Technique Structure
Texto
Each technique has a number of parts, described below:
Category
Different characters wield different abilities, and each character is granted access to a number of technique categories by their school (see Part II: Role and School, on page 56). The different categories are as follows:
Kata (see p. 174): Kata are specialized combat techniques that allow martial artists to vanquish even foes who exceed them in physical strength, speed, or agility. Some kata are new actions, while others grant new ways to spend . Kata have form classifications (General, Close Combat, and Ranged Combat).
Kihō (see p. 182): Kihō are philosophical and spiritual techniques for aligning one’s inner energy—ki—to that of the wider cosmos. This allows monks and other seekers of Enlightenment to act in harmony with the universe’s natural course, tapping into its limitless potential. Kihō are new actions with two parts: an enhancement effect which persists until the user chooses to end it or uses another kihō and a burst effect which resolves upon activation if the user has sufficient bonus successes. Kihō have elemental classifications (Air, Earth, Fire, Water, and Void).
Invocations (see p. 189): Invocations are prayers and offerings to powerful spirits in exchange for earthly support. They are practiced primarily by shugenja, who are elite samurai priests from ancient, secretive lineages with the power to speak directly to the kami. Invocations are new actions, and have elemental classifications (Air, Earth, Fire, and Water).
Rituals (see p. 212): Rituals are religious ceremonies performed by spiritualists in Rokugan. Rituals tend to be ceremonial, lengthy, and of esoteric effect, unlike the flashy invocations of shugenja. Rituals are downtime activities.
Shūji (see p. 214): Shūji are verbal and social techniques allowing those who employ them to communicate clearly, avoid social traps, motivate their allies, and manipulate their rivals. Shūji are new actions or ways a character can spend . Shūji have elemental classifications (Air, Earth, Fire, Water, and Void).
Mahō (see p. 224): Mahō are evil sorcerous techniques, dark pacts made with wicked spirits in exchange for power. They are practiced only by sorcerers called mahō-tsukai. Mahō are new actions.
Ninjutsu (see p. 226): Ninjutsu are the secretive techniques of shinobi, taught clandestinely in various traditions. Ninjutsu are new actions or grant new ways to spend .
Name
Each technique has a name, though this name is not necessarily used by all who practice the technique. Different schools have different ways of describing similar tactics and moves. In some cases (such as invocations), these are noted in an “Other Names” field. Players are encouraged to use them to help underscore the secretive and unique traditions of individual schools.
Prerequisites
If a character must possess any school ranks, clan affiliations, role or schools, ring values, skill ranks, other techniques, or other qualifiers in order to purchase a technique with experience, these are listed to the right of its name. School rank and clan are the most common prerequisites.
Note that all prerequisites are waived if a character is granted a technique directly during character creation (or at another time), or if the technique appears by name on their curriculum. If a technique is part of a listed group (e.g. “ Rank 1–3 Kata”), the character ignores school rank prerequisites, but not other prerequisites (clan, etc). Such techniques and groups are marked with to denote their special status. If a character does not choose a technique to which they have special access, or advances past a school rank that enables them to buy it without purchasing it, they lose their special access to it and can no longer purchase it.
Description
Each technique has a description to advise the GM and players on how it functions in the fiction of the game. The description has no mechanical effect, but can impose narrative limitations on the technique and act as a guideline for how the technique works in the story.
XP Cost
All techniques in this chapter cost 3 XP to purchase. If a technique costs a different amount of XP, it is listed in the entry.
Activation
Each technique has an activation, which specifies when and how it can be used, what targets it affects, range limitations, checks the character must perform to make the technique work, circumstantial requirements it has, and any other pertinent information for how to wield it.
The activation field generally includes some or all of the following information: Use, Check, Targets, Range, and Other Requirements.
Use
Each technique specifies how it is put to use, such as:
As an Action: If a technique’s activation contains the phrase “as an action” or “as a [type] action,” it means that the character must perform an action during a conflict scene to activate the technique. If the action lists one or more types, it possesses each of those types. Most techniques that require an action to activate also require a check (also listed) and have effects based on the success or failure of that check, as described in Effects, below.
