Professional Documents
Culture Documents
1. Index
Page 1
2. Official Errata
Page 2
2.1. Fourth Edition Core Book
Page 2
2.2. Enemies of the Empire
Page 2
3. Rules Questions (as of 9/28/10)
Page 3-10
3.1. Ancestors
Page 3
3.2. Advantages / Disadvantages
Page 3
3.2.1. Advantages
Page 3
3.2.2. Disadvantages
Page 3
3.2.3. Misc
Page 3
3.3. Combat
Page 4-5
3.3.1. Dice
Page 4
3.3.2. Duels
Page 4
3.3.3. Maneuvers
Page 4
3.3.4. Reduction
Page 4
3.3.5. Stances
Page 4
3.3.6. Misc
Page 5
3.4. Equipment
Page 5
3.4.1. Armor
Page 5
3.4.2. Weapons
Page 5
3.4.3. Misc
Page 5
3.5. Families / Heritage
Page 6
3.6. Glory / Honor / Infamy / Status
Page 6
Page 1 of 12
3.7. Kata
Page 6
3.8. Kiho
Page 6
3.9. Schools
Page 6-9
3.9.1. Crab Clan
Page 6
3.9.2. Crane Clan
Page 6-7
3.9.3. Dragon Clan
Page 7
3.9.4. Lion Clan
Page 7
3.9.5. Mantis Clan
Page 7
3.9.6. Phoenix Clan
Page 7
3.9.7. Scorpion Clan
Page 8
3.9.8. Spider Clan
Page 8
3.9.9. Unicorn Clan
Page 8
3.9.10. Imperial Families
Page 8
3.9.11. Minor Clans
Page 8-9
3.9.12. Ronin
Page 9
3.9.13. Misc
Page 9
3.10. Skills
Page 9
3.11. Spells
Page 9-10
3.11.1. Any Element
Page 9
3.11.2. By Element
Page 9-10
3.11.3. Maho
Page 10
3.11.4. Misc
Page 10
3.12. Tattoos
Page 10
Page 1 of 12
3.13. Taint
Page 10
4. Questions yet to be Answered
Page 11-12
Page 1 of 12
2. Official Errata
2.1 Fourth Edition Core Book
● Page 114: The Togashi Tattooed Order school should have the
Artisan: Tattooing skill instead of Craft: Tattooing.
● Page 121: The Yoritomo Courtier Rank 1 ability (Duty Before Honor)
should add this sentence to the ability: "All Intimidation roles the
Yoritomo makes use Willpower instead of Awareness."
● Page 266: In the sidebar under the second bullet point, the portion
reading "using the same rules for Mastery level" should be omitted.
● Page 329, Ugulu no Oni: The ability Huge should be listed under
Special Abilities
● Page 398, Index entry for Off-hand Weapons & Multiple Attacks: The
correct page is 141.
● Horses and Falcons do not have skills. (copy paste error from War
Dogs) Falcons have hunting. Horses have Athletics.
● Earth Becomes Sky spell uses Earth Ring (not Earth Rank).
3.2.3 Misc:
1. Restrictions: Advantage sets are matched by corresponding Disadvantage
sets.
Page 1 of 12
3.3 Combat:
3.3.1 Dice:
1. Dice: More rolled dice past 10k10 have no added benefit. +2 as (house rule)
2. Dice: Round up on halved rolls. (GM’s discretion)
3. Dice: Exploding 9’s keep exploding until you roll less than 9. (same as 10’s)
4. Dice: Do not regain Void if three 10’s are rolled. (Can HOUSE RULE it does)
5. Dice: more kept dice than rolled are lost. (i.e. 2 Str + 0k3 = 2k2)
3.3.2 Duels:
1. Duel: both get Center Stance bonus to a roll of their choice.
2. Duel: Can gain the center stance bonus to either attack or damage roll round
3.
3. Duel: Strike TN in a duel is vs normal ATN.
4. Duel: Free raises in duel gained from Focus can;
a. lower TN by 5
b. add 1k0 to damage
c. a maneuver should the situation call for it. GM’s discretion.(not Feint?)
5. Duel: effects that work on Skirmish specific events do not intrinsically apply to
deul events. (GM’s discretion)
3.3.3 Maneuvers:
1. Called Shot: removing limbs is very GM’s disctretion. Some creatures require
things, such as beheading. It will specifically say.
2. Called Shot cannot replace Disarm manoeuvre.Conditions: Roll to recover in
the Reactions stage at end of each round.
3. Delaying: If two people delay the highest should be able to act first.
4. Delaying: If everyone delays the lowest initiative acts, then a new round
starts.
5. Disarm inflicts damage before opposed Strength rolls.
6. Extra Attack: Five raises are only applied to the first attack roll. Success =
second attack roll (with no TN bump).
