Вы находитесь на странице: 1из 10

Attributes

Reflexes
Air

Awareness

Earth

Stamina
Willpower
Agility

Fire
Intelligence
Strenth
Perception

Water
Void

Iaijutsu
Acting
Games
Athletics
Deceit (Intim.)
Athletics
Knives
Spears
Anatomy
Instruction
Shadowlands L.
Athletics
Battle
Meditation

Kyujutsu
Art-
Investigation

Ninja Rng Wpn Spears


Commerce
Courtier
Performance Storytelling

Horsemanship
Chain Weapons Defense
Peasant Wpns Polearms
Animal Handl.
Investigation
Spellcraft

Heavy Wpn
Horsemanship
Sleight of Hand Staves

Calligraphy
Craft
Know the Sch. Locksmith
Theology
Traps

Dripping Poion Swallowed


Fauntei Shi
Fire Biter

Blade

55
25

Hot Madness

Swallowed

30

ID: 50
2R for Damage +1k1; 2R for 25
+1 Agility Loss
2R for +1 day duration
20

Eaten
Contact
Ingestion
Bloodstream
Bite or
ingestion
Spider Venom Internal

NA
35
35
25
10 w/
30 w/o
15

2R +1 round
2R to add blindness on 2nd
fail.

40
40
40
20
15

Stolen Breath

30

15

Wish you Dead Bloodstream 25


Metsubishi,
Metsubishi - 25
poison
Blown or
1 bu
thrown

1R +8 hours duration
+2R each additional effect
+R Only toxic to eyes

20

Metsubishi,
Crafted

Metsubishi

10

+2R second effect

Metsubishi,
Improvised

Metsubishi

Attack
Raise

Mode
Internal

Fugu
Kirei-ko
Kirei-ko
Night Milk
Snake Venom

Ingested

Engineering
Lore
Underworld

Divination

Etiquette

Jiujutsu
Stealth

Kenjutsu
War Fans

Explosives
Medicine

Forgery
Poison

Hunting
Tea Ceremony

POISONS
Craft
Craft Raises
Heal TN Resist TN
10+
1R for Resist/Heal TN +5 ;
15
Stamina 10
3R for Trait -2 or second trait
20

15
Stamina 15

Name
Generic

Deceit

10

Interval
Effect
60 minutes -1 to one trait until resist roll made

60 minutes Str 2 at administration, and -1 more each failed


interval until cured;
Stamina 35 10 minutes die
Stamina 30
Initial: -2 Agility, 2k2 wounds w/in 10 seconds,
halves
halved if resisted.
Stamina. 30 1 day
-2 Intelligence and -2 Willpower for 1 day.
halves
Lapses into coma if either at 0
None

dies in "a few hours" (1d10 hours?)


None
2 weeks
1 stamina each 2 weeks of contact
None
1 week
2 stamina each week of repeated ingestion
Stamina 25 1 minute
2k1 wounds; @ 2 Wound levels, KO.
Stamina 10, 1 hour
1 Agility & 1 Reflexes. 8 successful rolls
+5 per hour
ends.
Stamina 10 1 hour
1 Stamina. Ends after 6 passed tests
+5 per hour
Stamina 30 2 h
24 hours or a full sleep after ingestion, loose
voice; then roll resist to reover
Stamina 20 8 hours
Nausea (-1k0 all rolls) 8 hours, 4 if resisted.

10-Stamina rounds, One of


Blindness
Choking (Stamina 15 to act each action)
Itching (-10 Initiative)
Nausea (1k0 Stm & Agl)

10-Stamina rounds, One of


Blindness
Itching (-10 Initiative)

2 rounds,Roll:
15:
Blindness
610: Itching (-10 Initiative)

Category - Gains
Acknowledgment
Blood Feud Vengeance
Completing a Quest

Points of Glory Gained


10 if by Status 7+
20 if by Emperor
Victims Status or Glory Rank
Issuers Status or Glory rank

Craftsmanship

Raises on crafting roll


Doubled for certain crafts

Duels

Stealing Credit

Higher Insight Opponent: equals


opponents Glory or Status Rank
Lower Insight Opponent: 1/3 of
opponents Glory or Status Rank
Higher Glory or Status than own:
Glory or Status rank of the other.
Not higher: 1 point.
Highest glory or status of those
who enjoyed the work
10
Special
1 if Awareness/Storytelling
(Bragging) vs 20 made
1
1 for skirmish.
2 for very dangerous skirmish.
3 for extreme dangerous skirmish.
1 per status rank gained
3 for battle survived
+3 for battle won by own side
+5 if instrumental in victory
as normal for act

Category - Losses
Caught in a Lie
Defeat
Family Dishonor

Points of Glory Lost


Double the gained amount
10 points (1 rank)
10 points (1 rank)

Gifts
Immortality
Learning
Marriage
Bragging Publicly
Romance
Skirmishes
Status increases
Warfare

Idleness

1 point per week if Glory Rank


Insight Rank unless glory gained
this week. 3 per week if truly idle.
Indifference
all gains reduced by 1 point each
all losses increased by 2 points.
Category - Posthumous Points of Glory Gained
Heroic Death
10 points (one rank)
Memorial Shrine
10 points (one rank)
Recognition

