Universal Schools

Generic Schools

Generic Schools are open to anyone from any clan and have no requirements for entry. They are intended to fill any gaps left in a clan's coverage and represent a sort of "Imperial Baseline" of instruction that would be offered to all clans. If your character comes from a clan with a school that has the same tag as the Generic you take, take it as an opportunity to build backstory. Were you too honest for the Komoretsu? Too meek for the Chiha? Or was your family simply trying to create ties to the Imperial that instructed you?

Generic Bushi

[Bushi]
Bonus Attribute: Agility
School Skills: Athletics, Battle, Defense, Jujutsu, Any two skills. Weapon: Samurai or Kenjutsu and Any one Weapon skill.
Emphasis: Any one Weapon Skill
Honor: 4.5
Outfit: Daishō, Light or Medium Armor, Sturdy Clothing, any one weapon, Personal Effects, 4 Ryō.

Rank 1 - Obscure Technique
At the beginning of your turn, choose one:

  • Until the start of your next turn, while attacking someone who is not trained in the Generic Bushi school, reduce their Armor Target Number by X, where X is your School Rank+3.
  • Until the start of your next turn, while being attacked by someone who is not trained in the Generic Bushi School, gain X to your Armor Target Number, where X is your School Rank+3.

You say "unknown", Sensei says "unknowable."

Rank 2 - Stand Strong
When targeted by a Coercion roll or Fear effect, gain +Xk0 to resist it, where X is your School Rank. Allies that can see or hear you that are targeted by Coercion rolls or Fear effects gain +X to resist it, where X is your School Rank. This effect does not stack from multiple instances of itself. Use the highest applicable number in the case of multiple instances.
With my brothers beside me I am unshakable.

Rank 3 - Swift Defeat
You may make attacks as a Simple Action when using [Samurai] weapons.
The best victory is a quick one.

Rank 4 - Awesome Strike
You may spend a Complex Action to make a single attack. If you hit, your Strength is considered double for the purpose of calculating damage and the attack counts as having called the Knockdown maneuver.
Sit down.

Rank 5 - Refusal
When an ally within 10 feet takes damage, you may spend a Void Point as a Free Action to reduce that damage by X*5, where X is equal to your Earth ring.
Break yourselves upon my body!

Generic Geinin

[Geinin]
Bonus Attribute: Awareness
School Skills: Calligraphy, Courtier, Etiquette, Sincerity, any three non-Illicit skills from: Acting, Artisan, and Craft.
Emphasis: Any one for Acting, Artisan, or Craft.
Honor: 5.5
Outfit: Daishō, Three Sets of Beautiful Clothing, Calligraphy Set, A Horse, Personal Effects, 8 Ryō.

Rank 1 - Preceding Reputation
During the creation or performance of a work, gain +X, where X is your Glory Value.
Ah yes, we've been expecting you.

Rank 2 - A Trained Eye
Any time you present or perform a work of art, treat your audience's Impression Threshold as being one lower. Your Impression Threshold is increased by one. If your GM is not using the Impression system, you instead gain a Free Raise on non-Illicit Acting, Artisan, and Craft rolls.
The subtleties are easy to miss unless you know what you're looking for.

Rank 3 - Share the Spotlight
During the creation, performance, or presentation of a work, you may choose to ignore your Rank 1 technique. If you do, gain a number of Influence equal to your Insight Rank. When a character is testing or contesting a [Social] skill, you may spend one Influence. If you do, they gain a Free Raise. Any unspent Influence is lost one week after it was gained.
Komoretsu-san was instrumental in this performance. Speaking of, he wished to talk with you…

Rank 4 - Soothe the Mind
When you present or perform a work, choose a number of viewers equal to your Void ring. Each target ignores the penalties associated with a single [Mental] disadvantage of their own choosing with an XP cost equal to or less than your Insight Rank for a number of days equal to your School Rank. Your Impression Threshold increases by one.
A delicate brush stroke or pristine note is like a hot bath or massage for the soul.

Rank 5 - A Master's Talent
During the creation or performance of a work, you may choose to ignore your Rank 1 technique and spend a Void Point. If you do, gain +X, where X is the number of kept dice * your Glory Value. (10k6 w/ glory 6 would give +36)
"Breathtaking" is and understatement.

