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1,000 Fortunes Blessings (found on the AEG forums, cleaned up by me)

Uzume's Blessing: [Spiritual] 3 Points (2 Points for Crane)


Uzume is the Fortune of Dance and is often considered to be an aspect of Lady Benten along side her sisters
Sadahako and Sakura, but she answer prayers and grants blessings in her own right. Those blessed by Uzume are
light on their feet and always move with grace. When they dance, the goddess's true blessing can be seen as they
move with sublime skill and grace. When using Perform: Dance or Athletics (Acrobatics) you may gain +1k0 to all
rolls.

Uzume's Curse: [Spiritual] 3 Points (4 Points for Crab)


Those cursed by the Maid of Dance are wretched people indeed. They are incapable of expressing their joy
through dance and are utterly devoid of the love of the art. When watching some dance they feel sleepy and
exhausted as if all the joy is being drawn from them. These people can often not attend any major celebration
without becoming depressed and insular, a dangerous thing indeed in the Festival filled Rokugani year. When
participating in, or observing a Dance performance, you lose one Void point. If you have no Void Points you are
fatigued as if you have not rested for a full day. This condition lasts until you sleep for a full night.

Tenjin's Blessing: [Spiritual] 3 Points (2 Points for Fortunist Monks and Phoenix)
As the Fortune of Literature and Writing, Tenjin is revered by scholars of all kinds. Tenjin favors those with more
scholarly bents and allows them to create works of lasting beauty and real depth. When making a skill roll involving
writing of any kind, you gain a +1k0 bonus. Further you may spend a void point and make a Raw Void skill roll to
understand any written language. The TN of this roll is based on the complexity of the language and the similarity to
Rokugani. This does not allow you to pierce Ciphers however, it only lets you understand foreign/obscure
languages.

Tenjin's Curse: [Spiritual] 3 Points


Tenjin can grant great understanding or he can take it away. Those cursed by Tenjin will never be able to read or
understand any form of writing. This even extends to simple ideograms and pictographs. Any and all forms of
writing are equally incomprehensible to you. You may still be able to appreciate the pretty pictures, however.

Blessing of Natsu-Togumara: [Spiritual] 3 Points (2 Points for Miya)


Natsu-Togumara is the fortune of Travel and experience. Many travelers seek his blessing before setting forth on a
great journey, and few of the famed Miya Heralds walk without a small icon of him tucked into their obi. Those
blessed by Natsu-Togumara have pleasant, swift journeys and return home safely much the wiser for their travels.
You may spend a Void Point once per day to make a raw Void Skill roll (TN 20) to gain the Way of the Land
advantage for the area you are currently in. This advantage fades after a full day, although a character may
purchase that advantage later.

Curse of Natsu-Togumara: [Spiritual] 3 Points


Natsu-Togumara's wrath can be terrible for those traveling the byways of Rokugan, although they may still learn
something from it. cursed with never being able to find their way, these unfortunate sorts spend much time lost,
wandering about in search of home or destination. Any attempt to find your way requires a Perception/Navigation or
Perception/Hunting roll with a TN of 25. Failure means you are lost for ten minutes for every point of difference
between your roll and the TN. This TN may be raised or lowered depending on circumstance as defined by the GM.
Finding your way in your own home may be easier (TN 10), while trying to navigate a maze may be hopelessly
impossible (TN 60).

Blessing of Hamanri [Spiritual] (3 Points, 2 Point for Crab)


Hamanri is the Fortune of Stability and Government. Wile it seems he doesn't do much for the more legalistic and
bureaucratic minded samurai, his blessing are often given to those in need of a strong footing. Hamanri grants
those under his guidance with the ability to maintain their feet in many situations where they would otherwise be
dashed to their backs. You may add a +5 to the total of all rolls involved in keeping your feet and in avoiding being
pushed. This includes contested rolls for knockdown and athletic rolls to avoid slipping or falling.

Curse of Hamanri [Spiritual] (5 points)


In his guise as Fortune of Stability, Hamanri does terrible things to those who angered him. Any and all rolls
involving balance require you to declare a raise for no effect. This includes nearly all athletics rolls as well as
contested rolls avoiding being knocked prone. You also receive a -3 penalty to your Armor TN in environments with
tricky footing. This includes difficult terrain, ice, mountains, climbing, deep woods, boats, sand dunes, the backs of
writhing orochi, or burning castle roofs in windstorms. Basically any environment aside from streets and dojo. And
even then, a lot of streets are rather muddy in the rain...

Blessing of Megumi [Spiritual] (8 Points)


Megumi, the Fortune of Heroic Guidance has seen fit to grant you the stuff of heroes. Whether you are destined for
greater things or because of your devotion to him, you are under his watchful eye. every day at dawn, you gain a
Void Point. This bonus void point is not recovered through sleep, magical effects, meditation, or Tea Ceremony and
has no effect on Void Magic (unless Void magic is used to detect your Void, then it can be discerned). It may be
learned during the Assessment Phase of a duel, but is in no way different than any other Void discerned in this
manner. You gain this void each morning regardless of whether or not you have slept the previous night.

Curse of Megumi [Spiritual] (5 Points, 6 Points for Spider Clan)


Megumi, the Fortune of Heroic Guidance has decided to let the Giant Hamster of Misfortune run on your particular
Karmic Wheel all day long. As such you lose a Void point each morning. This Void may be regained normally. If you
have no void to lose you are Fatigued and will not lose the Fatigue until you spend a Void Point specifically for that
effect. This condition stacks with other Fatigue effects (going with out sleep or food, Bushi Techniques, Magic,
Poisons, etc).

Blessing of Kaze-no-Kami [Spiritual] (11 Points, 10 for Bayushi and Kakita Bushi)
Kaze-no-Kami is the god of wind and is the essence of raw speed and reactions. Seldom in life does one not feel
the wind, equally so, seldom does your character not move with wind born speed. You may add +1k1 to all initiative
rolls when outdoors or where the wind can be felt (this includes near windows, in open gardens, or drafty homes.
You are out of luck when trapped in the Tomb of Iuchiban however).

