Musankumo Schools

Basic Schools

Komoretsu Swiftblade

[Bushi]
Bonus Attribute: Reflexes
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
When rolling initiative, gain +1k1. When you are being attacked by a character with a lower initiative value, they must call an Empty Raise or automatically fail. 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 attacking, gain one 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 end 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 attack a target within range of a melee weapon you are wielding. After the attack resolves, if it hit, the target must test Earth 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 stubborn foe.

Shinjugawa Interloper

[Bushi]
Bonus Attribute: Agility
School Skills: Athletics, 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 5 * your School Rank. Gain +X to your Armor Target Number, and suffer a malus of -X to non-athletics/defense/stealth Skill tests and attacks you perform until the end of this encounter, where X is the chosen number. 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 against the Investigation/Perception of those that would notice you. 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
You ignore all penalties and restrictions associated with dim light, darkness, and blindness. When testing or contesting Stealth, gain +1k1. When testing or contesting a non-stealth Military or Illicit skill against anyone suffering from penalties associated with dim light, darkness, or blindness, gain +1k1.
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, Coercion, Governance, Investigation, Lore: Underworld, any military skill. Either Weapon: Samurai or Jujutsu and Kenjutsu
Emphasis: Manipulation (Coercion)
Honor: 4.5
Outfit: Daishō, Jitte, Medium Armor, Traveling Clothes, any one weapon, Personal Effects, 5 Ryō.

Rank 1 - Judgement Comes
When testing or contesting Coercion, gain +1k0. When contesting Coercion against a character of lower Status, gain +1k0 (These stack). When dealing damage with a melee weapon, gain +1k0. Jitte, Sasumata, 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 Daisōjutsu contests while grappling.
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
While attacking, you gain access to the following maneuver:

Darken - 3 Raises. Your target is Blind until the next round's Readying Phase.
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 Coercion rank. 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, Shōjutsu, Meditation, Sincerity, Stealth, any [Courtly] or [Illicit] skill.
Emphasis: Deceit (Sincerity)
Honor: 3.5
Outfit: Aiguchi, Costuming Kit, Disguise Kit, Daishō, Fine Clothing, Personal Effects, 10 Ryō.

Rank 1 - Shinjugawa’s Method
Gain +Xk0 to Acting tests, where X is equal to your School Rank. When you test Acting to create a disguise, choose seven skills associated with the persona you are creating; while in that disguise, gain +Y when testing or contesting those skills, where Y is equal to your ranks in Acting.
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.

Rank 2 - The Air Through Which Gazes Pass
When you learn this Technique, choose one Artisan Skill that represents a performing art, such as singing, dancing, or an instrument. When you test the chosen Artisan skill, gain +Xk0, where X is equal to half your School Rank. When you learn this Technique, gain the Lip Reading Advantage at no cost. If you already possess this advantage, its cost is refunded.
Even as all eyes are upon a performing Actor, the Actor’s own eyes are hardly idle.

Rank 3 - A Beautiful Deception
When testing or contesting Acting while giving a performance or Sincerity while speaking with one or more people, you gain access to the following maneuver:

Enthralling Words - 2 Raises. When this maneuver is called, choose one:

  • All targets of this test or contest suffer a malus of -X to their Vigilance for a number of days equal to your School Rank, where X is equal to your Awareness*2.
  • One target of this test or contest may not spend Free Raises for a number of days equal to your School Rank. As a Free Action, the target may spend a Void Point to ignore this effect for 12 hours.

You may call this maneuver multiple times on a single test to apply both effects to a target, or to apply an effect to multiple targets of a single test or contest.
The finest actors can captivate the mind with their performances— whether that performance is given on stage, or off.

Rank 4 - The Lie that Speaks the Truth
When you are giving an artistic performance using Acting or the Artisan skill affected by your Rank 2 Technique, you may test Sincerity/Awareness against a Target Number equal to the highest Vigilance in the audience. If you succeed, choose a Mental Attribute, and choose one:

  • All audience members gain a Free Raise on tests or contests using that attribute.
  • All audience members must call an Empty Raise on tests or contests using that attribute.

The bonus or malus applied by this technique lasts for a number of days equal to your Awareness.
The best performance touches on a fundamental truth regardless of the fiction of reality it offers.

Rank 5 - All Masks Fall Away
Once per session, when you cast off your current disguise, you may activate this Technique as a Free Action. When you do, regain all your spent Void Points and end all Exhaustion and Stun statuses you are currently suffering from. All witnesses to this Technique that did not already know your true identity become Stunned; while the Stun status lasts, they are also Defenseless.
Though the Actor may find it liberating, sometimes the truth is too shocking for the mind to endure.

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

[Onmyōji]
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.
Elemental Affinity: Air

The Empty Breath
When you learn this technique, choose a non-[Fire] spell. You learn the chosen spell, and it gains [Traceless] and its modes have the Traceless maneuver for 2 raises.
Not every prayer need be spoken.

