SilveryCord
2006-09-01, 08:05 PM
There was once a small city. It lay on a small island, half of which was taken up by a large mountain. Of course, this mountain was not habitable, so the people were trapped on the small strip of land around it. This city became known to others as "The City of Fans".
In this city, there were two rival clans, the Himitsu clan, and the Touya clan. The Himitsu clan was full of specialized artisans and delicate assassins, specializing in building and using compact weapons. Most assassins of the time simply used swords or daggers, but the Himitsu clan would use poison, needles, deception, and their favorite weapon of all: Fans.
They could build amazingly compact fans. Some would shoot out poison needles when waved. Others would have small slots for vials, and other kinds of machinations. But all of them were beautiful. Members of the Himitsu clan would spend weeks perfecting a single fan.
The Touya clan was almost an exact opposite. They used large, clunky weapons. But, this is not the story of the Touya clan. This is the story of the City of Fans, and it's up to me to tell you what happened.
One day, after the Himitsu and Touya clans had spent many hours on their usual territory-wars, there was quite a stir about the City of Fans. There were rumors floating around, speaking of a powerful cult trying to summon the God of the Mountain to destroy the city. But, this was no cult. This was the city's government, the counsel. They were trying to destroy their own city with a large lava flow. A travelling Wu Jen had promised them that he would activate the volcano, and kill everyone in the city, in exchange for half of the gold. Half of what gold, you may ask? The clans'. The Himitsu clan and Touya clan both had 'secret' stashes of amazing treasures. Everyone knew about them, of course, but them being "secret" added some mystique to the equation. The Wu Jen quickly convinced them as a reputable person, and those who didn't believe them were quickly convinced by his overpowering magic.
So, some people in the village panicked. Both clans immediately sent out members to investigate, while sending some of their members. And they did investigate. They discovered everything. They joined forces to fight the evil Wu Jen and the counsel, but it was too late. Most of the people in the City of Fans died.
- Sim-Yoo, the historian, one of the few people who survived the incident.
[b]Types of Members
The Himitsu clan is organized into four kinds of members:
-Syringes of the Secret
-Toils of the Tinkerer
-Butterflies of Nature
-Family Members/Ordinary Members
Syringes form the brute force of the Himitsu clan. They are often fighters, rangers, and other kinds of weapon specialists. However, contrary to the norm, most of them are females.
-Toils form the workforce of the Himitsu clan. They engineer complicated fans for the Syringes, craft armor and weaponry of other kinds, and make buildings or furniture. They are usually male.
-Butterflies form the magical force of the Himitsu clan. They support the Syringes with spells on the field, and off the field, they help Toils craft powerful magical fans.
-Family Members and Ordinary Members form the background of the Himitsu clan. While not everyone living in the City of Fans is associated with either clan, some are. Usually the ordinary members are just grunts, who do basic work for the more important members. Family members are anyone who is immediately related to a Syringe, Toil, or Butterfly. They get special protection from the clan, but are usually not part of the clan's activities.
Heirarchy
The heirarchy of the Himitsu clan starts with the Lords, then the Special Members, then Members, and finally Ordinaries. Lords are anyone born to the ruling family of the Himitsu Clan. Special Members are any Syringes, Toils, and Butterflies that are elevated to a special status. Syringes of the nature often go on special missions, Toils craft beautiful houses and weaponry for the Lords, and Butterflies help the special Syringes or provide entertainment for the Lords. Members are simply Syringes, Toils, or Butterflies. Ordinaries are family members or ordinary members.
There are 3 divisions among the Lords: Divine Rulers, Battle Leaders, and Social Leaders. Divine Rulers are the members of the Ishima family, a prestigeous family who is said to have descended from the gods themselves. They are revered as the most important people in the Himitsu clan, making decisions on the clan's overall stance on ethical and moral issues. The Battle Leaders handle the battles with the Touya clan, or are just great military strategists. Most of them are ex-Syringes, or just noblemen who have been raised with a knack for strategizing. Finally, the Social Leaders are just nobles, they are often heirs and heiresses. Milan Sokka is one of the most infamous, she is often referenced as a shocking and revolutionary woman in Himitsu writings. She was the heiress to Karu Sokka, an owner of a large chain of inns all around the world. Other similar socialites include Tommu Karuzu, a strange actor who joined an even stranger religion, and Haeh-Sakk, a popular poet.
Weaponry
The Himitsu clan relies on 3 kinds of weapons: Fans, Needles, and Umbrellas.
