l5r4 gm screen 4 pages ooe

Upload: takajose

Post on 16-Oct-2015

99 views

Category:

Documents


27 download

DESCRIPTION

L5R 4th edition RPG GM screen

TRANSCRIPT

  • 5/27/2018 L5R4 GM Screen 4 Pages Ooe

    1/4

    Sequence of EventsStage 1:Initiative

    Stage 2:Turns

    Stage 3:Reaction

    WoundsHealthy:No Penalty

    Nicked:+3 to all TN

    Grazed:+5 to all TN

    Hurt:+10 to all TN

    Injured:+15 to all TN

    Crippled:+20 to all TN; increasecomplexity of Move Actions

    Down:+40 to all TN; can only perform

    Free actions (not Move) and must

    spend Void to do so.

    Out:Immobile, unconscious and likely

    dying. Can not take any action.

    StancesFull Attack:Can not take any Simple or

    Complex action other than to attack,

    and can only move towards his enemies.

    Can not be used to deliver ranged

    attacks. Attacks gain a +2k1 bonus

    that round but Armor TN is reduced

    by 10. Move actions increase the travelled distance by extra 5 feet. Can

    not be used while mounted.

    Attack: Standard stance. No bonus and no

    penalties.

    Center: No action is taken this round. On

    the next round, the samurai gains a

    +1k1 plus his Void Ring bonus to his

    attack roll. The samurai also adds 10

    to his Initiative for that round only.

    Defense:Add the Air Ring plus Defense

    Skill rank to Armor TN while in this

    stance. Can not attack directly but can

    cast spells (even attack spells).

    Full Defense:Roll Defense / Reflexes and

    add half to Armor TN. Counts as a

    Complex action for the round.

    ActionsEach round, samurai can makeOne Complex action + Free actions

    Two Simple actions + Free actions

    ManeuversCalled Shot(Variable Raises)

    Disarm (3 Raises)Extra Attack(5 Raises)

    Feint (2 Raises)

    Guard (0 Raises)

    Increased Damage(1+ Raises)

    Knockdown (2 or 4 Raises)

    GrapplingA samurai initiates grapple with a

    Jiujutsu / Agility roll versus Armor TN.If successful, target is grappled until

    his turn, when he can attempt to

    control the grapple. Gaining control is

    a contested Jiujutsu / Strength roll.

    Winner has control until the others

    turn. Controller can:

    Hit:Deal unarmed damage as a

    Complex action.

    Throw:Target is thrown and becomes

    prone within 5 feet. Target is

    no longer in the grapple. Complex action.

    Break: Ends the grapple as a Simple

    action.

    Pass:Does nothing as a Free action.

    SpellcastingRoll School Rank / spells element Ringagainst a TN of 5 plus (5x spells mastery

    level). Max spells of certain element per

    day is equal to the shugenjas Ring in

    question. If roll fails, spell slot is wasted.

    Casting time takes as many Complex

    actions as the spells mastery level. Spell

    is cast on the final round of spell casting.

    Armor TN

    Initiative

    5 + (Reflexes x5) plus any bonus from

    armor and other special abilities.

    Roll Insight rank / Reflexes andadd any relevant modifiers.

  • 5/27/2018 L5R4 GM Screen 4 Pages Ooe

    2/4

    Conditional EffectsBlinded: Suffers a -3k3 penalty to range

    attacks and -1k1 to close attacks,

    and -5 to Armor TN. Samurais

    Water Ring is 2 lower for Movement

    (min. 1). Any Simple Move actions

    require a successful Athletics /Agility roll (TN 20) or the samurai

    falls prone.

    Dazed:-3k0 to all actions. Can only stay in

    Defense or Full Defense stances, and

    can not be perform an Iaijutsu duel.

    Each round the samurai can remove

    the effect with a successful Earth roll

    (TN 20). The TN is reduced by 5 each

    round after the first.

    Entangled:Can take no physical action

    except to break free (a Strength rollagainst a TN).

    Fasting:After 24 hours, can not regain Void

    from sleep. After two days, suffers +5

    to TN of most rolls. Every day after that,

    suffer additional +5 TN penalty. After

    days equal to Stamina, samurai suffers

    2k1 Wounds per day until fed.

    Fatigued:After 24 hours without sleep,

    suffer +5 penalty to all TN of rolls.

