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Welcome to Sethron's L5R 5E Sheet File > Make a Copy to use it!

File > Make a Copy to use it! If either of these numbers are red, get the current version

V. 4.0 Current Version: 4.0


sheet reference https://docs.google.com/spreadsheets/d/13Shj8zgV4o5MDMzrAbbQ5cOrc-ZqPsLHWwI9gAcIxlc/edit#gid=97017281
Movement Home Rules
Pattern Home Rules
The reference sheet is built by me and contains all the rules that are in the dropdowns in this sheet. It's necessary for the
sheet to work, but if you would like to create your own reference sheet (maybe to remove or add houserules from the
dropdown), you can follow this link, File > Make a Copy, and then copy that link into the C3. At which point, you will have full
control over what this sheet pulls, and you can search for (H) and delete any content that contains it.
Introduction
Welcome to my L5R 5th Edition Sheet. This sheet autocalculates pretty much everything you need in order to run L5R smoothly. It contains the information from every book currently out and will continue to
update as needed. It does, also, reference a bunch of homebrew stuff, but if you want to opt out of that, there's an easy solution. Copy the link of the Houserule Free Sheet below to C3, or you can make
your own and link it there.
Houserule Free-sheet: https://docs.google.com/spreadsheets/d/1r6lujSvTMozdbknruQxjkSvSoTpUiVcNYrDLgi9qoiA/edit?usp=sharing

Navigation
The Base Tab allows you to build your character and pretty much holds your hand through the creation process. Aside from feeding you direct Advantages and Disadvantages, it walks you through the 20
questions game with all the information of the schools and clan bonuses.
The Character Tab is where you will mostly live--it's where your character is built and the main sheet. It has spaces for you to record all your character stuff and the exp calculates automatically when you up
your Ranks. Insight calculates "automatically" sort of--in that, it'll add it all up and tell you when you've hit rank, but you have to record how much insight you get from each level. Unfortunately, there's no real
good way to do insight without your own records being kept; it's just a little too fiddly. It will tell you what is in curriculum though, so it's easy to do that math on the insight~ Remember it's 1/2 round UP, not
Round Down.
And the Experience Tab is pretty straight forward. If you have a game in which you are all getting the same experience, you can make a Game Experience sheet and pull an importrange from there so you don't
each have to record it, but unless you're an excel sheet weeb like me, that's probably nonsense to you. Either way, keep track of experience earned and experience spent here! The Calculations on Rings and
Skills and Techniques are already kept track of; most things you'll buy are kept track of, but if you purchase something that's not calculated anywhere on the sheet, you can write it in underneath those, too.

Homebrew Content
There are some parts of this sheet that are just made up for myself, particularly on the Experience sheet. These things are marked with an asterisk and are simple to remove. Just delete the line containing
them in Experience Earned. Nothing else should interfere with you, as we don't have a lot of homebrew outside of that. I will, eventually, have hombrew clans and bullshit, but they, too, will be marked with an
Asterisk and in "Adding your Own Content" you can get clear instructions on how to add or remove my content easily.
Currently, the way they are handling other races, such as Kitsune, are basically just putting that race into a school, and I'm not really too excited about that, so I am waiting to see if Path of Waves decides to
give me a better avenue for handling these kinds of things or if I'm going to have to make one up--If I should have to make one up, it'll probably appear on this sheet; it's likely I'll just put racial differences in
family and make up techniques that are prerequisite on that racial situation. Either way--I'm warning you that'll likely happen here. You can always delete my homebrew content. All of it will be Denoted with an
[HB] on the Tables tabs
The below information is mostly for Seth, so I have home rules written where I can find them easily with a click of the button; Should you wish to use them, feel free--or ignore them. If the home rule has
sheet applications, there will be a checkbox up top to toggle it on and off.
Movement Home Rules
If you toggle this, a new derived stat called movement is calculated on the Character sheet, at Water + Fire. I was exceptionally irked at the movement system of 5th Ed., where I could
sometimes move 3 feet and sometimes move 3 miles depending on my 'end goal'. So we have designated every "Ring Band" as 5 yards and your Movement to allow you to move up to that many
'Ring Bands'. We're using standard yard lengths for the range of long range weapons. Leave this untoggled and it does nothing, but if you want to use this system, clicky the checkbox.
Critical Strike Home Rule
If you would take a maim that would make it unfun for you to play your character, you may opt, instead, to enter the "Dying 5" Condition. You may also take temporary maims that after 3
months in game being tended to by a healer (you just have to pay one or have one around with you each night helping you recover--mostly narrative), you may swap it for an Anxiety related to
the situation (Like Battle Trauma) showing that you nearly got a permanent maim but instead recovered.
Patterns Home Rules
The patterns applied to weapons have been increased in power almost universally (A few were good enough we didn't care to check them). If you toggle the checkbox, it will pull the more
powerful patterns
Opposed Checks Home Rule
If two people have directly opposing goals in a non combat situation and are making checks against one another, the TN of the roll is the Vigilance OR the opposed check, whichever is higher.

Recent Updates~
7/10/2021 Base tab: The boxes highlight if they fill with "any", indicating you must type in the choice.
Not a Version Change, but Mass Battle Tab: you can now copy/paste a link to your Commander's sheet and have it pull the info directly into your own as opposed to manual entry. Also, the Max
4/23/2021
Army power was 1pt off, and now it's fixed
v.4.0 will include all information from Fields of Victory; Character Tab: The technique list has been adjusted to include toggles to calculate insight, and colors that indicate what type of technique
you are looking at. This hasn't required any adjustments yet on the derivative table. Welcome Tab: The as of yet useless "Pattern Homerules" toggle will allow you to change to the .. more
4/19/2021
powerful patterns that we are using. Without toggle it will not diverge from the original, but I find the Artisan classes to be ridiculously lackluster at the moment and intend to do some..
adjustments. Mass Battle Tab: Complete overhaul of the Mass Battle tab to reflect the new Mass Battle rules. It's no longer just a House rules tab.
2/7/2021 Added Bonds Tab: Keeping track of bonds in the Technique list was obnoxious to me, so I made a Bonds tab specifically
Character Tab: Added "Status" for Affliction/Taint/Other, with notes for explanation. Affliction lowers Vigilance to 1, as it should. Fixed an issue with the Weapons/Armor [X2 was populating
12/27/2020
down to 3,4,5,6,etc in Qualities] NPCs Tab: Adjusted entirely to new format for Weapons/Armor.

