Akaishi Schools

Natsurai Defender

[Bushi]
Bonus Attribute: Stamina
School Skills: Athletics, Defense, Intimidation, Lore: Leechspawn, any one military skill. Either Weapon: Samurai or Kanabōjutsu and Kenjutsu.
Emphasis: Emphasis in one Heavy Weapon
Honor: 3.5
Outfit: Daishō, Heavy Armor, Medium Armor, Travelling Clothes, Any Heavy Weapon, Personal Effects, 3 Ryō.

Rank 1 - The Mountain Stirs
You ignore all numerical penalties for wearing heavy armor, except when using the Stealth Skill. When using a [Large] [Melee] weapon, you gain +1k0 to all damage rolls. [Large] [Melee] weapons are [Samurai] weapons for you.
The Guardians of the Kuroyama Wall are trained to utilize only the most powerful tools at their disposal.

Rank 2 - Iron Within Stone
You add your Earth Ring to your total Reduction.
To the enemies of the Unwanted, blood is something to be protected.

Rank 3 - A Storm in All Seasons
You may attack as a simple action when attacking with a [Samurai] weapon.
While most Samurai prefer to keep one hand free to signal or preform jujutsu, the Akaishi forsake such flexibility for raw power.

Rank 4 - Under the Weight
When attacking with a [Samurai] weapon, you may spend a Void Point. If this attack succeeds it ignores up to 4 Reduction. In addition, this attack inflicts Stun.
The typical equipment of the Natsurai Defender is more than enough to deal with the lesser minions of the King of Leeches. Thus, this technique was made to deal with everything else.

Rank 5 - A Body Tempered by Mind
During the Readying Phase you may spend a Void Point. During the next round of combat you ignore penalties and restrictions from Wound Ranks, Exhausted, Incapacitated, and Stun.
Even when their bodies bloodied and pocked with wounds, the master Natsurai can call upon the divinity in their blood to fight without inhibition.

Natsurai Ironheart

[Bushi]
Bonus Attribute: Agility
School Skills: Athletics, Defense, Intimidation Lore: Leechspawn, any one military skill. Either Weapon: Samurai or Jujutsu and Kenjutsu.
Emphasis: Improvised Weapons (Jujutsu or Weapon: Samurai)
Honor: 3.5
Outfit: Daishō, Heavy Armor, Medium Armor, Travelling Clothes, Any Heavy Weapon or Polearm, Personal Effects, 3 Ryō.

Rank 1 - Stone Within, Stone Without
You gain +Xk0 to all rolls to resist Fear and Intimidation, where X is equal to your Earth ring. You gain +1k0 to both attack and damage while striking with a Jujutsu weapon. Jujutsu weapons are [Samurai] weapons for you.
An Ironheart always strikes without fear for their own flesh, as they know metal armor will break before their fists.

Rank 2 - The Eight Clubs
When calling raises, gain 2 Free Raises you may only use towards the Extra Attack maneuver. Extra attacks made with those Free Raises must use Jujutsu weapons.
The Ironheart does not consider when they will next strike, but from which direction.

Rank 3 - Boulder After Boulder
You may attack as a simple action when attacking with a [Samurai] weapon.
Woe is he that stands in the path of the Earth.

Rank 4 - Oneness with All Blades
Up to your Void rank times per encounter, after a melee attack targeting you resolves (after it misses or you take damage), you may roll either Jujutsu/Agility or Weapon: Samurai/Agiilty, contested by your opponent's (relevant weapon skill)/Agility. If you win the contest, you may immediately roll damage against the attacker using their weapon (but your skill, strength, techniques, and masteries).
All Ironheart masters eventually realize that if a blade is an extension of a swordsman, as a limb is, then that blade can be controlled as their limbs can.

Rank 5 - The Mountain Collapses
As a complex action, you may spend a void point and strike a target with a melee weapon you are wielding. This attack ignores all negative penalties you would suffer from Wound Ranks, Status Effects, and Disadvantages, and you gain +3k1 to the damage roll.
Calling upon the spirit of Natsurai himself, the Ironheart lashes out with a force that can surely best any foe.

