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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
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
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
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
Toku Bushi...................................................................................41
Oriole...................................................................... 41
Paths ...................................................................... 61
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
Tiger ....................................................................... 58
Yotsu Bushi .................................................................................58
Tortoise................................................................... 59
Kasuga Smuggler.......................................................................59
Tsuno ..................................................................... 59
Tsuno Ravager ...........................................................................59
Tsuno Soultwister.......................................................................60
ii
iii
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)
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.
You may also add half your School Rank (rounding up) to the
armors Armor TN bonus.
Hida Pragmatist
Clan: Crab
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Defense, Jiujutsu (Improvised Weapons) 2,
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:
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.
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
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.
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:
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.)
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.
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
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
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).
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.
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.)
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.
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.
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
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.
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
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.
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.
12
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
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.
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).
14
Matsu Berserker
Clan: Lion
Discipline: Bushi
Benefit: +1 Strength
Skills: Battle, Jiujutsu, Kenjutsu (Katana), Kyujutsu Lore:
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
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).
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:
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.)
16
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
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
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
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.
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
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.
20
Yoritomo Shugenja
Clan: Mantis
Discipline: Shugenja
Benefit: +1 Perception
Skills: Athletics, Calligraphy, Knives, Lore: Theology,
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
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
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
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
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.
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.).
Techniques
24
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,
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,
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
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
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.)
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.
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.
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Soshi Shugenja
Clan: Scorpion
Discipline: Shugenja
Benefit: +1 Awareness
Skills: Calligraphy (Cipher), Courtier, Etiquette, Lore Theology,
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.
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.
Shinjo Bushi
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,
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
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
31
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
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
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.
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).
Minor Clans
Minor Clan Defender Advanced
Clan: Minor Clan
Discipline: Bushi
Benefit:
Skills:
Honor:
Outfit:
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,
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.
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
Dragonfly
Tonbo Shugenja
Clan: Dragonfly
Discipline: Shugenja
Benefit: +1 Perception
Skills: Calligraphy, Courtier, Etiquette, Meditatio (Void
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.
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
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),
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
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
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
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).
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
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).
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
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,
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,
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,
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.
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.
Techniques
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.
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.
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.)
46
Techniques
Techniques
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.
Honor: 5.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling
Pack, 2 Koku
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.
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.
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.
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
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:
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.
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.
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.)
Honor: 5.5
Outfit:
Devotion: Fortunism
52
Techniques
Techniques
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
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
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
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.
Outfit:
Devotion:
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).
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.
Techniques
Techniques
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
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
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.
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.
Outfit:
Devotion: None
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.
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
Honor: 4.5
Outfit:
Devotion: Fortunist (Emma-O, the Fortune of Death)
Outfit:
Devotion:
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.)
Outfit:
Devotion: Fortunist
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
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.)
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.
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
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).
Tsuno Soultwister
Clan: Tsuno
Discipline: Shugenja
Benefit: None
Skills: Athletics, Battle, Defense, Intimidation (Torture),
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).
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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
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.
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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.
Technique
Technique
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.
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.
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).
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.
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.
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.
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).
Technique
RA NK SPECIA L ( SEE A BOV E): SOUL OF PROMISE - The Topaz
Champion is among the best and brightest of each generation.
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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.
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.
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.
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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.
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
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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
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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.
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.
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.
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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.
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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).
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).
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.
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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.
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.
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.
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.
73
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.
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.
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.
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.
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).
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
Technique
RA NK 4: ROARING TO SHA KE HEAVEN - Members of the Seventh
Wave draw strength from their diversity.
77
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).
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.
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.
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.
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.
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.
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
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
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.
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
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).
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.
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.
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%.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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).
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.
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
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.
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 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.
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).
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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.
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
This Technique cannot be used on the same target again until after
the two weeks delay has expired.
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.
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.
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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.
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.
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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.
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.
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.
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.
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).
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.
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.
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.
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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.
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.
Technique
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.
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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.
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.
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.
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.
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.
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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.
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.
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.
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.
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).
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.
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.
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.
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
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.
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.
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.
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.
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).
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.
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.
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.
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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.
Technique
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.
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.
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.
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.
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.
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.
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.
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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.
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.
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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.
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.
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.
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.
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.
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 Shadowlands Taint offers great power to those who would listen
to the seductive beckoning of the dark realm.
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Technique
Technique
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.
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.)
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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.
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.
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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