Frother Clan - Samurai from Orienta

Orienta Frothers and their Clan organisation:

Orienta Frothers differ very much from their Mort cousins. Their skill base and mindset are different.

All Orienta Frothers have Martial Arts instead of Unarmed Combat. This reflects the difference in culture, Mort Frothers are more 'rough and ready' whereas Orienta Samurai have honour codes and are more subtle.

Different Clans have different Weapon Skills:

The Four main Clans of Orienta are:

  • Clan Ishi: Blade 1H or 2H (Katana, No-Dachi etc).
  • Clan Kudusai: Club1H or 2H (Tetsubo, Bo Stick, Maul, Mace etc).
  • Clan Marika: Flexible Weapon (Chain, Kusari-Gama, Nunchaku etc).
  • Clan Shinjoku: Pole Arm (Bisento, Yari, Naginata etc).

Clan Structure:

  • Lord
  • Lieutenants (x4)
  • Sub Lieutenants (x8)
  • The Clan

Clan Society:

There are several classes to Clan Society:

  • Warrior
  • Priest
  • Physician
  • Administrator
  • Worker
  • Eta (Nothing, Worthless)

Frother Clan Lords meet in council every month to discuss Clan business with
the appointed Daiymo (Lord of Lords). The Clans are run by the individual
lords who in turn report to the Daiymo who makes Decisions which will affect
the Frothers of Orienta as a whole , whereas the Clan lords make single Clan
affecting decisions.

Clan Society has strong links to the Trang. Orienta Frothers are not as
closely affiliated to SLA as their Mort cousins are. They have strong ties to
the Drug lords and crime kings of Orienta (many of them are Clan members!)

Clan Credo:

  • Clan
  • Family
  • Duty
  • Honour

Advantages:

Honour Weapon:

This is a weapon which has been presented to the Frother for a great duty performed. The weapon will usually be a Melee or Close Combat weapon, never a firearm. Times past these weapons were non powered and merely ceremonial, now they are powered and fully functional.

Cost: 30pts

Family Heirloom:

This is an item which has been in the family for many generations, even centuries. It is between the player and the GM to decide the exact details of the item.

Cost: 50pts

Clan Status:

This gives the character power within Clan Society. The higher the rank, the greater the Status and respect given.

Cost: 5 Pts per Rank

Rank Ttile Notes
1 None Recognised in Society.
2 None Recognised in Society.
3 Notable Respected in Society.
4 Koshigumi Favoured Individual.
5 Courtier Can attend Court
6 Hatamoto Vote at council meeting.
7 Gokenin Seat on Clan Council.
8 Noble (Kuge) Seat at Court.
9 2nd Lieutenant 2nd Lieutenant to the Clan Lord.
10 Lieutenant Lieutenant to the Clan Lord.

Disadvantages:

Ronin:
The Ronin are Frothers who nolonger have lords. They are clanless renegades who serve the highest bidder. They are despised by all Clan members and will not be accepted at any clan gatherings. Ronin are despised by Clan members.

Gain: 30pts

Drugs and Orienta Frothers:

Orienta Frothers treat drugs with respect and are not Psychotic drooling junkies like those from Mort and Czaria. Drugs are only used when they needed to be and for relaxation. Drugs are used to enhance performance
(all situations) and are treated as tools to be used.

Clan Weapons:

Naginata:
Skill: Pole Arm.

Katana:
Skill: Blade 1H

Tetsubo (2 Handed Club):
Skill: Club, 2H
Originally designed to destroy armour, a Tetsubo is a three and a half foot ceramic shaft with a cylindrical metal head at the top. The head has eight thick spines protruding some three inches along its length. The spines are spaced evenly, and are extremely damaging to armour of all classes. Modern Tetsubo are powered, with a 5000-hour supply. Maces are extremely rare.

Kusari-Gama:
Skill: Flexible Weapons.

Weapon Skill DMG PEN AD COST
Naginata Pole Arm 5 6 3 450c
Katana Blade 1H 4 6 2 250c
Tesubo Club 2H 6 2 7 300c
Kusari-Gama Flexible Weapons 4 3 1 80c

Entanglement Rules:
A called shot must be made against a specific part of the target's body, such as head, arm, leg and so on. If the attack is successful, then the effects vary according to the target location:

  • Head: Vision impaired. No visibility penalty (-5) applied to all skills until the target makes a successful compared strength roll.
  • Arm: The arm may not be used until the entangling object is removed; apply a compared strength roll.
  • Torso: If the target succeeds a compared strength roll, they break free. If they fail, they fall to the ground and are considered prone until making a successful roll.
  • Leg: As torso, except that the roll is at -3.
  • Weapon: The called shot is made as if against an arm. If the target fails a compared strength roll, the weapon is snatched from the target's hand if possible. If fixed in place, the weapon snared and unusable until the target makes a successful roll.

To make a compared strength roll, subtract the weapon's strength from the target's strength. Add the resulting number to a roll of 2D10; if the total is 11 or more, the target has succeeded in breaking free. A compared strength roll may be made once in each phase that the target gets an action.