Legacy of Disaster Legend of The Five Rings 4E p7

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

they have the skill necessary to pull it off.

To gain an additional
EXAMPLE ACTIONS attack, a character must make 5 successful Raises on the first
attack roll. These Raises confer no benefits, but if they succeed,
FREEEE ACT
CTIIO
ONS
NS SIM
MPLE AC
PLE CTTIO
IONNS
S COM
MPLEX ACTI
PLE CTTIION
ONS the character may immediately make a second attack roll as
Drarraaw a we weapo
po
on Act
Ac
A cctiiva
vvaate
ate
te a Kaata
atttaa Make
Mak
M aakke an attataack
ck soon as the first attack has been resolved (including damage).
((sm
smmall
allll)) ((se
sseee Bo oo
ook
o
okk of
of (me
((m
me
m leeeee or
or raange
nggeed))
g The Extra Attack Maneuver may only be used once per turn.
Wat
Wat ater)
err
eer) The initial attack in this Maneuver must be successful, but the
second may miss without any negative effects.
Spe
SSp
peeak
p ak (u
(up
(up
up to
to fi
five
vvee Drra
Dra
D raw
aw a wweeapo
ap
ap
poon Caaasst a SSp
Cas
C peel
ellllll
wo
w
wor
oorrds
ds)
ds)
s) (m
((me
meed
m diu
di
iu
um or laar
arg
rge)
rg
gee))
Mo
Mo
Movovve Accti
ctttiion
ionn Ski
Sk
killll Use
Ussee ((aanyy no
non
on
o n- Han
Ha
Hannte
ttei
eei
FEINT (2 RAISES)
(Wa
(W
Waater
W
Waterterr xx5
te 5 ft ft.).)M
)Mo
)M ovve
ove Weeeaapo
Wea
W pon
pon n Sk
Skill
ill) A Feint is an attack that contains, as its first component, a
Accttion
Act
A io
onn (W
(Wat ate
tteer x10
10 deceptive movement intended to make a target believe that
feet)
fe
fee t) the attack will come from one direction, and then the ac-
Pul
P
Pu u
ull outut a spe
pel
peelll Diis
Dis
D ismou
smou
mo
mou
ount
nt a hor
hors
orrs
orrse
se Sttring
SStr
ttrrin
ing
ng a bow
ng bow
bo
ow fo
for tual attack comes from another direction, exploiting a hole
sscr
sc
ccrro
oll
oll ussee
use
us in the target’s defenses opened by their attempt to defend
against the initial attack. If the Feint Maneuver is successful,
Drro
D
Dro rop a we
weaapo
pon//
p Guaard
Gua d ssom
so
om
omeo
meon
eeon
on e
on Mo nt
Mo
Mou nt a hors
orrrsssee
o half the amount by which the character’s attack roll exceeded
ite
iit
tem
te (seee Mane
Mane
an
anneeuv
uve
uvev rs
rs)
s
the target’s Armor TN (taking the 2 Raises for his Maneuver
Piicck up
Pic
P up a we
weap
apo
po
p on/
n/ into account) is added to the damage roll for that attack, to a
itte
ite
te m maximum amount equal to five times the character’s Insight
Pu
Putut aw
awayy a sp
pel
pe
eell Rank.
ssccr
scr
croll
oll
o
Sp
SSpe
peeak
p ak ((mo
(m
mo
m orree tha
tth
haan
h GUARD (0 RAISES)
fivve wo
fi orrd
ord
rdss)) Guard is a unique combat Action that does not actually re-

Legacy of Disaster
Sttand
SSta nd uup
p ((fr
(ffro
om
m quire an attack roll. However, it has been placed here with
Pro
Pr
ro
one
n
ne) Maneuvers for convenience, since it is used only in combat.
During a skirmish, a character can choose to dedicate him-
self to protecting another character, making it harder for en-
CALLED SHOT (VARIABLE RAISES) emies to attack that person. Guarding is a Simple Action, and
A Called Shot is an attack that specifically targets one section you may not take the Guard Action while in the Full Attack
7
of the body. Without the Called Shot Maneuver, it is assumed stance. When you declare a Guard Action, you must designate
that an attack will strike the target’s torso, but with an in- one other person within 5 feet of you. Until your next Turn,

ADVENTURE MODULE
creasing number of Raises, smaller and more specific parts any time that person is within 5 feet of you, their Armor TN is
of the body can be targeted. A specific limb can be targeted increased by 10 and your Armor TN is decreased by 5.
with 1 Raise, a hand or foot with 2 Raises, the head with 3
Raises, or an eye, ear, finger, or other similarly small part with INCREASED DAMAGE (1 OR MORE RAISES)
4 Raises. There is no specific mechanical effect for striking The simplest of all Maneuvers, an Increased Damage Maneu-
a particular body part in this manner, although individual ver adds a bonus of 1k0 to the total of the damage roll that
GMs may rule that a certain amount of damage may sever or corresponds to the attack. Multiple Raises can be made to gain
destroy the body part in question, and any items held or worn a larger amount of Increased Damage, but all Raises made in
on that part may be dropped or destroyed. one combat Round count as one effect for the purposes of any
mechanics that decrease the number of Raises required.
DISARM (3 RAISES)
The Disarm Maneuver specifically targets a weapon held by KNOCKDOWN (2 OR 4 RAISES)
the target, with the intent of knocking it out of the target’s The Knockdown Maneuver is a specialized attack intended to
grasp. A successful Disarm attack inflicts only 2k1 damage damage an opponent and knock them prone. Because this at-
from the jarring impact of the strike, regardless of the weapon tack generally targets the legs, it is only useable against two- or
used, and characters executing this Maneuver do not add their four-legged opponents (requiring 2 and 4 Raises respectively).
Strength to the number of rolled damage dice. If the Maneuver If successful, the attack deals normal damage and forces a Con-
is successful, the character and his target make a Contested tested Strength Roll between the character and the target. If the
Strength Roll. If the attacking character wins, the target drops character is successful, the target is knocked prone.
the weapon in question. Weapons with wooden components
that are the target of a Disarm Maneuver by weapons with a
steel blade may be broken, at the GM’s discretion. Recovering
a dropped weapon requires a Simple Action on the part of a
character who has been Disarmed.

EXTRA ATTACK (5 RAISES)


The ability to make multiple attacks per Turn is normally only
granted by powerful School Techniques. This Maneuver allows
anyone to gain an extra attack per Turn, however, as long as

James Callahan (order #3072568) 68.4

FREE RPG DAY - Adventure_CS3.indd 7 11/12/10 7:52 AM

You might also like