Difference between revisions of "Houserrules"

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Revision as of 03:34, 9 June 2019



(skirmish): Assess the battlefield/landscape and opposition for advantages and weaknesses, respectively, to gain combat advantage(s).Before the encounter begins, The leader of the the group rolls Battle (Skirmish)/Perception against TN 20 to gain a Free Raise to an attack, defense, skill roll or on a casting roll for your own use or the use of an ally of your choosing during the ensuing combat. The one rolling Battle can only gain one raise in this method.

The character who made the successful Battle roll is the only one that can hold/store the Free Raise(s), and once a Free Raise is passed to an ally it must be used immediately or it is lost. Giving a free raise to an ally is a Reflexive Action and requires no roll or action, and is used when an ally is making the roll.

Rank 3: a character may now store store 2 Free raises

Rank 7: The limits on the amount of stored raises is now your Void.


Rank 5: The character gains a +1k0 bonus to all Contested Rolls using Iaijutsu There is no restriction on using weapons other than a katana in a duel unless specifically stated during the challenge. Be prepared for honor losses. A duel to the death will always be with a katana.

Heavy Weapons

Rank 3 opponents with a reduction rating have their rating reduced by your Water Ring when attacked with a heavy weapon.

Pole-arms Rant 3 The total of all damage rolls made with a pole-arm is increased by +1k0.

Rank 5 A character wielding a pole-arm adds his Pole-arms Skill Rank to his Armor TN during Skirmishes.

Rank 7: All polearms may be readied as a Free Action instead of a Simple Action.


Rank 3 Opponents with a Reduction Rating have their rating reduced by your Water Ring when you attack with a spear.

Rank 5 : A character wielding a spear adds +5 to his Initiative Score during Skirmishes.

Rank 7 You gain a +1k1 on damage when facing a large or mounted opponent


Rank 3: Off-hand penalties do not apply when using a knife (This, of course, means only for the knife itself.)

Rank 5: Use of any knife confers a Free Raise towards use of the Extra Attack Maneuver.

Rank 7: The total of all damage rolls made with a knife is increased by 0k1.


Athletics(Swimming)/Str roll TN 10 for smooth water. 15 for moving water, up to 25 for stormy sea/raging river.

The TN increases by +3 for each attempt after the first. Each PC has up to their Stamina in chances to fail rolls. If a PC fails a number of times = to their Stamina they are drowning. A drowning PC is considered helpless and takes 2k2 wounds per round.

Saving a drowning PC: Another PC can attempt to save someone failing their rolls, but that PC will have to make a TN20 swim check and a TN20 Str check to haul them back out. Failing this roll is treated as failing a swimming roll.


A duel still consists of 3 rounds as usual: Assessment, Focus, and Strike. Below are the standard rules with the edits included.


Roll: Iaijutsu(Assessment) K Awareness TN: (Opponent’s Insight Rank) x5 Success: Learn 1 stat of the opponent from the list below. Winning by 10+ gives a +1k0 to your focus roll. Raises: Each raise confers knowledge 1 additional stat per raise.Stat choices to learn from opponent: Iaijutsu Skill Rank Iaijutsu Emphasis (all possessed are revealed for 1 ‘choice’ ) Reflexes Agility Void


Roll: Iaijutsu(Focus) K (Stage one selection) plus Center Stance bonus of 1k1+Void TN: Contested Roll. A contested roll where each participant uses a Trait chosen by his opponent from the Assessment Stage (Ref, Agi, or Void) Every 5 by which you exceed the opponents roll you gain a free raise to the Strike Attack roll.


Roll: Iaijutsu(Strike) K (Striker’s Choice of Stage 1 Traits/Void) TN: Target’s normal TN The Striker choses a trait/void from the Assessment Stage to Strike with for the base trait used. (Ref, Agi, or Void) Center Stance bonus (1k1+Void) can be used to either Strike or Damage roll for the Strike.

