Blessings of Osano-wo

Created by Aaron Medwin

For almost two thousand years, the power of Osano-Wo has been felt, bringing the storms and rain to every corner of Rokugan. Every so often, his power is shown in a very real and terrifying way, though. Long ago, his son Kaimetsu-uo exhibited this power to break the Phoenix, harboring the slayer of the Thunderer. The first Yoritomo, Mantis daimyo during the Second Day of Thunder, channeled the power to destroy the reinforcements of the undead sorcerer, Yogo Junzo. For two thousand years, Shiryo no Osano-Wo has stayed relatively silent.

No longer.

The story of Ranbe Yuya is fairly well known, how she demanded a response from the Thunderer to prove his power, and was cursed with a staff of thunder. She learned well from this, however, and, in a rare moment of insight finally understood the message Osano-Wo meant for her - that the mystic power the Mantis have is due to their inability to accept fate.

A discovery like this sent her into deep meditation, and only in the past few weeks has she emerged from the well-tended Temple of Osano-Wo. Her message brought with it quite a bit of controversy from the more traditional Clans, but as it to prove her point, she ignored them and began to teach the power of resolve.


"She was homeless. Again. The Bayushi landlord was not a kind person, and that kind of rent, she really wasn't likely to pay. No samurai would. As she walked through the streets of the Imperial City, she muttered vague curses about the Empire and it's tyrannical Emperor. Bitter and cold, she eventually entered a homeless shelter, and curled up next to a heater, clutching her jacket around her as if it would protect her from the disaster that her life had become.

"As she drifted off to sleep, her thoughts drifted from despondency to defiance. She didn't need that crap, she was her own woman. And she had a distant cousin in the Imperial Court, maybe he would help her out... no. She would make her life better, on her own. She wouldn't beg from him. She was determined to do it herself.

"That night, her dreams were filled with a feeling of mystery and awe, and of a figure in a thunderstorm. It offered her aid, told her that it could help if she would accept. Power, the kind she always wanted, could be hers. She sensed a familial connection to the figure, yet she refused. I don't need help from a dream, she said. And if you are more, then I will be fine on my own. I don't need your power, she cried out.

"And eerily, it responded with a warm laugh. Little one, you have always had my power. You need only to need it..."


Osano-Wo's gifts aren't subtle. They are blatant, and open for the world to see. The crash of thunder and lightning that the Children of Storms possess is more showy than any Lion special effect, and stronger than an angry Crab Berserker. For some, the air itself bends to their whims with a small whirlwind, shattering nearby windows and howling to the Fortunes with a message of defiance.

In game terms, they are advantages, possessed only by those with the advantage Blood of Osano-Wo already. The advantages listed here are extraordinarily powerful, for they truly mimic the path that the Thunderer walked two millennia ago. However, since these gifts are reliant upon Osano-Wo, any action that would cause the character to lose favor with the Fortune would similarly cause the character to lose the gifts.

While it is theoretically possible to abuse these gifts by staying put while using Gift of the Stormwinds and using Osano-Wo's breath to slow your fall, such things violate the spirit of the gift. And Osano-Wo doesn't like to be violated.

And just so you know, anyone who takes Blood of Osano-Wo, one or more Gifts, and Brash, well, they've got trouble with typecasting. Remind them of that. And then give them an extra character point. Anyone with a Gift gets one extra character point for taking the Brash disadvantage.

Walker of the Path of Storms

This is a legend. It is a myth, told to embolden children to do the right thing. The bearers of the Gifts pass this story on as allegory, to make their children to the right thing. The children in turn, tell their children. For generations, children of the Storms have grown and died in the shadow of this legend. It works, only rarely do the chosen of Osano-Wo turn to evil. So the story continues.

It's just a story.

Then again, so are Oni.

Path of Storms

"You walk the path of Osano-Wo. You don't need help from anybody. You feel the Thunder in your veins, as surely as you know Osano-Wo did, two millennia ago. Others claim such, but you're different. You're special. You're right. You are well on your way to being a god, or at least, a lesser one.

