Legend of the Five Rings Genesys Book III: Fire

by Swordbreaker

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Book III: Fire

Weapons

Weapons with the [R] tag are restricted, which means they are typically restricted to the samurai class in Rokugan. Weapons with the [X] tag are completely illegal in Rokugan, even among the samurai.

Weapons are split by category. Certain talents are based on the category of weapon. Weapons that fit into multiple categories are listed in their description.

Item Qualities

New Weapon Quality: Jade (Passive)

Weapons or attacks with the jade quality add +2 damage per s to successful hits against targets that possess the Shadowlands Taint, instead of +1.

Blades

Jitte (Truncheon)

A jitte (truncheon) is a dagger-length metal pipe or rod with a short prong extending from the side. hey are designed for self-defense and non-lethal subjugation, and are often used by magistrates.

Kama (Sickle)

The kama (sickle) is a farmer’s tool converted for combat purposes. They are used by peasants, ronin, and bandits, and the Mantis Clan favors them.

Kodachi (Short Sword)

A kodachi (short sword) is longer than a tantō, and often resembles a wakizashi. However, while a wakizashi varies in length based on the paired katana and its intended wielder, a kodachi never exceeds two feet in length. Kodachi are often used by traveling merchants as a self-defense weapon, samurai who practice short sword fighting styles, and ninja.

Kusarigama (Chain-sickle)

A kusarigama (chain-sickle) is a kama with a length of chain or rope attacked to the base of the handle. On the far end of the chain is a weight. The chain is employed to bind and ensnare an enemy, allowing the wielder to close in with the kama.

Despite being a Melee (Light) weapon, a kusarigama requires two-hands to accurately manipulate the blade and chain. If the user attempts to wield a kusarigama with one hand, they increase the Unwieldy quality by +2. A kusarigama is also considered a Chain weapon.

The chain of a kusarigama can be used to make attacks at short range, though the difficulty remains average (dd).

Sai

A sai is similar to that of a jitte, only with a second prong extending from the top of the hilt, giving the weapon a three-pronged appearance. While often used in the same manner as a jitte, some wield them in pairs, and the tips are sometimes sharped to a deadly point. Some among the Scorpion are said to poison their sai.

When two sai are wielded in tandem, they gain the Accurate 1 and Defensive 1 quality; this applies even if they are not being wielded using the two-weapon fighting rules. A sai is also considered a Ninjutsu weapon.

Tantō (Dagger)

A tantō (dagger) is a short, simple, ubiquitous knife, carried by both samurai and peasant as a tool or self-defense weapon. Some learn to throw their tantō as an improvised ranged weapon.

If retrieved after being thrown, a tantō can be used again.

Swords

Katana (Sword)

The katana (sword) is the typical weapon of the samurai. It is the symbol of the samurai class, considered sacred in Rokugan. Katana can be wielded in a one- or two-handed grip, adapting to a variety of fighting styles.

Optional rule: To reflect the flexibility of the katana and the variety of different styles based around its use, the GM may elect to allow PCs to utilize a katana with either Melee (Heavy) or Melee (Light). Switching between different stances while wielding a katana requires a maneuver.

BOOK III: FIRE

GENESYS

Nodachi (Long Sword)

The nodachi (long sword) is a rare variation of the katana, being much longer than its cousin. Primarily, it is a battlefield weapon, only used during wartime, initially employed as an anti-cavalry weapon.

Shikomizue (Sword Cane)

A shikomizue (sword cane) appears to be a simple bamboo walking stick, but the top portion of the stick is really the hilt of a concealed blade. The blade quality is considered inferior to that of the katana, as it is designed for stealth and assassination, not battle.

A shikomizue is also considered a Ninjutsu weapon. Add b to a character’s Perception checks to determine that a shikomizue is actually a lethal weapon.

Wakizashi (Short Sword)

A wakizashi (short sword) is between the katana and the tantō in length, employed as a secondary or tertiary weapon. A wakizashi paired with a katana is called a daishō, and most clan bushi in Rokugani own a set, at the very least.

Bows

Daikyū Yumi (Longbow)

A daikyū yumi (longbow) is designed for cavalry archers, its design allowing a rider to fire considerable distance.

Hankyū Yumi (Bow)

A hankyū yumi (bow) is a style of bow favored by infantry and scouts. Its shorter length is easier to transport on foot.

