Way of the Tiger
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Transcript of Way of the Tiger
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Way of the Tiger (3rd Edition)Chapter 3d – Tiger’s Fury Mechanics:
The Tiger’s Fury Schools
The Tiger’s Fury is the name given to the massive fleet
of gaijin warships controlled by Toturi Tsudao as Master
Tiger through her network of gaijin allies. Although few
realize it, the diverse groups of warriors that serve
aboard these massive vessels are all bound to Tsudao’s
will through her use of Nezumi name magic. Some
cultures among the Tiger’s Fury recognize the power of
another possessing their Name, but most do not. As
such, it is likely they will not realize the power Master
Tiger holds over them until it is far too late to resist her
wishes.
There are nearly a dozen cultures that are representedamong the fleet, many of which have been enemies for
generations. The powerful charisma and sorcery of
Master Tiger, combined with the promise of a rich
Empire laid bare, is so great that they can overcome
their mutual hatred, at least for now.
The Senpet Legionnaire School
Along with the Ashalan and the Lost Tribes of the Moto,
the Senpet have perhaps the most knowledge of
Rokugan of all the Tiger’s Fury factions. They are
intimately familiar with the Scorpion Clan, and as such
have a rather skewed vision of Rokugan, wherein allsamurai are devious, manipulative villains that cannot be
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trusted under any circumstances. Because of the
Senpet Empire’s long-standing military tradition and their
reputation as peerless warriors, the legionnaires
frequently serve as the Tiger’s officers and
commanders.
Benefit: +1 Strength
Skills: Battle, Charioteer, Defense, Lore: History,
Swordsmanship, Spears, any one Skill
Honor: N/A (Treat as 2.0 for all effects that target Honor
Rank)
Outfit: Spear, shield (light or medium), short sword,
robes, sandals, holy symbol
Techniques:
Rank 1: The Serpent’s Fangs
Senpet legionnaires are taught to wield a shield whenfighting with any weapon, ensuring that they are always
well-protected and able to strike their enemies with full
force. Penalties to your attack rolls as a result of
carrying a shield are reduced by one level (no penalty
for light shields, +5 for medium, +10 for large).
Additionally, you roll and keep one additional die on allattack and damage rolls made with a spear. You add
your Water Ring to the total of all your damage rolls.
Rank 2: Strength of an Empire
When a legionnaire strikes, his opponents feel the wrath
of an entire empire. Before making an attack roll, youmay choose to reduce the amount of your roll by a fixed
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amount. If your attack hits an opponent, you add twice
the number you subtracted from your attack roll to the
total of your damage roll. The amount subtracted from
your attack roll cannot exceed your School Rank x2.
You subtract your Earth Ring from the total of any
damage roll made against you.
Rank 3: The Serpent’s Strike
The steel of a Senpet’s blade is said to bring death and
suffering to all those who suffer having it drawn against
them. You gain an additional attack per round. You add
twice your Water Ring to all your damage totals,
replacing the benefit from Rank 1.
Rank 4: Fury of the Desert
Nothing is as punishing as the merciless desert winds,save perhaps the legionnaires who train in them. Once
per skirmish you may move with the speed of the desert
wind, doubling your Initiative for a number of rounds
equal to one less than your School Rank. You subtract
twice your Earth Ring from the total of any damage roll
made against you, replacing the benefit from Rank 2.
Rank 5: The Serpent’s Venom
So skilled are the Senpet legionnaires in killing their
foes, that legend tell that their weapons are coated with
a poison that cannot be resisted and that kills within
moments. After you damage an opponent, they mustmake a Stamina roll against a TN equal to the number of
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Wounds you inflicted. If their roll fails, they are
immediately reduced to the Down wound level. You add
three times your Water Ring to the total of all your
damage rolls, replacing the benefit from Rank 3.
The Thrane Musketeer School
The Kingdom of Thrane died a terrible death long ago.
Ironically, the only Thranes to survive were those
outcasts and criminals who did not dwell within its
borders. Strangely patriotic and morbid, the surviving
Thranes have banded together in several large groups
of pirates and mercenaries. They are seemingly
determined to send as many enemies as possible to the
afterlife to keep their kinsmen company.
