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Core Book [Pages 111 113] .pdf



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New Game
Mechanics
This section contains new Crane Clan mechanics for the
Legend of the Five Rings 4th Edition role-playing game.
GMs and players can use as many or as few of these options as they desire.

NEW BASIC SCHOOL:
THE DAIDOJI SCOUT SCHOOL

THE CRANE CLAN

Although the Iron Warriors are the most well-known public face of the Daidoji family, they also study a style of
warfare specialized in scouting, ambush, and precision
strikes against vulnerable enemy assets like commanders
and supply caravans. Daidoji Scouts readily employ traps
and surprise attacks, accepting a
certain amount of dishonor in

NEW BASIC SCHOOL: DAIDOJI SCOUT (BUSHI)
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Benefit: +1 Reflexes
Starting Honor: 3.5
Skills: Athletics, Hunting (Traps), Kenjutsu, Knives,
Kyujutsu (Yumi), Stealth (Sneaking), any one Bugei
or Low Skill
Outfit: Light or Ashigaru Armor, Rugged Clothing,
Daisho Set, Bow, Knife, any one weapon, TrapMaking Gear, Camouflage Face-paint, Traveling
Pack, 5 Koku.

TECHNIQUES
RANK ONE: SURVEYING THE LAND
The Daidoji scouts are masters of observation and pursuit,
tracking their opponents, harassing them, and delaying
them with traps and ambushes. You gain +1k0 with Stealth
and Hunting skill rolls. Any rural/improvised traps you create are exceptionally deadly, inflicting +1k1 extra damage.

RANK TWO: SCOURING THE SHADOWS

70
Chapter Two

their own conduct for the sake of the greater good of the
Crane Clan. They rely on the rest of the clan to provide
them with political cover for their questionable actions.

Daidoji scouts strike from concealment, hitting their opponents with swift and devastating attacks. When attacking
an unaware opponent you gain a bonus of +2k0 to your
attack roll.

RANK THREE: WEAKEN THE RESISTANCE
The Daidoji learn to strike with precision, hitting their opponents in weak spots and evading their armor. You may
ignore any Reduction your opponent gains from wearing
armor or from school techniques. (You cannot ignore the
natural Reduction of creatures, or Reduction bestowed by
magical or supernatural effects.) If you attack an opponent
who has no Reduction from armor or techniques, you gain
+1k0 to your damage rolls.

RANK FOUR: STRIKE AND MOVE
The Daidoji scout strikes with the swiftness of the wind
itself. You may make attacks as a Simple Action instead
of a Complex Action when wielding a katana, wakizashi,
knife, or bow. Your traps now inflict +2k1 extra damage.

RANK FIVE: CUNNING OF DAIDOJI
The true master of the Daidoji scout school needs only a
single strike, for his opponent never survives to see the
second one. During a skirmish, you may spend a Void
Point as a Free Action to attempt a deadly precision strike
on your next attack (this may be done with a melee or a
ranged attack, but cannot be done more than once in the
same Turn). Any Maneuvers called on this attack require 1
less Raise (to a minimum of 1 Raise), and if you successfully hit you gain a bonus of +1k1 to your Damage roll.
Furthermore, if your opponent is unaware of you, your
Raises on this attack are not limited by your Void.

RURAL TRAPS
Rural traps is a catch-all term for any trap that is created and planted quickly with minimal equipment, usually
(though not always) outdoors. These are used primarily
for hunting (ronin make extensive use of them) but can
also be employed by military forces to harass or ambush
enemy troops. The Hiruma and Daidoji Scouts are both
well-known for employing rural traps against their foes.

PITFALL
The pitfall is far and away the simplest of traps, consisting of a hole (often lined with sharpened stakes if there is
sufficient time) covered with foliage or other concealment.
The goal is to trick an opponent or prey into falling into
the pit, maiming them or killing them outright.
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A very simple trap used to weaken and slow the target. It
consists of a sharpened wooden stake concealed either underwater (in a stream, ford, swamp, or similar place where
targets must wade through the water) or within a small
camouflaged hole. The target steps on the trap and impales
his foot on the stake, wounding and crippling him.
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Skill: Hunting (Traps)
TN to Create: 15 (minimum of fifteen minutes to
create)
Materials: Wood, soft or water-covered ground
Rules: Opponents may make a Perception Roll to
see a pongi stick. The TN of this roll is equal to
the amount by which the trap’s creator exceeded the
Hunting (Traps) TN to create it in the first place.
Stepping on a pongi stick inflicts 2k1 Wounds and
the target is Lame until the Wounds heal. This injury
can also cause infection if the pongi stick was dirty,
and ruthless ambushers will deliberately smear the
stake with filth to enhance this possibility.

