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House Rules
Condensed Lore Macro-skills
Lore: Clans (Great Clans, Minor Clans, Heraldry)
Lore: Rokugan (Architecture, Geography, History, Nonhuman Cultures)
Lore: Samurai (Bushido, War, Law)
Lore: Spiritual (Shugenja, Theology, Spirit Realms, Ghosts, Omens)
Lore: Natural (Nature, The Sea, Elements, Anatomy*)
Lore: Gaijin (Gaijin Cultures, Gaijin Lands, Gaijin Pepper*)
Lore: Corruption* (Shadowlands*, Maho*, Lying Darkness*)
Lore: Conspiracies* (Kolat*, Gozoku*, Underworld*)
SPELL PROFICIENCY
A shugenja may call three Raises on a Spell Casting Roll to cast the spell without expending a spell slot. This can only be attempted if the shugenja still has spell slots in the appropriate Ring available.
Learning New Spells
Aside from the new spells gained automatically each School Rank, shugenja can learn spells from other sources as well. Learning from a deciphered scroll, being taught by another shugenja, or even learning directly from a kami are other viable methods of learning new spells.
The time required is a number of hours of uninterrupted study equal to the spell’s Mastery Level. It is also possible to discover the method for a given spell on one’s own. This is done the same way as formulating a new spell, using Spellcraft (Spell Research). Naturally, a shugenja can only learn spells that he can cast.
Money & Income
A samurai’s lord is expected to provide him with whatever he needs to perform his duties. But sometimes a lord’s servant is away from his lord’s lands when he needs something. A samurai is also expected to pay more than what is expected when peasants provide goods or services (even though they are not required to pay anything at all). For this reason, a lord also grants a yearly stipend to his samurai to cover such expenses.
Generally speaking, at the beginning of a new year, a samurai receives a number of koku equal to his Status x 10. Include Status points as well as ranks. So a samurai with Status 4.5 should receive 45 koku. In addition, samurai who have performed exceptionally well might receive a bonus to this stipend to pay for luxuries as a reward. Likewise, those whose duties are more difficult or are expected to keep them away from their lord for an extended period will usually receive a bonus as well.
EFFECTS OF STATUS
Status affords some protection against Social Skills. It is easy to brush off the demands or threats of those without the position or power to back them up. When a character is targeted with a Contested Social Skill Roll by someone with a lower Status Rank, the GM may choose to grant +Xk0 to the target’s character’s roll, where X is equal to the difference between the opponents’ Status Ranks.
EFFECTS OF GLORY
When determining the TN for a recognition roll, also consider the
following criteria:
CIRCUMSTANCE TN MODIFIER
Lord accompanied by entourage -20
Emperor accompanied by entourage Automatic
Antisocial Disadvantage +5/+10
Bad Reputation Disadvantage -10
Benten’s Blessing Advantage / Benten’s Curse Disadvantage -5
Black Sheep Disadvantage -10
Dangerous Beauty Advantage -10
Darling of the Court Advantage (when in chosen court) -15
Large Advantage -5
Sacrosanct Advantage -10
Subject is of the same Clan -15
Subject is a ronin +20
INEBRIATION
When a character starts consuming alcoholic beverages, make an Earth Trait Roll at a TN equal to 5 x the number of drinks imbibed this scene. For every failure, consult the table below.
1 You have a slight speech impediment, and suffer -1k0 to all Social Skill Rolls.
2 You suffer -1k0 to all Skill and Trait Rolls until the end of the scene.
3 You suffer -2k0 to Skill and Trait Rolls. Shift up one table result in the next scene.
4+ You pass out for the remainder of scene. If awakened, you suffer -3k0 to Skill
and Trait Rolls. Shift up one table result in the next scene.
Maneuvers
COMBAT
PUSH (2 OR 4 RAISES
The Push Maneuver is a dominating attack that forces your target away from you. Like Knockdown, this is usable against two- or fourlegged opponents (requiring 2 and 4 Raises respectively). If successful, the attack deals normal damage and forces a Contested Strength Roll between the character and the target. If the character is successful, the target must move backward 5 feet. At the attacker’s option, he may follow his opponent, pressing the offensive. Movement caused by this Maneuver does not require an action.