Benefit: +1 Agility
Skills: Athletics, Craft: Sailing, Defense, Intimidation,Rifle (Musket), Swordsmanship, any 1 Skill
Honor: N/A (Treated as 1.0 for all effects that target
Honor Rank)
Outfit: Musket, rapier, traveling clothes with leather
breastplate (treat as light armor), powder horn (15 shots
worth), sling bag
Techniques:
Rank 1: Keep Your Powder Dry
Thrane musketeers are perhaps the finest riflemen in
the world, and relish their reputation for excellence. You
never suffer Mishaps when using a firearm (see pageXX). You receive a Free Raise on all attack rolls made
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with a firearm, and roll one additional die on all firearm
damage rolls. You add your Fire Ring to the total of all
your attack rolls.
Rank 2: The Secret of D’Ellis
Thrane musketeers practice the rapid reloading style
first taught to them by the legendary Merenae expatriate
Alphonse D’Ellis. You may reload any firearm governed
by a Skill in which you have at least 3 ranks as a Simple
Action. You also add your Air Ring to your TN to Be Hit.
Rank 3: A World Away
Distance is nothing to a Thrane marksman. By aiming
for one round (as a Complex Action), you can double the
range of any firearm you are wielding and completely
ignore all range penalties for a single attack. You addtwice your Fire Ring to all attack your rolls, replacing the
benefit from Rank 1.
Rank 4: Barrage Fire
A true musketeer aims and fires in one fluid motion,
never failing to strike his target. You gain one additionalaction per round, which may be used to make an
additional attack or to perform a Complex Action. You
add twice your Air Ring to your TN to Be Hit, replacing
the benefit from Rank 2.
Rank 5: The Eye of the Needle A musketeer never misses his target. You may
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immediately re-roll any failed attack roll made when
wielding a musket. You may re-roll only once per failed
attack, and if the re-roll misses, the attack has missed.
You gain a bonus on the re-roll equal to twice your
School Rank. You add three times your Fire Ring to all
your attack rolls, replacing the benefit from Rank 3.
Gorh’ton Marauder School
The enigmatic race called the gorh’ton originates from a
distant land, farther even than the cultures of the
Burning Sands have ever traveled. Similar in
appearance to bakemono, only the size of a Hida
warrior, these bestial entities are far more intelligent
than their appearance would seem to indicate. How they
came into the Tiger’s service is a mystery to the rest of
the fleet, but their prowess in battle is so great that nonequestion them overmuch on their origins. The greatest
gorh’ton warriors are the Marauders, a force of
unabashed destroyers who revere a pantheon of
powerful totems that bear the names of various animals
the gorh’ton regard as powerful spirits.
Benefit: +1 StrengthSkills: Athletics, Battle, Defense, Heavy Weapons (Ax),
Jiujitsu, Swordsmanship, any one Skill
Honor: N/A (Treat as 1.0 for effects that target Honor
Rank)
Techniques:Rank 1: Chasing the Wolf
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Wolf is the perfect totem for young warriors: fast, agile,
and fierce. At the beginning of each round, you gain a
+5 bonus to your Initiative, attack roll, or damage roll.
You must declare this before the first action is taken,
and it may change each round. You add your Water
Ring to the total of all your damage rolls.
Rank 2: Besting the Boar
Scarred and powerful, Boar is a popular totem with
many savage marauders. Such soldiers collide with their
foes without thought of personal safety, only the
opponent’s destruction. When making a Full Attack, you
may make a Contested Earth Roll against your
opponent. If you are victorious, the opponent suffers
Knockdown as well as any damage you may have
inflicted. The TN penalties you suffer as a result ofWound Levels are reduced by 1.
Rank 3: Riding the Wyvern
There is no more feared totem than the dreadful war-
serpent Wyvern. You may make an additional attack per
round. You add twice your Water Ring to the total of allyour damage rolls, replacing the benefit from Rank 1.
Rank 4: Wrestling the Bear
Bear is not the most powerful totem, but is by far the
strongest. Your melee damage roll keep a number of
additional dice equal to your School Rank minus 2. Thisincludes unarmed attacks and grapples. You gain a
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number of additional Wounds at each level equal to your
School Rank. The TN penalties you suffer as a result of
Wound Levels are reduced by 2, replacing the benefit
from Rank 2.
Rank 5: Leaping the Shark
Shark is the perfect killing machine, and a master
marauder can channel his fury. Any foe you have
damaged with a melee attack this round can be targeted
with an Extra Attack maneuver that requires no Raises.
This may be done only once per round, and does not
reduce the number of attacks you may normally make.
