
2nd Edition Conversion Rules
From Way of Shinsei
Adapting monks for 2nd Edition is surprisingly easy, since many kiho
operate off of Rings rather than skills, and a good number of them
already imposed bonuses or penalties to rolls rather than die
increases/reductions. As a general rule, take anything that causes a
loss from the die pool and replace it with a +5 TN Penalty/dice lost.
Anything that allows a character to ignore dice penalties similarly
allows you to ignore +5 per die formerly ignored. All skill roll TN's
are lowered by 5. Ring and Raw Trait TN's (which most kiho run off of)
are unchanged.
Rules for obtaining and purchasing Kiho remain unchanged, as do the
general kiho types. All Mastery Levels remain unchanged, as do the rules
for determining Mastery. In fact, the only thing that changed in monk
character creation is the following:
Mushin Kiho - Characters may make additional (not free) Raises on
Atemi attacks equal to 1/2 their Atemi skill (round up) rather than
their Atemi Skill.
Monks receive 30 character points at creation.
As for individual kiho, here's what has changed.
Grasp the Earth Dragon - All TN penalties (including those
caused by wounds) are decreased by the monk's Rank X 5. This replaces
the kiho's previous ability.
Musubi - The monk gains a bonus to his roll equal to the
amount by which his attacker missed.
Dance of the Flames - This kiho is the only one that needs to
be *entirely* reworked for 2nd Edition. My suggestion is as follows:
The monk
gains an additional number of attack dice equal to his Rank, and then
divides that pool as equally as he can among all attackers. This kiho
may not be used against less than two attackers at a time. Kept dice are
no longer affected by this kiho. Void can be spent on individual attacks
as normal.
For example:
A Rank 3 monk with 5 Bojutsu and 3 Agility is being attacked by 4
bandits. He decides to use dance of the Flames. This allows him to
attack each bandit in range, rolling 2k3 dice against each one.
Alternately, he could choose to attack only three, rolling 3k3 dice
against two of them and 2k3 dice against a bandit of his choice. Or, he
could attack two of them, rolling 4k3 against each of them. If he chose
to only attack one bandit, he would not be able to use this kiho and
would roll 5k3 normally.
Stain Upon the Soul - The dice penalties imposed by this kiho
are changed to a TN penalty equal to the monk's Air + Rank. The duration
remains the same. Multiple uses are still cumulative.
Self, No Self - The Meditation TN of this kiho is now 15. Yes,
this is better than the normal Meditation TN (which is unchanged) but
this is a more efficient form of meditation.
Touch the Void Dragon - The TN of the Perception + Shintao
roll is now 10, not 15.

