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Back to [[L5R Rules]] == House Rules and Clarifications == <small> Written by Mirumoto Takezo. Posted by RogueMoon</small> <br> :Third Edition Corebook :Page 86: Raises: :Clarification: Raises are limited to the lowest of the Skill used in the roll, or your Void. Raw Trait/Ring rolls are limited to a number of raises equal to your Void. :Page 100: Battle :Errata: Battle is not a “Lore Skill”. However “Lore: Battle” still exists, which is a measure of the characters knowledge in battles that have been fought. :Page 102: Defense: Mastery Abilities :Errata: :Rank 3: If it is the first round of combat, you may declare Full Defense Posture when initiative is rolled. This counts as your action for the round. :Rank 5: Add your Defense Rank to your TN to be hit at all times, except when incapacitated, in Full Attack Posture, or when unaware of an enemies attack. :Note: This has been playtested many times and I found that the switch is much more favorable in early game, where as the character is no longer defenseless based on initiative. It seems that the first thing most bushi care about is getting to Defense 5, and now there isn't any pressure to do so. Obviously having high initiative is still a huge advantage. :Page 107: Combat Reflexes (Five Points) :Errata: You have always reacted swiftly and with certainty. When rolling for Initiative, you keep one additional die. You only suffer a –5 penalty to your Initiative for being surprised in combat. :Page 108: Great Potential [Inherent] (Eight Points) :Errata: You possess a remarkable aptitude for a single aspect of your training, one so impressive that even your sensei was given pause. Select one Skill when purchasing this Advantage. When using that Skill, your Void Ring or Skill Rank does not limit the number of Raises you may make. When making more than four Raises, you gain a Free Raise on that roll that may not give +5 to the roll. Finally, when you reach Rank 10 in this Skill, its dice explode on a roll of 9 as well as 10, and you gain an additional 10 Insight. :Page 111: Sacred Weapon [Granted] (Varies) :Clarification: All weapons retain the Special abilities of the basic weapon. :Errata: :Dragon: Ability: 4k 2/3k 2, adds +1 TN to be Hit per Insight Rank, Gain a Free Raise on attack rolls that may only be used for Extra Attacks. :Lion: Weapon: Akodo Blade (5) :Unicorn: Weapon: Utaku Saddle Cutter (4) :Page 119: Hida Bushi School: Rank 5: The Mountain Does Not Fall :Clarification/Errata: Activating this Technique does not cost an action of any kind. If the Rank 5 Hida is dead, this ability may not be used. :Note: You are a tank. You have 175+ wounds. Don’t complain because you can not attack while you are dead. This ability is extremely useful especially because of its duration and the fact that it does not count as modifying a roll. :Page 122: Kakita Bushi School: Starting Skills: :Clarification: Etiquette, Iaijutsu, Kenjutsu (Katana), Kyujutsu, Meditation, any High Skill, any High or Bugei Skill. :Page 122: Kakita Bushi School: Rank 1: The Way of the Crane :Clarification: When substituting Iaijutsu for Kenjutsu, you still use the Trait pertaining to Kenjutsu. You also retain and apply any Mastery Abilities from Kenjutsu and Iaijutsu. However this does not imply that when both Kenjutsu and Iaijutsu are at Rank 2 that you gain 2 Free raises on the Roll (because you are using Iaijutsu, not both). :Page 122: Kakita Bushi School: Rank 3: Strike From The Void :Errata: ADD: You now add three times your Iaijutsu Rank to all Initiative Rolls. :Page 123: Mirumoto Bushi School: Rank 1: The Daisho Technique :Clarification: When substituting Kenjutsu for Iaijutsu you do not gain the Katana Emphasis bonus, as it is not a Kenjutsu: Katana roll. You do, however, retain all Mastery Abilities and thus at Kenjutsu Rank 5 you gain a Free Raise when using Kenjutsu for Iaijutsu. :Page 124: Mirumoto Bushi School: Rank 4: The Unrighteous Will Fall: :Errata: Once per round when you kill an opponent with a Kenjutsu strike, you immediately gain an additional attack that has two Free Raise. You now add twice your Earth Ring to your TN to be hit at all times (replacing the TN bonus gained at the second Rank). :Page 127-128: Three Order Tattooed Men: Tattoos: :The following are mostly errata, as well as a conversion of old tattoos to new ones. Unless otherwise specified, tattoos are activated as a simple action. :Bat: The symbol of the Bat grants supernatural reactions. When you roll Initiative, you may activate this tattoo. You roll and keep an additional die on the roll per Insight Rank you have. This may be activated a number of times per day equal to your Insight Rank. :Bamboo: This tattoo grants the power of the bamboo, the plant that survives even the harshest winters. You may activate this tattoo when you take damage to reduce it by five times your Insight Rank. This may be done a number of times per day equal to your Insight Rank. :Full Moon: As in the book but when it says “action”, it means “Simple Action”. :Ocean Tattoo: As in the book, but you add your Insight Rank multiplied by your Void Ring to the result of the role. This Tattoo may not be used while engaged in combat. :Butterfly: The Butterfly is elegant and graceful. This tattoo is activated when you make an Awareness roll, adding your Insight Rank to your Awareness for the duration of the roll. This may be done a number of times per day equal to your Insight Rank. :Chameleon: The Tattooed Man is able to alter his