Skill Modifications

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Jewel
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Joined: Mon Apr 19, 2021 9:27 pm

Skill Modifications

Post by Jewel » Thu Apr 22, 2021 5:08 am

Coffee Ceremony
Treat exactly as Tea Ceremony mechanically.

Athletics
Athletics is used for throwing improvised weapons but knives now fall under the Knives skill.

Knives
Knives are thrown using the Knives skill.
Rank 5: The total of all damage rolls made with a knife is increased by 1k0.

Medicine
Treating wounds takes three rounds during which neither healer nor patient may move nor take other actions.

Medicine (Herbalism)
Herbalism allows one to identify, gather, store, and use medicinal plants and mosses effectively. A timeslot may be used to attempt a Medicine (Herbalism) check. The TN varies based on the location and available flora of the area. For the Desert around the city assume a base TN of 25. Deep desert would be higher, a forest or an oasis could be lower. Success, and each successful raise, gives one unit of Medicinal Herbs. These units may either be consumed in place of a usage of a Medicine Kit or to give one free raise per unit (maximum one per roll) to another Medicine check.

New Emphases
Medicine (Surgery)
The study of surgery is a well respected, and in some cases a vital, part of culture outside of Rokugan. The Lore Masters of Medinaat al-Salaam use it to heal those who cannot afford magical healing and to better understand the workings of our bodies. The Senpet use it for both practical and religious purposes, preparing the bodies of the deceased for the next world. The Yodotai are, without a doubt, the masters of the surgical arts however. With no magical healing of their own, the Yodotai have perfected surgery to heal their injured soldiers. The Player must roll Medicine (Surgery) / Intelligence at a TN of 15. Performing surgery takes one hour to complete and a person can only have surgery done on them once every two days. After successfully making a surgery check, you may roll 3k2 for wound treatment, raises grant an additional +1k0 to the wound treatment roll.

Commerce (Barter)
Commerce is the lifeblood of Medinaat al-Salaam. No matter their status, everyone has to know how to make a deal and any one who can't will quickly find themselves taken advantage of. To represent this, funds will be watched over the course of the game and whenever PCs buy something they will have two options. They can either pay the expected price, wherein bartering is assumed to have automatically happened. Or they can take a risk and make a contested Commerce (Barter) / Intelligence roll. If they are successful, they increase or decrease the cost of the item by 10%. Additional raises can be called to increase or decrease the price by 5% per raise, up to 20%. If you fail, however, the cost is determined by your opponent.

Example: Jafir is buying a silver pot and decides to make a Barter roll and, feeling confident, calls one raise. Unfortunately for Jafir his opponent is a high ranking Dahabi merchant who calls two raises on his roll and beats Jafir. Now instead of decreasing the cost of the pot by 15%, it is increased by 20% and Jafir leaves with an empty coin purse and a healthy fear of Dahabi merchants.

Advanced Mastery Abilities for Commerce:
Rank 3: You gain a +1k0 bonus on contested Commerce rolls.
Rank 5: You may now call raises to increase or decrease the price by up to 30%.
Rank 7: You gain a +0k1 bonus on contested Commerce rolls (total of +1k1).



Brawling (Shield)
This emphasis allows a player to re-roll 1's when attacking with a shield.

Defense (Shield)
With the Shield Emphasis, you double the TN benefit of a shield while in the Full Defense Stance
GM • City of Stories

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