[rpg]4th edition : Okuma's guide to gaijin

By okuma, in Legend of the Five Rings: The Card Game

The Yobanjins are a really wide group, with many many tribes, while the Sand Moto lives between the Yobanjin lands and the Burning Sands. Those two groups basically covers the vast expanses as nomads, leaving not that much for anything else. I tend to assume the last Ujik-hai were swallowed by the Yobanjins.

I'm not back, I never left. I'm just trying to find a place to post the stuff I had put on hold by hope of suggesting them for 4th edition and am now free to finish.

http://www.kazenoshiro.com/2015/10/27/saving-l5rs-history/

Just gonna drop this here...

I'm not back, I never left. I'm just trying to find a place to post the stuff I had put on hold by hope of suggesting them for 4th edition and am now free to finish.

http://www.kazenoshiro.com/2015/10/27/saving-l5rs-history/

Just gonna drop this here...

I've said earlier I would be posting there, but I can't discuss them that way.

I'm leaving friday early morning for Aberdeen and will not be back until the 18th, it's unlikely I'll be able to work at all on this project while there. So here come an updated part of chapter 1 to remind you. I am right now in the middle of giving every canonical (with the exception of Kaleel) jinn stats.

Umi no Koete covers Thrane and Merenae, Caliphatee covers Medinaat Al-Salaam, Qabal, Assassins, Jackals and Ebonites. Burning Sands covers the Caliphatee, the Ashalan, the Ra’shari and the Senpet. Yodotai, Yobanjin and Ivory Kingdoms (or Ivinda) are independent groups.

Modifications to skills :

  • Calligraphy : Thrane, Merenae, Yobanjin, Senpet, Yodotai, Mekham, Rhuumal (the Ivory Kingdoms written version of the Ivindi langage) are all different written dialects and are different skills. Notice that without the calligraphy skill, character does not know how to read and write.
  • Courtier and etiquette : Umi no Koete, Yobanjin, Yodotai, Ivinda and Burning Sands are different courtier traditions and are different skills.
  • Divination : astrology is used by every culture, but Kawaru doesn’t exist. The Umi no Koete and the Ra’shari uses tarot cards, the others uses often bone reading.
  • Iaijutsu doesn’t exist, but the Umi no Koete have fencing, which works exactly the same but for fencing weapons.
  • Intimidation is a bugei skill for all factions.
  • Games include chess (Ivory Kingdoms), riddles and logic (favored by the Qabal), cards (Thrane and Merenae) and dice (favored by the Yobanjin and Yodotai).
  • Locksmith (intelligence, merchant) : emphases are lock assembly and lock picking. You are skilled at fashioning locks and picking them. When crafting a lock, each raise increase the TN to pick it by 5, while picking starts at a TN of 15 and take a minute to be done.
    • Rank 5 : halve the time to pick a lock.
    • Rank 7 : free raise to pick or craft a lock.
  • Jiujutsu become brawling, Kyujutsu archery (but uses perception), Kenjutsu swordsmanship and ninjutsu assassins weapons.
  • Tahaddi (agility) : the knives dueling use the same emphases and mastery as iaijutsu. Tahaddi duels works like iaijutsu duels.
  • Defense : new emphases, shield, which allows you to use the TN benefits of a shield in full defense stance.
  • Firearms (intelligence, weapon skill, low-skill for Rokuganni) : emphases are pistol and musket. Recharging a firearm requires three complex actions.
    • Rank 3 : you may ignore one 1 on your dice for misfire.
    • Rank 5 : recharging requires one less complex action.
    • Rank 7 : you may ignore one 1 on your dice for misfire.
  • Canon (intelligence, weapon skill, low-skill for Rokuganni) : requires 4 people to be used. The roll is made by the one leading the group.
    • Rank 3 : you may ignore one 1 on your dice for misfire.
    • Rank 5 : requires 2 less people for a minimum of 2
    • Rank 7 : you may ignore one 1 on your dice for misfire.

New advantages and disadvantages :