appearance to resemble any other human he has encountered. The tattooed man must make a Willpower/Insight Rank roll with the following TNs: :10 = Someone you have known for your entire life :15 = Someone you have known for years :20 = Someone you have known for months :25 = Someone you have just met :This tattoo lasts until deactivated, and may be activated a number of times per day equal to your Insight Rank. The use of this tattoo is not dishonorable, per se, but when used in dishonorable means may cause honor loss. :Cherry Blossom: The symbol of the samurai, the Sakura, is also the symbol of honor and duty. At the beginning of the day, you may activate this tattoo and gain a number of Void Points equal to your Honor Rank that may go above your normal Void Point limit. These Void Points are lost if not used by the end of the day, and may not be regained through methods other than this tattoo. For the rest of the day, the tattooed man loses double the Honor Points when performing dishonorable acts. :Crane: Often seen as a symbol of good fortune and longevity, it is said that a blessing from the crane brings the tattooed man one thousand years of life and good fortune. When the tattooed man takes damage that would kill him, he instead has one wound left. All enemies of the tattooed man must make a Willpower Roll with a TN of the tattooed man’s Insight Rank x 15. Upon failure, they will not harm the tattooed man any further until he is completely healed. This tattoo may be activated a number of times per year equal to the tattooed man’s Insight Rank + 1. :Chrysanthemum: The Blessing of Amaterasu is a symbol of high status. At the beginning of each day, you chose one of the following Advantages that you retain until the end of the day: Any Advantage with the word “Blessing” in it, Dangerous Beauty, or Voice. For every odd Insight Rank you achieve, you may choose an additional Advantage to take per day. :Dragonfly: The Dragonfly is a quick, clever creature that is highly regarded by samurai. When this tattoo is activated, you raise your TN to be hit by 5 times your Insight Rank. This bonus lasts for a number of rounds equal to your Insight Rank + 1 and may be activated a number of times per day equal to your Insight Rank + 1. :Falcon: The falcon is a symbol of devotion and courage. Those who possess the tattoo of the falcon are immune to Fear and may add their Insight Rank to their Honor when making Honor tests. :Monkey: The monkey is often seen in Rokugani literature as a cunning trickster figure. A number of times per day equal to three times the tattooed man’s Insight Rank, the tattooed man may gain additional dice rolled equal to his Insight Rank on a single Stealth, Sleight-of-Hand or similar Skill roll. If the roll is either leaping or climbing, the bonus is instead “rolled and kept”, instead of just “rolled”. :Moon, Crescent: The tattooed man becomes an ephemeral form, fading into the substance of the shadow. He may not pass through solid objects, but moving objects will pass through him. He must be in a place where shadow can actually manifest. You may take this form for a number of hours per day equal to your Insight Rank, and take two wounds every fifteen minutes. :Mountain: The mountain withstands storms, earthquakes, fires and floods. You gain a number of additional wounds per Wound Rank equal to half your Insight Rank (rounded up). :Phoenix: The Phoenix is a creature of honor and insight. By summoning the power of the Phoenix, the tattooed man has a number of Free Raises to use on any spell targeting him. These raises may be used to increase his TN or lower it. They may also be used for additional effect, so long as the additional effect will directly affect the tattooed man. The number of Free Raises that may be gained per day is equal to the tattooed man’s Insight Rank. :Pine: The Pine has amazing longevity and stamina. The tattooed man who summons the power of the pine may ignore the effects of Wound Ranks. All TN penalties from Wounds are reduced by the tattooed man’s Insight Rank x5. Further, at the following ranks you may completely ignore Wound Penalties (of all kinds). :Insight Rank 1: Ignore Grazed :Insight Rank 2: Ignore Hurt :Insight Rank 3: Ignore Injured :Insight Rank 4: Ignore Crippled :Insight Rank 5+: Ignore Down :Scorpion: The Scorpion does not rely on its own strength, but on the weakness of others. When other characters face this tattooed man, they must use their lowest trait for all attack and socialization rolls (that are made against the tattooed man). However, no one trusts a Scorpion. Every word the Scorpion says will be distrusted. The effects of this tattoo may be deactivated, but it cannot be activated again until the next day. :Spider: See “Snake Tattoo” from character biographies. :Tiger: See “Blaze” Tattoo :Tortoise: This tattooed man occasionally has flashes of the memories of previous tattooed men. He may substitute his Insight Rank for any skill, and he may do this a number of times per day equal to his Insight Rank. :Unicorn: See “Carp Tattoo” from character biographies. :Wasp: The wasp is known for its agility, speed, and accuracy. The tattooed man who summons the power of the wasp gains an additional action per round (activating this tattoo is not considered taking an action of any sort). This may be used for simple actions, complex actions, attacks, et cetera. This effect may be activated a number of times per day equal to his Insight Rank and only lasts for one round per activation. The tattooed man may not spend