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Page 1: Way of the Tiger

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Way of the Tiger (3rd Edition)Chapter 3d – Tiger’s Fury Mechanics: 

The Tiger’s Fury Schools 

The Tiger’s Fury is the name given to the massive fleet

of gaijin warships controlled by Toturi Tsudao as Master

Tiger through her network of gaijin allies. Although few

realize it, the diverse groups of warriors that serve

aboard these massive vessels are all bound to Tsudao’s

will through her use of Nezumi name magic. Some

cultures among the Tiger’s Fury recognize the power of

another possessing their Name, but most do not. As

such, it is likely they will not realize the power Master

Tiger holds over them until it is far too late to resist her

wishes.

There are nearly a dozen cultures that are representedamong the fleet, many of which have been enemies for

generations. The powerful charisma and sorcery of

Master Tiger, combined with the promise of a rich

Empire laid bare, is so great that they can overcome

their mutual hatred, at least for now.

The Senpet Legionnaire School

 Along with the Ashalan and the Lost Tribes of the Moto,

the Senpet have perhaps the most knowledge of

Rokugan of all the Tiger’s Fury factions. They are

intimately familiar with the Scorpion Clan, and as such

have a rather skewed vision of Rokugan, wherein allsamurai are devious, manipulative villains that cannot be

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trusted under any circumstances. Because of the

Senpet Empire’s long-standing military tradition and their

reputation as peerless warriors, the legionnaires

frequently serve as the Tiger’s officers and

commanders.

Benefit: +1 Strength

Skills: Battle, Charioteer, Defense, Lore: History,

Swordsmanship, Spears, any one Skill

Honor: N/A (Treat as 2.0 for all effects that target Honor

Rank)

Outfit: Spear, shield (light or medium), short sword,

robes, sandals, holy symbol

Techniques:

Rank 1: The Serpent’s Fangs 

Senpet legionnaires are taught to wield a shield whenfighting with any weapon, ensuring that they are always

well-protected and able to strike their enemies with full

force. Penalties to your attack rolls as a result of

carrying a shield are reduced by one level (no penalty

for light shields, +5 for medium, +10 for large).

 Additionally, you roll and keep one additional die on allattack and damage rolls made with a spear. You add

your Water Ring to the total of all your damage rolls.

Rank 2: Strength of an Empire

When a legionnaire strikes, his opponents feel the wrath

of an entire empire. Before making an attack roll, youmay choose to reduce the amount of your roll by a fixed

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amount. If your attack hits an opponent, you add twice

the number you subtracted from your attack roll to the

total of your damage roll. The amount subtracted from

your attack roll cannot exceed your School Rank x2.

You subtract your Earth Ring from the total of any

damage roll made against you.

Rank 3: The Serpent’s Strike 

The steel of a Senpet’s blade is said to bring death and

suffering to all those who suffer having it drawn against

them. You gain an additional attack per round. You add

twice your Water Ring to all your damage totals,

replacing the benefit from Rank 1.

Rank 4: Fury of the Desert

Nothing is as punishing as the merciless desert winds,save perhaps the legionnaires who train in them. Once

per skirmish you may move with the speed of the desert

wind, doubling your Initiative for a number of rounds

equal to one less than your School Rank. You subtract

twice your Earth Ring from the total of any damage roll

made against you, replacing the benefit from Rank 2.

Rank 5: The Serpent’s Venom 

So skilled are the Senpet legionnaires in killing their

foes, that legend tell that their weapons are coated with

a poison that cannot be resisted and that kills within

moments. After you damage an opponent, they mustmake a Stamina roll against a TN equal to the number of

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Wounds you inflicted. If their roll fails, they are

immediately reduced to the Down wound level. You add

three times your Water Ring to the total of all your

damage rolls, replacing the benefit from Rank 3.

The Thrane Musketeer School

The Kingdom of Thrane died a terrible death long ago.

Ironically, the only Thranes to survive were those

outcasts and criminals who did not dwell within its

borders. Strangely patriotic and morbid, the surviving

Thranes have banded together in several large groups

of pirates and mercenaries. They are seemingly

determined to send as many enemies as possible to the

afterlife to keep their kinsmen company.

