You are on page 1of 11

L5R: WEAPON RACK

An attempt at rewriting the weapons system in L5R: 4th edition


Skills and Weapon Keywords
The list of weapon skills in the L5R core rules is generally sound, and is mostly similar in this rewrite. They are as follows: Chain Weapons; used for flexible weapons. Heavy Weapons; used for large heavy weapons. Jiujitsu; used for unarmed combat. Kenjutsu; used for swords. Knives; used for short one-handed weapons. Kyujutsu; used for bows. Polearms; used for long slashing weapons. Spears; used for long stabbing weapons. Staves; used for long blunt weapons. Throwing Weapons; used to throw a weapon. The only new skill here, it uses Strength, and replaces the Throwing emphasis of Athletics. It is expanded in more detail below. War Fan; used for tessen, one-handed metal fans. None of these skills have any special rules associated with them; ignore the rules in the core book about doubling the armour TN bonus derived from armour when using certain weapons. Replacing this, certain weapons have the Blunt keyword. This keyword has the following rules text: Blunt Reduction is doubled for attacks by this weapon. Some weapons have the Ninja keyword. This has no rules text, but should be considered similarly to the Peasant keyword; samurai using them should incur an Honour loss, and peasants found possessing them should be considered criminals. The Ninjutsu skill (removed from the above list) has been repurposed; instead of rolling it to attack with certain weapons, you instead roll it whenever you attack someone who is unaware of you, instead of the weapon skill youd normally use. The trait used is the same one as the attack roll would normally be made with, usually Agility: Low Skill: Ninjutsu (Varies) Emphases: Ambush, Assassination Mastery Abilities: Rank 3: You may use the Mastery Abilities of the weapon skill for the weapon youre attacking with. Rank 5: Free Raise on Called Shot when making a Ninjutsu attack. Rank 7: +1k1 damage with Ninja weapons (even when not using Ninjutsu). The Hunting skill is used in exactly the same way, but only against animals. Its original uses still remain. Bugei Skill: Hunting (Perception/Varies) Emphases: Ambush, Survival, Tracking, Trailblazing Mastery Abilities: Rank 3: You may use the Mastery Abilities of the weapon skill for the weapon youre attacking with. Rank 5: You may roll an opposed Stealth(Ambush)/Agility vs. Investigation(Notice)/Perception check to remain hidden after attacking an animal using Hunting. Rank 7: Free Raise on Called Shot when using Hunting to attack. Some weapons have the Monk keyword. This represents weapons that are commonly used by monks and other ascetic orders. Whenever a technique of a [Monk] school refers to unarmed strikes, instead, treat that as referring to all Monk weapons, unless it is in reference to Atemi strikes, which can still only be performed with unarmed strikes. Some weapons have the Gaijin keyword. Weapons with this keyword cannot be used unless you posses the relevant emphasis, or have the relevant Gaijin skill for that weapon group (for instance, Archery rather than Kyujutsu), in which case all Rokugani weapons have a corresponding Foreign keyword. Some weapons have the Throwing keyword. This means the weapon can be thrown using the Throwing Weapons skill. The range of the weapon when thrown is listed after the Throwing keyword. More detail is included below.

