYING THE GAME

d10's on stats. The inverse of what you roll is what you get for koku (so if all of your stats are 6, you would get 4 koku per stat for a total of 20. If you had all 10's, you start with 0 koku.)

What you don't get in stats, you get in koku, the money of the setting. Koku is used to help trade, bribe, and buy followers, allies, equipment, holdings, etc. Every harvest season (every 4 turns) you gain 1 koku per territory you own. Completing missions for the Minamoto, Taira, Fujiwara, or Tachibana clans will also earn you koku.

If you want to train yourself, stats max out at 20 and 2 successes raises any 1 stat by 1. Other than that, go (relatively) crazy.

Missions - Taking missions is the easiest way to get capital. When going on a mission, each success on the mission earns 1 koku. Completing a mission nets you a bonus of 3 koku at the end. Harder missions require more successes, but missions should be your fastest way of getting koku.

Each turn roll 3d100. If you are using a an ability (for example Strength to fight a Samurai, Agility to sneak across a roof, or Wits to fool a kappa) you can add that ability onto the result of the roll.

Player Death - Dying isn't the end. You're free to continue with your clan, and just roll up a new character in the clan to take over the clan. You will lose a territory and its holdings.

Player versus Player - In the event you're trying to murderize one another, the metaphysical time of the world gets all scrunchy. You will continue to combat independent of turn order. If you wish to flee, you can do so with agility (to flee) versus agility (to chase). If the runner beast the chaser by a degree of 2 successes escape is possible.

1: Critical Failure (Triple Failure)

2-20: Shamefur Dispray! (Double Failure)

21-40: Failure (Single Failure)

41-50: Uncertainty (No result)

51-80: Victory (Single Success)

81-99: Great Victory (Double Success)

Natural 100: Critical Success (Quintuple Success)

Result = 100+: Overwhelming Success (Triple Success)

>Empty Profile for Copy Pasta

Clan Name:

Leader:

Color:

Strength:

Agiity:

Wits:

Mysticism:

Tenacity:

Koku:

Territory & Holdings:

Province Name (Number) [ ]

Clan Trait:

[Trait] fluff

Followers & Equipment:

[ ]

____________________________
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b2aefc No.47695

>>47694

Better to make it 41-80 = success

otherwise it's too powerful to fail

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485300 No.47696

Dice rollRolled 10, 8, 1, 9, 8 = 36 (5d10)

Rolling first so I can see what I'm working with

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d45790 No.47697

Dice rollRolled 3, 5, 2, 1, 10 = 21 (5d10)

Rollan for stataroos

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b2aefc No.47698

Dice rollRolled 3, 1, 7, 7, 1 = 19 (5d10)

>>47694

Can I choose which numbers I allocate for my stats?

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b5be5a No.47699

>>47695

Yeah I agree with ya, I'll bump the numbers up. Considering someone could start with Tenacity 1 and die unexpectedly on their first roll.

NEW CHART

1: Critical Failure (Triple Failure)

2-10: Shamefur Dispray (Double Failure)

11-40: Failure (Single Failure)

41-80: Victory (Single Success)

81-99: Great Victory (Double Success)

100: Critical Success (Quintuple Success)

100+ (gained through bonuses on rolls) Overwhelming Sucess (Triple Success)

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b2aefc No.47700

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b5be5a No.47701

>>47698

I'll let you get a free reroll?

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b2aefc No.47702

>>47701

I don't like my results, but I'm fine with them if that's how its to be. What I was asking is if I can put the numbers around, rather than the numbers being placed in order, so, str being 3 agi being 1 and wits being 7

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b5be5a No.47703

>>47702

I do like the idea of randomized stats, to make the most of what you've got in a situation out of your control. Official ruling shall be that you get one reroll of all of it if you don't like what you ended up with.

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b2aefc No.47704

Dice rollRolled 1, 10, 2, 5, 7 = 25 (5d10)

>>47694

reroll

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485300 No.47705

>>47696

Clan Name: Kyudenmon Clan

Leader: Koken Kyudenmon

Color: Purple

Strength: 10

Agility: 8

Wits: 1

Mysticism: 9

Tenacity: 8

Koku: 14

Territory & Holdings:

Yamato (37) [ ]

Clan Trait:

[Trait] The Kyudenmon Clan is not a typical ninja clan, as they were created from the union of a relatively minor ninja clan and a once powerful but waning clan of onmyouji. However what this clan lacks in influence, they make up for in ability. The members of this clan are trained to use both ninjutsu and onmyoudo in tandem to great success, becoming a uniquely mystical type of ninja. In particular, the Kyudenmon Clan inherits an ability to create kekkai, barriers that can enclose enemies and constrict them, or be cast as a defense against attacks. With these powers, Koken seeks to eliminate the inhuman creatures lurking in the shadows of this land that would terrorize and slaughter the helpless people.

Followers & Equipment:

[ ]

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0dbc06 No.47706

Dice rollRolled 72, 75, 17 = 164 (3d100)

SUPER SPARKLE SUNSHINE HAPPINESS DICE GO

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0dbc06 No.47707

Dice rollRolled 10, 9, 8, 7, 8 = 42 (5d10)

nyoron~

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57d2cf No.47708

File: 054b65c1807e9c6⋯.webm (3.91 MB,480x360,4:3,rusk.webm)

Dice rollRolled 3, 4, 8, 10, 6 = 31 (5d10)

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f81bf2 No.47709

Dice rollRolled 1, 1, 8, 6, 4 = 20 (5d10)

>>47694

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f636d0 No.47710

>>47694

Stats

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f636d0 No.47711

Dice rollRolled 1, 8, 6, 4, 4 = 23 (5d10)

>>47710

weird

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f636d0 No.47712

Dice rollRolled 5, 7, 7, 5, 4 = 28 (5d10)

>>47711

fuck it lets give it another go

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b2aefc No.47713

>>47694

Clan Name: Hai

Leader: Hai Daichi

Color: Yellow

Strength: 1

Agiity: 5

Wits: 7

Mysticism: 10

Tenacity: 2

Koku:

Territory & Holdings:

Province Name Echigo(65) [ ]

Clan Trait:

[Trait] The Hai Clan originates from the SouthWest, from a family of mystics often employed by local lords there. Hearing of fortune and fame to be made in the east, the family formed a proper clan and moved there, where they employed their craft to great effect, eventually subverting lords there and gaining their titles. The key to their success was their ability to bind and control Yokai, Kaiju, and beasts in general. Most of the time they would gain the trust of these creatures first, using the spells to enhance the power of both, but some creatures are too unholy or wild to make a connection, which teeters on the taboo. These dangerous beings have been used more than usual by the current head, Daichi. A rather craven person and a disappointment to his now deceased father, his control over the clan is based mostly on his intelligence and superiority of his Clan craft. He has some morals and care for people, but his compulsion to perfect their techniques means he often ignores his responsibilities and his ethics are questionable.

Followers & Equipment:

[ ]

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5006eb No.47714

Dice rollRolled 5, 1, 6, 7, 7 = 26 (5d10)

Rolling for stats

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3d6e6e No.47715

Dice rollRolled 7, 1, 1, 4, 4 = 17 (5d10)

rolling

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3d6e6e No.47716

Dice rollRolled 1, 7, 1, 1, 2 = 12 (5d10)

>>47715

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5006eb No.47717

>>47714

>Clan Name:

Sonozaki

>Leader:

Sonozaki Tokiomi

>Color:

Red

———————-

>Strength:

5

>Agiity:

1

>Wits:

6

>Mysticism:

7

>Tenacity:

7

>Koku:

20

—————————

>Territory & Holdings:

>Tanba (32) [ ]

>Clan Trait:

>[Oni Blood, Heroes of Oni Kind] A clan born from the raging oni Ibaraki-douji. A people with a deep hatred for mankind and an unquenchable thirst for revenge, exterminating the human population of Japan three times over would not be enough to calm the rage of the last survivors of Mount Ooe. They were forced into the shadows as their race were hunted down and exterminated, their majestic palace destroyed and their home lost to them. Now they dream of reclaiming what was once theirs. to restore Mount Ooe to its former glory and commit many atrocities against mankind along the way. But they must bide their time and build their strength, for they have been weakened and humanity only continues to grow stronger. They must use the shadows to their advantage and use guerrilla tactics to survive, the world believes their people to be extinct and that can be used to their advantage.

>Followers & Equipment:

>[ ]

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1226e6 No.47718

Dice rollRolled 9, 3, 4, 1, 7 = 24 (5d10)

>>47694

Muh stats

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1226e6 No.47720

File: a166b914a219b07⋯.jpg (137.19 KB,738x415,738:415,Natural.jpg)

Clan Name: Musuru Ninja

Leader: Buffuh Justutato

Color: Blwhay

Strength: 9

Agiity: 3

Wits: 4

Mysticism: 1

Tenacity: 7

Koku: 26

Territory & Holdings:

Echigo (65) [Holdings]

Clan Trait:

Blessed with ancient techniques of training and nourishment passed down from the very founder of the clan Ronnie Coreman the Musuru Ninja Clan has learned to transcend the human form and grow physically powerful beyond the limitations of humanity's feeble bodily structure.

[Trait]

Followers & Equipment:

Leave blank - followers and equipment may give bonuses past the stat cap of 20 if used on a roll. Followers or items may also be sacrificed to avoid taking damage (followers die or sacrifice themselves, equipment will break).

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8eb846 No.47721

Dice rollRolled 7, 2, 7, 2, 7 = 25 (5d10)

Rolling

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3d6e6e No.47722

>>47719

Note: since the Oni themselves care very little for gold, they give almost all of it to Harduru to buy things with. Since only he seems to understand the concept very well. This actually results in the clan as a whole being quite wealthy since the Oni don't actually spend their spoils but give it up to the clan leader.

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8eb846 No.47723

>>47721

Clan Name: Keikain Swordsmiths

Leader: Yoshimitsu

Color: Orange

Strength: 7

Agiity: 2

Wits: 7

Mysticism: 2

Tenacity: 7

Koku: 25

Territory & Holdings:

Province Name (Number) [ ]

Clan Trait:

[Trait]: Passed down for generations the Kekain Swordsmiths are renowned across the lands for their blades, infused with magical power and other interesting abilities, they make only swords and nothing else however, making them quite rich during war time. but poorer during peaceful times.

There can only exist one Keikan clan member at any time unless they're getting an appretince to pass down the techinques. This makes the time for swords quite long, but ensures the quality of them.

They all take the name Yoshimitsu Keikan during the ritual of which they ascend to become the clan member, but when they do they have to kill the current holder of the Yoshimitsu title.

Followers & Equipment:

[ ]

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8eb846 No.47724

>>47723

Oh and im putting 20 koku into getting a really dope starting base

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c4eb06 No.47725

>>47724

more than welcome to once the game starts properly.

