Jump to content

Random Rokugan Stuff


SKJAM!

Recommended Posts

This thread is for conversions from the Oriental Adventures handbook for the Dungeons & Dragons game, copyright 2001 Wizards of the Coast. No infringement is intended or should be inferred.

 

This edition of Oriental Adventures is heavily focused on the setting of Rokugan, which gives it a strong identity. For the most part, Rokugan is similar to feudal Japan, but with an "evil" country of demons and monsters plopped down in the middle of it. So in addition to the usual political and family struggles, there's the specter of universal destruction to keep player characters working together in the short term.

 

We'll start with something simple...

 

Rokugan Samurai Package

 

Cost Item

8 +1 Overall Combat Level

4 +2 CON

4 +2 EGO

16 16 points spread between: Climbing, Fast Draw (Sword), Interrogation, KS: (Artistic Form), +1" Leaping, Oratory, Persuasion, PS: Samurai, Riding, +1" Swimming, Weaponsmith

4 WF: Common Melee Weapons, Common Missile Weapons

6 Ancestral Katana: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (Katana; -1)

4 Ancestral Wakazashi: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (wakazashi; -1)

10 Kiritsugomen

2 Social Rank: Samurai

-20 Psych Lim: Code of Bushido (Very Common, Strong)

 

Notes: A Rokugan samurai's honor is especially tied to their ancestral daisho (two-sword set.) If their ancestral swords are lost or broken, the samurai is dishonored until the swords are recovered or repaired. A samurai can add powers to the swords by awakening their ancestral spirits, but these spirits will only aid the samurai if they act in an honorable manner. Simulate this with the limitation Only While Wielder Acts in Accordance with Bushido -1/4.

 

Comments, questions?

Link to comment
Share on other sites

  • Replies 82
  • Created
  • Last Reply

Top Posters In This Topic

Re: Random Rokugan Stuff

 

Rokugan Shaman Package

 

Cost Item

4 +2 EGO

16 16 points spread between: Combat Spellcasting, Conversation, KS: Magic, KS: Religion, KS: Spirits, Paramedic, Power: Spirit Magic (based on EGO), PS: (Day Job), PS: Shaman, Scrying Skill

31 Spirit Magic--Variable Power Pool, 25 base + 6 control cost, (37 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Once per day at specific hour; -1/2), Limited Class Of Powers Available Slightly Limited (Only shamanic spells available at "level"; -1/4); all slots Limited Power Power loses about a fourth of its effectiveness (All spells must have charges; -1/4)

11 Instant Heal: Healing BODY + STUN, evenly divided 2d6 (20 Active Points); Requires A Spirit Magic Roll (-1/2), Limited Power Power loses about a fourth of its effectiveness (Use automatically drains a charge from the Spirit Magic Pool; -1/4)

3 Improved Unarmed Strike: Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2)

5 Animal Companion: 25-point base Follower

 

*Plus* any two choices from the following Domains list--

 

11 1.Good Ancestral Karma: +4 with all non-combat Skills (32 Active Points); 1 Charge (-2)

9 2.Celestial Command: Mind Control 5d6 (Spirits class of minds) (25 Active Points); 3 Charges (-1 1/4), Requires A Spirit Magic Roll (-1/2)

14 3.Call for Calm: Mind Control 5d6 (Human class of minds), Area Of Effect (3" Radius; +1) (50 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only to calm emotions; -1/2)

*plus*

7 Oratory +2

10 4.Good Diviner: +2 with Divination spells

4 5.Flame Ward: Armor (0 PD/5 ED), Usable By Other (+1/4) (9 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Only Works Against Limited Type of Attack (Flame and heat; -1/2)

5 6.Good Fortune: Luck 1d6

10 7.Furious Strike: (Total: 30 Active Cost, 10 Real Cost) Hand-To-Hand Attack +2d6 (10 Active Points); 1 Charge (-2), Hand-To-Hand Attack (-1/2) (Real Cost: 3) plus +4 OCV w/Furious Strike (20 Active Points); 1 Charge (-2) (Real Cost: 7)

35 8.Death Touch: Killing Attack - Hand-To-Hand 3d6, Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (157 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Must do damage equal to or greater than the target's BODY, or has no effect; -1), No STR Bonus (-1/2)

5 9.Guardian Spirit: +10 CON (20 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only to add to a CON Roll or vs. CON Drain; -1)

5 10.Skilled Healer: +1 with any healing-related skill

7 11.Heroic Effort: +4 OCV with any one attack (20 Active Points); 1 Charge (-2)

8 12.Knowledgeable: Scholar, *plus* +1 w/Divination spells

8 13.Metal Ward: Physical Damage Reduction, Resistant, 25%, Usable By Other (+1/4) (19 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Only Works Against Limited Type of Attack (Metals; -1/2)

15 14.Command Nature: Mind Control 5d6 (Animal and Plant classes of minds) (35 Active Points); 3 Charges (-1 1/4)

9 15.Strong Swimmer: +4" Swimming, plus Environmental Movement (no penalties in water), plus Combat Swimming skill

6 16.Stone Ward: Physical Damage Reduction, Resistant, 25%, Usable By Other (+1/4) (19 Active Points); Only Works Against Very Limited Type of Attack (Stone and Earth; -1), 1 Continuing Charge lasting 1 Minute (-1)

2 17.Expert Traveler: Environmental Movement (no penalties on any terrain) (4 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4)

*plus*

3 Survival skill

9 18.Trickster: Concealment, Disguise and Persuasion skills

5 19.Warrior Spirit: WF: (one), +2 levels w/chosen weapon

2 20.Woodland Wanderer: Environmental Movement (no penalties in thickets or brush)

 

(Advanced shamans may choose three items from this list.)

 

Advanced shamans also gain the following items, in the order presented.

