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LARP Unlimited presents

A Live Action Role-play System

LARP Unlimited
- Rules for any Genre

LARP Unlimited is a set of core rules designed to be as simple as possible for easy play, yet be applicable
to any genre and any LARP style, while maintaining the genres flavor. You can run a weekend long event,
or an event for only a few hours, at a campsite or convention, and seamlessly switch between live combat
or non-contact. Since all LARP Unlimited rules sets use the same mechanics and signature calls, you can
mix genres in the same event. For example, you can have players to create characters from Doctor Who,
Star Wars and Dragonlance, and play those characters at the same event for a unique LARP experience.
The LARP Unlimited system by Natalya Haner
Find LARP Unlimited on
Facebook
and on the
web
.
Opening story and Setting in the Brief by Taylor Alcock
Rules based on Legends of the Five Rings,
first edition core book
, by Alderac Entertainment Group
This book is free to use, but it is not to be sold for any amount or reason due to copyright

Table

of Contents

AbouttheGame
SettingintheBrief
StaffthePeoplebehindtheGame
SocialNuancesofRokugan
Castes
Etiquette
Titles
Court
TheRules
Combat
Thievery
Items
ShadowlandTaint
Character
SkillsandTechniques
ElementalMagic
MahoMagic
Weapons
Antagonists
Abilities
CharacterCardLegendsoftheFiveRingsLARP

Snow falls silently


Winter cuts to bone, clashing
Blades freeze burning hearts
Kakita Ikomo sits on a stone bench, the snow dances around him before falling
gracefully to the ground. His eyes rest closed; in his stillness he blends with the
garden statues, save the bright blue of his winter robe. The snows stands on his
shoulders, his meditation has lasted for hours. His breath is slow and controlled, the
weather around him does not touch the tranquility of his soul. The peaceful scene is
interrupted by the soft crunching of snow on the ground, as the duelists destiny
approaches.
The steam of Bayushi Tayos breath rises out of the ceramic nose of his toothy,
grinning mask. The scorpions eyes do not match his mask, he looks at the Kakita
Warrior with a seriousness as cold as the snow around them. Lovely weather, he
says calmly, bowing deeply before falling into a stance as graceful and as natural as
his breath.
The graying Kikita rises from the stone, the heavy winter robes falling from his
shoulders behind him. His graceful robes shine as brightly as the Summer sky,
exquisite and immaculate. Stepping forward, he bows slightly to the younger Bushi.
Yes, it will be a good spring, he replies politely, taking one long slow breath as he
steps into position. His hands fall to the katana on his side, gripping the handle as if
extending his own arm: it was a part of him, in his hands the two were one.
The two were not alone. In the distance of the castle foyer, an audience gathered,
watching, waiting as the duelists measured each other. All is silent as the
machinations of court halt with baited breath. Each spectator had stakes in the
outcome, nothing could move forward before the results of the duel before them.
The two warriors were as night and day. The red and black robes of the young
Scorpion warrior were bound tight to his body, ceramic-plated armor shaped to look
like a demon. The sleek warriors closed, low stance was a sharp contrast to the wide
stance of the aging Crane whose robes flowed in the breeze unburdened by armor.
Although they stood only a few paces apart, the ideological divide that separated
them could have engulfed Rokugan. The Kikita was a man of great Glory and Honor,
who wore the weight of his Clan as lightly as his robes in the breeze. What he lacked
in youthful reflexes he more than made up in skill, and he stared at his competitor
with the clarity of a lifetime of experience. The Bayushi stood unburdened by honor
or glory, only his duty guided his blade. It would prove more than enough.
With a flash the two warriors flew across the winter grounds, movement so fast
that none of the spectators could see the strikes of the blades, only the red weeping of
the wounds. The Bayushi fell first, the slash across his waist would end him.
As he looked up at the Wounded Crane, Tayo laughed. Cut off the head, and the
body will fail, he said on his dying breath. His last words would not haunt Ikomo
long as the Scorpion's poison finished the deed the next morning.

About the Game


There has always been one role-playing game that people turn to if they wanted to experience the drama
of a Kurosawa film: Legend of the Five Rings. Few games match the depth of setting and experiences that
L5R brings, emphasizing heroes of great personal character and a society of rigid traditions. If you are
reading this book, then you are looking for the robust samurai experience in a live action format. Bring on
the honor, the heroism, and the moral consequences of a fantastical setting.
Legends of the Five Rings is written by Alderac Entertainment Group for both table-top and live action
role-play. Inspired mainly by wuxia and martial arts movies (namely Akira Kurosawa films), AEG created
a unique fantasy world that does not take place on earth, or even in the same dimension. Rokugan is a
mythical place on a fantasy world and the participants are encouraged to engage the styles and
conventions of the source material within the Rokugan setting.
However, while your costume may be the colorful samurai dress typical of Rokugan, you otherwise look
like you with no makeup needed (character exceptions are described herein). Speak as you normally
would. Please do not use broken speech or false accent as that is disrespectful and embarrassing. Using
the names of the items listed herein is acceptable. Ex: when speaking about your sword, call it a katana.
Keep in mind the cultures Rokugan draws from and be respectful of those cultures with your character.

Setting in the Brief


See the
Legends of the Five Rings wiki
for full gameworld details.
One thousand years ago, the children of Amaterasu fell from the Tengoku, the Celestial Heavens, to the
Ningen-do, the Realms of Mortals. These Kami brought with them civilization and inspired humanity to
be greater than the disparate tribesmen that existed prior. Hantei, the greatest of the Kami, became
emperor, and humanity united under his seven siblings, forming the seven Great Clans.
Not all Kami who fell brought the light of the heavens, Fu Leng did not land in Rokugan with his siblings,
but much further to the South. He fell so hard his landing broke through Ningen-do and directly into
Jigoku, the Realm of Evil. Corrupted by the realm as he crawled out of the pit, the corruption of Jigoku
spread across the land. This founded the Shadowlands. Fu Leng gathered the evil creatures that spawned
in these dark lands and lead them against the bright Empire of Rokugan.
When all looked lost, a spiritual Guide by the name of Shinsei instructed each of the great Clans to choose
a champion, who would defeat Fu Leng and protect the empire from his encroaching Darkness. The band
of warriors succeeded, trapping Fu Leng in 12 Black Scrolls, that are guarded to this day. Over the
centuries, the Clans grew to follow their founders values:

Hida lead the Crab Clan to the South to protect Rokugan from any threats of the Shadowlands

Doji lead the Crane Clan to serve as the Left hand of the Emperor, guiding the culture and the art of
the world, and serving as the political guide of the Emperor Hantei

Togashi brought his followers into the mountains to found the Dragon Clan, where they continue to
seek enlightenment.

Akodo lead the Lion Clan to serve as the Right Hand of the Emperor, forming his military might and
producing the greatest military minds in Rokugan.

Shiba saw the value of men who could speak to the spirits of the world, the elemental kami, and
formed the Phoenix Clan to grow and nurture their power.

Bayushi taught his Scorpion clans to protect the Emperor at all costs, and serve as the Underhand of
the Emperor.

Shinjo went west with her clan to search for other threats and advantages in the fight against Evil,
returning 100 years ago as the exotic Unicorn Clan.

In this year, the year 1014, the fifth year of the rule of Hantei XXVIII, and the Empire is experiencing a
great deal of stability. There have been several generations since the Unicorn Clans difficult return, and
the Shadowlands have been quiet. However, the darkness is brewing to threaten Rokugan once again...

Staff - the People behind the Game


Staff are made up of people who volunteer to manage the behind-the-scenes aspects of the game. Staff
usually volunteer because they have a special interest in the game and wish to see it succeed. Staff are not
paid for their work, except by points they can use to create their own character. All Staff members are
players too and are expected to follow the same rules, found herein, as the Players do.

Character Guide
Character Guides are the loremasters of the game. They can help answer many of the core canon
questions you may be seeking and can lend their assistance with creating characters that fit in the game.
Their knowledge spans what can be found in Oz media. It is highly recommended that your first character
go through the Character Guide.
Decorator & Safety
The decorator is responsible for ensuring that the venue meets the fantasy steampunk aesthetic of the
game using lighting, props and fabrics to achieve the look. While a decorator is setting up the venue, they
must keep an eye out for any dangers and remove them, or mark them clearly. Once the decorators are
done, they then approve handmade weapons that are brought to the game.
Logistics
This branch of Staff is required to run the game. Logistics is a no play area of the venue that you must
visit first to sign in, pay any cover fees, have your toy weapons safety inspected, collect character cards,
collect tags and receive currency for your character. If you are going to arrive after Logistics closes, please
contact Logistics to make arrangements.
Logistics Hours:
to be posted by Staff.
Organizer
The organizer main responsibilities are scheduling events, locating and renting venues, maintaining a web
presence, and advertising for the game. Organizers may also hire individuals for Staff where needed,
determine character currency amounts, handle player grievances, and the like.
Rules
Rules staffers are useful as experts in the rules found herein, but all staffers are expected to know the
rules. Typically, the rules team is responsible for ensuring that everyone is playing by the rules and issuing
warnings if not. If modifications are added to these rules, the rules team determines if those changes
maintain a balanced and fair system.
Story Coordinator
Story coordinators (SCs) are staffers responsible for creating some of the adventures that you can
participate in during the course of an event. The SCs can create characters, called non-player characters
or NPCs, using the rules listed here. Player Points are not spent on NPCs leaving the SCs are free to use
their best judgment to assign skills, spells,and the like to an NPC as needed for the story, but such
assignments must adhere to the rules. SCs are not permitted to play their own personal characters due to
conflict of interest nor are they permitted to bend or break the rules for their stories. SCs must adhere to
the same rules as the players with the exception of NPC death where it is acceptable for NPC players to go
out-of-play after a 60 second Death count instead of the normal 10 minutes. SCs typically operate out of a
building or room that is an out-of-play area and players should refrain from entering the area unless they
have been directed by staffers to do so or a player is playing an NPC for the SCs.

Social Nuances of Rokugan

Society in Rokugan operates on a feudal caste system. First, there is one Emperor who rules over all of
Rokugan with his royal guard. Then there are the Great Clans that play major roles throughout the land,
each claiming territory as their own with a single leader called a Shogun. Within the Clans are Families
who specialize in either combat, magic or politics, and each Family has a single leader called a Daimyo.
Below the samurai are the Heimin, the working class, and below the Heimin is the Eta, who are tasked to
do what no one else wants to do such as the disposal of dead bodies.

Castes
The Samurai
Many of the characters of the game will be samurai as the game surrounds this caste for its politics,
inter-Clan intrigue, drama and action. Samurai are the heroes of Rokugan, the warriors and the
protectors, living by strict codes of honor holding the highest rank of the people of the land, outside the
leaders above them, and they expect to be treated as such. Men and women, samurai and samurai-ko
respectfully, thrive in this caste enjoying the pursuit of honor, glory and personal gains. All samurai,
regardless of bushi, shugenja or courtier, are expected to be treated the same.

Bushi: the warriors who choose the sword as their weapon of choice. Bushi thrive on battle seeing
those who are not like them as weak. This does not mean there is no respect for the shugenja or
courtier as they do have a purpose, but the bushi simply see the battlefield as the place to earn glory.

Courtier
: for the courtier, the place for glory is the political arena and his words are his weapons.

Through politics and debate, a courtier can enact the changes needed to further Clan goals and
personal gain. Rarely seen in open battle, courtiers spend their time drafting policies, debating ideas
and suggestions that do not correspond with their own goals, and manipulating others to succeed.

Shugenja
: the practitioners of magic, the enigmatic shugenja are known for their connection to the
Fortunes. While many shugenja prefer the road of peaceful contemplation, there are shugenja who
rival the bushi on the battlefield. Shugenja possess a deeper understanding of the world around them
and are often consulted about matters of the mystical and spiritual.

The Seven Virtues of Bushido:


Gi (Honesty and Justice) - Set lies aside. A samurai does not make honesty or justice a matter for
debate; he knows that there is only truth and falsehood, justice and injustice.
Rei (Polite Courtesy) - A samurai is neither a bully or brute killer. He must treat enemies with courtesy.
Yu (Courage) - Fear of death can destroy life; the samurai replaces it with an understanding of danger.
Meyo (Honor) - Praises and curses do not define honor; the samurai reserves his judgement for
himself.
Jin (Compassion) - Just as the farmer does not grow crops merely to fill his own belly, the warrior does
not fight for himself alone. A samurai must be constantly aware of the duty to protect others.
Makoto (Sincerity) - A samurai's words and actions are one and the same. To 'promise' is redundant.
Chugo (Duty and Loyalty) - Actions and their consequences define those who take them. The samurai's
loyalty to those that he guards for is unshakeable.
The Ronin
Ronin are masterless and Clanless samurai. There are two kinds of ronin; a true ronin is someone who
was never a member of a Clan but have proved their prowess on the battlefield enough to earn some
renown, and Clan ronin, those who have committed an act of dishonor that saw them banned from their
Clan. Regardless of how a ronin became one, all are disgraced and not only have a difficult time finding a
teacher of skills and techniques, but a place in society as well. While there are bushi and shugenja ronin,
there are no courtiers as ronin may not be allowed to participate in anything more than a battle. Ronin
must work hard to overcome the stigma of being ronin to be accepted by Clan samurai.
The Heimin
The working class of Rokugan, the heimin are the farmers, artisans and merchants that the country would
not be able to survive without. Samurai view the importance of heimin in the following order:
1. Farmer:
without the farmer, there would be no food.
2. Artisan: without the artisan, there would be no clothes, armor, weapons, paper and all the other
items samurai use on a daily basis.
3. Merchant:
without the merchant, there would be no commerce or economy.
The Eta
Eta are the lowest caste of Rokugan. They handle all matters considered unclean; they prepare the dead,
clean up battlefields, deal with refuse, and prepare leather (skinning the animal, etc). Geisha, torturers,
criminals, ninja, creatures and non-samurai entertainers are considered eta.

Geisha: these men and women enjoy the favor of samurai. Geisha provide samurai a place to bathe,

relax and enjoy the company. In return, geisha are under the protection of their samurai patron. Any
grievance done to a geisha is a direct grievance against the geishas samurai patron.

Torturers: torturers have an important role to play within the Rokugani judicial system. Although
touching the flesh of criminals sets them as eta, such acts are necessary to produce a testimony
through torture. They are often used in crime scenes for lowly acts such as moving dead bodies.

Creatures
Humans are not the only intelligent species who live in Rokugan. While many creatures are simply killed
on sight, there are some who have earned enough honor to be slightly accepted. They are the Kenku
(humanoid crow), the Kitsune (shapeshifting fox), and the Nezumi (humanoid rat).

Etiquette
Etiquette plays into a persons reputation. Thus is vitally important for all to know, understand and use
properly. A breach of etiquette can result in a challenge to a duel, dishonor or even death.
Reputation
No person takes reputation more seriously than samurai. Broken down between honor and glory, a
samurai's reputation is based on what others think. That directly affects how others treat the samurai and
how the samurai is able navigate through society. Samurai can be honorable, but not glorious, or glorious
with little honor. Samurai strive toward a balance between the two.
For samurai, her reputation begins with her Clan as each Clan has different ideals, philosophies and
methods that she is expected to uphold. Next is her family. If a family is honorable, than all family
members are honorable. If a family member is disgraced, then the whole family is disgraced until a
member can bring honor back to the family. Heimen have little honor and no glory, Eta have neither.
Finally there is personal reputation based entirely on the samurai's actions. A samurai who consistently
smites his enemies on the battlefield will be known as a glorious warrior, while samurai who risks his life
to save another is known as honorable. Samurai who bully and deal physical violence on the lower castes
will be viewed with distaste, even as dishonorable.
Honorifics
When samurai greet or speak of another samurai, they often use an honorific indicating their own level of
respect for the mentioned samurai and that samurai's station. To use an hyphenated honorific, say the
samurai's name followed by the honorific. Example: Doji Itsaru-san.

-sama: This honorific is used for those of a higher station, or who you feel you are lower than, such as
group leaders, daimyo, and shogun.

-san: The most common honorific, this is used for those who are equal in station and you wish to
show a touch more respect. For example, Clan samurai use -san for other Clan samurai, but not a
ronin samurai.

Sensei: This is not an honorific, but a title, and is used by a students when addressing, or speaking
of, their teacher. The title replaces the teacher's family name, and can even replace his full name.

Example: Sensei Itsaru or simply Sensei.


Bowing
Bowing is a form of greeting, saying good-bye, and showing how much respect you hold for the other
person. There many variants of bowing, but to keep this simple, bowing is broken down to three types:

Slight Bow: this bow is the most commonly used between those of equal caste. Thus samurai will
slight bow to other samurai, heimin to other heimin, etc. The slight bow is performed by holding your
arms straight down by your sides and, bending at the waist, lean forward about 45 degrees keeping
your eyes up and on the person you are bowing to.

Waist Bow: this bow is used to show more respect for a person within the same or step higher in
caste. For example, a samurai will waist bow to the Emerald Champion out of deep respect, and a
heimin will waist bow to a samurai as expected of his caste. The waist bow is performed by holding
your arms straight down by your sides and, bending at the waist, lean forward about 90 degrees with
your eyes either looking up or to the ground.

Kneeling Bow: this bow is used to show respect for a person of leadership or royalty, or to someone
who is two steps above you in caste. Thus a samurai will kneel before the Daimyo, and an eta will
kneel to a samurai. The kneeling bow is performed by dropping to one knee and placing both hands
on the floor with your eyes looking to the ground. A variant of this bow, often used by eta or a samurai
showing the deepest respect, is a type of grovel where you drop to both knees with both hands on the
floor in front of you and your forehead resting on your hands.

Touch
Speaking of those in the same caste, no one is to touch another without express permission (excluding the
Touch delivery Method). To do so without consent brings dishonor or possibly even death depending on
who made the offense. For example, a samurai patting another samurai on the shoulder is unheard of,
even between siblings. Should the desired result be insult, then a shoulder slap is a sure way to go.

Exchanging Items: items are placed on a table or tatami mat for a person to pick up, or the item is
held upon a flattened palm so a person can take the item from above.

Weapons: samurai weapons, including scrolls and scroll cases, are considered a part of the samurai.
To touch a samurais weapon is to touch the samurai herself.

Heimin & Eta: the lower castes are not allowed to touch samurai in any way. To do so means
punishment or death. A samurai touching one of the lower castes suffers no consequence.

Look in the Eye


Looking another person in the eye holds many different meanings, from conveying friendship or
animosity to assessing an opponent or silently issuing an insult. Generally speaking, only those of equal
caste can look each other in the eye. Heimin tread a fine line looking a samurai in the eye and is usually
only done after a good rapport has been established, otherwise its eyes down. Eta are expected to keep
their eyes to the ground at all times.
Insults
Insults between samurai are commonplace. Insults are generally used to gauge another samurais sense of
honor and ability to judge if the insult is a test of character, or one that calls for a duel. If a samurai

ignores an insult, he can be barraged by even more insults until he reacts or is left alone depending on
how he carries himself. Some samurai sling insults in return creating a back and forth that either ends in
laughter or a fight to the death. Some samurai may take all insults seriously and demand a duel every
single time only to become known as someone who cant take a joke. Each situation should be judged
individually. Not every insult is sincere and requires a duel, but some are clearly meant to strike a nerve.
Theft
Stealing anothers property is viewed as dishonorable amongst samurai, even stealing from a lower caste.
Samurai should not want for such things and if she does, she earns enough koku to buy it. However, a
samurai who steals from another samurai may be forced to become ronin or commit seppuku. Stealing
from heimin is viewed with distaste, but not strong enough to earn punishment unless the heimins
property actually belonged to a samurai (example, a samurai commissioned a heimin for a sword and
another samurai takes the sword). Stealing from eta is not considered theft.
Murder
Cold-blooded murder is not tolerated in Rokugan. The punishment for a samurai who murders another
samurai in cold-blood is death. However, if a samurai murders a heimin or eta, the samurai may have to
pay a fine and might receive bad marks on his reputation, depending on the situation.
Duel
Like insults, dueling is commonplace between samurai. Duels commonly begin through the use of insults
or a samurai has such a reputation that she attracts those who wish to prove they are better. All duels are
between two and only two samurai. Anyone who interferes with a duel receives dishonor and risks finding
themselves in a duel later (depending on who did the interfering, this could even mean instant death).
Dishonor could also fall on a duelist if it is proven he planned the interference. Once a duel has begun, it is
not over until either one of the duelists fall or the duelists say it is over. The only acceptable interruption
of a duel is the unexpected attack of mutual enemies i.e. Shadowland monsters and the like.
Gift Giving
Giving a gift is a common practice of courtier samurai, but anyone can give a gift. Gifts show appreciation,
honor and respect, the more so the more meaning the gift has for the person receiving it. The proper way
to accept a gift is to refuse the gift. To accept it the first time shows no appreciation for the gift. If the gift
giver respects you, she will offer it a second time. Again the gift must be refused for to accept it the second
time shows the gift giver no respect. If the gift giver honors you, she will offer it a third time. Accepting the
gift now shows the gift giver honor, and to not accept the gift is a true refusal of the gift. This refusal may
be taken as an insult.