(Simple) Fan
Cost: 30 GP, Damage (M): 1d6, Critical: x3, Weight: 3 lbs. Type: Slashing
(Menu 1) Fan
Cost: 350 GP (Masterwork)
(Menu 2) Fan
Cost: 1000 GP (Masterwork)
(Menu 3) Fan
Cost: 5000 GP (Masterwork)
(Menu 3&2) Fan (This fan gets abilities as if it was a Menu 3 Fan and a Menu 2 Fan. In other words, it could get 5 Menu 2 abilities, or 10 Menu 1 Abilities, etc. etc.)
Cost: 10000 GP (Masterwork)
The Fan is used commonly by Syringes for close combat. The veins of these fans are made of a hard metal, and are similar to needles. Toils and Butterflies can build Fans with many special abilities (Described later), or enhance an already-built masterwork fan. They select abilities from one of three menus, defining the cost of these abilities. Someone equipped with a Fan may make a Bluff Check opposed to their opponent's Sense Motive Check before they attack. If they win the contest, they get a +4 to attack rolls on their first attack.
Needle
Cost: 1 SP, Damage (M): 1, Critical: x3, Range Increment: 10 feet, Type: Piercing
The Needles is a favorite distance weapon of Syringes. Often they carry a few for their simple utility. Several needles may be used to make an Open Lock check as if they were a set of thieve's tools.
Umbrella
Cost: 90 GP, Damage (M): 1, Critical: x3, Range Increment: 10 feet, Type: Piercing
Most Syringes do not use Umbrellas. Only a few Syringes and Butterflies dare use such a complex weapon. This weapon must be loaded with 5 needles to be used. All 5 needles are shot in one attack. Reloading this weapon with needles takes 1 full-round action.
Additional Abilites for Weapons
A weapon that specifies itself as having a "menu" can have certain abilities added to it it. These abilities can be mechanical or magical. A (Menu 1) weapon can have one ability from Menu 1 added to it. A (Menu 2) weapon can have one ability from Menu 2, or two abilities from Menu 1, added to it. A (Menu 3) weapon can have one ability from Menu 3, or two abilities from Menu 2, or four abilities from Menu 1, or an ability from Menu 2 and two abilities from Menu 1, added to it. Weapons with the "menu" specifier cannot be enchanted as normal weapons, instead, you must follow the rules for creating your own menu abilities.
Types of menu abilities
Menu abilities can be set to certain weapons, to only be made in certain ways etc. These specifiers change the meaning of an ability:
[Fan] This ability can only be applied to a fan.
[Needle] This ability can only be applied to a needle.
This ability can only be applied to an umbrella.
[Mechanical] This ability needs to be added with the help of a Toil.
[Magical] This ability needs to be added with the help of a Butterfly.
[Legend] This abilitiy needs to be added with the help of a Syringe.
[u]Menu 1
Menu 1 abilities are always mechanical. The price should be below 100 GP.
Needle-Storing [Mechanical]
The weapon gets the ability to store 5 needles. Treat this as an Umbrella for rules regarding throwing needles. (If it is already an umbrella, it just gains the ability to store an additional 5 needles.)
80 GP
Throwing [Mechanical] [Fan]
The weapon is able to be used as a thrown weapon, as if by the Throwing enchantment.
70 GP
Small Compartment [Mechanical]
The weapon has a small compartment in it, fit for hiding secret messages or small vials into. The weapon appears to be slightly larger than normal, one making a Search check with a DC of 20 can find the compartment.
60 GP
Injection [Mechanical]
This weapon has a small tank of poison in it. A successful hit injects the poison into the target. (No risk of poisoning)
100 GP (Poison costs are separate)
Menu 2
The abilities granted by Menu 2 can be either magical or mechanical. All Menu 2 magical effects are 0-level spells, cast by a level one caster, and with 1 charge a day. The cost should range from about 75 GP to 200 GP
Flare [Magical]
The user of the weapon can use the spell Flare once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)
Light [Magical]
The user of the weapon can use the spell Light once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)
Open/Close [Magical]
The user of the weapon can use the spell Open/Close once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)
Razor Sharp [Mechanical]
Damage from the weapon is treated as if the weapon were a size category bigger than it really is.
200 GP
Menu 3
The abilities granted from Menu 3 can be magical, mechanical, or legendary. If magical, the costs for creating a Wondrous Item apply. There are no restrictions on how the magical effect is stored. In other words, it doesn't have to have a daily charge limit, or any other specific kind of delivering magic. If legendary, the ability is priceless, and cannot be added normally. A weapon with a legendary ability must be found, not made. (Legendary abilities are the remnants of heroic syringes, passing on their powers to their weapons after they die.) The cost should be 200 GP and higher.