Arrows

If a character ever runs out of arrows due to d, they must purchase a new bundle of arrows.

Willow leaf arrows are the typical arrows used by archers in Rokugan.

Armor-piercing arrows are used to fight armored infantry. When using them, reduce damage by 2 and add the Pierce 2 quality.

Flesh-cutter arrows are used against unarmored foes. When using them, add the Vicious 2 quality.

Rope cutter arrows have a wide head designed to cut ropes. When making a called shot to hit a rope with a rope cutter arrow, reduce the b applied by 1, to a minimum of 0.

Humming bulb arrows produce loud whistling sounds as they fly through the air, and are used to send signals or sound an alarm.

Polearms

Bisentō

A bisentō (pole axe) is a long pole weapon with a heavy blade at the end. The weapon is used by some martial orders of the Brotherhood of Shinsei as a weapon.

Nage-yari (Javelin)

A nage-yari (javelin) is a short spear designed to be thrown. It is used by some who favor spears, though the bow is more common.

If retrieved, a nage-yari can be used again. A nage-yari is made of lightweight materials, and is thus easy to break; the GM may spend hh from any combat check with a nage-yari to have it become damage by one step; the GM may spend d to have the weapon become destroyed.

Naginata (Glaive)

A naginata (glaive) is an elegant, effective pole weapon, with a curving blade at the end designed for slashing. Though not as common as the daishō, the naginata is considered an honorable weapon for a samurai.

Man-catcher

A trio of pole weapons utilized by magistrates for subduing suspects. A sasumata has a horseshoe-shaped tip designed for trapping limbs to the ground. A sodegarami has several crisscrossing hooks designed for snagging an enemy’s clothing and tripping them. A tsukubō has a T-shaped head designed for pushing and tripping suspects.

Yari (Spear)

A yari (spear) is a long polearm with a metal spearhead designed for piercing. Although primarily used by ashigraru forces, some bushi take to wielding them.

Despite being a Melee (Heavy) weapon, a yari can be wielded effectively with one hand; however, the wielder may not wield a yari with any other weapons.

BOOK III: FIRE

GENESYS

Heavy Weapons

Masakari (Battle Axe)

A masakari (battle axe) is adapted from a woodman’s axe, creating a vicious weapon ideal for chopping through armor and flesh. While the masakari is considered a crude weapon, the Crab Clan uses them to great effect against the Shadowlands.

Ono (Great Axe)

An ono (great axe) is a larger version of the masakari.

Ōtsuchi (War Hammer)

The ōtsuchi (war hammer) is a large, two-handed hammer resembling a mallet. While initially designed as a breaching weapon, the Crab Clan utilize them as vicious bashing weapons against the Shadowlands.

Tetsubō (War Club)

A tetsubō (war club) is an iron club covered in short spikes. A particularly brutal weapon, commonly used by the Crab, it can shatter armor and bone with ease.

Staffs

Bō (Quarterstaff)

The (quarterstaff) is a simple pole weapon, typically as long as the owner is tall. Though used by some samurai, it is mostly seen in the hands of monks.

Getsugasan (Monk's Spade)

The getsugasan (monk’s spade) is a staff typically seen in the hands of a monk. On one end is a spade, and on the other is a crescent-shaped hook. Typically carried by wandering or traveling monks, the spade is used for funerals, and the hook is used for self-defense.

Hanbō (Half-staff)

A hanbō (half-staff) is a short staff about the length of the forearm. Uncommon compared to other staff weapons, some utilize these in pairs.

Jō (Staff)

A (staff) is a simple staff about waist-high in length, used in a variety of fighting styles and as a self-defense weapon.

Nunchaku (Chain-stick)

A nunchaku (chain-stick) is composed of two short sticks connected by a short length of chain.

When a character wielding a nunchaku attacks a character wielding a Melee (Light) weapon, t or aaa may be spent to cause the target to drop their weapon. If a character attacks another character that is wielding a nunchaku, d or hhh may be spent to cause the attacker to drop their weapon.

Fans

Gunbai (Signal Fan)

A gunbai (signal fan) is similar to the rigid fans used to stoke fires, reinforced with wood and metals. They offer some offensive and defensive uses, but they are primarily used by officers on the battlefield to signal orders to troops.

