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− | A link to the official character creation document - https://drive.google.com/file/d/0BxHYaHb19-BaeVNRRkRsRU80QkE
| + | #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
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− | Action attacks with a machi-kanshisha or bo
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− | 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
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− | 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
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− | 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:
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− | 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
| + | |
− | | + | |
− | one Round, you may make an unarmed attack
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− | | + | |
− | against them as a Free Action. Immediately
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− | | + | |
− | after resolving that attack, you gain an
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− | additional Free Move action (even if you
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− | 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
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− | | + | |
− | 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:
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− | | + | |
− | Second Chance: The Chuda know the value
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− | | + | |
− | of a second chance, and bestow that upon
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− | | + | |
− | their allies. When an ally in your view fails a
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− | | + | |
− | roll, you may spend a Void Point to allow
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− | | + | |
− | them to re-roll it. They must keep the result
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− | | + | |
− | of the second roll. In combat, this is
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− | | + | |
− | 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
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− | | + | |
− | 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
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− | | + | |
− | 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
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− | | + | |
− | Clans, pg. 40)
| + | |
− | | + | |
− | The Rank One Technique adds +5 to the total
| + | |
− | | + | |
− | of the player’s roll for every rank of the
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− | | + | |
− | 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.
| + | |