Base
Glory Modifiers

Void
No Retries

GLORY CHARTS
Notes
Only best in last year counts. Must be acknowledgment of heroic, extraordinary or
honorable task.
Fair and public defeat of one who wronged characters family
Must complete quest for one who is not characters own Lord, and must not be in the line
of duty.
Must make item, raises count for glory. Only best result in last (points gained) months
count. Double for Calligraphy, Armorsmith, Weaponsmith, or Poetry. Dragons double for
Tattooing, Unicorn for Animal Husbandry, Mantis for Shipbuilding.
Fair, public duel.
3 points extra if opponent killed outright.
Only best in last month applies.
Giving or Receiving a gift.
Only best in last week counts.
Only appropriate gifts count.
Only best in last year counts, and one work never good for more than one gain. Must be
acknowledged as inspiration for an artistic work.
gained an insight rank and acknowledged by Sensei.
Glory rank of lesser raised to be one less than greater.
Only once per act, only for an act within the last year. No retries
Public yet discrete acknowledgment of lover in artistic work
Max 1 per week; use best. Must defeat ronin, shadowlands creatures, bandits, etc.
When status raised, glory gained.
Awarded for participation as a combatant in a battle.
If you take/get the credit for an action, even though it was done by another, you gain the
glory as if you did it.
Notes
Proven not to have done something that credit was gained for.
Lead a battle to a defeat.
Family member disgraces family. Loss restored if act redeemed by self or or other family
member, including cause.
If character is not doing things that are worth glory, points are lost weekly until glory rank is
less than Insight rank.
Being ignored by other samurai for being rude, losing face in public, or guest of enemies.
Notes
Died a public and heroic death.
Relatives build a shrine of remembrance.

FAME
Awareness vs TN60-5x(Adjusted Glory Rank) to add +(GR)k0 to social rolls
Adj GR
1
2
3
4
5
6
7
8
9
10
11+
TN
55
50
45
40
35
30
25
20
15
10
5
Introduced (Self or by others) ............................+2.0 Lived in area for more than a year .....................+0.5
Wearing Personal Mon ......................................+0.5 Born, Raised or Trained in area .........................+1.0
In enemy Territory (house rule) ..........................-1.0 Performed Heroic acts in area ...........................+1.0
No Visible Mon (house rule) ...............................-1.0 Ruler of Local Castle, City, or Province .............+1.0
Accompanied by Retinue ...................................+2.0
Maximum 1 for +1k1
Failure lasts a month.

Combat Charts I
Trait/Skill means Roll = Trait+Skill, Keep=Trait
Ability means Roll=ability, keep = ability.
Reflexes+School Rank Keep Reflexes. Roll once per combat.
Surprise
-20 Initiative Result
Wounds
Subtract wound penalty from Initiative Result
Advantages
Quick +1k0
Combat reflexes: adjust position one rank in ladder from rolled position.
Combat Raises Disarm Weapon
3 Raises. Make contested roll vs STR/Weapon
Called Shot
1 Raise: Torso
2 Raises: Arm or Leg
3 Raises: Head, Hand, Foot
Extra Attack
Two rolls at 4 Raises; If either miss, so do both attacks
Feint
1 Raise. Grants a free raise within this or next round against target.
Guard
1 Raise: Adds to TNTBH of nominated target. If not part of attack, must be declared as an action.
Increased Damage 1 Raise: +1k0
2 Raises: +1k1
Knockdown
3 raises. If successful attack roll exceeds (Earth + Insight Rank) x5, opponent falls.
Poison a blade
4 raises. If successful, weapon applies contact or in-cut poison to target, as well as normal damage. Fail by more
(House Rule)
than 15 affects wielder with poison, instead
Combat Postures Normal Attack
Default.
Full Attack
2 free raises on melee attack; three free raises to opponent.
Full Defense
1 Simple action only, but add Agility/Defense roll to TNTBH, vs Insight Rank opponents. Max Half-Move
Casting
1 simple action and cast spell.
TN Modifiers
Blindness
Total: +20 Melee TN, ranged attacks effectively impossible, -15 TNTBH
Darkness
Dim: +5 Melee TN, +10 Ranged TN
Total: +20 Melee TN, ranged attacks effectively impossible.
Deafness
-5 TNTBH vs attacks from flanks or behind.
Flanking
-2 if opponent bracketed.
Ground
-2 TN if on higher ground
+2 TN if Target on higher ground
Mounted Melee
If unskilled Horseman, not permitted.
Skill 16 ranks: No modifier.
If skill 7+, free raise on melee vs foot.
No Sleep
+2 TN per night missed. After night 3, dice no longer explode
Off Hand Use
+5 TN if weapon in both hands
+5 TN if using off hand
Posture
3 Free Raises if target on Full Attack
TNTBH 10 if target prone
Ranged Weapons 50' ............................................+0 151'200' ................................+25 301'350' .............................+50
51'100' ..................................+10 201'250' ................................+30 351'400' .............................+60
101'150' ................................+15 251'300' ................................+40 +50' ......................Additional +10
Uneven Terrain
+5 TN: Moderate or unfamiliar.
+10 TN: Severe, or mild and unfamiliar
+15 TN: extreme, or sever and unfamiliar.
Wounds
Wound Penalty. (Void to ignore)
Void
Skill Roll
1V = +1k1 for one roll.
Only once per
1V = +1 Skill Rank for one roll
action per character Initiative
2V = +1k1 for this combat
1V ea.: Swap Initiatives with Ally
Free Raise
1V. May not be used for TN reduction
Additional Action
2V. May not be an attack.
Persistence
1V Negates wound penalties except Down & Out this roll
1V Act at Down with TN +40
Final Strike
Down or Out: 3V, +30 TN, 1 action before you fall
Dead: 5V, +30 TN, 1 Action before you die
TN Increase
+10 TNTBH until you act again
Wound Reduction 1V Attack damage reduced by 10.
Encouragement
2V to give a free void to a friend, who must use it. Doesnt count against their void limits.
Recovery
Meditation or Tea Ceremony: 1+Raises recovered on Void/skill vs 20. Limit Void/Day. 30 minutes.
Exploding Dice: 3 or more 10s on one roll recovers one Void. Limit Void/Day.
Sleep: 1 point per night.
Rolls
Initiative

Action Economy
Actions

One of
Action
Attack in Melee

If slash, in format
Skilled/Unskilled
requires an ability Attack at Range
Cast Spells