Generic Miyabito

[Miyabito]
Bonus Attribute: Awareness
School Skills: Calligraphy, Courtier, Etiquette, Investigation, Sincerity, Any one Courtly or Military skill, Any one Artisan or Perform skill.
Emphasis: Any one Social skill.
Honor: 5.5
Outfit: Extravagant Clothing, Daishō, Calligraphy Set, Personal Effects, 6 Ryō.

Rank 1 - One in a Thousand
If you belong to a Clan without a Miyabito tradition you gain a Free Raise on all [Social] Skills. While Contesting a [Social] skill, gain +1k0.
Sometimes "different" pays off.

Rank 2 - Honor of my Clan
When targeted by a technique, skill, or effect that would cause you to betray the interests of your Clan, you may spend a Void Point. If you do, whoever is trying to influence you must test Awareness against Target Number X, where X is 5 * Your Honor Value. If they fail, the technique, skill, or effect that triggered this technique also fails.
Failure of Duty is a betrayal of your kin.

Rank 3 - Careful Words
If you were to lose Honor or Glory for your actions or words in a Courtly setting, the TN to avoid giving offense is reduced by 5. If you fail to avoid giving offense, you only lose half the Honor or Glory you normally would.
Sometimes all it takes is a single fall. Do not slip.

Rank 4 - Underdog
When rolling a Social Skill targeting someone with a higher Status or Glory than you, add +2k0 to your roll. During Contested rolls the bonus is instead +1k1 and covers all Courtly skills.
They will regret underestimating you.

Rank 5 - Singular Focus
A number of times per day equal to your School Rank you may make an Awareness or Willpower roll at TN20 as a Free Action. If you succeed, for up to one hour you may either explode your Social Skill rolls on 9's as well as 10's (Awareness) or treat Social Skills targeting you as being unable to explode (Willpower). Only one of these effects can be active at one time, and can be dismissed as a Free Action.
I will not be turned aside.

Generic Onmyōji

[Onmyōji]
Bonus Attribute: Special
School Skills: Calligraphy, Lore: Theology, Medicine, Meditation, Spellcraft, Any one Lore skill, Any one Courtly skill.
Emphasis: Cipher (Calligraphy)
Honor: 4.5
Outfit: Daishō, Robes, Scroll satchel, Any one weapon, Personal Effects, 6 Shu.
Elemental Affinity: None
Special: After you choose a spell for this school's technique, this school's attribute becomes an attribute of your choice that shares an element with that spell.

Signature Technique
When you learn this technique, choose a non-Void spell. Learn the chosen spell and gain Elemental Affinity in its element. When casting your chosen spell gain X Free Raises, where X is half your School Rank. (Rounded down)

Itinerant Schools

Itinerant Schools represent techniques taught for Ryō rather than being controlled by one clan in particular. Formal schools are usually present where it makes sense for them to exist, whether in major metropoles or outside villages, but the itinerant sensei that give this category its name can be found everywhere they're allowed to roam. In order to learn an Itinerant school, you are required to take a four point Obligation disadvantage that grants no bonus XP. If you take an Itinerant School that is similar to another school your clan offers, take it as an opportunity to flesh out your backstory. If you are from the Clan of Mountains, for example, why study the Unassailable Colossus technique?

Kazeodori Archer

Do you think love can bloom, even on a battlefield? For Issekigan Kazuko, the answer was yes. Of direct lineage to the original Issekigan, Kazuko was well on her way becoming a master archer. After her graduation ceremony Kazuko was given leave to experience the world before being saddled with the duties of her station, and did so under an assumed name. During her travels she met another traveling archer and the two became friendly rivals, traveling together and constantly trying to out-perform each other. Their competitions ranged from kyujutsu to dance to footraces, and over time the rivalry blossomed into romance. When the two women resisted calls to return home from their respective clans, representatives came to fetch them. Finding out that they belonged to families that hated each other, the Issekigan and Nishikaze, shocked both women, but the violence that erupted around them did not. Realizing that they could not remain faithful to both their clans and their newfound love, they chose each other. Neither clan was happy about this, and the lovers had to flee on horseback, but their flight was successful. After adventuring for many years together, they formed a school that taught their own peculiar brand of kyujutsu. Boasting an odd focus on flowing, dance-like movements and sudden attacks, this technique is equally at home on foot or horseback. Unsurprisingly this technique is not allowed to be taught in Issekigan or Yorukuusai territories, and Kazeodori who display their school Mon are often challenged by members of both clans.