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b2aefc No.47726

>>47719

Fairly certain the stats are only for YOUR character, not for the whole clan.

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b2aefc No.47727

>>47726

>>47725

Can GM confirm?

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c4eb06 No.47729

>>47727

Yes it is character specific, however Wits isn't purely intelligence. It's a sort of catch-all for the "clever" skills that aren't mysticism, things like lockpicking, laying traps, explosives, etc.

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1a87da No.47730

File: 7e8bead51f2ffe9⋯.jpg (31.41 KB,500x500,1:1,hattorihanzo.jpg)

>Clan Name:

The Iga Clan

>Leader:

Hattori Hanzo III

>Color:

Red

>Fluff:

The dense forests and misty mountains of Iga Province are home to a clan of renowned and deadly ninjas both feared and respected as some of the most legendary assassins and ninjas around. Those fortunate enough to know of them know that they are some of the most deadly weapons around, capable of solving any "problem" for the right price, although to many there is a legend going around about demons of death within the Iga woods, and that if a name gets mentioned within the Iga woods, that person will surely die.

Indeed there are rumors about the Iga Clan's existence, that they are descended from gods of death, demons that, while powerful enough on their own, have mastered the ability of learning from others, to the point that the Iga can copy their foe's mannerisms, behavior, and even appearance and abilities to become a nearly perfect clone of their victim. However, that said, the Iga still place a great value on personal strength, and the weak have no place within the Iga.

The current head of the Iga is none other than the legendary Hattori Hanzo III, grandson of the legendary Hattori Hanzo who founded the Iga Clan and inheritor of his feared and mighty name. He did not get this for nothing, however, as he had to prove himself through countless trials and tribulations to be worthy of such a legendary title.

Though the Iga have a feared reputation amongst those who know of them, the Iga are not complete monsters, willing to save as easily as they are to kill, if it suits them properly. However, they are most eager to serve those who they deem are destined for greatness, helping their lucky clients propel themselves to greater heights and slaying any standing in their way.

>Stats:

-Strength: 10

-Agiity: 9

-Wits: 8

-Mysticism: 7

-Tenacity: 8

>Koku:

8 Koku

>Territory & Holdings:

-Iga (41) [ ]

>Clan Trait:

-[Trait] fluff

>Followers & Equipment:

-[ ]

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1a87da No.47731

>>47730

Changing color to based navy blue cuz way too many reds

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9f2809 No.47734

Dice rollRolled 6, 1, 7, 9, 8 = 31 (5d10)

Rolling for stats

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c4eb06 No.47735

We don't have every faction made yet but we have a large number (more than I expected honestly haha).

Remember that your starting koku is basically 50-the total of your stats.

Also a further explanation of some of the stuff below (particularly talk of "levels" on followers and equipment). Followers and equipment have "Levels which are equal to their bonus. A basic Follower/equipment will cost 5 koku and give you a +1 bonus on rolls made with the relevant stat. You can purchase more impressive followers, but the cost remains the same. Each +1 bonus is 5 koku, so when an ability says you can buy equipment for 1 koku less per level that means it would be 4 for a level 1 follower etc. You can only purchase up to level 4. Level 5 equipment and followers are Legendary in nature, and can only be gained through certain conditions. This has been your helpful mechanics explanation for the day.

>>47705

[Kekkaijutsu]

Pick one of…

>+ 5 Mysticism versus inhuman creatures.

>May lose 1 Mysticism instead of 1 Tenacity on a Failure

>Can force an opponent to use Mysticism instead of Agility against your Clan.

>>47713

[Seal of the Beast]

Pick one of…

>May recruit a defeated youkai, oni, or kaiju as a follower with a Mysticism Success

>May destroy holdings with Mysticism instead of Wits (explosives/sabotage).

>May "buy" a Success on missions for 5 koku if youkai, oni, or kaiju are involved.

>>47717

[Oni Blood, Heroes of Oni Kind]

Pick one of…

>May gain a +3 bonus on rolls against Human opponents.

>May gain a +5 bonus on Strength rolls for each point of Tenacity lost.

>May buy a Success on any Oni encounters by paying 3 koku and may recruit Oni followers.

>>47719

[Divine Ogres]

Pick one of…

>May build Holdings for 4 less koku (16).

>May buy a Success on any Oni encounters by paying 3 koku and may recruit Oni followers.

>May double Strength stat bonus on a roll once per Turn.

>>47720

Moved you to Sagami (55) since Echigo was occupied.

[Body-sattva]

Pick one of…

>May lessen the Tenacity lost by a Failure by 1 (minimum of 1)

>May train Strength-based followers to a maximum of double their starting bonus.

>+10 on all training roll results.

>>47723

[Peerless Blades]

Pick one of…

>May purchase equipment for 1 less koku, and swords for 2 less koku (per "level")

>When using a sword, may overcome a Mysticism roll with Strength instead.

>Double the bonus granted by sword equipment or sword-equipped followers.

>>47730

[Iga, the First Shadow]

Pick one of…

>Earn Double the koku from mission completion (6 instead of 3).

>Gain a +3 bonus on all rolls if you use no Followers.

>Once per turn may copy a neighboring clan's trait for one of your rolls. You cannot copy the same trait twice in a row.

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c4eb06 No.47736

File: 8693de6021bcc5f⋯.png (254.29 KB,800x1129,800:1129,JAPAN_1.png)

>>47735

I FORGOT THE MAP

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8eb846 No.47737

Dice rollRolled 33, 83, 45 = 161 (3d100)

>>47735

Clan Name: Keikain Swordsmiths

Leader: Yoshimitsu

Color: Orange

Strength: 7

Agiity: 2

Wits: 7

Mysticism: 2

Tenacity: 7

Koku: 25

Territory & Holdings:

Province Name (30) [Oki]

Clan Trait:

[Peerless Blades]:

May purchase equipment for 1 less koku, and swords for 2 less koku (per "level")

Fluff:

Passed down for generations the Kekain Swordsmiths are renowned across the lands for their blades, infused with magical power and other interesting abilities, they make only swords and nothing else however, making them quite rich during war time. but poorer during peaceful times.

There can only exist one Keikan clan member at any time unless they're getting an appretince to pass down the techinques. This makes the time for swords quite long, but ensures the quality of them.

They all take the name Yoshimitsu Keikan during the ritual of which they ascend to become the clan member, but when they do they have to kill the current holder of the Yoshimitsu title.

Followers & Equipment:

[ ]

Action 1-3: Lock myself in for 2 months to create a masterful sword, to accomplish this i'll spend 15 koku to get a building on the island of which i can use as my headquarters, Then i'll use 3 koku to purchase materials.

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9f2809 No.47738

File: 95840d0c87996ea⋯.png (164.95 KB,263x283,263:283,cf8fb2fab31d947d27b5f77311….png)

>>47735

Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 8

Agility: 9

Wits: 6

Mysticism: 7

Tenacity: 1

Koku: 19

Territory & Holdings:

Satsuma(2)

Clan Trait:

[Trait] The Catgirls of Death are an all-female clan of women who dress as cats, dawning cat-claw blades, masks, and hoods with cat ears. They work this into their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

Followers & Equipment:

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c4eb06 No.47739

>>47738

friendly reminder that your stats go straight down in the order they were rolled. In this case it'd be:

Strength 6

Agility 1

Wits 7

Mysticism 9

Tenacity 8

The rest of it looks pretty good.

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9f2809 No.47740

>>47739

oof, okay

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8eb846 No.47741

>>47738

Fuck off with this garbage

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9f2809 No.47742

File: 1ebc3f42bab8b25⋯.png (28.53 KB,107x154,107:154,and here's your bag.png)

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c4eb06 No.47743

>>47742

Just a reminder that if you really wanted to, you could reroll everything to try and fit better, and the stats reflect the leader over the clan. Training can improve stats, and if the leader dies you can basically roll up a new one if you choose.

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8eb846 No.47744

File: 28ededdd1aaf38d⋯.jpg (9.7 KB,203x250,203:250,1477072467587s.jpg)

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9f2809 No.47745

Dice rollRolled 6, 9, 3, 3, 2 = 23 (5d9)

>>47743

I'll reroll.

>Inb4 these new stats suck arse

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9f2809 No.47746

>>47745

I'm okay with this

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9f2809 No.47747

Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 6

Agility: 9

Wits: 3

Mysticism: 3

Tenacity: 2

Koku: 27

Territory & Holdings:

Satsuma(2)

Clan Trait:

[Trait] The Catgirls of Death are an all-female clan of women who dress as cats, dawning cat-claw blades, masks, and hoods with cat ears. They work this into their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

Followers & Equipment:

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485300 No.47748

Dice rollRolled 15, 5, 84 = 104 (3d100)

>>47735

Clan Name: Kyudenmon Clan

Leader: Koken Kyudenmon

Color: Purple

Strength: 10

Agility: 8

Wits: 1

Mysticism: 9

Tenacity: 8

Koku: 14

Territory & Holdings:

Yamato (37) [ ]

Clan Trait:

[Kekkaijutsu] +5 Mysticism versus inhuman creatures

Fluff:

The Kyudenmon Clan is not a typical ninja clan, as they were created from the union of a relatively minor ninja clan and a once powerful but waning clan of onmyouji. However what this clan lacks in influence, they make up for in ability. The members of this clan are trained to use both ninjutsu and onmyoudo in tandem to great success, becoming a uniquely mystical type of ninja. In particular, the Kyudenmon Clan inherits an ability to create kekkai, barriers that can enclose enemies and constrict them, or be cast as a defense against attacks. With these powers, Koken seeks to eliminate the inhuman creatures lurking in the shadows of this land that would terrorize and slaughter the helpless people.

Followers & Equipment:

[ ]

1-2. The Taira are the clan with the most power in our area, so they are the ones to go to and ask about missions. Specifically about missions that involve malicious yokai and such

3. Koken also prepares himself by searching for equipment. He intends to find someone who can craft him a nice shakujo for use as a weapon, and would be willing to pay up to 10 koku

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9f2809 No.47749

>>47743

Hol up, are there fantasy creatures in this?

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c4eb06 No.47750

>>47749

Yup, youkai, oni, maybe a kaiju or two, good ol' fantasy Japan

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1a87da No.47751

Dice rollRolled 7, 7, 23 = 37 (3d100)

>Clan Name:

The Iga Clan

>Leader:

Hattori Hanzo III

>Color:

Dark Blue

>Fluff:

The dense forests and misty mountains of Iga Province are home to a clan of renowned and deadly ninjas both feared and respected as some of the most legendary assassins and ninjas around. Those fortunate enough to know of them know that they are some of the most deadly weapons around, capable of solving any "problem" for the right price, although to many there is a legend going around about demons of death within the Iga woods, and that if a name gets mentioned within the Iga woods, that person will surely die.