Adding Your Own Content!~


This sheet is put together in such a way that adding your own custom content should be pretty straightfoward, but I'm going to tell you how just in case. Adding Content involves going into the Creation and
Advancement Table tabs, which are both normally hidden from view, so you can find them under the menu at the bottom left. Creation tables are for your base Clans, Families, and Schools, while Advancement
tables are for your Curriculum. Keep in mind that anything you make will need to follow the same basic building blocks as the book. IE: Advancement tables are always Skill Group, Skill, Skill, Skill, Technique
Group, Technique, Technique. If they leave this order, the sheet will break trying to figure them out, so be cautious, but have fun.
Key: In case you can't figure it out, (I know you can, but this might make not having to think about it) (K) is Kata, (S) is Shuji, (N) Ninjutsu, (R) Ritual, (I) Invocation, and (KH) for Kiho
Creation Tables
The Creation Tables are pretty straight forward, and you should be able to figure out what each column is based on its header, but I'm going to go into a few details that might be less obvious. Before you
edit this at all, you're going to want to copy the whole page and paste Shift+Cntrl+V so it's not pulling from my information block. This will cut you off from automatic future updates, but it will save you from
things breaking later.
There's a Column called "# of Skills" in the school section, and that's "Choose this many skills from the list". Shugenja so far are always 3, Monks are always 4, and Everything else is 5. I say "so far" because I'm
skeptical about L5R sticking to patterns. I've been burned before. The Bayushi Deathdealer is the only school that has 8 skills to choose from. Everything else is 7 or less. It's a unicorn fairy monster in a sea
of otherwise perfect order.
Then there's your Techniques, which might confuse some of you, so I'm going to go over. If a Technique is 'choose one', then put all options under the same Technique header right next to each other. If a
technique is a list of things and says "Choose 2", then you're going to have to put that same list under two Technique headers. And if Choose 3, the same list under 3 Technique headers. Anything that you just
get goes under 1 Technique header alone. There are 5 technique headers, because, so far, no class has had over 5 techniques as a starter, and there are 5 slots in each of them, because, so far, no class has
had more than 5 techniques to choose from in any bulk choice. If L5R changes this, I will have to adjust my sheet. You'll hear about it. I'll be cursing.
Advancement Tables
When adding a new school to the mix, advancement tables are a must. When you add a new school, it will transpose a name at the top denoting that you have a new column for that school. Do not reorder your
schools on the Creation Tables--if you do, you will misorder this table. I have a check for that by having the main stuff check if it's under the right header. Before you edit this at all, you're going to want to
copy the whole page from row 3 down and paste Shift+Cntrl+V so it's not pulling from my information block. This will cut you off from automatic future updates, but it will save you from things breaking later.
If it's suddenly got a bunch of PINK all over it, you have fucked it up. You need to get the original and try again, without sorting the Creation tables. Anything you add will be pink until you copy and paste the
transposed name to Row 1, forcing it to acknowledge this is where I belong now.
Then just fill out the thing properly in the same format as all the rest. Make sure you type things in correctly--it's checking for names against names. If you aren't sure you are typing it correctly, find
another example of it in the sheet and copy/paste it. This is particularly important for Skills. Techniques and the like are less important in this regard and you don't have to follow any specific formatting
Starting Stats
0. What type of Character are you? Samurai
1. Which clan's lands did your character grow in? Transpose these to your Character Sheet;
Core Identity

It's listed for ease and calculations


Part I

Status:
2. Who is your Family? Earth 1
Glory: Wealth: Koku Air 1
* Your In-clan Families are at the top, followed by an alphabetical listing of all families available.; If you are a peasant, your starting Status is 20-24
regardless of your clan lands Water 1
Fire 1
Void 1
3. Where did you learn their skills?
Skills (Choose #):
Honor: Techniques: Check Character Tab for Ability Outfit:
Role & School
Part II

Techniques:
4. How does your character stand out within their school?
* Your In-clan Schools are at the top, followed by an alphabetical listing of all families available.

5. Who is your lord and what is your character’s duty to them? Write your Giri(s) on your Character sheet
Honor & Glory

6. What does your character long for, and how might this
Write your Ninjo on your Character sheet
Part III

impede their duty?


7. What is Your character's relationship with their clan? Standing
8. What does your character think of Bushido? Honor 0
* Skill choices are organized by type (Scholar, Martial, Artisan, Social, Trade) Glory 0
Status 0
Wealth Koku
9. What is your character’s greatest accomplishment so far? Write a Distinction Advantage on Character Tab Techniques
Strengths & Weaknesses

10. What holds your character back the most in life? Write an Adversity Disadvantage on Character Tab
11. What activity makes your character feel at peace? Write a Passion Advantage on Character Tab
Part IV

12. What concern, fear, or foible troubles your character the


most? Write an Anxiety Disadvantage on Character Tab
13. Who has your character learned the most from during
their life? Write an Advantage & Disadvantage gained from Mentor on Character
A skill from your Mentor

Outfit
Personality & Behavior

14. What detail do others find most striking about your Outfit: Plus a Gift of Rarity 7 or
Lower, given by an ally.
character? Write this in your Description on Character Tab
Part V

15. How does your character react to stressful situations? Write this in Unmasking on your Character Tab
16. What are your character’s preexisting relationships with Write this in your Wealth and Gear spaces on your Character Tab;
include a Gift of Rarity 7 or lower from one group you have affiliations
other clans, families, organizations, and traditions? with

17. How would your character’s parents describe them? This skill must have 0 Ranks
Ancestry & Family

18. Who was your character named to honor? See Heritage Honor: Glory: Status:
Part VI

Adv. from Heritage Tech. from Heritage Item from Heritage Ring Reduced Ring Gained Skill from Heritage

19. What is your character’s personal name? Record this on your Character Tab.
* Like all advantages, if you gain one here, make sure you make note of it on your character sheet

Notes: You cannot gain a skill or ring above a 3 in character Generation, and if an answer would gain you above a 3, choose another Ring or Skill to raise within the choices