[Bushi]
Bonus Attribute: Reflexes
School Skills: Artisan: Buyō, Athletics, Defense, Etiquette, Horsemanship, any one Courtly skill, Weapons: Samurai or Kenjutsu and Kyujutsu
Emphasis: Any (Kyujutsu, or Weapons: Samurai)
Honor: 4.5
Outfit: Daishō, Light or Medium Armor, Fine Clothing, Any One Bow, Personal Effects, 3 Ryō.
Special: You may waive the Obligation requirement if you took the True Love or Lost Love disadvantage.

Rank 1 - Gust
You may use the higher of your Reflexes or Strength when calculating damage dice with a bow. When you are the target of an attack, as a Free Action a number of times per skirmish equal to your Insight Rank, you may add your ranks in Artisan: Buyō to your Armor Target Number. Bows gain the [Samurai] quality.
A sudden wind can pluck even victory from one's hands.

Rank 2 - Feather Dance
If you make an attack roll with a bow and miss your target, gain a Free Raise to attack rolls against that target. This Free Raise lasts until the end of your next turn.
An esoteric dance with subtle steps, and you in the lead.

Rank 3 - Tailwind
You may make attacks as a Simple Action when using [Samurai] weapons.
Once you learn to spot the currents of previous shots you can learn to follow them.

Rank 4 - Hurricane
When making a Contested roll resulting from a Maneuver that you initiated with a bow, gain a bonus of X to the roll, where X is your Awareness.
Even the mighty oak tree topples before a storm.

Rank 5 - Air Cutter
When calculating dice pools or bonuses for any Kazeodori Archer techniques, your Reflexes and Awareness traits and your Air ring are considered one higher. When using a bow, the Draw value is equal to the higher of your Reflexes or the base Draw value.
An arrow parts flesh as easily as air.

Generic Armsman

[Bushi]
Bonus Attribute: Strength
School Skills: Athletics, Battle, Defense, Investigation, any two skills, Weapons: Samurai or Daisōjutsu and Kanabōjutsu
Emphasis: Any (Daisōjutsu or Kanabōjutsu)
Honor: 4.5
Outfit: Daishō, Sturdy Clothing, Heavy Armor, Any One Weapon, Personal Effects, 2 Ryō.

Rank 1 - Well of Strength
At the start of your turn, you may activate or deactivate this technique. While this technique is active, melee attacks you make use Strength. While this technique is active, you gain Slow 1. Heavy Weapons, Spears, and Polearms gain the [Samurai] quality.
Deep wells must be dug to find clear water.

Rank 2 - Fluid Dynamics
As a Complex Action, move up to your full movement allowance and make a single melee attack against a target along your path. This attack stops further movement and grants two Free Raises towards the Extra Damage maneuver.
Flow like water, crash like the waves.

Rank 3 - Dashed on the Breakers
You make attacks as a Simple Action when using [Samurai] weapons.
Nothing can withstand the ocean for long.

Rank 4 - Ebb and Flow
At the beginning of your turn, if during the previous round you were the target of an attack or harmful spell, gain a Free Raise attached to this Technique. You may store X Free Raises attached to this Technique, where X is equal to your Water Ring; these Free Raises are lost at the end of the encounter. Free Raises attached to this Technique may be spent on attacks and skill tests or contests.
The sea rises, destroys, and recedes.

Rank 5 - Crushing Depths
When you win a Knockdown contest you initiated, you may spend a Void Point to choose one:

  • The loser of the contest is Stunned
  • You may spend an additional Void Point. If you do, the loser of the contest is Incapacitated.

When you Stun or Incapacitate a character with this technique, they use Fire instead of Earth to overcome the condition.
Terrible things lurk in deep water.

