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#46 2012-06-30 07:35:22

 JJ

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Re: Legenda pięciu kręgów

http://www.sendspace.pl/file/5fd44e63a4165c9886210e4 - link do mapki Rokuganu,
z oznaczonymi lokacjami Dużych Klanów i Strefami Wpływów Małych Klanów.

P.S. Gdzie te plusiki na Forum! Nic nie będę więcej wysyłał!


Twoja Mama!

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#47 2012-06-30 08:23:35

peruniec

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Re: Legenda pięciu kręgów

Obiecane nowe hmm profesje, w sumie jednak nie są aż tak bardzo przegięte, ale ten ostatnio krabo-wieśniak od walki bez broni to jest dosłownie jak z hokuto no ken-a


Theikoma lion’s shadow [Bushi]
Although many modern Ikoma no longer recall it, or have
chosen to forget, the frst Ikoma was not a particularly honor-
able man. He served his lord Akodo with great distinction and
loyalty, but the means by which he executed his duties are
frequently omitted from any historical record. Most Ikoma
do not consider this an issue, but there are some among them
who understand this omission is a means of protecting the
family’s honor, as the frst Ikoma was a ruthless, pragmatic
individual who would gleefully embrace dishonorable tactics
as a necessary means of completing his duties.
The Ikoma Lion’s Shadow are a small and extremely secre-
tive group within the Ikoma family who remember exactly
who and what Ikoma was, and they celebrate his memory.
They consider themselves extremely practical individuals who
exist as a sort of foil to the dire machinations exercised by
the Scorpion and other unsavory individuals. Although they
frequently are called upon to sacrifce their honor for the
sake of their clan, they do so willingly and without regret,
and almost always with the greater Lion Clan remaining
completely ignorant of their activities.


Beneft: +1 Awareness
Skills: Courtier, Etiquette, Kenjutsu, Investigation
(Notice), Sincerity, Stealth, any one High or Low skill
Honor: 3.5
Outft: Traditional Clothing, Daisho, any one weapon,
Calligraphy Set, Traveling Pack, 5 Koku

rank One: no boundaries
Those who walk the path of Ikoma choose a life of self-sacri-
fce and questionable actions in order to serve their clan as
their founder did. You do not lose Honor for using Low Skills
if they are used directly for the goals or glory of the Lion Clan
(subject to GM judgment). As a Free Action you may target
a number of opponents equal to your School Rank; you gain
a bonus of +1k0 to the total of all attack rolls and Contested
Rolls made against these opponents. This bonus may be acti-
vated a number of times per day equal to your School Rank,
and lasts until the end of the day.

rank two: the lion cannot fail
The frst true lesson of the great Ikoma is that surrender is
never an option, and failure can be overcome regardless of
circumstances. You gain a bonus of +1k0 to all Skill Rolls
using School Skills.

rank three: the spirit of ikoma
Although many among the Lion remember him differently,
the followers of the Lion’s Shadow know that Ikoma was a
warrior who cared for victory frst, and the means of attaining
that victory second. Once per Round, you may lose three
points of Honor as a Free Action to add +2k1 to your attack,
damage, and Contested Social Skill Rolls until the end of the
Round.

rank four: the Quiet lion’s claws
Although their principle battleground is that of the court,
those who bear the name Lion’s Shadow are sons of Ikoma
frst and foremost, and carry the ferocity of their ancestor
within their veins. You may make melee weapon attacks as a
Simple Action instead of a Complex Action.

rank five: ferocious determination
The wrath of a disciple of Ikoma is terrible to behold. You may
spend a Void Point to take a Free Action to make a Contested
Roll of your Courtier / Awareness versus against an opponent’s
Etiquette (Courtesy) / Awareness. If you win the roll, you have
shaken his resolve by reminding him of his past failings. The
opponent subtracts a penalty equal to your Awareness plus
the opponent’s own Honor Rank from the total of his attack
and Contested Social Skill Rolls against you for a number of
hours equal to your School Rank. This Technique does not work
against those who possess no Honor Rank (animals, oni, etc).