Curse of Kaze-no-Kami [Spiritual] (9 Points, 12 Points for any school with an initiative bonus)
Kaze-no-Kami is a fickle god and his curses are as horrific and dread as his blessings. The wind foils your strikes,
dust blows in your eyes, the roar of wind hides your foe's movements, and the press of air on your body slows your
steps. Your dice for initiative never explode, you may never increase your initiative through void, magic, kata, or
school techniques, and if you try to switch initiative scores with another willing character, both of your scores are
reduced to the lower number.

Hujokuko's Blessing [Spiritual] (1 Point)


As kami of fertility, Hujokuko has a respected following; there is no greater fear in a marriage than the fear of
infertility. Failing to produce an offspring is a deep shame as it ends a bloodline, deprives one's lord of future
warriors and servants, and assures one that their titles, name, and lands will pass to another. Those with
Hujokuko's Blessing never need to fear that outcome for they are most fertile. Any appropriate sexual encounter will
be assured of producing a pregnancy (please don't make me describe what exactly "entails 'appropriate sexual
encounter').

Hujokuko's Curse [Spiritual] (1 Point, 2 Points for Imperials and Kuge Class)
Those so cursed by Hujokuko are doubly cursed; not only will they never be able to pass their bloodline on to
another generation, when this is discovered they are likely to experience great shame and ridicule from their peers.
Characters with this disadvantage are utterly sterile and will never be able to produce offspring, no matter how often
they copulate.

Kenro-ji-jin's Blessing [Spiritual] (3 Points)


The Fortune of Soil is a god send to peasants and farmers and well respected by those who love to garden
especially those who indulge in the high art of bonsai. A true master of any of those arts knows that the proper soil
makes for the best plants. Those blessed by Kenro-ji-jin may expect to see all of their plants prosper. You may gain
a +1k0 to one skill: Choose Artisan: Bonsai, Artisan: Gardener, Craft: Farming, or any Craft or Artisan roll that
relates to growing things from the earth.

Kenro-ji-jin's Curse [Spiritual] (2 Points)


You are the bane of all plants. For some reason, any plant taken into your care is doomed to a terrible death of
malnutrition, sickness, disease, and dehydration. It's sad, really, and plants know to fear your name. You must
always drop your two highest dice when making a roll involving growing, tending, or planing any plant life. This
includes Gardening, Bonsai, and any farming rolls.

Blessing of Muzaka [Spiritual] (4 Points, 3 Points for Dragons)


The Fortune of Enigmas is quite a mystery. Who he chooses to bless, and why, has left scholars debating for
centuries. Nonetheless, He bless who He chooses, and His blessings can be essential to anyone faced with a
conundrum. You gain a +1k0 bonus to all Lore: Riddles or Investigation rolls to solve any complex question (it does
not help you spot an ambush, or interrogate a subject, but it may assist you in piecing together clues at a crime
scene).

Curse of Muzaka [Spiritual] (3 Points)


The Fortune of Enigmas is a devious little monster indeed. Those so cursed find it difficult giving a straight answer,
indeed even at giving even clear responses to direct questions are nigh impossible. You must make a Raw
willpower test at a TN of 30 to respond to any question without a question of your own. This extends to anything
from someone asking you for directions or the weather all the way to your Daimyo asking you if you want to marry
his daughter or a magistrate torturing you for information on a crime you may or may not have just committed.

Blessing of Hachiman [Spiritual] (7 Points, 6 Points for Crab and Lion)


The God of war and battle is a good god to have on your side. He often protects his favored in war while covering
them in glory. You always gain at least at least one Glory each Battle Turn on the Personal Battle Results table. So
long as you are Heavily Engaged you may also reduce to zero any damage result that is equal to or less than your
current Glory or Honor, whichever is higher.

Curse of Hachiman [Spiritual] (7 Points, 8 Points for Ashigaru and Ronin)


The God of War is displeased with you and revels in getting you in dangerous engagements. It seems that so long
as you are even near a battle, someone will try to spear you or shoot an arrow in your direction. You always take at
least 1k1 wounds from the Battle Table no matter what modifiers or engagement level you are in. So long as you
are Disengaged or in the reserves you also take an additional +2 wounds, which cannot be reduced by any means.

Nagiroko-To's Blessing [Spiritual] (2 Points)


The Fortune of Forgiveness is a seldom prayed to fortune as there are not many times in a typical samurai's career
that he or she will need to be guided into a true apology, although many married Rokugani (husbands and wives)
do tend to visit her Shrines more than most. When making an apology you may keep an additional die.

Nagiroko-To's curse [Spiritual] (2 Points, 3 Points for Scorpion)


For some reason all of your apologies fall flat and seem to sound insincere. The Fortune of Forgiveness has, for
one reason or another, decided that you must be punished for falseness. As such, when making an apology you
must remove your highest rolled die before selecting kept dice and may also never keep more dice than your
Insight Rank (this does not allow you to keep more dice if your Insight rank is higher than your Trait however).

Blessing of Xing Guo [Spiritual] (7 Points, 6 Points for the Tsi or Kaiu)
As the Fortune of Steel, Xing Guo is a new god, but one that takes his duties seriously. For those who honor him
(and those who he chooses to bless), Xing Guo grants a degree of resilience to their weapons and armor, most
especially to those that have been properly treasured and passed down from generation to generation. Ancestral
Weapons (those inherited from one's parents either from Inheritance, Heritage Table results, or possibly from other
advantages/Role Play) are notoriously hard to break or be knocked from one's hand. All TN's to break or disarm an
ancestral weapon are increased by +5. If the Player has a ancestral suit of armor he or she may choose that
instead of the weapon and gain +1 Reduction.

Curse of Xing Guo [Spiritual] (6 Points, 7 Points for Yoritomo)


The Fortune of Steel, when roused to anger, can be life threatening for any warrior. His curse makes steel brittle
and easy to shatter. All TNs to break or Disarm your weapons are at a -5 (making it easier for your opponent) and
your armor's Reduction is reduced by 1 (to a minimum of 0. This stacks with other effects that reduce Reduction).

Blessing of Hikora [Spiritual] 4 Points


The God of the mighty Oak tree, Hikora is a symbol of resilience, durability, and eternity. Few things in Rokugan last
as long as the mighty oak tree, and the Fortune has blessed you with a touch of that endurance. You gain a
Reduction of 1 to all manner of physical damage which will stack with worn armor, although magical sources
penetrate this easily. Fire is a true bane of all things wood though, and you suffer an additional 1k1 wounds from
fire based attacks.