Simple Version

Opponent gets choose your Focus Trait (Ref, Agi or Void)' You get to choose your Strike Trait'(Ref, Agi, or Void)

Magic Duels


Roll: Rank/Void, as if casting a Void spell. TN: Opponents Rank x5 Success: Reveals 1 of the opponents Rings. Each raise learns an additional Ring.


Roll: There are 4 rolls, 1 for each non-Void ring. Each is rolled like a casting roll, Rank/Ring. Affinities and Deficiencies apply to this. The roll from each are tallied and a total score is found. This total score is used as if it were the Focus roll in a standard duel, raises awarded for each 5 over as normal.


Roll: Rank/Ring, ring chosen by the caster. TN is the target’s normal TN A hit deals Ring/Ring damage as most normal elemental spells.


Craftsmanship and artistic pursuits are considered an honorable path for samurai in most clans. All governors and daimyo have need of supplies for their vassals, and to provide such materials is a respectable duty for most. In the more refined circles of the courts, the production of artwork is considered an essential aspect of maintaining the Empire’s civilization. Mechanically speaking the rules for crafting vary slightly depending upon the material being produced. The products of crafting endeavors fall into five broad categories.

NOTE: Crafting/Artisan skills are limited to 2 Called Raises until a Project is created for a place to work crafts/arts. This does not include Free Raises (from schools or otherwise), only Called Raises.

  • Armor - Using Craft:Armorsmithing to produce Ashigaru Armor, Light Armor, Heavy Armor, Riding Armor, or any other less common version of armor used by the military forces off Rokugan.
  • Artwork - Creating artwork requires use of one of the artisan skills to produce a physical product, such as a painting or sculpture.
  • Engineering - Using the engineering skill to design structures or large scale devices such as siege engines.
  • Equipment - Using a variety of craft skills to produce any material not covered by one of the other entries on this list.
  • Weapons - Considered the most sacred crafting pursuit, this is the use of Craft:Weaponsmithing to make weapons for the samurai caste of Rokugan. Craft:Boyer is used to make bows and arrows.

Crafting Extraordinary Weapons (Crafting Raises)

  • Increased Production: Create more than 1 of the item at a time. The time to create is not increased. (stackable up to crafter's relevant trait). TN is increased 50% the original TN to craft per additional item. These rules are in addition to the base rules for addon's
  • Faster Crafting: Reduce base craft time by 25% (this is cumulative with Cheaper Crafting). 2 raises.
  • Cheaper crafting: Reduces the price of raw materials by 25%, reducing the crafting time. (this is cumulative with Faster Crafting). 2 Raises.
  • Improved deflection: Increase Armour TN bonus by 1. 2 Raises.
  • Improved reduction: Increases Reduction by 1. 2 Raises.
  • Rotund: This very obvious enhancement increases the Armour TN by 3 and the Reduction by 1. 5 Raises.
  • Improved mobility (Light armour only) - Reduce penalties to Stealth and Athletics by 2. 2 Raises.
  • Fleet (Heavy and Riding armour only): The normal penalties to all Agility and Reflexes rolls are reduced by 3. 3 Raises.
  • Decorative - Grants +1.0 point of temporary Glory to wielder when being identified. 1 Raise.
  • Piercing - Ignore 2 points of reduction. 1 Raise.
  • Unobtrusive: The item does not appear like itself at all. Requires an Investigation(Notice)/Perception roll at TN +5/additional Raise. 1 Raise base with no effect, +1 raise/+5 TN. (So in essence 2 raises minimum)
  • Warded: +3 to the TNs of all hostile spells cast on the wearer of the armour. 3 Raises.
  • Ready: The item can be readied as a Free action if it is Small or Medium size. If the character could already draw it as a Free action, they gain a +3 bonus to Initiative instead. 3 Raises.
  • Wind-borne: An item that could not be thrown normally becomes a thrown weapon with a range of 20’, or a thrown weapon gains +20’ of range. Bows Improve effective range by 50’ (30’for hankyu). 2 Raises.
  • Spirit: Grants a bonus to damage rolls equal to half the character's honour rank. 4 Raises.
  • Loyal: The item has a strong tie to one person or bloodline specified during the item's creation. Divinations or Investigation checks made by the intended owner to locate the item receive a bonus of +1k1. Anyone who is not the character or one of his direct descendants receives a penalty of -1k1 when using the item. 3 Raises.
  • Improved damage rating: +1k0 to damage. 4 Raises
  • Attuned: The weapon is attuned a spirit realm and is able to injure even invulnerable spirits from that realm. Crafter must have at least 3 ranks in a relevant Lore skill. 5 Raises.
  • Excellent: Grants a Free Raise towards a specific manoeuvre, which cannot reduce the cost of any manoeuvre to less than 1 Raise. 6 Raises.
  • Swift: The wielder gains +5 to his Initiative score while using this weapon. 4 Raises.
  • Value of a Katana

