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Hunting
Intimidation THE WAY OF THE SPIDER
Jiujutsu At the beginning of each round, you may choose to either reduce TN Penalties you are
Kenjutsu (Katana) suffering by your Strength Trait Rank plus your Taint Rank until the end of the round OR
Kyujutsu increase your damage rolls by the same amount.
Lore: Shadowlands Additionally the TN on any roll made to detect the presence or effects of the Shadowlands
1 Bugei or Low Skill Taint on you is increased by 10.
Acting
Courtier (Manipulation)
Etiquette
Meditation INSIDIOUS WHISPERS
Sincerity (Deceit) Gain a free raise when using Sincerity (Deciet). Any rolls made to detect your taint have
Temptation their TN increased by 5x your school Rank. You add your School Rank to your Honor Rank
Any 1 High Skill when another is attempting to determine your honor.
Athletics
Kenjutsu
Ninjutsu THE CLOAK OF NIGHT
Sincerity (Deceit) Increase your Armor TN by up to School Rank x 5. The TN of all rolls other than Athletics,
Stealth 2 Defense, and Stealth rolls is increased by that same amount. Activation is a simple action
Any 1 Skill that lasts for the rest of the skirmish or until reactivated.
Athletics
Jiujutsu 2
Lore: Theology
Meditation
Polearms The Dark Path - You gain +1k0 to all attack rolls with unarmed strikes or polearms
Any Skill Add twice your school rank to Armor TN vs all melee attacks
Defense
Horsemanship
Kenjutsu
Kyujutsu
Lore: Shadowlands POWER IN THE DARKNESS
Polearms Your max raises are now limited by your Taint Rank or your Void whichever is higher. You
Spears add your taint rank in unkept dice to all attack rolls. You no longer gain any benefit from
Any 1 Bugei or Low the Full Defense Stance
Technique 2 Technique 3
AURA OF BLOOD
Spend a VP as a simple action to activate. While Active, you and all allies
within 30' add +2k0 to the total of all damage rolls. This lasts a number
of rounds = Taint Rank + Strength Rank. This bonus does not stack with ASHURA'S WING
other uses of Aura of Blood. Make melee attacks as a Simple Action.
Drawing in the Strike - You may select any non-volid ring. You gain
reduction equal to this ring + your rank in the shadowlands taint if you Speed of Darkness - Melee attacks as simple actions
possess any. with unarmed and polearms
INHUMAN ASSAULT
Once per skirmish, attack in a flurry as a Complex Action. The
attack ignores the bonuses and effects of armor (TN and
Reduction) and any Stance the target assumes. If the Strike
DEVOURING WRATH hits, the target cannot gain the bonuses of Armor or Stance
Any time you hit an opponent in Melee, you immediately regain 5 wounds. to his armor TN for a number of rounds = to your Taint Rank
This can grant wounds beyond normal maximum (up to a total increase of + your Strength Trait. If your opponent is in the full attack
+20). Excess wounds are lost at the end of the skirmish. posture, he still retains the -10 armor TN penalty.
Honor 1.5
Light Armor
Sturdy Clothing
Daisho
Any 1 Weapon
Traveling Pack
3 Koku
Honor 1.0
Sensible Clothing
Wakizashi
Calligraphy Set
Traveling Pack
3 Koku
Honor 0.0
Black Clothing
Ninja-to
Tanto
6 Shuriken or Tsubute
Any 1 Weapon
50 ft rope
Grapple
Traveling Pack
1 Koku
Honor: 1.5
Light or Heavy Armor
Sturdy Clothing
Any Heavy Weapon or Polearm
Traveling Pack
3 koku
Honor: 0.0
Armor (light heavy or cavalry)
Katana or Wakazashi
Spear or Polearm
Bow (yumi or Dai-kyu)
20 arrows
Onikage Steed
Crab Brutish and crass, also the most hardass. Their clan built the great wall and defends all the pansy ass other clans fro
Crane Super hung up on etiquette, super formal, generally have sticks shoved up their asses. They like art and shit. (Think
Dragon Called "weird" by everybody else, they are introspective and isolationist, focused on enlightenment etc. They are th
Lion Grumpy and hung up on honor. While crab have fun and are racous when fighting other humans, the lion are all pis
Mantis Sailors and archers mainly, they are essentially asian pirates (aka korea)
Phoenix Their whole clan is super into magic. Their warriors specialize in protecting their spellcasters and their courtiers are
Scorpion The "Bad Guys" in that they do obviously "evil" things to make everybody pissed at them and at everybody else. Th
Unicorn essentially the mongols, but led through matriarchy. Horseback folks, they rode around outside of "rokugan" (the fic
Imperial Yep, these are the "big shots" from the imperial families and their guard families, etc. Super uptight generally. Avoid
casters and their courtiers are loremasters and sages instead of debutantes
em and at everybody else. They use deception a lot and generally say "fuck honor". They are actually super loyal to the emperor and fuck
d outside of "rokugan" (the fictional land where the game is set) and came back a thousand years later and are kinda "odd" because of the
Super uptight generally. Avoid as a new player generally because all fuck ups are magnified.
r loyal to the emperor and fuck w/ people to make sure everybody is prepared to fight the real bad guys when they eventually show up.
are kinda "odd" because of the cultural separation.
hen they eventually show up.
School (Parent Clan) Bonus Stat Book Page Affinity Deficiency
Travel &
Yogo Wardmasters Scorpion Intelligence Great Clans 230 Wards Crafts
Opposing &
Self-Taught Shugenja Ronin Willpower Any One other
Gaze into Shadow - The Kuni have carefully studied many of the most sinister opponents
imaginable, and have learned how to combat them. You gain a bonus of +1k0 to the total of all Spell
Casting Rolls when the target is any non-human creature, and any spell that infl icts damage infl icts an
additional +1k1 damage when used against a target who possesses the Shadowlands Taint. You also gain
a Free Raise on any spell with the Jade keyword.
The Soul’s Grace –The Asahina have harnessed the power of the kami for art, not war. You
may spend a Void Point to reduce the total of all opponents’ damage rolls infl icted within 20’ of you by
0k1 for a number of rounds equal to your School Rank. (Using this technique again before its duration
expires “resets” the duration but does not increase the damage penalty.) You also gain a Free Raise on
any spell with the Defense keyword.
Flesh of the Elements – The Tamori have learned to distill the essence of magic and contain it within
concoctions or objects for later use. You may expend one spell slot to store a spell you know that has the
Area of Effect “one target person” or “one target creature” in a potion, to be activated later. This stored
spell may be activated instantly by anyone holding the potion by expending a Simple Action to drink it or
a Complex Action to throw it (depending upon the spell’s target), using Athletics (Throwing) / Agility.
Spells stored in this manner may be stored indefinitely, but count against your spell slots per day for
each day that they continue to await activation. Creating a potion in this manner requires a number of
hours equal to the stored spell’s Mastery Level. You also gain a Free Raise on any spell with the Craft
keyword.
Eyes of the Ancestors –The Kitsu are descended from mystical creatures, and as such are able
to reach across the veil between worlds and speak with their ancestors. You may make a Spell Casting
Roll (as though casting a Water spell) against a target’s Willpower x 5. If successful, you learn all Spiritual
Advantages or Disadvantages that individual possesses. By spending a Void Point, you may negate any
one Spiritual Advantage an opponent possesses for a number of minutes equal to your School Rank. You
also gain a Free Raise on any spell with the Battle keyword.
Favor of the Sun –No family has been more reverent of the various incarnations of the Sun throughout
their history, and their piety has granted them great favor with the Heavens. During the day, you gain an
additional Affinity for Fire spells. This benefit is lost at night. You also gain a Free Raise on any spells with
the Thunder keyword.
Isawa’s Gif –There are no greater masters of the shugenja tradition than those among the
Isawa. You gain a Free Raise on all Spell Casting Rolls for spells of the element which you chose as your
Affi nity.
Elements of All Things –The Agasha understand the interactions of the elements more so than perhaps
any other family. When casting a spell you may spend a Void Point to use a different ring of your
choosing rather than the appropriate Ring for that spell. This spell uses a spell slot or the Ring used to
actually cast the spell. You also gain a Free Raise on any spell with the Craft keyword.
The Kami’s Whisper –The Soshi cast their spells as quietly as the kami themselves. You may sacrifice an
additional spell slot (of the same Element) when casting any spell with no potential to inflict damage in
order to eliminate all visible signs of the spell having been cast. All spell effects take place normally;
there is simply no outward sign of what has happened. You also gain a Free Raise on any spell with the
Illusion keyword
Spirit of the Wind –The Iuchi harness the power of the elements to grant the waves’ speed to others. As
a Complex Action, you may sacrifi ce one spell slot of any element to grant one target individual an
additional Simple Move Action. This Simple Action is in addition to the target’s normal Actions per
Round. The additional Action must be used on the target’s next Turn or it is lost. You also gain a Free
Raise on any spell with the Travel keyword
The Kami’s Whispers –The Komori practice the rituals of the koumori spirits from whom their founder is
descended, and ferry messages from one to another via the kami. You may expend one spell slot to send
a whispered essage to another individual known to you. This message must be no longer in length than
thirty seconds per School Rank, and may be delivered a maximum distance equal to your School Rank x
100 miles
Guided by Fate –The Tonbo are adept at court as well as the ways of the shugenja, serving as they have
as the Dragon Clan’s intermediaries almost since their creation. The kami’s whispers can be powerful
tools in court. You may expend one spell slot to gain a bonus of +1k0 on one Social Skill Roll. You may
never spend more spell slots than your School Rank to augment a single roll. You gain a Free Raise on
any spell with the Divination keyword
Essence of Chikushudo –None in the Empire are closer to the ways of nature than the simple Kitsune
who make the wilderness their home. You may use the Sense, Commune, and Summon basic spells to
affect the animal spirits of Chikushudo as well as kami (using Summon results in the appearance of a
single animal spirit rather than a set amount of elemental material). Animal spirits tend to be more
direct than the kami, and perceive things differently, but have just as little sense of why man does what
he does. You gain a Free Raise on any non-damaging spell cast on an animal
To Punish the Wicked –Isawa Chuda was a ruthless persecutor of the Shadowlands, and his techniques
live on in those who bear his name. You may spend a Void Point as a Free Action to negate an amount of
Reduction equal to your School Rank from one targeted opponent. You also add your School Rank to the
total of any damage roll made by a spell you cast against a target who possesses the Shadowlands Taint.
