Flow v3.0

CHARACTER CREATION: 130 Character Points ABILITY SCORE POINT COST 1 1 2 3 3 6 4 10 5 15 6 21 7 28 8 36 9 45 10 55 ITEM +1 10 (Item is +1 in nature) +2 20 ( +2 ) +3 40 ( +3 ) +4 80 ( +4 ) FLY 30 (Item moves on mental commands) 3D4 FIRE BALL 30 (Item shoots a fireball once a day) RETURNING 10 (Item Returns on command) INTELLIGENT 10 (Item has SEN = 1d4 + 4 to start and can improve) HONOR=10+LEFT OVER POINTS

ABILITY SCORES: SPD - SPEED - The general reaction time, dexterity, and agility of the character STR - STRENGTH - The general strength, body development, constitution, and physical resistance of the character SEN - SENSE - The general intelligence level of the character SPI - SPIRIT - How psychically atune with flow powers the character is

PHILOSOPHY: BUSHIDO SAMURAI(ANY TWO CULTURAL SKILLS) (AWARENESS add to saves) TAOISM MONK(HERBALIST) (HEALING can heal skill LP per day 1 min. per point turn 2d4 un-"natural" creatures vs. save) NINJITSU NINJA(POISON RESISTANCE) (STEALTH effect difficulty backstab x2 damage +3 hit save hidding motionless +20 out of sight line no mod always behind vanishing -5 blend into crowd +1 per 20 in crowd escape 17 disguise save adjust flow aura -5 specific person -5) BUDDHISM ZEN MASTER(CHANTING) (MEDITATION when meditating the character cannot dodge unless levitaling or flying effect difficulty double power effect 20 ignore pain 15 resist powers(1/2 eff.)25 resist poison 20 regain powers in 1 hour20) SHINTOISM KAMI PRIEST(HERALDRY) (GEOMANCY communicate with spirit in any object vs. 20 dispell "lost" spirit vs. save) HENGEYOKAI: DO NOT GET ANY ELEMENTAL POWERS GET HENGEYOKAIAN FLOW POWERS GET 1 EXTRA ATT AND DOUBLE ALL FORM BONUSES IN BIPEDAL FORM ONLY SEEMS LIKE AND CAN COMMUNICATE WITH OTHERS OF THEIR SPECIES IN ANIMAL FORM EQUIPMENT CAN SHAPE CHANGE WITH CHARACTER UP TO CARRING CAPACITY

FLOW/ELEMENTAL POWERS:

    EARTH
   /  |  \
AIR --+-- WATER       READ THIS COUNTER-CLOCKWISE
   \  |  /            (AIR IS OVER EARTH IS OVER WATER IS OVER FIRE)
     FIRE

ELEMENT(COLOR): AIR-YAKUZA(WHITE, GRAY) ARMOR: LEATHER AND SHIELD WEAPONS: NON-TWO HANDED POWERS: +2 D.V.(0) +2 TO HIT WITH MISSILE/THROWN WEAPONS(0) DARKNESS VISION(+4 TO COUNTER DARKNESS/BLINDNESS)

CLOUD LADDER(1) By chanting near a cloud, a warrior can create a ladder from smoke for (1d4+SPI) rounds that stretches 5 m per SPI into the air. The ladder is completely solid and has virtually no weight limit, but can only carry the bulk of one person like a normal ladder.

CONCUSSIVE BURST(Air Elemental Burst)(1) A shock wave of air is produced from the warriors hand will stun SPI people for 1d4 rounds. A save can be made for no effect.

FOG CLOUD(1) Summons a cloud of fog for 2d4+SPI rounds. The fog has a SPI m radius. All warriors caught inside the cloud are considered to be fighting in darkness(-3 hit,dodge). Dodging the cloud is the only way to avoid effects. Once inside the cloud, chances of getting out are not good, but it is possible to just walk out of it.

LEAP(1) This allows a character to jump and fall SPIx10 m for SPI min and take no damage. Beyond this, however, the character will suffer normal fall damage.

INVISIBILITY(2) The character become undetectable to normal sight until spell is canceled or the character attacks.

SMOKE SHAPE(2) Shape any smoke for SPI rounds, after which time the cloud dissipates.

SMOKY FORM(2) Turn into smoke, taking no damage from weapons less than +2. However, a character in smoke form cannot physically attack without a +2 weapon. The character must make a save to see if the spell works.