ROPE CATCH
The rope catch is simple in appearance and execution,
but delicate in construction. The snare portion of the trap
is a simple rope loop concealed with light foliage. When
the prey steps within the loop’s open end, the disturbance

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Skill: Hunting (Traps)
TN to Create: 20 (minimum of 2 hours to create)
Materials: Rope, counterweights, sturdy trees or
suitable substitute
Rules: Opponents may make a Perception Roll to
see a rope catch trap. The TN of this roll is equal
to the amount by which the trap’s creator exceeded the Hunting (Traps) TN to create it in the first
place. Once the trap is sprung, a Reflexes Roll at
TN 30 can avoid the catch. Once captured, a target
is likely helpless, although an extremely acrobatic
victim may be able to reach upward to cut himself
loose (GM’s discretion). Falling from a freed rope
catch may cause damage (usually 1k1 or 2k2).

TIGER TRAP
The tiger trap is a somewhat elaborate and notably lethal
trap that is most widely used in tropical climates (hence
the name), although the Hiruma and Daidoji have adopted it for war as well. It requires highly elastic wood,
and involves a trip-wire or similar trigger that unleashes
a tightly-bound branch lined with spikes. When the trigger is hit, the ropes release the branch and it springs back
into its normal shape with considerable force, driving the
spikes into the target.
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Skill: Hunting (Traps)
TN to Create: 25 (minimum of 2 hours to create)
Materials: Wood, rope
Rules: Detecting the hidden trip-wire of a tiger
trap is usually quite difficult, typically requiring
a Perception Roll at TN 25. When the trap is triggered, the target must succeed on a Reflexes Roll
(TN 30) or suffer 6k6 damage from the spikes slamming into the body. Heavy armor will reduce the
damage to 4k4. Much as with other spike traps, the
spikes may cause infection by driving dirt and filth
deep into the body.

NEW BASIC SCHOOL:
THE KAKITA ARTISANS
Unlike their occasional rivals among the Shiba, the Kakita
Artisans do not confine themselves merely to the creation
of physical art such as paintings or books of poetry. The
Artisan Academy devotes itself to the study of every sort of
art, whether it be performance-based or creation-based, and
studies not only the ways of art but also the ways in which
such art may be turned to the service of the Crane Clan.

71
THE CRANE CLAN

PONGI STICK

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Chapter Two

Skill: Hunting (Traps)
TN to Create: 15 for a simple pit, 20 with stakes
(requires a minimum of 1 hour)
Materials: Stakes, foliage, soft ground
Rules: Opponents may make a Perception Roll to
see the trap. The TN of this roll is equal to the
amount by which the trap’s creator exceeded the
Hunting (Traps) TN to create it in the first place.
Falling into a pitfall inflicts appropriate falling
damage (1k1 for every ten feet), plus an additional 3k3 Wounds if stakes are present. Injury from
stakes can also cause infection if they are dirty,
and ruthless ambushers will deliberately smear
the stakes with filth to enhance this possibility.

causes a large counterweight to fall from a precarious
perch somewhere nearby, pulling the rope taut around the
prey’s leg and hefting it into the air, where it is hung upside down until it can be killed or captured. Individuals
who remain in a rope catch for a prolonged period of time
can suffer damage from the constriction or simply from
hanging upside down for so long.

NEW BASIC SCHOOL:
KAKITA ARTISAN SCHOOL [ARTISAN]
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Benefit: +1 Awareness
Starting Honor: 5.5
Skills: Courtier, Games: Sadane, Etiquette, Sincerity,
any three skills chosen from the following list: Acting, Artisan (Gardening, Ikebana, Origami, Painting,
Poetry, or Sculpture), Perform (Dance, Oratory, Puppeteer, Song, Storytelling, or any musical instrument)
Outfit: Court Robes, Beautiful Clothing, Wakizashi,
Art Supplies, Fan, Steed (Rokugani pony), Traveling Pack, 10 Koku

TECHNIQUES
RANK ONE: SOUL OF THE ARTISAN

THE CRANE CLAN

The Kakita Artisan is taught from earliest youth to focus on
one specific form of art above all others, devoting himself
to it heart and soul and pursuing the goal of absolute perfection within its forms. Of course, in keeping with Crane
tradition the Artisan is also taught to be a ruthless critic to
any artistic rivals. Select one of your three chosen School
Skills (Acting, an Artisan skill, or a Perform skill) as the
focus of your artistic training. This becomes your chosen
art. When making skill rolls with your chosen art, you gain
a +2k0 bonus and your Raises are not limited by your Void.

Chapter Two

72

Any time you are using Games: Sadane to criticize
someone else’s art or performance, you gain a Free Raise
on your skill roll.

