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Bandits

Tipo MINIONGrau de conflito Combat conflict rank 1 Intrigue conflict rank 1
WKC p. 16

Descrição

Bandits are outlaws who thrive in the more rural and remote regions of Rokugan. They usually form gangs because, unlike their urban criminal siblings, they rely more on swift, violent attack than on subtle manipulation, stealth, or subterfuge to achieve their nefarious objectives. Bandits usually target travelers on the Imperial roads, their scouts identifying easy targets in advance.

Atributos

Anéis
Air Air 2 Earth Earth 2 Fire Fire 2 Water Water 2 Void Void 1
Social
Honra
15
Glória
20
Status
1
Atributos
Resistência
5
Compostura
6
Foco
4
Vigilância
2
Comportamento
Ambitious Fire+2 Water-2
Grupos de perícia
Artisan
0
Martial
1
Scholar
0
Social
0
Trade
1

Vantagens e desvantagens

Vantagens
  • Nothing to Lose Fire: Martial, Social; Mental
Desvantagens
  • Fool's Avarice Earth: Social; Mental
  • Quarrelsome Void: Social; Interpersonal

Armas e equipamento

Armas
  • Yari (Spear): Range 2, Damage 5, Deadliness 3, Wargear
  • Sling: Range 2–3, Damage 3, Deadliness 3, Concealable, Mundane
Equipamento (equipado)

Thick clothes (Physical 2, Mundane), knife, pouch of slingstones, drinking cup

Habilidades

  • AMBUSH TACTICS: When performing an Attack action against a target with the Dazed or Disoriented condition, increase any damage dealt by 2.

Texto do livro

Wedding at Kyotei Castle · p. 16

Mostrar o texto como impresso

MINION | CONFLICT RANK: Combat conflict rank 1 Intrigue conflict rank 1

Bandits are outlaws who thrive in the more rural and remote regions of Rokugan. They usually form gangs because, unlike their urban criminal siblings, they rely more on swift, violent attack than on subtle manipulation, stealth, or subterfuge to achieve their nefarious objectives. Bandits usually target travelers on the Imperial roads, their scouts identifying easy targets in advance.

15 | 5 20 | 6 01 | 4

Fire+2, Water–2

DEMEANOR - AMBITIOUS

2

HONOR | ENDURANCE

GLORY | COMPOSURE

STATUS | FOCUS

VIGILANCE

SOCIETAL | PERSONAL

2 2 2 | 2 1

ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 | TRADE 1

ADVANTAGES | DISADVANTAGES

Nothing to Lose: Fire Martial, Social; Mental

Fool's Avarice: Earth Social; Mental

Quarrelsome: Void Social; Interpersonal

FAVORED WEAPONS & GEAR

Yari (Spear): Range 2, Damage 5, Deadliness 3, Wargear

Sling: Range 2–3, Damage 3, Deadliness 3, Concealable, Mundane

Gear (equipped): Thick clothes (Physical 2, Mundane), knife, pouch of slingstones, drinking cup

ABILITIES

AMBUSH TACTICS

When performing an Attack action against a target with the Dazed or Disoriented condition, increase any damage dealt by 2.