Gunsen (War Fan) and Tessen (Iron Fan)

The gunsen (war fan) is similar to the typical folding fan, though it cannot fold and reinforced with iron spokes. The tessen (iron fan) is also reinforced with iron, but is designed to fold. Both are self-defense weapons.

Chain Weapons

Chigiriki (Flail)

A chigiriki (flail) is composed of a long, hollow shaft (made of either bamboo or iron), with a length of chain extending out of the top, with a weight attached to the end of the chain (the weight may or may not be spiked).

Jōhyō (Rope Dart)

A jōhyō (rope dart) is an aerodynamic metal dart attached to the end of a tether (typically rope, though sometimes it is simply a long piece of cloth or a chain). The dart is launched as a missile at enemies, and the tether is used to pull and direct the dart.

A jōhyō can be used to make attacks at short range, though the difficulty remains average (dd).

Kusari-fundo (Weighted Chain)

A kusari-fundo (weighted chain) is a simple length of chain with a weight on both ends. The weapon is used to entangle and strike foes.

Kyoketsu-shoge (Grappling Hook)

A kyoketsu-shoge (grappling hook) is a simple knife or hook attached to a long rope or tether. It is mostly used as a climbing tool for scaling fortress walls, though it can be weaponized if needed.

The user of a kyoketsu-shoge can make an easy (d) Ranged check to attempt to hook it to a climbable surface, such as a wall, roof, or tree.

BOOK III: FIRE

GENESYS

Ninjutsu Weapons

Fukiwa (Blowgun)

A fukiwa (blowgun) is a simple weapon consisting of a short tube. The wielder loads an aerodynamic dart in one end and launches it out using breath-power along. While the darts are rarely deadly on their own, they are often laced with deadly poison.

Shuriken (Throwing Star)

A shuriken (throwing star) is a disk-, cross-, or star-shaped bladed weapon designed entirely for throwing. They are mostly designed as a distracting weapon, giving the user time to escape or close in on a startled foe.

Brawling Weapons

Kakute (Spiked Ring)

A kakute (spiked ring) is a metal ring with one to three short spikes extending from the side. Typically concealed in the palm, the spikes are used either to strike pressure points or deliver deadly poisons to the victim.

A kakute also counts as a Ninjutsu weapon. Add bbb to a character's Perception checks to determine that a kakute is a lethal weapon.

Tekkō (Knuckleduster)

A tekkō (knuckleduster) is a simple weapon, adapted either from a stirrup or horseshoe. They are worn over the knuckles, enhancing the punches of the wielder.

Tekkō-kagi (Fighting Claw)

A tekkō-kagi (fighting claw) is a fist-mounted weapon with two or more claw-like blades extending over the knuckles.

When making Brawl attacks while wielding tekkō-kagi, the wielder may never deal strain damage to the target.

Yawara

A yawara is a short stick wielded in the hand, designed to strike pressure points in close-range fighting.

A yawara also counts as a Ninjutsu weapon. Add bb to a character's Perception checks made to find a concealed yawara.

Weapons
Name Skill Dam Crit Range Encum HP Price Rarity Special
Blades
Jitte Melee (Light) +1 4 Engaged 1 1 5 bu 2 Defensive 1, Stun Damage
Kama Melee (Light) +2 3 Engaged 1 1 5 bu 2 Vicious 1
Kōdachi Melee (Light) +2 2 Engaged 1 1 5 koku 2
Kusarigama (sickle) Melee (Light) +2 3 Engaged 2 1 5 bu 4 Unwieldy 3, Vicious 1
Kusarigama (chain) +1 4 Short - - - - - Ensnare 2, Unwieldy 3
Sai Melee (Light) +1 4 Engaged 1 1 5 bu 2 Accurate 1, Pierce 1
Tantō Melee (Light) +2 3 Engaged 1 1 1 koku 1 Accurate 1
Tantō (thrown) Ranged +2 3 Engaged - - - - Accurate 1, Limited Ammo 1
Blades
Katana Melee (Light) +3 2 Engaged 2 2 20 koku 5 [R] Defensive 1
Nodachi Melee (Heavy) +4 2 Engaged 3 2 40 koku 6 [R] Defensive 1, Pierce 1, Unwieldy 3
Shikomizue Melee (Light) +2 3 Engaged 2 1 1 koku 5 [X] Defensive 1
Wakizashi Melee (Light) +2 2 Engaged 1 1 15 koku 2 [R]
BOOK III: FIRE