Indeed there are rumors about the Iga Clan's existence, that they are descended from gods of death, demons that, while powerful enough on their own, have mastered the ability of learning from others, to the point that the Iga can copy their foe's mannerisms, behavior, and even appearance and abilities to become a nearly perfect clone of their victim. However, that said, the Iga still place a great value on personal strength, and the weak have no place within the Iga.

The current head of the Iga is none other than the legendary Hattori Hanzo III, grandson of the legendary Hattori Hanzo who founded the Iga Clan and inheritor of his feared and mighty name. He did not get this for nothing, however, as he had to prove himself through countless trials and tribulations to be worthy of such a legendary title.

Though the Iga have a feared reputation amongst those who know of them, the Iga are not complete monsters, willing to save as easily as they are to kill, if it suits them properly. However, they are most eager to serve those who they deem are destined for greatness, helping their lucky clients propel themselves to greater heights and slaying any standing in their way.

>Stats:

-Strength: 10

-Agiity: 9

-Wits: 8

-Mysticism: 7

-Tenacity: 8

>Koku:

8 Koku

>Territory & Holdings:

-Iga (41) [ ]

>Clan Trait:

[Iga, the First Shadow] - Earn double the koku from mission completion (6 instead of 3)

>Followers & Equipment:

-[ ]

1. We of the Iga are great and mighty, yet we have little funds remaining. We should fix this immediately, I will find us a WORTHY client. (Find work)

2. An Iga's training never ceases, I will not cease to train either. I will start with my weakest area, my tenacity. Time for some endurance training.

3. I will also need a weapon or other useful tools, I'll see if I can't find one

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9f2809 No.47752

>>47750

What about catgirls? :^)

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5006eb No.47753

Dice rollRolled 86, 35, 64 = 185 (3d100)

>>47735

>Clan Name:

Sonozaki

>Leader:

Sonozaki Tokiomi

>Color:

Red

———————-

>Strength:

5

>Agiity:

1

>Wits:

6

>Mysticism:

7

>Tenacity:

7

>Koku:

24

—————————

>Territory & Holdings:

>Tanba (32) [ ]

>Clan Trait:

>[Oni Blood, Heroes of Oni Kind] A clan born from the raging oni Ibaraki-douji. A people with a deep hatred for mankind and an unquenchable thirst for revenge, exterminating the human population of Japan three times over would not be enough to calm the rage of the last survivors of Mount Ooe. They were forced into the shadows as their race were hunted down and exterminated, their majestic palace destroyed and their home lost to them. Now they dream of reclaiming what was once theirs. to restore Mount Ooe to its former glory and commit many atrocities against mankind along the way. But they must bide their time and build their strength, for they have been weakened and humanity only continues to grow stronger. They must use the shadows to their advantage and use guerrilla tactics to survive, the world believes their people to be extinct and that can be used to their advantage.

>+>May gain a +3 bonus on rolls against Human opponents.

>Followers & Equipment:

>[ ]

———————-

1. The ruins of Mount Ooe, a sight of dread and despair for our clan. But it is not time for it to be restored yet, when we have the resources to erect the great palace once more we shall then restore the mountain and announce ourselves to the world. But for now we shall place traps in our home province of Tanba to build our defences.

2. Search for employers. we must build our reputation as a respectable clan of ninjas.

3. Agility is perhaps one of the most important traits of a ninja and so in that regard I am truly lacking. Train my agility so that I may take actions swiftly and decisively.

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c4eb06 No.47755

>>47747

>>47752

If you'd like to refluff your catgirls as a clan of Nekomata, feel free.

[Way of the Cat]

Pick one of…

>Agility rolls always get a +5 as long as the ninja has freedom to move.

>You may buy a Success on any Youkai encounters by paying 3 koku, and may recruit Youkai followers.

>Once per turn you may double your Agility bonus on one roll.

>>47737

Holdings cost a base of 20, but I will allow your Wits to apply and give a discount of 1 koku per Success (for a total of 3)

Yoshimitsu's efforts to create a base for himself could create a [Keikain Forge] holding for 17 koku (I should have been clearer that holdings were 20 koku base), and for another 3 he successfully purchases materials to begin his craft.

New Holding

Oki (30) [Keikain Forge] - You may spend up to 3 actions a turn crafting swords. You may sell those swords to the samurai, and earn 1 koku per action spent this way.

>>47748

The Taira are arrogant as one of the clans descended from the Emperor (alongside the Miyamoto). Unfortunately they are also unwilling to see the bigger picture your clan is a part of, and they turn you away.

Koken finds a suitable ringed staff, offered by the second Buddhist temple in the area he visits. They seem almost eager to get rid of it and part with it for only 9 koku (on account of your double-success).

[Second Temple Shakujo, Level 2] +2 on Mysticism rolls

>>47751

The sinister reputation of the Iga seems to have circulated in the courts. Your (relatively) forward approach is spurned by cowardly nobles. Eventually someone will have need of the shadows. They always do.

Your training is important, but your mind was not focused enough on your training. You did not properly steel yourself against the blows rained down on you, and suffered a minor injury of 1 Tenacity (7/8 remaining)

The lands of Iga are poor indeed, and within its borders you cannot find a single weapon worthy of being wielded by you.

>>47753

For 19 koku's worth of supplies you may build traps and add the [Perils of Mt. Ooe] holding.

New Holding

Tanba (32) [Perils of Mt. Ooe] Any one attacking this province must immediately suffer 1 Tenacity every Turn they spend fighting for it. Spending an action and getting at least one Success on a Wits roll may bypass this effect for 1 turn as you avoid the traps.

Perhaps your bitter fury shows too well, for the Minamoto clan warily refuses your services. You find no missions available to you this turn.

Your understanding of your weaknesses is the first step in overcoming them. Leaping from boulder to boulder on the mountains has gotten you closer to improving your Agility (Agility+ 1 / 2 Successes).

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c4eb06 No.47756

File: 5b50b65b3e2c842⋯.png (253.8 KB,800x1129,800:1129,JAPAN_1.png)

>>47755

i keep forgetting the friggin map updates

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f636d0 No.47759

Dice rollRolled 73, 40, 44 = 157 (3d100)

>>47712

Clan Name: Kabu Clan

Leader: Rubin III

Color: Green Jacket

Strength: 5

Agiity:7

Wits:7

Mysticism: 5

Tenacity: 4

Territory & Holdings:

Province Name Bingo 20

Koku: 22

Clan Trait:

[Trait] You give me fluff, I give you mechanic. This should be some sort of genetic thing, or a training specialization. Like [Oni Blood] or [Blessed Weapons] etc. Remember the more narrow the skill is, the bigger the bonus it'll give.

Followers & Equipment:

Leave blank - followers and equipment may give bonuses past the stat cap of 20 if used on a roll. Followers or items may also be sacrificed to avoid taking damage (followers die or sacrifice themselves, equipment will break).

"The clan of master thieves. A true thief is never caught. He goes where he wants and takes what he wants. He always has something up his sleeve." These were the words of the first generation leader and now it passes on to Rubin the IIIrd. It is a clan of tricksters, actors, and gambling masters. If the leader is ever caught he has always found a way to escape punishment. Somehow his favorite horse Otsuka is always hidden nearby ready to speed them both away.

12 Establish a Gambling Den. Tricks of the hand and board are a good way to make money, and a good way to recruit new members.

3 Puppet Stand. To learn how to act isnt just about being up on stage. You have to know your lines, know your audience by smell and feel alone. It helps that no one ever suspects a harmless puppet stand as well when invited to festivals.

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3d6e6e No.47760

Clan Name:

Sumasshu

Leader:

Sumasshu Harderu

Color: Crimson Red

Strength: 7

Agiity: 1

Wits: 1

Mysticism: 4

Tenacity: 4

Territory & Holdings:

Yamashiro (38)

Clan Trait:

[May buy a Success on any Oni encounters by paying 3 koku and may recruit Oni followers.]

STAT POST WHILE I REDO FLUFF

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8eb846 No.47762

Dice rollRolled 84, 20, 92 = 196 (3d100)

>>47755

Clan Name: Keikain Swordsmiths

Leader: Yoshimitsu

Color: Orange

Strength: 7

Agility: 2

Wits: 7

Mysticism: 2

Tenacity: 7

Koku: 5

Territory & Holdings:

Oki (30) [Keikain Forge] - You may spend up to 3 actions a turn crafting swords. You may sell those swords to the samurai, and earn 1 koku per action spent this way.

Province Name (30) [Oki]

Clan Trait:

[Peerless Blades]:

May purchase equipment for 1 less koku, and swords for 2 less koku (per "level")

Fluff:

Passed down for generations the Kekain Swordsmiths are renowned across the lands for their blades, infused with magical power and other interesting abilities, they make only swords and nothing else however, making them quite rich during war time. but poorer during peaceful times.

There can only exist one Keikan clan member at any time unless they're getting an appretince to pass down the techinques. This makes the time for swords quite long, but ensures the quality of them.

They all take the name Yoshimitsu Keikan during the ritual of which they ascend to become the clan member, but when they do they have to kill the current holder of the Yoshimitsu title.

Followers & Equipment:

[ ]

Action 1-3: Start creating swords and then sell them.

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5006eb No.47763

Dice rollRolled 23, 6, 58 = 87 (3d100)

>>47755

>Clan Name:

Sonozaki

>Leader:

Sonozaki Tokiomi

>Color:

Red

———————-

>Strength:

5

>Agiity:

1 (1/2 Successes)

>Wits:

6

>Mysticism:

7

>Tenacity:

7

>Koku:

15

—————————

>Territory & Holdings:

>Tanba (32) [ Perils of Mt. Ooe]

>Clan Trait:

>[Oni Blood, Heroes of Oni Kind] A clan born from the raging oni Ibaraki-douji. A people with a deep hatred for mankind and an unquenchable thirst for revenge, exterminating the human population of Japan three times over would not be enough to calm the rage of the last survivors of Mount Ooe. They were forced into the shadows as their race were hunted down and exterminated, their majestic palace destroyed and their home lost to them. Now they dream of reclaiming what was once theirs. to restore Mount Ooe to its former glory and commit many atrocities against mankind along the way. But they must bide their time and build their strength, for they have been weakened and humanity only continues to grow stronger. They must use the shadows to their advantage and use guerrilla tactics to survive, the world believes their people to be extinct and that can be used to their advantage.

>+>May gain a +3 bonus on rolls against Human opponents.

>Followers & Equipment:

>[ ]

———————-

1. Continue training in agility.

2. Try once more to find an employer.

3. Search for a weapon that will improve my combat prowess.

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9f2809 No.47764

Dice rollRolled 52, 74, 22 = 148 (3d100)

>>47755

Fuckin sick.

Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 6

Agility: 9

Wits: 3

Mysticism: 3

Tenacity: 2

Koku: 27

Territory & Holdings:

Satsuma(2)

Clan Trait:

[Way of the Cat] Agility rolls always get a +5 as long as the ninja has freedom to move.