From Way of the Dragon
Ise Zumi Conversions
The TN for "shutting off" a tattoo has been reduced from 15 to 10.
Tattoos
Bamboo - While using the power of this tattoo, the ise zumi's Stamina
is increased by an amount equal to his School Rank, and Stamina-related
skill rolls roll and keep extra dice equal to his School Rank. This
lasts a number of rounds equal to the Ise Zumi's School Rank. The cost
of using this tattoo is unchanged.
Bat - While using the power of this tattoo, the ise zumi's Reflexes
are increased by an amount equal to his School Rank, and
Reflexes-related skill rolls roll and keep extra dice equal to his
School Rank. This lasts a number of rounds equal to the Ise Zumi's
School Rank. The tattoo still does not affect TN to be Hit. The cost of
using this tattoo is unchanged.
Bellflower - The Ise Zumi may substitute his Void for any Trait or
Skill for a number of Rounds equal to his Rank. He may not substitute
his Void for skills in which he is unskilled.
Butterfly - While using the power of this tattoo, the ise zumi's
Awareness is increased by an amount equal to his School Rank, and
Awareness-related skill rolls roll and keep extra dice equal to his
School Rank. This lasts a number of rounds equal to the Ise Zumi's
School Rank. (The duration of this tattoo is, in fact, much shorter now
due to the increased effect of Awareness on combat.) The cost of using
this tattoo is unchanged.
Centipede - This tattoo increases the ise zumi's movement from Water
X 5 to Water X 100 for up to twenty four hours. While moving in such a
manner, the Ise Zumi's TN to be hit is increased by his Reflexes + his
School Rank. Once it is deactivated, the ise zumi is effectively Out
(the Pine tattoo cannot negate this), and must rest for the amount of
time he ran, multiplied by (6 minus his School Rank).
Crab - The benefit of this tattoo remains the same. The cost, however
has changed. While using this tattoo, the ise zumi receives a +5 TN
penalty to all skill rolls involving Reflexes.
Crow Tattoo - The benefit of this tattoo is the same, but the cost is
different. Any Shadowlands creature making a Perception check against
the ise zumi gains a bonus to his roll equal to the ise zumi's Rank X
5.
Lion - The ise zumi may roll extra dice equal to his Rank on all
Bugei Skills. This does not affect whether or not he is considered
unskilled with a particular Bugei Skill.
Monkey - The ise zumi may roll extra dice equal to his Rank on
Stealth, Sleight of Hand, and other skills requiring subtlety. When
making any climbing or leaping actions, he also gains this bonus. The
cost for this tattoo is unchanged.
Mountain - The benefits of this tattoo are unchanged, but the ise
zumi may also roll additional dice equal to his School Rank on all
Stamina and Willpower skill rolls. The cost of this tattoo is
unchanged.
Pine - The tattoo now cancels penalties due to Wounds as follows:
School Rank 1 - Ignore up to +5
School Rank 2
- Ignore up to +10
School Rank 3
- Ignore up to +15
School Rank 4
- Ignore up to +20
School Rank 5
- Ignore Down and Out
The cost of
this tattoo is unchanged.
Scorpion - When other make a roll against the ise zumi (whether with
an attack roll or a social skill) they cannot keep more dice than their
lowest Trait. The cost effectively Raises the TN for any social skill
performed by the ise zumi by 10, 40 if he is actively trying to convince
someone else that he is telling the truth.
Tortoise - The ise zumi may substitute his School Rank X 2 for any
Skill a number of times per day equal to his School Rank. This benefit
lasts for an hour per Rank of the ise zumi. The cost of this tattoo is
unchanged.
White Mask - This tattoo instills a penalty of +40 on all attempts to
read the ise zumi's emotions or thoughts, whether by courtly skills or
magic. The ise zumi may never keep more than one die on any social rolls
involving Awareness.

From Way of the Phoenix
Henshin 2E Adjustments
Rank Effects
As ranks are assigned, the PC gains the ability to add or subtract
five times their rank to his own die roll, or twice his rank to the die
roll of another character (PC or NPC). Even though the Henshin may
progress into a higher School Rank, the Elements he has already assigned
will never provide more than the value of the School ranks at which they
were originally learned. These abilities require no roll, and the
duration of the effect is equal to the Henshin's current school rank.
The use of a mystery is considered a combat action, and is declared in
place of attack, full attack, or full defense. These bonuses and
penalties apply only when the target is making a skill or Trait roll
which relies upon the appropriate elemental Ring. Mysteries are
ineffective against targets other than yourself if the target's
elemental Ring to be effected is higher than your own.
For example: Asako Kaushen is currently School Rank 3, and has chosen
the following Rank/Element assignment - Rank One Air, Rank Two Earth,
Rank Three Fire. He may do the following:
Add or subtract 5 from his own Reflexes, Awareness, or Air rolls for
three rounds, or add or subtract 2 from another's Reflexes, Awareness,
or Air rolls for three rounds.
Add or subtract 10 from his own Stamina, Willpower, or Earth rolls
for three rounds, or add or subtract 4 from another's Stamina,
Willpower, or Earth rolls for three rounds.
Add or subtract 15 from his own Agility, Intelligence, or Fire rolls
for three rounds, or add or subtract 6 from another's Agility,
Intelligence, or Fire rolls for three rounds.
Riddles
Activating a riddle requires the henshin to roll the appropriate Ring
vs. TN = five times the rank at which the riddle was learned. Riddles
are instantaneous when applied to yourself, and are a single action when
applied to another. Should the roll for using a riddle fail, it has the
opposite effect (inflicting extra wounds rather than negating them,
imposing a penalty rather than a bonus, and vice versa).
Riddle of Earth
The henshin may reduce the number of Wounds taken by an attack by
(Chosen School Rank for Earth + Earth). He may heal the same amount of
wounds taken by another by touching them.
Riddle of Water
The henshin may add his (Chosen School Rank for Water + Water) to all
Perception related skill rolls and raw perception checks. He may impose
an equal penalty to the Perception rolls of anyone attempting to observe
him when he wishes to remain hidden.
Riddle of Fire
The henshin may add his (Chosen School Rank for Fire + Fire) to all
hand-to-hand combat skill rolls, and to his initiative when using
hand-to-hand combat.
Riddle of Air
The henshin may add his (Chosen School Rank for Air + Air) to all
skills involving social interaction. He may reduce the sincerity skill
roll of anyone attempting to lie to him by an equal amount.
All other aspects of the henshin remain unchanged.
Also From Way of the Phoenix
Isawa Ishiken - Ishiken are considered to have an Affinity for Void,
and no Deficiency. See the Game Master's Guide (page 237) for Mastery
Levels of Void spells.