Cost Item

10 Spirit Sight: Detect Spirits 11- (Sight Group)

12 Turn Undead

10 Martial Arts (unless the shaman has the Warrior Spirit enhancement, this is barehanded)

5 Spirits' Favor: +1 with DCV

 

 

Notes: Shamans are expensive starting characters, particularly if you pick up the death touch ability. In the D&D system, the domains give you bonus spells related to the topic, but that doesn't work so well with Fantasy Hero. The GM should instead encourage the player to choose spells that fit with the domains in the Spirit Magic pool.

 

Shamans are rare in Rokugan proper, being more likely found in the more primitive lands surrounding the country.

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Rokugan Shugenja Package

 

Cost Item

4 +2 EGO

2 Fringe Benefit: Noble

16 16 points spread between: Combat Spellcasting, KS: (Any), Oratory, Paramedic, Power: Elemental Magic, PS; Calligrapher, PS: Shugenja, Sci: Alchemy, Scrying

46 Shugenja Magic: Variable Power Pool (Magic Pool), 40 base + 6 control cost, (60 Active Points); Limited Class Of Powers Available Limited (Only learned spells; -1/2), Limited Power Power loses about a fourth of its effectiveness (One element is forbidden; -1/4), Limited Power Power loses about a fourth of its effectiveness (All spells must run on charges; -1/4); all slots OIF Fragile (Paper ofuda; -3/4), Only When Serving The Gods' Purposes (-1/2)

6 Spell Focus: +2 levels w/spells of favored element

5 Sense Elements: Detect Earth, Air, Water or Fire (one at a time) 11- (Unusual Group), Increased Arc Of Perception (360 Degrees) (10 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Extra Time (Full Phase, Only to Activate, -1/4)

1 WF: Blades

-15 Psych Lim: Serves the gods (Common, Strong)

 

(Notes: Shugenja are the most common form of spellcasters in Rokugan. They're priests who focus the power of the elements to create magical effects. Shugenja are part of the nobility of Rokugan, and get a fair amount of respect as a result.

 

(Each Shugenja must pick a favored element and a forbidden element. They must have at least half their learned spells be the favored one, and cannot use spells of the forbidden element. The pairs are earth/air and fire/water. Generally, the favored element is chosen by the clan school, so shugenja from different clans must work together to ensure full coverage.

 

(Shugenja use paper charms called ofuda to focus their powers; this can be exploited rather easily by opponents.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Rokugan Sohei Package

 

Cost Item

4 +2 CON

4 +2 EGO

8 8 points spread between: Combat Spellcasting, Conversation, Fast Draw, KS: Religion, Paramedic, PS: (Handicraft), PS: Sohei

4 +2 OCV w/weapon of choice (usually naginata)

4 WF: Common Melee Weapons, Common Missile Weapons

6 Ki Frenzy: (Total: 17 Active Cost, 6 Real Cost) +2 STR (2 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (-2 STR for one Turn after frenzy ends; -1/2) (Real Cost: 1) plus +2 DEX (6 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (-2 DEX for one Turn when Frenzy ends; -1/2) (Real Cost: 2) plus Running +2" (8" total) (4 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (-2" Running for one turn when Frenzy ends; -1/2) (Real Cost: 1) plus Rapid Attack (HTH) (5 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (Cannot make multiple attacks for one Turn after Frenzy ends; -1/2) (Real Cost: 2)

-20 Psych Lim: Fanatically Devoted to Temple or Monastery

 

Advanced Sohei also get the following in the order presented:

 

10 Deflect Arrows: Missile Deflection (Arrows, Slings, Etc.)

3 Power: Fanatical Devotion (EGO-Based)

12 Fanatical Devotion: Variable Power Pool (Magic Pool), 10 base + 2 control cost, (15 Active Points); Limited Class Of Powers Available Limited (Only Sohei spells available at "level"; -1/2), Only When Serving The gods' Purposes (-1/2), Limited Power Power loses about a fourth of its effectiveness (All spells must work on charges; -1/4)

5 Stay Conscious: +10 STUN (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to stay conscious; cannot make full moves or attack while power is active -1)

15 Strength of Mind I: Cannot be Stunned

1 Strength of Mind II: Life Support (Sleeping: Character does not sleep) (3 Active Points); Limited Power Power loses about half of its effectiveness (Only to defend against NND and AVLD attacks for which this is a defense; -1)

13 Defensive Strike: +4 OCV w/any weapon (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only for first attack after opponent misses in melee combat; -1/2)

16 Mettle: (Total: 40 Active Cost, 16 Real Cost) Armor (10 PD/10 ED) (30 Active Points); Requires A CON Roll (-1), Only Works Against Limited Type of Attack (Magic; -1/2) (Real Cost: 12) plus +10 Mental Defense (12 points total) (10 Active Points); Requires An EGO Roll (-1), Only Works Against Limited Type of Attack (Magic; -1/2) (Real Cost: 4)

30 Damage Reduction: (Total: 30 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15)

 

(Notes: The Rokugan Sohei is a holy warrior who guards temples and monasteries. Their fanatical devotion to their duty gives them many abilities, starting with the ability to temporarily focus their ki into frenzied action. They get a limited supply of holy magic, and over time gain several powers related to defense. "Cannot Be Stunned" is normally an Automaton power, and requires GM permission. The Sohei will normally be seen adventuring as support for monks or shugenja.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

And the last of the standard character classes. I'll probably be doing prestige classes next.

