Book V: Void
Adversaries
This covers a list of adversaries found in the world of Legend of the Five Rings.
Citizens of Rokugan
Clan Courtier [Rival]
1
1
3
2
3
4
2
10
0
0
- Skills: Charm 2, Cool 1, Deception 1, Negotiation 2
- Talents: Knack for It (Charm)
- Abilities: None
- Equipment: Calligraphy set; Courtly robes: +1 soak (included in the profile)
Local Healer [Rival]
2
2
4
2
2
3
2
12
0
0
- Skills: Alchemy 1, Knowledge (Education) 3, Medicine 3
- Talents:: Apothecary 2
- Abilities:
- Equipment: Apothecary's kit
Imperial Governor [Nemesis]
2
2
3
4
3
4
3
14
14
0
0
- Skills: Charm 3, Coercion 4, Cool 2, Deception 3, Knowledge (Education) 4, Leadership 3, Perception 4, Melee (Light) 3, Riding 2, Resilience 2, Skullduggery 3, Streetwise 2, Vigilance 2
- Talents: Inspiring Rhetoric (Improved); Knack for It 2 (Charm, Deception, Leadership)
- Abilities: Leader: All subordinates within medium range add b to all Discipline checks; Nobody’s Fool 2: Upgrade the difficulty of all Charm, Coercion, and Deception checks targeting this character twice.
- Equipment: Wakizashi: Melee (Light), damage 4, critical 2, range [engaged]
Clan Shugenja [Rival]
1
2
3
2
3
2
2
10
0
0
- Skills: Cryptography 1, Discipline 2, Invocation 2, Knowledge (Lore) 2, Perception 1
- Talents: None
- Abilities: Shugenja: This character may cast up to 3 invocations per encounter without suffering strain.
- Invocations: The GM may determine one element the Clan shugenja is proficient in, and they may cast any number of invocations of that element the GM deems appropriate.
- Equipment: Sacred implement (GM's choice); wakizashi: Melee (Light), damage 3, critical 2, range [engaged]; shugenja's robes: +1 soak (included in the profile)
BOOK V: VOID
GENESYS
Clan Master Shugenja [Nemesis]
1
2
4
3
4
2
2
20
16
0
0
- Skills: Cryptography 2, Discipline 3, Invocation 3, Knowledge (Forbidden) 2, Knowledge (Lore) 3, Perception 2, Vigilance 3
- Talents: Adversary 2: Upgrade the difficulty of all combat checks targeting this character twice.
- Abilities: Invocation Mastery: The first effect that a Clan master shugenja adds to an invocation does not increase the difficulty of the Invocation check; Nobody’s Fool 1: Upgrade the difficulty of all Charm, Coercion, and Deception checks targeting this character once.
- Equipment: Sacred implement (GM's choice); Wakizashi: Melee (Light), damage 3, critical 2, range [engaged]; shugenja's robes: +1 soak (included in the profile)
Military of Rokugan
Clan Ashigaru [Minion]
2
2
2
2
2
2
3
5
1
0
- Skills (group only): Melee (Heavy), Ranged, Vigilance
- Talents: None
- Abilities: Defensive Tactics: Spend a maneuver to add +1 ranged defense to up to three allied characters or minion groups within short range until the end of the next round; this does not stack with multiple uses.
- Equipment: Yari: Melee (Heavy), damage 5, critical 3, range [engaged], Accurate 1, Defensive 1; Hankyū yumi: Ranged, damage 7, critical 3, range [medium], Unwieldy 2
Clan Bushi [Minion]
3
3
2
2
3
1
5
5
1
0
- Skills (group only): Athletics, Discipline, Melee (Light), Ranged
- Talents: None
- Abilities: None
- Equipment: Katana: Melee (Light), damage 6, critical 2, range [engaged], Defensive 1; wakizashi; Melee (Light), damage 5, critical 2, range [engaged]; hankyū yumi: Ranged, damage 7, critical 3, range [medium], Unwieldy 2; light armor: +2 soak (included in profile); traveling pack with field supplies; quiver
Clan Gunsō [Rival]
3
3
2
2
3
1
5
15
1
0
- Skills: Athletics 2, Discipline 2, Leadership 3, Melee (Heavy) 2, Melee (Light) 2, Ranged 2, Resilience 2, Vigilance 2
- Talents: Adversary 1: Upgrade the difficulty of all combat checks targeting this character once.
- Abilities: Tactical Direction: Perform a maneuver to direct one clan bushi minion group within medium range; the group may perform an immediate free maneuver or add b to its next check.
