[Anglais] Armes 3ème édition

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Okuma
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[Anglais] Armes 3ème édition

Message par Okuma » 30 nov. 2005, 19:19

- Dai tsuchi « jade cloud » (Heavy weapon : Dai tsuchi) : 1k3. This Dai tsuchi is loaded with a dose of jade. If you reroll a 10’s for the damage, the target if she bears the shadowland taint must suceed a stamina roll TN 25 or suffering of 1k1 damage every round for 1 to 10 rounds. The character can stop the damage by loosing all his actions of one turn to vomit.

- Kai (peasant weapons : kai) : 2k1 a big oar used by the peasants of the Crab clan and the sailors.

- Manji-sai (peasant weapons : manji-sai) : 1k2. Sai with 2 quillons, one up, one down. Increase your TN to be hit by 5 when in full defense.

- Nunte (polearm : nunte) : 3k1 bo with a manji-sai at the end.

- Chijiriki (chain weapons : chijiriki) : 3k2. It’s a spear with a chain at the end. When somebody is grappled in, all his TNs are doubled until he get free. He can hit the weapon itself (TN 20, doubled = 40).

- Shikomizue (peasant weapons : shikomizue) : 2k2. A walking cane in bamboo with an hidden blade. Only 1k2 without the blade.

- Tankoji (peasant weapons : tankoji) : 0k1. This hollow staff create a talcum cloud that blind during one turn peoples that are at less than 3 feet and fail a willpower TN 20.

- Tachi (kenjutsu : tachi) : 2k2. The ancestor of the katana, same lenght but less incurved, with less edge, less solid and more heavy.

- Pincer and tail (spears : pincer and tail) : 1k3. Give one free raise for disarm and knockdown. With doing three free raises you can gain a second attack, but this time the damage of the second attack is 2k2. This weapon is extremly rare (only Shosuro Yudoka is know to have one) and cannot be used with the emphase. It’s a long staff with a pincer at one end and a dart at the other end.

- Magari-yarijutsu (spears : magari-yarijutsu) : trident of the size of a yari, same rules. Peoples with the spears : yari emphase can use it as a yari, but you need the magari-yarijutsu emphase to use the Lion clan magari martial art.

- Flute-knife (knives : flute-knife) : 1k1 you earn a free raise when using sleight of hand to conceal a flute knife. It’s a flute with a knife hidden in it. You earn a + 5 initiative when you surprise your opponent by using it as a weapon.

- Horn dagger (knives : horn dagger) : 1k1. If the target is unaware of the attack, you ignore the armor and keep an additionnal damage die.

- Mamukigama (Chain weapons : mamukigama) : 1k1. It’s a kusarigama with a snake tied to the weight. Each attack with this weapon need 2 raises. If the bearer miss but met the originam TN before the two raises, it hit himself with the snake. Damage of the snake varies.

- Vajra (spears : vajra) : 1k1. This is a scepter with claws at each hand. You have a free raise to disarm and knockdown. This is considered a peasant weapon.

- Lezam (kyujutsu : lezam) : used only by the Tsuruchi, this training bow is made of bamboo with a chain and have been imported from the Ivory kingdom. Strenght : 2. Range : 200’, special rules : + 10 TN to ride from horse, one free raise for instruction for kyujutsu and one free raise for stealth when firing.

- Shigeto-yumi (kyujutsu : shigeto-yumi) : an ornemental yumi used only for demonstrations. Strenght : 3. Range : 200’, special rules : + 10 TN to ride from horse. One free raise for demonstration shooting.

- Whip (peasant weapon : whip) : 0k1

- Ring-blade (Yobanjin blade : ring blade) : 1k2. Same rules as a heavy weapon for force bonus. This sword have rings on it who are made to caught opponent's weapons. When your opponent miss you by 5 or more when you are in full defense you caught his weapon. Make an opposed strengh roll, if you win you can broke the weapon if you win by more than 5 for wood weapons, 10 for peasons weapons, 20 for common weapons, 25 for katanas. If you don't break, the weapon is just locked for one round.

- Ox blade (Yobanjin blade : ox blade) : 3k2 same as the Yobanjin ring blade, but longuer to be used on horseback. Same rules but allow a free raise for attack rolls on horseback.

- Shinobi-shuko / Shinobi ashiko (peasants weapons : Shinobi-shuko / Shinobi ashiko) 0k2 Gloves with claws, gives two free raises for climbing.

