l5r4 gm screen 4 pages ooe
DESCRIPTION
L5R 4th edition RPG GM screenTRANSCRIPT
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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.
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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
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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).
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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.