Heritage Table
Roll Twice and Choose one Option, or Both, at the GM's Discretion
Roll Result Modifiers Other Effects
Roll a ten-sided die again and add the resulting family heirloom to your starting items (1–3: a weapon, 4–6:
Famous Deed: One of your ancestors won a great victory for their clan or Increase your glory
1 a set of armor, 7–8: another item, 9: a horse or other animal, 10: a boat or estate). You choose one quality
even the Emperor, and was rewarded with an item of incredible quality. by 3.
and the GM chooses one quality from the list of item qualities, on page 240; these are applied to the item.
Roll a ten-sided die again to determine your lost family heirloom (1–3: a weapon, 4–6: a set of armor, 7–8:
Increase your honor another item, 9: a horse or other animal, 10: a boat or estate), which exists somewhere in the world. You
Glorious Sacrifice: One of your ancestors perished nobly in battle, and one of
2 by 5 and your glory
their signature items vanished with them or was lost in the subsequent years. choose one quality and the GM chooses one quality; these are applied to the item. You do not know where
by 5. the heirloom is, but you could later reclaim it during the campaign.
Wondrous Work: One of your ancestors crafted a piece of great beauty that Increase your glory Roll a ten-sided die again to determine an Artisan skill (1–3: Aesthetics, 4–6: Composition, 7–8: Design, 9–
3
won renown for your family, and others expect you to live up to that legacy. by 5. 10: Smithing); gain +1 rank in that skill.
Dynasty Builder: One of your ancestors was instrumental in the rise of a
powerful lord, using cunning stratagems and shrewd advice to secure their Decrease your glory Roll a ten-sided die again to determine a Social skill (1–3: Command, 4–6: Courtesy, 7–8: Games, 9–10:
4
ascension. You have heard this story many times and know the importance of by 3. Performance); gain +1 rank in that skill.
power subtly wielded.
Discovery: One of your ancestors made an incredible discovery, invented
something of great importance, or uncovered an ancient secret. Thanks to Increase your glory Roll a ten-sided die again to determine a Scholar skill (1–3: Culture, 4–5: Sentiment, 6–7: Government, 8–9:
5
family lore, you have at least a rudimentary understanding of the subject of by 3. Medicine, 10: Theology); gain +1 rank in that skill.
their discovery.
Ruthless Victor: One of your ancestors claimed a bloody victory over a rival,
smashing their forces with a cunning maneuver or seizing their domain after Decrease your Roll a ten-sided die again to determine a Martial skill (1–3: Fitness, 4–5: Martial Arts [Melee], 6–7: Martial
6
vanquishing them in battle. From this relative or their story, you learned well honor by 5. Arts [Ranged], 8: Martial Arts [Unarmed], 9: Tactics, 10: Meditation); gain +1 rank in that skill.
the importance of brute force.
Elevated for Service: One of your ancestors was a jizamurai or even a
commoner who served with such distinction that their position was elevated Decrease your glory
Roll a ten-sided die again to determine a Trade skill (1–3: Commerce, 4–5: Labor, 6–7: Seafaring, 8:
7 by 3 and increase
to that of a Great Clan samurai by marriage or mandate of a daimyō. As a Skulduggery, 9–10: Survival); gain +1 rank in that skill.
your honor by 3.
child, you learned the basics of the skills for which they won their esteem.
You know one additional technique. Roll a ten-sided die again to determine the category (1–3: kata, 4–6:
Stolen Knowledge: One of your ancestors learned a secret of another school Decrease your shūji, 7: ritual, 8: invocation, 9: kihō, 10: mahō or ninjutsu), and then select one technique with a prerequisite
8
and clandestinely passed it down through the ages; now, it has reached you. honor by 5. of school rank 1 and learn that technique. You can perform that technique even if it is not normally allowed
by your school.
Increase your You gain the Blessed Lineage advantage (see page 103) (this can be assigned in excess of the normal
9 Imperial Heritage: You can trace your lineage back to the Imperial line.
status by 10. limitations on advantages at character creation).
Unusual Name Origin: Your character was not named for an ancestor—
perhaps they were named for an outsider who did a great service to the Choose two of your character’s rings; you may reduce the value of one of these rings by 1 to increase the
Decrease your glory
10 clan, perhaps their name was bestowed upon them for a unique deed, or value of the other by 1 (this still cannot raise a ring above 3). If you do not do so, choose one item of rarity
by 3.
perhaps someone was trying to send a specific message in the selection of 6 or lower and assign it to your starting outfit.
their name.

Shadowlands Table
Blood and Mortar: You can unequivocally trace your lineage back to the You gain the Blessed Lineage advantage (see page 103 of the core rulebook) This can be assigned in excess
Increase your
1 earliest days of the Kaiu Wall. It is said that the blood of your family is mixed of the normal limitations on disadvantages at character creation. While on the Wall, your glory rank is
status by 3.
with the mortar holding together the first stones of the Wall. treated a1 higher.
Infamous Builder: One of your distant ancestors designed and built a
Decrease your glory Roll a ten-sided die again to determine a skill to aid in restoring your ancestor’s name (1–3: Government, 4–
2–3 fortification or weapon that failed at a crucial moment. Many samurai
by 5. 6: Labor, 7–10: Smithing); gain +1 rank in that skill.
perished as a result, and your ancestor’s name is still cursed to this day.
Lost in the Darkness: One of your ancestors vanished in the Shadowlands.
Rumors dog your family that your ancestor simply fled out of cowardice…or Increase your honor Roll a ten-sided die again to determine a skill to aid in learning of your ancestor’s fate (1–3: Culture, 4–6:
4–5 by 5 and decrease Survival, 7–10: Theology); gain +1 rank in that skill. Additionally, your ancestor might still be alive, in the
that they even came to embrace corruption as one of the fallen samurai
known as the Lost. One day you vow to learn the truth of the matter. your glory by 5. Shadowlands...waiting.
Vengeance for the Fallen: Your ancestor fought many battles against the You gain the Haunting (Void) adversity (see page 122 of the core rulebook). This can be assigned in excess of
Shadowlands, and finally fell while facing an immensely powerful oni. Your Increase your honor the normal limitations on disadvantages at character creation. Roll a ten-sided die again to determine a
6–7
ancestor calls to you to find and destroy the vile creature responsible for by 5. Martial skill (1–3: Fitness, 4–5: Martial Arts [Melee], 6–7: Martial Arts [Ranged], 8: Martial Arts [Unarmed],
their death, for only then can they find true peace in the afterlife. 9: Tactics, 10: Meditation); gain +1 rank in that skill.
Twenty Goblin Thief: The Crab periodically announce a “Twenty Goblin
Winter,” during which rōnin who return with the heads of twenty goblins are Decrease your glory Roll a ten-sided die again to determine a skill to aid in learning of your ancestor’s fate (1–3: Culture, 4–6:
8–9
accepted as members of the Crab Clan. One of your ancestors is said to have by 3. Skulduggery, 7–10: Theology); gain +1 rank in that skill.
stolen heads from another rōnin and claimed the heads as their own.
Tainted Blood: Your ancestor is rumored to have flouted Imperial law and
hidden their Taint. Worse, you worry that perhaps your bloodline is also Decrease your You gain the Fallen Ancestor disadvantage (see 98). Choose one of your character’s rings; you may reduce
10
corrupted, and a foul influence still lurks deep in your being— and that it status by 3. the value of that ring by 1 to increase the value of your Void Ring by 1 (this still cannot raise it above 3).
influences you in subtle and insidious ways.

