masteryupdate

High Skills

Acting (Awareness)
Emphasis: Clan, Gender, Profession’

Mastery
Rank 3: The TN to create a disguise is reduced by 5.
Rank 5: The TN to create a disguise is reduced by 10 (total).
Rank 7: The TN to create a disguise is reduced by 15 (total).
Rank 10: The TN to create a disguise is reduced by 20 (total).

Artisan (Awareness)
Emphasis: Varies

Mastery
Rank 5: The character gains a free raise while using the skill.
Rank 10: While taking raises to the roll, if you fail the roll but succeed the original TN, the roll succeeds.

Calligraphy (Intelligence)
Emphasis: Cipher, High Rokugani’

Mastery
Rank 3: The character gains a bonus of +5 when attempting to break a code or cipher.
Rank 5: The character gains a total bonus of +10 when attempting to break a code or cipher.
Rank 7: Different written languages can be translated with cipher emphasis.
Rank 10: The character gains a total bonus of +15 when attempting to break a code or cipher.

Courtier (Awareness)
Emphasis: Gossip, Manipulation, Rhetoric’

Mastery
Rank 3: The character gains an additional +3 Insight above the total normally indicated by his Rings and Skill Ranks.
Rank 5: The character gains a bonus of +1k0 to the total of all Contested Rolls made using Courtier.
Rank 7: The character gains an additional +7 Insight above the total norntally indicated by his Rings and Skill Ranks (in addition to the bonus from Rank 3).
Rank 10: The character gains a bonus of +0k1 to the total of all Contested Rolls made using Courtier.

Divination (Intelligence)
Emphasis: Astrology, Kawaru’

Mastery
Rank 5: A second Divination Skill Roll may be made without the cost of spending a Void Point. All other conditions for making the second Skill Roll still apply.
Rank 10: The divinations are not so vague anymore. (subject to GM´s discretion.)

Empathy (Awareness)
Emphasis: Emotion, Interrogation, Personalities’

Mastery
Rank 3: A second attempt to use an Emphasis may be made without an increase in the original TN.
Rank 5: The character gains a bonus of +5 to the total of any Contested Roll made using empathy.
Rank 7: A third attempt to use any Emphasis may be made even if the second attempt fails.
Rank 10: The character gains a total bonus of +10 to the total of any Contested Roll made using empathy.

Etiquette (Awareness)
Emphasis: Bureaucracy, Conversation. Courtesy’

Mastery
Rank 3: The character gains an additional +3 Insight above the total normally indicated by his Rings and Skill Ranks.
Rank 5: The character gains a bonus of +1k0 to the total of all Contested Rolls made using Etiquette.
Rank 7: The character gains an additional +7 Insight above the total normally indicated by his Rings and Skill Ranks (in addition to the bonus from Rank 3).
Rank 10: The character gains a bonus of +0k1 to the total of all Contested Rolls made using Etiquette.

Games (Various)
Emphasis: Varies

Mastery
Rank 5: The character gains a free raise while using the skill.
Rank 10: The character gains an additional free raise while using the skill.

Investigation (Perception)
Emphasis: Interrogation, Notice, Search’

Mastery
Rank 3: A second attempt to use the Search Emphasis may be made without an increase in the original TN.
Rank 5: The character gains a bonus of +5 to the total of any Contested Roll made using investigation.
Rank 7: A third attempt to use the Search Emphasis may be made even if the second attempt fails.
Rank 10: The character gains a total bonus of +10 to the total of any Contested Roll made using investigation.

Lore (Intelligence)
Emphasis: Varies

Mastery
Rank 5: The character gains a free raise while using the skill.
Rank 10: While taking raises to the roll, if you fail the roll but succeed the original TN, the roll succeeds.

Medicine (Intelligence)
Emphasis: Antidotes, Disease. Herbalism, Non-Humans, Wound Treatment’

Mastery
Rank 5: The amount of Wounds healed on a successful Medicine roll is increased by +1k0.
Rank 10: The amount of wounds healed on a succesful Medicine roll is increased by +0k1.

