L5R 4th Edition Schools & Paths Guide
L5R 4th Edition Schools & Paths Guide
1
Phoenix..................................................22
Shiba Artisan 22
Shiba Bushi 23
Asako Loremaster 23
Asako Henshin 24
Asako Inquisitors Advanced 24
Agasha Shugenja 25
Isawa Shugenja 25
Scorpion.................................................26
Bayushi Bushi 26
Soshi Magistrate 26
Bayushi Courtier 27
Shosuro Infiltrator 27
The Scorpion Saboteurs Advanced 28
The Shosuro Actors 28
Soshi Shugenja 29
The Yogo Wardmasters 29
Unicorn...................................................29
Moto Bushi 29
Shinjo Bushi 30
The Moto Vindicators 30
Utaku Battle Maiden 31
Utaku Mounted Infantry 31
Ide Emissary 32
Iuchi Shugenja 33
Meishodo Magic and the Horiuchi Shugenja 33
Moto Death Priests 34
Minor Clans.............................................34
Minor Clan Defender Advanced 34
Badger...................................................35
Ichiro Bushi 35
Bat.........................................................35
Komori Shugenja 35
Boar.......................................................35
Heichi Bushi 35
Dragonfly................................................36
Tonbo Shugenja 36
Falcon....................................................36
Toritaka Bushi 36
Fox.........................................................37
Kitsune Shugenja 37
Hare.......................................................37
Usagi Bushi 37
Imperial..................................................37
Seppun Guardsman 37
Imperial Scion Advanced 38
Miya Herald 38
Otomo Courtier 39
Seppun Shugenja 40
Kenku.....................................................40
The Kenku Swordsman 40
Monkey..................................................41
Toku Bushi 41
Oriole.....................................................41
Tsi Smith 41
Owl........................................................42
The Otomo Diplomats 42
Seppun Shugenja 42
Hantei Bushi 43
Ox..........................................................43
Morito Bushi 43
Ronin......................................................44
Disciples of Sun Tao 44
Forest Killers 44
Generic Ronin 44
People's Legionnaire 45
Tawagoto's Army 45
Tengoku's Justice 45
The Legion of two Thousand Advanced 45
The Tessen 46
Tsudao's Legion Advanced 46
The Hawk Purists (Path) 46
Kolat Assassin Advanced 46
Dutiful Disciple 47
Ronin Order 47
Self-Taught Shugenja 48
The Fuzake Shugenja 48
The Disciples of Sun Tao Advanced 48
Snake.....................................................49
Original Chuda Shugenja 49
Sparrow..................................................49
Suzume Bushi 49
Spider....................................................49
Daigotsu Bushi 49
Daigotsu Courtier 50
Order of the Spider 51
Chuda Shugenja 51
Dark Moto Cavalry 51
Maho-Bujin Advanced 52
The Brotherhood of Shinsei.....................52
First Dawn Scholars 52
Four Temples 53
Fukurokujin's Eyes 53
Order of Heroes 53
Order of the Five Rings 53
Order of the Wind 54
Shinmaki Order 54
Shrine of the Seven Thunders 54
Temple of Kaimetsu-uo 55
Temple of Osano-Wo 55
Temples of the Thousand Fortunes 55
Tengoku's Fist 55
The Dark Paragons Advanced 56
The Fudoist Monks 56
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The Order of Jurojin's Blessing 56
The Order of Peaceful Repose 57
The Order of Rebirth 57
The Shrine of Heaven's Mirror (Path) 57
The Temple of Heavenly Wisdom 57
Wind's Grace Order 58
Tiger......................................................58
Yotsu Bushi 58
Tortoise..................................................59
Kasuga Smuggler 59
Tsuno.....................................................59
Tsuno Ravager 59
Tsuno Soultwister 60
Paths......................................................61
Elemental Legions [] (Path) 61
The Ujina Skirmishers [] (Path) 61
The Kitsuki Justicar [] (Path) 61
The Shiba Armorsmiths [2] (Path) 61
Kuroiban [4] (Path) 62
Agents of the Second Gozoku [Any] (Path) 62
Utaku Horse Master [Any] (Path) 62
Water Hammer Smith [Any] (Path) 62
Kolat Master [Any] (Path) 63
The BloodSpeaker Technique [Any] (Path) 63
Jade Legionnaire [Any Bushi or Shugenja School,] (Path) 63
Jade Magistrate [Any Bushi, Courtier, or Shugenja School] (Path) 63
The Topax Champion [Any Bushi, Courtier, or Shugenja School] (Path) 63
The Scorpion Loyalists [Any Scorpion School] (Path)64
The Yoritomo Sculptors [Artisan] (Path) 64
Kakita Jester [Artisan] (Path) 64
Kaiu Shipmasters [Artisan, Bushi] (Path) 65
The Tamori Weaponsmiths [Artisan, Shugenja] (Path) 65
Deathseeker [Bushi] (Path) 65
Obsidian Magistrate [Bushi] (Path) 65
Claws of the Wolf [Bushi] (Path) 65
Crab Berserker [Bushi] (Path) 66
Crab Defenders [Bushi] (Path) 66
Crab Sumai Wrestlers [Bushi] (Path) 66
Daigotsu Scout [Bushi] (Path) 66
East Wind [Bushi] (Path) 67
Eyes of Nanashi [Bushi] (Path) 67
Falcon's Strike [Bushi] (Path) 67
Fireman Gang Lord [Bushi] (Path) 67
Imperial Legionnaire [Bushi] (Path) 67
Kitsune Ranger [Bushi] (Path) 68
Lion Scout [Bushi] (Path) 68
Mirumoto Mountaineer [Bushi] (Path) 68
Moonless Riders [Bushi] (Path) 68
Provincial Guard [Bushi] (Path) 68
Shinjo Scout [Bushi] (Path) 69
Silent Blades [Bushi] (Path) 69
The Guard's Wrath [Bushi] (Path) 69
Three Man Alliance Soldier [Bushi] (Path) 69
Unicorn Bariqu Wrestler [Bushi] (Path) 70
Yasuki Enforcer [Bushi] (Path) 70
Yoritomo Scoundrel [Bushi] (Path) 70
Bitter Lies Swordsman [Bushi] (Path) 70
Calm Heart Duelist [Bushi] (Path) 70
Doji Marines [Bushi] (Path) 71
Hidden Sword [Bushi] (Path) 71
Hiruma Yojimbo [Bushi] (Path) 71
Ichiro Pass Warden [Bushi] (Path) 71
Lion Paragon [Bushi] (Path) 71
Machi-Kanshisha [Bushi] (Path) 72
Ronin Guards [Bushi] (Path) 72
Saigo's Blade [Bushi] (Path) 72
Serpents of Sanada [Bushi] (Path) 73
Shiba Yojimbo [Bushi] (Path) 73
Snow Riders [Bushi] (Path) 73
The Tortoise Killers [Bushi] (Path) 73
The Unbroken [Bushi] (Path) 73
Tsume Pikemen [Bushi] (Path) 74
Empress Guard [Bushi] (Path) 74
Mirumoto Sentinel [Bushi] (Path) 74
Student of the Cliff's Edge [Bushi] (Path) 75
The Crab Knife-Fighters [Bushi] (Path) 75
Akodo Kensai [Bushi] (Path) 75
Asahina Archers [Bushi] (Path) 75
Daidoji Heavy Regulars [Bushi] (Path) 75
Guardian of the Hidden Temple [Bushi] (Path) 76
Hiruma Snipers [Bushi] (Path) 76
Mantis Whirlwind Fighters [Bushi] (Path) 76
Moto Fanatic [Bushi] (Path) 76
Satoshi's Legacy [Bushi] (Path) 76
Scorpion Weaponmaster [Bushi] (Path) 77
Seven Waves Mercenaries [Bushi] (Path) 77
Sword of Yotsu [Bushi] (Path) 77
The Dragon's Flame [Bushi] (Path) 77
The Hiruma Slayers [Bushi] (Path) 78
The Order of the Stone Crab [Bushi] (Path) 78
The Ox Clan Vigilant [Bushi] (Path) 78
Tortoise Guard [Bushi] (Path) 78
Tsuruchi Swordsman [Bushi] (Path) 78
Unicorn Yomanri Archer [Bushi] (Path) 79
Weavers [Bushi] (Path) 79
Akodo Siege Strategist [Bushi] (Path) 79
Hojatsu's Legacy [Bushi] (Path) 79
Iron Gauntlet Brotherhood [Bushi] (Path) 80
Kaiu Siegemaster [Bushi] (Path) 80
Order of Chikai [Bushi] (Path) 80
Shadowed Steel [Bushi] (Path) 80
Wolf Legion [Bushi] (Path) 81
Tsuruchi Master Bowmen [Bushi] (Path) 81
The Emerald Champion [Bushi] (Path) 81
The Ruby Champion [Bushi] (Path) 81
The Serpent Hunters [Bushi] (Path) 81
Chrysanthemum Conspirator [Bushi, Courtier] (Path)82
Emerald Magistrate [Bushi, Courtier, Shugenja] (Path) 82
The Scorpion's Tail [Bushi, Ninja] (Path) 82
Asako Philosopher [Courtier] (Path) 82
Gozoku Agent [Courtier] (Path) 83
Ide Trader [Courtier] (Path) 83
5
Master of Games [Courtier] (Path) 83
The College of Clarity [Courtier] (Path) 84
Daidoji Trading Council [Courtier] (Path) 84
Ikoma Historians [Courtier] (Path) 84
Kitsuki Debater [Courtier] (Path) 84
Shosuro Defilers [Courtier] (Path) 85
The Asako Scholars [Courtier] (Path) 85
The Dark Whisper [Courtier] (Path) 85
The Doji Innocents [Courtier] (Path) 85
The Otomo Bureaucrats [Courtier] (Path) 86
The Scales of the Carp [Courtier] (Path) 86
Minor Clan Alliance Diplomat [Courtier] (Path) 86
The Hand of Peace [Courtier] (Path) 86
The Severed Hand [Courtier] (Path) 87
The Yoritomo Emissaries [Courtier] (Path) 87
Yasuki Extortionist [Courtier] (Path) 87
Kitsuki's Eye [Courtier] (Path) 87
The Amethyst Champion [Courtier] (Path) 87
Suzume Storyteller [Courtier, Artisan] (Path) 88
The Daidoji Spymasters [Courtier, Ninja] (Path) 88
The Dragonfly Advisor [Courtier,, Shugenja] (Path) 88
Ide Caravan Master [Coutier] (Path) 88
Agents of the Hantei [Monk] (Path) 88
Dark Path Sohei [Monk] (Path) 89
Students of Hitsu-do [Monk] (Path) 89
The Barefoot Brethren [Monk] (Path) 89
The Transcendent Brotherhood [Monk] (Path) 89
The Silent Ones [Monk] (Path) 90
Togashi Defender [Monk] (Path) 90
Pure Song Shrine [Monk] (Path) 90
The Servants of Mercy [Monk] (Path) 90
The Way of Mizu-do [Monk, Artisan] (Path) 90
Defender of the Brotherhood [Monk, Courtier] (Path)91
The Taoist Archers [Monk, Ronin] (Path) 91
Shadow Blades [Ninja] (Path) 91
The Shosuro Assassins [Ninja] (Path) 91
Kaze-Do Fighter [Peasant, Monk, Ronin] (Path) 92
The Silken Promises Geisha [Ronin] (Path) 92
The Shiba Illusionists [Shugenja] (Path) 92
Asahina Fetishist [Shugenja] (Path) 92
Isawa Tensai [Shugenja] (Path) 93
Iuchi Couriers (The Lords of the Plains) [Shugenja] (Path) 93
Kawaru Sages [Shugenja] (Path) 93
Kitsune Artisan [Shugenja] (Path) 93
The Sisters of the Sacred Light [Shugenja] (Path) 94
Toritaka Exorcist [Shugenja] (Path) 94
Agasha Alchemists [Shugenja] (Path) 94
Asahina Artisans [Shugenja] (Path) 94
Bishamon's Chosen [Shugenja] (Path) 94
Chuda Necromancer [Shugenja] (Path) 95
Disciples of the River [Shugenja] (Path) 95
Isawa Seaguard [Shugenja] (Path) 95
Iuchi Traveler [Shugenja] (Path) 95
Mantis Navigator [Shugenja] (Path) 96
Oni Slayer [Shugenja] (Path) 96
Shadow Hunter [Shugenja] (Path) 96
The Children of Chikushudo [Shugenja] (Path) 96
The Inferno Guard [Shugenja] (Path) 97
The Isawa Temple Guardians [Shugenja] (Path) 97
The Mist Legion [Shugenja] (Path) 97
The Nameless Ones [Shugenja] (Path) 97
The Seppun Hidden Guard [Shugenja] (Path) 98
The Soshi Deceivers [Shugenja] (Path) 98
Chuda Subversive [Shugenja] (Path) 98
Tamori Warrior Priest [Shugenja] (Path) 98
The Acolytes of Thunder [Shugenja] (Path) 98
The Kitsu Spirit Legion [Shugenja] (Path) 99
The Kuni Crystal Masters [Shugenja] (Path) 99
The Seppun Astrologers [Shugenja] (Path) 99
The Jade Champion [Shugenja] (Path) 99
Acolytes of Snow [Shugenja] (Path) 100
The Asahina Fire Sculptors [Shugenja, Artisan] (Path)100
7
Crab RANK 5: THE PATH OF STEEL - The greatest and most sacred
duty of the Kaiu is crafting the sacred weapons of the Crab
Clan. When crafting any weapon, you may choose to confer
Kaiu Engineer either a +1k0 bonus to all attack rolls made with that
weapon, or a +0k1 bonus to all damage rolls made with
● Clan: Crab that weapon. If the weapon is a katana, you may expend all
your Void Points (a minimum of one point must be spent) to
● Discipline: Artisan, Bushi
make the blade unbreakable (as per the Sacred Weapon:
● Benefit: +1 Intelligence Kaiu Blade Advantage). Doing so renders you unable to
● Skills: Battle, Craft: Armorsmithing, Craft: recover Void Points for one week.
Weaponsmithing, Defense, Engineering (pick one
Emphasis), Lore: Architecture, War Fans Hida Bushi
● Honor: 4.5
● Clan: Crab
● Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho,
Heavy Weapon or War Fan, Traveling Pack, 3 koku ● Discipline: Bushi
● ● Benefit: +1 Stamina
● Skills: Athletics, Defense, Heavy Weapons (Tetsubo)
The Kaiu Engineers are the most formidable crafters in the Intimidation, Kenjutsu, Lore: Shadowlands, any on
Empire, and their skills are turned almost entirely to the Bugei Skill
Crab Clan’s duty of defending Rokugan against the
Shadowlands. ● Honor: 3.5
Masters of construction and siegecraft, they are also
● Outfit: Light or Heavy Armor, Sturdy Clothing Daisho,
Heavy Weapon or Polearm, Traveling Pack 3 koku
formidably talented at the manufacture of arms and armor.
Many Kaiu also serve as battlefield commanders, turning ●
their talents at siege to the service of war.
The Hida fighting style is one of the oldest and most
respected bushi schools in the Empire, and one with a very
Techniques basic premise endure the enemy’s attacks until you have
RANK 1: THE KAIU METHOD - A student of the Kaiu Method is the opportunity to crush him with sheer brute force. The
taught the many basic essential disciplines the family uses style was shape by the Clan’s early years combating oni
to serve the Crab. You gain a bonus of +1k0 when making and other Shadowland enemies, when only the strongest
any School Skill Roll. When spending a Void Point to and most resilient among Hida’s followers survived.
augment a School Skill Roll, you gain a bonus of +2k2 The Hida Bushi School encompasses two broad themes
instead of +1k1. damage mitigation and heavy weapon use. Hida bushi ma
These effects are not cumulative. not be the most accurate samurai in the Empire, but when
they do connect, they inflict tremendous damage. And
RANK 2: THE PATH OF STONE - The Kaiu are feared on the fortunately for them, they are able to withstand incredible
battlefield for good reason—they are the masters of both amount of punishment while they wait to cripple their
construction and destruction. When constructing any large enemies.
structure (temple-sized or larger), you may make an
Engineering Skill Roll at TN 25 to add an additional number Techniques
of Wounds to the structure equal to your School Rank x 100.
Also, when commanding a siege engine, you may re-roll RANK 1: THE WAY OF THE CRAB - The Hida bushi is the
once any of the siege engine’s damage dice that roll below epitome of ‘heavy infantry,’ able to endure harsh blows and
your School Rank. deliver crushing attacks in return. You may ignore TN
penalties for wearing heavy armor for all skill except
RANK 3: THE PATH OF THE SHELL - The security and Stealth. When using a Heavy Weapon, you gain a bonus of
protection of Crab samurai is a somber duty all Kaiu take +1k0 to the total of all damage rolls.
very seriously indeed. When crafting any set of armor, you
may double the crafting time and cost in order to add your RANK 2: THE MOUNTAIN DOES NOT MOVE - The Hida bushi is
School Rank to the armor’s Reduction value. famous for extraordinary tenacity, weathering wounds that
would kill normal men. You gain Reduction equal to your
You may also add half your School Rank (rounding up) to Earth Ring.
the armor’s Armor TN bonus.
RANK 3: TWO PINCERS, ONE MIND - A Hida bushi is
RANK 4: THE PATH OF WAR - Every Kaiu is a student of relentless. You may make attacks as a Simple Action
battle, as are all Crab. When you roll on the Mass Battle instead of a Complex Action while using Heavy Weapon or
Chart, you may modify your result (up or down) by an weapons with the Samurai keyword.
additional amount equal to half your School Rank.
Additionally, when fighting with a katana, dai tsuchi, or war RANK 4: DEVASTATING BLOW - A Hida stops at nothing to
fan, you may make melee attacks as a Simple Action rather destroy his enemies once his anger is roused. Once per
than a Complex Action. encounter, when wielding a Heavy Weapon you may make
a calculated strike against the enemy.
Lower the enemy’s Reduction by 4 for this attack. If this
attach succeeds, you Daze the target. The target may
recover from this Conditional Effect by making a successful
Earth Ring Roll versus a TN equal to your damage roll
during the Reaction Stage of each Round. The TN decreases
by 5 each time the target fails the roll.
1
RANK 5: THE MOUNTAIN DOES NOT FALL - Nothing can stop a This technique cannot be used during an iaijutsu duel.
Hida warrior from fulfilling his duty, no even the threat of
death. You may spend a Void Point during the Reactions RANK 5: FIGHT TO THE END - The final lesson of the
Stage. During your next Turn, you may take action as if you Pragmatist teaches him to prevail no matter what the odds,
were in the Healthy Wound Rank. You ignore the Dazed, killing his enemies no matter how severe his own injuries.
Fatigued, and Stunned Conditional Effects. The benefits of At the start of your Turn you may spend a Void point to
this Technique last until the next Reactions Stage. allow you make an attack as a Complex Action that ignores
your Wound penalties (including Down and Out) and any
Hida Pragmatist restrictions or penalties from Status effects or physical
Disadvantages you are currently suffering. You gain a +3k1
bonus to your damage roll with this attack.
● Clan: Crab
● Discipline: Bushi Hiruma Bushi
● Benefit: +1 Agility
● Skills: Athletics, Defense, Jiujutsu (Improvised ● Clan: Crab
Weapons) 2, Kenjutsu, Lore: Shadowlands, any Bugei ● Discipline: Bushi
skill ● Benefit: +1 Willpower
● Honor: 2.5 ● Skills: Athletics, Hunting, Kenjutsu (Katana), Kyujutsu
● Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Lore: Shadowlands, Stealth, any one skill
Heavy Weapon or Polearm, Traveling Pack, 3 koku ● Honor: 4.5
● ● Outfit: Ashigaru or Light Armor, Sturdy Clothing
Daisho, Bow with 20 Arrows or Knife, Traveling Pack 3
The practitioners of Kobo Ichi-Kai, whose primary dojo is
koku
located in Clear Water Village, focus on unarmed combat
above all other forms of martial conflict. Although ●
sometimes considered a touch bizarre by other Crab
warriors, they are nonetheless respected because of their Where the Hida Bushi School teaches endurance and
sheer physical power and ability to devastate virtually any strength their Hiruma cousins teach avoidance and
opponent in hand-tohand combat. Pragmatists make fine targeting weak points in an enemy’s defenses with lightning
yojimbo, since they can leave their weapons at the door fast strikes. The lessons taught by their sensei are essential
and suffer only minimal loss of effectiveness when doing so. to fulfilling their duties as warriors inside the Shadowlands.
Even creatures of the Shadowlands can be overcome by a Those who do no heed their teachers well do not survive to
skilled Pragmatist, and indeed the school was originally perpetuate their mistakes. Those who excel at their lessons
developed out of the need to adapt jiujitsu to fighting become a scourge upon the Shadowlands, moving through
inhuman opponents. that dark realm wit speed and grace, leaving death in their
wake. The Hiruma Bushi School emphasizes movement and
survival not just to endure a strike as the Hida do, but to
Techniques live through an entire skirmish. In one-on-one combat the
RANK 1: THE ETERNAL STONE UNLEASHED - The Pragmatist is Hirum excels at evading his opponent, while in larger
taught to endure terror and humiliation while killing his skirmishes hi ability to avoid damage makes him adept at
enemies with anything he can find. You gain a bonus of reaching troublesome foes and eliminating them while his
+1k0 to any roll made to resist Intimidation or Fear effects. allies tie up other rank-and-file opponents.
You also gain a bonus of +1k0 to the total of your attack
and damage rolls when fighting unarmed or with improvised Techniques
weapons. However, you must always keep high dice with
any attack rolls or damage rolls that benefit from this RANK 1: TORCH'S FLAME FLICKERS - The Hiruma learns to
Technique. focus his strikes even while protecting himself, perfecting
the penetrating quality of his blow withou sacrificing his
RANK 2: WEARING DOWN THE MOUNTAIN - At this rank the defense. While you assume the Attack Stance you gain a
Pragmatist learns to strike repeatedly at the same point, bonus of +1k0 to the total of all attack rolls. Yo are skilled
wounding even powerful opponents. When fighting at survival and can make all food, water, and jade rations
unarmed or with an improvised weapon, you may make the last twice as long for a number of people equal to you
Extra Attack Maneuver for only 3 Raises instead of 5. Hunting Skill Rank.
RANK 3: FURY OF THE AVALANCHE - At this rank the RANK 2: WOLD'S LITTLE LESSON - Hiruma learn to dash in
Pragmatist learns to fight just as well with his bare hands or and out in a single motion. While you assume the Attack
whatever is available to him as with the traditional weapons Stance, you add 5 to your Armor TN ever time you hit with a
of the samurai. You may make attacks as a Simple Action melee weapon. This bonus may stack number of times
when fighting unarmed or with an improvised weapon, or equal to your School Rank and lasts until the end of the
when wielding a Samurai keyword weapon. current skirmish.
RANK 4: STONE TURNS STEEL ASIDE - The Pragmatist is RANK 3: HUMMINGBIRD WINGS - The Hiruma know how the
taught he does not need a weapon when he can turn an hummingbird can move in an direction and apply this
enemy’s weapon back on him. Regardless of your Stance, a truism to battle. Once per Roun you may activate this
number of times per skirmish equal to your Void, Technique when an opponent target you with an attack. You
immediately after you are attacked with a melee weapon gain a bonus of double your Schoo Rank to your Armor TN
(after damage is rolled, if the attack hit) you may take a for that attack. This stacks with an other Armor TN bonuses
Free Action to make a Contested Roll using Jiujutsu /Agility you gain from other means (such a spending a Void Point).
against your enemy’s (Weapon Skill) / Agility. If you win the
roll, you immediately strike the enemy with his own weapon RANK 4: SHARK SMELLS BLOOD - Against a weakened
(thus, you use your own Strength when determining opponent, a Hiruma is a terrible foe indeed. You may make
damage rolled with this Technique). You may Raise on this attacks as a Simple Action instead o a Complex Action when
Contested Roll to perform the Increased Damage Maneuver. using a weapon with the Samurai keyword.
2
RANK 5: DAYLIGHT WASTES NO MOVEMENT - The Hiruma As long as you do not move and have some form of cover,
learns to use no more energy than is precisely needed to concealment, or camouflage available (GM’s discretion),
kill his opponent. If you deliver more Wound than necessary you may spend a Void point to make yourself all but
to kill your target, you may apply the excess Wounds to the invisible—in mechanical terms, this adds a number of kept
next target you hit. This Technique does no activate two dice to your Stealth roll equal to your School Rank. This
attacks in a row. The carry-over effect does no last beyond effect lasts until you move or make noise.
the end of the current skirmish.
RANK 4: HARNESS THE WIND - The Hiruma has now learned
The Hiruma Scouts to strike as swiftly as he runs. You may make attacks as a
Simple Action instead of a Complex Action when using any
Samurai weapon, knife, or bow. You may also attack as a
● Clan: Crab Simple Action regardless of weapon when fighting any
● Discipline: Bushi Shadowlands creature or other known Tainted nonhuman
● Benefit: +1 Reflexes (such as zombies or gaki).
● Skills: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore: RANK 5: STRIKE OF THE STALKER - The Hiruma Scouts strike
Shadowlands, Stealth (Sneaking), any one Bugei skill their opponents from hiding, delivering vicious blows that
get past all defenses. If you are striking a surprised or
● Honor: 4.5 unaware foe, your Raises are not limited by your Void, and
● Outfit: you can ignore 10 points of Reduction (from any source).
●
Yasuki Courtier
After the fall of Hiruma Castle, the Hiruma family had no
sensei and was unable to preserve the knowledge of its ● Clan: Crab
ancient bushi school (the school listed in the L5R 4th Edition
Core rulebook as “Hiruma Bushi”). Most of the samurai who ● Discipline: Courtier
actually knew its advanced techniques had perished in ● Benefit: +1 Perception
battle with the Maw, and those who knew its more basic ● Skills: Commerce (Appraisal), Courtier, Defense,
methods were too focused on fighting and surviving to pass
Etiquette Intimidation, Sincerity (Deceit), any one
on their wisdom. By the time the family realized their school
Merchan skill
was in danger of perishing, it was too late.
● Honor: 2.5
It was the Unicorn Clan which offered a solution, opening
its scout dojo to the Hiruma. Training in the Shinjo methods
● Outfit: Traditional Clothing, Wakizashi, Knife,
Calligraph Set, Traveling Pack, 5 koku
and adapting them for their own use, the Hiruma developed
a new school which placed a far stronger focus on stealth ●
and scouting than their ancestral one. The Hiruma relied on
this school for over 300 years, until ancient scrolls of the Once a Crane family, the Yasuki defected to join the Crab
lost Hiruma Bushi school were finally recovered from the after their Doji masters refused to accept the questionable
Shadowlands. Even after the Hiruma Bushi techniques were manner in which the Yasuki performed essential tasks
recovered, however, the Hiruma refused to abandon their necessary for the Crane to function. The Crab were far more
well-tested Scout school, and thereafter their dojo taught practical masters and under their leadership the Yasuki
both. have become the most prosperous merchant patrons in the
Empire. Their sense emphasize the ability to find that thing
one’s opponents i court must have, and provide it for them
Techniques at a low cost, ensuring both profit and gratitude. The Yasuki
RANK 1: DANCE THE RAZOR'S EDGE - The Hiruma scouts specialize in using commerce as a means o gaining the
learn the ways of the Shadowlands intimately, and are favor of others. They are as much salesmen a courtiers and
taught to rely on speed and stealth to survive, function, and can use any number of sales tactics, including both
escape in that most inhospitable of environments. You may pressure and false sincerity, to gain that which the desire
add your Stealth Skill rank to the total of your Initiative rolls from others. No one in the Empire can take a simple
(unless caught by surprise or otherwise unaware). You can resource and transform it into a hot commodity with the
make all food, water, and jade rations last twice as long as same style and deftness as a Yasuki courtier.
normal for a number of people equal to your Hunting Skill
Rank. While in the Shadowlands, you gain +1k0 to Stealth Techniques
rolls and always know the direction of the Empire and
roughly how far away it is. RANK 1: THE WAY OF THE CARP - The Yasuki are masters of
commerce and practice it far more openly than other
RANK 2: RUN LIKE THE WIND - The Hiruma practice speed, samurai families; they do not consider iit to be a breach of
evasion, and endurance in order to evade their enemies etiquette to engage in open commerce. You gain a Free
and deliver their scouting reports. Raise when using the Commerce skill, and you do not lose
Honor or Glory for using the Commerce skill even in public.
You may make Free and Simple Move actions while in the Also, Yasuki are taught from youth to be adept at sizing up
Full Defense stance. You can run at high speed for a their potential customers. When speaking with someone
number of hours equal to your Stamina + School Rank, you may make a Contested Roll of your
after which you are Exhausted until you have one hour’s Commerce/Perception against their Etiquette/Awareness to
rest. discern some material object or service they want or desire.
RANK 3: VEIL OF THE SPIRITS - At this Rank, the Hiruma has
perfected his skills with stealth to the point where they
become almost supernatural.
3
RANK 2: DO AS WE SAY - The flip side of Yasuki commerce In addition, you gain +1k1 to your rolls to resist the
is Yasuki pushiness. The Yasuki are renowned for both their Shadowlands Taint and to your attack rolls when attacking a
glib tongues and their high-pressure sales tactics, foe who is a Shadowlands creature or who you know to be
pressuring and deceiving their customers and allies into Tainted.
doing what they want. A number o times per session equal
to your School Rank, you may re-roll a failed Sincerity or RANK 2: TO RIDE THE DARKNESS - Witch-Hunters do not
Intimidation Skill roll. You must keep the results of the confine themselves to rooting out Tainted men and women
second roll. —they also learn how to fight the creatures of the
Shadowlands, and spend considerable time studying their
RANK 3: TREASURES OF THE CARP - Your contacts in the strengths and weaknesses.
merchant and commercial circles o Rokugan make it
possible for you to acquire almost anythin you might need Any time you are confronted by a Shadowlands creature,
to satisfy a customer. You may roll Commerce Awareness at you may take a Free Action to roll Lore: Shadowlands /
TN 20 to locate a rare or useful item subject to GM Intelligence at TN 20 to recall either one specific strength
discretion, for someone else. You may trac down higher- (such as Invulnerability) or one specific weakness (such as
quality or rarer items by calling Raises. jade) for that creature. You choose whether you recall a
strength or a weakness, but the GM chooses the exact
RANK 4: WILES OF THE CARP - As ruthless merchants, the information. You may Raise on this roll to learn additional
Yasuki are also skilled at seeing through the deceptions and pieces of information—one strength or weakness per Raise.
blandishments of others. Anyone making a Social Skill Roll
for the purpose of lying to you o deceiving you has their TN RANK 3: TO STRIKE THE DARKNESS - At this rank the Witch-
increased by an amount equal t 5 times your School Rank. Hunter learns to call on the power of purity to guide and
strengthen his blows. You may make melee attacks as a
RANK 5: WHAT IS YOURS IS MINE - The ultimate skill of the Simple Action when your opponent is a Shadowlands
Yasuki is to influence others by offerinr them what they creature or when you know your opponent to be Tainted.
want the most. If you know of a material item someone
needs, and arrange for them to get it, you gain a bonus of RANK 4: TO REPEL THE DARKNESS - The Witch-Hunter’s
+5k0 to any Contested Social Rolls you make against that intense study and spiritual training now gives him access to
person for the next 24 hours. esoteric powers and makes it almost impossible for the
forces of darkness to deceive him. You gain a +3k0 bonus
Kuni Witch-Hunter to the roll for your Rank One ability to detect the Taint and
to the roll for your Rank Two ability. In addition, you may
learn one Kiho. (If the optional rule allowing Kiho for non-
● Clan: Crab Brotherhood monks is in effect, this Kiho does not count
● Discipline: Monk against the maximum number of Kiho you can learn,
● Benefit: +1 Willpower although it is subject to their other mechanical limitations
such as Mastery Level.)
● Skills: Investigation, Jiujutsu, Kenjutsu, Lore:
Shadowlands, Lore: Maho, Meditation, any one skill RANK 5: TO SHATTER THE DARKNESS - The Witch-Hunter is
now the true nemesis of Jigoku’s forces, able to strike down
● Honor: 5.5 his enemies with unmatched power. You gain a +4k1 bonus
● Outfit: Rugged Clothing, Daisho, Knife, Jade Pendant, to your attack and damage rolls against Shadowlands
Traveling Pack, 3 koku. creatures and against foes you know to be Tainted. This
● Devotion: stacks with the attack bonus from your Rank One
technique.
The Kuni Witch-Hunters are a small but highly skilled group
of mystical warriors who serve the Crab Clan by hunting for Kuni Shugenja
maho-tsukai and Shadowlands infiltration within the Empire.
They travel freely through Rokugan, often disregarding clan ● Clan: Crab
borders and jurisdictions… much to the displeasure of local
authorities. Samurai from other clans tend to regard Witch- ● Discipline: Shugenja
Hunters as superstitious and ill-mannered louts, but ● Benefit: +1 Willpower
common folk throughout the Empire respect them and seek
their aid whenever supernatural threats arise. Within the
● Skills: Calligraphy (Cipher), Defense, Lore: Shadowland
2, Lore: Theology, Spellcraft, any one Weapo Skil
Crab Clan they are treated with respect and not a little fear,
since their appearance often betokens the presence of the ● Honor: 2.5
Taint. ● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin
Pack, 3 koku
Techniques ● Affinity/Deficiency: Earth / Air
RANK 1: TO SEE THE DARKNESS - Witch-Hunters are taught Often misunderstood, the Kuni Shugenja School has
both to sense the power of Jigoku and to crush those who frequently been painted as a collection of obsessive
carry its dreadful mark. madmen who delve too deeply into secrets no one should
You may attempt to detect the Taint in another person by explore. Most Kuni would object to the label of madman, but
holding your jade pendant (or another piece of jade) and beyond that they would admit the stereotype fits fairly
staring intently at them. This is a Complex Action and closely with reality. The Kuni understand they must sacrifice
requires you to make a Contested Roll of your Investigation certain inhibition and reservations in order to serve their
(Interrogation) / Awareness against the target’s Sincerity Clan and Empire to the best of their ability, and they do so
(Deceit) / Willpower. You gain a +1k0 bonus to this roll for without protest. The Kuni Shugenja School emphasizes the
every full Rank of Taint the target possesses. If you succeed Crab Clan’ specialization in fghting creatures of the
in the roll and the target is Tainted (has at least 1 Rank of Shadowlands. The Crab’s alliance with the Nezumi tribes
Taint), you are able to sense the presence of the Taint and that dwell within the region also has granted them great
its approximate strength. If you fail the roll or the target is insight into other nonhuman creatures, and their Technique
not Tainted, you gain no information. allows them to benefit or destroy such creatures as desired.
4
Techniques Note that not all persons are equally susceptible to the
impact of art—the GM may rule that a particular individual
RANK 1: GAZE INTO SHADOW - The Kuni have carefully is affected for a shorter period of time, or award a bonus to
studied many of the most sinister opponent imaginable, and the resistance roll for persons whose emotions are difficult
have learned how to combat them. You gain a bonus of to manipulate. The GM should normally have each
+1k0 to the total of all Spell Casting Rolls when the target is individual audience member roll separately to resist this
any non-human creature and any spell that inflicts damage technique (this should always be done for PCs or important
inflicts an additional +1k1 damage when used against a NPCs), but with large groups of ordinary NPCs the GM can
target who possesses the Shadowlands Taint. You also gain opt to save time by making a single roll for most or all of
a Free Raise on any spell with the Jade keyword. them.
RANK 3: FREE THE SPIRIT - You may select a second of your
three chosen School Skills as a chosen art, and all
Technique bonuses and effects which applied to your first
chosen art now apply to it as well. The bonus to your
Crane chosen art skill rolls increases to +2k1.
RANK 4: UNDYING NAME - Your art is now so magnificent
The Kakita Artisans that you can make and break the reputations of others by
depicting or referencing them in your work. You may create
● Clan: Crane a piece of art referring to another person by rolling [chosen
● Discipline: Artisan art]/Awareness at a TN equal to 20 plus 5x their Glory Rank.
With a success, you may either increase (if your art is
● Benefit: +1 Awareness complimentary) or decrease (if it is critical) their Glory by
● Skills: Courtier, Games: Sadane, Etiquette, Sincerity, up to 5 points, plus an additional 5 points for every Raise
any three skills chosen from the following list: Acting, you make on the roll. You may call two additional Raises to
Artisan (Gardening, Ikebana, Origami, Painting, Poetry, inflict a gain of Infamy on the target instead of a Glory
or Sculpture), Perform (Dance, Oratory, Puppeteer, change.
Song, Storytelling, or any musical instrumen
You may not target the same person with this technique
● Honor: 5.5 more than once every six months. Furthermore, persons of
● Outfit: Court Robes, Beautiful Clothing, Wakizashi, Art high station cannot have their reputations damaged by
Supplies, Fan, Steed (Rokugani pony), Traveling Pack, artists lacking in prestige—the target’s Status Rank cannot
10 Koku exceed your Glory or Status Rank (whichever is higher).
● RANK 5: A GIFT BEYOND PRICE - You art is now so perfect
that a gift of it can profoundly change another person’s
Unlike their occasional rivals among the Shiba, the Kakita attitude toward you and your clan. Once per month, you
Artisans do not confine themselves merely to the creation may give a gift of your chosen art to someone from another
of physical art such as paintings or books of poetry. The clan or faction. Make a Contested Social Roll of your
Artisan Academy devotes itself to the study of every sort of [chosen art]/Awareness against their Etiquette
art, whether it be performance-based or creation-based, (Courtesy)/Willpower. (The GM may award Free Raises to
and studies not only the ways of art but also the ways in you or the target of this technique based on the type and
which such art may be turned to the service of the Crane subject of the art and the attitudes and beliefs of the target
Clan. —some people are easier to sway than others.) With a
success, you permanently alter their attitude toward your
Techniques clan/faction in a favorable direction. With a failure, the
target becomes aware of your attempt to manipulate his
RANK 1: SOULD OF THE ARTISAN - The Kakita Artisan is emotions, and his attitude toward your clan/ faction
taught from earliest youth to focus on one specific form of permanently shifts in a hostile direction.
art above all others, devoting himself to it heart and soul
and pursuing the goal of absolute perfection within its This technique cannot target the same person more than
forms. Of course, in keeping with Crane tradition the Artisan once per year.
is also taught to be a ruthless critic to any artistic rivals.
Select one of your three chosen School Skills (Acting, an
Artisan skill, or a Perform skill) as the focus of your artistic
training. This becomes your chosen art. When making skill
rolls with your chosen art, you gain a +2k0 bonus and your
Raises are not limited by your Void.
Any time you are using Games: Sadane to criticize
someone else’s art or performance, you gain a Free Raise
on your skill roll.
RANK 2: THE SOUL'S DREAM - The Kakita Artisan is taught to
use his art to affect those around them, inspiring emotions
and shifting the views of the audience. When presenting a
public performance or display of you chosen art, you may
make a Contested Social Roll of [chosen art]/Awareness
against the Etiquette (Courtesy)/Willpower of the audience
members. Those audience members who fail their rolls are
profoundly swayed and their emotions shift in a direction
you desire—becoming friendlier, more hostile, calmer, or
whatever other emotional shift your art is designed to
evoke. This emotional shift normally lasts a number of
hours equal to your Insight Rank.
5
The Kakita Master Artisans Daidoji Iron Warriors
Advanced
● Clan: Crane
● Clan: Crane ● Discipline: Bushi
● Discipline: Artisan ● Benefit: +1 Agility
● Benefit: ● Skills: Battle, Defense 2, Iaijutsu, Kenjutsu (Katana)
● Skills: Kyujutsu, any one Skill
● Honor:
● Honor: 6.5
● Outfit:
● Outfit: Light or Heavy Armor, Sturdy Clothing Daisho,
Heavy Weapon or Polearm, Traveling Pack 10 koku
● ●
The most talented elite of the Kakita Masters learn secret
The skills of the Doji and the Kakita have raised the Crane
techniques of artistic perfection passed down from the early
into their position as masters of the court, but when words
centuries of the Empire. These methods were developed by
alone cannot attain victory; it is the strength and the
some of the Empire’s finest artists and mastering them is
courage of the Daidoji Iron Warriors that carry the day. The
beyond the ability of most students at the Artisan Academy,
Daidoji have always considered themselves the silent steel
so only the most supremely gifted are ever taught them.
of the Crane, an that perception is not inaccurate. The
However, for that same reason the techniques are not
Daidoji Iron Warrior are both the rank and file and the
limited solely to students of the Artisan Academy—any
heavy infantry of the Crane armies, comprising a sizeable
supremely talented Crane may become a Kakita Master.
portion of the Clan’s first arm and the majority of the
At their highest pinnacle of skill the Kakita Masters can second. They also serve as yojimbo and this duty is the one
actually change reality temporarily, a phenomenon which most often ascribed to the Daidoji even if it is but one of
mystifies those shugenja who have studied it. Some their many roles. The Daidoji are a versatile group, with
speculate the art is so perfect it inspires the kami in Techniques that emphasis both enduring the damage of
response, but in truth no one knows how the Masters one’s opponents an protecting their charge. This fighting
achieve these effects. style is not exclusively protective, however, and it allows an
Iron Warrior to fight defensively in a skirmish to great
Techniques effect.
6
RANK 5: TO TREAD ON THE SWORD - When the Iron Warrior RANK 3: BREATH OF THE LAW - The Doji Magistrates practice
fights to protect his charge, he will continue on long after a variety of submission holds designed to disarm and
others would perish. You may spend two Void Points as a disable lawbreakers without harming them. If you
Free Action when someone declares an action against the successfully Grapple or Disarm an opponent, they are also
target of your Guard Maneuver. You become the target of Dazed.
the action instead (if it would be a legal action – GM’
discretion in questionable instances). You also gain one RANK 4: FLOWING LIKE AIR - A true student of the Doji path
Free Action that you may use immediately for the sole can move as swiftly as the wind of justice that brings ruin to
purpose o moving toward the target of your Guard his enemies. You may make attacks as a Simple Action
Maneuver. If you cannot reach your target, this Technique when fighting unarmed or when wielding a jitte, sasumata,
has no effect. or a weapon with the Samurai keyword.
RANK 5: THE WILLOW IN THE STORM - In their final lesson,
Doji Magistrate Doji Magistrates are taught to maneuver around their
opponents, redirecting their energy and defeating them
● Clan: Crane with their own momentum. You may spend a Void point
● Discipline: Bushi during the Reactions stage of a skirmish Round to force
anyone who attacks you on the next Round to subtract their
● Benefit: +1 Reflexes Air Ring from each of their dice. (Dice which explode have
● Skills: Defense, Horsemanship, Jiujutsu, Kenjutsu, their final total reduced.) This technique cannot be
Knives (Jitte), Polearms, any High or Bugei Skill activated or used while you are in the Full Attack stance or
the Center stance.
● Honor: 5.5
● Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 Kakita Bushi
weapon (or 2 Knives), Traveling Pack, 10 koku
● ● Clan: Crane
The Doji family is dedicated to protecting its lands and ● Discipline: Bushi
people from all threats, an expression of the Crane Clan’s ● Benefit: +1 Reflexes
devotion to the Virtue of Compassion. Consequently, they ● Skills: Etiquette, Iaijutsu (Focus), Kenjutsu, Kyujutsu
maintain this school to teach their bushi techniques of law
Sincerity, Tea Ceremony, any one Bugei or High Skill
enforcement and peace-keeping. Although generally less
famous for their deeds, the Doji family’s magistrate ● Honor: 6.5
tradition actually predates their more sensational ● Outfit: Light Armor, Sturdy Clothing, Daisho, any
counterparts in other clans by centuries. weapon, Traveling Pack, 10 koku
The Kitsuki family, the Soshi Magistrates, and even the ●
Emerald Magistrates were not created until well after the
Doji tradition had been in place for a very long time. In fact, The sacred art of iaijutsu is practiced by all clans, but non
it is often against the Doji that other such schools are have truly mastered it in the same manner as the sensei a
measured, although this is not a conscious comparison. the Kakita Dueling Academy. The School focuses
unapologetically upon dueling. Other skills are part of the
Despite the name of the school, in actuality only a minority core teachings but they are considered incidental and in
of its students are actually appointed as clan magistrates— many cases are offered only because some facet of their
students are far more likely to serve as yoriki, assisting instruction relates i some way to iaijutsu. While there are
other magistrates, or simply as guards patrolling the those in the Empire who have criticized the School for its
borders and maintaining law and order in cities and towns. narrow focus, few can argue with the results; many battles
Still, those who are trained in this school are often among have been won by the Crane because an enemy general
the first to receive an appointment when a magistrate was slain in a duel before the fighting began. Likewise the
position becomes available, and it is not uncommon for Crane stranglehold on the courts is easier to maintain when
many Doji to serve in the ranks of the Emerald and Jade any challenge can be answered by a Kakita champion
magistrates as well. taking the courtier’s place in a duel. The Kakita Techniques
place an obvious emphasis on iaijutsu but several of them
Techniques can be of use in both dueling an general skirmishing. The
Kakita are generally faster than most opponents, reflected
RANK 1: TEMPER STELL WITH HONOR - Doji Magistrates are in their Initiative bonuses, and are able to utilize the Center
trained to fight with compassion, avoiding injury to both Stance for greater benefits than normal both in dueling and
themselves and whenever possible to others, a style known outside.
to the Crane as Mizu-do (the Way of Water). They specialize
in the use of weapons designed to disarm or capture foes Techniques
rather than kill them. You may add an amount equal to your
Air Ring to your Armor TN (unless caught helpless or RANK 1: THE WAY OF THE CRANE - The study of the sword
unaware). You gain a +1k0 bonus to your attack rolls when demonstrates the many ways in which the art of Kakita’s
fighting with a jitte or a sasumata. technique can be applied. You add twice your Iaijutsu Skill
Rank to all Initiative rolls. You gain a bonus of +1k1 plus
RANK 2: FLOWING LIKE WATER - The Magistrates are taught your School Rank to the total of all attac and Focus rolls
the art of subduing law-breakers non-lethally by turning while assuming the Center Stance. This bonus also applies
their own strength against them, an especially useful skill during the Combat Round following one in which you
when dealing with drunken samurai whose deaths might assumed the Center Stance.
carry political repercussions. When rolling to control a
Grapple or to resolve a Disarm attempt, you may use your RANK 2: SPEED OF LIGHTENING - Enemies who are slow or
opponent’s Strength Rank in place of your own. weak of spirit are doomed to failure. You gain a bonus of
+2k0 to the total of all attack roll against those with lower
Initiative than your own.
7
RANK 3: FIRST AND LAST STRIKE - A Kakita Bushi is feared RANK 4: STRIKE AND MOVE - The Daidoji scout strikes with
throughout the Empire as a followed of the oldest and most the swiftness of the wind itself. You may make attacks as a
venerated dueling tradition in the Empire. You may Strike Simple Action instead of a Complex Action when wielding a
first in a duel if you win the Iaijutsu Void roll by a difference katana, wakizashi, knife, or bow. Your traps now inflict +2k1
of 3 or higher. You gain a Free Raise on your Strike for each extra damage.
additional margin of 3 instead of 5.
RANK 5: CUNNING OF DAIDOJI - The true master of the
RANK 4: ONE STRIKE, TWO CUTS - With one pure strike, the Daidoji scout school needs only a single strike, for his
advanced student of Kakita’s techniqu cuts his opponent opponent never survives to see the second one. During a
twice. You may make attacks as Simple Action instead of a skirmish, you may spend a Void Point as a Free Action to
Complex Action while using weapon with the Samurai attempt a deadly precision strike on your next attack (this
keyword. may be done with a melee or a ranged attack, but cannot
be done more than once in the same Turn). Any Maneuvers
RANK 5: STRIKE WITH NO THOUGHT - A true student of Kakita called on this attack require 1 less Raise (to a minimum of 1
requires no thought before the perfect strike, depending Raise), and if you successfully hit you gain a bonus of +1k1
entirely on instinct. You may take on Simple Action per Turn to your Damage roll.
while assuming the Center Stance. You gain the benefits of
Center Stance while you assume the Stance instead of the Furthermore, if your opponent is unaware of you, your
following Turn, and you may remain in Center Stance as Raises on this attack are not limited by your Void.
many consecutive Turns as desired. The Simple Action you
take can be a Move Action (bypassing the normal restriction Doji Courtier
of the Center Stance).
● Clan: Crane
The Daidoji Scout ● Discipline: Couriter
● Clan: Crane ● Benefit: +1 Awareness
● Discipline: Bushi ● Skills: Calligraphy, Courtier (Manipulation), Etiquett
(Courtesy), Perform: Storytelling, Sincerity, Tea
● Benefit: +1 Reflexes Ceremony any one Artisan or Perform skill
● Skills: Athletics, Hunting (Traps), Kenjutsu, Knives, ● Honor: 6.5
Kyujutsu (Yumi), Stealth (Sneaking), any one Bugei or
Low Skill ● Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Calligraphy Set, Traveling Pack, 10 koku
● Honor: 3.5
● Outfit: Light or Ashigaru Armor, Rugged Clothing, ●
Daisho Set, Bow, Knife, any one weapon, Trap- Making The reputation the Crane Clan has for being the
Gear, Camouflage Face-paint, Traveling Pack, 5 Koku. unquestione masters of any court activity in which they are
● involved i well-deserved, and almost exclusively the result
of the ancient secrets of the Doji Courtier School. The
Although the Iron Warriors are the most well-known public School’s primary focus is on the creation of vast networks of
face of the Daidoji family, they also study a style of warfare allies upon who the Crane can call to accomplish virtually
specialized in scouting, ambush, and precision strikes anything, preferable indebting those involved to the Crane
against vulnerable enemy assets like commanders and in the process. The curriculum in the Doji School is quite
supply caravans. Daidoji Scouts readily employ traps and broad and encompasses myriad of topics, more than could
surprise attacks, accepting a certain amount of dishonor in be mastered by any single samurai, no matter how
their own conduct for the sake of the greater good of the talented. Fortunately, the sensei ensure that there are an
Crane Clan. They rely on the rest of the clan to provide ample number of courtiers trained in ever area so no matter
them with political cover for their questionable actions. what the need, a Doji stands ready to fulfill it. The Doji
Courtier School is built upon the notion of trading favors.
Techniques That is not the entirety of their abilities, however; what
makes them even more daunting opponents is their ability t
RANK 1: SURVEYING THE LAND - The Daidoji scouts are perceive what an individual needs, and then offer it to them
masters of observation and pursuit, tracking their i such a manner that refusal is difficult if not impossible.
opponents, harassing them, and delaying them with traps
and ambushes. You gain +1k0 with Stealth and Hunting skill Techniques
rolls. Any rural/improvised traps you create are
exceptionally deadly, inflicting +1k1 extra damage. RANK 1: THE SOUL OF HONOR - Apprentice Doji courtiers are
taught to rely on their Honor when dealing with others,
RANK 2: SCOURING THE SHADOWS - Daidoji scouts strike infusing their every word and gesture with the power of
from concealment, hitting their opponents with swift and their purity, and to build network of allies by discerning
devastating attacks. When attacking an unaware opponent what others need and fulfilling those needs. So long as you
you gain a bonus of +2k0 to your attack roll. maintain your Honor Rank at 6.0 o better, you gain a Free
RANK 3: WEAKEN THE RESISTANCE - The Daidoji learn to Raise on all Courtier, Sincerity, an Etiquette rolls. Also, by
strike with precision, hitting their opponents in weak spots conversing with another person for few minutes, you can
and evading their armor. You may ignore any Reduction make a Contested Roll of Courtier (Manipulation /
your opponent gains from wearing armor or from school Awareness against the target’s Etiquette (Courtesy /
techniques. (You cannot ignore the natural Reduction of Awareness to learn whether they are in need of an favors or
creatures, or Reduction bestowed by magical or assistance (such as needing travel papers to reach another
supernatural effects.) If you attack an opponent who has no province, for example).
Reduction from armor or techniques, you gain +1k0 to your
damage rolls.
8
RANK 2: SPEAKING IN SILENCE - At this Rank the Doji learns
Cadence, the art of communicating through subtle gestures
The Daidoji Harriers Advanced
and body language. This give them a huge advantage in the
courts by allowing them t share information while their ● Clan: Crane
rivals are none the wiser. Yo can roll Courtier/Intelligence at ● Discipline: Ninja
TN 15 to communicate simple ideas and instructions (things ● Benefit:
like “distract them,” “this favor us,” or “intercept that
person”) with any other Crane who i trained in the Doji ● Skills: Craft: Explosives 3, Hunting (Traps) 3, Stealth 5,
Courtier School or who has at least 5 Rank in the Courtier Knives 4.
skill. More complex ideas can be conveyed with Raises, ● Honor:
although there is an upper limit (set by the GM on how
complicated Cadence can become.
● Outfit:
●
RANK 3: THE PERFECT GIFT - The Doji build their networks of
alliances through selflessness offering others what they The exact origins of the Daidoji Harriers are obscure and
need so that in future the Doji ma rely on their assistance. mysterious. The Crane established a covert training site for
Any time you are in court or in an urban area, you can roll unconventional tactics in the ruins of Shiro Giji in the year
Courtier/Awareness at TN 20 to come u with a suitable gift 330, but for many generations that facility was used merely
or a helpful political favor for someone else. By calling to train selected Daidoji Scouts in the more ruthless and
Raises on this roll, you can acquire a rarer or moor potent pragmatic sort of fighting methods. However, at some point
gift or favor. If such a gift or favor is accepted, you ma the training at Shiro Giji took on a darker and less honorable
immediately take that person as an Ally with 1-point tone, focusing on the use of truly heinous methods such as
Devotion without XP cost (subject to the GM’s permission). sabotage and assassination. The final turning point seems
to have been the decision to covertly manufacture and use
RANK 4: VOICE OF HONOR - At this Rank the Doji has learned gaijin pepper, whose secrets were discovered after the
the art of political maneuvering making his positions and defeat of the gaijin in the Battle of White Stag.
arguments appear synonymous with Honor, forcing anyone
who disagrees with hi to take a dishonorable position. In The students of Shiro Giji took to calling themselves
any debate or argument you may make a Contested Roll of ‘Harriers’ to distinguish their methods from the somewhat
Courtier (Manipulation) Awareness against the target’s more honorable tactics of other Daidoji Scouts. With time,
Etiquette (Courtesy) / Awareness. If you win the roll, the the rulers of the family came to see the Harriers as a
opponent is forced to concede that his position conflicts separate organization, a hand-picked band of men and
with the demands of Honor an Bushido, and if he persists in women who would do anything and sacrifice any amount of
his position he will commit breach of etiquette. (It is the their own honor for the greater good of the Crane. They
GM’s discretion, based on the circumstances, as to whether carefully concealed the Harriers’ existence and methods
it is a minor or major breach.) from the rest of the clan, ensuring the leadership of the
Crane could maintain honor and propriety. In this way the
RANK 5: THE GIFT OF THE LADY - The final training of the Harriers covertly served the Crane Clan for many
Doji teaches them the art of influencing the emotions of generations.
others, making friends and allies out of almost anyone –
even bitter enemies. By conversing wit someone for a few The organization was finally exposed during the socalled
minutes, you may make a Contested Roll o Courtier War of Silk and Steel between the Dragon and Crane in the
(Manipulation) / Awareness against the target’s Etiquette late twelfth century. Crane Champion Doji Domotai was
(Courtesy) / Willpower. If the target is an Ally, you gain a outraged by the Harriers’ activities and ordered the entire
bonus of +5k0 to the total of this roll. With a success, you group disbanded, an order reluctantly obeyed by the Daidoji
shift the target’s emotions in a favorable direction, daimyo.
persuading them to listen to your advice and counsel. The
GM is the final arbiter but in general, the target will go Techniques
along with anything you suggest which does not conflict
with his basic loyalties. RANK 1: MOVE LIKE SHADOWS - The Harriers are taught to
sacrifice their own Honor for the sake of the greater good of
the Crane Clan (as they perceive it). They train to blend into
the shadows and to defeat their foes with traps and
ambushes. You lose only half the normal amount of Honor
(rounded down) for any dishonorable actions taken on
behalf of the Crane Clan.
You gain a +1k1 bonus to the DR of any rural traps you
create (this stacks with the Daidoji Scout techniques, if
applicable.)
RANK 2: IRON FEATHER - The lightning reflexes of a Harrier
allows him to dodge his opponent’s attacks easily. When
wearing light armor, ashigaru armor, or no armor, you may
add your Stealth Skill Rank to your Armor TN.
RANK 3: UNFORGIVING STEEL - The Harrier is taught to
disable his foes with a single deadly strike. If you
successfully attack a surprised or unaware opponent, or if
an opponent takes damage from a rural trap you created,
he is Dazed in addition to any other effects of your attack.
He may not attempt to recover from the Daze until after the
next Reactions stage, and the TN to recover from the Daze
is increased by +5.
9
Asahina Shugenja Dragon
● Clan: Crane Mirumoto Bushi
● Discipline: Shugenja
● Benefit: +1 Awareness ● Clan: Dragon
● Skills: Any one Artisan Skill, Calligraphy (Cipher) ● Discipline: Bushi
Etiquette, Lore: Theology, Meditation, Spellcraft, an one ● Benefit: +1 Stamina
High Skill ● Skills: Defense, Iaijutsu, Kenjutsu (Katana), Lore
● Honor: 6.5 Shugenja, Meditation, Theology, any one Bugei o High
● Outfit: Robes, Bo, Wakizashi, Scroll Satchel, Travelin Skill
Pack, 10 koku ● Honor: 4.5
● Affinity/Deficiency: Air / Fire ● Outfit: Light Armor, Sturdy Clothing, Daisho, any
weapon, Traveling Pack, 5 koku
Much like the family as a whole, the Asahina sensei who
teach at the various branches of the Asahina Shugenja ●
School extol the virtue of preserving life over heedless
Famous throughout the Empire for its unique teachings, the
destruction. A much monks as priests, the Asahina focus on
Mirumoto Bushi School is the lone fighting style that utilize
scholarly pursuit and meditation as a means of finding their
the Niten technique, wherein a samurai wields both the
path in the world. They conduct the same rituals on behalf
katana and the wakizashi simultaneously. This is a
of the Crane that other shugenja families perform but they
controversial style because it flies in the face of the
use the opportunity to raise questions for those
traditional style use by the other clans for centuries,
participating or observing the rituals. The Asahina regard
although Niten was actual developed at the same time as
everything as a teaching opportunity. Likewise they place
the one-sword style. In particular the rivalry between
great emphasis on the creation of artwork, an act they
students of the Mirumoto Bush School and the Kakita Bushi
consider essential to the improvemen of the world around
School, the greatest advocates of Kakita’s “On soul, one
them. Above all else, the Asahina Shugenja School focuses
sword” philosophy, is heated even during times of peace.
o defense and protection. Both its core Technique and its
Many opponents, anticipating the reputation of the Dragon
spell emphases encourage spells that reduce damage and
as erratic, are surprised t face the calm, implacable
protect others from attacks. Other spells possessed by
Mirumoto as an enemy, a mistake that has cost more than
Asahina shugenja tend to have an emphasis on crafting or
one samurai victory on the field o battle. The Mirumoto
creating
Bushi School focuses on the mechanica benefits of wielding
two weapons simultaneously, both i forgiving the penalties
Techniques associated with doing so and improving the benefits. It also
increases the samurai’s Armor TN an grants him additional
RANK 1: THE SOUL'S GRACE - c Technique: The Soul’s Grace
attacks at an increased rate due to the availability of his
– The Asahina have harnessed the power of the kami for art,
weapons.
not war. You may spend a Void Point to reduce the total of
al opponents’ damage rolls inflicted within 20’ of you by 0k1
for a number of rounds equal to your School Rank. (Using Techniques
this technique again before its duration expires “resets” the
RANK 1: WAY OF THE DRAGON - Initiates of the Mirumoto
duration but does not increase the damage penalty.) You
Bushi School must master the basic principles of Niten, the
also gain a Free Raise on an spell with the Defense
two-sword technique founded by Mirumoto himself. When
keyword.
wielding a katana in your main hand and a wakizashi in
your off hand, you suffer no penalties o any kind for dual
wielding, and you gain a bonus of you School Rank to your
Armor TN (this is cumulative with the normal bonus for
wielding two weapons). Additionally, when you are targeted
with a spell, you may raise or lower the T of that spell’s
Spellcasting Roll by 5.