As a Downtime Activity: If a technique’s activation contains the phrase “as a downtime activity,” it means that the character must spend a downtime scene to attempt the task. Most techniques that require a downtime scene to activate also require a check (also listed) and have effects based on the success or failure of that check, as described in Effects, below.
When Making a Check: If a technique’s activation contains the phrase “when making a check” or “when making a [skill/skill group] check using [ring],” it means that the character can activate the technique only during checks using the specified skill, skill group, ring, or skill and ring combination. Most techniques that activate “when making a check” also require additional resources to activate (usually spending ).
Check
If a technique requires an action or downtime scene to activate, it generally also requires a separate check, which is specified in the activation field with its TN. If the check does not specify a ring, it can be performed with any ring (such as the one matching a character’s current stance in a conflict scene). If it lists a skill group, the character can choose any skill from that group.
Targets
If a technique contains the phrase “targeting one character,” “targeting [a number of] characters,” “targeting all characters [within a certain range],” or similar, the characters specified are considered to be targets of that technique. “Positions” (points in the world), “objects,” and other targets can also be specified.
When a character executes a technique, if they have a choice of multiple possible targets, they must choose who they are targeting from among the possible targets.
Range
If a technique contains the phrase “at range [number],” “at range [number]–[number],” "in range of your weapon," or similar in relation to a target or area it affects, it can only affect targets that fall within the specified range. If a target is beyond the specified range, the effects of the technique are not resolved against that target (see Choosing Targets Out of Range, on page 253).
Other Requirements
If a technique contains any other requirements, such as “using a readied weapon,” “under the full moon,” or “while on Hallowed ground,” these are also required for executing the technique.
Effects
Each technique lists the effects that occur after the character performs the activation. Each paragraph represents a distinct effect. See the Actions section on page 252 for more details on resolving action effects. Effects that begin with “If you succeed” only resolve if the check specified in the activation is successful. Effects that begin with “If you fail” only resolve if the check specified in the activation is unsuccessful. Effects that list alternate conditions for resolution resolve under the stated conditions, and effects that do not list any conditions for resolution always resolve.
Persistent Effects
Some effects persist for a set duration (such as “until the beginning of your next turn,” “for one round plus additional rounds equal to your bonus successes,” or “until the end of the scene”). These effects end once the stated end point is reached.
A character cannot benefit (or suffer) from more than one instance of the same persistent effect, even if the effect would be applied by multiple different sources. If a character would otherwise benefit (or suffer) from more than one instance of the same persistent effect, the character chooses which one applies if it is beneficial; the GM chooses which one applies if it is harmful.
New Opportunities
Many techniques that involve checks list one or more uses of specific to the check to activate the technique. Some opportunities are preceded by a requirement for the type of , such as “Air .” This means that a character can only spend to activate this opportunity if they used the specified ring for the check (in the above case, their Air Ring).
Each technique has a number of parts, described below:
Category
Different characters wield different abilities, and each character is granted access to a number of technique categories by their school (see Part II: Role and School, on page 56). The different categories are as follows:
Kata (see p. 174): Kata are specialized combat techniques that allow martial artists to vanquish even foes who exceed them in physical strength, speed, or agility. Some kata are new actions, while others grant new ways to spend . Kata have form classifications (General, Close Combat, and Ranged Combat).
Kihō (see p. 182): Kihō are philosophical and spiritual techniques for aligning one’s inner energy—ki—to that of the wider cosmos. This allows monks and other seekers of Enlightenment to act in harmony with the universe’s natural course, tapping into its limitless potential. Kihō are new actions with two parts: an enhancement effect which persists until the user chooses to end it or uses another kihō and a burst effect which resolves upon activation if the user has sufficient bonus successes. Kihō have elemental classifications (Air, Earth, Fire, Water, and Void).
Invocations (see p. 189): Invocations are prayers and offerings to powerful spirits in exchange for earthly support. They are practiced primarily by shugenja, who are elite samurai priests from ancient, secretive lineages with the power to speak directly to the kami. Invocations are new actions, and have elemental classifications (Air, Earth, Fire, and Water).
Rituals (see p. 212): Rituals are religious ceremonies performed by spiritualists in Rokugan. Rituals tend to be ceremonial, lengthy, and of esoteric effect, unlike the flashy invocations of shugenja. Rituals are downtime activities.