While a katana is socially considered to be priceless, for the purpose of the Crafting rules a katana has a value of 25 koku.

Crafting Sacred Weapons

A smith of a clan that possesses a Sacred Weapon (as per the Advantages in the L5R 4th Edition Core Rulebook, page 152-153) may attempt to make one using a Craft: Weaponsmithing roll.

The smith must create the appropriate Excellent Quality weapon TN then with 7 Raises to give the “Sacred” Quality to the weapon. (6 Raises for a Kaiu smith because of free raise).

A samurai may only attempt to create a Sacred Weapon of his own clan. A Crane can only attempt to make Kakita Blades, a Crab may only attempt to make Kaiu Blades, and so forth.

Time Units

Time Units are considered based on 1 week.

Time Units required based on Material:

  • Zeni Price divided by 10 in units (minimum 1 week)
  • Bu Price divided by 5 in units (minimum 1 week)
  • Koku Price divided by 3 in units (minimum 1 week)

Crafting TN

The TN of any craft is 10+(5 x the number of weeks required to craft the item).

For example: Crafting a standard Tea Set. It costs 1 koku. The koku cost divides the cost by 3 for the number of Time Units required, in this case 1/3 of a Time unit. For all crafting it is weeks per Time Unit. So crafting a normal Tea Set would take 1/3 of a week. This is rounded up, so on ToR it would take 1 week. The TN to craft would be 15, 10+(5x 1 week).

Standard crafting example: Crafting a No-Dachi. It costs 30 koku. The Koku cost divides the item cost by 3 for the number of Time Units required, in this case 10 Time Units. For all crafting it is weeks per Time Unit. So crafting a no-dachi would take 10 weeks. With each day in real life accounting for 2 days in game time, it requires 5 weeks to craft. The TN to craft would be 35, 10+(5x 5 weeks).

Naval Combat

Ship Stats:

  • Speed

Rated 1-5. The raw speed of the ship in “Naval Units”. This is a generic term for distance so we are not constantly measuring distance.

  • Maneuverability

Rated 1-5. This is the ability of the ship to make turns and maneuver in combat.

  • Hull Str

Rated 1-5. The base for wounds of the ship.

  • Ship Wounds

Hull x5 : Damaged (-1 to speed and maneuverability) Hull x10 : Heavily Damaged (-3 to speed and maneuverability) Hull x15 : Destroyed.

  • Hull Resistance

Equal to Hull Str x5. This is the resistance to damage for the Hull of the ship.

  • Sail Str

Rated 1-5. The base for wounds of the sails of the ship.

  • Sail Wounds

Sail x5 Damaged (-1 to speed and maneuverability) Sail x10 Destroyed (Speed and Maneuverability reduced to 0)

Sails have no resistance.