- Toami jutsu :(ninja ranged weapons : toami jutsu) 0 damage. This is a net. Can do grapples, all your TN of actions to free yourself as increased by 5 and you can't do any others actions.

- Ogre club (heavy weapons : ogre club) : 1k4, minimal strenght of 5, Ignore normal light armors and count normal heavy armors as light armors. Carapace minus 2 against this weapon.

- Troll gauntlet (heavy weapons : troll gauntlet) : hand to hand damage + 0g1 + heavy weapon force bonus. All peoples suffering at least one full rank of wound from this weapon must make a stamina roll TN 20 or get a case of taint.

- Tsuno blade (heavy weapons : Tsuno blade) : 2k3. This is large and really big curved blade. Ignore normal light armors, Carapace minus 2 against this weapon. Minimal strenght of 5, can't be used with one hand. If you hit an opponent that is in full defense, make a damage roll against TN 20 + 5 per quality level of the opponent's weapon (poor quality = level 1) to break his weapon.

- Zokujin canne (polearm : zokujin canne) : 1k2. A long spear with a stone at the end. One free raise for attacks rolls against stone targets.

Naga weapons :

- Ishtyr (Swordmanship : Ishtyr) : 2k3. This curved and long Naga sword need two hands. Used by a Naga, it use the polearm rules for the first combat round.

- Naga spear (polearm : naga spear) : 0k3. A long spear with a curved and heavy blade.

- Naga bow (Kyujutsu : naga bow) : used with agility. Strenght : 4. Range : 600'. +1k0 DR. Total ranged penalty reduced by 10. Non-Naga using it increased TN to shoot by 10. Can't be used on horseback.

- Katar Naga (Knives : katar) : 0k2. + 1k0 for DR if the target is unaware of the attack.

- Pearled staff (heavy weapon : pearled staff) : 0k2 same bonus as an polearm when used by a Naga. Ignore armors and reduce carapace by 5. It's a thick bo with pearls incrusted on it.

- Ningyo trident (spear : Ningyo trident) : 2k2. Deal 3k2 when throwed.

Ratling weapons :

- Chrchr (staves : chrchr) : 0k2. This long staff is covered at one end with glue. If the ratling is in full defense and the opponent miss because of the full defense TN bonus, the ratling can do an agility /defense roll against the result of the attack roll. If succeed the opponent roll the damage value of his weapon (without strenght and anything). if 30 + he breaks the Chrchr, otherwise the glued weapon can be used only with + 10 TN and can't reroll more than one 10's per damage roll. Take the weapon out of the glue is a strenght TN 20 with precaution where you put your hands. The ratling drop the chrchr when a weapon is glued to it. The glue took one hour to start to be effective and is effective for only one hour.

- White-white green axe (throwing weapon : white-white-green axe) : 2k2, range 60 feet, +1k0 for attack roll by hand. A stone carved axe.

- tail-claw (jiujutsu : tail-claw) : 3k2 without any strenght bonus. + 2k0 for climbing and keeping balance. Can stay up by his tail by a strenght roll tn 15 for stamina rounds, then a new strenght roll every turn with TN + 2 each time. Can be used during some jump maneouvrers of the Ratling martial art.

Thrane and Merenae weapons :

- Ashi-kyu (Kyujutsu : ashi-kyu) : used with agility. A really long composite bow than need one turn to be reloaded. Strenght : archer - 1. Minimum strenght : 3. Range : archer's strenght +2 X 100'.

- Seibore (swordmanship : Seibore) : 0k3, strenght bonus like an heavy weapon. Minimal strenght and stamina to use it : 3. Initiative - 5. Ignore all armors. This is a long and heavy knight's sword.

- Sling (throwing weapons : sling) : Strenght : 2. Damage of the projectile : stone 0k2, metal 1k2. Range : 75'

- Staff sling (throwing weapon : sling) : Strenght : 3. Range : 100'

- Cutlass (swordmanship : cutlass) : 2k2, can be used with kenjutsu by increasing the TN by 5. Can rerol a damage dice that rolled under the bearer's stenght.

- Gunpowder pistol (gun : gunpowder pistol) : 4k2. Ignore armor and carapace. 2 rounds to reload.

- gunpowder shotgun (gun : gunpowder shotgun) : 5k3. Ignore armor and carapace. 2 rounds to reload.

