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Moto Sword Dancer School [Artisan] -Original Creation-

Even before their oath of fealty to the Ki-Rin Clan so many centuries ago, the Moto were a fierce warrior tribe. As is
common amongst such peoples, they enjoyed entertainments meant to inflame the emotions of the audience. To
this end, the women of the Moto (whether born into the family, or won in raids) developed a tantalizing dance that
combined feminine sensuality with the dangers of swordplay. Though relatively unknown within the Empire as a
whole, the sword dancers of the Moto still exist, passing down their techniques from mother to daughter (and,
occasionally, to daughters-in-law).
Known as Kommu in modern Rokugan (where sword dancers will often call upon Uzume, the Fortune of Dancing,
to grant them a greater level of acceptance), this dance was originally known as Raks al sayf in the Burning Sands,
where it is still performed in its more traditional forms. Sword dancers traditionally wear loose and revealing silken
garments when performing, but due to the Rokugani customs against showing too much of ones skin, these
garments are exchanged for more socially acceptable (though still extravagant) kimonos when performing before
non-Unicorn audiences.
Since the Unicorn Clan's return to Rokugan, the sword dancers have not lost their touch for using their performance
to inflame the passions of warriors, but they have adapted some of their techniques to be effective on both the
battlefield and in the tents of the Khans.

Benefit: +1 Agility
Skills: Athletics, Defense, Horsemanship, Kenjutsu (Scimitar), Perform: Dance, Temptation (Seduction), any one
Skill.
Honor: 3.5
Outfit: Extravagant Clothing, Traditional Dancers Clothing and Jewelry, Scimitar, Wakizashi, Traveling Pack, 10
koku.
Techniques
Rank 1: Steel Gleams, Silk Cuts
The sword style of the sword dancers is a beautiful blend of graceful art and viciously effective killing techniques.
You gain a +2k0 bonus on Perform: Dance Skill rolls when wielding a scimitar or otherwise using a scimitar as part
of your performance. Whenever you succeed on a Perform: Dance Skill roll, you gain one point of Glory, plus an
additional point of Glory for each Raise you called on the roll. Unlike many other Artisans, Moto Sword Dancers do
not shy away from engaging in combat. You gain a bonus to damage rolls with a scimitar equal to your ranks in the
Perform: Dance Skill, and if you are not wearing armor of any kind, you may calculate your Armor TN using your
Fire Ring instead of your Reflexes Trait.

Rank 2: Ember Spark Dance


As the Sword Dancer becomes more skilled, she learns to manipulate the emotions of those watching her
performance, albeit in a limited fashion. You may make a Perform: Dance check at TN 20 to inflame the fighting
spirit of a single individual. If successful, the chosen character gains a bonus equal to +1k1 + your School Rank to
the next attack roll he makes (this bonus is lost if not used within the next 10 minutes). You may grant this bonus to
more than one character by calling 1 Raise for each additional character to be effected, to a maximum number of
characters equal to your School Rank.

Rank 3: Fortune Favors the Brazen


The fire within the Sword Dancer burns with terrible glory, attracting others to her like moths to a flame. You may
use Perform: Dance to enhance a Temptation (Seduction) roll. Before making your Temptation (Seduction) Skill roll,
you may spend a Void Point to roll Perform: Dance at TN 20 + (5 x the targets Insight Rank). If successful, you roll
additional un-kept dice on your Temptation (Seduction) Skill roll equal to your School Rank.

Rank 4: Blood-Thirsty Sword Dancer Spirit


At this level of skill, the Sword Dancer learns to use her passion to send herself into a short-lived frenzy. At the
beginning of your turn, you may spend a Void Point to roll Perform: Dance at TN 40. If successful, you may make
melee attacks with scimitars as a Simple Action instead of as a Complex Action for a number of rounds equal to
your School Rank. During this time you may also calculate your Movement rate using your Fire Ring instead of your
Water Ring.

Rank 5: Ever-Burning Flames


The pinnacle of the Sword Dancer's training teaches her to use her passion to fuel her actions. You gain an
additional number of Void Points each day equal to your Fire Ring. These additional Void Points may only be used
to activate Moto Sword Dancer School Techniques and to enhance Skill and Trait rolls. Whenever you spend one of
these bonus Void Points to enhance a Perform: Dance roll, you gain a bonus of +2k2 instead of +1k1.
Order of the First Pulse [Monk or Bushi] -Original Creation-

Since the beginnings of the Empire, Samurai have been engaging in personal combat with spirits, oni and undead,
but more than any other opponent, they fight each other. Over the centuries each clan and their various families
have developed numerous fighting techniques, each jealously guarded from their enemies and allies alike. Not
surprisingly however, the Samurai were not the only group to develop combat techniques. From every major city to
the lowliest village, men fight each other for money, glory, revenge, and for fun. While these brawlers do not have
any real dojo, they do learn tricks to combat, simple bits of know-how to give an edge in a fight.
Over the past few generations however, there has arisen a new sort of unofficial fighting tradition. Wandering
monks and ronin, unaffiliated with any school, clan, or temple, who possess uncommon skill. They are the Order of
the First Pulse. Initiates of the Order of the First Pulse find enlightenment in the first moments of a fight, when blood
rushes, steel is drawn, and lives hang in the balance. They train to strike first in a fight, saying that if you wait longer
than one heartbeat to make an attack then you've already lost.
Though they have no true temple or dojo, the Order of the First Pulse passes on its teachings from master to
student through a manual entitled Seven and Sixty Techniques of Deadly Breath. Each manual is hand written, and
includes numerous additions and revisions made by those who possessed it in the past, though the core
techniques are always taught in their original form.
The Oder of the First Pulse is an unaligned order of warrior monks, revering neither the Fortunes nor the Tao of
Shinsei, though this is not due to any philosophical differences. Most Initiates of the Order simply revel in finding
their own path, without worrying about what spiritual powers may be watching them from the Heavens.

Benefit: +1 Reflexes
Skills: Athletics, Defense, Hunting, Investigation, Jiujutsu (Improvised Weapons), Meditation, any one Bugei or Low
Skill.
Honor: 3.5
Outfit: Robes, any one weapon, Copy of Seven and Sixty Techniques of Deadly Breath, Traveling Pack, 3 koku.
Techniques
Rank 1: First Pulse, Last Breath
Initiates of the First Pulse react to danger with reflexes honed from surviving years of street brawls and ambushes.
You gain a bonus on Initiative rolls equal to twice your School Rank. On the first Round of a Skirmish, you gain a
+1k0 bonus on your melee attack rolls.

Rank 2: Introduction to the Stone Prince


Anybody can get lucky and happen to react to danger faster than those around him, but it takes true skill to make
your opponents get slower. Whenever you succeed on a melee attack against an opponent, reduce his Initiative
score by an amount equal to your Air Ring. This penalty lasts for 2 Rounds. This Technique is cumulative (a number
of times up to your School Rank), and the duration resets with each application. You gain a bonus of +0k1 on
unarmed damage rolls, or +1k0 on weapon damage rolls, against opponents with lower Initiative than your own.

Rank 3: Armament of Lightning


The Initiates of the First Pulse fight with a savage fury, striking with desperate speed, knowing that the sooner a
fight is over, the closer they are to finding enlightenment. On the first Round of a Skirmish, you gain a +Xk0 bonus
on your melee attack rolls, where X is your School Rank. This bonus persists on subsequent rounds, but you gain 1
fewer rolled die each Round after the first.

Rank 4: Fleeting Wings of Dust


Initiates often claim that when they fight, time seems to slow, allowing them to notice the nearly imperceptible
openings in their opponents guard, an advantage which the Initiate is more than willing to capitalize on. On any
round during which you act first, you may make melee attacks as a Simple action instead of as a Complex action.

Rank 5: Titan of the Streets


As a survivor of countless fights, the Initiate gains an almost supernatural awareness of danger, and is able to react
with extreme violence against anyone within arms reach. Whenever an opponent declares a melee attack against
you, you may immediately spend a Void Point to take a Free Action to make one melee attack against that
opponent. This attack is resolved before the triggering attack, and causes you immediately assume the Full Attack
Stance. You may activate this Technique up to twice per round; the first activation limits you to making a single
Simple Action during your next Turn (whether during this Round or the next), while activating it twice limits you to
only being able to take Free Actions.
New Ronin School
3rd Ed. Update

The most prestigious and successful members of the Eyes of Nanashi, those who are secretly called the Voice of
Nanashi by certain members of the organization, are colloquially known as the Masters of Games. These men and
women are responsible for overseeing the social agenda that permeates Nanashi Mura (Anonymous Village) and
retaining the city's peaceful and prosperous atmosphere. They specialize in deception and redirection, and their
duties include manipulating events in the village's gambling houses so that the patrons remain content, yet lose a
sufficient amount of money to fund the village's ongoing activities.
This School is designated as a Ronin Courtier School. Although the following Technique is specifically designed to
represent the courtiers that serve the village of Nanashi Mura, there is no reason that it cannot be used to represent
other ronin who have learned to survive on their own or with small groups of others.

Master of Games [Courtier]


Benefit: +1 Awareness
Skills: Courtier, Defense, Etiquette, Games (any one) 2, Kenjutsu, any one High or Low Skill.
Honor: 4.5
Outfit: Extravagant Clothing, Daisho, Tanto, Traveling Pack, 3 koku.

Technique
Rank 1: To Master the Game
You have learned that odds and probability extends well beyond games of chance and into the realm of politics. By
carefully observing and anticipating the actions of others, you can gain keen insight into your opponents' intentions.
Choose a single Games Skill in which you possess Ranks. You gain a bonus equal to your Ranks in that Skill on all
Contested Social Skill rolls you make. You also gain a bonus to your Initiative rolls equal to half your Ranks in your
chosen Games Skill.

Rank 2: Winds & Fortunes


Any true master of games knows how to assess the odds of success. A number of times per day equal to your
School Rank, you may know the TN of any roll before you make it. When making Contested Rolls, you may first
make a Contested Raw Awareness Roll; if successful, you may learn how many dice your opponent will be rolling
and keeping before the roll takes place. You may not back out of the confrontation that occasioned the Contested
roll based on this knowledge, but you may take further action to affect your roll or your opponent's.

Rank 3: Forge Your Own Fate


The Voice of Nanashi believe that fortune is forged rather than found. You may spend a Void Point in order to
immediately re-roll any failed Social Skill Roll. There is no limit to the number of times you may do this apart from
the number of Void Points that you have remaining, however, each re-roll beyond the first increases the TN by +5.

