Вы находитесь на странице: 1из 207

Designer Graphic Layout

Itzhak Even Itzhak Even

Publisher Cover Art


Itzhak Even Itzhak Even
Unknown Artist

Writing Interior Art


Itzhak Even Unknown Artists

Playtesters
David Alexander
Ewen Gilary
Gil Melnik
Guy Soffer
Itzhak Even
Ori Drori
Shaked Livne
Yotem Dikstein

A copy of the GenesysTM core rulebook by Fantasy Flight Game is required to play.

Genesys and Legend of the Five Rings are a trademark of fantasy Flight Games.
This product is a work of fiction. Any similarity to actual people, organizations, places, or events iis purely coincidental.
Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved.

www.FantasyFlightGames.com

2 Legend of the Five Rings - Genesys


2 Legend of the Five Rings
Table of Contents
Book 1: Character Creation ������������������������������������������4 Book 2: Advanced Mechanics ����������������������������������128
Game of 20 Questions �������������������������������������������������������� 4 Vassal Families ��������������������������������������������������������������� 128
Backgrounds ����������������������������������������������������������������������� 6 What are Vassal Families........................................................128
Crab Clan....................................................................................6 Crab.........................................................................................128
Crane Clan..................................................................................6 Crane.......................................................................................130
Dragon Clan................................................................................7 Dragon.....................................................................................132
Lion Clan.....................................................................................7 Lion..........................................................................................133
Mantis Clan..................................................................................8 Mantis......................................................................................135
Phoenix Clan...............................................................................8 Phoenix....................................................................................137
Scorpion Clan..............................................................................9 Scorpion..................................................................................139
Unicorn Clan................................................................................9 Unicorn....................................................................................141
Imperial Families........................................................................10 Imperial....................................................................................143
Minor Clan Samurai...................................................................10 Schools ���������������������������������������������������������������������������� 144
Commoners/Ronin.....................................................................14 What Are Schools....................................................................144
Brotherhood of Shinsei..............................................................14 Mantis Schools........................................................................144
Careers ������������������������������������������������������������������������������ 18 Advantages and Disadvantages ����������������������������������� 158
Choosing Career and Specializations.......................................18 At Character Creation..............................................................158
Artisan........................................................................................18 During the Game.....................................................................158
An Artisan’s Role.......................................................................18 Advantages..............................................................................158
Artisan Specializations..............................................................18 Disadvantages.........................................................................162
Bushi..........................................................................................25 Ancestors ������������������������������������������������������������������������ 166
A Bushi’s Role............................................................................25 Crab.........................................................................................166
Bushi Specializations.................................................................25 Crane.......................................................................................170
Commoner.................................................................................39 Dragon.....................................................................................174
A Commoner’s Role...................................................................39 Lion..........................................................................................177
Commoner Specializations........................................................39 Mantis......................................................................................182
Courtier......................................................................................49 Phoenix....................................................................................183
A Courtier’s Role........................................................................49 Scorpion..................................................................................188
Courtier Specializations.............................................................49 Unicorn....................................................................................192
Monk..........................................................................................57 Imperial....................................................................................196
A Monk’s Role............................................................................57 Brotherhood.............................................................................197
Monk Specializations.................................................................57 Minor Clans.............................................................................199
Ninja...........................................................................................65 Ronin.......................................................................................201
A Ninja’s Role............................................................................65 Ships of Rokugan ����������������������������������������������������������� 202
Ninja Specializations.................................................................65 Boarding Parties Fight Rule . ..................................................202
Shugenja...................................................................................72 Ships........................................................................................202
A Shugenja’s Role.....................................................................72 Character Sheet �������������������������������������������������������������� 204
Shugenja Specializations..........................................................72
Universal....................................................................................80
Universal Specializations...........................................................80
Invest Experience Points ������������������������������������������������� 82
Starting Experience Points........................................................82
Improving Characteristics..........................................................82
Skill Training..............................................................................82
Acquiring Talents.......................................................................82
Skills ���������������������������������������������������������������������������������� 84
Elemental Approaches...............................................................84
General......................................................................................87
Artisan........................................................................................89
Low............................................................................................90
Magic.........................................................................................91
Martial........................................................................................92
Social.........................................................................................93
Scholar......................................................................................94
Talents ������������������������������������������������������������������������������� 96
Gear & Equipment �����������������������������������������������������������111
Item Qualities........................................................................... 111
Weapons.................................................................................. 112
Armor and Clothing.................................................................. 117
Gear . ...................................................................................... 118
Poisons ................................................................................... 118
Animals and Related Gear ..................................................... 118
Attachments . .......................................................................... 118
Armor and Weapon Craftsmanship ........................................ 118
Magical Implements................................................................. 118
Non-Metal Weapons and Armor ............................................. 118
Magic �������������������������������������������������������������������������������� 121
Magical Maneuvers.................................................................121
Magical Actions........................................................................121

Legend of the Five Rings - Genesys 3


Legend of the Five Rings 3
Book 1: Character Creation a skill above rank 2 during character creation, except for those
skills you gain a free rank from your Clan and Family.
Each specialization also has a Talent tree, that shows you what
Talents you can buy. Your specialization also helps determine
your character’s starting outfit.
Game of 20 Questions
Question 4: Heroic Ability and Duty/Obligation
The following is a list of twenty questions that you can use What is your character’s Heroic Ability? (See Realms of
to create your character. The first ten determine major details of Terrinoth p. 74.) An Heroic Ability is something special that your
your character, in the sense that you, the player, answers them, character can do. Whether it is a special skill you’ve learned, or
while the last ten are optional, and are answered from your a gift from the kami, or the ancestors, you’ve been blessed with
perspective. a gift that can manifest, and you, the player, can choose how it
manifests.
Question 1: Origins
Are you a Commoner? Or raised by the Brotherhood? Or Question 5: Appearance
are you a Ronin? Or maybe you’re one of the lucky ones, and What is your character’s appearance? What is their height,
are a Samurai? And if so, what clan and family does your weight, and build? What are their hair and eye colors? How old
character belong to? Select one of the following origins, and if is your character? Does your character have any significant
there are multiple sub-choices, like brotherhood order, or family, birthmarks, scars, or similar identifying features?
choose one.
Question 6: Duty/Obligation
Question 2: Career What is your character’s Duty to your Clan? And if you’re
What is your character’s career? Is your character a Monk? a Commoner, what is your Obligation? No samurai is without
Courtier? Bushi? Artisan? Ninja? Or maybe a Shugenja? Or a duty, even if it is one he has taken upon himself to fulfill.This
maybe you’re a (Gasp) Commoner? is usually how you, or a superior from the Clan thinks that you
Each Class has 8 career skills. You can choose 5 of them and can best achieve your potential, while helping the Clan, but
gain a free rank in those you chose. sometimes, it can be used to show how inept you are. At the
same time, a Commoner is generally born without the means to
Question 3: Specialization do great things, in the eys of the samurai at the very least, and so,
to achieve them, he owes some Obligation to someone, and that
What is your character’s specialization? Every character
it turn can come up in the story and cause stress to him.
starts by focusing on a certain aspect. Whether you studied at a
particular school, or whether you pick up a general specialization,
it helps define your initial role. If you do pick a school, your
Question 7: Trust
character can only choose a school related to the Clan your Who does your character trust the most? Does your
character belongs to. While it is not unheard for members of character trust a family member or spouse? A sensei or student?
certain Clans train in a school of another Clan, this should only A comrade in arms? Their lord? Or do they trust no one at all?
be allowed under special circumstances at the GM’s discretion.
Each specialization has 4 career skills. Add these skills to your Question 8: Bushido
character’s career skills. You may select any 3 of these skills and
What is your character’s opinion on Bushidō? Is there a
gain 1 rank in each for free. This may stack with any of your
particular tenet of Bushidō your character embodies? Or do they
character’s established career skills, though you still cannot raise
not truly care for it at
all?

Question 9:
Relations with
Clan
What is your
character’s opinion
of their own Clan? Are
they inclined towards
war in a pacifistic clan,
or a pacifist in a martial
clan? Do they agree
with the clan’s current
political situation?

Question 10:
Marriage or
Betrothal
Is your character
married or
betrothed? What
is the state of the
marriage or betrothal?
Does your character
have any other

4 Legend of the Five Rings - Genesys


4 Legend of the Five Rings
relationships that would complicate their marriage or betrothal? improper behavior? Are they the sort to demand the
subordinate’s seppuku over even a minor infraction (something
Question 11: Prejudices that could get your character into significant trouble very quickly),
or will they forgive the behavior and attempt to correct it?
Does your character have any prejudices? Does your
character have a particular hatred for another clan, family, or
group? If so, why? Question 17: Relations with Parents
What kind of relationship does your character have with
Question 12: Loyalties their parents? Is it close, or distant? If asked, how would they
describe your character? Are they still alive? What about other
To whom does your character owe the most loyalty? While
immediate family members, such as siblings?
the proper response is “the Emperor,” this does not hold true
in reality. Your character may be personally loyal to a friend, a
spouse, a family member, and so on. If so, why is your character Question 18: Ambitions
so loyal? What are your character’s highest ambition? What do they
strive for, and what are their life goals?
Question 13: Preferences
What is your character’s favorite and least favorite things? Is it Question 19: Religion
a material possession? Activity? Place? Food? How religious is your character?

Question 14: Habits and Mannerisms Question 20: Death


Does your character have any recurring mannerisms? How will your character die?
This could be a particular daily routine, a character tick, or a
particular greeting or phrase. Finishing Up
You should finish up by investing starting experience points
Question 15: Emotions (see Genesys Core Rulebook p. 44) and determining derived
attributes (p. 45). Remember to reevaluate your character’s
What about your character’s emotions? While a proper
career skills before finishing up.
samurai keeps their composure in public, what are their actual
emotional responses to events that happen.

Question 16: Subordinates


How would your character handle a subordinate’s

Legend of the Five Rings - Genesys 5


Legend of the Five Rings 5
The tiny Toritaka family was once known as the Falcon Clan
Backgrounds before tragedy threatened to destroy the Minor Clan completely.
It was absorbed by the Crab to prevent a threat from growing
Crab Clan within its ranks. The Toritaka hail from a region frequented by
spirits, and they are highly knowledgeable about ghosts and
2 3 2 2 2 spirits of all different sorts.

A Toritaka character starts with 1 rank in either Knowledge


• Wound threshold: 11 + Fire (Spirit Realms) or Survival.
• Strain threshold: 9 + Air
• Starting XP: 90 Yasuki Family
• Starting Skills: Resilience 1 Strangely at odds with the other Crab families, the Yasuki are
• Way of the Crab: Once per session, slight of build and devious of mind. They were once part of the
your character may spend a Story Point Crane Clan, but joined the Crab in the third century, provoking the
as an out-of-turn incidental immediately first great internal war in Rokugani history. They are merchants
after suffering a Critical Injury to reduce the and courtiers, always looking for any means to gain an advantage
results by their Earth x10. for their Clan, and tend to be more concerned with monetary gain
than is considered respectable for someone of the samurai caste.
The stalwart Crab are the defenders of Rokugan, responsible
for ensuring the Empire’s southern border is secure against the A Yasuki character starts with 1 rank in either Coercion or
demons of the Shadowlands. Centuries of constant warfare Negotiation.
against inhuman foes have hardened the Crab into tremendously
powerful and brutally practical warriors, but they have little sense Crane Clan
of civility or manners. As a result they are often considered crude
and barbaric by the other clans. 3 2 2 2 2
Hida Family
The descendants of the Kami Hida are among the largest and • Wound threshold: 9 + Fire
most powerful samurai in all the Empire. The burden of defending • Strain threshold: 11 + Air
the Empire falls upon them, and they are both incredible warriors • Starting XP: 90
and skilled defensive tacticians. Hida samurai often resent the • Starting Skills: Government 1
other Clans for enjoying their protection even as they mock the • Way of the Crane: Once per session,
Crab for their mannerisms. your character may spend a Story Point as an
incidental. If they do so, during the next skill
A Hida character starts with 1 rank in either Melee - Heavy or check they make during that turn, your character increases the
Discipline. strain they inflict or the strain the heal (you choose before making
the check) by an amount equal to their Air.
Hiruma Family
Silent and deadly, the Hiruma are the scouts and yojimbo Known for centuries as the Left Hand of the Emperor, the
of the Crab. They are as agile and graceful as the Hida are Crane Clan is responsible for maintaining the balance and
powerful, and warriors from the two families tend to complement integrity of the Empire’s courts and of Rokugani society in
one another very well. Hiruma samurai often have the unsavory general. As such, the Crane excel at diplomacy and politics, and
duty of scouting the Shadowlands for enemies, a task that leads are widely regarded as the unquestioned masters of the courts,
many to death or ruination. with all the resentment from others that title entails.

A Hiruma character starts with 1 rank in either Athletics or Asahina Family


Survival. Quiet and serene, the Asahina are among the most monastic
of all samurai families. They are also perhaps the most pacifistic,
Kaiu Family even more so than the Phoenix Clan, and abhor violence, seeking
The industrious Kaiu are responsible for the most impressive other means of resolving disputes at all costs. The Asahina are
and long-standing feats of engineering in all the Empire. They also known for their devotion to philosophy and the arts.
are the siege engineers and architects of the Crab Clan and are
responsible for maintaining the Great Carpenter Wall as well as An Asahina character starts with 1 rank in either Discipline or
its defenses. Negotiation.
A Kaiu character starts with 1 rank in either Battle or Daidoji Family
Engineering. The so-called Iron Crane are the strong arm of the Crane Clan
and the enforcers of the Doji and Kakita’s will. They do not employ
Kuni Family grace and style as their kinsmen do, but instead focus on sheer
Sinister in appearance and deed, the Kuni are among the strength of arms and employ tactics that some might consider
most feared shugenja families in the Empire. Long ago, the ruthless or even dishonorable. Daidoji means “defenders of Doji,”
family’s leadership determined the only hope of defeating the and it is a name the family has earned.
Shadowlands lay in understanding it, and so the Kuni possess
knowledge of things that would drive most men mad. A Daidoji character starts with 1 rank in either Battle or
Resilience.
A Kuni character starts with 1 rank in either Knowledge
(Forbidden) or Vigilance. Doji Family
Lords of the Crane Clan, the Doji are the unquestioned masters
Toritaka Family of culture and politics in the Empire. It is a testament to the Doji’s

6 Legend of the Five Rings - Genesys


6 Legend of the Five Rings
cunning and influence that the Clan has endured for a thousand
years despite being beset by larger, more militant Clans who find A Tamori character starts with 1 rank in either Craft or Battle.
the Crane’s dominance of the courts endlessly antagonistic.

A Doji character starts with 1 rank in either Charm or Togashi Order


Perception. A monastic order rather than a true family, the Togashi accept
all who wish to join their ranks, provided they are able to embrace
Kakita Family the order’s teachings and endure its trials, which many are not.
Literal cousins of the Doji, the Kakita family was created by the Over the centuries, the monks of this order have used the divine
children of Lady Doji and her husband Kakita during the dawn of blood of the Dragon Kami to create mystical tattoos that grant
the Empire. The Kakita believe in excelling at one’s chosen task, them incredible, supernatural abilities.
whether that task is making war or creating the most glorious
pieces of art. Like other Crane families, the Kakita are also well A Togashi character starts with 1 rank in either Discipline or
known for their physical beauty. Knowledge (Tao).

A Kakita character starts with 1 rank in either Arts or Perform


or Vigilance.
Lion Clan
Dragon Clan 2 2 3 2 2
2 2 2 2 3
• Wound threshold: 12 + Fire
• Strain threshold: 8 + Air
• Wound threshold: 10 + Fire • Starting XP: 90
• Strain threshold: 10 + Air • Starting Skills: Melee (Heavy) 1 or Melee
• Starting XP: 90 (Light) 1
• Starting Skills: Survival 1 • Way of the Lion: Once per session as an
• Way of the Dragon: Once per session, incidental, your character may spend a Story
your character may spend a Story Point as an Point to recover a number of wounds equal to their Fire.
incidental. If they do so, during the next skill
check they make during that turn, your character adds a to the The Lion Clan is the Right Hand of the Emperor, the defender
check equal to their Void. of his lands and his person, although many times the Seppun
family and the Imperial Legions are allowed to stand as poor
Enigmatic and mysterious, the samurai of the Dragon Clan substitutes (or so the Lion believe). The Lion are militant to a
have walked their own path since the Empire was first created. fault and possess the greatest army in the known world. They
More individualistic and less concerned with material wealth than are feared for their prowess and respect for their unflinchingly
other clans, the Dragon have much in common with the monks honorable natures.
of the Brotherhood of Shinsei, despite the considerable variety
among their individual families. Akodo Family
The lords of the Lion Clan, the Akodo are the unquestioned
Kitsuki Family masters of battle throughout the Empire. It is said that no
The ever-perceptive Kitsuki serve the Dragon Clan as army led by an Akodo has ever known defeat, and while this is
magistrates and court representatives, although they are better something of an exaggeration, it is not all that far from the truth.
suited as the former. Even in court, however, a Kitsuki’s ability to Akodo samurai tend to be calm and analytical, and often lack the
perceive truth when presented with lies has proven a tremendous fiery nature for which the Lion are so well known.
asset to the Dragon in their pursuit of an Empire free of deceit
and treachery. An Akodo character starts with 1 rank in either Athletics or
Battle.
A Kitsuki character starts with 1 rank in either Perception or
Streetwise. Ikoma Family
The voice of the Lion Clan, the Ikoma speak on behalf of the
Mirumoto Family Clan in court and in the annals of history. The family provides
The Mirumoto are the broad shoulders that carry the burden not only the majority of the clan’s courtiers, but virtually all of its
of the Dragon Clan. While the Togashi pursue their unique brand historians and storytellers as well, studies that the Clan considers
of enlightenment, the Mirumoto rule the clan in all but name, extremely important. For every stoic Lion who refuses to allow
overseeing its day to day operations and filling the ranks of emotion to affect him, there is an Ikoma bard who weeps openly
its military. Comprising more than half of the Clan’s ranks, the when he tells the samurai’s story to others.
Mirumoto are the most commonly encountered Dragon samurai
in the Empire. An Ikoma character starts with 1 rank in either Knowledge
(Lore) or Perception.
A Mirumoto character starts with 1 rank in either Government
or Weapons (Light) Kitsu Family
Quite and reserved, the Kitsu are the most traditional and
Tamori Family conservative, some might say old-fashioned, shugenja family in
Perhaps the most militant shugenja family in the Empire, the Empire. Descended from the union of men and the ancient
the Tamori embrace unique magical styles, including alchemy, kitsu creatures that were driven nearly to extinction by the
blacksmithing, and melding of magic and war. The Tamori are Lion during the dawn of the Empire, the Kitsu possess several
more feared than other shugenja because of their willingness to bloodlines with strange, otherworldly abilities, such as the ability
commit to violence when other priests would turn away. to walk between the mortal world and the spirit realms.

Legend of the Five Rings - Genesys 7


Legend of the Five Rings 7
warriors and magistrates.
A Kitsu character starts with 1 rank in either Discipline or
Vigilance. A Tsuruchi character starts with 1 rank in either Atheltics or
Weapons (Ranged).

Matsu Family Yoritomo Family


The Matsu are the largest family in the Empire, and they The lords of the Mantis are descended from the Crab, and
are the reason for the image many have of the vast legions of are equally hardy in their own way. They are the unquestioned
the Lion Clan. They are also the source of the tempestuous masters of the seas, having dwelled on the Islands of Silk and
stereotype for the Lion, and it is largely correct; the Matsu are Spice for the entirety of their existence. The Yoritomo are a hardy,
fiery in nature, quick to anger, and eager for battle at all times. industrious people ever eager to prove themselves against the
They were founded by a female warrior, Matsu, and have a other Great Clans.
famous all-female military unity, the Lion’s Pride.
A Yoritomo character starts with 1 rank in either Athletics or
A Matsu character starts with 1 rank in either Coercion or Negotiation.
Survival.

Phoenix Clan
Mantis Clan
2 2 3 2 2
2 2 2 3 2
• Wound threshold: 9 + Fire
• Wound threshold: 11 + Fire • Strain threshold: 11 + Air
• Strain threshold: 9 + Air • Starting XP: 90
• Starting XP: 90 • Starting Skills: Knowledge (Lore) 1
• Starting Skills: Sailing 1 • Way of the Phoenix: Once per session,
• Way of the Mantis: Once per session as your character may spend a Story Point as an
an out-of-turn incidental, your character may incidental. If they do so, during the next skill
spend a Story Point to add a number of b to check they make during that turn, your character removes b
another character’s skill check equal to your character’s Water. from the check equal to their Fire.

The Mantis Clan is adaptable and unpredictable, and many With regard to the subject of shugenja, the consensus of
find the Mantis to be much like the seas on which they travel from an entire Empire is that the Phoenix possess both the largest
their island holdings to the mainland Empire. The Mantis were number of shugenja and most powerful of them. The descendants
not born a Great Clan, but seized the position during one of the of the Tribe of Isawa and those who have sworn allegiance to
greatest conflicts in history, the Clan War. Comprised of families them command mystical power unlike anything seen in the other
formed from different Minor Clans, the Mantis are perhaps the Clans, and the followers of the Kami Shiba have sworn to protect
most diverse and individualistic of the Great Clans. them for all time, no matter the cost.

Kitsune Family Agasha Family


Formerly known as the Fox Clan, the Kitsune joined the Once a family of the Dragon Clan, the Agasha abandoned
Mantis Clan decades after the other families founded it, and their Togashi masters when they felt the Dragon abandoned
only then because the Fox were on the brink of annihilation and their duties to the Empire. The Phoenix have proven much more
the Yoritomo could save them, with the only price being an oath amenable to their unique brand of magic. The Agasha are highly
of fealty. The Kitsune are a simple, quiet people who prefer to experimental and curious, always pushing the boundaries of
commune with the spirits of nature in the forest rather than travel what is known and what can be safely attempted when dealing
across the Empire on formal business. with magic.

An Kitsune character starts with 1 rank in either Athletics or An Agasha character starts with 1 rank in either Craft or
Survival. Knoweldge (Tao).

Moshi Family Asako Family


Before the formation of the Mantis as a Great Clan, the Moshi The quiet, reclusive Asako are a very monastic family, living
were the Centipede Clan. An extremely devout and matriarchal scholarly and ascetic lives more befitting the Brotherhood of
people, the Moshi devoted themselves to the worship of the Sun Shinsei than a family of samurai. They comprise the majority of
for centuries, and find their active role among the other families the Phoenix Clan’s courtiers, and the entirety of the mysterious
of the Mantis mildly uncomfortable. Still, the family has sworn an Henshin monks. Asako are contemplative and inquisitive, but
oath to the Yoritomo and refuses to break it, no matter how much generally without ambition other than to serve and learn.
their duties conflict with their philosophies
An Asako character starts with 1 rank in either Discipline or
An Moshi character starts with 1 rank in either Knowledge Negotiation.
(Tao) or Ritual.
Isawa Family
Tsuruchi Family The Isawa truly rule the Phoenix Clan, despite the presence
Formerly known as the Wasp Clan, the Tsuruchi are without of a Shiba Clan Champion. They are unquestionably the most
question the greatest archers in the Empire, and have focused knowledgeable, most powerful, and most numerous shugenja
the majority of their efforts toward maintaining that level of skill. family in the Empire. Unfortunately, this has made them arrogant
Generally perceptive and highly athletic, the Tsuruchi excel as as well, and many Isawa constantly struggle against their own

8 Legend of the Five Rings - Genesys


8 Legend of the Five Rings
shortcomings. Yogo Family
No family among the accepted Great Clans is more feared
An Isawa character starts with 1 rank in either Discipline or or reviled than the Yogo, the Scorpion Clan’s second shugenja
Invocation. family. they are descended from a Phoenix who was cursed
during the early days of the Empire to betray the one he loved
Shiba Family the most. The curse has been passed down into the family’s
The Shiba are among the most scholarly and least aggressive bloodline, and as such many avoid the Yogo whenever possible.
of all bushi families. They serve the Clan and the Isawa without The Yogo pay no heed to their reputation, however, and use their
complaint or consideration for themselves. Although they prefer powerful magic in service to the Scorpion regardless of how
peace and compassion, the Shiba will not retreat from a battle expendable they may be considered.
once the Phoenix have committed themselves to an engagement.
A Yogo character starts with 1 rank in either Streetwise or
A Shiba character starts with 1 rank in either Arts or Knowledge Skullduggery.
(Tao).

Unicorn Clan
Scorpion Clan
2 2 2 3 2
3 2 2 2 2

• Wound threshold: 10 + Fire


• Wound threshold: 10 + Fire
• Strain threshold: 10 + Air
• Strain threshold: 10 + Air
• Starting XP: 90
• Starting XP: 90
• Starting Skills: Horsemanship 1
• Starting Skills: Deception 1
• Way of the Unicorn: Once per session
• Way of the Scorpion: Once per session
as an out-of-turn incidental, your character
as an out-of-turn incidental, your character
may spend a Story Point to add a number of
may spend a Story Point to add a number of
a to another character’s skill check equal to your character’s
b to another character’s skill check equal to your character’s Air.
Water.
When the Empire was first formed, the Scorpion were tasked
The Unicorn, once known as the Ki-Rin Clan, were absent
with two sacred duties: one was to safeguard the Black Scrolls
from the Empire for nearly eight centuries as they wandered the
in which was bound the power of the fallen dark god Fu Leng,
world, exploring and ensuring that there were no external threats
and the second was to serve as a villain against which the Great
to the Emperor that might remain unknown. Since their return,
Clans could unite so they would never unite against the Emperor.
they have been regarded by many as barbarians and outsiders,
It is the latter duty at which the Scorpion have excelled, and in
due mostly to their embrace of customs that are in stark contrast to
which they revel.
the norm for Rokuan. Still, the Unicorn are universally respected
because of their cavalry. They use gaijin steeds and their horse-
Bayushi Family mounted troops are without compare in the Empire.
Ruthless and deceitful, the lords of the Scorpion Clan possess
many talents, all of which have been put to sinister use for the
Horiuchi Family
benefit of their Clan and their Emperor. The Bayushi are dark,
The tiny Horiuchi family has never claimed more than a few
dangerous, and manipulative, and always evaluate any situation
dozen members at most. Created a few decades before the
in terms of how it can best benefit themselves and the Scorpion.
Clan War, the Horiuchi are a branch of the Iuchi family that
specializes in defensive and protective magic. Horiuchi samurai
A Bayushi character starts with 1 rank in either Discipline or
are compassionate individuals who tend to intervene in the affairs
Vigilance.
of others during times of crisis.
Shosuro Family An Horiuchi character starts with 1 rank in either Negotiation
The Shosuro dwell in shadows, rarely being seen but always
or Ritual.
having an influence on those around them. They are secretive
and withdrawn, keeping their own counsel but never failing to
Ide Family
obey a command from their Bayushi lords. When the Scorpion
The public face of the Unicorn, the Ide have worked tirelessly
require some impossible task performed without complication, it
to combat the perception many have of the Clan as barbarians
is a Shosuro who fulfills the duty.
and near-gaijin. They flawlessly merge the traditions of their
people with the customs of the Empire, and in doing so seek to
A Shosuro character starts with 1 rank in either Perform or
earn the gradual respect and acceptance of other clans. Samurai
Stealth.
of the Ide family are almost universally even-tempered and eager
to forge alliances with others, whether personal or larger in scale.
Soshi Family
The Soshi are the main shugenja family of the Scorpion Clan,
An Ide character starts with 1 rank in either Charm or
founded soon after the Clan’s beginnings, and specialize in
Negotiation.
using magic to enhance the Clan’s efforts in politics, deceit, and
manipulation. They often work in close concert with the Shosuro,
Iuchi Family
using their magic to support the Shosuro’s ruthless and secret
With the exception of the Tamori, the Iuchi family is probably
activities.
the most militant shugenja family in the Empire. They serve in
the armies of the Unicorn Clan in considerable numbers, and
A Soshi character starts with 1 rank in either Knowledge
while they enjoy friendship and scholarly debate as much as any
(Forbidden) or Coercion.
priests, they do not shy away from conflict when pressed.

Legend of the Five Rings - Genesys 9


Legend of the Five Rings 9
peacemakers with diligence and pride. Miya samurai tend
An Iuchi character starts with 1 rank in either Athletics or to be solemn, quiet, and focused on upholding their great
Perception. responsibilities.

Moto Family A Miya character starts with 1 rank in either Negotiation or


he Moto exemplify virtually every negative stereotype that the Horsemanship.
Unicorn Clan as a whole has struggled with since their return to
the Empire centuries ago. More than any other family, their gaijin Otomo Family
blood is obvious from the look of them, short, and squat as they The Otomo name is often invoked with an undertone of fear, a
are. They are alternately boisterous and brusque, depending sentiment easily understood in Rokugan. The Otomo are frightful
upon the circumstances, and rarely fit in well with samurai of other predators of the Empire’s courts, utilizing every advantage of
Clans. They are respected, however, for their warrior traditions. their rank to its utmost potential. The Otomo are manipulative,
fiendishly clever, and seem to have no remorse in verbally and
A Moto character starts with 1 rank in either Athletics or politically devastating their foes. It is said that the court is a
Survival. battlefield deadlier than combat, an adage the Otomo seem to
gleefully prove every day. Members of the royal family who do
Shinjo Family not ascend to the throne often renounce their family name and
The Shinjo family ruled the Unicorn Clan for most of their join the Otomo family.
history, although in the latter portion of the Empire’s development
they were removed from power by their founder, the Kami Shinjo, An Otomo character starts with 1 rank in either Deception or
due to corruption within their ranks. The Shinjo are an affable, Coercion.
industrious family whose members adapt easily to almost any
task set before them, and who work well with others in virtually Seppun Family
any situation. Seppun was one of Hantei’s most loyal followers and the
family remains closest to the Imperial line. Seppun samurai are
A Shinjo character starts with 1 rank in either Government or dedicated to the health of the Empire and will perform all duties
Knowledge (Geography). required to maintain the status quo, from the bureaucratic table to
the chaos of the battlefield. Members of the royal family who do
Utaku Family not ascend to the throne sometimes renounce their family name
The matriarchal Utaku family are rigidly honorable and pious and join the Seppun family, although this is less common than
individuals with carefully defined duties depending upon their the Otomo family.
gender. Women are generally trained to serve with the most elite
cavalry units in the world, the Utaku Battle Maidens, while the A Seppun character starts with 1 rank in either Vigilance or
men manage the households and serve among the legions of Perception.
infantry in the Unicorn army.

An Utaku character starts with 1 rank in either Resilience or


Knowledge (Geography).
Minor Clan Samurai
2 2 2 2 2
Imperial Families
• Wound Threshold: 10 + Fire
2 2 3 2 2 • Strain Threshold: 10 + Air
• Starting XP: 100
• Way of the Minor Clans: Once per session as an out-of-turn
• Wound threshold: 9 + Fire incidental, your character may spend a Story Point to restore a
• Strain threshold: 11 + Air number of Strain and Wounds to your character equal to half your
• Starting XP: 90 character’s Earth (Rounded up).
• Starting Skills: Government 1
• Way of the Emperor: Once per session, When a samurai performs a feat of great heroism to Rokugan,
your character may spend a Story Point as the Emperor may reward his service by making him the leader of
an incidental. If they do so, they reduce the his own Minor Clan. The leader of the new Minor Clan gathers
amount of strain someone inflicts on them by their Fire. followers eager to join his cause and serve the Empire in their
own unique ways. This great favor has been granted many times
The Imperial Families have sworn fealty directly to the during the course of Rokugani history, producing an interesting
Imperial line, and every action they take is to guarantee a and diverse group of proud warriors.
functioning Empire. The Miya travel across the land as the voice Minor Clans generally control a small region of the Empire
of the Emperor, ensuring his decrees are heard by every person and their populations are quite low compared to the Great Clans.
in the land. The Seppun are the shields of the Empire, serving as Most Minor Clans have only a single family name, and the
bodyguards and as warriors in the Imperial Legions. The Otomo smallest ones may only have a few dozen samurai in their ranks.
are the political masterminds of the courts, fiendishly manipulating
the Great Clans to serve the higher good. With access to the
best teachers, unlimited funding, and higher status, the Imperial The Badger Clan
Families are truly the elite nobles of Rokugan. The founder of the Badger Clan was
a powerful Crab warrior who proved his
Miya Family worth in a contest of strength in front of the
At the dawn of the Empire, Miya was assigned the duty of Emperor. The descendants of the first Badger
spreading the news of Fu Leng’s defeat across Rokugan. The live on the northern border of Rokugan, and
Miya family has continued to fulfill their duty as heralds and are tasked with guarding the Empire from

10 Legend of the Five Rings - Genesys


10 Legend of the Five Rings
foreign invasion. The Badger take after their Great Clan cousins, grew as its samurai mined the precious materials. The Twilight
embracing strength at the expense of refinement, and do not Mountains proved to be a dangerous home, however, as
accept defeat even in the face of insurmountable odds. earthquakes, maddened spirits, insane maho-tsukai, and the
malevolent spirit Shakoki Dogu assaulted the Boar Clan at every
Ichiro Family step.
The Ichiro are rude and course in their interactions with the rest
of the Empire. They believe in action over words and pragmatics Heichi Family
over societal norms. The Ichiro are stocky by nature, and their Few people could endure the dangers of the Twilight Mountains
mountainous lifestyle ensures a heavily muscular frame. without breaking, yet the samurai of the Boar thrived on the land
for centuries. They are a hard and bitter people who will fight with
An Ichiro character starts with 1 rank in either Resilience or everything within reach to defend what is theirs. Once a Heichi
Brawl. sets his mind to a goal nothing will stop him from achieving it.

The Bat Clan A Heichi character starts with 1 rank in either Athletics or
The founder of the Bat Clan, Komori, had Resilience.
the blood of bat spirits from Chikushudo
flowing within his veins. The Bat Clan is a The Dragonfly Clan
very young clan, founding during the brief The founders of the Dragonfly incurred
reign of Emperor Toturi III, and has not yet the wrath of the Lion Clan upon inception,
settled into its identity. Bat shugenja are hard and the Minor Clan has suffered greatly for
at work refining their summoning abilities to that legacy. Their importance belies their
provide a new resource to the Empire. size; everyone who wishes to trravel to the
Dragon lands must first stop at the home
Komori Family of the Dragonfly to seek permission. Their
The Komori is a family of shugenja, gathered under the Bat strong ties with the Dragon Clan and their history of tragedy have
Clan banner by the founder of the clan himself. They are a unique forged a serene and resilient people, ready to face the dangers
lot with few characteristics to group them together. The two of the future.
unifying factors of the Komori family are eagerness to learn and
the intelligence to apply their newfound abilities. Tonbo Family
The Tonbo are humble and plain despite their importance in
A Komori character starts with 1 rank in either Knowledge the Empire. Most of the hard-working Tonbo are shugenja, and
(Spirit Realms) or Survival. the few bushi who come from their lands typically use political
favors to train with their Mirumoto allies. They are well suited for
The Bee Clan life within the mountains and can navigate the Dragon lands as
The Crane are known not just for their well as any Mirumoto.
fine artisans, but also for their scathing and
accurate critics. One such critic was Doji A Tonbo character starts with 1 rank in either Divination or
Hachi, who was very famous for her critics, Survival.
and very feared.
But in one Winter Court, she managed to Ito Family
offend a major kakita artisan, in favor of his After the near destruction of the Tonbo family, a group of Miya
bayushi rival, and despite her clan’s asking to do the reverse. In Heralds were sent to aid in their restoration, but before they
appreciation for her honesty and critique, the Emperor made her left, one of their number, Miya Ita, decided to stay and help the
the daimyo of a minor clan. ravaged clan restore its glory, and teach them more about hosting
important personages. In return for her aid, she was granted the
Hachi Family right to found a family, and to create a new courtier school.
The Hachi were a small family of sharp-witted samurai,
led by the five matriarchs descended from the founders of the An Ito character starts with 1 rank in either Charm or
Clan. Most dedicated their lives to the arts, and to their deeper Government.
meanings. They were in their natural element in the highest courts
of Rokugan. Although it was difficult to realize at times, the Hachi The Firefly Clan
were truly passionate about the arts. They saw the ability to create The Firefly was created to commemorate
deeper meaning out of mundane means as the greatest skill of the years of quiet service and the competent
mankind, akin to magic and a gift from the Fortunes. But this also leadership of its founder, who was tasked
meant they hated to see mediocrity, considering it an offense to with the lackluster duty of manning a lone
the Kami and a stain on one’s honor. As such, the Hachi became watchtower on the coast and used his
merciless courtiers, travelling the courts of Rokugan to dispense stipend to hire ronin to help him patrol the
their judgments, like magistrates of the fine arts. This gave them stretch of coast and keep watch.
significant political clout which, true to their Crane heritage, they For many years nothing of note happened at this remote coast,
never hesitated to use to solidify their position in the Empire. but Shinjo Jainu and the ronin in his employment never abated
in their vigilance. Their dedication proved vital when a Yobanjin
A Hachi character starts with 1 rank in either Art or Perform. ship ran aground after getting lost in a storm. The gaijin tribesmen
were armed and soon started foraging in the region for supplies;
The Boar Clan Jainu sent for reinforcements while he and his men marched to
The Boar Clan was given dominion over hold off the Yobanjin invaders. The Seppun responded to his
the Twilight mountains on the northern call, and their combined efforts were able to vanquish the gaijin
border of the Crab Clan’s lands. The Twilight before they could become a serious problem. The Emperor heard
Mountains were rich with both iron and the story through the Seppun and decided to grant him the right
jade and the small Minor Clan’s importance to found a Minor Clan. Jainu chose the Firefly as his symbol,

Legend of the Five Rings - Genesys 11


Legend of the Five Rings 11
representing the bonfires he and his had men maintained, and land. The Toku are known for their cheerful disposition and their
took the name Hotaru to honor his father. strange humor, both of which become apparent within minutes of
encountering them.

Hotaru Family A Toku character starts with 1 rank in either Discipline or


The Hotaru Family was always a small one, even for a Minor Charm.
Clan, as the Clan Champions were always careful not to overtax
the resources of their small Province. However, this was more Fuzake Family
than enough for them to keep vigil over the coast, and for a few The Fuzake were given their family name as a reward for
individuals to lend their services as magistrates, scouts or guards continued service to the Imperial line. The Fuzake are a shugenja
in the Empire. family of great intelligence and curiosity about life. Outsiders
believe the members of the small family are whimsical and flighty,
A Hotaru character starts with 1 rank in either Perception or but the Fuzake have proven themselves stalwart and reliable.
Vigilance.
A Fuzake character starts with 1 rank in either Negotiation or
The Hare Clan Medicine.
The Bloodspeaker Iuchiban was a maho-
tsukai of epic power, a terrifying madman The Oriole Clan
who repeatedly threatened the safety of the Emperors often create Minor Clans when
Empire. The ronin Reichin heroically risked they are overwhelmed by a feat of prowess
his life to combat Iuchiban’s rise and was from a single warrior. The Oriole Clan was
rewarded for his services with permission to created because of the Tsi ronin family’s
found the Hare Clan. His descendents have constant adherence to their work without
continued down the same path, fighting Bloodspeakers at every recognition. The Tsi family family daimyo was
turn, and later also confronting the insidious secret conspiracy finally granted permission to form the Minor
called the Kolat. The clan has tiptoed the edge of extinction Clan when he created the Sword of the Righteous Emperor for
several times and only survived through sheer dedication to its the Toturi Dynasty, a blade of unrivaled craftsmanship.
cause.
Tsi Family
Usagi Family The Tsi family is quite small, and dedicated the art of the smith.
The Usagi have seen combat for almost their entire history. Their uninviting demeanor and lack of social graces make the Tsi
Because they know hidden threats like the Bloodspeakers and smiths seem unfriendly, but their skills with the hammer cannot
the Kolat exist, they are always alert and ready to spot signs of be denied. They rarely travel outside of their lands, and when
corruption. Unfortunately, many elder members of the Usagi tend they do, typically go to Kaiu lands to observe the masters of
toward paranoia and do not trust strangers, although younger engineering at work.
family members are usually more confident and optimistic.
A Tsi character starts with 1 rank in either Craft or Engineering.
An Usagi character starts with 1 rank in either Athletics or
Knowledge (Forbidden). The Ox Clan
The samurai Morito was cast out of the
Ujina Family Unicorn Clan for injuring one of the precious
Formed during the chaotic times following the Second Day of Utaku Steeds. He gathered followers around
Thunder, the Ujina family is tiny, usually with less than two dozen him and trained them with the same skills he
members at any one time. Despite their modest numbers, the learned from decades of fending for himself
Ujina are proud to bear a name given by the Emperor. The Ujina on the road. This ragtag band of warriors
are extreme pragmatists and will not hesitate to perform the most proved their worth during the War of Spirits
underhanded feats if they will get the results the Hare need. and was granted permission to form the Ox Minor Clan as a
reward for their services. The insidious Kolat dug its manipulative
An Ujina character starts with 1 rank in either Skullduggery or roots in the Ox from the clan’s inception and often used Ox
Melee - Light. warriors as defenses for the conspiracy’s Hidden Temple.

The Monkey Clan Morito Family


Toku was a cheerful man who was The samurai of the Morito family are determined to make a
determined to save the Empire in a time of name for themselves. Their great ambition gained the interest of
great crisis. He marched in Toturi’s Army the Kolat, who accepted them into their ranks as enforcers and
with samurai who had been discarded by warriors, but that influence wanes, when the Kolat’s base was
the Great Clans, and loyally served the exposed and overthrown. A Morito’s skill in the saddle is better
Toturi Dynasty for decades, fighting always than anyone else outside the Unicorn lands. The Morito keep an
to restore peace and protect Rokugan from ear open for murmurs of the Rokugani underworld, looking for
evil. His Minor Clan continues to uphold his vision, working as opportunities to increase their power.
magistrates in search of a peaceful Rokugan.
A Morito character starts with 1 rank in either Streetwise or
Toku Family Horsemanship.
The founder of the Toku family, once a mere ronin or less,
became the Captain of the Imperial Guard, a hero of the Empire, Suigyū Family
and ultimately ascended to Tengoku as the Fortune of Virtue. His This new Shugenja family within the Ox clan has arisen out of
descendants share that great man’s zest for life and compassion a marriage between a Morito Ifran, an Ox Clan Bushi, and Isawa
for all the people of Rokugan. Toku samurai often become Nuri, a Phoenix Clan Shugenja. Their union gave rise to a new
Imperial Magistrates to spread justice and peace across the Shugenja family. Still pacifistic, Nuri started teaching her ways to

12 Legend of the Five Rings - Genesys


12 Legend of the Five Rings
their kids, and to those who decided to join their nascent family, recognition for their years of humble service to the Brotherhood,
but while it mollified their inclinations, it didn’t turn them pacifistic. the ronin were named as the Raven Clan, and adopted the family
name of Karasu to honor their patron ancestor.
A Suigyū character starts with 1 rank in either Knowledge
(Tao) or Horsemanship. Karasu Family
Shaped by a tough existence as warriors and rugged,
The Peacock Clan inhospitable homelands, the Karasu were a hardy people.
The glamorous Kujaku family is the Taciturn, and hard-working warriors, they would frequently travel
heads of the Peacock Clan. Their founder, across the length of the Empire to find honorable employment
Doji Kujaku was the most beautiful samurai as mercenaries, usually in service to one of the Great Clans.
in all the land and son to the Crane Clan They reversed most of their profits to the Brotherhood of Shinsei,
Champion during the reign of Hantei XIX. He content to live a life of frugality and service.
was a master of the sword and master of wit
and left a long string of devastated opponents A Karasu character starts with 1 rank in either Resilience or
in his wake. He was “promoted” to guard the Emperor’s prized Discipline.
peacocks. He took to the duty like a good son and served his post
until the day he died nearly 18 years later during the Night of Five The Salamander Clan
Fires when the crazed son of the new Phoenix Champion set fire The Salamander Clan was born from
to several buildings within Otosan Uchi. He died saving his wards the arrogance, and ego, and blunder of
from the deadly flames and thus maintaining the integrity of his its founder, who thought himself the best
exalted position. In his honor, Hantei XIX posthumously awarded Shugenja duelist, and was humiliated in
him his own Clan, the Peacock, and named him its illustrious front of the entire Winter Court. Thanks to
founder. From that day forth, the Kujaku family have served the graciousness of the Son of Heaven, his
with distinction in their post and are some of the most cunning comments that day sent him to the position
courtiers and deadly swordsman in all of Rokugan. of a minor clan, to see what made Shugenja able to speak to the
kami, and to see how others could be taught to do the same.
Kujaku Family
The descendents of Doji Kujaku rely on their fast reflexes both Hitokage Family
in combat, and in court to carry the day. It was his fast action that Born out of a talented shugenja’s naïve mistake and idealistic
has led to the creation of this minor clan, and it is that tradition quest for knowledge, the Hitokage was an eclectic Family. Its
that is passed from one generation to the other. members shared a natural curiosity and talent for magic, but
often pursued different avenues of knowledge along the course
A Fuzake character starts with 1 rank in either Melee - Light of their travels through the Empire.
or Deception.
A Hitokage character starts with 1 rank in either Knowledge
The Raven Clan (Tao) or Sailing.
Long before the Raven Clan came to be,
there lived a simple warrior of the Dragon The Sparrow Clan
Clan named Mirumoto Karasu. Karasu was The Sparrow Clan was founded in poverty
a pious and honorable man, if not particularly and continues to make an existence for itself
talented in any specific way. While he never in the barren lands between the Crane and
aspired to much, he found his life with the Crab territories. Their founder was a Crane
Dragon – serving aloof masters for unseen who had a life of luxury before his exile into
purposes – rather frustrating. When he was deployed with the Sparrow lands. The hardship forged him
the Dragon armies, Karasu thought his time had finally come into a better man, a lesson taught to every
to shine, but before he even had a chance to fight the army Suzume since. The Sparrow Clan has remained tiny over the
retreated for inexplicable reasons. This was the final blow, and years and has made little impact on those outside its borders.
Karasu deserted, reasoning that if he was going to be a useless Still, they do their best to uphold their principles of compassion
samurai he might as well be a masterless one. and virtue, joining the Three Man Alliance during the Clan War to
Used to the frugal living conditions of the Dragon lands, help protect their people from the ravages of war.
Karasu easily managed to eke out a living in the wilds of Rokugan,
sometimes offering his services to villages in exchange for small
payments or merely food. Clinging to the ways of the Tao now that
Suzume Family
The Suzume are humble, tenacious, and easy-going. Their
he had abandoned the support of his clan, Karasu always made
interests make them stand out from the rest of the Minor Clans.
sure to donate any extra money he had to monasteries, and the
They appreciate the arts more than the average samurai, with
monks always treated him well in return. Before his death, Karasu
a particular interest in the art of reciting tales, one of the few
gathered a few followers of a similar mind, and after his passing
forms of entertainment available in their poverty-stricken land.
they continued upholding his ways, offering their services as
The Suzume feel a stronger connection to the peasantry than
mercenaries but giving most of their wages to the Brotherhood.
most believe a samurai should, some going as far as to work in
Many years passed, with the small ronin brotherhood remaining
the fields if extra hands are needed - and they often are.
largely unnoticed by the rest of the Empire, and it would probably
have continued in this way if not for a fortuitous encounter
A Suzume character starts with 1 rank in either Perform or
between one ronin and the Emperor’s cousin.
Vigilance.
The nobleman was travelling the Empire incognito on a
pilgrimage and came under attack by a rampaging ogre. A ronin
The Stag Clan
saved him but perished fighting the monster. Once returned to
When the Ki-Rin left the Empire, not
the capital, the noble begged the Emperor to find a way to honor
everyone left. Most of those who stayed
his anonymous protector, and the Emerald Champion eventually
behind eventually became the Kitsune,
located the small brotherhood of ronin he belonged to. In
but some of them, recognized as excellent

Legend of the Five Rings - Genesys 13


Legend of the Five Rings 13
gardeners, were offered a chance to work on the Imperial proclaimed the Tiger Clan and given permanent responsibility for
Gardens. They served willingly, and diligently for centuries. protecting the city and ensuring the power of Jigoku can never
It was only when Otosan Uchi was attacked by the again be unleashed within its boundaries. Sadly, the process
Shadowlands army, and was ruined and tainted, that the Emperor of cleansing the city of Taint also makes it unable to support
decided to reward their service with the right to found a new crops or animal life, so in order to live and fulfill their duties
Minor Clan. Their gardens were blooming, and the arid land they the Yotsu are forced to hire themselves out as mercenaries
were given became an oasis. But, one day, they weren’t heard across the Empire. This allows them to earn enough koku to
from, and their fertile land became a wasteland once more. It was scrape by, especially since their skills at hunting foes through
a few centuries later that they have managed to find their way cities make them quite popular as yoriki to magistrates.
back, having been shackled and enslaved by the Yobanjin, and
reclaimed their right to be a Minor Clan. Yotsu Family
The Yotsu are very focused when in pursuit of a mission,
and once committed to a path, will never leave its trail. They are
Ojika Family ferocious in their defense of the Empire and will do their best to
This hard-working family has a rapport with the earth kami,
pursue any hint of a plot against it or the Emperor.
especially when it comes to plants. They have taken their
hardships in stride, and strive to rebuild better and stronger than
A Suzume character starts with 1 rank in either Streetwise or
before, and while they are generally gentle folk, they would not
Coercion.
hesitate to stand their ground and defend what is theirs.
The Tortoise Clan
An Ojika character starts with 1 rank in either Knowledge
Founded after the Empire’s first violent
(Geography) or Survival.
encounter with gaijin, the Tortoise Clan
is nearly an Imperial family, yet remains
The Tanuki Clan distinctly separate from the rest of the
The Tanuki were a peculiar clan from
families. The Kasuga family has performed
the moment of their inception, even by the
crucial feats for the Emperor and is ready
standards of the Minor Clans. One of the
to commit all manner of devious acts to
most unusual facts about them was that
maintain the Emperor’s power. In many ways, the samurai of the
their founder was not a samurai of the Great
Tortoise Clan serve as the true underhand of the Emperor, with a
Clans, but in fact came from a Minor Clan
strong tie to the criminal organizations of the land. They act as the
himself – specifically the Badger. Oddly
Minor Clans’ representation in the Imperial Court, giving voice to
enough, his name was never recorded, but it is believed he was
those who are too small to attend.
a yojimbo to an Emerald Magistrate.
Supposedly, he got lost in the vast Shinomen Forest after
pursuing a bandit there. He was presumed dead, but emerged Kasuga Family
from the forest exactly one year later, seemingly unharmed. The Kasuga have little ambition, as the recognition of the
At first, the lone samurai seemed confused by the passage of Emperor outweighs any need for widespread fame. They are
time and unsure of what had happened. But he soon began to pragmatic and bitter from years of fighting for the cause with
remember things in his dreams, especially conversations with the the scum of the Empire. They are smugglers, thieves, and often
many animal spirits of the forest. Some thought he had simply quite brutish, although they are also capable of being smooth
lost his mind, but the Emperor at that time had a keen interest diplomats when the clan requires such.
in all things spiritual, and he summoned the lone samurai for an
audience. After three days in conversation, the Emperor granted A Kasuga character starts with 1 rank in either Skullduggery
the former Badger the right to found his own clan and to further or Streetwise.
investigate the mysteries of the Shinomen Forest. The new-made
Clan Champion named himself Tanuki Jiro, leader of the Tanuki Commoners/Ronin
Clan, to honor the shapeshifting spirits of the forest.
2 2 2 2 2
Tanuki Family
The Tanuki was a small Family of simple samurai, who mostly
came from other Minor Clans and as such were used to a lack • Wound threshold: 10 + Fire
of luxuries. Used to the toughening forester lifestyle and avid • Strain threshold: 10 + Air
consumers of sake and all kinds of food, many Tanuki were quite • Starting XP: 110
rotund, but it would have been foolish for anyone to interpret it as • Way of the Commoner: Once per session, your character
a sign of softness. may spend a Story Point as an incidental. If you do so, the
character can make a Water/Stealth incidental check against
A Tanuki character starts with 1 rank in either Resilience or an opponent’s Air/Vigilance. Those who fail, ignore his actions,
Stealth. unless he is overtly posing danger to them.

