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  1. [ CRAFTING!! ]
  2.  
  3. Any artistic or creative project has three factors: Complexity, Scale, and Material. These factors determine the Craft Rating, which determines the TN of the project. The Time Rating, which gives the amount of time needed to complete the project, and, along with Raises spent to improve the project, the Glory Rating, the number of Glory points awarded to the successful artist or craftsman.
  4.  
  5. [ Factors ]
  6. When a player proposes an Artisan/Crafting project to a GM the two will agree on a 1-7 rating in three factors: Complexity, Scale and Material.
  7.  
  8. [ COMPLEXITY ]
  9. Complexity is a measure of how difficult the project is. Level of detail, tricky procedures, number of steps all factor into how complex a project is. The Complexity of Immaterial projects is a measure of the complexity of style or theme going into it.
  10.  
  11. [ SCALE ]
  12. Scale measures the size of a material item, the length of a written work, or the length of a performance and the number of performers.
  13.  
  14. [ MATERIAL ]
  15. Material rating is chosen using the most time consuming or difficult to work with material in the project. A naginata may be mostly wood but it’s the metal blade that’s taking the most effort to produce. Count only those items that are a major concern of the project. A kobune is considered Wood despite employing metal nails, for example. Some projects may employ an atypical material, whether to get around a shortage, to achieve a specific effect such as lighter weight, or simply to show off. For some combinations of material and application, this is clearly impossible, such as a kobune made of ink or granite. In other cases, however, Rokugani crafting techniques can be adapted to the purpose with thought and effort. For instance, armour may be crafted from tatami, and swords and other weapons may be made from jade or crystal. In these cases, use the new Material, and increase the Complexity by 2.
  16.  
  17. For example an Origami Crane might be Simple, Tiny, Paper. A Katana might be Challenging, Modest, Metal. The table below gives general reference points for each level on the table; this page contains a fuller list of example crafting projects.
  18.  
  19. [ COMPLEXITY ]
  20.  
  21. [ Trivial: Rating 1 ]
  22. Raw materials used as-is or nearly so ((A walking stick made by trimming a fallen branch. A flower arrangement made by tossing flowers in a pot. A toga.))
  23.  
  24. Nonexistent detailing ((A sketch or sculpture conveying a bare outline. A map vaguely noting major landmarks.))
  25.  
  26. Bland food or drink, suitable for peasants.
  27.  
  28. Elementary style or themes. ((See Spot run,
  29.  
  30. Here are five syllables.
  31. Then seven, then five again.
  32. Look, it’s a haiku!))
  33.  
  34.  
  35. [ Simple: Rating 2 ]
  36. An item of a single piece, or pieces joined together simply - ((Simple weapons. Functional tools. A simple boat. A crude structure. Basic armour. Ordinary clothing.))
  37.  
  38. Minor detailing. ((Basic calligraphy. A sketch or statue with eyes; nose etc indicated simply. A map clearly noting major landmarks.))
  39.  
  40. Everyday food or drink
  41.  
  42.  
  43. [ Average: Rating 3 ]
  44. An item with materials requiring processing or multiple components joined together in a complex fashion - ((Light samurai armour. A single-story building.))
  45.  
  46. Moderate detailing. ((A painting or statue with major features rendered fully. A map noting major landmarks and travel routes.))
  47.  
  48. Rich and elaborate food or drink, suitable for special occasions or the wealthy.
  49.  
  50. [ Challenging: Rating 4 ]
  51. Raw materials subjected to elaborate processing. ((Folding steel for a katana. Heavy armour. A seagoing ship, such as a kobune. A composite bow; A multi-story building or fortified wall.))
  52.  
  53. Moving parts. ((A puzzle box. A kite capable of multiple shapes. A ballista, trebuchet or other siege weapon.))
  54.  
  55. Details requiring careful attention to discern. ((A painting filled with subtle detailing. High Rokugani calligraphy. A statue that could be mistaken for reality. A map noting all major landmarks, travel routes and resources.))
  56.  
  57. Style fit for a high court, dense topic, multi-layered themes. ((High Rokugani calligraphy. Scholarly work on theology or Bushido. Classic court music or dances.))
  58.  
  59. Exotic delicacies fit for the tables of the highest nobility
  60.  
  61. [ Splendid: Rating 5 ]
  62. Simple self-moving parts. ((A simple karakuri puppet. A music box playing a short and simple tune.))
  63.  
  64. Extremely complex planning and construction. ((Heavy fortification.))
  65.  
  66. A map or navigational chart showing all major and minor landmarks, travel routes, and resources in the area.
  67.  
  68. [ Fantastical: Rating 6 ]
  69. Elaborate self-moving parts. ((A music box that plays a long and complex tune. A karakuri puppet that performs complex actions.))
  70.  
  71. Construction straining the limits of Rokugani technology. ((A vessel fit to traverse the seas between Rokugan and the colony. Extremely heavy fortification.))
  72.  
  73. Exquisite minute details. ((An artwork with details difficult to discern with the naked eye. A map detailing the landscape down to the position of individual small bushes and the like, or a navigational chart noting minute currents and individual rocks.))
  74.  
  75. [ SCALE ]
  76.  
  77. [ Tiny: Rating 1 ]
  78. An item that can be held in one hand or can be concealed in a pocket or sleeve. ((Rings and other trinkets. Knives and other Small weapons. A tattoo smaller than your hand. A postcard-sized picture.))
  79.  
  80. A short letter, or a map of an individual house.
  81.  
  82. A normal meal for up to five people, snacks for up to a dozen people.
  83.  
  84. A single alchemical dose. ((Antidote, poison or potion.))
  85.  
  86. A brief solo performance. ((Up to five minutes))
  87.  
  88.  
  89. [ Modest: Rating 2 ]
  90. An item must be carried in both hands or in a backpack. ((A sword or other Medium or Large weapon. A full set of clothes, A suit of armour. A wall scroll.))
  91.  
  92. A map of a small village or neighbourhood, a lengthy letter or report.
  93.  
  94. A feast for a single person, a normal meal for up to a dozen people, snacks for several dozen people.
  95.  
  96. Five alchemical doses. ((Antidote, poison or potion.))
  97.  
  98. A short solo performance ((Five to fifteen minutes)) or a brief performance with a small troupe. ((Up to five minutes, up to a dozen performers.))
