Samurai - title
Samurai  
      An old pond;
      A frog jumps in--
      The sound of water.
               --Matsuo Basho


    I come from the far east,
    I have neither friends nor family here.
    No home, no master.
    I have only one thing   --   my Honor .


Important Attributes : Dexterity and Willpower.

Artisan Skills : Calligraphy, Painting, Poetry and Gardening.

Racial Restrictions: Traditionally only male humans, if they find a willing mentor (sensei) male elves may become samurai.

Karma Ritual : Samurai can chose between three Karma Rituals and use each one, but need the necessary Artisan Skills.

  1. Haiku (Poetry and/or Calligraphy), this Karma Ritual takes 15 minutes to complete and requires the character (player !!) to create a short poem (like the one above, by Matsuo Basho), which has to be unrhymed and three lines long. Normally the poem has to include a kigo, meaning a "season word" indicating the time of the year, although this word might not be obvious.
  2. Painting (Painting), this requires the Samurai to create an ink painting, usually depicting nature. The Samurai requires ink and paper for this Karma Ritual and the ritual itself takes half an hour. (standard)
  3. Gardening (Gardening), for this Karma Ritual a pebble garden is needed. The Samurai uses a special fork to draw geometric shapes around previously placed stones or other objects (Preparation time 30min.). The Ritual may take as long as the Samurai desires; for each hour spent, the character gains his Rank in Karma Ritual in Karma Points.

The Way of Honor: Can be found by clicking here. (includes rules for the Ronin)

The Weapons of Choice: Are given here.


* denotes a Discipline Talent
(K) indicates that (a) talent knack(s) may be learned


    FIRST CIRCLE : 
      Talents:
    • Avoid Blow *
    • Karma Ritual
    • Kiai (Battle Shout)
    • Melee Weapons * (K)
    • Steel Thought
    • Unarmed Combat * (K)

    SECOND CIRCLE :
      Talents:
    • Anticipate Blow
    • Durability ( +7/+6 )
    • Wound Balance * (K)

    THIRD CIRCLE :
      Talents:
    • Swift Kick *
    • Tiger Spring

    FOURTH CIRCLE :
    Ability: iai-jutsu (Lightning Strike); for two points of strain the samurai may make an extremely fast attack move (although somewhat unplaced), this adds five steps to the samurai's initiative step, but causes a two step penalty on the attack test. The power may be combined with talents or spells which enhance the initiative step.
      Talents:
    • Thread Weaving * (Honor Weaving) (K)
    • Focus * (K) [see below]

    FIFTH CIRCLE :
    Spell Defense: Increase the Samurai's Spell Defense by one.
      Talents:
    • Missile Weapons *
    • Resist Taunt

    SIXTH CIRCLE :
    Physical Defense: Increase the Samurai's Physical Defense by one.
      Talents:
    • Battle Below
    • Second Weapon *

    SEVENTH CIRCLE :
    Unshakeable Will: When resisting fear or similar powers (terror, frighten, death's head) the samurai may add four steps to his willpower step, if the power/spell grants no resistance test the Samurai may still make one without the bonus by paying one point of strain.
      Talents:
    • Down Strike
    • Great Leap *

    EIGHTH CIRCLE :
    Karma: The Samurai may spend a Karma Point on any action using Willpower only.
      Talents:

    NINTH CIRCLE :
    Initiative: Increase the Samurai's Initiative step by two.
    Social Defense: Increase the Samurai's Social Defense by one.
      Talents:
    • Metalstorm * (K)[see below]
    • Second Attack * (K)
    • Spot Armor Flaw

    TENTH CIRCLE :
    Forbiddance: Using his great will the Samurai may order other people to stop what they are doing. E.g. he may tell a pickpocket (who is just trying to pick on him) to "Stop stealing" or he may order a group of enemies advancing on him to "Stop advancing".
    The player has to begin Forbiddance with Stop and the whole command can have a maximum of four words.
    Forbiddance requires the Samurai to succeed in a Willpower-based Half-Magic test (Wil+5 in this case) against the opponents Social Defense, if he targets more than one person, take the highest SoD then add one for each other member of the group.
    The duration of Forbiddance depends on the success level in the SoD test, 10 minutes for normal, 1 hour for good, 12 hours for excellent and one day for an extraordinary success level OR until the Samurai (or his compadr�s) causes harm to one of the subjects.
    In case of an extraordinary success level the samurai may prolong the period to a year nad a day by taking two points of blood magic damage per subject.
      Talents:
    • Critical Hit
    • Quickblade



NEW TALENTS :

Focus
   Step Number: Rank+Willpower    Action: Yes
   Skill Use: No    Requires Karma: No         Strain: 1
   Discipline Talent Use: Samurai
During combat the Samurai may state that he intents to Focus, roll the Focus step number against the highest Spell Defense of the Samurai's direct opponents (foes attacking him). If successful he may ad his rank in Focus on any one (ONE !) test for the next round of combat.
Knocking down the Samurai breaks his concentration and disrupts the magic of Focus.


   Step Number: Rank+Willpower    Action: No
   Skill Use: No    Requires Karma: Yes         Strain: 0
   Discipline Talent Use: None
With the use of his strength of will the Samurai may decline to go unconscious. If he reaches his unconsciousness rating he may use this talent to remain conscious, make a Resist Defeat test against a target number equal to the difference of his unconsciousness rating and the damage at the time of the roll, a successful test allows him to stay conscious until he receives more damage (Strain, wounds from combat, etc.), at which time he may test again.
Extremely high test results may even prevent the character from dying.
No matter what magical means are employed the character can only spend one point of Karma in this test.

Metalstorm
   Step Number: Rank+Dexterity (+0, +1 or +3)    Action: No
   Skill Use: Yes    Requires Karma: Yes         Strain: see below
   Discipline Talent Use: Samurai
This talent allows the Samurai to create a wall of whirling blades which hinders opponents to attack him and disrupts their concentration. After stating that he will use Metalstorm the Samurai spends the required Karma and rolls his step dice (die) and compares the test result to the Spell Defense of his opponent(s), if it is higher the opponents are considered harried. The Samurai has to use the Karma Point even though Metalstorm is one of his discipline talents !
As soon as his Talent takes effect, he may deflect any attacks made by the opponents as if using the avoid blow talent, but uses the Metalstorm talent step instead, this time he may chose wether to spend a Karma Point or not.
Each deflection costs one point of strain and an unsuccessful deflection does not knock down the Samurai.
If the Samurai uses a second weapon, increase the base step of Metalstorm by one, if the second weapon is a wakizashi and the first weapon is a katana this bonus increases to plus three.


Back | Top | Main page | Write me