Change Stance

Defense
Field Medicine
Focus
Move

Miscelaneous
Observations

Ride

Speak
Use Abilities
Weapon

Grappling

Initial grapple

Free hand needed:


No weapon
single small one Control Grapple
handed weapon
In Control

Full Round
Type of Action
Complex
Simple
Full Round
Complex
Simple
Full Round
Complex
Full Round
Complex
Simple
Complex
Simple
Free or Abort
Complex or Abort
Full Defense Complex
3 Full Round
3 Full Round
Complex
Full Round
Complex
Simple
Simple
Complex
Simple
Full Round
Complex
Simple
Free
Complex/Full round

COMBAT CHARTS II
Complex + 1 simple
2-3 simple
Notes
Use your listed number of attacks.
Make only single attack if multiple attacks per round
Attack with unloaded weapon
Attack with loaded weapon.
Load a weapon
Draw scroll and cast
Cast innate spell without scroll
Total Concentration
Full Concentration
Casual Concentration
Rise from prone or kneeling
Go to squatting
Rise from squatting
Drop to Kneeling or or Prone.
Defense+Reflexes Replaces TN To Be Hit with roll. (Borrowed from another edition)
Defense+Agility Adds to TN to be hit
Treat with medicine
1 dose, Medicine +Intelligence TN 10 heals 1K1
Bind bleeding
1 bandage, Medicine +Intelligence TN 5 rate
Free raise if neither moves before your next attack
Move Run move
30' Water
Crawling

Difficult Ground

Move Full move


10' Water
Swim

Full move and act 1 raise 10' Water


Move Half move
5' Water
Anything not listed that requires a skill roll, or takes more than 2 seconds.
Requires no roll, no concentration, and takes only 1-2 seconds
Find Hidden Awareness/Investigation(Notice) versus Stealth

Identify Spell
Spellcraft+Intelligence TN 5 ML
Mount
Mount must be at walk or slower
Ride at gallup (TN 10)
30' Mount's (Water+Swift)
Complex/
Ride and Attack
10' Mount (Water+Swift)
Simple/Full round
Ride at trot
10' Horse's (Water+Swift)
Simple/Complex
Ride at Walk
5' Horse's (Water+Swift)
Free
House Rule: (Intelligence +Awareness) words
As listed, usually complex Activate ability
Full Round
Bag a Sword, cap a polearm.
Complex
Tie weapon to obi, unbag a weapon, uncover polearm
Simple
Draw or sheath weapon, or scroll, or item in obi. Pick up a weapon on ground.
Limber or sling a bow.
Bring polearm from carry to ready or from ready to carry
Agility/Wrestling vs unarmored TNTBH. Must be unarmed or equipped only with one small weapon.
On success, go to control grapple.
Raise: bonus to control roll of a free raise
Contested Strength rolls. Made once per round. Victor may inflict damage on his turn.
Free raise for controlled grapple in previous round.
Free raise for each raise on previous round (or on initial grapple if 1st round).
Damage & Hold
Do unarmed damage or do weapon damage of weapon held. Grapple continues.
Release Grapple
Do no damage; exit grapple
Hold only
Opponent simply held.

COMBAT CHARTS III


At Skill 1+: Spend 3 rounds studying an area to gain a free raise on any skirmish fought there within the next day
At skill 7+, 1 round, and may be passed to an ally. At Skill 10+, 3 free raises, not one
Read Terrain
Spend 3 Rounds, make Perception/Battle roll versus a 10+ to gain a free raise.
House Rule
2 raises: gain an extra free raise.
1 raise: Give raise to an ally who studies with you.
Maximum Raises gained = Battle
Spot Ambush
Roll Perception/Battle(Skirmish or Clan) or Awareness/Investigation(Notice) versus Agility/Stealth
Raises gain data, 1 datum each: Number, Weapons, Aware of You.
Initiative Gain
At skill 5+, when opponent falls, Roll Reflexes/Battle vs 20 to add 1k1 to initiative
Grappling
Initial grapple
Agility/Wrestling vs unarmored TNTBH. Must be unarmed or equipped only with one small weapon.
On success, go to control grapple.
Free hand
Raise: bonus to control roll of a free raise
needed:
Control
Grapple
Contested Strength rolls. Made once per round. Victor may inflict damage on his turn.
No weapon
Free raise for controlled grapple in previous round.
single small
Free raise for each raise on previous round (or on initial grapple if 1st round).
one handed
In
Control
Damage & Hold
Do unarmed damage or do weapon damage of weapon held. Grapple continues.
weapon
Release Grapple
Do no damage; exit grapple
Hold only
Opponent simply held.
Horsemanship
Ride into Combat
Horsemanship 1+, TN (Combat TN) at start of battle.
Cause to Attack (S) Horsemanship 1+, TN (Combat TN) each round
If attack trained, at start of attacks until called off.
Ride at Gallop
TN 10 each round in combat, each minute in fields. Horse runs.
Keep in Combat
If takes >5 WL, TN (Combat TN) to prevent fleeing, FR if war trained or attack trained
Train (skill 1)
Simple Tricks ........ TN 10+ 5(known) .............1d10 days Come, stay, heel.
Train (Skill 3+)
Simple Tricks ........ TN 20+ 5(known) .............1d10 days Sit, Fetch, Catch, Roll Over, etc
Train (Skill 5+)
Complex Task .......TN 30 + 5(known) .....(2k1)2 weeks Scout for Enemies, Find Wounded, deliver message
Attack Training ..........................TN 20 .....(1k1)2 weeks Will continue to attack
War Training ..............................TN 20 ...........1k1 months Combat TN -5. Repeat w/ +1R each, max C Tn -15.
Lack of Air
Holding breath
no penalty, maximum Stamina minutes, then suffocation
Suffocation
lose 1 Stamina per round; death occurs at Stamina 0
Recovery
regain 1 stamina per minute.
Monster Abilities Fear
Raw Willpower TN (5 Fear). Fail by 15, flee. Fail by 14, All TNs +(5 Fear)
Carapace
Damage taken (Carapace)k0
Combat TN
TN to ride into combat (if skilled) and to cause to attack.
Gaki Qualities
Invisibility (per Cloak of Night, SR 3).
Can be detected with Sense spell
Immune to weapons exc. crystal, jade, obsidian & nemurani.
Immortality: if killed outside Gaki-do, reform in gaki-do immediately; otherwise in 1 year. Need fulfilled ends it
Huge (from 4E)
Cannot be knocked down nor grappled by humans, nezuumi, naga, nor kenku.
Invulnerability
Take no damage from listed type, or take no damage from anything but exception type.
Oni Qualities
Heal 2 in Shadowlands. Jade and Crystal negate Carapace unless otherwise noted
Spirit Qualities
Can be banished. Only Crystal or magical weapons (incl Nemurani), or spells can kill; damage from all others.
Swift
Move as if Water ring increased by Swift ranks.
Taint
Has shadowlands taint. May have powers
Undead Qualities
Immune to disease, poison. No wound penalties until all wound levels filled, then dispatched.
Huge (from 4E)
Cannot be knocked down nor grappled by humans, nezuumi, naga, nor kenku.
Spell Casting Casting Roll
Ring+School Rank Keep School Rank
Innate
Can cast without scroll, using scroll grants a free raise
Casting Time
If not specified, 1 Round per spell level.
1 raise per round shortened by.
Duration
As listed. May be extended 1 unit (Round, Minute, Hour, etc.) per raise
Fortitude
Each raise forces a raise to counter-spell the spell
Mastery
For 3 raises, the spell will not cost a spell slot for the day.
Tainted Lands
Shadowlands, heavily tainted: TN+10
Lightly tainted, TN+5.
Hidden Casting Awareness/Stealth vs TN 15
Element
Air ....................................free raise Fire: .....................................+5 TN Void: ....................Two free raises
Earth: ...........................No modifier Water: ..............................free raise Maho .........................No Modifier
Caster
Affinity: ..........................Free Raise Deficiency: ............................TN +5 Innate without scroll:2 free raises
Fast Cast
Per round shortened ............TN +5
Spell
Dramatic and obvious effects: +5 TN
Battle

