Actions

Difference between revisions of "Cheatsheet"

From Tales of Rokugan

(Overview Dice Rolls)
(Full Attack)
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Revision as of 02:46, 11 June 2019

Void point Useage

  • Gain a bonus of +1k1 to one Skill, Trait, Ring, or Spell Casting Roll
  • To increase a Skill from 0 to 1 for the Round.
  • Reduce Wounds suffered by 10.
  • Increase Armor TN by 10 for one Round.
  • Switch Initiative with one willing target for the rest of the skirmish.
  • Increase his Initiative Score by 10 for the rest of the skirmish.
  • Increase the Damage of a Katana by +1k1

Stances

Full Attack

Cannot take any Simple or Complex action other than to attack, and can only move towards his enemies. Cannot be used to deliver ranged attacks. Attacks gain a +2k1 bonus that round but Armor TN is reduced by 10. Move actions increase the traveled distance by extra 5 feet. Cannot be used while mounted.

Attack

Standard stance. No bonus and no penalties.

Center

No action is taken this round. On the next round, the samurai gains a +1k1 plus his Void Ring bonus to one roll. The samurai also adds 10 to his Initiative for that round only.

Defense

Add the Air Ring plus Defense Skill rank to Armor TN while in this stance. Cannot attack directly but can cast spells (even attack spells).

Full Defense

Roll Defense / Reflexes and add half to Armor TN. Counts as a Complex action for the round.

Maneuvers

Called Shot

Requires Raises to strike specific body parts (1 for a limb, 2 for a hand/foot. 3 for the head, 4 for small part (eye, ear, etc.)).

Disarm

Inflicts 2k1 damage and forces a Contested Strength Roll. If the target loses, he drops the weapon. This requires 3 Raises. Extra Attack By making 5 Raises on an attack roll, the character may immediately make a second attack roll after the first attack resolves.

Feint

Requires 2 Raises on an attack roll. If successful, half the amount by which the attack exceeded the target's Armor TN is added to the damage roll (max of attacker's Insight Rank x5).

Guard

A Simple Action that cannot be taken in the Full Attack Stance. When using Guard, choose one person within 5' of you. and their Armor TN is increased by 10. Your Armor TN is decreased by 5 while using Guard. Increased Damage For every Raise made on an attack roll, you gain a bonus of + 1K0 to the damage roll for that attack.

Knockdown

Requires 2 or 4 Raises (for 2 or 4 legged opponents) on an attack roll. If successful, the attack deals normal damage and the target is rendered Prone (see Conditions).

Dice Conversion

Additional rolled dice become kept dice at a ratio of one kept die per two additional rolled dice. If both rolled and kept dice already equal ten, then each additional die of both types converts to a bonus of +2 to the total of the roll.

Conditional Modifiers

Blinded

A character who has been struck blind or who suffers from the Blind Disadvantage suffers a penalty of -3k3 to all ranged attack rolls and -1k1 to melee attack rolls. A blind character's base Armor TN is equal to his Reflexes Trait plus 5 (armor adds bonuses as normal). The character's Water Ring is considered two ranks lower for the purpose of determining how far he can move as part of a Move Action. Any attempt at a Simple Move Action requires an Athletics/Agility roll (TN 20) or the character is knocked Prone.

Dazed

A character who has been dazed suffers a penalty of -3k0 to all actions. Dazed characters can only use the Defense and Full Defense Stances and cannot perform an laijutsu duel. The character may recover from this Status Effect by making a successful Earth Ring Roll versus a TN of 20 during the Reaction Stage. The target may attempt this roll once each Round, and the TN decreases by 5 each time he fails the roll.

Entangled

A character who has become entangled can take no Actions other than attempting to break free. This is a Strength roll against a TN determined by the GM based on the nature of the entanglement; it is a Contested Roll if someone else is actively trying to keep the character entangled. Opponents may initiate a grapple with an entangled character without an attack roll.

Fasting

A character who goes without food and water for 24 hours loses the ability to regain Void Points from rest. although they can still be regained from meditation. After two days of fasting, a character suffers a +5 TN penalty to all his Skill rolls, physical Trait rolls, and Spell Casting Rolls until he gets food and drink. This increases by +5 for each additional day of fasting. After a number of days of fasting equal to his Stamina, he begins losing 2k 1 Wounds per day until he gets food and drink or dies.

Fatigued

A character who goes without rest for 24 hours suffers a +5 TN penalty to all his Skill rolls, physical Trait rolls, and Spell Casting Rolls until he rests. This penalty increases by an additional +5 for every day that passes without rest. After a number of days equal to the character's Stamina Trait, he must begin making Willpower Trait Rolls at TN 20 every two hours to avoid falling asleep. A fatigued character may not take the Full Attack Stance.

Grappled

A character who is participating in a grapple is considered grappled. Characters who are grappled are much easier to hit with attacks, and have their Armor TN reduced to 5 plus any bonuses from armor they are wearing.

Mounted/Higher

A character sitting atop a horse or other mount, or who is on higher ground (at least a four foot height advantage), gains a bonus of +1k0 on attack rolls against un-mounted/lower characters. A mounted character may not use the Full Attack Stance.

Prone

A prone character is lying flat on his back, side, or stomach, and cannot move, attack, or defend himself to full effect. A prone character immediately suffers a -10 penalty to his Armor TN against melee attacks. This penalty lasts until he stands up. He cannot use Move Actions, and may only adopt the Defense or Attack Stances. He cannot attack with large weapons, and suffers a -2k0 penalty to attacks with medium and small weapons. It requires a Simple Action to stand up from the prone position.