  • Oasis finder (mental) : 3 pts, Burning Sands characters only, you can cast sense (water) like a shugenja of your insight rank without any affinity or deficiency.
  • Servant of the smokeless fire (spiritual) : 2 pts, sahir only. You have the ability to summon jinn.
  • Reader of the stars (mental) : 3 pts, Burning Sands and Ivory Kingdoms characters only, you can cast sense (air) like the oasis finder ability. You can use this ability to know the time of the day and rough estimate of your latitude and longitude.
  • Khadi (spiritual) : 8 or 10 points. You have become one of the Heartless, the sorcerers using black magic to remove their heart and become immortal. You heal one wound per minute (during the reaction phase) regardless of the state your body is (which can create really disturbing sight for those watching the process). You can only be permanently destroyed by destroying your heart, which in the 8 pts version of this advantage is in the control of someone else. Once per month you have to put your heart in someone else’s body, transforming it into a ghul. You earn the first rank of forbidden lore : Khadi, or if you have it already, are refunded the experience points for it. You lose immediately two ranks of integrity, but that cannot drop you below 3,0.
  • Gorilla bodyguard (material) : 4 pts for Ivory Kingdoms characters and Caliphate characters, 3 pts for House of Dahab characters. You have a free raise on animal handling (apes and monkeys), and are considered to have 5 ranks in this skill for your personal gorilla. Use the stats of the Ape page 10 of Enemies of the Empire with + 1 earth and modify the wounds accordingly.
  • Fitfully sleeping blood (spiritual) : 8 pts. You have the blood of Jinn, one of your ancestors being of the smokeless fire or you have been seeded by the power of the Seeding discipline. You can have a minor Jinn power (see Jinn rules below) or a medium Jinn power and a blood limitation.
  • Inheritance : crysteel (material) : 9 pts, Ashalan only, crysteel is an extremely solid material, that can only be shaped and created by the Ashalan sandsmithes. You have a weapon of your choice crafted in it, which grants it + 1k0 bonuses to attack and damage rolls, is as strong as a Kaiu blade and count as crystal for all invulnerabilities.
  • Sacred weapon : Khadja is (material) and not granted (LBS update page 4). You can upgrade it to have crysteel parts, increasing damage by + 1k0, is as strong as Kaiu blade and count as crystal for all invulnerabilities for + 6 pts.
  • Curse of the Grey Crone (spiritual) : - 3 pts, male assassins only (before the Awakening all male Asassins must have it, and get the points for it, after the splitting of the faction, not every male has it). The curse manifest itself either physically through deformities or internal through pain and lack of focus. You have the weakness disadvantage (corebook page 162), and increasing this trait is at + 1 experience point per rank. In trade you earn the elemental blessing advantage for a different ring.
  • Paragon of faith (spiritual) : Senpet characters only, you have one more Ka point that your Ka ring, but it can only be spent to activate Senpet schools techniques. Contrary to normal spiritual advantages, you can buy it with exp any time if you have lore : theology (Ten Thousand Gods) 5.
  • Defiler of the Dead (mental) : - 2 pts, Senpet characters only. You have abandoned your belief in the gods to pursue a path of personal power. You lose and cannot have the paragon of faith advantage, but you can still use all your Senpet school abilities related to faith. You have the disturbing countenance disadvantage when interacting with Senpet characters.
  • Forlorn (social) : - 1 or – 3, you have lost faith in the structure of your society. You have the antisocial disadvantage (one rank, cumulative with the antisocial disadvantage) when dealing with members of the government or the priesthood (or both if you have the – 3 pt version). This disadvantage can only be taken by characters belonging to a group with a really present state and faith, like the Senpet Empire, the Ra’Shari culture or the Ashalan’s organization around the Council of Twelve.
  • Blood of the Hanif (physical) : 1 pt, Yodotai and Hanif only. You have a bloodline of the higher caste of the original Hanif. You cannot take the Despicable disadvantage and have + 1k1 to social rolls with Yodotai.
  • Cosmopolitan (social) : 5 pts, Yodotai only, you are able to mix your cultural heritage with the Yodotai culture perfectly. You have one free language corresponding to your ancestor’s culture, the Seven Fortunes’ blessing (Benten) and + 1k0 bonus to social rolls with Yodotai. This is a denizen of advantage.
  • Soul of warrior (spiritual) : 12 pts, Yodotai only. Whenever you go into battle, you can call forth a spirit warrior to your side. It works like the Kitsu spirit legion ability (book of air page 180) with the same use of slots and Ka expense but stay only for the duration of the skirmish. The stats for the spirit warrior are identical to the spirit samurai of the technique with the modifications of page 238 of LBS.
  • Despicable (mental) : - 2 pts, Yodotai only. You don’t really believe in the Yodotai credo and aren’t able to call upon some of their powers. You cannot have the blood of the Hanif, soul of warrior and cosmopolitan advantages. You have the disturbing countenance disadvantage when dealing with Yodotai and you cannot have the magic resistance advantage.
  • Rebellious : this disadvantage is removed. Dark secret : Yodotai rebel, despicable and forlorn do the same job.

Hats off Okuma for the massive effort! :)

Absolutely love the Burning sands setting!

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

Here is the Khadi special ability from Iuchiban in Enemies of the Empire p31: "Iuchiban has removed his heart with a sinister gaijin ritual. As a result, he is highly resistant to pain (Reduction 10), has no Wound penalties, and heals his Earth in Wounds during the Reactions Stage of each Round. Even if he is killed, dismembered, beheaded, or burned to ashes, his body will continue to heal and eventually reform, although it takes time."

Also, i would consider giving the advantage the material keyword rather than spiritual.

Hope it helps.

See you in the Sands.

Edited by Lord of the Seal

Iuchiban and Yajinden have a more powerful version of the advantage due to combining it with maho, shadowland powers and experience. I prefered to stuck to the original LBS advantage for low level khadi.

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

If you want to look into 3rd edition rules, and for the sake of completness, there is a chapter on the khadi in "The Four Winds" book page 136.

See you in the Sands.