Read Terrain

DUELING
TNTBH is reduced to 5+Armor during Iaijutsu duels.
Awareness/Iaijutsu. divide by 5, subtract one to get number of answers you may get:
Opponents: AGL, REF, VOID, Iaijutsu, Insight Rank, Current Wound Penalty, Remaining void points.
Roll total is also initiative for the duel
2: Disengage
Either duelist may disengage at this point with no dishonor.
3: Declare Goal Choose Reflexes, Agility, or Void for opponent. That trait or ring is the limit of the number of focuses which they may take. The chosen
one by your opponent is called Choice in the following.
4: Focus or Strike Focus
Choice/Iaijutsu roll vs Current TN.
Can only be done limited times; equal to the Choice level. A void point allows an extra focus.
Success: +5 to both duelists TNTBH
Fail: call strike
Strike
Opponent rolls Reflexes/Iaijutsu versus current TN. One free raise for each focus they took.
Success: Do damage as normal for weapon
Fail: If duel to death, go to Wound Opponent. If First blood duel, a counter-strike is made.
Counter-strike Only if opponent missed when you called strike
Reflexes/Iaijutsu vs Current TN to hit. Do damage by weapon
5: Wounds
Both duelists may spend remaining void to wound opponent. 1k1 per void. Proceed to skirmish.
Notes
1: Observe

Natural Healing
Medicine Skill

Anatomy Skill
Magic

Night's Rest
Bedrest
Find Medicinals
Use Medicinals
Cure Poisons
Treat Disease
Diagnosis
Path to Inner Peace
Bane of the Scorpion
Regrow the Wound
Hand of Jurojin

Action
Sneaking or Hiding
Bargaining or Bartering
Appraisal
Intimidation
Manipulation
Interrogation
Games - higher roll wins. Tie is draw.
Find Tracks in Wilderness

HEALING
Stamina + SR
2(Stamina+SR), sunup to sunup
Medicine/Intelligence TN15 gets 1d10 doses. +1K0 per raise, +1k0 at SkL3 & SkL5
Medicine/Intelligence TN15 heals 1d10 wound points. +1K0 per raise, +1k0 at SkL3 & SkL5. One try per
day.
Must have Antidotes Emphasis. Medicine/Intelligence vs listed TN.
Must have emphasis in specific race to treat
TN 15 grants 1 FR on subsequent Medical roll
W1. heals 1k1 min Caster's Water, 1R gives +1k1.
W3 Cures poisons
W3. Regenerate Caster's Water per round
W4. Cures diseases
COMMON OPPOSED SKILLS
Active Skill
Agility/Stealth
Awareness/Commerce (Merchant)
Awareness/Commerce (Evaluate)
Willpower/Deceit (Intimidation)
Awareness/Deceit (Seduction)
Awareness/Courtier (Political Manipulation
Awareness/Investigation(Interrogation)
Awareness/specific game
Perception/Hunting

ARMOR TABLE
Poor
Low
Average
Fine
Excellent
Type
Pr. Don
TIme TN AP TN AP TN AP TN AP TN AP
Ashigaru 10K
+1 A+5 +1 A+5 +3 A+5 +4 A+3 +4 none
Light
30K
+3 A+5 +3 A+5 +5 A+5 +5 A+3 +5 none
Heavy
50K
+8 M+5 +8 M+5 +10 M+5 +10 M+3 +10 A+3
Mt
+12
+12
+14
+14
+14
Riding Ft 60K
+5 M+5 +5 M+5 +8 M+5 +8 M+3 +8 A+3
Penalty Codes:A: Athletics and Stealth Skills only M: All Agility and Reflex based rolls

