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Legend of the Five Rings

4th Edition Schools and


Paths Book

Schools and Paths Index


Schools and Paths Index............................................. i
Crab ......................................................................... 1
Kaiu Engineer................................................................................ 1
Hida Bushi ..................................................................................... 1
Hida Pragmatist ............................................................................ 2
Hiruma Bushi................................................................................. 2
The Hiruma Scouts ...................................................................... 3
Yasuki Courtier ............................................................................. 3
Kuni Witch-Hunter ........................................................................ 4
Kuni Shugenja............................................................................... 4

Crane........................................................................ 4
The Kakita Artisans ...................................................................... 4
The Kakita Master Artisans Ad vanced ...................................... 5
Daidoji Iron Warriors .................................................................... 6
Doji Magistrate .............................................................................. 6
Kakita Bushi .................................................................................. 7
The Daidoji Scout ......................................................................... 7
Doji Courtier .................................................................................. 8
The Daidoji Harriers Advanced .................................................. 8
Asahina Shugenja ........................................................................ 9

Dragon...................................................................... 9
Mirumoto Bushi ............................................................................. 9
Mirumoto Master Sensei Advanced ........................................10
Mirumoto Taoist Swordsman....................................................10
Kitsuki Investigator .....................................................................11
Hitomi Kikage Zumi ....................................................................11
Hoshi Tsurui Zumi ......................................................................12
Togashi Tattooed Order ............................................................12
Tamor Master of the Mountain Advanced ..............................12
Tamori Shugenja ........................................................................13

Lion ........................................................................ 14
Akodo Bushi ................................................................................14
Akodo Tactical Master Advanced ............................................14
Matsu Berserker .........................................................................15
The Ikoma Lion's Shadow .........................................................15
The Matsu Beastmasters ..........................................................16
Ikoma Bard ..................................................................................16
Kitsu Shugenja............................................................................17
The Sodan-Senzo Advanced....................................................17

Shiba Bushi .................................................................................23


Asako Loremaster ......................................................................23
Asako Henshin............................................................................24
Asako Inquisitors Advanced .....................................................24
Agasha Shugenja .......................................................................25
Isawa Shugenja ..........................................................................25

Scorpion ................................................................. 26
Bayushi Bushi .............................................................................26
Soshi Magistrate .........................................................................26
Bayushi Courtier .........................................................................27
Shosuro Infiltrator.......................................................................27
The Scorpion Saboteurs Advanced.........................................28
The Shosuro Actors ...................................................................28
Soshi Shugenja...........................................................................29
The Yogo Wardmasters.............................................................29

Unicorn ................................................................... 29
Moto Bushi...................................................................................29
Shinjo Bushi ................................................................................30
The Moto Vindicators.................................................................30
Utaku Battle Maiden...................................................................31
Utaku Mounted Infantry .............................................................31
Ide Emissary................................................................................32
Iuchi Shugenja ............................................................................33
Meishodo Magic and the Horiuchi Shugenja .........................33
Moto Death Priests.....................................................................34

Minor Clans ............................................................. 34


Minor Clan Defender Advanced ...............................................34

Badger.................................................................... 35
Ichiro Bushi..................................................................................35

Bat.......................................................................... 35
Komori Shugenja ........................................................................35

Boar........................................................................ 35
Heichi Bushi ................................................................................35

Dragonfly ................................................................ 36
Tonbo Shugenja .........................................................................36

Falcon..................................................................... 36
Toritaka Bushi .............................................................................36

Fox ......................................................................... 37
Kitsune Shugenja .......................................................................37

Hare ....................................................................... 37

Mantis ..................................................................... 18

Usagi Bushi .................................................................................37

Kobune Captain Advanced .......................................................18


Mantis Brawler ............................................................................18
Tsuruchi Archer ..........................................................................19
Tsuruchi Bounty Hunter.............................................................19
Yoritomo Bushi............................................................................20
Moshi Shugenja ..........................................................................20
Yoritomo Shugenja.....................................................................21
Yoritomo Courtier .......................................................................21
Moshi Guardian of the Sun (Path) ...........................................22

Imperial................................................................... 37
Seppun Guardsman ...................................................................37
Imperial Scion Advanced ..........................................................38
Miya Herald .................................................................................38
Otomo Courtier ...........................................................................39
Seppun Shugenja .......................................................................40

Ke nku ..................................................................... 40
The Kenku Swordsman .............................................................40

Phoenix................................................................... 22

Monkey ................................................................... 41

Shiba Artisan ...............................................................................22

Toku Bushi...................................................................................41

Oriole...................................................................... 41

Paths ...................................................................... 61

Tsi Smith ......................................................................................41

Elemental Legions [] (Path) .....................................................61


The Ujina Skirmishers [] (Path) ...............................................61
The Kitsuki Justicar [] (Path)....................................................61
The Shiba Armorsmiths [2] (Path) ..........................................61
Kuroiban [4] (Path) ....................................................................62
Agents of the Second Gozoku [Any] (Path) ..........................62
Utaku Horse Master [An y] (Path) ............................................62
Water Hammer Smith [An y] (Path) .........................................62
Kolat Master [An y] (Path) .........................................................63
The BloodSpeaker Technique [Any] (Path)...........................63
Jade Legionnaire [An y Bushi or Shugenja School,] (Path).63
Jade Magistrate [Any Bushi, Courtier, or Shugenja School]
(Path)............................................................................................63
The Topax Champion [Any Bushi, Courtier, or Shugenja
School] (Path) .............................................................................63
The Scorpion Loyalists [An y Scorpion School] (Path).........64
The Yoritomo Sculptors [Artisan] (Path) ................................64
Kakita Jester [Artisan] (Path) ...................................................64
Kaiu Shipmasters [Artisan, Bushi] (Path) ..............................65
The Tamori Weaponsmiths [Artisan, Shugenja] (Path).......65
Deathseeker [Bushi] (Path)......................................................65
Obsidian Magistrate [Bushi] (Path).........................................65
Claws of the Wolf [Bushi] (Path) .............................................65
Crab Berserker [Bushi] (Path) .................................................66
Crab Defenders [Bushi] (Path) ................................................66
Crab Sumai Wrestlers [Bushi] (Path) .....................................66
Daigotsu Scout [Bushi] (Path) .................................................66
East Wind [Bushi] (Path) ..........................................................67
Eyes of Nanashi [Bushi] (Path) ...............................................67
Falcon's Strike [Bushi] (Path) ..................................................67
Fireman Gang Lord [Bushi] (Path)..........................................67
Imperial Legionnaire [Bushi] (Path) ........................................67
Kitsune Ranger [Bushi] (Path).................................................68
Lion Scout [Bushi] (Path) .........................................................68
Mirumoto Mountaineer [Bushi] (Path) ....................................68
Moonless Riders [Bushi] (Path)...............................................68
Provincial Guard [Bushi] (Path)...............................................68
Shinjo Scout [Bushi] (Path)......................................................69
Silent Blades [Bushi] (Path) .....................................................69
The Guard's Wrath [Bushi] (Path)...........................................69
Three Man Alliance Soldier [Bushi] (Path) ............................69
Unicorn Bariqu Wrestler [Bushi] (Path) ..................................70
Yasuki Enforcer [Bushi] (Path) ................................................70
Yoritomo Scoundrel [Bushi] (Path) .........................................70
Bitter Lies Swordsman [Bushi] (Path) ....................................70
Calm Heart Duelist [Bushi] (Path)...........................................70
Doji Marines [Bushi] (Path)......................................................71
Hidden Sword [Bushi] (Path) ...................................................71
Hiruma Yojimbo [Bushi] (Path)................................................71
Ichiro Pass Warden [Bushi] (Path) .........................................71
Lion Paragon [Bushi] (Path).....................................................71
Machi-Kanshisha [Bushi] (Path)..............................................72
Ronin Guards [Bushi] (Path)....................................................72
Saigo's Blade [Bushi] (Path) ....................................................72
Serpents of Sanada [Bushi] (Path) .........................................73
Shiba Yojimbo [Bushi] (Path) ..................................................73
Snow Riders [Bushi] (Path)......................................................73
The Tortoise Killers [Bushi] (Path) ..........................................73
The Unbroken [Bushi] (Path) ...................................................73
Tsume Pikemen [Bushi] (Path) ...............................................74
Empress Guard [Bushi] (Path) ................................................74
Mirumoto Sentinel [Bushi] (Path) ............................................74
Student of the Cliff's Edge [Bushi] (Path) ..............................75
The Crab Knife-Fighters [Bushi] (Path)..................................75
Akodo Kensai [Bushi] (Path)....................................................75
Asahina Archers [Bushi] (Path) ...............................................75
Daidoji Heavy Regulars [Bushi] (Path)...................................75
Guardian of the Hidden Temple [Bushi] (Path).....................76

Owl ......................................................................... 42
The Otomo Diplomats................................................................42
Seppun Shugenja .......................................................................42
Hantei Bushi ................................................................................43

Ox .......................................................................... 43
Morito Bushi ................................................................................43

Ronin ...................................................................... 44
Disciples of Sun Tao ..................................................................44
Forest Killers ...............................................................................44
Generic Ronin .............................................................................44
People's Legionnaire .................................................................45
Tawagoto's Army........................................................................45
Tengoku's Justice.......................................................................45
The Legion of two Thousand Advanced .................................45
The Tessen..................................................................................46
Tsudao's Legion Advanced.......................................................46
The Hawk Purists (Path) ...........................................................46
Kolat Assassin Ad vanced..........................................................46
Dutiful Disciple ............................................................................47
Ronin Order.................................................................................47
Self-Taught Shugenja ................................................................48
The Fuzake Shugenja................................................................48
The Disciples of Sun Tao Advanced .......................................48

Snake ..................................................................... 49
Original Chuda Shugenja ..........................................................49

Sparrow .................................................................. 49
Suzume Bushi .............................................................................49

Spider ..................................................................... 49
Daigotsu Bushi............................................................................49
Daigotsu Courtier........................................................................50
Order of the Spider.....................................................................51
Chuda Shugenja .........................................................................51
Dark Moto Cavalry......................................................................51
Maho-Bujin Advanced................................................................52

The Brotherhood of S hinsei ...................................... 52


First Dawn Scholars...................................................................52
Four Temples..............................................................................53
Fukurokujin's Eyes .....................................................................53
Order of Heroes..........................................................................53
Order of the Five Rings .............................................................53
Order of the Wind .......................................................................54
Shinmaki Order...........................................................................54
Shrine of the Seven Thunders..................................................54
Temple of Kaimetsu-uo .............................................................55
Temple of Osano-Wo.................................................................55
Temples of the Thousand Fortunes.........................................55
Tengoku's Fist.............................................................................55
The Dark Paragons Advanced .................................................56
The Fudoist Monks.....................................................................56
The Order of Jurojin's Blessing ................................................56
The Order of Peaceful Repose.................................................57
The Order of Rebirth ..................................................................57
The Shrine of Heaven's Mirror (Path)......................................57
The Temple of Heavenly Wisdom............................................57
Wind's Grace Order....................................................................58

Tiger ....................................................................... 58
Yotsu Bushi .................................................................................58

Tortoise................................................................... 59
Kasuga Smuggler.......................................................................59

Tsuno ..................................................................... 59
Tsuno Ravager ...........................................................................59
Tsuno Soultwister.......................................................................60

ii

Hiruma Snipers [Bushi] (Path).................................................76


Mantis Whirlwind Fighters [Bushi] (Path) ..............................76
Moto Fanatic [Bushi] (Path) .....................................................76
Satoshi's Legacy [Bushi] (Path) ..............................................76
Scorpion Weaponmaster [Bushi] (Path) ................................77
Seven Waves Mercenaries [Bushi] (Path).............................77
Sword of Yotsu [Bushi] (Path) .................................................77
The Dragon's Flame [Bushi] (Path) ........................................77
The Hiruma Slayers [Bushi] (Path) .........................................78
The Order of the Stone Crab [Bushi] (Path) ..........................78
The Ox Clan Vigilant [Bushi] (Path)........................................78
Tortoise Guard [Bushi] (Path)..................................................78
Tsuruchi Swordsman [Bushi] (Path).......................................78
Unicorn Yomanri Archer [Bushi] (Path)..................................79
Weavers [Bushi] (Path).............................................................79
Akodo Siege Strategist [Bushi] (Path)....................................79
Hojatsu's Legacy [Bushi] (Path) ..............................................79
Iron Gauntlet Brotherhood [Bushi] (Path) ..............................80
Kaiu Siegemaster [Bushi] (Path).............................................80
Order of Chikai [Bushi] (Path) .................................................80
Shadowed Steel [Bushi] (Path) ...............................................80
Wolf Legion [Bushi] (Path) .......................................................81
Tsuruchi Master Bowmen [Bushi] (Path) ...............................81
The Emerald Champion [Bushi] (Path) ..................................81
The Ruby Champion [Bushi] (Path)........................................81
The Serpent Hunters [Bushi] (Path) .......................................81
Chrysanthemum Conspirator [Bushi, Courtier] (Path).........82
Emerald Magistrate [Bushi, Courtier, Shugenja] (Path) ......82
The Scorpion's Tail [Bushi, Ninja] (Path) ...............................82
Asako Philosopher [Courtier] (Path).......................................82
Gozoku Agent [Courtier] (Path) ...............................................83
Ide Trader [Courtier] (Path)......................................................83
Master of Games [Courtier] (Path)..........................................83
The College of Clarity [Courtier] (Path)..................................84
Daidoji Trading Council [Courtier] (Path)...............................84
Ikoma Historians [Courtier] (Path) ..........................................84
Kitsuki Debater [Courtier] (Path) .............................................84
Shosuro Defilers [Courtier] (Path)...........................................85
The Asako Scholars [Courtier] (Path) ....................................85
The Dark Whisper [Courtier] (Path) ........................................85
The Doji Innocents [Courtier] (Path).......................................85
The Otomo Bureaucrats [Courtier] (Path) .............................86
The Scales of the Carp [Courtier] (Path) ...............................86
Minor Clan Alliance Diplomat [Courtier] (Path).....................86
The Hand of Peace [Courtier] (Path)......................................86
The Severed Hand [Courtier] (Path).......................................87
The Yoritomo Emissaries [Courtier] (Path) ...........................87
Yasuki Extortionist [Courtier] (Path) .......................................87
Kitsuki's Eye [Courtier] (Path)..................................................87
The Amethyst Champion [Courtier] (Path) ............................87
Suzume Storyteller [Courtier, Artisan] (Path)........................88
The Daidoji Spymasters [Courtier, Ninja] (Path) ..................88
The Dragonfly Advisor [Courtier,, Shugenja] (Path) ............88

iii

Ide Caravan Master [Coutier] (Path) ......................................88


Agents of the Hantei [Monk] (Path) ........................................88
Dark Path Sohei [Monk] (Path)................................................89
Students of Hitsu-do [Monk] (Path) ........................................89
The Barefoot Brethren [Monk] (Path) .....................................89
The Transcendent Brotherhood [Monk] (Path) .....................89
The Silent Ones [Monk] (Path) ................................................90
Togashi Defender [Monk] (Path).............................................90
Pure Song Shrine [Monk] (Path) .............................................90
The Servants of Mercy [Monk] (Path) ....................................90
The Way of Mizu-do [Monk, Artisan] (Path) ..........................90
Defender of the Brotherhood [Monk, Courtier] (Path)..........91
The Taoist Archers [Monk, Ronin] (Path) ..............................91
Shadow Blades [Ninja] (Path) .................................................91
The Shosuro Assassins [Ninja] (Path) ...................................91
Kaze-Do Fighter [Peasant, Monk, Ronin] (Path) ..................92
The Silken Promises Geisha [Ronin] (Path) .........................92
The Shiba Illusionists [Shugenja] (Path)................................92
Asahina Fetishist [Shugenja] (Path) .......................................92
Isawa Tensai [Shugenja] (Path) ..............................................93
Iuchi Couriers (The Lords of the Plains) [Shugenja] (Path) 93
Kawaru Sages [Shugenja] (Path) ...........................................93
Kitsune Artisan [Shugenja] (Path)...........................................93
The Sisters of the Sacred Light [Shugenja] (Path)...............94
Toritaka Exorcist [Shugenja] (Path)........................................94
Agasha Alchemists [Shugenja] (Path) ...................................94
Asahina Artisans [Shugenja] (Path) .......................................94
Bishamon's Chosen [Shugenja] (Path) ..................................94
Chuda Necromancer [Shugenja] (Path).................................95
Disciples of the River [Shugenja] (Path) ................................95
Isawa Seaguard [Shugenja] (Path).........................................95
Iuchi Traveler [Shugenja] (Path) .............................................95
Mantis Navigator [Shugenja] (Path) .......................................96
Oni Slayer [Shugenja] (Path)...................................................96
Shadow Hunter [Shugenja] (Path) ..........................................96
The Children of Chikushudo [Shugenja] (Path) ....................96
The Inferno Guard [Shugenja] (Path).....................................97
The Isawa Temple Guardians [Shugenja] (Path) .................97
The Mist Legion [Shugenja] (Path) .........................................97
The Nameless Ones [Shugenja] (Path).................................97
The Seppun Hidden Guard [Shugenja] (Path)......................98
The Soshi Deceivers [Shugenja] (Path).................................98
Chuda Subversive [Shugenja] (Path).....................................98
Tamori Warrior Priest [Shugenja] (Path) ...............................98
The Acolytes of Thunder [Shugenja] (Path) ..........................98
The Kitsu Spirit Legion [Shugenja] (Path) .............................99
The Kuni Crystal Masters [Shugenja] (Path).........................99
The Seppun Astrologers [Shugenja] (Path) ..........................99
The Jade Champion [Shugenja] (Path) .................................99
Acolytes of Snow [Shugenja] (Path).................................... 100
The Asahina Fire Sculptors [Shugenja, Artisan] (Path).... 100

Hida Bushi

Crab
Kaiu Engineer
Clan: Crab
Discipline: Artisan, Bushi
Benefit: +1 Intelligence
Skills: Battle, Craft: Armorsmithing, Craft: Weaponsmithing,
Defense, Engineering (pick one Emphasis), Lore: Architecture,
War Fans
Honor: 4.5
Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Heavy
Weapon or War Fan, Traveling Pack, 3 koku
The Kaiu Engineers are the most formidable crafters in the Empire,
and their skills are turned almost entirely to the Crab Clans duty of
defending Rokugan against the Shadowlands.
Masters of construction and siegecraft, they are also formidably
talented at the manufacture of arms and armor. Many Kaiu also
serve as battlefield commanders, turning their talents at siege to the
service of war.

Techniques
RA NK 1: THE KA IU ME THOD - A student of the Kaiu Method is taught
the many basic essential disciplines the family uses to serve the
Crab. You gain a bonus of +1k0 when making any School Skill Roll.
When spending a Void Point to augment a School Skill Roll, you
gain a bonus of +2k2 instead of +1k1.
These effects are not cumulative.
RA NK 2: THE PA TH OF STONE - The Kaiu are feared on the
battlefield for good reasonthey are the masters of both construction
and destruction. When constructing any large structure (templesized or larger), you may make an Engineering Skill Roll at TN 25 to
add an additional numbe r of Wounds to the structure equal to your
School Rank x 100. Also, when commanding a siege engine, you
may re-roll once any of the siege engines damage dice that roll
below your School Rank.

Clan: Crab
Discipline: Bushi
Benefit: +1 Stamina
Skills: Athletics, Defense, Heavy Weapons (Tetsubo)

Intimidation, Kenjutsu, Lore: Shadowlands, any on Bugei Skill


Honor: 3.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy
Weapon or Polearm, Traveling Pack 3 koku
The Hida fighting style is one of the oldest and most respected bushi
schools in the Empire, and one with a very basic premise endure the
enemys attacks until you have the opportunity to crush him with
sheer brute force. The style was shape by the Clans early years
combating oni and other Shadowland enemies, when only the
strongest and most resilient among Hidas followers survived.
The Hida Bushi School encompasses two broad themes damage
mitigation and heavy weapon use. Hida bushi ma not be the most
accurate samurai in the Empire, but when they do connect, they
inflict tremendous damage. And fortunately for them, they are able to
withstand incredible amount of punishment while they wait to cripple
their enemies.

Techniques
RA NK 1: THE W A Y OF THE CRA B - The Hida bushi is the epitome of
heavy infantry, able to endure harsh blows and deliver crushing
attacks in return. You may ignore TN penalties for wearing heavy
armor for all skill except Stealth. When using a Heavy Weapon, you
gain a bonus of +1k0 to the total of all damage rolls.
RA NK 2: THE MOUNTAIN DOES NO T MOV E - The Hida bushi is
famous for extraordinary tenacity, weathering wounds that would kill
normal men. You gain Reduction equal to your Earth Ring.
RA NK 3: TWO PINCERS, ONE MIND - A Hida bushi is relentless. You
may make attacks as a Simple Action instead of a Complex Action
while using Heavy Weapon or weapons with the Samurai keyword.
RA NK 4: DEVA STA TING BLOW - A Hida stops at nothing to destroy
his enemies once his anger is roused. Once per encounter, when
wielding a Heavy Weapon you may make a calculated strike against
the enemy.

RA NK 3: THE PA TH OF THE SHELL - The security and protection of


Crab samurai is a somber duty all Kaiu take very seriously indeed.
When crafting any set of armor, you may double the crafting time
and cost in order to add your School Rank to the armors Reduction
value.

Lower the enemys Reduction by 4 for this attack. If this attach


succeeds, you Daze the target. The target may recover from this
Conditional Effect by making a successful Earth Ring Roll versus a
TN equal to your damage roll during the Reaction Stage of each
Round. The TN decreases by 5 each time the target fails the roll.

You may also add half your School Rank (rounding up) to the
armors Armor TN bonus.

RA NK 5: THE MOUNTA IN DOES NO T FA LL - Nothing can stop a Hida


warrior from fulfilling his duty, no even the threat of death. You may
spend a Void Point during the Reactions Stage. During your next
Turn, you may take action as if you were in the Healthy Wound Rank.
You ignore the Dazed, Fatigued, and Stunned Conditional Effects.
The benefits of this Technique last until the next Reactions Stage.

RA NK 4: THE PA TH OF W AR - Every Kaiu is a student of battle, as


are all Crab. When you roll on the Mass Battle Chart, you may
modify your result (up or down) by an additional amount equal to half
your School Rank. Additionally, when fighting with a katana, dai
tsuchi, or war fan, you may make melee attacks as a Simple Action
rather than a Complex Action.
RA NK 5: THE PA TH OF S TEEL - The greatest and most sacred duty of
the Kaiu is crafting the sacred weapons of the Crab Clan. When
crafting any weapon, you may choose to confer either a +1k0 bonus
to all attack rolls made with that weapon, or a +0k1 bonus to all
damage rolls made with that weapon. If the weapon is a katana, you
may expend all your Void Points (a minimum of one point must be
spent) to make the blade unbreakable (as per the Sacred Weapon:
Kaiu Blade Advantage). Doing so renders you unable to recover
Void Points for one week.

Hida Pragmatist
Clan: Crab
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Defense, Jiujutsu (Improvised Weapons) 2,

Kenjutsu, Lore: Shadowlands, any Bugei skill


Honor: 2.5
Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Heavy
Weapon or Polearm, Traveling Pack, 3 koku
The practitioners of Kobo Ichi-Kai, whose primary dojo is located in
Clear Water Village, focus on unarmed combat above all other forms
of martial conflict. Although sometimes considered a touch bizarre
by other Crab warriors, they are nonetheless respected because of
their sheer physical power and ability to devastate virtually any
opponent in hand-tohand combat. Pragmatists make fine yojimbo,
since they can leave their weapons at the door and suffer only
minimal loss of effectiveness when doing so. Even creatures of the
Shadowlands can be overcome by a skilled Pragmatist, and indeed
the school was originally developed out of the need to adapt jiujitsu
to fighting inhuman opponents.

Techniques
RA NK 1: THE E TERNA L STONE UNLEA SHED - The Pragmatist is
taught to endure terror and humiliation while killing his enemies with
anything he can find. You gain a bonus of +1k0 to any roll made to
resist Intimidation or Fear effects. You also gain a bonus of +1k0 to
the total of your attack and damage rolls when fighting unarmed or
with improvised weapons. However, you must always keep high dice
with any attack rolls or damage rolls that benefit from this Technique.
RA NK 2: W EARING DOWN THE MOUNTAIN - At this rank the
Pragmatist learns to strike repeatedly at the same point, wounding
even powerful opponents. When fighting unarmed or with an
improvised weapon, you may make the Extra Attack Maneuver for
only 3 Raises instead of 5.
RA NK 3: FURY OF THE AVA LA NCHE - At this rank the Pragmatist
learns to fight just as well with his bare hands or whatever is
available to him as with the traditional weapons of the samurai. You
may make attacks as a Simple Action when fighting unarmed or with
an improvised weapon, or when wielding a Samurai keyword
weapon.
RA NK 4: S TONE TURNS STE EL A SIDE - The Pragmatist is taught he
does not need a weapon when he can turn an enemys weapon back
on him. Regardless of your Stance, a number of times per skirmish
equal to your Void, immediately after you are attacked with a melee
weapon (after damage is rolled, if the attack hit) you may take a Free
Action to make a Contested Roll using Jiujutsu / Agility against your
enemys (Weapon Skill) / Agility. If you win the roll, you immediately
strike the enemy with his own weapon (thus, you use your own
Strength when determining damage rolled with this Technique). You
may Raise on this Contested Roll to perform the Increased Damage
Maneuver.
This technique cannot be used during an iaijutsu duel.
RA NK 5: FIGH T TO THE END - The final lesson of the Pragmatist
teaches him to prevail no matter what the odds, killing his enemies
no matter how severe his own injuries. At the start of your Turn you
may spend a Void point to allow you make an attack as a Complex
Action that ignores your Wound penalties (including Down and Out)
and any restrictions or penalties from Status effects or physical
Disadvantages you are currently suffering. You gain a +3k1 bonus to
your damage roll with this attack.

Hiruma Bushi
Clan: Crab
Discipline: Bushi
Benefit: +1 Willpower
Skills: Athletics, Hunting, Kenjutsu (Katana), Kyujutsu Lore:

Shadowlands, Stealth, any one skill


Honor: 4.5
Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow
with 20 Arrows or Knife, Traveling Pack 3 koku
Where the Hida Bushi School teaches endurance and strength their
Hiruma cousins teach avoidance and targeting weak points in an
enemys defenses with lightning fast strikes. The lessons taught by
their sensei are essential to fulfilling their duties as warriors inside
the Shadowlands. Those who do no heed their teachers well do not
survive to perpetuate their mistakes. Those who excel at their
lessons become a scourge upon the Shadowlands, moving through
that dark realm wit speed and grace, leaving death in their wake.
The Hiruma Bushi School emphasizes movement and survival not
just to endure a strike as the Hida do, but to live through an entire
skirmish. In one-on-one combat the Hirum excels at evading his
opponent, while in larger skirmishes hi ability to avoid damage
makes him adept at reaching troublesome foes and eliminating them
while his allies tie up other rank-and-file opponents.

Techniques
RA NK 1: TORCH 'S FLAME FLICKERS - The Hiruma learns to focus his
strikes even while protecting himself, perfecting the penetrating
quality of his blow withou sacrificing his defense. While you assume
the Attack Stance you gain a bonus of +1k0 to the total of all attack
rolls. Yo are skilled at survival and can make all food, water, and
jade rations last twice as long for a number of people equal to you
Hunting Skill Rank.
RA NK 2: W OLD 'S LI TTLE LESSON - Hiruma learn to dash in and out in
a single motion. While you assume the Attack Stance, you add 5 to
your Armor TN ever time you hit with a melee weapon. This bonus
may stack number of times equal to your School Rank and lasts
until the end of the current skirmish.
RA NK 3: HUMM INGBIRD W INGS - The Hiruma know how the
hummingbird can move in an direction and apply this truism to battle.
Once per Roun you may activ ate this Technique when an opponent
target you with an attack. You gain a bonus of double your Schoo
Rank to your Armor TN for that attack. This stacks with an other
Armor TN bonuses you gain from other means (such a spending a
Void Point).
RA NK 4: SHA RK SM ELLS B LOOD - Against a weakened opponent, a
Hiruma is a terrible foe indeed. You may make attacks as a Simple
Action instead o a Complex Action when using a weapon with the
Samurai keyword.
RA NK 5: DA YLIGHT W A STES NO MOV EM ENT - The Hiruma learns to
use no more energy than is precisely needed to kill his opponent. If
you deliver more Wound than necessary to kill your target, you may
apply the excess Wounds to the next target you hit. This Technique
does no activate two attacks in a row. The carry-over effect does no
last beyond the end of the current skirmish.

The Hiruma Scouts


Clan: Crab
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore:

Shadowlands, Stealth (Sneaking), any one Bugei skill


Honor: 4.5

Outfit:

After the fall of Hiruma Castle, the Hiruma family had no sensei and
was unable to preserve the knowledge of its ancient bushi school
(the school listed in the L5R 4th Edition Core rulebook as Hiruma
Bushi). Most of the samurai who actually knew its advanced
techniques had perished in battle with the Maw, and those who knew
its more basic methods were too focused on fighting and surviving to
pass on their wisdom. By the time the family realized their school
was in danger of perishing, it was too late.
It was the Unic orn Clan which offered a solution, opening its scout
dojo to the Hiruma. Training in the Shinjo methods and adapting
them for their own use, the Hiruma developed a new school which
placed a far stronger focus on stealth and scouting than their
ancestral one. The Hiruma relied on this school for over 300 years,
until ancient scrolls of the lost Hiruma Bushi school were finally
recovered from the Shadowlands. Even after the Hiruma Bushi
techniques were recovered, however, the Hiruma refused to
abandon their well-tested Scout school, and thereafter their dojo
taught both.

Techniques
RA NK 1: DA NCE THE RAZOR 'S EDGE - The Hiruma scouts learn the
ways of the Shadowlands intimately, and are taught to rely on speed
and stealth to survive, function, and escape in that most inhospitable
of environments. You may add your Stealth Skill rank to the total of
your Initiative rolls (unless caught by surprise or otherwise unaware).
You can make all food, water, and jade rations last twice as long as
normal for a number of people equal to your Hunting Skill Rank.
While in the Shadowlands, you gain +1k0 to Stealth rolls and always
know the direction of the Empire and roughly how far away it is.
RA NK 2: RUN LIKE THE W IND - The Hiruma practice speed, evasion,
and endurance in order to evade their enemies and deliver their
scouting reports.
You may make Free and Simple Move actions while in the Full
Defense stance. You can run at high speed for a number of hours
equal to your Stamina + School Rank, after which you are
Exhausted until you have one hours rest.

Yasuki Courtier
Clan: Crab
Discipline: Courtier
Benefit: +1 Perception
Skills: Commerce (Appraisal), Courtier, Defense, Etiquette

Intimidation, Sincerity (Deceit), any one Merchan skill


Honor: 2.5
Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,
Traveling Pack, 5 koku
Once a Crane family, the Yasuki defected to join the Crab after their
Doji masters refused to accept the questionable manner in which the
Yasuki performed essential tasks necessary for the Crane to
function. The Crab were far more practical masters and under their
leadership the Yasuki have become the most prosperous merchant
patrons in the Empire. Their sense emphasize the ability to find that
thing ones opponents i court must have, and provide it for them at a
low cost, ensuring both profit and gratitude. The Yasuki specialize in
using commerce as a means o gaining the favor of others. They are
as much salesmen a courtiers and can use any number of sales
tactics, including both pressure and false sincerity, to gain that which
the desire from others. No one in the Empire can take a simple
resource and transform it into a hot commodity with the same style
and deftness as a Yasuki courtier.

Techniques
RA NK 1: THE WA Y OF THE CA RP - The Yasuki are masters of
commerce and practice it far more openly than other samurai
families; they do not consider i to be a breach of etiquette to engage
in open commerce. You gain a Free Raise when using the
Commerce skill, and you d not lose Honor or Glory for using the
Commerce skill eve in public. Also, Yasuki are taught from youth to
be adept at sizing up their potential customers. When speaking wit
someone you may make a Contested Roll of your Commerce
Perception against their Etiquette/ Awareness to discern some
material object or service they want or desire.
RA NK 2: D O A S W E SA Y - The flip side of Yasuki commerce is
Yasuki pushiness. The Yasuki are renowned for both their glib
tongues and their high -pressure sales tactics, pressuring and
deceiving their customers and allies into doing what they want. A
number o times per session equal to your School Rank, you may reroll a failed Sincerity or Intimidation Skill roll. You must keep the
results of the second roll.

RA NK 3: VEIL OF THE SPIRITS - At this Rank, the Hiruma has


perfected his skills with stealth to the point where they become
almost supernatural.

RA NK 3: TREA SURES OF THE CARP - Your contacts in the merchant


and commercial circles o Rokugan make it possible for you to
acquire almost anythin you might need to satisfy a customer. You
may roll Commerce Awareness at TN 20 to locate a rare or useful
item subject to GM discretion, for someone else. You may trac down
higher-quality or rarer items by calling Raises.

As long as you do not move and have some form of cover,


concealment, or camouflage available (GMs discretion), you may
spend a Void point to make yourself all but invisiblein mechanical
terms, this adds a number of kept dice to your Stealth roll equal to
your School Rank. This effect lasts until you move or make noise.

RA NK 4: W ILES OF THE CA RP - As ruthless merchants, the Yasuki


are also skilled at seeing through the deceptions and blandishments
of others. Anyone making a Social Skill Roll for the purpose of lying
to you o deceiving you has their TN increased by an amount equal t
5 times your School Rank.

RA NK 4: HA RNESS THE W IND - The Hiruma has now learned to strike


as swiftly as he runs. You may make attacks as a Simple Action
instead of a Complex Action when using any Samurai weapon, knife,
or bow. You may also attack as a Simple Action regardless of
weapon when fighting any Shadowlands creature or other known
Tainted nonhuman (such as zombies or gaki).

RA NK 5: W HA T IS YOURS IS MINE - The ultimate skill of the Yasuki is


to influence others by offerinr them what they want the most. If you
know of a material item someone needs, and arrange for them to get
it, you gain a bonus of +5k0 to any Contested Social Rolls you make
against that person for the next 24 hours.

RA NK 5: S TRIKE OF THE S TA LKER - The Hiruma Scouts strike their


opponents from hiding, delivering vicious blows that get past all
defenses. If you are striking a surprised or unaware foe, your Raises
are not limited by your Void, and you can ignore 10 points of
Reduction (from any source).

Kuni Witch-Hunter
Clan: Crab
Discipline: Monk
Benefit: +1 Willpower
Skills: Investigation, Jiujutsu, Kenjutsu, Lore: Shadowlands,
Lore: Maho, Meditation, any one skill
Honor: 5.5
Outfit: Rugged Clothing, Daisho, Knife, Jade Pendant,
Traveling Pack, 3 koku.

Devotion:

The Kuni Witch-Hunters are a small but highly skilled group of


mystical warriors who serve the Crab Clan by hunting for mahotsukai and Shadowlands infiltration within the Empire. They travel
freely through Rokugan, often disregarding clan borders and
jurisdictions much to the displeasure of local authorities. Samurai
from other clans tend to regard Witch-Hunters as superstitious and
ill-mannered louts, but common folk throughout the Empire respect
them and seek their aid whenever supernatural threats arise. Within
the Crab Clan they are treated with respect and not a little fear, since
their appearance often betokens the presence of the Taint.

Techniques
RA NK 1: TO SEE THE DA RKNESS - Witch-Hunters are taught both to
sense the power of Jigoku and to crush those who carry its dreadful
mark.
You may attempt to detect the Taint in another person by holding
your jade pendant (or another piece of jade) and staring intently at
them. This is a Complex Action and requires you to make a
Contested Roll of your Investigation (Interrogation) / Awareness
against the targets Sincerity (Deceit) / Willpower. You gain a +1k0
bonus to this roll for every full Rank of Taint the target possesses. If
you succeed in the roll and the target is Tainted (has at least 1 Rank
of Taint), you are able to sense the presence of the Taint and its
approximate strength. If you fail the roll or the target is not Tainted,
you gain no information.
In addition, you gain +1k1 to your rolls to resist the Shadowlands
Taint and to your attack rolls when attacking a foe who is a
Shadowlands creature or who you know to be Tainted.
RA NK 2: TO RIDE THE DA RKNESS - Witch-Hunters do not confine
themselves to rooting out Tainted men and womenthey also learn
how to fight the creatures of the Shadowlands, and spend
considerable time studying their strengths and weaknesses.
Any time you are confronted by a Shadowlands creature, you may
take a Free Action to roll Lore: Shadowlands / Intelligence at TN 20
to recall either one specific strength (such as Invulnerability) or one
specific weakness (such as jade) for that creature. You choose
whether you recall a strength or a weakness, but the GM chooses
the exact information. You may Raise on this roll to learn additional
pieces of informationone strength or weakness per Raise.
RA NK 3: TO STRIKE THE DA RKNESS - At this rank the Witch-Hunter
learns to call on the power of purity to guide and strengthen his
blows. You may make melee attacks as a Simple Action when your
opponent is a Shadowlands creature or when you know your
opponent to be Tainted.
RA NK 4: TO REPEL THE DA RKNESS - The Witch-Hunters intense
study and spiritual training now gives him access to esoteric powers
and makes it almost impossible for the forces of darkness to deceive
him. You gain a +3k0 bonus to the roll for your Rank One ability to
detect the Taint and to the roll for your Rank Two ability. In addition,
you may learn one Kiho. (If the optional rule allowing Kiho for nonBrotherhood monks is in effect, this Kiho does not count against the
maximum number of Kiho you can learn, although it is subject to
their other mechanical limitations such as Mastery Level.)

RA NK 5: TO SHA TTER THE DA RKNESS - The Witch-Hunter is now the


true nemesis of Jigokus forces, able to strike down his enemies with
unmatched power. You gain a +4k1 bonus to your attack and
damage rolls against Shadowlands creatures and against foes you
know to be Tainted. This stacks with the attack bonus from your
Rank One technique.

Kuni Shugenja
Clan: Crab
Discipline: Shugenja
Benefit: +1 Willpower
Skills: Calligraphy (Cipher), Defense, Lore: Shadowland 2,
Lore: Theology, Spellcraft, any one Weapo Skil
Honor: 2.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
3 koku
Affinity/Deficiency: Earth / Air
Often misunderstood, the Kuni Shugenja School has frequently been
painted as a collection of obsessive madmen who delve too deeply
into secrets no one should explore. Most Kuni would object to the
label of madman, but beyond that they would admit the stereotype
fits fairly closely with reality. The Kuni understand they must sacrifice
certain inhibition and reservations in order to serve their Clan and
Empire to the best of their ability, and they do so without protest. The
Kuni Shugenja School empha sizes the Crab Clan specialization in
fghting creatures of the Shadowlands. The Crabs alliance with the
Nezumi tribes that dwell within the region also has granted them
great insight into other nonhuman creatures, and their Technique
allows them to benefit or destroy such creatures as desired.

Techniques
RA NK 1: GA ZE INTO SHA DOW - The Kuni have carefully studied
many of the most sinister opponent imaginable, and have learned
how to combat them. You gain a bonus of +1k0 to the total of all
Spell Casting Rolls when the target is any non-human creature and
any spell that inflicts damage inflicts an additional +1k1 damage
when used against a target who possesses the Shadowlands Taint.
You also gain a Free Raise on any spell with the Jade keyword.

Crane
The Kakita Artisans
Clan: Crane
Discipline: Artisan
Benefit: +1 Awareness
Skills: Courtier, Games: Sadane, Etiquette, Sincerity, any
three skills chosen from the following list: Acting, Artisan
(Gardening, Ikebana, Origami, Painting, Poetry, or Sculpture),
Perform (Dance, Oratory, Puppeteer, Song, Storytelling, or any
musical instrumen
Honor: 5.5
Outfit: Court Robes, Beautiful Clothing, Wakizashi, Art
Supplies, Fan, Steed (Rokugani pony), Traveling Pack, 10
Koku
Unlike their occasional rivals among the Shiba, the Kakita Artisans
do not confine themselves merely to the creation of physical art such
as paintings or books of poetry. The Artisan Academy devotes itself
to the study of every sort of art, whether it be performance-based or
creation-based, and studies not only the ways of art but also the
ways in which such art may be turned to the service of the Crane
Clan.

Techniques
RA NK 1: SOULD OF THE AR TISA N - The Kakita Artisan is taught from
earliest youth to focus on one specific form of art above all others,
devoting himself to it heart and soul and pursuing the goal of
absolute perfection within its forms. Of course, in keeping with Crane
tradition the Artisan is also taught to be a ruthless critic to any artistic
rivals. Select one of your three chosen School Skills (Acting, an
Artisan skill, or a Perform skill) as the focus of your artistic training.
This becomes your chosen art. When making skill rolls with your
chosen art, you gain a +2k0 bonus and your Raises are not limited
by your Void.
Any time you are using Games: Sadane to criticize someone elses
art or performance, you gain a Free Raise on your skill roll.
RA NK 2: THE S OUL'S DREAM - The Kakita Artisan is taught to use his
art to affect those around them, inspiring emotions and shifting the
views of the audience. When presenting a public performance or
display of you chosen art, you may make a Contested Social Roll of
[chosen art]/ Awareness against the Etiquette (Courtesy)/Willpower
of the audience members. Those audience members who fail their
rolls are profoundly swayed and their emotions shift in a direction
you desirebecoming friendlier, more hostile, calmer, or whatever
other emotional shift your art is designed to evoke. This emotional
shift normally lasts a number of hours equal to your Insight Rank.

The Kakita Master Artisans Advanced


Clan: Crane
Discipline: Artisan
Benefit:
Skills:
Honor:
Outfit:
The most talented elite of the Kakita Masters learn secret techniques
of artistic perfection passed down from the early centuries of the
Empire. These methods were developed by some of the Empires
finest artists and mastering them is beyond the ability of most
students at the Artisan Academy, so only the most supremely gifted
are ever taught them. However, for that same reason the techniques
are not limited solely to students of the Artisan Academyany
supremely talented Crane may become a Kakita Master.
At their highest pinnacle of skill the Kakita Masters can actually
change reality temporarily, a phenomenon which mystifies those
shugenja who have studied it. Some speculate the art is so perfect it
inspires the kami in response, but in truth no one knows how the
Masters achieve these effects.

Note that not all persons are equally susceptible to the impact of
artthe GM may rule that a particular individual is affected for a
shorter period of time, or award a bonus to the resistance roll for
persons whose emotions are difficult to manipulate. The GM should
normally have each individual audience member roll separately to
resist this technique (this should always be done for PCs or
important NPCs), but with large groups of ordinary NPCs the GM
can opt to save time by making a single roll for most or all of them.

Techniques

RA NK 3: FREE THE SPIRIT - You may select a second of your three


chosen School Skills as a chosen art, and all Technique bonuses
and effects which applied to your first chosen art now apply to it as
well. The bonus to your chosen art skill rolls increases to +2k1.

You gain 5 points of Glory, +1 additional point of Glory for each


Raise called on the roll. Everyone in the audience at the arts
unveiling/ performance gains one bonus Void Point (which can
exceed their normal maximu m) for the next 24 hours; if you
successfully called at least 4 Raises on the roll, they gain two bonus
Void Points instead.

RA NK 4: UNDYING NAM E - Your art is now so magnificent that you


can make and break the reputations of others by depicting or
referencing them in your work. You may create a piece of art
referring to another person by rolling [chosen art]/ Awareness at a TN
equal to 20 plus 5x their Glory Rank. With a success, you may either
increase (if your art is complimentary) or decrease (if it is critical)
their Glory by up to 5 points, plus an additional 5 points for every
Raise you make on the roll. You may call two additional Raises to
inflict a gain of Infamy on the target instead of a Glory change.
You may not target the same person with this technique more than
once every six months. Furthermore, persons of high station cannot
have their reputations damaged by artists lacking in prestigethe
targets Status Rank cannot exceed your Glory or Status Rank
(whichever is higher).
RA NK 5: A GIFT BE YOND PRICE - You art is now so perfect that a gift
of it can profoundly change another persons attitude toward you and
your clan. Once per month, you may give a gift of your chosen art to
someone from another clan or faction. Make a Contested Social Roll
of your [chosen art]/ Awareness against their Etiquette
(Courtesy)/Willpower. (The GM may award Free Raises to you or the
target of this technique based on the type and subject of the art and
the attitudes and beliefs of the targetsome people are easier to
sway than others.) With a success, you permanently alter their
attitude toward your clan/ faction in a favorable direction. With a
failure, the target becomes aware of your attempt to manipulate his
emotions, and his attitude toward your clan/ faction permanently
shifts in a hostile direction.
This technique cannot target the same person more than once per
year.

RA NK 1: THE MA STER 'S TOUCH - The Master Artisan transcends the


social demands of a rt to focus on creating works of lasting
magnificence which transform those who witness them. You may
attempt to create such a work or performance with a chosen art Skill
roll at TN 40. A success results in a creation or performance that
awes everyone who witnesses its first public appearance.

(The effects of this technique cannot stack.)


RA NK 2: MA STER Y UNBOUNDED - At this level of skill, the Master
Artisans skills become truly legendary. You gain a bonus of +2k0
with your chosen art Skill rolls. If you are trained as a Kakita Artisan,
you may select a third chosen art from your School Skills.
RA NK 3: THE PERFECT ART - The final secret of the Master Artisans
is a level of excellence that transcends the normal bounds of mortal
capability, producing art that literally comes to life. Once per month
when creating a work or performance with one of your chosen arts,
you may spend two Void Points and then roll [chosen art] /
Awareness at TN 50. With a success, the art comes to life birds fly
off a painting, the characters of a play manifest on the stage, the
statue of a Fortune comes to life, and so forth.
The specific nature of the manifestation, and what action it takes
after appearing, is chosen by the GMbut it will always be helpful to
you, and will usually be something awe-inspiring and extraordinary.
The manifestation normally lasts only a few minutes, but if you
successfully call four Raises on the skill roll it will last for one hour.

Daidoji Iron Warriors


Clan: Crane
Discipline: Bushi
Benefit: +1 Agility
Skills: Battle, Defense 2, Iaijutsu, Kenjutsu (Katana) Kyujutsu,
any one Skill
Honor: 6.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy
Weapon or Polearm, Traveling Pack 10 koku

The skills of the Doji and the Kakita have raised the Crane into their
position as masters of the court, but when words alone cannot attain
victory; it is the strength and the courage of the Daidoji Iron Warriors
that carry the day. The Daidoji have always considered themselves
the silent steel of the Crane, an that perception is not inaccurate.
The Daidoji Iron Warrior are both the rank and file and the heavy
infantry of the Crane armies, comprising a sizeable portion of the
Clans first arm and the majority of the second. They also serve as
yojimbo and this duty is the one most often ascribed to the Daidoji
even if it is but one of their many roles. The Daidoji are a versatile
group, with Techniques that emphasis both enduring the damage of
ones opponents an protecting their charge. This fighting style is not
exclusively protective, however, and it allows an Iron Warrior to fight
defensively in a skirmish to great effect.

Techniques
RA NK 1: THE FORCE OF H ONOR - The Iron Warrior serves as the
shield of his clan, defending the honor and homes of the Crane. You
gain a bonus of you Honor Rank (rounded down) minus 4 to your
Wounds at each Wound Rank, to a minimum bonus of one. (Thus at
Honor Rank 6.5, you gain a bonus of 2 Wounds to each Wound
Rank.) Additionally, you gain a bonus of +1k0 to the total o all attack
rolls while in the Attack Stance.
RA NK 2: THE SHIELF OF FA ITH - The Iron Warrior truly believes that
his work serves a higher purpose. When you perform the Guard
Maneuver, the benefits last for an additional Round. Additionally, the
Armor T bonus of the Guard Maneuver is increased by 5. (This
bonus applies to both your Armor TN and your targets Armor T
thus, you suffer no TN penalty when Guarding, and you target gains
a bonus of +15 to his Armor TN instead of +10.)
RA NK 3: S TRIKE BENEA TH THE VEIL - The Daidoji is an intractable
foe, devastating to face under an circumstances. You may make
melee attacks as a Simple Action instead of a Complex Action while
in the Attack Stance.
RA NK 4: VIGILA NCE OF MIND - The Iron Warrior is always on the
lookout for dangers. You may spend a Void Point during the
Reactions Stage to target an opponent who has attempted to strike
at either you or the target of your Guard Maneuver during the Round.
You gain a bonus of +2k1 to the total of all attack and damage roll
against that opponent during the next Round.
RA NK 5: TO TREA D ON THE SWORD - When the Iron Warrior fights to
protect his charge, he will continue on long after others would perish.
You may spend two Void Points as a Free Action when someone
declares an action against the target of your Guard Maneuver. You
become the target of the action instead (if it would be a legal action
GM discretion in questionable instances). You also gain one Free
Action that you may use immediately for the sole purpose o moving
toward the target of your Guard Maneuver. If you cannot reach your
target, this Technique has no effect.

Doji Magistrate
Clan: Crane
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Defense, Horsemanship, Jiujutsu, Kenjutsu, Knives

(Jitte), Polearms, any High or Bugei Skill


Honor: 5.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon (or
2 Knives), Traveling Pack, 10 koku
The Doji family is dedicated to protecting its lands and people from
all threats, an expression of the Crane Clans devotion to the Virtue
of Compassion. Consequently, they maintain this school to teach
their bushi techniques of law enforcement and peace-keeping.
Although generally less famous for their deeds, the Doji familys
magistrate tradition actually predates their more sensational
counterparts in other clans by centuries.
The Kitsuki family, the Soshi Magistrates, and even the Emerald
Magistrates were not created until well after the Doji tradition had
been in place for a very long time. In fact, it is often against the Doji
that other such schools are measured, although this is not a
conscious comparison.
Despite the name of the school, in actuality only a minority of its
students are actually appointed as clan magistrates students are
far more likely to serve as yoriki, assisting other magistrates, or
simply as guards patrolling the borders and maintaining law and
order in cities and towns. Still, those who are trained in this school
are often among the first to receive an appointment when a
magistrate position becomes available, and it is not uncommon for
many Doji to serve in the ranks of the Emerald and Jade magistrates
as well.

Techniques
RA NK 1: TEM PER STEL L WITH HONOR - Doji Magistrates are trained
to fight with compassion, avoiding injury to both themselves and
whenever possible to others, a style known to the Crane as Mizu-do
(the Way of Water). They specialize in the use of weapons designed
to disarm or capture foes rather than kill them. You may add an
amount equal to your Air Ring to your Armor TN (unless caught
helpless or unaware). You gain a +1k0 bonus to your attack rolls
when fighting with a jitte or a sasumata.
RA NK 2: FL OWING LIKE WA TER - The Magistrates are taught the art
of subduing law-breakers non-lethally by turning their own strength
against them, an especially useful skill when dealing with drunken
samurai whose deaths might carry political repercussions. When
rolling to control a Grapple or to resolve a Disarm attempt, you may
use your opponents Strength Rank in place of your own.
RA NK 3: BREA TH OF THE LAW - The Doji Magistrates practice a
variety of submission holds designed to disarm and disable
lawbreakers without harming them. If you successfully Grapple or
Disarm an opponent, they are also Dazed.
RA NK 4: FLOWING LIKE AIR - A true student of the Doji path can
move as swiftly as the wind of justice that brings ruin to his enemies.
You may make attacks as a Simple Action when fighting unarmed or
when wielding a jitte, sasumata, or a weapon with the Samurai
keyword.
RA NK 5: THE W ILLOW IN THE S TORM - In their final lesson, Doji
Magistrates are taught to maneuver around their opponents,
redirecting their energy and defeating them with their own
momentum. You may spend a Void point during the Reactions stage
of a skirmish Round to force anyone who attacks you on the next
Round to subtract their Air Ring from each of their dice. (Dice which
explode have their final total reduced.) This technique cannot be
activated or used while you are in the Full Attack stance or the
Center stance.

Kakita Bushi
Clan: Crane
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Etiquette, Iaijutsu (Focus), Kenjutsu, Kyujutsu Sincerity,
Tea Ceremony, any one Bugei or High Skill
Honor: 6.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 10 koku

The sacred art of iaijutsu is practiced by all clans, but non have truly
mastered it in the same manner as the sensei a the Kakita Dueling
Academy. The School focuses unapologetically upon dueling. Other
skills are part of the core teachings but they are considered
incidental and in many cases are offered only because some facet of
their instruction relates i some way to iaijutsu. While there are those
in the Empire who have criticized the School for its narrow focus, few
can argue with the results; many battles have been won by the
Crane because an enemy general was slain in a duel before the
fighting began. Likewise the Crane stranglehold on the courts is
easier to maintain when any challenge can be answered by a Kakita
champion taking the courtiers place in a duel. The Kakita
Techniques place an obvious emphasis on iaijutsu but several of
them can be of use in both dueling an general skirmishing. The
Kakita are generally faster than most opponents, reflected in their
Initiative bonuses, and are able to utilize the Center Stance for
greater benefits than normal both in dueling and outside.

Techniques
RA NK 1: THE W A Y OF THE CRA NE - The study of the sword
demonstrates the many ways in which the art of Kakitas technique
can be applied. You add twice your Iaijutsu Skill Rank to all Initiative
rolls. You gain a bonus of +1k1 plus your School Rank to the total of
all attac and Focus rolls while assuming the Center Stance. This
bonus also applies during the Combat Round following one in which
you assumed the Center Stance.
RA NK 2: SPEED OF LIGHTENING - Enemies who are slow or weak of
spirit are doomed to failure. You gain a bonus of +2k0 to the total of
all attack roll against those with lower Initiative than your own.
RA NK 3: FIRS T A ND LA ST S TRIKE - A Kakita Bushi is feared
throughout the Empire as a followed of the oldest and most
venerated dueling tradition in the Empire. You may Strike first in a
duel if you win the Iaijutsu Void roll by a d ifference of 3 or higher.
You gain a Free Raise on your Strike for each additional margin of 3
instead of 5.
RA NK 4: ONE STRIKE, TWO CUTS - With one pure strike, the
advanced student of Kakitas techniqu cuts his opponent twice. You
may make attacks as Simple Action instead of a Complex Action
while using weapon with the Samurai keyword.
RA NK 5: S TRIKE WITH NO THOUGHT - A true student of Kakita
requires no thought before the perfect strike, depending entirely on
instinct. You may take on Simple Action per Turn while assuming the
Center Stance. You gain the benefits of Center Stance while you
assume the Stance instead of the following Turn, and you may
remain in Center Stance as many consecutive Turns as desired. The
Simple Action you take can be a Move Action (bypassing the normal
restriction of the Center Stance).

The Daidoji Scout


Clan: Crane
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Athletics, Hunting (Traps), Kenjutsu, Knives, Kyujutsu

(Yumi), Stealth (Sneaking), any one Bugei or Low Skill


Honor: 3.5
Outfit: Light or Ashigaru Armor, Rugged Clothing, Daisho Set,
Bow, Knife, any one weapon, Trap- Making Gear, Camouflage
Face-paint, Traveling Pack, 5 Koku.
Although the Iron Warriors are the most well-known public face of
the Daidoji family, they also study a style of warfare specialized in
scouting, ambush, and precision strikes against vulnerable enemy
assets like commanders and supply caravans. Daidoji Scouts readily
employ traps and surprise attacks, accepting a certain amount of
dishonor in their own conduct for the sake of the greater good of the
Crane Clan. They rely on the rest of the clan to provide them with
political cover for their questionable actions.

Techniques
RA NK 1: SURV EYING THE LA ND - The Daidoji scouts are masters of
observation and pursuit, tracking their opponents, harassing them,
and delaying them with traps and ambushes. You gain +1k0 with
Stealth and Hunting skill rolls. Any rural/ improvised traps you create
are exceptionally deadly, inflicting +1k1 extra damage.
RA NK 2: SCOURING THE SHA DOWS - Daidoji scouts strike from
concealment, hitting their opponents with swift and devastating
attacks. When attacking an unaware opponent you gain a bonus of
+2k0 to your attack roll.
RA NK 3: W EA KEN THE R ESISTA NCE - The Daidoji learn to strike with
precision, hitting their opponents in weak spots and evading their
armor. You may ignore any Reduction your opponent gains from
wearing armor or from school techniques. (You cannot ignore the
natural Reduction of creatures, or Reduction bestowed by magical or
supernatural effects.) If you attack an opponent who has no
Reduction from armor or techniques, you gain +1k0 to your damage
rolls.
RA NK 4: S TRIKE A ND MOV E - The Daidoji scout strikes with the
swiftness of the wind itself. You may make attacks as a Simple
Action instead of a Complex Action when wielding a katana,
wakizashi, knife, or bow. Your traps now inflict +2k1 extra damage.
RA NK 5: CUNNING OF DA IDOJI - The true master of the Daidoji scout
school needs only a single strike, for his opponent never survives to
see the second one. During a skirmish, you may spend a Void Point
as a Free Action to attempt a deadly precision strike on your next
attack (this may be done with a melee or a ranged attack, but cannot
be done more than once in the same Turn). Any Maneuvers called
on this attack require 1 less Raise (to a minimum of 1 Raise), and if
you successfully hit you gain a bonus of +1k1 to your Damage roll.
Furthermore, if your opponent is unaware of you, your Raises on
this attack are not limited by your Void.

Doji Courtier
Clan: Crane
Discipline: Couriter
Benefit: +1 Awareness
Skills: Calligraphy, Courtier (Manipulation), Etiquett (Courtesy),
Perform: Storytelling, Sincerity, Tea Ceremony any one Artisan
or Perform skill
Honor: 6.5
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Calligraphy Set, Traveling Pack, 10 koku

The reputation the Crane Clan has for being the unquestione
masters of any court activity in which they are involved i welldeserved, and almost exclusively the result of the ancient secrets of
the Doji Courtier School. The Schools primary focus is on the
creation of vast networks of allies upon who the Crane can call to
accomplish virtually anything, preferable indebting those involved to
the Crane in the process. The curriculum in the Doji School is quite
broad and encompasses myriad of topics, more than could be
mastered by any single samurai, no matter how talented. Fortunately,
the sensei ensure that there are an ample number of courtiers
trained in ever area so no matter what the need, a Doji stands ready
to fulfill it. The Doji Courtier School is built upon the notion of trading
favors. That is not the entirety of their abilities, however; what makes
them even more daunting opponents is their ability t perceive what
an individual needs, and then offer it to them i such a manner that
refusal is difficult if not impossible.

Techniques
RA NK 1: THE SOUL OF HONOR - Apprentice Doji courtiers are taught
to rely on their Honor when dealing with others, infusing their every
word and gesture with the power of their purity, and to build network
of allies by discerning what others need and fulfilling those needs.
So long as you maintain your Honor Rank at 6.0 o better, you gain a
Free Raise on all Courtier, Sincerity, an Etiquette rolls. Also, by
conversing with another person for few minutes, you can make a
Contested Roll of Courtier (Manipulation / Awareness against the
targets Etiquette (Courtesy / Awareness to learn whether they are in
need of an favors or assistance (such as needing travel papers to
reach another province, for example).
RA NK 2: SPEA KING IN SILENCE - At this Rank the Doji learns
Cadence, the art of communicating through subtle gestures and
body language. This give them a huge advantage in the courts by
allowing them t share information while their rivals are none the
wiser. Yo can roll Courtier/ Intelligence at TN 15 to communicate
simple ideas and instructions (things like distract them, this favor
us, or intercept that person) with any other Crane who i trained in
the Doji Courtier School or who has at least 5 Rank in the Courtier
skill. More complex ideas can be conveyed with Raises, although
there is an upper limit (set by the GM on how complicated Cadence
can become.
RA NK 3: THE PERFECT GIFT - The Doji build their networks of
alliances through selflessness offering others what they need so that
in future the Doji ma rely on their assistance. Any time you are in
court or in an urban area, you can roll Courtier/ Awareness at TN 20
to come u with a suitable gift or a helpful political favor for someone
else. By calling Raises on this roll, you can acquire a rarer or moor
potent gift or favor. If such a gift or favor is accepted, you ma
immediately take that person as an Ally with 1-point Devotion
without XP cost (subject to the GMs permission).

RA NK 4: VOICE OF HONOR - At this Rank the Doji has learned the art
of political maneuvering making his positions and arguments appear
synonymous with Honor, forcing anyone who disagrees with hi to
take a dishonorable position. In any debate or argument you may
make a Contested Roll of Courtier (Manipulation) Awareness
against the targets Etiquette (Courtesy) / Awareness. If you win the
roll, the opponent is forced to concede that his position conflicts with
the demands of Honor an Bushido, and if he persists in his position
he will commit breach of etiquette. (It is the GMs discretion, based
on the circumstances, as to whether it is a minor or major breach.)
RA NK 5: THE GIFT OF THE LA DY - The final training of the Doji
teaches them the art of influencing the emotions of others, making
friends and allies out of almost anyone even bitter enemies. By
conversing wit someone for a few minutes, you may make a
Contested Roll o Courtier (Manipulation) / Awareness against the
targets Etiquette (Courtesy) / Willpower. If the target is an Ally, you
gain a bonus of +5k0 to the total of this roll. With a success, you shift
the targets emotions in a favorable direction, persuading them to
listen to your advice and counsel. The GM is the final arbiter but in
general, the target will go along with anything you suggest which
does not conflict with his basic loyalties.

The Daidoji Harriers Advanced


Clan: Crane
Discipline: Ninja
Benefit:
Skills: Craft: Explosives 3, Hunting (Traps) 3, Stealth 5, Knives
4.

Honor:
Outfit:
The exact origins of the Daidoji Harriers are obscure and mysterious.
The Crane established a covert training site for unconventional
tactics in the ruins of Shiro Giji in the year 330, but for many
generations that facility was used merely to train selected Daidoji
Scouts in the more ruthless and pragmatic sort of fighting methods.
However, at some point the training at Shiro Giji took on a darker
and less honorable tone, focusing on the use of truly heinous
methods such as sabotage and assassination. The final turning point
seems to have been the decision to covertly manufacture and use
gaijin pepper, whose secrets were discovered after the defeat of the
gaijin in the Battle of White Stag.
The students of Shiro Giji took to calling themselves Harriers to
distinguish their methods from the somewhat more honorable tactics
of other Daidoji Scouts. With time, the rulers of the family came to
see the Harriers as a separate organization, a hand-picked band of
men and women who would do anything and sacrifice any amount of
their own honor for the greater good of the Crane. They carefully
concealed the Harriers existence and methods from the rest of the
clan, ensuring the leadership of the Crane could maintain honor and
propriety. In this way the Harriers covertly served the Crane Clan for
many generations.
The organization was finally exposed during the socalled War of
Silk and Steel between the Dragon and Crane in the late twelfth
century. Crane Champion Doji Domotai was outraged by the
Harriers activities and ordered the entire group disbanded, an order
reluctantly obeyed by the Daidoji daimyo.

Techniques
RA NK 1: MOV E LIKE SHADOWS - The Harriers are taught to sacrifice
their own Honor for the sake of the greater good of the Crane Clan
(as they perceive it). They train to blend into the shadows and to
defeat their foes with traps and ambushes. You lose only half the
normal amount of Honor (rounded down) for any dishonorable
actions taken on behalf of the Crane Clan.
You gain a +1k1 bonus to the DR of any rural traps you create (this
stacks with the Daidoji Scout techniques, if applicable.)

RA NK 2: IRON FEA THER - The lightning reflexes of a Harrier allows


him to dodge his opponents attacks easily. When wearing light
armor, ashigaru armor, or no armor, you may add your Stealth Skill
Rank to your Armor TN.
RA NK 3: UNFORGIV ING S TEEL - The Harrier is taught to disable his
foes with a single deadly strike. If you successfully attack a surprised
or unaware opponent, or if an opponent takes damage from a rural
trap you created, he is Dazed in addition to any other effects of your
attack. He may not attempt to recover from the Daze until after the
next Reactions stage, and the TN to recover from the Daze is
increased by +5.

Asahina Shugenja
Clan: Crane
Discipline: Shugenja
Benefit: +1 Awareness
Skills: Any one Artisan Skill, Calligraphy (Cipher) Etiquette,
Lore: Theology, Meditation, Spellcraft, an one High Skill
Honor: 6.5
Outfit: Robes, Bo, Wakizashi, Scroll Satchel, Travelin Pack,
10 koku
Affinity/Deficiency: Air / Fire
Much like the family as a whole, the Asahina sensei who teach at the
various branches of the Asahina Shugenja School extol the virtue of
preserving life over heedless destruction. A much monks as priests,
the Asahina focus on scholarly pursuit and meditation as a means of
finding their path in the world. They conduct the same rituals on
behalf of the Crane that other shugenja families perform but they use
the opportunity to raise questions for those participating or observing
the rituals. The Asahina regard everything as a teaching opportunity.
Likewise they place great emphasis on the creation of artwork, an
act they consider essential to the improvemen of the world around
them. Above all else, the Asahina Shugenja School focuses o
defense and protection. Both its core Technique and its spell
emphases encourage spells that reduce damage and protect others
from attacks. Other spells possessed by Asahina shugenja tend to
have an emphasis on crafting or creating

Techniques
RA NK 1: THE SOUL'S GRA CE - c Technique: The Souls Grace The
Asahina have harnessed the power of the kami for art, not war. You
may spend a Void Point to reduce the total of al opponents damage
rolls inflicted within 20 of you by 0k1 for a number of rounds equal to
your School Rank. (Using this technique again before its duration
expires resets the duration but does not increase the damage
penalty.) You also gain a Free Raise on an spell with the Defense
keyword.

Dragon
Mirumoto Bushi
Clan: Dragon
Discipline: Bushi
Benefit: +1 Stamina
Skills: Defense, Iaijutsu, Kenjutsu (Katana), Lore Shugenja,
Meditation, Theology, any one Bugei o High Skill
Honor: 4.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 5 koku
Famous throughout the Empire for its unique teachings, the
Mirumoto Bushi School is the lone fighting style that utilize the Niten
technique, wherein a samurai wields both the katana and the
wakizashi simultaneously. This is a controversial style because it
flies in the face of the traditional style use by the other clans for
centuries, although Niten was actual developed at the same time as
the one-sword style. In particular the rivalry between students of the
Mirumoto Bush School and the Kakita Bushi School, the greatest
advocates of Kakitas On soul, one sword philosophy, is heated
even during times of peace. Many opponents, anticipating the
reputation of the Dragon as erratic, are surprised t face the calm,
implacable Mirumoto as an enemy, a mistake that has cost more
than one samurai victory on the field o battle. The Mirumoto Bushi
School focuses on the mechanica benefits of wielding two weapons
simultaneously, both i forgiving the penalties associated with doing
so and improving the benefits. It also increases the samurais Armor
TN an grants him additional attacks at an increased rate due to the
availability of his weapons.

Techniques
RA NK 1: W A Y OF THE DRA GON - Initiates of the Mirumoto Bushi
School must master the basic principles of Niten, the two-sword
technique founded by Mirumoto himself. When wielding a katana in
your main hand and a wakizashi in your off hand, you suffer no
penalties o any kind for dual wielding, and you gain a bonus of you
School Rank to your Armor TN (this is cumulative with the normal
bonus for wielding two weapons). Additionally, when you are
targeted with a spell, you may raise or lower the T of that spells
Spellcasting Roll by 5.
RA NK 2: THE CA LM IN MIDST OF THUNDER - In addition to their focus
on the art of kenjutsu, the Mirumoto study the art of the duel as well
in order to properly face their traditional opponents among the Kakita.
While you assume the Center Stance, you gain a bonus to the total
of your Iaijutsu rolls equal to your Kenjutsu Skill Rank.
RA NK 3: S TRONG A ND SWIFT - As the exploration of Niten continues,
the student learns t overwhelm opponents with a flurry of blows while
maintaining a superior defense. Attacking is a Simple Action for you
while you use weapons with the Samurai keyword.
RA NK 4: FURIOUS RE TA LIA TION - Once an opponent presents
himself as a threat, the Mirumot will stop at nothing to defeat him to
defend the honor o the familys teachings. During the Reactions
Stage of Combat you may choose one opponent who made or
attempted an attac against you this Round. During your next Turn,
you gai a bonus of +3k0 to all attack rolls against that target.
RA NK 5: HEA RT OF THE DRA GON - Masters of the Mirumoto Bushi
School seem to strike from everywhere at once. If you attack twice in
the same Turn while you are wielding a katana in your main hand
and a wakizashi in your off hand, you may make one additional
attack wit your off hand as a Free Action.

