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L5R Skills Traits

HIGH SKILLS

ACTING (AWARENESS)

SUB-TYPES: Social Skill, Acting is considered a Perform Skill for the purposes of effects that target Perform Skills
EMPHASES: Clan, Gender, Profession
DESCRIPTION: This is a measure of an individual’s ability to convincingly pass himself off as someone else, whether assuming a role in a play or attempting to infiltrate the fortress of his lord’s enemy. It also represents a character’s knowledge of the primary theater styles in Rokugan: Kabuki, a flamboyant, high-action style; and Noh, a more subdued, stylistic manner of play.

ARTISAN (AWARENESS)

SUB-TYPES: Macro-skill (includes Bonsai, Gardening, Ikebana (flower arranging), Origami (paper folding), Painting, Poetry, Sculpture, and Tattooing, among others)
EMPHASES: Varies by sub-skill
DESCRIPTION: This is a catch-all that represents a character’s talent in one of the many recognized noble arts in Rokugani society. In addition to being soldiers and priests, samurai are the epitome of culture, and as such an occupation as an artisan is regarded by many Clans as a noble and honourable pursuit. Artisan Skill Rolls are used to create works of art.

CALLIGRAPHY (INTELLIGENCE)

SUB-TYPES: Calligraphy is considered an Artisan Skill for the purposes of effects that target Artisan Skills
EMPHASES: Cipher, High Rokugani
DESCRIPTION: Calligraphy is considered an art form by many, and is typically used not only among shugenja, who use advanced ciphers and scripts to protect their mystical secrets, but also by artisans and courtiers, who use it to impress others as part of their complex schemes to gain favor in court. Training in calligraphy is not necessary as part of literacy, as all samurai are literate, but it does allow one to show refinement and sophistication.

COURTIER (AWARENESS)

SUB-TYPES: Social Skill
EMPHASES: Gossip, Manipulation, Rhetoric
DESCRIPTION: The essential skill of any Rokugani court, this is a measure of a character’s ability to participate in the deadly political games that are so prevalent in the Empire’s highest social echelons. Courtiers have their own style of warfare, and are able to maneuver one another into disadvantageous positions through their skill with words.

Essentially, Courtier is the “social offense” Skill. Socially adept characters that are on the offensive against their opponents use Courtier, often with the Manipulation or Rhetoric Emphases, to outmaneuver their opponents, influence their views and opinions, steer conversations in a desired direction, win arguments, or deliver cunning put-downs. Courtier can also be used to obtain or spread rumors about someone, using the Gossip Emphasis. It should be noted that attempting to spread malicious rumors about someone with higher Status is generally unwise and can easily lead to a death sentence in Rokugan.

DIVINATION (INTELLIGENCE)

SUB-TYPES: None
EMPHASES: Astrology, Kawaru
DESCRIPTION: Some individuals possess the ability to glimpse the strands of fate and destiny that make up the universe, and can gain some glimmer of insight into the future as a result. This sometimes involves studying the stars and their placement via astrology, but most often comes from use of kawaru, small stones, sticks, and coins with a variety of hexagram symbols engraved upon them. Kawaru are typically thrown into a bowl or other receptacle and then examined to determine the patterns.

ETIQUETTE (AWARENESS)

SUB-TYPES: Social Skill
EMPHASES: Bureaucracy, Conversation, Courtesy
DESCRIPTION: In a rigid hierarchical society such as the Emerald Empire, knowledge of appropriate conduct is essential for all but the most jaded and uncouth bushi. In many ways a proper code of etiquette is a defense for samurai, who can use their knowledge of how one should behave in a court setting as a shield against the manipulation of others. It can also allow them to avoid embarrassing faux pas by ensuring that they know to whom any particular concern should be addressed in the vast and often confusing Imperial bureaucracy, as well as the lesser bureaucracies maintained by the Great Clans.

Etiquette is essentially the “social defense” Skill of honourable characters in Rokugan’s courts. When someone tries to tempt, manipulate, or otherwise influence you (typically with skills like Courtier or Temptation), Etiquette is usually used in the ensuing Contested Roll, most often with the Courtesy Emphasis. Courtesy also allows you to offer an opinion without risking offense or to remember important social mores that might otherwise be forgotten.

