Yorukuusai Schools

Nishikaze Vanguard

[Bushi]
Bonus Attribute: Agility
School Skills: Athletics, Commerce, Defense, Horsemanship, any one military skill, any one skill. Either Weapon: Samurai or Kenjutsu and Kyujutsu.
Emphasis: Roads (Commerce), Steppe Riding (Horsemanship)
Honor: 4.5
Outfit: Aiguchi, Daishō, A Horse, Light Armor, Medium Armor, Travelling Clothes, Yumi, Personal Effects, 10 Ryō.

Rank 1 - Chasing the Horizon
When you spend a Void Point to Boost a Military or Commerce Skill test or contest, gain +X, where X is your ranks in Horsemanship. While you are riding a horse, bows are [Samurai] weapon for you.
Over centuries of travelling the wider world on horseback, the Nishikaze have perfected a small number of core disciplines.

Rank 2 - Stance of Sunset
While you are in Full Defense stance and you are struck by an an attack, you may activate this technique. When you activate this technique, roll Agility contested by the striking character's Agility. If you win the contest, the strike fails. You may activate this technique up to X times per round, where X is your School Rank.
The Vanguards' style of swordsmanship has evolved to confound the blows of countless strange and foreign arts. At home in the Empire, that style itself has become the foreign one.

Rank 3 - The Wind At Your Back
You may attack as a simple action when attacking with a [Samurai] weapon.
A Vanguard's strikes follow upon each other like leaves upon the breeze.

Rank 4 - A Sudden Squall
While you are in the Full Defense Stance or Defense Stance and after an attack against you resolves (after it misses or you take damage), if the attacker is in melee range of you, you may activate this technique. When you activate this technique, you enter the Attack Stance and attack that character (using a weapon of your choice that you already have readied). You may activate this technique once per Round, and X times per encounter, where X is your School Rank.
Experienced Vanguards learn not only to confound their opponents' blows, but to seize the initiative and strike back in the same instant that their foe has committed themselves, leaving no hope of response.

Rank 5 - The Saddle is my Home
While you are riding a horse, if you would spend a Void Point, you may test Void against Target Number 20. If you are successful, you may activate this technique.
While you are not riding a horse, if you would spend a Void Point, you may test Void against Target Number 30. If you are successful, you may activate this technique.
When you activate this technique, you do not lose a Void Point the next time you would spend a Void Point (you still get the benefits). You may activate this technique X times per encounter, where X is the number of Void Points you started the encounter with.
Where others seek to enter the Void through solitary focus, the Vanguards do so through harmony between mount and rider. Even apart, a Vanguard's bond with their noble steed provides a constant touchstone.

Nishikaze Cavalry

[Bushi]
Bonus Attribute: Stamina
School Skills: Athletics, Defense, Etiquette, Horsemanship, Sincerity, any one courtly or military skill. Either Weapon: Samurai or Kenjutsu and Kyujutsu.
Emphasis: Riding (Horsemanship)
Honor: 6.5
Outfit: Daishō, Medium Armor, A War Horse, Travelling Clothes, Any One Weapon Personal Effects, 10 Ryō.

Rank 1 - The Cutting Wind
When testing Horsemanship, gain +X, where X is your Honor Value. Once per turn you may activate this technique. When you activate this technique choose one: gain +X to the next attack you make this turn, or gain +X to the next damage roll you make this turn if you are mounted, where X is your Honor Value. When you learn this technique, choose any non-Jujutsu weapon. That weapon is a [Samurai] weapon for you.
The weapon of a pious Cavalry warrior passes through a foe's defenses like wind through the trees.

Rank 2 - Borne Upon the Breeze
At the start of each round, gain +5 to your Initiative Value or your Armor Target Number until the start of the next round.
Nishikaze Cavalry learn to move as though buoyed upon the air, impossible to catch or pin down.

Rank 3 - Cloud Chasing
You may attack as a simple action when attacking with a [Samurai] weapon.
Even the mightiest stormcloud can never outrun the wind. So too, experienced Nishikaze Cavalry strike with impossible speed.