Mirumoto Master Sensei Advanced


Clan: Dragon
Discipline: Bushi
Benefit:
Skills:
Honor:
Outfit:
High atop the mountains of the Dragon lands, in remote dojo and
obscure strongholds, dwell the Master Sensei of the Mirumoto
familya tiny elite group of men and women who have attained true
mastery of not only swordsmanship but also of their own bodies and
souls. Their primary home is Morning Frost Castle, but they also
have several lesser dojo scattered through the most remote and
inhospitable corners of the Dragon lands. The Master Sensei are
very few in number, seldom exceeding two dozen in total, and those
who would join their company must meet with their personal
approval. Some Mirumoto samurai have spent decades struggling to
prove their worthiness to the Master Sensei, while others have been
admitted on their first application. Although the nature of the Master
Sensei is more amenable to those who have followed the ways of
the Taoist Swordsmen, they do not play favorites and more than one
Swordmaster or Niten practitioner has joined their ranks.
The Master Sensei are isolated even by Dragon standards, and rare
indeed is it for one of them to leave their remote dojo and visit the
rest of the Dragon lands, let alone the Empire as a whole. However,
on the few occasions they do emerge to influence the world outside,
their impact is always profound.

Techniques
RA NK 1: THE SWORD A ND THE SOUL - The Master Sensei has
learned that the sword can bring moments of perfect harmony, just
like art or meditation.
When fighting with a sword, any time you reduce an opponent to
Down, Out, or Dead, you regain 1 Void Point.
This can temporarily increase your total Void Points above your
Void Ring, although any such extra points disappear at the end of
the current skirmish.
RA NK 2: THE BOD Y IS I LLUSION - The Master Sensei has studied
meditation and enlightenment to such an extent that he can
transcend the limitations of the flesh. You may take a Simple Action
to spend a Void Point to ignore Wound Penalties (including Down,
but not Out) for the remainder of this skirmish, or for ten minutes
when outside of a skirmish
RA NK 3: SWORD OF THE SENSEI - The Master Sensei knows that a
true teacher can share his greatest power with his students. Once
per day, you may take a Simple Action to roll Awareness/ Meditation
at a TN of 25 plus 5 for each ally fighting alongside you. If you
succeed, your allies gain the benefits of your Rank One technique
for the remainder of this skirmish.

Mirumoto Taoist Swordsman


Clan: Dragon
Discipline: Bushi
Benefit: +1 Void
Skills: Athletics, Defense, Iaijutsu, Kenjutsu (Katana), Lore:
Theology, Meditation, any one Bugei or High Skill

Honor: 5.5
Outfit: Sturdy Clothing, Katana, Wakizashi, Tanto, Traveling
Pack, 1 koku
Although the Mirumoto family are best know for following the twinsword fighting technique pioneered by their founder (and defined
most clearly in his famous book Niten), not all members of the family
embrace Mirumotos fighting techniques.
The Dragon Clans long association with the quest for
enlightenment, not to mention the existence of a specialized
monastic order right within its own ranks (the Togashi tattooed men)
has given rise to other warrior traditions. The most notable of these
are the Taoist Swordsmen, ascetic warriors who maintain small dojo
deep within the most inaccessible mountains of the Dragon lands.
There they pursue enlightenment and swordsmanship with equal
dedication, often praying and training alongside small groups of
Togashi monks. Taoist swordsmen are seldom seen outside their
own lands, though on rare occasions they have been known to
embrace the tradition of the worldly monk and travel the Empire in
search of both enlightenment and experience with the sword.
All members of this school are considered to be Ascetic , but do not
gain Experience Points for it. It does not count against their 10-point
limit of Disadvantages.

Techniques
RA NK 1: ALIGNED WITH THE ELEM ENTS - Students of the Taoist
Swordsman school spend their days in the rugged mountains of the
Dragon lands, enduring the harsh elements with little clothing and no
armor, learning the ways of the sword in complete selflessness.
When wielding a sword and wearing no armor, you gain Reduction
equal to your School Rank +2. Additionally, you add +1k0 to your
damage with any sword.
RA NK 2: FIST A ND BLADE - The Taoist Swordsmen train alongside
the Togashi tattooed men, studying their unconventional methods of
combat and learning to apply those methods to swordsmanship.
When fighting with a sword, you may perform the Knockdown
maneuver for 1 less Raise, and if you control a Grapple while
holding a sword you may inflict damage with the sword instead of
unarmed damage.
RA NK 3: STRIKE OF HARM ON Y - The Taoist swordsman is now so
skilled with his sword that it functions like an extension of his body.
While wielding a sword, you may spend a Void Point on your
damage roll.
If the sword is a katana, this ability stacks with the natural ability to
spend a Void Point on damage with a katana.
RA NK 4: MA STER OF S TEEL - The Taoist swordsman is now
completely at one with his weapon, striking with the speed of thought
itself. You may attack as a Simple Action while wielding a sword.
RA NK 5: BA LANCE IN NOTHINGNESS - The final lesson of the Taoist
Swordsman teaches the schools students to pour their entire soul
into a single deadly strike.
While wielding a sword, once per skirmish you may spend as many
Void points on damage as you wish.

10

Kitsuki Investigator
Clan: Dragon
Discipline: Courtier
Benefit: +1 Perception
Skills: Courtier, Etiquette (Courtesy), Investigatio

(Interrogation), Kenjutsu, Meditation, Sincerity, an one Lore skill


Honor: 5.5
Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,
Traveling Pack, 5 koku
Even among the Dragon, the methods and beliefs imparted at the
Kitsuki School are unusual. Alone in the Empire, the Kitsuki believe
in the importance of evidence, something that most others cannot
comprehend. The sensei of this unusual School place tremendous
emphasis on developing the family trademark powers of observation,
honing them to a razor point, so much so that those trained in its
Techniques posses a nearly infallible memory, perfect recall, and an
almost inhuman attention to detail. Very little escapes the eye of a
trained Kitsuki investigator. Although their primary role is as the
court representative of the Dragon, the Kitsuki Investigators
obviously make excellent magistrates, and their strengths lie in
gathering informatio both from the environment and from other
people.

Techniques
RA NK 1: KITSUKI 'S M ETHOD - The Kitsuki are masters of
investigation and perception notic ing the most minute and telling
details with merely glance. You gain a Free Raise on all your
Investigation Skill Rolls. However, while the Kitsuki are trained for
investigation and diplomacy, unlike other courtiers they do not wholly
neglect the ways of the warrior. In a skirmish, you add you
Perception Trait Rank to your Armor TN.
RA NK 2: W ISDOM THE W IND BRINGS - The Kitsuki skill at noticing
small details makes it very diff cult to deceive them. Anyone making
a Social Skill Roll for the purpose of lying to you or otherwise
deceiving you or making a Feint or Disarm Maneuver against you in
a skirmish must add +5 to their TN for each of your Kitsuki
Investigator School Ranks.
RA NK 3: KNOW THE RH YTHM OF THE HEART - The Kitsuki study a
secret methodology known as Ichi Miru or first look, which allows
them to size up another person in almost a single glance. After
speaking with someone for few moments, you can roll Investigation
(Notice) / Perception against a TN of their Intelligence x 5. A success
grants you true and accurate, if simple, picture of their personality
an motivations. For example, you might perceive that a boisterous
ronin is actually a calculating man who is trying to put on the picture
of being a rude, simple fellow.
RA NK 4: FINDING THE PA TH - The Kitsuki has learned the art of
uncovering and tracking others social connections and networks of
alliances. By conversing with someone for a few minutes, you can
make
Contested Roll of your Investigation (Interrogation) /
Intelligence against their Etiquette (Courtesy) / Intelligence t identify
one of their allies or enemies. Each successful Raise you make on
this roll will identify another of their allies o enemies (you choose
whether you learn an ally or an enemy the GM chooses which
specific person is revealed). This technique can be used against
each specific person once per day.

RA NK 5: THE E YES BETRA Y THE HEA RT - Kitsukis method allows its


master practitioners to see through even the most practiced
falsehoods and tricks. At this rank any knowing attempt to lie to you
(as opposed to unwittingly passing on false information) will almost
certainly fail. You automatically make a Contested Roll of your
Investigation (Interrogation) / Perception against the liars Sincerity
(Deceit / Willpower, whether or not you suspect them of lying.
Further, if you already know someone is lying to you, you gain a
bonus of +5k0 on this Contested Roll, and may cal Raises on the roll
in an attempt to make them inadvertently give away more
information than they intended (GMs choice what information they
reveal).

Hitomi Kikage Zumi


Clan: Dragon
Discipline: Monk
Benefit: +1 Reflexes
Skills: Athletics, Defense, Jiujutsu, Lore (choose one),
Meditation, any two non-Low Skills
Honor: 4.5
Outfit: Sturdy Clothing, Traveling Pack, 4 koku

Devotion:
Where the monks of the Hoshi family embrace the tsurui zumi path
of mystical power and deep contemplation, those of the kikage zumi
orderespecially the Hitomiembrace violent physical action as their
path to enlightenment.
Kikage zumi are most prominent during the reign of Lady Hitomi, but
remain a prominent element of the tattooed orders all the way to the
Race for the Throne, when the Hitomi family is finally absorbed back
into the Togashi.
It should be noted that while the kikage zumi order dominates the
Hitomi family, it is not exclusive to it. Violent and martial tattooed
men appear from time to time for centuries before the reign of Lady
Hitomi, and continue to appear after the family bearing her name is
extinguished.
Thus, much as with the tsurui zumi, the kikage zumi school may
potentially be used in almost any era of play if the GM permits it.

Techniques
RA NK 1: THE GIFT OF THE LA DY - The tattooed men all receive the
mystical blood of a god in their unique tattoos, but the warriors of the
kikage zumi often manifest their tattoos spontaneously through the
gifts of their divine patron. They spend less time in the house of the
tattoo masters and more time in their dojo practicing the martial arts.
The art of Kaze-do teaches the Kikage Zumi to move as swiftly and
unpredictably as the wind, confounding their opponents. You gain
one Tattoo at this rank. You may add your Reflexes to your Armor
TN, and when rolling to control a Grapple you may choose to use
your Reflexes instead of your Strength.
RA NK 2: S TRIKE THE BA SE - As the Kaze-do student grows more
proficient, he is able to focus the power of mind, soul, and body into
punishing strikes of the hands and feet. You may spend a Void Point
on damage rolls for unarmed attacks, including damage inflicted in a
Grapple
RA NK 3: MOV ING THE W IND - The Kikage Zumi now strikes with the
swiftness of Air itself, the true path of Kaze-do. You may attack as a
Simple Action when making unarmed attacks. You gain one
additional tattoo.
RA NK 4: STRIKE THE CENTER - The Kikage Zumi learn to strike with
speed and terrible force, while also using the swiftness of the wind to
hurl their opponents to the ground. When fighting unarmed, you may
perform the Knockdown maneuver for 1 less Raise, and gain a
bonus of +1k1 to the total of all unarmed damage rolls (including
damage inflicted with a Grapple).

11

RA NK 5: S TRIKE THE SUMMIT - Final mastery of the ways of Kaze -do


allows the tattooed man to deliver strikes and throws that deprive his
enemies of Air itself. Any time you perform a Knockdown maneuver,
you may call two additional Raises; if the Knockdown succeeds,
your opponent is automatically Stunned. If you elect to throw an
opponent during a Grapple you control, he must roll Earth at TN 20
or he is also Stunned. You gain one additional tattoo.

Hoshi Tsurui Zumi


Clan: Dragon
Discipline: Monk
Benefit: +1 Void
Skills: Athletics, Defense, Etiquette, Jiujutsu, Meditation (Void
Recovery), any two Skills
Honor: 4.5
Outfit: Robes, Bo, Traveling Pack, 2 Koku

Devotion:
The monks of the Tsurui Zumi order are a sub-group of the Togashi
Tattooed Order, created in the Hidden Emperor era when Togashi
Hoshi rebels against Hitomi and begins tattooing his own followers.
In contrast to the Togashi Ise Zumi and the Hitomi Kikage Zumi, the
Tsurui Zumi are less focused on direct physical action and more on
the mystical ways of the spirit; although they still study the martial
arts, their focus is on ki techniques and other such mystical fighting
abilities, rather than on the more straightforward combat favored by
the Togashi or the brutal aggression of the Hitomi. Many Hoshi
choose to eschew combat altogether in favor of meditation,
contemplation, or strange and whimsical behavior which they
consider important to the path of enlightenment. However, when the
time comes to fight in defense of the Dragon Clan, they do so readily
enough.
The Hoshi family is introduced in the Hidden Emperor era, but the
Tsurui Zumi tradition predates the family and continues after it is
gone, so this school may be used with a name change) in many
different eras of play.
Though the Tsurui Zumi is a Dragon affiliated School, mechanically
this School is treated as a Brotherhood of Shinsei School (as
described on page 231 in the L5R 4th Edition Core Rulebook.)

Techniques
RA NK 1: SWIFT FIS T, SUBTLE H EART - The Tsurui Zumi searches for
enlightenment on many different paths, but does not shy away from
physical action when it is needed. You may spend a Void Point as a
Free Action to activate this Technique for a number of Rounds equal
to your School Rank. While this Technique is active, you may either
add +1k1 to the total of your unarmed attack rolls or +1k0 to the total
of your unarmed damage rolls. You choose which bonus to apply at
the beginning of each Turn.
You begin the game with one Tattoo. You also begin the game
knowing two Kiho. You must meet all prerequisites in order to use
these Kiho. You may purchase additional Kiho normally as per the
rules for a Brotherhood of Shinsei monk.
At School Rank Four you gain one additional tattoo.

Togashi Tattooed Order


Clan: Dragon
Discipline: Monk
Benefit: +1 Void
Skills: Athletics, Defense, Craft: Tattooing, Jiujutsu Any one
Lore Skill, Meditation, any one non-Lo Skill
Honor: 4.5
Outfit: Robes, Bo, Traveling Pack, 5 koku

Devotion:
The monks of the Togashi order, known as ise zumi, are the most
recognizable and well known members of the Dragon Clan, due in
large part to their highly unorthodox appearance. The Togashi
monks embrace a strange philosophy tha includes as part of its
doctrine extensive tattooing of their bodies with ink crafted from
divine blood of the Kami Togashi. These tattoos confer incredible,
supernatural abilities that defy explanation even by the most
powerful shugenja. Due to their behavior, which tends to be unusual
even for monk, the ise zumi are both revered and feared by the
people of Rokugan, who never truly know what to expect from these
mysterious figures. Togashi monks specialize in unarmed combat
and supernatural feats of athleticism, with a wide variety of other
abilities thrown in for good measure. Generally speaking, a Togashi
monk can lend support to other characters in whatever capacity is
necessary, and usually bring unique abilities to the table as well.

Techniques
RA NK 1: BLO OD OF THE KAMI - The blood of the Kami is barely
diluted in the ruling line of the Togashi order, and the brothers
chosen to serve the Dragon as Togashi vassals receive the mystical
blood of god in the form of unique tattoos. You gain two Tattoos a
this rank.
RA NK 2: BOD Y OF STONE - Mastery of the body is the first essential
step of a monk journey toward enlightenment, and martial arts are
the perfect tool to bring the body and spirit into harmony. You gain a
bonus of +1k1 to the total of all unarmed attack and damage rolls.
RA NK 3: B LESSING OF THE KAMI - As an ise zumi continues his
journey of self-discovery, accumulating new experiences along the
way, he will eventual be judged worthy of additional insight in the
form of ne tattoos. You gain two additional Tattoos.
RA NK 4: W ILL OF S TONE - Perfect mastery of the flesh is an
indication that a souls journey is nearing its end. You may make
unarmed attacks as Simple Action rather than a Complex Action.
RA NK 5: TOUCH OF THE KAM I - Insight into the true nature of the
universe is the reward for a soul that seeks true mastery of the spirit.
You gain two additional Tattoos.

Tamor Master of the Mountain Advanced


Clan: DRagon
Discipline: Shugenja
Benefit:
Skills:
Honor:
Outfit:
Affinity/Deficiency:
The Great Wall of the North is a treacherous mountain range that
kills those who are unready for its sudden, vicious changes in
weather. Despite its dangers, the range is admirable to those who
can see the beauty of its cold violence.
Mountaineers who brave the fierce peaks are forged into powerful
men. The Tamori Masters of the Mountain learn to harness the
power churning within their own souls, a violent echo of the strength
of the Elements themselves.

12

It is an old tradition, dating back to when the Agasha family first


explored the mountains and studied their secrets. The name may
have changed over the years, but the traditions remain true.
The Master of the Mountain is a loose organization with few sensei
and fewer regulations. The Masters induct shugenja into their ranks
when they spot one with the proper potential. The elders tend to
choose impetuous and brash shugenja who trust only thei r own
strength, a preference those outside of the school often question
(albeit usually under their breaths). They worry the Masters of the
Mountains will be influenced by the impatient natures of their young
recruits. However, usually the opposite is true, as the wild students
are taught proper methods of venting their anger through their
powers, making them wiser as well as more powerful.

Techniques
RA NK 1: INTEGRA TION OF THE GODS - The Master of the Mountain
knows flexibility is the only way to survive in the harsh wilderness of
the mountains.
When casting a spell, you may choose to spend two spell slots of
another Ring rather than a single spell slot of the appropriate Ring.
(This cannot be the Ring of the opposing Element from the spells
Element, e.g. Air/ Earth, Fire/Water.) For example, this means that
you may spend 2 Earth spell slots to cast a Fire spell instead of a
single Fire spell slot.
RA NK 2: INNER FOR TITUDE - The Master of the Mountain draws
power from within his own body as well as from the Elements
outside himself.
Your Shugenja School Rank increases by one. Additionally, you
may spend a spell slot as a Free Action to gain Reduction 2 and +10
to your Armor TN.
This effect lasts for a number of Rounds equal to your Earth Ring,
ending during the Reactions Stage of the final Round. You may
choose to end the effect early as a Free Action. For the purposes of
casting spells, your School Rank is increased by 1.
While this effect is active, you find it more difficult to tap into the
Elements around you. You must call one Raise to no effect every
time you cast a spell.
RA NK 3: POWER IN NEED - The Master of the Mountain can coax
power out of the most contrary kami by confronting them with his
own strength and willpower. As a Simple Action you may spend a
Void Point and a spell slot from any Ring. Choose a spell keyword.
You gain a bonus of +4k1 to the total of all Spell Casting Rolls while
casting spells with that keyword.
This effect lasts until the end of the encounter (in combat) or for an
hour (outside of combat).

13

Tamori Shugenja
Clan: Dragon
Discipline: Shugenja
Benefit: +1 Stamina
Skills: Athletics, Calligraphy (Cipher), Defense, Divination
Lore: Theology, Medicine, and Spellcraft
Honor: 4.5
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
Traveling Pack, 5 koku
Affinity/Deficiency: Earth / Air

Formed from the remnants of the Agasha family following their


defection to the Phoenix Clan, the Tamori have inherited centuries of
experimental studies conducted by their predecessors and have
embraced it just as they did. The most prominent among these
unusual disciplines is the study o alchemy. The Tamori have
mastered the abandoned Agasha secret of containing the essence
of a spell within ritually prepared liquids, allowing them to be used
later. Couple with the martial training that Tamori shugenja receive,
this is enough to make the familys secret teachings unique i all the
Empire. The Tamori Technique allows for greater versatility i the use
of spells, extended so far as to allow others to us them in the
Tamoris stead, if proper preparations have bee made. The
Technique also allows for a dramatic reduction i casting time, but
again only if adequate preparation time i provided, making the
Tamori particularly deadly in ambush situations.

Techniques
RA NK 1: FLESH OF THE ELEM ENTS - The Tamori have learned to
distill the essence of magic and contain i within concoctions or
objects for later use. You ma expend one spell slot to store a spell
you know the has the Area of Effect one target person or on target
creature in a potion, to be activated later. This stored spell may be
activated instantly by anyone holding the potion by expending a
Simple Action t drink it or a Complex Action to throw it (depending
upon the spells target), using Athletics (Throwing) Agility. Spells
stored in this manner may be store indefinitely, but count against
your spell slots per day for each day that they continue to await
activation. Creating a potion in this manner requires a number of
hours equal to the stored spells Mastery Level. You also gain a Free
Raise on any spell with the Craft keyword.

Lion
Akodo Bushi
Clan: Lion
Discipline: Bushi
Benefit: +1 Perception
Skills: Battle (Mass Combat), Defense, Kenjutsu, Kyujutsu
Lore: History, Sincerity, any one Bugei or Hig Skill
Honor: 6.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 5 koku
Over the centuries, the primary bushi Schools of many Clan have
developed specialties that have narrowed their focus. The Akodo
consider such things a mistake, and have carefully avoided it. The
Akodo School focuses on precision in the art of kenjutsu, the basic
swordsmanship style of the Empire. The Akodo believe that if you
strike your target exactly as you intend every time, there is no need
for anything more complicate as part of your studies. Some regard
this as simplistic but no one argues with Akodo capabilities in battle.
The stud of battle itself is also a strong component of every Akodo
training, and there are virtually no Akodo-trained samurai who do not
possess a rudimentary knowledge of tactics an strategy. The Akodo
Techniques focus on precision and success transforming marginal
successes into greater ones and, a higher levels, changing failure to
success. To some extent the School also negates bonuses an
opponent might possess, but generally speaking the Techniques
exist only to ensure success on the part of the Akodo-trained
samurai.

Techniques
RA NK 1: THE WA Y OF THE LION - Bushi of the Akodo School hone
their fury until it is as precise as a blade. You may either ignore the
portion of a opponents Armor TN derived from Armor, or gain a Free
Raise when attacking. (You do not ignore Reduction fro the Armor
while choosing the first option.) Also, you gain a bonus of +1k0 to the
total of all attack rolls on your first melee attack against an opponent
in a skirmish, or against any opponent who has declared a Raise on
an attack against you since your last turn. You add only a total of
1k0 for a enemy who Raised against you, no matter how many time
they actually Raised.
RA NK 2: STRENGTH OF PURITY - Akodo-trained warriors are known
for their dedication t bushido, and take a fierce satisfaction in
defeating dishonorable foes. During a skirmish you may add your
Honor Ran to the total of any single roll during your Turn. You may
no increase damage rolls in this fashion, nor can you do this while
assuming the Center Stance.

Akodo Tactical Master Advanced


Clan: Lion
Discipline: Bushi
Benefit:
Skills:
Honor:
Outfit:
So it is often said in courts across the Emerald Empire and even in
the battle tents of the Lions fiercest enemies.
While the statement is not completely factual, the sentiment behind
it is undeniable. The Akodo Tactical Masters are the greatest
strategists of Rokugan, second to no others. Only a truly unique
commander with a powerful destiny can challenge the Tactical
Master in his own realm and hope to compete.
The Akodo Tactic al Master studies every notable battle in Rokugani
history. He examines how the Lion have handled every situation
and just as importantly, how the enemy attempted to find weakness
in the Lion Clans traditional plans. He learns to adapt, react, and
change his battle plans to meet every eventuality. Even knowledge
from outside Rokugans borders is not wholly anathema to him,
since he can use such intelligence to

Techniques
RA NK 1: THE E YES OF THE GENERA L - The Akodo Tactical Master
spends his entire life studying the teachings of Lion generals from
centuries past. He benefits from the wisdom of all of his ancestors
and hones himself into the perfect general. You may reroll any one
of your dice in each Battle Turn of Mass Combat. You may also
reroll any one of your dice during an attack roll in which you called at
least one Raise.
RA NK 2: MA LLEA BLE A S THE SEA - The Tactical Master can navigate
the sudden changes in the battlefield, adapting and reacting so his
army can benefit. You may spend a Void Point to choose any one
Heroic Opportunity from the core rulebook to perform during a Mass
Battle Turn. (This choice is subject to GM approval, since not all
options will be suitable for the situation and the characters involved.)
RA NK 3: THE SOUL OF THE ARM Y - The Tactical Master knows he is
responsible for his army, and directs its strength where it may do the
most damage.
You may spend a Void Point to gain a +5k1 bonus to any Battle Skill
Roll (rather than the usual +1k1), or to gain a +2k2 bonus to any
Bugei Skill Roll (rather than the usual +1k1).

RA NK 3: STRENGTH OF M Y ANCESTORS - The Akodo bushi attacks


twice, once for himself and once for his ancestors. You may make
attacks as a Simple Action instead of a Complex Action while using
weapons with the Samurai keyword.
RA NK 4: TRIUMPH BEFORE BA TTL E - No foe is beyond the reach of
the devoted Lion warrior. Once per skirmish, you may designate an
opponent during the Reaction Stage. You may ignore any Armor TN
bonuses you target receives from his Stance during the next Round.
RA NK 5: A KODO'S FINA L LESS ON - Mastery of the Akodo Bushi
School imparts an unshakable faith in victory. When you make
Raises on any Bugei Skill Roll, if you meet or exceed the original TN
(before Raises but fail to meet the Raised TN, you still succeed
without the benefits of Raises.

14

Matsu Berserker
Clan: Lion
Discipline: Bushi
Benefit: +1 Strength
Skills: Battle, Jiujutsu, Kenjutsu (Katana), Kyujutsu Lore:

History, any two Bugei Skills


Honor: 6.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy
Weapon or Polearm, Traveling Pack 5 koku
The great majority of the vast legions of Matsu samurai stud at the
familys home School, if for no other reason than that most Matsu
believe other fighting styles are too conservative and reserved. A
true Matsu has no fear of death, and as such the Techniques
imparted by their sensei embrace absolute unwavering commitment
to battle. Although this leaves the Matsu vulnerable to an opponents
attacks, the philosophy behind the Techniques is that an opponent
who has been defeated has no opportunity to retaliate. It is for this
reason that the legions of the Matsu fa mily are so feared on the
battlefield: how can one defeat an enemy who does not care if h
lives or dies, so long as you are defeated first The Matsu
Techniques focus heavily upon the Full Attack Stance, which makes
them heavy-hitting opponents who have to position themselves
carefully in order to prevent an opponent from exploiting their lower
Armor TN. As a secondary focus, the Matsu can generate Fear
effects that can further destabilize opponents and make them easier
targets for himself and allies.

Techniques
RA NK 1: THE LION 'S ROA R - Warriors of the Matsu School respect
their Akodo cousins leadership skills, but they know that a furious
attack often simple overwhelms an enemy. You add your Honor
Rank to all damage rolls. Whenever you assume the Full Attack
Stance, you may move an additional 5 feet per Turn in addition to
the bonus you receive from the Stance. (This does not allow you t
move farther than your maximum move per Turn.)
RA NK 2: MA TSU 'S FUR Y - The target of a Matsus fury has little hope
of vic tory. When you assume the Full Attack Stance, choose an
opponent within 30. If you successfully hit him this Turn, the target i
frozen with fear and cannot take Move Actions to move fro his
current position. During the Reactions Stage, an affected opponent
may attempt a Willpower roll against a TN equal t the amount of
damage dealt from your latest attack to negate the effects of this
Technique (the opponent does not suffer penalties from his Wound
Rank for this roll). If he fails, the effects of this Technique end during
the next Reactions Stag (the second after he was struck). Enemies
who are immune to Fear cannot be affected b this Technique.
RA NK 3: THE LION 'S CHA RGE - When a Lion strikes, he grants the
gift of final rest to all who stand against him. You may make melee
attacks as a Simple Action instead of a Complex Action.
RA NK 4: MA TSU 'S COURA GE - Death means nothing in the face of
the loss of honor, and n Matsu will yield while he yet draws breath.
You ignore TN penalties from Wound Levels equal to your Honor
Rank, o twice your Honor Rank while in the Full Attack Stance.
RA NK 5: THE LION 'S VICTOR Y - The death of an opponent is the only
measure of victory for a Matsu. Once per encounter after you roll
damage for a attack, you may spend a Void Point as a Free Action to
activate this Technique. You rend the opponent, ripping open hi
wounds and dealing grievous injury to him. All of the dice you chose
to keep explode, re-rolling and adding the result t your damage total.

15

The Ikoma Lion's Shadow


Clan: Lion
Discipline: Bushi
Benefit: +1 Awareness
Skills: Courtier, Etiquette, Kenjutsu, Investigation (Notice),
Sincerity, Stealth, any one High or Low skill
Honor: 3.5
Outfit: Traditional Clothing, Daisho, any one weapon,
Calligraphy Set, Traveling Pack, 5 Koku

Although many modern Ikoma no longer recall it, or have chosen to


forget, the first Ikoma was not a particularly honorable man. He
served his lord Akodo with great distinction and loyalty, but the
means by which he executed his duties are frequently omitted from
any historical record. Most Ikoma do not consider this an issue, but
there are some among them who understand this omission is a
means of protecting the familys honor, as the first Ikoma was a
ruthless, pragmatic individual who would gleefully embrace
dishonorable tactics as a necessary means of completing his duties.
The Ikoma Lions Shadow are a small and extremely secretive
group within the Ikoma family who remember exactly who and what
Ikoma was, and they celebrate his memory.
They consider themselves extremely practical individuals who exist
as a sort of foil to the dire machinations exercised by the Scorpion
and other unsavory individuals. Although they frequently are called
upon to sacrifice their honor for the sake of their clan, they do so
willingly and without regret, and almost always with the greater Lion
Clan remaining completely ignorant of their activities.

Techniques
RA NK 1: NO BOUNDARIES - Those who walk the path of Ikoma
choose a life of self-sacrifice and questionable actions in order to
serve their clan as their founder did. You do not lose Honor for using
Low Skills if they are used directly for the goals or glory of the Lion
Clan (subject to GM judgment). As a Free Action you may target a
number of opponents equal to your School Rank; you gain a bonus
of +1k0 to the total of all attack rolls and Contested Rolls made
against these opponents. This bonus may be activated a number of
times per day equal to your School Rank, and lasts until the end of
the day.
RA NK 2: THE LION CA NNOT FA IL - The first true lesson of the great
Ikoma is that surrender is never an option, and failure can be
overcome regardless of circumstances. You gain a bonus of +1k0 to
all Skill Rolls using School Skills.
RA NK 3: THE SPIRIT OF IKOMA - Although many among the Lion
remember him differently, the followers of the Lions Shadow know
that Ikoma was a warrior who cared for vic tory first, and the means
of attaining that victory second. Once per Round, you may lose three
points of Honor as a Free Action to add +2k1 to your attack, damage,
and Contested Social Skill Rolls until the end of the Round.
RA NK 4: THE QUIET LION 'S CLAWS - Although their principle
battleground is that of the court, those who bear the name Lions
Shadow are sons of Ikoma first and foremost, and carry the ferocity
of their ancestor within their veins. You may make melee weapon
attacks as a Simple Action instead of a Complex Action.
RA NK 5: FEROCIOUS DETERM INA TION - The wrath of a disciple of
Ikoma is terrible to behold. You may spend a Void Point to take a
Free Action to make a Contested Roll of your Courtier / Awareness
versus against an opponents Etiquette (Courtesy) / Awareness. If
you win the roll, you have shaken his resolve by reminding him of his
past failings. The opponent subtracts a penalty equal to your
Awareness plus the opponents own Honor Rank from the total of his
attack and Contested Social Skill Rolls against you for a number of
hours equal to your School Rank. This Technique does not work
against those who possess no Honor Rank (animals, oni, etc).

The Matsu Beastmasters


Clan: Lion
Discipline: Bushi
Benefit: +1 Agility
Skills: Animal Handling 2, Battle, Defense, Iaijutsu, Kenjutsu,
any one Bugei Skill
Honor: 5.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon,
Traveling Pack, 4 koku

The Beastmaster organization is completely unique in its approach


to war and to animals. Many other clans train animals for combat,
but the Matsu Beastmasters take a personal approach to each beast.
The lion is a savage creature that fights as part of a group called a
pride. The Beastmaster adopts lion warcats into his own pride,
bonding emotionally and spiritually to each warcat that charges into
battle beside him. The Beastmaster treats his warcats as equals,
fostering a sense of family and belonging.
The communication between Beastmaster and warcat borders on
the mystical. Once a warcat has trained with her Beastmaster, she
can sense what he wants without any words or gestures. However,
this intense empathy between human and predatory animal can
sometimes hinder the Beastmasters social abilities among humans.
Most Beastmasters tend to stay amongst their own kind rather than
share the company of normal samurai. Some Lion generals have
raised concerns the Beastmasters may become too feral, to which
the Beastmasters retort that they are still Matsu above all. Only the
Matsu, they say, are strong and proud enough to maintain their hold
on Bushido and human traditions under such pressures.

Techniques
RA NK 1: ONE WITH THE PRIDE - You have trained in the highly
secretive dojo of the Matsu Beastmasters and have forged a bond
with one of the legendary Lion warcats. The lion will accompany you
wherever you go and follows basic commands without question. No
lion will ever attack you without being compelled to do so in some
way. You may direct one of your warcats to Attack as a Complex
Action. Any one warcat who is not attacking will use the Guard
Action to protect you.
RA NK 2: HEA RT OF THE BEA ST - Your training with the warcats has
increased your physical abilities as well as your mental bond with
your lions.
An additional lion joins your pride.
You and your companion lions gain the creature trait of Swift 2 (as
described in the L5R 4th Edition core rules, page 320), and all of
your lions gain an additional Wound Rank that changes the end of
their progression from a normal lions to: 36: +15, 60:
Dead.
RA NK 3: THE FEROCITY W ITHIN - You strike as fiercely as the lions
with whom you have trained. When wielding a katana, wakizashi,
magari-yari, nage-yari, or any knife, or when fighting unarmed, you
may make melee attacks as a Simple Action. Additionally, you may
direct one of your warcats to Attack as a Simple Action.
RA NK 4: AL L A S ONE - The fury of the beastmaster and his pride is a
whispered legend among your clans enemies, and for good reason.
Members of your pride may make two claw attacks per Round
instead of the normal one. You and all members of your pride gain a
bonus of +2k1 on all damage rolls made when fighting alongside one
another. Finally, when you direct a warcat to Attack (a Complex
Action for lions), the warcat may also make a Simple Move Action
during the same Round.

Ikoma Bard
Clan: Lion
Discipline: Courtier
Benefit: +1 Intelligence
Skills: Courtier, Etiquette, Lore: History (Lion Clan) Perform:

Storytelling, Sincerity (Honesty), any on High Skill, any one


Bugei Skill.
Honor: 6.5
Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,
Traveling Pack, 5 koku
If one examines the greatest storytellers of every generation across
the history of Rokugan, the pattern that emerges will indicate clearly
that the Ikoma dominate this aspect of the Empires social circles.
Unlike most courtiers who focus o manipulation and shades of
deception, the Ikoma bards o omoidasu strive to live by example,
citing historical precedent and mythical tales of heroes in order to
demonstrate the desired outcome of whatever discussion they are
involve in. While this might seem a curious tactic, there are man
courtiers in other Clans who have difficulty conducting themselves
against the Ikoma when the Ikoma can demonstratively prove that
the individuals ancestors might well have disapprove of a course of
action. In a society so steeped in history and tradition, argument via
parable is a surprisingly effective technique. The Ikoma Techniques
allow a courtier to inspire other as well as to resist manipulation by
his opponents. Furthermore by comparing others to historical figures,
the Ikom can gain Glory not only for himself but for others far easier
than most.

Techniques
RA NK 1: THE H ERA LD OF GLOR Y - The Ikoma are historians and
storytellers, tasked with recording the glorious deeds of others for
posterity, ensuring that courageous and honorable accomplishments
are never forgotten. You gain the Precise Memory Advantage for no
cost in Experience Points (if you already have Precise Memory you
are refunded that many Experience Points). You may us the
Perform: Storytelling skill to engage in public bragging on behalf of
another person. If you can cite heroic or noble actions by that person
and successfully roll Perform: Storytelling / Awareness at TN 20, that
person will gain a number of points of Glory equal to your School
Rank. This may b done a number of times per person per month
equal to you School Rank.
RA NK 2: THE HEA RT OF THE LION - The Ikoma are tasked with
conveying the emotions which the rest of the Clan keeps bottled
away in stoic rectitude. You do not lose Honor or Glory for displaying
emotion i public, so long as you do so on behalf of another Lion o for
an honorable cause greater than yourself (such as you clan, the
Empire, or the Code of Bushido). At the same time your
understanding of both honor and emotion strengthen your own soul
against temptation. Anyone attempting t sway your emotions through
the use of the Intimidation o Temptation skills must add +5 to their
TN for each of you School Ranks.
RA NK 3: THE VOICE OF THE ANCESTORS - The Ikoma act as BattleCriers for the Lion, inspiring their soldiers on the battlefield with tales
of the heroic deeds o their ancestors. Prior to a battle or skirmish,
you may inspire your allies by speaking for a few minutes and rolling
Perform Oratory / Awareness at a TN equal to 15 + 5 per person you
are inspiring. Targets who are not members of the Lion Clan
increase the TN by 5 for each such person. With a successful roll,
each person you inspired may add their Honor Rank t the total of
any one Skill Roll during that battle or skirmish. (If this benefit is not
used by the end of the battle, it is lost.)

RA NK 5: W ITH THE SOUL OF A LION - United by your leadership and


companionship, your pride has become fearsome indeed. An
additional lion joins your pride. All of your warcats gain +10 Armor
TN, +2 Reduction, and +2 Fear.

16

RA NK 4: THE S TRENGTH OF TRADITION - The Ikomas steadfast


encouragement calls on the examples o noble ancestors to infuse
their allies with a strength they did not know they had. A number of
times per session equal t your School Rank, as a Simple Action, you
may verbally encourage an ally with a tale of great deeds from the
past, rolling Perform: Storytelling/ Awareness at TN 25. With a
success the next time during the same day that the chosen ally fail a
roll, he may re-roll it, adding your Honor Rank in unkept dice to his
roll. However, if he fails this second roll, you los 2 points of Honor.
RA NK 5: EV ERY LION IS YOUR BROTHER - The Ikomas
understanding of Bushido, history, emotion, an human nature
empowers them in court, filling their argument with the ringing power
of generations of noble Lion, and calling on the precedents of a
thousand years and more to support their cause. Five times per
session, when you are making Contested Social Roll against an
opponent, you may cite historical precedent to support your views
and roll additional unkept dice equal to your Rank in Perform:
Storytelling. (In situation where citing history seems inappropriate or
strange, the G has the final say on whether this Technique may be
used.)

Kitsu Shugenja
Clan: Lion
Discipline: Shugenja
Benefit: +1 Perception
Skills: Battle, Calligraphy (Cipher), Etiquette, Lore History,
Lore: Theology, Spellcraft, any one High o Bugei Skill
Honor: 6.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
5 koku
Affinity/Deficiency: Water / Fire
The ancient rituals of the Kitsu School have remained virtually
unchanged since the familys creation, and the notion o putting aside
the relics of the past has never even occurred to the family. Because
of the Kitsu familys unique origins they have always possessed
insights into the relationship between the mortal world and the
realms beyond. Their ability to perceive the bonds that tie the living
to their ancestor have gradually expanded to the point that they are
also able to sense and even manipulate the bonds that an individual
might possess to other realms. The Kitsu possess a unique ability to
interfere with the line another has to other realms, represented by
their Technique that allows the disruption of certain kinds of
Advantages. Their secondary focus is on large-scale magic that can
be employee in battle, which is the lifeblood of every Lion samurai
and can allow them to influence the outcome of skirmishes through
use of powerful spells.

Techniques
RA NK 1: E YES OF THE ANCESTORS - The Kitsu are descended from
mystical creatures, and as such are able to reach across the veil
between worlds and speak with their ancestors. You may make a
Spell Casting Roll (as though casting a Water spell) against a target
Willpower x 5. If successful, you learn all Spiritual Advantages or
Disadvantages that individua possesses. By spending a Void Point,
you may negate any one Spiritual Advantage an opponent
possessed for a number of minutes equal to your School Rank. You
also gain a Free Raise on any spell with the Battle keyword.

17

The Sodan-Senzo Advanced


Clan: Lion
Discipline: Shugenja
Benefit:
Skills: Lore: Spirit Realms 4, Meditation 5
Honor:
Outfit:
Affinity/Deficiency:
All members of the Lion Clans Kitsu family have some degree of
ancestral connection to the original five kitsu who became human,
although in most cases the link is only via marriage.
Still, the connection is sufficient that the average practicing Kitsu
shugenja has the ability to perceive and influence the connections
mortals possess to the ancestral realms. A small handful of the Kitsu,
however, possess a true blood lineage to their inhuman kitsu
founders, and in these individuals much more significant powers can
manifest.
The true-blooded Kitsu are known as sodan -senzo, and the familys
sensei teach them secret techniques that evoke their hidden powers.
They can not only sense ancestral connections but can actually
project their souls into the spirit realms in order to interact with the
souls of the dead. The Kitsu regard this as the most sacred of tasks
and never undertake such a thing lightly. Some are also able to
manifest a pale shadow of the original kitsus physical abilities as
well, something that has proven a fatal surprise for many of the
Lions enemies over the centuries.

Techniques
RA NK 1: SENSES OF THE KITSU - The first gift of a true son of the
kitsu is the ability to detect portals between the realms. Any time a
spirit portal exists within a radius equal to your School Rank x 10
miles, the GM may opt to secretly make a Spellcraft / Perception (TN
25) roll to determine if you detect it. If the portal is within a number of
miles equal to your School Rank or less, you pass this test
automatically. Your previous School Rank increases by one for the
purpose of casting spells.
RA NK 2: HA ND OF THE KITSU - Although peaceful, the kitsu were
powerful warriors, and their descendants carry that potential within
them. Your unarmed damage increases by an additional +0k1,
representing the spiritual talons of the kitsu. You may make a
Meditation Skill Roll (TN 30) to project your soul into the realms of
Meido or Yomi, where you may interact with ancestral spirits (using
Social Skill Rolls as normal if required).
RA NK 3: SOUL OF THE KITSU - For the true kitsu there are no
boundaries. When you project your soul into the spirit realms (as
described above in the Rank Two technique) you may take another
person with you if they also succeed at the Meditation Skill Roll.
This passenger may see and hear everything you experience, but
may not speak. Ancestral spirits with whom you interact can sense
this passenger. Additionally, you gain one additional rank in your
previous School for the purpose of casting spells.

Mantis
Kobune Captain Advanced
Clan: Mantis
Discipline: Bushi
Benefit:
Skills:
Honor:
Outfit:
The majority of the Mantis Clans holdings are removed from the
mainland by a vast expanse of sea, resting amid the Islands of Silk
and Spice. The clan has lived this way for one thousand years;
although the ascension of the Mantis to Great Clan status resulted in
the addition of small mainland provinces held by the Tsuruchi and
Moshi (and later the Kitsune), the lifeblood of the Yoritomo family still
flows through the fleets of kobune that ferry materials and personnel
back and forth to the mainland. The captains of these vessels are
the trusted servants of the Mantis Clan Champion, and are
responsible for ensuring their clan endures and prospers in spite of
the perpetual threats they face from enemies, pirates, weather, and
any number of other hazards. Young samurai look upon these
masters of the waves as an inspiration, admiring them for their
bravery, their reputation, and their wealth. If some are possessed of
the stereotypical arrogance of the Yoritomo family, it is at least well
deserved, for they are surely the true sons and daughters of clan
founder Kaimetsu-uo and the chief bearers of his legacy in the
modern Empire.

Techniques
RA NK 1: THE JO Y OF PLUNDER - The promotion to the rank of
captain in the Mantis navy is one that comes with considerable
benefit and reputation. Your Status Rank is considered one higher
when interacting with all members of the Mantis Clan and with any
merchants from the heimin caste. When you spend a Void Point to
augment any Merchant Skill, you gain +2k2 instead of +1k1. Once
per month you may make a Commerce / Intelligence Roll (TN 25)
and gain an amount of koku equal to the amount by which your roll
exceeds the TN.
RA NK 2: S TRENGTH OF THE MA NTIS - The true measure of a captain
is the quality of those who pledge their loyalty to him. You gain 30
Experience Points which may only be used to purchase the Servants
Advantage.
The servants purchased in this manner represent a portion of your
crew. Budoka servants purchased in this manner are instead
considered to be Rank 1 Yoritomo Bushi. You may also spend 10
points to gain a Rank 1 Moshi Shugenja as your navigator. This
shugenja is considered to have Air 3 rather than all Rings at 2.
RA NK 3: MA STER OF THE SEA - A true captain of the Mantis Clan
excels in all areas pertaining to his duties. You may spend a Void
Point on any Merchant Skill Roll (excluding Craft Skills) to replace
the normal amount you would roll with 10k10. You also add a bonus
of +3k0 to all Bugei Skill Rolls made while onboard a waterborne
vessel.

Mantis Brawler
Clan: Mantis
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Commerce, Intimidation, Jiujutsu, Knives,
Sailing, any one Weapon skill
Honor: 3.5
Outfit: Rugged Clothing, any two weapons, Kama, Tanto,
Traveling Pack, 4 Koku

For most of its history the Mantis Clan has included a strong element
of disreputable piracy and black-market smuggling. Although the
clan has occasionally made efforts to purge these criminals from its
ranks (especially after it attained Great Clan status), they have never
been fully eliminated. The various efforts to purge them have,
however, ensured that their fighting techniques may be found among
ronin, commoner wako (pirate gangs), and numerous smuggling
cartels as well as within the clans own ranks.
The fighting techniques of Mantis Brawlers are even more
unconventional than those of the regular Yoritomo bushi. They are
born out of the violence of dirty shipboard fights and drunken barbrawls, and passed down from parent to child through direct
instruction (often of a rather unu sual kind) rather than in the formal
setting of a dojo. Some tales about this fighting form have claimed it
is found in the Brotherhood of Shinsei as well, or perhaps even
originated among misbehaving drunken monks and spread from
there to the Mantis Clan. Whatever the case may be, this
unconventional fighting style continues to prosper among Mantis and
criminals alike.

Techniques
RA NK 1: WA Y OF DRUNKEN FISTS - The basic techniques of the
Mantis Brawlers are based on the need to prevail in chaotic fights on
tilting ship decks or when reeling drunk through a sake house.
Brawlers are tough and slippery fighters who evade the grip of their
enemies while striking them at every opportunity. If you are Prone,
you do not suffer any penalties to your Armor TN or to your attacks
with Small weapons (or when unarmed).
You still gain the Prone Armor TN bonus against ranged attacks.
Also, you gain a bonus of +1k0 to rolls made to take control of
Grapples and to your damage rolls with unarmed strikes, improvised
weapons, and Small weapons.
RA NK 2: DRUNK LOSES HIS SA NDA L - Mantis Brawlers learn to be
swift and flexible fighters who attack their foes from unexpected
directions, often deliberately offering the appearance of weakness in
order to create openings. If you successfully perform the Feint
maneuver, you may choose to reduce the extra damage from the
Feint by 5 in order to add +5 to your Armor TN until the start of your
next Turn; if you were Prone when you performed the Feint, you add
+10 instead.
Also, immediately after an enemy attack resolves against you
(whether or not the attack hit or inflicted damage on you), you may
take a Free Action to become Prone.
RA NK 3: DRUNK NEV ER FA LLS - The third lesson of the Mantis
Brawler is to win even when exhausted, dead drunk, or clubbed on
the head. During a skirmish, you do not suffer any penalties for
being Fatigued or Dazed, nor do you suffer any penalties for
intoxication.
If you become Stunned, you may still take one Simple Action per
Round.
RA NK 4: TWO DRUNKS DA NCE - The erratic bobbing, squirming, and
weaving of the Mantis Brawler creates additional opportunities for
him to attack his foe. You may attack as a Simple Action when
fighting unarmed, with an improvised weapon, or with a Small
weapon.

18

RA NK 5: DRUNK POUNDS A DOOR - The final lesson of the Mantis


Brawler is to strike so hard his foe never gets the chance to strike
back. When making a melee attack you may spend a Void Point to
deliver a fierce shattering blow; this attack gains a bonus of +4k1 to
both the attack roll and the damage roll. If you are Prone, the bonus
is +4k2 instead.

Tsuruchi Archer
Clan: Mantis
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Athletics, Defense, Hunting, Investigation Kyujutsu
(Yumi) 2, any one Bugei or High Skill
Honor: 3.5
Outfit: Ashigaru or Light Armor, Sturdy Clothing Bow and 20
arrows, Wakizashi, Traveling Pack, 1 koku
Even before joining the Mantis, when they were the Was Clan, there
was little question that the Tsuruchi were the greatest archers in the
Empire. That they have so embrace this as to virtually put aside the
study of the blade, however has often caused others to look at them
with great suspicion. The Tsuruchi rarely care, however; they believe
in the purity of the bow, and while their sensei teach proficiency with
other weapons as well, such are purely secondary concerns. The
Tsuruchi Techniques are the epitome of the Rokugani philosophy of
archery, which is that the arrow knows the way, an should be fired
without hesitation or aiming. The Tsuruchi Techniques focus almost
exclusively o ranged combat, an area in which they are
unquestionably the finest in all the Empire. While this is a
considerable advantage when pressed into melee, a Tsuruchi will be
badly outclassed by virtually any other bushi School.

Techniques
RA NK 1: ALWA YS BE REA DY - The Tsuruchi Archer must be prepared
to fight against his foe with little warning. You gain a bonus of +1k0
to the total o all attack rolls while using a bow. Additionally, you gain
bonus of +3 to your Initiative Score.
RA NK 2: THE ARROW KNOWS THE WA Y - A Tsuruchi must not aim,
but simply allows the arrow to follow its own path. You gain one Free
Raise that can only b used to make the Called Shot Maneuver.
Additionally, you gain a bonus of +2k0 to the total of all damage rolls
while using a bow.
RA NK 3: THE W A SP'S S TING - Tsuruchis technique teaches its
students uncanny speed. You may make attacks as a Simple Action
instead of a Complex Action when using a bow.
RA NK 4: FLIGHT OF NO -MIND - The true archer does not concern
himself with the arrow, but exists only to loose it. Once per skirmish,
you may spend Void Point as a Complex Action to shoot an arrow
that know exactly where it must go. This attack ignores all effects o
armor, as well as any penalties from Wound Ranks or visibility. You
may make Raises but you cannot perform the Extra Attack
Maneuver for this attack. You may not shoot a target that is further
than your bow normal range with this Technique.
RA NK 5: TSURUCHI 'S E YE - The final lesson of Tsuruchi is that there
is nothing that cannot be felled by a single arrow. You may make a
range attack as a Complex Action to gain a bonus of +4k1 to the
total of both the attack and damage rolls. You may not us this
Technique in conjunction with Flight of No-Mind.

19

Tsuruchi Bounty Hunter


Clan: Mantis
Discipline: Bushi
Benefit: +1 agility
Skills: Athletics, Hunting (Tracking), Intimidation, Investigation,
Kenjutsu, Kyujutsu, Lore: Underworld
Honor: 4.5
Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow
or Knife, Traveling Pack, 10 koku

During the early days of the Tsuruchi family when they were known
simply as the Wasp Clan, the vassals of Tsuruchi were well known
for two things: their incredible skill at archery and their unwavering
tenacity as bounty hunters.
The clan was authorized by the Emerald Champion to hunt down
fugitives from justice for a fee, and for many years the Wasp
survived largely on the income generated by this practice. Although
many samurai condemned this mercenary practice, no one could
deny Tsuruchi prowess and few clan magistrates refused to employ
them.
Since the Tsuruchi family joined the Mantis clan, its two iconic
pursuits have separated somewhat, becoming distinct schools which
young Tsuruchi may choose between depending on their aptitudes
and preferences. The majority choose to pursue a career as soldiers
and archers within the Mantis military (the Tsuruchi Archer School),
but a select few continue the familys original tradition by becoming
members of the small but famed Tsuruchi Bounty Hunter School.
Members of the Tsuruchi Bounty Hunters are usually treated as clan
magistrates within the Tsuruchi provinces and often within the
Mantis Clans territory as a whole.
The contract between Tsuruchi and the Emerald Champion still
exists and thus the family can impart authority to a select number of
students that is roughly equivalent to an Emerald Magistrate, at least
insofar as the ability to apprehend known criminals. The Tsuruchi
are extremely cautious in whom they trust such authority, however,
since they are keenly aware the contract could be nullified if it is
abused or misused.
Tsuruchi Bounty Hunters traverse the Empire in search of fugitives,
those accused of crimes by superior authorities who have escaped
the justice they deserve. Although they can technically only hunt
those decried by an Imperial authority, the Tsuruchi also accept
individual bounties from clans or families who wish their assistance.
Bounties are usually a number of koku equal to the Insight Rank of
the target.
This fee is doubled if the target is a violent criminal or a shugenja,
and may increase even further if special or unusual circumstances
apply.

Techniques
RA NK 1: A HUNTER ' S SENSE - A Tsuruchi bounty hunter is well
known as a fierce and terrible opponent of all who seek to evade
justice, and even those who are without guilt find them intimidating.
You gain a bonus of +1k1 to any Intimidation Skill Roll used against
someone of lower caste who you believe can help you find your prey.
When interacting with samurai, this bonus is reduced to +1k0 but
applies to all Social Skill Rolls, not just Intimidation. Also, when you
are hunting a particular target, you may roll additional unkept dice
equal to your School Rank on any Hunting or Investigation Skill Rolls
used to track the quarry down.

RA NK 2: NO PREY ESCA PES - A true master of the Tsuruchi method


has an encyclopedic knowledge of criminals throughout the Empire
and can use them as tools to capture his prey. You may spend a
Void Point to automatically succeed at a Lore: Underworld Skill Roll
to identify any criminals in an area who you might be able to press
for information regarding your prey. You lose Honor as normal for
associating with such individuals, however.
RA NK 3: JUS TICE OF THE W A SP - The Tsuruchi hunters are
merciless, but have a reputation for bringing their prey back alive to
suffer a proper sentence for their criminal acts. When facing an
opponent who has been declared guilty of a crime by an Imperial or
a higher Mantis authority, you may make the Disarm or Knockdown
Maneuvers for one Raise less than normal. If you successfully
execute one of these Maneuvers against an opponent, that
opponent is automatically Dazed.
RA NK 4: TWIN S TING STRIKE - The justice of a Tsuruchi is swift and
without mercy. You may make ranged attacks as a Simple Action
when wielding a yumi. Additionally, if facing any target decreed guilty
of a crime by an Imperial or a higher Mantis authority, you may also
make melee attacks as a Simple Action when wielding a katana or
any knife.
RA NK 5: E YES OF THE W A SP - The worst truth a bounty hunter
learns is that anyone can be a fugitive; thus a bounty hunter makes
careful assessments of everyone he meets. When you identify a
samurai using a Lore: Heraldry Skill Roll, you not only learn his
Glory but also his Honor Rank and all Social and Mental
Disadvantages. Also, any opponent who may be targeted by your
Rank 3 Technique is now automatically Dazed if you successfully hit
them with an attack, regardless of whether or not you use a Disarm
or Knockdown Maneuver on them.

Yoritomo Bushi
Clan: Mantis
Discipline: Bushi
Benefit: +1 Strength
Skills: Commerce, Defense, Jiujutsu (Improvise Weapons),
Kenjutsu, Knives (Kama), Sailing, any on Skill
Honor: 3.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon (or
pair of Knives), Traveling Pack, 10 koku
The Yoritomo are masters of the sea, and as a result of centuries
spent fighting from ship to ship and on the beaches, their fighting
style is highly unusual. The pitching and rolling o the waves has
been incorporated into their style, which use more movement than
many major Schools. Likewise the Yoritomo have learned that
protracted fighting is almost always detrimental to naval combat, and
they have learned to ruthlessly exploit any weaknesses in their
opponents defenses. Finally, the corrosive effect of sea air on steel
is well known and as a result the Mantis have centuries of
experience fightin with highly unconventional weaponry, in particular
the kind of weapons most often relegated to peasants. The Yoritomo
Techniques essentially focus on dabbling in little bit of everything.
They have potent attacks, unhindered movement, and can cripple an
opponents Armor TN, among other things. The Yoritomo are jacks
of all trades, but masters of none, making them highly adaptable
assets in a skirmish.

Techniques

RA NK 2: VOICE OF THE STORM - Your wild, unfettered attacks


disorient your opponent an opens holes in his defenses. Every time
you hit an opponent in melee, his Armor TN is reduced by 5. This
penalty only applies to your attacks, and lasts for 2 Rounds. This
Technique is cumulative (a number of times equal to your School
Rank) and the duration resets with each application.
RA NK 3: S TRIKE OF THE MA NTIS - A Yoritomo strikes as swiftly as
the storm. You may make attack as a Simple Action instead of a
Complex Action while using weapons with the Samurai or Peasant
keyword.
RA NK 4: THE R OLLING WAV E - The Yoritomo Bushi reacts with the
flow of combat, deftly dodging blows while reaching his target. If you
move at leas 5 feet, you gain a bonus of +10 to your Armor TN until
you next Turn. You may sacrifice this bonus during your Turn before
you roll for any attack to gain two Free Raises that ma only be used
to perform the Knockdown Maneuver.
RA NK 5: HAND OF OSANO-W O - The Yoritomo Bushi strikes with
brutal force, digging hi weapons deep into his target. You may
choose to activate this Technique by spending a Void Point as a
Free Action. You keep an additional number of damage dice equal to
you Strength. If these attacks hit a Prone target, you gain a bonus of
+0k2 to the total of your damage rolls against that target.

Moshi Shugenja
Clan: Mantis
Discipline: Shugenja
Benefit: +1 Awareness
Skills: Calligraphy (Cipher), Divination, Lore: Theology
Meditation, Spellcraft, any two High or Buge Skills
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
10 koku
Affinity/Deficiency: Air / Earth
The practic es of the Moshi shugenja were developed over the
course of many years spent in unwavering devotion to the Sun
Goddess. Despite the celestial upheaval that has occurred within the
Celestial Order during Rokugans history, the Mosh have managed
to retain their devotion even if the nature o their magical studies has
changed somewhat. Since joining the Mantis Clan, their focus has
shifted from one of pure theology to more practical concerns, and
they excel at invoking the kami who hold sway over the weather. As
such, the Moshi who are far more numerous than the modest
Yoritomo bloodline that maintains its own shugenja tradition, are
frequently stationed aboard Yoritomo vessels in order to placate the
sea during the clans all-important mercantile voyages. Like their
Yoritomo kinsmen, the Moshi are highly adaptable. Their ability to
gain an additional Affinity during th day, particularly since it is not
accompanied by an additional Deficiency, allows them extreme
versatility in their spell-casting choices, enough to rival even the
Isawa of the Phoenix Clan.

Techniques
RA NK 1: FAV OR OF THE SUN - No family has bee more reverent of
the various incarnations of the Su throughout their history, and their
piety has granted them great favor with the Heavens. During the day
you gain an additional Affinity for Fire spells. This benefit t is lost at
night. You also gain a Free Raise o any spells with the Thunder
keyword.

RA NK 1: THE W A Y OF THE MA NTIS - Mantis bushi learn to fight on


the pitching decks of ship and to use anything within reach as a
weapon. You suffer n penalties to movement or attacks for rough or
uneven terrain. You do not lose Glory or Honor when using
improvise weapons, or weapons with the Peasant keyword, in
combat. You suffer no penalties for fighting with a Small or Medium
weapon in your off-hand if that weapon has the Peasant keyword.
Finally, you gain a bonus of +1k0 to all attack rolls.

20

Yoritomo Shugenja
Clan: Mantis
Discipline: Shugenja
Benefit: +1 Perception
Skills: Athletics, Calligraphy, Knives, Lore: Theology,

Meditation, Sailing (Navigation), any one Skill


Honor: 4.5
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel,
Traveling Pack, 10 Koku
Affinity/Deficiency: Water / Earth
There are few families in the Empire as diverse and ambitious as the
Yoritomo, so it is no surprise the family supports a small number of
shugenja. The tradition stems back to the earliest day of the Mantis
Clan. Kaimetsu-Uo, the clans founder, had no capacity to speak to
the kami, but one of his daughters did and she married a ronin who
possessed the same ability. Thus began a branch of the Yoritomo
family that possesses an unparalleled ability to commune with the
spirits of the sea and storm.
For centuries, the small number of Yoritomo shugenja have
maintained an inexplicably powerful link to the spirits of the sea and
to a lesser extent the spirits of wind and storms. The Moshi have
proven more capable in the latter since their induction into the clan,
but no shugenja in the Empire is at home on the seas as one from
the Yoritomo family. The school maintains a number of small
temples throughout the Mantis islands, but none are as well known
as the infamous Tempest Island, a small island renowned for the
battering it receives during storm season. It is here the most
powerful among the Yoritomo hone their skills and power, making
themselves a force to be reckoned with throughout the whole of
Rokugan.

Techniques
RA NK 1: CHILD OF THE SEA - The family line of the Yoritomo who
possess the talent for magic have a strong bond with the sea and
with weather as a whole. You may expend one spell slot to alter the
wind conditions in your current location by one degree. If you also
spend a Void Point, you may instead shift the entire weather status
one degree. You may expend a maximum combined total of spell
slots and/ or Void Points equal to your School Rank each Round to
enact these shifts. These shifts affect an area a number of miles
equal to your School Rank in all directions from your current location.

Yoritomo Courtier
Clan: Mantsi
Discipline: Courtier
Benefit: +1 Willpower
Skills: Commerce (Appraisal), Courtier, Defense, Etiquette

Intimidation (Control), Sincerity, any one Merchan or Lore skill


Honor: 2.5
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Calligraphy Set, Traveling Pack, 10 koku
Left to their own devices by an Empire that largely discounted them,
the Yoritomo family refused to disappear, instead devoting their
considerable resources to every possible aspect of a Clans normal
development. Understanding the impact that trained courtiers could
have on their mercantile interests, the Yoritomo developed a School
to serve them i that regard. Although successful in business
endeavors, the Yoritomo courtiers have only rarely made strides in
court historically speaking, because of their brusque manner an
dependence upon intimidation. Since their elevation to Grea Clan
status, however, the increased clout the Mantis posses has
diminished the need for these tactics, and the Yoritom Courtier
School has begun to see more success in different political arenas.
The Yoritomo Techniques specialize in intimidation and frankly,
bullying. This makes them particularly effective when facing
opponents unaccustomed to such tactic s, or who are weak -willed.
Unfortunately, more capable opponents such a the Crane or
Scorpion may well be completely immune to Yoritomos primary
abilities.

Techniques
RA NK 1: DUTY BEFORE HONOR - Like the Yasuki, the Mantis
courtiers are merchants as well as diplomats, and they cultivate a
personal style built around intimidation rather than friendship.
Furthermore, they spend much of their lives outside of the courts
dealing with some o the more unsavory characters in Rokugan. You
do not lose Glory or Honor for using the Commerce skill in public,
and you d not lose Honor for using the Intimidation (Control) skill. An
time you are making Social Skill Rolls against ronin, bandits gang
members, mercenaries, pirates, and other lawless types you gain a
number of Free Raises equal to your School Rank.
RA NK 2: STORM HEART - When the time comes to act in the courts,
the Yoritomo eschew the eloquent words of the Doji or the subtle
gibes o the Scorpion in favor of straightforward bullying, browbeating
friend and foe alike into accepting their position. When you use the
Intimidation (Control) Skill, your Willpower i considered to be one
Rank higher. When you use the Intimidation (Control) skill against a
samurai with lower Status Rank than you, your Willpower is
considered two Rank higher instead.
RA NK 3: COMMAND THE W INDS - The Mantis are taught to put the
force of their boorish an aggressive behavior behind their words in
court, making it difficult to tell whether they are lying or telling the
truth. number of times per session equal to your School Rank, if you
have failed a Sincerity Social Skill Roll, you may re-roll it a an
Intimidation (Control) Social Skill Roll instead. You must take the
result of the Intimidation roll.
RA NK 4: W ILL OF THE STORM - An experienced Mantis has learned
to shatter and demoralize his opponents in court with his mere
presence. When initiating a conversation with someone, you may
make a Contested Roll of your Intimidation (Control) / Willpower
against hi Etiquette (Courtesy) / Willpower. If you win the roll, he
cannot spend any Void points against you for the next hour. Also
during that time he suffers a 3k0 penalty to all Social Roll made
against you. (This Technique cannot be used again until its effect
expires.)

21

RA NK 5: S TRENGTH IN A LL THINGS - At this Rank the Mantis


courtiers iron willpower and threatening nature have reached
perfection, allowing him to overcome all foes and to laugh in the face
of threats that would make even a Hida bushi turn pale. Any time
you are attempting to use the Intimidation skill against someone else,
or are rolling to resist an Intimidation or Temptation Skill Roll or Fear
effect, you gain a bonus of +5k0 to the roll.

Moshi Guardian of the Sun (Path)


Clan: Matnis
Discipline: Bushi
Benefit: +1 Stamina
Skills: Athletics, Defense, Jiujutsu, Kenjutsu, Lore: Theology,
Spears, any one High or Bugei Skill
Honor: 6.5
Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow
or Knife, Traveling Pack, 5 koku
For much of their existence the Moshi family were without a ready
source of bushi to defend their holdings.
The familys meager resources permitted them to hire a small
number of ronin to supplement the very limited numbers of their own
family who were not shugenja, but it was generally agreed that this
was insufficient, and only the extreme isolation of the familys
holdings prevented it from being a critical problem. This lack of bushi
has been less of an issue since the familys induction into the Mantis
Clan, since the Yoritomo can supply ample forces to secure the
Moshi homelands, but the family still prefers to have its most sacred
locations defended by its own.
The bushi unit known as the Guardians of the Sun has evolved over
the centuries. It is comprised of the finest Moshi warriors available
and specializes not only in the defense of the homeland but also in
the protection of the familys shugenja. While not as well known as
the Shiba or Daidoji yojimbo traditions, the Guardians of the Sun are
nevertheless well regarded for their dedication and prowess.
Prior to the Moshi joining the Mantis, this technique can also replace
Insight Rank 1 for a Moshi bushi without a school

Techniques
RA NK 1: DEFENDED A S THE SUN - The Guardians of the Sun take an
oath to repel all attacks against their sacred charges. When
defending a Moshi personage or holding in a skirmish, you may
choose to either gain a bonus of +1k0 to your attack roll or to add an
additional +1k1 to the Armor TN of a person or object you are
defending with the Guard Action. You make this determination at the
start of your Turn during each Round of the skirmish

Phoenix
Shiba Artisan
Clan: Phoenix
Discipline: Artisan
Benefit: +1 Intelligence
Skills: Artisan (pick two), Calligraphy, Etiquette, Lore (pick
one), Sincerity, any one High or Bugei Skill
Honor: 4.5
Outfit: Sensible Clothing, Wakizashi, tools necessary to
practice your chosen specialty, Traveling Pack, 5 Koku.
Although they lack the stylish presence of the Kakita Artisans, the
quiet and unassuming artisan tradition in the Shiba family has been
a mainstay in Rokugans world of art for generations. Some find it
curious that the stoic Shiba would produce such a significant number
of artists, but those who have spent time among the Shiba on the
battlefield understand that even their most stalwart bushi have within
them a quiet serenity that mirrors the creative genius in the greatest
of artisans. In contrast to the Crane approach to art, which sees their
creations as part of the clans larger dedication to excellence in
culture and politics, the Shiba artistic tradition is based almost solely
on the need to capture and express beauty in as pure a form as
possible. Kakita artists always want an audience; Shiba artists do
not need one.
That being said, the Phoenix Clan as a whole recognizes the value
of art in forging alliances and long-term friendships, and the clans
representatives in the courts do not hesitate to take advantage of the
artistic gifts of their Shiba brethren.

