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Basic Schools

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Here is the list of available schools from the books. Additional player-made schools are listed below by Clan in alphabetical order.

Imperial/Shiba
Jiyo Bushi School (Shiba Bushi)
Imperial Loremaster (Asako Loremaster)
Isawa Shugenja

Bat/Ryoshun
Agasha Shugenja School
Ryoshun Smith School (Tsi Smith, Core, page 222)

Crab/Hida
Hida Bushi School
Hiruma Bushi
Kaiu Engineer
Yoshitsune Bushi School (Daidoji Bushi)

Crane/Doji
Doji Courtier School
Nanzi Bushi School (Kakita Bushi)
Kuni Shugenja School

Dragon/Togashi
Togashi Tattooed Monk

Ki-Rin/Shinjo
Ide Emissary
Shinjo Bushi School (Emerald Empire, page 31)
Otaku Battle Maiden

Lion/Akodo
Akodo Bushi School
Ikoma Courtier School

Scorpion/Bayushi
Bayushi Bushi School
Bayushi Courtier School
Shosuro Infiltrator

Spider/Hisomu
Kuni Shugenja School

Stag/Hantei
Seppun Shugenja
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

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Imperial Schools

Chiyo Shugenja School
Benefit: +1 Willpower
Honor: 4.5
Skills: Defense, Hunting, Lore: Spirit Realms, Lore: Theology, Meditation, Spellcraft (Importune), Any one Craft Skill.
Outfit: Robes, Wakizashi, Yumi or Knife, Scroll Satchel, Traveling Pack, 5 koku
Affinity/Deficiency: Earth / Fire

Technique - Speaking With The Land
You may Commune with the kami of the dominant element in your current location to make yourself a welcome visitor in the area. This ordinarily requires a ritual lasting at least 10 minutes, often involving a small offering of food or flowers. The difficulty of the spellcasting roll is as normal for the Commune spell. (During this ritual, you should not expect the kami to answer your questions as if this were a normal casting of the Commune spell—though they might be curious about you, or volunteer information about their own concerns.) If the ritual is successful, you gain the Way of the Land advantage for the province you currently occupy; in addition, any time you use the Commune spell to speak with the local kami in this province, you gain a Free Raise which may be used to entreat the kami to answer more clearly or grant you an additional question. These effects last for a number of days equal to your Insight Rank.
You also gain a Free Raise on any spell cast using one of your Void spell slots.
Spells: Sense, Commune, Summon, [Elementalist] 3 Earth, 2 Air, 1 Water



Yuzuru Shugenja School
Benefit: +1 Intelligence
Honor: 5.5
Skills: Spellcraft, Calligraphy (Cipher). Lore: Theology, Etiquette, Sincerity, Divination, any one High Skill.
Outfit: Robes, walking stick (bo staff), scroll satchel, travelling pack, divination kit. 10 koku.
Affinity/Deficiency: Air/Fire

Technique - One Light in the Darkness
Yuzuru was a Seer, blinded by his otherworldly sight, yet he still became one of the founders of the Courtly Way. Those that followed him did not necessarily share the blindness but they learnt his ways of using Sight in social settings. A Yuzuru Shugenja may enact a Divination ritual each day. This takes thirty minutes to complete and requires the expenditure of 1 Void Point. For the rest of the day the Yuzuru Shugenja may add a bonus equal to their ranks in the Divination Skill to any Social Roll for a number of rolls equal to their School Rank. Yuzuru Shugenja receive a Free Raise on any spell with the Divination keyword.
Spells: Sense, Commune, Summon, [Elementalist] 3 Air, 2 Water, 1 Earth
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

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Bat Schools

Ryoshun Mystic School [Shugenja] (Modified Void Mystic)
Benefit: +1 Willpower
Honor: 3.5
Skills: Defense, Divination, Hunting, Lore: Elements (Void), Meditation, Stealth, any one non High Skill
Outfit: Robes, Wakizashi, any 1 weapon, Travelling Pack, 3 Koku
Requirements: All students of the Ryoshun Mystic School must possess the Ishiken-Do Advantage.
Affinity/Deficiency: None. You cannot cast spells of the four non-Void Elements except for the basic spells of Sense, Commune, and Summon, and you cannot Importune for spells.

Technique - The Void's Caress
Those born with a close attunement to the Void are sought out by the Mystics of the Bat Clan, to help them refine their abilities. You do not require spell-scrolls. You may cast any Void spell up to your current Mastery Level, expending a Spell Slot as normal. Mechanically, the spell is cast as normal, but you do not need to speak aloud to cast your spells. You may only cast each Spell once per day, and you may never cast Void spells above Rank 5. You also gain a Free Raise to the Divination Skill (a by-product of your attunement to the Void).
Spells: As noted above, you may cast any Void Spell within your Mastery Level. Additionally, the Mystic may be granted one additional Spell Slot for each School Rank he attains.


Kakita Bushi School
Benefit: +1 Reflexes
Honor: 6.5
Skills: Defense, Iaijutsu, Kenjutsu, Etiquette, Meditation, Sincerity (Honesty), One Lore or Merchant Skill.
Outfit: Light Armor, Daisho, Sturdy Clothing, Any 1 weapon, Traveling Pack, 3 Koku

Rank 1: Wing of Thunder
The Kakita bushi has learned to harness the speed of the wind itself, and can draw that element into himself. You may add the total of your Reflexes and your School Rank to your Armor TN against any enemy with lower Initiative or against any opponent with at least one full rank of Shadowlands Taint/Corruption.