Titles
Not all samurai are warriors on a battlefield. There are other duties for samurai in order to keep Rokugan
functioning smoothly as a society. Player characters may or may not be able to play these titles as
determined by Staff.

10

Daimyo
Symbol: Clan mon
A Daimyo is a samurai appointed by their Clan to oversee a province within that Clans land. The Daimyo
is able to swear other samurai into their service to assist in protecting the Daimyos territory and ensuring
taxes are collected. The Daimyo appoints Magistrates and judges court proceedings where a samurai
stands accused (leaving Magistrates to judge Heimin and Eta).
Magistrate
Symbol: Clan mon inside a jade circle
A Magistrate is a samurai tasked with enforcing the laws of Rokugan. There are three types of Magistrates:
Clan Magistrates uphold laws of a specific Clan, Emerald enforce Imperial law, and Jade handle
magic-related cases. A Chief Magistrate is a Clan or Jade Magistrate assigned several villages and oversees
Junior Magistrates who preside a single town. Traveling Magistrates are not assigned an area and instead
travel through the land dispensing justice where needed. With the exception of Traveling Magistrates, a
Magistrate is typically of the Clan of the territory within which they preside.
Yoriki
Symbol: a katana inside a jade circle
Yoriki is a Heimin or Ronin serving as the chief assistant to a Magistrate, performing much of the leg work
such as finding and interviewing witnesses, and handling and questioning prisoners. A Yoriki had no right
to render judgements however, and did not have the same levels of diplomatic immunity that a magistrate
would. A Yoriki stationed on a village also inspects travel papers as anyone travelling through is be
expected to inform the resident Yoriki of their intent and destination. Yoriki normally swears fealty to the
Magistrate they served and can hail from a different Clan.
Doshin
Symbol: a machete inside a jade circle
Doshin are drawn up from the Heimin and Eta, and serve under a specific Yoriki for whom they patrol
their assigned areas. On paper, doshin have the power to arrest, detain, and question anyone they suspect
of a crime, but in reality a suspect of higher rank than the Doshin is treated with respect due his station.
That was if the Doshin did not simply inform his superior of his suspicions, thereby avoiding a public
scene entirely.
Budoka
Symbol: none
Budoka are Heimin or Eta employed by Doshin as assistants or informants, often keeping their
employment secret. Without specific authorization from their superiors, Budoka have the power to end or
prevent violence, never to enforce the law in any other way.
Yojimbo
Symbol: Clan mon
Yojimbo is the Rokugani word for bodyguard. Yojimbo are generally bushi samurai assigned to protect
non-bushi samurai, such as courtiers, shugenja, daimyo, and magistrate.

11

Court Scribe
Symbol: Clan mon
A Court Scribe is a samurai tasked with recording court proceedings including who was accused and why,
who judged the proceedings and the judgement. Scribes may also record political court meetings, track
the Daimyos finances, and note the names of business owners and those from whom taxes were collected.

Court
Political Court
The arena of the courtier samurai, political court is where local courtiers meet with their Daimyo to
discuss and decide upon the Daimyos course of action through his or her leadership. Topics can be
anything that immediately pertains to the Daimyo and the province, such as taxes, laws, deciding who will
be appointed a certain position, what are the outside threats and how to defend against them, and the like.
Here, visiting courtiers can introduce themselves and convey the reason for their visit. Political court is
where courtiers can attempt to influence the Daimyos decision on a matter that can have sweeping effects
throughout the rest of the province, and courtiers know this.
Any courtier, local or visiting, can request a court with the Daimyo through the Magistrate. To speak with
the Daimyo anywhere else is a major breech of etiquette, unless otherwise permitted by the Daimyo.
Should the Daimyo agree to holding a court, a time and place is determined and one of the Daimyos
courtiers handles the invitations. Arriving late to a court with the Daimyo is seen as a grievous insult with
the only acceptable reason for such tardiness is a Shadowland raid.
Criminal Court
When a crime has been committed and the criminal apprehended, the Chief or Junior Magistrate calls for
court where the criminal will be judged to determine innocence or guilt, and dispense punishment. If the
accused is samurai, the Daimyo is expected to judge. Otherwise the available Magistrate will judge.
The appearance of a courtroom varies across Rokugan, but all have the same basic layout. The judge sits
at one end of a room with space on either side for the judges Yojimbo. Next and directly to the left of the
judge sits the Court Scribe at his or her own table. Any witnesses to the case are to stand or sit on the right
of the judge across the room from the Scribe. The accused is made to kneel on both knees before the
judge. An audience is situated at least 15 feet behind the accused.
Before court is in session, the accused is interrogated in order to ensure truth is told, and to mete a
confession. These interrogations can be as simple as an Air Spell, or as arduous as Torture. Interrogations
are typically done in private by Doshin under supervision of their superior officer. Once a confession is
obtained, court is called into session. When the accused is kneeling before the judge, the Scribe reads
aloud the crimes and the accuseds confession. At this point, the judge may question the perpetrator to
clarify any confusion or to better understand the accused's character before deciding upon a verdict. After
questioning, the judge decides a sentence that is final and carried out immediately.

12

The Rules
Every person who participates in this game is expected to read the rules to ensure that everyone is on the
same level of safety and smooth game-play. You do not have to commit all these rules to memory, but
please learn the section below as well as the areas that pertain to your character.
Principal of the Rules
If an action is not described in this book, then assume you cannot do it. This applies to actions that
potentially affect the rules and/or safety i.e. there are no rules to cover climbing a tree. Therefore climbing
a tree is not allowed as being up in a tree would protect you from combat in an unintended way and raise
safety concerns as you could fall out of the tree. While many scenarios are covered in this book, it is
impossible to cover them all. If you have a question regarding the written rules, please contact Staff.
Game Boundary & Hours
Game hours will be posted by Staff. During game hours and within the game boundary, the game is on
and you are now acting like your character, playing the game.
Stand Down: Pause the Game
A Stand Down pauses the game, usually in cases of rules misunderstanding or possible injury, where all
persons stand still and quiet in place while the matter is attended to. Anyone can call a Stand Down
when there is an emergency situation and only that person can end it by calling out 3, 2, 1, Game on!

13

Fire & Flashlights


Fire in designated fireplaces and pits are permitted with someone watching it at all times. Wax candles
and oil lamps are not allowed. Instead use battery/electric lighting sources producing any light color. You
may replace bulbs in the buildings with your own during an event. Dim lighting is highly encouraged.
Please refrain from using white/bright flashlights, used only in emergencies, as they hurt night vision.
Character
A fictional persona created by you to play the game represented by the costume you wear, and how you act
and talk during Game Hours of an event. A Character Card lists your characters current information such
as Skills and Health Points. Cards must approved by Staff, in person or via an online character manager,
and must be carried on your person at all times while you play that character. A physical copy or digital via
smartphone is accepted. Only Staff may review your character information.
Costume
All participants must wear an appropriately themed costume. Additional costume requirements may apply
depending on Staff requirements as well as the character you choose to play. Certain Skills and effects
require specific props such as a weapons and packets. It is important that your costume portrays the
fantasy world of Rokugan in an appropriate and respectful way. If you have any questions or need ideas,
check here
or ask Staff.

Clothing: a basic costume for both men and woman is a shirt (gi) and a wrap belt (obi) of Clan colors,
and black or white pants (hakama). Ex:
Crane Clan /
kendo uniform
. Other styles must appropriate

and respectful. Ex:


armored samurai
/ c
ourtier
.

Mon: all samurai must wear their Clan symbol (mon) somewhere visible on their person, such as on
the arm, chest or back. Only symbols designed by AEG, Inc for L5R are permitted.

Weapon: all samurai are expected to carry a sword (katana) on their side whether they are trained in
its use or not. Courtiers and shugenja can get away with carrying only a wakizashi or scroll case where
a katana should be on their belt.

Makeup: look like yourself. Do not wear makeup unless your character wears makeup (actor, geisha,
etc), or as a requirement to portray a Clan or creature (silver haired Crane Clan, gaunt Spider Clan,
green Bakemono, etc).

Hand Signals
Hand Signals are gestures that players use to indicate the use of an action. Hand Signals are not seen by
Characters (and cannot be talked about between characters). See also Gestures in the Combat section.

OOG:
crossed fingers, orange headband, or fist/weapon above head. The player is to be ignored.

Yellow Arm Band:


non-combatant. Do not hit them using Parlor Combat instead.

In-Game
A term used to indicate an action between characters or an item in the Gameworld during an event.
Examples, 1) when you act as your character, you are In-Game (IG), 2) a plastic gem is just plastic in real
life, but IG that gem is money your character uses to buy things, and 3) asking a Staff member where to

14

park your car is an OOG conversation, while asking a character for the tavern location is IG. During Game
Hours, please stay IG as much as possible to help create a believable atmosphere.
Out-of-Game
Out-of-Game (OOG) is a term to indicate that a player, item or area is not a part of the game while the
game is currently on. Players currently IG wont interact with you while you are OOG, which is indicated
by the OOG Hand Signal. Being OOG during Game Hours is permitted if you arrive late, ask a question
about the game, ask a player to explain an effect, your character was killed, Character Switching, remind a
player of proper rules use, are injured, sick or tending a personal issue.
OOG areas are restrooms, the
main parking lot, under bunks, Staff buildings, outside Game Boundaries, and Logistics.
Physical Role-Play
This is a style of role-play where players will actually pick another player up, drag him, search, etc.
Participating is entirely up to the individual players. If you want to do this with another player,
ask first
.
Players who agree to physical role-play must do so carefully as not to injure the other players. You may not
prevent players from using the Rules. Realism is nice but not when people get hurt. Please be safe!!!!
Prop
Props are simply items that exist IG. Most props are decoration or belongings of a character, but Tagged
props are used to represent items with effects governed by the Rules herein. All props must fit within the
aesthetic of the game, and you must be okay with other players using your Tagged props during an event.
All player-provided props must be returned to their rightful owners at event end. Staff is not responsible
for lost or damaged props.
Packet
Also called a birdseed packet, these are small, soft bean bags used to represent certain Projectile attacks.
Since packets are thrown at other players, all packets must be made as described in
Weapons
.
Tags
A Tag is a small game-provided piece of paper indicating an effect. Tags must be attached to a single prop
to exist IG, any exceptions are described herein. Tags are also considered IG labels so any Player can read
a Tag and use the information IG. Before using a Tagged item, read the effects description as there may be
requirements. Tags cannot be removed from the prop unless the effect is used, or by other means
described herein. You can take Tags home after an event, and Staff is not responsible for lost or damaged
Tags.
360 Degree Illusion

The 360 Degree illusion is a design ideal where the aim is to make the physical immersive experience as
complete as possible, i.e. 360 degrees around you.
Nordic LARP game design

Also referred to as what you see is what you get, everything you see within the designated game area is to
be considered In-Game. For example, rather than someone describing a scene that you must pretend you
see, you can physically interact with the scene because it is happening in real time in a real place with real
items and real people. Even the fantastical elements described herein are represented by real items for

15

your interaction. While some imagination is needed to pretend a foam sword is a real sword, or a friend
wearing a costume mask is a real monster, props and costumes create a visual and physical simulation
that require as little imagination as possible to immerse you into the game world. Ultimately, the 360
Degree illusion means that if you cannot represent an end result using actions, props, decoration, or
costume, then you cannot do it. Any exceptions to the 360 Degree illusion are described herein.

Combat
Melee Weapon
:
base 2 damage (sword, axe, etc)

Projectile Weapon: base 4 damage (arrow, thrown dagger, etc)


Effect use order: Delivery Method > Sig Call > spend Void, if needed
Contact Combat
The language of the Rules assumes Contact Combat is being used. Contact combat is where Players use
toys to shoot foam darts/arrows at each other, or foam swords to tap each other hard enough to feel, but
never hard enough to hurt. This form of combat resolution happens quickly and best simulates real
combat. Contact combat should never be used at a public venue where onlookers dont know whats
happening. Foam weapons and dart shooters look too realistic to be used outside a private venue.
Parlor Combat
Parlor combat is where Players use hand gestures and vocal calls to indicate an attack. Nothing is used to
hit anyone. Players do not carry weapon props as parlor combat is often used at public venues where
onlookers may not be aware of the game. Combat occurs in turn-based rounds that is initiated as follows:
1.

Move into range: about 3 feet for Melee and about 10 feet for Projectile.

2. Start of round: the attacker obtains the opponents attention, then uses the Gesture and says the Sig
Call as described for weapons and effects herein. Once the attack is announced, the opponent must
stop and resolve the round. Other Players cannot interrupt once the round starts.
3. Both the attacker and opponent holds up either 1 or 2 fingers at the same time.
4. Add the total number of fingers held up. Even means the attacker missed the opponent. Odd means
the attacker hits and the opponent may call Resist or be inflicted by the effect.
5.

End of round. Other Players may join to attack either party. It is the opponents turn.

An attacker can attack only one opponent at a time, but an opponent can face multiple attackers at once
by going through steps 2 - 4 with each attacker one at a time during a single round.
Health Points
Health determines how much damage your character can take before being Knocked Out and eventually
Dead. All characters have a Health Rating that represents the maximum number of Health Points (HP)
you can have. Your base Health Rating is determined in Character Creation. As you lose HP, deduct the
specified amount from your current amount of points. Health Points are restored at the beginning of each
event as well as during game via various means, but you cannot have more than your Health Rating.
Void Points

16

Void is used to activate effects as described herein. All characters have a Void Rating that represents the
maximum number of Void Points (Void) you can have. Your base Void Rating is determined in Character
Creation. As you spend Void, deduct the specified amount from your current amount of points. Void
Points are restored at the beginning of each event as well as during game via various means, but you
cannot have more than your Void Rating.
Illegal Striking Areas
Damage will not be counted against a character if the player is struck in the following areas: head, hands,
feet, and groin. Alternately, intentionally using an Illegal Striking Area to block/deflect a strike to avoid
taking damage is not permitted.
Delivery Methods
Delivery Methods, or Methods, are used as a visual indicator to a player that you are inflicting an effect on
his character. The correct Method to use will be indicated herein as well as a Sig Call, if needed.
Applied: represented by a Tagged Bottle, this Method is used for effects meant for items only. Say the
Sig Call and pretend to apply the contents for at least 3 seconds then attach the Tag on the item.
Ingested:
represented by a Tagged Bottle, bottom of a cup, or edge of a plate. You may voluntarily

drink from a Bottle, involuntarily drink from the cup or plate, or a player may mime pouring the
contents of a Bottle into your mouth. You can resist the effect using an appropriate protective effect
based on the Sig Call.
Melee:
(contact combat only) when using a boffer, each strike must be a full 45-degree swing with a

different striking area each attack. Never thrust the tip toward another Player. If you are hit by a
boffer weapon anywhere on your person including clothing, except Illegal Striking Areas, you can A)
take the damage, B) physically dodge, C) ignore the damage using an appropriate protective effect, or
D) block the blow with a boffer or shield.
Projectile:
(contact combat only) when using an appropriate projectile weapon (darts, knives,
packet, etc), throw or shoot one at a time at your opponent. If you are hit by a Projectile anywhere on

your person including clothing, except Illegal Striking Areas, you can A) take the damage, B)
physically dodge, or C) ignore the damage using an appropriate protective effect based on the Sig Call.
Projectiles cannot be deflected or blocked without the appropriate means.
Touch:
touch the player on the shoulder, hand, forearm, foot, or shin then say the Sig Call of the

effect. This Method can be used on players not currently engaging in Combat. If you are the target,
you can A) act out the effect for the duration determined by the Sig Call, or B) ignore the effect using
an appropriate protective effect based on the Sig Call.
Gestures:
gestures are used to indicate the effect your character is using an against another
character when the Player is a Non-Combatant, or the event is using Parlor Combat.

17

Cure -
wrap a bandage around the recipients arm or, if using the appropriate Skill or Technique,
hover both hands palm down over the recipients arm or leg.

Invisibility
- hold your hand up in front of your face with your fingers spread apart.

Melee -
(parlor combat only) hold your arm out toward the target with a flattened hand tilted
vertically. You must call out the Damage, even if it base Damage.

Mental -
hold at least one finger on your temple and focus on the target.
Projectile -
(parlor combat only) point at the target with one finger.

Scan -
hold your arm out toward at the target with two fingers up and apart, like a peace sign.

Status
- hold your arm out toward the target with your fingers spread apart as if reaching out.
Ward
- outstretch your arm and hold the palm of your hand out toward the target.

Signature (Sig) Calls, aka Effects


A Sig Call is an OOG statement you say to convey to the player what Effect you are using so they know how
to react. Pause long enough between Calls to give the player time to react. You can be inflicted by only one
Mental and one Status effect at a time. Being inflicted by a new one replaces the old one.

# - an attack inflicting Damage to deduct Health Points. The Sig Call is not needed when using a
Melee or Projectile weapon for base damage. Some Damage attacks include a modifier, such as 4
Fire, to indicate a special defense is needed. Duration: instant.

Action - indicates the use of certain Skills, Techniques, or free Actions, or the activation of
Spells/Chemicals.

Cure
- an effect to remove Status or Mental, or restore Health or Void. Duration: instant.

Disease
- an effect that inflicts Damage, Status, or Mental every 10 minutes for the next hour.

Drain - an effect that deducts Health/Void from the target and restores Health/Void for the
attacker. Duration: instant.

Mental - an effect that inflicts the mind to make the target say and/or act a certain way. Duration:
5 minutes.

Resist
- a defense used to ignore one Effect of a specified type. Duration: instant.

Scan
- a detection used to garner IG information about a character. Duration: instant.

Status
- an effect that inflicts the body without causing Damage. Duration: 60 seconds.
Zero
- indicates that a Melee weapon attack does not inflict any Damage for use in sparring.

Courtesy Calls
When engaging in Contact Combat in a low visibility situation, such as at night, please announce to your
opponent what you are attacking with whether or not the attack is normally accompanied by a Sig Call. As
a default, use the weapon type you are using i.e. if using a sword, call out sword each strike.
Knock Out
If your characters Health Points reach zero, or inflicted by a Knock Out effect, fall to the ground and
pretend to be unconscious for 10 minutes. You can do nothing except answer Scan inquiries with
Knocked out. Please be aware of your surroundings and move out of the way of active combat. If your
characters HP is not healed by the end of 10 minutes, your character is Dead.

If your character is Knocked Out by an effect that does not cause any HP loss, your character awakens
after the 10-minute duration. This is like a coma.

18

Death
When your Character dies, fall to the ground and pretend to be dead for at least 1 minute. You can do
nothing except answer status inquiries with Dead. Please be aware of your surroundings and move out of
the way of active combat. After 1 minute, you can remain playing dead for as long as you like. When you
choose to stop, go OOG to Character Switch or volunteer to play NPCs for the Story Coordinators.
Carrying / Moving an Incapacitated Character
Sig Call: Action, Im picking you up
Any character can move an immobile character. Say the Sig Call and hold the players hand on your
shoulder while you lead him around, or
ask the player for Physical Role-play permission to move him
for real. You cannot run or engage in Combat while carrying a character.
Detaining a Character
Any character detain another character while maintaining the safety of the Player. Never should any
room, door, or binding impede or restrict a Players movement.

Locked Room: if a person in a Locked room is left unguarded for 30 minutes, he may leave the
room assuming that there was a loose bar or open window. The presence of a guard negates this form
of free escape. Actually climbing out windows, breaking props, ignoring Locks (without the IG means
of doing so) and Character Switching/NPCing is not permitted.