RANK 2: THE CALM IN MIDST OF THUNDER - In addition to
their focus on the art of kenjutsu, the Mirumoto study the
art of the duel as well in order to properly face their
traditional opponents among the Kakita. While you assume
the Center Stance, you gain a bonus to the total of your
Iaijutsu rolls equal to your Kenjutsu Skill Rank.
RANK 3: STRONG AND SWIFT - As the exploration of Niten
continues, the student learns t overwhelm opponents with a
flurry of blows while maintaining a superior defense.
Attacking is a Simple Action for you while you use weapons
with the Samurai keyword.
RANK 4: FURIOUS RETALIATION - Once an opponent presents
himself as a threat, the Mirumot will stop at nothing to
defeat him to defend the honor o the family’s teachings.
During the Reactions Stage of Combat you may choose one
opponent who made or attempted an attac against you this
Round. During your next Turn, you gai a bonus of +3k0 to
all attack rolls against that target.
10
RANK 5: HEART OF THE DRAGON - Masters of the Mirumoto
Bushi School seem to strike from everywhere at once. If you
Mirumoto Taoist Swordsman
attack twice in the same Turn while you are wielding a
katana in your main hand and a wakizashi in your off hand, ● Clan: Dragon
you may make one additional attack wit your off hand as a ● Discipline: Bushi
Free Action. ● Benefit: +1 Void
Mirumoto Master Sensei Advanced ● Skills: Athletics, Defense, Iaijutsu, Kenjutsu (Katana),
Lore:
● Clan: Dragon ● Theology, Meditation, any one Bugei or High Skill
● Discipline: Bushi ● Honor: 5.5
● Benefit: ● Outfit: Sturdy Clothing, Katana, Wakizashi, Tanto,
Traveling Pack, 1 koku
● Skills:
●
● Honor:
● Outfit: Although the Mirumoto family are best know for following
the twin-sword fighting technique pioneered by their
● founder (and defined most clearly in his famous book
Niten), not all members of the family embrace Mirumoto’s
High atop the mountains of the Dragon lands, in remote
fighting techniques.
dojo and obscure strongholds, dwell the Master Sensei of
the Mirumoto family—a tiny elite group of men and women The Dragon Clan’s long association with the quest for
who have attained true mastery of not only swordsmanship enlightenment, not to mention the existence of a
but also of their own bodies and souls. Their primary home specialized monastic order right within its own ranks (the
is Morning Frost Castle, but they also have several lesser Togashi tattooed men) has given rise to other warrior
dojo scattered through the most remote and inhospitable traditions. The most notable of these are the Taoist
corners of the Dragon lands. The Master Sensei are very Swordsmen, ascetic warriors who maintain small dojo deep
few in number, seldom exceeding two dozen in total, and within the most inaccessible mountains of the Dragon lands.
those who would join their company must meet with their There they pursue enlightenment and swordsmanship with
personal approval. Some Mirumoto samurai have spent equal dedication, often praying and training alongside small
decades struggling to prove their worthiness to the Master groups of Togashi monks. Taoist swordsmen are seldom
Sensei, while others have been admitted on their first seen outside their own lands, though on rare occasions they
application. Although the nature of the Master Sensei is have been known to embrace the tradition of the “worldly
more amenable to those who have followed the ways of the monk” and travel the Empire in search of both
Taoist Swordsmen, they do not play favorites and more enlightenment and experience with the sword.
than one Swordmaster or Niten practitioner has joined their
ranks. All members of this school are considered to be Ascetic,
but do not gain Experience Points for it. It does not count
The Master Sensei are isolated even by Dragon standards, against their 10-point limit of Disadvantages.
and rare indeed is it for one of them to leave their remote
dojo and visit the rest of the Dragon lands, let alone the Techniques
Empire as a whole. However, on the few occasions they do
emerge to influence the world outside, their impact is RANK 1: ALIGNED WITH THE ELEMENTS - Students of the
always profound. Taoist Swordsman school spend their days in the rugged
mountains of the Dragon lands, enduring the harsh
Techniques elements with little clothing and no armor, learning the
ways of the sword in complete selflessness. When wielding
RANK 1: THE SWORD AND THE SOUL - The Master Sensei has a sword and wearing no armor, you gain Reduction equal to
learned that the sword can bring moments of perfect your School Rank +2. Additionally, you add +1k0 to your
harmony, just like art or meditation. damage with any sword.
When fighting with a sword, any time you reduce an RANK 2: FIST AND BLADE - The Taoist Swordsmen train
opponent to Down, Out, or Dead, you regain 1 Void Point. alongside the Togashi tattooed men, studying their
unconventional methods of combat and learning to apply
This can temporarily increase your total Void Points above
those methods to swordsmanship. When fighting with a
your Void Ring, although any such “extra” points disappear
sword, you may perform the Knockdown maneuver for 1
at the end of the current skirmish.
less Raise, and if you control a Grapple while holding a
RANK 2: THE BODY IS ILLUSION - The Master Sensei has sword you may inflict damage with the sword instead of
studied meditation and enlightenment to such an extent unarmed damage.
that he can transcend the limitations of the flesh. You may
RANK 3: STRIKE OF HARMONY - The Taoist swordsman is now
take a Simple Action to spend a Void Point to ignore Wound
so skilled with his sword that it functions like an extension
Penalties (including Down, but not Out) for the remainder of
of his body. While wielding a sword, you may spend a Void
this skirmish, or for ten minutes when outside of a skirmish
Point on your damage roll.
RANK 3: SWORD OF THE SENSEI - The Master Sensei knows
If the sword is a katana, this ability stacks with the natural
that a true teacher can share his greatest power with his
ability to spend a Void Point on damage with a katana.
students. Once per day, you may take a Simple Action to
roll Awareness/Meditation at a TN of 25 plus 5 for each ally RANK 4: MASTER OF STEEL - The Taoist swordsman is now
fighting alongside you. If you succeed, your allies gain the completely at one with his weapon, striking with the speed
benefits of your Rank One technique for the remainder of of thought itself. You may attack as a Simple Action while
this skirmish. wielding a sword.
11
RANK 5: BALANCE IN NOTHINGNESS - The final lesson of the RANK 4: FINDING THE PATH - The Kitsuki has learned the art
Taoist Swordsman teaches the school’s students to pour of uncovering and tracking others’ social connections and
their entire soul into a single deadly strike. networks of alliances. By conversing with someone for a few
minutes, you can make Contested Roll of your Investigation
While wielding a sword, once per skirmish you may spend (Interrogation) / Intelligence against their Etiquette
as many Void points on damage as you wish. (Courtesy) / Intelligence t identify one of their allies or
enemies. Each successful Raise you make on this roll will
Kitsuki Investigator identify another of their allies o enemies (you choose
whether you learn an ally or an enemy the GM chooses
● Clan: Dragon which specific person is revealed). This technique can be
● Discipline: Courtier used against each specific person once per day.
● Benefit: +1 Perception RANK 5: THE EYES BETRAY THE HEART - Kitsuki’s method
allows its master practitioners to see through even the most
● Skills: Courtier, Etiquette (Courtesy), Investigatio
practiced falsehoods and tricks. At this rank any knowing
(Interrogation), Kenjutsu, Meditation, Sincerity, an one
attempt to lie to you (as opposed to unwittingly passing on
Lore skill
false information) will almost certainly fail. You
● Honor: 5.5 automatically make a Contested Roll of your Investigation
● Outfit: Traditional Clothing, Wakizashi, Knife, (Interrogation) / Perception against the liar’s Sincerity
Calligraph Set, Traveling Pack, 5 koku (Deceit / Willpower, whether or not you suspect them of
lying. Further, if you already know someone is lying to you,
● you gain a bonus of +5k0 on this Contested Roll, and may
Even among the Dragon, the methods and beliefs imparted cal Raises on the roll in an attempt to make them
at the Kitsuki School are unusual. Alone in the Empire, the inadvertently give away more information than they
Kitsuki believe in the importance of evidence, something intended (GM’s choice what information they reveal).
that most others cannot comprehend. The sensei of this
unusual School place tremendous emphasis on developing Hitomi Kikage Zumi
the family’ trademark powers of observation, honing them
to a razor point, so much so that those trained in its ● Clan: Dragon
Techniques posses a nearly infallible memory, perfect ● Discipline: Monk
recall, and an almost inhuman attention to detail. Very little
escapes the eye of a trained Kitsuki investigator. Although ● Benefit: +1 Reflexes
their primary role is as the court representative of the ● Skills: Athletics, Defense, Jiujutsu, Lore (choose one),
Dragon, the Kitsuki Investigators obviously make excellent Meditation, any two non-Low Skills
magistrates, and their strengths lie in gathering informatio
both from the environment and from other people.
● Honor: 4.5
● Outfit: Sturdy Clothing, Traveling Pack, 4 koku
Techniques ● Devotion:
RANK 1: KITSUKI'S METHOD - The Kitsuki are masters of Where the monks of the Hoshi family embrace the tsurui
investigation and perception noticing the most minute and zumi path of mystical power and deep contemplation, those
telling details with merely glance. You gain a Free Raise on of the kikage zumi order—especially the Hitomi—embrace
all your Investigation Skill Rolls. However, while the Kitsuki violent physical action as their path to enlightenment.
are trained for investigation and diplomacy, unlike other
courtiers they do not wholly neglect the ways of the warrior. Kikage zumi are most prominent during the reign of Lady
In a skirmish, you add you Perception Trait Rank to your Hitomi, but remain a prominent element of the tattooed
Armor TN. orders all the way to the Race for the Throne, when the
Hitomi family is finally absorbed back into the Togashi.
RANK 2: WISDOM THE WIND BRINGS - The Kitsuki skill at
noticing small details makes it very diff cult to deceive It should be noted that while the kikage zumi order
them. Anyone making a Social Skill Roll for the purpose of dominates the Hitomi family, it is not exclusive to it. Violent
lying to you or otherwise deceiving you or making a Feint or and martial tattooed men appear from time to time for
Disarm Maneuver against you in a skirmish must add +5 to centuries before the reign of Lady Hitomi, and continue to
their TN for each of your Kitsuki Investigator School Ranks. appear after the family bearing her name is extinguished.
RANK 3: KNOW THE RHYTHM OF THE HEART - The Kitsuki Thus, much as with the tsurui zumi, the kikage zumi school
study a secret methodology known as Ichi Miru or “first may potentially be used in almost any era of play if the GM
look,” which allows them to size up another person in permits it.
almost a single glance. After speaking with someone for
few moments, you can roll Investigation (Notice) / Techniques
Perception against a TN of their Intelligence x 5. A success
grants you true and accurate, if simple, picture of their RANK 1: THE GIFT OF THE LADY - The tattooed men all
personality an motivations. For example, you might receive the mystical blood of a god in their unique tattoos,
perceive that a boisterous ronin is actually a calculating but the warriors of the kikage zumi often manifest their
man who is trying to put on the picture of being a rude, tattoos spontaneously through the gifts of their divine
simple fellow. patron. They spend less time in the house of the tattoo
masters and more time in their dojo practicing the martial
arts. The art of Kaze-do teaches the Kikage Zumi to move
as swiftly and unpredictably as the wind, confounding their
opponents. You gain one Tattoo at this rank. You may add
your Reflexes to your Armor TN, and when rolling to control
a Grapple you may choose to use your Reflexes instead of
your Strength.
12
RANK 2: STRIKE THE BASE - As the Kaze-do student grows Techniques
more proficient, he is able to focus the power of mind, soul,
and body into punishing strikes of the hands and feet. You RANK 1: SWIFT FIST, SUBTLE HEART - The Tsurui Zumi
may spend a Void Point on damage rolls for unarmed searches for enlightenment on many different paths, but
attacks, including damage inflicted in a Grapple does not shy away from physical action when it is needed.
You may spend a Void Point as a Free Action to activate this
RANK 3: MOVING THE WIND - The Kikage Zumi now strikes Technique for a number of Rounds equal to your School
with the swiftness of Air itself, the true path of Kaze-do. You Rank. While this Technique is active, you may either add
may attack as a Simple Action when making unarmed +1k1 to the total of your unarmed attack rolls or +1k0 to
attacks. You gain one additional tattoo. the total of your unarmed damage rolls. You choose which
RANK 4: STRIKE THE CENTER - The Kikage Zumi learn to bonus to apply at the beginning of each Turn.
strike with speed and terrible force, while also using the You begin the game with one Tattoo. You also begin the
swiftness of the wind to hurl their opponents to the ground. game knowing two Kiho. You must meet all prerequisites in
When fighting unarmed, you may perform the Knockdown order to use these Kiho. You may purchase additional Kiho
maneuver for 1 less Raise, and gain a bonus of +1k1 to the normally as per the rules for a Brotherhood of Shinsei monk.
total of all unarmed damage rolls (including damage
inflicted with a Grapple). At School Rank Four you gain one additional tattoo.
RANK 5: STRIKE THE SUMMIT - Final mastery of the ways of Togashi Tattooed Order
Kaze-do allows the tattooed man to deliver strikes and
throws that deprive his enemies of Air itself. Any time you
perform a Knockdown maneuver, you may call two
● Clan: Dragon
additional Raises; if the Knockdown succeeds, your ● Discipline: Monk
opponent is automatically Stunned. If you elect to throw an ● Benefit: +1 Void
opponent during a Grapple you control, he must roll Earth
at TN 20 or he is also Stunned. You gain one additional ● Skills: Athletics, Defense, Craft: Tattooing, Jiujutsu Any
tattoo. one Lore Skill, Meditation, any one non-Lo Skill
● Honor: 4.5
Hoshi Tsurui Zumi ● Outfit: Robes, Bo, Traveling Pack, 5 koku
● Clan: Dragon
● Devotion:
● Discipline: Monk The monks of the Togashi order, known as ise zumi, are the
most recognizable and well known members of the Dragon
● Benefit: +1 Void Clan, due in large part to their highly unorthodox
● Skills: Athletics, Defense, Etiquette, Jiujutsu, appearance. The Togashi monks embrace a strange
Meditation (Void Recovery), any two Skills philosophy tha includes as part of its doctrine extensive
● Honor: 4.5 tattooing of their bodies with ink crafted from divine blood
of the Kami Togashi. These tattoos confer incredible,
● Outfit: Robes, Bo, Traveling Pack, 2 Koku supernatural abilities that defy explanation even by the
● Devotion: most powerful shugenja. Due to their behavior, which tends
to be unusual even for monk, the ise zumi are both revered
The monks of the Tsurui Zumi order are a sub-group of the and feared by the people of Rokugan, who never truly know
Togashi Tattooed Order, created in the Hidden Emperor era what to expect from these mysterious figures. Togashi
when Togashi Hoshi rebels against Hitomi and begins monks specialize in unarmed combat and supernatural
tattooing his own followers. In contrast to the Togashi Ise feats of athleticism, with a wide variety of other abilities
Zumi and the Hitomi Kikage Zumi, the Tsurui Zumi are less thrown in for good measure. Generally speaking, a Togashi
focused on direct physical action and more on the mystical monk can lend support to other characters in whatever
ways of the spirit; although they still study the martial arts, capacity is necessary, and usually bring unique abilities to
their focus is on ki techniques and other such mystical the table as well.
fighting abilities, rather than on the more straightforward
combat favored by the Togashi or the brutal aggression of Techniques
the Hitomi. Many Hoshi choose to eschew combat
altogether in favor of meditation, contemplation, or strange RANK 1: BLOOD OF THE KAMI - The blood of the Kami is
and whimsical behavior which they consider important to barely diluted in the ruling line of the Togashi order, and the
the path of enlightenment. However, when the time comes brothers chosen to serve the Dragon as Togashi vassals
to fight in defense of the Dragon Clan, they do so readily receive the mystical blood of god in the form of unique
enough. tattoos. You gain two Tattoos a this rank.
The Hoshi family is introduced in the Hidden Emperor era, RANK 2: BODY OF STONE - Mastery of the body is the first
but the Tsurui Zumi tradition predates the family and essential step of a monk’ journey toward enlightenment,
continues after it is gone, so this school may be used with a and martial arts are the perfect tool to bring the body and
name change) in many different eras of play. spirit into harmony. You gain a bonus of +1k1 to the total of
all unarmed attack and damage rolls.
Though the Tsurui Zumi is a Dragon affiliated School,
mechanically this School is treated as a Brotherhood of RANK 3: BLESSING OF THE KAMI - As an ise zumi continues
Shinsei School (as described on page 231 in the L5R 4th his journey of self-discovery, accumulating new experiences
Edition Core Rulebook.) along the way, he will eventual be judged worthy of
additional insight in the form of ne tattoos. You gain two
additional Tattoos.
RANK 4: WILL OF STONE - Perfect mastery of the flesh is an
indication that a soul’s journey is nearing its end. You may
make unarmed attacks as Simple Action rather than a
Complex Action.
13
RANK 5: TOUCH OF THE KAMI - Insight into the true nature of While this effect is active, you find it more difficult to tap
the universe is the reward for a soul that seeks true into the Elements around you. You must call one Raise to no
mastery of the spirit. You gain two additional Tattoos. effect every time you cast a spell.
Tamor Master of the Mountain RANK 3: POWER IN NEED - The Master of the Mountain can
coax power out of the most contrary kami by confronting
Advanced them with his own strength and willpower. As a Simple
Action you may spend a Void Point and a spell slot from any
● Clan: DRagon Ring. Choose a spell keyword. You gain a bonus of +4k1 to
the total of all Spell Casting Rolls while casting spells with
● Discipline: Shugenja that keyword.
● Benefit:
This effect lasts until the end of the encounter (in combat)
● Skills: or for an hour (outside of combat).
● Honor:
● Outfit: Tamori Shugenja
● Affinity/Deficiency:
● Clan: Dragon
The Great Wall of the North is a treacherous mountain ● Discipline: Shugenja
range that kills those who are unready for its sudden,
vicious changes in weather. Despite its dangers, the range
● Benefit: +1 Stamina
is admirable to those who can see the beauty of its cold ● Skills: Athletics, Calligraphy (Cipher), Defense,
violence. Divination Lore: Theology, Medicine, and Spellcraft
Mountaineers who brave the fierce peaks are forged into ● Honor: 4.5
powerful men. The Tamori Masters of the Mountain learn to ● Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
harness the power churning within their own souls, a violent Traveling Pack, 5 koku
echo of the strength of the Elements themselves. ● Affinity/Deficiency: Earth / Air
It is an old tradition, dating back to when the Agasha family
Formed from the remnants of the Agasha family following
first explored the mountains and studied their secrets. The
their defection to the Phoenix Clan, the Tamori have
name may have changed over the years, but the traditions
inherited centuries of experimental studies conducted by
remain true.
their predecessors and have embraced it just as they did.
The Master of the Mountain is a loose organization with few The most prominent among these unusual disciplines is the
sensei and fewer regulations. The Masters induct shugenja study o alchemy. The Tamori have mastered the abandoned
into their ranks when they spot one with the proper Agasha secret of containing the essence of a spell within
potential. The elders tend to choose impetuous and brash ritually prepared liquids, allowing them to be used later.
shugenja who trust only their own strength, a preference Couple with the martial training that Tamori shugenja
those outside of the school often question (albeit usually receive, this is enough to make the family’s secret
under their breaths). They worry the Masters of the teachings unique i all the Empire. The Tamori Technique
Mountains will be influenced by the impatient natures of allows for greater versatility i the use of spells, extended so
their young recruits. However, usually the opposite is true, far as to allow others to us them in the Tamori’s stead, if
as the wild students are taught proper methods of venting proper preparations have bee made. The Technique also
their anger through their powers, making them wiser as allows for a dramatic reduction i casting time, but again
well as more powerful. only if adequate preparation time i provided, making the
Tamori particularly deadly in ambush situations.
Techniques
Techniques
RANK 1: INTEGRATION OF THE GODS - The Master of the
Mountain knows flexibility is the only way to survive in the RANK 1: FLESH OF THE ELEMENTS - The Tamori have learned
harsh wilderness of the mountains. to distill the essence of magic and contain i within
concoctions or objects for later use. You ma expend one
When casting a spell, you may choose to spend two spell spell slot to store a spell you know the has the Area of
slots of another Ring rather than a single spell slot of the Effect “one target person” or “on target creature” in a
appropriate Ring. (This cannot be the Ring of the opposing potion, to be activated later. This stored spell may be
Element from the spell’s Element, e.g. Air/Earth, activated instantly by anyone holding the potion by
Fire/Water.) For example, this means that you may spend 2 expending a Simple Action t drink it or a Complex Action to
Earth spell slots to cast a Fire spell instead of a single Fire throw it (depending upon the spell’s target), using Athletics
spell slot. (Throwing) Agility. Spells stored in this manner may be
store indefinitely, but count against your spell slots per day
RANK 2: INNER FORTITUDE - The Master of the Mountain
for each day that they continue to await activation. Creating
draws power from within his own body as well as from the
a potion in this manner requires a number of hours equal to
Elements outside himself.
the stored spell’s Mastery Level. You also gain a Free Raise
Your Shugenja School Rank increases by one. Additionally, on any spell with the Craft keyword.
you may spend a spell slot as a Free Action to gain
Reduction 2 and +10 to your Armor TN.
This effect lasts for a number of Rounds equal to your Earth
Ring, ending during the Reactions Stage of the final Round.
You may choose to end the effect early as a Free Action. For
the purposes of casting spells, your School Rank is
increased by 1.
14
Lion RANK 5: AKODO'S FINAL LESSON - Mastery of the Akodo
Bushi School imparts an unshakable faith in victory. When
you make Raises on any Bugei Skill Roll, if you meet or
Akodo Bushi exceed the original TN (before Raises but fail to meet the
Raised TN, you still succeed without the benefits of Raises.
● Clan: Lion
● Discipline: Bushi Akodo Tactical Master Advanced
● Benefit: +1 Perception ● Clan: Lion
● Skills: Battle (Mass Combat), Defense, Kenjutsu, ● Discipline: Bushi
Kyujutsu Lore: History, Sincerity, any one Bugei or Hig
Skill ● Benefit:
● Honor: 6.5 ● Skills:
● Outfit: Light Armor, Sturdy Clothing, Daisho, any ● Honor:
weapon, Traveling Pack, 5 koku ● Outfit:
● ●
Over the centuries, the primary bushi Schools of many Clan So it is often said in courts across the Emerald Empire and
have developed specialties that have narrowed their focus. even in the battle tents of the Lion’s fiercest enemies.
The Akodo consider such things a mistake, and have
carefully avoided it. The Akodo School focuses on precision While the statement is not completely factual, the
in the art of kenjutsu, the basic swordsmanship style of the sentiment behind it is undeniable. The Akodo Tactical
Empire. The Akodo believe that if you strike your target Masters are the greatest strategists of Rokugan, second to
exactly as you intend every time, there is no need for no others. Only a truly unique commander with a powerful
anything more complicate as part of your studies. Some destiny can challenge the Tactical Master in his own realm
regard this as simplistic but no one argues with Akodo and hope to compete.
capabilities in battle. The stud of battle itself is also a strong
The Akodo Tactical Master studies every notable battle in
component of every Akodo’ training, and there are virtually
Rokugani history. He examines how the Lion have handled
no Akodo-trained samurai who do not possess a
every situation—and just as importantly, how the enemy
rudimentary knowledge of tactics an strategy. The Akodo
attempted to find weakness in the Lion Clan’s traditional
Techniques focus on precision and success transforming
plans. He learns to adapt, react, and change his battle plans
marginal successes into greater ones and, a higher levels,
to meet every eventuality. Even knowledge from outside
changing failure to success. To some extent the School also
Rokugan’s borders is not wholly anathema to him, since he
negates bonuses an opponent might possess, but generally
can use such intelligence to
speaking the Techniques exist only to ensure success on
the part of the Akodo-trained samurai.
Techniques
Techniques RANK 1: THE EYES OF THE GENERAL - The Akodo Tactical
Master spends his entire life studying the teachings of Lion
RANK 1: THE WAY OF THE LION - Bushi of the Akodo School
generals from centuries past. He benefits from the wisdom
hone their fury until it is as precise as a blade. You may
of all of his ancestors and hones himself into the perfect
either ignore the portion of a opponent’s Armor TN derived
general. You may reroll any one of your dice in each Battle
from Armor, or gain a Free Raise when attacking. (You do
Turn of Mass Combat. You may also reroll any one of your
not ignore Reduction fro the Armor while choosing the first
dice during an attack roll in which you called at least one
option.) Also, you gain a bonus of +1k0 to the total of all
Raise.
attack rolls on your first melee attack against an opponent
in a skirmish, or against any opponent who has declared a RANK 2: MALLEABLE AS THE SEA - The Tactical Master can
Raise on an attack against you since your last turn. You add navigate the sudden changes in the battlefield, adapting
only a total of 1k0 for a enemy who Raised against you, no and reacting so his army can benefit. You may spend a Void
matter how many time they actually Raised. Point to choose any one Heroic Opportunity from the core
rulebook to perform during a Mass Battle Turn. (This choice
RANK 2: STRENGTH OF PURITY - Akodo-trained warriors are
is subject to GM approval, since not all options will be
known for their dedication t bushido, and take a fierce
suitable for the situation and the characters involved.)
satisfaction in defeating dishonorable foes. During a
skirmish you may add your Honor Ran to the total of any RANK 3: THE SOUL OF THE ARMY - The Tactical Master knows
single roll during your Turn. You may no increase damage he is responsible for his army, and directs its strength
rolls in this fashion, nor can you do this while assuming the where it may do the most damage.
Center Stance.
You may spend a Void Point to gain a +5k1 bonus to any
RANK 3: STRENGTH OF MY ANCESTORS - The Akodo bushi Battle Skill Roll (rather than the usual +1k1), or to gain a
attacks twice, once for himself and once for his ancestors. +2k2 bonus to any Bugei Skill Roll (rather than the usual
You may make attacks as a Simple Action instead of a +1k1).
Complex Action while using weapons with the Samurai
keyword.
RANK 4: TRIUMPH BEFORE BATTLE - No foe is beyond the
reach of the devoted Lion warrior. Once per skirmish, you
may designate an opponent during the Reaction Stage. You
may ignore any Armor TN bonuses you target receives from
his Stance during the next Round.
15
Matsu Berserker RANK 5: THE LION'S VICTORY - The death of an opponent is
the only measure of victory for a Matsu. Once per encounter
after you roll damage for a attack, you may spend a Void
● Clan: Lion Point as a Free Action to activate this Technique. You rend
● Discipline: Bushi the opponent, ripping open hi wounds and dealing grievous
● Benefit: +1 Strength injury to him. All of the dice you chose to keep explode, re-
rolling and adding the result t your damage total.
● Skills: Battle, Jiujutsu, Kenjutsu (Katana), Kyujutsu
Lore: History, any two Bugei Skills The Ikoma Lion's Shadow
● Honor: 6.5
● Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, ● Clan: Lion
Heavy Weapon or Polearm, Traveling Pack 5 koku ● Discipline: Bushi
● ● Benefit: +1 Awareness
The great majority of the vast legions of Matsu samurai stud ● Skills: Courtier, Etiquette, Kenjutsu, Investigation
at the family’s home School, if for no other reason than that (Notice), Sincerity, Stealth, any one High or Low skill
most Matsu believe other fighting styles are too ● Honor: 3.5
conservative and reserved. A true Matsu has no fear of
death, and as such the Techniques imparted by their sensei
● Outfit: Traditional Clothing, Daisho, any one weapon,
Calligraphy Set, Traveling Pack, 5 Koku
embrace absolute unwavering commitment to battle.
Although this leaves the Matsu vulnerable to an opponent’s ●
attacks, the philosophy behind the Techniques is that an
opponent who has been defeated has no opportunity to Although many modern Ikoma no longer recall it, or have
retaliate. It is for this reason that the legions of the Matsu chosen to forget, the first Ikoma was not a particularly
family are so feared on the battlefield: how can one defeat honorable man. He served his lord Akodo with great
an enemy who does not care if h lives or dies, so long as distinction and loyalty, but the means by which he executed
you are defeated first The Matsu Techniques focus heavily his duties are frequently omitted from any historical record.
upon the Full Attack Stance, which makes them heavy- Most Ikoma do not consider this an issue, but there are
hitting opponents who have to position themselves carefully some among them who understand this omission is a
in order to prevent an opponent from exploiting their lower means of protecting the family’s honor, as the first Ikoma
Armor TN. As a secondary focus, the Matsu can generate was a ruthless, pragmatic individual who would gleefully
Fear effects that can further destabilize opponents and embrace dishonorable tactics as a necessary means of
make them easier targets for himself and allies. completing his duties.
The Ikoma Lion’s Shadow are a small and extremely
Techniques secretive group within the Ikoma family who remember
exactly who and what Ikoma was, and they celebrate his
RANK 1: THE LION'S ROAR - Warriors of the Matsu School memory.
respect their Akodo cousins’ leadership skills, but they know
that a furious attack often simple overwhelms an enemy. They consider themselves extremely practical individuals
You add your Honor Rank to all damage rolls. Whenever you who exist as a sort of foil to the dire machinations exercised
assume the Full Attack Stance, you may move an additional by the Scorpion and other unsavory individuals. Although
5 feet per Turn in addition to the bonus you receive from they frequently are called upon to sacrifice their honor for
the Stance. (This does not allow you t move farther than the sake of their clan, they do so willingly and without
your maximum move per Turn.) regret, and almost always with the greater Lion Clan
remaining completely ignorant of their activities.
RANK 2: MATSU'S FURY - The target of a Matsu’s fury has
little hope of victory. When you assume the Full Attack
Techniques
Stance, choose an opponent within 30’. If you successfully
hit him this Turn, the target i frozen with fear and cannot RANK 1: NO BOUNDARIES - Those who walk the path of
take Move Actions to move fro his current position. During Ikoma choose a life of self-sacrifice and questionable
the Reactions Stage, an affected opponent may attempt a actions in order to serve their clan as their founder did. You
Willpower roll against a TN equal t the amount of damage do not lose Honor for using Low Skills if they are used
dealt from your latest attack to negate the effects of this directly for the goals or glory of the Lion Clan (subject to GM
Technique (the opponent does not suffer penalties from his judgment). As a Free Action you may target a number of
Wound Rank for this roll). If he fails, the effects of this opponents equal to your School Rank; you gain a bonus of
Technique end during the next Reactions Stag (the second +1k0 to the total of all attack rolls and Contested Rolls
after he was struck). Enemies who are immune to Fear made against these opponents. This bonus may be
cannot be affected b this Technique. activated a number of times per day equal to your School
RANK 3: THE LION'S CHARGE - When a Lion strikes, he grants Rank, and lasts until the end of the day.
the gift of final rest to all who stand against him. You may RANK 2: THE LION CANNOT FAIL - The first true lesson of the
make melee attacks as a Simple Action instead of a great Ikoma is that surrender is never an option, and failure
Complex Action. can be overcome regardless of circumstances. You gain a
RANK 4: MATSU'S COURAGE - Death means nothing in the bonus of +1k0 to all Skill Rolls using School Skills.
face of the loss of honor, and n Matsu will yield while he yet RANK 3: THE SPIRIT OF IKOMA - Although many among the
draws breath. You ignore TN penalties from Wound Levels Lion remember him differently, the followers of the Lion’s
equal to your Honor Rank, o twice your Honor Rank while in Shadow know that Ikoma was a warrior who cared for
the Full Attack Stance. victory first, and the means of attaining that victory second.
Once per Round, you may lose three points of Honor as a
Free Action to add +2k1 to your attack, damage, and
Contested Social Skill Rolls until the end of the Round.
16
RANK 4: THE QUIET LION'S CLAWS - Although their principle An additional lion joins your pride.
battleground is that of the court, those who bear the name
Lion’s Shadow are sons of Ikoma first and foremost, and You and your companion lions gain the creature trait of
carry the ferocity of their ancestor within their veins. You Swift 2 (as described in the L5R 4th Edition core rules, page
may make melee weapon attacks as a Simple Action 320), and all of your lions gain an additional Wound Rank
instead of a Complex Action. that changes the end of their progression from a normal
lion’s to: 36: +15, 60:
RANK 5: FEROCIOUS DETERMINATION - The wrath of a disciple
of Ikoma is terrible to behold. You may spend a Void Point Dead.
to take a Free Action to make a Contested Roll of your RANK 3: THE FEROCITY WITHIN - You strike as fiercely as the
Courtier / Awareness versus against an opponent’s lions with whom you have trained. When wielding a katana,
Etiquette (Courtesy) / Awareness. If you win the roll, you wakizashi, magari-yari, nage-yari, or any knife, or when
have shaken his resolve by reminding him of his past fighting unarmed, you may make melee attacks as a Simple
failings. The opponent subtracts a penalty equal to your Action. Additionally, you may direct one of your warcats to
Awareness plus the opponent’s own Honor Rank from the Attack as a Simple Action.
total of his attack and Contested Social Skill Rolls against
you for a number of hours equal to your School Rank. This RANK 4: ALL AS ONE - The fury of the beastmaster and his
Technique does not work against those who possess no pride is a whispered legend among your clan’s enemies,
Honor Rank (animals, oni, etc). and for good reason. Members of your pride may make two
claw attacks per Round instead of the normal one. You and
The Matsu Beastmasters all members of your pride gain a bonus of +2k1 on all
damage rolls made when fighting alongside one another.
● Clan: Lion Finally, when you direct a warcat to Attack (a Complex
Action for lions), the warcat may also make a Simple Move
● Discipline: Bushi Action during the same Round.
● Benefit: +1 Agility
RANK 5: WITH THE SOUL OF A LION - United by your
● Skills: Animal Handling 2, Battle, Defense, Iaijutsu, leadership and companionship, your pride has become
Kenjutsu, any one Bugei Skill fearsome indeed. An additional lion joins your pride. All of
● Honor: 5.5 your warcats gain +10 Armor TN, +2 Reduction, and +2
Fear.
● Outfit: Light Armor, Sturdy Clothing, Daisho, any 1
weapon, Traveling Pack, 4 koku Ikoma Bard
●
The Beastmaster organization is completely unique in its
● Clan: Lion
approach to war and to animals. Many other clans train ● Discipline: Courtier
animals for combat, but the Matsu Beastmasters take a ● Benefit: +1 Intelligence
personal approach to each beast. The lion is a savage
creature that fights as part of a group called a pride. The ● Skills: Courtier, Etiquette, Lore: History (Lion Clan)
Beastmaster adopts lion warcats into his own pride, Perform: Storytelling, Sincerity (Honesty), any on High
bonding emotionally and spiritually to each warcat that Skill, any one Bugei Skill.
charges into battle beside him. The Beastmaster treats his ● Honor: 6.5
warcats as equals, fostering a sense of family and ● Outfit: Traditional Clothing, Wakizashi, Knife,
belonging.
Calligraph Set, Traveling Pack, 5 koku
The communication between Beastmaster and warcat ●
borders on the mystical. Once a warcat has trained with her
Beastmaster, she can sense what he wants without any If one examines the greatest storytellers of every
words or gestures. However, this intense empathy between generation across the history of Rokugan, the pattern that
human and predatory animal can sometimes hinder the emerges will indicate clearly that the Ikoma dominate this
Beastmaster’s social abilities among humans. Most aspect of the Empire’s social circles. Unlike most courtiers
Beastmasters tend to stay amongst their own kind rather who focus o manipulation and shades of deception, the
than share the company of “normal” samurai. Some Lion Ikoma bards o omoidasu strive to live by example, citing
generals have raised concerns the Beastmasters may historical precedent and mythical tales of heroes in order to
become too feral, to which the Beastmasters retort that demonstrate the desired outcome of whatever discussion
they are still Matsu above all. Only the Matsu, they say, are they are involve in. While this might seem a curious tactic,
strong and proud enough to maintain their hold on Bushido there are man courtiers in other Clans who have difficulty
and human traditions under such pressures. conducting themselves against the Ikoma when the Ikoma
can demonstratively prove that the individual’s ancestors
Techniques might well have disapprove of a course of action. In a
society so steeped in history and tradition, argument via
RANK 1: ONE WITH THE PRIDE - You have trained in the parable is a surprisingly effective technique. The Ikoma
highly secretive dojo of the Matsu Beastmasters and have Techniques allow a courtier to inspire other as well as to
forged a bond with one of the legendary Lion warcats. The resist manipulation by his opponents. Furthermore by
lion will accompany you wherever you go and follows basic comparing others to historical figures, the Ikom can gain
commands without question. No lion will ever attack you Glory not only for himself but for others far easier than
without being compelled to do so in some way. You may most.
direct one of your warcats to Attack as a Complex Action.
Any one warcat who is not attacking will use the Guard
Action to protect you.
RANK 2: HEART OF THE BEAST - Your training with the
warcats has increased your physical abilities as well as your
mental bond with your lions.
17
Techniques Kitsu Shugenja
RANK 1: THE HERALD OF GLORY - The Ikoma are historians
and storytellers, tasked with recording the glorious deeds of ● Clan: Lion
others for posterity, ensuring that courageous and ● Discipline: Shugenja
honorable accomplishments are never forgotten. You gain
the Precise Memory Advantage for no cost in Experience
● Benefit: +1 Perception
Points (if you already have Precise Memory you are ● Skills: Battle, Calligraphy (Cipher), Etiquette, Lore
refunded that many Experience Points). You may us the History, Lore: Theology, Spellcraft, any one High o
Perform: Storytelling skill to engage in public bragging on Bugei Skill
behalf of another person. If you can cite heroic or noble ● Honor: 6.5
actions by that person and successfully roll Perform:
Storytelling / Awareness at TN 20, that person will gain a ● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin
number of points of Glory equal to your School Rank. This Pack, 5 koku
may b done a number of times per person per month equal ● Affinity/Deficiency: Water / Fire
to you School Rank.
The ancient rituals of the Kitsu School have remained
RANK 2: THE HEART OF THE LION - The Ikoma are tasked virtually unchanged since the family’s creation, and the
with conveying the emotions which the rest of the Clan notion o putting aside the relics of the past has never even
keeps bottled away in stoic rectitude. You do not lose Honor occurred to the family. Because of the Kitsu family’s unique
or Glory for displaying emotion i public, so long as you do so origins they have always possessed insights into the
on behalf of another Lion o for an honorable cause greater relationship between the mortal world and the realms
than yourself (such as you clan, the Empire, or the Code of beyond. Their ability to perceive the bonds that tie the
Bushido). At the same time your understanding of both living to their ancestor have gradually expanded to the
honor and emotion strengthen your own soul against point that they are also able to sense and even manipulate
temptation. Anyone attempting t sway your emotions the bonds that an individual might possess to other realms.
through the use of the Intimidation o Temptation skills must The Kitsu possess a unique ability to interfere with the line
add +5 to their TN for each of you School Ranks. another has to other realms, represented by their
Technique that allows the disruption of certain kinds of
RANK 3: THE VOICE OF THE ANCESTORS - The Ikoma act as
Advantages. Their secondary focus is on large-scale magic
Battle-Criers for the Lion, inspiring their soldiers on the
that can be employee in battle, which is the lifeblood of
battlefield with tales of the heroic deeds o their ancestors.
every Lion samurai and can allow them to influence the
Prior to a battle or skirmish, you may inspire your allies by
outcome of skirmishes through use of powerful spells.
speaking for a few minutes and rolling Perform Oratory /
Awareness at a TN equal to 15 + 5 per person you are
inspiring. Targets who are not members of the Lion Clan Techniques
increase the TN by 5 for each such person. With a RANK 1: EYES OF THE ANCESTORS - The Kitsu are descended
successful roll, each person you inspired may add their from mystical creatures, and as such are able to reach
Honor Rank t the total of any one Skill Roll during that across the veil between worlds and speak with their
battle or skirmish. (If this benefit is not used by the end of ancestors. You may make a Spell Casting Roll (as though
the battle, it is lost.) casting a Water spell) against a target’ Willpower x 5. If
RANK 4: THE STRENGTH OF TRADITION - The Ikoma’s successful, you learn all Spiritual Advantages or
steadfast encouragement calls on the examples o noble Disadvantages that individua possesses. By spending a Void
ancestors to infuse their allies with a strength they did not Point, you may negate any one Spiritual Advantage an
know they had. A number of times per session equal t your opponent possessed for a number of minutes equal to your
School Rank, as a Simple Action, you may verbally School Rank. You also gain a Free Raise on any spell with
encourage an ally with a tale of great deeds from the past, the Battle keyword.
rolling Perform: Storytelling/Awareness at TN 25. With a
success the next time during the same day that the chosen The Sodan-Senzo Advanced
ally fail a roll, he may re-roll it, adding your Honor Rank in
unkept dice to his roll. However, if he fails this second roll, ● Clan: Lion
you los 2 points of Honor.
● Discipline: Shugenja
RANK 5: EVERY LION IS YOUR BROTHER - The Ikoma’s ● Benefit:
understanding of Bushido, history, emotion, an human
nature empowers them in court, filling their argument with ● Skills: Lore: Spirit Realms 4, Meditation 5
the ringing power of generations of noble Lion, and calling ● Honor:
on the precedents of a thousand years and more to support ● Outfit:
their cause. Five times per session, when you are making
Contested Social Roll against an opponent, you may cite ● Affinity/Deficiency:
historical precedent to support your views and roll All members of the Lion Clan’s Kitsu family have some
additional unkept dice equal to your Rank in Perform: degree of ancestral connection to the original five kitsu who
Storytelling. (In situation where citing history seems became human, although in most cases the link is only via
inappropriate or strange, the G has the final say on whether marriage.
this Technique may be used.)
Still, the connection is sufficient that the average practicing
Kitsu shugenja has the ability to perceive and influence the
connections mortals possess to the ancestral realms. A
small handful of the Kitsu, however, possess a true blood
lineage to their inhuman kitsu founders, and in these
individuals much more significant powers can manifest.
18
The true-blooded Kitsu are known as sodan-senzo, and the
family’s sensei teach them secret techniques that evoke Mantis
their hidden powers. They can not only sense ancestral
connections but can actually project their souls into the Kobune Captain Advanced
spirit realms in order to interact with the souls of the dead.
The Kitsu regard this as the most sacred of tasks and never ● Clan: Mantis
undertake such a thing lightly. Some are also able to
manifest a pale shadow of the original kitsu’s physical
● Discipline: Bushi
abilities as well, something that has proven a fatal surprise ● Benefit:
for many of the Lion’s enemies over the centuries. ● Skills:
● Honor:
Techniques
● Outfit:
RANK 1: SENSES OF THE KITSU - The first gift of a true son of ●
the kitsu is the ability to detect portals between the realms.
Any time a spirit portal exists within a radius equal to your The majority of the Mantis Clan’s holdings are removed
School Rank x 10 miles, the GM may opt to secretly make a from the mainland by a vast expanse of sea, resting amid
Spellcraft / Perception (TN 25) roll to determine if you the Islands of Silk and Spice. The clan has lived this way for
detect it. If the portal is within a number of miles equal to one thousand years; although the ascension of the Mantis
your School Rank or less, you pass this test automatically. to Great Clan status resulted in the addition of small
Your previous School Rank increases by one for the purpose mainland provinces held by the Tsuruchi and Moshi (and
of casting spells. later the Kitsune), the lifeblood of the Yoritomo family still
flows through the fleets of kobune that ferry materials and
RANK 2: HAND OF THE KITSU - Although peaceful, the kitsu
personnel back and forth to the mainland. The captains of
were powerful warriors, and their descendants carry that
these vessels are the trusted servants of the Mantis Clan
potential within them. Your unarmed damage increases by
Champion, and are responsible for ensuring their clan
an additional +0k1, representing the spiritual talons of the
endures and prospers in spite of the perpetual threats they
kitsu. You may make a Meditation Skill Roll (TN 30) to
face from enemies, pirates, weather, and any number of
project your soul into the realms of Meido or Yomi, where
other hazards. Young samurai look upon these masters of
you may interact with ancestral spirits (using Social Skill
the waves as an inspiration, admiring them for their
Rolls as normal if required).
bravery, their reputation, and their wealth. If some are
RANK 3: SOUL OF THE KITSU - For the true kitsu there are no possessed of the stereotypical arrogance of the Yoritomo
boundaries. When you project your soul into the spirit family, it is at least well deserved, for they are surely the
realms (as described above in the Rank Two technique) you true sons and daughters of clan founder Kaimetsu-uo and
may take another person with you if they also succeed at the chief bearers of his legacy in the modern Empire.
the Meditation Skill Roll.
Techniques
This passenger may see and hear everything you
experience, but may not speak. Ancestral spirits with whom RANK 1: THE JOY OF PLUNDER - The promotion to the rank of
you interact can sense this passenger. Additionally, you captain in the Mantis navy is one that comes with
gain one additional rank in your previous School for the considerable benefit and reputation. Your Status Rank is
purpose of casting spells. considered one higher when interacting with all members of
the Mantis Clan and with any merchants from the heimin
caste. When you spend a Void Point to augment any
Merchant Skill, you gain +2k2 instead of +1k1. Once per
month you may make a Commerce / Intelligence Roll (TN
25) and gain an amount of koku equal to the amount by
which your roll exceeds the TN.
RANK 2: STRENGTH OF THE MANTIS - The true measure of a
captain is the quality of those who pledge their loyalty to
him. You gain 30 Experience Points which may only be used
to purchase the Servants Advantage.
The servants purchased in this manner represent a portion
of your crew. Budoka servants purchased in this manner are
instead considered to be Rank 1 Yoritomo Bushi. You may
also spend 10 points to gain a Rank 1 Moshi Shugenja as
your navigator. This shugenja is considered to have Air 3
rather than all Rings at 2.
RANK 3: MASTER OF THE SEA - A true captain of the Mantis
Clan excels in all areas pertaining to his duties. You may
spend a Void Point on any Merchant Skill Roll (excluding
Craft Skills) to replace the normal amount you would roll
with 10k10. You also add a bonus of +3k0 to all Bugei Skill
Rolls made while onboard a waterborne vessel.
19
Mantis Brawler RANK 4: TWO DRUNKS DANCE - The erratic bobbing,
squirming, and weaving of the Mantis Brawler creates
additional opportunities for him to attack his foe. You may
● Clan: Mantis attack as a Simple Action when fighting unarmed, with an
● Discipline: Bushi improvised weapon, or with a Small weapon.
● Benefit: +1 Agility RANK 5: DRUNK POUNDS A DOOR - The final lesson of the
● Skills: Athletics, Commerce, Intimidation, Jiujutsu, Mantis Brawler is to strike so hard his foe never gets the
Knives, Sailing, any one Weapon skill chance to strike back. When making a melee attack you
may spend a Void Point to deliver a fierce shattering blow;
● Honor: 3.5 this attack gains a bonus of +4k1 to both the attack roll and
● Outfit: Rugged Clothing, any two weapons, Kama, the damage roll. If you are Prone, the bonus is +4k2
Tanto, Traveling Pack, 4 Koku instead.
●
Tsuruchi Archer
For most of its history the Mantis Clan has included a strong
element of disreputable piracy and black-market smuggling. ● Clan: Mantis
Although the clan has occasionally made efforts to purge
these criminals from its ranks (especially after it attained ● Discipline: Bushi
Great Clan status), they have never been fully eliminated. ● Benefit: +1 Reflexes
The various efforts to purge them have, however, ensured ● Skills: Athletics, Defense, Hunting, Investigation
that their fighting techniques may be found among ronin,
Kyujutsu (Yumi) 2, any one Bugei or High Skill
commoner wako (pirate gangs), and numerous smuggling
cartels as well as within the clan’s own ranks. ● Honor: 3.5
The fighting techniques of Mantis Brawlers are even more
● Outfit: Ashigaru or Light Armor, Sturdy Clothing Bow
and 20 arrows, Wakizashi, Traveling Pack, 1 koku
unconventional than those of the regular Yoritomo bushi.
They are born out of the violence of dirty shipboard fights ●
and drunken bar-brawls, and passed down from parent to
child through direct instruction (often of a rather unusual Even before joining the Mantis, when they were the Was
kind) rather than in the formal setting of a dojo. Some tales Clan, there was little question that the Tsuruchi were the
about this fighting form have claimed it is found in the greatest archers in the Empire. That they have so embrace
Brotherhood of Shinsei as well, or perhaps even originated this as to virtually put aside the study of the blade, however
among misbehaving drunken monks and spread from there has often caused others to look at them with great
to the Mantis Clan. Whatever the case may be, this suspicion. The Tsuruchi rarely care, however; they believe
unconventional fighting style continues to prosper among in the purity of the bow, and while their sensei teach
Mantis and criminals alike. proficiency with other weapons as well, such are purely
secondary concerns. The Tsuruchi Techniques are the
epitome of the Rokugani philosophy of archery, which is
Techniques that the arrow knows the way, an should be fired without
RANK 1: WAY OF DRUNKEN FISTS - The basic techniques of hesitation or aiming. The Tsuruchi Techniques focus almost
the Mantis Brawlers are based on the need to prevail in exclusively o ranged combat, an area in which they are
chaotic fights on tilting ship decks… or when reeling drunk unquestionably the finest in all the Empire. While this is a
through a sake house. Brawlers are tough and slippery considerable advantage when pressed into melee, a
fighters who evade the grip of their enemies while striking Tsuruchi will be badly outclassed by virtually any other
them at every opportunity. If you are Prone, you do not bushi School.
suffer any penalties to your Armor TN or to your attacks
with Small weapons (or when unarmed). Techniques
You still gain the Prone Armor TN bonus against ranged RANK 1: ALWAYS BE READY - The Tsuruchi Archer must be
attacks. Also, you gain a bonus of +1k0 to rolls made to prepared to fight against his foe with little warning. You
take control of Grapples and to your damage rolls with gain a bonus of +1k0 to the total o all attack rolls while
unarmed strikes, improvised weapons, and Small weapons. using a bow. Additionally, you gain bonus of +3 to your
Initiative Score.
RANK 2: DRUNK LOSES HIS SANDAL - Mantis Brawlers learn
to be swift and flexible fighters who attack their foes from RANK 2: THE ARROW KNOWS THE WAY - A Tsuruchi must not
unexpected directions, often deliberately offering the aim, but simply allows the arrow to follow its own path. You
appearance of weakness in order to create openings. If you gain one Free Raise that can only b used to make the Called
successfully perform the Feint maneuver, you may choose Shot Maneuver. Additionally, you gain a bonus of +2k0 to
to reduce the extra damage from the Feint by 5 in order to the total of all damage rolls while using a bow.
add +5 to your Armor TN until the start of your next Turn; if
you were Prone when you performed the Feint, you add RANK 3: THE WASP'S STING - Tsuruchi’s technique teaches
+10 instead. its students uncanny speed. You may make attacks as a
Simple Action instead of a Complex Action when using a
Also, immediately after an enemy attack resolves against bow.
you (whether or not the attack hit or inflicted damage on
you), you may take a Free Action to become Prone. RANK 4: FLIGHT OF NO-MIND - The true archer does not
concern himself with the arrow, but exists only to loose it.
RANK 3: DRUNK NEVER FALLS - The third lesson of the Once per skirmish, you may spend Void Point as a Complex
Mantis Brawler is to win even when exhausted, dead drunk, Action to shoot an arrow that know exactly where it must
or clubbed on the head. During a skirmish, you do not suffer go. This attack ignores all effects o armor, as well as any
any penalties for being Fatigued or Dazed, nor do you suffer penalties from Wound Ranks or visibility. You may make
any penalties for intoxication. Raises but you cannot perform the Extra Attack Maneuver
for this attack. You may not shoot a target that is further
If you become Stunned, you may still take one Simple than your bow’ normal range with this Technique.
Action per Round.
20
RANK 5: TSURUCHI'S EYE - The final lesson of Tsuruchi is Techniques
that there is nothing that cannot be felled by a single arrow.
You may make a range attack as a Complex Action to gain a RANK 1: A HUNTER'S SENSE - A Tsuruchi bounty hunter is
bonus of +4k1 to the total of both the attack and damage well known as a fierce and terrible opponent of all who seek
rolls. You may not us this Technique in conjunction with to evade justice, and even those who are without guilt find
Flight of No-Mind. them intimidating.
You gain a bonus of +1k1 to any Intimidation Skill Roll used
Tsuruchi Bounty Hunter against someone of lower caste who you believe can help
you find your prey. When interacting with samurai, this
● Clan: Mantis bonus is reduced to +1k0 but applies to all Social Skill Rolls,
● Discipline: Bushi not just Intimidation. Also, when you are hunting a
particular target, you may roll additional unkept dice equal
● Benefit: +1 agility to your School Rank on any Hunting or Investigation Skill
● Skills: Athletics, Hunting (Tracking), Intimidation, Rolls used to track the quarry down.
Investigation, Kenjutsu, Kyujutsu, Lore: Underworld
RANK 2: NO PREY ESCAPES - A true master of the Tsuruchi
● Honor: 4.5 method has an encyclopedic knowledge of criminals
● Outfit: Ashigaru or Light Armor, Sturdy Clothing, throughout the Empire and can use them as tools to
Daisho, Bow or Knife, Traveling Pack, 10 koku capture his prey. You may spend a Void Point to
automatically succeed at a Lore: Underworld Skill Roll to
● identify any criminals in an area who you might be able to
During the early days of the Tsuruchi family when they press for information regarding your prey. You lose Honor
were known simply as the Wasp Clan, the vassals of as normal for associating with such individuals, however.
Tsuruchi were well known for two things: their incredible
RANK 3: JUSTICE OF THE WASP - The Tsuruchi hunters are
skill at archery and their unwavering tenacity as bounty
merciless, but have a reputation for bringing their prey back
hunters.
alive to suffer a proper sentence for their criminal acts.
The clan was authorized by the Emerald Champion to hunt When facing an opponent who has been declared guilty of a
down fugitives from justice for a fee, and for many years crime by an Imperial or a higher Mantis authority, you may
the Wasp survived largely on the income generated by this make the Disarm or Knockdown Maneuvers for one Raise
practice. Although many samurai condemned this less than normal. If you successfully execute one of these
mercenary practice, no one could deny Tsuruchi prowess Maneuvers against an opponent, that opponent is
and few clan magistrates refused to employ them. automatically Dazed.
Since the Tsuruchi family joined the Mantis clan, its two RANK 4: TWIN STING STRIKE - The justice of a Tsuruchi is
iconic pursuits have separated somewhat, becoming swift and without mercy. You may make ranged attacks as
distinct schools which young Tsuruchi may choose between a Simple Action when wielding a yumi. Additionally, if facing
depending on their aptitudes and preferences. The majority any target decreed guilty of a crime by an Imperial or a
choose to pursue a career as soldiers and archers within the higher Mantis authority, you may also make melee attacks
Mantis military (the Tsuruchi Archer School), but a select as a Simple Action when wielding a katana or any knife.
few continue the family’s original tradition by becoming
RANK 5: EYES OF THE WASP - The worst truth a bounty
members of the small but famed Tsuruchi Bounty Hunter
hunter learns is that anyone can be a fugitive; thus a
School.
bounty hunter makes careful assessments of everyone he
Members of the Tsuruchi Bounty Hunters are usually meets. When you identify a samurai using a Lore: Heraldry
treated as clan magistrates within the Tsuruchi provinces Skill Roll, you not only learn his Glory but also his Honor
and often within the Mantis Clan’s territory as a whole. Rank and all Social and Mental Disadvantages. Also, any
opponent who may be targeted by your Rank 3 Technique is
The contract between Tsuruchi and the Emerald Champion now automatically Dazed if you successfully hit them with
still exists and thus the family can impart authority to a an attack, regardless of whether or not you use a Disarm or
select number of students that is roughly equivalent to an Knockdown Maneuver on them.
Emerald Magistrate, at least insofar as the ability to
apprehend known criminals. The Tsuruchi are extremely
cautious in whom they trust such authority, however, since
they are keenly aware the contract could be nullified if it is
abused or misused.
Tsuruchi Bounty Hunters traverse the Empire in search of
fugitives, those accused of crimes by superior authorities
who have escaped the justice they deserve. Although they
can technically only hunt those decried by an Imperial
authority, the Tsuruchi also accept individual bounties from
clans or families who wish their assistance. Bounties are
usually a number of koku equal to the Insight Rank of the
target.
This fee is doubled if the target is a violent criminal or a
shugenja, and may increase even further if special or
unusual circumstances apply.
21
Yoritomo Bushi Moshi Shugenja
● Clan: Mantis ● Clan: Mantis
● Discipline: Bushi ● Discipline: Shugenja
● Benefit: +1 Strength ● Benefit: +1 Awareness
● Skills: Commerce, Defense, Jiujutsu (Improvise ● Skills: Calligraphy (Cipher), Divination, Lore: Theology
Weapons), Kenjutsu, Knives (Kama), Sailing, any on Meditation, Spellcraft, any two High or Buge Skills
Skill ● Honor: 4.5
● Honor: 3.5 ● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin
● Outfit: Light Armor, Sturdy Clothing, Daisho, any Pack, 10 koku
weapon (or pair of Knives), Traveling Pack, 10 koku ● Affinity/Deficiency: Air / Earth
●
The practices of the Moshi shugenja were developed over
The Yoritomo are masters of the sea, and as a result of the course of many years spent in unwavering devotion to
centuries spent fighting from ship to ship and on the the Sun Goddess. Despite the celestial upheaval that has
beaches, their fighting style is highly unusual. The pitching occurred within the Celestial Order during Rokugan’s
and rolling o the waves has been incorporated into their history, the Mosh have managed to retain their devotion
style, which use more movement than many major Schools. even if the nature o their magical studies has changed
Likewise the Yoritomo have learned that protracted fighting somewhat. Since joining the Mantis Clan, their focus has
is almost always detrimental to naval combat, and they shifted from one of pure theology to more practical
have learned to ruthlessly exploit any weaknesses in their concerns, and they excel at invoking the kami who hold
opponents’ defenses. Finally, the corrosive effect of sea air sway over the weather. As such, the Moshi who are far
on steel is well known and as a result the Mantis have more numerous than the modest Yoritomo bloodline that
centuries of experience fightin with highly unconventional maintains its own shugenja tradition, are frequently
weaponry, in particular the kind of weapons most often stationed aboard Yoritomo vessels in order to placate the
relegated to peasants. The Yoritomo Techniques essentially sea during the clan’s all-important mercantile voyages. Like
focus on dabbling in little bit of everything. They have their Yoritomo kinsmen, the Moshi are highly adaptable.
potent attacks, unhindered movement, and can cripple an Their ability to gain an additional Affinity during th day,
opponent’s Armor TN, among other things. The Yoritomo particularly since it is not accompanied by an additional
are jacks of all trades, but masters of none, making them Deficiency, allows them extreme versatility in their spell-
highly adaptable assets in a skirmish. casting choices, enough to rival even the Isawa of the
Phoenix Clan.