Unassailable Colossus

Long ago, after the Ginkachi first joined the Akaishi, one of their number abruptly became a widow. Widows have never been uncommon among the Akaishi, but this was before the Ginkachi were likewise hardened against death and suffering and so the woman suffered greatly. The only thing that kept her going was the life inside her–a reminder of her late husband and a beacon of hope moving forward. She decided her child would carry their father's name, Sora, to honor his works and sacrifices made in the clan's name. As the child grew it became obvious that he was in many ways his father's opposite: sturdily built, cautious, and introspective, to name a few. Though he had his mother's love, Sora grew up feeling divided. Unable to reconcile who he was and who the clan needed him to be, Sora suffered a crisis of identity. In not knowing himself, Sora suffered, and in realizing that a divided mind fractures walls and weakens stone, Sora knew that his presence could only harm the Akaishi. Saddened but determined to discover himself, Sora left the clan, leaving his mother a note that said simply "There cannot be two skies".

When he left the Akaishi, the Bloodmire was roiling with activity, and the chaos did not mesh with his contemplative mind. The mountain Sora settled on proved more suited to his needs, complementing his abundance of Earth. For decades Sora trained and meditated on the mountain, slowly coming to know himself, until eventually word spread of his existence and those with the curiosity and stamina to complete the journey to his remote mountain home began arriving. Though he never truly came to know himself, Sora spent the rest of his life teaching a small handful of bushi the enduring, Earth-based technique he had developed during his long years of contemplation on the mountain. After his death, his most senior student named the school and took up the mantle of teacher, ensuring Sora's legacy would live on.

[Bushi]
Bonus Attribute: Stamina
School Skills: Athletics, Commerce, Lore: Theology, Meditation, Stealth, Any one skill. Weapon: Samurai or Kenjutsu and Kanabōjutsu.
Emphasis: Any One Weapon
Honor: 3.5
Outfit: Daishō, Rugged Clothing, Light or Medium Armor, any 1 weapon, Personal Effects, 6 Shu.

Rank 1 - Resilience
Add X to the total of all melee damage rolls and each Wound Threshold, where X is your Stamina trait. Swords and Heavy Weapons gain the [Samurai] quality.
Endure. In enduring, grow strong.

Rank 2 - Earth's Embrace
When calculating your Armor Target Number, you may substitute your Earth Ring for your Reflex trait.
Do not underestimate the power of the Earth.

Rank 3 - Rocks Fall
You may make attacks as a Simple Action while using [Samurai] weapons.
Everyone dies.

Rank 4 - Stone Body
At any time, you may spend a void point to activate this technique. This technique lasts for X readying phases, where X is half your Earth Ring. While this technique is active, if you are the target of any attack, spell, or effect that deals damage, the attacker suffers a malus of -Yk0 to their damage roll, where Y is your Earth Ring.
Steel marks the flesh, but stone dulls the blade.

Rank 5 - Unflinching
If you are suffering Wound Penalties, you may make a School Rank/Willpower roll as a Free Action at a Target Number of 10,+5 per Threshold you've crossed. If you succeed, you do not take any penalties associated with your Wound Thresholds. Every time you pass another Threshold, make the roll again.
I may be bested in battle, but I can never be defeated.

Generic Drifter

[Bushi]
Bonus Attribute: Void
School Skills: Athletics, Divination, Etiquette, Meditation, Sincerity, Any one Lore skill, Weapons: Samurai or Kenjutsu and Daisōjutsu
Emphasis: Any (Meditation)
Honor: 4.5
Outfit: Daishō, Light or Medium Armor, Plain Clothing, any one weapon, Personal Effects, 1 Ryō.

Rank 1 - Find the Center
When rolling Initiative, you may choose to use Meditation or Void in lieu of Insight Rank or Reflexes, respectively, instead of what you would normally roll. While in Void stance, increase your Armor Target Number by X, where X is your Insight Rank plus Void ring. Polearms, Spears, and Swords are [Samurai] weapons for you.
Breathe in.

Rank 2 - Moment of Calm
As a Complex Action during a Skirmish, you may make a Meditation(Void Recovery)/Void roll at Target Number 30. If you succeed, regain Void Points as though you had spent 30 minutes meditating. This technique can only be activated in Void stance, and bypasses the normal limitation of actions Void stance imposes.
Float gently in the endless sea.

Rank 3 - Visualize Victory
You may make attacks as a Simple Action when using [Samurai] weapons.
If you can picture it, you can achieve it.