GENESYS

Table 3-1 Weapons (cont.)
Name Skill Dam Crit Range Encum HP Price Rarity Special
Bows
Daikyū Yumi Ranged 8 3 Long 3 2 25 koku 4 [R] Unwieldy 3
Hankyū Yumi Ranged 7 3 Medium 2 1 6 koku 2 Unwieldy 2
Arrows
Willow Leaf Arrows - - - - 0 0 1 bu 1 -
Armor-piercing Arrows - -2 - - 0 0 2 bu 2 Pierce 2
Flesh-cutter Arrows - - - - 0 0 5 bu 3 Vicious 2
Rope Cutter Arrows - - - - 0 0 3 bu 4 -
Humming Bulb Arrows - - - - 0 0 5 bu 4 -
Polearms
Bisentō Melee (Heavy) +3 3 Engaged 5 3 12 koku 7 Cumbersome 3, Pierce 3, Vicious 1
Nage-yari Ranged +1 4 Short 2 0 3 koku 2 Pierce 1, Limited Ammo 1
Naginata Melee (Heavy) +3 3 Engaged 4 3 10 koku 6 [R] Defensive 1, Pierce 3
Man-catcher Melee (Heavy) +2 4 Engaged 4 1 6 koku 3 Ensnare 2, Knockdown, Stun Damage
Yari Melee (Heavy) +3 3 Engaged 3 1 5 koku 2 Accurate 1, Defensive 1
Heavy Weapons
Masakari Melee (Light) +3 3 Engaged 2 1 8 koku 2 Vicious 1
Ono Melee (Heavy) +4 3 Engaged 4 2 20 koku 4 Cumbersome 3, Pierce 2, Vicious 1
Ōtsuchi Melee (Heavy) +5 4 Engaged 4 2 15 koku 3 Concussive 1, Cumbersome 4, Inaccurate 1, Knockdown
Tetsubō Melee (Heavy) +3 4 Engaged 4 2 20 koku 4 Cumberosme 3, Disorient 3, Knockdown, Sunder
Staffs
Melee (Heavy) +2 5 Engaged 4 1 2 bu 1 Cumberosme 2, Defensive 1, Disorient 3, Linked 1
Getsugasan Melee (Heavy) +2 4 Engaged 3 0 1 koku 2 Defensive 1
Hanbō Melee (Light) +1 5 Engaged 1 0 5 zeni 1 Disorient 3
Melee (Light) +1 5 Engaged 2 1 1 bu 1 Defensive 1, Disorient 3
Nunchaku Melee (Light) +1 4 Engaged 1 1 5 bu 4 Unwieldy 3
BOOK III: FIRE

GENESYS

Weapons
Name Skill Dam Crit Range Encum HP Price Rarity Special
Fans
Gunbai Melee (Light) +1 5 Engaged 1 0 5 koku 4 [R] Deflection 1
Gunsen / Tessen Melee (Light) +1 5 Engaged 1 0 5 koku 4 [R] Defensive 1
Chain Weapons
Chigiriki Melee (Heavy) +2 4 Engaged 3 1 5 koku 4 Disorient 2, Ensnare 2
Jōhyō Melee (Light) +1 5 Short 1 0 5 bu 2 Ensnare 1, Unwieldy 3
Kusari-fundo Melee (Light) +1 4 Engaged 1 1 3 koku 2 Ensnare 2, Unwieldy 2
Kyoketsu-shoge Melee (Light) +1 4 Engaged 1 0 9 bu 1 Inaccurate 1
Ninjutsu Weapons
Fukiwa Ranged +0 5 Short 1 0 8 zeni 1 [X] Limited Ammo 1
Shuriken Ranged +1 4 Short 0 0 2 bu 1 [X] Accurate 1, Limited Ammo 1
Brawling Weapons
Kakute Brawl +0 5 Engaged 0 0 1 bu 6 [X] Stun 2
Tekkō Brawl +1 4 Engaged 1 0 1 bu 1 [X] Disorient 3
Tekkō-kagi Brawl +1 2 Engaged 1 0 1 koku 5 [R] Pierce 1, Vicious 1
Yawara Brawl +0 4 Engaged 1 0 2 zeni 1 Stun 3

Armor and Clothing

Armor

Ashigaru Armor

Ashigaru armor is typically made of wooden plates and supplied to peasant soldiers. Some samurai use it because it is cheap and easy to repair or replace, and it is relatively light.

