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Vassal Families & Extra Clan Schools

By: Various Authors

Within each clan are a number of vassal families as Multiple styles within the Existing schools
well as extra schools that are followed by the major Within each of the warrior schools of the Great Clans
families. there exists multiples styles, handed down within the
Each vassal family serves a particular great family. the dojos of the school. Great warriors and sensei
These families have long histories of service to their occasionaly develope new techniques, secret methods,
liege family. This is how some ronin are inducted into and other innovations that result in new styles. One
a clan, rather than being adopted into a major family. feature that gives a uniformity to the school is that the
These families also have schools, though less powerful rank 1 technique always remains the same.
or versatile than those of the great families.
Characters from vassal families are forbidden from Changing Styles
taking ancestors from other than their liege family and While characters rarely change schools, it is much
such ancestors cost one extra point. For such characters more common for a character to change styles within
it takes an extra two points of glory to go up a glory his school. Death of a sensei, changing of lords, or
rank. finding that one's temperment is simply not suited to a
The extra greater family schools are alternate schools style's teachings may all result in a character changing
that are allowable to anyone of the greater families. styles. This should be treated as a two experience point
advantage; Multiple Styles (school name). Characters
All of the vassal schools presented here are of the who change styles still receive only one technique per
three technique/rank variety, while some of the extra school rank, but do not have to repeat techniques they
greater family ones are of the 5 technique/rank variety. already know.
The second and third rank techniques of the vassal
family schools may be slightly more powerful than Rank and Title
those of five rank schools (just as the existing Wasp One of the greatest moment's in a bushi's life is the
school's 2nd and 3rd rank techniques are quite strong). awarding of his "certificate" by his sensei. A bushi's
In all instances the reference to school rank in a certificate is a scroll formally states that the bushi has
technique should be read as "number of techniques mastered the esentials of his choosen style, and may
learned in this school" by characters who have taken refer to himself a bushi or swordsman of his school.
the Multiple School advantage. A character who had The school cirtificate is earned when the character has
two ranks as a Hida bushi and takes Multiple Schools learned the school's first technique and the skills
to join the Wasps, gaining two more ranks is a 4th associated with that style. This often happens before a
Rank Bushi. However he does not gain four free raises PC enters play, and is ussually around the time of the
or shoot four times per round. He has two Wasp bushi's gempuku ceremony. To a typical Hida bushi for
techniques and receives two raises and shoots twice. example this would confer the title "Mountain of Iron
Swordsman" or "Student of Mountain of Iron Style
To join one of these schools the character must make Swordsmanship".
a character from that clan, or take the different school To be awarded a certificate of mastery, the bushi
advantage. Characters from one of the main families of must have learned at least four techniques and have a 4
the clan may be schooled by a vassal school at no cost or greater in all the skills taught by her style. This
and visa versa. Clan ronin may be created receiving confers the title "kengo" or master fencer. This is
their initial skills and one technique from a minor generally the minimum level of acoplishment require
school. True ronin wishing to learn a minor school's to be placed as the head of a dojo. This is roughly
technique must take the Different School advantage, analogous to a black belt in our own world. The
the Sensei advantage (min. 3 points), and pay for the character is seen as suficiently skilled to teach and to
school's skills and bonus trait out of their own CPs. represent the school in important functions, but does
Both types of ronin may only advance in the school not have a voice in the policies of the school, nor
through especially good role-playing (in addition to the access to all the secrets handed down within the dojo.
insight requirements). In all instances these schools are This title is sepperate from that of sensei, for while the
small and have relatively few members. The one- character is theoretically qualified to teach, she may
character-from-this-school-per-party restriction applies not actually be doing so.
(as with the Kuni witch hunters). Kengo who are given teaching duties have additional
titles that describe their possition. A "shisho" is the
head of an entire ryu or style. He may head one or understanding of technique, the beginning of
more dojos. A "shihan" is the head of a single dojo, or understanding the Do, or Way. At this rank and each
most senior instructor where a shisho is present. rank hereafter the samurai may study one of the
"Kyoshi" are fourth rank bushi who give instruction at school's seven skills, keeping an extra die when using
the direction of a shihan. There may be several kyoshi that skill. The same skill may be chosen up to three
in a single dojo. times (keeping multiple dice). Only bugei or related
The final honor a bushi may be granted is to be made skills (i.e. horsemanship) can be taken more than once.
a master of their school (not just of a particular style).
Our typical Hida would become a "Master of the Hida Rank 2:
School" as well as being a kengo of his style. A bushi At this rank the student begins to show the simplicity
in this possition is a respected leader of the school of effort that comes with mastery of the forms. He
whose influence goes well beyond just her own style receives a free raise when using any skill studied with
and dojo. A master helps determine the policies of the the rank one technique. Only one free raise is granted
school as a whole. This title can only be awarded by by this technique even if the character has studied the
the current masters of the school, or by the clan skill more than once.
champion. It has never been given to a bushi who has
not learned at least five techniques of the school. A Rank 3:
five in all of the style's skills is also typical. At this rank the student begins to see the freedom of
the Way and not the limits of forms. When using any
The Benefits of Rank 5 skill the character has studied with the rank one
If a character has achieved Rank 5 in a School, and technique, the character is not limited to his Void Ring
having learned all the techniques of a Style, at each 25 when deciding how many raises to make.
points of insight there after choose to learn any one
technique of a different style of his school. He is not Rank 4:
required to learn them in any particular order, but At this rank the Way fills the student's every effort.
instead may pick and choose how his knowledge of the When using any skill studied twice with the rank one
school grows. technique, the character may make two attacks per
turn.
Bushi Schools
Terms Rank 5:
Bushi: A warrior. One who studies the arts of war While others may see the student as a master, at this
broadly. rank he has learned that he will never know more than
Kenshi: A “swordsman”. Another type of warrior, but the smallest part of the Way. Even so, the student may
one who specializes in the sword. spend any number of his void points when using a skill
Kenshinzo: “Swordmaster”. In Rokugan, the duelists he has studied twice with the rank one technique.
of the Kakita Academy. Furthermore, when using such a skill in a non-combat
Sagasu: A hunter. situation, a student may automatically succeed. This
Yojimbo: A bodyguard. A warrior who specializes in does not apply to opposed rolls. He is entitled to any
defending another. free raises, but must roll if he wishes to make any other
Berserkers, Scouts, Bounty Hunters, & Battlemaidens raises.
are also considered “Bushi”
Your Outfit is based on concept station and clan.
A Way of Bushi
By: Devon E. Sanders Again a rank 5 student of the way who has selected
Benefit: GM's discretion or none iaijutsu three times and kenjutsu (Kolat bodyguard or
Beginning Honor: GM's discretion based on concept, Mikio perhaps) would be a excellent with katana in
family, etc. combat and an iaijutsu duel but limited to using his
Skills: To be worked out between GM and character, natural abilities (which could be enough) sans katana
but Survival Guides templates provide suggested skills (excellent enough to give a clan bushi who is use to
for various professions. However at least 4 should be picking on techniquely disadvantaged ronin pause).
bugei, and samurai should have kenjutsu and archery.
As I said before I think the system is a great way to
Techniques through a wrench in your players plans, and can make
Rank 1: for valuable non samurai retainers...whether craftsmen,
The young student begins learning the intricacies of kolat, or nin......
the skills. However, this study is only the
Shugenja Schools
Terms Rank 2:
Shugenja: A holyman. One who may speak to the At this rank the student begins to show the simplicity
spirits to produce magical effects. of effort that comes with mastery of the forms. He
Sodan-senzo: A spirit-medium. One who chanels the receives a free raise whenever using any skill studied
spirits. with the rank one technique. Only one free raise is
granted by this technique even if the character has
A Way of Magic and Prayer studied the skill more than once.
(For shugenja)
By: Jason C Marshall Rank 3:
Benefit: GM's Discretion or none At this rank the student begins to see the freedom of
Beginning Honor: GMs discretion based on concept, the Way and not the limits of forms. When using any
family, etc. skill the character has studied with the rank one
technique, the character is not limited to his Void Ring
Skills: To be worked out between GM and character, when deciding how many raises to make.
but Survival Guides templates provide suggested skills
for various professions. However at least 4 should be Rank 4:
High, with Shintao and Meditation a must. At this rank the Way fills the student's every effort.
When using any skill studied twice with the rank one
Spells technique, the student may spend any number of his
3 of primary element, 2 of secondary element, 1 of void points.
tertiary element.
Rank 5:
Other Schools While others may see the student as a master, at this
Terms rank he has learned that he will never know more than
Butei: An actor. A type of artisan. the smallest part of the Way. Even so, the student may
Ise Zumi: A tattooed man. An Order of monks within automatically succeed at the use of any skill he has
the Dragon Clan. studied three times with the rank one technique. This
Kodo: A drummer. A type of artisan. does not apply to opposed rolls. He is entitled to any
Omoidoso: A bard. A type of artisan. free raises, but must roll if he wishes to make any other
Tsukai-sagasau: A witch-hunter. raises.

A Way of Peace Your Outfit is based on concept station and clan.


(For artisans, magistrates, hatamoto, craftsmen, etc.) For instance in my games, any NPC who would be a
By: Devon E. Sanders kakita artisan, is in fact a samurai or samuraiko, who is
Benefit: GM's discretion or none a patron and student of the arts. They get the outfit,
Beginning Honor: GM's discretion based on concept, benefit and honor of artisans with skills as follows:
family, etc. Courtier, Etiquette, Calligraphy, 1 high skill, any two
artisan (which should be suitable for a proper samurai),
Skills: To be worked out between GM and character, and a skill of their choice (no low skills with a very
but Survival Guides templates provide suggested skills good background). By time he reaches rank four he
for various professions. However, no more than 1 or 2 may possibly kept two dice, a free raise, and spend
should be bugei. unlimited void on poetry, and keep an extra die and
gain a free raise with courtier and etiquette (he's a
Techniques favorite of the court, and an imperial poetry tutor for
Rank 1: good reason) Not an overpowering character but one
The young student begins learning the intricacies of who could add favor as an NPC or second PC
the skills. However, this study is only the character.
understanding of technique, the beginning of
understanding the Do, or Way. At this rank and each I use the same system for ikoma bards and yasuki
rank hereafter the samurai may study one of the merchants in addittion the techniques (or lack there of)
school's seven skills, keeping an extra die when using already given, to spice the schools. In my game Ikoma
that skill. The same skill may be chosen up to three Kaoka has studied history three times, and calligraphy
times (keeping multiple dice). No bugei skill may be twice, which justifies his position as head of the Ikoma
taken more than once. libraries.
CRAB Hira Family (Hida Vassals)
Sakazu Family (Kaiu By: JCMarshall
Vassals)
By: Scott Gearin The Crab aren't know for their politeness in court.
Indeed, there are few Crab clan courtiers within the
Sakazu stubbornness is well courts of Otosan-uchi and those of the other clans. The
known amongst the Crabs, but so is their fearlessness. Hira are a vassal of the powerful Hida family, and act
Sakazu characters do not get the Large advantage at as courtiers for the Crab as a whole.
reduced cost, but the Death Trance advantage only Benefit: +1 Intelligence
costs them two points.
Benefit: +1 Willpower Hira (Crab Clan) Courtier School
Benefit: +1 Perception
Sakazu (Crab Clan) Bushi School Beginning Honor: 2 + 5 boxes
Benefit: +1 Strength
Beginning Honor: 2 + 5 boxes Skills
Courtier, Etiquette, Sincerity, Law, + 2 High and 1
Skills High/Bugei Skill
Archery, Athletics, Defense, Iaijutsu, Kenjutsu,
Shadowlands Lore or Hunting, and Weaponsmith Techniques
Rank 1: Truth can cut like the Sword
Techniques Blunt and to the point, a Hira Courtier often offsets
Rank 1: The Way of the Blade his opponents with the simple truth. The Hira first
They say Sakazu bushi will practice with the sword learns how to use the truth to hear what he wants. The
until their hands bleed. Then they will practice with a opponent of the techniques must make a Contested
slippery grip. The character may roll Kenjutsu + Willpower roll with the Hira Courtier in order not to be
Agility, keeping (Kenjutsu) dice when attacking with a caught off guard by the stark truth that has just been
sword. Void points still add to the Agility trait when said to him or her and blurt out something
using this technique (+1k0). incriminating in response.