Doji Magistrate [Bushi]
The Doji family is dedicated to protecting its lands and people
from all threats, an expression of the Crane Clan’s devotion
to the Virtue of Compassion. Consequently, they maintain this
school to teach their bushi techniques of law enforcement
and peace-keeping. Although generally less famous for their
deeds, the Doji family’s magistrate tradition actually predates
their more sensational counterparts in other clans by centu-
ries. The Kitsuki family, the Soshi Magistrates, and even the
Emerald Magistrates were not created until well after the Doji
tradition had been in place for a very long time. In fact, it is
often against the Doji that other such schools are measured,
although this is not a conscious comparison.
Despite the name of the school, in actuality only a minority
of its students are actually appointed as clan magistrates—
students are far more likely to serve as yoriki, assisting other
magistrates, or simply as guards patrolling the borders and
maintaining law and order in cities and towns. Still, those
who are trained in this school are often among the frst to
receive an appointment when a magistrate position becomes
available, and it is not uncommon for many Doji to serve in
the ranks of the Emerald and Jade magistrates as well.


Beneft: +1 Refexes
Skills: Defense, Horsemanship, Jiujutsu, Kenjutsu,
Knives (Jitte), Polearms, any High or Bugei Skill
Honor: 5.5
Outft: Light Armor, Sturdy Clothing, Daisho, any 1
weapon (or 2 Knives), Traveling Pack, 10 koku

Techniques

rank One: temper steel with honor
Doji Magistrates are trained to fght with compassion,
avoiding injury to both themselves and whenever possible to
others, a style known to the Crane as Mizu-do (the Way of
Water). They specialize in the use of weapons designed to
disarm or capture foes rather than kill them. You may add
an amount equal to your Air Ring to your Armor TN (unless
caught helpless or unaware). You gain a +1k0 bonus to your
attack rolls when fghting with a jitte or a sasumata.

rank two: flowing like Water
The Magistrates are taught the art of subduing law-breakers
non-lethally by turning their own strength against them, an
especially useful skill when dealing with drunken samurai
whose deaths might carry political repercussions. When
rolling to control a Grapple or to resolve a Disarm attempt,
you may use your opponent’s Strength Rank in place of your
own.

rank three: breathof the law
The Doji Magistrates practice a variety of submission holds
designed to disarm and disable lawbreakers without harming
them. If you successfully Grapple or Disarm an opponent,
they are also Dazed.

rank four: flowing like air
A true student of the Doji path can move as swiftly as the
wind of justice that brings ruin to his enemies. You may make
attacks as a Simple Action when fghting unarmed or when
wielding a jitte, sasumata, or a weapon with the Samurai
keyword.

rank five: the willow in the storm
In their fnal lesson, Doji Magistrates are taught to maneuver
around their opponents, redirecting their energy and
defeating them with their own momentum. You may spend a
Void point during the Reactions stage of a skirmish Round to
force anyone who attacks you on the next Round to subtract
their Air Ring from each of their dice. (Dice which explode
have their fnal total reduced.) This technique cannot be acti-


Taoist swordsman [Bushi]
Although the Mirumoto family are best know for following
the twin-sword fghting technique pioneered by their founder
(and defned most clearly in his famous book Niten), not all
members of the family embrace Mirumoto’s fghting tech-
niques. The Dragon Clan’s long association with the quest
for enlightenment, not to mention the existence of a special-
ized monastic order right within its own ranks (the Togashi
tattooed men) has given rise to other warrior traditions. The
most notable of these are the Taoist Swordsmen, ascetic
warriors who maintain small dojo deep within the most inac-
cessible mountains of the Dragon lands. There they pursue
enlightenment and swordsmanship with equal dedication,
often praying and training alongside small groups of Togashi
monks. Taoist swordsmen are seldom seen outside their own
lands, though on rare occasions they have been known to
embrace the tradition of the “worldly monk” and travel the
Empire in search of both enlightenment and experience
with the sword.


Beneft: +1 Void
Skills: Athletics, 
Defense, Iaijutsu,
Kenjutsu (Katana), Lore:
Theology, Meditation, any one Bugei or High Skill
Honor: 5.5
Outft: Sturdy Clothing, Katana, Wakizashi, Tanto
Traveling Pack, 1 koku
Special: All members of this school are considered
to be Ascetic, but do not gain Experience Points for
it. It does not count  against their 10-point limit o
Disadvantages.