  99.  
  100.  
  101. [ Average: Rating 3 ]
  102. A human to horse-sized item - heavy armour, Horse armour, a life-size statue or painting, a cart, a tent, a small garden plot.
  103.  
  104. A short pillow-book.
  105.  
  106. A feast for up to five people, normal meals for several dozen people, or snacks for hundreds of people.
  107.  
  108. Fifteen alchemical doses. ((Antidote, poison or potion.))
  109.  
  110. A lengthy solo performance ((fifteen minutes to an hour)) or a short performance with a small troupe. ((Five to fifteen minutes, up to a dozen performers.))
  111.  
  112. [ Sizeable: Rating 4 ]
  113. A horse-sized to elephant-sized item. ((Horse armour.
  114. Siege weapons.
  115. A large wall painting.))
  116.  
  117. A structure a few people can fit inside. ((A small boat such as a tairabune or sampan.
  118. A hut or small house.
  119. A large garden plot.))
  120.  
  121. A lengthy pillow-book or short treatise.
  122.  
  123. A feast for dozens of people, normal meals for thousands of people,
  124.  
  125. Five doses of a poison or alchemical compound.
  126.  
  127. An epic solo performance ((Several hours)), a lengthy performance with a small troupe, ((Fifteen minutes to an hour, up to a dozen performers.)) a short performance by a large troupe. ((Five to fifteen minutes, dozens of performers.))
  128.  
  129.  
  130. [ Huge: 5 ]
  131. A structure possible to walk around inside. ((A samurai house. A larger boat or ship, such as a kobune. An orchard or garden.))
  132.  
  133. A lengthy treatise.
  134.  
  135. A feast for hundreds of people, normal meals or snacks for thousands of people.
  136.  
  137. An epic performance with a small troupe, ((Several hours, up to a dozen performers.)) or a lengthy performance by a large troupe. ((Fifteen minutes to an hour, dozens of performers.))
  138.  
  139.  
  140. [ Epic: Rating 6 ]
  141. A structure possible to get lost inside. ((A great estate or mansion.
  142. A vast garden or park.))
  143.  
  144. An accurate map of an entire region of the island, a multi-volume treatise..
  145.  
  146. An epic performance with a large troupe, ((Several hours, dozens of performers.)) or a lengthy performance by a massive troupe. ((Fifteen minutes to an hour, hundreds of performers.))
  147.  
  148. [ MATERIAL ]
  149.  
  150. [ Basic: Rating 1 ]
  151. Ink
  152. Perform
  153. Wood
  154. Writing
  155.  
  156. [ Intermediate: Rating 2 ]
  157. Cloth
  158. Earth
  159. Paper
  160. Plant
  161.  
  162.  
  163. [ Advanced: Rating 3 ]
  164. Alchemy
  165. Stone
  166.  
  167. [ Expert: Rating 4 ]
  168. Glass
  169. Metal
  170.  
  171. [ Excellent: Rating 6 ]
  172. Excellent Weapons
  173.  
  174. [ Sacred: Rating 7 ]
  175. Sacred Weapons
  176.  
  177. [ Craft Rating and TN ]
  178.  
  179. The Craft Rating is the sum of the Complexity, Scale and Material Ratings, multiplied by 5. For instance, in our examples, a paper crane would have a Craft Rating of 2 + 1 + 1 = 4, for a TN of 20. A katana would have a Craft Rating of 4 + 2 + 4 = 10, for a TN of 50.
  180.  
  181. If the Crafting Rating would be 0 then the base TN will be 5.
  182.  
  183. The TN may be lowered by choosing to incorporate a Flaw into the project prior to starting. See below for a full explanation of Flaws.
  184.  
  185. Raises may be called to add Features to benefit the project (see Features, below), or to shorten the crafting time (see Time Rating and Crafting Time, below).
  186.  
  187.  
  188. Raises may be spent to add Features to a project. GMs may decide that certain effects cost more than a single raise. Each positive Feature costs 1 Raise unless stated otherwise. A Scalable Feature can be taken repeatedly on a single project, offering its benefits at each level.
  189.  
  190. There are two types of bonus: persistent and situational. A persistent bonus is one that will be active all or nearly all of the time when using the item - for instance, a bonus to all rolls of the skill the item is used for, or an emphasis that will always apply to use of the item. A situational bonus is one that will require certain conditions to apply, have a limited number of uses or applies to rolls that the user does not initiate themself.
  191.  
  192. [ Time Rating and Crafting Time ]
  193.  
  194. The crafting time is determined by the time rating. For a physical item, it represents the time needed to create it; for a performance, it represents the time needed to rehearse it. The Time Rating is (See “Time it takes to Complete below). This will give the crafting time, as shown in the Crafting Time table.
  195.  
  196. You may call Raises to reduce the crafting time of a physical item; each Raises reduces the time needed by 10%. You may not lower the crafting time to less than 40% of the original total (requiring 6 Raises).
  197.  
  198. For a performance, you may call Raises to perform impromptu, without needing rehearsal. <Insert rules here> Once you have rehearsed a particular performance, you may repeat it as often as you wish in the same season (or the next season, if the rehearsal was during a seasonal break) without the need for further rehearsal; however, repetition quickly dulls the lustre of even the best showing, and repeated performances yield progressively less Glory (see below).
  199. While undertaking a project lasting longer than a week, you may take time off for smaller projects, but no more than 1 day’s worth.
  200.  
  201. Time it takes to complete: Hours equal to the item's cost in Koku
  202.  
  203. The amount of time is equal to the item’s cost in Koku
  204.  
  205. Poor: 0.1 * Price
  206. Low: 0.5 * Price
  207. Average: 1 * Price
  208. Fine: 10 * Price
  209. Excellent: 100 * Price
  210. Legendary: Case by case basis
  211.  
  212. [ INSTEAD OF ALL THAT ]
  213. 1 week if you want to do something smaller than horse sized.
  214. 2 weeks for armor and weapons
  215. 1 month if bigger than a horse.
  216.  
  217. You can write poems, draw pictures, sing faster than that but can only get glory from a weekly project. For the purposes of casually crafting those kinds of things are just TN20 and can be done as quick as you please.
  218.  
  219. [ Success and Failure ]
  220.  