Prestidigitation [Magical]
If the proper command word is spoken, the user uses the spell Prestidigitation as if she was casting it herself.
900 GP, 36 XP (Must be added by caster.)
Paragonal [Fan]
The fan does 3d8 damage. Its critical becomes x4.
800 GP
Dual [Fan]
The fan becomes a double weapon, but the user incurs none of the penalties of fighting with a double weapon. In other words, the damage becomes 1d6/1d6 (unless the amount of damage the fan does is changed by another factor.)
900 GP
Centipede Striker [Legendary]
The weapon is always treated as if it is poisoned with Small Centipede poison. There is no risk of poisoning to the user.
[Legendary]
Feats
Himitsu Weapons Proficiency [General]
You understand how to use the Himitsu clan's weapons in combat.
Prerequisite
You are a member of the Himitsu clan.
Benefit
You make attack rolls with War Fans, Needles, and Umbrellas normally.
Normal
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Special
A fighter may select Himitsu Weapon Proficiency as one of his fighter bonus feats.
Local Trade [General]
You understand the local economy, and know how to get the best prices.
Prerequisite
Knowledge (local) 6 ranks
Benefit
If you pass a DC 15 Knowledge (local) check, you can buy or sell an item at 75% of the price you'd normally have to buy it for. (This increases how much you can sell an item for as well as lowering the cost of items you buy.)
Normal
You buy items at full price, and sell items at 50% of their store price.
Quick Umbrella Loading [General]
You can load an Umbrella weapon incredibly quickly.
Requirements
Quick Draw, ability to use an Umbrella without penalties.
Benefit
Reloading an Umbrella takes 1 swift action.
Normal
Reloading an Umbrella takes 1 full-round action.
Current
Currently, the members of the Himitsu clan are dispersed. Few survived, and they are all scattered. Most big cities, and several small cities, will have a segment of the clan, with anywhere between 3 to 10 people in it. Ordinaries will be trying to learn how to become a Syringe, Toil, or Butterfly. Family members try and support the clan any way they can. A few Lords survived, and they have tried to find more survivors. Usually members stay connected by sending letters.
In this city, there were two rival clans, the Himitsu clan, and the Touya clan. The Himitsu clan was full of specialized artisans and delicate assassins, specializing in building and using compact weapons. Most assassins of the time simply used swords or daggers, but the Himitsu clan would use poison, needles, deception, and their favorite weapon of all: Fans.
They could build amazingly compact fans. Some would shoot out poison needles when waved. Others would have small slots for vials, and other kinds of machinations. But all of them were beautiful. Members of the Himitsu clan would spend weeks perfecting a single fan.
The Touya clan was almost an exact opposite. They used large, clunky weapons. But, this is not the story of the Touya clan. This is the story of the City of Fans, and it's up to me to tell you what happened.
One day, after the Himitsu and Touya clans had spent many hours on their usual territory-wars, there was quite a stir about the City of Fans. There were rumors floating around, speaking of a powerful cult trying to summon the God of the Mountain to destroy the city. But, this was no cult. This was the city's government, the counsel. They were trying to destroy their own city with a large lava flow. A travelling Wu Jen had promised them that he would activate the volcano, and kill everyone in the city, in exchange for half of the gold. Half of what gold, you may ask? The clans'. The Himitsu clan and Touya clan both had 'secret' stashes of amazing treasures. Everyone knew about them, of course, but them being "secret" added some mystique to the equation. The Wu Jen quickly convinced them as a reputable person, and those who didn't believe them were quickly convinced by his overpowering magic.
So, some people in the village panicked. Both clans immediately sent out members to investigate, while sending some of their members. And they did investigate. They discovered everything. They joined forces to fight the evil Wu Jen and the counsel, but it was too late. Most of the people in the City of Fans died.
- Sim-Yoo, the historian, one of the few people who survived the incident.
[b]Types of Members
The Himitsu clan is organized into four kinds of members:
-Syringes of the Secret
-Toils of the Tinkerer
-Butterflies of Nature
-Family Members/Ordinary Members
Syringes form the brute force of the Himitsu clan. They are often fighters, rangers, and other kinds of weapon specialists. However, contrary to the norm, most of them are females.
