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# 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]
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- **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]
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- **Skills**: Alchemy 1, Knowledge (Education) 3, Medicine 3 - **Talents:**: **Apothecary 2** - **Abilities**: - **Equipment**: **Apothecary's kit** \columnbreak ##### Imperial Governor [Nemesis]
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- **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]
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- **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
\pagebreakNum ##### Clan Master Shugenja [Nemesis]
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- **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]
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- **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]
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- **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]
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- **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
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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]
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- **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
\pagebreakNum ### Animals ##### Dog [Minion]
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- **Skills (group only)**: Athletics, Brawl, Perception, Stealth, Vigilance - **Talents**: None - **Abilities**: Scent: Add
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to Survival checks made to track prey. - **Equipment**: **Teeth**: Brawl, damage 3, critical 4, range [engaged] ##### Falcon [Rival]
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- **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;
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may be spent to cause the target to suffer 1 strain, and
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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]
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- **Skills (group only)**: Athletics, Resilience - **Talents**: None - **Abilities**: Encumbrance capacity 12; silhouette 2 - **Equipment**: Riding tack \columnbreak ##### Unicorn Riding Horse [Rival]
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- **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]
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- **Skills (group only)**: Athletics, Resilience - **Talents**: None - **Abilities**: Encumbrance capacity 18; silhouette 2 - **Equipment**: Harness ##### Wolf [Minion]
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- **Skills (group only)**: Athletics, Brawl, Vigilance - **Talents**: None - **Abilities**: None - **Equipment**: Teeth: Brawl, damage 4, critical 3, range [engaged], Pierce 1 ##### Alpha Wolf [Rival]
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- **Skills**: Athletics 2, Brawl 2, Vigilance 2 - **Talents**: None - **Abilities**: None
BOOK V: VOID
GENESYS
\pagebreakNum - **Equipment**: Teeth: Brawl, damage 4, critical 3, range [engaged], Pierce 1 ### Mythical Creatures ##### Kappa [Rival]
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- **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 (
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) Survival check**. If successful, add
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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]
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- **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. \columnbreak - **Equipment**: **Elemental strike**: Brawl, damage 5, critical 3, range [engaged], Knockdown; **elemental projectile**: damage 6, range [short], range [medium] ##### Greater Manifested Kami [Nemesis]
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- **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
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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 (
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) 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]
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- **Skills (group only)**: Brawl, Cool, Deception, Melee (Light), Ranged, Stealth - **Talents**: None
BOOK V: VOID
GENESYS
\pagebreakNum - **Abilities**: **Dark Vision**: When making skill checks, goblins remove
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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]
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- **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
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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]
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- **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]
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- **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 (
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) 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]
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- **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
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to return two zombies to a minion group - **Equipment**: **Crude weapon**: Melee (Light), damage 4, critical 4, range [engaged]
BOOK V: VOID
GENESYS
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