Rank 4 - Gale-Riding Charge
While you are mounted on a horse, as a Simple Action, you may spend a Void Point. If you do, move up to your horse's speed and make a melee attack as a Free Action. If this attack hits, gain +2k1 to all damage rolls you make this turn. (this includes the free attack)
With a good horse underneath them and the wind at their back, Nishikaze Cavalry charge forth with the strength of a typhoon.

Rank 5 - Breath of the Heavens
At the start of your turn you may spend a Void Point. If you do, gain +X to all military skill tests and damage rolls until the end of your turn, where X is your Honor Value.
Purity of purpose spurs the greatest Cavalry warriors to almost divine heights of prowess on the field of battle.

Nishikaze Campaigner

[Bushi]
Bonus Attribute: Agility
School Skills: Athletics, Battle, Defense, Horsemanship, Hunting, any one courtly or military skill. Either Weapon: Samurai or Kenjutsu and Daisōjutsu.
Emphasis: Any one Sword, Polearm, or Spear (Kenjutsu, Daisōjutsu, Weapon: Samurai)
Honor: 5.5
Outfit: Aiguchi, Daishō, A Horse, Medium Armor, Travelling Clothes, Any One Weapon, Personal Effects, 5 Ryō.

Rank 1 - Circle of Steel
When attacking with a [Samurai] weapon, gain +1k0. While you are in the Defense or Full Defense stance and wielding a Spear or Polearm, gain +X to your Armor Target Number, where X is the higher of your Daisōjutsu skill or your Weapon: Samurai skill. While you are in the Defense or Full Defense stance and wielding a Sword, gain +X to your Armor Target Number, where X is half of the higher of your Kenjutsu or Weapon: Samurai skill.

When you learn this technique, choose either Swords, or Spears and Polearms. The chosen weapons are [Samurai] weapons for you.
Within the ring described by the reach of a Campaigner's chosen weapon, the practioner's defense is absolute.

Rank 2 - Measure Cutting
While you are moving by foot, your Water Ring is considered to be one rank higher (this does not increase Strength or Perception). Gain +1k0 to initiative tests.
Campaigners study advanced footwork intended to destroy the distance between themselves and their foes, and the time in which their opponents would strike.

Rank 3 - Deadly Reach
You may attack as a simple action when attacking with a [Samurai] weapon.
Within a Campaigner's circle of control, their weapon darts like a flash of lightning.

Rank 4 - Advance Between Breaths
While you are moving by foot, your Water Ring is considered to be one rank higher (this stacks). Once per encounter, you may spend a Void Point. If you do, gain +Xk0 to your next attack roll, where X is your Honor Value.
An experienced Campaigner can cross the field of battle in an instant, and strike with an implacable, centred calm.

Rank 5 - Circle of War
While you are in the Attack stance and wielding a Spear or Polearm, gain +X to your Armor Target Number, where X is the higher of your Soujutsu skill or your Weapon: Samurai skill. While you are in the Attack stance and wielding a Sword, gain +X to your Armor Target Number, where X is half of the higher of your Kenjutsu or Weapon: Samurai skill.

Once per skirmish, while you are in the Full Attack Stance, you may activate this technique. When you activate this technique, gain +4k2 to your next [Samurai] weapon damage roll.
At the pinnacle of skill, a Campaigner's awareness extends into the confusion of battle even when their focus shifts from defense to attack.

Tasir Nomad

[Bushi]
Bonus Attribute: Strength
School Skills: Athletics, Defense, Horsemanship, Hunting, any one military skill, any one skill. Either Weapon: Samurai or Kenjutsu and Kyujutsu.
Emphasis: Kyokutō (Kenjutsu or Weapon: Samurai)
Honor: 3.5
Outfit: Daishō, A Horse, Heavy Armor, Kyokutou, Medium Armor, Travelling Clothes, Any One Weapon, Personal Effects, 10 Ryō.

Rank 1 - Ox-Lifting Grip
While mounted, attacking with a Kyokutō, or while attacking with a [Large] weapon, gain +1k0 to your damage rolls. You may wield [Large] melee weapons in one hand. When you learn this technique, choose any one melee weapon. The Chosen Weapon and Kyokutō are [Samurai] weapons for you.
The Tasir's strength of arm is legendary, allowing them to weild the largest of weapons with ease.