Rank 2: Armor of the Crab Rank 2: The Light of Truth


The bushi learns to shrug off and ignore lesser blows When confronted by sarcasm, rumor, and lies, the
as mere scratches. Unless the bushi makes a full attack Hira Courtier merely continues to rely on the truth to
he is considered to have a monster type armor rating guide him through the situation. Such is the Hira
equal to his Weapon Skill + Earth. Courtier unswerving adherence to the truth that others
who are of like thinking begin to side with the Hira
Rank 3: Inner Fire Courtier. The various listeners make a Contested
The raw determination of the Sakazu is now harnessed Willpower roll and if it is failed, then they openly
with the need to triumph. If wounds have reduced the voice their agreement, if they succeed, they whisper
bushi to Down or Out in the middle of a skirmish or their agreement amongst others.
battle, he may spend all of his remaining void points
(minimum Rank 3: Truth and Honor are one
of three) to temporarily gain back six times his Earth Hira Courtiers have been known to die to prove the
Ring in wounds. At the end of the skirmish (or the end truth of their claims. Indeed, it is said that if it comes
of the next round of a battle) the bushi will have his to such a circumstance, then the Hira must have been
current wounds or the wounds he had before this telling the truth. In all cases where a Hira Courtier has
technique was used, whichever is worse. been killed or has committed seppeku because of his
unswerving belief in the truth, the opposing agent(s)
Outfit have been found guilty of something within 24 hours
(All considered to be of average quality) Katana, and put to death.
wakizashi, bow, 20 arrows of any type, light armor, The Hira Courtier has reached the point where he is
helm, travelling pack, kimono, any 3 weapons, 5 koku so confident in his belief that he is willing and able to
die to prove himself right. This tactic has the ability to
cause others to pledge themselves to his defence, as
they are now in total agreement with the Hira Courtier.
The people who agree with the Hira must make a favour tables for ideas on what he can acquire, but give
Simple Willpower test at TN 20 not to walk out and everything a darker, seedier aspect (introduction to a
stand by the Hira Courtier in his belief, and also not to gambling den, a fine but stolen item, minor blackmail,
defend him if a samurai challenges him to a duel. etc.). The character may call upon such favours once
This is a powerful technique as it can possibly lead to per adventure, but will always be called upon to
several deaths, one of which is the courtiers. Only scratch someone else’s back later.
when the circumstance warrants it, does a Hira
Courtier use this final technique. Rank 3: Within an Inch of Your Life
On a side note is that when a 3 or more nobles back Sometimes a sound beating is required when
up the claim of someone else, then it is considered to communicating with others. The enforcer may make
be the truth. As such all it takes is for the Hira two attacks per round so long as one of them is made
Courtier to swing 3 nobles to his side in order to avoid using jujitsu. He is also able to pull his attacks so that a
death. killing blow instead leaves a human target with exactly
one wound if he wishes.
Outfit
(All considered to be of average quality) 2 Kimonos, Outfit
travelling pack, steed, tanto, 4 koku, (One item of poor quality, one item of fine quality, the
rest are of average quality) Wakizashi (if samurai),
Wadori Family (Yasuki Vassals) distinctive tattoo, kimono, pick one weapon, 3 koku.
By: Scott Gearin
The Kaiu
The Yasuki have long needed strong backs in their Kaiu (Crab Clan) Battlemaster School
shops and caravans. The Wadori, once only peasants, By: Scott Gearin
stepped forward. They have proven discrete and loyal,
becoming trusted servants. A Wadori never flinches, Benefit: +1 Intelligence
serving the Yasuki in both legal and criminal Beginning Honor: 2, plus 1 box
capacities.
Benefit: +1 Strength Skills
Armorer, Battle, Engineering, Siege, Traps,
Wadori (Crab Clan) Enforcer School Weaponsmith, and pick one craft skill.
This school is best describe as a finishing school for
thugs and gangsters. Those Wadori who work with Techniques
more respectable Yasuki act as bodyguards and crew Rank 1: Root of the Mountain
bosses. The young student begins at the mountain’s base,
Benefit: +1 Strength learning the intricacies of the skills. However, this
Beginning Honor: 1 + 1 box study is only the understanding of technique, the
Penalty: Must buy the Noble Birth advantage or be beginning of understanding the Do, or Way. At this
part of the merchant class. rank and each rank hereafter the samurai may study
one of the school’s seven skills, keeping an extra die
Skills when using that skill. The same skill may be chosen up
Commerce, Intimidation 2, Jujitsu, Lore (Streetwise), to three times (keeping multiple dice).
pick one bugei skill and one low skill
Rank 2: Climbing the Cliffs
Techniques At this rank the student begins to show the simplicity
Rank 1: Look at Me of effort that comes with mastery of the forms. He
The character oozes menace. The enforcer may cause receives a free raise when using any skill studied with
one person who meets her gaze to face a fear check the rank one technique. Only one free raise is granted
with a fear rating equal to his Intimidation skill. Those by this technique even if the character has studied the
who fail are visibly shaken. This may be done a skill more than once.
number of times per day equal to her Intimidation +
Void. This does not require an action. Rank 3: The Shrouded Heights
At this rank the student begins to see the freedom of
Rank 2: Friends in Low Places the Way and not the limits of forms. When using any
The enforcer is connected to the flow of goods and skill the character has studied with the rank one
favours that takes place out of sight of the samurai technique, the character is not limited to his Void Ring
class. Use the first two levels of the Doji courtier when deciding how many raises to make.
Rank 2: Seeing past the face
Rank 4: Above the Clouds The Gambler is a expert at seeing the subtle
At this rank the Way fills the student’s every effort. expressions that give away cheating or lying. When
When using any skill studied twice with the rank one someone attempts to cheat or lie against the Yasuki
technique, the character may spend any number of his Gambler, he may not keep dice that roll below the
void points. Gambler's awareness + school rank.

Rank 5: At the Peak You See Another Mountain Rank 3: The Visage of the Void
While others may see the student as a master, at this The Gambler has learned how to maintain a
rank he has learned that he will never know more than ultimate blank face. Whever someone attempts to
the smallest part of the Way. Even so, the battlemaster determine if the Gambler is cheating or lying the
may automatically succeed at the use of any skill he Gambler may spend any number of void points on his
has studied three times with the rank one technique. awareness, as long as he has them.
This does not apply to opposed rolls. He is entitled to
any free raises, but must roll if he wishes to make any Rank 4: Raising the Stakes
other raises. The Gambler has learned how to frustrate his
enemy to break his focus. Whenever the Gambler
Outfit succeeds in a contested roll, he may cause his enemy to
Katana, wakizashi, heavy armor, kimono, surveying gain a rank of impairment per 10 points the Gambler
tools, drawing paper and pens, scroll case beat the opponents score by. The opponent may not be
driven past the Down level of impairment. The
The Yasuki opponent doesn't gain the wounds for this, just the
The Yasuki have their hands into all kinds of illicit impairment. If the opponent has a means of decreasing
activities. Some of them become gamblers, giving a the penality (Strength of the Earth) it is as if he did not
portion of the money they, eh, make to the family. have that ability. This effect wears off after the
These masters of Gambling almost seem to have a effected opponents next roll. This technique may be
unnatural amount of luck whether at the table or the used a number of times a day equal to the Gambler's
court. Others become smugglers, using skills passed awareness.
down the generations to get past the magistrates of
hostile lands. Rank 5: Breath of Daikoku
The Yasuki Gambler "learns" how to become
Yasuki (Crab Clan) Gambler School more lucky (or cheat better). It seems whatever he
By: Tony Reed does, he is blessed by Daikoku. Whenever the
Gambler makes a roll involving dexterity , he may re-
Benefit: +1 Awareness roll any dice that rolls under his agility + school rank.
Beginning Honor: 0 +5 boxes The Gambler may do this a number of times a day
(the Gambler doesn't lose honor for using his equal to his school rank. If the Gambler is in a game
Gambling skill until he reaches Honor rank of 2) of chance, he may re-roll any dice that roll less than his
Awareness+Gambling.
Skills
Forgery, Acting, Sincerity, Defense, Commerce, Outfit
Gambling 2. (All of average quality) Kimono, Katana, Wakizahi,
traveling pack, 10 Koku (Stake Money)
Techniques
Rank 1: Knowing the Fortune's Price Yugi Family (Yasuki Vassals)
The Gambler is a expert at figuring out statistics, and By: Tony Reed
can figure out the likely outcome. Whenever the
gambler needs to make a blind roll, he may spend a The Yugi have their hands into all kinds of illicit
void point to ask the GM the TN. If the Gambler activities. Some of them become gamblers, giving a
doesn't spend a void point to figure out the TN, he portion of the money they, eh, make to the family.
gains a number of free void points to use for the roll These masters of gambling almost seem to have a
equal to his school rank. He may only get these free unnatural amount of luck whether at the table or the
void points a number of times a day equal to his court.
awareness. Benefit: +1 Perception
Yugi (Crab Clan) Smuggler School Skills
Benefit: +1 Awareness Archery, Athletics, Defense, History (Crab), Kenjutsu,
Beginning Honor: + 5 boxes Jiujutsu, and Tetsubo

Skills Rank 1: The Crushing Blow


Forgery, Acting, Sincerity, Defense, Commerce, The enemies of the Hiruma are large, tough, and
Stealth, Kenjutsu heavily armored. Only the most telling blows are likely
to have any effect, so the Hiruma learns not to waste
Rank 1: Wisdom of the neck hairs time with anything less. The Hiruma adds his School
The smuggler has become adept at detecting pursuits, Rank + 1 to each die kept for Damage. This bonus is
and if a area is being patrolled. Whenever the applied before damage dice are reduced by Monster
smuggler makes a perception roll to detect pursuit or Armor.
whether an area is patrolled, he may add his school
rank to his perception roll. Rank 2: Dance of the Crab
The Hiruma fight a cunning, cautious battle filled with
Rank 2: Quicker than the law feints and dodges. When the Hiruma bushi declares
The smuggler is just a bit faster than others. Before Full Defense, he keeps a number of dice equal to his
iniatives are rolled in combat, the smuggler may make School Rank on the Defense Roll.
a Awareness + Kenjutsu roll vs the highest perception
of his opponents x 5. If he is successful, he may make Rank 3: Hammer the Anvil
a number of free, non-combat actions equal to his The bushi is now able to make two Attacks per round.
school rank.
Rank 4: One Life, One Action
Rank 3: The Enemy behind your eyes The Hiruma bushi is taught to focus completely on the
The Yasuki has become a master at sneaking his way task at hand, drawing forth his own excellence. The
past authorities. Whenever a magistrate rolls to detect bushi may spend a void point before rolling to keep
the smuggler, the smuggler may spend a void point to three extra dice on any Skill Roll using the seven skills
switch their rolls, but only if the smuggler's roll was taught by the school. He may not spend additional void
lower. This can be done a number of times a day equal points on this roll to increase the Trait.
to school rank, but only once for each person.
Rank 5: Master of the Gate
Outfit In the defense of the Empire, the Hiruma must learn to
(All of average quality) Kimono, Katana, Wakizashi, weather the harshest of blows. A master of the Hiruma
Wicker backpack, Sleeping roll, Travelling clothes, School has been toughened to such an extent that all
traveling pony with storage racks, 8 Koku. damage rolls against him keep one less die.

Hiruma School (Crab Clan) Outfit


With the Reclamation of the Hiruma Citadel in Honor Basic Bushi Outfit
Bound, and the introduction of Hiruma Dojos in
Hidden Emperor, it seems likelly that the Hiruma Ancestor: Kaiu Yodin
family have been training bushi again, possibly since 4 points
the Day of Thunder. For champaigns set before the Characters descended of Kaiu Yodin are considered to
Battle of the Cresting Wave, after the Day of Thuder, have studied the Siege skill once as described in the
or in which the bushi school of the Hiruma faded but rank one battlemaster technique. The character does
never truely vanished, I present the Hiruma Bushi! (If not have to be a student of the school to gain this
after the Battle of the Cresting Wave, this school benefit. If he is, he starts with two skills studied: Siege
should probably have the one-per-party restriction. and one of the player’s choice.
Treat Hiruma Yoshi and "Silence" as Rank 4 and
Hiruma Zunguri as the sensei of the school at Rank 5.)