Emphases and Mastery Abilities


In this rewrite, the costs and restrictions on Emphases are changed. An emphasis costs 1xp if it is your first in that skill, 2xp if it is the second, 3xp for the third, and so forth. The limitation on number of emphases per skill is now your insight rank; so you cannot buy the second emphasis in a skill until IR 2, the third until IR 3, and so forth. Each weapon skill has three default Mastery Abilities, the same as in the core rules. How these rules differ, however, is that each weapon can also have specific alternative mastery abilities. If you have the Emphasis for that weapon in that skill, then these override the default mastery abilities when using that weapon. You cannot choose to use the original mastery abilities with that weapon if you have that emphasis. Each alternative mastery ability is listed under the weapon below. Example: Mirumoto Takahashi wants to learn to specialise in using the Nagamaki. He has five ranks in Kenjutsu, and the Katana emphasis. When using the Nagamaki, he has the default mastery abilities from Kenjutsu; he can ready it as a Free Action, and gets a Free Raise on the Called Shot manoeuvre. When he reaches Insight Rank 2, he can buy the Nagamaki emphasis in Kenjutsu for 2xp (since it is his second Kenjutsu emphasis overall). Now, instead of being able to ready it as a Free Action, he gets a damage bonus of +0k1 when wielding it in two hands. He cant chose to forgo that damage bonus in order to draw it quickly, except by not buying the Emphasis in the first place. He can still draw his Katana as a Free Action, because the replacement mastery ability is for the Nagamaki only. When Takahashi-sama reaches Insight Rank 3, he can spend 3xp to gain a third Kenjutsu emphasis, if he so wished.

Weapons and Skills


This section is the meat of the rules of this rewrite; each skill is listed, with new emphases and mastery abilities, and each weapon that skill applies to is listed, with new specific mastery abilities, keywords, and DR. Some weapons have moved categories, like the Nagamaki and the Nunchaku.

Chain Weapons (Agility)


Emphases: Kusarigama, Kyoketsu-shogi, Manrikikusari, Nunchaku, Sansetsukon. Mastery Abilities: Rank 3: This weapon may be used to initiate a grapple. Rank 5: Free Raise on Knockdown. Rank 7: +1k1 damage. Kusarigama Keywords: Large DR: 1k2 Mastery Abilities: Rank 5: Free Raise on Knockdown or Disarm. Kyoketsu-shogi Keywords: Large, Ninja, Blunt DR: 0k1 Mastery Abilities: Rank 7: +1k0 damage and +2k0 on all contested grapple rolls with this weapon. Manrikikusari Keywords: Large DR: 2k2 Mastery Abilities: Rank 3: Free Raise on Knockdown. Rank 5: +1k1 damage. Rank 7: Damage dice explode on 9. Nunchaku Keywords: Peasant, Small, Monk, Blunt DR: 0k1 Mastery Abilities: Rank 3: +0k1 damage. Rank 5: Free Raise on Extra Attack. Sansetsukon (Three-section staff) Keywords: Peasant, Medium, Monk, Blunt DR: 0k1 Mastery Abilities: Rank 3: +0k1 damage. Rank 5: Free Raise on Feint.

Heavy Weapons (Agility)


Emphases: Dai Tsuchi, Kanabo, Masakari, Ono, Tetsubo. Mastery Abilities: Rank 3: Reduction is halved (rounding up). Rank 5: Free Raise on Knockdown. Rank 7: Damage dice explode on 9. Dai Tsuchi Keywords: Large, Blunt DR: 0k4 Mastery Abilities: Rank 3: This weapon loses the Blunt keyword. Kanabo Keywords: Large DR: 3k3 Mastery Abilities: Rank 5: Free Raise on any manoeuvre except Feint or Increased Damage. Masakari Keywords: Medium DR: 3k2 Mastery Abilities: Rank 7: This weapon gains the Throwing (10) keyword. Ono Keywords: Large DR: 5k2 Mastery Abilities: Rank 5: As a Complex Action, you may make a single attack with a -2k1 penalty which ignores all Reduction. Tetsubo Keywords: Large DR: 3k3 Mastery Abilities: Rank 5: Free Raise on Knockdown; additionally, your Tetsubo emphasis also applies on damage rolls with this weapon.