Tezō Wardmaster

[Onmyōji]
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.
Elemental Affinity: None

Paper Wards
When you learn this technique, choose five modes with [Ward] (From among all spells and their modes). Learn a spell named Wardcraft, its modes are those chosen modes.

When you complete a [Ward] spell, you may seal the spell into an empty Paper Ward instead of initiating its effects. As a Simple Action, you may place the Paper Ward on a surface. As complex action, you may test Spellcraft/Agility. If you are successful, 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.
The Tezō are the foremost practitioners of ward magic, and their extensive use of ofuda grants them considerable flexibility with their particular art.


Dojo

Komoretsu Swiftblade

Shackled Swimmer Dojo

Requirements: Strength 3, Kusarijutsu 4

Rank 2 - Fettered in the Current
While attacking with an [End] weapon, gain a Free Raise towards the Pull maneuver. If you succeed the Pull contest and as a result the target of the maneuver becomes adjacent to you, that target becomes your Mark; this does not cause previous Marks to stop being your Mark. Your Mark suffers -Xk0 on attacks against you, where X is your School Rank. If one of your Marks moves more that 10 feet from you, it stops being your Mark.
Like a swimmer whose limbs are bound, the victim of the Swiftblade is helpless against the forces that draw them on.

Rank 4 - Only Breath Escapes
This technique has no effect if you are grappling or prone.

While you are wielding two [End] weapons, enemies who begin their turn within your Reach gain Slow 1 until the beginning of their next turn. When dealing damage with an [End] weapon, gain +1k0. When dealing damage with an [End] weapon to an adjacent character, gain +0k1. (These stack)
Tied by iron and water both, one does not leave the river's grip.

Shinjugawa Interloper

Indivisible Blackness Dojo

Requirements: Void 3, Stealth 2, Sleight of Hand 2, Graced by Komoretsu

Rank 2 - Immaterial Tools
Once per month, you may choose X pieces of equipment you own, where X is equal to your School Rank. As a Simple Action, you may test Sleight of Hand (Conceal)/Void against Target Number 25 to hide one of these items in your shadow. If you succeed, the item ceases to exist in the Mortal World, and cannot be discovered except by magical effects. Once per round, you may retrieve one of these items as a Free Action, causing it to appear before you. If you spend a Void Point, it appears in such a way that you are already equipped to use it, whether that means it is worn or in your hand.
The most secretive servants of the Komoretsu's dark face begin to vanish from the World entirely.

Rank 4 - Void-Traversing Step
As a Simple Action, you may spend a Void Point to step into any shadow large enough to conceal you and emerge from any other shadow of similar size within 100 feet.
The moon crosses from horizon to horizon in a single night. Such a little distance is trivial by comparison.

Tezō Enforcer

Pursuit Under Shadows Dojo

Requirements: Jitte and Sai emphasis (Shōjutsu or Weapon: Samurai), Investigation 3, Stealth 2

Rank 2 - In Silence It Passes
Sleight of Hand (Conceal) tests and contests gain +X, where X is equal to your ranks in Investigation. When you ready a concealed weapon, attacks you make with that weapon this round gain +1k1.
Not all crime is best opposed openly. By knowing where to look for hidden weapons, an Enforcer knows how best to conceal their own tools of office.

Rank 4 - It Sees All
As a Free Action, you may choose a target and contest Investigation (Search)/Perception against against the target's Defense/Awareness. If you succeed, for the rest of this round you may ignore the target's Armor Bonus and Technique Bonus to Armor Target Number.
Before revealing their true role, the best Enforcers take a moment to subtly examine those they hunt in preparation for the final strike.

Shinjugawa Actor

Thousand Veils Dojo

Requirements: Agility 3, one Weapon skill at 3

Rank 2 - The Invisibility of the Familiar
As a Free Action, you may choose a character you have interacted with while in disguise in the last 24 hours to become your Mark. Once per day, if you have interacted with you Mark while in the same disguise, you may activate this Technique as a Complex Action; test Meditation/Void against Target Number X, where X is equal your Mark’s Insight Rank*5+10. If you succeed, you gain one Free Raise that you may store on this Technique; you may use Free Raises stored on this Technique on any test or contest targeting your Mark. You may store a maximum number of Free Raises on this Technique equal to your School Rank. All Free Raises stored on this Technique are lost if you enter a disguise in which you have not previously interacted with your Mark or if you change Marks.
What has been seen once is a novelty. What has been seen twice is already something to be forgotten.

Rank 4 - The Treachery of Images
When you hit with a Melee attack, you may contest Awareness with your target. If you win, you deal your damage result twice.
To believe that an appearance must be the truth is to invite the senses to betray themselves. A skilled Actor will invariably exploit such errors.

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