Musankumo Schools

Komoretsu Swiftblade

[Bushi]
Bonus Attribute: Intelligence
School Skills: Courtier, Defense, Etiquette, Sincerity, Sleight of Hand, any one skill. Either Weapon: Samurai or Kenjutsu and Kusarijutsu.
Emphasis: Manipulation (Courtier)
Honor: 2.5
Outfit: Daishō, Medium Armor, Traveling Clothes, Any one Weapon, Personal Effects, 5 Ryō.

Rank 1 - A Glint of Steel
You gain +1k1 to all initiative tests. When you are being attacked by a character with a lower initiative value your Armor Target Number is five higher for that attack. Chain Weapons are [Samurai] weapons for you.
To maintain control of the engagement, one must preempt their opponent. The Swiftblade pursues quickness, to keep their foes always on the back foot.

Rank 2 - The Blade Lies
When calling raises, gain 1 Free Raise you may only use towards the Feint maneuver.
Deception is the core of the Swiftblade techniques. A skilled practitioner strikes with rhythm in one moment, only to subvert it in the next.

Rank 3 - Corroborating Wound
You may attack as a simple action when attacking with a [Samurai] weapon.
In battle with a Swiftblade, only blood shows the truth. Every subsequent wound merely confirms what the first portends: the Swiftblade's victory.

Rank 4 - Strike the Familiar
At the start of your turn you may select a mark within 30'. The first time you successfully hit your mark with a melee attack this turn they they must test Earth against Target Number 25. If they fail, they become Exhausted and suffer a malus of -5 to their tests and contests until the next of their next turn.
The Swiftblade knows that against a prepared opponent, there is at least some chance of defeat. Therefore the solution is simple: remove all situations for which their opponent is prepared.

Rank 5 - Moonlight Parts the Clouds
Once per encounter, as a complex action you may spend a Void Point and strike a target within range of a melee weapon you are wielding. After the strike resolves, if it hit, the target must make an Earth test against Target Number X, where X is the damage dealt by the strike. If they fail, they become Incapacitated until the end of their second turn from now. During the readying phase, they may make the same Earth test to recover from the Incapacitated status.
The final lesson of the Swiftblades is to disorient their opponent such that even their own senses lie to them, incapacitating even the most perceptive foe.

Shinjugawa Interloper

[Bushi]
Bonus Attribute: Agility
School Skills: Athletics, Defense, Investigation, Sincerity, Sleight of Hand, Stealth, any one skill. Either Weapon: Samurai or Kenjutsu and Ninjutsu.
Emphasis: Sneaking (Stealth)
Honor: 0.5
Outfit: Aiguchi, Daishō, Innocuous Outfit, Light Armor, 20' of Rope and Grapple, 6 Shuriken or 6 Tsubute, Traveling Clothes, any one weapon, Personal Effects, 1 Ryō.

Special: The Innocuous Outfit is a garment that allows you to blend into the background. Be it a crowd or a shadow. The garb itself is well made to appear worn and drab, but is indeed imbued with certain mystical qualities derived from the Shinjugawa's devotion to the moon. However, as you are indeed a Samurai, wearing this outfit openly simply isn't an option.

Rank 1 - To Endure
As a simple action, you may activate this technique and choose a number between 1 and X, where X is your school rank times five. Increase your Armor Target Number and the Target Number of all non-athletics/defense/stealth Skill tests you perform by that number until the end of this encounter. This technique can only be activated once per encounter. Ninjutsu weapons and knives are [Samurai] weapons for you.
Servants of the Lord of the Moon's dark mask seek to make themselves as insubstantial as a shadow in the night.

Rank 2 - The Ideal Moment
While wearing your Innocuous Outfit, you gain +Xk0 to your stealth skill tests, where X is your school rank. You gain a Free Raise on attacks targeting characters who are Defenseless against you.
To be unseen is to be afforded the ability to wait. Without the urgency of scrutiny, an Interloper is free to choose the perfect moment.

Rank 3 - The Shadows Take
You may attack as a simple action when attacking with a [Samurai] weapon.
On moonless nights, people sometimes simply vanish.