Rank 2: The Strength of One Man
As a member of a Major Clan with relatively few trained warriors, the Kakita bushi prefers intimate contests of spirit with their opponents as opposed to large scale skirmishes. While in a skirmish or duel with a single opponent within 20’ of you, or when in a skirmish or duel with any opponent with at least one full rank of Shadowlands Taint/Corruption, you may add +1k1 to your Focus, attack, and damage rolls affecting that target.

Rank 3 : Lightning Kiss
The Kakita bushi has captured the swift fury of lightning. You may attack as a Simple Action while using any melee weapon in which you possess a skill emphasis.

Rank 4 : Churning Skies
The Kakita bushi has learned to patiently build his energies, only to strike with thunderous power. If you choose to delay your Turn during a Round until after all your opponents have acted, you may ignore the effects of all Wound Penalties (including Down and Out) and your may spend any amount of your Void Points on your damage rolls during this Round.

Rank 5: Fortune Favors the Mortal Man
The Kakita bushi earns his good blessings with his own sheer tenacity and focus. Once per Round, you may spend a Void Point to reroll any roll. You add +2k1 to the new roll. You may choose to keep the new roll or your original roll.
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

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Crab Schools

Anjing Bushi School [Bushi]
Benefit: +1 Agility
Honor: 3.5
Skills: Athletics, Defense, Hunting, Kenjutsu, Heavy Weapons, Stealth, any one skill
Outfit: Light or Heavy Armor, Sturdy Clothing, Any two weapons, Heavy Weapon, Traveling Pack, 3 koku

Rank One: If Crouching, Low. If Standing, Tall.
You gain +2k0 to stealth rolls. You gain additional Wounds per Wound Rank equal to your agility. You may also add your agility to the total of all damage rolls resulting from melee attacks. (This technique replaces Forest Killer Path's Strength of the Forest)

Rank 2: Strike a Mountain, Fight an Avalanche
You gain Reduction equal to your Fire Ring the first time you enter Full Attack Stance during a skirmish. While in the Full Attack Stance, your Reduction is increased by 1. Your Reduction returns to normal at the end of the skirmish where it increased.

Rank 3: Pound, Always
You may make attacks as a Simple Action instead of a Complex Action while using Heavy Weapons or Weapons with the Samurai keyword.

Rank 4: The Mountain Moves
While in the Full Attack Stance, you gain a Free Raise for all Attack Rolls made with a Heavy Weapon. Additionally, while in the Full Attack Stance, the TN penalties you suffer from Wound Ranks are reduced by your Insight Rank.

Rank 5: Strike So You Will Not Be Struck
The bonus to Armor TN from any armor you wear is increased by your Stamina. Once per round, you may make an attack as a Complex Action at the cost of a Void Point. If successful, you may add +5k0 to the Damage Roll.



Xia Chronicler

Xia’s followers are an important link from the increasingly insular Crab Clan to the rest of Rokugan. With a strong oral history founded in the need to maintain the Clan’s records during the early wars in the south and the ensuing long march, Chroniclers are as much storytellers as courtiers.

Members of this school are renowned for their sense of direction, their ability to find desperately needed resources and the art of their storytelling.

Benefit: +1 Willpower
Skills: Courtier, Etiquette (Courtesy), Lore: History, Heavy Weapons, Hunting, Sincerity, Perform: Storytelling.
Honor: 4.5
Outfit: Sensible Clothing, Wakizashi, Calligraphy Set, Traveling Pack, 5 koku, One Heavy Weapon or Yumi.

Rank 1: Life Is The Journey
Xia Courtiers like the Crab are hardier than most, their tradition forged in the long southern conflict and then the brutal northward march of the Clan. The Chronicler’s histories are oral traditions recounting hardships and adding new grudges over the generations. You gain the Absolute Direction advantage for free and may add your willpower as a flat bonus to any Courtier, Etiquette, Sincerity, Perform or Hunting skill rolls. Additionally gain a free raise to Perform:Storytelling and Hunting Skill Rolls.

Rank 2: Never Lost
Chroniclers are rarely lost, and they even more rarely forget the stories that contain the Crab’s history. A number of times per session equal to your School Rank, you may re-roll a failed Perform or Hunting Skill roll. You must keep the results of the second roll.

Rank 3: The Land Provides
A Chronicler can always find what they need. A number of times a day equal to your Water Ring you can make a TN 25 Hunting (Survival) /perception roll. On a success gain one useful item providing +2k0 bonus to any one non-bugei skill roll in the next scene. You must specify the skill to grant this bonus to, chosen when you roll. This Technique may only be used once per scene. Gain a bonus of +2k0 to all stealth rolls made in wilderness environments.

Rank 4: A Long March Forward
Chroniclers remember the Long March and the challenges they had to face on the tribe’s long exodus, and they do not forget. Anyone attempting to deceive, intimidate or otherwise trick a Chronicler must make two raises for no gain. Gain a free raise on any Lore-relevant Skill that would apply to bandits, ronin, imperial samurai, and non-humans (such as Lore: Nezumi for Nezumi).

