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Yodotai Families Hanif, Magic Resistance 4 Grekoi, +1 Intelligence.

The Grekoi are a great example of the lengths to which the Yodotai will go to avoid water after First Crusade. The Grekoi were across a small sea from the Yodotai civilization, perhaps 20 miles away or less. The sea could have been easily crossed. Instead the Yodotai sent their troops through five hundred miles of dense forest and high mountains as a display of strength to the Grekoi. It worked incredibly well and only after one battle the Grekoi capitulated and joined the Yodotai. The Grekoi are a philosophical people, more interested in the sciences and the nature of the relationship between humans and the gods than they are warfare. Their culture adapted quickly to the Yodotai and their engineering and scientific feats were turned to a more military outlook. Since then the Grekoi have served loyally with the Yodotai and proven their worth numerous times. Cartagi, +1 Willpower. The Cartagi were one of the toughest fights the Yodotai ever faced. Five hundred years ago the Cartagi and Yodotai first came into contact with one another. Both were mighty empires by that time that were intent upon expanding and so the meeting came to blows almost immediately. War raged for 30 years and for a time it looked as though the Yodotai might actually lose. The death of the then Warlord, Scipius, refueled the Yodotai efforts then, and victory eventually became theirs. The Cartagi are a mostly sea-faring race, which was part of the reason the Yodotai had such difficulty with them. Since their defeat, the Cartagi have maintained a small defensive fleet that is maintained by the remains of the Cartagi people. Gallim, +1 Strength. Until the defeat of the Senpet, the Gallim had been the latest acquisition by the Yodotai. A semi-nomadic people, the Gallim were fairly quickly overrun by the Yodotai war machine, but that does not mean they were quickly adopted into the fold. The Gallim are a proud people that generally prefer not to have outsiders interfere with their lives, and so the Yodotai rule was a thorny element for a long time. Many Gallim tribes continue to be nomadic in nature, traveling where they please, though taxes and tribute are still given to the Yodotai periodically. Mostly the Yodotai let such excesses go so long as they follow their gods and pay the taxes. It would be incorrect to say that the Yodotai have tamed the Gallim. (("But Caius!" I hear you cry, "Why would you give the Yodotai more families?" Simple, an empire as large as the Yodotai Empire cannot be monolithic. They even state that for the most part cultures survive being absorbed by the Yodotai. Rokugan is probably a tenth of the size the Yodotai Empire is, and has dozens of different family bonuses that you could have; I'm just evening things out some.)) Yodotai Schools

Yodotai Legionary School (Warrior)


The Yodotai Legionnaire serves as the foundation of the Yodotai armies and is by far the most common type of Yodotai warrior. The Legionnaire trains from childhood to become a soldier who will prove himself worthy of fighting alongside legends. The training procedures prepare the Legionnaire for all situations and drill the maneuvers into his

head. Because of the Yodotai training masters vigilance, the Legionnaire instinctively knows how to react to every military situation and does not falter in the face of the greatest of terrors. The Yodotai Legionnaire class encompasses several different types of units that serve under the Yodotai banner. Those who have reached the first or second Rank of the School are little more than boys. These sixteen- to seventeen-year-old soldiers fight together in units called the Hastati. Once these soldiers accrue more experience in battle, they graduate into units of Principes. These third and fourth Rank warriors rush into battle after the Hastati; the Hastati thus fight under the watchful eyes of the Principes, making them all the more determined to succeed in front of their mentors. Warriors who reach the fifth Rank guide the rest of the soldiers, serving as sergeants and commanders. They fight on the front lines and mold the young Hastati into fearsome soldiers. The Yodotai Empire has expanded over thousands of miles and hundreds of cultures. Each new engagement gives the Yodotai army a chance to learn, facing strange new tactics and discovering how to defeat them. After each conquered nation, the Yodotai army grows only stronger as they merge the best of these tactics into the Yodotai Way of War. It is a testament to Yodotai intelligence and strength that the core formation of the Yodotai army has never changed; the Yodotai Legionnaire has never been found wanting. Benefit: +1 Agility Skills: Battle, Defense, Horsemanship, Lore: Yodotai History, Swordsmanship (Gladius), Spears, any one Skill. Integrity: 2.5 Outfit: Lorica segmentata, gladius, shield (scutum or parma), 2 pila, sandals, tunic, toga, travel pack, and 5 copper. Techniques: Rank 1: Tortoise Formation The Yodotai Legionnaires are taught to use a shield with their weapon. You do not receive penalties to your attack rolls as a result of carrying any type of Yodotai shield. As a Simple Action, you may choose to form the Tortoise stance, increasing your TN to be Hit by your School Rank x 5 against all ranged attacks. Finally, you add your Fire Ring to all attack rolls. Rank 2: In Close Quarters Yodotai legionaries excel in close combat. He blocks attacks with his shield, while pushing close to the enemy and stabbing them with his gladius. A number of times per day equal to your School Rank, if an enemy misses you while you are in the Full Defense posture, you may immediately counterattack. You switch to the Attack posture. Your attack roll is increased by 2x your School Rank. If the attack succeeds, you roll two extra dice to the damage roll of this attack. This attack counts as your action for the turn if you have not already performed an action. Additionally, you add your Earth Ring to all damage rolls. Rank 3: Deadly Strike Yodotai legionaries learn to start combat by throwing their pilum with deadly accuracy and then closing in, gladius in hand. You gain an additional attack per round. You may