Techniques
rank 1: aligned with the elements
Students of the Taoist Swordsman school spend their days
in the rugged mountains of the Dragon lands, enduring the
harsh elements with little clothing and no armor, learning
the ways of the sword in complete selfessness. When
wielding a sword and wearing no armor, you gain
Reduction equal to your School Rank +2. Addition-
ally, you add +1k0 to your damage with any
sword.

rank 2: fist and blade
The Taoist Swordsmen train alongside the Togashi tattooed
men, studying their unconventional methods of combat and
learning to apply those methods to swordsmanship. When
fghting with a sword, you may perform the Knockdown
maneuver for 1 less Raise, and if you control a Grapple while
holding a sword you may infict damage with the sword
instead of unarmed damage.

rank 3: strike of harmony
The Taoist swordsman is now so skilled with his sword that
it functions like an extension of his body. While wielding a
sword, you may spend a Void Point on your damage roll.
If the sword is a katana, this ability stacks with the natural
ability to spend a Void Point on damage with a katana.

rank 4: master Of steel
The Taoist swordsman is now completely at one with his
weapon, striking with the speed of thought itself. You may
attack as a Simple Action while wielding a sword.

rank 5:balance in nothingness
The fnal lesson of the Taoist Swordsman teaches the school’s
students to pour their entire soul into a single deadly strike.
While wielding a sword, once per skirmish you may spend as
many Void points on damage as you wish.



hida Pragmatist [Bushi]
The practitioners of Kobo Ichi-Kai, whose primary dojo is
located in Clear Water Village, focus on unarmed combat
above all other forms of martial confict. Although sometimes
considered a touch bizarre by other Crab warriors, they are
nonetheless respected because of their sheer physical power
and ability to devastate virtually any opponent in hand-to-
hand combat. Pragmatists make fne yojimbo, since they can
leave their weapons at the door and suffer only minimal loss
of effectiveness when doing so. Even creatures of the Shad-
owlands can be overcome by a skilled Pragmatist, and indeed
the school was originally developed out of the need to adapt
jiujitsu to fghting inhuman opponents.


Beneft: +1 Agility
Skills: Athletics, Defense, Jiujutsu (Impro-
vised Weapons) 2, Kenjutsu, Lore: Shadowlands,   
any Bugei skill
Honor: 2.5 
Outft: Light or Heavy Armor, Sturdy Clothing,
Daisho, Heavy Weapon or Polearm, Traveling Pack,
3 koku

Techniques

rank One: the eternal stone unleashed
The Pragmatist is taught to endure terror and
humiliation while killing his enemies with
anything he can fnd. You gain a bonus of
+1k0 to any roll made to resist Intimidation
or Fear effects. You also gain a bonus of +1k0
to the total of your attack and damage rolls
when fghting unarmed or with improvised
weapons. However, you must always keep
high dice with any attack rolls or damage
rolls that beneft from this Technique. 

rank two: wearing  down the mountain
At this rank the Pragmatist learns to strike
repeatedly at the same point, wounding
even powerful opponents. When fghting
unarmed or with an improvised weapon,
you may make the Extra Attack Maneuver
for only 3 Raises instead of 5.

rank three: fury of the avalanche
At this rank the Pragmatist learns to fght just as well with his
bare hands or whatever is available to him as with the tradi-
tional weapons of the samurai. You may make attacks as a
Simple Action when fghting unarmed or with an improvised
weapon, or when wielding a Samurai keyword weapon. 

rank four: stone turns steel aside
The Pragmatist is taught he does not need a weapon when
he can turn an enemy’s weapon back on him. Regardless of
your Stance, a number of times per skirmish equal to your
Void, immediately after you are attacked with a melee weapon
(after damage is rolled, if the attack hit) you may take a Free
Action to make a Contested Roll using Jiujutsu /Agility
against your enemy’s (Weapon Skill) / Agility. If you win the
roll, you immediately strike the enemy with his own weapon
(thus, you use your own Strength when determining damage
rolled with this Technique). You may Raise on this Contested
Roll to perform the Increased Damage Maneuver.
This technique cannot be used during an iaijutsu duel.

rank five: fight to the end
The fnal lesson of the Pragmatist teaches him to prevail no
matter what the odds, killing his enemies no matter how
severe his own injuries. At the start of your Turn you may
spend a Void point to allow you make an attack as a Complex
Action that ignores your Wound penalties (including Down
and Out) and any restrictions or penalties from Status effects
or physical Disadvantages you are currently suffering. You
gain a +3k1 bonus to your damage roll
with this attack.