"Acquiring this advantage may not be done at character creation, and quite frankly, should be damn near impossible. You must possess at least four of the Gifts of Osano-Wo, since only his favored children get positions near him. You must destroy an enemy that could have, and intended to destroy the Empire fully - you must destroy it on your own, or with only a few people. No taking an army with you, you need to be in the thick of it. You need to not have received power from any other supernatural forces - working out in a Hida gym is fine, using tetsukami implants is not, nor may you accept help from the Dragons, Yomi, the Shadow, a Jinn, an Oni, maho, or nemuranai that Osano-Wo does not specifically allow, among other things. You need to possess leadership qualities. You need children, to carry on the lineage.

"Finally, you need to be remembered in two thousand years.

"Your story needs to be told.

"Only then are you a god."

Bite of Lightning (2 points) Osano-Wo's power is made manifest with thunder, fire, storms, and especially lightning. Uncontrollably, you create small lightning effects on your person. And you can't stop it. They are totally at random, and usually fatal. Any person who touches you must roll a die every three seconds(or fraction thereof) they are in contact with you, if the die roll is odd, they take a number of dice of damage equal to your Fire, keeping the highest. You may spend a Void point to keep the lowest die instead, after the dice are rolled if you choose, exerting your will over Osano-Wo's. Do this at the right time, and he smiles, knowing that your choice has been made. Do this too often, and you will be forsaken.

Bride to the Storm (6 points) Only shugenja may purchase this Gift. After Osano-Wo became a shiryo, and later a Fortune, his power over the storms was truly realized. Any spell you cast that mimics a storm effect(lightning bolt, wind, rain, thunder, flash of light, etc.) receives three free raises.

Gift of the Stormwinds (9 points) You can fly. By spending a Void point, you can fly at a rate approximately equal to double your standard rate of running. Characters may fly nearly indefinitely, only needing to land momentarily for a few minutes after a number of hours equal to their Stamina. Unless the character is extraordinarily tired, long distance flight is quite possible. There is a catch, though - your aerial mobility is very limited, and dependent on a small hurricane that encircles you. The blast from this wind is intense, it will shatter glass, uproot small trees, blow dust everywhere, and knock creatures to the ground with it's unsettling howl. Cunning players will find ways to use this to their advantage, and cunning GMs will find ways to hinder this disadvantage.

To Laugh The Storm (4 points) Osano-Wo's favor is truly with you, and he refuses to harm you. You are immune to lightning, and electricity finds you as the air in terms of conductivity.

Osano-Wo's Breath (2 points) You can breathe winds of up to hurricane strength, though it taxes you greatly. For each breath you make(which will deflect missile weapons, even a bullet), roll your Air, with a TN of 20. Failure means that your mortal shell cannot exhale in such a manner until after you have rested sufficiently. Trying to knock someone down with this ability requires a contested Air v. Earth roll.

Osano-Wo's Heart (2 points) You know fear. Once, Osano-Wo was lost in the Shadowlands during his war against the Troll Kingdom with only the sword Chikara to protect him. That one night, he truly feared for his life, and faced the truth that he too could die. Before he returned to Crab lands, he faced his fear, and conquered it. The character with Osano-Wo's Heart is immune to fear, and receives three free raises on all Intimidation rolls.

Persistence (6 points) Osano-Wo was told that to destroy the Seven Troll Kingdoms, he would need a miracle. He was laughed and ridiculed behind his back, and he knew that. That didn't bother him. He ignored their comments and pressed forward, emerging victorious. When Yoritomo III was young, he found, rooted out, and destroyed a maho-tsukai of great power. He was told that it was too dangerous, and he was disowned by his father, but he refused to allow the Seekers to deal with the tsukai who killed his beloved Kitsu Tanako. After the tsukai's death, he was rehonored and welcomed back, as a successful Mantis. When Yoritomo VII, then Prince Kameru was attacked by an army of ghuls during the Senpet invasion, he knew the cause seemed hopeless, but he fought on. Whenever you are in a difficult situation, and death or worse seems all but assured(judged by the GM), you receive one free raise each round, to be used for any roll you choose.