Rank 4: Dueling The Fortunes


Opportunity comes to those who are willing to take it. You gain an additional action per round. This action may not
be used to make an attack, but it may be used to take any other legal available action. It may be an action of any
type: Complex, Simple or Free (allowing you to ignore the normal limitation of only performing each Free action
once per round.)

Rank 5: Fortune Favors the Bold


Fortune smiles upon those who are bold enough to seize opportunity when it presents itself. Once per day, you may
spend all of your remaining Void Points (minimum 1) after failing a roll by up to 25 points. This roll is immediately
converted to a success, with a number of Free Raises equal to the number of Void Points you spent when
activating this Technique.

The Voice of Nanashi


This Technique represents the skills taught to the diplomats of Nanashi Mura in the twelfth century, but can also be
used to represent the training of any long-lived and powerful ronin group that has the resources to teach diplomats
the Kaeru family of the City of the Rich Frog are an obvious example.

New Ronin Path: Voice of Nanashi [Courtier]


Rank: 2
Requires: Courtier 3, Etiquette 3. Must be a resident of Nanashi Mura (in the twelfth century) or belong to a ronin
group with similar resources (in other eras).
Technique: Anonymous Words Hold Weight
The Voice of Nanashi 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.
Obsidian Blade Duelist [bushi]
This school is a perversion of the dueling styles of the Empire, developed by a Lost samurai of unparalleled cruelty.
Daigotsu was delighted with this samurai's fighting style, which punished foes before finishing them off. The Dark
Lord encouraged this, since the Spider would need duelists to operate in the Empire, and the style drew on the
virtues of strength and willpower which he favored. He ordered Daigotsu Kurozen to create a school to teach his
methods to others, and the new dojo now echoes with screams and cries of anguish as Kurozen molds his students
into brutal killing machines. The number of graduates - or rather, survivors - is still relatively low, but each shows
potential that makes Kurozen smile.
The Obsidian Blade duelist is taught to employ cruelty and mockery as his principle weapons, unsettling and
disrupting his opponent's focus and energy, and distracting them with their own pain and misery.

Benefit: +1 Strength
Skills: Sincerity (Deceit), Defense, Hunting, Iaijutsu, Kenjutsu (Katana), Intimidation, any one Bugei or Low Skill.
Honor: 2.0
Outfit: Light Armor, Sturdy Clothing, Daisho, any one weapon, Traveling Pack, 3 koku.

Techniques

Rank 1: Strength
The Obsidian Duelist is taught to rely on his strength and physical power to overwhelm his opponents. When you
are in a duel, you may roll Iaijutsu/ Strength or Iaijutsu/ Taint (if you possess a Taint Rank) instead of Iaijutsu/ Void
on your Focus Roll. Additionally, you may may perform the Knockdown Maneuver for 1 less Raise than normal.

Rank 2: Insight
The Obsidian Duelists are taught to feed on their opponents' pain to enhance the force of their own blows. When
attacking a wounded opponent, you keep additional dice equal to half the number of Wound Levels your opponent
is currently suffering from. You can gain a maximum number of additional kept dice from this Technique equal to
your School Rank or Taint Rank (if you possess a Taint Rank), whichever is higher.

Rank 3: Determination
The Obsidian Duelist has learned to make exceptionally vicious attacks. When attacking with a Samurai keyword
weapon, you may make melee attacks as a Simple Action instead of a Complex Action.

Rank 4: Control and Will


The Duelist's monstrous ferocity unnerves his opponents. Immediately after making a successful attack against an
opponent, you may spend a Void Point to inflict a Fear effect on all enemies within 20', with a Fear Rank equal to
your Strength Trait Rank or your Taint Rank (if you possess a Taint Rank), whichever is higher.

Rank 5: Knowledge and Perfection


The Obsidian Duelist has now attained full mastery of himself and can impose that mastery on his opponents.
When you are in a duel, before the Assessment Phase, you may spend a Void Point to roll a Contested
Intimidation/ Willpower Roll against your opponent (this is considered a Fear effect). If you succeed, for the duration
of the duel, your opponent suffers a penalty to all Iaijutsu Skill rolls equal to -Xk0, where X is your Strength Trait
Rank or your Taint Rank (if you possess a Taint Rank), whichever is higher. This can reduce your opponents
number of kept dice, but cannot reduce his roll below 1k1.

For the sake of preserving an awesome Technique, as well as maintaining game balance.

New Alternate Path: Obsidian Blade Kensai [bushi]


Not all who attend the dojo of the Obsidian Blades are cut out to be members of that order. Many do not survive.
Those who do, however, walk away with a great appreciation for pain and brutality. These few kensai are often
feared by their enemies and allies alike, for the wounds they inflict are often lethal, even if they initially look
superficial.
Obsidian Kensai are often also Obsidian Magistrates, using their unforgiving Techniques to dispense their own form
of justice.

Rank 3: Blood Wind


Replaces: Daigotsu Bushi 3 or Obsidian Blade Duelist 3.
Requirements: Kenjutsu 4, Strength 4, Fire 3
You have learned to deliver exceptionally vicious wounds that do not easily close. Any opponent struck by you
continues to bleed from the injury. During the Reactions Stage of any Round in which you successfully inflict
damage on an opponent, he suffers a number of additional Wounds equal to your Strength Trait Rank plus your
Taint Rank (if any). This additional damage continues each round until the victim is magically healed or successfully
treated with a Medicine Skill Roll.
The Ronin Basic Schools
Ronin Warrior
3rd ed. Update

Ronin warriors are what most people in the Empire think of when someone mentions the word "ronin". They are
wandering fighters with little respect for finesse or subtlety, preferring to act with brutal and simplistic attacks. While
many ronin warriors are forced to turn to banditry to survive, not all choose this life. Many sign on to serve the Great
Clans in their skirmishes in the hopes of making a name for themselves and being offered a chance at swearing
fealty.

Ronin Warrior [Bushi]


Benefit: +1 Strength
Skills: Defense, Hunting, Kenjutsu, Kyujutsu, any 3 Skills.
Honor: 2.5
Outfit: Worn Clothing, Light or Ashigaru Armor, Daisho, any one weapon, Traveling Pack, 5 zeni.

Techniques

Rank 1: The Wolf's Technique


The Wolf is merciless in his retaliation when attacked. You gain a +1k1 bonus on all attack or damage rolls against
opponents who have declared you the target of an attack since the beginning of your last Turn. You must declare
whether this benefit will apply to your attack rolls or damage rolls at the beginning of your Turn. This Technique may
only apply to one opponent per Round, but may be switched from one opponent to another each Round as long as
each opponent has declared you the target of an attack.
Rank 2: Punish The Arrogant
A ronin knows he will only survive if he is quick to react to what happens around him. If you are wounded by an
opponent, you receive a bonus to your Initiative during the next combat Round equal to the number of Wounds you
suffered. This bonus applies only to the Round immediately following the Round in which you were wounded.

Rank 3: Desperate Speed


The ronin's desperate struggle for survival gives him strength and speed in times of stress. If an opponent has
declared you the target of an attack, until the end of the next Round, you may make attacks as a Simple action
instead of as a Complex action against that opponent.

Rank 4: The Killing Strike


Every second of combat threatens the ronin's life, so he strives to kill his enemies the moment he draws his blade.
A number of times per day equal to your Insight Rank, you may spend a Void Point to gain a bonus to your damage
roll equal to twice your Insight Rank.

Rank 5: None Shall Overcome


The ronin's fighting style is fluid, as he finds ways to overcome the defenses of even the most powerful opponents.
When making any attack roll, you may voluntarily sacrifice any number of rolled dice to gain an equal number of
kept dice. For example, if you would roll 8k2 for your attack roll, you may choose to roll two fewer dice and keep
two more, rolling 6k4. You must declare how many dice you lose and gain in this manner before rolling your attack.

Ronin Duelist
3rd ed. Update

The image of the wandering duelist of uncommon and unexpected skill is a popular one in the empire, often
appearing in plays and pillow books. They have the potential to cut quite the dramatic figure as they use their
swords to carve out an existence. They are known to set up open challenges to any and all comers in the hopes of
winning not only glory, but money and perhaps even employment from showing off their skill. A select few have
even been known to offer their services as a champion in duels when the challenged party has no yojimbo to duel
in his stead.

Ronin Duelist [Bushi]


Benefit: +1 Awareness
Skills: Defense, Hunting, Iaijutsu, Kenjutsu, any 3 Skills.
Honor: 3.5
Outfit: Worn Clothing, Light or Ashigaru Armor, Daisho, any one weapon, Traveling Pack, 1 koku.

Techniques
Rank 1: The Wind Technique
Speed is necessary for a ronin to survive. You gain a bonus on all Initiative rolls equal to twice your Awareness Trait
Rank.

Rank 2: Taking The Measure


An opponent who is understood is an opponent who is already defeated. You gain a +2k1 bonus to your
Assessment rolls in an iaijutsu duel.

Rank 3: Strike Like Wind


Attacking with swiftness and precision comes naturally to those who already know how their opponent will defend.
On the Round following any Round in which you assumed the Center Stance, you may make melee attacks with
Samurai keyword weapons as a Simple Action instead of as a Complex action.

Rank 4: Testing The Measure


As a ronin learns to understand his foes, he gains greater insight in how to exploit their weaknesses. When you are
in an iaijutsu duel, each Raise you call on your Assessment Roll increases the TN of your roll by +3 instead of +5.
You gain a +1k0 bonus to your Strike roll in an Iaijutsu duel for each piece of information you learn about your
opponent during the Assessment phase.

Rank 5: The Final Measure


The trained eye can find any weakness. When you are in an iaijutsu duel, for every additional margin of 10 points
by which you exceed your opponents Assessment roll, you gain an additional +1k1 bonus to your subsequent
Focus roll.

Ronin Yojimbo
3rd ed. Update

The ronin who follows the path of the yojimbo is rare indeed. While it is one of the surest methods of finding
employment, it can also be one of the quickest ways into a grave. Those who truly follow the way of the yojimbo are
often individuals with a deep respect for all life, or who feel that their own life can be better spent by ensuring the
long life of another.

Ronin Yojimbo [Bushi]


Benefit: +1 Reflexes
Skills: Defense, Hunting, Kenjutsu, Kyujutsu, any 3 Skills.
Honor: 4.5
Outfit: Worn Clothing, Light or Ashigaru Armor, Daisho, any one weapon, Traveling Pack, 2 koku.

Techniques

Rank 1: The Way of Sacrifice


Even a lowly wandering ronin can value life and seek to to protect it. When in the Defense or Full Defense Stances,
you may perform the Guard Maneuver as a Free action. If you choose to do so, the Armor TN bonus you provide
from the Guard Maneuver is reduced by 5 points.

