Professional Documents
Culture Documents
Bayushi Bushi
Benefit +1 Intelligence
Honour: 1.5
Skills: Courtier (political manoeuvring), defence, etiquette, iaijutsu, kenjutsu, kyujutsu, any 1 High or Low skill
Outfit: Daisho, bow and 20 arrows, 1 weapon, light armour, kimono and sandals, travelling pack, 7 koku
Rank 1: The Way of the Scorpion
You roll School Rank extra dice on Initiative rolls. Enemies cannot use Combat Reflexes to trade Initiative with you. You gain a +5 TN to be hit
bonus against those with a lower Initiative than you.
Rank 2: Pincers and tail
the bushi has learned the infamous “scorpion feint.” When making a Feint manoeuvre you gain 2 Free Raises on success instead of 1. If an
opponent attacks you and misses you gain a number of Free Raises equal to your Air Ring on any attacks against him before his next turn.
rank: 3 Strike at the tail
scorpion bushi know there is more than one way to defeat an opponent. An enemy without a weapon is not to be feared. You gain a Free
Raise when attempting a Called Shot, Disarm, or Knock-down. On a Disarm attempt your opponent rolls and keeps one fewer die. If you raise
twice on the initial Disarm attack and have a free hand, you may end up holding the weapon.
Rank: 4 Strike from above, strike from below
the bushi’s blinding speed and deceptive fighting allow him to slay multiple opponents with ease. The bushi may make two attacks per round.
Rank: 5 The pincers hold, the tail strikes
by mastering the deceptive techniques of the scorpion, the bushi understands how to spend a precious moment before the strike to make it as
deadly as possible. The bushi may declare raises after her attack roll. You may also decide whether the attack was actually a Disarm, Feint, or
Knock-down after the attack is rolled.
Bayushi Violator
Path of Entry:Bayushi Bushi 2
Path of Egress: Shosuro Shinobi 1
Technique: Concentrated Strike
You may spend a Void pint to force all opponents within 15' to spend an additional Void Point to use any of their Techniques, kiho or kata for
the next 5 rounds. If an ability did not have an activation cost before it now costs one Void Point. Additionally you gain an extra Free Raise for
every round you Focus.
Mitsuko's Lesson
ingress: Bayushi bushi 2
egress: Bayushi bushi 3
Technique: Mitsuko's lesson
when you feint, you gain a free raise on all attacks and combat manoeuvres for each multiple school you possess.
Tanshin's fan
path of entry: Bayushi bushi 2
path of egress: Bayushi bushi 3
other requirements: ambidextrous, war fan 4
technique: distracting fan
You gain a free raise when using the feint manoeuvre with a war-fan You may add your fire ring to your TN to be hit while wielding a war-fan
Hitaki Yojimbo
path of entry : none, this is an entry level technique
path of egress : any Scorpion bushi rank 1
Benefit: +1 Reflexes
Honour: 1.5
Skills: Defence, Kenjutsu, Kyujutsu, Medicine (antidotes), Poison 2, 1 bugei, low, or High skill
Outfit Kimono, Katana, Wakizashi, Travelling pack
Techniques
Rank 1: Scent of the familiar venom
Due to almost supernatural familiarity to poison, the Bodyguard is able to detect poison on a successful poison+perception roll, up to 5 feet
away/school rank. This ability ignores amount of dose but cannot detect poisons in a sealed vial. This is not merely a scent thing, it is a
combination of all senses, almost a supernatural sense to poison.
Hitosashi Bushi
This bushi school was the original birthplace of the Katana and Jitte style which was built upon by Shosuro Kyosuke.
path of entry : none, this is an entry level technique
path of egress : Shosuro bushi rank 1
Benefits: +1 Reflexes
Honour: 1.5
Skills: Craft: Weaponsmith, Defence, Etiquette, Knives, Kenjutsu (katana), any two other skills.
Outfit: Katana, Wakizashi, Jitte, Light Armour, Helm, Mempo, Travelling Pack, Kimono, 3 Koku.
Technique: The Pincer follows the Path
The Hitosashi did not share all their secrets with the Shosuro masters. The Hitosashi bushi may, if he strikes successfully with his katana, add
his Jitte's damage rating to that of his sword. For example, Hitosashi Baku has a Strength of 3, and he hits with his katana (3k2) against a
bandit. Baku's normal DR in this instance would be 6k2, but he may add the DR of his Jitte (1k1), making his DR 7k3 by using this technique.
