Many people will tell me that this homebrew approach is wrong.
Maybe they are right: 4th. edition Ronin do not have schools. And there is a reason for that which I appreciate.
Nevetheless there are few considerations to do:
- 1Ronin PCs are sub-par compared to Clan PCs which is OK in general terms....but sometimes one would like something for a change.
- When you hear the story of somebody like Musashi who went through a self-taught way of perfection one realizes that it cannot be mimicked with L5R rules.
- Same thing for Clan bushi in Musha Shugyo: they come back home and they maybe have just missed one or two rank techniques while wandering.
- The Ronin Basic School in "Secrets of the Empire" is OK but the concept of "school" in itself is somehow at odds with nature of school-less Ronin.
- There are many "homebrew Ronin schools" in the Intenet but, again, I do not like treating Ronin schools as schools
Considering all these issues I got inspired to create something which I call "a way".
"Ways" are weaker than clan schools (although they can be powerful at R4 or R5).
One thing must be clear: these "ways" are not for all Ronin/bandits/wakos,etc.. but only for the selected few which stand out from the masses (the PCs?), either because they are skilled Ronin or because they had time for improving their skills by themselves.
I paste here what I wrote in a Word file sometimes ago.
Most Ronin should use the simple mechanics in Core Rules to represent them: which means warriors without basic schools. Nevertheless sometimes the GM feels a need for a Ronin basic school either because exceptional Ronin exist or just because one needs to use it for a Ronin PC to (at least slightly) balance his capabilities in comparison to normal clan PCs. The present writer suggests the use of the Ronin Basic School as appeared in SecE p.236 only for those exceptional cases, leaving the bulk of Ronin npcs with no basic school at all.
But what is a "Ronin Basic School" if Ronin lack proper schools or Dojos? The following section attempts to approach the problem.
Ronin are unlike clan samurai in many ways, not the least of which is their lack of a dojo or formal fighting style. A ronin’s techniques are not particularly advanced, but are honed to a razor’s edge by a lifetime of never-ending hardship. A Kakita duelist practices his technique in a pristine, silent dojo with nothing to disturb him but mostly following the traditions and procedures which the sensei has taught him. On the other hand a ronin duelist practices in the rain on an open field, learning to focus his mind despite the distractions that surround him but without any authority to guide him, but his istincts or the scant remains of any teaching he had received in the past.
Given these premises, a Ronin basic "school" should contain a few weak but broad, basic Techniques that are not a result of formal training, but a combination of picking up bits and pieces from other warriors, learning from (and occasionally getting lucky after) mistakes, and spending time in deep meditation and thought on his own experiences.
In this way a proper name to call these Ronin Basic Schools could be "Ways" since they do not represent formalized educations in a school, but a just a way that a special Ronin decides to follow.
Note that if this interpretation is chosen, the "Ronin Basic School" in SecE p.236 is just one of the many possible "Ronin Ways": in fact its name here should be "Way of the Survivor".
Rules for the "Ways".
The following rules apply to the ways.
· One can move freely between these different Ways, taking the Techniques which suit them and without having to use the Different School advantage.
· A character may never take a Technique without having the previous Techniques in that school. For instance, a ronin who is a Rank 2 Duelist may, upon reaching Insight Rank 3, take Rank 1 in Yojimbo or Rank 3 in Duelist. Careful GM judgement is, off course, required.
· Ways Ranks contribute to calculate the total "School Rank" only for the purpose of techniques linkes to ways.
· All existing Ronin Techniques are now treated as Alternate Paths of Ronin Ways. Ronin characters are still required to abide by the rules regarding the learning of Alternate Paths, if they choose to learn a Ronin Path in lieu of their Way Technique. However, since the ways are self-taught patters of learning, one can decide not to renounce to Technique that the Ronin Path should have substituted: if he want, he can just decide to take I t later. The important thing is that the rank of a Ronin path is the minimum Insight Rank required to take the path. These rules represent the personalized approach that the Ways represent.
Example: The Ronin Takezo follows the Way of the Duelist. He is a Ronin Duelist Rank 3. After many adventures he reaches Rank 4 and decides to enter the "Sevene Waves Mercenaries" Ronin path (EotE p.75). Later on, when he reaches Rank 5 he can either Take the Ronin Duelist Rank 4 or Rank 5 technique or he can even take another path or start a completely new Ronin Way with a Rank 1 technque.