Courts of Stone Table


Dishonorable Cheat: One of your kin was caught cheating in a high-profile
duel. Instead of committing seppuku to purge their dishonor and redeem Decrease your glory Roll a ten-sided die to determine a skill to aid you in bringing your disgraced kin to justice (1–3: Martial Arts
1
by 5. [Choose One], 4–6: Survival, 7–10: Government).
their family, they ran away and became a rōnin, disgracing their bloodline.
Roll a ten-sided die and add the resulting family heirloom to your starting items (1–3: a weapon, 4–6: a
Triumph over the Lion: In your family line one of your ancestors held a
game set of your choice, 7–8: some other item relevant to your ancestor’s victory, 9: a horse or another
decisive victory over the Lion. It may have been a duel, a critical game of Go, Increase your honor
2–3 animal, 10: the deed to a small piece of land on the border of Lion territory). You choose one quality and the
a battle, or any number of things. The circumstances are irrelevant; the Lion by 5.
GM chooses one quality from the list of item qualities, on page 240 of the core rulebook; these are applied
were embarrassed, and your ancestor brought honor to your clan.
to the item.
Unforgivable Performance: In the recent past one of your kin gave a truly
horrible performance in the presence of the Imperial line. Through their You gain the Benten’s Curse (Air) disadvantage (see page 116 of the core rulebook). Roll a ten-sided die to
Decrease your
4–5 embarrassing acting in a scene they caused the Emperor to leave the theatre determine a skill that will help redeem your family (1–3: Performance, 4–6: Culture, 7–9: Command, 10:
status by 3.
and now rumors abound of your family being cursed by the Fortunes for such Courtesy).
a failure.
Triumph During Gempuku: One of your parents was a Topaz Champion and Increase your honor
6–7 You gain the Support of the Kakita Dueling Academy distinction, where the Topaz Championship takes place.
brought honor to your clan and your family. and glory by 3.
Increase your
A Little Too Close to Heaven: One of your ancestors is rumored to have had status by 5 and Roll a ten-sided die to determine a skill that can aid you in discovering the truth about your lineage (1–2:
8–9 an illegitimate child with an Emperor. While you may be able to link your decrease your Government, 3–4: Commerce, 5–6: Sentiment, 7–8: Meditation, 9–10: Theology).
heritage to the Imperial line, the disgrace of such an affair stains this joy. honor by 5.
Elegant Craftsman: Your ancestor was a truly gifted artisan and produced in
their lifetime a masterwork that is still renowned today. You now live in the Increase your glory You gain the Isolation anxiety (see page 103). Choose one of your character’s rings; you may reduce the
10
shadow of this ancestor, and your clan expects your complete focus in by 5. value of this ring by 1 to increase the value of your Fire or Air Ring by 1 (this still cannot raise it above 3).
bringing glory to your line once again.

Celestial Realms Table


Associated with a Natural Disaster: An ancestor, through folly or hubris,
caused or responded problematically to a natural disaster. They may have
Decrease your You gain the Whispers of Failure (Fire) adversity. You may reduce the value of one of your character's rings
1 abused the power of the kami or taken flawed action, such as refusing to
honor by 3 by 1 to increase the value of a ring associated with the disaster. This cannot raise a ring above 3.
allocate funds to repair a dam, leading poorly during a tsunami, or ignoring
the severity of a plague outbreak.
Great Treatise: One of your kin has written a scholarly text, religious
Increase your Roll a ten-sided die to determine a skill your family values (1–3: Composition, 4–6: Culture, 7–8:
2 treatise, philosophical essay, or collection of poems known throughout the
status by 3 Government, 9–10: Theology). Gain 1 rank in that skill.
Emerald Empire.
Guardian of Forbidden Knowledge: One of your kin guards or once guarded a
Decrease your Roll a ten-sided die to determine the skill your family uses to guard this knowledge (1–3: Martial Arts
3-4 reliquary of Forbidden Knowledge. Either your family still has responsibility
status by 5 [Melee], 4–6: Government, 7–8: Theology, 9–10: Skulduggery). Gain 1 rank in that skill.
for guarding the reliquary or it has gone missing.
Mark of the Elements: An ancestor had a story, perhaps true, perhaps
apocryphal, of having been blessed by an Element (IE, was born of Fire, Increase your Choose one of your Character's Rings. You may reduce the value of one of your character's rings by 1 to
5-6
couldn't drown or could swim as a baby, fell a great distance and didn't get Status by 5 increase the value of a ring associated with the disaster. This cannot raise a ring above 3.
hurt, was buried alive but survived, etc)
Sacrifice: A forebearer sacrificed something for the greater good of their Roll a ten-sided die again and add the resulting family heirloom to your starting items (1–3: a weapon, 4–6:
clan or The Empire. The sacrifice doesn't necessarily mean their life--it could Increase your glory a set of armor, 7–8: a valued piece of art, 9: a horse or other animal, 10: the deed to a small piece of land
7-8
be as personal as love, or family--but it should illustrate giving up an by 5 on the border of the Phoenix territory). You choose one quality and the GM chooses one quality from the
individual want, need, or desire for the good of society list of item qualities, on page 240; these are applied to the item.
Spirit of the Phoenix: One of your kin was reborn, either literally from death You gain an advantage associated with your predecessor's rebirth. Roll a 10-sided die to determine (1-2:
Increase your glory
9 or figuratively through public religious conversion, personal enlightenment, or Famously Kind, 3-4: Famously Lucky, 5-6: Famously Reliable, 7-8: Famously Successful, 9-10: Famously
by 3
a famous second career after some debilitating trouble. Wealthy)
Touched by the Fortunes: An ancestor spent too much time with the
Decrease your glory
10 fortunes and forgot their humanity, or saw a mystical truth too terrible to You gain the sixth sense distinction.
by 5
bear.