- Maul (heavy weapons : maul) : 0k4. Minimal strenght : 3. Reduce armor by 5 and carapace by 3.

- Rapier (swordmanship : rapier) : 2k1. Can be used with kenjutsu by increasing the TN by 10. Can use reflexes instead of strenght for damage roll and reflexes instead of agility for attacks rolls.

- Stylet (knives : stylet) : 0k1. 2 free raises for sleight of hand to hide a stylet.
L'ours fils du tonnerre

Mes aides de jeux sont sur :
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Shawn Carman a écrit :Okuma's PDF is indeed frought with awesome.
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boucman
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Message par boucman » 30 nov. 2005, 19:55

sympa :)

il y aura un pdf ?
Un courtisan est un bushi qui se bat avec le wakizashi de son adversaire

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Okuma
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Message par Okuma » 30 nov. 2005, 22:12

Oui, quand je l'aurai finit.
L'ours fils du tonnerre

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Moto Shikizu
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Message par Moto Shikizu » 01 déc. 2005, 08:19

encore une fois chapeau Okuma :jap:
Moto Shikizu
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Hito wa ichidai, na wa matsudai
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Nagareru namida wa mou karehate
chi ni ueta kodoku
shi wa tenshi no nikoge no
nioi wo sasete mau

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Doji Satori
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Message par Doji Satori » 01 déc. 2005, 09:36

On peut quand même s'étonner qu'une canne en bambou avec une lame cachée fasse autant de dommages qu'un sabre tachi, ladite définition du tachi étant fausse par ailleurs.
L'argument de "Rokugan n'est pas le Japon" est encore une fois prétexte à écrire n'importe quoi.

Mon avis est que si AEG veut écrire n'importe qu'il utilise des termes de son cru et non des vrais mots qui ont une vrai signification car c'est source d'erreur.
Mon avis est "épidermique" mais à force, ça lasse.
En cherchant la voie, vous trouverez le vide. Dans le vide est la force sans le mal.

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Tetsuo
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Message par Tetsuo » 01 déc. 2005, 10:04

Le pdf en français ?
Eppur si muove

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Irazetsu
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Message par Irazetsu » 01 déc. 2005, 10:24

Mais non Tetsuo, sauf si tu le traduis ^^.
Buy less, play more !

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Tetsuo
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Message par Tetsuo » 01 déc. 2005, 10:28

Bah je vais attendre la VF du jeu alors.
Eppur si muove

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axl_2baz
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Message par axl_2baz » 01 déc. 2005, 11:04

Doji Satori a écrit :On peut quand même s'étonner qu'une canne en bambou avec une lame cachée fasse autant de dommages qu'un sabre tachi, ladite définition du tachi étant fausse par ailleurs.
L'argument de "Rokugan n'est pas le Japon" est encore une fois prétexte à écrire n'importe quoi.

Mon avis est que si AEG veut écrire n'importe qu'il utilise des termes de son cru et non des vrais mots qui ont une vrai signification car c'est source d'erreur.
Mon avis est "épidermique" mais à force, ça lasse.
A ma connaissance c'est pas du AEG ca ...
Mirumoto Kohayamaru
Soul of Moto Keishi - Dragon Clan Kensai - Jade Hand Yoriki - Kolat
Some men see things as they are and say, "Why?" I dream of things that never were and say, "Why not?" (George Bernard Shaw)
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Ariman
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Message par Ariman » 01 déc. 2005, 11:57

Même avis sur le Tachi, imo même base que les épées moto par exemple

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Mirumoto Bilbo
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Message par Mirumoto Bilbo » 01 déc. 2005, 12:52

Mais Axl_2baz a raison, ce n'est pas une info AEG c'est une aide de jeu maison d'Okuma si j'ai bien suivi non ? :eien:
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Okuma
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Message par Okuma » 01 déc. 2005, 16:28

Bin, c'est une adaptation d'armes officielles de la 1ere et la 2nd edition. A l'exception du Tachi et de quelques autres. Mais le Tachi dans Rokugan est decrit comme une arme droite, et dont la forge a ete completement abandonne avec l'apparition de la forge par couches qui donna le katana. Bon, ca fait etrange que du jour au lendemain, tout le monde abandonne le Tachi pour le katana, ni ne fasse aucun Tachi avec la nouvelle methode de forge...