  221. When the crafting time is complete, roll your appropriate Artisan, Craft or Perform skill against the TN. On a success, the project is completed without issues. On a failure, you have three options:
  222.  
  223. > Abandon the project: Lose all time and resources invested in the project. You may start over from the beginning at no penalty (aside from the need to replace all the invested resources), or you may do something else, as you wish.
  224.  
  225. > Salvage the project: Attempt to rectify your mistake. You must replace one-third of the resources used in the project, and invest a further one-quarter of the base crafting time, then roll again against the base TN +10.
  226.  
  227. > Produce a flawed project: If you failed the roll by 5 or less, then your failure is not complete: you have produced the desired item, it is only… imperfect. If you accept this option, a GM will select Flaws from the table below, sufficient to retroactively reduce the TN to a point where your roll will succeed (one Flaw taken after the fact will reduce the TN by 3, 2 will reduce it by 5). The crafting roll is considered a success.
  228.  
  229. [ Glory Rating ]
  230.  
  231. Particularly spectacular examples of an art or craft may win renown, if publicly used or displayed (it will be assumed that this happens unless you specify that you are deliberately keeping your work hidden). The Glory Rating of any project is equal to 0.1 point of glory, plus 0.1 for every raise allocated to Features (rounded down), minus 0.3 if the relevant skill is a Merchant skill. ((It is the nature of Rokugani society to esteem artistic pursuits above such inglorious practicalities. Craftsmen are left to console themselves with their possession of useful items that they have just created.)), On completing a project with any skill not marked as Low, gain this many points of Glory, to a minimum of 0.
  232.  
  233. Example: Kaiu Katherine is making a katana for her lord. If she calls 2 Raises to add a Feature she will gain .3 points of Glory - she has made a better-than-average katana, which is more notable. If she also has access to a Free Raise from some source, and uses it to add another Feature, she will instead gain .4 points of Glory. If, however, she uses it to lower the TN or reduce the crafting time, she will still gain .3 points of Glory.
  234.  
  235. Shoddy workmanship, however, is much frowned upon in Rokugan, especially from a member of the samurai caste. If you publicly acknowledge a project with Flaws, such as using it or presenting it you lose 0.2 points of Glory per Flaw. It will be assumed that you are not doing so unless the nature of the project precludes it (e.g. a house or other publicly-visible structure) or unless you specifically say otherwise.
  236.  
  237. Low Crafting Skills never produce Glory. If you have created an item with a Low skill, calculate its Glory rating as though it were a Merchant skill, but gain that much Infamy instead.
  238.  
  239. [ Features ]
  240.  
  241. [ Distinct ] (Scalable, max level = item Complexity) (Any wearable): The item is unique and memorable, making it much easier to recognise you (and to identify the item’s creator). For each level in this Feature, others gain a +2 bonus to any rolls to recognise the owner or the maker of the item.
  242.  
  243. [ Beautiful ] (Scalable) (Any): Whether through well-executed ostentation, elegant grace, striking minimalism, touching poignancy, witty humour, or some other approach, the item or performance is more aesthetically pleasing than usual. Every 2 Raises called for this Feature (rounded down) count as 0.3 for the purpose of gaining Glory.
  244.  
  245. [ Bespoke ] (Armour/Clothing): The item is superbly fitted to the recipient. Bespoke armour takes 25% less time to don or remove, bespoke clothing takes 50% less time. Looks swanky too!
  246.  
  247. [ Breathes ] (Scalable, 2/level) (Armour/Clothing): The item has been cunningly made to perform its usual functions while keeping the wearer cool and dry (or cooler and dryer, at any rate) in the heat and humidity that afflict the colony. Every level grants +1k0 to rolls to resist heat sickness. ((With study of the new conditions prevailing upon the island, it may be possible to develop a more efficient version of this Feature.))
  248.  
  249. [ Calming ] (Scalable) (Structures, Locations((e.g. gardens))): +1 per level to Meditation rolls within it.
  250.  
  251. [ Grip ] (Scalable (special)) (Weapons, Tools): This item has an especially well-fitted grip, making it easy to keep hold of. Gain +2 per level to any roll to avoid dropping this item (including rolls against Disarm attempts). If the item is made with more than 1 level in this Feature, it must be custom-made for a specific person’s grip, and the bonus does not apply for anyone else.
  252.  
  253. [ Hidden Pocket/Compartment ] (Scalable) (Clothing, Furniture): Can conceal small items within (Scale 0 for clothing, Scale 0 or 1 for furniture). All Investigation (Notice) or (Search) rolls to detect or locate the concealed items are at +2 per level.
  254.  
  255. [ Informative ] (Scalable, max level = Scale) (Books): The work contains copious and useful information on its topic. When the roll is made, choose a Lore skill or an emphasis of a Lore skill. You must also make a roll of that Lore skill (and emphasis, if applicable) at a TN of 10 + 5 x the number of levels in this Feature If this roll fails, the project as a whole succeeds, but it does not gain this Feature. When making a roll using the chosen skill or emphasis, if you can refer to this book, gain a +1 bonus per level to that roll, or +2 for an emphasis.
  256.  
  257. [ Pointed ] (Writing, vocal Performance): All art conveys a message of some kind, but the message of this is sufficiently honed and precise to potentially sway others to your views in an ongoing debate. In addition to gaining Glory, if your crafting roll is successful, it can influence or persuade others in the fashion of a Courtier, Etiquette or Sincerity roll. As usual, the specific effects are at GM discretion based on the audience and context. The success or failure of your work in persuasion does not affect its success as art (with consequent Glory).
  258.  
  259. [ Sailor’s Dream ] (Scalable) (ships): This vessel handles particularly well. Gain +1 Handling per level.
  260.  
  261. [ Seaworthy ] (Scalable) (ships): This vessel is particularly stable and difficult to run into genuine trouble with. Gain +1 Stability Rating per level.
  262.  
  263. [ Flaws ]
  264.  
  265. [ Awkward ] (Armour, Clothing): If this item would not inflict armour penalties, it inflicts penalties as though it were Light Armour. Light Armour inflicts penalties as though it were Heavy Armour. Heavy Armour penalties are increased by +3.
  266.  