· Since these are self-taught ways, even Clan Samurai can enter them without the use of the Different School advantage. However this is pretty rare since not following one's school (or an officl path) can have social consequences. GM careful judgement is required but decent reasons for entering a way are being on a Musha Shugyo for self-improvement through experience or being away from home (and unable to frequent a clan dojo) for a long time period possibly due to dire situations. When such situations end, with GM approval, they can even re-enter their schools at the Rank where they left.
Example: When Shiba Kosuke reaches Rank 2 he goes through Musha Shugyo, choosing the "Way of the Yojimbo" and becoming a a Shiba Bushi 2/Ronin Yojimbo 1 while being of Insight Rank 3. When he reaches Insight Rank 4 he decides that his Musha Shugyo has ended, so he re-enter his clan and his school. He can now be a Shiba Bushi Rank 3/Ronin Yojimbo 1.
Ronin Shugenja Schools, not ways
A different approach must be used with Ronin Shugenja schools. They cannot be entered as easely as described above but they must be treated as normal basic Schools. In fact they represent particular backgrounds which define one's relationship with the Kami and this cannot be as easily changed as happen to the ways.
Creation of a Ronin PC
At character creation, a ronin character still chooses whether to be a True Ronin or a Clan Ronin.
Clan Ronin
Clan Ronin are created as described in Core Rules p.234 but may choose to either start with theit previous school Rank 1 (as described in Core Rules) or start with the Rank 1 of a Ronin Way. As they advance beyond Rank 1 they can either seek sensei for entering Ronin path or follow a Ronin Way.
True Ronin
True Ronin can be creared with the two options present in Core Rules p. 234 but with the following modifications. There is also a new third option
· Option 1 (no school, no path) . If the player selects option 1, the ronin character begins with the Social Disadvantage: Ronin and with no School, Way or Techniques but (as per core rules) with 25 bonus experience points. When the character advances to Insight Rank 2, he may select a Rank 1 or 2 Ronin Path (if he finds a Sensei). He may never take a Ronin Way, though he may take Ronin Paths as he gains higher Insight Ranks and can find willing teachers. NOTE: If you choose to use the rules for "Ways" it is possibly better to limit "option 1" to NPCS, given that in the long run it tend to create weaker Ronin than those with ways.
· Option 2 (Ronin Path substituting Ronin School Rank 1). If option 2 is selected, the character starts with 20 experience points (as per Core Rules), the Social Disadadvantage: Ronin and he may begin with a Rank 1 Ronin Path Technique as normal (belonging to an otokodate, or ronin brotherhood), but must also select which Ronin Way his Rank 1 Ronin Path is replacing.
· Option 3 (Ronin Way). The final (new) option is to select a Ronin Basic School or "Way", gaining the starting Benefit, Skills, Honor, Outfit, and Technique, as indicated. This option is treated as a sub-category of Option 2, and comes with the standard 10 bonus Experience Points and Social Disadvantage: Ronin that Option 2 provides.
List of Ronin Ways
Here is a list of the available Ronin Ways:
· Way of the Assassin (Bushi)
· Way of the Bandit (Bushi)
· Way of the Courtier (Courtier)
· Way of the Duelist (Bushi)
· Way of the Ronin Warrior (Bushi)
· Way of the Soldier (Bushi).
· Way of the Survivor (Bushi) (the "Generic Ronin" in Sec p.236)
· Way of the Wako (Bushi)
· Way of the Yakuza (Bushi)
· Way of the Yojimbo (Bushi)
Here is a list of Ronin basic schools as published.
School
|
Tag
|
Reference
|
Generic Ronin (or "Way of the Survivor" in the new rules in this document) |
Bushi |
SecE p.236 |
Dutiful Disciple Shugenja |
Shugenja |
EotE p.205 |
Ronin Order Shugenja |
Shugenja |
EotE p.205 |
Self-taught Shugenja |
Shugenja |
EotE p.205 |
Void Mystic |
Shugenja |
BoV p.183-4 |
Unfortunately, ronin assassins are more prevalent than many in the Empire would like to admit. As it stands, many ronin find that accepting assassination contracts is a surprisingly effective way to make a living. It seems that people, from the lowliest eta to the most honorable of samurai, are always making enemies willing to pay to have them killed. Note that this way is not for Ninja. It merely represents Ronin who, albeit honorless, still define themselves as samurai but have a clear ability for assassination.