Shūji (see p. 214): Shūji are verbal and social techniques allowing those who employ them to communicate clearly, avoid social traps, motivate their allies, and manipulate their rivals. Shūji are new actions or ways a character can spend . Shūji have elemental classifications (Air, Earth, Fire, Water, and Void).
Mahō (see p. 224): Mahō are evil sorcerous techniques, dark pacts made with wicked spirits in exchange for power. They are practiced only by sorcerers called mahō-tsukai. Mahō are new actions.
Ninjutsu (see p. 226): Ninjutsu are the secretive techniques of shinobi, taught clandestinely in various traditions. Ninjutsu are new actions or grant new ways to spend .
Name
Each technique has a name, though this name is not necessarily used by all who practice the technique. Different schools have different ways of describing similar tactics and moves. In some cases (such as invocations), these are noted in an “Other Names” field. Players are encouraged to use them to help underscore the secretive and unique traditions of individual schools.
Prerequisites
If a character must possess any school ranks, clan affiliations, role or schools, ring values, skill ranks, other techniques, or other qualifiers in order to purchase a technique with experience, these are listed to the right of its name. School rank and clan are the most common prerequisites.
Note that prerequisites are waived if a character is directly granted a technique during character creation (or at another time), or if the technique appears on a character’s curriculum by name or as part of a listed group (e.g. "Rank 1–3 Kata"). Such techniques and groups are marked with to denote their special status. If a character does not choose a technique to which they have special access, or advances past a school rank that enables them to buy it without purchasing it, they lose their special access to it and can no longer purchase it.
Description
Each technique has a description to advise the GM and players on how it functions in the fiction of the game. The description has no mechanical effect, but can impose narrative limitations on the technique and act as a guideline for how the technique works in the story.
XP Cost
All techniques in this chapter cost 3 XP to purchase. If a technique costs a different amount of XP, it is listed in the entry.
Activation
Each technique has an activation, which specifies when and how it can be used, what targets it affects, range limitations, checks the character must perform to make the technique work, circumstantial requirements it has, and any other pertinent information for how to wield it.
The activation field generally includes some or all of the following information: Use, Check, Targets, Range, and Other Requirements.
Use
Each technique specifies how it is put to use, such as:
As an Action: If a technique’s activation contains the phrase “as an action” or “as a [type] action,” it means that the character must perform an action during a conflict scene to activate the technique. If the action lists one or more types, it possesses each of those types. Most techniques that require an action to activate also require a check (also listed) and have effects based on the success or failure of that check, as described in Effects, below.
As a Downtime Activity: If a technique’s activation contains the phrase “as a downtime activity,” it means that the character must spend a downtime scene to attempt the task. Most techniques that require a downtime scene to activate also require a check (also listed) and have effects based on the success or failure of that check, as described in Effects, below.
When Making a Check: If a technique’s activation contains the phrase “when making a check” or “when making a [skill/skill group] check using [ring],” it means that the character can activate the technique only during checks using the specified skill, skill group, ring, or skill and ring combination. Most techniques that activate “when making a check” also require additional resources to activate (usually spending ).
Check
If a technique requires an action or downtime scene to activate, it generally also requires a separate check, which is specified in the activation field with its TN. If the check does not specify a ring, it can be performed with any ring (such as the one matching a character’s current stance in a conflict scene). If it lists a skill group, the character can choose any skill from that group.
Targets
If a technique contains the phrase “targeting one character,” “targeting [a number of] characters,” “targeting all characters [within a certain range],” or similar, the characters specified are considered to be targets of that technique. “Positions” (points in the world), “objects,” and other targets can also be specified.
When a character executes a technique, if they have a choice of multiple possible targets, they must choose who they are targeting from among the possible targets.
Range
If a technique contains the phrase “at range [number],” “at range [number]–[number],” "in range of your weapon," or similar in relation to a target or area it affects, it can only affect targets that fall within the specified range. If a target is beyond the specified range, the effects of the technique are not resolved against that target (see Choosing Targets Out of Range, on page 253).