Rank 4 - Stay Within Shadow
If you would become illuminated by some light source or sudden attention would be drawn to you (such as making a loud noise, but not being directly seen), you may spend a void point and make a typical Stealth / Agility contest (that suffers no penalty from situation). If you win the contest, you remain unnoticed. This technique lasts until you move or your environment changes (such as a lantern no longer casting light on you).
Amateurs of the art of stealth flit from shadow to shadow. An Interloper carries the shadows with them.

Rank 5 - Shadow Upon the Moon
Ignore all penalties associated with dim light, darkness, and blindness. Gain +1k1 on Stealth tests and on all Military and Illicit tests against anyone suffering from penalties associated with dim light, darkness, or blindness.
The final blessing of the Lord of the Moon makes skilled Interlopers one with the darkness.

Tezō Enforcer

[Bushi]
Bonus Attribute: Agility
School Skills: Athletics, Governance, Intimidation, Investigation, Lore: Underworld, any military skill. Either Weapon: Samurai or Jujutsu and Kenjutsu
Emphasis: Control (Intimidation)
Honor: 4.5
Outfit: Daishō, Jitte, Medium Armor, Traveling Clothes, any one weapon, Personal Effects, 5 Ryō.

Rank 1 - Judgement Comes
You gain +1k0 to Intimidation tests. You gain an additional +1k0 to Intimidation tests if the target has lower status than you. You gain +1k0 to all damage rolls with melee weapons. Jitte and Unarmed Attacks are [Samurai] weapons for you.
Where respect for the law fails to motivate, fear of those that enforce it will suffice.

Rank 2 - Unfettered It Moves
While you are prone, as a free action you may test Athletics / Agility against Target Number 20. If you succeed, you are no longer prone. You gain +1k1 to Jujutsu, Kusarijutsu and Soujutsu Contested tests while grappled.
Some criminals must be taken alive to face their judgement, and Enforcers train tirelessly to seize the upper hand while taking their targets to the ground.

Rank 3 - The Law is Pure
You may attack as a simple action when attacking with a [Samurai] weapon.
Enforcers draw vigor from surety of purpose, and nothing is more certain than the purity of the law.

Rank 4 - Its Radiance Blinds
You may call three raises when you attack a target to activate this technique. If you do, and your attack hits, the target is Blind until the Readying Phase of next round.
To live a life of crime is to live forever in darkness.

Rank 5 - Justice is Done
At the beginning of your turn you may activate this technique. Until the end of your turn, gain Xk0 to your attack rolls, where X is your ranks in Intimidation. This technique can only be activated once per encounter.
The terrifying presence of a skilled Enforcer is as potent a weapon as any blade.

Shinjugawa Actor

[Geinin]
Bonus Attribute: Awareness
School Skills: Acting, Etiquette, Knives, Meditation, Sincerity, Stealth, any courtly or illicit skill.
Emphasis: Deceit (Sincerity)
Honor: 4.5
Outfit: Aiguchi, Costuming Kit, Disguise Kit, Daishō, Fine Clothing, Personal Effects, 10 Ryō.

Rank 1
The vast majority of the Shinjugawa artisans are merely as they appear, thespians. A select few are given the task of impersonating other samurai long-term.

Komoretsu Truthseeker

[Miyabito]
Bonus Attribute: Awareness
School Skills: Calligraphy, Courtier, Etiquette, Investigation, Sincerity, Temptation, any one courtly skill.
Emphasis: Gossip (Courtier) and Deceit (Sincerity)
Honor: 2.5
Outfit: Costuming Kit, Disguise Kit, Daishō, Luxurious Clothing, any one weapon, Personal Effects, 5 Ryō.

Rank 1 - Strike the Ears
When you participate in a Contested social roll, gain a Free Raise for each of another character's Mental and Social disadvantages worth three or more experience, to a maximum of five Free Raises (Remember to calculate discounts from all sources). When you test Courtier(Gossiping) to spread a rumor, gain a Free Raise you may only use toward the Concealment Maneuver.
Though whispers are soft, rumor is louder than a horn.