In Defense of the Throne –The Hidden Guard exist only to defend their Emperor, and are terrible
opponents for any who might pose a danger to the sanctity of the Son of Heaven. You gain a Free Raise
on any spell cast to protect the life, personal belongings, family, or reputation of the Emperor, as long as
the action taken would not cause you to lose Honor. This includes members of the Imperial families
(though not yourself). You also gain a Free Raise on any spells known only to the Imperial families
Mysteries of Meishodo -Meishodo is a mixture of gaijin and Rokugani magic, resulting in a fast and
powerful method of calling the kami. Shugenja studying these methods learn to create meishodo
amulets, keyed to invoke the elements in specific ways. You may create a magical amulet by making a
successful roll of Craft: Meishodo/Ring, using the Ring for the desired spell. The TN of this roll is equal to
15 plus 5x the spell’s Mastery Level. Creating a meishodo requires a number of hours equal to the spell’s
Mastery Level. If the roll is successful, you create a small charm imbued with the prayer to the kami that
will cast the chosen spell. Each meishodo stores only one spell, and is used in place of the scroll normally
required to cast the spell.
Casting a spell through a meishodo requires only one Complex Action, regardless of the Mastery Level of
the spell. You do not have to make a Spell Casting Roll to cast the spell, but the spell cannot gain any
benefits from Raises (not even Free Raises). You expend a spell slot as normal.
You may only create meishodo from spells of a Mastery Level equal or less than your Shugenja School
Rank, and can never create meishodo from spells of Mastery Level 4, 5 or 6. Other shugenja may use
your meishodo if they are proficient in meishodo magic (e.g. trained in this school).
Way of the Wardmaster -The Yogo are masters at creating wards for later use. When you cast any spell
with the Wards keyword, you may Raise a number of times equal to the spell’s Mastery Level to instead
place the spell into a paper ward. Once this is done, the paper ward will hold the spell “latent” until you
activate it (as a Simple Action) by placing it on a target. Only you may activate your wards. The ward
sticks to the target and immediately discharge the spell, whose duration is measured normally from that
moment. If an area-effect spell is discharged onto a living target, it will only affect that target. Placing a
paper ward on an unwilling target requires an unarmed melee attack using a roll of Spellcraft / Agility. An
active ward may be physically torn/destroyed, which instantly ends any ongoing spell effects; this
requires a Simple Action.
Child of the Sea -The family line of the Yoritomo who possess the talent for magic have a strong bond
with the sea and with weather as a whole. You may expend one spell slot to alter the wind conditions in
your current location by one degree. If you also spend a Void Point you may instead shift the entire
weather status one degree. You may expend a maximum combined total of spell slots and/or Void Points
equal to your School Rank each Round to enact these shifts. These shifts affect an area a number of
miles equal to your School Rank in all directions from your current location. You gain a Free Raise on all
Thunder spells.
The Kami’s Gif– Those who are selftaught possess an affi nity for the kami that many among the clans
would envy. When you spend a Void Point on a Spellcasting Roll, you add +2k2 instead of +1k1.
Unfortunately, you do not automatically gain additional spells when you advance in Rank; you must seek
them out on your own
Soul of Study– Disciples often idolize their mentors and regard their teachings as the most sacred of
verses. When casting one of your beginning spells (the ones given you by you mentor), you roll an
additional +1k0 on Spell Casting Rolls
The Path of Dicipline– Orders such as the Brotherhood and other prominent ronin groups emphasize the
most basic tenets of shugenja traditions, strengthening the core beliefs and abilities of their students.
You gain one Free Raise on all Sense, Commune, and Summon spells for all elements except Void and
Earth.
*Note: Character is a Ninube w/ no face
Mask of the Nothing – As a complex action you may expend a spell slot to dissolve your physical self and
become a shadow. As a shadow, you are invisible in darkness and gain a bonus of +5k0 to your stealth
skill rolls under all other circumstances. You are immune to most mundane attacks, but crystal and
magic can affect you. Magical attacks that involve crystal or generate light double their rolled damage
dice against you. When in shadow form, if you suffer damage that would kill you, you instead return to
physical form at once with either half of your wounds or with the wounds you possessed when you
entered shadow form, whichever is lower; you are stunned when this happens.
You may not inflict damage on others in any way while in shadow form, but you may cast non-damaging
spells and can speak in the form of a disembodied whisper. Gain a free raise on Nothing Spells, you may
not cast Maho Spells.
*Begin play with Ishikin-do Advantage & Touch of the Void Disadvantage
*You cannot cast elemental spells except Sense, Commune, and Summon. Cannot Importune.
The Void's Caress - You may cast any Void spell up to your current Mastery Level, expending a Spell Slot
as normal. Mechanically, the spell is cast as normal, but you do not need to speak aloud to cast your
spells. You may only cast each Spell once per day, and you may never cast Void spells above rank 5. You
also gain a Free Raise to the Divination Skill.
*Gain +1 Void Spell Slot for each Insight Rank
Spirits of the Mountain - Yobanjin shamans are able to cast Elemental spells without scrolls, but can only cast spells of Master Rank 1, 2, or 3.
Once per year, a shaman may summon a wyrm or bind it into an amulet.
The Sideways Path - When casting a spell that heals wounds or cures poison or illness (Such as Path to
inner peace or Peace of the Kami), you may opt to also expend one or more Earth Spell slots; each such
slot awards a free raise on your spellcasting roll.
Honor: 2.5
Calligraphy (Cipher) Sense Robes
Defense Commune Wakazashi
Lore: Shadowlands 2 Summon Knife
Lore: Theology 3 Earth Scroll Satchel
Spellcraft 2 Fire Traveling Pack
Any 1 Weapon Skill 1 Water 3 Koku
Calligraphy(Cipher) Sense
Divination Commune Honor 4.5
Lore: Theology Summon 10 Koku
Meditation Robes, Wakazashi
Spellcraft 3 Air Knife, Scroll Satchel
Any 2 High or Bugei 3 Fire Traveling Pack
Honor 4.5
Calligraphy (Cipher) Sense Robes
Any 1 Craft Skill Commune Wakizashi
Defense Summon Any 1 Weapon
Lore: Theology 3 Fire Scroll Satchel
Spellcraft 2 Earth Traveling Pack
Any 1 High or Bugei 1 Air 5 Koku
Calligraphy (Cipher) Honor 2.5
Courtier Sense Robes
Etiquette Commune Wakizashi
Lore: Theology Summon Knife
Spellcraft 3 Air Scroll Satchel
Stealth 2 Fire Traveling Pack
Any 1 Skill 1 Water 5 Koku
Honor 5.5
Battle Extravagant Clothing
Calligraphy (Cipher) Sense Wakizashi
Horsemanship Commune Any 1 Weapon
Lore: Theology Summon Calligraphy Set
Meditation 3 Water Traveling Pack
Spellcraft 2 Earth Horse (Unicorn Riding Horse)
Any 1 High or Bugei 1 Air 10 Koku
Honor 4.5
Calligraphy (Cipher) Sense Robes
Etiquette Commune Wakizashi
Lore: Maho Summon Knife
Lore: Shadowlands 3 Earth Scroll Satchel
Spellcraft 2 Fire Traveling Pack
Any 2 Skills 1 Water 3 Koku
Honor: 1.5
Robes
Calligraphy (Cipher) Sense Wakizashi
Etiquette
Investigation Commune Knife
Lore: Theology Summon Scroll Sachel
Spellcraft 3 Wards Traveling Pack
Stealth 3 Other (non Pack of 20 Paper Wards
Any High/Low Void) 3 Koku
Honor: 4.5
Athletics Sense Robes
Calligraphy Commune Wakizashi
Knives Summon Any 1 Weapon
Lore:Theology
Meditation 3 Water Scroll Sachel
Sailing (Navigation) 2 Fire Traveling Pack
Any 1 Skill 1 Air 10 Koku
Calligraphy Sense
Knives Commune Honor: 0.0
Black Clothing
Sincerity (Lying) Summon Wakizashi
Spellcraft 3 Air Knife
Scroll Sachel
Stealth 2 2 Fire Traveling Pack
Any Low 1 Water 2 Koku
Defense
Divination
Hunting
Lore: Elements (Void) Sense
Meditation Commune
Stealth Summon
1 Non-High Skill All Void Spells
Athletics
Defense
Hunting Sense
Knives
Lore: Theology (Yobanjin) Commune
Any One Skill 3x Rank 1 Integrity: 4.5
Calligraphy
Defense Sense
Etiquette Commune Honor 5.5
Lore: Theology Summon Wakazashi
Medicine 3 Earth Knife
1 Water Scroll Satchel
Spellcraft Path to Inner Peace Traveling Pack
1 High/Merchant 1 Air 2 Koku
Athletics
Horsemanship Honor 3.5
Hunting Sense Sturdy Traveling Clothing
Commune Wakizashi
Lore: Theology Summon Any 1 Weapon
Meditation 3 Earth Traveling Pack
Spellcraft 2 Fire Horse (Unicorn Steed)
Any 1 skill 1 Water 5 Koku
Sense Honor 5.5
Commune Sturdy Clothing
Summon Traveling Pack
Calligraphy (Cipher) 6 non-void spells Wakizashi
Lore: Theology (at least 1 from Calligraphy Set
Spellcraft (Spell Research) each element) 3 Koku
Born out of a talented shugenja’s naïve mistake and idealistic quest for
knowledge, the Hitokage was an eclectic Family. Its members shared a natural
curiosity and talent for magic, but often pursued different avenues of
knowledge along the course of their travels through the Empire.
