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Adjusted Skills

Posted: Thu Apr 18, 2024 8:48 pm
by Cearnach
The rules for Medicine will be those of 3rd Edition, modified as follows:
This Skill is used to cure various ailments and injuries. The most common application is to cure Wounds. A Medicine Kit is needed to use the Medicine Skill. The contents of a Medicine Kit allow fifty uses of the Medicine Skill before they must be replaced.
A given person may have his Wounds treated only once per day. To do so, you must spend three rounds tending his Wounds, during which time neither of you may move, and roll a Medicine/Intelligence (Wound Treatment) roll vs TN 15. If this roll is successful, you heal 1k1 wounds. You may Raise for +1k0 for each raise called.

Mastery Abilities
Rank 3: You roll an additional die when determining how many Wounds you treat. You may treat the Wounds of someone who has already been treated once today
Rank 5: You keep an additional die when determining how many wounds you treat.
Rank 7: You roll an additional die when determining how many Wounds you treat.
Rank 10: You keep an additional die when determining how many Wounds you treat.

Iaijutsu and Kenjutsu
There is no Iaijutsu skill. Kenjutsu is the skill for all swordplay, including duels. All emphases of iaijutsu (strike, focus, assessment) are now emphases of kenjutsu. Any school ability or kata that references iaijutsu now reads 'kenjutsu.' This means that schools that have both Iaijutsu and Kenjutsu skills begin with rank 1 in a High or Bugei skill. The rules for dueling remain otherwise unchanged; those things which can only be done or must never be done in a duel remain as they are.

The Mastery abilities for Kenjutsu now read:
Rank 3: +1k0 to damage, you may draw a katana or wakizashi as a free action.
Rank 5: During an Iaijutsu Duel, the character gains one Free Raise on his Iaijutsu (Focus) / Void roll during the Focus Stage.
Rank 7: Damage dice explode on a result of a 9 and 10 when using a sword.