Hiruma Tichuki

Clan
Crab
Role
Bushi
Family
Hiruma
Gender
Male
School
Hiruma Scout
Rank
3
Ninjō
Die in honorable and glorious battle
Giri
Protect Doji Ren from harm.
Status
40
Glory
51
Honor
32
EARTH
2
4
AIR
WATER
3
2
2
FIRE
VOID
Endurance
8
FATIGUE
Composure
10
STRIFE
Focus
6
Vigilance
4
Void Points
MAXIMUM2
CURRENT
Artisan Skills
Approaches
Aesthetics
Composition
Design
Smithing
Refine Restore Invent Adapt Attune
Martial Skills
Approaches
Fitness
2
Martial Arts [Melee]
1
Martial Arts [Ranged]
4
Martial Arts [Unarmed]
Meditation
Tactics
1
Feint Withstand Overwhelm Shift Sacrifice
Scholar Skills
Approaches
Culture
Government
Medicine
2
Sentiment
Theology
2
Analyze Recall Theorize Survey Sense
Social Skills
Approaches
Command
Courtesy
Games
Performance
Trick Reason Incite Charm Enlighten
Trade Skills
Approaches
Commerce
Labor
Seafaring
Skulduggery
1
Survival
2
Con Produce Innovate Exchange Subsist
Personality, Habits and Quirks
- Unmasking: Fatalism. Thoughts of Impending Doom.
- A large scar runs down the side of his face and part of his right ear is missing.
Equipment
Koku: 3
Ashigaru armor, Traveling clothes
daishō (katana, wakizashi)
yumi (bow) and quiver of arrows
knife, traveling pack
finger of jade (damaged)
Medicinal Herbs (swamp)
Relationships
  • Doji Ren, Crane Clan Courtier (Mark)
  • Isawa Aki, Phoenix Clan Shugenja (Matthijs)
  • Togashi Yoshi, Dragon Clan Tatooed Monk (Ferry)
  • Akodo Masako, Lion Clan Bushi (Xavier)
  • Bayushi Kyo, Scorption Clan Courtier (Jeroen)
Titles
Emerald Magistrate
Traveling Clothes
PROTECTION
Physical 2
QUALITIES
Durable, Mundane, Subtle
Ashigaru Armor
PROTECTION
Physical 3
QUALITIES
Wargear
 
Flexibility (Water) (p. 105)
Distinction
Types: Physical
Effects: You can fit through spaces too tight for most people, allowing you access to places others cannot reach. - When performing a check for which your physical flexibility is a benefit, you may reroll up to two dice. (such as a Performance [Water] check to perform a dance or a Martial Arts [Unarmed] [Water] check to grapple another person)
Ikebana (Water) (p. 113)
Passion
Types: Mental
Effects: You can always identify a plant by any of its parts, and you know its physical properties and its hanakotoba (“language of flowers”) meaning.
- After performing a check related to flower arrangement , you remove 3 strife.
(such as an Aesthetics [Water] check to rearrange or improve an ikebana piece or a Survival [Water] check to acquire flowers from a marketplace)
Seasoned (Void) (p. 109)
Passion
Types: Mental, Interpersonal
Effects: You are older and more worldly than most of your fellows and have learned a few things along the way. While you do not start with additional experience, your experience expenditures might reflect “revealing” aspects of yourself you have held back to avoid overshadowing your younger companions. You have met members of many cultures and organizations, and you know how to properly behave in almost any city in Rokugan—and perhaps even beyond. You also know many other older people, and the number and variety of your acquaintances often surprises your younger companions. - When performing a check for which your hardearned wisdom is an advantage, you may reroll up to two dice. (such as a Courtesy [Void] check to impart wisdom to an impetuous comrade or a Theology [Void] check to intuit whether a spirit will appreciate your offering)
Bluntness (Air) (p.118)
Adversity
Types: Interpersonal
Effects: You have difficulty expressing things indirectly, and you overlook insinuations and implications in the statements of others unless they are pointed out to you directly. - When you make a check to create or interpret subtext, you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. s (such as a Design [Air] check to select a wardrobe that conveys the proper subtle message to your intended recipient or a Sentiment [Air] check to read someone’s unstated feelings)
Ferocity (Air) (p. 132)
Anxiety
Types: Physical, Mental
Effects:When you strike, you have trouble holding back your power, and you tend to lash out even when a subtler approach would be more appropriate. When you defeat a minion NPC, the minion is always killed, even if you would prefer to incapacitate them.
- After performing a check to intentionally hold back or apply force subtly, you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point. (such as a Games [Air] check to manipulate your opponent or a Martial Arts [Melee] [Air] check to strike a precise blow)
Katana
DMG
4
DLS
5*
RANGE
1
QUALITIES
Ceremonial, Razor-Edged
Wakizashi
DMG
3
DLS
5*
RANGE
0-1
QUALITIES
Ceremonial, Razor-Edged
* when using 2-handed Deadliness is 7
Kusari-Gama
DMG
3
DLS
3
RANGE
0
QUALITIES
Concealable, Snaring, Wargear
* when using 2-handed Range is 2-3
Yumi (bow)
DMG
5
DLS
3
RANGE
2-5
QUALITIES
 