STINKING CLOUD(2) A cloud of vile stench engulfs 1d4 persons, to whom it stuns for 2d4 rounds. There is a 20% chance to hit a bystander. Those affected can save for no effect.

WIND BREATH(2) A strong gust of wind that does 2d4+SPI damage to one target. That target can dodge for half damage.

WHISPERING WIND(2) A character can send a message up to SPIx10 m of distance, however the message cannot be more than SPIx2 words in length.

CLOUDBURST(3) Forces the moisture to dump from the atmosphere, which puts out all normal fires and 75% of magical fires.

FLY(3) The character can float for SPI rounds and move at SPI/3 yards per round.

DEAFENING YELL(3) All within a radius of 1d4+SPI m will become deafened for 1d4 rounds(-2 hit/dodge). All affected can save for no effect.

STEAM BREATH(3) Similar to wind breath, except the damage is increased to 3d4+SPI. Those affected can still dodge for half damage.

SCRY(3) Ability to see and hear events SPIx10 m away, lasts 3xSPI rounds. Requires a clear sky or non-moving/slow-moving clouds to veiw it in.

EARTH/AIR ELEMENTAL TURNING(4) Sends an AIR/EARTH elemental back to its home plane. The elemental's controller can save to prevent.

STUN YELL(4) Same as DEAFENING YELL, radius is 1d4+SPI m but the victims lose attacks for 1d6 rounds. Save for no effect.

CONJURE AIR ELEMENTAL(5) Summon AIR elemental SPIx10 Rounds. However, holding the elemental in a plane other than its own requires that you keep control of the elemental. Save vs 20 for control must be made every round before initiative is resolved. Action of an elemental under no control is at the GM's discression.

CREEPING DARKNESS(5) Cast a black cloud impairing all vision except magical for 4d6+SPI rounds

KNOCK DOWN YELL(5) Same as DEAFENING YELL, radius is 1d4+SPI m but victims are knocked down and loses his attack for that round. If he has already attacked, he takes -5 to his initiative. Save for no effect.

WALL OF WIND(5) Create wind wall 3xSPI m long for 1d10 rounds which no missle can penetrate. Must save to walk through.

CLOUD TRAPEZE(6) Carries caster + 1 passenger per 4 SPI in the air and they can move a distance equal to (20mxSPI)/Passengers.

SHOCK YELL(6) Same as DEAFENING YELL, radius is 1d4+SPI m but victims receive 2d6+SPI damage. Save for no effect.

SUMMON WIND(6) Same as WISPERING WIND, however range is in miles and the length of the message is SPIx5 words.

DEATH YELL(7) Same as DEAFENING YELL, but does 4d8+SPI to one target only. Save for half effect.

EARTH-RONIN(BROWN, GOLD) ARMOR: ALL WEAPONS: ALL POWER: +4 WITH MELEE WEAPONS OF EARTH(0) LP=6xPHYS

FALL(1) Caster takes no damage from falling up to 500m. After that, he takes 1 point of damage for every 3 m after 500 m.

SLIVER OF STONE BLAST (Earth Elemental Burst)(1) Fire stone shards in all directions causing 1d4+SPI damage. 15% chance of hitting a bystander/ally. Dodge for half.

IMMOVBILITY(1) The character can not be moved for 1d4+SPI min, unless with some great feat of strength.

DIG(1) Remove a volume of dirt equal to a cube SPI on each side.

CLAP OPEN HAND ATTACK(2) When the character claps his hands, he does 2d4+SPI damage to one opponent. Dodge for half.

DISTANCE ATTACK(2) For 2D4+SPI rounds, all hand to hand attacks extend into thrown range. Due to surprise, all attacks are at +2 to hit, but aura or scry will negate the +2.

HAIL OF STONE(2) Summon a stone rainstorm causing 2d4+SPI damage to 1d4 targets. 20% chance to hit a bystander/ally. Dodge for half.

MAGNETISM(3) Magnetize self/obj/enemy for SPI rounds. Those affected are -5 to dodge metal weapons. Save for no effect.

STATUE(3) Can allow someone to morph into statue for length of spell, 1 hourxSPI. The affected individual can change back and forth. If cast on a character other than the caster himself, there is a save for no effect.

DEATH TRANCE(3) Target seems dead until decides to wake up. To wake up, the target must save vs. number of hours asleep. If save failed, next save is one less (save gets easier by 1). Can be used to heal at twice normal rate. No attacks/defences can be made from the trance.