Rank 2 - Nothing to Hide, Nothing to Fear
While speaking with someone for at least a few minutes, you may Contest Investigation/Awareness against that person's Etiquette/Awareness. If you win the contest you discern the character's lowest Courtly Skill (minimum 1 rank) and lowest Mental Attribute. As this ability resolves, you may spend a Void Point to learn the next lowest Courtly Skill and Mental Attribute of the target. In case of ties, the GM determines which of the tied results you receive.
To discover where another is weak is the necessary prelude to bringing your own strength to bear.

Rank 3 - Weight of the World
While speaking with someone for at least a few minutes, you may Contest Courtier(Manipulation)/Awareness against Etiquette(Courtesy)/Awareness. If you win the contest, you discern the name of one Mental or Social disadvantage the target has. If the target has no Mental or Social disadvantages, you discern the name of one Mental or Social advantage the target has instead. If you discerned a disadvantage this way, you may choose to attempt Blackmail. If you do, the target may choose to give you the Blackmail advantage at rank 1/1 (at no experience cost) against themselves. If they do not, you gain X Free Raises on your next Courtier skill test to spread gossip relating to the disadvantage discerned, where X is your School Rank. (Note: The target understands that you attempted to blackmail them)
Sometimes you need not speak ill of a person, if it suffices they know that you could.

Rank 4 - Play the Villain
When you participate in a [Social] Contest, you may spend a void point. If you do, one other participant uses the mental trait of your choice for the Contest. When you participate in a [Social] Contest, the dice of all participants on whom you have Blackmail on do not explode.
Your word is a blade; direct it where their defense is the weakest— from ambush, preferably.

Rank 5 - A Reputation is a Fragile Thing
While in court, you may activate this technique and choose another character at court. When you activate this technique, contest Courtier(Control)/Awareness against the target's Etiquette(Courtesy)/Awareness. You gain +5k0 to the Contest if you have Blackmail on the target. If you win the Contest, inflict the target with either the Sworn Enemy or Obligation disadvantage. Their Sworn Enemy or object of their Obligation is chosen by you. You may only activate this technique X times per session, where X is your School Rank.
One is only as good as your word.

Kuukaze Whisperer

[Onmyoji]
Bonus Attribute: Awareness
School Skills: Calligraphy, Courtier, Etiquette, Lore: Theology, Spellcraft, Stealth, any one skill.
Emphasis: Cipher (Calligraphy)
Honor: 2.5
Outfit: Aiguchi, Daishō, Robes, Scroll Satchel, Personal Effects, 5 Ryō.
Spells: Entreat, 3 Air, 2 Fire, 1 Water
Elemental Affinity: Air
Elemental Deficiency: Earth

The Empty Breath
When casting a spell, you may spend another slot of the same element or a void slot. If you do, the act of casting the spell, and the spell itself create no image or sound (its effects resolve normally). Secondary sensations (such as things catching fire or a thunder-struck tree falling down) still occur normally.

Tezō Wardmaster

[Onmyoji]
Bonus Attribute: Intelligence
School Skills: Calligraphy, Etiquette, Investigation, Lore: Theology, Spellcraft, Stealth, any one courtly or illicit skill.
Emphasis: Cipher (Calligraphy)
Honor: 4.5
Outfit: Aiguchi, Daishō, Twenty Paper Wards, Robes, Scroll Satchel, Personal Effects, 5 Ryō.
Spells: Entreat, 3 [Ward] spells, 3 non-Void spells.
Elemental Affinity: Spells with the [Ward] keyword.
Elemental Deficiency: Spells with the [Craft] or [Travel] keyword.

Paper Wards
When you cast a [Ward] spell, you may make a number of raises equal to the rank of the spell. If you do, when the cast completes, you may seal the spell into an empty Paper Ward. As a Simple Action, you may place the Paper Ward on a surface. As complex action, you may test Spellcraft/Agility. If you are succesful, you may place the Paper Ward on an unwilling target. When a Paper Ward is placed it immediately re-casts the spell that was cast into it, except change all targets to the object, character, or point in space the Paper Ward is placed on (AoE spells only effect the object, character, or point in space). Paper Wards can be physically torn or otherwise destroyed by the same means mundane paper can be destroyed. If a Paper Ward with a sealed spell is destroyed, the spell is simply lost. Only the Wardmaster that sealed the spell can unleash it.

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