Tatami-yoroi (Foldable Armor)

Tatami-yoroi (foldable armor) is essentially a heavy cloth kimono or tunic, made from thick layers of burlap or chainmail. It offers reliable protection and is light, though not very adaptable or prestigious.

Ō-yoroi (Heavy Armor)

Ō-yoroi (heavy armor) is heavy infantry armor, covering most of the bodies except for a few spots along the joints. It is perhaps the most identifiable armor in Rokugan.


A character wearing ō-yoroi adds bb to any Stealth checks they make.

Rokugani Riding Armor

Rokugani riding armor is the predecessor to ō-yoroi and is still utilized by cavalry forces. It offers solid protection from attacks, but is typically stiff for samurai on the ground.

Due to its constricting design, riding armor adds b to all Brawn- and Agility-based checks the wearer makes while they are dismounted.

Yoroi (Light Armor)

Yoroi is essentially stripped-down heavy armor, focusing on the head, chest, and limbs, favoring mobility over protection.

BOOK III: FIRE

GENESYS

Clothing

Clothing/Robes

The typical clothing worn by samurai, whether they be bushi or courtier, in their day to day activities is often high quality but utilitarian. The robes worn by shugenja and monks is visually different though often just as reliable.


Diplomat's Robes

Diplomat's robes imply to all those that see it that the wearer has a position of authority and importance, whether it be a member of the Imperial courts or a Clan diplomat.

A character wearing diplomat's robes add b to social checks related to claiming diplomatic authority, accessing exclusive services, and using organizational status to bypass normal protocol.

Armor
Name Defense Soak Encumbrance Hard Points Price Rarity
Armor
Ashigaru Armor 0 +2 2 0 5 koku 1
Ō-yoroi 1 +2 4 2 55 koku 6 [R]
Rokugani Riding Armor 1 +2 6 3 40 koku 5 [R]
Tatami-yoroi 1 +1 2 0 10 koku 2
Yoroi 1 +1 3 1 25 koku 4 [R]
Clothing
Clothing / Robes 0 +1 2 0 3 bu 0
Diplomat's robes 0 0 2 0 10 koku 7 [R]
BOOK III: FIRE

GENESYS

Sacred Implements

Sacred implements are ritual tools and talismans utilized by shugenja to aid in their casting of invocations and communications with kami.

Implements

Nusa (Wand)

A nusa (wand) is a short wand with a number of zig-zag-shaped streamers (called shide) dangling from the tip.

When a character makes or obtains a nusa, the GM determines one effect that the nusa lets the wielder add to any appropriate invocation without increasing the invocation’s difficulty. Without a nusa, the effect the GM chooses should only increase the difficulty of an invocation once.

Attack invocations cast by the wielder increase their base damage by +3.

Prayer Scroll

Prayer scrolls are closely guarded tools utilized by clan shugenja to aid them when calling the kami. Each shugenja school produces their own scrolls with their own ciphers, making sure to protect their secrets.

When a character makes or obtains a prayer scroll, the GM determines up to two effects that the scroll lets the wielder add to any appropriate invocation without increasing the invocation’s difficulty. The effects the GM chooses should normally (without the scroll) only increase the difficulty of an invocation by a total of three.

If a character that acquires a prayer scroll intended for a shugenja of another school, they must make a hard (ddd) Cryptography check to decipher it first. The GM may modify the difficulty of this check depending on the circumstances and who made the prayer scroll.

Shaku (Ritual Baton)

A shaku (ritual baton) is a short, flat baton that tapers from one end to the other.

When a character casts an invocation while using a shaku, they add b to the check. Adding the Close Combat effect does not increase the difficulty.

Attack invocations cast by the wielder increase their base damage by +2.

Shakujō (Sounding Staff)

A shakujō is a staff with a metal ring at the head, with a number of other smaller rings dangling from the larger one; these rings produce a distinctive tinkling sound.

When a character casts an invocation while wielding a shakujō, the first Range effect added to the invocation does not increase the invocation’s difficulty.