My armor is contempt. My shield is disgust. My sword is hatred. In the emperor's name, let none survive.

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#48 2012-06-30 08:56:05

 MeMadao

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Re: Legenda pięciu kręgów

@JJ Lol, myślałem, że zające są bliżej lisów, a tam się okazuje, że "sporne" terytorium o które walczyli jest wielkości połowy terytorium klanu Lwa. Lol.

@PP Krab nie jest tak przegięty, bo leje z improvised weapons albo z pięści, a to małe dmg zadaje, chyba że utopisz w to mnóstwo punktów i obkupisz się jakimiś mrocznymi technikami, a on nawet nie jest mnichem żeby wziąć kiho.


You load sixteen tons, what do you get?
Another day older and deeper in debt...

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#49 2012-06-30 13:28:05

Daimio

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Re: Legenda pięciu kręgów

Pomyliłem się co iaijutsu (musiałem popatrzeć na jiujutsu)

c RANK 3: Readying a katana is a Free Action rather
than a Simple Action.
c RANK 5: During an Iaijutsu Duel, the character gains
one Free Raise on his Iaijutsu (Focus) / Void roll during
the Focus Stage.
c RANK 7: During the Assessment portion of an Iaijutsu
Duel, the character gains a bonus of +2k2 to the total
of all Focus Rolls if his Assessment roll exceeds
his opponent’s by 10 or more (instead of the normal
+1k1).

Teraz moje pytanie: Jak to się odnosi do normalnej walki (bo ponoć iaijutsu jest do pojedynków)


RANK 1: THE FORCE OF HONOR
The Iron Warrior serves as the shield of his clan, defending
the honor and homes of the Crane. You gain a bonus of your
Honor Rank (rounded down) minus 4 to your Wounds at each
Wound Rank, to a minimum bonus of one. (Thus at HonorRank 6.5, you gain a bonus of 2 Wounds to each Wound
Rank.) Additionally, you gain a bonus of +1k0 to the total of
all attack rolls while in the Attack Stance.
RANK 2: THE SHIELD OF FAITH
The Iron Warrior truly believes that his work serves a higher
purpose. When you perform the Guard Maneuver, the benefi
ts last for an additional Round. Additionally, the Armor TN
bonus of the Guard Maneuver is increased by 5. (This bonus
applies to both your Armor TN and your target’s Armor TN
– thus, you suffer no TN penalty when Guarding, and your
target gains a bonus of +15 to his Armor TN instead of +10.)

Oraz następne pytanie jak mam interpretować te skile. Chodzi dokładniej jak działa  Attack Stance czyli że niby mam ten bonus i cała reszta.

Tak przy okazji przeczytałem że Iaijutsu jest standardowym pojedynkiem i można zmienić na coś innego ale w dwóch przypadkach

Unconventional Duels
Since Rokugan is a highly traditional society, the iaijutsu duel is considered the true and proper form of dueling, the only
appropriate way to settle a matter of honor. Hence the importance of wearing a sword and appointing champions for those
who cannot fight for themselves. However, there are two circumstances in which this can change.
c MUTUAL AGREEMENT: On some occasions, both parties
in a duel may agree to settle their conflict with
some other method than iaijutsu. This is most likely
to happen if both of them belong to the same clan or
follow the same path in life. For example, if a challenge
occurs between two Tsuruchi archers, they
are likely to settle the matter with their bows rather
than with swords. Similarly, shugenja who challenge
each other have been known to fight duels of magical
power, known as taryu-jiai, rather than allowing
yojimbo to duel on their behalf.
c BATTLEFIELD CHALLENGES: Individual challenges are
a regular occurrence on the battlefield, as samurai
seek out worthy opponents to test their steel, and it is
considered extremely dishonorable to interrupt such
a one-on-one fight once it has begun. Some of these
battlefield confrontations are indeed formal iaijutsu
duels, but just as often, they are simple contests of
armed strength, with the combatants each relying on
their best weapon and skill.

Właściwie to jestem teraz przekokszony jeżeli tylko ja to mam. Zastanawia mnie tylko czy nawet mnisi muszą walczyć używając iaido.