When he started to organize his Clan, Hitokage refused to adopt the traditional
model which other shugenja school employ. Instead of focusing on one area of
magic or a specific element, Hitokage encourage his students to diversify
themselves, and to learn the basics of all elements. Without the resources of
the Phoenix Clan, this proved difficult, but Hitokage eventually found a
balanced approach. With great effort, this allowed the Salamander to emulate
some of the powers of the Void shugenja, although it still wasn’t true Void
magic.
School Clan Type Rank Book Page
Tamori Master of the Mountain Dragon Shugenja N/A Great Clans 102
1 ring 5+
2 more 4+
Meditation 5
Spellcraft 5
Lore: Theology 5
Fire 3
Water 3
Battle 3
Defense 4
Kenjutsu 3
Honor 5+
Fire 4
Water 3
Battle (Mass) 4
Weapon Skill 4
Weapon Skill 4
One Ring 5+
Lore: Theology 4+
Dark Paragon Adv.
Honor 4+
Simple Action Atks
Water 3
Commerce 4
Knives 3
Sailing 4
Leadership
Mantis Clan Commander
Awareness 5
Perception 4
Courtier 6
Etiquette 4
Status 4 or Higher
Imperial Family Only
Agility 5
Strength 4
1 Weapon Skill at 5
Only Minor Clans
Paragon Advantage
Agility 5
Strength 4
1 Weapon Skill at 5
Battle 5
Honor 6+
Status 2+
Paragon Advantage
Earth 4
Agility 5
Reflexes 5
Iaijutsu 5
Intimidation 5
Lore: Shourido 4
Must survive skirmish with
Obsidian Warrior
Fire 4
Reflexes 4
Craft: Explosives 3
Stealth 5
Knives 4
Ninjutsu 4
Scorpion [Ninja] School
Void 4
Any two other rings at 3
Lore: Law 4
Lore: Shugenja 3
Must be able to cast spells of
Mastery Lvl 4 OR have the ability
to make melee attacks as a
Simple Action and possess the
phoenix sacred weapon.
May not be Tainted.
Water 4
Intelligence 5
Battle (Mass Combat) 5
Games: Shogi 4 or
Games: Go 4
Agility 5
Strength 5
Battle 5
4x weapon skill at 3+
Honor Rank 6
Female
Matsu Family
Water 4
Awareness 3
Lore: Spirit Realms 4
Meditation 5
True-blooded Kitsu
Cast lvl 4 Water Spells
Air 5
Earth 4
Void 5
Kenjutsu 5
Meditation 6
Must be chosen
Cannot be Brash or Proud
Fire 4
Void 4
Iaijutsu 5
Kenjutsu 5
Lore: Theology 4
Agility 4
Air 4
Craft: Explosives 3
Hunting (Traps) 3
Stealth 5
Knives 4
Daidoji or vassal family
Awareness 5
Void 5
At least 1 Kakita Artisan chosen
skill at rank 8 or higher
Great Potential in one of your
art styles if Kakita Artisan
Prodigy and Great Potential in
Acting, Artisan Skill, or Perform
skill if not Kakita Artisan. This
single skill becomes chosen art
for school techniques
Fire 4
Void 4
Iaijutsu 5
Lore: Bushido 4
Meditation 5
Must defeat current
member in iaijutsu duel
fairly.
Earth 4
Strength 5
Defense 4
Heavy Weapons 4
Lore: Shadowlands 5
Agility 4
Reflexes 4
Acting 5
Knives 5
Stealth 5
Member of Kolat (Lotus)
Not Tainted
Not Nothing Corrupted
Jiujutsu 3
1 Weapon Skill 5
Lost
Technique 1
Stand as Two Thousand - you gain a +1k0 bonus to your defense skill rolls. When you are fighting in
defense of someone innocent or the common people, this bonus is +1k1 instead.
Terumoto's Lesson - Choose any 3 weapon skills; you gain a +1k0 bonus to your rolls with them.
Ruthless Determination - You gain two Kiho, for which you must meet pre-requisites.
If you posess the ability to make a melee attack with a weapon as a simple action, you also gain the
ability to make an unarmed attack as a simple action and vice versa.
The Joy of Plunder - Status rank considered 1 higher when interactin with all members of the mantis clan
and with any heimin merchants. When you spend a void point to augment a merchant skill, you gain
+2k2 instead of +1k1. Once per month, you may make a commerce/intelligence roll (TN 25) and gain an
amount of koku equal to the amount by which your roll exceeds the TN.
The Awe of the Throne - Any time you are called upon to make a skill roll, or to use your glory or honor
rank, you may spend a void point to instead substitute your Status Rank.
Know no Boundaries - You may spend a void point to temporarily gain 2 ranks of Status, forcing others to recognize
your talents and abilities. Lasts for 1 hour.
ALL THINGS THROUGH HONOR
When making a skill roll with a High or Bugei Skill in which you have at least 1 rank, you may spend a
void point to make that roll as though your skill rank is equal to your honor rank
DARKNESS IS MY LIGHT
Your maximum raises are no longer limited in any way.
Strength of the Mantis - You gain 30 experience points which Master of the Seas - You may spend a void point
may only be used to purchase the Servants Advantage. The on any merchant skill roll (excluding crafts skills)
servants purchased in this manner represent a portion of your to replace the normal amount you would roll
crew. Budoka servants purchased in this manner are instead
considered to be Rank 1 Yoritomo Bushi. You may also spend with 10k10. You also add a bonus of +3k0 to all
10 points to gain a Rank 1 Moshi Shugenja as your navigator. bugei skill rolls made while onboard a
This shugenja is considered to have Air 3. waterborne vessel.
SEEKING WEAKNESS
When fighting with a small weapon (melee or ranged) you may
NO MISTAKES make a single attack as a Free Action each round in addition to any
When you spend a void point with Craft:Explosives, you gain a +2k2 other Simple or Complex action attacks you might make. Also, when
bonus instead of +1k1. You suffer no ill effects from low rolls with fighting with small weapons (melee or ranged) you ignore the
Craft: Explosives and you are immune to "fizzle" effects of your opponent's armor on his Armor TN and Reduction.
CONVICTION OF PURITY
Considered 1 rank higher in shugenja school for casting spells. Non-
THE TRIALS OF JADE shugenja instead gain 1 additional Kiho.
When casting any spell, you may spend a void point for the spell to You may now prepare a disruption (as per rank 1 technique) as a
count as Jade or Crystal for the purposes of Reduction or Simple Action rather than Complex, and opponents whose spells are
Invulnerability. disrupted require 3 additional raises instead of 2.
MATSU'S TECHNIQUE
When an opponent declares a melee attack against you, if you have
not taken your turn this round, you may immediately spend a void
PARAGON OF HONOR point to make a simple action attack against that opponent. This
Opponents with lower honor than you within 30' may not reroll 10's. attack resolves before your opponent's attack. If you use this
Opponents may ignore this by spending 2 VP's during the reaction techinque, you may only perform 1 simple action during your Turn
stage of any Combat Round. this round. Only usable in the Full Attack Stance.
MIRUMOTO'S STRENGTH
In an iaijutsu duel, you always gain a +1k1 bonus to your Focus Roll as
though you had beaten your opponent with the Assessment roll, HARMONY AND PRECISION
regardless of the roll's result. Your opponent can still get a bonus +1k1 While wielding a katana in your main hand and a wakizashi in your
as well if they actually won. off hand, you may ignore your opponent's Reduction [if any].
UNFORGIVING STEEL
If you successfully attack a surprised or unaware opponent, or if an
opponent takes damage from a Rural Trap you created, he is Dazed
IRON FEATHER in addition to any other effects. He may not attempt to recover
When wearing light armor, ashigaru armor, or no armor, you add your from the Daze until after the next reaction stage and the TN to
Stealth Skill rank to your Armor TN recover is increased by +5
DEVOURER OF PURITY
Any time you reduce someone to the Down/Out level or kill them,
CORRUPTION REWARDS you instantly heal a number of wounds = 2x their Honor Rank. This
During each reactions stage of a skirmish, you increase your initiative may be done any number of times per round. In addition, you gain
by your Taint Rank. You may now make attacks as a simple action the creature ability of Invulnerability (if already invulnerable, gain
instead of a combat action. +10 Reduction)
Technique 4 Technique 5
N/A N/A
N/A N/A
N/A N/A
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School Clan Rank Book Page Type
Void 4
Spellcraft 5
Forbidden Knowledge:
Lying Darkness
Any Scorpion Shugenja 5 *Inducted into Dojo
Soshi Shugenja 3
Willpower 4
Lore: Maho 3
Lore: Shadowlands 3
Any Scorpion Shugenja 4 Must be chosen
Unravel the Shadow - The shugenja of the fading shadows are trained to percieve the lies and distortions of the
nothing and to disrupt the powers of the shadowspan by exploiting their vulnerability to the void. As a simple
action, you may spend a void point to try to strip away the false identity of any shadowspawn and other minions of
the nothing within your sight, revealing them for what they are. This requires a contested roll of your void vs their
willpower. With a success, the creatures are revealed as what they truly are, and are unable to reassume a false
identity as long as they remain in your sight.
As a Free action, you may spend a void point when you cast a spell or make a physical attack. That spell/attack with
have full effect on a minion of the nothing, regardless of normal resistances or immunities
SCOURGE IN SHADOW
When casting a damaging spell targeting an opponent who is unaware of your presence, get a +2k0 bonus on the
spellcasting roll. You may also expend a single spell slot as a Free Action to gain a bonus of +1k1 on a Knives or
Stealth skill roll.
Technique 2 Technique Technique Technique 5
Everything starts at 2, your school and what family you pick eac
Void
2
Element value = lowest of the two stats in its box
Earth The element value is what you use when casting magic.
