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Initiative:

There will be no such thing in a Boffer LARP. Whoever Swings First has "Intiative".
There will be no benefits or drawbacks for this.

Rounds:
Again no such thing. You can attack as many times as you physically can attack.
MUNCHKINS BEWARE! You will have to take what is considered to be a "full swing"
for the weapon you are using in order for each attack to count. In other words, no laying
your katana on someone's arm and tapping them as fast as possible in order to do as much
damage as you can. Not only will such hits be discounted for being annoying at best,
your character may take a penalty to his or her honor for not fighting in accordance with
Bushido.

Full Attack/Defense:
As mentioned above, there are no rounds so at the present time there will be no
mechanical benefits to going on full attack or defense.

Raises:
As there are no skill checks to see if you hit your opponent or not, raises cannot be called
in combat with a few exceptions noted below in Skills and Void Points.

Mass Combat:
Mass Combat is one of the most fun things about Boffer LARPs and as such it is
completely allowed. However, the no more than 4 people can attack 1 single person
without the GM's approval. This currently includes ranged attacks. The guideline here is
safety, until the skill caliber of the group is determined this guideline will remain in
place. Large NPC's will announce how many people can attack them.

Damage Tests:
It is up to the players to call out how much damage they do with each swing. It is also up
to the players to keep track of how much damage they take. Note unless called with the
swing, a weapon only hitting the clothing of the target does not count as hitting the target,
you must hit their body. Damage will be your character's Strength + the Damage Rating
of your weapon. Example, A Dragon Samurai with a Strength of 3 wielding a katana
must call out 7 every time they make an attack.

Wounds:
Wounds will stay largely the same with each character having 6 wound ranks. Each rank
contains twice your Earth Ring in wounds, with the exception of Down which has 4x
your Earth Ring. Dead is Dead. Example, A Crab Samurai with an Earth Ring of 4
would have 8 wounds in their Unscathed, Hurt, Injured, and Wounded Wound Ranks;
and 16 wounds in the Down Wound Rank. Each wound rank has a penalty to skill checks
and damage dealt. Players must keep track of their own wounds. Example, the same
Crab Samurai was hit twice by the above Dragon Samauri, each time taking 7 damage.
That is a total of 14 wounds which would put him in the middle of his hurt Wound Rank.
The Crab Samurai now takes a -4 penalty to skill checks and the damage he does.
The Wound Ranks are:

• Unscathed -0
• Hurt -4
• Injured -6
• Wounded -8
• Down N/A
• Dead

When a player is Down, they can no longer fight and must kneel, sit or lie on the ground.
When they reach dead, it is time to make a new character. MUNCHKINS BEWARE!
Killing a downed opponent is a highly dishonorable act. Doing so will likely have the
authorities after you.

Armour:
Might be appropriate to talk about armour here. Most Samurai starting kits will include
some form of armour. Your character will only gain the benefit of armour if you wear
some physical representation of it. Kendo armour is acceptable, as would be making
something out of craft foam. It basically just needs to look like armour and look
somewhat appropriate for an Asian setting. Unless your character is a gaijin, it can look
like western amour but you will likely take honor or social penalties.

All that said there are basically two kinds of armour. Heavy and Light. Heavy Armour
grants 4 points of Damage Reduction and a -2 penalty to Skill Checks and Damage
Dealt. Light Armour grants 2 points of Damage Reduction and no penalty. Example,
Our Dragon Samurai friend has decided to wear heavy armour. He must now call 5
damage whenever he attacks. The Crab Samurai, whose strength is 4, hits him with his
own katana. the Crab samurai calls 8 damage but will only do 4 damage when he hits
the heavily armoured Dragon Samurai.