The khadi advanced school is in the chapter. I have consulted many books, from the LBS book to exotic arms and equipments. There is a lot to write about, even when cutting the background to the minimum, hence it take so long.

All 27 of 28 canonical named Jinns with stats, as a preview. All ahve a picture in the final files.

- Jinns :

Jinns are powerful creatures which predate humanity, and for humans of the Burning Sands, created their ancestors. There is hundred of different Jinns, which many strange abilities. There is no official classification, as the otherworldly creatures never explained how to differentiate them and categorize their powers. A jinn could be classified as belonging to a particular element (despite their general name of child of the smokeless fire) : Flame (smokeless fire), River (salt less water), Wind (cloudless air), Sand (weightless earth), or Ka (shapeless shape). This classification is mostly based on the elements they are able to control through their magical powers. While the same elements as those of Rokugan, they are culturally different in some aspects, which can create troubles for samurais. Another classification was Elder Jinn, who were able to command several elements, and Smaller Jinn, who only commanded one element. But again, this consideration is based just on observation from mortals and may not relate at all to the actual ages of the beings. Others than the humans had deals with the Jinns, the Nezumi called the jinn as "evil spirits that should be dead", and avoided the Burning Sands fearing them (and the lack of resources to scavenge), while the Ashalans have a long history of dealing with them. Some Jinns were brought to service in Rokugan and the Ivory Kingdoms, meaning they aren’t linked to the magic of the Sands. Free Jinns are Jinns who have the ability to walk Ningen-do as they wish contrary to their brothers who need summoners or special magic like the seed of Qanon to do so.

Those rules are an expanded version of those in LBS page 291, which are required to use the following rules.

  • All Jinns have the spirit trait, the following abilities : shapeshifting (can change shapes at will) and invincible (cannot be killed by mortal means), and skills in brawling and commerce.
  • Determine the power of the Jinn : minor, medium or major. Those are unchanged.
  • Determine type of Jinn : mighty, sly, hardy, mystical or labor. Those are unchanged.
  • Jinn trait bonuses (except an error made the hardy jinn trait bonuses are to be switched with the mystical jinn’s ones), Jinn protections and Jinn combat bonuses are unchanged, with one exception. Results 3 to 7 are now reduction equal to highest ring.
  • Notice that Jinns have advantages and disadvantages combination not allowed for PC. That because they are inhuman creatures and some is used only as mechanical effects instead of copying and pasting the text.

The Jinn abilities tables are changed :

  • A minor Jinn can have max one medium Jinn ability but as many minor Jinn abilities as allowed by the ability creation bonuses.
  • A medium Jinn can have max one major Jinn ability and as many medium Jinn abilities as allowed by the ability creation bonuses. He can trade some medium abilities for two minor abilities.
  • A major Jinn can have any abilities as he is allowed, and can trade a major ability for one medium and one minor ability.
  • The creation and purity disciplines are limited to major and mystical jinns.
  • Specialized spellcasting : some Jinns seems to be incarnation of one particular mystical attribute. As a minor ability, the jinn is a qabal Sahir of rank 1 who considers all his spells bought with this ability to be his discipline, and has 4 ranks of spell mastery to spend. As a medium ability, rank pass to 2 and he has 8 ranks of spells, as a major ability it’s 3 and 12 mastery ranks to spend.

Minor Jinn abilities comprises of discipline levels of 1

Medium Jinn abilities comprises of discipline levels of 2

Major Jinn abilities comprises of discipline levels of 3

Blood limitation : through the Seed of Qanon, it is possible to mix jinn powers with human blood. Those have a price, which are often called blood limitation.

Blood limitation : minor

  • You must drink 1,5 times the normal amount of water.
  • You must wear flamboyant clothing
  • You speak with an otherworldly voice.
  • All shapeshifter minor penalties.
  • Phobia (1 pt, brass)
  • You need to eat fire regularly.
  • You must dress in clothing of the other gender.

Blood limitation : major

  • All shapeshiftter major penalties.
  • You have inhuman eyes.
  • Phobia (3 pt, brass).
  • You need to always sleep on sand.

  • Shadow-jinn :

A Jinn can be a Shadow-jinn. Those are part of a group named the Quest that are tasked to face Kaleel’s legion, the reason they entered a pact with the Sayel (Lying Darkness). All shadow-jinns share their memories, making dealing with one a complex matter, but the weaker ones (mostly the unnamed) are so consumed by the Shadow they are like Shadowbeasts. But they tend to be smarter, but phlegmatic and slow to find interest in anything, spending time waiting for something to spark finally a reaction in their emotionless mind. Being a Shadow-jinn is a minor ability that grants them a shadow rank of 2 (Minor Jinn) or 3 (Medium Jinn). There is only one Major Jinn that is a Shadow-Jinn and it is Israk, brother of Kaleel the champion of the Jinns. Shadow-jinn are a type of jinn barely anyone knows about, so only the most knowledgeable sahir can directly summon one. They are notoriously difficult to summon, making that a day worth of service is only + 0 for table a2.11 (LBS page 295) and others values are modified accordingly. Their nature also make difficult for them to stay in Ningen-do, and as such they can never been summoned for more than a week.

