gaijin

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Gaijin (4th Edition) Here is a little work about gaijins and rules about how to use them in 4th edition. It’s just rules, if you want the background corresponding I suggest Vacant Throne, Arms and Equipment and Kyuden Asako, creatures came from Creatures from Rokugan 3rd. Those rules aren’t made for Pcs. *Chapter 1 : Yobanjins :* Yobanjins tribes : - Daughters of the Flame tribe : + 1 intelligence. - Mountain wind tribe : + 1 perception. - Sons of the Mountain tribe : + 1 strength. - Tribe of the sky : + 1 reflexes. - Children of the frozen peaks tribe : + 1 stamina. Yobanjin schools :

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Yobanjin gaijin rules for 4th edition L5R by Okuma.

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Page 1: Gaijin

Gaijin (4th Edition)Here is a little work about gaijins and rules about how to use them in 4th edition. It’s just rules, if you want the background corresponding I suggest Vacant Throne, Arms and Equipment and Kyuden Asako, creatures came from Creatures from Rokugan 3rd. Those rules aren’t made for Pcs.

*Chapter 1 : Yobanjins :*

Yobanjins tribes :

- Daughters of the Flame tribe : + 1 intelligence.

- Mountain wind tribe : + 1 perception.

- Sons of the Mountain tribe : + 1 strength.

- Tribe of the sky : + 1 reflexes.

- Children of the frozen peaks tribe : + 1 stamina.

Yobanjin schools :

Yobanjin warrior (bushi)

Benefit : + 1 agility.

Honor : 2,0

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Skills : athletics, defense, hunting, jiujutsu, kenjutsu (ring sword), kyujutsu (oyumi), any one skill.

Outfit : ring sword, oyumi, light armor, warm clothing.

Techniques :

Rank 1 : son of the steppes.

When using a ring sword or an oyumi, you gain + 1g0 to your attacks rolls. You gain a bonus to all your damage rolls when in attack and full attack stance equal to your fire ring.

Rank 2 : fury of the wyrm.

While in the full attack stance, you gain a bonus to your TN to be hit equal to twive your earth ring.

Rank 3 : speed of the hawk.

You can make attacks with a ring sword or an oyumi as simple actions.

Rank 4 : will of the tribes.

You may spend a void point to transfer the benefit of 1 of your techniques to any other allied yobanjin warrior within 10′ of you. An individual may only benefit from this

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technique once per round. Even if he already have the technique you transfer him, the effects are cumulative.

Rank 5 : soul of stone.

Your attacks never suffer a penalty due to your wound ranks.

Yobanjin shaman (shugenja) :

Benefit : + 1 willpower.

Honor : 2,0

Skills : athletics, defense, hunting, knives, spellcraft, theology (yobanjin), any one skill.

Outfit :knife, leather satchel, thick traveling clothes.

Affinity / deficiency : earth / air

Technique : spirits of the mountain.

When casting any earth spell, you can expend a spell slot of any other element to make the spell inflict school rank k school rank damage in addition to the normal damage the spell perform. It can give damage to a spell that doesn’t inflict any normally. Yobanjin shamans do

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not use spells scrolls, and as such every spells need to be learn as innate abilities.

Spells : sense, summon, commune, 3 earth spells, 2 fire spells, one water spell.

Yobanjin swordman (bushi) :

Benefit : + 1 agility.

Honor : 3,0

Skills : defense, hunting, kenjutsu (ring sword), kyujutsu, any 3 skills.

Outfit : ring sword, oyumi, light armor, warm clothing.

Techniques :

Rank 1 : hunter of the steppes.

When you are in the defense stance, you also are considered to be in center stance.

Rank 2 : punish the arrogant.

When you are in full attack or attack stance, you gain an initiative bonus equal to your earth ring at the end of each of your turn.

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Rank 3 : speed of the hunter.

You can make attacks with a ring sword or an oyumi as simple actions.

Rank 4 : the hunter’s strike.

When in attack stance, you can reduce your wound penalties by your earth rank, or twice if in full attack stance.

Rank 5 : kill the prey.

When in full attack or attack stance, you can spend a void point to rolls +5k0 on one damage roll.

Yobanjin beastmaster (bushi)

The Yobanjin are known for their habits of riding dangerous wyrms and for a rare groupe great eagles. The Yobanjin beastmasters are the elite warriors who can accomplish such feats.

“These deadly Yobanjin warriors bring their fearsome steeds into the middle of combat, where man and beast fight as one. Gruesome, and effective.” – Mirumoto Kei

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Requirements : agility 4, awareness 4, willpower 4, animal handling (the appropriate beast) 5, athletics 5, jiujutsu 3, spears 3, death trance, inner gift (animal ken).