The Tiger Clan


The Tiger are descended from the Yotsu,
a ronin family created during the eleventh
Brotherhood of Shinsei
century. The daughters of the family founder 2 2 2 2 3
were appointed as governors of the city
districts in the Imperial capital, Otosan Uchi,
and after the destruction of the city by the
• Wound threshold: 8 + Fire
Dark Lord Daigotsu during the Four Winds
• Strain threshold: 12 + Air
era the growing family assumed responsibility for the ruins.
• Starting XP: 100
After the Taint is eventually cleared from the ruins of Otosan
• Starting Skills: Knowledge (Tao) 1
Uchi and the Yotsu fight in the vanguard of that effort they are
• Way of the Monk: Once per session, your character may

14 Legend of the Five Rings - Genesys


14 Legend of the Five Rings
spend a Story Point as an incidental. If you do the soul of all men. With the proper encouragement any samurai
so, you may give a b to a number of allies can become a hero of legend to inspire and teach others. The
equal to your Void. Order actively seeks out threats and problems that exist within
the Empire, and then seeks out individuals who possess the
proper talents to deal with the matter conclusively. In this way
Barefoot Brethren the Order has quietly assisted in the births of hundreds of heroes
The Barefoot Brethren carry messages all and legends, tales remembered in plays and novels throughout
across Rokugan, asking no price except food for their journey. history. The Order remain all but unknown, however, since
They are famed for their endurance, regularly outpacing even adherents consider it vital to perform their duties without ever
Unicorn horses over long distances. Many of those they serve drawing attention to themselves.
are heimin, who have few other ways to communicate with distant
kin, but samurai also make use of the Barefoot Brethren. An Order of Heroes Monk starts with 1 rank in either Perception
or Discipline.
A Barefoot Brethren Monk starts with 1 rank in either Athletics
or Resilience. Order of Jurojin’s Blessing
The Order of Jurojin’s Blessing was founded during the
Order of Ebisu Great Famine and is dedicated to helping the sick, regardless of
The monks of this small order spend most of their time among caste or other obstacle. Some members of the Order also study
the common folk but do occasionally interact with the samurai the treatment of physical injuries, and in later centuries a few
caste to offer counsel, or to report abuse of the heimin. They seek members of the Order even begin to specializes in the diagnosis
to teach those who forsake Compassion and to bolster those who and treatment of madness.
already practice it, subtly influencing the courts with their ideals.
They use teaching, education, and example to spread their views An Order of Jurojin’s Blessing Monk starts with 1 rank in
rather than relying on actual political negotiation, and their effect Medicine.
can often be quite subtle. Monks who serve Ebisu are known to
be extremely patient and will labor without complaint for endless Order of Peaceful Repose
days, awaiting the moment when their work can bear fruit among Pockets of this sect may be found throughout Rokugan,
the samurai. especially in places where warfare or local spiritual conditions
make ghosts more common. They dedicate themselves to serving
An Order of Ebisu Monk starts with 1 rank in either Charm or Emma-O by laying ghosts to rest, without regard for whether
Discipline. those ghosts are the spirits of heimin or samurai. In the twelfth
century the monks of this Order form an alliance with the newly-
Order of Eternity formed Brothers of Rebirth, whose aims they see as harmonious
The monks of this Order seek to understand the nature of with their own.
time and divine the proper moment at which to act. They have a
reputation for peculiar behavior, and their monasteries have no An Order of Peaceful Repose Monk starts with 1 rank in either
structured schedules or activities. Order of Eternity monks may Knowledge (Spirit Realms) or Ritual.
do nothing for hours at a time or suddenly take violent action,
all according to whether they believe it is the right time to do Order of Rebirth
something. Consequently, they often come across as intellectually The Brothers of the Order of Rebirth come from a militant
deficient or even slightly insane. tradition of sohei who once served in the ranks of the Order of
Thunder devoted to Osano-Wo, the Fortune of Fire and Thunder.
An Order of Eternity Monk starts with 1 rank in either Divination The Order embraces new paths and philosophies in an attempt
or Discipline. to unlock new truths about both the self and the universe. Their
subtle disregard for tradition has earned them a fair amount of
Order of Fukurokujin’s Eyes disdain from other sects, but the brothers of Rebirth tend to ignore
The Order of Fukurokujin’s Eyes is an order unlike any other this hostility; as an oft-repeated maxim of their sect observes, the
among the myriad sects that exist within the Brotherhood of first step upon a new path is always the most difficult
Shinsei. It is a hereditary order, comprised almost exclusively of
a small number of bloodlines found only within its ranks. Parents An Order of Rebirth Monk starts with 1 rank in either Arts or
bring their children into the fold at a young age and propagate the Ritual.
order’s philosophies through the generations without any need
for external recruitment. Order of Tengoku’s Fist
The Order is descended from a pre-Kami tribe that chose Centuries ago, the Order of Tengoku’s Fist was created as
to remain apart from outsiders, only becoming part of a greater an offshoot of the Shrine of the Seven Thunders. The divide
community when facing the option to join with Hida or to be was philosophical, and although it was amicable, the two sects
forced from their lands in the face of Crab Clan settlement. Hida no longer have much to do with one another (this causes some
was content to make the proper arrangements in order to benefit observers to assume hostility where none exists). The monks of
from the unique gifts the tribe offered, namely assessment and Tengoku’s Fist see violence not as an inherently evil thing, but
prediction so accurate that it bordered on the preternatural. rather as a natural part of existence found in all aspects of life
regardless of good or evil, honor or dishonor. They are among
A Fukurokujin’s Eyes Monk starts with 1 rank in either the Brotherhood’s more serene sects of sohei, however, for they
Divination or Vigilance. do not view violence as a first resort, merely as a viable option to
be considered equally with all others. When violence is called for,
Order of Heroes they tend to prove exceptionally gifted at dispensing it.
A small sect that is not well known among those outside the
Brotherhood, the monks of the Order of Heroes are among the An Order of Tengoku’s Fist Monk starts with 1 rank in either
most proactive sects in Rokugan. Adherents are followers of the Brawl or Resilience.
Tao, the Thunder Dragon, and the Fortune Goemon (the Fortune
of Heroes). They believe the potential for greatness exists within Order of the Four Temples

Legend of the Five Rings - Genesys 15


Legend of the Five Rings 15
Many sects believe that monks must retreat into seclusion sing while meditating or improvise harmonies around their bells
to achieve harmony with the elements. The monks of the Four as they pursue their duties.
Temples sect know that man is a social creature and it is in his
nature to interact with others. The Four Temples monks believe An Order of Pure Song Monk starts with 1 rank in either
they must maintain a strong connection with civilization to unravel Discipline or Perform.
the mysteries of the world. The Four Temple monks remain in
direct contact with the political heart of the Empire – indeed, Shinmaki Order
one of its biggest monasteries lies within the Imperial capital. The monks who are admitted to the small Shinmaki sect spend
Four Temple monks may become advisors to major generals or much of their lives studying the controversial Diamond sutra and
daimyo, or they may travel the road, helping the unfortunate who meditating on the Seven Thunders, who are supposedly avatars
cross their path. of Shinsei from other cycles of the world. They remain in their dark
and isolated monasteries for years, and some of their practices
A Four Temples Monk starts with 1 rank in either Government there are highly controversial (for example, some claim they copy
or Charm. sutras onto dried flesh). However, they do occasionally emerge
to explore the world or to gather for meetings of the entire sect.
Order of the Nameless Gift
An offshoot of the Shrine of the Seven Thunders, this Order A Shinmaki Order Monk starts with 1 rank in either Coercion or
believes the fate-altering power of the Seven Thunders resides in Knowledge (Forbidden).
all mortal souls. Its teachings are not for the faint of spirit or body,
since the monks of the Nameless Gift delve into their secrets Shrine of Heaven’s Mirror
through physical rigor and endless trials of endurance. Training in Adherents of the Shrine of Heaven’s Mirror seek to extend
the Order involves a great deal of focus on the physical world and their perceptions beyond the ordinary reality of Ningen-do. To this
seeing the vastness of the universe reflected in the mundane. end, they cultivate the ability to enter a trance-state to become
Monks of the Order of the Nameless Gift have a direct and more receptive to the guidance of the Fortunes, spirits, and other
uncomplicated approach to all things mental, physical, and outside forces. They will deprive themselves of sleep for days
spiritual. Instead of attempting to view the world in a subtle or on end, drink alcohol to the point of delirium, dance with wild
complex manner, they embrace what is obvious and contend with and exhausting abandon, and consume hallucinogenic plants.
that instead. This has led many to believe the Order is somewhat In return, they gain unusual insight into all forms of divination,
simple-minded, and its members do not bother to argue the especially the interpretation of omens.
point. The serenity and enlightenment they gain by keeping
their perceptions and expectations simple gives them insight, An Order of Heaven’s Mirror Monk starts with 1 rank in either
endurance, and expertise at the most unusual times. Divination or Knowledge (Spirit Realms).
Shrine of the Seven Thunders
An Order of the Nameless Gift Monk starts with 1 rank in either When Rokugan desperately called for heroes to defeat
Athletics or Resilience. the threat of the dark god Fu Leng, seven mortals sacrificed
everything to save their Empire. The monks of the Shrine of the
Order of the Wind Seven Thunders honor these heroes by dedicating their entire
There are many divisions within the Order of the Wind, but lives to enlightenment through contemplation and tranquility.
while the core tenets vary wildly from one group to the next, the These monks rarely leave the monastery, choosing instead to
core beliefs are the same throughout the Order. The essential become one with their environment.
beliefs of the Brothers of Wind are that the world is a naturally
chaotic and unpredictable place, and this cannot be changed. A Shrine of the Seven Thunders Monk starts with 1 rank in
Rather than struggle against this, a Brother of Wind simply either Discipline or Survival.
accepts it and remains resolute in the face of uncertainty. This
belief grants them control over themselves and, in a limited way, Temple of Heavenly Wisdom
over the world around them. This latter portion of their belief Perhaps the eldest, monastic traditions within the Crane
system is not generally discussed outside the ranks of the Order, Clan’s provinces. The temple itself was ancient when the Lady
naturally. Doji first approached it, having been created by primitive men to
revere the oldest of the Fortunes.
An Order of the Wind Monk starts with 1 rank in either These monks and their studies aided the Lady Doji in the
Discipline or Vigilance. promotion of culture throughout the Empire, and in the process
their temple became something of a sensation in early Rokugan,
Pure Song Shrine affording the brothers there an unexpected amount of social
For this sect, purity is more than merely a standard – it is the prestige and influence. This was something of an anomaly in the
road to Enlightenment. Pure Song monks not only refrain from early Brotherhood and created some difficulties for the sect, but
eating the flesh of any living creature, they also forgo eggs and in the intervening centuries the impact of monks upon Rokugan’s
even root vegetables whose loss kills the plant. They refuse all society has long since been accepted by the Brotherhood’s
garments of silk, wearing robes woven from hemp. Those who leadership.
have taken full vows wear bells on their ankles and their staves
to warn creatures of their approach. Under no circumstances will An Order of Heavenly Wisdom Monk starts with 1 rank in
a Pure Song monk take violent action, even to defend another – either Charm or Government.
though he will not hesitate to lay his own life down to save others’ Temple of Kaimetsu-Uo
lives, even if it is only a momentary reprieve. The adherents of Kaimetsu-Uo, the founder of the Manti Clan,
The Pure Song is a movement within the Shrine of the Seven have a considerably different view of that heroic individual than
Thunders for some time before achieving formal recognition as a the samurai who belong to the Clan he founded. They believe
separate sect. Kaimetsu-uo performed legendary deeds because he wanted to
One odd talent of the order wins them admission to unexpected avoid the destruction that would have come if he had stayed and
places: their beautiful music. Several Pure Song monks have contested the claim to the Crab Clan’s leadership. The monks of
risen to great fame as singers and musicians, rivaling even the the Temple of Kaimetsu-uo believe enlightenment comes from
best Kakita artisans. All members of the order habitually chant or conciliation and peace with others.

16 Legend of the Five Rings - Genesys


16 Legend of the Five Rings
peace and serenity afterward. The Brotherhood seized upon the
An Order of Kaimetsu-Uo Monk starts with 1 rank in either practice of archery as a way for these unfortunates to find both
Discipline or Negotiation. spiritual focus and purpose, leading to the creation of the Wind’s
Grace Order, a new sect with strong ties to the Asahina family
Temple of Osano-Wo and to other prominent archery traditions throughout the Empire,
Perhaps the most militant of all Brotherhood sects, the Temple including both the Dragon and the Mantis. Through focus and
of Osano-Wo stands apart from the other Fortunist orders proper contemplation, the once-lost brothers managed to recover
because of its extraordinary focus on physical prowess and from the horrors of the Clan War and resume the long path toward
martial arts. Adherents believe enlightenment comes with hard enlightenment.
work and physical exertion, and a well-trained body leads to a
well-trained mind and soul. Monks of this order are notorious for An Order of the Wind’s Grace Monk starts with 1 rank in either
ritually scarring their skin to mark the progress of their training, Discipline or Ranged.
giving them an alarming appearance.

An Order of the Nameless Gift Monk starts with 1 rank in either


Brawl or Ritual.

Temple of Persistence
Devoted to the ideal of unyielding
defiance and endurance, the monks
of the Temple of Persistence believe
the ultimate test is to persevere in the
face of adversity, rather than merely
accepting it. While they are largely
a martial order, they accept any
initiates who show an unflagging
spirit and willingness to persist in
their goals despite overwhelming odds.
Training in the Temple tests both body
and mind, as the monk is constantly given
tasks aimed at finding his limits physically, mentally, and
even emotionally.
The Temple is something of a home for monks who are viewed
as overly stubborn by the rest of the Brotherhood. Monks of
Persistence are not necessarily hot-headed or brash, but they
very rarely accept defeat and are extremely difficult to deflect or
deter from what they set out to do. While the membership of the
Order is small, its monks are often called upon to represent
the Brotherhood in situations where tenacity is more
important than traditional diplomacy or martial prowess.

An Order of Persistence Monk starts with 1


rank in either Discipline or Resilience.

Temples of the Thousand


Fortunes
Rokugan is a devout
Empire filled with thousands
of shrines and monasteries
across the land. The Temples
of the Thousand Fortunes
are as diverse as the
gods they revere. It is
almost impossible to
categorize all of the
monks Temples of the
Thousand Fortunes
as one group, but most
believe they must work diligently to prove
worthy of enlightenment.

An Order of the Thousand Fortunes Monk starts with 1


rank in either Knowledge (Spirit Realms) or Ritual.

Wind’s Grace Order


Created in the aftermath of the Clan War, the Wind’s Grace
Order was home to a great number of formerly serene monks who
answered the call to defend the Brotherhood’s temples during
that extensive conflict, but who could not regain their former

Legend of the Five Rings - Genesys 17


Legend of the Five Rings 17
Weapon., Art Supplies, Fan, Traveling Pack, 4 Koku
Careers Minor Clan Starting Equipment: Robes, Beautiful Clothing,
Wakizashi, Art Supplies, Fan, Traveling Pack, 6 Koku
Choosing Career and Specializations Great Clan Starting Equipment: Robes, Beautiful Clothing,
When creating a new character, you must make sure to follow Wakizashi, Art Supplies, Fan, Steed (Rokugani pony), Traveling
the following restrictions when choosing a Career: Pack, 8 Koku
Imperial Starting Equipment: Robes, Beautiful Clothing,
Com. Ronin Monk Minor Great Imp. Wakizashi, Art Supplies, Calligraphy Set, Fan, Steed
Clan Clan (Rokugani pony), Traveling Pack, 10 Koku
Artisan X X X X X
Bushi X X X X Builder
Commoner X X X While builders are usually looked down upon, they are an
Courtier X X X X important part of most Clans, but especially the Crane, Crab,
Monk X X x X X X and Lion. They are tough, imposing, but can also give a word of
Ninja X X X X encouragement.
Shugenja X X X X X Builders have the additional starting skills of Coercion,
Engineering, Knowledge (Geography), and Resilience. When
this is a PC’s first specialization, the player may choose two of
The Specializations shown in this chapter are all generic.
these skills in which to gain a free rank. They are the masters of
Which means that no matter what background you come from,
fortifications, both building, and repairing. To do their job, they
as long as you are permitted to take a Specialization from that
need to know well the lay of the land, be tough, and have the skill
Career, you can take any of them.
to direct others to do the job properly.
If you want a Specialization that is specific to your Clan, or
From a simple hut, to one of the great Kyuden, and onward
Monk Order, or your Ronin Otokodate, then head over to the
even to the Great Wall, Builders are needed to allow the empire
Schools chapter.
to flourish, and for the Clans to have their fortified centers from
which to rule.
Artisan
An artisan’s eight career skills are Calligraphy, Charm, Commoner Starting Equipment: Robes, Light Weapon or
Games, Negotiation, Tea Ceremony, Weapons -Light, and War Fan, Traveling Pack, 1 koku
two of the following: Arts, Craft, Engineering, and Perform. The Ronin Starting Equipment: Ashigaru Armor, Robes,
Artisan automatically gains a rank in five of these skills without Wakizashi, Light Weapon or War Fan, Traveling Pack, 1 koku
spending experience, and receives a discount on increasing Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
them with future experience points. Daisho, Light Weapon or War Fan, Traveling Pack, 2 koku
Great Clan Starting Equipment: Yoroi Armor, Robes,
Daisho, Heavy Weapon or War Fan, Traveling Pack, 3 koku
An Artisan’s Role Imperial Starting Equipment: Yoroi Armor, Robes, Beautiful
The various arts play a major part in Rokugan. From building
Clothing, Daisho, Heavy Weapon or War Fan, Traveling Pack, 4
the various castles, and other fortifications, to the making of
koku
weapons, and armor, to paintings, and theater, and the delicate
art of bonsai or gardening. They all play a crucial role in the lives Craftsman
of both common folk, and the nobility. A craftsman generally builds utilitarian stuff, but they also
These artisans are not content with just creating their works of seek to do more, and create something extra. Whether it be a
art, but also with pushing the envelope. They embrace their social finely filigreed armor, a well-balanced weapon, or a clockwork
roles, and seek to do their best on behalf of their Clan. music box, the craftsmen seek to push their craft to the max, to
create something unique.
Artisan Specializations Builders have the additional starting skills of Craft, Resilience,
Melee–Light, and one of the following: Melee–Heavy, Ranged.
Artist When this is a PC’s first specialization, the player may choose two
An artist goes beyond just making art. He seeks to become of these skills in which to gain a free rank. Unlike most artisans,
the best at his chosen field or fields, and to inspire others with his because they have the knowledge to create weapons, they also
art, whether changing their opinion, or move them to action. They learn to use those weapons, mainly to gauge how to craft them,
are gentle souls who seek to generally try to lessen conflict and but being able to use them, gives them the ability to defend their
are ready to try and do things big. workshop, or their Clan, in times of need.
Artists have the additional starting career skills of Arts, While weapons and armor have the highest regard in
Charm, Negotiation, and Perception. When this is a PC’s first Rokugan, some craftsman have dedicate themselves to making
specialization, the player may choose two of these skills in which toys, pottery, glassware, jewelry, and other such items. Adding to
to gain a free rank. Mastery of his art is a primary focus for an the cultural richness of the Empire.
Artist. In addition, one needs to be well versed in social situations,
and be able to gain patronage, and to be able to see the world Commoner Starting Equipment: Robes, Light Weapon,
around him, so he can try and capture its essence in his art. Traveling Pack, 1 koku
Art spans the gamut from painting, bonsai, origami, gardening, Ronin Starting Equipment: Ashigaru Armor, Robes, Light or
ikebana (flower arrangement), sculpture, tattooing, and others. Ranged Weapon, Traveling Pack, 2 koku
While the Crane Clan boasts the largest population of artists, and Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
they are well known for their Kakita Artisan School, other Clans Wakizashi, Light or Ranged Weapon, Traveling Pack, 3 koku
have their own artisans. Great Clan Starting Equipment: Yoroi Armor, Robes,
Daisho, Light or Ranged Weapon, Traveling Pack, 5 koku
Commoner Starting Equipment: Robes, One Light Melee Imperial Starting Equipment: Yoroi Armor, Robes, Beautiful
Weapon., Art Supplies, Fan, Traveling Pack, 3 Koku Clothing, Daisho, Heavy or Ranged Weapon, Traveling Pack, 6
Ronin Starting Equipment: Robes, One Light Melee koku

18 Legend of the Five Rings - Genesys


18 Legend of the Five Rings
Performer
A performer must not only know how to do her best to deliver
a great performance, but also to be aware of the crowd, and be
able to gauge their reaction. They also need to keep on going
even if tired, as the show must go on.
Performers have the additional starting skills of Charm,
Deception, Perform, and Vigilance. When this is a PC’s
first specialization, the player may choose two of these
skills in which to gain a free rank. A performer is a
social creature but does not always have the option
to tell the truth to those she speaks to, and she must
always be aware of her surroundings.
Whether it be dance, or music, or singing, a
performer seeks to draw others to her, and to be the
center of attention. One might be timid in everyday action,
but not when one gets on the stage.

Commoner Starting Equipment: Robes, One Light Melee


Weapon., Fan, Traveling Pack, 3 Koku
Ronin Starting Equipment: Robes, One Light Melee
Weapon., Fan, Traveling Pack, 4 Koku
Minor Clan Starting Equipment: Robes, Beautiful
Clothing, Wakizashi, Fan, Traveling Pack, 6 Koku
Great Clan Starting Equipment: Robes, Beautiful
Clothing, Wakizashi, Fan, Steed (Rokugani pony),
Traveling Pack, 8 Koku
Imperial Starting Equipment: Robes, Beautiful
Clothing, Wakizashi, Calligraphy Set, Fan, Steed
(Rokugani pony), Traveling Pack, 10 Koku

Siege Engineer
A Siege Engineer is the undisputed master of building and
operating siege engines. Wars in Rokugan are usually fought on
battlefields, but sometimes, you have to take out an enemy
castle, and that is when a siege engineer can mean the
difference between success and failure.
Siege Engineers have the additional starting skills
of Athletics, Battle, Engineering, and Knowledge
(Geography). When this is a PC’s first specialization,
the player may choose two of these skills in which to
gain a free rank. Less refined than other Artisans, siege
engineers study tactics, how to create siege engines, and
some defenses. They also need to know about the terrain
and discover weak points.
They are the bane of fortified locations, and can destroy
them, reducing them faster than even a thousand bushi. But
they also have enough knowledge to also build fortifications,
even if it’s not their main function.

Commoner Starting Equipment: Robes, Light Weapon,


Traveling Pack, 1 koku
Ronin Starting Equipment: Ashigaru Armor, Robes, Light or
Ranged Weapon, Traveling Pack, 2 koku
Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
Wakizashi, Light or Ranged Weapon, Traveling Pack, 3 koku
Great Clan Starting Equipment: Yoroi Armor, Robes,
Daisho, Light or Ranged Weapon, Traveling Pack, 4
koku
Imperial Starting Equipment: Yoroi Armor,
Robes, Beautiful Clothing, Daisho,
Heavy or Ranged Weapon,
Traveling Pack, 6 koku

Legend of the Five Rings - Genesys 19


Legend of the Five Rings 19
Active

Career Skills - Calligraphy, Charm, Games, Negotiation, Tea Ceremony, Melee - Light, and two of the following: Arts, Craft,
Engineering, and Perform Passive
Bonus Career Skills - Arts, Charm, Negotiation, Perception
Ranked

Grit Congenial Grit Proper Upbringing

Gain +1 strain threshold May suffer a number of strain Gain +1 strain threshold May suffer strain up to ranks in
up to ranks in Congenial to Proper Upbringing to add an
Cost: 5 downgrade difficulty of Charm Cost: 5 equal number of a to social
or Negotiation checks or skill checks made in polite
upgrade difficulty when company.
targeted by Charm or Cost: 5
Negotiation checks by an
equal number.
Cost: 5

Knack For It That’s How It’s Second Wind Grit


Done
Remove bb from all Arts May suffer 1 strain on a Once per encounter, your Gain +1 strain threshold
checks. successful skill check to add character may use this talent
a to the same skill check to heal an amount of strain Cost: 10
Cost: 10
made by a number of allies equal to their ranks in Second
equal to Fire within short Wind.
range during the next round. Cost: 10
Range increases with ranks.

Cost: 10

Disarming Smile Second Wind Artisan’s Poise Double Or Nothing

Take the Disarming Smile Once per encounter, your Add b to all Arts and Tea Suffer 2 strain to perform the
action; succeed at an opposed character may use this talent Ceremony checks. Double or Nothing incidental
Charm check against a target to heal an amount of strain to increase the difficulty of the
Cost: 15
within short range to lower all equal to their ranks in Second next check by one. Then, after
defenses of the target by Wind. canceling opposing symbols,
ranks in Disarming Smile until Cost: 15 double the amount of
the end of the encounter. remaining a.
Cost: 15 Cost: 15

Natural Artisan Artisan’s Poise Touch of Fate Second Wind

Once per session, may re-roll Add b to all Arts and Tea Once per session, add bb to Once per encounter, your
any 1 Arts or Charm check. Ceremony checks. any 1 check. character may use this talent
Cost: 20
to heal an amount of strain
Cost: 20 Cost: 20
equal to their ranks in Second
Wind.
Cost: 20

Let’s Talk This Over Double Or Nothing That’s How It’s Dedication
(Improved) Done
Once per game session, When performing the Double May suffer 1 strain on a Each rank of Dedication
before a combat encounter, or Nothing incidental, after successful skill check to add increases one of your
make a Daunting (dddd) canceling opposing symbols, a to the same skill check character’s characteristics by
Charm check. If successful, also double the amount of made by a number of allies one. This talent cannot
the combat encounter instead remaining s. equal to Fire Ring within short increase a characteristic
becomes a social encounter. range during the next round. above 6.
Cost: 25
Range increases with ranks. Cost: 25
Cost: 25
Cost: 25

20 Legend of the Five Rings - Genesys


20 Legend of the Five Rings
Active
Career Skills - Calligraphy, Charm, Games, Negotiation, Tea Ceremony, Melee - Light, and two of the following: Arts, Craft,
Engineering, and Perform Passive
Bonus Career Skills - Coercion, Engineering, Knowledge (Geography), Resilience
Ranked

Toughness Grit Construction


Grit Solid Repairs
Specialist
Gain +1
+2 strain
woundthreshold
threshold Gain +1 strain threshold. The character repairs +1 hull Remove b per rank of
trauma per rank of Solid Construction Specialist from
Cost: 5 Cost: 5 Repairs whenever he repairs a checks when building bases,
ship or vehicle. defense works, and other
combat engineering projects.
Cost: 5
Cost: 5

Enduring Bad Cop Encouraing Words Knack For It

Each rank of Enduring May spend aa from a After an engaged ally fails a Remove bb from all
increases your character’s Deception or Coercion check check, may suffer 1 strain to Engineering checks.
soak value by one. to upgrade a single ally's assist that ally's next check
Cost: 10
Social Interaction check this encounter as an out of
Cost: 10 against the target a number of turn incidental.
times equal to ranks in Bad Cost: 10
Cop.
Cost: 10

Construction That’s How It’s


Loom Solid Repairs
Specialist Done
Remove b per rank of When an ally makes a May suffer 1 strain on a The character repairs +1 hull
Construction Specialist from successful Charm, Deception, successful skill check to add trauma per rank of Solid
checks when building bases, or Negotiation check, add a a to the same skill check Repairs whenever he repairs a
defense works, and other per rank in Coercion to the made by a number of allies ship or vehicle.
combat engineering projects. ally's check. equal to Earth Ring within
Cost: 15
short range during the next
Cost: 15 Cost: 15
round. Range increases with
ranks.
Cost: 15

Natural Builder Known Schematic Grit Improvised Position

Once per session, may re-roll Once per session, may Gain +1 strain threshold. Your character may make a
any 1 Engineering or Coercion perform the Known Schematic Hard (ddd) Mechanics
check. maneuver; make a Hard Cost: 20 check and spends 12 hours
Cost: 20
(ddd) Knowledge constructing a secure position
(Geography) check. Success that can contain the group and
grants familiarity with a it’s mounts.
building or ship's design. Cost: 20
Cost: 20

Dockyard Expertise Threaten Master Builder Dedication

Your character may make an After an adversary within short Once per round, may suffer 2 Each rank of Dedication
Average (dd) Engineering range deals damage to one of strain to reduce difficulty of increases one of your
check when at a dry dock to your allies, you may suffer 3 Engineering check by 2, to a character’s characteristics by
conduct repairs to a ship, or to strain to inflict a number of minimum of Easy (d). one. This talent cannot
add attachments or strain on the adversary equal increase a characteristic
Cost: 25
modifications to one. to your character’s ranks in above 6.
Coercion. The range of this Cost: 25
Cost: 25
talent increases by one band
per rank of Threaten beyond
the first.
Cost: 25

Legend of the Five Rings - Genesys 21


Legend of the Five Rings 21
Active
Career Skills - Calligraphy, Charm, Games, Negotiation, Tea Ceremony, Melee - Light, and two of the following: Arts, Craft,
Engineering, and Perform Passive
Bonus Career Skills - Craft, Resilience, Weapons – Light, and one of the following: Weapons – Heavy, Weapons – Ranged.
Ranked

Toughness Proper Upbringing Second Wind Grit

Gain +2 wound threshold May suffer strain up to ranks in Once per encounter, your Gain +1 strain threshold.
Proper Upbringing to add an character may use this talent
Cost: 5 equal number of a to social to heal an amount of strain Cost: 5
skill checks made in polite equal to their ranks in Second
company. Wind.
Cost: 5 Cost: 5

Inventor Knack For It Congenial Tinkerer

When constructing new items Remove bb from all Craft May suffer a number of strain May add one Hard Point to a
or modifying attachements, checks. up to ranks in Congenial to number of items equal to
add b or remove b per rank downgrade difficulty of Charm ranks in Tinkerer. Each item
Cost: 10
of Inventor. or Negotiation checks or may only be modified once.
Cost: 10 upgrade difficulty when
Cost: 10
targeted by Charm or
Negotiation checks by an
equal number.
Cost: 10

Tinkerer Toughness Grit Heroic Recovery

May add one Hard Point to a Gain +2 wound threshold Gain +1 strain threshold. Once per encounter, you may
number of items equal to spend one Story Point to heal
ranks in Tinkerer. Each item Cost: 15 Cost: 15 strain equal to your Earth.
may only be modified once.
Cost: 15 Cost: 15

Armor Master Jury Rigged Second Wind Dedication

When wearing armor, increase Choose one weapon, armor, Once per encounter, your Each rank of Dedication
total soak value by 1. or other item and give it a character may use this talent increases one of your
permanent improvement while to heal an amount of strain character’s characteristics by
Cost: 20 it remains in use. equal to their ranks in Second one. This talent cannot
Wind. increase a characteristic
Cost: 20
Cost: 20 above 6.
Cost: 20

Parry Natural Craftsman Intimidating Eye For Detail

When hit by a Melee attack, Once per session, may re-roll May suffer a number of strain May suffer strain up to ranks of
suffer 3 strain to reduce any 1 Craft or Resilience to downgrade difficulty of Eye For Detail to convert that
damage by 2 plus ranks in check. Coercion checks, or upgrade many s to a.a, on any Artisan
Parry. difficulty when targeted by skill check
Cost: 25 Cost: 25
Cost: 25 Coercion checks, by an equal Cost: 25
number. Strain suffered this
way cannot exceed ranks in
Intimidating.
Cost: 25

22 Legend of the Five Rings - Genesys


22 Legend of the Five Rings
Active
Career Skills - Calligraphy, Charm, Games, Negotiation, Tea Ceremony, Melee - Light, and two of the following: Arts, Craft,
Engineering, and Perform Passive
Bonus Career Skills - Charm, Deception, Perform, Vigilance
Ranked

Grit Congenial Sense Emotions Proper Upbringing

Gain +1 strain threshold. May suffer a number of strain Add b to all Charm, Coercion, May suffer strain up to ranks in
up to ranks in Congenial to and Deception checks. Proper Upbringing to add an
Cost: 5 downgrade difficulty of Charm equal number of a to social
or Negotiation checks or Cost: 5 skill checks made in polite
upgrade difficulty when company.
targeted by Charm or Cost: 5
Negotiation checks by an
equal number.
Cost: 5

Second Wind Grit Knack For It Distracting


Behavior
Once per encounter, your Gain +1 strain threshold. Remove bb from all Perform Make a Distracting Behavior
character may use this talent checks. maneuver and suffer strain no
to heal an amount of strain Cost: 10 greater than Water. Until the
Cost: 10
equal to their ranks in Second beginning of next turn, equal
Wind. number of engaged NPC's
Cost: 10 suffer t on checks. Range
increases with additional
ranks.
Cost: 10

Heroic Recovery Distracting Uncanny Senses Good Cop


Behavior
Once per encounter, you may Make a Distracting Behavior Add b per rank of Uncanny May spend aa from a
spend one Story Point to heal maneuver and suffer strain no Senses to all Perception and Charm or Negotiation check to
strain equal to your Earth. greater than Water. Until the Vigilance checks. upgrade a single ally's Social
beginning of next turn, equal Interaction check against the
number of engaged NPC's Cost: 15
target a number of times equal
Cost: 15 suffer t on checks. Range to ranks in Bad Cop.
increases with additional
ranks. Cost: 10
Cost: 15

Distracting Second Wind Natural Performer Clever Retort


Behavior
Make a Distracting Behavior Once per encounter, your Once per session, may re-roll Once per encounter, may use
maneuver and suffer strain no character may use this talent any 1 Charm or Perform this talent to add automatic
greater than Water. Until the to heal an amount of strain check. tt to another character’s
beginning of next turn, equal equal to their ranks in Second social skill check.
number of engaged NPC's Wind. Cost: 20
Cost: 20
suffer t on checks. Range Cost: 20
increases with additional
ranks.
Cost: 20

Distracting Encouraging
Dedication Biggest Fan
Behavior (Improved) Performance
The Distracting Behavior Each rank of Dedication Once per session, may take a You may make an Average
maneuver inflicts tt on increases one of your Biggest Fan action; make a (dd) Charm check. For each
NPC's checks when NPC's character’s characteristics by Hard (ddd) Perform check s the check generates, one
target character's allies. one. This talent cannot to turn one NPC into the ally within medium range adds
increase a characteristic character's biggest fan. b to their next skill check. For
Cost: 25 above 6. each a, one ally benefiting
Cost: 25
Cost: 25 from Encouraging Song heals
1 strain.
Cost: 25

Legend of the Five Rings - Genesys 23


Legend of the Five Rings 23
Active
Career Skills - Calligraphy, Charm, Games, Negotiation, Tea Ceremony, Melee - Light, and two of the following: Arts, Craft,
Engineering, and Perform Passive
Bonus Career Skills - Athletics, Battle, Engineering, Perception
Ranked

Inventor Specialist Heightened Toughness


Knowledge Awarenss
When constructing new items When you purchase this Allies within short range of Gain +2 wound threshold
or modifying attachements, talent, select a specific area of your character add b to their
add b or remove b per rank expertise for your character. Perception and Vigilance Cost: 5
of Inventor. When making a Knowledge checks. Allies engaged with
Cost: 5 check which pertains to that your character add bb
area of knowledge, reduce the instead.
difficulty of the check once. Cost: 5
Cost: 5

Knack For It Toughness Enduring Physical Training

Remove bb from all Gain +2 wound threshold Each rank of Enduring Add b per rank of Physical
Engineering checks. increases your character’s Training to Athletics and
Cost: 10 soak value by one. Resilience checks.
Cost: 10

Cost: 10 Cost: 10

Tinkerer Barrage Intimidating Known Schematic

May add one Hard Point to a Add 1 damage per rank of May suffer a number of strain Once per session, may
number of items equal to Barrage to one hit of to downgrade difficulty of perform the Known Schematic
ranks in Tinkerer. Each item successful attack made using Coercion checks, or upgrade maneuver; make a Hard
may only be modified once. the Battle skill. difficulty when targeted by (ddd) Knowledge
Cost: 15 Coercion checks, by an equal (Geography) check. Success
Cost: 15 grants familiarity with a
number. Strain suffered this
way cannot exceed ranks in building or ship's design.
Intimidating.
Cost: 15
Cost: 15

Natural Siege
Improvised Position Tinkerer Master Demolitionist
Engineer
Once per session, may re-roll Your character may make a May add one Hard Point to a When resolving an attack from
any 1 Engineering or Battle Hard (ddd) Mechanics number of items equal to a siege weapon, your
check. check and spends 12 hours ranks in Tinkerer. Each item character may spend a or t
constructing a secure position may only be modified once. to have the weapon’s Blast
Cost: 20 that can contain the group and quality affect all characters
Cost: 20
it’s mounts. within Medium range (rather
Cost: 20 than Short).
Cost: 20

Weak Foundation Barrage Inventor Dedication

Once per game session, may Add 1 damage per rank of When constructing new items Each rank of Dedication
take a Weak Foundation Barrage to one hit of or modifying attachements, increases one of your
action; make a Hard (ddd) successful attack made using add b or remove b per rank character’s characteristics by
Knowledge (Geography) the Battle skill. of Inventor. one. This talent cannot
check. If successful, you and Cost: 25 Cost: 25 increase a characteristic
all allies add automatic aa above 6.
or s to all combat checks Cost: 25
made targeting a structure.
Cost: 25

24 Legend of the Five Rings - Genesys


24 Legend of the Five Rings
Bushi Ronin Starting Equipment: Ashigaru Armor, Robes,
A Bushi’s eight career skills are Athletics, Battle, Traveling Pack, 2 koku
Coercion, Government, Resilience, one of the following: Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
Vigilance, Perception, and Survival, and two of the following: Wakizashi, Traveling Pack, 3 koku
Horsemanship, Brawl, Sailing, Melee – Light, Melee – Heavy, Great Clan Starting Equipment: Yoroi Armor, Robes, Daisho,
or Ranged.. The Bushi automatically gains a rank in five of these Heavy Weapon, Traveling Pack, 3 koku
skills without spending experience, and receives a discount on Imperial Starting Equipment: Yoroi Armor, Robes, Beautiful
increasing them with future experience points. Clothing, Daisho, Any One Weapon, Traveling Pack, 4 koku

Cavalry
A Bushi’s Role Until the 9th century, when the Unicorn returned to Rokugan
War is a part of life in Rokugan. Whether it is a small skirmish with regular horses, the use of Rokugan pony meant that cavalry
with ronin, or someone attacking your holdings, to a full scale war wasn’t considered much to invest in. But since the Unicorn
against another Clan, or even agaibnst the Shadowlands, there returned, especially with their reliance on large mounted units,
can be no question that Bushi are an imprortant and integral part cavalry units became more commonplace among most of the
of the Sumari class. Great Clans.
But bushi come in a great variety, and each focuses on Cavalry have the additional starting skills of Athletics,
speciaiizing in a different aspect of war. From the bodyguard, to Horsemanship, Perception, and either Melee-Light, or
a scout that, from a lowly spearman, to the mighty duelists, or Ranged. When this is a PC’s first specialization, the player may
one of those who wield the great weapons, each has his place choose three of these skills in which to gain a free rank. One
among the ranks of bushi in Rokugan, and while each of the needs to learn to master one’s body and his animal’s to be a good
Great Clans specializes in specific applications of war, they all rider, but one cannot neglect weapon training or being aware.
have memebers who explore the various ways of combat. Your combat revolves around your mount. Being able to get on
it and getting close to the action is where your strength lies but be
Bushi Specializations careful not to get too far ahead of your allies. Besides, having a
mount means that it can aid you in your attempts to win.
Archer
There are many ways to wage war, but Archery is considered Ronin Starting Equipment: Ashigaru Armor, Robes,
the worst of them, even though it’s employed by all Clans. This Wakizashi, any One Weapon, (Rokugani pony), Traveling Pack,
is because it is the only way of war where you do not see the 2 koku
faces of your opponents, and thus, you derive the least honor Minor Clan Starting Equipment: Rokugani Riding Armor,
from employing it. Robes, Daisho, any one Weapon, Steed (Rokugani pony),
Archers have the additional starting skills of Athletics, Traveling Pack, 3 koku
Perception, Vigilance, and Ranged. When this is a PC’s first Great Clan Starting Equipment: Rokugani Riding Armor,
specialization, the player may choose three of these skills in Robes, Daisho, any one Spear or Polearm, Steed (Unicorn riding
which to gain a free rank. To be a great archer takes more than horse), Traveling Pack, 4 koku
just the skill with a bow. It is also about reaching hard to reach Imperial Starting Equipment: Rokugani Riding Armor,
places, so you have better defense from those wielding melee Robes, Beautiful Clothing, Daisho, any one Spear or Polearm,
weapons, it is also about being aware of your surroundings, so Steed (Unicorn riding horse), Traveling Pack, 5 koku
you will not be surprised.
An archer’s method is to inflict wounds and terrorize his Chain Weapons
opponents from a distance. It is to act with precision, because While not a common sight in Rokugan, some people do
your weapon could run out of ammo, and every arrow counts. prefer the use of these coiling and flexible weapons. But while
they afford tactics that are hard to pull, or impossible, with other
Ronin Starting Equipment: Ashigaru Armor, Robes, Ankyu weapons, they are quite cumbersome, and if you’re not careful,
Bow, Traveling Pack, 2 koku you could injure yourself.
Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes, Chain Weapons have the additional starting skills of Coercion,
Wakizashi, Ankyu Bow, Traveling Pack, 3 koku Discipline, Melee-Heavy, and Resilience. When this is a PC’s
Great Clan Starting Equipment: Yoroi Armor, Robes, Daisho, first specialization, the player may choose three of these skills in
Ankyu Bow, Traveling Pack, 5 koku which to gain a free rank. Wielding such a weapon, and showing
Imperial Starting Equipment: Yoroi Armor, Robes, Beautiful you can use it, marks you as a force to be reckoned with, and
Clothing, Daisho, Ankyu Bow, Traveling Pack, 6 koku helps instill fear in enemies. But you need to know how to handle
some hefty weapons, and that takes time and dedication.
Brawler With most weapons, you are limited in your range, and need to
Few samurai would dare go to war with just their bare hands. get close to your opponent to inflict hard, but chain weapons give
And indeed, while the art of Sumai (wrestling) is popular, and you an increased range. He can also inflict trauma, making you
highly respected, few of its practitioners will go to a war without pass out rather than take you out by injury.
a weapon.
Brawlers have the additional starting skills of Athletics, Ronin Starting Equipment: Ashigaru Armor, Robes, one
Brawl, Resilience, and Vigilance. When this is a PC’s first Chain Weapon, Traveling Pack, 2 koku
specialization, the player may choose three of these skills in Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
which to gain a free rank. A Brawler has to be tough and agile in Wakizashi, one Chain Weapon, Traveling Pack, 3 koku
addition to knowing how to hit with his punches, but he also has Great Clan Starting Equipment: Yoroi Armor, Robes, Daisho,
to be aware of things around him. one Chain Weapon, Traveling Pack, 5 koku
Whether by moving aside, or parrying incoming attacks, a Imperial Starting Equipment: Yoroi Armor, Robes, Beautiful
Brawler learns defensive moves along with his offensive moves, Clothing, Daisho, one Chain Weapon, Traveling Pack, 6 koku
where he learns to use his body as a weapon, and make it a
lethal one. Duelist
Duels are formal thing in Rokugan, and, for the most part,
follow precise rules. There are many situations at court that might

Legend of the Five Rings - Genesys 25


Legend of the Five Rings 25
cause one to be invited to a duel, but not everyone is up on their Wakizashi, Traveling Pack, 2 koku
dueling skill, and so professional duelists are an important part in Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
court, especially when a duel’s result wil determine whether your Daisho, one Weapon, Traveling Pack, 3 koku
side is in the right or wrong. Great Clan Starting Equipment: Yoroi Armor, Robes, Daisho,
Duelist have the additional starting skills of Athletics, one Weapon, Traveling Pack, 5 koku
Government, Melee-Light, and Vigilance. When this is a PC’s Imperial Starting Equipment: Yoroi Armor, Robes, Beautiful
first specialization, the player may choose three of these skills Clothing, Daisho, one Weapon, Traveling Pack, 6 koku
in which to gain a free rank. One cannot be a duelist, especially
in a court setting, without being aware of things, and especially Spearman
without knowing to navigate the court life without initiating a duel Spearnmen and javelin throwers are the backbone of most
with everyone. armies in Rokugan, though by far, they seem to be more
The most refined of warriors, duelists pride themselves on numerous within the Crane armies.They serve a dual purpose
their dedication to their art, and are held in high esteem. But their of hitting foes froma small distance, meaning they are able to
combat ability tends to be limited to one against one combat, and hit the opposing army even while the front rows are trying to hold
ones who tend to be rather short. the line, and they can be used to prevent cavalry from charging in
and breaking up formations.
Ronin Starting Equipment: Ashigaru Armor, Robes, Katana, Spearman have the additional starting skills of Athletics,
Traveling Pack, 2 koku Melee-Light, Melee-Heavy, and Vigilance. When this is a PC’s
Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes, first specialization, the player may choose three of these skills in
Beautiful Clothing, Daisho, one Weapon, Traveling Pack, 2 koku which to gain a free rank. A spearman has to act fast, be able to
Great Clan Starting Equipment: Yoroi Armor, Robes, wield both spears, polearms, and hurl javelins. It is a multipurpose
Beautiful Clothing, Daisho, one Weapon, Traveling Pack, 3 koku job, but what that can help keep an enemy at bay.
Imperial Starting Equipment: Yoroi Armor, Robes, Beautiful This is a difficult role, and one that if not done right, could lead
Clothing, Daisho, one Weapon, Traveling Pack, 4 koku to chaos and possibly a rout, if not a decimation of an army. You
need to keep cool, and do your job, and you can keep your life,
Heavy Weapons and damage an enemy, without giving him a chance to close in.
While the Crab Clan is notorious for having its warriors making
use of heavy weapons, such warriors can be found in most of the Ronin Starting Equipment: Tatari-Yoroi Armor, Robes,
Clans, Great or Minor. While such weapons are cumbersome, Wakizashi, one Spear, Traveling Pack, 2 koku
they are good at crushing opponents. Minor Clan Starting Equipment: Yoroi Armor, Robes,
Heavy Weapons have the additional starting skills of Daisho, one Spear, Traveling Pack, 3 koku
Coercion, Engineering, Melee-Heavy, and Resilience. When Great Clan Starting Equipment: O-Yoroi Armor, Robes,
this is a PC’s first specialization, the player may choose three of Daisho, one Spear, Traveling Pack, 5 koku
these skills in which to gain a free rank. Just being able to lift such Imperial Starting Equipment: O-Yoroi Armor, Robes,
a weapon is something that can inspire fear in one’s opponents, Beautiful Clothing, Daisho, one Spear, Traveling Pack, 6 koku
but you need to watch where you aim it at and be able to survive
attacks levied upon you. such warriors are also used to build Swordsman
fortifications, where their strength is utilized. The sword is the quintessential weapon for a samurai,
Those who master heavy weapons learn to toughen especially since the two main swords they use are more than just
themselves against attacks, and to dish out great damage, while a weapon, they are also a mark of your honor and ability to not
also terrorizing their foes. just your right to wear them, but your skill in using them.
Swordsman have the additional starting skills of Athletics,
Ronin Starting Equipment: Tatari-Yoroi Armor, Robes, Melee-Light, Resilience, and either Art, Perform, or Games.
Wakizashi, one Heavy Weapon, Traveling Pack, 2 koku When this is a PC’s first specialization, the player may choose
Minor Clan Starting Equipment: Yoroi Armor, Robes, three of these skills in which to gain a free rank. A swordsman,
Daisho, one Heavy Weapon, Traveling Pack, 3 koku more than most other bushi, is expected to be refined. Which
Great Clan Starting Equipment: O-Yoroi Armor, Robes, means that you need to hone your combat skills, but you also
Daisho, one Heavy Weapon, Traveling Pack, 5 koku need to show some aspect that is court-appropriate.
Imperial Starting Equipment: O-Yoroi Armor, Robes, In many ways, the way of the sword is the most straightforward
Beautiful Clothing, Daisho, one Heavy Weapon, Traveling Pack, method of combat. You go in, trying to keep yourself from harm,
6 koku while also unleashing strikes at your enemies aimed to take them
out.
Scout
Every marching army needs scouts. They are spread around Ronin Starting Equipment: Tatari-Yoroi Armor, Robes,
the advancing army, a fair distance away, looking for signs of Wakizashi, one Sword, Traveling Pack, 2 koku
ambushes, or approaching armies, or other dangers, so that they Minor Clan Starting Equipment: Yoroi Armor, Robes,
can warn the army before they run into them. Daisho, one Sword, Traveling Pack, 3 koku
Scout have the additional starting skills of Melee-Light, Great Clan Starting Equipment: O-Yoroi Armor, Robes,
Perception, Stealth, and Survival. When this is a PC’s first Daisho, one Sword, Traveling Pack, 5 koku
specialization, the player may choose three of these skills in Imperial Starting Equipment: O-Yoroi Armor, Robes,
which to gain a free rank. Keeping hidden, keeping your eyes Beautiful Clothing, Daisho, one Sword, Traveling Pack, 6 koku
open, and knowing how to navigate the wilderness are important
skills to have as a scout, almost, if not more, than knowing how Tactician
to fight. When armies go to war, you do not just send them out to fight.
A scout learns to find a quick path to and from trouble, and can ThatWhen armies go to war, you do not just send them out to fight.
strike fast if he cannot evade it, or if it presents an opportunity, That is where the tactician’s job is. To devise the plan of attack,
but he also needs to learn to evade enemy attacks and get back and to guide his troops to victory, by giving them directions, or by
to report his findings. issuing them the commands they MUST follow.
Tactician have the additional starting skills of Battle, Coercion,
Ronin Starting Equipment: Ashigaru Armor, Robes, Government, and either Melee-Light, or Melee-Heavy. When

26 Legend of the Five Rings - Genesys


26 Legend of the Five Rings
this is a PC’s first specialization, the player may choose three of
these skills in which to gain a free rank. To be able to lead troops,
you need to be able to keep them in line, and to have a grasp of
military tactics, but you also need to keep track of the political
situation and be able to conduct yourself in court.
Due to your rank, you are sometimes found in a different
battlefield, one which follows different rules, and that can be
no less deadly, even if it isn’t a physical death. The courts of
Rokugan can be no less difficult to survive. Some tacticians find
that both fields of battle are suitable for them, but most prefer to
deal with one or the other.