TheWay of the Assassin
· Benefit : +1 Agility.
· Skills : Defense, Hunting, Kenjutsu, Sincerity (Deceit), Stealth, any 2 Skills.
· Honor : 1.5
· Outfit : Worn Clothing, Ashigaru or Light Armor, Daisho, any one weapon, Traveling Pack, 1 koku.
TECHNIQUES
Rank 1: Instrument of Death
Assassins tend to choose their favourite weapons early on in their careers.
Choose a weapon. From now onwards when you spend a Void point for attacking with it you receive a +2k1 bonus instead than +1k1.
Rank 2: Speed born of Darkness
A ronin assassin learns that his greatest advantage lies in attacking unaware opponents.
You gain a bonus to your Initiative rolls equal to your Ranks in the Stealth Skill if you attack a foe that is unaware or does not expect danger from you.
Rank 3: No Escape
Taking advantage of an opponent who expects no attack allows the ronin to plan his attacks for maximum effect.
Choose either ranged or melee attacks. From now onward you may make attacks as a Simple action instead of as a Complex action when you use the chosen attack type against foes that are unaware or do not expect danger from you.
Rank 4: Finish the Job
The quicker a target dies, the better it is but, if a job is not finished with a single blow, the Ronin Assassin knows how to resolve the problem quickly.
If you attack an opponent whom you have wounded in this or in the previous round, you get a +1k0 bonus to your attack roll.
Rank 5: The final Strike
At the pinnacle of his skill, the ronin assassin finds that his willingness to kill has no limits.
When attacking a lone opponent or a target that is unaware of your presence, you may spend 1 Void Point to get +1k1 on a single damage roll with any weapon.
If some mechanics already allows you to do so the two things stack and you can now spend 2 void points to get +2k2 on a damage roll.
Many Ronin are driven to the career of the Bandit. It's a tough life for tough men. The hunger combined with the predatory istincts of these masterless Samurai lead them to plunder villages and less defended clan estates. Intimidation and survival in the wilderness are both key parts of the lives of bandits and, when their no opportunity for plunder, they offer themselves as mercenaries for those who offer the best price.
This way is pretty similat to the ways of the Wako and of the Yakuza (see belows), albeit with a few obvious differences due to the different context (wilderness instead of oceans or cities).
Many bandits are not really Ronin since they are not Samurai but peasants and criminals who try to exploit a situation for surviving and getting richer. This is why in the outft below a Rank 1 bandit can decide to either have the Daisho or not, according to his own nature as a Ronin or as a Peasant.
The Way of the Bandit
· Benefit : +1 Stamina
· Skills : Defense, Hunting, Intimidation, Stealth, any two Bugei skills, any one skill.
· Honor : 1.5
· Outfit : Worn Clothing, Light or Ashigaru Armor, any three weapons (or Daisho and one weapon), Travelling Pack, 1 Koku.
TECHNIQUES
Rank 1: Survive the Wilderness.
Bandits are not loved in cities, therefore, when an easy prey is not available, they must live of what the wilderness offer.
You get a +1k0 on Hunting rolls and get one Hunting emphasis for free.
Rank 2: The strongest rules.
Violence and bullying are key elements in the lives of a bandit and, as soon as he advancse in experience, he also learns how to indimidate victims and underdogs.
You get a +1k0 on Intimidation rolls.
Rank 3: Hit him more than once! The Wolf is quick
Bandits know that the more you hit an opponent, the quicker he will fall.
From now onwards you may attack as a Simple Action with two single weapons to be chosen when this rank is entered.
Rank 4: You know who the boss is!
The terror that an expert bandit inspires is the key to his own success
If you have ever won a Contested Skill Roll against someone using your Intimidation, if you subsequently face that person in a skirmish you gain a Free Raise on all your attack rolls against him.
Rank 5: I'll give you an example
Master bandits often use their violence to provoke fear in the hearts of those who watch.
When you kill somebody you can spend a Void point to establish that you did it in a gruesome way: All those who watch the act must make a Fear test against A Fear rank equal to your Willpower rank.