    Increase penalty by +5 every

    additional day without rest. After

    Stamina many days, make

    Willpower roll (TN 20) every twohours or fall asleep. Can not take

    the Full Attack stance.

    Mounted/Higher:Gain +1k0 bonus to

    attack rolls against targets who are

    not mounted/higher.

    Prone:Suffer -10 penalty to Armor TN

    against melee attacks. Can not

    use Move actions, and can only

    adopt the Defense or Attack stances.

    Can not use large weapons and

    suffer -2k0 penalty when usingmedium or small weapons. Simple

    action is required to stand up.

    Stunned:Can not take any action. Do not

    calculate Reflexes into Armor TN

    (or the equivilant). Recover by

    making a successful Earth roll (TN

    20) during reaction. If failed, the

    effect is removed during the next

    reaction stage.

    Gaining & Losing GloryAcknowledgment Publicly acknowledged by someone of Status 7+, gain 1 rank

    Blood Feud Avenging a feud gains Glory equal to opponents Status or Glory (lower)

    Caught in a Lie Lose double the Glory gained by the act about which the samurai lied

    Completing a Quest Gain Glory points = half the Glory Rank of one issuing the quest

    Craftsmanship Gain one Glory Point per Raise made when creating an item

    Defeat In battle (officer) or duel (duelist), lose opponents Glory

    Duels Winning a fair duel earns 1/3 of opponents Status/GloryFamily Dishonor Lose one Glory rank if close relative commits an act worthy of seppuku

    Gifts Gain Glory = Glory/Status of giver if giver is of higher Status

    Idleness Lose 1 Glory per week if no Glory is gained

    Indifference Being ignored, reduce Glory gains by 1, increase losses by 2

    Immortality Inspiration for a work of art, gain Glory = Glory rank of most prominent admirer

    Learning Gain one Glory rank when Insight rank is increased

    Marriage Increase Glory of lower-Glory spouse to one less than higher-Glory spouse

    Public Bragging After gaining Glory, add 1 point through bragging

    Romance One point for public declaration of love (without identifying lover)

    Skirmishes Gain one Glory point for defeating bandits, ronin, etc.Status Gain Glory equal to Status gain

    Stealing Credit Gain Glory equal to the event being usurped

    Warfare Gain 3 points for suriving a battle, 6 if on the winning side

  • 5/27/2018 L5R4 GM Screen 4 Pages Ooe

    3/4

    Gaining & Losing HonorAct 0 1-2 3-4 5-6 7-8 9-10

    Accepting a bribe 0 0 -3 -4 -7 -8

    Accepting responsability for superiors shameful act 8 7 6 4 3 3

    Acknowlidging a superior opponent 5 4 4 2 2 0

    Aiding a wounded enemy 9 8 6 6 5 3

    Being an accomplice to a heinous crime -1 -4 -8 -12 -16 -20

    Being an accomplice to a minor crime 0 -1 -4 -4 -8 -8

    Breach of etiquette, blasphemous -1 -6 -10 -10 -16 -20

    Breach of etiquette, major 0 -2 -2 -2 -6 -6

    Breach of etiquette, minor 0 0 -1 -2 -2 -2

    Disloyalty to lord, spouse, or superior 0 -2 -6 -10 -14 -18

    Duped into performing a criminal act -1 -4 -8 -12 -16 -18

    Duped into performing a disloyal act 0 -2 -4 -6 -10 -14

    Duped into performing a foolish act 0 -2 -4 -4 -6 -8

    Disobeying a lords command 0 -2 -2 -6 -6 -10

    Enduring an insult to your ancestors 0 -2 -4 -4 -6 -8Enduring an insult to yourself 2 2 2 0 0 2

    Enduring an insult to your family or clan 0 0 -2 -2 -4 -4

    Facing a superior foe in the name of your family 8 6 5 4 3 2

    Fleeing from battle 0 -2 -4 -6 -8 -10

    Following orders despite personal misgivings 6 4 0 0 -2 -4

    Fulfilling a promise despite great personal cost 10 8 6 4 2 0

    Giving a truthful report at your own expense 8 6 4 2 0 0

    Lying to bolster your reputation 0 -2 -4 -6 -8 -10

    Manipulate another into dishonorable behavior 0 -2 -4 -6 -8 -10

    Politely ignoring anothers dishonorable behavior 3 2 0 0 -2 -2Protecting clan/family/lords interest despite great risk 8 8 6 6 4 2