Ronin Starting Equipment: Tatari-Yoroi Armor, Robes,


Wakizashi, one Light or Heavy Weapon, Traveling Pack, 2 koku
Minor Clan Starting Equipment: Yoroi Armor, Robes,
Daisho, one Light or Heavy Weapon, Traveling Pack, 3 koku
Great Clan Starting Equipment: O-Yoroi Armor, Robes,
Daisho, one Light or Heavy Weapon, Traveling Pack, 5 koku
Imperial Starting Equipment: O-Yoroi Armor, Robes,
Beautiful Clothing, Daisho, one Light or Heavy Weapon, Traveling
Pack, 6 koku

Yojimbo
The yojimbo is a bodyguard. He is given a charge to defend
a specific persona, and is supposed to spend his time close by
his charge to defend him/her. The range of people you might
need to defend is quite large, but there are three main groups:
Shugenja, as the spellcasters are both valuable, and a lucrative
target for enemies to try and take out. Courtiers, some of them
are sent on important missions to hostile courts, or what could be
hostile courts, or they might need to navigate dangerous roads,
and having a bodyguard nearby is important. And the last group
is the Daimyo and his immediate family. The rulers of each Clan,
and each of its families are also high on the lists of enemies to
take out.
Yojimbo have the additional starting skills of Melee-Light,
Resilience, Perception, and
Vigilance. When this is a
PC’s first specialization, the
player may choose three of
these skills in which to gain a
free rank. To perform your sworn
duty, you have to be tough, and be
aware of the most minute changes,
to not be caught unaware, and therefore
have your charge die on you.
Not every charge is pleased with having a
bodyguard to keep them safe, and to watch over their
every movement, especially knowing that such bodyguards
might report to their supervisors of their actions. This can strain
relations between yojimbo and his charge.

Ronin Starting Equipment: Ashigaru Armor, Robes,


Wakizashi, Traveling Pack, 2 koku
Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
Daisho, Traveling Pack, 3 koku
Great Clan Starting Equipment: Yoroi Armor, Robes,
Beautiful Clothing, Daisho, one Traveling Pack, 5 koku
Imperial Starting Equipment: Yoroi Armor, Robes, Beautiful
Clothing, Daisho, Traveling Pack, 6 koku

Legend of the Five Rings - Genesys 27


Legend of the Five Rings 27
Active
Career skills – Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, or Ranged. Passive
Bonus Career Skills – Athletics, Perception, Vigilance, Ranged
Ranked

Point Blank Toughness Rapid Reaction Grit

Add +1 damage per rank to Gain +2 wound threshold Suffer a number of strain to Gain +1 strain threshold
Ranged attacks at Engaged or add an equal number of s to
Short range. Cost: 5 initiative checks. Strain Cost: 5
suffered cannot exceed ranks
Cost: 5
in Rapid Reaction.
Cost: 5

Quick Strike Rapid Reaction Sidestep Second Wind

Add b for each rank of Quick Suffer a number of strain to Once per round, may suffer Once per encounter, your
Strike to any combat checks add an equal number of s to strain up to ranks in Sidestep, character may use this talent
against targets that have not initiative checks. Strain to upgrade difficulty of to heal an amount of strain
acted yet this encounter. suffered cannot exceed ranks rangedattacks against you by equal to their ranks in Second
in Rapid Reaction. the same number, till next Wind.
Cost: 10
round. Cost: 10
Cost: 10
Cost: 10

Sidestep Second Wind Point Blank Toughness

Once per round, may suffer Once per encounter, your Add +1 damage per rank to Gain +2 wound threshold
strain up to ranks in Sidestep, character may use this talent Ranged attacks at Engaged or
to upgrade difficulty of to heal an amount of strain Short range. Cost: 15
rangedattacks against you by equal to their ranks in Second
Cost: 15
the same number, till next Wind.
round. Cost: 15
Cost: 15

Hamstring Shot Grit Moving Target Precise Archery

Once per round, may use this Gain +1 strain threshold If you have already acted this When making a Ranged
talent to make a ranged round, increase ranged combat check targeting a
combat check against a target Cost: 20 defense by 1 per rank of character engaged with one of
within range of the weapon Moving Target. your allies, downgrade the
used. If successful, halve the difficulty of the check once
Cost: 20
damage inflicted and the
Cost: 20
target is immobilized until the
end of its next turn.
Cost: 20

Call ‘Em Deadeye Point Blank Dedication

Do not add b to combat After inflicting a Critical Injury Add +1 damage per rank to Each rank of Dedication
checks due to the use of the with a ranged weapon and Ranged attacks at Engaged or increases one of your
Aim maneuver. rolling the result, may suffer 2 Short range. character’s characteristics by
Cost: 25 strain to select any Critical one. This talent cannot
Cost: 25
Injury of the same severity to increase a characteristic
apply to the target instead. above 6.
Cost: 25
Cost: 25

28 Legend of the Five Rings - Genesys


28 Legend of the Five Rings
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, or Ranged. Passive
Bonus Career Skills – Athletics, Brawl, Resilience, Vigilance.
Ranked

Parry Toughness Physical Training Iron Body

When hit by a Melee attack, Gain +2 wound threshold Add b per rank of Physical Remove b per rank of Iron
suffer 3 strain to reduce Training to Athletics and Body from Athletics and
damage by 2 plus ranks in Cost: 5 Resilience checks. Resilience checks. Reduce the
Parry. critical rating of unarmed
Cost: 5 Cost: 5 attacks by 1 per rank of Iron
Body
Cost: 5

Grit Defensive Stance Grapple Tavern Brawler

Gain +1 strain threshold Once per round, may suffer Once per round, may perform Add a to Brawl checks and
strain up to ranks in Defensive the Grapple maneuver. Until combat checks using
Cost: 10 Stance, to upgrade difficulty of the beginning of your next improvised weapons.
melee attacks against you by turn, enemies must spend two Cost: 10
the same number, till next maneuvers instead of one
round. maneuver to move from
engaged range to short range
Cost: 10
of him.
Cost: 10

Painful Blow Unarmed Parry Toughness Lethal Blows

When making a combat check, May Parry while unarmed. Gain +2 wound threshold Add +10 per rank of Lethal
you may voluntarily increase Reduce strain cost to Parry Blows to any Critical Injury
the difficulty by one. If the while unarmed by 1 (to a Cost: 15 results inflicted on opponents.
target suffers any wounds from minimum of 1).
the combat check, they suffer Cost: 15
Cost: 15
2 strain per maneuver they
perform until the end of the
encounter.
Cost: 15

Feint Grit Bullrush Parry

Spend x or aaa on a Gain +1 strain threshold When making a Brawl, Melee When hit by a Melee attack,
missed melee attack to (Light), or Melee (Heavy) suffer 3 strain to reduce
upgrade difficulty of next Cost: 20 combat check after using a damage by 2 plus ranks in
attack targeting character by maneuver to engage a target, Parry.
ranks in Feint. may spend aaa or x to Cost: 20
knock the target prone and
Cost: 20
move them up to one range
band away.
Cost: 20

Feral Strength Combat Veteran Parry (Improved) Dedication

Add 1 damage per rank of Add b to Brawl and Discipline When parrying a hit that Each rank of Dedication
Feral Strength to one hit of checks. generated y or ttt, may increases one of your
successful attack made using Cost: 25 hit attacker once with Melee or character’s characteristics by
Brawl or Melee skills. Brawl weapon (dealing base one. This talent cannot
damage) after original attack increase a characteristic
Cost: 25 resolves. above 6.
Cost: 25 Cost: 25

Legend of the Five Rings - Genesys 29


Legend of the Five Rings 29
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, or Ranged. Passive
Bonus Career Skills – Athletics, Horsemanship, Perception, and either Melee- Light, or Ranged.
Ranked

Toughness Let’s Ride Animal Expertise Daring Rider

Gain +2 wound threshold Once per round, you may use Add b per rank of Animal May add a number of t, up to
this talent to mount or Expertise to all checks when ranks in Daring Rider, to
Cost: 5 dismount from a vehicle or interacting with beast or Horsemanship checks, and
animal, or move from one animals (including combat add an equal number of s.
position in a vehicle to checks). Add +10 to Critical Cost: 5
another. Injury results against beasts or
Cost: 5 animals per rank of Animal
Expertise.
Cost: 5

Spur Feral Strength Grit Quick Draw

Take a Spur action; make a Add 1 damage per rank of Gain +1 strain threshold Once per round, draw or
Hard (ddd) Horsemanship Feral Strength to one hit of holster an easily accessible
check to increase a beast's top successful attack made using Cost: 10 weapon or item as an
speed by 1. The beast suffers Brawl or Melee skills. incidental.
2 strain every round it stays Cost: 10
spurred. Cost: 10
Cost: 10

Grit Daring Rider Lethal Blows Point Blank

Gain +1 strain threshold May add a number of t, up to Add +10 per rank of Lethal Add +1 damage per rank to
ranks in Daring Rider, to Blows to any Critical Injury Ranged attacks at Engaged or
Cost: 15 Horsemanship checks, and results inflicted on opponents. Short range.
add an equal number of s. Cost: 15
Cost: 15
Cost: 15

Armor Master Toughness Spur (improved) Reckless Charge

When wearing armor, increase Gain +2 wound threshold Suffer 1 strain to attempt Spur After using a maneuver to
total soak value by 1. as a maneuver and decrease move and engage an
Cost: 20 its difficulty to Average (dd). adversary, you may suffer 2
Cost: 20 strain to add sstt to the
Cost: 20
results of the next Brawl,
Melee (Light), or Melee
(Heavy) combat check they
make this turn.
Cost: 20

Knack For It Cavalry Dedication Lucky Strike

Remove bb from all While riding a mount trained Each rank of Dedication After making a successful
Horsemanship checks. for battle, once per round you increases one of your combat check, you may spend
may use this talent to direct character’s characteristics by one Story Point to add
Cost: 25
the mount to perform an one. This talent cannot damage equal to your Water.
action. increase a characteristic
Cost: 25
Cost: 25 above 6.
Cost: 25

30 Legend of the Five Rings - Genesys


30 Legend of the Five Rings
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, or Ranged. Passive
Bonus Career Skills – Coercion, Discipline, Melee - Heavy, Resilience.
Ranked

Grit Burly Rapid Reaction Toughness

Gain +1 strain threshold Reduce any wielded weapon's Suffer a number of strain to Gain +2 wound threshold
Cumbersome quality and add an equal number of s to
Cost: 5 Encumbrance rating by a initiative checks. Strain Cost: 5
number equal to ranks in Burly suffered cannot exceed ranks
to a minimum of 1. in Rapid Reaction.
Cost: 5 Cost: 5

Extended Reach Toughness Defensive Parry

Suffer 1 strain to attack an Gain +2 wound threshold Each rank of Defensive When hit by a Melee attack,
opponent in Short Range with increases your character’s suffer 3 strain to reduce
a two-handed melee wepaon. Cost: 10 melee defense and ranged damage by 2 plus ranks in
defense by one. Parry.
Cost: 10 Cost: 10
Cost: 10

Disorient Stunning Blow Rapid Reaction Enduring

After hitting with combat While making Melee checks, Suffer a number of strain to Each rank of Enduring
check, may spend aa to may inflict damage as strain add an equal number of s to increases your character’s
disorient target for number of instead of wounds. This does initiative checks. Strain soak value by one.
rounds equal to ranks in not ignore soak. suffered cannot exceed ranks
Disorient. in Rapid Reaction. Cost: 15
Cost: 15 Cost: 15 Cost: 15

Barbaric Strength Lethal Blows Painful Blow Reflect

May use Melee (Heavy) Add +10 per rank of Lethal When making a combat check, When hit by a Ranged attack,
weapons one-handed. Blows to any Critical Injury you may voluntarily increase suffer 3 strain to reduce
Weapons used that way still results inflicted on opponents. the difficulty by one. If the damage by 2 plus ranks in
use the Melee (Heavy) skill. target suffers any wounds from Reflect.
Cost: 20 the combat check, they suffer Cost: 20
Cost: 20 2 strain per maneuver they
perform until the end of the
encounter.
Cost: 20

Deadly Strike Dedication Toughness Confidence

Add damage equal to ranks in Each rank of Dedication Gain +2 wound threshold May decrease difficulty of
Melee - Heavy to one hit of increases one of your Discipline checks to avoid fear
successful attack made using character’s characteristics by Cost: 25 by 1 per rank of Confidence, to
that skill. Can be used once one. This talent cannot a minimum of Easy (d).
per session. increase a characteristic
above 6. Cost: 25
Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 31


Legend of the Five Rings 31
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, or Ranged. Passive
Bonus Career Skills – Athletics, Government, Melee - Light, Vigilance.
Ranked

Proper Upbringing Toughness Duelist Quick Strike

May suffer strain up to ranks in Gain +2 wound threshold Add b to melee combat Add b for each rank of Quick
Proper Upbringing to add an checks while engaged with a Strike to any combat checks
equal number of a to social Cost: 5 single opponent. And adds b against targets that have not
skill checks made in polite to melee combat checks while acted yet this encounter.
company. engaged with three or more Cost: 5
Cost: 5 opponents.
Cost: 5

Quick Draw Grit Iaijutsu Training Stunning Blow

Once per round, draw or Gain +1 strain threshold The first time during an While making Melee checks,
holster an easily accessible encounter that your character may inflict damage as strain
weapon or item as an Cost: 10 draws a Melee weapon, instead of wounds. This does
incidental. increase the weapon’s not ignore soak.
Cost: 10 damage by 2 for the remainder
of the turn. Cost: 10
Cost: 10

Quick Strike Proper Upbringing Toughness Enduring

Add b for each rank of Quick May suffer strain up to ranks in Gain +2 wound threshold Each rank of Enduring
Strike to any combat checks Proper Upbringing to add an increases your character’s
against targets that have not equal number of a to social Cost: 25 soak value by one.
acted yet this encounter. skill checks made in polite
company. Cost: 25
Cost: 15
Cost: 25

Uncanny Senses Grit Lethal Blows Center of Being

Add bb to all Perception and Gain +1 strain threshold Add +10 per rank of Lethal May perform a Center of Being
Vigilance checks. Blows to any Critical Injury maneuver. Until the beginning
Cost: 20 results inflicted on opponents. of your next turn, whenever a
Cost: 20
melee attack targeting you, the
Cost: 20 critical rating of the enemy's
weapon counts as 1 higher per
rank of Center of Being.
Cost: 20

Respected Durable Deadly Strike Dedication

The character downgrades the May reduce any Critical Injury Add damage equal to ranks in Each rank of Dedication
difficulty of checks to interact suffered by 10 per rank of Melee - Light to one hit of increases one of your
with members of a social Durable, to a minimum of 01. successful attack made using character’s characteristics by
group a number of times equal that skill. Can be used once one. This talent cannot
to his ranks in Respected. Cost: 25 per session. increase a characteristic
above 6.
Cost: 25 Cost: 25
Cost: 25

32 Legend of the Five Rings - Genesys


32 Legend of the Five Rings
Active
Career skills – Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, Ranged. Passive
Bonus Career Skills – Coercion, Engineering, Melee– Heavy, Resilience.
Ranked

Burly Toughness Grit Intimidating

Reduce any wielded weapon's Gain +2 wound threshold Gain +1 strain threshold May suffer a number of strain
Cumbersome quality and to downgrade difficulty of
Encumbrance rating by a Cost: 5 Cost: 5 Coercion checks, or upgrade
number equal to ranks in Burly difficulty when targeted by
to a minimum of 1. Coercion checks, by an equal
Cost: 5
number. Strain suffered this
way cannot exceed ranks in
Intimidating.
Cost: 5

Durable Enduring Lethal Blows Brace

May reduce any Critical Injury Each rank of Enduring Add +10 per rank of Lethal As a maneuver, the character
suffered by 10 per rank of increases your character’s Blows to any Critical Injury may Brace himself. This
Durable, to a minimum of 01. soak value by one. results inflicted on opponents. allows a character to remove
b per rank of Brace from the
Cost: 10 Cost: 10 Cost: 10 next skill check based on
changing conditions, inclement
weather, unstable surfaces,
zero gravity, heavy gravity, or
other disruptive physical
obstacles that would make a
skill check more difficult.
Cost: 10

Threaten Armor Master Feral Strength Threaten

After an adversary within short When wearing armor, increase Add 1 damage per rank of After an adversary within short
range deals damage to one of total soak value by 1. Feral Strength to one hit of range deals damage to one of
your allies, you may suffer 3 successful attack made using your allies, you may suffer 3
strain to inflict a number of Cost: 15 Brawl or Melee skills. strain to inflict a number of
strain on the adversary equal strain on the adversary equal
to your ranks in Coercion. The Cost: 15 to your ranks in Coercion. The
range ncreases by one band range ncreases by one band
per rank of Threaten beyond per rank of Threaten beyond
the first. the first.
Cost: 15 Cost: 15

Heroic Resilience Toughness Burly Fearsome Rep

Immediately after being hit by Gain +2 wound threshold Reduce any wielded weapon's Add a to results of Coercion
an attack, spend 1 Story Point Cumbersome quality and checks equal to ranks in
to increase soak by ranks in Cost: 20 Encumbrance rating by a Fearsome Rep.
Resilience. number equal to ranks in Burly Cost: 20
to a minimum of 1.
Cost: 20
Cost: 20

Crushing Blow Feral Strength Barbaric Strength Dedication

Once per session before Add 1 damage per rank of May use Melee (Heavy) Each rank of Dedication
resolving a melee check, may Feral Strength to one hit of weapons one-handed. increases one of your
suffer 4 strain. Weapon gains successful attack made using Weapons used that way still character’s characteristics by
Breach 1 and Knockdown, and Brawl or Melee skills. use the Melee (Heavy) skill. one. This talent cannot
destroys one non-Reinforced increase a characteristic
item. Cost: 25 Cost: 25 above 6.
Cost: 25 Cost: 25

Legend of the Five Rings - Genesys 33


Legend of the Five Rings 33
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, or Ranged. Passive
Bonus Career Skills – Perception, Stealth, Survival, Melee– Light.
Ranked

Toughness Quick Strike Forager Grit

Gain +2 wound threshold Add b for each rank of Quick May remove up to bb from Gain +1 strain threshold
Strike to any combat checks any skill checks they make to
Cost: 5 against targets that have not find food, water, or shelter. Cost: 5
acted yet this encounter. And it takes them half as long.
Cost: 5 Cost: 5

Familiar Sky Stalker Grit Shortcut

Once per session, perform a Add b per rank of Stalker to Gain +1 strain threshold Add b per rank of Shortcut to
Familiar Sky maneuver; make all Stealth and Athletics all checks made to catch or
a Hard (ddd) Knowledge checks. Cost: 10 escape an opponent.
check to reveal the current Cost: 10
type of environment and other Cost: 10
useful information.
Cost: 10

Natural Scout Let’s Ride Heightened Rapid Recovery


Awarenss
Once per session, may re-roll Once per round, you may use Allies within short range of When healing strain after an
any 1 Stealth or Survival this talent to mount or your character add b to their encounter, heal 1 additional
check. dismount from a vehicle or Perception and Vigilance strain per rank of Rapid
animal, or move from one checks. Allies engaged with Recovery.
Cost: 15 position in a vehicle to your character add bb
Cost: 15
another. instead.
Cost: 15 Cost: 15

Quick Strike Shortcut Dodge Dedication

Add b for each rank of Quick Add b per rank of Shortcut to When targeted by a combat Each rank of Dedication
Strike to any combat checks all checks made to catch or check, suffer a number of increases one of your
against targets that have not escape an opponent. strain no greater than ranks in character’s characteristics by
acted yet this encounter. Dodge to upgrade difficulty of one. This talent cannot
Cost: 20 combat check by the same increase a characteristic
Cost: 20
amount. above 6.
Cost: 20 Cost: 20

One with Nature Sidestep Swift Stalker

When in the wilderness, you Once per round, may suffer Your character does not suffer Add b per rank of Stalker to
may use Survival instead of strain up to ranks in Sidestep, the penalties for moving all Stealth and Athletics
Discipline to recover strain at to upgrade difficulty of ranged through difficult terrain checks.
the end of an encounter attacks against you by the Cost: 25
Cost: 25
same number, till next round.
Cost: 25
Cost: 25

34 Legend of the Five Rings - Genesys


34 Legend of the Five Rings
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, Ranged. Passive
Bonus Career Skills - Melee– Light, Melee– Heavy, Ranged, Vigilance
Ranked

Toughness Second Wind Grit Point Blank

Gain +2 wound threshold Once per encounter, your Gain +1 strain threshold Add +1 damage per rank to
character may use this talent Ranged attacks at Engaged or
Cost: 5 to heal an amount of strain Cost: 5 Short range.
equal to their ranks in Second
Cost: 5
Wind.
Cost: 5

Defensive Stance Extended Reach Burly Armor Master

Once per round, may suffer Suffer 1 strain to attack an Reduce any wielded weapon's When wearing armor, increase
strain up to ranks in Defensive opponent in Short Range with Cumbersome quality and total soak value by 1.
Stance, to upgrade difficulty of a two-handed melee weapon. Encumbrance rating by a
melee attacks against you by number equal to ranks in Burly Cost: 10
the same number, till next Cost: 10 to a minimum of 1.
round.
Cost: 10
Cost: 10

Second Wind Lethal Blows Point Blank Parry

Once per encounter, your Add +10 per rank of Lethal Add +1 damage per rank to When hit by a Melee attack,
character may use this talent Blows to any Critical Injury Ranged attacks at Engaged or suffer 3 strain to reduce
to heal an amount of strain results inflicted on opponents. Short range. damage by 2 plus ranks in
equal to their ranks in Second Parry.
Cost: 15
Wind. Cost: 15
Cost: 15
Cost: 15

Toughness Parry Impaling Strike Defensive Stance

Gain +2 wound threshold When hit by a Melee attack, When inflicting a Critical Injury Once per round, may suffer
suffer 3 strain to reduce with a melee weapon, may strain up to ranks in Defensive
Cost: 20 damage by 2 plus ranks in use this talent to immobilize Stance, to upgrade difficulty of
Parry. the target in addition. melee attacks against you by
Cost: 20 the same number, till next
Cost: 20 round.
Cost: 20

Spin Attack Confidence Overbalance Dedication

Make a Spin Attack action. May decrease difficulty of When attacked by an Engaged Each rank of Dedication
Increase difficulty of melee Discipline checks to avoid fear enemy, may spend y or increases one of your
attack by 1, and for every by 1 per rank of Confidence, to ttt to stagger the character’s characteristics by
aa hit an additional target. a minimum of Easy (d). attacker until the end of the one. This talent cannot
attacker's next turn. increase a characteristic
Cost: 25 Cost: 25 above 6.
Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 35


Legend of the Five Rings 35
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, Ranged. Passive
Bonus Career Skills - Melee– Light, Athletics, Resilience, and one of the following: Arts/Perform/Games
Ranked

Rapid Reaction Grit Toughness Parry

Suffer a number of strain to Gain +1 strain threshold Gain +2 wound threshold When hit by a Melee attack,
add an equal number of s to suffer 3 strain to reduce
initiative checks. Strain Cost: 5 Cost: 5 damage by 2 plus ranks in
suffered cannot exceed ranks Parry.
in Rapid Reaction Cost: 5
Cost: 5

Feral Strength Toughness Armor Master Second Wind

Add 1 damage per rank of Gain +2 wound threshold When wearing armor, increase Once per encounter, your
Feral Strength to one hit of total soak value by 1. character may use this talent
successful attack made using Cost: 10 to heal an amount of strain
Brawl or Melee skills. Cost: 10 equal to their ranks in Second
Wind.
Cost: 10 Cost: 10

Parry Second Wind Lethal Blows Grit

When hit by a Melee attack, Once per encounter, your Add +10 per rank of Lethal Gain +1 strain threshold
suffer 3 strain to reduce character may use this talent Blows to any Critical Injury
damage by 2 plus ranks in to heal an amount of strain results inflicted on opponents. Cost: 15
Parry. equal to their ranks in Second
Cost: 15 Wind. Cost: 15
Cost: 15

Feral Strength Durable Defensive Heroic Recovery

Add 1 damage per rank of May reduce any Critical Injury Each rank of Defensive Once per encounter, you may
Feral Strength to one hit of suffered by 10 per rank of increases your character’s spend one Story Point to heal
successful attack made using Durable, to a minimum of 01. melee defense and ranged strain equal to your Earth.
Brawl or Melee skills. defense by one.
Cost: 20
Cost: 20 Cost: 20
Cost: 20

Lethal Blows Parry (Improved) Dedication Second Wind

Add +10 per rank of Lethal When parrying a hit that Each rank of Dedication Once per encounter, your
Blows to any Critical Injury generated y or ttt, may increases one of your character may use this talent
results inflicted on opponents. hit attacker once with Melee or character’s characteristics by to heal an amount of strain
Brawl weapon (dealing base one. This talent cannot equal to their ranks in Second
Cost: 25 damage) after original attack increase a characteristic Wind.
resolves. above 6. Cost: 25
Cost: 25 Cost: 25

36 Legend of the Five Rings - Genesys


36 Legend of the Five Rings
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, or Ranged. Passive
Bonus Career Skills – Battle, Coercion, Government, and either Melee– Light or Melee - Heavy.
Ranked

Inspiring Rhetoric Second Wind Grit Proper Upbringing

Make an Average (dd) Battle Once per encounter, your Gain +1 strain threshold May suffer strain up to ranks in
check. For each s the check character may use this talent Proper Upbringing to add an
generates, one ally within to heal an amount of strain Cost: 5 equal number of a to social
short range heals one strain. equal to their ranks in Second skill checks made in polite
For each a, one ally Wind. company.
benefiting from Inspiring Cost: 5 Cost: 5
Rhetoric heals one additional
Cost: 15
strain
Cost: 5

Smooth Talker Fearsome Rep Formation Tactics Toughness

When first acquired choose 1 Add a to results of Coercion Make a Hard (ddd) Battle Gain +2 wound threshold
skill; Charm, Coercion, checks equal to ranks in check. If successful, a number
Deception, or Negotiation. Fearsome Rep. of allies within short range Cost: 10
When making checks with that equal to s generated, have
Cost: 10
skill spend x to gain the difficulty of attacks against
additional s equal to ranks in them is upgraded once until
Smooth Talker. the end of your character's
next turn.
Cost: 10
Cost: 10

Defensive Stance Field Commander Trust the Captain Second Wind

Once per round, may suffer Make an Average (dd) Battle Make a Hard (ddd) Battle Once per encounter, your
strain up to ranks in Defensive check. If successful, a number check. For the rest of the character may use this talent
Stance, to upgrade difficulty of of allies equal to your Fire encounter allies within short to heal an amount of strain
melee attacks against you by may immediately suffer 1 range increase their ranks in equal to their ranks in Second
the same number, till next strain to perform one Discipline by an amount equal Wind.
round. maneuver (out of turn). to ranks in Trust the Captain. Cost: 15
Cost: 15 Cost: 15 Cost: 15

Fearsome Grit Toughness Dodge

When an adversary becomes Gain +1 strain threshold Gain +2 wound threshold When targeted by a combat
engaged with you, you may check, suffer a number of
force him to make a fear Cost: 20 Cost: 20 strain no greater than ranks in
check, with the difficulty equal Dodge to upgrade difficulty of
to your ranks in Fearsome. combat check by the same
amount.
Cost: 20
Cost: 20

Field Commander Inspiring Rhetoric


Trust the Captain Dedication
(Improved)) (Improved))
When using the Field Make a Hard (ddd) Battle When using the Inspiring Each rank of Dedication
Commander talent, you affect check. For the rest of the Rhetoric talent, allies affected increases one of your
a number of allies equal to encounter allies within short by it add b to all skill checks character’s characteristics by
twice your Fire. In addition, range increase their ranks in they make for a number of one. This talent cannot
you may spend x to allow Discipline by an amount equal rounds equal to your increase a characteristic
one ally to suffer 1 strain to to ranks in Trust the Captain. character’s ranks in Battle. above 6.
perform an action, instead of a Cost: 25
Cost: 25 Cost: 25
maneuver.
Cost: 25

Legend of the Five Rings - Genesys 37


Legend of the Five Rings 37
Active
Career Skills - Athletics, Battle, Government, Coercion, Resilience, one of the following: Vigilance, Perception, Survival,
and two of the following: Horsemanship, Brawl, Sailing, Melee– Light, Melee– Heavy, or Ranged. Passive
Bonus Career Skills – Melee - Light, Resilience, Perception, Vigilance.
Ranked

Prime Positions Toughness Quick Draw Body Guard

When you or an ally in short Gain +2 wound threshold Once per round, draw or Once per round, may suffer a
range takes cover, increase holster an easily accessible number of strain no greater
soak against ranged attacks Cost: 5 weapon or item as an than ranks in Body Guard.
by 1 per rank of Prime incidental. Upgrade the difficulty to hit
Positions until he leaves that that ally an equal number of
Cost: 5
cover. times, till the end of your next
Cost: 5 turn.
Cost: 5

Second Wind Sense Emotions Parry Grit

Once per encounter, your Add b to all Charm, Coercion, When hit by a Melee attack, Gain +1 strain threshold
character may use this talent and Deception checks. suffer 3 strain to reduce
to heal an amount of strain damage by 2 plus ranks in Cost: 10
equal to their ranks in Second Cost: 10 Parry.
Wind. Cost: 10
Cost: 10

Bulwark Parry Toughness Natural Awareness

You may use Parry to reduce When hit by a Melee attack, Gain +2 wound threshold Once per session, may re-roll
the damage of an attack suffer 3 strain to reduce any 1 Perception or Vigilance
targeting an engaged ally. damage by 2 plus ranks in Cost: 15 check.
Parry.
Cost: 15 Cost: 15
Cost: 15

Body Guard Disarm Dedication Second Wind

Once per round, may suffer a May spend x or aa with a Each rank of Dedication Once per encounter, your
number of strain no greater successful Brawl or Melee increases one of your character may use this talent
than ranks in Body Guard. check to disarm opponent. character’s characteristics by to heal an amount of strain
Upgrade the difficulty to hit one. This talent cannot equal to their ranks in Second
that ally an equal number of Cost: 20 increase a characteristic Wind.
times, till the end of your next above 6. Cost: 20
turn. Cost: 20
Cost: 20

Body Guard
Uncanny Senses Grit Prime Positions
(Improved)
Add bb per rank of Uncanny Gain +1 strain threshold Once per session, when an When you or an ally in short
Senses to all Perception and ally protected by the Body range takes cover, increase
Vigilance checks. Cost: 25 Guard maneuver suffers a hit, soak against ranged attacks
suffer the hit instead. by 1 per rank of Prime
Cost: 25 Positions until he leaves that
Cost: 25
cover.
Cost: 25

38 Legend of the Five Rings - Genesys


38 Legend of the Five Rings
Commoner and then must either confront it with words or weapons, to have it
A commoner’s eight career skills are Charm, Craft, submit to being brought back to justice.
Negotiation, Perception, Sailing, Skullduggery, and Survival.
The Commoner automatically gains a rank in five of these Commoner Starting Equipment: Robes, one Light Weapon,
skills without spending experience, and receives a discount on Traveling Pack, 2 koku
increasing them with future experience points. Ronin Starting Equipment: Ashigaru Armor, Robes,
Wakizashi, one Bow or Light Weapon, Traveling Pack, 4 koku
A Commoner’s Role Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
While the Samurai caste rules over Rokugan, the vast majority Daisho, one Bow or Light Weapon, Traveling Pack, 6 koku
of people in it are the common people. They fulfill roles that might
not be glorious, but are necessary for the continued survival of
Geisha
Among those professions open to commoners, the geisha is
the empire no less than the roles of the Samurai. From growing
the one that comes with the most prestige, and the one with the
the food, to taming animals, and even trading, these roles are
most contact with the samurai class. They are entertainers, and
either usually below the notice of the Samurai caste, or deemed
accomplished artists and conversationalists, but they have to be
distasteful for Samurai to engage in. Of course, there is also the
seedier side of life, with thugs and scoundrels, who rob their follow female to be one.
commoners. And of course, the one profession that commoners Geishas have the additional starting skills of Arts, Charm,
can fulfill that is likely to make them not only noticeable among Perform, and Tea Ceremony When this is a PC’s first
the Samurai, but might on very rare occasions elevate one’s specialization, the player may choose three of these skills in
status, being a Geisha. which to gain a free rank. As an entertainer, a geisha needs to
The Commoners form the backbone of society, and while be able to sing, play instruments, write poems, paint, be able to
not all of them lead glamorous life, they are a part of Rokugan engage in conversation and last, but certainly not least, perform
nonetheless. a tea ceremony.
As a very cultured commoner, the training for a geisha is long
Commoner Specializations and arduous. There is much to learn to rise to the top, and the
competition is fierce, and through it all, you have to be a model of
Animal Handler civility, humility, and beauty.
Animals of various sorts play a role in Rogukan. From the lowly
ox, to the hawks, lions, and Otaku steeds used by the samurai, Commoner Starting Equipment: Robes, Beautiful Clothing,
these animals all require someone to capture them, tame them, War Fan, Traveling Pack, 3 koku
and train them. Ronin Starting Equipment: Robes, Beautiful Clothing, War
Animal Handlers have the additional starting skills of Fan, one Weapon, Traveling Pack, 4 koku
Horsemanship, Knowledge (Geography), Survival, and Minor Clan Starting Equipment: Robes, Beautiful Clothing,
Resilience. When this is a PC’s first specialization, the player War Fan, one Weapon, Traveling Pack, 6 koku
may choose three of these skills in which to gain a free rank. In
order to be good at his job, an animal handler needs to know the Merchant
lay of the land, so he can figure out where the animals can be While merchants serve an important part of Rokugan’s society.
found, and how to trap them, and then to be able to tame and While many of them work for one of the Great Clans, and for most
train them to do the bidding of those who will use them. of the Minor Clans, they are not held in high regard. Samurai
The wilderness is a dangerous place, and you must know how are not supposed to deal or care about the cost of things, so
to navigate it, and to be able to catch the animal, and tame it. commoner merchants are used to avail them of needing to do so.
This is hard work, and while not directly appreciated, for most of That said, the Unicorn and the Crab have established Dojos to
these people, it is satisfying to know that their labors have given teach such a profession.
the samurai the tools they need. Merchants have the additional starting skills of Knowledge
(Geography), Negotiation, Perception, and Survival. When
Commoner Starting Equipment: Robes, one Light Weapon, this is a PC’s first specialization, the player may choose three of
Traveling Pack, 1 koku these skills in which to gain a free rank. Besides knowing how to
Ronin Starting Equipment: Ashigaru Armor, Robes, haggle, and strike a deal, a merchant needs to know the lay of the
Wakizashi, one Weapon, Traveling Pack, 2 koku land, and to find his way across it.
Minor Clan Starting Equipment: Tatari-Yoroi Armor, Robes, A merchant learns to further the profits of himself and/or his
Daisho, one Weapon, Traveling Pack, 3 koku employer and finding suitable clients to sell his goods to. And he
needs to know how to find a market to sell his goods at, when
Bounty Hunter
Even in a land where the Samurai’s word is law, not everyone there is a demand for them.
is eager to face the law. Those who seek to escape face the
prospect of bounty hunters sent after them. While some samurai Commoner Starting Equipment: Robes, Traveling Pack, 4
take it upon themselves to do thi job, the majority of bounty koku
hunters are commoners, though generally their bounty is other Ronin Starting Equipment: Robes, one Light Weapon,
Traveling Pack, 6 koku
commoners, and ronin.
Minor Clan Starting Equipment: Robes, Beautiful Clothing,
Bounty Hunters have the additional starting skills of Coercion,
one Light Weapon, Traveling Pack, 8 koku
Melee-Light, Streetwise, and Survival. When this is a PC’s first
specialization, the player may choose three of these skills in Messenger
which to gain a free rank. To fulfil this job, you need to be able to In an empire as large as Rokugan, you must make sure that
intimidate your foe into submission, be able to find him whether news, proclamations and laws reach all, or most, corners of the
in the wilds or in the city, and be able to defend yourself, should it empire. This requires people dedicated to carrying messages,
turn and try to assault you. and sometimes packages/gifts to be delivered.
Being able to navigate the wilds, and to ferret out hiding places Messengers have the additional starting skills of Athletics,
in the city, they seek to flush their quarry from its hiding place,

Legend of the Five Rings - Genesys 39


Legend of the Five Rings 39
Knowledge (Geography), Resilience, and Survival. When this Scoundrel
is a PC’s first specialization, the player may choose three of these Not everyone in Rokugan is an upstanding person. There are
skills in which to gain a free rank. One needs to be in top shape always the unsavory elements, and the scoundrels are some of
to cross the distances, since horses are used only by samurai, them. They cheat, lie, and steal. And they know to hide these
and oxen are not much better than running. You also need to
activities from the samurai, at least if they want to remain alive.
know the land, and to find the paths that will lead you to your
Scoundrels have the additional starting skills of Deception,
destination in the fastest way. Skullduggery, Stealth, and Streetwise. When this is a PC’s
The life of a messenger is not an easy one. There will always first specialization, the player may choose three of these skills in
be those who would rather the message not be delivered, or at which to gain a free rank. One need to know how to survive the
least to have it arrive too late, so one needs to know not only the
city’s underworld, and to engage in the most unsavory activities,
fastest way to arrive at one’s destination, but also to be able to
Living a dangerous life, scoundrels are either solitary, or form
evade ambushes, and run faster than those who might pursue
gangs. The most organized of such gangs are the Yakuza, where
you.
scoundrels form the mass of its members.
Commoner Starting Equipment: Robes, Traveling Pack, 1
Commoner Starting Equipment: Robes, one Light Weapon,
koku
Traveling Pack, 2 koku
Ronin Starting Equipment: Robes, one Light Weapon,
Ronin Starting Equipment: Robes, one Light Weapon,
Traveling Pack, 2 koku
Traveling Pack, 3 koku
Minor Clan Starting Equipment: Robes, Beautiful Clothing,
Minor Clan Starting Equipment: Robes, Wakizashi, one
one Light Weapon, Traveling Pack, 3 koku
Light Weapon, Traveling Pack, 4 koku
Sailor Thug
The people of Rokugan aren’t very fond of the open ocean.
The other side to the scoundrels is those who provide the
But they have many rivers and lakes to travel upon, and they
muscle. The ones who will use physical threat to make people
do travel by boats near the shore. And when they do, they need
pay up or bust open a locked door.
people trained in doing such a job.
Scoundrels have the additional starting skills of Coercion,
Sailors have the additional starting skills of Athletics, Craft,
Melee – Light, Skullduggery, and Streetwise. When this is a
Perception, and Sailing When this is a PC’s first specialization,
PC’s first specialization, the player may choose three of these
the player may choose three of these skills in which to gain a free
skills in which to gain a free rank. One need to know how to
rank. A sailor needs to know how to navigate the ship’s rigging,
survive the city’s underworld by use of physical threat, or the
make small repairs, or build small boats, and to be watch what’s
implied use of it.
going on, in addition to being able to steer the vessel.
You tend to frighten others into doing what you, or your
A sailor’s life is the vessel he’s on. He can fix it, move around
superiors, want them to do. And if that doesn’t work, some physical
it, and be able to perform maneuvers to try and keep it together.
demonstration is always good, especially if its gruesome. Those
They also learn to coax more speed out of it, as they grow to
seem to serve best.
know it better.
Commoner Starting Equipment: Robes, one Light Weapon,
Commoner Starting Equipment: Robes, Traveling Pack, 2
Traveling Pack, 2 koku
koku
Ronin Starting Equipment: Ashigaru Armor, Robes, one
Ronin Starting Equipment: Robes, one Light Weapon,
Light Weapon, Traveling Pack, 3 koku
Traveling Pack, 3 koku
Minor Clan Starting Equipment: Ashigaru Armor, Robes,
Minor Clan Starting Equipment: Robes, one Light Weapon,
Wakizashi, one Light Weapon, Traveling Pack, 4 koku
Traveling Pack, 4 koku

40 Legend of the Five Rings - Genesys


40 Legend of the Five Rings
Active
Career Skills - Charm, Craft, Negotiation, Perception, Sailing, Skullduggery, Survival.
Bonus Career Skills – Horsemanship, Knowledge (Geography), Survival, Resilience.
Passive

Ranked

Beast Wrangler Forager Let’s Ride Grit

Add b per rank of Beast May remove up to bb from Once per round, you may use Gain +1 strain threshold
Wrangler to checks to tame or any skill checks they make to this talent to mount or
wrangle creatures. find food, water, or shelter. dismount from a vehicle or Cost: 5
And it takes them half as long. animal, or move from one
Cost: 5
position in a vehicle to
Cost: 5
another.
Cost: 5

Toughness Animal Expertise Shortcut Second Wind

Gain +2 wound threshold Add b per rank of Animal Add b per rank of Shortcut to Once per encounter, your
Expertise to all checks when all checks made to catch or character may use this talent
Cost: 10 interacting with beast or escape an opponent. to heal an amount of strain
animals (including combat equal to their ranks in Second
checks). Add +10 to Critical Cost: 10 Wind.
Injury results against beasts or Cost: 10
animals per rank of Animal
Expertise.
Cost: 10

Soothing Tone Second Wind Grit Beast Wrangler

Once per encounter, take a Once per encounter, your Gain +1 strain threshold Add b per rank of Beast
Soothing Tone action; make an character may use this talent Wrangler to checks to tame or
Average (dd) Knowledge to heal an amount of strain Cost: 15 wrangle creatures.
(Geography) check to allow a equal to their ranks in Second
Cost: 15
beast to recover strain equal Wind.
to s. Cost: 15
Cost: 15

Natural Handler Shortcut Animal Companion Spur

Once per session, may re-roll Add b per rank of Shortcut to Your character creates a bond Take a Spur action; make a
any 1 Knowledge (Geography) all checks made to catch or with a single animal that is Hard (ddd) Horsemanship
or Survival check. escape an opponent. silhouette 0 (no larger than a check to increase a beast's top
mid-sized dog). Increase the speed by 1. The beast suffers
Cost: 20 Cost: 20 allowed silhouette of the 2 strain every round it stays
companion by one per spurred.
additional rank.
Cost: 20
Cost: 20

Dedication One with Nature Toughness Second Chances

Each rank of Dedication When in the wilderness, you Gain +2 wound threshold Once per encounter choose a
increases one of your may use Survival instead of number of positive dice equal
character’s characteristics by Discipline to recover strain at Cost: 25 to ranks in Second Chances
one. This talent cannot the end of an encounter and reroll them.
increase a characteristic
Cost: 25 Cost: 25
above 6.
Cost: 25

Legend of the Five Rings - Genesys 41


Legend of the Five Rings 41
Active
Career Skills - Charm, Craft, Negotiation, Perception, Sailing, Skullduggery, Survival.
Bonus Career Skills – Survival, Perception, Melee– Light, Coersion.
Passive

Ranked

Fearsome Rep Toughness Quick Strike Hard Headed

Add a to results of Coercion Gain +2 wound threshold Add b for each rank of Quick When staggered or
checks equal to ranks in Strike to any combat checks disoriented, perform the Hard
Fearsome Rep. Cost: 5 against targets that have not Headed action; make a
acted yet this encounter. Daunting (dddd) Discipline
Cost: 5 check to remove status.
Cost: 5
Difficulty reduced per rank of
Hard Headed.
Cost: 5

Knack For It Durable Swift Grit

Remove bb from all May reduce any Critical Injury Your character does not suffer Gain +1 strain threshold
Streetwise checks. suffered by 10 per rank of the penalties for moving
Durable, to a minimum of 01. through difficult terrain Cost: 10
Cost: 10
Cost: 10
Cost: 10

Quick Strike Shortcut Hard Headed Toughness

Add b for each rank of Quick Add b per rank of Shortcut to When staggered or Gain +2 wound threshold
Strike to any combat checks all checks made to catch or disoriented, perform the Hard
against targets that have not escape an opponent. Headed action; make a Cost: 15
acted yet this encounter. Daunting (dddd) Discipline
Cost: 15 check to remove status.
Cost: 15
Difficulty reduced per rank of
Hard Headed.
Cost: 15

Dedication Dodge Fearsome Rep Quick Draw

Each rank of Dedication When targeted by a combat Add a to results of Coercion Once per round, draw or
increases one of your check, suffer a number of checks equal to ranks in holster an easily accessible
character’s characteristics by strain no greater than ranks in Fearsome Rep. weapon or item as an
one. This talent cannot Dodge to upgrade difficulty of incidental.
increase a characteristic combat check by the same Cost: 20
Cost: 20
above 6. amount.
Cost: 20 Cost: 20

Shortcut Knack For It Durable Grit

Add b per rank of Shortcut to Remove bb from all Survival May reduce any Critical Injury Gain +1 strain threshold
all checks made to catch or checks. suffered by 10 per rank of
escape an opponent. Durable, to a minimum of 01. Cost: 25
Cost: 25

Cost: 25 Cost: 25

42 Legend of the Five Rings - Genesys


42 Legend of the Five Rings
Active
Career Skills - Charm, Craft, Negotiation, Perception, Sailing, Skullduggery, Survival.
Bonus Career Skills – Charm, Perform, Arts, Tea Ceremony.
Passive

Ranked

Grit Smooth Talker Proper Upbringing Second Wind

Gain +1 strain threshold When first acquired choose 1 May suffer strain up to ranks in Once per encounter, your
skill; Charm, Coercion, Proper Upbringing to add an character may use this talent
Cost: 5 Deception, or Negotiation. equal number of a to social to heal an amount of strain
When making checks with that skill checks made in polite equal to their ranks in Second
skill spend x to gain company. Wind.
additional s equal to ranks in Cost: 5 Cost: 5
Smooth Talker.
Cost: 5