GAMES (VARIOUS)

SUB-TYPES: Macro-skill (includes: Fortunes & Winds (Awareness), Go (Intelligence), Kemari (Agility), Letters (Awareness), Sadane (Awareness), Shogi (Intelligence), etc.)
EMPHASES: Varies by sub-skill
DESCRIPTION:Games are an important diversion for the normally somber samurai caste of Rokugan. Although some clans generally prefer direct physical activities such as wrestling or other competitive pursuits, virtually everyone in the Empire plays a game of one form or another on a regular basis. Some popular games include: kemari, which involves one or more participants kicking a small ball to keep it off of the ground; go, a strategic game that uses colored stones placed on a game board; letters, in which two or more individuals correspond with one another, using elaborately written letters as a sort of strategic back-and-forth; shogi, a chess-like strategic game; and sadane, a game of trading impromptu criticism of an agreed subject.

INVESTIGATION (PERCEPTION)

SUB-TYPES: None
EMPHASES: Interrogation, Notice, Search
DESCRIPTION: One of the most prestigious appointments a samurai can receive is that of magistrate, an official tasked with enforcing the laws within his lord’s domain. As magistrates, samurai must often determine what has taken place under mysterious circumstances, and search out who is to blame for violating the word of their daimyo. Those with a keen eye and a sharp mind are often promoted to higher positions, serving their family, clan, or even the Empire as a whole.

Investigation represents your ability to assess your surroundings and gather information based on physical clues. It can also represent an ability to gather information from others over a longer period of time, hours or even days, in order to piece together different bits of information into a cohesive picture.

LORE (INTELLIGENCE)

SUB-TYPES: Macro-skill (includes Anatomy*, Architecture, Bushido, Great Clan (choose one), Elements, Gaijin Culture (choose one), Ghosts, Heraldry, History, Maho*, Nature, Nonhuman Culture (choose one), Omens, Shadowlands*, Shugenja, Spirit Realms, Theology, Underworld*, War, and almost anything else)
[Sub-skills marked with a * are considered Low Skills]
EMPHASES: Varies by individual sub-skill
DESCRIPTION: Many among the samurai caste are called to pursue the role of the scholar in order to better serve their lord, or for their own purposes. Although this is most common among shugenja, it is not unusual for a courtier or a bushi to study some subject or another that catches their interest. History and heraldry are among the most common and useful, but literally any subject can be taken up.

MEDICINE (INTELLIGENCE)

SUB-TYPES: None
EMPHASES: Antidotes, Disease, Herbalism, Non-Humans, Wound Treatment
DESCRIPTION: War is the purpose of all samurai, and war often results in those who are wounded but not slain. A wounded samurai is a burden on his lord, unable to perform his duties and yet still requiring resources. Those who practice medicine have the sacred task of ensuring that a samurai recovers from his wounds and can rise again to serve once more.

Medicine can be used to treat many different injuries and ailments, including some spiritual ones. Specific diseases may be treated with the Disease Emphasis.

MEDITATION (VOID)

SUB-TYPES: None
EMPHASES: Fasting, Void Recovery
DESCRIPTION: A dutiful samurai is a spiritual soul. In order to fully embrace the code of Bushido, all samurai are expected to study the Tao of Shinsei and meditate upon its wisdom. In practice, of course, this is rarely the case among many martial families, but a surprising number of soldiers can often be found meditating in a shrine or temple to prepare themselves for war.

Meditation is the simplest means other than resting that you can recover spent Void Points.

PERFORM (VARIES)

SUB-TYPES: Macro-skill (includes Biwa (Agility), Dance (Agility), Drums (Agility), Flute (Agility), Oratory (Awareness), Puppeteer (Agility), Samisen (Agility), Song (Awareness), Storytelling (Awareness), etc.), Social Skill
EMPHASES: Varies by sub-skill
DESCRIPTION: While not as numerous as other artisans, performers are still considered by many Clans to fulfill a vital aspect of maintaining Rokugan’s culture. Musicians, orators, poets, and even actors are lauded in the highest circles of court because of the entertainment they provide. Many bushi have a different opinion on the value of a performer, but even they must admit that nothing rouses the spirits for war like a play wherein the actions of their ancestors are memorialized and the actions of their enemies demonized. Performers are not merely entertainment, but a form of living memory that all samurai enjoy, even if some of them do not always respect those who provide it.