SCRY(3) Ability to see and hear events SPIx10 m away, lasts 3xSPI rounds. Requires a clear sky or non-moving/slow-moving clouds to veiw it in.

EARTH\WATER ELEMENTAL TURNING(4) Send EARTH/WATER elemental back to its home plane. The elemental's controller can save to prevent.

MELT METAL(4) Melt any non-magical metal for SPI rounds. Destroys non-magical armor and weapons. Does not work on non-metallic objects.

HEAL SELF(4) Caster heals 2d4+SPI LP, but cannot use this on others.

CONJURE EARTH ELEMENTAL(5) Summon EARTH elemental SPIx10 Rounds. However, holding the elemental in a plane other than its own requires that you keep control of the elemental. Save vs 20 for control must be made every round before initiative is resolved. Action of an elemental under no control is at the GM's discression.

METAL SKIN(5) Change skin to metal, which doubles LP & damage bonuses. Defence value is +3. Half STR for dodge and save. The duration is SPI*3 rounds.

PASSWALL(5) Makes an opening through wood/plaster/stone - 30 min/SPI.

QUICKSAND(5) Target sinks SPI/5 m into the ground. Dodge for no effect.

STONE SHAPE(5) Can change stone's shape at will, but must be in direct contact with the stone in order to shape it. After SPI rounds, the stone will hold its new shape.

WALL OF STONE(5) Create a stone wall 3xSPI m wide for 1d10 rounds The chance of toppling the wall is 10xSTR%.

GALSSEE(5) Turn wood, metal, or stone to a one-way transparent solid for SPI rounds. Does not effect lead, gold, platinum, or any other precious metal.

MOVE EARTH(6) Move any earthen form 4m per round for SPI rounds.

QUAKE(6) Causes a minor earthquake which does 4d6+SPI damage to all within a radius of SPIx10 m. Save for half and stay standing. If save is failed, the victim falls to the ground, takes an additional 1d4 of damage, and loses his attack.

STONE TO FLESH(6) Has multiple uses: * bring stone to life - 9cuft/SPI * restore former life * restore living stone to flesh

CRYSTAL BRITTLE(6) Make object/person brittle. The victim LPis quartered for the duration of 2d8+SPI rounds. Save for half effect.

FIRE- WU-JEN(RED,ORANGE) ARMOR: SHIELD ONLY WEAPONS: POWERS: DOUBLE POINTS FOR POWERS(0) GET AIR POWERS* AT COST +1(0) GET EARTH POWERS* AT COST +2(0) GET WATER POWERS* AT COST +4(0) * NOT FREEBIE POWERS

FIRE BURST (Fire Elemental Burst)(1) Shoot fire sparks for 1d4+SPI at one target. Dodge for half.

FIERY EYES(1) The caster's eyes glow. This lasts 3xSPI rounds, and gives the caster a +5 to initmidate. The light is equal to that of a lantern, and can ignite small objects.

MELT(1) Melt any object for SPI rounds. If used on a living creature, the spell does 1d6 damage each round. Save for half damage.

FIRE SHURIKEN(2) The caster can throw 1 fire shuriken per 4 SPI. Each shuriken does 2d8 Damage on hit. Dodge for half.

PYROTECHNICS(2) Has multiple uses: * double damage from a fire * smother fire * create blinding smoke for SPI rounds. Save for no effect.

ANIMATE FIRE(3) For SPI rounds, the caster can move fire, which does 2d4 damage on touch.

RAIN FIRE(3) Cause a shower of fire, doing 3d4+SPI damage to 2d8 targets. There is a 50% hit bystanders/ignite objects. Dodge for half.

FIRE WINGS(3) Add on phoenix wings to caster, which do 2d4+SPI damage on touch (considered a kick attack). Can also be used as a light source. Duration is SPIx10 min.

FLOW DRAIN(3) Target is drained of remaining flow points and cannot flow powers for the rest of the day. Eight hours of devoted rest are required to regain the lost points. Save for no effect.

FLOW HEAL(3) Gives target back flow up to difficulty SPI-1d4.

SCRY(3) Ability to see and hear events SPIx10 m away, lasts 3xSPI rounds. Requires a clear sky or non-moving/slow-moving clouds to veiw it in.

AIR/FIRE ELEMENTAL TURNING(4) Send FIRE/AIR elemental back to its home plane. The elemental's controller can save to prevent.

DIMENSIONAL DOOR(4) A minor teleport that allows caster to move 3xSPI m instantly. Upon arrival at the destination, the caster is stunned for 6 seconds. In combat, he gets a -6 to initiative.