Rank 4 - Realization
Gain X Free Raises when attacking, where X is your Void ring minus your target's Void ring (minimum of zero). The Armor Target Number increase from your Rank 1 technique now applies to Air, Earth, and Water stances as well.
Action makes focus a reality.

Rank 5 - Exhale
At the beginning of the round, you may activate this technique until the next readying phase. While this technique is active, the Armor Target Number bonus from your Rank 1 technique becomes 0, you may not use the Katana's Special rule, and when you hit with an attack, gain +1k1 to your damage roll.
Breathe out.

Generic Impaler

[Bushi]
Bonus Attribute: Agility
School Skills: Athletics, Hunting, Sleight of Hand, Stealth, any one Game skill, any one skill, Weapons: Samurai or two of Kenjutsu, Ninjutsu and Shōjutsu.
Emphasis: Any [Throwing] Weapon (Ninjustu, Shōjutsu, or Weapons: Samurai)
Honor: 3.5
Outfit: Daishō, Sturdy Clothing, Light Armor, either 5 Aiguchi/Tanto or 5 Kunai/Shuriken, Personal Effects, 2 Ryō.

Rank 1 - Impalement Arts
When testing or contesting Sleight of Hand to conceal a small weapon, gain +1k1. The amount of times you may ready a weapon as a Free Action is X instead of 2, where X is 2 plus your School Rank. All [Thrown] weapons are [Samurai] weapons for you.
Not just for circuses!

Rank 2 - Mind the Gap
When making an attack using a [Thrown] weapon, gain a bonus to your attack roll of X, where X is your Intelligence trait.
Exposed flesh practically begs for a knife.

Rank 3 - Fan of Knives
You may make attacks as a Simple Action when using [Samurai] weapons. If using [Thrown] weapons, you may make X attacks as a Complex Action, where X is your School Rank (Reminder that these attacks do not need to target the same enemy).
I certainly am, and I hope you are too by the end of this!

Rank 4 - Trick Shot
When making a throwing attack you gain access to the following maneuvers:

Exploit - 1 Raise. When this maneuver is called, ignore the target's reduction.

Perfect Angle - 1 Raise. When this maneuver is called, gain +X to damage, and if your target is [Defenseless] against you, gain +X to damage, where X is your Fire Ring
Keep them guessing.

Rank 5 - Pin Down
When you hit a character with a [Thrown] weapon, choose one:

  • Reduce the target's Initiative by X, where X is your Intelligence trait.
  • If your target has lower initiative than you, reduce their Armor Target Number by -X until the start of their next turn, where X is your Agility trait.

You seem tense, friend. Let me alleviate some pressure…

Generic Lawbringer

[Bushi]
Bonus Attribute: Intelligence
School Skills: Athletics, Coercion, Investigation, Lore: Governance, Lore: Underworld, Stealth, Weapons: Samurai or Kenjutsu and Kanabōjutsu
Emphasis: Intimidation (Coercion) or Any (Kanabōjutsu)
Honor: 5.5
Outfit: Daishō, Sturdy Clothing, Medium or Heavy armor, any one weapon, Personal Effects, 5 Ryō.

Rank 1 - Long Arm
Stealth, Coercion, and Lore: Underworld are not [Illicit] skills for you when used against criminal elements. When making attacks with a Heavy Weapon, or when testing or contesting Investigation, gain a bonus of 1k0. Heavy Weapons and Unarmed Strikes gain the [Samurai] quality.
The shadows can't hide them forever.

Rank 2 - Halt
After initiative is rolled, reduce the initiative of every enemy that can see or hear you by X, where X is equal to your ranks in Coercion or Lore: Governance. While wielding an Ōjitte, add X to your Armor Target Number, where X is equal to your ranks in Coercion or Lore: Governance.
Stop right there, criminal scum!

Rank 3 - Throw the Book at Them
You may make attacks as a Simple Action when using [Samurai] weapons.
Serious charges demand serious repercussions.

Rank 4 - Rule of Law
When making a contested roll as part of a Maneuver, gain a bonus of X, where X is equal to your ranks in Coercion. When making a contested Social skill roll, gain a bonus of Y, where Y is equal to your ranks in Lore: Governance. If your target is a known criminal, gain a bonus of Z to all contested rolls, where Z is equal to your ranks in Coercion plus your ranks in Lore: Governance.
No one violates the law on my watch.