TN set by rolling
Awareness/Investigation (Notice)
Perception/Battle
Awareness/Commerce(Merchant)
Awareness/Deceit
Perception/Investigation
Willpower/Deceit (Bravado)
Awareness/Ettiquette
Willpower/Deceit (Lying)
Willpower/Courtier (Conversation)
Willpower/Deceit (Seduction)
Awareness/specific game
Perception/Hunting
Agility/Stealth
ARMOR PIECES

Legendary
TN AP
+7 none
+8 none
+12 none
+16
+10 none

Kabuto
helmet
Hoate/Mempo
mask
Hachimaki
head cloth
Nodowa
gorget
Sode
shoulder gds
Uwa obi
belt
Do
body armor
Kuzazuri
skirts
Wakibiki armpit guards

Kote
sleeves
Yugake
gloves
Haidate
thigh guards
Suneate
shin guards
Waraji
sandals
Kiahan
gaiters/spats
Kobokama
breeches
Shitagi
shirt
fundoshi
underwear

SOCIAL ACTIONS
[MIN] MINIMUM TN INDICATES OPPOSED TN.
___ INDICATES RESISTED TN (5 ___) INDICATES FORMULAIC TN REQUIRES EMPHASIS
Category
Skill
TN
Notes
Raises (Skill Rank or Emphasis Req.)
Advice {HR}
Intelligence/Theology
SR
Provides a free raise on topic
Additional free raises granted ..........+2 R
Intelligence/Lore:relevant
Avoid Topic
Awareness/Etiquette (Conversation)

Sets TN for Manipulation, Needs, and hostile conversation


Bragging
Awareness/Storytelling (Bragging)
20
Grants 1 glory
Cause to Act
Awareness/Courtier (Manipulation)
[15]
Willpower/Etiquette
Conceal attempt (Manipulation) .......+2 R
Target
will
act
in
a
manner
consistent
Dishonorable Act ..............................+2 R
{HR}
with personality
Harmful to target ..............................+2 R
Beneficial to target ...........................1 FR
Safe for Target ..................................1 FR
Leverage Need.................................1 FR
Conversation
Awareness/Etiquette (Conversation)
15
Find pleasant and inoffensive topic
Set TN for various social rolls
Disguise
Awareness/Acting(Disguise)
15
Generic person of same profession,
Clan (3+) ..........................................+1 R
caste, clan, gender, species
Profession (3+)................................. +1 R
Pierce TN 15+Raises
Caste (3+) ........................................ +1 R
Raises cannot be made if below rank
Gender (5+) ......................................+1 R
Specific Persion (7+)
House Rule:
Species (10) .....................................+1 R
Pierce TN = 5 Rank
Raise pierce TN +5 .......................... +1 R
Min 15
Double a raise's cost if below listed rank
Criticise
Perception/Storytelling

Set higher TN for Entertain.


Divination
Awareness/Divination (___)
15
1 very vague one-line hint. Limit one attempt per day; VP to make second in day
Entertain
Awareness/Storytelling
15
Provides a fair tale.
Fine tale.............................................. 1 R
Excellent tale ......................................2 R
Fantastic Tale .....................................4 R
Evaluate Room Awareness/Courtier(Political Man.)
15 or Reveals who is in apparent charge & how many gambits are up.
May be opposed vs Awareness/Etiquette
Hunt Gossip
Awareness/Courtier (Gossip)
15
One Juicy Rumour about subject
+5% Truth, to max 80% ....................+1 R
50% chance of it being true
Conceal search (Gossip).................. +1 R
Interrogate
Perception/Investigation (Interrogation)
Willpower/Deceit (Lying)
Additional facts (each)...................... +1 R
Willpower/Courtier (Conversation)
Details (per fact) ...............................+1 R
Willpower/Deceit (Seduction)
have leverage................................... 1 FR
Judge Animal
Perception/Animal Handling (animal)
15
Reveals quality of animal
Reveal detail (each) ......................... +1 R
Perception/Horsemanship
Poor/Average/Fine/Excellent/Legendary Check for specific detail ................... +1 R
Judge Weapon Perception/weapon skill(weapon focus) 15
Reveals quality of weapon
Allowed to handle.............................1 FR
Omen
Awareness/Divination (Omens)
15
Notice and/or cue one omen for meaning. Only when GM calls for; no retries.
Prayer {HR}
Void/Meditation
20
Provides a reroll of lowest die.
Additional die.................................... +1 R
Void/Theology
Recipient higher status or glory........ +1 R
Reveal Need
Awareness/Courtier (Manipulation)

vs Awareness/Etiquette
Hide Prying (Manipulation) ................. 1 R
Reveals one need and your prying.
Additional Need................................ +1 R
Search for Clues Perception/Investigation (Search)
15
Reveals one relevant clue
Additional Clues, each .....................+1 R
Retries: 0 @R1, 1 @R5, 2 @R10
Better Clues, each ............................+1 R
Sincerity
Awareness/Etiquette (Sincerity)
15+
Avoid revealing truth and appear sincere. May not be outright lie
Spread Gossip Awareness/Courtier (Gossip)
[15]
(t.(GR) - a.(GR)) 10, min 15.
Conceal reveal (Gossip)................... +1 R
Torture
Perception/Anatomy (Torture)

Willpower/Deceit (Lying)
Additional facts (each)...................... +1 R
Willpower/Courtier (Conversation)
Details (per fact) ...............................+1 R
Willpower/Deceit (Seduction)
have leverage................................... 1 FR
Whom to Ask
Intelligence/Etiquette (Bureaucracy)
15+
Figure out who to ask about some topic Uncommon .........................................1 R
Obscure.............................................. 2 R
Rare....................................................4 R
All social TNs increased by 5/10/15 for target's Ettiquette rank 3/7/10.