Fluff:

The Catgirls of Death are, as the name would suggest, a clan of catgirls who dawn cat-claw blades and hoods especially shaped to cater for their cat ears. This affects their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

The Demon Catgirls partake in demonic rituals and meditation in order to decide on their targets. Their leader, nicknamed "The Demon Catgirl", is a master of their fighting style who has sworn to spread their area of influence.

Followers & Equipment:

Actions:

1. Train in Agility.

2. Have a meditation session with the clan.

3. Search for an employer.

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3d6e6e No.47765

File: 294c41c092905be⋯.jpg (13.32 KB,191x263,191:263,download (10).jpg)

>>47760

Fluff:

Harderu was born with red skin and horns. He was a half oni. A cursed child, he grew up with shame and guilt, which festered in him. He wasn't particularly smart enough to learn how to hide his traits, until one day he learned that his Oni blood also have him natural powers. Powers which did not require years of studying, as with the other wizards, but simply natural to him. chief among those, was the power to transform. to appear as something else.

To appear as a human.

And so with this power, he was finally able to hide among the populace as a normal person. But the damage had been done, and he loathed others for the life given to him.

Since that time, he has been going around making a pact with Oni. Not just any Oni either, but spirit Oni, who answer his magical call. He has begun a quest to learn how to summon them, and recruit any he finds.

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3d6e6e No.47766

Dice rollRolled 47, 65, 68 = 180 (3d100)

>>47765

1. Harderu is still learning his powers. He's not exactly sure on how Oni are summoned, and so, he goes out to find out more. Maybe there are ancient scrolls telling how, or maybe there is some ritual or sacrifice he must do. Find information about Oni summoning

2. He also walks around Taverns to hear any tales of Oni stalking the land, or better still, someone willing to pay to deal with an Oni problem.

3. Harderu likes the ability to transform into a normal human. It is a spell that requires very little advanced mystical knowledge, a natural magical talent. Train in it.

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c4eb06 No.47768

File: 833db33fee287be⋯.png (253.5 KB,800x1129,800:1129,JAPAN_1.png)

>>47759

[Fate of Mankind]

Pick one of…

>Your natural luck means you will always win tied rolls. You also critically succeed on a natural roll of 95-100.

> Your clever tricks can overcome obstacles in ingenious ways. You may swap Agility and Wits rolls at will.

> You gain a +1 bonus on all rolls for each Human Follower you possess.

Your efforts to create a source of income are successful and for 20 koku you may build the [Gambler's Den] holding.

Your work at the puppet stand is perhaps not as profitable as you would like it to be, but you still do earn 1 Koku entertaining the common folk.

New Holding

Bingo (20) [Gambler's Den] - Every turn you may roll an extra d100. On a 1-50 you lose 1 koku, on a 51+ you gain 1 koku. You may add bonuses to this extra roll. This province also earns 1 extra koku during Harvest.

>>47764

You train your agility by pushing yourself to move faster, to do everyting faster, and you can feel it working. (Agility+ Successes: 1 / 2)

Your meditation with your clan is successful and provides some limited insight into the future of your clan. Your first roll on turn 2 will have a one-time +5 bonus to the result.

The Tachibana are quiet, largely unified among their own holdings on Shikoku and Kyushu (the small islands at the south), and when you approach them for work, they turn you away. They do not need your services… for now.

>>47766

Harderu must move carefully, but if anywhere were to have the information it would surely be the various Imperial libraries. He manages to find one unguared enough that he is able to slip in and take a scroll containing the information.

His eavesdropping in the tavern of the land reveals to him the presence of an Oni threatening one of Yamashiro's more remote villages. Or at least, rumors. This close to the heart of the Land of the Rising Sun, it would likely be a small oni at best.

When nobody is around Harderu practices assuming his hulking form at will. Occasionally he even makes a scary face. Practice is going well. (Mysticism+ Successes: 1 / 2)

>>47762

>>47763

I'm not ignoring you two, but I am holding off in the (potentially vain) hope of avoiding any need for Make-up turns.

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c4eb06 No.47769

>>47768

95-100 crits is perhaps a smidge too powerful. Will observe and if its too stronk, will adjust (if that's the one you pick, if not this message is utterly redundant)

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9f2809 No.47771

Dice rollRolled 29, 24, 94 = 147 (3d100)

>>47768

Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 6

Agility: 9

Wits: 3

Mysticism: 3

Tenacity: 2

Koku: 27

Territory & Holdings:

Satsuma(2)

Clan Trait:

[Way of the Cat] Agility rolls always get a +5 as long as the ninja has freedom to move.

Fluff:

The Catgirls of Death are, as the name would suggest, a clan of catgirls who dawn cat-claw blades and hoods especially shaped to cater for their cat ears. This affects their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

The Demon Catgirls partake in demonic rituals and meditation in order to decide on their targets. Their leader, nicknamed "The Demon Catgirl", is a master of their fighting style who has sworn to spread their area of influence.

Followers & Equipment:

Actions:

1. Continue the Agility.

2&3: Partake in some demonic rituals, as per tradition, to see if they can give us any jobs.

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b2aefc No.47779

>>47739

I thought you said the stats don't have to go in the order they were rolled?

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b2aefc No.47783

Dice rollRolled 53, 1, 76 = 130 (3d100)

>>47735

Clan Name: Hai

Leader: Hai Daichi

Color: Yellow

Background: The Hai Clan originates from the SouthWest, from a family of mystics often employed by local lords there. Hearing of fortune and fame to be made in the east, the family formed a proper clan and moved there, where they employed their craft to great effect, eventually subverting lords there and gaining their titles. The key to their success was their ability to bind and control Yokai, Kaiju, and beasts in general. Most of the time they would gain the trust of these creatures first, using the spells to enhance the power of both, but some creatures are too unholy or wild to make a connection, which teeters on the taboo. These dangerous beings have been used more than usual by the current head, Daichi. A rather craven person and a disappointment to his now deceased father, his control over the clan is based mostly on his intelligence and superiority of his Clan craft. He has some morals and care for people, but his compulsion to perfect their techniques means he often ignores his responsibilities and his ethics are questionable.

Strength: 1

Agiity: 5

Wits: 7

Mysticism: 10

Tenacity: 2

Koku:

Territory & Holdings:

Province Name Echigo(65) [ ]

Clan Trait:

[Seal of the Beast] May recruit a defeated youkai, oni, or kaiju as a follower with a Mysticism Success

Followers & Equipment:

[ ]

1-2; Huh, what?! Oh! Yes, we do need more money for experiments, yes. Well… eeh, I forget how to hold my blade. Uhm, I should get on that and get into shape.

3; Look for a contract

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b2aefc No.47784

File: 26aa88fbeb8ec27⋯.png (76.16 KB,454x739,454:739,1476302936726.png)

>>47783

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

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9f2809 No.47785

>>47783

>1 strength

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b2aefc No.47786

>>47785

dice are bullshit

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6891c3 No.47787

Dice rollRolled 70, 97, 26 = 193 (3d100)

>>47735

Clan Name: Musuru Ninja

Leader: Buffuh Justutato

Color: Blwhay

Strength: 9

Agiity: 3

Wits: 4

Mysticism: 1

Tenacity: 7

Koku: 26

Territory & Holdings:

Sagami (55) [Holdings]

Clan Trait:

[Body-sattva]

>May train Strength-based followers to a maximum of double their starting bonus.

Followers & Equipment:

Leave blank -

1. What Buffuh needed now was a place to meditate and lift heavy weights. But mostly lift heavier weights. He would purchase a gym where he could grow to become the most powerful Ninja ever.

2. Buffuh needed to obtain a spotter immediately. Not a scout but someone to check that his heavy weights didn't get the best of him.

3. The time had come for Buffuh to pick up whatever heavy objects were available and lift them in a variety of fashions so that he could become the most powerful of all Ninja.

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ae3202 No.47794

>>47779

Well you were supposed to put them in order straight down the list, but well…

>>47783

Daichi, leader of the estoeric Hai clan, was found dead in his home estate this morning, impaled on a blade later identified as his own. Investigators reportedly found a message scrawled in his own blood indicating the killer. The investative team however were stumped when learning that the message read 'Daichi.' What does this mean for the clan? Will justice be found, or will it remain a mystery for the clan. Find out this week on Imperial News Nightly. (Regular failure doesn't cause injury during training, but well, you nat 1'd, which is 2 failures below "0" against your 2 Tenacity…)

Thankfully the rest of the clan is a little more adept than their ill-fated leader. They do find a simple mission, involving the elimination of a nearby bandit clan.

( I'm so sorry but look at the bright side, you can roll a new leader to show everyone that death is not the end? You'll keep all of your koku, you just need to re-roll a leader and you still have a lead on a mission. )

>>47787

The Musuru are mighty ninja, and need a mighty facility. Luckily they find one, supposedly owned by the legendary Kintoki himself, on Kitoki's Mountain.

Not only does Buffuh find a spotter, he finds a renowned Sohei, a monk that is (relatively) close to being as buff as Buffuh. He may purchase the services of the Sohei for a discounted 5 koku, on account of the mutual respect earned through a brotherhood formed by biceps.

Do you even lift bro? These things lifted are too easy, to light, and there is no room on Buffu's body for such puny muscles that would be built by benchpressing horses and moderately sized boulders. (Strength+ progress: 0 / 2)

NEW HOLDING

Sagami (55) [Gold(en)'s Gym] - When training Strength, you get a +5 to the result as long as you use this holding.

NEW FOLLOWER

[Swolehei, Level 2] +2 on Strength rolls.

TURN 2

Season: Spring

The winter frosts have thawed, and the samurai leave their courts and castles to return to their duties. A recent Imperial edict has reorganized some of the Great Clans' holdings in an attempt to settle disputes. It has only caused more disputes, but there are always opportunities in chaos for the Hidden Clans.

If any small skirmishes between the clans are to happen, they will happen during Turn 3: Summer, when the weather is hot, and the tempers are short. A great opportunity for any of the Hidden Clans. Unclaimed territory may be obtained during Turn 3 with Two Successes. (Normally it is 3, and it is 3 for player-controlled territories with +1 for each Holding in that territory - assuming you aren't fighting someone trying to invade your turf. Really shoulda put that down earlier. Hindsight.)

>>47762

You create several swords. They are fantastic in quality (naturally), though one made mostly by your idiot apprentice is not up to your quality standards. The other two more than compensate for it. You earn 3 koku this turn from working the forge.

>>47763

Perhaps your frustration at a lack of employment is adversely affecting your ability to focus. You find no progress in improving your agility.

You wonder if the Minamoto are getting wise, despite repeated attempts, they will not offer you an contracts, and this last time they ran you off. At this rate you might need to venture afar in order to find work.

Your time isn't entirely wasted, you manage to find a blade among the ruins of Mt. Ooe. It is old, but the worksmanship on it is solid, despite a little bit of rust. In fact if anything that seems to lend it a fearsome bent, and if you're lucky maybe someone injured will get tetanus?