The following section describes every official Jinn ever published (with the exception of Kaleel), with a short bio on what they did during their time since the Jinn war. You are free to use them as sample Jinns or as inspiration for your games.

Saqr Al Fediq :

This major mystical jinn pretended to be an human and joined the Celestial alliance, selling his service as a sahir specialized in a crossroad spell (a transport spell).

Traits bonuses : + 1 air, + 2 water.

Protections : suffer no wounds penalties, cannot be affected by spells.

Abilities : sand (travel 3), creation (passage 3, seeding 3), specialize spellcasting X 3 (various [travel] spells).

Combat bonuses : bonus to TN to be hit and extra wounds at each rank equal to higher ring.

Skills : brawling 6, commerce (appraisal) 5, acting (human) 5, lore : Lying darkness 2, lore : Jinn 5, courtier Burning sands 3, etiquette Burning sands 2, sincerity (deceit) 5, investigation 1, defense 1.

Advantages / disadvantages : forbidden knowledge (Lying Darkness), forbidden knowledge (Jinn), sage, read lips, perceived integrity (3 ranks), true love (Sahlah).

Ayna, jinn of the brutal harvest :

A Qanon medium mighty jinn, Ayna was seeded in a human female but she was in the control. She joined the Celestial Alliance to fight Kaleel’s legion, a force of nature rushing into the fight. She is fast and powerful, and uses it to keep her targets from reacting.

Traits bonuses : + 1 fire,+ 1 water, + 1 reflexes

Protections : suffer no wounds penalties, + 10 TN to be hit.

Abilities : blessing and curse (blessing 3), purity (ward) 2

Combat bonuses : bonus to total of attack rolls, damage rolls and initiative equal to highest ring.

Skills : brawling 7, commerce 4, etiquette Burning sands 3, acting (human) 3, defense 2.

Advantages / disadvantages : dark paragon (strength), quick, heart of vengeance (Khaleel’s legion).

Ajbar Ibn Kaleel, jinn of malignity :

A brother of the Jinn Kaleel, who took the name of lord Moon, Ajbar was a member of Kaleel’s legion. A hardy medium jinn, his title came from his habit of turning people mad.

Traits bonuses : + 1 earth, + 1 fire, + 1 strength.

Protections : add highest ring to wounds to each wound rank, reduction equal to highest ring.

Abilities : blood (Madness 3).

Combat bonuses : bonus to total of attack rolls, damage rolls and TN to be hit equal to highest ring.

Skills : brawling 7, commerce 4, defense 7, battle 1.

Advantages / disadvantages : dark paragon (strength), large, strength of the earth.

Akhad Ibn Kaleel :

A major hardy free jinn, this member of Kaleel’s legion used his powers and skills to intimidate and force others Jinns to work for the Legion.

Traits bonuses : + 2 earth, + 1 water, + 1 air, + 1 strength.

Protections : suffer no wound penalties, cannot be knocked down, reduction equal to highest ring.

Abilities : summoning (Jinn 2), purity (binding 3).

Combat bonuses : extra wounds to each wound rank, bonus to attack rolls, damage rolls and and TN to be hit equal to highest ring.

Skills : brawling (martial arts) 10, commerce 5, intimidation (bullying) 5, courtier (control) 3, lore : Jinn 3.

Advantages / disadvantages : dark paragon (will), great potential (brawling), forbidden knowledge (Jinn), large.

Gathriq :

A minor hardy jinn, the gatherer of Kaleel’s legion was in charge of finding and reuniting the members of the legion. He was a sneaky and sly despite his nature, a creature of shadows.

Traits bonuses : + 1 earth, + 2 fire, + 1 perception.

Protections : + 10 TN to be hit.

Abilities : none.

Combat bonuses : bonus to TN to be hit and initiative equal to highest ring.

Skills : brawling 2, commerce 3, stealth (sneaking) 5, investigation 5, lore : Jinn 3, courtier Burning sands 1.

Advantages / disadvantages : silent.

Jinn of a thousand midnights :

A minor mystical Jinn, he is a perfect example of magical items created by binding a jinn. He was trapped for centuries by a Qabal sorcerer in a cloak, giving the bearer the ability to fly.

Traits bonuses : + 1 air, + 1 intelligence.

Protections : none.

Abilities : sand (tornado 2, travel 1).

Combat bonuses : none.

Skills : brawling 2, commerce 3, lore : Burning Sands 3, spellcraft 3, lore : Qabal 2, etiquette Burning Sands 3, hunting (trailblazing) 3, investigation 2, defense 2, sailing 2.

Advantages / disadvantages : quick.

Jinn of decay :

While being a minor mighty unnamed jinn, this jinn is one of the most famous of them all. His powers are the stuff of legends and storytellers have dozens of stories featuring sahirs calling upon his destructive abilities. The jinn himself as little personality, as an unnamed jinn, he is more a force of nature than a conscious entity.

Traits bonuses : + 1 strength, reflexes and agility.

Protections : + 10 TN to be hit.