 
Flickering Flame Skirmisher
School
After performing an Attack action, you may change your stance. If you do, increase the TN of Attack checks by creatures of silhouette 3 or larger targeting you by you school rank until the start of your next turn.
Technique Types Available
Kata, Rituals and Shūji
Striking as Water (p. 178)
Kata
Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Water) check, you may spend in the following way:
Water +: Your target treats their physical resistance as 1 lower per spent this way. This effet persists until the end of your next turn
Pelting Hail Style (p. 181)
Kata
Activation: When you make a Martial Arts [Ranged] check, you may spend in the following way:
Water +: Choose a number of other characters at range 0–2 of your target equal to spent this way. Each chosen character receives strife equal to the base damage of your weapon.
Slippery Maneuvers (p. 221)
Shūji
Activation:As a Movement and Support action, you may make a TN 2 Command (Water) check targeting any number of friendly characters in the scene (or your cohort during a mass battle). This technique can only be used during a skirmish or mass battle.
Effects: If you succeed during a skirmish, choose a position containing terrain that you can see. Each target may immediately move 1 range band toward it. Attack checks targeting any of your targets inside the terrain treat the terrain as having the Obscuring terrain quality. This effect persists until the end of the scene.
Token of Memory (p. 195)
Invoc
Activation: As a Scheme action, you may make a TN 2 Theology (Air) check targeting one position at range 0–1.
Effects:If you succeed, you summon an illusion of one inanimate object at the target position. The illusory object’s size is a silhouette of up to your bonus successes (beginning at 0, or a small handheld object). The item appears real, but it does not actually exist, and it cannot be used. Any character confronted with one of these illusions must resist with a TN 4 Artisan, Smithing, or Design check (Earth 5, Fire 2) using a Scholar skill approach to discern its illusory nature. The object persists until the end of the scene.
Skulk (p. 226)
Ninjutsu
Activation:When you perform an initiative or Attack check using Air, you may spend as follows:
If you are in obscuring terrain, a crowd or otherwise concealed from sight, one character with vigilance lower than or equal to your ranks in Skullduggery loses sight of you.

Glory/Honor gained/lost
30 Status - Clan
39 Glory - Family
35 Honor - School
+5 Glory - 20 questions
+10 Honor - 20 quesitons
-5 Honor - 20 questions
+4 Glory - during Topaz Tournament
-4 Glory - during Topaz Tournament
+3 Glory - Session 11
+5 Glory - duel session 15
+1 Glory - Meeting Clan Champion session 16
+10 Status - Emerald Magistrate training
-2 Honor/ -5 Glory - Executing Heimin
+3 Glory Otomo support
XP gained
8 xp - session 1-7
2 xp - session 8
3.5 xp - logging
2 xp - Session 10
4 xp - Session 11 Act, 1
1 xp - Session 12
1 xp - Session 13
2 xp - Session 14
2 xp - Session 15
2 xp - Session 16
5 xp - Session 17+18
3 xp - Session 19
1 xp - Session 20
2 xp - Session 21
2 xp - Session 22
2 xp - Session 23
2 xp - Session 24
3 xp - Session 25
2 xp - Session 26
3 xp - Session 27 + 28
5 xp - Session 29 + 30
1 xp - Session 31
XP used
4 xp - Skill: Martial Arts [Ranged]: 1 -> 2 Curr. 4 xp
2 xp - Skill: Theology: 0 -> 1 Curr. 2 xp
4 xp - Skill: Theology: 1 -> 2 Curr. 4 xp
4 xp - Skill: Medicine: 1 -> 2 Curr. 4 xp
3 xp - Technique: Slippery Maneuvers Curr. 3 xp
6 xp - Ring Void 1-> 2 Curr. 3 xp
6 xp - Skill: Martial Arts [Ranged]: 2 -> 3 Curr. 6 xp
6 xp - Ring Fire 1-> 2 Curr. 3 xp
12 xp - Ring Air 3-> 4 Curr. 6 xp
8 xp - Skill: Martial Arts [Ranged]: 3 -> 4 Curr. 8 xp
3 xp - Technique: Skulk Curr. 3 xp
XP totals
Total XP Gained: 58.5 xp
Total XP Used: 58 xp
Total XP Curriculum: 46 xp
XP left: 0.5 xp
Curriculum XP needed for each rank
Advances that do not appear on the curriculum table at that rank contribute only half their XP cost.
  • Rank 2: 20 xp
  • Rank 3: 24 xp
  • Rank 4: 32 xp
  • Rank 5: 44 xp
  • Rank 6: 60 xp
Notes
More Notes
 