Rank 2 - Vultures Descend
When attacking, gain +X, where X is half the unmodified Target Number Penalty from your target's current Wound Rank.
As an opponent's wounds grow, so too does a Tasir Nomad's fervor for battle.

Rank 3 - Frenzy in Battle
You may attack as a simple action when attacking with a [Samurai] weapon.
Skilled Tasir are steeped in violence, able to erupt into deadly motion at the first hint of bloodshed.

Rank 4 - A Stampede of One
When you Down or Kill a character, you may activate this technique. When you activate this technique, you may make one attack as a Free Action this turn.
The charge of a single Tasir veteran is like the thundering of a hundred wild horses.

Rank 5 - Wrathful Cleaving
While you are wielding a [Large] or [Samurai] weapon, and while you are either mounted or in the Full Attack stance, gain +0kX to your damage rolls, where X is half your Strength Attribute.
To strike from on high or in the grip of frenzy, with the heaviest blade one can find, is to cleave through flesh and bone straight to the marrow.

Tasir Bloodletter

[Bushi]
Bonus Attribute: Willpower
School Skills: Athletics, Horsemanship, Hunting, Investigation, Lore: Occultism, any one skill. Either Weapon: Samurai or Kenjutsu and Kyujutsu.
Emphasis: Senses (Investigation)
Honor: 3.5
Outfit: Aiguchi, Daishō, A Horse, Heavy Armor, Travelling Clothes, Yumi, Personal Effects, 5 Ryō.

Rank 1 - The Black Earth
During an encounter, at the start of each round, choose one of the following bonuses: Gain +X to your Armor Target Number or reduce your Target Number Penalties from Wounds by -X, where X is your Willpower + School Rank. If your opponents are nonhuman creatures, double this bonus. When you learn this technique, choose any one non-Jujutsu melee weapon. That weapon is a [Samurai] weapon for you.
Like the steppe earth, Bloodletters endure.

Rank 2 - The Blue Sky
When testing or contesting Investigation, gain +2k0. When testing or contesting Investigation, if you are attempting to detect the presence or activities of a nonhuman creature, gain +0k1. (These stack)
A Bloodletter’s gaze is as far-reaching as the firmament.

Rank 3 - The Vulture’s Talons
You may attack as a simple action when attacking with a [Samurai] weapon.
Ezen Yalzarsan commands his servants to destroy those that would prey on his people.

Rank 4 - Carrion-Maker
When attacking or rolling to damage an opponent who has previously attacked you this encounter or who is a nonhuman creature, gain +2k0.
For those that would strike at a raging Bloodletter, only brutal vengeance will do.

Rank 5 - Wings Unbroken
At the start of your turn, you may take between 1 and 10 wounds. If you do, until the end of your turn, gain +X to your damage rolls, where X is the unmodified Target Number Penalty from your current Wound Rank. (Reduction reduces damage, not wounds)
The Vulture-Hearted Lord of Steppe and Sky will take everything in the end. Until then, Bloodletters learn to trade vitality for ferociousness.

Urada Speaker

[Miyabito]
Bonus Attribute: Awareness
School Skills: Calligraphy, Commerce, Courtier, Etiquette, Horsemanship, Sincerity, any one courtly skill.
Emphasis: Conversation (Etiquette), Sincerity (Honesty)
Honor: 5.5
Outfit: Calligraphy Set, Daisho, Fine Clothes, A Horse, Travelling Clothes, Any One Weapon, Personal Effects, 10 Ryō.

Rank 1 - Guileless Honesty
When testing Sincerity to speak the truth, gain a Free Raise. When testing or contesting Sincerity(deceit), suffer a Malus of -5. When you would unintentionally give offense (GM's discretion), you may test Etiquette(Courtesy)/Awareness against Target Number 20. If you are successful, the offense is forgiven or otherwise brushed aside.
Rare is the error of etiquette that cannot be ameliorated by the honest sincerity of the attempt.