Sinon, ca ne sert a rien de faire des reproches sur les noms ou quoique ce soit. On ne joue pas a bushido. Et le tachi peut utiliser du vide pour les degats, pas le baton avec la lame cachee.
L'ours fils du tonnerre

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Message par Okuma » 01 déc. 2005, 20:46

Crossbows :

- Heavy crossbow (crossbow : heavy crossbow) : Damage value : 3k2. Range : 300'. Ignore armor. Need 2 turns to be reloaded.

- Light crossbow (crossbow : light crossbow) : damage value : 2k2, Range : 200'. Ignore armor. Need one turn to reloaded.

Ashalans weapons :

- Adiva (knives : adiva) : 2k1 and + 1k0 to attack rolls. A short twisted assasin weapon.

- Bahiya (Bahiya) : give 2k0 for any rolls needing to focus on it : iaijutsu, meditation, ... Second power can be used only by Ashalan without a soul. He focus his ka on this little crysteel egg and some smoke get out of it, attacking the target and inflicting awareness k awareness damage.

- Falchion (swordmanship : falchion) : 3k3 and +1k0 to attack rolls.

- Najya (ashalan weapons : Najya) : 3k2 and +1k0 to attack rolls. This incurved weapon have an inner curved side to caught weapons. One target per turn have a - 4 to his attack rolls against you. Those weapons are always in crysteel (crysteel bonus not include)

- Kadja (ashalan weapons : Kadja) : 1k3 and +1k0 to attack rolls. A long staff with a curved blade at each side.

- Ashalan scimitar (yobanjin blade : scimitar or swordmanship : scimitar) : 3k2 and +1k0 to attack rolls. Favored weapon of the Ashalan bloodsworn.

Yodatai weapons :

- Gladius (swordmanship : gladius) : 1k2 and a + 2 to attack rolls against opponents with an armor.

- Pilum (spear : pilum) : 1k2. If hit, must make a strenght roll TN equal to the damage you take or have the pilum stuck into you. - 2 to all attacks rolls until the pilum is take out (2 fulls rounds).

- Plumbata (throwed weapon : plumbata) : 2k2 without any strenght bonus. Range : 50' Big darts throwed by hand.

- Plugio (Knives : plugio) : 1k2. A short dagger.

- Spatha (swordmanship : spatha) : 2k2. Long sword that give a 5 initiative bonus when mounted.

- Yodatai sword (swordmanship : Yodatai sword) : 2k2. Double edged brass or steel sword.

- Ashalan scythe (ashalan weapons : scythe) : 2k4, polearm bonus and +1k0 to attack rolls.

Ivory kingdoms weapons :

- Ankus (heavy weapons : ankus) : 2k2. Minimal strenght : 3. A long staff used to train elephants. Ignore armor and reduce carapace by 5. Increase your animal handling : elephant rolls by your heavy weapons skills with an Ankus.

- Bagh-nakh (Peasant weapons : Bagh-nakh) : 0k2. A steel ring with retractable spikes created by the Qolat. Inflict no damage against characters with armor giving more than 5 in TN bonus or with more than 5 in carapace. The retractables spikes give a free raise for attack rolls against peoples surprised by the attack.

- Chakram (throwed weapons : chakram) : 1k2. Range : 100'. Damage when throwed have strenght bonus. That a steel ring with an edge.

- Jambiya (knives : jambiya) : 1k1. Short incurved dagger. One free raise for sleight of hand to hide it. Characters with the emphase can loose 0k1 on their attack roll for an additional 0k1 to damage roll (only once).

- Katar (knives : katar) : 1k2. Metal gloves with blades on it. If you have the emphase and at least 5 in the knives skill, you earn an additionnal 1k1 to damage with a katar with wearing one in each hand.

- Kukri (knives : kukri) : 2k1. Longuer Jambiya, same rules.

- Tulwar (swordmanship : tulwar) : 2k2. Can be used with Kenjutsu with a 5 TN penalty. + 1k0 to damage when mounted. Long sword similar to a katana.

Senpet weapons :

- Senpet bow (kyujutsu : Senpet bow) : Strenght : 4. Minimum strenght : 3, range : 300'. + 10 TN to be fired on horseback.

- Senpet dagger (knives : Senpet dagger) : 1k1. Break if deal more than 15 damage.

