Thursday, March 17, 2016

Elemental adepts

How often adept powers can be used is based on their difficulty and the power of the adept using them
At will - TN = ring x 5
Ring/ Day - TN = Ring x 10 or less
Any use of a power that has a TN higher than the associated Ring x 10 cost void to attempt.

To activate an adept power, the caster rolls Ring/School Rank keep ring.

Raises Can be used to enhance the following aspects of a power, though not all aspects will always be applicable.
Damage
Targets
Precision
Subtlety

Each elemental adept has control over at least one element, each element has a base manifestation that is automatically available to its users.

Earth
Create object
TN = Crafting TN of the object to be created. The object can exist indefinitely, but counts against the caster's allotment of uses per day (and potentially void) for as long as it does.
Scale: Handheld object, Person sized object, Size progression as per DnD

Fire
Damage: 1k1+Fire Caster rolls to hit using Fire/Reflexes keep Reflexes. TN 10
Area of Effect
By calling 3 raises, the caster may make an area attack that effects an area (fire) meters in radius. Targets in the area may roll reflexes vs TN 15 to avoid the damage.
The area can be increased: 1 raise for every (fire) meters of radius.
The Reflex TN can be increased: 1 raise for every +5 to the TN

Water
Summon
This power summons a water elemental with attributes equal to 1/2 the caster's water ring.

The elemental may be equipped with a facsimile of any piece of equipment carried by the summoner for 1 raise per piece of equipment.

Every 2 ranks of any skill that the elemental will possess costs 1 raise.

More powerful elementals have higher summoning TNs
Attributes = 1/2 water ring = TN 15
Attributes = water ring = TN 20
Attributes = 1.5* water ring = TN 25
Attributes = 2* water ring = TN 35

Elementals last a number of minutes equal to their void.

Air
Telekinesis
This power allows its cater to use skills at range. These can include skills such as Jujitsu or even weapons skills.
To use a skill at range,  the caster must have the skill, and must call a number of raises equal to the ranks of he skill that will be available. If successful the caster can then roll Skill/ Wind keep Wind to use the skill at range up to (wind) times within (wind) minutes.

Friday, July 24, 2015

New Advantages

Code of The West
2pts
Honor is about standing up for what's right, at least so say those who follow The Code of The West. The Code of The West allows characters to avoid honor loss for handling firearms and and also allows characters to gain honor for doing what's right, such as upholding justice or defending the weak, even when such behavior conflicts with Rokugani cultural norms. Following The Code of The Code of the West makes one's honor apparent to Cowboys in the same way that following Bushido makes one's honor apparent to Rokugani. The underlying principles of both codes are the same, but interpretation and priority may differ.

Advantages
Sharpshooter 4pts
+2k1 to firearm damage.

Gypsy Magic (Granted) 6pts
Add your related ring to your mysticism rolls. For every two raises you successfully make on a mysticism roll, you gain an additional free raise.

Friday, June 12, 2015

Ranger school (work in progress)

Ranger

Rank 1
Reflexes to rolled damage dice with pistols and to damage total. Quickdraw to initiative. No penalties for holding a pistol in your off hand.


Rank 2
True Grit
Subtract Stamina+school rank from wounds. Air ring to all attack rolls. Spend 1 void to make a contested initiative roll against an opponent on their turn, adding twice your quickdraw skill. If successful you may make an attack against them before they can act.


Rank 3
Additional Pistol attack per round in addition to any other actions. Add your reflexes to all weapon damage rolls and twice your reflexes to pistol damage. Add 2x Air ring to TN to be hit.

more ranks
Skills
pistols, athletics, quick draw, defense, investigate, stealth, courtier, etiquette, knives any bushi skill any skill



Sniper

Requirements:
Rings/traits: Air 4, Water 4
Skills: Rifles 5, Stealth 5, Lore: Hunting 4, Investigation 4
Advantages: Sharpshooter

Rank 1
Add twice perception to damage rolls, free raise when using a rifle. You may make a rifles (perception) roll to determine a target’s TN to be hit.

Rank 2
Free raise for each round spent studying a target up to perception + void. Perception + school rank to stealth.

rank 3
Spend void to reroll an attack roll with a ranged weapon, gaining a number of free raises equal to school rank.

Wednesday, September 17, 2014

Firearms


Firearms
A character may reload a firearm as a complex action; for guns that hold more than one round, this inserts 1/2 the character's skill in rounds, or 1 round, whichever is greater.

Pistols
Pistols include short 1 handed guns from flintlocks to revolvers. You do not suffer off-hand penalties related to any pistol in which you have an emphasis.
Mastery abilities
Rank 5: Reloading a pistol takes only a simple action
Rank 7: You gain 2 free raises toward making an extra attack with a pistol

Rifles
Rifles include all long-arms other than shotguns and scatter-guns.
Mastery abilities
Rank 5: Focusing generates an additional free raise
Rank 7: Focusing generates another additional free raise

Shotguns
Shotguns include all shot and scatter-guns from blunderbusses to hunting shotguns
Mastery ablilities
Rank 5: Gain a free raise to knockdown
Rank 7: Roll an additional 1k0 damage