Yasuki Bushi

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Yasuki Bushi [ Bushi ]

When the Yasuki were absorbed by the Crab not all of them were focused on commerce. Some had trained under the Kakita and were fine iaijutsu masters. Shortly after joining the Crab these masters opened their own dueling dojo to keep alive their heritage. Over the centuries their style has changed dramatically and they have become worthy opponents of both the Crane and the Dragon.

Benefit: +1 Agility

Honor: 1.5

Skills: Deceit, Etiquette, Iaijutsu, Kenjutsu(Katana), Kyujutsu, any one High Skill, any one Bugei or Low Skill

Outfit: Katana, wakizashi, bow and 20 arrows (any type), any one weapon, light armor, helm; kimono and sandals, travelling pack; 10 koku

Techniques

Rank 1: Way of the Black Crane The Yasuki remember the Way of the Crane and its flaws. Add two times your School Rank to any uses of the Deceit Skill. When making the Awareness/Iaijutsu roll at the beginning of an Iaijutsu duel your Agility, Reflexes, and Void are lowered by your School Rank, to a minimum of one. They return to normal immediately after your opponent makes his Choice of your Traits.

Rank 2: The Hidden Strike The Yasuki are rivaled only by the members of the Scorpion Clan when it comes to the art of deception. Whenever you use the Feint maneuver add your Deceit Skill to the total. In an Iaijutsu duel you may focus a number of extra time equal to the difference between your honor and your opponent's only if his honor is higher than yours.

Rank 3: The Swift Sword At the beginning of a skirmish you may make an opposed Awareness/Deceit roll with one opponent. If successful reduce the opponent's initiative by the amount he failed the roll. During an Iaijutsu duel you gain additional Void Points equal to the difference between your honor and your opponent's only if his honor is higher than yours.

Rank 4: The Crane's Talons You may make an additional attack per round, and add twice your Fire Ring to all attack rolls.

Rank 5: The Empty Gift In a skirmish, if your initiative is higher, add the difference between your Initiative and your opponent's initiative to your TN to be hit. Rather than making a Choice/Iaijutsu roll when focusing in a duel you may instead make an opposed Choice/Iaijutsu roll with your opponent. If this roll is successful, your focus attempt automatically succeeds without raising your opponent's TN to be Hit. Your TN to be Hit is increased as normal. If you fail this roll you automatically call strike.