NEW EQUIPMENT [Battleworn Katana, Level 1] +1 on Strength rolls.

>>47771

You race up the side of a plateau, but then… well you plateau. Despite the insight gained from your meditations with the clan, you do not manage to improve your agility (Agility+ progress: 1 / 2 )

Your communion with demons does not seem to be giving you any leads, but then you hit a goldmine (perhaps literally). You hear news about the Tachibana clan hiding a gold mine and witholding the taxes from the Emperor. Because of its hidden nature, they cannot denounce an attack on it without bringing attention to the fact that they are hiding it in the first place. A perfect target for opportunistic ninja.

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ae3202 No.47796

>>47794

I'm doing my to keep everything on the same proverbial page, however I'll admit some of you pop posts off pretty quick. I'm gonna do my best to progress one Turn a day (possibly more if everyone posts) all quick-like.

At this point its pretty much just Scruffy that has yet to make a faction, and nobody invaded or anything on Turn 1, so the map hasn't changed (yet) for Turn 2. That being said, not everyone has finished Turn 2.

Remember neutral (white) territories are gonna be cheap to take over next Turn. I'll be putting various Turn bonuses up, and do my best to let you know a turn ahead of time, so anybody who cranks out turns real quick doesn't feel robbed of an opportunity.

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485300 No.47797

Dice rollRolled 87, 78, 84 = 249 (3d100)

>>47794

Clan Name: Kyudenmon Clan

Leader: Koken Kyudenmon

Color: Purple

Strength: 10

Agility: 8

Wits: 1

Mysticism: 9

Tenacity: 8

Koku: 14

Territory & Holdings:

Yamato (37) [ ]

Clan Trait:

[Kekkaijutsu] +5 Mysticism versus inhuman creatures

Fluff:

The Kyudenmon Clan is not a typical ninja clan, as they were created from the union of a relatively minor ninja clan and a once powerful but waning clan of onmyouji. However what this clan lacks in influence, they make up for in ability. The members of this clan are trained to use both ninjutsu and onmyoudo in tandem to great success, becoming a uniquely mystical type of ninja. In particular, the Kyudenmon Clan inherits an ability to create kekkai, barriers that can enclose enemies and constrict them, or be cast as a defense against attacks. With these powers, Koken seeks to eliminate the inhuman creatures lurking in the shadows of this land that would terrorize and slaughter the helpless people.

Followers & Equipment:

[Second Temple Shakujo, Level 2] +2 on Mysticism rolls

1. If the Taira think too highly of themselves to give us work, then perhaps we need to travel to get it from a slightly less arrogant clan. Koken travel East to Fujiwara lands to ask about missions concerning hostile yokai. This time he is prepared to demonstrate his ability to form kekkai in the event they don't believe he is worth hiring

2-3. While traveling, Koken decides to try and shore up a personal weak point. He's always had trouble with perceptiveness, so he trains as he walks by trying to keep track of all the things around him to increase his awareness

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9f2809 No.47798

Dice rollRolled 88, 18, 45 = 151 (3d100)

>>47794

Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 6

Agility: 9

Wits: 3

Mysticism: 3

Tenacity: 2

Koku: 27

Territory & Holdings:

Satsuma(2)

Clan Trait:

[Way of the Cat] Agility rolls always get a +5 as long as the ninja has freedom to move.

Fluff:

The Catgirls of Death are, as the name would suggest, a clan of catgirls who dawn cat-claw blades and hoods especially shaped to cater for their cat ears. This affects their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

The Demon Catgirls partake in demonic rituals and meditation in order to decide on their targets. Their leader, nicknamed "The Demon Catgirl", is a master of their fighting style who has sworn to spread their area of influence.

Followers & Equipment:

Actions:

1. Train in Agility one last time.

2&3: Intrigued by the idea of the Tachibana Clan having a large amount of money stashed away, The Demon Catgirl makes scouting runs, looking for any members of the Tachibana Clan to listen in on.

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3d6e6e No.47800

Dice rollRolled 57, 34, 61 = 152 (3d100)

Clan Name:

Sumasshu

Leader:

Sumasshu Harderu

Color: Crimson Red

Strength: 7

Agiity: 1

Wits: 1

Mysticism: 4

Tenacity: 4

Territory & Holdings:

Yamashiro (38)

Clan Trait:

[May buy a Success on any Oni encounters by paying 3 koku and may recruit Oni followers.]

TURN 2

1. Harderu reads the scrolls, to see if he can learn more of his kind.

2. Onward to Yamashiro, and go to recruit the Oni.

3. Keep practicing shifting in between Oni and Human form 1/2

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f636d0 No.47801

Dice rollRolled 77, 61, 83, 58 = 279 (4d100)

>>47794

Clan Name: Kabu Clan

Leader: Rubin III

Color: Green Jacket

Strength: 5

Agiity:7

Wits:7

Mysticism: 5

Tenacity: 4

Territory & Holdings:

Province Name Bingo 20

Bingo (20) [Gambler's Den] - Every turn you may roll an extra d100. On a 1-50 you lose 1 koku, on a 51+ you gain 1 koku. You may add bonuses to this extra roll. This province also earns 1 extra koku during Harvest.

Koku: 2

Clan Trait:

[Trait] You give me fluff, I give you mechanic. This should be some sort of genetic thing, or a training specialization. Like [Oni Blood] or [Blessed Weapons] etc. Remember the more narrow the skill is, the bigger the bonus it'll give.

Followers & Equipment:

Leave blank - followers and equipment may give bonuses past the stat cap of 20 if used on a roll. Followers or items may also be sacrificed to avoid taking damage (followers die or sacrifice themselves, equipment will break).

"The clan of master thieves. A true thief is never caught. He goes where he wants and takes what he wants. He always has something up his sleeve." These were the words of the first generation leader and now it passes on to Rubin the IIIrd. It is a clan of tricksters, actors, and gambling masters. If the leader is ever caught he has always found a way to escape punishment. Somehow his favorite horse Otsuka is always hidden nearby ready to speed them both away.

[Fate of Mankind]

> Your clever tricks can overcome obstacles in ingenious ways. You may swap Agility and Wits rolls at will.

1 Train Wits. False limbs, makeup, bird calls, voice imitation, imitation of an old man's walk, kimonos for woman and men. Deception is the key to outwitting another.

2 hunt for missions. Whispers in the gambling den of someone with wealth? Tutor some ignorant nobles child while duping them?

3 Make a list of men and women getting deep into debt. They can be used to pin blame and avoid suspicion. Provide cover to approach a target. Open doors to new places. It is appalling just how many people succumb to gambling these days.

4 GAMBLE

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8eb846 No.47803

Dice rollRolled 13, 33, 88 = 134 (3d100)

>>47794

Clan Name: Keikain Swordsmiths

Leader: Yoshimitsu

Color: Orange

Strength: 7

Agility: 2

Wits: 7

Mysticism: 2

Tenacity: 7

Koku: 8

Territory & Holdings:

Oki (30) [Keikain Forge] - You may spend up to 3 actions a turn crafting swords. You may sell those swords to the samurai, and earn 1 koku per action spent this way.

Province Name (30) [Oki]

Clan Trait:

[Peerless Blades]:

May purchase equipment for 1 less koku, and swords for 2 less koku (per "level")

Fluff:

Passed down for generations the Kekain Swordsmiths are renowned across the lands for their blades, infused with magical power and other interesting abilities, they make only swords and nothing else however, making them quite rich during war time. but poorer during peaceful times.

There can only exist one Keikan clan member at any time unless they're getting an appretince to pass down the techinques. This makes the time for swords quite long, but ensures the quality of them.

They all take the name Yoshimitsu Keikan during the ritual of which they ascend to become the clan member, but when they do they have to kill the current holder of the Yoshimitsu title.

Followers & Equipment:

[ ]

Action 1-3: Concentrate my efforts on one amazing sword, An artifact sword, to bring my name into the very history of japan!

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32184b No.47804

Dice rollRolled 2, 9, 4, 5, 6 = 26 (5d10)

Is this still open?

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1a87da No.47805

Dice rollRolled 19, 1, 27 = 47 (3d100)

>Clan Name:

The Iga Clan

>Leader:

Hattori Hanzo III

>Color:

Dark Blue

>Fluff:

The dense forests and misty mountains of Iga Province are home to a clan of renowned and deadly ninjas both feared and respected as some of the most legendary assassins and ninjas around. Those fortunate enough to know of them know that they are some of the most deadly weapons around, capable of solving any "problem" for the right price, although to many there is a legend going around about demons of death within the Iga woods, and that if a name gets mentioned within the Iga woods, that person will surely die.

Indeed there are rumors about the Iga Clan's existence, that they are descended from gods of death, demons that, while powerful enough on their own, have mastered the ability of learning from others, to the point that the Iga can copy their foe's mannerisms, behavior, and even appearance and abilities to become a nearly perfect clone of their victim. However, that said, the Iga still place a great value on personal strength, and the weak have no place within the Iga.

The current head of the Iga is none other than the legendary Hattori Hanzo III, grandson of the legendary Hattori Hanzo who founded the Iga Clan and inheritor of his feared and mighty name. He did not get this for nothing, however, as he had to prove himself through countless trials and tribulations to be worthy of such a legendary title.

Though the Iga have a feared reputation amongst those who know of them, the Iga are not complete monsters, willing to save as easily as they are to kill, if it suits them properly. However, they are most eager to serve those who they deem are destined for greatness, helping their lucky clients propel themselves to greater heights and slaying any standing in their way.

>Stats:

-Strength: 10

-Agiity: 9

-Wits: 8

-Mysticism: 7

-Tenacity: 8 (7)

>Koku:

8 Koku

>Territory & Holdings:

-Iga (41) [ ]

>Clan Trait:

[Iga, the First Shadow] - Earn double the koku from mission completion (6 instead of 3)

>Followers & Equipment:

-[ ]

1-2. The Iga will not be stopped by these minor setbacks. I will venture forth to find a worthy client.

3. Then I shall continue training my tenacity, a mere flesh wound will not hinder me.

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ba6490 No.47806

>>47804

We are on turn 2, approaching turn 3 (i think most have gotten their second turn handled)

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32184b No.47807

>>47694

>>47804

Clan Name: Kayaku Clan

Leader: Kayaku Notoko

Color: Sea-green

Strength: 2

Agiity: 9

Wits: 4

Mysticism: 5

Tenacity: 6

Territory & Holdings:

Buzen [4]

Clan Trait:

[Song Contacts] The island of Kyushu always being a place of commerce, needless to say the Kayaku clan is one tied to the merchants and sailors. Their escapades abroad have ensured them relations, and at some times, the respect and gratitude, of the many middleman military officers and bureaucrats of the Song dynasty. At times, they have aided them in past endevours, whether it was the occasional equipment, or even once a copy of the Emperor's own seal. The Kayaku have always found the occasional side-job in China to be beneficial to their operations in Japan.