Kage-Sagasu [ninja]
The living darkness is an elusive enemy, and a dangerous one. Dangerous enough that the Kage Sagasu, like their witchhunter counterparts,
are few and far between. Candidates are chosen by a select group of other Kage Sagasu. However, unlike the Kuni Witch hunters, the
shadow hunters are very secretive. Only other hunters and the Scorpion daimyo are aware of their true occupation. As such, they are given a
cover as a member of a different school within the clan, usually as a lesser branch of a courtier or bushi school depending on their natural
talents. They are not completely sure what they hunt, so they make sure that what hunts them is not sure what they are either.
Benefits: +1 Perception
Skills: Kenjutsu, Lore: Ninja, Lore: Living Darkness, Investigation, Stealth, Meditation, any 1 skill
Outfit: As cover school, plus a crystal weapon of their choice.
Techniques
Rank 1: The Shadow Has Fear
Fear is the first thing the hunter must exploit from his enemy. Anyone or anything which has Shadow Points, must drop their highest die when
attacking or dealing damage to the hunter.
Rank 2: The Shadow Has Desire
The hunter may have learned another of the shadow's weaknesses. By spending a void point for any reason and making an opposed
Awareness Roll, the hunter can trick a Shadow manifestation into drawing his attention. Any character who's Shadow Points exceed their void
and fails the awareness roll becomes suddenly "interested" in the hunter. It won't necessarily try to attack him, but it will try to draw the hunter
into something.
Rank 3: The Shadow Has Regret
The hunter's TN to be hit is increased by his opponent's Shadow Points x 5.
Rank 4: The Shadow Has Limits
The hunter now becomes resistant to the shadow. As long as he does not take any action motivated by fear, desire or regret (GM's Discretion),
he is immune from gaining shadow points for one day.
Rank 5: The Shadow Has Nothing
The hunter has finally unlocked the shadow's identity. He automatically knows who and what is contaminated by the living darkness and how
many shadow points they have. Unfortunately, no Shadow hunter has ever lived long enough to put this technique to good use.
Nanbu yojimbo
path of entry : none, this is an entry level technique
path of egress : Bayushi bushi rank 1
benefit: +1 stamina
starting honour: 2.5
school skills: kenjutsu (katana), hunting, defence 2, athletics, kyujutsu, any one high or bugei skill
outfit: kimono, sandals, katana, wakizashi, tanto, bow, 20 arrows of any type, travelling pack, light or heavy armour, any one weapon, 3 koku.
Technique : the pincers forever loyal.
You may perform the feint and guard manoeuvre at the same time, this attack require one raise and doesn’t do damage but increase your ally
TN to be hit by 5 and gives you a free raise on your next attack against the opponent. Your may decide to give the free raise gained by this
manoeuvre to your ally instead of benefiting yourself of it. This manoeuvre count as a feint for all advantages, techniques, kata or other
purposes. You may add your honour to your TN to be hit.
Sasu Yojimbo
The sole purpose of the Sasu is to protect the Courtiers of the Bayushi as they carry out their duties. To do this requires a special combination
of strength, discretion and skill, all areas in which the Sasu Yojimbo excel. A common tactic is for the Bayushi Courtier to always demand his
yojimbo to be there, the imposing sight of the Sasu often shakes inexperienced courtiers, making them even easier prey for the dangerous
Bayushi.
path of entry : none, this is an entry level technique
path of egress : Bayushi bushi rank 1
Benefits: +1 Reflexes
Starting Honour: 2.0
Skills: Defence, Iaijutsu, Intimidation, Kenjutsu, Etiquette, Sincerity, any one other skill.
Outfit: Katana, Wakizashi, Aiguchi, Light Armour, Helm, Mempo, Travelling Pack, Kimono, 3 Koku.
Technique: Unsettle the Heart
Sasu Yojimbo are the perfect complement to the Courtiers of the Bayushi. Through their intimidating presence, the Sasu inspire fear in
inexperienced courtiers, making the Bayushi's duties even easier. Any high skill rolls made in the presence of the Yojimbo have their score
reduced by the Yojimbo's Intimidation x2. This technique does not affect characters trained in the Bayushi Courtier School, or other Sasu
Yojimbo.