SINCERITY (AWARENESS)

SUB-TYPES: Social Skill
EMPHASES: Honesty, Deceit* (Emphases marked with a * are considered Low Skills)
DESCRIPTION: Many in the Empire have a curious stance on the notion of lying; in many courts, it is not considered dishonourable to lie so long as the individual speaking genuinely appears to believe what he says is the truth. This is a skill that many have honed in order to defend themselves from the predation of more skilled opponents in court. Even bushi attending court as yojimbo often practice such things, to ensure that they are not viable targets of their charges’ enemies. This can also be used to avoid offering insult. Honesty is used when you must speak the truth in a convincing manner, while Deceit is used when you must tell a lie and appear to tell the truth (“I assure you, magistrate, I was meditating in the shrine well after sunset last night”).

Sincerity can also be employed to tell the truth in a very cautious manner to avoid giving insult (when a morbidly obese governor asks a samurai if he is not the greatest warrior in the Empire, the samurai cautiously responds with “All other warriors would surely vanish within your mighty shadow”).

SPELLCRAFT (INTELLIGENCE)

SUB-TYPES: Use of the Importune Emphasis when interacting with kami spirits is considered use of a Social Skill
EMPHASES: Importune, Spell Research
DESCRIPTION: The path of the shugenja begins with the innate ability to speak to the kami, but it continues with a life of rigorous study and devotion to research. Although non-shugenja can take up this craft, the essential understanding of how the invocation of the kami works makes it primarily the domain of shugenja. This research also allows scholarly shugenja to create new prayers that others can use, and allows them to entreat certain types of kami to perform tasks for them.

TEA CEREMONY (VOID)

SUB-TYPES: None
EMPHASES: None
DESCRIPTION: The tea ceremony is an ancient and sacred tradition that was created in the Empire’s earliest days, ostensibly by Lady Doji herself. It is a ritual that is handed down from parent to child, often with as much weight and attention as the passing down of a family blade from one to another. In a formal tea ceremony, the individual conducting the ritual formally sets the table, prepares the tea, and pours it for all participants, who then consume it in unison, all in complete silence. The ceremony has great spiritual significance, and helps clear the mind for those involved.


BUGEI SKILLS

ATHLETICS (STRENGTH)

SUB-TYPES: None
EMPHASES: Climbing, Running, Swimming, Throwing
DESCRIPTION: The training that every bushi student receives includes vigorous physical conditioning. For some, this results in a lifelong enjoyment of athletics. Like many who pursue a martial lifestyle, some bushi spend their off duty hours engaging in competitions with one another, or simply pitting themselves against challenges designed to test the limits of their physical abilities.

Athletics covers many areas normally governed by Trait Rolls. If you have a background in Athletics, however, you can perform these activities, principally climbing, running, and swimming, with considerably more ease than most. Athletics can also increase your capacity for movement, even when restricted by heavy armor and the like. The Throwing Emphasis allows you to throw items with greater accuracy, including certain weapons such as knives or even the wakizashi.

BATTLE (PERCEPTION)

SUB-TYPES: None
EMPHASES: Mass Combat, Skirmish
DESCRIPTION: A samurai’s calling is to war, whether on the battlefield with steel in hand, in the courts confounding the enemies of one’s lord, or behind the lines, summoning the kami to punish the sins of one’s enemies. The study of war is highly regarded among all divisions of the samurai caste, and many lengthy debates can be enjoyed both in court and in the temples over tactics, strategy, maneuvers, and the like. The principle use of the Battle Skill is in the Mass Battle System found in the Book of Water.

DEFENSE (REFLEXES)

SUB-TYPES: None
EMPHASES: None
DESCRIPTION: A warrior who cannot defend himself is of little use, for he will serve his lord but once in battle before he falls and must be replaced. The Rokugani understanding of battle does not permit things such as parries and ripostes, but instead involves positioning one’s blade and body so that the katana and armor deflect incoming blows. Defense is an essential Skill necessary to adopt the Defense and Full Defense Stances.