Binding: prevent a character from doing anything that requires hands by giving the
rope/cuffs/shackles to the Player to hold and pretend to be tied up. The bound Player can drop the
bindings after 5 minutes. The duration is reset if a character mimes retightening the rope.

Long Term Detention: If a character is to be detained for longer than four hours, then escort the
character to the Game Boundary where the player can Character Switch.

Disease
Diseases inflict an effect over an extended period of time until the disease runs its course or the victim is
cured, whichever comes first. A character can be inflicted with more than one Disease at once, and the
Player can choose to act the first phase of the Disease or wait 10 minutes. Each phase of a Disease can be
resisted that simply delays that phase 10 minutes. Curing and resisting a Disease uses the same means for
the type i.e. Damage-resisting methods resist the Damage Disease and Cure Health cures it.

Damage: This Deadly disease inflicts 2 Damage each phase every 10 minutes until the victims
Health reaches zero and becomes Knocked Out.

Mental: Dementia causes the victim to lose memory until their mind is a blank slate with only the
ability to speak. Each phase causes memory loss every 10 minutes in this order: 1) cannot cast Spells,
2) cannot use Techniques, 3) cannot use Skills, 4) cannot use Items, 5) cannot remember friends and
enemies, and finally 6) the victim cannot remember his or her own identity.

Status: Atrophy. This disease causes the victims body to wither until full paralysis sets in. Each
phase withers an area of the body every 10 minutes in this order: 1) arm, 2) other arm, 3) leg, 4) other
leg, 5) head, and finally 6) the torso. Items cannot be held in a withered arm, a leg prevents running
while both legs prevent walking, the head prevents speaking, and the torso is full paralysis.

19

Diseases are infectious and can be spread to other characters by using the Touch Method and saying
Disease X where X is the name of the Disease (Mental, Status, or Damage) that your character has. Or if
a character touches you, excluding the Touch Method which is OOG, you can say the Sig Call.

Thievery
This section refers to pretend theft. Real life theft of anything that does not belong to you, including food,
will not be tolerated. Now lets talk about how your Character can take items from other Characters.
In-Game Items
Only Tagged props, Currency, IG flags/banners, and books/papers containing IG information such as
maps, notes and journals, are open to be taken. You cannot take anything else, including non-Tagged
weapons and armor, unless you have express permission from the prop owner.
Handling Props
Using a prop that is not your own is your responsibility while you have it. Intentional damage to props is
expressly forbidden. You can move weapons out of reach from a fallen foe or carry the items with you if
you are moving the prop owners Character elsewhere. All player provided props taken during an event
must be returned to the prop owner, who may allow your continued use, before you leave the event.
Carrying / Storing Items
In-Game Items on your person must be carried in these areas: hands, forearms, head, neck, boots, belt
pouches/bags, satchels/packs, and coat pockets. Pants pockets cannot be used unless otherwise described
herein. Secret compartments are not permitted in clothing, but are allowed in bags and boxes. You must
store In-Game Items stolen and for the character you are actively playing in an In-Game area. In-Game
Items for your other characters must be kept in an OOG area.
Thieving from Characters and Areas
Method: Touch
Sig Call: Action, I am searching your person
Any character can search for In-Game Items. If an area, physically search the area. If a person, use the
Method and say the Sig Call. The player must reveal all In-Game Items stored in the above stated areas,
except secret compartments in bags and boxes which must be somehow detected first.

Items
Armor
Any character can wear up to
two armor types at a time and the Health bonus from each is added. Void

penalties of the heaviest armor applies. Armor must cover your torso front and back. All other pieces are
costume. Armor can be made of any material as long as the finished product looks real. Adding Armor
does not change your current HP (needing a cure Health effect). Removing Armor lowers your HP only if
it is currently higher than the new Health Rating after the Armor was removed.

Light Armor
(leather) - increases Health Rating +2.

20

Medium Armor
(chain/brigandine) - increases Health Rating +4. Casting Spells costs double Void.

Heavy Armor
(plate) - increases Health Rating +6. Casting Spells costs triple Void.

Blaster, Foam Dart


Method: Projectile
Only characters with the Ninjutsu Skill can use a Blaster to fire foam darts. See
Weapons
.
Bottle
Use any container designed to hold liquid as a prop for the appropriate Tag. Bottles must be 1.5 inches or
larger. You can attach one Tag, or multiple Tags of the same type, to one bottle, attaching the Tag(s) to the
outside, or stored inside, to be easily removed. Transfer Tags between bottles by pouring liquid.
Bow and Arrow
Method: Projectile
Only characters with the Kyujutsu Skill may use a bow to fire boffer safe arrows. See
Weapons
.
Caltrop
These small foam pyramids inflict 2 Damage when stepped on or touched by characters without the
Ninjutsu Skill. Caltrops can be swept aside using an item such as a broom.
Currency
The Rokugan economy is backed by bushels of rice, and represented with metal coins. Characters use
Currency to purchase items from other characters and is then earned throughout the course of an event.
You may take Currency home, but Staff is not responsible for lost, stolen, or damaged Currency.

Koku
- a gold coin. 1 Koku equals 5 bushels of rice.

Bu
- a silver coin. 5 Bu equals 1 Koku.

Zeni
- a copper coin. 10 Zeni equals 1 Bu, or 50 Zeni equals 1 Koku.

Hakanai
Any character can use a Hakani, a Spell in liquid form. To use a Hakani, use the Method, say the Sig Call
and destroy the Tag.
Spell descriptions
.
Lock
Lock are assigned a number and any Key with that number can be used to open the Lock. Normal Locks
can be picked and forced open via various means described herein. There are two types of locks based
on the prop used to represent them:

Door lock - place a Lock Tag above the door handle on the side you wish to lock. A Tagged key is
required to pass through the door from the locked side, while a key is not required to pass through
from the other side. You can lock only one side of the door.

Padlock - use an appropriately themed real/fake Tagged padlock to lock an IG box. Embedded box
locks can be Tagged as well.

Magic Scroll

21

Magic Scroll are used to represent a Spell. A Spell Scroll Tag must be attached to the prop that is either
provided by you or Staff:

Elemental Spells - only characters with the Spellcaster Skill can use Elemental Scrolls represented
by 8.5x11 sheets of
parchment
paper with the symbol of the Spells Element drawn upon it.

Maho Spells - any character can use Maho Scrolls represented by 8.5x11 sheets of
black paper with
the symbol of Maho drawn upon it.

Melee Weapon
Method: Melee
Only characters with the appropriate weapons Skill may use a melee weapon (
Weapons
) allowed by the
characters Skill. This is a catch-all for swords, maces, axes, and the like.
Nemuranai
Any character can use a Nemuranai, a magical item. There is no limit to the number of Nemuranai you
can carry on your person except the physical limitations of the prop. To use a Nemuranai, the Tagged item
must be worn appropriately or carried in your hand, then following the directions in the Nemuranais
description. Some Nemuranai require Void or Tag destruction after use, but not all.

Cursed Nemuranai:
these cannot be removed from your person once it is properly worn. Removing

a Cursed Nemuranai requires the Severe the Connection Spell. You can carry Cursed Nemuranai in
your hand with no effect unless that is how it is meant to work.

Maho Nemurani: these inflict Taint on the first use starting with the First Degree and advancing to
the next Degree with each use thereafter.

Pipe Foam
Method: Melee
Only characters with Jujutsu, or the Claws Ability, can use pipe foam insulation weapons. See W
eapons
.
Poison
Any character can use a Poison to inflict harm. To use a Poison, use the Method, say the Sig Call and
destroy the Tag. Poison descriptions in
Skills
.
Potion
Any character can use a Potion to cure an ailment. To use a Potion, use the Method, say the Sig Call and
destroy the Tag. Potion descriptions in
Skills
.
Shrine of the Fortunes
Any character can use the Shrine, a small enclosure or building with a small box sitting inside. There is
only one Shrine on site, and it is dedicated to the
Fortunes
. Put Currency, or any type of Tag (not props)
into the box and regain Void Points at the rate of 1 Void per Bu. Tags are converted to Currency as listed in

Character i.e. a Lock restores 2 Void. Once Currency and Tags are put in the Shrine, they are OOG and
cannot be recovered or used in any way during the game.
Do not destroy Tags, as they can be recycled
into the game via Logistics/SCs when they empty the box at the end of the event.

22

Throwing Weapon
Method: Projectile
Only characters with the Knives, Ninjutsu, or Peasant Weapon Skills can use throwing weapons based on
the Skill the character has. See
Weapons
.

Shadowland Taint
Shadowland Taint, or just Taint, is the process of physical and mental corruption gained by entering or
associating with the Shadowlands, its denizens, and items and people infected by it.
Contraction
Taint can be contracted during the game by 1) eating or drinking Tainted food, 2) interacting with a
Tainted character that can inflict Taint, 3) casting Maho Spells or using Maho Nemurani, 4) using a
corrupted Shrine, or 4) you can choose to begin the game Tainted. Answer Yes to Scan inquiries about
Taint while you are Tainted. Some Maho Spells allow you to lie about your Taint.
First Degree of Taint
If your character becomes Tainted, act out the following symptoms: nausea, uncontrolled trembling, and
mumbling to yourself without realising it. Additionally, sympathize with monsters and assist them if you
discover they are Tainted as well.

Benefits: none

Weakness: Jade (Jade attacks can only be resisted via the Armor of Obsidian Spell)

Cure: Tea of Jade Petals Potion, Purge the Taint Spell, or Jade Hand Nemuranai

Second Degree of Taint (second event)


If your character was not cured by the end of the event in which she became Tainted, then at the next
event you attend, your character is pale and gaunt (use makeup to represent this), and paranoid, but for
good reason; others may attempt to kill your character for the sake of stopping the spread of infection.

Benefits: Corruption (Use the Touch Method, spend 1 Void Point and say Action Taint)

Weakness: Jade

Cure: Purge the Taint Spell, or Jade Hand Nemuranai

Third Degree of Taint (third event)


If your character was still not cured by the end of the second event, then at the next
event you attend as your character represent Taint with pale skin, red around the
eyes and black veins (use makeup to represent this). Then act homicidal, because
your characters friends have become enemies.

Benefits: Corruption

Weakness: Jade

Cure: Jade Hand Nemuranai

Fourth Degree of Taint (third event and beyond)


If your character survives long enough and as a role-play option, your character may decide to let Taint

23

take over body and soul resulting in either becoming a Madman/Madwoman, those who lost their minds
and are nothing more than bestial, or a Lost, those who retain intelligence, but are slaves of J
igoku
.

24

The Crab Clan

Character

Founded by the Kami Hida as the Defenders of the Empire, the Crab spend their lives upon the Carpenter
Wall of the southern border of Rokugan defending against the Shadowlands. They give their lives so that
the people of Rokugan might live in peace and security. They might be gruff, unkempt and downright rude
at times, but no one questions their strength or courage.
Read more
.
Clan Colors:
gray, black, red, and brown
Hida Bushi School

Skills: Kenjutsu, Defense, Heavy Weapon, Lore: Shadowlands

Technique: Warriors Stance

Kuni Shugenja School

Skills: Spellcraft, Calligraphy, Defense, Lore: Shadowlands

Affinity / Deficiency: Earth / Air

Technique: Gaze into the Shadow

Yasuki Courtier School

Skills: Commerce, Defense, Sincerity, Influence

Technique: Treasure of the Carp

The Crane Clan


Founded by the Kami Doji as the Left Hand of the Emperor, the Crane are renowned as skilled duelists,
artisans, and courtiers, wielding great power in the courts of the land. Crane pursue excellence in all
things, and the traditions established by Lady Doji are now customary in the Emperor's Court. The Clan
enjoys preferential status with the Imperial line shown by fewer taxes and receiving gifts. R
ead more
.

25

Clan Colors:
sky blue and silver. All Crane have snow white hair.
Kakita Bushi School

Skills: Kenjutsu, Kyujutsu, Sincerity, Tea Ceremony

Technique: Iaijutsu

Ashina Shugenja School

Skills: Spellcraft, Calligraphy, Divination, any one High or Merchant Skill

Affinity / Deficiency: Air / Fire

Technique: Souls Grace

Doji Courtier School

Skills: Calligraphy, Performance, Sincerity, Tea Ceremony

Technique: Speak in Silence

The Dragon Clan


Founded by the Kami Togashi as the Eyes of the Empire, the Dragon Clan watches over the rest of the
Empire. Silent and observant, the Dragon are epitomes of inner reflection and collectors of information.
Despite this, the Dragon are renowned warriors who fight with two swords, and the skill of the tattooed
monks of Togashi demands a high level of respect. R
ead more
.
Clan Colors:
gold and dark green
Murimoto Bushi School

Skills: Defense, Kenjutsu, Meditation, any one Bugei or High Skill

Technique: Dual Weapon

Tamori Shugenja School

Skills: Spellcraft, Calligraphy, Defense, Medicine

Affinity / Deficiency: Fire / Air

Technique: Flesh of the Elements

Togashi Bushi Tattooed Order


(minimum 2 visible tattoos, 6 inches or larger, required)

Skills: Defense, Jujutsu, Divination, Bojutsu

Technique: Blessing of the Kami

The Lion Clan


Founded by the Kami Akodo as the Right Hand of the Emperor to record the military and political
interactions between the Clans, the Lion are the epitome of bushido and the very example of valor. Proud
and honorable, they comprise the greater portion of the Imperial Legions. R
ead more
.
Clan Colors:
yellow, brown, and earth tone colors
Akodo Bushi School

Skills: Kenjutsu, Defense, Kyujutsu, Sincerity

Technique: Paralyze Strike

Kitsu Shugenja School

Skills: Spellcraft, Calligraphy, any two High or Bugei Skills

Affinity / Deficiency: Water / Fire

Technique: Strength of th Ancestors

Matsu Bushi Berserker School

Skills: Jujutsu, Kenjutsu, Kyujutsu, any one Bugei Skill

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Technique: Berserker

The Mantis Clan


Unlike the other Clans, the Mantis is founded by Kaimetsu-Uo, the son of Hida Osano-Wo, after
Osano-Wo elected to give leadership of the Crab Clan to his illegitimate son, Hida Kenzan. Kaimetsu-Uo
and his loyal followers moved to a group of islands off the eastern coast of Rokugan and were known as
Mantis ever since. The Mantis are renowned seafarers protecting Rokugan against threats from the oceans
despite being seen as pirates and rogues by their inland brethren. R
ead more
.
Clan Colors:
teal or sea green, gold, black
Yoritomo Bushi School

Skills: Kenjutsu, Defense, Knives, Jujutsu

Technique: Way of the Mantis

Moshi Shugenja School

Skills: Spellcraft, Divination, Lore: Creature, Calligraphy

Affinity / Deficiency: Air / Earth

Technique: Favour of the Sun

Yoritomo Courtier School

Skills: Commerce, Defense, Sincerity, Influence

Technique: Strength in All Things

The Phoenix Clan


Founded by the Kami Shiba, the Phoenix Clan is known for their skilled shugenja and mastery of
elemental magic. The Phoenix are noted pacifists, preferring diplomacy to war if at all possible, although
there are not that many Phoenix courtiers. Thus the Clans presence in the courts of the land is not that
common.
Read more
.

Clan Colors:
red, yellow, and orange
Shiba Bushi School

Skills: Kenjutsu, Defense, Kyujutsu, Divination

Technique: Dancing with the Elements

Isawa Shugenja School

Skills: Spellcraft, Calligraphy, Medicine, Divination

Affinity / Deficiency: choose an element (even Void) / none

Technique: Isawas Gift

Asako Courtier School

Skills: Divination, Sincerity, any two High or Bugei Skills.

Technique: Voice of the Universe

The Scorpion Clan


Founded by the Kami Bayushi as the Underhand of the Empire to serve as spies, manipulators and
assassins, the Scorpion are considered villainous and untrustworthy even though they merely fulfill the
duty given to them by the First Emperor. The Scorpion understand that by dirtying their hands, no else
will have to.
Read more
.

Clan Colors
: blood-red and black. All Scorpion wear masks that cover their lower face minimum.

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Bayushi Bushi School

Skills: Kenjutsu, Defense, Sincerity, any one Skill

Technique: Fumble Strike

Soshi Shugenja School

Skills: Spellcraft, Calligraphy, any two Skills

Affinity / Deficiency: Air / Earth

Technique: Kamis Whisper

Soshuro Actors Guild

Skills: Performance, Divination, Sincerity, any one High or Low Skill

Technique: Faces of Shadow

The Unicorn Clan


Founded by the Kami Shinjo who lead the Ki-Rin Clan out of Rokugan in the hope to avert outside threats
by discovering them first, the Clan returned 800 years later as the Unicorn Clan bringing with them
strange habits and ideals. Though considered barbarians, they are the finest cavalry the land has ever
seen.
Read more
.

Clan colors
- purple, white, and gold
Moto Bushi School

Skills: Kenjutsu, Defense, any two Bugei or High Skills

Technique: Shield

Horiuchi Shugenja School

Skills: Spellcraft, Calligraphy, Defense, Divination

Affinity / Deficiency: Earth / Air

Technique: Mysteries of Meishodo

Ide Courtier School

Skills: Calligraphy, Commerce, Tea Ceremony, Sincerity

Technique: Hall of Peace

Other Clans
There are more Clans in Rokugan than listed here and are considered minor Clans. At Staffs discretion,
you can copy the format of a Clan above and simply wear the colors of your desired minor Clan. The
Spider Clan may also be allowed and is included in the
Antagonists
section.
Ronin
Due to the lack of organization amongst the ronin, there are no ronin schools or courtiers.
Read more
.

Clan Ronin
- select a Clan and School, those are your School Skills and School Technique.

True Ronin - select either the bushi or shugenja. The first four Skills and one Technique you
purchase are your School Skills and School Technique. If you selected shugenja, chose the elements
(air, earth, fire, water) as your Affinity and Deficiency.

Heimin
School Skills: the first two Low or Merchant Skills. School Technique: the first one you buy.

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Eta
School Technique: none, all Techniques cost 4 Player Points.

Peasant and Torturer


- School Skills: any two Low Skills.

Geisha
- School Skills: Performance and Tea Ceremony.

Creatures
Kenku
One of the Five Races that ruled the world before it became Rokugan, the
Kenku are bipedal ravens and legendary masters of the sword. Mysterious
and mischievous, unpredictable and incorrigible, Kenku would rather play a
lesson-worthy prank than teach Kenjutsu, thus making them not the first
choice for a master. Still, a Kenku could be won over by a clever student
who would then be bestowed with knowledge of the universe reserved for
the shugenja. Most Kenku are loners and nomadic, traveling from place to
place bartering knowledge for not only what they need, but also for bright
objects for which they have a particular fondness. Out of all the creatures in
Rokugan, they are the most accepted in human society where their presence
may even be considered a blessing.
Read more.
Kenku Bushi School

Skills: Kenjutsu, any three Bugei or High Skills

Technique: Iaijutsu, or the first Bugei Technique purchased

Affinity: Air / Earth

Attribute:
Immunity (Taint)

Costume requirement: realistic raven mask or makeup, black feather wings

Kitsune
The Kitsune are good natured shapeshifting foxes who often leave behind
their spiritual lives and integrate into the unsuspecting human society for a
life of stories, tea and adventure. Kitsune love lessons and are willing to put
up with just about anything to learn. Likewise, they are equally fond of
teaching lessons as well. Kitsune are known to fall in love with humans
spawning tales of the heartbroken Kitsune when her lover abandons her
upon discovery of her secret. If the Kitsune is not rejected, the human lover
will have a loyal companion for life.
Read more
.
Kitsune Courtier School

Skills: Any four High or Merchant Skills

Technique: Any one High or Courtier Technique

Affinity: Water / Air

Attribute:
Shapeshift

Costume requirement: none for human form, a removable realistic fox mask for animal form

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Nezumi
One of the Five Races that ruled the world before it became Rokugan, the Nezumi are bipedal rats that
enjoy a long, yet complicated relationship with humans. Once a mighty empire, the Nezumi were scattered
across the land by Fu Leng. Unlike the Kenku, Nezumi presence in human
areas are often frowned upon due to their rat appearance forever
associating them with their vermin animal lookalikes. Nezumi, however, are
not vermin. They are skilled warriors and despise Fu Lengs grip on the
land, making them strong allies against the Shadowlands, as acknowledged
by the Crab Clan. Nezumi are notorious for their short attention spans and
lack of long-term memory.
Read more.

