[Anglais] 3rd edition : le supplément sur les écoles 3 !

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[Anglais] 3rd edition : le supplément sur les écoles 3 !

Message par Okuma » 08 mars 2006, 06:05

And here we go. As always, mad props to my partner and amigo Brian "Branding Iron" Yoon. The Third Edition Playtest Teams are an exquisite help, as always.

Special thanks to Dace, Doji Tsukaede, and Isawa Chuckles as well!

------------------------------

Updated Scorpion Schools

Bayushi Courtier
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.

Bayushi Bushi
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.

Bayushi Elite Guard (New Path) [Bushi]
Technique Rank: 4
Path of Entry: Bayushi Bushi 3
Requirement: Know the School (any Great Clan bushi School) 3
Path of Egress: Bayushi Bushi 4
Technique: My Enemy’s Eyes – The elite guardians of Kyuden Bayushi are trained to adapt their knowledge to any enemy they face, finding similarities where none exist and exploiting even the most well hidden weaknesses. You gain an additional attack per round. This attack may only be used against opponents who possess ranks of a School for which you possess the Know the School Skill. You may also use this additional attack against opponents with no School ranks while their initiative score is lower than yours.

Bayushi Saboteur [Ninja]
Benefit: +1 Intelligence
Skills: Acting, Deceit, Engineering, Explosives, Locksmith, Poison, Stealth (Sneaking)
Honor: 1.5
Outfit: Katana, wakizashi, kimono, light armor, traveling pack, any 1 weapon, 2 koku

Techniques:
Rank 1: Bayushi’s Footsteps
The Bayushi Saboteurs are unseen destroyers, striking at military targets just as the Shosuro strike at political ones. You roll and keep a number of additional dice equal to your School Rank on all Stealth rolls. When you spend a Void Point to gain 1k1 on one of your School Skill rolls, you gain 2k2 instead. You also add your Air Ring to your Initiative total.

Rank 2: Seeking Weakness
A true saboteur can instantly assess the flaws in any object, and instinctively understand the means by which it can be destroyed. You may study any inanimate object, (armor, weapon, or other object) or building for one round and make a Raw Perception roll (TN 15). If successful, you gain a number of Free Raises equal to your School Rank on any Engineering or Explosives rolls to destroy it (for buildings), or on an attack roll for using the Disarm maneuver. Disarmed weapons and objects are dropped, and disarmed armor confers no bonus to TN to Be Hit. (Disarming armor is not normally possible, but is a function of this Technique.) You also add your Fire Ring to your TN to be Hit.

Rank 3: The Soul of Bayushi
A saboteur is a predator, and recognizes when other predators are hunting him. You never suffer Initiative penalties from being surprised or wounded. As long as you are conscious and unbound, your TN to be Hit may never be reduced by an opponent’s spells or techniques, unless the spell or Technique has a higher Mastery Level or Rank than your Insight Rank. You also add twice your Air Ring to your Initiative total, replacing the benefit from Rank 1.

Rank 4: No Mistakes
A saboteur must never allow his mission to be threatened in the event that he is noticed, but must eliminate the problem as rapidly as possible. You may make an additional attack per round. You add twice your Fire Ring to your TN to Be Hit, replacing the benefit from Rank 2.

Rank 5: Follow the Pincers
A true student of Bayushi masters many dark trades, and uses them to ruthless effect against the Scorpion’s enemies. When making a roll with any School Skill, your dice explode on an 8, 9, or 10. This effect may only be used once per die per roll. Thus if you roll an 8 then re-roll a 9 on the same die, it only explodes once. If you rolled an 8 and then a 10, the 10 explodes normally. You also add three times your Air Ring to your Initiative total, replacing the benefit from Rank 3.

Bitter Lies Swordsman (New Path)
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.

The Folding Leg (New Path)
Technique Rank: 3
Path of Entry: Bayushi Bushi 2 or Bayushi Saboteur 2
Requirements: Jiujitsu (Atemi) 3
Path of Egress: Bayushi Bushi 1 or Bayushi Saboteur 1 (enter opposite School)
Technique: Break the Foundation – The master of the Folding Leg understands that by robbing an opponent of his assets, you cripple his spirit before crippling his body. By making precise strikes against vulnerable points, you may spend a Void Point after making a successful attack roll to inflict one of the following effects upon your target: You may spend a Void Point after making a successful Jiujutsu (Atemi) attack roll to inflict one of the following effects upon your target:
-Reduce the effectiveness of any non-magical armor by 5 (lasts until repaired by an armorsmith).
-Reduce any bonus to your opponent’s TN to be Hit from a Technique or Advantage by double your Jiujutsu Skill Rank for three rounds.
-Reduce your opponent’s effective Defense Skill Rank by 2 Ranks for 3 rounds. All Defense Mastery Abilities requiring a higher skill rank than the target’s effective Defense Skill Rank are suspended during the duration of this effect.

Ichiba’s Consortium (New Path)
Technique Rank: 4
Path of Entry: Any Scorpion School at Rank 3
Requirement: Commerce 5
Path of Egress: Re-enter the same School at Rank 4
Technique: Ichiba’s Technique – Yogo Ichiba was the greatest financial mastermind the Scorpion ever produced. He would have been known throughout the Empire had he not wished to remain unseen. His students share his ability and methods, ensuring that they are wealthy and successful in their dealings. Each month, you gain an amount of koku equal to your Insight Rank x10 so long as you remain within the Empire. You also may spend a Void Point to re-roll any Social Skill roll, keeping the better of the two rolls. You may only use this ability once per roll.

The Kuroiban (New Path) [Shugenja]
Technique Rank: 4
Path of Entry: Yogo Shugenja 3 or Soshi Shugenja 3
Requirement: Lore (Shadowlands) or Lore (Maho) 3
Path of Egress: Re-enter same School at Rank 4
Technique: The Black Watch – The Kuroiban are taught to seek the darkness and destroy it, although not at the cost of their other abilities. If an attack or spell of yours damages a person or creature, you may spend a Void Point to immediately learn if the target possesses any level of Shadowlands Taint.

Scorpion Instigator (Advanced School, formerly Supai) [Courtier]
Requirements:
Rings/Traits: Awareness 5, Intelligence 5
Skills: Courtier 5, Deceit 5, Etiquette 5, Stealth 3
Advantages: Blackmail (on at least three individuals), Perceived Honor
Other: All members of the Instigators must possess the Disadvantage Dark Secret and must divulge this secret to their sensei upon joining.

Techniques
Rank 1: The Depths of Dishonor
To ferret out the secrets that benefit the Scorpion, a true Instigator must be utterly ruthless and willing to commit the basest acts without distaste or hesitation. When making any Social Skill roll, you may spend a Void Point to roll a number of additional dice equal to five minus your Honor Rank. You add your Air Ring to the total of any Skill Roll using a Skill required for entry into this School.

Rank 2: Master of Puppets
Those who are weak and unworthy are nothing more than pawns to the Instigator. You may make a contested Awareness roll against any target you choose. If successful, you gain a number of bonus dice on any Social Skill roll made with that individual equal to half the number of points that individual gained from taking Disadvantages. This effect lasts for the remainder of the day. This roll may only be made once per day per opponent.

Rank 3: Sheath Your Lies in Truth
An Instigator wraps his lies within the truth, using a unique form of self-hypnosis the Scorpion have developed to constantly reassure himself that the lies he speaks are the truth. The Technique causes some mild discomfort, but is completely effective on others. By spending a Void Point, you force any attempt to determine if you are lying to require a contested Perception/Courtier roll against your Awareness/Deceit. You gain a bonus to your roll equal to three times your Deceit Rank. If you are successful, your opponent believes that you are telling the truth. If you use this Technique to make statements that are blatantly and obviously false (“Lord Kurohito’s armor is purple and black!”), you will quickly gain the Disadvantage Bad Reputation (Lunatic). Also, you add twice your Air Ring to the total of any Skill Roll using a Skill required for entry into this School, replacing the benefit from Rank 1.

Shadow Hunters (Advanced School)
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.

Shosuro Actor (Formerly Shosuro Butei) [Ninja]
Benefit: +1 Awareness
Skills: Acting (Disguise), Courtier, Deceit, Etiquette (Sincerity), Knives, Stealth, any one Skill
Honor: 1.5
Outfit: Katana, wakizashi, tanto, aiguchi, 3 kimonos of varying colors, traveling pack, 3 kimono

Techniques:
Rank 1: A Scorpion Has a Thousand Hearts
A Shosuro actor is taught to use every possible means to sway the opinions of others, ensure that their secrets remain closely guarded. You roll (but not keep) additional dice equal to your School Rank when using the Acting Skill or when attempting to persuade another using a Social Skill. You also add your Air Ring to your TN to Be Hit.

Rank 2: The Scorpion’s Sting
The Shosuro family employs a number of assassins, but occasionally must call upon its actors to serve in such a capacity. When attacking an opponent who is unaware of your attack, the maximum Raises you may make on your attack roll are not limited by your Void or by your Skill Rank. You gain a number of Free Raises equal to your School Rank on all your Knives rolls. You also add your Fire Ring to all your Initiative rolls.