Iaijutsu Duels:
These are a strange amalgamation of a social and combat situation. The first half of these
will remain the same. Each duelist will make an Unopposed Test of their Awareness +
Iaijutsu vs. a TN of their opponents Insight Rank x 5. If successful, they gain knowledge
of their opponents Agility, Awareness, Iaijutsu, Reflexes or Void. Each Duelist will then
choose which stat their opponent uses for the First Strike in the duel. After this is done,
the Duelists will take their stance within range of the other. Katanas will be sheathed (or
the closest approximation the boffers will allow), Iaijutsu is performed with katanas. If a
duelist refuses to use a katana, honor will be affected accordingly. Once the duelists have
assumed they're stances they begin to focus. For each full 5 seconds they focus, the
receive a Free Raise to be applied to the damage (+2 Dmg) of the First Strike. GMs may
award additional Free Raises for particularly dramatic flairs in duels. After the first
strike, if the duel is to the death combat may proceed as normal. If it is not the winner is
he who dealt the most damage. Damage of the First Strike is the Duel Trait, chosen
above, + the Damage rating of the weapon. Armour is not worn in duels. If the Duel is
to First Strike or First Blood, each duelist physically gets one parry and strike. If the
First Strike is parried by each duelist this is considered a Kharmic Strike. Each is
considered to have won the duel.

Parries, not dodges, may be called out on the first strike but may also be canceled by your
opponents Iaijutsu skill. This can continue until you yield or run out of points.

Skills and Void Points:


Since there are NO skill checks in combat, what is the point of having Bugei Skills?
Characters with the appropriate skills may use them to either grant themselves a Free
Raise to damage (+2) or parry a single strike that actually landed on their person. Points
spent for Free Raises may be spent as you land the blow, but the total number must be
callad correctly for it to count. When players spend points for parries they must call
Parry to let everyone know they're not cheating.Example, Our Dragon Samurai friend
has gone back to his light armour but has decided that's not enough of an edge when
fighting our Crab friend. He spends a point of his Kenjutsu skill to add to to his damage
for one swing that lands calling 9 (Str + Dmg + 2). The Crab not really wanting to take
9 damage just yet spends a point of his own Kenjutsu to ignore the damage. Certain
skills will grant dodges instead of parry they function identically except that in certain
instances you may not be able to do one or the other and you must call Dodge instead of
Parry.

Void Points may be spent to grant Two Free Raises to damage (+4) or grant a dodge.
Normally only one Void Point may be spent per strike.

Dodges and Parries:


Skills will be noted whether they may grant a dodge or parry. Every character will get a
number of dodges equal to their reflexes plus skills that grant a dodge. Every character
will get a number of parries equal to their skills that grant parries. For skills that would
grant a parry OR a Free Raise to damage, characters must choose which to spend their
skill points on. They cannot get both.

Characters in Heavy Armour may NOT use dodge skills.


Entangled characters may not use dodge skills.
Characters may not use parry skills on Entangling Weapons.
Characters may not use parry skills on Ranged Weapons.
Stunned characters may not move, or use parry or dodge skills.

Special Calls:
Piercing: When this is called after damage that means that armour is half as effective to
this strike.

Crushing / Ultimate Crushing: When this is called after damage the means that it
completely bypasses Armour. If Ultimate Crushing is called then even damage reducing
techniques are bypassed.
Fire/Ice/Poison/Jade/Shadow/Etc: These are descriptors to damage. Which means that
the damage called is of the type called and resistances/weaknesses or immunities are
applied as appropriate.

Entangling: If this call is made and the strike lands that means that for as long as the
weapon is touching you, or the spell is in effect, you are immobilized and may no longer
use dodge skills. If two entangling effects have you, you may no longer use parry skills.
If three entangling effects have you, you may no longer physically fight.

Strength: You may get a number of points equal to your strength per session which you
may spend to break entangling effects. You must call Strength when this happens.

Immune: Whenever you are immune to an effect you must call Immune.

Parry/Dodge: Negates the last landing strike.

Cancel: Negates the called parry or dodge, the point is still consumed.

Disarm: When this is called and your weapon is struck you must drop it.

Sap: This will always be called with a number and duration following it. The number
will be the damage penalty you suffer to all your damage, and the duration will be for
how long it affects you. Example, a Scorpion Shugenja has cast Wind-Borne Slumbers
and hit the Crab Bushi. She now must call Sap, 3, Concentration.

Boost: This will always be called with a number and duration following it. The number
will be the damage bonus to all your damage, and the duration will be for how long it
affects you. Example, the Scorpion Shugenja has cast Wind-Borne Speed on the Dragon
Bushi. She now must call Boost, 2, 10 Seconds.

Shield: This spell effect grants immunity to certain types of damage. It will always be
followed by the type of damage it works against and how many hits it lasts.

Heal: This effect returns of number of wound points equal to the number called after it.
Immunities and Resistances do apply.

