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AKARU NO ONI, THE WEB LORD GENSO NO ONI, DARK WARRIOR

The threat of oni is constant for those Crab scouts who venture The Genso no Oni is a legend within the Shadowlands, famous
into the Shadowlands, for the demons roam the entire even to the Lost and feared by other oni that seem more
realm, destroying any living creature that does not bear the powerful. It is painfully well
well known to the Crab, although
although few
touch of Jigoku. Akaru no Oni, at least, is one threat the Hiruma samurai of the other clans have ever heard of it. The demon
know they need not fear so long as they pay careful is said to be stronger than the mightiest Hida, faster than the
attention to their surroundings. The massive and ponderous swiftest Kakita, and more fearsome than the fi ercest Matsu.
Akaru no Oni are not very mobile, and prefer to lair in rocky Indeed, perhaps the most terrible thing about t his unique oni
recesses, ideally caves or rocky valleys. Ultimately, any confi is that it resembles and understands the samurai it lives to kill.
ned space will suffi ce so long as the Akaru can expect prey Genso no Oni is a consummate warrior, fl awless in technique
to pass through the area on at least a semi-regular basis. and skill. It lives for the challenge of facing worthy
Akaru no Oni vaguely resemble spiders, with long segmented foes and destroying them utterly. This demon is by no means
bodies and dozens of jointed legs.
legs. Their appearance might honorable, but some of its behavior may well deceive others
make them seem closer to centipedes but for the vast webs into believing it is, which only helps defeat such fools in
they spin in their lairs. They are actually somewhat passive battle. The beast is an eight foot tall humanoid, incredibly
in their hunting methods, preferring to allow prey t o become well muscled, with dark red skin. It dresses in the manner of
trapped in their webs and waiting for it to grow weak before a traveling warrior, wearing a hakama a nd carrying a daisho,
feasting on it. However, when an Akaru no Oni is hungry or even though the creature could never possibly hope to pass
angered it has considerable physical power at its command, for human. It is devoid of hair and has a mouth that seems to
and will not hesitate to destroy anything that threatens it. split the entire head in two, fi lled to the brim with needle-like
AIR 3 EARTH 4 FIRE 1 WATER 4 teeth. It has two short horns atop its head, too short to serve
- - AGILITY 4 - as weapons but deadly in appearance just the same.
Initiative: 4k3 Attack: Claws 6k4 (Simple), BiteBite AIR 3 E ARTH 4 FIRE 4 WATER 4
4k4 (Complex) REFLEXES 5 - - -
Damage: 4k4 (Claws),
(Claws), Initiative: 5k5 Attacks: Obsidian katana 9k4
6k4 (Bite) (Simple), talons 8k4 (Simple)
Armor TN: 20 Damage: 7k2 (obsidian
(obsidian
Reduction: 5 Wounds: 25: +5; 50: +10; katana), 4k4 (talons)
75: Dead Armor TN: 30
Taint Rank: 5 Reduction: 4 Wounds: 40: +5; 80: +10;+10;
Special Abilities: 120: +15; 160: +20; 200: Out;
c Spinnerets: Akaru no Oni can project powerful webs 240: Dead
of a thick adhesive substance to ensnare and confi ne Taint Rank: 7
its enemies. This is a Complex Action with an attack Skills: Athletics 3, Defense 4, Hunting 7, Iaijutsu 5, Jiujutsu
roll of 6k4. If the webs hit they do not infl ict damage, 4, Kenjutsu 5, Stealth 4
but the target is automatically Entangled. The TN to Special Abilities:
escape the Entangled condition is 20. c Fear 3
c Obsidian Daisho: Genso no Oni carries a massive
Web Traps: Akaru no Oni spreads its webs where prey daisho fashioned from obsidian. The blades seem to be
might come into contact with it by accident. Anyone spiritually connected to the creature and dodo not survive
who stumbles into the oni’s webs is immediately Entangled, its death – if one or both are stolen before death, the
with a TN of 20 to escape. Genso no Oni will hunt down the thief to the ends of
the earth. Due to its intimate connection to its swords,
Genso no Oni may not be targeted with the Disarm
Maneuver.
c Taunts: Genso no Oni is incredibly gifted at perceiving
the faults and regrets of the human soul, and berates
those who face him with the most horrifi c slurs and insults
imaginable, mocking faith, human decency, and the Code
of Bushido. During the fi rst Round of a skirmish
against Genso no Oni, all Rokugani opponents
must make a Contested Willpower Roll against it. If
they fail, their highest Basic School Rank is effectively
reduced by 1 for the duration of the skirmish. This denies
them access to the appropriate School Technique
and also makes them effectively one School Rank/Insight
Rank lower for purposes of Initiative, spell casting,
and any other such game effects.
