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School (Parent Clan) Bonus Stat Type Book Page

Daigotsu Bushi Spider Strength Bushi Core 211

Daigotsu Courtier Spider Perception Courtier Core 213

Goju Ninja Spider Agility Ninja Great Clans 281

Order of the Spider


(Order of Venom???) Spider Agility Monk Core 215

Dark Moto Cavalry N/A Strength Bushi Enemies 64


Class Skills Technique 1

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.

DARKNESS CANNOT BE TRAPPED


Any time you are accused of something or the focus
of suspicion or accusation, you may spend a VP as a
simple action to try to shift the blame to someone
CRACKS IN THE WALL else who is present at the time of the accusation.
Any time engaged in conversation, may spend a VP to make a Courtier Contested roll Sincerity (Deceit) Awarenss vs Sincerity
(Manipulation) / Awarenes as a simple action vs TN 25 to force everyone (Honesty) Awareness in order to make the blame
within 20' of you to suffer a -1k1 penalty to their etiquette and perform stick. With success, everyone who heard you will
skills for the next hour. They are not aware of the source of their lack of believe the target is the real culprit until presented
focus. with evidence to the contrary.

THE SHADOWED BLADE


MELTNG INTO SHADOW Make an attack as a simple action when using Knives
Gain bonus rolled dice equal to school rank on any Stealth Skill Roll. Any or any weapon that uses the ninjutsu skill. Artatively,
uncontested roll made by an opponent trying to detect you has its TN when wielding a shuriken, you may make a number of
increased by School Rank x5. Gain 1 free raise on attack rolls made ranged attacks = your school rank as a complex
against opponents who are unaware of your presence. 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

RIDE BEYOND DEATH


You may mentally summon an onikage as a Simple Action. The creature DARK LORD'S FURY
will appear at the start of the next round, bursting forth from the ground. Attacks are simple actions.
Technique 4 Technique 5

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.

THE EMBRACE OF DARKNESS


By speaking w/ someone for 15 minutes, Sincerity
THE TOUCH OF SIN (Deceit)/Awareness vs Etiquette (Courtesy) {Perception. If
A number of times/game = school rank, may speak with someone for a few your target currently has one of the Consumed by Shourido
minutes then make a Courtier (Manipulation)/Willpower roll vs their disadvantages, gain a +5k0 to the roll. With a success, you
Etiquette (Courtesy) / Willpower. If you succeed, they acquire one of the may convince your target to treat one other person, group,
seven "Consumed by Shourido" Disadvantages of your choice for a number of institution, or clan as their enemy permanently (until other
hours = your School Rank. 2 successful raises = additional Consumed flaw. events prove that they are not). This technique cannot be
Cannot use technique against same target more than once per day. used against the same person more than once per month.

SHADOW UPON THE MOON


Facial features are permanently erased. In darkness or
shadows, you may dissolve your physical body into a vague
cloud of inky vapor as asimple action. Changing back is a
free action. You may move at your full speed while
incorporeal, but may not physically interact with any object
STEP WITHIN SHADOW or individual and cannot be harmed by anything except
Enter any shadow large enough to conceal an individual your size, then may Crystal. You may pass through solid material up to School
emerge from any other similarly sized shadow nearby. Considered a simple Rank x5 inches. You gain +5 to your initiative score during
move action. Range= school rank x100 feet. the first round each time you change back to corporeal form

Darkness Unleashed - You gain an additional number of void


Guarded by Chi - You select one non-void ring when you learn this technique. points per day = your shadowlands taint rank or your earth
You add twice your rank in this ring plus your ranks in shadowlands taint (if ring, whichever is higher. These may be spent like normal
you possess any) to the TN of any spell being cast against you You may bonus, except they can also be spent to add a bonus of +1k1
choose to supress this effect if you wish. to the total of your damage rolls.

VISAGE OF THE DAMNED


Once per skirmish as a simple action you can create a fear effect = your Taint DEATH IS AN ILLUSION
Rank against all who gaze upon you. Any opponent who succumbs to the fear You no longer suffer any wound penalties, not even at the
is , in addition to normal penalties, limited to 1 simple action (and no Down or Out ranks. You heal wounds = your Taint Rank
complex actions) on their next turn. (free actions are okay) during the Reactions stage of each Round
Misc

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

Family Name Clan Bonus Book Page


Ichiro Badger Strength Core 215
Hida Crab Strength Core 105
Hitomi Dragon Strength Histories 214
Matsu Lion Strength Core 116
Tsi Oriole Strength Core 222
Chuda Snake Strength Core 224
l the pansy ass other clans from the terrible monsters/demons etc that assail it 24/7
They like art and shit. (Think Toreador) If they do fight, they prefer to duel (sword drawing duels etc)
nlightenment etc. They are the only major players that dual wield regularly.
er humans, the lion are all pissy or fucking angry as hell.

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

Kuni Shugenja Crab Willpower Core 107 Earth Air

Asahina Shugenja Crane Awareness Core 110 Air Fire

Tamori Shugenja Dragon Stamina Core 113 Earth Air

Kitsu Shugenja Lion Perception Core 117 Water Fire

Moshi Shugenja Mantis Awareness Core 121 Air Earth

Isawa Shugenja Phoenix Intelligence Core 124 Any None

Agasha Shugenja Phoenix Intelligence Core 125 Fire Water


Soshi Shugenja Scorpion Awareness Core 127 Air Earth

Iuchi Shugenja Unicorn Perception Core 130 Water Fire

Komori Shugenja Bat Awareness Core 216 Air Earth

Tonbo Shugenja Dragonfly Perception Core 218 Water Fire

Kitsune Shugenja Fox Stamina Core 220 Earth Air

Original Chuda Shugenja Snake Willpower Core 224 Earth Air

Seppun Shugenja Imperial Intelligence Core 229 Fire Water


Iuchi/Horiuchi Shugenja Unicorn Stamina Great Clans 258 Earth Air

Travel &
Yogo Wardmasters Scorpion Intelligence Great Clans 230 Wards Crafts

Yoritomo Shugenja Mantis Perception Great Clans 170 Water Earth

Opposing &
Self-Taught Shugenja Ronin Willpower Any One other

Dutiful Disciple Shugenja Ronin Intelligence Any Opposing

Ronin Order Shugenja Ronin Awareness Air Earth


Reflexes
+
Ninube Shugenja Spider/Any Awareness Great Clans 282 Air Earth

Void Mystic Ronin Willpower None None

Yobanjin Shaman Ronin Willpower Archives 99 None None

Fuzake Shugenja Monkey ? Secrets 238 Earth Fire

Moto Death Priest Unicorn Willpower Histories 242 Earth Air


Hitokage Shugenja Salamander Perception Archives Cut None None
Technique

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.

BLESSINGS OF THE SHI-TIEN YEN-WANG


As a simple action, you may sacrifice a spell slot and target one enemy (within max range = School Rank x100ft). Make a contested Willpower roll
against that opponent. If you are successful, the target may not benefit from exploding dice or from Advantages that allow him to re-roll a roll.
This effect lasts for a number of rounds equal to your School Rank.
Gain a Free Raise on any spell with the Travel Keyword
ONE WAY THROUGH MANY PATHS
The Hitokage embraces all forms of magic, giving him an unparalleled variety of abilities. You gain one Void spell with each rank, but you cannot
cast it as a Void spell. To cast it, you need to spend one spell slot from each one of two opposed
elements (one Fire slot and one Water slot, one Earth slot and one Air slot, or two Void slots) and roll your lowest Ring/Rank. You cannot learn
any other Void spells than the ones learned through this technique (unless you possess the Ishiken-do advantage) and they are not considered
Void magic, but simple elemental spells of your lowest Ring (you can pick in case
you have more than one Ring at the same, lowest level).
Skills Spells Outfit

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

Any 1 Artisan Skill Honor 6.5


Calligraphy (Cipher) Sense Robes
Etiquette Commune Bo
Lore: Theology Summon Wakazashi
Meditation 3 Air Scroll Satchel
Spellcraft 2 Water Traveling Pack
Any 1 High Skill 1 Earth 10 Koku

