Skills
Universal : Bushi : Courtier : Shindōshi : Specialist
Proficiencies : Duelling Styles : Cyphers : Weapon Masteries
Universal : Bushi : Courtier : Shindōshi : Specialist
Proficiencies : Duelling Styles : Cyphers : Weapon Masteries
Skills represent professional competencies which characters have learned or can potentially learn. Each school will have a set of skills which are taught, and so a character’s chosen school will affect which skills they can learn as a starting character. Note that the same school in different clans may have access to different skills.
A list of which skills are available to characters can be found in the Clans section of the rules.
Cyphers, and duelling styles, proficiencies, and weapon masteries can all be learnt as skills, but require Instruction, with the exception of bushi, who can learn weapon masteries without the need for Instruction, and already have the proficiencies.
All skills can be purchased up to the fifth level, including weapon masteries, but excluding cyphers, duelling styles, and proficiencies.
When purchasing a level which has not been defined, players can customise the skill through a conversation with the game team, creating a unique and personalised skill to suit their character.
These skills are available to all characters to buy at character generation.
To be a samurai is not to just be a warrior but one who understands and loves beauty in all its forms. Blessed indeed are those who create beauty with their own hands. As experience is gained in a given craft, the world itself begins to recognise the beauty of the creation and it becomes a suitable home for mystical powers.
You are proficient in a particular non-martial craft, such as Origami, Pottery, or Weaving. Every time you take a level of this skill, you learn a new type of craft in addition to any other benefits, but as standard, you may only create one item per event.
1 use per event, with appropriate roleplay, you may create an item using your chosen craft, and give it a mundane power. You will need to discuss this power with the game team.
You may identify forgeries of all types of crafted items related to your field, and use this in conjunction with information gathering abilities to learn more about these items and their creators.
You may also repair damaged items with your chosen craft through appropriate roleplay in court and out of combat.
In addition to learning a new craft, you are able to craft higher quality items, spell tempering the item, allowing it to hold mystical power.
The land of Tokoro is wild and dangerous in places, make sure you have someone who knows the way.
You may make, read, and interpret formal IC maps, and create maps of the local area. Every time you take a level of this skill you also gain Lore rank 1 in a chosen location or clan, such as Kani lands or clan. You may never take a Lore above rank one with this ability.
In addition to a new lore, you will get more information from the local area map, including previously hidden points of interest.
A keen eye and observant mind are righteous traits indeed. An experienced observer can start to notice the remnants of magic itself.
You may mundanely investigate an area, both inside or outside, and gain any relevant information with appropriate roleplay. You will require a referee to use this skill.
You are able to identify if there is anything mystical within the area and can see red ribbons, which represent mystical powers. This skill does not allow you to read power cards.
Anyone can be an expert on some topic or other, but some make a habit of being an expert on many. It is true that one cannot become educated in an afternoon, and there is always more to learn if you have the patience to study.
You have specialist knowledge on a chosen subject. You may ask relevant questions or access lore sheets on this subject at each event.
Note that some Lore, such as Penumbra Taint, Madōshi, and Kage, are considered restricted, and can only be purchased by characters with the Forbidden Lore background. This does not give you access to cast these magics, or buy from the Kage advantage list.
You may take this skill multiple times, selecting a different specialisation each time.
You have advanced in your study of your chosen subject, giving you access to more information.
If you can dodge every blow, do you need armour to protect you? You should instead focus on improving yourself and your body. Only when you are in harmony with these can you begin to impose yourself on the world.
1 use per respite, you may call “DODGE” when hit by a mundane physical melee or ranged attack, allowing you to ignore it, not taking the effect and damage. You cannot use a dodge against a Fatal effect.
If you are unarmoured, you gain an additional use of this ability per respite. This skill stacks with the Kaze’s Grace advantage.
If you are unarmoured, you gain +1 use per respite of the “DODGE” call. This skill stacks with the Kaze’s Grace advantage.
In addition, you learn the Hand to Hand weapon proficiency. 1 use per respite, you may add the call “STUN” when using H2H weapons.
For those who seek a powerful spirit and not just a powerful sword arm, meditation becomes an important step on the path. A moment of peace can reveal a clear path ahead.
1 use per respite, you may a take a moment to meditate through appropriate roleplay, choosing one of the below outcomes:
Remove a mental effect from yourself.
Redraw an additional time in your next duel. You may not gain this benefit multiple times in the same respite.