draw a gladius as a Free Action in any round where you throw a pilum. You add twice your Fire Ring to all attack rolls, replacing the bonus gained in Rank 1. Rank 4: Wedge Formation Yodotai legionaries often attack in a wedge, forming up in a triangle, charging and breaking the enemy line. You may charge an enemy as a Complex Action up to a number of feet equal to 10 x your Water Ring. While you remain in close range with that opponent, he receives a penalty to his attack rolls against you equal to your School Rank x 3. You add 2x your Earth Ring to all damage rolls, replacing the bonus gained in Rank 2. Rank 5: With My Brothers A Yodotai legionary does not fall, knowing that he weakens the rest of his unit with his failure. You may spend a Void Point to ignore all Wound penalties for a number of Rounds equal to your School Rank. If you receive enough Wounds to die, you die. Additionally, your presence inspires all allies within 15'. All allies within range gain a bonus equal to your School Rank + Willpower to all attack and damage rolls. Finally, you add three times your Fire Ring to all attack rolls, replacing the bonus gained in Rank 3.

Battle Tactician (Warrior)


The Battle Tactician comes from the days of the defeat of the Grekoi. Turning to a more military bent, the Grekoi eventually made the Battle Tactician School, which has served the Yodotai cause incredibly well. Many major victories in the recent Senpet campaign were thanks to the Battle Tacticians, and it was Battle Tactician siege engines that brought down the walls of Medinaat al-Salaam. The Battle Tacticians study not only war, but history, as well as politics so they may better serve the Yodotai and prove themselves to be great masters of various arts. Benefit: +1 Intelligence Integrity: 2.5 Skills: Lore: History, Engineering, Battle (Mass Combat), Investigation, Know the School, any weapon skill, any High skill. Outfit: Chain shirt, any two weapons, shield (parma), tunic, sandals, toga, travel pack, 10 copper. Techniques Rank 1: One with my Brothers The Yodotai army always stays together, even after death. Allies within 30 feet of the character gain a bonus to their attack and damage rolls equal to twice the characters school rank. Only the highest rating applies within the area, it does not stack. Rank 2: Battle Talk The Yodotai are perhaps some of the greatest generals that the world has ever seen, and their victories go to show it. You may spend a void point after an attack or battle roll to re-roll any die that rolled lower than your Battle skill Rank. You gain a bonus equal to your Fire ring to all Battle and Engineering rolls. Rank 3: The Highest Towers

The Grekoi were well known for their immense building projects that are the awe of the entire world. You gain a number of raises equal to your School Rank on all Engineering rolls and any siege engine you operate keeps an additional die for damage. Rank 4: Shepherding the Fools The Grekoi were well known for their deceitful tactics in war that goad the enemy out of position in order to be hit by a second blow. You may make an additional attack per turn. In addition, you add twice your Fire ring to all Battle and Engineering rolls, this replaces the benefit from Rank 2. Rank 5: Conquests Strategy When the Yodotai go to war, it is never without knowing their enemies as well as their enemies know themselves. When you spend a Void Point, any opponent to which you have the Know the School skill cannot use their techniques for three rounds. ((For the last technique, basically you spend a void point to activate it. Any school you are facing for which you have the Know the School ability is effected. For example, if you have Know the School (Senpet Legionnaire) then if you activate this technique, anyone with that school cannot use those school techniques, but Senpet Charioteers would be fine, unless you have that skill as well.))