Athletics Honor 4.5


Calligraphy (Cipher) Sense Robes
Defense Commune Wakizashi
Divination Summon Any 1 Weapon
Lore: Theology 3 Earth Scroll Satchel
Medicine 2 Fire Traveling Pack
Spellcraft 1 Water 5 Koku

Battle Honor 6.5


Calligraphy (Cipher) Sense Robes
Etiquette Commune Wakizashi
Lore: History Summon Knife
Lore: Theology 3 Water Scroll Satchel
Spellcraft 2 Air Traveling Pack
1 High or Bugei 1 Earth 5 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

Calligraphy (Cipher) Sense Honor 4.5


Lore: Theology Commune Robes
Any 1 Lore Summon Wakizashi
Medicine 3 of any 1 element Any 1 Weapon
Meditation 2 from other element Scroll Satchel
Spellcraft 1 from third Traveling Pack
Any 1 High Skill 1 from 4th 5 Koku

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

Calligraphy (Cipher) Honor 4.5


Lore: Ancestors Sense Robes
Lore: Theology Commune Wakizashi
Meditation Summon Any 1 Weapon
Spellcraft 3 Air Scroll Satchel
Tea Ceremony 2 Water Traveling Pack
Any 1 High Skill 1 Fire 3 Koku

Calligraphy Honor 4.5


Courtier Sense Robes
Etiquette Commune Wakizashi
Meditation (Void Recov) Summon Knife
Sincerity 3 Water Scroll Satchel
Spellcraft 2 Air Traveling Pack
Any 1 High Skill 1 Earth 3 Koku

Calligraphy Honor 4.5


Defense Sense Robes
Hunting Commune Wakizashi
Medicine (Herbalism) Summon Knife
Meditation 3 Earth Scroll Satchel
Spellcraft 2 Water Traveling Pack
Any 1 High or Bugei 1 Fire 3 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

Calligraphy Honor 6.5


Defense Sense Robes
Etiquette Commune Wakizashi
Investigation (Notice) Summon Bo
Meditation 3 Fire Scroll Satchel
Lore: Theology 2 Earth Traveling Pack
Any 1 High or Bugei 1 Air 10 Koku
Calligraphy Sense
Craft: Meishodo Commune Honor: 4.5
Defense Robes
Lore: Theology Summon Wakizashi
Meditation 3 Earth Knife
Spellcraft (Spell Scroll/Amulet Sachel
Research) 2 Water Traveling Pack
Any High/Bugei 1 Fire 4 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

Dragon Channeler N/A Shugenja 6+ Void 184

Legion of Two Thousand Ronin N/A N/A Secrets 233

Disciples of Sun Tao Ronin N/A N/A Secrets 234

The Dark Paragons Spider Monk N/A Emerald 208

Kobune Captain Mantis Bushi N/A Emerald 144

Imperial Scion Imperial Courtier N/A Emerald 80

Minor Clan Defender N/A Bushi N/A Emerald 64


Tsudao's Legion N/A N/A N/A Hist 2 244
The White Guard Unicorn Core 250

Obsidian Warrior Spider Bushi N/A Core 250


Scorpion Instigator Scorpion Courtier Core 249

Scorpion Saboteurs Scorpion Ninja N/A Histories 179

Asako Inquisitors Phoenix Monk N/A Great Clans 200


Elemental Guard Phoenix Shugenja Core 249
Storm Riders Mantis Shugenja Core 248

Akodo Tactical Master Lion Bushi N/A Great Clans 138

The Lion's Pride Lion Bushi N/A Core 248

Sodan-Senzo Lion Shugenja N/A Histories 242


Mirumoto Master Sensei Dragon Bushi N/A Great Clans 101

Swordmasters Dragon Bushi N/A Core 247

Tamori Master of the Mountain Dragon Shugenja N/A Great Clans 102

Daidoji Harriers Crane Ninja N/A Histories 179

Kakita Master Artisans Crane Artisan N/A Great Clans 73

Kenshinzen Crane Bushi N/A Core 247

Defender of the Wall Crab Bushi N/A Core 247


Kolat Assassin N/A Ninja N/A Enemies 51

Maho-Bujin N/A Bushi N/A Enemies 65


Requirements

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

One chosen ring 4+


Two other rings at 3+
Spellcraft 5

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

*Must have a teacher or be chosen by a Dragon*


Beseech the Dragons - You lose any affinities and deficiencies you had prior to this, instead gaining an
affinity for Dragon Spells. Your normal spell slots are reduced by 2 in each ring; in return you gain three
"dragon spell slots" which can only be used to invoke the powers of the Dragons via Dragon Spells (Void
184-185). You may spend void points to cast additional Dragon spells when your slots are exhausted.
Dragon spell slots do not recover from rest - you may only regain them by sustained meditation (two
hours of uninterrupted meditation and Meditation/void at TN 30 to regain one slot).

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.

FOLLOW THE PINCERS


Gain +1k1 bonus to all stealth rolls and suffer no Initiative penalties for being surprised, Dazed, or Fatigue.

EYE OF THE INQUISITOR


Considered 1 rank higher in your shugenja school. Non-shugenja instead gain 1 Kiho.
During a skirmish, you may use a complex action to prepare a disruption of enemy Magic. At any point later in the skirmish when an opponent is
casting a spell, you may force him to take 2 additional raises on his spellcasting roll. These raises only raise the TN, no other effect. Can repeat
that process with another complex action any number of times during the skirmish if you so choose.

THE EYES OF THE GENERAL


You may reroll any one dice in each Battle Turn of Mass Combat. You may also reroll any one of your
dice during an attack roll in which you called at least one raise.

THE FURY OF MATSU


You may add +10 to your Armor TN while in the Full Attack stance.

SENSES OF THE KITSU


Any time a spirit portal exists within a radius equal to your School Rank x 10 miles, GM makes a secret Spellcraft/Perception (TN25) roll to
determine if you detect it. If the portal is within a number of miles = your School Rank or less, you pass this test automatically. Your previous
School Rank increases by 1 for the purpose of casting spells.
THE SWORD AND THE SOUL
When fighting with a sword, any time you reduce an opponent to Down, Out, or Dead, you regain 1 void point. This can increase points above
void ring, but the excess points go away at the end of the skirmish.

THE SILENCE OF TWO STRIKES


While wielding a katana in your main hand and a wakizashi in your off hand, you may spend Void Points twice per turn.

INTEGRATION OF THE GODS


When casting a spell, may choose to spend 2 extra slots of another ring rather than a single slot of the appropriate ring.

MOVE LIKE SHADOWS


Lose only half the normal amount of Honor (rounded down) for any dishonorable actions taken on behalf of the crane clan. Gain +1k1 bonus to
the Damage Rating of any Rural traps you create. (stacks with scout technique)

THE MASTER'S TOUCH


May attempt to create magnificent performance with chosen skill roll at TN 40. Success awes everyone who witnesses its first public
appearance. Gain 5 points of Glory, +1 additional point of glory for each raise called on the roll. Everyone in the unveiling gains a void point
(which can exceed their daily maximum) for the next 24 hours. If you called 4+ raises on the roll, they gain 2 bonus void points instead

DRAWING THE VOID


In the center stance, add a +10 to your Armor TN

THE FLAMES OF PURITY


Creatures with shadowlands taint cannot reroll 10's on attack or damage rolls against you
KISS OF THE LOTUS
When you spend a void point on Stealth or Acting, gain +2k2

CARVE THE CRIMSON ROAD


Maximum raises now limited by Taint Rank or void whichever is higher. Gain a bonus in unkept dice equal to your Shadowlands Taint Rank on all
damage rolls. You can now make the Extra Attack maneuver with only 2 raises instead of 5
Technique 2 Technique 3

Kuronada's Honor - So long as you have 5.0 or


higher honor, you gain a bonus of +2k1 whenever
you spend a void point on a roll with a School Skill,
rather than the normal +1k1. Cannot be used in Tamago's Expertise - You may make melee
Center Stance attacks with Samurai Weapons as Simple Actions

Sun Tao's Legacy - You gain a +1k1 bonus to your


battle skill rolls when determining the winner, and
a bonus of +1k0 when rolling status on the Mass Aikumo's Perfection - Simple action attacks with
Battle Table. all melee weapons.

