Difference between revisions of "Character Creation"

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A link to the official character creation document - https://drive.google.com/file/d/0BxHYaHb19-BaeVNRRkRsRU80QkE
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#REDIRECT [[Campaign Rules]]
 
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Character Creation
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Starting Experience:
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Any player who played in a previous Heroes
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of Rokugan campaign gains a bonus of 5
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Experience Points.
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Players may gain up to 10 extra Experience
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Points for a PC by taking Disadvantages on
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that PC. There is no limit to the number of
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Disadvantages that can be taken, but no more
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than 10 Experience Points can be gained.
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No starting PC may begin play with more
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than 149 Insight.
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Advantages and Disadvantages:
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The following Advantages and
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Disadvantages are Banned at character
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creation; PCs may not start play with them.
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They may be acquired through play as
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rewards or penalties in modules, and others
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will be available for purchase through the
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Favor System. (A few may become available
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after specific story triggers in the campaign.)
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Some (although not all) changes from
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previous campaigns have been highlighted.
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Advantages:
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Blackmail, Blissful Betrothal, Broken Wave
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Citizen, Child of Chikushudo, Chosen by the
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Oracles, Clear Water Native, Dark Edge
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Native, Darling of the Court, Different
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School, Friend of the Brotherhood,
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Forbidden Knowledge (Kolat), Gentry, Great
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Destiny, Higher Purpose, Imperial City
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Citizen, Imperial City Veteran, Imperial
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Spouse, Imperial Scribe, Inner Gift,
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Inheritance: Asahina Blade, Inheritance:
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Trained Falcon, Inheritance: Kobune,
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Inheritance: Water Hammer Armor, Iron
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Heart Native, Laughing Plains Native,
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Medium, Multiple Schools, Naga Ancestry,
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Naishou Native, Nikesake Citizen,
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Reincarnated, Sacred Forest Native, Sacred
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Weapon, Sacrosanct, Sage of the Sword and
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Fan, Servant, Social Position, Spy Network,
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Student of Shourido, Touch of the Spirit
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Realm: Gaki-do, Touch of the Spirit Realm:
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Yomi, Watanu-trained, Zakyo Toshi Citizen
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Disadvantages:
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Anachronism, Bad Fortune (all except Moto
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Curse, Bitter Betrothal, Blackmailed,
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Bounty, Broken Wave Stigma, Clear Water
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Stigma, Dark Edge Reputation, Dark Fate,
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Dependent, Enlightened Madness, Forced
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Retirement, Hostage, Imperial City Stigma,
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Lord Moon’s Curse, Member of the
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Chrysanthemum Court, Nikesake Stigma,
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Sleeper Agent, Trials of the Imperial City,
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Water Hammer Stigma, Zakyo Toshi Stigma
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Special Notes:
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The Ally Advantage may only be taken with
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NPCs in the setting primer. All NPCs have
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an Influence equal to half their Status,
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rounded up. PCs may only begin play with
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Allies with a total point cost of 5 or lower.
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(As a reminder, Ally cost is equal to their
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Devotion, minimum 1, plus Influence.)
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Similarly, Sworn Enemy may only be taken
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with NPCs in the setting primer. All NPCs
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should be considered to be 5-point Sworn
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Enemies.
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PCs with ranks in a Monk School may not
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take the Multiple Schools Advantage (Kuni
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Witch Hunters are the exception to this, and
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may only move to the Kuni Shugenja
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School). Shugenja PCs may only take
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Multiple Schools to enter a non-shugenja
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(and non-bushi) School.
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Hotei’s Curse may only be taken if a PC’s
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School has Techniques that require Void
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Points to activate; taking a Path or otherwise
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preventing access to those Techniques in play
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will require buying off the Disadvantage.
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Kharmic Tie may only be taken with another
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PC.
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PCs may take Advantages or Disadvantages
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from opposing sets as long as they are not the
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same option (for example, Failure of Courage
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and Paragon of Compassion would be
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allowed, but Failure of Honesty and Paragon
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of Honesty is not).
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Schools:
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PCs must be human Samurai or Monks;
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Gaijin, Spider, Shadowlands, Bloodspeaker,
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Kolat, and Nonhuman Schools are
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disallowed.
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PCs who are clan samurai may take the
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Dutiful Disciple ronin shugenja School
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without requiring Different School. (This
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allows them to study an element not preferred
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by their clan’s shugenja School, or Minor
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Clan samurai who don’t have a shugenja
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School in their clan to be shugenja.)
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The following Basic Schools are Banned in
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Heroes of Rokugan 4:
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Asako Henshin, Guru Sainika Fighter,
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Hitomi Kikage Zumi, Hoshi Tsurui Zumi,
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Komori Shugenja, Kshatriya Warrior, Morito
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Bushi, Shinmaki Order, Shosuro Actor
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The following Paths and Advanced Schools
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are Banned:
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Crab Berserker, Crane Aerie Falconer,
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Children of Doji, De Bellis Legionnaire,
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Dragon Overseer, Hateru Ninja, Imperial
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Scion, Isawa Archaeologist, Kakita Jester,
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Koga Ninja, Kolat Assassin, Kolat Guardian
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of the Hidden Temple, Kolat Master, Machi-
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Kanshisha, Minor Clan Defender, Rajya ke
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Varisa, Second City Guardsman, Sesai Ninja,
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the Silent Ones, Sons of Shadow, Snow
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Riders, Sword of Yotsu, the Weavers
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All Paths and Advanced Schools require
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meeting any prerequisites and spending
+
 