Meditation (Void)
Emphasis: Fasting, Void Recovery’

Mastery
Rank 3: A successful Meditation Skill Roll restores up to 2 Void Points.
Rank 5: The TN for all Meditation (Fasting) Skill Rolls is reduced by 5.
Rank 7: A successful Meditation Skill Roll restores up to 3 Void Points.
Rank 10: A successful Meditation Skill Roll restores all missing Void Points.

Perform (Various)
Emphasis: Varies

Mastery
Rank 5: The character gains a free raise while using the skill.
Rank 10: While taking raises to the roll, if you fail the roll but succeed the original TN, the roll succeeds.

Sincerity (Awareness)
Emphasis: Honesty, Deceit’

Mastery
Rank 5: The character gains a bonus of +5 to the total of all Contested Rolls made using Sincerity.
Rank 10: The character gains a total bonus of +10 to the total of all Contested Rolls made using Sincerity.

Spellcraft (Intelligence)
Emphasis: Importune, Spell Research’

Mastery
Rank 5: The character gains +1k0 on Spell Casting Rolls.
Rank 10: The character gains an additional +1k0 on Spell Casting Rolls.

Tea Ceremony (Void)
Emphasis: None’

Mastery
Rank 5: All participants regain 2 Void Points rather than 1.
Rank 7: All participants regain 3 Void Points rather than 2.
Rank 10: All participants regain all missing Void Points.

Bugei Skills

Athletics (Strength)
Emphasis: Climbing, Running. Swimming, Throwing’

Mastery
Rank 3: Moderate Terrain no longer impedes movement, and movement across Difficult Terrain reduces the character’s Water Ring by 1 instead of 2.
Rank 5: The character no longer suffers movement penalties regardless of terrain.
Rank 7: The character may add 5 feet to the total of one Move Action per Round (this does not increase his maximum possible movement per round).
Rank 10: Character´s Water Ring is considered to be 1 higher when calculating the distance he moves.

Battle (Perception)
Emphasis: Mass Combat, Skirmish’

Mastery
Rank 5: The character adds his Battle Skill Rank to his Initiative Score during skirmishes.
Rank 10: All character´s allies add their own Battle Skill Rank to their Initiative Score during skirmishes.

Defense (Reflexes)
Emphasis: None’

Mastery
Rank 3: The character may retain the result of a previous Defense / Reflexes roll rather than make a new roll if the Full Defense Stance is being maintained in subsequent rounds.
Rank 5: The character’s Armor TN is considered 3 higher in the Defense and Full Defense Stances.
Rank 7: One Simple Action may be taken while in the Full Defense Stance (no attacks may be made).
Rank 10: The character may act normally in the Full Defense Stance (no attacks may be made).

Horsemanship (Agility)
Emphasis: Gaijin Riding Horse. Rokugani Pony, Utaku Steed’

Mastery
Rank 3: The character may utilize the Full Attack Stance when on horseback.
Rank 5: Mounting a horse is a Simple Action rather than a Complex Action, arid dismounting is a Free Action rather than a Simple Action.
Rank 7: Mounting a horse is a Free Action rather than a Simple Action.
Rank 10: the character gains +1k0 to all attack rolls while on horseback.

Hunting (Perception)
Emphasis: Survival, Tracking, Trailblazing’

Mastery
Rank 5: The character receives a bonus of +1k0 to the total of all Stealth Skill Rolls made in wilderness environments.
Rank 10: The character receives a bonus of +0k1 to the total of all Stealth Skill Rolls made in wilderness environments.

Iaijutsu (Reflexes)
Emphasis: Assessment, Focus’

Mastery
Rank 3: Readying a katana is a Free Action rather than a Simple Action.
Rank 5: During an laijutsu Duel, the character gains one Free Raise on his laijutsu (Focus) / Void roll during the Focus Stage.
Rank 7: During the Assessment portion of an laijutsu Duel, the character gains a bonus of +2k2 to the total of all Focus Rolls if his Assessment roll exceeds his opponent’s by 10 or more (instead of the normal +1k1).
Rank 10: The character gains a bonus of +1k1 to damage rolls in a Iaijutsu duel.