Abilities : black magic (death 2) .

Combat bonuses : bonus to attacks and damage rolls equal to highest ring.

Skills : brawling 5, commerce 3, defense 3, art de la guerre 3, hunting 3, investigation 2, stealth 2.

Advantages / disadvantages : dark paragon (strength).

Asifet of the fleet, jinn of desert tempest :

This minor labor jinn is all about travelling through the desert at the speed of the wind. He usually carry a chariot behind him to transport his summoner, but as the wind, he can never be bound for long. Summoners usually avoid summoning him for more than a trip at a time.

Traits bonuses : +2 perception, + 3 strength.

Protections : none.

Abilities : sand (travel 2).

Combat bonuses : none.

Skills : brawling 2, commerce 3, investigation (notice) 3, athletics (running) 9, hunting (trailblazing) 3, defense 1.

Advantages / disadvantages : way of the land (Burning Sands).

Jinn of desire :

The medium mystical jinn is known to offer power and wisdom to those who summon it. All too many beginning sahirs assumed those gifts would be everlasting or free, only to discover the blessings quickly fade as the Jinn is liberated from his service.

Traits bonuses : + 2 air, + 1 intelligence.

Protections : cannot be affected by spells.

Abilities : blessing and curses (blessings 3, curses 2, fortune 2), celestial (farsight 2, divination 2).

Combat bonuses : bonus to TN equal to highest ring.

Skills : brawling 4, commerce 4, calligraphy Mekham 3, divination (astrology) 5, lore : jinn 5, lore : Khadi 5.

Advantages / disadvantages : inner gift (foresight), inner gift (lesser prophecy), forbidden knowledge (Khadi).

Afshin , the Jinn of earthly pleasures :

A minor labor jinn, Afshin has only one skill : summoning food and cooking it. But he is great at it, able to feed many people with whatever they wish. They just have to describe what they want, and he will make it. Powerful sahirs like to call upon him to make life comfortable.

Traits bonuses : +3 awareness, + 2 intelligence.

Protections : none.

Abilities : specialized spellcasting (blessing of Inari, but can cook it up to be nearly anything, and path to inner peace and Jurojin’s balm, both casted automatically and at the same time on anyone eating his food. He cannot cast those spells otherwise).

Combat bonuses : none.

Skills : artisan : cooking (magical food) 7, etiquette Burning Sands (conversation) 3, sleight of hand (prestidigitation) 3, stealth 3, sincerity (honesty) 2.

Advantages / disadvantages : prodigy (all his skills are considered school skills), soft-hearted, phobia (3 pts, violence).

Israk Ibn Kaleel :

After his brother took the name of their father and became Kaleel, the champion of the Jinn, and wage war against their parents, Israk didn’t side with him. After the Day of Wrath, Israk scoured the spirit realms for his brother, and met the Khayel (the Lying Shadow). After making a pact with it, Israk became the first of the Shadow-Jinn. At the head of the Quest, he joined the Celestial Alliance, which was lead by his agent Lurza, and disappeared alongside the others members of the Alliance at the end of the Awakening. He is a major sly free Jinn.

Traits bonuses : + 2 earth, + 1 air, + 1 willpower

Protections : suffers no wound penalties, reduction equal to highest ring.

Abilities : shadow-jinn,

Combat bonuses : creation (name 3), purity (ward 2), control (transformation 2).

Skills : brawling 6, commerce 5, lore : Jinns (Kaleel) 5, lore : spirit realms (Black Earth) 3, lore : Lying Darkness (Shadow-jinn) 3, investigation (search) 3, defense 3, hunting (tracking) 3.

Advantages / disadvantages : driven (find Kaleel), obligation (major, the Quest), forbidden knowledge (Lying Darkness), magic resistance (Sahir, 3 ranks), sage

Nim, the 999 th Jinn :

After the Day of Wrath and the creation of Harik’s ruby, only 999 jinns were still alive, and Nim was the 999 th . A free medium sly jinn, he loved the cats of Medinah Al-Salaam and they loved him in return. He played with them a lot, and pretended if a Jinn died, one of them would too. After finding a reanimated talking head, a chain of events led to him joining the Celestial Alliance in their war in the heavens, during which he joined their final fate.

Traits bonuses : + 2 air, + 1 perception.

Protections : cannot be affected by spells.

Abilities : control (influence 1, illusions 1, transformation 1), black magic (life 1), blessings and curses (blessing 1, fortune 1) and summoning (primal elements 1).

Combat bonuses : bonus to TN to be hit, initiative and extra wounds to each wound rank equal to highest ring.

Skills : brawling 4, commerce 4, animal handling (cats) 5, stealth (shadowing) 3, sleight of hand (escape) 3, investigation (notice) 3, defense 3, athletics 3, lore : Jinns 1.

Advantages / disadvantages : way of the land (Medinah Al-Salaam), touch of the spirit realms (Chikushudo), small, silent.

Al Amaq, the jinn of Lost Hopes.