RANK TWO: THE SOUL’S DREAM
The Kakita Artisan is taught to use his art to affect those
around them, inspiring emotions and shifting the views
of the audience. When presenting a public performance
or display of you chosen art, you may make a Contested
Social Roll of [chosen art]/Awareness against the Etiquette
(Courtesy)/Willpower of the audience members. Those audience members who fail their rolls are profoundly swayed
and their emotions shift in a direction you desire—becoming
friendlier, more hostile, calmer, or whatever other emotional
shift your art is designed to evoke. This emotional shift normally lasts a number of hours equal to your Insight Rank.
Note that not all persons are equally susceptible to the
impact of art—the GM may rule that a particular individual
is affected for a shorter period of time, or award a bonus to
the resistance roll for persons whose emotions are difficult
to manipulate. The GM should normally have each individual audience member roll separately to resist this technique
(this should always be done for PCs or important NPCs), but
with large groups of ordinary NPCs the GM can opt to save
time by making a single roll for most or all of them.

RANK THREE: FREE THE SPIRIT
You may select a second of your three chosen School Skills
as a chosen art, and all Technique bonuses and effects which
applied to your first chosen art now apply to it as well. The
bonus to your chosen art skill rolls increases to +2k1.

RANK FOUR: UNDYING NAME
Your art is now so magnificent that you can make and break
the reputations of others by depicting or referencing them in
your work. You may create a piece of art referring to another
person by rolling [chosen art]/Awareness at a TN equal to
20 plus 5x their Glory Rank. With a success, you may either
increase (if your art is complimentary) or decrease (if it is
critical) their Glory by up to 5 points, plus an additional 5
points for every Raise you make on the roll. You may call
two additional Raises to inflict a gain of Infamy on the
target instead of a Glory change.
You may not target the same person with this technique
more than once every six months. Furthermore, persons
of high station cannot have their reputations damaged by
artists lacking in prestige—the target’s Status Rank cannot
exceed your Glory or Status Rank (whichever is higher).

RANK FIVE: A GIFT BEYOND PRICE
You art is now so perfect that a gift of it can profoundly
change another person’s attitude toward you and your
clan. Once per month, you may give a gift of your chosen
art to someone from another clan or faction. Make a Contested Social Roll of your [chosen art]/Awareness against
their Etiquette (Courtesy)/Willpower. (The GM may award
Free Raises to you or the target of this technique based on
the type and subject of the art and the attitudes and beliefs
of the target—some people are easier to sway than others.) With a success, you permanently alter their attitude
toward your clan/faction in a favorable direction. With a
failure, the target becomes aware of your attempt to manipulate his emotions, and his attitude toward your clan/
faction permanently shifts in a hostile direction.

vated or used while you are in the Full Attack stance or the
Center stance.

New Basic School:
Soshi Magistrate [Bushi]
The Soshi magistrate school is descended from a set of techniques taught to the yoriki of Soshi Saibankan during his
many years as a judge, and some rumors claim the first three
techniques were invented by Saibankan himself. Whether
this is true or not, the school remains the principle method
the Scorpion use to educate those who must maintain order
within their lands—magistrates, yoriki, city guards, and
border patrols. Like many such schools, the Soshi Magistrate
school teaches a mixture of armed and hand-to-hand techniques, allowing its students to suppress brawls and defeat
lethal bandits with equal skill.

Soshi Magistrate [Bushi]
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Benefit: +1 Agility
Skills: Athletics, Defense, Intimidation (Control),
Jiujutsu, Kenjutsu, Lore: Underworld, any Bugei skill
Honor: 2.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1
weapon, Traveling Pack, 5 koku

Techniques
Rank One: The Face of Justice

Rank Three: The Magistrate’s Cut
Soshi Magistrates prefer to disable foes rather than kill them
outright, since prisoners can be useful when ferreting out
criminals and enemy spies. In a skirmish, once per opponent, by successfully making three Raises for a Called Shot
on a melee attack you may temporarily Blind a foe. They are
considered Blinded until the Reactions stage of the following
Round.

Rank Four: Certainty of Purpose
When the time comes to fight, the Soshi Magistrate does so
with vicious speed and ruthlessness. You may make melee
attacks (including unarmed attacks) as Simple Actions rather
than Complex Actions.

Rank Five: Relentless Resolve
The Soshi Magistrates are taught to wait for the perfect
moment and then overwhelm their enemies with fear and
aggression, crushing lawbreakers with a few swift blows.
Once per skirmish, you may gain extra unkept dice equal
to your Intimidation skill rank on your attack rolls for one
Round. This technique cannot be used in the Center Stance.

171
Law and Order

The Soshi Magistrates are trained to control their environment through a mixture of fear and force, intimidating even
the most violent street gang with ease. You gain a +1k0
bonus to the Intimidation skill; when you use it
against someone of lower Status Rank
than yourself, the bonus is +2k0
instead. You also gain a +1k0
damage bonus with melee
attacks.

Soshi Magistrates often deal close-up with criminals and
thugs who employ dishonorable tactics, so they are taught
brawling techniques and learn to quickly recover any time
they find themselves in a vulnerable position. Any time you
are Prone, you may take a Free Action to roll Athletics /
Agility at TN 20 to regain your feet. You gain a +1k1 bonus
to any roll made to control a Grapple.

Chapter Seven

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Rank Two: Rise to Meet the Challenge


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