Saiken Online
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Fox Clan

Go down

Fox Clan   Empty Fox Clan

Post  KitsuneWarlock Sun Nov 13, 2011 4:19 pm

The Fox Clan

We will not bow. We will not fall. We will stand alone, and we will stand strong!

Fox Clan   Fox_clan_mon

--

Location and Geography

Fox Clan   Foxlands

Large Box 1: Kyuden Kitsune, The Capital

Small Box 1: Kitsune Mori Mura, Forest's Edge Village
Small Box 2: Mountain's Pass Village
Small Box 3: Edge of the World Village
Small Box 4: Harvest Moon Village
Small Box 5: Kitsune Kage Mura, Shadow of the Fox Village

Dot 1: Shrine to Inari (in forest) and Shugenja Village
Dot 2: Inari's Mountain

Kyuuden Kitsune: A grand tower rests here, the capital of the mighty fox clan. It is here and in the surrounding villages that most politics and inter-clan relations take place within the fox lands. The land itself is very sacred to the clan and any fighting on the land is strictly prohibited.

Kitsune Mori Mura: This strange village sits on the edge of Kitsune Mori, the expansive forest that takes up most of the Fox clan's land. Oddly enough, this village is safest from the threat of wild animal attacks in the area (even those villages that are further away from the village). A kekkai has been placed around the village, warding it from beasts and demons alike. For what reason is unknown even to the priests of the village. Many of the clans greatest rangers and scouts are raised here, and naturally it contains a great deal of hunters as well.

Mountain's Pass Village: This hub town connects the primary trade route between the Sparrow clan and Fox clan.

Edge of the World Forest: Originally set up as a military point to protect the clan from Gaijin attack; fortunately after many centuries the few Gaijin bandit bands that roam the southern border seem to be as scared of the forest as most non-Fox members of the Empire...The last place the kami of the fox clan was seen alive.

Harvest Moon Village: A village literally split into both Fox and Bear clans. It is the last of the "Three Great Harvest" villages owned by the fox, and produces the best rice in the Empire, which goes for double the normal koku amount. The rice itself is recognized by the emperor himself so this town is of great economic importance to the fox clan. The last "economic stronghold" of the fox, one might say.

Shadow (of the) Fox Village: The name itself is as controversial as the existence of the village. Besides maintaining Rabbit-Fox relations, this village hosts the ninja dojo of the clan...although most think this is only a rumor.

Shrine to Inari: This shrine is surrounded by one of the strangest "villages" in the empire. A secret village composed of homes forged not by man, but by the very roots of the giant trees that surround the shrine to the Rice Kami. It is here that the powerful and mystic earth Shugenja and wood specialized Onmyouji of the fox clan train and learn under the mountain of Inari.

Inari's Mountain: This sacred mountain is one of the tallest in the empire. It is filled with gateways to Chikushudo and only Shugenja and Onmyouji of the fox clan during their Gempukku are allowed to climb it. It is said they travel to the very courts of Inari to receive her blessing...

--

Customs and Traditions

The fox clan is unique among the empire for their ability to adapt to their loss of their valuable rice fields by making the forest their primary source of resources. The clan boasts the only true "hunters" in the empire (as the other clans believe eating meat, besides fish, is barbaric). Every member of the clan, save for courtiers, have learned the art of wilderness survival and hunting. The clan has also raised the greatest herb and wild vegetable/fruit gatherers in the empire. It is said that the day a fox goes hungry is the day the earth dies--and this might very well be true. Fox clan members are born survivalists--their very Gempukku takes them deep into Kitsune Mori for several days at a time to receive the blessings of Inari herself.

The clan also has a very close connection with the animal spirits known as hengeyokai. There is a legend that when the fox was first given its forest filled land, it was Inari and her kitsune who saved them from the perils of the forest by teaching them the techniques that now make the clan so durable. Not suprisingly enough, the clan boasts the most hengeyokai and half-hengeyokai in the empire (where most clans may only have one or two).

The clan also boasts the greatest archers and scouts in the empire--the stealthiest "non-ninja" classes also reside within this clan, however their powers are best used in natural settings such as their home forests.