Curse of Hikora [Spiritual] 7 Points


Though strong, the oak tree can often reveal that to be a myth and show a rotten core. In your case, the Fortune of
Oak has decided to pass that rot onto you. You may never benefit from Reduction, be it from spell, Tattoo, Kiho,
Kata, armor, or School Technique. When you are not wearing armor or under the effect of a Technique, Spell,
Tattoo, Kata, or Condition that grants reduction you take an additional point of damage from all sources.

Blessing of Kyufoki [Spiritual] 3 Points


Most Rokugani give homage to the Fortune of Earthquakes and it is rare to find a community that does not have at
least a small statue of him somewhere in the village. As lord of the shifting earths, he sends his wrath to all parts of
the Empire and only routine appeasement can keep him from sending his wrath too often. Still, he does sometimes
give blessings, and those with his respect find themselves always of sure foot. You gain +1k0 to all rolls to retain
your footing or keep your balance when on unstable, shaking, or collapsing earth. Furthermore, if the ground you
are standing on gives way naturally, you may make an Earth Roll to force the ground to remain stable long enough
for you (and only you) to move out of the way. The TN is generally set at 15, but may be increased by the GM at
their discretion. Spells that cause the ground to grab, crumble, fall away, turn to mud, or otherwise impede your
balance have their TNs increased by your Earth.

Curse of Kyufoki [Spiritual] 3 Points


The Fortune of Earthquakes causes the ground to tremble whenever he moves in his home underground.
Sometimes he finds that one mortal walks a bit too loudly on his roof and sends that mortal much misery. These
poor mortals will find that the ground will suddenly shift under them at the worst moments. Any time you are
standing on dangerous terrain or in a precarious location you must make an Agility/Athletics Roll or have the ground
fall out underneath you. The ground may crack, ledges will give way, and roots will twist and entangle you. The TN
for this is determined by the GM, but will usually be a 15. This effect will stop once you have failed a Agility/Athletics
Roll until the next game session. (Cruel GMs may have this disadvantage trigger more than once a session, but are
advised to increase the number of points the Curse grants.) You are, however, safe when on ice, in rivers, or on
sailing vessels, so Shinsei recommends you take up sailing.

Blessing of Raijin [Spiritual] 5 Points


Raijin is a fortune who is often found serving Osano-wo. Technically the original God of Lightning, he has become
subordinate to the Fortune Osano-wo who is the Lord of Storms. Those with his blessing are quick as the spears
that Raijin tosses to earth and are capable of instantaneous reactions; during rounds where they would be
surprised they may take a single simple action before anyone else in the combat. This enables them to move, or
make an attack (if they have the ability to attack as a simple action. It does not grant them any special knowledge of
an opponent's moves or where they may be, but it does allow them to act based on knowledge they have at the
start of the Initiative round. for example, if a ninja attacks them from the shadows they get to act before the ninja,
but do not know where he is, just that they are about to be attacked. This would be an excellent time to switch
stances or move away from their current spot. If they did see their attacker, or know that an opponent is going to be
attacking them, they may attack as normal.

Curse of Raijin [Spiritual] 5 Points


The Fortune of Lightning is a fickle deity and curses as often as he blesses. Those who bear his ire are often
blinded, confused, or bewildered in times of sudden action. During Surprise Rounds your Armor TN is dropped by 5
and all of your actions have their TNs increased by 5. If you choose to move during a surprise round, the amount
you may move for each Action is reduced by 5.

Blessing of Jotei [Spiritual] 3 Points


Jotei begins every morning by running before the light of Amaterasu and kissing each and every blade of grass,
leaving behind a single drop of morning dew. It is an important job, as Fortunes go, and one that Jotei takes with
sincere pride and joy. Jotei knows that unless the grass properly shines in Amaterasu's eyes, shedding a thousand
sparkles, she will grow bored with the world and soon turn her gaze elsewhere. Those blessed by Jotei are one of
the most damnable creatures, damnable to others that is. Known as "Morning People" they are always chipper,
cheerful and greet the dawn with joy and boundless exuberance. When they rise with the morning light they receive
a +1k0 bonus to one skill of their choice. This bonus must be chosen at dawn and lasts until Amaterasu has fully
stood in the sky (Noon, so from Dawn until midday).

Curse of Jotei [Spiritual] 3 Points


And then there are those who simply hate mornings and the rudeness inherent in rousing them from their slumbers.
Grouchy, grumpy, and full of bile in the mornings, their attitude has stuck Jotei the wrong way. If others find the
glorious sun shining on the lawn to be wonderful, it hurts their eyes. If the morning hymn of the birds brings a
lightness to others' hearts, to these people it brings misery and migraines. These people are not truly a part of
Amaterasu's world for hours, or at least until they have had their caffeine. As such they are cursed to lose -1k0 to
one skill until Lady Amaterasu-no-kami has risen to her fullest extent in the day (Noon.)

Blessing of Koshin [Spiritual] (3 Points, 2 Points for Miya)


The Fortune of Roads is a commonly prayed to fortune when traveling, especially for those from the Miya and
Yasuki families. The Miya in fact have the honor of owning the largest temple in all Rokugan dedicated solely to
Koshin. As lord of all roads, streets, highways, and byways, Koshin has a rather narrow scope of control, yet one
that is valued for anyone who travels long distances in the Empire. Those with his blessing always end their
journeys sooner than those without as they tend to find shortcuts, smoother travels, and are generally refreshed
just by walking the roads of the Empire. You gain +1k1 to all roll for finding your way, direction sense, or land
navigation when on a road and will never become fatigued from travel on the road (you may become fatigued from
other effects such as lack of sleep however).

Curse of Koshin [Spiritual] (3 Points)


The Fortune of Roads is not one to anger if you ever plan to travel much. Those with his ire will find themselves
late, taking far longer to travel the same distance as other people and the trip will always be harder and more tiring.
Whenever you travel for more than an hour on a road, path, track, highway, or street, you become Fatigued. This
condition will last until you rest for at least ten minutes per hour of a travel. If you travel for more than six hours, you
become Fatigued and the penalties are applied twice. This condition will last until you rest for a full night of sleep. In
addition, travel times when using roads are increased by 10%.