KAMU NO ONI, THE KILLING MAW Nagah
The Naga race as a whole and their accursed kin known
The horrifying Kamu no Oni are among the most immediately
recognizable of all oni, and so terrible an impression have as the Naar Teban are both found in the pages of the L5R
they made on those rare instances when they have appeared 4th Edition sourcebook Enemies of the Empire. The feral
in the Empire that their shape can be identifi ed by almost abominations found within the former Ivory Kingdoms,
any educated samurai. Kamu no Oni is a nearly mindless however, are an entirely new form of Naga with which
killing machine with no obvious sensory organs, yet it is an the Rokugani have no experience. These cr eatures are
extremely capable hunter and killer. Atop a powerfully-built sometimes referred to as Nagah, the term by which they
torso, rippling with muscles, the demon’s shoulders and chest were known in Ivindi, the language of the Ivory Kingdoms.
split into a massive maw, wide enough to bite even the largest They are a constant threat for those who venture too far
Crab samurai in half. Those i ndividuals unfortunate enough beyond the established frontier of explored territory in
to be caught by a Kamu no Oni are torn to pieces by its massive the Colonies.
arms and then rapidly devoured. A full-grown Kamu no Although nothing is known of the Nagah’s culture
Oni can slaughter and consume an entire Crab patrol in less (assuming such even exists and that they are not simply
than two minutes. feral monstrosities), they do seem to have a connection
AIR 2 EARTH 5 FIRE 2 WATER 3
to the Naga race, and when the entity called the Dark
REFLEXES 3 - AGILITY 4 STRENGTH 6
Initiative: 3k3 Attack: Bite 4k4 (Complex), Naga appears in the Empire it is able to control the Nagah
Claw 7k4 (Simple) despite the vast distance between the Colonies and the
Damage: 7k5 (bite), 6k3 Empire. There are a few investigators who even suspect
(claw) Nagah were somehow responsible for the murder of the
Armor TN: 25 first Imperial Governor at the Dark Naga’s behest.
Reduction: 5 Wounds: 50: +5; 75: +10; Air: 3 Earth: 4 Fire: 1 Water: 4 Akasha: 1
100: +15; 125: +20; 150: Dead Reflexes: 4 Agility : 5
Taint Rank: 6 Caste: 0.0
Skills: Intimidation (Control) 7, Temptation 8 Infamy: 3.3
Special Abilities: School/Rank: None
c Devour: If a Kamu no Oni controls a Grapple, it may Skills: Athletics (Climbing, Swimming) 6, Hunting
infl ict bit e damage on the Grappled opponent instead (Survival) 5, Jiujutsu 6, Stealth (Ambush, Sneaking) 7
of its claw damage. If this damage reduces an opponent Advantages: Prehensile Tail, Strength of the Earth (2
to the Out Wound Level, he has been swallowed levels), Way of the Land (Colonies)
and will die in the Reactions Stage of the following Disadvantages: Compulsion (kill humans), Wrath of the
Round unless he is somehow pulled free or the Kamu
Kami (Air)
no Oni is killed.
Special Abilities:
c Fear 4
cc Camouflage: A Nagah’s coloration and body blend
c Invulnerable
in perfectly with the canopy of trees in which
they often hide. Nagah gain one Free Raise on all
Stealth rolls made in the jungle.
cc Natural Attacks: A Nagah may make claw attacks
as a Simple Action (attack 6k5, damage 5k4), or a
bite attack as a Complex Action (attack 5k5, damage
4k4).
cc Swift 2
TYPICAL NEZUMI (RATLING) SHAMAN (RANK 3)
Sample Nezumi AIR 3 EARTH 3 FIRE 3 WATER 2 NAME 5
The following section presents some generic Nezumi NPCs for REFLEXES 4 WILLPOWER 4 - PERCEPTION 3 -
use in a campaign. These can be easily altered on the fl y to Initiative: 7k4 Attack: Named Yari 7k3 (Complex)
suit whatever purposes the GM may require. Several major Damage: 5k2+6 Armor TN: 30 (Light Armor)
Nezumi archetypes are listed here for ease of use. Reduction: 3 (Light
Armor)
Wounds: Normal human-type
TYPICAL NEZUMI (RATLING) WARRIOR (RANK 2) Wound Ranks.