Benefit: +1 Agility

Skills: Athletics, Craft: Sailing, Defense, Intimidation,Rifle (Musket), Swordsmanship, any 1 Skill

Honor: N/A (Treated as 1.0 for all effects that target

Honor Rank)

Outfit: Musket, rapier, traveling clothes with leather

breastplate (treat as light armor), powder horn (15 shots

worth), sling bag

Techniques:

Rank 1: Keep Your Powder Dry

Thrane musketeers are perhaps the finest riflemen in

the world, and relish their reputation for excellence. You

never suffer Mishaps when using a firearm (see pageXX). You receive a Free Raise on all attack rolls made

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with a firearm, and roll one additional die on all firearm

damage rolls. You add your Fire Ring to the total of all

your attack rolls.

Rank 2: The Secret of D’Ellis 

Thrane musketeers practice the rapid reloading style

first taught to them by the legendary Merenae expatriate

 Alphonse D’Ellis. You may reload any firearm governed

by a Skill in which you have at least 3 ranks as a Simple

 Action. You also add your Air Ring to your TN to Be Hit.

Rank 3: A World Away

Distance is nothing to a Thrane marksman. By aiming

for one round (as a Complex Action), you can double the

range of any firearm you are wielding and completely

ignore all range penalties for a single attack. You addtwice your Fire Ring to all attack your rolls, replacing the

benefit from Rank 1.

Rank 4: Barrage Fire

 A true musketeer aims and fires in one fluid motion,

never failing to strike his target. You gain one additionalaction per round, which may be used to make an

additional attack or to perform a Complex Action. You

add twice your Air Ring to your TN to Be Hit, replacing

the benefit from Rank 2.

Rank 5: The Eye of the Needle A musketeer never misses his target. You may

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immediately re-roll any failed attack roll made when

wielding a musket. You may re-roll only once per failed

attack, and if the re-roll misses, the attack has missed.

You gain a bonus on the re-roll equal to twice your

School Rank. You add three times your Fire Ring to all

your attack rolls, replacing the benefit from Rank 3.

Gorh’ton Marauder School 

The enigmatic race called the gorh’ton originates from a

distant land, farther even than the cultures of the

Burning Sands have ever traveled. Similar in

appearance to bakemono, only the size of a Hida

warrior, these bestial entities are far more intelligent

than their appearance would seem to indicate. How they

came into the Tiger’s service is a mystery to the rest of

the fleet, but their prowess in battle is so great that nonequestion them overmuch on their origins. The greatest

gorh’ton warriors are the Marauders, a force of

unabashed destroyers who revere a pantheon of

powerful totems that bear the names of various animals

the gorh’ton regard as powerful spirits. 

Benefit: +1 StrengthSkills: Athletics, Battle, Defense, Heavy Weapons (Ax),

Jiujitsu, Swordsmanship, any one Skill

Honor: N/A (Treat as 1.0 for effects that target Honor

Rank)

Techniques:Rank 1: Chasing the Wolf

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Wolf is the perfect totem for young warriors: fast, agile,

and fierce. At the beginning of each round, you gain a

+5 bonus to your Initiative, attack roll, or damage roll.

You must declare this before the first action is taken,

and it may change each round. You add your Water

Ring to the total of all your damage rolls.

Rank 2: Besting the Boar

Scarred and powerful, Boar is a popular totem with

many savage marauders. Such soldiers collide with their

foes without thought of personal safety, only the

opponent’s destruction. When making a Full Attack, you

may make a Contested Earth Roll against your

opponent. If you are victorious, the opponent suffers

Knockdown as well as any damage you may have

inflicted. The TN penalties you suffer as a result ofWound Levels are reduced by 1.

Rank 3: Riding the Wyvern

There is no more feared totem than the dreadful war-

serpent Wyvern. You may make an additional attack per

round. You add twice your Water Ring to the total of allyour damage rolls, replacing the benefit from Rank 1.

Rank 4: Wrestling the Bear

Bear is not the most powerful totem, but is by far the

strongest. Your melee damage roll keep a number of

additional dice equal to your School Rank minus 2. Thisincludes unarmed attacks and grapples. You gain a

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number of additional Wounds at each level equal to your

School Rank. The TN penalties you suffer as a result of

Wound Levels are reduced by 2, replacing the benefit

from Rank 2.

Rank 5: Leaping the Shark

Shark is the perfect killing machine, and a master

marauder can channel his fury. Any foe you have

damaged with a melee attack this round can be targeted

with an Extra Attack maneuver that requires no Raises.

This may be done only once per round, and does not

reduce the number of attacks you may normally make.