Blessing of Ko-no-Hana [Spiritual] (3 Points)


As the Goddess of Flowers, Ko-no-Hana is responsible for both the art of Ikebana but also in bringing beauty to
nature in the form of flowers. People blessed by her find themselves with an instinctive understanding of both the
art of Ikebana but also in choosing the right flower for the right person. You gain a +1k0 bonus to Artisan: Ikebana
rolls and gain a +1k0 bonus to opposed social rolls against one person whom you have personally crafted and
gifted an Ikebana display. This bonus will last for a number of opposed rolls equal to your Insight rank or until the
next day (which ever is shorter).

Curse of Ko-no-Hana [Spiritual] (3 or 6 Points)


It is said that the Gods laugh in flowers. Well, sometimes they also swear and curse in flowers. And they have been
swearing at you all your life. Flowers bring you nothing but misery. You can not appreciate Ikebana and never
receive any benefit from Ikebana (this includes any Doji Artisan Techniques involving Ikebana or other advantages).
In fact, the very presence of flowers can cause you to fall into a fit of sneezing and itching fits. When you are
around flowers all Social TNs are increased by 5. For 6 points your fits are so terrible that when you are around
flowers your Physical TNs are also increased by 5. This includes gardens, ikebana displays, most rural and
wilderness areas during the spring, and some markets that specialize in flowers.

Blessing of Tojo [Spiritual] (3 Points. 2 Points for any Imperial Courier or Messenger)
The blessing of the Kami of dung is one that many Samurai would actually appreciate if they merely thought about
it. When he was named by the Emperor, what was failed to be mentioned was what kind of dung He rules over. This
Fortune holds sway of all types of dung, man, horse, bird, fish, even bull... ...dung. As such, you are a master of
prevarication and gain a +2k0 bonus to any roll to convince someone of something of which you have no actual
knowledge. This might or might not be an actual lie, but it is certainly a stretching of the truth, so it probably will
count as a use of Sincerity (Deceit). When speaking something you know is an outright lie, the bonus is reduced to
a +1k0. You may also purchase the Lore Skill Trivia for one point less.

Curse of Tojo [Spiritual] (3 Points)


While the blessing of the Kami of Dung may be more esoteric than some, his Curse is downright literal. You smell at
all times of dung. No amount of bathing, perfume, or magic can cover the smell for longer than a hour and this has
affected you deeply. You must call two raises on all social rolls for no effect with the exception of apologies as no
one wants to be around you long enough to hear your entire apology.

Blessing of the Fortune of Knots [Spiritual] (3 Points, 2 Points for Ninjas)


The Fortune of Knots, unnamed and unremembered is still one that has his or her uses for some members of
society. When ever you attempt to create or undo any know, you may add +1k0 to the roll. Further, any knot with a
TN of less than 5 times your Intelligence simply falls apart at your touch (unless raises were made to construct said
knot)

Curse of the Fortune of Knots [Spiritual] (7 Points, 8 Points for Ninjas)


One would not expect the God of Knots to have a terrible curse, but one does not realize just how many things
actually require knots. Kimono, obi, sandals, sword wrappings, sleeve cords, armor, fancy packages, the list is nigh
endless. Until someone in Rokugan invents zippers or the button, you should probably invest in a reliable servant.
And not let anyone know your terrible secret. You will never be able to successfully tie a knot. Either they are ugly
messes that require cutting to remove, never stay tied, or simply look as if a rather daft child (possibly lacking
thumbs) did it for you. You receive half the benefit from Armor (including reduction) and lose 1k0 from all social rolls
that involve appearance, unless someone else ties your things for you. If you choose to wear sandals, your
movement is reduced by 1' and your initiative by 2.

Blessing of Ekibyogami [Spiritual] (3 Points)


The God of Plagues and diseases is a commonly prayed to fortune in Rokugan. Nearly every home has at least a
small statue or icon of him for warding of illnesses, and his temples are often flooded during times of epidemic.
Those who carry his blessing are rare and special: you may never get ill. No mundane sickness will ever take you,
no flu, no cold, no plague, pestilence, disease, or such. Magical versions still have a hard time affecting you and
you receive a +1k0 bonus to resist them (or the spell casting rolls are considered 5 higher to afflict you). You are
even able to resist powerful maho illnesses like the Wasting disease. Shadowlands Taint is not considered a
Disease however, nor are mutations that stem from the Taint and you may accrue those however.

Curse of Ekibyogami [Spiritual] (5 Points)


Those cursed by Ekibyogami are perhaps the most wretched of all those who fall under the ire of a Fortune, for
they are walking bastions of sickness. You are always sick, it seems, and always roll one less die to resist any form
of sickness. Further, you spread illnesses far easier than others (the TN to resist any disease or illness you carry is
5 higher than normal and individuals must check against you twice as often). Magical Diseases are even worse: the
TNs to inflict you with a magical based disease are reduced by 10.

Blessing of Haruhiko [Spiritual] 3 points


Haruhiko is the fortune of fishermen, and he watches over his followers with a good eye. While sometimes the sea
takes them, when He can, Haruhiko guides them to safe harbors and shoals deep with fish. While Haruhiko might
be seen as a god expressly for peasants, for Samurai he has his own special gifts. You may spend one hour fishing
in any body of water that is known to hold fish. If you do so, you may make a Void/Hunting (Fishing) roll at a TN of
20. If you succeed you not only catch a fish suitable for eating, but you may regain 2 Void for your relaxing efforts.

Curse of Haruhiko [Spiritual] 3 Points


When angered, Haruhiko sends down a dread curse upon any Rokugani. You will never gain sustenance from fish.
Ever. It tastes disgusting to you and provides no nourishment. This includes both whole fish and fish used as
flavorings and broths, so any food made with fish products is revolting. This can cause problems when at a guest's
house or when eating at formal dinners, so you might wish to practice eating fish with a straight face.

Blessing of Kojin [Spiritual] 3 Points


The God of Kitchens and Housewives is one of the most prayed to Fortunes in the Empire. Whenever a meal is
prepared, cooks Empire wide say a small blessing and intelligent builders will make sure to bury a idol to Kojin
somewhere under a kitchen hearth for security. Those blessed by Kojin receive two benefits: first no Kitchen they
routinely work in will ever accidentally catch fire and secondly, they will gain a +1k0 bonus to all Craft: Cooking rolls.