Absolute & Unwavering - You gain 2 Kiho. You may


sacrifice 2 honor points or voluntarily reduce your
taint by 1 point rather than spending a void point in
order to activate any Kiho. You do not lose any
physical deformities previously gained as a result of
Rising Shadows - A number of times perskirmish equal your Taint Rank in this manner, but you can lose
to your void ring, you may immediately re-roll any failed shadowlands powers. If you gain subsequent ranks of
bugei skill roll using your Lore: Theology skill in place of the Shadowlands Taint, you regain lost abilities rather
the bugei skill originally used. than getting new ones.

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.

Terror of the Throne - While conversing with an


Strength of the Throne - After conversing with an opponent of equal or lower status rank, you may force
opponent of lower status rank for a few minutes, a contested void roll. If successful, you can
permanently give the opponent any one social
you may force that opponent to make an opposed disadvantage. Alternatively, you can force the
Courtier / Etiquette roll against you. If you defeat opponent to become ronin, but the technique can
your opponent at the roll, you may reduce his only be used that way every 6 months. Forcing a
status by a number of points up to a maximum of samurai to become ronin in this way costs you 5
twice your insight rank. points each of Glory, Honor, and Status.

Strength of Humility - You may make melee attacks as a simple


The Speed of Certainty - Once per round you may spend a void action when using samurai weapons. If you already posess this
point to make one melee attack as a free action. You may ability, you can choose any one other type of melee weapon. Gain
make no other attacks during this round. simple action attacks with that type.
WISDOM OF THE SENSEI EMPOWERED BY HER NAME
When rolling on Mass Battle Table, add or subtract your void ring from If your Honor Rank exceeds your opponent's Honor Rank, you may
the total roll as desired. Additionally, you may select one Maneuver, make a single additional melee attack (as a free action) once per
whenever you attempt it, you gain one free raise toward success. round against that opponent.

MY STRENGTH HAS NO LIMITS


THE POWER OF IMPURITY You roll extra unkept dice equal to your strength rank + your Taint
All opponents within 30' have the total of their bugei skill and damage rank when resisting an intimidation attempt or a fear effect. You
rolls reduced by your strength rank plus your taint rank. Opponents gain the same bonus in unkept dice to any Damage rolls you make
may spend a void point to ignore the effect for 1 turn. with melee weapons.

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.

MALLEABLE AS THE SEA THE SOUL OF THE ARMY


Spend a VP to choose any one Heroic Opportunity Spend a Void Point to gain +5k1 bonus to any
from the Core rulebook to perform during a Mass Battle Skill roll or to gain a +2k2 bonus to any
Battle Turn. Bugei Skill roll.

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.

SOUL OF THE KITSU


You may take another person with you when projecting to Meido or
Yomi (if they succeed on the meditation roll TN30 as wel). The
HAND OF THE KITSU passenger may see+hear what you experience, but may not speak.
Unarmed damage increases by +0k1. Make Meditation roll [TN 30] to Ancestral spirits with whom you interact sense the passenger.
project your soul into the realms of Meido or Yomi, where you may Additionally, gain +1 rank in previous school for purpose of casting
interact with ancestral spirits using skill rolls as normal if required. spells.
SWORD OF THE SENSEI
THE BODY IS ILLUSION Once per day you may take a simple action and roll Awareness /
You may take a Simple Action and spend a void point to ignore wound Meditation at a TN of 25 + 5 for each ally fighting alongside you. If
penalties (including Down, but not Out) for the remainder of this you succeed, your allies gain the benefits of your Rank 1 technique
skirmish, or for 10 minutes when outside of a skirmish for the remainder of this skirmish.

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].

INNER FORTITUDE POWER IN NEED


Shugenja School Rank Increases by 1 Simple action, spend a Void Point and a Spell slot from any ring.
May spend a spell slot as a free action to gain Reduction 2 and +10 to Choose a spell keyword ,you gain a bonus of +4k1 to the total of all
your Armor TN for rounds = your EARTH ring. While that reduction spellcasting rolls with that keyword until the end of the encounter
effect is active, must make a raise to cast spells. or for 1 hour outside of combat.

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

THE PERFECT ART


Once per month when creating an artwork/performance you may
spend 2 void points and then roll Art/Awareness at TN 50. With a
success, the art comes to life. Birds fly off a painting, the characters
of a play manifest on the stage, the statue of a fortune comes to life
etc.
The manifestation will always be helpful to you and will usually be
MASTERY UNBOUNDED something awe-inspiring and extraordinary. The manifestation
Gain +2k0 bonus to your chosen art skills. If a Kakita Artisan, may normally lasts only a few minutes, but if you call 4 raises on the roll,
select a third chosen from art from your School Skills. it will last for one hour.

KAKITA'S STRENGTH A SINGLE MOMENT


When making assessment or focus rolls as part of If you make only one attack this turn, any
an Iaijutsu duel, your dice explode on 9's as well as opponent you hit is stunned until the beginning
10's. of your next turn.

THE CRAB ARE THE WALL


HIDA'S STRENGTH Once per round, you may immediately negate
You gain Reduction 8. This stacks with other one Condition on yourself (other than Mounted
sources of reduction. or Grappled)
STEAL THE LIGHT
TIGER'S CLAW Once per opponent per fight, you may call 2 raises to make a melee
When striking on the first round of a skirmish on an unaware attack that keeps 1 die of damage (nomatter the weapon) but leaves
opponent, or an opponent who does not realize you are a threat, gain the opponent either blind, deaf, or mute (your choice) for a number
+1k0 to attack rolls, melee attacks are simple actions that turn. of minutes = your WATER ring.

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

N/A N/A

N/A N/A

N/A N/A
N/A N/A

N/A N/A

N/A N/A

N/A N/A

N/A N/A

N/A N/A
N/A N/A

N/A N/A

N/A N/A

N/A N/A
School Clan Rank Book Page Type

Fading Shadows Scorpion 5 Void 183 Shugenja

Soshi Deceivers Scorpion 3 Air 182 Shugenja

Kuroiban Scorpion 4 Great Clans 231 Shugenja

Shadow Hunter Scorpion 3 Core 254 Shugenja


Replaces Other Req

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

Scorpion Shugenja 3 Stealth 3


Technique 1

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

Way of the Shadow:


You may sacrifice a spell slot of any element to gain Perfect Vision when in absolute darkness. Alternately, you can
spend an Air or Void slot to gain a +1k1 bonus to any stealth, sleight of hand, or Sincerity (Deceit) roll. You may not
spend more spell slots than your insight rank in this manner on any single roll.

The Black Watch:


any time you target someone with a spell (including benign or helpful spells) you may expend an additional spell slot
in any element and take a Free Action to make a contested Willpower Roll with the target. If you succeed, you can
sense whether or not the target is tainted (at least rank 1.0)
Can work with targeted instantaneous effects but also Yogo Wards.