Techniques
RA NK 1: SOUL OF BRILLIA NCE - A true child of the Shiba line finds
his perfect center in the serenity and beauty of creation. Select any
one Artisan Skill.
Whenever you spend a Void Point making a Skill Roll using that
Skill, you gain a bonus of +2k2 instead of the normal +1k1.
RA NK 2: THE W A Y OF SINCERITY - Through use of his craft, a Shiba
artisan can forge close bonds with others that allow for long-term
alliances to be formed. Once per month you may make an Artisan
Skill Roll against TN 15. You gain a number of Experience Points
equal to the amount by which your roll exceeds the TN, but these
Experience Points may only be spent to purchase the Allies
Advantage (subject to GM approval).
These Allies are temporary and last for a period of time equal to
your School Rank in weeks.
RA NK 3: THE ART SPEA KS - An artisan has the ability to fall back on
his art when pressed in a social situation, allowing its beauty and
simplicity to speak for him.
Choose one Artisan Skill. When you are called upon to make a
Social Skill Roll, you may use your Ranks in the Artisan Skill in place
of whatever Social Skill is called for. You gain no Mastery Level
benefits when using this Technique, since you do not actually
possess ranks in the Social Skill in question.
There may be social situations where this Technique is not
applicable; when in doubt, the GM has the final say.
RA NK 4: BOUNTY OF THE CRA FT - When presenting your art to
others, you increase not only your own understanding of your place
in the universe, but you aid others in perceiving theirs as well. Once
per day you may make an Artisan Skill Roll against TN 30. If
successful, you and a number of other people up to your School
Rank who are present at the time regain all Void Points. This
ritualized presentation of your craft requires at least fifteen minutes
to complete. This Technique cannot be used in the Shadowlands.

22

RA NK 5: THE TOUCH OF DES TINY - The work of a true master


requires no explanation to inspire others to greatness. When your
work is on display in court or in the home of a lord, all present in the
chamber where it is displayed gain one additional Void Point. If you
are present, you gain two additional Void Points instead, and you
may choose to deny the benefit of this Technique to any in
attendance.
An individual may only receive a maximum of one additional Void
Point per day in this manner (or two, in your case).

Shiba Bushi
Clan: Phoenix
Discipline: Bushi
Benefit: +1 Agility
Skills: Defense, Kenjutsu, Kyujutsu, Meditation (Voi Recovery),
Spears, Theology, any one Bugei or Hig Skill
Honor: 5.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 5 koku
The Shiba Bushi are well known as a relatively peaceful group at
least as bushi are concerned. Their training emphasizes number of
non-martial skills in addition to the traditional weapons training,
which has led to a reputation as warrior scholar in some circles. A
Shiba bushi considers all option before committing to combat,
searching for any possible alternative other than the loss of life. If
those a Shiba protect are threatened, however, or if combat is an
inevitability, h attacks swiftly and without reservation, committing
himself fully to the act until it is done. Those who mistake the desire
of a Shiba bushi to preserve life for an inability to take it are woefully
unprepared to face them on the battlefield. The Shiba Techniques
optimize the use of Void Points an specialize in the protection of
others, allowing Shiba bushi t more than adequately fill their
common role as yojimbo. The also possess an affinity for the use of
polearms, and can excel at dueling if properly tailored.

Techniques
RA NK 1: THE WA Y OF THE PHOENIX - Shiba bushi move through
battle as the Void moves through all the elements. When spending a
Void Point to gain +1k1 on a roll, you may choose to spend 2 Void
Points (to gain +2k2) on the roll instead. You may Guard as a Free
Action however, if you do so, your target only adds +5 to his Armor
TN instead of +10.
RA NK 2: DANCING WITH THE ELEM ENTS - Shiba bushi become
attuned to the shugenja they protect, aiding their spells and deterring
those of their enemies. When you assume your Stance for the
Round, you may choose target within 30. Whenever your target
casts or is the target of a spell, you may choose to increase or
decrease the TN o the spell by 5. Additionally, whenever you are the
target of spell, you may immediately choose to increase or decrease
the TN of the spell by 5.
RA NK 3: ONE WITH THE VOID - In battle, the Shiba can find his place
in the world. This Technique automatically activates during the
Reactions Stage o Combat if another character spent a Void Point
during this Combat Round. You regain a Void Point. This Void Point
ma exceed your maximum, but all excess Void Points are lost after
combat resolves. You do not learn anything regarding the source of
the Void Point or how it was originally spent. This Technique only
activates twice per skirmish.
RA NK 4: MOV E WITH THE W ORLD - Serenity brings certainty, and
certainty brings speed. You ma make attacks as a Simple Action
instead of a Complex Action while using Polearms, Spears, or
weapons with the Samurai keyword.

23

RA NK 5: TOUCH OF THE V OID - Masters of the Shiba style can draw


back the veil and allow the universe to act through them. For every
Void Point you spend, you gain the effects of spending two, when
applicable. Additionally, you may now spend Void Points on
enhancement (as listed in the Book of Earth) twice in one Turn.

Asako Loremaster
Clan: Phoenix
Discipline: Courtier
Benefit: +1 Intelligence
Skills: Courtier, Etiquette (Courtesy), Lore: History Lore:
Theology (Fortunes), Meditation, Sincerity, an Lore skill
Honor: 6.5
Outfit: Sensible Clothing, Wakizashi, Calligraphy Set
Traveling Pack, 5 koku
The Asako are monastic and scholarly by nature, and nowhere is
this more evident than in the courtier tradition they maintain on
behalf of the Phoenix Clan. Their training consists o extensive
studies in a large number of subjects, some of which may be chosen
by the students themselves. A broad knowledge base gives the
Asako a frame of reference from which to examine any new data or
situation, and allows them great insight into the social situations of
court. The Loremasters specialize in scholarly pursuits, and us those
as a means of succeeding in social situations. Asako courtiers use
Lore Skills to augment their Social Skills, gaining influence and
success in court through their learned natures.

Techniques
RA NK 1: TEM PLE OF THE SOUL - The Asako are historians and
scholars, and their studies are broader than those of any others in
the Empire. They pride themselves on the depth of their knowledge
in all fields o intellectual endeavor. They also share the Phoenix
devotion to peace and civility, relying on genteel discourse to resolve
problems. You gain a Free Raise on any Skill Roll with a Lore Skill.
Any time you spend a Void point on an Etiquette Skill Roll, you gain
a bonus of +3k1 to the total of the roll instead of the normal +1k1.
RA NK 2: FROM THE ASHES - The Asako Loremasters in-depth study
of historical events allow them to detect subtle patterns of behavior
in every court patterns invisible to their more worldly rivals from
other Clans. After spending at least one day observing the events in
a particular court, you can roll Lore: History / Perception at TN 2 to
gain a bonus +2k0 to the total of all your Social Skill Roll for the next
two days, so long as you remain in that court. (This Techniques
effect can be re-activated with another skill roll when it expires it is
not necessary to spend additional days observing so long as you
remain in the same court.)
RA NK 3: VOICE OF THE UNIV ERSE - As the Asakos training
progresses, his recall of obscure historical facts allows him to
provide useful contemporary advice to his allies. You may spend an
hour conversing with friend or ally and then roll Lore: History /
Intelligence at T 25. With a success, that ally may add your Lore:
History Skill Rank to the total of any Social Skill Rolls he makes
within the next twenty-four hours. You may Raise twice to affect on
(and only one) additional ally, provided that ally also participate in
the conversation. (This Technique cannot be used o the same
person again until its effect expires.)
RA NK 4: INV INCIBLE MIND - The enlightened and educated Asako
can see through the games, tricks, and deceits of the material world.
Any time you fail a Contested Social Skill Roll to resist someone
trying to influence your emotions, opinions, or behavior (such as with
the Courtier, Temptation, or Intimidation skills), you may re-roll using
Intelligence as the Trait for the second roll in place of whichever Trait
was originally required. You must keep the results of the second roll.
This Technique cannot b used to resist Fear.

RA NK 5: W ISDOM OF THE AGES - At this rank, the Asako truly


demonstrate that the wisdom o the Phoenix is eternal. Any time you
are rolling a Lore Skill including for your other School Techniques,
you gain a +5k0 bonus to the total of the roll.

Asako Henshin
Clan: Phoenix
Discipline: Monk
Benefit: +1 Willpower
Skills: Calligraphy, Jiujutsu, Lore: Elements (pick an
Emphasis), Lore: Theology, Meditation 2, any one Skill (must
not be a Low Skill)
Honor: 5.5
Outfit: Robes, Bo, Scroll Satchel, Traveling Pack, 5 koku

Devotion:
There are few groups in the Emerald Empire as enigmatic and
poorly understood as the monastic Asako sect known as the
Henshin. Even among the Phoenix, very few outside the Asako
family have any real understanding of the Henshins ways. Most
Rokugani believe the Henshin are merely a monastic group of
courtiers and historians within the Asako, although their strange
behaviors do distinguish them from other Asako and suggest they
possess some manner of mystical or supernatural talent.
Unfortunately, that recognition does little to assist in understanding
the Henshins ways.
The Henshin follow the Path of Man as revealed by Shiba to Asako.
By developing perfect unity with the universe, tricking the Elements
and learning their secrets, the Henshin can attain absolute
perfection of the soul, which in turn grants divinity. The Henshin are
essentially monks of a sort, and as apprentices they are known as
michibuku. Once they have learned the secrets of the Path of Man,
they are inducted into the ranks of the secretive fushihai, the true
masters of the Henshin order. The fushihai hold deep knowledge of
the universe and are essentially immortal, able to live far beyond the
normal mortal span. Some among the fushihai ascend to the
Celestial Heavens upon their mortal death, becoming minor
Fortunes and validating the Path of Man.

Techniques
RA NK 1: THE FOUR M YSTERIES - The first lesson of the mysterious
Henshin is the relationship between the individual and the Elements
that comprise all things. You may, as a Simple Action, increase or
decrease both Traits associated with one of your Rings by an
amount equal to your School Rank. This lasts for a number of
minutes equal to your Insight Rank and may be done a total number
of times per day equal to five times your Insight Rank. You may
instead increase or decrease the Traits of another in a similar
manner, but only by an amount equal to half your School Rank,
rounding down (to a minimum of 1). Altering the Traits of an
unknowing or unwilling target requires a Contested Willpower Roll.
Traits reduced in this manner do not affect a targets Rings (and thus
do not change Wound Ranks when the Earth Ring is targeted, etc.).

RA NK 4: THE RIDDLE OF FIRE - The wrathful spirits of Fire can be


entertained by your riddles, if only briefly. As a Complex Action you
may invoke Fires blessings to increase the number of kept dice on
an unarmed damage roll (which is normally 0k1) to your Fire Ring.
This effect lasts a number of Rounds equal to your School Rank.
Alternatively, when an opponent strikes you with a melee attack,
you may spend a Void Point to force a Contested Fire Ring Roll. If
you are successful, the number of damage dice your opponent rolls
is reduced by your Fire Ring.
RA NK 5: THE RIDDLE OF W A TER - The mercurial spirits of Water can
confer their speed and fluidity in exchange for your riddles. You must
succeed at a Lore: Elements (Water) / Water Skill Roll against TN 20.
If successful, you may take one Complex and one Simple Action per
Turn, or you may instead take three Simple Actions per Turn.

Asako Inquisitors Advanced


Clan: Phoenix
Discipline: Monk
Benefit:
Skills:
Honor:
Outfit:
Devotion:
The Asako are generally regarded as a peaceful and serene family,
the very picture of the pacifistic Phoenix. For the most part this is an
accurate picture of the family and their philosophy, but there are
those who stand apart from it.
The Asako are the primary force behind the Inquisitors, the Phoenix
order devoted to eradicating the corrupt and blasphemous from
within the ranks of the Empires shugenja.
It is a mission they embrace completely and enact at any cost. The
order has existed since the Empires earliest days, long before the
creation of the Jade Magistrates, an organization that fulfills much
the same purpose. The Inquisitors sometimes work in cooperation
with the Kuni Witch Hunters and have even had a few limited
contacts with the Yogo familys secretive Kuroiban.
The Asako Inquisitors do not concern themselves exclusively with
maho or Shadowlands corruption, although these crimes are among
their most frequent targets. They also investigate gaijin magic and
any religious groups with heretical beliefs, such as the Bloodspeaker
Cult. Members of the Inquisitor order are selected primarily from the
ranks of Phoenix shugenja, but many bushi serve with them and a
few Henshin and Brotherhood monks have been inducted as well.
Those who are inducted into the order and take the necessary vows
of duty and secrecy are granted a stylized tattoo of an eye, the
symbol of the order, somewhere on their body. The back of the hand
is the most common location.

Techniques

RA NK 2: THE RIDDLE OF AIR - The stoic and straightforward kami of


Earth are the simplest to entertain with ones riddles, and their
blessings are potent indeed. As a Simple Action, you may invoke
this Technique and gain Earths blessing; you are immune to all
Conditional Effects (excluding Grappled and Mounted) for a number
of hours equal to your Earth Ring.

RA NK 1: E YE OF THE INQUISITOR - The Asako Inquisitors are taught


to focus their will to disrupt the unnatural magic of blasphemers and
criminals.

RA NK 3: THE RIDDLE OF AIR - The capricious spirits of Air can be


delighted into conferring their blessings upon you. As a Simple
Action, you may invoke the blessing of Air. The blessing lasts a
number of hours equal to your School Rank. For the duration of this
effect, you cannot be deceived by any illusion or other false images,
and can perceive them as transparent falsehoods. If an illusion is
created by a spell of higher Mastery Level than your Insight Rank,
you and the spells caster must engage in a Contested Air Roll. If
you are defeated, you do not perceive the falsehood of the illusion.

During a skirmish you may use a Complex Action to prepare a


disruption of enemy magic. At any point later in the same skirmish
when an opponent is casting a spell, you may as a Free Action force
him to make two additional Raises on his spell-casting roll. These
additional Raises have no effect other than to raise the TN of the roll.
Once this is done, you must take another Complex Action if you wish
to ready another disruption.

You are considered one Rank higher in your original Shugenja


School for the purposes of casting spells. Nonshugenja Inquisitors
instead gain one Kiho, for which you must meet all prerequisites.

24

RA NK 2: THE TRIA LS OF JA DE - An Inquisitor finds the weakness in


his enemies and exploits it, bringing them the Emperors justice.
When casting any spell, you may spend a Void Point for the spell to
count as jade or crystal for the purposes of reducing or defeating
your targets Reduction or Invulnerability traits.
If you cannot cast spells, you may instead make a melee attack as a
Simple Action instead of a Complex Action when facing an opponent
you know has violated the Empires laws regarding the legal forms of
magic.
RA NK 3: CONV ICTION OF PURITY - Those who commit the
unpardonable sin of breaking the Emperors laws concerning magic
are unable to stand against you. You are considered one Rank
higher in your original Shugenja School for the purposes of casting
spells. Non-shugenja Inquisitors instead gain one additional Kiho, for
which you must meet all prerequisites.
You may now prepare a disruption (as per your Rank One
technique) as a Simple Action instead of a Complex Action, and
opponents whose spells are disrupted require three additional
Raises rather than two.

Agasha Shugenja
Clan: Phoenix
Discipline: Shugenja
Benefit: +1 Intelligence
Skills: Calligraphy (Cipher), any one Craft Skill, Defense
Etiquette, Lore: Theology, Spellcraft, any on High or Bugei Skill
Honor: 4.5
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
Traveling Pack, 5 koku
Affinity/Deficiency: Fire / Water
During their centuries of service to the Dragon Clan, the Agash
pursued many unconventional paths of magic, pursuit which were
carried out with the full resources and endorsement of the Agasha
Shugenja School. In addition to their alchemica interests, the
Agasha have always had an interest i the creation of spells that
invoked kami of multiple element simultaneously. Among the
Phoenix the Agasha have bee given leave to pursue this area of
study as far as they wish and they have made tremendous strides in
the area of multi-elemental spells. The Agasha Technique focuses
on the familys interest i merging the elements and casting multielemental spells. Although this practice has yet to be accepted, their
Technique allows them to change the element of the spell they are
casting which gives them unmatched versatility in managing both
their spells per day as well as their spell slots.

Techniques
RA NK 1: ELEM ENTS OF ALL THINGS - The Agasha understand the
interactions of the elements more so that perhaps any other family.
When casting a spell, you may spend a Void Point to use a different
Ring o your choosing rather than the appropriate Ring for that spell.
This spell uses a spell slot for the Ring use to actually cast the spell.
You also gain a Free Raise on any spell with the Craft keyword.

25

Isawa Shugenja
Clan: Phoenix
Discipline: Shugenja
Benefit: +1 Intelligence
Skills: Calligraphy (Cipher), Lore: Theology, any on Lore Skill,

Medicine, Meditation, Spellcraft, any on High Skill


Honor: 4.5
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
Traveling Pack, 5 koku
Affinity/Deficiency: Isawa shugenja may select an element
of their choosing, including Void, as their Aff nity. They do not
have a Deficiency.
The Isawa are the greatest shugenja in the Empire, and while the
family would never claim this openly, the behavior o those who have
trained in their prestigious School bears this out. Fortunately, most
others recognize the truth of it as well and accept it with varying
degrees of resentment or resignation. The Isawa are nearly twice as
large as the next larges shugenja family in the Empire. Indeed, there
are so man among their ranks that they are nearly the size of a
typical bushi family. That so many among them are born with the gif
to speak to the kami has allowed the family to diversify into
numerous areas of magical specialization, but the core of their
power has always been the Isawa Shugenja School. It is literally the
oldest School of its kind in Rokugan, and the Isawa have been
struggling to master the secrets of the universe for more than one
thousand years. The Isawa Shugenja has no particular
specialization, but instead are constructed around the premise of
being the finest at spell-casting in general. Their ability to choose an
Affinity without a corresponding Deficiency, and their unrestricted
Free Raise on all Spell Casting Rolls of their Affinity, make them
extremely competent and the equal of virtually an other shugenja
character.

Techniques
RA NK 1: ISA WA 'S GIFT - There are no greater master of the shugenja
tradition than those among the Isawa. You gain a Free Raise on all
Spell Casting Roll for spells of the element which you chose as your
Affinity.

Scorpion
Bayushi Bushi
Clan: Scorpion
Discipline: Bushi
Benefit: +1 Intelligence
Skills: Courtier (Manipulation), Defense, Etiquette Iaijutsu,
Kenjutsu, Sincerity, any one Skill
Honor: 2.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 5 koku
The greatest villains in Rokugans most successful plays are always
Scorpions, because it is so easy for most samurai t believe. It is the
actions of students from the Bayushi Bush School that have brought
this stereotype to life and reinforce it over and over again. Every
student in the Bayushi dojo i trained to be the perfect weapon of
discord, capable of turning the Clans against one another with
minimal effort. Weapon training is only one aspect of their education,
which often includes social manipulation, stealth, and even the use o
poisons when the student is deemed suitable for such things. The
Bayushi Techniques might best be described as dirt tricks. They
focus on granting the character an advantage such as an increase in
Initiative, or ruthlessly exploiting an other advantage that might
already exist. In particular the ability to cripple an opponent with
Conditions can turn the tide of a battle against a vastly superior
opponent, if one ha but a little luck.

Techniques
RA NK 1: THE W A Y OF THE SCORPION - Scorpion bushi always seem
to get the jump on opponents. You gain a bonus of +1k1 to your
Initiative Rolls. You also gain a bonus of +5 to your Armor TN
against any opponent with lower Initiative.
RA NK 2: PINCERS A ND TAIL - The infamous Scorpion feint has been
the demise of man foolhardy samurai. You may make the Feint
Maneuver for on Raise instead of two.
RA NK 3: STRIKE A T THE TA IL - Scorpion bushi strive to keep their
enemies off guard, stopping their attacks and slowing them down.
When you assume a Stance at the start of your Turn, you may
choose a target within 30. If you successfully hit him during your
Turn, the target is Fatigued as if he had gone without rest for 24
hours. During the Reactions Stage, an affected opponent may
attempt an Earth Ring roll against a TN of 25 to negate the effect of
this Technique. If he fails, the effects of this Technique end during
the next Reactions Stage (the second Reaction Stage after he was
struck).
RA NK 4: S TRIKE FROM ABOV E, S TRIKE FROM BELOW - The swiftness
of the Scorpion allows him to cut down foe before they realize they
have been attacked. You may mak melee attacks as a Simple Action
instead of a Complex Action.
RA NK 5: THE PINCERS HOLD , THE TA IL STRIKES - Striking an
opponents weakest point is the Scorpions true path to victory. Once
per encounter, you may spend a Void Point as a Complex Action to
attack your opponent with a melee weapon. If the attack is
successful, the target is Stunned. During the Reactions Stage, an
affected opponent may attempt an Earth Ring roll against a TN equal
to the amount of damage dealt to end the Stun effect. If he fails or
does no attempt this roll, the Stun effect ends during the next
Reaction Stage (the second Reactions Stage after he was struck).

Soshi Magistrate
Clan: Scorpion
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Defense, Intimidation (Control), Jiujutsu,

Kenjutsu, Lore: Underworld, any Bugei skill


Honor: 2.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon,
Traveling Pack, 5 koku
The Soshi magistrate school is descended from a set of techniques
taught to the yoriki of Soshi Saibankan during his many years as a
judge, and some rumors claim the first three techniques were
invented by Saibankan himself. Whether this is true or not, the
school remains the principle method the Scorpion use to educate
those who must maintain order within their landsmagistrates, yoriki,
city guards, and border patrols. Like many such schools, the Soshi
Magistrate school teaches a mixture of armed and hand-to-hand
techniques, allowing its students to suppress brawls and defeat
lethal bandits with equal skill.

Techniques
RA NK 1: THE FA CE OF JUSTICE - The Soshi Magistrates are trained
to control their environment through a mixture of fear and force,
intimidating even the most violent street gang with ease. You gain a
+1k0 bonus to the Intimidation skill; when you use it against
someone of lower Status Rank than yourself, the bonus is +2k0
instead. You also gain a +1k0 damage bonus with melee attacks.
RA NK 2: RISE TO M EET THE CHA LLENGE - Soshi Magistrates often
deal close-up with criminals and thugs who employ dishonorable
tactics, so they are taught brawling techniques and learn to quickly
recover any time they find themselves in a vulnerable position. Any
time you are Prone, you may take a Free Action to roll Athletics /
Agility at TN 20 to regain your feet. You gain a +1k1 bonus to any
roll made to control a Grapple.
RA NK 3: THE MA GISTRA TE'S CUT - Soshi Magistrates prefer to
disable foes rather than kill them outright, since prisoners can be
useful when ferreting out criminals and enemy spies. In a skirmish,
once per opponent, by successfully making three Raises for a Called
Shot on a melee attack you may temporarily Blind a foe. They are
considered Blinded until the Reactions stage of the following Round.
RA NK 4: CERTA INTY OF PURPOSE - When the time comes to fight,
the Soshi Magistrate does so with vicious speed and ruthlessness.
You may make melee attacks (including unarmed attacks) as Simple
Actions rather than Complex Actions.
RA NK 5: RELENTLESS RES OLV E - The Soshi Magistrates are taught
to wait for the perfect moment and then overwhelm their enemies
with fear and aggression, crushing lawbreakers with a few swift
blows.
Once per skirmish, you may gain extra unkept dice equal to your
Intimidation skill rank on your attack rolls for one Round. This
technique cannot be used in the Center Stance.

26

Bayushi Courtier
Clan: Scorpion
Discipline: Courtier
Benefit: +1 Awareness
Skills: Calligraphy, Courtier (Gossip), Etiquette, Investigation
Sincerity (Deceit), Temptation, any one Hig skill
Honor: 2.5
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Calligraphy Set, Traveling Pack, 5 koku

The reputation of the Scorpion in court is nearly equal to that of the


Crane, and certainly more fearso me. This is a direct result of the
malevolent machinations of Bayushi courtier over the course of
centuries. The much vaunted information network of the Scorpion is
largely a product of their masterful courtiers, ferreting out even
minute bits of information that can be used as a whole to bring ruin
to individuals, families or even Clans. A Scorpion courtier is a master
of manipulation and deceit. Even more than that, however, they
excel at discovering the weaknesses or dark secrets of their
opponents (or even allies! and ruthlessly exploiting them for the
good of the Scorpion. Any foe, no matter how seemingly implacable,
can be the target for a Bayushi courtiers abilities, opening avenues
previously closed.

Techniques
RA NK 1: W EA KNESS IS M Y S TRENGTH - The Bayushi are masters at
ferreting out and exploiting the weaknesses and failures of others.
Even if they do not know the exact nature of a rivals secrets, the
mere realization that he has some sort of secret is enough for them
to work with. When you are making a Contested Social Roll against
someone else, you gain a Free Raise to your roll for every 3 point of
Mental or Social Disadvantages (rounded off) he possesses.
Disadvantages whic h did not award Experience Points still count for
their normal point value for the purposes of this Technique. This
technique cannot award more than 5 Free Raises. The Bayushi are
also known as the masters of both truth and lies, speaking so
smoothly that both are indistinguishable in their mouths. You gain a
Free Raise when using the Courtier skill to spread gossip, and need
not Raise in order t conceal that you are the source of that gossip.
RA NK 2: SHA LLOW W A TERS - The Scorpion know how to assess
others, sensing their weaknesses so as to determine how best to
bring them down. B conversing with someone for a few minutes, you
can make Contested Roll of your Investigation / Awareness against
their Etiquette / Awareness. With a success, you learn the identity
and rank of their lowest Mental Trait and their lowest Social Skill that
has at least one Rank (the GM chooses in the case of ties). You may
spend a Void point to also learn their next lowest Mental Trait and
next lowest Social Skill.
RA NK 3: SECRETS A RE BIRTHMA RKS - At this rank, the Scorpion has
become so adept at ferreting out secrets that he can lure others into
revealing the in casual conversation. By speaking with someone for
a few minutes, you may make a Contested Roll of your Courtier
(Manipulation) / Awareness against their Etiquette (Courtesy /
Awareness to force them into revealing one Mental or Social
Disadvantage they possess. If they have no such Disadvantages this
will instead reveal one Mental or Social Advantage. (Note this will
only reveal the rulebook title of the Advantage / Disadvantage, not
the specific c nature of it. For example you might learn that the target
has Dark Secret, but not the specific c nature of the secret.) If the
roll succeeded in revealing a Disadvantage, with the GMs
permission you may take a 2-point Blackmail Advantage against this
individual, for n cost in Experience Points.

27

RA NK 4: SCRUITINY'S SWEET STING - At this rank, the Bayushi


Courtier has learned to use all the information he has collected to
subtly wreck his enemies, undermining their every word and deed.
Any time you make Contested Social Skill Roll against someone on
whom you have Blackmail, his dice cannot explode. In addition, any
time you make a Contested Social Skill Roll against someone,
regardless of whether you have Blackmail on them or not, you may
spend a Void point to force them to use a mental Trail of your choice
(instead of the normal Trait used for the roll).
RA NK 5: NO MORE MA SKS - The final lesson of the Bayushi School
is to force the rest o the court to see the corrupt, dishonorable world
he knows shattering the reputations of those he speaks against. A
number of times per session equal to your School Rank, you ma
make an Opposed Social Roll of Courtier (Gossip) / Awareness
against an opponents Etiquette (Courtesy) / Awareness. I you have
Blackmail on the person you are targeting with this technique, you
gain a bonus of +5k0 to total of this roll. Wit a success, you may
inflict one social Disadvantage on the target Bad Reputation, Sworn
Enemy, or Obligation (to someone of your choice). The
Disadvantage lasts for one month, unless the GM judges that the
target has taken action which can expunge it sooner. (This
Technique cannot be used on the same target again until its effect
expires.)

Shosuro Infiltrator
Clan: Scorpion
Discipline: Ninja
Benefit: +1 Reflexes
Skills: Acting, Athletics, Ninjutsu, Sincerity, Stealt (Sneaking) 2,
any one Skill
Honor: 1.5
Outfit: Ashigaru or Light Armor, Sturdy Black Clothing Daisho,
Bow or Knife, Traveling Pack, 5 koku
Few outside the Scorpion Clan are aware of the existence o the
Shosuro Infiltrator School, and those few who do are either so
inextricably bound to the Clan that they dare not reveal its existence,
or have been so thoroughly discredited that no one takes their wild
accusations seriously. The Shosuro are that which most believe all
Scorpion to be, but without the arrogance and cruelty that such
villains are commonly ascribe in plays and poems. The Infiltrators
are silent, merciless killer who take no pleasure or satisfaction from
their role. They are simply fulfilling their duty, and experience neither
joy no remorse as a result. The specialization of the Shosuro
Infiltrators is relatively simple: they attack unknowing targets and
destroy them utterly. Their bonuses to stealth make them virtually
impossible to detect and, once hidden from an opponent, they can
strike from shadows and inflict incredible amounts of damage.

Techniques
RA NK 1: THE PA TH OF SHA DOWS - The first lesson of an infiltrator is
to mask all signs of one true nature. You lose no Honor for use of
Low Skills or Ninjutsu Weapons in the service of the Scorpion Clan
(subject t GM approval). You gain a bonus of +2k0 to the total of al
Stealth Skill Rolls.
RA NK 2: S TRIKE FROM DA RKNESS - A student of the Shosuro
Techniques never fails to exploit an advantage held over a foe.
Whenever you declare an attack against an opponent who is
unaware of your presence until the moment of the attack, your
Raises are not limited by you Void and you roll additional dice equal
to your School Ran on the attack roll. You also roll half this number
of additional unkept dice on an attack roll made against an opponent
who is suffering from a Condition effect (such as Stunned o
Fatigued). These two effects are not cumulative, and if both could
apply, you must choose one of them. (You do not ad one and one
half times your School Rank in dic e to an attach roll against an
opponent who is both Blinded and unaware o your presence, for
example.)

RA NK 3: S TEE L W ITHIN SILK - Striking quickly and effectively is the


hallmark of a true shadow warrior. When attacking from ambush as
described above or when using ninjutsu weapons (including any
weapons wit the Ninja keyword), you may make a melee attack (or
range attack, in the case of shuriken or tsubute) as a Simple Action
rather than a Complex Action.
RA NK 4: W HISPER OF STE EL - A master assassin strikes from
shadow without ever revealing his presence. Even after attacking a
target, your opponent and bystanders must succeed at a Contested
Roll using Investigation (Notice) / Perception against Stealth / Agility
t detect you. You may only use this Technique if you make single
attack per round. (The GM may rule that this technique does not
work in situations where concealment is impossible.)
RA NK 5: THE FINA L SILENCE - The true assassin requires but a
single strike. After you make damage roll as a result of a successful
attack, you may spend a Void Point to increase any two dice to show
10s. These 10 do not explode. You may spend multiple Void Points
in this manner, with each Void Point spent increasing the result of u
to two damage dice.

The Scorpion Saboteurs Advanced


Clan: Scorpion
Discipline: Ninja
Benefit:
Skills: Craft: Explosives 3, Stealth 5, Knives 4, Ninjutsu 4
Honor:
Outfit:
The Saboteurs are the military elite of the Scorpion shinobi forces.
While the clans other shinobi focus on spying and assassination,
the Saboteurs undertake the military defense of the Scorpion lands,
using every sort of tactic (including the forbidden gaijin pepper) to
weaken, distract, and cripple enemy armies. Although they prefer to
operate by stealth, they are more than capable of defending
themselves should the need arise.
During the Clan War era, with most of the Scorpion Clan dead or
scattered, the Saboteurs bear the burden of protecting their lands
and punishing those who occupy them. Both the Imperial Legions
and the later Crab invaders suffer heavily at the Saboteurs hands.

Techniques
RA NK 1: FOL LOW THE PINCERS - The Saboteurs are trained to an
extreme degree of focus and alertness, assuring they can slip
through enemy lines and silence anyone who spots them. You gain
a +1k1 bonus to all Stealth rolls and suffer no Initiative penalties for
being surprised, Dazed, or Fatigued.
RA NK 2: NO MISTA KES - The Saboteur specializes in using
demolitions to destroy vital targets such as walls, bridges, supply
dumps, and castles. When you spend a Void Point on a roll with
Craft:
Explosives, you gain a +2k2 bonus instead of the normal +1k1. Due
to your extensive training with gaijin pepper, you suffer no ill effects
from low rolls with Craft: Explosives and if the optional fizzle rule is
in effect you are immune to it as well.
RA NK 3: SEEKING W EA KNESS - The Saboteurs are trained to strike
at their opponents weak points with lethal and shocking speed.
When fighting with a Small weapon (melee or ranged) you may
make a single attack as a Free Action each Round in addition to any
other Simple Action or Complex Action attacks you might make. Also,
when fighting with a Small weapon (melee or ranged), you may
ignore the effects of your opponents armor on his Armor TN and
Reduction.

The Shosuro Actors


Clan: Scorpion
Discipline: Ninja
Benefit: +1 Awareness
Skills: Acting, Etiquette, Knives, Meditation, Sincerity (Deceit),

Stealth, any one High or Low skill


Honor: 1.5
Outfit: Fine Clothing, Assorted Costumes and Disguises, Knife,
Traveling Pack, 10 Koku.
The Shosuro Butei (Acting) Academy is a famous acting school,
rivaling the actors of the Kakita Artisan Academy, but its students
are also taught methods of infiltration and impersonation. The most
promising students receive instruction in poison, stealth, and
assassination, and are given contacts within the Scorpion spy
network to help them to build up the false personas which they use
in their later espionage careers. For the vast majority of its students,
of course, the Butei Academy is simply a school of the artsthe
Scorpion students are aware the school is more than it seems, but
are content to ignore such unpleasantness and focus on pursuing
their craft.
The skilled infiltrators who emerge from the Butei Academy are a
matter of rumor and supposition to the rest of the Empire. There are
fanciful tales of Scorpion infiltrators so skilled they could convince a
doting mother to place an entire familys welfare into their hands.
These are exaggerations, but the Shosuro Actors are certainly quite
skilled and they take their clans sacred duty to protect the Empire
extremely seriously. In their view, whatever deceptions they must
perpetrate are more than justified, and they are as ready to die for
the clan as any other Scorpion

Techniques
RA NK 1: THE FIRST FACE - The Shosuro Actor begins his career by
learning the basics of deception and mimicry, and takes his first
steps on the path of infiltrating the Empire. You learn one persona.
Any time you spend a Void Point on an Acting or Sincerity (Deceit)
Skill roll, you a bonus of +3k1 instead of the normal +1k1.
RA NK 2: THE SUB TLE S TING - Shosuro Actors are expected to serve
their clan as both infiltrators and assassins. You gain a bonus of
+2k0 to your attack rolls when wielding a Small weapon.
RA NK 3: THE SECOND FA CE - The Actors training has now
advanced enough to make him a far more flexible and capable
infiltrator. You learn a second persona. In addition, you may now
spend two Void Points (rather than just one) when enhancing a Skill
roll with any of your School Skills. This stacks with the effects of your
Rank One ability.
RA NK 4: THE VIPER 'S KISS - The Shosuro Actor intensifies his
martial training to enable swift and deadly assassinations of his
targets. You may attack as a Simple Action instead of a Complex
Action when using a Small-sized weapon.
RA NK 5: THE THIRD FACE - The Shosuro Actor is now a true master
of deception, infiltration, and murder. You gain a third persona. In
addition, if you attack a foe who is unaware or does not expect
danger from you, your Raises are not limited by your Void.

28

Soshi Shugenja
Clan: Scorpion
Discipline: Shugenja
Benefit: +1 Awareness
Skills: Calligraphy (Cipher), Courtier, Etiquette, Lore Theology,

Spellcraft, Stealth, any one Skill


Honor: 2.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
5 koku
Affinity/Deficiency: Air / Earth
Although it is admittedly rare, there are times when the prodigious
physical abilities of the Bayushi and Shosuro are inadequate to
accomplish a task requiring stealth and subtlety. When this happens,
a student of the Soshi Shugenja School is brought in to deal with the
matter. The Soshi understand better than most that the kami are not
honorable beings a many envision them, but rather completely alien
creature with no firm concept of human behavior or even of honor
itself. They can and will do virtually anything asked of the if properly
entreated, so long as the request is not a violation of the natural
order such as blood sorcery. The Soshi excel at exploiting this to
channel the kami into feats of stealth trickery, and deception.
Although all shugenja have the potential to cast spells discreetly
none excel at it as the Soshi do. Their ability to cast virtually any
non-damaging spell without any outward indication of its origin make
them perfect for infiltration an subtle manipulation at court.

Fire: Extinguish, Fires of Purity, Disrupt the Aura, Haze of Battle,


Globe of the Everlasting Sun.
Water: Reversal of Fortunes, Rejuvenating Vapors, Wisdom and
Clarity, Near to Ice.

Techniques
RA NK 1: W A Y OF THE W ARDMA STER - The Yogo are masters at
creating wards for later use. When you cast any spell with the Wards
keyword, you may Raise a number of times equal to the spells
Mastery Level to instead place the spell into a paper ward. Once this
is done, the paper ward will hold the spell latent until you activate it
(as a Simple Action) by placing it on a target. Only you may activate
your wards. The ward sticks to the target and immediately discharge
the spell, whose duration is measured normally from that moment. If
an area-effect spell is discharged onto a living target, it will only
affect that target.
You cannot recover the spell slot of a spell which has been cast into
a paper ward until after the ward is discharged.
If a ward is damaged or destroyed before it is discharged, it loses all
power and you may regain the spell slot normally.
Placing a paper ward on an unwilling target requires an unarmed
melee attack using a roll of Spellcraft / Agility.
An active ward may be physically torn/ destroyed, which instantly
ends any ongoing spell effects; this requires a Simple Action

Techniques
RA NK 1: THE KAM I 'S W HISPER - The Soshi cast their spells as
quietly as the kami themselves. You may sacrifice an additional spell
slot (of the same Element when casting any spell with no potential to
inflict damage in order to eliminate all visible signs of the spell
having been cast. All spell effects take place normally there is simply
no outward sign of what ha happened. You also gain a Free Raise
on any spell with the Illusion keyword.

The Yogo Wardmasters


Clan: Scorpion
Discipline: Shugenja
Benefit: +1 Intelligence
Skills: Calligraphy (Cipher), Etiquette, Investigation, Lore:
Theology, Spellcraft, Stealth, any one High or Low Skill
Honor: 1.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling
Pack, pack of twenty Paper Wards, 3 Koku
Affinity/Deficiency: Yogo Shugenja do not have an
elemental Affinity or Deficiency. Instead, they have an Affinity
for all non-Void spells with the Wards keyword, and a
Deficiency for all spells with the Travel or Craft keywords. They
may treat certain spells as having the Wa
The school founded by Yogo is known for an unusual style of magic
that focuses on special protective charms known as wards. These
are similar to the exorcism wards used by the Toritaka, but are
significantly more flexible in their use and application. The Yogo
guard their methods carefully and seldom allow others to study in
their dojo; even their shugenja cousins in the Soshi family know little
about the secrets of ward magic.
The Yogo have studied their ward magic for countless generations
and have become quite adept at using wards to perform magic in
unconventional ways. For purposes of spell selection and the use of
their Technique, Yogo Shugenja may treat the following spells as
having the Wards keyword:
Air: To Seek the Truth, By the Light of the Moon, Bentens Touch,
Summon Fog.
Earth: Armor of the Earth, Courage of the 7 Thunders, Force of Will,
Wholeness of the World.

29

Unicorn
Moto Bushi
Clan: Unicorn
Discipline: Bushi
Benefit: +1 Strength
Skills: Athletics, Defense, Horsemanship, Hunting Kenjutsu
(Scimitar), any one Bugei Skill, any one Skill
Honor: 3.5
Outfit: Riding or Heavy Armor, Sturdy Clothing Daisho, Heavy
Weapon or Polearm, Traveling Pack Horse (Unicorn riding
horse), 10 koku, any one weapon
The Moto Bushi are the living stereotype that many hold o the
Unicorn Clan. More so than any other family, they are born of a
union between the Rokugani people and the gaijin who were allowed
to join the Unicorn during their travel abroad. Owing to their descent
from the wild, nomadic, barbarian tribes of the northern steppes, the
Moto practice a unfettered fighting style that makes them aweinspiring opponent on the battlefield, even as it earns them the
enmity o all those who despise deviation from the customs and
nature of Rokugani warfare. The Moto Bushi are heavy cavalry, a
role around which their Techniques are unabashedly centered. They
excel at the Full Attack Stance, and many of their Techniques are
geared toward allowing them to do additional damage with any of a
assortment of weaponry.

Techniques
RA NK 1: THE W A Y OF THE UNICORN - The Moto combat style is a
wild, unfettered fury that intimidate witnesses. You may wield any
two-handed weapon with one hand (except for bows). You gain a
bonus of +1k0 to damage rolls while mounted, using a scimitar, or
while using a two-handed melee weapon (these bonuses do no
stack). Scimitars have the Samurai keyword for you.

RA NK 2: SHINSEI 'S SM IL - The Moto are famed for slicing their


enemies throats fro ear to ear, a gruesome display they proudly call
Shinsei Smile. You take advantage of your opponents weakened
state, gaining a bonus to your attack rolls equal to half o his Wound
Rank TN penalties, rounded down. For example if your opponent is
unhurt and in the Healthy Wound Rank you do not gain a bonus. If
your opponent is in the Cripple Wound Rank, you gain a bonus of
+10 to the total of attack rolls.
RA NK 3: DESERT W IND S TRIKE - Power and precision are equally
valuable to the Moto. You may make attacks as a Simple Action
instead of a Complex Action when using a melee weapon.
RA NK 4: THE CHA RGE OF MA DNESS - The Moto fighting style is
utterly relentless, allowing hi to move from one foe to another without
ceasing. Once per skirmish, if you successfully bring a target down
to the Out Wound Level, you may immediately make an additional
attach as a Free Action. This attack may not target the same target
as the attack that activated this Technique. You ma not make Raises
on this attack.
RA NK 5: MOTO CA NNOT YIELD - A Moto never surrenders. While
mounted or while assuming the Full Attack Stance you keep an
additional number o damage dice equal to half your Strength,
rounded down. You only gain this bonus while wielding a twohanded weapon or a weapon with the Samurai keyword.

Shinjo Bushi

RA NK 4: SPIRIT OF THE BLADE UNLEA SHED - Those who mistake the


defensive style of the Shinjo as weak can find themselves brutally
surprised in the last moments of their lives. When you are in the
Defense or Full Defense Stances and an opponent makes a melee
attack targeting you, after the attack resolves you may immediately
take a Free Action to make one melee attack against that opponent.
This causes you to immediately assume the Attack Stance. This
Technique may be used a number of times per skirmish equal to
your School Rank, but may only be used once per Round.
RA NK 5: DA NCING WITH THE FOR TUNES - A Shinjo atop a horse is a
sight that gives even the most seasoned among his enemies pause,
and for good reason.
During a skirmish, when mounted, when you wish to spend a Void
Point you may make a Void Ring Roll (TN 20) as a Free Action. If the
Ring Roll is successful, you gain the mechanical benefit of having
spent the Void Point without actually spending it. (This does not
actually create a bonus Void Point, it simply generates the
mechanical effects of spending one.) If the roll fails, you spend the
Void Point as normal. You may only use this Technique a number of
times per skirmish equal to the number of Void Points you had at the
start of the skirmish.
You may utilize this Technique when on foot as well, but the TN of
the Void Ring Roll increases to 30.

The Moto Vindicators

Clan: Unicorn
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Defense, Horsemanship 2, Kenjutsu, Kyujutsu,

Clan: Unicorn
Discipline: Bushi
Benefit: +1 Willpower
Skills: Horsemanship, Hunting, Investigation (Notice), Kenjutsu,

any one Skill


Honor: 4.5
Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow,
Knife, Traveling Pack, Horse, 10 Koku

Kyujutsu, Lore:
Shadowlands, any one Bugei skill
Honor: 3.5
Outfit: Heavy Armor, Sturdy Clothing, Daisho, any 1 weapon,
Traveling Pack, Riding Horse, 5 koku

The Shinjo excel at mounted tactics, a trait common to all Unicorn


bushi traditions. The familys fighting techniques incorporate a
number of gaijin fighting methods encountered during the clan s
centuries of travel outside the Empire, and as a result they employ a
unique defensive style that depends on concepts such as the active
parry, riposte, and other such oddities that most Rokugani are
unfamiliar with.

Techniques
RA NK 1: THE W A Y OF THE KI -RIN - The Shinjo familys natural
affinity for horsemanship is immediately obvious and pervades their
every action. When spending a Void Point to add +1k1 to any School
Skill Roll, you may also add your rank in Horsemanship to the total.
This bonus cannot be used while in the Center Stance.
RA NK 2: DA NCE OF THE BLA DE - The ancient gaijin swordsmanship
techniques practiced by the Shinjo have given them a defensive
edge against many styles practiced within the Empire. When you are
in the Full Defense Stance and an opponent succeeds with an attack
roll that targets you, you may immediately take a Free Action to
make a Contested Agility Roll against that opponent. If successful,
the attack misses instead. This may be done a number of times per
Round equal to your School Rank.
RA NK 3: THE FOUR W INDS S TRIKE - The swift and relentless assault
of a Shinjo is a dreadful sight to behold for his enemies. You may
make attacks as a Simple Action rather than a Complex Action when
wielding weapons that possess the Samurai keyword. If you are
fighting while mounted, you may also attack as a Simple Action
when wielding a bow.

The Moto family suffered a great blow to their morale and honor
during the ninth century when their daimyo Moto Tsume, fueled by
pride and arrogance, rode into the Shadowlands with the majority of
his forces. He and his men fell to darkness and became some of
Jigokus greatest tools in its fight against Rokugan. Those Moto who
survived or remained behind were deeply shamed and swore to
eradicate all those Tainted creatures who bore their name. This oath
gave rise to both the elite White Guard and to the Moto Vindicator
school. Although the order of Vindicators existed before the fall of
Moto Tsume, they did not have an intense personal hatred of the
Shadowlands and their Techniques had not yet advanced to form a
full school.
The disgrace of Tsumes defeat changed everything.
The Dark Moto were terrible creatures. They rode monstrous steeds
that never tired, struck with inhuman strength, and used foul magic
to destroy their foes. The threat forced the Vindicators to become
stronger, strong enough to overcome their fallen cousins. They
trained to spot the signs of the Shadowlands Taint and to neutralize
their opponents advantages. The Moto called every favor at their
disposal to learn from the best, and the Crab were glad to help,
especially since the Shinjo had offered help to their Hiruma family.
The Moto Vindicator School focuses the fury and dedication of the
Moto to a destructive point. If a Vindicator spots his sworn nemesis,
he will not retreat until either he or his foe is dead.
To join this School, you must have either the Higher Purpose
(Defeat the Shadowlands) Advantage or the Driven (Defeat the
Shadowlands) Disadvantage.

30

Techniques

Techniques

RA NK 1: PURITY OF THE BREA TH - The Vindicator knows the only


way to combat the Shadowlands is to maintain integrity in the face of
the foulest corruption. At the beginning of each Round, you may
choose one of two effects to apply until the end of the Round. You
may reduce your TN penalties from Wound Ranks by an amount
equal to your School Rank plus your Willpower. Or, you may instead
choose to add a bonus to your Armor TN equal to your School Rank
plus your Willpower.

RA NK 1: RIDING IN HA RM ONY - The Utaku Battle Maidens value


honor above all. You gain bonus equal to your Honor Rank to one
attack roll per Round. While mounted, you may instead choose to
apply this bonu to one damage roll if you choose. You gain a bonus
equal t your Honor Rank to the total of all Horsemanship rolls.

If you are in a skirmish against creatures of the Shadowlands, the


chosen bonus is doubled.
RA NK 2: FA CING THE DA RK WITHIN - The Vindicator learns to hone
his senses so that he is never surprised by those who serve the
darkness. You gain a +2k0 bonus to all Investigation rolls. This
bonus is increased to +2k1 if you are specifically attempting to notice
effects of the Shadowlands Taint.
RA NK 3: JUSTICE OF OUR ANCESTORS - The Vindicators rage at his
foes knows no bounds. You may make melee attacks as a Simple
Action instead of a Complex Action.
RA NK 4: AV ENGINE OUR OWN - The Vindicators fury is provoked the
most when it is directed at those creatures he once called his
brothers. You gain a bonus of +2k0 to your attack and damage rolls
against any enemy who has attacked you in this skirmish and
against any creature with the Shadowlands Taint whether it has
attacked you or not
RA NK 5: BLOODIED BUT UNBOWED - The Vindicator can push on
past physical limits once his goal is in sight. Once per skirmish, you
may choose to keep fighting despite your injuries. Activating this
Technique is a Free Action. Once it is active, while making melee
attacks you gain a bonus to the total of your damage rolls equal to
the TN penalties you are suffering from Wound Ranks.
(This uses the default Wound penalties, ignoring modifications from
Advantages, spells, or other such effects.) The effects of this
Technique last for two full Rounds. You may choose to extend the
effects of this Technique for an additional Round by taking ten
Wounds.

Utaku Battle Maiden


Clan: Unicorn
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Battle, Defense, Horsemanship 2, Kenjutsu Sincerity,
any one High or Bugei Skill
Honor: 6.5
Outfit: Light or Riding Armor, Sturdy Clothing Daisho, any 1
weapon, Traveling Pack, Horse (Utak Warhorse), 10 koku
The Utaku Battle Maidens, also known as the shiotome, are the
finest and most respected cavalry in all the Empire, feared by
reputation even more so than their kinsmen among the Moto and
Shinjo families. While the remainder of the Clan trains on gaijin
riding horses, a larger and sturdier breed that the simple Rokugani
pony, the Utaku alone have the right t breed, raise, and ride into
battle the legendary Utaku steeds the finest horses in the world. Like
other Unicorn bushi Schools, the Utaku Battle Maiden Techniques
focus on mounted combat, although not to the total exclusion of nonmounted abilities. On a horse, however an Utaku is a threat to
virtually any human opponent. Honor is an important trait for a Battle
Maiden as well, and the higher an individuals Honor, the greater the
bonuses they receive.

31

RA NK 2: THE VOID OF WAR - An Utaku can sacrifice defense for


speed if the flow of the battle calls for it. During Stage 1 of any
Combat Round you may add 5 to either your Initiative Score or you
Armor TN. This bonus lasts until you use this Technique again or the
skirmish ends.
RA NK 3: SENSING THE BREEZE - The natural feel of the saddle lends
an Utaku unnatural freedom of movement. While mounted, you may
make attacks a a Simple Action instead of a Complex Action.
RA NK 4: W IND NEV ER STOPS - Like the wind across the battlefield,
the charge of an Utaku is unstoppable. While mounted, you may
overrun the enemy by spending a Void Point. You may take a
Simple Action t charge the enemy and attack him at the end of your
movement. (Both the movement and attack take the same Simple
Action. If you are mounted, this Action uses the movement rate of
your steed.) If this attack succeeds, you gain a bonus of +2k1 to the
total of all damage rolls this Turn.
RA NK 5: OTA KU 'S BLESSING - The Utaku carry the honor of their
founder as their shield. A the beginning of your Turn, you may spend
a Void Point a a Free Action to activate this Technique. You add
your Honor Rank to all damage rolls and Bugei Skill Rolls this Turn.
This bonus stacks with those from Riding in Harmony.

Utaku Mounted Infantry


Clan: Unicorn
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Battle, Defense, Kenjutsu, Polearms, Spears,

any one Bugei or High Skill


Honor: 5.5
Outfit: Normal clothing, daisho, any one spear or polearm,
light armor, steed (Unicorn riding horse), traveling pack, 5 koku
Although the Unicorn Clan is known for its cavalry, the tactics of
Shinjos children also require infantry to serve as a base of maneuver
and to fix enemy infantry in place.
The need for such tactic s became clear during the clans years of
wandering in gaijin lands, most notably during the 200 years after
Shinjo disappeared in battle against the Lying Darkness. During
those two centuries the clan fought a variety of opponents, many of
whom could not be defeated with a simple cavalry charge. To deal
with this problem, the Unicorn developed a force of mounted infantry
soldiers who rode horses while the army maneuvered, but then
dismounted and fought on foot.
From the beginning, this force attracted a disproportionate number
of men from the Otaku family, who were forbidden by family tradition
from fighting on horseback alongside the Otaku women. In fact, it
was one such man, Otaku Buki, who devised the first specific
Techniques for the mounted infantry, drawing inspiration from the
gaijin fighting techniques he had seen.

Over time, the School which developed from Bukis techniques came
to be known as the Otaku Mounted Infantry School (in modern times,
the Utaku Mounted Infantry); although it drew recruits from all of the
families, the Otaku men always predominated. However, it remained
a distinctly secondary choice for most Unicorn, since the cavalry
schools were considered the premier symbols of Unicorn might, and
enrollment in the school was never as high as its sensei (or the
Unicorn generals) would have liked. That finally changed, however,
after the disgrace of the Shinjo family during the Hidden Emperor era.
The Shinjo Bushi School had always been the preferred choice of
Otaku/Utaku men who wished to serve in battle, but after the
revelation that many of the Shinjo had served the Kolat, a rift opened
between the families and the bulk of the Utaku males began training
in the Mounted Infantry School instead. This resulted in a sharp
expansion in the overall size and strength of the Unicorn infantry
forces, and many samurai in the other clans finally began to take
note of the school and its students.

Techniques
RA NK 1: CHOOSE YOUR W EA PON - The Utaku infantry are trained to
fight with sword, spear, and polearm, but each student of the School
is expected to choose one such weapon on whic h to focus his
training.
You may choose either the Kenjutsu Skill, the Polearms Skill, or the
Spears Skill you gain a free Emphasis of your choice in that skill.
You are trained to use that weapon for both attack and defense. You
add a +1k0 bonus when attacking with that Skill. If your chosen Skill
is Spears or Polearms, when you are in the Defense or Full Defense
stance while wielding a weapon using that Skill, you may add your
Skill Ranks to your Armor TN. If your chosen Skill is Kenjutsu, you
add half your Skill Rank (rounded down) instead.
RA NK 2: SPE ED OF M Y SISTERS - The Utaku Infantryman is taught to
move swiftly in order to support the Unicorn cavalry on rapidlyevolving battlefields. On foot you move as though your Water Ring is
1 Rank higher and add a +1k0 bonus to your Initiative rolls.
RA NK 3: ALL -FRONTS A TTACK - The Utaku Infantrymans mastery of
his chosen weapon has now reached the point of allowing him to
strike in all directions with blinding speed. When using your chosen
weapon Skill, you may attack as a Simple Action instead of a
Complex Action.
RA NK 4: UTA KU 'S THUNDER - Lik e the women of the Utaku family,
the men of the Utaku Infantry are taught to call upon their Honor to
strengthen their purpose and their blows. Once per Skirmish while
wielding your chosen weapon, you may spend a Void Point to add
your Honor Rank in unkept dice to your attack roll. In addition, your
movement bonus (from your Rank 2 Technique) now lets you move
as though your Water Rank is 2 higher (instead of 1).
RA NK 5: EPIC OF M Y NAM E - The fully trained Utaku Infantryman is
an unpredictable whirlwind on the battlefield, striking and dodging
with equal skill. The Armor TN bonus from your Rank One technique
now also applies while you are in the Attack Stance. Once per
skirmish while in the Full Attack Stance you may add a +4k2 bonus
to your damage roll with your chosen weapon; if your chosen
weapon is Spears or Polearms, you may do this in the Attack Stanc e
as well.

Ide Emissary
Clan: Unicorn
Discipline: Courtier
Benefit: +1 Awareness
Skills: Calligraphy, Commerce, Courtier, Etiquett

(Conversation), Horsemanship, Sincerity (Honesty) any one


High or Perform skill
Honor: 5.5
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Calligraphy Set, Traveling Pack, 10 koku
The Ide Techniques focus on a calm mind, serenity in al things, and
mediation. They are the most pacifistic of an courtier tradition among
the Great Clans, save possibly for the Asako of the Phoenix Clan.
The intensity of their conviction with regard to pacifism has waxed
and waned over the years but on the whole they remain devoted to
defusing conflict whenever possible. This makes them welcome
allies to some Clans, and meddling outsiders to others. The Ide
accept compliment and criticism with equal cheer. The Ide
Techniques are different from most courtier Technique in that they
are entirely non-offensive in nature. The Ide specialize in protecting
themselves from the ramification of their actions, and in attempting
to defuse conflicts among others.

Techniques
RA NK 1: THE HEA RT SPEA KS - The Ide are taught to adapt instantly
to new customs an social nuances, allowing them to avoid giving
offense in eve the most dangerous and hostile of courts. Also, since
the must often deal with foreigners who might react poorly t lies or
manipulation, they are taught to employ honesty an direct speech
wherever possible. In any situation in which you might inadvertently
give offense, whether through accident or ignorance (such as being
unaware of a daimyos hostility to a particular subject of
conversation), you may roll Etiquette (Courtesy) / Awareness at TN
20 to avoid doing so. You gain Free Raise when rolling Sincerity
(Honesty), but any time you roll Sincerity (Deceit), your TN is
increased by +5.
RA NK 2: PIERCING THE VEILS - After centuries of dealing with
unpredictable and sometime violent folk in the Burning Sands, the
Ide have learned a almost preternatural ability to read the emotions
of others recognizing their true feelings and, hopefully, steering
away from trouble. You may attempt to read someone elses true
emotions in a social situation by making a Contested Social Roll of
your Etiquette / Awareness against the targets Etiquette / Willpower.
With a success, you gain a simple, genera idea of their true feelings
which can be very useful when those feelings are not the same as
their outward actions. You may Raise for better information, subject
to the GMs adjudication. (For example, two Raises might tell you,
The Doji i actually hoping for your success against the Dragon.)
RA NK 3: THE HEA RT LISTENS - The Ide familys training emphasizes
friendship and good persona relations as the key to successful
diplomacy. You ma attempt to sway someones attitudes toward you
in a positive direction. This requires spending at least 10 minutes i
conversation, after which you may make a Contested Roll o your
Sincerity (Honesty) / Awareness against their Etiquette (Courtesy) /
Willpower. With a success, you shift their attitude toward you in a
positive direction. (A hostile individual will become more neutral, an
undecided individual will become friendly, etc.) If you make at least
two successful Raises o this roll, the target will regard you as an Ally
for the remainder of this day (subject to GM approval). This
technique cannot be used on Sworn Enemies, and the GM is the
final arbiter on whether it functions against unusual targets such as
nonhuman creatures.

32

RA NK 4: ANSWERING THE H EART - At this level of training, the Ide


have become true masters o mediation, able to see past all the
deceptions and false front of diplomacy and discern the true solution
to any problem. When using your Rank Two and Rank Three
techniques, you may roll additional unkept dice equal to your School
Rank.
RA NK 5: THE IMM OVA BLE HAND OF PEA CE - The final lesson the Ide
school teaches its students is to b such perfect mediators that no
honorable person can raise hand against them in violence. You may
spend a Void point to make a Contested Roll of your Sincerity
(Honesty) / Awareness against a target individuals Etiquette
(Courtesy) / Awareness. If you win the roll, the target cannot take
any hostile action against you (physical, social, or magical) for a
number of hours equal to twice your School Rank, as long as you
likewise refrain from hostility against that person. This Technique
does not work against those with an Honor Rank less than 2.0 or
who possess no Honor Rank (animals, oni, etc).

Iuchi Shugenja
Clan: Unicorn
Discipline: Shugenja
Benefit: +1 Perception
Skills: Battle, Calligraphy (Cipher), Horsemanship Lore:
Theology, Meditation, Spellcraft, any one Hig or Bugei Skill
Honor: 5.5
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Calligraphy Set, Traveling Pack, Horse (Unicor riding horse),
10 koku
Affinity/Deficiency: Water / Fire
With the possible exception of the Tamori, the Iuchi are the least
conventional and conservative shugenja family in the Empire. They
are wild and carefree, and as many o their senseis lessons are
taught in the open plains as in the temple. This stems from their
history of teaching while the Clan was traveling through distant
realms. The impact o those years is also felt in the diversity of the
familys magical styles. The Iuchi embrace, among others, the style
called meishodo, which involves the creation of magical talisman
that shugenja can draw on in lieu of the kami. In keeping with the
theme of the Unicorn in general, the Iuchi Technique enhances
movement and allows for unparalleled speed, even among the
Unicorn. Their ability to cast more powerful Travel spells further
enhances their skill i this area.

Techniques
RA NK 1: SPRIT OF THE W IND - The Iuchi harness the power of the
elements to grant the waves speed to others. As a Complex Action,
you may sacrifice one spell slot of any element to grant one target
individual an additional Simple Move Action. This Simple Action is in
addition to the targets normal Action per Round. The additional
Action must be used on the targets next Turn or it is lost. You also
gain a Free Raise on any spell with the Travel keyword.

Meishodo Magic and the Horiuchi


Shugenja
Clan: Unicorn
Discipline: Shugenja
Benefit: +1 Stamina
Skills: Calligraphy, Craft: Meishodo, Defense, Lore:
Theology, Meditation, Spellcraft (Spell Research), any one
High or Bugei Skill
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll/ Amulet Satchel,
Traveling Pack, 4 koku
Affinity/Deficiency: Earth / Air
The Horiuchi family was formed late in the history of the Unicorn, but
the shugenja school that bears their name in modern times has an
ancient history with roots from long before the Great Clans return to
their ancestral home in Rokugan. During their travels outside the
borders of the Emerald Empire, the Unicorn discovered many
different methods and styles of magic among both their allies and
enemies, incorporating them into a single method. After the Horiuchi
family was formed they became some of the foremost practitioners
of the meishodo method and in modern times the school bears the
Horiuchi name.
The original gaijin sorcerers who created name magic could not
speak to the elemental kami and had no direct access to the gods.
Instead, they forged amulets of power that could simulate magical
effects by invoking the true names of the elements. When the
Unicorn studied this magic, they realized it trapped a kami into the
item, forcing it to reproduce a single effect whenever the sorcerer
focused his will into it. The Unicorn changed and adapted the
process to fit their own beliefs. Their meishodo amulets no longer
trap the kami, but instead appeal to the elements surrounding the
amulet to perform the desired magical effects.
However, somewhat like the gaijin originals, a Unicorn meishodo
amulet contains only one unalterable effect that can be invoked in
this manner.
Meishodo is a Unicorn secret, jealously guarded by all of the clan.
Meishodo sacrifices power for speed, using a brief incantation rather
than an extended dialogue with the kami, and speed has always
been an important aspect of the Unicorn approach to life.
Depending on the era of play, this school is known as either the
Horiuchi Shugenja School or simply as the Meishodo Shugenja
Schoolin the earlier eras it is taught and maintained by the Iuchi
family

Techniques
RA NK 1: M YSTERIES OF M EISHODO - Meishodo is a mixture of gaijin
and Rokugani magic, resulting in a fast and powerful method of
calling the kami.
Shugenja studying these methods learn to create meishodo amulets,
keyed to invoke the elements in specific ways.
You may create a magical amulet by making a successful roll of
Craft: Meishodo/ Ring, using the Ring for the desired spell. The TN of
this roll is equal to 15 plus 5x the spells Mastery Level. Creating a
meishodo requires a number of hours equal to the spells Mastery
Level. If the roll is successful, you create a small charm imbued with
the prayer to the kami that will cast the chosen spell. Each meishodo
stores only one spell, and is used in place of the scroll normally
required to cast the spell.
Casting a spell through a meishodo requires only one Complex
Action, regardless of the Mastery Level of the spell. You do not have
to make a Spell Casting Roll to cast the spell, but the spell cannot
gain any benefits from Raises (not even Free Raises). You expend a
spell slot as normal.

33

You may only create meishodo from spells of a Mastery Level equal
or less than your Shugenja School Rank, and can never create
meishodo from spells of Mastery Level 4, 5 or 6. Other shugenja
may use your meishodo if they are proficient in meishodo magic (e.g.
trained in this school).

Moto Death Priests


Clan: Unicorn
Discipline: Shugenja
Benefit: +1 Willpower
Skills: Athletics, Horsemanship, Hunting, Lore:

Minor Clans
Minor Clan Defender Advanced
Clan: Minor Clan
Discipline: Bushi
Benefit:
Skills:
Honor:
Outfit:

Theology, Meditation, Spellcraft, any one Skill

Honor: 3.5
Outfit: Sturdy Traveling Clothing, Wakizashi, any one weapon,
Traveling Pack, Horse (Unicorn steed), 5 Koku
Affinity/Deficiency: Earth / Air
The startling individuals known as the Moto Death Priests are
adherents of the Shi-Tien Yen-Wang, the pantheon of wrathful gods
of death and judgment who were worshipped by the Moto family
prior to its allegiance to the Unicorn Clan. When the Moto were still
nomads, they paid homage to these Lords of Death out of both
reverence and fear. However, when the Lady Shinjo taught the Moto
there were gods who could show compassion and reward loyalty,
they forsook their old devotion and joined the Unicorn. For centuries,
the enraged Lords of Death sought their wayward worshippers,
finally locating them in the Empire of Rokugan and afflicting them
with ill fortune and misery, a kharmic phenomenon sometimes
referred to as the Moto Curse. It was not until the days of Moto
Gaheris, near the end of the War of Spirits, that the gods were
contacted directly and a bargain was struck: the Lords of Death
would stay their wrath and in exchange the Moto would resume their
worship.
After the reunion of the Moto and the Lords of Death, worship of
these gods spreads to other families within the Unicorn, especially
once they are elevated to the position of lesser Fortunes in the
cosmology of Rokugan. Holding sway in the Realm of Waiting, they
pass judgment on the dead who await reincarnation, and their power
even attracts a few worshippers from other clans. The Death Priests
who revere the Shi-Tien Yen-Wang are singularly focused and
disturbing men and women; they bring the blessings of death to
those who are determined to be enemies of the Unicorn, and their
prowess in battle is something other clans quickly learn to fear.

Techniques
RA NK 1: B LESSINGS OF THE SHI -TIEN -YEN -WA NG - The Moto Death
Priests carry the favor of gaijin death gods and bestow their
blessings to their enemies. As a Simple Action you may sacrifice a
spell slot and target one enemy (within a maximum range equal to
your School Rank x 100 feet). Make a Contested Willpower Roll
against that opponent. If you are successful, the target may not
benefit from exploding dice or from Advantages that allow him to reroll a roll. This effect lasts for a number of Rounds equal to your
School Rank.

The samurai of the Minor Clans begin their career in service to the
Emperor at a significant disadvantage compared to their
counterparts from the Great Clans. They have fewer resources,
fewer allies, and vastly less prestige. Many simply accept this is their
lot as servants of a lesser clan and never challenge it. There are a
few, however, who refuse to accept such a fate, and commit
themselves fully to championing the cause of their clans to the
Empire at large. These men and women do not have any particular
unifying qualities other than their passion and drive to better the lot
of the Minor Clans. Such individuals occasionally come into contact
with one another during the course of their activities, and over the
years can form strong alliances in order better serve their cause.
Although no formal dojo exist in which students can follow the
lessons of such heroes, there are secrets passed down through
family lines and via apprenticeship for those who choose to follow
such a path. In a show of the devotion these individuals have to a
greater cause, these secrets are shared among all those who share
the same passion for their cause, regardless of what Minor Clan
affiliations they possess.

Techniques
RA NK 1: KNOW NO BOUNDA RIES - Conviction and determination can
elevate even the lowest samurai to greatness if he but follows his
own sense of honor in moments of crisis. You may spend a Void
Point to temporarily gain two ranks of Status, forcing others to
recognize your talents and abilities. This effect lasts for a period of
one hour.
RA NK 2: THE SPEED OF CERTA INTY - A true master of destiny is
versatile and fleet of action. Once per Round you may spend a Void
Point to make one melee attack as a Free Action. You may make no
other attacks during this Round.
RA NK 3: THE STRENGTH OF HUM ILITY - A defender of the Minor
Clans is a paragon of strength and certainty, skilled in the samurai
arts and capable of virtually any deadly action. You may make melee
attacks as a Simple Action when using weapons with the Samurai
keyword. If you already possess the ability to make attacks as a
Simple Action when wielding such weapons, you may choose any
one other type of melee weapon (kniv es, heavy weapons, spears,
etc.).
You gain the ability to attack with these weapons as a Simple Action
instead.

You gain a Free Raise on any spell with the Travel keyword.

