VERSION 8.8 w/ Ref Sheets (post errata 2.0)
Thanks to all the contributors. I am always open to opinions and these rules have already changed a LOT due to comments people made. This is a Work In Progress
Changes from Previous version:
Tweaked the character sheet to fit the houserules.
Reference Sheets: https://drive.google.com/file/d/1-1LBhOoFqXAYkpnqCPMMnUKaOLz42hEn/view?usp=sharing
Character Sheets: https://drive.google.com/file/d/1yBz_dVkDgr2JtKzPPGSWq3de_dHH39Wr/view?usp=sharing
Stances:
Makes Earth Stance more fun. Slightly weaker, yes, but a lot more fun. Especially when minions use it, and for duels, and for skirmishes. Binary results are never cool, so changing the Earth stance into something more similar to Air stance really pays off.
Earth Stance:
Change it to:
When other characters make Attack action checks or Scheme action checks that target you, they need to spend one extra
for each Critical Strike or Condition they want to inflict on you by spending
. If your school rank is 4 or higher, they need to spend an extra
instead.
Conditions and Critical Strikes:
All the following changes assume you are playing with the sidebar rule on p.270 (repeated injury). It radically improve the flow of the fights and make it more about Wounds. More visceral, more fun, more logical.
CONDITIONS:
Incapacitated condition:
Change it to:
Effects: An Incapacitated character increases the TN of all action checks by 2. An Incapacitated character cannot defend against damage. After an Incapacitated character suffers a critical strike, they suffer the Unconscious condition in addition to any other effects.
Severely Wounded condition:
Alter it to:
Effects: A Severely Wounded character increases the TN of their checks with the affected ring by 3.
If the character suffers the Lightly Wounded or Severely Wounded condition for the same ring, they instead suffer the effects of a severity 7 critical strike for that ring as if they had failed the check to resist it. This severity cannot be lowered by any mean.
Dying condition: Add: If you suffer from the Dying Condition, you perish if you take any critical strike of severity above 0 after the resist check.
CRITICAL STRIKES TABLE:
change/modify the following critical severity outcomes (more linear scaling).
7-8 Permanent Injury
:
add:
If the character was
not
Severely Wounded for the ring used for their resist check, the character suffers the Severely Wounded condition for that ring.
9-11 Maiming Blow : add: If the character was not Severely Wounded for the ring used for their resist check, the character suffers the Severely Wounded condition for that ring.
12-13 Agonising Death: change it to: The same as 9-11 Maiming Blow, plus the Dying (3 rounds) condition
14-15 Swift Death : c hange it to: The same as 9-11 Maiming Blow, plus the Dying (1 rounds) condition
Conflicts:
INTRIGUES:
Sample Social Objective:
Discredit:
add: A character can inflict 1 strife on their target with a successful Persuade Action check, plus 1 more strife for every 2 bonus successes. (As per core rule of the Discredit action, this strife happens INSTEAD of gaining momentum points).
DUELS:
The Finishing Blow:
change: instead of doubling the deadliness of the weapon used, make it that you increase the severity of the critical strike by 5.
Techniques
Iaijutsu Cut: Rising Blade: add: : if you succeed, inflict a critical strike on the target.
kiho: The Body is an Anvil: Add: The burst effect last until it triggers for the first time before the end of the scene.
kiho: Cleansing Spirit: Add: In the burst effect, remove the possibility to remove the following condition: Afflicted
Schools
Ikoma Bard:
-Heart of the Lion (school ability): make it unusable in duels.
-For their Shuji starting techniques, add "choose one".
Mantis PDF Schools: (FFG should just do their job here. They already fixed redundant school curriculum in the core book, they need to fix their Mantis PDF. Anyway, here is my take on it)
Storm Sailor School:
-Change their rank 4 choice technique "Crashing Wave Style" to
"A Samurai's Fate"
Storm Fleet Tide Seer:
-Change their rank 2 choice technique "Call Upon the Wind" to
"Stride the Wave"
-Change their rank 4 choice technique "Rise, Water" to
"Rise, Air"
-Change their rank 5 choice technique "Rise, Air" to
"The Soul's Blade"
Various
None of the following are very crucial, but they can be regarded as clarification or improvements.
Opportunities:
I play with a trimmed down amount of options to use Opportunities for during checks.
I use Opportunities as a Descriptor and as a Narrative tool (p.28 corebook) in addition to Adventure/Check specific "special" options the GM come up with, and, the few options available in the Reference Sheets (available for download, see top of page). It is simply to streamline the game, making it easier to digest. It does not really matter if you allow other options that can be found elsewhere in the corebook or sourcebooks to be used. This is simply a personal preference.
Competitive Checks: Order for making Competitive Checks: usually, everyone rolls at once. If the order in which characters make these checks is relevant, the character who is the active character makes theirs first. If all characters are considered active, such as in a narrative scene, the character with the highest honor attribute makes theirs first, followed by the other characters in descending order of honor.
Mounted Combat rule (p.326): the first point, it should read "When the rider succeed on a Manoeuvre (and not Movement) action check, add bonus equal to the mount's water ring.
Suffocation:
change the wording to:
At the beginning of each of their turns, a character who is suffocating receives 2 fatigue and 2 strife. At the beginning of each of the character's turns while they are suffocating, if they are suffering the Incapacitated or Unconscious condition they must resist with a TN3 Fitness check; if the character fails, they gain the Unconscious condition if they were Incapacitated, or perish if they were already Unconscious. (as per core rule, the fatigue gained doesn't trigger a critical strike as this is not "damage").
Unaware:
You are considered
unaware
if you don't know where the opponent is after an initiative in which you would use Vigilance instead of Focus (before any modifiers) and only before you take your first turn (When you start your first turn you are not considered
unaware
anymore)
Unaware of your
environment
:
You are considered
unaware of your
environment
(counts as the
Unconscious
condition) if you are either very heavily distracted or otherwise absolutely not paying attention to potential danger and that you don't know where the opponent is after an initiative in which you would use Vigilance instead of Focus (before any modifiers) and only before you take your first turn (When you start your first turn you are not considered
unaware of your
environment
anymore). You can use a Void point to remove the
unaware of your
environment
status and only become
unaware
before rolling the initiative.
Void points for Adversaries: Adversaries should have Void Points as per player characters. They should generally have half, round up, their Void ring value in starting Void Points.
TO DO:
Shadowland Sourcebook
Shikigami: (under testing, as written, this technique is way over the top. But, it is really hard to adjust it perfectly while keeping its original intent. It is also greatly dependent on the amount of downtime activities or the game's pacing. It needs a nerf, the question is "how")
Edited by Avatar111