AIR 2 EARTH 3 FIRE 3 WATER 3 NAME 3 School/Rank: Nezumi Shaman 3
REFLEXES 3 - AGILITY 4 - -
Niche: 5.0
Initiative: 5k3 Attack: Yari 7k4 (Complex)
Skills: Defense 4, Hunting 2, Lore: Shadowlands 5, Lore:
Damage: 5k2 Armor TN: 25 (Light Armor)
Spirit Realms (Yume-do) 5, Meditation 5, Perform: Ne zumi
Reduction: 3 (Light
Dance 2, Spears 4, Stealth 3.
Armor)
Spells: Bend Name, Dream Walk, Mend Name, Named Weapon,
Wounds: Normal human-type
Burn Name, Conjure Named Weapon, Seek Name, Find
Wound Ranks
Name, Trade Name.
School/Rank: Nezumi Warrior 2
Ratling Physical Abilities (these include Swift 2 and Taint
Niche: 3.5
Immunity)
Skills: Athletics 4, Defense 4, Jiujutsu 3, Hunting (Survival)
Advantages:
3, Lore: Shadowlands 3, Spears 3, Stealth 2.
c Clear Thinker
Ratling Physical Abilities (these include Swift 2 and Taint
c Namebound.
Immunity)
Advantages:
c Strength of the Earth TYPICAL NEZUMI (RATLING) REMEMBERER (RANK 3)
AIR 3 EARTH 3 FIRE 3 WATER 3 NAME 4
AWARENESS 4 - - - -
TYPICAL NEZUMI BERSERKER (CHITATCHIKKAN) Initiative: 6k3 Attack: Knife 7k3 (Complex)
(INSIGHT RANK 5) Damage: 4k1 Armor TN: 20
AIR 2 EARTH 4 FIRE 4 WATER 4 NAME 4 Reduction: None Wounds: Normal human-type
REFLEXES 5 - AGILITY 6 STRENGTH 5 - Wound Ranks.
Initiative: 10k5 Attack: Yari 10k8 (Simple) School/Rank: Nezumi Rememberer 3
Damage: 7k2 Armor TN: 40 (Heavy Armor) Niche: 4.5
Reduction: 5 (Heavy Skills: Athletics 3, Defense 2, Hunting 2, Knives 4, Lore:
Armor) Shadowlands 4, Lore: Nezumi Culture 5, Lore: Nezumi History
Wounds: Normal human-type 5, Meditation 4, Perform: Storytelling 5, Stealth 3.
Wound Ranks Usable Memory Sticks: Warrior’s Stick (Knife), Swimmer’s
School/Rank: Nezumi Warrior 3/Chitatchikkan 2 Stick, Poison Stick, Berserker Stick (Knife), Dream Stick,
Niche: 4.5 Wisdom Stick, Food Stick.
Skills: Athletics 7, Defense 7, Jiujutsu 6, Hunting (Survival) Ratling Physical Abilities (these include Swift 2 and Taint
5, Lore: Shadowlands 6, Spears 8, Stealth 5. Immunity)
Ratling Physical Abilities (these include Swift 2 and Taint Advantages:
Immunity) c Clear Thinker
Advantages: c Precise Memory.
c Large Disadvantages:
c Strength of the Earth c Small

TYPICAL NEZUMI (RATLING) SCROUNGER (RANK 3)


AIR 4 EARTH 2 FIRE 3 WATER 3 NAME 2
- - AGILITY 5 - -
Initiative: 7k4 Attack: Aiguchi 8k5 (Complex)
Damage: 4k1 Armor TN: 28 (Ashigaru Armor)
Reduction: 1 (Ashigaru
Armor)
Wounds: Normal human-type
Wound Ranks.