Steal: This effects steals whatever is called afterwards from the target and given to the
caller.

* # Hits: A duration tacked on to certain spells or effects. It lasts for the number of Hits
called, even if they do no damage.

* # Seconds: A duration tacked on to certain spells or effects. This is always called with
a number, and it is up to the target to keep track of how long these durations affect them.
* Concentration: A duration tacked on to certain spells. This means the spell is in effect
until the shugenja cancels it or can no longer upkeep it, due to being Down or Dead.

* Cancelled: This is called by Shugenja who wish to cancel a spell they are concentrating
on. They must always call the effect they are canceling first. Example, the Scorpion
Shugenja now wishes to cancel Wind-Borne Slumbers she must now call Sap Cancelled.

Character Creation and Combat:


I will talk about advantages and disadvantages and schools as they pertain to combat. I
will only mention rules that change here.

Advantages:
Ambidextrous (3 pts): Normally when using a weapon in your off hand you incur a -2
penalty to damage. This advantage negates that.

Combat Reflexes (N/A): This Advantage will have no effect in this game. Don’t take it.

Crab Hands (6 pts / 4 pts for Crab Clan): Normally you cannot make raises to damage in
combat if you are wielding a weapon you are unskilled with, even with Void Points.
With this advantage you get three extra Skill Points to use for Parries or Free Raises on
such weapons. You must still purchase such weapons skills at Rank 1 as normal if you
wish to become skilled in them later.

Crafty (5pts / 3 pts for Scorpion Clan): Same as in book, but also grants a single Dodge.

Daredevil (4pts): Functions normally outside combat. In combat, at GM’s discretion may
grant the character Free Raises, but don’t count on it. This should be as much a
drawback as it is an advantage.

Luck (3, 6, or 9 pts): As per book but, you may either get a redraw or a Dodge.

Magic Resistance (2, 4, or 6 pts): As per book but in combat reduces effectiveness,
duration or damage by 3 per 2 pts spent. Will not affect every spell but be wary it does
affect buffs and healing.

Quick (N/A): No effect in this game.

Disadvantages:
Lame (3 pts): As per normal but may not run in combat.

Lost Love (2 pts): As normal but if triggered in combat, -3 to your damage. You spend
the Void Point to ignore it per normal.

Missing Limb (3 pts): As per normal, but you must roleplay the missing limb. You
cannot hold a weapon in a missing hand or walk on a missing foot. If missing a hand,
you may not use most two handed weapons, GM may overrule this for appropriate
reasons.

Phobia (1-5 pts): As normal but if triggered in combat you suffer a penalty of the points
spent to damage, as you’d much rather be running away then staying to fight your fears.
At GM’s discretion if you have no option to run, you may spend 2 void points to add
your Phobia Points to damage till you can get to a place where you can run away.

Unluck (3, 6 or 9 pts): As per normal, but GM may use one of your Unlucks to force you
to take a hit even after you dodged or parried it.

Schools:
We will only list the schools that change due to combat rules changes or schools that
were not originally in the LARP book. In general wherever a school grants an extra
attack, instead it will grant a free Raise towards damage (+2). The Outfits represent
items that your character owns. If you do not physically carry them or representations of
them during the session your character does not have them. You may acquire other items
at the GM’s discretion.

Hida Bushi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: The Way of the Crab – You may Ignore Penalties for Heavy Armour (This
includes damage and Dodge penalties), when wielding an ono, tetsubo, or dai tsuchi you
may add your Insight Rank to the Damage Rating.
Technique 2: The Mountain Does Not Move – You may spend a Void Point to add your
Earth Ring to your Armour for 30 seconds. Armour Piercing and Crushing effects do not
work on this technique but will still pierce or crush your normal armour.
Technique 3: Two Pincers, One Mind – You may use a Free Raise towards damage (+2).
Technique 4: The Beserker Rage – As per book.
Technique 5: The Mountain Does Not Fall – Even if incapacitated from Wound Ranks or
by magical means, you may spend a void point to act normally for 5 seconds. While
doing so, you take no penalties. You may do this as many times as you have void points.
When you run out of time you revert to your previous state. This will not allow you to
cheat death, unless the GM says otherwise.

Kuni Shugenja School:


As per book.

