Iuchi Ayana exp spent

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Available Exp:

 * Starting: 40
 * Disadvantages: 10 pts
 * Disadvantage: Small [PHYSICAL] (+3)
 * Disadvantage: Nightmares [MENTAL] (+3)
 * Disadvantage: Failure of Bushido: Sincerity [MENTAL] (+4)
 * Current Exp earned: 99

Total Exp available: 149

Experience spent:

 * Skill: Raise Artisan: Poetry from 0 to 1 (1 exp)
 * Skill: Raise Courtier from 0 to 1 (1 exp)
 * Skill: Raise Etiquette from 0 to 1 (1 exp)
 * Skill: Raise Sincerity from 0 to 1 (1 exp)
 * Skill: Raise Games from 0 to 1 (1 exp)
 * Skill: Raise Lore: Bushido from 0 to 1 (1 exp)
 * Skill: Raise Athletics from 0 to 1 (1 exp)
 * Skill: Raise Hunting  from 0 to 1 (1 exp)
 * Skill: Raise Kenjutsu/Swords from 0 to 1 (1 exp)
 * Skill: Raise Jiujutsu/Unarmed from 0 to 1 (1 exp)
 * Skill: Raise Yarijutsu/Spears from 0 to 1 (1 exp)
 * Skill: Raise Defence from 0 to 1 (1 exp)
 * Skill: Raise Iaijutsu/Duelling from 0 to 1 (1 exp)
 * Skill: Raise Kyujutsu/Archery from 0 to 1 (1 exp)
 * Skill: Raise Animal Handling from 0 to 1 (1 exp)
 * Attribute: Raise Strength from 2 to 3 (12 exp)
 * Attribute: Raise Awareness  from 2 to 3 (12 exp)
 * Advantage: Ancestor: Iuchi (6 exp)
 * Advantage: Friendly Kami: Water [SPIRITUAL] (5 exp)

50 exp

Exp purchases since then:

 * Attribute: Raise Void from 2 to 3 (16 exp)
 * Attribute: Raise Reflexes from 2 to 3 (12 exp)
 * Attribute: Raise Agility from 2 to 3 (12 exp)
 * Attribute: Raise willpower from 2 to 3 (12 exp)
 * Attribute: Raise Stamina from 2 to 3 (12 exp)
 * Skill: Raise Spellcraft from 1 to 2 (2 exp)
 * Skill: Raise Artisan: Poetry from 1 to 2 (2 exp)
 * Skill: Raise Athletics from 1 to 2 (2 exp)
 * Skill: Raise Horsemanship from 1 to 2 (2 exp)
 * Skill: Raise Medicine from 0 to 1 (1 exp)
 * Skill: Raise Lore: Theology from 1 to 2 (2 exp)
 * Skill: Raise Lore: no-Humans from 0 to 1 (1 exp)
 * Skill: Raise Lore: Maho from 0 to 1 (1 exp)

77 exp

Remaining exp:
Exp remaining: (40+10+99) - (50+77) =

Exp remaining: (   149      ) - (   127   ) = 22 exp remaining

Spells:
Starting:
 * Any: Sense - Detect the presence of the specified element or specific manifestation of the element.
 * Any: Commune - Speak to the spirits
 * Any: Summon - Create fire, air, water or earth. With raises make specific types or more of it.
 * Water: Path to Inner Peace: Heals wounds
 * Water: Reversal of Fortunes: For 3 rounds, the target can re-roll any one die roll and keep either result.
 * Water: Reflections of Pank Ku - Tells you about the origins and supernatural properties of an object.
 * Earth: Courage of the Seven Thunders - Gives a big bonus to resist fear.
 * Earth: Jurojin’s Balm - re-roll stamina rolls with a bonus to resist poisons and cures drunkeness
 * Air: Yari of Air - Make a magical spear out of air.

Gift from Family for passing Gempuku:

 * Fire: Fires of Purity - The target is surrounded by fire and those who touch them take damage

Gift from the Kuni Shugenja of the Crab Clan:

 * Earth: Jade Strike - Causes Wounds, but only to creatures that are corrupted or have taint.

Stolen from the Maho Sorcerer Shinroku

 * Maho: Bleeding - Makes somebody who has already taken a wound rapidly bleed to death.

Spells for achieving Rank 2 (These take 2 actions and need
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 * Fire - Mental Quickness - Cast on an item, for 10 minutes, anybody holding that item gains +3 to intelligence.
 * Water - The Ties that Bind - Allows you to locate an object you are familiar with within 10 miles.
 * Water - Rejuvenating Vapours - Gives 1 person the equivalent of a full nights rest, (doesn't regenerate void points and only regenerates void spell slots in shugenja)