Ranks 3-5: The Thousand Masks
From the moment they begin their training, Shosuro actors are taught to adopt the mannerisms and customs of other clans and families. Using correspondence, as well as assistance from senior students all across the Empire, the actors begin creating fictional personas and building networks of contacts in other regions. At Rank 3, you are granted one such persona that is ready to be active, meaning that you may now use this persona when traveling. You are given the appropriate gear for the persona (in for form of another School’s beginning Outfit), and you may distribute 10 ranks in Skills that aid you in your impersonation. These Skills are recorded separately from your other Skills, and do not count toward your Insight total (although additional Ranks purchased with experience points count as separate ranks beginning at 1 for Insight purposes). You may not allocate more Ranks in any Skill than your School Rank + 2. You gain an additional persona, complete with new equipment and 10 additional points, at Rank 4 and again at Rank 5. If you prefer, you may instead use these additional Skill Ranks to further develop an existing persona rather than adopt a new one. You may have multiple, separate, instances of the same skill, for instance, you may have Stealth at Rank 2 normally and your first persona might have Stealth at rank 3. Mastery Level benefits for Skills are not shared across persona. It requires ten minutes (and a Simple Action every round) to change into an established persona, but you may change back to your normal personality as a Free Action. While in a persona, you may also use your core personality’s Skills freely. This Technique is so long it makes my eyes bleed.

Shosuro Deceivers (Advanced School, formerly Shosuro Tejina) [Shugenja]
Requirements:
Rings/Traits: Void 4
Skills: Lore: the Nothing 4, Stealth 4
Other: Only Scorpion shugenja may join this School. Students of the Shosuro Shinobi School may join, but the Rank for all Ring and Skill requirements is increased by 2. Characters that were previously shugenja use their Insight Rank when determining what Nothing spells (see below) they may cast. Shinobi characters use only their Shinobi School Rank.

Techniques
Rank 1: Shadows & Wind
Students of the Nothing learn to access the tiniest fraction of that infinite primal force, weaving a new form of magic that balances delicately between the Void and the Nothing. You lose all former elemental Affinities and gain an Affinity for Nothing instead. You are instructed in the ways of deception, learning 3 new Nothing-based spells. For the purposes of elemental magic, these spells are considered Void spells (although the Ishiken-do Advantage is not required to cast them). You also roll a number of additional dice equal to your School Rank on all Deceit and Stealth rolls.

Rank 2: The Silent Soul
You roll bonus dice equal to your School Rank on all attempts to cast with subtlety, and on any Contested Rolls made to conceal your spell casting from onlookers (see page 225 of the L5R RPG). Your Void is considered one rank higher for the purposes of determining how many Nothing spells you may cast per day.

Rank 3: An Empty Breeze
By focusing their will, a Shosuro Deceiver may infuse their chi with Nothing, becoming far more difficult to damage with conventional weapons. You may spend a Void Point and gain Carapace 4 for 1 minute. Weapons made from crystal bypass this Carapace altogether. This ability may not be used cumulatively.

[Nothing spells can be found in Way of the Ninja]

Shosuro Shinobi
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.

Soshi Shugenja
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.

Yogo Shugenja
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.

Yogo Ward Master (New Path) [Shugenja]
Technique Rank: 3
Path of Entry: Yogo Shugenja 2
Path of Egress: Yogo Shugenja 3
Technique: Mastery of Wards – The Yogo Ward Masters select the most promising young Yogo students and teach them true mastery of ward magic. Those who excel are considered for membership in the Kuroiban. For every successful Raise you make when creating a ward, or casting a spell with Ward in the title, you gain an additional Free Raise.
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Message par Okuma » 08 mars 2006, 06:06

Updated Shadowlands Schools

The Beauty of Death
Technique Rank: 3
Path of Entry: Maho-tsukai 2 or Chuda Shugenja 2
Requirements: Void 4, Shadowlands Taint 0.4+, Lore: History 1, Lore: Maho 3, Meditation 2
Path of Egress: Re-enter same School at Rank 3
Technique: Strike the Ancestors – Certain Bloodspeaker cells are rumored to have been able to redirect the Taint they acquired through their link to Yomi, cursing their ancestors with the burden of their blood magic. Once per day, you may redirect up to 5 points of Shadowlands Taint acquired by casting a maho spell to your ancestors. You gain no Taint if this reduces the Taint generated by this spell to 0. You may not benefit from Ancestor Advantages once you utilize this Technique.

Black Guard
Benefit: +1 Strength
Skills: Defense, Horsemanship, Kenjutsu, Kyujutsu (Horse Archery), Lore: Shadowlands, Yarijutsu, and any one Bugei or Low Skill.
Honor: 0.0
Outfit: Katana, wakizashi, dai-kyu (with 20 arrows), yari, Light or Heavy armor.

Techniques:
Rank 1: Power in the Darkness
The embrace of Fu Leng grants the Moto powers beyond that of normal men, granting him unnatural strength. You may add twice your Shadowlands Taint Rank to the total of all your damage and Raw Strength rolls. Also, you may add your Fire Ring to the total of all your Initiative rolls.

Rank 2: Death is an Illusion
Once fallen, a Moto discovers that his corrupted form is nearly impervious to injury, and may continue fighting at his peak until utterly destroyed. You suffer no TN increases from any Wound Levels. Additionally, you may subtract your Earth Ring from the total of all Wounds you receive.

Rank 3: Ride Beyond Death
Even corruption cannot sever the bond of a Unicorn and his mount. You may spend a Complex Action and summon an onikage, the corrupt steeds of the Shadowlands. If in the shadowlands, one simply appears nearby. If in Rokugan, the beast erupts from the ground. Additionally, you may add twice your Fire Ring to the total of all Initiative rolls, replacing the benefit from Rank 1.

Rank 4: The Dark Lord’s Fury
The rage of Fu Leng resonates within the souls of the Dark Moto. You may make two attacks per round. You may never use the Full Defense posture. Instead, your Defense Skill is added directly to your TN to Be Hit at all times so long as you are conscious and capable of movement. Additionally, you may subtract twice your Earth Ring from the total of all Wounds you receive, replacing the benefit from Rank 2.

Rank 5: Visage of the Damned
The Dark Moto can summon the essence of their corruption and manifest it in a terrifying display of twisted evil. You may sacrifice an attack to force any opponent with a lower Initiative score than you to take the Full Defense stance on his next initiative. Additionally, you may add three times your Fire Ring to the total of all Initiative rolls, replacing the benefit from Rank 3.

Blood-Forged
Technique Rank: 2
Path of Entry: Maho-tsukai 1 or Chuda Shugenja 1
Requirements: Water 3; Lore: Maho 3, Meditation 2
Path of Egress: Re-enter same School at Rank 2
Technique: Forged in Blood – Through Bloodspeaker techniques, certain maho-tsukai can distance themselves from Jigoku, slowing their accumulation of Taint. The TN for any maho spell you cast is increased by 5. Any Taint you acquire from casting maho is decreased by 2 points, to a minimum of 0.

Chuda Shugenja [Shugenja]
Benefit: +1 Stamina
Honor: 0.0
Skills: Calligraphy, Etiquette (Sincerity), Knife, Lore: Maho, Lore: Shadowlands, any two Skills.
Outfit: Wakizashi, tanto, stained kimono and sandals, traveling pack, scroll satchel
Affinity/Deficiency: Chuda shugenja are deeply entrenched in the study of blood magic. They possess an Affinity for maho spells and a Deficiency for Air spells.
Technique: Blessings of Blood – The Chuda have studied the secrets of maho for generations, and understand its secrets better than any other sect in existence. Any blood you spill to fuel a maho spell is treated as if its volume were doubled. You gain a number of Free Raises per day equal to your Shadowlands Taint Rank that may only be spent on casting maho spells.
Spells: Sense, Commune, Summon, 4 maho spells, and 2 spells of any one other element except Void

The Cult of the Blood Red Moon
Technique Rank: 2
Path of Entry: Any Shugenja School at Rank 1
Requirements: Lore: Maho 3, Dark Secret (maho-tsukai), know at least 1 maho spell
Path of Egress: Re-enter the same School at Rank 2
Technique: Bleeding the Elements – The Red Moon Cult is a Bloodspeaker cell with advanced maho techniques. Every time you cast a maho spell, you may make a Willpower roll against the same TN as the spell. If successful, you divert all Shadowlands Taint that you would normally acquire from the spell into the surrounding area, causing plants to wither, animals flee, etc. You gain not Taint from the casting of this spell.

Daigotsu’s Elite Guard
Technique Rank: 4
Path of Entry: Daigotsu’s Legion 3 or any Great Clan Bushi School 3
Path of Egress: Black Guard 1
Technique: Embrace the Darkness – By embracing the Taint and the dark lord’s favor, Daigotsu’s chosen defenders gain virtual indestructibility. You gain a Carapace rating equal to your Shadowlands Taint Rank.

Daigotsu’s Legion
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.