- Equipment: Katana: Melee (Light), damage 6, critical 2, range [engaged], Defensive 1; wakizashi; Melee (Light), damage 5, critical 2, range [engaged]; hankyū yumi: Ranged, damage 7, critical 3, range [medium], Unwieldy 2; light armor: +2 soak (included in profile); traveling pack with field supplies; quiver
Clan Elite Guard [Nemesis]
3
3
3
2
2
2
5
16
12
2
1
- Skills: Athletics 2, Discipline 3, Melee (Heavy) 4, Perception 3, Ranged 3, Vigilance 4
- Talents: Adversary 2: Upgrade the difficulty all combat checks targeting this character twice; Heightened Awareness; Parry 4
- Abilities: None
- Equipment: Naginata: Melee (Heavy), damage 6, critical 3, range [engaged], Defensive 1, Pierce 3; heavy armor: +2 soak, 1 defense (included in the profile)
BOOK V: VOID
GENESYS
Animals
Dog [Minion]
2
4
1
3
1
1
2
4
0
0
- Skills (group only): Athletics, Brawl, Perception, Stealth, Vigilance
- Talents: None
- Abilities: Scent: Add bb to Survival checks made to track prey.
- Equipment: Teeth: Brawl, damage 3, critical 4, range [engaged]
Falcon [Rival]
1
4
1
2
1
2
2
6
0
0
- Skills: Brawl 2, Coercion 2, Perception 3, Vigilance 2
- Talents: None
- Abilities: Dive Bomb: As an action, make an opposed Coercion vs Cool check against one character within medium range; if successful, the target is staggered for one round and the falcon moves to engaged with the target; a may be spent to cause the target to suffer 1 strain, and t may be spent to extend the stagger the target by +1 round; Flyer: A falcon can fly (see Genesys Core Rulebook p. 100); Silhouette 0
- Equipment: Talons: Brawl, damage 2, critical 4, range [medium], Pierce 2
Rokugani Pony [Minion]
4
3
1
1
1
1
4
5
0
0
- Skills (group only): Athletics, Resilience
- Talents: None
- Abilities: Encumbrance capacity 12; silhouette 2
- Equipment: Riding tack
Unicorn Riding Horse [Rival]
4
3
1
2
3
1
4
14
0
0
- Skills: Athletics 3, Brawl 1, Discipline 2, Resilience 3, Survival 2
- Talents: None
- Abilities: Encumbrance capacity 13; silhouette 2
- Equipment: Hooves: Brawl, damage 6, critical 4, range [engaged], Knockdown; riding tack
Ox [Minion]
4
2
1
1
1
1
4
7
0
0
- Skills (group only): Athletics, Resilience
- Talents: None
- Abilities: Encumbrance capacity 18; silhouette 2
- Equipment: Harness
Wolf [Minion]
3
3
1
2
1
1
3
5
0
0
- Skills (group only): Athletics, Brawl, Vigilance
- Talents: None
- Abilities: None
- Equipment: Teeth: Brawl, damage 4, critical 3, range [engaged], Pierce 1
Alpha Wolf [Rival]
3
3
1
3
1
1
3
12
0
1
- Skills: Athletics 2, Brawl 2, Vigilance 2
- Talents: None
- Abilities: None
BOOK V: VOID
GENESYS
- Equipment: Teeth: Brawl, damage 4, critical 3, range [engaged], Pierce 1
Mythical Creatures
Kappa [Rival]
3
3
1
3
1
1
3
16
0
0
- Skills: Athletics 2, Brawl 2, Cool 2, Stealth 1, Survival 2
- Talents: None
- Abilities: Amphibious: A kappa can breathe underwater without penalty and never suffers movement penalties for traveling through water; Kappa Trickery: As an action, a kappa can make an average (dd) Survival check. If successful, add b to any ranged combat checks or Perception checks made against the kappa for the next 3 rounds; Water of Life: An opposing character can make a called shot targeting the head-bowl of a kappa; if successful, the water is spilled, and the kappa is incapacitated non-lethally.
- Equipment:
Manifested Kami [Rival]
3
3
3
3
3
1
2
15
1
1
- Skills: Brawl 2, Ranged 2
- Talents: Adversary 1: Upgrade the difficulty of combat checks targeting a manifested kami once.
- Abilities: Elemental Entity: A manifested kami is immune to all invocations of of its element; Spirit: This creature gains 1 defense against all mundane attacks; One with the Wind (air kami only): An air kami can fly (see Genesys Core Rulebook p. 100); when making Brawl combat checks, an air kami uses Agility; One with the Land (earth kami only): An earth kami can never be knocked prone or forcibly moved against its will; when making Ranged combat checks, an earth kami uses Willpower; One with the Flame (fire kami only): When a manifested fire kami comes into contact with a mundane fire, it recovers wounds equal to half of that fire’s Rating (rounded up) every round; when making Brawl or Ranged combat checks, a fire kami uses Intellect; One with the Wave (water kami only): A water kami ignores difficult and impassable terrain caused by water, ice, or snow; when making Ranged combat checks, a water kami uses Cunning.