Curse of Kojin [Spiritual] 3 Points (4 Points to Anime Hero's Girlfriends and Love Interests, 5 Points if they are
Royalty)
Kojin is a baneful deity for marital satisfaction however, and individuals with his ire will often set boiling water afire
and cook meals inedible to any but themselves. any time they prepare food they must Raise an additional time for
no effect and if they fail a roll or do not call a raise, the food will burst into flames at some point during the cooking
process (this includes plating). Regardless, even if the individual succeeds, the food will be unappetizing. If Kojin or
the GM allows, the Player may call four raises to make food that is actually tasty, though most people familiar with
the person's cooking will find it hard to believe he or she prepared the tasty meal.

Blessing of Hakudo Maru [Spiritual] 4 Points (3 Points for Mantis, Yasuki, and Daidoji)
In the ancient myths of Rokugan, Hakudo Maru came down from the skies and taught the young nation how to build
sailing ships. Those under his blessing have an innate ability to craft sailing vessels that can withstand all but the
roughest of weather and are known to be better constructed than others. You gain a +1k0 bonus when using any
skill to craft a boat (Usually Craft: Boat, but if used to make sails Craft: Sewing may also gain the benefit). Further
all boats built entirely under your direction gain a +2 bonus on all rolls involving their seaworthiness (Any rolls made
to resist being destroyed in storms, to resist combat damage, or sailing attempts to keep them off rocks for
example).

Curse of Hakudo Maru [Spiritual] 3 Points (4 Points for Unicorn or Dragon)


For whatever reason, you can not grasp the idea of flotation and hydrodynamics. Whenever you build a boat, it
seems to follow no course set, and wallow in storms like a drunken bushi. Whenever you use a craft skill that will
create something to ultimately be used in a boat, you must call a raise to no effect. Further, any boat built under
your guidance increases the TN of all physical actions taken aboard it by 5, thanks to the swaying, rocking, and
general lack of seaworthiness of the ship

Blessing of Jokioju [Spiritual] 3 Points


The East wind, Jikoju brings warmth, spring, and rain to the farmlands of Rokugan. Sweeping in from the sea, it is a
bounty to farmers and samurai alike. Those who bear Jikoku's Blessing bear the full strength of spring; once a day
you may spend a void point to heal a number of wounds equal to your Air plus Insight Rank. This may be done
reflexively, immediately, or during the reactions stages and does not count as an action. During the Spring months
you may do this twice a day, but can not perform it at all during the Fall.

Curse of Jikoju [Spiritual] 3 Points


Those who bear the East Wind's Curse suffer mightily. You heal one point of damage less on all healing attempts
(Medicine, Spells, or Natural Healing). During the Spring you may not heal naturally from any damage source
unless you have had the Medicine Skill performed on you (by your self or another person). You may heal normally
otherwise.

Blessing of Zocho[Spiritual] 3 Points


Master of the South Winds and lord of Summer, Zocho brings heat and humidity. Few look on his Wind with favor,
except possibly the Lion who favor the hot and dry season as perfect for campaigning. Those who hold the Summer
Wind's Blessing may spend a Void Point during the Initiative or reaction Stages of Combat to gain a +5' movement
for the following round. This may not increase their movement beyond their normal movement, but may be taken as
a separate Free Action from the Normal 5' Movement. During Summer Months you may do this twice a day, but
may not perform it at all during the Winter Months.

Curse of Zocho [Spiritual] 3 Points


Summer can be brutal in Rokugan with oppressive heat and a burning sun. Those who hold Zocho's Ire find
themselves often lethargic during the day as the heat draws out their vitality. Your maximum movement is reduced
by 10' during the summer months. In other seasons your maximum movement is reduced by 5'.

Blessing of Komoku [Spiritual] 3 Points


Master of the West Wind and the Great Harvester of the Autumn, Komoku is beloved by Farmers for His winds
signal harvest time. For everyone else in the Empire, they look on with suspicion as His winds also bring the taste
of sand and spice from distant lands. You gain a +3 bonus to all social rolls when dealing with Non-Rokugani as you
find that hint of spice and foreignness familiar and satisfying. This Bonus is increased to +5 during the Autumn
months. You still need to speak their language (or they yours) to converse, but they do not seems fully strange to
you. You do not gain any bonus during the Spring Months as Komoku's power wanes.

Curse of Komoku [Spiritual] 3 Points


As harbinger of the Distant West and the Gaijin nations beyond the Burning Sands, Komoku is often seen with
mistrust. Which is fine by him, but he returns that mistrust five-fold. Those with his curse are scented with the
smells of foreign lands, which is often off putting to Rokugani as these smells are jarring and alien. When dealing
with Rokugani unused to Gaijin cultures you gain 5 Boxes of Infamy. During the Autumn Months, you gain an
additional 5 boxes that will fade during other season.

Blessing of Tamon [Spiritual] 3 Points


The Winter Wind is a powerful one, bowing from the Great Wall of the North, it brings snow, ice and cold. Much
maligned, especially in the cold climes of the Dragon, Phoenix, and Unicorn Clans. Those with his blessing find it
easier to move and operate in cold weather and even find themselves looking forward to going out doors, even in
the midst of the worst weather. In the Winter months you may add your Earth to all rolls when outside (at GM's
discretion this may also include indoors if it is particularly cold). During other months this bonus is reduced to +2
and may only be gained if it is cold or windy. You gain no bonus during the Summer Months.

Curse of Tamon [Spiritual] 3 Points


Tamon is the embodiment of Cold and Icy Winds and those who do not give him proper respect are often cursed
terribly. You can not deal with cold weather at all and receive a penalty of +5 to all TNs when cold. During the
Winter Months this TN is creased by an additional +5. At GM's discretion, you may mitigate or reduce this TN
penalty by finding ways to stay warm.