Gain insight into a situation. This requires a referee.
You gain these additional outcomes to choose from when meditating:
Recover a spell slot.
Recover a spent Kū point.
The lands are haunted by all manner of bandits and monsters. A surgeon or medic will always find a steady supply of work. Physicians know not just of remedies and poultices, but the working of their patients bodies and how to speed them on the path to recovery.
You may heal another character from 0 HP to 1 HP through appropriate roleplay, such as surgery or wound treatment. This will also remove any debilitation the target may have been under. This stacks with Mizu’s Blessing.
You may analyse a patient suffering from the effects of a disease or poison and identify the cause. You can start to develop a treatment for the condition which may take some time and there may be some unknown diseases or poisons which will need specific cures or further investigation. This requires a referee.
1 use per respite, you may remove a simple disease or poison without using up any resources or remedies.
This is not a profession to use in polite company, but if something is locked away, it must be of interest surely? On occasion, some brute strength will avail you to bypass gates and locks when your skill cannot. However, if you do so, it will be harder to hide your tracks.
You may pick or set locks, and detect and disarm traps up to your level. Appropriate roleplaying is required to perform these actions. Locked items are marked with knotted red cord, with the amount of knots showing what skill level required to open it. The item is unlocked once the knots are removed. You may choose to secure the item again by placing up to a number of knots equal to your level.
In addition, 1 use per respite, you may add the call “DISARM” to a melee or ranged strike.
1 use per respite, you may call “DODGE” when hit by a mundane physical melee or ranged attack, allowing you to ignore it, not taking the effect and damage. You cannot use a dodge against a Fatal effect.
In addition, 1 use per day, you may add an elemental ring value to your skill level when examining a lock or trap to do one of the following, if using Fū or Ka RV - to disarm / unlock it, or if using Sui or Chi RV - to break it.
What will survive us? For some our deeds, for others our philosophy. But for others something more tangible can be passed down for a fine blade or a suit of armour may be wielded and worn for generations to come. As experience is gained in a given craft, the world itself begins to recognise the beauty of the creation and it becomes a suitable home for mystical powers.
You are proficient in creating a particular martial item, such as Bladed Weapons or Heavy Armour. Every time you take a level of this skill, you learn a new type of craft in addition to any other benefits, but as standard, you may only create one item per event.
1 use per event, with appropriate roleplay at a forge, you may create an item of your chosen type, and give it a mundane power. You will need to discuss this power with the game team.
You may identify forgeries of all types of crafted items related to your field, and use this in conjunction with information gathering abilities to learn more about these items and their creators.
You may also repair damaged items of your chosen type through appropriate roleplay at a forge and out of combat.
In addition to learning a new craft, you are able to craft higher quality items, spell tempering the item, allowing it to hold mystical power.
These skills are available to all core bushi characters to buy at character generation. For other schools, these skills require Instruction to learn unless they are on your school's skill list.
Strategy without tactics is the slowest route to victory. Tactics without a strategy is the noise before defeat. Sometimes it is not about knowing what to do in battle, but what not to do.
You have an understanding of tactics and how to use the Battle Map effectively. The orders you issue to Battle Map are more likely to be successful.
You may predict battle or skirmish tactics and gain insight from battle reports.
You may request information about related subjects, such as battle tactics, battle reports, or enemy commanders, from a referee during the event by submitting a request using the Imperial Clan Box.
You have an even greater effect on the Battle Map, and get access to more information from your reports.
When a warrior has mastered their armour, many find it more of a burden to be without than to wear it.
You add +1 AP to the value of any armour you wear.
3 uses per respite, you may call “RESIST” against a Rend effect.
You may also reduce the penalties armour imposes upon how many times you can use the call “DODGE” by 1, so that you do not lose any dodges with light armour, and only 1 with heavy armour.
Warriors take up arms for many reasons but for some the highest calling is that of honour shown in the duelling ring. Everyone has a tell, a slight shift as they move to strike. Some can learn to read these moments like a book. A duellist of skill does not wield their blade like a peasant with a stick. It is not speed that decides a duel, but focus and laying aside worldly distractions whilst facing your opponent. You have practised these strikes a thousand times then a thousand more. I pity your opponent.
You have been trained to duel and have access to your clan’s duelling ability (in the Clans section), and your clan’s duelling style (in the Duelling Styles list below).
All duellists should have their own deck, and duels can be fought without the need for a referee. You should draw cards and resolve the outcome OOC. You can then roleplay the outcome IC with your opponent.