Benefit: +1 Reflexes
Beginning Honor: 2, plus 5 boxes
CRANE Royama Family (Kakita Vassals)
By: JCMarshall
Tsume Family (Doji
vassals) The Royama are descendants of the Yasuki who
By: Scott Gearin stayed with the Crane. Over the years they have
changed their name as to throw off the shame and
Perhaps the most aggressive of dishonor done to them by their former family
the Doji vassals, the Tsume are more noted as warriors members.
than poets. Benefit: +1 Perception
Benefit: +1 Agility
Royama (Crane Clan) Merchant School
Tsume (Crane Clan) Bushi School Benefit: +1 Awareness
Benefit: +1 Reflexes Beginning Honor: 1 + 5 boxes
Beginning Honor: 2 + 5 boxes
Skills
Skills Etiquette, Sincerity, Commerce, Craft: Gambling,
Battle, Defense, Etiquette, Iaijutsu, Intimidation, Courtier, +2 High/Bugei/Merchant skills.
Kenjutsu, and pick one high skill Among the Royama, Commerce and other merchant
skills are not considered dishonorable.
Techniques
Rank 1: Talons of the Crane Techniques
The Tsume, like the Kakita, fight returning the sword Like the Yasuki of the Crab Clan, the Royama receive
to the sheath after every stroke, striking with blinding items at each rank. See Way of the Crab, pg. 53, for
speed. The bushi may substitute his iaijutsu skill for details of each ranks items.
kenjutsu when attacking with a katana. The bushi also
adds his reflexes to the total of his to-hit rolls. Rank 1 Items
As the Yasuki Rank 1 items.
Rank 2: Know Your Place!
The Tsume are masters of intimidation through Rank 2 Items
swordplay. They receive a number of free raises to As the Yasuki Rank 2 Items, plus 2 Yasuki Rank 3
called shots that do no damage (disarms, trimming items.
moustaches, cropping topknots) equal to their school
rank. Normal intimidation rolls should be suitably Rank 3 Items
modified after a successful maneuver (GMs As the Yasuki Rank 4 Items.
discretion).
Outfit
Rank 3: Strike Without Striking (All considered to be of average quality) Kimono,
The bushi is so swift in his motions that he can strike, katana, wakizashi, wicker backpack, sleeping roll,
return his blade to the sheath, and still has time to travelling pony with storage packs, 8 koku
dodge. The character can make a roll for a normal
attack (never full attack) but his TN to be hit this round Iwase Family (Daidoji Vassals)
is as if using full defense. The character may not By: Scott Gearin
combine this technique with any technique that gives The Iwase serve as the scouts and spearmen of the
two attacks in one round. Crane armies.
Benefit: +1 Perception
Your Outfit
(All items are of fine quality): Katana, Wakizashi, Iwase (Crane Clan) Scout School
Travelling Pack, 3 Kimonos, 4 Koku. May choose light These spearmen of the Crane have a great rivalry with
armor or mount. the Shimada-ryu, the Lion’s school of the spear. The
Iwase hold the spear overhead, thrusting downward
like the sharp beak of the crane, and balance on one
foot when striking.
Benefit: +1 Reflexes
Beginning Honor: 2 + 5 boxes
school are often not regarded as real bushi by many
Skills other schools, but that's fine, they serve their clan in
Athletics, Defense, Horsemanship, Hunting, Kenjutsu, their capacity.
Sojutsu (yari), and Stealth
Benefit: +1 Reflexes
Techniques Beginning Honor: 2 + 5 boxes
Rank 1: Stance of the Crane
At this rank the bushi learns to emulate the motions of Skills
the crane: wings that batter and a beak that strikes Archery 2, defense, kenjutsu, meditation, battle, any 1
instantly. Instead of a normal attack the bushi may high or bugei skill
sweep an opponent (as the Kaze-do maneuver) using
the butt end of a yari, naginata, or bo-staff. Use the Rank 1: Kyudo
appropriate weapon skill in place of Kaze-do. Also, if The archer begins to learn the deep strength necessary
the bushi gets an extra initiative die for using a pole- to use the bow to its most effective degree. At this rank
arm, he keeps an extra die as well. he may substitute his archery skill for his meditation
skill when he has his bow. Additionally, he may add
Rank 2: Wading in the Rushes his AIR ring to all hit rolls with the bow
From observing the crane, the bushi learns to watch for
opportunities before committing to battle. The scout Rank 2: All Or Nothing
may declare the degree to which he is engaged in a At this level of skill the the archer has come to
battle after advantage has been determined and after he realize that by 'opening himself' to the target, he can
has rolled to determine which row of the battle table he make seemingly precise shots. For each action spent
will read from this turn. meditating on the target, he receives a free raise up to
the limit of his skill. When doing so, the archer is still
Rank 3: Fishing for Men and has a TN to hit of 5.
As the crane hunts fish, so the bushi learns to hunt
men: killing with a single stroke. The bushi may use Rank 3: A Moment of Clarity
raises to strike a fatal blow. Each raise allows the bushi At this level, the archer's skill has further
to keep one extra die of damage. If the damage does progressed so that he may fire with surety more
not kill the target it instead does exactly one wound. swiftly. He may spend a number of void points equal
This is not considered a reduction of damage. to his school rank when firing a bow.

Outfit Rank 4: Blackened Sky


(Three items are of fine quality): Katana, Wakizashi, Through economy of motion and the deep power of his
Yari, Travelling Pack, Dried Food, Drab-coloured trance, the archer may fire twice per melee round.
Kimono, 1 Koku, Mount.
Rank 5: The Way Has No Distraction
The Daidoji The archer has learned ignore any distractions, there is
The Daidoji Archery School only the target. When making this supreme shot, he
By: Andrew McGregor may only fire once per round. He always hits
unmoving targets such as a wall or a stationary
Daidoji Tenzo was a taisa in what passed for the samurai. If the target is moving such as in normal
Crane army. At the time, he led the only archery combat, the archer may roll his Void + archery skill to
command. Even though he studied at the Daidoji hit his target ignoring any modifiers to hit whether they
school, he was fascinated by Kakita, the man and his be from wounds, armor (either what he wears or the
prowess with t he blade. Tenzo was a great archer, but target), distance, movement, horseback fire, paper
was dissatisfied with his general performance and that walls, etc. Only the targets decisive action may save
of his men. In pursuit of excellence, he sought many him from being struck.
ways to improve his skill. While rereading Kakita's
The Sword, he decided that many of Kakita's words Outfit
could be applied to archery. He spent 20+ years Bow, 30 arrows, light armor, wakizashi, any 1 weapon
perfecting his style and technique and passed each new (may not be a katana), 8 koku, all items are considered
discovery to his men. Astounded at their effectiveness, to be of fine quality
the Crane Champion commanded him to create a
formal school to instruct future soldiers so that his
technique would be preserved. Graduates of this
The Kakita Artisian Schools.
Rank 3
Swordsmith At this level, the tea master may cleanse the body of
By: Andrew McGregor any poisons or drugs in each participant assuming they
live through the ceremony. This is due to the ceremony
The Kakita swordsmiths are arguably the best in the correcting the body's own chi and forcing out any
empire with the exception of the Kaiu engineers with negative chi. It is possible with the proper materials to
whom they share a rivalry. Throughout their life, they even remove some Shadowlands taint.
learn and hone the secrets of crafting the finest blades
possible. By extension, this gives them knowledge on I realize, that the tea master isn't as well thought out as
many levels of metallurgy, kenjutsu, and bushido the swordsmith, but bear with me. Like I said any
(since the sword is supposed to reflect a samurai's soul) questions or comments are appreciated. Let me know
what you think folks. That's all
Rank 1
When crafting a blade, the swordsmith gains a number The Final Breath
of free raises equal to his school rank to reflect the A Kakita-ryu style of Swordsmanship
honing of their art The Final Breath school of swordsmanship is
dedicated solely to the execellence of the blade that is
Rank 2 demonstrated in the iaijutsu duel. The swordman of
Due their knowledge and awareness of swords, the this style make no claim to being the Emperor's
artisan can on a successful skill roll determine things champions (a duty that many of the main style of the
about a blade and its wielder, that are normally not Kakita school do) and are more like warrior monks,
known. In order to do this, he must examine it closely distiling from Kakita's words a philophy of life that is
but not necessarily touch the blade in question. The fatalistic even by samurai standards.
artisan may learn information about the wielder's
ancestors, his personality, the sword's history and Benefit: +1 Reflexes
crafter etc. The more raises, the more detailed the Begining Honor: 3, plus zero boxes
information.
Skills
Rank 3 Etiquette, History (Crane), Iaijutsu 2, Poetry, Sincerity,
At this rank, the artisan's intuitive knowledge of sword Theology
wielder's soul is so great, that he can spend a void
point to render and a number of attacks by the sword Techniques
wielder against him ineffective as moves aside form Rank 1: Way of the Crane
each blow. An opposed void+kenjutsu (by the wielder) As the Kakita Bushi School
and the void+weaponsmith (of the artisan) must be
used to determine the effectiveness of the technique. Rank 2: The Sudden Strike
As the Kakita School
The Tea Master
By: Andrew McGregor Rank 3: Unsheath the Soul
At this rank the student learns to be one with the
The tea ceremony is a thing of great beauty and sword, free from artifice, and above simple repetition.
serenity. It can be used to harmonize and cleanse ones He may spend a number of void points equal to his
soul. The tea master has a working knowledge of herbs School Rank on Iaijutsu attacks (including duels) and
and tea preparation techniques. may choose how many void points to spend after
rolling the attack.
Rank 1
When the tea master performs the ceremony, each Rank 4: Kharmic Strike
participant up to his normal limit regains two void If the duelist declares "strike" in an iaijutsu duel, he
points. may increase his TN to equal that of his opponent and
the two attacks are considered simultaneous.
Rank 2
On a successful test, each participant gains a free raise Rank 5: The Final Breath
on their next action, due to their inner harmony The bushi is no longer limited by his Void Ring for
attained from the ceremony. raises with any skill taught by the school or for focuses
in a duel.
Skills
Moon-lit Waters Archery, Bo-jutsu, Courtier, Defense, Iaijutsu,
A Kakita-ryu style of Swordsmanship Kenjutsu, and Pick one High Skill
The Moon-lit waters school aplies the principles of
Kakita's The Sword to the glories of the battlefield. It Note
does not seek special mastery of the iaijustsu duel, but The range categories for bows (which this
to demonstrate that Kakita's wisdom apllies to all of a school references) are:
warrior's battles. Close: 0-100 yards, no penalties
Extended: 100-200 yards, -2 dice to hit and -1k0
Benefit: +1 Reflexes damage
Begining Honor: 3, plus zero boxes Extreme(limited to daikyu on horseback): 200-300
yards, -4 dice and -1k1 damage
Skills
Battle, Defense, Etiquette, Iaijutsu, Intimidation, Techniques
Poetry, and Sincerity Rank 1: The Two Shouts
The bushi learns the great shouts of the Doji-ryu, war-
Techniques cries to strengthen the heart and steady the hand. By
Rank 1: Way of the Crane spending a void point before rolling, the bushi may
As the Kakita Bushi School either automatically suceed on a non-contested
Willpower roll (the First Shout) or to make two rolls
Rank 2: The Wave Breaking Stroke when using a bugei skill, keeping the higher roll (the
The bushi's attacks come with such suddenness that the Second Shout).
air itself snaps, torn by the blade's passage. Opponents
do not gain any benefit from declaring Full Defense in Rank 2: Let your Spirit Guide You
the face of such unexpected attacks. Doji archers are amongst the best in the Great Clans.
The bushi may substitue his Honor for the Strength of
Rank 3: Strike Without Striking his bow, and can use the Extreme Range category
The bushi is so swift in his motions that he can strike, (200-300 yards, -4 dice to hit, -1k1 to damage) without
return his blade to the saya, and still have time to being mounted.
dodge. The character can make a roll for a normal
attack (never a Full Attack) and his TN to be Hit this Rank 3:The Final Shout
round gains the benefit of using Full Defense. The At this rank the bushi masters the last of the Doji war-
character may not combine this technique with any cries. After winning a battle, skirmish, or duel the
technique that gives two attacks in one round. Crane may give his victory yell. The Final Shout
allows the bushi to recover all of his void points. The
Rank 4: One Strike, Two Cuts shout may be performed once, only after combat ends
The bushi's practice of formal, ritualized cuts, and the bushi is victorious.
combined with his speed, alows the bushi to perform a
short kata where others make a single attack. If the Rank 4: Unfurl the White Wings
bushi declares a Full Attack, instead of receiving an Few notice, but the crane is the color of death. The
additional +2k0, he may roll damage twice, inflicting bushi may make two attacks per turn with both ranged
two hits on the opponent if the attack succeeds. and melee weapons taught by this school.

