Sumihane Schools

Basic Schools

Saiu Peacekeeper

[Bushi]
Bonus Attribute: Reflexes
School Skills: Defense, Etiquette, Governance, Horsemanship, Investigation, any one courtly or military skill. Either Weapon: Samurai or Shōjutsu and Kenjutsu.
Emphasis: Jitte (Hand Weapons or Weapon: Samurai)
Honor: 5.5
Outfit: Daishō, Jitte, Medium Armor, Traveling Clothes, Any one weapon, Personal Effects, 10 Ryō.

Rank 1 - The Weapons of Peace
While you have taken at least one simple or complex action in an encounter, gain +X to your Armor Target Number, where X is your Air Ring. When you attack with a Jitte or [Mancatcher], gain +1k0. Jitte and [Mancatcher] weapons are [Samurai] weapons for you.
A Peacekeeper fights more often to capture than to kill.

Rank 2 - Calm the Waves
When contesting Jujutsu in a Grapple or contesting Strength for a Disarm, your Strength is considered to be X, where X is the highest Strength among all characters in the Contest.
Turn the enemy's strength against them until they defeat themselves.

Rank 3 - Cease and Desist
You may attack as a simple action when attacking with a [Samurai] weapon.
Those who break the peace will be made to heed it.

Rank 4 - Pacify the Soul
When you win a Disarm contest or initiate a Grapple, choose one character who lost the contest or became grappled. That character becomes Stunned.
Better to prevent resistance in the first place than to overcome it.

Rank 5 - Fury Met With Emptiness
At the start of the Readying Phase you may spend a Void Point. If you do, during the next round, all tests to strike you take -X to their total roll, where X is your Air Ring times the number of Kept Dice. (Ex: If you are Air Ring 4, a bandit rolling 6k3 against you would suffer a -12 to the total of their roll)
The more violent the assault, the easier to turn aside.

Dosei Bulwark

[Bushi]
Bonus Attribute: Agility
School Skills: Battle, Defense, Etiquette, Kyujutsu, Hunting, Any two skills. Either Weapon: Samurai or Kenjutsu and Daisōjutsu.
Emphasis: Katana (Kenjutsu or Weapon: Samurai)
Honor: 6.5
Outfit: Daishō, Heavy Armor, Medium Armor, Traveling Clothes, Any one weapon, Personal Effects, 10 Ryō.

Rank 1 - Hold The Line
Each of your Wound Ranks gains X, where X is your Honor Value minus four. While in the Water Stance, you gain +1k0 to your attack rolls. When you learn this technique, choose a weapon. Yari and your chosen weapon are [Samurai] weapons for you.

Rank 2 - Tatami Deflects Arrows
At the start of your turn, if you used the Guard action the previous turn, you may activate this technique. If you do, the bonuses from the Guard action do not expire until the start of your next turn. When you use the Guard action, the target of your Guard action gains +5 to their Armor Target Number (in addition to the 10 from Guard). You do not suffer any penalty to your Armor Target Number for using the Guard action.

Rank 3 - Steel Strikes Earth
While in the Water Stance, you may attack as a simple action when attacking with a [Samurai] weapon.

Rank 4 - Stakes Break the Charge
At the beginning of the Readying Phase, you may choose an enemy that attacked you or a character you were guarding this round and spend a Void Point. If you do, gain +2k1 to attack and damage rolls against the chosen character until the beginning of the next Readying Phase.

Rank 5 - The Trench Envelops
When a character you are guarding becomes the target of an Attack or Spellcasting action, you may spend two Void Points. If you do, you immediately gain a special Free Action which you may only use to move closer to the character you are guarding. Then, if you are adjacent to the character you are guarding, and you are not a target of the action, you become the target of the action, and the character you are guarding is no longer a target of the action. (This technique can't be used if the target is an area rather than a specified number of characters. The special free action is unrestricted by typical limitations such as using the same free action twice or movement limits)

Dosei Trapper

[Bushi]
Bonus Attribute: Reflexes
School Skills: Battle, Hunting, Stealth, Any one illicit or military skill, Any one skill. Either Weapon: Samurai or Kenjutsu and Kyujutsu.
Emphasis: Traps (Hunting), Yumi (Kyujutsu or Weapon: Samurai), Sneaking (Stealth)
Honor: 3.5
Outfit: Aiguchi, Daishō, Light Armor, Medium Armor, Trap-making Gear, Yumi, Traveling Clothes, Any one weapon, Personal Effects, 5 Ryō.