 

Rokugan Wu Jen Package

 

Cost Item

4 +2 EGO

8 8 points spread between: Combat Spellcasting, KS: (Any), Power: Arcane Magic (INT-Based), PS: (Handicraft), PS: Wu Jen, Sci: Alchemy, Scrying

24 Arcane Magic: Variable Power Pool (Magic Pool), 20 base + 4 control cost, (30 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (When Wu Jen has access to spellbooks; -1/2), Limited Class Of Powers Available Slightly Limited (Only spells in spellbooks; -1/4), Limited Power Power loses about a fourth of its effectiveness (All spells must use charges; -1/4); all slots Does not work if Wu Jen has violated taboo today (-1/2)

6 Elemental Mastery: +2 levels with any spell whose element has been "mastered."

1 Lang: Basic level of Draconic, Giant or Tengu

2 Sudden Action: Lightning Reflexes: +4 DEX to act first with All Actions (6 Active Points); 1 Charge (-2)

var. Secret of Magic: One naked advantage or lack of Limitation that can be applied to any one spell per day. Choices are Area Effect, extending the duration of a continuing charge, removing the Gestures limitation, or removing the Incantations limitation. The player should choose which one they want, and how many points to sink into it. If the amount of points spent would not be enough to pay for the change to the spell, it cannot be applied to that spell. (Note: GM Permission power! Watch carefully!)

-10 Psych Lim: Taboo (Uncommon, strong)

-10 Psych Lim: Uncomfortable in crowds (Common, moderate)

 

Advanced Wu Jen also get the following:

 

var. Spell Secret: Apply one of the effects described under "Secret of Magic" above to a spell permanently. Each time this is done, add a new taboo to the Wu Jen's list.

 

 

(Wu Jen are hermits who study the mysteries of magic without the help of spirits or gods. They are seldom seen inside Rokugani cities, preferring wilderness hideaways. "Elemental Mastery" works as follows: If a Wu Jen has in its spellbook all the spells known of a certain elemental type that it can cast at its "level", it has "mastered" the element and can use the skill levels for all spells of that kind. Once the Wu Jen has become powerful enough to cast a "higher level" of spell, it loses the mastery, and must seek out the newly available spells to gain it back. Unlike the shugenja, a Wu Jen can cast spells of any element.

 

(Wu Jen can learn exotic languages because they need to read spellbooks written in these languages.

 

(Finally, all Wu Jen fuel their magical abilities by taking on taboos. They must have one to begin with, and gain one more each time they gain a spell secret. (Thus the value of the Psych Lim will go up as the Wu Jen becomes more powerful.) Typical taboos include: Cannot eat meat, cannot own anything it cannot carry, cannot bathe, cannot cut hair or fingernails, cannot drink alcohol, cannot touch a corpse, etc. If a taboo is violated, the Wu Jen cannot use their spells for the rest of the day.)

 

Comments, questions?

SKJAM!

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Battle Maiden Package

 

Cost Item

10 Animal Handler (Equines) +4

11 Riding +4

8 Mounted Warrior (HTH & Ranged Combat)

8 +1 level w/all combat

4 +2 CON

15 Special Mount: Follower (75 point base)

3 The Stuff of Wonder and Legend: Reputation: Superior female warrior (All Rokugan) 14-, +1/+1d6

 

Advanced Battle Maidens also gain the following abilities in the order stated:

 

5 Burst of Speed: Aid Running 2d6 (20 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only on own mount; -1)

2 Fast Rider: Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); Limited Power Power loses about a third of its effectiveness (Only while mounted; -1/2)

6 Defensive Riding: Physical Damage Reduction, Resistant, 50% (30 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Must be mounted, and attack would reduce to 0 BODY; -1), Requires A Riding Roll (-1/2), Limited Power Power loses about a third of its effectiveness (Must be aware of attack; -1/2)

12 Evasive Riding: +4 with DCV when Mounted

5 Heal Mount: Healing BODY 2d6 (20 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only own mount; -1)

12 Attacking Rider: +4 OCV w/mounted attacks

 

 

(Notes: The Battle Maidens are a special unit of the Unicorn clan's mounted samurai. They have a legendary reputation among the people of Rokugan for prowess in combat and riding. All members are female (they do not have to be virgins, or even chaste, but are likely to be) and are members of the Unicorn clan. To become a Battle Maiden, the character must already have the Rokugan Samurai package, and be able to reach OCV 7 (including levels, but not foci or special abilities.)

 

(Battle Maidens get a supernatural horse as their boon companion, and learn various special abilities appropriate to mounted combat.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Bear Warrior Package

 

Cost Item

8 +1 Overall combat level

4 +2 CON

4 +2 EGO

6 Bear Form: Multiform (75 Character Points in the most expensive form) (Instant Change) (20 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Limited Power Power loses about half of its effectiveness (Only when "raging"; -1)

 

Advanced Bear Warriors also get:

 

10 Bear's Nose: Discriminatory and Tracking w/Normal Smell

 

(Notes: Another character class seldom seen in Rokugan proper. Bear Warriors must be able to achieve OCV 7 (including skill levels, but not foci or special abilities) and have a special ability involving "rage", "fury", "frenzy" or the like to trigger the transformation. Thus most Bear Warriors will also have the barbarian package. As Bear Warriors become more powerful, they upgrade their bear form and can assume it more often.

 

(On paper, this isn't really that impressive a package, but a good GM should be able to make a Bear Warrior sound really scary the first time player characters run into one. And if you have a high-level sohei with all his defensive abilities transform into a ten-foot tall killing machine, well....)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

SKJAM! I just want to comment that you're doing amazing work here! :) Out of curiosity, how many points would the PCs in a game using these packages start out with in your opinion? And what does "power loses 1/4 of it's effectiveness" mean in this case?

 

Rob

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Thanks!

 

Dungeons and Dragons tends to be a high-magic/special abilities environment, so a minimum of a 75-point base for beginning characters, and a minimum of 100-point base for "advanced" characters--your "epic" characters would be up around super-hero point levels. (Magic items gained after creation do not count against point totals in a D&D campaign unless the character wants to "cement" them, but would instead go under equipment.)

 

I think you're asking about the "must use Charges" limitation on the VPP? I only rate it -1/4 because different D&D spells have different durations, so one spell might have instant Charges, while another one might have Continuing Charge (one day.) But they all use Charges.