Yasuki Trader School:


As per book.

(Kuni) Witch Hunter School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: To See the Darkness – As per book. Additionally you may spend a Void
Point to automatically succeed with no raises in combat.
Technique 2: To Strike the Darkness – As per book, note that Free Raises are applied to
damage.
Technique 3: To Repel the Darkness – You may spend a void point to become immune to
all spells cast by individuals with the shadowlands taint for 5 seconds. This may be done
as many times as you have void points and may be done in reaction to the spell landing.
You must call out Immune when doing this.
Technique 4: To Punish the Darkness – You gain a Free Raise to damage on shadowlands
creatures or those you know to have shadowlands taint. This stacks with To Strike the
Darkness.
Technique 5: To Shatter the Darkness – As per book. Wound Rank Penalties do not
apply till after the strike.

The Hiruma Scout School


Benefit: +1 Willpower
Skills: Athletics, Hunting, Kenjutsu (Katana), Kyujutsu, Lore: Shadowlands, Stealth, any
one skill
Outfit: Standard Bushi plus Three Fingers of Jade
Technique Rank 1: Torch’s Flame Flickers - The Hiruma learns to focus his strikes even
while protecting himself, perfecting the penetrating quality of his blow without
sacrificing his defense. When not wearing heavy armour, you gain Piercing on strikes
using weapons with which you are skilled. You are skilled at survival and can make all
food, water, and jade rations last twice as long for a number of people equal to
your Hunting Skill Rank. You also do not lose honor for using Stealth while scouting.
Technique Rank 2: Wolf’s Little Lesson - Hiruma learn to dash in and out in a single
motion. You gain a number of Dodge or Parry points equal to your School Rank.
Technique Rank 3: Hummingbird Wings - The Hiruma know how the hummingbird can
move in any direction and apply this truism to battle. You gain a Dodge Point per School
Rank.
Technique Rank 4: Shark Smells Blood - Against a weakened opponent, a Hiruma is a
terrible foe in-deed. You gain a number of Free Raises to damage equal to your School
Rank while using weapons in which you are skilled.
Technique Rank 5: Daylight Wastes No Movement - You gain Ultimate Crushing on
your archery attacks.

Asahina Shugenja School:


As per book.

Doji Courtier School:


As per book.

Kakita Bushi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: The Way of the Crane – You may use your Iaijutsu skill when ever you use
a katana. Normally it can only be used in duels.
Technique 2: The Sudden Strike – As per book.
Technique 3: Strike from the Void – You may spend multiple void points on the First
Strike in an Iaijutsu Duel.
Technique 4: One Strike, Two Cuts – You gain a Free Raise to Damage.
Technique 5: Strike with No Thought – You may Strike from the Void on the first strike
in any combat. The guideline for mass combat is 10 seconds of downtime between each
opponent.

Kakita Artisan School:


As per Book.
Technique 5: Walk Among the Heavens – As per book, except you must wear a special
armband in a visible place. At the beginning of the night, you draw a card add your
Awareness plus artisan skill of your choice. Write down the total on a blank card and
tuck it into the armband. You are stuck with the total for at least a half an hour, after
which you may redraw. You are stuck with the new total for at least a half an hour.
Whenever someone attempts to strike you in an established combat they must quickly test
against your total. If successful they get a free strike on you and combat resumes
normally. If not they stay their hand. If the arm band is not visible they need not make
the test. If the total is lost or forgotten you total is merely your awareness + artisan skill.

Kitsuki Magistrate School:


As per book. Kitsuki Techniques may not be used in combat.

Mirumoto Bushi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: The Daisho Technique – As per book.
Technique 2: Strong and Swift – You get a Free Raise to damage.
Technique 3: The Blood of My Brothers – As per normal but in combat reduces or
increases effectiveness, duration or damage by 2.
Technique 4: The Unrighteous Will Fall – When you make an attack that kills an
opponent, your next strike within 5 seconds gains a Free Raise to Damage. If you do not
strike within 5 seconds you loose the Free Raise. This stacks with the other techniques of
this school.
Technique 5: The Heart of the Dragon – You gain a Free Raise to damage in combat.
This stacks with the other techniques of this school.