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#50 2012-06-30 15:45:32

peruniec

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Re: Legenda pięciu kręgów

Hmm co do bonusa z Iaijutsu to tylko ten z wyciaganiem szybciej katany działa w normalnej walce.

Co do technik to drugi poziom masz oczywisty i dobry, że kiedy robisz bronienie (to co ja ostatnio z Patrykiem na tobie) to dodajesz +5 do KP i sobie (czyli nie masz minusa) i bronionemu czyli przekoks.

A pierwszy poziom jest jakiś dziwny
Ale chyba chodzi o to że kiedy bronisz honoru klanu to poziomy ran (jak przy 2 kręgu ziemi masz poziomy co 4) masz do tego plus 2, czyli dla ciebie zdaje się by to wzrosło z 4 do 6 czy 7 (bo nie wiem ile masz honoru)
No i w atak stancie masz 1k0 to rzutów na atak.

A atak stance na początku walki przed inicjatyw (tylko 1 tura) wybierasz stance (postawę) masz tam atak, pełny atak, obronę itp,
Potem co turę w swojej turze mówisz czy zmieniasz postawę czy nie.
A atak stance to po prostu atak, bez plus i bez minusów.


A  co do ogólnie Iaujutsu to jesteś przekokszony, ale czy to twoja wina że inni nie czytali podręcznika i nie wzięli czegoś co się przydaje
I w sumie jest przy opisie klanów że żurawie wygrywają zazwyczaj w pojedynkach, więc pasuje.
A mnisi chyba nie podpadają pod pojedynek skoro nie są samurajami, i nawet nie maja miecza .


Ad Mateo
Co do mapki to prawda tak z dupy jakoś tą wojnę toczą.
Krab nie jest tak przegięty, bo leje z improvised weapons albo z pięści, a to małe dmg zadaje, chyba że utopisz w to mnóstwo punktów i obkupisz się jakimiś mrocznymi technikami, a on nawet nie jest mnichem żeby wziąć kiho.

Jest mocny i to nawet bardzo, a co do małych obrażeń, to czy 1k2 przy jednej zalecie to dużo ?
Oczywiście plus siła.
No i jeśli czytałeś co pisałem w drugim temacie o legendzie o chwytach to walka bez broni to przekoks.
I jeszcze postój jest mnichem ale tez normalnie nie ma kiho, kupujesz zaletą i masz, zresztą bez kiho można żyć, a bushi ma sporo tańszych zalet bojowych.


My armor is contempt. My shield is disgust. My sword is hatred. In the emperor's name, let none survive.

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#51 2012-06-30 15:58:33

Daimio

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Re: Legenda pięciu kręgów

shugenja who challenge
each other have been known to fight duels of magical
power

Czyli nawet mago kapłanów obowiązuje ten bajer a mnichów niby nie? Lepiej się spytać Jadowego bo on ustala. Tak poza wszystkim to jakoś nie widzę żeby jakikolwiek mnich kozaczył więc raczej to się nie przytrafi.


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#52 2012-06-30 16:34:35

peruniec

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Re: Legenda pięciu kręgów

Ale o co chodzi ?

shugenja who challenge
each other have been known to fight duels of magical
power

Czyli oni toczą pojedynek na magię, no i poza tym shugenia jest samuraje.


My armor is contempt. My shield is disgust. My sword is hatred. In the emperor's name, let none survive.

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#53 2012-06-30 17:10:32

Patryk

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Re: Legenda pięciu kręgów

Mapka -> Lol! "Terytorium sporne" to ćwierć rokuganu, Osy w ogóle nie mieszkają na wyspach, a powierzchniowo Zając ma prawie tyle co Feniks czy Skorpion.


"Bo obetnę sobie rękę i to wy będziecie mi obciągać!"

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#54 2012-06-30 17:35:01

Daimio

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Re: Legenda pięciu kręgów

Trzeba będzie zdefiniować co to jest mały klan a kiedy zmienia się w duży klan.

Ale mało jest kata. Wiem że Paluch munchkinowałeś mnicha ale może wpadłeś na jakieś dodatkowe kata.

EDIT: Scaliłem posty. Jeszcze raz i ostrzeżenie. - MM


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#55 2012-07-01 06:41:11

peruniec

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Re: Legenda pięciu kręgów

Kata jest tylko tyle co w podręczniku głównym.