  267. [ Banal ] (Scalable) (Writing, Performance): Your work isn’t offensive, or anything, it’s just… boring. No-one wants to know the creator of this. Lose a Glory (-1 at rank 1, -3 at rank 2) for each level taken in this Flaw.
  268.  
  269. [ Stuck ] (Weapons): This weapon is poorly balanced, or always seems to get stuck in its sheath. It take an additional Simple Action to Ready, regardless of mastery abilities.
  270.  
  271. [ Fragile ] (Scalable) (Weapons): The item was made of low-quality materials or was imperfectly finished, making it liable to break under strain. At level 1, if the weapon inflicts 40 or more damage in a single blow, it breaks. At level 2, it instead breaks if it inflicts 25 or more damage.
  272.  
  273. [ Stifling ] (Scalable) (Armour/Clothing): Having to function in the punishing heat and humidity of the colony is bad enough without having to deal with this. At level 1, all heat sickness rolls made wearing this are at +2, at level 2, they are at +5.
  274.  
  275. [ Ugly ] (Scalable) (Any Tangible): This item is perfectly functional, but dear kami it is an eyesore. The bearer suffers a penalty to social rolls while displaying it (+2 TN at level 1, +5 TN at level 2). Presenting this item as a gift is a clear insult. Putting an ugly item on extended public display (e.g. an Ugly house) may have further social consequences.
  276.  
  277. [ Shoddy ] (Scalable) (Ships, tools, weapons): This item just does not like to be used. Weapons and tools slip, brushes smudge, ropes fray and sails break loose… when making a roll using this item, at level 1 the user suffers +2 to the TN. At level 2, the user must call a Raise to no effect, or the roll fails automatically.
  278.  
  279. [ Lemon ] (Scalable) (Ships, Structures): This item performs its function, but its demands for maintenance and upkeep it requires are truly nightmarish. Your effective Lifestyle is reduced by 1 per level so long as you possess this item. If you ever choose to stop paying this cost, it will soon fall apart into uselessness.
  280.  
  281. [ Unclear ] (Intangible): Your art doesn’t get across it’s intended message.
  282.  
  283. [ Vulgar ] (Scalable) (Art/Performance): The project breaches hallowed artistic convention, contains unintentional (or intentional) innuendo, or otherwise has themes are not appropriate for polite society. Presenting or displaying it in front of others is a Breach of Etiquette, Minor at level 1, Major at level 2. This may entail additional consequences depending on location.
  284.  
  285. lorem ipsum
  286.  
  287. [ Making Your Own Features & Flaws ]
  288.  
  289. 1. NO DIRECT COMBAT BONUSES (Initiative, ATN, Reduction, Weapon skills, Stances, Maneuvers, etc.)
  290. 2. No bonuses to Iaijutsu, social or crafting skills.
  291. 3. Bonuses to other skills may be had at +1 per level for Persistent bonuses, +2 per level for Situational bonuses, and +3 per level for Reactive bonuses.
  292. 4. No Persistent bonus or penalty can go above a total of 5. Situational and Reactive bonuses may not exceed 10.
  293. 5. TN Penalties from Flaws must apply either to rolls using the item itself, or apply to a broad category of rolls while the item is in the user’s possession. Level 1 penalties are +2, level 2 penalties are +5.
  294. 6. The Scalable tag indicates that the Feature or Flaw may be taken multiple times on a single project. Must still obey rule 4 .
  295. 7. No replicating effects of advantages or techniques
  296.  
  297. [ House Rule ]
  298.  
  299. [ Skills ]
  300. The Farming, Fishing and Mining skills are still craft skills, but unique. They follow the rules of ordinary skill rolls as well as craft skills.
  301.  
  302. [ Farming ] uses Stamina as it’s trait. Unlike Gardening, which is an Artisan Skill, Farming is about producing the rice and other crops that feed Rokugan.
  303.  
  304. [ Fishing ] uses Reflexes for river pole fishing, Agility for spearfishing and Stamina for deep sea pole fishing or net fishing.
  305.  
  306. [ Mining ] uses Water as its attribute for prospecting and Stamina for mining.
  307. Allows mining of iron, copper, precious metals, gemstones, jade, and crystal.
  308.  
  309. [ Artisan ]
  310. Bonsai | Awareness
  311.  
  312. Gardening | Awareness / Intelligence
  313.  
  314. Ikebana (Flower Arranging) | Awareness
  315.  
  316. Origami (Paper Folding) | Awareness
  317.  
  318. Painting | Awareness
  319.  
  320. Playwright | Awareness
  321.  
  322. Poetry | Awareness
  323.  
  324. Prose | Awareness
  325.  
  326. Sculpture | Awareness
  327. Both a Craft and an Artisan Skill. The Craft produces the larger, more functional sculpture that adorns many Rokugani buildings and shrines, either in clay, stone, or wood. The Artisan Skill produces smaller decorative sculpture, often in precious metals or even jade.
  328.  
  329. Tattooing | Awareness
  330.  
  331. Kite Decorating | Awareness
  332.  
  333. Others | Vary
  334. Pillowbook | Awareness
  335.  
  336. [ Perform ]
  337. Biwa | Agility
  338. Dance | Agility
  339. Drums | Agility
  340. Flute | Agility
  341. Oratory | Awareness
  342. Puppeteer | Agility
  343. Samisen | Agility
  344. Song | Awareness
  345. Storytelling | Awareness
  346. Kite Flying | Reflexes
  347. Others | Vary
  348.  
  349. [ Craft ]
  350. Alchemy | Intelligence
  351. Allows the creating of Kagaku items and potions, using the rules on pg. 52 of the Book of Fire. Available only to Tamori and Agasha shugenja unless a strong justification can be made otherwise.
  352.  
  353. Armorsmithing* | Fire
  354. Allows the creation of all types of armor - ashigaru, light, heavy, riding, etc.
  355.  
  356. Blacksmithing* | Water
  357. Produces other, non-weapon metal goods, such as tools. Typically only practiced by heimin.
  358.  
  359. Bowyer* | Agility
  360. Allows the creation of all types of bows, arrows, staves (except the all-metal machi-kanshisha), and other weapons that are made primarily out of wood, such as bokken and shinai. If you are unsure if a weapon would be crafted using Bowyer or Weaponsmithing, ask a GM.
  361.  
  362. Brewing | Perception
  363. The art of brewing sake from rice, considered to be a sacred craft almost akin to forging a katana.
  364.  