Demon’s Breath Acolytes
Technique Rank: 2
Path of Entry: Maho-tsukai or Chuda Shugenja 1
Requirements: Awareness 2, Intelligence 3; Lore: Maho 2, Meditation 2
Path of Egress: Re-enter the same School at Rank 2
Technique: Elemental Disassociation – Rather than weakening their link to Jigoku, some power-hungry Bloodspeakers embraced it, quickly falling out of favor with the cult. Through elaborate rituals, these individuals could appease the kansen and empower their spells. You may spend more turns casting a spell than required. For every additional turn you spend casting a spell above what is required, you gain a Free Raise to cast that spell. The number of additional turns you may spend casting any spell is limited to your Insight Rank.

Goju Ninja School
This School is updated in the upcoming sourcebook The Four Winds: the Toturi Dynasty from Gold to Lotus Edition.

Gongsun’s Cloak
Technique Rank: 3
Path of Entry: Maho-tsukai 2 or Chuda Shugenja 2
Requirements: Water 4; Battle 2, Lore: Maho 4, Meditation 2
Path of Egress: Re-enter the same School at Rank 3
Technique: Cloak of Gongsun – Some students of corruption can perceive the subtle ebb and flow of energy from Jigoku, and make use of it to great effect. You may wait until after you see the result of your casting roll to declare Raises when casting maho.

Ninube Shugenja School
Benefit: +1 Awareness
Honor: 0.0
Skills: Athletics, Kenjutsu, Lore: Lying Darkness, Meditation, Ninja Ranged Weapons, Poison, and Stealth (Sneaking)
Affinity/Deficiency: The Ninube are masters of stealth and secrets. They possess an Affinity for Air spells and a Deficiency for Earth spells.
Technique: Wreathed in Shadows – The Ninube are unparalleled masters of stealth and shadow magic. You may cast any spell that hides or conceals an object or individual as if you were one shugenja Rank higher. This effect may be cumulative with your Affinity if it affects an Air spell.
Spells: Sense, Commune, Summon, 3 Air, 2 Water, and 1 Fire spell. If you begin the game with any Shadowlands Taint, you may choose to exchange both of your Water spells or your Fire spell for maho spells.

Ogre Bushi (Advanced School)
Requirements: Although technically an Advanced School by construction, ogre characters may begin play as students of this School using the following information. Ogres will accept humans or Tsuno in their dojo as long as they possess all the School Skills at Rank 3 or greater and have Strength 6.
Benefit: None
Honor: 0.0
Skills: Battle, Defense, Hand-to-hand (Jiujitsu), Hunting, Stealth, any one Weapon Skill, any one Bugei or Low Skill
Outfit: Tattered clothing, Light Armor, enormous club (1k5, -5 Initiative), any 1 weapon

Techniques:
Rank 1: Muhomono’s Strength
Named for the legendary king of all ogres, this Technique teaches an ogre to channel all his power into his strikes. You may voluntarily reduce an attack roll by any number of dice (although you may not subtract more dice than you have available to roll) in order to add an equal number of rolled dice to the following damage roll. This is declared before dice pools greater than 10 are reduced. This Technique may only be used once per round.

Rank 2: Muhomono’s Speed
An ogre warrior is an army unto himself. When wielding a large weapon (no-dachi, polearm, or anything larger), you may voluntarily increase the TN of your attack roll by 10 in order to apply that roll to all targets within 10 feet of you, compared against each TN to be Hit individually. This attack is completely indiscriminate, and hits friend and foe alike. You must declare this Technique is being used before making the attack roll. This Technique may not be used with Grapple attempts. This Technique may only be used once per round.

Rank 3: Muhomono’s Armor
The legacy of Muhomono is invincibility. Your Carapace rating increases to 9 (for ogres) or is increased by +3 (for all others). This Technique may not reduce an existing Carapace rating.

“Shadowlands School”
This School has effectively been replaced by the Shadowlands Powers system described in the Legend of the Five Rings Role-playing Game, Third Edition.

Temple of Onnotangu
Honor: 0.0
Skills: Athletics, Jiujitsu, Lore: Maho, Lore: Shadowlands, Meditation, Theology (Shintao), any one Skill.
Benefit: Monks of this sect are skilled in the ways of deception and misdirection. Any successful attempt to discern your Honor Rank indicates that you possess Rank 2, unless your Honor is actually higher or you have committed a dishonorable act in front of that individual. In addition, you roll one additional die on any Skill roll made under the moon’s light.
Outfit: As per Temple of Osano-Wo monk

Temple of Venom
Honor: 0.0
Skills: Athletics, Jiujitsu, Lore: Maho, Lore: Shadowlands, Meditation, Theology, any one Skill
Benefit: Monks studying at the Temple of Venom aid the Chuda in their research, and have reaped both the benefits and drawbacks as a result. You gain one Minor Shadowlands Power at character creation as well as any you might receive as a result of your Taint Rank. When advancing in Rank, any Kiho you gain are Dark Kiho.
Outfit: As per Four Temples monk

Tsuno Bushi
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.

Tsuno Soultwisters
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.

The Workers of Flesh
Technique Rank: 3
Path of Entry: Maho-tsukai or Chuda Shugenja 2
Requirements: Agility 3, Awareness 3; Anatomy 2, Lore: Maho 2
Path of Egress: Re-enter the same School at Rank 3
Technique: Mohai’s Legacy – Although most students of maho are paranoid egomaniacs, some have learned the power of working together. You may cast any maho spell as a ritual (which is not normally allowable) so long as you have willing shugenja or maho-tsukai assisting you. Taint accumulated from casting spells in this manner is equally distributed among all participants. Participants may be unaware of the spell’s nature until the end, at which point Taint is accumulated.
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Message par Okuma » 08 mars 2006, 06:07

Updated Unicorn Schools

Baraunghar Shugenja (New Path) [Shugenja]
Technique Rank: 2
Path of Entry: Horiuchi Shugenja 2, Iuchi Shugenja 2, Moto Shugenja 2
Path of Egress: Reenter the same school at the appropriate rank
Technique: Warrior of the River — One of the most important roles of the Baraunghar Shugenja is to augment his allies and stymie his enemies with blessings and curses from the kami. You gain a Free Raise whenever you are trying to Counterspell another shugenja. In addition, you may make two Raises when targeting an ally with a beneficial spell to target another ally with the same spell (the spell is still only considered cast once, and the effects are duplicated for the new target). The second target must still be in the range of the original spell.

Horiuchi Shugenja [Shugenja]
Benefit: +1 Stamina
Beginning Honor: 2.5
Skills: Calligraphy, Defense, Horsemanship, Hunting, Meditation (Void Recovery), any one High skill and any one High or Bugei skill.
Beginning Spells: Sense, Commune, Summon, Counterspell, plus 3 Earth, 2 Water, and 1 Air. Horiuchi shugenja have an Affinity to Earth, and a Deficiency to Fire.
Starting Outfit: As Iuchi Shugenja.
Technique: Harmony of Two Worlds — The Horiuchi shugenja aid the Shinjo family in guarding the Shinomen Forest from those who would harm the Naga. Their magic focuses on surviving in the wilderness and the unique technique of meishodo, a gaijin art that uses magical trinkets to call upon the kami. You gain a Free Raise on all spells on meishodo.
When you create a Horiuchi shugenja, you may use meishodo (as per the rules on page 74 of Way of the Shugenja). In Third Edition, the rules for meishodo remain unchanged from 2E.

Ide Emissary
This school is updated in Legend of the Five Rings Roleplaying Game: Third Edition.

Iuchi Shugenja
This school is updated in Legend of the Five Rings Roleplaying Game: Third Edition.

Junghar Defender (New Path) [Bushi]
Technique Rank: 3
Path of Entry: Any Unicorn bushi school (except Battle Maiden) 2, Any ronin bushi school (if you are a Unicorn bushi) 2
Path of Egress: Reenter the same school at Rank 3
Technique: Shield of the Khan — While in the Full Defense posture, you may immediately make one free attack against any foe that attacks you and misses your TN by 10 or more. This attack is treated as a Standard Attack Action (and occurs while you are in the Full Defense posture). You switch to the Attack posture after your attack, and you may not switch to the Full Defense posture during this round or the next.
Additionally, while in the Full Defense posture, you add your Water Ring to your TN to Be Hit and your attack rolls.

Khol Raider (New Path) [Bushi]
Technique Rank: 4
Path of Entry: Any Unicorn bushi school (except Battle Maiden) 3, Any ronin bushi school (if you are a Unicorn bushi) 3
Path of Egress: Reenter the same school at Rank 4
Technique: Blade of the Khan — For the purposes of this Technique, your Path of Entry School Rank is considered to be one higher. At the beginning of each combat round, you gain one bonus rolled die per samurai within thirty feet, or two bonus dice if the samurai is Unicorn. The maximum number of dice you may gain with this technique is equal to your Path of Entry School Rank plus one. These dice may be rolled on any attack or damage roll, or any other action you wish to take during that round. Any dice not used before by the round’s end are lost.

Magistrate (Advanced School) [Bushi]
Requirements
Rings/Traits: Fire 5, Water 4
Skills: Hunting 4, Investigation 4, Lore: Law 5, Any Weapon Skill at 4
Advantages: Clear Thinker
Other: The character must be accepted to become a magistrate, and must have at least 2 ranks of Honor.
You may waive the Clear Thinker Advantage requirement by raising all Skill requirements by one.