- Senpet club (heavy weapon : Senpet club) : 1k2. If hit, strenght roll against TN 20 for light armor, 25 for heavy armor. If successful, reduce the armor bonus by 1 until repairs (10 minutes by point loss).

- Senpet short sword (swordmanship : Senpet short sword) : 1k2.

- Senpet scimitar (Yobanjin blade : scimitar or Swordmanship : scimitar) : 2k2. + 1 to initiative roll if you have the emphase.

- Senpet Kopesh (swordmanship : Kopesh) : 3k2. Sword with a scythe blade. + 1 to attack rolls against light armors, + 3 against heavy armors.

- Senpet Shamsir (swordmanship : Shamsir) : 2k2. Long sword giving + 2 to initiative rolls when mounted.

- Throwing stone (throwing weapon : throwing stone) : 1k1, range : 30'

Armors :

- Light armor : TN + 5. + 5 TN to your athletics and stealth rolls.
- Heavy armor : TN + 10. + 5 TN to your agility and reflexes based rolls.
- Ashigary armor : TN + 3
- Riding armor : TN + 8, count as an heavy armor. TN + 14 when on horseback. + 5 TN to your agility and reflexes based rolls unless on horseback.
- Reinforced Gi : TN + 5 for the chest and the arms.
- Kote : TN + 5 for arms. Metal brassards with pockets.
- Skin armor (fur, used by Ratlings, losts and Unicorns) : TN + 4, count as heavy armor.
- Partial armor : TN + 7. + 3 TN to your agility and reflexes based rolls, count as heavy armor.

Gaijin armors :
- Brigandine : Light armor of the Ivory kingdoms
- Chain mail : heavy armor of the Ivory kingdoms nobility. TN bonus reduced by 3 against pointed weapons (Yari, arrows)
- Mail tunic : Senpet's light armor. Useless against pointed weapons (Yari, arrows).
- Half plates : Yodatai heavy armor, by the TN penalty is 10 instead of 5. Give carapace 4 against Kenjutsu weapons.
- Jazerant : poor quality light armor of the Ivory kingdoms. Doesn't protect legs. Heavy weapons have 3 free raises against them.
- Lorica segmentata : light armor of the Yodatai legions. Doesn't protect the arms and legs.
- Metal armor : light armor of the Thrane and Merenae
- Lamellar armor : light armor of the Yobanjin.

Shields :
TN bonus against ranged weapons, and % of dice lost from attack with damage zone like breaths.
Small : + 5 / 10% Middle : +10/25 % Large : + 20/50% Pavois : + 30/90%

- Adaga : Senpet middle sized shield. + 5 TN against melee weapons when in full defense.

- Dhal : small sized shield of the Ivory kingdowms. Give a TN bonus equal to your reflexes against melee weapons. Can drop the bonus to use something in your second hand.

- Yodatai steel shield : large sized shield giving + 5 Tn against melee weapons. + 5 TN to your agility and reflexes based rolls.

- Yodatai legionnary shield : Large sized shield giving + 5 Tn against melee weapons. + 5 TN to your agility and reflexes based rolls. Can once per fight make an attack roll (agility /defense) to blind all opponents within 25 feet. Reflexes roll TN 25 to avoid being blind for one turn.
L'ours fils du tonnerre

Mes aides de jeux sont sur :
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Shawn Carman a écrit :Okuma's PDF is indeed frought with awesome.
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Toranaga
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Message par Toranaga » 02 déc. 2005, 09:53

Tetsuo a écrit :Bah je vais attendre la VF du jeu alors.
Pareil, on va attendre gentillement, le rosbeef trés peu pour moi, je pige que dalle
Ce qui m'?tonnes toujours c'est le chemin que fait la v?rit? avant d'arriver jusqu'? nous.

Si si

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Okuma
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Message par Okuma » 02 déc. 2005, 20:56

Sacred weapons (double the cost for characters of others clans) :

- The Dragon's ya. 1 CP for Dragons character the 6 arrows (any combinaisons).
Those arrows are created by a craft : mizuguri TN 25 roll expect the blakc one who is created by explosives : kagaku. Each of them can be used only once and they are fragile. They are classical Ya (willow leaf) arrow outside of their power.
Blue arrows create a 5 feet large cloud that put to sleep peoples failing a willpower TN 20 roll. They awake if somebody get close or they get hit.
Yellow arrows create a 10 feet large cloud that inflict a + 10 TN penalty to peoples in it.
Red ones create a burst on 3 feet inflicting 3k3
Green ones free a pollen on the target (stamina TN 20 or be blinded for one turn).
Black ones explode in a black smoke cloud that last one hour and cover 30 feet large.