FIRE ENCHANTMENT(4) Use of fire to charm people. If effective, one suggestion may be given by the caster, however, this suggestion cannot be self destructive or the enchantment will break. The duration is 4d4+SPI rounds. Save for no effect.

MELT METAL(4) Melt any non-magical metal for SPI rounds. Destroys non-magical armor and weapons. Does not work on non-metallic objects.

VIBRATING PALM(4) Only able to damage one inanimate objects, doing 1 point of damage the first round and double each round to a max of 2^SPI points of damage per round. Magical items can save as caster for no effect. The duration is 3d4+SPI rounds.

CONJURE FIRE ELEMENTAL(5) Summon FIRE elemental SPIx10 Rounds. However, holding the elemental in a plane other than its own requires that you keep control of the elemental. Save vs 20 for control must be made every round before initiative is resolved. Action of an elemental under no control is at the GM's discression.

FIRE BREATH(5) Breath fire, doing 4d6+SPI damage to 2d8 targets. There is a 50% chance to hit a bystander. Save for half. Ignites flammable materials.

WALL OF FIRE(5) Flames do 5d4+SPI damage - save for none and end up on opposite side of wall. The duration is 1d6+SPI rounds.

PROJECT FLOW SELF(6) The character's invisible flow aura can leave his body for STR days. In flow form, he can use all flow powers under difficulty 5. He can be seen with aura and found with scry.

AURA(6) Detect aura, color, element, and general emotion. Lasts SPI rounds.

FIRE IMMUNITY(7) Character takes no damage from fire or heat for 1d8+SPI rounds.

FLOW STEAL(6) Steal 1d6 flow powers from target of SPI-1d4 level or lower. Save for no effect.

INCENDIARY CLOUD(8) A cloud of concentrated heat. Those in it take 4d8+SPI damage for 1d4+SPI rounds. Save for half.

INTERNAL FIRE(9) Does 4d10+SPI damage divided how caster likes. No save. Magical protect against fire will protect wearer against spell.

WATER- SOHEI(BLUE, GREEN) ARMOR: NO CHAIN WEAPONS: ALL POWERS: CAN CURE SPIx3 POINTS OF DAMAGE PER DAY DIVIDED HOWEVER HE WANTS(0)

MINOR TIDAL WAVE (Water Elemental Burst) (1) Objects in water take 1d4+SPI damage.

STILL WATER(1) Calm any water except tsunami - calm water creatures.

WATER PROTECTION(1) The character is protected from drowning and cannot get wet. He can swim at double normal rate with encumbrance.

ANIMATE WATER(2) Control water for SPI rounds. Does 1d6 damage on impact with someone.

CONCENTRATED PUSH(2) Knocks character back SPI m taking 2d4+SPI damage. Save or lose balance and fall also(loss of next attack).

ICE KNIFE(2) Fire a knife of ice that does 2d4 on hit. Shatters on impact and a blast of cold radiates out for 2 m, numbs anything within range (-2 hit/dodge), and those numb take 1d4 damage. Save for half.

CLOUDBURST(3) Forces the moisture to dump from the atmosphere. This puts out all fires.

MUTE TOUCH(3) Mutes target for 4d4+SPI rounds. Requires a hand-to-hand combat hit.

REDUCE BODY WEIGHT(3) As character's weight is 1/10 normal for 3d4+SPI rounds, he can do the following: * character can jump 10 times normal * character takes 1/10 fall damage * character can walk on egg shells and they will not crack

SCRY(3) Ability to see and hear events SPIx10 m away, lasts 3xSPI rounds. Requires a clear sky or non-moving/slow-moving clouds to veiw it in.

WATER/FIRE ELEMENTAL TURNING(4) Send WATER/FIRE elemental back to its home plane. The elemental's controller can save to prevent.

DEAFNESS TOUCH(4) Deafens target for 4d4+SPI rounds(-2 hit/dodge) Requires a hand-to-hand combat hit.

CONE OF COLD(5) Does 4d6 damage to 1d10 people 30% chance to hit a bystander.

CONJURE WATER ELEMENTAL(5) Summon FIRE elemental SPIx10 Rounds. However, holding the elemental in a plane other than its own requires that you keep control of the elemental. Save vs 20 for control must be made every round before initiative is resolved. Action of an elemental under no control is at the GM's discression.

