Shinjo Takuya

Clan
Unicorn
Role
Bushi
Family
Shinjo
Gender
Male
School
Shinjo Outrider
Rank
2
Ninjō
Petty revenge on the Crane clan
Giri
Proof the usefullness and superiority of the horse in combat to the other clans
Status
40
Glory
61
Honor
40
EARTH
2
1
AIR
WATER
3
2
3
FIRE
VOID
Endurance
10
FATIGUE
Composure
10
STRIFE
Focus
4
Vigilance
2
Void Points
MAXIMUM2
CURRENT
Artisan Skills
Approaches
Aesthetics
Composition
Design
Smithing
Refine Restore Invent Adapt Attune
Martial Skills
Approaches
Fitness
Martial Arts [Melee]
2
Martial Arts [Ranged]
3
Martial Arts [Unarmed]
Meditation
Tactics
1
Feint Withstand Overwhelm Shift Sacrifice
Scholar Skills
Approaches
Culture
Government
Medicine
2
Sentiment
1
Theology
Analyze Recall Theorize Survey Sense
Social Skills
Approaches
Command
Courtesy
Games
Performance
1
Trick Reason Incite Charm Enlighten
Trade Skills
Approaches
Commerce
2
Labor
Seafaring
Skulduggery
Survival
2
Con Produce Innovate Exchange Subsist
Personality, Habits and Quirks
- Unmasking: Blushing or Blustering.
- Takuya's (remarkebly long) hair is very well kept. He strokes through it often when pondering or in doubt.
- Treats his horse, Jinsoku Yajirushi, like a human, like a close friend, almost like a loved one.
Equipment
Koku: 5
Ashigaru armor, Traveling clothes
daishō (katana, wakizashi)
yumi (bow), Daikyu (bow) and quiver of arrows
knife, traveling pack
Unicorn warhorse
training club from ruby dojo
Relationships
  • Shinjo Zuiya, Father, Unicorn clan
  • Shinjo Makuya, Forefather who discovered healing properties of tsubaki
  • Shinjo Hitomaro, Daimyo of the Far Traveller Castle
  • Moto Toshiki, Mother, taught Takuya how to sing
  • 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
 
Quick Reflexes (Fire) (p. 109)
Distinction
Types: Physical, Interpersonal
Effects: At the start of each scene, you can always grab an item within reach or reposition it a few paces within your environment. The GM is the final arbiter of how much you can prepare or how much distance you can achieve before the rest of the scene begins.
- When performing a check for which you must act swiftly, you may reroll up to two dice. (such as a Meditation [Fire] check to generate initiative during a duel or a Survival [Fire] check to put together a makeshift weapon)
Travel (Water) (p. 115)
Passion
Types: Mental, Physical
Effects: You are not unsettled by foreign customs, and you can comfortably fit in even in strange environments.
- After performing a check to travel to a new location or interact with a novel thing , you remove 3 strife. (such as a Survival [Water] check to try to identify a new plant, animal, or phenomenon, or a Seafaring [Water] check to travel by boat)
Generosity (Water) (p. 113)
Passion
Types: Interpersonal
Effects: You can always identify a proper gift for a particular person that does not risk giving offense or slighting them publicly. - After performing a check to acquire or give a gift, you remove 3 strife. (such as a Design [Water] check to select an item that complements someone’s wardrobe or a Commerce [Water] check to find and select a gift at a market)
Benten's Curse (Air) (p.116)
Adversity
Types: Interpersonal, Spiritual
Effects: Your romantic efforts are always stymied by circumstances, and your gestures to get the romantic attention of others are usually misinterpreted.
- When you make a check to express your admiration to someone, you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point. (such as an Aesthetics [Air] check to find the right poem to read to express your feelings or a Courtesy [Air] check to tell someone your feelings without exceeding propriety)
Perfectionism (Water) (p. 135)
Anxiety
Types: Physical, Mental
Effects:Anything short of perfection in your work is unacceptable to you, and you have been known to create works of beauty only to cast them aside over some perceived flaw. You cannot help but try to improve any work in which you identify a flaw, even if it means informing someone of higher status of an error they have made.
- After performing a check in which you must interact with an imperfect or unfinished work, you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point. (such as an Aesthetics [Water] check to improve an existing piece of art or a Composition [Water] check to translate a work without losing any of the nuance present in the original language)
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
Daikyu (bow)
DMG
6
DLS
4
RANGE
3-5
QUALITIES
Wargear
Yumi (bow)
DMG
5
DLS
3
RANGE
2-5
QUALITIES
 
 
Born in the Saddle
School
Once per scene, before rolling dice, you may declare that you are directing your horse (who must be present) to aid in a task and describe how its efforts help in those circumstances. Reduce the TN of the check by 2(your school rank).
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.
Lady Shinjo's Speed (p. 222)
Shūji
Activation:As a downtime activity. if you have a steed available, you may make a TN 2 Survival (Void) check to reach a destinaiton with extreme swiftness.
Effects: If you succeed, you reach the destination in half the time it would normally require. If you so desire, one character may ride along with you.
New Opportunities Void :You may lead a number of willing characters with mounts of their own up to your school rank.
Stonewall Tactics (p. 216)
Shūji
Activation: When you make a Social Skill (Earth) or Martial skill (Earth) check targeting a character, you may spend in the following way:
Earth +: Increase the TN of any check the target makes that does not target you by 1 per spent this way. This effet persists until the beginning of your next turn