Tattooed Monk School:


Benefit: Same
Skills: Same
Outfit: Same
Techniques: Same, Characters must use make up (or get real tattoos for the hardcore) to
represent the tattoos.
Tattoo Guidelines: Will be pretty much the same is in the book. The GM will work with
you to discern the specifics of how each of your tattoos work.

Akodo Bushi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: The Way of the Lion – You gain the ability to Pierce armour with your
attacks. You must call Piercing after you call damage.
Technique 2: Strength of Purity – You may add your Honor Rank to your chosen combat
skill.
Technique 3: With the Strength of my Ancestors – You get a Free Raise to damage in
combat.
Technique 4: The Hand of Destiny – You gain a number of Cancel points per session
equal to your Insight Rank. You must call Cancel when using them.
Technique 5: The Final Lesson – Your parries cannot be canceled. You gain a Free Raise
to damage in combat.

Ikoma Omoidasu School:


As per book.

Kitsu Shugenja School:


As per book.

Kitsu Sodan-Senzo School:


As per book.

Mantis Courtier School:


As per book.

Moshi Shugenja School:


As per book.

Tsuruchi Archer School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: Never Let the Blade Reach You – You add your Rank in this school to your
Kyujutsu.
Technique 2: The Sting of the Wasp – You gain a Free Raise to damage with your bow,
you gain another such Free Raise at Rank 4.
Technique 3: The Arrow Knows the Way – As per book.
Technique 4: Flight of No Mind – Your archery attacks gain Ultimate Crushing.
Technique 5: Tsuruchi’s Final Lesson – You may spend a void point to double damage
on one shot.

Yoritomo Bushi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: Fight without Steel – As per Book.
Technique 2: Voice of the Storm – When wielding a peasant weapon smaller than a
katana you gain a Free Raise to damage; you gain another such Free Raise at Rank 4.
Technique 3: Claws of the Mantis – You get a Free Raise to damage when using two
peasant weapons smaller than a katana.
Technique 4: Yoritomo’s Rolling Wave – You add your School Rank to your Defense
Skill.
Technique 5: Hand of Osano-Wo – When using two peasant weapons smaller than a
katana, you may spend any amount of Void Points on a Strike.

Asako Courtier School:


As per book.

Isawa Shugenja School:


As per book.

Shiba Bushi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: Way of the Phoenix – As per Book.
Technique 2: Dancing with the Elements – As per normal but in combat reduces or
increases effectiveness, duration or damage by 2.
Technique 3: One with Nothing – Once per 5 seconds, when special combat rules are
called, you gain a Void point, which may go over your maximum. When the combat is
over Void points gained in this manner are lost.
Technique 4: Everywhere and Nowhere at Once – You gain a Free Raise to damage in
Combat.
Technique 5: One with All and Nothing – As per Book.

Ishi-ken Shugenja School:


As per book.

Agasha Alchemist School


Benefit: +1 Intelligence
Skills: Calligraphy (Cipher), any one Craft Skill, Defense, Etiquette, Lore: Theology,
Spellcraft, any one High or Bugei Skill
Outfit: Standard Shugenja
Technique: Elements of All Things – You begin the game with the following Spells:
Sense, Commune, Summon, 3 Fire, 2 Earth, and 1 Air. You have an affinity for all Fire
spells and a deficiency for all Water spells.

Baiyushi Bushi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: Way of the Scorpion – You gain a number of Cancel points per session
equal to your Insight Rank. You must call Cancel when using them.
Technique 2: Pincers and Tail – You may add your School Rank to your chosen weapon
skill.
Technique 3: Strike at the Tail – You may spend a Void Point or two Points of the
appropriate weapon skill and strike your opponents weapon, disarming them. You must
call Disarm when doing this.
Technique 4: Strike from Above, Strike from Below – You gain a Free Raise to damage
in Combat.
Technique 5: The Pincer hold, The Tail Strikes – Your normal attacks may Entangle.

Baiyushi Courtier School:


As per book.

Shosuro Shinobi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: The Shadow Has No Mask – As Per Book.
Technique 2: The Shadow Has No Mercy – When you attack an opponent who is
unaware of your presence, you may spend any number of Void Points.
Technique 3: The Shadow Has No Form – You may use a shinobi distraction technique
(this must be roleplayed, actual smoke bombs would be cool but are not required) You
defense skill is raised by 5 for 10 seconds, your damage is reduced for the same amount
of time.
Technique 4: The Shadow Has No Substance – As per book, dressing up as the target is
encouraged.
Technique 5: The Shadow Has No Soul – When you attack an opponent who is unaware
of your presence, you may spend a Single Void Point to double the damage, this DOES
NOT stack with The Shadow Has No Mercy, but will double poison damage.