Techniques
Techniques
RANK 1: THE WAY OF THE MANTIS - Mantis bushi learn to
fight on the pitching decks of ship and to use anything RANK 1: FAVOR OF THE SUN - No family has bee more
within reach as a weapon. You suffer n penalties to reverent of the various incarnations of the Su throughout
movement or attacks for rough or uneven terrain. You do their history, and their piety has granted them great favor
not lose Glory or Honor when using improvise weapons, or with the Heavens. During the day you gain an additional
weapons with the Peasant keyword, in combat. You suffer Affinity for Fire spells. This benefit t is lost at night. You also
no penalties for fighting with a Small or Medium weapon in gain a Free Raise o any spells with the Thunder keyword.
your off-hand if that weapon has the Peasant keyword.
Finally, you gain a bonus of +1k0 to all attack rolls. Yoritomo Shugenja
RANK 2: VOICE OF THE STORM - Your wild, unfettered attacks
disorient your opponent an opens holes in his defenses. ● Clan: Mantis
Every time you hit an opponent in melee, his Armor TN is ● Discipline: Shugenja
reduced by 5. This penalty only applies to your attacks, and ● Benefit: +1 Perception
lasts for 2 Rounds. This Technique is cumulative (a number
of times equal to your School Rank) and the duration resets ● Skills: Athletics, Calligraphy, Knives, Lore: Theology,
with each application. Meditation, Sailing (Navigation), any one Skill
22
For centuries, the small number of Yoritomo shugenja have Techniques
maintained an inexplicably powerful link to the spirits of the
sea and to a lesser extent the spirits of wind and storms. RANK 1: DUTY BEFORE HONOR - Like the Yasuki, the Mantis
The Moshi have proven more capable in the latter since courtiers are merchants as well as diplomats, and they
their induction into the clan, but no shugenja in the Empire cultivate a personal style built around intimidation rather
is at home on the seas as one from the Yoritomo family. The than friendship. Furthermore, they spend much of their lives
school maintains a number of small temples throughout the outside of the courts dealing with some o the more
Mantis islands, but none are as well known as the infamous unsavory characters in Rokugan. You do not lose Glory or
Tempest Island, a small island renowned for the battering it Honor for using the Commerce skill in public, and you d not
receives during storm season. It is here the most powerful lose Honor for using the Intimidation (Control) skill. An time
among the Yoritomo hone their skills and power, making you are making Social Skill Rolls against ronin, bandits gang
themselves a force to be reckoned with throughout the members, mercenaries, pirates, and other lawless types
whole of Rokugan. you gain a number of Free Raises equal to your School
Rank.
Techniques RANK 2: STORM HEART - When the time comes to act in the
courts, the Yoritomo eschew the eloquent words of the Doji
RANK 1: CHILD OF THE SEA - The family line of the Yoritomo
or the subtle gibes o the Scorpion in favor of
who possess the talent for magic have a strong bond with
straightforward bullying, browbeating friend and foe alike
the sea and with weather as a whole. You may expend one
into accepting their position. When you use the Intimidation
spell slot to alter the wind conditions in your current
(Control) Skill, your Willpower i considered to be one Rank
location by one degree. If you also spend a Void Point, you
higher. When you use the Intimidation (Control) skill against
may instead shift the entire weather status one degree. You
a samurai with lower Status Rank than you, your Willpower
may expend a maximum combined total of spell slots
is considered two Rank higher instead.
and/or Void Points equal to your School Rank each Round to
enact these shifts. These shifts affect an area a number of RANK 3: COMMAND THE WINDS - The Mantis are taught to
miles equal to your School Rank in all directions from your put the force of their boorish an aggressive behavior behind
current location. their words in court, making it difficult to tell whether they
are lying or telling the truth. number of times per session
Yoritomo Courtier equal to your School Rank, if you have failed a Sincerity
Social Skill Roll, you may re-roll it a an Intimidation (Control)
● Clan: Mantsi Social Skill Roll instead. You must take the result of the
Intimidation roll.
● Discipline: Courtier
● Benefit: +1 Willpower RANK 4: WILL OF THE STORM - An experienced Mantis has
learned to shatter and demoralize his opponents in court
● Skills: Commerce (Appraisal), Courtier, Defense, with his mere presence. When initiating a conversation with
Etiquette Intimidation (Control), Sincerity, any one someone, you may make a Contested Roll of your
Merchan or Lore skill Intimidation (Control) / Willpower against hi Etiquette
● Honor: 2.5 (Courtesy) / Willpower. If you win the roll, he cannot spend
● Outfit: Extravagant Clothing, Wakizashi, any 1 weapon any Void points against you for the next hour. Also during
Calligraphy Set, Traveling Pack, 10 koku that time he suffers a –3k0 penalty to all Social Roll made
against you. (This Technique cannot be used again until its
● effect expires.)
Left to their own devices by an Empire that largely RANK 5: STRENGTH IN ALL THINGS - At this Rank the Mantis
discounted them, the Yoritomo family refused to disappear, courtier’s iron willpower and threatening nature have
instead devoting their considerable resources to every reached perfection, allowing him to overcome all foes and
possible aspect of a Clan’s normal development. to laugh in the face of threats that would make even a Hida
Understanding the impact that trained courtiers could have bushi turn pale. Any time you are attempting to use the
on their mercantile interests, the Yoritomo developed a Intimidation skill against someone else, or are rolling to
School to serve them i that regard. Although successful in resist an Intimidation or Temptation Skill Roll or Fear effect,
business endeavors, the Yoritomo courtiers have only rarely you gain a bonus of +5k0 to the roll.
made strides in court historically speaking, because of their
brusque manner an dependence upon intimidation. Since Moshi Guardian of the Sun (Path)
their elevation to Grea Clan status, however, the increased
clout the Mantis posses has diminished the need for these
tactics, and the Yoritom Courtier School has begun to see
● Clan: Matnis
more success in different political arenas. The Yoritomo ● Discipline: Bushi
Techniques specialize in intimidation and frankly, bullying. ● Benefit: +1 Stamina
This makes them particularly effective when facing
opponents unaccustomed to such tactics, or who are weak- ● Skills: Athletics, Defense, Jiujutsu, Kenjutsu, Lore:
willed. Unfortunately, more capable opponents such a the Theology, Spears, any one High or Bugei Skill
Crane or Scorpion may well be completely immune to ● Honor: 6.5
Yoritomo’s primary abilities. ● Outfit: Ashigaru or Light Armor, Sturdy Clothing,
Daisho, Bow or Knife, Traveling Pack, 5 koku
●
For much of their existence the Moshi family were without a
ready source of bushi to defend their holdings.
23
The family’s meager resources permitted them to hire a That being said, the Phoenix Clan as a whole recognizes
small number of ronin to supplement the very limited the value of art in forging alliances and long-term
numbers of their own family who were not shugenja, but it friendships, and the clan’s representatives in the courts do
was generally agreed that this was insufficient, and only the not hesitate to take advantage of the artistic gifts of their
extreme isolation of the family’s holdings prevented it from Shiba brethren.
being a critical problem. This lack of bushi has been less of
an issue since the family’s induction into the Mantis Clan, Techniques
since the Yoritomo can supply ample forces to secure the
Moshi homelands, but the family still prefers to have its RANK 1: SOUL OF BRILLIANCE - A true child of the Shiba line
most sacred locations defended by its own. finds his perfect center in the serenity and beauty of
creation. Select any one Artisan Skill.
The bushi unit known as the Guardians of the Sun has
evolved over the centuries. It is comprised of the finest Whenever you spend a Void Point making a Skill Roll using
Moshi warriors available and specializes not only in the that Skill, you gain a bonus of +2k2 instead of the normal
defense of the homeland but also in the protection of the +1k1.
family’s shugenja. While not as well known as the Shiba or
Daidoji yojimbo traditions, the Guardians of the Sun are RANK 2: THE WAY OF SINCERITY - Through use of his craft, a
nevertheless well regarded for their dedication and Shiba artisan can forge close bonds with others that allow
prowess. for long-term alliances to be formed. Once per month you
may make an Artisan Skill Roll against TN 15. You gain a
Prior to the Moshi joining the Mantis, this technique can number of Experience Points equal to the amount by which
also replace Insight Rank 1 for a Moshi bushi without a your roll exceeds the TN, but these Experience Points may
school only be spent to purchase the Allies Advantage (subject to
GM approval).
Techniques These Allies are temporary and last for a period of time
RANK 1: DEFENDED AS THE SUN - The Guardians of the Sun equal to your School Rank in weeks.
take an oath to repel all attacks against their sacred RANK 3: THE ART SPEAKS - An artisan has the ability to fall
charges. When defending a Moshi personage or holding in a back on his art when pressed in a social situation, allowing
skirmish, you may choose to either gain a bonus of +1k0 to its beauty and simplicity to speak for him.
your attack roll or to add an additional +1k1 to the Armor
TN of a person or object you are defending with the Guard Choose one Artisan Skill. When you are called upon to
Action. You make this determination at the start of your make a Social Skill Roll, you may use your Ranks in the
Turn during each Round of the skirmish Artisan Skill in place of whatever Social Skill is called for.
You gain no Mastery Level benefits when using this
Technique, since you do not actually possess ranks in the
Social Skill in question.
Phoenix There may be social situations where this Technique is not
applicable; when in doubt, the GM has the final say.
Shiba Artisan
RANK 4: BOUNTY OF THE CRAFT - When presenting your art
● Clan: Phoenix to others, you increase not only your own understanding of
your place in the universe, but you aid others in perceiving
● Discipline: Artisan theirs as well. Once per day you may make an Artisan Skill
● Benefit: +1 Intelligence Roll against TN 30. If successful, you and a number of other
people up to your School Rank who are present at the time
● Skills: Artisan (pick two), Calligraphy, Etiquette, Lore regain all Void Points. This ritualized presentation of your
(pick one), Sincerity, any one High or Bugei Skill craft requires at least fifteen minutes to complete. This
● Honor: 4.5 Technique cannot be used in the Shadowlands.
● Outfit: Sensible Clothing, Wakizashi, tools necessary to RANK 5: THE TOUCH OF DESTINY - The work of a true master
practice your chosen specialty, Traveling Pack, 5 Koku. requires no explanation to inspire others to greatness.
● When your work is on display in court or in the home of a
lord, all present in the chamber where it is displayed gain
Although they lack the stylish presence of the Kakita one additional Void Point. If you are present, you gain two
Artisans, the quiet and unassuming artisan tradition in the additional Void Points instead, and you may choose to deny
Shiba family has been a mainstay in Rokugan’s world of art the benefit of this Technique to any in attendance.
for generations. Some find it curious that the stoic Shiba
would produce such a significant number of artists, but An individual may only receive a maximum of one
those who have spent time among the Shiba on the additional Void Point per day in this manner (or two, in your
battlefield understand that even their most stalwart bushi case).
have within them a quiet serenity that mirrors the creative
genius in the greatest of artisans. In contrast to the Crane
approach to art, which sees their creations as part of the
clan’s larger dedication to excellence in culture and politics,
the Shiba artistic tradition is based almost solely on the
need to capture and express beauty in as pure a form as
possible. Kakita artists always want an audience; Shiba
artists do not need one.
24
Shiba Bushi Asako Loremaster
● Clan: Phoenix ● Clan: Phoenix
● Discipline: Bushi ● Discipline: Courtier
● Benefit: +1 Agility ● Benefit: +1 Intelligence
● Skills: Defense, Kenjutsu, Kyujutsu, Meditation (Voi ● Skills: Courtier, Etiquette (Courtesy), Lore: History
Recovery), Spears, Theology, any one Bugei or Hig Skill Lore: Theology (Fortunes), Meditation, Sincerity, an
● Honor: 5.5 Lore skill
● Outfit: Light Armor, Sturdy Clothing, Daisho, any ● Honor: 6.5
weapon, Traveling Pack, 5 koku ● Outfit: Sensible Clothing, Wakizashi, Calligraphy Set
● Traveling Pack, 5 koku
●
The Shiba Bushi are well known as a relatively peaceful
group at least as bushi are concerned. Their training The Asako are monastic and scholarly by nature, and
emphasizes number of non-martial skills in addition to the nowhere is this more evident than in the courtier tradition
traditional weapons training, which has led to a reputation they maintain on behalf of the Phoenix Clan. Their training
as warrior scholar in some circles. A Shiba bushi considers consists o extensive studies in a large number of subjects,
all option before committing to combat, searching for any some of which may be chosen by the students themselves.
possible alternative other than the loss of life. If those a A broad knowledge base gives the Asako a frame of
Shiba protect are threatened, however, or if combat is an reference from which to examine any new data or situation,
inevitability, h attacks swiftly and without reservation, and allows them great insight into the social situations of
committing himself fully to the act until it is done. Those court. The Loremasters specialize in scholarly pursuits, and
who mistake the desire of a Shiba bushi to preserve life for us those as a means of succeeding in social situations.
an inability to take it are woefully unprepared to face them Asako courtiers use Lore Skills to augment their Social
on the battlefield. The Shiba Techniques optimize the use of Skills, gaining influence and success in court through their
Void Points an specialize in the protection of others, learned natures.
allowing Shiba bushi t more than adequately fill their
common role as yojimbo. The also possess an affinity for Techniques
the use of polearms, and can excel at dueling if properly
tailored. RANK 1: TEMPLE OF THE SOUL - The Asako are historians and
scholars, and their studies are broader than those of any
Techniques others in the Empire. They pride themselves on the depth of
their knowledge in all fields o intellectual endeavor. They
RANK 1: THE WAY OF THE PHOENIX - Shiba bushi move also share the Phoenix devotion to peace and civility,
through battle as the Void moves through all the elements. relying on genteel discourse to resolve problems. You gain a
When spending a Void Point to gain +1k1 on a roll, you may Free Raise on any Skill Roll with a Lore Skill. Any time you
choose to spend 2 Void Points (to gain +2k2) on the roll spend a Void point on an Etiquette Skill Roll, you gain a
instead. You may Guard as a Free Action however, if you do bonus of +3k1 to the total of the roll instead of the normal
so, your target only adds +5 to his Armor TN instead of +1k1.
+10.
RANK 2: FROM THE ASHES - The Asako Loremasters’ in-
RANK 2: DANCING WITH THE ELEMENTS - Shiba bushi become depth study of historical events allow them to detect subtle
attuned to the shugenja they protect, aiding their spells and patterns of behavior in every court patterns invisible to
deterring those of their enemies. When you assume your their more worldly rivals from other Clans. After spending at
Stance for the Round, you may choose target within 30’. least one day observing the events in a particular court, you
Whenever your target casts or is the target of a spell, you can roll Lore: History / Perception at TN 2 to gain a bonus
may choose to increase or decrease the TN o the spell by 5. +2k0 to the total of all your Social Skill Roll for the next two
Additionally, whenever you are the target of spell, you may days, so long as you remain in that court. (This Technique’s
immediately choose to increase or decrease the TN of the effect can be re-activated with another skill roll when it
spell by 5. expires – it is not necessary to spend additional days
observing so long as you remain in the same court.)
RANK 3: ONE WITH THE VOID - In battle, the Shiba can find
his place in the world. This Technique automatically RANK 3: VOICE OF THE UNIVERSE - As the Asako’s training
activates during the Reactions Stage o Combat if another progresses, his recall of obscure historical facts allows him
character spent a Void Point during this Combat Round. You to provide useful contemporary advice to his allies. You may
regain a Void Point. This Void Point ma exceed your spend an hour conversing with friend or ally and then roll
maximum, but all excess Void Points are lost after combat Lore: History / Intelligence at T 25. With a success, that ally
resolves. You do not learn anything regarding the source of may add your Lore: History Skill Rank to the total of any
the Void Point or how it was originally spent. This Technique Social Skill Rolls he makes within the next twenty-four
only activates twice per skirmish. hours. You may Raise twice to affect on (and only one)
additional ally, provided that ally also participate in the
RANK 4: MOVE WITH THE WORLD - Serenity brings certainty, conversation. (This Technique cannot be used o the same
and certainty brings speed. You ma make attacks as a person again until its effect expires.)
Simple Action instead of a Complex Action while using
Polearms, Spears, or weapons with the Samurai keyword.
RANK 5: TOUCH OF THE VOID - Masters of the Shiba style can
draw back the veil and allow the universe to act through
them. For every Void Point you spend, you gain the effects
of spending two, when applicable. Additionally, you may
now spend Void Points on enhancement (as listed in the
Book of Earth) twice in one Turn.
25
RANK 4: INVINCIBLE MIND - The enlightened and educated Techniques
Asako can see through the games, tricks, and deceits of the
material world. Any time you fail a Contested Social Skill RANK 1: THE FOUR MYSTERIES - The first lesson of the
Roll to resist someone trying to influence your emotions, mysterious Henshin is the relationship between the
opinions, or behavior (such as with the Courtier, individual and the Elements that comprise all things. You
Temptation, or Intimidation skills), you may re-roll using may, as a Simple Action, increase or decrease both Traits
Intelligence as the Trait for the second roll in place of associated with one of your Rings by an amount equal to
whichever Trait was originally required. You must keep the your School Rank. This lasts for a number of minutes equal
results of the second roll. This Technique cannot b used to to your Insight Rank and may be done a total number of
resist Fear. times per day equal to five times your Insight Rank. You
may instead increase or decrease the Traits of another in a
RANK 5: WISDOM OF THE AGES - At this rank, the Asako truly similar manner, but only by an amount equal to half your
demonstrate that the wisdom o the Phoenix is eternal. Any School Rank, rounding down (to a minimum of 1). Altering
time you are rolling a Lore Skill including for your other the Traits of an unknowing or unwilling target requires a
School Techniques, you gain a +5k0 bonus to the total of Contested Willpower Roll. Traits reduced in this manner do
the roll. not affect a target’s Rings (and thus do not change Wound
Ranks when the Earth Ring is targeted, etc.).
Asako Henshin
RANK 2: THE RIDDLE OF AIR - The stoic and straightforward
● Clan: Phoenix kami of Earth are the simplest to entertain with one’s
riddles, and their blessings are potent indeed. As a Simple
● Discipline: Monk Action, you may invoke this Technique and gain Earth’s
● Benefit: +1 Willpower blessing; you are immune to all Conditional Effects
(excluding Grappled and Mounted) for a number of hours
● Skills: Calligraphy, Jiujutsu, Lore: Elements (pick an equal to your Earth Ring.
Emphasis), Lore: Theology, Meditation 2, any one Skill
(must not be a Low Skill) RANK 3: THE RIDDLE OF AIR - The capricious spirits of Air
● Honor: 5.5 can be delighted into conferring their blessings upon you.
As a Simple Action, you may invoke the blessing of Air. The
● Outfit: Robes, Bo, Scroll Satchel, Traveling Pack, 5 blessing lasts a number of hours equal to your School Rank.
koku For the duration of this effect, you cannot be deceived by
● Devotion: any illusion or other false images, and can perceive them as
transparent falsehoods. If an illusion is created by a spell of
There are few groups in the Emerald Empire as enigmatic higher Mastery Level than your Insight Rank, you and the
and poorly understood as the monastic Asako sect known spell’s caster must engage in a Contested Air Roll. If you are
as the Henshin. Even among the Phoenix, very few outside defeated, you do not perceive the falsehood of the illusion.
the Asako family have any real understanding of the
Henshin’s ways. Most Rokugani believe the Henshin are RANK 4: THE RIDDLE OF FIRE - The wrathful spirits of Fire
merely a monastic group of courtiers and historians within can be entertained by your riddles, if only briefly. As a
the Asako, although their strange behaviors do distinguish Complex Action you may invoke Fire’s blessings to increase
them from other Asako and suggest they possess some the number of kept dice on an unarmed damage roll (which
manner of mystical or supernatural talent. Unfortunately, is normally 0k1) to your Fire Ring. This effect lasts a number
that recognition does little to assist in understanding the of Rounds equal to your School Rank.
Henshin’s ways.
Alternatively, when an opponent strikes you with a melee
The Henshin follow the Path of Man as revealed by Shiba to attack, you may spend a Void Point to force a Contested
Asako. By developing perfect unity with the universe, Fire Ring Roll. If you are successful, the number of damage
tricking the Elements and learning their secrets, the dice your opponent rolls is reduced by your Fire Ring.
Henshin can attain absolute perfection of the soul, which in
RANK 5: THE RIDDLE OF WATER - The mercurial spirits of
turn grants divinity. The Henshin are essentially monks of a
Water can confer their speed and fluidity in exchange for
sort, and as apprentices they are known as michibuku.
your riddles. You must succeed at a Lore: Elements
Once they have learned the secrets of the Path of Man, they
(Water) / Water Skill Roll against TN 20.
are inducted into the ranks of the secretive fushihai, the
true masters of the Henshin order. The fushihai hold deep If successful, you may take one Complex and one Simple
knowledge of the universe and are essentially immortal, Action per Turn, or you may instead take three Simple
able to live far beyond the normal mortal span. Some Actions per Turn.
among the fushihai ascend to the Celestial Heavens upon
their mortal death, becoming minor Fortunes and validating Asako Inquisitors Advanced
the Path of Man.
● Clan: Phoenix
● Discipline: Monk
● Benefit:
● Skills:
● Honor:
● Outfit:
● Devotion:
The Asako are generally regarded as a peaceful and serene
family, the very picture of the pacifistic Phoenix. For the
most part this is an accurate picture of the family and their
philosophy, but there are those who stand apart from it.
26
The Asako are the primary force behind the Inquisitors, the
Phoenix order devoted to eradicating the corrupt and
Agasha Shugenja
blasphemous from within the ranks of the Empire’s
shugenja. ● Clan: Phoenix
● Discipline: Shugenja
It is a mission they embrace completely and enact at any
cost. The order has existed since the Empire’s earliest days, ● Benefit: +1 Intelligence
long before the creation of the Jade Magistrates, an ● Skills: Calligraphy (Cipher), any one Craft Skill,
organization that fulfills much the same purpose. The Defense Etiquette, Lore: Theology, Spellcraft, any on
Inquisitors sometimes work in cooperation with the Kuni High or Bugei Skill
Witch Hunters and have even had a few limited contacts
with the Yogo family’s secretive Kuroiban.
● Honor: 4.5
● Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
The Asako Inquisitors do not concern themselves Traveling Pack, 5 koku
exclusively with maho or Shadowlands corruption, although
these crimes are among their most frequent targets. They ● Affinity/Deficiency: Fire / Water
also investigate gaijin magic and any religious groups with During their centuries of service to the Dragon Clan, the
heretical beliefs, such as the Bloodspeaker Cult. Members Agash pursued many unconventional paths of magic,
of the Inquisitor order are selected primarily from the ranks pursuit which were carried out with the full resources and
of Phoenix shugenja, but many bushi serve with them and a endorsement of the Agasha Shugenja School. In addition to
few Henshin and Brotherhood monks have been inducted as their alchemica interests, the Agasha have always had an
well. Those who are inducted into the order and take the interest i the creation of spells that invoked kami of multiple
necessary vows of duty and secrecy are granted a stylized element simultaneously. Among the Phoenix the Agasha
tattoo of an eye, the symbol of the order, somewhere on have bee given leave to pursue this area of study as far as
their body. The back of the hand is the most common they wish and they have made tremendous strides in the
location. area of multi-elemental spells. The Agasha Technique
focuses on the family’s interest i merging the elements and
Techniques casting multi-elemental spells. Although this practice has
yet to be accepted, their Technique allows them to change
RANK 1: EYE OF THE INQUISITOR - The Asako Inquisitors are the element of the spell they are casting which gives them
taught to focus their will to disrupt the unnatural magic of unmatched versatility in managing both their spells per day
blasphemers and criminals. as well as their spell slots.
You are considered one Rank higher in your original
Shugenja School for the purposes of casting spells. Techniques
Nonshugenja Inquisitors instead gain one Kiho, for which
you must meet all prerequisites. RANK 1: ELEMENTS OF ALL THINGS - The Agasha understand
the interactions of the elements more so that perhaps any
During a skirmish you may use a Complex Action to other family. When casting a spell, you may spend a Void
prepare a disruption of enemy magic. At any point later in Point to use a different Ring o your choosing rather than the
the same skirmish when an opponent is casting a spell, you appropriate Ring for that spell. This spell uses a spell slot
may as a Free Action force him to make two additional for the Ring use to actually cast the spell. You also gain a
Raises on his spell-casting roll. These additional Raises have Free Raise on any spell with the Craft keyword.
no effect other than to raise the TN of the roll. Once this is
done, you must take another Complex Action if you wish to
ready another disruption.
RANK 2: THE TRIALS OF JADE - An Inquisitor finds the
weakness in his enemies and exploits it, bringing them the
Emperor’s justice. When casting any spell, you may spend a
Void Point for the spell to count as jade or crystal for the
purposes of reducing or defeating your target’s Reduction
or Invulnerability traits.
If you cannot cast spells, you may instead make a melee
attack as a Simple Action instead of a Complex Action when
facing an opponent you know has violated the Empire’s
laws regarding the legal forms of magic.
RANK 3: CONVICTION OF PURITY - Those who commit the
unpardonable sin of breaking the Emperor’s laws
concerning magic are unable to stand against you. You are
considered one Rank higher in your original Shugenja
School for the purposes of casting spells. Non-shugenja
Inquisitors instead gain one additional Kiho, for which you
must meet all prerequisites.
You may now prepare a disruption (as per your Rank One
technique) as a Simple Action instead of a Complex Action,
and opponents whose spells are disrupted require three
additional Raises rather than two.
27
Isawa Shugenja Scorpion
● Clan: Phoenix Bayushi Bushi
● Discipline: Shugenja
● Benefit: +1 Intelligence ● Clan: Scorpion
● Skills: Calligraphy (Cipher), Lore: Theology, any on ● Discipline: Bushi
Lore Skill, Medicine, Meditation, Spellcraft, any on High ● Benefit: +1 Intelligence
Skill ● Skills: Courtier (Manipulation), Defense, Etiquette
● Honor: 4.5 Iaijutsu, Kenjutsu, Sincerity, any one Skill
● Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel ● Honor: 2.5
Traveling Pack, 5 koku ● Outfit: Light Armor, Sturdy Clothing, Daisho, any
● Affinity/Deficiency: Isawa shugenja may select an weapon, Traveling Pack, 5 koku
element of their choosing, including Void, as their Aff ●
nity. They do not have a Deficiency.
The greatest villains in Rokugan’s most successful plays are
The Isawa are the greatest shugenja in the Empire, and
always Scorpions, because it is so easy for most samurai t
while the family would never claim this openly, the behavior
believe. It is the actions of students from the Bayushi Bush
o those who have trained in their prestigious School bears
School that have brought this stereotype to life and
this out. Fortunately, most others recognize the truth of it
reinforce it over and over again. Every student in the
as well and accept it with varying degrees of resentment or
Bayushi dojo i trained to be the perfect weapon of discord,
resignation. The Isawa are nearly twice as large as the next
capable of turning the Clans against one another with
larges shugenja family in the Empire. Indeed, there are so
minimal effort. Weapon training is only one aspect of their
man among their ranks that they are nearly the size of a
education, which often includes social manipulation, stealth,
typical bushi family. That so many among them are born
and even the use o poisons when the student is deemed
with the gif to speak to the kami has allowed the family to
suitable for such things. The Bayushi Techniques might best
diversify into numerous areas of magical specialization, but
be described as dirt tricks. They focus on granting the
the core of their power has always been the Isawa Shugenja
character an advantage such as an increase in Initiative, or
School. It is literally the oldest School of its kind in Rokugan,
ruthlessly exploiting an other advantage that might already
and the Isawa have been struggling to master the secrets of
exist. In particular the ability to cripple an opponent with
the universe for more than one thousand years. The Isawa
Conditions can turn the tide of a battle against a vastly
Shugenja has no particular specialization, but instead are
superior opponent, if one ha but a little luck.
constructed around the premise of being the finest at spell-
casting in general. Their ability to choose an Affinity without
a corresponding Deficiency, and their unrestricted Free Techniques
Raise on all Spell Casting Rolls of their Affinity, make them
RANK 1: THE WAY OF THE SCORPION - Scorpion bushi always
extremely competent and the equal of virtually an other
seem to get the jump on opponents. You gain a bonus of
shugenja character.
+1k1 to your Initiative Rolls. You also gain a bonus of +5 to
your Armor TN against any opponent with lower Initiative.
Techniques
RANK 2: PINCERS AND TAIL - The infamous Scorpion feint
RANK 1: ISAWA'S GIFT - There are no greater master of the has been the demise of man foolhardy samurai. You may
shugenja tradition than those among the Isawa. You gain a make the Feint Maneuver for on Raise instead of two.
Free Raise on all Spell Casting Roll for spells of the element
which you chose as your Affinity. RANK 3: STRIKE AT THE TAIL - Scorpion bushi strive to keep
their enemies off guard, stopping their attacks and slowing
them down. When you assume a Stance at the start of your
Turn, you may choose a target within 30’. If you
successfully hit him during your Turn, the target is Fatigued
as if he had gone without rest for 24 hours. During the
Reactions Stage, an affected opponent may attempt an
Earth Ring roll against a TN of 25 to negate the effect of this
Technique. If he fails, the effects of this Technique end
during the next Reactions Stage (the second Reaction Stage
after he was struck).
RANK 4: STRIKE FROM ABOVE, STRIKE FROM BELOW - The
swiftness of the Scorpion allows him to cut down foe before
they realize they have been attacked. You may mak melee
attacks as a Simple Action instead of a Complex Action.
RANK 5: THE PINCERS HOLD, THE TAIL STRIKES - Striking an
opponent’s weakest point is the Scorpion’s true path to
victory. Once per encounter, you may spend a Void Point as
a Complex Action to attack your opponent with a melee
weapon. If the attack is successful, the target is Stunned.
During the Reactions Stage, an affected opponent may
attempt an Earth Ring roll against a TN equal to the amount
of damage dealt to end the Stun effect. If he fails or does no
attempt this roll, the Stun effect ends during the next
Reaction Stage (the second Reactions Stage after he was
struck).
28
Soshi Magistrate Bayushi Courtier
● Clan: Scorpion ● Clan: Scorpion
● Discipline: Bushi ● Discipline: Courtier
● Benefit: +1 Agility ● Benefit: +1 Awareness
● Skills: Athletics, Defense, Intimidation (Control), ● Skills: Calligraphy, Courtier (Gossip), Etiquette,
Jiujutsu, Kenjutsu, Lore: Underworld, any Bugei skill Investigation Sincerity (Deceit), Temptation, any one
● Honor: 2.5 Hig skill
● Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 ● Honor: 2.5
weapon, Traveling Pack, 5 koku ● Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
● Calligraphy Set, Traveling Pack, 5 koku
●
The Soshi magistrate school is descended from a set of
techniques taught to the yoriki of Soshi Saibankan during The reputation of the Scorpion in court is nearly equal to
his many years as a judge, and some rumors claim the first that of the Crane, and certainly more fearsome. This is a
three techniques were invented by Saibankan himself. direct result of the malevolent machinations of Bayushi
Whether this is true or not, the school remains the principle courtier over the course of centuries. The much vaunted
method the Scorpion use to educate those who must information network of the Scorpion is largely a product of
maintain order within their lands—magistrates, yoriki, city their masterful courtiers, ferreting out even minute bits of
guards, and border patrols. Like many such schools, the information that can be used as a whole to bring ruin to
Soshi Magistrate school teaches a mixture of armed and individuals, families or even Clans. A Scorpion courtier is a
hand-to-hand techniques, allowing its students to suppress master of manipulation and deceit. Even more than that,
brawls and defeat lethal bandits with equal skill. however, they excel at discovering the weaknesses or dark
secrets of their opponents (or even allies! and ruthlessly
Techniques exploiting them for the good of the Scorpion. Any foe, no
matter how seemingly implacable, can be the target for a
RANK 1: THE FACE OF JUSTICE - The Soshi Magistrates are Bayushi courtier’s abilities, opening avenues previously
trained to control their environment through a mixture of closed.
fear and force, intimidating even the most violent street
gang with ease. You gain a +1k0 bonus to the Intimidation Techniques
skill; when you use it against someone of lower Status Rank
than yourself, the bonus is +2k0 instead. You also gain a RANK 1: WEAKNESS IS MY STRENGTH - The Bayushi are
+1k0 damage bonus with melee attacks. masters at ferreting out and exploiting the weaknesses and
failures of others. Even if they do not know the exact nature
RANK 2: RISE TO MEET THE CHALLENGE - Soshi Magistrates of a rival’s secrets, the mere realization that he has some
often deal close-up with criminals and thugs who employ sort of secret is enough for them to work with. When you
dishonorable tactics, so they are taught brawling are making a Contested Social Roll against someone else,
techniques and learn to quickly recover any time they find you gain a Free Raise to your roll for every 3 point of Mental
themselves in a vulnerable position. Any time you are or Social Disadvantages (rounded off) he possesses.
Prone, you may take a Free Action to roll Athletics / Agility Disadvantages which did not award Experience Points still
at TN 20 to regain your feet. You gain a +1k1 bonus to any count for their normal point value for the purposes of this
roll made to control a Grapple. Technique. This technique cannot award more than 5 Free
RANK 3: THE MAGISTRATE'S CUT - Soshi Magistrates prefer Raises. The Bayushi are also known as the masters of both
to disable foes rather than kill them outright, since truth and lies, speaking so smoothly that both are
prisoners can be useful when ferreting out criminals and indistinguishable in their mouths. You gain a Free Raise
enemy spies. In a skirmish, once per opponent, by when using the Courtier skill to spread gossip, and need not
successfully making three Raises for a Called Shot on a Raise in order t conceal that you are the source of that
melee attack you may temporarily Blind a foe. They are gossip.
considered Blinded until the Reactions stage of the RANK 2: SHALLOW WATERS - The Scorpion know how to
following Round. assess others, sensing their weaknesses so as to determine
RANK 4: CERTAINTY OF PURPOSE - When the time comes to how best to bring them down. B conversing with someone
fight, the Soshi Magistrate does so with vicious speed and for a few minutes, you can make Contested Roll of your
ruthlessness. You may make melee attacks (including Investigation / Awareness against their Etiquette /
unarmed attacks) as Simple Actions rather than Complex Awareness. With a success, you learn the identity and rank
Actions. of their lowest Mental Trait and their lowest Social Skill that
has at least one Rank (the GM chooses in the case of ties).
RANK 5: RELENTLESS RESOLVE - The Soshi Magistrates are You may spend a Void point to also learn their next lowest
taught to wait for the perfect moment and then overwhelm Mental Trait and next lowest Social Skill.
their enemies with fear and aggression, crushing
lawbreakers with a few swift blows.
Once per skirmish, you may gain extra unkept dice equal
to your Intimidation skill rank on your attack rolls for one
Round. This technique cannot be used in the Center Stance.
29
RANK 3: SECRETS ARE BIRTHMARKS - At this rank, the
Scorpion has become so adept at ferreting out secrets that
Shosuro Infiltrator
he can lure others into revealing the in casual conversation.
By speaking with someone for a few minutes, you may ● Clan: Scorpion
make a Contested Roll of your Courtier (Manipulation) / ● Discipline: Ninja
Awareness against their Etiquette (Courtesy / Awareness to ● Benefit: +1 Reflexes
force them into revealing one Mental or Social
Disadvantage they possess. If they have no such ● Skills: Acting, Athletics, Ninjutsu, Sincerity, Stealt
Disadvantages this will instead reveal one Mental or Social (Sneaking) 2, any one Skill
Advantage. (Note this will only reveal the rulebook title of ● Honor: 1.5
the Advantage / Disadvantage, not the specific c nature of
it. For example you might learn that the target has “Dark
● Outfit: Ashigaru or Light Armor, Sturdy Black Clothing
Secret,” but not the specific c nature of the secret.) If the Daisho, Bow or Knife, Traveling Pack, 5 koku
roll succeeded in revealing a Disadvantage, with the GM’s ●
permission you may take a 2-point Blackmail Advantage
against this individual, for n cost in Experience Points. Few outside the Scorpion Clan are aware of the existence o
the Shosuro Infiltrator School, and those few who do are
RANK 4: SCRUITINY'S SWEET STING - At this rank, the either so inextricably bound to the Clan that they dare not
Bayushi Courtier has learned to use all the information he reveal its existence, or have been so thoroughly discredited
has collected to subtly wreck his enemies, undermining that no one takes their wild accusations seriously. The
their every word and deed. Any time you make Contested Shosuro are that which most believe all Scorpion to be, but
Social Skill Roll against someone on whom you have without the arrogance and cruelty that such villains are
Blackmail, his dice cannot explode. In addition, any time commonly ascribe in plays and poems. The Infiltrators are
you make a Contested Social Skill Roll against someone, silent, merciless killer who take no pleasure or satisfaction
regardless of whether you have Blackmail on them or not, from their role. They are simply fulfilling their duty, and
you may spend a Void point to force them to use a mental experience neither joy no remorse as a result. The
Trail of your choice (instead of the normal Trait used for the specialization of the Shosuro Infiltrators is relatively simple:
roll). they attack unknowing targets and destroy them utterly.
Their bonuses to stealth make them virtually impossible to
RANK 5: NO MORE MASKS - The final lesson of the Bayushi detect and, once hidden from an opponent, they can strike
School is to force the rest o the court to see the corrupt, from shadows and inflict incredible amounts of damage.
dishonorable world he knows shattering the reputations of
those he speaks against. A number of times per session
equal to your School Rank, you ma make an Opposed Social Techniques
Roll of Courtier (Gossip) / Awareness against an opponent’s RANK 1: THE PATH OF SHADOWS - The first lesson of an
Etiquette (Courtesy) / Awareness. I you have Blackmail on infiltrator is to mask all signs of one’ true nature. You lose
the person you are targeting with this technique, you gain a no Honor for use of Low Skills or Ninjutsu Weapons in the
bonus of +5k0 to total of this roll. Wit a success, you may service of the Scorpion Clan (subject t GM approval). You
inflict one social Disadvantage on the target Bad gain a bonus of +2k0 to the total of al Stealth Skill Rolls.
Reputation, Sworn Enemy, or Obligation (to someone of
your choice). The Disadvantage lasts for one month, unless RANK 2: STRIKE FROM DARKNESS - A student of the Shosuro
the GM judges that the target has taken action which can Techniques never fails to exploit an advantage held over a
expunge it sooner. (This Technique cannot be used on the foe. Whenever you declare an attack against an opponent
same target again until its effect expires.) who is unaware of your presence until the moment of the
attack, your Raises are not limited by you Void and you roll
additional dice equal to your School Ran on the attack roll.
You also roll half this number of additional unkept dice on
an attack roll made against an opponent who is suffering
from a Condition effect (such as Stunned o Fatigued). These
two effects are not cumulative, and if both could apply, you
must choose one of them. (You do not ad one and one half
times your School Rank in dice to an attach roll against an
opponent who is both Blinded and unaware o your
presence, for example.)
RANK 3: STEEL WITHIN SILK - Striking quickly and effectively
is the hallmark of a true shadow warrior. When attacking
from ambush as described above or when using ninjutsu
weapons (including any weapons wit the Ninja keyword),
you may make a melee attack (or range attack, in the case
of shuriken or tsubute) as a Simple Action rather than a
Complex Action.
RANK 4: WHISPER OF STEEL - A master assassin strikes from
shadow without ever revealing his presence. Even after
attacking a target, your opponent and bystanders must
succeed at a Contested Roll using Investigation (Notice) /
Perception against Stealth / Agility t detect you. You may
only use this Technique if you make single attack per
round. (The GM may rule that this technique does not work
in situations where concealment is impossible.)
30
RANK 5: THE FINAL SILENCE - The true assassin requires but
a single strike. After you make damage roll as a result of a
The Shosuro Actors
successful attack, you may spend a Void Point to increase
any two dice to show 10s. These 10 do not explode. You ● Clan: Scorpion
may spend multiple Void Points in this manner, with each ● Discipline: Ninja
Void Point spent increasing the result of u to two damage ● Benefit: +1 Awareness
dice.
● Skills: Acting, Etiquette, Knives, Meditation, Sincerity
The Scorpion Saboteurs Advanced (Deceit), Stealth, any one High or Low skill
● Honor: 1.5
● Clan: Scorpion ● Outfit: Fine Clothing, Assorted Costumes and
● Discipline: Ninja Disguises, Knife, Traveling Pack, 10 Koku.
● Benefit: ●
● Skills: Craft: Explosives 3, Stealth 5, Knives 4, Ninjutsu The Shosuro Butei (Acting) Academy is a famous acting
4 school, rivaling the actors of the Kakita Artisan Academy,
● Honor: but its students are also taught methods of infiltration and
impersonation. The most promising students receive
● Outfit: instruction in poison, stealth, and assassination, and are
● given contacts within the Scorpion spy network to help
them to build up the false personas which they use in their
The Saboteurs are the military elite of the Scorpion shinobi later espionage careers. For the vast majority of its
forces. While the clan’s other shinobi focus on spying and students, of course, the Butei Academy is simply a school of
assassination, the Saboteurs undertake the military defense the arts—the Scorpion students are aware the school is
of the Scorpion lands, using every sort of tactic (including more than it seems, but are content to ignore such
the forbidden gaijin pepper) to weaken, distract, and cripple unpleasantness and focus on pursuing their craft.
enemy armies. Although they prefer to operate by stealth,
they are more than capable of defending themselves should The skilled infiltrators who emerge from the Butei Academy
the need arise. are a matter of rumor and supposition to the rest of the
Empire. There are fanciful tales of Scorpion infiltrators so
During the Clan War era, with most of the Scorpion Clan skilled they could convince a doting mother to place an
dead or scattered, the Saboteurs bear the burden of entire family’s welfare into their hands. These are
protecting their lands and punishing those who occupy exaggerations, but the Shosuro Actors are certainly quite
them. Both the Imperial Legions and the later Crab invaders skilled and they take their clan’s sacred duty to protect the
suffer heavily at the Saboteurs’ hands. Empire extremely seriously. In their view, whatever
deceptions they must perpetrate are more than justified,
Techniques and they are as ready to die for the clan as any other
Scorpion
RANK 1: FOLLOW THE PINCERS - The Saboteurs are trained to
an extreme degree of focus and alertness, assuring they
can slip through enemy lines and silence anyone who spots Techniques
them. You gain a +1k1 bonus to all Stealth rolls and suffer RANK 1: THE FIRST FACE - The Shosuro Actor begins his
no Initiative penalties for being surprised, Dazed, or career by learning the basics of deception and mimicry, and
Fatigued. takes his first steps on the path of infiltrating the Empire.
RANK 2: NO MISTAKES - The Saboteur specializes in using You learn one persona.
demolitions to destroy vital targets such as walls, bridges, Any time you spend a Void Point on an Acting or Sincerity
supply dumps, and castles. When you spend a Void Point on (Deceit) Skill roll, you a bonus of +3k1 instead of the
a roll with Craft: normal +1k1.
Explosives, you gain a +2k2 bonus instead of the normal RANK 2: THE SUBTLE STING - Shosuro Actors are expected to
+1k1. Due to your extensive training with gaijin pepper, serve their clan as both infiltrators and assassins. You gain
you suffer no ill effects from low rolls with Craft: Explosives a bonus of +2k0 to your attack rolls when wielding a Small
and if the optional “fizzle” rule is in effect you are immune weapon.
to it as well.
RANK 3: THE SECOND FACE - The Actor’s training has now
RANK 3: SEEKING WEAKNESS - The Saboteurs are trained to advanced enough to make him a far more flexible and
strike at their opponents’ weak points with lethal and capable infiltrator. You learn a second persona. In addition,
shocking speed. When fighting with a Small weapon (melee you may now spend two Void Points (rather than just one)
or ranged) you may make a single attack as a Free Action when enhancing a Skill roll with any of your School Skills.
each Round in addition to any other Simple Action or This stacks with the effects of your Rank One ability.
Complex Action attacks you might make. Also, when
fighting with a Small weapon (melee or ranged), you may RANK 4: THE VIPER'S KISS - The Shosuro Actor intensifies his
ignore the effects of your opponent’s armor on his Armor TN martial training to enable swift and deadly assassinations of
and Reduction. his targets. You may attack as a Simple Action instead of a
Complex Action when using a Small-sized weapon.
RANK 5: THE THIRD FACE - The Shosuro Actor is now a true
master of deception, infiltration, and murder. You gain a
third persona. In addition, if you attack a foe who is
unaware or does not expect danger from you, your Raises
are not limited by your Void.
31
Soshi Shugenja The Yogo have studied their ward magic for countless
generations and have become quite adept at using wards to
perform magic in unconventional ways. For purposes of
● Clan: Scorpion spell selection and the use of their Technique, Yogo
● Discipline: Shugenja Shugenja may treat the following spells as having the
● Benefit: +1 Awareness Wards keyword:
● Skills: Calligraphy (Cipher), Courtier, Etiquette, Lore Air: To Seek the Truth, By the Light of the Moon, Benten’s
Theology, Spellcraft, Stealth, any one Skill Touch, Summon Fog.
● Honor: 2.5 Earth: Armor of the Earth, Courage of the 7 Thunders,
● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Force of Will, Wholeness of the World.
Pack, 5 koku Fire: Extinguish, Fires of Purity, Disrupt the Aura, Haze of
● Affinity/Deficiency: Air / Earth Battle, Globe of the Everlasting Sun.
Although it is admittedly rare, there are times when the Water: Reversal of Fortunes, Rejuvenating Vapors, Wisdom
prodigious physical abilities of the Bayushi and Shosuro are and Clarity, Near to Ice.
inadequate to accomplish a task requiring stealth and
subtlety. When this happens, a student of the Soshi Techniques
Shugenja School is brought in to deal with the matter. The
Soshi understand better than most that the kami are not RANK 1: WAY OF THE WARDMASTER - The Yogo are masters
honorable beings a many envision them, but rather at creating wards for later use. When you cast any spell
completely alien creature with no firm concept of human with the Wards keyword, you may Raise a number of times
behavior or even of honor itself. They can and will do equal to the spell’s Mastery Level to instead place the spell
virtually anything asked of the if properly entreated, so long into a paper ward. Once this is done, the paper ward will
as the request is not a violation of the natural order such as hold the spell “latent” until you activate it (as a Simple
blood sorcery. The Soshi excel at exploiting this to channel Action) by placing it on a target. Only you may activate your
the kami into feats of stealth trickery, and deception. wards. The ward sticks to the target and immediately
Although all shugenja have the potential to cast spells discharge the spell, whose duration is measured normally
discreetly none excel at it as the Soshi do. Their ability to from that moment. If an area-effect spell is discharged onto
cast virtually any non-damaging spell without any outward a living target, it will only affect that target.
indication of its origin make them perfect for infiltration an
You cannot recover the spell slot of a spell which has been
subtle manipulation at court.
cast into a paper ward until after the ward is discharged.
Techniques If a ward is damaged or destroyed before it is discharged, it
loses all power and you may regain the spell slot normally.
RANK 1: THE KAMI'S WHISPER - The Soshi cast their spells as
quietly as the kami themselves. You may sacrifice an Placing a paper ward on an unwilling target requires an
additional spell slot (of the same Element when casting any unarmed melee attack using a roll of Spellcraft / Agility.
spell with no potential to inflict damage in order to
An active ward may be physically torn/destroyed, which
eliminate all visible signs of the spell having been cast. All
instantly ends any ongoing spell effects; this requires a
spell effects take place normally there is simply no outward
Simple Action
sign of what ha happened. You also gain a Free Raise on
any spell with the Illusion keyword.
32
Unicorn Shinjo Bushi
Moto Bushi ● Clan: Unicorn
● Discipline: Bushi
● Clan: Unicorn ● Benefit: +1 Agility
● Discipline: Bushi ● Skills: Athletics, Defense, Horsemanship 2, Kenjutsu,
● Benefit: +1 Strength Kyujutsu, any one Skill
● Skills: Athletics, Defense, Horsemanship, Hunting ● Honor: 4.5
Kenjutsu (Scimitar), any one Bugei Skill, any one Skill ● Outfit: Ashigaru or Light Armor, Sturdy Clothing,
● Honor: 3.5 Daisho, Bow, Knife, Traveling Pack, Horse, 10 Koku
● Outfit: Riding or Heavy Armor, Sturdy Clothing Daisho, ●
Heavy Weapon or Polearm, Traveling Pack Horse
(Unicorn riding horse), 10 koku, any one weapon The Shinjo excel at mounted tactics, a trait common to all
Unicorn bushi traditions. The family’s fighting techniques
● incorporate a number of gaijin fighting methods
The Moto Bushi are the living stereotype that many hold o encountered during the clan’s centuries of travel outside
the Unicorn Clan. More so than any other family, they are the Empire, and as a result they employ a unique defensive
born of a union between the Rokugani people and the gaijin style that depends on concepts such as the active parry,
who were allowed to join the Unicorn during their travel riposte, and other such oddities that most Rokugani are
abroad. Owing to their descent from the wild, nomadic, unfamiliar with.
barbarian tribes of the northern steppes, the Moto practice
a unfettered fighting style that makes them awe-inspiring Techniques
opponent on the battlefield, even as it earns them the
RANK 1: THE WAY OF THE KI-RIN - The Shinjo family’s
enmity o all those who despise deviation from the customs
natural affinity for horsemanship is immediately obvious
and nature of Rokugani warfare. The Moto Bushi are heavy
and pervades their every action. When spending a Void
cavalry, a role around which their Techniques are
Point to add +1k1 to any School Skill Roll, you may also add
unabashedly centered. They excel at the Full Attack Stance,
your rank in Horsemanship to the total.
and many of their Techniques are geared toward allowing
them to do additional damage with any of a assortment of This bonus cannot be used while in the Center Stance.
weaponry.
RANK 2: DANCE OF THE BLADE - The ancient gaijin
Techniques swordsmanship techniques practiced by the Shinjo have
given them a defensive edge against many styles practiced
RANK 1: THE WAY OF THE UNICORN - The Moto combat style within the Empire. When you are in the Full Defense Stance
is a wild, unfettered fury that intimidate witnesses. You may and an opponent succeeds with an attack roll that targets
wield any two-handed weapon with one hand (except for you, you may immediately take a Free Action to make a
bows). You gain a bonus of +1k0 to damage rolls while Contested Agility Roll against that opponent. If successful,
mounted, using a scimitar, or while using a two-handed the attack misses instead. This may be done a number of
melee weapon (these bonuses do no stack). Scimitars have times per Round equal to your School Rank.
the Samurai keyword for you.
RANK 3: THE FOUR WINDS STRIKE - The swift and relentless
RANK 2: SHINSEI'S SMIL - The Moto are famed for slicing assault of a Shinjo is a dreadful sight to behold for his
their enemies’ throats fro ear to ear, a gruesome display enemies. You may make attacks as a Simple Action rather
they proudly call Shinsei’ Smile. You take advantage of your than a Complex Action when wielding weapons that possess
opponent’s weakened state, gaining a bonus to your attack the Samurai keyword. If you are fighting while mounted,
rolls equal to half o his Wound Rank TN penalties, rounded you may also attack as a Simple Action when wielding a
down. For example if your opponent is unhurt and in the bow.
Healthy Wound Rank you do not gain a bonus. If your
RANK 4: SPIRIT OF THE BLADE UNLEASHED - Those who
opponent is in the Cripple Wound Rank, you gain a bonus of
mistake the defensive style of the Shinjo as weak can find
+10 to the total of attack rolls.
themselves brutally surprised in the last moments of their
RANK 3: DESERT WIND STRIKE - Power and precision are lives. When you are in the Defense or Full Defense Stances
equally valuable to the Moto. You may make attacks as a and an opponent makes a melee attack targeting you, after
Simple Action instead of a Complex Action when using a the attack resolves you may immediately take a Free Action
melee weapon. to make one melee attack against that opponent. This
causes you to immediately assume the Attack Stance. This
RANK 4: THE CHARGE OF MADNESS - The Moto fighting style Technique may be used a number of times per skirmish
is utterly relentless, allowing hi to move from one foe to equal to your School Rank, but may only be used once per
another without ceasing. Once per skirmish, if you Round.
successfully bring a target down to the Out Wound Level,
you may immediately make an additional attach as a Free RANK 5: DANCING WITH THE FORTUNES - A Shinjo atop a
Action. This attack may not target the same target as the horse is a sight that gives even the most seasoned among
attack that activated this Technique. You ma not make his enemies pause, and for good reason.
Raises on this attack.
RANK 5: MOTO CANNOT YIELD - A Moto never surrenders.
While mounted or while assuming the Full Attack Stance
you keep an additional number o damage dice equal to half
your Strength, rounded down. You only gain this bonus
while wielding a two-handed weapon or a weapon with the
Samurai keyword.
33
During a skirmish, when mounted, when you wish to spend Techniques
a Void Point you may make a Void Ring Roll (TN 20) as a
Free Action. If the Ring Roll is successful, you gain the RANK 1: PURITY OF THE BREATH - The Vindicator knows the
mechanical benefit of having spent the Void Point without only way to combat the Shadowlands is to maintain
actually spending it. (This does not actually create a bonus integrity in the face of the foulest corruption. At the
Void Point, it simply generates the mechanical effects of beginning of each Round, you may choose one of two
spending one.) If the roll fails, you spend the Void Point as effects to apply until the end of the Round. You may reduce
normal. You may only use this Technique a number of times your TN penalties from Wound Ranks by an amount equal to
per skirmish equal to the number of Void Points you had at your School Rank plus your Willpower. Or, you may instead
the start of the skirmish. choose to add a bonus to your Armor TN equal to your
School Rank plus your Willpower.
You may utilize this Technique when on foot as well, but
the TN of the Void Ring Roll increases to 30. If you are in a skirmish against creatures of the
Shadowlands, the chosen bonus is doubled.
The Moto Vindicators RANK 2: FACING THE DARK WITHIN - The Vindicator learns to
hone his senses so that he is never surprised by those who
● Clan: Unicorn serve the darkness. You gain a +2k0 bonus to all
● Discipline: Bushi Investigation rolls. This bonus is increased to +2k1 if you
are specifically attempting to notice effects of the
● Benefit: +1 Willpower Shadowlands Taint.
● Skills: Horsemanship, Hunting, Investigation (Notice),
Kenjutsu, Kyujutsu, Lore: RANK 3: JUSTICE OF OUR ANCESTORS - The Vindicator’s rage
● Shadowlands, any one Bugei skill at his foes knows no bounds. You may make melee attacks
as a Simple Action instead of a Complex Action.
● Honor: 3.5
RANK 4: AVENGINE OUR OWN - The Vindicator’s fury is
● Outfit: Heavy Armor, Sturdy Clothing, Daisho, any 1 provoked the most when it is directed at those creatures he
weapon, Traveling Pack, Riding Horse, 5 koku once called his brothers. You gain a bonus of +2k0 to your
● attack and damage rolls against any enemy who has
attacked you in this skirmish and against any creature with
The Moto family suffered a great blow to their morale and the Shadowlands Taint whether it has attacked you or not
honor during the ninth century when their daimyo Moto
Tsume, fueled by pride and arrogance, rode into the RANK 5: BLOODIED BUT UNBOWED - The Vindicator can push
Shadowlands with the majority of his forces. He and his on past physical limits once his goal is in sight. Once per
men fell to darkness and became some of Jigoku’s greatest skirmish, you may choose to keep fighting despite your
tools in its fight against Rokugan. Those Moto who survived injuries. Activating this Technique is a Free Action. Once it is
or remained behind were deeply shamed and swore to active, while making melee attacks you gain a bonus to the
eradicate all those Tainted creatures who bore their name. total of your damage rolls equal to the TN penalties you are
This oath gave rise to both the elite White Guard and to the suffering from Wound Ranks.
Moto Vindicator school. Although the order of Vindicators
existed before the fall of Moto Tsume, they did not have an (This uses the default Wound penalties, ignoring
intense personal hatred of the Shadowlands and their modifications from Advantages, spells, or other such
Techniques had not yet advanced to form a full school. effects.) The effects of this Technique last for two full
Rounds. You may choose to extend the effects of this
The disgrace of Tsume’s defeat changed everything. Technique for an additional Round by taking ten Wounds.
The Dark Moto were terrible creatures. They rode
monstrous steeds that never tired, struck with inhuman
strength, and used foul magic to destroy their foes. The
threat forced the Vindicators to become stronger, strong
enough to overcome their fallen cousins. They trained to
spot the signs of the Shadowlands Taint and to neutralize
their opponents’ advantages. The Moto called every favor at
their disposal to learn from the best, and the Crab were
glad to help, especially since the Shinjo had offered help to
their Hiruma family.
The Moto Vindicator School focuses the fury and dedication
of the Moto to a destructive point. If a Vindicator spots his
sworn nemesis, he will not retreat until either he or his foe
is dead.
To join this School, you must have either the Higher
Purpose (Defeat the Shadowlands) Advantage or the Driven
(Defeat the Shadowlands) Disadvantage.
34
Utaku Battle Maiden Utaku Mounted Infantry
● Clan: Unicorn ● Clan: Unicorn
● Discipline: Bushi ● Discipline: Bushi
● Benefit: +1 Reflexes ● Benefit: +1 Agility
● Skills: Battle, Defense, Horsemanship 2, Kenjutsu ● Skills: Athletics, Battle, Defense, Kenjutsu, Polearms,
Sincerity, any one High or Bugei Skill Spears, any one Bugei or High Skill
● Honor: 6.5 ● Honor: 5.5
● Outfit: Light or Riding Armor, Sturdy Clothing Daisho, ● Outfit: Normal clothing, daisho, any one spear or
any 1 weapon, Traveling Pack, Horse (Utak Warhorse), polearm, light armor, steed (Unicorn riding horse),
10 koku traveling pack, 5 koku
● ●
The Utaku Battle Maidens, also known as the shiotome, are Although the Unicorn Clan is known for its cavalry, the
the finest and most respected cavalry in all the Empire, tactics of Shinjos children also require infantry to serve as a
feared by reputation even more so than their kinsmen base of maneuver and to fix enemy infantry in place.
among the Moto and Shinjo families. While the remainder of
the Clan trains on gaijin riding horses, a larger and sturdier The need for such tactics became clear during the clans
breed that the simple Rokugani pony, the Utaku alone have years of wandering in gaijin lands, most notably during the
the right t breed, raise, and ride into battle the legendary 200 years after Shinjo disappeared in battle against the
Utaku steeds the finest horses in the world. Like other Lying Darkness. During those two centuries the clan fought
Unicorn bushi Schools, the Utaku Battle Maiden Techniques a variety of opponents, many of whom could not be
focus on mounted combat, although not to the total defeated with a simple cavalry charge. To deal with this
exclusion of non-mounted abilities. On a horse, however an problem, the Unicorn developed a force of mounted infantry
Utaku is a threat to virtually any human opponent. Honor is soldiers who rode horses while the army maneuvered, but
an important trait for a Battle Maiden as well, and the then dismounted and fought on foot.
higher an individual’s Honor, the greater the bonuses they From the beginning, this force attracted a disproportionate
receive. number of men from the Otaku family, who were forbidden
by family tradition from fighting on horseback alongside the
Techniques Otaku women. In fact, it was one such man, Otaku Buki,
who devised the first specific Techniques for the mounted
RANK 1: RIDING IN HARMONY - The Utaku Battle Maidens infantry, drawing inspiration from the gaijin fighting
value honor above all. You gain bonus equal to your Honor techniques he had seen.