Rank 5 - Hard Time
When making an attack with a Heavy Weapon or Unarmed Strike, gain the following Maneuvers:

Crime and Punishment - 4 Raises. Gain a bonus of 2k2 damage on this attack. If using an Ōjitte to make this attack, this Maneuver only requires 3 Raises.

Hard Knocks - 3 Raises. Contest your Lore: Governance/Intelligence or Coercion (Intimidation)/Willpower against your target's Sincerity(Deceit)/Awareness. If you succeed, your target is Stunned.
Crime pays no one save the hangman.

Generic Scrapper

[Bushi]
Bonus Attribute: Strength
School Skills: Athletics, Coercion, Defense, Hunting, any two skills, Weapons: Samurai or Kenjutsu and Jujutsu
Emphasis: Improvised Weapons (Jujutsu)
Honor: 3.5
Outfit: Daishō, Light or Medium Armor, Sturdy Clothing, any one weapon, Personal Effects, 2 Ryō.

Rank 1 - Always at Hand
You never lose Glory or Honor for wielding [Improvised] weapons. You may draw and ready [Improvised] weapons as a Free Action. [Improvised] weapons gain the [Samurai] quality.
I don't want any trouble…

Rank 2 - Improvised Expertise
When dealing damage with an [Improvised] weapon, gain a bonus of 2k0. When testing Athletics, if you are holding a [Large][Improvised] weapon, gain a bonus of 1k1.
Anything is a weapon, if you swing hard enough.

Rank 3 - Surprising Smack
You may make attacks as a Simple Action when using [Samurai] weapons.
Who would expect to get hit with the same teapot twice?

Rank 4 - Infuriating Moves
[Large][Improvised] weapons gain the [Reach] quality. When wielding an [Improvised] weapon, gain access to the following maneuvers

Tangle - 2 Raises. When this maneuver is called, contest your Jujutsu (Improvised Weapons)/Strength against your target's Athletics/Agility. If you are successful, your opponent takes damage as normal and is knocked prone.

Leverage - 2 Raises. When this maneuver is called, contest your Jujutsu (Improvised Weapons)/Strength against your target's Athletics/Strength. If you are successful you deal no damage, but you may perform the Throw Grapple Action as a Free Action.
Spending a few rounds on the floor would upset anyone.

Rank 5 - Crack the Stone
When dealing damage with an [Improvised] weapon, you may choose to activate this technique. If you activate this technique, your weapon is destroyed but your target is Stunned. If you activate this technique as part of a Feint maneuver, your bonus damage is not capped in any way.
Sorry about your vase.

Generic Shinobi

[Bushi]
Bonus Attribute: Awareness
School Skills: Athletics, Investigation, Ninjutsu, Sincerity, Stealth, any two skills.
Emphasis: Sincerity (Deceit)
Honor: 1.5
Outfit: Daishō, Light Armor, Traveling Clothes, any two weapons, 5 units of ammunition, Personal Effects, 1 Ryō.

Rank 1 - Obscured Intentions
Add your rank in Stealth to all checks made to convince someone you aren't a threat. Weapons included in your outfit gain the [Ninjutsu] quality. (Both parts of your daishō, and two weapons of your choice.)
All the world is blind to your passing.

Rank 2 - Stab in the Dark
When you successfully ambush a target or targets, add your ranks in Stealth to the total of all attack and damage rolls made against them for the duration of that combat.
The unseen blade cuts deepest.

Rank 3 - Faster than Honor
You may make attacks with [Ninjutsu] weapons as a Simple Action.
Samurai consider Bushidō before acting. You do not.

Rank 4 - Sharp-Tongued
When you win an Illicit Social skill contest against someone, you may activate this Technique to make that person your Mark and to gain a Free Raise stored on this Technique. You may spend that Free Raise on any attack you make against your Mark. If you activate this Technique while there is already a Free Raise stored on it, that Free Raise is lost and the previous target is no longer your Mark.
Whoever said "words can never hurt me" was wrong.

Rank 5 - Last Impression
When making a Contested Stealth roll against someone trying to detect you, you may call two Raises. If you succeed you may add the difference between your rolls to the next attack you make against that target, or half that much in damage. This bonus must be used within one hour.
Inattentive eyes are easily closed.