Rapid Recovery Distracting Knack For It Disarming Smile


Behavior
When healing strain after an Make a Distracting Behavior Remove bb from all Arts Take the Disarming Smile
encounter, heal 1 additional maneuver and suffer strain no checks. action; succeed at an opposed
strain per rank of Rapid greater than Water. Until the Charm check against a target
Cost: 10
Recovery. beginning of next turn, equal within short range to lower all
Cost: 10 number of engaged NPC's defenses of the target by
suffer t on checks. Range ranks in Disarming Smile until
increases with additional the end of the encounter.
ranks. Cost: 10
Cost: 10

Proper Upbringing Artisan’s Poise Sense Emotions Distracting


Behavior
May suffer strain up to ranks in Add b to all Arts and Tea Add b to all Charm, Coercion, Make a Distracting Behavior
Proper Upbringing to add an Ceremony checks. and Deception checks. maneuver and suffer strain no
equal number of a to social greater than Water. Until the
Cost: 15
skill checks made in polite Cost: 15 beginning of next turn, equal
company. number of engaged NPC's
Cost: 15 suffer t on checks. Range
increases with additional
ranks.
Cost: 15

Good Cop Second Wind Grit Congenial

May spend aa from a Once per encounter, your Gain +1 strain threshold May suffer a number of strain
Charm or Negotiation check to character may use this talent up to ranks in Congenial to
upgrade a single ally's Social to heal an amount of strain Cost: 20 downgrade difficulty of Charm
Interaction check against the equal to their ranks in Second or Negotiation checks or
target a number of times equal Wind. upgrade difficulty when
to ranks in Bad Cop. Cost: 20 targeted by Charm or
Negotiation checks by an
Cost: 20 equal number.
Cost: 20

Just Kidding! Dedication Don’t Shoot! Rapid Recovery

Once per round as an Each rank of Dedication Once per session as an When healing strain after an
incidental spend 1 Story Point increases one of your action, make a Hard (ddd) encounter, heal 1 additional
to ignore y generated on a character’s characteristics by Charm check. On a success, strain per rank of Rapid
social check by the character one. This talent cannot cannot be target of combat Recovery.
or any ally in short range. increase a characteristic checks until the end of the Cost: 25
above 6. encounter or until making a
Cost: 25 combat check.
Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 43


Legend of the Five Rings 43
Active
Career Skills - Charm, Craft, Negotiation, Perception, Sailing, Skullduggery, Survival.
Bonus Career Skills – Negotiation, Survival, Perception, Knowledge (Geography).
Passive

Ranked

Know Somebody Convincing Wheel and Deal Smooth Talker


Demeanor
Once per session, when Remove b per rank of When selling goods legally, When first acquired choose 1
attempting to purchase a Convincing Demeanor from gain 10% more money per skill; Charm, Coercion,
legally available item, reduce Deception and Skullduggery rank of Wheel and Deal. Deception, or Negotiation.
its rarity by 1 per rank of Know checks. Cost: 5
When making checks with that
Somebody. Cost: 5 skill spend x to gain
additional s equal to ranks in
Cost: 5
Smooth Talker.
Cost: 5

Wheel and Deal Grit Black Markets Sound Investments


Contacts
When selling goods legally, Gain +1 strain threshold When Purchasing illegal Each game month, gain 1
gain 10% more money per goods, may reduce rarity by 1 Koku for each rank of Sound
rank of Wheel and Deal. Cost: 10 per rank, increasing cost by Investments.
Cost: 10
50% of base cost per
Cost: 15
reduction.
Cost: 10

Know Somebody Nobody’s Fool Second Wind Sound Investments

Once per session, when May upgrade difficulty of Once per encounter, your Each game month, gain 1
attempting to purchase a incoming Charm, Coercion, or character may use this talent Koku for each rank of Sound
legally available item, reduce Deception checks once per to heal an amount of strain Investments.
its rarity by 1 per rank of Know rank of Nobody's Fool. equal to their ranks in Second
Cost: 15
Somebody. Wind.
Cost: 15
Cost: 15 Cost: 15

Wheel and Deal Encoded Black Markets Second Wind


Communique Contacts
When selling goods legally, Upgrade the difficulty of When Purchasing illegal Once per encounter, your
gain 10% more money per checks to decrypt this goods, may reduce rarity by 1 character may use this talent
rank of Wheel and Deal. character's coded messages per rank, increasing cost by to heal an amount of strain
Cost: 20
without the proper cipher a 50% of base cost per equal to their ranks in Second
number of times equal to reduction. Wind.
Calligraphy skill. Cost: 20
Cost: 20
Cost: 20

Fortune favors
Greased Palms Dedication Touch of Fate
the Bold
Before making a social check, Once per session as an Each rank of Dedication Once per session, add bb to
may spend up to 5 Koku per incidental, suffer 2 strain to flip increases one of your any 1 check.
rank of Greased Palms to one GM Story Point to a character’s characteristics by Cost: 25
upgrade the ability of the Player Story Point. one. This talent cannot
check once for every 5 Koku. Cost: 25 increase a characteristic
Cost: 25
above 6.
Cost: 25 Cost: 25

44 Legend of the Five Rings - Genesys


44 Legend of the Five Rings
Active
Career Skills - Charm, Craft, Negotiation, Perception, Sailing, Skullduggery, Survival.
Bonus Career Skills – Resilience, Athletics, Survival, Knowledge (Geography).
Passive

Ranked

Moving Target Physical Training Grit Swift

If you have already acted this Add b per rank of Physical Gain +1 strain threshold. Your character does not suffer
round, increase ranged Training to Athletics and the penalties for moving
defense by 1 per rank of Resilience checks. Cost: 5 through difficult terrain
Moving Target. Cost: 5
Cost: 5
Cost: 5

Grit Toughness Shortcut Jump Up

Gain +1 strain threshold Gain +2 wound threshold Add b per rank of Shortcut to Once per round during your
all checks made to catch or turn, may stand from a prone
Cost: 10 Cost: 10 escape an opponent. or seated position as an
incidental.
Cost: 10
Cost: 10

Familiar Sky Enduring Freerunning Catfall

Once per session, perform a Each rank of Enduring Suffer 1 strain when making a When rolling Athletics to
Familiar Sky maneuver; make increases your character’s Move maneuver to move to reduce damage from falling,
a Hard (ddd) Knowledge soak value by one. any location within short add b. In addition, reduce
check to reveal the current range. damage and strain suffered
type of environment and other Cost: 15 Cost: 15 from a fall by 1 per rank of
useful information. Catfall.
Cost: 15 Cost: 15

Moving Target Grit Dodge Sidestep

If you have already acted this Gain +1 strain threshold. When targeted by a combat Once per round, may suffer
round, increase ranged check, suffer a number of strain up to ranks in Sidestep,
defense by 1 per rank of Cost: 20 strain no greater than ranks in to upgrade difficulty of ranged
Moving Target. Dodge to upgrade difficulty of attacks against you by the
combat check by the same same number, till next round.
Cost: 20
amount.
Cost: 20
Cost: 20

Freerunning
Dedication Shortcut Heroic Recovery
(Improved)
Suffer 4 strain when making a Each rank of Dedication Add b per rank of Shortcut to Once per encounter, you may
move maneuver to move to increases one of your all checks made to catch or spend one Story Point to heal
any location within medium character’s characteristics by escape an opponent. strain equal to your Earth.
range. one. This talent cannot
Cost: 25
Cost: 25 increase a characteristic Cost: 25
above 6.
Cost: 25

Legend of the Five Rings - Genesys 45


Legend of the Five Rings 45
Active
Career skills – Charm, Craft, Negotiation, Perception, Sailing, Skullduggery, Survival
Bonus Career Skills – Sailing, Craft, Athletics, Perception
Passive

Ranked

Toughness Second Wind Grit Jump Up

Gain +2 wound threshold Once per encounter, your Gain +1 strain threshold. Once per round during your
character may use this talent turn, may stand from a prone
Cost: 5 to heal an amount of strain Cost: 5 or seated position as an
equal to their ranks in Second incidental.
Wind.
Cost: 5
Cost: 5

Heightened Solid Repairs Natural Sailor Catfall


Awarenss
Allies within short range of The character repairs +1 hull Once per session, may re-roll When rolling Athletics to
your character add b to their trauma per rank of Solid any 1 Sailing or Athletics reduce damage from falling,
Perception and Vigilance Repairs whenever he repairs a check. add b. In addition, reduce
checks. Allies engaged with ship or vehicle. damage and strain suffered
Cost: 10
your character add bb from a fall by 1 per rank of
Cost: 10
instead. Catfall.
Cost: 10 Cost: 10

Second Wind Durable Fine Tuning Full Throttle

Once per encounter, your Your character reduces any When reducing the amount of While sailing, your character
character may use this talent Critical Injury result they suffer system strain a vehicle suffers, may use this talent to make a
to heal an amount of strain by 10 per rank of Durable, to a reduce 1 additional strain per Hard (ddd) Sailing check. If
equal to their ranks in Second minimum of 01. rank of Fine Tuning. successful, the top speed of
Wind. the vehicle increases by one
Cost: 15 Cost: 15
Cost: 15 (to a maximum of 5) for a
number of rounds equal to
your character’s Water.
Cost: 15

Second Wind Tricky Target Grit Solid Repairs

Once per encounter, your Count vehicle piloted as Gain +1 strain threshold. The character repairs +1 hull
character may use this talent having a silhouette 1 lower trauma per rank of Solid
to heal an amount of strain when being attacked. Cost: 20 Repairs whenever he repairs a
equal to their ranks in Second ship or vehicle.
Cost: 20
Wind.
Cost: 20
Cost: 20

Full Throttle
Dedication Hold Together Master Sailor
(Improved)
Each rank of Dedication Spend 1 Story Point to Once per round when sailing a Suffer 1 strain to attempt Full
increases one of your perform a Hold Together vehicle, may suffer 2 strain to Throttle as a maneuver and
character’s characteristics by incidental immediately after perform any Sailing action as decrease its difficulty to
one. This talent cannot vehicle takes damage to turn it a maneuver. Average (dd).
increase a characteristic into system strain.
Cost: 25 Cost: 25
above 6.
Cost: 25
Cost: 25

46 Legend of the Five Rings - Genesys


46 Legend of the Five Rings
Active
Career Skills - Charm, Craft, Negotiation, Perception, Sailing, Skullduggery, Survival.
Bonus Career Skills – Skullduggery, Deception, Stealth, Streetwise.
Passive

Ranked

Rapid Reaction Convincing Quick Strike Grit


Demeanor
Suffer a number of strain to Remove b per rank of Add b for each rank of Quick Gain +1 strain threshold
add an equal number of s to Convincing Demeanor from Strike to any combat checks
initiative checks. Strain Deception and Skullduggery against targets that have not Cost: 5
suffered cannot exceed ranks checks. acted yet this encounter.
in Rapid Reaction. Cost: 5 Cost: 5
Cost: 5

Black Markets Greased Palms Dedication Double-Talk


Contacts
When Purchasing illegal Before making a social check, Each rank of Dedication Spend aa or x from a
goods, may reduce rarity by 1 may spend up to 50 units of increases one of your successful Charm or
per rank, increasing cost by currency per rank of Greased character’s characteristics by Deception check to disorient a
50% of base cost per Palms to upgrade the ability of one. This talent cannot number of opponents within
reduction. the check once for every 50 increase a characteristic short range equal to your Fire
Cost: 25
spent. above 6. for the remainder of the round
Cost: 10
Cost: 10 Cost: 10 and the next two rounds.
Cost: 10

Quick Strike Convincing Sidestep Black Markets


Demeanor Contacts
Add b for each rank of Quick Remove b per rank of Once per round, may suffer When Purchasing illegal
Strike to any combat checks Convincing Demeanor from strain up to ranks in Sidestep, goods, may reduce rarity by 1
against targets that have not Deception and Skullduggery to upgrade difficulty of ranged per rank, increasing cost by
acted yet this encounter. checks. attacks against you by the 50% of base cost per
Cost: 15 same number, till next round. reduction.
Cost: 15
Cost: 15 Cost: 15

Quick Draw Hidden Storage Black Markets Convincing


Contacts Demeanor
Once per round, draw or Gain hidden storage in When Purchasing illegal Remove b per rank of
holster an easily accessible vehicles or equipment that goods, may reduce rarity by 1 Convincing Demeanor from
weapon or item as an holds items with total per rank, increasing cost by Deception and Skullduggery
incidental. encumbrance equal to ranks in 50% of base cost per checks.
Hidden Storage. reduction. Cost: 20
Cost: 20
Cost: 20 Cost: 20

Rapid Reaction Greased Palms Dirty Tricks Hidden Storage

Suffer a number of strain to Before making a social check, After you inflict a Critical Gain hidden storage in
add an equal number of s to may spend up to 50 units of Injury, you may use this talent vehicles or equipment that
initiative checks. Strain currency per rank of Greased to upgrade the difficulty of that holds items with total
suffered cannot exceed ranks Palms to upgrade the ability of adversary’s next check. encumbrance equal to ranks in
in Rapid Reaction. the check once for every 50 Hidden Storage.
Cost: 25 Cost: 25
spent.
Cost: 25 Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 47


Legend of the Five Rings 47
Active
Career Skills - Charm, Craft, Negotiation, Perception, Sailing, Skullduggery, Survival.
Bonus Career Skills – Skullduggery, Coercion, Streetwise, Melee - Light.
Passive

Ranked

Toughness Intimidating Fearsome Street Smarts

Gain +2 wound threshold May suffer a number of strain When an adversary becomes Remove b per rank of Street
to downgrade difficulty of engaged with the character, Smarts from Skullduggery and
Cost: 5 Coercion checks, or upgrade you may force the adversary Streetwise checks.
difficulty when targeted by to make a fear check, with the Cost: 5
Coercion checks, by an equal difficulty equal to your ranks in
number. Strain suffered this Fearsome.
way cannot exceed ranks in Cost: 5
Intimidating.
Cost: 5

Durable Stunning Blow Natural Enforcer Talk the Talk

Your character reduces any While making Melee checks, Once per session, may re-roll When making a Knowledge
Critical Injury result they suffer may inflict damage as strain any 1 Coercion or Streetwise (Lore) or Knowledge
by 10 per rank of Durable, to a instead of wounds. This does check. (Forbidden) check, you may
minimum of 01. not ignore soak. Cost: 10
spend 1 Destiny Point to
substitute Streetwise for the
Cost: 10
Cost: 10 required skill.
Cost: 10

Intimidating Defensive Stance Toughness Loom

May suffer a number of strain Once per round, may suffer Gain +2 wound threshold When an ally makes a
to downgrade difficulty of strain up to ranks in Defensive successful Charm, Deception,
Coercion checks, or upgrade Stance, to upgrade difficulty of Cost: 15 or Negotiation check, add a
difficulty when targeted by melee attacks against you by per rank in Coercion to the
Coercion checks, by an equal the same number, till next ally's check.
number. Strain suffered this round.
Cost: 15
way cannot exceed ranks in Cost: 15
Intimidating.
Cost: 15

Second Wind Street Smarts Walk the Walk Intimidating

Once per encounter, your Remove b per rank of Street You may spend 1 DestinyPoint May suffer a number of strain
character may use this talent Smarts from Skullduggery and to add damage equal to your to downgrade difficulty of
to heal an amount of strain Streetwise checks. ranks in Streetwise to one hit Coercion checks, or upgrade
equal to their ranks in Second Cost: 20 of a successful Brawl check. difficulty when targeted by
Wind. Coercion checks, by an equal
Cost: 20
Cost: 20 number. Strain suffered this
way cannot exceed ranks in
Intimidating.
Cost: 20

Fearsome Dedication Black Markets Fearsome


Contacts
When an adversary becomes Each rank of Dedication When Purchasing illegal When an adversary becomes
engaged with the character, increases one of your goods, may reduce rarity by 1 engaged with the character,
you may force the adversary character’s characteristics by per rank, increasing cost by you may force the adversary
to make a fear check, with the one. This talent cannot 50% of base cost per to make a fear check, with the
difficulty equal to your ranks in increase a characteristic reduction. difficulty equal to your ranks in
Fearsome. above 6. Fearsome.
Cost: 25
Cost: 25 Cost: 25 Cost: 25

48 Legend of the Five Rings - Genesys


48 Legend of the Five Rings
Courtier Traveling Pack, 3 Koku
A courtier’s eight career skills are Calligraphy, Charm, Minor Clan Starting Equipment: Robes, Diplomat’s Robes,
Deception, Government, Knowledge (Lore), Negotiation, Wakizashi, Fan, Calligraphy Set, Traveling Pack, 4 Koku
Melee - Light and one of the following: Arts, Games, Perform, Great Clan Starting Equipment: Robes, Diplomat’s Robes,
Tea Ceremony. The Courtier automatically gains a rank in five of Wakizashi, Fan, Calligraphy Set, Traveling Pack, 5 Koku
these skills without spending experience and receives a discount Imperial Starting Equipment: Robes, Diplomat’s Robes,
on increasing them with future experience points. Wakizashi, Fan, Calligraphy Set, Traveling Pack, 7 Koku

Magistrate
A Courtier’s Role While the Emperor has his own set of magistrates, who deal
The Empire of Rokugan is vast, and to hold it, the Clans have with cross-Clan crimes, each of the various Clans has their own
great armies to help them defend it, and to hold their own against crops of Magistrates, to disseminate justice within the Clan
the other Clans, but some of the most dramatic battles are held, boundaries. They serve as prosecutors, investigators, and bounty
and won, not in the field of battle, but in the courts. hunters all rolled into one.
The courts allow each Clan the opportunity to settle disputes, Magistrates have the additional starting skills of Calligraphy,
make alliances and treaties, and to bring resolutions that will Coercion, Streetwise, and Perception. When this is a PC’s
further their aims, sometimes without one sword unsheathed. first specialization, the player may choose three of these skills in
While courtiers are looked down upon in the field of battle, which to gain a free rank. To do their job, they need to be able to
mostly because they so rarely seek to know how to wield a know the seedier elements of society, be able to notice clues as
weapon to a great degree, even there they can sometimes be of to the criminal’s hiding place, identity, and investigating a crime.
use, whether it is to find intel on the enemy, or to find a weakness. They should also be able to force the criminals to confess, and to
blow through anyone who tries to stop them from achieving their
Courtier Specializations goal to bring the criminal to justice, and they need to be able to
read and write, and to break codes, since some criminals might
Bureaucrat try to hide evidence behind code.
The Jade Empire may rest on the labor of the commoners, but You have been appointed by an authority figure to hunt down
for the empire to run smoothly, you need bureaucrats to perform criminals and bring them to justice. Sometimes you do not even
their jobs, by making the various Clans work for a common goal, need to bring them back or bring them back alive. Depending on
even if means manipulating them to do so. the situation, you might be given free rein to take them out.
Bureaucrats have the additional starting skills of Calligraphy,
Deception, Discipline, and Government. When this is a PC's first Ronin Starting Equipment: Robes, one Light Weapon,
specialization, the player may choose three of these skills in which to Calligraphy Set, Traveling Pack, 2 Koku
gain a free rank. To accomplish their job, they need to know how to Minor Clan Starting Equipment: Robes, Diplomat’s Robes,
read and write, and to both flatter those they seek favor from, and Wakizashi, Calligraphy Set, Traveling Pack, 3 Koku
to distract rivals, and those who might oppose their machinations. Great Clan Starting Equipment: Robes, Diplomat’s Robes,
You know the workings of the government and can use it to Wakizashi, one Light Weapon, Calligraphy Set, Traveling Pack,
your advantage. You are also not averse to making others do 4 Koku
things your way, especially if it means they inadvertently work in Imperial Starting Equipment: Robes, Diplomat’s Robes,
your favor. Wakizashi, one Light Weapon, Calligraphy Set, Traveling Pack,
5 Koku
Ronin Starting Equipment: Robes, Fan, Calligraphy Set,
Traveling Pack, 3 Koku Match-Maker
Minor Clan Starting Equipment: Robes, Diplomat’s Robes, In Rokugan, it is rare for one to marry for love. Every marriage
Wakizashi, Fan, Calligraphy Set, Traveling Pack, 4 Koku is a chance to cement some alliance, or seal a deal. And as such,
Great Clan Starting Equipment: Robes, Diplomat’s Robes, those who make such deals have to know how to navigate the
Wakizashi, Fan, Calligraphy Set, Traveling Pack, 5 Koku treacherous waters of the Inter-Clan politics, as well as knowing
Imperial Starting Equipment: Robes, Diplomat’s Robes, what their charge might bring.
Wakizashi, Fan, Calligraphy Set, Traveling Pack, 7 Koku Match-makers have the additional starting skills of Discipline,
Knowledge (Lore), Negotiation, and Tea Ceremony. When this
Diplomat is a PC's first specialization, the player may choose three of these
The various Clans, whether Great or Minor, are supposed to skills in which to gain a free rank. A matchmaker needs to be well
work together for the greater good of the Empire, but to facilitate versed in the various clans, both to find a prospective match, and
such cooperation one must send diplomats to the other Clans. to negotiate a reasonable deal. She also needs to know to see
The truth is that such diplomats make alliances to further their through deceptions thrown her way, and to show that she has the
own Clan’s interests. poise and culture to do a good tea ceremony.
Diplomats have the additional starting skills of Charm, Making a good match is more than just finding a suitable
Government, Knowledge (Lore), and Negotiation. When this partner, or a good deal. It is also about finding something that
is a PC’s first specialization, the player may choose three of will bind the two together, hopefully beyond just mere duty. And
these skills in which to gain a free rank. To excel as a diplomat, sometimes, it is knowing when pushing for too much on te deal,
one must not only know how to navigate the intricacies of court, might cause future strife.
but to negotiate a favorable deal, to convince others of one’ss
viewpoint, and to understand the other Clans. Ronin Starting Equipment: Robes, Fan, Calligraphy Set,
To be a diplomat is to knowingly put yourself into an opponent’s Traveling Pack, 2 Koku
court and try to advance the cause of your Clan. It allows you to Minor Clan Starting Equipment: Robes, Beautiful Clothing,
see different parts of the Empire, and to learn about the other Wakizashi, Fan, Calligraphy Set, Traveling Pack, 3 Koku
Clans, but it is also a setting that can easily turn hostile, if you, or Great Clan Starting Equipment: Robes, Beautiful Clothing,
your Clan, does something hostile to your host Clan. Wakizashi, Fan, Calligraphy Set, Traveling Pack, 4 Koku
Imperial Starting Equipment: Robes, Beautiful Clothing,
Ronin Starting Equipment: Robes, Fan, Calligraphy Set, Wakizashi, Fan, Calligraphy Set, Traveling Pack, 5 Koku

Legend of the Five Rings - Genesys 49


Legend of the Five Rings 49
Scholar Spymaster
In an empire steeped in tradition and customs, and one While in the field of battle one is expected to be making use
with over 1,000 years of history, it is always best to know of scouts, to find out the weaknesses and plans of the opponent,
something about the history of the land, for sometimes, you in the courts, it is seen as a lowly and demeaning thing, but that
can find insights and information that can help you in your doesn’t make it less important, and while no self-respecting
current endeavors. courtier would stoop to such a level, they are not above collecting
Scholars have the additional starting skills of Calligraphy, such information that others would gather for them.
Knowledge (Lore), Knowledge (Tao), and Divination. When Spymasters have the additional starting skills of Deception,
this is a PC's first specialization, the player may choose three Perception, Skullduggery, and Stealth. When this is a PC's
of these skills in which to gain a free rank. In order to do this, first specialization, the player may choose three of these skills
you would need a good grasp of both history, and the Tao, but in which to gain a free rank. You might not want to work as a spy
also to be able to transcribe and decipher ancient texts, and yourself, so as not to sully yourself, but you do need to know
sometimes also employ the art of divination. how to move without being noticed, or how to slip a note to the
Sometimes the best way to convince someone to do right person so the mission will be carried out, and all this without
something, or not take a course of action, is to show them being seen doing so.
that the action has a precedent in the Tao of Shinsei, or in The job of the spymaster is not just to coordinate the gathering
traditions. Of course, sometimes, the best way to convince is of information, but also to make use of it for the good of the clan.
to hide a certain tradition or precedent. Or to show that the And as such he needs to be able to place the info at just the right
time and place is a favorable one to such an action. moment and find way to use that info against his opponents. Part
of using the info is also by playing a support to the diplomat, by
Ronin Starting Equipment: Robes, Fan, Calligraphy Set, asking the right questions, or offering the right blandishments.
Traveling Pack, 2 Koku
Minor Clan Starting Equipment: Robes, Beautiful Ronin Starting Equipment: Robes, one Light Weapon,
Clothing, Wakizashi, Fan, Calligraphy Set, Traveling Pack, 3 Calligraphy Set, Traveling Pack, 2 Koku
Koku Minor Clan Starting Equipment: Robes, Diplomat’s Robes,
Great Clan Starting Equipment: Robes, Beautiful Wakizashi, Calligraphy Set, Traveling Pack, 3 Koku
Clothing, Wakizashi, Fan, Calligraphy Set, Traveling Pack, 4 Great Clan Starting Equipment: Robes, Diplomat’s Robes,
Koku Wakizashi, one Light Weapon, Calligraphy Set, Traveling Pack,
Imperial Starting Equipment: Robes, Beautiful Clothing, 4 Koku
Wakizashi, Fan, Calligraphy Set, Traveling Pack, 5 Koku Imperial Starting Equipment: Robes, Diplomat’s Robes,
Wakizashi, one Light Weapon, Calligraphy Set, Traveling Pack,
5 Koku

50 Legend of the Five Rings - Genesys


50 Legend of the Five Rings
Active
Career Skills - Calligraphy, Charm, Deception, Government, Knowledge (Lore), Negotiation, Melee – Light, and one of the
following: Arts, Games, Perform, Tea Ceremony. Passive
Bonus Career Skills – Calligraphy, Charm, Discipline, Government.
Ranked

Grit Cutting Question Resolve Nobody’s Fool

Gain +1 strain threshold Once per session, when When a character involuntarily May upgrade difficulty of
making a Coercion skill check, suffers strain, he suffers 1 less incoming Charm, Coercion, or
Cost: 5 the character may use strain per rank of Resolve to a Deception checks once per
Deception skill instead. minimum of 1. rank of Nobody's Fool.
Cost: 5 Cost: 5 Cost: 5

Plausible Supporting
Twisted Words Grit
Deniability Evidence
Take a Plausible Deniability When an incoming social When assisting an ally with a Gain +1 strain threshold
action makes a Hard (ddd) check generates tt or y, Charm, Deception,
Coercion check to convince may suffer 1 strain as an Government, or Negotiation Cost: 10
one bystander equal to your incidental to inflict strain equal check, add automatic a per
Fire to depart quietly. to ranks in Coercion on rank of Supporting Evidence.
speaker.
Cost: 10 Cost: 10 Cost: 10

Dedication Resolve Nobody’s Fool Confidence

Each rank of Dedication When a character involuntarily May upgrade difficulty of May decrease difficulty of
increases one of your suffers strain, he suffers 1 less incoming Charm, Coercion, or Discipline checks to avoid fear
character’s characteristics by strain per rank of Resolve to a Deception checks once per by 1 per rank of Confidence, to
one. This talent cannot minimum of 1. rank of Nobody's Fool. a minimum of Easy (d).
increase a characteristic
Cost: 15 Cost: 15 Cost: 15
above 6.
Cost: 15

Confidence Supporting Scathing Tirade Grit


Evidence
May decrease difficulty of When assisting an ally with a Make an Average (dd) Gain +1 strain threshold
Discipline checks to avoid fear Charm, Deception, Coercion check. For each s
by 1 per rank of Confidence, to Government, or Negotiation generated, one enemy within Cost: 20
a minimum of Easy (d). check, add automatic a per short range suffers 1 strain.
rank of Supporting Evidence. For each a, one enemy
Cost: 20 affected by Scathing Tirade
Cost: 20 suffers 1 additional strain.
Cost: 20

Interjection Careful Planning Heroic Recovery Discredit

After another character makes Once per session, may Once per encounter, you may Once per encounter, take the
a social check, suffer 3 strain introduce a "fact" into the spend one Story Point to heal Discredit action, make a Hard
to take an interjection narrative as if a Story Point strain equal to your Air. (ddd) Deception check to
incidental make an Average had been spent. upgrade the difficulty of one
(dd) Vigilance check to add character's social checks
s or f equal to s, and a or Cost: 25 Cost: 25 once, plus once for every
t equal to a to the check. aa, until the end of the
encounter.
Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 51


Legend of the Five Rings 51
Active
Career Skills - Calligraphy, Charm, Deception, Government, Knowledge (Lore), Negotiation, Melee – Light, and one of the
following: Arts, Games, Perform, Tea Ceremony. Passive
Bonus Career Skills – Charm, Government, Knowledge (Lore), Negotiation.
Ranked

Proper Upbringing Confidence Smooth Talker Grit

May suffer strain up to ranks in May decrease difficulty of When first acquired choose 1 Gain +1 strain threshold
Proper Upbringing to add an Discipline checks to avoid fear skill; Charm, Coercion,
equal number of a to social by 1 per rank of Confidence, to Deception, or Negotiation. Cost: 5
skill checks made in polite a minimum of Easy (d). When making checks with that
company. skill spend x to gain
Cost: 5 additional s equal to ranks in
Cost: 5
Smooth Talker.
Cost: 5

Kill with
Defensive Inspiring Rhetoric Proper Upbringing
Kindness
Each rank of Defensive Make an Average (dd) Battle May suffer strain up to ranks in Remove b per rank of Kill
increases your character’s check. For each s the check Proper Upbringing to add an with Kindness from all Charm
melee defense and ranged generates, one ally within equal number of a to social and Government checks.
defense by one. short range heals one strain. skill checks made in polite
Cost: 10
For each a, one ally company.
Cost: 10 benefiting from Inspiring Cost: 10
Rhetoric heals one additional
Cost: 15
strain
Cost: 10

Specialist
Nobody’s Fool Grit Sense Advantage
Knowledge
May upgrade difficulty of Gain +1 strain threshold Once per session, add bb to When you purchase this
incoming Charm, Coercion, or any 1 NPC’s check. talent, select a specific area of
Deception checks once per Cost: 15 Cost: 15
expertise for your character.
rank of Nobody's Fool. When making a Knowledge
check which pertains to that
Cost: 15 area of knowledge, reduce the
difficulty of the check once.
Cost: 15

Kill with Inspiring Rhetoric


Confidence Smooth Talker
Kindness (Improved))
Remove b per rank of Kill May decrease difficulty of When first acquired choose 1 When using the Inspiring
with Kindness from all Charm Discipline checks to avoid fear skill; Charm, Coercion, Rhetoric talent, allies affected
and Government checks. by 1 per rank of Confidence, to Deception, or Negotiation. by it add b to all skill checks
a minimum of Easy (d). When making checks with that they make for a number of
Cost: 20
skill spend x to gain rounds equal to your
Cost: 20 additional s equal to ranks in character’s ranks in Battle.
Smooth Talker.
Cost: 20
Cost: 20

Dedication Respected Heroic Recovery Dodge

Each rank of Dedication When first acquired, choose Once per encounter, you may When targeted by a combat
increases one of your one social group. The spend one Story Point to heal check, suffer a number of
character’s characteristics by character downgrades the strain equal to your Air. strain no greater than ranks in
one. This talent cannot difficulty of checks to interact Dodge to upgrade difficulty of
increase a characteristic with members of that social combat check by the same
above 6. Cost: 25 amount.
group a number of times equal
Cost: 25 to his ranks in Respected. Cost: 25
Cost: 25

52 Legend of the Five Rings - Genesys


52 Legend of the Five Rings
Active
Career Skills - Calligraphy, Charm, Deception, Government, Knowledge (Lore), Negotiation, Melee – Light, and one of the
following: Arts, Games, Perform, Tea Ceremony. Passive
Bonus Career Skills – Coercion, Government, Perception, Survival.
Ranked

Fearsome Rep Swift Grit Intimidating

Add a to results of Coercion Your character does not suffer Gain +1 strain threshold May suffer a number of strain
checks equal to ranks in the penalties for moving to downgrade difficulty of
Fearsome Rep. through difficult terrain Cost: 5 Coercion checks, or upgrade
Cost: 5 Cost: 5
difficulty when targeted by
Coercion checks, by an equal
number. Strain suffered this
way cannot exceed ranks in
Intimidating.
Cost: 5

Hunter’s Quarry Stunning Blow Second Wind Toughness

Take Hunter's Quarry action, While making Melee checks, Once per encounter, your Gain +2 wound threshold
make a Hard (ddd) Survival may inflict damage as strain character may use this talent
check to upgrade the ability of instead of wounds. This does to heal an amount of strain Cost: 10
all attacks made against a not ignore soak. equal to their ranks in Second
target within long range until Wind.
the end of the character's next Cost: 10 Cost: 10
turn.
Cost: 10

Grit No Escape Intimidating Informant

Gain +1 strain threshold May spend aa from a May suffer a number of strain Once per session, may reveal
Coercion check or tt from to downgrade difficulty of a contact who can shed light
Cost: 15 a foe's Discipline check; that Coercion checks, or upgrade on a chosen subject.
target cannot perform a free difficulty when targeted by
maneuver during his next turn. Cost: 15
Coercion checks, by an equal
Cost: 15 number. Strain suffered this
way cannot exceed ranks in
Intimidating.
Cost: 15

Second Wind Fearsome Rep Toughness Hunter’s Quarry


(Improved)
Once per encounter, your Add a to results of Coercion Gain +2 wound threshold Suffer 2 strain to perform
character may use this talent checks equal to ranks in Hunter's Quarry action as a
to heal an amount of strain Fearsome Rep. Cost: 20 maneuver.
equal to their ranks in Second Cost: 20 Cost: 20
Wind.
Cost: 20

Stunning Blow
Ruinous Repartee Dedication Second Wind
(ImproveD)
Once per encounter, make an Each rank of Dedication When dealing strain damage Once per encounter, your
opposed Charm or Coercion increases one of your with Melee or Brawl checks, character may use this talent
versus Discipline check character’s characteristics by may spend x to stagger to heal an amount of strain
against someone within one. This talent cannot target for 1 round per x. equal to their ranks in Second
medium range. If successful, increase a characteristic Wind.
the target suffers strain equal above 6. Cost: 25
Cost: 25
to twice your Fire, plus one Cost: 25
additional strain per s. Your
character heals strain equal to
the strain inflicted.
Cost: 25

Legend of the Five Rings - Genesys 53


Legend of the Five Rings 53
Active
Career skills – Calligraphy, Charm, Deception, Government, Knowledge (Lore), Negotiation, Melee– Light, and one of the
following: Arts, Games, Perform, Tea Ceremony. Passive
Bonus Career Skills – Knowledge (Lore), Negotiation, Tea Ceremony, Discipline.
Ranked

Knoweldge
Smooth Talker Grit Proper Upbringing
Specialization
When making checks with When first acquired choose 1 Gain +1 strain threshold May suffer strain up to ranks in
Knowldge (Lore) spend x to skill; Charm, Coercion, Proper Upbringing to add an
gain additional s equal to Deception, or Negotiation. Cost: 5 equal number of a to social
ranks in Knowledge When making checks with that skill checks made in polite
Specialization. skill spend x to gain company.
additional s equal to ranks in Cost: 5
Cost: 5
Smooth Talker.
Cost: 5

Knoweldge
Disarming Smile Toughness Sense Emotions
Specialization
Take the Disarming Smile When making checks with Gain +2 wound threshold Add b to all Charm, Coercion,
action; succeed at an opposed Knowldge (Lore) spend x to and Deception checks.
Charm check against a target gain additional s equal to Cost: 10
within short range to lower all ranks in Knowledge Cost: 10
defenses of the target by Specialization.
ranks in Disarming Smile until
Cost: 10
the end of the encounter.
Cost: 10

Grit Proper Upbringing Nobody’s Fool Smooth Talker

Gain +1 strain threshold May suffer strain up to ranks in May upgrade difficulty of When first acquired choose 1
Proper Upbringing to add an incoming Charm, Coercion, or skill; Charm, Coercion,
Cost: 15 equal number of a to social Deception checks once per Deception, or Negotiation.
skill checks made in polite rank of Nobody's Fool. When making checks with that
company. skill spend x to gain
Cost: 15 additional s equal to ranks in
Cost: 15
Smooth Talker.
Cost: 15

Specialist
Heroic Recovery Disarming Smile Natural Matchmaker
Knowledge
Once per encounter, you may Take the Disarming Smile Once per session, may re-roll When you purchase this
spend one Story Point to heal action; succeed at an opposed any 1 Knowledge (Lore) or talent, select a specific area of
strain equal to your Air. Charm check against a target Negotation check. expertise for your character.
within short range to lower all When making a Knowledge
Cost: 20 Cost: 20
defenses of the target by check which pertains to that
ranks in Disarming Smile until area of knowledge, reduce the
the end of the encounter. difficulty of the check once.
Cost: 20 Cost: 15

Intense Focus Let’s Talk This Over Savvy Negotiator Dedication

Perform an Intense Focus Once per game session, While engaged in a debate or Each rank of Dedication
maneuver; suffer 1 strain and before a combat encounter, argument, make a Hard increases one of your
upgrade the ability of the next make a Daunting (dddd) (ddd) Negotiation check. If character’s characteristics by
skill check once. Charm check. If successful, successful, a number of one. This talent cannot
the combat encounter instead bystanders or observers equal increase a characteristic
Cost: 25
becomes a social encounter. to your Air sees one of the above 6.
opponent’s points (chosen by Cost: 25
Cost: 25
your character) as maliciously
unreasonable.
Cost: 25

54 Legend of the Five Rings - Genesys


54 Legend of the Five Rings
Active
Career Skills - Calligraphy, Charm, Deception, Government, Knowledge (Lore), Negotiation, Melee – Light, and one of the
following: Arts, Games, Perform, Tea Ceremony. Passive
Bonus Career Skills – Calligraphy, Divination, Knowledge (Lore), Knowledge (Tao).
Ranked

Knoweldge
Proper Upbringing Researcher Grit
Specialization
May suffer strain up to ranks in On a successful Knowledge Gain +1 strain threshold When making checks with
Proper Upbringing to add an check, character and allies Knowldge (Lore) spend x to
equal number of a to social gain automatic a per Cost:
rank of
5 Cost: 5 gain additional s equal to
skill checks made in polite Researcher on checks to act ranks in Knowledge
company. on those facts until the end of Specialization.
Cost: 5 his next turn.
Cost: 5
Cost: 5

Resolve Codebreaker Supporting Respected


Evidence
When a character involuntarily Remove b per rank in When assisting an ally with a When first acquired, choose
suffers strain, he suffers 1 less Codebreaker from checks to Charm, Deception, one social group. The
strain per rank of Resolve to a break codes pr decrypt Government, or Negotiation character downgrades the
minimum of 1. communications. Decrease check, add automatic a per difficulty of checks to interact
difficulty of check to break rank of Supporting Evidence. with members of that social
Cost: 10
codes or decrypt group a number of times equal
Cost: 10
communications by 1. to his ranks in Respected.
Cost: 10 Cost: 10

Knoweldge
By The Book Intense Focus Nobody’s Fool
Specialization
Once per encounter, before When making checks with Perform an Intense Focus May upgrade difficulty of
making a combat check, suffer Knowldge (Lore) spend x to maneuver; suffer 1 strain and incoming Charm, Coercion, or
2 strain to add a to the gain additional s equal to upgrade the ability of the next Deception checks once per
results equal to ranks in By ranks in Knowledge skill check once. rank of Nobody's Fool.
the Book. Specialization. Cost: 15 Cost: 15
Cost: 15 Cost: 15

Supporting Resolve Encoded Grit


Evidence Communique
When assisting an ally with a When a character involuntarily Upgrade the difficulty of Gain +1 strain threshold
Charm, Deception, suffers strain, he suffers 1 less checks to decrypt this
Government, or Negotiation strain per rank of Resolve to a character's coded messages Cost: 20
check, add automatic a per minimum of 1. without the proper cipher a
rank of Supporting Evidence. number of times equal to
Cost: 20
Calligraphy skill.
Cost: 20
Cost: 20

Knoweldge
Valuable Facts By The Book Dedication
Specialization
When making checks with Once per session, perform a Once per encounter, before Each rank of Dedication
Knowldge (Lore) spend x to Valuable Facts action: make making a combat check, suffer increases one of your
gain additional s equal to an Average (dd) Knowledge 2 strain to add a to the character’s characteristics by
ranks in Knowledge check. If successful, add x to results equal to ranks in By one. This talent cannot
Specialization. one ally's skill check during the Book. increase a characteristic
the encounter. above 6.
Cost: 25 Cost: 25
Cost: 25 Cost: 25

Legend of the Five Rings - Genesys 55


Legend of the Five Rings 55
Active
Career Skills - Calligraphy, Charm, Deception, Government, Knowledge (Lore), Negotiation, Melee – Light, and one of the
following: Arts, Games, Perform, Tea Ceremony. Passive
Bonus Career Skills – Deception, Perception, Stealth, Skullduggery.
Ranked

Greased Palms Uncanny Senses Good Cop Bad Cop

Before making a social check, Add b per rank of Uncanny May spend aa from a May spend aa from a
may spend up to 5 Koku per Senses to all Perception and Charm or Negotiation check to Deception or Coercion check
rank of Greased Palms to Vigilance checks. upgrade a single ally's Social to upgrade a single ally's
upgrade the ability of the Interaction check against the Social Interaction check
check once for every 5 Koku. Cost: 5
Cost: 25 target a number of times equal against the target a number of
to ranks in Bad Cop. times equal to ranks in Bad
Cost: 5 Cop.
Cost: 5
Cost: 5

Unrelenting Supporting Encoded Bought Info


Skeptic Evidence Communique
When targeted by a Deception When assisting an ally with a Upgrade the difficulty of Instead of making a
check, you automatically add Charm, Deception, checks to decrypt this Knowledge check, may take a
f to the check equal to ranks Government, or Negotiation character's coded messages Bought info action, spend
in Vigilance. check, add automatic a per without the proper cipher a Koku equal to five times the
Cost: 10 rank of Supporting Evidence. number of times equal to difficulty of the check to pass
Calligraphy skill. with one s.
Cost: 10
Cost: 10 Cost: 10

Good Cop Bad Cop In The Know Greased Palms

May spend aa from a May spend aa from a Once per session, make an Before making a social check,
Charm or Negotiation check to Deception or Coercion check opposed Deception vs may spend up to 5 Koku per
upgrade a single ally's Social to upgrade a single ally's Vigilance check with the rank of Greased Palms to
Interaction check against the Social Interaction check difficulty downgraded a upgrade the ability of the
target a number of times equal against the target a number of number of times equal to your check once for every 5 Koku.
Cost: 25
to ranks in Bad Cop. times equal to ranks in Bad ranks in deception to have a
Cop. target NPC believe specific Cost: 15
Cost: 15 false intelligence.
Cost: 15
Cost: 15

Informant Discredit Blackmail Supporting


Evidence
Once per session, may reveal Once per encounter, take the When an NPC exceeds his When assisting an ally with a
a contact who can shed light Discredit action, make a Hard strain threshold, may spend 1 Charm, Deception,
on a chosen subject. (ddd) Deception check to Story Point to convince that Government, or Negotiation
upgrade the difficulty of one NPC to perform a single task check, add automatic a per
Cost: 20 character's social checks of choice instead. rank of Supporting Evidence.
once, plus once for every
Cost: 20 Cost: 20
aa, until the end of the
encounter.
Cost: 20

Dedication Careful Planning Well Read Clever Retort

Each rank of Dedication Once per session, may Choose any 3 Knowledge Once per encounter, may use
increases one of your introduce a "fact" into the skills. They permanently this talent to add automatic
character’s characteristics by narrative as if a Story Point become career skills. tt to another character’s
one. This talent cannot had been spent. social skill check.
Cost: 25
increase a characteristic
Cost: 25
above 6. Cost: 25
Cost: 25

56 Legend of the Five Rings - Genesys


56 Legend of the Five Rings
Monk skills in which to gain a free rank. To survive, you need to be able
A Monk’s eight career skills are Athletics, Calligraphy, to live on small rations, and if you are too busy following some
Discipline, Brawl, Knowledge (Tao), Ritual, Resilience and mystical sign, you might forgo a meal or two, or more. You also
Vigilance. The Monk automatically gains a rank in five of these need to learn how to live off the land, and to understand the ways
skills without spending experience and receives a discount on of nature. And last, but certainly not least, you need to become in
increasing them with future experience points. tune with the world around you.
Ascetics learn to live off the land and become harder and
more inured to weather and hardships. They also learn to
A Monk’s Role better understand animals and come back from seemingly fatal
Monks are the spiritual guardians of the empire. They are the situations.
ones who delve into the Tao of Shinsei and seek to enlighten
themselves, and in some cases, enlighten others. Starting Equipment: Robes, Bo, 2 zeni
While the Samurai are the ruling caste of the empire, the
Emperor serves as both the physical ruler, and the spiritual ruler, Healer
and he theoretically presides over all of the monasteries. Rokugan is a land where the art of medicine didn’t evolve like
Most of the monks come from humble beginning, being in our world. Surgeries are unheard of, and the best you can do
commoners, but it is not uncommon for older Samurai, especially is find a herbalist to give you some balm. But Monks have kept
Bushi, to decide to retire to a monastery, and live the rest of their knowledge of how your body’s energy works and are able to
life in contemplation. Since Monks are not required to be celibate, utilize it to make your body heal faster.
some monasteries have raised children of Monks to be members Healers have the additional starting skills of Discipline,
of the monastery. Medicine, Resilience, and Survival. When this is a PC's first
specialization, the player may choose three of these skills in
Monk Specializations which to gain a free rank. A healer must keep a cool head and
know how to heal the body, but to do he also needs to know how
Ascetic to find the ingredients for some of his ointments, and poultices,
While all monks live a simple life, especially compared to the and not least, he needs to be able to withstand succumbing to the
Samurai, some of them go to greater lengths to abstain from same illnesses as his patients.
worldly pleasures. And while many such ascetics will go into the In the course of one’s study, a healer is able to speed up the
wilderness to live individually, and to seek enlightenment that healing processes of the body, but is also learning about his own
way, some either come back, for human contact, or to address body, and how to hit places that will disable his opponent, without
something they saw/heard/divined. causing lasting damage.
Ascetics have the additional starting skills of Knowledge
(Geography), Resilience, Survival, and Vigilance. When this is Starting Equipment: Robes, Healing Kit, Bo, 2 zeni
a PC's first specialization, the player may choose three of these

Legend of the Five Rings - Genesys 57


Legend of the Five Rings 57
Itinerant Monk these skills in which to gain a free rank. Such monks need to be
Most monks live their lives in the monastery they were taught learned in lore, and the Tao, and also to learn how to convince
in, and rarely, if at all, venture far out of it. Others, like the Itinerant their protégé or students to heed their advice. And to top it all,
Monk, have found no monastery to live in, and prefer to look for they need to understand how the Empire works, and how the
enlightenment among the common folk, moving from place to different Clans work, and their shifting relations.
place as their whims, and fate dictate, and seeing the wonders. Like a good teacher, you will instruct your protégé and students
Itinerant Monks have the additional starting skills of Athletics, in applying your teachings to their benefits, while you take the
Knowledge (Geography), Ritual, and Survival. When this is a back seat to let them shine.
PC's first specialization, the player may choose three of these
skills in which to gain a free rank. As someone who constantly Starting Equipment: Robes, Bo, 2 zeni
travels, you gain a good grasp of the layout of the land, and its
weather, and you learn how to love off the land. You also need
to know how to move in challenging environments, like crossing
rivers and climbing up mountains. And one of your ways of getting
some help from the common folk, is to know the rituals of life, so
that they can receive some kindness from the great Kami.
An Itinerant monk gains a variety of skills on his travels and
are considered the jack-of-all-trades among monks. It does seem
like their way of life make the Kami view them in a kind light, and
therefore they seem to be protected from magic aimed against
them.

Starting Equipment: Robes, Staff, 2 zeni

Martial Artist
Not all monks seek enlightenment, and some monks believe
that enlightenment will come by honing their body to perfect
shape. And so, both such monks will learn to better their martial
training, seeking to reach the pinnacles of human ability.
Martial Artists have the additional starting skills of Athletics,
Brawl, Resilience, and Ritual. When this is a PC's first
specialization, the player may choose three of these skills in
which to gain a free rank. In addition to studying how to fight
unarmed, these monks will learn to train their bodies to achieve
great feats and will also learn to harness their energy to achieve
powerful Kiho.
When it comes to a fight, there is nothing subtle about them.
They are hardy, and slippery, at the same time, and can land
great blows.

Starting Equipment: Robes, Bo, 2 zeni

Mystic
Mystics are monks who seek to better understand the mystical
forces that they wield, and to get better at using them. They delve
deep into the knowledge of Tao, and the various rituals and kiho,
and learn to coax more from them than most other monks.
Mystics have the additional starting skills of Discipline,
Divination, Knowledge (Tao), and Ritual. When this is a PC's
first specialization, the player may choose three of these skills
in which to gain a free rank. In order to achieve their goals,
they study all things esoteric, from rituals, to Tao, to meditation
techniques, and even divination.
As they delve into these studies, they gain a better
understanding of the use of Kiho and can achieve feats that
almost rival those of the Shugenja. Those who face them will also
find them hard to pin down, with their mastery of evasion.