The casters of the clan has a special synergy with the earth unrivaled by any other casters in the empire. They boast the strongest and most unique earth spells, rivaled only by the strongest of Dragonfly shugenja.

Gifts of the fox are as unique as the rest of the clan, but still very valuable in the court settings. Gifts are almost always natural--bonsai, or creating special "scenes" of unparalleled beauty within the gardens and courts of a noble the courtiers wish to impress. Despite its renowned taste and texture, rice given by a fox clan member will only be given to a Ki-Rin clan member, or to a clan member who has experienced the death of someone close to that person. Otherwise, it is taken as a natural insult (if not death threat).

Also the clan has been bested militarily in the fields, any who dare defile a fox clan forest will find themselves regretting it for the rest of their short lives.

--

Clan Benefits

Clan Benefits:

Blessings of Inari: (1-5)


All members of this clan who take their gempukku recieve the Blessings of Inari. If a member wishes, they may spend points in this blessing only during character creation (unless they have another chance to meet with a powerful kitsune or Inari herself). The blessing of a fortune and Kami give great benefits that vary from class to class...

-Merchant/Naval Commander/Pirate: It is said not a single grain of rice has spoiled or fallen off a boat of a fox clan ship. For each point you have in this benefit, you can lead a ship as far as you wish and the rice aboard will remain as fresh and safe as the day it was cut from its stalk. A powerful boon, considering the need to feed your troops and the value of rice (especially fox clan rice) to the rest of the empire.

-Samurai/Bushi/Sohei: For each point a warrior of the fox clan puts into this benefit, the warrior gains immense strength, speed and overall skill while within a forest setting (double the normal attribute bonuses for that character). Furthermore, a samurai or sohei in a forest setting gains an additional technique, Ko-Kitsune-Maru.

Ko-Kitsune Maru
The user generates a ball of kitsune-bi (fox fire) for each point of Inari's Blessing they have. Any kitsune-bi gained through any other means (such as the powers of a half-hengeyokai or hengeyokai) apply to this tech as well. The balls only seem to create light as they otherwise uselessly drift playfully around the user of the technique. However, upon the user's command, the orb can instantly surround the weapon of the user, causing an inextinguishable blaze to encompass the wound of any it strikes. The fire itself will not burn anything besides flesh and only a relatively small part of the body that it strikes, so the overall damage of this attack is debatable. However, the sheer pain the victim of this technique will feel easily makes up for it. This is only usable in a forest and in any forest besides a fox clan forest, the user can only generate 1 kitsune-bi.

-Shugenja: Shugenja are always considered to have access to an additional +1 earth point to cast with while in a forest for each point of this tech they have.

-Onmyouji: Onmyouji of the fox clan gain access to on additional wood spell of their choice every time they level for every 2 ranks they have in this power. Furthermore, if they have 5 ranks, they will gain access to the fox-clan only 7th level Wood spell:

Curse of the Earth:
Incantation: "Be wary, defiler of the sacred earth! For as the earth gave you your flesh and blood, so will your body be as putrid as the ground your feet have no right to trample."
Target:/i] One person, viewable by the caster, who has either defiled a forest or other natural site, or who has injured one whose only intentions were to protect such a sacred place.
[i]Effect:
Depending on the damage dealt, the target will become instantly sickened and injured from within. Effects range from violent vomiting and headaches to internal bleeding in extreme cases. A powerful spell--if this is cast upon an ally of nature, it will backfire upon the user. It cannot be taught to another person who does not have 5 ranks in Inari's Blessing.

-Shaman: A spirit ally conjured by this Gekkaishi will be a powerful wood, earth or animal spirit. It gains the ability to either manipulate plant-life, the earth itself or the actions of animals, depending on the spirit. The power of this ability is dependent on the number of ranks placed into this skill. A kekkaishi can add an additional 10 feet while in a forest for each point put into this skill. Any other shaman type will gain a aura like that of the monk.

-Monk: A monk with this ability will gain an aura of peace with nature with power equivalent to the number of ranks in this class. Animals will be less likely to attack this user, and at 3 or more ranks, even earth spirits and wood spirits will be less likely to bother the monk.