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Favors.
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New Great Clan: The Owl Clan
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As detailed in the setting primer, the Owl
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Clan are a Great Clan in Heroes of Rokugan
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4. Their Families and Schools are as follows:
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Hantei Family (+1 Awareness)
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Chise Family (+1 Perception)
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Heichi Family (+1 Willpower)
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Hantei Bushi School (Imperial Histories, pg.
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26), Hantei Diplomat (Otomo Diplomat,
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Imperial Histories, pg. 27), Chise Shugenja
+
 
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(Seppun Shugenja, Imperial Histories, pg.
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27), Heichi Bushi (Core Book, pg. 217)
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Other Clan Notes
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The Tamori Family listed in the book is the
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Agasha Family of the Dragon Clan.
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Mechanically, they are unchanged from the
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book.
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The Agasha Family listed in the book is the
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Gennai Family of the Phoenix Clan.
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Mechanically, they are unchanged from the
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+
book.
+
 
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The Bat and Ox Minor Clans do not exist in
+
 
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this timeline.
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The Boar Clan are now the Heichi Family of
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the Owl Clan.
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The Dragonfly Clan are now the Tonbo
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Family of the Dragon Clan.
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The Falcon Clan are now the Toritaka Family
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of the Crab Clan.
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The Fox Clan retain their independent Minor
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Clan status.
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The Snake Clan are now the Chuda vassal
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family of the Dragon Clan.
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The Yotsu Family are now the Tiger Clan.
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Their School and Trait are notes in Imperial
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Histories, page 276.
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Kata and Kiho
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Kata and kiho require Favors to purchase in
+
 
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addition to their experience cost, and are
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therefore not allowed on beginning PCs.
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The Strength of the Scorpion Kata (The Great
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Clans, pg. 230) has its Effect changed to:
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You gain +1k1 to the Contested Roll to
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Disarm an opponent. If you call a Raise on
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this roll and succeed, you may catch their
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weapon instead of knocking it to the ground.
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New Minor Clan: The Frog Clan
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Kaeru Family: +1 Awareness
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Kaeru Bushi School
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Benefit: +1 Agility
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Skills: Commerce, Defense, Jiujutsu,
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Kenjutsu, Lore: Underworld, Staves (Machi-
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kanshisha), any Bugei or Low Skill
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Honor: 2.5
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Outfit: Katana, Wakizashi, Machi-kanshisha
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or Bo Staff, Light Armor, Traveling Pack, 5
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+
koku
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Techniques
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Rank 1: Way of the Frog
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The simplest of weapons should never be
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underestimated. Kaeru Bushi receive a Free
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Raise on all attacks with a machi-kanshisha
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or bo staff. In addition, their long tradition of
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working alongside the merchant class has
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taught the value of trade; the receive +1k0 to
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all Commerce Skill Rolls.
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Rank 2: Smoke and Mirrors
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The Machi-kanshisha were a ronin otokadate
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for years, and could not afford to cause
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permanent harm to clan samurai; in order to
+
 