Shosuro Bushi
The Shosuro Bushi School was founded by Shosuro Kyosuke in the time shortly before the Day of Thunder. The school's techniques revolve
around the use of the Katana, paired with a Jitte. Members of this school commonly refer to their Jitte as their pincer, which they use to
devastating effect. Members of this school are considered marginally more trustworthy than the average Shosuro, and many of the school's
members become magistrates.
Benefits: +1 Agility
Starting Honour:1.5
Skills: Defence, Kenjutsu, Jitte or Sai, Sincerity, any two High or Low skills.
Outfit: Katana, Wakizashi, Light Armour, Helm, Traveling Pack, Kimono, Jitte or Sai, 2 Koku.
Techniques
Rank 1: The Pincer Is My Armour
The bushi may add her Knives skill to her TN to be hit whilst she is wielding either a Jitte or a Sai in her off-hand. She suffers no penalty for
two weapon fighting when using a knife in her off-hand
Rank 2: Catch the Blade
The principal technique of the school, the bushi may attack with her Katana and still make an attempt to disarm her opponent using the Jitte in
her off-hand.
Rank 3: Clearing The Way
Using her Jitte or Sai to find gaps in her opponent's defence, the bushi clears the path for her blade. The bushi may make a contested
Agility/Knives roll against her opponents Agility/Weapon skill. If the bushi wins, she may reduce her opponents TN to be hit by her knives skill
for this round. She may not use her rank 2 technique in the same round she uses this one.
Rank 4: The Pincer Is My Weapon
At this rank, the bushi may attack with both her Katana and Jitte each round. She may also attempt to disarm her opponent in a round where
she attacks twice.
Rank 5: The Pincer Has No Equal
The bushi's skill with her style has become of such a high standard that she can use her Rank 2 and Rank 3 techniques in the same round.
Additionally if she successfully Disarms an opponent she may attempt to break his weapon.
Turning Leaves
trait: awareness
honour 2.0
skills: courtier, kenjutsu, defence, deceit, kyujutsu, any two high or low skills
Rank 1: way of the scorpion
You add your school rank to initiative rolls in addition to your air ring. Enemies cannot use the combat reflexes advantage to trade initiative
with you. You gain a +5 bonus to your TN to be hit against any opponent with a lower initiative.
Rank 2: leaves darken
You may make a deceit/awareness roll against an opponent’s weapon skill/agility roll. If you succeed you may immediately make one attack
against them. If you hit, they are disarmed, and you keep your lowest dice in damage against them. You gain a number of safe raises per
combat equal to your air ring.
Rank 3: riding on the wind
If you use the knock-down or disarm manoeuvrers or the leaves darken technique against an opponent and succeed you may chose to switch
initiative with them on your next round, and you decide after initiative is determined. If you defeat an opponent in combat but leave them alive,
you may either make them lose a number of boxes of honour equal to your air ring, or cause them to gain a 2-pt. Obligation disadvantage to
you. The honour loss or disadvantage lasts for a number of days equal to your status rank.
Rank 4: strike from above, strike from below
You may make an additional attack per round. You now gain +10 to your TN to be hit against opponents with a lower initiative. This replaces
the bonus gained at rank 1.
Rank 5: the leaves fall
All raises you call on knock-down, feint, and disarm are automatically safe raises. You add twice your air ring to your initiative, as well as your
school rank. You may choose to have any attack against an opponent with lower initiative be non-lethal; you still deal damage normally,
however it will not reduce them past the out rank.
Shugenja:
Jitsuyoteki interrogators
benefit: +1 awareness
skills: calligraphy, spellcraft (Tejina), poison, hunting, anatomy, deceit, investigation
honour: 1.5
Outfit: wakizashi, tanto, kimono and sandals, scroll satchel, travelling pack, torture instruments, 3 koku.
Affinity/deficiency: the Jitsuyoteki interrogators have an affinity for air and a deficiency for fire.
Technique: opening the mind
You gain a free raise on all spells used to obtain information from a victim. You add your spellcraft skill rank to your investigation rolls.
Spells: sense, commune, summon, counter-spell, any 3 air spells, any 2 water spells and any 1 earth spell.
Soshi Shugenja
Benefit +1 Awareness
Honour 1.5
Skills: Calligraphy Courtier, Etiquette, Meditation, Spellcraft, Stealth (spell-casting)m Theology
Outfit: wakizashi, tanto, kimono and sandals, scroll satchel, travelling pack, 7 koku.