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Blade Dancer Package

 

Cost Item

8 +1 overall combat level

6 +2 DEX

6 Jumping: Leaping +1" (3" forward, 1 1/2" upward) (Accurate)

4 Good Dodger: Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

1 WF: Blades

11 Breakfall +4

9 Acrobatics +3

12 Fast Movement: Running +6" (12" total)

 

Advanced Blade Dancers also get the following abilities in the order presented:

 

7 Enchanted Blade: Multipower, 22-point reserve, (22 Active Points); all slots OAF (Sword; -1), 1 Continuing Charge lasting 1 Minute (-1)

2m Defending Sword: +4 with DCV (20 Active Points); OAF (Sword; -1) (Note: Skill Levels inside a Multipower is GM Permission Only!)

2m Energy Blade: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Variable Special Effects (Limited Group of SFX; cold, electricity or fire; +1/4) (19 Active Points); OAF (Sword; -1)

2m Ghost Toucher: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Affects Desolidified Any form of Desolidification (+1/2) (22 Active Points); OAF (Sword; -1)

 

4 Faster Movement: +2" Running (14" total)

5 Ride the Wind: Gliding 6", Position Shift (11 Active Points); 1 Continuing Charge lasting 1 Minute (Or until touches ground; -1), Limited Power Power loses about a fourth of its effectiveness (Not while wearing heavy armor; -1/4)

10 Master Acrobat: +5 to Acrobatics roll

16 Acrobatic Attack: (Total: 40 Active Cost, 16 Real Cost) Aid DEX 2d6 (20 Active Points); Limited Power Power loses about half of its effectiveness (Only to add to OCV for next attack; -1), Requires An Acrobatics Roll (-1/2), Limited Power Power loses about a fourth of its effectiveness (Must jump at beginning of attack; -1/4) (Real Cost: 7) plus Aid HKA 2d6 (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only to add to next attack w/sword; -1/2), Requires An Acrobatics Roll (-1/2), Limited Power Power loses about a fourth of its effectiveness (Must jump at beginning of attack; -1/4) (Real Cost: 9)

 

Enchanted Blade II--Increase the Active Point Pool to 44 points, for a 15 point Real cost, and add the following slots:

3m Bane Sword: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Armor Piercing (+1/2) (37 Active Points); OAF (Sword; -1), Limited Power Power loses about a fourth of its effectiveness (Only vs. narrow type of opponent declared when power activated; -1/4)

4m Disruptor: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), +2 Increased STUN Multiplier (+1/2) (37 Active Points); OAF (Sword; -1)

4m Energy Burst: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Variable Special Effects (Limited Group of SFX; Cold, Electricity , Fire or Sonic; +1/4), Ranged (+1/2) (44 Active Points); OAF (Sword; -1)

4m Wound-maker: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Penetrating (+1/2) (37 Active Points); OAF (Sword; -1)

 

4 Really, Really Fast: +2" Running (16" total)

10 Supreme Acrobat: +5 more to Acrobatics

4 Wait, Are You the Flash?: +2" Running (18" total)

 

Enchanted Blade III--Increase the Active Point Pool to 60 points, for a 20 point Real cost, and add the following slots:

 

3m Dancing Sword: Telekinesis (20 STR), Indirect (Same origin, any direction; +1/2) (45 Active Points); Limited Power Power loses about half of its effectiveness (Only to control sword; -1), OAF (Sword; -1)

5m Sword of Flight: Flight 18", Position Shift, No Turn Mode (+1/4) (51 Active Points); OAF (Sword; -1), Limited Power Power loses about a fourth of its effectiveness (cannot use sword to attack while flying; -1/4)

6m Passage Sword: Extra-Dimensional Movement (To Spirit Realm or back), x4 Increased Weight, Safe Blind Travel (+1/4), Lingering up to 1 Minute (+3/4) (60 Active Points); OAF (Sword; -1)

5m Sword of Speed: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Autofire (10 shots; +1) (60 Active Points); OAF (Sword; -1), Costs Endurance (-1/2)

 

 

(Notes: Blade Dancers are another character class almost never seen inside Rokugan, since the study of swordsmanship, acrobatics and magic to blend them into a devastating combat style is seen as frivolous waste of effort. To take this package, the character must already be able to reach OCV 7 with a sword, including skill levels (but not foci or special abilities) and have a Magic Pool.

 

(Blade Dancers are exceptionally fast on their feet and acrobatic. At higher power levels, they can turn their jumps into deadly attacks, leap ridiculous distances as though walking on air, and once each day turn an ordinary sword into a highly magical weapon with a wide range of special abilities. The "Passage Sword" ability allows the Blade Dancer to slice open a passage into the Spirit World, which will remain open until the time limit expires. The Sword of Speed is likely to puree any reasonably-built opponent, but will leave the Blade Dancer very low on END.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Eunuch Warlock Package

 

Cost Item

4 +2 EGO

12 +4 w/Magic Combat

3 Bureaucratics

3 Fringe Benefit: Important state government official

5 Wealth: Well Off

2 Eunuch Warlock: Reputation: Powerful and cruel official (Entire Country) 11-, +1/+1d6

var. Extra Spells: Eunuch Warlocks get more spells to add to their Magic Pool--how many depends on how powerful they are.

-10 Distinctive Features: Wears robes of Eunuch Government Official, physical changes caused by castration (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

-10 Hunted: Other Eunuch Warlocks 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

-5 Physical Limitation: Eunuch (Infrequently, Slightly Impairing)

-15 Psychological Limitation: Ambitious (Common, Strong)

-10 Reputation: Cruel government official, 11-

 

Advanced Eunuch Warlocks also get these abilities in the order presented:

 

var. Mighty Spells: Every so often the Eunuch Warlock may choose one spell to empower by making it do half again damage, increase its Area Effect, or similar, even if this would normally not be allowed by the spell's description. This change is permanent.