Followers & Equipment:

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ba6490 No.47810

Back half of turn 2 (Last time I'm splitting turns into multiple updates (unless of course I forget to add something - probably the map). From here on, all Turn updates are going to happen all at once. For cleanliness and my own sanity :D

At this point I've not heard back from the Hai clan or the Musuru, but I'm forging ahead.

>>47797

The Taira's arrogance and ignorance are not traits seemingly shared by the Fujiwara. Your trip into their lands is successful, and you discover leads on a band of Kappa threatening villages near the Fuji river.

Similarly your travels along quiet roads are an excellent way to train your awareness. You sharpen your vision by focusing on distant trees, and you hone your ears by picking out the sounds of single birds and insects among the lively noises of spring. (Wits increased to 2, progress to 3: 1 / 2 )

>>47800

Harderu finds some of the highest concepts in the book beyond his understanding, but he understands the basics well enough. It would be prudent to avoid thrown soybeans.

You proceed there, but you do not find any immediate signs of its presence. A successful Wits roll will lead you to him. (Mission progress 0 / 3)

As you travel to the remote village you find it easier and easier to assume your monstrous form and more quickly. (Mysticism +1)

>>47801

You practice a wide variety of skills that will be useful for work in the shadows. You can feel an improvement close, and you know with a little more work you will achieve it. (Wits+ progress: 1 / 2)

You find work. The Minamoto reveal that they are contemplating giving a reward to anyone who can find out about a new and rising crime syndicate that has been affecting their ports. However the catch lies in that the syndicate's headquarters is on Shikoku, which is Tachibana territory.

Your work goes quite well. People come from all over the province of Bingo to indulge their vices at your casino, and spend more than they can afford. Your list of scapegoats increases. (Your next Failure result is lessened by one step)

Your gambling pays off and you earn 1 koku.

>>47805

Disaster strikes as you search for work. An honest accident gets blamed incorrectly on you, and an Imperial magistrate calls for justice. He is bumbling and ignorant, but the fact is that he has caused problems for you. You may spend an action to make an Agility roll next turn to hide until the heat blows over, or a Wits roll to cover your tracks and find someone else to pin the accident on. Failure on this roll could end up in the Emperor's magistrates issuing a mission to bring the Iga to "justice."

As for your training, you wonder how effective being beaten by sticks to increase your tenacity is. It doesn't seem to be doing much for you. (Tenacity+ progress: 0 / 2 )

>>47807

[Song Contacts]

Pick one of…

>You may purchase 'exotic' equipment for 1 less koku per level. 'Exotic' means it can be things like swords that improve Agility, armor that improves Wits, etc.

>You will always have missions available from the Song Dynasty, and any mission that undermines the samurai clans or the Empire will get you 1 extra koku on completion.

>Access to Chinese trading vessels allows you easily access to any coastal territory in the land of the Rising Sun. You can invade territories are not adjacent to your own as long as they are on the coast.

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ba6490 No.47811

File: be05901e7320236⋯.png (253.58 KB,800x1129,800:1129,JAPAN_2.png)

>>47810

I even called myself out, and I forgot. the damned. Map.

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32184b No.47812

Dice rollRolled 7, 68, 28 = 103 (3d100)

>>47810

Clan Name: Kayaku Clan

Leader: Kayaku Notoko

Color: Sea-green

Strength: 2

Agiity: 9

Wits: 4

Mysticism: 5

Tenacity: 6

Territory & Holdings:

Buzen [4]

Clan Trait:

[Song Contacts] You will always have missions available from the Song Dynasty, and any mission that undermines the samurai clans or the Empire will get you 1 extra koku on completion.

Followers & Equipment:

24 Koku

1. Send out men to look for men of character that would be 'useful' in this kind of work.

2-3. Begin strength training. 50 sets of 6 repetitions of lifting full jugs of water, should be a good start.

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ba6490 No.47813

Dice rollRolled 7 (1d68)

Turn 3

Season: Summer

The summer heat brings storms, and the Imperial-decreed reorganization of some territories have left the samurai clans both disgruntled and distracted. Conquering neutral territories takes 2 Successes on this turn (as opposed to the normal 3)

The Emperor declares that a great temple is to be raised in honor of Inari, the goddess of rice and the harvest. The temple will become a holding in a territory during Turn 4 (determined at random). Claim the territory (or be lucky enough to have it built in territory you already own).

NEW HOLDING

[Temple to Inari] - This province's rice harvest is bountiful, producing 3 koku instead of 1 during harvest season.

( I will post the response to turn 3 tomorrow after getting the vast majority of your turn 3 posts )

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f636d0 No.47814

Dice rollRolled 3, 28, 64 = 95 (3d100)

>>47810

>>47813

Clan Name: Kabu Clan

Leader: Rubin III

Color: Green Jacket

Strength: 5

Agiity:7

Wits:7

Mysticism: 5

Tenacity: 4

Territory & Holdings:

Province Name Bingo 20

Bingo (20) [Gambler's Den] - Every turn you may roll an extra d100. On a 1-50 you lose 1 koku, on a 51+ you gain 1 koku. You may add bonuses to this extra roll. This province also earns 1 extra koku during Harvest.

Koku: 3

Clan Trait:

[Trait] [Fate of Mankind]

> Your clever tricks can overcome obstacles in ingenious ways. You may swap Agility and Wits rolls at will.

Followers & Equipment:

"The clan of master thieves. A true thief is never caught. He goes where he wants and takes what he wants. He always has something up his sleeve." These were the words of the first generation leader and now it passes on to Rubin the IIIrd. It is a clan of tricksters, actors, and gambling masters. If the leader is ever caught he has always found a way to escape punishment. Somehow his favorite horse Otsuka is always hidden nearby ready to speed them both away.

[Fate of Mankind]

> Your clever tricks can overcome obstacles in ingenious ways. You may swap Agility and Wits rolls at will.

The List: 1 Sucker. (Your next Failure result is lessened by one step)

(Wits+ progress: 1 / 2)

12 Expand into Aki. Confused authorities is always a plus. Heads roll and spaces open. Worst come to worst disappear in the chaos.

3 Investigate rising crime syndicate. We must be extremely careful here. Territorial disputes are no fun. Best have the scapegoat ready, a diversion on hand, and perhaps some kind of disguise. Perhaps as "The Honorable Detective Zenigata" or "The Blind Swordsman".

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485300 No.47815

Dice rollRolled 86, 36, 63 = 185 (3d100)

>>47813

Clan Name: Kyudenmon Clan

Leader: Koken Kyudenmon

Color: Purple

Strength: 10

Agility: 8

Wits: 2 (1/2)

Mysticism: 9

Tenacity: 8

Koku: 14

Territory & Holdings:

Yamato (37) [ ]

Clan Trait:

[Kekkaijutsu] +5 Mysticism versus inhuman creatures

Fluff:

The Kyudenmon Clan is not a typical ninja clan, as they were created from the union of a relatively minor ninja clan and a once powerful but waning clan of onmyouji. However what this clan lacks in influence, they make up for in ability. The members of this clan are trained to use both ninjutsu and onmyoudo in tandem to great success, becoming a uniquely mystical type of ninja. In particular, the Kyudenmon Clan inherits an ability to create kekkai, barriers that can enclose enemies and constrict them, or be cast as a defense against attacks. With these powers, Koken seeks to eliminate the inhuman creatures lurking in the shadows of this land that would terrorize and slaughter the helpless people.

Followers & Equipment:

[Second Temple Shakujo, Level 2] +2 on Mysticism rolls

1. Traveling to the area in question, Koken investigates the villages along the Fuji river to see if he can find exactly where this band of Kappa is causing trouble

2-3. Meanwhile, he has instructed his clan back home to use the opportunity this summer has provided to try and establish holdings in the Ise province

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1a87da No.47816

>Clan Name:

The Iga Clan

>Leader:

Hattori Hanzo III

>Color:

Dark Blue

>Fluff:

The dense forests and misty mountains of Iga Province are home to a clan of renowned and deadly ninjas both feared and respected as some of the most legendary assassins and ninjas around. Those fortunate enough to know of them know that they are some of the most deadly weapons around, capable of solving any "problem" for the right price, although to many there is a legend going around about demons of death within the Iga woods, and that if a name gets mentioned within the Iga woods, that person will surely die.

Indeed there are rumors about the Iga Clan's existence, that they are descended from gods of death, demons that, while powerful enough on their own, have mastered the ability of learning from others, to the point that the Iga can copy their foe's mannerisms, behavior, and even appearance and abilities to become a nearly perfect clone of their victim. However, that said, the Iga still place a great value on personal strength, and the weak have no place within the Iga.

The current head of the Iga is none other than the legendary Hattori Hanzo III, grandson of the legendary Hattori Hanzo who founded the Iga Clan and inheritor of his feared and mighty name. He did not get this for nothing, however, as he had to prove himself through countless trials and tribulations to be worthy of such a legendary title.

Though the Iga have a feared reputation amongst those who know of them, the Iga are not complete monsters, willing to save as easily as they are to kill, if it suits them properly. However, they are most eager to serve those who they deem are destined for greatness, helping their lucky clients propel themselves to greater heights and slaying any standing in their way.

>Stats:

-Strength: 10

-Agiity: 9

-Wits: 8

-Mysticism: 7

-Tenacity: 8 (7)

>Koku:

8 Koku

>Territory & Holdings:

-Iga (41) [ ]

>Clan Trait:

[Iga, the First Shadow] - Earn double the koku from mission completion (6 instead of 3)

>Followers & Equipment:

-[ ]

1-2. Bastards! We were framed! By who we do not know, but for now we must wait and lay low. Once not as many eyes are on us we may get our revenge on this mysterious new enemy.

3. While we are hiding out, we can move into the neighboring province of Omi. There we can establish a foothold in the region, and once we do so we will have more room to hide out. (Expand to Region 40)

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1a87da No.47817

Dice rollRolled 75, 67, 38 = 180 (3d100)

>>47816

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3d6e6e No.47844

Dice rollRolled 63, 84, 69 = 216 (3d100)

Clan Name:

Sumasshu

Leader:

Sumasshu Harderu

Color: Crimson Red

Strength: 7

Agiity: 1

Wits: 1

Mysticism: 4

Tenacity: 4

Territory & Holdings:

Yamashiro (38)

Clan Trait:

[May buy a Success on any Oni encounters by paying 3 koku and may recruit Oni followers.]

1. Continue to search for the Oni 0/3

2. Look in the book about possible ways to use magic to substitute wits, to help find things.

3. Train my strength however i can

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838be0 No.47866

I'm tired, lazy, and the weather is not literally killing me but it might as well be. I'll post (ideally) tomorrow morning or early afternoon once I have stopped death.