Jiujitsu (Agility/Strength)
Emphases: Grappling, Improvised Weapons, Atemi, Martial Arts (specific). Description: Jiujitsu works much like it does in core, albeit with some changes, mostly to initiating grapples: To initiate a grapple, you must succeed on a contested roll of your Jiujitsu / Agility against the targets Defence / Reflexes as a Complex Action. The opponent gets a free raise on this roll if they are armed with a melee weapon, two free raises if it is Medium, and three if it is Large. The rest of the grapple proceeds as per the core rules. If the grapple is being initiated with a weapon other than an unarmed strike, the target simply gets one free raise on the initial contested roll if they are wielding any melee weapon, rather than a variable number. Atemi strikes have also changed somewhat. No longer is the Armour TN bonus from amour doubled against these attacks. Instead, Atemi strikes simply cannot be performed against targets wearing armour (but see the Hands of Stone advantage below). Additionally, if an Atemi strike is delivered as a Simple Action, the Meditation / Void roll TN to activate it is 30, the same as for activating other Kiho as a Simple Action. Mastery Abilities: Rank 3: +1k0 damage. Rank 5: Free Raise on initiating a grapple. Rank 7: Unarmed strikes count as a Samurai weapon. Unarmed Strike Keywords: Small, Monk, Blunt DR: 0k1 Mastery Abilities: By Martial Arts Form (see below) Improvised Weapons Keywords: Peasant, Blunt, Size varies depending on object. DR: Varies Mastery Abilities: Rank 3: If appropriate, the object loses the Blunt keyword.

Rank 5: +1k1 damage. If appropriate, the object gains the Throwing (10) keyword. Rank 7: If appropriate, this object may be used to initiate a grapple.

Advantage: Hands of Stone [Mental] (5 points) Your unarmed strikes are no longer considered Blunt, and you may perform atemi strikes against targets in armour. Monk characters may purchase this for 1 point less. Advantage: Martial Arts Form [Physical] (5 points) You have trained in a particular form of unarmed combat. This advantage grants you the Jiujitsu emphasis in this particular style of unarmed combat if you dont already have it, and replaces one or more of the Mastery Abilities of Jiujitsu when youre fighting unarmed. You cannot choose to use the default mastery abilities instead. You cant buy this advantage more than once. Monk characters may purchase this for 1 point less, and characters trained in a school from the clan (or faction) listed after each form may also purchase it for 1 point less. The alternative mastery abilities for these may be found in Appendix I. Kobo Ichi-Kai (Crab) Mizu-Do (Crane) Kaze-Do (Dragon) Drunken Mantis Style (Mantis) Kinenhi (Phoenix) Marumojutsu (Scorpion) Bariqu Wrestling (Unicorn) Taisaii-Do (Brotherhood of Shinsei)

Kenjutsu (Agility)
Emphases: Katana, Nagamaki, Ninja-to, No-dachi, Parangu, Scimitar, Wakizashi. Description: Ignore the core rules relating to certain weapons breaking. Any of the weapons below may be fashioned from wood instead of steel, as Bokken, practice weapons. If so, their DR is reduced by -0k1. A bokken katana does not have the normal special ability. Mastery Abilities: Rank 3: Ready a Medium (or smaller) sword as a Free Action. Rank 5: Free Raise on Called Shot. Rank 7: Damage dice explode on 9. Katana Keywords: Medium, Samurai DR: 3k2 Special: Spend a Void Point for +1k1 damage. Mastery Abilities: Rank 5: Free Raise on Called Shot or Increased Damage (+1k0 damage). Nagamaki Keywords: Medium, Samurai DR: 2k2 Mastery Abilities: Rank 3: +0k1 damage when wielding in both hands. Ninja-to Keywords: Medium, Ninja DR: 2k2 Mastery Abilities: Rank 5: Free Raise on Stealth roll to conceal this weapon. Rank 7: Free Raise on Extra Attack. No-dachi Keywords: Large DR: 4k2 Mastery Abilities: Rank 3: +0k1 damage against large or Mounted opponents. Rank 5: Free Raise on Knockdown, or two Free Raises on Knockdown against four-legged targets. Parangu Keywords: Medium, Peasant DR: 2k2 Mastery Abilities: Rank 3: You may ready this weapon as a Free Action from anywhere nearby, as long as it is within your reach and not held by someone else.