DRAWING TWO WEAPONS
Drawing two Small weapons simultaneously may be done as a single Free Action. Drawing two Medium weapons is a Simple Action.
FIGHTING WITH TWO WEAPONS
After a character makes a successful attack with an off-hand weapon, if his next action is an attack with his dominant hand, he may add his Insight Rank to the total of the Attack Roll.
TWO-HANDED WEAPONS IN ONE HAND
When trying to use two-handed melee weapons in one hand, a character suffers a +10 TN penalty to his Attack Rolls. In addition, he cannot benefit from any special qualities the weapon might have, or the Weapon Skill’s Mastery Abilities.
SOCIAL SKILL ROLLS
Social Skills are mostly about modifying the behavior of other characters. Courtier might be used to manipulate a magistrate into arresting someone, or elicit damaging gossip. Sincerity is all about convincing others of your truthfulness. Temptation could be used to seduce your enemy’s spouse, or bribe a guard to look the other way. Though potent, these skills are not mind control. The problem is that if they cannot guarantee certain responses, some players will see them as useless. While a Social Skill Roll cannot force a specific reaction from another character, it can encourage or coerce it. A player (or the GM, in the case of NPCs) is under no obligation to give in to the demands of successful Social Skill Roll, but it might be a good idea to avoid the price of resisting.
A successful Social Skill Roll can inflict one of the following consequences (GM’s chooses the most appropriate):
DAUNTED: +10 to all future TNs against the instigator of the Social Skill Roll (+5 TN per Raise).
DISTRACTED: -3 to the totals of all Trait and Skill Rolls for the remainder of the scene (suffering an additional -3 per Raise)
SHAMED: Lose 1 Honor or 1 Glory (lose an additional 1 per Raise) The player can avoid or end any of these effects by voluntarily succumbing to the intended effect of the Social Skill Roll that caused them (e.g. choosing to believe the Scorpion to avoid the Honor loss of doubting his “obvious” sincerity)
Close calls - whenever you character dies you may call a close call and your character does not die but instead lives and receives an appropriate amount of disadvantage for how they should have died. this can only be done once per character
Skills
Battle(skirmish): Assess the battlefield/landscape and opposition for advantages and weaknesses, respectively, to gain combat advantage(s).
Before the encounter begins, The leader of the the group rolls Battle (Skirmish)/Perception against TN 20 to gain a Free Raise to an attack, defense, skill roll or on a casting roll for your own use or the use of an ally of your choosing during the ensuing combat. The one rolling Battle can only gain one raise in this method.
The character who made the successful Battle roll is the only one that can hold/store the Free Raise(s), and once a Free Raise is passed to an ally it must be used immediately or it is lost. Giving a free raise to an ally is a Reflexive Action and requires no roll or action, and is used when an ally is making the roll.
Rank 3: a character may now store store 2 Free raises
Rank 7: The limits on the amount of stored raises is now your Void.
Iaijutsu:
Rank 5: The character gains a +1k0 bonus to all Contested Rolls using Iaijutsu There is no restriction on using weapons other than a katana in a duel unless specifically stated during the challenge. Be prepared for honor losses. A duel to the death will always be with a katana.
Heavy Weapons:
Rank 3 opponents with a reduction rating have their rating reduced by your Water Ring when attacked with a heavy weapon.
Polearms:
Rant 3 The total of all damage rolls made with a polearm is increased by +1k0.
Rank 5 A character wielding a polearm adds his Polearms Skill Rank to his Armor TN during Skirmishes.
Rank 7: All polearms may be readied as a Free Action instead of a Simple Action.
Spear:
Rank 3 Opponents with a Reduction Rating have their rating reduced by your Water Ring when you attack with a spear.
Rank 5 : A character wielding a spear adds +5 to his Initiative Score during Skirmishes.
Rank 7 You gain a 1k1 on damage when facing a large or mounted opponent
Knife:
Rank 3: Off-hand penalties do not apply when using a knife (This, of course, means only for the knife itself.)
Rank 5: Use of any knife confers a Free Raise towards use of the Extra Attack Maneuver.
Rank 7: The total of all damage rolls made with a knife is increased by 0k1
Ronin Bushi: The school has been split up, so every rank is its own path. So you may take Sun Tao R1 then go into ronin bushi R2 and choice whatever you want for R3
Rules
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