Rank 1 - Hidden Beneath Fallen Leaves
When testing Hunting or Stealth, gain +1k0. Traps you make gain +1k1 to their damage. Aiguchi, Tanto, and Yumi are [Samurai] weapons for you. Naginata are not [Samurai] weapons for you.

Rank 2 - Preempt Aggression
You gain +2k0 on attacks targeting characters who are Defenseless against you.

Rank 3 - Of Sincerity and Gullibility
You may attack as a simple action when attacking with a [Samurai] weapon. Traps you make gain +1k0 to their damage (this stacks).

Rank 4 - The Slug and Snail
While attacking, you ignore Reduction granted by armor and techniques. While attacking a character with no Reduction gained from armor or techniques, gain +1k0 to your damage roll.

Rank 5 - The Moment of Victory
While calling raises for an attack, you may spend a Void Point and activate this technique. If you do, reduce the number of raises needed to be called for each Maneuver by 1 to a minimum of 1, this attack gains +1k1 to the damage roll, and if your target is Defenseless against you, the raises you can call on that attack are not limited by your Void Attribute.

Hakato Duelist

[Bushi]
Bonus Attribute: Reflexes
School Skills: Courtier, Defense, Etiquette, Sincerity, Tea Ceremony, any one courtly or military skill. Either Weapon: Samurai or Kenjutsu and Kyujutsu.
Emphasis: Katana (Kenjutsu or Weapon: Samurai)
Honor: 6.5
Outfit: Daishō, Medium Armor, Traveling Clothes, Any one weapon, Personal Effects, 10 Ryō.

Rank 1 - Razor Focus
You gain +1k1 to all initiative tests. At the start of the round, if you are in Void Stance, gain +1k1 to all attacks you make this round. (This effect persists through changing stances)

Rank 2 - One Step Ahead
You gain +2k0 on attacks targeting characters who have a lower Initiative than you.

Rank 3 - A Brush of Steel
You may attack as a simple action when attacking with a [Samurai] weapon.

Rank 4 - Of Courts and Battlefields
When you spend a Void Point to Boost a [Courtly] skill test, gain +X, where X is your ranks in Kenjutsu or Weapon: Samurai. When you spend a Void Point to Boost a [Military] skill test, gain +X, where X is your ranks in Etiquette.

Rank 5 - The Brush Spreads Ink
After you choose your stance for the turn, if you are in Void Stance, gain a Simple Action. You suffer no penalty or restriction to movement from the Void Stance. When you change your stance to the Void Stance, you are considered to have started the round in Void Stance. (Therefor you may use the typical void stance bonus)
Each clan has their own metaphors for the unknowable void. The Sumihane choose to describe it as black ink pooled in its reservoir, nothing, yet, potentially everything.

Hakato Performer

[Geinin]
Bonus Attribute: Awareness
School Skills: Courtier, Etiquette, Sincerity, any three Special* skills, any one courtly skill. (Special Skills listed below)
Emphasis:
Honor: 5.5
Outfit:

(wip)

Saiu Diplomat

[Miyabito]
Bonus Attribute: Awareness
School Skills: Calligraphy, Courtier, Etiquette, Perform: Storytelling, Sincerity, Tea Ceremony, any one [Art] skill. (Special Skills listed below)
Emphasis: Control (Courtier), Courtesy (Etiquette)
Honor: 6.5
Outfit: Calligraphy Set, Daishō, Extravagant Clothes, Any One Weapon, Personal Effects, 10 Ryō.

Rank 1 - The Value of Courtesy
While your Honor Value is 6.0 or higher, gain a Free Raise to call Courtier, Etiquette, and Sincerity tests and contests. When speaking with another character, you may activate this technique. When you activate this technique, roll Courtier(Control)/Awareness contested by that character's Etiquette(Courtesy)/Awareness. If you win the contest, you discern if they are in need of any small favors and what the nature of those favors are.

Rank 2 - One Brushstroke Carries One-Thousand Words
You may choose another Sumihane character that can see you that is either trained in the Saiu Diplomat school or has at least 5 ranks of Courtier and activate this technique. When you activate this technique, test Courtier/Intelligence against Target Number 15. If you are successful, you may deliver a simple message that conveys a single thought (GM's discretion) to that character. This message is communicated via subtle gestures and is otherwise invisible and silent to others.