A character may only have a maximum number of redraws equal to 8 minus their duelling level.
Before drawing a card in a duel, you may remove the Spades ♠ suit from your deck.
Please see the Combat and Safety section of the rules for further information.
You gain 1 redraw. After you have drawn a card, you may shuffle it back into the deck and draw again.
You can also create your own duelling style as a downtime action.
Before drawing a card in a duel, you may also remove the Clubs ♣ suit from your deck.
Before drawing a card in a duel, you may also remove the Diamonds ♦ suit from your deck.
Before drawing a card in a duel, you may also remove all of the odd numbered cards including Jack and King, leaving only the even numbered cards, Queen, Ace, and the Jokers. In addition, you count as winning draws against lower level opponents.
These skills are available to all core courtier characters to buy at character generation. For other schools, these skills require Instruction to learn unless they are on your school's skill list.
The natural world has all manner of plants with many unique properties. However, it is only the alchemist who brings out their full potential. The true art of alchemy is managing to do a lot with but a single drop.
At the beginning of the event, you should pick 3 alchemical concoctions from the common Alchemy list to start with at an event.
During the event, you may create any poison or remedy you know how to make by using appropriate resources, phys reps and roleplay. You can find resources in the game area, or purchase them using Influence. See the Alchemy List for more information.
You will need to make a request to the Imperial Clan box to create any alchemic concoctions during the event.
You start every event with either 1 uncommon or 3 common resources, in addition your starting concoctions.
You can start to create your own recipes, through a conversation with the game team, and teach other alchemists any recipes you create.
The courts of Tokoro are steeped in tradition and those who are masters of calligraphy find its doors opening to them. Not only can calligraphy open the doors of the courts, it can be used to advance one's allies and deny one's rivals.
You may write formally recognised IC documents, with appropriate phys reps and roleplay. You can also read and write using your own clan’s cypher.
Please see the Cyphers section for further information.
1 use per day, you may write an epic tale, glowing recommendation, or similar to award fleeting Glory or Influence to another character.
Alternatively, you may write an embarrassing story, scathing review, or similar to remove fleeting Glory or Influence.
You will require a referee to use this skill.
If you are cold, tea will warm you. If you are too heated, it will cool you. If you are depressed, it will cheer you. If you are excited, it will calm you. There is a true art in the way a samurai brews their tea, an art form requiring years of study. A master can calm the heart of a participant from all ills, including the touch of corruption from the Penumbra.
1 use per respite, you may carry out a formal tea ceremony for up to five participants, which requires appropriate roleplay and the use of certain resources, which are fully consumed as part of the tea ceremony. You may choose one of the following effects:
All participants: Regain Kū (Void) points up to their Kū pool.
One participant: They may remove 3 fleeting Penumbra Taint. This requires the use of an uncommon resource.
Three participants: Three participants may remove 1 fleeting Penumbra Taint each. This requires the use of an uncommon resource.
You start each event with 1 uncommon resource. Each participant may only benefit from the same type of tea ceremony once per respite.
3 uses per day, you may use an ingredient a second time.
For example, you may use an uncommon resource to remove 3 fleeting Penumbra Taint from two targets before it is consumed, or you may use the same resource in two separate tea ceremonies. You cannot use this skill on the same resource more than once.
These skills are available to all core shindōshi characters to buy at character generation. For other schools, these skills require Instruction to learn unless they are on your school's skill list.
Shindōshi give their own strength when they work with mystical powers. It is as tiring as a long day of training. For those who have practised rituals time and time again, the same ceremonial movements can be a source of power all on their own.
1 use per day, you may cast a ceremony without expending a spell slot.
You may also use spell slots voluntarily given from other shindōshi in your ceremonies to add to the power. Do be aware that with more power, comes more risk.
This stacks with the Isawa and Kitsu Training clan abilities.
A referee will need to be informed when you are performing a ceremony and what your intentions are.
Please see the Casting Magic section of the rules for further information.
When you lead a ceremony, you may choose to add +1 spell slot to the total used without expending a spell slot. You may only use this skill once for each ceremony.
The danger of divination is to the mind. Will it be able to handle the strange sights and sounds they are exposed to? Experienced diviners learn exercises and mantras to protect them on their otherworldly journey.
1 use per day, you may attempt to divine information about a specific topic or theme by descending into a trance. This may be dangerous the longer the trance goes on, and it will start to stain your mental defences. You can define how far you want to push yourself.