School/Rank: Nezumi Scrounger 3
Niche: 3.0
Skills: Athletics 4, Defense 5, Jiujutsu 3, Hunting 5, Investigation
4, Knives 5, Lore: Shadowlands 4, Stealth (Sneaking)
6, Sleight of Hand 6.
Ratling Physical Abilities (these include Swift 2 and Taint
Immunity)
Advantages:
c Crafty
c Silent
Creatures of Shadow GREATER SHADOWSPAWN
In general, a Greater Shadowspawn in its true form is not
much different from the Lesser type, appearing as a generalized
LESSER SHADOWSPAWN humanoid shape with a featureless yet somehow mocking
The Nothing employs the Lesser Shadowspawn as spies, assassins, face. The difference becomes apparent when the Greater
and saboteurs, releasing them to their feral nature Shadowspawn uses its Shapeshifting ability, since it can assume
as vicious combatants when the time is right. They lack the a convincing rendition of both its own former identity
ability to simulate specifi c individuals or to maintain human as well as of any person it has been able to closely observe.
form for long periods of time, and often hide their malleable This alone makes the Greater Shadowspawn a dangerous
forms beneath dark clothing and masks – hence their close opponent.
association with the ninja myth. If they are wounded, they However, its menace is dramatically increased by the
bleed black smoke, and when killed they collapse and unravel fact it is also a cunning and intelligent being, quite capable of
into incoherent shadow and drifting smoke. adapting its behavior to suit the circumstances. In fact, Greater
AIR 2 EARTH 4 FIRE 2 WATER 3 Shadowspawn are capable of convincingly impersonating
REFLEXES 3 - AGILITY 3 STRENGTH 4 other individuals for indefi nite periods, making them ideal as
Initiative: 4k3 Attack: Claws 4k3 (Complex) or spies and as agents for sowing mistrust and confusion among
Weapon 4k3 (Complex) hapless humans. These creatures have been called by many
Damage: 3k2 or by names through the history of Rokugan – legends speaking of
weapon “Ninja Shapeshifters” and “Ninja Mimics” are usually referring
Armor TN: 20 to the activities of Greater Shadowspawn.
Reduction: 6 (0 against
crystal) AIR 3 EARTH 5 FIRE 3 WATER 4
Wounds: 64: Dead REFLEXES 4 - AGILITY 4 STRENGTH 5
Skills: Acting 1, Sincerity (Deceit) 1, Stealth 3 Initiative: 6k4 Attack: Claws 6k4 (Simple) or
Special Abilities: any weapon 6k4 (Complex)
c Fear 2 (when revealed as a Shadowspawn). Damage: Claws 5k2 or
c Swift 1. by weapon
c Cohesion of Shadow: A Lesser Shadowspawn does not Armor TN: 25
feel pain and thus does not suffer Wound penalties. Reduction: 10 (0 against
It continues to function at full strength until reduced crystal)
to Dead. Wounds: 96: Dead
c Lesser Invulnerability: Lesser Shadowspawn take half Skills: Acting 4, Sincerity (Deceit) 4, Stealth 5
damage (rounded down) from non-crystal weapons Special Abilities:
and from non-Void spells and other magical effects c Fear 3 (when revealed as a Shadowspawn).
not specifi cally intended to target the Nothing and its c Swift 1.
minions. Crystal weapons and Void spells affect them c Cohesion of Shadow: A Greater Shadowspawn does
normally. not feel pain and thus does not suffer Wound penalties.
c Mental Resistance: Lesser Shadowspawn are immune It continues to function at full strength until
to all Fear effects and to all spells that create illusions reduced to Dead.
or infl uence the mind or thoughts.
c Shadow Powers: A Lesser Shadowspawn has all of the
powers and drawbacks of Shadow Rank 5 except for
shapeshifting. It can shapeshift to a lesser degree and
assume the identity of any generic person, such as a
typical servant, eta, low-ranking bushi, or similar, as a
Complex Action. Its ability is not suffi cient for it to assume
a convincing copy of any recognizable individual.
Contact with crystal or with light shone through crystal
will reveal its true form. If it attacks, its true form
is also revealed.

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