-Toils form the workforce of the Himitsu clan. They engineer complicated fans for the Syringes, craft armor and weaponry of other kinds, and make buildings or furniture. They are usually male.
-Butterflies form the magical force of the Himitsu clan. They support the Syringes with spells on the field, and off the field, they help Toils craft powerful magical fans.
-Family Members and Ordinary Members form the background of the Himitsu clan. While not everyone living in the City of Fans is associated with either clan, some are. Usually the ordinary members are just grunts, who do basic work for the more important members. Family members are anyone who is immediately related to a Syringe, Toil, or Butterfly. They get special protection from the clan, but are usually not part of the clan's activities.
Heirarchy
The heirarchy of the Himitsu clan starts with the Lords, then the Special Members, then Members, and finally Ordinaries. Lords are anyone born to the ruling family of the Himitsu Clan. Special Members are any Syringes, Toils, and Butterflies that are elevated to a special status. Syringes of the nature often go on special missions, Toils craft beautiful houses and weaponry for the Lords, and Butterflies help the special Syringes or provide entertainment for the Lords. Members are simply Syringes, Toils, or Butterflies. Ordinaries are family members or ordinary members.
There are 3 divisions among the Lords: Divine Rulers, Battle Leaders, and Social Leaders. Divine Rulers are the members of the Ishima family, a prestigeous family who is said to have descended from the gods themselves. They are revered as the most important people in the Himitsu clan, making decisions on the clan's overall stance on ethical and moral issues. The Battle Leaders handle the battles with the Touya clan, or are just great military strategists. Most of them are ex-Syringes, or just noblemen who have been raised with a knack for strategizing. Finally, the Social Leaders are just nobles, they are often heirs and heiresses. Milan Sokka is one of the most infamous, she is often referenced as a shocking and revolutionary woman in Himitsu writings. She was the heiress to Karu Sokka, an owner of a large chain of inns all around the world. Other similar socialites include Tommu Karuzu, a strange actor who joined an even stranger religion, and Haeh-Sakk, a popular poet.
Weaponry
The Himitsu clan relies on 3 kinds of weapons: Fans, Needles, and Umbrellas.
(Simple) Fan
Cost: 30 GP, Damage (M): 1d6, Critical: x3, Weight: 3 lbs. Type: Slashing
(Menu 1) Fan
Cost: 350 GP (Masterwork)
(Menu 2) Fan
Cost: 1000 GP (Masterwork)
(Menu 3) Fan
Cost: 5000 GP (Masterwork)
(Menu 3&2) Fan (This fan gets abilities as if it was a Menu 3 Fan and a Menu 2 Fan. In other words, it could get 5 Menu 2 abilities, or 10 Menu 1 Abilities, etc. etc.)
Cost: 10000 GP (Masterwork)
The Fan is used commonly by Syringes for close combat. The veins of these fans are made of a hard metal, and are similar to needles. Toils and Butterflies can build Fans with many special abilities (Described later), or enhance an already-built masterwork fan. They select abilities from one of three menus, defining the cost of these abilities. Someone equipped with a Fan may make a Bluff Check opposed to their opponent's Sense Motive Check before they attack. If they win the contest, they get a +4 to attack rolls on their first attack.
Needle
Cost: 1 SP, Damage (M): 1, Critical: x3, Range Increment: 10 feet, Type: Piercing
The Needles is a favorite distance weapon of Syringes. Often they carry a few for their simple utility. Several needles may be used to make an Open Lock check as if they were a set of thieve's tools.
Umbrella
Cost: 90 GP, Damage (M): 1, Critical: x3, Range Increment: 10 feet, Type: Piercing
Most Syringes do not use Umbrellas. Only a few Syringes and Butterflies dare use such a complex weapon. This weapon must be loaded with 5 needles to be used. All 5 needles are shot in one attack. Reloading this weapon with needles takes 1 full-round action.
Additional Abilites for Weapons
A weapon that specifies itself as having a "menu" can have certain abilities added to it it. These abilities can be mechanical or magical. A (Menu 1) weapon can have one ability from Menu 1 added to it. A (Menu 2) weapon can have one ability from Menu 2, or two abilities from Menu 1, added to it. A (Menu 3) weapon can have one ability from Menu 3, or two abilities from Menu 2, or four abilities from Menu 1, or an ability from Menu 2 and two abilities from Menu 1, added to it. Weapons with the "menu" specifier cannot be enchanted as normal weapons, instead, you must follow the rules for creating your own menu abilities.
