Skills, Advantages, and Disadvantages

Skills, Advantages, and Disadvantages

Postby Booksnake » Wed Jan 30, 2019 3:27 am

Modified Skills


Medicine
To treat poisons or diseases, the character making the Medicine Skill Roll must possess the appropriate emphasis. A character being treated for wounds, poisons, or diseases can only benefit from a single Medicine Skill Roll per condition that is being treated per day, and each such roll made requires the use of a Medicine Kit. This means that a character could potentially receive up to three separate treatments per day: one for wound recovery, one to halt the advancement of poison in their system, and one to treat a disease they have contracted.

The Herbalism emphasis allows a character to make Medicine Skill Rolls without requiring the use of a Medicine Kit, provided that they have access to a medicinal garden or other well vegetated area. If you wish to use it, you will have to spend a timeslot in an appropriate area. Not all areas are appropriate, but there are some.

Spellcraft
The Spellcraft Skill gains the new "Taryu-jiai" Emphasis, which is used during taryu-jiai duels.

Divination

The Divination Skill gains the new "Omens" Emphasis, useful for noticing omens as they occur, and for interpreting them.

Lore: Theology
This gains the new emphasis "Rituals" representing the religious rituals that interact with so much of Rokugani life.

Modified Advantages and Disadvantages*


Allies
You may purchase allies at Influence 3 (not just 1, 2, and 4).

Consumed (Perfection)
Possessing no ranks in a skill does not prevent you from calling the Raise required by this disadvantage.

Cursed by the Realm (Maigo no Musha)
This advantage is banned, as Maigo no Musha does not yet exist.

Forbidden Knowledge (Black Scrolls)
You are familiar with the true purpose of the Black Scrolls and know of the dangerous power they possess. You gain one rank in Lore: Black Scrolls, and may make a Lore: Black Scrolls/Perception Roll (TN 30) to identify a particular Black Scroll. This advantage costs 1 point less for Phoenix characters.

Forbidden Knowledge (Dooms)
You are familiar with the final prophecies of Uikku, known as the "Dooms," and are aware of their significance. You gain one rank in Divination, and a Free Raise on all Divination checks. This advantage costs 1 point less for Phoenix characters.

Forbidden Knowledge (Gozoku)
This advantage grants characters knowledge of the original Gozoku conspiracy, which has long since been disbanded.

Forbidden Knowledge (Maho)
You may choose to begin the game with a single Rank 1 spell from the Maho spell list. If you are Rank 2 or higher, you may begin with a second spell of Rank 2 or less from the Maho list. In addition, if you are a shugenja, you may exchange any of your elemental spell scrolls for maho spells of the same rank and element.

Forced Retirement
With this disadvantage, you are forced from your own school and family to shave your head and join a monastery. You do gain kiho as a monk, but do not gain any monk school techniques. You may still gain monk school techniques if you then purchase Multiple Schools.

Hostage
This disadvantage will be allowed for this event. However, you will not gain access to your clan's forums, as you are being kept by the clan holding you hostage.

Infamous

This Disadvantage now gives 1.0 Ranks of Infamy. It can be purchased more than once.

Inheritance (Iaijutsu)
Clarification: After consideration, this advantage will work with Assessment and Focus rolls, but not Strike rolls.

Servant
Imperials may purchase the following Servants for the standard discount of -2xp. A High Scribe with Calligraphy (High Rokugani), and a Line Sitter with Etiquette (Bureaucracy).

Touch of the Spirit Realms (Maigo no Musha)
This advantage is banned, as Maigo no Musha does not yet exist.

Touch of the Spirit Realms (Yomi)
To make this advantage more reasonable, it now costs differently. For the standard +1k0, it only costs 5 points. If you wish, you may spend 8 points, and the advantage grants +1k1 to that skill instead.

Way of the Land
This may be taken for the Lion province this city is in, to gain it.
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Re: Skills, Advantages, and Disadvantages

Postby Booksnake » Fri Feb 01, 2019 4:04 am

Returning Advantages

Extra Equipment [Material] (3 points)
You have been given extra equipment by your lord. Choose one weapon, one suit of armor, or a horse and add the chosen equipment to your starting package. You may choose to swap out a similar item for the new equipment if you wish (by exchanging light armor for heavy armor, for instance).

Shadow Brand [Spiritual] (3/5 points)
Scorpion only. You are the recipient of a Shadow Brand, a shifting mass of shadowy tattoos that gives you potent abilities relating to darkness. You gain a +1k1 bonus to all your Stealth rolls, but you also begin the game with three points of Shadow Corruption. For five points, you may begin the game with one full Rank of Shadow Corruption.