Another member of the Qanon, this major labor Jinn joined the Celestial Alliance in their war against Kaleel and lost his life during their final battle alongside the others members of the Alliance. His name comes from his special power of taking the appearance and skills of someone which has been targeted by the summoner. Through some blood or some item of value to the target using in the summoning ritual, the Jinn become a copy of such target. The main goal of summoning Al Amaq is to kill the target, who lose all hope of victory since he is fighting a supernatural version of himself, with all his skills and abilities and not his flaws.

Traits bonuses : see abilities.

Protections : see abilities.

Abilities : lost hope (when summoned, Al Amaq takes the appareance of a target designed by the sahir during the ritual. Use the Jinn creation rules to have him as close as possible to the stats of the copied target, knowing that he’ll not lower his base rings or skills to match. He may not have enough points to copy all the skills, and he can’t copy all advantages. For example, he can copy prodigy but not allies. But he will try to be as close as possible to those and when facing the target, will take its appearance and use the same weapon as it. Al Amaq can copy school techniques as abilities, and can skip some : for example, he could have Moto bushi 1 and 3 and not 2. He can only copy one rank 4+ technique, and the trade is one ability = one technique).

Combat bonuses : see abilities.

Skills : see abilities.

Advantages / disadvantages : see abiliti es.

Jinn of Destruction :

Storytellers often mix the power of the Jinn of Decay with those of the Jinn of Destruction : both are unnamed mighty jinn, but the Jinn of Destruction is a major jinn and brought his powers as a force of nature to a whole different scale. The Jinn of Destruction destroys buildings, sometimes entire city blocks, while Decay only kills a few humans at a time. Many summoners of the Jinn of Destruction have died by his hands as he destroyed the target they designed… and the collateral damage killed them and dozens of people around.

Traits bonuses : +1 fire, + 1 earth, + 1 water, + 1 strength

Protections : suffer no wound penalties, cannot be affected by spells and reduction equal to highest ring.

Abilities : specialized spellcasting major X3 (summoning gale air 3 , slayers’ knives air 5 , wrath of kaze-no-kami air 6 , earthquake earth 5 , fiery wrath fire 3 , the fist of Osano-wo fire 3 , defense of the firestorm fire 4 , destructive wave fire 5 )

Combat bonuses : extra wounds per rank, bonus to damage and attacks rolls equal to highest ring.

Skills : brawling 6 , commerce 5, intimidation (bullying) 7, engineering 5, battle 3, defense 3, temptation 1

Advantages / disadvantages : consumed by strength, compulsion (destruction), dark paragon (determination), friend of the elements (fire), large, blessing of the seven fortunes (Bishamon), touch of the spirit realms (Gaki-do).

The Jinn of Eternal Beauty :

This medium labor jinn is not a combatant, she is all about social interactions. She helps her summoner to deal with humans and jinns through her appearance and mastery of the etiquette. She spent 400 years hidden in the human known as Kurrat al Ayn before being released and becoming one of the Celestial Alliance and meeting her fate alongside them.

Traits bonuses : +3 air, + 1 intelligence

Protections : none.

Abilities : summoning (Jinn 2), control (influence 3).

Combat bonuses : none.

Skills : brawling 4, commerce 4, etiquette (conversation) Burning Sands 5, courtier Burning Sands (manipulation) 7, temptation (seduction) 5.

Advantages / disadvantages : voice, dangerous beauty, seven fortunes’ blessing (Benten), soft-hearted.

Jinn of infinite eyes :

There are things even the Jinns fears, and the Jinn of Infinite Eyes is one of them. This powerful major mighty jinn is feared by his kind for he has hunted and destroyed many of those who opposed Kaleel’s legion in the name of his master. It has no mercy or remorse in doing what he does, even enjoying being such a powerful supernatural horror.

Traits bonuses : + 2 earth, + 1 fire, + 1 reflexes.

Protections : suffer no wound penalties, reduction and bonus wounds per rank equal to highest ring.

Abilities : purity (binding 3), creation (passage 2), special (fear 5).

Combat bonuses : bonus wounds per rank, bonus to TN to be hit, attacks and damage rolls equal to highest ring.

Skills : brawling 6, commerce 5, hunting (tracking) 7, battle (skirmish) 5, defense 3, lore : Jinns (weaknesses) 3.

Advantages / disadvantages : heart of vengeance (Jinns), wary, inner gift (foresight), large, quick, brash, cursed by the realm (Toshigoku).

Jinn of Reflection :

The Jinn of Reflection is a minor sly jinn with one power : the ability to create doubles of the summoner, either through spells or by shapeshifting himself depending the level of control and role the sahir ordered him to play.

Traits bonuses : + 1 air, + 1 perception

Protections : none.

Abilities : specialized spellcasting (can cast Divide the soul void 5 on the summoner, mists of illusion air 2 )

Combat bonuses : bonus to TN to be hit, initiative and extra wounds equal to highest ring.

Skills : brawling 2, commerce 3, acting (male, female, summoner) 5, etiquette Burning Sands (conversation) 3, sincerity (deceit) 3, temptation (seduction) 3.