Most rolls take 10 minutes or longer.

Shadowlands Taint # of Powers

Deformity #
Scarification

Degrees of Taint

Taint Increase

Tainted Jade Slivers


Tea of Jade Petals
First Degree
Second Degree
Third Degree
Fourth Degree
Per Interval of
First Degree or later
Eating tainted food.
Powers

Major Powers
(Deformity)

Hit with Tainted Weapon


In the Shadowlands
Slivers of Jade
Revel in the Taint ()
Blackened Claws (/0)
Bl. of the Dark One (10)
Child of Darkness ()
Jade Sense ()
Master of Blood ()
Master of Shadows (10)
Uncanny Speed (20)
Unholy Beauty ()
Unholy Stamina ()
Unholy Vision (/0)
Above the Elements ()
Beside the Darkness ()

Cost:
5 XP, +2 TP

Blood Domination (Scar)

Taint Ability
Minor Powers
(Deformity)
Cost:
1 XP, +1 TP
Min TR 1

Greater Powers
All have
Deformity=Auto
when in use
Cost:
10 XP, +3 TP

Blood Knows Blood (Sc)


Chosen of Fu Leng ()
Father of Lies ()
Gr. Bl. o/t Dark One (5)
Terrible Armor (0)
Unearthly Regeneration
()
Unholy Strength (10)
Beast of Fu Leng
(always on)
Drawing out the
Darkness
Feeding on Flesh
Outside the Elements
Protection of the Dark
Thy Master's Will

TAINT
1 in 20 tainted creatures have them. Maxima below. Earth uses per day per power unless noted.
Minor Creatures (goblins, lesser oni): 1 minor
Moderate Creatures (gaki): 1 Maj. 1 Min.
Powerful (Ogres, Trolls) 1 Gr., 1 Maj, 1 Min.
Very Powerful: GM choice
PC's: max total # = SR, Max # Major = # Minor, Max # Greater = # Major.
Listed # is TN to detect. Acting or Disguise TN15 for Deformity +5. Each deformity is separate roll.
Deformity 25. If Cuts Earth in one week, Deformity 5. Unearthly Regeneration or Path to Inner Peace
negates.
All Deformity +10, TP +1 per TP gain, +2 if 3 slivers carried. 1 sliver crumbles to dust each 5 days.
1d10 minutes after drinking, all powers inactivated and most deformity recedes.
TR > Lowest Ring
Gain Brash disad. Nightmares, malaise, Honor TN+5
TR > 2 Rings, or lowest +1
Honor TN +10 total; Willpower vs dishonorable acts TN+10
TR > 4 rings, or lowest +2
Willpower TN 25 to resist violence when under stress
TR > highest Ring
Lost or Mad. WP TN40 to remain control at any point.
Interval by Earth and Taint Ranks
Earth
Time Earth
Time
Raw Earth TN 5 + 5(intervals passed since failing) 1 ................14/(TR) Days 4 ..............180/(TR) days
Atoning: + 1k0, Fail: TP +1
2 ................30/(TR) days 5 ................360/TR days
Days of Jade Petal Tea do not count.
3 ................90/(TR) days 6+ .........(ER)/(TR) years
Not attoning
Per interval, TP +(1 Minor) + (2 Major) + (3 Greater)
Attoning
Per interval, TP +(0 Minor) + (1 Major) + (2 Greater)
Earth TN 20 to avoid TP +1k1
Daily Earth TN 5 days in the shadowlands to avoid TP +1k1. Unbound wounds TN +10 per day.
While carried, no daily rolls in the Shadowlands. 1 sliver turns corrupted & black every 5 days.
+1 TP for +(TR)k0 on any one Strength, Agility, Stamina, or Reflexes roll.
1 TP to extend indefinitely, +5 initiative that round. DR 3k3. Raw Willpower TN 5 to use another weapon.
+1 Wound Point per Wound Level
Natural shadowlands creatures will not attack unless threatened. May obey commands if understood.
As per Sense spell, at will, 10' per TR. Senses Crystal, Jade, Obsidian, Tea of Jade Petals.
Wounds for Maho spell TR to min 1. Non-Maho spells TN + 10.
Stealth +(TR)k(TR). May attempt to vanish in shadows Stealth+Agility vs Perception+Investigate.
Move = (Water + TR) 5, Run double that. Fidgety and nervous. Deformity cannot be disguised.
No social penalties for being tainted, and taint does not show
May go without sleep indefinitely; +1 TP per full 3 days used, even non-consecutively.
Can see clearly in darkness, smoke, or when magically blinded. Automatic, eyes glow when in use.
Non-Maho cast on you TN +20. Sense reveals a hole in the Kami near you.
Meditate 2 hours, taint becomes undetectable, physical symptoms disappear. Cannot use powers while they
are hidden. Humans, Pennaggolan, and Bog Hags only.
Bog hags cannot take skins, Pennaggolan lose fear and invulnerability.
1 WP worth of blood dominates. Contested Willpower to cause target to obey for (TR) hours. If unused,
stays in system for (TR) months until used.
Blood or flesh of self can be tracked inerrantly. 1 WP or more needed.
Immune to Attempts to Persuade you, change your mind, or magically influence decisions.
+1 TP for +(TR)k0 on any one Awareness, Intelligence, Perception or Willpower roll.
+2 Wound Points per Wound Level. Cumulative with minor for +3 Wound Points per Wound Level.
TNTBH + (TR 5). Hard to disguise; any exposed skin reveals.
Heal (TR) wounds per minute. Wounds do not scar. Severed part may be rejoined by holding to stump for
several (1d10) minutes. +1 TP per 20 wounds healed.
All Strength rolls +(TR)k0. Grotesquely muscled, resulting in deformity 10.
One of: Extra Limbs, Flight, Quadruped, Tentacles. Nothing can return one to human form.
Extra Limbs: +1 Jiujutsu Attack per Round.
Quadruped: walk 2 normal speed.
Flight: Fly 2 Normal speed.
Tentacles: +5 TNTBH; may grapple as Action.
10 minutes concentration & physical contact, and Contested Willpower gives target TP = your TR. Max 1
use per month on a given target.
Kill a creature with inherent weapons (hands, claws, etc), heal Wound Ranks = Target's lowest ring.
Non-Maho cast on you TN +25. Sense reveals a hole in the Kami near you. Maho may be granted 3 FR.
+1 TP for Invulnerability for TR hours.
When killed, rise again some time later with +1 Taint Rank, and Undead. Repeat until Lost. Stench of rot
results in Deformity 0.

