Showing posts with label Chanbara Character Profiles. Show all posts
Showing posts with label Chanbara Character Profiles. Show all posts

Friday, June 15, 2018

Mako Miyasuzu, Sohei

My friend Alex of the Busan Gamers, now living Stateside, got in on my online Chanbara playtest game. He created a female Bushi/Sohei named Mako Miyasuzu. She's the next character I want to highlight from Chanbara because there ended up being a lot of emergent world-building from his character creation that I added into the campaign, and it allowed me to tie together several different types of PC that otherwise might not have had any story-relevant reasons for adventuring together.

First of all, here's Mako's description in Alex's own words:
Mako Miyasuzu is the last remaining member of the Miyasuzu family of the noble Akugiri clan. Seven years ago, on the fall equinox, the day that the walls between the worlds of the oni and akuma are closest to the world of man, the day that every family responsible for a Shrine of the Silver Bell must perform the ceremony to keep the walls strong for another year, Mako lost her family.

Mako does not know exactly what happened. She heard screams of warning, and her grandfather bundled her up and hid her under the floorboards. From her hiding place, she saw figures, perhaps humans in black, perhaps oni or akuma for some seemed to be wreathed in fire, others in unnatural blackness. Mako hates herself for cowering, listening to the beasts slaughter her family, the screams of her sister, the defiant cursing of my grandfather, the splintering crash as the bell her family was pledged to tend and defend was stolen.

For weeks Mako stayed at the shrine, trying to rebuild it, training herself in the manner her family had, torn between rage and sadness. Eventually, she was found by some pilgrims who took her to her great uncle, Lord Suzaku Akugiri. Mako was raised in the military manner of the Akugiri, but never forsook or forgot the pledge she made to herself every minute of every day she stood on that mountain in the ruins of her family's shrine. She would find whoever murdered her family. She would return the bell to the shrine. She would deliver the curses of her grandfather, to drive home into the bellies of those beasts the swords of her father and mother.
 Mako's stats are a bit out of date - a few things were modified in the final published book, but here's her character sheet:

Basics
Name:Mako Miyasuzu
Class: Bushi (Warrior)
Profile: Sohei (Warrior Monk)
Background: Buke (Warrior-Aristocracy)

Allegiances: Azuma Shinobi, Akugiri Clan, The Order of the Silver Bell


Ability Scores
Str 14 (+1)
Int 10
Wis 17 (+2)
Dex 17 (+2)
Con 11
Cha 9

AC: 17
TD: 17
HP: 10   Current: 10
Attack Bonus: +2
Encumbrance: 11 allowed Current Total: 5.75

Bonus Dice: 5   Type: combat

Background Skills

Religion
Art (High)
Craft (Weaponry)
Investigation

WP: Basic, Samurai, Classical
Armor: All

Class Abilities

Frenzied Attack – By spending a combat die, the sohei may make 
additional attacks equal to the result of the combat die, but 
all attacks that round take a penalty to hit equal to the combat 
die result instead of a bonus. They gain no bonus or penalty to 
damage.

Spells
Spells Per Day: / / / /
L1:

L2:

L3:

L4:

L5:


Ninpo


Money and Treasure - bag of coins - 1EU
Zeni: 10
Mon: 53
Ryo:
Trade Bars:
Other:


Gear

Wakizashi - .25EU - d6+1 - +1 to hit
Katana - .5EU - 2d4/d10+1 - +1 to hit
Long Bow - 1EU - d8 - rate: 2 - S: 70 (+2 to hit), M: 140, L: 210 (-3 to hit)
arrows (40) - 1 EU

Backpack - 2EU
Contents: Clothes(1 set plain, 1 set fine), flint and steel, flute, tent,
weaponry tool set, silk rope-50', wineskin, preserved food (10), torch (5)

Her allegiances developed through conversation between Alex and myself. He came up with the background above in a more skeletal form. I added in a few details to tie it to my Enzan Province setting. I had pulled some (very derivative in most cases) organizations from a setting I developed back in the 3E OA days (which I ran with my old Yamanashi Group). One of them was the Azuma Shinobi, based on the 'good guy' ninja from the Tenchu video games.

I'd listed some of these organizations as ideas for the players. They could join one if they liked, and help me flesh it out more, or create their own using the ideas for inspiration. Alex and two other players liked the description of Azuma Shinobi, and we negotiated how his demon-hunting shrine protectress could also be part of a ninja clan. We must have emailed or Skyped the details, because they're not on the RPOL game and I don't remember exactly how we discussed it working out that way, but it made sense at the time.The mission the Azuma gave Mako at the start was to serve as bodyguard to the two dedicated Shinobi characters.