Fujizuru Skirmisher

[Bushi]
Bonus Attribute: Willpower
School Skills: Athletics, Hunting, Lore: Leechspawn, Stealth, any one skill. Either Weapon: Samurai or Kenjutsu and Kyujutsu.
Emphasis: Katana (Kenjutsu or Weapon: Samurai)
Honor: 4.5
Outfit: Aiguchi, Daishō, Light Armor, Medium Armor, Travelling Clothes, Yumi with 20 arrows, Personal Effects, 3 Ryō.

Rank 1 - The Proper Pace
While in the Attack Stance, gain +1k0 to your attacks. For a number of characters equal to your hunting skill, your rations of all types are consumed half as quickly. Knives are [Samurai] weapons for you.
Endurance is the way of the Fujizuru. To set the proper pace is the surest method of victory.

Rank 2 - The Thrum of Battle
While in the Attack Stance, you gain a bonus of 5 to your Armor Target Number for each successful melee attack you have made. This bonus stacks, but caps at a total of 5*School Rank.
Every battle has a rhythm. For every moment where aggression surges, there is another where it must ebb. The Skirmisher defends themselves at each peak, and attacks in each valley.

Rank 3 - The Blade Sings Too
You may attack as a simple action when attacking with a [Samurai] weapon.
Often discordant, the blade of a Skirmisher leads its wielder to silence the din of battle.

Rank 4 - A Sour Note
Once per round, after you have been targeted by a melee attack but before it has been rolled, you may add twice your rank to your Armor Target Number against that attack.
Their spirits harmonized with combat, master Skirmishers tend to develop a sixth sense for incoming strikes.

Rank 5 - The Perfect Pitch
After you kill a target with a melee attack, your next attack in this encounter deals extra damage equal to the excess damage dealt to the killed target. (The excess damage being the damage that was dealt that was not required to actually kill the target)
True mastery of pacing requires that no effort is expended frivolously. Those rare few who have mastered this mystical technique truly know what it means to waste not.

Fujizuru Tracker

[Bushi]
Bonus Attribute: Reflexes
School Skills: Athletics, Hunting, Lore: Leechspawn, Stealth, any one military skill. Either Weapon: Samurai or Kenjutsu and Kyujutsu.
Emphasis: Sneaking (Stealth)
Honor: 4.5
Outfit: Aiguchi, Daishō, Light Armor, Medium Armor, Traveling Clothes, Yumi with 20 arrows, Personal Effects, 3 Ryō.

Rank 1 - Contemplation of Borders
You may add your stealth skill rank to all initiative rolls. For a number of characters equal to your Hunting skill, your rations of all types are consumed half as quickly. While in the Leechlord's Bog, you gain +1k0 to stealth rolls, and always know in which direction and how far away the Empire is. Knives and bows are [Samurai] weapons for you.
There are many boundaries in this world, the most important of which must be felt rather than seen.

Rank 2 - Contemplation of Gales
You suffer no penalty or restriction to movement from the Full Defense stance. You may run long distance for hours equal to your Stamina + Insight Rank; once you stop running you become exhausted.
To become the wind is to be invisible, unburdened, and swift. It is no wonder the Fujizuru Trackers revere it so.

Rank 3 - Contemplation of Fangs
You may attack as a simple action when attacking with a [Samurai] weapon.
The weapons of beasts natural-or-otherwise are crude only in construction, often blunt or easily breaking. Their purpose, to rend flesh, is shared with even the most sacred of weapons.

Rank 4 - Contemplation of Shadows
While benefiting from a reasonable amount of concealment you may spend a Void Point to make a stealth roll that gains +XkX where X is your Insight Rank. If you intentionally move or make a noise, you lose the benefits of this enhanced stealth roll.
A cruel fact of this world is that there is only a finite amount of attention. Artisans lament this, but the Fujizuru revel in it.