7. Extra Attack: Second attack can target a separate target.Grappling: All
participant roll on each participants turn. (contested)
8. Extra Attack: not usable in the strike part of the duel.
9. Grapple: can be combined with a other maneuvers, but increases in difficulty.
10. Grapple: Throwing someone breaks a grapple.
11. Grapple: they cannot do anything on their turn if they fail their grapple.
12. Maneuver: Some, like disarm, can be allowed in duels. (GM’s discretion)
3.3.4 Reduction:
1. Reduction: Spirit halving damage is applied before reductions.
2. Reduction: Tsuno reduction is not ignored by precious material such as jade.
3. Reduction: works on anything that doesn’t say it ignores specific reduction.
4. Reduction: can affect spell damage (Gm’s discretion)
3.3.5 Stances:
1. Stance: Center Stance bonus can be applied to damage.
2. Stance: Center Stance bonus applies to the first round of skirmish in a duel to
the death. Use existing INIT’s for this if duel started during a skirmish, or roll
new if the Duel instigates a skirmish.
3. Stance: Center Stance: no actions. Only Kakita Bushi get one simple.
Page 1 of 12
3.3.6 Misc:
1. ATN (Armor Target Number) is: (Reflexes x 5) + 5 + Armor Bonus.
2. Contested Roll: Raise means you must beat opponent by 5 = success.
3. Contested Roll: Both Raise so both have to beat the other by 5 or fail.
4. Fear: applies to all rolls.
5. Free Actions: Limit one of each type per turn.
6. Free Raises: cannot reduce an opponent’s roll by 5.
7. Horses: Free action for Rider to make Horse move a Free or Simple action
move. Simple action to make Horse move 2 Simple action moves.
8. Improvised: improve weapons inflict 0k2 damage.
9. Insight: There are no max Insight Ranks,
10. Mass Battle: allow Reduction on damage taken (even from a void spent)
11. Re-rolls: Not the same as second attempts. No penalty for having failed the
first roll that’s being re-rolled.
12. Two Weapons: does not give you an extra attack. It does boost your ATN by
your Insight Rank.
13. Movement: cannot be reduced to below Water 1.
14. Unarmed: counts as melee (GM’s discretion for school tech.-> simple
attacks.)
15. Unarmed: attacks inflict 0k1 damage.
16. Void: Limit of 1 spent per turn. (Unless it says otherwise.)
17. Wound Penalties: do not retroactively affect initiative.
3.4 Equipment:
3.4.1 Armor:
1. Armor: Reduction should stack with School reductions, unless says
otherwise.
3.4.2 Weapons:
1. Arrows: don’t specifically ignore reduction. (Gm’s discretion)
2. Chain weapons: use weapon skill to start a grapple. Other person uses
jiujutsu.
3. Katana: cost approx 25+ koku. May increase significantly above that.
4. Katana: damage boost with void is for one attack, once per round.
5. Lance: can be used 1 handed (while mounted)
6. Lance: price is correct, as few people know how to make them.
7. Large key-word: considered two handed (for such things as the Moto Bushi
School etc) Only these benefit from the two handed benefit.
8. Nagamaki can be either two or one handed.
9. No Dachi: does not have the Samurai key-word. No error.
10. Peasant key-word: Using them is a “low skill” and honor loss follows as per
page 91. (Yoritomo Bushi ignores this)
11. Tonfa: DR is not an error.
12. War Fan does not reduce penalty of offhand if wielded in main hand. Only the
hand with the War Fan benefits from the penalty reduction.
13. Yumi: does not have the Samurai key-word. No error.
3.4.3 Misc:
1. Hakama are worth more than a finger of Jade. (no love for the Crab)
Page 1 of 12
3.5 Families:
1. Heritage tables: None yet.
2. Kitsune family bonues (p.120&219) are both correct (Mantis/minor resp.)
3.7 Kata:
1. Disappearing World: a specific target is chosen upon activation.
2. Iron Forest Style: does not apply to Chosen of the Oracles.
3. Iron Forest Style: Prevents Heavy Armor penalty as not a skill roll. (don’t be a
wanker)
4. Kata: can only be turned on in combat. (or appropriate: GM’s discretion)
5. Kata: are either on or off. There are no durations.
6. Spinning Blades: cannot be combined with Feint.
7. Striking as Water: Mastery 4 is correct. Not an error.
3.8 Kiho:
1. Air Fist is correct. Higher Air = less damage. (“better control”)
2. Bushi: cannot learn Kiho.
3. Dance of the Flames allowes unarmed attacks as simple actions. These
actions can then have new Martial Kiho applied to them.