PAIN TOUCH(5) Pains target for 4d4+SPI rounds(-2 LP/hit/dodge) Requires hand-to-hand hit.

WATER TO POISON(5) 4d6+SPI damage in 2d8 minutes if drunken. Save for half.

WALL OF ICE(5) Create ice wall for 3xSPI m, topple 10xphys%, melts in 3d10 rounds.

BLINDNESS TOUCH(6) Blinds target for 4d4+SPI rounds(-3 hit/dodge) Requires hand-to-hand combat hit.

CALM MINDS(6) Every one within SPIx10 m of caster including caster can only defend and their attention is drawn to caster for 4d6+SPI rounds. Save at -15 for no effect.

PART WATER(6) Create trench SPIx20 m long and 5 m wide for 10xSPI rounds.

ICE BLIGHT(7) Creates blizzard in SPI/2 mile radius for SPI days. Causes 1d8 damage to unprepared characters every hour.

STUN TOUCH(7) Immobilizes target for 4d4+SPI rounds. Requires hand-to-hand hit. Save for no effect. DEATH TOUCH(8) Does 4d8+SPI damage to target. Requires hand-to-hand hit.

TSUNAMI(8) Calls tsunami which comes in 2d8 min and does 4d8+SPI damage to everything along cost 100m up an down from caster. Dodge for half.

HENGEYOKAIAN FLOW: ANIMAL SPEECH(2) Speak to animals of your kind in any form for 3d6+SPI rounds.

DIG(2) Equivalent to EARTH power of the same name.

LEAP(2) Equivalent to AIR power of the same name.

SPEED(2) Triple speed on land for 2d4+SPI rounds. +5 to initiative.

CONTROL ANIMALS(3) Control animals of same type for 3d4+SPI rounds.

FEINT(3) Look like your attacking on one side and strike on the opposite. Does damage as per the move, but the attack is +2 to hit.

IMMOBILIZATION(3) Equivalent to EARTH power of same name.

INSTANT STAND(3) After a fall, quickly get to feet through acrobatics, and thus one attack. Can kick attack someone while getting to feet.

DARKNESS VISION(4) See in the dark up to 100m, including in CREEPING DARKNESS and related flow powers. Take no minuses to combating in dark. Duration is 2d4 hours.

DISAPPEAR/BLEND(4) The ability to match the suroundings and disappear from sight. Can be seen by aura and found by scry. +2 to hit. Lasts 2d6+SPI rounds.

FLY(4) Equivalent to AIR power of the same name.

PRONE FIGHTING(4) The ability to fight while on the ground. All attacks do normal damage and are +1 to hit when using this power. Duration is 3d4+SPI rounds.

BODY HARDENING(5) The hengeyokai becomes as solid as granite. For 3d6+SPI rounds, all bonuses to attacks are doubled. Movement is 1/2 normal. Cannot change forms until power is over.

FIERY EYES(5) Equivalent to FIRE power of the same name.

SIXTH SENSE(5) The caster can see most attack attempts on his blind side and thus get a +2 to defense value. They can also detect when a person as coming up on them invisible. They can sense the general emotion of a character, but not definite actions. (i.e. The wolf is cornered by a man in the forest. He senses that the man wants to harm him, but cannon sense with what the man will harm him with, or even if the man will harm him at all.)

WATER PROTECTION(5) Equivalent to WATER power of the same name.

KANGEIKO(6) The caster can resist cold, and effectively is immune to the effects of CONE OF COLD and ICE BLIGHT. The power lasts 24 hours.

SHOCHU GEIKO(6) The caster can resist heat, and is effectively immune to the effects of FIERY EYES and INCENDIARY CLOUD, and all other forms of heat damage but still takes normal damage from fire. The power lasts 24 hours minutes.

STUN YELL(6) Equivalent to AIR power of the same name.