Rank 5: Past Sways Future
By this point a Chronicler has a near supernatural understanding of their location and how to move the hearts of an audience. When searching for an item, person or location you have already seen at least once once, or when using a social skill to attempt to sway a group of humans to your position, gain +3k0 to your roll. In addition your flat bonus to social skill rolls from Life Is the Journey increases to double your willpower.
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

Post by Canary »

Dragon Schools

Saru Artisan
Founded by the woman who became Togashi’s wife, the Saru Artisans follow her path of enlightenment that embraces the beauty of life and in the world - it is the expressions and emotions of humans that can push them to their greatest heights. The philosophy is that art is the cultivation of the greatest traits of humanity, and through their artistic expressions they reach a greater understanding of the universe while also providing nourishment to the soul of those who witness their art.

Each Artisans path is unique and different, as it is not about creating the perfect art, but to seek harmony through self-expression. This naturally draws the Saru Artisans more towards the social circles of the Empire compared to the rest of the Dragon Clan.

School: Saru Artisan [Artisan/Courtier]
Benefit: +1 Void
Skills: Artisan or Perform (pick any two), Etiquette , Lore: Theology (Shintao), Meditation, Sincerity (Honesty), any one skill
Honor: 4.5
Outfit: Sensible clothing, Wakizashi, Tools necessary for your art, Travelling Pack, 5 koku.

Rank 1: Grace of the Heavens
“The dragonfly's buzz is no different from the lion's roar. All creatures have a voice with which they express the Way. So it is with us.” - The Tao of Shinsei
Every one’s first steps on the path is different, though for a Saru Artisan the steps that follow are often carried with a sense of sincerity in the honest expression that is their art.
Select an Artisan or Perform skill. This becomes your chosen art. When making skill rolls with your chosen art, you gain a bonus of +2k0 to all your rolls, and the amount of Raises you may call on your chosen art is no longer limited by your Void.
Additionally, you gain a Free Raise on your Sincerity rolls with all those who have seen your art (either by performing it or putting it on display). This effect lasts a number of days equal to your Void Ring.

Rank 2: The Monkey’s Dance
“You can not command the elements any more than you can command the stars in heaven. You must learn to hear the music of the celestial chorus. Once that is done, you must learn to dance.” - The Tao of Shinsei
Your journey on the path has taught you to hone your spirit to find strength. And to also be a stubborn monkey, as some would say.
When others roll opposed Courtier or Intimidation against you to make you act against your loyalties, you gain a +5 bonus to the total of your Roll for each of your School Ranks.

Rank 3: Elements of Harmony
“Appreciation of beauty is the beginning of wisdom.” - The Tao of Shinsei
When presenting your art to others, you increase not only your own understanding of your place in the universe, but you aid others in perceiving theirs as well. Once per day you may make a Skill Roll using a chosen art/Void at TN 30. If successful, you and a number of other people up to your School Rank who are present at the time regain all Void Points. This ritualized presentation of your craft requires at least fifteen minutes to complete. This Technique cannot be used in the Shadowlands.
Additionally, you may now choose a second chosen art.

Rank 4: Unbound Soul
“All things are necessary - war, peace, the edge of the sword, and the sound of a poem. With understanding, all things are one.” - The Tao of Shinsei
You have achieved a greater understanding of your place in the universe.
Whenever you spend a Void point to enhance any Artisan or Perform Skill Roll, the bonus increases from +1k1 to +3k1.

Rank 5: The Dragon’s Song
“It is the sound of purest harmony, the sound of the universe. Make your soul sing its song, and you will find there is nothing you cannot accomplish.” - The Tao of Shinsei
Your artistry has reached such heights that it can now compel others to realise their full potential.
You may create a work of art or display a performance specifically tailored to inspire one person by spending one Void Point and making a Skill Roll using a chosen art/Void against a TN of the targeted person’s Insight Rank x 10. If successful, the target may choose one of the following benefits: the Great Destiny advantage, the Great Potential advantage, the Quick advantage, gain an additional Void point that may exceed their normal maximum, or recover a number of Wounds equal to your Void Ring x 5 (if chosen, this takes effect immediately). The chosen benefit lasts until the next sunrise. One person cannot benefit from this Technique more than once per week.
Lastly, you may now choose a third chosen art.



Way of the Dragon Spear [Bushi]
Benefit: +1 Agility
Honor: 4.5
Skills: Battle, Defense, Meditation, Investigate, Kenjutsu, Spears (Ryuyari), any 1 Skill
Outfit: Light Armor, Sturdy Clothing, Daisho, Ryuyari, any 1 weapon, Traveling Pack, 5 koku

Rank 1: The Mountain's Roots
Bushi who follow the Way of the Dragon Spear are encouraged to always remember what they fight for and who they ultimately serve, making then implacable. When you spend a Void Point to add a bonus of +1k1 to any Skill or Trait Roll, you gain a free raise. You can ignore a number of wound penalties equal to your earth ring

Rank 2: Breaking the Tide
The the second lesson an initiate of the spear needs to know is to use the flow of his body's momentum and movement to benefit from the spear's superior reach to both deny the enemy's advance and to bring it down at the tip of his weapon to puncture the enemy's defenses. When you successfully strike an opponent with a spear you are wielding, you may reduce their Water Ring for the purposes of movement by half your School Rank (rounded up), to a minimum of 1. This lasts for a number of rounds equal to your School Rank. During the Reactions Stage an affected opponent may attempt an Earth Ring roll against a TN 20 to end the effects of this Technique. On a failure they may try again each Reactions Stage until they succeed or the effect wears off.

Rank 3: Dragon's Kiss
The third lesson the bushi of the dragon spear learn is to channel their spirit into their attacks to burn those who would stand against justice. Attacking with a spear or a samurai weapon is a simple action for you.