Blessing of Isora [Spiritual] 3 Points


The Kami Isora is the god of the seashore, the waves, and the winds that play in those areas. Mainly worshiped by
fishermen and sailors, Isora is an often kind and loving god, and one who often grants protection to those who give
him praise. One of the highest forms of praise for Isora is that of riding upon his waves. Many Mantis will surf these
waves in small two or three man boats, while a few have learned to truly please Isora by riding atop planks of wood,
entrusting their lives to his gentle hands and their own athleticism. You gain a +1k0 bonus to all physical rolls when
in sight of a sea shore. This bonus increases to +1k1 on all Athletics (Swimming), Pilot: Small Boat or Athletics
(Surfing).

Curse of Isora [Spiritual] 3 points, 4 Points for Mantis


Isora does have a dangerous side, as his waves can occasionally form the mighty Tsunami or the more common
storm surge. When these mighty waves tear into Rokugan, they can cause massive devastation and destruction.
Waves are not all the ways Isora can harm those he dislikes, however: mastery of tides and currents is also his
purview. Those so afflicted find any body of water becoming dangerous, as unexpected currents try to drag him or
her to her fate. While they are safe from Isora's wrath in man made bodies of water or any body of water that does
not connect to the sea, if the lake, stream, or river eventually connects to Isora's domain, he may send tides to
drown a hated Samurai. On any natural body of water that eventually connects to the sea (no matter how far) you
suffer a -1k0 to all athletics rolls. If you are stupid or unlucky enough to swim in the ocean, the penalty increases to
-1k1.

Blessing of Tsukune [Spiritual] 10 Points, 9 Points if you have Great Destiny


The Fortune of Rebirth is a relatively new God in Heaven, but no less powerful for her youth. Born to the Shiba, and
eventually the bearer of the Soul of Shiba himself, Tsukune was a great Hero in the Empire and noted for her skill,
wisdom, and courage. Those she favors bear a spark of her immortality and may be reborn when they die. If you
are ever killed, you may choose to rise with the dawn, bursting with light and thunder, regaining all Void, expended
spells, kiho, techniques, and recovering from all wounds. This includes any maimed limbs, lost eyes, destroyed
body parts, diseases, poisons, or scarring; all are cured instantly. In addition, you immediately gain 5 Exp that must
be spent on improving Traits or School Skills (or any skill that you have Great Potential for). This ability may only be
used once, and is lost after it is used. At GM's discretion, you may repurchase this advantage at a later date. As
final note, everyone who has risen from this Blessing gains a small "Re-Birthmark" somewhere on their body of a
phoenix in flight.

Curse of Tsukune [Spiritual] 10 Points


As the Lady of Rebirth and Renewal, Tsukune's scorn carries a terrible weight. Those who she dislikes find
themselves perpetually with one foot in the grave, always balanced on the edge of life and death. If you are
reduced to the Out Wound category, you immediately die.
Blessing of Toyoyuke-Omikami [Spiritual] 3 Points
Toyoyuke-Omikami is the god of grains and is as important to Rokugan as Inari, the God of Rice. Grains other than
rice show up in animal feed, noodles, cakes, fritters, steamed buns, medicine, and a host of other food stuffs. Some
enterprising Unicorn have even taken to fermenting some of the noble grains for intoxicating beverages. As such,
all Rokugani give prayers to Toyoyuke-Omikami to stave off starvation and to bless the meal about to be eaten.
Those who holds the blessing of the God of Grain have the advantage of warmth and hospitality everywhere they
go, for their appearance is as welcome as the harvest. You gain a +1k0 on all Etiquette rolls made within an hour of
your arrival in any location as everyone is happy to see you arrive. If you eat with your hosts, this bonus increases
to +1k1 on Etiquette and +1k0 on all other social rolls. Further, any meal you partake in automatically has enough
food t provide for everyone there (although most of the suddenly appearing food is in the form of grainstuffs),
provided you give a small token gift of grain (any grain will do).

Curse of Toyoyuke-Omikami [Spiritual] 3 Points


The god of grains sends out a terrific curse: those he hates bring hate upon themselves as his presence can blight
crops, spoil stored grains, and is the storm crow of famine. You have a -1k0 penalty to all etiquette rolls for the first
hour of meeting people. If you stay longer than an hour, the penalty rises to -1k1 on Etiquette rolls and -1k0 on all
other social rolls. In addition, if you stay longer than a day all grains in a radius of 100 feet x Void tend to grow
sickly, wither, or spoil. This effect reduces yields by roughly 10%, or 1 Koku of grain per field/store room.

Blessing of Saibanken [Spiritual] 4 Points, 3 Points for Magistrates


Saibanken was once a mortal by the name of Soshi Saibanken. In his life he rewrote nearly every Imperial custom
and made them Laws. He is revered as the greatest magistrate ever, the greatest master of law to have ever been
born, and that was during his life. Upon his death he was nearly instantly raised to fortunehood as the Fortune of
Laws. Granting a portion of his brilliance to those under his benevolent gaze, those with his blessing seem to have
a natural affinity for laws and court proceedings. You gain a +1k0 bonus to all Investigation rolls meant to discover
the truth and to all Lore: Law rolls. Saibanken despises those who abuse their position, and any magistrate who
uses the Law to their own benefit immediately loses this blessing (and may even gain his Curse).

Curse of Saibanken [Spiritual] 3 Points


When Saibanken curses someone, they gain a terrible, terrible curse: they become immediately noticeable to
anyone in the field of law enforcement, from the lowliest doshin to the highest Emerald Magistrate, and not in a
good way. Any attempt to recognize you by a legal and recognized servant of the law gains a +1k1 bonus and their
dice may always explode (even if they do not have ranks in the skill in question). This includes all rolls to pierce
your stealth, disguise, lies, or simple recognition rolls. If you are guilty of a crime and have a warrant out for your
arrest the law officer may add their Honor to the total of the roll (Or +5, whichever is greater).