HONOR CHARTS
Category
Crimes
Vile Crime - Murder, Kidnapping, or Rape of higher caste
Heinous Crime - Kidnapping, Murder, Banditry, Rape
Major Crime Extortion, Vandalism
Minor Crime - Petty Theft, Bribery
Manipulation Being Duped into criminal act
Being Duped into disloyal act
Being Duped into foolish act
Manipulation of another to perform a dishonorable act (You also lose however much they lost)
Breach of
Blasphemous - Insulting Emperor
Etiquette
Greater - Insulting Clan Champion, Clan Daimy, Family Daimy, Imperial Officer
Major - Public drunkenness, insulting host
Minor - Incorrect greeting, spilling tea
Courtesy
Showing sincere courtesy to rivals
Showing kindness to one beneath your station
Politely ignoring anothers dishonorable behavior
Pretending to show courtesy to gain an advantage over an enemy or rival
Honesty
Accepting a Bribe
Deliberately deceiving another
Acknowledging a superior opponent
Giving a truthful report that will harm your own standing
Lying to bolster your own reputation
Enduring an Enduring an Insult To Self
Insult
Enduring an Insult To Family or Clan
Enduring an Insult To Ancestors
Foes and
Acknowledging a superior opponent
Battle
Aiding a wounded enemy
Facing a clearly superior foe in the name of your family or clan
Fleeing from battle (outnumbered or outfought)
Unwarranted fleeing from battle
Instigating unwarranted violence
Loyalty and Accepting a Bribe
Accepting responsibility for a superiors shameful actions
Obedience
Being disloyal to ones Lord, Spouse or Superior
Disobeying a direct order from direct Superior
Disobeying your Lords commands
Following orders despite personal misgivings
Fulfilling a promise despite great personal cost
Protecting Family or Clan interests at great personal risk
Low Skills
Openly practicing a Low Skill (Samurai except for Ronin)
Openly using a peasant weapon (Samurai except for Ronin)
Learn Maho
Learning a Low Skill (Samurai except for Ronin)
Measure
Height, Typical
Arm Shoulder to Knuckles
Hang height
Crawl height
Realm
Ningen-do
Chikushudo
Gaki-do
Jigoku
Maigo no Musha

Denizens
Mortals
Animal Spirits
Gaki
Kansen

Shaku ()
5.6
1.95
6.8
22.5

Measure
Arm, Shoulder to elbow
Arm, elbow to wrist
Wrist to kncukle
Kuckle to tip of Middle Finger

Description
Realm of Mortals
Realm of Animals
Realm of the Hungry Dead
Realm of Evil
The Realm of Lost Heroes;
Realm of Thwarted Destiny

Shaku ()
1.05
0.65
0.25
0.35

Realm
Meido
Sakkaku
Tengoku
Toshigoku
Yomi
Yume-do

0
1
0
0
0
0
0
0
0
3
1
0
0
+5
+3
+1
0
0
0
+2
+4
0
+2
0
0
+2
+5
+4
0
1
0
0
+5
0
1
0
+2
+4
+5
0
0

1
2
2
1
0
2
1
1
1
3
1
1
0
+5
+3
+1
0
0
1
+2
+3
1
+1
0
1
+2
+4
+3
1
2
0
0
+4
1
1
1
+2
+4
+4
1
1

2
3
4
5
8 11
4
6
8
2
3
5
2
2
4
4
6
8
3
3
5
2
3
4
2
3
4
5
5
8
2
2
4
1
1
3
1
1
1
+3
+1
0
+2
+2
+1
0
0
1
1
3
5
2
2
4
1
3
3
+2
+1
+1
+2
+1
0
2
3
4
+1
0
0
1
1
2
2
3
4
+2
+1
+1
+3
+3
+3
+3
+2
+2
2
3
4
3
4
5
2
2
4
2
2
4
+3
+2
+2
3
5
7
1
3
3
1
3
3
0
0
1
+3
+2
+1
+3
+2
+1
2
3
4
2
3
4
Level of Spell
Skill Level gained

Measure
Hip to Midline of Knee
Midline of Knee to ankle
Ankle to floor
Foot length

Denizens
Mortal Spirits
Kami
Ancestor Spirits

5
15
10
7
4
10
7
5
5
10
6
5
1
0
+1
1
5
4
5
0
0
5
+1
2
5
0
+2
+1
5
6
5
4
+2
9
5
5
1
0
+1
5
5

Shaku ()
1.35
1.3
0.3
0.75

Measure
Realm of the Dead
Realm of Mischief
The Celestial Heavens
Realm of Slaughter
Realm of the Blessed Ancestors
Realm of Dreams