The Courtier is the rarest kind of Ronin. Courts tend to be dominated by clan Samurai, so these are not the typical places for wave men. Nevertheless there are Ronin who excel in social skills and sometimes they find their places in low status courts, for examples in Ronin settlements like Nanashi Mura or rich unaligned cities ruled by merchants, like in Zakyo Toshi. Unless they manage to get patronage from a clan they are destined to be low level players in the game of politics, although in their own contexts they know how to exploit their skills. More then anything else they must rely on unexpected luck and so they manage to understand how to quickly exploit opportunities. Furthermore, unlike clan courtiers, it is not uncommon among Ronin coutiers to cultivate some martial skill. They still live a life among the waves, like all Ronin, and, unlike clan courtiers, the protection of skilled yojimbos is not assured.
The Way of the Courtier
· Benefit : +1 Awareness
· Skills : Courtier, Defense, Etiquette, Sincerity, Kenjutsu, any 2 other skills.
· Honor : 4.5
· Outfit : Clothing, Daisho, Tanto, Travelling Pack, 1 Koku.
TECHNIQUES
Rank 1: A skillfull tongue.
Born without the privileges of clan courtier the Ronin courtier can rely only on his own skill with language and the personal charisma which naturally ditinguishes him.
You get a +1k0 bonus on one single social skill to be chosen when this school is entered.
Rank 2: Winds & Fortunes
Ronin courtiers learn quickly how to assess the odds of success.
A number of times per day equal to your School Rank, you may know the TN of any roll before you make it. When making Contested Rolls, you may first make a Contested Raw Awareness Roll; if successful, you may learn how many dice your opponent will be rolling and keeping before the roll takes place. You may not back out of the confrontation that occasioned the contested roll based on this knowledge, but you may take further action to affect your roll or your opponent’s (for example by deciding to spend Void points), if you have any mechanics which allow you to do so.
Rank 3: Forge your own Fate The Wolf is quick
Ronin Courtiers know that fortune is forged rather than found.
You may spend a Void Point in order to immediately re-roll any failed Social Skill Roll but increasing the TN by +5.
Rank 4: Dueling the Fortunes
Opportunity comes to those who are willing to take it.
You gain an additional action per round. This action may not be used to make an attack, but it may be used to take any other legal available action. It may be an action of any type: Complex, Simple or Free (allowing you to ignore the normal limitation of only performing each Free action once per round.)
Rank 5: Fortunes favor the Bold
Fortune smiles upon those who are bold enough to seize opportunity when it presents itself.
Once per day, you may spend all of your remaining Void Points (minimum 1) after failing a roll by up to 25 points. This roll is immediately converted to a success, with a number of Free Raises equal to the number of Void Points you spent when activating this Technique.
The image of the wandering duelist of uncommon and unexpected skill is a popular one in the empire, often appearing in plays and pillow books. They have the potential to cut quite the dramatic figure as they use their swords to carve out an existence. They are known to set up open challenges to any and all comers in the hopes of winning not only glory, but money and perhaps even employment from showing off their skill. A select few have even been known to offer their services as a champion in duels when the challenged party has no yojimbo to duel in his stead.
The Way of the Duelist
· Benefit : +1 Awareness.
· Skills : Defense, Hunting, Iaijutsu, Kenjutsu, any 3 skills.
· Honor : 4.5
· Outfit : Worn Clothing, Light or Ashigaru Armor, Daisho, any one weapon, Travelling Pack, 1 Koku.
TECHNIQUES
Rank 1: The Wind Technique
Speed is necessary for a ronin duelist to survive .
You add twice your Awareness to the total of all Initiative rolls.
Rank 2: Taking the measure
An opponent who is understood is an opponent who is already defeated.
If you manage to gain at least one piece of information during the assesment phase of a duel you receive a +1k0 on the following Focus roll.
Rank 3: Strike like the Wind
The incredible speed a ronin develops in training for a duel becomes evident in his every move.
For two Rounds following any Round in which you assumed the Center Stance, you may make melee attacks with Samurai keyword weapons as a Simple Action instead of as a Complex action.
Rank 4: You cannot measure me
Expert Ronin duelists have developed styles of their own, difficult to read by those who have been trained in the most common styles of the clans' dojos. The techniques of expert Ronin Duelists are so unusual that one can never be sure to have properly assessed them.