MARTIAL ART STYLES AND BONUSES: NAME FIST/WEAPON FOOT D.V. THROW HOLD TRIP #ATT BASE 1d6 1d8 --- 1d10 0 -2 0 -------------------------------------------------------------------- APE +3 +3 +1 +2 +2 +2 1 BEAR +4 +2 +0 +2 +4 +1 1 CARP +1 +4 +2 +1 +1 +3 2 CANARY +1 +1 +3 +1 +2 +2 3 CAT +2 +3 +2 +1 +1 +1 3 CHAMELEON +1 +1 +3 +1 +1 +3 3 CRAB +4 +1 +3 +1 +3 +0 2 CRANE +1 +4 +4 +1 +1 +1 2 DOG +2 +3 +1 +1 +2 +1 3 DRAKE +4 +1 +1 +4 +1 +1 2 EAGLE +3 +2 +2 +1 +3 +1 2 ELEPHANT +3 +4 +1 +1 +3 +1 1 FOX +1 +2 +3 +1 +2 +1 3 LEOPARD +2 +2 +3 +2 +2 +1 2 MANTIS +3 +1 +3 +3 +1 +1 2 MONKEY +2 +2 +2 +2 +2 +2 2 RABBIT/HARE +1 +4 +3 +0 +0 +2 3 RAT +2 +1 +3 +2 +3 +1 2 SNAKE +1 +1 +3 +1 +2 +2 3 STEED +2 +3 +3 +2 +1 +1 2 TIGER +3 +3 +2 +1 +2 +1 2 WOLF +2 +2 +3 +1 +3 +1 2 WOLVERINE +2 +1 +3 +1 +2 +1 3 OTHER GM DISCRESSION (14 POINTS)

ATT POINTS

1 1 2 2 3 4

HENGEYOKAI BONUSES: All forms can bite for THROW damage on hit in animal forms.

ANIMAL FORM: +1 BONUS TO SKILL:

APE Climbing BEAR Hunting CARP Swimming CANARY Music CAT Tumbing CHAMELEON Poison Resistance CRAB Swimming CRANE Running DOG Hunting DRAKE Swimming EAGLE Navigation ELEPHANT Intimidation FOX Hunting LEOPARD Snare Building MANTIS Herbalist MONKEY Tumbling RABBIT/HARE Running RAT Poison Resistance SNAKE Alchemy STEED Horsemanship TIGER Hunting WOLF Hunting WOLVERINE Intimidation OTHER GM DISCRESSION

SKILLS: ABILITY STUFF CULTURAL- MASSEUR STR SEN - HAIKU(POETRY) SEN SPI WRITING EQUIPMENT CALLIGRAPHY SEN SPD WRITING EQUIPMENT ETIQUETTE SEN SPI - IKEBANA(FLOWER ARRANGING) SEN SPI FLORAL EQUIPMENT ORIGAMI SEN SPD PAPER UKIO-E(PAINTING) SEN SPI PAINTING SUPLIES BONZAI SEN SPI FLORAL EQUIPMENT JEWELER SEN SPD JEWELER'S EQUIPMENT SILK MAKER SEN SPD - TEA CEREMONY SEN SPI TEA LEAVES HERALDRY SEN STR FLAG MUSIC SEN SPI INSTRUMENT DANCE STR SPD - CHANTING SEN SPI - COMMON/HOUSEHOLD- BREWER SEN SPI BEVERAGES PAPER MAKER SEN SPD - SEAMSTRESS/TAILOR SPI SPD NEEDLES AND THREAD COOKING SEN SPI MESS EQUIPMENT BLACKSMITH STR SEN - CARPENTER STR SEN TOOL BELT AND TOOLS POTTER SPD SEN CLAY STONE MASONRY STR SEN HAMMER AND CHISEL LEATHERWORKER SPD SEN HIDE AGRICULTURE STR SPI FARMING TOOLS ANIMAL HERDING SEN SPI WHIP AND BRANDING IRON SCIENCES- CIVIL ENGINEERING SEN SPI ARCABUS HERBALIST SEN SPI HERBS AND TOOLS ALCHEMY SEN SPI ALCHEMISTRY SET READ/WRITE SEN SPI BOOKS AND PENS SURVIVAL/ADVENTURE- CLIMBING STR SPD - NAVIGATION SEN SPI COMPASS AND MAPS FIRE BUILDING SEN SPD DRY TWIGS SNARE BUILDING SEN SPD ROPE RUNNING SPD STR - POISON RESISTANCE STR SPI - HUNTING/SURVIVAL SEN STR CAMPING GEAR HORSEMANSHIP SPD SPI HORSE JUGGLING SEN SPD FIVE BALLS SEAMANSHIP SPD STR BOAT SEDUCTION SPI STR - SWIMMING SPD STR - TUMBLING STR SPD - INTIMIDATION STR SPI - COMBAT(ART OF DEATH)- PHILOSOPHY(FLOW COMBAT) - - IAIJUTSU - - MARTIAL ART(HAND TO HAND) - - ONE HANDED WEAPON STYLE - 1-H WEAPON TWO HANDED WEAPON STYLE - 2-H WEAPON TWO WEAPON COMBAT STYLE - - THROWN WEAPONS STYLE - THROWING WEAPONS MISSLE WEAPONS STYLE - MISSLE WEAPON SHIELD AS A WEAPON STYLE - SHIELD (IF ALLOWED) IMPROVISED WEAPON STYLE - - DODGE - -