34

Badger
Ichiro Bushi

Bat
Komori Shugenja

Clan: Badger
Discipline: Bushi
Benefit: +1 Strength
Skills: Athletics, Commerce, Defense, Heavy Weapons

Clan: Bat
Discipline: Shugenja
Benefit: +1 Awareness
Skills: Calligraphy (Cipher), Lore: Ancestors, Lore Theology,

Jiujutsu, Kenjutsu (Katana), any High or Buge skill


Honor: 3.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, any
Heavy Weapon or Polearm, Travelin pack, 3 koku

Meditation, Spellcraft, Tea Ceremony, an one High Skill


Honor: 4.5
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
Traveling Pack, 3 koku
Affinity/Deficiency: Air / Earth

The founder of the Ichiro Bushi School was a Hida. It is n surprise,


then, that the School remains similar to its Crab roots. The schools
philosophy is simple: hit the enemy s hard that he has no time to
engage in any fancy tactics. The Ichiro Bushi School focuses on
their love of wrestling and unarmed combat. It emphasizes the
power of pure strength in defeating enemies. The Ichiro Bushi uses
strengt as the answer to almost any problems that may arise. Other
may move faster or strike with more precision, but the Ichiro will
answer with overwhelming damage.

Techniques
RA NK 1: TRA NSCEND THE MOUNTA IN - The bushi of the Badger Clan
live and train in the rugged territory of the Great Wall of the North,
and revere strength a the ultimate measure of any warriors
capabilities the power of a warriors fists can still be relied on when
all else fails. You may re-roll any Skill roll or Trait roll which uses
Strength, but you must keep the results of the second roll. You suffer
n movement or combat penalties for Moderate terrain, and only half
the normal penalty for Difficult terrain.
RA NK 2: S TRENGTH OF THE BA DGER - With practice, the Badger
learn to call upon their strength t crush their opponents. A number of
times per session equal t your Strength Rank, you may re -roll a
damage roll, keeping the better of the two results.
RA NK 3: CRUSHING BLOW - Experienced Badger learn to deliver
blows of truly fearsome power, with weapons or even their bare
hands, which can pulverize flesh even through the protection of
armor. You ma ignore the effects of armor on an opponents Armor
TN. You unarmed attacks may ignore 1 Rank of your targets
Reduction.
RA NK 4: CRA SHING STONES - Ichiro samurai are taught to strike with
the speed of the deadly avalanche. Your attacks with Samurai
RA NK 5: RETURN THE S TRIKE - The final lesson taught in Badger
Clan dojo is that the most effective blows in combat are not the
swiftest, but the hardest struck. At the start of a skirmish, before
Initiative is rolled you may choose to lower your Initiative total by 20
for the duration of the skirmish. In exchange, you add your Strength
Rank in unkept dice to both your attack and your damage rolls for
the first two rounds of that skirmish.

When Yoritomo Komori was granted the honor of forming hi own


Minor Clan, he quickly gathered the brightest shugenja to his side.
He decided he would honor his bat spirit heritage of swift
communication and bring that resource to the rest o the Empire. The
Komori recognize that one must balance the practical with the
theoretical, an strive to hone their messaging abilities for us on the
field. The Komori Shugenja School is unique i the Empire. The
koumori are benevolent bat spirits creatures hailing from
Chikushudo who have helped mankind on several occasions. Their
powerful magic has never been understood because of the spirits
reclusive nature. The Komori Shugenja have tapped into that
resource, giving the strange and wondrous spells that have never
bee seen before.

Techniques
RA NK 1: THE KAMI 'S W HISPERS - The Komori practice the rituals of
the koumori spirits from whom their founder is descended, and ferry
messages from on to another via the kami. You may expend one
spell slot to send a whispered message to another individual known
to you. This message must be no longer in length than thirty
seconds per School Rank, an may be delivered a maximum distance
equal to you School Rank x 100 miles.

Boar
Heichi Bushi
Clan: Boar
Discipline: Bushi
Benefit: +1 Strength
Skills: Athletics, Defense, Hunting, Intimidation, Kenjutsu
Spears (Mai Chong), any one Bugei Skill
Honor: 3.0
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, any
Spear, Traveling Pack, 3 koku
Shadowy dangers always threatened the Boar lands, and the Heichi
Bushi School formed to face them. The Boar were ready to defend
themselves and developed techniques that would help them match
that fervor. They learned to take the worst attacks their enemies
might hold in store and simply keep going. The trained Heichi Bushi
maintains a strong defense but his furious assaults are chilling to
see. The Heichi Bushi School emphasizes a weapon that is rarely
seen in the rest of the Empire: the Mai Chong. The uniquely shaped
spear has a curved head, and the weapon handle completely
differently from other pole weapons. The Heichi Bushi can use the
spear to devastate his enemies at range. The longer reach of his
weapon perfectly suits his defensive style where he waits for the
perfect moment to break the enemy momentum.

35

Techniques

Falcon

RA NK 1: THE CHARGE OF THE BOA R - The attack of a boar can come


from nowhere, with little warning. If you are in the Full Attack stance,
you may ready medium weapon or a spear as a Free Action. When
wielding a spear in combat you gain a damage bonus of +0k1.
RA NK 2: THE STRENGTH OF OPPO SITION - The Boar school
specializes in using spears, especially the Ma Chong, to snare an
opponents clothing and armor, rendering them helpless. You may
call two Raises to Entangle an opponent with a Mai Chong, or three
Raises to Entangle them wit another spear-class weapon.
RA NK 3: THE S PEED OF THE BOA R - The Boar bushi learns to strike
with the relentless speed of hi namesake animal. You may attack as
a Simple Action when wielding a spear.
RA NK 4: THE ANGER OF THE BOA R - Much like their namesake, Boar
bushi keep fighting even when critically injured. You may spend a
Void point during the Reaction segment to reduce your Wound TN
penalty by one Wound Rank (the Wounds still exist, you simply feel
less pain fro them). This effect lasts the remainder of the skirmish.
RA NK 5: BE YOND THE MOUNTAINS - At this rank the Boar has
learned to control his warriors fur and unleash it at the most
unexpected times, even when h appears to be completely defensive.
If you are in the Full Defense Stance, you may make one normal
attack with a speak or a Samurai-keyword weapon as a Free Action,
ignoring the restriction of the Full Defense Stance. This attack gains
a bonus of +2k0 to the attack roll.

Dragonfly
Tonbo Shugenja
Clan: Dragonfly
Discipline: Shugenja
Benefit: +1 Perception
Skills: Calligraphy, Courtier, Etiquette, Meditatio (Void

Recovery), Sincerity, Spellcraft, any one Hig Skill


Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
3 koku
Affinity/Deficiency: Wate / Fire
The founders of the Dragonfly incurred the wrath of the Lio Clan
upon inception, and the Minor Clan has suffered greatly for that
legacy. Their importance belies their size; everyone who wishes to
travel to the Dragon lands must first stop a the home of the
Dragonfly to seek permission. Their strong ties with the Dragon Clan
and their history of tragedy have forged a serene and resilient
people, ready to face the danger of the future.

Techniques
RA NK 1: GUIDED B Y FA TE - The Tonbo are adept a court as well as
the ways of the shugenja, serving a they have as the Dragon Clans
intermediaries almost since their creation. The kamis whispers can
be powerful tools in court. You may expend one spell slot t gain a
bonus of +1k0 on one Social Skill Roll. You may never spend more
spell slots than your School Rank to augment a single roll. You gain
a Free Raise on any spell with the Divination keyword.

Toritaka Bushi
Clan: Falcon
Discipline: Bushi
Benefit: +1 Strength
Skills: Animal Handling (Falcons), Hunting 2, Kenjutsu Lore:
Spirit Realms, Spears, any one Skill
Honor: 5.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 3 koku
The Toritaka Bushi School excels at destruction of creature that
come from the other Spirit Realms. Their style is fluid in order to
adapt to any surprises that new monsters might spring upon them.
Unfortunately this focus on otherworldly foes makes the Toritaka
bushi a very specialized warrior, wit few techniques that work
against human opponents. The Toritaka Bushi School focuses on
striking monsters an bypassing their defenses. They use the daisho
or the spear to find the monsters weaknesses and relentlessly
attack the until they fall. Over a lifetime of training, the Toritaka learn
to see past the tricks a monster may utilize and to efficiently
dismantle such enemies.

Techniques
RA NK 1: THE FA LCON 'S E YES - A Toritaka must be aware of his
surroundings at all times for his enemies can appear anywhere. You
add +1k0 to al Skill and raw Trait rolls involving the Perception Trait.
Additionally when striking a creature from another Spirit Real
(including oni from Jigoku and hungry dead from Gaki-do) you add
+1k0 to all damage rolls.
RA NK 2: THE FA LCON TA KES FLIGHT - Through his training, the
Toritaka can sense the emanation of nearby spirits as they cross
over into the mortal realm. You may attempt to detect the presence
of any creatures fro other Spirit Realms by making a Perception Trait
Roll against a TN equal to the creatures Air Ring x 5.
RA NK 3: THE FA LCON 'S W INGS - The Toritaka strikes with precision,
constantly keeping hi enemies at bay. You may make attacks as a
Simple Action instead of a Complex Action while wielding a spear or
a weapon with the Samurai keyword.
RA NK 4: VIGILANT AND S TRONG - Monsters may have tricks to
confuse their enemies, but the Toritaka learns to see the truth
through the fog. You may spend a Void Point to negate any
darkness or blinding penalties. This effect lasts until the Reactions
Phase two Rounds later.
RA NK 5: CLAWS OF THE FA LCON - Nothing will stop the Toritakas
attack from hitting its target. Your attacks ignore up to 5 points of
your opponent Reduction (if he has any). Against creatures from
other Spirit Realms, you may spend a Void Point as a Free Action to
reduce the creatures Reduction by 10 for one Round.

36

Fox
Kitsune Shugenja
Clan: Fox
Discipline: Shugenja
Benefit: +1 Stamina
Skills: Calligraphy, Defense, Hunting, Medicin (Herbalism),
Meditation, Spellcraft, any one High o Bugei Skill
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
3 koku
Affinity/Deficiency: Earth / Air
The Fox Clan is located next to one of the largest forests in Rokugan,
a fact that has shaped the direction of their lessons. Each Kitsune
shugenja gains a love for the spirits and the tranquility of the deep
forest after countless hours meditating within its borders. This
connection between man and beast is encouraged and strengthened
with comprehensive lessons. The Kitsunes love for nature is evident
in the abilities taught at their school. The Kitsune can connect with
the wilderness and the animals that inhabit it. It is a versatile
technique that can be vital to the Kitsune shugenjas duties, an few
from other schools can duplicate the Foxs abilities.

Techniques
RA NK 1: ESSENCE OF CHIKUSHUDO - None in the Empire are closer
to the ways of nature than the simpl Kitsune who make the
wilderness their home. You may use the Sense, Commune, and
Summon basic spells to affect the animal spirits of Chikushudo a
well as kami (using Summon results in the appearance of a single
animal spirit rather than a set amount o elemental material). Animal
spirits tend to be more direct than the kami, and perceive things
differently but have just as little sense of why man does what h does.
You gain a Free Raise on any non -damaging spell cast on an animal.

Hare
Usagi Bushi
Clan: Hare
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Athletics (Running), Defense, Hunting, Jiujutsu Kenjutsu,
Lore: Maho (may replace with Lore: Kola after the Clan War
era), any one High or Bugei skill
Honor: 4.0
Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow
(with 20 Arrows) or Knife, Travelin Pack, 3 koku
The Hare Clan has seen a lot of combat for a Minor Clan. Their
continued war against the enemies of the Empire ha raged for
centuries without an end in sight. Consequently, the Usagi Bushi
School is one of the better-developed Minor Clan warrior schools. It
has been perfected in battle and blood, a the Hare Clan has
painstakingly learned what works and what simply fails. The Usagi
Bushi School takes the athleticism of the Hare Clan and channels it
into combat advantage. The Hare learn to move faster than the
average samurai, darting in to deliver a punishing blow then dashing
out of range of any counterattack. An unprepared opponent is
quickly overwhelmed as h is attacked from what seems like all sides.

37

Techniques
RA NK 1: SPE ED OF THE HA RE - The Hare are known for fighting with
a speed and agility reminiscence of the animal for which their clan is
named. In an situation where you have room to dodge, jump, and
otherwise maneuver (GMs discretion), you may add your Athletics
Skill Rank to your Armor TN except when in the Full Attack o Center
stance. Your Water Ring is considered 1 higher for purpose of how
far you can move with Move actions.
RA NK 2: LEA P OF THE HA RE - The Hare bushi has learned to strike
with a devastating springing attack that catches many opponents off
guard. If you are in the Full Attack stance, you can leap forward and
attack a opponent up to 15 away without taking a Move action. All o
your attacks on this Turn must target that opponent.
RA NK 3: SWIFT A S LIGHTNING - The speed and flexibility of the Hare
allows him to strike wit fearsome rapidity. Your attacks with unarmed
strikes, knives or Samurai-keyword weapons are considered Simple
Actions.
RA NK 4: KICK OF THE HARE - The Hare has learned not only how to
strike with speed, but also how to dodge and avoid his foes at the
same time. You may now perform your Rank Two Technique while
in the Attach stance instead of the Full Attack stance. If you perform
the technique in the Full Attack stance, you may make you second
attack of the Round against another opponent within 15 of the first
opponent.
RA NK 5: REICHIN 'S STYLE - The final lesson of the Hare school is a
whirling flurry o leaps, feints, and attacks that come at the opponent
from al directions, confusing and disorienting him. You may perform
the Feint Maneuver for only 1 Raise, and your damage bonus from a
successful Feint is not limited to your Insight Rank x 5.

Imperial
Seppun Guardsman
Clan: Imperial
Discipline: Bushi
Benefit: +1 Perception
Skills: Battle, Defense, Etiquette, Iaijutsu, Kenjuts (Katana),
Kyujutsu, any one High skill
Honor: 6.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 10 koku
A Seppun knows from birth that he is born to protect the Emperor
from anything that may threaten him. A safe Emperor means a
united Rokugan, and Seppun ensure the bright future of the Empire
by fulfilling their duty. When chosen for this prestigious service, the
Seppun Guardsman, also known as Miharu, sacrifices everything in
his life for the job. After all nothing else is significant when set
against the task of protecting the Imperial House. The Seppun
Guardsman School holds defense as its highest priority. The
Guardsman learns to put the life of hi charge above everything else,
including his own survival. The Guardsman becomes stalwart
against any sources of corruption that may interfere with his job, and
learns to be always aware of his surroundings, ready to identify any
threat before it may approach his charge.

Techniques
RA NK 1: NEV ER IN DA RKNESS - The Seppun are taught to be
unswerving in their honor, an nothing can draw them away from their
duty. Any time you are rolling to resist a Social Skill roll which could
tempt o lead you away from your duty such as Temptation,
Intimidation or even Courtier you roll additional unkept dice equal to
your School Rank. You gain a +1k1 bonus any time you are making
an Investigation roll to detect an ambush o surprise attack.

RA NK 2: THE CLOUDS PA RT - The Seppuns blows are infused with


his dedication to th Emperors cause. At the start of your Turn, you
may spend Void point to add your Honor Rank to the total of your
attack and damage rolls until your next Turn.
RA NK 3: SUN 'S LIGHT REV EA LS - The Seppuns dedication now
allows him to see through al manner of deceptions, even magical
ones. At any time you may choose to spend a Void point as a Free
Action to roll Investigation (Notice) / Perception at TN 25. With a
success, you immediately see through all disguises and illusions
around you, whether normal or magical in nature. If you are in the
presence of the Emperor, his immediate family, or a major Imperial
official (Chancellor, Shogun, etc) you do not need t spend a Void
point to activate this Technique. Once you have pierced a specific
disguise/ illusion, it no longer has any effect on you (although a new
disguise or illusion you encounter later will function normally).
RA NK 4: SPEED OF HEAV EN - The power of Heaven infuses the
Seppuns arm, allowing hi to strike with greater speed. You may now
attack as a Simple Action when using weapons with the Samurai
keyword.
RA NK 5: HEAV EN NEV ER FA LLS - The true Seppun bodyguard is
never caught off-guard, an can protect his charge even when
surprised or disabled. An time you are within 20 of a person you are
guarding, you may spend a Void point to leap in front of a blow or
spell which is targeting your charge. The damage is automatically
applied to you instead of to your charge. If you are still standing (not
Down or Out) after taking this damage, you ma immediately take an
extra Simple Action, which may be use for any normal purpose,
including an attack. This Technique can be used even if your
character is Blinded, Prone, Stunned Dazed, Entangled, or at the
Down Wound Rank (but not Grapple or at the Out Wound Rank).

Imperial Scion Advanced


Clan: Imperial
Discipline: Courtier
Benefit:
Skills:
Honor:
Outfit:
The Imperial families are not generally given a great deal of
consideration by the average citizen of Rokugan. Even most
members of the samurai caste go their entire lives while glimpsing
only one or two true Imperials, and many of the more remote family
branches never encounter one for generations at a time. The
Imperial families are simply smaller than most of those who serve
the clans, and their spheres of influence are relatively limited in
comparison to their clan counterparts.
Even the well-traveled Imperial heralds of the Miya family tend to
stick to clearly defined travel routes, avoiding the Empires more
remote districts for decades or even centuries at a time. In some
cases this can lead to a misperception of the Imperials as dangerous
or hostile individuals who desire only the obedience and submission
of other samurai.
While this is untrue in the main, there are a few individuals who
prove it correct.
Scions of the Imperial families are utterly ruthless individuals who
have mastered the manipulation of their own social standing to
decimate their enemies. Standing against a scion in court is
tantamount to ruination for all but the most skilled or highest-ranking
samurai. These scions most often come from the Otomo family,
which teaches their secret techniques in its most prestigious and
elite dojo. Much more rarely, members of the Miya or Seppun
families are permitted to train there as well. The scions are rarely
liked, frequently sought as allies, and almost always feared for the
power they can and will bring to bear on any who arouse their ire.

Techniques
RA NK 1: THE AWE OF THE THRONE - A true scion of the Imperial
families knows how to use his social position to his advantage in
nearly any situation. Any time you are called upon to make a Skill
Roll, or to use your Glory or Honor rank, you may spend a Void Point
to instead substitute your Status Rank.
RA NK 2: THE STRENGTH OF THE THRONE - As a champion of the
Imperial line, you can ensure that those who oppose you suffer
mightily for their temerity. After conversing with an opponent of lower
Status Rank for a few minutes, you may force that opponent to make
an opposed Courtier / Etiquette roll against you. If you defeat your
opponent at the roll, you may reduce his Status by a number of
points up to a maximum of twice your Insight Rank.
RA NK 3: THE TERROR OF THE THRONE - There is virtually no one
who is immune to the power of an Imperial scion. While conversing
with an opponent of equal or lower Status Rank, you may force a
Contested Void Roll. If you are successful, you can permanently give
the opponent any one Social Disadvantage. Alternatively, you can
force the opponent to become ronin, but the technique can only be
used in this manner once every six months. Forcing a samurai to
become ronin in this way costs you 5 points each of Glory, Honor,
and Status.

Miya Herald
Clan: Imperial
Discipline: Courtier
Benefit: +1 Awareness
Skills: Courtier (Rhetoric), Defense, Etiquette (Courtesy)
Horsemanship, Lore: Heraldry, Sincerity, an one High or Bugei
skill
Honor: 6.5
Outfit: Sensible Clothing, Wakizashi, Calligraphy Set Horse
(Rokugani pony), 10 koku
The Miya are Imperial messengers, charged with spreading the
words of the Emperor and the Imperial Court to even the most
remote regions of Rokugan. While they are protected in most areas
by their Imperial status, the Miya must often travel t places of great
conflict and danger. Occasionally bandits an criminals become
unreasonable or desperate and attack the herald. Thankfully, the
Miya is well trained for that eventuality. The Miya Herald School
focuses on building trust and cordiality with everyone in the Miyas
path. He speaks with confidence and composure to ease tensions
and smooth altercations. The Miya learns ways to boost his
defenses and spread peace to achieve the dream of a strong, united
empire.

Techniques
RA NK 1: VOICE OF THE EM PEROR - The Miya learn the ways of the
Empire, so they can spread the word of the Emperor far and wide,
and the art of nonaggression so their words will be heard by all who
respect the Emperor. While inside the borders of the Empire, you ma
spend a Void point to gain the Way of the Land Advantage for the
province you currently occupy this effect lasts until you next sleep.
Also, any Rokugani who reveres the Emperor an who knowingly and
deliberately attacks you will automaticall lose a number of points of
Honor equal to twice your School Rank.
RA NK 2: E YES OF THE EM PEROR - The Miya serve as peacekeepers
as well as messengers, brokering treaties between warring factions
in the Empire, and learn to remain impartial under the most intense
pressure. You ma add your Honor Rank to all Etiquette (Courtesy)
skill roll made to resist others attempts to influence you.

38

RA NK 3: HA ND OF THE EM PEROR - The Miyas aura of peacefulness


and non-aggression has no reached the point where it becomes
difficult for honorable foes to attack him at all. At the start of a
skirmish, or during the Reactions Step of any later round in a
skirmish, you ma spend a Void Point as a Free Action to prevent any
Rokugan who reveres the Emperor from being able to harm you
before the next Reactions step. (They can still attempt to capture o
restrain you in a non-damaging way.) This Technique only takes
effect as long as the Miya is not participating in the skirmish or in a
duel.
RA NK 4: BLESSINGS OF THE EM PEROR - At this rank, the Miya have
developed a personality strong enough to impose their demand for
peace on the more violent individuals around them, in what is
essentially a more specialize form of the Otomo technique of
obiesaseru. This ma be done a number of times per session equal to
your School Rank, but you may only use this Technique against
honorable samurai (Honor Rank 1.0 or better) who revere the
Emperor criminals, bandits, the Lost, and nonhumans are immune t
its effects. To use this Technique, you take a Complex Action to step
forward and forcefully demand an end to violence. (This brawling
will cease, in the name of the Emperor!) You make a Contested Roll
of your Courtier (Rhetoric) / Awareness against the Etiquette
(Courtesy) / Willpower of all affected persons within hearing. All
individuals who lose the roll must immediately cease all aggressive
action, and cannot attack o cast offensive spells until they take
damage or you give the permission to fight. (They can still use
defensive abilities an the Defense and Full Defense stances.) The
effect lasts for on minute, and the Technique can be used on the
same target again if it is resisted
RA NK 5: G LORY OF THE EM PEROR - The Herald is now a true master
of nonaggression and diplomacy. When rolling with the Courtier or
Etiquette skills against a target with at least Honor 1.0, you may add
a +5k0 bonus t the roll.

Otomo Courtier
Clan: Imperial
Discipline: Courtier
Benefit: +1 Awareness
Skills: Courtier (Manipulation), Defense, Etiquette, Intimidatio
(Control), Investigation, Sincerity, any on High skill
Honor: 5.5
Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,
10 koku
Like the Seppun, the Otomo are dedicated to the safety of the
Emperor. The Otomo simply choose more underhanded method to
prove that devotion. The power of the Emperor must remain strong
and unchallenged. This can only happen if n one can gather enough
strength to topple the pillars of the Emperors authority. The Otomo
sow suspicion and distrust amongst the Great Clans to prevent any
malicious scheme from taking root among them. The Otomo
Courtiers, also known as Seiyaku, focus o fully utilizing the tools at
their disposal. As an Imperial family the Otomo automatically garner
respect and power fro every honorable samurai. The Otomo learns
to push this advantage as far as he can to make others cower under
the weight of Imperial decree. He uses every underhanded trick in
the book, knowing that his blood protects him from the repercussions.

39

Techniques
RA NK 1: THE VOICE OF HEAV EN - The Otomo believe that nothing
done in the name of the Emperor and Imperial authority can ever be
truly dishonorable. Their appointed role within the Empire is to
spread conflict between the clans so they cannot unite against
Imperial power and the Otomo do this without hesitation. You do not
los Honor for using the Intimidation (Control) Skill. Any time you are
in conversation with someone from one of the clan (Great or Minor),
you may make a Contested Roll of you Courtier (Manipulation) /
Awareness against their Etiquette (Courtesy) / Awareness to
provoke a disagreement or argument between them and someone
from another clan or faction of your choice.
RA NK 2: DESTIN Y HA S NO SECRETS - The Otomo have information
networks that rival those of the Scorpion, and can call on them in
almost any part of the Empire. If you have the opportunity to seek
out your contacts you may spend a Void point to roll
Courtier/ Awareness at T 25 to learn one piece of critically useful
information (chose by the GM).
RA NK 3: M Y MA STER 'S VOICE - The Otomo speak with the direct
authority of the Emperor and the more experienced among them
have mastered the art known as obiesaseru, using the authority of
the Son o Heaven to stun their foes. You may only use this
Technique against honorable samurai (Honor Rank 1.0 or better)
who revere the Emperor criminals, bandits, the Lost, and
nonhuman are immune to its effects. To use obiesaseru, you must
take a Complex Action to pause, gather your willpower, an shout an
appropriate command (typically something like Stop in the name of
the Emperor!). You make a Contested Social Skill roll of Intimidation
(Control) / Willpower against the targets Etiquette (Courtesy) /
Willpower. (If the target sincerely believes he is acting honorably, he
gains a Free Raise t his roll.) If you win the roll, on his next Turn the
target ma not move, attack, cast spells, or perform any other action
that would directly obstruct or threaten you or your immediate
friends/ allies (GMs discretion as to who is considered you ally). He
may, however, attack others who are not your allies and regardless
he can always use the Defense and Full Defense Postures.
RA NK 4: THE EM PEROR 'S PRO TECTION - As a favored servant of
Imperial power, the Otomo is under special protection, and can
easily crush those foolish enough to disagree with him in public. Any
time you are in an argument or debate with another person, you may
spend a Void point to make a Contested Roll of your Courtier
(Manipulation / Awareness against their Etiquette (Courtesy) /
Awareness. If you win the roll, they must either agree with you
position or immediately lose 5 points of Honor.
RA NK 5: THE VIRTUES OF COMMAND - The Otomo is now able to
bring the full power of Imperia authority to bear on those who
displease him. When making a Contested Social Roll against
someone who reveres Imperia authority, you may gain a +5k0 bonus
on your roll.

Seppun Shugenja
Clan: Imperial
Discipline: Shugenja
Benefit: +1 Intelligance
Skills: Calligraphy, Defense, Etiquette, Investigatio (Notice),

Meditation, Lore: Theology, any one High o Bugei Skill


Honor: 6.5
Outfit: Robes, Wakizashi, Bo, Scroll Satchel, Travelin Pack,
10 koku
Affinity/Deficiency: Fire / Water
The best bushi of Rokugan are granted the privilege of guarding the
Emperor. There are threats steel cannot answer, however and
against these the Seppun Shugenja stand ready. A members of the
Hidden Guard, the Seppun Shugenja wait an stand vigil at all times
of the day for signs of an attack. Their wards are among the best in
Rokugan, and the Seppun constantly practice their prayers to the
kami in preparation for a assault on their territory. They are the last
line of defense for the Emperor and they will not be broken. The
Seppun Shugenja School focuses on defense of the Emperor and
his retinue. When danger approaches, the Seppun calls upon the
kami with his entire soul, amplifying spell effects and performing
magical feats he would not b able to do normally. The Technique is
versatile and work with a large variety of offensive and defensive
spells, a long as the shugenja is trying to save the life of the Son o
Heaven.

Techniques
RA NK 1: IN DEFENSE OF THE THRONE - The Hidde Guard exist only
to defend their Emperor, and are terrible opponents for any who
might pose a danger t the sanctity of the Son of Heaven. You gain a
Free Raise on any spell cast to protect the life, persona belongings,
family, or reputation of the Emperor, a long as the action taken
would not cause you to los Honor. This includes members of the
Imperial families (though not yourself). You also gain a Free Raise o
any spells known only to the Imperial families.

Kenku
The Kenku Swordsman
Clan: Kenku
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Defense, Hunting, Kenjutsu (Katana), Meditation, Tea
Ceremony, any one Lore skill, any one Bugei Skill

The Kenku Kensei (sword saint) style has persisted since the time
of the Five Races, making it the oldest known martial style in
Rokugan. While the weapons and techniques have evolved over the
millennia, the central Kenku martial philosophies have remained
essentially constant. Their style focuses on speed and precision
over strength. A Kenku swordsman will patiently bide his time,
distracting his enemy with careful feints, while waiting for the proper
moment to deliver a single devastating blow. Kenku are also quick
learners, able to mimic the techniques of others after brief
observation.
The Kenku do not share these techniques lightly. Even when a
Kenku sensei deems a human worthy of his teachings, he may not
share the secrets of Kenku swordsmanship. For a Kenku to instruct
a human in such a way, something more is required.
As stated previously, the Kenku are extremely discerning in regards
to their techniques. A human student must either prove his worth to
a Kenku sensei or be selected by a Kenku to receive training.

Techniques
RA NK 1: W ING OF THUNDER - The kenku bushi has learned to
harness the speed of the wind itself, and can draw that element into
himself. You may add the total of your Reflexes and School Rank to
your Armor TN against any enemy with lower Initiative.
RA NK 2: HEA V EN 'S CLAW - The bushi has tapped the power of the
thunderbolt, striking hard at his enemys weaknesses. Any time you
inflict more than 10 points of damage with a single attack, your
opponent loses one Void Point. Against opponents with no Void
Points remaining (or no Void), you may instead re -roll a single
damage die and take the better of the two results.
RA NK 3: LIGHTNING KISS - The kenku bushi has captured the swift
fury of lightning. You may attack as a Simple Action while using any
melee weapon in which you possess a Skill Emphasis.
RA NK 4: CHURNING SKIES - The kenku bushi has learned to patiently
build his energies, only to strike with thunderous power. If you
choose to delay your Turn during a Round until after all your
opponents have acted, you may ignore the effects of all Wound
Penalties (including Down and Out) and your may spend any
amount of your Void Points on your damage rolls during this Round.
RA NK 5: THE SAME BREEZE - Even two leaves carried on the same
breeze may take quite different paths. This is the final lesson of the
kenku school. At the beginning of your Turn, you may take a Free
Action and spend a Void Point to copy one bushi Technique of any
other character (human or otherwise) within 20 for a number of
Rounds equal to your Air. You must abide by whatever costs and
restrictions apply to the copied Technique (Void Point cost, specific
armor or weapons, etc).
If you are not a Kenku yourself, you must have seen the Technique
you are copying used at least once. Regardless of whether you are
human or Kenku, you may only copy one Technique at a time.

Honor:
Outfit: Light or Heavy Armor, Daisho, Traveling Pack, 3 koku.
The Kenku are greatly renowned for their wisdom, but they are
respected in equal measure for their extraordinary swordsmanship.
It was in the time of the Five Races that the Kenku first took up arms
against the invading forces of Jigoku, and they proved to be
phenomenal warriors. Though those days are long past, their martial
prowess remains legendary.

40

Monkey
Toku Bushi

Oriole
Tsi Smith

Clan: Monkey
Discipline: Bushi
Benefit: +1 Willpower
Skills: Athletics, Defense, Hunting, Investigatio (Search),

Clan: Oriole
Discipline: Artisan
Benefit: +1 Intelligence
Skills: Any one Artisan Skill, Commerce, two ranks i any one

Kenjutsu, Lore: History any 1 High or Bugei Skill


Honor: 5.5
Outfit: Light Armor, Sturd Clothing, Daisho, any weapon,
Traveling Pack, koku

Craft Skill, Defense, any one Weapon Skill any one High, Bugei,
or Merchant Skill
Honor: 4.5
Outfit: Sensible Clothing, Wakizashi, Calligraphy Set
Traveling Pack, 3 koku

The Monkey Clan has the blessings of the Imperial line an access to
skilled experts in the field of war. Hundreds of ronin teachers have
stepped through the dojo doors, ready to impart knowledge to an
eager audience. These diverse skills were distilled into a single,
cohesive fighting style that contains the best aspects of each lesson
given in the Monkey dojo. The Toku Bushi School teaches
techniques to help fight against multiple enemies. The Toku learns
to keep his head in the face of overwhelming odds and to fight on
without hesitation. He sharpens his concentration and resolve to
supernatural heights, and his calm on the battlefield become one of
his greatest weapons.

Techniques
RA NK 1: TOKU 'S LES SON - A Monkey Bushi will prevail, even in the
face of the most difficult odds. You add +1k0 to all Skill Rolls with a
TN of 2 or higher. (This includes attack rolls.) Additionally, all you
Wound Penalties are reduced by an amount equal to you Willpower
plus double your School Rank.
RA NK 2: THE S TRENGTH OF ONE MA N - As a member of a very small
Minor Clan, the Toku bushi is accustomed to fighting against the
odds. While facing multiple opponents or an enemy with a higher
Insight Rank, you ad +1k1 to your attack and damage rolls.
RA NK 3: COURA GE ABOV E ALL - The Toku bushi calls on the
courage of his Clans founded to speed his own attacks. You may
make melee attacks as Simple Action instead of a Complex Action.
RA NK 4: FORGE YOUR OWN FA TE - The Toku bushi learns to dodge
the worst of any attack. You may spend a Void Point when suffering
Wounds to force you opponent to drop the two highest dice from his
damage roll even if this would reduce the total amount of kept dice.
This cannot reduce the damage roll to less than 1k1.
RA NK 5: FORTUNE FAV ORS THE MOR TA L MA N - The Toku Bushi
earns his good blessings with his own sheer tenacity. Once per
Round, you may spend a Void Point t reroll any roll. You add +2k1 to
the new roll. You may choose to keep the new roll or your original
roll.

Tsi was the name of an ancient gaijin blacksmith who impressed the
second emperor, Hantei Genji, with his works. The Emperor
declared the man was blessed by the Fortunes an made him a
Rokugani on the spot. Centuries later a ronin apprentice took the
forgotten name for himself and impressed Emperor Hantei XXX with
his style. Artisans trained in the Tsi Smith School are unique in that
everything they learn is to increase their skills crafting weapon and
armor. They learn martial styles to know how expert will treat the
weapons they create. They have little use for social pleasantries or
political maneuvering so their teaching mostly bypass those aspects
of a samurais life.

Techniques
RA NK 1: TOOLS OF THE FORTUNES - The Tsi Smith dedicates his life
to reaching perfection in the heat of the furnace. All Craft Skills are
considered Schoo Skills for you for the purposes of effects that
target School Skills. Whenever you make a Craft Skill Roll, you gain
on point of Glory for succeeding, and one additional point for every
increment of 5 by which you exceed the TN. This effect only applies
to rolls a made against a TN equal to 10 plus you School Rank x5 or
higher
RA NK 2: TSI XING GUI 'S BLESSING - The Oriole smith seeks to
emulate the works of the Fortune of Steel. When wielding or using
one of your own creation (such as a weapon in battle or wearing an
elaborate kimono in court), you gain a bonus of +2k1 for Void Points
spent o relevant Skill Rolls, rather than the usual +1k1. Additionally
when an item you created is given as a gift among member of the
samurai caste, both you and the gift-giver gain Glory equal to your
School Rank.
RA NK 3: A CRAFTER 'S DEDICA TION - A Tsi Smith knows the worth of
everything he creates, year after it has left his forge. When crafting,
the price of the object you are creating is reduced by half for the
purposes o determining how long it takes to create the object in
question. When someone in your presence is using an item you
created you may take a Complex Action to grant them a bonus of
+Xk1, where X is your School Rank, on the relevant Skill Roll (for
example, Kenjutsu for a katana, Defense for armor or Etiquette for a
kimono). RANK FOUR: EXHAUSTIVE
RA NK 4: EXHA USTIV E KNOWLEDGE - All members of the Tsi Smiths
are expected to test their creations for weight, balance, and
effectiveness. You ma spend a Void Point as a Free Action to allow
you to make any attacks with a weapon you created as Simple
Action rather than Complex Actions. This effect lasts for a number o
Rounds equal to your School Rank.

41

RA NK 5: S TA R -FILLED S TEEL - Oriole-made items are rivaled only by


the masterful items o the Kaiu Forge. Once per day upon the
completion of crafting weapon, you may spend all your Void Points
in order to create a Sacred Weapon (as per the Advantage). This
weapon is know as a Tsi weapon (e.g., a Tsi Blade, Tsi Tetsubo,
etc.), and ma possess one of the following qualities: Balanced (the
wielded gains a bonus of +1k0 on attack rolls made with the
weapon) Swift (the wielder gains a bonus of +5 to his Initiative Score
while wielding the weapon), or Unbreakable (the weapon ma not be
broken). At the GMs option, a truly gifted Tsi smith ma also be able
to make a weapon Radiant (treat the weapon a jade for the purpose
of harming Invulnerable creatures).

Owl
The Otomo Diplomats
Clan: Owl
Discipline: Courtier
Benefit: +1 Awareness
Skills: Calligraphy, Courtier, Etiquette (Courtesy), Intimidation,
Lore: Nonhumans, Sincerity, any one High Skill
Honor: 6.5
Outfit: Court robes, fan, traveling pack, 5 koku

Hanteis Celestial fighting style was unmatched among the Kami.


However, in the canonical history of Rokugan, Hantei never shared
the secrets of his fighting skills with any of his mortal followers, and
they died with him after the First War. In the timeline of the Togashi
Dynasty, Hantei adapts his Techniques to his clans new duty of
fighting against nonhuman threats to the Empire, and it is in this form
that an echo of his original peerless talent is passed down through
the ages.

Techniques
RA NK 1: W ISDOM OF THE OWL - The basic technique of the Otomo
Diplomat is to find ways to relate successfully to all parties, human
and nonhuman alike, smoothing over misunderstandings and
conflicts.
You gain a +1k0 bonus to your Etiquette rolls. During any social
interaction with nonhumans, you may as a Free Action roll Lore:
Nonhumans / Intelligence at TN 20 to remember an important aspect
of social interaction with those nonhumans (the GM chooses the
specific thing you remember, but it will always be something useful
to the situation).
RA NK 2: UNITY OF THE R EA LM S - Because the Otomo specialize in
negotiating with the nonhuman races, they have many friends,
allies, and contacts among them. Any time you encounter a
nonhuman in a non-hostile environment, you may roll Courtier /
Awareness at TN 25. With a success, the "nonhuman" will treat you
as an Ally with Devotion 2 for the remainder of the encounter (unless
you actively do something to threaten or harm it).

RA NK 4: UPHOLD THE P EACE - At this rank, the Otomo Diplomat is


able to call on the awesome repute of the clan founder, Hantei
himself, to impose peace on all manner of confrontations. At the start
of a skirmish, or during your Turn on any later Round in such a
skirmish, you may take a Complex Action to spend a Void Point and
demand an immediate cessation of hostilities. You make a
Contested Intimidation / Willpower roll against all those within
hearing, gaining a +3k0 bonus against any of those targets who are
nonhumans. Any combatants who lose the roll must cease all
offensive action until they are attacked or until three Rounds have
passed.
This Technique cannot work against Shadowlands creatures or
denizens of Jigoku or Tengoku. Using Intimidation in this manner
does not cost you Honor.
RA NK 5: HA NTEI 'S MA NDA TE - The Otomo may now bring the full
weight of Hanteis Celestial favor to bear against those who trouble
Ningendo.
You gain an additional +3k0 bonus to your Intimidation rolls with
your Rank Four Technique (this stacks with the +3k0 bonus against
nonhumans in that Technique).

Seppun Shugenja
Clan: Owl
Discipline: Shugenja
Benefit: +1 Intelligence
Skills: Calligraphy, Defense, Investigation, Lore:
Nonhumans, Lore: Theology, Meditation, any one High skill

Honor: 6.5
Outfit: Robes, wakizashi, bo staff, scroll satchel, traveling
pack, 4 koku

Affinity/Deficiency: Fire / Water


In this timeline, the Seppun are simply the shugenja family of the
Owl Clan rather than the special servants of the Emperor. In keeping
with their clans duty to the Togashi Dynasty, the Seppun have
learned to focus their magic on dealing with nonhuman threats and
problems of all sorts.

Techniques
RA NK 1: IN DEFENSE OF NINGEN -DO - The Seppun shugenja exist
both to communicate with nonhumans and spirits and to protect the
Empire from their depredations when they act improperly. You gain a
Free Raise on any spell which targets a nonhuman. When casting
a spell which inflicts damage on others, you may expend an
additional spell slot (of the same Element or of Void) to have the
spell ignore Reduction on the target(s) equal to twice your Void Rank.
If the target is nonhuman, this Technique also ignores all damage
mitigation effects from creature abilities (other than Invulnerability).

RA NK 3: THE VOICE OF HEAV EN - When understanding does not


work, the Otomo have another method: cowing others by invoking
the awesome authority of the Celestial Heavens. When you spend a
Void Point on an Intimidation roll, you gain +2k2 instead of the
normal +1k1. If the roll is made against a nonhuman opponent, the
bonus is +3k2 instead. Either way, you do not lose Honor for using
Intimidation in this manner.

42

Hantei Bushi
Clan: Owl
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Defense, Etiquette, Kenjutsu, Kyujutsu, Lore:
Nonhumans, any one High or Bugei Skill
Honor: 6.5
Outfit: Average clothing, light armor, daisho, bow, any one
weapon, traveling pack, 4 koku

Hanteis Celestial fighting style was unmatched among the Kami.


However, in the canonical history of Rokugan, Hantei never shared
the secrets of his fighting skills with any of his mortal followers, and
they died with him after the First War. In the timeline of the Togashi
Dynasty, Hantei adapts his Techniques to his clans new duty of
fighting against nonhuman threats to the Empire, and it is in this form
that an echo of his original peerless talent is passed down through
the ages.

Techniques
RA NK 1: THE BLESSINGS OF HEAV EN - The basic lesson of Hantei is
to call on the favor of the Celestial Realms to oppose those who
stand against Heaven. When facing a nonhuman opponent, you
may add either your Earth or your Honor (whichever is higher) to
your Armor TN. You gain a +1k0 bonus to all your attack rolls with
Samurai weapons.
RA NK 2: W RA TH OF THE EA RTH DRA GON - The power of Celestial
Favor can overcome any who presume to trouble Ningen-do or the
Empire of Togashi.
At the start of your Turn, as a Free Action you may spend a Void
Point to let your attacks this Round ignore all the Reduction of
nonhuman opponents.
RA NK 3: SPEED OF THE AIR DRA GON - The Celestial Dragons strike
with speed beyond thought, and you seek to emulate them as well
as a mortal may do so. You may attack as a Simple Action when you
are wielding Samurai weapons or when attacking a nonhuman
opponent.
RA NK 4: COURA GE OF THE THUNDER DRA GON - Those who serve
the Celestial Heavens care not who their opponent may be, for the
strength of Heavens favor cannot be withstood. After striking an
opponent, you may spend a Void Point as a Free Action to ignore
any one of that opponents Techniques, armor effects, spells, special
qualities, or creature abilities (except for Invulnerability) which
reduce/ mitigate damage
RA NK 5: JUDGEM ENT OF THE CELES TIA L DRA GON - The final lesson
of the Hantei School is that the divine strike of Celestial Favor may
defeat any foe, even one so powerful as Lord Moon himself. Once
per skirmish, after hitting your opponent, you may spend four Void
Points to automatically inflict enough damage to reduce that
opponent to Down/ Out/Dead (whichever applies first).
If your opponent is nonhuman you may activate this Technique for
three Void Points instead.
It is GMs discretion whether this Technique can defeat
exceptionally powerful or transcendent entities such as Fortunes or
similar. As an option, the GM may allow the Technique to work on
such foes if you voluntarily choose to die in order to activate it.

43

Ox
Morito Bushi
Clan: Ox
Discipline: Bushi
Benefit: +1 Agility
Skills: Defense, Horsemanship, Hunting (Tracking) Kenjutsu,
Lore: Kolat, Lore: Underworld, any one Skill
Honor: 3.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy
Weapon or Polearm, Horse (Rokugan Pony), Traveling Pack, 3
koku
The Ox Clan earned its stripes in combat against a spirit arm filled
with the wisdom of centuries of ancestors. After its debut the Morito
Bushi School garnered respect and a health reputation from bushi
across the empire. The bulk of the O Clans force is heavy cavalry
intended to swiftly crush the core of an infantry army. The Morito
bushi is taught to maximize the benefits o mounted combat. He
learns to trample the soldiers standing in front of him and maneuver
quickly around the battlefield using his advantage of mounted speed.
The Morito most often uses a polearm, though he is trained to adapt
to the situation if it requires another style of combat.

Techniques
RA NK 1: LEGA CY OF THE FOUR W INDS - The Ox warrior fights as one
with his horse. At the beginning of combat, you may add +1k0 to
your Initiative if you are Mounted. Additionally, you may add +1k0 to
attack roll while Mounted.
RA NK 2: THE W IND BLOWS MA NY W A YS - A Morito bushi becomes
adept in all facets of war. At the beginning of combat, you may
declare a number of Bugei Skills equal to your School Rank. You
add +1k0 to all roll involving the chosen Skills.
RA NK 3: THUNDER A ND FURY - The Morito bushi strikes with the
speed of his charging horse. You may make attacks as a Simple
Action instead of a Complex Action while Mounted.
RA NK 4: THE BLA DE UPON THE W IND - The Morito bushi can rush
forward, moving faster than any o his foes can anticipate. Once per
skirmish, you may spend Void Point as a Free Action to set your
Initiative Score equal to that of another participant in the battle. This
may be either ally or opponent. However, after you use this
Technique, you Initiative Score is reduced by 5 during the Reactions
Stage o each Round until the end of the encounter. You may only
have one Turn per Round, even if your Initiative Score drops below
your current Initiative Score.
RA NK 5: FA ST AND FURIOUS - The Morito bushi rides into battle,
trampling those who cannot escape his path. While you are attacking
an opponent wit lower Initiative, you add +2k2 to all attack and
damage rolls.

Ronin
Disciples of Sun Tao
Clan: Ronin
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Athletics, Defense, Hunting, Iaijutsu, Kenjutsu any 2
Skills

Honor: 4.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 1 koku
The ronin who call themselves the disciples of Sun Tao are group
that have taken the teachings of the legendary ronin tactic ian Sun
Tao, who is said to have studied with each o the Great Clans in turn,
and applied his wisdom to the art of the duel. Although they lack the
skill and recognition o dueling traditions within the Great Clans,
those who follow dueling have, over time, come to grudgingly
acknowledge their strength.

Forest Killers
Clan: Ronin
Discipline: Bushi
Benefit: +1 Agiltiy
Skills: Athletics, Defense, Hunting, Kenjutsu, Kyujutsu Stealth,
any 1 Weapon Skill
Honor: 4.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 2 koku
The Forest Killers are perhaps the most ruthless and fearsome
bandit organization in the history of the Empire. For centuries they
exploited the superstitions surrounding the Shinomen Mori by hiding
within its depths. They were eventually eradicated by the Emerald
Champion, but their demise proved short-lived, and within a few
years a new group o Forest Killers was plaguing the lands around
the Shinome once more.

Techniques
RA NK 1: STRENGTH OF THE FOREST - The Forest Killer are a
formidable group who recruit only the toughest and most durable of
warriors to join their band. You gain additional Wounds per Wound
Rank equal t your Stamina. You may also add your Stamina to the
total of all damage rolls resulting from melee attacks.

Generic Ronin
Clan: Ronin
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Defense, Hunting, Intimidation, Kenjutsu,

Knives, any one Weapon Skill


Honor: 4.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon,
Traveling Pack, 1 koku

Even the rare ronin groups that manage to endure for a long time or
gain prestigious support, such as the Legion of Two Thousand, are
hard-pressed to establish the sort of infrastructure and long-term
continuity required to maintain a full-fledged bushi school. The game
design reflects this with a system which forces most ronin to rely
chiefly on their innate capacities (represented by Skills) with only
one or two Techniques.
Although this approach is realistic for the setting, it does put ronin
significantly behind clan characters (even Minor Clan characters) in
terms of their game-mechanic capabilities. This can be frustrating for
players who are running ronin characters. GMs who wish to mitigate
this frustration can opt to make this generic ronin school available for
play. Although a generic school does not really fit the concept of
what schools are supposed to represent in the world of Rokugan, it
does allow greater options for players, which is a virtue in itself. GMs
can thus have the freedom to decide whether they wish to focus their
campaigns more on setting authenticity at the expense of gamebalance, or more on game-balance and maintaining fairness
between players.
Although this school is intended primarily to represent ronin, it can
also be used to represent any other situation in which a character
could have martial training without access to a named bushi school.
For example, it could represent the training of Great Clan samurai
who belong to minor vassal families without access to their clans
main dojo. It could also represent Minor Clan samurai in clans like
the Fox, Dragonfly, Oriole, or Bat who have bushi in their ranks but
lack any bushi school of their own.

Techniques
RA NK 1: STRENG TH OF M Y FA THER - Ronin are known for their
resilience in the face of adversity. When you are suffering TN
penalties due to Wounds, you may make an Earth Roll (ignoring
Wound TN penalties) during the Reactions Stage of each Round,
with a TN equal to 5 + 5x the number of Wound Ranks you are
currently suffering. If the roll is successful, you may ignore the
effects of your Wound penalties until the next Reactions Stage. This
Technique does not work once you reach the Down or Out Wound
Ranks.
RA NK 2: NEV ER YIELD - Ronin are accustomed to being the
underdogs. When you are outnumbered in a skirmish, you gain a
bonus to your Armor TN equal to the amount by which the number of
enemies exceeds the number of your allies. This bonus cannot
exceed the total of your School Rank x2.
RA NK 3: BI TE OF THE W OLF - Veteran ronin are swift and deadly
fighters. You may attack as a Simple Action when wielding a katana
or a knife.
RA NK 4: TWICE-CUTTING SPIRIT - As ronin become truly
experienced, they become ever more deadly with many different
weapons. Choose one additional melee weapon: you may attack
with that weapon as a Simple Action. Once per skirmish, you may
spend a Void Point on a damage roll, regardless of what weapon
you are using.
RA NK 5: VA LOR OF THE W OLF - Those ronin who survive long
enough to perfect their skills become legends of the battlefield, able
to endure all manner of hardship and prevail in spite of severe
injuries. Choose another melee weapon: you may attack with that
weapon as a Simple Action. Additionally, you may spend a Void
Point to activate your R1 Technique without requireing a Willpower
Trait Roll; when you activ ate it in this way, it lasts a number of
Rounds equal to your Fire Ring.

The ronin mechanics in the L5R 4th Edition RPG are designed to
reflect the unfortunate reality of a wave-mans life namely, most
ronin bands are only around for a short time, and are unable to
develop more than one Technique.

44

People's Legionnaire
Clan: Ronin
Discipline: Bushi
Benefit: +1 Stamina
Skills: Athletics, Defense, Hunting, Knives, Spears, Stealth,

any 1 Merchant or Low Skill


Honor: 0.0
Outfit: Ashigaru Armor, Sturdy Clothing, Yari, any 1 Peasant
weapon, Backpack, 5 zeni
After the commoner Asahime began organizing her army of
peasants, she worked with her monk adviser Rojin to develop a
spear-fighting technique that would allow simple ashigaru soldiers to
stand their ground against samurai opponents. The technique was
designed to capitalize on working together, using numbers and
discipline to overcome the superior fighting skills of samurai
opponents.
Unsurprisingly, in Rokugans canon history the technique did not
survive the ultimate defeat of the Peoples Legion, but creative GMs
can use it to represent any peasant or ronin army that lasts long
enough to develop some discipline and organized training.

Techniques
RA NK 1: UNITY OF PURPOSE - The Peoples Legionnaires drill
endlessly, learning to act in unison on the battlefield. After Initiative
is rolled at the beginning of a skirmish, you may take a Free Action
to lower your Initiative score to match that of an ally who is also
trained in this technique. If you and an ally with the same Initiative
attack the same opponent, you each gain a +1k0 bonus on your
attack roll for each such ally striking the same foe. The maximum
number of bonus dice you can gain on a single attack roll is equal to
your Insight Rank +1.

Tawagoto's Army
Clan: Ronin
Discipline: Bushi
Benefit: +1 Agility
Skills: Battle, Defense, Etiquette, Investigation, Kenjutsu
Spears, any 1 Skill
Honor: 4.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 1 koku

Tengoku's Justice
Clan: Ronin
Discipline: Bushi
Benefit: +1 Strength
Skills: Athletics, Defense, Horsemanship, Hunting Kenjutsu,

Kyujutsu, any 1 Skill


Honor: 4.5
Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow
with 20 Arrows or Knife, Traveling Pack 1 koku
Ruthless in the extreme, the mountain bandits know as Tengokus
Justice could threaten the reputation of the Forest Killers as the most
reviled bandits in the Empire if the survive long enough. Their
heretical name, however, gives additional reason to hate them, likely
shortening their expected survival. The Tengokus Justice band
makes their home in the Dragon mountains, pillaging and laying
waste to entire village to gather the supplies and wealth they desire.
They trust in the traditional inaction of the Dragon to make their
apprehension less likely, but have drawn the unwavering attention of
the magistrates of the Mantis Clan due to their actions.

Techniques
RA NK 1: HEAV EN 'S CURSE - The sheer ruthless, murderous nature
of the Tengokus Justice fighting style could rival even that of the
Forest Killers. Whenever you surprise an opponent in a skirmish,
you ma double your Strength for the purposes of determining how
many damage dice you roll on that attack.

The Legion of two Thousand Advanced


Clan: Ronin
Discipline: Bushi
Benefit:
Skills: Battle 3, Defense 4, Kenjutsu 3
Honor:
Outfit:
Sponsored by the Imperial house, the Legion of Two Thousand
recruited from some of the best soldiers in Toturi's ronin army
enjoys resources and support which most ronin can only dream
about. As a result, it has been able to develop extensive martial
techniques, an extremely rare accomplishment for wave-men.

Techniques
Inspired by the young and charismatic ronin Tawagoto, this group of
ronin and peasants rallied together to protect the innocent people of
Rokugan from the rash of violent peasant revolutions inspired by the
mad monk Kokujin while the Great Clans were engaged in another
war of succession. Eventually the clans recognized the threat and
sanctioned Tawagoto activities, lending him aid to complete the task
of hunting down Kokujins forces and destroying them.

RA NK 1: S TA ND A S TWO THOUSAND - The Legion earned fame in its


early years for protecting remote corners of the Empire and for
helping defend the Kaiu Wall. You gain a +1k0 bonus to your
Defense Skill rolls. When you are fighting in defense of the innocent
or of the common people, this bonus is +1k1 instead.

Techniques

RA NK 2: KURONADA 'S HONOR - The son of the tyrant Karatsu


embraced honorable ways despite his fathers legacy and became
one of the most famous commanders in the Legion.

RA NK 1: THE P EOPLE' S W ILL - Those who are guide by honor carry


the strength of the Empires people i their actions. When you spend
a Void Point to add bonus of +1k1 to any Skill or Trait Roll, you may
also add your Honor Rank to the total of that roll.

So long as you have an Honor of 5.0 or better, you gain a bonus of


+2k1 whenever you spend a Void Point on a roll with a School Skill,
rather than the normal +1k1. This ability cannot be used in the
Center Stance.
RA NK 3: TAMA GO'S EXPER TISE - The ascension of the brilliant
tactician Tamago to the leadership of the Legion of Two Thousand
leads to the Legion developing more advanced training. You may
make melee attacks with Samurai weapons as Simple Actions.

45

The Tessen
Clan: Ronin
Discipline: Bushi
Benefit: +1 Stamina
Skills: Battle, Defense, Investigation, Jiujutsu War Fans, any 2
Skills

Honor: 3.5
Outfit: Light Armor, Sturdy Clothing, Daisho War Fan, any 1
weapon, Traveling Pack, 2 koku

When rolling on the Mass Battle Table, you may add or subtract
your Void Ring from the total of your roll, as desired. Additionally,
you may select one Maneuver.
Whenever you attempt that Maneuver, you gain one Free Raise
toward success.
RA NK 3: EM POWERED B Y HER NAM E - Those who devote
themselves utterly to the cause of the Empress are nigh unstoppable
in their fervor. If your Honor Rank exceeds your opponents Honor
Rank, you may make a single additional melee attack (as a Free
Action) once per Round against that opponent.

The Hawk Purists (Path)


Composed primarily of former Crane and Lion, the Tessen came
together to attempt to protect the people of Toshi Ranbo, centuries
before it became the new Imperial City. The constant changing of
hands between the two clans left the city in terrible state, often
plagued by criminals who knew the clan were too busy with one
another to bother hunting them. Because the Crane forbade any
save themselves to carry a blade within the city, these ronin took up
the tessen as their weapon of choice, and continue to patrol the
streets of the Imperial Cit today, albeit with only grudging
acknowledgement from the citys Imperial protectors.

Techniques
RA NK 1: FOLDS OF THE IRON FAN - Few in Rokugan have mastered
the facets of the iron fan with the same fluency as the Tessen. When
wielding a war fan in your off hand, you suffer no penalties for
attacks made with that hand. You also add your rank in War Fans to
the total of your Armor TN at all times while wielding a war fan.

Tsudao's Legion Advanced


Clan: Ronin
Discipline: Bushi
Benefit:
Skills: Battle 5, any one Weapon Skill at 5
Honor:
Outfit: Honor Rank 6+, Status Rank 2+, any one Paragon
Advantage
Under the reign of the Emperor Toturi II, known to many by her
youthful nickname of the Sword, the greatest force for enforcing the
laws of the Empire is the Imperial Legions which serve the Throne
directly. Reorganized by the Empress during the early years of her
reign, these Legions operate under the direct command of the
Emerald Champion, the Shogun, the Jade Champion, and most
notably the Empress herself.
The Empress oversees the reorganization of these military forces
personally, continuing her fathers tradition of military innovation
throughout her reign. In particular, she institutes a rigid set of
requirements that restricts membership in the Legions, with the most
stringent requirements for the Legion she personally commands.
She also devises a set of new Techniques which she teaches to the
best warriors of that Legion, making it one of the most formidable
military forces in the Empires history.

Techniques
RA NK 1: ALL THINGS THROUGH HONOR - The members of Tsudaos
Legion are taught there is nothing that cannot be accomplished if
ones Honor is true. When making a Skill Roll with a High or Bugei
Skill in which you have at least 1 Rank, you may spend a Void Point
to make that roll as though your Skill Rank is equal to your Honor
Rank.
RA NK 2: W ISDOM OF THE S ENSEI - The dojo of Tsudaos Legion
teaches both tactical versatility and the joy of battle in the name of
ones lord.

Clan: Ronin
Discipline: Courtier
Benefit: +1 Reflexes
Skills: Athletics, Defense, Hunting, Jiujutsu, Kenjutsu, Kyujutsu,
any one Skill.
Honor: 3.5
Outfit: As per True Ronin or Clan Ronin, as appropriate (L5R
4th Edition core rulebook, page 234)
During the years of the Heresy the Empire has, as always, many
ronin desperate for acceptance and belonging.
Since the Hawk Clan did not yet formally exist, there was technically
no penalty for impersonating a member, and some ronin took this
opportunity to represent themselves as members of the Hawk Clan,
hoping not only to mitigate the circumstances of their day-to-day
existence but also perhaps to gain acceptance into the ranks of the
Hawk Clan if the Heresy succeeded. As the Heresy escalated, these
ronin became numerous enough to band together and develop a
simple Technique to enhance their efforts, but once Gorinno was
cast down it became dangerous to continue claiming allegiance to
the Hawk, and the former Purists scattered and abandoned their
Technique.
GM may also use the Hawk Purist Technique to represent any ronin
band that aspires to become a Minor Clan and thus lays claim to a
larger name and identity.

Techniques
RA NK 1: GRA CE FROM THE SHADOWS - The ronin who fancy
themselves members of the Hawk Clan rely on a mix of popular
opinion, bluff, and intimidation to make themselves part of a greater
movement and gain favor with others. Any time you are speaking
with another person, you may assert your membership in the Hawk
Clan and try to convince him to treat you with corresponding respect.
This is a Contested Awareness roll (and is a Complex Action if
Actions are relevant). If you succeed in the roll, your opponent will
treat you as if your Status is one Rank greater than it is. (Thus a
normal Status 0 ronin will instead be treated as though he is Status
1.)

Kolat Assassin Advanced


Clan: Ronin
Discipline: Ninja
Benefit:
Skills: Acting 5, Knives 5, Stealth 5
Honor:
Outfit:
The assassins of the Lotus Sect are among the deadliest killers in
the Empire, swift and merciless. Much of their training is dedicated
to infiltration and deceit, allowing them to disguise themselves and
replace others, but they are also taught all possible methods of
murder. Few of those marked for death by the Kolat are able to
escape the reach of Lotus assassins.

46

Techniques

Techniques

RA NK 1: KISS OF THE L OTUS - The Kolat assassins are taught to slip


through Rokugani society all but unnoticed. You are a master of
deception and infiltration.

RA NK 1: SOUL OF S TUDY - Disciples often idolize their mentors and


regard their teachings as the most sacred of verses. When casting
one of your beginning spells (the ones given you by you mentor),
you roll an additional +1k0 on Spell Casting Rolls.

When you spend a Void Point on a Stealth or Acting Skill roll, you
gain a +2k2 bonus instead of the normal +1k1.
RA NK 2: TIGER 'S CLAW - When striking on the first Round of a
skirmish against an unaware opponent, or an opponent who does
not realize you are a threat, you gain a +1k0 bonus to your attack
rolls and may make melee attacks as Simple Action.
RA NK 3: S TEA L THE LIGHT - During a skirmish, once per opponent
you may call 2 Raises to make a melee attack that keeps only 1 die
of damage (regardless of the weapon used) but leaves the opponent
either blind, deaf, or mute (your choice) for a number of minutes
equal to your Water. Blinded characters suffer the Blind Conditional
Effect from the L5R 4th Edition core rulebook. The GM has
discretion to decide the exact penalties of being deafened or muted,
but some effects should be obvious for example, a muted character
cannot cast spells.

Dutiful Disciple
Clan: Ronin
Discipline: Shugenja
Benefit: +1 Intelligence
Skills: Calligraphy, Lore: Theology, Lore (pick one), Meditation,
Spellcraft, any two Skills
Honor: 4.0
Outfit: Sturdy Robes, Wakizashi, any 1 weapon, Traveling
Pack, Scroll Satchel, 5 bu
Affinity/Deficiency: Disciple shugenja typically have the
same Affinity and Deficiency of their mentor, which of course
varies wildly. You may choose one non-Void element in which
you gain an Affinity. You are automatically Deficient in the
opposing element.
Priests of the kami are rare even in the ranks of Great Clan samurai.
Finding a ronin with the ability to speak to the kami is truly an
impressive feat. What only a handful among the priests of Rokugan
have ever discovered, however, is that the kami are immortal and
generally speak to individuals because of their family association. If
an individual mortal captures the attention of the kami, they may well
continue to speak to his children or grandchildren, which is why the
abilities of shugenja usually occur along family lines. If one ronin has
the ability to speak to the kami, his children will almost certainly
possess the same talent, as will their children, and so on. So despite
their incredible rarity, ronin shugenja do in fact exist, difficult though
their lives may be.
Ronin shugenja generally fall into a handful of broad categories.
Some are self-trained. This is the rarest and most difficult path for a
shugenja to follow, as it requires incredible determination and
intellect. Only those who are born with the most prodigious gifts of
the kami can follow this path, since others generally give up long
before their lesser talents let them accomplish anything of note.
Other ronin shugenja are fortunate enough to find a sensei to help
them along. This might be another more experienced ronin shugenja,
or even a sympathetic shugenja of the Great Clans; some priests
consider it blasphemous to ignore the gifts of the kami and will teach
anyone who they judge can cope with the burdens and
responsibilities of priesthood. A third group of ronin shugenja gain
the favor of some independent order or monastic sect, and are
taught in that manner. The Brotherhood of Shinsei, which contains
numerous retired clan shugenja in its ranks, is the most frequent
source of such training. Other groups do exist, however, such as the
Kanosei Furudera order, or the Order of Isoshi, a group of mystical
healers who count many shugenja among their ranks.

47

Ronin Order
Clan: Ronin
Discipline: Shugenja
Benefit: +1 Awareness
Skills: Calligraphy (Cipher), Divination, Lore: Theology, Lore
(pick any), Meditation, Spellcraft, any one Skill
Honor: 5.0
Outfit: Sturdy Robes, Daisho, Traveling Pack, Scroll Satchel,
5 bu
Affinity/Deficiency: Ronin orders tend to emphasize
practicality over power, and most often favor spells that have
utility in daily life. You have an Affinity for Air spells and a
Deficiency for Earth spells.
Priests of the kami are rare even in the ranks of Great Clan samurai.
Finding a ronin with the ability to speak to the kami is truly an
impressive feat. What only a handful among the priests of Rokugan
have ever discovered, however, is that the kami are immortal and
generally speak to individuals because of their family association. If
an individual mortal captures the attention of the kami, they may well
continue to speak to his children or grandchildren, which is why the
abilities of shugenja usually occur along family lines. If one ronin has
the ability to speak to the kami, his children will almost certainly
possess the same talent, as will their children, and so on. So despite
their incredible rarity, ronin shugenja do in fact exist, difficult though
their lives may be.
Ronin shugenja generally fall into a handful of broad categories.
Some are self-trained. This is the rarest and most difficult path for a
shugenja to follow, as it requires incredible determination and
intellect. Only those who are born with the most prodigious gifts of
the kami can follow this path, since others generally give up long
before their lesser talents let them accomplish anything of note.
Other ronin shugenja are fortunate enough to find a sensei to help
them along. This might be another more experienced ronin shugenja,
or even a sympathetic shugenja of the Great Clans; some priests
consider it blasphemous to ignore the gifts of the kami and will teach
anyone who they judge can cope with the burdens and
responsibilities of priesthood. A third group of ronin shugenja gain
the favor of some independent order or monastic sect, and are
taught in that manner. The Brotherhood of Shinsei, which contains
numerous retired clan shugenja in its ranks, is the most frequent
source of such training. Other groups do exist, however, such as the
Kanosei Furudera order, or the Order of Isoshi, a group of mystical
healers who count many shugenja among their ranks.

Techniques
RA NK 1: PA TH OF DISCIPLINE - Orders such as the Brotherhood and
other prominent ronin groups emphasize the most basic tenets of
shugenja traditions, strengthening the core beliefs and abilities of
their students. You gain one Free Raise on all Sense, Commune,
and Summon spells for all elements except Void and Earth.

Self-Taught Shugenja
Clan: Ronin
Discipline: Shugenja
Benefit: +1 Willpower
Skills: Athletics, Hunting, Meditation, Spellcraft, any three nonHigh Skills
Honor: 4.0
Outfit: Sturdy Robes, Wakizashi, any 1 weapon, Traveling
Pack, Scroll Satchel, 5 bu
Affinity/Deficiency: Self-taught shugenja typically have
great holes in their training as a result of the trial and error
method by which they learn the ways of the kami. You may
choose any one non-Void Element in which to have an Affinity.
You automatically gain a Deficiency

Priests of the kami are rare even in the ranks of Great Clan samurai.
Finding a ronin with the ability to speak to the kami is truly an
impressive feat. What only a handful among the priests of Rokugan
have ever discovered, however, is that the kami are immortal and
generally speak to individuals because of their family association. If
an individual mortal captures the attention of the kami, they may well
continue to speak to his children or grandchildren, which is why the
abilities of shugenja usually occur along family lines. If one ronin has
the ability to speak to the kami, his children will almost certainly
possess the same talent, as will their children, and so on. So despite
their incredible rarity, ronin shugenja do in fact exist, difficult though
their lives may be.
Ronin shugenja generally fall into a handful of broad categories.
Some are self-trained. This is the rarest and most difficult path for a
shugenja to follow, as it requires incredible determination and
intellect. Only those who are born with the most prodigious gifts of
the kami can follow this path, since others generally give up long
before their lesser talents let them accomplish anything of note.
Other ronin shugenja are fortunate enough to find a sensei to help
them along. This might be another more experienced ronin shugenja,
or even a sympathetic shugenja of the Great Clans; some priests
consider it blasphemous to ignore the gifts of the kami and will teach
anyone who they judge can cope with the burdens and
responsibilities of priesthood. A third group of ronin shugenja gain
the favor of some independent order or monastic sect, and are
taught in that manner. The Brotherhood of Shinsei, which contains
numerous retired clan shugenja in its ranks, is the most frequent
source of such training. Other groups do exist, however, such as the
Kanosei Furudera order, or the Order of Isoshi, a group of mystical
healers who count many shugenja among their ranks.