Attack invocations cast by wielder increase their base damage by +4.

Table 3-3: Sacred Implements
Implement Dam Encum Price Rarity
Nusa +3 1 8 bu 7 [R]
Prayer Scroll +0 1 3 koku 7 [R]
Shaku +2 1 7 bu 5 [R]
Shakujō +4 2 8 bu 6 [R]

Implement Materials

Bamboo

Bamboo implements do not have any additional effects.

Price: No change.
Rarity: No change.

Kansugi (Rokugani Red-cedar)

When a character successfully casts an Augment, Barrier, or Heal invocation using a kansugi implement, they heal 1 strain.

Price: Cost x 1.5
Rarity: +1

Hinoki (Rokugani Cypress)

When a character generates t while casting an invocation with a hinoki implement, they may roll b and add it to the results, in addition to spending the t normally.

Price: Cost x 1.5
Rarity: +1

BOOK III: FIRE

GENESYS

Sakaki

When a character successfully casts an invocation using a sakaki implement, they add a to the results.

Price: Cost x 2
Rarity: +2

Equipment and Gear

A list of equipment for characteres.

General Equipment

Alchemist's Lab

An alchemist’s lab provides a character the right tools for the job when making Alchemy checks. In addition, it adds b to Alchemy checks. While the tools and devices are extremely heavy and cumbersome, a lab can be considered somewhat portable if a wagon and draft animal are used to transporting it.

Alchemist's Kit

When a character uses an alchemist’s kit, they have the right tools for the job (see Genesys Core Rulebook p. 93) when making Alchemy checks, although some potions may require specialized ingredients. At the GM’s discretion, some complex alchemical items may not be created with the limited resources of an alchemist’s kit.

Apothecary's Kit

An apothecary’s kit allows a character to perform Medicine checks to heal wounds and critical injuries without penalty (see Genesys Core Rulebook p. 116).

Climbing Gear

When a character uses climbing gear, they remove b from any Athletics checks they make to climb something.

Craftsman's Tools

When a character uses a set of craftsman's tools, they have the right tools for the job (see Genesys Core Rulebook p. 93) when making Crafting and ENgineering checks, although some projects may require specialized tools.

Extra Quiver

If a character has an extra quiver, they may spend a maneuver to replenish their bow when it has run out of ammo due to d.

Lantern and Torches

A lit lantern or torch provides light and removes b imposed on checks due to darkness. If it becomes important to determine how far the light reaches, a lantern or torch provides light out to short range.

Lock Picks

When a character is using a set of lock picks, they add a to Skullduggery checks made to open a lock or latch.

Medicinal Herbs

When making a Medicine check, a character may use medicinal herbs to add sa to the results. This may only be done once per check. The herbs are consumed when used.

Traveling Pack

While wearing a traveling pack, a character increases their encumbrance threshold by +4.

Wagon

A wagon can hold characters and hear totaling up to 50 encumbrance. A wagon features two or more wheels and can move at a moderate speed if a beast of burden pulls it.

Weapon Maintenance Kit

When purchasing a weapon maintenance kit, the character must specify the category of weapon (Sword, Polearm, Heavy, etc.). The kit adds bb to any Crafting checks made to repair, maintain, or modify a weapon, but only for that specific category of weapon.

Winter Cloak

When wearing a winter cloak, a character removes bb from any Survival or Resilience checks they make imposed due to cold weather. When worn, a winter cloak’s encumbrance is 1.

Miscellaneous Gear
  • Flask
  • Flint and steel
  • Rope (various lengths)
  • Tatami sleeping mat
  • Trail rations
BOOK III: FIRE

GENESYS

Table 3-4: Equipment and Gear
Gear Encum Price Rarity
Alchemist's lab (supplies) 8 12 bu 6
Alchemist's kit 3 6 bu 5
Apothecary's kit 2 3 bu 4
Climbing gear 1 1 bu 2
Extra quiver 2 5 zeni 2
Flask 0 1 zeni 1
Flint and steel 0 1 zeni 2
Lantern 1 1-4 bu 1
Lock picks 1 15 zeni 5 [X]
Medicinal Herbs 0 1 bu 6
Tatami sleeping mat 1 2 zeni 1
Torches (3) 1 1 zeni 0
Traveling pack - 1 bu 3
Traveling rations (one day) 0 5 zeni 0
Wagon - 4 bu 2
Winter cloak 4 75 zeni 3

Potions

Bayushi's Bane

Using Bayushi’s bane immediately nullifies any mundane poisons or toxins afflicting the character (some magical or otherwise extraordinary poisons might not be affected, at the GM’s discretion). In addition, for the rest of the encounter, the user upgrades Resilience checks made to resist poisons and toxins twice.

