
Please don't feel like you just have to make up questions just to be nice, I wasn't that active unfortunately so I won't be offended if there isn't much to ask about.

I'll share the sheet below, because why not. It's not particularly exotic!
Character Sheet wrote: Name: Otaku
School/Rank: Otaku[Utaku] Battle Maiden 3
Insight: 180
XP: 165
Status: 7.0
Honor: 7.5
Glory: 6.5
Rings (160 insight/130 xp)
Earth 3
-Stamina 3 (Family)
-Willpower 3 (12xp)
Water 3
-Strength 3 (12xp)
-Perception 3 (12xp)
Fire 3
-Agility 4 (28xp)
-Intelligence 3 (12xp)
Air 3
-Reflexes 3 (School)
- Awareness 3 (12xp)
Void 4 (42xp)
Skills (* are school skills/emphasis) [29 xp/ 20 insight]
*Battle 1
*Defense 1
*Horsemanship 3 (3 xp)
*Kenjutsu 5 (Katana) (16 xp)
*Sincerity 1
*Meditation 1 [any one High or Bugei Skill]
Kyujutsu 2 (3 xp)
Athletics 1 (1 xp)
Lore: Shugenja/Spellcraft 1 (1 xp)
Perform: Song 1 (1 xp)
Animal Handling 2 (3 xp)
Investigation 1 (1 xp)
Advantages: [15 xp]
Great Destiny [Spiritual] (5 xp)
- Once per session, when you suffer Wounds that would kill you, you are reduced to a single Wound remaining instead.
Strength of the Earth [Physical] (2xp for bushi)
- The TN penalties you suffer from Wound Ranks are reduced by 3.
Virtuous [Mental] (3 xp)
- You possess one additional rank of Honor above your normal starting value (as determined by your School).
Voice [Physical] (3 Points)
- You gain a bonus of +1k1 on any Perform Skill Roll that utilizes your voice, such as Perform: Singing or Perform: Oratory.
Absolute Direction [Mental] (1 xp)
- You possess an almost supernatural sense of direction, and you always know what direction is north, no matter the circumstances. This ability does not function if you are more than one day's travel inside the Shadowlands.
Kharmic Tie: Shinjo [Spiritual] (1 xp, let’s not go crazy here)
- Your destiny is not yours alone, but is bonded to that of another in some fundamental way. You may have been close to this other person during a previous life, or perhaps your destiny in this life will yet be entwined in theirs in some essential manner. Select one person when purchasing this Advantage. For each point spent on this Advantage, once per session you gain a bonus of +1k1 to the total of all attack rolls made when fighting for or protecting the person to whom you are bonded.
Lucid Dreaming [Spiritual] (5 xp)
- Do the lucid dream thing.
Disadvantages: [+9 xp]
Canonically!Small [Physical] (3)
- Your Water Ring is considered one rank lower for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on the Damage Rolls of all melee attacks.
Ascetic [Mental] (2)
- Your School Outfit includes only weapons, armor, clothing, necessary tools of the trade for your profession (such as scroll satchel for shugenja), and nothing else. Any time you would be awarded Glory as a result of your actions, you receive only half the normal amount.
Idealistic [Mental] (2)
- Whenever you lose Honor, the loss is increased by 1 point.
Antisocial [Mental] (2)
- 1k0 to all Social Skill Rolls due to shyness/reticence (Canon Otaku is reputed to have been a woman of so few words that she possibly never spoke all to anyone beyond Shinjo and her own daughter Shiko, but I’m choosing to treat that as an exaggeration in later legends, because in spite of it she clearly did talk to other people in canon).
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School Techniques:
Rank 1: Riding in Harmony
The Utaku Battle Maidens value honor above all. You gain a bonus equal to your Honor Rank to one attack per Round. While mounted, you may instead choose to apply to bonus to one damage roll if you choose. You gain a bonus equal to your Honor Rank to the total of all Horsemanship rolls.
Rank 2: The Void of War
An Utaku can sacrifice defense for speed if the flow of the battle calls for it. During Stage 1 of any Combat Round, you may add 5 to either your Initiative Score or your Armor TN. This bonus lasts until you use this Technique again or the skirmish ends.
Rank 3: Sensing the Breeze
The natural feel of the saddle lends an Utaku unnatural freedom of movement. While mounted, you may make attacks as a Simple Action instead of a Complex Action.
The Real Main Character Sheet wrote: REVISED DAWN-ERA KI-RIN HORSEY (changes from the vanilla Unicorn Riding Horse are bolded)
[Early Otaku steeds] will fight willingly and intelligently along with their riders, without any need for a skill roll. They will remain at their rider's side even if she is dead.
STATS:
Air 2
Earth 3
Stamina 4
Fire 1
Agility 3
Water 2
Strength 5
Initiative: 4k2
Attack: Kick 4k3 (Simple) or Trample 6k4 (Complex)
Damage: Kick 6k2, Trample 6k4
Armor TN: 15
Reduction: 3
Wounds: 12: +5; 24: +10; 36: +15: 48: Dead
Skills: Hunting (Tracking) 4. Intimidation 2
Special Abilities:
*Swift 3 (moves as if Water 6)
*Huge (cannot be Grappled or targeted with the Knockdown maneuver)
Implicit/fluff traits: Benten's Blessing, Dangerous Beauty, Overconfident, Vanity
Questions for Tsubame will be handled by his personal assistant, as he finds typing burdensome.
Seconded!
Aww, thank you!
I was going to say I was confused about "cold" here, but I guess compared to Matsu and Anjing...
I absolutely dug deep into my teen girl knowledge bank. It's been an awfully long time since I seriously interacted with a real horse (and even longer than that since I cleared the library shelves of horse booksTogashi Satsuki wrote: ↑Tue Nov 21, 2023 3:12 amAlso, how much of did you get to live your "young horse-girl fantasy" when playing Otaku? xD