Costume requirement: realistic rat mask or makeup

Attribute:
Immunity (Taint)

Nezumi Bushi School

Skills: Any four Bugei Skills

Technique: Dual Weapon

Nezumi Shaman School

Skills: Spellcraft, plus any three High Skills

Affinity / Deficiency: Earth / Air

Technique: Mysteries of Meishodo (Name Magic is not used in this rules system)

Nezumi Scavenger School

Skills: Commerce, plus any three Merchant or Low Skills

Technique: Treasures of the Carp

Character Creation
Player Points
Player Points (PP) are points that Players can collect and are mainly used to upgrade their own characters.
Other uses for Player Points include, but are not limited to, lowering the event fee and buying Currency.
PP is collected by attending events, playing NPCs, making donations, and more that may be announced
on the Forums and Facebook group. Player Points are transferable to other players.
Step 1 - Record the Basics
On a
Character Card
, record the following:

Clan:
choose a Clan or Creature species.
Caste:
choose Bushi, Shugenja, Courtier, Creature, Heimin or Eta. Note Clan/Creature limitations.
Name:
samurai have a Family and a Given name (choose a Family name from a School within your
Clan, or use any name you like). Ex: Bayushi Amoro, or Kakita Hitomi.
Naming Conventions
&N
ame
Generator
. Creatures, Heimin and Eta usually have only their Given name.

Step 2 - School and Skills


School:
select a School from your chosen Clan. School offers a list of Skills, and a Technique, that
you can buy for a lower Player Point cost. Any character can buy any Skill, exceptions are listed in

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Step 4. Once you choose a School, it cannot be changed since this affects the cost of Skills and
Techniques.
Skills: choose 1 Skill, for free, from the list of Skills of your chosen School. Additional Skills may be
purchased in Step 4.
Skill descriptions
.
Bugei Skills

High Skills

Low Skills

Merchant Skills

Bojutsu

Acting

Escape

Armorer

Chain Weapon

Calligraphy

Ninjutsu

Commerce

Defense

Divination

Peasant Weapons

Craft

Heavy Weapon

Influence

Poisons

Mizugusuri

Jujutsu

Lore

Torture

Locksmith

Kenjutsu

Medicine

Traps

Weaponsmith

Knives

Performance

Kyujutsu

Sincerity

Sojutsu

Spellcraft

Yadomejutsu

Tea Ceremony

Step 3 - Points & Currency


For details on Health and Void, see the C
ombat
section. For Currency, see the
Rules
section.

Health: all characters begin with a Health Rating of 10.

Mastery represents your characters level of schooling, which begins at 1.

Mastery

Max. Skills

Max. Techniques

Spell Level

Void Rating

10

15

20

25

30

Step 4 - Customize
You may make the following adjustments:
Customize with Player Points

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At this step, you are allotted 5 Player Points to customize your new character. These Player Points can
only be spent on this new character right now and cannot be saved for later or for other characters.
Any Player Points you have accumulated prior may be spent on this character, if you wish.
Skill and Technique Buying Restrictions
The maximum number of Skills and Techniques a character can have is determined by Mastery
level. Any character can buy any Skill and Technique with the following exceptions:

Bushi & Eta:


cannot buy the Spellcraft or Commerce Skills, or Shugenja Techniques.

Shugenja:
cannot buy Bushi Techniques, or the Commerce, Kyujutsu, Chain Weapon, Heavy
Weapon or Sojutsu Skills.

Courtier & Heimin:


cannot buy Shugenja Techniques, or the Spellcraft, Kyujutsu, Chain
Weapon, Heavy Weapon or Sojutsu Skills.

School Skill

School Technique

Mastery Level

Non-School Skill

Non-School Technique

1 Koku

Attuned Spell *

Lower Event Fee by $5, limit 3

* You must have the Elemental Harmony Technique to buy Attuned Spells.
Starting Currency & Items
New characters are given Currency to begin the game with. Since Currency may be used in various
scenarios during an event, you may choose to save them, or buy some starting Tagged items from
Logistics. After Character Creation, you may not buy Tagged items from Logistics without the
appropriate Skill/Technique. Tagged items may be purchased anytime from other characters.

Samurai
- 10 koku,
Ronin
and
Heimin
- 5 koku, E
ta
and
Creature
- 1 koku
Item

Currency Cost

PP Cost

Hakani

1 Bu

5 for 1 PP

Key

2 Bu

Lock

1 Bu

5 for 1 PP

Master Weapon / Armor

1 Koku

Nemurani

3 Koku

Poison

1 Bu

5 for 1 PP

Potion

1 Bu

5 for 1 PP

1 Koku

Spell Scroll

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Step 6 - At the Event


When you attend an event, you must check-in with Logistics while Logistics is open. There you will be
provided with Currency and Tags, if any. If you can submit your character online before the event, you
may be given an envelope containing those items. Logistics will collect the event fee, if you did not pay
online, and answer any questions you may have before sending you out into the game.
Advancement
As you play the game, you will earn Player Points that you can use to buy the items listed on the
Customize with Player Points chart and for those costs. Logistics will track your Player Points between
events. You can then update your character with them at the next event.
Earning Player Points
Attend an Event *

Staff Member *

NPC Volunteer **

Donation

variable, check w/Staff

$15 Cash Donation

Character Background, 1 per character ***

PP is awarded when you attend an event for any duration. You must check-in with Logistics at
the event to ensure the PP will be awarded.

**

Play any number of NPCs for any duration for the Story Coordinators. You must sign-in at SC
Camp to ensure the PP will be awarded.

*** Submit a character background to the Character Guide any time. PP is awarded when the
background is approved by Character Guide Staff.

Playing the Game


Now that you have a character, you can use that characters concept and goals to create intrigue and
action for other players to interact with. Your story idea does not need Staff approval, but Staff holds the
right to stop any story if it is destructive or does not fit in the game. Ideas not allowed:

Target a player you do not like personally.

Over target a character, based on player complaint.

Portray a real person or published character (ex: Bruce Lee or the Iron Monkey) unless permitted
by Staff.

Player Characters
The character you just created is a Player Character (PC), and is intended to be played for long durations
over many events. Also referred to as Primary Character, a PC is stored by Logistics where Player Points
can be spent on the character. You may be allowed multiple PCs, but your PCs cannot deliberately benefit

33

each other. Any attempts to circumvent this by using intermediary characters is considered cheating.
While it is possible for one of your characters to end up with an item from one of your other
characters through innocent interactions, it should be avoided if possible and must never be intentional.
Short Term Characters
A Short Term Character (STC) is a character created by you to briefly as part of your own storyline apart
from anything the SCs are doing. STCs and your stories do not require approval from Staff, but Staff
reserves the right to halt a story if it does not meet the theme of the game, or the Playing the Game
standards detailed above. To create an STC, use the
Character Creation rules, and you can also choose an

Antagonist
. You cannot spend Player Points on STCs nor are they stored by Logistics. You may use Tags
and Currency from any of your other characters in order to offer loot or to use in general.
Character Switching
You must play a character, PC, STC, or NPC, a minimum of one hour before switching to another
character, unless the character you are currently playing dies or is detained for the long term.
Chance of Recourse
If your character commits a crime, other characters may want retribution. Give them the chance by
leaving stolen items in IG areas until the end of the event, or stay IG longer then you need to. Play the
villain later the same event, or at the next event, carrying any stolen items on your person. If your
character is alive and not being chased, go to Game Boundary (not SC Camp or other OOG area) then go
OOG. If chased, stay IG until no one is chasing you.

34

Bugei Skills

Skills and Techniques

You can
use only
one weapon
of any kind at a time
. See
Weapons
for construction/purchase details.
Bojutsu
Method: Melee
You can use the Tonfa, Jo, Bo, and similar wooden weapons.
Defense
Sig Call: Resist
Your character is quick enough to dodge. Spend 1 Void Point and say the Sig Call to ignore the last
normal Damage attack from a Melee weapon. Modified Damage (ex: 4 Fire) cannot be resisted.
Chain Weapon
Method: Melee
You can use the Nunchaku weapon.
Heavy Weapon
Method: Melee
You can use the Tetsubo, Ono, Dai Tsuchi, and other similar hammer, club and axe weapons.

35

Jujutsu
Method: Melee
Your characters hands are deadly weapons. Use one or two Fist weapons to inflict Melee damage per
strike. Fists cannot be Fumbled, say Resist. Do not take Damage if you block a Melee strike with your
forearms (from elbow down). Carry Fist weapons in a pouch when not in use.
Kenjutsu
Method: Melee
You can use the Katana, Wakizashi, Dao, and similar sword weapons.
Kyujutsu
Method: Projectile
You can use a Bow (yumi) to fire a boffer safe Arrow (yajirushi) and inflict Projectile Damage. You may
fire only one arrow at a time, as fast as you can safely pull and release. If an opponent is within 10-15 feet
of you, you cannot use your Bow against the opponent. Bows and Arrows cannot be used as Melee
weapons.
Small Weapons
Method: Melee or Projectile
You can use the Tanto knife (Melee) and other similar knife weapons. Additionally, you can use the Kunai
throwing knife (Projectile) and other similar throwing knives (and only knives).
Sojutsu
Method: Melee
You can use the Yari, Naginata, and other similar spear weapons.
Yadomejutsu
Sig Call: Resist
Your character is swift enough to cut a projectile down in flight. Spend 1 Void Point and say the Sig Call
to ignore the last normal Damage attack from an arrow, dart, or thrown weapon. Modified Damage (ex: 4
Fire) cannot be resisted.

High Skills
Acting
Acting represents training in theater. Thus, your character can disguise herself by pretending to be
someone else (not a character played by another Player). Wear a different costume, use a different name
and act different. Using this Skill to perform a play is honorable, using it to infiltrate a daimyo is not.
Calligraphy
Prerequisite Skill: Spellcraft
Calligraphy is the art of writing in the ancient language of the Fortunes. You can copy an existing Scroll or

36

create a new Scroll from an Attuned Spell listed on your Character Card. To receive an Elemental Spell
Scroll Tag, visit Logistics while open, present this Spell and the Elemental Spell Scroll(s) you wish to copy,
and pay 1 Koku per Spell Scroll Tag. At Character Creation, you will receive 1 Spell Scroll Tag of your
choice for free. You can create Elemental Spell Scrolls only.
Divination
Any time during an event, you can ask the Story Coordinators a question regarding the plot of the game
that does not have to be answered. First, excuse yourself from the game by saying that you must meditate
with the Fortunes. Then go ask the SCs your question. Come back into the game and use a divination tool
(toss stones in a bowl, look at tea leaves in a cup, etc) then convey to the other characters the answer you
received as you see fit. You can ask the SCs only once per event, and the SCs are not responsible if their
answer did not turn out to be correct, sometimes the Fortunes are conflicting.
Influence
Method: Touch
Sig Call: Mental influence X
Use the Method, spend 1 Void, and say the Sig Call where X is a ten-word command that the inflicted
character must obey immediately and to the best of his ability. Commands cannot be used to extract truth,
information, or result in the characters death. Courtiers use this Skill to influence others into agreeing
with their point of view, or to discredit or make a fool an opponent in front of the court.
Lore
Method: Scan
Sig Call: Scan X
Your character has studied in depth one of the following, knowing enough to recognize the practice. When
you buy this Skill, you must select
one
. Each Lore costs a purchase of this Skill. Use the Method, spend 1

Void, and say the Sig Call where X is the question you can ask per your Skill. The target player must
answer immediately and truthfully OOG.

Maho - Scan, do you use Maho?

Creature - Scan, what creature are you?

Shadowlands - Scan, are you Tainted?

Shugenja - Scan, do you have the Spellcraft Skill?

Medicine
Your character can use acupuncture (with two six inch or longer dowels representing the needles) to treat
injuries without touching the injured. You cannot use Medicine on yourself.

Assess
- Hold up the Scan Gesture and ask one of the following questions without costing Void:
Scan, how many Health points do you have?
Scan, are afflicted by a Status effect?
Scan, are you Knocked Out or Dead?

Cure Health - Touch the patient with the dowels and after an uninterrupted 30 seconds, say Cure
Health 1 to restore 1 HP to the patient without costing Void. If you administer a Health Potion, the
Potion will instantly restore 5 HP instead of the normal 2 HP.

37

Performance
Sig Call: Mental, I dedicate this performance to X
Your character can create performances that touch the hearts of others influencing them to grant you a
gift or favor you can collect anytime. Choose a performance you are willing to actually do (dance,
instrument, song, etc.). Spend 1 Void and say the Sig Call where X is the name of the character you wish to
be affected who must hear the Sig Call and witness the performance. Begin your performance that must
last at least 60 uninterrupted seconds. After 60 seconds, ask the character for an item or favor you asked
for. She can agree or refuse to give what you asked for, but she must offer you something that you must in
turn accept.
Sincerity
Method: Touch
Sig Call: Mental, Sincerity X
Use the Method, spend 1 Void, and say the Sig Call where X is the next sentence you speak that the target
character will believe is the truth.
Spellcraft
Required Caste: Shugenja
As a shugenja, your character can cast Spells based on your Mastery level. At Character Creation, you will
receive one level 1 Spell of your choice from your characters Affinity element for free. You can also cast
the three Basic Spells that are not recorded on your Character Card as all shugenja knows them.
Tea Ceremony
Sig Call: Cure Void 2
The calm precision of the Tea Ceremony relaxes and refreshes the soul, thus restoring Void Points for up
to five participants. Have each participant sit around a tatami mat (or table) and set a small tea cup in
front of each, including yourself. Start with the person on your left and fill each cup with tea (or water)
until you fill your own cup. You and each participant drink the tea at the same time where you spend 1
Void per participant and say the Sig Call to restore 2 Void for each participant, not yourself.

You are encouraged to learn how to properly perform a traditional tea ceremony.

Low Skills
These Skills are dishonorable for samurai to use and open use will cause immediate suspicion from
others.
Escape
If you are Bound, you can drop the bindings after an uninterrupted 10 second count. No Sig Call or Void
expenditure is needed.
Ninjutsu
Method: Projectile

38

Ninjutsu is the skill of the ninja. See


Weapons
. Your character can:

Use a Shuriken throwing star (and only stars).

Use Caltrops that can only be thrown or laid on the floor, never thrown at a Player.

Use a Blaster that can be loaded with only one foam dart at a time.

Poisons
Your character understands how to mix natural ingredients to create Poisons. To receive a Poison Tag,
visit Logistics while open, pay 1 Bu per Poison of your choice. At Character Creation, you will receive 5
Poison Tag of your choice for free. Poisons are represented by a Bottle with attached Tags and each use of
a Poison requires the destruction of its Tag.
Dripping Poison
Method: Ingested, Projectile (packet)
Sig Call: Status wrack
Use a Method and say the Sig Call to make the character fall to the ground in agony. He can speak,
scream and defend against attacks, but is unable to do anything else.
Fuantei Shi
Method: Ingested
Sig Call: Action, death with zero health
Use the Method and say the Sig Call to kill a character. The recipient's Health drops to zero, but skips
the Knock Out phase right into Death.
Jellyfish
Method: Ingested, Projectile (packet)
Sig Call: 4
Use a Method and say the Sig Call to inflict 4 normal Damage.
Kirei-ko
Method: Ingested
Sig Call: Status silence
Use the Method and say the Sig Call to prevent the character from speaking, screaming, or saying Sig
Calls, except when using an effect that can be used on their own person.
Scorpion Venom
Method: Ingested
Sig Call: Action, knock out
Use the Method and say the Sig Call to make a character Knocked Out, but with their current HP.
Warui Paseri
Method: Ingested, Projectile (packet)
Sig Call: Status paralyze

39

Use a Method and say the Sig Call to prevent the character from moving. The character can speak and
use effects that do not require movement.
Peasant Weapon
Method: Melee or Projectile
You can use the Parangu weapon (Melee). Additionally, you can use Thrown Items (Projectile) that consist
of bricks, cups, bottles, rocks, and sticks.
Torture
Method: Touch
Sig Call: Status Wrack
The skill of a Torturer Eta is used to extract information from another character. First, find an item that
could cause pain, such as an LED candle. Second, the victim must be Bound (this is a non-combat Skill).
Finally, use the Method with the item of pain, spend 1 Void and say the Sig Call to make the character
writhe in agony. He can scream and speak during the 60-second duration, but can do nothing else.
Traps
Your character knows how to build and set-up traps. Detecting a trap is done via role-play and your ability
to spot it, but once a trap is set, it cannot be disarmed. Traps use Poisons and the descriptions below are
the minimum required props:

Bunk Trap
- during overnight events, you can trap a characters bunk where he sleeps. Place a
Packet with an attached Poison Tag under the blankets right at the pillow so the victim feels it when
they lie down. Include a 3 x 5 card that reads, Status, trap poison actives if touched, one use.

Door Trap
- put a pushpin above a door in line with the door handle and hang a string with a Packet,

and attached Poison Tag, making sure the Packet is on level with the door handle. When the door is
opened, the Packet should swing around and hit the person. Include a small Tag sized piece of paper
to the Packet that reads, Status, trap poison actives if touched, one use.

Floor Trap
- use a piece of bubble wrap the size of a floor mat and place it underneath a floor mat.

Attach a Poison Tag to a 3 x 5 card that reads, Status, trap poison actives if bubble wrap pops, one
use. Tape the card to a corner of the bubble wrap facing up.

Merchant Skills
While these Skills are not dishonorable for samurai to use, they arent honorable either. Courtiers do not
suffer any social penalty for using Merchant Skills.
Armorer
Samurai take great pride in the art of armor crafting and as such, Armorer is the only Merchant Skill
considered honorable. While anyone can make standard armor, your character makes Master Armor that
increases the wearers Health Rating by 2, and can be made into a Nemurani. Visit Logistics while open
and pay 1 Koku to receive one Makers Mark Tag to be affixed to the armor prop, which can be Light,
Medium, or Heavy. Only one Makers Mark is issued per event.

40

Commerce
This Skill represents your Characters ability to find goods allowing you to buy and sell Tagged items with
Logistics, while open.
Craft
This Skill represents your Characters ability to craft everyday items such as clothes, jewelry, flags, beer,
baking, etc. These items are not Tagged items, but at the beginning of each event, you can collect 1 Bu
from Logistics, while open.
Mizugusuri
Your character understands how to mix natural ingredients to create Potions. To receive a Potion Tag,
visit Logistics while open, pay 1 Bu per Potion of your choice. At Character Creation, you will receive 5
Potion Tags of your choice for free. Potions are represented by a Bottle with attached Tags. Each use of a
Potion requires the destruction of its Tag. You can use Potions on yourself.
Breath of Air
Method: Ingested
Sig Call: Cure mental effect
Use the Method and say the Sig Call to remove any Mental effect currently afflicting the recipient.
Liquid Fire
Method: Projectile (Packet or coreless Grenade boffer)
Sig Call: 4 Fire
Use the Method and say the Sig Call to inflict Fire Damage. The Liquid Fire Tag can be attached to a
coreless Grenade boffer instead of a Bottle, but destroy the Tag before throwing the Grenade.
Rukuns Juice
Method: Ingested
Sig Call: Cure status effect
Use the Method and say the Sig Call to remove any Status effect currently afflicting the recipient.
Smoke
Method: Projectile (Packet)
Sig Call: Status blindness
Use the Method and say the Sig Call to prevent the character from seeing. The Player is allowed to
squint to see for safety reasons, but must otherwise act blind.
Tea of Jade Petals
Method: Ingested
Sig Call: Cure First Degree Taint
Use the Method and say the Sig Call to cure the recipient of First Degree Taint.
Vitality

41

Method: Ingested
Sig Call: Cure Health 2
Use a Method and say the Sig Call to instantly restore 2 HP for the recipient.
Locksmith
Your character can make and pick Locks. To receive a Lock or Key Tag, visit Logistics while open and pay
2 Bu for a Lock and 1 Bu for a Key. The Lock is assigned a number and any Key with that number can be
used to open the Lock. Keys will be numbered with a matching number on a Lock you present to
Logistics. At Character Creation, you will receive 1 Lock and 1 Key for free.

