Kata

Definition
Kata are specialized combat techniques that allow martial artists to vanquish even foes who exceed them in physical strength, speed, or agility. Kata are broken down into the categories of the four elements: Fire, Air, Water, and Earth. Kata are used against opponents in combat.

Rules
You cannot use two kata against the same target during the same attack, spell, or ability. You cannot use kata against targets affected by AoE effects. But you can use different techniques during each attack of a multi-attack, you can apply different techiques to each target affected by a single-target spell or ability, and you can use the persisting effects of multiple kata during your turn.

If you use a Kata technique that has the same elemental affinities as your Wakizashi, it deals extra damage equal to your Kata Die. This die increases to a d6, d8, d10, and d12 with your current level in mind (6th level = d6, 8th level = d8, etc).

Kata are taught at dojos or training grounds by other Samurai. Kata of Rank 3 and above must be taught by Sensei who specialize in that particular element. The requirements are generally as follows but may be different in special circumstances.

Rank 1: Level (3), Days of Training (5), Koku (1)

Rank 2: Level (4), Days of Training (15), Koku (5)

Rank 3: Level (6), Days of Training (20), Koku (10)

Rank 4: Level (8), Days of Training (30), Koku (25)

Rank 5: Level (10), Days of Training (60), Koku (100)

Balancing Guidelines and Philosophy

 * 1) Kata that affect opponents or kata used against the player characters should never be applied automatically. It isn't fair to players or the DM for abilities to automatically apply without a chance of defense while the characters are conscious. There should always be a d20 roll involved with the successful application of Kata. This may be an attack roll, a saving throw, or a contest.
 * 2) Kata should be an accessible choice for all players. The variation between players will be in which Kata they choose to learn and utilize in combat. Kata should be applied on single targets after successful attacks, spells, and abilities.
 * 3) Setting and story take precedence when creating new kata. If a kata does not make sense in the setting of Kozakura, it is changed until it does, or is re-written.
 * 4) If one kata is stronger than the others by a small margin, the other elemental kata should be buffed instead of the one kata being nerfed.

Rank 1 Kata – Character Level 3
Rank 1 Fire Kata | Kogeki | Offensive Strike

When you successfully affect a target with an attack or ability other than a maho, you may spend 1 Focus to create the following effect:


 * Your brutal approach causes your opponent to be more susceptible to critical strikes. Until the end of your next turn, the next time your target suffers a critical hit, triple the base weapon damage dice instead of doubling it.

Rank 1 Air Kata | Shitsukoi | Persistent Strike

When you successfully affect a target with an attack or ability other than a maho, you may spend 1 Focus to create the following effect:


 * Your persistent approach is like a buffeting wind, one movement helping another. Roll a d20. Until the end of your next turn, after you roll to affect an opponent with an attack or ability, you may substitute the d20 you rolled in place of your attack roll.

Rank 1 Earth Kata | Shubi | Defensive Strike

When you successfully affect a target with an attack or ability other than a maho, you may spend 1 Focus to create the following effect:


 * Your defensive approach throws your opponent off-balance making attacks against you less effective. You become resistant to physical damage dealt by your target until the end of your target's next turn. If you are already resistant, you are instead immune to this damage.

Rank 1 Water Kata | Tagei | Versatile Strike

When you successfully affect a target with an attack or ability other than a maho, you may spend 1 Focus to create the following effect:


 * Your versatile approach creates vulnerabilities in your opponent like a water through rock. After applying the effects of your attack or ability, choose bludgeoning, piercing, or slashing damage. The next source of damage matching your selection deals double damage. This effect wears off at the beginning of your target’s turn or after they are attacked by an ally.

Rank 2 Kata – Character Level 4
Rank 2 Fire Kata | Chiratsuki | Flickering Steel

When you successfully affect a target with an attack or ability other than a maho, you may spend 2 Focus to create the following effect:


 * Your effect redirects in midair, licking toward your opponent. After rolling dice to calculate the effect you cause, including damage or other effects, re-roll them and choose which result to apply.

Rank 2 Air Kata | Koto | Soaring Steel

When you successfully affect a target with an attack or ability other than a maho, you may spend 2 Focus to create the following effect:


 * Your effect is strong enough to launch yourself 5ft away from your target. This movement does not provoke opportunity attacks.

Rank 2 Water Kata | Gendoryoku | Driving Steel

When you successfully affect a target with an attack or ability other than a maho, you may spend 2 Focus to create the following effect:


 * Your approach throws your opponent off balance. Until the end of your target’s next turn, any time your target rolls to attack, you roll a d6 and subtract that amount from the target’s attack roll.