Other Requirements
If a technique contains any other requirements, such as “using a readied weapon,” “under the full moon,” or “while on Hallowed ground,” these are also required for executing the technique.
Effects
Each technique lists the effects that occur after the character performs the activation. Each paragraph represents a distinct effect. See the Actions section on page 252 for more details on resolving action effects. Effects that begin with “If you succeed” only resolve if the check specified in the activation is successful. Effects that begin with “If you fail” only resolve if the check specified in the activation is unsuccessful. Effects that list alternate conditions for resolution resolve under the stated conditions, and effects that do not list any conditions for resolution always resolve.
Persistent Effects
Some effects persist for a set duration (such as “until the beginning of your next turn,” “for one round plus additional rounds equal to your bonus successes,” or “until the end of the scene”). These effects end once the stated end point is reached.
A character cannot benefit (or suffer) from more than one instance of the same persistent effect, even if the effect would be applied by multiple different sources. If a character would otherwise benefit (or suffer) from more than one instance of the same persistent effect, the character chooses which one applies if it is beneficial; the GM chooses which one applies if it is harmful.
New Opportunities
Many techniques that involve checks list one or more uses of specific to the check to activate the technique. Some opportunities are preceded by a requirement for the type of , such as “Air .” This means that a character can only spend to activate this opportunity if they used the specified ring for the check (in the above case, their Air Ring).
Corrigido pela errata: Err20 PDF 1 Err19 PDF 1
Texto do livro
Core Rulebook · Chapter 4: Techniques › What are Techniques? › Technique Structure · p. 172 p. 173 p. 174
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Each technique has a number of parts, described below:
Category
Different characters wield different abilities, and each character is granted access to a number of technique categories by their school (see Part II: Role and School, on page 56). The different categories are as follows:
Kata (see p. 174): Kata are specialized combat techniques that allow martial artists to vanquish even foes who exceed them in physical strength, speed, or agility. Some kata are new actions, while others grant new ways to spend . Kata have form classifications (General, Close Combat, and Ranged Combat).
Kihō (see p. 182): Kihō are philosophical and spiritual techniques for aligning one’s inner energy—ki—to that of the wider cosmos. This allows monks and other seekers of Enlightenment to act in harmony with the universe’s natural course, tapping into its limitless potential. Kihō are new actions with two parts: an enhancement effect which persists until the user chooses to end it or uses another kihō and a burst effect which resolves upon activation if the user has sufficient bonus successes. Kihō have elemental classifications (Air, Earth, Fire, Water, and Void).
Invocations (see p. 189): Invocations are prayers and offerings to powerful spirits in exchange for earthly support. They are practiced primarily by shugenja, who are elite samurai priests from ancient, secretive lineages with the power to speak directly to the kami. Invocations are new actions, and have elemental classifications (Air, Earth, Fire, and Water).
Rituals (see p. 212): Rituals are religious ceremonies performed by spiritualists in Rokugan. Rituals tend to be ceremonial, lengthy, and of esoteric effect, unlike the flashy invocations of shugenja. Rituals are downtime activities.
Shūji (see p. 214): Shūji are verbal and social techniques allowing those who employ them to communicate clearly, avoid social traps, motivate their allies, and manipulate their rivals. Shūji are new actions or ways a character can spend . Shūji have elemental classifications (Air, Earth, Fire, Water, and Void).
Mahō (see p. 224): Mahō are evil sorcerous techniques, dark pacts made with wicked spirits in exchange for power. They are practiced only by sorcerers called mahō-tsukai. Mahō are new actions.
Ninjutsu (see p. 226): Ninjutsu are the secretive techniques of shinobi, taught clandestinely in various traditions. Ninjutsu are new actions or grant new ways to spend .
Name
Each technique has a name, though this name is not necessarily used by all who practice the technique. Different schools have different ways of describing similar tactics and moves. In some cases (such as invocations), these are noted in an “Other Names” field. Players are encouraged to use them to help underscore the secretive and unique traditions of individual schools.
Prerequisites
If a character must possess any school ranks, clan affiliations, role or schools, ring values, skill ranks, other techniques, or other qualifiers in order to purchase a technique with experience, these are listed to the right of its name. School rank and clan are the most common prerequisites.