Soshi Shugenja School:


As per book.

Ide Emissary School:


As per Book.
Technique 5: The Immovable Hand of Peace – As per book, except you must wear a
special armband in a visible place. At the beginning of the night, you draw a card add
your Awareness. Write down the total on a blank card and tuck it into the armband. You
are stuck with the total for at least a half an hour, after which you may redraw. You are
stuck with the new total for at least a half an hour. Whenever someone attempts to strike
you in an established combat they must quickly test against your total. If successful they
get a free strike on you and combat resumes normally. If not they stay their hand. If the
arm band is not visible they need not make the test. If the total is lost or forgotten you
total is merely your awareness.

Iuchi Shugenja School:


As per book.

Moto Bushi School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: The Way of Moto – As per Book.
Technique 2: Master of Destiny – You may spend two Void Points on any combat strike.
Technique 3: Swift Across the Plains – You gain a Free Raise to damage in combat.
Technique 4: Never Yield – You gain +3 to your chosen weapon skill. You may also
spend a Void Point to lessen your wound penalties by one rank for 5 seconds. You may
spend any number of void points in this manner for the same 5 seconds.
Technique 5: Bloodied but Unbowed – When wielding a two handed weapon or a katana,
you gain Piercing. Also if you take enough damage to kill you, you do not die, but
instead may get up, then may act normally with no penalties for 10 seconds. At the end
of this extra time, you expire, regardless of how much healing you received in that time.

Shinjo Scout School:


Benefit: Same
Skills: Same
Outfit: Same
Technique 1: Grace of the Unicorn – You may add half your rank in Stealth to your
Defense Skill.
Technique 2: Speed of the Viper – You may add your School Rank to your Defense Skill.
Technique 3: The Stars are My Guide – As per Book.
Technique 4: A Soul as Swift – You gain a Free Raise to damage in Combat.
Technique 5: Purity of the First Strike – When you attack an opponent who is unaware of
your presence, you may add your Stealth skill to the damage.

Combat Skill Rules:


Athletics: Grants Dodge Points.

Dance: Grants Dodge Points.

Battle: Grants Dodge or Parry Points.

Iaijutsu: Grants Parry Points, Free Raises or Cancel Points in duels.


Jiujutsu: Grants Dodge or Parry Points well fighting unarmed. If you have at least a rank
3 in this skill you may physically parry weapons with your hands, forearms, feet and
shins. MUNCHKINS BEWARE! This will only be allowed for players who are actually
skilled. If the GM feels you are not safe enough you will not be able to do this.

Medicine: Characters with a rank 5 or higher gain Piercing and Entangling. This may
not be used on ranged attacks.

Wrestling: Grants Dodge Points, Characters with rank 3 or higher may make a 0 damage
Entangling attack while unarmed.

Weapon Skills: Grants Parry points or Free Raises. Must be using the appropriate
weapon to use these.

Weapons:
Weapons will largely be as they are in the book. With a few exceptions listed below.
Any weapon that states it may be thrown, may NOT be thrown if it has a core in it. Ask
the Foamsmith or a GM on how to make throwing weapons. Bows may be used to parry
but may NOT be used to strike people.

Arrows: There will be only three types of arrows for rules simplicity.
Ya: Standard Arrow, heads may be any color, Damage Rating 3.
Armour Piercer: Heads must be Red, Damage Rating 2, Crushing.
Humming Bulb: Heads may be any color, must make a loud keening noise when fired.
Damage Rating 1.

Unarmed Strike: Damage Rating 0, NO PUNCHING, Unarmed strikes will basically be


a game of tag. Only players the GMs trust to be safe will be allowed to do this.

Bo/Jo: Damage per book, Armour bonus doubled vs. these weapons.

Dai Tsuchi: Damage Rating 3, Piercing.

Daikyu: Do not exist, only Yumis will be used.

Sai/Jitte: May spend 2 Points of Nofujutsu to Disarm. These points consume the
Parry/Free Raise points.