Lockpicking: touch the Lock Tag and use appropriate props (lock picks, hairpins, etc) to mime
picking the Lock for 60 seconds. Then open the door/box.

Weaponsmith
While anyone can make standard a standard weapon, your character makes Master Weapons that cannot
be Fumbled, say Resist, and can be made into a Nemurani. Visit Logistics while open and pay 1 Koku to
receive one Makers Mark Tag to be affixed to the weapon, which can be any Melee weapon with a core.
Only one Makers Mark is issued per event.

Bugei Techniques
Berserker
Sig Call: activate Action Berserker, use Resist
Taught by the Lion, spend 1 Void Point and say the
activate Sig Call. For the next 5 minutes, use your

weapon and attack the nearest person until he falls then immediately move on to the next, regardless of
friend or foe. Additionally, ignore all Mental attacks by saying Resist.
Blessing of the Kami
Taught by the Dragon, your base Health Rating is raised by 4 and you will regain 2 additional Void when
participating in Tea Ceremony. Visibly wear two additional tattoos, 6 inches or larger.
Fumble Strike
Method: Melee
Sig Call: Action fumble
Taught by the Scorpion, use the Method, spend 1 Void, and say the Sig Call to make the Player drop, or set
down, any items in his/her hands, except Fists and Packets. The items may picked up as soon as they land
on the ground.
Dance with the Elements
Taught by the Phoenix, if you are inflicted with a Status or Mental effect, the duration of the effect is half
the time, or 30 seconds and 2 and a half minutes, respectively.
Dual Weapon

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Taught by the Dragon, you can use any two weapons at the same time so long as you have the Skill(s) for
those weapon(s).
Iaijutsu
Method: Melee or Projectile
Sig Call: 10
Taught by the Crane, use the Method, spend 1 Void, and say the Sig Call to inflict 10 normal Damage,
enough to reduce the HP of most to zero for a Knock Out. This Technique can be used with the Kenjutsu
and Kyujutsu Skills only, and can be combined with other effects.
Paralyze Strike
Method: Melee
Sig Call: Status paralyze
Taught by the Lion, use the Method, spend 1 Void, and say the Sig Call to prevent the character from
moving. The character can speak and use effects that do not require movement.
Shield
Sig Call: Resist
Taught by the Unicorn, you can use a shield to block any Damage from weapons when the strike hits
your shield. You will take Damage if the strike hit your person, not your shield. Shields cannot block
Mental and Status attacks, nor can Shields be used as a weapon in any way.
Warriors Stance
Method: Touch
Sig Call: activate Action Warrior Stance, use Resist
Taught by the Crab, use the Method, spend 1 Void, and say the activate Sig Call as you firmly plant one
foot to the ground where you can attack and defend. For the next 5 minutes, say the use Sig Call when
struck for normal Damage from weapons. At the end of the duration, or if you move your foot, your
character is Knocked Out at zero HP.
Way of the Mantis
Taught by the Mantis, you can use any Melee weapon without purchasing the weapons Skills separately.
However, you cannot raise the Damage through any means unless you buy the weapons Skill.

Shugenja Techniques
Breath of Life
Method: Touch
Sig Call: Action, you are no longer Dead, just Knocked Out
Taught by the Crane, use the Method, spend 1 Void, and say the Sig Call to reset a Dead character back to
the beginning of the Knock Out count with zero HP where the character can then be healed normally.

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Favor of the Sun


Taught by the Mantis, you gain the following benefits between the hours of 8am and 4pm (8 hours):

Fire spells cost 1 Void Point to cast.

If Fire is your Affinity, cast any Fire Spell, equal to your Mastery or lower, without a Spell Scroll.

Ignore the last Fire Damage attack that struck you by saying Resist without costing Void.

Flesh of the Elements


Taught by the Dragon, you can create Hakanai. To do so, visit Logistics while open, pay 1 Bu per Hakanai.
Spells used for Hakani must either be Attuned Spells or of Spell Scrolls you can present to Logistics, which
are not destroyed. At Character Creation, you will receive 5 Hakanai Tags of your choice of any Spell
except Basic, Void, and Maho.
Elemental Harmony
Taught by the Phoenix, you may attune Spells of your Affinity element so you can cast the Spell without
requiring a Scroll. To Attune an Elemental Spell, visit Logistics while open and pay 1 PP to add the Spell to
your character Card. You may attune only one Spell per your Mastery level for a maximum of 5 Spells.
Gaze into the Shadow
Taught by the Crab, spend an additional Void point when you cast any Spell to add the Jade descriptor to
the Spells Sig Call to prevent a Tainted character target from resisting. Ex: Mental sleep jade. If the
target character was not Tainted, the Spell still works and the Void spent.
Isawa's Gift
Taught by the Phoenix, reduce the casting cost of any Elemental Spell by 1 Void, but the casting cost can
never be lower than 1. This can be used in addition to other Void cost reducing effects.
Kami's Whisper
Taught by the Scorpion, your character can cast Spells while using Speak in Silence or Shinobi without
breaking the original effect. Thus, whisper the Spells Sig Call as long as your opponent knows she is your
target.
Mysteries of Meishodo
Taught by the Unicorn, you can combine magic and objects to create Nemurani. To do so, go to Logistics
while open, trade-in 1 Spell Scroll of your choice, plus 2 Koku, or 1 Koku if you are imbuing a Master
Armor or Weapon. You will receive one Nemurani Tag of your choice per event. You cannot create Maho
Nemurani.
Souls Grace
Taught by the Crane, when you create a Spell Scroll via Calligraphy, you will receive an additional Spell
Scroll Tag of the same kind for free and upon request.
Strength of the Ancestors
Method: Melee

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Sig Call: X
Taught by the Lion, you can cast a Mental or Status type Spell and use a Melee weapon to deliver the Spell
instead of the normal delivery Methods. The Spells Sig Call is modified to add the weapons Damage
amount at the end i.e. 2 Status Wrack. Only one Spell can be used in this manner. If you have the Dual
Weapon Technique, you can hold two weapons and cast Spells with both. These combined attacks are
resisted with defenses against Mental or Status as normal.

Courtier Techniques
Eyes Betray the Heart
Taught by the Dragon, your character will know if a character resisted an effect. Thus when you hear the
Resist Sig Call, you can take that information In-Game as your characters knowledge.
Faces of Shadow
Method: Touch
Sig Call: Scan, do you have the Acting Skill?
Taught by Scorpion and ninja, use the Method, spend 1 Void and say the Sig Call that the recipient Player
must answer immediately and truthfully OOG. Additionally without costing Void, your character can see
characters currently using Shinobi.
Hall of Peace
Sig Call: Action, hall of peace
Taught by the Unicorn, use a minimum 3x5 card, write Hall of Peace, no Action, Damage, or Status
attacks inside until X where X is the end time that is one hour per Void spent up to 4. Say the Sig Call
when you attach the card to a door in the middle at eye level. Anyone can come and go from the room.
This Technique is limited to a room with a single access door only, not for large rooms with several doors.
Mend the Fallen
Taught by Lion, when using the Medicine Skill, restore a patients HP with the dowels after 15 seconds. If
you administer any Health-restoring effect, you will instantly restore 10 HP instead of the normal amount.
You can use the Scan Gesture and say, Scan, are you afflicted by a Mental effect? without costing Void.
Shadows Breath
Taught by Scorpion and ninja, you may apply any Projectile delivery method Poison on your Melee or
Projectile weapon to add the Sig Call of the Poison to your next strike. Example: 4 Status wrack. Destroy
the Poison Tag each use.
Shinobi
Method: Invisibility Gesture
Taught by Scorpion and ninja, spend 1 Void Point and hold up the Method. Your character will remain
invisible for as long as you hold up the Hand Signal, or until attacked and you choose to defend, or until
you choose to take an action, whichever comes first. You can move and run, but you cannot speak or use

45

anything. Shinobi can be detected via the Light of the Moon Spell or the Faces of Shadow Technique only.
Speak in Silence
Method: Touch
Sig Call: Mental telepathy
Taught by the Crane, use the Method, spend 1 Void, and say the Sig Call to speak telepathically with up to
two characters where each of you holds up the Mental Gesture and speaks in a whisper. The conversation
is OOG for everyone else. Telepathy remains in effect until you lower the Gesture.
Strength in All Things
Sig Call: Resist X
Prerequisite: Influence Skill. Taught by the Mantis, if a character uses the Influence Skill on you, spend 1
FP and say the Sig Call where X is the Sig Call of the Influence Skill that you immediately inflict upon the
character without costing additional FP.
Treasures of the Carp
Taught by the Crab, Treasures of the Carp must be used in conjunction with the Commerce Skill to reduce
the cost of items by Currency type. Thus, prices in Koku are in Bu, and prices in Bu are in Zeni.
Voice of the Universe
Taught by the Phoenix, using the Lore Skill does not cost Void.

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Elemental
Magic

To cast an Elemental Spell


, use the delivery Method, say the Sig Call, and spend an amount of Void
points based on your Affinity and Deficiency i.e. Spells of your Affinity cost 1 Void, Spells of your
Deficiency cost 3 Void, and Spells of the other elements cost 2 Void. You can cast Spells of the level or
lower as permitted by your Mastery level. Ex: if your Mastery 2, you can cast level 1 and 2 Spells.
The
Projectile Method for Spells means that you may use a birdseed Packet ONLY to deliver the Spell,
unless otherwise stated.

Elemental Spell List

Mastery

Air

Accounts of Shorihotsu

Earths Stagnation

Amaterasus Anger

Bo of Water

Look into the Void

Gust of Wind

Purge the Taint

Amatersarus Light

Blessing of Inner Peace

Severe the Connection

Touch Sleeping Mind

Stone Grip

Dragon's Coil

Cleansing Waters

Touch the Emptiness

Yari of Air

Tetsubo of Earth

Katana of Fire

Reflections of Pan Ku

Yumi of the Void

Feign Death

Armor of Earth

Fury of Osano-Wo

Blessing of Purity

Flow through the Void

Erase the Mind

Courage of Thunder

Inflame

Calm the Mind

Reforge

2-3

Earth

Fire

Water

Void

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4-5

Mists of Illusions

Jade Strike

Sands of Fire

Ever Changing Waves

Rise from the Ashes

Wall of Air

Symbol of Earth

Soul Burn

Path to Inner Peace

Sense Void

Essence of Air

Fists of Stone

Biting Steel

Blessing of Serenity

Fill the Emptiness

Light of the Moon

Fortress of Earth

Fires of Pain

Pool of Healing Waters

Opening the Void

Quiescence of Air

Earth from the Sky

Haze of Battle

Castle of Water

Soul Severed

Steal the Breath

Grasp of Earth

Ring of Fire

Sympathetic Energies

Traverse the Void

Basic Spells
Commune
Method: Touch
Sig Call: Action Commune
Use the Method, spend 1 Void, and say the Sig Call to allow you to speak with a spirit that has been
identified as an elemental Kami. While the conversation is audible for anyone to hear, the spirit will only
speak with you until either you or the spirit decide the conversation is over.
Sense
Method: Scan Gesture
Sig Call: Scan, are you a kami?, Scan, which element are you?
Use the Method, spend 1 Void, and say the Sig Call that the Kami Player must truthfully answer OOG.
Banish
Method: Point
Sig Call: Action Banish Kami
Use the Method, spend 1 Void, and say the Sig Call to send a spirit that has been identified as an elemental
Kami Out-of-Game and back to SC Camp. While the presence of most Kami is welcome, some Kami are
known to be intrusive (such as Air Kami) or even destructive (such as Fire Kami).

Air Spells
Optional Packet color: white
Accounts of Shorihotsu
Method: Scan Gesture
Sig Call: Scan, X
Use the Method and say the Sig Call where X is
one of the following questions that the
player must immediately answer OOG truthfully:

Scan, are you carrying any Spell Scrolls?

Scan, what is your School?

Erase the Mind

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Method: Touch
Sig Call: Mental, forget the X 5 minutes
Use the Method and say the Sig Call where X is either the last or next 5 minutes you wish the character
to permanently forget as if it never happened. You can use this on yourself.
Essence of Air
Method: Touch
Sig Call: to activate Action protection, to use Resist
Use the activate Method, say the Sig Call and cross your arms over your chest. For the next 60 seconds or
until you uncross your arms, whichever comes first, say the use Sig Call when struck for Damage from
any source. You can cast this Spell only on yourself.
Feign Death
Method: Touch
Sig Call: Mental, feign death
Use the Method and say the Sig Call to induce a magical sleep on the recipient, which can be yourself, for 5
minutes or until you wish to awaken. Answer Dead to Scan inquiries on your status. You can be attacked
that does not break the Spell. Effects used on Death will not work, but HP and Void restoratives will.

Gust of Wind
Method: Projectile
Sig Call: Action, knock back
Use the Method and say the Sig Call to make the opponent immediately take 3 steps back. If the Player was
in mid-swing and strikes you anyway, ignore the hit.

Light of the Moon


Method: Scan Gesture
Sig Call: Scan, see invisible
Stand in one spot, use the Method, say the Sig Call, then slowly turn where you stand. Stop when you see a
character using the Invisibility Gesture and once the invisible character moves, this Spell ends.
Mists of Illusions
Method: Touch
Sig Call: Mental, illusion you see X
Use the Method and say the Sig Call where X is an illusion the recipient will believe to be real. You can
describe anything you wish such as a beautiful sunset or that everyone is a horrible monster. The recipient
can attack and defend as normal, and the Player is free to act out the illusion as she wishes.
Quiescence of Air
Sig Call: Action, quiescence of air
On a minimum 3x5 card, write Quiescence of Air, duration 1 hour, silence effect, hours: X along with the
date and time you cast the Spell and X hours where X is the number of hours the Quiescence will last. Say

49

the Sig Call when you attach the card to a door in the middle at eye level. For the next hour, characters
inside the room cannot speak, including saying Sig Calls. This can only be used on a door that is the only
door into the room. You can extend the duration by one hour per additional Void spent up to 4.
Steal the Breath
Method: Projectile
Sig Call: Status silence
Use the Method and say the Sig Call to prevent the character from speaking, screaming, or saying Sig Calls,
except when using an effect that can be used on their own person.
Touch the Sleeping Mind
Method: Touch
Sig Call: Action, you may speak
Use the Method and say the Sig Call to enable a character currently in Knock Out, Death, or Feign Death
to hear and speak for as long as you maintain the Touch Method. The character cannot see or move, but
will remember the conversation if revived via any method.
Wall of Air
Method: Projectile
Sig Call: Status, stay 10 feet away from me
Use the Method and say the Sig Call to make the opponent stay approximately 10 feet from you as allowed
by obstacles such as walls and tables.
Yari of Air
Method: Melee
Sig Call: to activate Action, Yari of Air, to use 2 Air
Say the activate Sig Call and either pull your Enhanced weapon out of its sheath, or tie a
white ribbon at

the cross guard of a normal Yari. Then use the weapon and say the use Sig Call each strike, without
costing additional Void. This Spell will remain active as long as you hold the weapon by the hilt. This Spell
cannot be cast for anyone else, and the Sojutsu Skill is not required.

Earth Spells
Optional Packet color: brown
Armor of Earth
While you carry this Scroll on your person, or the Spell is Attuned, wearing an Armor type
adds the Health rating bonus of the next heaviest Armor type. Example: wearing Medium
Armor is treated as Heavy Armor for the + 6 bonus. Spell cast restrictions are not changed.
Courage of Thunder
Method: Projectile or Touch
Sig Call: Status, take half damage

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Use either Method and say the Sig Call for the recipient to take only half Damage from any source, never
lower than 1, of each Damage attack that strikes the recipient for the next 60 seconds.
Earth from the Sky
Method: Projectile
Sig Call: to activate Action, circle of earth, to use 4 Jade
Draw a 3-foot diameter circle on the ground, stand in the middle and say the activate Sig Call. Then use
the Jade Strike Spell, without costing additional Void, using Packets (instead of a weapon) up to 10 times
while standing in the circle. You can be attacked and you can defend, but if you leave the circle before
using all 10 Packets, the Spell ends. You must be able to cast the Jade Strike Spell normally.
Earths Stagnation
Method: Projectile
Sig Call: Status pin
Use the Method and say the Sig Call to make the character hold a foot of his choice firmly on the ground.
Fists of Stone
Method: Melee
Sig Call: 4
Use the Method and say the Sig Call to double the Damage of a single strike with the Jujutsu Skill.
Fortress of Earth
Method: Melee
Sig Call: to activate Action, circle resist Status, to use Resist
Draw a 3-foot diameter circle on the ground, stand in the middle, and say the activate Sig Call. You, and
anyone standing in the circle with you, can resist any Status attack during the next 5 minutes, or until you
step out of the circle. Those in the circle can attack with Heavy Weapon or Tetsubo of Earth, and defend.
Grasp of Earth
Method: Projectile
Sig Call: Status paralyze
Use the Method and say the Sig Call to prevent the character from moving. The character can speak and
use effects that do not require movement.
Jade Strike
Method: Melee, Projectile
Sig Call: X Jade
Use the Method and say the Sig Call where X is the base damage of the weapon you use that you have the
Skill for. Jade cannot be resisted by Tainted characters. This Spell applies to a single strike and cannot be
used with the Jujutsu Skill.
Purge the Taint
Method: Touch

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Sig Call: Cure First or Second Degree Taint


Use the Method and say the Sig Call to cure the recipient of First or Second Degree Taint.
Stone Grip
Sig Call: Action, cannot remove bindings
Use the Method and say the Sig Call to harden bindings and prevent the Bound recipient from removing
the Bindings via Skill or Technique, requiring another character to remove the bindings or a Ninjas
Bracer worn by the Bound recipient.
Symbol of Earth
Sig Call: Action, Symbol of Earth
On a minimum 3x5 card, write Symbol of Earth, the tainted cannot enter, hours: X along with the date
and time you cast the Spell and X hours where X is the number of hours the Symbol of Earth will last. Say
the Sig Call when you attach the card to a door in the middle at eye level. For the next hour, no Tainted
character can pass through the door from the side the card is on, unless you expressly say they can come
in. Any character can freely pass through from the other side. You can extend the duration by one hour
per additional Void spent up to 4.
Tetsubo of Earth
Method: Melee
Sig Call: to activate Action, Tetsubo of Earth, to use 2 Earth
Say the activate Sig Call and either pull your Enhanced weapon out of its sheath, or tie a
brown ribbon at

the cross guard of a normal Tetsubo. Then use the weapon and say the use Sig Call each strike, without
costing additional Void. This Spell will remain active as long as you hold the weapon by the hilt. This Spell
cannot be cast for anyone else, and the Heavy Weapon Skill is not required.

Fire Spells
Optional Packet color: red
Amaterasus Anger
Method: Touch
Sig Call: Status blindness
Use the Method and say the Sig Call to prevent the character from seeing. The Player is
allowed to squint to see for safety reasons, but must otherwise act blind.
Amaterasus Light
Method: Melee
Sig Call: 2 Sunlight
Use the Method and say the Sig Call to inflict 2 Sunlight Damage using any Melee weapon you have the
Skill for. Sunlight damage cannot be resisted by Undead characters.
Biting Steel

52

Method: Melee
Sig Call: 4
Use the Method and say the Sig Call to inflict double Damage for a single strike with Kenjutsu or Katana of
Fire.
Dragons Coil
Method: Projectile
Sig Call: Status, your X is unusable
Use either Method and say the Sig Call where X is a single limb (arm, leg, finger, hand, etc).
Fires of Pain
Method: Projectile
Sig Call: Status wrack
Use the Method and say the Sig Call to make the character fall to the ground in agony. He can speak,
scream and defend against attacks, but is unable to do anything else.
Fury of Osano-Wo
Method: Projectile
Sig Call: 4 X
Use the Method and say the Sig Call where X is the element of your choice: fire or lightning.
Haze of Battle
Method: Projectile
Sig Call: Mental, attack nearest character
Use the Method and say the Sig Call to make the character attack the nearest character to him, friend or
foe, to the best of his ability, but with intent to kill. If that character falls, the rager will move to the next
character.
Inflame
Method: Touch
Sig Call: Action shatter
Use the Method and say the Sig Call to destroy a Tagged item by tearing up the attached Tag(s).
Katana of Fire
Method: Melee
Sig Call: to activate Action, katana of fire, to use 2 Fire
Say the activate Sig Call and either pull your Enhanced weapon out of its sheath, or tie a
red ribbon at the

cross guard of a normal Katana. Then use the weapon and say the use Sig Call each strike, without costing
additional Void. This Spell will remain active as long as you hold the weapon by the hilt. This Spell cannot
be cast for anyone else, and the Kenjutsu Skill is not required.
Ring of Fire
Method: Projectile

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Sig Call: to activate Action, circle of fire, to use 4 X


Draw a 3-foot diameter circle on the ground, stand in the middle and say the activate Sig Call. Then use
the Fury of Osano-Wo Spell, without costing additional Void, up to 10 times while standing in the circle.
You can be attacked and you can defend, but if you leave the circle before using all 10 packets, the Spell
ends. You must be able to cast the Fury of Osano-Wo Spell normally.
Sands of Fire
Method: Projectile
Sig Call: Status, take 1 damage each step
Use the Method and say the Sig Call to inflict 1 Damage each time the character takes a step. If the
character stands still, no Damage will be inflicted.
Soul Burn
Method: Projectile
Sig Call: Status, take double damage
Use the Method and say the Sig Call to make the recipient take double Damage.