Advantages / disadvantages : jealousy (summoner), touch of Yomi (acting)

Jinn of the Dark Hour :

Twice the size of a man, this minor mighty Jinn has a coal black skin and a mouth that looks like a shark. He is known for his skills as a warrior, especially with his bronze scimitar.

Traits bonuses : + 1 reflexes, strength and agility.

Protections : reduction equal to highest ring.

Abilities : black magic (death 2).

Combat bonuses : bonus to attack and damage rolls equal to highest ring.

Skills : brawling 2, commerce 3, swordmanship (scimitar) 5, defense 5, battle 3.

Advantages / disadvantages : large.

Jinn of the New Moon :

Maybe the strongest Jinn outside of Kaleel and his first siblings, the Jinn of the New Moon cannot be summoned by normal means. It can only be summoned when the stars align and cost the lives of those who summons him. He fought to save the Moto during the Awakening.

Traits bonuses : special, see abilities.

Protections : special, see abilities.

Abilities : New Moon (the Jinn of the New Moon is a major Jinn. His nature, sly, mighty, … and the nature of all his rings, skills and so on are decided when summoned by the summoner to fits his mission. He can, during the reaction phase of any round, spend a Ka point and changes all of those within the limits of the Jinn creation rules).

Combat bonuses : special, see abilities.

Skills : special, see abilities.

Advantages / disadvantages : special, see abilities.

Jinn of virtue :

The Jinn of virtue, a free medium mystical Jinn, is behind a lot of the Celestial Alliance’s actions, working as a mediator, a strategist and a well of knowledge for the organization.

Traits bonuses : + 1air, + 1 water, + 1 intelligence.

Protections : cannot be affected by spells.

Abilities : summoning (Jinn 2, implements 2), creation (seeding 3, passage 2), binding 2.

Combat bonuses : bonus to TN equal to highest ring.

Skills : brawling 4, commerce 4, etiquette Burning Sands (courtesy) 3, sincerity (honesty) 3, courtier Burning Sands 3, defense 3, battle (mass combat) 3, lore: Jinn (Celestial Alliance) 3, lore : history (true history) 3, investigation (notice) 3.

Advantages / disadvantages : clear thinker, dark paragon (knowledge), forbidden knowledge (Jinn).

Tahir :

This minor mighty Jinn keep telling people he had lived 6000 years, but who can tell if he saying the truth or not ? What is sure is that his appearance as a giant man made of fire truly classes him among the child of smokeless fire and shows his passion for fiery infernos.

Traits bonuses : + 1 fire, + 1 agility.

Protections : + 10 TN to be hit.

Abilities : summoning (primal elements 2).

Combat bonuses : bonus to attack and damages rolls equal to highest ring.

Skills : brawling 5, commerce 3, intimidation 5, defense 2, hunting 3.

Advantages / disadvantages : large, overconfident.

Alakrai, elder jinn trickster :

Many sahirs warns their apprentices about Alakrai, for while he is a useful medium mystical jin, his tricks are known to also affect their summoners. He has an odd speech pattern, speaking so fast all words are tied together and repeating some likes an eager goblin.

Traits bonuses : + 2 air, + 1 perception

Protections : + 10 TN to be hit.

Abilities : control (influence 2, illusions 3, transformation 2), specialized spellcasting (2X medium, various [illusions] spells).

Combat bonuses : bonus to TN to be hit equal to highest ring.

Skills : brawling 4, commerce 4, acting 3, investigation (search) 3, defense 3, intimidation (control) 3, sleight of hand (prestidigitation) 4, stealth (spellcasting) 4

Advantages / disadvantages : crafty, daredevil, quick.

The Arbiter of the Qanon :

A powerful medium sly jinn, not due to his mystical supernatural powers, but to his position and nature. Hosted in the body of the Senpet sahir Hekau, the leader of the secret Qabal, the Arbiter is the leader of the Qanon, the Jinns seeded in human bodies. They became the frontline warriors of the Celestial Alliance during their war against Kaleel.

Traits bonuses : + 1 air, + 1 water, + 1 awareness.

Protections : suffers no wound penalties.

Abilities :

Combat bonuses : bonus to TN to be hit, wounds, attacks rolls and initiative equal to highest ring.

Skills : brawling 4, commerce 4, etiquette Burning Sands (courtesy) 5, courtier Burning Sands (manipulation) 4, investigation (notice) 4, sincerity (deceit) 5, lore : Jinns (Khaleel) 3.

Advantages / disadvantages : leadership, strategist, voice, obligation (major, Qabal and Celestial Alliance).

Kai, jinn of hungry dreams :

This medium mystical jinn is the sworn enemy of the Nightmare Devourer, as his job is to help the dreamers to have a restful night. This is not altruistic, for he feeds on the energies of their dreams in Yume-do to fuel his existence in the spirit realms and avoid as such being sent to the Black Earth like the rest of his kind. He will be helpful to people who summons him to put a stop to nightmares and sleepless curses, as long as they respect him.

Traits bonuses : + 1 air, + 1 water, + 1 willpower.

Protections : cannot be affected by spells.