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838be0 No.47896

>>47798

Your agility training bears fruit, going beyond your expectations (but only a little). You can feel yourself faster than before, and how much more you can improve in it. (Agility up to 10, progress to 11: 1 / 2)

Also, steathily slinking along rooftops you find a few noble samurai with too little sense to keep their mouth shut. You are quickly able to identify the location and reach it, but you'll need to slip past the samurai stationed to guard the gold. (Mission progress: 0 / 3)

>>47803

You throw yourself bodily into the forge, seeking to make a singluarly impressive blade. You form the basics, but are unsatisfied. Common materials like what you have are not enough. You can still sell the inferior blade for 1 koku if you wish.

>>47812

You do not find anyone helpful at all. In fact much to your chagrin a masterless samurai, a ronin, gets the drop on you along the road and you lose 1 koku.

Your strength training finds more success than you did on the road, and the process soon begins to build muscle mass on your body. (Strength+ progress: 1 / 2)

The junk that sails into Buzen's ports has a message addressed to you. The Song wish the Tachibana's trade with the Minamoto disrupted. Buzen is an ideal location to pilfer the goods on the Minamoto's vessel. Get the goods before the Tachibana, so that the Minamoto appear to be shorting the Tachibana and create conflict between the two. (Mission progress: 0 / 3)

>>47814

Your "legitimate" business that you use as a cover are rebuffed. It appears the people of Aki are less trusting and willing to part with coin than the people of Bingo. You ultimately make no progress, but it could have been worse. (Conquer Aki progress: 0 / 2)

You establish a proper disguise as you travel across the waters and can begin your investigations, nobody will "see" yo coming as a blind swordsman. Now that you're in Shikoku, you must identify the primary members of the syndicate first. (Mission Progress: 0 / 3)

>>47815

The common knowledge of youkai and their habits serve you well. Far better than you expected. Or there's a lot of kappa. Either way you found them immediately wrestling each other on the riverside, and a few travelers. And then taking the coins from the travelers. You'll have to defeat them some how (Double success on the mission roll, Mission Progress: 2 / 3)

The remaining Kyudenmon, on your instructions, carries out their orders. Progress is steady, but it is not complete, and the Imperial-mandated reorganization is ending soon. (Conquer Ise progress: 1 / 2 )

>>47816

It seems whoever tried to blame the accident on you is not nearly as skilled as you. Your time in the shadows reveals the truth - a splinter sect trying to supplant the Iga. You can move against them easily, there is only a few of them. (Mission: eliminate the splinter sect, 0 / 3)

Your progress into neighboring Omi is slow, because of how cautious you have to be to not draw undue attention to yourself right now. (Conquer Omi progress: 0 / 2)

>>47844

Your search bears fruit and you find clear signs of an oni's presence on the outskirts of the village towards the forests. (Mission Progress: 1 / 3)

Your search for ways to search for things goes well. Better than you expected. You think you could - with a large amount of trial, error, and training - uncover a new clan trait. (Trait training available - 0 / 5 successes)

Your strength training is also successful. As you proceed into the forest in pursuit of the rogue Oni, you find a tree that you can uproot with your unnatural might.

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838be0 No.47897

Turn 4

Season: HARVEST

Everyone in control of a province gains 1 koku per province, + anything a Holding might give you for bonuses.

Furthermore the [Temple to Inari] has finished being built in Chikugo (7).

As the harvest season begins to draw to a close, rumors sweep in from the north. Rumors circulate of yuki-onna sweeping in from the mountains of the northernmost provinces. Investigating the area might be dangerous, or might be profitable, only time will tell.

Those who want make-up turns (there's not that many of you) you're more than welcome.

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485300 No.47898

Dice rollRolled 66, 30, 45 = 141 (3d100)

>>47896

Clan Name: Kyudenmon Clan

Leader: Koken Kyudenmon

Color: Purple

Strength: 10

Agility: 8

Wits: 2 (1/2)

Mysticism: 9

Tenacity: 8

Koku: 6

Territory & Holdings:

Yamato (37) [ ]

Clan Trait:

[Kekkaijutsu] +5 Mysticism versus inhuman creatures

Fluff:

The Kyudenmon Clan is not a typical ninja clan, as they were created from the union of a relatively minor ninja clan and a once powerful but waning clan of onmyouji. However what this clan lacks in influence, they make up for in ability. The members of this clan are trained to use both ninjutsu and onmyoudo in tandem to great success, becoming a uniquely mystical type of ninja. In particular, the Kyudenmon Clan inherits an ability to create kekkai, barriers that can enclose enemies and constrict them, or be cast as a defense against attacks. With these powers, Koken seeks to eliminate the inhuman creatures lurking in the shadows of this land that would terrorize and slaughter the helpless people.

Followers & Equipment:

[Second Temple Shakujo, Level 2] +2 on Mysticism rolls

1. While they are not quite yet at the level to be called evil, these troublesome Kappa must be put in their place so they stop harassing the simple country folk. They seem to be enamored with their wrestling, so it should be easy enough to get their attention by challenging them. Of course, while I am strong, my kekkai is all I need to win such a match. I shall form it around my opponent's head and knock them around until the water is spilled from their dish. Then I will make the kappa vow to retreat to the wild and never bother these villagers again or face destruction. +16 Mysticism

2-3. My clanmates continue efforts at establishing us in Ise

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f636d0 No.47901

Dice rollRolled 46, 66, 27, 43 = 182 (4d100)

>>47896

Clan Name: Kabu Clan

Leader: Rubin III

Color: Green Jacket

Strength: 5

Agiity:7

Wits:7

Mysticism: 5

Tenacity: 4

Territory & Holdings:

Province Name Bingo 20

Bingo (20) [Gambler's Den] - Every turn you may roll an extra d100. On a 1-50 you lose 1 koku, on a 51+ you gain 1 koku. You may add bonuses to this extra roll. This province also earns 1 extra koku during Harvest.

Koku: 5

Clan Trait:

[Trait] [Fate of Mankind]

> Your clever tricks can overcome obstacles in ingenious ways. You may swap Agility and Wits rolls at will.

Followers & Equipment:

"The clan of master thieves. A true thief is never caught. He goes where he wants and takes what he wants. He always has something up his sleeve." These were the words of the first generation leader and now it passes on to Rubin the IIIrd. It is a clan of tricksters, actors, and gambling masters. If the leader is ever caught he has always found a way to escape punishment. Somehow his favorite horse Otsuka is always hidden nearby ready to speed them both away.

The List: 0 Sucker. (Your next Failure result is lessened by one step)

(Wits+ progress: 1 / 2)

(Conquer Aki progress: 0 / 2)

(Mission Progress: 0 / 3)

1 Conquer Aki 0/2. People are probably wanting a temple to match the new one in Chikugo that is famous. Maybe we can open doors with a clever business plan. People want to be seen going to pray but really they want to gamble. We will open doors with our original idea and play on people's desire to make something better then the hillbillies in Chikugo.

2 Mission Progress 0/3. Wander towards the docks for now. Sit, listen, offer massages for money since that is one of the few things a blind man can still do after all. A good massage could loosen lips as well as stiff shoulders.

3 Train Wits+ 1/2. The Mind is a muscle. Use it or lose it.

4 GAMBLE

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9f2809 No.47905

Dice rollRolled 74, 18, 51 = 143 (3d100)

>>47896

Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 6

Agility: 10 (1/2 Progress)

Wits: 3

Mysticism: 3

Tenacity: 2

Koku: 27

Territory & Holdings:

Satsuma(2)

Clan Trait:

[Way of the Cat] Agility rolls always get a +5 as long as the ninja has freedom to move.

Fluff:

The Catgirls of Death are, as the name would suggest, a clan of catgirls who dawn cat-claw blades and hoods especially shaped to cater for their cat ears. This affects their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

The Demon Catgirls partake in demonic rituals and meditation in order to decide on their targets. Their leader, nicknamed "The Demon Catgirl", is a master of their fighting style who has sworn to spread their area of influence.

Followers & Equipment:

Actions:

1. Observe the Samurai's movement, also keep an eye out for any other guards.

2&3. The Demon Catgirl slips into a place out of view from the Samurai, perhaps behind a bush or around a corner, before letting out a not-too-loud whistle to get their attention.

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35143c No.47908

File: fd4c251123b05f7⋯.webm (7.93 MB,1280x636,320:159,Hit it Joe.webm)

Dice rollRolled 19, 35, 8 = 62 (3d100)

>>47896

Clan Name: Kayaku Clan

Leader: Kayaku Notoko

Color: Sea-green

Strength: 2

Agiity: 9

Wits: 4

Mysticism: 5

Tenacity: 6

Territory & Holdings:

Buzen [4]

Clan Trait:

[Song Contacts] You will always have missions available from the Song Dynasty, and any mission that undermines the samurai clans or the Empire will get you 1 extra koku on completion.

Followers & Equipment:

23 Koku

1. Continue strength training

2-3. Under the cover of darkness, we shall sneak onto the boat while its at port and begin the process of relieving them of their goods. +9 Agility

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1a87da No.47915

Dice rollRolled 35, 25, 39 = 99 (3d100)

>Clan Name:

The Iga Clan

>Leader:

Hattori Hanzo III

>Color:

Dark Blue

>Fluff:

The dense forests and misty mountains of Iga Province are home to a clan of renowned and deadly ninjas both feared and respected as some of the most legendary assassins and ninjas around. Those fortunate enough to know of them know that they are some of the most deadly weapons around, capable of solving any "problem" for the right price, although to many there is a legend going around about demons of death within the Iga woods, and that if a name gets mentioned within the Iga woods, that person will surely die.

Indeed there are rumors about the Iga Clan's existence, that they are descended from gods of death, demons that, while powerful enough on their own, have mastered the ability of learning from others, to the point that the Iga can copy their foe's mannerisms, behavior, and even appearance and abilities to become a nearly perfect clone of their victim. However, that said, the Iga still place a great value on personal strength, and the weak have no place within the Iga.

The current head of the Iga is none other than the legendary Hattori Hanzo III, grandson of the legendary Hattori Hanzo who founded the Iga Clan and inheritor of his feared and mighty name. He did not get this for nothing, however, as he had to prove himself through countless trials and tribulations to be worthy of such a legendary title.

Though the Iga have a feared reputation amongst those who know of them, the Iga are not complete monsters, willing to save as easily as they are to kill, if it suits them properly. However, they are most eager to serve those who they deem are destined for greatness, helping their lucky clients propel themselves to greater heights and slaying any standing in their way.