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.

two stats in its box

use when casting magic.


h element = the Element value in your stat line.
ype of spell

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

Watanu-Trained 1 Void 195 Mental

Iron Heart Native 2 Void 195 Physical

Laughing Plains Native 2 Void 195 Mental

Sacred Forest Native 2 Void 195 Mental

Reincarnated 6 Void 191 Spiritual

Student of Shourido 9 Archives 96 Mental

Well Connected 3/Rank Archives 97 Social

Imperial: Otomo 6 Secrets 243 Ancestor

Imperial: Seppun 10 Secrets 243 Ancestor

Imperial: Miya 5 Secrets 244 Ancestor

Badger: Ichiro Fureheshu 9 Secrets 244 Ancestor

Bat: Komori Iongi 5 Secrets 244 Ancestor

Boar: Hida Heichi 4 Secrets 244 Ancestor

Dragonfly: Tonbo Kuyuden 3 Secrets 244 Ancestor


Hare: Usagi Reichin 7 Secrets 244 Ancestor

Monkey: Toku 3 Secrets 244 Ancestor

Oriole: Tsi 6 Secrets 245 Ancestor

Ox: Morito Garin 5 Secrets 245 Ancestor

Sparrow: Doji Suzume 4 Secrets 245 Ancestor

Tortoise: Agasha Kasuga 5 Secrets 245 Ancestor

Ronin: Sun Tao 10 Secrets 246 Ancestor

Ronin: Chiroro 8 Secrets 246 Ancestor

Ronin: Miyuko 12 Secrets 246 Ancestor

Monk: Shinmaki Sect: Basso 9 Secrets 247 Ancestor

Monk: Shintaoist: Sakura 10 Secrets 247 Ancestor

Monk: Questioner: Mizumoto 7 Secrets 247 Ancestor

Monk: Fortunist/Kaimetsu-Uo: Togashi Kaze 5 Secrets 247 Ancestor

Imperial Scribe 4 Histories 68 Social

Battle Healing 5 Water 179 Mystical


Spy Network 8 Water 186 Social
Ruined City Shadow 3 Stronghold 93 Physical

Stolen Identity 6 Stronghold 93 Social

Inheritance: Asahina Blade 9 Stronghold 76 Material

Nikesake Citizen 3 Stronghold 76 Social


Broken Wave Citizen 3 Stronghold 25 Social

Inheritance: Kobune 10 Stronghold 25 Material

Clear Water Native 3 Stronghold 45 Social

Dark Edge Native 2 Stronghold 61 Social

Inheritance: Water Hammer Armor SPECIAL Stronghold 108 Material

Water Hammer Citizen 3 Stronghold 108 Social


Imperial City Citizen 2 Stronghold 135 Social
Imperial City Veteran 2 Stronghold 135 Social

Zakyo Toshi Citizen 3 Stronghold 153 Social

Naga Ancestry 7 Hist 2 287 Physical/Spiritual

Shadowed Heart 5 Enemies 50 Mental


Amphibious 3 Enemies 82 NAGA: Physical
Divine Focus 3 Enemies 82 NAGA: Spiritual
Enhancing Mutation: Fins 5 Enemies 82 NAGA: Physical
Enhancing Mutation: Camouflaging Scales 5 Enemies 82 NAGA: Physical
Enhancing Mutation: Swift Charge 5 Enemies 82 NAGA: Physical
Enhancing Mutation: Night Vision 5 Enemies 82 NAGA: Physical
Enhancing Mutation: Enemy Senses 5 Enemies 82 NAGA: Physical
Enhancing Mutation: Hardened Scales 5 Enemies 82 NAGA: Physical
Enhancing Mutation: Regeneration 5 Enemies 82 NAGA: Physical

Enhancing Mutation: Powerful Spit 5 Enemies 82 NAGA: Physical


Enhancing Mutation: Venom 5 Enemies 82 NAGA: Physical
Enhancing Mutation: Fertile 5 Enemies 82 NAGA: Physical
Hunter in the Foul 6 Enemies 83 NAGA: Mental
Prehensile Tail 2 Enemies 83 NAGA: Physical
Student of the Past Varies Enemies 83 NAGA: Spiritual

Naishou Citizen 3 Naishou 7 Spiritual/Social

Crab: Kaiu 9 Great Clans 43 Ancestor

Crab: Hiruma 11 Great Clans 43 Ancestor

Crane: Asahina 9 Great Clans 75 Ancestor

Crane: Doji Hayaku 7 Great Clans 75 Ancestor

Dragon: Agasha 6 / 10 Great Clans 105 Ancestor

Dragon: Togashi Yamatsu 7 Great Clans 105 Ancestor

Heartless 4 Great Clans 137 Mental

Lion: Kitsu 6 Great Clans 141 Ancestor

Lion: Matsu Hitomi 7 Great Clans 141 Ancestor

Mantis: Moshi Azami 6 Great Clans 171 Ancestor

Mantis: Osusuki & Akomachi 5 Great Clans 171 Ancestor


Void Versatility 4 Great Clans 200 Spiritual

Phoenix: Isawa 12 Great Clans 203 Ancestor

Phoenix: Naka Kaeteru 10 Great Clans 203 Ancestor

Scorpion: Yogo 6 Great Clans 231 Ancestor

Scorpion: Soshi Saibankan 5 Great Clans 231 Ancestor

Unicorn: Otaku 7 Great Clans 261 Ancestor

Unicorn: Iuchi 8 Great Clans 261 Ancestor

Spider: Chuda Bikimi 3 Great Clans 284 Ancestor

Spider: Yogo Junzo 6 Great Clans 284 Ancestor


Description
Select one Craft Skill related to the creation of metallic goods (not weapons or armor). When making skill rolls
to create such items, you gain a bonus of +1k1
Your ancestors are from the region near Iron Heart Village, and the traits common to that region remain
manifest in you. You gain a bonus of +1k0 to any Stamina trait roll or to any non-damage roll using the Strength
Trait (including rolls to control Grapples).
You possess the traits indegnous to the people of Laughing Plains Village, from whence some distant ancestor of
yours originated. Your dour and bleakly stoic outlook on life grants you a bonus of +5 when rolling to resist any
Fear effect.

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

*5 points for Henshin and for characters with Ancestors*


Despite having passed through Meido, you retain some faint recollection of your previous life.
You gain +1k0 to any three non-school skills of your choice. Any time you spend a void point to enhance a roll
using one of those skills, you suffer the effects of that Anachronism disadvantage (Imperial Histories p.241) for
1-10 hours. In addition, you will ocasionally have dreams or vague memories from your previous life, which may
or may not become relevant to your current existence. (Naga can take this for 7 points but don't have
anacrhonism problem)

*6 points for Spider Characters*


Truly dedicated followers of the way of victory are able to prevail despite their rejection of bushido. When
rolling to resist temptation, intimidation, or fear, you may choose to add +5 to your roll instead of adding your
honor rank to the roll. If the option Honor roll rule is being used, you may roll 5 dice instead of rolling dice =
your honor rank.

*1 point less/rank for Courtiers*


Choose one court when you purchase this advantage. One time each session per level of the advantage, you
may roll courtier / awareness at TN 20. If successful, you gain the benefit of one minor favor from someone else
at that court. This favor should not be something that inconveniences the benefactor, and it will only be a small
piece of information (eg. the daimyo intends to go hunting tomorrow) or a simple bit of assistance ("I assigned
you to a later guard shift"). The favor, however, will always be useful to some task you are currently pursuing.
+1k1 bonus when using the Courtier skill with the manipulation or rhetoric emphases.
*If you ever willingly betray the imperial house or are ever tricked or outmaneuvered by a political rival with
equal or lower status rank, Otomo will Forsake you.
Once per session, you may gain the benefits of a void point without actually having to spend the point
*If you ever embrace a heretical religious viewpoint or if you ever place your own needs/goals/desires ahead of
the imperial house, even in the most minor way, Seppun will abandon you.

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.

*Only Ronin Shugenja can take this advantage.


You are considered to be one school rank higher for the purpose of casting spells (Mastery Level, Spellcasting
Rolls, spell effects)
*If you ever refuse to share magical knowledge with an honorable person, Miyuko will abandon you.
You may see through any any illusion or deception as a Complex Action with a meditation/Void roll
*You must meditate for at least 4 hours a day and must be absolutely ascetic. Any voluntary violation of this
lifestyle will result in Basso abandoning you.
You are considered one insight rank higher for the purpose of learning and using Kiho
*If you ever pass over a chance to share enlightment or the ways of the Tao with others, Sakura will abandon
you.
Gain a +1k1 bonus to all Intelligence-based Skills
*If you ever voluntarily pass over a chance to learn about a new teaching, sect, or belief within the
Brotherhood, Mizumoto will abandon you.
So long as your Meditation skill rank is at least equal to your Jiujutsu skill rank, you gain a free raise on unarmed
attacks
*If you ever kill another human being with unarmed attacks, Kaze will abandon you.
*Requirements: Status 2+, Calligraphy 4+
gain +1k0 to all social skill rolls vs shugenja and artisans. Free Raise on all calligraphy rolls
Once per day per person, you may expend one water spell slot or two spell slots of any other element to heal
one wound rank of a Rokugani you are touching.
You have access to an intelligence network that can provide you with a variety of covert information.
Once per session if you can contact your spy network you can acquire a piece of information which
would otherwise be unavailable. This advantage cannot be used in environments where it would be impossible
to make contact with your spy network (ex. desert, shadowlands, etc)
Daidoji Family members may purchase this for 7 points, scorpions for 6, and Kolat for 5.
You gain a bonus of +1k0 to the total of all Stealth (Ambush) Skill rolls made in urban environments

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.