Stunned

A character who is stunned may take no actions. Such a character has an Armor TN equal to 5 plus any bonuses from armor worn. The character may recover from this Status Effect by making a successful Earth Ring Roll at TN 20 during the Reaction Stage. If he fails this roll, the status ends at the end of the next Combat Round.

Grappling

A samurai initiates grapple with a Jiujutsu / Agility roll versus Armor TN. If successful, target is grappled until his turn, when he can attempt to control the grapple. Gaining control is a contested Jiujutsu / Strength roll. Winner has control until the other’s turn. Controller can:

  • Hit: Deal unarmed (Strength k1) damage as a Complex action.
  • Throw: Target is thrown and becomes prone within 5 feet. Target is no longer in the grapple. Complex action.
  • Break: Ends the grapple as a Simple action.
  • Pass: As a Free Action, the character may do nothing, choosing to

maintain the grapple and retain control.

Spell Casting

Roll School Rank / spell’s element Ring against a TN of 5 plus (5x spell’s mastery level). Max spells of certain element per day is equal to the Shugenja’s Ring in question. If roll fails, spell slot is wasted. Casting time takes as many Complex actions as the spell’s mastery level. Spell is cast on the final round of spell casting.

Terrain

  • Basic: City streets, plains, sparse forest, etc. No change.
  • Moderate: Tall grass, foot hills, beaches, etc. Water is one lower for Movement (min. 1).
  • Difficult: Mountains, dense forest, hip deep water, etc. Water is two lower for Movement (min. 1). This may also increase the difficulty of the roll by 5 or 10.

Move Actions

  • Free action: Water x5 in feet
  • Simple: Water x10 in feet

Fear

Fear effects have ranks, from 1 to 10. To resist, roll Willpower against a TN of 5 + (5x the Fear rank). Samurai can add their Honor rank to the roll. If the roll fails, the samurai suffers penalty equal to the Fear rank in dice to all rolls. If the roll fails by 15 or more, the samurai either flees or cowers helplessly.

Overview Dice Rolls

  • Ring: Ring k Ring
  • Trait: Trait k Trait
  • Resist Fear: Willpower Roll + Honor Rank TN 5 + (Fear Rank x5); Failure: Rolls -(Fear Rank) k 0; fail by >=15 is cowered
  • Co-op: Leader Skill Roll + sum of helper Skill Ranks Or Skill Roll + Leader Skill Rank
  • Cumulative: Multiple Skill Rolls to TN, minimum TN for failure
  • Skill: (Trait + Skill) k (Trait)
  • Unskilled: Trait k Trait, no raises allowed or explodes
  • Casting: (Ring + Rank) k (Ring) TN (Mastery x5+5)
  • Importune: Spell craft (Importune) TN 15 +5xMastery level
  • Research: Spell craft (Research) TN 10 +10x Mastery level
  • Interrupted: Willpower Roll TN 10, 5 + Wounds
  • Disrupted: Willpower Roll TN 15 or 20 + 5xMastery
  • Discerning Honor: Lore: Bushido / Awareness TN 30
  • Recognize: Lore: Heraldry / Intelligence TN 50 – Target’s Glory
  • Melee Attack: (Agility + Skill) k (Agility)
  • Ranged Attack: (Reflexes + Skill) k (Reflexes), -1K0 per 50’ beyond max range, -10 if used in Melee
  • Melee Damage: (Strength) + (Weapon DR) k (Weapon DR)
  • Ranged Damage: Compare Strength of character against Weapon Strength if equal or higher than use (Weapon Strength) + (Arrow DR) k (Arrow DR) otherwise (Character Strength) + (Arrow DR) k (Arrow DR)
  • Unarmed Damage: (Strength) k (1)

Discerning Honor

A samurai can find out the Honor rank of another by making a Lore: Bushido / Awareness (TN 30).

Strength of Honor

Characters are allowed to add their Honor rank to the result of all rolls to resist the uses of the Intimidation Skill and the Temptation Skill, and to resist Fear of any kind.

Gift-giving

As a guest it is common to bring a present other occasions for gift-giving might be: wedding, gempukku, promotion, to remember past times or just because the object reminds you of someone.

Examples for appropriate gifts

  • a local specialty from your hometown (tea, Sake, sweets and similar long-lived goods)
  • a decorative item made by a known craftsman or artist or self-made (origami, hairpins, calligraphy, etc.)
  • a legendary object (ancestral weapon, or similar)
  • an object of personal value (the training-weapon from the time before the gempukku, the fan used at the first court)
  • a religious or philosophical object (a talisman bought at a famous temple, blessed incense stick, a collection or selected works regarding the Tao of Shinsei)
  • an object which adds to the collection of the presented

It is common to decline a present twice and offer a present trice to accept it at the third offer.

Other Etiquette Rules

Samurai also do not touch in public unless required to by circumstances (e.g. catching someone who is falling, helping up a comrade on the battlefield, treating an injury, and so forth). To touch someone without absolute need, and especially to touch someone in a formal public setting like court, is a serious breach of etiquette.

Being a Guest

If you were invited or want to visit someone it is common to announce oneself if one finds a servant or guard.

Should the host not wish to see you, the servant will tell you that the host is not at home until the next day and will offer you some tea. It would be impolite to insist on seeing the host immediately.

When entering the house, it is common to leave the weapons in a special room or at a weapon stand or, if it is allowed to carry your weapon with you, you'd place the weapon on the side where you weapon hand is as a sign of trust. The hilt would be placed showing away from the host, otherwise you would imply that you host doesn't know how to handle weapons.

Depending on how long the visit may take, tea will be served. Sake is only served at the evening.