Starting Equipment: Robes, Bo, Prayer Scroll, 2 zeni

Teacher
Not all monks live in monasteries, and of those, not all are
itinerants or ascetics. Some are raised to serve as advisors
and teachers to Samurai. Some teachers also serve in their
monastery, teaching the next generations of monks some of their
secrets, and raising future advisors to Samurai.
Teachers have the additional starting skills of Charm,
Government, Knowledge (Lore), and Knowledge (Tao). When
this is a PC's first specialization, the player may choose three of

58 Legend of the Five Rings - Genesys


58 Legend of the Five Rings
Active
Career Skills - Athletics, Brawl, Calligraphy, Discipline, Knowledge (Tao), Ritual, Survival, Vigilance.
Bonus Career Skills – Knowledge (Geography), Resilience, Survival, Vigilance.
Passive

Ranked

Forager Brace Grit Second Wind

May remove up to bb from Perform the Brace maneuver Gain +1 strain threshold Once per encounter, your
any skill checks they make to to remove b per rank of Brace character may use this talent
find food, water, or shelter. from next action. This may Cost: 5 to heal an amount of strain
And it takes them half as long. only remove b added by equal to their ranks in Second
environmental conditions. Wind.
Cost: 5
Cost: 5
Cost: 5

Soothing Tone Hard Headed Toughness Animal Expertise

Once per encounter, take a When staggered or Gain +2 wound threshold Add b per rank of Animal
Soothing Tone action; make an disoriented, perform the Hard Expertise to all checks when
Average (dd) Knowledge Headed action; make a Cost: 10 interacting with beast or
(Geography) check to allow a Daunting (dddd) Discipline animals (including combat
beast to recover strain equal check to remove status. checks). Add +10 to Critical
to s. Difficulty reduced per rank of Injury results against beasts or
Cost: 10
Hard Headed. animals per rank of Animal
Cost: 10 Expertise.
Cost: 10

Grit Familiar Sky Enduring Brace

Gain +1 strain threshold Once per session, perform a Each rank of Enduring Perform the Brace maneuver
Familiar Sky maneuver; make increases your character’s to remove b per rank of Brace
Cost: 15 a Hard (ddd) Knowledge soak value by one. from next action. This may
check to reveal the current only remove b added by
type of environment and other Cost: 15 environmental conditions.
useful information.
Cost: 15
Cost: 15

Hard Headed Heroic Resilience Second Wind Vision of the Future

When staggered or Immediately after being hit by Once per encounter, your Once per session, after
disoriented, perform the Hard an attack, spend 1 Story Point character may use this talent successfully casting a spell,
Headed action; make a to increase soak by ranks in to heal an amount of strain you may spend aa or x to
Daunting (dddd) Discipline Resilience. equal to their ranks in Second add one additional effect to the
check to remove status. Wind. cast spell, which would
Difficulty reduced per rank of Cost: 20 normally have increased the
Cost: 20
Hard Headed. difficulty by 1.
Cost: 20 Cost: 20

Dedication Heroic Will Animal Expertise One with Nature

Each rank of Dedication When you purchase this talent Add b per rank of Animal When in the wilderness, you
increases one of your for your character, choose two Expertise to all checks when may use Survival instead of
character’s characteristics by Rings. You may spend a Story interacting with beast or Discipline to recover strain at
one. This talent cannot Point to have your character animals (including combat the end of an encounter
increase a characteristic ignore the effects of all Critical checks). Add +10 to Critical Cost: 25
above 6. Injuries on any skill checks Injury results against beasts or
Cost: 25 using those two characteristics animals per rank of Animal
until the end of the current Expertise.
encounter. Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 59


Legend of the Five Rings 59
Active
Career Skills - Athletics, Brawl, Calligraphy, Discipline, Knowledge (Tao), Ritual, Survival, Vigilance.
Bonus Career Skills – Discipline, Medicine, Resilience, Survival.
Passive

Ranked

Forager Resolve Grit Apothecary

May remove up to bb from When a character involuntarily Gain +1 strain threshold When a patient under your
any skill checks they make to suffers strain, he suffers 1 less character’s care heals wounds
find food, water, or shelter. strain per rank of Resolve to a Cost: 5 from natural rest, they heal
And it takes them half as long. minimum of 1. additional wounds equal to
Cost: 5 twice your character’s ranks in
Cost: 5
Apothecary.
Cost: 5

Blooded Congenial Toughness Durable

Add b per rank of Blooded to May suffer a number of strain Gain +2 wound threshold May reduce any Critical Injury
all checks to resist or recover up to ranks in Congenial to suffered by 10 per rank of
from poisons, venoms, or downgrade difficulty of Charm Cost: 10 Durable, to a minimum of 01.
toxins. Reduce duration of or Negotiation checks or
ongoing poisons by 1 round upgrade difficulty when Cost: 10
per rank of Blooded to a targeted by Charm or
minimum of 1. Negotiation checks by an
equal number.
Cost: 10
Cost: 10

Grit Resolve Enduring Apothecary

Gain +1 strain threshold When a character involuntarily Each rank of Enduring When a patient under your
suffers strain, he suffers 1 less increases your character’s character’s care heals wounds
Cost: 15 strain per rank of Resolve to a soak value by one. from natural rest, they heal
minimum of 1. additional wounds equal to
Cost: 15 twice your character’s ranks in
Cost: 15
Apothecary.
Cost: 15

Durable Grit Dodge It’s Not That Bad

May reduce any Critical Injury Gain +1 strain threshold When targeted by a combat Once per session when an ally
suffered by 10 per rank of check, suffer a number of would suffer a Critical Injury,
Durable, to a minimum of 01. Cost: 20 strain no greater than ranks in may take an It's Not That Bad
Dodge to upgrade difficulty of action; make a Hard (ddd)
Cost: 20 combat check by the same Medicine check to stop the ally
amount. from gaining the Critical Injury.
Cost: 20 Cost: 20

Apothecary Anatomy Lessons Pressure Point Dedication

When a patient under your After making a successful When making a Brawl check Each rank of Dedication
character’s care heals wounds attack, may spend 1 Destiny against an opponent, instead increases one of your
from natural rest, they heal Point to add damage equal to of dealing damage, may deal character’s characteristics by
additional wounds equal to Water to one hit. equivalent strain plus one. This talent cannot
twice your character’s ranks in Cost: 25
additional strain equal to ranks increase a characteristic
Apothecary. of Medicine (this ignores above 6.
soak). Cost: 25
Cost: 25
Cost: 25

60 Legend of the Five Rings - Genesys


60 Legend of the Five Rings
Active
Career Skills - Athletics, Brawl, Calligraphy, Discipline, Knowledge (Tao), Ritual, Survival, Vigilance.
Bonus Career Skills – Athletics, Knowledge (Geography), Ritual, Survival.
Passive

Ranked

Grit Unremarkable Swift Toughness

Gain +1 strain threshold Other characters add f to Your character does not suffer Gain +2 wound threshold
any checks made to find or the penalties for moving
Cost: 5 identify your character in a through difficult terrain Cost: 5
crowd. Cost: 5
Cost: 5

Congenial Hard Headed Brace Disarm

May suffer a number of strain When staggered or Perform the Brace maneuver May spend x or aa with a
up to ranks in Congenial to disoriented, perform the Hard to remove b per rank of Brace successful Brawl or Melee
downgrade difficulty of Charm Headed action; make a from next action. This may check to disarm opponent.
or Negotiation checks or Daunting (dddd) Discipline only remove b added by
upgrade difficulty when check to remove status. Cost: 10
environmental conditions.
targeted by Charm or Difficulty reduced per rank of
Negotiation checks by an Hard Headed. Cost: 10
equal number. Cost: 10
Cost: 10

Defensive Toughness Magic Resistance Grit

Each rank of Defensive Gain +2 wound threshold Add b to checks to target you Gain +1 strain threshold
increases your character’s with a spell. or add b to check
melee defense and ranged Cost: 15 to resist a spell. Cost: 15
defense by one.
Cost: 15
Cost: 15

Retribution Better Luck Conduit Hard Headed


Next Time
Once per round when an ally Take a Better Luck Next Time Once per encounter, your When staggered or
within medium range is action; make a Hard (ddd) character may spend a Story disoriented, perform the Hard
attacked, you may spend one Discipline check to force a Point to perform a magic Headed action; make a
Story Point to use this talent to competitor to suffer a major action as a maneuver. Daunting (dddd) Discipline
automatically hit that enemy misfortune. check to remove status.
Cost: 20
once with a weapon your Difficulty reduced per rank of
character is wielding. Cost: 20 Hard Headed.
Cost: 20 Cost: 20

Dedication Magic Resistance Defensive Heroic Recovery

Each rank of Dedication Add b to checks to target you Each rank of Defensive Once per encounter, you may
increases one of your with a spell. or add b to check increases your character’s spend one Story Point to heal
character’s characteristics by to resist a spell. melee defense and ranged strain equal to your Air.
one. This talent cannot defense by one.
Cost: 25 Cost: 25
increase a characteristic
above 6. Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 61


Legend of the Five Rings 61
Active
Career Skills - Athletics, Brawl, Calligraphy, Discipline, Knowledge (Tao), Ritual, Survival, Vigilance.
Bonus Career Skills – Athletics, Brawl, Resilience, Ritual.
Passive

Ranked

Grit Hard Headed Iron Body Toughness

Gain +1 strain threshold When staggered or Remove b per rank of Iron Gain +2 wound threshold
disoriented, perform the Hard Body from Athletics and
Cost: 5 Headed action; make a Resilience checks. Reduce the Cost: 5
Daunting (dddd) Discipline critical rating of unarmed
check to remove status. attacks by 1 per rank of Iron
Difficulty reduced per rank of Body
Hard Headed.
Cost: 5
Cost: 5

Dodge Uncanny Senses Durable Feral Strength

When targeted by a combat Add b per rank of Uncanny May reduce any Critical Injury Add 1 damage per rank of
check, suffer a number of Senses to all Perception and suffered by 10 per rank of Feral Strength to one hit of
strain no greater than ranks in Vigilance checks. Durable, to a minimum of 01. successful attack made using
Dodge to upgrade difficulty of Brawl or Melee skills.
combat check by the same Cost: 10 Cost: 10
amount. Cost: 10
Cost: 10

Defensive Grit Enduring Iron Body

Each rank of Defensive Gain +1 strain threshold Each rank of Enduring Remove b per rank of Iron
increases your character’s increases your character’s Body from Athletics and
melee defense and ranged Cost: 15 soak value by one. Resilience checks. Reduce the
defense by one. critical rating of unarmed
Cost: 15 attacks by 1 per rank of Iron
Cost: 15 Body
Cost: 15

Grapple Heroic Recovery Toughness Heroic Resilience

Once per round, may perform Once per encounter, you may Gain +2 wound threshold Immediately after being hit by
the Grapple maneuver. Until spend one Story Point to heal an attack, spend 1 Story Point
the beginning of your next strain equal to your Air. Cost: 20 to increase soak by ranks in
turn, enemies must spend two Resilience.
Cost: 20
maneuvers instead of one
maneuver to move from Cost: 20
engaged range to short range
of him.
Cost: 20

Dedication Flurry of Blows Dodge Whirlwind

Each rank of Dedication Perform the Flurry of Blows When targeted by a combat You may suffer 4 strain to
increases one of your maneuver, suffering strain up check, suffer a number of make a Brawl, Melee (Light),
character’s characteristics by to ranks in Atheltics to gain the strain no greater than ranks in or Melee (Heavy) attack
one. This talent cannot Linked quality with a rating Dodge to upgrade difficulty of against the hardest to hit
increase a characteristic equal to the amount of strain combat check by the same adversary, increasing the
above 6. suffered on your next Melee or amount. difficulty by one. If it succeeds,
Cost: 25 Brawl combat check this turn. Cost: 25 each adversary engaged with
you suffers one hit from the
Cost: 25 attack.
Cost: 25

62 Legend of the Five Rings - Genesys


62 Legend of the Five Rings
Active
Career Skills - Athletics, Brawl, Calligraphy, Discipline, Knowledge (Tao), Ritual, Survival, Vigilance.
Bonus Career Skills – Discipline, Divination, Knowledge (Tao), Ritual.
Passive

Ranked

Mystic Knowldge Grit Second Wind Congenial

Choose one Magic action, Gain +1 strain threshold Once per encounter, your May suffer a number of strain
from those allowed, that you character may use this talent up to ranks in Congenial to
do not yet have access to. Cost: 5 to heal an amount of strain downgrade difficulty of Charm
You can now use it. equal to their ranks in Second or Negotiation checks or
Wind. upgrade difficulty when
Cost: 5
Cost: 5 targeted by Charm or
Negotiation checks by an
equal number.
Cost: 5

Defensive Parry Signature Spell Reflect

Each rank of Defensive When hit by a Melee attack, Chooe a signature spell, When hit by a Ranged attack,
increases your character’s suffer 3 strain to reduce consisting of a particular suffer 3 strain to reduce
melee defense and ranged damage by 2 plus ranks in magic action and a specific set damage by 2 plus ranks in
defense by one. Parry. of one or more effects. When Reflect.
Cost: 10 your character casts their Cost: 10
Cost: 10 signature spell, reduce the
difficulty of the check by one.

Cost: 10

Center of Being Defensive Stance Second Chances Sidestep

May perform a Center of Being Once per round, may suffer Once per encounter choose a Once per round, may suffer
maneuver. Until the beginning strain up to ranks in Defensive number of positive dice equal strain up to ranks in Sidestep,
of your next turn, whenever a Stance, to upgrade difficulty of to ranks in Second Chances to upgrade difficulty of ranged
melee attack targeting you, the melee attacks against you by and reroll them. attacks against you by the
critical rating of the enemy's the same number, till next same number, till next round.
Cost: 15
weapon counts as 1 higher per round.
Cost: 15
rank of Center of Being.
Cost: 15
Cost: 15

Dedication Second Wind Mystic Knowldge Touch of Fate

Each rank of Dedication Once per encounter, your Choose one Magic action, Once per session, add bb to
increases one of your character may use this talent from those allowed, that you any 1 check.
character’s characteristics by to heal an amount of strain do not yet have access to. Cost: 20
one. This talent cannot equal to their ranks in Second You can now use it.
increase a characteristic Wind.
Cost: 20
above 6. Cost: 20
Cost: 20

Center of Being
Signature Spell Second Chances Heroic Recovery
(Improved)
Chooe a signature spell, Once per encounter choose a Suffer 1 Strain to use a Center Once per encounter, you may
consisting of a particular number of positive dice equal of Being maneuver as an spend one Story Point to heal
magic action and a specific set to ranks in Second Chances incidental. strain equal to your Earth.
of one or more effects. When and reroll them. Cost: 25
your character casts their
Cost: 25 Cost: 25
signature spell, reduce the
difficulty of the check by one.

Cost: 25

Legend of the Five Rings - Genesys 63


Legend of the Five Rings 63
Active
Career Skills - Athletics, Brawl, Calligraphy, Discipline, Knowledge (Tao), Ritual, Survival, Vigilance.
Bonus Career Skills – Charm, Government, Knowledge (Lore), Knowledge (Tao).
Passive

Ranked

Deflect Spell Researcher Supporting Skilled Teacher


Evidence
When you are hit by a magic On a successful Knowledge When assisting an ally with a Before an ally within short
based combat check, you may check, character and allies Charm, Deception, range makes a skill check, if it
suffer 3 strain to reduce the gain automatic a per Cost:
rank of
5 Government, or Negotiation has fewer ranks in that skill
damage of the hit by two plus Researcher on checks to act check, add automatic a per than you, you may suffer strain
ranks in Deflect Spell. This on those facts until the end of rank of Supporting Evidence. up to ranks in Skilled Teacher
talent can only be used once his next turn. to add an equal number of s
per hit. Cost: 5 Cost: 5 to the ally’s check.
Cost: 5 Cost: 5

Grit Seize the initiative Toughness Comrades in Arms

Gain +1 strain threshold Once per session, as a Gain +2 wound threshold Once per encounter, make a
maneuver, may make a Hard Hard (ddd) Discipline
Cost: 10 (ddd) Athletics check. On Cost: 10 Check. A succes grants you ,
success, other PCs may take and one ally per s within
their turns immediately. medium range +1 to defense
for the encounter.
Cost: 10
Cost: 10

Supporting Deflect Spell Researcher Respected


Evidence
When assisting an ally with a When you are hit by a magic On a successful Knowledge When first acquired, choose
Charm, Deception, based combat check, you may check, character and allies one social group. The
Government, or Negotiation suffer 3 strain to reduce the gain automatic a per Cost:
rank of
5 character downgrades the
check, add automatic a per damage of the hit by two plus Researcher on checks to act difficulty of checks to interact
rank of Supporting Evidence. ranks in Deflect Spell. This on those facts until the end of with members of that social
talent can only be used once his next turn. group a number of times equal
Cost: 15 per hit. Cost: 15 to his ranks in Respected.
Cost: 15 Cost: 15

Comrades in Arms
Valuable Facts Skilled Teacher Dedication
(Improved)
Once per session, perform a Spend x or aaa when Before an ally within short Each rank of Dedication
Valuable Facts action: make performing Comrades in Arms range makes a skill check, if it increases one of your
an Average (dd) Knowledge to also gain +1 soak or give has fewer ranks in that skill character’s characteristics by
check. If successful, add x to one affected ally +1 soak. than you, you may suffer strain one. This talent cannot
one ally's skill check during up to ranks in Skilled Teacher increase a characteristic
the encounter. Cost: 20 to add an equal number of s above 6.
to the ally’s check. Cost: 20
Cost: 20
Cost: 20

Deflect Spell Researcher Respected Master Instructor

When you are hit by a magic On a successful Knowledge When first acquired, choose Once per round, suffer 2 strain
based combat check, you may check, character and allies one social group. The to allow an ally within short
suffer 3 strain to reduce the gain automatic a per Cost:
rank of
5 character downgrades the range to count as having the
damage of the hit by two plus Researcher on checks to act difficulty of checks to interact same number of ranks in
ranks in Deflect Spell. This on those facts until the end of with members of that social Discipline as your character
talent can only be used once his next turn. group a number of times equal for the next Discipline check
per hit. Cost: 25 to his ranks in Respected. the ally makes.
Cost: 25 Cost: 25 Cost: 25

64 Legend of the Five Rings - Genesys


64 Legend of the Five Rings
Ninja to know how to use weapons, how to move around without being
A Ninja’s eight career skills are Athletics, Deception, seen, whether it be by sneaking past guards, or climbing a wall
Discipline, Melee - Light, Perception, Skullduggery, Stealth and avoiding them altogether, and you need to be able to hide
and Vigilance. The Ninja automatically gains a rank in five of small weapons on your body and enter places that are hard to
these skills without spending experience and receives a discount get into.
on increasing them with future experience points. An assassin’s best method of fighting is to sneak into position
when his opponent is unaware, and then strike a single deadly
blow. Of course, with some opponents, adding a poison to one’s
A Ninja’s Role weapon is also a good insurance, in case the first strike doesn’t
Ninja is a word that inspires fear in the Empire. And that is kill him, the poison might.
even though everybody believes that Ninjas are nothing more
than a figment of imagination, a story made up to scare. Ronin Starting Equipment: Ashigaru Armor, Robes, One
But Ninjas are a part of the Empire, even if one that is Light Melee Weapon, Traveling Pack, 1 Koku
vehemently denied by all Clans. And yet, many Clans, even the Minor Clan Starting Equipment: Ashigaru Armor, Robes,
Honorable Lion, and the Cultural Crane make use of. Because Wakizashi, One Light Melee Weapon, Traveling Pack, 2 Koku
despite their underhanded tactics, sometimes one needs to make Great Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
use of such tactics to win. Wakizashi, One Light Melee Weapon, Traveling Pack, 3 Koku
Some Clans employ ninjas for various tasks, but some ninjas Imperial Starting Equipment: Tatari-Yoroi Armor, Robes,
form their own little organizations, and sell their services to those Beautiful Clothing, Wakizashi, One Light Melee Weapon,
who can afford them and are willing to pay. Traveling Pack, 4 Koku

Ninja Specializations Egg Thrower


Such an innocuous name, for what can be quite deadly.
Assassin Nageteppo, or Ninja Egg Grenades, started out as actual eggs
Not everyone plays fair, and assassins are the ones who do and they were filled with strange mixes of powder so that when
their best to not play fair at all. They will do their best to stack the shattered they created either a blinding explosion or a thick cloud
deck to their side, in order to kill their rivals, or those they are of black smoke to cover the ninja's escape. But they can become
paid to kill. so much more, and much deadlier in the hands of a trained Ninja.
Assassins have the additional starting skills of Athletics, Egg Throwers have the additional starting skills of Athletics,
Melee - Light, Skullduggery, and Stealth. When this is a PC's Ranged, Skullduggery, and Stealth. When this is a PC's first
first specialization, the player may choose three of these skills in specialization, the player may choose three of these skills in
which to gain a free rank. To be a successful assassin, you need which to gain a free rank. Being a successful egg thrower means

Legend of the Five Rings - Genesys 65


Legend of the Five Rings 65
that you learn how to throw them, so you can hit either opponents, Ronin Starting Equipment: Ashigaru Armor, Robes, One
or the place you want to, but you also need to sneak in, hide them Light Melee Weapon, Traveling Pack, 1 Koku
from casual search, and be able to move across narrow beams, Minor Clan Starting Equipment: Ashigaru Armor, Robes,
or climb walls, to get to your destination. Wakizashi, One Light Melee Weapon, Traveling Pack, 2 Koku
Great Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
Ronin Starting Equipment: Ashigaru Armor, Robes, 2 Nage- Wakizashi, One Light Melee Weapon, Traveling Pack, 3 Koku
Teppo, One Light Melee Weapon, Traveling Pack, 1 Koku Imperial Starting Equipment: Tatari-Yoroi Armor, Robes,
Minor Clan Starting Equipment: Ashigaru Armor, Robes, Beautiful Clothing, Wakizashi, One Light Melee Weapon,
2 Nage-Teppo, Wakizashi, One Light Melee Weapon, Traveling Traveling Pack, 4 Koku
Pack, 2 Koku
Great Clan Starting Equipment: Tatari-Yoroi Armor, Robes, Spy
3 Nage-Teppo, Wakizashi, One Light Melee Weapon., Traveling Rokugan is a land that is vast, and sprawling, and within it
Pack, 3 Koku there are many ‘organizations’, from the Imperial bureaucracy, to
Imperial Starting Equipment: Tatari-Yoroi Armor, Robes, the Emperor’s court, and on to the various Clans, their component
Beautiful Clothing, 4 Nage-Teppo, Wakizashi, One Light Melee Families, and vassal families, and on to the various Minor Clans
Weapon., Traveling Pack, 4 Koku and the Brotherhood. With so many powers and movers, it is
no wonder that there is no shortage of secrets waiting to be
Impersonator uncovered even within the empire. And when secrets abound, so
There are many ways to dispose of rivals, or to make them are those who train to find them.
act like you want them to. One of them is to have someone else Spies have the additional starting skills of Charm,
impersonate them, and act like you want them to, or do something Perception, Skullduggery, and Stealth. When this is a PC's
that will endanger their position or fame. first specialization, the player may choose three of these skills
Impersonators have the additional starting skills of Deception, in which to gain a free rank. To excel as a spy, you need to know
Discipline, Perception, and Perform. When this is a PC's first how to move in silence, charm those around you, be perceptive
specialization, the player may choose three of these skills in enough to notice minor cues, and be able to take and drop things
which to gain a free rank. To impersonate someone, you might unnoticed, or to make forgeries.
want to get a chance to see them in action, so you learn some A good spy has to rely on themselves, and so, have to make
of their mannerisms, to better impersonate them. You also need the best use of their equipment, and quick wit, to both distract
to have the discipline to stay in character, and to convince others their rivals from noticing them, and from their actions, while
that you are who you impersonate. playing the game. But you also need to know how to use leverage
You use your ability to impersonate to sow distrust, cause to get others to do your work, and to get physical if need be, and
discredit, and bring shame to others, all the while making when to take risks.
sure the blame falls on someone else, usually the person you
impersonate. The best way to bring an opponent down is to make Ronin Starting Equipment: Ashigaru Armor, Robes, One
his own allies his enemies. Light Melee Weapon, Traveling Pack, 1 Koku
Minor Clan Starting Equipment: Ashigaru Armor, Robes,
Ronin Starting Equipment: Ashigaru Armor, Robes, One Wakizashi, One Light Melee Weapon, Traveling Pack, 2 Koku
Light Melee Weapon, Disguise Kit, Traveling Pack, 1 Koku Great Clan Starting Equipment: Tatari-Yoroi Armor, Robes,
Minor Clan Starting Equipment: Ashigaru Armor, Robes, Wakizashi, One Light Melee Weapon, Traveling Pack, 3 Koku
Wakizashi, One Light Melee Weapon, Disguise Kit, Traveling Imperial Starting Equipment: Tatari-Yoroi Armor, Robes,
Pack, 2 Koku Beautiful Clothing, Wakizashi, One Light Melee Weapon,
Great Clan Starting Equipment: Tatari-Yoroi Armor, Robes, Traveling Pack, 4 Koku
Wakizashi, One Light Melee Weapon, Disguise Kit, Traveling
Pack, 3 Koku
Imperial Starting Equipment: Tatari-Yoroi Armor, Robes,
Beautiful Clothing, Wakizashi, One Light Melee Weapon,
Disguise Kit, Traveling Pack, 4 Koku

Secret Yojimbo
A Yojimbo is a bodyguard, and serves to protect important
personages, mainly diplomats and Shugenja. But there are
times when you are not supposed to have a bodyguard in armor
and armed around you, or when you think someone might send
assassins against a target. That is where you’ll want to attach a
secret Yojimbo, someone disguised as a commoner or as part of
their servant retinue.
Secret Yojimbo have the additional starting skills of Melee
- Light, Perform, Stealth, and Vigilance. When this is a PC's
first specialization, the player may choose three of these skills in
which to gain a free rank. To do your job, you need to be aware of
danger, preferably before it springs, and to act fast when it does.
You also need to be able to hide in plain sight or be unnoticed.
And last, but not least, you need to know how to fight.
You generally follow your ward in disguise, so as not to attract
attention to yourself, and when someone tries to attack him,
you either rush to his defense, or you position yourself so that
until they remove you, they cannot reach your charge, hopefully
buying enough time to have them stopped, either by yourself, or
by others.

66 Legend of the Five Rings - Genesys


66 Legend of the Five Rings
Active
Career skills – Athletics, Deception, Discipline, Melee – Light, Perception, Skullduggery, Stealth, Vigilance.
Passive
Bonus Career Skills – Athletics, Melee – Light, Skullduggery, Stealth.

Ranked

Rapid Reaction Unremarkable Quick Strike Quick Draw

Suffer a number of strain to Other characters add f to Add b for each rank of Quick Once per round, draw or
add an equal number of s to any checks made to find or Strike to any combat checks holster an easily accessible
initiative checks. Strain identify your character in a against targets that have not weapon or item as an
suffered cannot exceed ranks crowd. acted yet this encounter. incidental.
in Rapid Reaction.
Cost: 5 Cost: 5 Cost: 5
Cost: 5

Rapid Recovery Stalker Sneak Attack Toughness

When healing strain after an Add b per rank of Stalker to When attacking an unaware Gain +2 wound threshold
encounter, heal 1 additional all Stealth and Athletics adversary using a Melee
strain per rank of Rapid checks. (Light) weapon, you roll your Cost: 10
Recovery. Cost: 10 Skullduggery skill instead of
Cost: 10 Melee (Light). If the check
succeeds, each uncanceled s
adds +2 damage (instead of
the normal +1).
Cost: 10

Quick Strike Rapid Reaction Assassin Strike Stalker

Add b for each rank of Quick Suffer a number of strain to After making a successful Add b per rank of Stalker to
Strike to any combat checks add an equal number of s to melee check, may spend a all Stealth and Athletics
against targets that have not initiative checks. Strain Story Point to disengage from checks.
acted yet this encounter. suffered cannot exceed ranks an opponent as an incidental. Cost: 15
in Rapid Reaction.
Cost: 15 Cost: 15
Cost: 15

Sneak Attack Venom-Soaked


Rapid Recovery Creative Killer
(Improved) Blade
Once per round when When healing strain after an When making a Melee (Light) Reduce the crit rating of
performing the Aim maneuver, encounter, heal 1 additional combat check using a improvised weapons by 2 (to a
may suffer 1 Strain to add strain per rank of Rapid poisoned weapon, your minimum of 1).
Vicious 2, or increase your Recovery. character treats it as
Cost: 20
weapon's Vicious rating by 1, Cost: 20 possessing the Burn 2 item
for your next combat check quality.
this round. Cost: 20
Cost: 20

Dedication Coordination Dodge Grit Time To Go

Each rank of Dedication When targeted by a combat Gain +1 strain threshold May spend 1 Story Point to
increases one of your check, may spend 1 Story perform a Move maneuver as
character’s characteristics by Point to add f equal to ranks Cost: 25 an incidental to attempt to
one. This talent cannot in Athletics to check. move into cover or out of the
increase a characteristic blast range of a weapon or
Cost: 25
above 6. explosion.
Cost: 25 Cost: 25

Legend of the Five Rings - Genesys 67


Legend of the Five Rings 67
Active
Career skills – Athletics, Deception, Discipline, Melee – Light, Perception, Skullduggery, Stealth, Vigilance.
Passive
Bonus Career Skills – Athletics, Ranged, Skullduggery, Stealth.

Ranked

Disorient Moving Target Precise Aim Exploit

After a successful combat If you have already acted this Once per round, when taking When making a Ranged or
check, may spend aa to round, increase ranged an Aim maneuver, may suffer Melee (Light) combat check,
disorient target for number of defense by 1 per rank of a number of strainup to ranks may suffer 2 strain to add the
rounds equal to ranks in Moving Target. in Precise Aim. Decrease the Ensnare quality to the attack
Disorient. target’s defense (ranged and with a rating equal to your
Cost: 5
Cost: 5 melee) by one per strain ranks in Exploit.
suffered. Cost: 5
Cost: 5

Selective
Tumble Powerful Blast Rapid Reaction
Detonation
When using a weapon with the Once per round on your Increase Blast damage dealt Suffer a number of strain to
Blast quality spend a to character's turn, they may by +1 per rank of Powerful add an equal number of s to
exclude 1 target that would be suffer 2 strain to disengage Blast. initiative checks. Strain
affected by the explosion, up from all engaged adversaries. Cost: 10
suffered cannot exceed ranks
to ranks in Selective in Rapid Reaction.
Detonation. Cost: 10
Cost: 10
Cost: 10

Sidestep Strong Arm Grenadier Ambush

Once per round, may suffer Treat thrown weapons as if When attacking with a weapon Once per round while in cover,
strain up to ranks in Sidestep, they had 1 greater range. that has the Blast item quality, may make the Ambush
to upgrade difficulty of may spend one Story Point to maneuver. Add damage equal
rangedattacks against you by Cost: 15 trigger the weapon’s Blast to Stealth skill to next combat
the same number, till next quality, instead of spending a check against a target within
round. (even if the attack misses). short range before the end of
the turn.
Cost: 15 Cost: 15
Cost: 15

Selective
Dedication Precise Aim Disorient
Detonation
Each rank of Dedication Once per round, when taking After a successful combat When using a weapon with the
increases one of your an Aim maneuver, may suffer check, may spend aa to Blast quality spend a to
character’s characteristics by a number of strainup to ranks disorient target for number of exclude 1 target that would be
one. This talent cannot in Precise Aim. Decrease the rounds equal to ranks in affected by the explosion, up
increase a characteristic target’s defense (ranged and Disorient. to ranks in Selective
above 6. melee) by one per strain Cost: 20 Detonation.
Cost: 20 suffered. Cost: 20
Cost: 20

Master Grenadier Fear the Shadows Rapid Reaction Powerful Blast

Decrease the a cost to Once per session, may make Suffer a number of strain to Increase Blast damage dealt
activate the Blast quality on a Hard (ddd) Deception add an equal number of s to by +1 per rank of Powerful
any attack by 1 to a minimum check to force a single minion initiative checks. Strain Blast.
of 1. group or rival to flee the suffered cannot exceed ranks Cost: 25
encounter. in Rapid Reaction.
Cost: 25
Cost: 25 Cost: 25

68 Legend of the Five Rings - Genesys


68 Legend of the Five Rings
Active
Career skills – Athletics, Deception, Discipline, Melee – Light, Perception, Skullduggery, Stealth, Vigilance.
Passive
Bonus Career Skills – Deception, Discipline, Perception, Perform.

Ranked

Grit Smooth Talker Toughness Second Wind

Gain +1 strain threshold When first acquired choose 1 Gain +2 wound threshold Once per encounter, your
skill; Charm, Coercion, character may use this talent
Cost: 5 Deception, or Negotiation. Cost: 5 to heal an amount of strain
When making checks with that equal to their ranks in Second
skill spend x to gain Wind.
additional s equal to ranks in Cost: 5
Smooth Talker.
Cost: 5

Second Wind Distracting Grit Impersonate


Behavior
Once per encounter, your Make a Distracting Behavior Gain +1 strain threshold Once per encounter, per rank
character may use this talent maneuver and suffer strain no of Impersnate, you may use
to heal an amount of strain greater than Water. Until the Cost: 10 Perform instead of another
equal to their ranks in Second beginning of next turn, equal Skill.
Wind. number of engaged NPC's
suffer t on checks. Range Cost: 10
Cost: 10
increases with additional
ranks.
Cost: 10

Smooth Talker Bad Press Impersonate Distracting


Behavior
When first acquired choose 1 Once per session, choose an Once per encounter, per rank Make a Distracting Behavior
skill; Charm, Coercion, organization and make a Hard of Impersnate, you may use maneuver and suffer strain no
Deception, or Negotiation. (dddd) Deception check. Perform instead of another greater than Water. Until the
When making checks with that On success, organization Skill. beginning of next turn, equal
skill spend x to gain members have their strain number of engaged NPC's
additional s equal to ranks in thresholds reduced by 1, plus Cost: 15 suffer t on checks. Range
Smooth Talker. 1 per sss, until the end of increases with additional
Cost: 15
the session. ranks.
Cost: 15 Cost: 15

Distracting
Discredit Careful Planning Trust No One
Behavior (Improved)
The Distracting Behavior Once per encounter, take the Once per session, may When targeted by a social
maneuver inflicts tt on Discredit action, make a Hard introduce a "fact" into the check, suffer 1 strain to add
NPC's checks when NPC's (ddd) Deception check to narrative as if a Story Point automatic f to the check. If
target character's allies. upgrade the difficulty of one had been spent. the check fails with y, your
character's social checks character may immediately
Cost: 20 once, plus once for every Cost: 20 perform a maneuver as an
aa, until the end of the out-of-turn incidental.
encounter.
Cost: 20
Cost: 20

Thorough
Just Kidding! In the Know Dedication
Assessment
Once per round as an Once per session, make an Each rank of Dedication Once per session, take a
incidental spend 1 Story Point opposed Deception vs increases one of your Thorough Assessment action:
to ignore y generated on a Vigilance check with the character’s characteristics by make a Hard (ddd)
social check by the character difficulty downgraded a one. This talent cannot Knowledge check to gain b
or any ally in short range. number of times equal to your increase a characteristic equal to s that can be
ranks in Deception to have a above 6. distributed during the
Cost: 25 target NPC believe specific encounter.
Cost: 25
false intelligence. Cost: 25

Cost: 25

Legend of the Five Rings - Genesys 69


Legend of the Five Rings 69
Active
Career Skills - Athletics, Deception, Discipline, Melee – Light, Perception, Skullduggery, Stealth, Vigilance.
Bonus Career Skills – Melee – Light, Perform, Stealth, Vigilance.
Passive

Ranked

Quick Draw Grit Body Guard Parry

Once per round, draw or Gain +1 strain threshold Once per round, may suffer a When hit by a Melee attack,
holster an easily accessible number of strain no greater suffer 3 strain to reduce
weapon or item as an Cost: 5 than ranks in Body Guard. damage by 2 plus ranks in
incidental. Upgrade the difficulty to hit Parry.
that ally an equal numbe rof Cost: 25
Cost: 5
times, till the end of your next
turn.
Cost: 10

Prime Positions Challenge! Knack For It Bulwark

When you or an ally in short Once per encounter, you may Remove bb from all Stealth You may use Parry to reduce
range takes cover, increase choose a number of checks. the damage of an attack
soak against ranged attacks adversaries within Short range targeting an engaged ally.
Cost: 10
by 1 per rank of Prime up to ranks in Challenge!.
Positions until he leaves that These adversaries add b to Cost: 20
cover. combat checks targeting you
Cost: 15 and bb to combat checks
targeting other characters.
Cost: 10

Toughness Body Guard Stalker Grit

Gain +2 wound threshold Once per round, may suffer a Add b per rank of Stalker to Gain +1 strain threshold
number of strain no greater all Stealth and Athletics
Cost: 10 than ranks in Body Guard. checks. Cost: 5
Upgrade the difficulty to hit Cost: 10
that ally an equal numbe rof
times, till the end of your next
turn.
Cost: 10

Freerunning Parry Prime Positions Dodge

Suffer 1 strain when making a When hit by a Melee attack, When you or an ally in short When targeted by a combat
Move maneuver to move to suffer 3 strain to reduce range takes cover, increase check, suffer a number of
any location within short damage by 2 plus ranks in soak against ranged attacks strain no greater than ranks in
range. Parry. by 1 per rank of Prime Dodge to upgrade difficulty of
Cost: 15 Cost: 25 Positions until he leaves that combat check by the same
cover. amount.
Cost: 15 Cost: 25

Feint Dedication Challenge! Deceptive Taunt

Spend x or aaa Each rank of Dedication Once per encounter, you may Once per session, may make
generated on a missed melee increases one of your choose a number of Deceptive Taunt action. Make
attack to upgrade difficulty of character’s characteristics by adversaries within Short range opposed Deception check. If
opponent's next attack by one. This talent cannot up to ranks in Challenge!. successful, one adversary
ranks in Feint. increase a characteristic These adversaries add b to must attack the character
Cost: 25 above 6. combat checks targeting you during adversary's next turn.
Cost: 25 and bb to combat checks
targeting other characters. Cost: 10

Cost: 10

70 Legend of the Five Rings - Genesys


70 Legend of the Five Rings
Active
Career Skills - Athletics, Deception, Discipline, Melee – Light, Perception, Skullduggery, Stealth, Vigilance.
Bonus Career Skills – Charm, Perception, Skullduggery, Stealth.
Passive

Ranked

Unremarkable Proper Upbringing Resolve Tinkerer

Other characters add f to May suffer strain up to ranks in When a character involuntarily May add one Hard Point to a
any checks made to find or Proper Upbringing to add an suffers strain, he suffers 1 less number of items equal to
identify your character in a equal number of a to social strain per rank of Resolve to a ranks in Tinkerer. Each item
crowd. skill checks made in polite minimum of 1. may only be modified once.
company.
Cost: 5 Cost: 5 Cost: 5
Cost: 5

Stalker Nobody’s Fool In The Know Uncanny Senses

Add b per rank of Stalker to May upgrade difficulty of Once per session, make an Add b per rank of Uncanny
all Stealth and Athletics incoming Charm, Coercion, or opposed Deception vs Senses to all Perception and
checks. Deception checks once per Vigilance check with the Vigilance checks.
Cost: 10 rank of Nobody's Fool. difficulty downgraded a
number of times equal to your Cost: 10
Cost: 10 ranks in deception to have a
target NPC believe specific
false intelligence.
Cost: 10

Double-Talk Double Or Nothing Stunning Blow Jury Rigged

Spend aa or x from a Suffer 2 strain to perform the While making Melee checks, Choose one weapon, armor,
successful Charm or Double or Nothing incidental may inflict damage as strain or other item and give it a
Deception check to disorient a to increase the difficulty of the instead of wounds. This does permanent improvement while
number of opponents within next check by one. Then, after not ignore soak. it remains in use.
short range equal to your Air canceling opposing symbols,
Cost: 15
for the remainder of the round double the amount of Cost: 15
and the next two rounds. remaining a.
Cost: 15 Cost: 15

Knows the Ropes Resolve Dedication Tinkerer

Add b to checks made to When a character involuntarily Each rank of Dedication May add one Hard Point to a
escape from restraints equal suffers strain, he suffers 1 less increases one of your number of items equal to
to ranks in Skullduggery. strain per rank of Resolve to a character’s characteristics by ranks in Tinkerer. Each item
Spend x to free all other minimum of 1. one. This talent cannot may only be modified once.
allies within short range. increase a characteristic
Cost: 20 Cost: 20
above 6.
Cost: 20
Cost: 20

Nobody’s Fool Blackmail Sense Advantage Trust No One

May upgrade difficulty of When an NPC exceeds his Once per session, add bb to When targeted by a social
incoming Charm, Coercion, or strain threshold, may spend 1 any 1 NPC’s check. check, suffer 1 strain to add
Deception checks once per Story Point to convince that Cost: 25
automatic f to the check. If
rank of Nobody's Fool. NPC to perform a single task the check fails with y, you
of choice instead. may immediately perform a
Cost: 25 maneuver as an out-of-turn
Cost: 25
incidental.
Cost: 25

Legend of the Five Rings - Genesys 71


Legend of the Five Rings 71
Shugenja Invocation, Medicine, and Resilience. When this is a PC’s
A Shugenja’s eight career skills are Calligraphy, Discipline, first specialization, the player may choose three of these skills in
Invocation, Knowledge (Lore), Knowledge (Spirit Realms), which to gain a free rank. Everyone can heal, but it is the doctor
Knowledge (Tao), Perception, and Ritual. The Shugenja who specializes in knitting the wounds back together. As part
automatically gains a rank in five of these skills without spending of learning how to stitch wounds, the doctor also learns how to
experience and receives a discount on increasing them with avoid major wounds to himself, and how to treat even the most
future experience points. hideous of wounds, without losing his focus.
To be a doctor is to strive to heal as many people and as
many wounds as possible in the shortest amount of time, so
A Shugenja’s Role these samurai can return to their duties. It’s about continuing on
Shugenja are people who have the ability to talk to the Kami, even if you suffer yourself, and to show others that it will take
and coax them to create magical effects, While Shugenja are much more to bring you down.
relatively rare, it seems as if certain bloodlines produce more
shugenja than others, which gave rise to families that seem to Commoner Starting Equipment: Robes, Light Weapon,
contain more than their fair share of shugenja amongst them. Traveling Pack, Healing Kit, 5 bu
Besides their ability to speak to the kami, they also act as Ronin Starting Equipment: Robes, Light Weapon, Traveling
priests, and officiate rituals. But their ability to speak to the Kami Pack, Healing Kit, 5 bu
is their greatest strength, and the reason they are treasured. In Minor Clan Starting Equipment: Robes, Wakizashi, Light or
fact, because Shugenja are relatively rare, every Clan is more Ranged Weapon, Traveling Pack, Healing Kit, 1 koku
likely to take a Shugenja prisoner, to ransom them back to their Great Clan Starting Equipment: Robes, Wakizashi, Light or
Clan, than kill them. Ranged Weapon, Prayer Scroll, Traveling Pack, Healing Kit, 2
All of the Great Clans have at least one Shugenja Family, that koku
serves as the bulk of their spellcasters, and some of the Minor Imperial Starting Equipment: Robes, Beautiful Clothing,
Clans have been founded based on a Shugenja family. Wakizashi, Light or Ranged Weapon, Prayer Scroll, Traveling
Pack, Healing Kit, 2 koku
Shugenja Specializations
Hermit
Diviner Part of being a shugenja is to attune oneself to the kami.
In a world where the supernatural is so alive, and close, there Those who choose to become hermit find that human society can
are omens and prophecies to be had. And therefore, there are distract them from hearing the voices of the kami, and therefore,
those who seek to understand them, and either try to avert them, they set themselves apart from it to some degree.
or to bring them about. But there is more to it than that, because Hermits have the additional starting skills of Invocation,
those same divinations can also tell whether a particular place or Knowledge (Tao), Resilience, and Survival. When this is a
time is auspicious, or not. PC’s first specialization, the player may choose three of these
Diviners have the additional starting skills of Charm, skills in which to gain a free rank. Living on the edge of society, if
Divination, Invocation, and Knowledge (Tao). When this is a no away from society as some hermits do, means that you have
PC's first specialization, the player may choose three of these to learn to fend for yourself in the wild, and to better withstand
skills in which to gain a free rank. While everyone can pick up the the elements, and various ills that can plague you, making you
skill of Divination, to know whether a particular time or place is more resilient.
auspicious or not, and to try and read the future, it is the shugenja As an hermit, you distance yourself from society, and gain a
alone who can also apply their knowledge of the Kami to gain variety of ways to overcome the environment, and survive. But
further insight, and to do that they also need to deepen their you also form a bond with the kami of one element, such that one
knowledge of the Tao, and to be able to convince others of their of them follows you around, and grants you some resistance to
findings. magic.
To be a diviner is to act fast when needed, and to take chances
few others might take, and be able to wrest more from fate that Commoner Starting Equipment: Robes, Light Weapon,
others might think possible. Traveling Pack, 5 bu
Ronin Starting Equipment: Robes, Light Weapon, Traveling
Commoner Starting Equipment: Robes, Light Weapon, Pack, 5 bu
Traveling Pack, Divination Set, 5 bu Minor Clan Starting Equipment: Robes, Wakizashi, Light or
Ronin Starting Equipment: Robes, Light Weapon, Traveling Ranged Weapon, Traveling Pack, 1 koku
Pack, Divination Set, 5 bu Great Clan Starting Equipment: Robes, Wakizashi, Light or
Minor Clan Starting Equipment: Robes, Wakizashi, Light or Ranged Weapon, Prayer Scroll, Traveling Pack, 2 koku
Ranged Weapon, Traveling Pack, Divination Set, 1 koku Imperial Starting Equipment: Robes, Beautiful Clothing,
Great Clan Starting Equipment: Robes, Wakizashi, Light or Wakizashi, Light or Ranged Weapon, Prayer Scroll, Traveling
Ranged Weapon, Prayer Scroll, Traveling Pack, Divination Set, Pack, 2 koku
2 koku
Imperial Starting Equipment: Robes, Beautiful Clothing, Philosopher
Wakizashi, Light or Ranged Weapon, Prayer Scroll, Traveling Many in Rokugan, mostly clueless samurai, and many
Pack, Divination Set, 2 koku peasants, think that once Shinsei gave the Emerald Empire the
Tao, it encompasses all knowledge. But while it contains truths
Doctor both great and small, it doesn’t encompass all knowledge. And
Life as a samurai tend to be somewhat brutal. Whether it be so, countless shugenja seek to learn as much knowledge as they
brigands, other samurai, some shadowland creature or even can. But most steer away from the dark knowledge, lest it corrupt
fierce animals, a samurai is bound to suffer wounds at some them.
point. When this occurs, it is the purpose of the shugenja doctor Philosophers have the additional starting skills of Invocation,
to fix up the wounds, and send the samurai, all well, back to his Knowledge (Lore), Knowledge (Spirit Realms), and
duty. Knowledge (Tao). When this is a PC’s first specialization, the
Doctors have the additional starting skills of Discipline, player may choose three of these skills in which to gain a free
rank. The seeking of knowledge is what drives you forward. You