-Courtier: A courtier with this ability gains double the normal ranks he could place into the fox-clan unique skills "Bonsai" and "Landscape Design".

-Ninja: A ninja with this ability gains the ability to blend in with the woods. At 1 rank, a ninja simply has advanced hiding skills in a forest. At 3 ranks, a ninja can practically go invisible. At 5 ranks, a ninja can literally seemingly merge with large enough trees.

Hunter and Gatherer (rank 1-3)

This skill is the ability to find food and other supplies in a natural setting. 1 rank will allow the user to gain the ability to hunt animals and other non-fish prey with extraordinary canny. Another rank will also allow the user to ability to instantly know if a plant in the woods is suitable for eating or not. Another rank will let the user know if any plants or animals around him will have any parts suitable for another task (like keeping bugs away, healing a poison, etc...).

Camouflage (rank 1-4)

While in a nature environment, a fox clan member with this skill has an aptitude for hiding themselves extraordinarily well.

[SIZE="3"]Geomancy [/SIZE](2 points per rank; Max Ranks: 3)

Geomancy is the ability to sense that which cannot be normally seen by human eyes or heard by human ears by communicating with the raw lifeforce of nature in respect to the earth. This is not communication with the kami of the earth, perse', so much as communication with the earth as a whole entity. Practitioners usually carry a small bag filled with various stones and pieces of metal that would appear entirely worthless to anyone but another geomancer. By divining with these items, geomancers can use the earth to search, speak or even travel far distances. See the Geomancy section for more information. Although usually only primary casters (onmyouji and shugenja) use these tools to their fullest extent (max ranks: 3), secondary casters (kiho users like monks and shaman) can utilize these abilities to a limited extent (up to 2nd level powers; max 2 ranks). Non-casters can use these skills only at the most fundamental level (1st level powers only; max 1 rank).

Each rank determines how powerful of a power you can cast using Geomancy. The components for Geomancy are free if you are with good standing with the clan. Otherwise, it costs 150 koku for the properly attuned tools.

[SIZE="3"]Hearth Magic[/SIZE] (2 points per rank; Max ranks: 3)

Unlike geomancy which can be used anywhere on the planet, Hearth magic is a special form of casting that can only be used within an area that has recognized the user (and that the user has attuned with) as his or her "home" (even if temporary). The more time a hearth magic user has within a designated "hearth", the stronger the magic of the hearth itself. However, like geomancy, hearth magic is not a "flashy" form of spellcasting, but can benefit users and allies in very subtle methods (such as creating pools of energy to draw upon, healing users while they remain in a hearth or even making users in a hearth stronger or faster). Unlike Geomancy, Hearth Magic's effectiveness is not based on how good of spellcaster the user is so much as how spiritual the user is when it comes to defining a "home". Sohei, Monk, Shugenja and Shaman characters (who are trained to guard temples and shrines) can cast up to 3rd level powers (max: 3 ranks). Other classes can cast up to 2nd level powers (max: 2 ranks).

Each rank determines how powerful of a power you can cast using Hearth Magic. The components for Hearth Magic are free if you are with good standing with the clan. Otherwise, it costs 100 koku for the properly attuned tools, and 10 koku for components that are "used up" while casting a spell (such as incense) per rank of the spell cast.

[SIZE="3"]Tsukaima (Familiar)[/SIZE] (5 points + 1 points per rank.)

The Fox clan has a unique reverence towards nature unlike any other clan in Saiken. They place nature and the natural world in a special place in their hearts, as it has quickly adopted them as their children and they have quickly taken the forests as their home. Animals are not seen as "unclean" by the Fox clan as they would be by most members of other clans, so much as simply fellows beings on the journey to enlightenment. Unlike other Saiken characters, with the exception of shamans and their spirit allys, Fox clan shugenja frequently have companions in the form of Tsukaima.