Techniques
RA NK 1: THE KAM I 'S GIFT - Those who are self -taught possess an
affinity for the kami that many among the clans would envy. When
you spend a Void Point on a Spellcasting Roll, you add +2k2 instead
of +1k1. Unfortunately, you do not automatically gain additional
spells when you advance in Rank; you must seek them out on your
own.

The Fuzake Shugenja


Clan: Ronin
Discipline: Shugenja
Benefit:
Skills: Calligraphy, Defense, Etiquette, Lore:

Theology, Medicine, Spellcraft, any one High or Merchant Skill

Honor: 5.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling
Pack, 2 Koku

Affinity/Deficiency: Earth / Fire


The Fuzake originated as a small order of ronin shugenja within
Toturi's Army, led by a young man named Yasuki Garou (later
Fuzake Garou) who was a close friend to Toku. When the Monkey
Clan was formed he immediately swore fealty to it. The Fuzake
dedicate themselves to healing and to an intense but rather
eccentric veneration of the Fortunes.

Techniques
RA NK 1: THE SIDEWA YS PA TH - The shugenja who came to be
known as Fuzake Garou was originally trained by the Kuni, but spent
much of his life trying to protect and heal those around him. Over
time he found ways to call on his Earth magic to support his efforts,
and after his disappearance and apparent death at the Battle of
Oblivions Gate, his followers pursued and eventually perfected the
crude technique he devised. When casting a spell that heals
Wounds or cures poison or illness (such as Path to Inner Peace or
Peace of the Kami), you may opt to also expend one or more Earth
spell slots; each such slot awards a Free Raise on your Spell
Casting Roll.

The Disciples of Sun Tao Advanced


Clan: Ronin
Discipline: Bushi
Benefit:
Skills: Battle (Mass Battle) 4, any two Weapon skills at Rank 4
Honor:
Outfit:
The Disciples are an ancient ronin band based around Sun Taos
legendary book. The leaders of the band believe they possess the
only complete copy of Sun Taos writings.
Due to the bands age and dedic ation, it has actually developed
multiple Techniques. Those raised within the band usually learn the
Gaze of Sun Tao initially before moving on to study the Disciples
advanced teachings.
However, the Disciples also recruit other ronin who have learned
different basic Techniques.

Techniques
RA NK 1: TERUM OTO'S LESSON - Sun Taos chief disciple was a
skilled warrior who embraced his masters doctrine of studying battle
in all its forms and mastering all types of warfare. Choose any three
Weapon Skills; you gain a +1k0 bonus to your rolls with those Skills.
RA NK 2: SUN TA O'S LESSON - All members of the Disciples study
the Book of Sun Tao, which binds them together as a group. You
gain a bonus of +1k1 to your Battle Skill rolls when rolling to
determine who is winning a battle, and a bonus of +1k0 when rolling
to determine your status on the Mass Battle Table.
RA NK 3: AIKUM O'S PERFECTION - The second leader of the Disciples
perfected their teachings and his Technique is the pinnacle of the
bands training.
You may make attacks with melee weapons as a Simple Action.

48

Snake
Original Chuda Shugenja
Clan: Snake
Discipline: Shugenja
Benefit: +1 Willpower
Skills: Calligraphy (Cipher), Etiquette, Lore: Maho Lore:
Shadowlands, Spellcraft, any 2 Skills
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
3 koku
Affinity/Deficiency: Earht / Air
The Chuda Shugenja School was formed with some of the same
techniques the Phoenix Inquisitors use to this very day. The founder
Isawa Chuda was an Imperial Magistrate, sworn to destroy mahotsukai. Unfortunately, the descendants of the Chuda have become
exactly what Isawa Chuda swore to destroy. The original Chuda
Shugenja School was designed to d one thing: destroy the forces of
the Shadowlands. The Chuda would hunt Tainted maho-tsukai and
bring down the wrath of the elements on their heads. The Chuda
learns to penetrate the substantial defenses of any monsters a
maho-tsukai ma summon, and his focus on Earth spells allows him
to learn the Jade spells required to punish the wicked.

Techniques
RA NK 1: ALL THINGS IN TIM E - The Suzume watches the flow of
combat to discern the perfect time for his assault. At the beginning of
the Combat Round before the first character has taken his Turn, you
may reduce your Initiative Score by 5 to add +1k0 to all your attack
an damage rolls for the Round.
RA NK 2: PURITY OF CHI - The Suzumes body is filled with disdain
for those who indulge in temptations away from the tenets of
Bushido. You add +5 to your Armor TN against creatures and
against human opponents with lower Honor.
RA NK 3: W ISDOM IS THE GREA TEST W EA PON - The Suzume is a
masterful storyteller, captivating audience with his words. You may
spend a Void Point to add you Honor Rank to any Perform or Lore
Skill Roll.
RA NK 4: QUIET S PIRIT, S TEA DY BLADE - The serenity of a Sparrow
is often mistaken for complacency but that is far from the case. You
may make melee attack as a Simple Action instead of a Complex
Action while in the Attack Stance.
RA NK 5: SLOW A ND DEADL Y - The Suzume strikes when his foes
least expect it, even if h must weather the worst of the opponents
attacks. During the Round following your adoption of the Center
Stance, you ad +10 to your attack and damage rolls. You do not gain
this benefit during iaijutsu duels.

Techniques
RA NK 1: TO PUNISH THE W ICKED - Isawa Chud was a ruthless
persecutor of the Shadowlands, an his techniques live on in those
who bear his name. You may spend a Void Point as a Free Action to
negate an amount of Reduction equal to your School Rank from one
targeted opponent. You also add you School Rank to the total of any
damage roll made b a spell you cast against a target who possesses
the Shadowlands Taint.

Sparrow
Suzume Bushi
Clan: Sparrow
Discipline: Bushi
Benefit: +1 Willpower
Skills: Calligraphy, Kenjutsu (Katana), Lore: History Lore:
Theology, Perform: Storytelling, any one Lor Skill, any one Skill
Honor: 6.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 3 koku
The Sparrow Clan has never been a martial power, but Sparrow
samurai will march into combat when the call comes. A the
foundation of the clan the Suzume were Crane samurai and their
mastery with the katana remains a foundation of the school to this
day. Their fighting style displays much about their philosophy on life,
as they will take as much time a needed to make a perfect strike.
The Suzume Bushis love of storytelling gives him an insight into
battle. He uses that knowledge to see the ebb an flow of combat,
allowing him to strike slower or faster t exploit his opponents
weaknesses. The Suzume Bushi have evolved far from the clans
roots in the Kakita Bushi School creating abilities that center on
Initiative in unique ways.

49

Spider
Daigotsu Bushi
Clan: Spider
Discipline: Bushi
Benefit: +1 Strength
Skills: Hunting, Intimidation, Jiujutsu, Kenjutsu (Katana)
Kyujutsu, Lore: Shadowlands, any one Buge or Low Skill
Honor: 1.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 3 koku
The legions of warriors loyal to Daigotsu employ a fighting style
cobbled together from the various Techniques they possessed in
their former lives. As a result, the Daigotsu Technique are mildly
eclectic, but can be brutally effective when used i conjunction with
one another. Skilled bushi can use these secret to devastate their
foes and then harness their dying life essence to replenish
themselves, an act that forever marks the as traitors and
blasphemers in the eyes of the Empire. The techniques of the
Daigotsu bushi clearly indicate the favor in which they are held by
their god and master, Fu Leng. Their ability to increase their damage
and instill fear i their opponents makes them potent opponents for
virtually any enemy, and their power level can increase dramatically
if they employ the Shadowlands Taint as well (although this is of
course, not without risk).

Techniques
RA NK 1: THE WA Y OF THE SPIDER - The Daigotsu Bushi must walk
the fine line between using the Taint to power his body and hiding its
effects in public. At the beginning of each Round, you may choose to
either reduce TN penalties from Wound Ranks by your Strength Trait
Ran plus your Taint Rank until the end of the Round, or increase
your damage rolls by the same amount. Additionally, the T on any
roll made to detect the presence or effects of the Shadowland Taint
on you is increased by 10.

RA NK 2: AURA OF BLOOD - The presence of the Daigotsu Bushi can


be unsettling to those who are unprepared to face it. You may spend
a Void Point a a Simple Action to activate this Technique. While this
Technique is activ e, you and all of your allies within 30 add +2k1 to
the total of all damage rolls. This lasts for a number o Rounds equal
to your Taint Rank plus your Strength Trait Rank. This bonus is not
cumulative with other application of Aura of Blood. Using this
Technique while under its effect refreshes its duration.
RA NK 3: ASHURA 'S W ING - The Daigotsu Bushi moves and strikes
as swiftly as ash born away by the wind. You may make melee
attacks as a Simple Action instead of a Complex Action.
RA NK 4: DEV OURING W RA TH - By the power of Fu Leng, the
Legionnaire feed on the strength of his enemies. Any time you hit an
opponent in melee, you immediately regain 5 Wounds. This can
potentially grant additional Wounds beyond your normal maximum,
but this bonus will not increase over 20 Wounds. Excess Wounds
are lost at the end of the skirmish.
RA NK 5: INHUMA N ASSUL T - The wrath of a Daigotsu bushi is like
that of a rampaging beast. Once per skirmish, you may launch into a
series o bone-shattering blows by making a melee attack as a
Complex Action. This attack ignores the bonuses and effects o
armor (including Reduction from armor) and any Stance the target
assumes. If the strike hits, the target cannot gain the bonuses of
armor or Stance to his Armor TN for a number o Rounds equal to
your Taint Rank plus your Strength Trait. I your opponent is in the
Full Attack Posture, he still retains the -10 Armor TN penalty.

Daigotsu Courtier
Clan: Spider
Discipline: Courtier
Benefit: +1 Perception
Skills: Acting, Courtier (Manipulation), Etiquette Meditation,
Sincerity (Deceit), Temptation, any on High skill
Honor: 1.0
Outfit: Sensible Clothing, Wakizashi, Calligraphy Set
Traveling Pack, 3 koku
Perhaps the greatest success of the Spider Clan has been the slow
and subtle infiltration of many courts of the Great Clans. Disguised
as ronin and emissaries of minor branches of other families, the
Daigotsu courtiers have used the Spider Clan network of contacts,
blackmail victims, and willing subordinate to assume positions of
power in the courts of numerous clans, even one of the Imperial
families. From this position o power, they attempt to subtly
manipulate others into conflict that best serve their true clan,
keeping their enemies away from them and gradually undermining
the notions of honor possessed by many weak-willed samurai. The
greatest strength of the Daigotsu courtiers is not their Techniques,
which are admittedly useful, but rather their ability to mask their
Taint, should they possess it. Their Technique focus on the
disruption of others, providing an environment on which the Spider
can capitalize, and deflecting both attention and blame away from
themselves. This is essential both to their survival and to their ability
to benefit their clan.

RA NK 2: CRA CKS IN THE W A LL - The Daigotsu courtier is taught to


drop subtle, seemingly innocuous conversational hints that disrupt
the focus and attention of those around him. Any time you are
engaged i conversation, you may spend a Void point and make a
Courtier (Manipulation) / Awareness roll (as a Simple Action) at T 25
to force everyone within 20 feet of you to suffer a penalty of 1k1 to
all their Etiquette and Perform Skill rolls for the next hour. They are
not aware of the source for their lack o focus. This effect cannot be
stacked.
RA NK 3: DA RKNESS CA NNOT BE TRA PPED - At this rank, the Spider
courtier is taught to deflect attention and blame from himself,
spreading disharmony among hi foes while avoiding the price of his
own actions. Any time you are the focus of suspicion or accusation,
you may spend a Void point as a Simple Action to try to shift the
blame t someone else who is present at the moment of the
accusation. You must make a Contested Roll of your Sincerity
(Deceit) / Awareness versus the victims Sincerity (Honesty) /
Awareness in order to make the shifting of blame stick. (If your
attempt seems weak or poorly justified, the GM can award bonuses
to your victims attempt to defend himself.) With a success everyone
who heard you will believe your target is the real culprit, until
presented with evidence to the contrary. This technique cannot be
used to get out of situations i whic h you are clearly and inescapably
guilty (e.g. standing over the dead magistrate with a bloody knife in
your hand) nor can it shift blame to someone who is not present.
RA NK 4: THE TOUCH OF SIN - At this level of training, the Spiders
mastery of manipulation and misdirection allows his words to twist
the thoughts o others, temporarily leading them into weakness,
aggression and confusion. A number of times per session equal to
you School Rank, you may speak with someone for a few minute
and then make a Contested Roll of your Courtier (Manipulation /
Willpower against their Etiquette (Courtesy) / Willpower. If you
succeed, they acquire one of the seven Consume by Shourido
Disadvantages (your choice) for a number of hours equal to your
School Rank. By calling two successful Raises on this roll, you can
inflict a second Consumed b Shourido Disadvantage of your choice
on the same person for the same period of time. (You cannot use
this technique on the same person twice in the same day.)
RA NK 5: THE EM BRA CE OF DA RKNESS - The final lesson of the
Daigotsu Courtier School teaches its students to lead their enemies
into paths of aggression and violence. By speaking with someone for
a least fifteen minutes, you may make a Contested Roll of your
Sincerity (Deceit) / Awareness against their Etiquette (Courtesy) /
Perception. If your target currently has one of the Consumed by
Shourido Disadvantages you gain a +5k0 bonus to this roll. With a
success you may convince your target to treat some other person
group, institution, or clan as their enemy. This cannot b used to turn
someone directly against his lord or the Emperor. Subject to that
limitation, the target will continue to believe in this enmity until
presented with evidence to the contrary. This technique cannot be
used against the same person more than once per month.

Techniques
RA NK 1: INSIDIOUS W HISPER - Every student of the Daigotsu
Courtiers is accomplished a the art of masking his nature, preventing
his true intention and capabilities from being discovered by others.
You are skilled at hiding your intentions and the symptoms of Taint.
You gain a Free Raise when using Sincerity (Deceit). An rolls made
to detect your Taint (such as the techniques of the Kuni) have their
TN increased by an amount equal to 5 x you School Rank. You add
your School Rank to your Honor Ran whenever another is
attempting to discern your Honor Rank.

50

Order of the Spider


Clan: Spider
Discipline: Monks
Benefit: +1 Agility
Skills: Athletics, Jiujutsu 2, Lore: Theology, Meditation

Polearms, any one Skill


Honor: 1.5
Outfit: Light or Heavy Armor, Sturdy Clothing, an Heavy
Weapon or Polearm, Traveling Pack, 3 koku
The origins of the enigmatic Order of the Spider are a mystery to
many even within the clan that holds their loyalty. The Order began
with the teachings of the fallen monk Roshungi, but no until his
greatest student Michio began spreading the gospel of finding ones
own path, regardless of the consequences t others, did the Order
begin to grow in earnest. Brothers of the Spider are merciless
opponents with a well-deserved reputation for brutality. Their training
includes devastating hand-to-hand styles and many heavy weapon
techniques as well. Although some succumb to the Shadowlands
Taint, many have remained pure simply because it has not suited
their needs to draw upon the power of darkness. The Spider monks
are peerless hand-to-hand combatant who, unlike most monastic
fighting styles, cripple foes rather than simply disabling them. Their
steely resolve grants them significant bonuses to resist both
manipulation and actual magic as well as resilience and improved
capacity to inflict damage.

Techniques
RA NK 1: THE DA RK PA TH - The Order of the Spider teaches strength
and mastery of oneself even the darkness that hides within the soul.
You gain a bonus of +1k0 to the total of all attack rolls made using
unarmed strikes or with polearms. You also add twice you School
Rank to your Armor TN against all melee attacks.
RA NK 2: DRA WING IN THE S TRIKE - Mastery of the body is a step to
the path of power, and this master affords tremendous endurance to
those who reach it. You ma select any non-Void Ring. You gain
Reduction equal to this Ring plus your Rank in the Shadowlands
Taint, if you possess any.
RA NK 3: SPEED OF DARKNESS - The alignment of body and mind
allow tremendous speed. When using a polearm or an unarmed
attack, you may make melee attacks as Simple Actions rather than
Complex Actions.
RA NK 4: GUA RDED B Y CHI - Following mastery of the body comes
mastery of the soul. When you learn this Technique, you may select
any one non-Void Ring. You add twic e your Rank in this Ring, plus
your Shadowland Taint Rank (if you possess any), to the TN of any
spell being case against you. You may choose to suppress this
effect if you wish.
RA NK 5: DARKNESS UNLEA SHED - True mastery of the self requires
drawing upon the darkness within. You gain an additional number of
Void Points per day equal to your Shadowlands Taint rank or your
Earth Ring whichever is higher. These may be spent exactly like
normal Void Points, except they may also be spent to add a bonus o
+1k1 to the total of your damage rolls.

Chuda Shugenja
Clan: Spider
Discipline: Shugenja
Benefit: +1 Willpower
Skills: Calligraphy (Cipher), Hunting, Lore: Maho Lore:

Shadowlands, Spellcraft, Stealth, any one Skill


Honor: 0.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
3 koku
Affinity/Deficiency: Chuda shugenja have an Affinit for any
non-Void Maho spell. Select one non-Voi element. You have a
Deficiency for all non-Mah spells of the selected element.
The Chuda possess an ancient tradition of maho, passed down from
one to another in secret for centuries, ever since their family was
eradicated by the Phoenix Clan hundreds of year ago. Within the
Spider Clan, the heirs of the Snake have found a new home as the
reinvigorated Chuda, and they serve their masters well. The Chuda
are among the most powerful an progressive maho-tsukai that have
ever existed, always pushing the envelope of what is possible with
blood magic, never content to simply accept the power available to
them. The atrocities committed in the name of increasing their
School knowledge and power are without limit. Maho is
unquestionably the strength of the Chuda family but the costs
associated with it can make them less prolific spell-casters than
other shugenja. Fortunately, their Technique permits them to
conceal the corrupted nature of their magic and to mitigate the rate
at which they acquire the Taint.

Techniques
RA NK 1: BLO OD LIKE WA TER - The Chuda have existed for centuries,
hidden among the people of Rokuga and concealing the true nature
of their dark arts. When casting a maho spell, you may declare on
Raise to conceal the corrupted nature of the magic. The spell
functions exactly as normal, but there will be no outward sign that it
is anything other than traditional elemental magic. You may declare
a second Raise to reduce all Shadowlands Taint normally acquire by
a maho spell to only one Point, regardless of the spells Mastery
level. Alternatively, you ma sacrifice one point of Honor to reduce all
Taint normally acquired by the spell to one Point.

Dark Moto Cavalry


Clan: The Lost
Discipline: Bushi
Benefit: +1 Strength
Skills: Skills: Defense, Horsemanship, Kenjutsu, Kyujutsu,
Lore: Shadowlands, Polearms, Spears, any one Bugei or Low
Skill.
Honor: 0
Outfit: Armor (light, heavy, or cavalry), katana or wakizashi,
spear or polearm, bow (yumi or dai-kyu) with 20 arrows,
onikage steed
After the Dark Moto became a new force within the Shadowlands,
they began to modify their traditional Moto fighting techniques to
their new nature as creatures of the Shadowlands.
Over time, a new school evolved, one known at first only to the Dark
Moto themselves but later taught to other Lost who served alongside
Tsumes fearsome legions. After the destruction of the Dark Moto in
the twelfth century, their school survived among a handful of Lost
and eventually was passed down to Daigotsus forces. The later
Spider Clan also employed some of the techniques of the Dark Moto.

51

Unlike the maho-bujin Advanced School (see below), the Dark Moto
school does resemble a proper Rokugani school in that its
techniques are taught by sensei rather than simply being learned
directly from the Taint. Its techniques can be learned by those who
are not yet Lost, but the masters of the school will only teach
students who are already clearly suffused with the Taint. The
schools outfit is the result of Lost who equip themselves from their
victims or their former lives, and can be expected to vary widely in
practice. Naturally, the Dark Moto have no Honor.
Must be Tainted. The Dark Moto have sometimes taught their
techniques to those of their allies who not yet Lost, but never to
those who have not at least been firmly touched by the power of
Jigoku.

Techniques
RA NK 1: POWER IN THE DA RKNESS - The embrace of the Taint
grants the Dark Moto strength beyond that of mortals. Your
maximum Raises are now limited by your Taint Rank or your Void,
whichever is higher. You add your Taint Rank in unkept dice to all
attack rolls. However, you no longer gain any benefit from the Full
Defense stance.
RA NK 2: RIDE BE YOND DEA TH - Not even death can break the
connection between a Unicorn and his steed. The Dark Moto are
bonded to onikage, the monstrous creatures created from horses
that fall to the Taint. You may mentally summon an onikage as a
Simple Action. The creature will appear at the start of the next
Round, bursting forth from the ground.
RA NK 3: DA RK LORD 'S FURY - The rage of Jigoku courses through
the Dark Motos body, driving him to inhuman speed and fury. You
may make attacks as a Simple Action instead of a Complex Action.
RA NK 4: VISA GE OF THE DAMNED - The Dark Moto radiate a
powerful aura of terror and malignance, and can intensify this power
to the point where it will cripple their foes. Once per skirmish as a
Simple Action you may create a Fear effect equal to your Taint Rank
against all those who gaze upon you. Any opponent who succumbs
to the Fear is, in addition to the normal penalties, limited to one
Simple Action (and no Complex Actions) on their next Turn.
They may take Free Actions as normal.
RA NK 5: DEA TH IS A N ILLUSION - The corrupted forms of the Dark
Moto are nearly impervious to injury, and they can continue to fight
until they are destroyed.
You no longer suffer any Wound penalties, not even at the Down or
Out Ranks, and you heal Wounds equal to your Taint Rank during
the Reactions Stage of each Round.

Maho-Bujin Advanced
Clan: The Lost
Discipline: Bushi
Benefit:
Skills:
Honor:
Outfit:
Throughout the history of the Empire, Lost warriors of great power
have occasionally appeared who manifested fighting skills of
terrifying capability. These individuals had not learned at a school, or
from the words of a sensei rather, they were instructed by Jikogu
itself, whispering into their bodies and minds through the medium of
the Taint. When the Lost began to form communities, they saw these
warriors as receiving special blessings from Fu Leng and revered
them accordingly.

Although the Spider Clan later made some attempts to form


organized schools around the maho-bujin techniques, they were not
successful the ways of the maho-bujin can only be learned from the
Taint itself. The Spider developed simpler techniques that could be
taught normally.
In game mechanics terms, the maho -bujin school functions
somewhat like a normal Advanced School, but it can only be learned
by the Lost who are NPCs, of course. Any Lost who is sufficiently
powerful and useful to Jigoku can potentially become a maho-bujin,
although thankfully few of them qualify for such attention from the
Realm of Evil. The school has no real requirement other than that
the recipient be powerful enough to be worthy of such dark blessings.
Often, maho-bujin are Lost who were already trained as warriors in
such cases, the combination of their former knowledge and power of
the maho-bujin techniques can be formidable indeed.

Techniques
RA NK 1: CA RV E THE CRIM SON ROAD - The maho-bujins body flows
freely with the Taint that inhabits it, and his blows strike with a
terrible power no mortal flesh can match. Your maximum Raises are
now limited by your Taint Rank or your Void, whichever is higher.
You gain a bonus in unkept dice equal to your Shadowlands Taint
Rank on all damage rolls. You can now make the Extra Attack
maneuver with only 2 Raises instead of 5.
RA NK 2: CORRUPTION REWARDS - The fighting instincts of a mahobujin sense blood and leap for it, striking with preternatural skill and
speed, and as his foes grow weaker the maho-bujin moves
relentlessly faster and faster. During each Reactions Stage of a
skirmish, you increase your Initiative by your Taint Rank. You may
now make attacks as a Simple Action instead of a Complex Action.
RA NK 3: DEV OURER OF PURITY - The warriors of Jigoku are able to
heal themselves by feeding on the suffering of their enemies, even
consuming their honor and strength of soul. Moreover, the mahobujin has now transcended the Celestial Order and fully embraced
the power of the Taint, making him nigh -indestructible. Any time you
reduce someone to Down or Out or kill them, you instantly heal a
number of Wounds equal to 2 x (their Honor Rank). This may be
done any number of times per Round, but you cannot heal off the
same person more than once in the same Round.
In addition, you gain the creature ability of Invulnerability.
(If you are already Invulnerable due to a Shadowlands power, you
gain Reduction 10 instead.)

The Brotherhood of Shinsei


First Dawn Scholars
Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Intelligence
Skills: Etiquette, Jiujutsu, Lore: Nonhumans, Lore:
Theology (Fortunes), Meditation, Staves, any one Skill

Honor: 5.5
Outfit:
Devotion: Fortunism

In the Togashi Dynasty, the Brotherhood of Shinsei affiliates far


more closely with the samurai of Rokugan, such that each of the
Great Clans has a specific monastic Order closely associated with it.
The Sekisho, the Scholars of the First Dawn, are the Order affiliated
with the Owl Clan. They maintain a vast library of esoteric
knowledge on the ancient pre-human civilizations, and seek
enlightenment through understanding the world that existed before
the Kami fell and even the world as it was before human beings
appeared in Ningen-do.

52

Techniques

Techniques

RA NK 1: WA Y OF THE ANCIENT W ORLD - Your recognition that


enlightenment and understanding transcend both race and time
allows you to learn one additional Mystical kiho and grants you a
+1k0 bonus on all Etiquette and Lore skills.

RA NK 1: WA Y OF THE CLOSED E YE - By observing and anticipating,


monks of Fukurokujins Eyes can accurately predict the actions of
others and take advantage of this foreknowledge in a variety of ways.
You may not be surprised by ambushes. Further, at the start of a
skirmish prior to rolling Initiative, you may spend a Void Point and
make a Perception Trait Roll at TN 20. If the roll succeeds, you may
increase your subsequent Initiative Score by 20. However, this
bonus is lost instantly if you make an attack of any kind.

Four Temples
Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Awareness
Skills: Courtier, Etiquette, Jiujutsu, Lore: Theology (Shintao),
Meditation, any two skills
Honor: 6.5
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Scroll Satchel with passages fro the Tao, and 2 zeni.
Devotion: Shintao
Many sects believe that monks must retreat into seclusion t achieve
harmony with the elements. The monks of the Four Temples sect
know that man is a social creature and it is i his nature to interact
with others. The Four Temples monk believe they must maintain a
strong connection with civilization to unravel the mysteries of the
world. The Four Temple monks remain in direct contact with the
political heart of the Empire indeed, one of its biggest monasteries
lies within the Imperial capital. Four Temple monks may become
advisors t major generals or daimyo, or they may travel the road,
helping the unfortunate who cross their path.

Order of Heroes
Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Perception
Skills: Athletics, Defense, Jiujutsu, Lore: Theolog (pick an
Emphasis), Meditation, any two Skills
Honor: 4.5
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Scroll Satchel with passages fro the Tao, and 2 zeni.
Devotion: Shintao

RA NK 1: SOUL OF CIVILTY - Brothers of the Four Temples are


accustomed to interacting with extremely important visitors and
receiving invitations to influential courts. When you spend a Void
Point to augment a High Skill Roll or a Social Skill Roll, you gain
+2k2 instead of the normal +1k1.

A small sect that is not well known among those outside the
Brotherhood, the monks of the Order of Heroes are among the most
proactive sects in Rokugan. Adherents are followers o the Tao, the
Thunder Dragon, and the Fortune Goemon (the Fortune of Heroes).
They believe the potential for greatness exists within the soul of all
men. With the proper encouragement any samurai can become a
hero of legend to inspire and teach others. The Order actively seeks
out threats an problems that exist within the Empire, and then seeks
out individuals who possess the proper talents to deal with the
matter conclusively. In this way the Order has quietly assisted in the
births of hundreds of heroes and legends, tales remembered in plays
and novels throughout history. The Order remain all but unknown,
however, since adherents consider i vital perform their duties without
ever drawing attention t themselves.

Fukurokujin's Eyes

Techniques

Techniques

Clan: The Brotherhood of Shinsei


Discipline: Monk
Benefit:
Skills: Calligraphy, Divination, Etiquette, Investigation, Lore:
History, Lore: Theology, any one non- Bugei Skill
Honor: 4.5

Outfit:
Devotion:
The Order of Fukurokujins Eyes is an order unlike any other among
the myriad sects that exist within the Brotherhood of Shinsei. It is a
hereditary order, comprised almost exclusively of a small number of
bloodlines found only within its ranks. Parents bring their children
into the fold at a young age and propagate the orders philosophies
through the generations without any need for external recruitment.
The Order is descended from a pre -Kami tribe that chose to remain
apart from outsiders, only becoming part of a greater community
when facing the option to join with Hida or to be forced from their
lands in the face of Crab Clan settlement. Hida was content to make
the proper arrangements in order to benefit from the unique gifts the
tribe offered, namely assessment and prediction so accurate that it
bordered on the preternatural.

53

RA NK 1: DES TIN Y'S HA ND - The Orders esoteric methods allow for


the passage of chi from a mon to another without difficulty. You may
spend a Void Point as a Free Action to confer a bonus of +1k1 to
any one roll this round by an ally who has not ye taken his Turn. You
may not enhance a roll that cannot normally benefit from Void Points
(such as a damage roll, for instance).

Order of the Five Rings


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Awareness
Skills: Courtier, Defense, Etiquette, Jiujutsu, Lore:
Elements, Lore: Theology (Shintao), Meditation

Honor: 4.0
Outfit:
Devotion: Shintao

The Order of the Five Rings was a relatively short-lived sect within
the greater Brotherhood of Shinsei that, sadly, gained incredibly
notoriety and considerable influence during the Empires sixth
century. The orders meteoric rise was largely attributable to its
leader, the charismatic monk Gorinno, who had gained the Empires
attention when he was consulted by the Emperor himself to assist in
determining formal cremation rites for the entire nation. Although he
was already known as a wise teacher and gifted orator, this act
catapulted Gorinno to an unprecedented position of influence in the
Empire. It was from this prominent position that he created both his
heretical philosophy and the order of monks who would follow it.

Even in the beginning, the members of the Order of the Five Rings
were extremely devoted to their founder, and as the years of the
heresy unfolded they became increasingly fervent in their beliefs,
almost to the point of acting as a cult. Moderate members of their
order were weeded out early on, leaving only zealots and borderline
lunatics where there had once been scholars and orators. Once the
heresy was concluded, the Empire quickly dissolved the Order of the
Five Rings, and it is mentioned only in a few texts within the
monastic libraries of the Brotherhood.

Shinmaki Order

Members of the Order of the Five Rings are notorious for their
strange abilities, which permit them to find strength in even the
slightest imbalance of the Elements. Norma l theological and
philosophical doctrines accept that some small degree of imbalance
is inevitable (and indeed is a hallmark of humanitys inherent
imperfection as a race born from both the blood of Lord Moon and
the tears of Lady Sun). However, the monks of the Order of the Five
Rings are able to exploit these minor weaknesses in a manner the
rest of the Brotherhood cannot replicate or has chosen not to in the
years since the Orders demise.

Outfit:
Devotion: Shintao

Techniques
RA NK 1: CRACKS W ITHIN THE ELEM ENTS - Monks of the Order of the
Five Rings excel at seeking out the imbalances within others and
exploiting them to their own advantage. Whenever you are making
an attack roll or a Social Skill Roll against a mortal opponent, you
gain a bonus to the roll equal to twice the difference between your
opponents highest and lowest Rings.

Order of the Wind


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Reflexes
Skills: Athletics, Defense, Jiujutsu, Lore: Theology, Meditation,
Staves, any one Skill
Honor: 4.5

Outfit:
Devotion:

Clan: The Brotherhood of Shinsei


Discipline: Monk
Benefit: +1 Void
Skills: Divination, Jiujutsu, Lore: Theology (Diamond Sutra),
Meditation 2, any two Skills
Honor: 6.5

The monks who are admitted to the small Shinmaki sect spend
much of their lives studying the controversial Diamond sutra and
meditating on the Seven Thunders, who are supposedly avatars of
Shinsei from other cycles of the world. They remain in their dark and
isolated monasteries for years, and some of their practices there are
highly controversial (for example, some claim they copy sutras onto
dried flesh). However, they do occasionally emerge to explore the
world or to gather for meetings of the entire sect.

Techniques
RA NK 1: THE DIAM OND SUTRA - The monks who study the Diamond
Sutra are known for their strange and bizarre behavior and esoteric
practices, but also for their extreme spiritual purity and lack of
respect for conventional etiquette. You start play with the Disturbing
Countenance Disadvantage for no points, but gain a +1k0 bonus to
Meditation rolls, Fear rolls, and to all Social Skill Rolls involving
members of the heimin and hinin castes. You do not lose Honor for
touching dead flesh (but lose Glory or gain Infamy normally).

Shrine of the Seven Thunders


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Stamina
Skills: Athletics, Jiujutsu, Lore: Theology (Shintao) Lore (pick
one), Meditation, any two Skills
Honor: 4.5
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Scroll Satchel with passages fro the Tao, and 2 zeni.
Devotion: Shintao

There are many divisions within the Order of the Wind, but while the
core tenets vary wildly from one group to the next, the core beliefs
are the same throughout the Order. The essential beliefs of the
Brothers of Wind are that the world is a naturally chaotic and
unpredictable place, and this cannot be changed. Rather than
struggle against this, a Brother of Wind simply accepts it and
remains resolute in the face of uncertainty. This belief grants them
control over themselves and, in a limited way, over the world around
them. This latter portion of their belief system is not generally
discussed outside the ranks of the Order, naturally.

When Rokugan desperately called for heroes to defeat the threat of


the dark god Fu Leng, seven mortals sacrificed everything to save
their Empire. The monks of the Shrine of the Seven Thunders honor
these heroes by dedicating their entire lives to enlightenment
through contemplation and tranquility. These monks rarely leave the
monastery, choosing instead t become one with their environment.

Techniques

Techniques

RA NK 1: ESSENCE OF THE W IND - A true Brother of the Wind allows


the world to move around him like a breeze, remaining centered and
assured throughout the chaos of existence. Any effect that targets
you and attempts to influence your behavior, whether it be a spell, a
courtier Technique, a social Skill or Advantage, or any other
mechanic, requires an additional Void Point to take effect. (However,
this can bypass the normal limit on spending one Void Point per
Round for enhancement effects.)

RA NK 1: W A LK WITH THE PROPHET - Brothers of this shrine


emphasize training in one element over all others. All three of your
initial Kiho must be selected from the same element. Your Insight
Rank is considered one higher for the purposes of meeting the
Master Level of Kiho from this element.

54

Temple of Kaimetsu-uo
Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Willpower
Skills: Defense, Jiujutsu, Lore: Theology (Fortunes) Meditation,
any three Skills
Honor: 4.5
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Scroll Satchel with passages fro the Tao, and 2 zeni.
Devotion: Fortunist

The adherents of Kaimetsu-uo, the founder of the Manti Clan, have a


considerably different view of that heroic individual than the samurai
who belong to the Clan he founded. They believe Kaimetsu-uo
performed legendary deeds because he wanted to avoid the
destruction that would have come i he had stayed and contested the
claim to the Crab Clans leadership. The monks of the Temple of
Kaimetsu-uo believe enlightenment comes from conciliation and
peace with others.

Techniques
RA NK 1: THE PA TH OF PURITY - Your soul dwells in place of wisdom
and serenity, and your ire is difficult to arouse under any
circumstances. When making Contested Social Skill Roll initiated by
your opponent you may use any Ring in place of the normal Trait
used (typically Awareness) for the purposes of that roll.

Temple of Osano-Wo
Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Strength
Skills: Battle, Jiujutsu 2, Lore: Theology (Fortunes) Meditation,
any two Bugei Skills
Honor: 4.5
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Scroll Satchel with passages fro the Tao, and 2 zeni.
Devotion: Fortunist
Perhaps the most militant of all Brotherhood sects, the Temple of
Osano-Wo stands apart from the other Fortunist orders because of
its extraordinary focus on physical prowess and martial arts.
Adherents believe enlightenment comes with hard work and physical
exertion, and a well-trained body leads t a well-trained mind and soul.
Monks of this order are notorious for ritually scarring their skin to
mark the progress o their training, giving them an alarming
appearance.

Techniques
RA NK 1: THE HA ND OF THUNDER - The emphasis of the Thunderers
monks on the purity of unarmed combat is obvious to all who
encounter them. You gain a +0k1 bonus to all damage rolls
stemming fro unarmed attacks. This effect is cumulative with an
other effects that allow you to roll or keep additional dice on
unarmed damage.

55

Temples of the Thousand Fortunes


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Agility
Skills:
Honor: 4.5
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Scroll Satchel with passages fro the Tao, and 2 zeni.
Devotion: Fortunist
Rokugan is a devout Empire filled with thousands of shrine and
monasteries across the land. The Temples of the Thousand
Fortunes are as diverse as the gods they revere. It is almost
impossible to categorize all of the monks Temples of the Thousand
Fortunes as one group, but most believe they must work diligently to
prove worthy of enlightenment.

Techniques
RA NK 1: THE THOUSAND FORM S - There is no limit to the variety of
blessings bestowed upon the loyal members of the Brotherhood by
their divine patrons. You begin the game knowing four Kiho, rather
that the normal three possessed by all Brotherhood monk characters.
These do not count against the additional Kiho you can purchase
with Experience Points (which you may do as normal).

Tengoku's Fist
Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Agility
Skills: Athletics, Battle, Jiujutsu 2, Lore: Theology, Meditation,
any one Skill
Honor: 4.5

Outfit:
Devotion: Shintao
Centuries ago, the Order of Tengokus Fist was created as an
offshoot of the Shrine of the Seven Thunders. The div ide was
philosophical, and although it was amicable, the two sects no longer
have much to do with one another (this causes some observers to
assume hostility where none exists). The monks of Tengokus Fist
see violence not as an inherently evil thing, but rather as a natural
part of existence found in all aspects of life regardless of good or evil,
honor or dishonor. They are among the Brotherhoods more serene
sects of sohei, however, for they do not view violence as a first
resort, merely as a viable option to be considered equally with all
others. When violence is called for, they tend to prove exceptionally
gifted at dispensing it.

Techniques
RA NK 1: THE TEM PLE OF HEAV ENLY W ISDOM - The monks of
Tengokus Fist strike with surety and purpose, and their strength is
magnified by the influence of the div ine. When making an unarmed
attack against an opponent, or an attack using a bisento, a bo staff,
or a weapon with the Monk property, you may gain a Free Raise on
the attack roll if your Fire Ring is higher than your opponents Fire
Ring.

The Dark Paragons Advanced


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit:
Skills:
Honor:
Outfit:
Devotion:
There are those among the Spider Clan, particularly among the
ranks of the Daigotsu bushi and the Order of the Spider monks, who
have embraced their own sinister variant of honor and devotion.
Even the touch of Jigoku itself can be used as fuel for their power, a
power that strangely resembles the oneness many Brotherhood
monks have with the universe.
Some believe this is an indication that the path of the Spider, while
radically different from the paths of the Brotherhood, is a true path to
enlightenment. Those among the Brotherhood who are aware of the
existence of the Dark Paragons vehemently refute this claim,
insisting they are nothing but more seductive tricks of the Realm of
Evil. The Paragons themselves insist instead that their power
reflects their absolute mastery of themselves, and Jigoku has no
reason to leave its mark on its servants when those servants are
willing, devoted, and able to enact its will far more effectively without
the constraints of the Taint.

Techniques
RA NK 1: RUTHLES S D ETERM INA TION - A student of the dark paths
learns to flow from one thing to the next, and learns the secrets
hidden in between. You gain two Kiho, for which you must meet all
prerequisites. If you possess the ability to make a melee attack with
a weapon as a Simple Action, you also gain the ability to make an
unarmed attack as a Simple Action, and vice versa.
RA NK 2: RISING SHADOWS - The strength of the pious is that surety
of purpose can lead one to overcome virtually any failure if one is but
strong enough in ones beliefs. A number of times per skirmish equal
to your Void Ring, you may immediately re -roll any failed Bugei Skill
Roll using your Lore: Theology Skill in place of the Bugei Skill
originally used.
RA NK 3: ABSO LUTE & UNWAV ERING - A true paragon of darkness
can eschew the restrictions of honor or even the touch of another
realm in order to accomplish greater things in the mortal world,
simply by tapping into his true connection to the universe. You gain
two Kiho, for whic h you must meet all prerequisites. You may
sacrifice 2 Honor points or voluntarily reduce your Taint by 1 point
rather than spending a Void Point in order to activate any Kiho. You
do not lose any physical deformities previously gained as a result of
your Taint Rank in this manner, but you can lose Shadowlands
Powers. If you gain subsequent ranks of the Shadowlands Taint, you
regain lost abilities rather than getting new ones.

The Fudoist Monks


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Willpower
Skills: Courtier, Etiquette, Jiujutsu, Lore: Theology, Meditation,
any two Skills
Honor: 1.5 or 4.5

Outfit:
Devotion: None

The resurgence of Fudoist philosophy in the Colonies has given rise


to a new generation of monks who subscribe to its ancient and
forbidden texts. Many are benevolent and enthusiastic adherents of
this mindset, but some among their ranks are beginning to display
the sort of malevolent behaviors that doomed the first incarnation of
the sect. (GMs may also use this School to represent the followers of
the original Fudoist heresy from the early days of the Empire.)

Techniques
RA NK 1: FOR EA CH , ONE PA TH - Monks of Fudo must choose their
own path, and it can vary wildly from one to another. At the time of
character creation, you must choose a low or high Honor Rank (as
indicated above). Likewise, you must choose to specialize in either
opposed Social Skill Rolls or in Attack rolls. You gain a bonus to
your total in the selected roll type equal to twice the difference
between your Honor Rank and that of your opponent.

The Order of Jurojin's Blessing


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Intelligence
Skills: Athletics, Jiujutsu, Lore: Anatomy (Disease), Medicine
(Disease, Herbalism), Meditation, Staves, any one Skill.
Honor: 5.5

Outfit:
Devotion: Fortunist
The Order of Jurojins Blessing was founded during the Great
Famine and is dedicated to helping the sick, regardless of caste or
other obstacle. Some members of the Order also study the treatment
of physical injuries, and in later centuries a few members of the
Order even begin to specializes in the diagnosis and treatment of
madness.

Techniques
RA NK 1: BLESSINGS OF LONGEVITY - You gain a +1k1 bonus to all
Medicine rolls made for the purpose of treating disease or infection,
and a +1k0 bonus to all Medicine rolls made for the purpose of
treating Wounds. You may also attempt to treat natural (non- Taintinduced) insanity with a Medicine roll, although it is the GMs option
whether your treatment actually has any effect.

56

The Order of Peaceful Repose


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Awareness
Skills: Athletics, Calligraphy, Jiujutsu, Lore:

Clan: The Brotherhood of Shinsei


Discipline: Monk
Benefit: +1 Perception
Skills: Athletics, Divination (Omens), Jiujutsu, Lore: Omens,

Honor: 4.5
Outfit:
Devotion: Fortunist (Emma-O, the Fortune of Death)

Outfit:
Devotion:

Ghosts, Lore: Theology (Emma-O), Meditation, any one Skill

Pockets of this sect may be found throughout Rokugan, especially in


places where warfare or local spiritual conditions make ghosts more
common. They dedicate themselves to serving Emma-O by laying
ghosts to rest, without regard for whether those ghosts are the spirits
of heimin or samurai. In the twelfth century the monks of this Order
form an alliance with the newly-formed Brothers of Rebirth, whose
aims they see as harmonious with their own.

Techniques
RA NK 1: EMMA -O'S INSIGHT - You may detect the presence of
ghosts (yorei or goryo, but not gaki) by spending 10 minutes in
meditation and making a roll of Meditation / Awareness at TN 25.
You may do this a number of times per day equal to your Void Rank.
You may call Raises on this roll to learn the following additional
information (one piece of information per Raise): the ghosts identity,
its manner of death, and its connection to the mortal world. For three
Raises, you can gain specific insight into what will lay the ghost to
rest. (GMs discretion as to exactly what you learn, but it will always
be directly useful to resolving the ghosts presence in the mortal
world.)

The Order of Rebirth


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Intelligence
Skills: Athletics, Jiujutsu, Lore: History, Lore:
Theology, Meditation, any two Skills.
Honor: 6.5

Outfit:
Devotion: Fortunist

The Brothers of the Order of Rebirth come from a militant tradition of


sohei who once served in the ranks of the Order of Thunder devoted
to Osano-Wo, the Fortune of Fire and Thunder. The Order embraces
new paths and philosophies in an attempt to unlock new truths about
both the self and the univ erse. Their subtle disregard for tradition
has earned them a fair amount of disdain from other sects, but the
brothers of Rebirth tend to ignore this hostility; as an oft-repeated
maxim of their sect observes, the first step upon a new path is
always the most difficult

Techniques
RA NK 1: CHANGING THE WA Y - The Brothers of Rebirth celebrate
different approaches in all their myriad of forms. Each time in a given
encounter that you attempt to utilize a Kiho of a different Element
than any Kiho previously used in the same encounter, you gain a
bonus of +5 on the activation roll.

57

The Shrine of Heaven's Mirror (Path)

Meditation, any two Skills


Honor: 3.5

Adherents of the Shrine of Heavens Mirror seek to extend their


perceptions beyond the ordinary reality of Ningen-do. To this end,
they cultivate the ability to enter a trance-state to become more
receptive to the guidance of the Fortunes, spirits, and other outside
forces. They will deprive themselves of sleep for days on end, drink
alcohol to the point of delirium, dance with wild and exhausting
abandon, and consume hallucinogenic plants. In return, they gain
unusual insight into all forms of divination, especially the
interpretation of omens.
You must be Ascetic and follow the peculiar practices of the
Heavens Mirror sect, regardless of the social consequences of doing
so.
Failing to embrace these practices will result in your losing the
benefits of your School Technique, and may also result in expulsion
from this sect.

Techniques
RA NK 1: GAZE INTO THE MIRROR - The peculiar practices of
Heavens Mirror monks grant them insights denied to other mortals.
You gain a bonus of +1k0 to all Divination Skill rolls. If the roll
involves interpretation of an omen, the bonus is +1k1 instead. Once
per day, you may spend a Void Point to interpret an omen with
absolute accuracy, with no need for a Skill roll to do so. (Of course,
the GM still has discretion as to what the correct interpretation of the
omen might be.)

The Temple of Heavenly Wisdom


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Intelligence
Skills: Courtier, Etiquette, Lore: History, Lore: Theology,
Meditation, Sincerity, any one High Skill.
Honor: 6.5

Outfit:
Devotion: Fortunist
Perhaps the eldest, monastic traditions within the Crane Clans
provinces. The temple itself was ancient when the Lady Doji first
approached it, having been created by primitive men to revere the
oldest of the Fortunes.
These monks and their studies aided the Lady Doji in the promotion
of culture throughout the Empire, and in the process their temple
became something of a sensation in early Rokugan, affording the
brothers there an unexpected amount of social prestige and
influence. This was something of an anomaly in the early
Brotherhood and created some difficulties for the sect, but in the
intervening centuries the impact of monks upon Rokugans society
has long since been accepted by the Brotherhoods leadership

Techniques
RA NK 1: THE LA RGESSE OF FUKUROKUJIN - The Fortune of
Wisdoms showers his blessings upon those monks who revere him,
granting them insight into the ways of politics and diplomacy where
others might make grievous errors. When making any Social Skill
Roll, you may select any one Kiho you possess. You may not use
that Kiho for the remainder of the day, but you gain a bonus of +1k1
to the Social Skill Roll. You may only select each Kiho you know
once per day for this purpose.

Wind's Grace Order


Clan: The Brotherhood of Shinsei
Discipline: Monk
Benefit: +1 Reflexes
Skills: Calligraphy, Jiujutsu, Kyujutsu, Lore: Theology (Shintao),
Meditation, any two Skills
Honor: 6.5

Outfit:
Devotion:
Created in the aftermath of the Clan War, the Winds Grace Order
was home to a great number of formerly serene monks who
answered the call to defend the Brotherhoods temples during that
extensive conflict, but who could not regain their former peace and
serenity afterward. The Brotherhood seized upon the practice of
archery as a way for these unfortunates to find both spiritual focus
and purpose, leading to the creation of the Winds Grace Order, a
new sect with strong ties to the Asahina family and to other
prominent archery traditions throughout the Empire, including both
the Dragon and the Mantis. Through focus and proper contemplation,
the once-lost brothers managed to recover from the horrors of the
Clan War and resume the long path toward enlightenment.
Members of the Asahina family may potentially attend this school.
See sidebar for details.

Techniques
RA NK 1: PILLA RS OF THE MIND 'S E YE - By clearing the mind and
embracing absolute serenity and focus, a brother of the Winds
Grace can grasp the simple truth: the arrow and the target are
already one. You make an archery attack as a Complex Action; for
every Kiho you have that is presently active, you gain a bonus of
+1k0 to the total of that roll. Active Kiho may not have any other
effects during a Round in which you employ this Technique, and only
one Martial Kiho can confer this benefit. However, any time you use
this Technique to make an attack that directly results in the death of
an intelligent being, you lose 3 points of Honor.

Tiger
Yotsu Bushi
Clan: Tiger
Discipline: Bushi
Benefit: +1 Agility
Skills: Commerce, Hunting, Kenjutsu, Kyujutsu, Lore (either
Gaijin or Shadowlands), Stealth (Sneaking), one Low or Bugei
skill.
Honor: 5.5
Outfit: Daisho, Light or Ashigaru Armor, two other weapons,
Sturdy Clothing, Traveling Pack, 4 Koku
The original Yotsu technique was based on the familys selfappointed role as protectors of the common people in Otosan Uchi.
The later evolution of a full-scale bushi School happened as a result
of the familys experiences fighting the Spider Clan in the ruins of
Otosan Uchi. The Yotsu were forced to fight with stealth and ruthless
aggression in an environment where the dominant terrain feature
was ruined buildings. Although the resulting school was not one
which more rigidly honorable samurai would admire, it suited the
Yotsu well and they have maintained its techniques ever since.

Techniques
RA NK 1: THE TIGER 'S TREA D - The Yotsu are taught to stalk and
attack their enemies with the same mixture of stealth and speed
displayed by the tiger when it hunts its prey. You lose half the normal
amount of Honor (rounded down) for using the Ambush or
Shadowing functions of the Stealth skill so long as you are using
them against enemies of the Empire. When operating in an urban
environment (including a ruin or other ancient relic of such an
environment), you gain a +1k0 bonus to Stealth Skill rolls and add
your Stealth Skill rank to your Armor TN.
RA NK 2: THE TIGER 'S P OUNCE - The Yotsu are taught to strike with
uncanny speed, catching their opponents by surprise. On the first
Round of a skirmish, you may add your Stealth Skill rank to the total
of your Initiative roll. (This bonus ends on the Reactions stage of the
first Round.)
RA NK 3: RENDING CLA WS - The Yotsu strike with the speed of a
pouncing tiger. When fighting with a Samurai weapon you may mak e
attacks as a Simple Action instead of a Complex Action.
RA NK 4: SHELTER THE BLAM ELESS - The Sword of Yotsu draw
strength from their duty to protect others. During any Round when
you are actively defending or protecting another (GMs discretion),
you gain one bonus Void Point for use during that Round. Unspent
Void Points gained from this Technique are lost at the end of the
Round (after the Reactions stage).
RA NK 5: THE TIGER 'S FA NGS - The final lesson of the Yotsu is to
emulate the Tigers pounce, striking the opponent so fiercely with
ones first attack that he has no opportunity to fight back. On the first
Round of a skirmish, you may declare Maneuvers for one less Raise.

58

Tortoise
Kasuga Smuggler
Clan: Tortoise
Discipline: Courtier
Benefit: +1 Awareness
Skills: Commerce, Etiquette, Investigation (Notice) Lore:
Underworld, Sincerity (Deceit), Stealth, any on High, Merchant,
or Low skill
Honor: 2.0
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Calligraphy Set, 5 koku
The Kasuga are as true to the Imperial cause as any other clan
though one often wouldnt know this from watching their activities.
They perform illegal acts with murderers and thieve and have
established a strong connection to criminal cartel across the land.
The Tortoise are in fact monitoring these conspiracies in the
Emperors name to make sure the safety o the Empire is not at stake.
They also conduct extensive trade in foreign lands in order to ensure
that gaijin cannot again threaten Rokugan as they did in the past.
The Kasuga Smugglers must mingle with the dirty criminal riffraff of
the Empire, and their abilities reflect that need. The are
knowledgeable of the underworld and are ruthless in al of their
dealings. In their fight against the worst of Rokugan the Kasuga
Smuggler finds allies wherever he can a virtuous peasant is a huge
asset to a man who is often outnumbered and surrounded on all
sides by cutthroats.

Techniques
RA NK 1: WA Y OF THE TOR TOISE - The Tortoise routinely consort with
the lowest elements o Rokugani society, often spend time in foreign
ports, dealing with gaijin, pirates, and other villains, and otherwise d
things most samurai would find repugnant. They are also skilled
merchants, an unavoidable side effect of being smugglers. At
character creation, you may learn an additional gaijin language for
free with every purchase of the Language Advantage. You do not
lose Honor for using Low skills, o Glory for using the Commerce skill
in public, so long as you are doing so as part of your duty to your
clan. When dealing with heimin or hinin, such as peasants,
merchants, and eta you gain a +2k0 bonus to all Social Skill rolls.
RA NK 2: THE SHELL OF THE TORTOISE - Most samurai in Rokugan
revile the Tortoise for their unsavory behavior and their associations
with commoners an gaijin, but all samurai know the Tortoise Clan
has the special permission and sponsorship of the Emperor. Any
clan o Imperial samurai who physically attacks or openly slander you
without provocation on your part (GMs discretion) will immediately
lose a number of points of Honor equal to twice your School Rank.
RA NK 3: THE E YES OF THE EM PEROR - The Tortoise function as
spies and agents of the Emperor, an are adept at the lowest of
tactics and methods. When acting on behalf of your clan, you may
roll additional unkept dice equal to your School Rank on all Low
Skills in which you have at least one Skill Rank. This includes any
School skill which only function as Low skills when used in certain
way (such as Sincerity with the Deceit Emphasis). This does no work
with Advantages and Techniques which simulate Skill Ranks (such
as the Crafty Advantage.)
RA NK 4: HA ND IN HA ND - The Tortoise work in close cooperation
with the common folk of Rokugan, people who other samurai ignore
as much a possible. This gives the m access to information networks
n other samurai can reach. Once per session, if you have access to
the local heimin or hinin, you can roll Lore: Underworld Awareness
at TN 25 to learn one useful piece of information (chosen by the GM)
that cannot be learned any other way.

59

RA NK 5: THE TORTOISE SM ILES - With his training completed, the


Tortoise smuggler can transcend his own limits in the pursuit of his
Clans devious goals serving the Emperor without constraint. When
making a Skill Roll with any of your six specified School Skills, your
maximum Raises are not limited by your Void. A number of time per
session equal to your Void Ring, you may gain a +5k0 bonus when
making a roll with any of your School Skills. This bonus can stack
with the bonus from your Rank Thre technique.

Tsuno
Tsuno Ravager
Clan: Tsuno
Discipline: Bushi
Benefit: None
Skills: Athletics, Battle, Defense, Iaijutsu, Lore: Spirit Realms,
Kenjutsu (Tsuno Blade), any one Bugei Skill.
Honor: 4.5
Outfit: Tsuno Blade, Light Armor
Tsuno Ravagers are the undisputed leaders of the Tsuno military.
They are battle-hardened veterans who learn their School
Techniques by performing dangerous quests into different Spirit
Realms. They return changed: stronger, wiser, faster, and meaner.
Ravagers lead from the front, their howls driving their troops into a
disciplined but savage battle-frenzy. Tsuno Honor demands
obedience in all things and the Ravagers enforce this discipline
savagely, killing all who disobey.

Techniques
RA NK 1: KILL YOUR W EA KNESS - Tsuno Ravagers draw strength
from the weakness of others, and learn to conquer their own. When
a Ravager is wounded he draws strength from the pain. When a
Ravager is injured, he gains a Reduction rating equal to his current
Wound Penalties.
(This Technique works off of base Wound Penalties, ignoring any
Wound Penalty modifications for spells, Advantages such as
Strength of the Earth, and similar effects.) This bonus changes as
the Ravagers Wound Penalties change, and ceases to function
once he is at Down or Out.
RA NK 2: HOWL OF THE DISPLACED - Ravagers are leaders among
their Tsuno brethren. Once per day a Ravager can take a Simple
Action to draw upon the fury of the Tsuno race and unleash a
terrifying howl, inspiring the Ravagers allies and disheartening his
enemies. Any foes who hear the howl are affected by Fear 5, and
any allies within earshot gain a +1k0 bonus to their attack rolls. Both
effects last for a number of Rounds equal to the Ravagers School
Rank. Multiple Ravagers cannot stack their bonuses, although they
can stack the duration and they each generate their own Fear effect.
RA NK 3: TSUNO TECHNIQUE - A Ravagers years of battle in the
Spirit Realms have taught him speed as well as strength. The
Ravager may make melee attacks as a Simple Action instead of a
Complex Action.
RA NK 4: UNDYING VENGEANCE - Gaining the ire of a Tsuno Ravager
is usually the last mistake its enemies ever make, for Ravagers have
a supernatural sense of their enemies locations. If a Ravager has
wounded or been wounded by a foe, he may take a Simple Action to
make an Awareness Roll (TN 15 if the foe is within the same Spirit
Realm, TN 25 if the foe has moved to another Spirit Realm).

With a success, the Ravager learns the direction, distance, and


physical condition of the foe. If the Ravager fails the roll, he loses
track of his foe until the next time they meet (if any). Magic that
shields someone from detection will protect against this Technique.
The Ravager may track multiple foes at once if he has been
wounded by more than one enemy.
RA NK 5: SLA UGHTER IS IN THE B LOOD - Centuries of battle within
Toshigoku have imbued the Tsuno Ravagers with a thirst for
slaughter. If a Ravager kills an opponent, he immediately gains a
number of individual +1k1 bonuses equal to his School Rank. These
bonuses may be used on attack rolls, damage rolls, or any Skill or
Trait roll, and must be used before the end of the next Round or they
are lost. This Technique can be triggered a number of times each
skirmish equal to the Ravagers School Rank.

Tsuno Soultwister
Clan: Tsuno
Discipline: Shugenja
Benefit: None
Skills: Athletics, Battle, Defense, Intimidation (Torture),

Kenjutsu (Tsuno Blade), Lore: Spirit Realms, any one Bugei


skill.
Honor: 3.5
Outfit: Tsuno Blade, light armor, satchel with ritual
components
Affinity/Deficiency: Soultwisters have an affinity for spells
related to any Spirit Realm for which they possess the Touch of
the Spirit Realms Advantage. If the Soultwister has the Cursed
by the Realm Disadvantage, he has a deficiency with spells
related to the Realm associa
Tsuno Soultwisters are peculiar beings a combination of sage, thief,
and warrior. They do not gain their magical abilities by calling on the
kami to perform spells for them. Instead they steal the power of the
spirits and use it to accomplish what they desire. Soultwisters are
some of the toughest Tsuno in existence, for to gain their power they
must venture into the wilds of the Spirit Realms and do battle with
powerful spirits, stealing their power and claiming it for themselves.
These battles leave Soultwisters scarred physically, mentally, and
spiritually. Many Soultwisters bear these scars as badges of honor
and some go so far as to perform ritual scarification to
commemorate important victories.

Techniques
RA NK 1: THE P OWER OF THE SPIRITS - Soultwisters travel across the
Spirit Realms, learning tricks and stealing power, then imbuing their
allies and enemies with the traits and powers of the spirits. No
Soultwister can master the magic of all of the spirit realms; each
Tsuno must choose three Spirit Realms when he becomes a
Soultwister.
He may only use spells related to those realms. He begins by
knowing one spell from each of these three spirit realms.
Every time the Soultwister increases in School Rank he may choose
to either gain three new spells from his chosen Spirit Realms, or
learn magic from a new Spirit Realm and gain one new spell (which
may be from that Realm or one of the others he already knows).

60

Paths
Elemental Legions [] (Path)
Technique Rank:
Replaces: Shiba Bushi Rank 3
Requirements: Lore: Elements (appropriate Ring) 2. Must be
selected to serve in one of the Elemental Legions.
The most unique and potent force within the Phoenix armies is
unquestionably the Elemental Guard, a set of small and highly
specialized units consisting primarily of potent Isawa-trained
shugenja who specialize in battle.
These individuals are capable of battlefield-shaking magic, but they
cannot and do not take the field on their own.
For each of the Elemental Guard units there exists a highly trained
legion from the Shiba family that is uniquely prepared to take the
field alongside their shugenja brethren.
The Hurricane Initiates are accompanied by the Legion of Wind, the
Avalanche Guard by the Legion of Stone, the Firestorm Legion by
the Legion of Flame, and the Tsunami Legion by the Legion of the
Wave. Each of these accompanying legions are staffed with bushi
who have received exhaustive training from both shugenja and
members of the Brotherhood in how to properly align their spirits with
the Element of their guiding force, allowing them to draw strength
from the forces unleashed by their shugenja comrades.

Technique
RA NK : STRENGTH OF THE FIV E - Shiba bushi who serve in the four
Elemental Legions are trained to draw strength from their shugenja
brothers.
When you learn this Technique you must select one non- Void Ring.
When an allied shugenja within your line of sight casts a spell of that
Element, you gain one bonus Void Point. These bonus Void Points
may only be spent on rolls which use the Traits associated with that
Element.
The Void Points may be also used in additional ways (listed below)
depending on the Element in question. You may not gain more Void
Points in this manner than your School Rank, and bonus Void Points
not used by the end of the skirmish are lost.
* Air: Increase your Armor TN by 10 for one Round * Earth: Reduce
the number of Wounds suffered from one damage roll by 10 * Fire:
Temporarily increase one Skill Rank from 0 to 1 for one roll * Water:
Exchange your Initiative Score with one other willing participant for
the duration of the present skirmish

The Ujina Skirmishers [] (Path)


Technique Rank: 2
Replaces: Hare Bushi 2
Requirements: Knives (Tanto) 3
The Hare Clan traditionally focuses on a highly athletic and
unpredictable school of kenjutsu, but the Hares Ujina family prefers
to fight with kniv es. After joining the clan, the founder of the Ujina
established his own dojo to teach his two-knife fighting style;
although the Ujina Skirmishers have never advanced their style
enough for it to become a school of its own, they are a significant
asset to their clan nonetheless.

Technique
RA NK 2: MA STER OF THE QUICK BLA DE - The Ujina are trained to fight
with a tanto in each hand, cutting their foes to death with swift and
deadly strikes. When fighting with a knife in each hand, you gain a
+1k0 bonus to your Initiative rolls and a +1k1 bonus to your damage
rolls with knives.

61

The Kitsuki Justicar [] (Path)


Technique Rank: 3
Replaces: Kitsuki Investigator 3
Requirements: Iaijutsu 4, Investigation 4
The justicar tradition is an old one, one that has its roots in Imperial
history that predates even the establishment of the magistrate
system by the Emerald Champion and his associate, Soshi
Saibankan. In Rokugans earlier days, communication among the
clans was less extensive and the lands between their holdings were
wilder and more dangerous. This often resulted in criminals from one
region fleeing to another and completely escaping prosecution.
The lack of a strong Imperial network for the exchange of
information only exacerbated this situation.
However, Bushido demanded a solution to the problem, for a
criminal fleeing the Lion lands might prey upon the Crane, bringing
great dishonor to the Lion Clan (even though the Crane were hated
enemies). The Dragon were thus not the first to establish a tradition
of justicars, but they are the only ones to develop and maintain a
fighting technique built on the tradition.
A justicar is essentially a magistrate trained in the art of dueling.
The duty and purpose of a justicar is to travel in search of fugitives,
sometimes hunting specific individuals and other times merely
generally searching for anyone who may have escaped the justice of
his clan. When he locates such an individual, the justicar challenges
him to duel to the death. The death of the criminal retroactively
proves his guilt and thus eliminates all problems. Of course, the
possibility that the justicar may be killed (and thus the criminal
exonerated) is somewhat of a problem, but even in this case the clan
is freed from any dishonor since the victor was clearly not a criminal
before he arrived at his new home.
Since the Kitsuki familys founding, their strong emphasis on justice
has led them to embrace the justicar tradition and they have
developed a technique to support it. Kitsuki Justicars typically hold a
post as a Dragon Clan magistrate, and the clan often goes to
considerable effort to get them appointed as Emerald Magistrates as
well, though success in this depends on the relationship between the
Kitsuki family and the Emerald Champion of the time.

Technique
RA NK 3: THE PURITY OF JUSTICE - A justicar is a master of both the
hunt and the kill. You may add your Investigation Skill Rank to the
total of any Assessment roll made as part of an iaijutsu duel. You
also gain a bonus of +1k0 on all Focus and Strike rolls made against
an opponent who has been decreed guilty of a crime by an Imperial
or Dragon Clan authority higher than you. Finally, you gain a bonus
of +1k0 to any Hunting or Investigation rolls made to hunt such guilty
targets.

The Shiba Armorsmiths [2] (Path)


Technique Rank: 2
Replaces: Shiba Bushi 2
Requirements: Craft: Armorsmithing 3, Defense 3
The love the Shiba have for scholarly pursuits and the arts is an
oddity among bushi families in Rokugan, so much so that many
other bushi families look upon them with a mixture of confusion and
distaste. Many Shiba pursue some manner of artistic endeavor,
although they usually prefe r those of a scholarly nature, such as
poetry or writing. Some, however, embrace both sides of their
familys nature and take up the path of the armorsmith, crafting the
famous armor of the Phoenix Clan. These are both beautiful artistic
creations and inst ruments of defense for what the Shiba regard as
the tragic inevitability of war.

Technique

Technique

RA NK 2: BRILLIANT STEEL - A Shiba armorsmith is adept at the


creation of beautiful armor, and consequently is also adept at using
armor effectively on the battlefield. You gain a +1k0 bonus when
making Craft rolls to create armor. When you are wearing armor and
spend a Void Point to increase your Armor TN by 10, you may
increase your Armor TN by an additional amount equal to twice your
Earth Ring.

RA NK 2: TO SHIELD THE EMPRESS - The members of the Second


Gozoku believe they do what they must to protect the Empress from
the harsh realities of rule, and this philosophy in turn protects them
from the worst excesses they must embrace. Whenever you take an
action that would result in a loss of Honor, if by taking this action you
spare Honor or Glory loss to someone of higher Status Rank than
you, the loss is halved (rounded down).

Kuroiban [4] (Path)


Technique Rank: 4
Replaces: Any Scorpion shugenja 4
Requirements: Willpower 4, Lore: Maho 3, Lore:
Shadowlands 3. Must have been chosen to serve in the secret
order of the Kuroiban.
The Kuroiban were originally created by the Yogo, and the Yogo
family still leads the organization. However, it draws recruits from
both of the Scorpion shugenja schools. Only the most trustworthy
and skillful shugenja are recruited into the Black Watch, since its
very existence is known to only a handful of people. Outside of the
Scorpion Clan, only the Kuni family is fully aware of the Kuroiban,
although the Asako Inquisitors have a vague realization that
something of the sort exists.
Students of the Kuroiban are taught a secret technique to call on
their connection with the kami and root out those who are corrupted
by Jigokus touch.

Technique
RA NK 4: THE BLACK WA TCH - You have been taught to sense the
presence of the Taint through your connection to the kami. Any time
you target someone with a spell (including a benign or helpful spell)
you may expend an additional spell slot (in any Element) and take a
Free Action to make a Contested Willpower roll with the target. If you
succeed in the roll, you can sense whether or not the target is
Tainted (e.g. has at least one full Rank of Taint).
Normally this technique can only be triggered with targeted spells
that have an instantaneous effect. However, if you are trained in the
Yogo Shugenja School you may also use this technique with your
wards, activating it when the ward is placed. If the spell has a
duration, you may only use the technique at the moment you place
the ward.