Water Spells
Optional Packet color: blue
Blessing of Inner Peace
Sig Call: Resist
Say the Sig Call to ignore the last normal or elemental Damage or Drain attack that hits you.
Damage modified with an element (i.e. 4 Fire) can be resisted, but not Damage
accompanied by Mental or Status calls (i.e. 2 Status Wrack). You can use this on yourself
only.
Blessing of Purity
Sig Call: Resist
Say the Sig Call to ignore the last Status attack, or Action effect, that hits you. Status attacks accompanied
with Damage (i.e. Status Wrack 2) can also be resisted. You can use this on yourself only.
Blessing of Serenity
Sig Call: Resist
Say the Sig Call to ignore the last Mental attack, or Scan effect, that hits you. Mental attacks accompanied
with Damage (i.e. Mental Silence 2) can also be resisted. You can use this on yourself only.
Bo of Water
Method: Melee
Sig Call: to activate Action, bo of water, to use 2 Water
Say the activate Sig Call and either pull your Enhanced weapon out of its sheath, or tie a
blue ribbon in

the middle of a normal Bo. Then use the weapon and say the use Sig Call each strike, without costing

54

additional Void. This Spell will remain active as long as you hold the weapon by the hilt. This Spell cannot
be cast for anyone else, and the Bojutsu Skill is not required.
Calm the Mind
Method: Touch
Sig Call: Cure mental effect
Use the Method and say the Sig Call to remove any Mental effect currently inflicting the recipient.
Castle of Water
Sig Call: to activate Action, circle resist Damage, to use Resist
Draw a 3 to 6 foot diameter circle on the ground, stand in the middle, and say the activate Sig Call. You,
and anyone standing in the circle with you, can resist any Damage attack during the next 5 minutes, or
until you step out of the circle. Those in the circle can attack only with Bojutsu or Bo of Water, and defend.
Cleansing Waters
Method: Touch
Sig Call: Cure status effect
Use the Method and say the Sig Call to remove any Status effect currently inflicting the recipient.
Ever Changing Waves
Sig Call: Action polymorph
Spend the Void and say the Sig Call to appear as a Creature of your choice. Remove all current costume
requirements and put on the Creature costume requirements. You can cast this Spell on yourself only, and
you may portray the Creature as long as you wish. You can choose to remove a single costume requirement
from Clan or Creature. Your true Clan/Creature does not change.
Path to Inner Peace
Method: Touch
Sig Call: Cure Health 2
Use the Method and say the Sig Call to restore 2 Health Points for the recipient. This Spell cannot not be
cast on yourself.
Pool of the Healing Waters
Method: Touch
Sig Call: to activate Action, circle of healing, to use Cure Health 2
Draw a 3-foot diameter circle on the ground, stand in the middle and say the activate Sig Call. Then use
the Path to Inner Peace Spell, without costing additional Void, up to 10 times while standing in the circle.
You can be attacked and you can defend, but if you leave the circle before using all 10 uses, the Spell ends.
You must be able to cast the Path to Inner Peace Spell normally.
Reflections of Pan Ku
Method: Scan Gesture
Sig Call: Scan, X

55

Use the Method and say the Sig Call where X is


one of the following questions that the player must
immediately answer OOG truthfully:

Scan, are you carrying any Nemurani?

Scan, are you carrying any Hakani?

Sympathetic Energies
Method: Touch
Sig Call: activate Drain void X, use Cure void X
Stand between two characters and hold a hand on their shoulders. Look at the character to be drained and
say the
cast Sig Call where X is the agreed amount of Void Points to be transferred. Then look at the
recipient character and say the
use
Sig Call. You cannot cast this Spell on yourself.

Void Spells
Optional Packet color: black
Fill the Emptiness
Method: Touch
Sig Call: Cure Void 1
Use the Method and say the Sig Call to restore 1 Void to the recipient. This cannot be used on yourself.
Flow through the Void
Sig Call: Action, ignore lock
Say the Sig Call to open a door or box with a Lock whether the door or box is currently locked or not.
Look into the Void
Method: Scan Gesture
Sig Call: Scan, X
Use the Method and say the Sig Call where X is
one of the following questions that the player must
immediately answer OOG truthfully:

Scan, what are your current Void points?

Scan, what is your Void rating?

Scan, what is your true Clan?

Opening the Void


Sig Call: Mental, paralyze everyone in this room
While in a room with only one entry door, say the Sig Call to paralyze everyone in the room preventing
them from moving, but they can speak. This Spell remains in effect for 5 minutes or until you leave the
room, whichever comes first.
Reorge
While Logistics is open, exchange one Tag for a different Tag of same type and level or less, or of equal or
less value. Ex: you can trade a Yari of Air Scroll Tag for a Cleansing Waters Scroll Tag, but not for a

56

Traverse the Void Scroll Tag.


Rise from the Ashes
Sig Call: Action recovery
Use the Method and say the Sig Call to awaken from Knock Out anytime during the 10-minute count and
with 1 Health Point. You must have the Spell Scroll on your person to use this Spell, and you can use this
Spell on yourself only.
Sense Void
Method: Scan Gesture
Sig Call: Scan, are you traversing the Void?
Use the Method and say the Sig Call to determine if an OOG Player in costume is playing a character that
is currently using the Traverse the Void Spell. Your character can sense something near you in the Void,
but not who, what, or exactly where.
Severe the Connection
Method: Touch
Sig Call: Action, remove cursed item
Use the Method and say the
Sig Call to allow the recipient to remove a Cursed Nemuranai from her
person.

Soul Severed
Method: Projectile
Sig Call: Status, you cannot use Void
Use the Method and say the Sig Call to prevent the recipient from using Void Points, only if the recipient
does not resist this Spell.
Touch the Emptiness
Method: Projectile
Sig Call: Mental daze
Use the Method and say the Sig Call to inflict a trance-like state on the character. While unaware of her
surroundings, the character is unable to speak or attack, but can defend.
Traverse the Void
Method: OOG Hand Signal
Sig Call: activate Action, traverse the Void
Use the Method and say the Sig Call to enter the Void where your character effectively no longer exists.
While holding up the OOG Hand Signal, you can move around, and take what you see and hear In-Game,
but you cannot speak, touch or move any character or object (including doors), spend Void, or take any
action at all as doing any of that will break the Spell. You can leave the Void anytime by lowering the
Hand Signal.
Yumi of Void

57

Method: Projectile
Sig Call: to activate Action, yumi of void, to use 4 Void
Say the activate Sig Call and either pull your Enhanced weapon out of its sheath, or tie a
black ribbon on

the handle of a normal Yumi (bow). Then use the bow to fire arrows saying the use Sig Call each strike
without costing additional Void. This Spell will remain active as long as you hold the Yumi by the handle.
This Spell cannot be cast for anyone else, and the Kyujutsu Skill is not required.

58

Maho Magic
Maho is ritual magic fueled by the power of fresh blood and sacrifice to draw upon the sixth element,
Corruption. The use of maho inflicts Shadowland Taint forever linking maho practitioners, or
maho-tsukai, to Fu-Leng and Jigoku. Much like shugenja magic, Maho also calls upon Kami spirits but
these are dark kami of corruption called Kansen. The lure of Maho is that any character can use it without
requiring a Skill. All that is needed is a Tagged Maho Scroll. When you cast a Maho Spell for the first time,
your character becomes Tainted of the First Degree. Maho Spells cannot be Attuned.
To cast a Maho Spell
, use the delivery Method, say the Sig Call, and spend an amount of Void points or
Health points based on the level of Maho Spell you are casting i.e. casting a level 1 costs 1 Void/HP, level 2
costs 2 Void/HP, and level 3 costs 3 Void/HP. You can cast Spells of the level or lower as permitted by
your Mastery level. Ex: if your Mastery 2, you can cast level 1 and 2 Spells.
If you use Health to cast with, the points do not have to be your own, unless otherwise stated in the Spells
description. You can use Bottled Blood by tearing the Tag when you say the Sig Call. Or you can bleed
Health from another character by holding him/her by the wrist and using a boffer knife to cut the
characters hand while you say, X, <spells Sig Call> where X is the amount of Health drained equal to
the amount required to cast the Spell, no more no less.
The
Projectile Method for Spells means that you may use a birdseed Packet ONLY to deliver the Spell,
unless otherwise stated.

59

Maho Spell List

Mastery 1

Mastery 2 - 3

Mastery 4 - 5

Armor of Obsidian

Dance of the Demon

Banish Oni

Blood Harvest

Dominion of Fu-Leng

Blood Warding

Blood Oath

Drain the Soul

Corrupted Meishodo

Feeding the Flesh

Eternal Darkness

Curse of the Gaki

Inspire Fear

Flesh of Corruption

Hidden Taint

Reduce to Shambles

Fu-Lengs Champion

Rise Again

Suck the Marrow

Taint Strike

Ritual of the Hidden Heart

Tanto of Taint

Touch of Death

Summon Elemental Vortex

Voice of Lies

Unleash Fu-Leng's Fury

Summon Oni

Written in Blood

Ward of the Ninth Kami

Summon Tsuno

Maho Spell Descriptions


Optional Packet color: green
Armor of Obsidian
Sig Call: Resist
Say the Sig Call to ignore the last Jade attack that hits you. You can cast this Spell on yourself only.
Banish Oni
Method: Touch
Sig Call: Action, X, I banish you back to Jigoku
Use the Method and say the Sig Call where X is the Onis Name that you do not have to have in your
possession. The Oni immediately returns to Jigoku and cannot be summoned again for the rest of the
event.
Blood Harvest
To receive a Bottled Blood Tag, visit Logistics while open, pay 1 Zeni per Bottled Blood that are
represented by a Bottle with attached Tags. Each use of a Bottled Blood is worth 1 HP and requires the
destruction of its Tag. Bottled Blood is used to cast Maho Spells only. This Spell does not cost Void or HP.
Blood Oath
Method: Touch
Sig Call: Action, ritual oath maker to <character>, oath maker <oath>

60

This Spell ensures an oath making character will keep their word in completing a task that is some sort of
physical quest, not answering questions, for another recipient character. Have the oath maker and the
recipient characters hold hands and stand in front of you. You can be the oath maker or the recipient, just
hold hands with the other character. Destroy the Spell Scroll Tag, spend the HP not Void, and say the
Action Sig Call where <character> is the recipient. Point to the oath maker character who then states the
oath. The oath maker character must do everything in his power to fulfil the oath until the oath is
complete, which is determined by the recipient character, or the end of the following event.
Blood Warding
Sig Call: Action, Blood Warding
On a minimum 3x5 card, write Blood Warding, only the Tainted can enter, hours: X along with the date
and time you cast the Spell and X hours where X is the number of hours the Blood Warding will last. Say
the Sig Call when you attach the card to a door in the middle at eye level. For the next hour, only Tainted
characters can pass through the door from the side the card is on, unless you expressly say they can come
in. Any character can freely pass through from the other side. You can extend the duration by one hour
per additional Void/HP spent up to 4.
Corrupted Meishodo
You can combine magic and objects to create Maho Nemurani. To do so, go to Logistics while open,
trade-in 1 Maho Spell Scroll of your choice, plus 2 Koku, or 1 Koku if you are imbuing a Master Armor or
Weapon. You will receive one Maho Nemurani Tag of your choice per event. You cannot create Elemental
Nemurani and this Spell does not cost Void or HP to cast.
Curse of the Gaki
Method: Touch
Sig Call: Action, you are now a Gaki, rise
Use the Method and say the Sig Call to turn a Dead Character into a Gaki, immediately and permanently.
This Spell only works on a Dead Character either during the 10-minute count or after, but before the
Player goes OOG. The newly risen Gaki possesses the Skills and abilities as listed for Gaki in Antagonists,
but is not obligated to obey you.
Dance of the Demon
Sig Call: Action, transformation
Say the Sig Call and put on a realistic monster mask representing your character transforming into a
monster. Your Health Rating doubles (needing health restoratives to raise the HP), you can inflict double
Damage with any Melee and Fist weapon, and you can use Fist weapons without requiring Jujutsu. You
can also use your Skills, Techniques, and cast magic. This Spell remains active until you are Knocked Out
or remove the mask, whichever comes first.
Death Beyond Life
Sig Call: Action revive

61

Use the Method and say the Sig Call to awaken from Death anytime during the 10-minute count and with 1
Health Point. You must have the Spell Scroll on your person to use this Spell, and you can use this Spell on
yourself only.
Dominion of Fu-Leng
Method: Touch
Sig Call: Mental, Taint Command X
Use the Method and say the Sig Call where X is a command that a Tainted recipient must immediately
obey to the best of his ability for 5 minutes or until the command is completed. If the recipient is not
Tainted, the Spell does not work on them, but your Void is still spent.
Drain the Soul
Method: Touch
Sig Call: Drain void 1
Use the Method and say the Sig Call to take 1 Void from the character and instantly restore 1 Void to you.
Eternal Darkness
Method: Touch
Sig Call: Action regenerate once
Use the Method and say the Sig Call to give an Undead the ability to regenerate one time. When the
Undeads HP reaches zero, he may immediately rise back up with full Health. This Spell can only be cast
on Undead you raise and can only be used on the same Undead once.
Feeding the Flesh
Method: Projectile, Touch
Sig Call: Drain health 2
Use the Method and say the Sig Call to inflict 2 Damage to the character. You instantly restore 2 HP
regardless of the actual amount of Damage the character takes.
Flesh of Corruption
You can create Maho Hakanai. To do so, visit Logistics while open, pay 1 Bu per Maho Hakanai. Spells
used for Maho Hakani must be Maho Spell Scrolls you can present to Logistics, which are not destroyed.
This Spell does not cost Void or HP to cast.
Fu-Lengs Champion
Method: Touch
Sig Call: Action, you are now a Revenant for 1 hour, rise
Use the Method and say the Sig Call to turn a Dead Character into a Revenant for one hour or until
destroyed, whichever comes first. This Spell only works on a Dead Character either during the 10-minute
count or after, but before the Player goes OOG. The newly risen Revenant retains Skills and Techniques,
and gains the Abilities for
Revenants
, but is not obligated to obey you.
Hidden Taint

62

You can choose to answer No in response to a Scan question inquiring if your character is Tainted. You
must have the Spell Scroll on your person to use this Spell, and you can use this Spell on yourself only.
Inspire Fear
Method: Touch
Sig Call: Mental provoke X
Use the Method and say the Sig Call where X is a negative emotion of your choice (fear, hate, etc) you want
the character to feel.
Reduce to Shambles
Method: Touch
Sig Call: Status Revenant lay to rest
If you believe a character is a Revenant, use the Method and say the Sig Call to end the Fu-Lengs
Champion Spell. The character falls down and resumes their Death count. If the recipient is not a
Revenant, the Spell does not work on them, but your Void is still spent.
Rise Again
Sig Call: Action revive as a Goryo
Use the Method and say the Sig Call to awaken from Death anytime during the 10-minute count and with 1
Health Point. Your character is now permanently a Goryo with your Skills and Techniques plus Goryo
Attributes and costume requirements described in
Antagonists
. You must have the Spell Scroll on your
person to use this Spell, and you can use this Spell on yourself only.
Ritual of the Hidden Heart
Sig Call: remove Action, ritual removed the heart or replace Action, ritual replaced the heart
This dark spell removes the heart from the victim (cannot be yourself) for the following effects: the victim
is unable to experience emotions and is immune to the Inspire and Provoke Spells. With the victim lying
or sitting down, mime performing surgery for 60 seconds to remove the heart and produce a heart prop.
Spend the Void/HP and say the remove Sig Call. Remove the Tag from the Scroll, record the character
and player name on the back, then attach the Tag to the heart prop. The prop must be kept in an IG
location during events. If the organ is destroyed, the victim falls Dead as soon as the Player learns this was
done. If the victim Player stops playing the character, or the Tagged prop is inadvertently removed from
game for two consecutive events, the removed organ regenerates in the victim thus ending the effect of
the Spell. The organ can be placed back in the victim by performing this Spell as above except mime
returning the organ and say the replace Sig Call.
Suck the Marrow
Method: Touch
Sig Call: Status, cannot be healed
Use the Method and say the Sig Call to prevent the recipient from being healed via any means.
Summon Elemental Vortex
Method: Touch

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Sig Call: Action, traverse the Void


Use the Method and say the Sig Call to instantly transport the character into the Void as per the Traverse
the Void Spell. The character can leave the Void anytime by lowering the OOG Hand Signal.
Summon Oni
Sig Call: Action, ritual summoning of an Oni
Teleport an Oni from Jigoku into a summoning circle. This Spell requires pre-game preparation as you
must find a Player willing to play the summoned Oni, created via
Non-Player Characters
, and acquire an

appropriate costume. During the event at a time and place determined by you and the Oni Player, draw a
3-6 foot diameter circle on the ground and have the Oni Player wait nearby OOG. Spend 60 seconds
further preparing the circle as you wish i.e. adding candles, polished stones, and the like. After 60 seconds
of role-play, destroy the Spell Scroll Tag, spend HP not Void, and say the Sig Call. The Oni Player then
steps into the circle In-Game with 1 Health. The Oni is not obligated to obey you, and while in the circle, it
can use its powers outside the circle and return to Jigoku whenever it wishes. You can cast Spells on the
Oni as well as the following:

Victim: Oni require full Health to leave the circle that can only come from sacrifice. If you wish to
release the Oni, you will need one willing or unwilling character to give to the Oni anytime.

Name: Oni require a name to use its powers outside the circle. The name must be the Given name of
any character present followed by no Oni. Ex: Yakamo no Oni. Inscribe the name on parchment or an
object, state the name to the Oni, and carry the Name on your person. Oni cannot touch its Name, and
when a person presents its Name to it, the Oni cannot harm the person and must obey the person to
the best of its ability.

Dismiss:
If you wish to send the Oni back to Jigoku, say X, I dismiss you back to Jigoku where X is

the Onis Name. The Oni Player immediately goes OOG. This only works while the Oni is still inside
the circle it was summoned into and does not work once the Oni leaves the circle.
Summon Tsuno
Sig Call: Action, ritual summoning of an Tsuno
Teleport an Tsuno from Jigoku into a summoning circle. This Spell requires pre-game preparation as you
must find a Player willing to play the summoned Tsuno, created via
Non-Player Characters
, and acquire

an appropriate costume. During the event at a time and place determined by you and the Tsuno Player,
draw a 3-6 foot diameter circle on the ground and have the Tsuno Player wait nearby OOG. Spend 60
seconds further preparing the circle as you wish i.e. adding candles, polished stones, and the like. After 60
seconds of role-play, destroy the Spell Scroll Tag, spend HP not Void, and say the Sig Call. The Tsuno
Player then steps into the circle In-Game with full Health. The Tsuno is not obligated to obey you, it can
return to Jigoku or leave the circle to venture out into the world as it wishes.
Taint Strike
Method: Melee, Projectile
Sig Call: X Taint
Use the Method and say the Sig Call where X is the base damage of the weapon you use that you have the
Skill for. This Spell applies to a single strike and cannot be used with the Jujutsu Skill.