Yodotai Raider (Warrior)


The Yodotai rarely rely upon honorable combat to achieve victory, they are far more pragmatic about warfare. That is why the Raiders were first created. The Raiders come from a Cartagi descent, taking from the army schools of their defeated foe and learning from them. The Raider School teaches brutal combat and fast action as they will more often than not be serving behind enemy lines to further the Yodotai cause. Unlike the other military schools of the Yodotai, the Raiders receive little open recognition or praise, but it is well understood that they are an important part of the war effort. The Raiders also serve as the majority of the crews on the small fleet the Yodotai keep. More recently, the Raiders found use against the Senpet empire and it was their subversive actions that kept the Senpet empire from bringing its full force to bear against the Yodotai. Benefit: +1 Reflexes Integrity: 1.0 Skills: Athletics, Craft (Sailing), Defense, Archery, Swordsmanship, Knives, Traps Outfit: Gladius, two knives, Composite bow and 20 arrows, Lorica Segmentata, Parma, boots, tunic, toga, travel pack, 5 copper. Other Notes: A member of the Hanif tribe cannot join the Yodotai Raider School. Techniques Rank 1: The Lone Sail The Raiders first lesson is that they will have to fight wherever is necessary, with whatever is on hand, and that they will almost always be outnumbered. You suffer no penalties for off-hand fighting or two weapon fighting when wielding a knife in your offhand, nor for uneven terrain penalties less than your School Rank x 5. Opponents gain no advantage when flanking you or attack from higher ground. Add your Air ring to the total of your attack rolls.

Rank 2: The Waves Stand Strong A Raider is very rarely in the presence of many other allies; as such he must do his best to make certain those allies stay alive. Allies within 30 feet of you add your Air ring to their TN to be hit. Only the highest rating applies within the area, it does not stack. In addition, you now add your Fire Ring to the total of all Traps Skill rolls. Rank 3: Swift as the Ocean Breeze You may make an additional attack per round. In addition, you may add twice your Air ring to the total of your attack rolls, replacing the benefit from Rank 1. Rank 4: Move as the Sea The Raider knows that in battle they will always be outnumbered, and so they must be difficult to strike. For every enemy within 20 of your character, you may increase your TN to be hit by 5, up to your School Rank. You may now add twice your Fire Ring to the total of all Traps Skill rolls, replacing the Rank 2 ability. Rank 5: Vengeance of the Mighty and Merciless Sea While it would be wrong to say that the Raiders worship the Deity of Fear, they hold a great respect for his power. You may spend a void point and make some loud noise or intimidating gesture. You gain a fear rating equal to your School rank for a number of rounds equal to your Water ring times three. In addition, you may add three times your Air ring to the total of your attack rolls. ((Yes, I know the official story is that the Yodotai don't have a navy. I decided that an empire the size of the Yodotai Empire has to have some sort of navy. To do otherwise is rather foolish and opens yourself up to very bad things. So I figure they have a fleet of 6080 ships which basically serve to cover the coastline of the empire, secure shipping routes, discourage pirates etc.))

Advance Scout (Warrior)


The Empire is always expanding, and to keep expanding the empire must always know what is outside its borders. This role is filled by the Advance Scouts. For centuries the Scouts have been one step ahead of the Empire, telling them everything they need to know about what is beyond the horizon. Without this vital component, the war effort would slow to a halt as the Yodotai would not know what enemies they would be facing next. The Advance Scout School has recently undergone a change with the acquisition of the Gallim tribes, showing their ingenuity and willingness to take on the better elements of the cultures the Yodotai take over; much of the training a Gallim scout would have undergone has been taken into the school. Benefit: +1 Perception Integrity: 2.5 Skills: Athletics, Defense, Hunting (Survival), Horsemanship, Lore: Geography, Stealth, Swordsmanship. Outfit: Gladius, Pugio, Lorica Segmentata, Horse, tunic, toga, sandals, traveling pack, 5 copper. Techniques