Rank to one attack roll per Round. While mounted, you may
instead choose to apply this bonu to one damage roll if you Over time, the School which developed from Bukis
choose. You gain a bonus equal t your Honor Rank to the techniques came to be known as the Otaku Mounted
total of all Horsemanship rolls. Infantry School (in modern times, the Utaku Mounted
Infantry); although it drew recruits from all of the families,
RANK 2: THE VOID OF WAR - An Utaku can sacrifice defense the Otaku men always predominated. However, it remained
for speed if the flow of the battle calls for it. During Stage 1 a distinctly secondary choice for most Unicorn, since the
of any Combat Round you may add 5 to either your cavalry schools were considered the premier symbols of
Initiative Score or you Armor TN. This bonus lasts until you Unicorn might, and enrollment in the school was never as
use this Technique again or the skirmish ends. high as its sensei (or the Unicorn generals) would have
RANK 3: SENSING THE BREEZE - The natural feel of the liked. That finally changed, however, after the disgrace of
saddle lends an Utaku unnatural freedom of movement. the Shinjo family during the Hidden Emperor era. The Shinjo
While mounted, you may make attacks a a Simple Action Bushi School had always been the preferred choice of
instead of a Complex Action. Otaku/Utaku men who wished to serve in battle, but after
the revelation that many of the Shinjo had served the Kolat,
RANK 4: WIND NEVER STOPS - Like the wind across the a rift opened between the families and the bulk of the Utaku
battlefield, the charge of an Utaku is unstoppable. While males began training in the Mounted Infantry School
mounted, you may overrun the enemy by spending a Void instead. This resulted in a sharp expansion in the overall
Point. You may take a Simple Action t charge the enemy size and strength of the Unicorn infantry forces, and many
and attack him at the end of your movement. (Both the samurai in the other clans finally began to take note of the
movement and attack take the same Simple Action. If you school and its students.
are mounted, this Action uses the movement rate of your
steed.) If this attack succeeds, you gain a bonus of +2k1 to Techniques
the total of all damage rolls this Turn.
RANK 1: CHOOSE YOUR WEAPON - The Utaku infantry are
RANK 5: OTAKU'S BLESSING - The Utaku carry the honor of trained to fight with sword, spear, and polearm, but each
their founder as their shield. A the beginning of your Turn, student of the School is expected to choose one such
you may spend a Void Point a a Free Action to activate this weapon on which to focus his training.
Technique. You add your Honor Rank to all damage rolls
and Bugei Skill Rolls this Turn. This bonus stacks with those
from Riding in Harmony.
35
You may choose either the Kenjutsu Skill, the Polearms Techniques
Skill, or the Spears Skill you gain a free Emphasis of your
choice in that skill. You are trained to use that weapon for RANK 1: THE HEART SPEAKS - The Ide are taught to adapt
both attack and defense. You add a +1k0 bonus when instantly to new customs an social nuances, allowing them
attacking with that Skill. If your chosen Skill is Spears or to avoid giving offense in eve the most dangerous and
Polearms, when you are in the Defense or Full Defense hostile of courts. Also, since the must often deal with
stance while wielding a weapon using that Skill, you may foreigners who might react poorly t lies or manipulation,
add your Skill Ranks to your Armor TN. If your chosen Skill is they are taught to employ honesty an direct speech
Kenjutsu, you add half your Skill Rank (rounded down) wherever possible. In any situation in which you might
instead. inadvertently give offense, whether through accident or
ignorance (such as being unaware of a daimyo’s hostility to
RANK 2: SPEED OF MY SISTERS - The Utaku Infantryman is a particular subject of conversation), you may roll Etiquette
taught to move swiftly in order to support the Unicorn (Courtesy) / Awareness at TN 20 to avoid doing so. You gain
cavalry on rapidly-evolving battlefields. On foot you move Free Raise when rolling Sincerity (Honesty), but any time
as though your Water Ring is 1 Rank higher and add a +1k0 you roll Sincerity (Deceit), your TN is increased by +5.
bonus to your Initiative rolls.
RANK 2: PIERCING THE VEILS - After centuries of dealing with
RANK 3: ALL-FRONTS ATTACK - The Utaku Infantrymans unpredictable and sometime violent folk in the Burning
mastery of his chosen weapon has now reached the point of Sands, the Ide have learned a almost preternatural ability to
allowing him to strike in all directions with blinding speed. read the emotions of others recognizing their true feelings
When using your chosen weapon Skill, you may attack as a and, hopefully, steering away from trouble. You may
Simple Action instead of a Complex Action. attempt to read someone else’s true emotions in a social
RANK 4: UTAKU'S THUNDER - Like the women of the Utaku situation by making a Contested Social Roll of your
family, the men of the Utaku Infantry are taught to call Etiquette / Awareness against the target’s Etiquette /
upon their Honor to strengthen their purpose and their Willpower. With a success, you gain a simple, genera idea
blows. Once per Skirmish while wielding your chosen of their true feelings – which can be very useful when those
weapon, you may spend a Void Point to add your Honor feelings are not the same as their outward actions. You may
Rank in unkept dice to your attack roll. In addition, your Raise for better information, subject to the GM’s
movement bonus (from your Rank 2 Technique) now lets adjudication. (For example, two Raises might tell you, “The
you move as though your Water Rank is 2 higher (instead of Doji i actually hoping for your success against the Dragon.”)
1). RANK 3: THE HEART LISTENS - The Ide family’s training
RANK 5: EPIC OF MY NAME - The fully trained Utaku emphasizes friendship and good persona relations as the
Infantryman is an unpredictable whirlwind on the key to successful diplomacy. You ma attempt to sway
battlefield, striking and dodging with equal skill. The Armor someone’s attitudes toward you in a positive direction. This
TN bonus from your Rank One technique now also applies requires spending at least 10 minutes i conversation, after
while you are in the Attack Stance. Once per skirmish while which you may make a Contested Roll o your Sincerity
in the Full Attack Stance you may add a +4k2 bonus to your (Honesty) / Awareness against their Etiquette (Courtesy) /
damage roll with your chosen weapon; if your chosen Willpower. With a success, you shift their attitude toward
weapon is Spears or Polearms, you may do this in the you in a positive direction. (A hostile individual will become
Attack Stance as well. more neutral, an undecided individual will become friendly,
etc.) If you make at least two successful Raises o this roll,
the target will regard you as an Ally for the remainder of
Ide Emissary this day (subject to GM approval). This technique cannot be
used on Sworn Enemies, and the GM is the final arbiter on
● Clan: Unicorn whether it functions against unusual targets such as
● Discipline: Courtier nonhuman creatures.
● Benefit: +1 Awareness RANK 4: ANSWERING THE HEART - At this level of training,
● Skills: Calligraphy, Commerce, Courtier, Etiquett the Ide have become true masters o mediation, able to see
(Conversation), Horsemanship, Sincerity (Honesty) any past all the deceptions and false front of diplomacy and
one High or Perform skill discern the true solution to any problem. When using your
Rank Two and Rank Three techniques, you may roll
● Honor: 5.5 additional unkept dice equal to your School Rank.
● Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Calligraphy Set, Traveling Pack, 10 koku RANK 5: THE IMMOVABLE HAND OF PEACE - The final lesson
the Ide school teaches its students is to b such perfect
● mediators that no honorable person can raise hand against
them in violence. You may spend a Void point to make a
The Ide Techniques focus on a calm mind, serenity in al
Contested Roll of your Sincerity (Honesty) / Awareness
things, and mediation. They are the most pacifistic of an
against a target individual’s Etiquette (Courtesy) /
courtier tradition among the Great Clans, save possibly for
Awareness. If you win the roll, the target cannot take any
the Asako of the Phoenix Clan. The intensity of their
hostile action against you (physical, social, or magical) for a
conviction with regard to pacifism has waxed and waned
number of hours equal to twice your School Rank, as long
over the years but on the whole they remain devoted to
as you likewise refrain from hostility against that person.
defusing conflict whenever possible. This makes them
This Technique does not work against those with an Honor
welcome allies to some Clans, and meddling outsiders to
Rank less than 2.0 or who possess no Honor Rank (animals,
others. The Ide accept compliment and criticism with equal
oni, etc).
cheer. The Ide Techniques are different from most courtier
Technique in that they are entirely non-offensive in nature.
The Ide specialize in protecting themselves from the
ramification of their actions, and in attempting to defuse
conflicts among others.
36
Iuchi Shugenja The original gaijin sorcerers who created name magic could
not speak to the elemental kami and had no direct access
to the gods. Instead, they forged amulets of power that
● Clan: Unicorn could simulate magical effects by invoking the true names
● Discipline: Shugenja of the elements. When the Unicorn studied this magic, they
● Benefit: +1 Perception realized it trapped a kami into the item, forcing it to
reproduce a single effect whenever the sorcerer focused his
● Skills: Battle, Calligraphy (Cipher), Horsemanship Lore: will into it. The Unicorn changed and adapted the process to
Theology, Meditation, Spellcraft, any one Hig or Bugei fit their own beliefs. Their meishodo amulets no longer trap
Skill the kami, but instead appeal to the elements surrounding
● Honor: 5.5 the amulet to perform the desired magical effects.
● Outfit: Extravagant Clothing, Wakizashi, any 1 weapon However, somewhat like the gaijin originals, a Unicorn
Calligraphy Set, Traveling Pack, Horse (Unicor riding meishodo amulet contains only one unalterable effect that
horse), 10 koku can be invoked in this manner.
● Affinity/Deficiency: Water / Fire Meishodo is a Unicorn secret, jealously guarded by all of
With the possible exception of the Tamori, the Iuchi are the the clan. Meishodo sacrifices power for speed, using a brief
least conventional and conservative shugenja family in the incantation rather than an extended dialogue with the kami,
Empire. They are wild and carefree, and as many o their and speed has always been an important aspect of the
sensei’s lessons are taught in the open plains as in the Unicorn approach to life.
temple. This stems from their history of teaching while the Depending on the era of play, this school is known as either
Clan was traveling through distant realms. The impact o the Horiuchi Shugenja School or simply as the Meishodo
those years is also felt in the diversity of the family’s Shugenja School—in the earlier eras it is taught and
magical styles. The Iuchi embrace, among others, the style maintained by the Iuchi family
called meishodo, which involves the creation of magical
talisman that shugenja can draw on in lieu of the kami. In
Techniques
keeping with the theme of the Unicorn in general, the Iuchi
Technique enhances movement and allows for unparalleled RANK 1: MYSTERIES OF MEISHODO - Meishodo is a mixture of
speed, even among the Unicorn. Their ability to cast more gaijin and Rokugani magic, resulting in a fast and powerful
powerful Travel spells further enhances their skill i this method of calling the kami.
area.
Shugenja studying these methods learn to create meishodo
Techniques amulets, keyed to invoke the elements in specific ways.
RANK 1: SPRIT OF THE WIND - The Iuchi harness the power You may create a magical amulet by making a successful
of the elements to grant the waves’ speed to others. As a roll of Craft: Meishodo/Ring, using the Ring for the desired
Complex Action, you may sacrifice one spell slot of any spell. The TN of this roll is equal to 15 plus 5x the spell’s
element to grant one target individual an additional Simple Mastery Level. Creating a meishodo requires a number of
Move Action. This Simple Action is in addition to the target’s hours equal to the spell’s Mastery Level. If the roll is
normal Action per Round. The additional Action must be successful, you create a small charm imbued with the
used on the target’s next Turn or it is lost. You also gain a prayer to the kami that will cast the chosen spell. Each
Free Raise on any spell with the Travel keyword. meishodo stores only one spell, and is used in place of the
scroll normally required to cast the spell.
Meishodo Magic and the Horiuchi Casting a spell through a meishodo requires only one
Shugenja Complex Action, regardless of the Mastery Level of the
spell. You do not have to make a Spell Casting Roll to cast
the spell, but the spell cannot gain any benefits from Raises
● Clan: Unicorn (not even Free Raises). You expend a spell slot as normal.
● Discipline: Shugenja
You may only create meishodo from spells of a Mastery
● Benefit: +1 Stamina Level equal or less than your Shugenja School Rank, and
● Skills: Calligraphy, Craft: Meishodo, Defense, Lore: can never create meishodo from spells of Mastery Level 4, 5
● Theology, Meditation, Spellcraft (Spell Research), any or 6. Other shugenja may use your meishodo if they are
one High or Bugei Skill proficient in meishodo magic (e.g. trained in this school).
● Honor: 4.5
● Outfit: Robes, Wakizashi, Knife, Scroll/Amulet Satchel,
Traveling Pack, 4 koku
● Affinity/Deficiency: Earth / Air
The Horiuchi family was formed late in the history of the
Unicorn, but the shugenja school that bears their name in
modern times has an ancient history with roots from long
before the Great Clan’s return to their ancestral home in
Rokugan. During their travels outside the borders of the
Emerald Empire, the Unicorn discovered many different
methods and styles of magic among both their allies and
enemies, incorporating them into a single method. After the
Horiuchi family was formed they became some of the
foremost practitioners of the meishodo method and in
modern times the school bears the Horiuchi name.
37
Moto Death Priests Minor Clans
● Clan: Unicorn Minor Clan Defender Advanced
● Discipline: Shugenja
● Benefit: +1 Willpower ● Clan: Minor Clan
● Skills: Athletics, Horsemanship, Hunting, Lore: ● Discipline: Bushi
● Theology, Meditation, Spellcraft, any one Skill ● Benefit:
● Honor: 3.5 ● Skills:
● Outfit: Sturdy Traveling Clothing, Wakizashi, any one ● Honor:
weapon, Traveling Pack, Horse (Unicorn steed), 5 Koku ● Outfit:
● Affinity/Deficiency: Earth / Air ●
The startling individuals known as the Moto Death Priests The samurai of the Minor Clans begin their career in service
are adherents of the Shi-Tien Yen-Wang, the pantheon of to the Emperor at a significant disadvantage compared to
wrathful gods of death and judgment who were worshipped their counterparts from the Great Clans. They have fewer
by the Moto family prior to its allegiance to the Unicorn resources, fewer allies, and vastly less prestige. Many
Clan. When the Moto were still nomads, they paid homage simply accept this is their lot as servants of a lesser clan
to these Lords of Death out of both reverence and fear. and never challenge it. There are a few, however, who
However, when the Lady Shinjo taught the Moto there were refuse to accept such a fate, and commit themselves fully
gods who could show compassion and reward loyalty, they to championing the cause of their clans to the Empire at
forsook their old devotion and joined the Unicorn. For large. These men and women do not have any particular
centuries, the enraged Lords of Death sought their wayward unifying qualities other than their passion and drive to
worshippers, finally locating them in the Empire of Rokugan better the lot of the Minor Clans. Such individuals
and afflicting them with ill fortune and misery, a kharmic occasionally come into contact with one another during the
phenomenon sometimes referred to as the Moto Curse. It course of their activities, and over the years can form
was not until the days of Moto Gaheris, near the end of the strong alliances in order better serve their cause. Although
War of Spirits, that the gods were contacted directly and a no formal dojo exist in which students can follow the
bargain was struck: the Lords of Death would stay their lessons of such heroes, there are secrets passed down
wrath and in exchange the Moto would resume their through family lines and via apprenticeship for those who
worship. choose to follow such a path. In a show of the devotion
After the reunion of the Moto and the Lords of Death, these individuals have to a greater cause, these secrets are
worship of these gods spreads to other families within the shared among all those who share the same passion for
Unicorn, especially once they are elevated to the position of their cause, regardless of what Minor Clan affiliations they
lesser Fortunes in the cosmology of Rokugan. Holding sway possess.
in the Realm of Waiting, they pass judgment on the dead
who await reincarnation, and their power even attracts a Techniques
few worshippers from other clans. The Death Priests who
revere the Shi-Tien Yen-Wang are singularly focused and RANK 1: KNOW NO BOUNDARIES - Conviction and
disturbing men and women; they bring the blessings of determination can elevate even the lowest samurai to
death to those who are determined to be enemies of the greatness if he but follows his own sense of honor in
Unicorn, and their prowess in battle is something other moments of crisis. You may spend a Void Point to
clans quickly learn to fear. temporarily gain two ranks of Status, forcing others to
recognize your talents and abilities. This effect lasts for a
period of one hour.
Techniques
RANK 2: THE SPEED OF CERTAINTY - A true master of destiny
RANK 1: BLESSINGS OF THE SHI-TIEN-YEN-WANG - The Moto is versatile and fleet of action. Once per Round you may
Death Priests carry the favor of gaijin death gods and spend a Void Point to make one melee attack as a Free
bestow their blessings to their enemies. As a Simple Action Action. You may make no other attacks during this Round.
you may sacrifice a spell slot and target one enemy (within
a maximum range equal to your School Rank x 100 feet). RANK 3: THE STRENGTH OF HUMILITY - A defender of the
Make a Contested Willpower Roll against that opponent. If Minor Clans is a paragon of strength and certainty, skilled in
you are successful, the target may not benefit from the samurai arts and capable of virtually any deadly action.
exploding dice or from Advantages that allow him to re-roll You may make melee attacks as a Simple Action when
a roll. This effect lasts for a number of Rounds equal to your using weapons with the Samurai keyword. If you already
School Rank. possess the ability to make attacks as a Simple Action when
wielding such weapons, you may choose any one other type
You gain a Free Raise on any spell with the Travel keyword. of melee weapon (knives, heavy weapons, spears, etc.).
You gain the ability to attack with these weapons as a
Simple Action instead.
38
Badger Bat
Ichiro Bushi Komori Shugenja
● Clan: Badger ● Clan: Bat
● Discipline: Bushi ● Discipline: Shugenja
● Benefit: +1 Strength ● Benefit: +1 Awareness
● Skills: Athletics, Commerce, Defense, Heavy Weapons ● Skills: Calligraphy (Cipher), Lore: Ancestors, Lore
Jiujutsu, Kenjutsu (Katana), any High or Buge skill Theology, Meditation, Spellcraft, Tea Ceremony, an one
● Honor: 3.5 High Skill
● Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, ● Honor: 4.5
any Heavy Weapon or Polearm, Travelin pack, 3 koku ● Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
● Traveling Pack, 3 koku
● Affinity/Deficiency: Air / Earth
The founder of the Ichiro Bushi School was a Hida. It is n
surprise, then, that the School remains similar to its Crab When Yoritomo Komori was granted the honor of forming hi
roots. The school’s philosophy is simple: hit the enemy s own Minor Clan, he quickly gathered the brightest shugenja
hard that he has no time to engage in any fancy tactics. The to his side. He decided he would honor his bat spirit
Ichiro Bushi School focuses on their love of wrestling and heritage of swift communication and bring that resource to
unarmed combat. It emphasizes the power of pure strength the rest o the Empire. The Komori recognize that one must
in defeating enemies. The Ichiro Bushi uses strengt as the balance the practical with the theoretical, an strive to hone
answer to almost any problems that may arise. Other may their messaging abilities for us on the field. The Komori
move faster or strike with more precision, but the Ichiro will Shugenja School is unique i the Empire. The koumori are
answer with overwhelming damage. benevolent bat spirits creatures hailing from Chikushudo
who have helped mankind on several occasions. Their
Techniques powerful magic has never been understood because of the
spirits’ reclusive nature. The Komori Shugenja have tapped
RANK 1: TRANSCEND THE MOUNTAIN - The bushi of the into that resource, giving the strange and wondrous spells
Badger Clan live and train in the rugged territory of the that have never bee seen before.
Great Wall of the North, and revere strength a the ultimate
measure of any warrior’s capabilities – the power of a Techniques
warrior’s fists can still be relied on when all else fails. You
may re-roll any Skill roll or Trait roll which uses Strength, RANK 1: THE KAMI'S WHISPERS - The Komori practice the
but you must keep the results of the second roll. You suffer rituals of the koumori spirits from whom their founder is
n movement or combat penalties for Moderate terrain, and descended, and ferry messages from on to another via the
only half the normal penalty for Difficult terrain. kami. You may expend one spell slot to send a whispered
message to another individual known to you. This message
RANK 2: STRENGTH OF THE BADGER - With practice, the must be no longer in length than thirty seconds per School
Badger learn to call upon their strength t crush their Rank, an may be delivered a maximum distance equal to
opponents. A number of times per session equal t your you School Rank x 100 miles.
Strength Rank, you may re-roll a damage roll, keeping the
better of the two results.
RANK 3: CRUSHING BLOW - Experienced Badger learn to
deliver blows of truly fearsome power, with weapons or
even their bare hands, which can pulverize flesh even
through the protection of armor. You ma ignore the effects
of armor on an opponent’s Armor TN. You unarmed attacks
may ignore 1 Rank of your target’s Reduction.
RANK 4: CRASHING STONES - Ichiro samurai are taught to
strike with the speed of the deadly avalanche. Your attacks
with Samurai
RANK 5: RETURN THE STRIKE - The final lesson taught in
Badger Clan dojo is that the most effective blows in combat
are not the swiftest, but the hardest struck. At the start of a
skirmish, before Initiative is rolled you may choose to lower
your Initiative total by 20 for the duration of the skirmish. In
exchange, you add your Strength Rank in unkept dice to
both your attack and your damage rolls for the first two
rounds of that skirmish.
39
Boar Dragonfly
Heichi Bushi Tonbo Shugenja
● Clan: Boar ● Clan: Dragonfly
● Discipline: Bushi ● Discipline: Shugenja
● Benefit: +1 Strength ● Benefit: +1 Perception
● Skills: Athletics, Defense, Hunting, Intimidation, ● Skills: Calligraphy, Courtier, Etiquette, Meditatio (Void
Kenjutsu Spears (Mai Chong), any one Bugei Skill Recovery), Sincerity, Spellcraft, any one Hig Skill
● Honor: 3.0 ● Honor: 4.5
● Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, ● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin
any Spear, Traveling Pack, 3 koku Pack, 3 koku
● ● Affinity/Deficiency: Wate / Fire
Shadowy dangers always threatened the Boar lands, and The founders of the Dragonfly incurred the wrath of the Lio
the Heichi Bushi School formed to face them. The Boar were Clan upon inception, and the Minor Clan has suffered
ready to defend themselves and developed techniques that greatly for that legacy. Their importance belies their size;
would help them match that fervor. They learned to take everyone who wishes to travel to the Dragon lands must
the worst attacks their enemies might hold in store and first stop a the home of the Dragonfly to seek permission.
simply keep going. The trained Heichi Bushi maintains a Their strong ties with the Dragon Clan and their history of
strong defense but his furious assaults are chilling to see. tragedy have forged a serene and resilient people, ready to
The Heichi Bushi School emphasizes a weapon that is rarely face the danger of the future.
seen in the rest of the Empire: the Mai Chong. The uniquely
shaped spear has a curved head, and the weapon handle Techniques
completely differently from other pole weapons. The Heichi
Bushi can use the spear to devastate his enemies at range. RANK 1: GUIDED BY FATE - The Tonbo are adept a court as
The longer reach of his weapon perfectly suits his defensive well as the ways of the shugenja, serving a they have as the
style where he waits for the perfect moment to break the Dragon Clan’s intermediaries almost since their creation.
enemy’ momentum. The kami’s whispers can be powerful tools in court. You
may expend one spell slot t gain a bonus of +1k0 on one
Techniques Social Skill Roll. You may never spend more spell slots than
your School Rank to augment a single roll. You gain a Free
RANK 1: THE CHARGE OF THE BOAR - The attack of a boar Raise on any spell with the Divination keyword.
can come from nowhere, with little warning. If you are in
the Full Attack stance, you may ready medium weapon or a
spear as a Free Action. When wielding a spear in combat
you gain a damage bonus of +0k1. Falcon
RANK 2: THE STRENGTH OF OPPOSITION - The Boar school
specializes in using spears, especially the Ma Chong, to Toritaka Bushi
snare an opponent’s clothing and armor, rendering them
helpless. You may call two Raises to Entangle an opponent ● Clan: Falcon
with a Mai Chong, or three Raises to Entangle them wit ● Discipline: Bushi
another spear-class weapon.
● Benefit: +1 Strength
RANK 3: THE SPEED OF THE BOAR - The Boar bushi learns to ● Skills: Animal Handling (Falcons), Hunting 2, Kenjutsu
strike with the relentless speed of hi namesake animal. You
Lore: Spirit Realms, Spears, any one Skill
may attack as a Simple Action when wielding a spear.
● Honor: 5.5
RANK 4: THE ANGER OF THE BOAR - Much like their
namesake, Boar bushi keep fighting even when critically
● Outfit: Light Armor, Sturdy Clothing, Daisho, any
injured. You may spend a Void point during the Reaction weapon, Traveling Pack, 3 koku
segment to reduce your Wound TN penalty by one Wound ●
Rank (the Wounds still exist, you simply feel less pain fro
them). This effect lasts the remainder of the skirmish. The Toritaka Bushi School excels at destruction of creature
that come from the other Spirit Realms. Their style is fluid
RANK 5: BEYOND THE MOUNTAINS - At this rank the Boar has in order to adapt to any surprises that new monsters might
learned to control his warrior’s fur and unleash it at the spring upon them. Unfortunately this focus on otherworldly
most unexpected times, even when h appears to be foes makes the Toritaka bushi a very specialized warrior,
completely defensive. If you are in the Full Defense Stance, wit few techniques that work against human opponents.
you may make one normal attack with a speak or a The Toritaka Bushi School focuses on striking monsters an
Samurai-keyword weapon as a Free Action, ignoring the bypassing their defenses. They use the daisho or the spear
restriction of the Full Defense Stance. This attack gains a to find the monster’s weaknesses and relentlessly attack
bonus of +2k0 to the attack roll. the until they fall. Over a lifetime of training, the Toritaka
learn to see past the tricks a monster may utilize and to
efficiently dismantle such enemies.
40
Techniques Techniques
RANK 1: THE FALCON'S EYES - A Toritaka must be aware of RANK 1: ESSENCE OF CHIKUSHUDO - None in the Empire are
his surroundings at all times for his enemies can appear closer to the ways of nature than the simpl Kitsune who
anywhere. You add +1k0 to al Skill and raw Trait rolls make the wilderness their home. You may use the Sense,
involving the Perception Trait. Additionally when striking a Commune, and Summon basic spells to affect the animal
creature from another Spirit Real (including oni from Jigoku spirits of Chikushudo a well as kami (using Summon results
and hungry dead from Gaki-do) you add +1k0 to all damage in the appearance of a single animal spirit rather than a set
rolls. amount o elemental material). Animal spirits tend to be
more direct than the kami, and perceive things differently
RANK 2: THE FALCON TAKES FLIGHT - Through his training, but have just as little sense of why man does what h does.
the Toritaka can sense the emanation of nearby spirits as You gain a Free Raise on any non-damaging spell cast on an
they cross over into the mortal realm. You may attempt to animal.
detect the presence of any creatures fro other Spirit Realms
by making a Perception Trait Roll against a TN equal to the
creature’s Air Ring x 5.
RANK 3: THE FALCON'S WINGS - The Toritaka strikes with Hare
precision, constantly keeping hi enemies at bay. You may
make attacks as a Simple Action instead of a Complex Usagi Bushi
Action while wielding a spear or a weapon with the Samurai
keyword. ● Clan: Hare
RANK 4: VIGILANT AND STRONG - Monsters may have tricks ● Discipline: Bushi
to confuse their enemies, but the Toritaka learns to see the
truth through the fog. You may spend a Void Point to
● Benefit: +1 Reflexes
negate any darkness or blinding penalties. This effect lasts ● Skills: Athletics (Running), Defense, Hunting, Jiujutsu
until the Reactions Phase two Rounds later. Kenjutsu, Lore: Maho (may replace with Lore: Kola after
the Clan War era), any one High or Bugei skill
RANK 5: CLAWS OF THE FALCON - Nothing will stop the
Toritaka’s attack from hitting its target. Your attacks ignore ● Honor: 4.0
up to 5 points of your opponent’ Reduction (if he has any). ● Outfit: Ashigaru or Light Armor, Sturdy Clothing
Against creatures from other Spirit Realms, you may spend Daisho, Bow (with 20 Arrows) or Knife, Travelin Pack, 3
a Void Point as a Free Action to reduce the creature’s koku
Reduction by 10 for one Round. ●
The Hare Clan has seen a lot of combat for a Minor Clan.
Their continued war against the enemies of the Empire ha
Fox raged for centuries without an end in sight. Consequently,
the Usagi Bushi School is one of the better-developed Minor
Kitsune Shugenja Clan warrior schools. It has been perfected in battle and
blood, a the Hare Clan has painstakingly learned what
works and what simply fails. The Usagi Bushi School takes
● Clan: Fox the athleticism of the Hare Clan and channels it into combat
● Discipline: Shugenja advantage. The Hare learn to move faster than the average
● Benefit: +1 Stamina samurai, darting in to deliver a punishing blow then dashing
out of range of any counterattack. An unprepared opponent
● Skills: Calligraphy, Defense, Hunting, Medicin is quickly overwhelmed as h is attacked from what seems
(Herbalism), Meditation, Spellcraft, any one High o like all sides.
Bugei Skill
● Honor: 4.5 Techniques
● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin RANK 1: SPEED OF THE HARE - The Hare are known for
Pack, 3 koku
fighting with a speed and agility reminiscence of the animal
● Affinity/Deficiency: Earth / Air for which their clan is named. In an situation where you
have room to dodge, jump, and otherwise maneuver (GM’s
The Fox Clan is located next to one of the largest forests in
discretion), you may add your Athletics Skill Rank to your
Rokugan, a fact that has shaped the direction of their
Armor TN except when in the Full Attack o Center stance.
lessons. Each Kitsune shugenja gains a love for the spirits
Your Water Ring is considered 1 higher for purpose of how
and the tranquility of the deep forest after countless hours
far you can move with Move actions.
meditating within its borders. This connection between man
and beast is encouraged and strengthened with RANK 2: LEAP OF THE HARE - The Hare bushi has learned to
comprehensive lessons. The Kitsune’s love for nature is strike with a devastating springing attack that catches
evident in the abilities taught at their school. The Kitsune many opponents off guard. If you are in the Full Attack
can connect with the wilderness and the animals that stance, you can leap forward and attack a opponent up to
inhabit it. It is a versatile technique that can be vital to the 15’ away without taking a Move action. All o your attacks on
Kitsune shugenja’s duties, an few from other schools can this Turn must target that opponent.
duplicate the Fox’s abilities.
RANK 3: SWIFT AS LIGHTNING - The speed and flexibility of
the Hare allows him to strike wit fearsome rapidity. Your
attacks with unarmed strikes, knives or Samurai-keyword
weapons are considered Simple Actions.
41
RANK 4: KICK OF THE HARE - The Hare has learned not only RANK 3: SUN'S LIGHT REVEALS - The Seppun’s dedication
how to strike with speed, but also how to dodge and avoid now allows him to see through al manner of deceptions,
his foes at the same time. You may now perform your Rank even magical ones. At any time you may choose to spend a
Two Technique while in the Attach stance instead of the Full Void point as a Free Action to roll Investigation (Notice) /
Attack stance. If you perform the technique in the Full Perception at TN 25. With a success, you immediately see
Attack stance, you may make you second attack of the through all disguises and illusions around you, whether
Round against another opponent within 15’ of the first normal or magical in nature. If you are in the presence of
opponent. the Emperor, his immediate family, or a major Imperial
official (Chancellor, Shogun, etc) you do not need t spend a
RANK 5: REICHIN'S STYLE - The final lesson of the Hare Void point to activate this Technique. Once you have
school is a whirling flurry o leaps, feints, and attacks that pierced a specific disguise/illusion, it no longer has any
come at the opponent from al directions, confusing and effect on you (although a new disguise or illusion you
disorienting him. You may perform the Feint Maneuver for encounter later will function normally).
only 1 Raise, and your damage bonus from a successful
Feint is not limited to your Insight Rank x 5. RANK 4: SPEED OF HEAVEN - The power of Heaven infuses
the Seppun’s arm, allowing hi to strike with greater speed.
You may now attack as a Simple Action when using
weapons with the Samurai keyword.
Imperial RANK 5: HEAVEN NEVER FALLS - The true Seppun bodyguard
is never caught off-guard, an can protect his charge even
Seppun Guardsman when surprised or disabled. An time you are within 20’ of a
person you are guarding, you may spend a Void point to
● Clan: Imperial leap in front of a blow or spell which is targeting your
● Discipline: Bushi charge. The damage is automatically applied to you instead
of to your charge. If you are still standing (not Down or Out)
● Benefit: +1 Perception after taking this damage, you ma immediately take an extra
● Skills: Battle, Defense, Etiquette, Iaijutsu, Kenjuts Simple Action, which may be use for any normal purpose,
(Katana), Kyujutsu, any one High skill including an attack. This Technique can be used even if
your character is Blinded, Prone, Stunned Dazed, Entangled,
● Honor: 6.5 or at the Down Wound Rank (but not Grapple or at the Out
● Outfit: Light Armor, Sturdy Clothing, Daisho, any Wound Rank).
weapon, Traveling Pack, 10 koku
● Imperial Scion Advanced
A Seppun knows from birth that he is born to protect the ● Clan: Imperial
Emperor from anything that may threaten him. A safe
Emperor means a united Rokugan, and Seppun ensure the ● Discipline: Courtier
bright future of the Empire by fulfilling their duty. When ● Benefit:
chosen for this prestigious service, the Seppun Guardsman, ● Skills:
also known as Miharu, sacrifices everything in his life for
the job. After all nothing else is significant when set against ● Honor:
the task of protecting the Imperial House. The Seppun ● Outfit:
Guardsman School holds defense as its highest priority. The
Guardsman learns to put the life of hi charge above
●
everything else, including his own survival. The Guardsman The Imperial families are not generally given a great deal of
becomes stalwart against any sources of corruption that consideration by the average citizen of Rokugan. Even most
may interfere with his job, and learns to be always aware of members of the samurai caste go their entire lives while
his surroundings, ready to identify any threat before it may glimpsing only one or two true Imperials, and many of the
approach his charge. more remote family branches never encounter one for
generations at a time. The Imperial families are simply
Techniques smaller than most of those who serve the clans, and their
spheres of influence are relatively limited in comparison to
RANK 1: NEVER IN DARKNESS - The Seppun are taught to be their clan counterparts.
unswerving in their honor, an nothing can draw them away
from their duty. Any time you are rolling to resist a Social Even the well-traveled Imperial heralds of the Miya family
Skill roll which could tempt o lead you away from your duty tend to stick to clearly defined travel routes, avoiding the
– such as Temptation, Intimidation or even Courtier – you Empire’s more remote districts for decades or even
roll additional unkept dice equal to your School Rank. You centuries at a time. In some cases this can lead to a
gain a +1k1 bonus any time you are making an misperception of the Imperials as dangerous or hostile
Investigation roll to detect an ambush o surprise attack. individuals who desire only the obedience and submission
of other samurai.
RANK 2: THE CLOUDS PART - The Seppun’s blows are infused
with his dedication to th Emperor’s cause. At the start of While this is untrue in the main, there are a few individuals
your Turn, you may spend Void point to add your Honor who prove it correct.
Rank to the total of your attack and damage rolls until your
next Turn.
42
Scions of the Imperial families are utterly ruthless Techniques
individuals who have mastered the manipulation of their
own social standing to decimate their enemies. Standing RANK 1: VOICE OF THE EMPEROR - The Miya learn the ways
against a scion in court is tantamount to ruination for all but of the Empire, so they can spread the word of the Emperor
the most skilled or highest-ranking samurai. These scions far and wide, and the art of nonaggression so their words
most often come from the Otomo family, which teaches will be heard by all who respect the Emperor. While inside
their secret techniques in its most prestigious and elite the borders of the Empire, you ma spend a Void point to
dojo. Much more rarely, members of the Miya or Seppun gain the Way of the Land Advantage for the province you
families are permitted to train there as well. The scions are currently occupy – this effect lasts until you next sleep.
rarely liked, frequently sought as allies, and almost always Also, any Rokugani who reveres the Emperor an who
feared for the power they can and will bring to bear on any knowingly and deliberately attacks you will automaticall
who arouse their ire. lose a number of points of Honor equal to twice your School
Rank.
Techniques RANK 2: EYES OF THE EMPEROR - The Miya serve as
peacekeepers as well as messengers, brokering treaties
RANK 1: THE AWE OF THE THRONE - A true scion of the
between warring factions in the Empire, and learn to remain
Imperial families knows how to use his social position to his
impartial under the most intense pressure. You ma add your
advantage in nearly any situation. Any time you are called
Honor Rank to all Etiquette (Courtesy) skill roll made to
upon to make a Skill Roll, or to use your Glory or Honor
resist others’ attempts to influence you.
rank, you may spend a Void Point to instead substitute your
Status Rank. RANK 3: HAND OF THE EMPEROR - The Miya’s aura of
peacefulness and non-aggression has no reached the point
RANK 2: THE STRENGTH OF THE THRONE - As a champion of
where it becomes difficult for honorable foes to attack him
the Imperial line, you can ensure that those who oppose
you suffer mightily for their temerity. After conversing with at all. At the start of a skirmish, or during the Reactions
Step of any later round in a skirmish, you ma spend a Void
an opponent of lower Status Rank for a few minutes, you
Point as a Free Action to prevent any Rokugan who reveres
may force that opponent to make an opposed Courtier /
the Emperor from being able to harm you before the next
Etiquette roll against you. If you defeat your opponent at
Reactions step. (They can still attempt to capture o restrain
the roll, you may reduce his Status by a number of points
you in a non-damaging way.) This Technique only takes
up to a maximum of twice your Insight Rank.
effect as long as the Miya is not participating in the skirmish
RANK 3: THE TERROR OF THE THRONE - There is virtually no or in a duel.
one who is immune to the power of an Imperial scion. While
RANK 4: BLESSINGS OF THE EMPEROR - At this rank, the Miya
conversing with an opponent of equal or lower Status Rank,
have developed a personality strong enough to impose their
you may force a Contested Void Roll. If you are successful,
demand for peace on the more violent individuals around
you can permanently give the opponent any one Social
them, in what is essentially a more specialize form of the
Disadvantage. Alternatively, you can force the opponent to
Otomo technique of obiesaseru. This ma be done a number
become ronin, but the technique can only be used in this
of times per session equal to your School Rank, but you
manner once every six months. Forcing a samurai to
may only use this Technique against honorable samurai
become ronin in this way costs you 5 points each of Glory,
(Honor Rank 1.0 or better) who revere the Emperor –
Honor, and Status.
criminals, bandits, the Lost, and nonhumans are immune t
its effects. To use this Technique, you take a Complex
Action to step forward and forcefully demand an end to
violence. (“This brawling will cease, in the name of the
Emperor!”) You make a Contested Roll of your Courtier
Miya Herald (Rhetoric) / Awareness against the Etiquette (Courtesy) /
Willpower of all affected persons within hearing. All
● Clan: Imperial individuals who lose the roll must immediately cease all
● Discipline: Courtier aggressive action, and cannot attack o cast offensive spells
until they take damage or you give the permission to fight.
● Benefit: +1 Awareness (They can still use defensive abilities an the Defense and
● Skills: Courtier (Rhetoric), Defense, Etiquette Full Defense stances.) The effect lasts for on minute, and
(Courtesy) Horsemanship, Lore: Heraldry, Sincerity, an the Technique can be used on the same target again if it is
one High or Bugei skill resisted
● Honor: 6.5 RANK 5: GLORY OF THE EMPEROR - The Herald is now a true
● Outfit: Sensible Clothing, Wakizashi, Calligraphy Set master of nonaggression and diplomacy. When rolling with
Horse (Rokugani pony), 10 koku the Courtier or Etiquette skills against a target with at least
Honor 1.0, you may add a +5k0 bonus t the roll.
●
The Miya are Imperial messengers, charged with spreading
the words of the Emperor and the Imperial Court to even
the most remote regions of Rokugan. While they are
protected in most areas by their Imperial status, the Miya
must often travel t places of great conflict and danger.
Occasionally bandits an criminals become unreasonable or
desperate and attack the herald. Thankfully, the Miya is well
trained for that eventuality. The Miya Herald School focuses
on building trust and cordiality with everyone in the Miya’s
path. He speaks with confidence and composure to ease
tensions and smooth altercations. The Miya learns ways to
boost his defenses and spread peace to achieve the dream
of a strong, united empire.
43
Otomo Courtier RANK 3: MY MASTER'S VOICE - The Otomo speak with the
direct authority of the Emperor and the more experienced
among them have mastered the art known as “obiesaseru,”
● Clan: Imperial using the authority of the Son o Heaven to stun their foes.
● Discipline: Courtier You may only use this Technique against honorable samurai
● Benefit: +1 Awareness (Honor Rank 1.0 or better) who revere the Emperor –
criminals, bandits, the Lost, and nonhuman are immune to
● Skills: Courtier (Manipulation), Defense, Etiquette, its effects. To use obiesaseru, you must take a Complex
Intimidatio (Control), Investigation, Sincerity, any on Action to pause, gather your willpower, an shout an
High skill appropriate command (typically something like “Stop in the
● Honor: 5.5 name of the Emperor!”). You make a Contested Social Skill
roll of Intimidation (Control) / Willpower against the target’s
● Outfit: Traditional Clothing, Wakizashi, Knife, Etiquette (Courtesy) / Willpower. (If the target sincerely
Calligraph Set, 10 koku believes he is acting honorably, he gains a Free Raise t his
● roll.) If you win the roll, on his next Turn the target ma not
move, attack, cast spells, or perform any other action that
Like the Seppun, the Otomo are dedicated to the safety of would directly obstruct or threaten you or your immediate
the Emperor. The Otomo simply choose more underhanded friends/allies (GM’s discretion as to who is considered you
method to prove that devotion. The power of the Emperor ally). He may, however, attack others who are not your
must remain strong and unchallenged. This can only allies and regardless he can always use the Defense and
happen if n one can gather enough strength to topple the Full Defense Postures.
pillars of the Emperor’s authority. The Otomo sow suspicion
and distrust amongst the Great Clans to prevent any RANK 4: THE EMPEROR'S PROTECTION - As a favored servant
malicious scheme from taking root among them. The Otomo of Imperial power, the Otomo is under special protection,
Courtiers, also known as Seiyaku, focus o fully utilizing the and can easily crush those foolish enough to disagree with
tools at their disposal. As an Imperial family the Otomo him in public. Any time you are in an argument or debate
automatically garner respect and power fro every honorable with another person, you may spend a Void point to make a
samurai. The Otomo learns to push this advantage as far as Contested Roll of your Courtier (Manipulation / Awareness
he can to make others cower under the weight of Imperial against their Etiquette (Courtesy) / Awareness. If you win
decree. He uses every underhanded trick in the book, the roll, they must either agree with you position or
knowing that his blood protects him from the repercussions. immediately lose 5 points of Honor.
RANK 5: THE VIRTUES OF COMMAND - The Otomo is now able
Techniques to bring the full power of Imperia authority to bear on those
RANK 1: THE VOICE OF HEAVEN - The Otomo believe that who displease him. When making a Contested Social Roll
nothing done in the name of the Emperor and Imperial against someone who reveres Imperia authority, you may
authority can ever be truly dishonorable. Their appointed gain a +5k0 bonus on your roll.
role within the Empire is to spread conflict between the
clans so they cannot unite against Imperial power and the Seppun Shugenja
Otomo do this without hesitation. You do not los Honor for
using the Intimidation (Control) Skill. Any time you are in ● Clan: Imperial
conversation with someone from one of the clan (Great or ● Discipline: Shugenja
Minor), you may make a Contested Roll of you Courtier
(Manipulation) / Awareness against their Etiquette ● Benefit: +1 Intelligance
(Courtesy) / Awareness to provoke a disagreement or ● Skills: Calligraphy, Defense, Etiquette, Investigatio
argument between them and someone from another clan or (Notice), Meditation, Lore: Theology, any one High o
faction of your choice. Bugei Skill
RANK 2: DESTINY HAS NO SECRETS - The Otomo have ● Honor: 6.5
information networks that rival those of the Scorpion, and ● Outfit: Robes, Wakizashi, Bo, Scroll Satchel, Travelin
can call on them in almost any part of the Empire. If you Pack, 10 koku
have the opportunity to seek out your contacts you may
spend a Void point to roll Courtier/Awareness at T 25 to
● Affinity/Deficiency: Fire / Water
learn one piece of critically useful information (chose by the The best bushi of Rokugan are granted the privilege of
GM). guarding the Emperor. There are threats steel cannot
answer, however and against these the Seppun Shugenja
stand ready. A members of the Hidden Guard, the Seppun
Shugenja wait an stand vigil at all times of the day for signs
of an attack. Their wards are among the best in Rokugan,
and the Seppun constantly practice their prayers to the
kami in preparation for a assault on their territory. They are
the last line of defense for the Emperor and they will not be
broken. The Seppun Shugenja School focuses on defense of
the Emperor and his retinue. When danger approaches, the
Seppun calls upon the kami with his entire soul, amplifying
spell effects and performing magical feats he would not b
able to do normally. The Technique is versatile and work
with a large variety of offensive and defensive spells, a long
as the shugenja is trying to save the life of the Son o
Heaven.
44
Techniques RANK 2: HEAVEN'S CLAW - The bushi has tapped the power
of the thunderbolt, striking hard at his enemy’s
RANK 1: IN DEFENSE OF THE THRONE - The Hidde Guard exist weaknesses. Any time you inflict more than 10 points of
only to defend their Emperor, and are terrible opponents for damage with a single attack, your opponent loses one Void
any who might pose a danger t the sanctity of the Son of Point. Against opponents with no Void Points remaining (or
Heaven. You gain a Free Raise on any spell cast to protect no Void), you may instead re-roll a single damage die and
the life, persona belongings, family, or reputation of the take the better of the two results.
Emperor, a long as the action taken would not cause you to
los Honor. This includes members of the Imperial families RANK 3: LIGHTNING KISS - The kenku bushi has captured the
(though not yourself). You also gain a Free Raise o any swift fury of lightning. You may attack as a Simple Action
spells known only to the Imperial families. while using any melee weapon in which you possess a Skill
Emphasis.
RANK 4: CHURNING SKIES - The kenku bushi has learned to
patiently build his energies, only to strike with thunderous
power. If you choose to delay your Turn during a Round
Kenku until after all your opponents have acted, you may ignore
the effects of all Wound Penalties (including Down and Out)
and your may spend any amount of your Void Points on
The Kenku Swordsman your damage rolls during this Round.
● Clan: Kenku RANK 5: THE SAME BREEZE - Even two leaves carried on the
same breeze may take quite different paths. This is the final
● Discipline: Bushi lesson of the kenku school. At the beginning of your Turn,
● Benefit: +1 Reflexes you may take a Free Action and spend a Void Point to copy
● Skills: Defense, Hunting, Kenjutsu (Katana), one bushi Technique of any other character (human or
otherwise) within 20’ for a number of Rounds equal to your
Meditation, Tea Ceremony, any one Lore skill, any one
Air. You must abide by whatever costs and restrictions
Bugei Skill
apply to the copied Technique (Void Point cost, specific
● Honor: armor or weapons, etc).
● Outfit: Light or Heavy Armor, Daisho, Traveling Pack, 3 If you are not a Kenku yourself, you must have seen the
koku.
Technique you are copying used at least once. Regardless
● of whether you are human or Kenku, you may only copy one
Technique at a time.
The Kenku are greatly renowned for their wisdom, but they
are respected in equal measure for their extraordinary
swordsmanship.
It was in the time of the Five Races that the Kenku first Monkey
took up arms against the invading forces of Jigoku, and they
proved to be phenomenal warriors. Though those days are Toku Bushi
long past, their martial prowess remains legendary.
The Kenku Kensei (“sword saint”) style has persisted since ● Clan: Monkey
the time of the Five Races, making it the oldest known ● Discipline: Bushi
martial style in Rokugan. While the weapons and
techniques have evolved over the millennia, the central
● Benefit: +1 Willpower
Kenku martial philosophies have remained essentially ● Skills: Athletics, Defense, Hunting, Investigatio
constant. Their style focuses on speed and precision over (Search), Kenjutsu, Lore: History any 1 High or Bugei
strength. A Kenku swordsman will patiently bide his time, Skill
distracting his enemy with careful feints, while waiting for ● Honor: 5.5
the proper moment to deliver a single devastating blow.
Kenku are also quick learners, able to mimic the techniques ● Outfit: Light Armor, Sturd Clothing, Daisho, any
of others after brief observation. weapon, Traveling Pack, koku
●
The Kenku do not share these techniques lightly. Even
when a Kenku sensei deems a human worthy of his The Monkey Clan has the blessings of the Imperial line an
teachings, he may not share the secrets of Kenku access to skilled experts in the field of war. Hundreds of
swordsmanship. For a Kenku to instruct a human in such a ronin teachers have stepped through the dojo doors, ready
way, something more is required. to impart knowledge to an eager audience. These diverse
skills were distilled into a single, cohesive fighting style that
As stated previously, the Kenku are extremely discerning in
contains the best aspects of each lesson given in the
regards to their techniques. A human student must either
Monkey dojo. The Toku Bushi School teaches techniques to
prove his worth to a Kenku sensei or be selected by a Kenku
help fight against multiple enemies. The Toku learns to
to receive training.
keep his head in the face of overwhelming odds and to fight
on without hesitation. He sharpens his concentration and
Techniques resolve to supernatural heights, and his calm on the
battlefield become one of his greatest weapons.
RANK 1: WING OF THUNDER - The kenku bushi has learned
to harness the speed of the wind itself, and can draw that
element into himself. You may add the total of your
Reflexes and School Rank to your Armor TN against any
enemy with lower Initiative.
45
Techniques Techniques
RANK 1: TOKU'S LESSON - A Monkey Bushi will prevail, even RANK 1: TOOLS OF THE FORTUNES - The Tsi Smith dedicates
in the face of the most difficult odds. You add +1k0 to all his life to reaching perfection in the heat of the furnace. All
Skill Rolls with a TN of 2 or higher. (This includes attack Craft Skills are considered Schoo Skills for you for the
rolls.) Additionally, all you Wound Penalties are reduced by purposes of effects that target School Skills. Whenever you
an amount equal to you Willpower plus double your School make a Craft Skill Roll, you gain on point of Glory for
Rank. succeeding, and one additional point for every increment of
5 by which you exceed the TN. This effect only applies to
RANK 2: THE STRENGTH OF ONE MAN - As a member of a rolls a made against a TN equal to 10 plus you School Rank
very small Minor Clan, the Toku bushi is accustomed to x5 or higher
fighting against the odds. While facing multiple opponents
or an enemy with a higher Insight Rank, you ad +1k1 to RANK 2: TSI XING GUI'S BLESSING - The Oriole smith seeks
your attack and damage rolls. to emulate the works of the Fortune of Steel. When wielding
or using one of your own creation (such as a weapon in
RANK 3: COURAGE ABOVE ALL - The Toku bushi calls on the battle or wearing an elaborate kimono in court), you gain a
courage of his Clan’s founded to speed his own attacks. You bonus of +2k1 for Void Points spent o relevant Skill Rolls,
may make melee attacks as Simple Action instead of a rather than the usual +1k1. Additionally when an item you
Complex Action. created is given as a gift among member of the samurai
RANK 4: FORGE YOUR OWN FATE - The Toku bushi learns to caste, both you and the gift-giver gain Glory equal to your
dodge the worst of any attack. You may spend a Void Point School Rank.
when suffering Wounds to force you opponent to drop the RANK 3: A CRAFTER'S DEDICATION - A Tsi Smith knows the
two highest dice from his damage roll even if this would worth of everything he creates, year after it has left his
reduce the total amount of kept dice. This cannot reduce forge. When crafting, the price of the object you are
the damage roll to less than 1k1. creating is reduced by half for the purposes o determining
RANK 5: FORTUNE FAVORS THE MORTAL MAN - The Toku how long it takes to create the object in question. When
Bushi earns his good blessings with his own sheer tenacity. someone in your presence is using an item you created you
Once per Round, you may spend a Void Point t reroll any may take a Complex Action to grant them a bonus of +Xk1,
roll. You add +2k1 to the new roll. You may choose to keep where X is your School Rank, on the relevant Skill Roll (for
the new roll or your original roll. example, Kenjutsu for a katana, Defense for armor or
Etiquette for a kimono). RANK FOUR: EXHAUSTIVE
RANK 4: EXHAUSTIVE KNOWLEDGE - All members of the Tsi
Smiths are expected to test their creations for weight,
Oriole balance, and effectiveness. You ma spend a Void Point as a
Free Action to allow you to make any attacks with a weapon
Tsi Smith you created as Simple Action rather than Complex Actions.
This effect lasts for a number o Rounds equal to your School
● Clan: Oriole Rank.
● Discipline: Artisan RANK 5: STAR-FILLED STEEL - Oriole-made items are rivaled
● Benefit: +1 Intelligence only by the masterful items o the Kaiu Forge. Once per day
upon the completion of crafting weapon, you may spend all
● Skills: Any one Artisan Skill, Commerce, two ranks i your Void Points in order to create a Sacred Weapon (as per
any one Craft Skill, Defense, any one Weapon Skill any the Advantage). This weapon is know as a Tsi weapon (e.g.,
one High, Bugei, or Merchant Skill a Tsi Blade, Tsi Tetsubo, etc.), and ma possess one of the
● Honor: 4.5 following qualities: Balanced (the wielded gains a bonus of
+1k0 on attack rolls made with the weapon) Swift (the
● Outfit: Sensible Clothing, Wakizashi, Calligraphy Set wielder gains a bonus of +5 to his Initiative Score while
Traveling Pack, 3 koku wielding the weapon), or Unbreakable (the weapon ma not
● be broken). At the GM’s option, a truly gifted Tsi smith ma
also be able to make a weapon Radiant (treat the weapon a
Tsi was the name of an ancient gaijin blacksmith who jade for the purpose of harming Invulnerable creatures).
impressed the second emperor, Hantei Genji, with his
works. The Emperor declared the man was blessed by the
Fortunes an made him a Rokugani on the spot. Centuries
later a ronin apprentice took the forgotten name for himself
and impressed Emperor Hantei XXX with his style. Artisans
trained in the Tsi Smith School are unique in that everything
they learn is to increase their skills crafting weapon and
armor. They learn martial styles to know how expert will
treat the weapons they create. They have little use for
social pleasantries or political maneuvering so their
teaching mostly bypass those aspects of a samurai’s life.
46
Owl This Technique cannot work against Shadowlands
creatures or denizens of Jigoku or Tengoku. Using
Intimidation in this manner does not cost you Honor.
The Otomo Diplomats
RANK 5: HANTEI'S MANDATE - The Otomo may now bring the
● Clan: Owl full weight of Hantei’s Celestial favor to bear against those
who trouble Ningendo.
● Discipline: Courtier
You gain an additional +3k0 bonus to your Intimidation
● Benefit: +1 Awareness rolls with your Rank Four Technique (this stacks with the
● Skills: Calligraphy, Courtier, Etiquette (Courtesy), +3k0 bonus against “nonhumans” in that Technique).
Intimidation, Lore: Nonhumans, Sincerity, any one High
Skill Seppun Shugenja
● Honor: 6.5
● Outfit: Court robes, fan, traveling pack, 5 koku ● Clan: Owl
● ● Discipline: Shugenja
● Benefit: +1 Intelligence
Hantei’s Celestial fighting style was unmatched among the ● Skills: Calligraphy, Defense, Investigation, Lore:
Kami. However, in the canonical history of Rokugan, Hantei
never shared the secrets of his fighting skills with any of his ● Nonhumans, Lore: Theology, Meditation, any one High
mortal followers, and they died with him after the First War. skill
In the timeline of the Togashi Dynasty, Hantei adapts his ● Honor: 6.5
Techniques to his clan’s new duty of fighting against
nonhuman threats to the Empire, and it is in this form that
● Outfit: Robes, wakizashi, bo staff, scroll satchel,
traveling pack, 4 koku
an echo of his original peerless talent is passed down
through the ages. ● Affinity/Deficiency: Fire / Water
In this timeline, the Seppun are simply the shugenja family
Techniques of the Owl Clan rather than the special servants of the
RANK 1: WISDOM OF THE OWL - The basic technique of the Emperor. In keeping with their clan’s duty to the Togashi
Otomo Diplomat is to find ways to relate successfully to all Dynasty, the Seppun have learned to focus their magic on
parties, human and nonhuman alike, smoothing over dealing with nonhuman threats and problems of all sorts.
misunderstandings and conflicts.
Techniques
You gain a +1k0 bonus to your Etiquette rolls. During any
social interaction with “nonhumans,” you may as a Free RANK 1: IN DEFENSE OF NINGEN-DO - The Seppun shugenja
Action roll Lore: Nonhumans / Intelligence at TN 20 to exist both to communicate with nonhumans and spirits and
remember an important aspect of social interaction with to protect the Empire from their depredations when they
those nonhumans (the GM chooses the specific thing you act improperly. You gain a Free Raise on any spell which
remember, but it will always be something useful to the targets a “nonhuman.” When casting a spell which inflicts
situation). damage on others, you may expend an additional spell slot
(of the same Element or of Void) to have the spell ignore
RANK 2: UNITY OF THE REALMS - Because the Otomo Reduction on the target(s) equal to twice your Void Rank. If
specialize in negotiating with the “nonhuman” races, they the target is “nonhuman,” this Technique also ignores all
have many friends, allies, and contacts among them. Any damage mitigation effects from creature abilities (other
time you encounter a “nonhuman” in a non-hostile than Invulnerability).
environment, you may roll Courtier / Awareness at TN 25.
With a success, the "nonhuman" will treat you as an Ally Hantei Bushi
with Devotion 2 for the remainder of the encounter (unless
you actively do something to threaten or harm it).
● Clan: Owl
RANK 3: THE VOICE OF HEAVEN - When understanding does ● Discipline: Bushi
not work, the Otomo have another method: cowing others
by invoking the awesome authority of the Celestial ● Benefit: +1 Agility
Heavens. When you spend a Void Point on an Intimidation ● Skills: Athletics, Defense, Etiquette, Kenjutsu,
roll, you gain +2k2 instead of the normal +1k1. If the roll is Kyujutsu, Lore: Nonhumans, any one High or Bugei Skill
made against a “nonhuman” opponent, the bonus is +3k2
instead. Either way, you do not lose Honor for using
● Honor: 6.5
Intimidation in this manner. ● Outfit: Average clothing, light armor, daisho, bow, any
one weapon, traveling pack, 4 koku
RANK 4: UPHOLD THE PEACE - At this rank, the Otomo
Diplomat is able to call on the awesome repute of the clan ●
founder, Hantei himself, to impose peace on all manner of Hantei’s Celestial fighting style was unmatched among the
confrontations. At the start of a skirmish, or during your Kami. However, in the canonical history of Rokugan, Hantei
Turn on any later Round in such a skirmish, you may take a never shared the secrets of his fighting skills with any of his
Complex Action to spend a Void Point and demand an mortal followers, and they died with him after the First War.
immediate cessation of hostilities. You make a Contested In the timeline of the Togashi Dynasty, Hantei adapts his
Intimidation / Willpower roll against all those within hearing, Techniques to his clan’s new duty of fighting against
gaining a +3k0 bonus against any of those targets who are nonhuman threats to the Empire, and it is in this form that
“nonhumans.” Any combatants who lose the roll must cease an echo of his original peerless talent is passed down
all offensive action until they are attacked or until three through the ages.
Rounds have passed.