Rank 2: Will, Not Flesh


Focus permits a ronin to set aside pain and push beyond normal physical limitations. When acting to protect
another individual (i.e.; performing the Guard Maneuver, or dueling on their behalf) or when acting in self-defense
(i.e.; you did not provoke or initiate combat), you reduce your Wound Penalties by three times your Insight Rank.

Rank 3: Strength of Conviction


A yojimbo never fights so fiercely as when defending his charge. On the Round following any Round in which you
have performed the Guard Maneuver, you may make melee attacks as a Simple action instead of as a Complex
action.

Rank 4: Hasten The Blade


A yojimbo defends first, and retaliates second. On the Round following any Round in which you were in the
Defense or Full Defense Stances, you gain a bonus to your Initiative equal to the Armor TN bonus you received
from your Stance on the previous Round. This bonus lasts until the Reactions Stage of the Round in which it was
gained.

Rank 5: Dashed Upon The Stones


Fighting defensively is no hindrance to a true yojimbo. At the beginning of your Turn, if you are in the Defense or
Full Defense Stances, you may spend a Void Point to make a single attack as a Free action.
New Ronin Basic School: Ronin Assassin
*Inspired by LBS 4th ed. PDF

Unfortunately, ronin assassins are more prevalent than many in the Empire would like to admit. As it stands, many
ronin find that accepting assassination contracts is a surprisingly effective way to make a living. It seems that
people, from the lowliest eta to the most honorable of samurai, are always making enemies willing to pay to have
them killed.

Ronin Assassin [Ninja]


Benefit: +1 Agility
Skills: Defense, Hunting, Kenjutsu, Kyujutsu, Stealth, any 2 Skills.
Honor: 1.5
Outfit: Worn Clothing, Ashigaru Armor, Daisho, any one weapon, Traveling Pack, 1 koku.

Techniques

Rank 1: Face The Darkness


The ronin assassin embraces the darkness in his soul. You gain a +0k1 bonus on Stealth rolls. The katana and
wakazashi have the "Ninja" keyword for you.

Rank 2: Speed Born of Darkness


A ronin assassin learns that his greatest advantage lies in attacking opponents when they are defenseless. When
attacking a lone opponent or a target who is unaware of your presence, you gain a bonus to your Initiative rolls
equal to your Ranks in the Stealth Skill.
Rank 3: No Escape
Taking advantage of an opponent who expects no attack allows the ronin to plan his attacks for maximum effect.
You may make attacks with Ninjutsu weapons (including weapons with the Ninja keyword) as a Simple action
instead of as a Complex action when attacking a lone opponent or an opponent who is unaware of your presence.

Rank 4: Shadows Only Fade


The ronin learns to use the shadows in which he lives as a weapon, striking at those who only see the light. When
facing a lone opponent or a target who is unaware of your presence, you gain a bonus to your attack and damage
rolls equal to your Stealth Skill Rank.

Rank 5: The Final Strike


At the pinnacle of his skill, the ronin assassin finds that his willingness to kill has no limits. When attacking a lone
opponent or a target who is unaware of your presence, you may spend Void Points on your damage rolls with
Ninjutsu weapons (including weapons with the Ninja keyword). This Technique allows you to bypass the normal
restriction on spending Void Points on damage rolls.
Shadowed Web Artisans use their art not to inspire or glorify, but to manipulate and tempt their audience, playing
with base emotions as a child would play with a puppet.
The Rokugani recognize three sins: Fear, Desire, and Regret. The Shadowed Web Artisan learns how to effect a
viewers subconscious so as to engender these feelings, leading their targets down dishonorable paths and,
occasionally, into madness.
With the ascent of the Spider into a Great Clan, the Spider Clan now recognizes those of the Shadowed Web as a
valuable tool in Rokugan. With the clan itself under greater scrutiny than ever before, it is no longer as easy for
infiltrators to manipulate events and ideas through open word alone. But with a more subtle approach, indirectly
through their darker versions of the "Fine Arts", the Shadowed Web are more than able to manipulate others into
being useful to the Spider Clan. After all, who needs words when art speaks for itself?

Shadowed Web Artisan School

Benefit: +1 Awareness
Skills: any 1 Artisan Skill, Intimidation (Control), any 1 Perform Skill, Sincerity (deceit), Temptation (Seduction), any
1 Games or Low skill.
Honor: 1.5
Outfit: Extravagant Clothing, Wakizashi, Art and Performance Supplies, Traveling Pack, 4 Koku.

Techniques

Rank 1: Web's Adhesion


Words by themselves are typically easy to block out and forget. However, visual images and music are powerful
and can be burned into the mind. Choose a single Artisan or Perform Skill. This becomes your chosen art. Anyone
who views your performance or a work of your chosen art must make a Contested Skill roll of their Etiquette/
Willpower against your Artisan/ Awareness or Performance/ (Varies) Skill roll result. If they fail, they may not add
their Honor Rank to their rolls to resist any Fear effects, Intimidation, or Temptation Skill rolls for the next day.
Additionally, you gain a bonus equal to your Insight Rank + Taint Rank (if any) to all Artisan and Perform Skill rolls.

Rank 2: Darkened Strands of Fear


A spider's web is useless if your prey can see it early on. The Shadowed Web use their arts to bring out the darker
aspects of their viewers minds. While making a performance or display of your chosen art, you may spend a Void
Point to make an Intimidation (Control) Skill roll, without making any obvious actions to do so, against a TN equal to
5 times the Honor Rank of your audience. Use the average value, if the audience consists of more than 1 person.
You gain a +1k1 bonus to your Intimidation Skill roll when used in this manner. If your Intimidation Skill roll is
successful, a number of people in your audience equal to your School Rank, gain either Dark Secret, Doubt, Failure
of Bushido (Courage), or a 3-Point Phobia (of the GM's choice), for the next 24 hours.

Rank 3: Gossamer Web of Desire


The web of the spider is wonderful to behold, for those who do not know the danger it represents. While making a
performance or display of your chosen art, you may spend a Void Point to make a Temptation (Seduction) Skill roll,
without making any obvious actions to do so, against a TN equal to 5 times the Willpower Trait Rank of your
audience. Use the average value, if the audience consists of more than 1 person. You gain a +1k1 bonus to your
Temptation Skill roll when used in this manner. If your Temptation Skill roll is successful, a number of people in your
audience equal to your School Rank, gain either Compulsion, Consumed, Driven, Fascination, Greedy, Jealousy,
Lechery, or True Love as a disadvantage for the next 24 hours.

Rank 4: Pulling the Strands of Regret


The web of a spider is a powerful trap, and those caught within a web seldom manage to escape. At this level of
skill, the Shadowed Web Artisan becomes a dark mirror, showing all who look upon him that the horror he shows
them is no different from what they will find if they look into themselves. While making a performance or display of
your chosen art, you may spend a Void Point to make a Sincerity (Deceit) Skill roll, without making any obvious
actions to do so, against a TN equal to 5 times the Awareness Trait Rank of your audience. Use the average value,
if the audience consists of more than 1 person. You gain a +1k1 bonus to your Sincerity (Deceit) Skill roll when
used in this manner. If your Sincerity (Deceit) Skill roll is successful, a number of people in your audience equal to
your School Rank, gain either Bitter Betrothal, Blackmailed, Dependent, Lost Love, or Soft-Hearted as a
disadvantage for the next 24 hours.

Rank 5: Patterns Within The Web


At the pinnacle of his skill, the Shadowed Web Artisan learns to make his art seem real. The intricate patterns and
motions evoke deep emotional responses and hallucinations from those who gaze upon such dark and disturbing
works. Any time you make a Skill roll for your chosen art, you may spend a Void Point and make either an
Intimidation (Control), Sincerity (Deceit), or Temptation (Seduction) Skill roll. Anyone who views a work of your
chosen art must succeed at a Contested Etiquette/ Willpower roll against your Intimidation, Sincerity, or Temptation
Skill roll result.
If any members of your audience failed this roll and you chose Intimidation, those who failed believe that you
possess up to 5 Shadowlands Powers (selected by you), and will react accordingly.
If any members of your audience failed this roll and you chose Sincerity, those who failed believe a target of your
choice possesses up to 3 Shadowlands Mutations (selected by you) and will act accordingly (typically with either
fear or violence).
If any members of your audience failed this roll and you chose Temptation, those who failed believe that they are
Lost with up to 3 Shadowlands Powers (selected by you) and will act accordingly (typically violent and bestial).
This Technique does not cause those affected by it to actually gain any Taint, although it could cause loss of Honor
or Glory for actions committed while under its effects.
This Technique lasts for up to one hour, and cannot effect the same person more than once per day.

A note on temporary Disadvantages from Shadowed Web Techniques- Many of the Disadvantages that can be
inflicted with these Techniques make no sense at first glance. How can someone "gain" a dependent just from
watching someone dance, or viewing a flower arrangement? The point of these Disadvantages are to represent
temporary mental illnesses and hallucinations. The character believes them to be true, and will act accordingly. For
some, this might mean having a completely imaginary child as a dependent, or simply thinking that someone else
needs your constant care and attention, or even that another persons child is your own. In the end, it's up to the
player and the GM as to how they want to handle these Techniques, but one should always shoot for having fun.
Toturi Bushi School
3rd ed. Update

Updated from its original appearance in The Four Winds p183. This school is still preserved within the Imperial
families, and is available to them without needing to take the Different School Advantage.

Benefit: +1 Perception
Skills: Battle (Mass Combat), Defense, Iaijutsu, Kenjutsu (Katana), Spears, War Fans, any 1 Skill.
Honor: 5.5
Outfit: Sturdy Clothing, Daisho, Yari, any 2 weapons, Light or Heavy armor, Horse (Rokugani pony), 10 Koku.

Techniques

Rank 1: Moon On The Water


Before any conflict, the Tutori bushi sizes up his opponent, looking for any sign of weakness. In the first round of
any skirmish, after initiative is rolled but before any actions are resolved, you may roll your (Weapon Skill)/
Perception against a selected opponents (Weapon Skill)/ Awareness as a Free action, where Weapon Skill refers to
the weapon the opponent is currently using. If you succeed, you gain a bonus to your Armor TN equal to your
Perception + School Rank against attacks from that opponent. You gain this same bonus on all of your attack rolls
against that opponent.
You may activate this Technique additional times during a skirmish, but doing so requires the expenditure of a Void
Point.

Rank 2: The Fan of Command


A Toturi bushi possesses secret weapons that no one expects. You gain a +1k1 bonus on attack and damage rolls
with War Fans. In Mass Combat, you may add half your Ranks in War Fans to your Battle (Mass Combat) Skill rolls.