During the assessment phase of a duel the basic TN that your opponent must face to assess you is equal to your Insight Rank x7 instead than x5.
Additionally, in order to get the bonus on focus roll, the Assesment roll must exceed your roll by 15 and not by 10.
Rank 5: The final measure
The trained eye can find any weakness.
When you are in an iaijutsu duel, for every additional margin of 10 points by which you exceed your opponents Assessment roll, you gain an additional +1k1 bonus to your subsequent Focus roll.
Ronin warriors are what most people in the Empire think of when someone mentions the word “Ronin”. They are wandering fighters with little respect for finesse or subtlety, preferring to act with brutal and simplistic attacks. While many ronin warriors are forced to turn to banditry to survive, not all choose this life. Many sign on to serve the Great Clans in their skirmishes in the hopes of making a name for themselves and being offered a chance at swearing fealty. This way is another interpretation of the "Generic approach" of the Ronin School in SecE. While that school has a greater focus on resilience and endurance, this way has a greater focus on offensive techniques.
The Way of the Ronin Warrior
· Benefit : +1 Strength.
· Skills : Defense, Hunting, Kenjutsu, Kyujutsu, any 3 skills.
· Honor : 4.5
· Outfit : Worn Clothing, Light or Ashigaru Armor, Daisho, any one weapon, Travelling Pack, 1 Koku.
TECHNIQUES
Rank 1: My own, reckless way
Wihout a master to direct them many Ronin develop attack strategies based on their own preferences.
Choose a single weapon. While you use that weapon the Full Attack Stance give you a bonus of 3k1 instead of 2k1 and you can dimish the Armor Tn penalty by the Rank you have in the Way of the Warrior.
Rank 2: The taste of blood
When feeling the taste of blood the wolf wants more of it and attacks with greater power.
You gain a bonus on damage roll equal to your Strength Rank against any opponent whom you have wounded with your last attack (performed not before than the previous round).
Rank 3: The Wolf is quick
Ronin can be swift with their chosen weapon.
From now onwards you may attack as a Simple Action with your chosen weapon and one other single weapon.
Rank 4: The Killing Strike
In dire situations an expert Ronin knows how to end a fight with a single strike
When you spend a Void point for gaining +1k1 on an attack roll, if this attack roll hits, you receive also +1k1 on the damage roll of the same attack. This ability can be used only once per day on a single Void expenditure.
Rank 5: None shall overcome
The ronin’s fighting style is fluid, as he finds ways to overcome the defenses of even the most powerful opponents.
Before making an attack roll, you may choose to roll two less unkept dice to gain one extra kept die.
Additionally you may attack as a Simple Action with any weapon belonging to the same weapon group of your chosen weapon (e.g. swords, spears, knives, etc...).
This way represents Ronin who earn a living as mercenaries. Good soldiers can be obtained even with the ways of the "Ronin warrior" or the way of the "survivor" but the "way of the Soldier" is special since it focuses on warfare, surviving in the battlefield and cohoperating with unit companions.
Ronin soldiers are usually not great generals: most of them remain simple "rank and file" fighters while a good part of them just die on a battlefield or manage to escape when an army is rooted out. Nevertheless the very few who manage to survive can even prosper, having faced hundreds of battles. They can become skilled commanders, able to exploit their vast experiences leading successful military units.
Many soldiers are not really Ronin since they are not Samurai but peasants and criminals who try to exploit a situation for surviving and getting richer. This is why in the outft below a Rank 1 soldier can decide to either have the Daisho or not, according to his own nature as a Ronin or as a Peasant. Nevertheless, it is worth remining here that a peasant Soldier can have problem that a peasant Wako or a peasant Bandit does not have. According to law peasants cannot have weapons unless they are given by superiors to make them budoka or ashigaru. So, carefull judgement by the GM is required.
The Way of the Soldier
· Benefit : +1 Perception.
· Skills : Defense, Battle, Athletics, any one Bugei skill (to be chosen among Spears, Polearms or Kyujutsu), one other Bugei skill, any two skills.
· Honor : 4.5
· Outfit : Worn Clothing, Light or Ashigaru Armor, any three weapons (or Daisho and one weapon), Travelling Pack, 1 Koku.
TECHNIQUES
Rank 1: the tools of the Rank & File
The training of Rank & File soldiers is firstly focused on the basic weapons for army units like spears, polearms and bows, and how to get the better of them while working in a unit.
