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TECHNIQUE: MYSTERIES OF MEISHODO
Meishodo is a mixture of gaijin and Rokugani magic, resulting in a fast and powerful method of calling the kami.
Shugenja studying these methods learn to create meishodo
amulets, keyed to invoke the elements in specific ways.
You may create a magical amulet by making a successful
roll of Craft: Meishodo/Ring, using the Ring for the desired
spell. The TN of this roll is equal to 15 plus 5x the spell’s
Mastery Level. Creating a meishodo requires a number of
hours equal to the spell’s Mastery Level. If the roll is successful, you create a small charm imbued with the prayer
to the kami that will cast the chosen spell. Each meishodo
stores only one spell, and is used in place of the scroll
normally required to cast the spell.
Casting a spell through a meishodo requires only one
Complex Action, regardless of the Mastery Level of the
spell. You do not have to make a Spell Casting Roll to
cast the spell, but the spell cannot gain any benefits from
Raises (not even Free Raises). You expend a spell slot as
normal.
THE UNICORN CLAN

You may only create meishodo from spells of a Mastery
Level equal or less than your Shugenja School Rank, and
can never create meishodo from spells of Mastery Level 4,
5 or 6. Other shugenja may use your meishodo if they are
proficient in meishodo magic (e.g. trained in this school).
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Chapter Eight

258

Spells: Sense, Commune, Summon, 3 Earth, 2 Water, and 1 Fire.

NEW BASIC SCHOOL:
THE MOTO VINDICATORS
The Moto family suffered a great blow to their morale and
honor during the ninth century when their daimyo Moto
Tsume, fueled by pride and arrogance, rode into the Shadowlands with the majority of his forces. He and his men
fell to darkness and became some of Jigoku’s greatest tools
in its fight against Rokugan. Those Moto who survived or
remained behind were deeply shamed and swore to eradicate all those Tainted creatures who bore their name. This
oath gave rise to both the elite White Guard and to the
Moto Vindicator school. Although the order of Vindicators
existed before the fall of Moto Tsume, they did not have
an intense personal hatred of the Shadowlands and their
Techniques had not yet advanced to form a full school.
The disgrace of Tsume’s defeat changed everything.
The Dark Moto were terrible creatures. They rode
monstrous steeds that never tired, struck with inhuman
strength, and used foul magic to destroy their foes. The
threat forced the Vindicators to become stronger, strong
enough to overcome their fallen cousins. They trained to
spot the signs of the Shadowlands Taint and to neutralize
their opponents’ advantages. The Moto called every favor
at their disposal to learn from the best, and the Crab were
glad to help, especially since the Shinjo had offered help
to their Hiruma family.
The Moto Vindicator School focuses the fury and dedication of the Moto to a destructive point. If a Vindicator
spots his sworn nemesis, he will not retreat until either he
or his foe is dead.

NEW BASIC SCHOOL:
MOTO VINDICATOR [BUSHI]
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Benefit: +1 Willpower
Skills: Horsemanship, Hunting, Investigation (Notice), Kenjutsu, Kyujutsu, Lore:
Shadowlands, any one Bugei skill
Honor: 3.5
Outfit: Heavy Armor, Sturdy Clothing,
Daisho, any 1 weapon, Traveling Pack, Riding Horse, 5 koku
Special: To join this School, you must have
either the Higher Purpose (Defeat the Shadowlands) Advantage or the Driven (Defeat
the Shadowlands) Disadvantage.

TECHNIQUES
RANK ONE: PURITY OF THE BREATH
The Vindicator knows the only way to combat
the Shadowlands is to maintain integrity in the
face of the foulest corruption. At the beginning
of each Round, you may choose one of two effects to apply until the end of the Round. You may
reduce your TN penalties from Wound Ranks by
an amount equal to your School Rank plus your
Willpower. Or, you may instead choose to add a

bonus to your Armor TN equal to your School Rank plus
your Willpower. 

If you are in a skirmish against creatures of the
Shadowlands, the chosen bonus is doubled.

RANK TWO: FACING THE DARK WITHIN
The Vindicator learns to hone his senses so that he is never
surprised by those who serve the darkness. You gain a
+2k0 bonus to all Investigation rolls. This bonus is increased to +2k1 if you are specifically attempting to notice
effects of the Shadowlands Taint.

RANK THREE: JUSTICE OF OUR ANCESTORS
The Vindicator’s rage at his foes knows no bounds. You
may make melee attacks as a Simple Action instead of a
Complex Action.

RANK FOUR: AVENGING OUR OWN
The Vindicator’s fury is provoked the most when it is directed at those creatures he once called his brothers. You
gain a bonus of +2k0 to your attack and damage rolls
against any enemy who has attacked you in this skirmish
and against any creature with the Shadowlands Taint
whether it has attacked you or not.

TECHNIQUE: BRISK ECONOMY
The Ide Trader is a master of the merchant class, extending his control across the land. You cannot lose Honor or
Glory for using the Commerce skill in public. You may
attempt to persuade someone to become a new mercantile
partner for your clan by rolling Courtier (Manipulation) /
Awareness with a bonus to the roll equal to double your
Commerce Skill Rank. For persuading a commoner the
suggested TN is 25, increased by the GM as appropriate if
the target is hostile. Persuading a samurai requires a Contested Roll against the target’s Etiquette (Courtesy) / Willpower, with the target gaining a bonus equal to double
his Commerce Skill Rank. (Some samurai targets may gain
additional bonuses or even be immune to this Technique
due to unshakable loyalties—the GM has final say in such
matters.)
If you succeed in the roll, the target agrees to become a
part of your network of connections and commercial assets. You may immediately gain the target as a free Ally
with 1 point of Devotion.
If you are using the optional Way of the Daimyo rules
found in the L5R RPG 4th Edition supplement Emerald
Empire, taking this Path earns you a Duty Point.
Chapter Eight

RANK FIVE: BLOODIED BUT UNBOWED

NEW ALTERNATE PATH:
IDE TRADER
Commerce is ill regarded in samurai culture, yet it is essential to fuel the engines of war. The few Great Clans that
dedicate families to the manipulation of the economy—the
Yasuki of the Crab and Crane, the Daidoji of the Crane,
and the Yoritomo of the Mantis—have considerable advantages over the others. The Ide Traders carve their own
niche into this domain of conflict, utilizing their friendliness and eagerness to help others to facilitate their mercantile activities. Their affability is for the most part only
a façade, however, for the best Ide Traders are as cunning
and ruthless as the most cutthroat Yoritomo.

NEW ALTERNATE PATH: IDE TRADER [COURTIER]
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Technique Rank: 2
Replaces: Ide Emissary 2
Requirement: Commerce 3, and must pursue a career as a merchant patron

259
THE UNICORN CLAN

The Vindicator can push on past physical limits once his
goal is in sight. Once per skirmish, you may choose to keep
fighting despite your injuries. Activating this Technique is
a Free Action. Once it is active, while making melee attacks
you gain a bonus to the total of your damage rolls equal
to the TN penalties you are suffering from Wound Ranks.
(This uses the default Wound penalties, ignoring modifications from Advantages, spells, or other such effects.) The
effects of this Technique last for two full Rounds. You may
choose to extend the effects of this Technique for an additional Round by taking ten Wounds.


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