Rank 3: Sword of Water


A Toturi Bushi attacks with both power and precision. You may make attacks as a Simple action when attacking with
a Samurai Keyword weapon, spear, or war fan.

Rank 4: The Fan of Conquest


The war fan is indispensable to a general. You no longer suffer two weapon fighting penalties when wielding a war
fan in your off hand. In Mass Combat, you may add your Ranks in War Fans to your Battle (Mass Combat) Skill
rolls. This bonus does not stack with the bonus from your Rank 2 Technique.

Rank 5: The Supreme Warrior


Toturi was one of the greatest warriors and leaders of all time, and those who attend his school reap the benefits of
his wisdom. When you succeed at using your Rank 1 Technique, you may also add your Honor Rank plus your
Perception Trait Rank to the total of all your damage rolls against that opponent.

The Peacock Clan


Though its humble foundations began hundreds of years ago during the reign of the 19th Hantei Emperor, the
proud and noble Peacock Clan has served every dynasty that has ever sat on the throne including the current
Iweko Dynasty. Their role as guardians of the Royal Peacocks is one that the clan takes very seriously and has
lead to its near extinction more then a few times in tumultuous history. During the Scorpion Clan Coup, the Clan
Champion at the time Kujaku Hakanai died against Scorpion conspirators while defending the peacock pens in the
Imperial aviary known as The Righteous Sun. In response to this act of heroism, the Scorpion nearly slaughtered all
the peacocks. Luckily Hakanais son, Sochi had spirited away four pairs of the lovely birds during the confusion to
preserve the integrity of the family and clan. Thought to have been destroyed by many during the Coup, the
remnants of the Clan stayed in hiding throughout the Clan War and only reappeared on the day of the coronation of
Toturi I. The empire rejoiced when Kujaku Sochi appeared in the throne-room with more then a dozen peacocks,
those four he spirited away had been quite busy, and the Peacock Clan was reborn. It was during the subsequent
Four Winds Saga that the clan nearly faced extinction again, when Daigotsu attacked and razed Otosan Uchi and
the members of the clan struggled to save the Emperors precious peacocks. The clan and the peacocks managed
to survive this tragedy only to have their good name and deeds stripped from them when the current Champion at
the time, Kujaku Tansei, drunkenly declared his love for Toturi Tsudao in her presence while meeting her and her
entourage in the House of the Blue Tanuki after the harrowing attack on the former capital. This act was perceived
as crude and ill-timed and Tsudao, in her first act as Empress, took their clan status away. Though shamed, the
former clan went into hiding in the fringes of the Empire taking the prized peacocks with them. It would not be until
decades later that the Peacock Clan would come into fame again with the coronation of Iweko I. The Clan
presented the new Empress and her dynasty with two golden peacocks, the rarest of the rare, and cemented their
loyalty to the new power on the throne and with that hopes of reinstatement as a clan.

THE KUJAKU FAMILY: +1 REFLEXES


The glamorous Kujaku family are the heads of the Peacock Clan. Their founder, Doji Kujaku was the most beautiful
samurai in all the land and son to the Crane Clan Champion during the reign of Hantei XIX. He was a master of the
sword and master of wit and left a long string of devastated opponents in his wake. He was also known to be quite
the lothario and was rumored to have fathered several children throughout the Empire. In a drunken celebration
during a very momentous winter court, Kujaku accidentally slept with and subsequently impregnated the
Emperors niece, whom was betrothed to the son of the Phoenix Champion at the time. To save face of both the
Imperial line and the Crane, Kujaku was promoted to guard the Emperors prized peacocks. He took to the duty
like a good son and served his post until the day he died nearly 18 years later during the Night of Five Fires when
the crazed son of the new Phoenix Champion set fire to several buildings within Otosan Uchi. He died saving his
wards from the deadly flames and thus maintaining the integrity of his exalted position. In his honor, Hantei XIX
posthumously awarded him his own Clan, the Peacock, and named him its illustrious founder. From that day forth,
the Kujaku family have served with distinction in their post and are some of the most cunning courtiers and deadly
swordsman in all of Rokugan.

NEW BASIC SCHOOL: KUJAKU BUSHI SCHOOL


Benefit: +1 Awareness
Skills: Kenjutsu, Iaijutsu, Defense, Etiquette, Perform (choose one), Temptation (Seduction), Animal Handling
(Peafowl).
Honor: 6.5
Outfit: Light Armor, Sturdy Clothing, Extravagant Outfit, Daisho, any one weapon, Make-up Kit, Traveling Pack, 5
koku.

TECHNIQUES
RANK 1: VOW OF THE PEACOCK
The Kujaku are known for their honorable stewardship of the regal birds whose name they bear. When performing
the Guard Maneuver you may add your School Rank plus one to the Armor TN of your target, in addition to the
normal benefits of the maneuver. Additionally, you have learned that a seductive glance can be just as effective as
a swift sword, and gain a +1k0 bonus on your Temptation(Seduction) rolls.

RANK 2: GAZE OF A THOUSAND EYES


Like the watchful and weary peacock, nothing can get by your gaze. When you assume the Center Stance, you
gain a bonus to your Iaijutsu (Assessment) Roll equal to your Animal Handling Skill Rank. You also gain a +1k0
bonus on all rolls to detect ambushes or other unseen opponents.

RANK 3: THE HEAVENLY ARRAY


The spirit of the peacock flows through you, giving you influence similar to that of a male peacock over its harem.
When using the Guard Maneuver, you may extend the benefits of the maneuver to a number of targets equal to
your Air Ring. Furthermore, you have come to understand that the ways of the peacock are beautiful and glorious,
and not something to be looked down upon. You no longer lose honor from using the Temptation (Seduction) skill.

RANK 4: AN IMPRESSIVE DISPLAY


Mimicking the graceful speed and deadliness of an enraged mother peahen, you may now make melee attacks with
Samurai keyword weapons as a Simple Action instead of as a Complex action.

RANK 5: WRATH OF THE GOLDEN PEACOCK


At the pinnacle of your training, you realize that the peacock is not just an animal of extraordinary beauty, but that it
is also a creature of extreme wisdom and cunning. During the Focus segment of an Iaijutsu duel, you gain a Free
Raise on your Iaijutsu (Focus) roll for every 2 ranks you possess in the Animal Handling skill. In addition, if neither
you nor your opponent beats the others Iaijutsu (Focus) roll by at least 5, you may still make the first strike in the
Strike segment of the duel.

PEACOCK ADVANCED SCHOOL: PEACOCK PROVOCATEUR [COURTIER]


REQUIREMENTS:
Status: 4.0 or greater
Glory: 2.0 or lower
Skills: Animal Handling (Peafowl) 5
While many see being assigned as a tender of the Emperors favored menagerie as a sign that one has clearly
displeased a superior of great influence, many of those who earn such a promotion have taken to it with all the
devotion and duty that such an important role requires. A small number of them have even managed to learn
something from studying such proud and self-important animals.

TECHNIQUES
RANK 1: DEEDS OF THE PEACOCK
Those who are fortunate enough to earn a place in this highly selective group have learned to wield the power of
their position in conjunction with the disregard most of the Empire pays their deeds.
If during a contested social roll, your Status is higher than your opponent and your Glory is lower than your
opponent, add twice your rank in Animal Handling to the result of your roll.

RANK 2: GRACE OF THE PEAFOUL


The Peacock is known for its awesome strut and magnificent plumage which it uses to both frighten off enemies
and attract mates.
You must spend a Void Point to activate this ability. For every consecutive round in which you both move and
speak, you gain a cumulative +1k0 to all intimidation and temptation rolls to a maximum of +5k0. While this ability is
active intimidation and temptation do not count as low skills for you.

RANK 3: CALL OF THE GOLDEN PEACOCK


Once per session you may recommend another samurai, with lower status than yours, for service in this most
exclusive of positions, they immediately gain a number of status points equal to the difference in status ranks
between you. However they also lose 1 full rank of Glory for every point of status they gain as the mere mention of
their name in such circles causes others to think that they have fallen into disfavor. This cannot reduce their Glory
below their Insight Rank.

NEW KATA : SUBLIME PEACOCK STYLE


Ring/Mastery: Air 4
Schools: Kakita Bushi, Mirumoto Bushi, Peacock Bushi, Seppun Guardsman, Firefly Bushi.
Effect: You have mastered a really demonstrative kata to impress your opponents. When in the defense stance and
wielding a melee samurai weapon, you can make an intimidation / awareness roll as a simple action with a TN
equal to a target opponents highest ring x 5. While this kata is active, your Armor TN is increased against this
opponent by the difference as you totally impressed him.

NEW ADVANTAGE: GAZE OF THE COCOTTE [SOCIAL] (2 POINTS)


You have the uncanny ability to know who is more susceptible to the wiles of seduction just by looking at them.
When engaged in any Social Contests you know instantly when your target has the Lechery Disadvantage.
Peacock, Scorpion and geisha characters may purchase this Advantage for 1 point.

New Basic School: Kitsune Vixen (Courtier) -Original Creation-

In the years since the Mantis Clan absorbed the Kitsune, the now Great Clan family has struggled to find a place for
themselves in their new clan. While they are mostly left to their own devices in their forest home, their duties now
are far greater than they ever were in the Kitsune's days of simply being a Minor Clan.
To this end, the Kitsune decided to turn their efforts toward forming a courtier school. Since their founding the
Kitsune has been a family of shugenja, and those without the gift of speaking with the kami (or the animal spirits of
Chikushudo) were sent away to train as bushi or rangers. But as the family with the closest ties to nature, they
easily found something inherent in nature that all men possess: The need for sex.
In Rokugani legends, fox spirits are viewed not just at tricksters, but as tempters and beguilers of men. The Kitsune
family Vixens excel at playing both roles, subtly turning their presence into a necessity for their Yoritomo brethren to
ruthlessly exploit.
Although the school is still small, the lords of the Mantis are quite pleased with the performances of the Vixens thus
far, and the soft, subdued techniques of the Vixens perfectly counterbalance the relentless browbeating of Yoritomo
courtiers.

Benefit: +1 Awareness
Skills: Calligraphy, Etiquette (Conversation), Hunting, Meditation, Perform (choose one), Temptation (Seduction),
any one High or Merchant Skill.
Honor: 4.5
Outfit: Extravagant Clothing, Wakizashi, Calligraphy Set, Makeup Kit, Traveling Pack, 10 Koku.

Techniques
Rank 1: Gaze of the Fox
The Vixen knows who she may most easily entice simply by looking at how people react to her. You instantly know
if anybody you are engaged in conversation with has the Lechery Disadvantage. Temptation (Seduction) is not
considered a Low Skill for you. Any time you use Temptation (Seduction) in a beautiful or aesthetically pleasing
natural environment (such as a forest, by a river, or even in a large garden), you keep additional dice equal to your
School Rank.