Rank 2 - The Truth Between Words
While you can see and hear a character that is speaking, you may activate this technique. When you activate this, test Etiquette/Awareness contested by that character's Etiquette/Willpower. If you win the contest, you discern their feelings about the topic of conversation (ex: if the subject is discussing an upcoming contest, you might learn the outcome that character favors even if they are unwilling to outright say which outcome they prefer). You may call raises for more accurate information.
By truly listening to those around them, a Speaker may come to understand more than what is merely being said.

Rank 3 - I Offer My Hand
While conversing with someone for at least 10 minutes, you may activate this technique. When you activate this technique, test Sincerity(Honesty)/Awareness contested by that character's Etiquette(Courtesy)/Willpower. If you win the contest, the character's disposition for you rises. You may call two raises when using this technique to gain the character is a 1 Devotion ally until the next day (GM's discretion). This technique can not be used if the character has a duty or strong reason to oppose you.
Though Yorukuusai signs of friendship are strange and foreign, the heartfelt sincerity with which the Urada offer them goes a long way towards winning others over.

Rank 4 - As the Locals Do
When using your Rank 2 or Rank 3 technique, gain +Xk0, where X is your School Rank.
Experienced Speakers immerse themselves in the cultures they find themselves surrounded by, and come to gain a greater understanding of the ways of those they meet.

Rank 5 - Peace Between Us
As a free action, you may choose a character and spend a Void Point. If you do, test Sincerity(Honesty)/Awareness contested by that character's Etiquette(Courtesy)/Awareness. If you win the contest, as long as that character has an Honor Value of 2 or higher, they can not make any action that would directly harm you or your reputation in any way, nor may they assist those who would take such an action. This technique's effects last X hours, where X is twice your School Rank. A character under the effects of this technique may choose to set their Honor Value at 1.9 at any time.
The Urada seek to defuse violence through mutual understanding and appreciation, and their devotion to this pursuit is itself often sufficient to keep others' swords sheathed.

Tasir Omen

[Onmyōji]
Bonus Attribute: Willpower
School Skills: Athletics, Horsemanship, Hunting, Lore: Theology, Meditation, Spellcraft, any one skill.
Emphasis: Tracking (Hunting)
Honor: 3.5
Outfit: Daishō, A Horse, Traveling Clothes, Scroll Satchel, Any One Weapon, Personal Effects, 5 Ryō.
Elemental Affinity: Air or Earth

Miasma and Muck
When you learn this technique, choose a spell. Learn that spell, and its modes gain the following maneuver:

Excruciate - 2 Raises. When this maneuver is called, after your turn ends and until the end of your next turn, all targets of this spell are treated as if they were in their next Wound Threshold instead of their current one. (So an injured character would suffer a wound penalty of -20, a character who is Out would die, and a Healthy character would suffer a penalty of -3)

Tōyama Binder

[Onmyōji]
Bonus Attribute: Intelligence
School Skills: Battle, Calligraphy, Horsemanship, Lore: Occultism, Meditation, Spellcraft, any one courtly or military skill.
Emphasis: Cipher (Calligraphy)
Honor: 5.5
Outfit: Calligraphy Set, Daishō, A Horse, Fine Clothes, Scroll Satchel, Any One Weapon, Personal Effects, 10 Ryō.
Elemental Affinity: Air or Fire

Spiritbound Totems
You learn a spell named Spiritbound Totems. You may not learn or complete spells except for Spiritbound Totems. When you learn this technique, and at each School Rank after 1st, choose 3 non-Ward, non-Ritual modes from among all spells (note all their inherited tags, such as their original element) and add those modes to your Spiritbound Totems spell.


Dojo

Any Tasir Bushi

Burning Wings Dojo

Requirements: Fire 3, any non-Kyujutsu [Weapon] skill at 3

Rank 2 - Armored by Fury
While you are in the Fire Stance, you gain Reduction equal to your Insight Rank.
Confident of the Vulture God's favor, some among the Tasir abandon concern for their own flesh, hurling themselves into battle heedlessly.

Rank 4 - Reckless Dance of Blades
While you are in the Fire Stance, gain X+1 Free Raises towards the Extra Attack maneuver, where X is half your Fire Ring.
In the grip of divine rage, every attack becomes a frenzied, whirling assault.

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