My Character Info
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Kata

Using Kata: Once a character is familiar with a Kata, he can execute it at any time. Executing a Kata is a Simple Action. Once a character has executed a Kata, he gains the listed benefit of the Kata until the effect expires (if a duration is listed) or he chooses to drop out of it (which is a Free Action). A character may only have one Kata active at a given time.

Kiho

Using Kiho: Unless otherwise specified in their description, all Kiho require activation. A Kiho may be activated either by spending a Void Point (as a Free Action), by making a Meditation / Void Skill Roll against TN 15 (counts as a Complex Action), or by making a Meditation / Void Skill Roll against TN 30 (counts as a Simple Action). Spending Void Points to activate Kiho in this manner is considered a School Technique for Brotherhood Schools, and thus does not count against the once per-round restriction governing Void Points.

A monk character may only have one each of Internal, Kharmic, and Mystical Kiho active at any one time. A monk may have multiple Martial Kiho active at one time, but may only ever deliver a single Kiho effect via an unarmed strike per Turn. If a monk has multiple unarmed attacks, then he can deliver a separate Kiho effect via each attack made during the same Turn.

A number of Kiho require successful atemi attacks as part of their activation. Because of the exacting precision necessary to execute these attacks, they do not inflict normal unarmed damage; they inflict no damage other than to allow the effects of the Kiho in question to take place. When making the atemi attack, the monk may either spend a Void Point or make a TN 15 Meditation / Void roll. For atemi attacks, these are all considered Free Actions. All atemi attacks must touch bare skin in order to be effective. Because of this, all forms of armor double the normal bonus they confer to an individual’s Armor TN against these attacks.

Spells

Spell Casting Rolls:
When casting a spell, a shugenja rolls a number of dice equal to his rank in the relevant Ring plus his Shugenja School Rank, and keeps a number of dice equal to his Ring. This result is compared to the spell’s TN, which is equal to 5 plus (5x the spell’s Mastery Level).

A shugenja who fails a Spell Casting Roll is still considered to have used up the appropriate spell slot, as the kami are angered by his failure.

A spell requires a number of Complex Actions equal to its Mastery Level to cast. The first of these is spent when the caster successfully makes the Spell Casting Roll against the normal TN, which is equal to 5 plus the spell’s Mastery Level x5. Each round thereafter, the shugenja must spend a Complex Action to continue the spell. A spell takes effect immediately upon the completion of the last Complex Action required to cast it, unless otherwise specifi ed in the spell description. A character may reduce the number of Complex Actions required to cast a spell by one for every Raise made specifi cally for that purpose on the Spell Casting Roll. However, this cannot reduce the casting time to less than one Complex Action.

Characters who are attempting to complete a spell can be interrupted if they suffer damage or are significantly distracted during the casting process. A shugenja who is interrupted must succeed at a Willpower Trait Roll (TN 10) to overcome distraction. If the shugenja suffers damage, the TN for the Willpower roll is 5 plus the amount of damage suffered. A spell that is disrupted in this manner cannot be completed, but the shugenja does not lose a spell slot.
Concentration: A listed duration of ‘concentration’ means the effects of the spell can be maintained as long as the shugenja continues to focus his energies upon them. Concentrating requires the expenditure of a Simple Action each Round. If a shugenja is unable to use a Simple Action to maintain the spell, its effects end immediately. Any shugenja who suffers more Wounds than his Earth Ring while maintaining Concentration must immediately make a Willpower Roll (TN 20 + 5 per Mastery Level of the spell). A shugenja who is distracted in some other way (such as by a shove or a loud noise) must make a Willpower Roll at TN 15. Failure in either case indicates he has lost concentration and the spell’s effects end immediately.

Tattoos

Using Tattoos: Tattoos can only be activated if they are exposed; tattoos covered by cloth or armor cannot be used. Unless otherwise specified, the following conditions apply to all tattoos: they can be activated as Free Actions, only one tattoo may be active at a time, and tattoo effects last a number of rounds equal to twice the character’s School Rank

Name
Type
Atemi/Staff
Rank
Innate
Element
 Name
Universal
Earth
Water
Fire
Air
Void
Multi-Element
Earth
2
Fire
2
Air
2
Water
2
Void
2
Stamina
2
Willpower
2
Agility
2
Intelligence
2
Reflexes
2
Awareness
2
Strength
2
Perception
2
Honor
Glory
Insight
XP
Status
Infamy
Taint
Koku