Rank 2: Wiles of Spring


The joy and elation that nature shows at the beginning of spring is emulated by the Vixen in her every word and
action, catching others up in her sense of jubilation. A number of times per session equal to your School Rank, if
you have failed an Etiquette Skill roll, you may re-roll it as a Temptation (Seduction) Social Skill roll instead, playing
off your failure as simple excitement, and inviting others to share in the joy of life and nature. You must take the
result of the Temptation roll.

Rank 3: Just A Glance


The Kitsune Vixens are known for having the same beguiling eyes as the Nine-Tailed Fox spirits that haunt the
Kitsune Mori. As a Complex Action, you may spend a Void Point to make a Temptation (Seduction) Skill roll against
a single individual within 20 feet. If successful, that person suffers a penalty to all Ring, Trait, and Skill rolls equal to
twice your Ranks in Temptation. This penalty only applies to the next such roll that individual makes within the next
2 Rounds. If your target fails a roll while suffering from this penalty, he may (GM's discretion) immediately looses a
number of points of Glory and Honor equal to your School Rank, as the reason for his bumbling failure is obvious to
all who witness it.

Rank 4: Compelling The Heart


The mere presence of a Vixen can leave a lingering need in the hearts of even the most stalwart of samurai. Any
time you succeed on a Temptation (Seduction) Skill roll, the target of your seduction automatically gains the
Fascination Disadvantage for you. Any character with a Fascination for you cannot benefit from any Advantages,
Techniques, or Honor when resisting your Temptation (Seduction) Skill rolls (although they may still benefit from
spells and kiho).

Rank 5: Motions of Serene Promise


When a Vixen masters her art, she need not even put forth effort to lure men into her embrace. You gain a +5k0
bonus on all Temptation (Seduction) Skill rolls, and may make Temptation (Seduction) Skill rolls as a Simple Action.

A note on gender inequality: The term "Vixen" is the proper name of a female fox, and also used to describe a
woman of a quarrelsome nature. In modern slang, "vixen" is also used to describe a flirtatious or sexy woman. For
the purposes of this school, I opted to go with the two fun definitions (a female fox, and a flirtatious woman).
Also note, that due to linguistic limitations (a male fox is called a "Dog" or a "Tod" and just doesn't have the same
level of imagery) this whole school is written from a feminine gender. This doesn't mean that male members of the
Kitsune family can't be trained in this school. They just need to have a fun and creative (or bland and utterly boring)
name, cuz "vixen" just doesn't sound right when used on a guy
Generic Schools, like ronin schools, are less powerful that the School Techniques of the Great Clans, and represent
a more intuitive learning of abilities. Unlike ronin schools, however, Generic Schools still benefit from having a
sensei or two, a dojo to practice in, the support of a Minor Clan, and do not require the expenditure of XP to learn
the Techniques.
These are primarely intended to e used to flesh out characters from Minor Clans who do not attend their Clan's
main School, but may be taken by a Great Clan samurai by way of the Different School Advantage.

Generic Bushi
Not every bushi in the empire has learned at the main dojo of a clan some are not good enough by birth, others
not able to come to the dojo or have other hindrances but, nonetheless, they are samurai, followers bushido, and
are taught to use their abilities to the benefit of their home, family, town or clan.

Benefit: +1 Willpower
Skills: Defense, Etiquette, Lore: Bushido, Lore: Heraldry, Kenjutsu (Katana), Kyujutsu or Polearms, any one non-
Low skill.
Honor: 4.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any one weapon, Traveling Pack, 5 koku

TECHNIQUES
RANK 1: WAY OF THE BUSHI - You add your school rank as a bonus to any Skill Rolls with your seven School
Skills.

RANK 2: THE COVER OF THE PEOPLE - While defending innocents or those below you in the Celestial Heirarchy,
you gain a +1k0 bonus on all skill rolls for the duration of the skirmish.

RANK 3: FOLLOWER OF THE BUSHIDO - Every time you use your honor to defend yourself (i.e. - when rolling to
resist Intimidation, Temptation, or a Fear Effect, or when making an Honor Roll in place of Defense or Etiquette),
your Honor Rank is considered to be two Ranks higher than it actually is.

RANK 4: THE ADEPT STRIKES TWICE - You may make melee attacks as a Simple Action instead of as a Complex
Action with weapons which have the samurai keyword.

RANK 5: TRUSTED AIDE - The bushi is stalwart in his mind and action. You gain the Irreproachable Advantage. If
you already possess this advantage, the bonus provided by it is increased to +2k1. While within 20 feet of your
liege or any official charge, you halve any wound penalties and count the out Wound Rank as an additional
down Wound Rank.
Generic Shugenja
Not every shugenja in the empire has learned at the main temple of a clan some are not good enough by birth,
others not able to come to the temple or have other hindrances but, nonetheless, they are samurai, follow the
bushido and are taught to use their abilities to the benefit of their home, family, town or clan.

Benefit: +1 Willpower
Skills: Defense, Etiquette, Lore: Bushido, Lore: Heraldry, Lore: Shugenja, Spellcraft, any one High skill.
Honor: 4.5
Outfit: Robes, Wakizashi, Scroll Satchel, Traveling Pack, 5 koku
Affinity/Deficiency: none

TECHNIQUE
WAY OF THE SHUGENJA - You add your School Rank as bonus to any Skill Rolls with your seven School Skills,
as well as to your Spellcasting rolls.
Spells: Sense, Commune, Summon, one of every usable element (so four spells or five if being ishiken)
Generic Courtier
Not every courtier in the empire has learned at the main dojo of a clan some are not good enough by birth, others
not able to come to the dojo or have other hindrances but, nonetheless, they are samurai, follow the bushido and
are taught to use their abilities to the benefit of their home, family, town or clan.

Benefit: +1 Willpower
Skills: Courtier, Etiquette, Lore: Bushido, Lore: Heraldry, Sincerity, Tea Ceremony, any one High skill.
Honor: 5.5
Outfit: Sensible Clothing, Wakizashi, any 1 weapon, Calligraphy Set, Traveling Pack, 5 koku

TECHNIQUES
RANK 1: WAY OF THE COURTIER - You add your school rank as bonus to any Skill Rolls with your seven School
Skills.

RANK 2: VANGUARD OF THE CLAN - You add your school rank as bonus to all Courtier, Etiquette and Sincerity
Skill rolls. This bonus stacks with your Rank 1 Technique. Additionally, if you make an Honor Roll and fail, you lose
only five points of honor instead of a full rank.

RANK 3: SMALL STEPS - Due to not being from an elite school of a great clan, the Courtier is completely
underestimated. You gain a +3k0 bonus to any Contested Social Skill roll against someone with higher status.

RANK 4: FIRST DEFENDER - The courtier is agile in his mind. You gain the Irreproachable Advantage. If you
already possess this Advantage, the bonus provided is increased to +2k0. Additionally, you may double your Honor
Rank when rolling to resist any attempts to influence you with the Intimidation or Temptation Skills.

RANK 5: TRUE MINISTER - You gain five bonus points to increase or acquire any Social Advantages. When you
make a Social Skill or Merchant Skill roll for the purpose of defending, helping or supporting your own holdings, or
those of your lord or Clan, you gain a bonus of +3k0 to that roll.
New Basic School: Yogo Malefactor [Monk] -Original Creation-

The Yogo family garners little trust outside of the Scorpion Clan, and even within the Clan they are regarded with a
touch of wariness. This leaves them with the time and space they need to pursue a variety of activities, chief among
them being research into curses (namely, their own). Over the generations, this research has opened the door to a
new and little understood realm of study. Simply called "Hirogeru", meaning "widen", the Techniques developed by
the Malefactors of the Yogo family allow them to impart a small fraction of their family curse into the area and
people around them.

Benefit: +1 Willpower
Skills: Investigation, Jiujutsu, Kenjutsu, Lore: Curses, any one Lore Skill, Meditation, any one Skill.
Honor: 2.5
Outfit: Rugged Clothing, Daisho, Knife, Traveling Pack, 3 koku.

Techniques
Rank 1: Luck of the Damned
Any monk or shugenja in the Empire knows that there is balance in all things. The Malefactor knows this to be true,
even with things as potent as curses, but even luck is not without its risks. You gain one free Rank of the Luck
Advantage (maximum four Ranks), and whenever you re-roll a roll (whether from the Luck Advantage or another
ability) you add a bonus of +1k1 to the second roll.. However, whenever you use Luck to re-roll a roll, you and all
other creatures within 10 feet of you suffer a -0k1 penalty to all rolls made on the following Round. If you suffer from
the Yogo Curse, this penalty increases to -1k1 for all creatures other than you. This penalty counts as a curse.

Rank 2: See the Sins


The Malefactor learns to discern the subtle signs that give away a cursed individual. You may attempt to detect
curses, Spiritual Disadvantages, and other supernatural misfortunes in another person, object, or area by
meditating intensely for a few moments. This is a Complex Action and requires you to make a Contested Roll of
your Investigation (Interrogation) / Awareness against the targets Sincerity (Deceit) / Willpower (if a human or
intelligent creature) or a TN of 30 for objects and locations.
By successfully calling 2 Raises on this roll, you learn the exact nature of any curses, Spiritual Disadvantages, etc...
that your target suffers from.

Rank 3: Harrowing Strike


As the Malefactor attains this level of skill, she learns to take advantage of the subtle weaknesses that any curse
imparts on its victim. When fighting against an opponent who is suffering from a curse or other supernatural
misfortune, you may make melee attacks as a Simple Action instead of as a Complex Action.
Rank 4: Dread Malediction
The Yogo Curse is one of the longest lasting and pervasive curses in the history of the Empire, and the Malefactors
control over it allows her to force portions of her curse onto a single target, with disastrous results. You may spend
a Void Point as a Complex Action to force a Contested Willpower Trait roll with a single target. If you succeed on
the roll, your victim automatically fails the next Skill, Trait, or Ring roll they make on behalf of, or to aid, someone
other than themselves in the next 24 hours.

Rank 5: Ruinous Ascension


At the peak of her power the Malefactor gains near complete control over her curse, becoming what can only be
described as a storm of strife, misfortune, and damnably good luck. Up to 5 times per day you may spend a Void
Point to re-roll any Skill, Trait, or Ring roll. Additionally, the bonus from your Rank 1 Technique increases to +2k2
when you re-roll a roll, and the penalties increase to -0k2 or -2k2, depending on whether or not you suffer from the
Yogo Curse or not.