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keep peace in their city, they developed
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methods of subduing opponents or rendering
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them harmless. At this Rank, Kaeru Bushi
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add additional unkept dice equal to their
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School Rank to the Contested Rolls for the
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Knockdown or Disarm Maneuvers while
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using a machi-kanshisha or bo staff.
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Rank 3: Wear Them Down
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Although a single blow may prove
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+
insufficient to defeat an opponent, few foes
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+
are capable of withstanding a barrage of
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attacks. Kaeru Bushi may now make Simple
+
 
+
Action attacks with a machi-kanshisha or bo
+
 
+
staff.
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Rank 4: Edonichi’s Lesson
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The Frog Clan has been a Minor Clan for two
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centuries, and have learned a little about
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honorable combat in that time. Kaeru Bushi
+
 
+
at this Rank may make Simple Action attacks
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with Katana, Improvised Weapons, and
+
 
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Unarmed Attacks. In addition, the bonus
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from their Rank 2 Technique now applies to
+
 
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unarmed Knockdown or Disarm Maneuvers.
+
 
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Rank 5: Clouded Mind
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A quick blow to the head can disorient even
+
 
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the most resilient opponents. Once per
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skirmish, the Kaeru may spend two Void
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Points after successfully performing a
+
 
+
Knockdown to Stun the target until after the
+
 
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target’s next Turn.
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Mechanics
+
 
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Changes to Schools:
+
 
+
Asahina Shugenja School Technique
+
 
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(Core Book, pg. 110)
+
 
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Add the following text to “The Soul’s Grace”
+
 
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Technique: Using this Technique is a Simple
+
 
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Action.
+
 
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Kitsuki Investigator Rank 2 Technique
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(Core Book, pg. 114)
+
 
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Omit all reference to the Feint Maneuver in
+
 
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this Technique.
+
 
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Bayushi Bushi Rank 2 Technique (Core
+
 
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Book, pg. 126)
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Replace the text of the last sentence with the
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following: You gain a Free Raise on all
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attacks that can be used for any maneuver.
+
 
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Shosuro Infiltrator School (Core Book, pg.
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129)
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This School may not be taken at character
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creation. Instead, a PC must have at least one
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Rank of another Scorpion School and
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purchase the Multiple Schools Advantage to
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enter it. This establishes a cover identity for
+
 
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the character, allowing them to travel the
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Empire without revealing the existence of the
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School. In this instance, you may waive the
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favor cost of the Multiple Schools
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Advantage.
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Usagi Bushi Rank 5 Technique (Core
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Book, pg. 221)
+
 
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Replace the text with the following: When
+
 
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you successfully strike an opponent twice in
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one Round, you may make an unarmed attack
+
 
+
against them as a Free Action. Immediately
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after resolving that attack, you gain an
+
 
+
additional Free Move action (even if you
+
 
+
have already taken a Free Move action this
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Round) to move away from them.
+
 
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Snake Clan/Chuda Family (Core Book, pg.
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+
224)
+
 
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The Snake Clan does not exist in this
+
 
+
timeline. Instead, the Chuda family is a
+
 
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vassal family of the Togashi, using the
+
 
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Togashi Family Trait. Only members of the
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Chuda vassal family may take the Chuda
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Shugenja School, which exists as written
+
 
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except for the Technique:
+
 
+
Second Chance: The Chuda know the value
+
 
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of a second chance, and bestow that upon
+
 
+
their allies. When an ally in your view fails a
+
 
+
roll, you may spend a Void Point to allow
+
 
+
them to re-roll it. They must keep the result
+
 
+
of the second roll. In combat, this is
+
 
+
considered a Free Action that may be taken
+
 
+
on another PC’s Initiative. This Technique
+
 
+
may only be used a number of times per
+
 
+
module equal to your School Rank. You gain
+
 
+
a Free Raise on all spells with the Defense
+
 
+
keyword.
+
 
+
Generic Ronin Basic School (Secrets of the
+
 
+
Empire, pg. 236)
+
 
+
This School may be taken by PCs from Minor
+
 
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Clans that do not have a Bushi School
+
 
+
without the need for Different School. Ronin
+
 
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and Minor Clan Paths all may replace
+
 
+
Techniques in this School as normal.
+
 
+
Kuni Witch Hunter School (The Great
+
 
+
Clans, pg. 40)
+
 
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The Rank One Technique adds +5 to the total
+
 