Affinity/Deficiency Air/Fire
Spells: Sense, summon, commune, counter-spell, Secrets on the Wind, 3 Air, 2 Water, 1 Earth
Soshi's Whisper
Secrets on the Wind as an Innate Ability. Free Raise when casting Secrets on the Wind, Reflective Pool, and Essence of Air. Free Raise on
Stealth rolls to cast without being noticed.
Soshi duellist
Path of entry: Soshi shugenja school 2
Path of egress: Soshi shugenja school 3
Technique: mask of the Soshi
When resolving a taryu-jiai duel, you may spend a void point to add a penalty to your opponent's TN to learn information about you during the
assessment phase. This penalty is equal to twice your awareness, and the number of void points that you may spend for this purpose during
the challenge phase is limited only by the number that you have remaining to spend.
Soshi shadow-brander
entry path: Soshi shugenja 2
egress path: Soshi shugenja 3
special: must have at least one shadow-brand or shadow point. Characters who know this technique are prime targets for corruption by the
lying darkness.
Technique: Shosuro's bargain
Special: ranks in this path count towards your mastery level as shugenja, keeping any previous affinities and deficiencies.
For purposes of this technique your Soshi shugenja school rank is considered 1 rank higher. You may now mark shadow-brands upon a
receiver. This requires a one hour long ritual taking place on darkened room. At the end of this time the shadow-brander makes an opposed
(lore: lying darkness (kage-yakin)/Soshi shugenja school rank) roll against the recipient’s void. If successful the target now has a shadow-
brand. For every shadow-brand or shadow point the recipient has the TN to craft the brand is reduced by 5, characters hit by shadow bolts
(see way of shadow) also have the TN reduced by this amount; however every failed attempt increases the TN for further attempts by 10.
Whether successful or not the recipient takes 1k1 dice of damage from the ordeal.
It should be remembered that shadow-brands limit the maximum amount of void a character may have. If granting a shadow-brand would
result in the character having a higher void rank than that allowed by the number of brands possessed the branding attempt automatically
fails.
Tansaku diviner
benefit: +1 perception
skills: calligraphy, spellcraft (maho), meditation, lore : history, lore : maho, theology, any one high skill
honour: 2.0
outfit: wakizashi, tanto, kimono and sandals, scroll satchel, travelling pack, 3 koku.
Affinity/deficiency: affinity for water deficiency for earth. Affinity for all spells divining future events and deficiency for all damaging spells.
Technique: seer of the curse
Whenever you cast a divination spell that targets a member of the Yogo family you gain free raises equal to the status rank of the target.
Spells: sense, commune, summon, counter-spell, any 3 water spells, any 2 air spells and any 1 fire spell.
Yogo Shugenja
Benefit: +1 Perception
Honnour 1.5
Skills: Calligraphy, Lore: History, Lore: Shadowlands, Meditation, Spellcraft (Maho), Theology, 1 High skill
Outfit: wakizashi, tanto, kimono and sandals, scroll satchel, travelling pack, 5 koku
Affinity/Deficiency: None
Spells: Sense, Summon, Commune, Counterspell, Banish, 1 of each element
Technique: Yogo's Love
Symbol of Air/Earth/Fire/Water count as Mastery level 1 spells. Start with one in addition to normal spells and may only learn an additional one
each time he increases in Rank.
Yogo duellist
path of entry : Yogo shugenja rank 1
path of egress : Yogo shugenja rank 2
Technique: Yogo's hardened heart
In the resolution phase of a taryu-jiai duel, all of your opponent's attacks against you suffer a penalty added to the TN equal to twice your
willpower. You may spend a void point to increase this penalty to 3 x your willpower, but you may spend no more than 1 void point per attack in
this manner.
Naganori protector
path of entry : Yogo shugenja rank 2
path of egress : Yogo shugenja rank 3
technique : slayer of the beast
You can create wards that will only activate on tainted targets. The TN to resist the effects of such wards is increased by twice your Yogo
shugenja school rank. The damage of those wards is increased by twice your Yogo shugenja school rank. This technique count as a Yogo
shugenja school rank for this purpose.
Courtier:
Aotora poisoner
path of entry : none, this is an entry level technique
path of egress : any non shugenja scorpion school rank 1
benefit: +1 perception
starting honour: 1.5
school skills: kenjutsu, deceit, medicine (antidote), poison 2, stealth, any one high or bugei skill
outfit: kimono, sandals, katana, wakizashi, tanto, travelling pack, light or ashigaru armour, poison crafting tools, bottles of glass, 5 koku.