Glory/Honor gained/lost
+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
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
XP used
4 xp - Skill: Martial Arts [Ranged]: 1 -> 2 Curr. 4 xp
3 xp - Technique: Stonewall Tactics Curr. 3 xp
3 xp - Technique: Pelting Hail Style Curr. 3 xp
6 xp - Skill: Martial Arts [Ranged]: 2 -> 3 Curr. 6 xp
4 xp - Skill: Martial Arts [Melee]: 1 -> 2 Curr. 4 xp
6 xp - Ring Void 1-> 2 Curr. 3 xp
XP totals
Total XP Gained: 32.5 xp
Total XP Used: 26 xp
Total XP Curriculum: 23 xp
XP left: 6.5 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?
    Unicorn Clan (p. 48)
    +1 Water Ring, +1 Survival
  2. What family does your character belong to?
    The Shinjo Family (p. 55)
    +1 Water, +1 Sentiment, +1 Survival
  3. What is your character’s school, and what roles does that school fall into?
    Shinjo Outrider Bushi (p. 85)
    +1 Earth Ring, +1 Fire Ring, +1 Commerce, +1 Martial Arts [Melee], +1 Martial Arts [Ranged], +1 Medicine, +1 Tactics, Kata: Striking as water, Lady Shinjo's Speed
  4. How does your character stand out within their school?
    Creativity, passion or drive.
    Your character is recognized by their teachers and peers for their inventive ideas, their sincere love for the craft of their school, or their intense and irrepressible desire to succeed in their field. Their energy and enthusiasm inspire fellow students and galvanize rivals to put forth their best as well.
    +1 Fire Ring
  5. Who is your lord and what is your character's duty to them?
    The Far Traveller Castle Daimyo, Shinjo Hitomaro is owner of the best breed of horses in all of Rokugan, he seeks to use these resources, useful in time of war, to improve relations with all the other great clans to gain influence within the emperor's court.
    Giri: Proof the usefullness and superiority of the horse in combat to the other clans.
  6. What does your character long for, and how might this impede their duty?
    Shinjo Takuya still has memories of the shameful cancelled Crane deal leaving a bad taste in his mouth.
    Ninjō: Petty revenge on the Crane clan.
  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 diverges from some or all common beliefs about how samurai should behave honorably, gain 1 rank in one of the following skills to reflect past behavior that was unbefitting of a samurai or deeply defied the norm: Commerce, Labor, Medicine, Seafaring, Skulduggery, or Survival.
    +1 Commerce
  9. What is your character’s greatest accomplishment so far?
    When he first met Jinsoku, the horse was completely unruly. Takuya wanted to tame to horse to claim it as his own. They had a fight for many hours where the horse tried to kick and bite him endless amount of times. Takuya managed to dodge all incoming attacks, some at the last split second. In the end, the horse tired out and Takuya managed to tame the horse and ride him to his yurt. They became inseperable ever since.
    Distinction: Quick Reflexes (Fire)
  10. What holds your character back the most in life?
    Growing up in a family, composed only of boys, that was travelling most of their time, Shinjo really has no clue how to act around people in a less formal way or how to interact with girls in particular. The incident with Doji Shikaze demonstrated this effect in extremes and has further restrained Takuya's will to develop this type of communication.
    Adversity: Benten's Curse (Air)
  11. What activity most makes your character feel at peace?
    Travelling is in Shinjo's blood. Both with his family and during the travel to the faraway village of Tsuma, Shinjo encountered almost all the flora and fauna Rokugan has to offer. When his mind is at unease, he still wants to just get on his horse and ride towards the horizon to regain his composure.
    Passion: Travel (Water)
  12. What concern, fear, or foible troubles your character the most?
    Fueled by his family background, Takuya is very picky when dealing with things. Perfect items up value, imperfectionism lowers value. Only perfect is good enough for Takuya.
    Anxiety: Perfectionism (Water)
  13. Who has your character learned the most from during their life?
    Shinjo Zuiya, Takuya's father, learned Takuya one of the most important traits of the trade: generosity. If you impress your customers with just the right gift (being a material gift or not) they will spend more of their money in return. Building a long-term relationship with your customers is important, for it is more profitable than a short term gain.
    Passion: Generosity (Water)
  14. What do people notice first upon encountering your character?
    Takuya's (remarkebly long) hair is very well kept. He strokes through it often when pondering or in doubt.
    Takuya's horse is his most prized possession and his only true friend in the whole world. He is often found talking to Jinsoku as if she is a real person. He also often hugs or pats his horse.
  15. How does your character react to stressful situations?
    Blushing or Blustering
  16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?
    Takuya's direct family and most importantly his father has had a great influence on him. He received his father's Daikyu to carry into combat after he left for the Topaz Tournament. His younger brothers have always looked up to Takuya. He has a deep disdain for the Doji family because of the way they are looking down on the Unicorn in general.
    Daikyu
  17. How would your character’s parents describe them?
    Takuya's father was a hardcore trader who had little use or patience for artistic skills. His mother however, Moto Toshiki, taught Shoji how to sing her ancestral family songs.
    Takuya's deep voice turned out to be really well suited for some of the ancient war songs from the Moto family.
    +1 Performance
  18. Who was your character named to honor?
    Takuya was named after Shinjo Makuya, who discovered the healing properties of the tsubaki flower. This flower, when boiled into a tea for at least 35 hours can cure most ailments of the digestive system.
    +1 Medicine, +3 glory
  19. What is your character’s personal name?
    Shinjo Takuya
  20. How should your character die?
    Takuya has seen a vision of him dying by charging into a large spear which pierced both Jinsoku's and his heart simultaneously.