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Tanto of Taint
Method: Melee
Sig Call: to activate Action, Tanto of Taint, to use 2 Taint
Say the activate Sig Call and either pull your Enhanced weapon out of its sheath, or tie a
green ribbon to

the cross guard of a normal Tanto. Then use the weapon saying the use Sig Call each strike without
costing additional Void. This Spell will remain active as long as you hold the weapon by the handle. This
Spell cannot be cast for anyone else, and the Knife Skill is not required.
Touch of Death
Method: Touch
Sig Call: Action, begin Death count now
Use the Method and say the Sig Call to kill a Knocked Out character quickly. The Player stops counting
Knock Out time, and starts over with the Death count.
Unleash Fu-Lengs Fury
Method: Projectile
Sig Call: 4 Tainted Fire
Use the Method and say the Sig Call to inflict Tainted Fire Damage with a single thrown Packet.
Voice of Lies
This Spell allows you to answer any Scan question, except Taint inquiries, with any answer you wish. Each
answer that is a lie costs 1 Void/HP.
Ward of the Ninth Kami
Method: Touch
Sig Call: to activate Action, ward of the ninth kami, to use Resist, to notify Action, you are Tainted
This is more of a trap to spread Taint. Draw a 3-foot diameter circle on the ground, stand in the middle,
and say the activate Sig Call. You, and anyone standing in the circle with you, can resist any attack during
the next 5 minutes, or until you step out of the circle. Those in the circle cannot attack, and will be First
Degree Tainted, use the notify Sig Call as Players enter.
Written in Blood
To receive a Maho Spell Scroll Tag, visit Logistics while open, present this Spell and the Maho Spell
Scroll(s) you wish to copy, and pay 1 Koku per Spell Scroll Tag. You can create Maho Spell Scrolls only.

65

Nemuranai
Nemuranai are created via the Mysteries of Meishodo Technique or the Corrupted Meishodo Spell, though
any character can use a Nemuranai, unless otherwise stated in the Nemuranais description. Nemuranai
are not active while you carry them in your hand as they must be properly worn or used in the described
situation. You can carry and use as many Nemuranai on your person as you wish limited only by the
props. Only one Nemuranai Tag per prop is permitted.
Cursed
Nemuranai can be carried in your hand, but once the prop is worn properly, it cannot be
removed without the appropriate means such as the Severe the Connection Spell.

Maho
Nemuranai can be carried in your hand, but once the prop is worn properly, you become Tainted.
Armor

Weapons

Items

Ancestral Armor

Elemental Weapon

Assassin's Bottle

Armor of Fu Leng

Fang

Biwa of the Crane

Bakemono Hide

Jade Weapon

Blood Stone

Blessed Armor

Katana of the Crane

Courtier's Obi

Dragon Scale

Lion's Claw

Empty Scroll Case

66

Dragon's Breath

Naginata of the Fallen

Fan of Command

Fool's Armor

Nightmare Yari

Jade Goblet

Gi of Water

Serpent's Tooth

Kitsuki's Coin

Golden Samurai

Shadow Katana

Mask of Nightmares

Jade Hand

Tainted Weapon

Ninja's Bracer

Kenshin's Helm

Warrior's Tetsubo

Porcelain Mask

Phoenix Feather

Wind

Shugenja's Talisman

Shadow

Yari of Fear

Soul Shackles

Warrior's Might

Yari of the Duel

Tears of Sacrifice

Ancestral Armor
The wearer of this armor takes half damage, never less than 1, from any Damage attack from any source.

Prop -
Light Armor of a Clans colors.

Armor of Fu Leng (Maho)


Sig Call: Resist
While wearing this armor, spend 1 Void and say the Sig Call to ignore the last Jade attack that struck you.

Prop -
Light Armor that is green, or black trimmed in green.

Assassins Bottle
Present an Assassins Bottle to Logistics and one of your Potion requests will be free. Additionally, attach a
Poison Tag to the Assassins Bottle and use that Poison repeatedly by spending 1 Void per use instead of
destroying any Tags. To change Poisons, simply destroy the attached Poison Tag and replace it with a new
one.

Prop -
A black bottle, or sealable container made to hold liquid, 6 inches minimum length.

Bakemono Hide (Maho)


Sig Call: Resist
While wearing this armor, spend 1 Void and say the Sig Call to ignore the last Fire or Sunlight attack that
struck you.

Prop -
Light Armor that is black with a green sun design on the chest.

Biwa of the Crane


This biwa allows you to use the Performance Skill while you carry the biwa on your person or in your
hand.

Prop -
the biwa with the Crane mon imprinted on the base as s
hown here
.

Blessed Armor

67

Sig Call: Resist


While wearing this armor, spend 1 Void and say the Sig Call to ignore the last attack as per the Spell
written on the Tag. When this Nemurani is created, the maker must choose one Spell: Blessing of Inner
Peace, Blessing of Purity, or Blessing of Serenity.

Prop -
Light Armor that is blue in color with the symbol of Water magic on the chest.

Blood Stone (Maho)


The wearer of the Blood Stone can spend 1 Void and cast the Feeding the Flesh Spell.

Prop -
a ruby red gem or stone or crystal pendant, 2 inches in length minimum, on a necklace.

Courtier's Obi
The wearer of this obi can use the Sincerity Skill.

Prop -
a sky blue obi, option Crane Mon in white at both ends.

Dragon Scale
While wearing this armor, your Health Rating increases by 8 instead of the normal 4 of Medium Armor.

Prop -
Medium Armor of Dragon Clan colors made of scalemail.

Dragons Breath
While wearing this armor, you can spend 1 Void and cast the Fury of Osano-Wo Spell.

Prop -
Light Armor in either red or green with an optional dragon in the same color on the chest.

Elemental Weapon
Method: Melee or Projectile (arrow)
Sig Call: X <element>
An Elemental Weapon is either a katana or a bow that is used to inflict Damage of the element that is
written on the Tag. When this Nemurani is created, the maker must choose the weapon and one of these
elements: air, earth, fire, water, or void.

Prop -
A katana or bow with the handle colored to match the element it represents i.e. red for fire,

blue for water, etc. Optionally, the entire weapon can be same color, or even look like it is made of the
element like
this example
.
Empty Scroll Case
When you create a Spell Scroll via Calligraphy, present the Empty Scroll Case to Logistics and receive an
additional Spell Scroll Tag of the same kind for free. Additionally, casting Spells cost 1 Void point less, but
never less than 1. This still applies when used with other Void cost reducing effects.

Prop -
A black scroll case, minimum 9 inches in length, with the symbol of Void inscribed in the
middle of its length.

Fan of Command
While carrying this fan on your person or in your hand, you can use the Influence Skill.

Prop -
a red fan with black spines, optionally as
described here
.

68

Fang
Method: Melee
Sig Call: X 2
Use the Method, spend 1 Void and say the Sig Call to add the Poison effect named on the Tag to your
attack with this weapon. When this Nemurani is created, the maker chooses a Poison, except Jellyfish.

Prop -
A katana or tanto with a black handle, optionally with a black blade.

Fools Armor (Cursed)


The wearer of Fools Armor cannot resist any Damage by any means. Fools Armor is not real armor and
does not offer any Armor benefits.

Prop -
A vest that does not have to appear to be armor.

Gi of Water
Method: Melee
Sig Call: Cure X
While wearing this gi, use the Method, spend 1 Void, and say the Sig Call where X is Health, Mental, or
Status as named on the Tag. If it is cure health, the amount cured is 2.

Prop -
A blue gi, or a gi with a blue and white water pattern

Golden Samurai
The wearer of this armor can cast the Amaterasus Anger and Amaterasus Light Spells.

Prop -
golden Heavy Armor minimum, optionally as
described here
.

Jade Goblet
Attach a Potion Tag to the goblet and use that Potion repeatedly by spending 1 Void per use instead of
destroying any Tags. To change Potions, simply destroy the attached Potion Tag and replace it with a new
one. You must hold the goblet or otherwise carry it on your person to use.

Prop -
a green or jade looking goblet.

Jade Hand
While wearing this gauntlet, you can cast the Jade Strike Spell with a Melee weapon you are holding with
the gauntlet. Additionally without costing Void, use the Touch Method and say Cure First, Second or
Third degree Taint to cure the recipient inflicted with any Degree of Taint except Fourth.

Prop -
a green or jade looking gauntlet.

Jade Weapon
Method: Melee or Projectile (arrow)
Sig Call: X Jade
A Jade Weapon is either a katana or a bow that is used to inflict Jade Damage.

Prop -
A katana or bow with the handle colored green. Optionally, the entire weapon can be green, or
even look like it is made of jade.

Katana of the Crane

69

While carrying this katana in your hand, you can use the Iajutsu Technique, but only with this katana.

Prop -
a katana with a sky blue and silver handle, optionally as
described here
.

Kenshin's Helm (Cursed)


While wearing this helmet, you cannot engage in combat. When faced with combat, fall to your knees and
cry, or run away.

Prop -
a red helmet as
pictured here
.

Kitsuki's Coin
While carrying this coin on your person, you cannot use effects that allow you to lie in answer to Scan
questions. Additionally, you cannot lie and must speak and answer any questions with the truth as you,
the Player, knows it. These coins are often used by courtiers to determine the truth of a matter.

Prop -
a giant koku-like coin at least 4 inches in diameter. Kitsuki's Coin is
described here
.

Lions Claw
While carrying this nodachi in your hand, you can use the Paralyze Strike Technique, but only with this
nodachi.

Prop -
a nodachi with a brown and gold handle.

Mask of Nightmares (Cursed)


The wearer of this Mask sees every person, friend or foe, as a hideous monster. This hallucination can
drive a person insane, but the Player is free to act this out as he chooses as long as it is acted out.

Prop -
A Kabuki or similar mask as
shown here
. It cannot be an animal mask.

Naginata of the Fallen


While carrying this naginata in your hand or on your person, you can use the Mend the Fallen Technique.

Prop -
a naginata with a brown and gold handle.

Ninjas Bracer
Method: Scan Gesture
Sig Call: Scan, reveal your secret compartments
While wearing this bracer, discover secret compartments in bags and boxes carried on a person. Use the
Method, spend 1 Void, and say the Sig Call that the Player must answer immediately and truthfully OOG.
Additionally without spending Void, you can drop the bindings when Bound whenever you like, even
bindings with the Stone Grip Spell cast on them.

Prop -
a plain black bracer.

Nightmare Yari (Cursed)


While carrying this yari in your hand or on your person, you cannot resist Mental attacks.

Prop -
a black handled yari.

Phoenix Feather
While wearing this armor, your Void Rating increases by 4.

70

Prop -
Light Armor in red, orange and yellow.

Porcelain Mask (Maho)


Method: Touch
Sig Call: Action, you are a Zombie until the mask is removed, rise
Use the Method and say the Sig Call to turn a Dead Character into a Zombie until destroyed or the mask is
removed, whichever comes first. This Nemurani only works on a Dead Character either during the
10-minute count or after, but before the Player goes OOG. The newly risen Zombie retains Skills and
Techniques, and gains the Abilities for
Zombies
, but is not obligated to obey you.

Prop -
a plain white face mask
like this
.

Serpents Tooth (Cursed)


While carrying this yari in your hand or on your person, you are driven by the need to slaughter any Lion
Clan members you see. This effect cannot be resisted, and you must attack either with the yari or any
weapon.

Prop -
a yari with a green snakeskin handle.

Shadow
The wearer of this armor can use the Shinobi Technique.

Prop -
black Light Armor.

Shadow Katana
While carrying this katana in your hand or on your person, you can use the Speak in Silence Technique.

Prop -
a katana with a black handle and optional black blade.

Shugenjas Talisman
Sig Call: X
A Talisman stores a Spell indefinitely until the Spell is used. To store a Spell, hold the Talisman in one
hand and the Scroll of the Spell to be stored in the other, and say the Sig Call where X is the Sig Call of the
Spell. Do not spend MP at this point. Remove the Spell Tag from the Scroll and attach it to the Talisman.
To cast the Spell in the Talisman, wear the Talisman around your neck, use the Spells Method, destroy the
Spell Tag, and say the Sig Call. Elemental and Maho Spells can be stored.

Prop -
A clear crystal-like pendant, 2x2 inches minimum size, that glows any color.

Soul Shackles (Cursed)


The wearer of this collar must spend 1 additional Void Point when activating anything that requires Void
to use.

Prop -
A collar.

Tainted Weapon (Maho)


Method: Melee or Projectile (arrow)
Sig Call: X Taint
A Tainted Weapon is either a katana or a bow that is used to inflict Damage and Taint.

71

Prop -
A katana or bow.

Tears of Sacrifice
Method: Touch
Sig Call: Tears of Sacrifice, I trade my life for yours
The Tears of Sacrifice represent the ultimate display of self-sacrifice to trade places with a dead character,
regardless of how long the character has been dead as long as the characters Player agrees to play their
character again. The sacrificing character must be conscious and willing. Use the Method, say the Sig Call
and the recipient character will awaken at full HP, while your character is instantly Dead and cannot be
revived by any means except Tears of Sacrifice.

Prop -
A clear crystal or large clear marble at least 2 inches in diameter minimum.

Warriors Might
The wearer of this armor can either carry one character and run, or carry two characters at the same time
and walk.

Prop -
any armor type.

Warriors Tetsubo
Method: Melee
Sig Call: X
While carrying this tetsubo in your hand, add 2 Damage when attacking with this tetsubo.

Prop -
a tetsubo.

Wind
While carrying this katana in your hand or on your person, you can use the Gust of Wind Spell costing 1
Void each use.

Prop -
a katana with a white or sky blue handle.

Yari of Fear (Maho)


Method: Melee
Sig Call: Mental provoke X
With this yari, use the Method, spend 1 Void, and say the Sig Call where X is a negative emotion of your
choice (fear, hate, etc) you want the character to feel.

Prop -
a yari with a black handle trimmed in green.

Yari of the Duel


Method: Melee
Sig Call: to activate Action, dual without interruption, to use Resist
With this yari, use the Method, spend 1 Void, and say the activate Sig Call to ensure that you and your
opponent can duel without interruption making the both of you are immune to all attacks, say the use Sig
Call. You must be actively engaged in a duel and inflicting Damage on one another. This effect ends if you
stop fighting each other.

Prop -
a yari with two white feathers tied at the base of the blade, or as d
escribed here
.

72

Weapons

All weapons must pass a safety inspection in Logistics before being used in the game. Weapons that do not
pass cannot be used, but one may be loaned to you by Staff. No two weapons can be combined unless a
store-bought weapon is designed to do so out of the box. Thus, bayonets and gun-blades are not allowed
and neither is taping two blasters together, but attaching two Nerf blasters with their tactical rails as
Hasbro designed is allowed. Weapon appearance should fit with the theme of the game.
Bow and Arrows -
A real bow that:

Must be a real straight bow, no compound bows. Example:


Bow
30lb pull or less.

Use boffer arrows (arrow shaft tipped with at least two inches of foam). Boffer arrows must be
store-bought, homemade arrows are not allowed. Example: A
rrows

Firearm -
A foam dart blaster by Air Zone, Buzz Bee, or Nerf that is single pump or spring action:

Painted realistic colors. An orange tip is not required. Decoration is allowed.

Shoot one foam dart per trigger reset. No part of the original function can be modified in any way.
Stock out-of-the-box operation ONLY.

Firing cannot be battery or air-can operated, unless otherwise allowed by Staff.

Clips and loaded blasters cannot hold more than 12 darts, unless otherwise stated in a Skill.

Darts must be store-bought as homemade darts are not allowed.

Fist Weapon -
A coreless foam pipe insulation that is 12 inches in length.

73

Melee Weapon -
A foam cored boffer that:

Latex weapon examples:


Swords
,
Polearms / Staves
,
Mace / Club
. Standard
boffer example
.
Must be realistic colors and boffer must have a core.

'Blade' length minimum 10. Overall 16 - 80 (weapons over 40 must be store-bought).

'Blade' tip must be padded with at least 2 inches of foam.

Elemental weapons look like the element they portray (a flame tongue, an ice shard, a lightning

bolt) OR add a RED ribbon at the cross guard of a normal looking weapon. Example:
Fire Sword
Claw weapons
cannot be longer than 20 and must either be BLACK or realistic bone.

Shield
- A foam cored shield that:

Must be realistic colors. Examples:


Shields
Core must be plastic.

Edge must be trimmed with at least 1 inch of foam.

Spikes and pointed edges must be pure foam.

12 to 36 in length/diameter.

Throwing Weapon
- A foam coreless boffer that:

Must be realistic colors, NOT black. Examples:


Throwing
Boffer CANNOT have a core.
Overall length 4 - 20.

Unique weapons

Nunchaku: two coreless foam pipe insulation pieces both 12 in length attached with a rope leaving 4
inches of space between the foam. Or s
tore bought here
.

Caltrop: small three or four sided pyramid, 4-6 in length, cut out of open cell foam and covered with
silver or grey duct tape. Since these will be stepped on, there cannot be anything inside the foam.

Packet -
A cloth filled with birdseed: Use a piece of cloth (roughly) 6-8 squared in size, a rubber band,
and bird seed that
does not contain corn or sunflower seeds
. Insert 1 or 2 tablespoons of

birdseed into the center of the fabric, lift the edges, and seal closed with a rubber band. The packet
should be soft and pliable. Example:
Birdseed Packet
. For Spells only, you can use
Elemental balls
.
Weapons and where to buy them
Arrow

Blaster

Bo
(5ft or more)

Bow

Caltrop

Dai Tsuchi

Dao

Grenade

Jo
(3ft or less)

Katana

Kunai

Naginata

Nunchaku

Ono

Packet

Parangu

Shuriken

Tanto

Tetsubo

Throwing Item

Tonfa

Wakizashi

Yari

74

Antagonists
Aside from the conflict between the samurai Clans, there are many other antagonists that dwell in
Rokugan. Some of these beings are friendly, but most are threats to the samurai and their way of life. The
antagonists listed here may not be all that can be found in Rokugan, but are the most common. The Story
Coordinators may introduce other antagonists and creatures, but only if found in a L5R book or online
L5R wiki. Creating an antagonists or creature character uses is the same steps as
Character Creation
.
Bakemono
Native to the Shadowlands, bakemono, or goblins, enjoy killing humans. Often
organizing into raiding parties, goblins lead assaults against the Wall, while other
goblins sneak through the Crab defenses to wreck havoc on the land. Typically,
goblins are very low in intelligence, violent in temper, and generally lack a sense of
self preservation. Goblins can use human weapons and armor, and prize Nemuranai.

Common Skills: Bugei and Low Skills, cannot have High Skills

Common Techniques: Berserker, Way of the Mantis

Abilities: Weakness (Jade)

Costume requirement: green skin and realistic pointed ears

Gaki - Undead
Gaki is a vampiric ghost that is created when a person lived a life of selfishness or
dishonor died or was cursed to an existence in Gaki-do, the realm of the hungry dead.
Gaki are creatures in agony from a constant need they seek to satisfy though never can.

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Such hunger for living blood often drive Gaki mad.

Common Skills: based on who they were in life

Common Techniques: based on who they were in life

Abilities: Weakness (Sunlight), Blood Drinker, Incorporeal

Costume requirements: gaunt features and fangs

Goryo - Undead
As the restless spirits of murder victims, Goryo are the most common ghost. Often they
haunt their murderers and if their deaths were unsolved, they demanded others to
bring their murderer to justice. For this reason, solving their murder was usually a good
way of getting rid of them. The killer had to confess his crime in writing and offer the
confession to the Goryo for the ghost to accept and be at peace.

Common Skills: based on who they were in life

Common Techniques: based on who they were in life

Abilities: Weakness (Void), Incorporeal

Costume requirements: gaunt or paste white skin

Kami
Kami are elemental spirits that dont speak unless they wish to, or via the Commune Spell. They possess
great elemental power as well as common traits such as emotions and are able to think freely for
themselves. Shugenja who are able to sufficiently please kami are often blessed with loyalty. However,
Kami are god-like spirits that demand respect. Kneeling bows, gift giving, and the use of the -sama
honorific is expected of any who addresses a Kami.
Most Kami do not work for free and any shugenja who knows what they are doing will offer a gift to the
Kami the shugenja summoned or met and wishes a favor from the Kami. Without a gift, the Kami may
ignore the shugenja, or worse. Presenting a gift to a Kami is the same as giving a gift to anyone else with
two exceptions, 1) state what the gift is and what the gift means to you such as, Air Kami-sama, I offer the
gift of a riddle that was passed on to me by my mother, and 2) it is not rude for a Kami to accept a gift on
the first offering.