2 You have spell slots/day in each element = the Element value in
Stamina 2 You can use Void slots for any type of spell
Willpower 2
You roll a number of d10 = #of school ranks + your Element va
Air Then you keep the top X dice, where X is the sum of your Elem
2 Add those results together, if it is equal to or higher than the n
Reflexes 2 (Whether you pass or fail that roll, the spell slot is gone)
Awareness 2
Fire
2
Agility 2
Intelligence 2
Water
2
Strength 2
Perception 2
ool and what family you pick each give you a +1 bonus to certain ones.
school ranks + your Element value for the element of that spell + Affinity/Deficiency if applicable.
where X is the sum of your Element value and the Affinity/Deficiency value.
is equal to or higher than the number required to cast that spell (the DM can determine this for you), it happens
roll, the spell slot is gone)
Advantage Cost Book Page Type
The spiritual folk of sacred forest village consider you one of their own due to the nature of your ancestry, which
includes someone from that region. You gain +1k0 to rolls with Lore: Theology and Lore: Spirit Realms
So long as you are on the business of the Imperial House, you ignore the effects of lack of rest/sleep for a
number of days equal to your Honor Rank.
*If you ever turn away from helping those suffering from either war or disaster, Miya will abandon you.
When performing a skill roll with a physical trait, you may spend a void point to use strength in place of the
normal trait
*If you ever lose a contest of strength, Fureheshu will abandon you.
Gain one extra void point per session
*If you ever pass up the chance to do something herioc or glorious, Iongi will forsake you.
gain a +1k1 bonus to all social rolls made against more powerful persons and beings
*If you ever lose your temper in a social situation, Heichi will forsake you.
gain a +1k1 bonus to all Courtier or Etiquette rolls made for the purpose of defusing violence or finding peaceful
solutions to conflicts.
*If you ever willingly choose violence when diplomacy is still an option, Kuyuden will abandon you.
Yyou get a +1k1 bonus when resisting Fear effects; if the fear is caused by a Bloodspeaker, get +2k2
*If you ever flee from battle with a bloodspeaker when there is still a chance of victory, Reichin will forsake you.
Considered to have a rank in the Luck Advantage (an additional rank if you already have it)
*if your honor ever drops below 5.0 or if you ever commit an outrageously dishonorable act Toku will abandon
you.
Your raises with the Craft: Swordsmithing skill are not limited in any way
*if you ever use one of your own swords in combat for any purpose other than self defense, Tsi will forsake you.
Get +1k1 bonus to any Perception-based or Awareness-based roll that is trying to determine someone's true
loyalties.
*If you ever knowingly cooperate with the Kolat, or even leave them alone when you have the chance to oppose
them, Garin will forsake you.
Gain a +1k1 bonus on any social roll to persuade others to follow your guidance/example. However, once in
your life, a simple or random commend by you will be percieved as holding deep wisdom and meaning. The
consequences of this could last a lifetime...
*If you ever abandon followers who have come to you because of your words of wisdom, Suzume will forsake
you in turn.
His guidance awards you a +1k1 bonus to any skill roll in which you are performing a dishonorable act that is
sanctioned by your duty to the Imperial House.
*If you ever place your own Honor above the needs of the Empire, he will abandon you.
You gain a +1k0 bonus to all Batle Skill rolls. If you make a Bugei skill roll which fails, Sun Tao's guidance allows
you to spend a void point on the roll after it is made (rolling and adding 1k1 to the roll) but in return, you lose
the benefit of any raises to the roll.
*If you ever turn down the chance to work for or train with a military force where you have not served before,
Sun Tao will abandon you.
You may choose a number of individuals up to your Void Rank to be your "Siblings" - you are considered to have
a Kharmic Tie with each of these individuals, and you will always be aware if any of them are in danger.
*If you ever forsake, abandon, or betray any of your "Siblings", Chiroru will forsake you in turn.
You may choose any one family and school from another Great Clan, as well as an Alias. When using the Acting
skill to deceive others as to your identity and using this alternate identity, you gain 2 free raises on any Acting
Skill roll. You gain the outfit (but not the koku) of the selected school as well. Needless to say getting caught in
your fake identity will lead to Dire Consequences.
5 Points for Spider Characters
Gain a 3k2 Wakazashi. When you use the guard action while wielding this weapon, the bonus to your charge's
Armor TN is increased by an additional amount equal to your Honor Rank.
Gain a bonus of +1k0 on any social skill roll made interacting with a member of the Crane Clan. You may also
purchase the Allies Advantage for 1 point less than normal when purchasing Allies within the Crane (the ally still
has a min cost of 1)
You gain a bonus of +1k0 to all Commerce and Sailing Skill Rolls
Gain a Kobune shipping boat that can be crewed by 6 people (including yourself). You can make 5-30 koku profit
each trip you use it between the mainland and Mantis Islands (which takes 2 weeks of travel).
Gain a bonus of +1k0 to the total of all Commerce Skill Rolls. The Amount of Koku you receive as part of your
school's outfit is increased by 50% (Round Up)
You gain one additional rank of Lore: Iaijutsu. When arranging a duel or representing a duelist, your Status is
treated as if it were 1 rank higher.
You have been bequeathed a suit of armor that was forged upon the great scale of the water dragon in the
heart of Suigeki Toshi. Your armor has its reduction value increased by 2. The point cost of this advantage is
dependant on the type of armor granted. Ashigaru armor is worth 4 points, Light Armor 7 points, Heavy Armor
12 points, Riding Armor 15 points.
You gain 1 rank in a craft skill of your choice (this may not take you over the max beginning rank of 4). When
determining the time required to craft an item, the cost of the item is considered one coin type smaller for you.
Ex: something that would have cost 10koku now costs 10bu worth of time.
Your Glory is considered one rank higher when interacting with members of any Courtier School
Your Glory is considered one rank higher when interacting with members of any Bushi School
You gain an additional rank in one Games Skill of your choice. The starting koku of your school's Outfit is
increased by 50%.
You may purchase Naga-Only Advantages at the normal cost and you gain a bonus of +1k0 on all social rolls
made with members of the Naga Race. Can reduce cost to 5 points IF the character takes a -1k0 to -2k0 on all
social tests with non-naga as they gain minor snake-like traits such as slit pupils or scale-like skin.
Rolls made to determine your intentions or motivations (including social skill rolls and spellcasting rolls) have
their TN's raised by +5.
Breathe underwater as well as in the air.
Twice per day, you gain a +1k0 bonus on a social roll with another naga
Gain a useful mutation: +1k0 to Athletics(Swimming)/Agility. When swimming +3 to WATER for movement
Gain a useful mutation: +1k1 to stealth rolls
Gain a useful mutation: Water Ring +1 for purposes of land movement
Gain a useful mutation: See in the darkness as well as in daylight
Gain a useful mutation: +2k1 on Perception rolls trying to spot foul creatures (nothing, shadowlands, etc)
Gain a useful mutation: Gain Reduction 1
Gain a useful mutation: Able to regrow lost appendages over weeks of rest. Physically and mentally excruciating
Gain a useful mutation: Spitting Attack Jiujutsu/Agility as a Simple Action. Ignores armor bonuses to Armor TN
and Reduction, deals 3k1 damage.
Gain a useful mutation: +1k1 to unarmed damage rolls
Gain a useful mutation: Gain 5 points of Caste in Naga Society (because you can make-a a baby)
Gain +0k1 against shadowlands creatures,the lying darkness, and the Ashalan.
Tail gains use as another dextrous limb
Prerequisite for Naga Ancestors essentially
Can purchase Seven Fortune's Blessing advantage for 1 less point. You can buy that merit twice now instead of
the normal limit of once. You gain 1 Free Raise on all social skill rolls with monks aligned to a fortune for which
you currently have the Seven Fortune's Blessing Advantage.
Spending Void on crafting or engineering gets +3k1, 1/game TN 50 craft check to make minor awakened
nemuranai that starts out weak (+1k0 to attack or damage rolls) but will increase over time as the item's power
waxes.
Demand: Kaiu abhors mediocrity and failure. Subtle RP applications but must always take max dice on all
crafting.
+1k0 to Stealth, Kenjutsu, and Kyujutsu
If your honor ever goes above 5 or if you willingly betray the crab Hiruma will abandon you.
+1k0 to meditation rolls, +1k1 to spellcasting rolls on non-damaging spells with the Craft or Defense keywords.
Demand: If you ever willingly harm ANY living creature (even a tainted one) Asahina will forsake you.
+1k1 bonus to Lore: Shadowlands and a Free Raise on all attacks with Spears
Demand: Must dye your hair white, can never abandon a member of the Doji family or your charge if you are a
yojimbo.
+1k0 to spellcasting rolls on Non-Void Spells and a +1k1 bonus to all Spellcraft Skill rolls.
10 pt version: Gain access to the secret spell "Transmute" p. 105 Great Clans
Demands: If you ever serve in a war she will abandon you, unless that war is against the shadowlands.
Can detect the presence of spirits and spirit portals with passive Perception roll (TN25). In addition, gain +1k1
to all Lore: Spirit Realms rolls.
Demands: Abandon you if you willingly harm a non-corrupted member of one of the 5 ancient races (or one of
their descendents) or if you ever willingly cooperate with a Tsuno.
+1k1 to all rolls to resist Temptation, Intimidation, and Fear Effects.
Demands: Will abandon you if you ever willingly betray your Daimyo or the Lion Clan, or if your Honor ever
drops below 5.0
You suffer no ill effects from the sun (dehydration, sunburn, etc) and gain Reduction of 5 against fire (magic and
nonmagical).
Demands: Abandon you if you commit any act of impiety or blasphemy against the fortunes or the celestial
heavens (deliberately or accidentally).
Only available to those who can trace a direct blood connection to kitsune (fox) clan.
You can speak with animals and animal shapeshifter spirits. You always find food and water in the wilderness
without testing.
