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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.
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