Common Skills: any that does not conflict with their weakness.

Common Techniques: any that does not conflict with their weakness.
Air Kami -
Air kami are playful and inquisitive, enjoy a good mystery, and would

not run from the chance to help solve one. When asked questions, these kami
typically answer with a question in order to promote insightful thought. Air kami
are distracted easily, and if they feel their wisdom isn't being used, they won't
hesitate to move on. Air Kami favor enigmatic gifts such as puzzles, trivia, riddles,
and stories with surprise endings.
Common Skills: Spellcraft (all Air Spells only), Sojutsu
Common Techniques: Breath of Life
Abilities: Weakness (Earth), Incorporeal

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Costume Requirement: Air Kami have white hair and chalk white skin. They prefer loose, flowing
clothing such as robes, kimono, or gi and hakama, in white that can be decorated with sky blue.
Some Kami wear the Rokugani symbol for
Air
as their mon.
Earth Kami -
Embodying the traits of strength and persistence, these kami are
the most patient. Earth kami believe answers come with time, and often respond

to questions with contemplative silence. If the one who asked the question is
patient enough to wait, the Earth kami will provide an answer. Earth kami favor
gifts of items that are meant to last such as armor and weapons with makers
marks, Nemurani, and precious stones and gems.
Common Skills: Spellcraft (all Earth Spells only), Heavy Weapon
Common Techniques: Warriors Stance
Abilities: Weakness (Air), Incorporeal
Costume Requirement: Earth Kami have brown hair and realistic stone skin in their most basic
form. They prefer rugged clothing such as gi and hakama, or full suits of Heavy Armor, in brown
that can be decorated with grey. Some Kami wear the Rokugani symbol for
Earth as their mon, or
some may even appear as humanoid walking boulders.

Fire Kami -
Destruction and power are the keys to these kami. The fire kami's

wisdom and insight could prove difficult if not immediately comprehended - made
more difficult due to their tendency to speak quickly. Arrogant and egotistical, the
power-hungry fire kami are rarely summoned for their wisdom as they are easier
to aim toward battle than a conversation. Fire kami favor gifts that are easily
consumed by its flames such as Spell Scrolls, item Nemurani, and Light Armor, but
the best gift is calling a Fire kami in to destroy Shadowland enemies.
Common Skills: Spellcraft (all Fire Spells only), Kenjutsu
Common Techniques: Favor of the Sun
Abilities: Weakness (Water), Incorporeal
Costume requirement: Fire Kami have red hair and fiery red skin, or black skin with fiery veins
like lava. They prefer flowing robes, or gi and hakama, in red that can decorated with orange,
yellow, and fire designs. Fire Kami may also wear fiery red suits of Heavy Armor. Some Kami
wear the Rokugani symbol for
Fire
as their mon.
Void Kami -
The most rare of the elemental Kami, Void Kami lead solitary and

eternal existences, tending to stay near items and people of great power. Reserved,
observant and soft-spoken, the wisdom of the Void Kami is often deep and
extrospective with knowledge of all that isnt. Shugenja who call on Void Kami are
expected to have an understanding of the Void, demonstrated by answering some
questions from the Kami first before the Kami decides to answer the shugenjas.
Thus those with a Void Affinity or Void Spells in their scroll case have the best
luck. Void Kami prefer gifts of Void points or containers designed to hold something but are empty.
Common Skills: Spellcraft (all Void Spells only), Kyojutsu
Common Techniques: any

77

Abilities: Incorporeal
Costume requirement: Void Kami appear as pure shadow (black hair, pitch black skin, and
optional black eyes). They prefer flowing robes, or gi and hakama, or peasant/ninja clothing, in
black and only black. Some Kami wear the Rokugani symbol for
Void as their mon, but in black on
black making it hard to see at first.

Water Kami -
The Water Kami find joy in transformation and change. Their

emotions ebb and flow just as readily as the element they embody. One minute
they will happy, the next angry or filled with fear. Of all the Kami, Water are the
least predictable. When a Water Kami finally decides to answer a question, they
will do so by reciting memories of the past. Water Kami prefer gifts of items that
are dirty or broken, or items that the giver cleaned in front of the Kami, or the act
of drinking or pouring out a glass of water setting the water free.
Common Skills: Spellcraft (all Water Spells only), Bojutsu
Common Techniques: Hall of Peace
Abilities: Weakness (Fire), Incorporeal
Costume requirement: Water Kami have blue hair and blue skin with an optional green swirl
pattern. They prefer flowing robes, or gi and hakama, in blue that can be decorated in teal and sea
green. Some Kami wear the Rokugani symbol for
Water
as their mon.
Kappa
Kappa are mischievous water-dwelling creatures that plague travelers with dangerous
tricks. Originally from the realm of Sakkaku, Kappa are humanoid turtles that feed on
blood, but prefer to lure a victim to the water rather than leave the water and give
chase, though they will do so if desperate. These creatures are intelligent and can be
reasoned with as they do not have to kill to feed, but they are not interested in wealth
or power.

Common Skills: Peasant Weapon, Spellcraft (Water Spells only)

Common Techniques: Way of the Mantis

Abilities: Immunity (Taint), Blood Drinker

Costume requirement: green skin and a turtle shell on the back.

Kumo
The Kumo are shapeshifting spiders that entered Rokugan from the Realm of Animals
through various portals. Kumo are parasitic in nature, needing to feed on blood to
survive. While they prefer to remain reclusive and in their spider-hybrid form, Kumo
will often choose a place where food is abundant, i.e. a human settlement, and take
residence there. Once a Kumo has claimed a home, it is viciously protective of it,
which could be misconstrued by the villages residents as helpful. Because many Kumo
are Shadowland Tainted of various Degrees, they are often killed once detected. Even
Kenku, Nezumi and Kitsune are known to attack Kumo on sight as many Kumo have
killed them in return. Kumo are favored by the Spider Clan.

Common Skills: High Skills, Low Skills

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Common Techniques: Shadows Breath

Abilities: Shapeshift, Web, Blood Drinker

Costume requirements: in spider form, a realistic spider/bug mask.

Naga
One of the Five Races that ruled the world before it became Rokugan, the Naga are
humanoid snakes that once spread all across the land, but now many lie in slumber in
deep, hidden caves that have long been forgotten. The Naga are peaceful, preferring
tranquility and serenity to conflict, though the exception to this is the warrior-like Asp
bloodline. Naga bloodlines are based on species of real snakes, such as boas, cobras,
king snakes, and the like. Their society was once very similar to Rogukan as the Naga
had noble warriors, honored priests, and respected diplomats.
Read more...

Common Skills: any

Common Techniques: any

Abilities: Immunity (Taint), Poison Breath

Costume requirements: realistic snake mask/makeup and fangs, with green skin or optional
snake scale pattern of a real snake the character represents.

Ninja
The infamous ninja is not a single group with any single goal, but are comprised of
many groups with many goals. All ninja operate under the cover of shadow and live
double lives. Any Eta, Heimin, and even samurai could be a ninja operative and
despite who they are publically, in the shadows ninja are equal. Ninja are known as
skilled thieves and assassins willing to do whatever it takes to get the job done making
them the most reviled, yet necessary, part of Rokugan. Even Clan samurai who operate
as ninja have to break the Bushido Code to accomplish their goals. While ninja operate
under their own code of honor and loyalty, when a ninjas cover is blown, he or she is
on their own to face the consequences. Ninja, no matter who they are publically, are Eta and thus it is not
a crime to kill a ninja which is usually on sight and without mercy. Despite this public opinion, there is a
purpose for ninja as they are needed to fight in the shadows where the darkest of enemies lurk.

Common Skills: Bugei Skills, Low Skills, any they have as samurai

Common Techniques: Shinobi, Shadows Breath, Kamis Whisper, Speak in Silence, any they have as
samurai

Costume requirement: black ninja uniform. Heimin and Eta ninja wear plain black, while Clan ninja
may wear their Clans mon and/or decorate their uniform with their Clans colors.

While anyone of any Caste can don the ninja uniform and become a ninja, the samurai have organized
special ninja schools that operate in secret where an invitation is extended to a samurai of any Clan. These
schools are so secret that any who refuse the invitation are assassinated. The Clan ninja schools are: Crab
Hiruma Stalker School, Lion Ikoma Spymaster School, Scorpion Bayushi Saboteur School, Scorpion
Shosuro Shinobi School, Spider Goju Ninja School, and Spider Ninube Ninja School.
Due to the nature of their duties, ninja have to violate the honorable tenets of Bushido at every turn. For

79

this reason, ninja groups usually adopt their own, slightly different code of honor. These vary from family
to family, but almost always involve some form of the Three Oaths, originally devised by the Scorpion:

Secrecy
: Ninja almost always operate under a cover identity or another. Often, even their own family
does not know about their covert activities. This protects not only the ninja himself, but also his
associates.

Loyalty
: A ninja can only depend on his compatriots, and they only on him, making loyalty even
more important than for normal samurai. He must also be prepared to deny allegiance to his lord
when caught, and face the consequences alone.

Duty
: A ninja's duty is even more arduous than for others, as it often alienates him from his friends
and family. In addition, he must be ready to solve difficult tasks on his own, often at the price of his
own life, without the prospect of eternal glory and veneration a samurai enjoys.

Few ninja decide to retire to a monastery, instead turning into advisors, low-risk yojimbo or other tasks
where their experience is valuable, but their age is not a hindrance. Those that do sometimes become
targets for their former brethren, who fear some of their secrets may be revealed to the outside world.
Ogres
The Ogres are an intelligent humanoid race of savage creatures, who are among the
minions of the dark powers that rule over the Shadowlands. Ogres are strong, powerful
creatures with claws, an oversized lower jaw, and horns protruding from their
foreheads. They are solitary creatures that prefer to smash, crush and rip apart their
enemies and devour the fresh flesh raw. Female Ogres, called Hags, are rarely seen,
but are powerful shugenja able to cast the Elemental and Maho spells on par with any
human. While most Ogres are Tainted monsters, there is a small group known as the
Mikata composed of intelligent, non-Tainted Ogres that live in peace perhaps how all
Ogres were before Fu Lengs arrival.

Common Skills: Bugei Skills, Spellcraft (not Void)

Common Techniques: Berserker, Strength of the Ancestors

Abilities: Claws, Strength

Costume requirement: realistic pointed ears and ram horns

Oni
Oni are demonic monsters that are summoned into existence. Spirits of Jigoko, Oni
have no form as understood by mortals and thus exist as bundles of raw energy until
summoned into the physical world by a Maho practitioner. Through the process of
being summoned, the Oni gains a physical form that resembles whatever it fashions
itself to be. The personality of an Oni varies from uncontrollably violent to calm and
calculating, and the summoner has no control over what kind of Oni, or how powerful,
will appear to a summons. When an Oni is summoned (page 62), it cannot leave the
circle until its Health is full. Also, Oni cannot use Skills and Techniques outside the
circle, requiring a Name from the summoner. The Oni cannot touch its Name or harm
anyone who carries its Name, and must obey that person to the best of its abilities. If the Name is
destroyed, the Oni is banished back to Jigoku (as soon as the Oni Player learns of this).
Read more...

Common Skills: any

80

Common Techniques: any

Abilities: Claws, Strength, Weakness (Jade)

Costume requirement: Oni can choose their form when they are summoned, but all Oni have
visible devil horns protruding from their foreheads.

Pennaggolan - Undead
Pennaggolan is a vampiric spirit that inhabits the bodies of the dead to feast on the
blood of the living. The host of the Pennaggolan often grew fangs to better feed, but the
most terrifying aspect of the Pennaggolan is that it can choose to turn a victim into a
Pennaggolan. These creatures seem have no society or affiliation with the
Shadowlands as they are intelligent and retain their memories from their life as a
living being. Perhaps there is more to these creatures than previously understood.

Common Skills: based on who they were in life

Common Techniques: based on who they were in life

Abilities: Weakness (Sunlight), Blood Drinker, Sire

Costume requirement: fangs

Revenant - Undead
A Revenant is a freshly dead body animated by the Maho Spell, Fu Lengs Champion.
Even though Revenants retain the Skills and Techniques they had when alive, they are
unable to think for themselves and rely on the Maho-tsuki that created them for
commands and direction.

Common Skills: based on who they were in life

Common Techniques: based on who they were in life

Abilities: Weakness (Fire)

Costume requirement: the costume of the character that was raised, optional
gaunt makeup

Shi-ryo
The Shi-ryo are the spirits of the blessed ancestors who had earned the right of eternal
bliss in Yomi. Many Shi-ryo return to the mortal realm to guide, inspire, and protect
their descendants. If a Shi-ryo finds his/her descendant incompetent, ridicule might be
given instead. A Shi-ryo who chooses to appear is considered a great honor and more
important than any other matter the descendant may have going on in his/her daily
life. Any others in the presence of a Shi-ryo are expected to act respectfully and not
interfere unless given permission to do so. Shi-ryo may choose to assist his/her
descendant as the Shi-ryo sees fit whether that is engaging in combat side by side with
descendant or sharing saki. Shi-ryo appear as they did in life, often in fine clothing and
armor with a katana at their side, with pale white skin of their ghostly status.

Common Skills: any

Common Techniques: any

Abilities: Weakness (Void), Incorporeal, Immortal

81

Costume requirement: dark rings around the eyes as if tired

Spider Clan
The Spider are a Clan of samurai made of the Lost, and other Tainted individuals,
who serve Fu Leng. Under the direction of their dreaded lord Daigotsu, the Spider
moves from the Shadowlands with a horrifying plan to infiltrate Rokugan and
conquer the Empire in the name of Fu Leng. Presenting themselves as a newly
formed Minor Clan, the Spider use subterfuge, disguise and deceit, as they slowing
spread their influence and creep ever closer to the Emperor for the final act of their
plan. Surprisingly, most of Rokugan is oblivious to the threat of the Spider, who are
using that fact to their full advantage.
Unlike other Clans, anyone who is Fourth Degree Tainted can join the Spider. The initiate may either ask
or be asked to join (refusal from either party results in death for the initiate), and then share blood with a
member of the Clan. Once a member, the new Spider changes his mon and colors, unless he is ordered not
to for a mission of infiltration into his old Clan.
Read more...
Clan Colors: black and white
Daigotsu Bushi School
Skills: Ninjutsu, and three Bugei Skills
Technique: Paralyze Strike
Ninube Shugenja (Maho) School
Skills: Mizugusuri, Ninjutsu, Divination, Escape
Affinity / Deficiency: Air / Earth
Technique: Shinobi
Daigotsu Courtier School
Skills: Commerce, Poisons, Ninjutsu, Torture
Technique: Shadows Breath

Tsuno
The Kitsu were a peaceful people, divided into eight great orders, each representing a
different facet of their society. Only one brotherhood was dedicated to the arts of war,
acting in the defense of the whole. This was the order led by a great elementalist
named Kishenku, and the order was called Tsuno. During Jigoku's attempt to conquer
ancient Rokugan, Oni marched across the land and met with the Tsuno in battle.
However, Kishenku succumbed to rage and hate, and attacked the city of the Kitsu
mystics to pillage the Nemurani there. He used one powerful crystal to incinerate the
Oni, but destroyed much of the land along with it. With their cities in ruin, the Five
Races imprisoned the Tsuno in Toshigoku and disbanded their alliance leaving
Rokugan to the humans. Since then, the Tsuno escaped their prison with the help of
Daigotsu of the Spider Clan. The Tsuno are beings twisted by the Shadowlands from
their original Kitsu forms. The Kenku and Nezumi remember the past and continue to hunt Tsuno down.
Tsuno have a particular hatred of the Lion Clan thanks to Shimizu Tamayu.
Read more
.

Common Skills: any

82

Common Techniques: any

Abilities: Strength, Claws, Immunity (Taint)

Costume requirement: bull-like horns. See picture for optional costuming.

Ubume
These are the ghosts of women who died in childbirth, or died while pregnant. Due to
such a harsh tragedy, the woman becomes lost on her journey to Meido and instead
becomes one of the mourning ones. Most Ubume are wandering spirits who bemoan
their pain in long drawn out howls. If approached, the Ubume will offer an infant child
wrapped in white bandages. If the child is refused, the Ubume will attack. If the child is
accepted and held for an undetermined amount of time, the Ubume will reward the
person somehow and disappear.

Common Skills: based on who they were in life

Common Techniques: based on who they were in life

Abilities: Weakness (Void), Incorporeal

Costume requirement: pale white skin and white robes with white moth-like wings

Zombie/Skeleton - Undead
A Zombie is the reanimated corpse of those who die in the Shadowlands or with the
Porcelain Mask nemurani. Zombies have little to no intelligence and either wander
aimlessly in search of the flesh of the living to devour, or relies on the commands of
Maho masters that control them. The movements of Zombies are slow and deliberate,
but possess a supernatural strength that can kill a man with one blow.

Common Skills: based on who they were in life

Common Techniques: based on who they were in life

Abilities: Weakness (Fire), Strength

Costume requirement: realistic skull/rotting flesh mask or makeup

Abilities
Abilities follow the same restrictions as Techniques regarding Mastery, the maximum number a character
can have, and Player Point cost.
Blood Drinking
Your character can drain Health as per the Feeding the Flesh maho spell. Using this Ability does not cause
Taint in any way.
Claws
Method: Melee
You can use a Claw weapon in either one or both of your hands. Claws cannot be Fumbled, say Resist.
Claws are retractable by putting the weapons in a full sheath when not in use. See W
eapons
.
Immortality

83

When you reach the end of the 10-minute Knock Out count, your character dissipates, returning to its
native realm if applicable, and cannot be played again for the rest of the event.
Immunity
Sig Call: Resist
Say the Sig Call to ignore the last attack of the specified type without costing Void. The type is listed in the
description of the creature that has this Ability and will be one of the following: Jade, Sunlight, Taint, Air,
Earth, Fire, Water, or Void. A character can have only one immunity.
Incorporeal
Your character can resist attacks as per the Essence of Air spell without costing Void. Additionally while
using Incorporeal, you may ignore a Lock on a door and open the door without breaking the Incorporeal
effect.
Poison Breath
Method: Projectile
Sig Call: Status wrack
Use the Method, spend 1 Void, and say the Sig Call to make the character fall to the ground in agony. He
can speak, scream and defend against attacks, but is unable to do anything else.
Shapeshift
Shapeshifting creatures have full control over their appearance as a human, their true form, and variants
in between. To shift from human, simply put on a realistic mask that represents your characters true
form. Additional costuming is optional, and no Sig Call or Void is required. While wearing the mask, your
Health Rating increases by 2 and you can inflict 2 additional Damage points when using a Melee weapon,
say X where X is the new Damage amount.
Sire
Method: Touch
Sig Call: Action, you are now a X, rise
Use the Method, spend 1 Void, and say the Sig Call where X is the creature you are turning a Dead
Character into immediately and permanently. The creature must be the same as your character i.e. a Gaki
can only create Gaki. This Ability only works on a Dead Character either during the 10-minute count or
after, but before the Player goes OOG. The newly risen creature will retain Skills and Techniques and gain
the new creature Abilities as soon as the character Card is updated by Logistics.
Strength
When using a Melee weapon, you can inflict 4 additional points of Damage without costing Void each
strike, say X where X is the new Damage amount. Additionally, you can carry a character and run, or
you can carry two characters at the same time and walk, without costing Void.
Weakness
You cannot resist attacks with the descriptor stating your weakness via any means. The type is listed in the

84

description of the creature that has this Weakness and will be one of the following: Jade, Sunlight, Taint,
Air, Earth, Fire, Water, or Void. A character can have more than one weakness.
Web
With this Ability, you can use the Earths Stagnation and Grasp of Earth Spells costing 1 Void each use.
Additionally, use fake spider webbing to cover a carpet of welcome mat size or larger that will pin the foot
of any who steps on the carpet, except the use of a Status resisting effect each step or having the Web
Ability. Pinned characters can be released with a Status curing effect.

85

LARP Unlimited Character Card: Legend of the Five Rings


Character
Played by

Caste

Clan

School

Mastery

Health

Void

Skills

Attuned Spells

Affinity Element

Deficiency Element

Techniques

Abilities

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