Techniques

Rank 1: Justice Amends
The Magistrate of this rank recognizes that his own needs are unimportant; sacrifices must be made for the sake of justice. You lose no Honor for any actions that are not directly illegal so long as they lead to the apprehension of a criminal. In addition, you add your Honor to your TN to be Hit, all attack rolls, and your Initiative.

Rank 2: Fist of the Emperor
You gain a number of Free Raises equal to your School Rank on all Lore: Low and Investigation rolls. Further, if you interrogate a subject for at least ten minutes, you may make an opposed Willpower roll; if you succeed, you learn something illegal that the subject has done. You gain two Free Raises to this roll. If the subject has not done anything wrong, nothing is learned – this technique does not invent facts. Also, relevancy to the matter at hand is not guaranteed.

Rank 3: Shinjo’s Technique
You may attack an additional time per round. You add double your Honor Rank to your TN to be Hit, all attack rolls, and your Initiative (replacing the bonus gained at the first Rank).

Master Horse Archer (New Path) [Bushi]
Technique Rank: 2
Path of Entry: Shinjo Bushi 2
Path of Egress: Shinjo Scout 1
Technique: Hanari’s Technique — Devised by Shinjo Hanari, a Unicorn master of horse-archery, this technique allows the archer to fire rapidly from horseback without penalty to hit. While on horseback, all penalties you receive to your attack rolls made while using a bow are reduced by 5. You gain three Free Raises to make an additional attack while using a bow.

Moto Bushi
This school is updated in Legend of the Five Rings Roleplaying Game: Third Edition.

Moto Bushi School: Pre-Hidden Emperor
Benefit: +1 Willpower
Skills: Defense, Horsemanship, Hunting, Kenjutsu, Kyujutsu (Yomanri), Lore (Shadowlands), Meditation
Honor: 1.5
Outfit: Katana, wakizashi, bow and 20 arrows (any type), any two weapons, heavy armor; gaijin riding horse, kimono and sandals, traveling pack; 10 koku

Rank One: Purity of the Breath
The bushi is first taught how to make every action perfect, from high-level activity like thought and kenjutsu down even to tasks like breathing and the very beating of the heart. The perfection of this technique will take a lifetime. You add 5 + your School Rank to your TN to be Hit and damage rolls.

Rank Two: Facing the Dark Within
You understand the kharmic ties between those of the Moto family and their corrupted kin. As a Simple Action, you may make an Awareness check to attempt to detect Lost Humans or Dark Moto nearby. This sense has a base radius of 5’. The base TN of the check is 5, minus the number of such beings within the area of the effect. You may make raises on this roll in order to glean additional information. You may raise once to know the number of such individuals within the area. You may raise once per such individual to know the size of the individual. You may raise once per such individual to know the distance between you and the individual. You may raise once per such individual to know the direction away from you the individual is. You may raise once per such individual to know their Taint Rank. You may raise once per such individual to know their immediate intentions.
Finally, you may add your Void Ring to all School Skill rolls.

Rank Three: Justice of Our Ancestors
You may make two attacks per round. While in the Full Attack posture, you add your Honor plus School Rank to your attack and damage rolls.

Rank Four: Avenging Our Own
By this time, the bushi is the master of his fate and embraces the doom of his family. You may spend two Void Points on each skill check or attack roll, and may declare whether or not you spend them after making the roll. If you decide to spend Void Points after the roll, you must spend two Void Points. Additionally, you may add double your Void Ring to all School Skill rolls, replacing the bonus gained in the second Rank.

Rank Five: Bloodied but Unbowed
The bushi is perfectly attuned to the doom of the Moto family. When you die, you may shred your body with your will to prevent it from being reanimated by the Shadowlands. This effect occurs even if you are unconscious or otherwise incapacitated. You may also stay alive through indomitable force of will. When you reach the Down Wound level, you ignore all Wound penalties for a number of rounds equal to your Void Ring plus Honor plus School Rank. You may continue to receive Wounds even if all of your Wound Ranks are full, and you ignore all special effects of your current wound rank, including death. However, you must be healed to the Out level or higher before the end of this duration, or you immediately die at that time.

Ki-Rin Moto Nomad [Bushi]
Benefit: +1 Agility
Skills: Horsemanship, Hunting, Kenjutsu, Kyujutsu (Horse Archery), Lore: Burning Sands, Stealth, any one Bugei Skill
Honor: 1.5
Starting Outfit: As Moto Bushi.
Special: All Ki-Rin Moto may gain the Gaijin Gear feat for three less points. They also gain the Bad Reputation (Ki-Rin Moto) Disadvantage (but not the CP for it).

Techniques:
Rank 1: Under Cover of Night
At the first Rank, Ki-Rin Moto are trained to use shadows and the cover of night to move about without detection. They are also shown given their first Chronicle – their own passage in the continuing verbal tradition that the Moto keep to give to Shinjo on her return. You gain a number of Free Raises on all Stealth rolls equal to your School Rank. Also, choose one of your School Skills as your Chronicle (what you are currently famous for among your clan). You gain a free rank in this skill. This rank does not count towards your maximum skill rank during character creation.

Rank 2: Night’s Sweet Sting
By this stage of their development, Ki-Rin Moto are shown how to use the darkness to their advantage during combat, and how to manipulate the lingering moonlight to confuse their enemies. During combat, you gain a number of Free Raises equal to your School Rank each round. You may use these Raises on any attack roll or skill roll. These Raises go away at the end of the combat if not used. At the beginning of the round, you may instead choose to waive these Raises to raise your Initiative by 3 per Raise lost, or to temporarily increase your TN by 3 per Raise lost. These bonuses go away at the end of the round. Additionally, you gain a bonus equal to your Chronicle’s skill rank to your attack rolls.

Rank 3: Ride Until Dawn
Ki-Rin are next taught to endure the rigors often required in the desert wastes, as well as how to outlast their pursuers across the dunes. You may operate normally with minimal sleep (three hours per day) and half the food for a number of weeks equal to half your Earth Rank. At the end of this ordeal, you require three extra hours of sleep each night, for a number of days equal to the number of weeks spent using the ability. Additionally, you gain a bonus equal to your Chronicle’s skill rank to your Initiative rolls.

Rank 4: Night’s Blind Fury
At this, the last true stage of “development” for the Ki-Rin, each is shown the secret of combining all their previous knowledge into one startling (and quite vicious) attack. Though less than honorable by Rokugan standards, this ambush tactic is shockingly effective. Choose a target. As a Simple Action, you may make a contested Agility/Stealth (Ambush) roll against Perception/Investigation (Notice) of everyone around the target. If you succeed, you start combat with a +20 bonus to your Initiative and +10 to all attack and damage rolls against the target. If you fail, you still initiate combat, but with no bonuses.
Additionally, you may make an additional attack per round. Finally, you gain a bonus equal to your Chronicle’s skill rank to your damage rolls.

Rank 5: The Final Chronicle
By this stage in their life, the Ki-Rin Moto has made a name for themselves among their own people (and probably beyond). They are granted their final Chronicle and recorded in the Great Chronicle of Age, a record of the greatest heroes of the Burning Sands Moto, which will pass directly into the hands of the Kami Shinjo upon her return. You may now reach Rank 11 in the skill chosen as your Chronicle. While using the Chronicle, you gain a number of Free Raises equal to your School Rank.

Moto Shugenja
This school is updated in The Four Winds.

Shinjo Bushi
This school is updated in The Four Winds.

Shinjo Elite Guard (New Path) [Bushi]
Technique Rank: 4
Path of Entry: Shinjo Bushi 3
Path of Egress: Shinjo Bushi 4
Technique: Shinjo’s Speed — The Shinjo Elite Guardsman’s mastery of mounted combat is breathtaking. While mounted, you gain a Free Raise on all Bugei rolls, and an additional Free Raise on all attack rolls against infantry. In addition, you may add double your Water Ring to your TN to be Hit and all attack rolls.

Shinjo Magistrate [Bushi]
Benefit: +1 Perception
Skills: Horsemanship, Hunting, Investigation (Notice), Kenjutsu, Lore: Heraldry, Lore: Law, and one Bugei Skill.
Honor: 2.5
Outfit: Katana, wakizashi, jitte, light armor, traveling pack, 3 kimonos, 6 koku, mount.

Techniques
Rank 1: Chasing the Wind
The magistrate is driven by the righteousness of her cause. When facing an opponent in a skirmish or duel with an Honor rank of less than 2, you keep an extra die for both attack and damage rolls. You gain a bonus to all Perception rolls equal to your Honor Rank.

Rank 2: Path of the Hunter
At second Rank, the magistrate is taught the methods of sensing each clue the prey leaves behind; these form a path, straight from the hunter to the prey. You gain a number of Free Raises equal to your School Rank to all Hunting and Investigation rolls. You gain a bonus equal to your Honor Rank to your Initiative rolls.