Rank 5 - Contemplation of Death
When you strike a surprised (or otherwise entirely unknowing) target, the raises you can call on that strike are not limited by your Void Attribute. In addition, this attack ignores 10 Reduction.
Any good hunter or fisherman knows to respect his prey, to kill them swiftly and not allow their sacrifice to be in vain. Master Trackers may not hunt mundane beasts, but they practice the same prayers.

Ginkachi Negotiator

[Miyabito]
Bonus Attribute: Perception
School Skills: Commerce, Courtier, Defense, Etiquette, Intimidation, Sincerity, any one merchant skill.
Emphasis: Appraisal (Commerce) or Deceit (Sincerity)
Honor: 2.5
Outfit: Aiguchi, Calligraphy Set, Daishō, Fine Clothing, Personal Effects, 5 Ryō.

Rank 1 - Merely Gathering Supplies
At any time while speaking with someone, you may roll Commerce/Perception contested by that person's Etiquette/Awareness, if you win the contest you may learn of some material object they desire. You gain a Free Raise to all Commerce tests. You do not lose Honor or Glory for using the Commerce skill.
The Kuroyama is an impressive fortification, and the supplies it requires do not come cheap. It is the specialty of the Ginkachi Negotiators to keep the Akaishi wealthy enough to maintain their duty.

Rank 2 - But What of the Wall?
When testing Sincerity or Intimidation you may reroll the result; if you do, you must keep the second result. This technique can be used up to X times a session, where X is your School Rank.
Of course a Negotiator's greatest tool is their association with the Kuroyama Wall. Utilizing its name strategically can allow a Negotiator to appeal to another's sense of honor, duty, or guilt.

Rank 3 - Hidden Treasures
At any time you may roll Commerce/Awareness against Target Number 20. If you are successful you may locate a special or rare item of a type specified by you. (Note: You merely know the location of such an object, and it need not be near. The Target Number may increase for particularly rare or obscure items)
Given that Negotiators often require gifts to do their negotiating, the Ginkachi have memorized the rough locations of many undervalued craftsmen and collectors willing to make a trade.

Rank 4 - It Takes One…
Increase your Vigilance by X, where X is your School Rank times five.
One trained to behave in such an ignoble fashion can hardly ignore others of their kind.

Rank 5 - To Truly Know One
When you gift an item you had previously determined a character desires, you gain +5k0 to all contested social skill rolls against that character for the next 24 hours.
The weakness of the honorable is indeed their honor. Pride drives them to vanity. Vanity leads to your victory.

Zaikufuu Strategist

[Miyabito]
Bonus Attribute: Perception
School Skills: Battle, Calligraphy, Courtier, Etiquette, Investigation, Shōjutsu, Any Courtly or Military Skill.
Emphasis: Tactics (Battle) or War Fans (Shōjutsu)
Honor: 4.5
Outfit: Fine Clothing, Calligraphy Kit, Daishō, Light Armor, Traveling Clothes, War Fan, Personal Effects, 3 Ryō.

Rank 1 - To Defend My Fellows
Once per day, you may designate a number of characters equal to your School Rank. For the remainder of the day, those characters add your ranks in Battle to their Armor Target Number and to the Target Number of social skill rolls made against them (or added to their own roll in case of a contested roll).
Though rarely guarding others on the battlefield physically, the Zaikufuu Strategist ensures their allies safety by positioning them cleverly before the fight breaks out in earnest.

Rank 2 - All Battlefields Are One
Gain a number of Free Raises equal to half your Perception rounded down to all Etiquette rolls you make, and to all attack rolls you make using a War Fan.
The snapping of a fan is not always accompanied by an uncomfortable silence or lighthearted giggling.

Rank 3 - Lay Bare the Battlefield
While spending at least a few minutes speaking in a court, you may spend a Void Point. If you do, roll Etiquette/Awareness against a Target Number of 20, if you succeed, you learn the general habits and goals of up to X people at court, where X is your School Rank.
As in military conflict, the movements of courtly foes can reveal everything a Strategist needs to know about them.