Agents of the Second Gozoku [Any]


(Path)
Technique Rank: 2
Replaces: Any School 2
Requirements: Honor Rank of 4 or less. Must have Obligation
to the Second Gozoku or its leader.
Despite his genuine affection for his sister, Hantei Naseru uses his
influence and connections to resurrect the Gozoku conspiracy, an
organization defunct since the fifth century. The goal of the Second
Gozoku is not to overthrow the Empress but rather to ensure her rule
is prosperous despite her own shortcomings. Naseru and his allies
among the Scorpion Clan are well aware of the hindrance Honor
brings with it, and seek to ensure their beloved Empress flourishes
by taking the steps she cannot, doing what must be done regardless
of the consequences.

Utaku Horse Master [Any] (Path)


Technique Rank: 2
Replaces: Any Unicorn school 2
Requirements: Must be a male of the Utaku family
The Utaku family maintains the greatest stables in the Empire. They
breed the strongest horses in the land, and their famous Battle
Maidens are the only ones allowed to ride their Utaku steeds into
combat. The men of the Utaku family are charged with raising and
training these horses, and many if them choose to eschew the
theatre of war entirely to devote their lives to this duty. The Utaku
Horse Master serves as stable master, rider, hunter, and friend to
the horses under his care. A popular joke says the Horse Master
marries twice in his lifetime once to his spouse, the other time to his
stable.

Technique
RA NK 2: MASTER OF THE OPEN PLAINS - The Utaku men devote
themselves to raising and training horses, and are without question
the greatest in Rokugan at this task. Indeed, the Unic orn claim that
in all their travels across the world they have never encountered
better.
You gain a +2k0 bonus to all Animal Handling, Horsemanship, and
Hunting rolls.

Water Hammer Smith [Any] (Path)


Technique Rank: 2
Replaces: Any Dragon School at Rank 2
Requirements: Any one Craft Skill at 3 or higher
The men and women who make Water Hammer City their home are
almost without exception obsessed with the idea of crafting.
Some believe that the prevalent obsession is a result of being in
close proximity to the sacred forge, while others think it is merely an
oddity that has developed within the city as a result of its nature and
function; other cities focused on the arts and production of specific
resources tend to have similarly narrow views about the world, after
all. Even the peasants of Water Hammer City are fascinated by
crafting, and virtually every home contains any number of sculptures,
paintings, or other creations happily worked on by the denizens of
the estate during their free time.
Among all these individuals, however, none are more skilled, more
respected, and more famous than the Water Hammer Smiths. These
individuals come from all walks of life, as anyone can gain an
apprenticeship if their level of skill or even their potential is sufficient
enough. Each individual smith chooses his own apprentices,
meaning that traditions vary wildly from one to another. The vast
majority of them are Dragon, however, and although apprenticeships
are often offered to students from other clans, it is rare for any of
said students to gain the title of master smith.

Technique
RA NK 2: CHILD OF THE WA TER - You have studied the secrets of the
Water Dragon found in Water Hammer City, and the path of the
smith has been made open to you. You may spend a Void Point to
add double your Water Ring to the total of all Craft Skills you make
for the rest of the day. If you are a shugenja, you may instead pay
this cost by spending a Water spell slot.

62

You may only benefit from a single use of this Technique at a time
(i.e. you cannot spent two Void Points at different times during the
day and gain two bonuses equal to three times your Void Point).

Kolat Master [Any] (Path)


Technique Rank: 6 and above
Replaces: Any Technique (or none) at Insight Rank 6 or higher
Requirements: Two mental Traits at 5 or higher and Courtier
(Manipulation) 5, Intimidation (Control) 4
The Ten Kolat Masters are among the most devious, manipulative,
and ruthless individuals in the entire Emerald Empire.
Only ten exist at any one time, and they generally achieve their
position by rising through the ranks of the conspiracy, demonstrating
great loyalty, adaptability, and efficiency or great ability to forge
alliances with other Kolat. Regardless, no one becomes a Kolat
Master without years of dedicated service to the conspiracy.

Technique
RA NK 6 A ND A BOV E: WILL OF THE MA STER - Must be a member of the
Kolat conspiracy and chosen to lead one of the ten Sects.
Cannot be Tainted or corrupted by the Nothing.

The BloodSpeaker Technique [Any]


(Path)
Technique Rank: Any
Replaces: Any
Requirements: Can only be learned from a senior member of
the Bloodspeaker Cult
The secret methods of the Bloodspeaker Cult were pioneered by
Iuchiban himself and passed down through his chief apprentice,
Yajinden, to other members of the cult. Only those of the
Bloodspeakers who are high-ranking and knowledgeable enough to
understand that Maho is the true source of the cults strength are
allowed to learn this technique. The Bloodspeakers make no
distinction between social caste, and have taught their secrets to
samurai of all types, to peasants, and even to eta.

Technique
RA NK ANY: IUCHIBAN 'S METHOD - The high-ranking Bloodspeakers
realize they are meddling with the Taint, but have learned ways to
mitigate this, in part by shunting the corruption off onto their
misguided followers.
You learn two Maho spells of your choice and gain a Free Raise for
Spell Casting Rolls with Maho spells. When casting a Maho spell,
you may reduce the amount of Taint you gain by 1 point for every 2
additional Wounds you take when casting the spell. (This cannot
decrease the Taint gain below 1 point.) However, if you are using
someone elses blood to power the spell, you may instead use this
technique to transfer the Taint for the spell onto that person, at the
rate of 1 point of Taint for every 2 extra Wounds inflicted. This can
reduce your own Taint gain to 0.
This technique can be taught to anyone, samurai or commoner, and
can replace Techniques at any Insight Rank. If it is learned by a
samurai at Rank 1, it replaces the samurais Rank One Technique
and reduces the samurais starting Honor to 1.0, but does not affect
the samurais Outfit or starting Skills.

Jade Legionnaire [Any Bushi or


Shugenja School,] (Path)
Technique Rank: 2
Replaces: Any Bushi or Shugenja School, Rank 2
Requirements: Glory 2+, must receive an appointment to the
Jade Legion before this Path can be taken
The Jade Champion has access to many resources within Rokugan,
but the Jade Legion is his personal, highly trained force. This force
does whatever the Jade Champion requires and their exploits
against the Empires enemies often go unsung.
Legionnaires are trained to fight alongside shugenja and to armor
their pure souls against the dank corruption of their enemies.

Technique
RA NK 2: PURITY IN PURPOSE & DEED - The Jade Legionnaires
accompany the Jade Magistrates against the most dangerous, most
insidious, and most numerous of the Empires magical threats. If
your Honor Rank is higher than that of your opponent, you may add
the difference between the two to the total of all your attack and
damage rolls made against that opponent.
For the purposes of this Technique, all creatures and other
opponents who do not possess an Honor Rank are assumed to have
an Honor Rank of 0.

Jade Magistrate [Any Bushi, Courtier,


or Shugenja School] (Path)
Technique Rank: 4
Replaces: Any Bushi, Courtier, or Shugenja School, Rank 4
Requirements: Lore: Law 3, Spellcraft 3, must receive an
appointment as Jade Magistrate before this Path can be
entered
The Jade Champion combats criminals who abuse the arcane, and
his magistrates enforce his will. The Jade Magistrates are trained to
recognize these crimes and quickly dispense justice.
These warriors mainly hunt maho-tsukai and Bloodspeakers, all
those who perform profane magic within the Empires borders.

Technique
RA NK 4: SCENT OF THE KAMI - A servant of the Jade Champion is a
master at deciphering the mysteries of the kami. You may make a
Perception / Spellcraft Skill Roll to identify any spells cast in an area
during the past forty-eight hours. The TN for this roll is equal to the
basic TN to cast the spell in question (which is to say its Mastery
Level x 5, plus 5).

The Topax Champion [Any Bushi,


Courtier, or Shugenja School] (Path)
Technique Rank: Special (see above)
Replaces: Special (see above)
Requirements: Special (see above)
Every year, the village of Tsuma in the Crane lands is host to the
greatest gempukku ceremony in Rokugan. The person who proves
himself or herself the worthiest samurai becomes the Topaz
Champion for that year. Since the contest is heavily weighted toward
martial competitions (especially iaijutsu), bushi tend to dominate the
Topaz Championship.

Technique
RA NK SPECIA L ( SEE A BOV E): SOUL OF PROMISE - The Topaz
Champion is among the best and brightest of each generation.

63

When you advance in Insight Rank and into this Path, you gain the
Technique it would normally replace.

Technique

You also gain a number of bonus Void Points per day equal to your
highest Ring. You may spend these just like normal Void Points
(with all the normal restrictions), but they may only be used to
enhance your School Skill Rolls.

RA NK 2: WA TANA BE'S LEGACY - The Yoritomo Sculptors hone their


wood-carving skills on ship-board before graduating to actual
training in their organizations tiny school. You gain a +1k1 bonus
when using the Skills of Artisan: Sculpture and Craft: Sculpture, and
you may ignore any circumstantial or environmental penalties
(distractions, weather, noise, etc) to your rolls with those two Skills.

The Scorpion Loyalists [Any Scorpion


School] (Path)
Technique Rank: 2
Replaces: Any Scorpion School at Rank 2
Requirements: Courtier 4 (courtiers), Spellcraft 4 (shugenja),
one Weapon Skill at 4 (bushi or ninja)
The long period of relative peace and tranquility the Empire enjoyed
took its toll upon the Scorpion just as it did all the clans. When the
whispering of Ambition began to take hold in Bayushi Shojus mind,
his demeanor changed, affecting those closest to him, then their
vassals, and so on. When the Scorpion discovered the prophecy that
foretold the return of Fu Leng through the last Hantei, this growing
seed of dissent and paranoia blossomed into a loyal cadre who
would do anything to make Shojus vision a reality. These warriors,
priests, and courtiers, conspirators one and all, formed the bulk of
the forces in the Imperial City during the Clan Coup, commanding
even senior officers and agents in the successful capture and
security of the city as a whole.
The technique which these men and women employed was not
wholly exclusive to their era, however. The Scorpion Clan has
always had those willing to do anything at all to fulfill their lords
commands, and in truth the technique of the Scorpion Loyalists can
probably be traced back to the internal split within the clan during the
Gozoku era.

Technique
RA NK 2: NO MA TTER THE COST - Those Scorpion agents who
embrace their duties to the fullest strike viciously at the clans many
enemies without regard for the constraints of honor, custom, or
propriety.
You may sacrifice points of Honor up to a maximum number equal
to your Scorpion School Rank to gain a bonus on one roll made
against non-Scorpion opponents.
Bushi and ninja gain a bonus of +1k0 per point of Honor on attack
rolls, courtiers gain the same bonus on Contested Social Skill Rolls,
and shugenja gain the bonus on spell-casting rolls made on Air
spells (only) targeting those opponents.

The Yoritomo Sculptors [Artisan]


(Path)
Technique Rank: 2
Replaces: Any Mantis Bushi or Courtier 2
Requirements: Artisan: Sculpture or Craft: Sculpture 4
raditions, their sailors penchant for wood-carving on long voyages
has developed over time into a modest school within the clan. The
clan drew on commercial ties with the Crane or the Phoenix to gain
the services of their artistic sensei and develop its casual skills into a
true Technique.
In modern times, the Mantis use this group as a source of both
political favor and personal leverage.

Kakita Jester [Artisan] (Path)


Technique Rank: 5
Replaces: Kakita Artisan 5
Requirements:
Within the Kakita Artisan Academy is a small dojo where students
are instructed in one of the most peculiar arts of the Kakita: the path
of the Jester. The Jesters are a specialized variant on kabuki acting,
and their studies include acting, dance, poetry, music, and political
commentary.
There are few samurai suited to the life of a Jester, and the dojo is
never crowded.
Jesters are a very unusual form of performance artisan, created by
the Crane but occasionally seen among other clans. While most
Artisans focus on creating beautiful and immortal works of art, the
Jesters focus on tearing down the pretensions of the arrogant and
the powerful. A Jester is chosen for his role early in his schooling
and is expected to serve in that role throughout his life, wearing a
distinctive kabuki-style costume and makeup and using his
performance skills to mock, deride, and needle those who deserve it.
Highly experienced and skillful Jesters eventually earn access to the
special Technique taught by a handful of sensei at their dojo.
Jesters dance and strut through the courts, singing, telling stories,
making slightly inaccurate quotes from famous books, and generally
making sure any samurai knows when he or she does something
inappropriate. They usually speak in rhymes or riddles and have a
habit of foretelling doom for anyone who criticizes or attacks them. It
should be noted, however, that Rokugani jesters never behave in a
lighthearted or wacky mannertheir humor is satiric, biting, and
often sour, and their favored tool is mockery. Among normal samurai
such behavior would prompt duels, but the Jesters receive the
sanction of their lords to say things otherwise never tolerated. They
are permitted to speak publicly about another persons loss of
reputation, honor, or face so long as they do so in a tone of mock ery
and satire. The GM should generally not inflict Glory or Honor losses
on Jesters who are making public insults or committing minor
breaches of etiquette as part of their role as a Jester.
Notwithstanding this immunity, however, most Jesters are careful
to attach themselves to a noble patron in order to gain extra
protection for their often-acerbic performances.

Technique
RA NK 5: THE ART OF MOCKERY - The Kakita Jester is tasked with
sardonically puncturing the pretense and arrogance of court,
reminding all present of their flawed and mortal natures. You may
publicly mock a suitable target (someone hypocritical, arrogant,
dishonorable, or otherwise deserving of your attention) by means of
speech, dance, song, or other such methods. This requires a
Contested Roll of your [chosen art] / Awareness against the targets
Etiquette (Courtesy) / Willpower. If you lose the roll, you lose points
of Glory equal to the targets Status Rank. If you win the roll, the
target loses face in public, suffering a lo ss of Glory points equal to
your Glory Rank, and a loss of Honor points equal to half as much
(rounded up).
You may not target the same person with this Technique more than
once per month.

64

Kaiu Shipmasters [Artisan, Bushi]


(Path)
Technique Rank: 3
Replaces: Kaiu Engineer 3 or Kaiu Siege Master 1
Requirements: Battle 4, Sailing 5
The Crab Clan has maintained a fleet of iron-armored Turtle Ships
for centuries, but during the age of the Shattered Empire the threat
of Mantis raids and the lack of any support from the rest of Rokugan
forces them to expand the fleet and to arm and reinforce all of their
wooden vessels as well. Hida O-Ushi commands that Earthquake
Fish Bay be made impregnable against any naval attack, whether
mundane the family daimyo and a famed Siegemaster. Utsu went to
work with classic Crab practicality, adapting his methods to naval
warfare. After he dies of heart failure in 1139, the task is taken up by
his heir Kaiu Umasu, who regularized the Technique which Utsu had
devised and made sure it was taught to later generations.

Technique
RA NK 3: UMA SU 'S STEEL - The Kaiu Shipmasters learn how to
reinforce their clans ships against any sort of threat, whether it be
from the Shadowlands or from the fleets of other clans, using a
mixture of physical improvements and defensive tactics.
At the beginning of any naval battle in which you are in command of
a warship, you may make a Battle / Intelligence Skill Roll at TN 25 to
grant your ship a bonus Reduction value equal to your Sailing Skill
Rank x2. If the ship is a Turtle Ship, the bonus is equal to your Skill
Rank x4 instead.

The Tamori Weaponsmiths [Artisan,


Shugenja] (Path)
Technique Rank: 2
Replaces: Tamori Shugenja 2
Requirements: Craft: Weaponsmithing 3, the ability to cast at
least one spell that creates a weapon (such as Tetsubo of Earth
or Katana of Fire)
The Tamori are an intensely pragmatic family, far more so than most
shugenja families, and have a number of ideas that more
conservative groups view as almost heretical.
In particular their embracing of martial traditions, taking the field not
merely in support of the bushi but as actual weapon-wielding
combatants, has earned them the ire of many other families.
Similarly, their desire to craft their own weapons, which they
consider necessary to ensure proper quality, is something many
others find distasteful.
The Tamori shugenja who take up the art of practical
weaponsmithing (as opposed to the more artistic smiths who work in
Water Hammer City) seek to marry the design of the blade with the
power of Earth, attuning their weapons to their magic.

Technique
RA NK 2: SOUL OF THE STONE - A Tamori smith can mingle his spirit
with that of stone and steel, creating blades that borrow the very soul
of the mountains. When you make a successful Craft Skill Roll to
finish creating a Samurai weapon, you may expend all your Void
Points to instill within the weapon a number of Free Raises equal to
your Earth Ring. These Free Raises may be used on any roll made
using the blade. Free Raises which are expended refresh after thirty
days.
A Tamori weaponsmith may never have more of these weapons in
existence at one time than his Earth Rank.

65

Deathseeker [Bushi] (Path)


Technique Rank: 1
Replaces: Any Lion Bushi School 1
Requirements: Honor Rank 5, Dishonored Disadvantage
A Lion bushi holds Bushido and his ancestors above all else. When
he shames his ancestors by dishonoring his name, he has lost the
center of his soul. He must cleanse the dishonor, typically by
committing seppuku. However, the Lion also offer another choice:
fighting with the Deathseekers, a unit of lightly armored warriors who
seek death at the front lines of battle. They charge in without
abandon and cut down their foes with no hesitation. Most
Deathseekers do not survive even one year of duty.

Technique
RA NK 1: HONOR OF THE LION - Deathseekers redeem their
dishonored names by falling in the thick of battle. You gain the
Benefit, Skills, Honor, and Outfit of a Rank 1 Lion bushi (any Lion
bushi school). You may add your Honor Rank to the total of one
damage roll during your Turn. If you do, your Armor TN is reduced
by 5 until the Reactions Stage of the following Combat Round.
Additionally, you add +1k0 to attack rolls while in the Full Attack
Stance.

Obsidian Magistrate [Bushi] (Path)


Technique Rank: 1
Replaces: Daigotsu Bushi 1
Requirements: Investigation 2
When the Spider Clan was formed out of the Lost, its founder
Daigotsu decided to organize his forces as a subversion of the
values Rokugan holds dear. He created an ideology and a set of
laws with which to rule his own empire. The Obsidian Magistrate
acts as the dark mirror of the Emerald Magistrate.
He imposes the law of the Spider on everyone he meets, and his
fanaticism fuels ferocious charges against his foes on the battlefield.

Technique
RA NK 1: STRENGTH IN TERROR - The Obsidian Magistrate is the
bastion of Shourido and enforcer of Daigotsus will. You gain the
Benefit, Skills, Honor, and Outfit of a Rank 1 Daigotsu Bushi. You
may add your Perception Trait plus your Taint Rank to the total of all
High and Bugei Skill Rolls. This bonus does not apply to Weapon
Skills. You may also add the difference between your Honor and that
of your opponent to the total of attack rolls made against that
opponent.

Claws of the Wolf [Bushi] (Path)


Technique Rank: 2
Replaces:
Requirements: Wary, Driven
The Claws of the Wolf are a small group of rather vicious vigilantes
who subscribe to the ideals of Toturi Sezaru, an Imperial heir who
lived during the mid to late twelfth century and whose death helped
usher in the Race for the Throne. Sezaru was one of the most
powerful shugenja of his age, and perhaps of all time, but struggled
throughout his life with emotional detachment and borderline
sociopathic tendencies. He never surrendered his honor, but came
close on more than one occasion, especially during his ruthless and
relentless hunts for members of the Bloodspeaker Cult. The men
who claim to continue his legacy are similarly brutal in their
assessment of the world around them, and attempt to eradicate
threats to the Empires stability or to its people. Unfortunately, their
judgment of what constitutes a threat can be highly suspect at times.
The members wear ceramic masks similar to the one made famous
by Sezaru himself.

Generalization: This Technique can be used by any group of


vigilantes or devotees to a ruthless figure. Other notable historical
figures might include Hantei XVI (the Steel Chrysanthemum), for
example, or a notably ruthless or pragmatic magistrate. Even the
Clan War-era berserker Hida Amoro might inspire such a group.

Technique
RA NK 2: HUNTING THE DARKNESS - The Claws of the Wolf ruthlessly
punish all who violate Imperial law.
You gain a bonus of +2k2 to the total of your first attack roll in a
skirmish if the opponent you are attacking is an individual you know
without question is guilty of a violation of Imperial law.

Crab Berserker [Bushi] (Path)


Technique Rank: 2
Replaces: Any Crab Bushi school Rank 2
Requirements: Earth 4
When faced with insurmountable odds, a warrior often retreats to
fight again another day. To the Crab Berserker, this is not an option.
The Berserker will fight wherever his lord directs him, and focuses
his entire being into that fight. The Berserker fights with no limits and
continues to ferociously attack until either he or his enemy is
bloodied and dead on the ground. The Berserkers often fight against
the ravaging Shadowlands Horde and are said to match those
beasts in rage and viciousness.

Technique
RA NK 2: BERSERKER 'S RA GE - The Crab berserkers manifest their
unique and dangerous gifts after spending some time often months,
sometimes even years on the Kaiu Wall. Some berserkers call on
maniacal fury to power their rages, while others enter the notorious
dead eye trance, but the result is the same: superhuman strength
and a near-immunity to pain. Once per skirmish, you may enter your
rage during the Reactions Stage. Once begun, the rage lasts for a
number of Combat Rounds equal to double your Earth Ring. (You
may end it during an earlier round by spending a Void point during
the Reactions Stage.) While in your rage, you cannot take the
Center, Defense, or Full Defense stances, and cannot use any nonBugei skills. While in the raging state, you ignore all penalties and
effects of Wound Ranks. You also gain a +2k1 bonus to all attack
and damage rolls. If you are killed while raging, you remain alive and
can continue to attack until the rage ends, but you cannot be healed
(unless you are first targeted with the Force of Will spell) you are
dead, your body simply does not know it yet. The rage ends if you
sustain Wounds equal to twice the amount that would normally kill
you.

Crab Defenders [Bushi] (Path)


Technique Rank: 2
Replaces: Hida Bushi 2, Hiruma Bushi 2
Requirements: Awareness 3, Agility 3, Iaijutsu 4
The limited Crab dueling tradition is maintained in the Unbreakable
Blade Dojo. It emphasizes endurance rather than speed, teachings
its students to endure their opponents first blow in order to survive
to deliver their own.
Due to the Crab Clans martial and pragmatic nature, the sensei of
the Unbreakable Blade focus their training on lethal duels (both on
the battlefield and in court) rather than on the duels to first blood that
are more common in other clans.

Technique
RA NK 2: WARRIOR OF EA RTH - The Defenders are taught there is
more than one way to win a duel. Rather than try to strike faster than
their opponents, Defenders learn to call on their own Earth to endure
the foes first strike, allowing them to defeat their enemy in a longer
fight. During the Strike step of an iaijutsu duel, you are considered to
have additional Reduction equal to your Earth x3.

Crab Sumai Wrestlers [Bushi] (Path)


Technique Rank: 2
Replaces: Hida Bushi 2 or Yasuki Courtier 2
Requirements: Jiujutsu (Sumai) 4
The Crab have a long and storied tradition of excellence in sumai,
whose social respectability can grant skilled Crab wrestlers access
to courts where they might otherwise never be invited. Promising
students are taught at the Grip of Earth Dojo, the principle home to
the Crab Clans sumai fighting technique. When another samurai
encounters a Crab bushi utilizing sumai techniques, it is almost
always a graduate of the Grip of Earth Dojo. Those students who
show a knack for the ritual and pageantry of sumai as well as its
more physical aspects are sent to Stone Tower Dojo in the Imperial
Capital.

Technique
RA NK 2: THE WA Y OF SUMAI - While most Rokugani treat Sumai
wrestling as a sport, the Crab have never forgotten that it originated
as a combat art. When rolling to control a Grapple, you gain a +1k0
bonus (+2k0 if you are Large).
If you choose to inflict damage in a Grapple (e.g. the hit option),
you gain a +1k1 bonus to the Damage Roll.
Enrolling in this Path automatically allows your character to get rid
of the Small Disadvantage at no point cost. If you are not Small, you
automatically gain Large at no point cost. If you are already Large,
you are refunded the point cost of the Advantage.

Daigotsu Scout [Bushi] (Path)


Technique Rank: 2
Replaces: Daigotsu Bushi 2
Requirements: Stealth 3
In addition to serving as the lords of the Spider Clan, the Daigotsu
are also the rank and file of its legions. Of the many samurai who
have joined the clan since its inception, those with a talent for
speaking to the kami join the Chuda, those whom the Shadow
Dragon has chosen as his own become members of the Goju, and a
small handful take up the path of the monk as membe rs of the Order
of the Spider. All the rest join the Daigotsu, and among those legions,
the cruel and sinister sensei of the Spider dojo select those with the
greatest affinity for stealth, athleticism, and sheer physical prowess
to serve as the small but distinguished group known as the Daigotsu
scouts. These individuals are trained extensively in the art of
remaining unseen regardless of circumstances, and are allowed to
travel through the Empire with impunity, observing and remembering
everything they have seen to report back to their master Daigotsu. In
addition to their physical talents, the scouts are chosen for mental
acuity; they dare not keep records of their observations, as capture
could reveal too much about the family or clan. Likewise their loyalty
to the Spider is of paramount importance. In the event that one of
them is captured, the Daigotsu sensei must be confident that the
scout will not betray the familys secrets even under pain of torture or
death.
Together, these traits result in an elite cadre of scouts who are
intelligent, talented, and completely ruthless. Those few who know of
their existence regard them as extremely competent and dangerous
enemies.

66

Technique
RA NK 2: THE CLOAK OF SHADOWS - Although not as talented as the
inhuman minions of the Shadow Dragon or the Lying Darkness, the
Daigotsu scouts are still highly skilled in moving about without being
detected.
Stealth is now considered a School Skill for you, and you gain one
additional Emphasis in the skill above any you may already possess,
and in excess of the maximum normal number of Emphases you
may posses. Your Move Actions are not reduced when using Stealth,
and when using Stealth you may also ignore any terrain penalties
that would normally reduce your Move Actions.

East Wind [Bushi] (Path)


Technique Rank: 2
Replaces:
Requirements: Commerce 1+, Horsemanship 2+, Honor 4+
The East Wind is a benevolent ronin brotherhood devoted to
protecting the common people of East Hub Village, a city on the
outskirts of Otosan Uchi. The Eastern Hubs primary role as a port
ensures a constant stream of wealthy merchants, a breed that often
suffers from mild paranoia and usually has excess funds to spend in
protecting investments. The East Wind initially found gainful
employment with such merchants and used their pay to purchase
simple holdings of their own within the city. From that power base
they extended their influence throughout the city in an attempt to
curb crime and other excesses as much as possible. Although they
preferred to keep a low profile, the people of Eastern Hub
recognized the value of what the ronin did and looked on them with
fondness and gratitude. After the destruction of Otosan Uchi in the
mid-twelfth century, the fortunes of the Hub Cities declined, but the
East Wind brotherhood endured, and eventually the Unicorn Clan
began revitalizing the city and sponsoring the ronin.

Technique
RA NK 2: SHIELDED BY THE EA ST - The East Wind specialize in the
defense of their charges, whoever they might be. When in the
Defense or Full Defense Stances and performing the Guard Action,
you increase both your Armor TN and that of your charge by 5

Eyes of Nanashi [Bushi] (Path)


Technique Rank: 2
Replaces:
Requirements: Lore: Law 3, Honor Rank 4+
Nanashi Mura (Anonymous Village) sits on the edge of Dragon
Clan territory near the vast Dragon Heart Plain. Imperial records
indicate the village is a holding of the Dragon, and it is true they are
responsible for its administration. In reality, however, the Dragon
have always permitted the ronin who call the city home to rule the
villages affairs, so long as they meet their taxes and maintain peace
in the region.
The village is overseen by a council of ronin and their will is
enforced by a group of warriors and magistrates known as the Eyes
of Nanashi. Within the village the Eyes are generally regarded as
honorable law enforcement, and even visiting Great Clan samurai
will treat them with some respect, albeit mostly out of deference to
the Dragon Clan.

Technique
RA NK 2: STRIKE THE CENTER - The Eyes of Nanashi prefer non -lethal
means of defending the city, and often use non-traditional weapons
to gain a psychological advantage over their foes. You gain a bonus
of +1k1 on any attack roll intended to disable rather than kill. (This is
at the GMs discretion, but maneuvers like Disarm, Knockdown, or
certain Called Shots are usually a good indication you are trying not
to injure your opponent.)

67

Falcon's Strike [Bushi] (Path)


Technique Rank: 2
Replaces: Toritaka Bushi 2.
After the Falcon join the Crab, this Path may also replace
Hiruma Scout 2 or Hiruma Bushi 2.
Requirements: Kyujutsu (Yumi) 3
A tiny off-shoot of the Falcon Clans bushi traditions, the Falcons
Strike Dojo becomes much larger and more influential after the
Falcon are absorbed into the Crab Clan in the early twelfth century.
The dojo selects its students for keen vision and sharp senses, and
they learn to rely on focused senses rather than the mechanics of
drawing and firing to hit their targets.

Technique
RA NK 2: SPOTTING THE PREY - The Falcons Strike is taught to use
the bushis deep awareness of their surroundings to strike the target
regardless of concealment. When making a ranged attack with a
bow, you may use your Perception in place of your Reflexes for
attack rolls.
When using a yumi, you may also use your Perception in place of
the bows Strength for damage rolls.

Fireman Gang Lord [Bushi] (Path)


Technique Rank: 2
Replaces:
Requirements:
Many ronin join local criminal gangs, where their skills can quickly
bring them to a position of prominence. The infamous fireman gangs
of Ryoko Owari have developed a technique for maintaining control
of the patrons in the gambling houses and other dens of iniquity they
control.
This technique can also be used to represent any local crime lord
who reigns over his own small territory like an underworld daimyo

Technique
RA NK 2: MA STER OF THE DICE - Your menacing presence ensures
that all goes as it should in your establishment. You may add your
Ranks in the Intimidation skill to the total of any Contested Social roll
you make.

Imperial Legionnaire [Bushi] (Path)


Technique Rank: 2
Replaces: Any Bushi School, Rank 2
Requirements: Glory 2+, must receive an appointment to the
Imperial Legions before this Path can be entered

The Imperial Legions are filled with the brightest and bravest
samurai from all the Clans, chosen to directly serve the Emperors
will. The Imperial Legionnaire trains with the most prestigious sensei
of the land and sees service against those who threaten the safety of
the Empire (such as foreign invasions or mighty maho-tsukai). An
appointment to the Imperial Legions nearly guarantees a bright and
celebrated future for any samurai.

Technique
RA NK 2: STRENGTH OF THE EMPIRE - The strength of the Emperor is
exerted via the actions of his loyal legions.
When fighting alongside other members of the Imperial legions, or
alongside Emerald or Jade Magistrates, when you spend a Void
Point to enhance a roll you also gain a bonus to the roll equal to the
number of allied legionnaires and/ or magistrates within 25 feet.

Kitsune Ranger [Bushi] (Path)


Technique Rank: 2
Replaces: Any Mantis Bushi 2
Requirements: Hunting 3. Prior to the Kitsune joining the
Mantis Clan, this Technique may be taken as a Rank 2 Path by
any bushi-trained Kitsune, regardless of schoolincluding those
who do not have a school.
This Technique can also be taken as a Rank 2 Ronin Techniq
At their heart the Kitsune are a simple people who have weathered
the centuries due to their unique harmony with the forest and spirits
around them. Although many of the family possesses the ability to
speak with the kami, there are plenty in each generation who are
unable to do so.
These men and women still serve their clan, however, and still
possess the same link their kinsmen enjoy with the wilderness. They
are among the finest woodsmen to be found anywhere in the Empire.

Technique
RA NK 2: ONE W ITH THE W ILD - Although they do not possess an
ability to speak to the kami, the Kitsune rangers are at home in the
wilderness like few others in the Empire. You gain a Free Raise on
all Hunting Skill Rolls and on any Stealth Skill Rolls made while in a
rural environment. Additionally, you gain a bonus of +2k0 on any
Contested Roll involving detection, whether you are avoiding
detection or attempting to detect a hidden opponent.

Lion Scout [Bushi] (Path)


Technique Rank: 2
Replaces: Any Lion Bushi 2
Requirements: Battle 2, Hunting 3
Akodos treatise on warfare emphasized the necessity of knowledge.
He knew a skilled corps of scouts could determine the result of battle
even before it began. Hiding is considered a dishonorable act, but
the Lion Scouts are willing to swallow their pride and accomplish
what must be done. The Akodo and the Ikoma both train scouts to
be adept at avoiding the enemy and surveying the terrain, working to
garner even the slightest advantage against their enemies.

Technique
RA NK 2: SHADOW UNSEEN - The Lion Scout cultivates all the skills
required to fulfill his tasks, setting aside his own honor for his clan.
You may move at a normal rate while using the Stealth Skill, and you
gain a +1k0 bonus to Stealth Skill Rolls and all Agility-based Bugei
Skills.

Mirumoto Mountaineer [Bushi] (Path)


Technique Rank: 2
Replaces: Mirumoto Bushi 2
Requirements: Athletics (Climbing) 3
The mountains of the Dragon Clan have served the clan for
thousands of years as a natural defense against invasion. However,
the warriors of the Dragon must face the same difficulties the
mountains pose for an attacking army. The Mirumoto Mountaineers
are hardened warriors, born from the treacherous cliffs, fickle
weather, and dangerous predators that menace their home. The
Mountaineer has found his balance with the elements, a skill that
proves useful in the middle of combat.

Technique
RA NK 2: HEA RT OF THE MOUNTAIN - The Mountaineer is a rugged
warrior whose constant dealings with the unpredictability of nature
makes him ready for anything that may await him in battle. When
you are surprised during a skirmish due to failing your Investigation
(Notice) / Perception Contested Roll, you may immediately make a
second roll using Athletics / Agility.
If you are successful, you are not surprised. You may also add half
your Athletics Skill Rank (rounded up) to the total of all your ranged
attack rolls.

Moonless Riders [Bushi] (Path)


Technique Rank: 2
Replaces:
Requirements: Horsemanship 3+, Way of the Land
The Moonless Riders are an extremely small and specialized group
of ronin who have carefully cultivated skills that allow them to not
only survive but seek regular employment by the armies of the Great
Clans. The Riders, who are comprised primarily of former Unicorn,
Lion, and Dragon samurai, specialize in cavalry tactics but unlike
most samurai, they train at night. As a result, they are among the
preeminent nocturnal scouts and couriers in the Empire. The
Unicorn find their practices distasteful due to the risk posed to
horses in night operations, but the Moonless Riders consider this a
necessity in order to maintain their livelihood. Although they wander
freely across the Empire, the Moonless Riders do tend to linger in
areas where clans share borders, and often find employment by the
Lion along the Unicorn border and, less frequently, the Crane border
as well. Minor Clans also employ them when possible to protect
themselves against hostile neighboring Great Clans.

Technique
RA NK 2: MOVING THE SHA DOW - Moonless Riders are experts at all
things nocturnal. You do not suffer any penalties that might be
incurred due to natural darkness. When activ e at night or in other
forms of darkness (such as a basement or cave), you gain a bonus
of +2k1 instead of +1k1 when you spend a Void Point to enhance
any non-Weapon Bugei Skill

Provincial Guard [Bushi] (Path)


Technique Rank: 2
Replaces: Shiba Bushi 2
Requirements: Defense 2, Etiquette 2
Once known as the Sapphire Legion, the Provincial Guard is a unit
of distinction among the Phoenix Clan, well known for its defense of
the sacred City of T reaties, Nikesake. The legion was founded
hundreds of years ago, and named for the accord reached between
the Phoenix and Crane clans, an accord further reinforced in later
years by the marriage of Isawa Asahina to the daughter of the Crane
Champion, resulting in the creation of the Asahina family. The
legions name is taken from the color of the gemstone in question, a
tribute to the colors of their allies among the Crane. In recent
generations, however, the creation of an elite unit called the Legion
of the Sapphire Chrysanthemum within the hierarchy of the Imperial
families, who were ignorant of the Phoenix units existence, has
created something of a predicament for the Phoenix clan. They
cannot continue to refer to their unit as the Sapphire Legion for fear
of confusing them with the Imperial group of a simila r name, and so
the group has become known simply as the Provincial Guard, an
admittedly somewhat bland name that manages to preserve both the
units intent as well as its integrity.
Members of the Provincial Guard are well known for their courtly
tendencies, and are trained in matters of etiquette in addition to their
normal duties as sentries and yojimbo.

68

Perhaps Ironically, the Shiba who train within Nikesake have found
that the two aspects of their training are actually quite similar, and
mutually beneficial.

Technique
RA NK 2: MA INTAINING THE PEACE - A Shiba member of the Provincial
Guard is skilled in protecting himself from all harm, regardless of its
source.
When in the Defense or Full Defense Stances and spending a Void
Point to augment your Armor TN, you also add an amount to your
Armor TN equal to your Etiquette Skill.

Shinjo Scout [Bushi] (Path)


Technique Rank: 2
Replaces: Moto Bushi 2 or Shinjo Bushi 2
Requirements: Stealth 3
The Unicorn Clan traveled through the dangerous lands outside
Rokugans borders and uncovered threats on every horizon.
It soon became apparent that the band of heroes needed an
advanced unit traveling before them to skirt the most dangerous
enemies. The Shinjo family accepted this duty. The Shinjo Scouts
soon became adept in quietly stalking through foreign lands,
comfortable as if they were in their own homes.
Upon the Unic orn Clans return to Rokugan the Shinjo Scouts
traded knowledge with the Hiruma Scouts of the Crab Clan and grew
even more formidable.

Technique
RA NK 2: THE SWIFT SOUL - The Shinjo Scout learns to slip by
unnoticed, even deep in enemy territory.
You may use the Stealth Skill while on horseback. You are
considered to have the Way of the Land Advantage no matter where
you are. Finally, you gain +1k0 to all attack rolls while Mounted.

Silent Blades [Bushi] (Path)


Technique Rank: 2
Replaces:
Requirements: Ninjutsu 3+, Stealth 3+
Although they pride themselves on their skill as hired killers and
assassins, the Silent Blades are in truth little more than rank
amateurs when it comes to the arts of infiltration and assassination.
Although they do have some skill, it is vastly less than they like to
imagine, and as a result they are constantly struggling to overcome
the impact of botched jobs and the occasional disastrous failure.
Fortunately for them, however, those who would hire ronin assassins
rarely communicate with one another, and the group has managed
to avoid cultivating a poor reputation despite their mediocrity. While
they do not know it, the Blades are actually pawns of a more
secretive and skilled order known as Shadowed Steel, which is in
turn a pawn of yet another unknown force. Thus the Silent Blades
are essentially fodder for larger, more powerful, and more skilled
groups, brought out when a scapegoat is necessary or when a very
unskilled target needs to be eliminated.

Technique
RA NK 2: BLACK HEARTS, RED BLA DES - The Silent Blades are not
completely without skill as assassins.
If you are attacking an opponent who is unaware of your presence
(for example, a foe you have defeated with a Contested Stealth Skill
Roll to remain undetected), you may add your Stealth Skill Rank to
the total of all attack and damage rolls made against that opponent
for the duration of this skirmish.

69

The Guard's Wrath [Bushi] (Path)


Technique Rank: 2
Replaces:
Requirements: Cannot be Forest Killers or Tengokus Justice.
The Guards are a ronin otokodate based in a remote town. They hire
out their members to protect merchants and courtiers, earning funds
to maintain themselves in reasonable comfort. In contrast to many
ronin bands, the Guards are a fairly honorable group, and do their
best to carry out their contracts honestly and successfully.
In game terms, the Guards Wrath Technique can also be used to
represent any group of reasonably honorable ronin who hire
themselves out as guards or escorts.

Technique
RA NK 2: THE GUARD 'S WRA TH - The ronin of the Guards are taught
defensive techniques designed to keep both themselves and their
clients alive (so they can be paid). When you take the Guard Action,
your TN is not reduced.

Three Man Alliance Soldier [Bushi]


(Path)
Technique Rank: 2
Replaces: Tsuruchi Archer 2, Tsuruchi Bounty Hunter 2, or
Suzume Bushi 2

Requirements: Battle 2
The formation of the Three Man Alliance is the first step in a process
of twelfth-century consolidation and unification among the Minor
Clans, leading to (among other things) the combination of the Mantis,
Wasp, and Centipede clans into the Great Clan of the Mantis and,
later in the century, the creation of the Minor Clan Alliance. It is the
creation of the Three Man Alliance and their military victory over the
Scorpion Clan that first inspires the Minor Clans to band together for
greater benefit and effect, and many successful officers from that
first military alliance eventually go on to achieve military and political
prestige within the Minor Clan Alliance.
The fighting technique of the Three Man Alliance is formed by the
combined efforts of several experienced soldiers from the Sparrow
and Wasp. The warriors pool their life experience and develop a
unified technique to carry back to their respective clans. Although
the Three Man Alliance is superseded during the later Clan War by
Yoritomos Alliance, the technique it developed survives, and
decades later it is still occasionally taught in Suzume and Tsuruchi
dojo.

Technique
RA NK 2: STAND AGA INST OPPRESSION - The scions of the Minor
Clans are not intimidated by their more influential detractors among
the Great Clans. Far from it, they are inspired to greatness by their
hardships.
When facing an opponent with a higher Glory Rank than you, you
may spend a Void Point to gain bonus unkept dice on your attack roll
equal to the difference in your respective Glory Ranks.
You may not gain more bonus dice than your Minor Clan School
Rank from this Technique.

Unicorn Bariqu Wrestler [Bushi]


(Path)
Technique Rank: 2
Replaces: Any Moto bushi school 2, Shinjo Bushi 2
Requirements: Jiujutsu (Bariqu) 3
Bariqu wrestling is distinct from the more widespread sumai
wrestling, and is largely unknown outside of the Unicorn Clan. Within
the Unicorn, its traditions date back to the time of the Ujik-Hai, the
gaijin nomads who joined the clan and became the Moto family.
Bariqu is focused on throwing the opponent, rather than driving him
out of a ring, and makes heavy use of joint-locks and paralyzing
holds.

Technique
RA NK 2: WA Y OF THE UJIK-HAI - A bariqu wrestler relies on his use of
unconventional locks, holds, and maneuvers to defeat his foes,
rather than just on raw strength. If your opponent in a Grapple does
not have the Bariqu Emphasis of Jiujutsu, you gain a bonus of +1k1
when rolling to control the Grapple. If you have a higher Agility Rank
than your opponent in a Grapple, you gain a +2k0 bonus when
rolling to control the Grapple. These bonuses stack with each other.

Yasuki Enforcer [Bushi] (Path)


Technique Rank: 2
Replaces: Yasuki Courtier 2 or Hida Pragmatist 2
Requirements: Intimidation 3
The Yasuki merchants specialize in all manner of questionable
forms of commerce and negotiation, and some few among them are
discovered to have an exquisite talent for intimidation. Rather than
see such gifts go to waste, the Yasuki lords at Clear Water Village
prefer to teach them the methods they need to make their threats a
reality. After all, a threat that cannot be followed through on is just
poor business.

Technique
RA NK 2: GENTLE ENCOURAGEMENT - The enforcers of the Yasuki
family know how to threaten in such a way that thoroughly cows any
potential opponent.
You may make a Contested Roll against any individual, using your
Willpower / Intimidation against their Willpower / Etiquette. If you are
successful, you gain a bonus of +1k0 on all attack rolls made against
that individual during the first Round of combat against them during
your next skirmish. Each successful Raise made on this Contested
Roll increases your bonus by an additional +1k0. If this Technique is
activated during a skirmish, the initial Contested Roll is a Complex
Action.

Yoritomo Scoundrel [Bushi] (Path)


Technique Rank: 2
Replaces: Yoritomo Bushi 2
Requirements: Commerce 2, Sailing 2
The Mantis Clan was once a Minor Clan, and the Yoritomo have
never shied away from performing questionable activities to make a
name for themselves. Over the years they have been smugglers,
pirates, and mercenaries. The Mantis have gained legitimacy with
time, but old habits are hard to break especially when those habits
are quite effective in fulfilling the Yoritomos wishes. The Scoundrel
may perform feats that are considered beneath a samurai, but he
knows what he does is for the good of his clan.

Technique
RA NK 2: REV EL IN VILLA INY - The Scoundrel will do what he must,
despite what society may say about his activities. Whenever you
spent a Void Point to enhance an Athletics, Commerce, Sailing,
Sincerity, or Low Skill Roll, you gain an additional bonus to the total
of the roll equal to twice your School Rank.

Bitter Lies Swordsman [Bushi] (Path)


Technique Rank: 3
Replaces: Bayushi Bushi 3
Requirements: Kenjutsu 3
The fact that the Bitter Lies technique works at all is astounding.
The founder of the Bitter Lies style, Bayushi Tangen, was a man
who capitalized on chance and reached success through sheer force
of will. He refused to accept anything as out of his reach and would
take insane risks to accomplish his tasks. He passed this style of noholds-barred adventurous fighting to a single student, who later
found several students of his own.
The Bitter Lies Swordsmen carry on this legacy with their own
reckless antics. The Swordsmans natural fortune helps him survive
situations where logic says he could not.

Technique
RA NK 3: THE DARK SWORD OF BITTER LIES - The Bitter Lies
Swordsman charges into battle with no regard for his own safety.
You may spend a Void Point to immediately re -roll any one roll. This
re-roll suffers no penalty to the TN, even if you failed the original roll.
You may keep either result that you prefer. However, you may not
re-roll the same roll another time through any means.

Calm Heart Duelist [Bushi] (Path)


Technique Rank: 3
Replaces: Any Unicorn Bushi School, Rank 3
Requirements: Iaijutsu 3, Lore: Law 1
The dueling grounds of Dark Edge Village are famous throughout
the Empire, and as a result many young duelists travel to the village
to train and in hopes of meeting both worthy opponents and sensei
looking for new students.
The village is home to the only notable traditional dueling dojo
within the Unicorn lands, although it is quite modest compared to
those of the Crane or Dragon and is easily overlooked by visitors to
the town. Ironically, most who adhere to the tradition come from the
peaceful Ide family.
Their purpose in creating a dueling tradition stems from their need
to resolve conflicts in which their kinsmen, the representatives of the
Unicorn Clan in court, become embroiled. The necessity of being
able to skillfully defend the honor of the Ide and the Unicorn as a
whole, and to do so without needlessly taking life, has given rise to
the dojo of the Calm Heart Duelists.

Technique
RA NK 3: THE CA LM HEART CONQUERS - A soul of serenity can
overcome even the most stalwart opponent. You gain a bonus of
+1k0 to the total of any Iaijutsu Skill Roll when you are not striking to
kill your opponent, whether in a duel to first blood or a skirmish.
You may make melee attacks as a Simple Action instead of a
Complex Action when you are wielding a katana or wakizashi.

70

Doji Marines [Bushi] (Path)


Technique Rank: 3
Replaces: Doji Magistrate 3, Daidoji Iron Warrior 4
Requirements: Sailing 3
During the Shattered Empire era, the Crane Clan conducts a major
naval buildup and fights an extended series of naval battles and
campaigns against Yoritomos fleets. This effort is largely organized
by Doji Chomei, who had previously served as an ambassador to the
Mantis Clan and knew more about them than almost any other
Crane alive. He knew the value of training Crane bushi in techniques
of naval combat and boarding action, techniques he had seen
demonstrated by Yoritomo himself, and made this a centerpiece of
the Crane Clans naval expansion. Although Chomei is killed in
action in the great battle off Mura Sabishii Toshi in the year 1142,
the organization he has created lives on and teaches its Technique
to the clans next generation of naval warriors.

Technique
RA NK 3: CHOMEI 'S COURA GE - The aquatic soldiers who come to be
known as the Doji Marines are trained to fight on the pitching decks
of ships and to conduct boarding actions against enemy vessels,
using the heave and pitch of a moving ship to their advantage. You
do not suffer any TN penalties for fighting on slick, irregular, or
moving surfaces/ terrain. If you are in the Attack or Full Attack stance
in a situation where such a penalty would normally have applied, you
add a +Xk0 bonus to your melee attack rolls, where X is equal to
your Reflexes.

Hidden Sword [Bushi] (Path)


Technique Rank: 3
Replaces:
Requirements: Hero of the People
The ronin band known as the Hidden Sword is a large group that
patrols the outskirts of the Shinomen Mori, trying to protect the
people in the lands around it from the various enemies who threaten
them. The Sword targets primarily bandits but also the various
enigmatic creatures emerging periodically from the Shinomen. The
bands area of operation requires them to interact with the Scorpion,
Crab, and Unicorn clans fairly regularly, and as a result the men of
the Hidden Sword, while honorable, remain extremely practical and
realistic individuals who do not succumb to blind idealism.
Historically, the group has opposed and been sworn enemies of the
Forest Killers, one of the Empires largest and most violent groups of
ronin bandits, who lair within the Shinomen Mori. On at least one
occasion, the Hidden Sword has been completely wiped out by the
Forest Killers, but was reformed by its leaders sons to carry on his
work.

Technique
RA NK 3: KEEPING THE PEACE - The Hidden Sword excel at combating
criminals and bandits, and have been taught effective techniques for
dispatching such individuals.
When fighting against an opponent with lower Honor Rank than
yours, you may make melee attacks as a Simple Action instead of a
Complex Action when wielding weapons with the Samurai keyword.

71

Hiruma Yojimbo [Bushi] (Path)


Technique Rank: 3
Replaces: Hiruma Bushi 3 or Hiruma Scout 3
Requirements: Defense 3
Since the first days of the Crab Clan, the athletic and attentive
Hiruma have often served as yojimbo for the Crab Champion and his
most important vassals. This is not because the Hida lack for
physical or martial power, of course, but rather because the Hiruma
excel at perceiving threats that other Crab might easily miss. They
are also considerably faster than the average member of most other
Crab families, and speed is an essential component of any
successful yojimbos repertoire of talents.

Technique
RA NK 3: THE CRA B'S SHELL - Those Hiruma tasked with protecting
the lives of important Crab personages understand that the best and
most effective means of defending them is to destroy their enemies
as quickly as possible. After making a successful melee attack, you
may immediately perform the Guard Action as a Free Action (if your
charge is close enough for you to Guard). If you do so, you may add
the amount by which your attack roll exceeded your opponents
Armor TN to the Armor TN of your charge until your next Turn.

Ichiro Pass Warden [Bushi] (Path)


Technique Rank: 3
Replaces: Ichiro Bushi 3
Requirements: Strength 4, Spears 4, Athletics 4.
The first duty of the Badger Clan is to protect the pass from invasion,
and the clan has long trained a group of specialized warriors whose
sole duty is to defend the pass with spears and hurled rocks. Their
task is to inflict as much damage as possible on any invaders. The
Pass Wardens spend most of their lives within the fortresses of the
Badger lands, seldom visiting the rest of the Empire.

Technique
RA NK 3: HOLD THE PA SSES - Your range with hand-hurled missiles is
doubled, and you add +1k0 to damage rolls with thrown weapons; if
the weapon is a nage-yari or a rock, the bonus is +1k1 instead.

Lion Paragon [Bushi] (Path)


Technique Rank: 3
Replaces: Any Lion Bushi 3
Requirements: Void Ring 4, Kenjutsu 5, Honor Rank 7
The samurai class lives by the Code of Bushido, but the stresses
and temptations of everyday life makes strict adherence to Bushido
nearly impossible. The Lion Paragons persevere through these
obstacles, striving to be ideal samurai. The Paragons follow an
ancient technique that benefits from their focus and strength of will,
and pass it on to those who possess the same qualities. The
Paragons are not a military unit within the Lion Clan, but their ideals
are well known to all Lion and their technique continues to be
passed down from one generation to the next.

Technique
RA NK 3: PURE AND DEDICA TED - The Lion Paragon lives by the tenets
of Bushido, and the strength of his devotion allows him to push
himself beyond his physical limits. You may make melee attacks as
a Simple Action instead of a Complex Action. However, if you
choose to do so, you may only make one attack that Turn. (This
prohibits you from making any additional attacks, even with the Extra
Attack Maneuver.) Once per skirmish, you may spend a Void Point
as a Free Action to activate this Technique. Your Honor Rank is
considered to be double for the purpose of your other School
Techniques. (For example, if you are a Matsu Bushi, you add double
your Honor Rank to all damage rolls from your Rank 1 Technique.)
This effect may increase your Honor Rank above 10, but does not
stack with any other effects that modify Technique bonuses; in such
a case, choose the highest modifier. The effects of this Technique
end when the encounter ends.

Machi-Kanshisha [Bushi] (Path)


Technique Rank: 3
Replaces:
Requirements: Athletics 2+, Staves 3+
This band of ronin are known by the name of their preferred weapon,
a long iron smoking pipe. Perhaps fortunately, the machi-kanshisha
pipe is not well known in many parts of the Empire, and as a result
many associate the name with the ronin band itself rather than the
pipe for which they are named. The Machi-kanshisha are the
guardians of the City of the Rich Frog, a major trade hub that sits in
the narrow divide between the holdings of the Lion and Unicorn
clans.
Because of the militant nature of the two clans in question, who
closely observe any significant violence near their borders, the
Machi-kanshisha prefer to use their namesake smoking pipes as
non-lethal weapons, employing them to subdue their foes rather
than kill them. In the twelfth century, the City of the Rich Frog is
annexed by the Lion Clan, and the Kaeru ronin family, administrators
of the city and employers of the Machi-kanshisha, become vassals
of the Ikoma family.
Generalization: Most of the Empires history has seen the Machikanshisha employed as listed above. If the GM chooses to modify a
campaign set in the modern era, they can remain doing exactly what
they have for so long without the Ikomas involvement

Technique
RA NK 3: SMOKE AND MIRRORS - The Machi-kanshisha are extremely
adept at wielding their namesake weapon. When using an iron pipe,
you gain a Free Raise on any Disarm or Knockdown attack. You
may also spend a Void Point to make a melee attack with a machikanshisa as a Simple Action (you may spend up to two Void Points
per Round in this manner).

Ronin Guards [Bushi] (Path)


Technique Rank: 3
Replaces:
Requirements: Polearms 3+, Heart of Vengeance (Unicorn)
In the aftermath of the infamous Scorpion Clan Coup at the
beginning of the twelfth century, the Akodo family of the Lion Clan
was dissolved by a wrathful Emperor. The majority of the family
joined other Lion families, and many others took their own lives in
shame. Some, however, took up the life of the ronin rather than
remain within the now hostile Lion Clan with its new Matsu
leadership. Of those who became wave men, a small group banded
together for mutual defense and survival. These men, known as the
Broken Guard, were led by a former officer named Saigorei, a man
with a deep grudge against the Unicorn Clan. Saigorei gathered men
with similar philosophies to his banner, honing their skills with an
emphasis on anti-cavalry maneuvers. The Broken Guard quickly
gained a reputation as dangerously effective against mounted foes,
and they saw regular employment throughout the Clan War era.
When the Akodo family finally reformed, many of the Broken Guard
rejoined it. Of those remaining, most joined together with other ronin
who had fought in the amalgamation known as Toturis Army,
becoming the Wolf Legion.
Generalization: Independent of the timeline, this Path could be used
to represent any anti-cavalry group, or a group with a grudge against
the Unicorn Clan for whatever reason.

Technique
RA NK 3: THE TIGER S TEETH - The Broken Guard are among the
finest anti-cavalry forces in the Empire.
You may make a melee attack as a Simple Action when using a
polearm. You gain a bonus of +1k1 on attack rolls made against
targets on horseback (or mounted on similarly-sized creatures).

Saigo's Blade [Bushi] (Path)


Technique Rank: 3
Replaces: Bayushi Bushi 3
Requirements: Iaijutsu 3
The iaijutsu duel is a sacred tradition in Rokugan and a lynchpin of
the Empires legal system. Given the history the Scorpion Clan has
in the creation of that system, it comes as no surprise that a small
but effective branch of the clans primary bushi school is devoted to
the art of iaijutsu.
Through much of the Empires history the group did not have an
official name, but during the years immediately prior to the Clan War
it drew attention for the deeds of Bayushi Saigo, one of the finest
graduates of its training program. Saigos victories over other clans
duelists were so notable that the graduates of the dojo became
knownfirst informally, then later formallyas Saigos Blades.

Technique
RA NK 3: SAIGO'S TECHNIQUE - A true Scorpion duelist knows that
intimidation and deception are the keys to victory. When dueling any
opponent that you have previously used the Intimidation Skill upon
successfully, you gain a bonus of +5 to the total of your roll during
the Assessment Phase of the duel. Additionally, by spending a Void
Point, you may report one statistic of your choic e as being one rank
higher during the Assessment Phase.

72

Serpents of Sanada [Bushi] (Path)


Technique Rank: 3
Replaces:
Requirements: Knives 3+, Sailing 3+, Honor Rank 3 or lower
Over the centuries there has been no shortage of ronin who have
turned to violence and brutality to make their way through the world.
Some, such as the Forest Killers, have cultivated such a reputation
that their name is used to frighten children throughout the Empire.
There are very few, however, who have the sheer audacity and
penchant for destruction as the Serpents of Sanada. The Serpents
are a naval band and over the years they have accumulated a small
fleet of vessels, using them to become one of the most successful
(and hated) pirate groups in almost a thousand years. In particular
the Serpents are an offense to the Mantis Clan, who not only have
many former members among their ranks but have actually been
attacked on their home islands by the Serpents, something no pirate
ever before dared to do. The Mantis ruthlessly hunt down vessels in
the Serpents fleet but find it difficult to destroy the whole force.

Technique
RA NK 3: THE SERPENTS COILS - The Serpents of Sanada are utterly
ruthless pirates, and like others of their ilk they have been forced to
master weapons that will not corrode in the sea air. When wielding a
wooden weapon or a weapon with the Peasant keyword, you may
make melee attacks as Simple Actions rather than Complex Actions.

Shiba Yojimbo [Bushi] (Path)


Technique Rank: 3
Replaces: Shiba Bushi 3
Requirements: Honor Rank 5.0+
Shiba bent the knee to man and swore to follow the Isawa family at
the inception of the Phoenix Clan. Throughout Rokugans history,
the Shiba family has acted as the defenders of the Isawa shugenja
against anything that may stand against the m. The Shiba take this
duty seriously and many have devoted their entire lives to this goal.
The Shiba Yojimbo is the epitome of the familys ideal; he will die
before he allows harm to his charge.

Technique
RA NK 3: SHIBA 'S SACRIFICE - The Shiba yojimbo are an elite cadre of
personal guards, trained to give their lives for their charges at a
moments notice. Only the most honorable and selfless of the Shiba
are selected for this training, since it requires a willingness to throw
ones life away without hesitation. At the start of any skirmish, you
may designate one ally as your charge for that skirmish. Any time
your charge is hit by a physical attack or a targeted (non-area-affect)
damage-causing spell, if you are within 10, you may make a
Defense / Reflexes roll at TN 25. With a success, you take the
damage instead of your charge. If you spend a Void Point to reduce
this damage, it is reduced by 20 instead of the normal 10.

Snow Riders [Bushi] (Path)


Technique Rank: 3
Replaces:
Requirements: Athletics 3+, Horsemanship 4+
Through most of Rokugans history winter has brought an abrupt end
to war. The costs of waging war in the bitter cold and snow are
simply too high, and every time it has been attempted the army
responsible has ultimately been defeated.

This did not change until the Empires twelfth century, when the
boundless ambition of the Unic orn Clan Khan, Moto Chagatai, led
him on a winter campaign across the Lion provinces. Although
Chagatais campaign to capture the Imperial City was ultimately
unsuccessful, the punishment he inflicted on the Lion forever
changed the way the Empire regarded winter warfare. Few
attempted to recreate the extent of that campaign, but most
recognized it was possible to fight in the winter with adequate
preparation and training.
One group of ronin who served in Chagatais forces and survived
the Lions vengeance went on to sell their services as couriers,
messengers, and general supplemental cavalry, all with a specialty
in winter tactics. The Yasuki family of the Crab would be envious of
the discreet promotion the Snow Riders have conducted on behalf of
their organization, and they have ensured they are always employed
during the winter if nothing else because their employers dont want
their enemies employing the Riders instead. Generally speaking, the
Riders make adequate profits during the winter months to support
them through the summer, which is exactly their intention.
Generalization: Although the story of this group is tied specifically to
the Khans infamous campaign, there is no reason a small group
could not develop along these lines independently of that incident.
Doing so might make their services more difficult to market and sell,
however.

Technique
RA NK 3: THE JOURNEY S BEGINNING - he Snow Riders have mastered
the art of mounted warfare and of waging war in winter conditions.
You may ignore movement penalties based on terrain if the
penalties in question are caused by snow or ice. You may spend a
Void Point while fighting mounted in order to make a single attack as
a Simple Action.

The Tortoise Killers [Bushi] (Path)


Technique Rank: 3
Replaces: Tortoise Smuggler 3
Requirements: Agility 3, Stealth 4, any two Weapon Skills at 4
The Tortoise Clans limited military capabilities consist primarily of
those trained in the Tortoise Guard technique (published in the L5R
4th Edition supplement Imperial Histories). However, due to the
unique nature and duties of the Tortoise Clan, the clan has long
found it useful to train certain men and women in the arts of murder
and assassination. Some of these killers go on to serve in the Guard,
disguising their true nature beneath conventional martial duties,
while others remain within the ranks of the Tortoise merchants and
sailors.

Technique
RA NK 3: THE POISONED FROG - The Tortoise Killers are trained to
dispose of their targets with whatever weapon comes to hand, while
maintaining the outward appearance of an ordinary sailor or soldier.
Once per opponent per skirmish, when making an attack roll you
may spend a Void Point to cause your Raises for damage on that roll
to award +1k1 rather than +1k0 to damage. You may never take
more Raises than your Void Rank when using this Technique.

The Unbroken [Bushi] (Path)


Technique Rank: 3
Replaces:
Requirements: Lore: Shadowlands 3. Must have at least one
Rank of Taint and find a way to learn the Unbroken Technique.
The Unbroken are among the most famous and legendary of ronin
bands, but also one of the smallest and most transient. The band
has formed and collapsed many times over the Empires history, reorganizing whenever a Tainted wave-man manages to unearth the
secrets of its technique.

73

The origins of the Unbroken Technique are mysterious; some claim


they learned their methods from studying the Naga or perhaps the
Ratlings, while others claim it was originally devised by some
legendary and long-forgotten ronin in the Empires early history.
Whatever the case, the Unbroken Technique is both singularly
powerful and extremely dangerous: it can purge the Taint from ones
body perhaps the only way to completely purge the Taint short of
outright divine intervention. However, it does so through the
practitioner successfully defeating powerful Shadowlands creatures.
Needless to say, one is more likely to die in the pursuit of this goal
than to succeed at it.
The Unbroken traditionally work as a unified group, each willing to
sacrifice himself for the others. Only a handful have ever been cured
of the Taint, and the entire band has never been larger than thirty
individuals. Supposedly, the mystical Technique which they use
shortens their lifespan, allowing them to survive for only a single
year unless they can purge their Taint before that time expires. All
members of the group wear masks, both to conceal their identity and
to reinforce the principle that they are a group that stands or dies
together.

Technique
RA NK 3: THE UNBROKEN - The students of the Unbroken learn to set
the impurity within themselves against the impurity of their foes.
When you are fighting a Shadowlands creature or one of the Lost,
you may add your Taint Rank in unkept dice to your attack rolls.
Each time you do this you gain three additional Point of Taint.
However, any time you singlehandedly kill a Shadowlands creature
or one of the Lost you may spend a Void Point to permanently lose
one Point of Taint.
If you ever single-handedly kill an extremely powerful Shadowlands
foe, you may spend a Void Point as a Free Action to make a
Contested Earth roll against the Earth of the foe you have slain. With
a success, you immediately purge all the Taint from your body and
thereafter lose the ability to perform this Technique.
Ultimately, it is the GMs discretion whether a particular foe is
powerful enough to trigger the more potent aspects of the Unbroken
Technique. Examples of creatures which could trigger the effect
include major oni, any of the Onisu, or a Lost of at least two Insight
Ranks higher.

Tsume Pikemen [Bushi] (Path)


Technique Rank: 3
Replaces:
Requirements: Spears 3+, Polearms 3+, Honor Rank 3 or
higher
The Tsume vassal family prided themselves on being masters of the
spear, teaching their bushi to specialize in defensive tactics and rely
on a wall of spear-points to break enemy charges. After the Tsume
ruling bloodline is exterminated in the War of Bleeding Flowers, their
samurai become ronin but do their best to preserve their traditional
fighting methods, passing their Technique down from parent to child.
The process is further enhanced by their tradition of meeting
annually to renew their sense of loyalty and identity.
Tsume ronin often hire themselves out as guards or escorts, using
their spear tactics to defeat bandit raids. In keeping with their legacy
as former Crane samurai, they are trustworthy and reliable soldiers
and refuse to ever betray their employers. This makes them quite
popular among merchants and others in need of reliable guards.

The Tsume Pikemen are taught to use defensive tactic s, luring the
enemy into a charge and then impaling them on their spears. While
you are in the Defense posture and wielding a spear or polearm,
immediately after an opponent makes a melee attack against you or
one of your allies within ten feet (whether or not the attack hit), you
may spend a Void Point in order to take a Free Action to attack that
opponent with your spear/ polearm.
You may also use this Technique in the Full Defense posture, but
making the attack will require spending two Void Points instead of
one.

Empress Guard [Bushi] (Path)


Technique Rank: 3 or 4
Replaces: Kakita Bushi 3 or Daidoji Iron Warrior 4
Requirements: Perception 3
The Doji family has been intertwined with the Imperial dynasty from
the dawn of the Empire. Over the years this connection has
garnered them great favors and great responsibilities.
The Empress Guard is a unit with some of the greatest warriors of
the Crane Clan. They train to protect the Empress herself and spare
no expense in their training. Only a handful of the Empress Guard
are on duty at any given time, while the rest train intensively,
dedicated to maintaining their abilities.

Technique
RA NK 3 OR 4: TO DEFEND UNTO DEA TH - The Empress Guard hold
the honor of their duties seriously. Only the pure of soul and sharp of
eye meet the Crane Clans exacting standards. You may add half
your Honor Rank to all attack and Perception rolls. Also, while
defending the Imperial family, you may add +10 to your Armor TN.

Mirumoto Sentinel [Bushi] (Path)


Technique Rank: 3 or 4
Replaces: Mirumoto Bushi 4 or Taoist Swordsman 3
Requirements: Way of the Land Advantage
In any mountainous region, such as the region in which Water
Hammer City is located, the security of the Dragon Clans vassals
can be difficult to secure. In order to address this issue, the
Mirumoto have trained a cadre of elite warriors known as the
Sentinels to oversee such locations.
The Sentinels are deployed in surprisingly small numbers to secure
large sections of sparsely populated land in the Dragon mountains,
and are remarkably effective at their duties. Before being assigned,
Sentinels are extensively trained in the geography of their provinces,
until they are familiar with every square mile of it, almost literally
down to every tree and boulder. In addition to their prodigious level
of skill in using the terrain to their own advantage, Sentinels are well
known for hindering the movement of their enemies in any number of
ways, exploiting the local terrain to the greatest advantage possible
and reducing an opponents mobility considerably; leading them into
bogs, unsure footing, and pitfalls are particular favorites among
these hardy warriors. Many Dragon Clan magistrates look upon the
Sentinels as something like embarrassing cousins, but no one can
deny their effectiveness as a unit.

Technique
RA NK 3: WALL OF PIKES - Special Notes: Within the Heroes of
Rokugan setting, this Technique is normally only available to ronin
descended from the retainers of the deceased Tsume vassal family,
or to close allies of that family. In other eras of play, GMs may use
this technique to represent any honorable, trustworthy ronin band
that replies primarily on spears or polearms.

74

Technique
RA NK 3 OR 4: MA STER OF THE LAND - A Mirumoto Sentinel is
intimately familiar with the land he is tasked with patrolling, and can
use its every resource to his advantage. When you are in a province
for which you possess the Way of the Land Advantage, you may
select any three Bugei Skills you possess. While in the selected
province, you gain a bonus of +1k0 to Skill Rolls using those Skills.
You may select different Skills for each province for which you
possess the Way of the Land Advantage. Additionally, you may
make a Contested Void Roll against one opponent at the beginning
of a skirmish, before Initiative is rolled. That opponents Water Ring
is considered one rank lower for the purpose of determining Move
Action distances for the remainder of the skirmish.