47
Techniques
Ox
RANK 1: THE BLESSINGS OF HEAVEN - The basic lesson of
Hantei is to call on the favor of the Celestial Realms to Morito Bushi
oppose those who stand against Heaven. When facing a
“nonhuman” opponent, you may add either your Earth or ● Clan: Ox
your Honor (whichever is higher) to your Armor TN. You
gain a +1k0 bonus to all your attack rolls with Samurai
● Discipline: Bushi
weapons. ● Benefit: +1 Agility
RANK 2: WRATH OF THE EARTH DRAGON - The power of ● Skills: Defense, Horsemanship, Hunting (Tracking)
Celestial Favor can overcome any who presume to trouble Kenjutsu, Lore: Kolat, Lore: Underworld, any one Skill
Ningen-do or the Empire of Togashi. ● Honor: 3.5
At the start of your Turn, as a Free Action you may spend a ● Outfit: Light or Heavy Armor, Sturdy Clothing Daisho,
Void Point to let your attacks this Round ignore all the Heavy Weapon or Polearm, Horse (Rokugan Pony),
Reduction of “nonhuman” opponents. Traveling Pack, 3 koku
48
Ronin Generic Ronin
Disciples of Sun Tao ● Clan: Ronin
● Discipline: Bushi
● Clan: Ronin ● Benefit: +1 Agility
● Discipline: Bushi ● Skills: Athletics, Defense, Hunting, Intimidation,
● Benefit: +1 Reflexes Kenjutsu, Knives, any one Weapon Skill
● Skills: Athletics, Defense, Hunting, Iaijutsu, Kenjutsu ● Honor: 4.5
any 2 Skills ● Outfit: Light Armor, Sturdy Clothing, Daisho, any 1
● Honor: 4.5 weapon, Traveling Pack, 1 koku
● Outfit: Light Armor, Sturdy Clothing, Daisho, any ●
weapon, Traveling Pack, 1 koku
The ronin mechanics in the L5R 4th Edition RPG are
● designed to reflect the unfortunate reality of a wave-mans
The ronin who call themselves the disciples of Sun Tao are life namely, most ronin bands are only around for a short
group that have taken the teachings of the legendary ronin time, and are unable to develop more than one Technique.
tactician Sun Tao, who is said to have studied with each o Even the rare ronin groups that manage to endure for a
the Great Clans in turn, and applied his wisdom to the art of long time or gain prestigious support, such as the Legion of
the duel. Although they lack the skill and recognition o Two Thousand, are hard-pressed to establish the sort of
dueling traditions within the Great Clans, those who follow infrastructure and long-term continuity required to maintain
dueling have, over time, come to grudgingly acknowledge a full-fledged bushi school. The game design reflects this
their strength. with a system which forces most ronin to rely chiefly on
their innate capacities (represented by Skills) with only one
Forest Killers or two Techniques.
● Clan: Ronin Although this approach is realistic for the setting, it does
put ronin significantly behind clan characters (even Minor
● Discipline: Bushi Clan characters) in terms of their game-mechanic
● Benefit: +1 Agiltiy capabilities. This can be frustrating for players who are
running ronin characters. GMs who wish to mitigate this
● Skills: Athletics, Defense, Hunting, Kenjutsu, Kyujutsu frustration can opt to make this generic ronin school
Stealth, any 1 Weapon Skill available for play. Although a generic school does not really
● Honor: 4.5 fit the concept of what schools are supposed to represent in
● Outfit: Light Armor, Sturdy Clothing, Daisho, any the world of Rokugan, it does allow greater options for
weapon, Traveling Pack, 2 koku players, which is a virtue in itself. GMs can thus have the
freedom to decide whether they wish to focus their
● campaigns more on setting authenticity at the expense of
game-balance, or more on game-balance and maintaining
The Forest Killers are perhaps the most ruthless and
fairness between players.
fearsome bandit organization in the history of the Empire.
For centuries they exploited the superstitions surrounding Although this school is intended primarily to represent
the Shinomen Mori by hiding within its depths. They were ronin, it can also be used to represent any other situation in
eventually eradicated by the Emerald Champion, but their which a character could have martial training without
demise proved short-lived, and within a few years a new access to a named bushi school. For example, it could
group o Forest Killers was plaguing the lands around the represent the training of Great Clan samurai who belong to
Shinome once more. minor vassal families without access to their clans main
dojo. It could also represent Minor Clan samurai in clans like
Techniques the Fox, Dragonfly, Oriole, or Bat who have bushi in their
ranks but lack any bushi school of their own.
RANK 1: STRENGTH OF THE FOREST - The Forest Killer are a
formidable group who recruit only the toughest and most Techniques
durable of warriors to join their band. You gain additional
Wounds per Wound Rank equal t your Stamina. You may RANK 1: STRENGTH OF MY FATHER - Ronin are known for
also add your Stamina to the total of all damage rolls their resilience in the face of adversity. When you are
resulting from melee attacks. suffering TN penalties due to Wounds, you may make an
Earth Roll (ignoring Wound TN penalties) during the
Reactions Stage of each Round, with a TN equal to 5 + 5x
the number of Wound Ranks you are currently suffering. If
the roll is successful, you may ignore the effects of your
Wound penalties until the next Reactions Stage. This
Technique does not work once you reach the Down or Out
Wound Ranks.
RANK 2: NEVER YIELD - Ronin are accustomed to being the
underdogs. When you are outnumbered in a skirmish, you
gain a bonus to your Armor TN equal to the amount by
which the number of enemies exceeds the number of your
allies. This bonus cannot exceed the total of your School
Rank x2.
49
RANK 3: BITE OF THE WOLF - Veteran ronin are swift and
deadly fighters. You may attack as a Simple Action when
Tawagoto's Army
wielding a katana or a knife.
● Clan: Ronin
RANK 4: TWICE-CUTTING SPIRIT - As ronin become truly ● Discipline: Bushi
experienced, they become ever more deadly with many
different weapons. Choose one additional melee weapon: ● Benefit: +1 Agility
you may attack with that weapon as a Simple Action. Once ● Skills: Battle, Defense, Etiquette, Investigation,
per skirmish, you may spend a Void Point on a damage roll, Kenjutsu Spears, any 1 Skill
regardless of what weapon you are using.
● Honor: 4.5
RANK 5: VALOR OF THE WOLF - Those ronin who survive long ● Outfit: Light Armor, Sturdy Clothing, Daisho, any
enough to perfect their skills become legends of the weapon, Traveling Pack, 1 koku
battlefield, able to endure all manner of hardship and
prevail in spite of severe injuries. Choose another melee ●
weapon: you may attack with that weapon as a Simple Inspired by the young and charismatic ronin Tawagoto, this
Action. Additionally, you may spend a Void Point to activate group of ronin and peasants rallied together to protect the
your R1 Technique without requireing a Willpower Trait Roll; innocent people of Rokugan from the rash of violent
when you activate it in this way, it lasts a number of Rounds peasant revolutions inspired by the mad monk Kokujin while
equal to your Fire Ring. the Great Clans were engaged in another war of succession.
Eventually the clans recognized the threat and sanctioned
People's Legionnaire Tawagoto’ activities, lending him aid to complete the task
of hunting down Kokujin’s forces and destroying them.
● Clan: Ronin
● Discipline: Bushi Techniques
● Benefit: +1 Stamina RANK 1: THE PEOPLE'S WILL - Those who are guide by honor
● Skills: Athletics, Defense, Hunting, Knives, Spears, carry the strength of the Empire’s people i their actions.
Stealth, any 1 Merchant or Low Skill When you spend a Void Point to add bonus of +1k1 to any
Skill or Trait Roll, you may also add your Honor Rank to the
● Honor: 0.0 total of that roll.
● Outfit: Ashigaru Armor, Sturdy Clothing, Yari, any 1
Peasant weapon, Backpack, 5 zeni Tengoku's Justice
●
● Clan: Ronin
After the commoner Asahime began organizing her army of
peasants, she worked with her monk adviser Rojin to ● Discipline: Bushi
develop a spear-fighting technique that would allow simple ● Benefit: +1 Strength
ashigaru soldiers to stand their ground against samurai
opponents. The technique was designed to capitalize on
● Skills: Athletics, Defense, Horsemanship, Hunting
Kenjutsu, Kyujutsu, any 1 Skill
working together, using numbers and discipline to
overcome the superior fighting skills of samurai opponents. ● Honor: 4.5
Unsurprisingly, in Rokugan’s canon history the technique
● Outfit: Ashigaru or Light Armor, Sturdy Clothing
did not survive the ultimate defeat of the People’s Legion, Daisho, Bow with 20 Arrows or Knife, Traveling Pack 1
but creative GMs can use it to represent any peasant or koku
ronin army that lasts long enough to develop some ●
discipline and organized training.
Ruthless in the extreme, the mountain bandits know as
Tengoku’s Justice could threaten the reputation of the
Techniques
Forest Killers as the most reviled bandits in the Empire if
RANK 1: UNITY OF PURPOSE - The People’s Legionnaires drill the survive long enough. Their heretical name, however,
endlessly, learning to act in unison on the battlefield. After gives additional reason to hate them, likely shortening their
Initiative is rolled at the beginning of a skirmish, you may expected survival. The Tengoku’s Justice band makes their
take a Free Action to lower your Initiative score to match home in the Dragon mountains, pillaging and laying waste
that of an ally who is also trained in this technique. If you to entire village to gather the supplies and wealth they
and an ally with the same Initiative attack the same desire. They trust in the traditional inaction of the Dragon to
opponent, you each gain a +1k0 bonus on your attack roll make their apprehension less likely, but have drawn the
for each such ally striking the same foe. The maximum unwavering attention of the magistrates of the Mantis Clan
number of bonus dice you can gain on a single attack roll is due to their actions.
equal to your Insight Rank +1.
Techniques
RANK 1: HEAVEN'S CURSE - The sheer ruthless, murderous
nature of the Tengoku’s Justice fighting style could rival
even that of the Forest Killers. Whenever you surprise an
opponent in a skirmish, you ma double your Strength for
the purposes of determining how many damage dice you
roll on that attack.
50
The Legion of two Thousand Techniques
Advanced RANK 1: FOLDS OF THE IRON FAN - Few in Rokugan have
mastered the facets of the iron fan with the same fluency as
● Clan: Ronin the Tessen. When wielding a war fan in your off hand, you
suffer no penalties for attacks made with that hand. You
● Discipline: Bushi also add your rank in War Fans to the total of your Armor TN
● Benefit: at all times while wielding a war fan.
● Skills: Battle 3, Defense 4, Kenjutsu 3
Tsudao's Legion Advanced
● Honor:
● Outfit: ● Clan: Ronin
● ● Discipline: Bushi
Sponsored by the Imperial house, the Legion of Two ● Benefit:
Thousand recruited from some of the best soldiers in ● Skills: Battle 5, any one Weapon Skill at 5
Toturi's ronin army enjoys resources and support which
most ronin can only dream about. As a result, it has been
● Honor:
able to develop extensive martial techniques, an extremely ● Outfit: Honor Rank 6+, Status Rank 2+, any one
rare accomplishment for wave-men. Paragon Advantage
●
Techniques
Under the reign of the Emperor Toturi II, known to many by
RANK 1: STAND AS TWO THOUSAND - The Legion earned her youthful nickname of the Sword, the greatest force for
fame in its early years for protecting remote corners of the enforcing the laws of the Empire is the Imperial Legions
Empire and for helping defend the Kaiu Wall. You gain a which serve the Throne directly. Reorganized by the
+1k0 bonus to your Defense Skill rolls. When you are Empress during the early years of her reign, these Legions
fighting in defense of the innocent or of the common operate under the direct command of the Emerald
people, this bonus is +1k1 instead. Champion, the Shogun, the Jade Champion, and most
notably the Empress herself.
RANK 2: KURONADA'S HONOR - The son of the tyrant Karatsu
embraced honorable ways despite his fathers legacy and The Empress oversees the reorganization of these military
became one of the most famous commanders in the Legion. forces personally, continuing her fathers tradition of military
innovation throughout her reign. In particular, she institutes
So long as you have an Honor of 5.0 or better, you gain a a rigid set of requirements that restricts membership in the
bonus of +2k1 whenever you spend a Void Point on a roll Legions, with the most stringent requirements for the
with a School Skill, rather than the normal +1k1. This ability Legion she personally commands. She also devises a set of
cannot be used in the Center Stance. new Techniques which she teaches to the best warriors of
RANK 3: TAMAGO'S EXPERTISE - The ascension of the brilliant that Legion, making it one of the most formidable military
tactician Tamago to the leadership of the Legion of Two forces in the Empires history.
Thousand leads to the Legion developing more advanced
training. You may make melee attacks with Samurai Techniques
weapons as Simple Actions.
RANK 1: ALL THINGS THROUGH HONOR - The members of
The Tessen Tsudaos Legion are taught there is nothing that cannot be
accomplished if ones Honor is true. When making a Skill Roll
with a High or Bugei Skill in which you have at least 1 Rank,
● Clan: Ronin you may spend a Void Point to make that roll as though
● Discipline: Bushi your Skill Rank is equal to your Honor Rank.
● Benefit: +1 Stamina RANK 2: WISDOM OF THE SENSEI - The dojo of Tsudaos
● Skills: Battle, Defense, Investigation, Jiujutsu War Fans, Legion teaches both tactical versatility and the joy of battle
any 2 Skills in the name of ones lord.
● Honor: 3.5 When rolling on the Mass Battle Table, you may add or
● Outfit: Light Armor, Sturdy Clothing, Daisho War Fan, subtract your Void Ring from the total of your roll, as
any 1 weapon, Traveling Pack, 2 koku desired. Additionally, you may select one Maneuver.
● Whenever you attempt that Maneuver, you gain one Free
Raise toward success.
Composed primarily of former Crane and Lion, the Tessen
came together to attempt to protect the people of Toshi RANK 3: EMPOWERED BY HER NAME - Those who devote
Ranbo, centuries before it became the new Imperial City. themselves utterly to the cause of the Empress are nigh
The constant changing of hands between the two clans left unstoppable in their fervor. If your Honor Rank exceeds
the city in terrible state, often plagued by criminals who your opponents Honor Rank, you may make a single
knew the clan were too busy with one another to bother additional melee attack (as a Free Action) once per Round
hunting them. Because the Crane forbade any save against that opponent.
themselves to carry a blade within the city, these ronin took
up the tessen as their weapon of choice, and continue to
patrol the streets of the Imperial Cit today, albeit with only
grudging acknowledgement from the city’s Imperial
protectors.
51
The Hawk Purists (Path) Techniques
RANK 1: KISS OF THE LOTUS - The Kolat assassins are taught
● Clan: Ronin to slip through Rokugani society all but unnoticed. You are a
● Discipline: Courtier master of deception and infiltration.
● Benefit: +1 Reflexes When you spend a Void Point on a Stealth or Acting Skill
● Skills: Athletics, Defense, Hunting, Jiujutsu, Kenjutsu, roll, you gain a +2k2 bonus instead of the normal +1k1.
Kyujutsu, any one Skill. RANK 2: TIGER'S CLAW - When striking on the first Round of
● Honor: 3.5 a skirmish against an unaware opponent, or an opponent
● Outfit: As per True Ronin or Clan Ronin, as appropriate who does not realize you are a threat, you gain a +1k0
bonus to your attack rolls and may make melee attacks as
(L5R 4th Edition core rulebook, page 234)
Simple Action.
●
RANK 3: STEAL THE LIGHT - During a skirmish, once per
During the years of the Heresy the Empire has, as always, opponent you may call 2 Raises to make a melee attack
many ronin desperate for acceptance and belonging. that keeps only 1 die of damage (regardless of the weapon
used) but leaves the opponent either blind, deaf, or mute
Since the Hawk Clan did not yet formally exist, there was
(your choice) for a number of minutes equal to your Water.
technically no penalty for impersonating a member, and
Blinded characters suffer the Blind Conditional Effect from
some ronin took this opportunity to represent themselves
the L5R 4th Edition core rulebook. The GM has discretion to
as members of the Hawk Clan, hoping not only to mitigate
decide the exact penalties of being deafened or muted, but
the circumstances of their day-to-day existence but also
some effects should be obvious – for example, a muted
perhaps to gain acceptance into the ranks of the Hawk Clan
character cannot cast spells.
if the Heresy succeeded. As the Heresy escalated, these
ronin became numerous enough to band together and
develop a simple Technique to enhance their efforts, but
Dutiful Disciple
once Gorinno was cast down it became dangerous to
continue claiming allegiance to the Hawk, and the former ● Clan: Ronin
Purists scattered and abandoned their Technique. ● Discipline: Shugenja
GM may also use the Hawk Purist Technique to represent ● Benefit: +1 Intelligence
any ronin band that aspires to become a Minor Clan and ● Skills: Calligraphy, Lore: Theology, Lore (pick one),
thus lays claim to a larger name and identity. Meditation, Spellcraft, any two Skills
Techniques
● Honor: 4.0
● Outfit: Sturdy Robes, Wakizashi, any 1 weapon,
RANK 1: GRACE FROM THE SHADOWS - The ronin who fancy Traveling Pack, Scroll Satchel, 5 bu
themselves members of the Hawk Clan rely on a mix of ● Affinity/Deficiency: Disciple shugenja typically have
popular opinion, bluff, and intimidation to make themselves
the same Affinity and Deficiency of their mentor, which
part of a greater movement and gain favor with others. Any
of course varies wildly. You may choose one non-Void
time you are speaking with another person, you may assert
element in which you gain an Affinity. You are
your membership in the Hawk Clan and try to convince him
automatically Deficient in the opposing element.
to treat you with corresponding respect. This is a Contested
Awareness roll (and is a Complex Action if Actions are Priests of the kami are rare even in the ranks of Great Clan
relevant). If you succeed in the roll, your opponent will treat samurai. Finding a ronin with the ability to speak to the
you as if your Status is one Rank greater than it is. (Thus a kami is truly an impressive feat. What only a handful among
normal Status 0 ronin will instead be treated as though he the priests of Rokugan have ever discovered, however, is
is Status 1.) that the kami are immortal and generally speak to
individuals because of their family association. If an
Kolat Assassin Advanced individual mortal captures the attention of the kami, they
may well continue to speak to his children or grandchildren,
● Clan: Ronin which is why the abilities of shugenja usually occur along
family lines. If one ronin has the ability to speak to the
● Discipline: Ninja kami, his children will almost certainly possess the same
● Benefit: talent, as will their children, and so on. So despite their
● Skills: Acting 5, Knives 5, Stealth 5 incredible rarity, ronin shugenja do in fact exist, difficult
though their lives may be.
● Honor:
● Outfit: Ronin shugenja generally fall into a handful of broad
categories.
●
The assassins of the Lotus Sect are among the deadliest
killers in the Empire, swift and merciless. Much of their
training is dedicated to infiltration and deceit, allowing
them to disguise themselves and replace others, but they
are also taught all possible methods of murder. Few of
those marked for death by the Kolat are able to escape the
reach of Lotus assassins.
52
Some are self-trained. This is the rarest and most difficult Some are self-trained. This is the rarest and most difficult
path for a shugenja to follow, as it requires incredible path for a shugenja to follow, as it requires incredible
determination and intellect. Only those who are born with determination and intellect. Only those who are born with
the most prodigious gifts of the kami can follow this path, the most prodigious gifts of the kami can follow this path,
since others generally give up long before their lesser since others generally give up long before their lesser
talents let them accomplish anything of note. Other ronin talents let them accomplish anything of note. Other ronin
shugenja are fortunate enough to find a sensei to help them shugenja are fortunate enough to find a sensei to help them
along. This might be another more experienced ronin along. This might be another more experienced ronin
shugenja, or even a sympathetic shugenja of the Great shugenja, or even a sympathetic shugenja of the Great
Clans; some priests consider it blasphemous to ignore the Clans; some priests consider it blasphemous to ignore the
gifts of the kami and will teach anyone who they judge can gifts of the kami and will teach anyone who they judge can
cope with the burdens and responsibilities of priesthood. A cope with the burdens and responsibilities of priesthood. A
third group of ronin shugenja gain the favor of some third group of ronin shugenja gain the favor of some
independent order or monastic sect, and are taught in that independent order or monastic sect, and are taught in that
manner. The Brotherhood of Shinsei, which contains manner. The Brotherhood of Shinsei, which contains
numerous retired clan shugenja in its ranks, is the most numerous retired clan shugenja in its ranks, is the most
frequent source of such training. Other groups do exist, frequent source of such training. Other groups do exist,
however, such as the Kanosei Furudera order, or the Order however, such as the Kanosei Furudera order, or the Order
of Isoshi, a group of mystical healers who count many of Isoshi, a group of mystical healers who count many
shugenja among their ranks. shugenja among their ranks.
Techniques Techniques
RANK 1: SOUL OF STUDY - Disciples often idolize their RANK 1: PATH OF DISCIPLINE - Orders such as the
mentors and regard their teachings as the most sacred of Brotherhood and other prominent ronin groups emphasize
verses. When casting one of your beginning spells (the ones the most basic tenets of shugenja traditions, strengthening
given you by you mentor), you roll an additional +1k0 on the core beliefs and abilities of their students. You gain one
Spell Casting Rolls. Free Raise on all Sense, Commune, and Summon spells for
all elements except Void and Earth.
Ronin Order
Self-Taught Shugenja
● Clan: Ronin
● Discipline: Shugenja ● Clan: Ronin
● Benefit: +1 Awareness ● Discipline: Shugenja
● Skills: Calligraphy (Cipher), Divination, Lore: Theology, ● Benefit: +1 Willpower
Lore (pick any), Meditation, Spellcraft, any one Skill ● Skills: Athletics, Hunting, Meditation, Spellcraft, any
● Honor: 5.0 three non-High Skills
● Outfit: Sturdy Robes, Daisho, Traveling Pack, Scroll ● Honor: 4.0
Satchel, 5 bu ● Outfit: Sturdy Robes, Wakizashi, any 1 weapon,
● Affinity/Deficiency: Ronin orders tend to emphasize Traveling Pack, Scroll Satchel, 5 bu
practicality over power, and most often favor spells ● Affinity/Deficiency: Self-taught shugenja typically
that have utility in daily life. You have an Affinity for Air have great holes in their training as a result of the trial
spells and a Deficiency for Earth spells. and error method by which they learn the ways of the
kami. You may choose any one non-Void Element in
Priests of the kami are rare even in the ranks of Great Clan which to have an Affinity. You automatically gain a
samurai. Finding a ronin with the ability to speak to the Deficiency
kami is truly an impressive feat. What only a handful among
the priests of Rokugan have ever discovered, however, is Priests of the kami are rare even in the ranks of Great Clan
that the kami are immortal and generally speak to samurai. Finding a ronin with the ability to speak to the
individuals because of their family association. If an kami is truly an impressive feat. What only a handful among
individual mortal captures the attention of the kami, they the priests of Rokugan have ever discovered, however, is
may well continue to speak to his children or grandchildren, that the kami are immortal and generally speak to
which is why the abilities of shugenja usually occur along individuals because of their family association. If an
family lines. If one ronin has the ability to speak to the individual mortal captures the attention of the kami, they
kami, his children will almost certainly possess the same may well continue to speak to his children or grandchildren,
talent, as will their children, and so on. So despite their which is why the abilities of shugenja usually occur along
incredible rarity, ronin shugenja do in fact exist, difficult family lines. If one ronin has the ability to speak to the
though their lives may be. kami, his children will almost certainly possess the same
talent, as will their children, and so on. So despite their
Ronin shugenja generally fall into a handful of broad incredible rarity, ronin shugenja do in fact exist, difficult
categories. though their lives may be.
Ronin shugenja generally fall into a handful of broad
categories.
53
Some are self-trained. This is the rarest and most difficult
path for a shugenja to follow, as it requires incredible
The Disciples of Sun Tao Advanced
determination and intellect. Only those who are born with
the most prodigious gifts of the kami can follow this path, ● Clan: Ronin
since others generally give up long before their lesser ● Discipline: Bushi
talents let them accomplish anything of note. Other ronin ● Benefit:
shugenja are fortunate enough to find a sensei to help them
along. This might be another more experienced ronin ● Skills: Battle (Mass Battle) 4, any two Weapon skills at
shugenja, or even a sympathetic shugenja of the Great Rank 4
Clans; some priests consider it blasphemous to ignore the ● Honor:
gifts of the kami and will teach anyone who they judge can
cope with the burdens and responsibilities of priesthood. A
● Outfit:
third group of ronin shugenja gain the favor of some ●
independent order or monastic sect, and are taught in that
manner. The Brotherhood of Shinsei, which contains The Disciples are an ancient ronin band based around Sun
numerous retired clan shugenja in its ranks, is the most Taos legendary book. The leaders of the band believe they
frequent source of such training. Other groups do exist, possess the only complete copy of Sun Taos writings.
however, such as the Kanosei Furudera order, or the Order Due to the bands age and dedication, it has actually
of Isoshi, a group of mystical healers who count many developed multiple Techniques. Those raised within the
shugenja among their ranks. band usually learn the Gaze of Sun Tao initially before
moving on to study the Disciples advanced teachings.
Techniques
However, the Disciples also recruit other ronin who have
RANK 1: THE KAMI'S GIFT - Those who are self-taught learned different basic Techniques.
possess an affinity for the kami that many among the clans
would envy. When you spend a Void Point on a Spellcasting Techniques
Roll, you add +2k2 instead of +1k1. Unfortunately, you do
not automatically gain additional spells when you advance RANK 1: TERUMOTO'S LESSON - Sun Taos chief disciple was a
in Rank; you must seek them out on your own. skilled warrior who embraced his masters doctrine of
studying battle in all its forms and mastering all types of
The Fuzake Shugenja warfare. Choose any three Weapon Skills; you gain a +1k0
bonus to your rolls with those Skills.
● Clan: Ronin RANK 2: SUN TAO'S LESSON - All members of the Disciples
● Discipline: Shugenja study the Book of Sun Tao, which binds them together as a
● Benefit: group. You gain a bonus of +1k1 to your Battle Skill rolls
when rolling to determine who is winning a battle, and a
● Skills: Calligraphy, Defense, Etiquette, Lore: bonus of +1k0 when rolling to determine your status on the
● Theology, Medicine, Spellcraft, any one High or Mass Battle Table.
Merchant Skill
RANK 3: AIKUMO'S PERFECTION - The second leader of the
● Honor: 5.5 Disciples perfected their teachings and his Technique is the
● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, pinnacle of the bands training.
Traveling Pack, 2 Koku
You may make attacks with melee weapons as a Simple
● Affinity/Deficiency: Earth / Fire Action.
The Fuzake originated as a small order of ronin shugenja
within Toturi's Army, led by a young man named Yasuki
Garou (later Fuzake Garou) who was a close friend to Toku.
When the Monkey Clan was formed he immediately swore
fealty to it. The Fuzake dedicate themselves to healing and
to an intense but rather eccentric veneration of the
Fortunes.
Techniques
RANK 1: THE SIDEWAYS PATH - The shugenja who came to
be known as Fuzake Garou was originally trained by the
Kuni, but spent much of his life trying to protect and heal
those around him. Over time he found ways to call on his
Earth magic to support his efforts, and after his
disappearance and apparent death at the Battle of
Oblivions Gate, his followers pursued and eventually
perfected the crude technique he devised. When casting a
spell that heals Wounds or cures poison or illness (such as
Path to Inner Peace or Peace of the Kami), you may opt to
also expend one or more Earth spell slots; each such slot
awards a Free Raise on your Spell Casting Roll.
54
Snake Sparrow
Original Chuda Shugenja Suzume Bushi
● Clan: Snake ● Clan: Sparrow
● Discipline: Shugenja ● Discipline: Bushi
● Benefit: +1 Willpower ● Benefit: +1 Willpower
● Skills: Calligraphy (Cipher), Etiquette, Lore: Maho Lore: ● Skills: Calligraphy, Kenjutsu (Katana), Lore: History
Shadowlands, Spellcraft, any 2 Skills Lore: Theology, Perform: Storytelling, any one Lor Skill,
● Honor: 4.5 any one Skill
● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin ● Honor: 6.5
Pack, 3 koku ● Outfit: Light Armor, Sturdy Clothing, Daisho, any
● Affinity/Deficiency: Earht / Air weapon, Traveling Pack, 3 koku
●
The Chuda Shugenja School was formed with some of the
same techniques the Phoenix Inquisitors use to this very The Sparrow Clan has never been a martial power, but
day. The founder Isawa Chuda was an Imperial Magistrate, Sparrow samurai will march into combat when the call
sworn to destroy maho-tsukai. Unfortunately, the comes. A the foundation of the clan the Suzume were Crane
descendants of the Chuda have become exactly what Isawa samurai and their mastery with the katana remains a
Chuda swore to destroy. The original Chuda Shugenja foundation of the school to this day. Their fighting style
School was designed to d one thing: destroy the forces of displays much about their philosophy on life, as they will
the Shadowlands. The Chuda would hunt Tainted maho- take as much time a needed to make a perfect strike. The
tsukai and bring down the wrath of the elements on their Suzume Bushi’s love of storytelling gives him an insight into
heads. The Chuda learns to penetrate the substantial battle. He uses that knowledge to see the ebb an flow of
defenses of any monsters a maho-tsukai ma summon, and combat, allowing him to strike slower or faster t exploit his
his focus on Earth spells allows him to learn the Jade spells opponents’ weaknesses. The Suzume Bushi have evolved
required to punish the wicked. far from the clan’s roots in the Kakita Bushi School creating
abilities that center on Initiative in unique ways.
Techniques
Techniques
RANK 1: TO PUNISH THE WICKED - Isawa Chud was a ruthless
persecutor of the Shadowlands, an his techniques live on in RANK 1: ALL THINGS IN TIME - The Suzume watches the flow
those who bear his name. You may spend a Void Point as a of combat to discern the perfect time for his assault. At the
Free Action to negate an amount of Reduction equal to your beginning of the Combat Round before the first character
School Rank from one targeted opponent. You also add you has taken his Turn, you may reduce your Initiative Score by
School Rank to the total of any damage roll made b a spell 5 to add +1k0 to all your attack an damage rolls for the
you cast against a target who possesses the Shadowlands Round.
Taint.
RANK 2: PURITY OF CHI - The Suzume’s body is filled with
disdain for those who indulge in temptations away from the
tenets of Bushido. You add +5 to your Armor TN against
creatures and against human opponents with lower Honor.
RANK 3: WISDOM IS THE GREATEST WEAPON - The Suzume is
a masterful storyteller, captivating audience with his words.
You may spend a Void Point to add you Honor Rank to any
Perform or Lore Skill Roll.
RANK 4: QUIET SPIRIT, STEADY BLADE - The serenity of a
Sparrow is often mistaken for complacency but that is far
from the case. You may make melee attack as a Simple
Action instead of a Complex Action while in the Attack
Stance.
RANK 5: SLOW AND DEADLY - The Suzume strikes when his
foes least expect it, even if h must weather the worst of the
opponents’ attacks. During the Round following your
adoption of the Center Stance, you ad +10 to your attack
and damage rolls. You do not gain this benefit during
iaijutsu duels.
55
Spider RANK 5: INHUMAN ASSULT - The wrath of a Daigotsu bushi is
like that of a rampaging beast. Once per skirmish, you may
launch into a series o bone-shattering blows by making a
Daigotsu Bushi melee attack as a Complex Action. This attack ignores the
bonuses and effects o armor (including Reduction from
● Clan: Spider armor) and any Stance the target assumes. If the strike
hits, the target cannot gain the bonuses of armor or Stance
● Discipline: Bushi
to his Armor TN for a number o Rounds equal to your Taint
● Benefit: +1 Strength Rank plus your Strength Trait. I your opponent is in the Full
● Skills: Hunting, Intimidation, Jiujutsu, Kenjutsu (Katana) Attack Posture, he still retains the -10 Armor TN penalty.
Kyujutsu, Lore: Shadowlands, any one Buge or Low Skill
● Honor: 1.5 Daigotsu Courtier
● Outfit: Light Armor, Sturdy Clothing, Daisho, any ● Clan: Spider
weapon, Traveling Pack, 3 koku
● Discipline: Courtier
●
● Benefit: +1 Perception
The legions of warriors loyal to Daigotsu employ a fighting ● Skills: Acting, Courtier (Manipulation), Etiquette
style cobbled together from the various Techniques they Meditation, Sincerity (Deceit), Temptation, any on High
possessed in their former lives. As a result, the Daigotsu skill
Technique are mildly eclectic, but can be brutally effective
when used i conjunction with one another. Skilled bushi can ● Honor: 1.0
use these secret to devastate their foes and then harness ● Outfit: Sensible Clothing, Wakizashi, Calligraphy Set
their dying life essence to replenish themselves, an act that Traveling Pack, 3 koku
forever marks the as traitors and blasphemers in the eyes
of the Empire. The techniques of the Daigotsu bushi clearly
●
indicate the favor in which they are held by their god and Perhaps the greatest success of the Spider Clan has been
master, Fu Leng. Their ability to increase their damage and the slow and subtle infiltration of many courts of the Great
instill fear i their opponents makes them potent opponents Clans. Disguised as ronin and emissaries of minor branches
for virtually any enemy, and their power level can increase of other families, the Daigotsu courtiers have used the
dramatically if they employ the Shadowlands Taint as well Spider Clan’ network of contacts, blackmail victims, and
(although this is of course, not without risk). willing subordinate to assume positions of power in the
courts of numerous clans, even one of the Imperial families.
Techniques From this position o power, they attempt to subtly
manipulate others into conflict that best serve their true
RANK 1: THE WAY OF THE SPIDER - The Daigotsu Bushi must clan, keeping their enemies away from them and gradually
walk the fine line between using the Taint to power his body undermining the notions of honor possessed by many weak-
and hiding its effects in public. At the beginning of each willed samurai. The greatest strength of the Daigotsu
Round, you may choose to either reduce TN penalties from courtiers is not their Techniques, which are admittedly
Wound Ranks by your Strength Trait Ran plus your Taint useful, but rather their ability to mask their Taint, should
Rank until the end of the Round, or increase your damage they possess it. Their Technique focus on the disruption of
rolls by the same amount. Additionally, the T on any roll others, providing an environment on which the Spider can
made to detect the presence or effects of the Shadowland capitalize, and deflecting both attention and blame away
Taint on you is increased by 10. from themselves. This is essential both to their survival and
RANK 2: AURA OF BLOOD - The presence of the Daigotsu to their ability to benefit their clan.
Bushi can be unsettling to those who are unprepared to
face it. You may spend a Void Point a a Simple Action to Techniques
activate this Technique. While this Technique is active, you
and all of your allies within 30’ add +2k1 to the total of all RANK 1: INSIDIOUS WHISPER - Every student of the Daigotsu
damage rolls. This lasts for a number o Rounds equal to Courtiers is accomplished a the art of masking his nature,
your Taint Rank plus your Strength Trait Rank. This bonus is preventing his true intention and capabilities from being
not cumulative with other application of Aura of Blood. discovered by others. You are skilled at hiding your
Using this Technique while under its effect refreshes its intentions and the symptoms of Taint. You gain a Free Raise
duration. when using Sincerity (Deceit). An rolls made to detect your
Taint (such as the techniques of the Kuni) have their TN
RANK 3: ASHURA'S WING - The Daigotsu Bushi moves and increased by an amount equal to 5 x you School Rank. You
strikes as swiftly as ash born away by the wind. You may add your School Rank to your Honor Ran whenever another
make melee attacks as a Simple Action instead of a is attempting to discern your Honor Rank.
Complex Action.
RANK 2: CRACKS IN THE WALL - The Daigotsu courtier is
RANK 4: DEVOURING WRATH - By the power of Fu Leng, the taught to drop subtle, seemingly innocuous conversational
Legionnaire feed on the strength of his enemies. Any time hints that disrupt the focus and attention of those around
you hit an opponent in melee, you immediately regain 5 him. Any time you are engaged i conversation, you may
Wounds. This can potentially grant additional Wounds spend a Void point and make a Courtier (Manipulation) /
beyond your normal maximum, but this bonus will not Awareness roll (as a Simple Action) at T 25 to force
increase over 20 Wounds. Excess Wounds are lost at the everyone within 20 feet of you to suffer a penalty of –1k1 to
end of the skirmish. all their Etiquette and Perform Skill rolls for the next hour.
They are not aware of the source for their lack o focus. This
effect cannot be stacked.
56
RANK 3: DARKNESS CANNOT BE TRAPPED - At this rank, the
Spider courtier is taught to deflect attention and blame
Order of the Spider
from himself, spreading disharmony among hi foes while
avoiding the price of his own actions. Any time you are the ● Clan: Spider
focus of suspicion or accusation, you may spend a Void ● Discipline: Monks
point as a Simple Action to try to shift the blame t someone ● Benefit: +1 Agility
else who is present at the moment of the accusation. You
must make a Contested Roll of your Sincerity (Deceit) / ● Skills: Athletics, Jiujutsu 2, Lore: Theology, Meditation
Awareness versus the victim’s Sincerity (Honesty) / Polearms, any one Skill
Awareness in order to make the shifting of blame stick. (If ● Honor: 1.5
your attempt seems weak or poorly justified, the GM can
award bonuses to your victim’s attempt to defend himself.)
● Outfit: Light or Heavy Armor, Sturdy Clothing, an
With a success everyone who heard you will believe your Heavy Weapon or Polearm, Traveling Pack, 3 koku
target is the real culprit, until presented with evidence to ●
the contrary. This technique cannot be used to get out of
situations i which you are clearly and inescapably guilty The origins of the enigmatic Order of the Spider are a
(e.g. standing over the dead magistrate with a bloody knife mystery to many even within the clan that holds their
in your hand) nor can it shift blame to someone who is not loyalty. The Order began with the teachings of the fallen
present. monk Roshungi, but no until his greatest student Michio
began spreading the gospel of finding one’s own path,
RANK 4: THE TOUCH OF SIN - At this level of training, the regardless of the consequences t others, did the Order
Spider’s mastery of manipulation and misdirection allows begin to grow in earnest. Brothers of the Spider are
his words to twist the thoughts o others, temporarily merciless opponents with a well-deserved reputation for
leading them into weakness, aggression and confusion. A brutality. Their training includes devastating hand-to-hand
number of times per session equal to you School Rank, you styles and many heavy weapon techniques as well.
may speak with someone for a few minute and then make a Although some succumb to the Shadowlands Taint, many
Contested Roll of your Courtier (Manipulation / Willpower have remained pure simply because it has not suited their
against their Etiquette (Courtesy) / Willpower. If you needs to draw upon the power of darkness. The Spider
succeed, they acquire one of the seven Consume by monks are peerless hand-to-hand combatant who, unlike
Shourido Disadvantages (your choice) for a number of hours most monastic fighting styles, cripple foes rather than
equal to your School Rank. By calling two successful Raises simply disabling them. Their steely resolve grants them
on this roll, you can inflict a second Consumed b Shourido significant bonuses to resist both manipulation and actual
Disadvantage of your choice on the same person for the magic as well as resilience and improved capacity to inflict
same period of time. (You cannot use this technique on the damage.
same person twice in the same day.)
RANK 5: THE EMBRACE OF DARKNESS - The final lesson of the Techniques
Daigotsu Courtier School teaches its students to lead their RANK 1: THE DARK PATH - The Order of the Spider teaches
enemies into paths of aggression and violence. By speaking strength and mastery of oneself even the darkness that
with someone for a least fifteen minutes, you may make a hides within the soul. You gain a bonus of +1k0 to the total
Contested Roll of your Sincerity (Deceit) / Awareness of all attack rolls made using unarmed strikes or with
against their Etiquette (Courtesy) / Perception. If your target polearms. You also add twice you School Rank to your
currently has one of the Consumed by Shourido Armor TN against all melee attacks.
Disadvantages you gain a +5k0 bonus to this roll. With a
success you may convince your target to treat some other RANK 2: DRAWING IN THE STRIKE - Mastery of the body is a
person group, institution, or clan as their enemy. This step to the path of power, and this master affords
cannot b used to turn someone directly against his lord or tremendous endurance to those who reach it. You ma select
the Emperor. Subject to that limitation, the target will any non-Void Ring. You gain Reduction equal to this Ring
continue to believe in this enmity until presented with plus your Rank in the Shadowlands Taint, if you possess
evidence to the contrary. This technique cannot be used any.
against the same person more than once per month.
RANK 3: SPEED OF DARKNESS - The alignment of body and
mind allow tremendous speed. When using a polearm or an
unarmed attack, you may make melee attacks as Simple
Actions rather than Complex Actions.
RANK 4: GUARDED BY CHI - Following mastery of the body
comes mastery of the soul. When you learn this Technique,
you may select any one non-Void Ring. You add twice your
Rank in this Ring, plus your Shadowland Taint Rank (if you
possess any), to the TN of any spell being case against you.
You may choose to suppress this effect if you wish.
RANK 5: DARKNESS UNLEASHED - True mastery of the self
requires drawing upon the darkness within. You gain an
additional number of Void Points per day equal to your
Shadowlands Taint rank or your Earth Ring whichever is
higher. These may be spent exactly like normal Void Points,
except they may also be spent to add a bonus o +1k1 to
the total of your damage rolls.
57
Chuda Shugenja Over time, a new school evolved, one known at first only to
the Dark Moto themselves but later taught to other Lost
who served alongside Tsume’s fearsome legions. After the
● Clan: Spider destruction of the Dark Moto in the twelfth century, their
● Discipline: Shugenja school survived among a handful of Lost and eventually was
● Benefit: +1 Willpower passed down to Daigotsu’s forces. The later Spider Clan
also employed some of the techniques of the Dark Moto.
● Skills: Calligraphy (Cipher), Hunting, Lore: Maho Lore:
Shadowlands, Spellcraft, Stealth, any one Skill Unlike the maho-bujin Advanced School (see below), the
Dark Moto school does resemble a proper Rokugani school
● Honor: 0.5 in that its techniques are taught by sensei rather than
● Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin simply being learned directly from the Taint. Its techniques
Pack, 3 koku can be learned by those who are not yet Lost, but the
● Affinity/Deficiency: Chuda shugenja have an Affinit masters of the school will only teach students who are
for any non-Void Maho spell. Select one non-Voi already clearly suffused with the Taint. The school’s “outfit”
element. You have a Deficiency for all non-Mah spells is the result of Lost who equip themselves from their
of the selected element. victims or their former lives, and can be expected to vary
widely in practice. Naturally, the Dark Moto have no Honor.
The Chuda possess an ancient tradition of maho, passed
down from one to another in secret for centuries, ever since Must be Tainted. The Dark Moto have sometimes taught
their family was eradicated by the Phoenix Clan hundreds of their techniques to those of their allies who not yet Lost, but
year ago. Within the Spider Clan, the heirs of the Snake never to those who have not at least been firmly touched
have found a new home as the reinvigorated Chuda, and by the power of Jigoku.
they serve their masters well. The Chuda are among the
most powerful an progressive maho-tsukai that have ever Techniques
existed, always pushing the envelope of what is possible
with blood magic, never content to simply accept the power RANK 1: POWER IN THE DARKNESS - The embrace of the
available to them. The atrocities committed in the name of Taint grants the Dark Moto strength beyond that of mortals.
increasing their School’ knowledge and power are without Your maximum Raises are now limited by your Taint Rank
limit. Maho is unquestionably the strength of the Chuda or your Void, whichever is higher. You add your Taint Rank
family but the costs associated with it can make them less in unkept dice to all attack rolls. However, you no longer
prolific spell-casters than other shugenja. Fortunately, their gain any benefit from the Full Defense stance.
Technique permits them to conceal the corrupted nature of RANK 2: RIDE BEYOND DEATH - Not even death can break
their magic and to mitigate the rate at which they acquire the connection between a Unicorn and his steed. The Dark
the Taint. Moto are bonded to onikage, the monstrous creatures
created from horses that fall to the Taint. You may mentally
Techniques summon an onikage as a Simple Action. The creature will
appear at the start of the next Round, bursting forth from
RANK 1: BLOOD LIKE WATER - The Chuda have existed for the ground.
centuries, hidden among the people of Rokuga and
concealing the true nature of their dark arts. When casting RANK 3: DARK LORD'S FURY - The rage of Jigoku courses
a maho spell, you may declare on Raise to conceal the through the Dark Moto’s body, driving him to inhuman
corrupted nature of the magic. The spell functions exactly speed and fury. You may make attacks as a Simple Action
as normal, but there will be no outward sign that it is instead of a Complex Action.
anything other than traditional elemental magic. You may
declare a second Raise to reduce all Shadowlands Taint RANK 4: VISAGE OF THE DAMNED - The Dark Moto radiate a
normally acquire by a maho spell to only one Point, powerful aura of terror and malignance, and can intensify
regardless of the spell’s Mastery level. Alternatively, you this power to the point where it will cripple their foes. Once
ma sacrifice one point of Honor to reduce all Taint normally per skirmish as a Simple Action you may create a Fear
acquired by the spell to one Point. effect equal to your Taint Rank against all those who gaze
upon you. Any opponent who succumbs to the Fear is, in
addition to the normal penalties, limited to one Simple
Dark Moto Cavalry Action (and no Complex Actions) on their next Turn.
58
Maho-Bujin Advanced (If you are already Invulnerable due to a Shadowlands
power, you gain Reduction 10 instead.)
● Clan: The Lost
● Discipline: Bushi
● Benefit: The Brotherhood of Shinsei
● Skills:
First Dawn Scholars
● Honor:
● Outfit: ● Clan: The Brotherhood of Shinsei
● ● Discipline: Monk
Throughout the history of the Empire, Lost warriors of great ● Benefit: +1 Intelligence
power have occasionally appeared who manifested fighting ● Skills: Etiquette, Jiujutsu, Lore: Nonhumans, Lore:
skills of terrifying capability. These individuals had not ● Theology (Fortunes), Meditation, Staves, any one Skill
learned at a school, or from the words of a sensei – rather,
they were instructed by Jikogu itself, whispering into their ● Honor: 5.5
bodies and minds through the medium of the Taint. When ● Outfit:
the Lost began to form communities, they saw these ● Devotion: Fortunism
warriors as receiving special blessings from Fu Leng and
revered them accordingly. In the Togashi Dynasty, the Brotherhood of Shinsei affiliates
far more closely with the samurai of Rokugan, such that
Although the Spider Clan later made some attempts to each of the Great Clans has a specific monastic Order
form organized schools around the maho-bujin techniques, closely associated with it. The Sekisho, the Scholars of the
they were not successful – the ways of the maho-bujin can First Dawn, are the Order affiliated with the Owl Clan. They
only be learned from the Taint itself. The Spider developed maintain a vast library of esoteric knowledge on the ancient
simpler techniques that could be taught normally. pre-human civilizations, and seek enlightenment through
In game mechanics terms, the maho-bujin “school” understanding the world that existed before the Kami fell
functions somewhat like a normal Advanced School, but it and even the world as it was before human beings
can only be learned by the Lost – who are NPCs, of course. appeared in Ningen-do.
Any Lost who is sufficiently powerful and useful to Jigoku
can potentially become a maho-bujin, although thankfully Techniques
few of them qualify for such attention from the Realm of
Evil. The “school” has no real requirement other than that RANK 1: WAY OF THE ANCIENT WORLD - Your recognition
the recipient be powerful enough to be worthy of such dark that enlightenment and understanding transcend both race
blessings. Often, maho-bujin are Lost who were already and time allows you to learn one additional Mystical kiho
trained as warriors – in such cases, the combination of their and grants you a +1k0 bonus on all Etiquette and Lore
former knowledge and power of the maho-bujin techniques skills.
can be formidable indeed.
Four Temples
Techniques
● Clan: The Brotherhood of Shinsei
RANK 1: CARVE THE CRIMSON ROAD - The maho-bujin’s body
flows freely with the Taint that inhabits it, and his blows
● Discipline: Monk
strike with a terrible power no mortal flesh can match. Your ● Benefit: +1 Awareness
maximum Raises are now limited by your Taint Rank or ● Skills: Courtier, Etiquette, Jiujutsu, Lore: Theology
your Void, whichever is higher. You gain a bonus in unkept (Shintao), Meditation, any two skills
dice equal to your Shadowlands Taint Rank on all damage
rolls. You can now make the Extra Attack maneuver with ● Honor: 6.5
only 2 Raises instead of 5. ● Outfit: Bo (or pair of jo), coarse and plain Travelin
Clothing, a Scroll Satchel with passages fro the Tao,
RANK 2: CORRUPTION REWARDS - The fighting instincts of a and 2 zeni.
maho-bujin sense blood and leap for it, striking with
preternatural skill and speed, and as his foes grow weaker ● Devotion: Shintao
the maho-bujin moves relentlessly faster and faster. During Many sects believe that monks must retreat into seclusion t
each Reactions Stage of a skirmish, you increase your achieve harmony with the elements. The monks of the Four
Initiative by your Taint Rank. You may now make attacks as Temples sect know that man is a social creature and it is i
a Simple Action instead of a Complex Action. his nature to interact with others. The Four Temples monk
RANK 3: DEVOURER OF PURITY - The warriors of Jigoku are believe they must maintain a strong connection with
able to heal themselves by feeding on the suffering of their civilization to unravel the mysteries of the world. The Four
enemies, even consuming their honor and strength of soul. Temple monks remain in direct contact with the political
Moreover, the maho-bujin has now transcended the heart of the Empire – indeed, one of its biggest monasteries
Celestial Order and fully embraced the power of the Taint, lies within the Imperial capital. Four Temple monks may
making him nigh-indestructible. Any time you reduce become advisors t major generals or daimyo, or they may
someone to Down or Out or kill them, you instantly heal a travel the road, helping the unfortunate who cross their
number of Wounds equal to 2 x (their Honor Rank). This path.
may be done any number of times per Round, but you
cannot heal off the same person more than once in the
same Round.
In addition, you gain the creature ability of Invulnerability.
59
Techniques Order of Heroes
RANK 1: SOUL OF CIVILTY - Brothers of the Four Temples are
accustomed to interacting with extremely important visitors ● Clan: The Brotherhood of Shinsei
and receiving invitations to influential courts. When you ● Discipline: Monk
spend a Void Point to augment a High Skill Roll or a Social
Skill Roll, you gain +2k2 instead of the normal +1k1.
● Benefit: +1 Perception
● Skills: Athletics, Defense, Jiujutsu, Lore: Theolog (pick
Fukurokujin's Eyes an Emphasis), Meditation, any two Skills
● Honor: 4.5
● Clan: The Brotherhood of Shinsei ● Outfit: Bo (or pair of jo), coarse and plain Travelin
● Discipline: Monk Clothing, a Scroll Satchel with passages fro the Tao,
● Benefit: and 2 zeni.
● Skills: Calligraphy, Divination, Etiquette, Investigation, ● Devotion: Shintao
Lore: History, Lore: Theology, any one non- Bugei Skill A small sect that is not well known among those outside the
● Honor: 4.5 Brotherhood, the monks of the Order of Heroes are among
● Outfit: the most proactive sects in Rokugan. Adherents are
followers o the Tao, the Thunder Dragon, and the Fortune
● Devotion: Goemon (the Fortune of Heroes). They believe the potential
for greatness exists within the soul of all men. With the
The Order of Fukurokujin’s Eyes is an order unlike any other
proper encouragement any samurai can become a hero of
among the myriad sects that exist within the Brotherhood
legend to inspire and teach others. The Order actively seeks
of Shinsei. It is a hereditary order, comprised almost
out threats an problems that exist within the Empire, and
exclusively of a small number of bloodlines found only
then seeks out individuals who possess the proper talents
within its ranks. Parents bring their children into the fold at
to deal with the matter conclusively. In this way the Order
a young age and propagate the order’s philosophies
has quietly assisted in the births of hundreds of heroes and
through the generations without any need for external
legends, tales remembered in plays and novels throughout
recruitment.
history. The Order remain all but unknown, however, since
The Order is descended from a pre-Kami tribe that chose to adherents consider i vital perform their duties without ever
remain apart from outsiders, only becoming part of a drawing attention t themselves.
greater community when facing the option to join with Hida
or to be forced from their lands in the face of Crab Clan Techniques
settlement. Hida was content to make the proper
arrangements in order to benefit from the unique gifts the RANK 1: DESTINY'S HAND - The Order’s esoteric methods
tribe offered, namely assessment and prediction so allow for the passage of chi from a mon to another without
accurate that it bordered on the preternatural. difficulty. You may spend a Void Point as a Free Action to
confer a bonus of +1k1 to any one roll this round by an ally
Techniques who has not ye taken his Turn. You may not enhance a roll
that cannot normally benefit from Void Points (such as a
RANK 1: WAY OF THE CLOSED EYE - By observing and damage roll, for instance).
anticipating, monks of Fukurokujin’s Eyes can accurately
predict the actions of others and take advantage of this Order of the Five Rings
foreknowledge in a variety of ways. You may not be
surprised by ambushes. Further, at the start of a skirmish ● Clan: The Brotherhood of Shinsei
prior to rolling Initiative, you may spend a Void Point and
make a Perception Trait Roll at TN 20. If the roll succeeds,
● Discipline: Monk
you may increase your subsequent Initiative Score by 20. ● Benefit: +1 Awareness
However, this bonus is lost instantly if you make an attack ● Skills: Courtier, Defense, Etiquette, Jiujutsu, Lore:
of any kind. ● Elements, Lore: Theology (Shintao), Meditation
● Honor: 4.0
● Outfit:
● Devotion: Shintao
The Order of the Five Rings was a relatively short-lived sect
within the greater Brotherhood of Shinsei that, sadly,
gained incredibly notoriety and considerable influence
during the Empires sixth century. The orders meteoric rise
was largely attributable to its leader, the charismatic monk
Gorinno, who had gained the Empires attention when he
was consulted by the Emperor himself to assist in
determining formal cremation rites for the entire nation.
Although he was already known as a wise teacher and
gifted orator, this act catapulted Gorinno to an
unprecedented position of influence in the Empire. It was
from this prominent position that he created both his
heretical philosophy and the order of monks who would
follow it.
60
Even in the beginning, the members of the Order of the
Five Rings were extremely devoted to their founder, and as
Shinmaki Order
the years of the heresy unfolded they became increasingly
fervent in their beliefs, almost to the point of acting as a ● Clan: The Brotherhood of Shinsei
cult. Moderate members of their order were weeded out ● Discipline: Monk
early on, leaving only zealots and borderline lunatics where ● Benefit: +1 Void
there had once been scholars and orators. Once the heresy
was concluded, the Empire quickly dissolved the Order of ● Skills: Divination, Jiujutsu, Lore: Theology (Diamond
the Five Rings, and it is mentioned only in a few texts within Sutra), Meditation 2, any two Skills
the monastic libraries of the Brotherhood. ● Honor: 6.5
Members of the Order of the Five Rings are notorious for ● Outfit:
their strange abilities, which permit them to find strength in ● Devotion: Shintao
even the slightest imbalance of the Elements. Normal
theological and philosophical doctrines accept that some The monks who are admitted to the small Shinmaki sect
small degree of imbalance is inevitable (and indeed is a spend much of their lives studying the controversial
hallmark of humanitys inherent imperfection as a race born Diamond sutra and meditating on the Seven Thunders, who
from both the blood of Lord Moon and the tears of Lady are supposedly avatars of Shinsei from other cycles of the
Sun). However, the monks of the Order of the Five Rings are world. They remain in their dark and isolated monasteries
able to exploit these minor weaknesses in a manner the for years, and some of their practices there are highly
rest of the Brotherhood cannot replicate or has chosen not controversial (for example, some claim they copy sutras
to in the years since the Orders demise. onto dried flesh). However, they do occasionally emerge to
explore the world or to gather for meetings of the entire
Techniques sect.
61
Temple of Kaimetsu-uo Temples of the Thousand Fortunes
● Clan: The Brotherhood of Shinsei ● Clan: The Brotherhood of Shinsei
● Discipline: Monk ● Discipline: Monk
● Benefit: +1 Willpower ● Benefit: +1 Agility
● Skills: Defense, Jiujutsu, Lore: Theology (Fortunes) ● Skills:
Meditation, any three Skills ● Honor: 4.5
● Honor: 4.5 ● Outfit: Bo (or pair of jo), coarse and plain Travelin
● Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a Scroll Satchel with passages fro the Tao,
Clothing, a Scroll Satchel with passages fro the Tao, and 2 zeni.
and 2 zeni. ● Devotion: Fortunist
● Devotion: Fortunist
Rokugan is a devout Empire filled with thousands of shrine
The adherents of Kaimetsu-uo, the founder of the Manti and monasteries across the land. The Temples of the
Clan, have a considerably different view of that heroic Thousand Fortunes are as diverse as the gods they revere.
individual than the samurai who belong to the Clan he It is almost impossible to categorize all of the monks
founded. They believe Kaimetsu-uo performed legendary Temples of the Thousand Fortunes as one group, but most
deeds because he wanted to avoid the destruction that believe they must work diligently to prove worthy of
would have come i he had stayed and contested the claim enlightenment.
to the Crab Clan’s leadership. The monks of the Temple of
Kaimetsu-uo believe enlightenment comes from conciliation Techniques
and peace with others.
RANK 1: THE THOUSAND FORMS - There is no limit to the
Techniques variety of blessings bestowed upon the loyal members of
the Brotherhood by their divine patrons. You begin the
RANK 1: THE PATH OF PURITY - Your soul dwells in place of game knowing four Kiho, rather that the normal three
wisdom and serenity, and your ire is difficult to arouse possessed by all Brotherhood monk characters. These do
under any circumstances. When making Contested Social not count against the additional Kiho you can purchase with
Skill Roll initiated by your opponent you may use any Ring Experience Points (which you may do as normal).
in place of the normal Trait used (typically Awareness) for
the purposes of that roll. Tengoku's Fist
Temple of Osano-Wo ● Clan: The Brotherhood of Shinsei
● Discipline: Monk
● Clan: The Brotherhood of Shinsei
● Benefit: +1 Agility
● Discipline: Monk
● Skills: Athletics, Battle, Jiujutsu 2, Lore: Theology,
● Benefit: +1 Strength Meditation, any one Skill
● Skills: Battle, Jiujutsu 2, Lore: Theology (Fortunes) ● Honor: 4.5
Meditation, any two Bugei Skills
● Outfit:
● Honor: 4.5
● Devotion: Shintao
● Outfit: Bo (or pair of jo), coarse and plain Travelin
Clothing, a Scroll Satchel with passages fro the Tao, Centuries ago, the Order of Tengoku’s Fist was created as
and 2 zeni. an offshoot of the Shrine of the Seven Thunders. The divide
● Devotion: Fortunist was philosophical, and although it was amicable, the two
sects no longer have much to do with one another (this
Perhaps the most militant of all Brotherhood sects, the causes some observers to assume hostility where none
Temple of Osano-Wo stands apart from the other Fortunist exists). The monks of Tengoku’s Fist see violence not as an
orders because of its extraordinary focus on physical inherently evil thing, but rather as a natural part of
prowess and martial arts. Adherents believe enlightenment existence found in all aspects of life regardless of good or
comes with hard work and physical exertion, and a well- evil, honor or dishonor. They are among the Brotherhood’s
trained body leads t a well-trained mind and soul. Monks of more serene sects of sohei, however, for they do not view
this order are notorious for ritually scarring their skin to violence as a first resort, merely as a viable option to be
mark the progress o their training, giving them an alarming considered equally with all others. When violence is called
appearance. for, they tend to prove exceptionally gifted at dispensing it.
Techniques Techniques
RANK 1: THE HAND OF THUNDER - The emphasis of the RANK 1: THE TEMPLE OF HEAVENLY WISDOM - The monks of
Thunderer’s monks on the purity of unarmed combat is Tengoku’s Fist strike with surety and purpose, and their
obvious to all who encounter them. You gain a +0k1 bonus strength is magnified by the influence of the divine. When
to all damage rolls stemming fro unarmed attacks. This making an unarmed attack against an opponent, or an
effect is cumulative with an other effects that allow you to attack using a bisento, a bo staff, or a weapon with the
roll or keep additional dice on unarmed damage. Monk property, you may gain a Free Raise on the attack roll
if your Fire Ring is higher than your opponent’s Fire Ring.
62
The Dark Paragons Advanced The Fudoist Monks
● Clan: The Brotherhood of Shinsei ● Clan: The Brotherhood of Shinsei
● Discipline: Monk ● Discipline: Monk
● Benefit: ● Benefit: +1 Willpower
● Skills: ● Skills: Courtier, Etiquette, Jiujutsu, Lore: Theology,
● Honor: Meditation, any two Skills
● Outfit: ● Honor: 1.5 or 4.5
● Devotion: ● Outfit:
● Devotion: None
There are those among the Spider Clan, particularly among
the ranks of the Daigotsu bushi and the Order of the Spider The resurgence of Fudoist philosophy in the Colonies has
monks, who have embraced their own sinister variant of given rise to a new generation of monks who subscribe to
honor and devotion. Even the touch of Jigoku itself can be its ancient and forbidden texts. Many are benevolent and
used as fuel for their power, a power that strangely enthusiastic adherents of this mindset, but some among
resembles the oneness many Brotherhood monks have with their ranks are beginning to display the sort of malevolent
the universe. behaviors that doomed the first incarnation of the sect.