Rank 4: Reeds Dancing in the Wind
At this level of mastery, the bushi understands how to have his spear dance playfully amongst the enemy distracting them, causing confusion and annoyance. As a Simple Action while wielding a spear, you may make a melee attack against an opponent, rolling Spears/Air. This attack deals no damage, but on a successful hit the opponent is Dazed for one round.

Rank 5: One and All
The last technique comes with an understanding about the interwoven nature of the universe. All is linked in a grand tapestry, one way or the other, and the master of the spear can use it as a needle to sow new fates or unmake them. In battle or in a duel you can select an enemy. Each time he or she spends a void point you may spend a Void Point and roll a mediation check against their Insight Rankx5. On a success the expenditure is cancelled. With one raise the point is still considered spent and with two it is both spent and you can gain one void up to your maximum.



Scales of the Dragon
Formed together from the three Dragon families, the Scales of the Dragon was created on the many different spiritual backgrounds that made up the Dragon Clan into a unifying tradition, sharing in old elements and new ones alike to give the priests of the clan a common ground to stand on. Its philosophy is strongly attached to the realms beyond Ningen-do, with a focus on Tengoku for purity and holiness tying to Lord Togashi’s origin, and Chikushudo for interacting with nature and wildlife as something that most could relate to from the existing practices in place from the old tribes. Within the school, they call this teaching philosophy “San ten ichi” (three heavens as one), where Ningen-do is considered the third heaven to Tengoku and Chikushudo, as well reflecting the three Dragon families making up the clan.
The school is not in the purview of any one Family of the Dragon, making its students varied and versatile with all the different backgrounds coming together.
A common trait of the students of the school is to adorn oneself with tattoos similar to that of Togashi's Order or with other painted markings on the face and body, although these tattoos and markings hold no mystical powers in themselves. Rather the act is a ritual that brings together the students in a shared tradition.
Students of the Scales of the Dragon are taught not only to provide spiritual guidance to their clan, but to also be spiritual protectors as well, defending the way of life among the Dragon and the spiritual world.


Scales of the Dragon [Shugenja]
Benefit: +1 Intelligence
Honor: 4.5
Skills: Calligraphy (Cipher), Defense, Lore: Spirit Realms, Lore: Theology, Meditation, Spellcraft, any one High or Bugei skill.
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel, Traveling Pack, 5 koku
Affinity/Deficiency: Choose any one element as your Affinity. You are automatically deficient in its opposing element (Fire/Water, Air/Earth). You may choose Void as your Affinity if you possess the Ishiken-do Advantage - you are then deficient in two other elements.

Technique - Blood of the Dragons
When casting a spell from an element you are not deficient in, you may expend a spell slot from the element you have chosen as your Affinity to gain +1k0 per School Rank on the Spell Casting Roll. You also gain a Free Raise on any spell with the Defense keyword.
Spells: Sense, Commune, Summon, 3 spells of your elemental affinity, 2 spells of a non-Deficient element, 1 spell of a second non-Deficient element.
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

Post by Canary »

Ki-Rin Schools

School: Chai Magistrate School [Bushi]
Benefit: +1 Perception
Skills: Athletics, Horsemanship, Hunting, Investigation, Jiujutsu, any one Bugei Skill, any one non-Bugei Skill.
Honor: 3.5
Outfit: Ashigaru Armor, Sturdy Clothing, Daisho, any one weapon, Traveling Pack, 5 koku.

Rank 1: Never Give Up
The first thing a Chai student learns is that many fail simply because they did not try hard enough. You may spend a Void Point to reroll any one Investigation roll, damage roll, or any non-Iaijutsu bugei skill roll, keeping either result. If used during combat, this counts as your one Void use per round.

Rank 2: Never Surrender
The stubbornness of a Chai extends most readily into protecting those dear to them. When rolling to resist Fear or Intimidation, you add a bonus to the roll equal to your Willpower. Also, when you take the Guard action, your target adds additional Armor TN equal to your Perception.

Rank 3: Believe in Yourself
To a student of the Chai techniques, the ends almost always justify the means when results are on the line. You only lose half the normal amount of Honor (round down) for using low skills or for Minor Breaches of Etiquette. Your Wound Penalties are also reduced by an amount equal to your School Rank.

Rank 4: Do Your Best
A Chai samurai acts without hesitation, diving into situations with honed instincts as to what to do. You may now make melee attacks as Simple Actions, including Unarmed.

Rank 5: It'll All Work Out in the End
By this point, a Chai's sense of what is happening around them is almost surreal. You may now use your Rank 1 technique on any non-Iaijutsu roll, and it no longer counts as your one Void per round while in combat. You also get +3k0 to all Hunting, Investigation, and Grapple checks.



Jin Shugenja
Inspired by their founder, and the Kami he found worthy to follow, the Jin shugenja train to aid their fellows, and any others they may encounter who do not stand against them, through healing and easing their travels be they short distances or epic journeys. As such they have found the greatest kinship with the spirits of water and earth though eschew the destructive power of fire.

Although their founder did not prevent his followers from learning and wielding destructive magics when needed, especially against supernatural threats, his lessons always emphasized that such measures were an absolute last resort and the majority of Jin shugenja attempt to hold to his pacifistic ways when possible.