 

3 Oratory

35 Guards: 20 50-point Followers. These are heavily-armed warriors whose job is to protect the Eunuch Warlock at any cost.

 

var. New Spell Level: At a certain point, the Eunuch Warlock is able to gain access to spells of a "level" above that when they stopped their formal studies.

 

var. Maximum Spells: When the Eunuch Warlock picks his fourth Mighty Spell, he may then choose one of these Mighty Spells to turn into a Maximum Spell, with double the damage, or Area Effect, or similar, even if this would normally not be allowed by the spell's description. This change is permanent. For each Mighty Spell picked afterwards, he may upgrade one more Mighty Spell to Maximum Spell.

 

 

(Notes: Eunuch Warlocks do not hail from Rokugan either, but from its corrupt and decadent neighboring country where they are the power behind the throne. The player characters might see one as a diplomat or spymaster. To take the package, the character must already have a minimum 100-point Magic Pool. Honestly, I don't see many player characters taking this package due to the high buy-in cost for a relatively poor payout.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Henshin Mystic Package

 

Cost Item

14 +2 DEX, CON & EGO

6 KS: Arcana +4

13 KS: Religion +11

10 Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents)

9 Riddle of Awareness: Clairsentience (Sight Group), x2 Range (250"), Mobile Perception Point (can move up to 6" per Phase) (30 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Meditative Trance; -1)

12 Awareness: +4 PER with all Sense Groups

-15 Psych Lim: Must Guide to Enlightenment, Not Indoctrinate (Common, Strong)

 

Advanced Henshin Mystics also get the following abilities in the order presented:

 

15 Blind-Fight: Combat Sense 11-

10 Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)

10 Happo Zanshin: Defense Maneuver I-IV

7 Root the Mountain: Knockback Resistance -10" (20 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Limited Power Power loses about a third of its effectiveness (Cannot move from spot; -1/2)

18 Riddle of Interaction: Mind Control 8d6 (Monster class of minds) (40 Active Points); 3 Charges (-1 1/4)

20 Interactive: +4 with all PRE-based Skills

10 Ki Strike: Penetrating (+1/2) for up to 20 Active Points of Strength (10 Active Points)

8 Touch of Fire: Minor Transform 2 1/2d6 (Metal into metal too hot to touch, Time or cold) (25 Active Points); 3 Charges (-1 1/4), No Range (-1/2), Limited Target ([Limited]; metals; -1/2)

27 Blindsight: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)

5 Hitsu-do: Hand-To-Hand Attack +1d6, Reduced Endurance (0 END; +1/2), Continuous (+1) (12 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4), Hand-To-Hand Attack (-1/2) (Causes the hands to be enveloped in flame.)

21 Riddle of Flame: (Total: 47 Active Cost, 21 Real Cost) Force Field (14 ED), Variable Special Effects (Limited Group of SFX; Heat or Cold; +1/4) (17 Active Points); Only Works Against Very Limited Type of Attack (Opposite special effect; -1), 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 6) plus Energy Blast 2d6, Variable Special Effects (Limited Group of SFX; Flame or Ice; +1/4), Damage Shield (Offensive; +3/4), Continuous (+1) (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 15)

3 Timeless Body: Life Support (Longevity: Immortal) (5 Active Points); Limited Power Power loses about a third of its effectiveness (Only to defend against powers listing this as a defense; -1/2)

23 Walk through the Mountains: Desolidification (affected by Magic, Extradimensional Attack) (40 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4)

20 Riddle of Invulnerability: Armor (20 PD/0 ED) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. magic; -1/2)

 

 

(Notes: At last, another character class suitable for Rokugan. Henshin Mystics are monks who have found themselves on the path to divine transformation. As part of this path, they must assist others towards enlightenment. A character who wants to take the Henshin Mystic package must first have taken the basic Monk package and be able to achieve OCV 7 with unarmed combat (including skill levels, but not foci or special abilities.)

 

(Because of their own path to enlightenment, Henshin Mystics cannot just tell other people how to achieve enlightenment, but must guide them by hints, questions, riddles and example. This can make the Mystic very annoying.

 

(A character who has achieved Timeless Body cannot take any Age Disadvantages they don't already possess. Their body has gone beyond that now.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Iaijutsu Master Package

 

Cost Item

8 +1 Overall Combat Level

6 +2 DEX

9 Fast Draw +3

3 Lightning Reflexes: +2 DEX to act first with All Actions

2 Weapon Focus: +2 OCV w/Katana

10 Weapon Finesse: 10 points in Kenjutsu maneuvers

3 Canny Defense: Defense Maneuver I

 

Advanced Iaijutsu Masters also get the following abilities, in the order presented:

 

2 Lightning Blade: Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); Limited Power Power loses about a third of its effectiveness (Only if Presence is higher than opponent's; -1/2)

 

var. Bonus Feat: Add another Kenjutsu maneuver

 

5 Strike From the Void: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); OAF (Katana; -1), Linked (Katana Attack; Lesser Power can only be used when character uses greater Power at full value; -3/4), Limited Power Power loses about a third of its effectiveness (Only if "Lightning Blade" talent is in effect; -1/2)

15 One Strike, Two Cuts: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Autofire (2 shots; +1/4) (31 Active Points); OAF (Katana; -1)

 

var. Bonus Feat: As above

 

4 Strike With No Thought: +1 SPD (10 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to strike with a katana for the first time in a combat; -1 1/2)

 

(Notes: Iaijutsu Masters, are, unsurprisingly, masters of the fast draw. In Rokugan, they are trained exclusively by the Crane clan. To take this package, a character must be able to reach OCV 6 with a katana (including skill levels, but not foci or special abilities) and already have either the Rokugan Samurai package or a background indicating why they were given an exception.