Fields of Victory Table


Born on the Battlefield: One of your ancestors was born amid war and
bloodshed, even if not literally on the front lines. The omens of your birth Decrease your glory
1 You gain the Guiding Ancestor (Void) distinction.
reflect an affinity for that ancestor, as such omens have done for others in by 3.
your family line.
Increase your glory
Strategic Mastermind: You are descended from a warrior known for their Roll a ten-sided die again to determine a skill you learrned by studying your ancestor's deeds (1–2: Tactics,
2 by 5 & Decrease
cunning and wartime acumen. 3–4: Command, 5–6: Government, 7–8: Culture, 9: Commerce, 10: Theology); gain +1 rank in that skill.
your honor by 5.
Victory Against the Crane: In your family line one of your ancestors held a Roll a ten-sided die and add the resulting family heirloom to your starting items (1–3: a weapon, 4–6: a
decisive victory over the Crane. It may have been a battle, a critical game of Increase your glory game set of your choice, 7–8: some other item relevant to your ancestor’s victory, 9: a horse or another
3
Shogi, a duel, or any number of things. The circumstances are irrelevant; the by 3. animal, 10: the deed to a small piece of land on the border of Crane territory). In addition to its other
Crane were humbled, and your ancestor brought honor to your clan. properties, this item is a battlefield heirloom.
Victory Against Invaders: The Lion's foremost duty is to protect the empire
Increase your honor Roll a ten-sided die again to determine a skill you learned to honor your ancestor (1–2: Command, 3–4:
4 from outside threats, and one of your kin acquitted themselves honorably in
by 3 Government, 5–6: Tactics, 7–8: Survival, 9: Theology, 10: Meditation); gain +1 rank in that skill.
this endeavor long ago.
Shamed by Defeat: Among your kin is one who failed the clan, whether they
Decrease your glory Choose one of the starting skills for your school in which your character has no ranks. +1 Skill rank in that
5 were beaten in battle or a duel, humiliated in court, or something else. The
by 3. skill.
need to redeem your line burns within you and drives you to excel.
Blade of Ten Thousand Battles: You have been entrusted with a storied Choose a weapon and add it to your starting outfit. At the GM's discretion, certain weapons may be
Increase your glory
6 weapon with an ancient history and lineage and you must prove yourself inappropriate choices and cannot be selected. In addition to being a weapon, this item is a battlefield
by 3.
worthy to continue its legacy. heirloom.
Lost Heirloom: An ancestor of yours was once entrusted with a peerless
weapon, but through their own failure, they lost it. It may have been taken Decrease your glory Choose a weapon to be the lost heirloom, which is now held by some individual or group hostile to you or
7 by another clan as a trophy in battle after your ancestor's defeat, stolen by by 3 and increase your clan. At the GM's discretion, certain weapons may be inappropriate choices and cannot be selected. In
bandits or shinobi, or even dishonorably sold to cover gambling debts. your honor by 5. addition to being a weapon, this item is a battlefield heirloom.
Whatever its fate, it has fallen to you to recover it.
Selfless Sentinel: Your ancestor was not well known or highly favored, but Decrease your glory
8 they served with honor, if not glory, and protected Lion lands from attacks by 3 and increase Gain the Traditional Adherent (Earth) distinction.
for all their life. your honor by 5.
Decrease your
Mighty Conquerer: One of your ancestors seized a valuable prize for the Lion honor by 3 and Choose one: Double your starting koku, add 1 item of Rarity 6 or lower to your starting items that is a
9 clan in a past war, such as a village, castle, or valuable hostage. The benefits increase your glory battlefield heirloom in addition to its other properties, or gain the Glorious Deeds passion.
of this prize still come to those of their descent. by 3.
Right Hand of the Emperor: The crowning glory of your line is the victory one
of your ancestor's won in the name of a past Emperor. They may have
crushed an enemy of the Empire, won great political favor, or even been a Increase your Gain the Support of Group Distinction. The Group must be the Seppun, Miya, or Otomo family, or the
10
close associate or friend of the Emperor in past times. As such, imperial status by 3. Imperial Legions.
families have more respect for you than most clan samurai and they expect
you to achieve accomplishments as glorious as those of your ancestor.
Name: Clan Lands: Family: Age: Ninjo:
School: Insight: 0 Rank 1 Race: Rokugani Human Giri:
Description: Unmasking: Honor Glory Status
EXP 0 /0 Bushido: Your character has no particular emphasis on any tenet of bushido

1 1 School Ability
EARTH AIR Endurance Focus
1 1 [1] 4 [2] 2
WATER FIRE Composure Vigilance
1 4 1
VOID Void Points Movement
1 2
Maximum Ring: 2; Raise Void or Lowest Ring to
increase.

RING INSIGHT: 0 _ [3] STATUS: Healthy Notes: [4]

WOUNDS: Earth Healthy Air Healthy Water Healthy Fire Healthy Void Healthy

SKILLS
Curriculum Checkboxes & Notes help you calculate insight. If you purchase a skill/technique in curriculum, add the full exp spent (2x New Rank) to the insight box.; if not, add 1/2 exp spent.

Insight Crrclm Rank SCHOLAR APPROACHES Insight Crrclm Rank ARTISAN APPROACHES
Culture Know Rokugani traditions & trends Analyze (A) Aesthetics f Create visual works of art Refine (A)
Government Know how the Empire operates Recall (E) Composition Compose literature Restore (E)
Medicine Know the body & how to heal it Theorize (F) Design Fashion and select clothing Invent (F)
Sentiment Underst& emotions of others Survey (W) Smithing Craft weapons and armor Adapt (W)
Theology Underst& religions & the spirits Sense (V) Attune (V)
SOCIAL
MARTIAL Command Issue orders to others Trick (A)
Fitness Perform feats of physical prowess Feint (A) Courtesy Control conversations and arguments Reason (E)
Martial Arts [Melee] Use close combat weapon Withstand (E) Games Play and understand games Incite (F)
Martial Arts [Ranged] Use ranged weapon Overwhelm (F) Performance Entertain and impress others Charm (W)
Martial Arts [Unarmed] Use fists in combat Shift (W) Enlighten (V)
Meditation Process & control emotions Sacrifice (V) TRADE
Tactics Comm& & control in a battle Commerce Buy and sell goods for profit Con (A)
Labor Conduct manual tasks such as farming Produce (E)
AIR Enemies add 1 to the target number (TN) of their checks against you Seafaring Operate boats and subsist at sea Innovate (F)
Combat Stances

EARTH Foes can't spend Opportunity to injure you Skulduggery Steal and spy on others Exchange (W)
FIRE You may count your Strife results in a successful check as bonus successes Survival Travel and endure in wilderness areas Subsist (V)
WATER You can perform an additional, different action that doesn't need a check
VOID You ignore strife from Strife results in your check MASTERY ABILITY

Weapons Range Damage DLN [5] Grip [6] P [7] R [8]Qualities

TITLE ABILITY
When purchasing in title curriculum, record insight here OR toward your school, not both.
Name Cost Insight
When the Title is finished, add Ability to your techniques with the Type "Title".
Punch 0 1 2 1-hnd 0 Snaring Status Glory Honor
Kick 1 2 1 1-hnd 0
Curriculum
Bite 0 0 3 1-hnd 0
Armor Phys. Supr. P [9] R [10]Qualities
Ability

Effect

Filter Techniques: Subtype:


Consumables Amount Effect [11] [12] Rarity TECHNIQUES/BONDS/TITLE ABILITIES
School Techniques: Base Costs: 3, unless stated otherwise
Curriculum: , , Total XP 0 Total Insight: 0
Special Note* [13] Rank Curriculum: Cost Insight 0
Activation:
PASSIONS ANXIETIES
After check, remove 3 strife. After check, +3 strife & 1VP (1/scene) Rank Curriculum: Cost Insight 0
Activation:

Rank Curriculum: Cost Insight 0


Activation:

Rank Curriculum: Cost Insight 0



Activation:


Rank Curriculum: Cost Insight 0
Activation:


DISTINCTIONS ADVERSITIES
Reroll up to two dice of your choice Reroll 2 successes. If you fail, gain 1VP Rank Curriculum: Cost Insight 0
Activation:


Rank Curriculum: Cost Insight 0
Activation:


Rank Curriculum: Cost Insight 0
Activation:


Rank Curriculum: Cost Insight 0
Activation:


Rank Curriculum: Cost Insight 0
Activation:


Rank Curriculum: Cost Insight 0
Activation:


Rank Curriculum: Cost Insight 0
Activation:


Rank Curriculum: Cost Insight 0
Activation:

Rank Curriculum: Cost Insight 0


Activation:

Rank Curriculum: Cost Insight 0


Activation:

WEALTH, GEAR, & NOTES Rank Curriculum: Cost Insight 0


Koku Buu Zeni Activation:

Rank Curriculum: Cost Insight 0


Activation:

Rank Curriculum: Cost Insight 0


Activation:

Rank Curriculum: Cost Insight 0


Activation:

Rank Curriculum: Cost Insight 0


Activation:

Rank Curriculum: Cost Insight 0


Activation:

Experience Spent: 0
In our homerules, we do not spend exp on bonds--we make a Void Sentiment check TN the level of the bond to achieve it after a meaningful time together. As such, this experience box
is completely optional

Like You Always Say... [Bond Ability, Rank 2] A Familiar Presence Draws Near... [Bond Ability, Rank 3]
You count as having one bonded character’s assistance on a check in If the bonded character is an NPC, you may play that character
which the bonded character is skilled. instead of your own character for the next scene (or in an
Rank 2

Rank 3
establishing flashback or other appropriate scene, if that character is
unavailable or deceased). Remember to adhere to that character’s giri
and ninjō while playing them. Major decisions on the part of that
character must be approved by the GM. If the bonded character is a
PC, you and that PC’s player may immediately play out an establishing
flashback scene that occurred between your characters in the past

You Taught Me This! [Bond Ability, Rank 4] We are Bound by this Fate We have Made! [Bond Ability, Rank 5]
Rank 4

Rank 5
Use one bonded character’s ring or skill ranks (or skill group ranks, if Transfer one of your Void points to the bonded character or gain 1
they are an NPC) for a check instead of your own. Void point after they spend a Void point.

Character Bonds
Bond Rank Bond Rank
Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character

Bond Rank Bond Rank


Character Character
Name: Basic Info: Age: Ninjo/Giri:
Description: Personality: Honor Glory Status
Advantage: Disadvantage:
Advantage: Disadvantage:

1 1 SKILLS WOUNDS ABILITIES


EARTH AIR Endurance Focus
1 1 [14] 0 [15] 2 Scholar Earth
Healthy

WATER FIRE Composure Vigilance Martial Air


Healthy

1 0 2 Artisan Water
Healthy

VOID Void Points Movement Social Fire


Healthy

Maximum Ring: 2; Raise Void or Lowest


Ring to increase. 1 2 Trade Void
Healthy

[16]
Weapons Range Damage DLN [17] Grip [18]P [19] R [20]Qualities Armor Phys. Supr. P [21] R [22]
Qualities

Name Rank Name Rank


Activation Activation

Name Rank Name Rank


Activation Activation

Name Rank Name Rank


Activation Activation

Name Rank Name Rank


Activation Activation

Copy paste the whole thing again down here for more pets/summons/whatever
Character Stats Reference Sheet I wanna see all the sssekrets
Status Glory Rank 0 Command Tactics Government A lot of this sheet is for homerules. With none of the homerules toggled, it
Theology Commerce Labor Seafaring Survival Skulduggery should be pretty easy to use for the basic Mass Battle System
Are you the Commander? Army Muster Bonus Successes: Army Discipline: 10 Army Power (Max 5): Army Quality: (toggled with Houserules checkbox) Individual Cohorts have 10
TN 3 Command check to Muster Army Total Army Discipline: 10 Total Army Power: 0 0 strength removed and calc that back based on the Commander's Tactics + their

Leadership Skill (determined by Cohort type.)


Levy Status Modifiers: Cohort & Leader Maximums: Cohort Maximums are 1+ 1/2 Status Rank (round
0 down), and Leader Maximum is their Command Skill Rank.

Commander's Stats Status Glory Rank Command Tactics Government Individuality: We preferred each of the cohorts to be able to be routed and
Commander's Sheet Link [23] for there to be a risk to the Captains of those cohorts, so the individuality
Houserules on? houserule divides the strength of the army, and if a cohort is routed, the
Cohorts (Max 1) Assigned Leader Strength Discipline Attrition Panic Notes Captain (Assigned Leader) takes the Critical strike.
0 1 1 Cohort Types
Type Lead Skill Ability
Cavalry Survival

After you perform an Assault action, if you succeed, the enemy


army suffers panic equal to your ranks in Survival.

Siege Specialists Labor

When performing the Rally action, if you succeed, add a number of


bonus successes equal to your ranks in Labor.

Siege Defenders Labor

While this cohort occupies a fortification, treat its difficulty level


as 2 higher.

Infantry Labor

When you perform an Assault action, if you succeed, add a number


Leaders (Max ) Leader Skill Notes (Focus, Vigilance, Clan Doctrine, etc) of bonus successes equal to your ranks in Command.

4 Archers Skulduggery

After you perform a Reinforce action, if you succeed, the enemy


army suffers panic equal to your ranks in Tactics.
2
Mystics Theology
1 After you perform a Rally or Reinforce action, if you succeed,
remove casualties or panic from your army equal to your ranks in
Theology.
1 Privateers Seafaring
Strike as the Storm: When the leader of this cohort performs the
assault action as part of their initial landing, they may spend (O) as
3 follows: (O): The target cohort's leader suffers the Dazed
condition. (O)(O)+: 1 additional enemy leader per (O)(O) spent suffers
the dazed condition. If using the rules for battle zones, this can
4 only effect leaders whose cohorts are in the same zone as the
target.

Allies & Mercenaries Strength Discipline STR+ DISC+ Hiring Cost Integrate? # of this Type? Outriders Survival
0 0 Thundrous Charge: The first time this cohort performs an Assault
action during each mass battle, if the enemy cohort is in open
Ability: terrain and the leader succeeds, they inflict additional attrition
and panic equal to the enemy army equal to their ranks in Survival
0 0
Ability:
0 0 Sappers Labor Labor
Ability: When this Cohort's leader generates momentum towards a
strategic objective to seize a fortification, they generate +2
0 0 momentum points.
Ability:
0 0 Ashigaru Labor Labor
Ability: Rank Formation: When a leader in this army performs the
Reinforce action, they may spend as follows: O+: After an enemy
Maintaining Your Army TN 0
cohort attacks this leader’s cohort, the enemy army suffers
attrition equal to spent this way.
In order to maintain your army, you must make a Command check each month, or else suffer the consequences based on your shortfall
Select all Maintenance Adjustments: Peasants Labor Labor
Army in Hostile Lands without Path of Resupply Commander's status is 6 or higher Conscripted: Each leader in this cohort increases the TN of their
attack actions by 1
Winter, Army not Garrisoned Commander publicly promoted 1+ jisamurai or ashigaru in last month
Army has been on March for 2 weeks of last month Troops have access to entertainment provided by commander Bandits Skulduggery Skulduggery
Army is short on food Victorious in Battle in last month Out of Nowhere: When this cohort's leader performs an assault
action, if the target is in confining or obscuring terrain, the leader
Army is short on water Food is plentiful may spend (O) as follows: (O)+: The enemy army receives panic equal
Exceptionally hot Troops are fighting a defensive conflict in own homeland to the leader's ranks in Skulduggery plus (O) spent.