A character who takes this benefit is allowed an animal companion with a spiritual link to the user in the form of a Tsukaima. The Tsukaima is stronger as a normal animal of its type, gaining not only overall physical enhancements but the abilities listed below. A companion gets three abilities listed below, plus Empathy, plus a number of abilities equal to two times the number of ranks put into this benefit. Because of the Share Spell ability, Tsukaima are frequently employed by casters of the Fox clan. It should be noted that the animal which is chosen is limited to smaller animals (dogs, foxes, hawks, lizards) and are never larger than a small wolf (or large dog). They must be approved with the benefit/flaw staff. Getting the animal requires a week long ritual in the habitat of the animal, during which time the fox clan member will fast and meditate as his body and soul wane between the mortal realm and Chikushudo, the realm of animals.

Familiars are a piece of a PC, and should not be killed as easily as an NPC. In fact, they should be treated in many ways like an additional PC (or yojimbo). It should also be noted that although "master" is used, a Tsukaima is really a "partner" or a human and vice-versa.

Any power that is "Once per..." can be obtained multiple times ("Twice per...", "Thrice per...") by spending multiple slots on that power. Assume the effect lasts up to half an hour if not explicitly listed.

Empathy - A Tsukaima is able to feel the emotions, mentally warn and be commanded by its master. All Tsukaima have this power. This also allows the pair to find one another.

Escape to Chikushudo - Once per year, an animal is allowed to bring itself and its master to Chikushudo, the realm of animals, during a time of great danger. This act is frowned upon by hengeyokai and other animals, so will only be used during times of great mortal peril. They remain in Chikushudo until the animal believes its master is no longer

Spirit Body - Once a week, an animal with this power can transport its body entirely to Chikushudo, the realm of animals. Only an ethereal haze will remain of the creature on the mortal plane, and enemies who cannot percieve that plane (usually non-animals) will be unable to hurt the creature directly.

Telepathy - The empathy of a Tsukaima with this power is so strong, it is as if the two can communicate exact detailed commands mentally. Without this power, things such as communicating shapes or numbers is all but impossible (due to the limitations of emotions conveyed with empathy).

Animal Tongue - With this ability, the user is able to speak to his companion as well as other animals of the same species using their own language. It should be noted that this power is truly coming from the animal, not from the user. If the familiar is killed; the user loses this ability.

Henge - Beast Form - With this ability, the user is able to, once per week, transform into an exact copy of his or her familiar. Using this ability costs one 2nd level spell slot (onmyouji), or 2 ki (kiho users) or 1 Earth (shugenja). It should be noted that half of the cost of this power is truly coming from the animal, not from the user. If the familiar is killed; the user loses this ability.

Henge - Human Form - With this ability, the animal is able to, once per day, transform into an exact copy of his or her master. It does not gain class features or benefits other than those who directly modify the user's body (such as an extra pair of arms). Using this ability costs the master one 2nd level spell slot (onmyouji), or 2 ki (kiho users) or 1 Earth (shugenja), as the master is paying for part of the cost of this power

Bond of Blood - (Costs 2 slots/1 Rank/Double the Normal Ability) With this ability, the animal and its master form a mystic bond between one another that allows them to take some damage one would take for the other. One being will "heal" half the damage it takes from a single attack, while the other appears to be wounded in a similiar way (i.e. cut across the face on one is a cut across the face for another) at the same time.

Share Spell - If a beneficial spell is cast (such as a buff through hearth magic or a kiho or a healing effect) on the user or his or her animal, the other partner in the bond gets the same benefits of the spell if the spell could normally be cast on that target. This does not include effects from this benefit.

Share Self Spell - If a beneficial spell is cast (such as a buff through hearth magic or a kiho) by the user or his or her animal on him or herself, the other partner in the bond gets the same benefits of the spell if the spell could normally be cast on that target (other than the fact the buff or heal targets "self" instead of "one target"). This does not include effects from this benefit.

Summon Familiar - This ability allows the user to summon his or her familiar from Chikushudo to wherever in the mortal plane the tsukaima may be. The user only needs to call the name of the creature and the creature will instantly appear in whatever fashion the roleplayer wishes to fabricate (smoke or rising from the ground or whatever so long as it doesn't effect battle differently from another option and so long as its consistent with that familiar).

Animal Sense - This ability allows the user to once per day gain one extraordinary sense the animal already has (such as a dog's sense of smell or hawks sense of sight). Taking with ability 10 times allows the user to permanently activate this power so long as the familiar is nearby. Each sense is only ability, however.