HONOR(OPTIONAL): DESTROYING YOUR FIRST ELEMENTAL OF LOWER ORDER +1 DESTROYING YOUR FIRST ELEMENTAL OF HIGHER ORDER+5 " " OF OPPOSITE "" +3 SUCCESSFUL COMPLETION OF AN APPOINTED MISSION +3 TREASON -40 WINNING A TOURNAMENT +1 SAVING A VILLAGE +2 SAVING A TOWN +3 SAVING A CITY +4 SAVING A FEUDAL TERRITORY +8 SAVING A KINGDOM +10 SAVING A LORD +5 MURDER CLOSE FRIEND OR FAMILY -5 ABILITY SCORES TOTAL MORE TTHAN TWENTY +2 HEROIC DEATH +20 BEING DEFEATED BY A COMMONER -4 DEFEATING POWERFUL MONSTER +1(PER 200 IP VALUE) BEAT A STRONGER OPPONENT IN A DUEL +2 BEAT AN EQUAL OR WEAKER OPPONENT IN A DUEL +1 LOST A DUEL -3 REFUSED A DUEL -5 FLEEING A FIGHT -8 BUSHIDO- BEING GIVEN SAMURAI STATUS BY A NOBLE LORD +10 LEADING A LOSING FORCE IN BATTLE -3 LEADING A WINNING FORCE IN BATTLE +2 LOSS OF QUALITY WEAPON -5 REFUSING ONE LORD -5 TAOISM- BECOMING A MONK +9 PRESERVED "NATURAL" BALANCE +5 HEALING NPCS +2 KILLED UNINVOLVED PERSONS -4 CAUSING AN UN-"NATURAL" FORCE TO GET POWER -6 NINJITSU- ALL BUSHIDO BEING EXCEPTED INTO A NINJA GUILD +10 TRUE IDENTITY DISCOVERED -20 NINJA OFTEN WALK ARE EITHER MASK OR GOING UNDER ONE OF A MILLION DIFERENT PSEUDONYMS FAILING A MISSION -6 UNNECESSARY DEATH ON MISSION -3 SUCCESSFUL MISSION +4 BEING SNEAKY AND GETTING AWAY WITH IT +1 BUDDHISM- BECOMING A ZEN MASTER +9 HELPING PEOPLE ALONG THE PATH OF ENLIGHTENMENT +2 SHINTOISM- BECOMING A KAMI PRIEST +9 GETTING IN FAVOR WITH A KAMI +1 LOSING FAVOR OF A KAMI -2 EFFECTS (HONOR-15)% CHANCE OF PEOPLE MEETING YOU FOR THE FIRST TIME KNOWING OF YOUR DEEDS. HONOR BONUS: 25 GIVEN HIGH PHILOSOPHY STATUS(SAMURAI, NINJA, ETC.) 50 YOUR CHARACTER BEGINS APPEARING IN LOCAL LEGENDS 75 CHARACTER IS SPONCERED A VERY HIGH LORD 100 YOUR CHARACTER IS VIEWED AS A MESSENGER FROM OR A GOD BY MANY AND HAS A FOLLOWING OF 4D6 WORSHIPERS 100+ FOR EVERY TEN POINT OVER 100 YOUR CHARACTER GETS ANOTHER WORSHIPER AND AFTER THIS CHARACTER MOVES ON, YOUR NEXT CHARACTER WILL GET 1 POINT PER WORSHIPER

Exceptional Strength Bonus Table:

STR BONUS TO DAMAGE 0-2 -2 3-4 -1 5-6 0 7-8 +1 9-10 +2 11-12 +3 13-15 +4 16-18 +5 19+ +7

COMBAT: LIFE POINTS = STR x 3 POWER POINTS = SPI x 3 ROUND = 30 Seconds ALL TIES IN COMBAT GO TO THE ATTACKER.