Blessing of Sudaro [Spiritual] 5 Points


The God of Perseverance is one that is held in high esteem by samurai; after all the desire to succeed despite the
odds is often at the heart of many bushido tales. Rarely though does this god grant his blessing to mortal men.
Scholars debate this, but the truth is rather simple: To be truly pure, endeavor must be won by one's own abilities,
honor, or willpower; were your trials to be won through the grace of God, then it would have no meaning. Still, there
are times when Sudaro grants his powers to a few worthy people. Usually for those with a powerful destiny, but
sometimes as a reward to those with a driving will so strong, that not even He could deny it. You may spend a Void
point and make an oath. Until this Oath is fulfilled you will not regain this void by any means (sleep, magic,
meditation, tea ceremony, kiho, kata, et al) but you will gain a +1k0 bonus to all rolls that further the completion of
the Oath (GM's Discretion). Further, if you die while trying to fulfill this oath you may (if possible) spend 3 Void to
have the Oath fulfilled by some force. Note: these effects can only be fulfilled if the Oath is reasonable and one that
can be achieved by a Mortal (at your stage of ability). An Oath to run across the Empire in a single day would be
wasted, while an Oath to defeat your rival could be attempted. The GM is the final arbiter on this, but a impossible
oath merely results in the loss of Void. If a Player keeps making impossible Oaths, Sudaro will abandon him without
remorse. One does not squander the God's gifts.

Curse of Sudaro [Spiritual] 5 Points


While Sudaro dos not give out His blessings easily, the opposite is true of his Curse. when he finds a soul weak and
unwilling to follow through with anything, Sudaro turns the entire world against them. Things begin to become more
difficult, more onerous, and much riskier for those who constantly procrastinate, delay, and let things idle. Only
striking those who give up to readily, this curse imposes a nasty penalty. When ever you give up, fail, surrender, or
otherwise refuse to complete an objective (regardless of how difficult) given by yourself or someone in authority,
you suffer a cumulative +2 TN penalty to all actions. These penalties go away once you have performed a difficult
action to successful completion (GM's Discretion)

Blessing of Emma-O [Spiritual] 5 Points (4 Points for Kuni)


The God of Death is a strong one and one that all men must see one day. For you, He has given many secrets of
the nature of Death. You may spend a void point when in the presence of a dead body to become the moment of
death. You will see everything that that body saw, smell everything they smelt, hear every thing they heard, and feel
everything they felt. This will cause you to take half the damage they they suffered from the death blow (and there
is no way to negate that damage), but you may make a Perception/Investigation roll to learn what transpired. Due
to the incredible pain and disorientation of seeing the moment of death, the TN for this roll is a 25 (for causes of
death other than damage) or a TN equal the full amount of damage suffered in the death blow. You gain a +2k0
bonus to this roll if you are touching the body.

Curse of Emma-O [Spiritual] 3 Points


Emma-O is a dread god to be cursed by: for He knows your final moment and torments you with it. Every night you
dream of your death and in the dream you feel the wounds, feel the disease, feel the body wasting away, or
however your allotted time is set to end. When you wake, the details slip away (for man was never meant to know
his time), but the horror remains. You wake feeling hurt, tired, and exhausted. Each night you must make a TN 20
Willpower roll or awake Fatigued. If you go to sleep fatigued, the roll increases to a TN 25 and if you fail that roll you
not only awake fatigued, but you also awake without regaining any void (though this void may be regained normally
through meditation, tea ceremony or other effects).

Kirako's Blessing [5 points, 4 for Paragons of Compassion]


The Fortune of Torture was once thought to be blessed by the Fortune of Mercy and found her new position to be
heartbreaking rather than ironic. Still, by involved in people most painful moments, she finds she can still bring
some solace to those who do not deserve their fate; those who carry the blessing of the Fortune of Torture find
themselves beyond the reach of torment and resistant to almost all forms of torture. Indeed, they have their wound
penalties reduced by 5 or their Honor rank, whichever is lower.

Kirako's Curse [6 points, 7 for Bushi]


Those unfortunates cursed by the fortune of torture find it harder to inflict pain. One would think this was a good
thing, but battles have been lost due to the enemy's fatigue. When dealing damage count your enemies Reduction
as if it were twice it's original number.

Blessing of Yama-no-Kami [Spiritual] (6 Points, 5 Points for Crab)


Yama-no-Kami is the Fortune of Stone. While he still lived, he was much revered by stonemasons, mountaineers,
and warriors in the Crab Clan. Even dead, his spirit still lingers in some form, granting powers to those worthy
(though some scholars attribute the gifts to his still living servants). Those with the blessing have inherited a portion
of his great power and resilience. So long as you remain standing on stone, brick, or hard packed earth you gain a
Reduction of 1. This bonus stacks with all other reduction. You may spend a void to increase this bonus to your
Earth (i.e. the bonus becomes your Earth ring) and this effect will last for a number of rounds equal to your Earth or
until you are no longer standing on stone, brick, or hard packed earth.

Curse of Yama-no-Kami [Spiritual] (6 Points, 7 points for Unicorn or Mantis)


Yama-no-kami's powers as Fortune of Stone were great enough to cause great difficulties to those that earned his
ire. Stealing away their inherent resilience and ability to withstand injury, he makes them as weak as sandstone or
wet clay. When standing upon, lying, or moving across stone, brick, or hard packed earth, those who have been
cursed by the Fortune take an additional amount of damage on every hit equal to their opponent's Earth Ring after
Reduction. If their opponent (or damage source) does not have an Earth ring, such as in the case of falling
damage, they take an additional 5 points of damage after Reduction.

Blessing of Neko-no-Kami [Spiritual] 4 Points (3 Points for people who are kind to cats or have Allergy: Cat)
Neko-no-Kami is the grand god of all cats and He grants several benefits to those who earn His favor. First, you are
always well regarded by cats and will never be attacked, molested, disturbed, or assaulted by any cat. This includes
house cats, wild cats, and the big cats such as lions, tigers, etc. This protection also extends to your personal
items, although if you leave something unattended for more than an hour, the protection fades. Secondly, Neko-no-
Kami's blessing gives you some of the powers of the cat; you gain a +1k0 bonus on all Stealth (Sneaking), Stealth
(Ambush), Investigation (Notice), and Hunting (Survival) rolls.

Curse of Neko-no-Kami [Spiritual] 4 Points


The God of cats is most unkind to those who earn His ire and is happy to make their life a living hell. Any cat, be it
house, wild, or big cat, will always seek do you harm first, regardless of better targets. You will always be chosen
first for a cat's attack, even if this causes difficulty for the cat. This also includes your possessions, especially if you
care for those possessions. Secondly, for whatever reason, cats seem to enjoy ruining your good time. Whenever
you are trying to remain unseen or whilst hunting, a cat will usually appear and begin distracting you or causing
your prey to become aware of your presence. Whenever you perform a Stealth or Hunting roll when there could
conceivably be a cat around, the TN is increased by 10.