72 Legend of the Five Rings - Genesys


72 Legend of the Five Rings
do not settle for the bits and pieces others might settle for, but you Traveling Pack, 5 bu
seek to master all knowledge, and to use that knowledge to your Ronin Starting Equipment: Robes, Light Weapon, Traveling
advantage, and that of your allies. Pack, 5 bu
In your pursuit of knowledge, you choose a broad field to Minor Clan Starting Equipment: Robes, Wakizashi, Light or
focus on, but you rarely neglect the others, and in doing so, you Ranged Weapon, Traveling Pack, 1 koku
find slightly new ways to affect your spellcasting as well. But even Great Clan Starting Equipment: Robes, Wakizashi, Light or
when not casting spells, you have a store of knowledge that few Ranged Weapon, Prayer Scroll, Traveling Pack, 2 koku
others can rival, and you can use it to benefit your allies in their Imperial Starting Equipment: Robes, Beautiful Clothing,
endeavors. Wakizashi, Light or Ranged Weapon, Prayer Scroll, Traveling
Commoner Starting Equipment: Robes, Light Weapon, Pack, 2 koku
Traveling Pack, 5 bu
Ronin Starting Equipment: Robes, Light Weapon, Traveling Scribe
Pack, 5 bu As religious figures, shugenja are often ill suited to the courts,
Minor Clan Starting Equipment: Robes, Wakizashi, Light or where intrigue and whom you know is far more important than
Ranged Weapon, Traveling Pack, 1 koku your ability to call upon the kami. But that is exactly what the
Great Clan Starting Equipment: Robes, Wakizashi, Light or scribe does. He seeks to earn his place in the courts, and to
Ranged Weapon, Prayer Scroll, Traveling Pack, 2 koku prove his worth, without entirely abandoning his spellcasting.
Imperial Starting Equipment: Robes, Beautiful Clothing, Scribes have the additional starting skills of Calligraphy,
Wakizashi, Light or Ranged Weapon, Prayer Scroll, Traveling Government, Invocation, and Knowledge (Tao). When this is
Pack, 2 koku a PC’s first specialization, the player may choose three of these
skills in which to gain a free rank. To do well in courts, one must
Priest know only understand their politics, but must also know how to
All shugenja serve as priests, overseeing life’s rituals of birth, communicate without others reading your secrets. Far too many
baby testing, gempukku, marriage, and death, to some degree, study one and neglect the other, but not you, and yet, you also
but some take it as a more personal mission, and serve as a invest in your spellcasting. Sure, you might not cast spells during
religious shepherd to their flock. court, but you can use information gleaned from your spells, to
Priests have the additional starting skills of Charm, further your goals at the court.
Knowledge (Spirit Realms), Knowledge (Tao), and Ritual. You start by learning how to gain some advantage in the
When this is a PC’s first specialization, the player may choose courts, where courtiers rule, but you learn to hold your own,
three of these skills in which to gain a free rank. Forgoing some especially when you can grease some palms. You learn to
of your spellcasting ability, you learn to be more sociable, and to encrypt your messages, so others might not know what you’re
study the spirit realms, and the rituals of life, and death that are planning, and to show others how things are done, allowing
your prerogative. But the one subject you do not pass by, is your them to also shine. As you gain respect, you also learn to make
study of the Tao. others top fighting to listen to your words, and to gain access
As a religious leader, you learn to uplift others, and to gain to hard to get equipment, even in areas where such equipment
their respect, but in doing so, you also gain the respect of the might be harder to get.
kami, and to do that, you also focus on a specific subject of lore,
to be the cornerstone of your understanding of the world.
Commoner Starting Equipment: Robes, Light Weapon, Commoner Starting Equipment: Robes, Light Weapon,
Traveling Pack, 5 bu
Ronin Starting
Equipment: Robes,
Light Weapon,
Traveling Pack, 5 bu
M i n o r
Clan Starting
Equipment: Robes,
Wakizashi, Light or
Ranged Weapon,
Traveling Pack, 1
koku
G r e a t
Clan Starting
Equipment: Robes,
Wakizashi, Light or
Ranged Weapon,
Prayer Scroll,
Traveling Pack, 2
koku
Imperial Starting
Equipment: Robes,
Beautiful Clothing,
Wakizashi, Light or
Ranged Weapon,
Prayer Scroll,
Traveling Pack, 2
koku

Legend of the Five Rings - Genesys 73


Legend of the Five Rings 73
Active
Career Skills - Calligraphy, Discipline, Invocation, Knowledge (Lore), Knowledge (Spirit Realms), Knowledge (Tao),
Perception, Ritual. Passive
Bonus Career Skills – Charm, Discipline, Divination, Knowledge (Tao).
Ranked

Rapid Recovery Intuitive Casting Second Chances Proper Upbringing

When healing strain after an Add b to a spell casting skill Once per encounter choose a May suffer strain up to ranks in
encounter, heal 1 additional check when you’re the first PC number of positive dice equal Proper Upbringing to add an
strain per rank of Rapid to act in the current encounter. to ranks in Second Chances equal number of a to social
Recovery. and reroll them. skill checks made in polite
Cost: 5 company.
Cost: 5 Cost: 5
Cost: 5

Grit Rapid Reaction Nobody’s Fool Double Or Nothing

Gain +1 strain threshold Suffer a number of strain to May upgrade difficulty of Suffer 2 strain to perform the
add an equal number of s to incoming Charm, Coercion, or Double or Nothing incidental
Cost: 10 initiative checks. Strain Deception checks once per to increase the difficulty of the
suffered cannot exceed ranks rank of Nobody's Fool. next check by one. Then, after
in Rapid Reaction. canceling opposing symbols,
Cost: 10 double the amount of
Cost: 10
remaining a.
Cost: 10

Disarming Smile Confidence Rapid Recovery Grit

Take the Disarming Smile May decrease difficulty of When healing strain after an Gain +1 strain threshold
action; succeed at an opposed Discipline checks to avoid fear encounter, heal 1 additional
Charm check against a target by 1 per rank of Confidence, to strain per rank of Rapid Cost: 15
within short range to lower all a minimum of Easy (d). Recovery.
defenses of the target by Cost: 15
ranks in Disarming Smile until Cost: 15
the end of the encounter.
Cost: 25

Dedication Seize the initiative Rapid Reaction Durable

Each rank of Dedication Once per session, as a Suffer a number of strain to May reduce any Critical Injury
increases one of your maneuver, may make a Hard add an equal number of s to suffered by 10 per rank of
character’s characteristics by (ddd) Athletics check. On initiative checks. Strain Durable, to a minimum of 01.
one. This talent cannot success, other PCs may take suffered cannot exceed ranks
increase a characteristic their turns immediately. in Rapid Reaction. Cost: 20
above 6.
Cost: 20 Cost: 20
Cost: 20

Double Or Nothing Second Chances Rapid Recovery


Vision of the Future
(Improved)
Once per session, after When performing the Double Once per encounter choose a When healing strain after an
successfully casting a spell, or Nothing incidental, after number of positive dice equal encounter, heal 1 additional
you may spend aa or x to canceling opposing symbols, to ranks in Second Chances strain per rank of Rapid
add one additional effect to the also double the amount of and reroll them. Recovery.
cast spell, which would remaining s. Cost: 25
Cost: 25
normally have increased the
Cost: 25
difficulty by 1.
Cost: 25

74 Legend of the Five Rings - Genesys


74 Legend of the Five Rings
Active
Career Skills - Calligraphy, Discipline, Invocation, Knowledge (Lore), Knowledge (Spirit Realms), Knowledge (Tao),
Perception, Ritual. Passive
Bonus Career Skills – Discipline, Invocation, Medicine, Resilience.
Ranked

Grit Greater Healing Proper Upbringing Congenial

Gain +1 strain threshold When casting Heal spells, May suffer strain up to ranks in May suffer a number of strain
treat the result as if you had Proper Upbringing to add an up to ranks in Congenial to
Cost: 5 rolled an extra s per rank of equal number of a to social downgrade difficulty of Charm
Greater Healing. skill checks made in polite or Negotiation checks or
company. upgrade difficulty when
Cost: 5 targeted by Charm or
Cost: 5
Negotiation checks by an
equal number.
Cost: 5

Surgeon Mass Healing Signature Spell Hard Headed

When making a Medicine After casting a Heal spell, may Chooe a signature spell, When staggered or
check to heal wounds, the choose to change one s to a consisting of a particular disoriented, perform the Hard
target heals one additional per rank of Mass Healing. magic action and a specific set Headed action; make a
wound per rank of Surgeon. of one or more effects. When Daunting (dddd) Discipline
Cost: 10 your character casts their check to remove status.
Cost: 10 signature spell, reduce the Difficulty reduced per rank of
difficulty of the check by one. Hard Headed.
Cost: 10
Cost: 10

It’s Not That Bad Grit Greater Healing Toughness

Once per session when an ally Gain +1 strain threshold When casting Heal spells, Gain +2 wound threshold
would suffer a Critical Injury, treat the result as if you had
may take an It's Not That Bad Cost: 15 rolled an extra s per rank of Cost: 15
action; make a Hard (ddd) Greater Healing.
Medicine check to stop the ally
from gaining the Critical Injury. Cost: 15

Cost: 15

Hard Headed Signature Spell Durable Mass Healing

When staggered or Chooe a signature spell, May reduce any Critical Injury After casting a Heal spell, may
disoriented, perform the Hard consisting of a particular suffered by 10 per rank of choose to change one s to a
Headed action; make a magic action and a specific set Durable, to a minimum of 01. per rank of Mass Healing.
Daunting (dddd) Discipline of one or more effects. When
check to remove status. your character casts their Cost: 20 Cost: 20
Difficulty reduced per rank of signature spell, reduce the
Hard Headed. difficulty of the check by one.
Cost: 20
Cost: 20

Dedication Reflexive Barrier Enduring Surgeon

Each rank of Dedication Once per session, when your Each rank of Enduring When making a Medicine
increases one of your character is targeted by an increases your character’s check to heal wounds, the
character’s characteristics by attack, you may cast Barrier soak value by one. target heals one additional
one. This talent cannot as an out of turn incidental. wound per rank of Surgeon.
increase a characteristic Cost: 25
above 6. Cost: 25 Cost: 25

Cost: 25

Legend of the Five Rings - Genesys 75


Legend of the Five Rings 75
Active
Career Skills - Calligraphy, Discipline, Invocation, Knowledge (Lore), Knowledge (Spirit Realms), Knowledge (Tao),
Perception, Ritual. Passive
Bonus Career Skills – Discipline, Knowledge (Tao), Resilience, Survival.
Ranked

Familiar Brace Blooded Nobody’s Fool

You gained a Kami as a Perform the Brace maneuver Add b per rank of Blooded to May upgrade difficulty of
familiar. Once per round, you to remove b per rank of Brace all checks to resist or recover incoming Charm, Coercion, or
may use a maneuver, and as from next action. This may from poisons, venoms, or Deception checks once per
long as it is in short range, it only remove b added by toxins. Reduce duration of rank of Nobody's Fool.
will give b to all magic environmental conditions. ongoing poisons by 1 round
per rank of Blooded to a Cost: 5
checks. This range increases
Cost: 5 minimum of 1.
with ranks in Familiar.
Cost: 5
Cost: 5

Magic Resistance Forager Grit Natural Communion

Add b to checks to target you May remove up to bb from Gain +1 strain threshold When you use the Conjure
with a spell. or add b to check any skill checks they make to magic action, the spell gains
to resist a spell. find food, water, or shelter. Cost: 10 the Summon Ally effect
And it takes them half as long. without increasing the
Cost: 10 difficulty. All creatures your
Cost: 10
character summons must be
naturally occurring animals
native to the area.
Cost: 10

Blooded Heroic Resilience Familiar Signature Spell

Add b per rank of Blooded to Immediately after being hit by You gained a Kami as a Chooe a signature spell,
all checks to resist or recover an attack, spend 1 Story Point familiar. Once per round, you consisting of a particular
from poisons, venoms, or to increase soak by ranks in may use a maneuver, and as magic action and a specific set
toxins. Reduce duration of Resilience. long as it is in short range, it of one or more effects. When
ongoing poisons by 1 round will give b to all magic your character casts their
per rank of Blooded to a Cost: 15 signature spell, reduce the
checks. This range increases
minimum of 1. with ranks in Familiar. difficulty of the check by one.
Cost: 15
Cost: 15 Cost: 15

Brace Nobody’s Fool Magic Resistance One with Nature

Perform the Brace maneuver May upgrade difficulty of Add b to checks to target you When in the wilderness, you
to remove b per rank of Brace incoming Charm, Coercion, or with a spell. or add b to check may use Survival instead of
from next action. This may Deception checks once per to resist a spell. Discipline to recover strain at
only remove b added by rank of Nobody's Fool. the end of an encounter
environmental conditions. Cost: 20
Cost: 20 Cost: 20
Cost: 20

Signature Spell Fear the Shadows Dedication Familiar (Improved)

Chooe a signature spell, Once per session, may make Each rank of Dedication May suffer 2 strain and an
consisting of a particular a Hard (ddd) Deception increases one of your Easy (d) Magic Skill check; if
magic action and a specific set check to force a single minion character’s characteristics by successful, can see and hear
of one or more effects. When group or rival to flee the one. This talent cannot with your familiar’s senses.
your character casts their encounter. increase a characteristic In addition, when the Familiar
signature spell, reduce the Cost: 25 above 6. uses the Assist maneuver with
difficulty of the check by one. Cost: 25 the Character's magic check,
the Assist maneuver provides
Cost: 25 bb.
Cost: 25

76 Legend of the Five Rings - Genesys


76 Legend of the Five Rings
Active
Career Skills - Calligraphy, Discipline, Invocation, Knowledge (Lore), Knowledge (Spirit Realms), Knowledge (Tao),
Perception, Ritual. Passive
Bonus Career Skills – Invocation, Knowledge (Lore), Knowledge (Tao), Knowledge (Spirit Realms).
Ranked

Knoweldge Overchannel
Researcher Grit
Specialization
When making checks with a On a successful Knowledge When casting a spell, you may Gain +1 strain threshold
specific Knowldge skill spend check, character and allies select a number of additional
x to gain additional s equal gain automatic a per rank of effect in (d) up to their ranks Cost: 5
to ranks in Knowledge Researcher on checks to act in Overchannel. The effect
Specialization. on those facts until the end of must be limited to single (d)
his next turn. effects. The character gains
Cost: 5 Cost: 5
Cost: 5 tt per (d) added in this
way rather than increase the
difficulty of the check.
Cost: 5

Researcher Prepared Spell Knack For It Signature Spell

On a successful Knowledge Once per session, your Remove bb from all Chooe a signature spell,
check, character and allies character may make a skill Knowledge (specialized) consisting of a particular
gain automatic a per rank of check to cast a spell without checks. magic action and a specific set
Researcher on checks to act suffering strain. Cost: 10 of one or more effects. When
on those facts until the end of Cost: 10 your character casts their
his next turn. signature spell, reduce the
Cost: 10 difficulty of the check by one.

Cost: 10

Knoweldge
Dedication Grit Informant
Specialization
Each rank of Dedication Gain +1 strain threshold When making checks with a Once per session, may reveal
increases one of your specific Knowldge skill spend a contact who can shed light
character’s characteristics by Cost: 15 x to gain additional s equal on a chosen subject.
one. This talent cannot to ranks in Knowledge Cost: 15
increase a characteristic Specialization.
above 6.
Cost: 15
Cost: 15

Master Scholar Researcher Know it All Signature Spell

Once per round, your On a successful Knowledge Once per session, perfectly Chooe a signature spell,
character may suffer 2 strain check, character and allies recall an important fact consisting of a particular
to use this talent to reduce the gain automatic a per rank of previously learned as if a magic action and a specific set
difficulty of the next check they Researcher on checks to act Story Point had been spent. of one or more effects. When
make using your specialized on those facts until the end of your character casts their
Knowledge by two, to a his next turn. Cost: 20 signature spell, reduce the
minimum of Easy (d). Cost: 20 difficulty of the check by one.
Cost: 20 Cost: 20

Museum Worthy Knoweldge Seen a Lot


Confidence
Specialization of Things
Once per session, take When making checks with a Whenever your character fails May decrease difficulty of
Museum Worthy action, make specific Knowldge skill spend a Knowledge check, they may Discipline checks to avoid fear
a Hard (ddd) Knowledge x to gain additional s equal spend aaa to roll the by 1 per rank of Confidence, to
check to ascertain information to ranks in Knowledge check again during their next a minimum of Easy (d).
regarding a relic, ruin, or piece Specialization. turn.
of history. Cost: 25
Cost: 25
Cost: 25 Cost: 25

Legend of the Five Rings - Genesys 77


Legend of the Five Rings 77
Active
Career Skills - Calligraphy, Discipline, Invocation, Knowledge (Lore), Knowledge (Spirit Realms), Knowledge (Tao),
Perception, Ritual. Passive
Bonus Career Skills – Charm, Knowledge (Spirit Realms), Knowledge (Tao), Ritual.
Ranked

Skilled Teacher Smooth Talker Proper Upbringing Familiar

Before an ally within short When first acquired choose 1 May suffer strain up to ranks in You gained a Kami as a
range makes a skill check, if it skill; Charm, Coercion, Proper Upbringing to add an familiar. Once per round, you
has fewer ranks in that skill Deception, or Negotiation. equal number of a to social may use a maneuver, and as
than you, you may suffer strain When making checks with that skill checks made in polite long as it is in short range, it
up to ranks in Skilled Teacher skill spend x to gain company. will give b to all magic
to add an equal number of s additional s equal to ranks in Cost: 5 checks. This range increases
to the ally’s check. Smooth Talker. with ranks in Familiar.
Cost: 5 Cost: 5 Cost: 5

Specialist
Resolve Respected Signature Spell
Knowledge
When you purchase this When a character involuntarily When first acquired, choose Chooe a signature spell,
talent, select a specific area of suffers strain, he suffers 1 less one social group. The consisting of a particular
expertise for your character. strain per rank of Resolve to a character downgrades the magic action and a specific set
When making a Knowledge minimum of 1. difficulty of checks to interact of one or more effects. When
check which pertains to that with members of that social your character casts their
Cost: 10
area of knowledge, reduce the group a number of times equal signature spell, reduce the
difficulty of the check once. to his ranks in Respected. difficulty of the check by one.
Cost: 10 Cost: 10 Cost: 10

Know the Enemy Proper Upbringing Grit Mystic Knowldge

May use an appropriate May suffer strain up to ranks in Gain +1 strain threshold Choose one Magic action,
Knowledge skill when making Proper Upbringing to add an from those allowed, that you
checks to determine initiative. equal number of a to social Cost: 15 do not yet have access to.
skill checks made in polite You can now use it.
Cost: 15 company.
Cost: 15
Cost: 15

Grit Respected Encouraging Words Resolve

Gain +1 strain threshold When first acquired, choose After an engaged ally fails a When a character involuntarily
one social group. The check, may suffer 1 strain to suffers strain, he suffers 1 less
Cost: 20 character downgrades the assist that ally's next check strain per rank of Resolve to a
difficulty of checks to interact this encounter as an out of minimum of 1.
with members of that social turn incidental.
Cost: 20
group a number of times equal Cost: 20
to his ranks in Respected.
Cost: 20

Fortune Favors Specialist


Dedication Enduring
the Bold Knowledge
Each rank of Dedication Once per session as an When you purchase this Each rank of Enduring
increases one of your incidental, suffer 2 strain to flip talent, select a specific area of increases your character’s
character’s characteristics by one GM Story Point to a expertise for your character. soak value by one.
one. This talent cannot Player Story Point. When making a Knowledge
increase a characteristic Cost: 25
check which pertains to that Cost: 25
above 6. area of knowledge, reduce the
Cost: 25 difficulty of the check once.
Cost: 25

78 Legend of the Five Rings - Genesys


78 Legend of the Five Rings
Active
Career Skills - Calligraphy, Discipline, Invocation, Knowledge (Lore), Knowledge (Spirit Realms), Knowledge (Tao),
Perception, Ritual. Passive
Bonus Career Skills – Calligraphy, Government, Knowledge (Tao), Vigilance.
Ranked

Know Somebody Congenial Greased Palms Proper Upbringing

Once per session, when May suffer a number of strain Before making a social check, May suffer strain up to ranks in
attempting to purchase a up to ranks in Congenial to may spend up to 5 Koku per Proper Upbringing to add an
legally available item, reduce downgrade difficulty of Charm rank of Greased Palms to equal number of a to social
its rarity by 1 per rank of Know or Negotiation checks or upgrade the ability of the skill checks made in polite
Somebody. upgrade difficulty when check once for every 5 Koku. company.
Cost: 25
targeted by Charm or Cost: 5
Cost: 5
Negotiation checks by an Cost: 5
equal number.
Cost: 5

That’s How It’s Lingering Spell Encoded Respected


Done Communique
May suffer 1 strain on a Spend a Story Point and you Upgrade the difficulty of When first acquired, choose
successful skill check to add may make concentration checks to decrypt this one social group. The
a to the same skill check maneuver as an incidental. character's coded messages character downgrades the
made by a number of allies without the proper cipher a difficulty of checks to interact
equal to Fire Ring within short Cost: 10 number of times equal to with members of that social
range during the next round. Calligraphy skill. group a number of times equal
Range increases with ranks. Cost: 10 to his ranks in Respected.
Cost: 10 Cost: 10

Confidence Greased Palms Command Signature Spell

May decrease difficulty of Before making a social check, Add b per rank of Command Chooe a signature spell,
Discipline checks to avoid fear may spend up to 5 Koku per when making Battle or consisting of a particular
by 1 per rank of Confidence, to rank of Greased Palms to Government checks. Affected magic action and a specific set
a minimum of Easy (d). upgrade the ability of the targets add b to Discipline of one or more effects. When
check once for every 5 Koku. checks for next 24 hours. your character casts their
Cost: 15 Cost: 25
signature spell, reduce the
Cost: 15
Cost: 15 difficulty of the check by one.

Cost: 15

Respected Know Somebody That’s How It’s Dedication


Done
When first acquired, choose Once per session, when May suffer 1 strain on a Each rank of Dedication
one social group. The attempting to purchase a successful skill check to add increases one of your
character downgrades the legally available item, reduce a to the same skill check character’s characteristics by
difficulty of checks to interact its rarity by 1 per rank of Know made by a number of allies one. This talent cannot
with members of that social Somebody. equal to Fire Ring within short increase a characteristic
group a number of times equal range during the next round. above 6.
Cost: 20
to his ranks in Respected. Range increases with ranks. Cost: 20
Cost: 20 Cost: 20

Greased Palms Maximize Spell Let’s Talk This Over Most Impressive

Before making a social check, Once per session, may add b Once per game session, Spend x from any skill check
may spend up to 5 Koku per to the skill check to cast a before a combat encounter, to allow a number of allies up
rank of Greased Palms to spell once per rank in make a Daunting (dddd) to your Fire Ring within short
upgrade the ability of the Maximize Spell. Charm check. If successful, range add a to their next
check once for every 5 Koku. the combat encounter instead check.
Cost: 25 Cost: 25
becomes a social encounter. Cost: 25
Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 79


Legend of the Five Rings 79
Universal the lore of the Shadowlands, and have found a way to cast spells
Some Specializations are not limited to a particular class, that is not dependent on the Kami. In fact, they use blood as the
and can be taken by anyone, no matter what class they started component, drawing it either from themselves, or from others, to
out as. But that also means that if you want to start with such a fuel their vile spells.
Specialization, you’d need to pay the XP to buy it at Chargen. Bloodspeakers have the additional career skills of Deception,
Discipline, Knowledge (Forbidden), and Maho. Those who
study these dark arts do their best to conceal any evidence of
Universal Specializations their vile practices, and so they learn to lie and deceive, while
remaining poker faced when evidence surfaces, and then point
Bloodspeaker the blame at someone else. All this while they delve into dark
If there is one horror that haunts the Jade empire, is that of knowledge, and into bargains with the corrupted Kansen.
the Bloodspeakers. Bloodspeakers are those who have studied

80 Legend of the Five Rings - Genesys


80 Legend of the Five Rings
Active
Bonus Career Skills – Deception, Discipline, Knowledge (Forbidden), Maho.
Passive

Ranked

Blood Sacrifice Signature Spell Toughness Blood Magic

Before your character makes a Chooe a signature spell, Gain +2 wound threshold When casting a spell your
Maho skill check, they may consisting of a particular character may take two
suffer a number of wounds to magic action and a specific set Cost: 5 wounds instead of two strain.
add an equal number of s to of one or more effects. When
Cost: 5
the check. The number cannot your character casts their
exceed your character’s ranks signature spell, reduce the
Cost: 5
in Blood Sacrifice. difficulty of the check by one.

Cost: 5 Cost: 5

Durable Bleed Blood Sacrifice Bonded Implement

May reduce any Critical Injury When using Maho, you may Before your character makes a Choose one magical
suffered by 10 per rank of have others donate two Maho skill check, they may implement you own. You are
Durable, to a minimum of 01. wounds to give you b per suffer a number of wounds to bonded to tit, and no other
Nemesis, Rival or minion add an equal number of s to person may use it. You may
Cost: 10 group. the check. The number cannot attempt to summon it by
exceed your character’s ranks making a Hard (ddd) Magic
Cost: 10 Cost: 5
in Blood Sacrifice. Skill check.
Cost: 10
Cost: 10

Forbidden
Dark Insight Fear the Shadows Signature Spell
Knowledge
You can reduce wound Once per session, may make Chooe a signature spell, Once per session, suffer strain
damage you voluntarily suffer a Hard (ddd) Deception consisting of a particular upto ranks in Knowledge
to cast Maho by 1. check to force a single minion magic action and a specific set (Forbidden) to increase your
group or rival to flee the of one or more effects. When ranks in Knowledge by an
Cost: 15 encounter. your character casts their equal number for the purpose
Cost: 15 signature spell, reduce the of determining the strength of
difficulty of the check by one. additional effects for the next
spell cast during that round.
Cost: 15
Cost: 15

Blood Magic Blood Sacrifice Toughness Dedication


(Improved)
Once per encounter, suffer 2 Before your character makes a Gain +2 wound threshold Each rank of Dedication
additional wounds while using Maho skill check, they may increases one of your
Blood Magic and add one suffer a number of wounds to Cost: 20 character’s characteristics by
additional effect with a add an equal number of s to one. This talent cannot
Difficulty Mod +d to a spell the check. The number cannot increase a characteristic
without increasing the exceed your character’s ranks above 6.
Cost: 5
difficulty. in Blood Sacrifice. Cost: 20
Cost: 20
Cost: 20

Blood Magic
Durable Signature Spell Indomitable
(Supreme)
May reduce any Critical Injury Chooe a signature spell, Once per encounter, when you Once per session while using
suffered by 10 per rank of consisting of a particular would be incapacitated due to Blood Magic, suffer a critical.
Durable, to a minimum of 01. magic action and a specific set exceeding their wound or You may decrease the
of one or more effects. When strain threshold, you may difficulty of the next spell skill
Cost: 25 your character casts their spend a Story Point to delay it check you make by three to a
signature spell, reduce the until the end of their next turn. minimum of Average (dd).
difficulty of the check by one.
Cost: 25 Cost: 25
Cost: 25

Legend of the Five Rings - Genesys 81


Legend of the Five Rings 81
The cost for training skills falls into one of two categories:
Invest Experience Points career skills and non-career skills. The player should have check
Experience is the primary means by which players customize marks next to a number of skills based on his character's starting
their characters. The things a character has learned on the job, career and specialization.
so to speak, are often what differentiate him from his peers, and Training a career skill to the next highest rank costs five times
mark him as a truly effective part of the team. Each player starts the rank it is being raised to. For example, training a career skill
with a beginning pool of experience points that can be used to from rank 0 (untrained) to rank 1 requires 5 experience points.
improve aspects of his character. Players also receive additional Improving a rank 1 career skill to rank 2 requires 10 experience
experience points as they play, and these can be spent to improve points. Each rank must be purchased separately. This means that
their characters. acquiring a rank 2 career skill during creation costs 15 experience
points (5 for raising it from zero to rank 1, then 10 more for raising
Starting Experience Points it from rank 1 to rank 2).
Characters begin with a budget of experience points based on A Player Character can also purchase ranks of noncareer
their origin. The experience points used during character creation skills. Each rank of a non-career skill costs 5 times the rank
are the same as experience points received during play. If a it is being raised to, plus 5 additional experience points. For
player chooses to spend fewer experience points than budgeted example, training a non-career skill from rank 0 (untrained) to
during character creation, those points carry over into the game, rank 1 requires 10 experience points. Improving a rank 1 non-
and the Player Character starts with more experience points to career skill to rank 2 requires 15 experience points. Each rank
spend once his adventures begin. must be purchased separately. This means that acquiring a rank
Players may spend experience points in the following primary 2 non-career skill during creation costs 25 experience points (10
ways to improve their characters. This information is also detailed for raising it from zero to rank 1, then 15 more for raising it from
on Table 2-4: Spending Starting Experience rank 1 to rank 2). Player Characters may purchase ranks in skills
during character creation or later during gameplay.
Improving Characteristics
During character creation, raising a characteristic to the next Acquiring Talents
highest rating costs ten times the value it is being raised to. For Talents are acquired from a Player Character’s available talent
example, raising a PC's Brawn from 3 to 4 would require 40 trees, generally provided by their specialization choices. Talent
experience points. trees provide a unique format for purchasing talents that comes
Each improvement must be purchased separately. This means with several special rules and restrictions.
that raising a PC's Brawn from 3 to 5 would cost 90 experience Each specialization talent tree has four columns and five
points (40 for raising it from 3 to 4, then 50 more for raising it from rows. This means each talent tree has a total of twenty talents
4 to 5). that PCs can purchase. The cost of each talent depends on the
During character creation, no characteristic can be increased row it occupies. The talents in the topmost row are the cheapest,
higher than 5. During the course of play, no characteristic can be costing 5 experience points each. The next row’s choices cost 10
increased higher than 6. Characteristics may only be purchased experience points each, the third row’s cost 1 5, the fourth row’s
with experience points during character creation, not at any cost 20, and the fifth and final row’s choices cost 25 experience
later time. (During gameplay, however, characteristics can be points each.
increased by purchasing specific talents, such as Dedication.) Note that the choices on each tree are connected by a series of
lines that link some talent choices with others. Player Characters
may only purchase talents for which they are eligible. PCs are
Skill Training eligible to select any talents in the first, topmost row, plus any
Each skill has five ranks of training available. A Player talents that are connected via one of the aforementioned links to
Character might have already acquired several ranks of skill a talent the PC has already acquired.
training from his starting career and specialization for free. When selecting talents on a specialization tree, remember
PCs may train additional skills and gain additional ranks during that each selection on the tree may only be purchased once.
character creation. However, it is important to note that, no skill In the case of ranked talents (talents that may be purchased
can be raised higher than rank 2 during character creation. multiple times and have effects that stack the more times they
TABLE 1: SPENDING STARTING EXPERIENCE

Options Costs Character Creation Limits

May spend experience to increase Ten times the purchased rating in May not raise any characteristic above 5
characteristics. This is the only time experience. Each rating must be during character creation.
PC can increase characteristics with purchased sequentially.
experience points.
May spend experience to purchase ranks Five times the purchased rank in May not raise any skill above 2 during
in skills. experience. Each rank must be character creation.
purchased sequentially. (Each rank in a
non-career skill costs 5 additional XP.)
May spend experience to purchase Depends on talent's position within No special limits; only standard limits
talents within specializations. specialization tree. apply.
May spend experience to purchase new Ten times the number of possessed No special limits; only standard limits
specializations. specializations including new apply.
specialization (Non-career specialization
costs 10 additional XP.)

82 Legend of the Five Rings - Genesys


82 Legend of the Five Rings
are purchased), the only way to purchase them multiple times is A Monk can only buy Artisan, Commoner or Monk
if there are multiple selections of the same talent on the available Specializations. He counts both Monk and Commoner as career
specialization trees. In some cases, a PC may have already specializations.
acquired a talent in one specialization but will need to purchase A Ninja can buy any specialization. If he buys a Bushi, Monk or
it again in another specialization in order to continue further into Shugenja specialization, then he is subject to all limitations these
the tree. If it is a ranked talent, he must purchase it again (gaining Careers have listed here.
another rank in the talent). If it is not a ranked talent, he counts A Shugenja cannot buy Bushi specializations. If he buys Monk
as already having purchased it. and may proceed through the specializations, he is then subject to all limitations of a Monk.
second specialization tree. Purchasing an additional specialization within a character’s
Player Characters may purchase talents during character career costs 10 times the total number of specializations he
creation or later during gameplay. would possess after adding this new specialization. So, a PC with
Acquiring New Specializations one specialization could purchase a second career specialization
Each Player Character starts with a single specialization for 20 experience. If he wished to purchase a third career
within his chosen career. However, he may purchase access to specialization, it would cost 30 experience.
additional specializations. Player Characters may also purchase additional specializations
Purchasing a specialization basically means that the PC is outside of their career. Purchasing noncareer specializations
buying the ability to purchase talents within that specialization. costs 10 times the total number of specializations the PC would
In addition, each specialization has its own career skills. These possess after adding the new specialization, plus an additional
skills now count as career skills for the PC (although he does not 10 experience.
gain free advances in them, as he did with his first specialization). So, a PC with one specialization could purchase a second
Player Characters may purchase specializations from other non-career specialization for 30 experience. If he had two
careers, subject to these limitations: specializations already, a third specialization that was also a non-
An Artisan can buy any specialization. If he buys a Bushi, Monk career specialization would cost 40 experience.
or Shugenja specialization, then he is subject to all limitations A Universal specialization always costs the same as a career
these Careers have listed here. specialization.
A Bushi cannot buy Shugenja specializations. If he buys Monk
specializations, he is then subject to all limitations of a Monk.
A Commoner can buy only Commoner, Monk and Shugenja
specializations, unless he is given the position of a Samurai. If
he buys a Monk, Shugenja, or Bushi specializations, then he is
subject to all limitartions these careers have listed here.
A Courtier can buy any specialization. If he buys a Bushi, Monk
or Shugenja specialization, then he is subject to all limitations
these Careers have listed here.

Legend of the Five Rings - Genesys 83


Legend of the Five Rings 83
an action and Air is your best friend.
Skills Earth and Divination is knowing the right place. When you’re
looking to find the right location to place a structure, Earth is your
Elemental Approaches best friend.
Fire and Divination is to wrest a truth from the omens you see.
In the Genesys system, genrally a skill is connected to a specific When looking to interpret an omen, Fire is your best friend.
characteristic. And so nit was in L5R, until FFG ppublished 5ed. Water and Divination is letting the flow of information reveal
And when I tried it in the beta, it felt so much more natural for the the unseen. When looking to detect hidden portals, Water is your
game., so I am trying to capture that feel here. best friend.
Void and Divination are your touch with the spirit realms.
As you can see below, each ring has a general representation, When you’re letting the fortunes or kami speak through you, and
and after that, you can see how each ring relates to speific skills, pronounce a prophecy, Void is your best friend.
or to skill groups.
Games
General Ring Associations Air and Games is like a breeze across the board. When you’re
Air: The Air Ring represents grace, perceptiveness, cunning, trying to cheat, or stack the odds in your favor, Air is your best
and precision. friend.
Earth: The Earth Ring represents resilience, memory, Earth and Games is like a tower against which the pieces
patience, and discipline. crash. When you’re playing fair and safe, or assessing your
Fire: The Fire Ring represents passion, invention, candor, and opponent’s skill, Earth is your best friend.
ferocity. Fire and Games is to blow a fire across the board. When
Water: The Water Ring represents adaptability, awareness, looking to play aggressively, or using your skill to criticize
gregarious­ness, and power. someone’s work, Fire is your best friend.
Void: The Void Ring represents mysticism, wisdom, intuition, Water and Games is flowing around the board. When you’re
and instinct. playing defensively or trying to delay your rival, Water is your
best friend.
Void and Games are the epitome of strategy games. When
General you’re playing Go or trying to maneuver your opponent to yield to
you, Void is your best friend.
Athletics
Air and Athletics are a dream come true. Whether you’re trying Medicine
to cross a narrow ledge, land safely from a fall, or make a jump Air and Medicine is feeling the person’s ailments. When you’re
across a chasm, Air is your best friend. trying to determine what ails a person, Air is your best friend.
Earth and Athletics are a force to be reckoned with. Whether Earth and Medicine is suffusing the body with resilience.
you’re resisting someone pushing you, climbing a surface, doing When you’re trying to help a person fend off a sickness, Earth is
any strenuous activity for an extended time, or carrying a heavy your best friend.
load, Earth is your best friend. Fire and Athletics are a hazard to Fire and Medicine is inflaming the patient’s body or scouring
one’s enemies. Whether you’re swinging from a rope, breaking an inflaming source. When trying to cause or cure a poison, Fire
an object, or catch an object thrown at you, Fire is your best friend is your best friend.
Water and Athletics go best together. Whether you’re trying to Water and Medicine is giving the body the energy to renew.
swim, slide through tight spaces, or break from bonds, Water is When treating wounds damage, Water is your best friend.
your best friend.. Void and Medicine are a way to realign mind and body. When
Void and Athletics are a wonder to behold, and a path to treating a critical injury, or assuaging a mental sickness, Void is
enlightenment. This is best used when you’re trying to go beyond your best friend.
human capability and rely on intuition and instinct to guide your
way. Perception
Air and Perception is feeling the tiny breeze. When you’re
Discipline trying to study details of a physical object, find a hidden object,
Air and Discipline is the epitome of grace. Whether you’re or infer something about a person from their countenance, or an
trying to keep your composure in a social setting, or to avoid object, Air is your best friend.
letting your emotions show, Air is your best friend. Earth and Perception is grounding yourself. When you’re
Earth and Discipline is a rock-solid foundation. Whether you’re trying to stand guard conduct surveillance on an unaware target,
resisting fear or keeping your sanity when faced with things that or determining an object’s function, Earth is your best friend.
defy reality, Earth is your best friend. Fire and Perception is burning through the possibilities. When
Fire and Discipline is an unquenchable fire. Whether you’re trying to determine what is missing from an area, or coming up
looking to recover strain at the end of an encounter or keeping with explanations for the physical evidence, Fire is your best
outward calm when someone tries to goad you, Fire is your best friend.
friend. Water and Perception is about being aware of your
Water and Discipline is like a calm lake. Whether you want surroundings. When you’re looking for clues in a crime scene,
to be unaffected by flattery or charm, or to refrain from saying or looking for a specific object from a similar batch, looking for
doing a foolish thing during tense situations, Water is your best threats in the area, or looking for physical evidence, Water is your
friend. best friend.
Void and Discipline are the mark of the Enlightened. Whether Void and Perception are a way to feel the supernatural. When
you wish to meditate, calm your mind, or reflect on information, trying to sense invisible foes, or foes that are not tangible, Void
Void is your best friend. is your best friend.

Divination Resilience
Air and Divination is knowing the right time to act. It is the only Air and Resilience is uplifting yourself. When you’re trying to
way to know whether a specific time is auspicious or not to take recover from a Critical injury on your own, Air is your best friend.

84 Legend of the Five Rings - Genesys


84 Legend of the Five Rings
Earth and Resilience is planting roots. When you’re trying to cautious, well-considered approaches that show due respect
stay awake, Earth is your best friend. for history, and so the repair and upkeep of art is governed
Fire and Resilience is not being consumed by the flames. by the Earth approach to Artisan skills. The creation of art is a
When trying to survive a poison or disease, Fire is your best monumental task, but so is its maintenance and preservation.
friend. Even for arts that exclusively create ephemeral works of beauty,
Water and Resilience is letting it all wash away. When you’re tools must be maintained and records must be kept so that future
enduring a hostile environment, Water is your best friend. artisans in the tradition can understand and reflect upon the
Void and Resilience is empowering your spirit. When trying achieve­ments of the past.
to recover from the effects of supernatural attacks, Void is your Pure invention is the domain of the Fire Ring, and as such,
best friend. creating new works of art is the Fire approach. Even seemingly
minimalistic pursuits such as flower arrangement or bonsai
Sailing call for vast amounts of passion and mental energy. If an artist
Air and Sailing is like a smooth sailing wind. When you’re makes few decisions in the process of making a work, then each
trying to dock a ship in port, or navigating, Air is your best friend. decision the artist does make carries incredible significance.
Earth and Sailing is standing tall against the rough seas. However, passion alone cannot sustain art. The greatest creators
When you’re trying to ride out a storm, Earth is your best friend. often review, embellish, and transform a work numerous times
Fire and Sailing is stoking the winds in the sails. When trying between creating their first draft and settling on the final form of
to do a daring maneuver, like ramming an enemy vessel, or the piece, so you need plans or an idea to start.
creature, Fire is your best friend. Water is an element of change, and so it determines a
Water and Sailing is letting the currents carry you. When you’re character’s ability to reframe, combine, divide, or entirely
trying to get to your destination in the fastest route, evading or transform their own creations and those of others. Whether
pursuing a vessel or creature, Water is your best friend. this means translating a piece of literature, cutting down and
Void and Sailing is letting go. When you let go, and not try to remounting a blade for a new wielder, or remaking a piece of
challenge the elements, Void is your best friend. broken pottery completely by filling in the shattered seams with
lacquer and powdered gold, adapta­tion is transformative and
Survival fluid.
Air and Survival is letting the winds carry you. When you’re The Void Ring governs self-knowledge and self-reflection, so
navigating, or hide your tracks, Air is your best friend. the Void approach to the Artisan skill revolves not around learning
Earth and Survival is uprooting nature and utilizing it. When about a work of art per se, but around learning about oneself by
you’re trying to harvest resources from the environment, or to entering deeply into the mind-set the piece evokes. This sort of
follow tracks, Earth is your best friend. artistic reflection allows a character to use a piece of art as a lens
Fire and Survival is scouring the surface. When trying to to understand their own heart. It can reveal not only the piece’s
overcome obstacles, or rousing animals to react, Fire is your best purpose in a grander sense, but also why it has entered into the
friend. character’s life at this time and what conclusions the character
Water and Survival is following the steady streams. When can draw about their own circumstances and emotions from that
you’re trying to become oriented, or to tame an animal, Water is incident.
your best friend.
Void and Survival is being one with nature. When you live
in harmony with the natural world, without changing it, or trying
Low
to anticipate changes that are about to occur, Void is your best
friend. Skullduggery
Air and Skullduggery is letting the wind place things where
they do not belong. When you’re trying to slip something into
Vigilance
someone’s pockets, or into their food/drink, Air is your best friend.
Air and Vigilance is listening to the breeze. When you have a
Earth and Skullduggery is setting the foundation for a heist.
chance to notice important details in your surroundings, without
When you’re trying to set a trap, pick a lock, or disable a trap,
looking for them, Air is your best friend.
Earth is your best friend.
Earth and Vigilance is about tending to the earth. When you’re
Fire and Skullduggery is letting the fires consume. When
committing information to memory, Earth is your best friend.
trying to break a lock, a chain, or when trying to figure out a crime
Fire and Vigilance is to feel the flames of passion. When
scene, Fire is your best friend.
reading people’s emotions, Fire is your best friend.
Water and Skullduggery is slipping through the cracks. When
Water and Vigilance is feeling the currents. When you are
trying to pick pockets, or hiding an object on your own body, so it
being lied to, Water is your best friend.
isn’t found, Water is your best friend.
Void and Vigilance is being one with the universe. When rolling
Void and Skullduggery is working an angle few can percieve.
for initiative, Void is your best friend.
When trying to get someone to make a slip of a tongue, Void is
your best friend.
Artisan
Stealth
Arts, Calligraphy, Craft, Engineering, Perform, Tea Ceremony Air and Stealth is letting moving like the breeze. When you’re
Understanding nuance is part of the Air Ring, as is the trying to move unnoticed, Air is your best friend.
careful addition, manipulation, or removal of detail. This allows a Earth and Stealth is becoming one with the rock. When you’re
character to improve a piece’s core func­tion, elevating it to heights trying to set up an ambush, hiding in one place without moving,
otherwise unreachable. It turns a cre­ation into a masterwork, and Earth is your best friend.
it differs from the Water approach in that instead of changing, Fire and Stealth is seeing the embers through the smoke.
subverting, or reinterpreting function, it enhances and deepens When trying to follow someone through a crowd, Fire is your best
it. Refine also allows a skilled artisan to layer nuance and hidden friend.
messages or meanings into a piece that viewers must disentangle Water and Stealth is blending yourself and things you carry
for themselves to fully understand. into one cohesive mass. When trying to hide objects on your
The Earth Ring represents a character’s tendency toward body, Water is your best friend.