School: Jin Shugenja [Shugenja]
Benefit: +1 Perception
Skills: Calligraphy (Cipher), Horsemanship, Lore: Theology, Medicine, Meditation, Spellcraft, any one High or Bugei Skill
Honor: 5.5
Outfit: Extravagant clothing, wakizashi, Scroll Satchel, any 1 weapon, Calligraphy Set, Traveling Pack, Horse (Unicorn Riding Horse), 10 koku
Affinity / Deficiency: Water / Fire
Spells: Sense, Commune, Summon, 3 Water, 2 Earth, and 1 Air

Technique: Spirit of the Wind
The Jin harness the power of the elements to grant the waves' speed to others. As a Complex Action, you may sacrifice one spell slot of any element to grant one target individual an additional Simple Move Action. This Simple Action is in addition to the target's normal Actions per Round. The Additional Action must be used on the target's next Turn or it is lost. You also gain a Free Raise on any spell with the Travel keyword.
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

Post by Canary »

Lion Schools

Makime Tactician School [Bushi]
While several bushi schools focus purely on mastery of personal combat, the Makime prefer to drill their students in coordination and understanding the whole battlefield. Much of their training involves careful study of conflict, discerning the common patterns of battle and distilling it down to a series of drills. Once the student understands the nature of these drills, they are repeatedly run until they become second nature. The other great intent of Makime’s ways is to support the other warriors of the Lion. Using their knowledge of battle and quick analysis of their opponent, a Makime may support their comrades on the attack. Often this is how one encounters a member of the school: among their fellow Lion, quietly providing their skills to support the army.
[Thanks to Faily for help on the mechanics]

Benefit: +1 Intelligence
Skills: Battle (Mass Combat), Defense, Kenjutsu, Lore: History, Commerce, Sincerity, any one Bugei or High Skill
Honor: 6.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon, Traveling Pack, 5 koku

Rank 1: The Flow of Conflict
A Makime learns that all conflict follows similar patterns. Learn the underlying flows of war and you will be able to react to any situation before your opponent. They also understand battles are the effort of the many and not the one, and stand prepared to offer aid to a flagging comrade. When rolling Initiative at the start of a skirmish, you may roll Battle/Perception instead of Insight Rank/Reflexes, and once per round during the Reactions stage you may add your ranks in Battle to the Initiative Score of an ally with a lower Initiative Score. This bonus lasts until the end of the skirmish.
Additionally, while fighting alongside allies, you gain a bonus of +1k0 to your attack rolls.

Rank 2: Together in Victory
The Makime understand that the army that fights together wins together, and thus ensure their comrades are well prepared to face an enemy that stands before them.Once per round as a Simple Action, you may give an ally within 30' a bonus to either attack or damage rolls equal to your Perception. This effect lasts until the end of the round.

Rank 3: Press the Advantage
Once an enemy is on the defensive, the Makime understand the attack must be pressed home. You may make attacks as a Simple Action instead of a Complex Action while using weapons with the Samurai keyword.

Rank 4: Cycles of Conflict
The Makime have studied war in its fine detail and have distilled most battles into a number of rehearsed drills. In any situation a Makime warrior can pull from that knowledge to quickly build a plan. A number of times per day equal to your Perception, you may re-roll a single Mass Combat result. You must take the second roll.
Additionally, when using [Rank 2], you may target up to two allies at once, who now gain a bonus to attack and damage rolls equal to your Perception.

Rank 5: Conquer the Unexpected
The Makime have drilled on the common tactics of their opponents, and are always prepared for any tricks that may be employed against them. All your Battle Skill Rolls now explode on a result of 9 and 10. Opponents attempting to use the Disarm, Feint, or Knockdown maneuvers against you must call two additional raises with no effect, or else the maneuver fails.
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

Post by Canary »

Spider Schools

School: Matsu Sentinel [Bushi]
Benefit: +1 Strength
Starting Honor: 6.5
Starting Skills: Battle, Hunting, Investigation 2, Kenjutsu (Katana), Lore: History, Any 1 Bugei or High Skill
Outfit: Light Armor, Sturdy Clothing, Daisho, 1 Large Weapon or Polearm, traveling pack, 3 Koku

Rank 1 Technique - Eyes Of The Mother
The Matsu Sentinel is ever watchful, reading situations and always wishing the best, but planning for the worst. They may add their Perception + half their Honor rank to Intimidation, Investigation, Lore: History and non-weapon Bugei skills. In addition, Intimidation does not count as a Low Skill for purposes of Honor Loss. They may also add the difference in their honor and their opponents honor (always subtracting the lowest from the highest) to their damage rolls.

Rank 2 technqiue - Honor Flows Through All
The Sentinel may activate this Technique as a Simple Action by spending a Void Point. In the Reactions stage, they and all allies within 30' of them add +2k0 to their damage rolls. This effect lasts for a number of rounds equal to the Sentinel's Water Ring. This bonus is not cumulative with other applications of Honor Flows Through All. Using this Technique while under its effects refreshes its duration.

Rank 3 technique - Arms Of The Father
The Sentinel moves quickly to defend their charges and protect the clan. They may make attacks with melee weapons as a Simple Action instead of Complex Actions

Rank 4 Technique - Standing Against Jigoku
The Sentinel has been trained to stand against all odds, facing ultimate evil without reservation. You ignore TN penalties from Wound Levels equal to your Honor Rank, or twice your Honor Rank while in the Full Attack Stance.

Rank 5 Technique - Bite Of The Spider
As the protectors of the Spider, those trained like Matsu know that the strongest opponents must be defeated completely. Once per Encounter, after you roll damage for a melee attack, you may spend a Void Point as a Free Action to activate this Technique. Your steel pierces through your opponent, as a spider to a fly, inflicting gruesome harm. All of the dice you chose to keep explode, re-rolling and adding the result to your damage total.