- Kouken blade : 4 cp for Phoenix characters.
Those katana are 3k3 and give school ranks free raises per day for kenjutsu rolls when they are used in the palace they have been created. If in the Phoenix lands, they are 3k2 and give the free raises, but the blade is weakened (reduce by 5 the difficulty to break it). If outside the Phoenix lands, they are 3k1 and weakened.

- Akodo armor : 3 cp for Lion characters.
One free raise for social interactions with characters that have at least 2 in battle. The Way of the lion technique only ignore half of the armor TN bonus. Give a + 1 bonus to mass battle rolls.

- Blacksteel shuriken : 2 cp for Scorpion characters and Goju.
Dispel one spell affecting the target if it hit, and increase the TN of the next spell casted by the target by 15 unless he pay a void point.

- Demon armor : 2/3/6 CP Crab characters.
Those armors are covered with spikes to wound their opponents. The first value is for a classical heavy armor, dealing 2k1, the second value for a large heavy armor, dealing 3k2 and the last value is for the jade spike version : 1k1 unless the target is tainted, in this case it deal 3k3. Dealing damage need a jiujutsu : demon armor roll against the opponent's TN and must have the emphase.

- Jade egg : 1 CP for Crab characters.
Little projectile using ninga ranged weapons as a skill, but can be used unskilled. Range : 60', when hit break and create a 5 feet cloud. The cloud is irritating, needing a earth roll TN 10 or being blind for 3 R. The earth roll is increased by 20 for the tainted characters and they can't do anything during one round whatever the result. Can be used only once.

Kenku blade : 7 CP for ronin characters.
This katana give a + 5 initiative bonus. Also give a 1k0 bonus to hit non-living targets.

Kenshin saya : 4 CP for Crane characters.
Those ornemented saya increase the damage of the swords hold in them for at least a week with normal use by 1k0. The damage is lost after a full day without being sheated.

Second duty armor : 2 CP for Dragon characters.
This armor increase the TN of hostile spells targeting them by the double the ring used for the spell.

Crow staff : 2 CP for Monk characters.
Once per day, you can summon a crow for void ranks turn, that will do all he can for you as long it will not endanger his life.

Wind's childs : 1 CP for 4 arrows for Tsuruchi characters only.
Always ignore wind and range penalties. Can be saved after a shot (break on 7 or more)

Tsuke's revenge : 1 CP for Phoenix characters.
This arrow burn and deal an additionnal 1k1 magic fire damage separate of the normal damage. Can be saved after a shot (break on 7 or more)

Hunt's helm : 1 CP for Unicorn characters.
Give a free raise to hunt non-intelligent characters and insight tank bonus to hit such creatures.

Sharp-sharp stick : 3 CP for ratling characters.
Any sharp weapon. + 1k0 to the normal damage and reroll 8's and 9's when hitting non-human tainted characters.

Serpent bow : 1 CP for Naga characters.
This Naga bow increase your TN to be hit against ranged attacks by 5.

Ichiro axe : 4 cp for Badger characters.
1k4 Ono that reduce carapace by 2.

Kitsune Nagamaki : 2 CP for Kitsune characters.
2k3 Nagamaki that increase your TN to be hit by your reflexes.

Reichin's helm : 2 CP for Hare characters.
Increase the TN of maho spells targeting you by 5, increase your TN to be hit by 1.

Crippled bone blade : 2 CP for ratling characters.
3k2 katana that give a free raise to hit samourai characters.

Dai-kyu of Anekkusai : 2 CP for Unicorn characters.
Strenght 5 Dai-kyu.

Katana of the Twilights mountains : 1 CP for Boar clan characters.
3k2 katana that give a free raise to attack roll against characters affected by the Kitsu shugenja technique : ancestral guidance.

Armor of the Twilight mountains : 1 CP for Boar clan characters.
Give an additionnal 3 TN perd devotion rank if you have an ancestor.

Tsi Blade : 3 CP for any bushi.
4k2 katana or 3k2 wakizashi that give you a + 2 bonus to your attack rolls if you have more than 2 in the Kenjutsu skill.
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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