Since two other characters were tied to the biggest local shrine (the Mahotsukai/soryo daughter of the shrine-keeper, and the Mahotsukai/onmyoji protege of the shrine-keeper's old friend), we worked Mako's quest to retrieve the family's Silver Bell as an angle to tie her in as well. The shrine-keeper had some limited information about the bell, and was helping Mako piece together clues to its whereabouts. (Conveniently, the clues led to the adventure location...)

The shrine-keeper's daughter (I'll post her eventually) and another of the Azuma Shinobi characters both also had allegiance to the daimyo, so I was able to bring in a third set of characters. In that way, I brought them all together despite varied allegiances and varied purposes into a party that was prepared to explore the Ghost Castle Hasegawa.

While we never ended up completing Ghost Castle Hasegawa before my dissertation killed the game, I did work up plans for the next adventure to be about hunting down the oni/akuma who stole the bell. Alas, it never got past the idea stage. 

Fun fact: Alex had Mako only speak in haiku form. He'd told me he would do that, but not any of the other players. The first time he introduced himself, several other players also decided to answer his poetry with their own. It was a lot of fun for me to read the threads they were creating.

If reading about this character made you think "That sounds like fun!" then check out Chanbara. You can make your own crazy poetry-spouting ninja/warrior monk, or a drunken calligraphy-obsessed samurai, or a hermit master of the war-fan (always underestimated in combat until the war-fan clocks you upside the head), or a scholarly spy who uses brains and guile to infiltrate enemy camps, or hundreds...probably thousands...of other character types.

Chanbara is for sale in pdf for $10, print (softcover, full color) for $20, or print/pdf combo also for $20. Exclusively through DrivethruRPG.com.

Friday, May 18, 2018

Jokichi the Vagabond - Chanbara Character Profiles

I've been thinking of interesting ways to promote Chanbara besides just spamming everyone's G+/Facebook feeds with links to the game. No one wants that, and I don't like doing it. So, I'm going to post some of the characters that appeared in the play testing of the game over the next few weeks. Hopefully, seeing the interesting characters that people played in the games I ran will drum up some interest in the game.

First up is Jokichi the Vagabond. Jokichi was played by Justin, who ran the awesome Vaults of Ur campaign that I posted about many years ago (I played Thidrek the Sleestak). In my first round of playtests, Justin came up with a great character so I want to highlight him first.

Jokichi the Vagabond
Class: Bushi/Abarenbo level 1
Social Status: Eta
Allegiances: (undefined)*

Str 15 (+1)
Int 12 (+0)
Wis 11 (+0)
Dex 14 (+1)
Con 13 (+1)
Cha 9 (+0)

AC 14  HP 11
TD 14  BAB +2
PD 12  SP 22
Combat Dice: 4 (d6)
Encumbrance: 1.5/11
Speed: 120(40)

Saving Throws
Wood 12
Water 13
Metal 14
Fire 15
Earth 16

Background Skills: High Sport, Low Sport, Rural Craft, Crime

Special Abilities:
Show of Strength: Spend 1 combat die to increase Str score to 18 (+3) for 10 minutes

Gear:
Katana (hit +3, damage 2d4+1/1d10+1)
Partial Light Armor (AC +2)

As you can see, Jokichi was of Eta social status which Justin was happy to play up, and didn't get upset when NPCs treated him like garbage. Due to a lucky roll, though, the daimyo's niece was fond of him and there were hints of a "doomed romance" plot started that never got off the ground because Justin wasn't able to play the entire playtest campaign. Too bad, it seemed like it would have been a lot of fun.

Possibly because of the poor treatment he had at the hands of his employers, when the party went after a group of pirates, Jokichi tried to sign up. None of the players were sure if Justin was just doing it as a ruse or if he really intended for Jokichi to become a pirate. As GM, I was willing to let the campaign become one of nautical plunder if the players wanted to. In the end, though, the players managed to defeat the pirates (with Jokichi's eventual help), and continued on to serve their daimyo.

Since Justin couldn't continue playing, we decided that the authorities put the blame for the mission's blunders (they stopped the pirate leaders, but the ship and its cargo got away) on Jokichi's head, and he was confined to quarters. That way, if Justin had returned, we could roll out Jokichi again by saying he'd served his term of punishment.

He was a trouble maker of the first order, and the early playtest games were really lively because of the chaos Jokichi brought to the staid lives of the more honorable characters.


*Since I was trying to playtest the exploration, combat, and magic rules in the live game, I didn't worry about allegiances. In my play-by-post game, I did, and I'll provide some of those characters and their allegiances in future posts.