Dojo

Any Bushi School

Manslayer Dojo

Requirements: Fire 4, Honor 3.0 or lower.
Special: Must have killed 30 human opponents.
Special: A GM may allow an appropriate Advantage or Disadvantage to substitute for the 30 kill requirement.

Rank 2 - Outplayed
Before Initiative is rolled for a combat, compare your Intelligence trait to the lowest Intelligence trait in the opposing group. If yours is higher, add a bonus of Xk0 to your Initiative roll, where X is equal to the difference between your Intelligence and the lowest Intelligence in the opposing group. This technique only applies to human opponents.
A chain is only as strong as its weakest link.

Rank 4 - Practiced Cut
When making attacks targeting a human opponent, gain a Free Raise. When dealing damage to a human opponent with higher Honor gain a bonus of Xk0, where X is equal to the difference between your Honor scores.
Cast aside your humanity. It only makes things harder.

Binding Smoke Dojo

Requirements: Air 3, Jujutsu or Shōjutsu 4

Rank 2 - The Basics
While wielding a [Small] melee weapon or Unarmed Strikes gain a bonus of X to your Armor Target Number, where X is equal to your Insight Rank. When using a [Small] melee weapon or Unarmed Strike against an opponent using a [Medium] or [Large] melee weapon, gain access to the following maneuver

Slow Momentum - 2 Raises. When this maneuver is called, you enter a Contested Air roll with your target. If you win, your target gains a malus of X to all attack rolls using [Medium] or [Large] melee weapons, where X is equal to your ranks in Jujutsu or Shōjutsu. This lasts Y rounds, where Y is equal to half your ranks in Jujutsu or Shōjutsu.
Overextend their limbs, then strike.

Rank 4 - Final Lesson
When dealing damage with a [Small] melee weapon or Unarmed Strike against an opponent using a [Medium] or [Large] melee weapon, gain a bonus of 0k1. When you make an attack with a [Small] melee weapon or Unarmed Strike against a target wearing Heavy Armor, you may ignore their Armor Bonus.
Bigger isn't always better.

Iron Fist Dojo

Requirements: Jujutsu 5, Strength 4, Grappling or Unarmed Strikes Emphasis

Rank 2 - Splitting Stone
When dealing damage with Unarmed Strikes, gain +0kX, where X is equal to half your Water ring.
It's not called "Iron Fist" for nothing.

Rank 5 - Difference in Power
When you successfully take control of a Grapple, if your Water ring is the highest Water ring among all Grappled characters or if you possess the most Jujutsu Emphases, you may perform the Throw Grapple Action as a Free Action. If you fulfill the previous criteria and possess the ability to make Unarmed Strikes as a Simple Action, you may perform the Hit Grapple Action as a Simple Action.
You were even weaker than I imagined!

Any School

Twin Scout Dojo

Requirements: Air 3, Animal Handling 3, Animal Handling emphasis appropriate for your companion animal
Special: Companion animal must be a domesticated canid or bird.
Special: If you do not have a companion animal before joining this dojo, add a companion animal appropriate for your emphasis and worth 3 Ryō or less to your school outfit.

Rank 2 - Eyes and Ears
You and your companion animal learn a unique series of calls and signals that you may use to communicate as a Free Action. This communication is imperfect and affected by visibility. Whenever your companion animal would Test or Contest Hunting (Tracking), Investigation (Senses or Search), or Stealth (Sneaking or Stalking), they ignore any Unskilled penalty and gain a bonus of Xk0 to their roll, where X is equal to your ranks in the relevant skill or Insight Rank, whichever is higher.
No sense is so sharp that it couldn't use honing.

Rank 4 - Move as One
You and your companion animal gain Swift 1. You may perform the Guard action on your companion animal as a Free Action. While making an attack against a character within 10 feet of your companion animal, gain access to the following maneuver:

Catch! - 3 Raises. If successful, deal no damage and Contest Strength with your target. If you win, your target drops their weapon and your animal companion may move up to their full movement allowance. If your companion animal is able to reach your target they may pick up the dropped weapon and continue moving if possible.
A team that does not support one another does not survive long.

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