  365. Carpentry | Fire
  366. Allows the construction of most buildings, furniture, and many daily tools. Samurai carpenters are rare but produce beautiful and intricate wooden works of art.
  367.  
  368. Cartography | Intelligence
  369. The craft of making maps from exploring a region. The amount of time required for exploration will depend on the area the map covers.
  370.  
  371. Cobbling | Agility
  372.  
  373. Cooking | Perception
  374. The craft of producing food and drink. Most ryorishi (chefs) are heimin, but are very skilled not only at food preparation but herbalism and medicine.
  375.  
  376. Engineering | Intelligence
  377. Engineering is used both to design, construct, repair, and improve castles and other stone buildings, as well as build and fire siege weaponry. The Toymaking emphasis is used to make mechanical toys and karakuri.
  378.  
  379. Forgery | Varies
  380. The craft of creating false copies of documents and artwork. Requires 1 skill rank in the Craft or Artisan Skill of whatever you are attempting to forge.
  381.  
  382. Glass | Fire
  383. Includes glassblowing - the creation of glass bowls, bottles, etc., glasscasting - pouring glass into a mold to make containers and sculpture, and glass sculpture - manipulating molten glass into beads or art.
  384.  
  385. Hanabi | Fire
  386. The Dragon Clan's secret art of making fireworks, invented originally by the Agasha.
  387.  
  388. Kite Building | Intelligence
  389. Allows the construction of elaborate kites, both decorative and for kite-fighting. Rules for Kite construction and fighting are in Air, pgs. 113-114.
  390.  
  391. Mask Making | Awareness
  392. Allows the making of decorative and functional face-masks.
  393.  
  394. Masonry | Intelligence
  395. Allows the construction of stone buildings, temples, castles, etc., along with Engineering.
  396.  
  397. Musical Instruments | Agility
  398. Allows the construction of musical instruments of all types. Requires at least 1 rank in the relevant Perform Skill for each type of instrument. Instrument cost will vary widely based on the type and quality of the instrument.
  399.  
  400. Poison | Intelligence
  401. Allows the creation of poisons. May also be used to identify poisons.
  402.  
  403. Pottery | Stamina
  404. Produces stoneware, earthenware, and porcelain dishes. Samurai typically make intricately glazed porcelain that is as decorative as it is functional.
  405.  
  406. Shipbuilding | Intelligence
  407. The craft of designing and building Rokugani ships, from the kobune to the famous "Iron Turtles" of the Crab.
  408.  
  409. Tailoring* | Agility
  410. Washi (Paper Making) | Perception
  411. Washi is the (Japanese) art of papermaking, created by mixing a pulped fiber (typically from the gampi tree, the mitsumata shrub (Edgeworthia chrysantha), or the paper mulberry) with a liquid solution, then spreading it thinly over a bamboo mesh to dry.
  412.  
  413. Weaponsmithing* | Fire
  414. The art of creating kimonos and other fashionable clothing. Important samurai will have talented samurai tailors, and the most talented tailors can determine fashion for an entire court.
  415.  
  416. Weaving | Agility
  417.  
  418. Others | Vary
  419.  
  420. ((*Considered to be a High skill when making clothing for members of the samurai caste.))
  421.  
  422. Togashi01/16/2020
  423.  
  424. [ ARTISANS ]
  425. Artisans have a slight change. There are three types of Artisans: Starting Artisans (STARTISANS HAH), Path Artisans and Juhin-Kenzoku.
  426. Starting Artisans, when crafting an Excellent or Sacred weapon, gain 5 free raises for the purposes of beneficial effects (no lowering the TN but feel free to put a dent into Radiant), as if they were granted Kaiu Tools with Kaiu Ancestor. This is pretty much the case, their clan has provided them with their most sacred tools to craft sacred weapons. Path Artisans gain a similar bonus, but only 3 free raises. You may only use School Techniques, Advantages, and Void Points to augment your rolls when crafting an Excellent or Sacred Weapon. Artisans also are not capped by void for raises on Artisan/Craft skills.
  427.  
  428. [ Juhin-Kenzoku ]
  429. Not every clan has an Artisan or Crafting School. That's fine. A Juhin-Kenzoku was a vassal family that served a Great Clan as a quartermaster or forging family. They were usually tasked with forging both weapons and armor that a daimyo gave to his followers, as well as tasked with keeping track of whatever item they forged, noting its possessors and any name given to the weapon or armor. If an item changed hands, official papers should be sent to the vassal family for them to update their records.
  430.  
  431. The Juhin-Kenzoku kept a close kinship with one another, because their purpose was very similar and they all took their duty very seriously. If you wish to craft as one of these families, you may be granted a set of tools as if you were a Path Artisan: 3 free raises for beneficial effects, and can gain the benefits of being an artisan (the changes to Artisan and Crafting skills) as well as Great Potential on all Crafting/Artisan skills. Unfortunately no school techniques to aid them.
  432.  
  433. [ None of these stack with each other. A Fujihiro Kakita Artisan who takes the Mizu-Do Path does not get 5 + 3 + 3 free raises; they would just get the highest, which is 5 from being a Kakita Artisan. ]
  434.  
  435. [ Excellent and Sacred Weapons ]
  436. Excellent Weapons may only gain 1 Quality. A "Generic" Sacred Weapon may have two Qualities. Clan Sacred Weapons {from the advantage} are not clan specific. A Phoenix Artisan could create a Scorpion Sacred Weapon, or a Lion Artisan could create a Unicorn Sacred Weapon. However, it should be considered an extremely great honor and gift to whoever recieves it.
  437.  
  438. [ Starting Artisans ]
  439. Kaiu Engineer
  440. Kakita Artisan
  441. Shiba Artisan
  442. Shiba Illusionist
  443. Tsi Smith
  444.  
  445. [ Path Artisans ]
  446. Kaiu Shipmaster
  447. Asahina Artisan
  448. Asahina Fire Sculptor
  449. Kakita Jester
  450. Tamori Weaponsmith
  451. Water Hammer Smith
  452. Kitsune Artisan
  453. Yoritomo Sculptor
  454. Shiba Armorsmith
  455. Scorpion Maskmaker
  456. Suzume Storyteller
  457. Student of Mizu-Do
  458.  