>Stats:

-Strength: 10

-Agiity: 9

-Wits: 8

-Mysticism: 7

-Tenacity: 8 (7)

>Koku:

8 Koku

>Territory & Holdings:

-Iga (41) [ ]

>Clan Trait:

[Iga, the First Shadow] - Earn double the koku from mission completion (6 instead of 3)

>Followers & Equipment:

-[ ]

1-2. This splinter faction has brought shame to the Iga and they will not go ignored. We will find them, exterminate them and restore our lost honor. +10 str (Progress: 0/3)

3. The expansion into Omi will continue, a foothold in the region will prove to be most invaluable. (Progress: 0/2)

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1a87da No.47916

>>47915

Forgot to add 1 koku

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7cb570 No.47997

>>47897

UPDATE COMING IN ABOUT 1 HOUR

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3d6e6e No.48002

Dice rollRolled 68, 23, 89 = 180 (3d100)

Clan Name:

Sumasshu

Leader:

Sumasshu Harderu

Color: Crimson Red

Strength: 7

Agiity: 1

Wits: 1

Mysticism: 4

Tenacity: 4

Territory & Holdings:

Yamashiro (38)

Clan Trait:

[May buy a Success on any Oni encounters by paying 3 koku and may recruit Oni followers.]

1. Continue to search for the Oni! 1/3

2. Continue training a new clan trait 0/5

3. Continue to train strength 1/???

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7cb570 No.48005

File: cf39c3d8b793d7e⋯.png (253.54 KB,800x1129,800:1129,JAPAN_4.png)

TURN 5

Season: Winter

The tales of Yuki-onna in the mountains persist, but those with an interest have managed to pin down the location of the creatures to the province of Mutsu. That being said Mutsu is a massive province consisting of 5 distinct regions.

Their intentions are as of yet unknown, but it's clear they are gathering various youkai for unknown reasons. Mystics across the empire are nervous to say the least. However, Yuki-onna are notoriously known for their affininty to the cold. For now they remain in the northern mountains, and remain most active during the cold winter months, when the Imperial court remains sequestered in the warmth of their castles.

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7cb570 No.48006

>>47898

Kappa while rapscallions, ultimately aren't too bright. The biggest kappa accepts your challenge, only for you proverbially to box him about the head with your literal magic box. With the water spilling from the top of his head, he quickly submits, not able to match you. He and his bretheren swear to not pester the people of the Fuji River any longer. The greatful villagers pay you 7 koku for dispatching the kappa menace. (Mission successes 4 / 3, +3 koku for mission completion)

Your clan does make some headway in putting up facilities in Ise. It appears that your progress was slowed by various kansen, vicious spirits that are fundamentally opposed to your clan. (Conquer Ise progress: 1 / 2)

>>47901

You finally make a headway with your "temple" which of course will accept alms from traveling pilgrims. Purely "at cost" of course. That being said construction still needs work before the temple will be complete. (Conquer Aki progress: 1 / 2 )

The progress on the mission is going well, though much to your chagrin it seems the citizens of Shikoku aren't terribly generous to the blind, giving you coins, but no koku. Small change. However you think you've figured out who the major ring-leaders of the syndicate are, or at least where to find them. They, perhaps brazenly, own a seemingly legitimate warehouse by the docks. (Mission progress: 1 / 3 )

Your attention is occupied with other matters, and your efforts to increase your Wits is largely unsuccessful. (Wits+ progress: 1 / 2 )

The first rule of gambling is that the house always wins. That being said sometimes the other side gets lucky. You lose 1 koku this turn.

>>47905

Your efforts on the mission are successful, but only require a little more effort to finish the mission satisfactorily. You observe the motions of the guards, and then swiftly distract - and dispatch - an errant guard who thinks its wise to investigate birdsong in the middle of the night by himself. All that remains is to deal with the overseer of the mine and perhaps "convince" him to give the mine's profit to the Catgirls of Death. (Mission progress: 2 / 3)

>>47908

Perhaps ordinary training is not enough? You find it difficult to make progress this turn. (Strength+ progress: 0 / 2 )

Your mission work is slow, and methodical. The safest time to relieve the ship of its goods is when their guard is lowest. Ironically this means while they are still on the boat while its in the water. This presents a challenge and so the work is slow, for now. (Mission progress: 1 / 3)

>>47915

The splinter faction made one grave mistake when they crossed the Iga. They crossed. The Iga. Methodically you begin identifying and removing the members of this splinter sect. The work is slow, but rewarding. (Mission progress 1 / 3 )

The progress is slow because caution is most necessary in these moments. The progress is slow. (Conquer Omi progress: 0 / 2)

>>48002

The signs of the oni in the forest soon come clean and you catch a glimpse of him. The same is true the other way. Seeing you, the oni begins to run. (Mission progress: 2 / 3)

While theoretically possible, your progress on creating a new trait remains sadly theoretical, and its making your head swim. (New Trait progress: 0 / 5)

Some people might considering uprooting trees to be an unusual choice of exercise, but you perform it admirably. You uproot trees with great vigor. (Strength increases to 8, Strength+ progress 1 / 2 )

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7cb570 No.48007

File: b179b6bc9b82465⋯.png (253.04 KB,800x1129,800:1129,JAPAN_4revised.png)

>>48006

>>47898

It's been brought to my attention that I fucked up. The progress on conquering Ise was already at 1 / 2.

In the future keeping track of your own math helps me *immensely* (not that you have to, just that it helps me from making errors like this. Updated map on this post.

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485300 No.48008

Dice rollRolled 77, 27, 84 = 188 (3d100)

>>48007

Clan Name: Kyudenmon Clan

Leader: Koken Kyudenmon

Color: Purple

Strength: 10

Agility: 8

Wits: 2 (1/2)

Mysticism: 9

Tenacity: 8

Koku: 17

Territory & Holdings:

Yamato (37) [ ]

Ise (42) [ ]

Clan Trait:

[Kekkaijutsu] +5 Mysticism versus inhuman creatures

Fluff:

The Kyudenmon Clan is not a typical ninja clan, as they were created from the union of a relatively minor ninja clan and a once powerful but waning clan of onmyouji. However what this clan lacks in influence, they make up for in ability. The members of this clan are trained to use both ninjutsu and onmyoudo in tandem to great success, becoming a uniquely mystical type of ninja. In particular, the Kyudenmon Clan inherits an ability to create kekkai, barriers that can enclose enemies and constrict them, or be cast as a defense against attacks. With these powers, Koken seeks to eliminate the inhuman creatures lurking in the shadows of this land that would terrorize and slaughter the helpless people.

Followers & Equipment:

[Second Temple Shakujo, Level 2] +2 on Mysticism rolls

1-2. With his mission complete, Koken sets out not for home, but North. He's heard rumors of the yuki-onna, and a gathering of youkai is most ominous. The nobles may feel safe in their castles, but Koken knows the dangers the nation could be facing

3. He has however heard the good news from back home, that efforts to establish in Ise were successful. Between that and his finished mission, his mind is clear and in perfect state to once again train his Wits

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8eb846 No.48009

Dice rollRolled 77, 54, 48 = 179 (3d100)

Clan Name: Keikain Swordsmiths

Leader: Yoshimitsu

Color: Orange

Strength: 7

Agility: 2

Wits: 7

Mysticism: 2

Tenacity: 7

Koku: 9

Territory & Holdings:

Oki (30) [Keikain Forge] - You may spend up to 3 actions a turn crafting swords. You may sell those swords to the samurai, and earn 1 koku per action spent this way.

Province Name (30) [Oki]

Clan Trait:

[Peerless Blades]:

May purchase equipment for 1 less koku, and swords for 2 less koku (per "level")

Fluff:

Passed down for generations the Kekain Swordsmiths are renowned across the lands for their blades, infused with magical power and other interesting abilities, they make only swords and nothing else however, making them quite rich during war time. but poorer during peaceful times.

There can only exist one Keikan clan member at any time unless they're getting an apprentice to pass down the techinques. This makes the time for swords quite long, but ensures the quality of them.

They all take the name Yoshimitsu Keikan during the ritual of which they ascend to become the clan member, but when they do they have to kill the current holder of the Yoshimitsu title.

Followers & Equipment:

[ ]

Action 1-3: Search out superior materials so that I may create a sword that will satisfy me, sell the failure of a sword.

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9f2809 No.48010

Dice rollRolled 87, 35, 81 = 203 (3d100)

>>48006

Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 6

Agility: 10 (1/2 Progress)

Wits: 3

Mysticism: 3

Tenacity: 2

Koku: 27

Territory & Holdings:

Satsuma(2)

Clan Trait:

[Way of the Cat] Agility rolls always get a +5 as long as the ninja has freedom to move.

Fluff:

The Catgirls of Death are, as the name would suggest, a clan of catgirls who dawn cat-claw blades and hoods especially shaped to cater for their cat ears. This affects their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

The Demon Catgirls partake in demonic rituals and meditation in order to decide on their targets. Their leader, nicknamed "The Demon Catgirl", is a master of their fighting style who has sworn to spread their area of influence.

Followers & Equipment:

Actions:

1&2. The Demon Catgirl uses her speed and agility to her advantage to rush and dispatch the overseer of the mine.

3. Take the spoils back to the hideout and train in agility.

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f636d0 No.48011

Dice rollRolled 6, 90, 8 = 104 (3d100)

>>48006

Clan Name: Kabu Clan

Leader: Rubin III

Color: Green Jacket

Strength: 5

Agiity:7

Wits:7

Mysticism: 5

Tenacity: 4

Territory & Holdings:

Province Name Bingo 20

Bingo (20) [Gambler's Den] - Every turn you may roll an extra d100. On a 1-50 you lose 1 koku, on a 51+ you gain 1 koku. You may add bonuses to this extra roll. This province also earns 1 extra koku during Harvest.

Koku: 5

Clan Trait:

[Trait] [Fate of Mankind]

> Your clever tricks can overcome obstacles in ingenious ways. You may swap Agility and Wits rolls at will.

Followers & Equipment:

"The clan of master thieves. A true thief is never caught. He goes where he wants and takes what he wants. He always has something up his sleeve." These were the words of the first generation leader and now it passes on to Rubin the IIIrd. It is a clan of tricksters, actors, and gambling masters. If the leader is ever caught he has always found a way to escape punishment. Somehow his favorite horse Otsuka is always hidden nearby ready to speed them both away.

The List: 0 Sucker. (Your next Failure result is lessened by one step)

(Wits+ progress: 1 / 2)

(Conquer Aki progress: 1 / 2)

(Mission Progress: 1 / 3)

1 Conquer Aki 1/2. This time the treasure we seek is the faith in their hearts, and the koku in their pockets. "DONATIONS TO THE TEMPLE! YUKI-ONNA PLOTTING TO TAKE YOUR HUSBANDS AND YOUR CHILDREN! GIVE TO THE TEMPLE BEFORE ITS TOO LATE!"

2/3 Mission Progress: 1/3 Well it would be difficult, but if they have a front as a legitimate business then they have to atleast keep up appearances if some poor blind man says he came to see his son. And of course the only way a blind man can tell if it really is his son is to hear their voice, get up close and feel their face. Even then they couldn't blame him too much if none of them turned out to be his son.

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