Student of the Cliff's Edge [Bushi]


(Path)
Technique Rank: 3 or 4
Replaces: Tsuruchi Bounty Hunter 3, Yoritomo Bushi 4
Requirements: Agility 4, Chain Weapons 5
The Mantis love chain weapons, especially the kusarigama which
was wielded by none other than their clan founder, Kaimetsu -Uo.
Basic Mantis chain weapon training is similar to the training in other
clans, but the clans most advanced chain-weapon fighters train in
the Cliffs Edge Dojo, learning specialized maneuvers taught only by
the most experienced sensei. Many students undertake special
pilgrimages to be able to truly master the Mantis techniques.

Technique
RA NK 3 OR 4: HOWL OF THE CLIFF 'S EDGE - The Mantis who train at
Cliffs Edge Dojo are particularly fond of using the kusarigama to trip,
disarm, and otherwise disable their foes. When using a kusarigama
to make a Knockdown or Disarm maneuver, you gain a +2k1 bonus
to your attack roll. You may call three Raises on an attack with a
kusarigama to Entangle an opponent up to 15 away (as per the
Entangled condition in the L5R 4th Edition Core rulebook, page 89).
The condition lasts until you voluntarily release the foe (as a Free
Action), or the foe succeeds in a Contested Strength Roll against
you (as a Simple Action).

The Crab Knife-Fighters [Bushi]


(Path)
Technique Rank: 3 or 4
Replaces: Hida Bushi 4, Hida Pragmatist 4, Hiruma Bushi 3, or
Hiruma Scout 3

Requirements: Knives 3
A few Crab have specialized in knife -fighting over the years, enough
for the clan to maintain a few sensei who teach advanced knife
techniques. Many of these are sailors, especially Yasuki, who prefer
a fighting style which uses small, cheap weapons in an environment
where speed and mobility are more important than reach and power.

Technique
RA NK 3 OR 4: ONE BLADE, BOTH HA NDS - The Crab knife-fighting
technique emphasizes using the empty hand to grasp, control, and
distract the opponent, setting him up for the knife-hand to deliver the
lethal blow. When fighting with one open hand and a tanto, you add
+3k1 to your damage with tanto and may ignore all effects of your
opponents armor. (If your opponent is a creature with inherent
Reduction, you may ignore 5 points of that Reduction.)

75

Akodo Kensai [Bushi] (Path)


Technique Rank: 4
Replaces: Any Lion Bushi 4
Requirements: Iaijutsu 4, Kenjutsu 5, Prodigy Advantage; You
may ignore the Prodigy Advantage requirement, but if so you
must increase all other requirements by 1.
The samurai of the Lion Clan value tradition above all else, and
many Lion warriors follow directly in the footsteps of their ancestors.
While other weapons may be better suited for the battlefield, the
katana remains the icon of samurai culture. The Akodo Kensai
focuses exclusively on this weapon until he can overcome its
deficiencies. He pours thousands of hours of practice into kata,
kenjutsu, and iaijutsu until he has a profound connection with the
weapon. When he is ready, the Kensai can move and attack as if the
katana were a very part of his body. He strikes with almost
supernatural ease, with a grace and beauty that enthralls any who
watch him.

Technique
RA NK 4: THE HEART OF THE SWORD - The Akodo Kensai navigates
the battlefield with his katana in his hands. He remains untouched by
the enemies around him, for he can direct the flow of combat with his
own attacks. While using a sword and in the Attack Stance, you may
increase your Armor TN by your Honor Rank against the first melee
attack each Combat Round.
Additionally, once per skirmish you may activate a Kata as a Free
Action.

Asahina Archers [Bushi] (Path)


Technique Rank: 4
Replaces: Daidoji Iron Warrior 4, Doji Magistrate 4
Requirements: Air 3, Kyujutsu 5, and must be a member of
the Asahina or Daidoji family
The Asahina Archer technique emerged from a partnership between
those few Asahina who chose to follow the path of the bushi and the
Daidoji family, which enlisted them and encouraged them to pursue
the ways of archery. The organization has existed for centuries,
although its relative obscurity means that most samurai in other
clans are unaware of its existence.

Technique
RA NK 4: NO REGRETS - Asahina Archers are taught to minimize the
influence of their familys traditional pacifism and focus on defeating
their enemies swiftly so that wars may be ended equally swiftly.
Their technique allows them to call on their own inherent Air,
delivering precisely accurate shots. When making an archery attack,
you may make Called Shots for one less Raise (to a minimum of 1)
and add half your Air (rounded down) in unkept dice to your attack
rolls.

Daidoji Heavy Regulars [Bushi] (Path)


Technique Rank: 4
Replaces: Daidoji Iorn Warrior 4
Requirements: Heavy Weapons 5
The samurai of the Daidoji Heavy Regular units usually train
alongside the Crab for at least a year; they are always equipped with
the heaviest armor and wield a combination of spears and heavy
weaponry. On the battlefield they are usually employed to blunt or
break enemy charges, especially when fighting the Lion or the
Unicorn. They are also sometimes used as blocking forces to resist
enemy arrow barrages, since their heavy armor makes them more
resistant to archery fire. They usually prefer either the tetsubo or the
dai tsuchi as their primary armament.

Technique
RA NK 4: WA Y OF THE IRON CRANE - The Heavy Regulars use their
experience serving alongside the Crab on the Kaiu Wall to inform
their own training in heavy weapons, enhancing their defensive
position against enemy attacks and striking back hard against
charging foes. When wielding a heavy weapon in the Attack stance,
you may add +1k1 to your attack rolls against any opponent who is
in the Attack or Full Attack Stances. When wielding a heavy weapon
in the Defense or Full Defense stances, you may add your Heavy
Weapons Skill Rank to your Armor TN.

Guardian of the Hidden Temple [Bushi]


(Path)
Technique Rank: 4
Replaces: Any Rank four bushi
Requirements: Must be recruited by the Kolat for their Hidden
Guard. Cannot be Tainted or corrupted by the Nothing

The ancient order of the Hidden Guard, named mockingly after the
Seppun Shugenja who safeguard the Emperor, is tasked with
protecting the Kolats headquarters, the Hidden Temple.
They are recruited from skilled ronin who have already joined the
Kolat conspiracy and shown their loyalty and dedication.
Although their primary duty is to protect the Temple, they may also
serve as yojimbo to important or high-ranking members of the
conspiracy.
The Hidden Guard are taught defensive tactics to allow them to
defeat the more specialized warriors of the Great Clans. Of course,
they also fight with tactics which most clan samurai would consider
dishonorable, and have no compunction at eliminating their foes with
ambushes, surprise attacks, and similar methods.

Technique
RA NK 4: TIGERS DO NOT FA LL - The lesson of the Hidden Guardians
is that defenders must make themselves immovable, stopping all
who might threaten the Hidden Temple. Any time an opponent in a
skirmish declares a Maneuver against you (including the Increased
Damage Maneuver), you may choose to immediately take a Free
Action to spend a Void Point and negate the beneficial effects of the
Maneuver. (The opponent must still make his Raises in order to hit
you, but no longer gains any benefit from them.) In addition, at all
times you may ignore the penalty to your Armor TN for being
Grappled.

Hiruma Snipers [Bushi] (Path)


Technique Rank: 4
Replaces: Hiruma Scout 4 or Hiruma Bushi 4
Requirements: Kyujutsu 5, Reflexes 4
The Snipers are an outgrowth of the fall of Hiruma lands in the
eighth century, and the Path does not exist prior to that era. They
are trained to stay calm and shoot accurately even when assailed by
terrifying monsters, targeting their foes weak points.

Technique
RA NK 4: THE CRAB'S EYE - The Hiruma Snipers are trained to strike
at specific weak points in their targets, getting their arrows past both
mortal armor and monstrous shells and carapaces. You may attack
with a yumi as a simple action. When making a ranged attack with a
yumi, you may ignore all of the targets natural Reduction (e.g.
Reduction from armor or natural protection) and half that much
Reduction from magical effects.

Mantis Whirlwind Fighters [Bushi]


(Path)
Technique Rank: 4
Replaces: Yoritomo Bushi 4
Requirements: Knives (Kama) 5
Yoritomo is credited both with perfecting the final technique of his
familys school and also with developing this powerful variation of
the Mantis fighting style, the so-called Whirlwind Fighting style. This
form relies on a mixture of relentless motion and relentless attacks to
both obstruct enemy blows and overwhelm the foe with rapid strikes.
Among the Yoritomo it is often the preferred fighting form to use in
duels within the family, and some Mantis call the masters of this
style Whirlwind Duelists.

Technique
RA NK 4: WAVES RUSH TO SHORE - Whirlwind Fighters are a constant
blur of motion, using their swift and relentless strikes both to deflect
their opponents attack and to break through their defenses.
When fighting with a kama in each hand, you may add your Knives
Skill Rank to your Armor TN, and gain a bonus of +3k0 to your
damage rolls with kama.

Moto Fanatic [Bushi] (Path)


Technique Rank: 4
Replaces: Any Moto Bushi School 4
Requirements:
The Moto family prefers an extremely aggressive outlook on warfare
rather than the more conservative viewpoint of the Shinjo. Moto
warriors use the mobility of their horses to quickly close the gap to
their enemy, and the Fanatics fully embrace that ideal of war. They
charge the front lines of opposing armies with alarming frequency,
often suffering surprisingly few casualties for their brash behavior.
It seems these Fanatics survive the harshest battlefields through a
mixture of skill and complete disregard for their own safety. They
believe an all-out crazed assault disorients the enemy, forcing them
to commit mistakes they would otherwise avoid, and their success
would seem to prove the point.

Technique
RA NK 4: RECKLESS ABANDON - The Moto Fanatic charges into the
thick of battle with no thought to his own safety. If you are in the Full
Attack Stance, you may spend a Void Point as a Simple Action to
activate this Technique. You gain Reduction equal to your School
Rank so long as you remain in the Full Attack Stance.

Satoshi's Legacy [Bushi] (Path)


Technique Rank: 4
Replaces: Miya Herald 4
Requirements: Kenjutsu 5
Miya Satoshi died in disgrace, but his effort to militarize the Miya
family left a legacy of trained warriors who wished to continue
serving their family and to cleanse the dishonor which Satoshi had
brought on himself. Their warrior tradition is carried on by the
Satoshi vassal family.
Of course, GMs may also use this Technique to represent the
legacy of any Miya leader who tried to militarize his family.

76

Technique
RA NK 4: FIRE A ND ICE - The Satoshi vassal family teaches an
aggressive fighting style derived from their founders training with the
Matsu family. You may make attacks as Simple Actions when you
are in the Full Attack stance.

Scorpion Weaponmaster [Bushi] (Path)


Technique Rank: 4
Replaces: Bayushi Bushi 4
Requirements: Any three Weapon Skills at 2
The Scorpion are not generally known as a clan of great warriors, at
least not in the same manner as their rivals among the Lion and the
Crab. They are much more commonly perceived as villains, thieves,
and assassins, accusations that are vehemently contested and yet
not without a kernel of truth. Still, there are many within the Scorpion
Clan who excel at martial pursuits, and the Scorpion army is
rightfully feared on the battlefield. A small handful of Scorpion,
however, possess the perfect combination of natural talent and
extensive training to elevate combat beyond the simple act of war; in
the hands of a Scorpion master, a weapon is but a brush and
combat is his art.
Perhaps ironically, the greatest weaponmasters among the
Scorpion are typically found within the ranks of the Bitter Lies legion,
which has led some within the clan to speculate that the prodigious
physical talents these samurai posse ss are in fact some manner of
compensation for their damaged psychological state.

Technique
RA NK 4: I AM A W EAPON - A true weaponmaster understands the
common thread between all weapons, and draws upon it. When
wielding any melee weapon, a number of times per skirmish equal to
your school rank, you may as a Free Action use any other melee
Weapon Skill you possess for attack rolls using your current weapon.
For example, you could spend a Void Point to use Kenjutsu when
wielding a tetsubo if you had no ranks in Heavy Weapons. You gain
no benefits from any Mastery Abilities or Emphases when utilizing
this Technique. The effect lasts a number of Rounds equal to your
School Rank, and while this Technique is in effect you may make
melee attacks as a Simple Action rather than a Complex Action.

Seven Waves Mercenaries [Bushi]


(Path)
Technique Rank: 4
Replaces:
Requirements: Clan Ronin only
The Seven Waves Mercenaries are an older ronin group with a
reputation for discrete and effectiv e service. The organization was
founded roughly a century after the return of the Unicorn Clan to the
Empire. The Seven Waves were created by a group of seven ronin,
each one an outcast from one of the original Great Clans this of
course predates the elevation of the Mantis to Great Clan status,
and the organizations leaders never deigned to add a Mantis ronin
to their ranks. When the Seven Waves take a job, those of their
number associated with the clans in question remain apart to avoid
coloring the employers opinion of the organization, but still offer
expertise and advice to the other members. Over the years the
organization has grown, but the leaders of the group, most of them
descendents of the original founders, prefer to keep it organized into
similar seven-man teams.

Technique
RA NK 4: ROARING TO SHA KE HEAVEN - Members of the Seventh
Wave draw strength from their diversity.

77

When fighting alongside your allies, you gain a bonus of +2 to the


total of all attack and damage rolls for each different Basic School
represented among your group. You may not gain a total bonus
greater than twice your Void Ring from this Technique.

Sword of Yotsu [Bushi] (Path)


Technique Rank: 4
Replaces:
Requirements: Kenjutsu 4+, Hero of the People, Honor Rank
5+
There are few ronin brotherhoods in the Empire better known than
the Sword of Yotsu, and perhaps none who have experienced the
same degree of success. The brotherhood is led by an actual family,
one of only a handful of ronin families in Rokugans history. The
founder of the Yotsu performed a glorious service for the Hantei
Dynasty, rescuing the Emperors youngest son from the clutches of
the Bloodspeaker Cult by leaving his own child in the boys place. In
gratitude and recognition of his sacrifice, the Emperor granted the
ronin his fathers personal name as a family name, and the Yotsu
family was born.
Having lived many years wandering the Empire in his youth, Yotsu
understood very well how the poor and defenseless suffered, and he
vowed to use what little he had to ensure he and his would never
suffer such fates. Over subsequent generations, Yotsus children
expanded their familys operations into a true ronin brotherhood,
allowing other ronin to swear fealty to them and take their name in
exchange for a vow to protect the defenseless. The Yotsu are
generally honorable men and women, although they place greater
emphasis on their duty than on the niceties of everyday samurai
behavior.

Technique
RA NK 4: SHELTER THE BLAMELESS - The Sword of Yotsu draw
strength from their duty to protect others.
During any Round when you are activ ely defending or protecting
another (GMs discretion), you gain one bonus Void Point for use
during that Round. Unspent Void Points gained from this Technique
are lost at the end of the Round (after the Reactions stage).

The Dragon's Flame [Bushi] (Path)


Technique Rank: 4
Replaces: Any Dragon bushi 4
Requirements: Kyujutsu 5
The Tsuruchi family of the Mantis Clan is universally considered to
possess the foremost archers of the Empire.
Crane archers are celebrated for their accuracy and the Shinjo
horsebowmen are known for their speed and unique style. The
average samurai may know all of these names, but far fewer know
the name of the Dragons Flame. The warriors of the Dragons
Flame do not specialize in any one aspect of archery, choosing in
true Dragon fashion to approach archery in a more individualistic
manner. Some have distinguished themselves as excellent
horsemen while others gain fame for accuracy over great distances.
All of the Dragons Flame share one important passion: they
dedicate their lives to defending the mountains of the Dragon from
anyone who might dare threaten them.

Technique
RA NK 4: RA IN OF DEA TH - The Dragons Flame knows accuracy
comes from finding tranquility within. You gain a +1k0 bonus to
attack rolls, or +2k2 while using a bow.

The Hiruma Slayers [Bushi] (Path)


Technique Rank: 4
Replaces: Hiruma Bushi 4 or Hiruma Scout 4
Requirements: Heavy Weapons (Masakari) 5
While most samurai despise the masakari as little more than a
peasant axe, the Hiruma found value in its combination of relatively
small size and the ability to deliver powerful cutting blows against
Shadowlands beasts. The Slayers specialize in hunting down
dangerous Shadowlands creatures, often operating deep within Fu
Lengs realm with little to no support. During wars with other clans,
however, the Slayers skills can also come in handy for raiding
behind enemy lines.

Technique
RA NK 4: DENY THE HORDE - The Slayer technique utilizes the
masakari to deliver a terrifying barrage of precise and lethal blows
on the foe, using it equally well in either hand. You suffer no
penalties for using a masakari in your off -hand (although you still
suffer normal penalties for wielding two weapons). You may attack
as a Simple Action with a masakari. When using a masakari in the
Full Attack Stance against any foe, or in the Attack Stance against a
Shadowlands creature or a foe you know to be Tainted, you gain an
additional +3k0 bonus to your damage rolls.

The Order of the Stone Crab [Bushi]


(Path)
Technique Rank: 4
Replaces: Any Bushi School (of appropriate clan) at Rank 4
Requirements: Must have an Honor Rank lower than 5.0
Hida Tsuneo, known as the Stone Crab, was the trusted follower and
personal champion of the Steel Chrysanthemum. He was a man of
honor and skill whose unfortunate complete loyalty to his Emperor
led him to commit a long series of horrific atrocities regardless of the
cost to his own soul. Unfortunately, many among his own clan also
embraced his willingness to commit horrors for his lord. The warriors
who followed in his wake exemplified cruelty and horror, becoming
the worst caricatures of what samurai are meant to be. The
Technique they developed did not long survive Hida Tsuneos death,
since within a months time all known members were dead from
seppuku or shameful public execution.
GMs who wish to make broader use of this Path can have it depict
ruthless groups in other eras who are committed to a villain (or antihero). For example, the Technique could represent followers of
Akodo Gintaku in the Heroes of Rokugan setting, or followers of
Hida Kisada during the Clan Wars.

Technique
RA NK 4: SCORN THE W EAK - Members of the Order of Stone are
known for their particular relish in crushing those weaker than
themselves, exploiting any weaknesses they might find. When
attacking human opponents, you gain a bonus of +1k1 on your
attack rolls for each Physical Disadvantage they possess.

The Ox Clan Vigilant [Bushi] (Path)


Technique Rank: 4
Replaces: Morito Bushi 4
Requirements: Investigation 5
After the Ox Clan is purged during the Scorpion Clans assault on the
Kolat in the late twelfth century, the new Ox leadership seeks
assistance from the Unicorn Clans Shinjo family in keeping itself
pure of further Kolat influence. The small order known as the Vigilant
is the result. Initially focused solely on hunting for Kolat, the
organization soon expands into a more general role of rooting out
criminals and conspirators of all types.

Technique
RA NK 4: SEEK THE GUILTY - The Ox Vigilants are trained to root out
lawbreakers and conspirators by seeing through their deceptions
and tricks, finding their underlying moral weakness and using it
against them. When investigating someone for possible lawbreaking
or Kolat activity, you may make a Contested Roll of your
Investigation (Interrogation) / Perception against the targets Sincerity
(Deceit) / Awareness. If you succeed (and the target is actually guilty
GMs judgment), you gain a +1k1 bonus to all Intimidation rolls and
attack rolls against that target for the next 24 hours.

Tortoise Guard [Bushi] (Path)


Technique Rank: 4
Replaces: Kasuga Smuggler Rank 4
Requirements: Strength 3, any one Weapon Skill 4
Although the Tortoise Clan is too small to have a true bushi school,
the clan has always recognized the value of defense, especially
given the frequency with which its members must enter foreign ports,
smugglers dens, and other such unsavory locations. The original
membership of the Tortoise included a number of gaijin, and over
the years they adapted their own strange fighting style to the
weapons of their new home; with time it evolved into the technique
which the Tortoise teach in modern times. The Tortoise Guards are
tasked to protect their fellow smugglers from all manner of dangers,
and typically fight without any particular limitation or scruple.

Technique
RA NK 4: THE PA TH OF ONE - From their gaijin ancestors and their
commoner allies, the Tortoise Guards have learned that samurai
Honor can be a hindrance to vic tory; practicality is more useful. You
may attack as a Simple Action with any non-Samurai melee weapon,
and gain a +1k0 bonus to damage with any Peasant weapon.

Tsuruchi Swordsman [Bushi] (Path)


Technique Rank: 4
Replaces: Tsuruchi Archer 4, Tsuruchi Bounty Hunter 4
Requirements: Kenjutsu 3
The origins of the Tsuruchi family are found in the Wasp Clan, the
tiny Minor Clan that would later join the Mantis Clan and become the
Tsuruchi. The familys founder, a ronin born of a union of Lion and
Scorpion, despised the blade because to him it represented all that
was wrong with the clans of his parents, the same clans that robbed
him of everything he knew and loved in the world when he was little
more than a child. Because of this, he eschewed it completely and
expected his followers to do the same; the samurai who served the
Wasp did not even carry a katana.
Generations of war and decades of service to the Mantis, however,
as well as the retirement of Tsuruchi himself to the ranks of the
Brotherhood of Shinsei, gave rise to a new generation of samurai
who saw no reason to cast off study of the blade, and in fact
embraced it to the fullest. With the natural athleticism of the Tsuruchi,
swordsmanship comes easily once embraced, and the Tsuruchi
swordsmen are rapidly developing a reputation as the finest in the
entire Mantis Clan. Granted, this is not the greatest praise, given that
most families within the clan embrace alternative weapons as their
primary combat style, but other clans have begun to recognize the
potential of Tsuruchi as opponents.

Technique
RA NK 4: ASCENDANCY OF STEEL - A master of the Tsuruchi style is a
flurry of movement and unrelenting assault. You may make a melee
attack as a Simple Action rather than a Complex Action when
wielding a sword.

78

Unicorn Yomanri Archer [Bushi] (Path)

Akodo Siege Strategist [Bushi] (Path)

Technique Rank: 4
Replaces: Shinjo Bushi 4, Moto Bushi 4, Moto Vindicator 4,

Technique Rank: 4 or 5
Replaces: Akodo Bushi 4 or Akodo Tactical Master 2
Requirements: Battle (Mass Battle) 6, Engineering (Siege) 4

Utaku Battle Maiden 4


Requirements: Agility 4, Kyujutsu 5
Although the majority of Unicorn continued to practic e Rokugani
archery during their travel through the gaijin lands, a significant
minority learned the gaijin style of archery which the clan calls A
archer draws his arrow to his cheek and sights down the shaft, then
releases it once he is confident in his aim.

Technique
RA NK 4: THE WA Y OF YOMANRI - Yomanri practitioners use a
distinctive form of archery which relies on careful aiming rather than
swift instinctive shooting. When using a yumi or dai-kyu, you may
choose to spend one or more consecutive Simple Actions aiming
your shot before you fire the arrow. Each such Simple Action awards
either a +1k1 bonus to your attack roll or a +1k0 bonus to your
damage roll (your choice). The maximum number of Simple Actions
spent aiming cannot exceed your Agility Rank; moreover, if you are
interrupted all benefits from the aiming are lost.
This technique cannot be used while you are in the Center Stance.

Weavers [Bushi] (Path)


Technique Rank: 4
Replaces:
Requirements: Allies (Kolat) OR Dark Secret (Kolat) Or
Obligation (Kolat)
Many ronin groups are not well known in the Empire, but few are as
completely unknown to the Great Clans as the secretive sect called
the Weavers. These men and women rarely associate with one
another in person, communicating instead through carefully encoded
messages, discrete tattoos, and secret hand signals. They gather
together only when there are important matters at hand, typically
involving violence or infiltration of the most invasive sort. The
Weavers are among the elite agents of the Kolat conspiracy and are
only known to its highest -ranking members, or at least so they
believe. Although the ten Kolat Masters have access to the entire
roster of Weavers, most of their direct subordinates know of perhaps
a half-dozen or so they can call upon in dire need. The abilities of
the Weavers vary wildly from individual to individual, each having
been recruited for a particular skill or set of skills that were needed at
the time. In general, however, most have a propensity for violence
and an absolute mastery of deceit.
One might say lying is a requirement for the job.

Technique
RA NK 4: TWIST THE W EAV E - The Weavers excel at deceit and
manipulation, and use such methods as weapons against their foes.
If you have ever won a Contested Skill Roll against someone using
your Sincerity (Deceit), Intimidation, or Temptation, if you
subsequently face that person in a skirmish you gain a Free Raise
that can be used on an attack roll during the first Round of the
skirmish.

79

are trained in the art of defeating enemy castles as quickly and


efficiently as possible. While they do not possess the sheer flexibility
or depth of knowledge of the Kaiu Engineers, the Siege Strategists
are nonetheless quite capable in their specific role. The Lion Clans
rapid capture of many enemy castles over the centuries, such as
Shiro no Yogin and Kenson Gakka, is largely due to the skillful
tactics of the Siege Strategists.

Technique
RA NK 4 OR 5: BROKEN BY TA CTICS - The Akodo familys mastery of
warfare does extend to sieges, and while their expertise in that
domain is not so great as the Kaiu, they have attacked enough
castles over the centuries to make it a specific topic of study at the
Akodo War College. When you are on the attacking side in a siege,
your expertise makes it easier for your side to overcome the castles
defenses. When rolling on the Mass Battle Table under those
circumstances, you always receive a Heroic Opportunity, regardless
of the normal result. Any structures on the opposing side suffer a
50% penalty to their Reduction, due to your superior understanding
of their weaknesses (this penalty is applied after any defending
bonuses to their Reduction).

Hojatsu's Legacy [Bushi] (Path)


Technique Rank: 4 or 5
Replaces: Mirumoto Bushi 4 or Mirumoto Taoist Swordsman 5
Requirements: Iaijutsu 5
The final technique of Mirumoto Hojatsu was developed late in life
as a result of his rivalry with Kakita; unwilling to concede defeat to an
opponent who could strike faster, Hojatsu instead devised a way to
disrupt his opponents rhythm and thereby win regardless of speed.
It is believed this technique was used for the first time in the final
duel between Hojatsu and Kakita, in whic h Hojatsu died and Kakita
was mortally wounded.

Technique
RA NK 4 OR 5: STRIKE WHEN YOU CA NNOT - The student of Hojatsus
last technique learns how to use intellect and aggression to disrupt
an opponents rhythm in an iaijutsu duel. During the Assessment
stage of a duel, you may take a Free Action and spend a Void Point
to force a Contested Kenjutsu / Fire roll with your opponent. If you
win the roll, your opponent cannot spend Void Points on the Focus
roll for that duel.

Iron Gauntlet Brotherhood [Bushi]


(Path)
Technique Rank: 5
Replaces:
Requirements: Earth 4, any one Weapon Skill at 5 or higher
The battered and scarred veterans who make up the Iron Gauntlet
Brotherhood are among the most seasoned and fearsome ronin in
all of Rokugan. Those familiar with their reputation whisper prayers
to their ancestors when they catch sight of the Iron Brotherhood
banner. The individual members of the Iron Gauntlet are survivors of
other ronin groups that have been wiped out by one force or another.
The first few members were lone survivors of groups eradicated
during one of the Empires greatest conflicts. Some believe it was
the First War, while others think it may have been as recent as the
Clan War. No one knows for certain, and the Iron Brothers do not
speak of it to outsiders. In fact, they rarely speak at all save to
negotiate the terms of their contracts. In battle, they are utterly
ruthless and without hesitation. Anyone who has seen them on the
battlefield understands exactly how they survived their individual
units destruction.

Technique
RA NK 5: FOR MY BROTHERS - Members of the Iron Gauntlet stand
together against incredible odds and survive. When fighting
alongside other members of the Iron Gauntlet Brotherhood, you may
expend a Void Point to negate damage inflicted on an ally by an
amount equal to your Void Ring x 5.

Kaiu Siegemaster [Bushi] (Path)


Technique Rank: 5
Replaces: Kaiu Engineer 5
Requirements: Battle (Mass Battle) 5, Engineering (Siege) 5
The Kaiu are acknowledged throughout the Empire as the foremost
practitioners of siege warfare, especially on the defensive. Within
their ranks, the elite order known as the Siege Masters holds a
position of particular fame ever since they emerged in the fourth
century. Siege Masters are known for rendering castles nighimpregnable and for constructing defenses that break the spirit of
opposing armies, even Shadowlands forces

Technique
RA NK 5: THE HAMMER OF KAIU - During a siege, you may add or
subtract your entire School Rank to the total of your rolls on the
Mass Battle Table (this replaces the Kaiu Engineering Rank 4 ability
to add or subtract half your School Rank). If you are on the
defending side in a siege, you gain a +2k0 bonus to any Engineering
(Siege) rolls you make to operate siege weaponry, and the
Reduction of any structures on your side of the siege is increased by
50%.

Order of Chikai [Bushi] (Path)


Technique Rank: 5
Replaces: Shiba Bushi 5
Requirements: Must have taken the Shiba Yojimbo Path at
Rank 3 and be selected for service in the Order of Chikai.
The Order of Chikai is among the oldest and most prestigious orders
within the Shiba family, and is revered with an almost religious
devotion by many of that family. The Order was founded only a few
generations after the Empires formation and bears the name of
Shiba Chikai. Chikai was the yojimbo assigned to protect the
Phoenix Master of Water; she sacrificed her life to protect her
grievously wounded charge from a band of ten assassins, none of
whom survived the encounter. Since that time, the Order has
devoted itself to providing the finest possible yojimbo to protect all
five members of the Council of Elemental Masters. Members of the
Order are hand-selected by its leaders and are universally drawn
from yojimbo with exceptional records of service. Many have already
served with the most elite units of the Shiba army (such as the
familys House Guard).

Technique
RA NK 5: NONE MUST FA LL - A member of the Order of Chikai will
gladly sacrifice his life to save his charge, but prefers to preserve
both lives so that he may live to protect his charge another day. You
may designate one individual as your charge at the beginning of a
skirmish. When your charge is targeted by an attack or spell you
may use the Shiba Yojimbo Technique as normal, making the same
Defense / Reflexes roll (TN 25) to absorb the damage instead of the
charge. However, at the time of the roll you may choose to spend a
Void Point as a Free Action to activate this additional ability: if you
succeed in the roll, the damage is negated rather than simply
transferred to you.

Shadowed Steel [Bushi] (Path)


Technique Rank: 5
Replaces:
Requirements: Athletics 4+, Ninjutsu 4+, Stealth 4+
The word ninja conjures one of two reactions from the Rokugani:
exasperation, because of course ninja do not exist, or fear, because
they suspect the substance of the night itself will disgorge and
assault them for daring to consider such things.
The truth is that to some extent both statements are true. On the
one hand, the black-clad assassins of superstition do exist, but are
largely a diversionary tactic used by groups like the Scorpion Clan
including through pawns such as the ronin group called the Silent
Blade. On the other hand, the primordial entity known as the Lying
Darkness unleashes inhuman ninja who can steal faces and names.
And then there is the middle ground, where few have ever tread and
survived. The men and women known as Shadowed Steel are
former vassals of the Scorpion Clan, surreptitiously culled from the
clans ranks over the course of generations or even centuries, and
carefully cultivated into a completely deniable and disposable asset.
The Shadowed Steel are few in number and answer only to the
Shosuro family, who communicate with them through covert means
such as blind drops. When an objective absolutely must be achieved
or a foe eliminated at all costs, when the risk is simply two high to
utilize the Shosuro familys own assets, they call on the Shadowed
Steel to deal with the matter quickly and with absolute and
unwavering finality.

80

Technique
RA NK 5: DEA TH S DARK SHADOW - The Shadowed Steel strike from
darkness to devastating effect, and rarely need to strike twice. When
you succeed at a Contested Stealth Skill Roll against an opponent
attempting to detect you, you may spend a Void Point to add the
amount by which your Stealth Skill Roll exceeded your opponents
roll to the next attack roll you make against that opponent. This must
be done within one hour of the Contested Roll taking place
otherwise you must wait until the next Contested Stealth Skill Roll
opportunity.

Wolf Legion [Bushi] (Path)


Technique Rank: 5
Replaces:
Requirements: Honor Rank 5+
During the epic conflict history remembers as the Clan War, an
unprecedented number of ronin gathered together under the banner
of Toturi, the Black Lion. The former Lion Champion, cast out when
the Akodo family was dissolved, Toturi assembled thousands of his
former clansmen who had become wave men, along with many
former Scorpion samurai (whose clan had also been dissolved) and
legions of simple ronin looking for the opportunity to be part of
something greater than themselves. The organization known as
Toturis Army fought to protect the people of the Empire and the
stability of the Empire itself. After the war, many of the group
rejoined their former clans; those who remained formed a new
organization, the Wolf Legion. For decades, the Wolf Legion
continued to protect the people of Rokugan, alternately ignoring or
confronting the selfish politics of the Great Clans.
Generalization: The Wolf Legion are similar in many respects to
Tawagotos Army (presented in the L5R RPG core rules) in that they
are a benevolent organization devoted to the greater good of the
Empire. If the GM is running a game in a different era or timeline,
they could even represent a more advanced portion of the same
organization as Tawagotos Army.

Technique
RA NK 5: BLACK LION TA LON - The traditions of the Wolf Legion are
steeped in honor and bushido. Whenever you spend a Void Point to
add +1k1 to the total of an attack roll, you may add your Honor Rank
to the total of that attack roll as well.

Tsuruchi Master Bowmen [Bushi] (Path)


Technique Rank: 6
Replaces: N/ A
Requirements: Kyujutsu 7. Must have School Rank 5 in either
the Tsuruchi Archer or Tsuruchi Bounty Hunter School, and be
selected by the Tsuruchi sensei to learn this Technique.
Tsuruchi never gave up trying to perfect his skills as an archer, and
he perfected this final technique shortly before he was critically
wounded at the Battle of Oblivions Gate. He taught it to only a bare
handful of his most trusted followers. Since then, only the most
worthy and elite of the Tsuruchi family have been trusted to learn its
secrets.

Technique
RA NK 6: THE WA Y OF THE ARCHER - Tsuruchi was perhaps the
greatest archer in the history of Rokugan, and his final technique
pushes the limits of what can be achieved with the bow. When using
a bow, your range is increased by 150 (this is applied before
applying the 50% range bonus for Kyujutsu Rank 5). Your Raises
with a bow are no longer limited by your Void Ring (or Skill Rank if
you have Great Potential), and you may perform Called Shots for
half the normal number of Raises (rounded up).

81

The Emerald Champion [Bushi] (Path)


Technique Rank: Special (see above)
Replaces: Special (see above)
Requirements: Bushi Only
The Emperor cannot travel to the far reaches of Rokugan, so the
Emerald Champion serves as his proxy in all ways. The Emerald
Champion personally guards the Emperor and holds authority even
over the Great Clan Champions. He leads the Emerald Magistrates
and must often command the armies of the Emperor when threats
arise.

Technique
RA NK SPECIA L (SEE A BOV E): THE EM PEROR 'S HAND - The Emerald
Champion is the hand of the Emperor, and the champion of his laws.
You gain a bonus of +1k1 on all High and Bugei Skill Rolls, and an
additional +1k0 on all your School Skills. You also gain a number of
bonus Void Points per day equal to your highest Ring. These Void
Points may be granted to any one subordinate or ally in your line of
sight for use on any appropriate roll.
Granting these bonus Void Points in this manner is a Free Action,
but may only be done once per Round.
You may not use these bonus Void Points yourself.

The Ruby Champion [Bushi] (Path)


Technique Rank: Special (see above)
Replaces: Special (see above)
Requirements: Bushi only
The Emerald Magistrates function as servants of Imperial law and
their teacher must prepare them for work in the field. The Ruby
Champion is the sensei of the Emerald Magistrates and is an
authority on law and kenjutsu. The Ruby Champions students
march into battle fully confident of their abilities.

Technique
RA NK SPECIA L (SEE A BOV E): MASTER OF THE DOJO - The Ruby
Champion is among the greatest sensei in the Empire, and can
inspire those under his command to almost unparalleled heights.
When fighting alongside allies under your command, you may spend
a Void Point as a Complex Action to allow any one ally within line of
sight to use one of your Techniques as if that ally were a member of
your School of equivalent rank. This effect lasts until the start of your
next Turn.

The Serpent Hunters [Bushi] (Path)


Technique Rank: Variable
Replaces: Any Bushi School Rank that awards an attack as a
Simple Action

Requirements: Lore: Naga 3, Hunting 3


Since the death of the first Imperial Governor of the Colonies, the
variant of Naga unique to the Colonies have presented an increased
threat to the citizens of that region. Prior to that time the beasts were
dangerous but essentially little more than powerful animals. With the
influence of the Dark Naga, however, the creatures became more
cunning and capable of acting in groups, albeit in a limited capacity.
This made them a significant problem for travelers in the remote
regions of the jungle, and the Mantis and Spider Clans in particular
had difficulty with the Nagah.

As a result, a small sect of warriors has sprung up within the


Colonies, men and women dedicated to the eradication of the Nagah
at all costs. These individuals are frequently sought out by explorers
and merchants who require protection while traveling in lightly
populated or unexplored regions. These so -called Serpent Hunters
are skilled not only in the combating of such foes but also in tracking
them, as well as knowing the basic aspects of Naga culture.

Technique
RA NK VA RIA BLE: BLOOD OF THE SERPENT - The warriors who have
made it their duty to hunt the feral Nagah of the Colonies excel in the
execution of their prey. You may make attacks as a Simple Action
instead of a Complex Action when wielding melee weapons with the
Samurai quality. When facing a Naga opponent of any kind, however,
you may make attacks as a Simple Action with any weapon.

Chrysanthemum Conspirator [Bushi,


Courtier] (Path)
Technique Rank: 2
Replaces: Any Bushi or Courtier School at Rank 2
Requirements: You must have the Disadvantage Dark Secret
(Rebel)
The reign of the Steel Chrysanthemum was one of the most heinous
time periods of Rokugans history, and the excesses of the Emperor
were such that he drove his own mother and brother along with
many other men and women of honor to join together in secret to
oppose him. The terrible crime of regicide, an act normally regarded
as absolute blasphemy and among the greatest sins
comprehensible in the Empire of Rokugan, became the only viable
option.
Otomo Nazeru created the Technique of this group, but stopped
teaching it to others the moment his older brother died. Nonetheless,
it is possible the Technique might be preserved into later eras, or
even recreated by a different group rebelling against a tyrant.
(Timelines such as a Thousand Years of Darkness would be good
settings for this Technique.)

Technique
RA NK 2: NO COURSE BUT ONE - Those who conspire against the
Steel Chrysanthemum place greater value on Honor than on social
status or Imperial authority. You gain a Free Raise on any attack roll
made against an opponent whose Status Rank exceeds their Honor
Rank.

Emerald Magistrate [Bushi, Courtier,


Shugenja] (Path)
Technique Rank: 4
Replaces: Any Bushi, Courtier, or Shugenja School, Rank 4
Requirements: Investigation 3, Lore: Law 3, and must receive
an appointment as an Emerald Magistrate before this Path can
be entered; Members of the Imperial families may ignore one
Skill Rank requirement
The Emerald Magistrates directly impose Imperial Law upon the land.
Their jurisdiction has no boundaries and their actions are reversed
only by the Emperor and the Emerald Champion. Appointments to
the Emerald Magistrates are sometimes handled through politics
and bribes, as the prestige of an Emerald Magistrate can elevate his
entire family.

Technique
RA NK 4: HONOR IS MY SHIELD - Those who enforce the Emperors
laws are among the most virtuous souls, and that is their protection.
You gain Reduction equal to half your Honor Rank, rounded up. This
effect is cumulative with Reduction you may have from other sources,
including armor.

This Path will frequently be taken by bushi characters. If the


character is from a School that makes attacks Simple Actions at
Rank 4, a generous GM may opt to let the character select this Path
at Rank 3 or Rank 5 instead.

The Scorpion's Tail [Bushi, Ninja]


(Path)
Technique Rank: 3 or 4
Replaces: Bayushi Bushi 3, Shosuro Infiltrator 4
Requirements: Athletics 4, Chain Weapons 4
Chain weapons are taught in the Scorpion Clans shinobi
organizations, and in addition there is a showier type of chain
fighting taught at the Shosuro Acting Academy which is designed to
appear as a form of dance.
Those few Scorpion bushi and assassins who actually specialize in
chain weapons above other types of armament train in the small
dojo which calls itself the Scorpions Tail. Their style specializes in
the kusarigama, using it as both an infiltration tool and as a vicious
weapon. They especially appreciate its ability to disable and even
cripple opponents at a distance.

Technique
RA NK 3 OR 4: THE TAIL'S REACH - The Scorpions Tail dojo teaches
students several effective ways to employ the kusarigama and its
brethren. If you use any chain weapon as a climbing tool, you gain a
+1k1 bonus to any Athletics rolls made for that purpose. You may
attack with a kusarigama at a distance of up to 15 from your target.
Also, any time you attack with a kusarigama, you may call three
Raises on the attack to inflict the Lame Disadvantage on your
opponent the Disadvantage lasts until the Wounds from the attack
are healed.

Asako Philosopher [Courtier] (Path)


Technique Rank: 2
Replaces: Asako Loremaster 2
Requirements: Courtier (Rhetoric) 2, Etiquette 3
In addition to its purpose as a center of diplomacy, or perhaps
because of it, Nikesake is a noted center of education within the
Phoenix provinces as well. The so -called Blue Tiled Room within the
city is highly specialized, having extensive tomes concerning
philosophy gathered from all across the Empire and beyond. Many
courtiers stationed within the city for long periods of time, particularly
among the Asako, consider the pursuit of philosophy an entertaining
pastime, and spend many hours within the library poring over the
various tomes. Fluency in one school or another of philosophy is
considered something of an achievement, and the courtiers who
frequent the library enjoy having elaborate debates among
themselves, frequently changing the school of thought from which
they are debating in mid-argument or even multiple times during the
course of a single debate. Scholarly courtiers of other clans,
particularly the Crane, are welcome to join in these debates, but few
ever find the pastime quite as entertaining as the Asako seem to.
While the avid pursuit of philosophy is largely a diversion among the
denizens of Nikesake, the lords of the Phoenix are familiar with their
pursuits and have had occasion to call upon them when insight into
certain other families and clans is required.

Technique
RA NK 2: THE W INDS OF RHETORIC - Those who study with the
Nikesake sophists have learned to defuse almost any situation, as
they have a superior understanding of how those with whom they
enter debate think and seek solutions to various problems. You gain
a bonus of +1k1 to the total of all Contested Social Skill Rolls using
Etiquette.

82

Gozoku Agent [Courtier] (Path)


Technique Rank: 2
Replaces: Any Basic School at Rank 2
Requirements: Forbidden Knowledge (Gozoku) Advantage
The first Gozoku is perhaps the most wide-ranking and cosmopolitan
conspiracy in the Empires history, and it is certainly the most
successful despite its relatively short duration and ultimate failure.
(Unlike the far longer-lived Kolat, the Gozoku actually manage to
seize the power they want and hold it for over a generation.) The
beneficial effects accomplished in the name of the Empire during the
Gozokus reign is something never honestly discussed in
subsequent centuries, but the most intelligent and objective of
Rokugans historians are keenly aware of the economic growth and
artistic flowering which took place under the conspiracys rule.
Perhaps this is why the Gozoku found it relatively easy to recruit
agents from virtually every clan and family in the Empire.
Agents of the Gozoku were able to move among the courts of the
Empire with near impunity, as their thinly veiled status as members
of the conspiracy protected them from all but the most adamant
Imperial loyalists. Few wished to risk the wrath of the Gozoku by
acting openly against their representatives. (Perhaps unsurprisingly,
only the Lion courts were relatively free of this level of brazen
impudence.) It was perhaps these very tendencies that undid the
Gozoku; while most of the original members had only the best
intentions at heart, a great number among those who served them
(and indeed some among their number as well) came to regard the
Gozoku as nothing more than a means of seizing personal power
and prestige at the expense of others.
This eventually led to a sharp divide among Gozoku agents. The
more altruistic members of the Gozoku took after the original vision
of Raigu and Gaijushiko: they genuinely sought to better the Empire
and the lives of its citizens, and used their abilities to secure
whatever was necessary to make this happen. Their counterparts,
however, followed the path of Atsuki: they were petty and selfish,
and preferred to use the threat of the Gozoku to garner increasing
amounts of influence for their own purposes (which sometimes did
not coincide with those of the conspiracy at all).
The technique of the Gozoku agents was originally created by
Bayushi Atsuki, but he shared them with the other two founders of
the conspiracy; all three men taught the technique to their immediate
followers, from whom it spread through the conspiracy. Historically,
the technique dies out as soon as the Gozoku are purged, but is
revived by Atsuki when he returns to the Empire through Oblivions
Gate in the twelfth century. GMs who wish to diverge from the
historical pattern, however, may rule that the technique survives
among Gozoku loyalists (especially if the underground Gozoku
option is used). The technique may also be used to enhance the
depiction of any other political conspiracy that recruits agents from
multiples factions or clans, such as the Kolat in the various historical
settings or the conspiracy of the Three Old Men in the Heroes of
Rokugan setting.

Technique
RA NK 2: OVERWHELMING PRESENCE - The agents of the Gozoku
conspiracy were feared for the power they could bring to bear on any
who dared oppose them in court. You may add your rank in the
Intimidate Skill to the total of all Social Skill Rolls you make against
individuals who are not members of the Gozoku.

83

Ide Trader [Courtier] (Path)


Technique Rank: 2
Replaces: Ide Emissary 2
Requirements: Commerce 3, and must pursue a career as a
merchant patron
Commerce is ill regarded in samurai culture, yet it is essential to fuel
the engines of war. The few Great Clans that dedicate families to the
manipulation of the economythe Yasuki of the Crab and Crane, the
Daidoji of the Crane, and the Yoritomo of the Mantishave
considerable advantages over the others. The Ide Traders carve
their own niche into this domain of conflict, utilizing their friendliness
and eagerness to help others to facilitate their mercantile activities.
Their affability is for the most part only a faade, however, for the
best Ide Traders are as cunning and ruthless as the most cutthroat
Yoritomo.

Technique
RA NK 2: BRISK ECONOM Y - The Ide Trader is a master of the
merchant class, extending his control across the land. You cannot
lose Honor or Glory for using the Commerce skill in public. You may
attempt to persuade someone to become a new mercantile partner
for your clan by rolling Courtier (Manipulation) / Awareness with a
bonus to the roll equal to double your Commerce Skill Rank. For
persuading a commoner the suggested TN is 25, increased by the
GM as appropriate if the target is hostile. Persuading a samurai
requires a Contested Roll against the targets Etiquette (Courtesy) /
Willpower, with the target gaining a bonus equal to double his
Commerce Skill Rank. (Some samurai targets may gain additional
bonuses or even be immune to this Technique due to unshakable
loyaltiesthe GM has final say in such matters.) If you succeed in the
roll, the target agrees to become a part of your network of
connections and commercial assets.
You may immediately gain the target as a free Ally with 1 point of
Devotion.
If you are using the optional Way of the Daimyo rules found in the
L5R RPG 4th Edition supplement Emerald Empire, taking this Path
earns you a Duty Point.

Master of Games [Courtier] (Path)


Technique Rank: 2
Replaces: Any Ronin Coutier Rank 3
Requirements: Courtier 3, Etiquette 3. Must be a resident of
Nanashi Mura (in the twelfth century) or belong to a ronin group
with similar resources (in other eras).
This Technique represents the skills taught to the diplomats of
Nanashi Mura in the twelfth century, but can also be used to
represent the training of any long-lived and powerful ronin group that
has the resources to teach diplomats the Kaeru family of the City of
the Rich Frog are an obvious example.

Technique
RA NK 2: - The Master of Games is adept at turning his own lowly
ronin status to his advantage, luring others into treating him with
complacency. When making a Social Skill Roll against someone of
higher Status, you gain a +2k1 bonus so long as you maintain a
modest and subservient manner and tone.

The College of Clarity [Courtier]


(Path)
Technique Rank: 2
Replaces: Any School 2
Requirements: Fire 3, Meditation 2
A creation of the Moshi family, the College of Clarity is less of a
formal learning institution and more of a philosophical movement
that focuses on allowing ones ascendant Fire-aligned chi to grant a
pure and unadulterated view of the world. The College remained
very obscure until some samurai realized its philosophies lent
themselves well to the study of iaijutsu. Since that time, some
duelists have traveled great distances to avail themselves of the
Colleges teachings.

Technique
RA NK 2: THE CLARITY OF FIRE - A samurai who uses the Clarity of
Fire to enhance his focus in iaijutsu may make the same roll, but
instead of gaining the Advantage effect, he instead gains a bonus of
+1k0 to any one Iaijutsu (Focus) / Void Roll made during the same
time period (number of hours equal to his Fire Ring).
The College of Clarity teaches its students to draw on their inner
Fire to promote clarity of thought and recall.
By meditating for at least one half hour and making a Meditation /
Fire Roll against a TN of 15, you gain the Clear Thinker and Precise
Memory Advantages for a number of hours equal to your Fire Ring.
If you already have either or both of these Advantages, their
bonuses are increased by +1k0.

Daidoji Trading Council [Courtier]


(Path)
Technique Rank: 3
Replaces: Doji Courtier 3, Doji Magistrate 3, Daidoji Iron
Warrior 3, or Daidoji Scout 3
Requirements: Commerce (Merchant) 3, and either Gentry or
Wealthy. The Advantage requirement can be waived if the
individual has distinguished himself as a merchant in other
ways (GMs discretion).
The Trading Council handles the commercial side of the Crane
Clans interests. This is considered a somewhat embarrassing and
unpleasant duty, but the Trading Council accepts this task just as the
rest of the Daidoji accept the duty of protecting their Doji and Kakita
cousinseven at the cost of their own honor. The Trading Council
watches their fellow Daidoji carefully and recruits those with the
appropriate skills and mindset.

Technique
RA NK 3: THE GOLDEN PA TH - The members of the Trading Council
are taught to detect and exploit any possible opportunity for
commercial gain, to manipulate markets to their advantage, and to
crush mercantile rivals from other clans. Once per month you may
wage commercial warfare against a rival merchant by making a
Contested Roll of Commerce (Merchant) / Awareness against the
rival merchant patron. If you succeed, you inflict a loss on that
merchant, a number of koku equal to the amount by which your roll
exceeded theirs. If you lose the Contested Roll, you lose half that
amount of koku.
If the GM allows you to purchase additional Advantages (or Ranks
in existing Advantages) after character creation, you may purchase
Gentry, Wealthy, and Servants for 1 less Experience Point (to a
minimum of 1).

Ikoma Historians [Courtier] (Path)


Technique Rank: 3
Replaces: Ikoma Bard 3, Ikoma Lions Shadow 3
Requirements: Lore: History 5
The Ikoma Historians are a specialized sub -group within the Ikoma
courtly schools, recruiting students from both the Omoidasu and the
Lions Shadow. They are an elite group within the family, charged
with supervising the Empires official histories, and regard their
duties as a sacred trust. They frequently make use of their access to
the secrets of the Empires history to protect both Imperial and Lion
interests, and most of the members of the hidden Ikoma-Shosuro
alliance are drawn from their ranks.

Technique
RA NK 3: THE PA ST AND THE PRESENT - The Ikoma Historians are
tasked with comprehensively recording the official histories of the
Empire and also with concealing inconvenient aspects of that
history.
You are expected to always be ready to record the events around
you, and as such you are trained to memorize and perfectly recall
anything worthy of inclusion in the historical records. When you take
this Path, you acquire the Advantage Forbidden Knowledge
(Empires True History). You gain a Free Raise on all Calligraphy
rolls and you may roll Lore: History / Intelligence at TN 25 to
accurately recount any incident you have witnessed and any story
you have heard, down to the smallest detail including details you
may have missed at the time.

Kitsuki Debater [Courtier] (Path)


Technique Rank: 3
Replaces: Kituki Investigator 3
Requirements: Courtier 3, Etiquette (Conversation) 5
The Kitsuki are best known as the Dragon Clans premiere
magistrates, but they also serve the clan in the courts. Kitsuki excel
at an argumentative approach to the social battlefield of court,
learning to refute every aspect of an opponents position by
destroying its logic. Every detail, no matter how small, must agree or
be revealed as lies. This method can be extremely surprising to
those not accustomed to it, flustering even experienced courtiers.
Most samurai hide behind masks of courtesy; losing that defense
can disorient a courtier long enough for the Debater to make his
move.

Technique
RA NK 3: THE EBB AND FLOW OF DECEPTION - The Kitsuki Debater
represents his clan in enemy courts across the Empire, fighting for
every small advantage he can win for the Dragon. You can see the
flow of a conversation and discern what topic may force your
opponent to tell a lie. Make an Etiquette (Conversation)/ Awareness
roll at a TN 20, plus any Raises you wish to call. (The base TN of
this roll may be modified at the GMs discretion, based on the
opponent, the nature of the conversation, and other applicable
circumstances.) If you succeed, you switch the topic of conversation
to something uncomfortable for your opponent. He must roll
Sincerity/ Awareness at a TN of 20 plus 5 for every Raise you
successfully called. ( Again, the GM may apply circumstantial
modifiers as needed.) If he fails the roll he is visibly discomfited by
the conversational trap, and suffers a -1k1 penalty to his next Social
Skill Roll against you.

If the GM is using the optional rules for Merchant Patrons from the
Way of the Daimyo Appendix in Emerald Empire (page 288-290),
you gain 3 Station points for taking this Path, and 1 additional
Station point every six months.

84

Shosuro Defilers [Courtier] (Path)


Technique Rank: 3
Replaces: Bayushi Courtier 3 or Shosuro Actor 3
Requirements: Sincerity (Deceit) 3, Glory Rank 3.0 or better
The Defilers are an elite group within the Scorpion who specialize in
the destruction of reputations, skillfully spreading lies and calumnies
against their opponents, often lies backed with just enough truth to
make them effective.
They tend to be prominent figures whose vicious tongues earn them
many enemies, and their tactics can sometimes rebound back on
themespecially if the target of their words has a better dueling
champion than they do.
However, a true Defiler is more than ready to give his life in return
for shattering the name, honor, and repute of an enemy of the
Scorpion.

Technique
RA NK 3: SHAMELESS SLANDER - The Defilers forsake blackmail and
manipulation in favor of smearing and destroying their foes. If you
slander someone in court, either directly or indirectly, you may roll
Sincerity (Deceit) / Awareness against their Etiquette (Courtesy) /
Willpower; if you are able to base your slander on a real secret or
disgrace involving the target, you gain a +1k1 bonus to the roll (GMs
discretion). If you succeed in the roll, the target is humiliated and
disgraced, losing a number of points of Honor and gaining a number
of points of Infamy equal to your current Glory Rank. If he does not
promptly and effectively answer your slander (GMs discretion, but in
general the vic tim should have to make a concerted effort within the
first week after he has been targeted), he also loses 1 Rank of
Devotion from all of his Allies.

The Dark Whisper [Courtier] (Path)


Technique Rank: 3
Replaces: Daigotsu Courtier 3
Requirements: You must have an Air kansen bound into your
body by a special Chuda ritual. This does not directly Taint you,
but the presence of the evil spirit can be sensed by those with
the ability to detect spirits, and it will trigger the spell Ward of
Purity.
Dark Whisper courtiers use the power of a bound Air kansen to dig
out the secrets and sins of their foes, allowing them to subtly inflict
chaos on the courts they attend. Because of the danger that their
supernatural nature might be uncovered, they are deployed
selectively, preferably in courts where their kansen ally is unlikely to
be uncovered.

Technique
RA NK 3: VOICE OF THE KANSEN - You may call on the power of your
kansen to ferret out dark secrets within the minds and hearts of
those around you. As a Simple Action you may attempt to sense the
secrets of any one person within 100 feet, making a Contested Air
Roll against them. The target will be aware of a vague sense of
unease but there will be no other outward sign of your action. If the
roll succeeds, you learn one meaningful secret about the target
(chosen by the GM, but it will always be something useful and, if
possible, will be related to sinful or dishonorable behavior).
You may attempt this Technique against an individual person once
per day, but once you successfully learn a secret, you cannot target
that person again for one month.

The Doji Innocents [Courtier] (Path)

The Defilers attacks are not without risk. If you lose the Contested
Roll, your blatant insults degrade your own reputation, lowering your
Glory by 3 points.

Technique Rank: 3
Replaces: Doji Courtier 3
Requirements: Honor Rank 5.0 or better, Sincerity (Honesty)

This technique cannot target the same person more than once per
month.

The Asako Scholars [Courtier] (Path)


Technique Rank: 3
Replaces: Asako Loremaster 3, Asako Henshin 3
Requirements: Investigation 3, Intelligence 4
In every generation there are a few members of the Asako school
who display the Mind of Fire, a tremendous natural talent for
memory and an intuitive grasp of how to apply connections between
different fields of study in ways nobody else could have imagined.
These individuals are trained in the special dojo of the Scholars,
where their gifts are honed for both scholarly research and courtly
service.

Technique
RA NK 3: THE HIDDEN PA TTERNS - The hallmark of the Asako Scholars
is their ability through the study of multiple topics to spot the patterns
between seemingly unrelated events, sharing their wisdom with their
fellow Phoenix and thereby bringing success to all. If you have spent
at least one day observing the patterns within a court or other social
setting, you may roll Investigation/ Intelligence at TN 25 to detect and
understand the hidden patterns underlying others behavior and
goals. Rivals and enemies cannot benefit from Raises on Social Skill
Rolls against you and cannot spend Void Points on Social Skill Rolls
against you for the next 24 hours. You may Raise on your roll to
share the benefits of your insight with your friends and allies (one
person per Raise).

85

The tradition of the Innocents focuses on upholding Honesty even in


the nasty world of politics, avoiding falsehood at all costs and calling
on the strength of their honor to lend their words weight.

Technique
RA NK 3: THE POWER OF INNOCENCE - The Innocents forgo the
traditional Crane method of building favor networks through gifts and
favors. Instead, they win allies by speaking the truth in all cases. In
any situation in which the Crane could gain advantage or protect
their interests by lying or concealing the truth from a specific person,
the Innocent may choose instead to tell that person the truth, then
roll Sincerity (Honesty) / Awareness against the targets
Investigation (Interrogation) / Perception.
With a success, the target realizes what the Crane has just done
and is deeply impressed by the Innocents devotion to honor and
truth. With the GMs permission, the Innocent gains the target as an
Ally with 1 point of Devotion.
This Technique may be used multiple times on the same target, with
each success increasing Devotion by 1 point (to a maximum of 4
points); however, it cannot target the same person more than once
per month.
Any time an Innocent knowingly tells a lie, he loses 2 points of
Honor (over and above any other circumstantial Honor loss that
might apply) and is unable to use his Technique for a period of one
month.

The Otomo Bureaucrats [Courtier]


(Path)
Technique Rank: 3
Replaces: Otomo Courtier 3
Requirements: Etiquette (Bureaucracy) 5

Minor Clan Alliance Diplomat


[Courtier] (Path)
Technique Rank: 4
Replaces: Any Minor Clan School 4
Requirements: Character must belong to a Minor Clan

The methods of the Imperial bureaucracy began in the time of Hantei


Genji, but came to full flower in the years after the Reign of the
Gozoku, when the Otomo family was tasked with obstructing and
dividing the Great Clans, ensuring they would never again be able to
subordinate the Emperor. Otomo bureaucrats specialize in delay,
obfuscation, and subtle but persistent obstruction, using such
indirect and seemingly passive methods to block and foil the goals of
the Great Clans.

Minor clan samurai who deal with members of the Great Clans are in
constant danger of angering them with a misplaced word, action, or
even a look. Minor Clan samurai who have survived the minefield of
the courts long enough are often sent to the Minor Clan Alliances
court in Kudo Mura. There, they can learn from the best diplomats in
the Alliance, studying how to sooth the ruffled feathers of Great Clan
samurai and, more importantly, how to avoid ruffling those feathers
in the first place.

Technique

Technique

RA NK 3: IMPERIAL SCRUTINY - Where a normal Otomo relies on the


awesome power of Imperial authority to overawe his rivals, a
Bureaucrat relies on the intricate and obscure complexities of the
Imperial government to stymie and obstruct his opponents. Any time
another samurai is trying to accomplish something in the courts
(building an alliance, negotiating a treaty, making a trade deal,
requesting favor from the Throne, etc), you may employ the
intricacies of the Imperial bureaucracy to delay him. This may take
up to several hours to carry out, and is represented mechanically by
a Contested Roll of Etiquette (Bureaucracy) / Willpower; if you spend
a Void Point on this roll, you gain +2k2 instead of the usual +1k1. If
you win the Contested Roll, the samurai cannot make any progress
toward his goal for the next two weeks, no matter what he does.

RA NK 4: THE COURTS OF KUDA MURA - The diplomats of Kudo Mura


are masters at dealing with the needs, desires, and whims of their
superiors. When conversing with a samurai from one of the Great
Clans or the Imperial Families, you gain +3k0 on all Contested Rolls
using the skills of Etiquette or Sincerity.

This Technique cannot be used on the same target again until after
the two weeks delay has expired.

The Scales of the Carp [Courtier]


(Path)
Technique Rank: 3
Replaces: Any Ronin School at Rank 3
Requirements: Commerce 4, Lore: Underworld 3, and must
be recruited into the Scales by existing members

The Scales of the Carp is a ronin smuggling organization run by the


Yasuki family; its purpose is to conduct trade with the Crane, who
otherwise largely cut off all mercantile contact with the Crab.
Although the trade barriers between Crane and Crab diminished
over time, the Yasuki found the Scales too useful not to keep around,
especially for dealing with illicit trade that might otherwise sully their
own hands.

Technique
RA NK 3: SWIMMING BENEA TH THE WAVES - The Scales of the Carp
operate beneath the level where most samurai take notice, and are
adept at convincing the authorities especially those on either side of
the Crab-Crane border to ignore their activities. You gain a +1k0
bonus to all Temptation (Bribery) rolls. If the roll is against a Crab or
Crane samurai, the bonus is +1k1 instead, and if the samurai agrees
to the bribe you may (with the GMs permission) spend a Void Point
to gain him as an Ally with 1 point of Devotion. He will remain an Ally
permanently unless you betray him or otherwise break the alliance.

The Hand of Peace [Courtier] (Path)


Technique Rank: 4
Replaces: Ide Emissary 4
Requirements: Honor 5.0 or better
The Hand of Peace follows Ides peaceful dictums to their logical
conclusion, becoming dedicated pacifistsoften of a rather ascetic
nature. Although they still carry the samurai weapons which are their
legacy as members of the Unicorn Clan, they refuse to ever use
them. They serve as good diplomats when dealing with the more
peaceful and/or idealistic clans, such as the Crane and especially
the Phoenix.

Technique
RA NK 4: IDE'S IDEAL - The followers of the Hand of Peace are able to
overawe their rivals by the purity of their devotion to peace. Any time
you are able to propose a peaceful solution to a diplomatic problem
or negotiation, you may cite the benefits of peace and roll Courtier
(Rhetoric) / Awareness against your opponents Etiquette (Courtesy)
/ Willpower. With a success, the opponent is forced to make a
meaningful concession to your position (the exact nature of the
concession is of course chosen by the GM, but it will always be
significant). This technique may be used a maximum of twice per
encounter.
If you commit an act of violence (even in self-defense) that inflicts
damage on a fellow Rokugani (even a ronin or bandit), your sense of
moral serenity is shattered and you lose the benefits of this
technique for one month.

86

The Severed Hand [Courtier] (Path)


Technique Rank: 4
Replaces: Any Crab bushi 4
Requirements: Your character must be reassigned to the
courts due to a physical inability to continue serving the clan in
war, e.g. a debilitating injury (GMs discretion, but obvious
examples include Missing Limb and Lame).
The Severed Hand is the term adopted by those Crab warriors who
are forced into the courts due to injuries or other physical problems
that render them incapable of further military service. Such men and
women, usually grizzled veterans, tend to view the courts as a
mixture of deadly traps, pointless and puerile ritual, and stultifying
boredom; nonetheless, they do their best to represent their clan.
Over centuries of trial and error they have developed a Technique to
aid them in their duties, and share it with their fellows through
personal instruction.

Technique
RA NK 4: STRENGTH OF BAMBOO - The former warriors of the Severed
Hand have learned to rely on the indomitable strength of Earth to
resist the tricks, temptations, and blandishments of enemy courtiers.
When rolling to resist an opponents Social Skill or Courtier
Technique, you may use Willpower as your Trait instead of the Trait
normally used.
In cases where this Technique clashes with another (such as the
Bayushi Rank 4 Technique), the GM has discretion as to which
Technique trumps the other.

The Yoritomo Emissaries [Courtier]


(Path)
Technique Rank: 4
Replaces: Yoritomo Courtier 4
Requirements: Etiquette (Courtesy) 4
The Yoritomo as a whole are not known for their patience, but they
have found that it is occasionally a useful virtue in the courts.
Beginning with the era of White Stag, the Emissaries emerged as
the exception to the Mantis Clans general diplomatic habits. They
are welltrained court functionaries, schooled to handle hostile
negotiations with calm patience, displaying much greater subtlety
than normal Yoritomo courtiers.

Technique
RA NK 4: INTREPID NEGOTIA TOR - Where the standard Yoritomo
training focuses on browbeating foes, the Emissary learns to leaven
this aggression with the calm patience of the Earth, outlasting
opponents anger and thus finding peaceful solutions to potentially
violent confrontations. When making an Etiquette or Sincerity roll,
you may spend a Void Point to add your Willpower in unkept dice to
the roll. If the roll is specifically using Etiquette (Courtesy), you add
your Willpower in kept dice instead.

Yasuki Extortionist [Courtier] (Path)


Technique Rank: 4
Replaces: Yasuki Courtier 4
Requirements: Willpower 4, Commerce 4, Intimidation 5
lso sometimes in the Crane, eschew their familys more conventional
mercantile pursuits in favor of the practice of moneylending.
Although this is considered an especially disreputable activity for a
samurai, it can also be hugely profitable there are always both
commoners and samurai who need additional funds, and the
concept of paying interest is so strange to them that they usually do
not realize how badly the Yasuki are taking advantage of them.

87

Technique
RA NK 4: DO ME A FAV OR - The Extortionists specialize in rooting out
the financial weaknesses of potential customers and then pressuring
them into calling on Yasuki assistance. If you have supplied
something your target needs, whether money or material goods (this
could be achieved through role-play and/ or by using the Yasuki
Rank 1 and Rank 3 Techniques), you may make a Contested Social
Roll of your Intimidation (Control) / Willpower against their Etiquette
(Courtesy) / Willpower. With a success, they find the arrangement
has left them deeply in debt to you. You may either inflict an
Obligation on that person (if the GM judges they have the ability to
pay you back) or a Blackmail on them (if the GM judges they cannot
pay you back). The default point value of the Disadvantage in either
case is 3, but the GM may modify this if circumstances make it
appropriate.

Kitsuki's Eye [Courtier] (Path)


Technique Rank: 6
Replaces: N/ A
Requirements: Must attain Rank 5 in the Kitsuki Investigator
School and be recruited into the Eye by its sensei
The men and women of Kitsukis Eye are the true elite of the Kitsuki
family, and only those who have both a very keen ability to pick out
minute details and a near-perfect recall of everything they see are
selected for membership.
It is said the Eyes are to the average Kitsuki courtier what the
average Kitsuki courtier is to the rest of the Empire.

Technique
RA NK 6: THE EYE SEES ALL - Your ability to perceive details and
recognize their significance has been refined to the point of seeming
preternatural. Any time you enter an area (room, courtyard, garden,
etc), you may spend a Void Point and take a minute to observe the
area, after which you make a Perception Roll at TN 25. With a
success, you spot any tracks, handprints, out -of-place items, or
other such visual clues in the area. You may call a Raise on the roll
to gain additional clues (GMs choice as to what they are) from other
senses, such as hearing and scent (one Raise per sense). You may
call two Raises to know if there is anything physically hidden in the
area (although you will not know exactly where it is).
You are also extremely difficult to surprise. You gain a bonus of
+2k2 to any rolls made to avoid being surprised.