Commander has the backing or mandate of a character with status 7 or


The Army is plagued by insects or other vermin Relentless Horde Skullduggery Skullduggery
higher
Commander or Backer has made considerable sacrifice of personal wealth, The creatures of the Shadowlands live for battle, and their rage
Army is plagued by disease
forfeiting 5 or more status does not gutter out so easily as that of human soldiers. This army
does not suffer the effects of battle fatigue.
How much Status? 0
Results of Maintenance Check Monstrous Enemies Command Command
Success Remove Casualties & panic equal to your ranks in Government + 2/ bonus success At the end of each round, each opposing army suffers panic equal
to this army’s leader’s ranks in Command.
Failure (Shortfall 1-3) Army receives Panic equal to shortfall. If Army's panic exceeds its discipline this way, reduce it to its discipline, however the army refuses to fight for the next month.
Failure (Shortfall 4-6) Army receives Panic equal to 2x shortfall. If Army's panic exceeds its discipline this way, it breaks apart into multiple chunks. They spread across theTainted
countryside,
Walkerspursuing Theology
their own agendas
Theologyor even turning to banditry.
After a mass battle against this army, the battlefield becomes
Failure (Shortfall 7+) The Army Revolts and attempts to overthrow its commanders and their leaders. Chaos ensues, and the commanders must fight for their life, negotiate, or flee to survive.
Defiled terrain (see Terrain, on page 267).

Army-Wide Abilities
Battle Tested Increase the Army's Discipline by 5.
Crab Clan Doctrine When this army would receive panic, it receives that amount -2 (min 1).
Crane Clan Doctrine After a successful Challenge action by your leader, if the Challenging leader wins the clash, the enemy receives panic equal to their glory rank; if they lose, their own army receives panic equal to their glory rank.
Dragon Clan Doctrine When performing the rally action, if a leader in this army succeeds, add a # of bonus successes equal to the leader's rank in Meditation.
Lion Clan Doctrine When the Army would remove 1 or more casualties or panic, it may remove an amount equal to the status rank of its commander instead.
Phoenix Clan Doctrine After a leader in this army performs an Assault action, if they succeed, the enemy army suffers attrition equal to that leader's ranks in Theology instead of Command.
Scorpion Clan Doctrine Reduce the TN of the first Scheme action check each leader in this army makes the first time in a Mass Battle by 1 (min 1). If this army's commander is also a leader, reduce the TN of the first scheme action check the commander makes by 2 instead.
Unicorn Clan Doctrine When performing the rally action, a leader in this army may make a TN 1 Survival check instead of a command check. [Home Rule: Use Dragon Clan Doctrine, but with Survival]
Fervor Increase the Army's Discipline by 10. Increase the TN of the Monthly checks to maintain the Army by 2.
Earned Spent
Reason Total Reason Amount * This denotes Homebrew Systems; Feel free to
delete
Age Bonus* 0 Rings 0
Power Bonus*: Average 0 Skills 0
Talent Setting*: Average 0 Techniques 0 The Age System
Life Experience*: Unused 0 Bonds 0 In the age system, warriors just out of Gempukku
are the baseline, so the Age calculates at 0xp at 13
Bonus Experience*: years old (standard Gempukku age for the youngest
Gempukku type samurai, like Crab). It gains 4xp per
year after

The Power Bonus System


In the power bonus system, it allows for certain
characters to be just a little better than or worse
than their peers. A Powerful samurai is about 10xp
ahead of another samurai of their age, and a Weak
Samurai is about 10xp behind. Completely untrained
Samurai are 20xp behind their peers

The Talent System


In the Talent System, you enter the base amount of
exp gained for each character in the base amount
column and based on the talent, the total is
calculated on the left side. Otherwise, this base
amount column is unuseful to you. Ignore it.

Life Experience System


Again a Homerule situation, life experience
determines your starting exp based on how much
experience your character has at the beginning. If
left Average, it will not affect your game