- Equipment: Elemental strike: Brawl, damage 5, critical 3, range [engaged], Knockdown; elemental projectile: damage 6, range [short], range [medium]
Greater Manifested Kami [Nemesis]
4
4
4
4
4
2
4
30
20
1
1
- Skills: Brawl 3, Discipline 3, Ranged 3
- Talents: Adversary 2: Upgrade the difficulty of combat checks targeting a bog hag once.
- Abilities: Elemental Entity: A manifested kami is immune to all invocations of of its element; Spirit: This creature gains 1 defense against all mundane attacks; One with the Wind (air kami only): An air kami can fly (see Genesys Core Rulebook p. 100); when making Brawl combat checks, an air kami uses Agility; One with the Land (earth kami only): An earth kami can never be knocked prone or forcibly moved against its will; when making Ranged combat checks, an earth kami uses Willpower; One with the Flame (fire kami only): When a manifested fire kami comes into contact with a mundane fire, it recovers wounds equal to half of that fire’s Rating (rounded up) every round; when making Brawl or Ranged combat checks, a fire kami uses Intellect; One with the Wave (water kami only): A water kami ignores difficult and impassable terrain caused by water, ice, or snow; when making Ranged combat checks, a water kami uses Cunning; silhouette 3; Sweep Attack: Spend t on a successful melee combat check to inflict one hit dealing the attack’s base damage on everyone (except the kami) engaged with the target; Terrifying: At the start of the encounter, all of a greater manifested kami’s opponents must make a hard (ddd) fear check as an out-of-turn incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy.
- Equipment: Elemental strike: Brawl, damage 6, critical 3, range [engaged], Knockdown; elemental projectile: damage 7, range [short], range [medium]
Creatures of the Shadowlands
Bakemono (Goblin) [Minion]
2
3
1
2
1
1
3
4
0
0
- Skills (group only): Brawl, Cool, Deception, Melee (Light), Ranged, Stealth
- Talents: None
BOOK V: VOID
GENESYS
- Abilities: Dark Vision: When making skill checks, goblins remove bb imposed due to darkness; Opportunistic: Goblins inflict +1 damage with successful melee attacks on prone or immobilized targets; Shadowlands Taint
- Equipment: Crude weapon: Melee (Light), damage 5, critical 3, range [engaged]; crude bow: Ranged, damage 6, critical 4, range [medium], Unwieldy 2; patchwork armor: +1 soak (already included in profile)
Ogre [Nemesis]
5
2
2
3
2
1
7
20
12
0
0
- Skills: Athletics 2, Melee (Heavy) 2, Perception 1
- Talents: None
- Abilities: Regeneration: At the beginning of its turn, an ogre automatically heals 3 wounds; Shadowlands Taint; Sweep Attack: Spend t on a successful melee combat check to inflict one hit dealing the weapon’s base damage on everyone (except the ogre) engaged with the target
- Equipment: Cudgel: Melee (Heavy), damage 10, critical 4, range [engaged], Disorient 2, Knockdown; scavenged armor: +2 soak (already included in profile)
Tsuno Warrior [Rival]
4
3
2
2
2
1
5
14
0
0
- Skills: Melee (Light) 2, Survival 3
- Talents: Quick Draw
- Abilities: Shadowlands Taint
- Equipment: Tsuno blade: Melee (Light), damage 7, critical 3, range [engaged], Vicious 1; Tsuno armor: +1 soak (this is included in the profile)
Undead Revenant [Nemesis]
3
3
2
3
3
1
5
20
14
1
0
- Skills: Cool 2, Discipline 3, Melee (Heavy) 3, Melee (Light) 3, Resilience 2, Riding 3
- Talents: Adversary 1: Upgrade the difficulty of combat checks targeting an undead revenant once; Parry 3; Parry (Improved)
- Abilities: Shadowlands Taint; Terrifying: At the start of the encounter, all of an undead revenant’s opponents must make a daunting (dddd) fear check as an out-of-turn incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy; Undead: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins.
- Equipment: Katana: Melee (Light), damage 6, range [engaged], Defensive 1; or yari: Melee (Heavy), damage 6, critical 3, range [engaged], Accurate 1, Defensive 1
Zombie [Minion]
2
2
1
2
1
1
2
4
0
0
- Skills (group only): Melee (Light), Perception, Resilience, Vigilance
- Talents: None
- Abilities: Shadowlands Taint; Undead: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins; Undying: Spend hhh from any check made by a PC to return one previously defeated zombie to an existing minion group, removing damage from the group accordingly. Spend d to return two zombies to a minion group
- Equipment: Crude weapon: Melee (Light), damage 4, critical 4, range [engaged]
BOOK V: VOID
GENESYS