Rank 5: Strike With No Thought Rank 5: To Do What We Must


As Kakita Bushi School The Doji learns the power of letting go of life and
surrendering entirely to the demands of destiny. Before
rolling initiative, the bushi may spend a void point "To
The Doji Do What He Must". That turn he will make a number
of Full Attacks equal to his Honor Rank. The bushi
Doji Bushi School automatically loses initiative, declaring his attacks first
By: Scott Gearin and acting last. The bushi ignores the effects (including
death) of any wounds taken that round until after his
Benefit: +1 Reflexes attacks are resolved.
Beginning Honor: 3, plus 5 boxes
Outfit
(All items are of fine quality) Katana, Wakizashi, Bo,
Yumi, 20 Arrows, Light Armor, Helm, Traveling Pack,
2 Kimonos, any 1 weapon, 8 Koku
DRAGON
Usami Family (Mirumoto Your Outfit
Vassals) (All considered to be average quality) Katana,
By: Scott Gearin wakizashi, bow, 20 arrows of any type, light armor,
travelling pack, any 1 weapon, kimono, 2 koku
The Usami are the battle-
philosophers who aid in the planing of the Dragon's A word about The River Sword: Try this roll (3k2 drop
defenses. highest) a few times. It's relatively minor. This is to
Benefit: +1 Perception represent the various penalties for using the off-hand
and to keep this technique from being too gross. Since
Usami (Dragon Clan) Bushi School it can't be used against two opponents at once it is
Like the Mirumoto-ryu, this school is based upon the potentially much weaker than the normal 2 attacks per
words of Mirumoto Hojatsu. While the students of the round that most schools get (if you can regularly kill a
Usami-ryu also fight with katana and wakizashi drawn, man with the katana's damage the wakizashi is just
they gain no benefit from it until the third rank. icing).
Benefit: +1 Strength
Beginning Honor: 2 + 5 boxes Hotate Family (Togashi Vassals)
By: JCMarshall
Skills
Archery, Battle, Defense, Engineering, Kenjutsu, The Hotate are a rather strange family. Begun by the
Nazodo, and Shintao Togashi Daimyo some 100 years ago, the Hotate are
given 3 tattoos upon their entrance into the Hotate
Techniques scout school and then no more. These tattoos are
Rank 1: Let Him Go By always animal based, and no other types are ever
Studying the words of Hojatsu, the bushi learns to granted.
meet aggression with emptiness. Opponents making The Hotate prowl the lands of the Dragon, looking for
full attacks do not receive two extra dice when interlopers and spies.
attacking this character. The maximum number of Benefit: +1 Stamina
raises (not including free raises) an opponent may
declare against the bushi is reduced to the opponent's Hotate (Dragon Clan) Scout School
Void Ring minus the (Usami) bushi's School Rank. Benefit: +1 Reflexes
Beginning Honor: 2 + 5 boxes
Rank 2: Strike from the Spirit
At this rank the bushi begins to understand what it Skills
means to "leave your mind behind" and to act only Kenjutsu, Stealth, Archery, Athletics, Hand-to-Hand:
from the spirit. Unencumbered by thought and artifice Kaze-do, +2 High or Bugei skills
the blade strikes swiftly and freely. The bushi may
choose to roll (School Rank) keep 1 as a base for Techniques
initiative (pole arms and quick would further modify Rank 1: The Wind behind the Back
the roll), but if he does so he may make no raises of The Hotate scout first learns how to run like the wind
any sort that round. itself so that he can report back to his base on
intruders. They may maintain a running pace for a
Rank 3: The River Sword number of hours equal to their stamina times two, after
At this rank the bushi has learned to be flowing in his which they must rest for an equal amount of time.
attacks. If the bushi is armed with katana and Assume a speed of at least 10mph.
wakizashi, and hits with the katana, he automatically
hits the same opponent with the wakizashi as well. Rank 2: To soar like the Wind
This does a flat 3k2 (no strength bonus), dropping the The Hotate scout is able to leap vast distances as if he
highest die. Raises cannot be used to effect this roll. were gliding upon the wind itself. The Hotate may
This technique may never be used in combination with actually leap a distance of twice his strength in feet
a technique that grants multiple attacks. from a stand still, either across or straight up. He may
also triple that distance for long jumps if he has a
running start.
choose one opponent within melee range who must
Rank 3: One with the Wind drop his highest die to hit and damage that round. The
It is said the Hotate have mastered their kinship with opponent does not have to be attacking the bodyguard.
the wind to such a point that it will hide them from all If the yojimbo has declared full defense that round she
detection. By spending a Void point and remaining only keeps one die.
perfectly still, the Hotate scout become effectively
invisible to all. Unless the scout makes a sudden move Outfit
or a shugenja casts a "see the invisible" spell, the scout (All considered to be average quality) Katana,
cannot be seen. wakizashi, bow, 20 arrows of any type, light armor,
travelling pack, any one item, kimono, 2 koku
Outfit
(All considered to be average quality) Katana, The Agasha
wakizashi, clothing, running sandals, black body paint,
3 tattoos (all must be animal based tattoos). The Agasha Swordsmithing School
Benefit: +1 to any trait
Itou Family (Agasha Vassals) Beginning Honor: 2 +5 boxes
By: Scott Gearin
Skills
Once, when the magics of an Agasha shugenja saved Shintao, Meditation, Ettiquete, Weaponsmithing, plus
the life of her only child, Itou Saemi swore that, “so any bugei or high skill.
long as one Itou draws breath there will be a samurai to
stand guard before the Agasha.” Her children have Rank 1: Soul of Honor
served the Dragon ever since. The katana is the soul of the Samurai. A sword
Benefit: +1 Perception reflects the honor of it's maker. At this rank the
Swordsmith may add his honor rank to his
Itou (Dragon Clan) Bodyguard School weaponsmithing skill.
Those who carry out the eternal oath of the Itou learn
the ways of the yojimbo, ready to give their lives to Rank 2: Test of the Soul
preserve those of Agasha blood. The smith learns how to improve upon a
Benefit: +1 Reflexes already existing blade. He may add 1k1 to a sword by
Beginning Honor: 2 + 5 boxes succeeding at a Earth+Weaponsmith roll versus a TN
of the new roll+keep x 5. Thus, to improve a sword
Skills from 3k2 would be a TN of 35 (for 4k3). The Blade
Defense 2, Etiquette, Iaijutsu, Kenjutsu, Shugenja lore, may only be improved one increase (no jumping from
and pick one bugei skill 3k2 to 5k4). A sword may only be improved this way
once, and if the roll is a failure the blade is ruined.
Techniques The smith may not use this ability on a sword he just
Rank 1: Guiding the Blow created, to do so would interrupt the delicate balance
At this rank the bushi has learned to fight using the of the elements in the new blade. If the smith later
sword and saya techniques of the Itou style. If the decides to improve his creation the TN is 10 less than
bushi has his saya in his off-hand he keeps two dice normal.
when declaring full defense. The bushi is also trained
to strike in any direction. He may attack overhead, at Rank 3: Sharing the Soul
his feet, or even directly behind himself at no penalty. The Swordsmith is better able to direct the
efforts of the others helping him. When working with
Rank 2: Bearing the Blow others on a project, the Swordsmith gets a free raise for
At this rank the bushi learns to place himself between each person helping out. This bonus is effected by the
danger and that which he guards. He may redirect a number of apprentices the Swordsmith has. At any
number of attacks aimed at one other person to himself time, the smith can have/attract a number of
equal to his school rank each round. This does not take apprentices equal to his glory rank.
an action on the part of the bodyguard, and must be
declared before the attack is rolled. Rank 4: The Soul goes forth
Steel is the true friend of the smith. It becomes easy
Rank 3: Breaking the Blow for the smith to snap blades, with his chi. The
Instead of using her saya to defend, the bodyguard may difficulty of this is a Earth+Meditation versus a TN
now use it to foul other’s attacks. The yojimbo may
equal ot the roll+keep of the sword x 5. This ability Beginning Honor: 2, plus 5 boxes
may only be used a number of times a day equal to
the smith's Earth ring. If the blade was a sword created Skills
b y the smith, theTN is decreased by 10. If the smith Archery, Defense, Etiquette, History, Iaijutsu,
wants to use this ability in combat, he must spend a Kenjutsu, Meditation
void point to do so. If the smith fails this attack, the
target of the attack gets a free raise for damage on the Techniques
smith. Rank 1: Way of the Snake
The snake strikes with such speed and precision that
Rank 5: Awaking the soul only the sharpest eye may observe the stroke. A
The Swordsmith has learned how to awaken the student of the Snake school learns to strike with the
spirits of the items he creates. Such a undertaking is same abruptness. When attacking with a sword (or any
not easy though. The TN to make a sword a Nemuranai kenjutsu-based weapon) the bushi rolls Reflexes +
is ten points higher than a weapon of compariable Kenjutsu instead of using Agility.
quality. (Thus a fine Nemuranai would be a TN of 30).
It also exacts it's price from the Swordsmith (Who Rank 2: Sun and Moon Cut
loses 10 xp, and 1 void point, which doesn't come back The fangs of a serpent strike together, as do the blades
for a week after the forging is complete, the xp are of the snake school. Durring a full attack, if the bushi
gone for good). The smith cannot get the void point is armed with two sword, he strikes with both. The
back through meditation. combined damage is equal to the more damaging
weapon +1k1.
Outfit
(all considered to be of average quality) Rank 3: The Coils of Enticement
Kimono, Travelling pack, Katana(fine quality), By luring an opponent off guard with one blade, the
Wakizashi, Tools, 5 koku. bushi may set him up for a devastating reposte with the
other. The bushi must select one opponent who has
Hayato Family (Mirumoto Vassals) already declared an attack against him (and therefore
By: Scott Gearin must have a lower initiative this round). Intead of
attacking, the Hayato then rolls his Reflexes +
The Hayato are a small family within the Dragon Clan, Kenjutsu. This result becomes the targeted opponent's
and the keepers of a sad, but sacred trust. Mirumoto TN to hit the bushi (others use the TN for a normal
Hayato was the Dragon's emissary to the Snake Clan, a attack). If the opponent misses, the Hayato -
minor Clan that split from the Dragon generations automatically- hits the targeted opponent with one
before. When the much respected Snake Clan was sword. The target then loses any other attack he was
obliterated, Hayato was the only man left alive who entitled to this round. The Hyato may not raise while
had trained in their school. Mirumoto Raizo, daimyo of attempting this manuever. If the opponent does hit, the
the Mirumoto (with the Champion's approval) gave Hayato makes no attacks this round.
Hayato permision to found his own Family within the
Dragon. Hayato was to keep the teachings of the Snake Agasha Foundry Schools
alive, that the memory of such honored cousins should The only craftsman and creators that can rival the
not pass away completely. It is a task to which they Kakita Artisans or the great Kaiu Smiths are the
have dedicated themselves to. (Characters from this masters of the Agasha foundries. Influenced deeply by
family MUST attend the Hayato school if they are the Nazo Bubun No Agasha, or, "Agasha's little puzzle
bushi.) peices", the foundries are arguably the best set of trade
Benefit: +1 Awareness schools in Rokugan. The first Katanas of the Empire
came from the Agasha foundries, replacing the Tachi
Hayato Bushi School that the Samurai caste had used till then. And, for a
From the Blood of the Dragon it arose, and to the period of time, only the Agasha school held the secret
Dragon it has returned. The Snake Clan, born of the of creating Katanas and Wakizashis, until suddenly the
Mirumoto, fought with two swords as well. The Kakita and the Kaiu, then smithies all around the
Hayato presever their ways exactly, as a living tribute Empire suddenly started producing them. These days,
to memory of their extinct kin. All of these techniques most of the other people of the Empire aren't much
may only be performed with swords, and the second interested in what goes on at the Agasha foundries, but
and third require the student to have two swords in the Mirumoto use the inventiveness and high quality of
hand to perfom them. products produced at the Foundries to benefit the Clan
Benefit: +1 Reflexes and enrich the people. Further, the graduates of the
Agasha foundries serve as the Dragon's samurai the Kaiu are still the undisputed masters of defensive
merchants, trading in the finest crafts of the Empire construction in Rokugan.
and giving the Yasuki a run for their money. Also
represented by this set of schools are the Agasha Techniques
healers, accupuncturists and doctors who cure through Rank 1: Begin the Puzzle
non-magical means At this Rank, the newcomer to the Foundry begins
intensive study of his or her chosen craft. The Agasha
Benefit: +1 Intelligence or Perception. Foundryman may add 1 free raise, per rank,to the use
of any *1* chosen skill from her Foundry. For
Skills example, Agasha Retsu is an Agasha Swordsmith, and
This depends on the Trade School that the character designates his Weaponsmith skill as the skill that
graduates from. Below are a few examples. benefits from Begin the Puzzle. As the Foundryman
advances in rank, he or she chooses an additional skill,
Weaponsmith up until 5 skills at Rank 5. Thus, Agasha Retsu can add
Armorer, Commerce,Craft (Blacksmith), Kenjutsu, two free raises to *two* of his skills at Rank 2, three
Nazodo,Weaponsmith, 1 High or Bugei skill. free raises to three skills at Rank 3, and so on. The
only restriction
Healer
Advanced Medicine 2, Herbalism, Mitsugusiri, Poison, Rank 2:The Peices are One
Shintao, 1 High or Bugei skill At this rank, the Agasha Foundryman can spend as
many Void points as he or she likes on the use of any
Tradesman of her Foundry skills, even if they are not designated
Commerce, 1 Craft skill,Etiquette, Ichi-Miru, Nazodo, skills via the Rank 1 technique.
Sincerity, any 1 other skill
Rank 3:The Puzzle Deepens
Gardener At this rank, through intense study of the Tao
Shintao , Craft (Landscaping) , Herbalism , Craft of Shinsei and Agasha's principles, the Foundryman
(Farming), History, Bard, any 1 High or Low skill gains an intuitive sense the mysteries of his or her
(These tradesman breed new plants, create the story craft. By expending a Void point, the craftsman can
gardens, yet are also close to the Heimen, thus any negate any penalties that would normally incur to the
High or Low skill. They usually don't fight, however, use of his or her Foundry Skills by lack of tools, bad
so no Bugei skills.) working conditions, lack of light or other details. This
lasts for one hour per rank.
Scholar
Nazodo, History, Bard, Heraldry, Etiquette, Courtier, 1 Rank 4:Fitting the pieces
High skill The Foundryman's skills become effortless and artful,
a manifestation of no-mind. Whenever the
Alchemist Foundryman makes a skill roll with Raises, and misses
Nazodo, Mitsugusiri, Kagaku, Shintao, Shugenja Lore, the raises but make the skill roll, he or she is
Herbalism, 1 High Skill considered to have succeeded with a base result...as if
he or she made the roll, but had declared no raises.
Beginning Honor: 2, and 5 Boxes Any free raises from the Rank 1 technique still apply.
Beginning Glory: 0 and 5 boxes (there isn't much
Glory in dealing with production of material goods. Rank 5: The Puzzle is solved
However, Foundrymen are considered indispensable At this rank, the Master is a true Sensei of his or her
by the Mirumoto and are often asked to serve Courts craft. Without a roll, the Master may succeed at the use
all across Rokugan in the positions of their various of any of his or her Foundry skills as if he or she had
trades. rolled a basic success, plus Free Raises from the Rank
1 Technique. This may only be done once per day per
Special Note: It's important to note that there is not an rank. If the Master Foundryman still wishes to Raise,
architect foundry, that being the province of the Kaiu, he or she must roll.
and the Agasha Sword Foundry equals that of the Kaiu
Forges or the school of the Kakita Master Blade Basic outfit
Artisans (despite what others may say about the Kakita Wakizashi, set of tools for one craft, Kimono, Sandals,
Blades.) However, while the Foundries do teach skills travelling pack, 10 Koku (5 of which are in trade goods
like Seige, Lore:Architecture and Craft:Construction,
you have crafted), wagon and pony if trade goods are Mirumoto commanders who see duels quite often, or
bulky. duelists that act as Yojimbo to spell casters.