Scimitar Keywords: Medium, Gaijin DR: 3k2 Mastery Abilities: Rank 7: +0k1 damage. Wakizashi Keywords: Medium, Samurai DR: 2k2 Mastery Abilities: Rank 5: This weapon gains the Throwing (10) keyword. Rank 7: Free Raise on Called Shot or Increased Damage (+1k0 damage).

Knives
Emphases: Aiguchi, Beastmasters Claw, Jitte, Kama, Sai, Tanto. Description: Ignore the core rules allowing any knife to be thrown. Mastery Abilities: Rank 3: Ignore the dual-wielding penalty when wielding two knives. Rank 5: Free Raise on Extra Attack. Rank 7: You may attack with a Knife as a Simple Action. Aiguchi Keywords: Small DR: 1k2 Mastery Abilities: Rank 7: +1k0 damage. Beastmasters Claw Keywords: Small, Ninja DR: 0k2 Special: Add to the Matsu Beastmaster Rank 1 technique: Beastmasters Claws lose the Ninja keyword for you. Mastery Abilities: Rank 5: +2k0 damage. Rank 7: Free Raise on Extra Attack. Jitte Keywords: Small, Samurai, Blunt DR: 0k1 Mastery Abilities: Rank 3: Ignore the dual-wielding penalty when wielding a Jitte. Rank 5: Free Raise on Disarm. Rank 7: Additional Free Raise on Disarm when using two Jitte. Kama Keywords: Small, Peasant DR: 0k2 Mastery Abilities: Rank 7: Additional Free Raise on Extra Attack when wielding two Kama. Sai Keywords: Small DR: 2k1 Mastery Abilities: Rank 5: Free Raise on Disarm. Tanto Keywords: Small, Throwing (15) DR: 1k2 Mastery Abilities: Rank 7: Additional Free Raise on Extra Attack when wielding two Tanto.

Kyujutsu (Reflexes)
Emphases: Dai-kyu, Gaijin Longbow, Gaijin Shortbow, Han-kyu, Yumi. Description: Ignore the weapon-specific special rules for attacking from horseback or on foot. Ignore the specific minimum strength requirement on the Dai-kyu; instead, all bows have a minimum strength requirement of one less than their Strength (including modifiers from techniques).

The Full Attack stance may not be taken if using a bow for indirect or volley fire. You cant Feint with a ranged weapon. Mastery Abilities: Rank 3: String a bow as a Simple action. Rank 5: Free Raise on Called Shot Rank 7: Increase the maximum range of a bow by 50% Arrows Armour Piercing DR: 1k1 Special: Ignore the targets Reduction. Flesh Cutter Keywords: Blunt DR: 1k3 Range: Half Humming Bulb Keywords: Blunt DR: 0k1 Range: Fifth Rope Cutter DR: 1k1 Special: As core rules, but only one free raise. Range: Half Willow Leaf DR: 2k2 Bows Dai-kyu Keywords: Large Strength: 4 Range: 500 Mastery Abilities: Rank 5: Free Raise on Increased Damage (+1k0 damage) as long as you are Mounted. Gaijin Longbow Keywords: Large, Gaijin Strength: 4 Range: 500 Mastery Abilities: Rank 7: You may use the Yomanri aiming technique (see the Book of Air). Gaijin Shortbow Keywords: Large, Gaijin Strength: 3 Range: 200 Mastery Abilities: Rank 7: You may use the Yomanri aiming technique (see the Book of Air). Han-kyu Keywords: Medium Strength: 1 Range: 100 Mastery Abilities: Rank 3: A Han-kyu may be readied and strung as a Free Action. Yumi Keywords: Large, Samurai Strength: 2 Range: 250 Special: The Tsuruchi Archer R1, Hiruma Sniper, Dragons Flame, and Daidoji Scout R1 techniques should have the following text added: The Yumi is now a Strength 3 bow for you. Mastery Abilities: Rank 7: You can enter the Full Attack stance while using the Yumi even if you are using indirect or volley fire.