This counts as a ceremony, and you may use spell slots or Kū (Void) points to increase the power of the trance. This will increase the intensity of the trance.
You will require a referee to use this skill, and should inform the game team respite period before you wish to attempt this. You can use the Imperial Clan box to do so.
3 uses per respite, you may call “RESIST” against a mental effect.
To channel the mystical energies of Tokoro is no simple task, the moves and forms must be perfect to have the desired effect. A keen minded shindōshi can remember a great many forms and phrases to offer propitiations, and given more experience may even create their own.
You may choose to learn an additional spell from either the basic or advanced list. This spell must be one which is available to your character, not linked to your clan’s elemental deficiency, and not a Kū or Kage spell unless your character can cast those.
You also gain +1 spell slot.
You may choose to learn an additional spell from either the basic or advanced list. This spell must be one which is available to your character, not linked to your clan’s elemental deficiency, and not a Kū or Kage spell unless your character can cast those.
You can start to create new spells from any element you have an advantage in through a conversation with the game team. You may create other types of spells if you have the relevant knowledge and appropriate roleplay.
You also gain +1 spell slot.
One of these skills is available to specialist characters to buy at character generation, as specified on your school list. For other schools, unless these skills are within your school skill list, you cannot normally learn these, even with Instruction.
Blades need big wounds to kill. But venoms need only a scratch.
If you are able to sneak up on a living target without their knowledge, you may add the call “FATAL” to the first melee strike against them.
You may apply poisons to any small, thrown, or ranged weapons you are proficient in.
To defeat your enemy you must be swift as a coursing river, strike with the force of a great typhoon and the strength of raging waterfall. Anybody can become angry — that is easy, but to be angry with the right person at the right time, that is the difficult part.
2 uses per respite, you may enter into a berserk frenzy for 1 minute.
Upon entering a frenzied state, you may add the call “SHATTER” to every third melee strike and you can break bonds and locks equal to your Berserker skill level.
Whilst in a rage, you cannot use the call “DODGE”.
You can go into a rage an extra time per respite, increasing to 3 uses per respite.
Upon entering a rage, heal up to half your maximum HP (rounding down). This stacks with Mizu’s Blessing.
You may call “IMMUNE” against Paralysis effects during your rage.
Those who seek out enlightenment never stop forging themselves and others and are the only ones who are truly wise. Do not settle for the flame that shows you the boundaries of what you can see, instead, seek the dark void where there is no limit to where you go.
1 use per respite, you may give some advice through appropriate roleplay to another character, granting them +1 to a ring value for the next respite period, and access to that ability. If the Ring is in their primary element, they may pick which level to gain.
If they would gain Kū 3 or 5, they instead gain +1 VP.
This ability has no effect on Rings at level 5. You can only use this skill once on the same ring for the same person within an event.
1 use per day, you may increase the frequency of an advantage or a skill by 1 use for the remainder of the day.
The target ability must be one the target knows. You can only use this skill once on the same ability for the same person within an event.
When one hunts monsters it is imperative to never be the prey. Standing still and out of sight, the hunter can melt into their surroundings, where they patiently wait for the perfect moment to strike.
You may hunt and track targets. You may also disguise or disrupt tracks so as not to be followed. This requires a referee.
You may hide in an outside area if hiding out of sight of any other characters. You may then stand still with a finger in the air to remain undetected. The effect ends when you move.
There may be some spells or abilities which counter this.
3 uses per respite, you may add the call “STUN” to a melee strike.
You may add the call “STUN” to every ranged shot when using a ranged weapon.
How do I know so much? The world is always telling us something, we only need to listen. Sometimes the most important information is that which is missing. Reading between the lines is an essential skill.
You start every event with information from your spy network.
1 use per day, you may request information from a referee during the event by submitting a request using the Imperial Clan Box.
1 use per event, when targeting an individual to learn information about, you may learn the type of flaw or background they possess, but not the specifics. For example, Dark Secret or Inheritance.
1 use per event, you may start 1 rumour by submitting a request using the Imperial Clan Box.
Our bodies are the only thing that is with us from birth till death. Marking them with our story seems only right.
Choose 3 tattoos to learn from the list. Your character may choose from these when using the skill.
1 use per event, you may apply a tattoo to a character through appropriate roleplay.
Choose 3 additional tattoos from the list to learn. You can start to design new tattoos through a conversation with the game team.