4. Dance of the Flames: Round of Activation does not count towards the “must
make an attack”
5. Eight Directions Awareness lasts until deactivated.
6. Flame Fist Kiho penalty applies to all rolls, dmg, init, full defence. Etc.
7. Freezing the Lifeblood’s two effects last the same duration.
8. Internal Kiho with no listed duration end when the monk no longer focuses on
that element. (sleeps, k.o. or death etc) Soul of the Four Winds, Cleansing
Spirit, Root the Mountain, Touch of the Void Dragon.
9. Ride the Water Dragon: designed for use in combat. Not out of combat.
10. Spin the Kharmic Wheel: Disadvantage would be character specific.
11. Tattooed Monks: can learn kiho by alternate rules in book.
12. Waves in All Things: still makes attack roll as if in melee range.
13. Waves in All Things: cannot create more than 1 extra attack. (2 total)
14. XP costs for Kiho are rounded down.
3.9 Schools:
3.9.1 Crab Clan:
1. Crab Berserker Rage affecting allies is a GM’s discretion.
Page 1 of 12
3.10 Skills:
1. Battle: Skirmish emphasis allows gaining info about the tactics of a skirmish.
2. Craft: trait used is supposed to be varied. (Str&Int for armor crafting etc)
3. Defense: does not work in duels.
4. Emphases: are not specifically needed to be able to do something.
5. Forgery: does work off Agility. (maybe splash Int? GM’s discretion)
6. Games: macro skills are complex. Don’t be a wanker.
7. Horsemanship: Ride other animals? (GM’s discretion. With penalty?)
8. Iaijutsu: There is no (Strike) emphasis.
9. Iaijutsu: can use any weapon, although socially only Katana.
10. Jiujutsu: There is no (Attack) emphasis.
11. Knives: Mastery Level only reduces penalty for the hand holding the knife.
12. Lore: macro skills are complex. Don’t be a wanker.
13. Medicine: can be used on self, but with penalties.
14. Meditation: does not inherently recover used spell slots for shugenja. (GM’s
discretion if it can)
15. War Fan: Mastery Level only reduces penalty for the hand holding the fan.
3.11 Spells:
3.11.1 Any Element:
1. Banishment: gets rid of all active spells, even your own, of the chosen
element.
2. Banishment does not work on Maho.
3. Counterspell: No such thing anymore. It’s not easy to ask Kami to change
their minds once someone’s got them to do something.
Page 1 of 12
3.11.2 By Element:
1. Everchanging Waves: Can only cast spells while shapeshifted if the new form
can speak.
2. Flesh of the Elements: is limited because it can be used by others.
3. Haze of Battle can prevent movement & drawing weapons.
4. Haze of Battle prevents spell casting, even Direct damage attack spells
(such as Earth becomes sky) as they don’t count as an attack for Full Attack
Stance.
5. Haze of Battle does not make them attack. They can still choose to do
nothing.
6. Katana of Fire: add Strength to damage rolls. (all “weapon” spells)
7. Katana of Fire: weapons use your School rank to attack, even if wielded by
others. (all “weapon” spells)
8. Katana of Fire: damage ratings are not in error. (all “weapon” spells)
9. Katana of Fire: each raise = 1k0 damage.
10. Tail of the Fire Dragon: is ranged. (although could be melee in theory)
11. The Wolf’s Mercy: bonus vs taint is in addition to it’s other benefits.
3.11.3 Maho:
1. Maho: learned as Spells are. No xp cost to “buy” them.
3.11.4 Misc:
1. Affinity: allows access to spells of higher spell levels(+1 per affinity).
2. Affinity: Affiinities (and Deficiencies) stack in case of Multiple schools.
3. Innate: costs 2xp per spell. Don’t need a scroll to cast it. No free raises.
4. Innate: no spells start as innate.
5. Mastery Levels: are based on School level, not Insight.
6. Meishodo: Future Books Maybe.
7. Research: Permission from high ranking officials needed. Only way to gain
more spells aside from stealing and cracking enemy scrolls.
8. Stored Spells: trigger count as being one slot for that spell being used. (as if
cast normally)
9. Targeting: One Target Individual can only refer to the caster if it makes sense.
10. Targets: Mainly designed to be humans. Not normal Horses, Dogs etc. (Gm’s
discretion)
11. TN of spells cannot be reduced to 0 or below 0.
12. Void: Ring grants are “extra spell slots”, for non Void spells.
3.12 Tattoos:
1. Activation: Require a free action (unless stated otherwise)
2. Bamboo tattoo = (2xSR)+5
3. Ki Rin tattoo’s use outside of combat is GM’s discretion.
4. Lion tattoo can grant Mastery abilities if the tattoo grants the skill high
enough. (temporarily)
5. Lion tattoo skill ranks replace existing skill if higher. They don’t stack.
6. Void tattoo ignores Blindness.
3.13 Taint:
1. Lost: If high ring (6+) then taint rank must be 1 more than that ring.
Page 1 of 12