Note that prerequisites are waived if a character is directly granted a technique during character creation (or at another time), or if the technique appears on a character’s curriculum by name or as part of a listed group (e.g. "Rank 1–3 Kata"). Such techniques and groups are marked with to denote their special status. If a character does not choose a technique to which they have special access, or advances past a school rank that enables them to buy it without purchasing it, they lose their special access to it and can no longer purchase it.
Description
Each technique has a description to advise the GM and players on how it functions in the fiction of the game. The description has no mechanical effect, but can impose narrative limitations on the technique and act as a guideline for how the technique works in the story.
XP Cost
All techniques in this chapter cost 3 XP to purchase. If a technique costs a different amount of XP, it is listed in the entry.
Activation
Each technique has an activation, which specifies when and how it can be used, what targets it affects, range limitations, checks the character must perform to make the technique work, circumstantial requirements it has, and any other pertinent information for how to wield it.
The activation field generally includes some or all of the following information: Use, Check, Targets, Range, and Other Requirements.
Use
Each technique specifies how it is put to use, such as:
As an Action: If a technique’s activation contains the phrase “as an action” or “as a [type] action,” it means that the character must perform an action during a conflict scene to activate the technique. If the action lists one or more types, it possesses each of those types. Most techniques that require an action to activate also require a check (also listed) and have effects based on the success or failure of that check, as described in Effects, below.
As a Downtime Activity: If a technique’s activation contains the phrase “as a downtime activity,” it means that the character must spend a downtime scene to attempt the task. Most techniques that require a downtime scene to activate also require a check (also listed) and have effects based on the success or failure of that check, as described in Effects, below.
When Making a Check: If a technique’s activation contains the phrase “when making a check” or “when making a [skill/skill group] check using [ring],” it means that the character can activate the technique only during checks using the specified skill, skill group, ring, or skill and ring combination. Most techniques that activate “when making a check” also require additional resources to activate (usually spending ).
Check
If a technique requires an action or downtime scene to activate, it generally also requires a separate check, which is specified in the activation field with its TN. If the check does not specify a ring, it can be performed with any ring (such as the one matching a character’s current stance in a conflict scene). If it lists a skill group, the character can choose any skill from that group.
Targets
If a technique contains the phrase “targeting one character,” “targeting [a number of] characters,” “targeting all characters [within a certain range],” or similar, the characters specified are considered to be targets of that technique. “Positions” (points in the world), “objects,” and other targets can also be specified.
When a character executes a technique, if they have a choice of multiple possible targets, they must choose who they are targeting from among the possible targets.
Range
If a technique contains the phrase “at range [number],” “at range [number]–[number],” "in range of your weapon," or similar in relation to a target or area it affects, it can only affect targets that fall within the specified range. If a target is beyond the specified range, the effects of the technique are not resolved against that target (see Choosing Targets Out of Range, on page 253).
Other Requirements
If a technique contains any other requirements, such as “using a readied weapon,” “under the full moon,” or “while on Hallowed ground,” these are also required for executing the technique.
Effects
Each technique lists the effects that occur after the character performs the activation. Each paragraph represents a distinct effect. See the Actions section on page 252 for more details on resolving action effects. Effects that begin with “If you succeed” only resolve if the check specified in the activation is successful. Effects that begin with “If you fail” only resolve if the check specified in the activation is unsuccessful. Effects that list alternate conditions for resolution resolve under the stated conditions, and effects that do not list any conditions for resolution always resolve.
Persistent Effects
Some effects persist for a set duration (such as “until the beginning of your next turn,” “for one round plus additional rounds equal to your bonus successes,” or “until the end of the scene”). These effects end once the stated end point is reached.
A character cannot benefit (or suffer) from more than one instance of the same persistent effect, even if the effect would be applied by multiple different sources. If a character would otherwise benefit (or suffer) from more than one instance of the same persistent effect, the character chooses which one applies if it is beneficial; the GM chooses which one applies if it is harmful.
New Opportunities
Many techniques that involve checks list one or more uses of specific to the check to activate the technique. Some opportunities are preceded by a requirement for the type of , such as “Air .” This means that a character can only spend to activate this opportunity if they used the specified ring for the check (in the above case, their Air Ring).