Sons of Storms (7 points) With the anger that most Children of Osano-Wo feel, it's no wonder that it expresses itself. Yours is no exception. By spending two Void points, once per session you may cause Osano-Wo to make a personal appearance. Specify a target, and something will happen. Perhaps a powerful arc of lightning will short out the computer that your friends' souls are being held captive in, or maybe a gust of wind will hurl your archenemy off the Dojicorp roof. Something will happen, and that something will be very graphic. Such is the power of Osano-Wo.

Temper Storms (-5 points) The day Osano-Wo lost his father was a dark day indeed. It is said that Osano-Wo fought with the anger and power of a thousand men that day, destroying a troll army with his hands, ono, and seething rage alone. You feel that rage. Often. When a Tsuruchi officer looks at you funny, you treat it as an accusation of treason. When the Isawa refused to allow you into their shugenja school, you felt it as a personal affront. And most of all, when your best friend visited the same Shosuro geisha that you frequent, you knew he had to die. You must make a Willpower check to avoid lashing out at any insult, real or perceived with sheer violence. The TN for the check can range from 10 for something that nobody else would be insulted by(your best friend talking about your girlfriend in a way other than totally respectful), to a near impossible 50 for getting insulted by a master(Kakita Jesters). If you fail the Willpower check, you may attempt an honor check; if successful, the honor check will allow you to remain in control and not violently rend your companion's arms from her body. On the other hand, the power of Osano-Wo is truly yours, and you may purchase other Gifts at half cost, rounded up.

Thunder's Thunder (10 points) You know that you are chosen by Osano-Wo. It's obvious to you - he gifts your every strike in combat with his blessing - a powerful arc of lightning. You roll +2k1 for all damage rolls using a weapon.

Triumphant Return (3 points) Osano-Wo died ignobly due to a vile poisoner's cowardly action. After, he became a spirit, and eventually became the Fortune of Fire and Thunder. From dishonorable death comes an honorable spirit. Osano-Wo feels that you are worthy of the same. When you die, this advantage is removed, and you somehow survive. When the building falls on you, you miraculously survive. When the maho-tsukai's spell shreds your soul, you manage to hold on long enough to outlast the kansen powering the spell. Only the intervention of a Fortune or similar divine being can cancel this gift from taking effect - nobody survives a Fire Dragon explosion.

Voice of the Storm (5 points) Osano-wo speaks to you. Frequently. You hear him in every breath you take, every sound you make, and most of all, in combat. You are a conduit for his warlike grunts and kiai, and as such cause a Fear effect with a rating equal to your Strength to all opponents. All sounds you make in combat are three times louder than normal, making stealthy combat next to impossible. This has the unfortunate side effect of raising the TN of all of your Stealth rolls by 15, and silence on the phone is usually mistaken for obscene phone calls. All that, and you don't need a loudspeaker at all.


Walker of the Path of Storms

This is a legend. It is a myth, told to embolden children to do the right thing. The bearers of the Gifts pass this story on as allegory, to make their children to the right thing. The children in turn, tell their children. For generations, children of the Storms have grown and died in the shadow of this legend. It works; only rarely do the chosen of Osano-Wo turn to evil. So the story continues.

It's just a story.

Then again, so are Oni.

Path of Storms

"You walk the path of Osano-Wo. You don't need help from anybody. You feel the Thunder in your veins, as surely as you know Osano-Wo did, two millennia ago. Others claim such, but you're different. You're special. You're right. You are well on your way to being a god, or at least, a lesser one.

Acquiring this advantage may not be done at character creation, and quite frankly, should be damn near impossible. You must possess at least four of the Gifts of Osano-Wo, since only his favored children get positions near him. You must destroy an enemy that could have, and intended to destroy the Empire fully - you must destroy it on your own, or with only a few people. No taking an army with you, you need to be in the thick of it. You need to not have received power from any other supernatural forces - working out in a Hida gym is fine, using tetsukami implants is not, nor may you accept help from the Dragons, Yoma, the Shadow, a Jinn, an Oni, maho, or nemuranai that Osano-Wo does not specifically allow, among other things. You need to possess leadership qualities. You need children, to carry on the lineage.

"Finally, you need to be remembered in two thousand years.

"Your story needs to be told.

"Only then are you a god."


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