New Basic School: Yogo Sin-eater [Shugenja] -Original Creation-

The Yogo family garners little trust outside of the Scorpion Clan, and even within the Clan they are regarded with a
touch of wariness. This leaves them with the time and space they need to pursue a variety of activities, chief among
them being research into curses (namely, their own). Over the generations, this research has opened the door to a
new and little understood realm of study. Differing from the Malefactors in several ways, the Sin-eaters gain power
from drawing curses into themselves and redirecting those curses at new targets.

Benefit: +1 Willpower
Skills: Calligraphy (Cipher), Etiquette, Lore: Curses, Lore: Theology, Spellcraft, Stealth, any one High or Low Skill.
Honor: 1.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 Koku.
Affinity/ Deficiency: Yogo Sin-eaters do not have an elemental Affinity or Deficiency. Instead, they have an Affinity
for all non-Void spells with the Curse keyword, and a Deficiency for all spells with the Defense or Craft keywords.
They may treat certain spells as having the Wards keywordsee below.
Spells: Sense, Commune, Summon, 3 Wards spells, 3 other spells (may not be Void spells).
Technique: Dread Escalation
Sineaters draw curses out of people, places, and objects. This is a valuable talent, one that many in the Empire are
willing to pay outrageous prices for. What is little known however, is that drawing out a curse does not break it. The
curse must be placed into a vessel of some sort or else it will take root in the Sin-eater herself. Once per day, you
may spend a Void Point and make a Spellcasting Skill roll (as though casting a Curse Spell) against a TN set by the
GM (no lower than 25) to remove a curse from another person. This requires a special ritual that takes 1 hour to
perform. This ritual must be performed again sometime within the next 24 hours to place that curse into another
object of person, or else it takes root in the caster.
You also gain a number of Free Raises on all Spellcasting rolls made to cast Curse spells equal to the number of
curses you suffer from (Including the Yogo Curse).

Curse Spells
The following spells are considered to have the Curse Keyword for Yogo Sin-eaters.

Air: Cloak of Night, Your Heart's Enemy, Cloud The Mind.

Earth: Earth's Stagnation, Grasp of Earth, The Wolf's Mercy, Tomb of Jade, Strike at the Roots.

Fire: The Fires That Cleanse, Disrupt the Aura, Haze of Battle, Death of Flame, Everburning Rage.

Water: Suitengu's Embrace.

Other spells may be added to this list at the discretion of the GM.
New Brotherhood School: Order of the Wooden Blade [Monk] -Original Creation-
Inspired by the L5R CCG Follower

The Order of the Wooden Blade is a small sect of the Brotherhood of Shinsei, but they are popular for retiring
samurai, particularly for Crane and Dragon bushi. Seeking enlightenment through meditation and swordplay, the
Order of the Wooden Blade is unique in that all of its members are skilled in the arts of kenjutsu and iaijutsu
(although as seekers of peace and enlightenment, they prefer to call their skills kendo and iaido, symbolizing that
they practice the arts as a tool to reach enlightenment.)

Devotion: Shintao
Benefit: +1 Void
Honor: 4.5
Skills: Athletics, Defense, Jiujutsu, Lore: Theology, Meditation, Kenjutsu or Iaijutsu, any one Skill
Outfit: In addition to the normal outfit of a Brotherhood monk, a member of the Order of the Wooden Blade begins
play with a bokken or shinai.
Technique: Essence of the Sword
You gain a bonus to all Kenjutsu and Iaijutsu Skill rolls equal to your Ranks in the Meditation Skill. You lose this
bonus if you are wielding any sword other than a bokken or shinai. Additionally, you may utilize (Atemi) Kiho with a
bokken or shinai, rolling Kenjutsu instead of Jiujutsu.
New Basic School: Shiba Kamisai (Bushi/Monk) -Original Creation-
Mechanics inspired by LBS 4th. ed. PDF
In the final years of the 12th century, as the Great Clans pushed farther and farther into the Ivory Kingdoms, the
Phoenix reaped the benefits of new insights into ancient (and borderline forbidden) knowledge.
One of these secrets was that through intense meditation and spiritual training, akin to that which monks of the
Brotherhood of Shinsei endure, even those who cannot speak with the kami can still influence them, if only in a
limited fashion.

Benefit: +1 Agility
Skills: Kenjutsu, Kyujutsu, Defense, Meditation, Lore: Elements, Investigation, any one Skill.
Honor: 5.5
Outfit: Sturdy Clothing, Light Armor or Heavy Armor, Daisho, any one Weapon, Traveling Pack, 5 Koku.

Techniques
Rank 1: Voice of the Elements
Kamisai do not have the ability to speak to the kami like shugenja, but they can hear their whispers. You add your
Lore: Elements Skill Rank to the benefit gained from assuming the Center Stance and to your Armor TN while in the
Center Stance. You gain a +2k0 bonus to all rolls involving finding something hidden or concealed, and against
effects (mundane or magical) which would alter or mislead your perceptions.

Rank 2: Red Mirage


When attacking an opponent, you may choose to disable rather than wound. Whenever you successfully hit an
opponent with a melee attack, you may choose to deal no damage, but inflict the Dazed Conditional Effect on your
opponent instead.

Rank 3: The Kami Guide My Hand


Choose any one weapon skill you possess: you receive a free Emphasis of your choice in that skill. When attacking
with a melee weapon for which you possess the relevant emphasis you may make attacks as a Simple Action.

Rank 4: Fury of Creation


A number of times per day equal to your School Rank, you may spend a Void Point to gain additional rolled dice
equal to your half your Ranks in Lore: Elements (round down) on a single Skill Roll.

Rank 5: Fight The Future


Once per day, as a Complex Action, you may spend a Void Point make a melee attack. If this attack hits, in addition
to the normal damage from this attack, your opponent must succeed at a Contested Void Roll against you or suffer
a +30 TN penalty to all Skill and Spellcasting Rolls, and have their Water Ring reduced to 1 for a number of rounds
equal to your School Rank.
New Basic School: The Desert Moto (Warrior) - (Ki-Rin Moto, LBS)
3rd ed. Update

The Moto of the Burning Sands are a nomadic culture - by necessity more than by choice. Still affected by the
Ra'Shari's dark history, they are unwelcome in most cities across the desert, and are actively hunted by the Senpet
Legions. The Khadi delight in capturing them and penning them in the Jandaq slave caravans with the remnants of
other cultures they have subjugated. The house of Dahab offer bounties on their heads, and hire armies to protect
their merchant caravans, which turned even the most pacifistic tribes of the Ivory Kingdoms against them. Within
their own homeland, the Clan of the Ki-Rin have no allies to call upon, and lose as many of their children to hunger
as to the knife.
But adversity has been the Moto's greatest teacher. Every child of the clan is taught from birth to survive in the
harsh wastes, with or without tools of civilization. They are shown how to train and ride the famed stallions of the
desert, and how to use them in war. And they are taught how to protect themselves from the predators that hunt
them - both human and otherwise.

Benefit: +1 Agility
Skills: Archery (Horse Archery), Horsemanship, Hunting, Swordsmanship, Lore: Burning Sands, Stealth, any one
Combat Skill.
Integrity: 3.5
Outfit: Sturdy Clothing, Heavy Armor, Bow and 20 arrows, Scimitar, Wakizashi, any two weapons, Gaijin Riding
Horse, Traveling Pack, any combination of 10 total koku and copper.

Techniques
Rank 1: Under Cover of Night
Ki-Rin Moto are trained to use shadows and the cover of night to move about without being detected. They are also
given their first chronicle - their own passage in the continuing verbal tradition that the Moto keep to Shinjo upon
her return. You never suffer any penalties to Stealth Skill rolls from wearing armor, and may make Stealth Skill rolls
while on horseback. Additionally, select one of your School Skills as your Chronicle (what you are currently famous
for among your clan). You gain a free Emphasis in this Skill, which does not count against your normal maximum,
and a +1k0 bonus on all rolls involving this Skill.

Rank 2: Night's Sweet Sting


Like the shadows cast by lingering moonlight, the Desert Moto learn to confuse their enemies and adapt to any
situation. At the beginning of your Turn in the first Round of a skirmish, you may select a number of Skills equal to
your School Rank. You gain a +1k0 bonus to all rolls involving your chosen Skills until the end of the current
skirmish.
Rank 3: Blade of the Khan
The Ki-Rin Moto fight not just for themselves, bot for the survival of all their people, in the Burning Sands and
beyond. You may make melee attacks as a Simple Action instead of as a Complex Action.

Rank 4: Night's Blind Fury


At this, the last true stage of "development" for the Ki-Rin, the Moto is shown the secret of combining all his
previous knowledge into one startling (and quite vicious) attack. Whenever you successfully ambush a target with a
Stealth (Ambush) Skill roll, you begin the Skirmish with a +20 bonus to your Initiative and gain a +3k0 bonus to all
of your attack and damage rolls for the duration of the Skirmish.

Rank 5: The Final Chronicle


By this stage in his life, the Desert Moto has made a name for himself among his own people (and probably
beyond). He is granted his final Chronicle and recorded in the Great Chronicle of Age, a record of the greatest
heroes of the Burning Sands Moto, which will pass directly into the hands of the Kami Shinjo upon her return. You
gain an additional +5k0 bonus on rolls with your Chronicle Skill, and your Raises with this Skill are no longer limited
in any way.
New Basic School: Qabal Dervish (Warrior) (LBS) -Original Creation-

In the Burning Sands, the Qabal are arguably the most learned and powerful group of Sahir, with traditions dating
back hundreds, or even thousands, of years. While the Qabal openly relies on their own magic and political
leverage for defense, they secretly train their own private force of defenders.
The Dervishes are trained in the defense of the members of the Qabal and their academies while maintaining a
minimal presence. They take this duty very seriously, for they know that the secrets housed within the academies of
the Qabal can lead to the ruination of whole nations if misused.
This inherent danger is also what leads the Dervishes to their second duty. The Dervishes are magi-slayers,
assassins of sahir, and murderers of any who possesses the gift of magic without the discipline to use it for the
betterment of all men.

Benefit: +1 Reflexes
Skills: Athletics, Defense, Polearms (Khadja), Swordsmanship, Lore: Qabal, Stealth, any one Combat Skill.
Integrity: 5.5
Outfit: Sturdy Clothing, Light or Heavy Armor, Khadja, any one Weapon, Traveling Pack, 5 copper.

Techniques
Rank 1: Mirage Heart
Dervishes spin and weave, flickering in and out of their opponents reach like heat waves. You gain a +1k0 bonus to
attack and Defense Skill rolls when you are wielding a Polearm. This bonus increases to +1k1 while you are
defending a member or property of the Qabal. The TN's of any spells targeting you are increased by +5.

