honor glory status · 2020. 3. 6. · craft or repair . a work of art. approaches refine restore...

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Aesthetics Composition Design Smithing Fitness Martial Arts [Melee] Martial Arts [Ranged] Martial Arts [Unarmed] Meditation Tactics Culture Government Medicine Sentiment Theology Command Courtesy Games Performance Commerce Labor Seafaring Skulduggery Survival Overcome an Opponent Know or Learn a Fact Influence a Person Advantages and Disadvantages Acquire or Use Resources Symbol Key Skills Identity Relationships Social Standing Craft or Repair a Work of Art Refine Restore Invent Adapt Attune Feint Withstand Overwhelm Shift Sacrifice Analyze Recall Theorize Survey Sense Trick Reason Incite Charm Enlighten Con Produce Innovate Exchange Subsist Success Explosive Success Opportunity Strife Honor Glory Status Character Name Player Name Region Upbringing School School Rank Roles Total Saved Spent Titles Past Ninjō PERMISSION GRANTED TO PRINT FOR PERSONAL USE ONLY. © FFG.

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  • ARTISAN SKILLS RANKSAesthetics

    Composition

    Design

    Smithing

    MARTIAL SKILLS RANKSFitness

    Martial Arts [Melee]

    Martial Arts [Ranged]

    Martial Arts [Unarmed]

    Meditation

    Tactics

    SCHOLAR SKILLS RANKSCulture

    Government

    Medicine

    Sentiment

    Theology

    SOCIAL SKILLS RANKSCommand

    Courtesy

    Games

    Performance

    TRADE SKILLS RANKSCommerce

    Labor

    Seafaring

    Skulduggery

    Survival

    DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.

    ADVERSITIES: Reroll two dice containing or symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.

    PASSIONS: After performing a check related to your passion, remove 3 strife.

    ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).

    PERSONALITY, HABITS, BONDS, AND QUIRKS

    OTHER CHARACTER’S NAME STANDING NOTES

    Ove

    rcom

    e

    an O

    pp

    onen

    tK

    now

    or

    Le

    arn

    a Fa

    ctIn

    fluen

    ce

    a Pe

    rson

    Advantages and D

    isadvantages

    Acq

    uire

    or

    U

    se R

    esou

    rces

    Sym

    bol K

    eySk

    ills

    Iden

    tity

    Relationships

    Social Standing

    Cra

    ft o

    r R

    epai

    r a

    Wor

    k of

    Art

    APPROACHES

    Refine Restore Invent Adapt Attune

    APPROACHES

    Feint Withstand Overwhelm Shift Sacrifice

    APPROACHES

    Analyze Recall Theorize Survey Sense

    APPROACHES

    Trick Reason Incite Charm Enlighten

    APPROACHES

    Con Produce Innovate Exchange Subsist

    Success

    Explosive Success

    Opportunity

    Strife

    EXPERIENCE

    PATH OF WAVES NARRATIVE MODE

    Honor Glory Status

    Character Name

    Player Name

    Region Upbringing

    School School Rank

    Roles

    Total SavedSpent

    Titles

    Past

    Ninjō

    PERMISSION GRANTED TO PRINT FOR PERSONAL USE ONLY. © FFG.

  • Conditions

    Advantages

    &D

    isadvantagesSchool A

    bilitiesC

    omba

    t Ski

    llsR

    efer

    ence

    sA

    rmam

    ent

    Tech

    niqu

    es (N

    ew A

    ctio

    ns)

    Tech

    niqu

    es (N

    ew

    )C

    lothesG

    ear N

    otesPATH OF WAVES CONFLICT MODE

    SKILL NAME RANKS

    TECHNIQUE TYPES AVAILABLE KATA KIHŌ INVOCATIONS RITUALS SHŪJI

    MAHŌ NINJUTSU

    KOKU BU ZENI

    1 Koku = 5 Bu = 50 Zeni / 1 Bu = 10 Zeni

    EARTH STANCE:Others cannot spend

    to inflict critical strikes or conditions on you.