  459. [ Juhin-Kenzoku ]
  460. Kenru {Crab/Kaiu}
  461. Ishi {Crab/Kaiu}
  462. Fujihiro {Crane/Daidoji}
  463. Remiki {Dragon/Agasha}
  464. Itagawa {Lion/Akodo}
  465. Chirichi {Mantis/Yoritomo}
  466. Koganshi {Phoenix/Shiba}
  467. Ugawa {Scorpion/Bayushi}
  468. Shiko {Unicorn/Ide}
  469. Zeshi {Unicorn/Iuchi}
  470.  
  471. [ Changes to Artisan/Craft Masteries ]
  472. + Mastery Abilities:
  473. + Rank 3: You gain a free emphasis
  474. + Rank 5: You may call an additional Raise (Free raise for Artisans)
  475. + Rank 7: If you fail your roll, you may reroll at no penalty. Artisans gain Mastery on an Artisan/Craft Skill they have an Emphasis in.
  476.  
  477. Togashi01/16/2020
  478.  
  479. [ EXCELLENT AND SACRED WEAPON QUALITIES ]
  480.  
  481. [ FLATTERING ] (1 RAISE)
  482. The item (usually an article of clothing) confers +1 to the total of Social
  483. Skill Rolls made while wearing it.
  484.  
  485. [ UNBREAKABLE ] (3 RAISES, NEMURANAI)
  486. The item cannot be broken.
  487.  
  488. [ ARMOR QUALITIES ]
  489. The following qualities may only be applied to armor.
  490.  
  491. [ FITTED ] (1 RAISE/RANK)
  492. Reduce the TN penalties for wearing the armor by 1 per rank, to a maximum of 5 ranks.
  493.  
  494. [ STURDY ] (2 RAISES)
  495. Increase the armor’s Reduction by 1. This Quality may be applied twice to heavy armor, increasing its Reduction by 2 (this requires 4 Raises).
  496.  
  497. [ WEAPON QUALITIES ]
  498. The following qualities may only be applied to weapons.
  499.  
  500. [ BALANCED ] (5 RAISES)
  501. The wielder gains a bonus of +1k0 on attack rolls made with the weapon. Only a Kaiu Smith is capable of crafting an item with this quality.
  502.  
  503. [ CAVALRY ] (3 RAISES)
  504. The wielder gains a bonus of +1k0 to attack rolls made from horseback.
  505.  
  506. [ DEFENSIVE ] (3 RAISES)
  507. The weapon confers a bonus of +3 to Armor TN while in the Defense or Full
  508. Defense Stance.
  509.  
  510. [ DEVASTATING ] (5 RAISES)
  511. Increase the weapon’s DR by +0k1.
  512.  
  513. [ FIERCE ] (3 RAISES)*
  514. The wielder gains a bonus of +1k0 to attack rolls made in the Full Attack Stance. Only a Tsi Smith is capable of crafting a weapon with this quality.
  515.  
  516. [ KEEN ] (3 RAISES)
  517. Increase the weapon’s DR by +1k0.
  518.  
  519. [ PAIRED ] (4 RAISES)
  520. When wielding two Paired weapons, gain +1k0 to attack rolls.
  521.  
  522. [ PENETRATING ] (2 RAISES)
  523. The weapon ignores one level of Reduction.
  524.  
  525. [ RELIABLE ] (3 RAISES)*
  526. The wielder gains a bonus of +1k0 to attack rolls made in the Attack Stance. Only a Kaiu Smith is capable of crafting an item with this quality.
  527.  
  528. [ SINISTER ] (3 RAISES)
  529. The item is designed to hold poison. The TN to notice or resist poison applied to the item is increased by 5.
  530.  
  531. [ SWIFT ] (4 RAISES)*
  532. The wielder gains a bonus of +5 to his Initiative Score while wielding the weapon. Only a Tsi Smith is capable of crafting an item with this quality.
  533.  
  534. [ RADIANT ] (5 RAISES, NEMURANAI)
  535. Radiant weapons are treated as jade for the purses of harming Invulnerable creatures.
  536.  
  537. [ VICIOUS ] (3 RAISES)
  538. When you successfully hit the opponent, every round after they take 1 point of damage as bleed damage, which cannot be reduced. Cannot be applied to blunt weapons.
  539.  
  540. [ NEGATIVE QUALITIES ]
  541. These qualities may be applied to any item (unless otherwise specified), and are generally undesirable.
  542.  
  543. [ FRAGILE ]
  544. The item is delicate or poorly made, and can easily be broken. If a weapon, it will break if more than one die explodes on a damage roll. If armor, any damage roll made against the wearer that deals more than 10 Wounds reduces the Reduction by 1. When the Reduction reaches 0, the armor is destroyed.
  545.  
  546. [ EXPOSED ] (ARMOR)
  547. The armor doesn’t cover everything that it should. Reduce the Armor TN bonus granted by the armor by 2.
  548.  
  549. [ INFIRM ] (ARMOR)
  550. Decrease the armor’s Reduction by 1.
  551.  
  552. [ SHODDY ]
  553. The item is poorly designed for its function. When making any Skill or Trait Roll using the item, the wielder suffers a penalty of -1k0. If armor, increase the TN penalties for wearing the armor by 3.
  554.  
  555. [ SLOW ] (WEAPON OR ARMOR)
  556. The item is heavier than it should be, or poorly balanced. The wielder suffers a penalty of -5 to his Initiative Score while wielding the weapon, or wearing the armor.
  557.  
  558. [ UGLY ]
  559. The item is unattractive and unflattering. Increase the TN of any Social Skill Roll made while wearing it by 3.
  560.  
  561. Togashi01/16/2020
  562.  
  563. [ Clan Sacred Weapon Quality ] (6 Raises)
  564. These weapons all gain the samurai tag, unbreakable, can only be drawn by the person it was designed for. No adding other qualities.
  565.  
  566. [ Kaiu Tetsubo ]
  567. [Keywords] Large, Samurai
  568. [DR] 3k3
  569. [Sacred Weapon Rules] Unbreakable. Ignore 5 points of reduction. Emphasis damage
  570. [Special Rules] N/A
  571.  