This Extra Attack rolls a number of additional dice equal

to your School Rank on its damage roll. You add three

times your Water Ring to the total of all your damage

rolls, replacing the benefit from Rank 3.

Yodotai Centurion School

The giant Yodotai Empire lies in distant lands, and it has

honor and military power that rivals or exceeds that of

Rokugan itself. Though the vast majority of its forces

remain at home, far from Rokugani shores, many of theirscout units have traveled close to Medinaat al Salaam in

search of new lands to conquer. The Tiger’s Fury

contains several of the Yodotai legions, bound to the

army by powerful magic. Master Tiger utilizes the highly

disciplined Yodotai units in the heart of each battle.

Benefit: +1 AgilitySkills: Athletics, Battle, Defense, Lore: History,

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Swordsmanship, Spears (Pilum), any one Skill

Honor: N/A (Treat as 3.0 for all effects that target Honor

Rank)

Outfit: Lorica segmenta, gladius, shield (light or

medium), pilum, sandals, tunic, toga, travel pack, and 5

gold coins

Techniques:

Rank 1: Tortoise Formation

Yodotai centurions are taught to use a shield with their

weapons, covering the soldier so that he may retaliate

with his pilum or gladius. Penalties to your attack rolls as

a result of carrying a shield are reduced by one level (no

penalty for light shields, +5 for medium, +10 for large).

 As a Simple Action, you may choose to form the

Tortoise stance, increasing your TN to be Hit by yourSchool Rank x 5 against all ranged attacks. Finally, you

add your Fire Ring to all attack rolls.

Rank 2: In Close Quarters

Yodotai centurions excel in close combat. He blocks

attacks with his shield, while pushing close to the enemyand stabbing them with his gladius. A number of times

per day equal to your School Rank, if an enemy misses

you while you are in the Full Defense posture, you may

immediately counterattack. You switch to the Attack

posture. Your attack roll is increased by 2x your School

Rank. If the attack succeeds, you roll two extra dice tothe damage roll of this attack. This attack counts as your

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action for the turn if you have not already performed an

action. Additionally, you add your Earth Ring to all

damage rolls.

Rank 3: Deadly Strike

Yodotai centurions learn to start combat by throwing

their pilum with deadly accuracy and then closing in,

gladius in hand. You gain an additional attack per round.

You may draw a gladius as a Free Action in any round

where you throw a pilum. You add twice your Fire Ring

to all attack rolls, replacing the bonus gained in Rank 1.

Rank 4: Wedge Formation

Yodotai centurions often attack in a wedge, forming up

in a triangle, charging and breaking the enemy line. You

may charge an enemy as a Complex Action up to anumber of feet equal to 10 x your Water Ring. While you

remain in close range with that opponent, he receives a

penalty to his attack rolls against you equal to your

School Rank x 3. You add 2x your Earth Ring to all

damage rolls, replacing the bonus gained in Rank 2.

Rank 5: With My Brothers

 A Yodotai centurion does not fall, knowing that he

weakens the rest of his unit with his failure. You may

spend a Void Point to ignore all Wound penalties for a

number of Rounds equal to your School Rank. If you

receive enough Wounds to die, you die. Additionally,your presence inspires all allies within 15′. All allies

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within range gain a bonus equal to your School Rank +

Willpower to all attack and damage rolls. Finally, you

add three times your Fire Ring to all attack rolls,

replacing the bonus gained in Rank 3.

The Tiger’s Harrowed (New Path) 

There are some that serve the Tiger who are so

valuable that they cannot be permitted to rest, even

when death claims them. Through a blasphemous

perversion of the Transcendent ritual that allowed her to

survive, Master Tiger can return certain individuals to a

semblance of life, that they might continue to serve her.

This ritual is a perversion of the original, however, and is

not as effective. Those animated by this ritual are clearly

not well, with sallow, sunken skin and an overall corpse-

like appearance. Their physical and mental abilities,however, remain completely intact. In the end, that is all

that Master Tiger cares for.

Technique Rank: 6

Path of Entry: Any

Requirements: Must have died and been the subject of a

ritual by Master TigerPath of Egress: Re-enter the same School at

appropriate Rank

Technique: Death Is No Escape – The Harrowed are

only partially living entities returned to a semblance of

life by the powerful sorcery of Master Tiger. You are no

longer affected by poison or disease. Damage dice

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rolled against you cannot explode. You recover a

number of Wounds per hour equal to your Stamina.