Void to enhance the extra action. :White Mask: This tattoo appears as a stoic porcelain mask. The tattooed man with the power of the White Mask is able to hide his thoughts from magical effects; his mind cannot be read. Neither can others pick up on his emotional states. :Page 132: Yoritomo Bushi School: Rank 2: Voice of the Storm :Errata: ADD: When wielding kama you may add Xk0 to your damage rating of each kama, where X is half your Water Ring (rounded up). :Clarification: In playtest it became confusing whether or not the kama’s special ability to add 1k1 when wielding two kama was still gained while throwing one of them. The answer is yes, but immediately after the attack you are now only wielding one Kama and no longer gain that bonus (until you either draw a new kama, or retrieve the thrown kama). :Page 133: Yoritomo Bushi School: Rank 4: The Rolling Wave :Errata: ADD: You add twice you Water rank to your TN to be hit at all times. :Page 133: Yoritomo Bushi School: Rank 5: Hand of Osano-Wo :Clarification: When using this Technique and determining total damage, you add triple your strength to twice the damage rating of the weapon(s) you are attacking with. Example: If Yoritomo wields two Kama, each with a damage rating of 3k 4, and he has a strength of five (fifteen for purposes of this ability), you now roll 6k8 + 15k 0 (21 k . Further, this may only be used by sacrificing an extra attack gained from making the required four raises, and not from the additional attack gained at the Third Rank. :Page 139: Bayushi Bushi School: Rank 2: Pincers and Tail :Errata: ADD: When you make a successful Feint maneuver, you add twice your School Rank to your TN to be hit until your next turn. :Page 141: Shosuro Shinobi School: Rank 2: The Shadow has No Mercy :Clarification: The limit on raises is not limited to your Void AND skill rank. :Page 150: Toku Bushi School: Rank 1: Toku’s Lesson, Rank 3: The Strength of One Man :Errata: The bonus gained is reduced to just Willpower (instead of Willpower x 2). However at Rank 3 the bonus is Willpower x 2. :Clarification: This bonus is not gained unless the original TN was 15 or above, before raises are made (but after any TN modifiers are applied). :Page 151: Ronin Duelist: Rank 5: The Final Measure :Clarification: When it stats “you may make a single attack” it does not imply that any other attacks/actions that you normally can make in the turn are forfeited, rather it means that only one attack gains the ability of the Technique. Also, if the Contested Void roll is failed, damage is not rolled. :Page 167: What Can I Do In a Round: Move :Clarification: I’d like to think of combat as a fluid motion. So long as you have a Simple Action available and use it to “Move” (if they are not in your range of attack while it is your action), you may attack any character that at some point during the combat round was in your weapon’s range of attack. :Page 168: Raises: Disarm :Clarification: This attack does no damage. If you wish to deal damage to your opponent’s arm to remove it (and the weapon), use Called Shot and work a system with your GM. :Page 168: Raises: Extra Attack :Clarification: Four Raises must be made on both attacks. :Page 168: Raises: Knockdown :Clarification: The three raises do not count against in any way when comparing your attack roll to their (Earth + Insight Rank) x 5. This maneuver does normal damage. :Page 168: TN Modifiers: Flanking, Higher Ground, Lower Ground :Errata: Change all modifiers from +/- 2 to +/- 5. When a Flank is being considered, only the character that is to the back of the enemy character gains the bonus. If a character is being assaulted from all four sides, the characters assaulting him from the rear and one side (the character being assaulted chooses) gain the bonus. :Page 193: Common Kata: Striking As Water :Errata: The bonus is far too weapon dependent. It no long requires the weapon to be “Blunt”. :Page 196: Crab Kata: Unyielding Fury :Clarification: While it does not cost Void to activate this Kata when reduced to Down, it still does cost Void to act while Down. All wound penalties are still in effect. :Errata: When is stats when you roll and keep double the normal amount for damage when reduced to Down, this Kata is changed to just rolled double (not rolled and kept). :Page 197: Crane Kata: Kakita’s First Stance :Clarification: You choice ONE Trait to substitute your Honor Rank for. :Page 197: Crane Kata: One Leg Stance :Errata: You may move normally in the first round of combat so long as you are moving toward an enemy. In later rounds, you may move one-fourth normal movement. :Page 198: Dragon Kata: Breaking Waves :Errata: This Kata is effective against Free Raises. If done so, you make the Agility/Kenjutsu normally. If your roll is higher than the attack roll, they lose all benefits of free raises, and there is a reassessment of the attack roll to see if it actually hits. :Page 199: Lion Kata: Tsuko’s Storm :Errata: ADD: Opponent’s gain one less Free Raise against you while you are in Full Attack. :Page 201: Mantis Kata: Prayer’s End :Errata/Clarification: Despite Shawn’s comments, all raises made on the attack roll apply to both damage rolls. This Kata may not be used with an extra attack/normal attack combination. It must be used with two normal attacks. <br> Final Note: As you see, there is nothing of the Spells and Kihos. I am still becoming familar with them and hope to have it done, but I don't recommend holding your breath.
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