Technique Types Available
Kata, Rituals, Shūji, Ninjutsu
Skulk
Ninjutsu
Activation:: When you perform an Initiative or Attack check using Air, you may spend as follows:
: If you are in Obscuring terrain, a crowd, or otherwise concealed from sight, one character with vigilance lower than or equal to your ranks in Skulduggery loses sight of you.
Deadly Sting
Ninjutsu
Activation: As an Attack action, you may use one dose of a poison and make a TN 3 Martial Arts (Air) check using a readied Concealable weapon targeting one character within the weapon’s range.
Effects: If you succeed, apply the chosen poison to your weapon (see page 244). Then, the target suffers physical damage equal to the deadliness of your weapon plus your bonus successes.
New Opportunities:
Air : Move 1 range band.
Air +: If you succeed, the target suffers a critical strike with severity 2, plus 1 per spent this way.
Sensational Distraction
Shūji
Activation: When making a Social skill (Fire) check targeting one or more characters, you may spend in the following way:
Fire +: When interacting with other characters, the target treats their vigilance as 1 lower per spent this way; when interacting with you, the target treats their vigilance as 1 higher per spent this way. This effect persists until the end of the scene.
Courtier’s Resolve
Shūji
Activation: Once per scene as a Support action, you may spend 1 Void point to recover from strife.
Effects: Remove strife equal to your glory rank.
Cadence
Shūji
In courtly situations, it can be advantageous for courtiers of the same clan to be able to communicate wordlessly.
Activation: When you make a Social skill (Air) check, you may spend in the following ways:
Air : Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who possesses this technique.
Air : Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who does not possess this technique.
Lord Bayushi's Whisper
Shūji
The Kami Bayushi, self-appointed villain of the Emperor Hantei and master of duplicity, founded the Scorpion Clan with a simple purpose: to dishonor themselves so that others could live honorably. Bayushi maintained vast networks of spies and informants, and he was extremely skilled at turning assets others used to try to spy on him. The Scorpion Clan has carried on this tradition with an efficiency that would surely make Bayushi proud. Hardly a town exists in the Empire without an agent of the Scorpion.
Activation: Once per game session, during a narrative scene or as a downtime activity, you may make a TN 2 Skulduggery (Void) check to uncover an informant who can give you information about a subject.
Void : If you succeed, choose one skill. The informant has a number of ranks in that skill equal to your school rank and can perform checks with that skill to assist you until the end of the scene.
Noxious Cloud
Shūji
Volatile concoctions are an important weapon in many shinobi’s arsenals, allowing them to create choking smoke into which they can escape or even poison unprepared foes to weaken them for a killing blow.
Activation: As an Attack action, you may use two doses of any single poison and make a TN 2 Medicine (Air) check targeting each other character at range 0–2.
Effects: If you succeed, each target suffers 3 physical damage, ignoring their resistance. This damage counts as being inflicted by a weapon envenomed with the poison you chose (see page 244).
Air : Move 1 range band.
Air +: Until the end of the scene, the area at range 0–2 becomes Obscuring and Dangerous terrain.
Air +: If you succeed, one target per spent this way suffers a critical strike with severity 2.
Bravado
Shūji
Glory is half reputation and half poise. The courtier displays a confident mien, speaking more informally than propriety should allow. Their words and posture carry a tinge of arrogance, making them harder to ignore.
Activation: As a Scheme action, you may make a Games (Fire) or Performance (Fire) check targeting any number of characters in the scene. The TN of this check is equal to the highest vigilance among your targets.
Effects: If you succeed, each target behaves as though your glory is 10 higher or lower than its actual value, plus or minus an additional 10 for each bonus success (to a maximum glory value of 100 or a minimum glory value of 0). If you do anything that could call your glory into question, any character may resist with a TN 4 Sentiment check (Air 5, Water 2) to determine your actual glory attribute. This effect persists until the end of the scene.
Fire : Choose a character in the scene. Learn if their glory is higher or lower than yours (the actual value).
Dazzling Performance
Shūji
Performing a great feat can win a character renown, but performing a great feat and then telling the story of it draws far greater accolades. A courtier building a reputation in the competitive courts of Rokugan must master not just excellence, but also capture the imagination.
Activation: When making an Artisan skill (Fire), Games (Fire), or Performance (Fire) check, you may spend in the following way:
Fire : The next time you receive a glory award this scene, increase the amount you receive by 1. If there is a character of higher status in the scene, increase it by 1 per spent this way instead.
Veiled Menace Style
Kata
Activation: When you make a Martial Arts [Melee] or Martial Arts [Unarmed] Attack action check using a
weapon in a one-handed grip, you may spend + in the following way:
+: If you succeed, choose one unaware or Disoriented target of your action. That target suffers a critical strike with severity equal to your weapon’s deadliness plus 1 per spent this way beyond the first.
Thunderclap Strike
Kata
Sweeping their weapon in a wide arc, the bushi lashes out at their foes, driving them back to make an opening for their next move.
Activation: As an Attack action using a readied weapon, you may make a TN 3 Martial Arts [Melee or Unarmed] (Air) check using the appropriate skill for that weapon targeting each character within the weapon’s range.
Effects: If you succeed, each target suffers damage equal to your weapon’s base damage and must resist with a TN 3 Fitness check (Earth 4, Fire 1) or move 2 range bands directly away from you.
Fire +: Increase the TN of checks to resist the effect by 1 per spent this way.