Types of menu abilities
Menu abilities can be set to certain weapons, to only be made in certain ways etc. These specifiers change the meaning of an ability:
[Fan] This ability can only be applied to a fan.
[Needle] This ability can only be applied to a needle.
This ability can only be applied to an umbrella.
[Mechanical] This ability needs to be added with the help of a Toil.
[Magical] This ability needs to be added with the help of a Butterfly.
[Legend] This abilitiy needs to be added with the help of a Syringe.
[u]Menu 1
Menu 1 abilities are always mechanical. The price should be below 100 GP.
Needle-Storing [Mechanical]
The weapon gets the ability to store 5 needles. Treat this as an Umbrella for rules regarding throwing needles. (If it is already an umbrella, it just gains the ability to store an additional 5 needles.)
80 GP
Throwing [Mechanical] [Fan]
The weapon is able to be used as a thrown weapon, as if by the Throwing enchantment.
70 GP
Small Compartment [Mechanical]
The weapon has a small compartment in it, fit for hiding secret messages or small vials into. The weapon appears to be slightly larger than normal, one making a Search check with a DC of 20 can find the compartment.
60 GP
Injection [Mechanical]
This weapon has a small tank of poison in it. A successful hit injects the poison into the target. (No risk of poisoning)
100 GP (Poison costs are separate)
Menu 2
The abilities granted by Menu 2 can be either magical or mechanical. All Menu 2 magical effects are 0-level spells, cast by a level one caster, and with 1 charge a day. The cost should range from about 75 GP to 200 GP
Flare [Magical]
The user of the weapon can use the spell Flare once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)
Light [Magical]
The user of the weapon can use the spell Light once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)
Open/Close [Magical]
The user of the weapon can use the spell Open/Close once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)
Razor Sharp [Mechanical]
Damage from the weapon is treated as if the weapon were a size category bigger than it really is.
200 GP
Menu 3
The abilities granted from Menu 3 can be magical, mechanical, or legendary. If magical, the costs for creating a Wondrous Item apply. There are no restrictions on how the magical effect is stored. In other words, it doesn't have to have a daily charge limit, or any other specific kind of delivering magic. If legendary, the ability is priceless, and cannot be added normally. A weapon with a legendary ability must be found, not made. (Legendary abilities are the remnants of heroic syringes, passing on their powers to their weapons after they die.) The cost should be 200 GP and higher.
Prestidigitation [Magical]
If the proper command word is spoken, the user uses the spell Prestidigitation as if she was casting it herself.
900 GP, 36 XP (Must be added by caster.)
Paragonal [Fan]
The fan does 3d8 damage. Its critical becomes x4.
800 GP
Dual [Fan]
The fan becomes a double weapon, but the user incurs none of the penalties of fighting with a double weapon. In other words, the damage becomes 1d6/1d6 (unless the amount of damage the fan does is changed by another factor.)
900 GP
Centipede Striker [Legendary]
The weapon is always treated as if it is poisoned with Small Centipede poison. There is no risk of poisoning to the user.
[Legendary]
Feats
Himitsu Weapons Proficiency [General]
You understand how to use the Himitsu clan's weapons in combat.
Prerequisite
You are a member of the Himitsu clan.
Benefit
You make attack rolls with War Fans, Needles, and Umbrellas normally.
Normal
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Special
A fighter may select Himitsu Weapon Proficiency as one of his fighter bonus feats.
Local Trade [General]
You understand the local economy, and know how to get the best prices.
Prerequisite
Knowledge (local) 6 ranks
Benefit
If you pass a DC 15 Knowledge (local) check, you can buy or sell an item at 75% of the price you'd normally have to buy it for. (This increases how much you can sell an item for as well as lowering the cost of items you buy.)
Normal
You buy items at full price, and sell items at 50% of their store price.
Quick Umbrella Loading [General]
You can load an Umbrella weapon incredibly quickly.
Requirements
Quick Draw, ability to use an Umbrella without penalties.
Benefit
Reloading an Umbrella takes 1 swift action.
Normal
Reloading an Umbrella takes 1 full-round action.
Current
Currently, the members of the Himitsu clan are dispersed. Few survived, and they are all scattered. Most big cities, and several small cities, will have a segment of the clan, with anywhere between 3 to 10 people in it. Ordinaries will be trying to learn how to become a Syringe, Toil, or Butterfly. Family members try and support the clan any way they can. A few Lords survived, and they have tried to find more survivors. Usually members stay connected by sending letters.