Legend of the Five Rings - Genesys 85


Legend of the Five Rings 85
Void and Stealth is touching invisible threads. When trying to and even those who have achieved a degree of mastery are
trace the steps on someone no one noticed, Void is your best expected to put considerable time and energy into the upkeep of
friend. such skills. A character practicing this approach moves through
obstacles slowly and carefully, without risking harm. An Earth
Streetwise approach is consistent and safe, but also predictable—therefore,
Air and Streetwise is listening to the whispers from dark it is most favorable in situations and terrain where the enemy
corners. When you’re trying to look for a merchant who sells has no choice but to fight at a disadvantage. The Earth approach
black-market goods or illegal services, Air is your best friend. to a Martial skill frequently revolves around setting up in such
Earth and Streetwise is reaching into the bedrock of the a position and then waiting patiently for the perfect moment to
cavern. When you’re trying to understand references or slang in strike. If the enemy can slip through the de­fenses of a character
a conversation, Earth is your best friend. practicing a Martial skill with an Earth approach, however, the
Fire and Streetwise is setting a spark in a dark room. When technique or tactic’s rigidity turns from a strength to a weakness
trying to track and hunt someone somewhere in the city, Fire is in an instant.
your best friend. The Fire approach to a Martial skill focuses on direct and
Water and Streetwise is adapting oneself to your surroundings. crushing force, against which no foe would dare stand firm. By
When trying to approach criminals and start up a conversation abandoning caution, he hopes to win the battle in the mind,
without appearing like an outsider or a threat, Water is your best guaranteeing victory of the body. It moves through obstacles
friend. with the swiftness and fury of a wildfire, with no regard for the
Void and Streetwise is feeling the pull of the empty spaces. consequences. The Fire ap­proach is frequently meant to inspire
When trying to find your way around an unfamiliar city, Void is confusion or panic, and at its heart, it is always unrelenting,
your best friend. pressing the foe at every turn so that they cannot regroup or
stabilize. However, the risks of the Fire approach are obvi­ous—
any gap in the onslaught is a vulnerability that a cunning enemy
Magic will exploit, and a character taking the Fire approach will have
no defense against it. Still, so long as there is no relief to be had
Invocation, Maho, Ritual from their attack, the Fire approach can serve a character well
Air magic is about communication, birds, truth and lies, in battle.
encryption, distraction, ancestors, calm, sleep, clouding or The Water approach to a Martial skill focuses on meeting force
clearing perceptions, discovering hidden things, and hidings with soft­ness and softness with force. Instead of attempting to
things from view. It is about touching one’s thoughts and using overcome a foe at their strongest point, it relents until the moment
the knowledge gleaned, it is grace, illusion, winds, weather, the foe overextends, then turns to crushing power in an instant.
lighting, and thunder. A character practicing this approach slides past obstacles fluidly,
Earth magic is about toughness, stagnation, courage, without expending energy unnecessarily.
strength, blocking hostile magic, imprisoning, immovability, jade, The Void approach to a Martial skill is formless, and it gives
purification, animals, woods, moving through stone, climbing, away no information. By being without form until the moment of
preservation, soothing animals, it is mountains, and earthquakes, action, it is en­tirely unpredictable. On the other hand, this approach
and fissures, and elevation. is unable to take advantage of preparations. As a tactic, the Void
Fire magic is about passion, fury, fatigue, purity, it is destruction approach can startle an enemy certain of their overwhelming
manifest, it is light, a forge, it is creation and innovation, it can power, causing them to reconsider a winning move. However, it
unbalance a foe, and entrancing your opponents, it is the sun, is often an all-or-nothing gamble, and a character who takes the
fire, and it can smother fires. Void approach to a Martial skill puts a certain part of their fate in
Water magic is about mobility, versatility, ancestors, it is the hands of the universe.
refreshing, nourishing, it is mimcry, and portals, it is frost,
currents, waves, tides, rain, whirlpools, tsunami, chance, and it
has a connection to objects, and their functions. Social
Void magic is about the connection between things, it is knowing
other beings, about knowing their inner self, and manipulating it, Charm, Coercion, Deception, Government, Negotiation
it is about harmony, and balance, it is enlightenment, and it is The Air Ring represents a character’s subtle control over
about spirits, and Destiny. their outward countenance and choice of words, as well as their
attention to the priori­ties and façades of others. Thus, it allows the
character to lie, persuasively convey information, and draw out
Martial the faults and features of others from the subtle cues they display.
Tricking someone does not always mean lying to them directly—
Battle, Horsemanship, Brawl, Melee – Heavy, Melee – Light, it might mean manipulating them into thinking something is their
own idea by subtly suggesting it, playing devil’s advocate to get
Ranged them to solidi­fy their position, saying something in a deniable way,
The Air approach to Martial skills is opportunistic and evasive, or just leaving off a piece of information that might complicate the
using agility and cunning to create and exploit openings. It vaults situation too much—but it is always a form of manipulation, even
over obstacles gracefully, taking advantage of new positions the if it is not malicious.
enemy did not expect. This can allow to overcome an entrenched The Earth Ring is cautious and grounded. When used with
enemy, cleverly flanking them or feinting an attack on another a Social skill to influence others, it is rational and conciliatory,
target to open up their defenses. However, it risks becoming an counseling a slow, thought­ful approach to problems. It is useful
unnecessary flourish. In battle, the only objective is to destroy to get someone to measure twice before cutting, as the saying
the enemy without hesitation, and a cunning plan can become a goes, or to get them to consider all available information before
snare for the schemer who created it in the face of overwhelming drawing their sword. A speaker using this approach appeals to
force. reason and obligation rather than passion and desire, reminding
An Earth approach to a Martial skill focuses on solid basics, the listener of their duties or the risks they face should they act
firm defens­es, and simple, reliable tactics. Martial arts often rashly.
revolve around seem­ingly endless drilling in these basics, A Fire approach seeks to persuade through emotional appeals

86 Legend of the Five Rings - Genesys


86 Legend of the Five Rings
and charisma, rallying others around exciting or novel ideas other seemingly supernatural hints a character might receive
by inflaming their existing passions, desires, and fears. When about a topic. It also allows a character to take a possibility they
deployed properly, it can get people to fall in line or rally behind have already thought up (such as by Recalling or Theorizing it)
a cause. However, such unsubtle approaches are unwelcome and determine how likely it is to occur.
in many courts, as this method risks running roughshod over
propriety and obligation, both of which can become matters of life
and death to a samurai. Further, a character cannot necessarily
General
control the group they have incited to act—stopping them once
Athletics
they are in motion might prove far more difficult than rousing them
Your group’s characters lead dramatic lives filled with constant
to a heedless course in the first place.
physical feats. Sometimes they’ll be fighting an opponent, but just
Flexibility and change are the domain of the Water Ring, and
as often they’ll be climbing mountains, swimming across raging
it revolves around fostering positive emotions in others toward
rivers, leaping across chasms, find their footing on unsteady
oneself. This approach is frequently based around mutual
surfaces, crawl through narrow openings, or even land safely
understanding, sympathy, and shared feelings, or at least the
after a fall. The Athletics skill determines how well characters
facsimile of these.
perform these actions. It serves as a measure of your character’s
A Void approach to a Social skill seeks to get others to
overall fitness and physical conditioning. Those who actively
evaluate the wider situation and state of existence. Enlighten, the
engage in a regimen of physical training, such as field infantry or
Void approach to Social skills, allows a character to attempt to
scouts, are the most likely to have a high rank in Athletics.
shake someone to their core, call­ing into question the person’s
fundamental truths. If a person has lost sight of one of their
Your character should use this skill if…
dearest ideals because of rage or despair (or even supernatural
• Your character attempts to climb up or down a structure,
forces), this approach can be used to force them to remem­ber it,
particularly when the climb may be tricky or the drop to the bottom
realigning them with the person they strive to be. If a contradic­
is significant.
tion exists at someone’s core, Enlightening them to it can help
• Your character tries to swim in difficult conditions. High
them face it, and perhaps eventually overcome it.
winds, waves, tides, and currents could all contribute to making
swimming difficult enough to require an Athletics check.
• Your character tries to jump, either vertically or horizontally.
Scholar Leaping across a deep chasm or trying to jump up and grab a fire
escape to get away from an angry dog are both situations when
Knowledge (Forbidden), Knowledge (Geography), Knowledge your character needs to make an Athletics check.
(Lore), Knowledge (Spirit Realms), Knowledge (Tao) • Your character attempts to run for an extended time.
The Air Ring frequently deals with nuances and subtleties, • Your character tries to swing back and forth on a rope or
and there­fore focuses on uncovering and understanding details. rappel down a structure.
It allows a character to unveil hidden things, focus on minute • Your character walks across a narrow surface while trying to
details, and hone in on traits possessed by people and objects. keep their balance.
It also allows a character to infer subtle meanings about people • Your character tries to squeeze into a tiny or cramped space
from their countenance, objects, or statements. such as a crawlspace, sewer pipe, air duct, or narrow crevice.
An Earth approach to a Scholar skill is thorough and detailed; • Your character falls and needs to try to slow the fall or land
it starts by establishing the fundamentals and then builds from safely.
there. Once a char­acter has been prompted to discuss a topic, • Your character needs to escape from physical restraints
Recall allows them to draw forth facts that expand upon that topic. (such as handcuffs or ropes) and wants to contort their limbs or
However, because it can only build upon a solid foundation, a hands so that they can slip out of their bindings.
character cannot Recall information about something completely
novel or unfamiliar, and they must use other approaches to gather Your character should not use this skill if…
enough context to know which facts are relevant to the situation • Your character attempts an activity without any chances of
at hand. failure. If your character swims on a calm day in a shallow pond,
Fire is creative and flashy, it is imaginative, seeing the goes for an early morning jog, or jumps over a small log, they
possibilities instead of the certainties. It is good for approaching don’t need to bother making a check.
the un­precedented and the unforeseen, but reckless conjecture • Your character falls from a short height or onto something soft
can sometimes lead it to incorrect conclusions. Using Fire allows enough that they won’t suffer damage when they land, or is in any
a character to come up with a novel idea for how something might similar situation that has no consequences for failure (is lowered
function or behave based on limited evidence. However, if the down a structure in a firmly secured harness, for example).
character is wrong, or simply missing key underlying information,
they might well come up with a fanciful answer that, while Discipline
interesting, is far from true. Discipline is your character’s ability to focus their mind and
The Water Ring is practical and results-oriented. It focuses on quiet their thoughts. Discipline represents your character’s
information as it pertains to the environment right in front of the maintaining self-mastery and focus, specifically. Your character
thinker. This allows a character to identify things in front of them also uses Discipline to overcome fear or terror and stay calm
and gain wider information about their circumstances based on in the face of the horrifying. In addition, Discipline represents
what they can currently perceive. A character can use Water to get your character’s mental fortitude to resist threats or coercion,
enough information to begin a deeper inquiry, but this approach someone swaying or affecting them, or to disobey orders.
generally cannot delve beneath surface-level information such as It is also a measure of how well you shut off the world, and
identification. meditate.
A Void approach to a Scholar skill is an attempt to look beyond
worldly circumstances to see that physical appearances and even Your character should use this skill if…
time are illusory. Sense, the Void approach to a Scholar skill, is • Your character confronts something terrifying and wants to
rooted in an understand­ing that supernatural forces are at the avoid fleeing in horror (or to avoid other debilitating effects of
root of the world and that what is yet to come is already written fear).
in what the viewer can observe now. It represents hunches and • Your character tries to keep their sanity in the face of

Legend of the Five Rings - Genesys 87


Legend of the Five Rings 87
something that defies reality and rational thought.
• Your character wants to heal strain they are suffering from at Your character should not use this skill if…
the end of an encounter. • Your character researches a disease or poison. While
• Your character wants to meditate, calm their mind, and reach studying a disease or poison directly might require Medicine, the
a mental equilibrium. act of researching requires a Knowledge check.
• Your character tries to keep their composure in a social • Your character tries to heal their own strain at the end of
setting and avoid letting their emotions show. an encounter. Recovering from strain at the end of an encounter
• Your character needs to stay calm and unaffected when requires Discipline.
being flattered or charmed by someone. • Your character tries to administer poison through sleight of
• Your character needs to refrain from saying or doing hand, such as by dropping it in a drinking cup or surreptitiously
something foolish during a tense situation. injecting it into an unsuspecting target. The inherent subterfuge
in this activity makes that a Skulduggery check.
Your character should not use this skill if…
• Your character catches a lie as it is being told. Noticing a lie Medicine Check Difficulty
depends on your character’s Vigilance. When you attempt to heal a Critical Injury, the difficulty is set
• Your character tries to prevent being surprised. The Vigilance by the injury in question. However, when healing wounds, the
skill would work better in that situation. difficulty is determined by how badly injured the target is. We
did this to mirror real life; bandaging a painful cut is a lot easier
Divination than trying to set a broken bone. The more wounds a character
While knowing the future is not something that can be suffers, the more injured they are and the harder it should be to
done, but can receive glimpses of things to happen, but most repair those injuries.
importantly, one can figure out if a specific time, a specific action, As you can see on Table I.3–3: Medicine Check Difficulty in
or a specific place is auspicious or not. There are various ways to the next column, the difficulty of the check varies depending on
cast divinations, from reading tea leaves, to using I Ching. how many wounds the target currently has. When your character
makes a successful Medicine check, they heal a number of
Your character should use this skill if… wounds on the target equal to the number of 󲊳 your character’s
• You character wants to know if it is a good time to take an check generates. The target also heals an amount of strain equal
action or refrain from taking an action. to the number of 󲊴 generated.
• Your character wants to know if a particular location is Three final notes: Any one character can only make one
auspicious for a specific construction. attempt to heal a particular Critical Injury per week of game time.
Also, any one character can only benefit from one Medicine
Your character should not use this skill if… check per encounter. These limits exist to prevent characters
• Your character wants to design an auspicious construction, from constantly repeating checks until their patient is in perfect
as this would fall under Engineering. health. Finally, if your character tries to heal themselves, they
• Your character seeks to act at a specific time, as this is likely increase the difficulty of the check by two. Hey, it’s a lot harder to
a Vigilance check. set your own broken arm!

Games TABLE 2: MEDICINE CHECK DIFFICULTY


In the world of Rokugan, people like to pass the time playing
games of various kinds, from simple games, to the notoriously State of Health Difficulty
tactical Go game. This skill allows you to challenge others to such
games, and try and best them. Current wounds equal half of Average (dd)
wound threshold or less
Your character should use this skill if… Current wounds equal more than Hard (ddd)
• You character wants to win in a game, whether fairly or half of wound threshold
unfairly.
• Your character is looking to gamble on the outcome of a Current wounds exceed wound Daunting (dddd)
game. threshold
Critical Injury Critical Injury severity
Your character should not use this skill if… rating +1
• Your character wants to win a drinking contest. That is a
Resilience check. Perception
• Your character seeks to win in an arm wrestling match. That When your character wants to make an active attempt to
is an Athletics check. study their surroundings, notice clues in a crime scene, or search
for hidden foes, they use the Perception skill to do so. Perception
Medicine represents your character’s conscious use of all five senses to
During their adventures, we expect your character to suffer
observe their environment. In any case, the most important point
injuries: everything from cuts and bruises to broken bones and
is that Perception represents your character’s active use of these
bullet wounds. Medicine gets your character and their friends back
senses.
on their feet. Any attempt to heal an organic character requires
Medicine, as do other medical procedures such as working with
poisons, diseases, parasites, and drugs. Your character should use this skill if…
• Your character wants to search a crime scene for clues.
Your character should use this skill if… • Your character wants to study the surrounding landscape for
• They or another character has suffered wounds, and your possible threats.
character wants to heal those wounds. • Your character conducts surveillance on an unaware target
• Your character tries to counteract or administer a poison. from a distance.
• Your character needs to cure a disease. • Your character studies an ancient relic, trying to spot any
• They or another character has suffered a Critical Injury, and minute details that could reveal its purpose or construction.
your character wants to heal it.

88 Legend of the Five Rings - Genesys


88 Legend of the Five Rings
Your character should not use this skill if… Your character should use this skill if…
• Your character tries to avoid being surprised during an • Your character is trapped in the wilderness and needs to find
ambush. Constant, unconscious awareness of your character’s food and potable water.
surroundings is a function of the Vigilance skill. • Your character needs to notice approaching severe weather
• Your character is being lied to, and you’re trying to find out if and know how to prepare for it.
your character noticed or not. Again, Vigilance is the skill for this • Your character needs to follow a crude map or directions
situation. through a rural area to find a specific location.
• Your character tries to follow a trail or track a foe through the • Your character tries to tame or calm a wild animal, or handle
wilderness. The Survival skill covers these activities. a domesticated animal.
• Your character hunts something (or someone!) through a
Resilience wilderness setting.
When the going gets tough, the tough rely on their Resilience
skill to keep going. Resilience represents your character’s ability Your character should not use this skill if…
to overcome pain and fight through fatigue. Characters with ranks • Your character uses a highly accurate and detailed map to
in Resilience are also better at resisting poisons and diseases find a location.
and surviving hostile environments. • Your character tries to find their way around an urban
. environment. In this case, your character should be using
Your character should use this skill if… Streetwise.
• Your character tries to go without sleeping for days on end, • Your character interacts with an animal that already likes or
and you need to see if they stay awake. respects your character, or your character asks an animal to do
• Your character ingests a toxin, and you need to see how bad something completely within their nature (they wouldn’t need to
the effects are. make a Survival check to get a dog to play “fetch,” for example).
• Your character endures a hostile environment (somewhere
too hot, too cold, or even too polluted) for days on end. Vigilance
• Your character attempts to recover from a Critical Injury on Vigilance represents the ability to be constantly aware of
their own, without medical attention. your surroundings, often without consciously making the effort.
Characters with ranks in Vigilance are more likely to spot threats
Your character should not use this skill if… in their environment, notice important clues out of the corner of
• Your character tries to do something that isn’t beyond the their eye, and catch lies as they’re being told.
limits of normal endurance. Going for a day-long hike wouldn’t You probably noticed from the description that Vigilance,
call for a Resilience check unless the hike is through mountains more than most other skills, is a bit of a passive skill. In fact,
in a snowstorm. Vigilance is supposed to be used when your character doesn’t
• Your character immediately stops and rests to recover expect a threat, isn’t looking for a clue, or is otherwise unaware
fully at the end of the activity. If there’s no need to track lasting of something important.
consequences, there’s no need to make the check. Therefore, we use it to determine Initiative in combat. It also
means that when your GM asks you to make a Vigilance check,
Sailing you may suspect that something is up. Your character, however,
Sometimes, a vehicle is so big that quick reflexes and a shouldn’t be suspicious (unless they pass the check!) Vigilance is
steady hand aren’t enough to operate it. When using these sorts also one of skills that you use to oppose certain social skill checks
of vehicles, for which your character needs training, a sharp mind, (primarily Deception) when those checks target your character.
and the ability to keep track of a lot of information, your character
employs the Sailing skill. Operating represents your character’s Your character should use this skill if…
ability to sail boats, and ship, of every size.. • Your character just got ambushed, and you are rolling to
determine Initiative order. A high Vigilance means your character
has a better chance of reacting quickly to the threat.
Your character should use this skill if…
• Your character is being lied to; the opponent’s Deception
• Your clipper must safely ride out a storm without losing speed
check is opposed by your character’s Vigilance skill.
(or a mast).
• Your character has a chance to notice important details in
• Your character tries to do a daring maneuver..
their surroundings while not looking for them directly.
• Your character docks a ship in a port.
Your character should not use this skill if…
Your character should not use this skill if…
• Your character actively looks for something. This calls for a
• Your character performs routine ship maneuvers in open
Perception check.
space.
• Your character wants to build, upgrade his ship, or fix it, that
requires the Engineering skill. Artisan
• Your character is the captain of a ship and is giving orders.
This requires the Battle skill. Arts
Whether you want to paint, sculpt, raise a Bonsai tree, design
Survival a garden, create an origami piece, or other such endeavors, Art is
There are a thousand tricks your character needs to master in the place to be to do so. While is seems like art doesn’t play much
order to survive in the wilderness, and the more ranks in Survival in a world where only those who are not Samurai might actually
they have, the more likely they are to know them. The Survival pay for most art, the fact is that well-done art can sometimes
skill covers your character’s ability to find food and water, cope achieve things that other routes might fail. That is because with
with dangerous conditions, hunt and skin animals. a well-crafted art, you could convey messages, or try to convince
In many ways, you can think of Survival as the rural someone of your point of view. Sure, it’s not as easy as talking
counterpart to Streetwise. They both represent many of the same to them, for they must invest the time to study the art to maybe
activities, but Survival applies to the wilderness, while Streetwise be affected, but a well-crafted art can achieve this by causing a
applies to the big city. shift within the person that he might discard if someone tried to
present it to him in a social situation.

Legend of the Five Rings - Genesys 89


Legend of the Five Rings 89
engineers, to bring such fortifications down.
Your character should use this skill if…
• Your character wants to create a work of art, whether for a Your character should use this skill if…
competition, to give to a prospective patron, or to show off. • …the character is attempting to design, build or repair a
• Your character wants his art to influence those who interact building, ship, or other large piece of equipment.
with it. • …the character is repairing or building a siege weapon or
• Your character is trying to judge in an art competition. engine.
• …the character is attempting to analyze the design of
Your character should not use this skill if… something.
• Your character is trying to sing, play an instrument, or do a • Your character needs to sabotage an enemy’s vehicle or find
theater play. In that case, use the Perform skill. a weak point in their defenses.
• Your character wants to create a suit of armor or craft a
weapon. In this case, your character should be using Craft. Your character should not use this skill if…
• Your character wants to design a castle, a ship, or fix a wall. • …the character is crafting or repairing a piece of personal
Those fall under the Engineering skill. equipment. This would be covered by Crafting.
• …the character is trying to operate a siege device. This
Calligraphy would be covered by Battle
Writing well is considered a mark of high culture. Especially
in a culture where most of the people do not know how to read Perform
or write. But it is also a way to hide messages in plain sight, as Whether it is theater, singing, producing music or disguising
codes arose for the various Clans, and sometimes for particular yourself, Perform is the skill that covers it. While the elite like
Dojos, or other organizations. the higher forms of performances, like theater, song, music, and
dance, it is the darker elements that use it to disguise themselves,
Your character should use this skill if… and therefore find their way inside places it would be harder to
• The character attempts to either cipher or decipher a reach otherwise.
message in a written missive. Like Art, you could use it to try and affect the reactions of
• The character wants to create a cipher or code for their own others, but it is not an easy thing to do.
use.
• The character wants to solve puzzles or riddles that rely on Your character should use this skill if…
written word. • Your character wants to create a performance or to perform,
whether for a competition, to show to a prospective patron, or to
Your character should not use this skill if… show off.
• The character is attempting to translate something written • Your character wants his performance to influence those who
in another language. That would be covered by a Knowledge watch or hear it.
(Forbidden) skill. • Your character is trying to judge in a performance competition.
• The character is attempting to read an ancient language or
dialect. That would be covered by Knowledge (Lore). Your character should not use this skill if…
• Your character is trying paint, create an origami piece, or
Craft prune a bonsai tree. In that case, use the Perform skill.
Even if you are a Samurai, and have all your cares taken care • Your character wants to create a suit of armor or craft a
of, you still rely on those who can make things. After all, someone weapon. In this case, your character should be using Craft.
crafted your family sword, or those vases and tapestries that you • Your character wants to design a castle, a ship, or fix a wall.
use around your house. Those fall under the Engineering skill.
Or perhaps, you are one of those who seek to master the art
of crafting a weapon, maybe seeking to make one so special that Tea Ceremony
it will be give you, it’s maker, a measure of respect. Or fulfillment. The  tea ceremony, or  Cha-no-yu, is a Rokugani traditional
Whatever the case, anything up to, and including a cart, can ritual influenced by the teachings of  Shinsei  and incorporated
be made or repaired with Craft. many of its basic principles in the simplistic, yet elegant, motions
that made up the ceremony.
Your character should use this skill if… When it was created, its creator used a single form of  tea-
• …the character wants to craft a weapon, suit of armor, or serving for nobility and heimin alike. She believed that the people
another would be equal and free from their social positions once they
personal item. entered in the ceremony.
• …the character wants to repair a damaged piece of personal The ceremony is used is hospitality, and in negotiations, as
gear. a measure of one’s civility, and to honor those who have come.

Your character should not use this skill if… Your character should use this skill if…
• …the character is attempting to create or repair a building, • Your character wants to ease tensions.
ship, or other large object. This would be covered by Engineering. • Your character wants to impress someone with his mastery
of the tea ceremony.
Engineering
From the humble house, to the greatest castle, and even the Your character should not use this skill if…
Kaiu Wall, all these things come about due to the ingenuity and • Your character wishes to brew sake, or make any other kind
hard work of people who studied Engineering. And of course, of drink. That either requires no roll, or might fall under Craft.
those same people can craft the siege engines that can bring
such creations down. And of course, if you know how to build
Low
them, you also know how to fix them.
In the world of Rokugan, the Crab are considered the best at Skullduggery
building all sorts of fortifications, but the Lion boast the best siege Most roleplaying games have a long and storied tradition of

90 Legend of the Five Rings - Genesys


90 Legend of the Five Rings
characters disarming traps, picking locks, and (if those tasks • Your character wants to understand particular references or
fail) breaking out of prison. In our game, characters perform slang in a conversation.
those activities with the Skulduggery skill. Skulduggery covers • Your character tries to approach criminals and start up a
a combination of skills your character would use to engage in conversation without appearing like an outsider or a threat.
covert or criminal activity. If you’re building a character you’d • Your character tries to find their way around an unfamiliar
consider a “thief” or “rogue,” this is one skill you should pick up. city.
• Your character tries to track and hunt someone somewhere
Your character should use this skill if… in a city.
• Your character attempts to pick someone’s pocket or lift their
wallet. Your character should not use this skill if…
• Your character tries to pick a lock or disable a trap. Your • Your character tries to find their way around a rural or
character would also use Skulduggery to set a trap in the first wilderness environment. In this case, your character should be
place. using Survival.
• Your character attempts to distract an opponent through • Your character interacts with the upper crust of society.
guile or a feint, such as by throwing a handful of dirt in their eyes Charm (or possibly Deception or Coercion, or even Government)
during a fight. may serve the character better here.
• Your character tries to surreptitiously slip a poison into • Your character has already established themselves as a
someone’s food or drink. member of the criminal underworld, and is continuing to interact
with other criminals. Streetwise lets your character fit in, know
Your character should not use this skill if… how to act, and know what topics to bring up and what to avoid.
• Your character attempts to sneak into a location unnoticed. However, it shouldn’t replace social skills.
Your character needs to make a Stealth check instead.
• Your character attempts to pick someone’s pocket when that
person is helpless or incapacitated. This doesn’t require a check
Magic
at all.
Invocation
• Your character tries to make a poison. Your character
Invocation is the skill used to cast Rokugani magic, which
needs Medicine to make poisons or toxins, but they do need
invokes elemental kami to affect the world. Only characters with
Skulduggery to use them.
Invocation as a career skill can purchase ranks in the skill, and
only characters with at least 1 rank of Invocation can learn any
Stealth Rokugani invocations. When increasing the effects of invocations
When your character wants to act unnoticed by anyone else,
cast by Invocation checks, they are based on the caster’s
they use the Stealth skill. In many ways, Stealth is one of the
Knowledge (Tao).
simpler skills, and it covers a pretty specific set of activities.
Depending on the effect you wish to use, it would determine
However, being stealthy is something that comes up in many
the Characteristic used to cast it, but Invocation cannot make use
roleplaying games, so it tends to be a very useful skill to invest in.
of Curse.
Your character should use this skill if…
Your character should use this skill if…
• Your character attempts to hide from someone.
• Your character is casting a spell.
• Your character tries to tail someone through a crowd, and to
• Your character communicates with the Kami
do it without being noticed.
• Your character tries to infiltrate a government installation
Your character should not use this skill if…
while avoiding human guards.
• Your character tries to pick someone’s pocket. Your character
• Your character tries to move quietly through a house.
needs Skulduggery for this activity.
Your character should not use this skill if…
Maho
• Your character tries to pick someone’s pocket. Your character
Maho is the skill used to cast Blood Magic. Instead of
needs Skulduggery for this activity.
invoking the kami, you invoke the twisted Kansen, to do your
• Your character tries to remain hidden when their opponent
bidding, but they will also corrupt you, as they spread the taint
has no chance of spotting them.
of the Shadowlands into you by association. There are very few
• Your character has no realistic chance of hiding from an
ways to access this skill, and you need to have it as a career
opponent, such as if trying to hide from a nearby person while in
skill in order to be able to utilize it. When increasing the effects
the middle of miles of salt flats at noon.
of invocations cast using Maho checks, they are based on the
caster’s Knowledge (Forbidden).
Streetwise Depending on the effect you wish to use, it would determine
Some call it the “school of hard knocks,” while others refer
the Characteristic used to cast it, but Maho cannot make use of
to it as “street smarts” or “gut instincts,” but in all cases, the
Heal.
Streetwise skill is your character’s ability to survive and thrive in
rough and dangerous urban areas. If your character has ranks in
Streetwise, they instinctively know how criminals tend to operate,
Ritual
which locations to avoid after dark, where to go to obtain illicit
The people of Rokugan are firm believers in following traditions
drugs and services, and other information crucial for making their
and rituals. From birth, to coming of age, marriage, death, and
way in the seedy underbelly of a major city.
myriad events in between, there are rituals to be observed. It
In many ways, Streetwise can be thought of as the urban
is usually the province of Monks and Shugenja to preside over
counterpart to Survival. They both represent many of the same
these rituals, but not only. Some members of the Kakita Dueling
activities, but Streetwise applies to urban areas, while Survival
school learn this, to make sure that the rigorous ritual of a duel
applies to the wilderness.
is carried out.
Your character should use this skill if…
Your character should use this skill if…
• Your character looks for a merchant who sells black-market
• Your character wants to conduct a ceremony to the strict
goods or illegal services.

Legend of the Five Rings - Genesys 91


Legend of the Five Rings 91
rules of it. • Your character tries to catch up to enemies with a significant
• Your character seeks to appease the Kami. head start.
• Your character’s mount panics during a storm, and your
Your character should not use this skill if… character needs to get the creature under control.
• Your character wishes to delay a court proceeding, as this is
a Government check. Your character should not use this skill if…
• Your character wishes to cast a spell, as that is an Invocation • Your character travels without any immediate danger.
of Maho check. • Your character makes an attack from horseback. The
additional difficulty brought about by attacking from a horse
should be factored into the combat check’s difficulty, generally in
the form of one or more b.
Martial • Your character tries to tame a wild animal. In this case, your
character uses the Survival skill.
Battle
Whether through inspiring a sense of duty, exuding charisma, Brawl
showing bravery by leading from the front lines, or a forceful The Brawl skill is what your character uses to fight anyone
personality, You have the ability to make others follow your who’s right in front of them, rather than beyond arm’s reach,
commands on the field of battle, and the knowledge to formulate when your character is fighting without any weapons. Martial arts,
strategic plans to exploit your opponent’s weaknesses, or use wrestling, and unarmed combat are all covered by this skill.
his strengths against him, or whatever means necessary to bring
about a victory.
We represent this quality through the Battle skill. Your character should use this skill if…
• Your character fights with their bare hands or a weapon
Your character should use this skill if… specifically designed to augment an unarmed attack, such as
• Your character’s allies are suffering from fear (see page cestus or brass knuckles (or even a roll of coins).
243), and you want to try to rally them. • Your character tries to pin, grapple, or hold someone.
• Your character leads troops into battle and wants to make • Your character uses some form of unarmed martial art.
sure they follow your character’s orders.
• Your character tries to convince a mob of rioters to stand Your character should not use this skill if…
down and return to their homes. • Your character fights with a projectile weapon or a thrown
• Your character wants to gain an advantage on their opponents weapon. If your character is targeting someone who is not within
in a war.. arm’s reach, they should be using the Ranged skill.
• …the character is researching military history. • Your character tries to fix or modify a melee weapon.
• …the character is trying to find information on the enemy Repairing or creating weapons is usually handled by the Craft
commander’s military successes and failures. skill.
• …the character is trying to identify the fighting style used by
another character by watching them. Melee – Heavy
• …the character is analyzing a plan of attack, studying a In settings with an emphasis on fighting hand-to-hand, the
battlefield, or something similar. Melee (Heavy) skill is what your character uses to fight with
• …the character is operating a piece of siege equipment. In large, heavy weapons that take both hands to swing properly.
some cases, this may be treated as a combat check. This includes mauls, greatswords, flails, halberds, and countless
similar weapons.
Your character should not use this skill if…
• Your character threatens to hurt or kill someone if they don’t Your character should use this skill if…
obey. This would be a good use of Coercion, instead. • Your character fights with a halberd, greatsword, flail, maul,
• Your character tries to convince someone to do something or other large weapon that requires two hands to wield.
simply by being friendly and appealing. Your character should • Your character picks up a heavy tree branch and tries to
use Charm here. crush someone’s skull with it.
• Your character has formal authority and issues routine
orders, especially outside of combat or other stressful situations. Your character should not use this skill if…
If there is no good reason not to obey your character (and your • Your character fights with a rapier, dirk, mace, onehanded
character has the rank or station to issue orders), other people axe, light spear, sword, katana, knife, or other weapon that can
are simply going to be swung easily with one hand.
• …the character is attempting to repair a siege weapon. This • Your character fights with a projectile weapon or a thrown
is covered by Engineering. weapon. If your character targets someone not at arm’s reach,
• …the character is attempting to research ancient history, they should use the Ranged skill.
advanced studies, geographic locations, or dark magic. This is • Your character tries to fix or modify a melee weapon.
covered by Knowledge skills. Repairing or creating weapons is usually handled by the Craft
skill.
Horsemanship
Sooner or later, characters in a fantasy campaign are going to Melee – Light
want to use mounts. These are most likely horses, but the same The Melee (Light) skill is what your character uses to fight
skill is used for riding anything from donkeys to giant insects. with pretty much any close combat weapon they can wield in one
hand. This includes swords, knives, maces, clubs, and countless
Your character should use this skill if… similar weapons.
• Your character flees from pursuers who are also mounted, or
fast enough to potentially catch up. Your character should use this skill if…
• Your character tries to joust at a tournament. • Your character fights with a rapier, dirk, mace, one-handed
• Your character competes in a friendly (or not so friendly) axe, light spear, sword, katana, knife, or other weapon easily
race. wielded in one hand.

92 Legend of the Five Rings - Genesys


92 Legend of the Five Rings
• Your character wants to hit someone with their shield. • Your character uses their authority (either through rank,
• Your character fights in a duel. station, or natural force of personality) to give orders. These are
times for your character to use the Government skill.
Your character should not use this skill if… • Your character interacts with someone who is already friendly
• Your character fights with a halberd, greatsword, flail, maul, to them, or asks someone to do something that is not at all an
or other large weapon that requires two hands to wield. inconvenience for them (generally, you don’t need to use Charm
• Your character fights with a projectile weapon or a thrown to ask your spouse to pick up something from the store on their
weapon. If your character targets someone not at arm’s reach, way home from work).
they should use the Ranged skill.
• Your character tries to fix or modify a melee weapon. Coercion
Repairing or creating weapons is usually handled by the Craft Some people believe that the only way to maintain respect is
skill. to be feared. Others have learned that the best way to get what
they want is through screaming and the threat of violence. When
Ranged your character attempts to instill obedience in a target through
While the Melee skill is what your character uses to fight the use of threats or acts of physical intimidation, they use the
anyone who’s right in front of them, the Ranged skill is what Coercion skill. Characters with multiple ranks in Coercion are
your character uses to fight everyone else. Your character uses often intimidating, scary, or even evil individuals. However, even
this skill to fight with any sort of ranged weapon, from bows and goodhearted people may use Coercion to intimidate opponents
arrows to crossbows. They’re also going to use this skill if they so they can win a fight without bloodshed.
want to throw things at someone.
Your character should use this skill if…
Your character should use this skill if… • Your character issues a threat, whether or not accompanied
• Your character fights with a crossbow, longbow, or blowgun. by hostile actions. Even an implied threat—such as gesturing
toward a weapon—falls under the Coercion skill.
Your character should not use this skill if… • Your character questions or interrogates a prisoner.
• Your character fights with any kind of close combat weapon. • Your character uses physical or psychological torture.
Those are handled by the Melee skill.
• Your character uses a ranged weapon to hit someone within Your character should not use this skill if…
arm’s reach, such as by taking their bow and using it like a club. • Your character issues orders backed by the threat of their
Even though they’re using a ranged weapon, they’re using it as authority (such as threatening troops with courts-martial if they
if it were a melee weapon, and the check should be handled by don’t follow your character into battle). In cases like this, Battle
the Melee skill. would be a better skill for your character to use.
• Your character tries to fix or modify a ranged weapon. • Your character tries to drive a hard bargain with someone.
Repairing or creating weapons is usually handled by the Craft As long as both sides are still getting something out of the deal,
skill. Negotiation should be the skill to use.
• Your character interacts with someone who is already terrified
Social of or completely cowed by your character. In these cases, any
further threats would be superfluous.
Charm
The ability to compliment, flatter, woo, and generally make Deception
other people like you is something that’s pretty important to a When your character needs to lie to someone, they use
lot of player characters. For characters who want to be likable, Deception. In fact, the Deception skill covers most attempts to
popular, and good at persuading other people to do what they fool or deceive someone, which makes the skill one of the more
want them to do, Charm is the skill they rely on. A character with a straightforward skills to use. One thing you should keep in mind,
lot of ranks in Charm may be unctuous and insincerely flattering, though, is that although lying is one of the most common ways
or maybe they’re just a genuinely nice person. to deceive someone, it’s not the only way. Your character may
attempt to trick someone by only telling them certain facts and
Your character should use this skill if… omitting others, or by using a misleading phrase. But even if you
• Your character tries to persuade someone to do your character argue that your character technically told the truth, their actions
a favor, especially if it might be inconvenient, expensive, or even still fall into the category of Deception.
dangerous for that person.
• Your character tries to appeal to someone’s better nature Your character should use this skill if…
(even if it doesn’t exist!) to get them to do something out of • Your character tells a lie.
character for that person. • Your character tries to mislead someone through clever
• Your character tries to flirt with, seduce, or make a romantic wordplay or selective omission of certain facts.
overture to someone. • Your character wears a disguise and pretends to be someone
• Your character tries to make themselves look better to else.
everyone around them. A lot of politicians and public figures have
high ranks in Charm. Your character should not use this skill if…
• Your character is giving a speech. • Your character actually believes the things they are saying
(even if they are objectively untrue).
Your character should not use this skill if… • Your character tells a “white l
• Your character is not at all sincere about what they are saying
or doing. If there’s duplicity or lying involved, your character Government
should use the Deception skill. While some may follow out of a sense of duty or fear, good
• Your character is being polite, but subtly implying violence or leaders inspire their followers through a combination of charisma,
some other threat. In those cases, your character should use the bravery, and forceful personality. It is also used to understand
Coercion skill. complex political forces, and how they might affect, or act in
response to one’s actions. And how to navigate the political and

Legend of the Five Rings - Genesys 93


Legend of the Five Rings 93
bureaucratical obstacles one is faced. We represent this quality There aren’t many who delve into such knowledge, and
through the Government skill. having people know that you possess such knowledge is deemed
Basically, Government is a combination of making smart inappropriate in general. Even those who have to study such
decisions, being firm and decisive when doing so, and instilling things to be able to defend against such threats are deemed
a sense of loyalty and respect in your subordinates, as well as tainted by such knowledge.
knowing the political structures and how to navigate them.
Government also represents your character knowing the right Your character should use this skill if…
decisions to make when authority is called for. • Your character tries to remember the weaknesses and
strengths of Shadowland creatures.
Your character should use this skill if… • Your character wants to know about Gaijin, their culture, their
• Your character tries to understand the power factions in a weapons, or even the knowledge of gunpowder.
political setting. • Your character seeks to wield Maho, or Blood Magic, or to
• Your character tries to convince a court or a courtier to take understand those who do.
a particular action. • Your character attempts to study secrets that have been
• Your character seeks to spread a rumor against a political erased from imperial records. Things like the Kolat, or the Steel
rival. Chrysanthemum, or the Battle of the White Stag.
• Your character attempts to make a rival challenge him to a
duel. Your character should not use this skill if…
• Your character attempts to learn how a specific Clan works
Your character should not use this skill if… or its secrets, that would be a Knowledge (Lore) or Government
• Your character threatens to hurt or kill someone if they don’t check.
obey. This would be a good use of Coercion, instead. • Your character wants to find how to contact one of the hidden
• Your character tries to convince someone to do something Ninja clans. That would require a Streetwise check.
simply by being friendly and appealing. Your character should
use Charm here. Knowledge (Geography)
• Your character has formal authority and issues routine Whether through study or experience, knowledge of the
orders, especially outside of stressful situations. If there is no terrain, climate and people, all provide a greater understanding
good reason not to obey your character (and your character has of the geography. Also, players seeking to navigate and not get
the rank or station to issue orders), other people are simply going lost would use this skill.
to.
• Your character attempts to give orders to troops. Your You Character should use this skill if ...
character should use Battle here. • Your character wants to know the quickest way to get to a
certain city or village.
Negotiation • Your character has a map of a region which she is trying to
When your character wants to make a deal, they’re going to decipher.
use Negotiation. If Coercion is threatening someone, Deception • Your character is lost and is trying to reorient herself in the
is lying to someone, Charm is sweet-talking someone, and wilderness.
Leadership is telling someone what to do, Negotiation is • Your character is trying to find a suitable place to build the
convincing someone to do what you want by giving them structure.
something they want in return. The skill in Negotiation comes
from getting as much as you can out of a deal while offering as You Character should not use this skill if ...
little as possible to the person you negotiate with. • Your character is trying to locate a source of water, use
Survival instead.
Your character should use this skill if…
• Your character tries to purchase goods or services and wants Knowledge (Lore)
to haggle over the price. The Jade Empire is a vast land, and is comprised of various
• Your character tries to sell goods or services and turn a profit. Clans, both Great and Minor, and is headed by the Imperial
In this case, your character needs to use Negotiation to raise the Families, with the Emperor at its head, and with the various
price. monasteries of the Brotherhood of Shinsei, all comprising its
• Your character attempts to broker a political agreement or culture and vying for control of part of it.
treaty between two parties. In such a land, it is sometimes important to figure out who is the
person in front of you, and what pull he might have, over yourself,
Your character should not use this skill if… and over his own faction. This skill allows you to recognize such
• Your character isn’t offering anything in return for what they personas and figure out their status among the high and mighty.
want. Getting something for nothing is something your character
can try to do using other social skills, but Negotiation is predicated You Character should use this skill if ...
on the idea of an exchange. • Your character wants to know family and clan of a mon he
• Your character tells someone what to do. Negotiation has to has witnessed.
be a bargain, so at the end of the interactions, the opposing party • Your character needs to know if the person in front of him
has agreed to do something, not been ordered to do it. is a regular Samurai, or maybe the Daimyo of a Clan or Family.
• Your character wants to buy something for a previously • Your character has come across a samurai, but he is trying
established price. to mask his allegiances.

Scholar You Character should not use this skill if ...


• Your character is trying to understand the political situation
Knowledge (Forbidden) within a Clan, or Court. That is the purview of the Government
There are bad things out there, whether it is the Shadowlands, skill.
Blood Magic, Gaijin, and even knowledge of the Kolat, and other
dark secrets.

94 Legend of the Five Rings - Genesys


94 Legend of the Five Rings
Knowledge (Spirit Realms)
There is far more than just the world you live in, Ningen-do.
In fact, there are 10 more realms, each is interesting, and while
some are deadly, they all are out there, though usually they are
far beyond the ability of most mortals to ever travel to, and good
thing that is too.
These realms house various creatures, some benign, and
some deadly, and those who study them might even learn of
some of their secrets.

Your character should use this skill if…


• Your character tries to remember the weaknesses and
strengths of Spirit creatures.
• Your character wants to understand to which realm a
particular portal might open to.

Your character should not use this skill if…


• Your character attempts to learn the weaknesses of
specific Oni, that would be a Knowledge (Forbidden)
check.

Knowledge (Tao)
The teachings of Shinsei were collected into a
body of knowledge called “The Tao of Shinsei”. These
teachings cover not just how the celestial hierarchy works,
but how the empire is supposed to work, and how to work
towards enlightenment.
As the early Shugenja and Monks delved into these
teachings, they discovered knowledge that allowed them
to utilize magic and enhance it.

Your character should use this skill if…


• Your character wants to cite the Tao to
prove a point.
• Your character is trying to
research a new method
to extend his magical
capabilities.

Y o u r
character
should not
use this skill
if…
• Your
character
attempts
to cast a
spell, that
is covered
by Ritual or
Invocation,
or Maho.

Legend of the Five Rings - Genesys 95


Legend of the Five Rings 95
After making a successful melee check, may spend a Story
Talents Point to disengage from an opponent as an incidental.
Ambush Bad Cop
Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: Yes
Once per round while benefiting from cover, may make the May spend aa from a Deception or Coercion check to
Ambush maneuver. Add damage equal to Stealth skill to one hit upgrade ability of a single ally's subsequent Social Interaction
of next successful combat check against a target within short check against the target a number of times equal to ranks in Bad
range before the end of the turn. Cop.
Anatomy Lessons Bad Press
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
After a successful attack with a personal (non-vehicle) Once per session, choose an organization and make a Hard
weapon, the character may spend one Destiny Point to add (◆◆◆) Deception check. On success, organization members
damage equal to his Water to one hit of the attack. have their strain thresholds reduced by 1, plus 1 per sss,
until the end of the session. When he does this, the player must
Animal Companion explain how the PC disseminated the propaganda such that it
Activation: Passive has affected his targets. The chosen organization must be narrow
Ranked: Yes and cohesive enough to be affected by bad publicity.
Your character creates a bond with a single animal approved
by your GM. This animal must be silhouette 0 (no larger than Barbaric Strength
a mid-sized dog). The bond persists as long as your character Activation: Passive
chooses, although at your GM’s discretion, the bond may Ranked: No
also be broken due to abusive treatment or other extenuating May use Melee (Heavy) weapons one-handed. Weapons
circumstances. As long as the bond persists, the animal follows used that way still use the Melee (Heavy) skill.
your character, and you dictate the animal’s overall behavior
(although, since the animal is only bonded with the character, Barrage
not dominated, it may still perform inconvenient actions such as Activation: Passive
scratching furniture, consuming rations, and marking territory). Ranked: Yes
Once per round in structured encounters, your character may Add 1 damage per rank of Barrage to 1 hit of successful
spend one maneuver to direct their animal in performing one attack while using Battle to operate a siege weapon at long or
action and one maneuver during your character’s turn. The extreme range.
animal must be within hearing and visual range of your character
(generally medium range) to do this. Otherwise, the animal does Beast Wrangler
not contribute to the encounter. The specifics of its behavior Activation: Passive
are up to you and your GM. For every additional rank of Animal Ranked: Yes
Companion your character has, increase the allowed silhouette
of the companion by one (this may mean your character gets a Add b per rank of Beast Wrangler to checks to tame or
new companion, or their companion grows in size). wrangle creatures.

Animal Expertise Better Luck Next Time


Activation: Passive Activation: Active (Action)
Ranked: Yes Ranked: No
Take a Better Luck Next Time action; make a Hard (◆◆◆)
Add b per rank of Animal Expertise to all checks when Discipline check to force a competitor to suffer a major misfortune.
interacting with beast or animals (including combat checks). Add
+10 to Critical Injury results against beasts or animals per rank of Biggest Fan
Animal Expertise. Activation: Active (Action)
Ranked: No
Apothecary Once per session, may take a Biggest Fan action; make a
Activation: Passive Hard (◆◆◆) Perform check to turn one NPC into the character's
Ranked: Yes biggest fan. The exact effects of this vary depending on the NPC
When a patient under your character’s care heals wounds and the situation. They can include drastically decreasing the
from natural rest, they heal additional wounds equal to twice your difficulty of Social Interaction skill checks the character makes
character’s ranks in Apothecary. targeting his biggest fan, the fan being willing to perform minor
or even significant favors for the character, or the character
Armor Master even becoming a reoccurring ally in the narrative. At the GM’s
Activation: Passive discretion, this talent may not be able to target certain NPCs
Ranked: No whose adversarial nature is vital to the plot, or NPCs who would
When wearing armor, Increase total soak value by 1. be unable to appreciate the character’s work.
Artisan's Poise Black Market Contacts
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: Yes
Add b to all Arts and Tea Ceremony checks. When purchasing illegal goods, may reduce rarity by 1 per
rank of Black Market Contacts, increasing cost by 50 percent of
Assassin Strike base cost per reduction.
Activation: Active (Incidental)
Ranked: No

96 Legend of the Five Rings - Genesys


96 Legend of the Five Rings
Blackmail Bonded Implement
Activation: Active (Incidental, Out of Turn) Activation: Active (Action)
Ranked: No Ranked: No
When an NPC exceeds his strain threshold, may spend Choose one magical implement your character owns when
1 Story Point to convince that NPC to perform a single task of taking this talent. Your character becomes bonded to this
choice instead. implement, and no other person may use it. Your character may
attempt to summon it by making a Hard (◆◆◆) Magic Skill
Bleed check. If your chosen implement is ever permanently lost or
Activation: Active (Incidental) destroyed, you may select a new one of the same value.
Ranked: No
When using Maho, you may have others donate two wounds Bought Info
to give you b per Nemesis, Rival or minion group that donates Activation: Active (Action)
the blood. The donation doesn’t have to be done willingly, so you Ranked: No
could have yourself, or an ally cut the Nemesis or Rival, inflicting When making any knowledge skill check, your character can
damage on them, to ‘donate’ the blood. instead use this talent to spend an amount of koku equal to five
times the difficulty of the check and automatically succeed on the
Blood Magic knowledge check with one uncanceled s (instead of rolling).
Activation: Active (Incidental) At your GM’s discretion, your character may not be able to use
Ranked: No Bought Info if the information is particularly sensitive or difficult to
When casting a spell your character may take two wounds find, or buying it doesn’t make narrative sense.
instead of two strain.
Brace
Blood Magic (Improved) Activation: Active (Maneuver)
Activation: Active (Incidental) Ranked: Yes
Ranked: No As a maneuver, the character may Brace himself. This allows
Your character must have purchased the Blood Magic talent to
a character to remove b per rank of Brace from the next skill
benefit from this talent. Once per encounter, suffer an additional
check based on changing conditions, inclement weather, unstable
2 wounds while using Blood Magic and add one additional effect
surfaces, zero gravity, heavy gravity, or other disruptive physical
with a Difficulty Mod +◆ to a spell without increasing the difficulty.
obstacles that would make a skill check more difficult.
Blood Magic (Supreme)
Activation: Active (Incidental)
Bullrush
Activation: Active (Incidental)
Ranked: No
Ranked: No
Once per session while using Blood Magic, suffer a critical.
When your character makes a Brawl, Melee (Light), or Melee
You may decrease the difficulty of the next spell skill check you
(Heavy) combat check after using a maneuver to engage a
make by three to a minimum of Average (◆◆).
target, you may spend aaa or x to use this talent to knock
Blood Sacrifice the target prone and move them up to one range band away from
Activation: Active (Incidental) your character.
Ranked: Yes
Before your character makes a Maho skill check, they may
Bulwark
Activation: Active (Incidental, Out of Turn)
suffer a number of wounds to add an equal number of s to the
Ranked: No
check. The number cannot exceed your character’s ranks in
Your character must have purchased the Parry talent to benefit
Blood Sacrifice.
from this talent. While wielding a weapon with the Defensive
Blooded quality, your character may use Parry to reduce the damage of
Activation: Passive an attack targeting an engaged ally.
Ranked: Yes
Burly
Add b per rank of Blooded to all checks to resist or recover Activation: Passive
from poisons, venoms, or toxins. Reduce duration of ongoing Ranked: Yes
poisons by 1 round per rank of Blooded to a minimum of 1. Reduce any wielded weapon's Cumbersome quality and
Encumbrance rating by a number equal to ranks in Burly to a
Body Guard minimum of 1.
Activation: Active (Maneuver)
Ranked: Yes By the Book
Once per round, your character may suffer a number of strain Activation: Active (Incidental)
no greater than their ranks in Body Guard to use this talent. Ranked: Yes
Choose one ally engaged with your character; until the end of Once per encounter, before making a combat check, suffer
your character’s next turn, upgrade the difficulty of all combat 2 strain to add a to the results equal to ranks in By the Book.
checks targeting that ally a number of times equal to the strain
suffered. Call 'Em
Activation: Passive
Body Guard (Improved) Ranked: No
Activation: Passive
Do not add b to combat checks due to the use of the Aim
Ranked: No
maneuver.
Your character must have purchased the Body Guard talent to
benefit from this talent. Once per session, when an ally protected
by the Body Guard maneuver suffers a hit, suffer the hit instead.
Careful Planning
Activation: Active (Action)
Ranked: No

Legend of the Five Rings - Genesys 97


Legend of the Five Rings 97
Once per session, may introduce a "fact" into the narrative as Comrades in Arms
if a Story Point had been spent. Activation: Active (Action)
Ranked: No
Catfall Once per encounter, make a Hard (◆◆◆) Discipline Check.
Activation: Passive If successful, your character plus one ally per s within medium
Ranked: Yes range gains +1 defense for the remainder of the encounter.
When rolling Athletics or Coordination to reduce damage from Effects end if affected targets move beyond medium range.
falling, add b. In addition, reduce damage and strain suffered
from a fall by 1 per rank of Catfall. Comrades in Arms (Improved)
Activation: Passive
Cavalry Ranked: No
Activation: Active (Maneuver) Spend x or aaa when performing Comrades in Arms to
Ranked: No also gain +1 soak or give one affected ally +1 soak.
While riding a mount trained for battle (typically a war mount,
once per round your character may use this talent to direct the Conduit
mount to perform an action. Activation: Active (Maneuver)
Ranked: No
Center of Being Once per encounter, your character may spend a Story Point
Activation: Active (Maneuver) to perform a magic action as a maneuver.
Ranked: Yes
While wielding a weapon with the Defensive quality, your Confidence
character may perform a Center of Being maneuver. Until the Activation: Passive
beginning of your character's next turn, whenever an enemy Ranked: Yes
makes a melee attack targeting them, the critical rating of the May decrease difficulty of Discipline checks to avoid fear by 1
enemy's weapon counts as 1 higher per rank of Center of Being. per rank of Confidence, to a minimum of Easy (◆).

Center of Being (Improved) Congenial


Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: Yes
Suffer 1 Strain to use a Center of Being maneuver as an May suffer a number of strain to downgrade difficulty of Charm
incidental. or Negotiation checks or upgrade difficulty when target by Charm
or Negotiation checks, by an equal number Strain suffered this
Challenge! way cannot exceed ranks in Congenial.
Activation: Active (Maneuver)
Ranked: Yes Construction Specialist
Once per encounter, your character may use this talent to Activation: Passive
choose a number of adversaries within short range no greater Ranked: Yes
than your character’s ranks in Challenge! (a minion group counts
as a single adversary for this purpose). Until the encounter ends Your character removes one b per rank of Construction
or your character is incapacitated, these adversaries add b to Specialist from checks made to construct bases, defense works,
combat checks targeting your character and bb to combat positions, fortifications, tunnels, bunkers, and similar combat
checks targeting other characters. engineering projects.

Clever Retort Convincing Demeanor


Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: Yes
Once per encounter, your character may use this talent to add The character removes b per rank of Convincing Demeanor
automatic tt to another character’s social skill check. from his Deception and Skulduggery checks.