 

(If an advanced Iaijutsu Master has a higher PRE than an opponent, he can both strike first and do extra damage. Further, he can strike twice in one fluid motion with his katana. And at top performance, the Iaijutsu Master can act faster than anyone would ever expect to get in the first blow.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

I've never played L5R' date=' but I've read quite a few of the novels. Interesting world setting they've got. Heavily inspired by Sengoku era Japan, but not much of China or Korea to speak of. (a bit perhaps, but not much)[/quote']

 

True 'nuff, which is why several of the character classes have been noted as not really part of the setting, and there just in case the campaign wants to work in a different direction.

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Kishi Charger Package

 

Cost Item

8 +1 Overall Combat Level

4 +2 CON

11 Riding +4

8 Mounted Warrior (HTH & Ranged Combat)

1 WF: Lances

4 Expertise: Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

-10 Psych Lim: Wanderlust (Uncommon, Strong)

 

Advanced Kishi Chargers also get the following abilities, in the order presented:

 

13 Deadly Charge: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 w/STR) (45 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only to add damage to a mounted Move-By or Move-through, only up to 3x damage for melee weapons, x4 damage for lances; -1/2)

6 Burst of Speed: Aid Running 2d6 (20 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only on mount; -1/2)

4 +2 to Riding

20 One Spirit: +4 with any roll made while mounted (except Riding)

5 Full Mounted Attack: Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove

4 +2 Riding

5 Dancing with the Fortunes: 1d6 Luck

4 +2 more Riding

 

 

(Notes: Kishi Chargers are elite cavalry soldiers, though not quite as elite as Battle Maidens. In Rokugan, they are exclusive to the Unicorn clan. To buy the Kishi Charger package, the character must already have a fighter-type package, and be able to reach OCV 6 (Including skill levels, but not foci or special abilities.)

 

(This is a good choice for wilderness-heavy campaigns, with the whole party mounted. Kishi Chargers are far less impressive off their horses.)

 

 

Next one is one I know you're all looking forward to: Ninja Spy!

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Ninja Spy Package

 

Cost Item

14 +2 DEX, CON & EGO

9 Acting +3

7 Disguise +2

7 Breakfall +2

4 Expert Dodging: Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

1 Exotic Weapon: WF: (pick one appropriate for ninja)

1 Ki Breath: Life Support (Extended Breathing: 1 END per Turn)

2 Poison Use: KS: Poisons 11-

-20 Psych Lim: Loyal to Clan and Mission (Very Common, Strong)

-15 Soc Lim: Dark Secret (Ninja) (Occasionally, Severe Consequences)

 

Advanced Ninja Spies also gain the following abilities in the order presented:

 

4 Slow Fall: Armor (6 PD/0 ED) (9 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. Falling Damage; -1), Only When In Contact With A Wall (-1/4)

24 Improved Evasion: (Total: 60 Active Cost, 24 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Requires A DEX Roll (-1), Limited Power Power loses about a third of its effectiveness (Must be aware of attack; -1/2) (Real Cost: 12) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A DEX Roll (-1), Limited Power Power loses about a third of its effectiveness (Must be aware of attack; -1/2) (Real Cost: 12)

4 Sneak Attack: Hand-To-Hand Attack +1d6, No Normal Defense (Lack of Weakness or lack of normal nervous system; +1) (10 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Power loses about a third of its effectiveness (Only from "behind"; -1/2), Linked to regular attack; -1/4)

1 Exotic Weapon: WF: (pick one appropriate for ninja)

9 Acrobatics +3

6 Leap of the Clouds: Leaping +1" (3" forward, 1 1/2" upward) (Accurate)

13 Hide in Plain Sight: Invisibility to Sight Group , No Fringe (30 Active Points); Limited Power Power loses about half of its effectiveness (Cannot move; -1), Requires Darkness To Use (-1/4)

5 Water Walk: Flight 6" (12 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (No further than 30" total; -1/2), Only On Appropriate Terrain Only on water (-1/4)

1 Exotic Weapon: WF: (pick one appropriate for ninja)

17 Thousand Faces: Shape Shift (Sight Group, any human of roughly same height and weight), Instant Change (25 Active Points); Requires A Disguise Roll (-1/2)

10 Master Acrobat: +5 to Acrobatics

10 Poison Immunity: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)

1 Exotic Weapon: WF: (pick one appropriate for ninja)

3 Slippery Mind: Mental Defense (7 points total) (5 Active Points); Only Works Against Limited Type of Attack (Mind Control; -1/2)

11 Abundant Step: Desolidification (affected by Magic, Force Fields) (40 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), Does Not Protect Against Damage (-1)

 

 

(Notes: In Rokugan, ninja who are actually caught being ninja outside their hidden villages will be tortured for information and/or killed, so they will usually pretend to be something else. Thus, they will pretty much always have at least one other package. Most Rokugan ninja belong to the Shosuro ninja clan, which is associated with the Scorpion clan of samurai.

 

(The Hide In Plain Sight ability requires a shadow large enough to cover the ninja's entire body. They cannot hide in their own shadows. Thousand Faces does not include the Imitation adder; regular Disguise skill must be used to impersonate a specific person.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Shadow Scout Package

 

Cost Item

8 +1 Overall Combat Level

4 +2 CON

9 Concealment +3

9 Stealth +3

2 Keen-Eyed: +2 PER with Normal Sight

6 Fast Movement: Running +3" (9" total)

3 Tracking

2 KS: Favored Enemy

2 Favored Enemy: +1 PER with all Sense Groups (3 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs. favored enemies; -1/2)

3 Favored Enemy: +1 vs. Favored Enemies

 

Advanced Shadow Scouts also get the following abilities, in the order presented:

 

12 Evasion: (Total: 30 Active Cost, 12 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); Requires A DEX Roll (-1), Limited Power Power loses about a third of its effectiveness (Must be aware of attack; -1/2) (Real Cost: 6) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Requires A DEX Roll (-1), Limited Power Power loses about a third of its effectiveness (Must be aware of attack; -1/2) (Real Cost: 6)