Only accessible to the various Tattooed Orders of the Dragon Clan.


Gain 2 ranks of Magic Resistance that only apply against Maho. Gain +2k2 bonus on any Willpower roll to resist
being possessed or magically controlled.
Demands: Abandon if your taint rank ever gets to 1.0 or higher or if you ever willingly use Maho or a
Shadowlands power.
Gain a +1k0 bonus to rolls made to resist any Courtier, Sincerity, or Temptation roll made for the purpose of
persuading you, seducing you, or otherwise changing your mind.

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.

You do not have a deficient Element


Demand: May not pass up opportunity to learn more about magic, even dangerous or blasphemous magic
Gain +1k0 bonus to any stealth roll. If you practice Maho and are a shugenja, you may instead expend a spell
slot to gain a +1k1 bonus to the stealth skill roll
Demand: May never willingly reveal yourself to an enemy. No chance to regain his favor ever.

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

Uncentered 2/4 Void 192 Spiritual

Debt 2/4/8 Archives 97 Material


Ruined City Survivor 4 Stronghold 93 Material
Nikesake Stigma 4 Stronghold 76 Social

Broken Wave Stigma 2 Stronghold 25 Social

Clear Water Stigma 2 Stronghold 45 Social

Dark Edge Reputation 2 Stronghold 61 Social


Water Hammer Stigma 2 Stronghold 108 Social

Imperial City Stigma SPECIAL Stronghold 135 Social

Trials of the Imperial City Varies Stronghold 135 Social

Zakyo Toshi Stigma 3 Stronghold 153 Social

Bounty 2 / 4 /6 Stronghold 169 Social


Wanderer 2 Stronghold 169

Sleeper Agent 5 Enemies 50 Mental


Enlightened Madness 4/6 Great Clans 102 Spiritual
Description

*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

*Worth 1 more point for Courtiers*


Whether through bad luck or simple imprudence, at some point you found yourself short on money and "solved" this problem by taking
out a loan, either from a wealthy commoner or a fellow samurai. You are expected to repay this loan, and until you do, the shame of
your indebted state hangs over you.
2 points: your debt is equivalent to one quarter of your yearly stipend, a small amount, but you will have to save carefully to repay it.
4 points: you owe your entire yearly stipend
8 points: you owe substantially more than that.
If others learn about your debt, you will at a minimum lose glory, at least one rank, and your fellow samurai may come to look down on
you' your lord may also disapprove of your irresponsibility. In the long term, a persistently indebted samurai may be publicaly shamed,
losing status or worse. Moreover, even if you keep the debt a secret, your creditor may decide to use it to pressure you into doing things
on his behalf.
You receive no koku as part of your starting outfit, and two items from your outfit are missing as well (you choose the ones missing)
You suffer a -1k0 Penalty on all Weapon Skill rolls that are not also School Skill rolls.
You suffer a -1k0 Penalty on all social skill rolls made targeting members of the Phoenix Clan. You gain one less point than
normal when purchasing the Sworn Enemy or Nemesis Disadvantages if the other party is a Phoenix Clan Samurai.

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.

2-dot: Minor Offence (1-2 Koku Bounty) [TN25]


4-dot: Serious Offence (10-15 Koku Bounty) [TN20]
6-dot: Heinous Act (min 20 Koku) [TN15]
You can be found by people making Lore: Law / Perception roll
Specifically hired hunters only require a TN10 check to find you.
You get lost easily. You suffer a -15 penalty when using the Navigation Emphasis.

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

a or + (1/2 school rank) to strength


strikes to deal an additional amount of fire damage equal to your fire ring plus your school rank
tion that allows you to move a distance equal to your water ring x 100'. This effect lasts for the entire day, essentially allowing you to cross
st roll again to see if they hit. Effect is cancelled if you make an attack of any kind

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

REkFIRE. You take FIRE in damage every use

very 3 days.
nd you immediately heal School Rank x 10 wounds. Can only trigger once per week.

individuals well known to you.


moments. Gain Reduction 5 vs flamable objects. Metal objects cause wielders to make a contested FIRE roll or drop the weapon due to t
unarmed attack. Same bonus to resist all knockdown.
e effect ends. When the effect ends, you collapse and can take no physical actions for 12 hours

roll or drop the weapon due to the heat.)