Polearms (Agility)
Emphases: Bisento, Flail, Kumade, Naginata, Sasumata, Sodegarami. Mastery Abilities: Rank 3: Add your Insight Rank to your Armour TN while wielding a Polearm. Rank 5: +1k0 damage against large or Mounted opponents. Rank 7: You may Guard as a Free Action rather than a Simple Action if you do not move. Bisento Keywords: Large, Monk DR: 1k3 Mastery Abilities: Rank 3: Free Raise on Increased Damage (+1k0 damage) while in the Full Attack stance. Flail Keywords: Large, Peasant, Blunt DR: 2k1 Mastery Abilities: Rank 5: Free Raise on Knockdown. Kumade Keywords: Large, Peasant, Monk DR: 0k1 Mastery Abilities: Rank 5: Free raise on Increased Damage (+1k0 damage). Naginata Keywords: Large, Samurai DR: 3k2 Mastery Abilities: Rank 7: Spend a Void Point for +1k1 damage, as Katana. Sasumata Keywords: Large DR: 2k2 Mastery Abilities: Rank 3: The Sasumata may be used to initiate a grapple, but only against opponents who are prone, or pushed up against a solid object. If neither of these are the case, you may perform the Knockdown manoeuvre on your grapple initiation roll to knock them down as part of initiating a grapple with this weapon. Rank 5: Add your Insight Rank to your Armour TN. Sodegarami Keywords: Large DR: 1k1 Mastery Abilities: Rank 3: The Sodegarami may be used to initiate a grapple, but only against targets wearing clothes or armour. Rank 5: Free Raise on Knockdown. Rank 7: Add your Insight Rank to your Armour TN.

Spears (Agility)
Emphases: Lance, Maga-yari, Mai Chong, Nage-yari, Sankaku-yari, Tsukinari-yari, Yari. Mastery Abilities: Rank 3: +5 Initiative. Rank 5: Free Raise on Increased Damage (+1k0) if you are adjacent to an ally also wielding a Spear. Rank 7: Reduction is halved (rounding up). Lance Keywords: Large, Gaijin DR: 1k1 Special: Ignore the core rules. Mastery Abilities: Rank 3: +2k2 damage when used from horseback. Rank 5: +5 Initiative. Rank 7: When using a Lance from horseback, you may use your steeds Strength instead of your own for damage rolls.

Maga-yari Keywords: Large DR: 2k2 Mastery Abilities: Rank 5: Free Raise on Disarm. Mai Chong Keywords: Large DR: 1k3 Mastery Abilities: Rank 5: This weapon gains the Throwing (20) keyword. Nage-yari Keywords: Medium, Throwing (50) DR: 1k2 Mastery Abilities: Rank 5: Ready as a Free Action. Rank 7: Two free raises on Improved Damage (+2k0 damage) when thrown. Sankaku-yari Keywords: Large DR: 2k2 Mastery Abilities: Rank 5: Reduction is halved. Rank 7: Free Raise on Increased Damage (+1k0) if you are adjacent to an ally also wielding a Spear. Tsukinari-yari Keywords: Large DR: 2k2 Mastery Abilities: Rank 5: Free Raise on Knockdown. Yari Keywords: Large, Samurai, Throwing (20). DR: 2k2 Mastery Abilities: Rank 5: Free raise on Increased Damage (+1k0 damage) when used in melee.

Staves (Agility)
Emphases: Bo, Jo, Machi-Kanshisha, Tonfa. Description: Ignore the core rules relating to increased armour TNs versus Staves. Mastery Abilities Rank 3: Free Raise on Knockdown. Rank 5: Staves lose the Blunt keyword. Rank 7: +0k1 damage. Bo Keywords: Large, Monk, Blunt DR: 1k2 Mastery Abilities: Rank 5: Add twice your Insight Rank to your Armour TN. Jo Keywords: Medium, Monk, Blunt DR: 0k2 Mastery Abilities: Rank 3: Ignore off-hand and dual-wielding penalties when wielding a Jo. Machi-Kanshisha Keywords: Medium, Peasant, Blunt DR: 0k2 Mastery Abilities: Rank 3: This weapon loses the Blunt keyword. Rank 5: Free Raise on Knockdown.