Pei-Shei's Blessing [4 points, 3 for Moto]


Pei-Shei is one of the ten Moto Lords of Death. These were once gaijin gods of the Ujik-Hai, forsaken when the
Moto decided to follow the Kami Shinjo. The Lords of Death were bitter and cursed the Moto for this until recent
times when they were accepted into formal Rokugani cosmology. Over the last hundred years the Lords of Death
have become accepted and worshiped again amongst the Unicorn, and even in small numbers in other clans.
Neither good, nor evil, they are about judgement and making mortals aware of their unforgiving mortality. They
serve Emma-O, Fortune of Death. Pei-Shei in particular is considered the most intimidating of the Lords, and is
often worshiped by torturers, executioners, and assassins. In particular Pei-Shei favors those who are skilled at
making humans aware of their mortality and impending judgement. If those blessed by Pei-Shei wins a contested
Intimidation roll against an opponent, (by reminding them of their mortality) they may then choose to cause a Fear
effect against that individual. The Fear effect works like the standard effect, and the Fear level is equivalent to the
users's Insight Rank. Any techniques or advantages used to resist Fear apply to this effect. The Intimidation roll
must be accomplished within 24 hours of the attempted Fear effect. Only one opponent may be effected by this
technique at any given time.

Pei-Sheng's Curse [3 points, 4 for Unicorn]


Pei-Sheng is displeased when those naturally talented to remind others of their impending demise spurn this gift.
The Lord of Death takes it upon himself to remind them of their duty by forcing upon those whom suffered greatly
the last time they were judged. All of the cursed individual's Animal Handling and Horsemanship rolls suffer a -2k1
penalty due to their fearsome effect on animals.
Dark Fortune's Blessing -Original Creation-
Inspired by the 1000 Fortunes Blessings on AEG forums
The Dark Fortunes were corrupted mirrors of the Rokugani Thousand Fortunes. The first were created in 1173,
following Daigotsu's death and rise as the new Master of Jigoku. Spider and Dark Paragon characters may select
these Advantages for 1 less Point.

Akuma's Blessing [Spiritual] (6 Points)


Isawa Akuma was a shugenja from the Phoenix Clan who lived in the 3rd century. Obsessed with the power of
names, Akuma found himself drawn to the study of the oni of the Shadowlands. He went as far in his studies as to
capture an oni, which proved to be his undoing. The oni stole Akuma's name, forcing him to wander the
Shadowlands insane, until he was killed by the Kuni. Upon the death of Akuma no Oni in 1173, the Spider Clan
claimed the spirit of Isawa Akuma was elevated as the Dark Fortune of Power.
While you have the blessing of Akuma, you gain a +1k1 bonus on any Social Skill roll to impose your will onto
another being. You gain this same bonus to Spellcasting rolls to summon Oni.

Shahai's Blessing [Spiritual] (8 Points)


Shahai was formerly Iuchi Shahai of the Unicorn Clan. Primarily due to her manipulations, Rokugan saw the third
return of the dreaded maho-tsukai Iuchiban to his full power. Her high ranking within the Bloodspeakers led her to
also become a important lieutenant under the Dark Lord of the Shadowlands, Daigotsu. She was also called the
Lady of Blood.
At the end of the Destroyer War, Shahai played a key role on the defeat of the Champion of Jigoku, Kali-Ma,
manipulating a group of samurai of the great clans. After the death of Daigotsu she made a ritual involving the Tao
of Fu Leng which stole the power of the gaijin demon. She suceeded in sacrificing Akodo Shunori and Yoritomo
Saburo, but Hiruma Akio crushed her head, killing the Dark Daugter in the act. Daigotsu had become the Master of
Jigoku, and elevated Shahai as the Dark Fortune of Blood.
The blessing of Shahai allows you to force your will upon the kansen with greater ease. You gain a Free Raise on
all Spellcasting rolls made to cast Maho spells. If your Taint Rank ever raises to 2 or higher, you automatically gain
the Unholy Beauty Shadowlands Power.

Susumu's Blessing [Spiritual] (6 Points)


Daigotsu Susumu was a courtier of the Spider Clan and Imperial Advisor to Empress Iweko I and became the Dark
Fortune of Deception after he died and Daigotsu became the Master of Jigoku.
Those blessed by Susumu gain an increased capability to conceal their thoughts and intents. You gain a bonus
equal to twice your Awareness Trait Rank on all Contested rolls made to conceal your thoughts and actions from
others (including spells, courtier Techniques, and interrogation.)

Kyoso's Blessing [Spiritual] (10 Points)


Agasha Kyoso was a powerful young shugenja of the Dragon Clan. By chance, Kyoso met and fell in love with
Asahina Anzai, the Asahina family Daimyo. Anzai agreed to marry Kyoso, but Kakita Ryo, another women
interested in Anzai, used her political ties to publicly humiliate Kyoso. Kyoso was banished to the outer Dragon
provinces and Anzai was torn between the two women. Finally, Anzai chose Ryo to marry and Kyoso was
heartbroken. Voices and dreams began demanding she take revenge and eventually she stole forbidden lore
confiscated by the Dragon in an earlier century and used it to summon an oni to take revenge. However, Kyoso
bonded physically with the oni and her will dominated the creature and Kyoso no Oni was born. She went on a
rampage through Crane lands killing Anzai, Ryo, and others before retreating into the Shadowlands. Even with her
violent tendencies, Kyoso considered herself a patron of love, and offered her protection to wronged lovers while
pretending to be a fortune. She was elevated to the status of Dark Fortune of Obsession in the late 12th century.
Kyoso only blesses those who have given themselves up to the pursuit of a goal, be it a promotion, a marriage to a
specific person, or the destruction of a hated rival. Once per session, you may spend 2 Void Points and 1 full Rank
of Honor to automatically succeed on a single Skill, Trait, or Ring roll, so long as that roll is directly related to
fulfilling your goal.
Once you have succeeded in attaining your goal, the nature of Kyoso's influence will compel you to obsess over
something else.

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