(GMs may also use this School to represent the followers of
Some believe this is an indication that the path of the the original Fudoist heresy from the early days of the
Spider, while radically different from the paths of the Empire.)
Brotherhood, is a true path to enlightenment. Those among
the Brotherhood who are aware of the existence of the Dark
Paragons vehemently refute this claim, insisting they are
Techniques
nothing but more seductive tricks of the Realm of Evil. The RANK 1: FOR EACH, ONE PATH - Monks of Fudo must choose
Paragons themselves insist instead that their power reflects their own path, and it can vary wildly from one to another.
their absolute mastery of themselves, and Jigoku has no At the time of character creation, you must choose a low or
reason to leave its mark on its servants when those high Honor Rank (as indicated above). Likewise, you must
servants are willing, devoted, and able to enact its will far choose to specialize in either opposed Social Skill Rolls or in
more effectively without the constraints of the Taint. Attack rolls. You gain a bonus to your total in the selected
roll type equal to twice the difference between your Honor
Techniques Rank and that of your opponent.
RANK 1: RUTHLESS DETERMINATION - A student of the dark
paths learns to flow from one thing to the next, and learns
The Order of Jurojin's Blessing
the secrets hidden in between. You gain two Kiho, for which
you must meet all prerequisites. If you possess the ability to ● Clan: The Brotherhood of Shinsei
make a melee attack with a weapon as a Simple Action, you ● Discipline: Monk
also gain the ability to make an unarmed attack as a Simple ● Benefit: +1 Intelligence
Action, and vice versa.
● Skills: Athletics, Jiujutsu, Lore: Anatomy (Disease),
RANK 2: RISING SHADOWS - The strength of the pious is that Medicine (Disease, Herbalism), Meditation, Staves, any
surety of purpose can lead one to overcome virtually any one Skill.
failure if one is but strong enough in one’s beliefs. A
number of times per skirmish equal to your Void Ring, you
● Honor: 5.5
may immediately re-roll any failed Bugei Skill Roll using ● Outfit:
your Lore: Theology Skill in place of the Bugei Skill originally ● Devotion: Fortunist
used.
The Order of Jurojins Blessing was founded during the Great
RANK 3: ABSOLUTE & UNWAVERING - A true paragon of Famine and is dedicated to helping the sick, regardless of
darkness can eschew the restrictions of honor or even the caste or other obstacle. Some members of the Order also
touch of another realm in order to accomplish greater study the treatment of physical injuries, and in later
things in the mortal world, simply by tapping into his true centuries a few members of the Order even begin to
connection to the universe. You gain two Kiho, for which specializes in the diagnosis and treatment of madness.
you must meet all prerequisites. You may sacrifice 2 Honor
points or voluntarily reduce your Taint by 1 point rather
than spending a Void Point in order to activate any Kiho.
Techniques
You do not lose any physical deformities previously gained RANK 1: BLESSINGS OF LONGEVITY - You gain a +1k1 bonus
as a result of your Taint Rank in this manner, but you can to all Medicine rolls made for the purpose of treating
lose Shadowlands Powers. If you gain subsequent ranks of disease or infection, and a +1k0 bonus to all Medicine rolls
the Shadowlands Taint, you regain lost abilities rather than made for the purpose of treating Wounds. You may also
getting new ones. attempt to treat natural (non- Taint-induced) insanity with a
Medicine roll, although it is the GMs option whether your
treatment actually has any effect.
63
The Order of Peaceful Repose The Shrine of Heaven's Mirror
(Path)
● Clan: The Brotherhood of Shinsei
● Discipline: Monk ● Clan: The Brotherhood of Shinsei
● Benefit: +1 Awareness ● Discipline: Monk
● Skills: Athletics, Calligraphy, Jiujutsu, Lore: ● Benefit: +1 Perception
● Ghosts, Lore: Theology (Emma-O), Meditation, any one ● Skills: Athletics, Divination (Omens), Jiujutsu, Lore:
Skill Omens, Meditation, any two Skills
● Honor: 4.5 ● Honor: 3.5
● Outfit: ● Outfit:
● Devotion: Fortunist (Emma-O, the Fortune of Death) ● Devotion:
Pockets of this sect may be found throughout Rokugan, Adherents of the Shrine of Heavens Mirror seek to extend
especially in places where warfare or local spiritual their perceptions beyond the ordinary reality of Ningen-do.
conditions make ghosts more common. They dedicate To this end, they cultivate the ability to enter a trance-state
themselves to serving Emma-O by laying ghosts to rest, to become more receptive to the guidance of the Fortunes,
without regard for whether those ghosts are the spirits of spirits, and other outside forces. They will deprive
heimin or samurai. In the twelfth century the monks of this themselves of sleep for days on end, drink alcohol to the
Order form an alliance with the newly-formed Brothers of point of delirium, dance with wild and exhausting abandon,
Rebirth, whose aims they see as harmonious with their own. and consume hallucinogenic plants. In return, they gain
unusual insight into all forms of divination, especially the
Techniques interpretation of omens.
RANK 1: EMMA-O'S INSIGHT - You may detect the presence You must be Ascetic and follow the peculiar practices of the
of ghosts (yorei or goryo, but not gaki) by spending 10 Heavens Mirror sect, regardless of the social consequences
minutes in meditation and making a roll of Meditation / of doing so.
Awareness at TN 25. You may do this a number of times per
day equal to your Void Rank. You may call Raises on this roll Failing to embrace these practices will result in your losing
to learn the following additional information (one piece of the benefits of your School Technique, and may also result
information per Raise): the ghosts identity, its manner of in expulsion from this sect.
death, and its connection to the mortal world. For three
Raises, you can gain specific insight into what will lay the Techniques
ghost to rest. (GMs discretion as to exactly what you learn,
but it will always be directly useful to resolving the ghosts RANK 1: GAZE INTO THE MIRROR - The peculiar practices of
presence in the mortal world.) Heavens Mirror monks grant them insights denied to other
mortals. You gain a bonus of +1k0 to all Divination Skill
The Order of Rebirth rolls. If the roll involves interpretation of an omen, the
bonus is +1k1 instead. Once per day, you may spend a Void
Point to interpret an omen with absolute accuracy, with no
● Clan: The Brotherhood of Shinsei need for a Skill roll to do so. (Of course, the GM still has
● Discipline: Monk discretion as to what the correct interpretation of the omen
● Benefit: +1 Intelligence might be.)
● Skills: Athletics, Jiujutsu, Lore: History, Lore: The Temple of Heavenly Wisdom
● Theology, Meditation, any two Skills.
● Honor: 6.5 ● Clan: The Brotherhood of Shinsei
● Outfit: ● Discipline: Monk
● Devotion: Fortunist ● Benefit: +1 Intelligence
The Brothers of the Order of Rebirth come from a militant ● Skills: Courtier, Etiquette, Lore: History, Lore:
tradition of sohei who once served in the ranks of the Order Theology, Meditation, Sincerity, any one High Skill.
of Thunder devoted to Osano-Wo, the Fortune of Fire and ● Honor: 6.5
Thunder. The Order embraces new paths and philosophies
in an attempt to unlock new truths about both the self and
● Outfit:
the universe. Their subtle disregard for tradition has earned ● Devotion: Fortunist
them a fair amount of disdain from other sects, but the
Perhaps the eldest, monastic traditions within the Crane
brothers of Rebirth tend to ignore this hostility; as an oft-
Clan’s provinces. The temple itself was ancient when the
repeated maxim of their sect observes, the first step upon a
Lady Doji first approached it, having been created by
new path is always the most difficult
primitive men to revere the oldest of the Fortunes.
Techniques These monks and their studies aided the Lady Doji in the
promotion of culture throughout the Empire, and in the
RANK 1: CHANGING THE WAY - The Brothers of Rebirth process their temple became something of a sensation in
celebrate different approaches in all their myriad of forms. early Rokugan, affording the brothers there an unexpected
Each time in a given encounter that you attempt to utilize a amount of social prestige and influence. This was
Kiho of a different Element than any Kiho previously used in something of an anomaly in the early Brotherhood and
the same encounter, you gain a bonus of +5 on the created some difficulties for the sect, but in the intervening
activation roll. centuries the impact of monks upon Rokugan’s society has
long since been accepted by the Brotherhood’s leadership
64
Techniques
Tiger
RANK 1: THE LARGESSE OF FUKUROKUJIN - The Fortune of
Wisdoms showers his blessings upon those monks who Yotsu Bushi
revere him, granting them insight into the ways of politics
and diplomacy where others might make grievous errors. ● Clan: Tiger
When making any Social Skill Roll, you may select any one
Kiho you possess. You may not use that Kiho for the
● Discipline: Bushi
remainder of the day, but you gain a bonus of +1k1 to the ● Benefit: +1 Agility
Social Skill Roll. You may only select each Kiho you know ● Skills: Commerce, Hunting, Kenjutsu, Kyujutsu, Lore
once per day for this purpose. (either Gaijin or Shadowlands), Stealth (Sneaking), one
Low or Bugei skill.
Wind's Grace Order
● Honor: 5.5
● Clan: The Brotherhood of Shinsei ● Outfit: Daisho, Light or Ashigaru Armor, two other
weapons, Sturdy Clothing, Traveling Pack, 4 Koku
● Discipline: Monk
● Benefit: +1 Reflexes
●
● Skills: Calligraphy, Jiujutsu, Kyujutsu, Lore: Theology The original Yotsu technique was based on the family’s self-
(Shintao), Meditation, any two Skills appointed role as protectors of the common people in
Otosan Uchi. The later evolution of a full-scale bushi School
● Honor: 6.5 happened as a result of the family’s experiences fighting
● Outfit: the Spider Clan in the ruins of Otosan Uchi. The Yotsu were
● Devotion: forced to fight with stealth and ruthless aggression in an
environment where the dominant terrain feature was ruined
Created in the aftermath of the Clan War, the Wind’s Grace buildings. Although the resulting school was not one which
Order was home to a great number of formerly serene more rigidly honorable samurai would admire, it suited the
monks who answered the call to defend the Brotherhood’s Yotsu well and they have maintained its techniques ever
temples during that extensive conflict, but who could not since.
regain their former peace and serenity afterward. The
Brotherhood seized upon the practice of archery as a way Techniques
for these unfortunates to find both spiritual focus and
purpose, leading to the creation of the Wind’s Grace Order, RANK 1: THE TIGER'S TREAD - The Yotsu are taught to stalk
a new sect with strong ties to the Asahina family and to and attack their enemies with the same mixture of stealth
other prominent archery traditions throughout the Empire, and speed displayed by the tiger when it hunts its prey. You
including both the Dragon and the Mantis. Through focus lose half the normal amount of Honor (rounded down) for
and proper contemplation, the once-lost brothers managed using the Ambush or Shadowing functions of the Stealth
to recover from the horrors of the Clan War and resume the skill so long as you are using them against enemies of the
long path toward enlightenment. Empire. When operating in an urban environment (including
a ruin or other ancient relic of such an environment), you
Members of the Asahina family may potentially attend this gain a +1k0 bonus to Stealth Skill rolls and add your Stealth
school. See sidebar for details. Skill rank to your Armor TN.
65
Tortoise RANK 4: HAND IN HAND - The Tortoise work in close
cooperation with the common folk of Rokugan, people who
other samurai ignore as much a possible. This gives them
Kasuga Smuggler access to information networks n other samurai can reach.
Once per session, if you have access to the local heimin or
● Clan: Tortoise hinin, you can roll Lore: Underworld Awareness at TN 25 to
learn one useful piece of information (chosen by the GM)
● Discipline: Courtier
that cannot be learned any other way.
● Benefit: +1 Awareness
RANK 5: THE TORTOISE SMILES - With his training completed,
● Skills: Commerce, Etiquette, Investigation (Notice) the Tortoise smuggler can transcend his own limits in the
Lore: Underworld, Sincerity (Deceit), Stealth, any on pursuit of his Clan’s devious goals serving the Emperor
High, Merchant, or Low skill without constraint. When making a Skill Roll with any of
● Honor: 2.0 your six specified School Skills, your maximum Raises are
● Outfit: Extravagant Clothing, Wakizashi, any 1 weapon not limited by your Void. A number of time per session
Calligraphy Set, 5 koku equal to your Void Ring, you may gain a +5k0 bonus when
making a roll with any of your School Skills. This bonus can
● stack with the bonus from your Rank Thre technique.
The Kasuga are as true to the Imperial cause as any other
clan though one often wouldn’t know this from watching
their activities. They perform illegal acts with murderers
and thieve and have established a strong connection to Tsuno
criminal cartel across the land. The Tortoise are in fact
monitoring these conspiracies in the Emperor’s name to Tsuno Ravager
make sure the safety o the Empire is not at stake. They also
conduct extensive trade in foreign lands in order to ensure ● Clan: Tsuno
that gaijin cannot again threaten Rokugan as they did in the
past. The Kasuga Smugglers must mingle with the dirty
● Discipline: Bushi
criminal riffraff of the Empire, and their abilities reflect that ● Benefit: None
need. The are knowledgeable of the underworld and are ● Skills: Athletics, Battle, Defense, Iaijutsu, Lore: Spirit
ruthless in al of their dealings. In their fight against the Realms, Kenjutsu (Tsuno Blade), any one Bugei Skill.
worst of Rokugan the Kasuga Smuggler finds allies
wherever he can – a virtuous peasant is a huge asset to a ● Honor: 4.5
man who is often outnumbered and surrounded on all sides ● Outfit: Tsuno Blade, Light Armor
by cutthroats.
●
Techniques Tsuno Ravagers are the undisputed leaders of the Tsuno
military.
RANK 1: WAY OF THE TORTOISE - The Tortoise routinely
consort with the lowest elements o Rokugani society, often They are battle-hardened veterans who learn their School
spend time in foreign ports, dealing with gaijin, pirates, and Techniques by performing dangerous quests into different
other villains, and otherwise d things most samurai would Spirit Realms. They return changed: stronger, wiser, faster,
find repugnant. They are also skilled merchants, an and meaner. Ravagers lead from the front, their howls
unavoidable side effect of being smugglers. At character driving their troops into a disciplined but savage battle-
creation, you may learn an additional gaijin language for frenzy. Tsuno Honor demands obedience in all things and
free with every purchase of the Language Advantage. You the Ravagers enforce this discipline savagely, killing all who
do not lose Honor for using Low skills, o Glory for using the disobey.
Commerce skill in public, so long as you are doing so as
part of your duty to your clan. When dealing with heimin or Techniques
hinin, such as peasants, merchants, and eta you gain a
+2k0 bonus to all Social Skill rolls. RANK 1: KILL YOUR WEAKNESS - Tsuno Ravagers draw
strength from the weakness of others, and learn to conquer
RANK 2: THE SHELL OF THE TORTOISE - Most samurai in their own. When a Ravager is wounded he draws strength
Rokugan revile the Tortoise for their unsavory behavior and from the pain. When a Ravager is injured, he gains a
their associations with commoners an gaijin, but all samurai Reduction rating equal to his current Wound Penalties.
know the Tortoise Clan has the special permission and
sponsorship of the Emperor. Any clan o Imperial samurai (This Technique works off of base Wound Penalties,
who physically attacks or openly slander you without ignoring any Wound Penalty modifications for spells,
provocation on your part (GM’s discretion) will immediately Advantages such as Strength of the Earth, and similar
lose a number of points of Honor equal to twice your School effects.) This bonus changes as the Ravager’s Wound
Rank. Penalties change, and ceases to function once he is at
Down or Out.
RANK 3: THE EYES OF THE EMPEROR - The Tortoise function
as spies and agents of the Emperor, an are adept at the RANK 2: HOWL OF THE DISPLACED - Ravagers are leaders
lowest of tactics and methods. When acting on behalf of among their Tsuno brethren. Once per day a Ravager can
your clan, you may roll additional unkept dice equal to your take a Simple Action to draw upon the fury of the Tsuno
School Rank on all Low Skills in which you have at least one race and unleash a terrifying howl, inspiring the Ravager’s
Skill Rank. This includes any School skill which only function allies and disheartening his enemies. Any foes who hear the
as Low skills when used in certain way (such as Sincerity howl are affected by Fear 5, and any allies within earshot
with the Deceit Emphasis). This does no work with gain a +1k0 bonus to their attack rolls. Both effects last for
Advantages and Techniques which simulate Skill Ranks a number of Rounds equal to the Ravager’s School Rank.
(such as the Crafty Advantage.) Multiple Ravagers cannot stack their bonuses, although
they can stack the duration and they each generate their
own Fear effect.
66
RANK 3: TSUNO TECHNIQUE - A Ravager’s years of battle in He may only use spells related to those realms. He begins
the Spirit Realms have taught him speed as well as by knowing one spell from each of these three spirit realms.
strength. The Ravager may make melee attacks as a Simple
Action instead of a Complex Action. Every time the Soultwister increases in School Rank he
may choose to either gain three new spells from his chosen
RANK 4: UNDYING VENGEANCE - Gaining the ire of a Tsuno Spirit Realms, or learn magic from a new Spirit Realm and
Ravager is usually the last mistake its enemies ever make, gain one new spell (which may be from that Realm or one of
for Ravagers have a supernatural sense of their enemies’ the others he already knows).
locations. If a Ravager has wounded or been wounded by a
foe, he may take a Simple Action to make an Awareness
Roll (TN 15 if the foe is within the same Spirit Realm, TN 25
if the foe has moved to another Spirit Realm).
With a success, the Ravager learns the direction, distance,
and physical condition of the foe. If the Ravager fails the
roll, he loses track of his foe until the next time they meet
(if any). Magic that shields someone from detection will
protect against this Technique. The Ravager may track
multiple foes at once if he has been wounded by more than
one enemy.
RANK 5: SLAUGHTER IS IN THE BLOOD - Centuries of battle
within Toshigoku have imbued the Tsuno Ravagers with a
thirst for slaughter. If a Ravager kills an opponent, he
immediately gains a number of individual +1k1 bonuses
equal to his School Rank. These bonuses may be used on
attack rolls, damage rolls, or any Skill or Trait roll, and must
be used before the end of the next Round or they are lost.
This Technique can be triggered a number of times each
skirmish equal to the Ravager’s School Rank.
Tsuno Soultwister
● Clan: Tsuno
● Discipline: Shugenja
● Benefit: None
● Skills: Athletics, Battle, Defense, Intimidation (Torture),
Kenjutsu (Tsuno Blade), Lore: Spirit Realms, any one
Bugei skill.
● Honor: 3.5
● Outfit: Tsuno Blade, light armor, satchel with ritual
components
● Affinity/Deficiency: Soultwisters have an affinity for
spells related to any Spirit Realm for which they
possess the Touch of the Spirit Realms Advantage. If
the Soultwister has the Cursed by the Realm
Disadvantage, he has a deficiency with spells related to
the Realm associa
Tsuno Soultwisters are peculiar beings – a combination of
sage, thief, and warrior. They do not gain their magical
abilities by calling on the kami to perform spells for them.
Instead they steal the power of the spirits and use it to
accomplish what they desire. Soultwisters are some of the
toughest Tsuno in existence, for to gain their power they
must venture into the wilds of the Spirit Realms and do
battle with powerful spirits, stealing their power and
claiming it for themselves.
These battles leave Soultwisters scarred physically,
mentally, and spiritually. Many Soultwisters bear these
scars as badges of honor and some go so far as to perform
ritual scarification to commemorate important victories.
Techniques
RANK 1: THE POWER OF THE SPIRITS - Soultwisters travel
across the Spirit Realms, learning tricks and stealing power,
then imbuing their allies and enemies with the traits and
powers of the spirits. No Soultwister can master the magic
of all of the spirit realms; each Tsuno must choose three
Spirit Realms when he becomes a Soultwister.
67
Paths The Ujina Skirmishers [] (Path)
Elemental Legions [] (Path) ● Technique Rank: 2
● Replaces: Hare Bushi 2
● Technique Rank: ● Requirements: Knives (Tanto) 3
● Replaces: Shiba Bushi Rank 3
The Hare Clan traditionally focuses on a highly athletic and
● Requirements: Lore: Elements (appropriate Ring) 2. unpredictable school of kenjutsu, but the Hare’s Ujina
Must be selected to serve in one of the Elemental family prefers to fight with knives. After joining the clan, the
Legions. founder of the Ujina established his own dojo to teach his
The most unique and potent force within the Phoenix two-knife fighting style; although the Ujina Skirmishers have
armies is unquestionably the Elemental Guard, a set of never advanced their style enough for it to become a school
small and highly specialized units consisting primarily of of its own, they are a significant asset to their clan
potent Isawa-trained shugenja who specialize in battle. nonetheless.
68
Since the Kitsuki family’s founding, their strong emphasis Technique
on justice has led them to embrace the justicar tradition
and they have developed a technique to support it. Kitsuki RANK 4: THE BLACK WATCH - You have been taught to sense
Justicars typically hold a post as a Dragon Clan magistrate, the presence of the Taint through your connection to the
and the clan often goes to considerable effort to get them kami. Any time you target someone with a spell (including a
appointed as Emerald Magistrates as well, though success benign or helpful spell) you may expend an additional spell
in this depends on the relationship between the Kitsuki slot (in any Element) and take a Free Action to make a
family and the Emerald Champion of the time. Contested Willpower roll with the target. If you succeed in
the roll, you can sense whether or not the target is Tainted
Technique (e.g. has at least one full Rank of Taint).
Normally this technique can only be triggered with
RANK 3: THE PURITY OF JUSTICE - A justicar is a master of both
targeted spells that have an instantaneous effect. However,
the hunt and the kill. You may add your Investigation Skill
if you are trained in the Yogo Shugenja School you may also
Rank to the total of any Assessment roll made as part of an
use this technique with your wards, activating it when the
iaijutsu duel. You also gain a bonus of +1k0 on all Focus
ward is placed. If the spell has a duration, you may only use
and Strike rolls made against an opponent who has been
the technique at the moment you place the ward.
decreed guilty of a crime by an Imperial or Dragon Clan
authority higher than you. Finally, you gain a bonus of +1k0
to any Hunting or Investigation rolls made to hunt such Agents of the Second Gozoku
guilty targets. [Any] (Path)
The Shiba Armorsmiths [2] (Path) ● Technique Rank: 2
● Technique Rank: 2 ● Replaces: Any School 2
● Replaces: Shiba Bushi 2 ● Requirements: Honor Rank of 4 or less. Must have
Obligation to the Second Gozoku or its leader.
● Requirements: Craft: Armorsmithing 3, Defense 3
Despite his genuine affection for his sister, Hantei Naseru
The love the Shiba have for scholarly pursuits and the arts uses his influence and connections to resurrect the Gozoku
is an oddity among bushi families in Rokugan, so much so conspiracy, an organization defunct since the fifth century.
that many other bushi families look upon them with a The goal of the Second Gozoku is not to overthrow the
mixture of confusion and distaste. Many Shiba pursue some Empress but rather to ensure her rule is prosperous despite
manner of artistic endeavor, although they usually prefer her own shortcomings. Naseru and his allies among the
those of a scholarly nature, such as poetry or writing. Some, Scorpion Clan are well aware of the hindrance Honor brings
however, embrace both sides of their family’s nature and with it, and seek to ensure their beloved Empress flourishes
take up the path of the armorsmith, crafting the famous by taking the steps she cannot, doing what must be done
armor of the Phoenix Clan. These are both beautiful artistic regardless of the consequences.
creations and instruments of defense for what the Shiba
regard as the tragic inevitability of war. Technique
Technique RANK 2: TO SHIELD THE EMPRESS - The members of the Second
Gozoku believe they do what they must to protect the
RANK 2: BRILLIANT STEEL - A Shiba armorsmith is adept at the Empress from the harsh realities of rule, and this philosophy
creation of beautiful armor, and consequently is also adept in turn protects them from the worst excesses they must
at using armor effectively on the battlefield. You gain a embrace. Whenever you take an action that would result in
+1k0 bonus when making Craft rolls to create armor. When a loss of Honor, if by taking this action you spare Honor or
you are wearing armor and spend a Void Point to increase Glory loss to someone of higher Status Rank than you, the
your Armor TN by 10, you may increase your Armor TN by loss is halved (rounded down).
an additional amount equal to twice your Earth Ring.
Utaku Horse Master [Any] (Path)
Kuroiban [4] (Path)
● Technique Rank: 2
● Technique Rank: 4 ● Replaces: Any Unicorn school 2
● Replaces: Any Scorpion shugenja 4 ● Requirements: Must be a male of the Utaku family
● Requirements: Willpower 4, Lore: Maho 3, Lore:
● Shadowlands 3. Must have been chosen to serve in the The Utaku family maintains the greatest stables in the
secret order of the Kuroiban. Empire. They breed the strongest horses in the land, and
their famous Battle Maidens are the only ones allowed to
The Kuroiban were originally created by the Yogo, and the ride their Utaku steeds into combat. The men of the Utaku
Yogo family still leads the organization. However, it draws family are charged with raising and training these horses,
recruits from both of the Scorpion shugenja schools. Only and many if them choose to eschew the theatre of war
the most trustworthy and skillful shugenja are recruited into entirely to devote their lives to this duty. The Utaku Horse
the Black Watch, since its very existence is known to only a Master serves as stable master, rider, hunter, and friend to
handful of people. Outside of the Scorpion Clan, only the the horses under his care. A popular joke says the Horse
Kuni family is fully aware of the Kuroiban, although the Master marries twice in his lifetime—once to his spouse, the
Asako Inquisitors have a vague realization that something other time to his stable.
of the sort exists.
Students of the Kuroiban are taught a secret technique to
call on their connection with the kami and root out those
who are corrupted by Jigoku’s touch.
69
Technique Only ten exist at any one time, and they generally achieve
their position by rising through the ranks of the conspiracy,
RANK 2: MASTER OF THE OPEN PLAINS - The Utaku men devote demonstrating great loyalty, adaptability, and efficiency…
themselves to raising and training horses, and are without or great ability to forge alliances with other Kolat.
question the greatest in Rokugan at this task. Indeed, the Regardless, no one becomes a Kolat Master without years
Unicorn claim that in all their travels across the world they of dedicated service to the conspiracy.
have never encountered better.
You gain a +2k0 bonus to all Animal Handling, Technique
Horsemanship, and Hunting rolls. RANK 6 AND ABOVE: WILL OF THE MASTER - Must be a member
of the Kolat conspiracy and chosen to lead one of the ten
Water Hammer Smith [Any] (Path) Sects.
70
Legionnaires are trained to fight alongside shugenja and to You also gain a number of bonus Void Points per day equal
armor their pure souls against the dank corruption of their to your highest Ring. You may spend these just like normal
enemies. Void Points (with all the normal restrictions), but they may
only be used to enhance your School Skill Rolls.
Technique
The Scorpion Loyalists [Any
RANK 2: PURITY IN PURPOSE & DEED - The Jade Legionnaires
accompany the Jade Magistrates against the most Scorpion School] (Path)
dangerous, most insidious, and most numerous of the
Empire’s magical threats. If your Honor Rank is higher than ● Technique Rank: 2
that of your opponent, you may add the difference between ● Replaces: Any Scorpion School at Rank 2
the two to the total of all your attack and damage rolls
made against that opponent. ● Requirements: Courtier 4 (courtiers), Spellcraft 4
(shugenja), one Weapon Skill at 4 (bushi or ninja)
For the purposes of this Technique, all creatures and other
opponents who do not possess an Honor Rank are assumed The long period of relative peace and tranquility the Empire
to have an Honor Rank of 0. enjoyed took its toll upon the Scorpion just as it did all the
clans. When the whispering of Ambition began to take hold
Jade Magistrate [Any Bushi, in Bayushi Shoju’s mind, his demeanor changed, affecting
those closest to him, then their vassals, and so on. When
Courtier, or Shugenja School] the Scorpion discovered the prophecy that foretold the
(Path) return of Fu Leng through the last Hantei, this growing seed
of dissent and paranoia blossomed into a loyal cadre who
would do anything to make Shoju’s vision a reality. These
● Technique Rank: 4 warriors, priests, and courtiers, conspirators one and all,
● Replaces: Any Bushi, Courtier, or Shugenja School, formed the bulk of the forces in the Imperial City during the
Rank 4 Clan Coup, commanding even senior officers and agents in
● Requirements: Lore: Law 3, Spellcraft 3, must receive the successful capture and security of the city as a whole.
an appointment as Jade Magistrate before this Path can The technique which these men and women employed was
be entered not wholly exclusive to their era, however. The Scorpion
Clan has always had those willing to do anything at all to
The Jade Champion combats criminals who abuse the
fulfill their lord’s commands, and in truth the technique of
arcane, and his magistrates enforce his will. The Jade
the Scorpion Loyalists can probably be traced back to the
Magistrates are trained to recognize these crimes and
internal split within the clan during the Gozoku era.
quickly dispense justice.
These warriors mainly hunt maho-tsukai and Technique
Bloodspeakers, all those who perform profane magic within
the Empire’s borders. RANK 2: NO MATTER THE COST - Those Scorpion agents who
embrace their duties to the fullest strike viciously at the
Technique clan’s many enemies without regard for the constraints of
honor, custom, or propriety.
RANK 4: SCENT OF THE KAMI - A servant of the Jade Champion
You may sacrifice points of Honor up to a maximum
is a master at deciphering the mysteries of the kami. You
number equal to your Scorpion School Rank to gain a bonus
may make a Perception / Spellcraft Skill Roll to identify any
on one roll made against non-Scorpion opponents.
spells cast in an area during the past forty-eight hours. The
TN for this roll is equal to the basic TN to cast the spell in Bushi and ninja gain a bonus of +1k0 per point of Honor on
question (which is to say its Mastery Level x 5, plus 5). attack rolls, courtiers gain the same bonus on Contested
Social Skill Rolls, and shugenja gain the bonus on spell-
The Topax Champion [Any Bushi, casting rolls made on Air spells (only) targeting those
Courtier, or Shugenja School] opponents.
71
Technique Technique
RANK 2: WATANABE'S LEGACY - The Yoritomo Sculptors hone RANK 5: THE ART OF MOCKERY - The Kakita Jester is tasked
their wood-carving skills on ship-board before graduating to with sardonically puncturing the pretense and arrogance of
actual training in their organization’s tiny school. You gain a court, reminding all present of their flawed and mortal
+1k1 bonus when using the Skills of Artisan: Sculpture and natures. You may publicly mock a suitable target (someone
Craft: Sculpture, and you may ignore any circumstantial or hypocritical, arrogant, dishonorable, or otherwise deserving
environmental penalties (distractions, weather, noise, etc) of your attention) by means of speech, dance, song, or
to your rolls with those two Skills. other such methods. This requires a Contested Roll of your
[chosen art] / Awareness against the target’s Etiquette
Kakita Jester [Artisan] (Path) (Courtesy) / Willpower. If you lose the roll, you lose points of
Glory equal to the target’s Status Rank. If you win the roll,
● Technique Rank: 5 the target loses face in public, suffering a loss of Glory
points equal to your Glory Rank, and a loss of Honor points
● Replaces: Kakita Artisan 5 equal to half as much (rounded up).
● Requirements: You may not target the same person with this Technique
Within the Kakita Artisan Academy is a small dojo where more than once per month.
students are instructed in one of the most peculiar arts of
the Kakita: the path of the Jester. The Jesters are a Kaiu Shipmasters [Artisan, Bushi]
specialized variant on kabuki acting, and their studies (Path)
include acting, dance, poetry, music, and political
commentary.
● Technique Rank: 3
There are few samurai suited to the life of a Jester, and the ● Replaces: Kaiu Engineer 3 or Kaiu Siege Master 1
dojo is never crowded.
● Requirements: Battle 4, Sailing 5
Jesters are a very unusual form of performance artisan,
created by the Crane but occasionally seen among other The Crab Clan has maintained a fleet of iron-armored Turtle
clans. While most Artisans focus on creating beautiful and Ships for centuries, but during the age of the Shattered
immortal works of art, the Jesters focus on tearing down the Empire the threat of Mantis raids and the lack of any
pretensions of the arrogant and the powerful. A Jester is support from the rest of Rokugan forces them to expand the
chosen for his role early in his schooling and is expected to fleet and to arm and reinforce all of their wooden vessels as
serve in that role throughout his life, wearing a distinctive well. Hida O-Ushi commands that Earthquake Fish Bay be
kabuki-style costume and makeup and using his made impregnable against any naval attack, whether
performance skills to mock, deride, and needle those who mundane the family daimyo and a famed Siegemaster. Utsu
deserve it. Highly experienced and skillful Jesters eventually went to work with classic Crab practicality, adapting his
earn access to the special Technique taught by a handful of methods to naval warfare. After he dies of heart failure in
sensei at their dojo. 1139, the task is taken up by his heir Kaiu Umasu, who
regularized the Technique which Utsu had devised and
Jesters dance and strut through the courts, singing, telling made sure it was taught to later generations.
stories, making slightly inaccurate quotes from famous
books, and generally making sure any samurai knows when Technique
he or she does something inappropriate. They usually speak
in rhymes or riddles and have a habit of foretelling doom for RANK 3: UMASU'S STEEL - The Kaiu Shipmasters learn how to
anyone who criticizes or attacks them. It should be noted, reinforce their clans ships against any sort of threat,
however, that Rokugani jesters never behave in a whether it be from the Shadowlands or from the fleets of
lighthearted or “wacky” manner—their humor is satiric, other clans, using a mixture of physical improvements and
biting, and often sour, and their favored tool is mockery. defensive tactics.
Among normal samurai such behavior would prompt duels,
but the Jesters receive the sanction of their lords to say At the beginning of any naval battle in which you are in
things otherwise never tolerated. They are permitted to command of a warship, you may make a Battle /
speak publicly about another person’s loss of reputation, Intelligence Skill Roll at TN 25 to grant your ship a bonus
honor, or face so long as they do so in a tone of mockery Reduction value equal to your Sailing Skill Rank x2. If the
and satire. The GM should generally not inflict Glory or ship is a Turtle Ship, the bonus is equal to your Skill Rank x4
Honor losses on Jesters who are making public insults or instead.
committing minor breaches of etiquette as part of their
“role” as a Jester. The Tamori Weaponsmiths
Notwithstanding this “immunity,” however, most Jesters [Artisan, Shugenja] (Path)
are careful to attach themselves to a noble patron in order
to gain extra protection for their often-acerbic ● Technique Rank: 2
performances. ● Replaces: Tamori Shugenja 2
● Requirements: Craft: Weaponsmithing 3, the ability to
cast at least one spell that creates a weapon (such as
Tetsubo of Earth or Katana of Fire)
The Tamori are an intensely pragmatic family, far more so
than most shugenja families, and have a number of ideas
that more conservative groups view as almost heretical.
72
In particular their embracing of martial traditions, taking He imposes the law of the Spider on everyone he meets,
the field not merely in support of the bushi but as actual and his fanaticism fuels ferocious charges against his foes
weapon-wielding combatants, has earned them the ire of on the battlefield.
many other families. Similarly, their desire to craft their own
weapons, which they consider necessary to ensure proper Technique
quality, is something many others find distasteful.
RANK 1: STRENGTH IN TERROR - The Obsidian Magistrate is the
The Tamori shugenja who take up the art of practical bastion of Shourido and enforcer of Daigotsu’s will. You gain
weaponsmithing (as opposed to the more artistic smiths the Benefit, Skills, Honor, and Outfit of a Rank 1 Daigotsu
who work in Water Hammer City) seek to marry the design Bushi. You may add your Perception Trait plus your Taint
of the blade with the power of Earth, attuning their weapons Rank to the total of all High and Bugei Skill Rolls. This bonus
to their magic. does not apply to Weapon Skills. You may also add the
difference between your Honor and that of your opponent
Technique to the total of attack rolls made against that opponent.
RANK 2: SOUL OF THE STONE - A Tamori smith can mingle his
spirit with that of stone and steel, creating blades that
Claws of the Wolf [Bushi] (Path)
borrow the very soul of the mountains. When you make a
successful Craft Skill Roll to finish creating a Samurai ● Technique Rank: 2
weapon, you may expend all your Void Points to instill ● Replaces:
within the weapon a number of Free Raises equal to your ● Requirements: Wary, Driven
Earth Ring. These Free Raises may be used on any roll
made using the blade. Free Raises which are expended The Claws of the Wolf are a small group of rather vicious
refresh after thirty days. vigilantes who subscribe to the ideals of Toturi Sezaru, an
Imperial heir who lived during the mid to late twelfth
A Tamori weaponsmith may never have more of these
century and whose death helped usher in the Race for the
weapons in existence at one time than his Earth Rank.
Throne. Sezaru was one of the most powerful shugenja of
his age, and perhaps of all time, but struggled throughout
Deathseeker [Bushi] (Path) his life with emotional detachment and borderline
sociopathic tendencies. He never surrendered his honor,
● Technique Rank: 1 but came close on more than one occasion, especially
● Replaces: Any Lion Bushi School 1 during his ruthless and relentless hunts for members of the
Bloodspeaker Cult. The men who claim to continue his
● Requirements: Honor Rank 5, Dishonored legacy are similarly brutal in their assessment of the world
Disadvantage around them, and attempt to eradicate threats to the
A Lion bushi holds Bushido and his ancestors above all else. Empire’s stability or to its people. Unfortunately, their
When he shames his ancestors by dishonoring his name, he judgment of what constitutes a threat can be highly suspect
has lost the center of his soul. He must cleanse the at times. The members wear ceramic masks similar to the
dishonor, typically by committing seppuku. However, the one made famous by Sezaru himself.
Lion also offer another choice: fighting with the Generalization: This Technique can be used by any group
Deathseekers, a unit of lightly armored warriors who seek of vigilantes or devotees to a ruthless figure. Other notable
death at the front lines of battle. They charge in without historical figures might include Hantei XVI (the Steel
abandon and cut down their foes with no hesitation. Most Chrysanthemum), for example, or a notably ruthless or
Deathseekers do not survive even one year of duty. pragmatic magistrate. Even the Clan War-era berserker
Hida Amoro might inspire such a group.
Technique
RANK 1: HONOR OF THE LION - Deathseekers redeem their Technique
dishonored names by falling in the thick of battle. You gain RANK 2: HUNTING THE DARKNESS - The Claws of the Wolf
the Benefit, Skills, Honor, and Outfit of a Rank 1 Lion bushi ruthlessly punish all who violate Imperial law.
(any Lion bushi school). You may add your Honor Rank to
the total of one damage roll during your Turn. If you do, You gain a bonus of +2k2 to the total of your first attack
your Armor TN is reduced by 5 until the Reactions Stage of roll in a skirmish if the opponent you are attacking is an
the following Combat Round. Additionally, you add +1k0 to individual you know without question is guilty of a violation
attack rolls while in the Full Attack Stance. of Imperial law.
73
Technique Technique
RANK 2: BERSERKER'S RAGE - The Crab berserkers manifest RANK 2: THE WAY OF SUMAI - While most Rokugani treat
their unique and dangerous gifts after spending some time Sumai wrestling as a sport, the Crab have never forgotten
– often months, sometimes even years – on the Kaiu Wall. that it originated as a combat art. When rolling to control a
Some berserkers call on maniacal fury to power their rages, Grapple, you gain a +1k0 bonus (+2k0 if you are Large).
while others enter the notorious “dead eye” trance, but the
result is the same: superhuman strength and a near- If you choose to inflict damage in a Grapple (e.g. the “hit”
immunity to pain. Once per skirmish, you may enter your option), you gain a +1k1 bonus to the Damage Roll.
rage during the Reactions Stage. Once begun, the rage Enrolling in this Path automatically allows your character to
lasts for a number of Combat Rounds equal to double your get rid of the Small Disadvantage at no point cost. If you are
Earth Ring. (You may end it during an earlier round by not Small, you automatically gain Large at no point cost. If
spending a Void point during the Reactions Stage.) While in you are already Large, you are refunded the point cost of
your rage, you cannot take the Center, Defense, or Full the Advantage.
Defense stances, and cannot use any non-Bugei skills.
While in the raging state, you ignore all penalties and Daigotsu Scout [Bushi] (Path)
effects of Wound Ranks. You also gain a +2k1 bonus to all
attack and damage rolls. If you are killed while raging, you
remain alive and can continue to attack until the rage ends, ● Technique Rank: 2
but you cannot be healed (unless you are first targeted with ● Replaces: Daigotsu Bushi 2
the Force of Will spell) – you are dead, your body simply ● Requirements: Stealth 3
does not know it yet. The rage ends if you sustain Wounds
equal to twice the amount that would normally kill you. In addition to serving as the lords of the Spider Clan, the
Daigotsu are also the rank and file of its legions. Of the
Crab Defenders [Bushi] (Path) many samurai who have joined the clan since its inception,
those with a talent for speaking to the kami join the Chuda,
● Technique Rank: 2 those whom the Shadow Dragon has chosen as his own
become members of the Goju, and a small handful take up
● Replaces: Hida Bushi 2, Hiruma Bushi 2 the path of the monk as members of the Order of the
● Requirements: Awareness 3, Agility 3, Iaijutsu 4 Spider. All the rest join the Daigotsu, and among those
legions, the cruel and sinister sensei of the Spider dojo
The limited Crab dueling tradition is maintained in the select those with the greatest affinity for stealth,
Unbreakable Blade Dojo. It emphasizes endurance rather athleticism, and sheer physical prowess to serve as the
than speed, teachings its students to endure their small but distinguished group known as the Daigotsu
opponents’ first blow in order to survive to deliver their scouts. These individuals are trained extensively in the art
own. of remaining unseen regardless of circumstances, and are
Due to the Crab Clan’s martial and pragmatic nature, the allowed to travel through the Empire with impunity,
sensei of the Unbreakable Blade focus their training on observing and remembering everything they have seen to
lethal duels (both on the battlefield and in court) rather report back to their master Daigotsu. In addition to their
than on the duels to first blood that are more common in physical talents, the scouts are chosen for mental acuity;
other clans. they dare not keep records of their observations, as capture
could reveal too much about the family or clan. Likewise
their loyalty to the Spider is of paramount importance. In
Technique the event that one of them is captured, the Daigotsu sensei
RANK 2: WARRIOR OF EARTH - The Defenders are taught there must be confident that the scout will not betray the familys
is more than one way to win a duel. Rather than try to strike secrets even under pain of torture or death.
faster than their opponents, Defenders learn to call on their Together, these traits result in an elite cadre of scouts who
own Earth to endure the foe’s first strike, allowing them to are intelligent, talented, and completely ruthless. Those few
defeat their enemy in a longer fight. During the Strike step who know of their existence regard them as extremely
of an iaijutsu duel, you are considered to have additional competent and dangerous enemies.
Reduction equal to your Earth x3.
Technique
Crab Sumai Wrestlers [Bushi]
(Path) RANK 2: THE CLOAK OF SHADOWS - Although not as talented as
the inhuman minions of the Shadow Dragon or the Lying
Darkness, the Daigotsu scouts are still highly skilled in
● Technique Rank: 2 moving about without being detected.
● Replaces: Hida Bushi 2 or Yasuki Courtier 2
Stealth is now considered a School Skill for you, and you
● Requirements: Jiujutsu (Sumai) 4 gain one additional Emphasis in the skill above any you may
The Crab have a long and storied tradition of excellence in already possess, and in excess of the maximum normal
sumai, whose social respectability can grant skilled Crab number of Emphases you may posses. Your Move Actions
wrestlers access to courts where they might otherwise are not reduced when using Stealth, and when using Stealth
never be invited. Promising students are taught at the Grip you may also ignore any terrain penalties that would
of Earth Dojo, the principle home to the Crab Clan’s sumai normally reduce your Move Actions.
fighting technique. When another samurai encounters a
Crab bushi utilizing sumai techniques, it is almost always a
graduate of the Grip of Earth Dojo. Those students who
show a knack for the ritual and pageantry of sumai as well
as its more physical aspects are sent to Stone Tower Dojo in
the Imperial Capital.
74
East Wind [Bushi] (Path) Falcon's Strike [Bushi] (Path)
● Technique Rank: 2 ● Technique Rank: 2
● Replaces: ● Replaces: Toritaka Bushi 2.
● Requirements: Commerce 1+, Horsemanship 2+, ● After the Falcon join the Crab, this Path may also
Honor 4+ replace Hiruma Scout 2 or Hiruma Bushi 2.
● Requirements: Kyujutsu (Yumi) 3
The East Wind is a benevolent ronin brotherhood devoted to
protecting the common people of East Hub Village, a city on A tiny off-shoot of the Falcon Clan’s bushi traditions, the
the outskirts of Otosan Uchi. The Eastern Hub’s primary role Falcon’s Strike Dojo becomes much larger and more
as a port ensures a constant stream of wealthy merchants, influential after the Falcon are absorbed into the Crab Clan
a breed that often suffers from mild paranoia and usually in the early twelfth century. The dojo selects its students for
has excess funds to spend in protecting investments. The keen vision and sharp senses, and they learn to rely on
East Wind initially found gainful employment with such focused senses rather than the mechanics of drawing and
merchants and used their pay to purchase simple holdings firing to hit their targets.
of their own within the city. From that power base they
extended their influence throughout the city in an attempt Technique
to curb crime and other excesses as much as possible.
Although they preferred to keep a low profile, the people of RANK 2: SPOTTING THE PREY - The Falcon’s Strike is taught to
Eastern Hub recognized the value of what the ronin did and use the bushi’s deep awareness of their surroundings to
looked on them with fondness and gratitude. After the strike the target regardless of concealment. When making a
destruction of Otosan Uchi in the mid-twelfth century, the ranged attack with a bow, you may use your Perception in
fortunes of the Hub Cities declined, but the East Wind place of your Reflexes for attack rolls.
brotherhood endured, and eventually the Unicorn Clan
began revitalizing the city and sponsoring the ronin. When using a yumi, you may also use your Perception in
place of the bow’s Strength for damage rolls.
Technique
Fireman Gang Lord [Bushi] (Path)
RANK 2: SHIELDED BY THE EAST - The East Wind specialize in
the defense of their charges, whoever they might be. When ● Technique Rank: 2
in the Defense or Full Defense Stances and performing the
Guard Action, you increase both your Armor TN and that of
● Replaces:
your charge by 5 ● Requirements:
Many ronin join local criminal gangs, where their skills can
Eyes of Nanashi [Bushi] (Path) quickly bring them to a position of prominence. The
infamous fireman gangs of Ryoko Owari have developed a
● Technique Rank: 2 technique for maintaining control of the patrons in the
● Replaces: gambling houses and other dens of iniquity they control.
● Requirements: Lore: Law 3, Honor Rank 4+ This technique can also be used to represent any local
crime lord who reigns over his own small territory like an
Nanashi Mura (“Anonymous Village”) sits on the edge of underworld daimyo
Dragon Clan territory near the vast Dragon Heart Plain.
Imperial records indicate the village is a holding of the
Dragon, and it is true they are responsible for its Technique
administration. In reality, however, the Dragon have always RANK 2: MASTER OF THE DICE - Your menacing presence
permitted the ronin who call the city home to rule the ensures that all goes as it should in your establishment. You
village’s affairs, so long as they meet their taxes and may add your Ranks in the Intimidation skill to the total of
maintain peace in the region. any Contested Social roll you make.
The village is overseen by a council of ronin and their will is
enforced by a group of warriors and magistrates known as Imperial Legionnaire [Bushi]
the Eyes of Nanashi. Within the village the Eyes are (Path)
generally regarded as honorable law enforcement, and
even visiting Great Clan samurai will treat them with some
respect, albeit mostly out of deference to the Dragon Clan.
● Technique Rank: 2
● Replaces: Any Bushi School, Rank 2
Technique ● Requirements: Glory 2+, must receive an
appointment to the Imperial Legions before this Path
RANK 2: STRIKE THE CENTER - The Eyes of Nanashi prefer non- can be entered
lethal means of defending the city, and often use non-
traditional weapons to gain a psychological advantage over The Imperial Legions are filled with the brightest and
their foes. You gain a bonus of +1k1 on any attack roll bravest samurai from all the Clans, chosen to directly serve
intended to disable rather than kill. (This is at the GM’s the Emperor’s will. The Imperial Legionnaire trains with the
discretion, but maneuvers like Disarm, Knockdown, or most prestigious sensei of the land and sees service against
certain Called Shots are usually a good indication you are those who threaten the safety of the Empire (such as
trying not to injure your opponent.) foreign invasions or mighty maho-tsukai). An appointment
to the Imperial Legions nearly guarantees a bright and
celebrated future for any samurai.
75
Technique Mirumoto Mountaineer [Bushi]
RANK 2: STRENGTH OF THE EMPIRE - The strength of the (Path)
Emperor is exerted via the actions of his loyal legions.
When fighting alongside other members of the Imperial ● Technique Rank: 2
legions, or alongside Emerald or Jade Magistrates, when you ● Replaces: Mirumoto Bushi 2
spend a Void Point to enhance a roll you also gain a bonus ● Requirements: Athletics (Climbing) 3
to the roll equal to the number of allied legionnaires and/or
magistrates within 25 feet. The mountains of the Dragon Clan have served the clan for
thousands of years as a natural defense against invasion.
Kitsune Ranger [Bushi] (Path) However, the warriors of the Dragon must face the same
difficulties the mountains pose for an attacking army. The
● Technique Rank: 2 Mirumoto Mountaineers are hardened warriors, born from
the treacherous cliffs, fickle weather, and dangerous
● Replaces: Any Mantis Bushi 2 predators that menace their home. The Mountaineer has
● Requirements: Hunting 3. Prior to the Kitsune joining found his balance with the elements, a skill that proves
the Mantis Clan, this Technique may be taken as a useful in the middle of combat.
Rank 2 Path by any bushi-trained Kitsune, regardless of
school—including those who do not have a school. Technique
● This Technique can also be taken as a Rank 2 Ronin
Techniq RANK 2: HEART OF THE MOUNTAIN - The Mountaineer is a
rugged warrior whose constant dealings with the
At their heart the Kitsune are a simple people who have unpredictability of nature makes him ready for anything
weathered the centuries due to their unique harmony with that may await him in battle. When you are surprised during
the forest and spirits around them. Although many of the a skirmish due to failing your Investigation (Notice) /
family possesses the ability to speak with the kami, there Perception Contested Roll, you may immediately make a
are plenty in each generation who are unable to do so. second roll using Athletics / Agility.
These men and women still serve their clan, however, and If you are successful, you are not surprised. You may also
still possess the same link their kinsmen enjoy with the add half your Athletics Skill Rank (rounded up) to the total
wilderness. They are among the finest woodsmen to be of all your ranged attack rolls.
found anywhere in the Empire.
Moonless Riders [Bushi] (Path)
Technique
RANK 2: ONE WITH THE WILD - Although they do not possess
● Technique Rank: 2
an ability to speak to the kami, the Kitsune rangers are at ● Replaces:
home in the wilderness like few others in the Empire. You ● Requirements: Horsemanship 3+, Way of the Land
gain a Free Raise on all Hunting Skill Rolls and on any
Stealth Skill Rolls made while in a rural environment. The Moonless Riders are an extremely small and specialized
Additionally, you gain a bonus of +2k0 on any Contested group of ronin who have carefully cultivated skills that allow
Roll involving detection, whether you are avoiding detection them to not only survive but seek regular employment by
or attempting to detect a hidden opponent. the armies of the Great Clans. The Riders, who are
comprised primarily of former Unicorn, Lion, and Dragon
Lion Scout [Bushi] (Path) samurai, specialize in cavalry tactics – but unlike most
samurai, they train at night. As a result, they are among the
● Technique Rank: 2 preeminent nocturnal scouts and couriers in the Empire.
The Unicorn find their practices distasteful due to the risk
● Replaces: Any Lion Bushi 2 posed to horses in night operations, but the Moonless
● Requirements: Battle 2, Hunting 3 Riders consider this a necessity in order to maintain their
livelihood. Although they wander freely across the Empire,
Akodo’s treatise on warfare emphasized the necessity of the Moonless Riders do tend to linger in areas where clans
knowledge. He knew a skilled corps of scouts could share borders, and often find employment by the Lion along
determine the result of battle even before it began. Hiding the Unicorn border and, less frequently, the Crane border as
is considered a dishonorable act, but the Lion Scouts are well. Minor Clans also employ them when possible to
willing to swallow their pride and accomplish what must be protect themselves against hostile neighboring Great Clans.
done. The Akodo and the Ikoma both train scouts to be
adept at avoiding the enemy and surveying the terrain, Technique
working to garner even the slightest advantage against
their enemies. RANK 2: MOVING THE SHADOW - Moonless Riders are experts
at all things nocturnal. You do not suffer any penalties that
Technique might be incurred due to natural darkness. When active at
night or in other forms of darkness (such as a basement or
RANK 2: SHADOW UNSEEN - The Lion Scout cultivates all the cave), you gain a bonus of +2k1 instead of +1k1 when you
skills required to fulfill his tasks, setting aside his own honor spend a Void Point to enhance any non-Weapon Bugei Skill
for his clan. You may move at a normal rate while using the
Stealth Skill, and you gain a +1k0 bonus to Stealth Skill
Rolls and all Agility-based Bugei Skills.
76
Provincial Guard [Bushi] (Path) You may use the Stealth Skill while on horseback. You are
considered to have the Way of the Land Advantage no
matter where you are. Finally, you gain +1k0 to all attack
● Technique Rank: 2 rolls while Mounted.
● Replaces: Shiba Bushi 2
● Requirements: Defense 2, Etiquette 2 Silent Blades [Bushi] (Path)
Once known as the Sapphire Legion, the Provincial Guard is ● Technique Rank: 2
a unit of distinction among the Phoenix Clan, well known for
its defense of the sacred City of Treaties, Nikesake. The
● Replaces:
legion was founded hundreds of years ago, and named for ● Requirements: Ninjutsu 3+, Stealth 3+
the accord reached between the Phoenix and Crane clans,
an accord further reinforced in later years by the marriage Although they pride themselves on their skill as hired killers
of Isawa Asahina to the daughter of the Crane Champion, and assassins, the Silent Blades are in truth little more than
resulting in the creation of the Asahina family. The legions rank amateurs when it comes to the arts of infiltration and
name is taken from the color of the gemstone in question, a assassination. Although they do have some skill, it is vastly
tribute to the colors of their allies among the Crane. In less than they like to imagine, and as a result they are
recent generations, however, the creation of an elite unit constantly struggling to overcome the impact of botched
called the Legion of the Sapphire Chrysanthemum within jobs and the occasional disastrous failure. Fortunately for
the hierarchy of the Imperial families, who were ignorant of them, however, those who would hire ronin assassins rarely
the Phoenix units existence, has created something of a communicate with one another, and the group has
predicament for the Phoenix clan. They cannot continue to managed to avoid cultivating a poor reputation despite their
refer to their unit as the Sapphire Legion for fear of mediocrity. While they do not know it, the Blades are
confusing them with the Imperial group of a similar name, actually pawns of a more secretive and skilled order known
and so the group has become known simply as the as Shadowed Steel, which is in turn a pawn of yet another
Provincial Guard, an admittedly somewhat bland name that unknown force. Thus the Silent Blades are essentially
manages to preserve both the units intent as well as its fodder for larger, more powerful, and more skilled groups,
integrity. brought out when a scapegoat is necessary or when a very
unskilled target needs to be eliminated.
Members of the Provincial Guard are well known for their
courtly tendencies, and are trained in matters of etiquette Technique
in addition to their normal duties as sentries and yojimbo.
RANK 2: BLACK HEARTS, RED BLADES - The Silent Blades are
Perhaps Ironically, the Shiba who train within Nikesake not completely without skill as assassins.
have found that the two aspects of their training are
actually quite similar, and mutually beneficial. If you are attacking an opponent who is unaware of your
presence (for example, a foe you have defeated with a
Technique Contested Stealth Skill Roll to remain undetected), you may
add your Stealth Skill Rank to the total of all attack and
RANK 2: MAINTAINING THE PEACE - A Shiba member of the damage rolls made against that opponent for the duration
Provincial Guard is skilled in protecting himself from all of this skirmish.
harm, regardless of its source.
When in the Defense or Full Defense Stances and spending
The Guard's Wrath [Bushi] (Path)
a Void Point to augment your Armor TN, you also add an
amount to your Armor TN equal to your Etiquette Skill. ● Technique Rank: 2
● Replaces:
Shinjo Scout [Bushi] (Path) ● Requirements: Cannot be Forest Killers or Tengokus
Justice.
● Technique Rank: 2
The Guards are a ronin otokodate based in a remote town.
● Replaces: Moto Bushi 2 or Shinjo Bushi 2 They hire out their members to protect merchants and
● Requirements: Stealth 3 courtiers, earning funds to maintain themselves in
reasonable comfort. In contrast to many ronin bands, the
The Unicorn Clan traveled through the dangerous lands Guards are a fairly honorable group, and do their best to
outside Rokugan’s borders and uncovered threats on every carry out their contracts honestly and successfully.
horizon.
In game terms, the Guards Wrath Technique can also be
It soon became apparent that the band of heroes needed used to represent any group of reasonably honorable ronin
an advanced unit traveling before them to skirt the most who hire themselves out as guards or escorts.
dangerous enemies. The Shinjo family accepted this duty.
The Shinjo Scouts soon became adept in quietly stalking
through foreign lands, comfortable as if they were in their
Technique
own homes. RANK 2: THE GUARD'S WRATH - The ronin of the Guards are
Upon the Unicorn Clan’s return to Rokugan the Shinjo taught defensive techniques designed to keep both
Scouts traded knowledge with the Hiruma Scouts of the themselves and their clients alive (so they can be paid).
Crab Clan and grew even more formidable. When you take the Guard Action, your TN is not reduced.
Technique
RANK 2: THE SWIFT SOUL - The Shinjo Scout learns to slip by
unnoticed, even deep in enemy territory.
77
Three Man Alliance Soldier [Bushi] Technique
(Path) RANK 2: WAY OF THE UJIK-HAI - A bariqu wrestler relies on his
use of unconventional locks, holds, and maneuvers to
● Technique Rank: 2 defeat his foes, rather than just on raw strength. If your
opponent in a Grapple does not have the Bariqu Emphasis
● Replaces: Tsuruchi Archer 2, Tsuruchi Bounty Hunter of Jiujutsu, you gain a bonus of +1k1 when rolling to control
2, or Suzume Bushi 2 the Grapple. If you have a higher Agility Rank than your
● Requirements: Battle 2 opponent in a Grapple, you gain a +2k0 bonus when rolling
to control the Grapple. These bonuses stack with each
The formation of the Three Man Alliance is the first step in a other.
process of twelfth-century consolidation and unification
among the Minor Clans, leading to (among other things) the Yasuki Enforcer [Bushi] (Path)
combination of the Mantis, Wasp, and Centipede clans into
the Great Clan of the Mantis and, later in the century, the
creation of the Minor Clan Alliance. It is the creation of the
● Technique Rank: 2
Three Man Alliance and their military victory over the ● Replaces: Yasuki Courtier 2 or Hida Pragmatist 2
Scorpion Clan that first inspires the Minor Clans to band ● Requirements: Intimidation 3
together for greater benefit and effect, and many successful
officers from that first military alliance eventually go on to The Yasuki merchants specialize in all manner of
achieve military and political prestige within the Minor Clan questionable forms of commerce and negotiation, and some
Alliance. few among them are discovered to have an exquisite talent
for intimidation. Rather than see such gifts go to waste, the
The fighting technique of the Three Man Alliance is formed Yasuki lords at Clear Water Village prefer to teach them the
by the combined efforts of several experienced soldiers methods they need to make their threats a reality. After all,
from the Sparrow and Wasp. The warriors pool their life a threat that cannot be followed through on is just poor
experience and develop a unified technique to carry back to business.
their respective clans. Although the Three Man Alliance is
superseded during the later Clan War by Yoritomo’s
Alliance, the technique it developed survives, and decades
Technique
later it is still occasionally taught in Suzume and Tsuruchi RANK 2: GENTLE ENCOURAGEMENT - The enforcers of the Yasuki
dojo. family know how to threaten in such a way that thoroughly
cows any potential opponent.