Rank 3: Ride until Dawn
The magistrate learns to endure the rigors often required by her work. Her devotion to justice carries her through trying times. You may operate normally with minimal sleep (three hours per day) and half the food for a number of weeks equal to half your Earth Rank. At the end of this ordeal she will require three extra hours of sleep each night, for a number of days equal to the number of weeks spent using this ability. Additionally, you gain a number of Free Raises equal to your Honor Rank on all contested rolls from your School Skills.

Rank 4: Swift Justice
At this rank, the Shinjo have learned to strike twice per round: once for themselves and once for the Emperor, in whose honor they serve. You may make an additional attack per round. You gain a bonus to all Perception rolls equal to double your Honor Rank (replacing the bonus gained at the first Rank).

Rank 5: Ki-Rin’s Blessing
The Lady Shinjo’s true form and spirit was said to be the Ki-Rin. That spirit still guards those who have given their life to the pursuit of justice. Any being with an Honor Rank of 0, 4, or 5 falters when attacking you, dropping their two highest die both to attack and for damage. Finally, you gain a bonus to your Initiative equal to double your Honor Rank (replacing the bonus gained at the second Rank). If you lose standing as a Magistrate, this Technique no longer applies until you regain that position.

Shinjo Scout
This school is updated in the upcoming book, The Four Winds.

Utaku Battle Maiden
This school is updated in Legend of the Five Rings Roleplaying Game: Third Edition.

Utaku Infantry [Bushi]
Benefit: +1 Agility
Skills: Athletics, Battle, Defense, Kenjutsu, Yarijutsu, Yomanri, any one high skill
Honor: 2.5
Starting Outfit: As Shinjo Bushi, minus steed.

Techniques
Rank One: Weapon Path
A first rank Utaku Infantryman chooses to specialize in one of the three main weapons taught by the school – yari, katana, or yumi. The Utaku Infantry is divided into these groups and all have their indispensable place in the armies of the Khan. You gain a Free rank in the weapon skill chosen and a free Emphasis in that skill. (This rank does not count towards your maximum skill rank during character creation.) You gain a bonus to your TN to Be Hit equal to twice your Agility while using that weapon.

Rank Two: Speed of My Sisters
While the Utaku males are forbidden from riding the famous steeds of their family, nothing prevents them from learning to move like the wind to keep up with their kin. You move as if your Water Ring were two ranks higher. Additionally, you gain a bonus equal to your Fire Ring to attack rolls.

Rank Three: All-Fronts Attack
You may make an additional attack each round while using your chosen weapon. In addition, you may roll but not keep extra dice equal to your Honor Rank when rolling Initiative.

Rank Four: Utaku’s Thunder
Just like the Battle Maidens, the elite Utaku Infantry are guided by the purity off their souls. After making a skill roll or damage roll, you may spend a Void Point to re-roll all dice with a result less than his Honor plus two. You may choose between the two results for each die. You may not choose to re-roll more than once per roll.
In addition, you may make a single attack in the same round you are running or moving without penalty. Finally, you gain a bonus equal to double your Fire Ring to attack rolls (replacing the bonus gained in the second Rank).

Rank Five: Epic of My Name
The Utaku Infantryman has become a dizzying whirlwind on the battlefield. Your movements are unpredictable and unavoidable. You gain a bonus to your TN to Be Hit equal to the difference between your Agility and that of your opponent’s (if the difference is in your favor) x 5, with this bonus being calculated separately for each opponent. At the start of each combat round, you may choose to forgo all instances of this bonus during that round in order to gain one additional attack that round that may only be used against opponents with lower Agility.

Vigilant (New Path) [Bushi]
Technique Rank: Variable
Path of Entry: Shinjo Bushi School
Path of Egress: Shinjo Bushi School (at the appropriate Rank)
Technique: Iron Soul — The Vigilant is immune to the sleeper programming of the Kolat, and gains a Free Raise on all attack rolls or Perception related rolls against known Kolat agents. This technique may be taken multiple times, and grants another Free Raise each time.
If this technique is taken three times, you may attempt to deprogram sleepers or break willing agents of the Kolat. You must spend at least two days per Insight Rank of the target in seclusion with the target. You must spend twelve hours per day in the target’s presence, pointing out flaws in the Kolat philosophy and encouraging the target to break free of Kolat influence. At the end of this time, you make an opposed Willpower roll with the target by spending Void Points equal to the target's Insight Rank. If you succeed, the deprogramming is successful. Sleeper agents will no longer be sleepers. Knowing Kolat agents who fail their opposed roll will offer information to you that harms the Kolat, and will turn away from the Kolat’s philosophy.
If unsuccessful, you may immediately try again, beginning another period of deprogramming for a number of days equal to two per Insight Rank of the target. You may not use a number of Void Points during this time equal to the number of Void Points spent in the previous deprogramming attempt. At the end of this time, you may try again.
You may not use torture, threats, or coercion to encourage a sleeper to fail his opposed Willpower roll. You may, however, coerce and threaten Kolat agents into turning their backs on the Kolat.
Once the deprogramming is complete, the process is permanent. If the Kolat wish to reprogram their sleeper, they must start from scratch. Kolat agents encouraged to become disloyal to the Kolat by this process may or may not rejoin the Kolat at a later time if given sufficient reason to do so (Kolat agents broken through threats or coercion may renew their loyalty any time they choose).
Note that this process is automatically ineffective on any willing Kolat agents of higher Insight Rank than the Vigilant. If you attempt deprogramming against a Kolat agent of Insight Rank 5 or higher and who has knowledge of the techniques used to create sleepers, the Kolat may in fact force an opposed Willpower roll upon you in turn. If you fail this save, you fall victim to the Kolat’s seductive philosophy and become a willing agent of the Kolat.
Vigilants who become willing agents of the Kolat may not continue to learn this technique. All Free Raises that formerly applied to Kolat now apply to other Vigilants and Emerald Magistrates.
L'ours fils du tonnerre

Mes aides de jeux sont sur :
http://www.kazenoshiro.com/
Shawn Carman a écrit :Okuma's PDF is indeed frought with awesome.
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Le Bouffon Kakita
Moine
Messages : 106
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Message par Le Bouffon Kakita » 08 mars 2006, 10:11

Super! Merci Okuma. :jap:
"L'ennemi est b?te.Il croit que c'est nous l'ennemi alors que c'est lui."
Desproges

"De calembredaines
En calembours calibr?s
Bouffon balbutiant "

Kitsuki Katsume

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Matsu Yumi
Samurai
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Message par Matsu Yumi » 08 mars 2006, 11:02

Ce sont des updates officielles ou de ton cru ?
Ou est-ce qu'on peut avoir le site ?

Sinon merci bcp, j'ai un PJ qui adore l'école de Butei Shosuro :jap:

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Irazetsu
Magistrat de clan
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Message par Irazetsu » 08 mars 2006, 11:10

Oui ce sont des updates officielles

Voici l'url du post original :
http://www.alderac.com/forum/viewtopic.php?t=37958

Merci à Shawn Carman
Buy less, play more !

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Banshee
Gokenin
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Message par Banshee » 08 mars 2006, 12:21

Okuma a écrit :Shinjo Bushi
This school is updated in The Four Winds.
:grr:


a par ça, merci beaucoup Okuma :biere: et Shawn Carman
"le fait de ne rien faire n'est pas forcement antinomique avec le travail"

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Le Bouffon Kakita
Moine
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Message par Le Bouffon Kakita » 08 mars 2006, 12:48

Bon il m'a pas semblé voir les autres ajouts donc les voilà :


Well, here we go. Brian and I have worked very hard to get this in a format that is at least marginally acceptable to the masses (that's you guys). Please keep in mind that these have not been formally edited, and that Brian and I have attempted to keep them balanced and coherent during finals (for Brian) and holiday family insanity (for me). Be gentle.

Also, since it will be a while before we can lay these suckers out proper for the website, I will consider making alterations if there are serious balance issues that somehow bypassed us and the Ever Vigilant Playtesters upon whom we so desperately depend. So it pays to make your argument logically and politely, because I tend to ignore things that are rude or incoherent.

Okay, here it comes. Brace yourselves!

--------------------------------------------------

UPDATED LION SCHOOLS

Akodo Bushi
This school is updated in Legend of the Five Rings Roleplaying Game: Third Edition.


Akodo War College
This school is updated in The Four Winds: The Toturi Dynasty from Gold to Lotus.


Akodo Scout [Bushi] (New Path, formerly Akodo Forward Sentry)
Technique Rank: 3
Path of Entry: Akodo Bushi 2
Path of Egress: Akodo Bushi 3, Akodo War College 1, or Ikoma Tactician 1
Technique: Honor in the Shadows — Akodo scouts are taught to remain unseen, observing and analyzing their foes so that when they strike, they have only to strike once. For the purposes of this technique, your Akodo Bushi School Rank is considered to be one higher. You gain a bonus to all Stealth rolls equal to double your Akodo Bushi School Rank. For each round you observe a foe without taking any other actions, you gain a Free Raise per round to use against that opponent in combat. This benefit lasts only for the first four rounds of combat. You may only gain a number of Free Raises in this manner equal to your Akodo Bushi School Rank.