+
of the player’s roll for every rank of the
+
 
+
Shadowlands Taint the opponent has instead
+
 
+
of its normal bonus; this is added by the GM
+
 
+
in secret.
+
 
+
Mantis Brawler Rank 2 Technique (The
+
 
+
Great Clans, pg. 166)
+
 
+
Replace the last sentence of the first
+
 
+
paragraph with:
+
 
+
You may call a single Raise when you make
+
 
+
an attack. If you succeed, you may add +5 to
+
 
+
your Armor TN until the start of your next
+
 
+
Turn (or +10 if you are Prone). This bonus
+
 
+
does not stack with itself.
+
 
+
Other Schools:
+
 
+
The Tessen Path is now an Entry Path for
+
 
+
Hantei Bushi, replacing their Rank 1
+
 
+
Technique.
+
 
+
The Empress Guard is available to Akodo
+
 
+
Bushi and Matsu Berserker PCs as a Rank 4
+
 
+
Path.
+
 
+
The Isawa Tensai Path increases a PC’s Rank
+
 
+
for determining table level by 1.
+
 
+
Emerald Magistrates may take the Emperald
+
 
+
Magistrate Path at Rank 5 if their School
+
 
+
provides Simple Action attacks at Rank 4. A
+
 
+
PC must be an Emerald Magistrate to take the
+
 
+
Path.
+
 
+
The Kitsune Ranger Alternate Path is
+
 
+
exclusive to the Fox Clan.
+
 
+
Changes to Existing Mechanics:
+
 
+
Increased Damage (Core Book, pg. 87)
+
 
+
Add the following text to the Increased
+
 
+
Damage Maneuver:
+
 
+
Two Raises may be used to gain +0k1,
+
 
+
instead of +2k0, if desired. This can also be
+
 
+
used multiple times, for as many Raises as
+
 
+
can be called, in any combination.
+
 
+
Honor:
+
 
+
Instead of using the Honor Chart, Heroes of
+
 
+
Rokugan will use a streamlined system to
+
 
+
indicate how much any given action will
+
 
+
change a character’s Honor. Honorable
+
 
+
actions will be indicated with an “H”,
+
 
+
followed by a number representing its Action
+
 
+
Rank. The amount of Honor Points gained
+
 
+
by any given action is the amount that the
+
 
+
PC’s Honor Rank is lower than the Action
+
 
+
Rank. (For example, an “H8” action gives a
+
 
+
character with Honor 6.3 a total of 2 points.
+
 
+
The same action earns a character with Honor
+
 
+
of 8.0 or higher no gain.) Similarly,
+
 
+
dishonorable actions will be noted with “D#”,
+
 
+
indicating how much is lost by having an
+
 
+
Honor Rank higher than the Action Rank.
+
 
+
Some actions may qualify as both Honorable
+
 
+
and Dishonorable for different Honor Rank
+
 
+
characters; these will be noted as “H#/D#”.
+
 
+
(Following Orders Despite Personal
+
 
+
Misgivings is H3/D6, meaning that a
+
 
+
character with Honor Rank 2 gains one point,
+
 
+
while a character with Honor Rank 9 loses
+
 
+
three points, for example.)
+
 
+
Most Honor gains and losses will be detailed
+
 
+
in the modules; if a GM feels a player has
+
 
+
earned a change in Honor based on
+
 
+
exceptional actions not accounted for in the
+
 
+
module, they may award a gain of up to 2
+
 
+
points of Honor beyond any listed in the
+
 
+
module. No PC should be awarded more
+
 
+
Honor than this per module. (There is no
+
 
+
limit to the amount of Honor a PC may lose
+
 
+
based on their action.)
+
 
+
Honor Rolls will be allowed in Heroes of
+
 
+
Rokugan 4, However, they are limited to
+
 
+
explicitly honorable actions.
+
 
+
Glory:
+
 
+
PCs will lose a certain amount of Glory
+
 
+
Points at the beginning of every module for
+
 
+
inactivity. Any Technique that allows a PC
+
 
+
to gain Glory may only be used once per
+
 
+
module. Otherwise, PCs may only gain
+
 
+
Glory as listed in the modules.
+
 
+
The following mechanics will not be used
+
 
+
in HoR 4:
+
 
+
The Feint Maneuver (Core Book, pg. 86)
+
 
+
Ancestors (Core Book, pg. 241-244)
+
 
+
Heritage Tables (The Great Clans, pg. 292)
+
 
+
Maho is not allowed on starting PCs.
+

Latest revision as of 18:18, 8 November 2022