Technique
You may make a Contested Roll against any individual,
RANK 2: STAND AGAINST OPPRESSION - The scions of the Minor using your Willpower / Intimidation against their Willpower /
Clans are not intimidated by their more influential Etiquette. If you are successful, you gain a bonus of +1k0
detractors among the Great Clans. Far from it, they are on all attack rolls made against that individual during the
inspired to greatness by their hardships. first Round of combat against them during your next
skirmish. Each successful Raise made on this Contested Roll
When facing an opponent with a higher Glory Rank than increases your bonus by an additional +1k0. If this
you, you may spend a Void Point to gain bonus unkept dice Technique is activated during a skirmish, the initial
on your attack roll equal to the difference in your respective Contested Roll is a Complex Action.
Glory Ranks.
You may not gain more bonus dice than your Minor Clan Yoritomo Scoundrel [Bushi] (Path)
School Rank from this Technique.
● Technique Rank: 2
Unicorn Bariqu Wrestler [Bushi] ● Replaces: Yoritomo Bushi 2
(Path) ● Requirements: Commerce 2, Sailing 2
● Technique Rank: 2 The Mantis Clan was once a Minor Clan, and the Yoritomo
have never shied away from performing questionable
● Replaces: Any Moto bushi school 2, Shinjo Bushi 2 activities to make a name for themselves. Over the years
● Requirements: Jiujutsu (Bariqu) 3 they have been smugglers, pirates, and mercenaries. The
Mantis have gained legitimacy with time, but old habits are
Bariqu wrestling is distinct from the more widespread sumai hard to break — especially when those habits are quite
wrestling, and is largely unknown outside of the Unicorn effective in fulfilling the Yoritomo’s wishes. The Scoundrel
Clan. Within the Unicorn, its traditions date back to the time may perform feats that are considered beneath a samurai,
of the Ujik-Hai, the gaijin nomads who joined the clan and but he knows what he does is for the good of his clan.
became the Moto family. Bariqu is focused on throwing the
opponent, rather than driving him out of a ring, and makes Technique
heavy use of joint-locks and paralyzing holds.
RANK 2: REVEL IN VILLAINY - The Scoundrel will do what he
must, despite what society may say about his activities.
Whenever you spent a Void Point to enhance an Athletics,
Commerce, Sailing, Sincerity, or Low Skill Roll, you gain an
additional bonus to the total of the roll equal to twice your
School Rank.
78
Bitter Lies Swordsman [Bushi] Doji Marines [Bushi] (Path)
(Path)
● Technique Rank: 3
● Technique Rank: 3 ● Replaces: Doji Magistrate 3, Daidoji Iron Warrior 4
● Replaces: Bayushi Bushi 3 ● Requirements: Sailing 3
● Requirements: Kenjutsu 3 During the Shattered Empire era, the Crane Clan conducts a
major naval buildup and fights an extended series of naval
The fact that the Bitter Lies technique works at all is
battles and campaigns against Yoritomos fleets. This effort
astounding.
is largely organized by Doji Chomei, who had previously
The founder of the Bitter Lies style, Bayushi Tangen, was a served as an ambassador to the Mantis Clan and knew
man who capitalized on chance and reached success more about them than almost any other Crane alive. He
through sheer force of will. He refused to accept anything knew the value of training Crane bushi in techniques of
as out of his reach and would take insane risks to naval combat and boarding action, techniques he had seen
accomplish his tasks. He passed this style of no-holds- demonstrated by Yoritomo himself, and made this a
barred adventurous fighting to a single student, who later centerpiece of the Crane Clans naval expansion. Although
found several students of his own. Chomei is killed in action in the great battle off Mura
Sabishii Toshi in the year 1142, the organization he has
The Bitter Lies Swordsmen carry on this legacy with their created lives on and teaches its Technique to the clans next
own reckless antics. The Swordsman’s natural fortune helps generation of naval warriors.
him survive situations where logic says he could not.
Technique
Technique
RANK 3: CHOMEI'S COURAGE - The aquatic soldiers who come
RANK 3: THE DARK SWORD OF BITTER LIES - The Bitter Lies to be known as the Doji Marines are trained to fight on the
Swordsman charges into battle with no regard for his own pitching decks of ships and to conduct boarding actions
safety. You may spend a Void Point to immediately re-roll against enemy vessels, using the heave and pitch of a
any one roll. This re-roll suffers no penalty to the TN, even if moving ship to their advantage. You do not suffer any TN
you failed the original roll. You may keep either result that penalties for fighting on slick, irregular, or moving
you prefer. However, you may not re-roll the same roll surfaces/terrain. If you are in the Attack or Full Attack
another time through any means. stance in a situation where such a penalty would normally
have applied, you add a +Xk0 bonus to your melee attack
Calm Heart Duelist [Bushi] (Path) rolls, where X is equal to your Reflexes.
You may make melee attacks as a Simple Action instead of When fighting against an opponent with lower Honor Rank
a Complex Action when you are wielding a katana or than yours, you may make melee attacks as a Simple
wakizashi. Action instead of a Complex Action when wielding weapons
with the Samurai keyword.
79
Hiruma Yojimbo [Bushi] (Path) Technique
RANK 3: PURE AND DEDICATED - The Lion Paragon lives by the
● Technique Rank: 3 tenets of Bushido, and the strength of his devotion allows
● Replaces: Hiruma Bushi 3 or Hiruma Scout 3 him to push himself beyond his physical limits. You may
make melee attacks as a Simple Action instead of a
● Requirements: Defense 3 Complex Action. However, if you choose to do so, you may
Since the first days of the Crab Clan, the athletic and only make one attack that Turn. (This prohibits you from
attentive Hiruma have often served as yojimbo for the Crab making any additional attacks, even with the Extra Attack
Champion and his most important vassals. This is not Maneuver.) Once per skirmish, you may spend a Void Point
because the Hida lack for physical or martial power, of as a Free Action to activate this Technique. Your Honor
course, but rather because the Hiruma excel at perceiving Rank is considered to be double for the purpose of your
threats that other Crab might easily miss. They are also other School Techniques. (For example, if you are a Matsu
considerably faster than the average member of most other Bushi, you add double your Honor Rank to all damage rolls
Crab families, and speed is an essential component of any from your Rank 1 Technique.) This effect may increase your
successful yojimbos repertoire of talents. Honor Rank above 10, but does not stack with any other
effects that modify Technique bonuses; in such a case,
choose the highest modifier. The effects of this Technique
Technique
end when the encounter ends.
RANK 3: THE CRAB'S SHELL - Those Hiruma tasked with
protecting the lives of important Crab personages Machi-Kanshisha [Bushi] (Path)
understand that the best and most effective means of
defending them is to destroy their enemies as quickly as ● Technique Rank: 3
possible. After making a successful melee attack, you may
immediately perform the Guard Action as a Free Action (if
● Replaces:
your charge is close enough for you to Guard). If you do so, ● Requirements: Athletics 2+, Staves 3+
you may add the amount by which your attack roll
This band of ronin are known by the name of their preferred
exceeded your opponents Armor TN to the Armor TN of your
weapon, a long iron smoking pipe. Perhaps fortunately, the
charge until your next Turn.
machi-kanshisha pipe is not well known in many parts of the
Empire, and as a result many associate the name with the
Ichiro Pass Warden [Bushi] (Path) ronin band itself rather than the pipe for which they are
named. The Machi-kanshisha are the guardians of the City
● Technique Rank: 3 of the Rich Frog, a major trade hub that sits in the narrow
● Replaces: Ichiro Bushi 3 divide between the holdings of the Lion and Unicorn clans.
● Requirements: Strength 4, Spears 4, Athletics 4. Because of the militant nature of the two clans in question,
who closely observe any significant violence near their
The first duty of the Badger Clan is to protect the pass from borders, the Machi-kanshisha prefer to use their namesake
invasion, and the clan has long trained a group of smoking pipes as non-lethal weapons, employing them to
specialized warriors whose sole duty is to defend the pass subdue their foes rather than kill them. In the twelfth
with spears and hurled rocks. Their task is to inflict as much century, the City of the Rich Frog is annexed by the Lion
damage as possible on any invaders. The Pass Wardens Clan, and the Kaeru ronin family, administrators of the city
spend most of their lives within the fortresses of the Badger and employers of the Machi-kanshisha, become vassals of
lands, seldom visiting the rest of the Empire. the Ikoma family.
80
Ronin Guards [Bushi] (Path) Technique
RANK 3: SAIGO'S TECHNIQUE - A true Scorpion duelist knows
● Technique Rank: 3 that intimidation and deception are the keys to victory.
● Replaces: When dueling any opponent that you have previously used
the Intimidation Skill upon successfully, you gain a bonus of
● Requirements: Polearms 3+, Heart of Vengeance +5 to the total of your roll during the Assessment Phase of
(Unicorn) the duel. Additionally, by spending a Void Point, you may
In the aftermath of the infamous Scorpion Clan Coup at the report one statistic of your choice as being one rank higher
beginning of the twelfth century, the Akodo family of the during the Assessment Phase.
Lion Clan was dissolved by a wrathful Emperor. The
majority of the family joined other Lion families, and many Serpents of Sanada [Bushi] (Path)
others took their own lives in shame. Some, however, took
up the life of the ronin rather than remain within the now ● Technique Rank: 3
hostile Lion Clan with its new Matsu leadership. Of those ● Replaces:
who became wave men, a small group banded together for
mutual defense and survival. These men, known as the ● Requirements: Knives 3+, Sailing 3+, Honor Rank 3
Broken Guard, were led by a former officer named Saigorei, or lower
a man with a deep grudge against the Unicorn Clan.
Over the centuries there has been no shortage of ronin who
Saigorei gathered men with similar philosophies to his
have turned to violence and brutality to make their way
banner, honing their skills with an emphasis on anti-cavalry
through the world. Some, such as the Forest Killers, have
maneuvers. The Broken Guard quickly gained a reputation
cultivated such a reputation that their name is used to
as dangerously effective against mounted foes, and they
frighten children throughout the Empire. There are very
saw regular employment throughout the Clan War era.
few, however, who have the sheer audacity and penchant
When the Akodo family finally reformed, many of the
for destruction as the Serpents of Sanada. The Serpents are
Broken Guard rejoined it. Of those remaining, most joined
a naval band and over the years they have accumulated a
together with other ronin who had fought in the
small fleet of vessels, using them to become one of the
amalgamation known as Toturi’s Army, becoming the Wolf
most successful (and hated) pirate groups in almost a
Legion.
thousand years. In particular the Serpents are an offense to
Generalization: Independent of the timeline, this Path could the Mantis Clan, who not only have many former members
be used to represent any anti-cavalry group, or a group among their ranks but have actually been attacked on their
with a grudge against the Unicorn Clan for whatever reason. home islands by the Serpents, something no pirate ever
before dared to do. The Mantis ruthlessly hunt down vessels
Technique in the Serpents’ fleet but find it difficult to destroy the
whole force.
RANK 3: THE TIGER’S TEETH - The Broken Guard are among
the finest anti-cavalry forces in the Empire. Technique
You may make a melee attack as a Simple Action when RANK 3: THE SERPENTS’ COILS - The Serpents of Sanada are
using a polearm. You gain a bonus of +1k1 on attack rolls utterly ruthless pirates, and like others of their ilk they have
made against targets on horseback (or mounted on been forced to master weapons that will not corrode in the
similarly-sized creatures). sea air. When wielding a wooden weapon or a weapon with
the Peasant keyword, you may make melee attacks as
Saigo's Blade [Bushi] (Path) Simple Actions rather than Complex Actions.
81
Technique The Tortoise Killers [Bushi] (Path)
RANK 3: SHIBA'S SACRIFICE - The Shiba yojimbo are an elite
cadre of personal guards, trained to give their lives for their ● Technique Rank: 3
charges at a moment’s notice. Only the most honorable and ● Replaces: Tortoise Smuggler 3
selfless of the Shiba are selected for this training, since it
requires a willingness to throw one’s life away without
● Requirements: Agility 3, Stealth 4, any two Weapon
hesitation. At the start of any skirmish, you may designate Skills at 4
one ally as your charge for that skirmish. Any time your The Tortoise Clans limited military capabilities consist
charge is hit by a physical attack or a targeted (non-area- primarily of those trained in the Tortoise Guard technique
affect) damage-causing spell, if you are within 10’, you may (published in the L5R 4th Edition supplement Imperial
make a Defense / Reflexes roll at TN 25. With a success, Histories). However, due to the unique nature and duties of
you take the damage instead of your charge. If you spend a the Tortoise Clan, the clan has long found it useful to train
Void Point to reduce this damage, it is reduced by 20 certain men and women in the arts of murder and
instead of the normal 10. assassination. Some of these killers go on to serve in the
Guard, disguising their true nature beneath conventional
Snow Riders [Bushi] (Path) martial duties, while others remain within the ranks of the
Tortoise merchants and sailors.
● Technique Rank: 3
● Replaces: Technique
● Requirements: Athletics 3+, Horsemanship 4+ RANK 3: THE POISONED FROG - The Tortoise Killers are trained
to dispose of their targets with whatever weapon comes to
Through most of Rokugan’s history winter has brought an hand, while maintaining the outward appearance of an
abrupt end to war. The costs of waging war in the bitter ordinary sailor or soldier.
cold and snow are simply too high, and every time it has
been attempted the army responsible has ultimately been Once per opponent per skirmish, when making an attack
defeated. roll you may spend a Void Point to cause your Raises for
damage on that roll to award +1k1 rather than +1k0 to
This did not change until the Empire’s twelfth century, damage. You may never take more Raises than your Void
when the boundless ambition of the Unicorn Clan Khan, Rank when using this Technique.
Moto Chagatai, led him on a winter campaign across the
Lion provinces. Although Chagatai’s campaign to capture
the Imperial City was ultimately unsuccessful, the
The Unbroken [Bushi] (Path)
punishment he inflicted on the Lion forever changed the
way the Empire regarded winter warfare. Few attempted to ● Technique Rank: 3
recreate the extent of that campaign, but most recognized ● Replaces:
it was possible to fight in the winter with adequate
preparation and training.
● Requirements: Lore: Shadowlands 3. Must have at
least one Rank of Taint and find a way to learn the
One group of ronin who served in Chagatai’s forces and Unbroken Technique.
survived the Lion’s vengeance went on to sell their services
The Unbroken are among the most famous and legendary
as couriers, messengers, and general supplemental cavalry,
of ronin bands, but also one of the smallest and most
all with a specialty in winter tactics. The Yasuki family of the
transient. The band has formed and collapsed many times
Crab would be envious of the discreet promotion the Snow
over the Empires history, re-organizing whenever a Tainted
Riders have conducted on behalf of their organization, and
wave-man manages to unearth the secrets of its technique.
they have ensured they are always employed during the
winter – if nothing else because their employers don’t want The origins of the Unbroken Technique are mysterious;
their enemies employing the Riders instead. Generally some claim they learned their methods from studying the
speaking, the Riders make adequate profits during the Naga or perhaps the Ratlings, while others claim it was
winter months to support them through the summer, which originally devised by some legendary and long-forgotten
is exactly their intention. ronin in the Empires early history. Whatever the case, the
Unbroken Technique is both singularly powerful and
Generalization: Although the story of this group is tied
extremely dangerous: it can purge the Taint from ones body
specifically to the Khan’s infamous campaign, there is no
perhaps the only way to completely purge the Taint short of
reason a small group could not develop along these lines
outright divine intervention. However, it does so through
independently of that incident. Doing so might make their
the practitioner successfully defeating powerful
services more difficult to market and sell, however.
Shadowlands creatures. Needless to say, one is more likely
to die in the pursuit of this goal than to succeed at it.
Technique
The Unbroken traditionally work as a unified group, each
RANK 3: THE JOURNEY’S BEGINNING - he Snow Riders have willing to sacrifice himself for the others. Only a handful
mastered the art of mounted warfare and of waging war in have ever been cured of the Taint, and the entire band has
winter conditions. You may ignore movement penalties never been larger than thirty individuals. Supposedly, the
based on terrain if the penalties in question are caused by mystical Technique which they use shortens their lifespan,
snow or ice. You may spend a Void Point while fighting allowing them to survive for only a single year unless they
mounted in order to make a single attack as a Simple can purge their Taint before that time expires. All members
Action. of the group wear masks, both to conceal their identity and
to reinforce the principle that they are a group that stands
or dies together.
82
Technique Empress Guard [Bushi] (Path)
RANK 3: THE UNBROKEN - The students of the Unbroken learn
to set the impurity within themselves against the impurity ● Technique Rank: 3 or 4
of their foes. When you are fighting a Shadowlands creature ● Replaces: Kakita Bushi 3 or Daidoji Iron Warrior 4
or one of the Lost, you may add your Taint Rank in unkept
dice to your attack rolls. Each time you do this you gain
● Requirements: Perception 3
three additional Point of Taint. However, any time you The Doji family has been intertwined with the Imperial
singlehandedly kill a Shadowlands creature or one of the dynasty from the dawn of the Empire. Over the years this
Lost you may spend a Void Point to permanently lose one connection has garnered them great favors and great
Point of Taint. responsibilities.
If you ever single-handedly kill an extremely powerful The Empress Guard is a unit with some of the greatest
Shadowlands foe, you may spend a Void Point as a Free warriors of the Crane Clan. They train to protect the
Action to make a Contested Earth roll against the Earth of Empress herself and spare no expense in their training.
the foe you have slain. With a success, you immediately Only a handful of the Empress Guard are on duty at any
purge all the Taint from your body and thereafter lose the given time, while the rest train intensively, dedicated to
ability to perform this Technique. maintaining their abilities.
Ultimately, it is the GMs discretion whether a particular foe
is powerful enough to trigger the more potent aspects of Technique
the Unbroken Technique. Examples of creatures which
RANK 3 OR 4: TO DEFEND UNTO DEATH - The Empress Guard
could trigger the effect include major oni, any of the Onisu,
hold the honor of their duties seriously. Only the pure of
or a Lost of at least two Insight Ranks higher.
soul and sharp of eye meet the Crane Clan’s exacting
standards. You may add half your Honor Rank to all attack
Tsume Pikemen [Bushi] (Path) and Perception rolls. Also, while defending the Imperial
family, you may add +10 to your Armor TN.
● Technique Rank: 3
● Replaces: Mirumoto Sentinel [Bushi] (Path)
● Requirements: Spears 3+, Polearms 3+, Honor Rank
3 or higher ● Technique Rank: 3 or 4
The Tsume vassal family prided themselves on being
● Replaces: Mirumoto Bushi 4 or Taoist Swordsman 3
masters of the spear, teaching their bushi to specialize in ● Requirements: Way of the Land Advantage
defensive tactics and rely on a wall of spear-points to break
In any mountainous region, such as the region in which
enemy charges. After the Tsume ruling bloodline is
Water Hammer City is located, the security of the Dragon
exterminated in the War of Bleeding Flowers, their samurai
Clans vassals can be difficult to secure. In order to address
become ronin but do their best to preserve their traditional
this issue, the Mirumoto have trained a cadre of elite
fighting methods, passing their Technique down from
warriors known as the Sentinels to oversee such locations.
parent to child. The process is further enhanced by their
tradition of meeting annually to renew their sense of loyalty The Sentinels are deployed in surprisingly small numbers
and identity. to secure large sections of sparsely populated land in the
Dragon mountains, and are remarkably effective at their
Tsume ronin often hire themselves out as guards or
duties. Before being assigned, Sentinels are extensively
escorts, using their spear tactics to defeat bandit raids. In
trained in the geography of their provinces, until they are
keeping with their legacy as former Crane samurai, they are
familiar with every square mile of it, almost literally down to
trustworthy and reliable soldiers and refuse to ever betray
every tree and boulder. In addition to their prodigious level
their employers. This makes them quite popular among
of skill in using the terrain to their own advantage, Sentinels
merchants and others in need of reliable guards.
are well known for hindering the movement of their
enemies in any number of ways, exploiting the local terrain
Technique to the greatest advantage possible and reducing an
RANK 3: WALL OF PIKES - Special Notes: Within the Heroes of opponents mobility considerably; leading them into bogs,
Rokugan setting, this Technique is normally only available unsure footing, and pitfalls are particular favorites among
to ronin descended from the retainers of the deceased these hardy warriors. Many Dragon Clan magistrates look
Tsume vassal family, or to close allies of that family. In upon the Sentinels as something like embarrassing cousins,
other eras of play, GMs may use this technique to represent but no one can deny their effectiveness as a unit.
any honorable, trustworthy ronin band that replies primarily
on spears or polearms. Technique
The Tsume Pikemen are taught to use defensive tactics, RANK 3 OR 4: MASTER OF THE LAND - A Mirumoto Sentinel is
luring the enemy into a charge and then impaling them on intimately familiar with the land he is tasked with patrolling,
their spears. While you are in the Defense posture and and can use its every resource to his advantage. When you
wielding a spear or polearm, immediately after an opponent are in a province for which you possess the Way of the Land
makes a melee attack against you or one of your allies Advantage, you may select any three Bugei Skills you
within ten feet (whether or not the attack hit), you may possess. While in the selected province, you gain a bonus of
spend a Void Point in order to take a Free Action to attack +1k0 to Skill Rolls using those Skills. You may select
that opponent with your spear/polearm. different Skills for each province for which you possess the
Way of the Land Advantage. Additionally, you may make a
You may also use this Technique in the Full Defense Contested Void Roll against one opponent at the beginning
posture, but making the attack will require spending two of a skirmish, before Initiative is rolled. That opponents
Void Points instead of one. Water Ring is considered one rank lower for the purpose of
determining Move Action distances for the remainder of the
skirmish.
83
Student of the Cliff's Edge [Bushi] Akodo Kensai [Bushi] (Path)
(Path)
● Technique Rank: 4
● Technique Rank: 3 or 4 ● Replaces: Any Lion Bushi 4
● Replaces: Tsuruchi Bounty Hunter 3, Yoritomo Bushi 4 ● Requirements: Iaijutsu 4, Kenjutsu 5, Prodigy
● Requirements: Agility 4, Chain Weapons 5 Advantage; You may ignore the Prodigy Advantage
requirement, but if so you must increase all other
The Mantis love chain weapons, especially the kusarigama – requirements by 1.
which was wielded by none other than their clan founder,
The samurai of the Lion Clan value tradition above all else,
Kaimetsu-Uo. Basic Mantis chain weapon training is similar
and many Lion warriors follow directly in the footsteps of
to the training in other clans, but the clan’s most advanced
their ancestors. While other weapons may be better suited
chain-weapon fighters train in the Cliff’s Edge Dojo,
for the battlefield, the katana remains the icon of samurai
learning specialized maneuvers taught only by the most
culture. The Akodo Kensai focuses exclusively on this
experienced sensei. Many students undertake special
weapon until he can overcome its deficiencies. He pours
pilgrimages to be able to truly master the Mantis
thousands of hours of practice into kata, kenjutsu, and
techniques.
iaijutsu until he has a profound connection with the weapon.
When he is ready, the Kensai can move and attack as if the
Technique katana were a very part of his body. He strikes with almost
supernatural ease, with a grace and beauty that enthralls
RANK 3 OR 4: HOWL OF THE CLIFF'S EDGE - The Mantis who
any who watch him.
train at Cliff’s Edge Dojo are particularly fond of using the
kusarigama to trip, disarm, and otherwise disable their foes.
When using a kusarigama to make a Knockdown or Disarm Technique
maneuver, you gain a +2k1 bonus to your attack roll. You
RANK 4: THE HEART OF THE SWORD - The Akodo Kensai
may call three Raises on an attack with a kusarigama to
navigates the battlefield with his katana in his hands. He
Entangle an opponent up to 15’ away (as per the Entangled
remains untouched by the enemies around him, for he can
condition in the L5R 4th Edition Core rulebook, page 89).
direct the flow of combat with his own attacks. While using
The condition lasts until you voluntarily release the foe (as
a sword and in the Attack Stance, you may increase your
a Free Action), or the foe succeeds in a Contested Strength
Armor TN by your Honor Rank against the first melee attack
Roll against you (as a Simple Action).
each Combat Round.
The Crab Knife-Fighters [Bushi] Additionally, once per skirmish you may activate a Kata as
(Path) a Free Action.
● Technique Rank: 3 or 4
Asahina Archers [Bushi] (Path)
● Replaces: Hida Bushi 4, Hida Pragmatist 4, Hiruma ● Technique Rank: 4
Bushi 3, or Hiruma Scout 3
● Replaces: Daidoji Iron Warrior 4, Doji Magistrate 4
● Requirements: Knives 3
● Requirements: Air 3, Kyujutsu 5, and must be a
A few Crab have specialized in knife-fighting over the years, member of the Asahina or Daidoji family
enough for the clan to maintain a few sensei who teach
advanced knife techniques. Many of these are sailors, The Asahina Archer technique emerged from a partnership
especially Yasuki, who prefer a fighting style which uses between those few Asahina who chose to follow the path of
small, cheap weapons in an environment where speed and the bushi and the Daidoji family, which enlisted them and
mobility are more important than reach and power. encouraged them to pursue the ways of archery. The
organization has existed for centuries, although its relative
obscurity means that most samurai in other clans are
Technique unaware of its existence.
RANK 3 OR 4: ONE BLADE, BOTH HANDS - The Crab knife-
fighting technique emphasizes using the empty hand to Technique
grasp, control, and distract the opponent, setting him up for
the knife-hand to deliver the lethal blow. When fighting with RANK 4: NO REGRETS - Asahina Archers are taught to
one open hand and a tanto, you add +3k1 to your damage minimize the influence of their family’s traditional pacifism
with tanto and may ignore all effects of your opponent’s and focus on defeating their enemies swiftly so that wars
armor. (If your opponent is a creature with inherent may be ended equally swiftly. Their technique allows them
Reduction, you may ignore 5 points of that Reduction.) to call on their own inherent Air, delivering precisely
accurate shots. When making an archery attack, you may
make Called Shots for one less Raise (to a minimum of 1)
and add half your Air (rounded down) in unkept dice to your
attack rolls.
84
Daidoji Heavy Regulars [Bushi] Technique
(Path) RANK 4: TIGERS DO NOT FALL - The lesson of the Hidden
Guardians is that defenders must make themselves
● Technique Rank: 4 immovable, stopping all who might threaten the Hidden
Temple. Any time an opponent in a skirmish declares a
● Replaces: Daidoji Iorn Warrior 4 Maneuver against you (including the Increased Damage
● Requirements: Heavy Weapons 5 Maneuver), you may choose to immediately take a Free
Action to spend a Void Point and negate the beneficial
The samurai of the Daidoji Heavy Regular units usually train effects of the Maneuver. (The opponent must still make his
alongside the Crab for at least a year; they are always Raises in order to hit you, but no longer gains any benefit
equipped with the heaviest armor and wield a combination from them.) In addition, at all times you may ignore the
of spears and heavy weaponry. On the battlefield they are penalty to your Armor TN for being Grappled.
usually employed to blunt or break enemy charges,
especially when fighting the Lion or the Unicorn. They are Hiruma Snipers [Bushi] (Path)
also sometimes used as blocking forces to resist enemy
arrow barrages, since their heavy armor makes them more
resistant to archery fire. They usually prefer either the
● Technique Rank: 4
tetsubo or the dai tsuchi as their primary armament. ● Replaces: Hiruma Scout 4 or Hiruma Bushi 4
● Requirements: Kyujutsu 5, Reflexes 4
Technique
The Snipers are an outgrowth of the fall of Hiruma lands in
RANK 4: WAY OF THE IRON CRANE - The Heavy Regulars use the eighth century, and the Path does not exist prior to that
their experience serving alongside the Crab on the Kaiu era. They are trained to stay calm and shoot accurately
Wall to inform their own training in heavy weapons, even when assailed by terrifying monsters, targeting their
enhancing their defensive position against enemy attacks foes’ weak points.
and striking back hard against charging foes. When wielding
a heavy weapon in the Attack stance, you may add +1k1 to Technique
your attack rolls against any opponent who is in the Attack
or Full Attack Stances. When wielding a heavy weapon in RANK 4: THE CRAB'S EYE - The Hiruma Snipers are trained to
the Defense or Full Defense stances, you may add your strike at specific weak points in their targets, getting their
Heavy Weapons Skill Rank to your Armor TN. arrows past both mortal armor and monstrous shells and
carapaces. You may attack with a yumi as a simple action.
Guardian of the Hidden Temple When making a ranged attack with a yumi, you may ignore
all of the target’s natural Reduction (e.g. Reduction from
[Bushi] (Path) armor or natural protection) and half that much Reduction
from magical effects.
● Technique Rank: 4
● Replaces: Any Rank four bushi Mantis Whirlwind Fighters [Bushi]
● Requirements: Must be recruited by the Kolat for (Path)
their Hidden Guard. Cannot be Tainted or corrupted by
the Nothing ● Technique Rank: 4
The ancient order of the Hidden Guard, named mockingly ● Replaces: Yoritomo Bushi 4
after the Seppun Shugenja who safeguard the Emperor, is ● Requirements: Knives (Kama) 5
tasked with protecting the Kolat’s headquarters, the Hidden
Temple. Yoritomo is credited both with perfecting the final technique
of his family’s school and also with developing this powerful
They are recruited from skilled ronin who have already variation of the Mantis fighting style, the so-called
joined the Kolat conspiracy and shown their loyalty and Whirlwind Fighting style. This form relies on a mixture of
dedication. relentless motion and relentless attacks to both obstruct
Although their primary duty is to protect the Temple, they enemy blows and overwhelm the foe with rapid strikes.
may also serve as yojimbo to important or high-ranking Among the Yoritomo it is often the preferred fighting form
members of the conspiracy. to use in duels within the family, and some Mantis call the
masters of this style “Whirlwind Duelists.”
The Hidden Guard are taught defensive tactics to allow
them to defeat the more specialized warriors of the Great Technique
Clans. Of course, they also fight with tactics which most
clan samurai would consider dishonorable, and have no RANK 4: WAVES RUSH TO SHORE - Whirlwind Fighters are a
compunction at eliminating their foes with ambushes, constant blur of motion, using their swift and relentless
surprise attacks, and similar methods. strikes both to deflect their opponents’ attack and to break
through their defenses.
When fighting with a kama in each hand, you may add your
Knives Skill Rank to your Armor TN, and gain a bonus of
+3k0 to your damage rolls with kama.
85
Moto Fanatic [Bushi] (Path) Scorpion Weaponmaster [Bushi]
(Path)
● Technique Rank: 4
● Replaces: Any Moto Bushi School 4 ● Technique Rank: 4
● Requirements: ● Replaces: Bayushi Bushi 4
The Moto family prefers an extremely aggressive outlook on ● Requirements: Any three Weapon Skills at 2
warfare rather than the more conservative viewpoint of the
The Scorpion are not generally known as a clan of great
Shinjo. Moto warriors use the mobility of their horses to
warriors, at least not in the same manner as their rivals
quickly close the gap to their enemy, and the Fanatics fully
among the Lion and the Crab. They are much more
embrace that ideal of war. They charge the front lines of
commonly perceived as villains, thieves, and assassins,
opposing armies with alarming frequency, often suffering
accusations that are vehemently contested and yet not
surprisingly few casualties for their brash behavior.
without a kernel of truth. Still, there are many within the
It seems these Fanatics survive the harshest battlefields Scorpion Clan who excel at martial pursuits, and the
through a mixture of skill and complete disregard for their Scorpion army is rightfully feared on the battlefield. A small
own safety. They believe an all-out crazed assault disorients handful of Scorpion, however, possess the perfect
the enemy, forcing them to commit mistakes they would combination of natural talent and extensive training to
otherwise avoid, and their success would seem to prove the elevate combat beyond the simple act of war; in the hands
point. of a Scorpion master, a weapon is but a brush and combat
is his art.
Technique Perhaps ironically, the greatest weaponmasters among the
Scorpion are typically found within the ranks of the Bitter
RANK 4: RECKLESS ABANDON - The Moto Fanatic charges into
Lies legion, which has led some within the clan to speculate
the thick of battle with no thought to his own safety. If you
that the prodigious physical talents these samurai possess
are in the Full Attack Stance, you may spend a Void Point as
are in fact some manner of compensation for their damaged
a Simple Action to activate this Technique. You gain
psychological state.
Reduction equal to your School Rank so long as you remain
in the Full Attack Stance.
Technique
Satoshi's Legacy [Bushi] (Path) RANK 4: I AM A WEAPON - A true weaponmaster understands
the common thread between all weapons, and draws upon
● Technique Rank: 4 it. When wielding any melee weapon, a number of times per
● Replaces: Miya Herald 4 skirmish equal to your school rank, you may as a Free
Action use any other melee Weapon Skill you possess for
● Requirements: Kenjutsu 5 attack rolls using your current weapon. For example, you
Miya Satoshi died in disgrace, but his effort to militarize the could spend a Void Point to use Kenjutsu when wielding a
Miya family left a legacy of trained warriors who wished to tetsubo if you had no ranks in Heavy Weapons. You gain no
continue serving their family and to cleanse the dishonor benefits from any Mastery Abilities or Emphases when
which Satoshi had brought on himself. Their warrior utilizing this Technique. The effect lasts a number of
tradition is carried on by the Satoshi vassal family. Rounds equal to your School Rank, and while this Technique
is in effect you may make melee attacks as a Simple Action
Of course, GMs may also use this Technique to represent rather than a Complex Action.
the legacy of any Miya leader who tried to militarize his
family. Seven Waves Mercenaries [Bushi]
Technique
(Path)
RANK 4: FIRE AND ICE - The Satoshi vassal family teaches an ● Technique Rank: 4
aggressive fighting style derived from their founders ● Replaces:
training with the Matsu family. You may make attacks as
Simple Actions when you are in the Full Attack stance. ● Requirements: Clan Ronin only
The Seven Waves Mercenaries are an older ronin group with
a reputation for discrete and effective service. The
organization was founded roughly a century after the return
of the Unicorn Clan to the Empire. The Seven Waves were
created by a group of seven ronin, each one an outcast
from one of the original Great Clans – this of course
predates the elevation of the Mantis to Great Clan status,
and the organization’s leaders never deigned to add a
Mantis ronin to their ranks. When the Seven Waves take a
job, those of their number associated with the clans in
question remain apart to avoid coloring the employer’s
opinion of the organization, but still offer expertise and
advice to the other members. Over the years the
organization has grown, but the leaders of the group, most
of them descendents of the original founders, prefer to keep
it organized into similar seven-man teams.
86
Technique Crane archers are celebrated for their accuracy and the
Shinjo horsebowmen are known for their speed and unique
RANK 4: ROARING TO SHAKE HEAVEN - Members of the Seventh style. The average samurai may know all of these names,
Wave draw strength from their diversity. but far fewer know the name of the Dragon’s Flame. The
warriors of the Dragon’s Flame do not specialize in any one
When fighting alongside your allies, you gain a bonus of +2
aspect of archery, choosing in true Dragon fashion to
to the total of all attack and damage rolls for each different
approach archery in a more individualistic manner. Some
Basic School represented among your group. You may not
have distinguished themselves as excellent horsemen while
gain a total bonus greater than twice your Void Ring from
others gain fame for accuracy over great distances. All of
this Technique.
the Dragon’s Flame share one important passion: they
dedicate their lives to defending the mountains of the
Sword of Yotsu [Bushi] (Path) Dragon from anyone who might dare threaten them.
The Tsuruchi family of the Mantis Clan is universally Hida Tsuneo, known as the Stone Crab, was the trusted
considered to possess the foremost archers of the Empire. follower and personal champion of the Steel
Chrysanthemum. He was a man of honor and skill whose
unfortunate complete loyalty to his Emperor led him to
commit a long series of horrific atrocities regardless of the
cost to his own soul. Unfortunately, many among his own
clan also embraced his willingness to commit horrors for his
lord. The warriors who followed in his wake exemplified
cruelty and horror, becoming the worst caricatures of what
samurai are meant to be. The Technique they developed
did not long survive Hida Tsuneos death, since within a
months time all known members were dead from seppuku
or shameful public execution.
87
GMs who wish to make broader use of this Path can have it Technique
depict ruthless groups in other eras who are committed to a
villain (or anti-hero). For example, the Technique could RANK 4: THE PATH OF ONE - From their gaijin ancestors and
represent followers of Akodo Gintaku in the Heroes of their commoner allies, the Tortoise Guards have learned
Rokugan setting, or followers of Hida Kisada during the Clan that samurai Honor can be a hindrance to victory;
Wars. practicality is more useful. You may attack as a Simple
Action with any non-Samurai melee weapon, and gain a
Technique +1k0 bonus to damage with any Peasant weapon.
RANK 4: SCORN THE WEAK - Members of the Order of Stone Tsuruchi Swordsman [Bushi]
are known for their particular relish in crushing those
weaker than themselves, exploiting any weaknesses they
(Path)
might find. When attacking human opponents, you gain a
bonus of +1k1 on your attack rolls for each Physical ● Technique Rank: 4
Disadvantage they possess. ● Replaces: Tsuruchi Archer 4, Tsuruchi Bounty Hunter 4
The Ox Clan Vigilant [Bushi] ● Requirements: Kenjutsu 3
(Path) The origins of the Tsuruchi family are found in the Wasp
Clan, the tiny Minor Clan that would later join the Mantis
Clan and become the Tsuruchi. The familys founder, a ronin
● Technique Rank: 4 born of a union of Lion and Scorpion, despised the blade
● Replaces: Morito Bushi 4 because to him it represented all that was wrong with the
● Requirements: Investigation 5 clans of his parents, the same clans that robbed him of
everything he knew and loved in the world when he was
After the Ox Clan is purged during the Scorpion Clans little more than a child. Because of this, he eschewed it
assault on the Kolat in the late twelfth century, the new Ox completely and expected his followers to do the same; the
leadership seeks assistance from the Unicorn Clans Shinjo samurai who served the Wasp did not even carry a katana.
family in keeping itself pure of further Kolat influence. The
Generations of war and decades of service to the Mantis,
small order known as the Vigilant is the result. Initially
however, as well as the retirement of Tsuruchi himself to
focused solely on hunting for Kolat, the organization soon
the ranks of the Brotherhood of Shinsei, gave rise to a new
expands into a more general role of rooting out criminals
generation of samurai who saw no reason to cast off study
and conspirators of all types.
of the blade, and in fact embraced it to the fullest. With the
natural athleticism of the Tsuruchi, swordsmanship comes
Technique easily once embraced, and the Tsuruchi swordsmen are
RANK 4: SEEK THE GUILTY - The Ox Vigilants are trained to rapidly developing a reputation as the finest in the entire
root out lawbreakers and conspirators by seeing through Mantis Clan. Granted, this is not the greatest praise, given
their deceptions and tricks, finding their underlying moral that most families within the clan embrace alternative
weakness and using it against them. When investigating weapons as their primary combat style, but other clans
someone for possible lawbreaking or Kolat activity, you may have begun to recognize the potential of Tsuruchi as
make a Contested Roll of your Investigation (Interrogation) / opponents.
Perception against the targets Sincerity (Deceit) /
Awareness. If you succeed (and the target is actually guilty Technique
GMs judgment), you gain a +1k1 bonus to all Intimidation
RANK 4: ASCENDANCY OF STEEL - A master of the Tsuruchi
rolls and attack rolls against that target for the next 24
style is a flurry of movement and unrelenting assault. You
hours.
may make a melee attack as a Simple Action rather than a
Complex Action when wielding a sword.
Tortoise Guard [Bushi] (Path)
Unicorn Yomanri Archer [Bushi]
● Technique Rank: 4
● Replaces: Kasuga Smuggler Rank 4 (Path)
● Requirements: Strength 3, any one Weapon Skill 4 ● Technique Rank: 4
Although the Tortoise Clan is too small to have a true bushi ● Replaces: Shinjo Bushi 4, Moto Bushi 4, Moto
school, the clan has always recognized the value of Vindicator 4, Utaku Battle Maiden 4
defense, especially given the frequency with which its ● Requirements: Agility 4, Kyujutsu 5
members must enter foreign ports, smugglers’ dens, and
other such unsavory locations. The original membership of Although the majority of Unicorn continued to practice
the Tortoise included a number of gaijin, and over the years Rokugani archery during their travel through the gaijin
they adapted their own strange fighting style to the lands, a significant minority learned the gaijin style of
weapons of their new home; with time it evolved into the archery which the clan calls A archer draws his arrow to his
technique which the Tortoise teach in modern times. The cheek and sights down the shaft, then releases it once he is
Tortoise Guards are tasked to protect their fellow smugglers confident in his aim.
from all manner of dangers, and typically fight without any
particular limitation or scruple.
88
Technique Technique
RANK 4: THE WAY OF YOMANRI - Yomanri practitioners use a RANK 4 OR 5: BROKEN BY TACTICS - The Akodo family’s
distinctive form of archery which relies on careful aiming mastery of warfare does extend to sieges, and while their
rather than swift instinctive shooting. When using a yumi or expertise in that domain is not so great as the Kaiu, they
dai-kyu, you may choose to spend one or more consecutive have attacked enough castles over the centuries to make it
Simple Actions aiming your shot before you fire the arrow. a specific topic of study at the Akodo War College. When
Each such Simple Action awards either a +1k1 bonus to you are on the attacking side in a siege, your expertise
your attack roll or a +1k0 bonus to your damage roll (your makes it easier for your side to overcome the castle’s
choice). The maximum number of Simple Actions spent defenses. When rolling on the Mass Battle Table under
aiming cannot exceed your Agility Rank; moreover, if you those circumstances, you always receive a Heroic
are interrupted all benefits from the aiming are lost. Opportunity, regardless of the normal result. Any structures
on the opposing side suffer a 50% penalty to their
This technique cannot be used while you are in the Center Reduction, due to your superior understanding of their
Stance. weaknesses (this penalty is applied after any defending
bonuses to their Reduction).
Weavers [Bushi] (Path)
Hojatsu's Legacy [Bushi] (Path)
● Technique Rank: 4
● Replaces: ● Technique Rank: 4 or 5
● Requirements: Allies (Kolat) OR Dark Secret (Kolat) Or ● Replaces: Mirumoto Bushi 4 or Mirumoto Taoist
Obligation (Kolat) Swordsman 5
Many ronin groups are not well known in the Empire, but ● Requirements: Iaijutsu 5
few are as completely unknown to the Great Clans as the The final technique of Mirumoto Hojatsu was developed late
secretive sect called the Weavers. These men and women in life as a result of his rivalry with Kakita; unwilling to
rarely associate with one another in person, communicating concede defeat to an opponent who could strike faster,
instead through carefully encoded messages, discrete Hojatsu instead devised a way to disrupt his opponent’s
tattoos, and secret hand signals. They gather together only rhythm and thereby win regardless of speed. It is believed
when there are important matters at hand, typically this technique was used for the first time in the final duel
involving violence or infiltration of the most invasive sort. between Hojatsu and Kakita, in which Hojatsu died and
The Weavers are among the elite agents of the Kolat Kakita was mortally wounded.
conspiracy and are only known to its highest-ranking
members, or at least so they believe. Although the ten Kolat
Masters have access to the entire roster of Weavers, most
Technique
of their direct subordinates know of perhaps a half-dozen or RANK 4 OR 5: STRIKE WHEN YOU CANNOT - The student of
so they can call upon in dire need. The abilities of the Hojatsu’s last technique learns how to use intellect and
Weavers vary wildly from individual to individual, each aggression to disrupt an opponent’s rhythm in an iaijutsu
having been recruited for a particular skill or set of skills duel. During the Assessment stage of a duel, you may take
that were needed at the time. In general, however, most a Free Action and spend a Void Point to force a Contested
have a propensity for violence and an absolute mastery of Kenjutsu / Fire roll with your opponent. If you win the roll,
deceit. your opponent cannot spend Void Points on the Focus roll
One might say lying is a requirement for the job. for that duel.
89
Technique Technique
RANK 5: FOR MY BROTHERS - Members of the Iron Gauntlet RANK 5: NONE MUST FALL - A member of the Order of Chikai
stand together against incredible odds and survive. When will gladly sacrifice his life to save his charge, but prefers to
fighting alongside other members of the Iron Gauntlet preserve both lives so that he may live to protect his charge
Brotherhood, you may expend a Void Point to negate another day. You may designate one individual as your
damage inflicted on an ally by an amount equal to your charge at the beginning of a skirmish. When your charge is
Void Ring x 5. targeted by an attack or spell you may use the Shiba
Yojimbo Technique as normal, making the same Defense /
Kaiu Siegemaster [Bushi] (Path) Reflexes roll (TN 25) to absorb the damage instead of the
charge. However, at the time of the roll you may choose to
● Technique Rank: 5 spend a Void Point as a Free Action to activate this
additional ability: if you succeed in the roll, the damage is
● Replaces: Kaiu Engineer 5 negated rather than simply transferred to you.
● Requirements: Battle (Mass Battle) 5, Engineering
(Siege) 5 Shadowed Steel [Bushi] (Path)
The Kaiu are acknowledged throughout the Empire as the
foremost practitioners of siege warfare, especially on the
● Technique Rank: 5
defensive. Within their ranks, the elite order known as the ● Replaces:
Siege Masters holds a position of particular fame ever since ● Requirements: Athletics 4+, Ninjutsu 4+, Stealth 4+
they emerged in the fourth century. Siege Masters are
known for rendering castles nigh-impregnable and for The word ‘ninja’ conjures one of two reactions from the
constructing defenses that break the spirit of opposing Rokugani:
armies, even Shadowlands forces
exasperation, because of course ninja do not exist, or fear,
because they suspect the substance of the night itself will
Technique disgorge and assault them for daring to consider such
RANK 5: THE HAMMER OF KAIU - During a siege, you may add things.
or subtract your entire School Rank to the total of your rolls The truth is that to some extent both statements are true.
on the Mass Battle Table (this replaces the Kaiu Engineering On the one hand, the black-clad assassins of superstition do
Rank 4 ability to add or subtract half your School Rank). If exist, but are largely a diversionary tactic used by groups
you are on the defending side in a siege, you gain a +2k0 like the Scorpion Clan – including through pawns such as
bonus to any Engineering (Siege) rolls you make to operate the ronin group called the Silent Blade. On the other hand,
siege weaponry, and the Reduction of any structures on the primordial entity known as the Lying Darkness
your side of the siege is increased by 50%. unleashes inhuman ninja who can steal faces and names.
And then there is the middle ground, where few have ever
Order of Chikai [Bushi] (Path) tread and survived. The men and women known as
Shadowed Steel are former vassals of the Scorpion Clan,
● Technique Rank: 5 surreptitiously culled from the clan’s ranks over the course
● Replaces: Shiba Bushi 5 of generations or even centuries, and carefully cultivated
into a completely deniable and disposable asset. The
● Requirements: Must have taken the Shiba Yojimbo Shadowed Steel are few in number and answer only to the
Path at Rank 3 and be selected for service in the Order Shosuro family, who communicate with them through
of Chikai. covert means such as blind drops. When an objective
absolutely must be achieved or a foe eliminated at all costs,
The Order of Chikai is among the oldest and most
when the risk is simply two high to utilize the Shosuro
prestigious orders within the Shiba family, and is revered
family’s own assets, they call on the Shadowed Steel to deal
with an almost religious devotion by many of that family.
with the matter quickly and with absolute and unwavering
The Order was founded only a few generations after the
finality.
Empire’s formation and bears the name of Shiba Chikai.
Chikai was the yojimbo assigned to protect the Phoenix
Master of Water; she sacrificed her life to protect her Technique
grievously wounded charge from a band of ten assassins,
RANK 5: DEATH’S DARK SHADOW - The Shadowed Steel strike
none of whom survived the encounter. Since that time, the
from darkness to devastating effect, and rarely need to
Order has devoted itself to providing the finest possible
strike twice. When you succeed at a Contested Stealth Skill
yojimbo to protect all five members of the Council of
Roll against an opponent attempting to detect you, you may
Elemental Masters. Members of the Order are hand-selected
spend a Void Point to add the amount by which your Stealth
by its leaders and are universally drawn from yojimbo with
Skill Roll exceeded your opponent’s roll to the next attack
exceptional records of service. Many have already served
roll you make against that opponent. This must be done
with the most elite units of the Shiba army (such as the
within one hour of the Contested Roll taking place –
family’s House Guard).
otherwise you must wait until the next Contested Stealth
Skill Roll opportunity.
90
Wolf Legion [Bushi] (Path) The Emerald Champion [Bushi]
(Path)
● Technique Rank: 5
● Replaces: ● Technique Rank: Special (see above)
● Requirements: Honor Rank 5+ ● Replaces: Special (see above)
During the epic conflict history remembers as the Clan War, ● Requirements: Bushi Only
an unprecedented number of ronin gathered together under
The Emperor cannot travel to the far reaches of Rokugan,
the banner of Toturi, the Black Lion. The former Lion
so the Emerald Champion serves as his proxy in all ways.
Champion, cast out when the Akodo family was dissolved,
The Emerald Champion personally guards the Emperor and
Toturi assembled thousands of his former clansmen who
holds authority even over the Great Clan Champions. He
had become wave men, along with many former Scorpion
leads the Emerald Magistrates and must often command
samurai (whose clan had also been dissolved) and legions
the armies of the Emperor when threats arise.
of simple ronin looking for the opportunity to be part of
something greater than themselves. The organization
known as Toturi’s Army fought to protect the people of the Technique
Empire and the stability of the Empire itself. After the war,
RANK SPECIAL (SEE ABOVE): THE EMPEROR'S HAND - The
many of the group rejoined their former clans; those who
Emerald Champion is the hand of the Emperor, and the
remained formed a new organization, the Wolf Legion. For
champion of his laws. You gain a bonus of +1k1 on all High
decades, the Wolf Legion continued to protect the people of
and Bugei Skill Rolls, and an additional +1k0 on all your
Rokugan, alternately ignoring or confronting the selfish
School Skills. You also gain a number of bonus Void Points
politics of the Great Clans.
per day equal to your highest Ring. These Void Points may
Generalization: The Wolf Legion are similar in many be granted to any one subordinate or ally in your line of
respects to Tawagoto’s Army (presented in the L5R RPG sight for use on any appropriate roll.
core rules) in that they are a benevolent organization
Granting these bonus Void Points in this manner is a Free
devoted to the greater good of the Empire. If the GM is
Action, but may only be done once per Round.
running a game in a different era or timeline, they could
even represent a more advanced portion of the same You may not use these bonus Void Points yourself.
organization as Tawagoto’s Army.
The Ruby Champion [Bushi] (Path)
Technique
RANK 5: BLACK LION TALON - The traditions of the Wolf Legion
● Technique Rank: Special (see above)
are steeped in honor and bushido. Whenever you spend a ● Replaces: Special (see above)
Void Point to add +1k1 to the total of an attack roll, you ● Requirements: Bushi only
may add your Honor Rank to the total of that attack roll as
well. The Emerald Magistrates function as servants of Imperial
law and their teacher must prepare them for work in the
Tsuruchi Master Bowmen [Bushi] field. The Ruby Champion is the sensei of the Emerald
Magistrates and is an authority on law and kenjutsu. The
(Path) Ruby Champion’s students march into battle fully confident
of their abilities.
● Technique Rank: 6
● Replaces: N/A Technique
● Requirements: Kyujutsu 7. Must have School Rank 5 RANK SPECIAL (SEE ABOVE): MASTER OF THE DOJO - The Ruby
in either the Tsuruchi Archer or Tsuruchi Bounty Hunter Champion is among the greatest sensei in the Empire, and
School, and be selected by the Tsuruchi sensei to learn can inspire those under his command to almost
this Technique. unparalleled heights. When fighting alongside allies under
Tsuruchi never gave up trying to perfect his skills as an your command, you may spend a Void Point as a Complex
archer, and he perfected this final technique shortly before Action to allow any one ally within line of sight to use one of
he was critically wounded at the Battle of Oblivion’s Gate. your Techniques as if that ally were a member of your
He taught it to only a bare handful of his most trusted School of equivalent rank. This effect lasts until the start of
followers. Since then, only the most worthy and elite of the your next Turn.
Tsuruchi family have been trusted to learn its secrets.
Technique
RANK 6: THE WAY OF THE ARCHER - Tsuruchi was perhaps the
greatest archer in the history of Rokugan, and his final
technique pushes the limits of what can be achieved with
the bow. When using a bow, your range is increased by 150’
(this is applied before applying the 50% range bonus for
Kyujutsu Rank 5). Your Raises with a bow are no longer
limited by your Void Ring (or Skill Rank if you have Great
Potential), and you may perform Called Shots for half the
normal number of Raises (rounded up).
91
The Serpent Hunters [Bushi] Emerald Magistrate [Bushi,
(Path) Courtier, Shugenja] (Path)
● Technique Rank: Variable ● Technique Rank: 4
● Replaces: Any Bushi School Rank that awards an ● Replaces: Any Bushi, Courtier, or Shugenja School,
attack as a Simple Action Rank 4
● Requirements: Lore: Naga 3, Hunting 3 ● Requirements: Investigation 3, Lore: Law 3, and must
receive an appointment as an Emerald Magistrate
Since the death of the first Imperial Governor of the before this Path can be entered; Members of the
Colonies, the variant of Naga unique to the Colonies have Imperial families may ignore one Skill Rank
presented an increased threat to the citizens of that region. requirement
Prior to that time the beasts were dangerous but essentially
little more than powerful animals. With the influence of the The Emerald Magistrates directly impose Imperial Law upon
Dark Naga, however, the creatures became more cunning the land. Their jurisdiction has no boundaries and their
and capable of acting in groups, albeit in a limited capacity. actions are reversed only by the Emperor and the Emerald
This made them a significant problem for travelers in the Champion. Appointments to the Emerald Magistrates are
remote regions of the jungle, and the Mantis and Spider sometimes handled through politics and bribes, as the
Clans in particular had difficulty with the Nagah. prestige of an Emerald Magistrate can elevate his entire
family.
As a result, a small sect of warriors has sprung up within
the Colonies, men and women dedicated to the eradication
of the Nagah at all costs. These individuals are frequently
Technique
sought out by explorers and merchants who require RANK 4: HONOR IS MY SHIELD - Those who enforce the
protection while traveling in lightly populated or unexplored Emperor’s laws are among the most virtuous souls, and that
regions. These so-called Serpent Hunters are skilled not is their protection. You gain Reduction equal to half your
only in the combating of such foes but also in tracking Honor Rank, rounded up. This effect is cumulative with
them, as well as knowing the basic aspects of Naga culture. Reduction you may have from other sources, including
armor.
Technique
This Path will frequently be taken by bushi characters. If
RANK VARIABLE: BLOOD OF THE SERPENT - The warriors who the character is from a School that makes attacks Simple
have made it their duty to hunt the feral Nagah of the Actions at Rank 4, a generous GM may opt to let the
Colonies excel in the execution of their prey. You may make character select this Path at Rank 3 or Rank 5 instead.
attacks as a Simple Action instead of a Complex Action
when wielding melee weapons with the Samurai quality. The Scorpion's Tail [Bushi, Ninja]
When facing a Naga opponent of any kind, however, you
may make attacks as a Simple Action with any weapon.
(Path)
Chrysanthemum Conspirator ● Technique Rank: 3 or 4
[Bushi, Courtier] (Path) ● Replaces: Bayushi Bushi 3, Shosuro Infiltrator 4
● Requirements: Athletics 4, Chain Weapons 4
● Technique Rank: 2 Chain weapons are taught in the Scorpion Clan’s shinobi
● Replaces: Any Bushi or Courtier School at Rank 2 organizations, and in addition there is a showier type of
● Requirements: You must have the Disadvantage Dark chain fighting taught at the Shosuro Acting Academy which
Secret (Rebel) is designed to appear as a form of dance.
The reign of the Steel Chrysanthemum was one of the most Those few Scorpion bushi and assassins who actually
heinous time periods of Rokugans history, and the excesses specialize in chain weapons above other types of armament
of the Emperor were such that he drove his own mother and train in the small dojo which calls itself the Scorpion’s Tail.
brother along with many other men and women of honor Their style specializes in the kusarigama, using it as both an
to join together in secret to oppose him. The terrible crime infiltration tool and as a vicious weapon. They especially
of regicide, an act normally regarded as absolute appreciate its ability to disable and even cripple opponents
blasphemy and among the greatest sins comprehensible in at a distance.
the Empire of Rokugan, became the only viable option.
Technique
Otomo Nazeru created the Technique of this group, but
stopped teaching it to others the moment his older brother RANK 3 OR 4: THE TAIL'S REACH - The Scorpion’s Tail dojo
died. Nonetheless, it is possible the Technique might be teaches students several effective ways to employ the
preserved into later eras, or even recreated by a different kusarigama and its brethren. If you use any chain weapon
group rebelling against a tyrant. (Timelines such as a as a climbing tool, you gain a +1k1 bonus to any Athletics
Thousand Years of Darkness would be good settings for this rolls made for that purpose. You may attack with a
Technique.) kusarigama at a distance of up to 15’ from your target.
Also, any time you attack with a kusarigama, you may call
Technique three Raises on the attack to inflict the Lame Disadvantage
on your opponent – the Disadvantage lasts until the Wounds
RANK 2: NO COURSE BUT ONE - Those who conspire against from the attack are healed.
the Steel Chrysanthemum place greater value on Honor
than on social status or Imperial authority. You gain a Free
Raise on any attack roll made against an opponent whose
Status Rank exceeds their Honor Rank.
92
Asako Philosopher [Courtier] Agents of the Gozoku were able to move among the courts
of the Empire with near impunity, as their thinly veiled
(Path) status as members of the conspiracy protected them from
all but the most adamant Imperial loyalists. Few wished to
● Technique Rank: 2 risk the wrath of the Gozoku by acting openly against their
representatives. (Perhaps unsurprisingly, only the Lion
● Replaces: Asako Loremaster 2 courts were relatively free of this level of brazen
● Requirements: Courtier (Rhetoric) 2, Etiquette 3 impudence.) It was perhaps these very tendencies that
undid the Gozoku; while most of the original members had
In addition to its purpose as a center of diplomacy, or only the best intentions at heart, a great number among
perhaps because of it, Nikesake is a noted center of those who served them (and indeed some among their
education within the Phoenix provinces as well. The so- number as well) came to regard the Gozoku as nothing
called Blue Tiled Room within the city is highly specialized, more than a means of seizing personal power and prestige
having extensive tomes concerning philosophy gathered at the expense of others.
from all across the Empire and beyond. Many courtiers
stationed within the city for long periods of time, This eventually led to a sharp divide among Gozoku agents.
particularly among the Asako, consider the pursuit of The more altruistic members of the Gozoku took after the
philosophy an entertaining pastime, and spend many hours original vision of Raigu and Gaijushiko: they genuinely
within the library poring over the various tomes. Fluency in sought to better the Empire and the lives of its citizens, and
one school or another of philosophy is considered used their abilities to secure whatever was necessary to
something of an achievement, and the courtiers who make this happen. Their counterparts, however, followed
frequent the library enjoy having elaborate debates among the path of Atsuki: they were petty and selfish, and
themselves, frequently changing the school of thought from preferred to use the threat of the Gozoku to garner
which they are debating in mid-argument or even multiple increasing amounts of influence for their own purposes
times during the course of a single debate. Scholarly (which sometimes did not coincide with those of the
courtiers of other clans, particularly the Crane, are welcome conspiracy at all).
to join in these debates, but few ever find the pastime quite
as entertaining as the Asako seem to. While the avid pursuit The technique of the Gozoku agents was originally created
of philosophy is largely a diversion among the denizens of by Bayushi Atsuki, but he shared them with the other two
Nikesake, the lords of the Phoenix are familiar with their founders of the conspiracy; all three men taught the
pursuits and have had occasion to call upon them when technique to their immediate followers, from whom it
insight into certain other families and clans is required. spread through the conspiracy. Historically, the technique
dies out as soon as the Gozoku are purged, but is revived
by Atsuki when he returns to the Empire through Oblivion’s
Technique Gate in the twelfth century. GMs who wish to diverge from
RANK 2: THE WINDS OF RHETORIC - Those who study with the the historical pattern, however, may rule that the technique
Nikesake sophists have learned to defuse almost any survives among Gozoku loyalists (especially if the
situation, as they have a superior understanding of how “underground Gozoku” option is used). The technique may
those with whom they enter debate think and seek also be used to enhance the depiction of any other political
solutions to various problems. You gain a bonus of +1k1 to conspiracy that recruits agents from multiples factions or
the total of all Contested Social Skill Rolls using Etiquette. clans, such as the Kolat in the various historical settings or
the conspiracy of the Three Old Men in the Heroes of
Gozoku Agent [Courtier] (Path) Rokugan setting.