    AIR STANCE: +1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).

    WATER STANCE:Perform a second action

    on your turn that does not require a check or share a type with your

    first action.

    FIRE STANCE:If you succeed, +1 bonus success per symbol.

    STANCES CAN ONLY BE APPLIED DURING CONFLICTS

    VOID STANCE:You do not receive strife

    from symbols on checks.

    Rin

    gs a

    nd S

    tanc

    esD

    erived Att

    ributes

    ENDURANCE(Earth + Fire) x 2

    COMPOSURE(Earth + Water) x 2

    FOCUS(Air + Fire)

    VIGILANCE(Air + Water) / 2

    VOID POINTS

    FATIGUE

    STRIFE

    MAXIMUM CURRENT

    WEAPONS

    NAME DAMAGE / DEADLINESS RANGE QUALITIES

    ARMOR

    NAME PROTECTION TYPE (RESISTANCE) QUALITIES

    SUMMARY OF A CONFLICT TURN• Choose Stance (Air, Earth, Fire, Water, or Void)• Perform Action (Intrigue p. 254, Duel p. 258, Skirmish p. 262, Mass Battle p. 274)• Move before or after action (Skirmish: 1 range band)

    MANTRA

    PERMISSION GRANTED TO PRINT FOR PERSONAL USE ONLY. © FFG.

  • ADVANCE TYPEXP

    INVESTEDRA

    NK

    1Skl. Grp.

    Skill

    Skill

    Skill

    Tech. Grp.

    Technique

    Technique

    XP Spent Out of Curriculum

    COMPLETED XP Spent at Rank 1 / Total = /20

    RAN

    K 2

    Skl. Grp.

    Skill

    Skill

    Skill

    Tech. Grp.

    Technique

    Technique

    XP Spent Out of Curriculum

    COMPLETED XP Spent at Rank 2 / Total = /24

    RAN

    K 3

    Skl. Grp.

    Skill

    Skill

    Skill

    Tech. Grp.

    Technique

    Technique

    XP Spent Out of Curriculum

    COMPLETED XP Spent at Rank 3 / Total = /32

    RAN

    K 4

    Skl. Grp.

    Skill

    Skill

    Skill

    Tech. Grp.

    Technique

    Technique

    XP Spent Out of Curriculum

    COMPLETED XP Spent at Rank 4 / Total = /44

    RAN

    K 5

    Skl. Grp.

    Skill

    Skill

    Skill

    Tech. Grp.

    Technique

    Technique

    XP Spent Out of Curriculum

    COMPLETED XP Spent at Rank 5 / Total = /60

    RAN

    K 6

    Mastery Ability: UNLOCKED

    PURCHASE COSTSCHOOL

    RANK

    TITLE NAMEXP

    INVESTED

    COMPLETED XP Spent in Title / Total = /____

    Title Mastery Ability: UNLOCKED

    PATH OF WAVES EXPERIENCE TRACKING SHEETExperience Points and A

    dvancement Log

    Scho

    ol R

    anks Total SavedSpent

    TitleExperience

    PERMISSION GRANTED TO PRINT FOR PERSONAL USE ONLY. © FFG.

  • Techniques (New

    Uses of

    )Tec

    hniq

    ues

    (New

    Act

    ions

    )PATH OF WAVES TECHNIQUES REFERENCE SHEET (NEW ACTIONS AND NEW )

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Check

    New

    NAME Page #

    Check

    New

    NAME Page #

    Check

    New

    NAME Page #

    Check

    New

    NAME Page #

    Check

    New

    PERMISSION GRANTED TO PRINT FOR PERSONAL USE ONLY. © FFG.

  • Techniques (New

    Actions)Te

    chni

    ques

    (New

    Act

    ions

    )PATH OF WAVES TECHNIQUES REFERENCE SHEET (NEW ACTIONS ONLY)

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    NAME Page #

    Activation (Action/Check)

    Effects

    New

    PERMISSION GRANTED TO PRINT FOR PERSONAL USE ONLY. © FFG.