Codebreaker Coordination Dodge


Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: No
The character removes b per rank of Codebreaker from his When targeted by a combat check, may spend 1 Story Point
attempts to break codes or decrypt communications. to add f equal to ranks in Athletics to check.
In addition, the character decreases the difficulty of
his Calligraphy checks made to break codes or decrypt Creative Killer
communications by one (this does not increase with additional Activation: Passive
ranks of Codebreaker). Ranked: No
Reduce the Crit rating of improvised weapons by 2 (to a
Combat Veteran minimum of 1).
Activation: Passive
Ranked: No
Crushing Blow
Activation: Active (Incidental)
Add b to Brawl and Discipline checks.
Ranked: No
Command Once per session after rolling a melee attack but before
Activation: Passive resolving the check, your character may suffer 4 strain to use this
Ranked: Yes talent. While resolving the check, the weapon gains the Breach 1
Add b per rank of Command when making Battle checks. and Knockdown item qualities, and destroys one item the target
Affected targets add b to Discipline checks for next 24 hours. is wielding that does not have the Reinforced quality.

98 Legend of the Five Rings - Genesys


98 Legend of the Five Rings
Cutting Question damage of the hit by two plus their ranks in Deflect Spell. This
Activation: Active (Incidental) talent can only be used once per hit.
Ranked: No
Once per encounter, when making a Coercion skill check, the Dirty Tricks
character may use Deception skill instead. Activation: Active (Incidental)
Ranked: No
Daring Rider After your character inflicts a Critical Injury on an adversary,
Activation: Active (Incidental) they may use this talent to upgrade the difficulty of that adversary’s
Ranked: Yes next check.
Before your character makes a Horsemanship check, they
may add a number of t to the results to use this talent to add an Disarm
equal number of s. The number may not exceed your character’s Activation: Passive
ranks in Daring Aviator. Ranked: No
May spend x or aa with a successful Brawl or Melee
Dark Insight check to disarm opponent.
Activation: Passive
Ranked: Yes Disarming Smile
Your character can reduce the damage he inflicts upon himself Activation: Active (Action)
to cast Maho by 1. Ranked: Yes
Take the Disarming Smile action; succeed at an opposed
Deadeye Charm check against a target within short range to lower all
Activation: Active (Incidental) defenses of a target by ranks in Disarming Smile until the end of
Ranked: No the encounter.
After your character inflicts a Critical Injury with a ranged
weapon and rolls the result, your character may suffer 2 strain Discredit
to use this talent. Then, you may select any Critical Injury of the Activation: Active (Action)
same severity to apply to the target instead. Ranked: No
Once per encounter, take the Discredit action, make a
Deadly Strike Hard (◆◆◆) Deception check to upgrade the difficulty of one
Activation: Passive character's social checks once, plus once for every aa, until
Ranked: Yes the end of the encounter.
Add damage equal to ranks in Melee - Heavy to one hit of
successful attack made using that skill. Disorient
Activation: Passive
Deceptive Taunt Ranked: Yes
Activation: Active (Action) After hitting with combat check, may spend aa to disorient
Ranked: No target for number of rounds equal to ranks in Disorient.
Once per session, may make Deceptive Taunt action. Make
opposed Deception check. If successful, one adversary must Distracting Behavior
attack the character during adversary's next turn. Activation: Active (Maneuver)
Ranked: Yes
Dedication Make a Distracting Behavior maneuver and suffer strain no
Activation: Passive greater than ranks in Water. Until the beginning of next turn,
Ranked: Yes equal number of engaged NPC's suffer t on checks. Range
Each rank of Dedication increases one of your character’s increases with additional ranks.
characteristics by one. This talent cannot increase a characteristic
above 5. Distracting Behavior (Improved)
Activation: Passive
Defensive Ranked: No
Activation: Passive Your character must have purchased the Distracting Behavior
Ranked: Yes talent to benefit from this talent. The Distracting Behavior
Each rank of Defensive increases your character’s melee maneuver inflicts tt on NPC's checks when NPC's target
defense and ranged defense by one. character's allies.

Defensive Stance Dockyard Expertise


Activation: Active (Maneuver) Activation: Active (Action)
Ranked: Yes Ranked: Yes
Once per round, your character may suffer a number of strain Your character may make an Average (◆◆) Engineering
no greater than their ranks in Defensive Stance to use this talent. check when at a dry dock with suitable personnel and equipment
Then, until the end of your character’s next turn, upgrade the to conduct repairs to a ship, or to add attachments or modifications
difficulty of all melee combat checks targeting your character a to one. If successful, the cost and time for repairs is reduced by
number of times equal to the strain suffered. 20% for each rank of Dockyard Expertise to a minimum of 100
units of currency and one day.
Deflect Spell
Activation: Active (Incidental, Out of Turn) Dodge
Ranked: Yes Activation: Active (Incidental, Out of Turn)
When your character suffers a hit from a magic based combat Ranked: Yes
check, after damage is calculated but before soak is applied When your character is targeted by a combat check (ranged
(so immediately after Step 3 of Perform a Combat check), your or melee), they may suffer a number of strain no greater than
character may suffer 3 strain to use this talent to reduce the their ranks in Dodge to use this talent. Then, upgrade the difficulty

Legend of the Five Rings - Genesys 99


Legend of the Five Rings 99
of the combat check targeting your character a number of times Enduring
equal to the strain suffered. Activation: Passive
Ranked: Yes
Don't Shoot Each rank of Enduring increases your character’s soak value
Activation: Active (Action) by one.
Ranked: No
Once per session as an action, make a Hard (◆◆◆) Charm Exploit
check. On a success, cannot be target of combat checks until the Activation: Active (Incidental)
end of the encounter or until making a combat check. Ranked: Yes
When your character makes a combat check with a Ranged
Double or Nothing or Melee (Light) weapon, they may suffer 2 strain to use this
Activation: Passive talent to add the Ensnare quality to the attack. The rating of the
Ranked: No Ensnare quality is equal to your character’s ranks in Exploit.
Suffer 2 strain to perform the Double or Nothing incidental
to increase the difficulty of the next check by one. Then, after Extended Reach
canceling opposing symbols, double the amount of remaining a. Activation: Active (Incidental)
Ranked: No
Double or Nothing (Improved) While armed with a two-handed melee weapon (or Melee
Activation: Passive (Heavy) weapon), suffer 1 strain to make a Melee combat check
Ranked: No with that weapon targeting an enemy at up to short range (rather
Your character must have purchased the Double or Nothing than engaged range).
talent to benefit from this talent. When performing the Double
or Nothing incidental, after canceling opposing symbols, also Eye for Detail
double the amount of remaining s. Activation: Active (Incidental)
Ranked: Yes
Double-Talk After making a Craft or Engineering check, may suffer strain
Activation: Passive up to ranks in Eye for Detail to convert that many s to a.
Ranked: No
Spend aa or x from a successful Charm or Deception Familiar
check to disorient a number of opponents within short range Activation: Passive
equal to your character's Fire for the remainder of the round and Ranked: Yes
the next two rounds. When your character purchases this talent, you gain a
silhouette 0 kami of a ring of your choice. This creature becomes
Duelist your character's familiar. Your character is bonded to this familiar
Activation: Passive as long as you choose, though the GM may decide to remove it
Ranked: No due to mistreatment or other conditions. You instruct the familiar
Your character adds b to their melee combat checks while how to act telepathically. However, the only action a familiar
engaged with a single opponent. Your character adds b to may take is Exchange an Action for a Maneuver. It cannot fight
their melee combat checks while engaged with three or more except in self-defense, under the GM's direction. Once per round,
opponents. your character may use a maneuver to direct the familiar to take
specific maneuvers during your character's turn. As long as the
Durable familiar is in short range, it may use the Assist maneuver to
Activation: Passive give b to all magic checks. This range increases with ranks in
Ranked: Yes Familiar.
Your character reduces any Critical Injury result they suffer by
10 per rank of Durable, to a minimum of 01. Familiar (Improved)
Activation: Active (Action)
Encoded Communique Ranked: No
Activation: Passive Your character must have purchased the Familiar talent to
Ranked: No benefit from this talent. Your character may suffer 2 strain and
Upgrade the difficulty of checks to decrypt this character's make an Easy (◆) Magic Skill check; if successful, see and hear
coded messages without the proper cipher a number of times using your familiar's senses for one round, and you may suffer
equal to Calligraphy skill. 1 strain per round to extend the duration. In addition, when the
Familiar uses the Assist maneuver with the Character's magic
Encouraging Performance check, the Assist maneuver provides bb. The familiar must be
Activation: Active (Action) within the range granted by ranks in the Familiar talent for your
Ranked: No character to use the Familiar (Improved) talent.
While equipped with a musical instrument, your character
may use this talent to make an Average (◆◆) Perform check. Familiar Sky
For each s the check generates, one ally within medium range Activation: Active (Maneuver)
adds b to their next skill check. For each a, one ally benefiting Ranked: No
from Encouraging Performance heals 1 strain. Once per session, may perform a Familiar Sky maneuver;
make a Hard (◆◆◆) Knowledge (Geography) check to reveal
Encouraging Words the current type of environment and other useful information.
Activation: Active (Incidental, Out of Turn)
Ranked: No Fear the Shadows
After an engaged ally fails a check, may suffer 1 strain to Activation: Active (Action)
assist that ally's next check this encounter as an out of turn Ranked: No
incidental. Once per session, may make a Hard (◆◆◆) Deception
check to force a single minion group or rival to flee the encounter.

100 Legend of the Five Rings - Genesys


100 Legend of the Five Rings
Fearsome Ranked: No
Activation: Passive Once per session, suffer strain no greater than ranks in
Ranked: Yes Knowledge (Forbidden) to increase your ranks in Knowledge
When an adversary becomes engaged with the character, the (Forbidden) by an equal number for the purpose of determining
character may force the adversary to make a fear check, with the the strength of additional effects for the next spell cast during
difficulty equal to the character's ranks in Fearsome. that round. In this case, your temporary ranks in Knowledge may
exceed the usual limit of 5.
Fearsome Rep
Activation: Passive Formation Tactics
Ranked: Yes Activation: Active (Action)
Add a to results of Coercion checks equal to ranks in Ranked: No
Fearsome Rep. Make a Hard (◆◆◆) Battle check. If successful, choose
a number of allies within short range equal to s generated.
Feint Upgrade the difficulty of attacks against these allies once until
Activation: Passive the end of your character's next turn.
Ranked: Yes
Spend x or aaa generated on a missed melee attack Fortune Favors the Bold
to upgrade difficulty of opponent's next attack targeting character Activation: Active (Incidental)
by ranks in Feint. Ranked: No
Once per session as an incidental, suffer 2 strain to flip one
Feral Strength GM Story Point to a Player Story Point.
Activation: Passive
Ranked: Yes Freerunning
Add 1 damage per rank of Feral Strength to one hit of Activation: Active (Incidental)
successful attacks made using Brawl or Melee skills. Ranked: No
Suffer 1 strain when making a Move maneuver to move to
Field Commander any location within short range.
Activation: Active (Action)
Ranked: No Freerunning (Improved)
Your character may use this talent to make an Average (◆◆) Activation: Active (Incidental)
Battle check. If successful, a number of allies equal to your Ranked: No
character’s Fire may immediately suffer 1 strain to perform one Your character must have purchased the Freerunning talent
maneuver (out of turn). If there are any questions as to which to benefit from this talent. Suffer 4 strain when making a move
allies take their maneuvers first, your character is the final arbiter. maneuver to move to any location within medium range.

Field Commander (Improved) Full Throttle


Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
Your character must have purchased the Field Commander While driving or flying, your character may use this talent to
talent to benefit from this talent. When your character uses the make a Hard (◆◆◆) Sailing check. If successful, the top speed
Field Commander talent, your character affects a number of of the vehicle increases by one (to a maximum of 5) for a number
allies equal to twice the character’s Fire. In addition, you may of rounds equal to your character’s Water. The specifics of this
spend x to allow one ally to suffer 1 strain to perform an action, talent require the optional vehicle rules, on page 220.
instead of a maneuver.
Full Throttle (Improved)
Fine Tuning Activation: Active (Action)
Activation: Passive Ranked: No
Ranked: Yes Your character must have purchased the Full Throttle talent to
When reducing the amount of system strain a vehicle suffers, benefit from this talent. Suffer 1 strain to attempt Full Throttle as a
reduce 1 additional strain per rank of Fine Tuning. maneuver and decrease its difficulty to Average (◆◆).

Flurry of Blows Good Cop


Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: Yes
Perform the Flurry of Blows maneuver, suffering strain up to May spend aa from a Charm or Negotiation check to
your ranks in Athletics to gain the Linked quality with a rating upgrade ability of a single ally's subsequent Social Interaction
equal to the amount of strain suffered on your next Melee or check against the target a number of times equal to ranks in
Brawl combat check this turn. Good Cop.

Forager Grapple
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Your character may suffer 2 strain to use this talent. Until
Your character removes up to bb from any skill checks they the start of your character's next turn, enemies must spend two
make to find food, water, or shelter. Checks to forage or search maneuvers to disengage from your character.
the area that your character makes take half the time they would
normally. Greased Palms
Activation: Active (Maneuver)
Forbidden Knowledge Ranked: Yes
Activation: Active (Maneuver) Before making a social check, may spend up to 5 koku per

Legend of the Five Rings - Genesys 101


Legend of the Five Rings 101
rank of Greased Palms to upgrade the ability of the check once just ignore the effects. See page 114.)
for every 5 koku.
Hidden Storage
Greater Healing Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: Yes Gain hidden storage in vehicles or equipment that holds items
When casting Heal spells, treat the result as if you had rolled with total encumbrance equal to ranks in Hidden Storage.
an extra s per rank of Greater Healing.
Hold Together
Grenadier Activation: Active (Incidental, Out of Turn)
Activation: Active (Incidental) Ranked: No
Ranked: Yes Spend 1 Story Point to perform a Hold Together incidental
When your character makes a ranged combat check with immediately after vehicle takes damage to turn it into system
a weapon that has the Blast item quality, you may spend one strain.
Story Point to use this talent to trigger the weapon’s Blast quality,
instead of spending a (even if the attack misses). In addition, Hunter's Quarry
your character treats grenades as having a range of medium. Activation: Active (Action)
Ranked: No
Grit Take Hunter's Quarry action, make a Hard (◆◆◆) Survival
Activation: Passive check to upgrade the ability of all attacks made against a target
Ranked: Yes within long range until the end of the character's next turn.
Each rank of Grit increases your character’s strain threshold
by one. Hunter's Quarry (Improved)
Activation: Passive
Hamstring Shot Ranked: No
Activation: Active (Action) Your character must have purchased the Hunter's Quarry
Ranked: No talent to benefit from this talent. Suffer 2 strain to perform Hunter's
Once per round, your character may use this talent to perform Quarry action as a maneuver.
a ranged combat check against one non-vehicle target within
range of the weapon used. If the check is successful, halve the Iaijutsu Training
damage inflicted by the attack (before reducing damage by the Activation: Passive
target’s soak). The target is immobilized until the end of its next Ranked: No
turn. The first time during an encounter that your character draws
a Melee weapon, increase the weapon’s damage by 2 for the
Hard Headed remainder of the turn.
Activation: Active (Action)
Ranked: Yes Impaling Strike
When staggered or disoriented, perform the Hard Headed Activation: Active (Incidental)
action; make a Daunting (◆◆◆◆) Discipline check to remove Ranked: No
status. Difficulty reduced per rank of Hard Headed. When your character inflicts a Critical Injury with a melee
weapon, until the end of the target's next turn they may use this
Heightened Awareness talent to immobilize the target (in addition to the other effects of
Activation: Passive the Critical Injury).
Ranked: No
Impersonate
Allies within short range of your character add b to their Activation: Active (Incidental)
Perception and Vigilance checks. Allies engaged with your Ranked: Yes
character add bb instead. Once per encounter per rank of Impersonate, you may use
your Perform skill instead of another skill.
Heroic Recovery
Activation: Active (Incidental) Improvised Position
Ranked: No Activation: Active (Action)
Once per encounter, you may spend one Story Point to use Ranked: No
this talent to have your character heal strain equal your Earth. Your character may attempt an Average (◆◆) Survival
check to fashion small defenses using scavenged materials. If
Heroic Resilience the check is successful, the structure can provide cover for up
Activation: Active (Incidental) to 4 characters for the rest of the encounter. Your character may
Ranked: Yes spend aa or x from the check to increase the ranged defense
Immediately after being hit by an attack but before suffering the structure provides to 2.
damage, spend 1 Story Point to increase soak by ranks in
Resilience. In the Know
Activation: Active (Action)
Heroic Will Ranked: No
Activation: Active (Incidental, Out of Turn) Once per session, make an opposed Deception vs Vigilance
Ranked: No check with the difficulty downgraded a number of times equal to
When you purchase this talent for your character, choose two your ranks in Deception to have a target NPC believe specific
rings. You may spend a Story Point to use this talent to have false intelligence.
your character ignore the effects of all Critical Injuries on any
skill checks using those two rings until the end of the current Indomitable
encounter. (Your character still suffers the Critical Injuries; they Activation: Active (Incidental, Out of Turn)

102 Legend of the Five Rings - Genesys


102 Legend of the Five Rings
Ranked: No Iron Body
Once per encounter, when your character would be Activation: Passive
incapacitated due to exceeding their wound or strain threshold, Ranked: Yes
you may spend a Story Point to use this talent. Then, your
character is not incapacitated until the end of their next turn. If your Remove b per rank of Iron Body from Coordination and
character reduces their strain or wounds to below their threshold Resilience checks. Reduce the critical rating of unarmed attacks
before the end of their next turn, they are not incapacitated. by 1 per rank of Iron Body (to a minimum of 1).

Informant It's Not That Bad


Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Once per session, may reveal a contact who can shed light Once per session when an ally would suffer a Critical Injury,
on a chosen subject. may take an It's Not That Bad action; make a Hard (◆◆◆)
Medicine check to stop the ally from gaining the Critical Injury.
Inspiring Rhetoric
Activation: Active (Action) Jump Up
Ranked: No Activation: Active (Incidental)
Your character may use this talent to make an Average (◆◆) Ranked: No
Government check. For each s the check generates, one Once per round during your character’s turn, your character
ally within short range heals one strain. For each a, one ally may use this talent to stand from a prone or seated position as
benefiting from Inspiring Rhetoric heals one additional strain. an incidental.

Inspiring Rhetoric (Improved) Jury Rigged


Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
Your character must have purchased the Inspiring Rhetoric The character chooses one personal weapon or piece of
talent to benefit from this talent. Allies affected by your character’s armor per rank of Jury Rigged. He may increase the damage
of the weapon by one; decrease the a cost on its Critical, or
Inspiring Rhetoric add b to all skill checks they make for a any single other effect by one to a minimum of one; or increase
number of rounds equal to your character’s ranks in Government. armor's ranged or melee defense by one. Alternatively, he can
decrease the encumbrance of the item by two to a minimum of
Intense Focus one. The bonus only applies so long as the character is using the
Activation: Active (Maneuver) item. If the item is ever lost or destroyed, the character may apply
Ranked: No Jury Rigged to a new personal weapon or piece or armor.
Perform an Intense Focus maneuver; suffer 1 strain and
upgrade the ability of the next skill check once. Just Kidding!
Activation: Active (Incidental)
Interjection Ranked: No
Activation: Active (Incidental, Out of Turn) Once per round as an incidental spend 1 Story Point to ignore
Ranked: No y generated on a social check by the character or any ally in
After another character makes a social check, suffer 3 short range.
strain to take an interjection incidental make an Average (◆◆)
Vigilance check to add s or f equal to s, and a or t equal Kill with Kindness
to a to the check. Activation: Passive
Ranked: Yes
Intimidating The character removes b per rank of Kill with Kindness from
Activation: Active (Incidental, Out of Turn) his Charm and Government checks.
Ranked: Yes
May suffer a number of strain to downgrade difficulty of Knack for It
Coercion checks, or upgrade difficulty when targeted by Coercion Activation: Passive
checks, by an equal number. Strain suffered this way cannot Ranked: Yes
exceed ranks in Intimidating. When you purchase this talent for your character, it lists one
skill. Your character removes bb from any checks they make
Intuitive Casting using this skill. Each additional time you purchase this talent for
Activation: Passive your character, it needs to apply to a different skill. Your character
Ranked: Yes also removes bb from any checks they make using these skills.
Add b to a spell casting skill check when your character is You cannot have this talent apply to combat or magic skills.
the first PC to act in the current encounter.
Know it All
Inventor Activation: Active (Incidental)
Activation: Active (Incidental) Ranked: No
Ranked: Yes Once per session, perfectly recall an important fact previously
When your character makes a check to construct new items learned as if a Story Point had been spent.

or modify existing ones, use this talent to add a number of b to Know Somebody
the check equal to ranks of Inventor. In addition, your character Activation: Active (Incidental)
may attempt to reconstruct devices that they have heard Ranked: Yes
described but have not seen and do not have any kinds of plans Once per session, when attempting to purchase a legally
or schematics for. available item, your character may use this talent to reduce its
rarity by one per rank of Know Somebody.

Legend of the Five Rings - Genesys 103


Legend of the Five Rings 103
Know the Enemy Lucky Strike
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
May use an appropriate Knowledge skill when making checks After your character makes a successful combat check, you
to determine initiative. may spend one Story Point to use this talent to add damage
equal to your character’s Water to one hit of the combat check.
Know the Ropes
Activation: Passive Magic Resistance
Ranked: No Activation: Passive
Ranked: Yes
Add b to checks made to escape from restraints equal to
Whenever you are being targeted by an enemy's spell, the
ranks in Skullduggery. Spend x to free all other allies within
short range. caster adds b to the check. When making a check to resist a

Knowledge Specialization negative magic effect, may add b to the check.


Activation: Passive
Ranked: Yes
Mass Healing
Activation: Active (Incidental)
When making Knowledge (Lore) skill check, may spend
Ranked: Yes
a x result to gain additional s equal to ranks in Knowledge
After making a skill check to cast a Heal spell, may choose to
Specialization.
change one s to a per rank of Mass Healing.
Known Schematic
Activation: Active (Maneuver)
Master Builder
Activation: Active (Incidental)
Ranked: No
Ranked: No
Once per session, may perform the Known Schematic
Once per round, your character may suffer 2 strain to use this
maneuver; make a Hard (◆◆◆) Knowledge (Geography)
talent to reduce the difficulty of the next Engineering check they
check. Success grants familiarity with a building or ship's design.
make by two, to a minimum of Easy (d).
Lethal Blows
Activation: Passive
Master Demolitionist
Activation: Active (Incidental)
Ranked: Yes
Ranked: No
Add +10 per rank of Lethal Blows to any Critical Injury results
When resolving an attack from a personal scale explosive
inflicted on opponents.
or ordinance weapon, your character may spend a or x to
Let's Ride have the weapon’s Blast quality affect all characters within short
Activation: Active (Incidental) range (rather than engaged). If the weapon normally affects all
Ranked: No characters within short range, then the range of the effect is
Once per round during your character's turn, your character increased to medium range instead,
can use this talent to mount or dismount from an animal. In
addition, if your character suffers a short-range fall (see page
Master Grenadier
Activation: Passive
112) from an animal, they suffer no damage and land on their
Ranked: No
feet.
Decrease the a cost to activate the Blast quality on any
Let's Talk This Over attack by 1 to a minimum of 1.
Activation: Active (Incidental, Out of Turn)
Ranked: No
Master Instructor
Activation: Active (Incidental, Out of Turn)
Once per game session, when a combat encounter against
Ranked: No
one or more sentient beings is about to begin, the character
Once per round, suffer 2 strain to allow an ally within short
make a Daunting (◆◆◆◆) Charm check. If successful, the
range to count as having the same number of ranks in Discipline
combat encounter instead becomes a social encounter, with the
as your character for the next Discipline check the ally makes.
PCs attempting to convince their opposition to back down, come
around to their viewpoint, or accept a compromise. The GM is
the final arbiter of how the situation resolves without violence (or
Master Sailor
Activation: Passive
how the combat encounter continues if the character’s check is
Ranked: No
unsuccessful).
Once per round when piloting, or operating a ship, may suffer
2 strain to perform any action as a maneuver.
Lingering Spell
Activation: Active (Incidental)
Ranked: No
Master Scholar
Activation: Active (Incidental)
Spend a Story Point and your character may make
Ranked: No
concentration maneuver as an incidental.
Once per round, your character may suffer 2 strain to use this
talent to reduce the difficulty of the next check they make, using
Loom
the Knowledge skill you chose for the Knowledge Specialization
Activation: Passive
talent, by two, to a minimum of Easy (d).
Ranked: No
When an ally engaged with the character makes a successful
Charm, Deception, or Negotiation check, the character adds a
Maximize Spell
Activation: Active (Incidental)
per rank in Coercion to the ally's check.
Ranked: Yes
Once per session, your character may add b to the skill

104 Legend of the Five Rings - Genesys


104 Legend of the Five Rings
check to cast a spell once per rank in Maximize Spell. or Survival check.

Most Impressive Natural Matchmaker


Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
Spend x from any skill check to allow a number of allies not Once per session, may re-roll any 1 Knowledge (Lore) or
exceeding your character's Fire Ring within short range add a Negotiation check.
to their next check.
Natural Performer
Moving Target Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: Yes Once per session, may re-roll any 1 Charm or Perform check.
If the character has already acted this round, increase ranged
defense by 1 per rank of moving target. Natural Sailor
Activation: Active (Incidental)
Museum Worthy Ranked: No
Activation: Active (Action) Once per session, may re-roll any 1 Athletics or Sailing check.
Ranked: No
Once per session, take Museum Worthy action, make a Hard Natural Scout
(◆◆◆) Knowledge check to ascertain information regarding a Activation: Active (Incidental)
relic, ruin, or piece of history. This uses a Knowledge check as Ranked: No
appropriate for what you’re trying to learn. Once per session, may re-roll any 1 Stealth or Survival check.

Mystic Knowledge Natural Siege Engineer


Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: No
Choose one Magic action, from those allowed, that you do Once per session, may re-roll any 1 Engineering or Battle
not yet have access to. You can now use it, albeit with the usual check.
d increase.
No Escape
Natural Artisan Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: No May spend aa from a Coercion check or tt from a foe's
Once per session, may re-roll any 1 Arts or Charm check. Discipline check; that target cannot perform a free maneuver
during his next turn.
Natural Awareness
Activation: Active (Incidental) Nobody's Fool
Ranked: No Activation: Passive
Once per session, may re-roll any 1 Perception or Vigilance Ranked: Yes
check. May upgrade difficulty of incoming Charm, Coercion, or
Deception checks once per rank of Nobody's Fool.
Natural Builder
Activation: Active (Incidental) One with Nature
Ranked: No Activation: Active (Incidental)
Once per session, may re-roll any 1 Coercion or Engineering Ranked: No
check. When in the wilderness, your character may make a Simple
(–) Survival check, instead of Discipline, to recover strain at the
Natural Communion end of an encounter.
Activation: Passive
Ranked: No Overbalance
When your character uses the Conjure magic action, the spell Activation: Passive
gains the Summon Ally effect without increasing the difficulty. All Ranked: No
creatures your character summons must be naturally occurring Whenever an enemy engaged with the character makes a
animals native to the area. combat check, after the attack is resolved, the character may
spend y or ttt to stagger the attacker until the end of the
Natural Craftsman attacker's next turn.
Activation: Active (Incidental)
Ranked: No Overchannel
Once per session, may re-roll any 1 Craft or Resilience check. Activation: Passive
Ranked: Yes
Natural Enforcer When casting a spell, your character may select a number
Activation: Active (Incidental) of additional effect in (◆) up to their ranks in Overchannel. The
Ranked: No effect must be limited to single (◆) effects. The character gains 2
Once per session, may re-roll any 1 Coercion or Streetwise threat per (◆) added in this way rather than increase the difficulty
check. of the check. This is in addition to any Threat rolled. Threat added
by this talent can be cancelled by rolled advantages.
Natural Handler
Activation: Active (Incidental) Painful Blow
Ranked: No Activation: Active (Incidental)
Once per session, may re-roll any 1 Knowledge (Geography) Ranked: No

Legend of the Five Rings - Genesys 105


Legend of the Five Rings 105
When your character makes a combat check, you may engaged with one of your character's allies, downgrade the
voluntarily increase the difficulty by one to use this talent. If the difficulty of the check once (thus negating the penalty for shooting
target suffers one or more wounds from the combat check, the at engaged targets).
target suffers 2 strain each time they perform a maneuver until
the end of the encounter. Prepared Spell
Activation: Active (Action)
Parry Ranked: Yes
Activation: Active (Incidental, Out of Turn) Once per session, your character may make a skill check to
Ranked: Yes cast a spell without suffering strain.
When your character suffers a hit from a melee combat
check, after damage is calculated but before soak is applied (so Pressure Point
immediately after Step 3 of Perform a Combat check, page 102), Activation: Active (Incidental)
your character may suffer 3 strain to use this talent to reduce Ranked: No
the damage of the hit by two plus their ranks in Parry. This talent When making a Brawl check against an opponent, instead of
can only be used once per hit, and your character needs to be dealing damage, may deal equivalent strain plus additional strain
wielding a Melee weapon. equal to ranks of Medicine (this ignores soak).

Parry (Improved) Prime Positions


Activation: Active (Incidental, Out of Turn) Activation: Passive
Ranked: No Ranked: Yes
Your character must have purchased the Parry talent to When this character or an ally in short range takes cover, he
benefit from this talent. When your character suffers a hit from a increases soak against ranged attacks by 1 per rank of Prime
melee combat check and uses Parry to reduce the damage from Positions until he leaves that cover.
that hit, after the attack is resolved, you may spend y or ttt
from the attacker’s check to use this talent. Then, your character Proper Upbringing
automatically hits the attacker once with a Brawl or Melee Activation: Active (Incidental)
weapon your character is wielding. The hit deals the weapon’s Ranked: Yes
base damage, plus any damage from applicable talents or When your character makes a social skill check in polite
abilities. Your character can’t use this talent if the original attack company (as determined by your GM), they may suffer a number
incapacitates them. of strain to use this talent to add an equal number of a to the
check. The number may not exceed your character’s ranks in
Physical Training Proper Upbringing.
Activation: Passive
Ranked: Yes Quick Draw
Add b per rank of Physical Training to Athletics and Resilience Activation: Active (Incidental)
checks. Ranked: No
Once per round on your character’s turn, they may use this
Plausible Deniability talent to draw or holster an easily accessible weapon or item
Activation: Active (Action) as an incidental. Quick Draw also reduces a weapon’s Prepare
Ranked: No rating by one, to a minimum of one.
Take a Plausible Deniability action makes a Hard (◆◆◆)
Coercion check to convince one bystander equal to your Fire to Quick Strike
depart quietly. Activation: Passive
Ranked: Yes
Point Blank Your character adds b for each rank of Quick Strike to any
Activation: Passive combat checks they make against any targets that have not yet
Ranked: Yes taken their turn in the current encounter.
Add 1 damage per rank of Point Blank to damage of one hit
of successful attack while using Ranged skill at short range or Rapid Reaction
engaged. Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Powerful Blast Your character may suffer a number of strain to use this talent
Activation: Passive to add an equal number of s to a Vigilance or Cool check they
Ranked: Yes make to determine Initiative order. The number may not exceed
Increase Blast damage dealt by +1 per rank of Powerful Blast. your character’s ranks in Rapid Reaction.

Precise Aim Rapid Recovery


Activation: Active (Incidental) Activation: Passive
Ranked: Yes Ranked: Yes
Once per round on the character’s turn, when the character When healing strain after an encounter, heal 1 additional
performs an Aim maneuver before attempting a combat check, strain per rank of Rapid Recovery.
may suffer a number of strain. The number of strain cannot
exceed his ranks in Precise Aim. He then decreases the target’s Reckless Charge
defense (ranged and melee) by one per strain suffered for that Activation: Active (Incidental)
combat check. Ranked: No
After using a maneuver to move engage an adversary, your
Precise Archery character may suffer 2 strain to use this talent. They then add
Activation: Passive sstt to the results of the next Brawl, Melee (Light), or Melee
Ranked: No (Heavy) combat check they make this turn.
When making a Ranged combat check targeting a character

106 Legend of the Five Rings - Genesys


106 Legend of the Five Rings
Reflect point is. In these cases, the GM can suggest a modified version
Activation: Active (Incidental, Out of Turn) of that argument that would be more believable.
Ranked: Yes
When your character suffers a hit from a Ranged combat Scathing Tirade
check, after damage is calculated but before soak is applied, Activation: Active (Action)
your character may suffer 3 strain to use this talent to reduce the Ranked: No
damage of the hit by two plus their ranks in Reflect. This talent Your character may use this talent to make an Average (◆◆)
can only be used once per hit. Coercion check. For each s the check generates, one enemy
within short range suffers 1 strain. For each a, one enemy
Reflexive Barrier affected by Scathing Tirade suffers 1 additional strain.
Activation: Active (Incidental, Out of Turn)
Ranked: No Second Chances
Once per session, when your character is targeted by an Activation: Active (Incidental)
attack, you may cast Barrier as an out of turn incidental. Ranked: Yes
Once per encounter choose a number of positive dice equal
Researcher to ranks in Second Chances and reroll them.
Activation: Passive
Ranked: Yes Second Wind
On a successful Knowledge check, character and allies gain Activation: Active (Incidental)
automatic a per rank of Researcher on checks to act on those Ranked: Yes
facts until the end of his next turn. Once per encounter, your character may use this talent to
heal an amount of strain equal to their ranks in Second Wind.
Resolve
Activation: Passive Seen a Lot of Things
Ranked: Yes Activation: Passive
When a character involuntarily suffers strain, he suffers 1 less Ranked: No
strain per rank of Resolve to a minimum of 1. Whenever your character fails a Knowledge check, they may
spend aaa to roll the check again during their next turn.
Respected
Activation: Passive Seize the Initiative
Ranked: Yes Activation: Active (Maneuver)
When first acquired, choose one social group. The character Ranked: No
downgrades the difficulty of checks to interact with members Once per session, as a maneuver, may make a Hard (◆◆◆)
of that social group a number of times equal to his ranks in Athletics check. On success, other PCs may take their turns
Respected. The social group affected must be approved by the immediately.
GM, but possibilities include institutions of higher learning, law-
enforcement agencies, the thieves' guild, etc. Selective Detonation
Activation: Active (Incidental)
Retribution Ranked: Yes
Activation: Active (Incidental, Out of Turn) When using a weapon with the Blast quality spend a to
Ranked: No exclude 1 target that would be affected by the explosion, up to
Once per round when an adversary attacks an ally within ranks in Selective Detonation.
medium range, your character may spend one Story Point to use
this talent to automatically hit that enemy once with a weapon Sense Advantage
your character is wielding, if the enemy is within the weapon’s Activation: Active (Incidental, Out of Turn)
range. The hit deals the weapon’s base damage, plus any Ranked: No
damage from applicable talents or abilities. Once per session, may add bb to 1 NPC's skill check.
Ruinous Repartee Sense Emotions
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: No
Once per encounter, your character may use this talent to
make an opposed Charm or Coercion versus Discipline check Add b to all Charm, Coercion, and Deception checks.
targeting one character within medium range (or within earshot). If
successful, the target suffers strain equal to twice your character’s Shortcut
Fire, plus one additional strain per s. Your character heals strain Activation: Passive
equal to the strain inflicted. If incapacitated due to this talent, the Ranked: Yes
target could flee the scene in shame, collapse in a dejected heap, During a chase, add b per rank in Shortcut to any checks
or throw themself at your character in fury, depending on your made to catch or escape an opponent.
GM and the nature of your character’s witty barbs.
Side Step
Savvy Negotiator Activation: Active (Maneuver)
Activation: Active (Action) Ranked: Yes
Ranked: No Once per round, your character may suffer a number of strain
While engaged in a debate or argument, make a Hard no greater than their ranks in Side Step to use this talent. Until
(◆◆◆) Negotiation check. If successful, a number of bystanders the end of your character’s next turn, upgrade the difficulty of
or observers equal to your Air sees one of the opponent’s points all ranged combat checks targeting your character a number of
(chosen by your character) as maliciously unreasonable. The GM times equal to the strain suffered.
has the final say as to whether bystanders could see a point as
unreasonable, based on who those bystanders are and what the

Legend of the Five Rings - Genesys 107


Legend of the Five Rings 107
Signature Spell Your character may take the Spin Attack action, making an
Activation: Passive armed melee combat check at +1 difficulty against one engaged
Ranked: No target. Your character may spend aa generated by this combat
When your character gains this talent, decide on a signature check to hit one additional target he is engaged with. He may do
spell for them, consisting of a particular magic action and a this once per engaged target, paying aa for each additional hit.
specific set of one or more effects. When your character casts
their signature spell (consisting of the exact combination of action Spur
and effects previously chosen), reduce the difficulty of the check Activation: Active (Action)
by one. Ranked: No
Take a Spur action; make a Hard (◆◆◆) Horsemanship
Skilled Teacher check to increase a beast's top speed by 1. The beast suffers 2
Activation: Active (Incidental, Out of Turn) strain every round it stays spurred.
Ranked: Yes
Before an ally within short range makes a skill check, if that Spur (Improved)
ally has fewer ranks in that skill than your character does, your Activation: Active (Maneuver)
character may suffer a number of strain no greater than ranks in Ranked: No
Skilled Teacher to add an equal number of s to the ally’s check. Your character must have purchased the Spur talent to benefit
from this talent. Suffer 1 strain to attempt Spur as a maneuver
Smooth Talker and decrease its difficulty to Average (◆◆).
Activation: Active (Incidental)
Ranked: Yes Stalker
When first acquired choose 1 skill; Charm, Coercion, Activation: Passive
Deception, or Negotiation. When making checks with that skill Ranked: Yes
spend x to gain additional s equal to ranks in Smooth Talker. Add b per rank of Stalker to all Stealth and Coordination
checks.
Sneak Attack
Activation: Active (Action) Street Smarts
Ranked: No Activation: Active (Action)
Your character may use this talent to attack an unaware Ranked: Yes
adversary using a Melee (Light) weapon. A Sneak Attack is Once per session, may take a Street Smarts action; make a
a melee attack, and follows the normal rules for performing a Formidable (◆◆◆◆◆) Streetwise or Knowledge check to learn
combat check (see page 101 of the Genesys Core Rulebook), one vital clue from the GM. Reduce the difficulty once per rank
using the character’s Skullduggery skill instead of Melee (Light). of Street Smarts.
If the check succeeds, each uncanceled s adds +2 damage
(instead of the normal +1). Strong Arm
Activation: Passive
Sneak Attack (Improved) Ranked: No
Activation: Active (Incidental) Treat thrown weapons as if they had 1 greater range.
Ranked: No
Your character must have purchased the Sneak Attack Talent Stunning Blow
to benefit from this talent. Once per round when performing the Activation: Active (Incidental)
Aim maneuver, you may choose to suffer 1 Strain to add Vicious Ranked: No
2, or increase your weapon's Vicious rating by 1, for your next While making Melee checks, may inflict damage as strain
combat check this round. This may be instead of, or in addition to instead of wounds. This does not ignore soak.
the benefits of Sneak Attack's Pierce option.
Stunning Blow (Improved)
Solid Repairs Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: Yes Your character must have purchased the Stunning Blow
The character repairs +1 hull trauma per rank of Solid Repairs talent to benefit from this talent. When dealing strain damage
whenever he repairs a starship or vehicle. with Melee or Brawl checks, may spend x to stagger target for
1 round per x.
Soothing Tone
Activation: Active (Action) Supporting Evidence
Ranked: No Activation: Passive
Once per encounter, take a Soothing Tone action; make an Ranked: Yes
Average (◆◆) Knowledge check to allow a beast to recover When assisting an ally with a Charm, Deception, Government,
strain equal to s. or Negotiation check, add automatic a per rank of Supporting
Evidence.
Specialist Knowledge
Activation: Passive Surgeon
Ranked: Yes Activation: Passive
When you purchase this talent, select a specific area of Ranked: Yes
expertise for your character. When making a Knowledge check When your character makes a Medicine check to heal wounds,
which pertains to that area of knowledge, reduce the difficulty of the target heals one additional wound per rank of Surgeon.
the check once.
Swift
Spin Attack Activation: Passive
Activation: Active (Action) Ranked: No
Ranked: No Your character does not suffer the penalties for moving

108 Legend of the Five Rings - Genesys


108 Legend of the Five Rings
through difficult terrain (they move through difficult terrain at Ranked: No
normal speed without spending additional maneuvers). Count vehicle piloted as having a silhouette 1 lower when
being attacked.
Talk the Talk
Activation: Active, Incidental Trust No One
Ranked: No Activation: Out-of-turn
When making a Knowledge skill check, the character may Ranked: No
spend one Destiny Point to substitute Streetwise for the required When targeted by a social check, suffer 1 strain to add
skill. Any information gathered by a subsequent success on automatic f to the check. If the check fails with y, your
this check may be suitably embellished by the GM to reflect its character may immediately perform a maneuver as an out-of-turn
criminal and underworld origins. incidental.

Tavern Brawler Trust the Captain


Activation: Passive Activation: Active (Action)
Ranked: No Ranked: Yes
Your character adds a to Brawl checks and combat checks Make a Hard (◆◆◆) Battle check. If successful, for the rest
using improvised weapons. of the encounter allies within short range increase their ranks in
Discipline by an amount equal to ranks in Trust the Captain.
That's How It's Done
Activation: Active (Incidental) Tumble
Ranked: Yes Activation: Active (Incidental)
May suffer 1 strain on successful skill check to add a to the Ranked: No
same skill check made by a number of allies equal to Fire Ring While engaged with one or more adversaries, may suffer 2
within short range during the next round. Range increases with strain to move to short range as an incidental.
ranks.
Twisted Words
Thorough Assessment Activation: Active (Incidental, Out of Turn)
Activation: Active (Action) Ranked: No
Ranked: No When an incoming social check generates tt or y, may
Once per session, take a Thorough Assessment action: make suffer 1 strain as an incidental to inflict strain equal to ranks in
Coercion on speaker.
a Hard (◆◆◆) Knowledge check to gain b equal to s that can
be distributed during the encounter. Unarmed Parry
Activation: Passive
Threaten Ranked: No
Activation: Active (Incidental, Out of Turn)
May Parry while unarmed. Reduce strain cost to Parry while
Ranked: Yes
unarmed by 1 (to a minimum of 1).
After an adversary within short range of your character
resolves a combat check that deals damage to one of your Uncanny Senses
character’s allies, your character may suffer 3 strain to use this Activation: Passive
talent to inflict a number of strain on the adversary equal to your Ranked: Yes
character’s ranks in Coercion. The range of this talent increases
by one band per rank of Threaten beyond the first. Add bb per rank of Uncanny Senses to all Perception and
Vigilance checks.
Time to Go
Activation: Active (Maneuver) Unrelenting Skeptic
Ranked: No Activation: Passive
The character may spend 1 Story Point to perform a Move Ranked: No
maneuver as an incidental to attempt to move into cover or out of When targeted by a Deception check, the character
the blast range of a weapon or explosion. automatically adds f to the check equal to ranks in Vigilance.

Tinkerer Unremarkable
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
May add 1 additional hard point to a number of items equal to Other characters add f to any checks made to find or
ranks in Tinkerer. Each item may only be modified once. identify your character in a crowd.

Touch of Fate Valuable Facts


Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
Once per session, add bb to any 1 check. Once per encounter, perform a Valuable Facts action: make
an Average (◆◆) Knowledge check. If successful, add x to one
Toughness ally's skill check during the encounter.
Activation: Passive
Ranked: Yes Venom Soaked Blade
Each rank of Toughness increases your character’s wound Activation: Passive
threshold by two. Ranked: No
When making a Melee (Light) combat check using a poisoned
Tricky Target weapon, your character treats it as possessing the Burn 2 item
Activation: Passive quality.

Legend of the Five Rings - Genesys 109


Legend of the Five Rings 109
Vision of the Future of Wheel and Deal.
Activation: Active (Incidental)
Ranked: No Whirlwind
Once per session, after successfully casting a spell, you may Activation: Active (Action)
spend aa or t to add one additional effect to the cast spell, Ranked: No
which would normally have increased the difficulty by 1. Your character may suffer 4 strain to use this talent to
make a Brawl, Melee (Light), or Melee (Heavy) attack against
Walk the Walk the engaged adversary who is hardest to hit (as determined by
Activation: Active, Incidental the GM), increasing the difficulty by one. If the combat check
Ranked: No succeeds, each adversary engaged with the character suffers
The character may spend one Destiny Point to add damage equal one hit from the attack, that deals base damage plus damage
to his ranks in Streetwise to one hit of a successful Brawl check. equal to the total s scored on the check.

Weak Foundation
Activation: Active (Action)
Ranked: No
Once per game session, your character may identify one
bunker, weapon emplacement, or other fixed combat structure
(subject to the GM’s approval) and then take a Weak Foundation
action; make a Hard (◆◆◆) Knowledge (Geography) check. If
successful, until the end of the encounter, your character and
all allies add automatic aa or s to all combat checks made
targeting the structure (your character's choice).

Well Read
Activation: Passive
Ranked: No
Choose any 3 Knowledge skills. They permanently become
career skills.

Wheel and Deal


Activation: Passive
Ranked: Yes
When selling good legally, gain 10% more currency per rank

110 Legend of the Five Rings - Genesys


110 Legend of the Five Rings
by spending aaa. In this case, the original target and every
Gear & Equipment target engaged with the original target suffers damage equal to
the Blast rating of the weapon.
Item Qualities
Some equipment features special qualities that add variety Breach (Passive)
and depth to the vast array of armaments in Rokugan. Some Weapons with Breach burn through the toughest armor, and
special qualities are inherent to certain items, while others are are often heavy weapons or siege weapons. Breach weapons
general qualities that can be applied by the Game Master to ignore one point of armor for every rating of Breach (meaning
specifically tailor an item to the story. they also ignore 10 points of soak for every rating of Breach).
Special qualities are generally either passive or active.
Passive qualities are always on and require no activation on the Burn (Active)
part of the user. Active qualities must be triggered by the user, Weapons with Burn inflict damage over time. If the attack
often by spending one or more a to activate the effect. is successful, the target continues to suffer the weapon's base
Item qualities usually have a number associated with them. damage each round for a number of rounds equal to the weapon's
This is their rating. Ratings affect qualities in different ways, Burn rating. Damage is applied at the start of each of the target's
depending on the quality in question. Active qualities require turns.
aa to activate unless otherwise stated in their description. A victim might be able to stop the damage by rolling around
Weapon qualities can only trigger on a successful attack, unless on the ground and making a Fire check as an action. This is an
specified otherwise. Average (dd) Atheltics check on hard surfaces such as the hall
of a castle, or an Easy (d) Atheltics check on grass or soft ground.
Accurate (Passive) Jumping into a body of water stops the damage immediately.
Accurate weapons are easier to aim or wield, whether through Both situations assume the flame is from actual combustion
design or technology. For each level of this trait, the attacker rather than a chemical reaction. With the latter, there is usually
adds b to his attack dice pools while using this weapon. little the victim can do.

Auto-Fire (Active) Concussive (Active)


A weapon with Auto-fire can be set to shoot in rapid succession The weapon's attack can leave the target shell-shocked from
and potentially spray an area with bolts, flechettes, slugs, or other mighty blows or punishing Shockwaves, unable to perform any
types of projectiles. The advantage in using Auto-fire is that it has but the most basic actions. The target is staggered for a number
the chance to hit multiple targets or hit a single target multiple of rounds equal to the weapon's Concussive rating. A staggered
times. target cannot perform actions.
Attacking with a weapon on Auto-fire is generally less accurate,
and the attacker must increase the difficulty of the attack check Cumbersome (Passive)
by d. The user may choose to not use the Auto-fire quality on a A Cumbersome weapon is large, unwieldy, awkward, or heavy.
weapon; in this case, he cannot trigger the quality but also does To wield a Cumbersome weapon properly, the character needs
not suffer the aforementioned penalty. a Water characteristic equal to or greater than the weapon's
If the attack hits, the attacker can trigger Auto-fire by spending Cumbersome rating. For each point of Water by which the
aa. Auto-fire can be triggered multiple times. Each time the character is deficient, he must increase the difficulty of all checks
attacker triggers Autofire, it deals an additional hit to the target. made while using the weapon by one.
Each of these counts as an additional hit from that weapon, and
each hit deals base damage plus the number of uncanceled s Defensive (Passive)
on the check. Defensive weapons are particularly good at fending off
These additional hits can be allocated to the target, or to other incoming melee attacks. A character wielding a weapon with the
targets within range of the weapon. If the attacker wishes to hit Defensive quality increases his melee defense by the weapon's
multiple targets, he must decide to do so before making the check. Defensive rating.
Furthermore, if he wishes to hit multiple targets, his initial target
must always be the target with the highest difficulty and highest Deflection (Passive)
defense (if this is two separate targets, the GM chooses which An item with the Deflection quality increases the wearer's
target is the initial target). The initial hit must always be against ranged defense equal to its Deflection rating.
the initial target. Subsequent hits generated can be allocated to
any of the other designated targets.
Disorient (Active)
A weapon with Disorient can daze an opponent. When
Auto-fire weapons can also activate one Critical Injury for
Disorient is triggered, the target is disoriented for a number of
each hit generated on the attack per the normal cost; the Critical
rounds equal to the weapon's Disorient rating. (A disoriented
must target the target of the specific hit.
target adds b to all skill checks he performs.)
Blast (Active)
The weapon has a large spread, an explosive blast, or similar
Ensnare (Active)
A weapon with Ensnare binds a foe and restricts his
area of effect, like the detonation of a grenade or a warhead
movements. When Ensnare is triggered, the target is immobilized
fired from a missile launcher. If the attack is successful and Blast
for a nu