Other : you may waive one advantage by increasing all required skills by 1.

Techniques :

Rank 1 : one with the beast.

Your beast will never attack you, unless you attack her first. Normal beasts will not attack you as long as you don’t attack them and maintain eye contact. When your beast is in full attack or attack stance, you can spend a void point to grant him the +1k1 effect of it to any of his attack or damage roll. If you are a Yobanjin warrior, you can use your rank 4 technique on your beast.

Rank 2 : the beast’s strike.

When fighting unarmed or with a weapon using the spear skill, the feint and extra attack manoeuvrers requires one less raise. When making the increased damage manoeuvrer, if you are with your beast, you can add your water ring rank to your damage.

Rank 3 : melding with the beast’s soul.

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You can always choose the stance of your beast, except center stance. When you are in center stance, you can grant the center stance bonus to your beast. Your beast earns experience points at the same speed as you.

Yobanjin banditTechnique rank 2Replaces Yobanjin warrior or Yobanjin swordman 2

Uses the Forest-killers technique.

Yobanjin mercenariesTechnique rank 2Replaces Yobanjin warrior or Yobanjin swordman 2

Uses the Tengoku’s justice technique.

Yobanjin scoutTechnique rank 2Replaces yobanjin warrior 2.

Technique : Battul’s legacy.When you have the way of the land advantage for the region you are in, you have a + 2k0 to all your hunting and stealth rolls. After spending 24 hours in a region, you can spend a void point to gain the way of the land advantage for the region you are in for school ranks days.

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Yobanjin trader [courtier]Technique rank 1Replaces yobanjin swordman 1Benefit : + 1 awarenessHonor : 2,0Skills : commerce, etiquette, kenjutsu (ring-sword), horsemanship, defense, intimidation, any one skill.

Technique : to sell yourself.You gain a + 1k0 to all your commerce and intimidation rolls. When you spent a void point on those skills rolls, you can add your air ring to the result.

Great northern hawk :

These barbarians are without honor, binding their beasts in that way. Shinjo Yokatsu.

Air : 3 (reflexes 6) Earth : 3 Fire : 2 (agility 4) Water : 4 (perception 6)

Initiative : 7k6

Attack : claws /beak 6k4 (simple)

Damage : 4k2

Armor TN : 30

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Reduction : 4.

Wounds : 18 / + 5, 30 / + 10, 42 / +15, 54 / dead.

Skills : hunting (tracking) 6, intimidation 6.

Special : huge, steed (can transport 2 persons without reducing his speed), swift 5 (when flying), beak (can make a grapple if his beak attack succeed, and can grab and carry his victim if both attacks succeed and has the control of the grapple), fear 2, flying.

Wyrm

Barbarians from the mountains, mounted on beasts that were abominations of the noble Ryu, flew out from over our enemy…

Air : 1 (reflexes 5) Earth : 4 Fire : 1 (agility 7) Water : 4

Initiative : 6k5

Attack : claws 8k7

Damage : 6k4

Armor TN : 30

Reduction : 8

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Wounds : 32 / + 5, 48 / + 10, 64 / +15, 80 / dead.

Skills : hunting 6, intimidation 8, athletics 6

Special : huge, swift 3 (when flying), flying, invulnerability.

- amulet attunement (each wyrm is attuned to a specific wyrm amulet. If the wyrm is destroyed, the possessor of the amulet can summont it again in 1 week, but if the amulet is destroyed the wyrm ceases to exist. If the wyrm ever goes more than 100′ from the amulet it vanishes).

- Elemental anguish : any shugenja who cast sense or commune within 100′ of a wyrm must make a willpower roll against TN 15, or be stunned for one round.

- Steed : a yobanjin mounted on his personal wyrm has + 2g0 to his horsemanship rolls.

Amulet creation

Element / mastery : earth 6 (craft)

Range : touch

Area of effect : one amulet.

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Duration : permanent

Raises : 5 raises (increase one trait of the summoned wyrm)

This really difficult ritual allows the creation of the amulets used to control and summon the wyrms. It takes 6 hours to perform, + 1 for each 5 raises added to it. In addition to casting this spell, it requires also casting a summon spell as a mastery 4 spell for each of the 4 elements of the summoned creature.

*Chapter 2 : Army of the Dark Fire : *

Shafir no oni :

A creation of the Dark Oracle of Fire to support his yobanjins armies, he is covered in ice. It can be found page 148 of the Vacant Throne.