Ring Mastery Type Subtype Name Book
Air 3 Internal Air Fist Core
Air 3 Mystical Riding the Clouds Core
Air 3 Martial Atemi Stain Upon the Soul Core
Air 4 Mystical Atemi The Great Silence Core
Air 4 Internal Soul of the Four Winds Core
Air 4 Internal The Wind's Vision Air
Air 5 Mystical Harmony of the Mind Core
Air 5 Internal Way of the Willow Core
Air 5 Internal Eye of the Eagle Air
Air 5 Martial Calling the East Wind Air
Air 5 Mystical Strike through the Wind Air
Air 6 Kharmic Flee the Darkness Core
Air 6 Martial Atemi Touch of the Storm Air
Air 6 Mystical Thunder's Word Air
Air 7 Kharmic Steal the Air Dragon Core
Air 7 Martial Atemi Censure of Thunder Air
Air 7 Martial Hurricane Palm Air
Air 8 Mystical Inari's Wrath Air
Earth 3 Internal Earthen Fist Core
Earth 3 Internal Earth Needs No Eyes Core
Earth 4 Internal Cleansing Spirit Core
Earth 4 Kharmic Atemi Speed of the Mountains Core
Earth 4 Martial Way of the Earth Core
Earth 4 Internal Depths of the World Earth
Earth 5 Mystical Embrace the Stone Core
Earth 5 Internal Grasp the Earth Dragon Core
Earth 5 Martial Atemi Rest, My Brother Core
Earth 5 Internal Root the Mountain Core
Earth 5 Martial Atemi The Rolling Avalanche Earth
Earth 6 Internal Shadowed Mountain Earth
Earth 6 Internal Harmony in Earth Earth
Earth 6 Kharmic Rising Mountain Earth
Earth 6 Kharmic Wholeness in All Earth
Earth 6 Martial Atemi Earth Palm Earth
Earth 7 Kharmic Bishamon's Grasp Earth
Fire 3 Martial Breaking Blow Core
Fire 3 Martial Atemi Flame Fist Core
Fire 4 Mystical The Body is an Anvil Core
Fire 4 Martial Destiny's Strike Core
Fire 4 Internal The Mind's Fire Fire
Fire 4 Kharmic Fire's Fleeting Speed Core
Fire 5 Mystical Atemi Unbalance the Mind Core
Fire 5 Mystical Atemi Sever the Dark Lord's Touch Fire
Fire 6 Martial Atemi Seven Storm's Fist Fire
Fire 6 Internal Channel the Fire Dragon Core
Fire 6 Martial Dance of the Flames Core
Fire 7 Martial Atemi Falling Star Strike Core
Water 3 Mystical Bouyed by the Kami Core
Water 3 Kharmic Ride the Water Dragon Core
Water 4 Martial Atemi Chi Protection Core
Water 4 Mystical Waves in All Things Core
Water 5 Kharmic Atemi As the Breakers Core
Water 5 Internal Staff Musubi Water
Water 6 Internal Partaking the Waves Core
Water 6 Martial Staff/AtemTasaii-do Water
Water 7 Martial Atemi Freezing the Lifeblood Core
Water 7 Mystical Slap the Wave Core
Water 7 Martial Staff Dharma Technique Water
Void 3 Kharmic Song of the World Core
Void 3 Kharmic To the Last Breath Core
Void 4 Kharmic Atemi Banish all Shadows Core
Void 4 Internal Touch of the Void Dragon Core
Void 4 Martial Atemi Void Fist Core
Void 4 Internal Knowledge from Within Void
Void 5 Mystical Eight Directions Awareness Core
Void 5 Kharmic Atemi Silent Solace Core
Void 5 Kharmic Rebuke the Heavens Void
Void 6 Mystical Atemi Mind/No-Mind Void
Void 6 Kharmic Atemi Sense the Balance Void
Void 6 Internal The World Disappears Void
Void 7 Mystical Atemi Death Touch Core
Void 7 Martial Striking through the Void Void
Void 8 Kharmic Atemi Spin the Kharmic Wheel Core
What it Does
+5 initiative if you only make unarmed attacks. Unarmed attack damage reduced by AIR
Simple move action to leap max distance = AIRx10, must reactivate for next jump
Target suffers penalty to all TN's as if suffering wound ranks = your AIR. Lasts rounds = Insight + AIR
Target is unable to speak for AIR rounds
Increase Armor TN by AIR + Insight Rank
You may fire an arrow at a target that you cannot see, but know to be around. If you know the approximate location (+/- 30 ft)
Make a contested AIR roll against a target you can see, learn one of the following: Highest or Lowest Ring, Highest Skill Rank, H
If you haven't acted this round, spend a void point to interrupt any opponent attacking you in melee. You may move away or att
Spend a complex action to stand perfectly still. While remaining still, can see a number of miles = school rank. Not enough de
Single unarmed kick attack, as part of the attack, you leap through the air up to AIRx10 ft. Adds an additional +1k0 damage to
Must spend a void point to activate this Kiho. While active, you may make unarmed melee attacks as a complex action, and yo
Become immune to shadowlands taint and the lying darkness for rounds = AIR
Contested AIR roll against opponent. Opponent suffers AIRkAIR electrical damage that ignores all forms of resistance (unless th
Complex action to draw in breath and shout a single word of power. All living beings that hear the shout must make a conteste
Gain additional Rolled+Kept dice on stealth = AIR, Duration = Insight Rank minutes
Atemi strike causes 1k1 electrical damage and the opponent is automatically disarmed. If target spends 2 void points and take
When you successfully hit with an unarmed strike, spend a void point and halve rolled damage. The opponent is knocked back
Must spend a void point to activate this Kiho. Spend a Complex action to take a deep breath. Next round can use a Complex A
May only use defense and full defense stances, If someone misses a melee attack on you, you get to, on your next action, make
Detect anything touching the ground within 50xInsight Rank feet. Lasts EARTH minutes.
Roll additional dice = 1/2 EARTH to resist poison or disease
Opponent's water ring is considered to be 2 ranks lower for the purposes of moving, lasts EARTH x2 rounds.
Opponents grappling with you take additional wounds per round = EARTH, regardless of who is winning. Lasts minutes = EART
Immediately roll to recover from a non-permanent condition or other effect that allows rolls for recovery such as Dazed. Can o
Gain Reduction = 2x EARTH. Lasts rounds = EARTH
TN Penalties at all Wound ranks are reduced by EARTH. May take simple actions at the "Down" wound rank. Lasts rounds = EA
Deals normal Unarmed Damage + additional unkept damage dice = opponent's Shadowlands Taint rank. Target loses all benefi
Any attempt to use knockdown on you requires two extra raises, additionally, any forced movement requires a contested earth
Deals normal Unarmed Damage + Xk0 damage where X is your EARTH ring.
May enter the full defense stance immediately before you are attacked, but you cannot change stances on you rnext opportun
Stand perfectly still for 10-EARTH turns. Detect all spiritual and physical impurities w/in a range of EARTHx50ft for one round.
Gain reduction = 2x number of raises attackers make against you. These increases in reduction stack with themselves and the k
Requires 2 hours of uninterrupted meditation then a complex action test (cannot spend void to activate). You are cured of a nu
Give target -4k0 to all damage rolls or force them to make 2 raises with no benefit on each attack roll. Lasts Rounds = your EAR
Make grappling attacks as free actions against targets who attacked you while in defense or full defense stances. May make a f
Unarmed strikes deal full damage to non-metal substances with no ill effects on you. Lasts minutes = FIRE
Opponent takes TN penalty to all actions = 3x FIRE. Lasts rounds = FIRE
Anyone who touches you take wounds = FIRE. Lasts rounds = 2x FIRE (Does affect those you punch as well)
Whenever struck by a melee attack, immediately make an unarmed counterattack. If you haven't acted, this is your action, if y
When active, gain +2k2 to all Intelligence based skill rolls. Fatigued when kiho ends.
Increase movement of all move actions by 5' for rounds = FIRE
Target is dazed
While active, a successful atemi strike against an unintelligent undead creature prompts a FIRE vs TAINT roll. If you are success
Successful Atemi strike forces contested FIRE vs FIRE roll. If successful, the opponent is stunned for 1 round.
Suffer -2k2 damage from all heat, cold, or fire effects.
May make unarmed attacks as a simple action. Must make an unarmed attack an opponent every round or it ends immediatel
Fists and eyes light on fire, must spend void point + two raises on an unarmed attack to activate, attack deals normal damage +
Move across the surface of water as if it was normal terrain. Only works with simple move actions, lasts 5 minutes.
Lasts rounds = Insight Rank, Recover wounds = water ring during reactions stage each round
Must spend void point, individual targeted regains wounds = water ring each round for rounds = insight rank. May not target y
Make a melee attack against any target touching water or the earth who is within WATERx10 ft. Target immediately knows wh
Target loses a simple action this round, does nothing against those who have already acted. Each opponent can only be affecte
Add WATER + Staves skill rank to your Armor TN by twirling your staff (free action). Additionally, for each simple action you spe
Gain Reduction = WATER, lasts rounds = 2x WATER
Uses a staff attack instead of unarmed as normal Atemi strikes. Your WATER vs target's EARTH, if you win, the target is Stunned
Target is paralyzed (essentially stunned and unable to take move actions) for a number of rounds = Insight Rank
Must spend void point, strike hands together and release kiai shout, everyone in your forward facing arc (distance WATERx5 ft)
If you spent a simple action staff twirling, you get to deflect spells by rolling Staves/WATER against the total of the shugenja's s
Target an opponent within 50 ft, contested VOID roll, reduce their initiative by 5 increase your initiative by 5
Any one selected individual within 20ft gains a void point on their next turn. No target may benefit more than twice/day
Target may ignore highest point (Non-Social, Non-Spiritual) disadvantage for rounds = VOID
Increase one of your rings by 1 depending on where you activate this.
Appears to be a normal unarmed strike, but is not. Must make successful raise to use. Deals no damage but you regain 2 void
While in Center stance or meditating, you can become generally aware of elemental spell effects and nemuranai within VOIDx1
Become aware of all living things within a distance = VOID x 10ft, also aware of all hidden people or objects.
Target expends 2 slots for each spell cast, lasts rounds = VOID
Must spend an additional Complex action doing rebuke-like things and can only target non-Jigoku or Tengoku creatures, then m
Atemi strike + Contested roll of your VOID vs target's FIRE. If you win, the target forgets the last minute. Might also be dazed f
If you hit, you then spend a void point to learn the total # of spiritual adv/disadv the target has. Win a contested void roll to le
Hover slightly off the ground and move your normal speed across any surface (water, ground, molten lava, etc). You cannot be
Requires 3 successful atemi strikes on consecutive rounds immediately after activating this kiho. Must spend an additional void
Allows you to spend Void Points to enhance damage rolls for unarmed strikes (+1k1 bonus to damage)
Spend all remaining void points when successful, Target loses one randomly determined social, spiritual, or mental disadvantag
30 ft) the arrow will hit as normal.
ank, Highest cost Spiritual Adv. Or Disadv. Each raise on the contested roll gives one more piece of info. Usable AIR times per day
y or attack them. Ends kiho when used
gh detail to read, but plenty to identify specific characteristics and people
ge to any successfully landed attack and you get 1 free raise toward the Knockdown maneuver
nd your melee attacks may target opponents as far away as 25x Rank feet.

less they specifically mention electrical damage)


ntested AIR roll. Those who fail are dazed for a number of rounds = your AIR

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.

ortunity. Lasts all day or until the effect applies.

d the kiho lasts Rounds = Insight Rank +1.


of a number of impurities/illnesses = your current void points. Must make a raise for each mundane poison, disease, or similar non-supern
ur EARTH. Can stack both effects on the same target.
ake a free action throwing attack if you successfully grapple. You may stay in defense and full defense while in a grapple.

