The Clan of Spirits Schools

Basic Schools

Reitante Warden

[Bushi]
Bonus Attribute: Strength
School Skills: Etiquette, Hunting, Investigation, Kyujutsu, Lore: Occultism, Meditation. Either Weapon: Samurai or Kenjutsu and Sōjutsu.
Emphasis: Investigation (Senses)
Honor: 5.5
Outfit: Daishō, Light or Medium Armor, Sturdy Clothing, any one Spear or Polearm, Yumi, Personal Effects, 3 Ryō.

Rank 1 - Defend the Realm
Gain +1k0 on all rolls you make using the Perception trait. When damaging a target not native to the Mortal World gain +Xk0 to all damage rolls, where X is equal to your Perception trait. Spears and Polearms you wield gain the [Samurai] tag.
This is the world of Mortals, and Mortals keep it.

Rank 2 - Sixth Sense
Increase your Armor Target Number by your Perception trait, or double that when attacked by spirits. Additionally, when you come within 50ft of a creature or creatures not native to the Mortal World, you are entitled to a roll to sense their presence. Roll Investigation(Senses)/Perception once. For each spirit in range, compare your result to a target number equal to that spirit's Air ring x5. For each success, you become aware that the spirit in question is nearby, but not where it may be found or what kind of spirit it is.
Something's not right…

Rank 3 - Strength of Mankind
You may attack as a Simple Action when attacking with a [Samurai] weapon, or with any weapon against a target not native to the Mortal World.
Step by step, we push onward. Woe to those who stand in our way.

Rank 4 - Third Eye
When taking penalties due to blindness or darkness, you may spend a Void Point. If you do, ignore all penalties associated with blindness or darkness for a number of hours equal to your Water ring. In addition, increase your Vigilance against spirits, whether you sense them or not, by X, where X is your Perception times your Insight Rank.
I do not need my eyes to see you, spirit.

Rank 5 - Pierce the Veil
When dealing damage, ignore up to 5 Reduction. When dealing damage to a spirit that you sensed with your Rank 2 ability, you instead ignore up to 10 Reduction.
You were confident | That you could smite this mortal | And now you are dead

Reitante Humanist

[Onmyōji]
Bonus Attribute: Perception
School Skills: Calligraphy, Investigation, Jujutsu, Lore: Occultism, Meditation, Spellcraft, any one skill.
Emphasis: Lore: Occultism (Spirits)
Honor: 5.5
Outfit: Daishō, Robes, any one weapon, Personal Effects, 5 Ryō.
Spells: Entreat, 3 Water, 2 Fire, 1 Earth
Elemental Affinity: Water

Begone, Spirit!
You can sense the presence of creatures not native to the Mortal World within a one mile radius. Roll Investigation(Senses)/Perception once. For each spirit in range, compare your result to a target number equal to that spirit's Air ring x5. For each success, you become aware that the spirit in question is nearby, but not where it may be found or what kind of spirit it is. You may call raises on this roll to gain more information about their location (1 raise), their realm of origin (1 raise), or what kind of spirit they are (1 raise).
For example: You come within a mile of a spirit, thereby allowing you to roll Investigation (Senses)/Perception. Inside this radius are three spirits, who have Air 2 (TN10), 3(TN15), and 5(TN25) respectively. Your roll comes out to a respectable 30, and you know that there are spirits inside that radius. Now lets say you are in the same situation, but want to know where the spirits are (1 raise) and what realm they are from (1 raise). You roll and your result after Raises is 15. You learn the origin and location of the Air 2 and 3 spirits, but are unaware of the Air 5 spirit.

Additionally, when facing a spirit or a possessed vessel, as a Complex Action you may spend a Void Point and touch a target. Immobile vessels require no check to touch, but more evasive vessels require a Jujutsu roll against their Armor Target Number, ignoring bonuses from armor. Success initiates a Contested roll of your Water against the spirit's Earth. If you succeed the contested roll, the target spirit or any spirit possessing the target is banished to their native realm and cannot return by any means for a year and a day. If you fail, the spirit is Stunned for a number of rounds equal to your School Rank. Animate vessels share this Stunned condition for all mechanical purposes relating to the Stunned condition.
Man is the measure of all things.


Dojo

Reitante Warden

Soul Arrow Dojo

Requirements: Kyujutsu 4, Perception 4

Rank 2 - Pinpoint Shot
When making attacks with a bow, you may use Perception in place of Reflexes. When dealing damage with a bow, you may use your Perception in place of the bow's Draw value. When making any attack against a creature not native to the Mortal World, gain a Free Raise. Bows you wield gain the [Samurai] tag.
With training, you don't have to give up power for accuracy.

Rank 4 - Interrupt the Flow
When attacking a spirit or Onmyōji character with a bow, gain the following maneuver

Impede - 3 Raises. If you succeed in calling this maneuver, the target increases the TN of their next Spell Casting action by X, where X is equal to your Water plus Insight Rank. This effect stacks with itself, and lasts until the end of the skirmish.1
Good eyes can sense the flow of ki, and a good shot can block it.

1If a creature not native to the Mortal World tries to use an ability that is supernatural in nature (e.g. a creature without wings flying, or a shapeshifter attempting to change shape) and has no set TN, it gains a TN of 10. The ability can be activated as a Free Action with an Air roll. This lasts as long as the malus inflicted by Impede is affecting the target.

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