    Showing kindness to one beneath your station 6 6 4 4 2 2

    Showing sincere courtesy to enemies or rivals 9 7 5 2 0 0

    Using a Low Skill 0 -1 -2 -3 -6 -9

    Using false courtesy to gain advantage over an enemy 0 0 -2 -6 -10 -10

    FearFear effects have ranks, from 1 to 10. Toresist, roll Willpower against a TN of

    5 + (5x the Fear rank). Samurai can add

    their Honor rank to the roll.

    If the roll fails, the samurai suffers

    penalty equal to the Fear rank in dice to

    all rolls. If the roll fails by 15 or more, the

    samurai either flees or cowers helplessly.

    Strength of HonorCharacters are allowed to add their Honorrank to the result of all rolls to resist the

    uses of the Intimidation Skill and the

    Temptation Skill, and to resist Fear of

    any kind.

    Optional: Honor RollOnce per session, a samurai may re-roll

    a single failed roll against the same TN.

    This time, however, he rolls his Honor in

    dice and kept dice. If the re-roll fails, he

    loses 10 points of Honor.

    Discerning HonorA samurai can find out the Honor rankof another by making a Lore: Bushido /

    Awareness (TN 30).

  • 5/27/2018 L5R4 GM Screen 4 Pages Ooe

    4/4

    Void

    XP CostTrait:4x new rating

    Void: 6x new rating

    Skills:Equal to new rating

    Emphasis:2

    Advantages:Equal to rating

    Kata:Equal to mastery level

    Kiho:Equal to mastery level

    Kiho (other monks):1.5x mastery level

    Kiho (shugenja & ninja):

    2x mastery level

    Gain a +1k1 bonus to Skill, Trait, Ring,

    or Spell Casting roll (spending Void

    must be declared before the roll is made).

    Damage rolls may not be enhanced in this

    manner.

    Temporarily increase his rank in a Skillfrom 0 to 1, avoiding untrained Skill

    penalties.

    Reduce the amount of Wounds suffered

    from one source of damage by 10 (this

    must be done immediately after the

    damage total has been announced).

    Increase his Armor TN by 10 for one

    round. This is done at the beginning

    of the combat round.

    Exchange his Initiative Score with one

    willing target for the remainder of the

    current skirmish. This is done at the

    beginning of the combat round. Only

    one of the two characters needs to spend

    a Void for this effect to take place.

    Increase the Initiative Score by 10 for

    the current skirmish. This is done at the

    beginning of the combat round.

    Move ActionsFree action: Water x5 in feet

    Simple:Water x10 in feet

    Complex:No real rules

    TerrainBasic:City streets, plains, sparse

    forest, etc. No change.

    Moderate:Tall grass, foot hills,

    beaches, etc. Water is one

    lower for Movement (min. 1).

    Difficult:Mountains, dense forest,

    hip-deep water, etc. Water is

    two lower for Movement (min.

    1).

    Iaijutsu DuelingIaijutsu duel is done in three stages:

    Assessment:Both assume the Center

    stance and make Iaijutsu

    (Assessment) / Awareness rollagainst a TN of 10 plus their

    opponents Insight Rank x 5. If

    successful, the samurai learns

    one of these facts, plus one more

    per each Raise:

    Opponents Void

    Opponents Reflexes

    Opponents Iaijutsu Skill

    Opponents Iaijutsu emphases

    Opponents current Void points

    available Opponents current Wound level

    If either beats the others roll by

    10 or more, he gets +1k1 bonus on

    the Focus roll.

    Focus: Both make a contested Iaijutsu

    (Focus) / Void roll. If one beats the

    other by 5 or more, he has earned

    the right of first strike. A FreeRaise is earned for every additional

    5 points the other is beaten. If

    neither beats the other by at least

    5, both strike at the same time.

    Strike:Attack normally with Iaijutsu /

    Reflexes, using any Free Raise

    earned on previous stage. The

    second samurai may then strike

    after the first. If the duel was to

    the first blood, the second samurai

    has lost. If the duel was to thedeath, the duel becomes a standard

    skirmish until either one is dead.

    The act of striking counts as each

    characters action for this round.