Mirumoto Duelist School Outfit


This school is actually Mirumoto's original dueling Fine Agasha Forged Daisho, travelling pack, any 1
technique, as opposed to the Bushi school he later weapon, Kimono, 2 Koku
developed for the armies he helped train and create at
the outset of the first war with Fu Leng. This school
was carried on by Hojatsu, Mirumoto's son, and is still
practiced by Mirumoto swordsman to this day.
Traditionally Mirumoto Bushi who have ambitions to
be Yojimbo to Courtiers (such as the Kitsuki
Magistrates) study this elite school, as opposed to
those who wish to be soldiers and act in support of the
Agasha Shugenja, who study at the more common
Mirumoto Bushi school. However, so much of the
technique in both schools is so interchangeable that a
practicioner of one can switch over to another if they
do it before they achieve rank 2. Mirumoto duelists
often emulate their great ancestor and sensei by
wandering the roads, seeking truth as well as the
opportunity to defend the innocent. More practically,
Mirumoto Duelists guard and stand as champions for
Kistuki Magistrates, being the only swordsman in the
Empire who can match the skills of the famed Kakita
duelists. Often, these Yojimbo often are forced into
Duels to support the truth of the claims of Kitsuki
magistrates.

Benefit: +1 any Trait


Beginning Honor: 2, plus 5 boxes

Skills
Defense, Iaijustu, Kenjutsu 2, Meditation, Shugenja
Lore, any one High or Bugei skill

Techniques
As per Mirumoto Bushi School (L5R RPG, pg 82),
except substitute the Rank 3 technique with the
following...

Rank 3: Strike from the Spirit


At this Rank, the Mirumoto Duelist has learned the
secrets of the 5 stances, and how to strike from his or
her unfettered spirit. The Mirumoto Duelist adds their
Void rank to all to hit, damage and initiative rolls, and
may spend 2 void points instead of one on any roll
involving Kenjutsu or Iaijutsu.

(Note - standard Mirumoto Bushi can take this


technique if they wish, or a Mirumoto Duelist can
learn Blood of My Brothers (Mirumoto 3, L5R RPG
Pg 82) instead. This option is most often taken by
LION Outfit
Matsu (Lion Clan) (One item is of fine quality, the rest of average
Beastmaster School quality): Wakizashi, Traveling Pack, Kimono, 4 Koku,
By: Scott Gearin Light Armor or Mount.

Benefit: +1 Awareness Goseki Family (Matsu vassals)


Beginning Honor: 3, plus 5 boxes By: Scott Gearin
Skills
Animal Husbandry, Animal Training 2, Hunting, Those of the loyal Goseki family who attend other
Meditation, Mimic, and pick one bugei skill schools are often the yojimbo of important Lion
clansmen.
Techniques Benefit: +1 Strength
Rank 1: Brother to Lions
The beastmaster shares a special kinship with the Goseki (Lion Clan) Bushi School
animals of Rokugan. No animal untouched by the taint Often called the Lion berserkers, a student of the
will ever attack the beastmaster. The beastmaster also Goseki-ryu's eyes frequently burn with the inner fire of
may "bond" a number of animals equal to his school bushido.
rank. A bonded animal will stay in ithe character's Benefit: +1 Willpower
vicinity at all times, roaming only to feed. Beginning Honor: 2 + 5 boxes

Rank 2: Friends need no Words Skills


The beastmaster may determine the general intent or Archery, Battle, Bushido Lore, History, Jujitsu,
desires of an animal by observing it for several rounds Kenjutsu, and Yadomejutsu
and making a simple Air roll with a TN se by the GM.
The beastmaster does not need to roll to understand Techniques
animals he has bonded. Rank 1: The Way of Anger
The attacks of the Goseki school are based on crushing
Rank 3: Eyes in the Night power more than graceful swordplay. While making an
At this rank the beastmaster may view the world attack the bushi may substitute his strength for agility,
through the senses of one of his bonded friends. The rolling Strength + Weapon Skill keeping Strength.
beastmaster must spend a void point to do so, and the
sharing lasts for a number of minutes equal to the Rank 2: Three Cuts Kata
beastmaster's school rank. At this rank the Bushi begins to learn the Goseki's
most powerful technique: The three cuts kata. If the
Rank 4: King of the Beasts character succeeds in hitting with a normal attack, he
At this rank the beastmaster's presence is so potent may immediately make another (normal) attack on the
amongst animals that he may command them. This same opponent using the previous TN +10. The
requires an opposes willpower roll. If the animal is maximum, total number of attacks the character can
under the direct control of another person, use the make in a round is equal to his school rank. This may
controller's willpower instead. not be combined with the effects of ANY other
technique (including the Goseki rank 1).
Rank 5: Walk with Me, Brother
At this rank the beastmaster may move his soul into Rank 3: Blade of Rage
one of his bonded friends, "riding" in the body and The bushi's physical strength and robust, aggressive
sharing in the control. It takes five minutes of chi are overwhelming. If the bushi succeeds in hitting
preparation to do so, and the bonded animal must be with a full attack the opponent must make a simple
within line of sight. The beastmaster's own body Water + Athletics roll with a TN equal to the damage
remains in a trance during these travels. This may be or be knocked from his feet. If the target has not taken
done safely for one hour per rank of meditation skill. an action this round he may switch his action to
For every hour beyond this he must make a test of standing up. The TN to hit a prone character is 5.
honor, starting at TN 5, and increasing by 5 each time,
or lose his soul to the animals. Forever. A most
shameful demise.
Your Outfit
(All considered to be average quality) Player chooses Shimada Family (Ikoma Vassals)
one to be of fine quality: Katana, wakizashi, bow, 20 By: Scott Gearin
arrows of any type, light armour, helm, travelling pack,
kimono, any 2 weapons, 3 koku. The warriors of the Shimada family will press an
attack long after any other samurai would have paused
Shokawa Family (Ikoma Vassals) for rest. They are often involved in the sieges fought
The Shokawa are a practical and straightforward by the Lion.
family, with a long tradition of tactical knowledge. Benefit: +1 Stamina
Many major families have used Shokawa generals for
hundreds of years for battles. Shimada (Lion Clan) Bushi School
Benefit: +1 Perception The Shimada have a saying: “War is Run!” and they
are tireless runners. They fight holding the spear to the
Shokawa (Lion Clan) Tactical School hip and their charges only end when the point is seen
Benefit: +1 Intelligence coming out the other side of a foe. They despise the
Beginning Honor: 2 + 5 boxes effete spear-work of their rival school, the Iwase-ryu.
Benefit: +1 Agility
Skills Beginning Honor: 2 + 5 boxes
Battle, Kenjutsu, History, Lore (tactics), Lore
(Bushido), Heraldry, any High or Bugei Skill Skills
Athletics 2, Battle, Defense, Kenjutsu, Siege, and
Techniques Sojutsu (yari)
Rank 1: Bushido Master
At this rank the Shokawa may instil the virtues of Techniques
Bushido before combat to a bushi (or himself) that Rank 1: Onslaught of the Lion
accepts it. After 1 minute per opponent's rank of The persistence of the Shimada-ryu is tested from the
instruction by the Shokawa (Lore: Bushido test vs. TN very first day. If the bushi misses with a normal attack
6-(lower of target's rank or intelligence) X 5, +5 for he may try again, targeting the same opponent and
non-lion, +5 more if bushi's honor < 2), the Shokawa rolling at -2k-1. The maximum number of extra
can give a number of free Raises equal to his rank attempts equals the bushi’s school rank. The die
(plus 1 per Raise). The Bushi can use a number of penalties from multiple attempts are cumulative (-2k-1,
additional Raises per round equal to rank (Void limit then -4k-2, finally -6k-3). Each attack is separate (dice
still applies). Any Raises not used in the combat are from void points do not roll over to the next try), and
lost. once an attack succeeds no further attempts are
allowed. This technique may not be combined with any
Rank 2: Battle Lore technique that gives multiple attacks per round.
At this rank the Shokawa knows the best ground and
tactics to use. With a successful Lore: Tactics test vs. Rank 2: Charge!!!
a TN of the enemy generals Rank X 5 (+5 if non-Lion, The bushi may employ a tactic similar to that used by
+5 if non-Great Clan), the Shokawa adds or subtracts 1 mounted lancers. For each full round the bushi has run
level on the Battle Chart. towards his enemy before striking, he may roll an
additional die for damage (maximum extra dice equal
Rank 3: Lore Master to his school rank).
The Shokawa may spend any number of Void points in
Lore tests regarding battle tactics or military issues. Rank 3: Roar of 10,000 Lions
At this rank the bushi learns the tremendous battle cry
Outfit of a Lion samurai. The bushi spends a void point as
(One item is of fine quality) Katana, Wakizashi, Light she unleashes a great snarl. All enemies that can both
Armor, Travelling Pack, Kimono, any 1 weapon, 4 see and hear the Lion are subject to a fear effect equal
Koku. to half the Lion’s glory rank (round up).