The Game of Twenty Questions

  1. What clan does your character belong to?
    Crab Clan (p. 42)
    +1 Earth Ring, +1 Fitness
  2. What family does your character belong to?
    The Hiruma Family (p. 49)
    +1 Water, +1 Skullduggery, +1 Survival
  3. What is your character’s school, and what roles does that school fall into?
    Hiruma Schout Bushi (Shinobi) (p. 58)
    +1 Water Ring, +1 Air Ring, +1 Fitness, +1 Martial Arts [Melee], +1 Martial Arts [Ranged], +1 Survival, +1 Tactics, Kata: Striking as water, Pelting Hail Style
  4. How does your character stand out within their school?
    Grace, eloquence, or empathy.
    Your character stands out in their school for their finesse, the refinement with which they express themself in social situations, or their sensitivity to the feelings of others. To other students, their successes often appear effortless, but the truth of the matter is that their innate attention to detail means that they work as hard as anyone else, if not harder..
    +1 Air Ring
  5. Who is your lord and what is your character's duty to them?
    Hiruma Kage, daimyo of the Daylight Castle is my one and only lord. He has ordered me to become Emerald Magistrate after a grueling 5 year campaign in the Shadowlands. He has also ordered me my new assignment.
    Public Giri: Protect Doji Ren from harm.
  6. What does your character long for, and how might this impede their duty?
    Hiruma hates babysitting a posh Courtier as battle-hardened veteran. He still seeks honoral death in combat.
    Ninjō: Die in glorious battle.
  7. What is your character’s relationship with their clan?
    Your character believes firmly in the precepts of their clan and the values it holds dear, gain +5 glory based on their reputation as an upstanding member of their community
    +5 Glory
  8. What does your character think of Bushidō?
    If your character’s belief in living by an orthodox interpretation of Bushidō is very staunch, gain +10 honor
    +10 Honor
  9. What is your character’s greatest accomplishment so far?
    Rescueing Hiruma Yoshini from a bog hag by sliding between Yoshini's legs and shooting the hag through the head from below.
    Distinction: Flexibility (Water)
  10. What holds your character back the most in life?
    The horrors of the shadowlands hold little use for discrete behaviour. The long time serving there have left their marks on Tichuki's behaviour.
    Adversity: Bluntness (Air)
  11. What activity most makes your character feel at peace?
    Putting a elaborate piece of flower art on Yoshini's grave after burying him, helped cope Tuchiki with his death and it still puts his mind at ease.
    Passion: Ikebana (Water)
  12. What concern, fear, or foible troubles your character the most?
    In the shadowlands you need to make sure that dead really is dead. Holding back is weakness. Weakness will get you killed.
    Anxiety: Ferocity (Air)
  13. Who has your character learned the most from during their life?
    Hiruma Yoshini.
    Seasoned (Void)
  14. What do people notice first upon encountering your character?
    Large scar down right side of his face, also missing one earlobe.
  15. How does your character react to stressful situations?
    Fatalism
  16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?
    Hiruma Yoshini and Tuchiki have lived together scouting the shadowlands for 5 years. Yoshini died in Hiruma's arms and left him his Kusari-Gama.
    Kusari-Gama
  17. How would your character’s parents describe them?
    Hiruma Toshiki has never known his father. He died defending the wall. His mother Kuni Tadaka was a shugenja who tried to spare her son from the same fate teaching him medicine. She failed and committed seppuku to spare herself from learning of her only son's death.
    +1 Medicine
  18. Who was your character named to honor?
    Stolen Knowledge
    Token of Memory (p. 195), -5 honor
  19. What is your character’s personal name?
    Hiruma Yoshiki
  20. How should your character die?
    In battle against a formidable foe from the Shadowlands.