Ikoma Heralds (New Path, formerly Ikoma Battle-crier)
Technique Rank: 2
Path of Entry: Ikoma Omoidasu 1
Path of Egress: Matsu Bushi 1 or Ikoma Tactician 1
Technique: The Hand of Our Ancestors —The Ikoma are able to spin tales of the Lion’s history that apply to particular situations, rallying the troops and steeling them for the battle to come. You may make a Lore: History roll versus a TN of 20. If the roll is successful, a number of troops equal to your Insight Rank x 5 receive a +5 bonus to their Initiative, Tides of Battle, and attack rolls for the first three rounds of the next combat encounter. The troops gain an additional +5 bonus for every increment of 10 by which you exceed the TN, and an additional +3 for every Raise made. You gain the bonus as well, and do not count toward the number of individuals who may receive the bonus.


Ikoma Omoidasu
This school is updated in Legend of the Five Rings Roleplaying Game: Third Edition.


Ikoma Spymaster [Courtier]
Benefit: +1 Awareness
Skills: Courtier, Etiquette (Sincerity), Investigation (Notice) 2, Stealth, any two skills.
Starting Outfit: katana, wakizashi, light armor, traveling pack, any one weapon, 3 koku.
Beginning Honor: 1.5
Techniques
Rank 1: Taking the Measure
By succeeding at a contested Awareness/Investigation roll versus an opponent, you gain a Free Raise for any social or combat roll against that same opponent. For every five points by which your roll exceeds your opponent’s, you gain an additional Free Raise, up to a maximum number equal to your School Rank plus two. Once this technique has been used against an opponent, it cannot be used for another day against the same opponent. The bonuses last for all encounters that occur during this time. Finally, you add your Air Ring to the total of all Awareness rolls.

Rank 2: The Lion Cannot Fail
The Ikoma are taught to focus on their strengths, becoming deathly proficient in the tools of their trade. You gain an additional rolled and kept die to all Investigation rolls. You may additionally select any one of your starting school skills (this skill may not be a weapon skill). Whenever making a roll with that skill, you add 3k1 to the roll. Finally, you add your Fire Ring to the total of all Willpower rolls.

Rank 3: Perception Becomes Victory
Careful analysis of an enemy can lead to the insight necessary to defeat him. You may make a Perception/Investigation roll at the beginning of combat (with a TN equal to 10 + the opponent’s Insight Rank x 5). If it is successful, you may make an additional attack per round against this opponent for the duration of the combat. Additionally, you gain a Free Raise on all starting school skill rolls. You add twice your Air Ring to all Awareness rolls, replacing the benefit from Rank 2.

Rank 4: Words, Not Steel
Spymasters form close bonds with their enemies and temporarily earn the complete confidence usually reserved for allies. By making an opposed Awareness roll and speaking to an opponent for at least one round, you can force the target to reveal one piece of information that he otherwise would not have mentioned. This information will not necessarily be an item of the Spymaster’s choice, but it will relate somehow to the topic of discussion. If the target has any degree of common sense, he will quickly realize his mistake, so caution is recommended when using this technique. Additionally, you gain double your Air Ring to your Awareness rolls (replacing the bonus gained in rank one). You add twice your Fire Ring to the total of all Willpower rolls, replacing the benefit from Rank 2.

Rank 5: Command the Weak Mind
By misleading opponents with subtle gestures and chiding them verbally during combat, a Spymaster can cause his enemies to react the way he wants them to. If you have a higher Initiative score than your opponent, you may spend two Void Points and make an opposed Willpower roll with the target. If you are successful, the target reacts in a manner of your choosing for that turn during your action for that turn. This allows you to choose which stance he will use and which skills, if any, he will use. You may force him to do an action that requires a Void Point expenditure only if you succeed at another contested Willpower roll. He will not directly attack his own allies through your manipulation. The target will believe that his action was the most logical at the time, though he may quickly realize that he was duped. Finally, you may add three times your Air Ring to the total of all Awareness rolls, replacing the bonus gained at Rank 3.


Ikoma Tactician
This school is updated in The Four Winds: The Toturi Dynasty From Gold to Lotus.


Kitsu Shugenja
This school is updated in Legend of the Five Rings Roleplaying Game: Third Edition.


Kitsu Sodan-Senzo [Shugenja]
Benefit: +1 Willpower
Honor: 3.5
Skills: Calligraphy (Kitsu Cipher), Etiquette (Sincerity), Lore: Heraldry, Lore: History, Lore: Ancestors, Meditation, any one High or Bugei skill.
Outfit: Kimono, wakizashi, traveling pack, scroll satchel, ceremonial mask, tanto, 3 koku.
Affinity/Deficiency: Kitsu sodan-senzo have an Affinity for all Ancestor spells (any spells specifically labeled as “Ancestor Spells,” including Sense Ancestor, Commune With Ancestor, and Summon Ancestor) and a Deficiency for Earth and Fire spells.
Technique: Spirit of the Ancestors – The Sodan-senzo are blessed with the ability to speak to shiryo, the blessed ancestor spirits so revered by samurai, a magic respected by all honorable souls. You may cast Ancestor spells, which are not available to non-Kitsu.
Beginning Spells: Sense Ancestor, Commune With Ancestor, Summon Ancestor, Counterspell, any 2 Air spells, and 1 Water spell.

Ancestor Spells
Sodan-senzo interact with ancestor spirits in much the same way that traditional shugenja interact with the kami. Just as a traditional shugenja first learns to sense, commune with, and summon the kami, so do the sodan-senzo first sense, commune with, and summon ancestral spirits before ever working with the kami.
The basic spells of the sodan-senzo use Traits rather than Rings. Each spell has a different base ability. To successfully cast the spell, the sodan-senzo must roll his Trait plus his School Rank and keep a number of dice equal to your Trait. Your casting TN is 10 plus the spell's Mastery Level x 5. A sodan-senzo may cast a number of Ancestor spells per day equal to his Honor Rank plus his School Rank plus two.
You can learn and cast other spells normally. If you wish to learn the standard versions of Sense, Commune, and Summon you must learn them normally.

Sense Ancestor (Ancestor Spell)
Mastery Level: 1
Duration: Concentration
Area of Effect: 15’ Radius
Range: Self
Sodan-senzo can sense the ties that bind the living to the Spirit Realms. With a successful Perception roll, you may perceive the presence of karmic bonds between ancestors and their descendants as well as between two living beings. You can identify any ancestor with a link to the living in their presence, and can recognize the presence of the Karmic Bond advantage as well as the other person who shares the bond. This spell allows you to see the Profession, Drive, and Devotion of the ancestor.

Commune With Ancestor (Ancestor Spell)
Mastery Level: 1
Duration: Concentration
Area of Effect: One Ancestral Spirit
Range: 100’
Sodan-senzo may speak with the spirits of the dead. A successful Awareness roll opens a dialogue with the targeted ancestor (who must be known to you, possibly via successful use of Sense Ancestor). Successful use of this spell allows you to ask the ancestor one question; the ancestor is honor-bound to answer, although the ancestor may not be particularly friendly about it. Good role-playing on your part may allow for further questions at the discretion of the GM.
Special Raises: One additional question per two Raises.

Summon Ancestor (Ancestor Spell)
Mastery Level: 1
Duration: 1 hour
Area of Effect: Self
Range: Self
Kitsu may summon the essence of ancestral spirits, suffusing their being with their power. Effectively, this spell allows you to benefit from ancestral advantages as if you had taken them at character creation. You may roll your Willpower to summon an ancestor. The TN to cast the spell is increased by the Devotion of the Ancestor times three.
Ancestor creation rules and restrictions apply to this ancestor. Multiple ancestors may be summoned at one time, but you may only simultaneously summon a number of ancestors equal to your Honor Rank or School Rank, whichever is higher.
You must fulfill the requirement of any summoned ancestor at least twice within one week; otherwise, the TN of all the Ancestor spells you cast are increased by ten for a week.

Sodan-senzo Advantages

Bloodlines (5 Points)
Your Kitsu ancestry is far more potent than most, as you have the blood of heroes in your veins. The bonus gained from any Ancestor spell is increased by two (three questions instead of two with Commune With Ancestor, increased benefits with Summon Ancestor).

Half-Blood Kitsu Ancestry (Kitsu Shugenja only, 3 Points)
Although the Kitsu blood in your veins is not pure enough for you to commune with the ancestors, you have some small proficiency with the spirits. You can cast Sense Ancestor as a sodan-senzo of the same School Rank.


Lion’s Pride [Bushi]
Requirements
Traits/Rings: Agility 5, Strength 4, Stamina 4
Skills: Battle 4, Kenjutsu 5, Lore: Bushido 4, 4 Weapon Skills at Rank 1
Advantages: Combat Reflexes, any Honorable Higher Purpose
Other: There is a heavy preference for Matsu members. Only female bushi may join this school. Your Honor Rank must at least be 3.
Special: You may waive one of the required Advantages by raising all Weapon Skill requirements by 1, or waive both of the Advantages by raising all Skill requirements by 1.

Rank 1: The Fury of Matsu
You give a bonus to all your party members’ attack and damage rolls equal to the lowest honor rank in your party or squad. You gain a bonus to your attack and damage rolls equal to double your Honor Rank.