HORSEMANSHIP (AGILITY)

SUB-TYPES: None
EMPHASES: Gaijin Riding Horse, Rokugani Pony, Utaku Steed
DESCRIPTION: The ability to use a mount is essential to participation in cavalry units, and to swift travel through the Empire. It is a utilitarian skill, taught in most bushi schools in the Empire without having any real degree of prestige attached (save among the ranks of the Unicorn Clan, who consider an inability to ride roughly equivalent to a crippling physical disability). In general, all samurai can ride a horse at normal speed on level ground without the need for a Skill roll – the Skill only comes into play when riding a horse in difficult or stressful situations (bad terrain, thunderstorm, combat, etc.).

HUNTING (PERCEPTION)

SUB-TYPES: None
EMPHASES: Survival, Tracking, Trailblazing
DESCRIPTION: Hunting is a sport favored by warriors, even though game is rarely if ever consumed by members of the samurai caste. The types of game hunted in Rokugan can be quite dangerous, however, and as a result there is a great deal of survival knowledge associated with the sport of hunting. Hunting is never done with a samurai’s daisho; it is typically performed either with bow and arrow or, in the case of particularly large game, spears.

The Survival Emphasis allows you to forage for sustenance and shelter in the wilderness.

IAIJUTSU (REFLEXES)

SUB-TYPES: None.
EMPHASES: Assessment, Focus
DESCRIPTION: Iaijutsu is the formal dueling system of Rokugan, an ancient and venerated tradition that even the most irreverent bushi would never imagine slandering. When two parties are in dispute, and the matter cannot be resolved in any other manner, a duel is often the result, and the form of a duel is almost always iaijutsu. The winner of the duel is proven correct, and the defeated party is proven to be wrong. There can be no contestation of a duel’s outcome, barring dishonourable conduct on the part of the winner during the duel.

JIUJUTSU (AGILITY)

SUB-TYPES: None
EMPHASES: Grappling, Improvised Weapons, Martial Arts
DESCRIPTION: The art of unarmed combat is something that all bushi appreciate, although not all pursue it in the dojo. Many rely upon the weapon-based techniques they learn from their sensei to defend them even without their weapons, and while this can be marginally effective, the actual study of unarmed combat is much more useful. Monks in particular devote a great amount of time to the art of hand-to-hand combat, believing they both hone the body and unify it with the mind. Jiujutsu can be used as a Weapon Skill.

WEAPONS (VARIOUS)

SUB-TYPES: Macro-skill (Includes all the Weapon Skills listed below as well as any other weapon not covered by one of the pre-existing listed Skills, such as Weapon: Crossbow, used by some tribes of Yobanjin in the mountains north of Rokugan).
EMPHASES: Varies by sub-skill
DESCRIPTION: Weapons are the lifeblood of any true bushi, for while they are trained to make war with their hands if nothing else is available, the true strength of the samurai caste has ever been in its steel. The vast majority of weapons commonly found in the hands of samurai are covered elsewhere, but anything can suitably be used as a weapon assuming its construction is adequate to the task. A small number of gaijin weapons have found their way to Rokugan, and while they are socially unacceptable, most samurai can at least recognize that they may have some tactical value.

CHAIN WEAPONS (AGILITY)

SUB-TYPES: Weapon Skill
EMPHASES: Kusarigama, Kyoketsu-shogi, Manrikikusari
DESCRIPTION: Chain weapons are considered unconventional by most traditional bushi, but they have become accepted as legitimate weapons because of the complexity and effectiveness of their use. Generally, chain weapons see a higher degree of use among the Mantis Clan, who favor exotic and unconventional weapons, but see only periodic use among other Great Clans, and typically then only by small groups of specialized warriors.