Jiujutsu (Agility)
Emphasis: Grappling, Improvised Weapons, Martial Arts’

Mastery
Rank 3: The damage of all unarmed attacks is increased by 1k0.
Rank 5: Use of Jiujutsu confers a Free Raise toward initiating a Grapple.
Rank 7: The damage of all unarmed attacks is increased by +0k1 (
1k1 total).
Rank 10: The damage of all unarmed attacks is increased by an additional 1k0. (2k1 in total).

Weapons (Various)
Emphasis: Varies

Mastery
Rank 5: Weapon can be drawn or readied as a free action instead of a simple action.
Rank 10: Damage dice explode on a result of 9 and 10 when using the weapon.

Chain Weapons (Agility)
Emphasis: Kusarigarna. Kyoketsu-shogi, Manrikikusari’

Mastery
Rank 3: Characters wielding a chain weapon gain a bonus of +1k0 on Contested Rolls against opponents who are entangled or Grappled via their weapon.
Rank 7: Use of a chain weapon confers one Free Raise toward use of the Disarm or Knockdown Maneuvers.

Heavy Weapons (Agility)
Emphasis: Dai Tsuchi, Masakari, Ono, Tetsubo’

Mastery
Rank 3: Use of a heavy weapon confers one Free Raise toward use of the Knockdown Maneuver.
Rank 7: Damage dice explode on a result of 9 and 10 when using heavy weapons.
Rank 10: Opponents with a Reduction rating have their rating reduced by 3 when attacked with a heavy weapon.

Kenjutsu (Agility)
Emphasis: Katana, Ninja-to, No-dachi, Parangu, Scimitar, Wakizashi’

Mastery
Rank 3: The total of all damage rolls made with a sword is increased by 1k0.
Rank 7: Damage dice explode on a result of 9 and 10 when using a sword.
Rank 10: The character can use a single void point to add +1k1 to damage rolls while using swords. The character can use total of 2 void points while using a katana to add +2k2 to damage rolls.

Knives (Agility)
Emphasis: Aiguchi, Jute, Kama, Sai, Tanto’

Mastery
Rank 3: Off-hand penalties do not apply when using a knife.
Rank 7: Use of any knife confers a Free Raise toward use of the Extra Attack Maneuver.

Kyujutsu (Reflexes)
Emphasis: Dai-kyu, Han-kyu, Yumi’

Mastery
Rank 3: Stringing a bow for use is a Simple Action rather than a Complex Action.
Rank 5: The maximum range of any bow is increased by 50’.
Rank 7: When using any bow, the Strength of the bow is increased by 1.

Ninjutsu (Agility or Reflexes) Considered as a low skill.
Emphasis: Blowgun, Shuriken. Tsubute’

Mastery
Rank 3: The damage of all ninjutsu weapons is increased by 1k0.
Rank 5: Dice on damage rolls made for ninjutsu weapons explode normally (Ninjutsu weapon damage dice do not normally explode due to equipment rules).
Rank 7: The damage of all ninjutsu weapons is increased by +0k1 (
1k1 total).

Polearms (Agility)
Emphasis: Bisento, Nagamaki, Naginata, Sasumata, Sodegarami’

Mastery
Rank 3: A character wielding a polearm gains a bonus of +5 to his Initiative Score.
Rank 7: Damage rolls made with polearms against mounted or significantly larger opponents is increased by +1k0.

Spears (Agility)
Emphasis: Mai Chong, Kumade, Lance, Nage-yari, Yari’

Mastery
Rank 3: Damage rolls made with spears against mounted or significantly larger opponents is increased by +1k0.
Rank 7: During the first round of a skirmish, a character wielding a spear may ignore 3 points of Reduction when making melee attacks against his opponent.

Staves (Agility)
Emphasis: Bo, Jo, Machi-kanshisha, Nunchaku, Sang Kauw, Tonfa’

Mastery
Rank 3: Opponents’ armor bonuses are no longer doubled against staff attacks.
Rank 7: Staves that are large confer one Free Raise toward use of the Knockdown Maneuver. Staves that are small gain a bonus to damage rolls equal to +1k0.

