![]() ![]() A character with Void 2, for instance, can make 1 or 2 Raises per roll, but not 3. A character can make a maximum number of Raises per roll equal to his Void Ring. ![]() Players who wish to try unconventional or creative actions that are not covered by the basic rules should simply ask the GM how many Raises will be required to succeed. The most common use of Raises is to allow characters to perform Maneuvers in combat (described later in this chapter), but individual GMs can allow any number of different effects with sufficient Raises. Raises are generally made when a player feels his character’s abilities will allow him to easily exceed the TN for a given task. When a player declares he is making a Raise, he is choosing to voluntarily increase the TN of the task his character is attempting, by an increment of 5 per Raise. When a character needs to accomplish something truly spectacular, Raises are the means by which that can be accomplished. ![]() There are times when simple success is not enough. A call for an Athletics / Agility roll, for instance, would require a player to roll a total number of dice equal to his character’s ranks in the Athletics Skill and Agility Trait, and to keep a number of dice equal to the character’s Agility Trait. ![]() When a Skill Roll is called for, it lists the Skill fi rst, then the Trait being used for the particular roll. A rank of 1 in a Skill indicates that a character has been introduced to the most basic principles of that Skill, whereas a character with a rank of 10 in any given Skill is either one of the greatest masters on the planet, or a supernatural being of some sort. Like Rings and Traits, Skills are ranked from 1 to 10. All dojo offer a number of additional, optional courses of study for their students, however, so even two samurai who attend the same dojo can have different Skills, albeit with a common base of training. Each Clan’s dojo teaches different Skills, and even within a single Clan the Skills taught at particular dojo can vary widely. Samurai begin acquiring the basic building blocks of Skills at a very young age, when they fi rst enter a dojo to begin training for a life of service in the name of their Clan. What they learn through training and experience, however, is represented by Skills. Rings and Traits represent the innate mental and physical abilities of a character. ![]()
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