Rank 2 Earth Kata | Setchi | Grounded Steel

When you successfully affect a target with an attack or ability other than a maho, you may spend 2 Focus to create the following effect:


 * Your approach gives you time to take a firm stance in body and mind. Until the end of your next turn, you have +2 AC and roll an additional 1d4 on saving throws and ability check contests.

Iaijutsu Definition
Iaijutsu is known in Kozakura as 'The Art of the Draw.' Created by Lord Kakita, iaijutsu was dominated by the philosophy that a single, perfect cut was all one needed to be victorious in combat. Iaijutsu was the standard technique for duels within Kozakura, and a signature trait of trained duelists. When a samurai unsheathes their blade, they are showing their intent to those around them. The position of a samurai's blade is often in direct correlation to their attitude. Unsheathing your intent and will for the first time can be used to tremendous effect. These abilities can only be learned at the Kakita Dueling Academy in Southern Crane.

Rank 3 Fire Kata | Josho | Iaijutsu: Rising Heat

The first time you use your spiritual Wakizashi in combat, if you attack while drawing your Wakizashi from its sheath, you may spend 3 Focus to create the following effect:


 * Your uppercut attack blazes with intensity. The upward arc ends with your blade in a raised high stance. Your attack(s) are reckless. (Attack with advantage and attacks against you have advantage until the start of your next turn).
 * You may choose to spend 2 Soul Spirit to immediately activate a Rank 1 Wakizashi Fire Maho technique.

Rank 3 Air Kata | Rasshu | Iaijutsu: Rushing Wind

When you make an attack action with a sheathed Wakizashi (melee, or unarmed), you may spend 3 Focus to create the following effect:


 * You enter a deep lunge and strike horizontally with the speed of wind. You may choose to move 15 feet past your target without provoking opportunity attacks.
 * You may choose to spend 2 Soul Spirit to immediately activate a Rank 1 Wakizashi Air Maho technique.

Rank 3 Water Kata | Waru | Iaijutsu: Split River

When you make an attack action with a sheathed Wakizashi (melee, or unarmed), you may spend 3 Focus to create the following effect:


 * You enter a tall stance with your scabbard hidden at your side. You decide whether to make this attack at +5 to hit, or -5 to hit but your attack deals an additional 10 damage.
 * You may choose to spend 2 Soul Spirit to immediately activate a Rank 1 Wakizashi Water Maho technique.

Rank 3 Earth Kata | Koiru | Iaijutsu: Coiled Snake

When you make an attack action with a sheathed Wakizashi (melee, or unarmed), make a grapple contest with an opponent in range. If successful, you may spend 3 Focus to create the following effect:


 * You cross blades with your opponent and snare one of their weapons (your choice). Until the end of your next turn, your opponent has disadvantage on grapple escape checks unless your opponent abandons that weapon. Until the end of your next turn, your opponent cannot use that weapon for attack actions while grappled.
 * You may choose to spend 2 Soul Spirit to immediately activate a Rank 1 Wakizashi Earth Maho technique.

Rank 3 Kata – Character Level 7
Rank 3 Fire Kata | Hāto | Heartpiercer

When you attempt to affect a target with an attack or ability other than a maho that may succeed or fail, you may spend 3 Focus to create the following effect:


 * You strive for a finishing blow by targeting your opponent’s heart with your attack or ability. If your attack or ability hits, it is a critical hit. If your attack or ability misses, you cannot move or take Actions until after your next turn.

Rank 3 Air Kata | Senpū | Whirlwind Strike

When you attempt to affect a target with an attack or ability other than a maho that may succeed or fail, you may spend 3 Focus to create the following effect:


 * If you affect your target, you spread your affect to also target all additional opponents within 5 feet of you or your target (your choice), which suffer damage equal to your maximum Kata die.

Rank 3 Water Kata | Furo | Flowing Water Strike

When you attempt to affect a target with an attack or ability other than a maho that may succeed or fail, you may spend 3 Focus to create the following effect:


 * If you affect your target, you move them like the ebb and flow of the tide. You may move your target up to 10ft in the direction of your choosing. This may be into harmful effects or terrain. This movement does not provoke opportunity attacks.

Rank 3 Earth Kata | Kōyō | Crimson Leaves Strike

When you attempt to affect a target with an attack or ability other than a maho that may succeed or fail, you may spend 3 Focus to create the following effect:


 * You follow up by targeting one of your opponent’s held items (your choice). Engage in an ability check contest over the item with your opponent, with both of you using either athletics or sleight of hand (your choice). If you win the contest, you knock your opponent’s item away and it travels 15 feet in a direction of your choice.