COMBAT WITH MELEE WEAPONS: ATTACK VALUE = 1d10 + SPD + STR + WEAPONS SKILL #ATT = NUMBER ATTS * WEAPON MULTIPLIER STANDARD OFFHANDED/TWO WEAPON ADJUSTMENTS DAMAGE = BY WEAPON + MARTIAL ART FIST BONUS + STR BONUS DEFENDING = DEFENSE VALUE

COMBAT WITH MISSLE WEAPONS: ATTACK VALUE = 1d10 + SPD + SEN + WEAPONS SKILL #ATT = NUMBER ATTS * WEAPON MULTIPLIER STANDARD OFFHANDED/TWO WEAPON ADJUSTMENTS DAMAGE = BY WEAPON DEFENDING = DEFENSE VALUE

COMBAT WITH FLOW: ATTACK VALUE = 1D10 + SPI + SEN + MAIN PHILOSOPHY SKILL #ATT=#ATT NO OFF-HAND/TWO WEAPON COMBAT ALLOWED DEFENDING = SAVE

HAND-TO-HAND COMBAT: ATTACK VALUE = 1D10 + SPD + SPI + MARTIAL ART SKILL + MOVE MODIFIER #ATT=#ATT+1 IN ORDER TO THROW MUST GRAB FIRST. KICKS ARE -3 TO INITATIVE STANDARD OFFHANDED/TWO WEAPON ADJUSTMENTS(+ 2 TO INIT) DAMAGE = BY MOVE + MOVE MODIFIER DEFENDING = DEFENSE VALUE

TWO WEAPON COMBAT: ATTACK VALUE=1D10 + SEN + SPD + (TWO WEAPON COMBAT +OTHER SKILL)/2 CAN COMBINE INIT MOD GRAB/ONE HANDED WEAPON(+ 1 TO WEAPON IF GRAB HITS) -2 GRAB/FIST(+ 3 TO FIST IF GRAB HITS) -1 GRAB/KICK(+ 3 TO KICK IF GRAB HITS) -4 ONE HANDED WEAPON/FIST -3 ONE HANDED WEAPON/KICK -6 ONE HANDED WEAPON/SWEEP -5 ONE HANDED WEAPON/SHIELD RUSH -2 ONE HANDED WEAPON/THROWN WEAPON(2 THROWN/MELEE ATT) -3 ONE HANDED WEAPON/ONE HANDED WEAPON -3 FIST/FIST -2 FIST/KICK -5 FIST/SWEEP -4 FIST/THROWN WEAPON(2 THROWN/MELEE ATT) -2 DAMAGE = BY MOVE DEFENDING = DEFENSE VALUE

INTIMIDATION COMBAT INTIMIDATION FACTOR = INTIMIDATION + STR + SPD + 1D10 VALUES WITHIN 5 OF EACH OTHER ARE CONSIDERED TIES(NO LOSER) LOSER CAN: (After losing 1 honor) FORFEIT CONSIDERED LOSS(NOT FLEEING A FIGHT OR RUFUSING DUEL) -OR- FIGHT AT -3 HIT, DODGE AND INITIATIVE

DEFENSE VALUE = 1d10 + SPD + DODGE SKILL + ARMOR + MARTIAL ART BONUS

SAVE = 1d10 + SEN + SPD + STR SAVES FLOW = FLOW ATTACK VALUE TRAPS = 25 BACKSTAB = STEALTH ROLL SEDUCTION = SEDUCTION ROLL STARVATION = # OF DAYS WITHOUT FOOD/2 DEHYDRATION = # OF DAYS WITHOUT DRINKx6 FEAR = VARIES (ROUNDS STUNNED = AMOUNT SAVE MISSED BY)

INITIATIVE = SPD + IAIJUTSU + 1D10 ROLL INITIATIVE FOR EACH ATTACK

WEAPONS: ARMOR: TYPE DAMAGE #ATT NAME DODGE 1 HANDED 1d8 x1 SHIELD +1 2 HANDED 1d10 x1(-5 INIT) LEATHER +2 MISSILE 1d6 x2 WOOD +3 OFF HAND 1d6 x1 CHAIN +4 THROWN 1d4 x3 SHIELD 1D4 x1 IMPROVISED 1 HANDED 1D6 x1 2 HANDED 1D8 x1(-5 INIT) THROWN 1D4 x2 UNUSUAL WHIP 1D4 x1 +1 TO HOLD LASSO 1 x1 +2 TO HOLD ANCIENT GUN 1D12* /6 * ON A 12 ADD ANOTHER 1D12* TO DAMAGE DONE

ATTRIBUTE ADVANCEMENT: IP REQUIRED = 100 x ATTRIBUTE SCORE