Naval Terms

Long Turns

Naval Combat is done in “Long Turns”. This is like the Mass Combat turns, where it is not a set time, but reflects the current story pace. There will be events akin to Heroic Opportunities during this time. PCs will typically have 3 combat rounds worth of actions.

Naval Distance

Using the term “Naval Units” as an abstract term. For the purposes of ranged attacks and ranged spells: Naval Unit 0 is on top of each other and range is determined as normal combat. Naval Unit of 1 is considered “long rang” and should be considered at least 200ft. Naval Unit of 2 or more is out of range

Naval Pursuit

Naval pursuit is based on the Speed and Maneuverability of the ship and the skill of the helmsman. Pursuit is a contested roll between Helmsmen.

The contested roll is: the Helmsman’s Sailing Roll (Sailing/Intelligence) modified by the ship’s stats: The Speed of the ship is added to kept dice on the contested roll. The Maneuverability of the ship is added to rolled dice on the contested roll.

The ship that rolls higher either closes the distance (pursuer wins) or pulls away (runner wins) a distance equal to the difference in the ships Speed.

Raises can be called on this roll. Every 2 raises called increases the effective Speed of the Ship by 1 for distance determination.

The Maximum distance for continued pursuit is 10 Naval Units. Farther than this it becomes impossible to continue to chase, they get away.

Cooperative Rolling Any other PC can roll Sailing/Int with a TN of the opposing ship’s helmsman’s roll. Success adds +2 to your helmsman’s roll.

Step Summary

Running Ship’s Helmsman Rolls (Sailing+Maneuverability, keeping Int+Speed) Any assisting Sail Rolls are made (TN equal to the roll of the runner) Chasing Ship’s Helmsman Rolls (Sailing+Maneuverability, keeping Int+Speed, +2 per assisting sail roll made)

Ship Initiative

A ship’s initiative is 1k1+Speed+Maneuverability.


Ramming requires a contested Sailing between the helmsmen. If the action is successful, the action deals the ships Speed in rolled and kept dice. Every 5 by which the rammer won the roll increases the damage by +1k0. The ramming ship takes half of this damage as well. If the collision is head-on, the damage is the speed of the ships combined. This damage, to both the ramming ship and target, ignores the ship’s resistance.


To board another ship the Naval Unit distance must be reduced to 0.

Onboard Targets

The TN for a target on the ship is their normal TN plus range modifier. At Naval Unit 0 there is no modifier At Naval Unit the TN of the target is increased by +10 At Naval Unit 2 or more is out of range

Shooting Sails

The TN for a ship’s sails is the Ship’s Maneuverability x5, modified by range: Naval Unit 0 has no modifier Naval Unit 1 increases the TN of the shot by +10 Naval Unit 2 or more is out of range

Here is the base stats for a ship in Naval Combat, based on the 5 build types in Rokugan. There are other types of ships, this list is far from comprehensive. These are the 5 main base builds for ships. The stats are changeable, as the ship is customized. For the most part however, the ships are built to specification. They are not often modified in the empire, they serve the purpose they were built for as far as the samurai are concerned.

Ship Stats

Name Speed Maneuverability Hull Strength Ship Wounds Hull Resistance Sail Strength Sail Wounds Notes Lumber Cost Fabric Cost Iron Cost Total Cost Build Time
Eku (Canoe) 1 5 1 5/10/15 5 N/a N/a 1 builds 2 1 0.5
Dugout 2 4 1 5/10/15 5 1 5/10 Small Single-person Sailing Ship 1 1 2 1
Kobune 3 3 3 15/30/45 15 3 15/30 The Standard Rokugani Ship 3 2 5 2.5
Yakatabune 2 3 2 10/20/30 10 2 10/20 Pleasurecraft 2 1 3 1.5
Sengokukobune 2 1 3 15/30/45 15 4 20/40 Trade/Cargo Ship 4 2 6 3
Koutetsukan 3 2 5 25/50/75 25 5 25/50 Iron Turtle Warship 4 3 1 8 4