Rank 1: The Edge of Danger The Scout must move quickly to survive. You can move normally while in the Full Defense posture. You suffer no penalties from wearing Lorica Segmentata. In addition, you gain a bonus to all Hunting (Survival) rolls equal to twice your Water Ring. Rank 2: The Quick Strike You may make raises on your attack roll to increase your TN to Be Hit by 5 + your ranks in the Athletics Skill until the beginning of the next round. You do not gain this bonus while you are in the Full Attack posture. In addition, you gain a bonus to your TN to be hit equal to your Earth ring. Rank 3: Surviving in a Strange Land You gain a number of free raises equal to your school rank on all Hunting rolls. You may spend a number of nights equal to your Void Ring with only 4 hours of sleep with no penalties. In addition you start combat in the Full Defense posture unless you state otherwise. Rank 4: The Second Blow You may now make an additional attack per round. In addition, you gain a bonus to your TN to be hit equal to twice your Earth ring. This replaces the benefit from Rank 2. Rank 5: Veil of Deceit The Scout is ever vigilant for dangers both to himself and the Empire. You may spend a void point in a situation where you would be unaware of an incoming attack to immediately become aware of the attack. If you are aware of an attack you may spend a void point to roll Perception/Defense with a TN equal to the roll of the attack, if you are successful you avoid the attack entirely. If you have already spent a void point to learn of an attack you were unaware of, you do not need to spend a second to dodge it.

Yodotai Surgeon
The art of surgery is a well honored tradition in many lands outside of Rokugan, but in few places is it more prized than among the Yodotai. Lacking a magical tradition of their own, the Yodotai suffered from bad battlefield losses that did not plague their foes. In their usual ingenious manner, the Yodotai discovered a solution. Surgery, though it takes a great deal of time and can leave the patient in bed for a week, is the equal of almost any of the magic the Yodotai have encountered. Battlefield medics turned from short-term wound healers to an integral part of the Yodotai strategy. Surgeons are highly prized among the Yodotai armies and are often defended to the death by their compatriots, for if their surgeon falls, who is it that will heal them when they fall? Benefit: +1 Intelligence Integrity: 2.5 Skills: Anatomy (Surgery) 2, Divination, Medicine (wound treatment), Swordsmanship, Theology, any one skill Outfit: Gladius, Pugio, Lorica Segmentata, Shield (Parma or Scutum), tunic, toga, medicine kit, surgeons kit, traveling pack, 5 Copper. Techniques

Rank 1: The First Cut Young Surgeons often find themselves directly on the front lines, finding it is their duty to staunch wounds enough that a soldier can keep fighting. You receive a free raise on all Anatomy and Medicine skill rolls. In addition, when making an Intelligence/Medicine roll to heal wounds, you may call raises to decrease the time needed to properly bandage your patient by one turn per raise, to a minimum of one turn. Rank 2: Know the Pain Yodotai Surgeons often find themselves on the field of battle, and they have learned to use their knowledge of the human body to their benefit against their enemies. Before rolling for damage, you may sacrifice rolled damage dice to inflict a number of wound penalty levels equal to the number of sacrificed dice to your enemy. This effect lasts until the end of the next round and is cumulative. You cannot reduce a person to the out wound penalty level in this manner. Rank 3: Master of the Arts By this level in their training, a Surgeon knows their patients bodies better than they do. You may spend a void point to add your Intelligence to the results of each die on a wound treatment roll. Rank 4: Behind the Wall On the field of battle, a surgeon must be prepared to fight and to protect his fellow soldiers. You may make an additional attack per round. In addition the TN bonus you gain from shields is now doubled. Rank 5: Brotherhood of Fidelity The loyalty of the Yodotai soldier is beyond all doubt. Encouraged and emboldened by the Surgeons, a soldier can fight well beyond his normal capabilities. You may spend two Void points at the beginning of a skirmish to grant a number of allies equal to your Fire Ring an additional number of wounds equal to your School Rank on each Wound Level. A person can only be targeted by this effect once. This effect lasts until the end of combat. Wounds taken do not disappear with the additional wounds. Yes, the rank 5 technique can kill you after the fact. New Rules

Anatomy
Surgery - You may work on an injured person for one hour, during which time neither person can do anything else. You cannot treat a given person more than once a week. Once this is done, you must make an Intelligence/Anatomy (Surgery) roll versus a TN of 15. If the roll is successful you may roll 2k1 to determine how many wounds are treated. A raise may be called to increase the roll by +1k0. Two raises increase this by +1k1 and so on for as many raises as you can call. Mastery Abilities: Rank 3- Roll an additional die when treating wounds.