My armor is contempt. My shield is disgust. My sword is hatred. In the emperor's name, let none survive.

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#56 2012-07-01 17:22:08

 JJ

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Re: Legenda pięciu kręgów

Ciężko munchkinujecie, aż się Forum dymi!

Shugenja, trochę jak Mnisi, są tak trochę inaczej postrzegani.
MOGĄ wyzwać się na pojedynek, albo nawet jakiegoś Bushi,
ale podkreślam, iż mogą, nie muszą. Jeśli jest taka potrzeba,
najczęściej pojedynkują się ich ochroniarze.

Co do mapki - mówiłem że Osa jest "upchnięta" między innymi
Klanami, tak samo Lis (oba przysięgły wierność Modliszce,
więc stały się rodzinami Dużego Klanu). Jeśli chodzi o Małe Klany,
to zaznaczyłem strefy wpływów - Zając ma zamek, dwa miasta
i kilka wioseczek. Nie ma rozległych prowincji, przyznanych im
na wieki-wieków, jak Duże Klany. Więc ma tyle ziemi ile zdoła
utrzymać, a nie zdoła tak dużego obszaru. Podobnie Osa.
A Lis to już w ogóle - siedzi se nad rzeką albo w lesie, a czasem
pokłóci się o jakąś wioseczkę czy strumyczek. Mówiłem, iż
ja się jakoś super-mocno tej mapki nie będę trzymał, ale jest ważna.
Więc uznajmy że chwilowo Zając utrzymuje jakoś swoją strefę
wpływów, a Lis usiłuje zając sporą część ziemi niczyjej pomiędzy
Zającem, Skorpionem i Żurawiem. Czyli po prostu pobudował
trochę drewnianych fortów, "poprosił" lokalnych chłopków o
daninę z ryżu i usiłuje utrzymać teren. A że Zając jest Pro
klanem, jak na Mały, to sam chce te tereny. To dość sensowne.

Zarządca Doiji, wygląda mechanicznie trochę jak opisywany w głównym
podręczniku Śędzia Smoków - połączenie zdolności Kitsuki i Mirumoto.
(czytaj: Horatio Cane z CSI:D&D). Pragmatyk Kraba - super.  Nie jest
przegięty, a do tego, zawsze musi wybierać najwyższe kości obrażeń,
czyli, zgodnie z doktryną tej szkoły, ma miażdżyć i siać terror (czyli
w przypadku próby zwykłego obicia komuś ryja, Pragmatyk go zabije).

Co do Kata, w wyjątkowych okolicznościach, można wziąć Kata,
które są przypisane do konkretnych Klanów. Można też robić
własne, ale już widzę zalew kosmicznych munchkinów.
A więc zgodnie z antyczną Zasadą Kciuka - mogę się zgodzić
na zciocone wersje Kata konkretnych Klanów. Które fabularnie
mogą być zupełnie innymi Kata (kto inny wymyślił, można
się łatwiej nauczyć, etc). Jak ktoś ma propozycję, to proszę
pisać, a ja się odniosę.
propozyzje


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#57 2012-07-01 17:38:06

Daimio

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Re: Legenda pięciu kręgów

Jak na razie nie zamierzam munchkinować nowych kata bo mogę wziąć 2 i to nawet fajne bo mam 3 ringa ziemi.


Internet nie wybacza!!!!

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#58 2012-07-21 20:24:50

 JJ

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Re: Legenda pięciu kręgów

Wyjątkowo, zamiast mechanicznych munchkinów, podsyłam linki do fluff'u.

Na razie, związane z podróżowaniem "w przebraniu" przez władców
na Dalekim Wschodzie (głównie Chiny). Ciekawostką jest, że do dziś
funkcjonuje w Chinach gest wdzięczności, który wymyślił Cesarz,
żeby nie trzeba było "wbijać gwoździa" i zdradzać tym samym, iż
jest Władcą.

http://en.wikipedia.org/wiki/Qianlong_Emperor
http://en.wikipedia.org/wiki/Chinese_te … er_tapping
http://en.wikipedia.org/wiki/Yum_cha#Cu … _etiquette
http://caroline-dunn.com/yum-cha-ritual … er-kowtow/

Inne przykłady
http://en.wikipedia.org/wiki/Zhengde_Emperor
http://en.wikipedia.org/wiki/Tōyama_Kagemoto


