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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
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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
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3.13. Taint
Page 10
4. Questions yet to be Answered
Page 11-12
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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 128, Bayushi Courtier Rank 5 Technique: This Technique


references the Bad Reputation Disadvantage. This should be the
Social Disadvantage Disadvantage (found on page 162).

● 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.

● Elemental Guard Rank 3: One spell of Mastery level 3 or lower.

● Ambush skill roll is a Co-operative, not Cumulative Skill roll.

● Earth Becomes Sky spell uses Earth Ring (not Earth Rank).

● Miya Herald does start with a travelling pack.

2.2. Enemies of the Empire


● Crocodile has Swift 2 while swimming. (not fleet)
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3. Rules Questions (as of 9/28/10)


3.1 Ancestors:
1. Ancestors may count towards a limit spent on advantages. HOUSE RULE.
2. Akodo: 2k2+Water+Battle on Mass Combat.
3. Asako: cannot be combined with Doji Courtier rank 3 for more devotion.
4. Bayushi: retain 1k0 for Bayushi schools if switch from Courtier to Bushi.
5. Kakita: Void activation does not count to 1 Void / Round limits.
6. Kuni Yori: taint increase combined with taint reduction works at GM’s
discretion.
7. Mirumoto: only applies to Mirumoto Bushi School Skill Rolls.

3.2 Advantages / Disadvantages:


3.2.1 Advantages:
1. Benten’s Blessing: is appropriate if communing with kami (spirits)
2. Bishamon’s Blessing: does not apply to damage.
3. Chosen by the Oracles: does not apply to Spellcasting rolls.
4. Crafy: and Sage don’t stack.
5. Daredevil: with Touch of the Void can stack. 1 void to gain both benefits.
6. Dark Paragon; don’t need to take the Consumed Disadv.
7. Friend of the Brotherhood: only works if Kiho are allowed by non Brotherhood
monks. The XP costs are as monks.
8. Kharmic Tie: bonus can be applied to a duel strike, but not focus.
9. Kharmic Tie: is for just one roll per point. (GM’s discretion)
10. Multiple Schools: Shugenja adds their ranks together for total school rank.
11. Multiple Schools: Simple attacks with certain weapons stack at high enough
levels. (lvl3 school + lvl3 school could get simple attacks with weapons from
both schools)
12. Paragon of Duty: Does not ignore TN increase due to raises.
13. Prodigy: applies to original school only (if multiple schools)
14. Prodigy: cannot be bought after character gen. (a physical adv.)
15. Prodigy: cannot apply to two school skills twice.
16. Quick: is cumulative until the character acts.
17. Sacred Weapon: “Dragon” use standard Katana and wakizashi DR’s.
18. Sacred Weapon: “Spider” only one roll to resist taint, even if multiple 10’s.
max 1 point of taint gained.
19. Sacred Weapon: “Spider” counts as Obsidian for Ugulu no Oni’s reduction etc
20. Sage: does not allow the use of “Forbidden Knowledge” lore skills.
21. Sage: “forced” means if they wish to try they are “forced” to use Sage.
22. Soul of Artistry: applies to Tsi School. HOUSE RULE
23. Strength of the Earth: reduces the penalties, not which wound rank you’re in.
3.2.2 Disadvantages:
1. Blind: Water to a minimum of 1.
2. Cursed by the Realm: Meido: penalty is suffered if not actively searching.
3. Shadowlands Taint: cannot be detected by Kitsu Shugenja technique.
4. Touch of the Void: Failed Willpower means Dazed before rolling.
5. Touch of the Void: combined with Shiba Bushi Rank 5 requires 2 rolls.
6. Touch of the Void: cannot be used in Duels. (preventing Dazed to occur.)
7. Wrath of the Kami: does not inheritably hurt beneficial spells. (GM’s choice)
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3.2.3 Misc:
1. Restrictions: Advantage sets are matched by corresponding Disadvantage
sets.
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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.
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4. Stance: declaration at start of combat in initiative order.


5. Stance: Full Defense: ATN bonus lasts until the start of their next turn.
6. Stance: not usable while being grappled (GM’s discretion)
7. Stance: not usable outside of combat.
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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)
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2. Koku: A samurai’s basic stipend is approximately 1-2 koku a month.


3. Unicorn Horses: same speed as normal. Fluff is not the same as crunch.
4. Yuki no Onna (Snow Maidens) are missing from EotE by mistake.
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3.5 Families:
1. Heritage tables: None yet.
2. Kitsune family bonues (p.120&219) are both correct (Mantis/minor resp.)

3.6 Glory / Honor/ Infamy / Status:


1. Imperial Treasurer is Glory 4.
2. Monks are Glory 0, Status 1 (as Status Section)
3. Idleness does not prevent Glory dropping below Insight Rank.
4. Infamy and Glory are tracked separately.
5. Geisha are glory 3.
6. City Governor and Taisa should swap places in Status Chart. But keep
numbers.
7. Glory and Status start at 1. (same for anyone.)