Air : 3 Earth : 4 Fire : 4 Water : 2

Initiative : 3k1

Attack : claws 6k4

Damage : 4k2

Armor TN : 10

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Reduction : 16 (8 against jade, crystal, magic and obsidian).

Wounds : 20 / + 5, 40 / + 10, 60 / +15, 80 / dead.

Shadowland taint : 6,0

Skills : athletics 5, intimidation (bullying) 5

Special : huge, fear : 3, invulnerability (partial) : fire

- Fire consumption : all fire spells cast within 30′ of the Shafir no oni have their TN increased by their mastery level X 5. All creatures or persons within 15′ of Shafir no oni have their agility or intelligence alternately (beginning with intelligence) reduced by 1 at the end of each 1d4 rounds.

- Heart of fire : when Shafir no oni suffers enough wounds to be destroyed, it explodes. All creatures or persons within 30′ suffer 5k5 damage, the damage can be halved on a successfull reflexes / athletics rolls TN 25.

- Undying ember : as long as the Dark Oracle of Fire lives, the Shafir no Oni can be summoned back every winter.

Moetechi no Kansen (lesser elemental terror of fire) :

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Air : 2 Earth : 2 Fire : 4 Water : 1

Initiative : 3k2

Attack : claws 6k4

Damage : 4k2

Armor TN : 10

Reduction : 6 (3 against jade, crystal, magic and obsidian).

Wounds : 10 / + 5, 20 / + 10, 30 / +15, 40 / dead.

Shadowland taint : 4,0

Skills : intimidation (bullying) 7

Special : fear 2, swift 2, flight, invulnerability (partial) : fire.

- Burning touch : anyone who comes into physical contact with Moetechi no Kansen suffers 1k1 fire damage. Wooden objects, like arrows, are destroyed without effect.

- Incorporeal : Moetechi can pass through solid objects at will. It can’t be used against attacks.

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- Fusion : Moetechi no kansen can fusion with each other. It is a complex action, and the Moetechi cannot separate themselves. The wounds of the creature increase by 2 per wound level. Once ten Moetechi no Kansen have fusionned they became a Taki-bi no oni.

- Possess flame : may possess an area of flame up to 100 cubic feet in volume and control the fire like it was a part of himself. The possessed flame is considered magical fire.

- Spawn : if he possesses 100 cubic feet of fire during 1 hour, the Moetechi no kansen create a spawn of himself, as a Moetechi no Kansen with normal stats.

- Vulnerability : ice and water based attacks inflicts double damage and ignore the reduction.

Taki-bi no oni (greater terror of fire) :

Air : 3 Earth : 4 Fire : 7 Water : 2

Initiative : 4k3

Attack : claws 8k7

Damage : 4k2

Armor TN : 20

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Reduction : 16 (8 against jade, crystal, magic and obsidian).

Wounds : 30 / + 5, 60 / + 10, 90 / +15, 120 / dead.

Shadowland taint : 8,0

Skills : intimidation (bullying) 8, temptation (seduction) 6.

Special : fear 4, flight, invulnerability (partial) : fire, huge, invulnerability.

- Burning attack : can separate balls of flame from its body and use them as a ranged attack with a maximum range of 1000′. Each inflict 5k4 fire damage to every creature within 10′ of the impact.

- Burning touch : anyone who comes into physical contact with Moetechi no Kansen suffers 1k1 fire damage. Wooden objects, like arrows, are destroyed without effect.

Children of the Dark Fire (shugenja) :

The Dark Oracle of Fire Tamori Chosai was banished from Rokugan forever, but he united the Yobanjins tribes in a powerful army that fought Rokugan during two wars, the War of the Dark Fire and the Plague War. The

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Children of the Dark Fire were the leaders of those armies, blessed by the unholy power of the Dark Oracle.

Requirements : fire 4, earth 4, shadowland taint rank 4,0; one weapon skill at 5, jiujutsu 5, lore : maho 5, athletics 3, horsemanship 3, intimidation 7.

Rank 1 : blessing of the Dark Fire.

Even if you are a bushi, you now have one rank in a shugenja school (all ranks in this advanced school count as shugenja rank. You cannot join another shugenja school if you are a bushi). You gain an affinity for fire spells and a deficiency for air and water spells. All fire spells you cast count as maho spells and follow the maho rules. When casting the spell Word of Fire, the number of targets and the duration are tripled.

Rank 2 : power of the Dark Oracle.

You know have a reduction of your fire ring permanently, reduction wich is tripled against fire attacks. You can make attacks as simple actions if they are unarmed, with a ring sword or an oyumi.

Rank 3 : Child of Fire.