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#59 2012-08-07 19:49:51

peruniec

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Re: Legenda pięciu kręgów

NEW BASIC SCHOOL:
KUNI WITCH-HUNTER
The Kuni Witch-Hunters are a small but highly skilled
group of mystical warriors who serve the Crab Clan by
hunting for maho-tsukai and Shadowlands ini  ltration
within the Empire. They travel freely through Rokugan,
often disregarding clan borders and jurisdictions… much
to the displeasure of local authorities. Samurai from
other clans tend to regard Witch-Hunters as super-
stitious and ill-mannered louts, but common folk
throughout the Empire respect them and seek their aid
whenever supernatural threats arise. Within the Crab Clan
they are treated with respect and not a little fear, since
their appearance often betokens the presence of the Taint.

NEW BASIC SCHOOL:
KUNI WITCH-HUNTER [MONK]
Benei  t: +1 Willpower
Skills: Investigation, Jiujutsu, Kenjutsu, Lore: Shad-owlands, Lore: Maho, Meditation, any one skill

Honor: 5.5
Outift: Rugged Clothing, Daisho, Knife, Jade Pendant,
Traveling Pack, 3 koku.

TECHNIQUES
RANK 1:  TO SEE THE DARKNESS
Witch-Hunters are taught both to sense the power of
Jigoku and to crush those who carry its dreadful mark.
You may attempt to detect the Taint in another person by
holding your jade pendant (or another piece of jade) and
staring intently at them. This is a Complex Action and re-
quires you to make a Contested Roll of your Investigation
(Interrogation) / Awareness against the target’s Sincerity
(Deceit) / Willpower. You gain a +1k0 bonus to this roll
for every full Rank of Taint the target possesses. If you
succeed in the roll and the target is Tainted (has at least 1
Rank of Taint), you are able to sense the presence of the
Taint and its approximate strength. If you fail the roll or
the target is not Tainted, you gain no information. 
In addition, you gain +1k1 to your rolls to
resist the Shadowlands Taint and to your
attack rolls when attacking a foe who is a
Shadowlands creature or who you know
to be Tainted.

RANK 2: TO RIDE THE DARKNESS.
Witch-Hunters do not coni  ne  them-
selves to rooting out Tainted men and
women—they also learn how to i  ght  the
creatures of the Shadowlands, and spend consid-
erable time studying their strengths and weaknesses.
Any time you are confronted by a Shadowlands crea-
ture, you may take a Free Action to roll Lore: Shadowlands
/ Intelligence at TN 20 to recall either one specii  c strength
(such as Invulnerability) or one specii c weakness (such
as jade) for that creature. You choose whether you recall
a strength or a weakness, but the GM chooses the exact
information. You may Raise on this roll to learn additional
pieces of information—one strength or weakness per Raise.

RANK 3:  TO STRIKE THE DARKNESS
At this rank the Witch-Hunter learns to call on the pow-
er of purity to guide and strengthen his blows. You may
make melee attacks as a Simple Action when your oppo-
nent is a Shadowlands creature or when you know your
opponent to be Tainted.

RANK 4: TO REPEL THE DARKNESS.
The Witch-Hunter’s intense study and spiritual training
now gives him access to esoteric powers and makes it
almost impossible for the forces of darkness to deceive
him. You gain a +3k0 bonus to the roll for your Rank One
ability to detect the Taint and to the roll for your Rank
Two ability. In addition, you may learn one Kiho. (If the
optional rule allowing Kiho for non-Brotherhood monks is
in effect, this Kiho does not count against the maximum
number of Kiho you can learn, although it is subject to
their other mechanical limitations such as Mastery Level.)

RANK 5:  TO SHATTER THE DARKNESS
The Witch-Hunter is now the true nemesis of Jigoku’s
forces, able to strike down his enemies with unmatched
power. You gain a +4k1 bonus to your attack and damage
rolls against Shadowlands creatures and against foes you
know to be Tainted. This stacks with the attack bonus from
your Rank One technique.


My armor is contempt. My shield is disgust. My sword is hatred. In the emperor's name, let none survive.

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#60 2012-08-08 16:31:02

 JJ

Ktoś znany

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Re: Legenda pięciu kręgów

Fajne jak będę prowadził kampanię na dzielni Kraba.
Ale na razie niekoniecznie...


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