You get +1K0 in attack rolls if you have skill ranks in Spears, Polearms or Kyujutsu and you are using a weapon in one of those three types while you have allies no farther than 10 ft from you.
Rank 2: My brothers are my shield
Rank & File soldiers learn that if they want to survive they must coordinate their efforts with those of their companions in the same unit.
As far as you remain not farther than 10 ft from any ally you can raise your Armor tn by the Rank in the Way of the Soldier.
Rank 3: Hit him again!
Expert soldiers learn how to fight quicly.
From now onwards you may attack as a Simple Action with two chosen weapons.
Rank 4: The Veterans know their ways
A Veteran Ronin soldier has survived an incredible number of fights. He knows how to move in battlefields while keeping himself safe.
When rolling on the Battle Table you can also add your Insight Rank. Furthermore you can subtract your Battle Skill Rank from the wounds you are supposed to suffer after rolling on the Battle table.
Rank 5: Experience makes me a leader
Very few Ronin soldiers survive the dire years spent on the battlefields. These preciou few have such empiric knowledge of the battlefield to be respected even by high rank Samurai generals.
You can add your Insight Rank to any Battle Skill roll made as a general.
Furthermore when acting as a general, if the enemy benefits from any bonus givem by terrain or well-laid trap or (according to GM judgement) any other possible factor, you can diminish that bonus by your Battle Skill Rank if you spend 1 Void point.
This is the new name of the Generic Ronin Basic School published in SecE p.236.
The Wako are Ronin pirates who roam the ocean, plundering coastline villages and merchant ships. They have been often hunted by the clans with coastline settlements like the Phoenix, the Crab and the Crane, although the Yasuki and the Daidoji are not aline to having relationships with wakos, hiring them as mercenaries or buying the stolen riches which the Wako need to sell. However a stronger (and more complicated) relationship with the Wako is held by the Mantis clan (and to a certain degree the Tortoise). The Mantis often act as secret allies or, on the opposite, as dire enemies of the Wakos, according to their conveniences in each specific period.
In terms of mechanics the Way of the Wako, or Ronin pirate, is pretty similar to the ways of the bandit or of the yakuza, although with the obivious differences: ocean instead of the wilderness or cities.
Many Wakos are not really Ronin since they are not Samurai but peasants and criminals who try to exploit a situation for surviving and getting richer. This is why in the outft below a Rank 1 Wako can decide to either have the Daisho or not, according to his own nature as a Ronin or as a Peasant.
The Way of the Wako
· Benefit : +1 Stamina
· Skills : Defense, Sailing, Athletics (Swimming), Intimidation, any two Bugei skills, any one skill.
· Honor : 1.5
· Outfit : Worn Clothing, Light or Ashigaru Armor, any three weapons (or Daisho and one weapon), Travelling Pack, 1 Koku.
TECHNIQUES
Rank 1: Sea Warriors.
The Wako learns quite quickly how to fight on the rolling surface of a ship.
You suffer no penalties to movement, action and skill rolls for rough, slick, moving or irregular terrain. The GM is off course called to judge peculiar situations. If you already have this ability (e.g. because of Yoritomo Bushi R1 or Doji Marines path in IH2 p.197) you get +1k0 on attack rolls made on a vessel.
Rank 2: The strongest rules.
Violence and bullying are key elements in the lives of a wako and, as soon as they advance in experience, they learn how to indimidate victims and underdogs.
You get a +1k0 on Intimidation rolls.
Rank 3: Hit him more than once! The Wolf is quick
Wako know that the more you hit an opponent, the quicker he will fall.
From now onwards you may attack as a Simple Action with two single weapons to be chosen when this rank is entered.
Rank 4: You know who the boss is!
The terror that an expert wako inspires is the key to his own success
If you have ever won a Contested Skill Roll against someone using your Intimidation, if you subsequently face that person in a skirmish you gain a Free Raise on all your attack rolls against him.
Rank 5: I'll give you an example
Master Wako often use their violence to provoke fear in the hearts of those who watch.
When you kill somebody you can spend a Void point to establish that you did it in a gruesome way: All those who watch the act must make a Fear test against A Fear rank equal to your Willpower rank.
