Aiki Giving out Aiki All the players including the GM awa rd Aiki to acting players based on a few guidelines:
Did the player express their character’s Fates? Give them Aiki
After the skill roll
for 3 Kiai each
Special Actions
Using Aiki
Make a Fate roll - For each Aiki spent roll
Empathy using your highest fate as a skill and gain the resulting successes as Kiai
Take or give a new Fate - For each Aiki spent
create a new Fate for you or another player, in that case give the Aiki to the other player
During a Scene
Use Aiki as Kiai - Can be used as Kiai 1 for 1
Raise Attributes - 10 Kiai for 1 Attribute Point.
Possible at any time except for armour that must be upgraded during the Intermission phase
Kiai
Gain Equipment - See Equipment Section for
equipment costs. Possible at the Intermission phase or in a Scene with GM permission
Make a Fate roll - You can spend Aiki to make a
single Fate roll in a scene or in combat as an action, you must use the most relevant Fate at that moment
Emotion Matrix Shift - For each Kiai spent you can move an Emotion Matrix result left, right, up or down
Permanent Bonuses
(Does NOT count as Spent Kiai)
Protect - For 1 Kiai protect a character, if before
the defence roll is made you can make the defence roll for the other character, if after then you take the damage as is instead. In any case no counter-attack is possible
During an Intermission
Multiple Combat Actions - For each Kiai spent
you can take an additional combat action at the end of the round
another’s, but rather against their own skills
Gain New General Skills - 5 Kiai to raise a General Skill from 1 to 2. Possible at any time
Gain New Specialist Skills - 5 Kiai to raise a
Temporary Bonuses
Specialist Skill from 1 to 2. Possible during the
Before the skill roll
Intermission phase
Dice Boost - For each Kiai spent gain 1 die to
add to the roll
Skill Boost - You can raise the level of a skill up to 4 for 3 Kiai per level
Karma
Interrupt Action - For 2 Kiai you can interrupt
another character action and act before they do, only the first interruption is valid and if in combat you have to buy an additional action
Did the player acting in the scene entertain you? Give them Aiki Don’t judge one player’s role -playing based on
Success Boost - You can buy additional successes
Raise Skills - See Skills Section fo r skill costs.
Possible at any time but requires GM permission for rank 5 Skills
All Spent Kiai becomes Karma at the start of the Intermission phase If character's Karma raises over 108 the character becomes an Asura Karma can only be reduced by sublimating or rewriting Fates
Fates
Destiny - Special Fate Given by the GM which is
the character initial role in the scenario
Each has a rank between 2 and 5 Depending on rank Fates have an associated cost (Rank 2 = 0 Cost, Rank 3 = 10 Cost, Rank 4 = 30 Cost, Rank 5 = 70 Cost) The total cost of your Fates cannot be higher than your Karma Higher Fates help generating more Kiai during the Intermission phase More Fates help getting more Aiki for roleplaying Can be sublimated or rewritten during the Intermission phase to decrease Karma
Basic Combat
Attacking and Damage
Health and Damage
Initiative Phase:
Attacks and Counter-Attacks
Characters act in order of highest Agility (if tied Body then Senses then Knowledge)
4) The Attacker rolls an appropriate skill for the attack action o BODY:UNARMED COMBAT o AGILITY:MELEE WEAPONS o SENSES:MARKSMAN 5) The Defender rolls an appropriate skill for the defence action o Against physical attacks (Unarmed, melee weapons or physical projectiles) BODY:UNARMED COMBATS AGILITY:MELEE WEAPONS AGILITY:EVASION o Against non-physical attacks (Fire, acid, electricity, spiritual force, explosives) AGILITY:EVASION 6) Count the number of successes of each roll and compare them o Attacker’s Successes > Defender’s Successes Attacker hits dealing damage equal to the difference plus the Damage Rating of his weapon o Attacker’s Successes = Defender’s Successes Both the Attacker and Defender fail to hit each other o Attacker’s Successes < Defender’s Successes Defender counter-attacks and hits dealing damage equal to the difference plus the Damage Rating of his weapon
When you take damage, you decide how to split it between two pools: Vitality and Wounds
Characters Turns:
1) Declare Special Action o Rest - Gain 1 point of Vitality back, no actions o
2) 3)
4) 5)
Wait - Delay you turn. If multiple waiting