Tonfa Keywords: Small, Monk, Blunt DR: 0k2 Mastery Abilities: Rank 3: Ignore the dual-wielding penalty when wielding two Tonfa.

Throwing Weapons (Strength)


Emphases: Blowgun, Nageteppo, Shuriken, Tsubute. Description: Throwing Weapons is a new skill, and is used to attack with some weapons that used to fall under the Ninjutsu skill, and more broadly, any weapon with the Throwing keyword. Weapons cannot be thrown with their normal skill, only with this skill. If a weapon has gained the Throwing keyword because of a Mastery Ability, you may throw it with this skill even without the Rank 3 Mastery ability below. Thrown weapons have a maximum range listed in their Throwing keyword. Weapons in this category only do not add your strength to their DR; other weapons thrown using this skill do. Mastery Abilities: Rank 3: You may use the Mastery Abilities of the weapon skill for the weapon youre throwing.* Rank 5: Double the range of thrown weapons. *For use with weapons that Rank 7: All weapons gain the Throwing (10) keyword.* arent in this category. Blowgun Keywords: Small, Ninja, Throwing (25) DR: 1 Mastery Abilities: Rank 3: Ignore the targets reduction. Rank 7: Targets struck by your attack make a contested Perception check against it. If they fail, they do not notice having been struck by the blowdart. Nageteppo Keywords: Small, Ninja, Throwing (30) DR: varies Special: Contrary to Imperial Histories, throwing a Nageteppo is a Complex Action unless otherwise stated. Mastery Abilities: Rank 3: If you arent targeting an individual, you may throw a Nageteppo as a Simple Action. Rank 7: Damage dice explode on 9. Shuriken Keywords: Small, Ninja, Throwing (20) DR: 0k1 Mastery Abilities: Rank 3: +2k0 damage Rank 7: As a Complex Action, you may make a number of consecutive attack with Shuriken equal to your School rank in a Ninja school. Tsubute Keywords: Small, Peasant, Throwing (30) DR: 1k1 Mastery Abilities: Rank 3: Any appropriate stone may be picked up and used as a Tsubute. Rank 7: Three Free Raises to bounce or curl Tsubute around corners.

War Fans (Agility)


Emphases: None Keywords: Small, Samurai DR: 0k1 Mastery Abilities: Rank 3: Free Raise on Defence rolls while wielding a War Fan. Rank 5: Ignore the dual-wielding penalty when wielding a War Fan in your off hand. Rank 7: Add your Insight Rank to your Armour TN for each War Fan you are wielding.

Appendix I: Martial Arts Forms


Advantage: Martial Arts Form [Physical] (5 points) You have trained in a particular form of unarmed combat. This advantage grants you the Jiujitsu emphasis in this particular style of unarmed combat if you dont already have it, and replaces one or more of the Mastery Abilities of Jiujitsu when youre fighting unarmed. You cannot choose to use the default mastery abilities instead. You cant buy this advantage more than once. Monk characters may purchase this for 1 point less, and characters trained in a school from the clan (or faction) listed after each form may also purchase it for 1 point less.

Kobo Ichi-Kai (Crab)


Mastery Abilities: Rank 3: You may grapple opponents with the Huge keyword. Rank 5: +0k1 damage. Rank 7: Damage dice explode on 9.

Mizu-Do (Crane)
Mastery Abilities: Rank 3: Two Free Raises on Disarm while unarmed. Rank 5: Free Raise on rolls to initiate or control a grapple. Rank 7: You automatically win Contested Strength rolls when performing the Disarm or Knockdown manoeuvres.