Demand: May not knowingly kill an animal or animal spirit (except for in self-defense)
Requires: Shugenja with Void Affinity
Select any non-void ring. You may expend spell slots associated with that ring to use Void Spells in addition to
their normal use.
Gain +1k1 on all spellcraft (Spell Research) rolls and learn 1 additional spell each time they gain a Shugenja
School Rank.
Demand: You may not lose any magical or scholarly competition to someone not from the Isawa Family.
You may use the meditation skill (2 hours, skill roll TN30) to regain 1 spell slot in each ring.
Demand: May not purchase more than 3 ranks in Courtier or any Merchant or Low skill. AKA you can't be
worldly.
Gain +1k1 to the spellcasting roll when casting any Wards Spell. Automatically gain "Bad Fortune: Yogo Curse"
for no points.
Demand: You may not fall in love
Gain +3k1 whenever you spend a void point for extra dice on a roll using the Perception Trait or the Lore: Law
Skill.
Demand: May not knowingly break the law or allow another to break it in your presence, unless you did so on
orders of your superiors within the Scorpion Clan.
Must be female, Descended from Otaku
Gain +1k1 bonus to all Horsemanship Rolls. +1k0 bonus to attack rolls vs Male Opponents
Demand: May not be deliberately cruel to a horse or lose a challenge to a man that you issued.
For each forbidden knowledge advantage you possess, you gain a +2 bonus to spellcasting rolls (+4 if for a Maho
Spell). You gain the same bonus for every rank of Taint you possess as well.
Demands: If you are ever presented with an opportunity to learn new forbidden knowledge and do not take it,
Junzo will abandon you.
Disadvantage Cost Book Page Type
*Monks Only*
2 points for Clan Monks
4 points for Brotherhood Monks
Whether it is due to poor teaching, a lack of understanding on your part, or simply an absence of true harmony within your soul, you are
incapable of mastering the deepest mysteries of the Void. You may not learn any Void Kiho and you cannot take Ishiken-do or the Void
Versatility Advantages
Your glory is one rank lower when dealing with other Crab, and you must choose to either lose all the koku that normally would
be part of your school outfit or one weapon normally included in your Outfit. Your lords assume you are wealthy and offer you less in
the way of an initial stipend.
Roughly once per two game sessions, someone will attempt to challenge you to a duel, sometimes friendly, sometimes not,
regardless of whether you have any talent in that area or not. When a campaign is taking place in an inappropriate setting, the
drawbacks of this disadvantage are temporarily suspended.
You suffer -1k0 to all social rolls made with members of any clan other than the Dragon Clan.
Functions exactly as the sworn enemy disadvantage, save that it provides 1 additional point and that the identity of your enemy
changes periodically. The identity of your current enemy is always determined by the GM, and one enemy may last as short as a month
or as long as a year before someone else takes their place.
Functions exactly as the sworn enemy disadvantage, save that it provides 1 additional point and that the identity of your enemy
changes periodically. The identity of your current enemy is always determined by the GM, and one enemy may last as short as a month
or as long as a year before someone else takes their place.
You suffer an almost overwhelming compulsion to engage in games of chance. When gambling or games on which the outcome could be
wagered are taking place, you must succeed on a willpower roll TN 20 or be compelled to forsake whatever else is going on to
participate. You may make an additional Willpower roll every 10 minutes you are involved with the game in an attempt to break free.
Sleeper agent for the Kolat. A special phrase will trigger you to follow the stated command. If the suicide on failure clause is in
place, this disadvantage is worth 8 points
Choose a skill, ring, or togashi tattoo. When you use it you must roll Willpower or be temporarily consumed by madness (passing into
control of the GM for 8 hours).
TN20 for 4 point version, TN30 for 6 point version.
Name Description Type Book Page Effect
Balance Yin-Yang Active Core 115 TN of all spell casting rolls made with you as target are increased or de
Bamboo Active Core 115 Armor TN is increased by (2x School Rank) + 5
Bear Active Earth 207 While active, get + School Rank to stamina or + (1/2 school rank) to str
Blaze Active Core 115 When active, this tattoo causes unarmed strikes to deal an additional a
Centipede Active Core 115 You may make a special complex move action that allows you to move
Cloud Active Air 195 While active, any attack that hits you must roll again to see if they hit.
Crab Active Core 115 While active, gain Reduction = Earth Ring
Crane Active Core 115 When active, Gain bonus dice = school rank plus air ring on social skill
Dragon Active Core 115 As a complex action, you may breathe fire in a cone = 10'+school rank
Hawk Active Core 115 As a complex action, you may leap a distance equal to your water ring
Ki-Rin A Unicorn Active Core 115 You may immediately re-roll any one roll per round, keeping the higher
Lion Active Core 115 Gain ranks = school rank in any Bugei skill of your choice
Mantis Passive Core 115 Completely immune to all Fear Effects. Always active, does not preven
Mountain Active Core 115 Wound penalties are reduced by School Rank x2
Ocean Both Core 115 Passive: No need for food or drink. Active: Instantly refreshed as if a fu
Phoenix Passive Core 116 When dropped to Down wound level or below, this tattoo automatical
Scorpion Active Core 116 Roll additional dice on all Stealth skill rolls = School Rank, any target hi
Spider Active Core 116 You may move across Vertical and inverted surfaces while making mov
Storm Active Core 116 Unarmed Attacks require only 1 raise to perform the Knockdown Mane
Void Black Kanji Active Core 116 Gain Awareness of all creatures within a radius = School rank x10 feet,
Volcano Active Fire 192 When active, entire upper body looks like lava (searing hot blackness w
Wave Active Water 190 Gain +Xk0 bonus where X is insight rank to the contested strength roll
Whisper Active Air 195 Send whispered messages to specific people within 10x school rank m
Wind Active Core 116 Gain an additional Simple action per round which may not be used to a
Wolf Active Core 116 Gain <School Rank> free raises on Hunting (Tracking) rolls. This tattoo
as target are increased or decreased by an amount = (2x School Rank)+5
nk plus air ring on social skill rolls. Each die contributes +1k0. Lasts 1 hour.
e in a cone = 10'+school rank in length and 5ft wide at the end. Deals damage to all in area with a DR of FIREkFIRE. You take FIRE in damag
nce equal to your water ring x25'
per round, keeping the higher of the two rolls
of your choice
lways active, does not prevent other activations
e: Instantly refreshed as if a full night of sleep, doing all and also regaining void points. May only activate every 3 days.
elow, this tattoo automatically triggers if you have at least 1 void point. All unspent void points are lost, and you immediately heal School R
s = School Rank, any target hit by Jiujutsu attack where any of your damage dice explode is Dazed for 1 round,
d surfaces while making move actions. You move at half speed when doing so.
erform the Knockdown Maneuver
adius = School rank x10 feet, even if you cannot see them. You know only rough details but can recognize individuals well known to you.
lava (searing hot blackness with fiery cracks). Any flamable object that strikes you will ignite to ash within moments. Gain Reduction 5 vs
o the contested strength roll used to determine the success of a knockdown maneuver performed with an unarmed attack. Same bonus to
ple within 10x school rank miles.
nd which may not be used to attack. Maximum total movement no longer limited to WATERx20'
g (Tracking) rolls. This tattoo lasts a number of hours = school rank
essentially allowing you to cross the face of the empire in a day. If you stop for more than one minute, the effect ends. When the effect e
very 3 days.
nd you immediately heal School Rank x 10 wounds. Can only trigger once per week.
d takes extra 2k2 electr. damage, they negate the automatic disarm. Cannot be reduced by armor
d back AIR feet and falls prone. Moves opponents even if they do not take damage from the attack.
plex Action to deal AIRkAIR cold damage in a cone Rank x5 ft long and Rank x2 feet wide
make a disarm maneuver attempt for no raise cost against them, ending the Kiho's effect
Can only be activated as a complex action or by spending a void point, but can be used when stunned or otherwise unable to perform acti
benefits of shadowlands taint for rounds = your EARTH. Free from madness or mental instability normally caused by the taint.
earth roll. May not move.
n, if you have, it is a free action. Wound penalties do not apply to this attack. Lasts until end of skirmish
uccessful, the undead is instantly destroyed. (Mastery Level is 1 lower for Kuni Shugenja and Kuni Witch Hunters
mage + (FIRE)k(FIRE) damage. Target makes opposed fire roll and is blinded for hours = FIRE if they lose
rget yourself
ws where you are.
affected by this once per skirmish
ou spent twirling, you increase Armor TN by WATER again.
2 void points.
hen make a contested roll of Meditation/VOID vs the creature's highest ring. If successful, the creature suffers -Xk1 penalty to all rolls whe
azed for one round.
l to learn the highest point one. Can repeat to learn other adv/disadv
ot be grappled or entangled.
al void point after 3rd strike. All target's rings reduced by 1 each hour to a max penalty = your Insight Rank. If any ring reaches 0, they fall
vantage and gains another chosen at random with the same cost.
able AIR times per day
n, disease, or similar non-supernatural detrimental effect that is affecting you. All your void points are consumed by this effect. Does not w
e in a grapple.
ffers -Xk1 penalty to all rolls where X is your monk school ranks. Lasts until the creature leaves your presence. NOT AVAILABLE TO SHUGEN
. If any ring reaches 0, they fall into a coma and make 3 contested void rolls vs you. If they fail all 3 by 5 or more, they die. Shinsei brother
sumed by this effect. Does not work on supernatural afflictions or shadowlands taint.
ce. NOT AVAILABLE TO SHUGENJA EVER.
more, they die. Shinsei brotherhoods will kick you out for using it.