characters try to act at the same time use normal initiative for them o Moment of Truth - See Moment of Truth Section for details Move up to Agility x 10 in meters Take an Action o Attack - See Attacking and Damage Section o Special Ability - Onmyojutsu, Samurai Form, The Butterfly Dream, Wormcharm, Resonance, Buddhist Magic, Ninjutsu, Arts of War, Shinto Magic and Yohjutsu o Fate Roll - Roll EMPATHY:FATE with the most appropriate Fate and gain Kiai o Cheer On - Encourage a character you have a Fate with and give him up to your Empathy score in Aiki Chits (Can trade 3 Kiai for 1 Aiki but it counts as Spent Kiai) Half-Action o Simple action, less than 5 seconds long Interaction Phase o Lasting Damage is recorded o Passing out or dying due to Wounds o Regeneration of Vitality or Wounds o Shiki spirit appearing after a summoning, or disappearing when dispelled
Vitality
Represents the ability to stay conscious
Damage in Vitality represents bruises, flesh
wounds, fatigue, weariness and similar
If the Attacker uses SENSES:MARKSMAN or the Defender uses AGILITY:EVASION there is no counter-attack
You can choose to take all the damage to Vitality and going to negative Vitality, this has no additional adverse effects PCs will never die after going to 0 or lower Vitality unless the Dead Box is checked or player permission is given to kill the character NPCs at 0 Vitality can be put out of their misery by the PCs Outside of combat Vitality regenerates at the rate of 1 point per minute
Wounds
When Vitality goes to 0 or lower the character becomes unconscious and will stay so until sometime after the fight
Represents deep cuts, painful stabs, broken bones, torn muscles and similar The more severe Wound type you have checked give you an effect Only one wound effect is active at a time The more severe Wound type determines the Difficulty of healing actions on the character There are 4 types of wounds with relative effects: 1. Light Wounds No effect Healing Difficulty: 1 2. Heavy Wounds
+1 Bonus die to all your rolls Healing Difficulty: 2 3. Critical Wounds +2 Bonus die to all your rolls Lose 1 Vitality every Interaction Phase while in combat (Cannot lower Vitality to less than 1) Lose 1 Vitality every minute while not in combat Healing Difficulty: 3 4. Dead Box +3 Bonus die to all your rolls If Vitality goes to zero or less when the Dead box is checked the character dies Characters never die unless the Dead Box is checked When it's checked it absorbs all the damage from that attack Healing Difficulty: No healing possible (In combat) / Same as other Wounds or 1 if no other Wounds (Outside of combat)
Healing Damage and Soul In Combat SENSES:FIRST AID rolled against the healing
Outside of combat Vitality recovers at the rate of 1 point per
minute
If the character has Critical Wounds he will lose 1 Vitality every minute and eventually fall unconscious Soul recovers at the rate of 1 point per hour
Sneak Attack o The Attacker must be hidden, disguised or invisible o Roll the attack as normal o The defender cannot counter-attack o If the attacker hits he deals damage equal to ALL his successes plus the Damage Rating Soulgem Melee Weapons When the Attacker hits he can fire up to the rate of fire of the weapon in Soulgems o Each Soulgem fired adds +1 Damage to the attack o
stop the Critical Wound Vitality drain
Aiuchi Declared by the defender o The Attacker automatically hits first and deals damage equal to ALL his successes plus the Damage Rating o If the Defender is still standing then he automatically hits first and deals damage equal to ALL his successes plus the Damage Rating o BOTH the Attacker and the Defender MUST use the BODY attribute for this attack
Ranged Weapons o When making an attack with a ranged weapon you can make additional attacks up against multiple targets or the same ta rget
The total number of attacks must be equal or lower of the rate of fire of the weapon Roll only once and compare with each Defender Add +1 Damage for each attack after the first against the same target (Max +2)
Other Damage Can be reduced with an appropriate skill o Falling Damage Damage: Height in meters Resist with: Movement o Poison/Fire/Acid/Cold Damage Damage: Varies Resist with: Willpower o Explosive Damage Damage: Varies Resist with: Evasion o Continual Damage can be resisted each turn o
o
SENSES:FIRST AID rolled against Difficulty 3 can
o
Special Combat Rules
SENSES:FIRST AID can be rolled each day to heal
Difficulty (Minimum 1) can be used to return an unconscious character to battle with 1 Vitality
o
healing difficulty and heal that many Wounds
o
Wounds : count the successes, subtract the
A full day's rest or relaxation (carousing, gambling, hot-spring episode, etc.) will recover full Soul
Strategy Once per Act you make an STATION:STRATEGY roll and bank the number of successes as bonus dice o Represents expert plan creation, setting up strategies to win skirmishes and the like o At any time during the Act, a strategist can award some or all of these dice to their allies or even use these dice themselves o The strategist should describe, how their actions or strategies led to this a dvantage o All remaining dice are lost at the end of the Act o