  572. [ Daidoji Yari ]
  573. [Keywords] Large, Reach, Samurai
  574. [DR] 2k2
  575. [Sacred Weapon Rules] Unbreakable. May reroll damage once per skirmish. Mastery damage
  576. [Special Rules] The yari can be thrown a maximum range of 30', and has a DR of 1k2 when thrown.
  577.  
  578. [ Kitsuki Jian ]
  579. [Keywords] Medium, Samurai
  580. [DR] 4k2
  581. [Sacred Weapon Rules] Unbreakable. +5 to any maneuvers against you.
  582. [Special Rules] A jian may be thrown up to 20' as a ranged weapon.
  583.  
  584. [ Akodo Nodachi ]
  585. [Keywords] Large, Reach, Samurai
  586. [DR] 3k3
  587. [Sacred Weapon Rules] Unbreakable. +10 honor while carried. Emphasis damage.
  588. [Special Rules] N/A
  589.  
  590. [ Yoritomo Kama ]
  591. [Keywords] Peasant, Small, Samurai
  592. [DR] 2k2
  593. [Sacred Weapon Rules] Unbreakable. +1k0 to attack rolls when wielding one or both.
  594. [Special Rules] N/A
  595.  
  596. [ Shiba Naginata ]
  597. [Keywords] Large, Samurai, Reach
  598. [DR] 3k2
  599. [Sacred Weapon Rules] Unbreakable. Add honor rank to guarded charge ATN. Mastery Damage.
  600. [Special Rules] N/A
  601.  
  602. [ Shosuro Chokuto ]
  603. [Keywords] Medium, Ninja, Samurai
  604. [DR] 3k2
  605. [Sacred Weapon Rules] Unbreakable. May conceal one blinding powder (TN20 Reflex to not be blinded for two rounds). Emphasis damage
  606. [Special Rules] The chokuto is a medium weapon, but is considered a small weapon for the purposes of concealment.
  607.  
  608. [ Hantei Katana ]
  609. [Keywords] Medium, Samurai
  610. [DR] 3k2
  611. [Sacred Weapon Rules] Unbreakable. Considered crystal. Emphasis damage
  612. [Special Rules] A character may spend one Void Point to increase a damage roll made using a katana by 1k1 (Void Points cannot normally be spent to enhance damage rolls). Only one Void Point may be spent in this manner, even if the character has an ability that would allow him to spend more than one Void Point per round.
  613.  
  614. [ Moto Scimitar ]
  615. [Keywords] Medium, Samurai
  616. [DR] 2k3
  617. [Special Rules] Unbreakable. +5 to damage rolls. Emphasis damage.
  618. [Special Rules] N/A
  619.  
  620. [ Toritaka Shortbow ]
  621. [Keywords] Small, Samurai
  622. [Strength] 2
  623. [Range] 250'
  624. [Sacred Weapon Rules] Unbreakable. Arrows fired from bow considered radiant.
  625. [Special Rules] N/A
  626.  
  627. [ Tsuruchi Longbow ]
  628. [Keywords] Large, Samurai
  629. [Strength] 4
  630. [Range] 500'
  631. [Sacred Weapon Rules] Unbreakable. +1k0 to attack rolls within 250'.
  632. [Special Rules] Increase the TN of all attack rolls by +10 if used from horseback.
  633.  
  634. [ Kitsune Satchel ]
  635. [Keywords] Scroll Satchel
  636. [Sacred Weapon Rules] Unbreakable. Removes deficiency in element from the caster or adds an affinity.
  637.  
  638. [ Usagi Tanto ]
  639. [Keywords] Small, Samurai
  640. [Sacred Weapon Rules] Unbreakable. Radiant. Emphasis damage.
  641. [Special Rules] N/A
  642.  
  643. [ Centipede Satchel ]
  644. [Keywords] Scroll Satchel
  645. [Sacred Weapon Rules] Unbreakable. Casting spells gain mastery when rolling, applies to one spell keyword (Craft, Battle, Defense, Divination, Illusion, Healing, Jade, Thunder, Travel, Ward).
  646.  
  647. Togashi01/18/2020
  648.  
  649. Crafting Project:
  650. Breakdown: Complexity , Size , Material
  651. Difficulty:
  652. Quality:
  653. Features:
  654. Cost:
  655. Dice Pool:
  656. Glory Gain:
  657.  
  658. TogashiLast Saturday at 9:10 AM
  659.  
  660. [ Types of Kagaku ]
  661.  
  662. The L5R 4th Edition Core Rulebook includes options for Tamori shugenja to practice the most basic form of alchemy, that of placing spells into potions for later use. However, the Ikakeya are known for creating many other items than potions, some of them quite exotic. GMs who wish to offer more options for alchemically-inclined Tamori and Agasha characters may choose to let them create other items than merely potions, spending spell slots and making Craft: Alchemy / Intelligence rolls as appropriate. The following is a list of the best-known and most widely-used Kagaku items and potions from the Dragon Clan. GMs and players may also use it as inspiration for creating their own items.
  663.  
  664. [ Flash Paper (Moeagaru) ]
  665. This is a type of thin paper with is treated with special alchemical solutions. It catches on fire from any friction (such as a shugenja rubbing his fingers along it), burning up in a bright instantaneous flame. Flash paper is sometimes used to write messages which might need to be destroyed, but its favored usage is to ignite it in front of an opponent’s eyes, momentarily blinding him. The target must roll Reflexes at TN 20 or be considered Blind until the Reactions stage of the next Round.
  666.  
  667. lorem ipsum
  668.  
  669. [ Kitsuki Powder ]
  670. Developed by the Agasha to assist their Kitsuki cousins, this soft gray powder has a peculiar affinity for both human footprints and human blood. If it is scattered over an area, it will adhere to any footprints or bloodstains made in the last 24 hours, even if they were wiped up or otherwise obscured.
  671.  
  672. [ Liquid Smoke (Ekitai Kemuri) ]
  673. This is a gummy liquid that can be set on fire. It emits a thick black smokes that burns the eyes and throat: victims are considered to be Dazed, but can make the normal Earth roll to shake it off. Liquid Smoke burns for ten minutes per dose.
  674.  
  675. [ Sleeping Fire (Hinemuri) ]
  676. A thin clear liquid that is highly sensitive to changes in temperature and ignites when exposed to such changes (such as a warm foot stepping in it). Sleeping Fire burns quickly and thus generally causes only mild injuries (1k1 damage), but the sudden burst of heat can easily set a building alight.