HONOR CHARTS
Bow
Daikyu
Hankyu
Drawing not an action
Shinjo Horsebow
Tsuruchi Longbow
Yumi
Arrow
Dmg
Willow Leaf
2k2
Armor Piercer
1k2
Flesh Cutter
2k3
Rope Cutter
1k1
Humming Bulb
0k1

BOWS (KYUJUTSU)
Str
Rg Dmg +10 TN RgPen Pr
3-4
600 +2k0 foot
-10
20K
1
100

mntd

6K

1-2
300

-5
9K
3-5
400 +1k1 mntd -10
30K
1-3
300

mntd

20K
Pr
Notes
1bu
"standard"
2bu
Ignore Armor TNTBH Bonus
3bu
Armor TNTBH Bonus doubled.
5bu
2 FR vs inanimate objects. Range
5bu
Whistles.
KENJUTSU (SWORDS)
1 Void =Dmg+1k1
Weapon
Dmg
Pr
Notes
No-Dachi
3k2 30K
Str x1.5, +1k0 vs large tgt, 2-Hand
Katana
3k2 20K
2V=D+2k2
Wakizashi
2k2 15K
no TNPen in Off-Hand
Scimitar
4k2 20K
2-Hand (1-Hand if Moto)
Ninja-To
2k2
5K
FR to conceal
KNIVES (TANTOJUTSU)
Weapon
Dmg
Pr
Notes
Aiguchi
1k1
1K
FR to conceal
Tanto
1k1
1K
FR to conceal, has hilt guard
Jitte
1k1
5bu
FR to disarm, +1 FR vs swords
Sai
1k1
5bu
FR to disarm, +1 FR vs swords
WAR FAN TESSENJUTSU
+2 TNTBH if correct Emphasis; +4 if Correct Emphasis and skill 6+
Weapon
Dmg
Pr
Notes
Gunsen
0k1
5K
Military Butterfly Fan
Menhari-gata
0k1
5K
Folding metal fan
Tessen
0k1
5K
Paddle fan
HEAVY WEAPONS AND AXES
Count Str as Str x1.5 for Damage Calcs. Round down.
Weapon
Str Dmg A/C
Pr Notes
Dai Tsuchi
3+
1k3
-5
15K
Masakari
1+
0k3

10K
Ono
1+
0k4

20K 2-hand
Tetsubo
3+
0k3
-10
20K
POLEARMS
-1k0 vs human sized or smaller. FR vs Large Targets
Weapon
Dmg
Pr
Notes
Lance
1k2 20K
+5 TN Close Melee, +10 on foot.
Shatters if Damage 30+
Charging
3k4
Mai Chong
3k2 20K
Trident
Sasumata
1k1
8K
May grapple as chain.
Sodegarami
1k1
4K
may grapple as chain.
FR to grapple vs loose clothing
Spears (Yarijutsu)
-1k0 vs human sized or smaller. FR vs Large Targets
Weapon
Dmg
Pr
Notes
Bisento
1k4 12K
Nagamaki
2k3
8K
1V=Dmg+1k1. Polesword.
Nage-yari
1k2
3K
Throw 50
Naginata
1k3 10K
Choose: +1k0 or +0k1, or 1V=D+1k1
Yari
2k2
5K
+1k1 if mounted
thrown
1k2
throw 30

STAVES (BOJUTSU)
Armor: +5 or Double, whichever is less. Free raise to knock down
Weapon
Dmg
Pr
Notes
Bo (5-6)
0k2
2bu
Em: +5 TNTBH
Jo (3)
0k2
1bu
paired
1k3
Nunchaku
0k2
3bu
grapple as chain weapon
Steel Pipe
1k1 10K
Sang Kauw
3' shaft, spiked, with crescent or shield
+5 Attack TN if no SK Emphasis.
Crescent
1k2 10K
If SK Emph, +2 TNTBH
Shield
2k1 10K
+5 TNTBH.
Tonfa
0k1
5bu
Emph: +3 TNTBH
SPELL WEAPONS
Weapon
E&L Dmg
Notes
Yari of Air
A1
3k3
1R for +1k0 once only
Jade Strike
E1
3k3
only to tainted; untainted feel nithung
Tetsubo of Earth E1
3k3
1R for +1k0 once only
Katana of Fire
F1
3k3
1R for +1k0 once only
Bo of Water
W1 3k3
1R for +1k0 once only
PEASANT WEAPONS
Weapon
Dmg
Pr
Notes
Kama
0k2
3bu
No OHP. +1k1 when paired.
Kumade
1k2
1K
Climing tool
Parangu
2k2 10bu
machete
Whip
0k1 1 bu
10' reach
UNARMED
Weapon
Dmg
Pr
Notes
Hands
0k1

Jiujutsu 3
1k1

Jiujutsu 7
2k1

Jiujutsu 10
2k2

Hands of Stone
0k2

Jiujutsu 3
1k2

Jiujutsu 7
2k2

Jiujutsu 10
2k3

Claws
1k2

Big Claws
1k3

CHAIN WEAPONS
2 FR to disarm or Knock Down; if disarmed or knocked down, make
contested STR roll or entangled
Weapon
Dmg
Pr
Notes
Kusarigama
Chain
0k1
5K
chain
Kama
0k2

+1k1 vs entangled
Kyoketsu-Shogi
0k1
9bu
Armor doubled, climbing tool
Manrikikusari
2k1
6K
just chain.
NINJA RANGED WEAPONS
Do not add Str to damages
Weapon
Str
Rg Dmg TN RgPen Pr
Blowgun
1+
30'
1

8b
Armor TN Bonus Doubled.
Shuriken
1+
30'
1k1

2b
Tsubute (Stone)
1+
30'
1k1

1b
10's do not open end
MONSTROUS BODY PARTS
Weapon
Dmg
Pr
Notes
Claws
1k2

Big Claws
1k3

Hoof
0kE

Вам также может понравиться