Rank 4 - To Direct The Strike
During a skirmish, as a Simple action you may choose a target and roll Battle(Tactics)/Perception against their Armor Target Number. On a success, the next time an ally attacks that target, they gain a number of Free Raises equal to half your Perception rounded down. A target may not be affected by this technique twice in one round.
As any proud Strategist will tell you, there is a reason why they are not trained as typical Bushi.

Rank 5 - Decisive Action, Decisive Victory
Once per encounter, when you or an ally subject to your rank 1 technique makes a roll, you may spend a Void Point. If you do, they gain +XkX to that roll where X is your Perception.
With a wave of their fan, a master Strategist can exhibit the strength of gods.

Chikari Purifier

[Onmyoji]
Bonus Attribute: Willpower
School Skills: Calligraphy, Defense, Hunting, Lore: Leechspawn, Lore: Theology, Spellcraft, any one weapon skill.
Emphasis: Cipher (Calligraphy)
Honor: 2.5
Outfit: Daishō, Robes, Scroll Satchel, Personal Effects, 3 Ryō.
Spells: Entreat, 3 Earth, 2 Water, 1 Fire
Elemental Affinity: Earth
Elemental Deficiency: Air

Hunter of Blood
You gain +1k0 on spellcasting rolls that target an inhuman creature. Spells that deal damage gain +1k1 to their damage roll when damaging any target that bears the Leech's Kiss. You gain a Free Raise to all spells with the [Salt] keyword.
To be touched by the sapping power of the Leech is to bear an open scar on the soul. The strength of the Chikari is in knowing how to salt this wound.

Chikari Curer

[Sohei]
Bonus Attribute: Willpower
School Skills: Hunting, Investigation, Jujutsu, Kenjutsu, Lore: Leechspawn, Meditation, any one skill.
Emphasis: Interrogation (Investigation).
Honor: 5.5
Outfit: Aiguchi, Daishō, Humble Robes, Salt (Bag of), Salt (Crystal), Personal Effects, 3 Ryō.

Rank 1 - Purity of Will
You gain +XkX to resist the Leech's Kiss, where X is your school rank. You gain +1k1 attack rolls targeting Leechspawn or characters you know to be victims of the Leech's Kiss.
Though not Bushi proper, these supernatural Sohei have trained for one purpose: to destroy those taken in by the Leech.

Rank 2 - No Surprises
Once per turn as a free action, you may roll Lore: Leechspawn/Intelligence against a Target Number of 20. If you succeed, you may choose to learn either a positive or negative trait about a Leechspawn creature you are currently facing. On this roll, you may call raises to learn one additional fact of the same type. (A positive trait may for example be a particularly high attribute or unique ability. A negative trait may be an obscure weakness or a particularly low attribute. The GM chooses exactly which piece of information to share.)
Though the hideous monstrosities that dwell in the Bloodmire are often uniquely twisted by the Unwanted's corrupt blood, similarities can be identified by a trained Curer.

Rank 3 - Salt the Wound
When attacking a Leechspawn or a character you know to be a victim of the Leech's Kiss, you may attack as a simple action.
Something deep within a Curer's soul is lit aflame when doing battle with their sworn nemesis.

Rank 4 - The Wisdom of Earth
You gain +3k0 to your Rank 2 roll. In addition, you gain one kiho you qualify for without paying its cost.
There is nothing unseen by the soul of the land. By developing a spiritual relationship with the Earth, the Curer receives its advice in their times of greatest need.

Rank 5 - The Salt Purifies
You gain +4k1 to both attack and damage when attacking a Leechspawn or a character you know to be a victim of the Leech's Kiss. (This does not overwrite your relevant bonus from Rank 1)
The master Curer's soul exudes the same purifying properties as salt itself. Even incidental contact with the Sohei will destroy corrupted material.

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