Katana/No-Dachi: Damage per Book, no Initiative Bonus/Penalty.

Sodegarami: Use rules for Sasumata.

Tetsubo: Damage Rating 3, Crushing.


Tonfa: Damage Rating 1, grants one parry point per session when wielded. Effects do
not stack If you wield two.

Trident: As per book, no Throwing!

Whip: No Whips! These will not be used.

A further note on weapons, when constructed you must put the striking edge on them in
the appropriate way. Hitting an opponent with the haft of your polearm will not damage
him just annoy him.

Combat Casting Mechanics:


Casting Time: You must cast for 3 seconds per mastery level of the spell. Roleplaying
some sort of chant is encouraged here.

Spell Check: Most Combat spell checks will involve throwing a spell (be that a spell
packet or a foam Frisbee or whatever) at the target. If you hit your target the spell is
successful and you must call out the effect of the spell. Your Target may dodge these
physically and use Dodge Points on spells. They may not normally parry them
physically, meaning if the weapon is hit they are hit. The same goes for clothes; except if
they do not feel it, it does not count. MUNCHKINS BEWARE! Do not wear loose
clothes and never accept spell hits. People will start throwing harder at you and possibly
hit you in the face. It WILL hurt. Parry Points may NEVER be used on spells.

Spell Scrolls: For all spells not just combat ones, Shugenja are encouraged to create prop
scrolls with the spell’s rules written on it.

General Spells:
Elemental Weapon:
Success is automatic. You must have a boff weapon to represent this, it also does
damage based on the element.

Summon:
May not be used as an attack.

Air Spells:
You must call Air after all other effects but before duration on these spells.

Call Upon the Wind (Master Level 4 version):


Range: Spell Packet
Effect: Entangling

Slayer’s Knives:
Range: Spell Packets
Effect: You may throw as many spell packets as you can for 3 seconds in one direction
(Yes you can throw multiple packets at once.) Anyone hit takes damage equal to the
casters Air Ring + School Rank. Targets will only take damage from one packet if hit
multiple times. MUNCHKINS BEWARE! If you do not make sure the targets only take
damage from one packet you will offend the kami and may loose access to this spell or
more.

Tempest of Air:
Range: Per Book or in Combat Spell Packet
Effect: Per Book or in Combat If hit Target is Entangled for 5 seconds, and take damage
equal to the casters Air Ring.

Wind-Borne Slumbers:
Range: Per Book or in Combat Spell Packet
Effect: Per Book or in Combat If hit Target suffers a -3 Damage Penalty. You must call
Sap 3 Concentration when your spell hits.

Wind-Borne Speed:
Range: Touch
Effect: Will cast automatically, but you must still count off the casting time. Grants one
target +2 damage for 10 seconds. You must call Boost 2 10 Seconds when casting.

Wisdom of the Kami:


Range: Per Book
Effect: This may be used on Bugei Skills to grant extra Dodge or Parry points.
MUNCHKINS BEWARE! Casting this over and over again in one session may offend
the Kami.

Earth Spells:
You must call Earth after all other effects but before duration on these spells.

Armor of the Emporer:


Range: Touch
Effect: Will cast automatically, but you must still count off the casting time. Grants one
target Immunity to all damage for a number of attacks equal to the casters Earth plus
Rank. You must call Shield All # Hits where # is the number of hits it will last. The
target must call Immune when hit.

Benevolent Protection of Shinsei:


Range: Touch
Area of Effect: 15’
Effect: As per book, except you must place a special armband in a visible place. The
A.O.E. is measured from the Armband or if cast in a Temple of Shinsei it affects the
entire structure and lasts for 10 days. When cast, you draw a card and add your
Willpower. Write down the total on a blank card and tuck it into the armband. You are
stuck with the total for at least a half an hour, after which you may redraw. You are stuck
with the new total for at least a half an hour. Whenever someone attempts to strike
within the AOE and you are not present or Strike in an established combat they must
quickly test against your total. If successful they fight normally. If not they stay their
hand.

Divide into Ash:


Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.

Earth’s Stagnation:
Range: Spell Packet
Effect: Entangling 3 Seconds x Rank

Elemental Ward:
Range: Self
Duration: 3 Spells
Effect: Choose an Element when casting you gain Immunity to spells of that element for
3 successful castings on you. You must call Immune when hit or effected. This does not
cancel AOE effects.

