Special Rules

Ethereal
A ethereal being have a 50% chance to ignore all damage that a mundane weapon does. Magic attacks, magical materials or enchanted weapons ignores this Special Rule.

Ethereal, partial
A partially ethereal being have a 25% chance to ignore all damage that a mundane weapon does. Magic attacks, magical materials or enchanted weapons ignores this Special Rule.

Ethereal, superior
A superior ethereal being have a 75% chance to ignore all damage that a mundane weapon does. Magic attacks, magical materials or enchanted weapons ignores this Special Rule.

Fear 1 – 10
Many of the more supernatural or grotesque creatures in the world are terrifying to face. This is particularly true of the potent monsters of the deep woods, dark caves and of the undead, whose very existence is a terrifying blasphemy to the natural order. A creature with a Fear ability automatically inflicts it at the beginning of any encounter.

Flight
A Creature with flight has the ability to fly though the sky. The flight speed is equal to it’s normal movement.

Flight, partial
A Creature with flight has the ability to fly though the sky. The flight speed equal to half it’s normal movement.

Flight, superior
A Creature with flight has the ability to fly though the sky. The flight speed is equal to twice it’s normal movement.

Greater sense (Smell, hearing, sight, touch, taste.)
A creature with greater sense are more likely to pick up things or notice thing. For each rank the creature gains 1k0 on any investigation, hunting or perception rolls aligned with that type of sense. A creature with a Greater sense counts as having the Investigation or hunting skill for the purpose of allowing them to roll even if they a lack those skills.

Hardy
A hardy creature can take more punishment than others. Creatures with Hardy are considered to have a higher earth – one Rank higher for each Rank of hardy they possess – for purposes of calculating how much health they have.

Huge
A huge creature is impossible to Grapple by smaller creatures, due to its vast size and bulk, or perhaps due to multiple limbs or a monstrous form. A Huge creature cannot be Grappled or targeted with the Knockdown manoeuvre by a creature that is smaller then itself, and can’t initiate a Grapple with others unless their of similare size or larger.

Immense Damage 2-9
A creature with this special ability deals a minimum of damage on every dice equal to the number. A Creature with Immense Damage 4 can never deal less than four damage on any damage dice, for example.

Invulnerability
A creature with Invulnerability is very difficult to harm with normal mundane attacks. This ability is found most often among Demons and dragons, but also is characteristic of many other powerful monsters, as well as the more potent of the undead. A creature with Invulnerability takes normal damage only from spells, magic items, and weapons composed of mystical materials. Against any other attack, the creature takes only a single Wound, no matter how powerful the blow. If a creature has both Reduction and Invulnerability, the effects of Invulnerability are applied after those of Reduction.

Invulnerability, partial
A creature with partial invulnerability is Invulnerable only against certain kinds of attacks. For example, a creature might be Invulnerable to arrows, or to fire. Attacks from the designated sources cause only 1 Wound, regardless of the damage roll, just as with normal Invulnerability.

Invulnerability, superior
A creature with Superior Invulnerability has all the advantages of normal Invulnerability, but in addition, it is resistant to one (or more) of the attack forms which could harm a normal Invulnerable creature. For example, it might be Invulnerable to silver, or to Air spells.

Magic resistance
This functions in the same manner as the Magic Resistance Advantage.
Numerous attacks X
A creature with the numerous attacks can make a number of additional attacks equal to the number.

Piercing
A creature with the piercing special rule ignores the invulnerability special rule of other creatures and any natural reduction they may have.

Piercing, partial
A creature with partial piercing special rule ignores the partial invulnerability special rule.

Piercing, superior
A creature with superior piercing special rule ignores the superior invulnerability special rule of other creatures and any natural or magical reduction they may have.

Reach X
A Creature with Reach can attack creatures that are one Meter away for each rank.

Regeneration X
A creature with the Regeneration special rule heal their wounds at an exceptional rate. Every 6 hours they heal a number of wounds equal to X. X is usually 1, but a higher number may occur.

Regeneration X, Very Slow
A creature with the Very Slow Regeneration special rule heals a number of wounds equal to X every 24 hours.

Regeneration X, Slow
A creature with the Slow Regeneration special rule heals a number of wounds equal to X every 12 hour.

Regeneration X, Fast
A creature with the Fast Regeneration special rule heals a number of wounds equal to X in the beginning of their turn each round.

Regeneration X, Very Fast
A creature with the Very Fast Regeneration special rule heals a number of wounds ranks equal to X in the beginning of every Reaction Stage.

Slow
A creature which is Slow counts it water ring as on less for the purposes of calculating how far they can move, to a minimum of one.

Spirit
Because of their magical nature a spirit halves the wound penalties they would suffer. A Spirit also dose not need to eat, sleep, breath, unless stated otherwise, but may partake of it if they so wishes. Once a spirit health is reduced to zero it dies, but it comes back to life after Xd10 * 10 years minus its magic ring, where X is it’s highest Ring.

Swift
A creature which is Swift moves at a faster speed than its physical abilities would seem to permit. This may be due to supernatural gifts or it may be the result of sheer energy and rage. Creatures with Swift are considered to have a higher Water – one Rank higher for each Rank of Swift they possess – for purposes of calculating how far they can move with a Simple or Complex Move Action.

Undead
An Undead creature has no sense of pain, and thus cannot suffer Wound penalties. Undead creatures remain fully functional, with no Wound effects, until they are literally hacked apart (reduced to Dead). Specific attacks such as removing their hands would however remove weapon or claw attacks. Since they are dead, they are also immune to Fear effects of any kind, as well as to any spell, Skill, or Technique that attempts to influence the mind or emotions. Undead also get hurt from any life spell that heals Wounds, but on the other hand get healed by any death spell that deals damage.

Vulnerability
Creatures that have a vulnerability loses all their natural reduction and all forms of Invulnerability when damaged or targeted by damage of that type.

Weakness
A creature with a Weakness takes a double damage from one type of damage or magic. This type of damage or magic also ignores any form of Invulnerability the creature has. The creature can suffer from other sorts drawbacks in addition to those stated. For example, it’s regeneration stopping for the rest of the skirmish, two free raises when casting a spell at the creature and so forth.

Special Rules

L5R High Fantasy Rule Rewrite Roke