Rank 2: The Crossways Cut
You gain an additional attack per round. You gain a bonus to your Initiative rolls equal to double your Honor Rank. For every two Raises the opponent has on his attack roll against you, you gain +5 to your TN to be Hit for that attack.

Rank 3: Matsu’s Technique
You may forego any normal bonuses from being in the Full Attack posture to instead double all of your damage rolls’ totals. You gain a bonus equal to your attack and damage rolls equal to triple your Honor Rank (replacing the bonus gained in the first Rank).


Lion Wardens
This school is updated in The Four Winds: The Toturi Dynasty from Gold to Lotus.


Matsu Beastmaster [Bushi]
Requirements
Rings/Traits: Agility 5, Awareness 4, Willpower 4
Skills: Animal Handling (Warcat) 5, Athletics 5, Hand-to-Hand 3, Peasant Weapons 2
Advantages: Death Trance
Other: Peasant Weapons is considered a Bugei Skill for Beastmasters so long as it is only used to wield a whip (a 0k1 weapon). You may waive the Death Trance advantage requirement by raising all skill requirements by 1.
Special: Training with lions from cubs, Beastmaster gains insight into their dangerous ways. As long as you maintain eye contact, no lion or warcat, no matter how feral, will attack you.

Techniques
Rank 1: One With the Pride
Fighting fluidly alongside the pride, the Beastmaster knows how to position himself for maximum effectiveness. You receive two Free Raises on attack rolls per warcat within twenty feet. The number of Free Raises may not exceed your rank in the Animal Handling skill. Additionally, you gain a bonus to all Bugei skills equal to your Water Ring.

Rank 2: The Lion’s Strike
Fighting alongside the mighty warcats, the Beastmaster has learned the secret of the lion’s deadly strike. When fighting unarmed or with a whip, you may ignore enemy armor bonuses. The Damage Rating for your unarmed attacks increases to 0k2. Your unarmed damage roll totals are increased by your Water Ring, plus two for every warcat within twenty feet. This bonus may not exceed double your rank in the Animal Handling skill.

Rank 3: With the Soul of a Lion
The Beastmaster has formed a bond with the leader of his pride that cannot be broken. When fighting with your second (see below), you direct the creature’s actions through a subtle form of body language invisible to outsiders. You may choose what action the lion will take each round and you roll for the lion as if you were taking the action yourself. The lion gains a number of experience points each session equal to double your total School Rank in Lion Schools, which may be spent in any way you choose. If your familiar lion is ever killed, this Technique becomes unusable until a new lion can be trained (not until you gain 25 further points of Insight). Finally, you gain a bonus to all Bugei skills equal to double your Water Ring (replacing the bonus gained in the first Rank).

Matsu Warcats
Earth: 5
Water: 4
Fire: 2
Agility: 4
Air: 3
Rolls When Attacking: Bite 5k3, Claw 6k4
Rolls For Damage: Bite 5k4, Claw 4k3
TN to be Hit: 20
Wounds Per Level: 30, +5; 60, Dead
Notes: Beastmasters spending experience points for their chosen warcat (as per Rank 3 above) pay the standard cost to raise Traits. Increasing an attack or damage roll costs new level x 3 for rolled dice and new level x 4 for kept dice. The lion’s TN to Be Hit can be increased by an increment of 5 for an amount of experience equal to half of the new TN (rounded down).


Matsu Bushi
This school is updated in Legend of the Five Rings Roleplaying Game: Third Edition.


Matsu Elite Guard [Bushi]
Technique Rank: 4
Path of Entry: Matsu Bushi 3
Path of Egress: Matsu Bushi 4
Technique: Relentless — Whenever you successfully hit an opponent, you roll an additional three dice for any subsequent attacks made during that round. These dice may be used for either attack or damage rolls at your discretion. If making an extra attack with Raises, both attacks must hit before any benefits are given. These bonuses are cumulative
"L'ennemi est b?te.Il croit que c'est nous l'ennemi alors que c'est lui."
Desproges

"De calembredaines
En calembours calibr?s
Bouffon balbutiant "

Kitsuki Katsume

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Le Bouffon Kakita
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Message par Le Bouffon Kakita » 08 mars 2006, 12:49

Updated Mantis Schools

Moshi Shugenja
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.


Storm Riders [Shugenja] (Advanced School)
Requirements:
Rings/Traits: Water 4, Stamina 4
Skills: Craft: Sailing 4, Lore: The Seas 5, Theology (Fortunes) 5
Advantages: Blessing of the Elements (Water) or Friend of the Elements (Water)
Other: Must possess at least three Water Spells of Mastery Level 3 or higher as Innate Abilities.
Special: Only Mantis shugenja are permitted to become Storm Riders. Students of the Yoritomo Shugenja School may ignore any one Ring, Trait, Skill, or Advantage requirement.

Techniques:
Rank 1: Strength of Suitengu
The Storm Riders possess an understanding of Water that most Phoenix would envy. When casting a Water spell, you may double the area of effect or the range of the spell by making two successful Raises. This is possible regardless of normal Raise restrictions on the spell. If Raises are normally allowed for area or range, the effects of all Raises for those purposes are doubled.

Rank 2: Child of Osano-Wo
Osano-Wo watches over his children, and his fury never touches them. By spending a Void Point, you may completely avoid any wind- or water-based damage. This includes natural phenomenon like weather, hurricanes, or drowning, in which case the effect lasts for one hour. If the damage is from an unnatural source, such as a spell or from a creature such as a water elemental, the effect lasts only for one round, but may be extended by spending one Void Point per round. Additionally, you are considered to be at +1 School Rank for casting Water spells.

Rank 3: The Thunder Unleashed
The sea’s secrets are at the Storm Rider’s command. So long as you cast only Water spells or spells that affect the weather in some way (such as Fury of Osano-Wo or Tempest of Air, for example), you gain an additional casting action per round. This would allow you to cast two Mastery Level 1 spells in one round, or a higher Mastery Level spell in less rounds than it would normally require.


Tsuruchi Bounty Hunter (Formerly Tsuruchi Archer)
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.


Tsuruchi Legion [Bushi] (New Path)
Technique Rank: 5
Path of Entry: Tsuruchi Bounty Hunter 4
Path of Egress: Tsuruchi Bounty Hunter 5
Technique: The Wasp’s Eye – A Tsuruchi archer is possessed of such precision that it is said he can hit the eye of a wasp. You no longer have to make Raises to use the Disarm, Called Shot, or Knockdown maneuvers, which are not normally allowed with ranged weapons. You may use the Guard maneuver on any individual within range of your bow by directing your attacks toward those who threaten the individual in question.


Tsuruchi Swordsman (Formerly Tsuruchi Kenkyaku)
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.


Yoritomo Bushi
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.


Yoritomo Courtier (Formerly Mantis Courtier)
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.


Yoritomo Elite Guard [Bushi] (New Path)
Technique Rank: 4
Path of Entry: Yoritomo Bushi 3
Path of Egress: Yoritomo Bushi 4
Technique: Storms Never Fail – The determination of Mantis warriors is legendary, and never more so than their most elite members. You may spend a Void Point to re-roll any failed attack roll, rolling one additional die on the second roll. You may also spend a Void Point to re-roll any damage roll. In both cases, the second roll must be kept. You may use both of these abilities in the same round if you so choose, ignoring the normal restrictions on the number of Void Points spent per round.


Yoritomo Shugenja
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.
"L'ennemi est b?te.Il croit que c'est nous l'ennemi alors que c'est lui."
Desproges

"De calembredaines
En calembours calibr?s
Bouffon balbutiant "

Kitsuki Katsume

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Message par Le Bouffon Kakita » 08 mars 2006, 12:49

Updated Phoenix Schools

Agasha Alchemist [Shugenja] (New Path, formerly Agasha Ikakeya)
Technique Rank: 3
Path of Entry: Agasha Shugenja 2
Path of Egress: Agasha Shugenja 3
Technique: Agasha’s Wisdom – The first Agasha and her students were brilliant shugenja who pushed the boundaries of magic as the Empire understood it. The arts they developed remain unique to the Agasha and Tamori families, although others have attempted to master them as well. You may add twice your Agasha Shugenja School Rank to the total of all Craft: Mizugusuri rolls, and gain double the benefit when spending a Void Point on such rolls (1k1 becomes 2k2 and so on). This Path counts as a rank in the Agasha Shugenja School for the purposes of this Technique.


Agasha Shugenja [Shugenja]
Benefit: +1 Intelligence
Skills: Calligraphy, Lore: History, Meditation, Spellcraft, Theology (Shintao), any one High Skill, any one Bugei Skill
Honor: 2.5
Outfit: Wakizashi, tanto, kimono and sandals, scroll satchel, travling pack, 3 koku.
Affinity/Deficiency: The Agasha have an Affinity for Fire and a Deficiency for Water.
Technique: All Are One – The Agasha have researched the ability to cast spells drawing upon multiple elements at once for centuries, but have only begun to master the art since the family joined the Phoenix Clan. You may spend a Void Point to substitute your Fire Ring for your Air or Earth Ring when casting a spell of either of those elements.
Spells: Sense, Commune, Summon, Counterspell, any 3 Fire spells, any 2 Earth spells, and any 1 Air spell.