Rank 2: Armor of Zeal


The spinning of the Dervish and her blades makes for an intimidating defense. Any opponent who attacks you with
a melee weapon and misses must make a Contested Reflexes Trait roll against you. If your opponent fails, he
automatically suffers 1k1 points of damage.

Rank 3: Lyssa's Haste


All Dervishes honor the original member of their order through the mastery of her unique weapon. You may make
melee attacks as a Simple Action instead of as a Complex Action when you are wielding a polearm. You may make
the Extra Attack Maneuver for only 3 Raises when wielding a Khadja.
Rank 4: Reaper's Strike
Old Man Death comes for all mortals. Dervishes take great pride in helping him speed along his work. Once per
Skirmish, as a Complex Action, you may make a single melee attack against every opponent within 10'. Roll a
single attack roll, comparing the result against the Armor TN's of all of your opponents. Roll damage separately for
any successful hits.

Rank 5: Banishing Strike


When a Dervish completes her training, she takes up her final duty; keeping those she protects from becoming a
threat to others. If you strike a sahir with a melee weapon, you may choose to spend a Void Point and make a
Contested Void roll. If you win the roll, your target may not cast spells for the next five rounds. You may not activate
this Technique again while a target is under it's effects.

New Weapon: Khadja


A Khadja is an exquisitely crafted polearm the length of a bo staff, with flat, curved blades on both ends. Khadja are
frequently enchanted and can be customized to fit the needs of individual warriors.
Keywords: Large
DR: 1k3
Price: 25 copper
Alley Thug (Warrior)

Benefit: +1 Strength
Skills: Brawling, Intimidation, Knives, Stealth, Lore: Underworld, any two Skills.
Integrity: 2.5
Outfit: Partial Armor, Sturdy Clothing, Knife, any one Weapon, Traveling Pack, 3 copper.

Techniques
Rank 1: Predator of the Alleys
Alley Thugs know how to strike like the crocodile of the rivers, hitting hard and preventing their prey for escaping.
When attempting the Knockdown Maneuver you gain +1k0 to the Attack Roll. Your penalties for fighting in poor
visibility conditions and in areas of difficult terrain are halved, rounded down.

Rank 2: Fear Betrays You


Alley Thugs don't get very far in life if they are nothing but simple ruffians, and those who make it in their dark world
learn to anticipate the actions of their enemies and marks alike. You may re-roll your Initiative a number of times per
day equal to your Rank in this school.

Rank 3: Cut Often, Cut Deep


You may make melee attacks as a Simple Action instead of a Complex Action.

Rank 4: Under The Thumb


When spending a Void Point to add +1k1 to any School Skill Roll, you may also add your rank in Intimidation to the
total. This bonus cannot be used while in the Center Stance.

Rank 5: No Witnesses
Once per Skirmish, you may spend a Void Point to add +4k1 to a single attack and damage roll.

Scholar (Diplomat)

Benefit: +1 Intelligence
Skills: Calligraphy, Etiquette, Perform: Storytelling, any four Lore Skills.
Integrity: 4.5
Outfit: Normal Clothing, Knife, Scrolls and Ink, Traveling Pack, 3 copper.

Techniques
Rank 1: A Man of Knowledge
A man of knowledge knows how to use his knowledge in any situation to support himself. You gain a Free Raise on
Lore Skills. You gain a bonus equal to the number of Lore Skills you possess to all Etiquette and Perform:
Storytelling Skill rolls.

Rank 2: Check Your Facts


Good lies often contain a small glimmer of truth, just enough to sound plausible, which is never enough to fool a
true Scholar. Whenever an opponent attempts to lie to you or trick you (such as with Acting, Sincerity, or Courtier
Skills, or Techniques), if you fail the Opposed roll, you may spend a Void Point to re-roll the roll with an appropriate
Lore Skill.

Rank 3: History Is Truth


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.
Rank 4: Bewildering Discourse
A true Scholar can overwhelm lesser minds with the sheer gravity of his knowledge. When initiating a conversation
with someone, you may make a Contested Roll of any pertinent Lore Skill against your targets 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 Rolls made against you. (This Technique cannot be used
again until its effect expires.)

Rank 5: Knowledge Is Power


True magic can only be performed through a combination of inborn talent and years of discipline, but those truly
gifted with knowledge can find ways around this limitation. If you have access to a spell in written form (such as a
spell scroll) you may cast that spell by making a Lore: Sahir Skill roll against a TN equal to the Spellcraft TN
required to cast the spell + 10. You may only use this Technique up to five times per day.

Street Rat (Warrior)

Benefit: +1 Agility
Skills: Athletics, Stealth, Sleight of Hand, Lore: Underworld, any three Skills.
Integrity: 3.5
Outfit: Simple Clothing, Knife, Traveling Pack, 3 copper.

Techniques
Rank 1: Master of the Streets
In Medinaat al-Salaam, a thief lives and dies by his skills and his knowledge of the city. You gain a +1k0 bonus to
Sleight of Hand and Athletics Skill rolls. Choose a quarter of Medinaat al-Salaam; when in that quarter, you roll an
additional +1k0 on Athletics, Stealth, and Lore: Underworld Skill rolls.

Rank 2: Fight And Flight


Street Rats know that the surest way to an early death is to stay in a fight. If you successfully strike an opponent in
a skirmish, and there is cover or darkness available nearby to conceal you, you may forego inflicting Wounds.
Instead, you spend a Void Point and make a Contested Roll of your Stealth (Sneaking) / Agility against your
opponents Investigation (Notice) / Perception. If you succeed, your opponent loses track of your location.

Rank 3: Quicker Than The Eye


The Street Rat is an infuriating opponent, not because they are dangerous, but because they are almost impossible
to hit or capture. You add your Ranks in the Athletics Skill to your Armor TN while not in the Full Attack Stance.

Rank 4: Spinning The Shadow


At this level the Street Rat is now so lightning fast that he may make melee attacks as a Simple Action instead of as
a Complex Action when using unarmed attacks or small weapons.

Rank 5: This Is My City


Street Rats who survive and evade the city guard long enough become true masters of the streets. You gain a +
2k0 on all School Skills while in Medinaat al-Salaam. Additionally, you may spend a Void Point to automatically
succeed on any Lore: Underworld Skill rolls for your quarter of the city. You may use this ability in other quarters of
the city for 2 Void Points, and other cities for 3 Void Points.
THE DISCIPLES OF NARAI (SHUGENJA):
*Written by Bakeneko, AEG forums

Benefit: +1 Intelligence
Skills: Spellcraft (Spell Research), Defense, Lore: Shadowlands, Lore: Shourido, Calligraphy, any one Low Skill,
any one Skill
Honor: 3.0
Outfit: Fine Robes, any 1 Weapon, Wakizashi, Traveling Pack, Scroll Satchel, 5 Koku.
Affinity/Deficiency: Fire/Water

TECHNIQUE: BLAZE A TRAIL THROUGH HISTORY


Those who follow Narais teachings learn how to whip the kami into a spectacular, destructive frenzy. You gain a
number of bonus spell slots per day equal to your School Rank, which may only be used to cast spells that inflict
damage on a single target. Each spell cast using one of these bonus slots has its DR increased by +1k0.
Additionally, you gain a Free Raise on all Spell Casting Rolls for spells that inflict damage, regardless of the
element used.
You do not begin play knowing the Commune spell, but you may research it later.
Spells: Sense, Command, Summon, 3 Fire, 2 Earth and 1 Air
New Basic School: Ra'Shari Beguiler (Artisan) -Original Creation-

The art of dancing is one of the most commonly known traits of the Ra'Shari, and one of the most respected skills
among their people. It also helps the Ra'Shari in diplomatic situations, as any nomad with a knife could be a warrior,
just as any wearing something flashy could be dancer or a trader. But the best dancers, the ones that the Ra'Shari
only put out in front when they really need things to go their way, are the Beguilers.
For the Beguilers, dance is not simply an art or a way to earn a few coin, but a pathway into the innermost desires
of themselves and their audience.

Benefit: +1 Agility
Skills: Athletics, Defense, Etiquette, Lore: Burning Sands, Perform: Dance, Temptation, any one Skill.
Integrity: 3.5
Outfit: Flashy Clothing, any one Weapon, Traveling Pack, 5 copper.

Techniques
Rank 1: The Soul Of The Universe
Many performers claim that music is the ultimate expression of the spirit. Beguilers know that this is close to the
truth. Music is only the key, helping the uninitiated into throwing away their inhibitions so that they can dance! You
gain a +2k0 bonus on all Perform: Dance Skill rolls. If you have any sort of skilled musical accompaniment to your
dance, this bonus increases to +3k1, and your Raises on such rolls are not limited in any way. Additionally, you gain
a bonus on all Courtier, Etiquette, and Temptation Skill rolls equal to your Reputation Rank.

Rank 2: Coin-Skirts Purchase Peace


Beguilers often spend their time performing only for each other, challenging their sisters to ever greater heights of
skill and complexity. A number of times per day equal to your School Rank, you may dance for 30 minutes and roll
Perform: Dance at TN 30. If successful, everyone watching your performance regains 1 Void Point.
Rank 3: Wind Moves The Desert
The Ra'Shari are taught to use dance to affect those around them, inspiring emotions and shifting the views of their
audience. When dancing (whether in public or a private performance), you may make a Contested Social Roll of
Perform: Dance/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 dance 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 dancethe 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.

Rank 4: Twirled Skirts Never Fall


While Beguilers are most well known to the other factions of the Burning Sands as being the "face" of the Ra'Shari,
one of the most important duties the Beguilers have is to ensure the mental well-being and morale of their
caravans. When using your Rank 2 Technique, you may call 2 Raises to remove the Fatigued Condition from all
members of your audience.

Rank 5: My Wish Is Your Command


You dance is now so perfect that a viewing of it can profoundly change another persons attitude toward you and
the Ra'Shari. Once per month, you may put on a performance to someone from another clan or faction. Make a
Contested Social Roll of your Perform: Dance/Awareness against their Etiquette (Courtesy)/Willpower. (The GM
may award Free Raises to you or the target of this technique based on the type and subject of the art and the
attitudes and beliefs of the targetsome people are easier to sway than others.) With a success, you permanently
alter the targets attitude toward the Ra'Shari in a favorable direction. With a failure, the target becomes aware of
your attempt to manipulate his emotions, and his attitude toward the Ra'Shari permanently shifts in a hostile
direction.
This technique cannot target the same person more than once per year.
New Basic School: Mantis Mavya Boraan Fighter (Guru) -Original Creation-

In the decades following the Mantis Clan's first major foray into the lands of the former Ivory Kingdoms, they have
been eager to adopt and modify the fighting techniques of the surviving natives, even having gone so far as to allow
some of the gaijin of the Kshatriya to swear fealty. One interesting fighting art that the Mantis have adopted is a
brutal and bloody unarmed combat style called Mavya Boraan, approximately translating as "Ancient Binding" in the
language of the Ivory Kingdoms.
Mavya Boraan Fighters utilize their entire body as a weapon, lashing out with viscous punches and kicks, but the
hallmark trait of the style is how practitioners also use elbows, knees, and even head-butts to great effect. Although
Mavya Boraan fighters are currently most well known for their exhibition matches, they do not shy away from true
warfare, and will leap into the fray without hesitation, often utilizing an unconventional weapon called the Kaad
Cheuk, or "rope gloves", which can tear flesh as easily as any sword.