HEAVY WEAPONS (AGILITY)

SUB-TYPES: Weapon Skill
EMPHASES: Dai Tsuchi, Masakari, Ono, Tetsubo
DESCRIPTION: Training in the use of heavy weapons, a skill known as tsubojutsu, is the hallmark of bushi in service to the Crab Clan. While the dojo of virtually all Great Clans address the use of heavy weapons during training, they are seldom seen in use in the ranks of any army other than the Crab. For the sons of Hida, however, the sheer power of these weapons is an essential component in their defense of the Great Wall, where the use of weapons such as the tetsubo and ono allow them to defeat formidable enemies that a katana would not be able to harm.

KENJUTSU (AGILITY)

SUB-TYPES: Weapon Skill
EMPHASES: Katana, Ninja-to, No-dachi, Parangu, Scimitar, Wakizashi
DESCRIPTION: Kenjutsu is the path of the sword, the essential training in use of the katana and other blades that all bushi receive as part of their training. Almost without exception, the principle weapon training that all bushi receive centers around the katana, the signature weapon of the samurai caste and the representation of a warrior’s soul. All dojo offer weapon training in other areas for those interested in learning, but only the katana is considered mandatory, save perhaps for the bow in some areas.

KNIVES (AGILITY)

SUB-TYPES: Weapon Skill
EMPHASES: Aiguchi, Jitte, Kama, Sai, Tanto
DESCRIPTION: The art of wielding a knife, or tantojutsu, is not typically considered a priority at most bushi dojo. The katana is the principle weapon of the samurai, of course, and even if one chooses to take up another weapon instead, there are many more effective, more lethal weapons than a simple knife. Yet despite this, virtually every bushi in the Empire is trained in the use of the knife, and carries one at all times. Bushi are imminently practical warriors, after all.

[q][i]Off-hand Weapons & Multiple Attacks[/i]
Many players are interested in having their characters use two weapons simultaneously. This is not particularly common in Rokugan, as the vast majority of bushi use the katana, which is traditionally wielded in both hands. Exceptions exist, notably with the Dragon Clan and their daisho technique, the Mantis and their tendency to use matched pairs of small weapons, and the Lion’s favoring of the katana and war fan combination.[/q]

KYUJUTSU (REFLEXES)

SUB-TYPES: Weapon Skill
EMPHASES: Dai-kyu, Han-kyu, Yumi
DESCRIPTION: The art of the bow is an accepted part of all bushi’s training, save perhaps for a handful of esoteric warriors who place misguided principle above practicality. To all others, the value of the bow in striking at an enemy who is not within range is obvious. Indeed, the way of the samurai has sometimes been called the Way of the Horse and Bow. The Rokugani form of archery does not rely upon aiming, however; rather, the practitioners are taught to assess their target, then draw and fire as a smooth, fluid motion, the bow held near the waist at all times. As the saying goes, the arrow knows the way.

NINJUTSU (AGILITY OR REFLEXES)

SUB-TYPES: Weapon Skill, considered a Low Skill
EMPHASES: Blowgun, Shuriken, Tsubute
DESCRIPTION: A disgraceful practice, ninjutsu is the art of using specialized weapons created specifically for use by the deadly assassins and shadow warriors known as ninja. No honourable warrior would ever humiliate himself and his ancestors by demonstrating knowledge of such a shameful nature, and indeed many samurai, when confronted with the bizarre implements of the ninja, have difficulty fathoming their use altogether, other than as crude and relatively ineffective weapons.

POLEARMS (AGILITY)

SUB-TYPES: Weapon Skill
EMPHASES: Bisento, Nagamaki, Naginata, Sasumata, Sodegarami
DESCRIPTION: Long-reaching weapons with considerable power and versatility, polearms are essentially a stopgap between heavy weapons and the traditional katana. They consist of bladed weapons mounted atop sturdy poles of wood or metal, granting a warrior skilled in their use the ability to keep his opponents at bay while taking a terrible toll on them at the same time. The practice of using polearms is sometimes referred to as umayarijutsu.

SPEARS (AGILITY)

SUB-TYPES: Weapon Skill
EMPHASES: Mai Chong, Kumade, Lance, Nage-yari, Yari
DESCRIPTION: Yarijutsu, the art of the spear, is a longstanding tradition in many bushi families, most notably the Daidoji family of the Crane Clan. Unlike polearms, which are primarily slashing weapons, spears are typically designed for puncturing or thrusting, and can be an extremely effective weapon against cavalry.