Asako Courtier
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.


Asako Henshin
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.


Asako Inquisitor (New Path)
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.


Brotherhood of Heaven’s Wing [Bushi] (Advanced School)
Requirements:
Rings/Traits: Void 4
Skills: Kenjutsu 5, Meditation 4, Theology (Shintao) 4
Advantages: Must possess one of the Seven Fortunes’ Blessing Advantages
Other: Must possess at least two Phoenix-specific kata. Only males may join the Brotherhood of Heaven’s Wing. Shiba Bushi may ignore the Advantage requirement of this School by increasing the Void Ring requirement to 5 or adding an additional 2 ranks of any one required Skill.

Techniques
Rank 1: Mark of Heaven
Members of the Brotherhood are taught special meditation and acupuncture techniques that dramatically increase their body’s ability to heal and resist harmful effects. You recover an amount of lost Wounds equal to your Void Ring each day, in addition to the normal sum of your Stamina and Insight Rank. You also roll two additional dice on any roll made to resist the effects of a poison or disease. Others attempting to heal you of a poison or disease have the TN to do so reduced by 5.
Rank 2: Way of the World
Only the finest and most pious warriors are selected to join the Brotherhood, a fact made evident by their incredible skill in combat. You may now add your Void Ring to the total of all attack, damage, Initiative Rolls, and your TN to be Hit. This is cumulative with any bonuses added to those traits by previous ranks in any Shiba School.
Rank 3: Wing of Glory
The Brotherhood are among the Phoenix’s most elite warriors, and have mastered arts that most bushi have only begun to study at the time of their retirement. You may have one Phoenix Kata active at all times, regardless of preparation time or duration. Once per hour, you may spend a Void Point to change which Kata you are keeping active. You may also add double your Void Ring to the total of all attack, damage, Initiative rolls, and to your TN to be Hit. This replaces the benefit from Rank 2.


Defenders of Uikku (New Path)
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.


Elemental Guard [Shugenja] (Advanced School)
Requirements:
Rings/Traits: Chosen Ring at 4, Void 4
Skills: Meditation 4, Spellcraft 5, Theology (Shintao) 5, any one Weapon Skill 3
Advantages: Blessing of the Elements (Specific Element)
Other: Must possess at least Glory 3. Must possess at least 3 spells of the chosen element as Innate Abilities. Only Phoenix shugenja may attend this School. Upon joining, the shugenja must select one element in which he has no Deficiency as his chosen element for the purposes of the Techniques described below.
Special: The Elemental Guards have special names depending upon their elemental alignment. They are as follows: Hurricane Initiates (Air), Avalanche Guard (Earth), Firestorm Legion (Fire), and Tsunami Legion (Water). There are no known Elemental Guards associated with Void.

Techniques
Rank 1: Name of the Elements
The training an Elemental Guard receives greatly intensifies his link to his chosen element. You roll and keep one additional die when casting spells of your chosen element, and on any Raw Trait Rolls using the Traits associated with your chosen Ring. You may select any one spell of your chosen element that is of Mastery Level 3 or lower. Once per day, you may cast this spell in a single action. This does not count toward your maximum number of spells cast per day. You may make no Raises on this spell, although you may benefit from any Free Raises.

Rank 2: Touch of the Elements
The Elemental Guard are as focused as the Isawa Tensai, even if they lack the adaptability of that School. You gain an Affinity in your chosen element. If you already possessed an Affinity for that element, you may double the benefits. You also gain a second spell that you may cast in a single action exactly as described under Rank 1. This spell has the same limitations, and must be of Mastery Level 4 or lower.

Rank 3: Shape of the Elements
The Elemental Guard may wreath themselves in their element, protecting them from harm. You may add twice your chosen Ring to your TN to be Hit at all times, and subtract the same amount from the total of any damage roll made against you. You also gain a third spell that you may cast in a single action exactly as described under Rank 1. This spell has the same limitations, and must be of Mastery Level 5 or lower.


Isawa Ishiken
The Isawa Ishiken School no longer exists as a separate School, but rather may be created using a combination of the Isawa Shugenja School and the Ishiken-do Advantage. Alternately, if your GM agrees, you may choose to use the Isawa Tensai School mechanics to represent a character’s inherent talent for Void magic.


Isawa Shugenja
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.


Isawa Tensai
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.


Order of Chikai (New Path)
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.


Shiba Artisans (New Path)
Technique Rank: 2
Path of Entry: Any Shiba School at Rank 1
Path of Egress: Re-enter the same School at Rank 2
Technique: The Spirit of Beauty – Shiba artisans are not taught a formal path embracing one art over another, but rather the secrets of finding the beauty in any object, whether a block of stone, a garden, a canvas awaiting paint, or a scroll awaiting the touch of a pen. When entering this Path, you must select one Artisan Skill in which you will focus. You may add three times your Void Ring to the total of all rolls using that Skill. When spending a Void Point to add 1k1 to this Skill, you add 2k2 instead.


Shiba Bushi
This School is updated in Legend of the Five Rings Role-playing Game, Third Edition.


Shiba Elite Guard [Bushi] (New Path)
Technique Rank: 4
Path of Entry: Shiba Bushi 3 or Shiba Yojimbo 3
Path of Egress: Enter the opposite School at Rank 4
Technique: Shiba’s Strength – The strength of Shiba was that he gave of himself that others might benefit, and those who bear his name know this lesson well. If any Phoenix or shugenja with whom you are allied within a number of feet equal to your Water x 5 is attacked, you may intercede. You immediately move between the attacker and target, and the attack is directed at you. You must declare this before the attack roll is made. If you have not acted yet this turn, this counts as your action. This may be done once per combat with no cost. Subsequent uses in the same combat require the expenditure of a Void Point per use.


Shiba Illusionist [Shugenja] (Formerly Shiba Tejina)
Benefit: +1 Awareness
Skills: Calligraphy, Courtier, Etiquette, Lore: Myth & Legend, Meditation, Theology (Shintao), any one High Skill
Honor: 2.5
Outfit: Wakizashi, kimono and sandals, scroll satchel, traveling pack, 4 koku.
Affinity/Deficiency: The Shiba Illusionists teach the art of deception for the purposes of entertainment. They do not teach their students to use magic in an offensive manner at all, although some do learn it independently. The Shiba Illusionists have an Affinity for Air and a Deficiency for Fire.
Technique: Spreading Hotei’s Grace – The Shiba Illusionists, also called Tejina, enjoy nothing so much as creating beauty and using it to entertain others. You gain an additional Affinity for spells that create illusions or specifically alter a target’s senses in some way. You also gain another Deficiency, this time for any spells that inflict damage, whether to living creatures or inanimate objects. These Affinities are cumulative with your Affinity for Air and your Deficiency for Fire listed above.
Spells: Sense, Commune, Summon, Counterspell, any 3 Air spells, any 2 Water spells, and any 1 Earth spell


Shiba Yojimbo
This School is updated in The Four Winds: the Toturi Dynasty from Gold to Lotus.
"L'ennemi est b?te.Il croit que c'est nous l'ennemi alors que c'est lui."
Desproges

"De calembredaines
En calembours calibr?s
Bouffon balbutiant "

Kitsuki Katsume

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Le Bouffon Kakita
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Message par Le Bouffon Kakita » 08 mars 2006, 12:50

Et docn ça c'était la school update 2, okuma nbous a passé la 3, mais quid de la première?????
"L'ennemi est b?te.Il croit que c'est nous l'ennemi alors que c'est lui."
Desproges

"De calembredaines
En calembours calibr?s
Bouffon balbutiant "

Kitsuki Katsume

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Banshee
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Message par Banshee » 08 mars 2006, 12:57

Le Bouffon Kakita a écrit :Et docn ça c'était la school update 2, okuma nbous a passé la 3, mais quid de la première?????
elle est en DL gratuit en .pdf sur le site AEG
"le fait de ne rien faire n'est pas forcement antinomique avec le travail"

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Message par Matsu Yumi » 08 mars 2006, 12:58

http://www.l5r.com/rpg/school_update_01.html

Et les précédentes updates avaient été postéesn en lien.

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Le Bouffon Kakita
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Message par Le Bouffon Kakita » 08 mars 2006, 13:02

Oki merci. J'ai beaucoup de ma à trouver quoique ce soit sur leur site, je sais pas si ça vient de mon incompétence informatique (que ne ferait on pas comme bêtise por quelques poijnts de création)....
"L'ennemi est b?te.Il croit que c'est nous l'ennemi alors que c'est lui."
Desproges

"De calembredaines
En calembours calibr?s
Bouffon balbutiant "

Kitsuki Katsume

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Banshee
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Message par Banshee » 08 mars 2006, 13:08

Banshee a écrit :
Okuma a écrit :Shinjo Bushi
This school is updated in The Four Winds.
:grr:


a par ça, merci beaucoup Okuma :biere: et Shawn Carman
y'aurai qqun d'assez sympa pour m'envoyer les carac de l'ecole en MP...oui je sais, encore une fois...mais j'en ai besoin pour l'un de mes PJ!
"le fait de ne rien faire n'est pas forcement antinomique avec le travail"

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