Kaze-Do (Dragon)
Mastery Abilities: Rank 3: Add your Insight Rank to your Armour TN while unarmed and unarmoured. Rank 5: +1k0 damage. Rank 7: Any time an opponent misses you with a melee weapon attack, you may, as a Free Action, make a single unarmed attack against them. This attack will not deal damage, but you may perform the Knockdown manoeuvre without making any raises.

Drunken Mantis Style (Mantis)


Mastery Abilities: Rank 3: In any round in which you move at least 20ft, you gain a +5 bonus to your Armour TN. Rank 5: +1k0 damage. Rank 7: In any round in which you move at least 20ft, you gain a +3k0 on unarmed attacks.

Kinenhi (Phoenix)
Mastery Abilities: Rank 3: You gain your Defence skill rank as Reduction while in the Defence or Full Defence stances. Rank 5: +1k1 damage while in the Attack stance. Rank 7: When you strike someone while in the Full Attack stance, make a contested Earth roll against them. If you succeed, they are Stunned until the beginning of their next turn.

Marumojutsu (Scorpion)
Mastery Ability: Rank 3: When using a Free Action to move while in the Full Defence stance, you move twice as far. Rank 5: You may choose to gain two Free Raises to control a grapple. If you do, and succeed, you must choose the Break option to escape the grapple. Rank 7: In a skirmish, until you draw a weapon, make an attack, or cast a spell, you gain a bonus of +30 to your initiative score.

Bariqu Wrestling (Unicorn)


Mastery Ability: Rank 3: You gain a Free Raise to control a grapple. Rank 5: You may initiate grapples as a Simple Action. Rank 7: +2k2 damage on the Hit option while grappling.

Taisaii-Do (Brotherhood of Shinsei)


Mastery Ability: Rank 3: You gain a Free Raise on Knockdown. Rank 5: +1k0 damage. Rank 7: When using the Throw action in a grapple, the target is thrown twice the distance and also takes damage as if you had chosen the Hit option.

Appendix II: Dual-wielding


Some of these rules are just a collection and a clarification of the rules in the core book; some are new. Dual-wielding, wielding a weapon in both hands, is an unusual combat style in Rokugan. It has some benefits, but some penalties too. These can be negated, mostly through Mastery Abilities and School Techniques. Dual-wielding penalty: This is a -5 penalty to all attacks made while holding two weapons. Off-hand penalty: This is an -5 penalty to attacks made with your OFF HAND, and only if the weapon is Medium, or -10 if the weapon is Large. Often, characters dual-wielding without any special training will take BOTH these penalties. There are, however, benefits: Defensive bonus: Add your Insight Rank to your Armour TN while in any stance except Full Attack. Full Attack bonus: While in full attack, you gain a Free Raise on Extra Attack as long as the extra attack is with your off hand. Some abilities refer to ignoring Off-hand (and Dual-wielding) penalties while wielding a <weapon>. In this case, the Off-hand penalty is only ignored if that weapon is the one in your off hand. You cannot, for instance, wield that weapon in your main hand, and then another random Large weapon in your off hand without penalty. Some Mastery Abilities only let you ignore one of the two penalties, not both, as does the new Advantage below:

Advantage: Ambidextrous [Physical] (4pts)


You can use each hand equally well; you do not have an off hand. This means that you can attack with a weapon in your second hand (usually only when wielding two weapons) without taking the Off-hand penalty. Effects that refer to you attacking with your off hand (such as the new Spinning Blades kata below) simply refer to your second hand. The Dual-wielding penalty still applies. Bushi characters may purchase this advantage for 1 point less.

Change to Kata: Spinning Blades Style


Replace the text with the following: While wielding two weapons, you gain a Free Raise on the Extra Attack manoeuvre, and may perform it an additional time each turn. Each attack you make via this manoeuvre must come from your off hand, and no attacks you make this turn may benefit from the Increased Damage manoeuvre.

You might also like