Reiko's Guidance [Shugenja]
Benefit: +1 Willpower
Starting honour: 5.5
Skills: Calligraphy, Spellcraft, Meditation, Divination (Any one Emphasis), Lore: Spirit Realms, Any 1 Lore skill, Any 1 Social or Bugei skill
Outfit: Sturdy Robes, Wakizashi, any 1 weapon, Traveling Pack, Scroll Satchel, 3 koku
Affinity/Deficiency: Fire/Water

Technique: Guidance of the Spider
While Reiko was born of the Isawa, she learnt that their way was not the right way. Where the Isawa were isolationists, Reiko believed that only through helping and guidance could humans truly reach their potential. When providing others with a static bonus in a Cooperative roll, your skill is considered to be double its current rank. If you have no ranks in the skill, you instead give a static bonus equal to your ranks in this school. You also gain a free raise on fire spells used to assist an ally, unless that spell would deal damage to the ally.
Starting spells: Sense, Commune, Summon, 3 Fire, 2 Earth, 1 Air



Seekers of Knowledge
Based out of the Imperial Library movement, the Spider chose to expand their studies outside of the pure mission to collect information about Jigoku and the Shadowlands, and include deep research with applied studies, notably in the fields of medicine, anatomy, herbology and metallurgy. While the library was open to other members of the Empire, the Spider restricted subjects they deemed particularly dangerous, and formed a group known as the Seekers of Knowledge to go out and study the world at large, studying anything that they considered secret or dangerous. This role leaves them predisposed as intelligence gatherers and spies for the Spider, as their ability to get into dangerous places to gather knowledge makes them predisposes them to this task, but the Seekers are adamant that they do not blindly collect knowledge for their lords.

A tradition begins to form as members achieve a level of Insight to enjoy the benefits of "Specialized Study". Those who achieve that level receive an unofficial title based on your field of study. For example, a student of Medicine might be a "Seeker of Life" while a student of toxins would be "Seeker of Weakness" or a researcher of the taint or oni would be "Seeker of Jigoku". The title may change as a response to achievement or divergence to another school or Path.

School: Seeker of Knowledge [Bushi/Ninja]
Benefit: +1 Reflexes
Skills: Calligraphy (Cipher), Craft (Poison), Hunting, Lore (choice of subskill), Ninjutsu, any one Weapon skill, Stealth
Honor: 3.0
Outfit: Ashigaru or Light Armor, Sturdy Black Clothing, Daisho, one weapon of choice, Traveling Pack, 5 koku

Rank 1: The Path of Secrets
The search for knowledge can take you anywhere, and you learn to steel yourself against the opinions of others for your methods...and your results. You lose no Honor for use of Low Skills or Ninjutsu Weapons in the service of the Seekers of Knowledge or Spider Clan (subject to GM approval). You gain +1k0 with Stealth and Hunting skill Rolls.

Rank 2: Armor of the Wary
The Seeker knows that the best armor is to not be seen. Even in pitched battles, their ability to keep silent makes them harder to pin down. When wearing light armor, ashigaru armor, or no armor, you may add your Stealth Skill Rank to your Armor TN. The bonus to Stealth and Hunting Rolls increases to +1k1.

Rank 3 Enhanced Study
For Seekers of Knowledge, the accumulation of knowledge is important for practical, as well as philosophical reasons, and the fruit of their studies makes them experts in their fields of choice. For any Craft or Lore subskill you take a rank in gain an extra +1k0 on your roll. When spending a Void Point to augment on the Skill Roll for an applicable Craft or Lore check, you gain a bonus of +2k2 instead of +1k1. These effects are not cumulative. In addition, you may additional raises to increase to increase or decrease the TN of any effect of an item you craft, either making it to use or more difficult to resist.

Rank 4: Death of Papercuts
While Seekers tend to not be frontline combatants, the necessity to defend themselves to survive long enough to bring information home is drilled in through experience. You may make an attack with a school weapon skill as a Simple Action rather than a Complex Action.

Tech 5: Know Thy Enemy
The Seeker is a deadly opponent of anything they have studied. The Seeker gains the highest relevant Lore Skill as a bonus to Stealth, Hunting, and TN. If the applicable Lore skill rank is at least 5, the enemy cannot declare Raises. If it is at least 7, the enemy cannot use Void or equivalent Trait against the Seeker (note for the purposes of this Tech, reducing damage is not considered using Void against the Seeker).
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

Post by Canary »

Stag Schools

Hantei Bushi School [Bushi]
Benefit: +1 Agility
Skills: Investigation, Battle, Defense, Kenjutsu, Kyujustu, Sincerity, any High or Bugei skill
Honor: 6.5
Outfit: Light Armor, Awesome Clothing, Daisho, any 1 weapon, Travelling Pack, 5 koku.

Rank 1: Way of the Favored Star
+1k0 on Attack rolls made with weapons with the Samurai keyword. When you spend Void to enhance a High Skill or Battle roll, you may add your Honor to the total of the roll.

Rank 2: Art of Dragon’s Breathing
You may add your Void ring to your ATN. Additionally, when you are targeted by a spell, you may raise or lower the TN of that spell’s spellcasting roll by 5.

Rank 3: Swift Judgement Strike
Attacking is a simple action for you while you use weapons with the Samurai keyword.