--

Clan Specific Proficiencies

The fox clan specializes in many weapons other clans consider "primative" or "for peasants". Despite the disdain of other clans towards their fighting style, they have more than proven themselves more than competent in the armed martial arts. They also specialize in the naginata, the favored weapon of the fox kami.

See the Technique thread for Fox specific techniques and fighting styles.

Clan Specific Kiho

Kitsune-hi
Cost: 10, Wind
The foxes arrow; the stray bullet of the feudal age; the doom of many a great general. This kiho allows the user control of a single arrow. So long as the arrow remains airborn after its first shot and within eye sight of the user, the arrow can be directed by the user at will. Stronger wind spells or kiho may cancel this one.

Kitsune-bi
Cost: 1, Fire
This minor kiho allows the user to create a single orb of light for each poitns of ki spent. It does not produce heat, only light, and is under semi-complete control over the user--the flames flutter of their own free will, but the basic placement of the little ball of fire is up to the user.

Clan Specific Techniques

See the Technique thread for Fox specific techniques and fighting styles.

Fox Technique Specialties

Archery Techniques: The fox clan has a long history of bow specializations, predating even the fall of the Kami before the tribes who inhabited the fox clan united under a single banner.

All archery techniques bought by a fox clan member cost 1 less to purchase--at rank 2 and rank 4. This means if a fox clan member purchases 1 rank of an archery technique, they get the second rank at a 3 point discount. Furthermore, if they purchase up to the 4th rank, they get the 5th rank at a 3 point discount as well. If the ability costs less than 3 points, they get these ranks for free but do not receive any "bonus" points towards another technique or the rest of this technique. This is a discount, they are not free points. This power does apply to clan specific techniques. If a character gains fealty with the fox clan, they do not get this discount unless they were raised by the fox clan.

--

[SIZE="4"]Families of the Fox Clan[/SIZE]

[SIZE="3"]Zurui[/SIZE]

This is the primary spellcasting family of the fox, and a group of some of the most respected spellcasters in the empire (even if they are occasionally mocked for their "unusual" magic). Utilizing the clan's renowned spirit-bloodlines, the family quickly became masters of Earth and Air magic (99% of all fox clan casters MUST choose Fire as their barred element; Not doing so requires a 3 point benefit. A fox clan shugenja can never choose Earth as his or her barred element). Members of the family are said to be masters of planar travel as well as masters of the wild forests in this plane. The family also specializes in two magics unique only to this clan: geomancy and hearth magic. These forms of magic help augment the fox clan casters whose other benefits are, for the most part, generally useless outside of a wilderness setting. However, the ability to use either form of magic requires the purchase of the Fox Clan only benefits (see above).

The most common classes of this family are Shugenja, Shaman, Onmyouji and (usually as yojimbo) Sohei.

[SIZE="3"]Kaeru[/SIZE]

Originally a family of temple-keepers, the role of this family extended to two main branches: diplomacy within the empire, and diplomacy to further and maintain relations with the spirit-world. The Fox clan has a special link with the other realms, specifically Chikushudo, the realm of animals. This family's job is to ensure that the various spirits from Chikushudo get along well with the humans of the empire (and, more specifically, the clan). More hengeyokai are members of this family than any single faction or family in the empire (with the exception of those composed of purely hengeyokai, like the court of Inari). Most are kitsune, but hengeyokai ranging from Ryu, Tanuki and Neko to Komuri and Orochi find there way in this family for at least a while (usually to satiate their curiosity of humans and the human world).

Although only members of this clan know this, the majority of members of this family who aren't involved in the courts of economics of the clan tend to be hengeyokai. Therefore, when first approaching other fox members, non-courtiers and non-merchants from this family will probably be considered hengeyokai without a second thought (but it doesn't mean that humans of this clan are ALWAYS courtiers and merchants).

The name 'Kaeru' is one the family adopted 100 years after its formation when it was found out that so many family members were hengeyokai or had the blood of hengeyokai as well as when the family began to take up so many diplomatic and economic responsibilities within the clan. The name itself refers to the drastic change of the family's priorities from keeping the temples of the woods safe to keeping the dignity and treasury of the clan intact.