Benefit: +1 Strength
Skills: Athletics, Defense, Hand-to-Hand (Kaad Cheuk) 2, Lore: Theology (Ivory Kingdoms), Meditation, any one
Skill.
Honor: 3.5
Outfit: Sturdy Clothing, Rope Gloves (Kaad Cheuk), Traveling Pack, 5 koku.

Techniques
Rank 1: The Art Of Eight Limbs
Mavya Boraan Fighters use every part of their bodies as weapons, leaving their opponent clueless as to where their
next attack might come from. You gain a bonus to your Unarmed attack rolls equal to your Athletics Skill Rank. You
may perform Combat Maneuvers for 1 less Raise when fighting unarmed.

Rank 2: Nine Weapons


Mavya Boraan Fighters know that their true strength comes from their versatility, and learn to maximize both their
athleticism and their stability. Your Strength is considered to be 2 Ranks higher while participating in a grapple (both
for rolling to control the grapple and for the purpossess of dealing damage).

Rank 3: Angry Tiger's Fury


Every part of the Mavya Boraan Fighter is blessed with venom. Even with his bare hands, he can fell nine or ten
opponents.You may make unarmed attacks as a Simple Action instead of as a Complex Action. You may now
perform Combat Maneuvers for 2 less Raises when fighting unarmed (this benefit replaces the benefit from your
Rank 1 Technique.)
Rank 4: Elbow Slash
Part of what makes Mavya Boraan Fighters so terrifying is how they can manage to cut their opponents without
wielding any weapons. Once per Skirmish, you may make a single unarmed attack as a Complex Action. If this
attack inflicts 10 or more wounds, your target is temporarily blinded (due to blood and pain) until the injury is treated
with Medicine or magically healed. If the damage is 20 or more Wounds, you have actually destroyed the eye
(inflicting the Missing Eye disadvantage).

Rank 5: Legacy Of The Tiger


At the height of his skill, the Mavya Boraan Fighter becomes a veritable god of blood and death. You may spend a
Void Point to gain a +0kX bonus to your unarmed damage rolls, where X equals your Strength Trait Rank, until the
end of your Turn.

New Weapon: Kaad Cheuk


Keywords: Small, Monk
DR: +0k1
Price: 2 bu
Special Rules: The DR of a Kaad Cheuk add to the normal unarmed DR of the wearer instead of replacing it.
New Basic School: Yodotai Gladiator (Warrior)
*Written by Bakeneko, AEG forums

"War, for all its pageantry, is a poor showcase for the skills of an individual soldier. It is the playground of kings and
generals and tacticians, with each of the rank-and-file contributing little, no matter how talented. To truly put a
warriors mettle to the test, we must look elsewhere; to the great arenas, where man is pitted against man- or
sometimes beast- with naught but the steel in his hand and the wits in his head to aid him. And what a glorious
display it is. How privileged we are to witness this culmination of the fighting arts!"
-Unknown Yodotai Scholar.

Far from the dojos of Rokugan, where eager students absorb the wisdom of their ancestors in the form of ancient
techniques, an entirely different class of warriors is being born. Most of them are not even allowed to know who
their ancestors were, and the training they receive is crude and haphazard at best. And yet they fight, and win,
because to not do so means death.

All of the larger Yodotai cities contain at least one gladiatorial arena, home to the multitude of slaves and convicts
who spill blood and have it spilled for the entertainment of the crowd. The ones who have not yet proven
themselves are fed just enough to keep them on their feet, and watched carefully by their masters for any sign of
rebellion. It is a true nightmare, and yet, for a few, there is still hope for escape.

Rarely, a gladiator manages to survive long enough to learn the ways of the arena, and through understanding it,
master them. They watch scores of their fellows die, and learn from their mistakes. They have been broken down
and reforged into something else. Something pure and deadly. Something with unique insight into the ways of
combat. Such veterans sometimes manage to win their freedom, or attract the attention of wealthy patrons who
purchase them for work as soldiers or bodyguards. Others manage to overpower their jailers and flee. Either way,
the harsh lessons of the arena can escape its confines and prove their worth in other settings.

Rather than being an organized school as the Clans would understand the term, these techniques represent
instruction by one who has survived the Yodotai gladiator pits. Some ex-gladiators form street gangs or mercenary
armies and train their followers, while others only walk the path of the teacher once age begins to catch up to them.
Within Rokugan, a character is most likely to have picked it up from a school operating out of the gaijin district at
Outsider Keep.
Training in this style, while less hellish than actually being a gladiator, is still incredibly harsh. Students are
expected to endure long fasts in the wilderness, sword-fight while holding a massive chunk of stone in their offhand,
and similar trials. Those who have survived it say that it's as much about frustration and desperation as it is about
memorizing maneuvers, and places an emphasis on bizarre tactics such as throwing melee weapons and trapping
your opponent in a net.

Benefit: +1 Stamina
Skills: Athletics (Throwing), Hunting, Defense, Intimidation, Any one Weapon Skill, Any two Skills.
Integrity: 3.5
Outfit: Light or heavy armor, any two weapons, shield, basic net, traveling pack, 2 Koku or equivalent.

Techniques
RANK ONE: ABOVE ALL ELSE, SURVIVE
The first lesson of the arena is to put whatever you can get your hands on between yourself and your opponent.
You receive no penalty of any kind as a result of carrying a non-weapon object (such as a shield or net) in your off-
hand. You add +0k1 to the Damage Roll of any attack made with Athletics (Throwing), and you may throw any
Small or Medium weapon as you would a wakizashi (up to 20 feet).

RANK TWO: VETERAN'S CHILLING GAZE


Experienced warriors can cow the weak-willed into submission before a single blow is struck. Opponents you have
successfully Intimidated in the past hour receive a -1k0 penalty to all of their attack, damage and Defense rolls
when facing you.

RANK THREE: DO OR DIE


Even a moment's hesitation can cost a combatant their life. You may make melee attacks and throwing attacks as
Simple Actions.

RANK FOUR: BOUNCE BACK


Arena fighters must be able to overcome any impediment. You may spend a Void Point as a Free Action to
immediately recover from any one Conditional Effect, including those that normally prevent you from making
actions. In most cases this recovery is permanent, however, Fatigue brought on by a lack of rest will only be
alleviated until the end of the current skirmish.

RANK FIVE: CONQUEST'S UNKNOWN CHAMPION


The greatest of the arena champions are renowned as unstoppable engines of destruction. Once per Round you
may re-roll any Warrior Skill Roll or Damage Roll, keeping the higher result.
New Basic School: Soku Concubine School (Courtier/Ninja)

The Soku family is a small and nearly unknown Imperial family. Largely controlled by the Otomo, the Soku exist for
one purpose: to produce the finest women in the Empire. While many Soku are made available for the Emperors
pleasure, many more are married off by the Otomo to influential lords of the Great Clans.
Family Benefit: +1 Agility

Benefit: +1 Awareness
Skills: Courtier, Divination (Astrology), Etiquette, Stealth, Temptation (Seduction), Knives or Ninjutsu, any one High
or Low Skill.
Honor: 4.5
Outfit: Luxurious Clothing, Wakizashi, any two small Weapons, Traveling Pack, 10 Koku.

TECHNIQUES
Rank 1: Way of the Concubine
The Imperial Concubines of the Soku family are trained in the finest points of womanhood nearly from birth, and by
ancient Imperial decree, are blessed by numerous Fortunes. You gain a Free Raise on all Social Skill rolls, Stealth
rolls, and attack rolls made with small weapons. All High Skills are considered to be School Skills for you, even if
you learn them later in your career.

Rank 2: Ready For Thy Lord


The ultimate duty of a concubine is to ensure that her lord has an heir to pass his lands and wisdom on to. You gain
Benten's Blessing (Seven Fortunes Blessing) and Hujokuko's Blessing (Thousand Fortunes Blessing) for no cost in
XP. If you already possess one or both of these Advantages, you instead increase the effectiveness of those
Advantages. Benten's Blessing increases to +1k1, and Hujokuko's Blessing becomes a form of selective
conception, allowing you to become pregnant from a sexual encounter whenever you choose.

Rank 3: Stars Shine In My Eyes


Lying with a concubine of the Soku can have myriad benefits. When you sleep with your lord, you may you may
spend a Void Point to grand your Lord additional Skill points equal to your Rank in Divination. You may allocate
these Skill points among your Lords Skills as you see fit, but you may not more than double any one Skills base
value. Alternatively, you may add 1 to both Attributes under one of your Lords Rings.

Rank 4: My Lord, My Life


A Concubine knows that she is often the very last line of defense for her lords safety, made even more important
due to the intimate nature of her position. While in the presence of your lord, or within his household or court, you
may make melee and thrown attacks with small and ninjutsu weapons as a Simple Action.

Rank 5: Child of the Fortunes


Soku Concubines master the art of using Divination to ensure that their children will garner the many blessings of
Heaven and the Fortunes. When you conceive your child, you may spend one or more Void Points and roll
Divination (Astrology)/Void against a TN of 50. If you succeed on this test, you grant your child free Advantages of
your choice with a point value equaling up to twice the number of Void Points you spent when activating this
Technique. If you fail this roll, you still grant your child free Advantages (with point values up to the number of Void
Points you spent), but your child also automatically gains Dark Fate as a Disadvantage for zero points. These
Advantages will not fully manifest until the day of his or her Gempukku.
For example, at the moment of conception, Soku Yorika spends 4 Void Points (every bit of her Void Ring of 4) to
select up to 8 points worth of Advantages for her child, and rolls her Divination Skill (at 10k4, netting a 41). Knowing
that her lord wishes for an heir who will be a mighty warrior and maybe even Clan Champion some day, Yorika
selects Tactician for 4 points. Her child is thus assured to be a brilliant strategist, fit for the position he is now
destined to fill. However, unknown to Yorika, her calculations were slightly off, and her child also gains Dark Fate...
To what ends, only time will tell.

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