Crane's Tongue

When a character uses crane’s tongue, they gain one additional maneuver during their turn. While under the effects of crane’s tongue, the character can perform a maximum of three maneuvers in a turn, rather than two. Crane’s tongue lasts for the character’s next three turns, after which they suffer 6 strain.

Earth's Anvil

When a character uses earth’s anvil, they gain +1 soak for their next three turns.

Earth's Hammer

When a character uses earth’s hammer, they increase their Brawn by 1. This effect lasts until the end of the encounter. If the character’s Brawn is already 5, they instead add bb to all checks using Brawn. When the potion wears off, the character suffers 6 strain.

Health Elixir

A health elixir is a painkiller (see Genesys Core Rulebook p. 116). When a character uses a health elixir, they immediately heal 5 wounds. Each subsequent elixir used in the same day heals 1 less wound, so that the sixth elixir (and further) has no effect. After one day, the lingering effects of the elixir wear off, and the character may again use a health elixir to full effect.

Lion's Heart

When a character uses lion’s heart, they upgrade Discipline checks made to resist fear and Coercion once until the end of the encounter.

Liquid Fire

As an action, a character can throw a vial of liquid fire at a point within short range, where it releases a cloud of acidic mist large enough to encompass a single character and other characters engaged with the target. The cloud is a corrosive atmosphere with a rating of 4 (see Genesys Core Rulebook p. 111). The cloud remains for the duration of the encounter, unless the GM determines that circumstances cause it to dissipate faster.

Shadow Tonic

When a character uses a shadow tonic, they become invisible for 3 rounds. During this time, the character cannot be seen and casts no reflection or shadow. They produce noise, smells, and so on as usual, and they have a physical presence. An invisible character may also be detected through magical means. An invisible character benefits from concealment worth +4 dice (see Genesys Core Rulebook p. 110).

Smoke Bomb

As a maneuver, a character can throw a smoke bomb at a point within short range. Upon impact, the bomb creates a thick smokescreen large enough to conceal a single character and other characters engaged with the target. The smoke provides concealment worth +2 dice (see Genesys Core Rulebook p. 110).

BOOK III: FIRE

GENESYS

Stamina Elixir

When a character uses a stamina elixir, they immediately heal 5 strain. Each subsequent elixir used in the same day heals 1 less strain, so that the sixth elixir (and further) has no effect. After one day, the lingering effects of the stamina elixir wear off, and the character may again use a stamina elixir to full effect.

Vitality Potion

When a character uses a vitality potion, they make a simple (-) Resilience check. If successful, they heal 1 wound per s and 1 strain per a. They may spend t to repeat the check at the start of their next turn, as the potion continues to accelerate their healing.

Table 3-5: Potions and Poisons
Potion Encum Price Rarity
Bayushi's bane 1 2 bu 4
Crane's tongue 1 4 bu 7
Earth's anvil 1 2 bu 6
Earth's hammer 1 1 koku 6
Health elixir 1 5 zeni 3
Lion's heart 1 1 koku 6
Liquid fire 1 4 6 [X]
Shadow tonic 1 4 koku 9 [X]
Smoke tonic 1 5 zeni 4 [X]
Stamina elixir 0 1 bu 3
Vitality potion 1 1 bu 4

Poisons

A character can apply poison to a target’s food or drink, in which case the target suffers the effects when they ingest it. Poison can also be applied to smoke bombs or other items at the GM’s discretion. As a maneuver, poison can also be applied to a weapon with a sharp point or edge that can induce the poison into the target’s bloodstream. If applied to a weapon, the first successful hit that deals at least 1 wound causes the target to suffer the effects of the poison. Once the poison has affected one target, it is depleted and another dose must be applied.