2 Detect Enemy: Detect Favored Enemy 11- (Unusual Group) (3 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

2 Memory: Eidetic Memory (5 Active Points); 1 Continuing Charge lasting 1 Minute (-1)

9 Freeze: Invisibility to Sight Group , No Fringe (30 Active Points); 3 Charges (-1 1/4), Limited Power Power loses about half of its effectiveness (Cannot move; -1)

5 Smite Enemy: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only vs. Favored Enemy; -1), Linked (Regular Attack; -1/2)

 

 

(Notes: Shadow Scouts infiltrate enemy territory, find out what's going on, and get the information back. In Rokugan, they're exclusively trained by the Crab Clan, for use in the Shadowlands (and maybe against rival clans.) To take the Shadow Scout package, a character must already have a package with WF: Common Melee Weapons and Common Missile Weapons, and be able to reach OCV 4 (including skill levels, but not foci or special abilities.)

 

(Shadow Scouts pick a "favored enemy", a particular kind of monster, or a clan of humans/humanoids, that they know more about than usual, and that they will be most effective against. As they progress, they become more able to spot these enemies, to the point of being mystically able to sense their presence, and better able to combat them, culminating in a special attack strategy designed to do the most damage to one.

 

(And as scouts, they also learn to keep one image or short conversation locked perfectly in their memory for later reporting. Naturally, reporting it can be enhanced by Mimicry or PS: (Artistic Form). In time of dire need, Shadow Scouts can freeze up, blending perfectly into their surroundings for a short period.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Shapeshifter Package

 

Cost Item

14 +2 DEX, CON & EGO

12 Combat Spellcasting (all spells)

9 Wild Shape: Shape Shift (Sight Group, Any animal of appropriate size) (20 Active Points); 3 Charges (-1 1/4)

7 Small Animal: Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB) (10 Active Points); Linked (Wild Shape; -1/2)

var. Extra Shifting: If the character's previous change ability is natural, rather than due to a spell or focus, they get an extra Charge per day

 

Advanced Shapeshifters also get the following abilities, in the order presented:

 

var. Extra Spells: If the character had a Magic Pool in a previous package, they may gain spells "per level" at half the rate they would have if they'd stayed in one profession.

 

3 Large Animal: Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, 200 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide) (5 Active Points); Linked (Wild Shape; -1/2)

+1 Extra Charge for Wild Shape

+9 Tiny Animal: Shrinking (0.5 m tall, 1.5625 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB) (20 Active Points); Linked (Wild Shape; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4)

25 Thousand Faces: Shape Shift (Sight Group, any shape of own species), Instant Change

+5 Dire Animal: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide) (10 Active Points); Linked (Wild Shape; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4)

+1 Extra Charge for Wild Shape

+4 Huge Animal: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (15 Active Points); Linked (Wild Shape; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4)

12 Elemental Shape: Multiform (100 Character Points in the most expensive form) (Instant Change, x4 Number Of Forms) (35 Active Points); 1 Charge (-2)

+11 Natural Shapeshifter: Add Hearing, Smell/Taste and Touch Sense Groups, plus Cellular, to Wild Shape

 

 

(Notes: Some beings who have the ability to change forms choose to devote themselves fully to a study of this phenomenon and become true Shapeshifters. Such beings are considered suspicious at best in Rokugan and will not openly admit their existence there. In order to take this package, the character must have Shape Shift or Multiform through a spell, a Focus that does not have Charges or Independent, or a special ability.

 

(As a Shapeshifter progresses, they learn to become various animals, shrinking or growing as necessary and eventually becoming indistinguishable from a real animal. They also learn to alter their appearance within their own species (though Disguise skill is still needed to impersonate someone) and finally can become an elemental (fire, earth, water or air).

 

(A dedicated Shapeshifter should also buy Powers that allow them to imitate animals' natural abilities--they can't fly as birds unless they've bought Flight linked to Wild Shape, for example.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Legend of Five Rings Wiki

http://l5r.wikia.com/wiki/Main_Page

 

 

REP'd!!!

 

QM

 

Thanks! I've been skimping on the flavor text.

 

Come to think of it, in Rokugan, a Naruto homage would be easier to do than a Naruto clone. That loud-mouthed, goofy peasant fighter with the bleached hair and godawful orange hakama? He's actually a skilled ninja spy infiltrating your party.

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Shintao Monk Package

 

Cost Item

14 +2 DEX, CON & EGO

8 KS: Religion 17-

5 Still Mind: Mental Defense (7 points total)

7 Touch the Void Dragon: Aid 1d6, any primary characteristic one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (22 Active Points); 1 Charge (-2)

var. Bonus Feat: one Martial Arts maneuver

-25 Psych Lim: Code of the Shintao Monk (Very Common, Total)

 

Advanced Shintao Monks also get the following abilities, in the order listed:

 

5 Detect Taint: Detect Taint 11- (Unusual Group), Sense

7 Smite Taint: (Total: 25 Active Cost, 7 Real Cost) Hand-To-Hand Attack +1d6 (5 Active Points); 1 Charge (-2), Hand-To-Hand Attack (-1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Tainted opponents; -1/2) (Real Cost: 1) plus +4 OCV (20 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only vs. Tainted Opponents; -1/2) (Real Cost: 6)

1 Speak to the Soul: Detect Magic 11- (Unusual Group) (3 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2)

21 Grasp the Earth Dragon: (Total: 28 Active Cost, 21 Real Cost) (Cannot Be Stunned)(Note: GM Permission Power!) (Real Cost: 15) plus Life Support (Sleeping: Character does not sleep) (3 Active Points); Limited Power Power loses about half of its effectiveness (Only to defend against attacks for which this is a defense; -1) (Real Cost: 1) plus Power Defense (10 points) (10 Active Points); Only Works Against Very Limited Type of Attack (Drain/Suppress/Dispel SPD or DEX; -1) (Real Cost: 5)

var. Bonus Feat: one Martial Arts maneuver

 

7 Purity of Shinsei: Sight Group Images Increased Size (4" radius; +1/2) (15 Active Points); Only To Create Light (-1), 4 Continuing Charges lasting 1 Minute each (-1/4)

6 Channel the Fire Dragon: Armor (0 PD/15 ED) (23 Active Points); Only Works Against Very Limited Type of Attack (Either Fire/Heat or Cold, picked when activated; -1), 1 Continuing Charge lasting 1 Minute (-1), Ablative BODY Only (-1/2)

var. Bonus Feat: one Martial Arts maneuver

 

13 Great Silence: Minor Transform 3d6 (Normal being into mute being, Passage of six minutes), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (52 Active Points); 1 Charge (-2), All Or Nothing (-1/2), Eye Contact Required (-1/2)

17 Stealing the Air Dragon: Invisibility to Sight Group , No Fringe (30 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4)

var. Bonus Feat: one Martial Arts maneuver

 

7 Ancestral Guidance: Contact: Greater Spirits (Very Good relationship with Contact), Spirit Contact (x3), Organization Contact (x3) (20 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Limited Power Power loses about a third of its effectiveness (Can only answer yes/no questions; -1/2) 11-

16 Ride the Water Dragon: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

var. Bonus Feat: one Martial Arts maneuver

 

13 Kukan-Do: Mind Control 10d6 (Human class of minds), Telepathic (+1/4) (62 Active Points); 1 Charge (-2), Eye Contact Required (-1/2), Set Effect (Only "Do not use magic or special abilities"; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Shintao Monk also may not use magic or special abilities in this combat; -1/2), Does Not Provide Mental Awareness (-1/4)

 

 

(Notes: The Shintao Monk follows in the footsteps of Shinsei, possibly the greatest spiritual leader of Rokugan and the founder of their order. He it was who first found a way to bind the evil of the Shadowlands taint within a border, and brought about a thousand years of relative peace. Thus, in addition to seeking enlightenment, the Shintao Monk battles directly against the evils of the Shadowlands. A character wanting to take this package must first take a standard Monk package and have a minimum EGO of 14 (before adding the Shintao Monk package.)

 

(Shintao Monks must follow a particularly rigid code of conduct: They may not eat meat, "murder", steal, marry, incite violence, overeat or become drunk, disrespect holy places, own more than they can carry, or meddle in politics.

 

("Taint" is the corrupting/demonic force of the Shadowlands, that slowly turns anyone who is not protected from it into servants of the Shadows. Shintao monks who have wandered away from Rokugan for some reason may substitute "Supernatural Evil." Kukan-Do is designed to create a "fair fight" in which both parties rely on their actual martial skills rather than on any magical enhancements or bizarre feats.)

Link to comment
Share on other sites

Re: Random Rokugan Stuff

 

Singh Rager Package

 

Cost Item

8 +2 CON & EGO

5 Iron Will: Mental Defense (7 points total)

7 Lion's Roar: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (for PRE Attacks only; -1), 4 Charges (-1)

 

Advanced Singh Ragers also get the following special abilities, in the order presented:

 

6 Lion's Fury: (Total: 14 Active Cost, 6 Real Cost) +4 STR (4 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Side Effects, Side Effect occurs automatically whenever Power is used (-2 STR for 1 Turn when Rage ends; -1/2) (Real Cost: 2) plus +4 CON (8 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Side Effects, Side Effect occurs automatically whenever Power is used (-2 DEX for 1 Turn after Rage ends; -1/2) (Real Cost: 3) plus +2 Mental Defense (9 points total) (2 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (- 2 DCV for duration of Rage; -1), 3 Continuing Charges lasting 1 Turn each (-3/4) (Real Cost: 1)

14 Lion's Courage: Fearless

4 Lion's Courage: +4 Mental Defense

5 Remain Conscious: +10 STUN (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to not be at 0 STUN, cannot attack or make full move; -1)

4 Lion's Pounce: Charge: 1/2 Phase, +0 OCV, -2 DCV, 4d6 / 2d6 +v/5 Strike, FMove

4 Roaring Strike: +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only for PRE attacks; -1), Linked (main attack; Lesser Power can only be used when character uses greater Power at full value; -3/4)

8 Swiftness of the Lioness: +2 SPD (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Costs Endurance (-1/2)

10 Greater Fury: (Total: 21 Active Cost, 10 Real Cost) +6 STR (6 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-2 STR for 1 Turn after Fury ends; -1/2), 4 Continuing Charges lasting 1 Turn each (-1/2) (Real Cost: 3) plus +6 CON (12 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-2 DEX for one Turn after Fury ends; -1/2), 4 Continuing Charges lasting 1 Turn each (-1/2) (Real Cost: 6) plus +3 Mental Defense (5 points total) (3 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-2 DCV while Fury is ongoing; -1), 4 Continuing Charges lasting 1 Turn each (-1/2) (Real Cost: 1) (Note: This replaces Lion's Fury, so the added cost is only +4)

+6 Tireless Fury: add 1 1-Turn Continuing Charge, remove the -2 STR and -2 DEX Side Effects (the -2 DCV stays)

 

 

(Notes: The Singh Rager models takes inspiration from the regal lion. He is strong, brave, fast, and can go into a powerful battle rage for short periods. In Rokugan, Singh Ragers are trained by the Lion Clan (big surprise there.) Before taking this package, the character must have a package that includes WF: Common Melee and Common Missile Weapons, be able to reach OCV 7 (including skill levels, but not foci or special abilities), and know the "Ki Shout" ability.

 

(The Roaring Strike ability allows the Singh Rager to make an attack with his weapon and then shout to unnerve his opponents; while it can be used repeatedly, note that doing the same PRE attack over and over becomes steadily less effective.)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...