From Way of the Lion
Matsu Bushi Rank 3 - The Matsu Bushi may now add her Honor X 2 to all
Initiative rolls.
Also From Way of the Lion
Kitsu Sodan-Senzo School
Bloodlines Advantage (5 points, WotL pg 48) - Remains as is.
Half-Blood Kitsu Ancestry (3 pts, WotL pg 52) - Remains as is.
Can be purchased by Kitsu shugenja to gain the spell "Sense Ancestor."
Full-Blood Kitsu Ancestry (5 pts, WotL pg 53) - Done away with
completely. The ability conferred by this advantage is gained by
attending the Kitsu Sodan-Senzo school.
Sensing Ancestors - Remains as is.
Communing with Ancestors - Remains as is.
Summoning Ancestors - The sodan-senzo rolls Intelligence, keeping
School Rank to summon ancestors. The TN is equal to the character
point cost of the ancestor being summoned. The sodan-senzo may
only summon ancestors whose character point cost is equal to or less
than twice their School Rank + Honor.
Recommendations
I recommend changing the sodan-senzo starting package as listed
below.
Benefit: +1 Willpower
Beginning Honor: 3, plus 5 boxes
Skills: Calligraphy, Etiquette, Heraldry, History, Lore: Ancestors,
Meditation, and any one High or Bugei skill.
Spells: Sense Ancestor, Commune Ancestor, Summon Ancestor, any 2 Air
spells, and 1 Water spell. Kitsu sodan-senzo have an Affinity for
all Ancestor spells and a Deficiency for Earth and Fire spells.

From Way of the Minor Clans
Sparrow Rank 1 - At the beginning of the round, a Sparrow may
voluntarily lower his own initiative to raise his TN to be hit by half
that amount (round up). His TN may not be raised by an amount greater
than twice his Reflexes, and he may not use this technique while making
a Full Attack. (The free Lore skill ability is unchanged.)
Sparrow Rank 2 - The Sparrow's TN to be Hit is increased by +5
against any human attacker with lower Honor.

From Way of the Crab
Kuni Witch Hunter School
Rank One: Unchanged
Rank Two: TN to detect Shadowlands creatures is reduced to 10, 15 if
they are adept at hiding their nature.
Rank 3: The Witch Hunter gains a bonus to his attack roll equal to
his opponents Shadowlands Taint X 5. Against native Shadowlands
creatures, they gain the following bonuses:
Goblins, Hanemuri, lesser Oni (minor creatures)
+5
Pennaggolans, Gaki (moderately powerful creatures)
+10
Ogres, Trolls, Bog Hags (very powerful creatures)
+15
Oni (very powerful creatures)
+15 or more (GM's Discretion)
Rank 4: The TN to make another person resistant to maho for one round
is reduced to 20.
Rank 5: Unchanged
Note: In second edition, Kuni Witch Hunters may continue their
schooling at the Kuni Shugenja School. See Way of Shadowlands for
details. |