Rank 3 - Ever Mindful
While in court, you may choose a character and test Courtier/Awareness against Target Number 20. If you are successful, you locate (but do not automatically procure) an appropriate gift or person who can perform a favor for the chosen character. After the gift or favor is procured, and the chosen character does not decline it, gain the chosen character is a an Ally with 1 Devotion (Keep in mind that the act of procuring the gift or favor may put you in more debt than the Ally is worth).

Rank 4 - The Path of Civility
While in court, you may choose a character you are debating and roll Courtier(Control)/Awareness contested by the chosen character's Etiquette(Courtesy)/Awareness. If you win the contest, the chosen character must concede their point or perform a breach of etiquette (Severity at GM's discretion)

Rank 5 - Cast Aside Doubt
While speaking with someone for at least a few minutes, you may roll Courtier(Control)/Awareness contested by that person's Etiquette(Courtesy)/Willpower. If that character is your Ally you gain +5k0 to the contest. If you win the contest you may give that character advice. That character trusts your advice and will act on it unless it conflicts with their loyalties or honor (GM's discretion).

Yuutsuru Protector

[Onmyōji]
Bonus Attribute: Awareness
School Skills: Calligraphy, Etiquette, Lore: Theology, Meditation, Spellcraft, Any one Art skill, Any one courtly skill.
Emphasis: Cipher (Calligraphy)
Honor: 6.5
Outfit: Bō, Daishō, Robes, Scroll Satchel, Personal Effects, 10 Ryō.
Elemental Affinity: Air or Water

Turn Aside Sharpness
When you learn this technique, choose a spell. You learn that spell. When you complete a spell that deals damage, its damage roll suffers a malus of -1k1. If a spell you complete would deal damage to a character who isn't Down or Out, the total wounds dealt may not put that character into Dead. While the effects of a spell you completed are resolving, gain +1k1 to contests you make.

At the start of the round, you may spend a Void Point. If you do, until X Readying Phases have ended, where X is your school rank, when an ally within 20' of you is struck, the attacker suffers a malus of -0k1 to their damage roll.

Dojo

Saiu Peacekeeper

Sacred Stillness Dojo

Requirements: Lore: Governance 3, Water 3

Rank 2 - Ice Cracks Slowly
When you assume your opening stance during an encounter, choose a number of targets equal to your Perception; these targets become your Marks. Whenever one of your Marks would ready a weapon, they must test the appropriate [Weapon] skill/Reflexes against a Target Number of 10+(X*5), where X is your School Rank. If they succeed, they may ready their weapon normally; otherwise, they must ready it as a Complex Action.
The cool gaze and steady hand of a Peacekeeper betoken a willingness to preempt violence if necessary.

Rank 4 - The Glacier Melts
Gain +2k0 on Strength contests to Disarm. The first time each turn you Move towards one of your Marks, you may move an additional 5 feet.

Once per round, when one of your Marks readies a weapon, enters the Fire Stance, or attacks a target other than you, gain a Free Raise towards the Disarm Maneuver on the next attack you make against that Mark.
Once the peace is broken, no time may be wasted restoring it

Dosei Bulwark

Dosei Trapper

Hakato Duelist

Black Pond Dojo

Requirements: Void 3, Kenjutsu or Weapon: Samurai 3

Rank 2 - Ripples in the Pool
Once per round, when you successfully attack a character with a lower initative score than you, you may make that character your Mark. Whenever one of your Marks spends a Void Point or enters the Void Stance, gain +3 to your Initiative for the rest of the encounter, and gain +3 to your next attack against one of your Marks.
Others may try to swim in the Void, but their efforts merely betray them to those that see beneath the surface.

Rank 4 - The Heron Strikes
Once per round, when you spend a Void Point to Boost an attack against a character Marked by your Rank 2 Technique, gain an additional +X to the attack and damage tests, where X is 2 * your Void.
Only in death does the fish comprehend that the edge of its world was no barrier at all.

Silk-Wrapped Steel Dojo

Requirements: Air 3, Etiquette 3

Rank 2 - Guided Swiftness
While in the Void Stance, you may Guard as a Free action. When you perform the Guard Action, during the next Readying Phase the subject of your Guard gains +X to their initiative score until the following Readying Phase, where X is equal to 2 * your ranks in Etiquette.
It is not enough merely to guard one's charge while in danger; a true champion must also speed them to safety.

Rank 4 - To Serve in All Things
You and allies in your presence gain +X to all [Social] skill tests and contests, where X is your Honor-2.
The best champion may be trusted to advise, as well as to defend, for their experience at court is often no less extensive than their experience in battle— and occasionally more.

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