Abilities : Night (mist 2, dream 3, shadows 2), child of Yume-do and forge of dreams (like Baku, page 257 of enemies of the empire)

Combat bonuses : bonus to TN to be hit equal to highest ring.

Skills : brawling 4, commerce 4, spellcraft 3, lore : spirit realms (Yume-do) 7, meditation 3, investigation 3, divination 2

Advantages / disadvantages : touch of the spirit realms (Yume-do), soul of artistry, silent

The Jinn of the Tempest :

This minor hardy Jinn worked for a Senpet Sahir that found a way to get his hands on the Black Heart, the Immortal Caliph’s own heart removed through the ceremony of the Black Heart. The Jinn is a great protector of treasures, keeping enemies at bay and enduring attacks.

Traits bonuses : + 1 air, + 1 earth, + 1 reflexes.

Protections : reduction equal to twice his highest ring.

Abilities : sand (Tornado 3).

Combat bonuses : bonus to attack, damage rolls and extra wounds per wound rank equal to highest ring.

Skills : brawling 4, commerce 4, investigation (notice) 3, athletics 3, battle (skirmish) 4, defense 4, hunting (tracking) 3, stealth (ambush) 4.

Advantages / disadvantages : wary, strength of the earth, touch of the spirit realms (Toshigoku).

The Jinn servant :

The Jinn servant is a major labor Jinn who found the way to permanently kill his brethren during the Day of Wrath. He used his knowledge against his kin for his summoners, but when the war ended, his brothers found and punished him. His name was removed and he was cursed to serve humans for all eternity. He was later contacted by Qolat, a survivor from Laramun, a city destroyed by Shilah during the Day of Wrath, and was offered a position as a Qolat master in the organization that was also known as the Servants of Laramun.

Traits bonuses : + 1 air, +2 earth, + 1 water, + 1 perception.

Protections : none.

Abilities : black magic (life 3, death 2), blessings and curses (fortune 2).

Combat bonuses : none.

Skills : brawling 6, commerce 5, lore : Jinns (secret to kill a Jinn) 10, lore : Qolat 5, spellcraft 3, lore : history (Day of Wrath) 3, divination 3.

Advantages / disadvantages : bad fortune (cursed to serve), obligation (major, Qolat), sworn enemies (all the Jinns), forbidden knowledge (Jinn), forbidden knowledge (Qolat), great destiny.

Nightmare devourer :

The enemy of Kai, Jinn of hungry dreams, the medium mighty jinn known as the Nightmare devourer is a predator of Yume-do. Like his sworn foe, he lives in Yume-do to avoid the fate of his brethren to be cast out in the Black Earth, where he feed on the energies of people’s nightmares. He found pleasure in the thrill of hunting prey through the nightmares, using his powers to make them worse for them and more pleasurable for him. He also uses his knowledge of people’s dark secret to torment them or make them do his bidding.

Traits bonuses : + 1 air, + 1 water, + 1 strength.

Protections : suffer no wounds penalties, cannot be knocked down.

Abilities : forge of nightmares and hypnotizing sleep (like Baku no oni, enemies of the empire page 257)

Combat bonuses : bonus to attacks, damages and initiative rolls equal to highest ring.

Skills : brawling 4, commerce 4, intimidation (bullying, torture) 7, stealth 5, lore : spirit realms (Yume-do) 2.

Advantages / disadvantages : touched by the realm (Yume-do), quick, blackmail (many).

Getting a bit ahead of myself, but i'm working on maps for this guide. They were be ugly photoshoped things but it will list some locations.

Are you going to post anything about the specific rules for shields?

Are you going to post anything about the specific rules for shields?

The official shield rules already exists, I didn't repeated or modified them.

If anyone is still interested by news, I'm writing the last few pages. It's 76 pages long, includes new mechanics for every faction, new equipment, new creatures, an index, background about Medinah Al-salam, famous locations in the Burning Sands, an updated map of the Burning Sands and Yobanjin territories and the description of the White Lands and the Black Earth.

I would *love* a PDF of that.

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

Your views on the Jewel would be highly appreciated.

The work may need proofreading honestly.

Greetings from the Sands, Evil-Smelling Brother-in-Law of a Camel!

Aww... you've gotten a little nicer. Didn't it used to be a Jackal?

Aww... you've gotten a little nicer. Didn't it used to be a Jackal?

Yes indeed.

The work may need proofreading honestly.

I would be glad to help, but english is not my native language.

You might want to kindly ask Kinzen if she has a little spare time.

The work may need proofreading honestly.

I could give it a once-over.

You might want to kindly ask Kinzen if she has a little spare time.

<laughs hysterically>

I would love to help, but spare time is not a commodity I've got a lot of at the moment, unfortunately.

You might want to kindly ask Kinzen if she has a little spare time.

<laughs hysterically>

I would love to help, but spare time is not a commodity I've got a lot of at the moment, unfortunately.

Before AEG sold L5r, it was the other way around : I was proofreading Kinzen's work ;-)

if you're looking at grammar, spelling, and the like, I'd be happy to provide some proofreading.