This Extra Attack rolls a number of additional dice equal
to your School Rank on its damage roll. You add three
times your Water Ring to the total of all your damage
rolls, replacing the benefit from Rank 3.
Yodotai Centurion School
The giant Yodotai Empire lies in distant lands, and it has
honor and military power that rivals or exceeds that of
Rokugan itself. Though the vast majority of its forces
remain at home, far from Rokugani shores, many of theirscout units have traveled close to Medinaat al Salaam in
search of new lands to conquer. The Tiger’s Fury
contains several of the Yodotai legions, bound to the
army by powerful magic. Master Tiger utilizes the highly
disciplined Yodotai units in the heart of each battle.
Benefit: +1 AgilitySkills: Athletics, Battle, Defense, Lore: History,
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Swordsmanship, Spears (Pilum), any one Skill
Honor: N/A (Treat as 3.0 for all effects that target Honor
Rank)
Outfit: Lorica segmenta, gladius, shield (light or
medium), pilum, sandals, tunic, toga, travel pack, and 5
gold coins
Techniques:
Rank 1: Tortoise Formation
Yodotai centurions are taught to use a shield with their
weapons, covering the soldier so that he may retaliate
with his pilum or gladius. Penalties to your attack rolls as
a result of carrying a shield are reduced by one level (no
penalty for light shields, +5 for medium, +10 for large).
As a Simple Action, you may choose to form the
Tortoise stance, increasing your TN to be Hit by yourSchool Rank x 5 against all ranged attacks. Finally, you
add your Fire Ring to all attack rolls.
Rank 2: In Close Quarters
Yodotai centurions excel in close combat. He blocks
attacks with his shield, while pushing close to the enemyand stabbing them with his gladius. A number of times
per day equal to your School Rank, if an enemy misses
you while you are in the Full Defense posture, you may
immediately counterattack. You switch to the Attack
posture. Your attack roll is increased by 2x your School
Rank. If the attack succeeds, you roll two extra dice tothe damage roll of this attack. This attack counts as your
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action for the turn if you have not already performed an
action. Additionally, you add your Earth Ring to all
damage rolls.
Rank 3: Deadly Strike
Yodotai centurions learn to start combat by throwing
their pilum with deadly accuracy and then closing in,
gladius in hand. You gain an additional attack per round.
You may draw a gladius as a Free Action in any round
where you throw a pilum. You add twice your Fire Ring
to all attack rolls, replacing the bonus gained in Rank 1.
Rank 4: Wedge Formation
Yodotai centurions often attack in a wedge, forming up
in a triangle, charging and breaking the enemy line. You
may charge an enemy as a Complex Action up to anumber of feet equal to 10 x your Water Ring. While you
remain in close range with that opponent, he receives a
penalty to his attack rolls against you equal to your
School Rank x 3. You add 2x your Earth Ring to all
damage rolls, replacing the bonus gained in Rank 2.
Rank 5: With My Brothers
A Yodotai centurion does not fall, knowing that he
weakens the rest of his unit with his failure. You may
spend a Void Point to ignore all Wound penalties for a
number of Rounds equal to your School Rank. If you
receive enough Wounds to die, you die. Additionally,your presence inspires all allies within 15′. All allies
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within range gain a bonus equal to your School Rank +
Willpower to all attack and damage rolls. Finally, you
add three times your Fire Ring to all attack rolls,
replacing the bonus gained in Rank 3.
The Tiger’s Harrowed (New Path)
There are some that serve the Tiger who are so
valuable that they cannot be permitted to rest, even
when death claims them. Through a blasphemous
perversion of the Transcendent ritual that allowed her to
survive, Master Tiger can return certain individuals to a
semblance of life, that they might continue to serve her.
This ritual is a perversion of the original, however, and is
not as effective. Those animated by this ritual are clearly
not well, with sallow, sunken skin and an overall corpse-
like appearance. Their physical and mental abilities,however, remain completely intact. In the end, that is all
that Master Tiger cares for.
Technique Rank: 6
Path of Entry: Any
Requirements: Must have died and been the subject of a
ritual by Master TigerPath of Egress: Re-enter the same School at
appropriate Rank
Technique: Death Is No Escape – The Harrowed are
only partially living entities returned to a semblance of
life by the powerful sorcery of Master Tiger. You are no
longer affected by poison or disease. Damage dice
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rolled against you cannot explode. You recover a
number of Wounds per hour equal to your Stamina.