Legend of the Five Rings Genesys Book IV: Air

by Swordbreaker

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Book IV: Air

Page References

This comprises a list of additional rules utilized in Legend of the Five Rings that are not covered by the core rules.

  • Item attachments and hard points (Genesys Core Rulebook p. 206)
  • Magic rules (Genesys Core Rulebook p. 210)
  • Fear (Genesys Core Rulebook p. 243-244)
  • Heroic Abilities (Realms of Terrinoth p. 74)
  • Mounted combat (Realms of Terrinoth p. 83)
  • Crafting and alchemy (Realms of Terrinoth p. 112-114)

New Rules

Dueling

Duels are split into the following phases.

Assessment Phase

During the assessment phase, each participant chooses only one of the following options:

  • Size Up: The character makes an opposed Perception vs Cool check. If the character succeeds, they upgrade the ability of the Cool check to determine initiative in the strike phase once, plus once per additional ss on the check. The player and GM can also spend dice results as normal, or for the additional effects in Table 4-1.
  • Intimidate: The character makes an opposed Coercion vs Discipline or Deception vs Vigilance check. If the character succeeds, they add b to their opponent’s Cool check to determine initiative in the strike phase, and +1 b per additional ss on the check. The player and GM can also spend dice results as normal, or for the additional effects in Table 4-1.
Strike Phase

Both characters make a competitive Cool check with a difficulty of simple (—) to determine initiative, modified based on the results of the checks in the assessment phase. The character with the higher result takes the first turn, but they must draw their weapon and attack. They can use any remaining maneuvers after drawing their weapon to aim, take cover, or perform other relevant actions. The character with the lower initiative may then perform their maneuver and action, if they are still able to do so.

A successful combat check inflicts damage as normal, and the player and GM may spend a, t, h, and d in the usual ways and also in the ways listed in Table 4-1.

Assuming they survive the other character’s attack, the character who goes second takes their first turn following the same rules as the first character.

Combat Phase

Duels are often near-instantaneous and decisive. However, if both characters survive after the strike phase, combat proceeds as normal, except that combatants can still make use of applicable options in Table 4-1 as the GM deems appropriate. Any characters who enter the fight at this point make Cool checks to determine initiative.

Table 4-1: Spending Dice Results in a Duel
Roll Result
a or t Perform a guarded stance maneuver as an incidental during the strike phase (or a subsequent turn).
Drop prone or stand from prone as an incidental during the strike phase (or a subsequent turn).
aa or t Perform an aim maneuver as an incidental during the strike phase (or a subsequent turn).
Add +10 to the first critical injury the character inflicts before the end of their next turn.
aaa or t Draw a weapon as an incidental during the strike phase (or a subsequent turn).
Force the target to drop a weapon they are carrying.
t Add +30 to the first critical injury the character inflicts before the end of their next turn.
If the attack inflicts damage on a rival NPC target, it kills the target immediately (this can only be activated during the combat check in the strike phase).
BOOK IV: AIR

GENESYS

Table 4-1: Spending Dice Results in a Duel (cont.)
Roll Result
tt If the attack inflicts damage, it incapacitates the target without killing them (this can only be activated during the combat check in the strike phase).
The character may immediately make another combat check against a different target within range (this can only be activated during the combat check in the strike phase).
h or d The character suffers 2 strain.
hh or d The character is disoriented for 2 rounds.
hhh or d The character does not benefit from their ranged or melee defense until the end of their next turn.
The character is immobilized for 2 rounds.
d After they attack, the character’s grip on their weapon slips and they drop their weapon.
dd he character’s attack hits a bystander within range (of their opponent’s choice) instead of their target (this can only be activated during the combat check in Step 2 and if there is a target in range).
The character cannot voluntarily suffer strain to activate any abilities or gain extra maneuvers until the end of their next turn.


Magic

Magic is divided among two skills: Invocation and Kihō. Invocation is the skill used by shugenja to call on the elemental kami (or the Void) to powerful effect, while Kihō is the skill used by monks to channel their ki into supernatural powers.

Both Invocations and Kihō are elemental in nature. A character that activates either selects one of the five elements when they cast their spell. Certain effects for spells are restricted to certain elements.

Both skills follow the rules for spellcasting as outlined starting on page 210 in the Genesys Core Rulebook, with the following changes.

Attack

Rename the Fire effect to Burn. This effect is for fire spells only.

Rename the Ice effect to Ensnare. This effect is for water spells only.

The Manipulative effect is for air spells only.

The Non-lethal effect is available to any skill.

 

Rename the Lightning effect to Thunder.

Add following effect: Jade (+d): The attack gains the Jade quality.

Add the following effect: Concussive (Earth only) (+d): The attack gains the Concussive quality with a rating equal to the caster’s ranks in Knowledge (Lore).

Remove the Holy/Unholy and Poisonous effects.

Augment

Rename the Divine Health effect to Fortified Health. This effect is Invocation only.

Rename the Primal Fury effect to Martial Strength. This effect is Kihō only.

Barrier

The Reflection effect is Invocation only.

Rename the Sanctuary effect to Jade. This effect is available to all magic skills.

BOOK IV: AIR

GENESYS

Conjure

Conjure is restricted to Invocation only.

Add the following effect: Burn (Fire only) (+dd): When conjuring a weapon, the weapon gains the Burn quality with a rating equal to the caster’s ranks in Knowledge (Lore).

Add the following effect: Ensnare (Water only) (+dd): When conjuring a weapon, the weapon gains the Ensnare quality with a rating equal to the caster’s ranks in Knowledge (Lore).

Add the following effect: Thunder (Air only) (+dd): When conjuring a weapon, the weapon gains the Stun quality with a rating equal to the caster’s ranks in Knowledge (Lore).

Add the following effect: Jade (Earth only) (+dd): When conjuring a weapon, the weapon gains the Jade quality.

Curse

The Doom effect is Invocation only.

The Despair effect is Kihō only.

Dispel

Dispel is restricted to Invocation only.

Heal

Change the base effect to the following: Earth or Water only: When making the check, the caster selects one target they are engaged with who is not incapacitated. The default difficulty of the check is easy (d). Upon success, the target heals 1 wound per uncanceled s.

Air or Fire only: When making the check, the caster selects one target they are engaged with who is not incapacitated. The default difficulty of the check is easy (d). Upon success, the target heals 1 strain per uncanceled s.

The Heal Critical effect is earth and water only.

Add the following effect: Clarify (Air and Fire only) (+d): If the target is suffering from the burn or disorient conditions, select one. The status effect immediately ends.

Add the following effect: Alleviate (Earth and Water only) (+d): If the target is suffering from the immobilized or staggered conditions, select one. The status effect immediately ends.

Remove the Restoration and Resurrection effects.

BOOK IV: AIR

GENESYS

 

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