War Fan (Agility)
Emphasis: None’

Mastery
Rank 3: Off-hand penalties do not apply when using a war fan.
Rank 5: When using a war fan, the wielder’s Armor TN is increased by 1.
Rank 7: When using a war fan, the wielder’s Armor TN is increased by +2 (
3 total).
Rank 10: When using a war fan, the wielder’s Armor TN is increased by 2 (5 total).

Merchant Skills

Animal Handling (Awareness)
Emphasis: By animal (Dogs, Horses, and Falcons are the most common)’

Mastery
Rank 3: Commonly domesticated animals such as dogs, horses, or falcons may be trained for use by others.
Rank 5: Trained animals still in possession of the trainer may be commanded to attack a target of his choosing. The animal will flee for its life if badly wounded regardless of commands issued.
Rank 7: Animals trained by the character may be issued commands non-verbally.
Rank 10: Animals trained by the character are extremely loyal and will not flee regardless of circumstances.

Commerce (Intelligence)
Emphasis: Appraisal, Mathematics’

Mastery
Rank 5: The character may increase or decrease the price of an item he is buying or selling by a maximum of 20%.
Rank 10: The character may increase or decrease the price of an item he is buying or selling by a maximum of 33%.

Craft (Various)
Emphasis: Varies

Mastery
Rank 5: The character gains a free raise while using the skill.
Rank 10: While taking raises to the roll, if you fail the roll but succeed the original TN, the roll succeeds.

Engineering (Intelligence)
Emphasis: Construction, Siege’

Mastery
Rank 5: The character gains a bonus of +5 to the total of any Engineering Skill Roll made as part of a Cooperative or Cumulative Skill Roll.
Rank 10: The character gains a total bonus of +10 to the total of any Engineering Skill Roll made as part of a Cooperative or Cumulative Skill Roll.

Sailing (Agility or Intelligence)
Emphasis: Knot-work, Navigation’

Mastery
Rank 5: the character gains a bonus of +5 to the total of any Sailing Skill Roll made as part of a Cooperative or Cumulative Skill Roll.
Rank 10: the character gains a total bonus of +10 to the total of any Sailing Skill Roll made as part of a Cooperative or Cumulative Skill Roll.

Low Skills

Forgery (Agility)
Emphasis: By type of item being forged (Artwork, Documents. Personal Seals, etc.)’

Mastery
Rank 3: The character gains a bonus of +1k0 to his Forgery Skill Roll result for the purposes of establishing the TN of an Investigation / Perception Skill Roll to detect it.
Rank 5: The character gains a bonus of +1k0 on any roll to detect a forgery made by someone else.
Rank 7: The character gains a bonus of +0k1 (for a total of +1k1) to his Forgery Skill Roll result for the purposes of establishing the TN of an Investigation / Perception Skill Roll to detect it.
Rank 10: The character gains a bonus of +0k1 (for a total of +1k1) on any roll to detect a forgery made by someone else.

Intimidation (Awareness)
Emphasis: Bullying, Control, Torture’

Mastery
Rank 5: The character gains a bonus of +5 to the total of any Contested Roll made using Intimidation.
Rank 10: The character gains a total bonus of +10 to the total of any Contested Roll made using Intimidation.

Sleight of Hand (Agility)
Emphasis: Conceal. Escape, Pick Pocket, Prestidigitation’

Mastery
Rank 5: The character may use the Conceal Emphasis to conceal small weapons.
Rank 10: A second attempt can be made while using the skill, without raising the original TN.

Stealth (Agility)
Emphasis: Ambush, Shadowing, Sneaking, Spell Casting’

Mastery
Rank 3: A character’s Simple Move Actions while using Stealth allow him to move a distance equal to his Water x 5.
Rank 5: A character’s Simple Move Actions while using Stealth allow him to move a distance equal to his Water x 10.
Rank 7: A character using Stealth may make Free Move Actions as normal.
Rank 10: The character can try to use Stealth while observed.

Temptation (Awareness)
Emphasis: Bribery, Seduction’

Mastery
Rank 5: The character gains a bonus of +5 to the total of any Contested Roll made using Temptation.
Rank 10: The character gains a total bonus of +10 to the total of any Contested Roll made using Temptation.

masteryupdate

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