The Amethyst Champion [Courtier]


(Path)
Technique Rank: Special (see above)
Replaces: Special (see above)
Requirements: Courtier only
The Crown of the Amethyst Champion is a mysterious artifact
capable of granting wealth and power to its bearer, as long as he
remains pure of soul. The Amethyst Champion holds this nemuranai
with him and must prove his strength of will over all temptations. The
Amethyst Champion holds the welfare of the people at heart and
speaks as the representative of their desires.

Technique
RA NK S PECIA L (S EE A BOV E): THE EMPEROR 'S VOICE - The Amethyst
Champion brings the voice of the Emperor and the Imperial Court to
those who cannot attend the Imperial Court. As such, the Champion
is a master at dealing with any threats to the sanctity of the
Emperors court. As a Free Action, you may spend a Void Point to
temporarily gain the ability to use any courtier Technique that has
been used against you in the past seven days time.

Suzume Storyteller [Courtier,


Artisan] (Path)
Technique Rank: 2
Replaces: Suzume Bushi 2
Requirements: Perform: Storytelling 3, Precise Memory
The Storytellers are the closest thing to true artisans in that povertystricken clan. Their tradition originated with Doji Edakumi, a Crane
artisan whose descendents form the Edakumi vassal family of the
Sparrow. Edakumi was the founder of the Sparrow artistic tradition
and became the most popular and welcomed samurai in the clans
territory; the members of the Edakumi family are known as the best
storytellers in the clan and perhaps in the Empire.

Technique
RA NK 2: THE HEART FO THE STORY - The Suzume Storyteller can use
a skillfully crafted story to make virtually any point he wishes. When
making a Courtier Skill roll, you may spend a Void Point to add your
Perform: Storytelling Skill Rank to the total.

The Daidoji Spymasters [Courtier,


Ninja] (Path)
Technique Rank: 3
Replaces: Daidoji Iron Warrior 3, Daidoji Scout 3, Doji Courtier
3

Requirements: Crafty Advantage, or an Honor Rank of 4.0 or


less. Must be a member of the Daidoji family
The Daidoji family handles many dishonorable activities which the
rest of the Crane cannot sully their hands with, and one of those
activities is running the information networks which keep the clan
aware of rival and enemy plans. Those experienced Daidoji who
exhibit the proper mixture of pragmatism and loyalty, along with the
ability to avoid attention, are sometimes recruited to be Spymasters,
running these networks and funneling the resulting information to the
Doji and Kakita.

Technique
RA NK 3: TRUTH IN SHADOWS - You gain the Spy Network Advantage
for no points; if you already possess this Advantage, you may use it
twice as often. You gain a +2k0 bonus to Stealth, Investigation, and
Temptation rolls. When you use Low Skills or otherwise perform
moderately dishonorable actions on behalf of the Crane Clan, you
lose half the normal amount of Honor, rounded up (you still lose
normal amounts of Honor for actions which are not for the Crane and
for truly heinous actions like murder, betrayal, or blasphemy).

The Dragonfly Advisor [Courtier,,


Shugenja] (Path)
Technique Rank: 3
Replaces: Tonbo Shugenja 3
Requirements: Intelligence 3, Meditation 5
One of the things generally agreed among the Tonbo to be a mark of
Enlightenment is an understanding of something they call dependent
arising the nature of cause and effect; the realization that all things
exist only as a result of other causes and conditions. Nothing
spontaneously comes into being without a precedent giving birth to it,
and an Enlightened person comprehends the consequences of
every action and condition. The Tonbo Advisors use their studies on
this aspect of existence to become effective diplomats and also to
gain insights into the ways of divination.

Technique
RA NK 3: SEEING THE PA TTERN - The Dragonfly Advisors are trained
to understand all the patterns of cause and effect around them,
letting them perceive the potential consequences of their actions.
You gain a +2k0 bonus to all Divination and Etiquette Skill Rolls.

Ide Caravan Master [Coutier] (Path)


Technique Rank: 1
Replaces: Ide Courtier 1 (This Path uses the same Benefit,
Skills, Honor, and Outfit)
Requirements: Commerce 2
The Ide family of the Unicorn are not only its representatives in court,
but they also serve as its most effective and numerous merchant
patrons. In particular, the Ide are well known for their merchant
caravans, which travel across the Empire and sell the clans unusual
wares to all manner of interested customers.
This is an incredibly profitable endeavor that brings in a great deal
of revenue for the family and the clan as a whole.
Those who are trained to oversee such activities occasionally suffer
from some degree of stigma for their association with mercantile
pursuits, but the rewards are significant enough that there is never a
shortage of willing candidates.

Technique
RA NK 1: THE GUILDED ROAD - A true master of the caravan path can
forge lasting bonds with his customers, and has reaped the rewards
of his travels.
You gain a bonus of +1k1 on all Commerce Skill Rolls.
You also gain this bonus on all Social Skill Rolls made with your
customers. You gain one level of the Wealthy Advantage and one
instance of the Way of the Land Advantage for free.

Agents of the Hantei [Monk] (Path)


Technique Rank: 2
Replaces: Any Brotherhood Monk School at Rank 2
Requirements: Lore: Theology 3
The monks who succeeded as spies were predominantly (but by no
means exclusively) former Scorpion samurai who had retired for a
life of quiet contemplation. Many were delighted by the chance to be
active once again, and they were not entirely alone. Sadly, the
failures of the more numerous monks ill-suited to espionage led to
the capture of all.
Although the Brotherhood Spies officially only existed during the
reign of the Gozoku, they could have appeared in almost any era
where the Brotherhood of Shinsei found itself drawn into the
Empires political affairs. The technique created by the retired
Scorpion-turned-monks could well have been preserved in the
Brotherhoods ranks and brought out again in later eras when the
monks of Shinsei had need of it. In the twelfth century a perverted
form of the technique could even have found its way into the ranks of
the Spider Clan by way of the heretical Order of the Spider and
Order of Venom.

Technique
RA NK 2: BEARING THE EM PEROR 'S SHAME - Acts committed in the
Emperors name are done with certainty that can overcome the
shame associated with them, even when they are against ones
personal code of honor When acting against a known or suspected
agent of the Gozoku conspiracy, or when acting on orders from a
legitimate Imperial authority, you gain a Free Raise on all Stealth
and Deceit Skill Rolls. You lose no Honor for these Skill Rolls when
made under these specific circumstances.

88

Dark Path Sohei [Monk] (Path)


Technique Rank: 2
Replaces: Order of the Spider 2
Requirements: Theology 3
The Order of the Spider is an enigmatic and sinister order, with its
origins in the diseased and diabolical mind of the fallen monk
Roshungi. Under his teachings, enlightenment could only be
discovered by completely unlocking an individuals greatest physical
and mental power. The path to doing that, Roshungi reasoned, was
completely up to the individual to discover. In his order, those who
wished to embrace their full potential and thus unlock enlightenment
and the secrets of the universe were encouraged to embrace
whatever means were necessary to achieve power. To some, this
meant embracing the Shadowlands Taint. To others, it simply meant
becoming physically and mentally disciplined and powerful on a level
virtually unprecedented among the Brotherhood.
Roshungis greatest pupil and eventual successor, the monk Michio,
embodied this philosophy to its utmost, but there are others among
the order who believe that they have been successful in finding the
first steps down the road to enlightenment. Some of these
individuals call themselves the Dark Path sohei, or warrior monks.
These individuals combine all the power and ruthlessness of their
order with the strange, almost supernatural powers normally seen
only among the Brotherhood. Together, the two are an exceptionally
dangerous combination that ensures the Dark Path sohei are a
deadly threat to any they choose to label as enemies.

Technique
RA NK 2: WALK UPON THE DARK PA TH - Even the most devout
member of the Brotherhood of Shinsei would attest that there is no
one true path to enlightenment, and certain members of the Order of
the Spider seem to bear out that theory. You gain two Kiho, for
which you must meet all normal prerequisites. These Kiho do not
count against the normal number of Kiho you may learn as
determined by your School Rank.

Students of Hitsu-do [Monk] (Path)


Technique Rank: 2
Replaces: Any Brotherhood Monk 2, Kikage Zumi 2, Kuni

The Barefoot Brethren [Monk] (Path)


Technique Rank: 2
Replaces: Any Fortunist Brotherhood Monk 2 (may not belong
to the Order of Osano-Wo)
Requirements: Fortunist: Koshin, Fortune of Roads. Ascetic,
Meditation (Fasting) 3, Athletics 4
The Barefoot Brethren carry messages all across Rokugan, asking
no price except food for their journey.
They are famed for their endurance, regularly outpacing even
Unicorn horses over long distances. Many of those they serve are
heimin, who have few other ways to communicate with distant kin,
but samurai also make use of the Barefoot Brethren.

Technique
RA NK 2: KOSHIN 'S FAVOR - You gain only one Kiho at this Rank. The
strength of Koshin prevents you from becoming Fatigued from travel
or lack of sleep, but not from the lack of food/ drink. You gain a +1k1
bonus to all Meditation rolls.

The Transcendent Brotherhood [Monk]


(Path)
Technique Rank: 2
Replaces: Any Tattooed Order 2`
Requirements: Fire 3, Earth 3, Meditation 3
The often-maligned Transcendent Brotherhood embraces a strange
philosophy that pain tempers the body and the mind, making it
easier to attain a transcendent state that approaches Enlightenment.
Although the sect is regarded as dangerously eccentric by the
Brotherhood of Shinsei and has been excommunicated from that
organization, the Dragon have offered them a home within the
Tattooed Orders. It seems there is some degree of validity to their
claims, and those who have embraced their philosophies have
demonstrated they capable of impressive feats of clarity when
touched by the agonizing kiss of fire.

Technique

Witch-Hunter 2, Asako Henshin 2


Requirements: Jiujutsu (Hitsu-do) 4, Fire 3, access to a Hitsudo dojo

RA NK 2: APOTHEOSIS OF FIRE - GMs who wish to show the


Transcendent Brotherhood as gaining greater success and
acceptance within the Empire may do so by expanding access to the
Path to encompass any Shugenja or Monk School.

Hitsu-do is an extremely offensive martial art with few defensive


maneuvers. It focuses on speed and power, striking with punches
and kicks that commit all of the martial artists strength and infuses
each strike with the power of Fire.

Members of the Transcenden Brotherhood seek to use pain as a


means of achieving clarity of thought and spirit.

Technique
RA NK 2: THE WA Y OF FIRE - The practitioner of Hitsu-do learns to
harness his inner Fire chi, using it to empower his strikes but this
has a price, since such use of ones own Fire is also harmful.
When making an unarmed attack, you may opt to call on your inner
fire, but you suffer Wounds equal to your Fire x2. (Any Wound
Penalties from this damage are applied after your attack roll is
completed.) In return, your unarmed damage for that attack has a
base DR of 0k[Fire] instead of 0k1. (This does not stack with the
unarmed damage bonus from the Advantage Hands of Stone.) For
mechanical purposes, using the Hitsu-do technique is considered to
be the same as using a Mystical Kiho.
Special: The practice of Hitsu-do makes it easier for its students to
master the ways of Fire. Your Fire Ring is considered to be 1 Rank
higher for the purpose of learning Fire Kiho.

89

Once per day, you may spend at least one hour in deep meditation
and make a Meditation / Fire Roll against a TN 20. With a success,
you harden yourself against the physical harm done by fire and heat,
although you still feel all the pain of being burned. (GMs may opt to
impose partial or temporary TN penalties to represent the effects of
the pain.) For a number of hours equal to your Fire Ring, you are
immune to damage from normal, mundane fires and heat (not
magical fire or extreme natural heatsources such as molten lava).
One Raise on this Meditation roll will make you immune to magical
sources of fire; two Raises will make you immune to damage from
any source of fire, even a volcano. While experiencing the pain of
being burned, and for ten minutes afterward, your intense focus and
clarity of thought grant you a bonus equal to your Fire Ring to the
total of all Awareness, Perception and Intelligence-based Trait and
Skill Rolls.

The Silent Ones [Monk] (Path)


Technique Rank: 3
Replaces: Any Fortunist Brotherhood Monk 3
Requirements: Fortunist (Tsugumu, the Fortune of Secrets)
This tiny order, never encompassing more than a dozen full
members in total, is unknown outside the Scorpion lands and barely
known within them. However, the upper ranks of the Scorpion Clan
find the Silent Ones a deeply useful order, and keep careful note of
the temples location.
These monks spend most of their lives in meditation, but this is not
merely due to preference; it is because they literally cannot speak.
When an initiate takes the full vows to join the Silent Ones and serve
the Fortune of Secrets, as soon as the last word is spoken his
tongue vanishes from his mouth.

Technique
RA NK 3: TSUGUMU 'S SILENCE - A member of this order who is
voluntarily told a secret can never give it up. The knowledge is
guarded by the power of the Fortune of Secrets, and can never be
taken from the monks mind in any way, even through torture or
intrusive Air magic.

Togashi Defender [Monk] (Path)


Technique Rank: 3
Replaces: Togashi Tattooed Order 3
Requirements:
The Togashi ise zumi dedicate their lives to chasing the ephemeral
goal of enlightenment. The journey is unique to each person, so the
monks of the tattooed orders tend to be a highly unique and varied
lot. Some choose to focus on physical exertion over mental strength,
honing their bodies through an emphasis on martial arts and hard
labor.
The Togashi Defender becomes adept at pushing his body to its
absolute physical limits and beyond. The Defender often chooses
to stay within the Dragon provinces to protect villages from bandits
and other predators. Defenders are also more likely than other
Tattooed Men to be seen fighting side by side with Mirumoto
samurai and marching in the Dragon armies. The Defenders lose
none of the quirks that define the Togashi family, but strike out with
vicious strength against any who dare oppose Dragon might.

Technique
RA NK 3: POWER WITHIN AND WITHOUT - The ise zumi knows the kami
cannot aid any man if he proves himself an unworthy physical vessel.
While unarmored and with no Kiho or Tattoos active, you gain
Reduction equal to 3 plus your Void Ring. You gain one additional
Tattoo.

Pure Song Shrine [Monk] (Path)


Technique Rank: 4
Replaces: Shrine of Seven Thunders Monk 4
Requirements: Shintao, and Willpower 4, Defense 4,
Meditation 3, any one musical Perform Skill at 3.
For this sect, purity is more than merely a standard it is the road to
Enlightenment. Pure Song monks not only refrain from eating the
flesh of any living creature, they also forgo eggs and even root
vegetables whose loss kills the plant. They refuse all garments of
silk, wearing robes woven from hemp. Those who have taken full
vows wear bells on their ankles and their staves to warn creatures of
their approach. Under no circumstances will a Pure Song monk take
violent action, even to defend another though he will not hesitate to
lay his own life down to save others lives, even if it is only a
momentary reprieve.

The Pure Song is a movement within the Shrine of the Seven


Thunders for some time before achieving formal recognition as a
separate sect.
One odd talent of the order wins them admission to unexpected
places: their beautiful music. Several Pure Song monks have risen
to great fame as singers and musicians, rivaling even the best Kakita
artisans. All members of the order habitually chant or sing while
meditating, or improvise harmonies around their bells as they pursue
their duties.

Technique
R A NK 4: THE PURE SONG - You may not learn or use Martial Kiho.
You gain a +1k0 bonus to all Perform Skills that involve music. You
may never deliberately attack another living creature; if you ever do
so, the spiritual pollution causes you to permanently lose the ability
to perform Kiho.
However, while you remain nonviolent and thus spiritually pure, you
gain a +1k1 bonus to all Defense rolls, and any time you spend a
Void point to negate Wounds, you negate 20 Wounds instead of 10.

The Servants of Mercy [Monk] (Path)


Technique Rank: 4
Replaces: Order of Jurojins Blessing 4, any pacistic
Brotherhood School at Rank 4
Requirements: Fortunist (Jizo), Medicine (Wound Treatment)
5, oath of absolute pacism
The Servants of Mercy (sometimes called the Order of Mercy
instead) are a radical off-shoot of the Order of Jurojins Blessing who
believe not only in treating the injured but in doing so on the actual
field of battle. They venerate Jizo, the Fortune of Mercy, rather than
Jurojin.
In contrast to the Order of Jurojins Blessing, the monks of the Order
of Mercy are absolute pacifists and treat all wounded with equal care,
regardless of clan, faction, social rank, or even species the only
victims they will not aid are those who serve Jigoku.

Technique
RA NK 4: MERCY'S TOUCH - So long as you remain absolutely
pacifistic and aid all victims with equal care, your Medicine rolls heal
an additional +2k1 Wounds. If you ever forsake the path of absolute
pacifism (that is, if you ever voluntarily engage in violence against
another creature) you lose this benefit forever.
You may not learn any Kiho this Rank.

The Way of Mizu-do [Monk, Artisan]


(Path)
Technique Rank: 3
Replaces: Any non-martial Brotherhood Monk 3, Doji Courtier
3, Kakita Artisan 3, Asahina Shugenja 3
Requirements: Jiujutsu (Mizu-do) 4, Water 3, access to a
Mizu-do sensei
Mizu-do is a Crane martial art, originally developed from stage
performance. It is a defensive and soft that focuses on using the
enemys strength against him. It relies on locks and throws that
neutralize an enemy and end the ght swiftly, all while protecting the
foe from any permanent injury. The form is quite popular among the
Crane and in the Brotherhood of Shinsei, but bushi especially Crab
and Lion bushi tend to look down on Mizu-do as impractical and
pretentious. The form is unusually popular among certain groups of
courtiers, who see it as a way to defend themselves without the
crude violence of weapons.

90

Courtiers from other clans, especially from the Unicorn and Phoenix,
sometimes exchange favors to be able to train in Mizu -do. If the GM
wishes to incorporate this into the campaign, this Path should be
made available to any courtier school, subject to suitable
negotiations to arrange the training.

Technique
RA NK 3: THE WA Y OF WA TER - Masters of Mizu-do techniques are
able to avoid nearly any strike, subduing their attackers by using
their own strength against them. When performing a Grapple, you
use your opponents Strength Rank in place of your own.
While you are in the Defense or Full Defense stance, when a melee
attack misses you, you may immediately take a Free Action to spend
a Void Point and make a Jiujutsu (Mizu -do) / Strength roll against a
TN of the opponents attack roll, but using the opponents Strength
Rank in place of your own. If you succeed in this roll, you may either
immediately Throw the opponent (as per the option in Grappling) or
immediately take control of a Grapple against the opponent.

Defender of the Brotherhood [Monk,


Courtier] (Path)
Technique Rank: 2
Replaces: Any Brotherhood Monk 2 (may not be a Four
Temples monk)

Requirements: Willpower 3, Courtier 3, Etiquette 4


Although the Brotherhood of Shinsei generally holds itself apart from
the Empires politics, on some occasions they do send emissaries to
the courts to make sure their own concerns the protection of the
common people and of the Brotherhoods shrines and temples are
properly expressed. Over the centuries, those of the Brotherhood
with an aptitude for patient diplomacy have devised a Technique
which is now taught within several monastic orders. The Defenders
of the Brotherhood are most commonly found among the more
peaceful and contemplative sects, such as the Temple of KaimetsuUo, but even the sohei of Osano-Wo have occasionally trained their
monks in its simple but effective methods.

Technique
RA NK 2: HARMONY IN CHA OS - The power of Earth grants infinite
patience and endurance, strengthening the inherent tranquillity of
monastic reserve and thus allowing a Defender to deliver telling
remarks within the courts. Any time you spend a Void Point on an
Etiquette or Courtier Social Skill roll, you gain a bonus of +Xk1 to the
roll (where X is your Willpower) instead of the normal +1k1.

The Taoist Archers [Monk, Ronin]


(Path)
Technique Rank: 5
Replaces: Any Brotherhood Monk or Ronin 5.
Requirements: Void 4, Kyujutsu (Yumi) 5, Lore:
Theology 3, Meditation 4
The Taoist Archers seek perfect harmony through the study of
kyujutsu and have existed within the Brotherhood of Shinsei for
centuries. In the Pre-Coup era a ronin named Gahei learns the
Technique and begins to teach a selected students, and thereafter
this Path is also available to ronin characters (assuming they can
find someone who knows it and is willing to teach them).

91

Technique
RA NK 5: FLIGHT OF INNOCENCE - The Taoist Archers practice their art
blindfolded. When making archery attacks, you ignore all TN and
dice penalties for being Blind, for having a Missing Eye, or for the
target being concealed by darkness, magical illusion, camouflage,
and similar visual obstructions. Penalties for physical obstacles and
obstructive conditions (such as the target being Prone, a normal or
magical wind, etc.) are applied normally.
In addition, when wielding a bow you may spend a Void Point for a
+1k1 bonus on damage.

Shadow Blades [Ninja] (Path)


Technique Rank: 3
Replaces: Bayushi Bushi 3 or Shosuro Infiltrator 3
Requirements: Ninjutsu 3
Among the military ranks of the Scorpion, there is one unit that is
known to the clans leadership but which appears in no formal
documentation anywhere in the clans annals. These men are trained
by sensei of both the Bayushi and Shosuro families, and are among
the most proficient killers in the entire Empire. When they take the
field, there are no survivors to tell tales of their abilities. Even their
allies never lay eyes upon them. The location of their secret dojo is
unknown to all save those who dwell within it, and those of family
daimyo status or higher among the Scorpion. A persistent rumor
among the attendants of those who know of the Shadow Blades
existence places the dojo within Zakyo Toshi, but no one knows if
this is simply conjecture or if there is a kernel of truth to the matter.

Technique
RA NK 3: NEV ER BEYOND MY REA CH - The flawless blend of warrior
and assassin works unlocks a samurais true potential as a killer of
men. You may make melee attacks as a Simple Action instead of a
Complex Action when wielding a katana or any weapon with the
Ninja keyword. When wielding a weapon with the Ninja keyword, you
may also add +1k1 to your attack and damage rolls with that weapon.

The Shosuro Assassins [Ninja] (Path)


Technique Rank: 6
Replaces: N/ A
Requirements: Craft: Stealth 5, Knives 5, must have attained
Rank 5 in either the Shosuro Infiltrator or Shosuro Actor school
The Assassins are the venomous sting of the Scorpion, their
activities one of the greatest sources of paranoia in all Rokugan.
They are trained to dispatch all manner of targets in every sort of
circumstance, relying on tanto as small, easily concealed weapons
which are ideal for infiltration work. The Shosuro Assassins learn to
employ precise knife cuts and stabs to slay their targets in a matter
of seconds with a minimum of noise and commotion.

Technique
RA NK 6: THE HIDDEN BLA DE - The Assassins are the elite killers of
the Shosuro shinobi orders, trained to kill their targets with a single
precise stab or slice. When attacking a surprised or unaware
opponent with a knife, you may activate this Technique by spending
a Void Point (as a Free Action). Your attack will target a vital spot,
and any Raises for damage you make on that attack are kept dice
(+1k1 per Raise) instead of unkept (+1k0).

Kaze-Do Fighter [Peasant, Monk,


Ronin] (Path)
Technique Rank: 2
Replaces: Any Rank 2 for a character who qualifies.
Requirements: Jiujutsu (Kaze-do) 3
The ancient techniques of Togashi Kaze, which formed the basis for
almost all modern Rokugani martial arts, still survive in a somewhat
abbreviated form among the peasants of Rokugan and the monks of
the Brotherhood of Shinsei. The technique is rare and those who
know it usually pass it down privately to a few select students,
preserving its secrets from the samurai who Kaze opposed.

Technique
RA NK 2: THE WA Y OF AIR - The students of Kazes ancient
techniques learn how to use the speed of their opponents against
them while evading enemy weapons. When you are fighting
unarmed, any opponent attacking you with a melee weapon suffers
a penalty of Xk0 to his attacking Skill Roll, where X equals his Air
Ring. This penalty cannot apply to more opponents within the same
Round than your Insight Rank.
Special Limitation: Normally, only peasants and monks of the
Brotherhood may learn this Path, which represents those portions of
Togashi Kazes teachings which survive among the common people
of Rokugan. At the GMs option, a ronin or a Tattooed Man might
also be able to learn this Path if he is able to befriend a suitable
teacher among those groups, but this should be an extraordinarily
rare occurrence.

The Silken Promises Geisha [Ronin]


(Path)
Technique Rank: 3
Replaces: Any Ronin Courtier Rank 2
Requirements: Must be a geisha who has been admitted to
the ranks of the Silken Promise and who has Acting 3 and at
least three Perform skills at Rank 3.
The Silken Promises are a secretive organization of geisha who use
their acting and performance skills to develop influence with their
important customers. The Promises work primarily to protect their
own interests, but often act in alliance with other groups who are
aware of them and value their ability to exert covert political
influencemost notably the Scorpion Clan, who are the official
sponsors of the Silken Promises. However, the Promises have also
been known to work with the Kolat, as well as the Spider Clan in
eras when that group is active.

Technique
RA NK 3: DANCE OF SILK - The geisha of the Silken Promises use
their entertainment skills to subtly guide their clients into the policies
and attitudes they prefer. You may attempt to shift someones
attitudes by offering a suitable artistic performance (typically dance
or music) and making a Contested Roll of your Perform / Awareness
(or Acting / Awareness if more appropriate) against their Etiquette
(Courtesy) / Willpower.

You may not target the same character with this Technique more
than once per month.

The Shiba Illusionists [Shugenja]


(Path)
Technique Rank: 1
Replaces: Isawa Shugenja 1 or Shiba Artisan 1.
Requirements:
Founded by the unconventional shugenja Shiba Tsuna, the
Illusionists use Air magic to delight and entertain, following their
founders dictum that there is no sound the Air kami like more than
the laughter of children. They are regarded with some hostility by the
Isawa, who believe their use of the kami is frivolous, but after the
disgrace of Tsunas rival the Isawa have avoided any direct attack
on the organization, preferring to simply ignore it as much as
possible.

Technique
RA NK 1: THE TEJINA 'S ART - The path of the illusionist is one that
specializes in crafting false images. You gain a number of additional
spell slots per day equal to your School Rank. You may only use
these slots to cast the spells Token of Memory, Flight of Doves, or
Mists of Illusion.
Illusionists use the Trait benefit, Skills, Honor, and outfit of
whichever School they are attending in addition to the Technique of
this Path.
Illusionists are always presumed to have an Affinity for Air and gain
3 Air, 2 Water, and 1 Earth spell if this Path is their first Shugenja
Technique.

Asahina Fetishist [Shugenja] (Path)


Technique Rank: 2
Replaces: Asahina Shugenja 2
Requirements: One Craft or Artisan Skill at rank 3
The Asahina shugenja follow the path of peace and beauty, finding
harmony in the tranquility of nature. Over the years they have
become masters of a secret art of creation that allows them to imbue
magical power into small objects. These items, called tsangusuri,
temporarily give their bearers the ability to ask for the blessings of
the kami. Each item is painstakingly made to honor the Elements
and to reflect the Crane vision of a beautiful world.

Technique
RA NK 2: THE W ORLD IN THE PALM OF THE HAND - The Asahina are the
finest crafters of tsangusuri (fetishes) in the whole of Rokugan, and
their treasures are highly prized. When using an Artisan Skill or a
Craft Skill to create a small token of some kind, you may spend a
Void Point to confer a one-time blessing into the token. Whoever is
in possession of the token may activate this blessing at any time.
When activated, the token grants a bonus of +2k0 to one High Skill
Roll.
No more than one token may be used per day per individual.

With a success, you lure them into the attitude or a choice you
would prefer. At the GMs option, you may also take them as an Ally
with 1-point Devotion.
The effects of the Silken Promise technique are not mind control
and cannot force someone to make a decision that goes directly
against his character or his true loyalties. Subject to such caveats,
however, the technique can exert considerable influence, since the
target is unaware that he is being manipulated and may well believe
his new decision is entirely his own. Ultimately, the GM has the final
say on how much impact the Silken Promise Technique can exert.

92

Isawa Tensai [Shugenja] (Path)


Technique Rank: 2
Replaces: Isawa Shugenja 2
Requirements: Lore: Elements 3, Spellcraft 3
The Isawa are the undisputed masters of elemental magic among
the Great Clans. This prestigious family produces the most shugenja
by far, and puts them through rigorous training to maintain high
standards. The Tensai stand out as exceptional prodigies even
among the Isawa. Instead of a general study of the kami, the Tensai
focuses his attentions on a single Element. His command of the
kami grows to an astounding level, as the kami seem to sing and
dance at his call. Unfortunately, this single-mindedness comes at a
high cost. It seems to be one the Tensai are only too eager to bear.

Technique
RA NK 2: EMBRA CE THE ELEMENTS - There are those among the
Phoenix whose chi is so strongly attuned to the essence of a single
Element that they are able to accomplish incredible things by
studying that Element to the exclusion of others. You gain an
additional Affinity in any one Element for which you already possess
an Affinity. You gain a Deficiency in all other Elements. For example,
if you are a Rank 1 Isawa Shugenja with an Affinity for Fire, when
you advance to this Technique, you will be a Rank 2 shugenja
capable of casting Mastery Level 4 Fire spells, but only Mastery
Level 1 spells of all other Elements.

Iuchi Couriers (The Lords of the


Plains) [Shugenja] (Path)
Technique Rank: 2
Replaces: Iuchi Shugenja 2
Requirements: Horsemanship 3, Way of the Land Advantage
Although they choose to refer to themselves by the humble
appellation of the Iuchi Couriers, the shugenja who belong to this
group are jokingly referred to by others within their clan as the Lords
of the Plains due to their incredible ability to move at speeds no
others can match.
Shugenja trained by this group possess the ability to sooth the
spirits of the Earth as they ride, creating a path of least resistance for
their steeds benefit. This allows their horses to ride for much longer
at a time, and with virtually no risk whatsoever of any missteps, even
during the longest journeys.

Technique
RA NK 2: BEYOND THE W IND - and endurance to your steed. With a
five minute ritual and a successful Meditation Skill Roll (TN 15), you
may bless your horse or the horse of another rider. For a number of
hours equal to your Earth Ring, the horse will never suffer movement
penalties based on terrain, nor will it suffer the effects of fatigue.
The maximum number of horses which may benefit from this
Technique at the same time is equal to your Earth Ring.

Kawaru Sages [Shugenja] (Path)


Technique Rank: 2
Replaces: Any Phoenix shugenja 2, Tonbo Shugenja 2
Requirements: Divination (Kawaru) 3
This small sect of shugenja studies and renes the ancient kawaru
texts and methods, offering guidance and divination to all who might
need it. To these shugenja the ways of kawaru are a sacred art, a
gift from the Fortunes, and they often blend the kawaru methods with
actual divination magic to get more precise results. They like to wear
robes embroidered with the kawaru hexagrams.
Kawaru Sages occasionally gain fame as court diviners, although
they more often toil in obscurity.

93

Technique
RA NK 2: THE VEIL OF THE FUTURE - The Kawaru Sages have
mastered the art of reading the sixty-four hexagrams of kawaru in
order to divine what will happen in the near future, enhancing their
forecasts with the aid of the kami of Water. At the beginning of each
day, you may spend one hour in meditation and make a Divination
Skill Roll, at a basic TN of 15. If successful, you gain a +1k0 bonus
die, and you may Raise on the roll to gain addition bonus dice up to
your Water Ring. You may spend these +1k0 bonus dice on any
Spell Casting Rolls made during the rest of the day. Unused dice are
lost at nightfall.

Kitsune Artisan [Shugenja] (Path)


Technique Rank: 2
Replaces: Kitsune Shugenja 2
Requirements: Any one Artisan or Craft Skill at 3
For much of their history, the Kitsune people have been sequestered
in their own small region of the Empire, struggling for survival and
attempting to overcome the many deficits of resources that have
plagued them since their creation as the Fox Clan a thousand years
ago. Because of their struggle for survival, the Kitsune have rarely
possessed the resources to devote any time or energy to the pursuit
of the arts. Despite this, however, a unique tradition of artistry has
arisen among their ranks, a testament to the notion that the soul of a
samurai yearns for beauty, no matter his surroundings. Those who
have spent time in the forest have learned to see the beauty of their
surroundings, appreciating it for exactly what it is, and leave their
mark upon it in delicate ways. The most unique aspect of the Kitsune
artisan tradition, however, is that in its purest state, it is performed
without damaging the materials from which it is created. Living
sculptures are created from the trunks of trees that continue to grow
and thrive following their creation. Others are crafted from boulders
that remain in place, continuing to support whatever lay atop them
with no loss of stability. With the increase in the familys profile as
part of their incorporation into the Mantis Clan, they were called
upon to create more permanent, traditional works of art for the
benefit of their clans court endeavors, but the spirit of their work
remains the same. The removal of their creations has caused some
degree of discomfort to many Kitsune artisans, but the strange
nature of their craft is such that it has become an instant sensation in
many courts, and the displays found in Broken Wave City are among
the most popular in the current court season.

Technique
RA NK 2: THE BEA UTY OF THE W ORLD - A master of the Kitsune
naturalist art style can craft incredible beauty out of any aspect of the
world, be it wood, stone, or whatever can be found in nature. When
working with natural materials, you may expend an Earth spell slot to
gain a bonus of +1k0 on any Artisan or Craft Skill Roll.
You may expend a number of spell slots in this manner equal to
your School Rank, and this may be used in conjunction with Void
Points.

The Sisters of the Sacred Light


[Shugenja] (Path)
Technique Rank: 2
Replaces: Asahina Shugenja 2, Isawa Shugenja (Air) 2, Moshi
Shugenja 2

Requirements:
Founded in the years immediately after the creation of the Centipede
Clan, the Sisters of the Sacred Light were originally created to deal
with infestations of mischievous spirits. Although founded by the
Centipede, they recruit women from several clans, and those women
are expected to forsake their former loyalties in order to follow the
path of purity and wisdom which the Sisters teach. They dress in the
traditional garb of a temple priestess (a red hakama and white gi),
bereft of all markings save for a single clan mon to indicate their
ancestry.

Technique
RA NK 2: LIGHT BANISHES LIES - The Sisters of the Sacred Light
specialize in exposing illusions as the falsehoods they are. When
attempting to Banish the kami of Air, who are of course responsible
for the vast majority of illusion effects, you require only two Raises
on the Sense spell (rather than the normal three) and only three
Raises on the Commune spell (rather than the normal five).

Toritaka Exorcist [Shugenja] (Path)


Technique Rank: 2
Replaces: Kuni Shugenja 2
Requirements: Willpower 3, Perception 3, Calligraphy 3
From the days of their founding as the Falcon Clan, the Toritaka
have studied the ways of the spirits, especially ghosts and gaki.
Those of the Toritaka who had the gift of the kami undertook special
studies in these topics, learning the ways of yorei and goryo, of gaki
and kitsunetsuki, and the ways to purge their influence from the
natural world. The near-destruction of the Toritaka by a malevolent
Shuten Doji spirit only furthered their determination to learn the

Technique
RA NK 2: PURGE THE DARKNESS - You can sense the presence of
dangerous spirits (ghosts, gaki, yokai, creatures from the spirit
realms, etc) by making an Investigation (Notice) / Perception roll.
The base TN for this roll is 20, but may be increased by the GM for
spirits which are exceptionally difficult to notice. You may make two
Raises on the roll to learn the specific nature of the spirit you detect
(e.g. a yorei, a gaki, etc).
You may take a Complex Action to attempt an exorcism on
someone who is possessed by a ghost, gaki, oni, kitsune-tsuki, or
similar entity. You expend one spell slot and make a Contested
Willpower roll against the spirit; if you first place an exorcism ward
on the target (see sidebar), you gain +2k2 on the roll. With a success,
you force the spirit to leave the body it is possessing; it cannot
attempt to re-possess that same person for at least 24 hours.

Agasha Alchemists [Shugenja] (Path)


Technique Rank: 3
Replaces: Agasha Shugenja 3
Requirements: Fire 3, Spellcraft 3
The Ikakeya are a lesser known sect of the Agasha family who have
deliberately avoided the attention of outsiders ever since their family
joined the Phoenix Clan. These individuals have continued their
studies of the alchemical formulae and techniques from their time
with the Dragon Clan (and which the Tamori family has continued in
that clan). The Ikakeya are known for their skill at producing potions
and other alchemical items that contain the essence of their magic,
as well as for their skill at transposing and combining different
Elements for maximum effect.

Technique
RA NK 3: FURY OF THE ELEMENTS - You may store a Fire spell with the
Area of Effect one target person or one target creature in an
alchemical preparation for later use. The stored spell may be
activated instantly by anyone as either a Simple Action (to drink a
potion) or a Complex Action (to throw it, using Athletics (Throwing) /
Agility). By spending a Spell Slot for another Element (except Void),
you may also give a spell stored in this manner either an additional
Elemental keyword, or replace its Fire keyword with another
Elemental keyword.
For example, by spending an Earth slot, you could cause the stored
spell to be both Fire and Earth, or just Earth, for all purposes related
to the type of Elemental keyword associated with the spell. A spell
may only be given one additional Elemental keyword this way.

Asahina Artisans [Shugenja] (Path)


Technique Rank: 3
Replaces: Asahina Shugenja 3
Requirements:
Founded in the sixth century by Asahina Hake, the Asahina Artisans
use magic to create artwork that is transitory and unique, yet
supremely memorable. They rely heavily on illusion magic, often
using it to either enhance or replace the material components of their
art.

Technique
RA NK 3: HAKE'S LESSON - The artisans of the Asahina family
specialize in infusing magic into their craft in order to give it an
otherworldly sense of serenity and beauty. When making an Artisan
Skill Roll, you may expend a spell slot to add +2 per slot expended
to the total of your roll. You may expend a number of slots equal to
twice your Insight Rank in this manner. Air spell slots spent in this
manner add +3 instead of +2.

Bishamon's Chosen [Shugenja] (Path)


Technique Rank: 3
Replaces: Kitsu Shugenja 3
Requirements: Battle 3
The Lion Clan is home to the greatest armies and generals of the
Empire. The martial tradition is the center of every Lion samurai, be
he a priest or a warrior. The Kitsu family largely favors the traditional
paths of priesthood, but the Kitsu shugenja do not shirk their duties
to the clan. Bishamons Chosen learn to wield weapons and march
into battle beside their bushi brethren. Their fervor and dedication to
the Celestial Order remains pure, however, whether in the sanctity of
the temple on in the chaos of the battlefield.

94

Technique
RA NK 3: SCION OF STRENGTH - The Fortune of Strength shows
obvious favor to those who follow his teachings without question or
reservation. You may expend a spell slot as a Free Action to gain a
bonus of +1k0 to any Strength-based roll, including the damage roll
of a melee weapon. You may also expend a spell slot in this manner
to gain a bonus of +1k0 to the Spell Casting roll made for any spell
with the Battle descriptor.

Chuda Necromancer [Shugenja] (Path)


Technique Rank: 3
Replaces: Chuda Shugenja 3
Requirements: Lore: Shadowlands 3, knowledge of the maho
spell Summon Undead Champion
The Chuda family are among the greatest practitioners of maho the
Empire has ever known, eclipsed only by a handful of prodigies
(mostly from the Bloodspeaker Cult) of such masterful skill they
surely were the blessed of the Realm of Evil. The Chuda have
reached their level of skill not through natural affinity but through
unwavering devotion to the study of blood sorcery. Centuries of
research has been augmented by the unprecedented resources they
acquired after joining with Daigotsu. In modern times the Chuda also
gain additional necromantic knowledge from encounters with the
Jackals, a cult of dark sorcerers from the distant Burning Sands.
The corrupt Chuda have always included some in their ranks
devoted to the creation and control of the undead, and this group
has only become more terrifyingly powerful since the founding of the
Spider Clan.

Technique

Isawa Seaguard [Shugenja] (Path)


Technique Rank: 3
Replaces: Isawa Shugenja 3
Requirements: Water 3, Air 3, Sailing 3
The Phoenix Clan expands its own fleet in response to Yoritomos
growing campaign of raids and piracy; lacking the numbers to
conduct a build-up on the same scale as their Crane allies, the
Phoenix instead focus on placing shugenja on all their ships and
training those priests to use winds and waves against the Mantis
ships an especially important duty given the number of Yoritomo
and Moshi shugenja fielded by the Mantis fleet. The Seaguard, as
they come to be called, are often recruited from shugenja who would
normally have joined the Elemental Guards, and receive much of
their training directly from the clans new Master of Water, Isawa
Riake.

Technique
RA NK 3: THE WARD OF THE SEA - The Seaguard are taught to call on
the power of the wind and waves to protect their ships, allowing
them to fight on even terms with the more numerous and skillful
ships of the Mantis Clan. While on board a ship on the water, you
may expend a Water or Air spell slot as a Complex Action to create
a barrier of water and air around the ship. This barrier lasts for three
Rounds. While it is in effect, the ship has Reduction of 10 against
any physical attacks and Reduction of 25 against any natural or
magical fire-based attack. In addition, the barrier obstructs arrows at
(and from) anyone on the ship, replicating the mechanic al effects of
the spell Summoning the Gale.

Iuchi Traveler [Shugenja] (Path)


Technique Rank: 3
Replaces: Iuchi Shugenja 3 or Horiuchi Shugenja 3
Requirements: Athletics 2, Horsemanship 2

RA NK 3: THE DEAD DO NOT REST - The Chuda are unparalleled


masters of undeath. As a Simple Action you may expend a spell slot
of any element to immediately create from existing corpses a
number of zombies equal to your Taint Rank. These undead will
obey simple commands from you. They last for one week or until you
choose to dismiss your power over themeither way, at that point
the corpses disintegrate into rot and dust. (Statistics for zombies can
be found on page 331 of the L5R RPG 4th Edition rulebook.)

The people of the Unicorn are the children of the Four Winds and
their wanderlust is legendary. The Iuchi Traveler spends his life on
the road from birth, moving from one place to the next in an attempt
to see all the wonders of the Empire.

Disciples of the River [Shugenja]


(Path)

The Travelers have developed secret rituals to traverse the land in


mere moments, allowing them to come back from their journeys
whenever the Unicorn Clan needed their powers.

Technique Rank: 3
Replaces: Kitsu Shugenja 3
Requirements: Way of the Land Advantage for an area with a
river.
Founded by Kitsu Sonosuke, the Disciples recruit those in the Kitsu
family who are talented shugenja but lack the pure bloodlines to
become Sodan-Senzo or the militant spirit to join Bishamons
Chosen. They devote themselves to venerating the spirits of the
Empires rivers, great and small, and their power serves the Lion
Clan in many ways, from irrigating local rice paddies to defending
the clans northern border or moving troops and supplies safely along
waterways. The Disciples are seen as eccentric but well-meaning
and honorable by the rest of their clan.

Technique
RA NK 3: SERVANT OF THE RIVER - The Disciples of the River take the
concept of Water magic much more literally than do most of the
Kitsu family. Their approach is more like that of a Phoenix, although
none would ever admit such (and they would be insulted by the
comparison). When casting a Water spell while standing within one
hundred feet of a naturally occurring river, you gain one Free Raise
on that spell.

95

These rituals were later adapted for many uses, including war.
Despite this change in responsibilities, the typical Traveler remains
optimistic and cheerful at heart. Multiple spell slots may be
expended in this manner to move across greater distances.

Technique
RA NK 3: WHERE THE W IND WILLS - You possess knowledge of the
most sacred Unicorn magic: the art of moving from one point to
another without crossing the space in between. You may spend one
Void Point and expend one spell slot of either Air or Water (Void may
not be used) as a Simple Action to instantly teleport a maximum
distance equal to your School Rank x 100 feet. This affects only you
and the material you are carrying, but by expending a second Void
Point you may also teleport any horse -sized mount on which you are
sitting at the time of the effect.

Mantis Navigator [Shugenja] (Path)


Technique Rank: 3
Replaces: Any Mantis Shugenja School, Rank 3
Requirements: Sailing (Navigation) 3
The Mantis Clan is the undisputed master of the seas. Each captain
of their ships is trained to handle the worst the waters can throw at
him. The Mantis Navigator, meanwhile, can solve any problems
beyond the abilities of a normal man. His mastery of the seas is
unparalleled; his whispered prayers can calm the roughest seas and
clear the darkest skies. The crew can rest easy, knowing the
Navigator will get them back to land without fail.

Technique
RA NK 3: THE FORTUNES GUIDANCE - The shugenja who serve the
Mantis are taught many techniques that allow them to placate the
elements, even under extreme circumstances. When confronted with
difficult weather conditions, you may negate them by spending a
Void Point as a Simple Action. This affects an area equal to your
School Rank x 20 feet in all directions from you. In a skirmish, this
effect lasts a number of Rounds equal to your School Rank.
Outside of combat, this effect lasts a number of hours equal to your
School Rank. If the weather effect being negated is the result of a
spell, you may only negate spells with a Mastery Level equal or less
than your School Rank, and then only by spending a number of spell
slots equal to the Mastery Level in addition to the Void Point.

Oni Slayer [Shugenja] (Path)


Technique Rank: 3
Replaces: Kuni Shugenja 3
Requirements: Lore: Shadowlands 3
Kuni shugenja dedicate their lives to eradicating the Shadowlands
threat from the world. The Oni Slayers are an elite sect of the Kuni
family that focuses strictly on dealing with monsters that are too
strong to fight on an equal footing.
Their rituals and wards are essential in sapping the strength of
these unnatural beasts. Oni Slayers see things no man ever should,
yet their dedication to their duties remains unshaken.

Technique
RA NK 3: BOUND BY THE W ORLD - The Kuni study the poorly
understood art of binding, of using ritual circles and symbols to trap
demons so they can be destroyed forever. You may expend an
Earth spell slot and make a Spell Casting roll (without TN, see
below) in order to ritually prepare a binding circle, a process which
takes one hour. This circle may encompass a maximum area equal
to your School Rank x 5 in square feet, although you may combine
efforts with other Kuni to encompass larger areas by adding your
School Ranks together (only one of you may make the Spell Casting
Roll). Once an oni enters the circle, it becomes active. The oni may
not leave the circle without first succeeding at a Willpower Trait Roll
against a TN equal to the total of your Spell Casting roll. While the
circle is active, you gain one less Earth spell slot per day.

Shadow Hunter [Shugenja] (Path)


Technique Rank: 3
Replaces: Any Scorpion Shugenja School, Rank 3
Requirements: Stealth 3
The Scorpion Clan never publicly acknowledges the existence of
many of their elite forces. Their assassins and ninja can slip past
powerful defenses to reach their targets. However, these ninja are
only human and have limits to their abilities. The Soshis Shadow
Hunters are adept in speaking with the kami, bypassing normal
thresholds of power. The Shadow Hunters can alter the world with
the help of their spells. These elite assassins meld with the darkness,
revealing themselves only to devastate their foes.

Technique
RA NK 3: SCOURGE IN SHADOW - There are some targets the Shosuro
ninja are unable to eliminate, either because of their protection or
simply because they are too difficult to kill. For such targets, the
Soshi send in their Shadow Hunters. When casting a damaging spell
targeting an opponent who is unaware of your presence, you gain a
bonus of +2k0 on the Spell Casting Roll. You may also expend a
single spell slot as a Free Action to gain a bonus of +1k1 on a
Knives or Stealth Skill Roll.

The Children of Chikushudo [Shugenja]


(Path)
Technique Rank: 3
Replaces: Kitsune Shugenja 3
Requirements: Hunting 3, Lore: Spirit Realms (Chikushudo) 2
Perhaps no family in the Empire is so keenly attuned to the ways of
the Realm of Animals as the Kitsune family.
Throughout their long history, first as the Fox Clan and later as a
family of the Mantis Clan, certain individuals within their ranks
appear who are able to slip free of the normal confines of Earth
magic and accomplish amazing feats through their pacts with the
animal spirits of Chikushudo.

Technique
RA NK 3: BORN OF THE EA RTH - A master of earths intricacies can
project his mind into the soil and be born again in the form of an
animal.
If you are sitting upon the bare earth, you may sacrifice two Earth
spell slots and make a Meditation Skill Roll (TN 15). After ten
minutes of meditation, you fall into a deep trance and a natural
animal erupts forth from the ground before your body. Your mind
inhabits and control this animal form until you choose to end the
effect, your real body is harmed or disturbed, or the animal form is
killed in any of those circumstances, the animal form crumbles into
dirt and your consciousness returns to your real body.
You must choose any one natural animal, either from the Book of
the Void in the L5R RPG core rulebook or Chapter One of the
sourcebook Enemies of the Empire, as the form you adopt. If the
animal form has higher physical or mental Trait Ranks than you, you
use the animal forms Traits otherwise, you use your own. You gain
any and all abilities of the creature, but cannot speak (and thus
cannot cast spells) while in the animals body.

96

The Inferno Guard [Shugenja] (Path)


Technique Rank: 3
Replaces: Isawa Shugenja 3
Requirements: Fire 3, Battle (Mass Battle) 3, Fire affinity.
The Elemental Legions of the Phoenix Clan are a legend even
among the Empires military traditions. The Firestorm Legion and
their attendants in the Legion of Flame are the most aggressive of
the Elemental Legions, ever on the forefront of any battle in which
they are part of the Phoenix forces. Despite their overwhelmingly
aggressive tactics, however, even the vaunted Firestorm Legion
must give some attention to defense, and that is the purpose of the
Inferno Guard. They defend positions by creating walls of fire, they
protect by immolating archery fire from the sky, and they obscure by
filling the skies with thick plumes of smoke.

Technique
RA NK 3: MENACING FLAMES - Members of the Inferno Guard learn
how to employ certain Fire spells to maximize the apparent threat
they represent to opponents. When casting any Fire spell that does
not list One Target Creature or One Target Individual as its Area
of Effect, you may either spend a Void Point or expend an additional
Spell Slot to give the spell an additional effect of Fear X, where X is
the Mastery Level of the spell.

The Isawa Temple Guardians [Shugenja]


(Path)
Technique Rank: 3
Replaces: Isawa Shugenja 3, Agasha Shugenja 3
Requirements: Earth 4, Lore: Theology 3
Countless temples and holy sites throughout the Emerald Empire
have benefited from the protection of the Isawa Temple Guardians
over the centuries. Indeed, as a group they are welcome in the lands
of virtually every clan and family in Rokugan. Although their
expertise is only rarely needed, when it does come into play the
results tend to be memorable. There are many tales of a single
Temple Guardian turning the tide during an unexpected attack

Technique
RA NK 3: NEV ER THIS SACRED GROUND SHA LL FA LL - The Temple
Guardians of the Isawa family are well known for the power they
bring to bear against all who threaten the holy places of the Empire.
When defending a sacred location such as a shrine, temple, or
monastery, you gain a Free Raise on all Earth spells. In addition,
when defending a sacred location you may spend one Void Point (as
a Free Action) when casting any Earth spell that inflicts damage in
order to grant it the Jade keyword.

The Mist Legion [Shugenja] (Path)


Technique Rank: 3
Replaces: Isawa Shugenja 3 (Air Affinity)
Requirements:
The Phoenix Clan is home to the Elemental Guard, a set of four elite
military units staffed by shugenja specializing in those Elements.
Within the Hurricane Initiates, the Legion focused on Air, is a
secretive group called the Mist Legion which focuses on using
illusions on the battlefield. Although their existence is seldom
officially acknowledged, they can be recognized by a small gray
cloud worked into the school mon on their kimono. Although they are
trained for the battlefield, these shugenja are not solely warriors, and
in non-battle situations many of them use their abilities to create
massive temporary works of art.

97

Technique
RA NK 3: THE WORLD IS A CA NVAS - The members of the Mist Legion
assist the Elemental Guard and the Elemental Legions by
manipulating the battlefield to the advantage of the Phoenix Clan. A
number of times per day equal to your Insight Rank, you may spend
a Void Point to cast the spell Summon Fog or False Realm as a
Simple Action.

The Nameless Ones [Shugenja] (Path)


Technique Rank: 3
Replaces: Isawa Shugenja 3
Requirements: Isawa Shugenja 3, Ishiken-do Advantage
The existence of the individuals called the Nameless Ones was at
once both a great boon for the Phoenix and a terrible curse, for
those who were doomed to become Nameless Ones were in many
ways lost forever to their family and clan. The process by which a
Nameless One was created was very poorly understood, and to the
clans perceptions it seemed to happen through the enigmatic
intervention of the Void itself, moving to protect those capable of
interacting with it. Perhaps two dozen Nameless Ones were
identified throughout the clans history, starting with Isawa Ujina in
the late eleventh century, so the Phoenix had very little opportunity
to study the phenomenon.
A Nameless One is created when an ishiken, one of those rare
individuals capable of communing with the Void, is corrupted by
some form of spiritual contamination. The most common such
malady, of course, is the Shadowlands Taint, but the first of the
Nameless Ones was created by the Lying Darkness and that sinister
force was probably connected to all of the Nameless Ones to a
greater or lesser degree. Regardless, on some occasions when an
ishiken becomes corrupted, the Void itself purges the corruption
from their body and spirit. This is an incredibly traumatic occurrence;
sometimes it happens at the instant of corruption, while on other
occasions it takes place over an extended period sometime after the
contamination occurs.
Regardless of when it happens, the purification is horrifically
scarring, severely altering the individuals physical appearance and
mental faculties. Grotesque deformities are inevitable; this always
includes severe scarring but sometimes extends much farther, even
to the loss of limbs or facial features. Mentally, the Nameless Ones
are changed as well, commonly suffering from amnesia, mental
fugue, or loss of identity (hence their name). A precious few have
retained some semblance of their identity after this, most notably
Isawa Ujina himself, but this is extremely rare and apparently limited
to the most powerful of ishiken.
The boon of the Nameless Ones, if there can be said to be a
positive side to such a traumatic loss, is that they are consumed with
an all-encompassing hatred of the Shadowlands in all its forms.
Even more significantly, however, the magic of these individuals
becomes an incredibly potent weapon against the Shadowlands. For
this reason as well as due to the great reverence the Phoenix have
for all life, the Nameless Ones were permitted to continue to serve
the clan in whatever capacity they could.
After the exposure of the Lying Darkness at the end of the Hidden
Emperor era, the true source of the Nameless Ones contamination
becomes apparent, and the Phoenix grow far more wary of them.
Fortunately, the Darkness defeat effectively results in an end to the
creation of new Nameless Ones, and within a generation the strange
order is no more.
Although the canonical Nameless Ones only appear in a brief
portion of Rokugans history (starting with the Pre - Coup era and
ending with the Hidden Emperor era), creative GMs can use them in
other time periods as well. The Lying Darkness could potentially
have corrupted ishiken in almost any earlier era, and the Shadow
Dragon could do so in later eras as well.

Technique
RA NK 3: DARKNESS UNDONE - The Nameless Ones are terrible foes
of all corruption, but especially of the Shadowlands. When casting
any spell that targets an opponent with the Shadowlands Taint, you
may expend one additional spell slot to lower your opponents
Reduction by an amount equal to your School Rank. You may spend
multiple spell slots in this manner, up to a maximum equal to your
Void Ring. The lowered Reduction lasts until the beginning of your
next Turn.

The Seppun Hidden Guard [Shugenja]


(Path)
Technique Rank: 3
Replaces: Seppun Shugenja 3
Requirements: Must be chosen for service in the Hidden
Guard
Although all Seppun shugenja are tasked to help protect the
Emperor and the Imperial City against magical and supernatural
threats, but the elite order of the Hidden Guard receives special
training for this purpose. The Hidden Guard are in charge of the
direct magical and spiritual protection of the Emperor, his family, and
the Imperial Palace. Many of them spend their entire lives doing
nothing but endlessly watching, reinforcing, and maintaining the
wards and other magical protections over their charges.

Technique
RA NK 3: HARMONY IN ALL - The Hidden Guard are tasked with
warding and protecting the Emperor, the Imperial family, and their
possessions and holdings. You gain a Free Raise with all spells that
have the Wards or Defense properties.

The Soshi Deceivers [Shugenja] (Path)


Technique Rank: 3
Replaces: Soshi Shugenja 3
Requirements:
For centuries the Soshi Deceivers are the darkest secret of the
Soshi family: a secret group who combine Air magic and the power
of Nothing to produce a host of sinister effects.
They are notably adept at illusion magic, cloaking their actions in
concealing shadows, rendering themselves invisible, or taking on the
visages of others to deflect blame for their actions. After the
exposure and apparent defeat of the Lying Darkness, the original
Deceivers are purged from the clan, but the organization is later restarted in the belief that its powers can be replicated without relying
on the dangerous influence of the Shadow. Whether this effort is
truly successful, or the Soshi are merely deceiving themselves,
remains to be seen.

Technique
RA NK 3: WA Y OF THE SHADOW - A master of Shadow gains many
powerful abilities. You may sacrifice a spell slot of any Element to
gain perfect vision when in absolute darkness. Alternately, you may
spend an Air or Void spell slot to gain a bonus of +1k1 to the total of
any Stealth, Sleight of Hand, or Sincerity (Deceit) Skill Roll. You may
not spend more spell slots than your Insight Rank in this manner on
any one Skill Roll.

Chuda Subversive [Shugenja] (Path)


Technique Rank: 4
Replaces: Chuda Shugenja 4
Requirements: Lore: Shadowlands 4

This comes with certain drawbacks, often including grotesque


disfigurations. Witch Hunters and Jade Magistrates learn to spot
these changes and kill these blasphemers on sight. Those who use
these profane rituals must find ways to lessen the consequences of
their actions if they wish to live within the Empire. The Chuda
Subversives are well versed in masking the effects of the
Shadowlands Taint and passing as normal citizens of the Empire.
Their abilities have grown so great that they may even fool the kami.

Technique
RA NK 4: THE DARK KAMI 'S DISCRETION - Certain sects of the Chuda
have extensively studied means by which the influence of Jigoku in
the mortal realm can be concealed from others. By expending three
spell slots, you may completely suppress your own Taint, or that of a
willing target you touch, for a number of hours equal to your School
Rank. In the case of a human who possesses the Taint, this will
render them temporarily immune to damage from jade or other
effects that target the Taint, but will deny them access to any Taintbased abilities, such as maho or Shadowlands powers. In the case
of inherently Tainted creatures targeted by this effect, such as oni or
goblins, the effect only renders them immune to Taint -detection
abilities. They gain no immunities and lose no abilities. This
Technique in no way disguises physical mutations.

Tamori Warrior Priest [Shugenja]


(Path)
Technique Rank: 4
Replaces: Tamori Shugenja 4
Requirements: One Weapon Skill at rank 3
The Tamori family has been brave and combative ever since its
inception. Tamori shugenja often train alongside their Mirumoto
brothers to improve their coordination. The yamabushi (Warrior
Priest) considers his martial training equally as important as his
connection to the kami. The Warrior Priest can use his bond with the
elements to increase his observation of the field of war, allowing him
to perform awe-inspiring feats of prowess.

Technique
RA NK 4: STRENGTH OF THE SOUL - The Tamori are the most martially
inclined of all Rokugans shugenja families, often training alongside
their clans bushi.
You can expend a spell slot as a Free Action to gain a bonus of
+1k0 on any Bugei Skill roll. You may not expend more spell slots
per round in this manner than your School Rank. You may make
melee attacks as a Simple Action when using a weapon created by
one of the following spells: Bo of Water, Tetsubo of Earth, Katana of
Fire, or Yari of Air.

The Acolytes of Thunder [Shugenja]


(Path)
Technique Rank: 4
Replaces: Yoritomo Shugenja 4
Requirements: Fire 3, Void 4
In the Thousand Years of Darkness, the guidance of Sezaru as
Oracle of Thunder allows the shugenja of the Mantis Clan to
discover new ways to call on the power of Thunder.
These discoveries come too late to help the defense of the Islands
of Silk and Spice, but during the later Mantis exile to the Ivory
Kingdoms they offer the hope that someday the Mantis may be able
to reclaim their home from the legions of Fu Leng.

The Shadowlands Taint offers great power to those who would listen
to the seductive beckoning of the dark realm.

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Technique

Technique

RA NK 4: THUNDER 'S CA LL - The Acolytes of Thunder can call on the


power of the great Thunder Dragon to smite their enemies. You may
cast the spell Fury of Osano-Wo as a Simple Action by sacrificing a
spell slot in any Element. Your Raises for damage on that spell
award +1k1 per Raise instead of +1k0.

RA NK 4: STRIKE OF PURITY - The Crystal Masters learn how to


awaken the spiritual power of crystal and use it to strengthen their
spells. When you learn this technique, one piece of crystal which you
possess becomes awakened and is then used to empower your
spells with the essence of crystal. (If this piece of crystal is lost or
destroyed, you cannot use this Technique until you acquire another
one it is the GMs discretion how much time and effort this will
require.) When casting a Fire or Earth spell that inflicts damage (e.g.
Jade Strike, Fury of Osano-Wo, etc) you may spend a Void Point to
channel the spell through your awakened crystal and infuse the spell
with the essence of crystal. This adds one additional Complex Action
to the casting time of the spell. The spell does an additional +1k1
damage and is now considered to be Crystal for the purpose of what
foes can be damaged by it, whether it can penetrate Invulnerability
or Creature Reduction, and so forth.

The Kitsu Spirit Legion [Shugenja]


(Path)
Technique Rank: 4
Replaces: Kitsu Shugenja 4
Requirements: Must be born with the spiritual gifts required to
serve in the Spirit Legion. This is essentially a characterdevelopment/ role-play constraint which should be discussed
between player and GM.
Formed during the twelfth century, the Spirit Legion is comprised of
a handful of Kitsu shugenja with the ability to reach across the
boundaries of the Spirit Realms and summon the spirits of those
realms to serve them.
The ability cannot be taughtone must be born to itand those with
the gift are quite rare.

Technique
RA NK 4: THE LEGIONS OF THE DEAD - The handful of Spirit
Legionnaires are able to pull aside the veil to the Spirit Realms and
call forth the spirits themselves to defend their family. You may
conduct a ritual that opens a portal and summons forth a spirit to
fight in your place. This is a Complex Action that requires you to
expend two spell slots associated with one Element of your choice
and spend a Void Point. The spirit appears as an armored warrior
with the Spirit trait and with all Rings at 2 except for the Ring whose
slots you sacrificed; that Ring begins at 3. The spirit is considered to
have Kenjutsu 3 and Defense 2, and is equipped with a spectral
daisho and light armor. These spirits remain in the mo rtal realm for a
number of hours equal to your Kitsu Shugenja School Rank, or until
dismissed by you.

The Kuni Crystal Masters [Shugenja]


(Path)
Technique Rank: 4
Replaces: Kuni Shugenja 4
Requirements: Earth 5, Spellcraft 5, Lore:
Elements (Crystal) 5
In the twelfth century, the Kuni begin focusing more intensely on the
power and nature of crystal, partially influenced by the struggle
against the Lying Darkness and partly by their interactions with other
races who used crystal, such as the Naga and even the Nezumi.
The Crystal Masters emerged from this research. They are the
creators of the Sapphire Strike spell, and specialize in awakening
the spiritual powers of crystal and using those powers to enhance
their other magic.
Must possess a piece of pure crystal. Player must have approval
from GM to become a Crystal Master.

The Seppun Astrologers [Shugenja]


(Path)
Technique Rank: 4
Replaces: Seppun Shugenja 4
Requirements: Astrology 4, Divination (Omens) 5
Astrology is very important to all of the Imperial families, with the
Otomo employing it in court while the Seppun study it for its spiritual
and divinatory purposes.
The Seppun Astrologers watch the night skies constantly, seeking
portents to better protect the Emperor and the Empire. Like the
Kawaru Sages, the Seppun supplement their astrological knowledge
whenever possible with divination magic (although they would be
greatly insulted to be compared to the practitioners of kawaru).

Technique
RA NK 4: W ISDOM OF THE HEAVENS - The sage-priests of the Seppun
Astrologers are capable of finding great wisdom in the alignments of
the Celestial Heavens, and their recognition of previously unnoticed
patterns can bring joy or doom to the mortal world.
Once per month, you may clarify a persons place in the great
tapestry of fate and thereby confer one Spiritual Advantage or
Spiritual Disadvantage on that person.
(This is a ritual effect and cannot be performed during a skirmish.)
This effect lasts for one month or until you use this Technique on a
different person, whichever comes first. If you are attempting to
confer a Disadvantage, you must also succeed at a Contested Void
Roll against the target.
GMs Notes: Wise GMs will recognize there is much potential for
abuse in this Technique. In general, the GM should exercise a veto
on any Advantage or Disadvantage that does not make sense. In
particular, this Technique should never be allowed to bestow
Ancestors or to inflict truly heinous Disadvantages such as Momoku
or the Shadowlands Taint. (Alternatively, the GM may allow the
Astrologer to inflict more powerful Disadvantages, but require Raises
on the Contested Void Roll.)

The Jade Champion [Shugenja] (Path)


Technique Rank: Special (see above)
Replaces: Special (see above)
Requirements: Shugenja only
When the Empire is in need, it calls the greatest shugenja to serve
as the Jade Champion. This guardian scours the land of magical
corruption and demonic forces to keep Rokugan pure.
While each Jade Champion has personally chosen the focus of his
duties, most consider the eradication of maho their greatest
responsibility.

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Technique
RA NK SPECIA L ( SEE A BOV E): THE EMPEROR 'S W ILL - The Jade
Champion is the enforcer of the Emperors laws related to magic and
religion. You gain a Free Raise on all Spell Casting Rolls. When
confronting an opponent who practic es any form of outlawed magic
(maho, yobanjin shamanism, any form of gaijin sorcery, etc.) or who
possesses corrupt supernatural abilities (the Shadowlands Taint or
corruption by the Lying Darkness), you gain an additional Free Raise
on your Spell Casting Roll.

Acolytes of Snow [Shugenja] (Path)


Technique Rank: w or 3
Replaces: Isawa Shugenja 2, any other Phoenix Shugenja 3
Requirements: Lore: Yuki no Onna 3 or Water Afnity
Founded by a third-century Isawa shugenja who was fascinated by
the legends of the Yuki no Onna (Snow Maiden), the Acolytes
develop magic built around snow and ice, modifying spells from
Water and other Elements to t their needs.

Technique
RA NK W OR 3: THE MAIDEN 'S ICY GRA SP - The Acolytes of Snow
recognize that the icy touch of the Snow Maiden allows Water to
mirror the strength and power of Earth. You may cast the following
Earth spells as Water spells: Armor of Earth, Armor of the Emperor,
Be the Mountain, Bonds of Ningen-do, Earths Stagnation, Grasp of
Earth, Major Binding, Minor Binding, and Wall of Earth. The spells
create their physical effects from ice instead of from earth or stone,
and the Acolytes usually rename these spells to incorporate Ice into
their titles.

The Asahina Fire Sculptors [Shugenja,


Artisan] (Path)
Technique Rank: 2
Replaces: Any Shugenja 2
Requirements: Fire 3, Artisan (Sculpture) 2
The Asahina family are known both for their devotion to peace and
for their appreciation of beautiful things, and it is not uncommon for
individuals in the family to pursue the creative arts, including
sculpture many of the Asahina monasteries and temples are filled
with splendid and famous statues, with admirers traveling from all
over the Empire to look upon them. A lesser-known artistic tradition
within the family depends not on the permanence of stone but
instead on the fleeting beauty of fire to create its sculptures. The Fire
Sculptors are few in number but famed for their work, and they are
welcomed in many courts where their talents can be appreciated
for the brief time they exist.

Technique
RA NK 2: THE INNER SHAPE OF FIRE - A GM who wishes to represent
the greater degree of control a Fire Sculptor has over the Element of
Fire may opt to allow a Fire Sculptor to gain one Free Raise on a
Fire spell once per day.
An Asahina Fire Sculptor is capable of creating beautiful but fleeting
shapes rendered in fire, heat, light, or smoke.
You may expend a Fire spell slot and make an Artisan (Sculpture) /
Fire roll (base TN is 20, adjusted by the GM depending on the
complexity of the sculpture being created). The sculpture will last a
number of minutes equal to your Fire Ring, but requires full
concentration during that time (i.e. you may do nothing except Free
Actions).
The sculpture vanishes instantly when the time elapses or you
cease concentrating. The GM should award suitable Glory for a
successful Fire sculpture performance.

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