  677.  
  678. lorem ipsum
  679.  
  680. [ Tsungusuri ]
  681. The Asahina Fetishist path allows the creation of tsaugusuri using an Artisan or Craft skill that produces some sort of small one-use blessing. The following types of fetishes (from Fire, pg. 51) may be created in addition to the type included in the technique. Creation of any fetish requires the use of materials that cost at least 1 bu (so, typically TN 15). Other Artisan or Craft skills may be allowed for each type with GM permission. All fetishes lose their power after a single use, and no more than one fetish may be used per day per individual.
  682.  
  683. lorem ipsum
  684.  
  685. [ Name ] Basic Effect [ Raises ] Advanced Effect [ Raises ] Skill(s)
  686.  
  687.  
  688. [ Brooch of Plenty ] +3k0 to Meditation (Fasting) [ 1 ] Ignore effects of fasting for 24h [ 2 ] Artisan: Jewelry, Omamori, or Sculpture
  689.  
  690. [ Makeup Kit ] +3k0 to Acting [ 2 ] Look like another for 1h [ 4 ] Craft: Alchemy
  691.  
  692. [ Feather of the Crane ] +3k0 to Perform: Dance [ 1 ] Fly for 50' [ 3 ] Artisan: Jewelry, Omamori, or Sculpture
  693.  
  694. [ Acorn of Vision ] +3k0 to Divination [ 2 ] Gain 1 specific vision (GM choice) [ 4 ] Calligraphy
  695.  
  696. [ White Sheaf of Grain ] +3k0 to Medicine [ 1 ] Heal 2k1 wounds [ 2 ] Artisan: Jewelry, Omamori, or Sculpture
  697.  
  698. [ Black Fan ] +3k0 to Courtier (Manipulation) [ 2 ] Gain Dangerous Beauty for 1h [ 4 ] Artisan: Origami or Craft: Weaponsmithing
  699.  
  700. [ Blue Fan ] +3k0 to Etiquette [ 2 ] Gain Benten's Blessing for 1h [ 4 ] Artisan: Origami or Craft: Weaponsmithing
  701.  
  702. [ Crow Feather ] +3k0 to Lore: Theology (Shintao) [ 1 ] Restore 1 Void Point [ 3 ] Artisan: Jewelry, Omamori, or Sculpture
  703.  
  704. [ Incense of Concentration ] +3k0 to Meditation (Void Recovery) [ 2 ] Restore Spell Slots of 1 Element [ 5 ] Craft: Alchemy
  705.  
  706. lorem ipsum
  707. lorem ipsum
  708.  
  709. [ Writing ]
  710. The creation of books, epic poems, plays, and other types of writing projects do not fit easily into the above crafting system. As a result, the following rules will be used.
  711.  
  712. The relevant skill for most writing is Artisan: Prose. This applies to both fiction and nonfiction projects. For nonfiction, an appropriate Lore or other similar skill (Commerce, Animal Handling, etc.) must also be rolled at the beginning of the project. If you roll poorly, you may choose to scrap a week's worth of effort and start over. The relevant skill for playwriting is Artisan: Playwright. Artisan: Poetry may be used for producing books of poetry.
  713.  
  714. A writing project is an extended project whereby the equivalent of 1 chapter may be produced per week. A chapter would be approximately the length of a short story. If you are uncertain how long a particular project should be, a GM can determine that for you.
  715.  
  716. Books will be assumed to be priced in bu, thus the base TN for any writing project will be 15. As with extended crafting projects, raises must be called each week to apply to the final product. In addition, an extra raise on the total project (up to a maximum of your void) may be gained per every 5 "chapters." This potentially means you could produce a work whose total raises are equal to two times your Void.
  717.  
  718. Glory may be gained each week during the writing process, following the other restrictions for glory gain from crafting.
  719.  
  720. lorem ipsum
  721. lorem ipsum
  722.  
  723. [ Shipbuilding ]
  724. As there are no official rules in 4th Edition for crafting ships, the following chart will be used for both crafting and purchasing purposes.
  725.  
  726. Descriptions of each boat or ship can be found on pgs. 114-116 in the Book of Water.
  727.  
  728. lorem ipsum
  729.  
  730. [ Ship Type ] Purchase Price [ Crafting Cost ] Time to Craft
  731.  
  732. [ Kobune Travel/Merchant ] 90 koku [ 9 koku ] 9 weeks
  733.  
  734. [ Sampan Merchant (Small) ] 30 koku [ 3 koku ] 3 weeks
  735.  
  736. [ Taraibune Fishing ] 10 koku [ 1 koku ] 1 week
  737.  
  738. [ Yakatabune * Parties ] 100+ koku [ 10+ koku ] 10+ weeks
  739.  
  740. [ Merchant Barge Merchant (Large) ] 60 koku [ 6 koku ] 6 weeks
  741.  
  742. [ Koutetsukan Military ] 300 koku [ 30 koku ] 30 weeks
  743.  
  744. [ Sengokobune Travel ] 200 koku [ 20 koku ] 20 weeks
  745.  
  746. * The amount of koku you spend on your party boat will determine how nice it is and how many luxuries it has onboard.
  747.  
  748. TogashiLast Saturday at 9:40 AM
  749. lorem ipsum
  750.  
  751. [ Siege Weapons ]
  752. As there are no purchase costs for siege weapons for determining crafting costs, the following rules will be used. The rules for Siege Weapons can be found on pgs. 31-32 of Great Clans. In order to craft any siege weapon, you must have the Siege emphasis for Engineering and will need to make a TN 35 Engineering (Siege) roll each week during the construction. A failure on the roll will cause the project to take another week, and an exceptional success (TN 50+) will subtract a week from the crafting time.
  753.  
  754. lorem ipsum
  755.  
  756. [ Weapon ] Purchase Price [ Crafting Cost ] Time to Craft
  757. [ Ballista (Oyumi) ] 500 koku [ 50 koku ] 5 weeks
  758. [ Catapult ] 800 koku [ 80 koku ] 8 weeks
  759. [ Siege Ram ] 200 koku [ 20 koku ] 2 weeks
  760. [ Siege Tower ] 500 koku [ 50 koku ] 5 weeks
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