Rank 5- Keep an additional die when treating wounds. You may treat the wounds of someone who has not been treated in the past three days. Rank 7- Roll an additional die when treating wounds. You need only work for 30 minutes on a person. Rank 10- Keep an additional die when treating wounds. You may treat the wounds of someone who has not been treated today. It is a very powerful ability to treat someone. But on the same note, even if you get to 10 ranks in the skill you can only heal someone once a day and it definitely can't be done in the middle of combat. Yodotai Paths

Triarii
The Yodotai are an army that is almost always on the offensive. Occasionally however, they come across an opponent who strikes out just as hard as they do. To deal with such situations, the Triarii were formed, an elite unit of spearmen who serve alongside the other legionnaires. Technique Rank: 3 Path of Entry: Legionnaire 2, Tactician 2, Mercenary 2 Path of Egress: The same School at one Rank higher. Technique: You are given a spear. You gain a free raise to attack rolls while wielding a spear. In addition, against mounted foes and foes on full attack, you roll and keep an additional die on both attack and damage rolls while wielding a spear. This path counts as a Rank in the relevant school.

Velite
Constant warfare has made one thing perfectly clear, it is always better to be able to hit your enemy before they hit you. The easiest way to do that is with range. The Pilum is a dangerous tool in the right hands, and these soldiers are trained in their use to be deadly opponents. Technique Rank: 3 Path of Entry: Legionnaire 2, Raider 2, Scout 2 Path of Egress: The same School at one Rank higher. Technique: You are able to throw a pilum 60 feet without penalty. Those struck by a pilum you throw reduce their TN to be Hit by 10 until the Pilum is removed. In addition, add twice your Water Ring to ranged attack rolls. This path counts as a Rank in the relevant school.

Equitatus Lancearii
The Yodotai are not well known for their cavalry, being mostly based around their infantry. But they long ago realized the danger of heavy cavalry. Yodotai Cavalry

therefore are meant more as a deterrent against enemy cavalry than as a force to attack enemy infantry. Technique Rank: 3 Path of Entry: Raider 2, Scout 2, Surgeon 2 Path of Egress: The same School at one Rank higher. Technique: When mounted you roll an additional number of dice equal to your Insight Rank on attack rolls against mounted foes. Your mount moves as though its Strength were two higher. In addition, add twice your Earth Ring to the total of all damage rolls. This path counts as a rank in the relevant school. ((All three of these paths count as a rank in their relevant school because the people in these paths aren't really ever separated from their fellows in other paths, they're simply given more specialized training. But to keep people from abusing this I made all of these paths the same Rank so you can only pick one.))

Centurion
It is the destiny of all Yodotai to lead; this path exists to help them along their path to leadership so that they may better serve the Empire. The Centurion is the man on the front lines, encouraging their brothers to dive further into the fight and refusing to back down in the face of overwhelming odds. The casualty rate for Centurions is rather high, but that does not discourage more from attempting to achieve such a prestigious position. Technique Rank: 4 Path of Entry: Any Yodotai School at 3 Path of Egress: The same School at one Rank higher. Technique: Allies within 30 feet may roll tides of battle during a skirmish regardless of whether they were hit. In addition, allies within 30 feet cannot have their initiative reduced by tides of battle.

Warlords Guard
These are the few and the proud. These men stand alongside the leaders of the Yodotai war effort and would sooner die than let their charge come to harm. The Guard are also those who are well on their way to one day becoming one of the leaders they now protect. Technique Rank: 5 Path of Entry: Legionnaire 4, Tactician 4, Raider 4 Path of Egress: The same School at one Rank higher. Technique: You may sacrifice an action to give a target you are currently guarding a Carapace rating equal to your insight rank. In addition, you may add three times your Water Ring to your initiative.

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