STAVES (AGILITY)

SUB-TYPES: Weapon Skill
EMPHASES: Bo, Jo, Machi-kanshisha, Nunchaku, Sang Kauw, Tonfa
DESCRIPTION: Seldom seen among the ranks of most respectable bushi families, the practice of using staves (also known as bojutsu) is more common among monks and even some peasants, given that a walking stick cannot reasonably be assumed to be a weapon. Staves are excellent for delivering brute force to stun or incapacitate an opponent, but their blunt nature can make killing an opponent difficult and messy work without proper training. Also staves have tremendous trouble overcoming armor, which diffuses their impact very effectively.

WAR FAN (AGILITY)

SUB-TYPES: Weapon Skill
EMPHASES: None
DESCRIPTION: War fans, or tessen, are tools that serve a number of purposes, not the least of which is as weapons. They were originally created for the purpose of sending signals to different units on the battlefield, and were specifically made from metal because paper fans were so ill suited to the unpredictability of battlefield conditions. While they continue to serve such a purpose, as well as the various purposes of the traditional paper fan, some groups have made excellent use of these metal fans as weapons as well, particularly among the Lion Clan and a group of ronin called the Tessen, who make Toshi Ranbo their home.


MERCHANT SKILLS

ANIMAL HANDLING (AWARENESS)

SUB-TYPES: None
EMPHASES: By animal (Dogs, Horses, and Falcons are the most common)
DESCRIPTION: Animals play a vital role in a number of samurai endeavors, including recreation, transportation, or the actual waging of war. Horses and falcons are the animals most commonly trained by samurai, but a number of others exist: the Lion Clan uses trained warcats in battle, the Unicorn use war dogs, and many families use trained pigeons to carry correspondence.

COMMERCE (INTELLIGENCE)

SUB-TYPES: None
EMPHASES: Appraisal, Mathematics
DESCRIPTION: Occupations that involve money are distasteful to the samurai caste. They are not inherently dishonorable, of course, for it is absolutely necessary for a samurai to oversee such activities to ensure that his Clan and family are adequately provided for, but it is definitely considered something of a social stigma to deal in commerce. The actual day to day trading and conducting of business is typically left to merchant vassals, but it is not unheard of for samurai to have training in such matters. These individuals are typically referred to as “merchant patrons.”

The Appraisal Emphasis allows you to quickly determine the approximate value of an object in any given market. The value will vary depending upon the quality of the object’s construction, how exotic or unusual it is, and how practically it can be put to use. More exotic or rare objects are not only more expensive, but also are significantly more difficult to appraise properly. The Mathematics Emphasis is typically used to calculate things like taxes and tariffs, but can obviously be used in a number of non-business applications as well.

CRAFT (VARIES)

SUB-TYPES: Macro-skill (includes Armorsmithing#, Blacksmithing, Bowyer#, Brewing, Carpentry, Cartography, Cobbling, Cooking, Farming, Fishing, Masonry, Mining, Poison*, Pottery, Shipbuilding, Tailoring, Weaponsmithing#, Weaving, etc.) [Note: sub-skills marked with a * are considered Low Skills; sub-skills marked with a # are considered High Skills]
EMPHASES: Varies by sub-skill
DESCRIPTION: If artisans are tasked with producing items that are considered abstract and beautiful by the people of the Empire, then craftsmen have a duty to create things of practical value. Blacksmiths, armorsmiths, cartwrights, carpenters, and shipwrights are all craftsmen. Fishermen and farmers are as well, although they do not produce an item but rather the food that is the lifeblood of the Empire. While crafting is not as honorable and noble a profession as being an artist, it is still highly valued and looked upon without stigma.

ENGINEERING (INTELLIGENCE)

SUB-TYPES: Engineering is considered a Craft Skill for the purposes of effects that target Craft Skills.
EMPHASES: Construction, Siege
DESCRIPTION: Far more complex than a simple crafting skill, engineering is a rare gift among the people of Rokugan, even the samurai who rule over it. It involves an understanding of how things are constructed and, as a result, how they can best be deconstructed. The siege engineers of the Kaiu family are the unquestioned masters of this, but there are others among other clans who have such gifts as well.