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.
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3.9.2 Crane Clan:


1. Asahina Shugenja tech is a Complex action.
2. Daidoji Iron Warrior Outfit is supposed to have a heavy weapon choice. No
mistake.
3. Daidoji Iron Warrior: Add choice of bow to weapon choice in starting outfit.
(extra option) HOUSE RULE
4. Kakita Bushi: Rank 1 centre stance bonus only works the round after centre
stance (until rank 5)
5. Kakita Bushi: Rank 5 means they get the centre stance bonus on their
assessment roll.
6. Kakita Bushi Rank 5 in Centre Stance get only 1 simple action. No other
actions.
7. Kakita Bushi Rank 5: Gain Centre Stance Bonus the round they enter it and
the next round. (Not just the one after as for other people)
3.9.3 Dragon Clan:
1. Kitsuki Investigator does not start with a Katana. Not an error.
2. Mirumoto Rank 2: only works in Center Stance.
3. Togashi Tattooed Monk does not get simple attacks with Staves. (or the
school skill to use them) Just unarmed.
4. Togashi Tattooed Monks can learn Kiho by using alternate rules in book.
5. Togashi Tattooed Monks gain glory like Monks.
6. Togashi Tattooed Monk: limited to 1 tattoo activation per turn.
7. Togashi Tattooed Monk: tattoo’s can be ended early (rather than wait
duration)
8. Togashi Tattooed Monk start with no emphases. Not an error.
3.9.4 Lion Clan:
1. Akodo Bushi Trait Bonus is correct.
2. Akodo Bushi: Rank 1 ignored TN bonus even in doubled from Flesh Cutter.
3. Akodo Bushi: Rank 1 Gain +1k0 to one of the events. Note the OR.
4. Akodo Bushi: Rank 3: add War Fan to list of weapons. HOUSE RULE
5. Ikoma Bard: Rank 3 is supposed to be Perform: Oratory. No mistake.
6. Kitsu Shugenja can “turn off” Ishiken advantage and “lock off” void spells.
7. Kitsu Shugenja “turning off” Luck turns off all levels of luck.
8. Kitsu Shugenja cannot “detect” shadowlands taint disadvantage.
9. Kitsu Shugenja is a Complex action.
10. Kitsu Shugenja “ancestor speaking” is flexible as to what can be spoken
about. Don’t be a wanker. Gm’s discretion.
11. Kitsu Master of the Spirit Realms: TBC in future book.
12. Matsu Rank 5: Only first rolled dice explode. After that, only 10s as normal.
3.9.5 Mantis clan:
1. Moshi Shugenja can still cast at night. (more difficult? Check)
2. Tsuruchi Archer Rank 5: works with Ranks 1 and 2.
3. Tsuruchi Archer Rank 4 & 5 do NOT stack.
4. Yoritomo Bushi Rank 1: No penalties for either hand. Like Mirumoto.
5. Yoritomo Bushi start with 2 emphases. Not an error.
3.9.6 Phoenix Clan:
1. Isawa Tensai: There are no Void Tensai.
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2. Shiba Bushi: Spears is not an error as a School skill.


3. Shiba Bushi: Rank 1: Can guard with multiple actions in one turn. GM’s
Discrection!!!
4. Shiba Bushi: Rank 2: cannot reduce a Spell TN to 0 or less than 0.
5. Shiba Yojimbo combined with Shiba Bushi Rank 5 = 40 wounds prevented.
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3.9.7 Scorpion Clan:


1. Bayushi Bushi Trait Bonus is correct.
2. Bayushi Bushi: Rank 3: target at start of Round not turn.
3. Bayushi Bushi Rank 3: Not cumulative (maximum 1 instance of 24 hours)
4. Bayushi Bushi Rank 3: If target is in Full Attack they loose benefits of Full
Attack on their round.
5. Bayushi Courtier: Rank 1 does NOT target physical ads/disads.
6. Bayushi Courtier Techniques require “Contested Social Skill Rolls”. YMMV.
7. Shosuro Infiltrator gain a choice of a Ninja weapon in starting outfit. HOUSE
RULE
8. Shosuro Infiltrator: Rank 2: benefit from target being unaware are applied to
all attacks made during the ambush turn.
9. Soshi Shugenja spell options are correct.
3.9.8 Spider Clan:
1. Chuda Shugenja are deficient in a non-void element of their choice.
2. Obsidian Magistrate: Difference in Honor cannot result in a penalty. The value
is always a bonus to the Magistrate.
3. Spider Monks gain glory like monks. (and have the [monk] tag)
4. Spider Monk: Rank 5: not actual Void points, but can be regained as such at
GM’s discretion.
5. Spider Monks start with no emphases. Not an error.
3.9.9 Unicorn Clan:
1. Ide Emmisaries: Do not intrinsically start with a horse. Should be easy to get
one if needed tho. Your lord should provide one if travel is needed.
2. Iuchi Shugenja: can be used on animals to speed them up.
3. Moto Bushi: Do gain an extra weapon in their outfit. Not a typo.
4. Moto Bushi: Rank 4: Free attack has to target a different target.
5. Shinjo Bushi are in Emerald Empire 2. (probably)
6. Utaku Battle Maiden: Rank 3 attack can be made with any weapon.
7. Utaku Battle Maiden: Rank 4. Overrun is only doable while mounted.
8. Utaku Battle Maiden start with no emphases. Not an error.
3.9.10 Imperial Families:
1. Emperor can take any school period.
2. Imperials can take any Imperial School.
3. Otomo Courtier Honor is correct.
4. Otomo Courtier: Rank 3 is usable in and out of combat. When they can talk.
5. Otomo Courtier: Rank 5 has authority of both Emperor and Empire.
6. Seppun Shugenja affinity / deficiency are correct.
3.9.11 Minor Clans:
1. Heichi Bushi: Rank 4: Multiple Void over multiple rounds reduces wound
penalties by more than one wound rank.
2. Ichiro Bushi Rank 1: combined with Strength in Arms Kata uses Strength for
attack with Heavy Weapons and can reroll a miss once per turn.
3. Ichiro Bushi Rank 1: combined with Strength in Arms Kata ignores penalties
from Heavy Armor to Agility and Reflex based skills.
4. Komori Shugenja is a Complex action.
5. Suzume Rank 1: Penalty remains until used again, at which point it stacks.
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6. Toku Bushi Rank 1: TN’s need to be 25+ for tech to work.


7. Toku Bushi Rank 2: Iajiutsu roll can benefit, but not the focus roll.
8. Toku Bushi Rank 5: can be used in a duel.
9. Toku Bushi Rank 5: does stack with rank 2.
10. Tonbo Shugenja is a Free action.
11. Toritaka Technique can be applied to a creature so all allies benefit. (GM’s
discretion)
3.9.12 Ronin:
1. Forest Killers Rank 1 Technique is not a typo. They are quite good.
2. Ronin Shugenja are in Enemies of the Empire.
3. Tengoku’s Justice Ronin path are honourable, despite being reviled as
bandits. 4.5 honor it not an error.
3.9.13 Misc:
1. Advanced Shugenja Schools do not grant more spells unless they say so.
2. Advanced schools ignore Insight rank. They only look at school ranks (in the
case of multiple schools etc)
3. Advanced Paths only look at most recent Shugenja School.
4. Kenku Rank 4: works with non-katana weapons also.

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.
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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.
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2. TNs: early are supposed to be low. Slow building.


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4. Questions Awaiting Reply:

Tru3anath3ma 19th Aug


- Duels fought only with Katana?
- Duels fought with Katana sheathed.
- Duels follow Skirmish Timeline.
- Duels require Initiative Rolls?
- Does Kakita Tech for Inits apply if Inits are rolled?
- Can Void be spent in a duel to gain +10ATN?
- Is drawing your weapon to strike a free action in duels if you don’t
have iaijutsu 3?
- Does the Swordmaster strike with both swords for the use of Tech’s 1
& 3?
- Swordmaster stack 1k1 for assessment?

Oliveira 20th Aug


- Touch of the Spirit Realms advantage costs for Shugenja correct?

Kakita Fujin 11th Sept


- Night Milk Poison hits someone repeatedly.
- Night Milk’s duration staying on the blade. One use?
- Number of Meditation / Tea Ceremony checks per day.

Shinjo Koetsu 12th Sept


- Page 103 lists Shiba Bushi Polearms. 123 lists Spears.
- Do daidoji have the option of staritng with Polearm not Spears?

Bayushi Tsubaki 13th Sept


- Why Shiba lost Iaijutsu as starting skill.
- Does Swordmaster gain 1k1 or 2k2.
- Kata activation in duels.
- Acting rolls.

Majushi 14th Sept


- Advantage discounts.

Taru 14th Sept


- Inner Gift: Empathy clarification.

Kakita Fujin 15th Sept


- Strength of Purity Kata clarification.
- Void Points on Fear Rolls.
- Wound Penalties affecting Fear Rolls.

Shosuro Irayeku 17th Sept


- Hands of Stone with Improvised Weapons.
- Ancestor (Ikoma) with Improvised Weapons.
- Ancestor (Kaimetsu-Uo) clarify emphasis.
Page 1 of 12

Hantei Goto 17th Sept


- Mirumoto Swordmasters Rank 1 clarification.

Stopmefalling 19th Sept


- Hiruma Bushi Damage transfer.

Kenichi99 19th Sept


- Bitter Lies Re-roll applications.
- Monk taking Ascetic.
- Worth of Glory.

Isawa Minoru 26th Sept


- Does Rank 5 Shiba stack or replace Rank 1.

Xum 26th Sept


- Battle emphasis problem. (vague)

Crawd 27th Sept


- Rules for deafened

Togashi Hiryu 28th Sept


- Nezumi Scrounger base school? (ninja, bushi?)

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