Fire Biter

A single dose of fire biter requires an average (dd) Resilience check to resist, while two or more combined doses require a hard (ddd) check. If the target fails, they suffer 5 strain. Spend hh to cause the target to lose their free maneuver during their next turn, and hhh may be spent to stagger the target during their next turn. The GM can spend d to make the target check against the slowing poison again during the next round.

Due to its bitter taste, add bb to checks to detect fire biter that has been added to food or drink, and add bb to Skullduggery checks to slip fire biter into food or drink.

Night Milk

Any sized dose of night milk requires a hard (ddd) Resilience check to resist. If the target fails, they are immobilized for three rounds. In addition, each h inflicts 1 strain on them, and the GM can spend d to make the target check against the paralytic again during the next round.

Noxious Poison

Characters affected by noxious poison or within a poison cloud must make a hard (ddd) Resilience check as an out-of-turn incidental. If they fail, they suffer 4 wounds (not reduced by soak) plus 1 strain per h. Spend d on the check to inflict a critical injury or to force the target to repeat the check at the beginning of their next turn, as the poison continues to wrack their body.

Table 3-5: Potions and Poisons
Potion Encum Price Rarity
Fire Biter 1 2 zeni 4
Night Milk 1 2 bu 6 [X]
Noxious Poison 1 2 bu 5 [X]

Animals and Barding

Barding

Barding counts as armor for a horse and provides 1 defense and +2 soak.

Saddlebags

Saddlebags increase a mount’s encumbrance by +4.

BOOK III: FIRE

GENESYS

Table 3-5: Animals and Barding
Gear Encum Price Rarity
Barding 5 18 bu 4
Ox - 15 koku 2
Rokugani pony) - 25 koku Rarity 5
Saddlebags - 15 zeni 3
Unicorn riding horse - 75 koku Rarity 6

Attachments

Fine Balancing

Use With: This attachment can be applied to any Melee (Light) weapon.
Modifiers: The weapon gains the Accurate 1 quality, or increases any existing Accurate quality by +1. (If the weapon has the Inaccurate quality, it reduces that quality's rating by 1 to a minimum of 0, instead.)
Hard Points Required: 1

Razor Edge

Use With: This attachment can be applied to any melee weapon that has a blade.
Modifiers: The weapon gains the Pierce 2 quality, or increases any existing Pierce quality by +1. The weapon also decreases its critical rating by 1, to a minimum of 1.
Hard Points Required: 1

Serrated Edge

Use With: This attachment can be applied to any melee weapon that has a blade.
Modifiers: The weapon gains the Vicious 1 quality, or increases any existing Vicious quality by +1.
Hard Points Required: 1

Superior Weapon Customization

Use With: This attachment can be applied to any weapon.
Modifiers: The weapon gains the Superior quality.
Hard Points Required: 1

Weighted Head

Use With: This weapon can be applied to any melee weapon that relies on blunt force.
Modifiers: The weapon increases its damage by +2. The weapon gains the Cumbersome 2 quality, or increases its existing Cumbersome quality by +1.
Hard Points Required: 1

Deflective Plating

Use With: This can be applied to any armor.
Modifiers: The wearer increases their ranged defense by 1.
Hard Points Required: 1

Intimidating Visage

Use With: THis attachment can be applied to any armor.
Modifiers: When wearing this armor, the wearer adds s to Coercion checks they make, and f to Charm checks they make.
Hard Points Required: 0

Quality Materials

Use With: This attachment can be applied to heavy armors (such as riding armor and ō-yoroi).
Modifiers: The armor reduces its encumbrance by 2, and it adds one fewer b to Stealth checks.
Hard Points Required: 2

Reinforced Plating

Use With: This attachment can be applied to heavy armors.
Modifiers: The armor gains the Reinforced quality. The armor also increases its encumbrance by +1.
Hard Points Required: 2

Attachments
Attachment HP Price Rarity
Weapon Attachments
Fine Balancing 1 4 koku 6
Razor Edge 1 5 koku 6
Serrated Edge 1 1 bu, 5 zeni 2
Superior Weapon Customization 1 3 koku 7
Weighted Head 1 1 koku 2
Armor Attachments
Deflective Plating 1 1 koku, 4 bu 4
Intimidating Visage 0 2 bu, 5 zeni 3
Quality Materials 2 4 koku 8
Reinforced Plating 2 32 koku 7
BOOK III: FIRE

GENESYS

 

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