The Way of the Yakuza [Bushi]
The Yakuza are criminals belonging to syndicates and bands which roam and prey upon urban popolations. They earn a living through an array of lowly activities such as the control of prostitution, rackets or gambling, always trying to look for the better opportunity to get at the expenses of those who are weaker than them.
In terms of mechanics the Way of the Yakuza is pretty similar to the ways of the Bandit or of the Wako, although with the obivious differences: a city instead of the wilderness or the ocean.
Even if the occasional Ronin join their ranks, Yakuza are usually not really Ronin since they are not Samurai but peasants and criminals who try to exploit a situation for surviving and getting richer through sheer intimidation and honorless actions. This is why in the outft below a Rank 1 Wako can decide to either have the Daisho or not, according to his own nature as a Ronin or as a Peasant.
The Way of the Yakuza
· Benefit : +1 Awareness
· Skills : Sincerity, Intimidation, Sleight of Hand, Stealth, any two Bugei skills, any one skill.
· Honor : 1.5
· Outfit : Worn Clothing, Light or Ashigaru Armor, any three weapons (or Daisho and one weapon), Travelling Pack, 1 Koku.
TECHNIQUES
Rank 1: No Morality when one gains.
The Yakuza know that Samurai morality cannot be applied to their world if they want to survive
You suffer no Honor loss for using Low Skills.
Rank 2: The strongest rules.
Violence and bullying are key elements in the lives of a Yakuza and, as soon as they advance in experience, they learn how to indimidate victims and underdogs.
You get a +1k0 on Intimidation rolls.
Rank 3: Hit him more than once! The Wolf is quick
Yakuza know that the more you hit an opponent, the quicker he will fall.
From now onwards you may attack as a Simple Action with two single weapons to be chosen when this rank is entered.
Rank 4: You know who the boss is!
The terror that an expert Yakuza inspires is the key to his own success
If you have ever won a Contested Skill Roll against someone using your Intimidation, if you subsequently face that person in a skirmish you gain a Free Raise on all your attack rolls against him.
Rank 5: I'll give you an example
Master Yakuza often use their violence to provoke fear in the hearts of those who watch.
When you kill somebody you can spend a Void point to establish that you did it in a gruesome way: All those who watch the act must make a Fear test against A Fear rank equal to your Willpower rank.
The ronin who follows the path of the yojimbo is rare indeed. While it is one of the surest methods of finding employment, it can also be one of the quickest ways into a grave. Those who truly follow the way of the yojimbo are often individuals with a deep respect for all life, or who feel that their own life can be better spent by ensuring the long life of another. This "school" focuses on protection and on a defensive style of combat.
The Ronin Yojimbo School
· Benefit : +1 Reflexes.
· Skills : Defense, Hunting, Kenjutsu, Investigation (Notice), any 3 skills.
· Honor : 4.5
· Outfit : Worn Clothing, Light or Ashigaru Armor, Daisho, any one weapon, Travelling Pack, 1 Koku.
TECHNIQUES
Rank 1: Shared Protection
The Ronin Yojimbo knows how to protect his charge even when defending himself.
When in the Defense or Full Defense Stances, you may perform the Guard Maneuver as a Free action but, if you choose to do so, the Armor TN bonus you provide from the Guard Maneuver is +5 to his armor TN, not +10.
If you already can perform the Guard Maneuver as a Free Action (e.g. because of Shiba Bushi R1) you provide +10 when performing the Guard Maneuver while in Defense or Full Defense stances.
Rank 2: Will, Not Flesh
Focus permits a ronin yojimbo to set aside pain and push beyond normal physical limitations in order to protect hi charge.
When acting to protect another individual, performing the Guard Maneuver or dueling on their behalf, you reduce your Wound Penalties by three times your Insight Rank. This Technique does not work once you reach the Down or Out Wound Ranks.
Rank 3: Strength of Conviction
A yojimbo never fights so fiercely as when defending his charge.
On the Round following any Round in which you have performed the Guard Maneuver, you may make melee attacks as a Simple action instead of as a Complex action.
Rank 4: Hasten the Blade
A yojimbo defends first, and retaliates second.
On the Round following any Round in which you were in the Defense or Full Defense Stances, you gain a bonus to your Initiative equal to the Armor TN bonus you received from your Stance on the previous Round.
If you were also performing a Guard Action you add also the bonus that you offered to your charge.