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.

x5 ft) must make contested WATER roll or become Dazed


nja's spellcasting roll. Can deflect Maho for 3 raises.

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

therwise unable to perform actions

caused by the taint.

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

Air 3 Nothing Illusion Your Heart's Enemy Core 171

Air 4 Nothing Gift of the Wind Core 171


Air 5 Nothing Cloud the Mind Core 172
Air 5 Nothing Echoes on the Breeze Core 175
Fire 1 Nothing Extinguish Core
Fire 2 Nothing Hurried Steps Core
Water 1 Nothing Reflections of Pan Ku Core
Water 2 Nothing Wave-Borne Speed Core
Air 1 Craft Illusion Token of Memory Core 167
Air 1 To Seek the Truth Core 168
Air 1 Illusion Way of Deception Core 168
Air 1 Craft Thunder Yari of Air Core 168
Air 2 Benten's Touch Core 168
Air 2 Travel Call Upon the Wind Core 168
Air 2 Illusion The Kami's Whisper Core 169

Air 2 Craft Illusion Mists of Illusion Core 169

Air 2 Secrets on the Wind Core 169


Air 2 Divination Whispering Wind Core 169
Air/Fire 6 Dragon Courage of the Thunder Dragon Void 185
Fire 6 Dragon Ferocity of the Fire Dragon Void 185

Void 6 Dragon Mystery of the Void Dragon Void 185

ALL 6 Dragon Perfection of the Celestial Dragon Void 185


Earth 6 Dragon Protection of the Earth Dragon Void 185

Water 6 Dragon Tranquility of the Water Dragon Void 185


Air 6 Dragon Whim of the Air Dragon Void 185

Earth 6 Dragon Splendor of the Jade Dragon Void 185


Air 6 Dragon Passing of the Shadow Dragon Void 185

Air 6 Dragon Allure of the Obsidian Dragon Void 185

Air/Void 6 Dragon Madness of P'an Ku Void 185


Water 1 Purification of the Kami Water 181
Water 1 Defense The Swell of the Storm Water 181
Water 1 Suitengu's Curse Water 181
Water 2 Strength of the Tsunami Water 181
Water 2 Battle Surging Soul Water 181
Water 2 Travel Yuki's Touch Water 182
Water 2 Crystal Heaven's Tears Water 182
Water 3 Endless Deluge Water 182
Water 3 Defense Sanctuary of the Waves Water 183
Water 3 The Inner Ocean Water 183
Water 3 Typhoon's Surge Water 183
Water 4 Travel Steed of the Ebbing Tides Water 183
Water 4 Battle Master of the Rolling River Water 184
Water 4 Seed of Qanan Water 184
Water 4 Travel Imperial The Emperor's Road Water 184
Water 4 Travel Within the Waves Water 184
Water 5 Chi Reversal Water 185
Water 5 Battle Open the Waves Water 185
Water 5 Thunder Whirlpool Water 185
Water 6 Travel Opening the Veil Water 185
Water 6 Defense Breath of Mist Water 185

Battle
Earth 5 Defense Drawing on the Mountain Earth 197

Earth 4 Wards Jade Earth Dragon's Ward Earth 197

Earth 5 Wards Defense Grounding Energy Earth 198

Earth 3 Craft Defense Groves of Stone Earth 198


Earth 2 Jurojin's Curse Earth 198
Earth 4 Battle Maw of the Earth Earth 199
Earth 3 Murmur of Earth Earth 199
Earth 2 Imperial Rites of Preservation Earth 199

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

Air 3 Illusion Mask of Wind Core 170


Air 3 Defense Striking the Storm Core 170
Air 3 Defense Summoning the Gale Core 170

Air 3 Summon Fog Core 170


Air 4 Call the Spirit Core 171

Air 4 Battle Illusion False Realm Core 171


Air 4 Illusion Gift of Wind Core 171

Air 4 Know the Mind Core 171

Air 4 Craft Illusion Netsuke of Wind Core 171


Air 4 Wards Symbol of Air Core 171

Air 5 Draw Back the Shadow Core 172

Air 5 Illusion Legion of the Moon Core 172

Air 5 Thunder Slayer's Knives Core 172


Air 6 Rise, Air Core 173

Air 6 Battle Illusion The False Legion Core 173

Wrath of Kaze-no-Kami
Air 6 Thunder (Hurricane) Core 173
Range Area of Effect Duration Raises

Touch Target person Concentration None


Duration +1 Rnd
25' Target person 5 rounds Range +5'

Personal Self 5 minutes Duration +1 min


Touch Target person Permanent +1 day of effect
Personal Target person Concentration None

Area +5' Radius


Duration +1 min
20' 10' Radius 1 minute Range +5'
Area +5' Radius
10 miles 20' Radius Concentration Range +5 Miles
20' Target Person Instantaneous Range +5'
Personal You 1 Hour
Personal You 5 Rounds

Personal You 10 Rounds

Personal You 1 Hour


Personal You 10 Rounds

Personal You 5 Rounds


Personal You 1 Hour

Personal You 24 Hours


Personal You 1 Hour

Personal You 1 Hour

Personal You 24 Hours

+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

Area (another target /2)


Personal You 1 Hour Duration +10 min
Personal You
50' Target Person Concentration Range +5'

Area +5' radius


Duration +1 min
100' 50' radius 1 minute Range +10'
Special Target Spirit 5 minutes Duration +1 min
Area +10' radius
250' 100' radius 1 Hour Duration +10 minutes
Personal You 5 minutes Duration +1 min
Duraton +1 rnd
10' Target Person 3 rounds Range +5ft

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)

Corridor of air Area (+3' wide)


30' 10' wide Instantaneous Damage(+1k0 per 3 raises)
30' 1 spirit Concentration None

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

Overhear anything in ritually prepared area. Duration concentration.

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.

Double the wounds and reduction of the target building.

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.

ers the same damage


Ring Lvl Type Subtype Name Book Range Area of Effect

Fire 1 Maho Bleeding Core 50' One Target


Earth 1 Maho Blood Rite Core Touch One Target

Centered
Air 1 Maho Blood and Darkness Core on caster 30' radius
Water 1 Maho Disrupt the Limb Core 50' One target limb

Earth 1 Maho Heart of the Damned Enemies Touch Caster


Air 1 Maho Inspire Fear Core 50' One Target
Air 1 Maho Legacy of the Dark One Core 100' One Target

Food and water


Earth 1 Maho Purge the Weak Enemies 50' for up to 5

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

Water 1 Maho Wards Symbol of Blood Enemies Touch 30' radius

Air 1 Maho Wards Ward of Divine Peace Enemies Touch 50' radius

Fire 1 Maho Written in Blood Core Touch 1 message

Earth 2 Maho Caress of Fu Leng Core 50' One target object

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

Water 2 Maho Dark Wings Enemies Self Caster


Earth 2 Maho Drain the Soul Core 50' One target

Earth 2 Maho Eternal Unrest Great Clan Touch Target Corpse

Fire 2 Maho Gift of the Maker Enemies Self/TouchOne target

Earth 2 Maho Pain Core 30' One Target

One undead
Fire 2 Maho Puppet Master Core 100' target

Earth 2 Maho Spreading the Darkness Core 30' Two targets

Fire 3 Maho Armor of Obsidian Core Touch One target

Air 3 Maho Dancing with Demons Enemies 500' One Target

Earth 3 Maho Death Beyond Life Core Touch One Target

Earth 3 Maho Essence of Undeath Core 50' One corpse

Air 3 Maho Hate's Heart Core 50' One target

Air 3 Maho Mists of Fear Enemies 50' One Target


Earth 3 Maho Summon Oni Core 50' One Oni

Air 3 Maho Symbol of the Bloodspeaker Enemies Touch 50' radius

Fire 4 Maho Burning Blood Enemies 50' One Target

Earth 4 Maho Chains of Jigoku Core 50' One Target

Air 4 Maho No Pure Breaths Core 100' One Target

Earth 4 Maho Stealing the Soul Core 1 mile One Target

Earth 4 Maho Tomb of Earth Enemies 50' One Target

Air 4 Maho Truth is a Scourge Core 50' One Target


Duration

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.