Technique : the tail shall deliver
the Aotora are the master poison crafters of the scorpions. Their poisons are both deadlier and the most difficult to heal. You gain a free raise
on all poison rolls. You gain a free poison emphasis by insight rank. The TN to create an antidote for your poisons is increased by double your
insight rank.
Bayushi Courtier
Benefit +1 Awareness
Honour 1.5
skills: Calligraphy, Courtier, Deceit (seduction), Etiquette (sincerity), Investigation (interrogation), 1 High, 1 Low
Outfit: wakizashi, tanto, courtly dress, kimono and sandals, travelling pack, 15 koku.
Rank 1 Weakness is my Strength
Whenever you make a Contested Social skill roll you gain a Free Raise for every 2 points of your opponent's Disadvantages that you know
about, or every 4 points that you do not. You know how many Free Raises have and thus immediately sense if there is more to learn about
your opponent. Disadvantages that gave no Character Points still count for their normal value. Any time you succeed on a Contested Social
roll you gain a Free Raise on your next Contested Social roll against that opponent.
Rank 2: Shallow Waters
You may observe a target for a single round and make a Contested Awareness roll to learn his lowest Trait and his rank in that Trait. You may
make Raises to learn additional Traits from the lowest to the highest, learning one additional Trait per Raise. When an opponent attempts to
use a Skill or Technique to determine your Traits you mat spend a Void Point to instead feed him false information.
Rank 3: Secrets are Birthmarks
By making a successful Contested Awareness roll during a conversation, your opponent must chose to reveal one of the following to you: two
Disadvantages (his choice), his three highest Traits, or the Ranks and Emphases of all his skills. If he chooses to reveal information you
already know his dice cannot explode on Contested Social rolls against you for one full day. You may not use this technique more than once
per day against the same person.
Rank 4: Scrutiny's Swift Sting
When using Courtier (gossip) to spread gossip or rumours your Glory Rank is increased by your School Rank. You do not need to raise to
conceal the fact that you are the source of any rumours you might spread though you may claim the credit if you so wish. If you posses the
Blackmail Advantage you may choose which dice the Blackmailed character keeps on any Contested Social Skill roll against you. You may
add your Air Ring to all Contested Social Skill rolls if you know the Rank of the Trait your opponent is using.
Rank 5: No More Masks
If you successfully use Courtier (gossip) to spread a rumour and spend a Void Point you may give the target one of the following
Disadvantages: Bad Reputation. Obligation (4 points, to an individual of your choice), or Unlucky (6 points) – on Social skill rolls only, you may
choose when it occurs. People who hear the gossip know you imposed the Disadvantage by starting the rumour. The target receives no points
for the disadvantage. If the target confronts you publicly and makes a successful Contested Awareness roll denouncing your slander the
disadvantage is permanently removed. You must continue to spread gossip and spend a Void Point each day or people stop talking about the
rumour and the disadvantage evaporates.
Bayushi defiler
Path of entry: Bayushi courtier school 2
Path of egress: Bayushi courtier school 3 or Shosuro shinobi school 1
Technique: venom of the Shosuro
You gain a bonus to all courtier, deceit, and etiquette (sincerity) skill rolls equal to twice your Bayushi courtier school rank. In addition, when
making deceit skill rolls, you may spend a void point to explode an 8 or 9 in addition to any 10s you may roll. You may spend no more than 1
void point per roll in this manner.
Naseru's Technique
Technique Rank: 4
Path of Entry: Doji Courtier or Bayushi Courtier 3
Path of Egress: Doji Courtier or Bayushi Courtier 1 (enter the opposite school)
Technique: You are adept at reading the emotions and desires of others. By making a successful Perception check (opposed by the target's
Willpower) you can determine what the subject desires most at that moment. This may be very general ("he seems to be looking for
something") or very specific ("he wants the Lion to remove their troops from his territory") at the GM's discretion. This technique provides only
information; useful application of this information is up to you.
Shosuro artisan
Trait: +1 perception
skills: artisan: [select one], courtier (political manoeuvring), etiquette, forgery, investigation (notice), merchant (appraisal), any one high skill
rank 1: art's lesson
You may add your ranks in forgery as a bonus to all artisan and merchant (appraisal) skill rolls and to all attempts to spot a forgery. You lose
no honour for performing appraisals in public.