Only two yobanjins ever bore that title, each serving as leader for the Yobanjins armies. You are directly blessed

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by the power of the Dark Oracle of Fire. The spell Word of Fire can now be activated or deactivated as a free action, but still requires a casting roll and do not cost you a spell slot (but you can’t cast it if you have no spell slot left). You gain two greater shadowland powers of your choice.

Magic of the Army of Dark Fire :

While yobanjins shamans have a affinity for earth, the Dark Oracle teachs them maho and fire spells. Commons spells include : biting steel (fire 1), burning kiss of steel (fire 1), envious flames (fire 1), the fires that cleanse (fire 1), the fires from within (fire 2), relentless heat (fire 2), fiery wrath (fire 3), hungry blade (fire 3), wall of fire (fire 4), destructive wave (fire 4), beam of the inferno (fire 6), and maho fire spells.

Word of FireElement / mastery : fire / 3

Range : 100′

Area of effect : school rank targets

Duration : school rank hours.

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Raises : three raises to have it not cost a spell slot, one raise to increase duration by one hour, one raise to increase number of thargets by 1.

This can also be casted as a maho spell. As a non-maho spell it still gives one shadowland taint point everytime it is cast. This spell covers the targets with burning flames, wich are painful to the target, but not life-threatening. The target suffers a number of wounds equal to his fire ring every hour of duration of the spell. It gains +2k0 to all his rolls to resist fear and intimidation, his wound penalties are reduced by his fire ring, reduction 5 against fire damage (but not from this spell) and every time he is strike in melee, the spell inflict a number of fire damage equal to his fire ring.

*Chapter 3 : equipment.*

O-yumi uses agility, gun uses perception, bahiya awareness, swordmanship agility.

- Ring-blade : (kenjutsu : ring-blade) this 2k2 sword has rings on it that are meant to catch their opponent’s weapon. You requires one less raise when making the disarm manoeuvrer. Keywords : medium, yobanjin.

- Ox-blade : (kenjutsu : ox-blade) this sword has been created by the Ox clan combining rokuganni and yobanjin blacksmithing techniques, look-liking a slightly

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more curved katana with rings. It’s DR is 3k2 and you requires one less raise when making the disarm manoeuvrer when you are on horseback. Keywords : medium, yobanjin.

- Bahiya : this ashalan egg grants the wearer the balance advantage (benefits are doubled if you have it already). An ensouled ashalan can use the second power of the egg by focusing on it, wich release a smoke that flows toward a target and inflicts Awareness k awareness. Keywords : small, ashalan.

- Ashi-kyu : (kyujutsu : ashi-kyu) this Thrane and Merenae long composite bow requires 3 strength to be used. The bow’s strength is the archer’s strength – 1 and the range is archer’s strength + 2 X 100′. Keywords : large, Thrane and Merenae.

- Seibore : (swordmanship : seibore) this heavy and long knight’s sword was already antiquated when the ships arrived in Rokugan. Using it requires strength and stamina 3, DR is 0k4 and it reduces reduction by 4. Keywords : large, Thrane and Merenae.

- Sling : (athletics : throwing) range : 75′, strength 2. Munitions : stone 0k1, iron 1k1. Keywords : small, fragile.

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- Staff sling : (athletics : throwing) range : 100′, strength 3. Keywords : small, fragile.

- Gunpowder pistol : (gun : gunpowder pistol) it requires two turns to reload, DR is 4k2, range 33′, it ignores the armor part of the TN and reduces reduction by 6. Keywords : small, gaijin pepper, Thrane and Merenae.

- Gunpowder shotgun : (gun : gunpowder shotgun) it requires two turns to reload, DR is 5k3, range 66′, it ignores the armor part of the TN and reduces reduction by 10. Keywords : large, gaijin pepper, Thrane and Merenae.

- Rapier : (swordmanship : rapier) DR 2k1, uses reflexes for attacks and damage rolls. Keywords : medium, Thrane and Merenae.

- Light crossbow : (o-yumi : light crossbow) DR 2k2, range 200′, reduces reduction by 4. Requires one round to reload. Keywords : medium, Yobanjin.

- Heavy crossbow : (o-yumi : heavy crossbow) DR 3k2, range 200′, reduces reduction by 6. Eequires 2 rounds to reload. Keywords : medium, Yobanjin.

- Inheritance : * yobanjin powder. *(1 CP / 4 doses for Phoenix, Tortoise and Mantis characters).

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It can be used when casting a spell to grant one free raise for damage, but only one dose can be used by spell. For the next hour, you have TN +5 when casting sense, commune, summon.