The bonus to the Initiative lasts until the Reactions Stage of the Round in which it was gained.
Rank 5: Dashed Upon the Stones
Fighting defensively is no hindrance to a true yojimbo.
At the beginning of your Turn, if you are in the Defense or Full Defense Stances, you may spend a Void Point to make a single attack as a Free action.
The following part describes proper "schools" which are not ways. These are taught in dojos which are are independent from the dojos of the clans. They offer a formalized tradition of advancement, and in this sense they differ from the "ways" and the yshould not follow the special rules regarding the Ways but just like normal schools avalaible to selected groups of Ronin.
Ninja are a myth which usually hides half-truths hidden in the Scorpion Clan, the Kolat or in few other organizations. Nevertheless the majority of Shinobi are not Samurai but belong to small groups of hidden assassins, completely alien to bushido and the Samurai culture. These groups are not as powerful and organized as the Ninja of the Scorpion clan but they nonetheless exist. The Shinobi basic school represents Ninja Ronin and it differs from the "Ronin assassin" way since it completely avoids any link with normal Samurai. Most of these Ninjas are, in fact, no more than trained peasants who hide their dojos in hidden places like in deep forests or in the tallest mountain ranges.
The reason for making this a school rather than a "way" us that, unlike normal assassins, Ninjas usually do not go on through self-taught ways but follow rules and indications taught in secretive Ninja sects.
The Shinobi Basic School
· Benefit : +1 Agility.
· Skills : Acting, Stealth, Athletics, Sincerity (Deceit), Knives, any 2 skills.
· Honor : 1.0
· Outfit : Peasant Clothing, Dark Clothing, 50 ft of rope and grapple, 1 knife or 6 shuriken or 6 tsubute or 1 explosive (if using rules in IH p.180-1), any two weapons (to be chosen among Ninjutsu Weapons, Ninja-to, Knives, Chain and Staves weapons), Travelling Pack, 5 Zeni.
TECHNIQUES
Rank 1: Face the Darkness
The ronin Ninja knows that walking in the Darkness is an advantage for him.
You gain a bonus of +1k0 to all Stealth Skill Rolls.
Rank 2: One way leading to Death
There are many different styles among Ninja traditions and each tradition focues on one side of the art of assassination.
You gain a bonus of +1k0 in one single School skill to be chosen when this rank is entered.
Rank 3: Quick Death
When using his own unusal tricks the Ronin Ninja attacks with great speed.
You may make attacks as a Simple action instead of as a Complex action when attacking with one single option to be chosen, when this rank is entered, among: knives, Ninja weapons, Chain weapons, Staves.
Furthermore, when wielding shuriken, you may take a Complex Action to make a number of ranged attacks equal to your School Rank.
Rank 4: Shadows only fade
The Ninja learns to use the shadows in which he lives as a weapon, striking at those who only see the light.
When facing a lone opponent or a target that is unaware or does not expect danger from you, you gain a bonus to your attack and damage rolls equal to your Stealth Skill Rank.
Rank 5: Master of Hidden Death
A master Ninja has reached a peak in the art of killing.
Once per day you can spend 1 Void point to add +xk1, where "x" in your Void Rank, to a single damage roll provoked by you against a single person with any mean (weapon, poison, explosive or other).
[1] Much of this text has been taken from "the Way" campaign in the Obsidian Portal website. The text has been modified.
[2] This school was created using also inputs from the Obsidian Portal webiste ("The Way" campaign) and TF website. The inputs have been modified and mixed by the present writer.
[3] This school is a modified version of the "Ronin Courtier" school as presented in the Obsidian Portal webiste ("The Way" campaign).
[4] This school was created using also inputs from the AEG forums (threads and comments by astindextor, kakita seigi and neko users), the Obsidian Portal webiste ("The Way" campaign) and TF website. The inputs have been modified and mixed by the present writer.
[5] This school was created using also inputs from the AEG forums (threads and comments by astindextor, kakita seigi and neko users), the Obsidian Portal webiste ("The Way" campaign) and TF website. The inputs have been modified and mixed by the present writer.
[6] This school was created using also inputs from the AEG forums (threads and comments by astindextor, kakita seigi and neko users), the Obsidian Portal webiste ("The Way" campaign) and TF website. The inputs have been modified and mixed by the present writer.
it missed the last part.