Rank 4: Heaven Shaking Thunder
Gain +3k0 to damage rolls with samurai weapons against opponents with lower honor. This does not normally apply to those with no concept of honor, such as spirits, but it does apply against any creature with at least one full rank of taint.

Rank 5: You Are Already Dead
Once per skirmish, after hitting your opponent, you may spend four Void Points to automatically inflict that opponent to Down/Out/Dead (whichever applies first).
It is GM’s discretion whether this Technique can defeat exceptionally powerful or transcendent entities such as Fortunes or similar. As an option, the GM may allow the Technique to work on such foes if you voluntarily choose to die in order to activate it.



Seppun Hunters
The Seppun Family is the Tribe of Seppun, sworn to the Stag Clan as part of the Shiba Empire. Though they were more noted for their priesthood, they also numbered warriors among them, including scouts who labored to keep threats far away from the holy hill where the Kami descended to earth. The Seppun Hunters School is the formalization and distillation of their methods, applied either to the hunting of game or to those who would encroach upon the Stag Clan’s holdings.

School: Seppun Hunter [Ninja]
Benefit: +1 Agility
Skills: Athletics, Defense, Hunting, Kenjutsu, Kyujutsu, Stealth, Artisan: Woodcarving
Honor: 4.5
Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Yumi, Quiver and 20 arrows (any type/s), Traveling Pack, Woodcarving Kit, Koku average to Stag Clan

Rank 1: Dawei’s Method
In the time before Shiba rose to the Throne, the founder of the school, Seppun Dawei, served his people as a scout who worked to preemptively eliminate threats to his home; the work was appreciated by the leaders of the Family. You lose neither Glory nor Honor for using the Stealth Skill in service of the Seppun Family, the Seppun Hunters School, or the Stag Clan (subject to GM approval), and you roll +2k0 on all Stealth Skill rolls. Additionally, when you surprise an opponent in a skirmish, your Strength counts as being one higher for purposes of the amount of damage you deal in the first round of that skirmish.

Rank 2: The Hunter Persists
Those who will stalk prey and wait for it must endure much in the outside world. You suffer only half the TN penalties (rounded down) associated with the Fasting condition and the Fatigued condition, as well as from heat and cold (though damage is not reduced as with the Blood of Osano-wo Advantage). Additionally, when you spend Void to enhance a School Skill roll, you may also add your Insight Rank to the result of the roll.

Rank 3: Leaves Fall Swiftly
The hunter knows that decisive actions make the difference between clean kills and missed opportunities. You may make attacks with Samurai-keyword weapons as Simple Actions rather than Complex Actions.

Rank 4: Youko’s Method
Developed by Dawei’s successor in the School, Seppun Youko, this Technique expands upon the earlier lessons of the School to make the hunter who follows this path yet more relentless in pursuit. When you spend a Void Point to enhance an Athletics, Hunting, or Stealth roll, you add +2k1 instead of +1k1. This is cumulative with the effects of Dawei’s Method and The Hunter Persists.

Rank 5: The Hunter’s Mercy
The hunter knows that a clean kill is the best kill, being swiftest, as well as kindest to the slain. You may make a single attack as a Complex Action against a target not aware of your presence; the attack ignores either the benefit to ATN the target receives from armor or the target's Reduction (from any source), and it does +2k2 damage.
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

Post by Canary »

Monk Schools

The Order of Heroes Monk
The first organized sect of monks of the Brotherhood of Shinsei, the monks of the Order of Heroes are strong adherents to the ideas of Shinsei. They believe the potential for greatness exists within the soul of all men. With the proper encouragement, any human can become a hero of legend to inspire and teach others. The Order actively seeks out threats and problems that exist within the Empire, and then seeks out individuals who possess the proper talents to deal with the matter conclusively.

They have several temples now, but the monks have no forgot their place among the people. They wander the empire and do what they can to seek to fulfill their duties, and thus can be found in any major city or minor village, seeking out those that would protect ningen-do. They are well known for not discriminating for any reason, only caring whether a person is willing and capable of doing what needs to be done, seeking heroes from among the tribes, the clans, the heimin and even sometimes from among non-human races like the Nezumi. While they believe in the infinite potential of humanity, they also recognize the strengths and potential of any that calls Ningen-do home.

In times of danger they seek out those that would face the threats of the day. But in times of peace they keep the ideals of heroism alive, recording and sharing stories of heroism of days gone. Among their first tales are those of sacrifices of the Nezumi hero Ch’jak’matt and the wanderer Taochusu and the epic victory of the rescue of Fu Leng and the numerous heroes that participated in that battle. But their tales tend to focus on those that proved their will and devotion, which are unfortunately usually the tales of sacrifice.

Devotion: Shinseism
Benefit: +1 Perception
Honor: 4.5
Skills: Athletics, Defense, Jiujutsu, Lore: Theology, Meditation, Perform: Storytelling, any one Skill

Technique: Destiny’s Hand - The Order’s esoteric methods allow for the passage of chi from a monk to another without difficulty. You may spend a Void Point as a Free Action to confer a bonus of +1k1 to any one roll this round by an ally who has not yet taken his Turn. You may not enhance a roll that cannot normally benefit from Void Points (such as a damage roll, for instance).
Kiho: 3 at Rank 1. Kiho are limited to Mastery Level 5 or less, similar to spells currently being limited to Mastery 3 or less.