Outfit
(All considered to be average quality; Player chooses
one item to be of fine quality) Katana, wakizashi, bow,
20 arrows of any type, light armor, helm, travelling
pack, kimono, any 3 weapons, 5 koku
clans count as a single pick, and the unaligned and
The Akodo imperial lands count as another.
Akodo Tactical School
The Akodo Tactical School has long been respected Rank 2: The Soul of Akodo
as the pre-eminent place to learn the essentials of "A great man's heart can pump the life's blood of a
command and manuever. While other clans send their thousand men." Where the Akodo bushi learns to enter
generals and commanders to the Akodo school to study the thick of battle and destroy the enemy, the Akodo
the scrolls and records maintained by the Ikoma tactician must learn that upon his life depends the lives
historians, only the school's permanent students learn of others. The tactician adds his Honor Rank to his TN
the deeper secrets of the tactical school founded by to be hit and subtracts it from the damage taken each
Akodo himself. turn on the battle table.

Sensei Rank 3: Tactics of Mistake


While Akodo Kage is revered as one of the greatest No one seizes upon an enemy's error like an Akodo.
teachers the Lion Clan has ever produced, it is Akodo The tactician may spend a void point to force an
Atamori who heads the Akodo Tactics School. opponent to discard his highest die (therefore keeping
Atamori has a completely uncompromisng attitude less than his best) during a Bugei Skill roll. This may
towards his students, allowing them no weaknesses. only be done once per roll.
"The live of thousands of men- no, thousands of
soldiers!- will be placed in your hands. If those hands Rank 4: With the Strength of My Ancestors
tremble, I will learn of it here." Atamori is also known Same as the Akodo Bushi School's third rank
as one of Rokugan's greatest go players, matched only technique.
by the likes of Master Suana and possibly Kitsu Motso.
Rank 5: The Art of War
Akodo Atamori- "Keeper of Akodo's Steps" At this rank the bushi has devoted his life to the way
Akodo Tactician 5 - H:4 G:7 of bushido and mastery of the Art of War. The bushi
AIR:3 EARTH:4 FIRE:4 Inteligence:5 WATER:5 receives a number of free raises equal to his Honor
VOID:4 Rank in all rolls using the school's seven skills.
Notable Skills: Battle 5, Bushido Lore 4, Go 5, History
4, Kenjutsu 4, Leadership 4, Siege 4, Tessen 5 Outfit
Special: Ancestor: Akodo, Permanent Wound, Position (One item is of fine quality, the rest of average
(Sensei), Tactician quality): Katana, Wakizashi, Tessen, Light or Heavy
Armor, Helm, Banner, Traveling Pack,
Dojo- "Seven Black Stones" Maps, Kimono, Commander's chair, 4 Koku.
The head dojo of the school is known as the the
"Seven Black Stones Dojo". This name comes from a Ikoma Budoka School
traditional handicaping arrangement in go. The weaker Here at Agate Palace Silver Mines and Bushi Dojo
opponent is offered not only the first move, but six Temp Agency, we are committed to bringing you the
more stones as well. Many outsiders think this is pride. highest quality in staffing solutions. I would like to
The Akodo claim they can yeild such advantage and take a moment to introduce you all to our newest
still win. The students know better: that is the kind of training program, certain to fill a previously empty
control you should seize before the game ever begins... niche in your Rokugan Portfolio. Back from the lost
mists of history, the one and only Ikoma Budoka! (I
Benefit: +1 Perception had spent half an hour playing Street Fighter III when
Beginning Honor: 3 + 5 boxes the character Makoto grabbed me by the collar, slamed
me to the ground, and informed me that she was a Lion
Skills from the old school of Ikoma. I couldn't argue :). If you
Battle, Bushido Lore, History, Kenjutsu, Leadership, are curious about the visual inspiration for this school,
Seige, and Tessen you know what to look for now. I'm very pleased with
how it turned out.)
Techniques
Rank 1: Owning the Board Benefit: +1 Stamina
The tactician gains the Way of the Land Advantage Beginning Honor: 2, plus 5 boxes
for every province of one clan, and may pick another Penalty: Characters wearing Heavy Armor may not
clan at each School Rank here after. All of the minor use or benefit from the techniques of this school.
to focus on the deeper aspects of war and tactics. If
Skills staying beyond rank 1 they may never learn the Rank 2
Athletics, Defense, Etiquette, Kenjutsu, Jiujutsu, in the teachings of the War College.
Meditation, and Storytelling
Rank 1: Way of the Lion
Rank 1: Way of the Lion's Paw The Akodo Tactician begin their training togeher with
The bushi has begun to learn the ferocious tenacity of the Akodo Bushi, as an initial bushi training.
the First Ikoma's fighting style. The bushi ignores the The same as Akodo bushi Rank 1 Way of the Lion.
effects of wounds taken this turn until the end of the
turn (except for Death) and adds his School Rank to Rank 2: Changing the Course
his Attack and Damage Rolls when using Jiujutsu. BATTLE: The Tactician has knows that in battle all
decisions are important. If they make a Battle +
Rank 2: Hands of the River Perception vs TN 25 they may roll twice on the Battle
The bushi becomes particularly adept at toppling his Table and choose the result.
foes with foot or fist. The bushi receives two Free COMBAT: The Tactician may re-roll one to hit die
Raises when using the Sweeping maneuver of the per round.
Jiujutsu Skill (see WotD).
Rank 3: Know the enemy
Rank 3: The Lion's Den BATTLE: The Tactician have learned to spot an
To seek out the lion in its den is to chase after your opportunity and use it. When rolling on the Battle
own death. The bushi learns the secrets of using an Table, the Akodo Tactician may switch a Duel to
attacking opponent's force against himself. The bushi Heroic Opportunity or vice versa, if desired.
rolls and keeps an extra die of damage when striking COMBAT: When the tactician is engaged in combat
opponents who have declared an attack against the situation, he or she may force a number of opponents
bushi this turn. equal to their Battle skill engaging them, to declare
their actions before deciding their action. Actions are
Rank 4: Ikoma's Gambit still resolved in normal manner.
After actions have been declared for the turn, if the
bushi has declared a Full Attack, he may forego the Rank 4: The Power of Leadership.
+2k0 bonus to instead get the first attack of the turn BATTLE: The tactician can guide his allies in battle,
(with the exception of characters using the 2nd rank making them far more effective. The Tactician can
Daidoji technique). This attack must be made using make one Character or NPC (not from Akodo War
Jiujutsu. The Ikoma bushi's TN to be hit for the rest of College) share their understanding of the battle, this
the turn is 5 + Armor. This may not be combined with means that a target individual can use one assigned
any technique that grants multiple attacks. BATTLE effect for one round. Tactician assigns them.
All rolls to make an effect occur is rolled by the
Rank 5: Closing the Jaws Tactician since he guides his allies. The Tactician may
Once one of Ikoma's descendants gets the upper hand not use any BATTLE effects for themselves this round.
in a fight, he rains down blow after blow with a cold, COMBAT: The tactician has his Willpower trait
methodical fist until the enemy is crushed. The bushi raised by half his Battle skill (rounded up) when doing
may make three Normal Attacks per round, with three Fear checks.
restrictions: they must be made with Jiujutsu, they
must target a single opponent, and if an attack misses Rank 5: The Art of War
all remaining attacks for this round are lost. BATTLE: The Tactician is so skilled in battle and
tactics that they can see what is about to occur in a few
Outfit moments before it actually happens. When the
As Lion Bushi without yumi or arrows. Tactician is involved in a battle and gets Duel or
Heroic Opportunity they may roll Battle + Awareness
Akodo War College to get one of the following: TN 25, success indicates a
By: Roger Mattsson one round duel with the enemy Commander, failure
indicates that they are engaged by the bodyguard. TN
Akodo Tacticians may stay in the Akodo Bushi School 20, success puts them in a duel with the enemy standar
until they have reached rank 2 but must then switch to bearer. TN 15 to avoid a specific encounter, take
Akodo War college another encounter, may only be done once.
COMBAT: The Tactician is also skilled in all their
actions: Full Defense: roll Defense + Battle keeping
one die. Standard Attack: add half their skill rank in
Battle to TN to be hit or any to hit roll or damage roll,
must be decide before resolving actions. Full Attack:
add half his Battle skill to all damage and to hit rolls.
All fractions rounded up.

Outfit
Same as in Way of the Lion.
PHOENIX Karubo Family (Isawa Vassals)
By: JCMarshall
Asako (Phoenix Clan)
School of Knowledge Though the Isawa are the Empire's best spell casters
and are known for their ability to create and research
Benefit: +1 Intelligence spells the Karubo are artificers without peer.
Beginning Honor: 2 + 5 boxes Benefit: +1 Intelligence

Skills Karubo (Phoenix Clan) Artificers School


History, Heraldry, 2 Lores, Meditation, Calligraphy, Benefit: +1 Void
Shintao Beginning Honor: 2 + 5 boxes

Techniques Skills
Rank 1: Understanding the Way Calligraphy, Meditation, Shintao, Artificing,
Re-roll any History, Heraldry or Lore skill dice rolled Weaponsmith, Armorer, +1 High or Bugei skill
that are equal to current school rank or less. Also the
character may participate in rituals. Techniques
Artificers make magical items. Each rank allows the
Rank 2: Lore of Spirits artificer to bestow a new spell or ability into an item.
Gain Commune, Sense, Counter-spell, and Summon, For example, a rank 1 artificer can put a single
plus 3 spells of any element. spell/ability into an item while a rank 3 artificer can
place 3 spells/abilities into an item.
Rank 3: Focus of Mind Artificers carry spell scrolls like normal shugenja, but
Spend any number Void points on any Lore, Heraldry they are incapable of casting them. They instead
or History skill possessed. emplace them into the items they create.

Rank 4: Lore of the Soul Outfit


When perceiving a person, may make contested test (All considered to be average quality) Player chooses
(Void + rank) vs. (Will + rank). Success means the one of them to be of fine quality: Kimono, travelling
character learns 1 of the following: history, current pack, scroll satchel, wakizashi, tanto, 3 koku.
Rings/Attributes, spells, Techniques, rank or skills and
gain +5 on any action vs. person per Raise. May not Chiba Family (Asako Vassals)
be done in combat, unless Asako Full Defends and is By: JCMarshall
not hit. Roll is at end of combat round.
The noble Chiba is the one family that is accepted
Rank 5: Interrogation of the Soul anywhere and everywhere within the Emerald Empire.
After a successful Lore of Soul test, the character may The White Phoenix rising from the flames mon of the
spend a Void point to gain a number of free Raises family is perhaps the most widely known and
equal to the Raises that an opponent has gained vs. the recognised as well.
Asako, in any test vs. that person. That person must Benefit: +1 Awareness
use a Void point to use a Special Technique vs. the
Asako. Chiba (Phoenix Clan) Healers School
Benefit: +1 Perception
Outfit Beginning Honor: 3 + 5 boxes
(All considered to be average quality; player chooses
one item to be of fine quality) Kimono, travelling pack, Skills
scroll satchel, wakizashi, tanto, 4 koku, first aid kit, 2 Calligraphy, Investigation, Medicine, Lore: Disease,
books (blank). Herbalism, +2 high skills

Techniques
The Healers of the Chiba family are known for their
ability to heal and diagnose almost anything. The
Chiba healer may add a free raise to all skills that deal
with the medical profession for each school rank that of any type(s), Light Armor, Fine travelling pack,
his has. Heavy Kimono, and 1 Koku

Outfit Yumeno Family (Asako Vassals)


(All considered to be average quality) Player chooses By: Scott Gearin
one of them to be of fine quality: Kimono, travelling
pack, wakizashi, tanto, 5 koku, medical bag and The Yumeno are poets, artists, and musicians. They are
supplies welcome guests at the long winter courts of the
Phoenix lands.
Koike Family (Shiba Vassals) Benefit: +1 Awareness
By: Scott Gearin
The Koike learn to observe their surroundings, their Yumeno (Phoenix Clan) Kodo School
enemies, and themselves. They are wary, cautious This school is an artisan school. Because of its
warriors. Less contemplative than the Shiba, they usefulness, drummers are often found on the
spend much time patrolling the lands of the Phoenix. battlefield. The maya of this school are very fast. Once
Benefit: +1 Perception the drummer has begun the effects occur in nine
rounds minus the drummer’s school rank. None of
Koike (Phoenix Clan) Bushi School these maya may be held. Drumming is a demanding
Koike trained bushi roam the back-county of the art. A drummer may only perform for a number of
Phoenix provinces hunting bakemono and bandit alike. minutes equal to his stamina x school rank, before
They sometimes spend weeks isolated and alone in the resting for a third of that time.
wilderness. Benefit: +1 Stamina
Benefit: +1 Stamina Beginning Honor: 2 + 5 boxes
Beginning Honor: 2 + 5 boxes
Skills
Skills Athletics, Defense, Music (Drums) 2, Shintao, Tessen
Archery, Defense, Hunting, Kenjutsu, and pick one high skill
Mountaineering, Naginata, and Shintao
Techniques
Techniques Rank 1: Lure of the Heart
Rank 1: Those Who Stand Alone The music of the heartbeat commands the attention of
The Koike bushi must remain supremely alert, for no the spirits. This can make it very difficult for shugenja
one else guards their backs. For purposes of to call upon the kami. By making a Void + Music roll
determining surprise the bushi’s Air Ring is considered with a TN of 20, the drummer may increase the TN of
one higher. The bushi is equally alert to sudden danger all spellcasting in his area by 5. For every two raises
awake or asleep. the drummer makes the TN is increased by an
additional 5.
Rank 2: Unfettered Attack
The bushi’s has learned to face those that rely on Rank 2: Filling the Heart
numbers to succeed. If the bushi has attacks declared The sound of the drums can fill a warrior’s spirit with
on her by two or more opponents, she may make two steel. While drumming, all friendly samurai who can
attacks per round. However, she may not attack the hear the sound automatically succeed on any fear
same opponent twice per round. The attacks must be check and may keep one extra die on one roll per
directed against two different opponents, one of whom round.
must be attacking her.
Rank 3: Beating the Heart
Rank 3: One with the World The Drummer may use the sounds of his drums to
The bushi’s spirit blends seamlessly into the chi of the drive evil spirits away. Once the drumming takes
world. She no longer leaves tracks of any kind and is effect, any creature with the Shadowlands taint, and
rarely recalled by anyone who has not directly any malevolent spirits are driven from the area until
interacted with or deliberately watched her. the drumming stops. The radius of this effect is 10
yards per point of void the drummer has.
Outfit
(All items of average quality except the travelling Outfit:
pack) Katana, Wakizashi, Naginata, Bow, 20 Arrows (All items are of average quality) Wakizashi, Tessen, 2
Drums, Drumsticks, Kimono, Travelling pack, 4 koku.
Asako Magistrate School Outfit
Benefit: +1 Perception (One item is of fine quality, the rest are considered to
Beginning Honor: 2, plus 5 boxes be of average quality):Katana, Wakazashi, Jitte, Scroll
case, Traveling Pack, 2 Kimonos,
Skills 5 Koku.
History, Investigation, Law, Maho Lore, Meditation,
Shintao, and Shugenja Lore Shiba Family
Techniques Shiba Elemental Adept School
Rank 1: On the Banks of the River By: Clifford Horowitz
The magistrate has developed a sense for the flow of
magic in the world. By briefly (two rounds) touching a Benefit: +1 Perception
person or item and concentrating completely, the Beginning Honor: 2 plus 5 boxes
magistrate may make a Perception + Meditation roll
vs. a TN of 25 to determine if the target is under the Skills: Archery, Kenjutsu, Defense, Athletics,
effects of a spell. Nemuranai may be detected with this Meditation, Shintao, Tea Ceremony
method with a TN of 30. Raises grant additional
knowledge. Techniques
Rank 1: The Earth Forms a Mountain…
Rank 2: Calm as the Waters The adept first learns to focus on the hard substance of
At this rank the magistrate masters the calm demeanor his body. He concentrates on the earth of his form and
and develops the serene presence of the true Asako targets it in his training. Mental and spiritual exercises
magistrate. The character automatically recovers all of make it pure while physical regiment makes it strong.
his void points with the return of Amaterasu at dawn He treats his earth as one higher when determining
each day. wounds. By spending a void point he may focus the
earth within him to weigh down a strike, making it
Rank 3: The Celestial Pattern harder and more steady, thus adding his earth to the
The magistrate has worked to hone his understanding strike and damage rolls for one round.
of the world. He may re-roll any Intelligence or Lore
skill roll, keeping the higher result. This technique Rank 2: …That Is Worn Down By the River…
may be used a number of times per day equal to the Now the adept moves from the sold to the fluid parts of
magistrate's Void ring (but only once on any single his substance. Having gained a solid foundation from
roll). his previous training, he now learns to tear it down and
move. But this particular motion is not the fleeting
Rank 4: Tracing the Flow dance of the hummingbird. It is the motion of power.
Each time the Magistrate clearly sees the entire Whenever making a roll to move past something, be it
successful casting of a spell he may spend a void point actively looking for a hiding person or breaking
to attempt to "understand" the spell. Roll Void + through an opponent's armor, the bushi may re roll any
Shugenja Lore with the same TN as the spell dice that roll under his school rank. He may do this a
(including any raises). Void points may not be spent number of times equal to his water + school rank. With
on this roll. Each success gives the character a "clue" a void point the bushi may add his water ring to the
about that spell. When the magistrate has gathered a strike and damage rolls for a single round.
number of "clues" equal to the spell's mastery level he
may create a scroll of that spell. Rank 3: …To Be Consumed In Fire…
Having mastered the material, the adept now moves to
Rank 5: In the Hidden Heart the less tangible. He learns to harness the sheer energy
By briefly questioning a character (five minutes per that allows movement of both mind and body. This
school rank of the subject) and making a contested roll mastery gives the bushi two actions every round,
of Void + Investigation vs. the target's Void the which may be used as attacks or whatever else the
inquisitor can discover the guilt or innocence of the samurai desires. With a void he may also add his fire
target. The questions need not relate to the crime as the ring to strike and damage rolls.
magistrate is examining the soul, not the answers.
Rank 4: … And Rise As Mist …
The adept now moves into developing the element that
is there and yet not, the invisible substance that is only
seen in its effects, only felt in its actions. The bushi
learns to be as swift and fleeting as air, invisible and
untouchable until he sweeps in like the gale. A number
of times per day equal to his air + school rank he may
add his school rank to his reflexes before calculating
his TN to be hit. This lasts for one round. With a void
point he may translate his speed into his attacks,
adding his air ring to his hit and damage totals.

Rank 5: … Which Fades to Nothing.


Having mastered the elements of being, the adept is
now ready for the final step. He embraces the nothing
that binds them all. He lets all that he has learned fade
into the background of the encompassing void. He may
now spend any number of void points he wishes on a
single action. But while this connection with the void
allows him to tap it better than most, it also allows him
to draw from it better as well. He may reap the benefits
of meditation in half the time, and gains two void
points back when in a proper tea ceremony. In combat
he may use the "five ring strike" which allows him to
add the sum of his five rings to his attacks and damage
for a round. However, this costly strike costs five void
points to activate.

Outfit
As the Shiba Bushi school.
SCORPION
Iioka Family (Shosuro Katokawa Family (Shosuro Vassals)
The Katokawa are known for their willingness to learn
vassals) all there is to know about the courts and all that takes
By: Scott Gearin place within them.
Benefit: +1 Perception
The slim and frail looking
members of this minor scorpion family rely more on Katoaka (Scorpion Clan) School of Intrigue
words than blows. Those that do take up the sword Disadvantage: Not Samurai. May purchase samurai
must respect their own weaknesses before mastering for 2 CP points.
the weaknesses of others. Advantage: Quick may be purchased for 2 CPs.
Benefit: +1 Agility Benefit: +1 Reflexes
Beginning Honor: 1 + 5 boxes
Iioka (Scorpion Clan) Bushi School
Benefit: +1 Intelligence Skills
Beginning Honor: 1 + 5 boxes Stealth, Poison, Sincerity, Herbalism, Defence, any 2
Penalty: Students of this school may not use any of Bugei, High or low skills
their techniques while wearing armor

Skills
Techniques
Archery, Dance, Defense, Kenjutsu, Lore (bushi Rank 1: Distraction of the Scorpion
schools), Oration, and pick one low skill The Katokawa can make a test of Awareness + rank vs.
a TN of the higher of (Opponents Willpower or rank)
Techniques X 5. If successful the target is distracted and may not
Rank 1: The Way of Grace spend any Void and any Raises will increase the TN by
The bushi learns to control his body and weapons with 10 (not 5). This is treated as Full Defence for the
subtlety rather than muscle. When rolling damage for Katokawa.
any weapon he has a skill of 3 or better with the
character may roll Agility + Damage Rating instead of Rank 2: The Taunt
Strength + DR. The Character also adds his Fire Ring The Katokawa can make a test of (Awareness + rank)
to initiative rolls. vs. a TN of the higher of Opponents Willpower or
Honor X 5, +10 if not already in combat. If successful
Rank 2: Learning to Learn the target is enraged by the words of the Katokawa.
At this rank the Bushi is expected to begin mastering a He must attack, and his next attack must be a Full
variety of weapons. This constant training teaches the Attack. If done in combat, this is treated as Full
bushi the most important lesson: how to learn. The Defence for the Katokawa.
experience point cost to improve any bugei skill the
character has (already at rank 1) is reduced by one Rank 3: Master of Court
point. The Katokawa is a master of honor distraction. With a
successful Sincerity test, the Katokawa may redirect
Rank 3: My Enemy's Weakness any honor loss to another target, by weaving a grand
At this rank the bushi has learned to counter or evade tale, which the target is wise enough to not try to
the multiple-attacks-per-round techniques of other refute. The difficulty is equal to (Honor of the new
schools. No single opponent may make more than one target + Honor of governing body) X 5. Example
attack per round on the bushi. If an opponent's second Bayushi Kachiko is trying to pass the blame for a
(or third) attack is directed against the bushi it is lost kidnapping on the Dragons (not the Scorpion). Her
without effect. This technique may never be used in TN is 2 (honor of Dragon Bushi) + 3 (Honor of
combination with a technique that grants multiple Mirumoto Daini) X 5.
attacks.
Outfit
Your Outfit Travelling Pack, Kimono, 2 weapons or 1 plus Daisho
(All considered to be average quality) katana, if samurai, 2 types of poison (make up before play), 5
wakizashi, bow, 20 arrows of any type, light armor, Koku.
travelling pack, any 1 weapon, kimono, 2 koku.
The Shosuro
Kochako Family (Shosuro Vassals) Shosuro (Scorpion Clan) Assassin School
By: Scott Gearin By: Scott Gaerin

The slim and frail looking members of this minor Benefit: +1 Perception
scorpion family rely more on words than blows. Those Beginning Honor: 1 + 5 boxes
that do take up the sword must respect their own
weaknesses before mastering the weaknesses of others. Skills
Benefit: +1 Agility Acting, Conversation or Seduction, Herbalism,
Investigation, Poison, Sleight of Hand, Stealth
Kochako (Scorpion Clan) Bushi School
Benefit: +1 Intelligence Techniques
Beginning Honor: 1 + 5 boxes Rank 1: The Underhand
Penalty: Students of this school may not use any of The assassin’s first task is to be the eyes and ears of
their techniques while wearing armor the Emperor. To see and deal with those threats others
will not. The Scorpion receives a free raise when using
Skills any low skill.
Archery, Dance, Defense, Kenjutsu, Lore (bushi
schools), Oration, and pick one low skill Rank 2: Sting not the Scorpion
At this rank the assassin has worked diligently to build
Techniques up a tolerance for the tools of his craft. He gets to pick
Rank 1: The Way of Grace one specific poison that he is immune to. If the poison
The bushi learns to control his body and weapons with is particularly strong it may make him dizzy or
subtlety rather than muscle. When rolling damage for nauseous, but nothing like what it should do. At each
any weapon he has a skill of 3 or better with the rank here after the character may pick another poison
character may roll Agility + Damage Rating instead of to which he becomes immune.
Strength + DR. While so armed, the Scorpion also adds
his Fire Ring to initiative rolls. Rank 3: I Can Swim
The assassin is the master of unseen skills and hidden
Rank 2: Learning to Learn advantages. Once per adventure the assassin may
At this rank the Bushi is expected to begin mastering a “reveal” a skill he possess. He may spend un-spent
variety of weapons. This constant training teaches the experience points to increase a skill one rank. This
bushi the most important lesson: how to learn. The may also be used to purchase a new skill at rank 1. Use
experience point cost to improve any bugei skill the of this technique does not require an action and may be
character has (already at rank 1 or better) is reduced by done at any time.
one point.
Rank 4: My Only Virtue
Rank 3: My Enemy's Weakness The loyalty of the Scorpion is a thing few can fathom.
At this rank the bushi has learned to counter or evade Even fewer recognize its intensity. While performing a
the multiple-attacks-per-round techniques of other task for his lord (or on behalf of those on his loyalty
schools. No single opponent may make more than one list) the Assassin may make a test of honor using his
attack per round on the bushi. If an opponent directs a loyalty (his honor + 2) with a TN of 5 x the number of
second attack against the bushi it is lost without effect. wound ranks he has filled. If the test succeeds he may
This technique may never be used in combination with ignore all wounds (even death) for a number of rounds
a technique that grants multiple attacks. equal to twice his loyalty rank. This may be done only
once per day.
Outfit
(All considered to be average quality) Katana, Rank 5: “Simplify, Simplify, Simplify”
wakizashi, bow, 20 arrows of any type, light armor, At this rank the assassin has achieved the greatest
travelling pack, any 1 weapon, kimono, 2 koku. mastery in the craft of poisons. He no longer needs to
roll to succeed when using the poison or herbalism
skills. The character is entitled to any free raises, but
may not make raises while using this technique. If the
assassin wishes to raise he must roll.
Outfit declared a full defense as his action for the round, he
(All considered to be average quality) Kimono, may make a poison+agility roll with a TN equal to the
Katana, Wakizashi, Travelling pack, equipment, 3 attacking bushi's TN to be hit. If successful, the
Koku attaclomg Bushi is poisoned (Provided the poison
master has a vial of poison available). Because of his
Hitaki Family (ShosuroVassals) concentration elsewhere, when this technique is used,
The Hitaki family are the bodyguards of the Scorpion the Bodyguard loses the normal bonus for full defense.
courtiers, and use their odd abilities to sniff out
poisons in the court. The family began when it's Outfit
progenitor, Shoshuro Hitaki(then of the Shoshuro (All considered to be average quality)
School) saved the Emperor from being poisoned by Kimono, Katana, Wakizashi, Travelling pack,
smelling a drop of potent poison on the lip of his sake equipment (includes poison ring)
cup.
Bayushi Duelling School
"Legends tell of Shoshuro Hitaki, who saved the (Note this is inspired by Shiba Toma-san’s "Multiple
Emperor Hantei XV by smelling a single drop of styles within Existing schools" e-mail a few days back.
Blood Lotus poison on his Sake cup, even though he Thanks!)
sat at the end of the table. After such heroism, it was
said that he set at the left of that Emperor for the rest of While not their main forte, the Bayushi bushi have
his days." always been rather respected duellists, known for their
Benefit: +1 Perception speed and cunning. They are the only non-Crane clan
that makes iaijutsu a mandatory starting skill. (to the
Hitaki Poisoner Schools best of my knowledge, correct me if I’m wrong please)
Benefit: +1 Reflexes Over the years there have been a growing number of
Beginning Honor: 0 + 5 boxes Bayushi Bushi who have dedicated an increasing
amount of their time away from their manipulations
Skills and into the beauty of the one strike.
Poison 2, Defense, Stealth, Plus two Ninjutsu
This has resulted in a sub-style of the main bushi
Techniques techniques; there are likely only two or three bushi in
Rank 1: Scent of the familiar venom the whole of Rokugan who have mastered the entire
Due to almost supernatural familiarity to poison, the school, there are around fourty bushi between the first
Bodyguard is able to detect poison on a successful and fourth ranks spread out all over Rokugan. This,
poison+perception roll, up to 5 feet away/school rank. added to the style’s relatively young age (Bayushi
This ability ignores amount of dose, and can even Tajima, the founder of the sub-style, died a mere fourty
detect poisons in a sealed vial. This is not mereily a years ago), and lack of a formal dojo, has prevented it
scent thing, it is a combination of all senses, and from being a real force to reckon with, and no threat to
perhaps a supernatural sense to poison. the Kakita Duelling Academy.

Rank 2: Swimming in poisoned waters Benefit: +1 Reflexes


Each time a particular poison is encountered by the Beginning Honor: 1, plus 7 boxes
Bodyguard, he becomes immune to it if he is
successful in his saving roll (Earth+school at a TN of Skills
25). For each failed attempt at immunity, that does not Archery, Defense, Iaijutsu, Kenjutsu, Sincerity, Any
lead to death, the Bodyguard gains one free raise, to be Merchant or Low skill, Any Bugei or Low skill.
used at the next attempt at immunity for that poison
type only. This ability is often used so the guard may Techniques
taste the food of his charge for poisons. Rank 1: As per Bayushi Bushi

Rank 3: The secret sting of the Scorpion Rank 2: As per Bayushi Bushi
At this rank the Hitaki master is trained in the use of
concealed needles to poison opponents in the heat of Rank 3: Mask the blade
battle, as well as a variety of hemotoxins that can be Scorpion duellists at this rank adapt their Rank 2 to
used to best result during the extertion of combat. If techniques to the iaijutsu duel. The mechanics are
the bodyguard's charge is attacked , and the guard has different, however:
In duels, after the awareness rolls and before the actual
raising begins, they may make an Agility+Sleight of
Hand roll against the opponent's Perception x 5. If
successful, the base TN to be hit for the duellist is
increased by how much the roll was made by, with a
minimum of 5. The TN for the opponent remains 5.
This may only be done once per duel, although it does
not count as an action, attack, or raise. Raises can't be
made on this roll.

In melee combat, they learn the saya-and-katana


techniques that makes it hard to predict where the
attack is coming from, since they use the saya to
obstruct the opponent's view of the katana.

They may make an Agility+Sleight of Hand roll


against the opponent's Perception x 5. If they succeed
then the opponent's TN to be hit (in general melee) is
reduced by 5, and 5 more for each raise on the roll.
This may only be done once per round, although it
does not count as an action or attack.

(This rank is a bit too powerful for a rank 3, in my


opinion, but since it reduces the effectiveness of Rank
2, that's ok)

Rank 4: As per Bayushi Bushi

Rank 5: Deceive with your soul


Good liars lie with their eyes. Excellent liars lie with
their bodies. But a Bushi of this rank can lie with their
souls, making the opposition think they have the
advantage when they don't. When in an Iaijutsu duel,
after the awareness rolls, and before the actual raising,
the duellist can make an Void+ Iaijutsu roll against his
opponent's Iaijutsu skill x 5. If he succeeds then he gets
to strike first in the coming duel if he called the strike.
If the opponent called the strike first, then he gets to
keep an additional die when rolling to hit and damage.

This also applies to melee combat. The bushi may roll


and keep an extra die when rolling to hit and damage
on any opponent who has declared an attack on him
this turn.
Penalty: The Horiuchi school only has three ranks.
UNICORN The student may not advance beyond this limit. As
Horiuchi Family (Iuchi practitioners of meishodo, they may not learn Sense,
Vassals) Commune, or Summon spells, and all normal spells
By: JCMarshall & Scott Gearin have their TN increased by 5.
A small family within the
Unicorn, it is unlikely to get any Skills
bigger in the foreseeable future as its Daimyo has yet Horiuchi shugenja may make one normal raise while
to show any sign of wanting to marry. There are many using meishodo.
stalwart souls who have asked to join her family and Calligraphy, Craft (jewellery), Herbalism,
honor her name. Most Horiuchi are bushi though a Horsemanship, Meditation, Singing, and pick one high
small group of shugenja has also arisen. skill
Benefit: +1 Stamina
Beginning Spells
Horiuchi (Unicorn Clan) Bushi School 3 Water meishodo, 2 Fire meishodo, 1 Earth meishodo,
Benefit: +1 Stamina and 2 Water spells.
Beginning Honor: 2 + 5 boxes
Outfit
Skills Same as Iuchi Shugenja (pg. 91)
Archery (Based on Agility rather than Reflexes),
Defence, Kenjutsu, Horsemanship, +1 High skill, +2 Nozara Family (Shinjo Vassals)
High or Bugei skills By: JCMarshall

Techniques The Nozara are the only family within the Unicorn
Rank 1: Strength of the Unicorn clan to actually want to live at the courts of the other
The bushi has learned how to use the fact that his is clans and deal with them on a permanent basis. Most
on horseback to his advantage when attacking and as Nozara are considered strange because they seem to
such, may add his Horsemanship skill to all damage prefer the indoors to the outdoors and the stale air of a
rolls when on horseback. grand hall rather than the air rushing past them as they
ride on the open plains.
Rank 2: Dangerous even Un-horsed Benefit: +1 Awareness
The bushi become proficient enough with horse based
weapons that he can use them effectively off the horse Nozara (Unicorn Clan) Courtier School
as well as on a horse. This does mean that the bushi Benefit: +1 Willpower
could feasibly take a lance and use it while on the Beginning Honor: 2, plus 5 boxes
ground.
Skills
Rank 3: Horse and Rider as One Courtier, Etiquette, Law, Horsemanship, Archery + 2
The bushi may attack twice per round as long as on High/Bugei Skills
horseback.
Techniques
Outfit Rank 1: One Voice filled with Anger
(All considered to be fine quality)Katana, wakizashi, The Courtier uses the rage within himself to further
bow, 20 arrows or any type, light armor, helm, his goals of speaking. The Courtier may add a number
travelling pack, steed, kimono, any 2 weapons, 8 koku of free raises to his courtier skills equal to his Fire
Ring.
Horiuchi (Unicorn Clan) Shugenja School
The followers of Horiuchi have committed themselves Rank 2: One Voice, Louder than any Other
to the mastery of the meishodo form of magic. They The Courtier learns how to pitch his voice so that
have at long last made a breakthrough in shaping the even if he speaks in a calm tone, it will carry to all
energies released be speaking the words of creation. listening. This is especially nasty when he raises his
They have discovered a secret way of singing the voice. When Courtier uses this technique, all within
words that modulates the effect. normal hearing will immediately hear him. There is no
Benefit: +1 Perception way not too. This is useful when blaming someone of
Beginning Honor: 2 + 5 boxes something unhonorable and you want to make sure all
know it, even if it sounds like only the person you're
talking to is meant to hear it.

Rank 3: One Voice, One Word


The Courtier has learned how to encourage others to
his way of speaking. When he speaks, all that listen
must make a Simple Willpower Test at TN 15 not to
see the Courtiers point and agree with him. This TN
grows to 20 if the person is on the side of the
argument, and to 25 if the person actually started off
agreeing with the Courtier.

Outfit
(All considered to be of average quality) 2 Kimonos,
travelling pack, steed, tanto, 4 koku.

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