Ring Level Type Subtype Name Book Page
Air 1 Defense Blessed Wind Core 167
Air 1 Nothing By the Light of the Moon Core 167
Air 1 Nothing Illusion Cloak of Night Core 167
Air 1 Craft Legacy of Kaze-no-Kami Core 167
Air 1 Nature's Touch Core 167
Air 1 Thunder Tempest of Air Core 167
Air 2 Nothing Illusion Hidden Visage Core
Air 3 Nothing The Eye Shall Not See Core 169
Battle
Earth 5 Defense Drawing on the Mountain Earth 197
Jade
Crystal
Earth 4 Thunder Sapphire Strike Earth 199
Earth 3 Craft Illusion Shelter of the Earth Earth 199
Battle
Earth 6 Craft Jade Soldiers of Clay Earth 200
Earth 1 Travel Stone's Endurance Earth 200
Earth 3 Battle Strike as Stone Earth 200
Earth 2 Taming the Beast Earth 200
Earth 4 Battle The Earth Flows Earth 200
Earth 3 Time's Deadly Hand Earth 201
Earth 2 Whispers of the Land Earth 201
Earth 3 Defense Wooden Prison Earth 201
Fire 1 Fire Kami's Blessing Fire 185
Fire 1 Defense Gift of Amaterasu Fire 185
Fire 1 Osano-Wo's Blessing Fire 185
Fire 1 Battle Warning Flame Fire 186
Fire 2 Defense Purity of Shinsei Fire 186
Fire 2 Travel Wings of Fire Fire 186
Fire 3 Wards Defense Agasha's Shield (Tamori's Curse) Fire 186
Fire 3 Oath of the Heavens Fire 187
Battle
Fire 3 Imperial The Breath of Battle Fire 187
Fire 3 Illusion Whispering Flames Fire 187
Fire 4 Blessing of the Sun Fire 187
Fire 4 Wards Imperial Essence of Fire Fire 188
Fire 4 Illusion Eyes of the Phoenix Fire 188
Battle
Fire 5 Defense Castle of Fire Fire 188
Fire 5 Consumed by Five Fires Fire 188
Fire 5 Battle The Dragon's Talon (Kuro's Fire) Fire 189
Fire 6 Curse of the Burning Hand Fire 189
Fire 6 Rise, Fire Fire 189
Fire 6 The Elements' Fury Fire 189
Air 3 Defense Essence of Air Core 169
Wrath of Kaze-no-Kami
Air 6 Thunder (Hurricane) Core 173
Range Area of Effect Duration Raises
+150'
+1 structure/3
300' 1 Structure 1 day 1 day/3
+5 min
Touch 20' Radius 10 minutes +1k1 on WP / 2
Centered on
Caster 20' radius 3 rounds +1 rnd / 2
+5' Radius /2
Centered on 15' Circular +2 Rnds / 1
Caster Barrier 10 rounds +5 TN to climb / 1
Personal You 5 Rounds Duration +1 Rnd
One hand-held
Touch object 1 Hour Duration +10 min
Touch Permanent None
Area +5' radius
100' 30' radius Instantaneous Range +10'
Area +5'
Personal 10' radius 5 minutes Duration (+1 min)
Area (+10')
Personal w/in 100' of caster Concentration Special (+5 illusory figures)
1 mile radius
Personal centered on caster Concentration None
Description
p.167, +15 to Armor TN against non-magic ranged attacks
All concealed objects in area appear luminous
Make an object invisible
Create abird to carry a message for you of up to one minute in length.
Talk to an animal
75' long x 15' wide cone, 1k1 wounds, contested AIR vs target EARTH against knockdown
Minor change in appearance so that you do not appear as yourself. 5 minute duration
Become invisible to all non-magical vision. Can still be touched, heard, smelled, etc, but unless you attack someone else, you remain invisible for the
duration of the spell
Create an illusion of an object. Object cannot move from that spot without being dispelled.
Negate temporary mental or social penalties to target or self.
Create a perfect duplicate of yourself a short distance away. Illusion will mimic you exactly. Duration concentration + 5 minutes
Create a 1k1 damage spear in your hands. May use school rank instead of spears skill, gives free raise for feint or increased dam
Gain +1k1 +AIR to all social rolls for 1 hour.
Target gains limited flight. Make free move actions and fly. Duration 1 minute (+1/raise)
Ghost sound, can be a voice as well. 1 round duration
Visual images of anything you can imagine, 10' radius. 1 minute duration
Immune to Fear, all of your traits are 1 rank higher for the purpose of skill and trait rolls
Anyone you strike in melee suffers an additional XkX wounds (where X is fire ring); Anyone striking you in melee suffers the sam
Fear 5 effect on anyone who sees you (Fear 10 for minions of the Nothing). You gain additional Void points equal to your Void
Ring (that go away at the end of the spell). Your melee attacks are considered to be Crystal for the purpose of harming Shadow
Creatures.
A number of times = your Lowest Ring + Insight Rank, you may automatically succeed on a skill roll or spellcasting
roll with the maximum possible number of Raises you could call (including free raises if you have them)
Reduction 10, Invulnerability
Immediately Healed of all wounds, poisons and diseases. For duration of spell, you may heal other persons
in the same way by touching them. This is a complex action.
+1k1 to all rolls for social skills, you may fly at a speed = 3x your normal ground movement.
Immunity to Taint and Shadow Corruption. Your attacks are considered Jade for the purposes of harming Shadowlands
Creatures.
Ability to walk through walls, leap between shadows, resistance to mundane weapons as Goju creatures. Each use of the spell
gives 0.2 Shadow Ranks.
+XkX to Temptation and Intimidation skills where X is your AIR Ring. Each time you successfully benefit from the
bonus, lose 2 points of honor.
Shapeshift into any other person/creature at will as a complex action, read minds with contested roll of Air / Void vs Willpower
as a free action. Every time you cast this spell, you lose 1 rank from your Willpower Attribute.
Inscribe a ward on a surface (takes 5 minutes) and for duration makes it harder for any possession effect to go off.
Makes the possesser pass a contested willpower roll vs the caster to successfully possess someone in area.
Maho targeting someone/thing in the bubble of effect gets penalty = 10x your EARTH ring
Everyone you want within the area of effect is invisible to all normal senses for the duration of the spell
Deal [2+AIR]k[AIR] to everything in the path. Everyone damaged by winds must make TN 20 Earth Roll or be knocked down
You are standing in the eye of the storm, a zone 20ft in every direction from you w/ no adverse effects. All objects < 500lbs are lifted by the wind and tossed into the storm.
Everyone within the affected region who does not have sturdy shelter suffers 1k1 wounds per minute from the winds and or debris. There is a one in ten chance each minute
that an exposed individual will instead take 5k5 wounds from a wind-borne object. Duration is a max of 1 hour. Can only be used in an area 1/month, as it exhausts the favor
of the air kami to perform this feat.
reased damage.
Centered
Air 1 Maho Blood and Darkness Core on caster 30' radius
Water 1 Maho Disrupt the Limb Core 50' One target limb
One intelligent
Air 1 Maho Sinful Dreams Core 300' creature
One target
Earth 1 Maho Suck the Marrow Enemies Touch creature
One humanoid
Earth 1 Maho Summon Undead Champ. Core 100' corpse
Air 1 Maho Wards Ward of Divine Peace Enemies Touch 50' radius
One target
Air 2 Maho Curse of the Kansen Enemies 50' creature
One target
Air 2 Maho Curse of the Unblinking Eye Core 100' creature
One target
Water 2 Maho Curse of Weakness Core 50' creature
One undead
Fire 2 Maho Puppet Master Core 100' target
Indefinite
10 minutes
10 rounds
10 rounds
Instant
1 hour
5 rounds
Permanent
1 hour
1 day
1 hour
12 hours
8 hours
1 week
Instant
8 hours
2 days
10 rounds
10 minutes
10 minutes
1 month
1 hour
1 round
4 hours
Permanent
10
minutes
/until used
24 hours
24 hours
Indefinite
3 rounds
Instant
Indefinite
12 hours
Instant
10 minutes
Instant(specia
1 day
Conditional
10 minutes
Description
Target must already have at least 1 wound (be bleeding) deals 1 wound/round on their turn. Lasts until bandaged w/
TN 20 Medicine (Wound treatment)/Intelligence or magical healing
Heal target 1k1 wounds, increase one physical trait by 1 for the duration. Target gains 1k1 taint
Creates a pitch black cloud that blinds all but the caster. Can only be beaten by powers that specifically overcome
blindness
All rolls for physical actions using the target limb suffer a +15 TN penalty. If leg, target is lame for duration
Touch a recently dead corpse (dead w/in last day) to shrivel and rot it. Red/black energy flows to caster healing 2k2
wounds and regains 1 rank in any Ring or Trait which has been reduced below its normal level
Target gains 3-point phobia of your choice
Target loses 1 void point and cannot regain void for the duration of the spell
Ruins food and drink. Effects are obvious. Anyone who eats/drinks must roll Stamina at TN20 or become severely ill (-
3k0 to all skill trait and casting rolls) Illness is incurable with medical treatment and lasts 2 weeks unless magically
cured.
Can only be cast on resting, meditating, or sleeping targets. Does not need to know where target is. Target has dreams
of comitting dark, sinful, and dishonorable acts. Caster gets free raise on all temptation and intimidation rolls agains
the victim.
Impedes the victim's ability to heal/recover from things. Target becomes pale and weak, smelling bad, and cannot
benefit from medicine skill uses. Victim is also weakened vs other illnesses with a -2k0 on rolls to resist them. Magical
healing can still affect the target normally
Creates undead warriors. Must be cast on a corpse which is within the spell's range. Animated corpse is considered a
zombie (Core book p.331) and obeys simple commands from caster. Can move freely after creation.
Ward causes the victim's blood to become sluggish and cold. All but the caster take -2k0 penalty to all physical
actions. Does not stack with itself.
Creates a false aura of calm and well-being. Makes it difficult to focus or resist appeals. Anyone in the AoE suffers a
-1k0 penalty to all skill and trait rolls that use awareness or willpower. Penalty applies to anyone who enters and lasts
with them for the spell's duration.