The most common (for humans) classes of this family are Sailors, Courtiers, Ninja, Sohei and Monks.

[SIZE="3"]Yahirushi[/SIZE]

The primary "warrior" family of the fox. Although not as well developed or strong as the warriors of the Bear, nor as stealthy or cunning as the Rabbit nor as graceful and swift as the warriors of the Crane, the Yahirushi do have several unique skills that set them apart from the other warriors in the empire and, despite their reputation, make them quite a force to be reckoned with. Having spent most of their lives in the forests of the fox, the Yahirushi have developed a special bond with nature that rivals even that of the geomancers of the Zurui family. Using this bond, the Yahirushi have become invincible warriors of the wilderness; As well as some of the greatest hunters in the empire of both animals and criminals.

The members of this family are expert bowmen--the greatest in the empire. Furthermore, the members of this clan, in order to adapt to the harsh economic strain the fox clan has been facing, are usually experts in the use of weapons dubbed by most "peasant weapons". Normally only used by Ninja, Monk and Sailor types, even samurai of this clan are skilled with weapons such as Tonfa and Kunai. This, combined with the clan's rigorous use of hit-and-run stealth tactics in natural settings such as forests as well as their affinity for long range combat instead of melee fighting (which the other clans tend to frown upon and claim is dishonorable, despite the fact they to use bows occasionally).

The most common classes of this family are Samurai, Bushi, Sohei, Shaman and Ninja.

--

[SIZE="4"]
Fox Clan Family Structure
[/SIZE]

To be the youngest of 6 siblings is not an unusual thing in the Fox clan. Brides are usually wed before their 18th year and have their first child by the time they are 20. Matches are lively and usually made through the parents of the children or through a matchmaker. Suitability is dependant heavily on the husband's prowess in his path of life and the potential bride's ability to have children. Both are judged heavily on their connection with the spirits so a strong man with much renown as a hunter but with limited spiritual contact would be rather undesirable compared to one with a great connection to the spirits.

Courtship
There are two methods of courtship- one through a matchmaker and one by the suitor's pursuit of his chosen bride.

The matches are not totally blind. Parents do try to find a love match for their children as affection factors heavily into Fox pairings. Once a match has been determined, there begins a period of engagement usually lasting several years, depending on the age of the bride. Some brides have been known to be betrothed before they are even able to walk and talk, but are raised side by side with their husbands' to be. The Fox believe in a strong base of friendship before marriage so that the pairings are harmonious.

The second method involves the suitor bringing gifts to his bride and her family to prove his worthiness to the bride's husband. This is sometimes in the form of trapped or hunted game, medicines he prepared himself, rice, tools he made, etc. All of this is a show of his willingness and ability to provide for his bride.

Once a match is determined, it is customary for the couple to visit a medium to see if the pairing is truly favorable. Once this has been determined, the husband to be immediately sets about setting up a house for his future bride.

Marriages
Fox Clan marriages are festive and always fun with the drunk uncles. Once consecrated and blessed by a priestess or priestess of Inari, the mood turns from somber to joyous and exuberant. There is much dancing, food, games, and gifts for the happy couple. The ceremony lasts through the night where the couple depart at dawn for their new residence. It is customary to leave the couple alone for the first week, where afterwards, the couple will recieve distant relatives who could not attend the ceremony.

Fox clan families tend to have many children, usually in multiples. Single births are uncommon whereas triplets or twins are the most common. The births are spaced out using a combination of medicines to prevent pregnancies between births until the couple is ready for another set. Siblings tend to be spaced with 7 years between the first and second sets, 3 years between the second and third sets, and 2 years between sets thereafter. The reason for this is to allow the older siblings to be responsible in helping raise their siblings.

The father tends to be the main provider though the older children do lend a financial assist when they can by working odd jobs or being apprenticed. The mother would usually have 3 or 4 sets of children before her bearing years would be considered over or when childbearing became too dangerous for her. All in all, Fox families are big but rooted in tradition and love.

KitsuneWarlock
Admin

Posts : 76
Join date : 2011-11-13

https://saiken.rpg-board.net

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum