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Random Rokugan Stuff


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Re: Random Rokugan Stuff

 

A break from the spells, as I present a Ninja Spy.

 

Notsura

 

Player: NPC

 

Val Char Cost

13 STR 3

17 DEX 21

15 CON 10

13 BODY 6

14 INT 4

12 EGO 4

11 PRE 1

10 COM 0

 

3 PD 0

3 ED 0

2 SPD 0

6 REC 0

30 END 0

50 STUN 22

 

6" RUN 0

3" SWIM 1

2 1/2" LEAP 0

Characteristics Cost: 72

 

Cost Power

8 Sneak Attack: Multipower, 15-point reserve, (15 Active Points); Limited Power Power loses about a fourth of its effectiveness (Slot used depends on what weapon, if any, is in hand; -1/4); all slots Limited Power Power loses about a third of its effectiveness (Only when behind or "flanking" opponent; -1/2)

1u 1) Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Power loses about a third of its effectiveness (Only when behind or "flanking" opponent; -1/2)

1u 2) Killing Attack - Hand-To-Hand 1d6 (15 Active Points); No STR Bonus (-1/2), Limited Power Power loses about a third of its effectiveness (Only when behind or "flanking" opponent; -1/2)

1u 3) Energy Blast 3d6 (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only when behind or "flanking" opponent; -1/2), Limited Range (3"; -1/4)

1u 4) Killing Attack - Ranged 1d6 (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only when behind or "flanking" opponent; -1/2), Limited Range (3"; -1/4)

15 Trapfinding: Detect Traps 12- (Sight Group), Discriminatory, Analyze

14 Evasion: (Total: 30 Active Cost, 14 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); Requires A DEX Roll (-3/4), Limited Power Power loses about a third of its effectiveness (Must be aware of attack; -1/2) (Real Cost: 7) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Requires A DEX Roll (-3/4), Limited Power Power loses about a third of its effectiveness (Must be aware of attack; -1/2) (Real Cost: 7)

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

Powers Cost: 42

 

 

Cost Skill

1 Acrobatics 8-

9 Acting 14-

4 AK: Rokugan 13-

7 Breakfall 14-

3 Climbing 12-

7 Concealment 14-

17 +5 with DCV (25 Active Points); Limited Power Power loses about a third of its effectiveness (Cannot use any levels in OCV if using this feat; -1/2)

15 +5 with any Strike

15 +3 with DCV

4 +1 with DCV (5 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only vs. one opponent; -1/4)

1 Contortionist 8-

1 Cryptography 8-

5 Defense Maneuver I-II

9 Disguise 15-

3 Eavesdropping 12-

3 Fast Draw 12-

1 Forgery 8-

3 KS: Magic (Layman's Perspective) 12-

1 KS: Magic Items 8-

2 KS: Poison 11-

0 Language: Rokugani (idiomatic) (4 Active Points)

3 Language: Nezumi (completely fluent)

3 Language: Vanara (completely fluent)

5 Lockpicking 13-

7 Persuasion 13-

1 PS: Appraise 8-

3 PS: Lion Dancing 12-

1 Riding 8-

1 Security Systems 8-

1 Seduction 8-

3 Shadowing 12-

1 Sleight Of Hand 8-

3 Stealth 12-

5 Streetwise 12-

1 Trading 8-

6 WF: Common Melee Weapons, Common Missile Weapons, Ninja Weapons, Staffs

Skills Cost: 155

 

 

Cost Talent

9 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) (18 Active Points); Limited Power Power loses about half of its effectiveness (Only against traps; -1) 13-

Talents Cost: 9

 

Total Character Cost: 278

 

Pts. Disadvantage

5 Distinctive Features: Bleached Hair and Orange Clothing (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: Ninja Clan 8- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Loyal to Ninja Clan (Common, Strong)

15 Psychological Limitation: Reluctant to Kill Unecessarily (Common, Strong)

10 Psychological Limitation: Kind-Hearted (Common, Moderate)

5 Rivalry: Professional (Sesaku, fellow ninja; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Dark Secret: Ninja Spy (Occasionally, Severe)

Disadvantage Points: 75

Base Points: 100

Experience Required: 103

Total Experience Available: 103

Experience Unspent: 0

 

APPEARANCE

Hair Color: Black (bleached)

Eye Color: Black

Height: 1.70 m

Weight: 60.00 kg

Description:

Notsura is a healthy Rokugan male in his twenties. He bleaches his hair and wears a garish orange-dyed hakama. In his guise as a peasant, Notsura tends to pretend to be clumsy, and his clothes are often stained with his last few meals.

 

BACKGROUND

Notsura is a member of a ninja clan that shall for the moment remain nameless. Trained in their hidden village, he learned their ways and skills. Eventually Notsura was sent into the world to pursue spying as a profession.

 

PERSONALITY

For a ninja spy, Notsura is actually a pretty decent fellow. He is kind to animals, children and people in trouble. Notsura dislikes unnecessary murder, and if his orders don't specifically call for assassination, he'll go out of his way to avoid killing anyone while accomplishing a mission. However, he is a ninja, and will do almost anything required of him by his clan.

 

Notsura's cover identity is of a loudmouthed, boisterous peasant warrior whose only regular occupation is lion dancing at festivals. In the off-season, he does odd jobs of farm labor or bodyguarding, and loses small sums at gambling. If the party needs an extra spear carrier, he's available and inexpensive.

 

Notsura has a long-standing rivalry with another ninja from his village, Sesaku, who is a dour and brooding type, and focuses more strongly on killing missions.

 

QUOTE

"I won't give up! Believe it!" Notsura has a tendency to use his "outside" voice inside as well.

 

POWERS/TACTICS

Notsura is a skilled combatant who's very hard to get a solid hit on. He's also a pretty good infiltrator and at a pinch can steal things. He's good at holding his breath, too. While skilled with a variety of weapons, when Notsura is not officially employed for fighting, he wears no armor and carries only a staff, hatchet or large knife. If he's officially on a dangerous job, Notsura wears a battered set of leather armor suitable to his role, and carries a spear and axe or dagger. While it's rare for him to be in full ninja mode, at that point he'd wear ninja garb and carry a full selection of exotic weaponry.

 

Notsura will usually fight defensively until he's gauged the skill level of his opponent, then either overwhelm them with hard blows or withdraw to a safer position. If he is infiltrating or in ninja mode, Notsura will attempt to take the enemy by surprise from behind and finish the battle as quickly as possible--preferably before it actually becomes a battle.

 

CAMPAIGN USE

Notsura is a Naruto homage for the Rokugan setting. He can be used as a helpful NPC for under-strength parties, or a reasonably nice opponent, depending on what his secret orders are.

 

He's already very expensive, even without magic items, but to make him more powerful, give Notsura a point of Speed and equip him with some ninja-style magic. To make him weaker, reduce his STUN to its calculated level, take off any skills that aren't his core competencies, and remove his Evasion power.

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Re: Random Rokugan Stuff

 

"H" Spells

 

1 Hail of Stone: Energy Blast 0 1/2d6, Area Of Effect Nonselective (One Hex; +1/4), Indirect (Same origin, always fired away from attacker; From directly above target hex; +1/4) (4 Active Points); 1 Charge (-2), OIF Expendable (Easy to obtain new Focus; piece of jade; -1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4)

 

2nd Level Stone Spell, 1st Level Wu Jen Spell, Conjuration, Creation, Earth

 

Plus 1/2d6 damage per "level", up to 2 1/2d6.

 

Notes: The mage creates a localized fall of small rocks that fall from a height of about forty feet onto a hex. Another spell that isn't really all that impressive, but has a little spread to make it easier to hit opponents.

 

 

36 Heart Ripper: Killing Attack - Ranged 2 1/2d6, Invisible to Sight Group (+1/2), Area Of Effect Nonselective (6" Radius; +3/4) (90 Active Points); Limited Power Power loses about half of its effectiveness (Must bring to 0 BODY or has no effect, goes from lowest-BODY target to highest, first failure ends spell, does not work vs. creatures with no hearts; -1), Gestures (-1/4), Incantations (-1/4)

 

4th Level Maho-Tsukai or Wu Jen Spell, Necromancy

 

Plus five points of RKA per "level" up to 5d6.

 

Notes: The mage sends forth bolts of invisible force to rip the hearts out of their enemies (and any allies who happen to be in the radius.) Another spell that's going to get you labelled as "evil." However, since the bolts are invisible, it can be cast from hiding.

 

 

4 Horse's Nose: (Total: 10 Active Cost, 4 Real Cost) Discriminatory with Normal Smell, 1 Continuing Charge lasting 3 Hours (+0) (5 Active Points); OIF (Holy Symbol; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2) plus Tracking with Normal Smell, 1 Continuing Charge lasting 3 Hours (+0) (5 Active Points); OIF (Holy Symbol; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2)

 

2nd Level Shugenja Spell, Transmutation, Water, Iuchi School

 

Plus one hour duration per "level."

 

Notes: The shugenja's nose gains the sensitivity of smell of a horse. Most often used as a substitute for having a dedicated tracker in the party, but also helpful at court when you suspect poison.

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Re: Random Rokugan Stuff

 

"I" Spells

 

10 Ice Blast: (Total: 41 Active Cost, 10 Real Cost) Energy Blast 1 1/2d6, Area Of Effect (3" Cone; +1) (16 Active Points); 1 Charge (-2), No Range (-1/2), OIF Expendable (Easy to obtain new Focus; mouthful of water; -1/2), Gestures (-1/4) (Real Cost: 4) plus Drain DEX & STR 1d6, STR & DEX simultaneously (+1/2), Area Of Effect (4" Cone; +1) (25 Active Points); 1 Charge (-2), OIF Expendable (Easy to obtain new Focus; mouthful of water; -1/2), Limited Power Power loses about a fourth of its effectiveness (Safe Environment: Extreme Cold negates; -1/4), Gestures (-1/4) (Real Cost: 6)

 

2nd Level Wu Jen Spell, Evocation, Cold, Water

 

Plus 1/2d6 EB per "level," to a maximum of 10d6, Drain should have its AoE pumped to match the EB's cone length, but does no more damage.

 

Notes: The wu jen sucks up a mouthful of water, then spews it out as an ice-cold torrent. In addition to the direct damage, the freezing temperature of the water causes temporary frostbite. This spell pumps much better than many of the low-level ones, and should stay useful for quite a long time. Plus, it can be done while the wu jen is muted, always a plus.

 

 

18 Ice Knife: (Total: 67 Active Cost, 18 Real Cost) Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2) (37 Active Points); 1 Charge (-2), OIF Expendable (Easy to obtain new Focus; drop of water or chip of ice; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 9) plus Drain DEX 1d6, Ranged (+1/2) (15 Active Points); 1 Charge (-2), OIF Expendable (Easy to obtain new Focus; drop of water or chip of ice; -1/2), Limited Power Power loses about a third of its effectiveness (Safe Environment: Extreme Cold negates, must do BODY w/RKA to Drain; -1/2), Can Be Missile Deflected (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 3) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3) plus Explosion (+1/2) for up to 25 Active Points of RKA (12 Active Points); 1 Charge (-2), OIF Expendable (Easy to obtain new Focus; Drop of water or chip of ice; -1/2), Limited Power Power loses about a third of its effectiveness (Only if RKA misses intended target; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 3)

 

2nd Level Wu Jen Spell, Conjuration, Creation, Cold, Water

 

Plus one PSL vs. Range Modifiers per "level."

 

Notes: Waay too expensive for a second-level spell. The wu jen takes some water or ice, turns it into a spear-like icicle, and hurls it at the victim. If it hits, the ice knife not only pierces the victim, but freezes their blood a little. If the knife misses, it explodes into nasty (but not as sharp) shards where it lands. If the wu jen can afford it, this is a good spell for long-distance attacks. You've always wanted to re-enact the quote, "They couldn't hit an elephant at this dist--" right?

 

 

27 Internal Fire: Killing Attack - Ranged 6d6, Area Of Effect Nonselective (9" Any Area; +3/4) (157 Active Points); 1 Charge (-2), OAF Bulky Expendable (Easy to obtain new Focus; brazier full of red-hot charcoal; -1 1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (If damage will not reduce BODY to 0, it does STUN only; -1/4)

 

9th Level Wu Jen Spell, Evocation, Flame, Fire

 

+1 pip to maximum damage per "level."

 

Notes: This spell causes everyone in the affected area to spontaneously combust from the inside. They either die horribly or just get an awful case of heartburn. It's a very impressive spell, but the difficulty of lugging a brazier full of red-hot charcoal around with you makes this best suited for when the torch-bearing mob storms your home.

 

 

9 Invisibility to Enemies: Invisibility to Sight Group , No Fringe, Usable By Other (+1/4) (37 Active Points); OIF Expendable (Difficult to obtain new Focus; white robe covered with handwritten prayers and verses; -3/4), 1 Continuing Charge lasting 2 Minutes (-3/4), Limited Power Power loses about a third of its effectiveness (Invisibility automatically ends when user touches or attacks an enemy; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Enemies; -1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4)

 

3rd Level Shaman Spell, Abjuration

 

Plus one Turn duration per "level."

 

Notes: By placing a specially-prepared robe on themself or another person, the shaman makes that person invisible to "enemies." Enemies are defined as anyone who would have hostile intentions towards the invisible person if they saw it. Mindless creatures and unintelligent animals are not included--their actions are determined by training or survival, rather than intent. Good for scouting, provided the enemy doesn't have any pets.

 

 

11 Invisibility to Spirits: Invisibility to Sight Group , No Fringe, Usable Simultaneously (up to 3 people at once, +3/4) (52 Active Points); Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Limited Power Power loses about half of its effectiveness (Vs. Spirits only, ends automatically for all users if any of them touch or attack a spirit; -1), OIF Expendable (Easy to obtain new Focus; red ink; -1/2), Gestures (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 30 Minutes (-1/4)

 

2nd Level Shaman Spell, Abjuration

 

One additional person can be covered per "level", and duration extends by ten minutes per "level."

 

Notes: The shaman paints the people to become invisible with prayers in red ink, allowing them to go unseen by spirits. This is a lengthy process, and of limited application, but if you need to pass through the spirit world on your way somewhere else, or you know an enemy has sent a spirit to spy on you, the spell can be handy.

 

 

3 Iron Scarf: Energy Blast 1 1/2d6, Line Of Sight (+1/2) (12 Active Points); 1 Charge (-2), OAF Expendable (Easy to obtain new Focus; silk scarf; -1), Gestures (-1/4), Incantations (-1/4)

 

1st Level Wu Jen Spell, Transmutation, Metal

 

+1 to maximum damage per "level," up to 2d6+1.

 

Notes: The wu jen grabs a scarf and snaps it at the opponent, doing a small amount of damage. Another spell that's likely to be abandoned quickly once more combat-effective ones are available. It's amusing to use this spell to follow up Decapitating Scarf, though.

 

 

Next up, the all-jade spell list.

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Re: Random Rokugan Stuff

 

"J" Spells

 

91 Jade Aura: (Total: 306 Active Cost, 91 Real Cost) +4 with DCV, Area Of Effect (5" Radius; +1), Usable Simultaneously (up to 16 people at once; +1 1/4) (65 Active Points); OIF Fragile (expensive jade statue; -3/4), 1 Continuing Charge lasting 2 Minutes (-3/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 22) plus Suppress All Tainted spells and spell-like powers 8d6+1 (standard effect: 25 points), all Tainted spell powers simultaneously (+2), Area Of Effect (13" Radius; +1) (168 Active Points); OIF Fragile (expensive jade statue; -3/4), 1 Continuing Charge lasting 2 Minutes (-3/4), No Range (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 48) plus +15 Mental Defense (17 points total), Area Of Effect (4" Radius; +1), Usable Simultaneously (up to 16 people at once; +1 1/4) (53 Active Points); OIF Fragile (Expensive jade statue; -3/4), 1 Continuing Charge lasting 2 Minutes (-3/4), Limited Power Power loses about a third of its effectiveness (Only vs. Mind Control & Possession; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 15) plus Sight Group Flash 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Area Of Effect (4" Radius; +1 1/2) (20 Active Points); OIF Fragile (Expensive jade figurine; -3/4), 1 Continuing Charge lasting 2 Minutes (-3/4), Limited Power Power loses about a third of its effectiveness (Only vs. Tainted Opponents; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 6)

 

9th Level Shugenja Spell, Abjuration, Good, Earth, Yogo School

 

Plus one person covered per "level", plus one action phase duration per "level."

 

Notes: A powerful protective spell for use against multiple Tainted opponents, such as in the Shadowlands. The Shugenja focuses magical power through a jade figurine of one of the Seven Fortunes, and creates an area around themself that's essentially holy ground. The caster's allies are harder to hit, Tainted magic doesn't work as well, the allies are protected against being controlled by enemies, and if a Tainted opponent strikes one of the allies, they will run the risk of being blinded. Highly recommended for parties that do a lot of monster-fighting.

 

 

13 Jade Strike: (Total: 60 Active Cost, 13 Real Cost) Energy Blast 2d6, Area Of Effect (1" Radius; +1) (20 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only vs. Tainted opponents; -1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 5) plus Energy Blast 2d6, Area Of Effect (1" Radius; +1) (20 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only vs. Tainted creatures of the Shadowlands type; -1), Gestures (-1/4), Incantations (-1/4) (Real Cost: 4) plus Sight Group Flash 2d6, Area Of Effect (1" Radius; +1) (20 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only vs. Tainted Shadowlands creatures; -1), Gestures (-1/4), Incantations (-1/4) (Real Cost: 4)

 

4th Level Shugenja Spell, Evocation, Good, Earth

 

Plus four to maximum damage per "level", up to 6 1/2d6 vs Tainted Shadowlands creatures, and 3 1/2d6 vs. merely Tainted creatures.

 

Notes: The shugenja calls upon the holy power of jade to blast the enemy. It only works on Tainted creatures, and for maximum effect they must be native to the Shadowlands. Its best effect is blinding Shadowlands creatures, but since it doesn't (usually) hurt allies, and the caster does not actually need to have any jade, it's very handy in the Shadowlands.

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Re: Random Rokugan Stuff

 

"K" Spells

 

5 Kiss of the Toad: Drain CON 2d6 (20 Active Points); 1 Charge (-2), OIF (toad tattoo; -1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Gestures (-1/4), Incantations (-1/4)

 

2nd Level Maho-Tsukai or Wu Jen Spell, Necromancy

 

Cannot be pumped.

 

Notes: The caster's skin becomes poisonous and the merest successful touch (even through armor!) sickens the victim. Best if you have a followup that takes advantage of the lowered CON Roll. In order to use the spell, the caster must have a tattoo of a toad on their skin and expose it to view during the casting. A successful KS: Arcana or KS: Magic roll will make the tattoo's purpose obvious even to people who haven't seen the spell in action. Out of combat, the tattoo can be rendered useless in the usual ways.

 

 

26 Know Motivations: Telepathy 2d6 (Human, Animal Minds and Monster Minds classes of minds), Cumulative (+1/2), Area Of Effect (16" Cone; +1), Continuous (+1) (105 Active Points); 1 Continuing Charge lasting 3 Minutes (-3/4), Receive Only (-1/2), Limited Power Power loses about a third of its effectiveness (Only to detect current motivations; -1/2), OIF Expendable (Easy to obtain new Focus; prayer written on headband, worn for duration of spell; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)

 

2nd Level Shugenja Spell, Divination, Mind-Affecting

 

Plus one minute duration per "level."

 

Notes: The shugenja dons a special headband and attempts to divine the motivations of the beings in front of him. This spell only picks up the motivation that most strongly drives the creature at that time--if an evil tyrant is severely wounded, he may be most motivated by "seek healing," rather than "conquer land." This is another ludicrously overpriced spell for its usefulness--you may want to strip out the non-human mind categories to save Active Points.

 

 

8 Know the Shadows: Concealment 21- (27 Active Points); 1 Continuing Charge lasting 3 Minutes (-3/4), Conditional Power Power Only Works In Darkness (-1/2), OIF (Holy Symbol; -1/2), Self Only (-1/2), Gestures (-1/4)

 

2nd Level Shugenja Spell, Illusion, Glamer, Air

 

Plus one minute duration per "level."

 

 

Notes: This spell gives the shugenja the classic "Hide in Shadows" ability. As long as there is some darkness around to hide in, the caster can blend in almost perfectly. Attacking does not end the spell, but the shugenja will actively have to hide again on their next action. A great spell for a shugenja wanting to break into the spying business.

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Re: Random Rokugan Stuff

 

"L" Spells

 

4 Lesser Spirit Ally: Summon 75-point Spirits, Friendly (+1/4), Expanded Class of Beings Limited Group (Lesser Spirits; +1/2) (26 Active Points); 1 Charge (-2), Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), OIF (Fetish; -1/2), Limited Power Power loses about a third of its effectiveness (Can only ask one favor, and must give one back; -1/2)

 

4th Level Celestial or Shaman Spell, Conjuration, Calling

 

Cannot be pumped.

 

Notes: The shaman performs a ritual to summon a known friendly spirit of localized power. They then barter favors, which may be immediate or saved for a later date. Depending on the nature of the spirit, sacrifices of various sorts will serve as the desired favor. This is an elaborate spell, so feel free to ham it up with the special effects of the spirit's arrival.

 

 

21 Lesser Spirit Binding: (Total: 90 Active Cost, 21 Real Cost) Summon 75-point Spirits, Expanded Class of Beings Lesser Spirits (+1/2) (22 Active Points); 1 Charge (-2), Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Requires A Trading Roll (RSR Skill is subject to Skill vs. Skill contests; -3/4), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Antagonistic Annoyed (-1/4) (Real Cost: 3) plus Force Wall (7 PD/7 ED; 3" long and 1" tall), 1 Continuing Charge lasting 6 Hours (+0), Cannot Be Escaped With Teleportation (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (68 Active Points); Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Restricted Shape (Only to form sphere around summoned spirit; -1/4) (Real Cost: 18)

 

4th Level Wu Jen Spell, Conjuration, Calling

 

Cannot be pumped.

 

Notes: As Greater Spirit Binding, but the summonable spirits are weaker localized spirits.

 

 

 

9 Lightning Blade: (Total: 53 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6, Usable By Other (+1/4), Continuous (+1) (34 Active Points); Extra Time (10 Minutes, Only to Activate, -1 1/4), 1 Continuing Charge lasting 1 Minute (-1), No STR Bonus (-1/2), OIF Expendable (Easy to obtain new Focus; chip of fulgurite; -1/2), Limited Power Power loses about a third of its effectiveness (Spell ends automatically when a total of 6 BODY damage is done; -1/2), Conditional Power Power does not work Underwater (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 6) plus Stretching 3", Usable By Other (+1/4) (19 Active Points); Extra Time (10 Minutes, Only to Activate, -1 1/4), 1 Continuing Charge lasting 1 Minute (-1), OIF Expendable (Easy to obtain new Focus; chip of fulgurite; -1/2), Limited Power Power loses about a third of its effectiveness (Spell ends immediately when a total of 6 BODY damage has been done; -1/2), no Noncombat Stretching (-1/4), Limited Body Parts (Weapon only; -1/4), Conditional Power Power does not work underwater (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 3)

 

2nd Level Wu Jen Spell, Evocation, Electricity

 

Plus 5 points HKA per "level", with the maximum damage increasing proportionately.

 

Notes: The wu jen creates a "sword" made of lightning, which it or an ally can use as they would a regular sword, or extend to strike an opponent. Some of the power of the blade bleeds off each time it does damage, so it quickly expends itself if used. I'm fairly certain the ten minute casting time is a typo; a more likely prep time would be a Full Phase. As is, it's only useful as a planned assault on an opponent known to be vulnerable to electricity.

 

 

"M" is going to be a big one. As always, any questions or comments, feel free to say something.

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Re: Random Rokugan Stuff

 

"M" Spells

 

 

30 Magic Circle Against Taint: (Total: 108 Active Cost, 30 Real Cost) +2 with DCV, Usable By Other (+1/4), Area Of Effect (1" Radius; +1) (22 Active Points); OIF (Holy Symbol; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Shadowlands and Tainted beings; -1/2), Gestures (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 50 Minutes (-1/4) (Real Cost: 8) plus +5 Mental Defense (7 points total), Usable By Other (+1/4), Area Of Effect (1" Radius; +1) (14 Active Points); Only Works Against Limited Type of Attack (Mind Control and Possession; -1/2), OIF (Holy Symbol; -1/2), Gestures (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 50 Minutes (-1/4) (Real Cost: 5) plus Force Field (10 PD), Usable By Other (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Area Of Effect (2" Radius; +1) (27 Active Points); Only Works Against Limited Type of Attack (Summoned Beings and "Summon SFX" Spells; -1/2), OIF (Holy Symbol; -1/2), Gestures (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 50 Minutes (-1/4) (Real Cost: 10) plus Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only vs. Summoned or Extra-Dimensional creatures; -1), OIF (Holy Symbol; -1/2), No Range (-1/2), Lockout (If this effect is chosen, none of the rest of the spell effects happen; -1/2), Cannot Form Barriers (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 7)

 

3rd Level Shugenja Spell, Abjuration, Good, Earth

 

Plus ten minutes duration per "level."

 

Notes: A very complex spell, winding up very expensive for its "level." The standard effect of the Magic Circle is casting it on an allied being (or oneself), giving protection to all within a short radius of them. It makes the allies harder to hit by Tainted beings, protects against mental domination, and prevents summoned creatures from making physical contact with the protected people. Alternatively, the spell can be turned in on itself, trapping a summoned creature inside. The multiple protections and long duration make this an excellent choice if the party does a lot of monster-fighting or visits the Shadowlands.

 

 

9 Magnetism: Telekinesis (30 STR) (45 Active Points); Limited Power Power loses about half of its effectiveness (Only to draw objects closer to caster; -1), 1 Continuing Charge lasting 2 Turns (-1), Only Works On Limited Types Of Objects Limited Group of Objects (Magnetizable Metals; -1/2), OIF Expendable (Easy to obtain new Focus; lodestone; -1/2), Affects Whole Object (-1/4), Reduced By Range (-1/4), Gestures (-1/4), Incantations (-1/4)

 

3rd Level Wu Jen Spell, Transmutation, Metal

 

Plus one action Phase duration per "level."

 

Notes: The caster gains the ability to draw magnetizable metals (mostly iron and steel) to itself. Fortunately, they get to pick which object is affected at any given time. It's often used for pulling weapons away from attackers, but can also be used as a crude form of shielding, or to move heavy cauldrons around the house.

 

 

26 Master of the Rolling River: (Total: 116 Active Cost, 26 Real Cost) Energy Blast 6 1/2d6, Double Knockback (+3/4) (58 Active Points); 1 Charge (-2), OIF (holy symbol; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 14) plus Area Of Effect (up to 6" Radius; +1) for up to 58 Active Points of EB (58 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (only within sight of a large natural body of water; -1), OIF (holy symbol; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 12)

 

6th Level Shugenja Spell, Evocation, Water, River

 

+4 maximum damage per "level," up to 9d6+1.

 

Notes: The caster can draw a large amount of water into a burst that staggers either one opponent, or, if there's a plentiful supply of natural water nearby, a group of opponents. This spell is useful in almost any combat, but will be especially powerful on shipboard.

 

 

3 Melt: Killing Attack - Ranged 1/2d6, Area Of Effect (One Hex; +1/2) (15 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only vs ice, snow and cold-related creatures; -1), OIF Expendable (Easy to obtain new Focus; rock salt & soot; -1/2), Gestures (-1/4), Incantations (-1/4)

 

1st Level Wu Jen Spell, Evocation, Fire

 

+2 to maximum damage per "level", up to 1 1/2d6 RKA; plus one hex Area Effect per "level", no upper limit.

 

Notes: The Wu Jen abruptly causes frozen water to increase in temperature, melting snow and ice, and damaging cold-related creatures. This beauty is a must-have when adventuring in cold climates, even at higher levels. It may not do much damage, but eventually it will hit a lot of cold opponents.

 

 

3 Mental Strength: Mental Defense (10 points total), Usable By Other (+1/4) (10 Active Points); 1 Continuing Charge lasting 2 Turns (-1), OIF (white fox tail; -1/2), Gestures (-1/4), Incantations (-1/4)

 

3rd Level Shaman or Sohei Spell, Enchantment, Compulsion, Mind-Affecting

 

Plus one action Phase duration per "level."

 

Notes: The caster touches the spell recepient with a white fox tail, giving them extra protection from mental attacks. A must have spell.

 

 

7 Mental Weakness: Negative Combat Skill Levels (-4 to opponent's ECV) (20 Active Points); 1 Continuing Charge lasting 2 Turns (-1), OIF (red fox tail; -1/2), Gestures (-1/4), Incantations (-1/4)

 

3rd Level Maho-Tsukai or Shaman Spell, Enchantment, Compulsion, Mind-Affecting

 

Plus one action Phase duration per "level."

 

Notes: The caster touches the intended victim with a red fox's tail, causing them to temporarily be much easier to affect with mental attacks. This one is best used with an ally standing by to cast an ECV-based spell or ability, as the caster is now too close for comfort to the victim.

 

 

9 Metal Skin: Armor (8 PD/8 ED), Usable By Other (+1/4) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; piece of rhinoceros hide; -3/4), Side Effects, Side Effect occurs automatically whenever Power is used (-2 DEX; -1/2), 1 Continuing Charge lasting 9 Minutes (-1/2), Gestures (-1/4), Incantations (-1/4)

 

5th Level Wu Jen Spell, Transmutation, Metal

 

Plus one minute duration per "level."

 

Notes: The spell recepient's skin becomes a gleaming metallic surface which is much harder to damage. However, it's also kind of stiff and hard to move in. This is best used on someone whose combat style doesn't rely heavily on Dexterity-based rolls. That said, it's a very handy spell, particularly if you're in an area that wouldn't normally allow the wearing of armor.

 

 

5 Minute Form: Shrinking (0.5 m tall, 1.5625 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB) (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), OIF Expendable (Easy to obtain new Focus; flea; -1/2), Limited Power Power loses about a third of its effectiveness (Only ordinary clothing shrinks with caster; -1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), No Growth Momentum (-1/4)

 

8th Level Wu Jen Spell, Transmutation

 

At two "levels" above when this spell becomes available, the caster can use three levels of Shrinking. At two more "levels" the caster may use four levels.

 

Notes: The caster shrinks for a minute. Since only ordinary clothing shrinks with the wu jen, this isn't a good combat spell, but can be invaluable for those tasks requiring a tiny person.

 

 

 

There's no N or O spells in this list, so next up will be "P for Protection."

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Re: Random Rokugan Stuff

 

"P" Spells

 

 

15 Pain: Change Environment 7" radius (7" Any Area; +0), -4 DEX Roll and all Skill Rolls based on DEX, -4 OCV, Multiple Combat Effects (57 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OIF Fragile Expendable (Easy to obtain new Focus; live leech; -3/4), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. Automatons and beings with no nervous system; -1/4)

 

4th Level Maho-Tsukai or Wu Jen Spell, Necromancy

 

Plus one hex per "level"; plus one action phase duration per two "levels."

 

Notes: The caster causes all beings with nervous systems in a relatively large area to feel intense pain, making it harder to attack or move properly. (Logically, you could make this spell even nastier by lowering DCV, ECV and INT-related rolls as well, and any power that requires concentration is going to be more difficult to sustain.) This is a terrific crowd-control spell, and if you just so happen to have allies without a nervous system, so much the better.

 

 

 

9 Poison Needle I: Drain CON 2 1/2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (50 Active Points); 1 Charge (-2), OAF Expendable (Easy to obtain new Focus; Steel Needle; -1), Gradual Effect (1 Minute; -1/2), Gestures (-1/4), Incantations (-1/4), Can Be Missile Deflected (-1/4)

 

9 Poison Needle II: Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Invisible Power Effects (Fully Invisible; +1) (50 Active Points); 1 Charge (-2), OAF Expendable (Easy to obtain new Focus; steel needle; -1), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4), Gestures (-1/4), Incantations (-1/4), Range Based On Strength (-1/4)

 

12 Poison Needle III: Drain DEX 3d6+1, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (66 Active Points); 1 Charge (-2), OAF Expendable (Easy to obtain new Focus; Steel Needle; -1), Gradual Effect (1 Minute; -1/2), Can Be Missile Deflected (-1/4), Gestures (-1/4), Incantations (-1/4)

 

4th Level Wu Jen Spell, Transmutation, Metal

 

Cannot be pumped.

 

Notes: The wu jen magically coats a needle with poison, then tosses it at the opponent. There are three different effects, chosen when the wu jen memorizes the spell. It can use the standard health-affecting poison, a muscle paralyzer (use CON rather than STR to break out of the Entangle) or a nerve toxin. Note that since this is a thrown object, it can be Missile Deflected rather easily. This is another spell that is best used in conjunction with an ally who can take advantage of the weakened opponent.

 

 

10 Possess: Mind Control 5d6 (Human class of minds), Telepathic (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/4), Continuous (+1) (62 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), OAF Expendable (Easy to obtain new Focus; bowl of incense; -1), 1 Continuing Charge lasting 3 Turns (-1), Mandatory Effect EGO +10 (Must Always Achieve [Particular Effect]; Must have "subject does not remember actions while Mind Controlled"; -1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power Power loses about a fourth of its effectiveness (For every two STUN or BODY the possessed person takes, the caster takes one; -1/4)

 

5th Level Shaman Spell, Necromancy

 

Plus one action Phase duration per "level."

 

Notes: The shaman burns incense and goes into a trance, at which point he may seize control of an unsuspecting person for a short time. The shaman has complete control, and the victim remembers nothing of what happened during the possession, or who did it to them. The spell description says "any creature", so add classes of minds as desired (not to mention more dice to get a better effect.) This spell is best cast from hiding, as the shaman is helpless while it's going on.

 

 

6 Possess Animal: Mind Control 3d6 (Animal class of minds), Telepathic (+1/4), Continuous (+1) (34 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (bowl of incense and morsel of appropriate food; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Class Of Minds Only normal animals (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power Power loses about a fourth of its effectiveness (For every two STUN or BODY damage done to the subject, the caster takes one.; -1/4)

 

3rd Level Shaman Spell, Necromancy, Nature

 

Plus one action Phase duration per "level."

 

Notes: The shaman burns incense and goes into a trance, at which point he may take control of an animal for a short time. The shaman has complete control. This spell only works on "normal" animals, not familiars, special mounts, summoned creatures or the like. Most shamans with this spell only use it in a safe place or with a bodyguard nearby, since they're helpless while using it. (Or they could do what Granny Weatherwax does and grasp a sign explaining they're not dead.)

 

 

1 Protection from Charm: Mental Defense (3 points total), Usable By Other (+1/4) (2 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OIF Expendable (Difficult to obtain new Focus; hair of creature with natural mind control ability; -3/4), Only Works Against Limited Type of Attack (Mind Control; -1/2), Gestures (-1/4), Incantations (-1/4)

 

2nd Level Wu Jen Spell, Abjuration

 

+1 Mental Defense per three "levels," to a maximum of 5; plus one action Phase duration per "level."

 

Notes: The wu jen temporarily gives itself or an ally better resistance against charm and compulsion effects. This spell is one that actually becomes more useful as the wu jen becomes more powerful--at the starting effect, it's hardly worth bothering.

 

 

5 Protection From Spirits: (Total: 19 Active Cost, 5 Real Cost) +2 with DCV, Usable By Other (+1/4) (12 Active Points); OAF (gingko wand with paper prayer strips attached; -1), 1 Continuing Charge lasting 3 Minutes (-3/4), Limited Power Power loses about a third of its effectiveness (Only vs. Spirits; -1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power Power loses about a fourth of its effectiveness (spell ends immediately if subject attacks or deliberately touches spirit; -1/4) (Real Cost: 3) plus Force Field (2 PD/2 ED), Usable By Other (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (7 Active Points); OAF (gingko wand with paper prayer strips attached; -1), 1 Continuing Charge lasting 3 Minutes (-3/4), Only Works Against Spirits (-1/2), Limited Power Power loses about a fourth of its effectiveness (spell ends immediately if subject attacks or deliberately touches a spirit; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 2)

 

2nd Level Shaman Spell, Abjuration

 

Plus one minute duration per "level."

 

Notes: The shaman creates a shield around themself or an ally that makes it more difficult for spirits to attack them, and keeps them from directly touching the subject. This protection is strictly passive in nature--if the subject switches to offense, it goes away. A specialized spell, but helpful when dealing with hostile spirits.

 

 

 

6 Protection From Taint: (Total: 21 Active Cost, 6 Real Cost) +2 with DCV, Usable By Other (+1/4) (12 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Limited Power Power loses about a third of its effectiveness (Only vs. Shadowlands and Tainted beings; -1/2), OIF (holy symbol; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 3) plus +5 Mental Defense (7 points total), Usable By Other (+1/4) (7 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Only Works Against Limited Type of Attack (Mind Control; -1/2), OIF (Holy Symbol; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2) plus Force Field (1 PD/1 ED), Usable By Other (+1/4) (2 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Only Works Against Summoned or Conjured Creatures or "Summon" SFX (-1/2), OIF (holy symbol; -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 1)

 

1st level Shugenja Spell, Abjuration, Good, Earth

 

Plus one minute duration per "level."

 

Notes: The shugenja gives themself or an ally a protective aura which makes them less likely to be struck by Shadowlands or Tainted creatures, protects against mind control, and prevents summoned creatures from directly touching them. A must-have spell in the Shadowlands or if you're monster-hunting.

 

 

 

 

No "Q" spells, so straight on to "R".

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Re: Random Rokugan Stuff

 

Of course, I suspect many of you will simply be looking for the spell effects that weren't covered in FH Grimoire and adapting the good-looking writeups.

 

"R" Spells

 

2 Rain of Needles: Killing Attack - Ranged 1d6-1, Autofire (3 shots; +1/4) (12 Active Points); 1 Charge (-2), OAF (steel needle; -1), Range Based On Strength (-1/4), Gestures (-1/4), Incantations (-1/4)

 

2nd Level Wu Jen Spell, Transmutation, Metal

 

+1 shot to Autofire per "level," up to a maximum of 5.

 

Notes: The wu jen throws a needle, which turns into multiple deadly spikes. While the spell tops out early, it's likely to stay in the wu jen's repetoire for weaker foes.

 

 

23 Reanimation: Major Transform 2 1/2d6 (Recently deceased corpse into semblance of life, Expiration of spell), 1 Continuing Charge lasting 1 Week (+1/2), Continuous (+1) (100 Active Points); OAF (incense plus white shawl or prayer strip plus fetish or golden phoenix amulet; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), All Or Nothing (-1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Corpse's spirit must agree to reinhabit corpse; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4), Limited Target (Corpses; -1/4)

 

4th Level Shaman Spell or 7th Level Wu Jen Spell

 

Plus one day duration per "level."

 

Notes: The caster invites the spirit of a recently deceased being to reinhabit their corpse. Use the character sheet of the deceased being, but reduce all skills to 8- to reflect the reanimated person's cloudy memory and general shambolicness. Also, all spells, special powers and talents are unavailable to the character. The character does not, however, register as undead for any spell or ability targeting such. The primary use of this spell is keeping the corpse from rotting before someone with a spell or power for bringing people all the way back from the dead can be found.

 

 

10 Rebuke: Energy Blast 4d6+1, No Normal Defense (Flash Defense vs. Hearing Group, hard ear coverings, or deafness; +1) (44 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Does no actual damage, only causes the "Stunned" condition; -1/2), OIF (Fetish; -1/2), Incantations (-1/4)

 

2nd Level Shaman Spell, Conjuration, Creation, Sonic

 

Cannot be pumped.

 

Notes: The shaman gives a great shout of anger against an opponent, possibly stunning them. This is a great spell to use against enemy spellcasters, especially if they're using something that requires concentration. It will stay useful for a long time.

 

 

12 Remove Fatigue: Aid END 3d6, Autofire (3 shots; +1 1/4) (67 Active Points); 1 Charge (-2), Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Only Restores to Starting Values (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each "shot" must be used on a different person; -1/4), Gestures (-1/4)

 

4th Level Shaman or Sohei Spell, Transmutation

 

Plus one shot to Autofire per two "levels."

 

Notes: The caster restores energy to tired allies by touch. Note that due to the long casting time and the way REC works in Hero System, this is primarily useful against long-term END loss and END Drains.

 

 

"S" is going to be huge. I may break it in two.

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"S" Spells

 

1 Scales of the Lizard: Damage Resistance (2 PD/2 ED) (2 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OIF (lizard tattoo on skin; -1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not stack with other "natural" armor; -1/4)

 

1st Level Wu Jen Spell, Transmutation

 

Plus two action Phases duration per "level," +1 DR at "3rd Level", +1 DR at "6th Level", topping out at 5 DR at "12th Level."

 

Notes: The wu jen's skin turns tough and shimmers like scales, giving some protection against Killing Attacks. This spell doesn't stack with any other effect that makes the skin tougher, like Metal Skin or already having scales, so it's fairly useless to say, lizard men wu jen. The good pumpability of the spell means it's one that will be useful for a long time.

 

 

3 Secret Signs: Telepathy 3d6 (Human class of minds) (15 Active Points); 1 Charge (-2), Broadcast Only (-1/2), IIF Fragile (glass cone; -1/2), Does Not Provide Mental Awareness (-1/4)

 

1st Level Wu Jen Spell, Enchantment, Mind-Affecting

 

Cannot be pumped.

 

Notes: The wu jen can send a silent message that only the recepient can understand by means of "signs." This can be as obvious as moving objects on a table, or as subtle as raising an eyebrow. The spell can be used even if the caster is bound and gagged, so long as the glass cone is concealed on its person. The spell description says "any intelligent creature" so add classes of minds to make this spell more powerful. Secret Signs is most useful on espionage-style missions, where silence is critical.

 

 

14 Servant Horde: Telekinesis (2 STR), Fine Manipulation, 1 Continuing Charge lasting 9 Hours (+1/4), Area Of Effect (8" Any Area; +1 1/2) (36 Active Points); OIF Expendable (Easy to obtain new Focus; small stick crossbar with many strings attached; -1/2), Limited Power Power loses about a third of its effectiveness (Can only be used for mundane tasks, cannot engage in combat or perform magic; -1/2), Gestures (-1/4), Incantations (-1/4)

 

5th Level Wu Jen Spell, Conjuration, Creation

 

Plus one hour duration per "level."

 

Notes: The wu jen summons a number of invisible shapeless beings of force to perform mundane tasks. Typical uses include cleaning an area, weeding a garden, polishing furniture, and the like. The utility for an adventuring party is minor at best, but it's a great show-off spell for higher-power wu jen when they want to impress company.

 

 

1 Smoke Ladder: Flight 2" (4 Active Points); 1 Continuing Charge lasting 1 Minute (-1), IAF (a smoky fire; -1/2), Arrangement (-1/4), Levitation (-1/2), Limited Power Power loses about a third of its effectiveness (Cannot exceed maximum height of ladder; -1/2), Physical Manifestation (ladder; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)

 

1st Level Wu Jen Spell, Transmutation, Fire

 

Plus 1" Flight per "level," plus one minute duration per "level."

 

Notes: By shaping thick smoke with its power, the wu jen creates a feather-light, easily portable ladder. This ladder can be set on any solid surface and stand without being held or braced, though it can only stand straight up. Note that while the ladder's length is theoretically infinite, over a certain size it won't fit around corners, etc. This spell is invaluable for exploration, as it allows access to places that wouldn't normally be climbable.

 

 

38 Snake Barrier: (Total: 145 Active Cost, 38 Real Cost) Mind Control 4d6 (Reptiles class of minds), Indirect (Same origin, always fired away from attacker; +1/4), Area Of Effect (18" Line; +1), Continuous (+1) (65 Active Points); 1 Continuing Charge lasting 2 Minutes (-3/4), Set Effect ("Do not cross this line"; -1/2), OIF Expendable (Easy to obtain new Focus; shed snakeskin; -1/2), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 18) plus Energy Blast 4 1/2d6, Indirect (Same origin, always fired away from attacker; +1/4), Invisible to Sight Group, SFX Only (+1/4), Area Of Effect (22" Line; +1), Continuous (+1) (80 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. reptiles; -1), 1 Continuing Charge lasting 2 Minutes (-3/4), OIF Expendable (Easy to obtain new Focus; shed snakeskin; -1/2), Gestures (-1/4), Incantations (-1/4), Conditional Power Power Only Works If Line Fully Crossed (-1/4) (Real Cost: 20)

 

4th Level Shaman Spell, Abjuration, Guardian

 

Plus 3 action phases duration per "level,", +4 to maximum damage of EB per level, up to 6 1/2d6 maximum.

 

Notes: The caster creates an invisible line between two points that is designed to keep reptiles away. It affects any sort of reptile, from normal animals through reptilian humanoids and up to dragons. The first effect is a warning not to cross, and if the line is crossed, invisible force damages the intruder. A good choice if you plan to pass through an area where hordes of reptiles are a problem, such as the Naga Hills.

 

 

15 Snake Darts: (Total: 70 Active Cost, 15 Real Cost) Killing Attack - Ranged 2d6 (30 Active Points); 1 Charge (-2), OIF (snake tattoos; -1/2), Reduced Penetration (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 7) plus Drain CON 2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (40 Active Points); 1 Charge (-2), Gradual Effect (1 Minute; -1/2), OIF (snake tattoos; -1/2), Gestures (-1/4), Incantations (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 8)

 

4th Level Wu Jen Spell, Transmutation

 

Cannot be pumped.

 

Notes: The snake tattoos on the wu jen's arms become physical snakes that leap through the air to the target. In addition to their sharp fangs striking at great speed, they inject a poison. The snakes then fly back to the caster, who swallows them to put the tattoos back on its arms. Unlike a lot of the other poison-based spells, this one has the potential to hurt the opponent all on its own, which makes it a winner for wu jen who can afford it.

 

 

5 Spirit Ally: Summon 90-point creatures, Friendly (+1/4), Expanded Class of Beings Medium Spirits (+1/2) (31 Active Points); 1 Charge (-2), Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), OIF (fetish; -1/2), Limited Power Power loses about a third of its effectiveness (Can only ask one favor in exchange for a favor; -1/2)

 

6th Level Shaman Spell, Conjuration, Calling, Celestial

 

Cannot be pumped.

 

Notes: As lesser spirit ally, but stronger spirits may be contacted.

 

 

31 Spirit Binding: (Total: 129 Active Cost, 31 Real Cost) Summon 90-point Spirits, Expanded Class of Beings Medium Spirits (+1/2) (27 Active Points); 1 Charge (-2), Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Requires A Trading Roll (RSR Skill is subject to Skill vs. Skill contests; -3/4), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Antagonistic Annoyed (-1/4) (Real Cost: 4) plus Force Wall (9 PD/9 ED; 4" long and 1" tall), Cannot Be Escaped With Teleportation (+1/4), 1 Continuing Charge lasting 1 Day (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (102 Active Points); Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Restricted Shape (Only to form sphere around bound spirit; -1/4) (Real Cost: 27)

 

6th Level Wu Jen Spell, Conjuration, Calling

 

Cannot be pumped.

 

Notes: As lesser spirit binding, but stronger spirits may be bound.

 

 

36 Spirit Needle: (Total: 207 Active Cost, 36 Real Cost) Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Charge (-2), Does Not Prevent The Use Of Accessible Foci (-1), OAF Expendable (Easy to obtain new Focus; long steel needle; -1), Limited Power Power loses about half of its effectiveness (Only vs. Spirits; -1), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4), Gestures (-1/4), Incantations (-1/4), Range Based On Strength (-1/4) (Real Cost: 9) plus Suppress Desolidification 14d6 (standard effect: 42 points), Continuous (+1) (140 Active Points); OAF Expendable (Easy to obtain new Focus; Long steel needle; -1), Limited Power Power loses about half of its effectiveness (Only vs. Spirits; -1), 1 Continuing Charge lasting 1 Minute (-1), Gestures (-1/4), Incantations (-1/4), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4), Physical Manifestation (-1/4) (Real Cost: 27)

 

6th Level Wu Jen Spell, Transmutation, Metal

 

Plus one action Phase duration per "level."

 

Notes: The wu jen hurls a long needle at a spirit, pinning it to the corporeal world. The spirit becomes unable to move from the spot and, worse from its perspective, loses the protection of non-corporeality. This is an excellent spell to humble a haughty spirit who thinks that the party can't hurt it with their non-magical weapons. Note that while the spirit itself can't simply pull out the needle, other beings can.

 

 

10 Spirit Self: Desolidification (affected by Magic) (40 Active Points); Limited Power Power loses about half of its effectiveness (Leaves behind physical body, cannot move more than 30" from body; -1), 1 Continuing Charge lasting 2 Turns (-1), OIF Expendable (Easy to obtain new Focus; small prayer wheel; -1/2), Gestures (-1/4), Incantations (-1/4)

 

5th Level Wu Jen Spell, Necromancy

 

Plus one action Phase duration per two "levels."

 

Notes: The wu jen's spirit leaves its body and wanders about within a limited range. At this point, it is affected by any spell or power that target "spirits." It's an okay scouting spell. It's not specifically listed in the spell description, but the caster may want to bundle in Invisibility as well for improved sneakiness.

 

 

6 Steam Breath: Energy Blast 3d6, Area Of Effect (4" Cone; +1) (30 Active Points); 1 Charge (-2), OIF Expendable (Easy to obtain new Focus; glowing charcoal doused with water; -1/2), Arrangement (-1/4), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4)

 

3rd Level Wu Jen Spell, Evocation, Water

 

+1d6 damage per "level."

 

Notes: The wu jen's breath turns into scalding steam. This is an okay spell, but the difficulty of keeping charcoal glowing for just the right moment limits its usefulness. Best if you plan to be defending a location.

 

 

4 Substitution--Glass: +10 BODY, 1 Continuing Charge lasting 5 Hours (+0) (20 Active Points); Extra Time (30 Minutes, Only to Activate, Character May Take No Other Actions, -1 3/4), OIF Expendable (Difficult to obtain new Focus; Glass statue and spirit's offering; -3/4), No Figured Characteristics (-1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (Cannot be Aided, Healed or Recovered; -1/4)

 

9 Substitution--Wood: +25 BODY, 1 Continuing Charge lasting 5 Hours (+0) (50 Active Points); Extra Time (30 Minutes, Only to Activate, Character May Take No Other Actions, -1 3/4), OIF Expendable (Difficult to obtain new Focus; Wood statue and spirit's offering; -3/4), No Figured Characteristics (-1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (Cannot be Aided, Healed or Recovered; -1/4)

 

19 Substitution--Stone: +50 BODY, 1 Continuing Charge lasting 5 Hours (+0) (100 Active Points); Extra Time (30 Minutes, Only to Activate, Character May Take No Other Actions, -1 3/4), OIF Expendable (Difficult to obtain new Focus; Stone statue and spirit's offering; -3/4), No Figured Characteristics (-1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (Cannot be Aided, Healed or Recovered; -1/4)

 

38 Substitution--Iron: +100 BODY, 1 Continuing Charge lasting 5 Hours (+0) (200 Active Points); Extra Time (30 Minutes, Only to Activate, Character May Take No Other Actions, -1 3/4), OIF Expendable (Difficult to obtain new Focus; Iron statue and spirit's offering; -3/4), No Figured Characteristics (-1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (Cannot be Aided, Healed or Recovered; -1/4)

 

3rd Level Shaman Spell, Abjuration, Celestial, Fortune, Guardian

 

Plus one hour duration per "level."

 

Notes: The shaman supplicates a revered spirit, offering an appropriate sacrifice, to imbue a figurine of the spirit with a fraction of its power. The shaman then carries the figurine around for the duration of the spell. Each time BODY damage would be done, half of it is absorbed by the figurine until it runs out of BODY and shatters. How much extra BODY is available is dependent on what the figurine is made of (and how many points the shaman is willing to put into the spell.) If the shaman anticipates heavy combat, this spell is literally a lifesaver.

 

 

10 Summoning Wind: Telepathy 5d6 (Human class of minds), MegaScale (1" = 10 km; +1/2), Area Of Effect (8" Radius; +1 1/4), Selective (+1/4) (75 Active Points); 1 Charge (-2), Extra Time (10 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), Broadcast Only (-1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Language Barrier (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4)

 

5th Level Wu Jen Spell, Transmutation

 

+1" Radius per "level."

 

Notes: The wu jen sends a message on the wind to selected people (who must be chosen by name or distinguishing features and location (such as "wearing a soldier's uniform at Iusui Castle")) in a large radius. This spell is a good way to call people together who've been scattered, order troops around, or make an announcement.

 

 

48 Surelife: Variable Power Pool, 40 base + 8 control cost, No Skill Roll Required (+1) (80 Active Points); Limited Class Of Powers Available Very Limited (Only Defensive and Life Support powers to prevent death against one specific condition; -1), VPP Powers Can Be Changed Only In Given Circumstance (at beginning of spell; -1/2); all slots OIF Expendable (Easy to obtain new Focus; ointment of peach syrup and cinnabar; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. "natural" conditions; -1/2), 1 Continuing Charge lasting 7 Minutes (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)

 

8th Level Wu Jen Spell, Abjuration, Fortune, Guardian

 

Plus one minute duration per two "levels."

 

Notes: The caster names a circumstance that would normally kill them, and for the duration of the spell, they are completely protected from that one circumstance. It must be a "natural" condition, such as drowning, being crushed by falling rocks, burned by molten lava, etc. Any other attack, even if it has the same special effect as the condition protected against, will still do damage. Okay, I cheated on this one. Totally GM option. Suggestions for an uncomplicated but rules-legal version appreciated.

 

 

1 Sustain: Life Support (Eating: Character only has to eat once per week), 1 Continuing Charge lasting 42 Hours (+0), Persistent (+1/2), Usable Simultaneously (up to 3 people at once; +3/4) (2 Active Points); OIF Expendable (Easy to obtain new Focus; flask of sake & rice cake; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)

 

4th Level Shaman or Sohei Spell, Transmutation

 

Plus one creature covered per two "levels," plus six hours duration per two "levels."

 

Notes: The caster allows the beings touched to go without food or water for extended periods without hunger or thirst. Useful for when a party has to travel light, or the local water supply is poisonous.

 

 

3 Swim: (Total: 10 Active Cost, 3 Real Cost) Swimming +4" (6" total), Usable By Other (+1/4), Ranged (+1/2) (7 Active Points); 1 Continuing Charge lasting 3 Turns (-1), OIF Expendable (Easy to obtain new Focus; goldfish scale; -1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 2) sEnvironmental Movement (no penalties in water), Usable By Other (+1/4), Ranged (+1/2) (3 Active Points); 1 Continuing Charge lasting 3 Turns (-1), OIF Expendable (Easy to obtain new Focus; goldfish scale; -1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 1)

 

2nd Level Wu Jen Spell, Alteration, Water

 

Plus three action Phases duration per "level."

 

Notes: This spell gives the recepient better movement in water. While not specifically mentioned in the spell description, this should not work on marine creatures. Notably, this is one of the few "buff" spells that isn't touch range, so the wu jen can cast it on say the buddy who's about to drown in the lake. Recommended for expeditions involving water crossings.

 

 

18 Sword of Darkness: Drain All Primary Characteristics at the same time 1d6, Variable Targets (+1/4), Ranged (+1/2), Continuous (+1), Delayed Return Rate (points return at the rate of 5 per Hour; +1), Cumulative (24 points; +1), all Primary Characteristics simultaneously (+2) (67 Active Points); OAF Expendable (Easy to obtain new Focus; fine katana; -1), 1 Continuing Charge lasting 3 Turns (-1), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Combat Levels may not be used with this power; -1/4)

 

7th Level Maho-Tsukai or Wu Jen Spell, Necromancy, Evil

 

Plus one action Phase duration per "level."

 

Notes: The caster shatters the katana against a rock, creating a black sword-shaped slice of negative energy that can then be used to attack. Each swipe of the "sword" drains the positive energy from the victim. Unless they're undead, in which case it heals them. Due to the nature of the energy used, the OCV and damage of this attack cannot be aided by skill levels. Sword of Darkness is an inherently Evil spell, and is another one where you'll need to kill all the witnesses.

 

 

18 Sword of Deception: (Total: 59 Active Cost, 18 Real Cost) Killing Attack - Ranged 1d6-1, Variable Targets (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Continuous (+1) (27 Active Points); 1 Continuing Charge lasting 4 Turns (-1), OIF Expendable (Easy to obtain new Focus; Miniature sword and loaded dice; -1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Combat skill levels cannot be used w/this power; -1/4) (Real Cost: 8) plus Minor Transform 1d6 (Person into Unlucky (1d6) Person, Unluck Roll, Luck Roll, Remove Curse), Variable Targets (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Partial Transform (+1/2), Continuous (+1) (32 Active Points); 1 Continuing Charge lasting 4 turns (-1), OIF Expendable (Easy to obtain new Focus; miniature sword and loaded dice; -1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Cannot use combat skill levels w/power; -1/4) (Real Cost: 10)

 

5th Level Wu Jen Spell, Evocation

 

Plus one action Phase duration per "level."

 

Notes: The caster summons a small pale green "blade" of force which can then be directed to strike at an opponent. Each swipe of the sword not only does a small amount of damage, but causes the victim to become slightly unluckier. This unluckiness can be gotten rid of by it either manifesting in an Unluck roll, or being negated by a Luck roll. Due to the nature of the energy used, the OCV and damage of this attack cannot be aided by skill levels. Not really a cost-effective spell, but inflicting Unluck may appeal to the more prankish wu jen.

 

 

 

Gaah, that was long.

 

"T" should be slightly shorter.

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Re: Random Rokugan Stuff

 

"T" Spells

 

 

16 Terra-Cotta Lion: Summon 100-point Lion Statue, Slavishly Devoted (+1), Continuous (+1) (60 Active Points); OAF Fragile (terra-cotta foo lion figurine; -1 1/4), 1 Continuing Charge lasting 4 Turns (-1), Gestures (-1/4), Incantations (-1/4)

 

5th Level Wu Jen Spell, Transmutation, Earth

 

Plus one action Phase duration per "level."

 

Notes: The wu jen transforms a terra-cotta figurine of a foo lion into a large animated statue in the same shape. The creature should be built using the Automaton rules; it has 6 PD/6 ED Resistant defense, but no special attacks or skills. If the lion is destroyed, a new figurine will need to be obtained. Like most "extra troops" spells, this one is well worth having on tap.

 

 

12 Terra-Cotta Warrior: Summon 75-point Warrior Statue, Slavishly Devoted (+1), Continuous (+1) (45 Active Points); OAF Fragile (terra-cotta warrior figurine; -1 1/4), 1 Continuing Charge lasting 2 Turns (-1), Gestures (-1/4), Incantations (-1/4)

 

3rd Level Wu Jen Spell, Transmutation, Earth

 

Plus one action Phase duration per "level."

 

Notes: As Terra-Cotta Lion, above, except that the figurine and resulting animated statue are of a humanoid warrior. It has 8" Running in addition to the inherent Armor. It's a handy spell, and some wu jen might want to consider taking multiple Charges to create an instant bodyguard.

 

 

5 Tetsubo of Earth: (Total: 21 Active Cost, 5 Real Cost) Hand-To-Hand Attack +1 1/2d6, Continuous (+1) (16 Active Points); 1 Continuing Charge lasting 3 Minutes (-3/4), Hand-To-Hand Attack (-1/2), OIF (Holy symbol; -1/2), Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4) (Real Cost: 4) plus Stretching 1" (5 Active Points); 1 Continuing Charge lasting 3 Minutes (-3/4), OIF (Holy Symbol; -1/2), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Limited Body Parts (Weapon only; -1/4), Physical Manifestation (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 1)

 

2nd Level Shugenja Spell, Evocation, Earth

 

+1 to damage cap per "level" to a maximum of 3d6+1; plus one minute duration per "level."

 

Notes: The shugenja creates a tetsubo out of the element of earth. It's handiest against enemies who are vulnerable to that element, but is also handy for situations where the shugenja is expected to be unarmed when combat breaks out.

 

 

8 Thornskin: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4) (27 Active Points); 1 Continuing Charge lasting 2 Turns (-1), OIF Expendable (Easy to obtain new Focus; Thorn; -1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not stack w/other HKA; -1/4)

 

3rd Level Wu Jen Spell, Transmutation, Wood

 

Plus one action Phase duration per "level."

 

Notes: The wu jen attunes itself to the element of wood, causing wooden thorns to sprout from its body. As a result, any unarmed attack or grappling hold applied by the caster will do killing damage rather than normal. Also, anyone attacking the wu jen with bare hands or natural weapons will get pierced. This spell is best used when fighting monks or animals so that their own attacks will work against them.

 

 

26 Tomb of Jade: (Total: 142 Active Cost, 26 Real Cost) Entangle 3 1/2d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Entangle And Character Both Take Damage (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (87 Active Points); 1 Charge (-2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Tainted or Shadowlands creatures; -1/2), OIF (Holy symbol and finger of jade; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (1d6 STUN per phase; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 14) plus Drain CON 1d6, Continuous (+1), Cumulative (24 points; +1), Based On EGO Combat Value (Mental Defense applies; +1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (55 Active Points); 1 Continuing Charge lasting 1 Minute (-1), OIF (Holy symbol and finger of jade; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Tainted and Shadowlands creatures; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (1d6 STUN damage per phase; -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) (Real Cost: 12)

 

7th Level Shugenja Spell, Transmutation, Earth

 

Cannot be pumped.

 

Notes: The shugena touches a Tainted being and turns its skin to jade, immobilizing the creature. As long as the caster concentrates on the spell, the captive being has its hardiness sapped away, but the caster is wearied by the spell, and may fall unconscious before it's complete. Best used if the party is up against a single strong creature, as trying to use this spell while the victim's allies attack you would be difficult at best.

 

 

6 Trance: Detect Magic and magical beings 11- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range (25 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4)

 

1st Level Shaman Spell, Divination, Nature

 

Plus one action Phase duration per "level."

 

Notes: As the name implies, the shaman goes into a trance, during which they can detect any magic or magical beings in the area. It's primarily used to detect local spirits so that the various contact spells will be correctly targeted.

 

 

21 Transfix: Mind Control 6d6 (Human class of minds), Uncontrolled (+1/2), Area Of Effect (8" Radius; +1), Continuous (+1) (105 Active Points); 1 Charge (-2), Set Effect (Don't move until (condition met); -1/2), OIF Expendable (Easy to obtain new Focus; drop of pine resin; -1/2), Does Not Provide Mental Awareness (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)

 

6th Level Wu Jen Spell, Enchantment, Compulsion, Mind-Affecting

 

Cannot be pumped.

 

Notes: The wu jen orders every humanoid in an area to not move until a certain condition is met. This condition must be possible, but does not need to be likely. Typical examples include "until I say to go" or "until sunset." Since it covers an area, any new people who wander into the area of effect will be affected by the command, while those who are taken out of the area are freed. If there are no affected beings in the area of effect, or the condition is met, the spell ends. This is a great spell for use against a large number of weaker human opponents.

 

 

There is no "U" in "team," so next up is the V spell.

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"V" Spells

 

8 Vulnerability: Suppress Resistant PD & ED 3d6, Resistant PD & ED simultaneously (+1/2), Persistent (+1/2) (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Does not affect Foci; -1/2), Gestures (-1/4), Incantations (-1/4)

 

6th Level Shaman Spell, Transmutation

 

Plus 1d6 Suppress per "level," to a maximum of 12d6; +1 action Phase duration per "level."

 

Notes: The shaman touches a creature, softening its hide and making it vulnerable to attack. This does not work against any worn armor or devices. Very helpful against rock-hided creatures, monks who've trained in Armor Skin techniques, and the like. However, since the shaman has to get right next to the creature to use the spell, it's best used with allies who will immediately take advantage of the weakness.

 

 

"W" is big again, so it may be a few days.

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"W" Spells

 

37 Wall of Bones: (Total: 132 Active Cost, 37 Real Cost) Force Wall (7 PD/7 ED; 7" long and 1" tall) (47 Active Points); Ablative BODY Only (-1/2), OIF Expendable (Easy to obtain new Focus; withered peach branch from a cemetary; -1/2), 1 Continuing Charge lasting 10 Minutes (-1/2), Activation Roll 15- (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Permeable wall, can be climbed through with a successful Contortionist roll; -1/4) (Real Cost: 12) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Expendable (Easy to obtain new Focus; withered peach branch from a cemetary; -1/2), Only Works Against Limited Type of Attack (slashing and piercing attacks; -1/2), Limited Power Power loses about a third of its effectiveness (Damage Reduction applies only to the Wall of Bones itself; -1/2), 1 Continuing Charge lasting 10 Minutes (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 8) plus Killing Attack - Hand-To-Hand 1d6+1, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; If being attempts to pass through Wall of Bones; +3/4), Continuous (+1) (55 Active Points); OIF Expendable (Easy to obtain new Focus; withered peach branch from cemetary; -1/2), No STR Bonus (-1/2), 1 Continuing Charge lasting 10 Minutes (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 17)

 

4th Level Maho-Tsukai or Wu Jen Spell, Conjuration, Creation, Grave

 

+1" height or length per "level," +1 PD & ED per "level."

 

Notes: The caster causes a wall of intertwined bones to erupt from the earth, partially blocking attacks and movement. The wall is semi-permeable, thus some attacks can sneak through, and it's possible to climb through/over if you're extremely good at wriggling. However, anyone climbing on or through the wall will take damage from the sharp edges and points of the bones. And while it's possible to smash your way through the wall, slashing and piercing weapons are less effective.

 

This is another spell strongly associated with evil mages--though the spell itself does not detect as evil, or even necromancy. Wall of Fire or Wall of Ice, both available at the same "level," are better for the caster's reputation.

 

 

5 Warning: +4 PER with Normal Hearing and Normal Sight, Usable By Other (+1/4) (10 Active Points); Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only to detect danger; -1/4), 1 Continuing Charge lasting 30 Minutes (-1/4)

 

2nd Level Shaman or Sohei Spell, Divination, Guardian

 

Plus ten minutes duration per "level."

 

Notes: The caster or the person touched becomes more aware of possible dangers, ears and eyes sharpened to spot ambushes or traps. Thanks to a generous pumping progression, this spell will be useful for the entire campaign.

 

 

5 Water to Poison: Major Transform 0 1/2d6 (Water to poison, evaporation, detoxification), Invisible Power Effects (Fully Invisible; +1) (20 Active Points); 1 Charge (-2), OIF Expendable (Easy to obtain new Focus; Poisonous snake fang; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)

 

4th Level Maho-Tsukai or Wu Jen Spell, Transmutation, Water

 

+1 BODY of maximum effect per three "levels."

 

Notes: The caster turns a small amount of water into a colorless, tasteless poison. (1 1/2d6 CON Drain, Gradual Effect/minute, recovers per day, must be ingested.) It can be diluted in an equal amount of real water or alcohol without losing potency. While there may be some legitimate uses for such a spell, even admitting that you know it will get you looked at askance.

 

 

6 Weapon Bless: (Total: 11 Active Cost, 6 Real Cost) Hand-To-Hand Attack +1d6, Delayed Effect (+1/4) (6 Active Points); 1 Charge (-2), Extra Time (10 Minutes, Only to Activate, -1 1/4), OAF (Weapon with foe's name written on it; -1), Limited Power Power loses about half of its effectiveness (Only against specified opponent, spell fails if weapon used against any other opponent first; -1), Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 1) {B]plus[/b] +5 OCV with any single attack with one specific weapon (Real Cost: 5)

 

1st Level Shaman or Sohei Spell, Transmutation, Fury

 

Cannot be pumped.

 

Notes: The caster blesses a weapon to make a strike against a particular opponent, either by name or a specific description. The first strike against that foe with that weapon will have a much higher chance to hit, and do more damage. (Substitute a damage class of Killing Attack for the HtH Attack when appropriate.) If the weapon misses, the spell fails; likewise if the weapon is used against any other foe first. This spell is most useful for beginning characters with low OCVs who know who they're going to fight, and have a spare weapon. At higher levels, it is primarily useful as a trigger for a more devestating effect.

 

 

8 When Two Become One: Aid All characteristics 1d6, Usable Simultaneously (up to 2 people at once; +1/2), Persistent (+1/2), all characteristics simultaneously (+2) (40 Active Points); Limited Power Power loses about half of its effectiveness (Only to merge with mount, may not dismount while spell in effect; -1), Side Effects, Side Effect occurs automatically whenever Power is used ("No Hands"; -1), 1 Continuing Charge lasting 2 Turns (-1), OIF (holy symbol; -1/2), Gestures (-1/4), Incantations (-1/4)

 

3rd Level Shugenja Spell, Necromancy, Water, Iuichi School

 

Plus one action Phase duration per "level." You may also want to purchase more dice of Aid to better represent the effects.

 

Notes: The shugenja hunkers low on their horse, melding the two spirits. As a result, they effectively become one body, with the best characteristics of both man and horse. (That is, the Aid goes to each being's characteristics to make them match.) The result is pretty much a very smart horse with a toughened fleshy burden in the saddle. This spell is primarily useful for riding out of dangerous situations.

 

 

8 Whip: (Total: 41 Active Cost, 8 Real Cost) Hand-To-Hand Attack +0 1/2d6, Continuous (+1) (6 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF Expendable (Easy to obtain new Focus; small silk whip; -1), Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 1) plus Stretching 3" (15 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF Expendable (Easy to obtain new Focus; Small silk whip; -1), Gestures (-1/4), Incantations (-1/4), Limited Body Parts (whip only; -1/4), no Noncombat Stretching (-1/4) (Real Cost: 3) plus Mind Control 2d6 (standard effect: 6 points) (Animal class of minds), Continuous (+1) (20 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF Expendable (Easy to obtain new Focus; small silk whip; -1), Limited Class Of Minds Normal animals only (-1/2), Set Effect ("Fear me"; -1/2), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4) (Real Cost: 4)

 

2nd Level Wu Jen Spell, Evocation

 

Plus one action Phase duration per "level."

 

Notes: The caster creates a whip out of force. In addition to its normal use, the whip can also be used to frighten animals (but only normal ones.) Most useful if you have a problem with normal animal attacks, but also a handy desperation weapon.

 

 

17 Withering Palm: Drain STR & CON 2d6 (standard effect: 6 points), STR & CON simultaneously (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (60 Active Points); 1 Charge (-2), Gestures (-1/4), Incantations (-1/4)

 

7th Level Maho-Tsukai or Wu Jen Spell, Necromancy

 

+1 to standard effect per two "levels."

 

Notes: The caster touches a victim, withering its muscles and immune system. At higher power levels, this spell can leave a victim completely helpless and comatose. Usually, however, it's best used with someone to make followup attacks while the victim is weakened.

 

 

29 Wood Rot: Killing Attack - Hand-To-Hand 4 1/2d6, Continuous (+1) (140 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. wooden objects and plant creatures; -1), 1 Continuing Charge lasting 4 Turns (-1), OIF Fragile Expendable (Easy to obtain new Focus; live termite; -3/4), No STR Bonus (-1/2), Gestures (-1/4), Incantations (-1/4)

 

5th Level Maho-Tsukai or Wu Jen Spell, Transmutation, Wood

 

+1 to damage cap per "level" up to a maximum of 5d6+1; plus one action Phase duration per "level."

 

Notes: The caster's hands instantly rot any wood they touch, making it crumble and become useless. Wooden walls? Gone. Wooden shield? Rotted. Wooden spear shafts? A little harder to hit, but oh so amusing. And if you just happen to be going up against a bunch of plant creatures, so much the better. However, the caster should keep in mind that intelligent plants will consider use of this spell hostile and plan accordingly.

 

 

37 Words of the Kami: (Total: 187 Active Cost, 37 Real Cost) Hearing Group Flash 1d6, Area Of Effect (4" Radius; +1 1/2) (7 Active Points); 1 Charge (-2), No Range (-1/2), Incantations (-1/4) (Real Cost: 2) plus Sight Group Flash 1 1/2d6, Area Of Effect (4" Radius; +1 1/2) (20 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only vs. Shadowlands & Tainted creatures built on less points than the caster; -1), No Range (-1/2), Incantations (-1/4) (Real Cost: 4) plus Mind Control 8d6 (Shadowlands & Tainted Creatures class of minds), Area Of Effect (4" Radius; +1) (80 Active Points); 1 Charge (-2), No Range (-1/2), Set Effect ("Don't Move"; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. creatures built on less than 75% of the caster's points; -1/2), Incantations (-1/4), Does Not Provide Mental Awareness (-1/4) (Real Cost: 16) plus Killing Attack - Ranged 2 1/2d6, Area Of Effect (4" Radius; +1) (80 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Only works on Shadowlands or Tainted creatures built on less than half the caster's points; -1 1/2), No Range (-1/2), Incantations (-1/4) (Real Cost: 15)

 

7th Level Shugenja Spell, Evocation, Sonic, Water

 

Cannot be pumped.

 

Notes: The shugenja speaks holy words in the language of the kami. Everyone (including the caster) in the radius of the spell is deafened. In addition, if a creature is native to the Shadowlands or Tainted, it could be blinded, paralyzed or even ripped to shreds by the force of the words. The lack of gestures or special ingredients needed makes this a good holdout spell for a shugenja going into the Shadowlands. (And don't you just love multiple-effect spells based on rules mechanics?)

 

 

 

No "X" spells, so we'll wrap up with the "Y" spells next time. (No "Z" either, darn the luck.)

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Re: Random Rokugan Stuff

 

"Y" Spells

 

17 Yakamo's Anger: Sight Group Flash 6d6, Personal Immunity (+1/4), Area Of Effect (4" Radius; +1) (67 Active Points); 1 Charge (-2), OIF (Holy Symbol; -1/2), Gestures (-1/4), Incantations (-1/4)

 

6th Level Shugenja Spell, Evocation, Light, Fire

 

Cannot be pumped.

 

Notes: The shugenja calls upon the great kami of the sun to illuminate the area with his anger. Since this will blind everyone for a fair distance, a prearranged code word will help the party not fall prey to their own tactic. Especially effective against nocturnal or darkness-favoring creatures.

 

 

16 Yari of Air: (Total: 55 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Continuous (+1) (50 Active Points); 1 Continuing Charge lasting 2 Minutes (-3/4), OIF (Holy Symbol; -1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 15) plus Stretching 1" (5 Active Points); 1 Continuing Charge lasting 3 Minutes (-3/4), Only To Cause Damage (-1/2), OIF (holy symbol; -1/2), Always Direct (-1/4), Limited Body Parts (yari only; -1/4), Gestures (-1/4), Incantations (-1/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4) (Real Cost: 1)

 

2nd Level Shugenja Spell, Evocation, Air

 

+1 to damage cap per "level," to a maximum of 3d6; plus one minute duration per "level."

 

Notes: The shugenja forms a spear-shaped weapon out of elemental air. Most useful against opponents vulnerable to air, rare though those might be. But its main usefulness is giving the shugenja a strong weapon when such would normally be unavailable due to court ettiquette. The high damage cap makes this a spell suitable for keeping around for quite a while.

 

 

And that concludes the Rokugan speciality spell section (except for maho-tsukai-only spells, which will come up if I write up the Maho-Tsukai Prestige Class.)

 

So, next would you like to see magic items, or Shadowlands oni?

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Re: Random Rokugan Stuff

 

Decided on magic items.

 

As previously mentioned, in a D&D based setting, magical items are very common, even mandatory. So most magic items will be bought with money or found, and treated as Equipment. They have the Independent Limitation and can be taken away by the GM for any good story-based reason.

 

However, it may happen that your characters might want to keep certain items as permanent assets for their use. In this case, they need to "cement" the magic item by paying their own experience points. They can buy them as Independent, saving points but still running a reduced risk of permanently losing the item, or without that limitation to represent an item that they won't lose. (Some special rare items can never have their Independent limitation removed.)

 

For example, Bobu the Samurai likes having Healing Potions available. Rather than buy his potion as Independent, and Charge Does Not Recover, Bobu buys the potion as Charges Only Recover In Limited Circumstances (between adventures.) His player justifies this by stating that Bobu has a deal with the local temple--he provides them with a cut of treasure each month, and they provide him with a Healing potion each time he returns to the temple with loot.

 

 

Thoughts?

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Re: Random Rokugan Stuff

 

Rokugan Magic Items

 

Armor

 

+1 Leather Armor: (Total: 9 Active Cost, 2 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2)

 

Notes: This is just your standard magical leather armor, used as a base for comparison.

 

 

6 +1 Leather Armor, Agility: (Total: 13 Active Cost, 6 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2) plus +2 with DEX Roll (Real Cost: 4)

 

Notes: Agile armor offsets the penalties to DEX Rolls normally incurred for wearing armor. Note that it only increases base DEX roll, not any Dexterity based skills. It also comes in +4 and +6 versions.

 

 

9 +1 Leather Armor, Balance: (Total: 33 Active Cost, 9 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2) plus +8 with Acrobatics, Breakfall & Riding (only to keep from falling off) (24 Active Points); Independent (-2), OIF (Armor; -1/2) (Real Cost: 7)

 

Notes: Balanced armor gives the wearer an uncanny ability to keep their balance, even under very difficult circumstances. Invaluable for your "must make Acrobatics roll" abilities.

 

 

4 +1 Leather Armor, Blur: (Total: 19 Active Cost, 4 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2) plus +2 with DCV (10 Active Points); Independent (-2), OIF (armor; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks targeted by sight; -1/2) (Real Cost: 2)

 

Notes: The wearer's body appears blurred, making it harder to get a solid hit on it. Naturally, this doesn't work against area attacks, or ones targeted by senses other than sight.

 

 

8 +1 Leather Armor, Displacement: (Total: 34 Active Cost, 8 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2) plus +5 with DCV (25 Active Points); Independent (-2), OIF (armor; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks targeted by sight; -1/2) (Real Cost: 6)

 

Notes: This armor makes the wearer look like they're about 2-3 feet from their actual position, making them very difficult to hit. This also doesn't work against area attacks or ones not targeted by sight.

 

 

14 +1 Leather Armor, Fear: (Total: 76 Active Cost, 14 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2) plus Mind Control 6d6, Personal Immunity (+1/4), Area Of Effect (4" Radius; +1) (67 Active Points); Independent (-2), 3 Charges (-1 1/4), OIF (armor; -1/2), Set Effect (Fear only; -1/2), No Range (-1/2) (Real Cost: 12)

 

Notes: This armor causes waves of fear to emanate from the wearer upon command. Best used when your allies are some distance away.

 

 

9 +1 Leather Armor, Healing: (Total: 50 Active Cost, 9 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2) plus Healing BODY 3d6+1, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; Being at less than 1/2 BODY; +1/4) (41 Active Points); Independent (-2), 1 Charge (-2), OIF (armor; -1/2), Self Only (-1/2) (Real Cost: 7)

 

Notes: This armor automatically heals the wearer if their Body slips below a certain threshold, but only once per day. About the only characters that might not want one of these are those who activate special powers when severely wounded.

 

 

3 +1 Leather Armor, Presence: (Total: 11 Active Cost, 3 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2) plus +2 PRE (2 Active Points); Independent (-2), OIF (armor; -1/2) (Real Cost: 1)

 

Notes: This impressive-looking armor just makes the wearer seem more imposing.

 

 

3 +1 Leather Armor, Shapeshifting: Multipower, 10-point reserve, (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (Slots switch automatically when shapeshifted; -1/4); all slots Independent (-2), OIF (armor; -1/2)

1u 1)+1 Leather Armor, Humanoid Form: (Total: 9 Active Cost, 2 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2)

1u 2)+1 Leather Armor, Animal Form: +2 with DCV (10 Active Points); Independent (-2), OIF (armor; -1/2), Activation Roll 15- (-1/4)

 

Notes: This armor has been enchanted to shapeshift with a character who transforms between human and animal forms. Much in demand by combat-prone hengeyokai.

 

 

8 +1 Shield, Signaling: (Total: 45 Active Cost, 8 Real Cost) +3 with DCV (15 Active Points); Independent (-2), OAF (shield; -1), Limited Power Power loses about a third of its effectiveness (Must be aware of attack and able to interpose shield; -1/2) (Real Cost: 3) plus Ventriloquism 16-, MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (30 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (shield; -1), Limited Power Power loses about a fourth of its effectiveness (Cannot be used to cast spells or trigger magical effects; -1/4) (Real Cost: 5)

 

Notes: This shield can be used to send a message to a location far away three times a day. Note that while the wearer can choose the point to send the message to, there's no guarantee there will be anyone there to hear it.

 

 

6 +1 Leather Armor, Stamina: (Total: 13 Active Cost, 6 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 2) plus +2 with CON Roll (Real Cost: 4)

 

Notes: This armor supports the character's basic healthiness, giving the wearer better CON rolls. Like agility armor, this also comes in +4 and +6 versions.

 

 

3 +1 Leather Armor, Wild: (Total: 11 Active Cost, 3 Real Cost) Armor (3 PD/3 ED), Custom Modifier (Wild; +1/4) (11 Active Points); Independent (-2), OIF (Armor; -1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) (Real Cost: 3)

 

Notes: "Wild" armor shapeshifts with the wearer, so it provides the same benefits to the animal shape as to the humanoid one. Such armor is traditionally decorated in a leaf pattern. Much prized by hengeyokai.

 

 

9 Celestial Tessen: Multipower, 40-point reserve, (40 Active Points); all slots Independent (-2), OAF (Tessen; -1), Real Weapon (-1/4)

1u 1)+1 small shield: +2 with DCV (10 Active Points); Independent (-2), OAF (Tessen; -1), Limited Power Power loses about a third of its effectiveness (Must be aware of attack and able to interpose shield; -1/2), Real Weapon (-1/4)

1u 2)Shield bash: Hand-To-Hand Attack +0 1/2d6 (3 Active Points); Independent (-2), OAF (Tessen; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4)

1u 3)Blinding: Sight Group Flash 3 1/2d6, Personal Immunity (+1/4), Area Of Effect (2" Radius; +1) (40 Active Points); Independent (-2), 2 Charges (-1 1/2), OAF (Tessen; -1), Real Weapon (-1/4)

1u 4)Searing Ray: (Total: 34 Active Cost, 5 Real Cost) Energy Blast 2 1/2d6 (13 Active Points); 1 Charge (-2), Independent (-2), OAF (Tessen; -1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 2) plus Energy Blast 2 1/2d6 (13 Active Points); 1 Charge (-2), Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. undead; -1), OAF (Tessen; -1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 2) plus Energy Blast 1 1/2d6 (8 Active Points); 1 Charge (-2), Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Only vs. vampires & light-phobic undead; -1 1/2), OAF (Tessen; -1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 1)

 

Notes: A tessen is a small shield specially designed to also be used as an off-hand weapon. The Celestial Tessen is especially shiny, and can be used to either emit blinding flashes of light, or a ray of intense light that's especially effective against the undead. This item is always Independent.

 

 

12 Devata Armor: (Total: 45 Active Cost, 12 Real Cost) Armor (7 PD/7 ED) (21 Active Points); Independent (-2), Activation Roll 15- (-1/4), IIF (fine chainmail; -1/4), Real Armor (-1/4) (Real Cost: 6) plus Flight 12" (24 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Minutes (-3/4), IIF (fine chainmail; -1/4) (Real Cost: 6)

 

Notes: This golden or silver chainmail is so fine and light that it can be worn under normal clothing while still providing full protection. Even better, it allows you to fly for a short period. Since it must be made by minions of Good, it's even rarer than you might think. This item is always Independent.

 

 

6 Oni Armor: Armor (12 PD/12 ED) (36 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (-1 to all Primary characteristics, plus DF: Tainted; -1 1/2), OIF (armor; -1/2), Real Armor (-1/4), Activation Roll 15- (-1/4)

9 Oni Armor Claws: (Total: 32 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OIF (Armor; -1/2) (Real Cost: 7) plus Major Transform 1 point (normal being into Tainted being, water-based healing magic), Partial Transform (+1/2) (7 Active Points); Independent (-2), OIF (armor; -1/2), No Range (-1/2) (Real Cost: 2)

 

Notes: This full-body armor is designed to make the user look like an oni, complete with a demonically-distorted faceplate. It comes equipped with claws built into the armguards that not only cut opponents, but infect them with Taint. (The wearer can instead use normal weapons if preferred.) However, the armor takes a bit of vital energy to power itself, and radiates Taint to anyone who knows how to detect it. This item cannot have Independent removed. It's also very, very rare, since only maho-tsukai can make it, and they have other things to do with their short careers.

 

 

6 Shaman's Bones: (Total: 24 Active Cost, 6 Real Cost) Armor (6 PD/6 ED) (18 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) (Real Cost: 4) plus +2 with DEX, CON & EGO rolls (6 Active Points); Independent (-2), OIF (armor; -1/2) (Real Cost: 2)

 

Notes: This leather armor is strengthened with strips of bone (usually animal bones), and bound to a protective spirit. The spirit not only makes the armor stronger, but adds its power to allow the shaman to perform certain feats more easily. While this armor can in fact be worn by non-shamans, tradition has it that they will not get the full cooperation of the spirit. This item may not have Independent removed.

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Re: Random Rokugan Stuff

 

Gorobei Katayama: You're good.

Heihachi Hayashida: Yeah, yeah. But I'm better at killing enemies.

Gorobei Katayama: Killed many?

Heihachi Hayashida: Well - it's impossible to kill 'em all, so I usually run away.

Gorobei Katayama: A splendid principle!

Heihachi Hayashida: Thank you.

 

The Seven Samurai

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Re: Random Rokugan Stuff

 

Weapons

 

6 +1 Wakazashi: (Total: 21 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (wakazashi), -1, Real Weapon; (-1/4); (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1)

 

Notes: A typical magical +1 wakazashi for comparison purposes, and as a base.

 

 

10 +1 Wakazashi, Agility: (Total: 25 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (wakazashi; -1), Real Weapon -1/4 (Real Cost: 5) plus +1 +1 OCV w/wakazashi (Real Cost: 1) plus +2 with DEX Roll while weapon drawn(Real Cost: 4)

 

Notes: An agility weapon aids the user's reflexes when drawn. It stacks with agility armor, if the character is fortunate enough to find both. Agility weapons also come in +4 and +6 varieties.

 

 

12 +1 Wakazashi, Balance: (Total: 45 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 +1 OCV w/wakazashi (Real Cost: 1) plus +8 with Acrobatics, Breakfall & Riding (only to not fall off) (24 Active Points); Independent (-2), OAF (wakazashi; -1) (Real Cost: 6)

 

Notes: This weapon greatly aids the bearer's sense of balance. It stacks with balance armor, should the character have both.

 

 

8 +1 Wakazashi, Blur: (Total: 31 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 +1 OCV w/wakazashi (Real Cost: 1) plus +2 with DCV (10 Active Points); Independent (-2), OAF (wakazashi; -1), Limited Power Power loses about a third of its effectiveness (Only vs. sight-targeted attacks, weapon must be in hand; -1/2), Real Weapon (-1/4) (Real Cost: 2)

 

Notes: While drawn, this weapon makes the wielder's outline fuzzy and blurred, making it harder to hit them with any sight-targeted attack. This does not stack with blur armor.

 

 

11 +1 Wakazashi, Displacement: (Total: 46 Active Cost, 11 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 +1 OCV w/wakazashi (Real Cost: 1) plus +5 with DCV (25 Active Points); Independent (-2), OAF (wakazashi; -1), Limited Power Power loses about a third of its effectiveness (Only vs. sight-targeted attacks, weapon must be in hand; -1/2), Real Weapon (-1/4) (Real Cost: 5)

 

Notes: While drawn, this weapon makes the wielder appear to be 2-3 feet away from his actual position, making it much harder to hit them with any sight-targeted attack. This does not stack with displacement armor.

 

 

13 +1 Wakazashi, Flying: (Total: 51 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 +1 OCV w/wakazashi (Real Cost: 1) plus Flight 12", 3 Continuing Charges lasting 50 Minutes each (+1/4) (30 Active Points); Independent (-2), OAF (wakazashi; -1), Limited Power Power loses about a third of its effectiveness (Wakazashi cannot be used to attack while flying; -1/2) (Real Cost: 7)

 

Notes: On command, this weapon can fly through the air, dragging the wielder along with it. Note that the character can hold this weapon in their off-hand, letting them use another weapon or perform other one-handed actions.

 

 

15 +1 Katana, Focus: (Total: 34 Active Cost, 15 Real Cost) Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (Katana; -1), Real Weapon (-1/4) (Real Cost: 6) plus +1 OCV (Real Cost: 1) plus +4 with Fast Draw Roll (Real Cost: 8)

 

Notes: This katana (the particular enchantment can only be used on a katana) is specially designed for the purposes of Iaijutsu.

 

 

10 +1 Wakazashi, Furious: (Total: 29 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 +1 OCV w/wakazashi (Real Cost: 1) plus +2 STR (2 Active Points); Independent (-2), OAF (wakazashi; -1), Limited Power Power loses about half of its effectiveness (Only while raging; -1) (Real Cost: 1) plus +2 CON (4 Active Points); Independent (-2), OAF (wakazashi; -1), Limited Power Power loses about half of its effectiveness (only while raging; -1) (Real Cost: 1) plus +1 with Ego Roll (Real Cost: 2) (also only while raging.)

 

Notes: This weapon is exclusively for the use of those characters who've learned a "rage" ability, whatever it might be called. It enhances the benefits of such an ability. Might be valueless to your party, or invaluable.

 

 

15 +1 Wakazashi, Honorable: (Total: 66 Active Cost, 15 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (Wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF (Wakazashi; -1), Limited Power Power loses about a third of its effectiveness (Only vs. the dishonorable; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus Energy Blast 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), No Normal Defense (Being honorable, Protection vs. Honor, Power Defense; +1) (35 Active Points); Independent (-2), OAF (wakazashi; -1), Limited Power Power loses about half of its effectiveness (Damage Shield is for weapon only, it must be actively touched to activate; -1), Real Weapon (-1/4) (Real Cost: 7)

 

Notes: The ancestral spirits have blessed this weapon with a strong bond to the code of Bushido. As such, it does extra damage to those who have dishonored themselves and/or their clan, plus Tainted beings (who are dishonorable by their very nature.) Indeed, dishonorable creatures will take damage from simply trying to touch the weapon. This one is almost exclusively found in the possession of samurai who've leveled up their ancestral weapons, or in the stash of someone who killed them.

 

 

7 +1 Wakazashi, Initiative: (Total: 24 Active Cost, 7 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (Wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1) plus Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); Independent (-2), OAF (wakazashi; -1) (Real Cost: 1)

 

Notes: The enchantments on this weapon make the character just a little bit faster, allowing them to move first more often. This enhancement stacks with Focus.

 

 

20 +1 Wakazashi, Kuni Crystal: (Total: 88 Active Cost, 20 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (Wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1) plus Sight Group Images 1" radius, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Shadowlands or Tainted creature approaches within 3"; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Independent (-2), OAF (wakazashi; -1), Only To Create Light (-1), No Range (-1/2) (Real Cost: 4) plus Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF (wakazashi; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Tainted and Shadowlands creatures; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus Energy Blast 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), No Normal Defense (Not being Tainted or Shadowlands creature, Protection From Good, Power Defense; +1) (35 Active Points); Independent (-2), OAF (wakazashi; -1), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Damage Shield only covers weapon, creature must touch it directly; -1/4) (Real Cost: 8)

 

Notes: These weapons are made solely by the Kuni family crystalsmiths of the Crab Clan. They're especially designed to be deadly to Tainted and Shadowlands creatures. Not only are they poisonous to such beings (to the point where Shadowlands oni cannot regenerate damage done by Kuni crystal), they light up in the presence of those creatures, warning of their presence. Due to their rarity, anyone with a Kuni crystal weapon who isn't a member of the Crab clan may find themselves getting unwanted attention.

 

 

8 +1 Wakazashi, Mighty Smiting: (Total: 28 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (Wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1) plus Custom Modifier (Extra charge; +1/4) for up to 30 Active Points of Smite (7 Active Points); Independent (-2), OAF (wakazashi; -1) (Real Cost: 2)

 

Notes: This weapon is exclusively for characters with a "smite" ability, allowing them to do it one more time than usual for a day. Most valuable at low power levels, when the character needs all the smites they can get.

 

 

13 +1 Wakazashi, Passage: (Total: 56 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (Wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1) plus Extra-Dimensional Movement (Spirit Realm), Safe Blind Travel (+1/4), Persistent (+1/2) (35 Active Points); Independent (-2), OAF (wakazashi; -1), 1 Continuing Charge lasting 4 Minutes (-3/4), Limited Power Power loses about a third of its effectiveness (Gate; -1/2) (Real Cost: 7)

 

Notes: This weapon can, once a day, tear a hole in reality that allows access to and from the Spirit Realm. While active, anyone the same size as the user or smaller can get through. After the four minutes are up, the hole heals. While this is a very useful ability, it's also very dangerous.

 

 

12 +1 Wakazashi, Silent Moves: (Total: 44 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (Wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1) plus Stealth 19- (23 Active Points); Independent (-2), OAF (wakazashi; -1) (Real Cost: 6)

 

Notes: This weapon gives the wielder the ability to move quietly. The usefulness of this should be fairly obvious.

 

 

7 +1 Wakazashi, Tainted: (Total: 26 Active Cost, 7 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (Wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1) [/b]plus[/b] Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) (5 Active Points); Independent (-2), OAF (wakazashi; -1), Limited Power Power loses about a third of its effectiveness (Only vs. untainted beings; -1/2), Side Effects (Must make CON Roll each time damage is done or gain a point of Taint Transform; -1/4) (Real Cost: 1)

 

Notes: This weapon is infected with Shadowlands Taint, and does slightly more damage to untainted opponents. However, using it tends to Taint the wielder. Honestly, this is a sucky weapon. Evil does not pay off.

 

 

7 +1 Wakazashi, Taint Resistant: (Total: 24 Active Cost, 7 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (Wakazashi; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/wakazashi (Real Cost: 1) plus Life Support (Immunity: Taint) (3 Active Points); Independent (-2), OAF (wakazashi; -1) (Real Cost: 1)

 

Notes: This weapon is inlaid with enchanted jade, and renders the wielder resistant to Shadowlands Taint. A vital accessory for anyone planning to spend a lot of times in the Shadowlands.

 

 

 

Special Weapons to follow.

SKJAM!

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Re: Random Rokugan Stuff

 

Taint

 

As you know, Bob, in D&D worlds, Evil is not just a philosophical concept, or an insult hurled at people whose actions you disapprove of. Instead, it is an actual supernatural force that seeks out beings to aid its cause and can be drawn on to empower evil beings. In the Rokugan setting, Taint is the physical presence of Evil within the Shadowlands, which can also infect beings from outside the Shadowlands, who then become Tainted.

 

For each 24 hours a character spends in the Shadowlands, they must make a CON Roll, or gain a point of Taint. It's a Cumulative, Partial Transformation. Taint is particularly hard to heal--only Water-element based Remove Curse, Remove Disease (1 point each) or Heal (3 points) will do any good. If the character's Taint total ever exceeds twice the character's base BODY, they gain DF: Tainted (detected by unusual senses) and the Physical Limitation: Mild Taint (-1 to all CON and EGO Rolls). If the total Taint ever reaches over 4x BODY, the Physical Limitation becomes "Moderate Taint", with -3 to all EGO and CON Rolls. Also, the DF becomes perceivable by commonly-used senses, as the physical body starts to change. Finally, at 6x BODY, the Taint becomes Severe, with -5 to CON and EGO Rolls, and the Distinctive Features are Non-Concealable.

 

Around this point, most victims flee to the Shadowlands and transform into monsters.

 

In addition to traveling through the Shadowlands, certain spells and magical items can increase the character's Taint score.

 

So, how can a character protect themselves? The most common way is to carry jade. A piece of jade the size of a human's little finger will protect from Taint for up to seven days before disintegrating. Various spells and items will also slow the accumulation of Taint. Or the character can embrace the Taint and use its power, but this is pretty much giving up to Evil.

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Re: Random Rokugan Stuff

 

Specific Weapons

 

 

17 Abbot's Staff: (Total: 67 Active Cost, 17 Real Cost) Hand-To-Hand Attack +4 1/2d6, Autofire (2 shots; +1/4) (29 Active Points); Independent (-2), OAF (quarterstaff; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) (Real Cost: 6) plus +3 OCV w/Abbot's Staff (Real Cost: 3) plus Aid Shaman Spells 2d6 (standard effect: 6 points), any Shaman Spell one at a time (+1/4), Persistent (+1/2) (35 Active Points); Independent (-2), OAF (Abbot's Staff; -1), Self Only (-1/2) (Real Cost: 8)

 

Notes: A lacquered quarterstaff topped with a golden dragon's head, this staff is a favorite of shamans, since it heightens the effects of their spells, as well as striking twice in a single attack. This item cannot have Independent removed.

 

 

12 Flying Phoenix Sword: (Total: 43 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR), Ranged (+1/2) (37 Active Points); Independent (-2), OAF (Flying Phoenix Sword; -1), Real Weapon (-1/4) (Real Cost: 9) plus +4 STR (4 Active Points); Independent (-2), OAF (Flying Phoenix Sword; -1), Limited Power Power loses about a fourth of its effectiveness (Only when sword is in hand; -1/4) (Real Cost: 1) plus +2 OCV with Flying Phoenix Sword (Real Cost: 2)

 

Notes: This sword can be thrown at an opponent, slashing them before returning to the wielder's hand. Moreover, while held it makes the wielder stronger. This is a very prestigious weapon, and will bring honor to the owner. This item cannot have Independent removed.

 

 

10 Kakita Katana: (Total: 33 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR), Difficult To Dispel (x2 Active Points; +1/4) (31 Active Points); Independent (-2), OAF (katana; -1) (Real Cost: 8) plus +2 OCV w/katana (Real Cost: 2)

 

Notes: The Kakita-made katana is the finest made in Rokugan, even the non-magical ones (such as the one shown above) being nearly impossible to break or dull. Owning a genuine Kakita is very prestigious.

 

 

7 Nekode of Spider Climbing: (Total: 28 Active Cost, 7 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OIF (nekode; -1/2), Reduced Penetration (-1/4), Real Weapon (-1/4) (Real Cost: 2) plus +1 OCV w/Nekode (Real Cost: 1) plus Clinging (30 STR) (17 Active Points); Independent (-2), OIF (nekode; -1/2), Limited Power Power loses about a third of its effectiveness (Requires both hands; may not carry anything in hands or use gestures; -1/2) (Real Cost: 4)

 

Notes: By strapping the nekode (hand claws)on, the wielder can not only do some damage in combat, but can climb walls with ease, and even cling to ceilings. This is traditionally a ninja weapon, so characters who aren't ninja or professional thieves will have to do a lot of explaining if caught with a pair. This item cannot have Independent removed.

 

 

9 Serpent's Tooth: (Total: 35 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (yari; -1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 5) plus +2 OCV w/Serpent's Tooth (Real Cost: 2) plus Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); Independent (-2), OAF (yari; -1) (Real Cost: 1) plus Rapid Attack (HTH) (5 Active Points); Independent (-2), OAF (yari; -1) (Real Cost: 1)

 

Notes: This yari (short spear) is made of green wood, and makes a slight hissing sound when thrust. It allows the user to attack more rapidly, not only getting in the first blow, but able to attack multiple adjacent targets at once. This item cannot have Independent removed.

 

 

16 Spirit Sword: (Total: 80 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (scimitar; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 with HTH Combat (5 Active Points); Independent (-2), OAF (Scimitar; -1), Real Weapon (-1/4) (Real Cost: 1) plus Extra-Dimensional Movement (Spirit Realm), Safe Blind Travel (+1/4), Continuous (+1) (45 Active Points); Independent (-2), OAF (Scimitar; -1), 1 Continuing Charge lasting 4 Minutes (-3/4), Limited Power Power loses about a third of its effectiveness (Gate; -1/2) (Real Cost: 8) plus +2 with HTH Combat (10 Active Points); Independent (-2), OAF (scimitar; -1), Limited Power Power loses about a third of its effectiveness (Only vs. extra-dimensional creatures, or when in another dimension; -1/2) (Real Cost: 2)

 

Notes: This scimitar has nine rings set into its back edge, making it more useful for defense manuevers as well as offense. It is also a passage weapon, capable of slicing open a gate to the Spirit Realm, and is even more effective while there (or against creatures from other planes.) The scimitar is not a favored weapon in Rokugan, so these are rare. This item cannot have Independent removed.

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