Rank 2: art in court
Gain a number of cp equal to your ranks in courtier. These cp may be spent on the allies, servant, and wealthy advantages. Whenever you
gain a rank of courtier you gain one more cp to spend on these advantages. Once per season you may elect to change patrons. Changing
patrons allows you to reassign the advantages gained by this technique. However, changing patrons is not without an element of risk. When
you change patrons, make an intelligence/courtier (political manoeuvring) check with a TN of 10 + 5 x insight rank. If you fail this check you
manage to alienate one of your current patrons, gain an enemy worth half your courtier skill for no cps.
Rank 3: the masters’ form
Whenever you make a forgery you gain a number of free raises equal to you rank in this skill. These free raises may be split between the
artisan and forgery rolls necessary to craft the forged document.
Rank 4: truth in art
When studying a work of art you may spend a void point to make a perception/investigation (notice) check with a TN equal to that necessary
to craft the item being examined. If this check is successful, then for every raise the artist put into crafting the item you may learn one of the
following about the artist at the time of the piece's creation: their greatest advantage (as determined by point value); their greatest
disadvantage (as determined by point value); the number of advantages they possessed; the number of disadvantages they possessed; their
best trait; their worst trait; their void; their insight rank; their skill rank in the skill necessary to craft the item.
Rank 5: tapestry of lies
To use this technique you must make a forgery check with a TN of (10 + (5 x glory)). For every raise you make on the roll you may
permanently shift the subjects posthumous glory by 1 pip. This change in glory lasts until your work is publicly proven to be a forgery or until
someone else uses this technique for the same person and generates even more raises that you.
Tokagure gardener
path of entry : none, this is an entry level technique
path of egress : Shosuro butei rank 1, Bayushi courtier rank 1, Shosuro shinobi rank 1, Shosuro Assassin 1
benefit: +1 awareness
starting honour: 1.5
school skills: acting, deceit, medicine (herbalism), artisan: gardening, poison, stealth, any one low or bugei skill
starting outfit: kimono, sandals, katana, wakizashi, tanto, travelling pack, poison crafting tools, bottles of glass, medicine pack, gardening tools,
make-up, 5 koku.
Technique : the beautiful flower is the deadliest
The Tokagure can cast the spell commune but only with plants. They cast this spell using their air ring as a shugenja of equal insight rank.
They may cast this spell a number of times equal to their air ring. They add their artisan: gardening skill rank to the result of their poison and
medicine skill rolls.
Paths:
Aotora Herbalist
Replaces: Bayushi Bushi 2, Bayushi Courtier 2
Requires: Craft: Poison 3, Medicine 2
Green Tiger Legacy:
You may add your ranks of Craft: Poison to the result of Medicine (Herbalism) and Hunting (Survival) rolls and you gain one Free Raise on any
attempt to diagnose or identify a poison.
Bayushi defender
Path of entry: Bayushi bushi school 2 or Bayushi courtier school 2
Requirements: iaijutsu 4
Path of egress: Bayushi bushi school 3 or Bayushi courtier school 3
Technique: the scorpion's sting
You gain a bonus equal to your fire ring to all of your initiative rolls, you gain a bonus to all iaijutsu rolls equal to twice your fire ring. In the
strike phase of an iaijutsu duel you gain a bonus to your TN to be hit equal to (2 x your honour rank) +1, also, you gain 1 free raise whenever
you make a contested social skill roll. If you have 5 or more ranks in a social skill with which you make a contested roll, you gain 2 free raises
instead of 1.
Courtly duellist
path of entry:Bayushi courtier 2,Bayushi bushi 2
path of egress:Bayushi bushi 1, Bayushi courtier 1 or Bayushi bushi 3
whispering secrets,blood red truth
The TN to both focus against you and strike you in a iaijutsu duel is increased of 5 for every 3 points of disadvantages the enemy has,
rounded down (meaning from 1 to 3 points of disadvantages 5 points; from 4 to 6 ->10 points etc...). If you won more contested social rolls
against the opposing duellist than the ones you lost,before the duel occurs,the TN to focus against and strike you in iaijutsu is increased of
another 5 points for that particular opponent. You may focus one more time in iaijutsu duels.
If the first strike you make in a skirmish(and only that one) is aimed to an opponent with a lower initiative than you,you may make a
iaijutsu\reflexes strike instead of the normal kenjutsu\agility,but you must be using a katana or wakizashi. This technique counts as a Bayushi
bushi rank for the purpose of determining Bayushi bushi rank 1 benefits.
