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New Gimmicks for Steampunk Musha
New gimmicks for use with Steampunk Musha
Contributor: rick h.Created: Feb 05, 2007Modified: Feb 05, 2007System: Iron Gauntlets

The following is a list of new gimmicks for use with Steampunk Musha to add a bit more flavor to your victoriental game. These gimmicks can also be used with Iron Gauntlets or other Impresa games with a little modification. Positive Gimmicks Loyalty
The character has pledged himself to a person or group and promises to defend and uphold the beliefs of his lord, society, or corporation. As long as the character is loyal, he may be granted favors from his pledge in the form of information, protection, supplies, and other resources easily provided. Proverbial
The character has been well trained in ancient proverbs and has one for every situation. Every time the character says a proverb out loud that relates to a current situation those around him believe he is wise beyond his years and receives a bonus of +2D on influence-based tasks. Cultural Adapt
The character is easily attuned to the cultural differences of various people and can generally blend into different regional and social groups with little suspicion. The character receives a bonus of +1D on influence-based tasks when dealing with various groups as an outsider. Warning Sense
The character has a natural sense when danger is about to occur whether he realizes it or not. This sense usually manifests as a gut feeling that something is not right, even if the character does not see the immediate danger. Whenever the character is about to find himself in danger of any kind he makes a complex (3) observation task. A success means that he is aware that something is not right and can prepare, failure means the feeling of danger is not strong enough or he just ignores the feeling. True Love
The character has a true love or soul mate waiting for him in his hometown. The character can reduce the injury he sustains by one grade from a single attack per day with the determination that he must survive to make it home to his loved one. Wether or not the true love returns these affections is at the discretion of the director. Path of Bushido
The character has dedicated himself to the path of Bushido and must follow a series of guidelines (called the Virtues of the Sword) in his every day life. The code requires the dedication to the following principles:
•  Gi—Rectitude
•  Yu—Courage
•  Jin—Benevolence
•  Rei—Respect
•  Makoto—Honesty
•  Meiyo—Honor, Glory
•  Chu-gi—Loyalty
He receives a bonus of +2D on influence-based tasks when interacting with all commoners and can act with the same authority as most law enforcement. If the character breaks a principle of Bushido he receives one grade of dishonor. If the character sustains five grades of dishonor he is required to perform seppuku to regain honor in death. This gimmick may only be chosen if the character possesses the samurai vocation. Allies
The character has a minor or important contact found in another social group who can provide information when needed. The contact might be a head of merchant guild, an imperialist, even a yakuza crime member. The contact will never perform duties for the character or jeopardize his reputation or life, and is never required to aid the character. Member of a Clan
The character was born into a clan or family with a regional influence. The nature of the clan is the decision of the director and might be a merchant clan, monastery, imperialist family, or hold allegiance to a shogun. The character begins play with double the wealth and receives a bonus of +2D on influence-based tasks when interacting with those under the rule of his clan. Favored by the Court
The character has some political leverage in a regional government. This might be due from family ties, a contact in the court, or even secret information involving a court a member. Whatever the case, the character has some sway involving matters of a regional court or government and receives a bonus of +2D on influence-based tasks when interacting with those of the chosen regional court or ruling class. Benefactor
The character has an employer that retains you for missions and other tasks in which he pays the character to accomplish. This benefactor might be a local shogun, a merchant, even a foreigner. Whatever the case, he always has payed work waiting for the character and tries to protect him from magistrate and other officials when it comes to breaking laws. Spirit Affinity
The character has an affinity with the spirits that inhabit Rosuto-Shima. Whenever the character is within a radius of one-hundred feet of a spirit he makes a complex (3) observation task. This allows the character to see any spirits within range and observe their behavior, although communication and interaction is not possible. Storyteller
The character was born with the gift of storytelling. Whenever the character can gather an audience of more than 10 people he can attempt to tell a story of one of his past exploits. When finished with the story the character makes a complex (3) performance task. If the audience is pleased with the story he may reduce his dishonor by one grade. Negative Gimmicks Compulsion
The character suffers from a compulsion to perform certain acts or habits, wether he is aware them or not. These compulsions can be of any nature, from bowing obsessively to praying whenever a shrine is passed, but only become a nuisance when the character is trying to focus on other tasks. When faced with a compulsive urge he must make a complex (2) composure task in order to focus on other actions. Failure indicates that he has given in to the compulsion and must perform before taking other actions. Blind
The character was either born without sight or lost his vision from an accident or battle. The character can no longer make awareness-based tasks involving his vision, however the director may allow other senses as a substitute when appropriate. Missing Arm
The character has lost an arm in an accident or battle and only has a single arm to perform actions. Because of this, he receives a penalty of -2D when attempting tasks dependant on using both arms AND trying to maintain balance. Rival
The character has formed a strong rivalry with someone from his past wether he realizes it or not. This rival can be from a competing martial arts school, a person from his childhood, even a family member. The rival will always try to out perform the character and beat him at any task, and although it is unlikely that the rival will turn violent towards the character unless provoked, he might take any advantage when given the chance. The character receives a penalty of -1D when making any influence-based tasks in the presence of his rival or group aligned with his rival. Addiction
The character has a strong addiction to a certain substance wether it be alcohol, drugs, or another substance which he feels he cannot live without. The character must indulge in his addiction at least once per day or receive (1) grade of fatigue. For every day that he is not exposed to his addiction he suffers another grade of fatigue until unconscious. It is possible to overcome addiction by taking fatigue damage until reaching unconsciousness, however the character will always receive a penalty of -1D on all tasks performed in the presence of the former addiction and must make a reasoning-based composure task in order to refrain from indulging in his former addiction. Dependant
The character has a responsibility to a family member back home. This dependant might be a sibling, parents, grandparents, or an entire family that the character has a responsibility to financially support. The character feels compelled to send half his wealth (kinka or items) to his dependant monthly or suffer dishonor. Overweight
The character is heavier then is typical for his body size. The character receives one (1) grade of fatigue whenever he performs a fitness-based task with a difficulty of 4 or greater. Bad Luck
The character has an ancestor that was cursed or was just born with poor luck. It costs two points of luck for every one point expended to change an outcome. Orphan
The character has no family, no inheritance, no land or clan. He begins play with half the normal wealth and may not take the shogunate background or the samurai vocation. Retired
The character has either returned to the life of adventure or is just now fallowing the calling. Either way, everyone believes he is well beyond the years required for such heroic deeds. Because of this, he receives a penalty of -1D when making rolls dependant on his strength (including fitness composure rolls). This gimmick may only be used by characters with a fitness of 1 or greater. Family Dishonor
The character has brought dishonor to his family or clan and the only way for them to regain honor is by the death of the character. True or not, the character can never raise his dishonor above two (2) grades and is regularly attacked by members of his clan or family.

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