Write hidden messages or intimidate others. 10 word long phrase is written in blood on a flat surface and will
disappear when the ritual is complete. Reappearing later when a condition the caster sets is met. Sense and By the
light of the moon style spells can determine that something is magically hidden, but cannot tell what the message
says. When duration expires, message will reappear.
Target any one jade item, weapon, or object within the spell's range (and that the caster is able to see). The jade is
instantly corrupted with its blessed properties annihilated by an overwhelming saturation of taint leaving a foul black
slime behind. Cannot affect nemuranai that contain jade.
Victim begins hearing constant whispers inside their head, voices urging them to sinful and corrupt behavior. Target
suffers -1k0 to all Courtier, Etiquette, and Sincerity rolls. Takes -2k0 when resisting the temptation skill. (stacks with
sinful dreams) Victim also suffers -1k0 to all Honor Rolls.
Malignant air Kansen prevent the target from sleeping. Victim cannot sleep and cannot recover void points or spell
slots from rest. Further, for each day the victim goes without sleep, he must make a raw Stamina roll at a TN = 5+(5x
number of nights without sleep) or suffer the effects of being fatigued.
Malignant Water Kansen flow through the target's body causing headache, weakness, fatigue, and muscle tremors.
For the duration target is at +10 penalty to all physical and mental activities that require rolls (this includes spellcasting
rolls). Also suffers a -10 to Armor TN
Sprout monstrous wings from your back. For the duration the caster can fly and has the Swift 3 rule (as per the
creature ability from book of the void)
Reduces victim's stamina rank by 1 (minimum 1)
Requires 1 hour to complete, target a number of corpses = Taint Rank. At any point during that month, you may take a
complex action and expend 1 Earth spell slot to instantly summon the prepared corpses to your location.
Summons the power of jigoku. The caster or target gains a Greater Shadowlands Power of his choice for the duration
of the power.
Target falls prone, helpless w/ pain and cannot act on his next turn. In addition the target must make a willpower Trait
roll at TN20 to avoid crying aloud in pain which could cause a loss of Honor and/or Glory.
Caster takes control of a target undead creature. Free willed undead get a contested willpower to avoid being
controlled (same goes for undead already controlled by someone else, you use the other caster's WP).
Moves shadowlands taint from one target to the other. Max taint points that can be moved = Earth+Insight Rank. It
can never remove the last point of taint from a target though. If the target recieving the taint is unwilling the caster
must succeed in a contested willpower roll or the spell fails.
If the target is struck or affected by a spell with the Jade keyword, the kansen intercede and negate the spell's effect.
This is quite spectacular and the target is briefly wreathed in a cloud of black fire. The magical armor only works once.
Requires that the caster perform a special dance for at least an hour (Perform Dance/Awareness at TN25) while
casting. If the spell succeeds, the caster may choose either to gain a physical or mental advantage for the duration or
inflict a physical or mental disadvantage on another target within range. (does not need to see the target) The
maximum experience point value of the advantage or disadvantage created by the spell = the caster's Air+Insight
Rank+Taint Rank.
While active, when the character dies, unless the body is completely destroyed (burned completely to ashes and
scattered to the winds), he is revived after 8 hours at the down wound rank. Returning from the dead inflicts 10 points
of taint
More powerful form of undead summoning. Creates a powerful tainted revenant (Undead revenant in the core book
p.330) that lasts until destroyed. The revenant cannot speak but understands all orders and commands and posesses
malevolent intelligence. The revenant will not decay and it is capable of using weapons and armor effectively.
Target suffers sudden, violent, murderous rage against whoever he is looking at or speaking to when the spell takes
effect. For the duration of the spell, will be in an uncontrollable killing rage and immediately attack the focus of his
wrath. At the start of each turn, the victim may roll his Honor at NT30 to control the rage for that Round. The victim
will only be able to take free and simple actions during that round, since so much of his energy is dedicated to
controlling the rage.
Summons illusions of whatever the target most fears that can only be percieved by the target who must roll against a
Fear 5 effect. If the target has a phobia, this will also activate its effects.
Summons an Oni from Jigoku. Must give a name, either yours or a close comrade's or it immediately leaves. Once
named, roll contested WP against it, if the caster gave the oni his own name, get +3k2 to the WP roll. Raises can add
to this WP roll. If the caster wins the roll, the Oni will obey his commands (for now). If theoni wins the roll, it is free
and typically runs amok until destroyed. The oni will typically not attack the person whose name is given to them and
will do something much more horrible. Whoever's name is given gets an Oni Mark (small skin discoloration) that
forces an Earth roll every day to avoid getting taint. Each week they must make another contested WP roll similar to
the first against the Oni in order to avoid giving it their name fully. The Oni gains +1k1 to this roll for each rank of Taint
the mark has inflicted on its bearer. If the person who summoned the oni is the mark-bearer, they get the +3k2 and
the additional Xk0 dice they got from raises on the initial spellcasting roll. If the Oni wins, it steals the victim's name
and becomes an Oni Lord, freeing itself from any control by its summoner. The now-nameless victim of the Oni Mark
becomes a slave of the oni and must obey its commands. If the oni is destroyed or otherwise banished to jigoku, it
loses connection to the person with its name and the oni mark disappears.
Symbol is inscribed into a flat surface when cast. The moment anyone who is not a loyal member of the bloodspeaker
cult enters the symbol's radius, the symbol glows a bright sickly green and the intruder is bathed in green flames
inflicting 4k3 damage. The symbol can discharge any number of times, but only once per target per duration.
Infuses target's bloodstream w/ angry Fire Kansen, causing his blood to superheat and boil through his skin, emerging
as a cloud of reddish vapor. The target suffers wounds with a DR = the VICTIM's FIRE RING and must roll Willpower at
TN20 or fall prone due to unbearable pain. The target is considered Fatigued for the next two turns.
Binds and traps any non-undead. Manacles of dark, rusty iron burst from the ground and ensnare the target. The
target is rendered immobile and helpless, unable to take any physical actions other than to try to break free (although
he can still speak). The victim can only break free by making a contested roll of his Strength against the Earth of the
caster. When the spell expires, the manacles melt away into black ooze.
Instantly turns the air in the target's lungs into Tainted Kansen which violently erupt out of the body, ravaging the lungs
and airways. The spell has a DR equal to the VICTIM's Air Ring in kept dice, but in addition, the effects of the spell
leave the victim in intense pain. The victim suffers a +10 TN penalty to all actions and that affect cannot be ended
naturally, even if the damage is healed, however any magical healing spell/kiho/supernatural will restore the lungs and
end the TN penalty.
Perverse version of Tomb of Jade. Spell cannot affect anyone who has at least one full rank of taint. The victim is held
immobile as he begins turning to stone. Each round (including the round the spell is cast) on the caster's turn, the
caster makes an opposed roll of Insight/Earth against the target's Insight/Air. If the caster wins, the target remains
immobilized (cannot take actions of any kind) and takes 2k2 damage. If the target wins, the spell's effects end. If the
target is killed by the spell, he is turned completely to stone which crumbles to dust within 24 hours.
Target is unable to lie nomatter how damaging that might be. He will actively blurt out any dangerous or damaging
secrets he possesses. In order to conceal the truth while under this spell, the victim must make a Willpower Roll at
TN30
Raises
None
Duration [+10 min/raise] Range [+10'/raise] Targets [+1 target/raise]
Duration [+1 rnd/raise] Targets [+1 target/raise] Special [additional void/2 raises]
Range [+10'/raise]
Duration [+1 day/2 raises, max of 7 days duration] Targets [+1 target/2 raises]
Duration [+2 rounds/raise] Range [+10'/raise] Targets [+1 target/2 raises]
Range [+10'/raise]
Duration [+24hrs/raise]
None
Air/Fire 3 Any Bushi (Kakita and Mirumoto Bushi reduce req by 1) The Empire rests on its Edge
Air/Fire 4 Any Bushi (Kakita and Mirumoto Bushi reduce req by 1) The World is Empty
Air/Fire 5 Any Bushi (Kakita and Mirumoto Bushi reduce req by 1) Victory of the River
Air/Fire 6 Any Bushi (Kakita and Mirumoto Bushi reduce req by 1) Standing on the Heavens
Book Page
Air 175
Air 175
Great Clans 203
Great Clans 171
Great Clans 75
Core 259
Core 259
Core 260
Core 260
Earth 194
Earth 194
Earth 195
Earth 195
Earth 195
Great Clans 284
Great Clans 43
Core 259
Core 260
Core 260
Core 260
Water 178
Water 178
Water 178
Fire 179
Fire 180
Fire 180
Fire 180
What it Does
Add your Air Ring to the total of any attack roll while attempting the Increased Damage Maneuver
Add your Air Ring to the total of any attack roll while attempting the Called Shot or Knockdown Maneuvers
When wielding a polearm or a spear, your initiative score is increased by 3.
The atttack penalty for ranged attacks fired against opponents currently in melee range is reduced by 3
When fighting with a sword or spear you add an amount equal to your Honor Rank -3 (minimum 1) to your Armor TN
When in the defense stance, your Armor TN is increased by your Air Ring
Your disarm attacks deal normal damage rather than 2k1. You may not increase damage on these attacks with raises or feints
While using a spear or polearm, you may ue your Air Ring instead of Agility for attack rolls.
Once per turn you may add your Stealth Skill rank to your Armor TN for a single attack.
Reduce your Armor TN by amount up to EARTH ring; All damage rolls you make while in effect have totals increased by same amount.
Reduce your Initiative score by amount up to EARTH ring (cannot reduce below 0). While in effect, Armor TN is increased by same amount.
While in Defense or Full Defense Stance, Armor TN is increased by amount = EARTH ring.
When using Heavy Weapons, your strength is considered 1 rank higher for damage.
Water considered 2 ranks lower for movement. All rolls with heavy weapons gain benefit of free raise only for the Knockdown Maneuver
Once per round, if you successfully cause at least 15 wounds to your opponent they will suffer a -3 penalty to all rolls on his next turn.
