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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.
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.
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.