The Order of Light Monk

The Order of Light was founded by those who follow the teachings of Nozomi as they have applied to her aid to Shosuro, and indeed their initial monasteries were funded by the Shosuro family and consist of some former members. It's known that she intends to retire to it herself eventually. That said, many others have been draw by the idea of an unshakeable spirit and wholeness of self that the Order teaches. They are a contemplative sect, and while they only sometimes leave their temples, it is always to put their teachings to use for the good of others. They are a neutral voice in political situations who are not easily shaken by intimidation or argument. Against the tide of madness sweeping the Empire, they have proven themselves to be bastions of solidity.

The Ordermakes a study of the Spirit Realms and what lives within them and in Ningen-do so that they may better know potential sources of corruption. They also value self-expression, and teaching others how to look inward for a better understanding of themselves and the world. They are sometimes found in villages, teaching the arts, both decorative and practical, to any who will learn.

Devotion: Shinseism
Benefit: +1 Void
Honor: 4.5
Skills: Athletics, Defense, Jiujutsu, Lore: Theology (pick an emphasis), Lore: Spirit Realms, Meditation, any Artisan skill

Technique: Wholeness of Spirit - One who fully knows oneself and their place in the world may more easily reject outside influence. When using a Void point to resist corruption by the Lying Darkness or Yume-Jigoku or when defending in a contested Social Skill roll, you gain +2k2 instead of the normal +1k1.
Kiho: 3 at Rank 1. Kiho are limited to Mastery Level 5 or less, similar to spells currently being limited to Mastery 3 or less.
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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Re: Basic Schools

Post by Canary »

Other Schools

Three River Alliance Ranger (Ki-Rin, Lion and Scorpion school) [Bushi]
The Three River Alliance was established by the joint efforts of the Daikawa tribe twins, Kawauso and Kotsume, brought up separately among the Lion and Ki-Rin, the clans separated by the Daikawa River, with invaluable help from their Scorpion allies in the south. The creation of the alliance led a number of those under the three clans, especially those who live along the Three Rivers and protect them, to learn and improve on the ways and traditions originally developed by the Daikawa River Guardians.

School skills: Animal handling, Athletics (Swimming), Craft: Fishing, Hunting, Investigation, Spears, any one non-High skill.
Bonus: +1 Perception
Honor: 5.5
Starting outfit: Light or Ashigaru Armour, Sturdy Clothing, Daisho or any 1 weapon, Spear, Bow and 20 basic arrows, travelling pack, 3 koku.

Rank 1: The Village is the River
River rangers learn to always put the safety of the folk first, for as the Daikawa always taught their children, the folk are as essential to the river as the river to the folk. You have a Ranger Otter companion (see stats below). Once per Round, you can direct one Ranger Otter companion to take an action or assist you with a voice command as a Free Action. Actions taken by the Otter Companion use its own Skills and Traits. If your Otter companion could reasonably help you with a task using a School Skill, using this technique to assist you gives you a bonus to the skill check equal to your ranks in Animal Handling. Additionally, you gain a Free Raise on Animal Handling and Craft: Fishing rolls.
[Note: Using this technique may expose your Otter to risks. If the Otter is lost, you need to find and train another one].

Rank 2: Flow Like the River 
As your experience as a River Ranger increases, you become more attuned to the river folk's specialties. Any time you spend a Void Point on a School Skill roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1.

Rank 3: Roll Like the River 
As you learn to time your movements to those of the Three Rivers, your attacks become fast and unyielding. You may now make attacks as a simple action when using a spear (including throwing spears) or melee weapons for which you have the appropriate emphasis.

Rank 4: True Child of the River
With training, your bond to the river makes things that would be challenging to otters become second nature. You may now give directions to Ranger Otter Companions as a Free Action twice per Round. You may choose to gain a second Ranger Otter companion, or let your Ranger Otter companion add your Honour rank to its Armour TN.
[Note: This choice is fixed after it is taken. If you lose one of your Otters, you need to find and train another one; if you chose to have only one Otter, it gains the bonus to Armour TN after it is trained.]

Rank 5: One with the River 
As you master the ways of the River, you can now use the traditions of the river folk to overcome all kinds of obstacles. Any Ranger Otter companions gained from this school gain +5 Wounds per Wound Rank (Wound Ranks become 22: +10; 34: Dead). Additionally, while your Otter companion is with you in a skirmish, your Damage Rolls with spears explode on 9s as well as 10s.If you have two Ranger Otter companions from this school and both could reasonably cooperate to perform an action, once per Turn as a Free Action you may direct both to take that action with a voice command. If you do so, add twice your ranks in Animal Handling to the result of the Otters’ skill roll. If you have a single Ranger Otter companion from this school, it adds Wounds equal to your Honour to its last Wound Rank (which becomes 34 + Honour: Dead).


Ranger Otter
Air 2
-Reflexes 4
Earth 1
-Stamina 2
Fire 1
-Agility 3
Water 1
-Perception 3

Initiative: 5k4
Attack: Bite 5k3 (Complex)
Damage: Bite 2k2
Armor TN: 25
Reduction: 3
Wounds
17: +10
29: Dead

Skills:
Athletics 2
Stealth 3

Special abilities:
Swift 2
GM | Birb | Tiny | Floofy | Architect of Horror | Experienced 3

Honor: All of it, Status: Yes, Glory: Very yes

"Want to talk about dreams and dreamers? Sensory input gives the illusion of consciousness. You are all just dreams made of flesh. I used to be too. Now I'm flesh made of dream. You can too, Chuck. You can too."

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