While wearing armor and in the attack stance, your armor provides an additional +2 reduction.
When in the full defense stance, you gain reduction = your Earth Ring.
Reduce your TN Penalties from wounds by your Earth Ring.
You may use your Earth Ring in place of your Air Ring for the Defense Stance.
Once per turn after successfully making the Feint Maneuver, your damage total is increased by 3
While wielding a katana in your main hand and a wakizashi in your off hand, gain a +3 bonus to Armor TN
When in the full attack stance, you may add your Fire Ring to the total of one attack roll per round.
Choose an opponent, once per turn against that opponent, you may use your agility trait instead of your strength trait for damage rolls.
You may add your fire ring to your Armor TN in the full attack stance.
Once per turn when wielding a weapon in each hand, you may make the Extra Attack Maneuver for 3 raises instead of 5. The second attack comes from off-hand weapon, dea
weapon damage as appropriate. May not increase damage through raises when making the extra attack.
While active, reduce your Armor TN by up to 5xWATER (but not below 5). In return, you may increase your max possible movement distance by the same amt.
When active + weilding a weapon in which you have at least 3 skill ranks, your damage is increased by +1k0
Once per round when attacking an opponent, you may ignore points of reduction = your WATER ring.
Once per round you may calculate the distance of a Move Action as if your water is equal to your Stealth Skill Rank. This does not change max movement dist.
While mounted, your steed gains +3 Armor TN and 3 Reduction
When attacking with a small melee weapon, any reduction an opponent has is reduced by 1
Once per round during the reactions stage, you may add +3 to the initiative score of 1 ally in the skirmish, stacks with itself. All bonus lost if you change kata
When in the attack stance, you may move 5 ft as a free action
Once per turn while wielding a Heavy Weapon, you may use your strength trait for your attack rolls instead of agility.
Once per turn when you declare a Guard Action, you may increase their Armor TN by an additional +3
When in Center Stance, your Armor TN is increased by your Void Ring
Use your Void Ring in place of your Reflexes for Initiative
Once per turn while rolling damage, you may roll your Honor Rank instead of the normal strength +DR of the weapon. Keep dice = to the DR as usual.
Choose 1 skill that is not a combat skill, you must spend +2 experience each time you increase the rank of that skill. When using this kata, gain a bonus to
Kenjutsu or Iaijutsu skill rolls equal to your rank in the chosen High Skill
Gain +Xk0 to kenjutsu or Iaijutsu where X is current Void Points. Lasts Rounds = Void points, when it ends, loes 1 void point.
When you strike an opponent while this kata is active, their Armor TN is reduced by 10 against your subsequent attacks for 3 rounds. However your Armor is
also reduced by 10 while this benefit is active. Effect does not stack, just extends duration
When hit by an attack, may spend a void point to force opponent to re-roll the attack.
Name Skill Type Keyword Range
Pitfall (Spikes) Hunting Trap Rural 1 hr
Pitfall Hunting Trap Rural 1 hr
Pongi Stick Hunting Trap Rural 15 min
Rope Catch Hunting Trap Rural 2 hr
Tiger Trap Hunting Trap Rural 2 hr
Dragon Beard Hook Chain Weapons Large 30ft
Rope Dart Chain Weapons Large Ninja 15ft
Three-Section Staff Staves Large Monk, Ninja Melee
Pitchfork Staves Large Peasant Melee
Torch Jiujutsu (Improvised) Medium Peasant, Improvised Melee
Bo Staff Staves Large Monk Melee
Jo Staff Staves Medium Monk Melee
Sang Kuaw (Shield) Staves Medium Monk Melee
Sang Kuaw (Crescent Blade) Staves Medium Monk Melee
Tonfa Staves Medium Monk, Peasant Melee
Nunchaku Staves Small Monk, Peasant Melee
Bisento Polearms Large Monk Melee
Magari-Yari Spears Large Melee
Machi-kanshisha Staves Medium Melee
Kumade Spears Large Peasant Melee
Mai Chong Spears Large 25'
Lance Spears Large Melee
Nage-yari Spears Medium 50'
Yari Spears Large 30'
Nagamaki Polearms Large Melee
Naginata Polearms Large Samurai Melee
Sasumata Polearms Large Melee
Sodegarami Polearms Large Melee
Blowgun Ninjutsu Medium 50'
Shuriken Ninjutsu Small 25'
Tsubute Ninjutsu Small 30'
Aiguchi Knives Small Melee
Tanto Knives Small Melee
Jitte Knives Small Melee
Sai Knives Small Melee
Kama Knives Small Peasant Melee
Dai Tsuchi Heavy Weapons Large Melee
Masakari Heavy Weapons Medium Melee
Ono Heavy Weapons Large Melee
Tetsubo Heavy Weapons Large Melee
Kusarigama Chain Weapons Large
Kyoketsu-shogi Chain Weapons Large
Manrikikusari Chain Weapons Large
Dai-kyu Kyujutsu Large 500'
Han-kyu Kyujutsu Small 100'
Yumi Kyujutsu Large 250'
Willow Leaf Arrows Small as bow
Armor Piercing Arrows Small as bow
Flesh Cutter Arrows Small 1/2 range
Humming Bulb Arrows Small as bow
Rope Cutter Arrows Small 1/2 range
Katana Kenjutsu Medium Samurai Melee
Ninja-To Kenjutsu Medium Ninja Melee
No-dachi Kenjutsu Large Melee
Parangu Kenjutsu Medium Peasant Melee
Scimitar Kenjutsu Medium Melee
Wakizashi Kenjutsu Medium Samurai Melee
War Fan War Fans Small Melee
Damage Price Book Page Special
3k3 + 1k1/10' TN 20, Notice TN = Amount by which crafter beat craft DC
1k1 / 10' TN 15, Notice TN = Amount by which crafter beat craft DC
2k1, Lame TN 15, Notice TN = Amount by which crafter beat craft DC
1k1 or 2k2 TN 20, Notice TN = Amount by which crafter beat craft DC. Once sprung
6k6 / 4k4 TN 25, Notice TN=25. When triggered, make TN30 Reflexes roll or suffe
1k2 4 koku Water 176 May be used to initiate and maintain a grapple at 30 ft
1k1 5 bu Water 176 May be used to initiate and maintain a grapple at 15 ft
2k2 1 koku Water 176
1k2 3 bu Water 176 If attack deals more than 20 wounds in 1 attack it breaks
0k1 1 bu Water 176 Enemies hit must roll Reflexes TN10 or catch on fire for 1k1 damage eac
1k2 2 bu Core 204
0k2 1 bu Core 204
2k1 10 koku Core 204
1k2 10 koku Core 204
0k3 5 bu Core 204
1k2 3 bu Core 204
3k3 12 koku Core 202
3k2 7 koku Naishou 8 May be thrown up to 30', 2k2 damage when thrown.
0k2 20 koku Core 204 This is a type of smoking pipe that can be used as a weapon
1k1 3 bu Core 203 If a kumade deals more than 25 wounds in a single attack, it breaks
0k3 20 koku Core 203
3k4 20 koku Core 203 3k4 from horseback, all other times 1k2. shatters if it deals more than 3
1k2 3 koku Core 203
2k2 5 koku Core 203 DR is 1k2 when thrown
2k3 8 koku Core 202
3k2 10 koku Core 202
0k2 6 koku Core 202 May be used to initiate and maintain a grapple
1k1 6 koku Core 203 May be used to initiate and maintain a grapple
1 8 zeni Core 202 Armor counts 3x for TN, reloading is free action, skill boost makes it 1k1
1k1 2 bu Core 202 Do not add strength to DR, damage dice do not explode
1k1 1 bu Core 202 Do not add strength to DR, damage dice do not explode
1k1 1 koku Core 201
1k1 1 koku Core 201
1k1 5 bu Core 201 Free raise to disarm
1k1 5 bu Core 201 Free raise to disarm
0k2 5 bu Core 201
5k2 15 koku Core 201
2k3 8 koku Core 201 Wielded in 1 hand
0k4 20 koku Core 201
3k3 20 koku Core 201
0k2 / 0k1 5 koku Core 200
0k1 9 bu Core 200 Double opponent's bonus to TN from armor
1k1 3 koku Core 200
Str: 4 25 koku Core 200 Minimum Strength 3 to use, +10 TN penalty while on foot
Str: 1 6 koku Core 200 +10 TN Penalty while on horseback
Str: 3 20 koku Core 200 +10 TN Penalty while on horseback
2k2 1 bu Core 199
1k1 2 bu Core 199 Ignore Armor TN bonus provided by armor
2k3 5 bu Core 199 Double Armor's effectiveness
0k1 5 bu Core 199 Makes a loud whistling sound
1k1 3 bu Core 199 2 free raises for called shots vs inanimate objects
3k2 N/A Core 204 Can spend void on damage rolls
2k2 5 koku Core 204 Breaks if >40 wounds dealt in 1 atk. Considered small for purpose of co
3k3 30 koku Core 205
2k2 10 bu Core 205 Breaks if >30 wounds dealt in 1 atk
2k3 20 koku Core 205
2k2 15 koku Core 205
0k1 5 koku Core 205
fter beat craft DC
fter beat craft DC
fter beat craft DC
fter beat craft DC. Once sprung, TN30 Reflexes test to avoid getting caught. Falling after being freed causes the damage
ake TN30 Reflexes roll or suffer damage. Heavy armor reduces damage.
apple at 30 ft
apple at 15 ft
attack it breaks
tch on fire for 1k1 damage each turn.
hen thrown.
used as a weapon
n a single attack, it breaks
shatters if it deals more than 30 wounds in 1 attack, -5 penalty for attacking without movement on horse, -10 on foot.
-10 on foot.
Advanced Classes
Alternate Classes
Disadvantages
Taint Powers
Base Classes
Advantages
Weapons
Families
Tattoos
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Kiho
Kata
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Enemies of the Empire
Secrets of the Empire
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