The Construction Emphasis specializes in making plans for others to follow, building things from a simple tower to an elaborate palace. The Siege Emphasis is the exact opposite of this, and tells you best how such things can be destroyed in battle.

SAILING (AGILITY OR INTELLIGENCE)

SUB-TYPES: Sailing is considered a Craft Skill for the purposes of effects that target Craft Skills.
EMPHASES: Knot-work, Navigation
DESCRIPTION: Rokugan has a vast coastline, and there is a tremendous amount of activity on the sea during the majority of the year. Trade vessels and fishing vessels make their way across the shallow waters along the coast during spring, summer, and fall, and the hardier ships belonging to the Mantis Clan make the long voyage to and from the Islands of Silk & Spice even during the depths of winter.

The Navigation Emphasis can be used to determine your approximate location using the stars, and determine in what direction a specific destination lies (assuming you already know where the destination is and simply want to know where it is relative to you). The Knot-work Emphasis is used in working with the ropes and cloths aboard a Rokugani sailing vessel.

= LOW SKILLS ==[/size]

[q]The use of Low Skills generally results in loss of Honor, although the GM can make exceptions when he judges the skill is being employed in an honorable fashion.[/q]

FORGERY (AGILITY)

SUB-TYPES: Forgery is considered a Craft Skill for effects that target Craft Skills.
EMPHASES: By type of item being forged (Artwork, Documents, Personal Seals, etc.)
DESCRIPTION: Documentation is very important in Rokugan, from information on an individual’s illustrious lineage to travel papers issued by magistrates, and even the official Imperial Decrees of the Emperor himself. Those with an eye for detail, a steady hand, and a distinct lack of honor can take advantage of this system by falsifying such papers, either for their own use or to sell to others.

INTIMIDATION (AWARENESS)

SUB-TYPES: Social Skill
EMPHASES: Bullying, Control, Torture
DESCRIPTION: The manipulation of others through the use of threats, both stated and implied, is an oft-employed tool for those who have left their honor behind. Even bushi who are generally honourable but have a strong sense of pragmatism will occasionally abandon decorum and threaten those who refuse to cooperate.
It is a shameful act, but one that many are willing to commit (and promptly forget) in order to ensure the successful completion of their duty.

SLEIGHT OF HAND (AGILITY)

SUB-TYPES: None
EMPHASES: Conceal, Escape, Pick Pocket, Prestidigitation
DESCRIPTION: The dexterous manipulation of small objects for the purpose of misdirection or concealment is not looked upon favorably by most honorable samurai. The code of Bushido flatly calls for sincerity in action, word, and thought, and such parlor tricks smack of deception and dishonesty, which no honorable samurai can abide.

The Conceal Emphasis allows you to hide small objects (something that can fit in your hand) on your person. The Escape Emphasis allows you to slip free of bonds. Pick Pockets is fairly self-explanatory.

STEALTH (AGILITY)

SUB-TYPES: None
EMPHASES: Ambush, Shadowing, Sneaking, Spell Casting
DESCRIPTION: Although generally a dishonorable practice, stealth has its uses in such situations as hunting or while scouting during a military engagement. For most samurai, however, these are necessary evils, and under any other circumstances, no honorable souls will ever dare disgrace themselves by sneaking about in the shadows like common criminals, or failing to face their opponents like true samurai would.

While concealed via Stealth, you may take Move Actions.
When taking a Move Action while using Stealth, you may only make Simple Move Actions, and these only allow you to move a number of feet equal to your Water Ring.

TEMPTATION (AWARENESS)

SUB-TYPES: Social Skill
EMPHASES: Bribery, Seduction
DESCRIPTION: The art of offering another something that they desire in order to gain in turn something one desires is as old as civilization itself, and in truth very little has changed. The two greatest temptations for most are financial gain and physical pleasure, and both are frequently bandied about in court settings to fulfill the agendas of the Clans.

Temptation is best used against opponents who possess certain kinds of Disadvantages, such as Lechery, Fascination, Greed, or perhaps a Dark Secret.[/q]

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