Jade Strike:
Range: Spell Packet
Effect: Per Book, but no raise may be taken. You must call Jade instead of Earth when
casting this spell.

Kami’s Strength:
Range: Touch
Effect: Will cast automatically, but you must still count off the casting time. Grants one
target Immunity to non-magic damage for 10 attacks. You must call Shield Non-Magic
10 Hits. The target must call Immune when hit.

Spikes of Earth:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.

Tomb of Jade:
Range: Spell Packet
Effect: Only affects those with Shadowlands Taint. Damage equal to shugenja’s Earth +
Rank. Entangling 3 Seconds x Rank. You must call Jade instead of Earth when casting
this spell.

Tremor:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.

Evil Ward:
Range: Touch
Area of Effect: 10’
Effect: As per book, except you must place an Earth Ring symbol in a visible place. The
A.O.E. is measured from the symbol this effect lasts for one session. Anything with
Shadowlands Taint entering the circles takes damage equal to the casters Earth Ring
every 3 seconds.

Fire Spells:
You must call Fire after all other effects but before duration on these spells.

Aura of Flame (first fire spell in book):


Range: Self
Effect: Grants 4 points of armour for 10 hits. Ranged attacks Crush through the armour
and eat up one of the hits.

Biting Steel:
Range: Touch
Effect: As per book, but will cast automatically, and you must still count off the casting
time. You must call Boost 2 5 Hits.

Death of Flame:
Mastery Level: 3
Range: Sight
Effect: As per Book, however Not usable in combat.

Everburning Rage:
Range: Spell Packet
Effect: As per book, You must call Wound Level Crushing Fire # Minutes.

Fires from Within:


Range: Spell Packet
Effect: As per book, except raises boost damage by 2.

Fists of Osano-Wo:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.

Fury of Osano-wo:
Range: Spell Packet
Effect: As per book, except no raises and deafening only happens at GM’s discretion.

Inerno’s Tooth:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use. This may not
be used on clothing as the Kami refuse such obscenities.

Ray of the Sun:


Range: Self
Effect: As per book; however, GM presence is recommended and damage occurs every 3
seconds which must be called every time.

Tsuke’s Call of Heaven:


Range: Touch
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.

Waiting Flames:
Range: Touch
Area of Effect: 10’
Effect: As per book, except you must place a Fire Ring symbol in a visible place. The
A.O.E. is measured from the symbol this effect lasts for one session, or until triggered. .

Water Spells:
You must call Water after all other effects but before duration on these spells.

Avoidance:
Range: Self
Effect: Will cast automatically, but you must still count off the casting time. Grants 5
Dodge or Parry points.

Path of the Scorpion:


Range: Self
Effect: Will cast automatically, but you must still count off the casting time. Grants 5
Dodge Points.

Path to Inner Peace:


Range: Touch
Effect: Will cast automatically, but you must still count off the casting time. Heals Water
+ Rank wound points. You must call Heal # Water.

Perceive Harmony:
Range: Self
Effect: Will cast automatically, but you must still count off the casting time. Grants 5
Dodge or Parry points. If cast outside combat, GM may occasionally grant you visions.

Reversal of Fortune:
Range: Sight
Effect: MUST be cast outside combat, but may grant Parry, Free Raise or Dodge points
within combat. Remember this only applies to the next three tests or strikes.

Whirlpool:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.

Void Spells:
You must call Void after all other effects but before duration on these spells.

Depths of the Void:


Range: Self
Effect: As per book; however, May not be used in combat.

Essence of Void:
Range: Spell Packet
Effect: Entangling x3 Void Concentration

Void Strike:
Range: Spell Packet
Effect: Steal Void Point Void

Void Suppression:
Range: Sight
Effect: As per book; however, May not be used in combat without a GM present and you
must get their attention to do so, consider it part of the casting time even if you have
already counted the needed casting time. Effects will vary from use to use.

Winds of Change:
Range: Touch
Effect: As per book, except will cast automatically, must count off casting time, and no
raises.
Spell Name

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Spell Name

Mastery Level:_______________
Duration:_____________________

Range:_______________________ Area of Effect:_______________

Effect:_________________________________________________________________
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