Bonus Experience
This is not multiplied by the Talent Setting.
v.1.3 - Added Movement Homebrew system because I have now encountered the Ring Band
12/14/2019 movement system and I do not like it whatsoever. Also added a Curriculum Bar to Title for upkeep
notes
v. 1.2 - I LIED IT'S AN UPDATE. Techniques were broken because I had shifted rows to make stuff
12/12/2019
earlier on. New version, who dis?
We're not calling this a version update because nothing was really updated, but I did sort the
12/12/2019
Creation and Advancement tables.
v1.1 - Added a Notes section to Clans; it's for how I suspect I will implement homebrew races.
12/11/2019
Right now it does nothing, but it's still a change, so I'm noting it.
First Draft is finished with Shadowlands, Courts of Stone, the Core Book, Emerald Empire, and the
12/10/2019
Mantis Clan splat all added. I'm looking forward to the Path fo Waves book, but we're live.
Added an Information: Techniques Panel that includes the techniques from the Core Rulebook--I
really hate looking things up, you see, so I'm basically creating cheat sheets. Oh, I added an
12/15/2019
Advantages/Disadvantages one too, and it has all the core book info. Update: Added all the Books
techniques; there are less in the other books than I would have expected.
v.1.4 Updated the Base to include Status from Heritage Tables; doing so forced
me to clean it up a bit, but it's working great. I think I might be done--do you know
12/15/2019
how much work I did on that 3rd ed sheet and it wasn't even done yet? Jeez this
system is easier. *knocks on wood* In fairness, I might find a lot of fiddlies later.
v.1.5 Someone brought attention to the fact that I forgot the Techniques from the
12/20/2019 Shadowlands book--that's now remedied.
The sheet wasn't calculating out far enough on the Advancement Tables to
12/23/2019 account for some of the schools I added--fixed. Added tracking for Wounds;
Added tracking for Arrows
v.1.6 For ease of updates, I've linked the information tabs and
Creation/Advancement tables to a Reference document located here: https://docs.
google.com/spreadsheets/d/146d4FZgzsy0yTkn4VhVoUvXI5RKVgQbt92AncJP-
12/24/2019 ZhI/edit?folder=1Io3UA6kqVo53Lt4rxci7OgUOFdPpSZuV#gid=913236284 . They
will pull updated Techniques and such from there now so I don't have to add them
manually to every version update. This means you can't sort them using the filters,
but you can still filter them for ease of looking through.
ALL PREVIOUS VERSIONS OF THE SHEET WERE NOT CALCULATING YOUR
12/24/2019
MENTOR SKILL. APOLOGIES. IT IS FIXED NOW.
v.1.7 I've removed the Information tabs, because they are just reference material.
12/27/2019 Now they are kept in the reference document. I have added the ability to
dropdown titles, though, because.. well, ease.
v.1.8 Happy new Year. There are some techniques that give bonuses to
1/3/2020 Endurance and Composure, I've realized, and so I've provided a few boxes for
that
v.1.9 Dropdown Techniques because I'm a lazy bitch. You can still type in your
own if you want but I personally prefer dropdowns. Do you want your own list?
1/4/2020 Copy/paste the Techniques or Advantages/Disadvantages tab with a
Shift+Cntrl+V and you will have a list you can edit to delete ones you don't want
and add ones you do.
v.2.0 Updated the Techniques to reflect their type in their titles, because it allows
easier drop-down choice. I was having a hard time determining which was which
1/20/2020 whilst choosing and this was the most elegant solution; Sorry if any of you were
using my ref document, because you all will have to update your techniques real
quick.
v.2.1 Made Equipment Tab and allowed dropdowns of equipment because I'm
lazy and I make a lot of characters and this helps me. Updated
2/14/2020
Advantages/Disadvantages and Techniques to pull from the Welcome Sheet
(Whoops)
v.2.2 Added the Basics of Path of Waves--Regions and Upbringings--to the base
sheet. None of the techniques, schools, advantages, or disadvantages are
2/24/2020
represented. Maybe someone will scan the books into PDFs so I can do this
reasonably, because there's too much to copy by hand.
3/4/2020 v.2.3 Added NPC sheet for pets, summons, whatever you desire to keep track of
Not a new version, just added Bond abilities to the technique list and the sheet
3/5/2020 autocalculates exp costs on techniques--just delete the exp costs of things you got
for free. It's just one less # I have to type in general
Most things from Path of Waves have been added to the sheet. We're missing the
advantages and disadvantages. This isn't a version update, as it's just the
3/8/2020
reference material. Please keep in mind: I copied this junk by hand as opposed to
copy/pasting it out of a nice pdf, so if there are typos or whatever, that's why.
v.2.4 The reference sheet has been changed so as not to interfere with older
versions as I added a column to techniques to help this new update, but I've
created a filter on the technique dropdown! By default, it will filter your curriculum
(sans your individual techniques) to the top now, making scrolling way less
4/20/2020
arduous! I've been noodling about how to do this for.. like... forever, because there
were so many techniques. I figured it out, finally. Older sheets are referencing my
Reference Document (Defunct) sheet, which will no longer be updated with new
techniques or powers.
v.3.0 I should have changed this on the last update, but I didn't. This update is
actually really tiny. On the Derivative Tables sheet (Hidden) Cell AJ1 needs to
have the word in quotes changed to "Ronin", not "Samurai" and the =L3 and =L4
5/8/2020 needs to be swapped at the end in the two formulas. Just.. update your shit and
you'll be G2G; For perfect clarity, it should look like this: =IF(Base!$L$3="Ronin",
FILTER('Creation Tables'!O2:O,'Creation Tables'!N2:N=Base!L3),FILTER
('Creation Tables'!O2:O,'Creation Tables'!N2:N=Base!L4))
v.3.1 A small fix in the Derivative Tables Sheet changes AE2 from its original form
5/22/2020 to: =TRANSPOSE(SPLIT(TRANSPOSE(SPLIT($Q$6, "* ", FALSE)),"Rank ",
FALSE)) ; This fixes problems with asterisks in the Ranks
6/19/2020 v.3.2 Fixed the Status and Glory calculations for Ronin/Peasant/Gaijin
v.3.3 Adjusted the Advantages and Disadvantages on the sheet to show what
9/19/2020
type they are in their description -- IE Mental, Interpersonal, Physical
v.3.4 Added Bushido emphasis on the Character sheet and extended techniques
10/9/2020
section down
10/14/2020 v.3.5 Fixed Ronin calculation where it added the status together twice
v.3.6 Added a bar below schools in the Base Tab that explains their diversions
10/15/2020 from the original book and/or unique things about the class if the class requires
specific advantages/disadvantages
Derivative tables School List now defaults to Ronin list if there's an error in the
pull; It also pulls Gaijin schools as a group when people choose Gaijin as their
10/23/2020
class, as opposed to attempting to pull each for individual types--especially since
there are two Yodha, this didn't really work out
Not a version change, but added some home rule experience dropdowns for one
10/30/2020
of my games and made that pull info from the reference sheet Misc tab
v3.7 adds Patterns to the weapons and armor lists and maybe fucks everything up
11/13/2020
we don't know yet; once I use it for a while I'll see where the bugs are
Character Tab: Added "Status" for Affliction/Taint/Other, with notes for
explanation. Affliction lowers Vigilance to 1, as it should. Fixed an issue with the
12/27/2020
Weapons/Armor [X2 was populating down to 3,4,5,6,etc in Qualities] NPCs Tab:
Adjusted entirely to new format for Weapons/Armor.
Added Bonds Tab: Keeping track of bonds in the Technique list was obnoxious
2/7/2021
to me, so I made a Bonds tab specifically
v.4.0 will include all information from Fields of Victory; Character Tab: The
technique list has been adjusted to include toggles to calculate insight, and colors
that indicate what type of technique you are looking at. This hasn't required any
adjustments yet on the derivative table. Welcome Tab: The as of yet useless
4/19/2021 "Pattern Homerules" toggle will allow you to change to the .. more powerful
patterns that we are using. Without toggle it will not diverge from the original, but I
find the Artisan classes to be ridiculously lackluster at the moment and intend to
do some.. adjustments. Mass Battle Tab: Complete overhaul of the Mass Battle
tab to reflect the new Mass Battle rules. It's no longer just a House rules tab.
Not a Version Change, but Mass Battle Tab: you can now copy/paste a link to
your Commander's sheet and have it pull the info directly into your own as
4/23/2021
opposed to manual entry. Also, the Max Army power was 1pt off, and now it's
fixed
Base tab: The boxes highlight if they fill with "any", indicating you must type in the
7/10/2021
choice.
[1] Bonus

[2] Spent

[3] If you wish to remove insight gained from rings to add it to, say, a title instead, remove the insight here
and add it to your title.

[4] Use to indicate which rings are afflicted, or any other status effects

[5] Deadliness

[6] A ^ refers to a different grip available (usually 2-hands) that conveys a bonus defined in the Qualities
section

[7] Pattern

[8] Rarity

[9] Pattern

[10] Rarity

[11] Pattern

[12] Rarity

[13] Use this space to note if something is a tattoo, attached to a shikigami, etc.

[14] Bonus

[15] Spent

[16] If you wish to remove insight gained from rings to add it to, say, a title instead, remove the insight here
and add it to your title.

[17] Deadliness

[18] A ^ refers to a different grip available (usually 2-hands) that conveys a bonus defined in the Qualities
section

[19] Pattern

[20] Rarity

[21] Pattern

[22] Rarity

[23] Getting the URL to your commander's sheet will allow you to auto-populate their stats above.
- Make sure their sheet is shared so your sheet can access it.

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