Yojimbo [Social] (7 points)

Courtier/Shugenja/Artisan only. You have been granted the service of one of your Clan's yojimbo. The yojimbo remains at your side during all hours of the day, ensuring that you are protected from both scandalous accusations as well as threats against your life. He or she counts for female gender bias rules. If you are involved in a duel, the yojimbo will serve as your champion, unless they are incapacitated or otherwise unable to do so. The yojimbo has a rank of 2 in all Traits, a Void Ring of 3, two ranks in Defense and Kenjutsu, and three ranks in Iaijutsu. You may increase your yojimbo's Traits or Skills by spending additional experience points to do so, just as if you were increasing your own Traits or Skills.

If involved in a skirmish, the yojimbo acts on your initiative but remains adjacent to you at all times and will not voluntarily leave your side; if you are reduced to the Down wound rank or below, the yojimbo will attempt to remove you from the situation using the fastest means available. If your yojimbo is slain, they are not replaced unless you repurchase this advantage (though you do not have to pay the additional 2 xp to purchase a new yojimbo in this case).

Merchant Patron [social] (4 points)

You are the patron of a merchant business somewhere in the Empire. This brings in extra wealth for yourself, but only if carefully overseen. Choose 1 kind of shop good - e.g. armor, swords, polearms, kimono, jewelry, rare stones, rice, wood. This is the primary merchandise your store handles. Items from this category cost 25% less koku for you to acquire. Once a session you can roll commerce/intelligence against a TN of 20+ any potential modifiers; this is not required, merely possible. Success rewards 1 Koku. Raises reward 1 bu each. Beating the TN of the roll by 10 (after raises) rewards an additional bonus koku. However, there are penalties for failing rolls badly. Failing the roll by 10 or more means you lose this advantage and your store goes out of business because of your bad financial advice and orders. You gain 0.5 infamy and the reputation of "commercial failure." Each failed raise, whether the store goes out of business or not, indebts you for 3 bu. Simply failing the roll by less than 10 means you broke even; nothing gained, nothing lost.

Gentry.

You are respected by your clan, enough to have been given various holdings to manage. For every 5 full points spent into this advantage, gain +0.1 status. For every fifteen points in this, gain the Servant advantage with the Commerce or Craft skill, as appropriate for that holding. Once per game, you may roll commerce/intelligence against a TN of 20+ any potential modifiers; this is not required, merely possible. Success rewards 2 Koku. Raises reward 3 bu each. Failing by 10 or more shows that the holding is having a bad time. You will have to make due the short out of your own pocket. You must pay 2 koku, plus 2 bu for each failed raise.

New Disadvantages

Sinful [Mental] (2 points)
You have forsaken virtue and instead chosen to live a sinful life. Your Honor is two ranks lower than your normal starting value (as determined by your School).

Vanity [Mental] (2 points)
You are gorgeous and/or brilliant and you know it. Unfortunately, the rest of the world doesn't seem to notice. You'd better make sure they understand just what kind of quality person they're dealing with! You subtract your Glory Rank from the total of all Social Skill rolls you make.

Vassal Family [Social] (1 point)
You are a member of a vassal family, and as a result your word carries less weight than samurai of your patron family. You begin the game with a Status of 0.5, rather than 1.0.
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Re: Skills, Advantages, and Disadvantages

Postby Booksnake » Fri Feb 01, 2019 4:04 am

Clarified Skills:

The following skills are expanded and clarified.

Lore: Alchemy: This allows you to recall how to create an alchemical substance, using a Lore: Alchemy/Intelligence TN of 15+(levelx5) to recall it correctly enough to work. If you have a sufficient library of alchemical treatises, the TN drops to 5 + (level x 5). Either 6 koku worth of books on the subject, or a copy of some of Agasha's journals (3 xp) would suffice. Without further help, you have learned one formula per skill level. Sage doesn't give you formulas.

Craft: Alchemy: You may use this skill to create one of the listed Alchemical formulas. To correctly create it, you must have a correct formula, and spend a timeslot. The TN to craft the formula is Craft: Alchemy/Agility 10 + (level x 5). Each finished product lasts 2 days per level of the formula.

Craft: Poison: You may use this skill to know and craft poisons. You may know a number of poisons equal to your skill level. You may not know a poison with a level greater than your character's Insight Rank. The TNs required to create a poison are, first to correctly recall it, Craft: Poison/Intelligence TN 10+(level x 5). Then, to actually craft it is Craft: Poison/Agility TN 10 + (level x 5). This is a low skill.
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