Naganori Hunter
Path of entry: Bayushi Bushi 1, or Yogo shugenja 1, or Soshi shugenja 1
Path of egress: re-enter same school at rank 2
Requires: Lore: Shadowlands 3, Hunting 3
Trail of Purity: While you are tracking a non-human creature through the wilderness you may make a Hunting/Perception roll TN 20 to
determine whether or not it is tainted. Each raise you make on this roll will reveal one of the creature's Special Abilities if it is Tainted.
Scorpion Loyalist
Entry: Any Scorpion School at Rank 2
Egress: Same school appropriate rank
Requirements: Courtier 4 (courtiers), spellcraft 4 (shugenja), one Weapon Skill at 4 (bushi or ninja)
technique : no matter the Cost
You may sacrifice points of Honour up to a maximum number equal to your Scorpion School Rank to gain a bonus on one roll made
against non-Scorpion opponents. Bushi and ninja gain a bonus of +1k0 per point of Honour on attack rolls, courtiers gain the same bonus
on Contested Social Skill Rolls, and shugenja gain the bonus on spell-casting rolls made on Air spells (only) targeting those opponents.
Shosuro Yojimbo
Path of Entry: Shosuro Shinobi 2, Shosuro Actor 3
Path of Egress: Shinobi 3, or Shinobi 1
Technique: Protector from the shadows
For the purpose of this Technique your Shinobi School Rank is considered 1 higher. You gain Free Raises equal to your Shinobi School Rank
on Investigation or Battle rolls to notice hidden threats or traps that might threaten your charge. At the beginning of a skirmish you may make a
contested Stealth/Awareness roll against each opponent, if you win all of these rolls you gain 1 full round to act before anyone else does. If
your opponents are not aware of your presence you add twice your stealth to each of these rolls.
Advanced:
Aotora Herbalist [courtier]
Requirements: Rings /traits: intelligence 5, perception 5, stamina 5
Skills: medicine 5. Poison 5
Advantage: Jurojin's blessing
Other: the advantage requirements may be waived by increasing the stamina requirement by 1.
Rank 1: Sowing
You gain a bonus in rolled and kept dice to your medicine skill rolls equal to your school rank. Also. your stamina rank is doubled when you roll
to resist poison.
Rank 2: Growing
You may create an addictive compound by making a successful intelligence/poison roll against a TN of 15. It affects anyone who ingests it as
a poison. The TN to resist the addiction is 15. You may make a raise to increase this TN by 5. If the target is affected by the substance, treat
him as if he has the disadvantage compulsion.
Rank 3: Reaping
When making poison or medicine skill rolls. your 8's and 9s explode as well as 10’s. The TN (for anyone other than a poison master) to create
an antidote to your poisons is increased by 5x your insight rank in addition to the effects of any raises you make on your poison skill roll.
Disciples of Bayushi
Requirements: agility 5, defence 5, stealth 4, kenjutsu and iaijutsu 5.
Special: disciples may not have the following disadvantages. Soft hatred Cruel Insensitive Brash overconfident Junshin idealistic Jealousy
Rank 1: little truths
The bushi may, at the start of each round, make a perception + investigation role at TN 20 to discover one opponents TN to be hit, amount
rolled and kept to hit (+ bonuses), or amount rolled and kept on damage (+bonuses). A raise will discover another piece of information.
Rank 2: strike first, strike again.
The bushi may now make an additional attack per round.
Rank 3: in shadows, strike.
The bushi may make a contested stealth + agility role vs his opponents investigation and perception. If he succeeds, the opponent’s next
attack automatically misses. This is in place of a normal attack.
The only problem i see with the rank 2 technique is that later techniques are often stronger versions of earlier techniques… so nullifying an
earlier technique may not be that effective. My suggestion, proceed backward, nullifying later techniques instead, but since this would make
the rank 2 technique a bit more powerfull, either make it the rank 3 or add some sort of limitation like a void expenditure
why not?
Nullify techniques one by one.
must spend a void point each time to initiate.
roll contested void/know the school against void/insight rank with a number of raises equal to the rank to negate.
duration equal to the school rank of the man-hunter
Hmmm i like that. I think i would still keep the nullification lasting a number of rounds or minutes equal to their lore: chosen clan.