(Can be cast as a ritual w/ multiple participants as well)


Must posess some kind of fetish or token of the intended target (hair, drop of blood, personal item, etc). The victim
loses 1 rank from a trait of the caster's choice which cannot be reduced below 1. For each caster, an additional trait
can be reduced by the same amount. Will cause max wounds loss if earth ring is reduced.

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

Damage [+1 wound of bleeding/raise] Targets [+1 target per raise]


Duration [+2 minutes per Raise] Special [Heals extra +1k0 per raise]

Area [5' additional radius/raise] Duration [+2 rounds/raise]


Duration [+2 rounds/raise] Range [+10' / raise]

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 [+20'/raise] Area of Effect [supplies for 1 additional person/raise]

Range [+50'/raise] Special [1 additional free raise on skills/2 raises]

Duration [+1 day/2 raises] Range [Change to 50' for 2 raises]

Duration [+1hr/2 raises] Range [+20'/raise] Targets [+1 corpse/raise]

Area of Effect [+5'/raise] Duration [+2hrs/raise]

Area of Effect [+10' radius/raise]

Duration [+1 day/raise] Special [+3 words/raise]

Range [+10'/raise]

Range [+10'/raise] Duration [+1hr/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]

Duration [+2 minutes/raise]


Duration [+2 minutes/raise] Range [+10'/raise] Targets [+1 target/raise] Special [+1 stamina rank/2 raises]

Area of Effect [+1 Corpse/raise] Special [-10 min cast time/raise]

Duration [+30 minutes/raise]

Duration [+1 round/raise] Range [5'/raise] Targets [+1 target/2 raises]

Duration [+2 hrs/raise] Range [+20'/raise] Targets [+1 target/raise]

Range [+10'/raise]

Duration [+5 minutes/raise] Special [Absorbs one additional spell/2 raises]

Duration [+6 hrs/raise]

Duration [+24hrs/raise]

Range [+20'/raise] Targets [+1 target/3 raises]

Duration [+1 round/2 raises] Range [10'/raise]

Special [Increase Fear strength by 1/raise]


Special [+1k0/raise to the WP roll to control the Oni] Special [more powerful Oni, GM's discretion]

None

Duration [+5min/raise] Special [+1k0/raise to caster's contain roll] Range [+10'/raise]

Damage [+1k0/raise] Range [+20'/raise] Targets [+1 target/2 raises]

Special [+1 additional rank of trait drain/2 raises]

Damage [+1k0 to damage/raise]

Duration [+2 min/raise] Range [+10'/raise] Targets [+1 target/raise]


Ring Mastery Schools Name
Air 4 Any Bushi North Wind Style
Air 4 Any Bushi South Wind Style
Air 3 Daidoji Bushi, Shiba Bushi, Lion Spearman Dance of the Winds
Air 3 Any Mantis Bushi Strength of the Mantis
Air 3 Any Crane Bushi Strength of the Crane
Air 3 Any Striking as Air
Air 4 Bayushi Bushi, Yoritomo Bushi Hidden Blade Style
Air 4 Daidoji Iron Warrior, Heichi Bushi, Shiba Bushi Iron Forest Style
Air 4 Bayushi Bushi, Hiruma Bushi, Tsuruchi Archer, Yoritomo Bushi Veiled Menace Style
Air
Air
Air
Air
Air
Air
Air
Air
Air
Earth 3 Hida Bushi, Hiruma Bushi, Matsu Berserker, Ichiro Bushi Power of the Mountain
Earth 3 Hida Bushi, Hiruma Scout, Shiba Bushi, Daidoji Iron Warrior Strength of the Mountain
Earth 4 Hida Bushi, Hida Pragmatist, Shiba Bushi, Daidoji Iron Warrior Life of the Stone
Earth 3 Hida Bushi, Hiruma Bushi, Ichiro Bushi, Moto Bushi, Moto Vindicator Strike as the Avalanche
Earth 5 Hida Bushi, Hiruma Bushi, Hiruma Scout, Ichiro Bushi Weathered and Unbroken
Earth 3 Any Spider Bushi Strength of the Spider
Earth 3 Any Crab Bushi Strength of the Crab
Earth 3 Any Striking as Earth
Earth 4 Daigotsu Bushi, Hida Bushi, Ichiro Bushi, Moto Bushi Indomitable Warrior Style
Earth 3 Daidoji Iron Warrior, Hida Bushi Iron in the Mountains Style
Earth
Earth
Earth
Earth
Earth
Earth
Earth
Fire 3 Any Scorpion Bushi Strength of the Scorpion
Fire 3 Any Dragon Bushi Strength of the Dragon
Fire 3 Any Striking as Fire
Fire 4 Akodo Bushi, Kakita Bushi Disappearing World Style
Fire 4 Daigotsu Bushi, Matsu Berserker, Usagi Bushi Reckless Abandon Style

Fire 5 Mirumoto Bushi, Yoritomo Bushi Spinning Blades Style


Fire
Fire
Fire
Fire
Fire
Fire
Water 3 Bayushi Bushi, Hiruma Bushi, Mirumoto Bushi, Shiba Bushi Leaves in the Stream
Water 3 Akodo Bushi, Kakita Bushi, Shinjo Bushi Waves upon the Breakers
Water 4 Daigotsu Bushi, Hida Bushi, Moto Bushi Power of the Tsunami
Daigotsu Bushi, Bayushi Bushi, Daidoji Scout, Shoshuro Actor, Shoshuro
Water 5 Infiltrator, Goju Ninja Art of Ninjutsu
Water 3 Any Unicorn Bushi Strength of the Unicorn
Water 3 Akodo Bushi, Shosuro Infiltrator, Yoritomo Bushi Son of Storms
Water 3 Any Lion Bushi Strength of the Lion
Water 4 Any Striking as Water
Water 4 Hida Bushi, Ichiro Bushi, Moto Bushi Strength in Arms Style
Water
Water
Void 3 Any Phoenix Bushi Strength of the Phoenix
Void 3 Any Striking as Void
Void 3 Mirumoto Bushi, Shiba Bushi Balance the Elements Style
Void 4 Akodo Bushi, Kakita Bushi, Matsu Berserker, Utaku Battle Maiden Strength of Purity Style
Void
Void
Void
Void
Void
Void
Void
Void
Void
Void
Void

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

Great Clans 231


Great Clans 105
Core 259
Core 259
Core 260

Core 260
Water 178
Water 178
Water 178

Great Clans 284


Great Clans 261
Great Clans 171
Great Clans 141
Core 259
Core 260

Great Clans 203


Core 259
Core 259
Core 260

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.

action, skill boost makes it 1k1 at rank 3, 2k1 at rank 7


do not explode
do not explode

lty while on foot


idered small for purpose of concealment
s the damage

-10 on foot.
Advanced Classes
Alternate Classes

Disadvantages

Taint Powers
Base Classes

Advantages

Weapons
Families
Tattoos
Spells
Kiho
Kata
Book
Core ü ü
Great Clans ü ü ü ü ü ü ü ü ü ü ü ü
Air ü
Water ü ü
Earth ü ü
Fire ü ü
Void
Enemies of the Empire
Secrets of the Empire
Strongholds
Unexpected Allies 2
Emerald Empire
Imperial Histories
Imperial Histories 2
Sword & Fan
Imperial Archives
Naishou Province ü ü

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