Asako Henshin Academy: Asako Henshin

Reprinted w/out permission from Way of the Phoenix

Benefit: +1 Willpower

Beginning Honor: 2 + 5 boxes

Outfit

 

(All items are of average quality)

kimono, traveling pack, wakizashi or bo staff, tanto, first-aid kit, acupuncture set, quill and ink, 3 koku

Skills

Calligraphy, Defense, Hand-to-Hand, History, Medicine, Meditation, Shintao

Note

Henshin are a non-shugenja class, and cannot cast or research spells as do shugenja. For brevity, I've eliminated most of the Henshin examples. Please see Way of the Phoenix for examples of Henshin use.

Techniques

Mysteries

 

Henshin are trained in the ways of the Elements in their first years with the Academy. This provides them with a general knowledge of how the Elements react to outside stimuli, and how to gauge their next manifestations. Thereafter, Henshin are tutored in the first Four Mysteries, learning the Riddles and Rank Effects of each Element with the progression into each new School Rank. The student is allowed to choose this own course of research, thus tailoring his abilities to his own likes, dislikes, and goals.
A Henshin PC chooses an Element to focus on during each of his first four Ranks. The order in which they are chosen is of paramount importance, for once an Element is chosen for a School Rank, it may not be chosen again for another, and the ability gained at that School Rank will never increase.
As the higher Ranks provide more mastery over the associate Elements, this should result in a strategy in a PC's progression through the game; if a PC wishes to have a great amount of ability with Fire, for instance, he must wait to acquire it.
A Henshin may use both Rank Effects and Riddles in the same day, but may not use them more times per day than his rank in the corresponding Ring.

Rank Effects

 

As Ranks are assigned, the PC gains the ability to add or subtract their Rank in a particular Element from their own associated Ring, or half that value (rounded down) from the associated Ring of another. Even though the PC may progress into a higher School Rank, the Elements he has already assigned will never provide more than the value of the School Ranks they were originally learned at. These abilities require no roll, and the duration of the effect is equal to the Henshin's current School Rank.
The use of the Mystery is considered a combat action.

Riddles

 

Riddles direct the Elements through a body, thus changing the target in some way. This is very, very dangerous, and requires a Simple Roll of the associated Ring, with a TN equal 5x to the School Rank the Element was learned at, in order to successfully pose the Riddle. There is no duration for the Riddles - they are one-shot applications. The four Riddles follow.

Riddle of Earth

 

The Henshin may ignore his (chosen School Rank for Earth)+Earth Ring in Wounds, or heal the same amount of Wounds taken by another.

Riddle of Water

 

The Henshin may add his (chosen School Rank for Water)+Water Ring in dice rolled (not kept) for physical Perception checks.

Riddle of Fire

 

The Henshin may add his (chosen School Rank for Fire)+Fire Ring in hand-to-hand combat. This cannot be used for combat involving weapons.

Riddle of Air

 

The Henshin may add his (chosen School Rank for Air)+Air Ring in dice rolled (not kept) for social interaction checks (including to see if someone is lying or to resist someone else being able to tell if they are lying).
Invoking the Riddle of Air requires the Henshin to make a successful simple roll, rolling and keeping his Air Ring in dice (two) to beat a TN of 5 (the original Rank it was learned at, x5).
Should this roll fail, the exact opposite of the intended effect occurs. If this results in a negative dice pool or value, then the attempted action or effect fails automatically.

The Final Mystery

 

The Final Mystery is that of Fate, and those that learn is are forever known within the Asako as Fushihai (or Masters). No one ever chooses to become Fushihai (indeed, none - even within the Asako themselves - know that there is another Rank of training; see the "Mysteries of the Asako" sidebar, Way of the Phoenix, page 44). The Fushihai choose those who are ready to join their ranks, based on the merits of their progression through the first Four Mysteries and their understanding of the Riddles.
These scholars of the Path have advanced to a point at which they are fully aware of it, and can perceive their place on it at all times. With effort, they can even perceive the locations, directions, and pace at which others are moving along it as well. Everything they do and say, everything they don't do or say, affects their place on the Path, and they know it. They act according to a strict code of conduct dictated by the words originally passed down to Asako, and actively avoid doing things that might hinder their progress.
No player character should be allowed to achieve Rank Five in the Henshin Academy without serious consideration by both the GM and player involved. The responsibility of knowing the greatest, most protected secrets of the Asako is a heavy one, and the role of the Fushihai requires a certain distance from humanity in general. Many of them do not see others outside the family for the duration of their lives, and this would certainly detract from an ongoing campaign. Should a player wish to acquire such a level of mastery with The Gift, it would likely be best if it were considered the pinnacle of his game career, and success the end of his role-playing one. Retire him - it is for the best.
Should the mechanics for the Final Mystery ever come into play for some reason, they can be found within Way of the Phoenix, under "Final Mystery" in the Henshin Academy section.