93
Technique Technique
RANK 2: BRISK ECONOMY - The Ide Trader is a master of the RANK 2: THE CLARITY OF FIRE - A samurai who uses the Clarity
merchant class, extending his control across the land. You of Fire to enhance his focus in iaijutsu may make the same
cannot lose Honor or Glory for using the Commerce skill in roll, but instead of gaining the Advantage effect, he instead
public. You may attempt to persuade someone to become a gains a bonus of +1k0 to any one Iaijutsu (Focus) / Void Roll
new mercantile partner for your clan by rolling Courtier made during the same time period (number of hours equal
(Manipulation) / Awareness with a bonus to the roll equal to to his Fire Ring).
double your Commerce Skill Rank. For persuading a
commoner the suggested TN is 25, increased by the GM as The College of Clarity teaches its students to draw on their
appropriate if the target is hostile. Persuading a samurai inner Fire to promote clarity of thought and recall.
requires a Contested Roll against the target’s Etiquette By meditating for at least one half hour and making a
(Courtesy) / Willpower, with the target gaining a bonus Meditation / Fire Roll against a TN of 15, you gain the Clear
equal to double his Commerce Skill Rank. (Some samurai Thinker and Precise Memory Advantages for a number of
targets may gain additional bonuses or even be immune to hours equal to your Fire Ring. If you already have either or
this Technique due to unshakable loyalties—the GM has both of these Advantages, their bonuses are increased by
final say in such matters.) If you succeed in the roll, the +1k0.
target agrees to become a part of your network of
connections and commercial assets. Daidoji Trading Council [Courtier]
You may immediately gain the target as a free Ally with 1 (Path)
point of Devotion.
If you are using the optional Way of the Daimyo rules found ● Technique Rank: 3
in the L5R RPG 4th Edition supplement Emerald Empire, ● Replaces: Doji Courtier 3, Doji Magistrate 3, Daidoji
taking this Path earns you a Duty Point. Iron Warrior 3, or Daidoji Scout 3
94
Ikoma Historians [Courtier] (Path) Shosuro Defilers [Courtier] (Path)
● Technique Rank: 3 ● Technique Rank: 3
● Replaces: Ikoma Bard 3, Ikoma Lion’s Shadow 3 ● Replaces: Bayushi Courtier 3 or Shosuro Actor 3
● Requirements: Lore: History 5 ● Requirements: Sincerity (Deceit) 3, Glory Rank 3.0 or
better
The Ikoma Historians are a specialized sub-group within the
Ikoma courtly schools, recruiting students from both the The Defilers are an elite group within the Scorpion who
Omoidasu and the Lion’s Shadow. They are an elite group specialize in the destruction of reputations, skillfully
within the family, charged with supervising the Empire’s spreading lies and calumnies against their opponents, often
official histories, and regard their duties as a sacred trust. lies backed with just enough truth to make them effective.
They frequently make use of their access to the secrets of
the Empire’s history to protect both Imperial and Lion They tend to be prominent figures whose vicious tongues
interests, and most of the members of the hidden Ikoma- earn them many enemies, and their tactics can sometimes
Shosuro alliance are drawn from their ranks. rebound back on them—especially if the target of their
words has a better dueling champion than they do.
Technique However, a true Defiler is more than ready to give his life
in return for shattering the name, honor, and repute of an
RANK 3: THE PAST AND THE PRESENT - The Ikoma Historians are enemy of the Scorpion.
tasked with comprehensively recording the official histories
of the Empire – and also with concealing inconvenient
Technique
aspects of that history.
You are expected to always be ready to record the events RANK 3: SHAMELESS SLANDER - The Defilers forsake blackmail
around you, and as such you are trained to memorize and and manipulation in favor of smearing and destroying their
perfectly recall anything worthy of inclusion in the historical foes. If you slander someone in court, either directly or
records. When you take this Path, you acquire the indirectly, you may roll Sincerity (Deceit) / Awareness
Advantage Forbidden Knowledge (Empire’s True History). against their Etiquette (Courtesy) / Willpower; if you are
You gain a Free Raise on all Calligraphy rolls and you may able to base your slander on a real secret or disgrace
roll Lore: History / Intelligence at TN 25 to accurately involving the target, you gain a +1k1 bonus to the roll
recount any incident you have witnessed and any story you (GM’s discretion). If you succeed in the roll, the target is
have heard, down to the smallest detail – including details humiliated and disgraced, losing a number of points of
you may have missed at the time. Honor and gaining a number of points of Infamy equal to
your current Glory Rank. If he does not promptly and
Kitsuki Debater [Courtier] (Path) effectively answer your slander (GM’s discretion, but in
general the victim should have to make a concerted effort
within the first week after he has been targeted), he also
● Technique Rank: 3 loses 1 Rank of Devotion from all of his Allies.
● Replaces: Kituki Investigator 3
The Defiler’s attacks are not without risk. If you lose the
● Requirements: Courtier 3, Etiquette (Conversation) 5 Contested Roll, your blatant insults degrade your own
reputation, lowering your Glory by 3 points.
The Kitsuki are best known as the Dragon Clan’s premiere
magistrates, but they also serve the clan in the courts. This technique cannot target the same person more than
Kitsuki excel at an argumentative approach to the social once per month.
battlefield of court, learning to refute every aspect of an
opponent’s position by destroying its logic. Every detail, no The Asako Scholars [Courtier]
matter how small, must agree or be revealed as lies. This
method can be extremely surprising to those not (Path)
accustomed to it, flustering even experienced courtiers.
Most samurai hide behind masks of courtesy; losing that ● Technique Rank: 3
defense can disorient a courtier long enough for the ● Replaces: Asako Loremaster 3, Asako Henshin 3
Debater to make his move.
● Requirements: Investigation 3, Intelligence 4
Technique In every generation there are a few members of the Asako
school who display the “Mind of Fire,” a tremendous natural
RANK 3: THE EBB AND FLOW OF DECEPTION - The Kitsuki
talent for memory and an intuitive grasp of how to apply
Debater represents his clan in enemy courts across the
connections between different fields of study in ways
Empire, fighting for every small advantage he can win for
nobody else could have imagined. These individuals are
the Dragon. You can see the flow of a conversation and
trained in the special dojo of the Scholars, where their gifts
discern what topic may force your opponent to tell a lie.
are honed for both scholarly research and courtly service.
Make an Etiquette (Conversation)/Awareness roll at a TN 20,
plus any Raises you wish to call. (The base TN of this roll
may be modified at the GM’s discretion, based on the
opponent, the nature of the conversation, and other
applicable circumstances.) If you succeed, you switch the
topic of conversation to something uncomfortable for your
opponent. He must roll Sincerity/Awareness at a TN of 20
plus 5 for every Raise you successfully called. ( Again, the
GM may apply circumstantial modifiers as needed.) If he
fails the roll he is visibly discomfited by the conversational
trap, and suffers a -1k1 penalty to his next Social Skill Roll
against you.
95
Technique Technique
RANK 3: THE HIDDEN PATTERNS - The hallmark of the Asako RANK 3: THE POWER OF INNOCENCE - The Innocents forgo the
Scholars is their ability through the study of multiple topics traditional Crane method of building favor networks through
to spot the patterns between seemingly unrelated events, gifts and favors. Instead, they win allies by speaking the
sharing their wisdom with their fellow Phoenix and thereby truth in all cases. In any situation in which the Crane could
bringing success to all. If you have spent at least one day gain advantage or protect their interests by lying or
observing the patterns within a court or other social setting, concealing the truth from a specific person, the Innocent
you may roll Investigation/Intelligence at TN 25 to detect may choose instead to tell that person the truth, then roll
and understand the hidden patterns underlying others’ Sincerity (Honesty) / Awareness against the target’s
behavior and goals. Rivals and enemies cannot benefit from Investigation (Interrogation) / Perception.
Raises on Social Skill Rolls against you and cannot spend
Void Points on Social Skill Rolls against you for the next 24 With a success, the target realizes what the Crane has just
hours. You may Raise on your roll to share the benefits of done and is deeply impressed by the Innocent’s devotion to
your insight with your friends and allies (one person per honor and truth. With the GM’s permission, the Innocent
Raise). gains the target as an Ally with 1 point of Devotion.
This Technique may be used multiple times on the same
The Dark Whisper [Courtier] target, with each success increasing Devotion by 1 point (to
(Path) a maximum of 4 points); however, it cannot target the same
person more than once per month.
● Technique Rank: 3 Any time an Innocent knowingly tells a lie, he loses 2 points
● Replaces: Daigotsu Courtier 3 of Honor (over and above any other circumstantial Honor
loss that might apply) and is unable to use his Technique for
● Requirements: You must have an Air kansen bound a period of one month.
into your body by a special Chuda ritual. This does not
directly Taint you, but the presence of the evil spirit The Otomo Bureaucrats [Courtier]
can be sensed by those with the ability to detect
spirits, and it will trigger the spell Ward of Purity. (Path)
Dark Whisper courtiers use the power of a bound Air kansen
to dig out the secrets and sins of their foes, allowing them
● Technique Rank: 3
to subtly inflict chaos on the courts they attend. Because of ● Replaces: Otomo Courtier 3
the danger that their supernatural nature might be ● Requirements: Etiquette (Bureaucracy) 5
uncovered, they are deployed selectively, preferably in
courts where their kansen ally is unlikely to be uncovered. The methods of the Imperial bureaucracy began in the time
of Hantei Genji, but came to full flower in the years after the
Technique Reign of the Gozoku, when the Otomo family was tasked
with obstructing and dividing the Great Clans, ensuring they
RANK 3: VOICE OF THE KANSEN - You may call on the power of would never again be able to subordinate the Emperor.
your kansen to ferret out dark secrets within the minds and Otomo bureaucrats specialize in delay, obfuscation, and
hearts of those around you. As a Simple Action you may subtle but persistent obstruction, using such indirect and
attempt to sense the secrets of any one person within 100 seemingly passive methods to block and foil the goals of
feet, making a Contested Air Roll against them. The target the Great Clans.
will be aware of a vague sense of unease but there will be
no other outward sign of your action. If the roll succeeds, Technique
you learn one meaningful secret about the target (chosen
by the GM, but it will always be something useful and, if RANK 3: IMPERIAL SCRUTINY - Where a normal Otomo relies on
possible, will be related to sinful or dishonorable behavior). the awesome power of Imperial authority to overawe his
rivals, a Bureaucrat relies on the intricate and obscure
You may attempt this Technique against an individual complexities of the Imperial government to stymie and
person once per day, but once you successfully learn a obstruct his opponents. Any time another samurai is trying
secret, you cannot target that person again for one month. to accomplish something in the courts (building an alliance,
negotiating a treaty, making a trade deal, requesting favor
The Doji Innocents [Courtier] from the Throne, etc), you may employ the intricacies of the
(Path) Imperial bureaucracy to delay him. This may take up to
several hours to carry out, and is represented mechanically
by a Contested Roll of Etiquette (Bureaucracy) / Willpower;
● Technique Rank: 3 if you spend a Void Point on this roll, you gain +2k2 instead
● Replaces: Doji Courtier 3 of the usual +1k1. If you win the Contested Roll, the
● Requirements: Honor Rank 5.0 or better, Sincerity samurai cannot make any progress toward his goal for the
(Honesty) 4 next two weeks, no matter what he does.
The tradition of the Innocents focuses on upholding Honesty This Technique cannot be used on the same target again
even in the nasty world of politics, avoiding falsehood at all until after the two weeks’ delay has expired.
costs and calling on the strength of their honor to lend their
words weight.
96
The Scales of the Carp [Courtier] The Hand of Peace [Courtier]
(Path) (Path)
● Technique Rank: 3 ● Technique Rank: 4
● Replaces: Any Ronin School at Rank 3 ● Replaces: Ide Emissary 4
● Requirements: Commerce 4, Lore: Underworld 3, and ● Requirements: Honor 5.0 or better
must be recruited into the Scales by existing members
The Hand of Peace follows Ide’s peaceful dictums to their
The Scales of the Carp is a ronin smuggling organization run logical conclusion, becoming dedicated pacifists—often of a
by the Yasuki family; its purpose is to conduct trade with rather ascetic nature. Although they still carry the samurai
the Crane, who otherwise largely cut off all mercantile weapons which are their legacy as members of the Unicorn
contact with the Crab. Although the trade barriers between Clan, they refuse to ever use them. They serve as good
Crane and Crab diminished over time, the Yasuki found the diplomats when dealing with the more peaceful and/or
Scales too useful not to keep around, especially for dealing idealistic clans, such as the Crane and especially the
with illicit trade that might otherwise sully their own hands. Phoenix.
Technique Technique
RANK 3: SWIMMING BENEATH THE WAVES - The Scales of the RANK 4: IDE'S IDEAL - The followers of the Hand of Peace are
Carp operate beneath the level where most samurai take able to overawe their rivals by the purity of their devotion
notice, and are adept at convincing the authorities to peace. Any time you are able to propose a peaceful
especially those on either side of the Crab-Crane border to solution to a diplomatic problem or negotiation, you may
ignore their activities. You gain a +1k0 bonus to all cite the benefits of peace and roll Courtier (Rhetoric) /
Temptation (Bribery) rolls. If the roll is against a Crab or Awareness against your opponent’s Etiquette (Courtesy) /
Crane samurai, the bonus is +1k1 instead, and if the Willpower. With a success, the opponent is forced to make a
samurai agrees to the bribe you may (with the GMs meaningful concession to your position (the exact nature of
permission) spend a Void Point to gain him as an Ally with 1 the concession is of course chosen by the GM, but it will
point of Devotion. He will remain an Ally permanently always be significant). This technique may be used a
unless you betray him or otherwise break the alliance. maximum of twice per encounter.
Minor Clan Alliance Diplomat If you commit an act of violence (even in self-defense) that
inflicts damage on a fellow Rokugani (even a ronin or
[Courtier] (Path) bandit), your sense of moral serenity is shattered and you
lose the benefits of this technique for one month.
● Technique Rank: 4
● Replaces: Any Minor Clan School 4 The Severed Hand [Courtier]
● Requirements: Character must belong to a Minor Clan (Path)
Minor clan samurai who deal with members of the Great ● Technique Rank: 4
Clans are in constant danger of angering them with a
misplaced word, action, or even a look. Minor Clan samurai
● Replaces: Any Crab bushi 4
who have survived the minefield of the courts long enough ● Requirements: Your character must be reassigned to
are often sent to the Minor Clan Alliances court in Kudo the courts due to a physical inability to continue
Mura. There, they can learn from the best diplomats in the serving the clan in war, e.g. a debilitating injury (GM’s
Alliance, studying how to sooth the ruffled feathers of Great discretion, but obvious examples include Missing Limb
Clan samurai and, more importantly, how to avoid ruffling and Lame).
those feathers in the first place.
The Severed Hand is the term adopted by those Crab
warriors who are forced into the courts due to injuries or
Technique other physical problems that render them incapable of
RANK 4: THE COURTS OF KUDA MURA - The diplomats of Kudo further military service. Such men and women, usually
Mura are masters at dealing with the needs, desires, and grizzled veterans, tend to view the courts as a mixture of
whims of their superiors. When conversing with a samurai deadly traps, pointless and puerile ritual, and stultifying
from one of the Great Clans or the Imperial Families, you boredom; nonetheless, they do their best to represent their
gain +3k0 on all Contested Rolls using the skills of Etiquette clan. Over centuries of trial and error they have developed
or Sincerity. a Technique to aid them in their duties, and share it with
their fellows through personal instruction.
Technique
RANK 4: STRENGTH OF BAMBOO - The former warriors of the
Severed Hand have learned to rely on the indomitable
strength of Earth to resist the tricks, temptations, and
blandishments of enemy courtiers.
When rolling to resist an opponent’s Social Skill or Courtier
Technique, you may use Willpower as your Trait instead of
the Trait normally used.
In cases where this Technique clashes with another (such
as the Bayushi Rank 4 Technique), the GM has discretion as
to which Technique trumps the other.
97
The Yoritomo Emissaries Kitsuki's Eye [Courtier] (Path)
[Courtier] (Path)
● Technique Rank: 6
● Technique Rank: 4 ● Replaces: N/A
● Replaces: Yoritomo Courtier 4 ● Requirements: Must attain Rank 5 in the Kitsuki
● Requirements: Etiquette (Courtesy) 4 Investigator School and be recruited into the Eye by its
sensei
The Yoritomo as a whole are not known for their patience,
The men and women of Kitsukis Eye are the true elite of the
but they have found that it is occasionally a useful virtue in
Kitsuki family, and only those who have both a very keen
the courts. Beginning with the era of White Stag, the
ability to pick out minute details and a near-perfect recall of
Emissaries emerged as the exception to the Mantis Clan’s
everything they see are selected for membership.
general diplomatic habits. They are welltrained court
functionaries, schooled to handle hostile negotiations with It is said the Eyes are to the average Kitsuki courtier what
calm patience, displaying much greater subtlety than the average Kitsuki courtier is to the rest of the Empire.
“normal” Yoritomo courtiers.
Technique
Technique
RANK 6: THE EYE SEES ALL - Your ability to perceive details
RANK 4: INTREPID NEGOTIATOR - Where the standard Yoritomo and recognize their significance has been refined to the
training focuses on browbeating foes, the Emissary learns point of seeming preternatural. Any time you enter an area
to leaven this aggression with the calm patience of the (room, courtyard, garden, etc), you may spend a Void Point
Earth, outlasting opponents’ anger and thus finding and take a minute to observe the area, after which you
peaceful solutions to potentially violent confrontations. make a Perception Roll at TN 25. With a success, you spot
When making an Etiquette or Sincerity roll, you may spend any tracks, handprints, out-of-place items, or other such
a Void Point to add your Willpower in unkept dice to the roll. visual clues in the area. You may call a Raise on the roll to
If the roll is specifically using Etiquette (Courtesy), you add gain additional clues (GMs choice as to what they are) from
your Willpower in kept dice instead. other senses, such as hearing and scent (one Raise per
sense). You may call two Raises to know if there is anything
Yasuki Extortionist [Courtier] physically hidden in the area (although you will not know
(Path) exactly where it is).
You are also extremely difficult to surprise. You gain a
● Technique Rank: 4 bonus of +2k2 to any rolls made to avoid being surprised.
● Replaces: Yasuki Courtier 4
The Amethyst Champion
● Requirements: Willpower 4, Commerce 4,
Intimidation 5 [Courtier] (Path)
lso sometimes in the Crane, eschew their family’s more ● Technique Rank: Special (see above)
conventional mercantile pursuits in favor of the practice of
moneylending. Although this is considered an especially ● Replaces: Special (see above)
disreputable activity for a samurai, it can also be hugely ● Requirements: Courtier only
profitable – there are always both commoners and samurai
who need additional funds, and the concept of paying The Crown of the Amethyst Champion is a mysterious
interest is so strange to them that they usually do not artifact capable of granting wealth and power to its bearer,
realize how badly the Yasuki are taking advantage of them. as long as he remains pure of soul. The Amethyst Champion
holds this nemuranai with him and must prove his strength
Technique of will over all temptations. The Amethyst Champion holds
the welfare of the people at heart and speaks as the
RANK 4: DO ME A FAVOR - The Extortionists specialize in representative of their desires.
rooting out the financial weaknesses of potential customers
and then pressuring them into calling on Yasuki assistance. Technique
If you have supplied something your target needs, whether
money or material goods (this could be achieved through RANK SPECIAL (SEE ABOVE): THE EMPEROR'S VOICE - The
role-play and/or by using the Yasuki Rank 1 and Rank 3 Amethyst Champion brings the voice of the Emperor and
Techniques), you may make a Contested Social Roll of your the Imperial Court to those who cannot attend the Imperial
Intimidation (Control) / Willpower against their Etiquette Court. As such, the Champion is a master at dealing with
(Courtesy) / Willpower. With a success, they find the any threats to the sanctity of the Emperor’s court. As a Free
arrangement has left them deeply in debt to you. You may Action, you may spend a Void Point to temporarily gain the
either inflict an Obligation on that person (if the GM judges ability to use any courtier Technique that has been used
they have the ability to pay you back) or a Blackmail on against you in the past seven days’ time.
them (if the GM judges they cannot pay you back). The
default point value of the Disadvantage in either case is 3,
but the GM may modify this if circumstances make it
appropriate.
98
Suzume Storyteller [Courtier, The Dragonfly Advisor [Courtier,,
Artisan] (Path) Shugenja] (Path)
● Technique Rank: 2 ● Technique Rank: 3
● Replaces: Suzume Bushi 2 ● Replaces: Tonbo Shugenja 3
● Requirements: Perform: Storytelling 3, Precise ● Requirements: Intelligence 3, Meditation 5
Memory
One of the things generally agreed among the Tonbo to be
The Storytellers are the closest thing to true artisans in that a mark of Enlightenment is an understanding of something
poverty-stricken clan. Their tradition originated with Doji they call dependent arising the nature of cause and effect;
Edakumi, a Crane artisan whose descendents form the the realization that all things exist only as a result of other
Edakumi vassal family of the Sparrow. Edakumi was the causes and conditions. Nothing spontaneously comes into
founder of the Sparrow artistic tradition and became the being without a precedent giving birth to it, and an
most popular and welcomed samurai in the clans territory; Enlightened person comprehends the consequences of
the members of the Edakumi family are known as the best every action and condition. The Tonbo Advisors use their
storytellers in the clan and perhaps in the Empire. studies on this aspect of existence to become effective
diplomats and also to gain insights into the ways of
Technique divination.
99
Agents of the Hantei [Monk] Roshungis greatest pupil and eventual successor, the monk
Michio, embodied this philosophy to its utmost, but there
(Path) are others among the order who believe that they have
been successful in finding the first steps down the road to
● Technique Rank: 2 enlightenment. Some of these individuals call themselves
the Dark Path sohei, or warrior monks. These individuals
● Replaces: Any Brotherhood Monk School at Rank 2 combine all the power and ruthlessness of their order with
● Requirements: Lore: Theology 3 the strange, almost supernatural powers normally seen only
among the Brotherhood. Together, the two are an
The monks who succeeded as spies were predominantly exceptionally dangerous combination that ensures the Dark
(but by no means exclusively) former Scorpion samurai who Path sohei are a deadly threat to any they choose to label
had retired for a life of quiet contemplation. Many were as enemies.
delighted by the chance to be active once again, and they
were not entirely alone. Sadly, the failures of the more
numerous monks ill-suited to espionage led to the capture
Technique
of all. RANK 2: WALK UPON THE DARK PATH - Even the most devout
Although the Brotherhood Spies officially only existed member of the Brotherhood of Shinsei would attest that
during the reign of the Gozoku, they could have appeared in there is no one true path to enlightenment, and certain
almost any era where the Brotherhood of Shinsei found members of the Order of the Spider seem to bear out that
itself drawn into the Empire’s political affairs. The technique theory. You gain two Kiho, for which you must meet all
created by the retired Scorpion-turned-monks could well normal prerequisites. These Kiho do not count against the
have been preserved in the Brotherhood’s ranks and normal number of Kiho you may learn as determined by
brought out again in later eras when the monks of Shinsei your School Rank.
had need of it. In the twelfth century a perverted form of
the technique could even have found its way into the ranks Students of Hitsu-do [Monk]
of the Spider Clan by way of the heretical Order of the (Path)
Spider and Order of Venom.
● Technique Rank: 2
Technique
● Replaces: Any Brotherhood Monk 2, Kikage Zumi 2,
RANK 2: BEARING THE EMPEROR'S SHAME - Acts committed in Kuni Witch-Hunter 2, Asako Henshin 2
the Emperor’s name are done with certainty that can ● Requirements: Jiujutsu (Hitsu-do) 4, Fire 3, access to
overcome the shame associated with them, even when they a Hitsu-do dojo
are against one’s personal code of honor When acting
against a known or suspected agent of the Gozoku Hitsu-do is an extremely offensive martial art with few
conspiracy, or when acting on orders from a legitimate defensive maneuvers. It focuses on speed and power,
Imperial authority, you gain a Free Raise on all Stealth and striking with punches and kicks that commit all of the
Deceit Skill Rolls. You lose no Honor for these Skill Rolls martial artist’s strength and infuses each strike with the
when made under these specific circumstances. power of Fire.
● Technique Rank: 2 RANK 2: THE WAY OF FIRE - The practitioner of Hitsu-do learns
to harness his inner Fire chi, using it to empower his strikes
● Replaces: Order of the Spider 2 – but this has a price, since such use of one’s own Fire is
● Requirements: Theology 3 also harmful.
The Order of the Spider is an enigmatic and sinister order, When making an unarmed attack, you may opt to call on
with its origins in the diseased and diabolical mind of the your inner fire, but you suffer Wounds equal to your Fire x2.
fallen monk Roshungi. Under his teachings, enlightenment (Any Wound Penalties from this damage are applied after
could only be discovered by completely unlocking an your attack roll is completed.) In return, your unarmed
individuals greatest physical and mental power. The path to damage for that attack has a base DR of 0k[Fire] instead of
doing that, Roshungi reasoned, was completely up to the 0k1. (This does not stack with the unarmed damage bonus
individual to discover. In his order, those who wished to from the Advantage Hands of Stone.) For mechanical
embrace their full potential and thus unlock enlightenment purposes, using the Hitsu-do technique is considered to be
and the secrets of the universe were encouraged to the same as using a Mystical Kiho.
embrace whatever means were necessary to achieve
Special: The practice of Hitsu-do makes it easier for its
power. To some, this meant embracing the Shadowlands
students to master the ways of Fire. Your Fire Ring is
Taint. To others, it simply meant becoming physically and
considered to be 1 Rank higher for the purpose of learning
mentally disciplined and powerful on a level virtually
Fire Kiho.
unprecedented among the Brotherhood.
100
The Barefoot Brethren [Monk] Once per day, you may spend at least one hour in deep
meditation and make a Meditation / Fire Roll against a TN
(Path) 20. With a success, you harden yourself against the
physical harm done by fire and heat, although you still feel
● Technique Rank: 2 all the pain of being burned. (GMs may opt to impose partial
or temporary TN penalties to represent the effects of the
● Replaces: Any Fortunist Brotherhood Monk 2 (may not pain.) For a number of hours equal to your Fire Ring, you
belong to the Order of Osano-Wo) are immune to damage from normal, mundane fires and
● Requirements: Fortunist: Koshin, Fortune of Roads. heat (not magical fire or extreme natural heatsources such
Ascetic, Meditation (Fasting) 3, Athletics 4 as molten lava). One Raise on this Meditation roll will make
you immune to magical sources of fire; two Raises will
The Barefoot Brethren carry messages all across Rokugan, make you immune to damage from any source of fire, even
asking no price except food for their journey. a volcano. While experiencing the pain of being burned, and
They are famed for their endurance, regularly outpacing for ten minutes afterward, your intense focus and clarity of
even Unicorn horses over long distances. Many of those thought grant you a bonus equal to your Fire Ring to the
they serve are heimin, who have few other ways to total of all Awareness, Perception and Intelligence-based
communicate with distant kin, but samurai also make use of Trait and Skill Rolls.
the Barefoot Brethren.
The Silent Ones [Monk] (Path)
Technique
● Technique Rank: 3
RANK 2: KOSHIN'S FAVOR - You gain only one Kiho at this
Rank. The strength of Koshin prevents you from becoming
● Replaces: Any Fortunist Brotherhood Monk 3
Fatigued from travel or lack of sleep, but not from the lack ● Requirements: Fortunist (Tsugumu, the Fortune of
of food/drink. You gain a +1k1 bonus to all Meditation rolls. Secrets)
This tiny order, never encompassing more than a dozen full
The Transcendent Brotherhood members in total, is unknown outside the Scorpion lands
[Monk] (Path) and barely known within them. However, the upper ranks of
the Scorpion Clan find the Silent Ones a deeply useful order,
● Technique Rank: 2 and keep careful note of the temples location.
● Replaces: Any Tattooed Order 2` These monks spend most of their lives in meditation, but
● Requirements: Fire 3, Earth 3, Meditation 3 this is not merely due to preference; it is because they
literally cannot speak. When an initiate takes the full vows
The often-maligned Transcendent Brotherhood embraces a to join the Silent Ones and serve the Fortune of Secrets, as
strange philosophy that pain tempers the body and the soon as the last word is spoken his tongue vanishes from
mind, making it easier to attain a transcendent state that his mouth.
approaches Enlightenment. Although the sect is regarded
as dangerously eccentric by the Brotherhood of Shinsei and Technique
has been excommunicated from that organization, the
Dragon have offered them a home within the Tattooed RANK 3: TSUGUMU'S SILENCE - A member of this order who is
Orders. It seems there is some degree of validity to their voluntarily told a secret can never give it up. The
claims, and those who have embraced their philosophies knowledge is guarded by the power of the Fortune of
have demonstrated they capable of impressive feats of Secrets, and can never be taken from the monks mind in
clarity when touched by the agonizing kiss of fire. any way, even through torture or intrusive Air magic.
101
Technique In contrast to the Order of Jurojins Blessing, the monks of
the Order of Mercy are absolute pacifists and treat all
RANK 3: POWER WITHIN AND WITHOUT - The ise zumi knows the wounded with equal care, regardless of clan, faction, social
kami cannot aid any man if he proves himself an unworthy rank, or even species the only victims they will not aid are
physical vessel. While unarmored and with no Kiho or those who serve Jigoku.
Tattoos active, you gain Reduction equal to 3 plus your Void
Ring. You gain one additional Tattoo. Technique
Pure Song Shrine [Monk] (Path) RANK 4: MERCY'S TOUCH - So long as you remain absolutely
pacifistic and aid all victims with equal care, your Medicine
● Technique Rank: 4 rolls heal an additional +2k1 Wounds. If you ever forsake
the path of absolute pacifism (that is, if you ever voluntarily
● Replaces: Shrine of Seven Thunders Monk 4 engage in violence against another creature) you lose this
● Requirements: Shintao, and Willpower 4, Defense 4, benefit forever.
Meditation 3, any one musical Perform Skill at 3.
You may not learn any Kiho this Rank.
For this sect, purity is more than merely a standard it is the
road to Enlightenment. Pure Song monks not only refrain The Way of Mizu-do [Monk,
from eating the flesh of any living creature, they also forgo
eggs and even root vegetables whose loss kills the plant.
Artisan] (Path)
They refuse all garments of silk, wearing robes woven from
hemp. Those who have taken full vows wear bells on their ● Technique Rank: 3
ankles and their staves to warn creatures of their approach. ● Replaces: Any non-martial Brotherhood Monk 3, Doji
Under no circumstances will a Pure Song monk take violent Courtier 3, Kakita Artisan 3, Asahina Shugenja 3
action, even to defend another though he will not hesitate
to lay his own life down to save others lives, even if it is
● Requirements: Jiujutsu (Mizu-do) 4, Water 3, access
only a momentary reprieve. to a Mizu-do sensei
The Pure Song is a movement within the Shrine of the Mizu-do is a Crane martial art, originally developed from
Seven Thunders for some time before achieving formal stage performance. It is a defensive and soft that focuses
recognition as a separate sect. on using the enemys strength against him. It relies on locks
and throws that neutralize an enemy and end the ght
One odd talent of the order wins them admission to swiftly, all while protecting the foe from any permanent
unexpected places: their beautiful music. Several Pure Song injury. The form is quite popular among the Crane and in
monks have risen to great fame as singers and musicians, the Brotherhood of Shinsei, but bushi especially Crab and
rivaling even the best Kakita artisans. All members of the Lion bushi tend to look down on Mizu-do as impractical and
order habitually chant or sing while meditating, or pretentious. The form is unusually popular among certain
improvise harmonies around their bells as they pursue their groups of courtiers, who see it as a way to defend
duties. themselves without the crude violence of weapons.
Courtiers from other clans, especially from the Unicorn and
Technique Phoenix, sometimes exchange favors to be able to train in
RANK 4: THE PURE SONG - You may not learn or use Martial Mizu-do. If the GM wishes to incorporate this into the
Kiho. campaign, this Path should be made available to any
courtier school, subject to suitable negotiations to arrange
You gain a +1k0 bonus to all Perform Skills that involve the training.
music. You may never deliberately attack another living
creature; if you ever do so, the spiritual pollution causes Technique
you to permanently lose the ability to perform Kiho.
RANK 3: THE WAY OF WATER - Masters of Mizu-do techniques
However, while you remain nonviolent and thus spiritually are able to avoid nearly any strike, subduing their attackers
pure, you gain a +1k1 bonus to all Defense rolls, and any by using their own strength against them. When performing
time you spend a Void point to negate Wounds, you negate a Grapple, you use your opponents Strength Rank in place
20 Wounds instead of 10. of your own.
The Servants of Mercy [Monk] While you are in the Defense or Full Defense stance, when
a melee attack misses you, you may immediately take a
(Path) Free Action to spend a Void Point and make a Jiujutsu (Mizu-
do) / Strength roll against a TN of the opponents attack roll,
● Technique Rank: 4 but using the opponents Strength Rank in place of your
● Replaces: Order of Jurojins Blessing 4, any pacistic own. If you succeed in this roll, you may either immediately
Brotherhood School at Rank 4 Throw the opponent (as per the option in Grappling) or
immediately take control of a Grapple against the
● Requirements: Fortunist (Jizo), Medicine (Wound opponent.
Treatment) 5, oath of absolute pacism
The Servants of Mercy (sometimes called the Order of
Mercy instead) are a radical off-shoot of the Order of
Jurojins Blessing who believe not only in treating the injured
but in doing so on the actual field of battle. They venerate
Jizo, the Fortune of Mercy, rather than Jurojin.
102
Defender of the Brotherhood Shadow Blades [Ninja] (Path)
[Monk, Courtier] (Path)
● Technique Rank: 3
● Technique Rank: 2 ● Replaces: Bayushi Bushi 3 or Shosuro Infiltrator 3
● Replaces: Any Brotherhood Monk 2 (may not be a Four ● Requirements: Ninjutsu 3
Temples monk)
Among the military ranks of the Scorpion, there is one unit
● Requirements: Willpower 3, Courtier 3, Etiquette 4 that is known to the clans leadership but which appears in
no formal documentation anywhere in the clans annals.
Although the Brotherhood of Shinsei generally holds itself
These men are trained by sensei of both the Bayushi and
apart from the Empire’s politics, on some occasions they do
Shosuro families, and are among the most proficient killers
send emissaries to the courts to make sure their own
in the entire Empire. When they take the field, there are no
concerns – the protection of the common people and of the
survivors to tell tales of their abilities. Even their allies
Brotherhood’s shrines and temples – are properly
never lay eyes upon them. The location of their secret dojo
expressed. Over the centuries, those of the Brotherhood
is unknown to all save those who dwell within it, and those
with an aptitude for patient diplomacy have devised a
of family daimyo status or higher among the Scorpion. A
Technique which is now taught within several monastic
persistent rumor among the attendants of those who know
orders. The Defenders of the Brotherhood are most
of the Shadow Blades existence places the dojo within
commonly found among the more peaceful and
Zakyo Toshi, but no one knows if this is simply conjecture or
contemplative sects, such as the Temple of Kaimetsu-Uo,
if there is a kernel of truth to the matter.
but even the sohei of Osano-Wo have occasionally trained
their monks in its simple but effective methods.
Technique
Technique RANK 3: NEVER BEYOND MY REACH - The flawless blend of
warrior and assassin works unlocks a samurais true
RANK 2: HARMONY IN CHAOS - The power of Earth grants
potential as a killer of men. You may make melee attacks as
infinite patience and endurance, strengthening the inherent
a Simple Action instead of a Complex Action when wielding
tranquillity of monastic reserve and thus allowing a
a katana or any weapon with the Ninja keyword. When
Defender to deliver telling remarks within the courts. Any
wielding a weapon with the Ninja keyword, you may also
time you spend a Void Point on an Etiquette or Courtier
add +1k1 to your attack and damage rolls with that
Social Skill roll, you gain a bonus of +Xk1 to the roll (where
weapon.
X is your Willpower) instead of the normal +1k1.
103
Kaze-Do Fighter [Peasant, Monk, The effects of the Silken Promise technique are not “mind
control” and cannot force someone to make a decision that
Ronin] (Path) goes directly against his character or his true loyalties.
Subject to such caveats, however, the technique can exert
● Technique Rank: 2 considerable influence, since the target is unaware that he
is being manipulated and may well believe his new decision
● Replaces: Any Rank 2 for a character who qualifies. is entirely his own. Ultimately, the GM has the final say on
● Requirements: Jiujutsu (Kaze-do) 3 how much impact the Silken Promise Technique can exert.
The ancient techniques of Togashi Kaze, which formed the You may not target the same character with this Technique
basis for almost all modern Rokugani martial arts, still more than once per month.
survive in a somewhat abbreviated form among the
peasants of Rokugan and the monks of the Brotherhood of The Shiba Illusionists [Shugenja]
Shinsei. The technique is rare and those who know it usually
pass it down privately to a few select students, preserving
(Path)
its secrets from the samurai who Kaze opposed.
● Technique Rank: 1
Technique ● Replaces: Isawa Shugenja 1 or Shiba Artisan 1.
RANK 2: THE WAY OF AIR - The students of Kaze’s ancient ● Requirements:
techniques learn how to use the speed of their opponents Founded by the unconventional shugenja Shiba Tsuna, the
against them while evading enemy weapons. When you are Illusionists use Air magic to delight and entertain, following
fighting unarmed, any opponent attacking you with a melee their founder’s dictum that there is no sound the Air kami
weapon suffers a penalty of –Xk0 to his attacking Skill Roll, like more than the laughter of children. They are regarded
where X equals his Air Ring. This penalty cannot apply to with some hostility by the Isawa, who believe their use of
more opponents within the same Round than your Insight the kami is frivolous, but after the disgrace of Tsuna’s rival
Rank. the Isawa have avoided any direct attack on the
Special Limitation: Normally, only peasants and monks of organization, preferring to simply ignore it as much as
the Brotherhood may learn this Path, which represents possible.
those portions of Togashi Kaze’s teachings which survive
among the common people of Rokugan. At the GM’s option, Technique
a ronin or a Tattooed Man might also be able to learn this
Path if he is able to befriend a suitable teacher among RANK 1: THE TEJINA'S ART - The path of the illusionist is one
those groups, but this should be an extraordinarily rare that specializes in crafting false images. You gain a number
occurrence. of additional spell slots per day equal to your School Rank.
You may only use these slots to cast the spells Token of
The Silken Promises Geisha Memory, Flight of Doves, or Mists of Illusion.
[Ronin] (Path) Illusionists use the Trait benefit, Skills, Honor, and outfit of
whichever School they are attending in addition to the
Technique of this Path.
● Technique Rank: 3
● Replaces: Any Ronin Courtier Rank 2 Illusionists are always presumed to have an Affinity for Air
and gain 3 Air, 2 Water, and 1 Earth spell if this Path is their
● Requirements: Must be a geisha who has been first Shugenja Technique.
admitted to the ranks of the Silken Promise and who
has Acting 3 and at least three Perform skills at Rank 3. Asahina Fetishist [Shugenja]
The Silken Promises are a secretive organization of geisha (Path)
who use their acting and performance skills to develop
influence with their important customers. The Promises
work primarily to protect their own interests, but often act
● Technique Rank: 2
in alliance with other groups who are aware of them and ● Replaces: Asahina Shugenja 2
value their ability to exert covert political influence—most ● Requirements: One Craft or Artisan Skill at rank 3
notably the Scorpion Clan, who are the official sponsors of
the Silken Promises. However, the Promises have also been The Asahina shugenja follow the path of peace and beauty,
known to work with the Kolat, as well as the Spider Clan in finding harmony in the tranquility of nature. Over the years
eras when that group is active. they have become masters of a secret art of creation that
allows them to imbue magical power into small objects.
Technique These items, called tsangusuri, temporarily give their
bearers the ability to ask for the blessings of the kami. Each
RANK 3: DANCE OF SILK - The geisha of the Silken Promises item is painstakingly made to honor the Elements and to
use their entertainment skills to subtly guide their clients reflect the Crane vision of a beautiful world.
into the policies and attitudes they prefer. You may attempt
to shift someone’s attitudes by offering a suitable artistic Technique
performance (typically dance or music) and making a
Contested Roll of your Perform / Awareness (or Acting / RANK 2: THE WORLD IN THE PALM OF THE HAND - The Asahina
Awareness if more appropriate) against their Etiquette are the finest crafters of tsangusuri (fetishes) in the whole
(Courtesy) / Willpower. of Rokugan, and their treasures are highly prized. When
using an Artisan Skill or a Craft Skill to create a small token
With a success, you lure them into the attitude or a choice of some kind, you may spend a Void Point to confer a one-
you would prefer. At the GM’s option, you may also take time blessing into the token. Whoever is in possession of
them as an Ally with 1-point Devotion. the token may activate this blessing at any time. When
activated, the token grants a bonus of +2k0 to one High
Skill Roll.
104
No more than one token may be used per day per
individual.
Kawaru Sages [Shugenja] (Path)
105
Technique You may take a Complex Action to attempt an exorcism on
someone who is possessed by a ghost, gaki, oni, kitsune-
RANK 2: THE BEAUTY OF THE WORLD - A master of the Kitsune tsuki, or similar entity. You expend one spell slot and make
naturalist art style can craft incredible beauty out of any a Contested Willpower roll against the spirit; if you first
aspect of the world, be it wood, stone, or whatever can be place an exorcism ward on the target (see sidebar), you
found in nature. When working with natural materials, you gain +2k2 on the roll. With a success, you force the spirit to
may expend an Earth spell slot to gain a bonus of +1k0 on leave the body it is possessing; it cannot attempt to re-
any Artisan or Craft Skill Roll. possess that same person for at least 24 hours.
You may expend a number of spell slots in this manner
equal to your School Rank, and this may be used in
Agasha Alchemists [Shugenja]
conjunction with Void Points. (Path)
The Sisters of the Sacred Light ● Technique Rank: 3
[Shugenja] (Path) ● Replaces: Agasha Shugenja 3
● Requirements: Fire 3, Spellcraft 3
● Technique Rank: 2
● Replaces: Asahina Shugenja 2, Isawa Shugenja (Air) 2, The Ikakeya are a lesser known sect of the Agasha family
who have deliberately avoided the attention of outsiders
Moshi Shugenja 2
ever since their family joined the Phoenix Clan. These
● Requirements: individuals have continued their studies of the alchemical
formulae and techniques from their time with the Dragon
Founded in the years immediately after the creation of the
Clan (and which the Tamori family has continued in that
Centipede Clan, the Sisters of the Sacred Light were
clan). The Ikakeya are known for their skill at producing
originally created to deal with infestations of mischievous
potions and other alchemical items that contain the essence
spirits. Although founded by the Centipede, they recruit
of their magic, as well as for their skill at transposing and
women from several clans, and those women are expected
combining different Elements for maximum effect.
to forsake their former loyalties in order to follow the path
of purity and wisdom which the Sisters teach. They dress in
the traditional garb of a temple priestess (a red hakama Technique
and white gi), bereft of all markings save for a single clan RANK 3: FURY OF THE ELEMENTS - You may store a Fire spell
mon to indicate their ancestry. with the Area of Effect “one target person” or “one target
creature” in an alchemical preparation for later use. The
Technique stored spell may be activated instantly by anyone as either
a Simple Action (to drink a potion) or a Complex Action (to
RANK 2: LIGHT BANISHES LIES - The Sisters of the Sacred Light
throw it, using Athletics (Throwing) / Agility). By spending a
specialize in exposing illusions as the falsehoods they are.
Spell Slot for another Element (except Void), you may also
When attempting to Banish the kami of Air, who are of
give a spell stored in this manner either an additional
course responsible for the vast majority of illusion effects,
Elemental keyword, or replace its Fire keyword with another
you require only two Raises on the Sense spell (rather than
Elemental keyword.
the normal three) and only three Raises on the Commune
spell (rather than the normal five). For example, by spending an Earth slot, you could cause
the stored spell to be both Fire and Earth, or just Earth, for
Toritaka Exorcist [Shugenja] all purposes related to the type of Elemental keyword
associated with the spell. A spell may only be given one
(Path) additional Elemental keyword this way.
● Technique Rank: 2 Asahina Artisans [Shugenja]
● Replaces: Kuni Shugenja 2 (Path)
● Requirements: Willpower 3, Perception 3, Calligraphy
3 ● Technique Rank: 3
From the days of their founding as the Falcon Clan, the ● Replaces: Asahina Shugenja 3
Toritaka have studied the ways of the spirits, especially ● Requirements:
ghosts and gaki. Those of the Toritaka who had the gift of
the kami undertook special studies in these topics, learning Founded in the sixth century by Asahina Hake, the Asahina
the ways of yorei and goryo, of gaki and kitsunetsuki, and Artisans use magic to create artwork that is transitory and
the ways to purge their influence from the natural world. unique, yet supremely memorable. They rely heavily on
The near-destruction of the Toritaka by a malevolent illusion magic, often using it to either enhance or replace
Shuten Doji spirit only furthered their determination to learn the material components of their art.
the
Technique
Technique
RANK 3: HAKE'S LESSON - The artisans of the Asahina family
RANK 2: PURGE THE DARKNESS - You can sense the presence specialize in infusing magic into their craft in order to give it
of dangerous spirits (ghosts, gaki, yokai, creatures from the an otherworldly sense of serenity and beauty. When making
spirit realms, etc) by making an Investigation (Notice) / an Artisan Skill Roll, you may expend a spell slot to add +2
Perception roll. The base TN for this roll is 20, but may be per slot expended to the total of your roll. You may expend
increased by the GM for spirits which are exceptionally a number of slots equal to twice your Insight Rank in this
difficult to notice. You may make two Raises on the roll to manner. Air spell slots spent in this manner add +3 instead
learn the specific nature of the spirit you detect (e.g. a of +2.
yorei, a gaki, etc).
106
Bishamon's Chosen [Shugenja] Disciples of the River [Shugenja]
(Path) (Path)
● Technique Rank: 3 ● Technique Rank: 3
● Replaces: Kitsu Shugenja 3 ● Replaces: Kitsu Shugenja 3
● Requirements: Battle 3 ● Requirements: Way of the Land Advantage for an
area with a river.
The Lion Clan is home to the greatest armies and generals
of the Empire. The martial tradition is the center of every Founded by Kitsu Sonosuke, the Disciples recruit those in
Lion samurai, be he a priest or a warrior. The Kitsu family the Kitsu family who are talented shugenja but lack the
largely favors the traditional paths of priesthood, but the pure bloodlines to become Sodan-Senzo or the militant
Kitsu shugenja do not shirk their duties to the clan. spirit to join Bishamons Chosen. They devote themselves to
Bishamon’s Chosen learn to wield weapons and march into venerating the spirits of the Empires rivers, great and small,
battle beside their bushi brethren. Their fervor and and their power serves the Lion Clan in many ways, from
dedication to the Celestial Order remains pure, however, irrigating local rice paddies to defending the clans northern
whether in the sanctity of the temple on in the chaos of the border or moving troops and supplies safely along
battlefield. waterways. The Disciples are seen as eccentric but well-
meaning and honorable by the rest of their clan.
Technique
Technique
RANK 3: SCION OF STRENGTH - The Fortune of Strength shows
obvious favor to those who follow his teachings without RANK 3: SERVANT OF THE RIVER - The Disciples of the River
question or reservation. You may expend a spell slot as a take the concept of Water magic much more literally than
Free Action to gain a bonus of +1k0 to any Strength-based do most of the Kitsu family. Their approach is more like that
roll, including the damage roll of a melee weapon. You may of a Phoenix, although none would ever admit such (and
also expend a spell slot in this manner to gain a bonus of they would be insulted by the comparison). When casting a
+1k0 to the Spell Casting roll made for any spell with the Water spell while standing within one hundred feet of a
Battle descriptor. naturally occurring river, you gain one Free Raise on that
spell.
Chuda Necromancer [Shugenja]
(Path) Isawa Seaguard [Shugenja] (Path)
107
Iuchi Traveler [Shugenja] (Path) Oni Slayer [Shugenja] (Path)
● Technique Rank: 3 ● Technique Rank: 3
● Replaces: Iuchi Shugenja 3 or Horiuchi Shugenja 3 ● Replaces: Kuni Shugenja 3
● Requirements: Athletics 2, Horsemanship 2 ● Requirements: Lore: Shadowlands 3
The people of the Unicorn are the children of the Four Kuni shugenja dedicate their lives to eradicating the
Winds and their wanderlust is legendary. The Iuchi Traveler Shadowlands threat from the world. The Oni Slayers are an
spends his life on the road from birth, moving from one elite sect of the Kuni family that focuses strictly on dealing
place to the next in an attempt to see all the wonders of the with monsters that are too strong to fight on an equal
Empire. footing.
The Travelers have developed secret rituals to traverse the Their rituals and wards are essential in sapping the
land in mere moments, allowing them to come back from strength of these unnatural beasts. Oni Slayers see things
their journeys whenever the Unicorn Clan needed their no man ever should, yet their dedication to their duties
powers. remains unshaken.
These rituals were later adapted for many uses, including
war. Despite this change in responsibilities, the typical
Technique
Traveler remains optimistic and cheerful at heart. Multiple RANK 3: BOUND BY THE WORLD - The Kuni study the poorly
spell slots may be expended in this manner to move across understood art of binding, of using ritual circles and
greater distances. symbols to trap demons so they can be destroyed forever.
You may expend an Earth spell slot and make a Spell
Technique Casting roll (without TN, see below) in order to ritually
prepare a binding circle, a process which takes one hour.
RANK 3: WHERE THE WIND WILLS - You possess knowledge of This circle may encompass a maximum area equal to your
the most sacred Unicorn magic: the art of moving from one School Rank x 5 in square feet, although you may combine
point to another without crossing the space in between. You efforts with other Kuni to encompass larger areas by adding
may spend one Void Point and expend one spell slot of your School Ranks together (only one of you may make the
either Air or Water (Void may not be used) as a Simple Spell Casting Roll). Once an oni enters the circle, it becomes
Action to instantly teleport a maximum distance equal to active. The oni may not leave the circle without first
your School Rank x 100 feet. This affects only you and the succeeding at a Willpower Trait Roll against a TN equal to
material you are carrying, but by expending a second Void the total of your Spell Casting roll. While the circle is active,
Point you may also teleport any horse-sized mount on which you gain one less Earth spell slot per day.
you are sitting at the time of the effect.
Shadow Hunter [Shugenja] (Path)
Mantis Navigator [Shugenja]
(Path) ● Technique Rank: 3
● Replaces: Any Scorpion Shugenja School, Rank 3
● Technique Rank: 3
● Requirements: Stealth 3
● Replaces: Any Mantis Shugenja School, Rank 3
● Requirements: Sailing (Navigation) 3 The Scorpion Clan never publicly acknowledges the
existence of many of their elite forces. Their assassins and
The Mantis Clan is the undisputed master of the seas. Each ninja can slip past powerful defenses to reach their targets.
captain of their ships is trained to handle the worst the However, these ninja are only human and have limits to
waters can throw at him. The Mantis Navigator, meanwhile, their abilities. The Soshi’s Shadow Hunters are adept in
can solve any problems beyond the abilities of a normal speaking with the kami, bypassing normal thresholds of
man. His mastery of the seas is unparalleled; his whispered power. The Shadow Hunters can alter the world with the
prayers can calm the roughest seas and clear the darkest help of their spells. These elite assassins meld with the
skies. The crew can rest easy, knowing the Navigator will darkness, revealing themselves only to devastate their foes.
get them back to land without fail.
Technique
Technique
RANK 3: SCOURGE IN SHADOW - There are some targets the
RANK 3: THE FORTUNES’ GUIDANCE - The shugenja who serve Shosuro ninja are unable to eliminate, either because of
the Mantis are taught many techniques that allow them to their protection or simply because they are too difficult to
placate the elements, even under extreme circumstances. kill. For such targets, the Soshi send in their Shadow
When confronted with difficult weather conditions, you may Hunters. When casting a damaging spell targeting an
negate them by spending a Void Point as a Simple Action. opponent who is unaware of your presence, you gain a
This affects an area equal to your School Rank x 20 feet in bonus of +2k0 on the Spell Casting Roll. You may also
all directions from you. In a skirmish, this effect lasts a expend a single spell slot as a Free Action to gain a bonus
number of Rounds equal to your School Rank. of +1k1 on a Knives or Stealth Skill Roll.
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The Children of Chikushudo Technique
[Shugenja] (Path) RANK 3: MENACING FLAMES - Members of the Inferno Guard
learn how to employ certain Fire spells to maximize the
● Technique Rank: 3 apparent threat they represent to opponents. When casting
any Fire spell that does not list “One Target Creature” or
● Replaces: Kitsune Shugenja 3 “One Target Individual” as its Area of Effect, you may either
● Requirements: Hunting 3, Lore: Spirit Realms spend a Void Point or expend an additional Spell Slot to give
(Chikushudo) 2 the spell an additional effect of Fear X, where X is the
Mastery Level of the spell.
Perhaps no family in the Empire is so keenly attuned to the
ways of the Realm of Animals as the Kitsune family. The Isawa Temple Guardians
Throughout their long history, first as the Fox Clan and [Shugenja] (Path)
later as a family of the Mantis Clan, certain individuals
within their ranks appear who are able to slip free of the ● Technique Rank: 3
normal confines of Earth magic and accomplish amazing
feats through their pacts with the animal spirits of ● Replaces: Isawa Shugenja 3, Agasha Shugenja 3
Chikushudo. ● Requirements: Earth 4, Lore: Theology 3
Technique Countless temples and holy sites throughout the Emerald
Empire have benefited from the protection of the Isawa
RANK 3: BORN OF THE EARTH - A master of earth’s intricacies Temple Guardians over the centuries. Indeed, as a group
can project his mind into the soil and be born again in the they are welcome in the lands of virtually every clan and
form of an animal. family in Rokugan. Although their expertise is only rarely
needed, when it does come into play the results tend to be
If you are sitting upon the bare earth, you may sacrifice memorable. There are many tales of a single Temple
two Earth spell slots and make a Meditation Skill Roll (TN Guardian turning the tide during an unexpected attack
15). After ten minutes of meditation, you fall into a deep
trance and a natural animal erupts forth from the ground
Technique
before your body. Your mind inhabits and control this
animal form until you choose to end the effect, your real RANK 3: NEVER THIS SACRED GROUND SHALL FALL - The Temple
body is harmed or disturbed, or the animal form is killed – in Guardians of the Isawa family are well known for the power
any of those circumstances, the animal form crumbles into they bring to bear against all who threaten the holy places
dirt and your consciousness returns to your real body. of the Empire. When defending a sacred location such as a
You must choose any one natural animal, either from the shrine, temple, or monastery, you gain a Free Raise on all
Book of the Void in the L5R RPG core rulebook or Chapter Earth spells. In addition, when defending a sacred location
One of the sourcebook Enemies of the Empire, as the form you may spend one Void Point (as a Free Action) when
you adopt. If the animal form has higher physical or mental casting any Earth spell that inflicts damage in order to grant
Trait Ranks than you, you use the animal form’s Traits – it the Jade keyword.
otherwise, you use your own. You gain any and all abilities
of the creature, but cannot speak (and thus cannot cast The Mist Legion [Shugenja] (Path)
spells) while in the animal’s body.
● Technique Rank: 3
The Inferno Guard [Shugenja] ● Replaces: Isawa Shugenja 3 (Air Affinity)
(Path) ● Requirements:
The Phoenix Clan is home to the Elemental Guard, a set of
● Technique Rank: 3 four elite military units staffed by shugenja specializing in
● Replaces: Isawa Shugenja 3 those Elements. Within the Hurricane Initiates, the Legion
● Requirements: Fire 3, Battle (Mass Battle) 3, Fire focused on Air, is a secretive group called the Mist Legion
affinity. which focuses on using illusions on the battlefield. Although
their existence is seldom officially acknowledged, they can
The Elemental Legions of the Phoenix Clan are a legend be recognized by a small gray cloud worked into the school
even among the Empire’s military traditions. The Firestorm mon on their kimono. Although they are trained for the
Legion and their attendants in the Legion of Flame are the battlefield, these shugenja are not solely warriors, and in
most aggressive of the Elemental Legions, ever on the non-battle situations many of them use their abilities to
forefront of any battle in which they are part of the Phoenix create massive temporary works of art.
forces. Despite their overwhelmingly aggressive tactics,
however, even the vaunted Firestorm Legion must give Technique
some attention to defense, and that is the purpose of the
Inferno Guard. They defend positions by creating walls of RANK 3: THE WORLD IS A CANVAS - The members of the Mist
fire, they protect by immolating archery fire from the sky, Legion assist the Elemental Guard and the Elemental
and they obscure by filling the skies with thick plumes of Legions by manipulating the battlefield to the advantage of
smoke. the Phoenix Clan. A number of times per day equal to your
Insight Rank, you may spend a Void Point to cast the spell
Summon Fog or False Realm as a Simple Action.
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The Nameless Ones [Shugenja] Technique
(Path) RANK 3: DARKNESS UNDONE - The Nameless Ones are terrible
foes of all corruption, but especially of the Shadowlands.
● Technique Rank: 3 When casting any spell that targets an opponent with the
Shadowlands Taint, you may expend one additional spell
● Replaces: Isawa Shugenja 3 slot to lower your opponent’s Reduction by an amount
● Requirements: Isawa Shugenja 3, Ishiken-do equal to your School Rank. You may spend multiple spell
Advantage slots in this manner, up to a maximum equal to your Void
Ring. The lowered Reduction lasts until the beginning of
The existence of the individuals called the Nameless Ones your next Turn.
was at once both a great boon for the Phoenix and a terrible
curse, for those who were doomed to become Nameless The Seppun Hidden Guard
Ones were in many ways lost forever to their family and
clan. The process by which a Nameless One was created [Shugenja] (Path)
was very poorly understood, and to the clan’s perceptions it
seemed to happen through the enigmatic intervention of ● Technique Rank: 3
the Void itself, moving to protect those capable of ● Replaces: Seppun Shugenja 3
interacting with it. Perhaps two dozen Nameless Ones were
identified throughout the clan’s history, starting with Isawa ● Requirements: Must be chosen for service in the
Ujina in the late eleventh century, so the Phoenix had very Hidden Guard
little opportunity to study the phenomenon.
Although all Seppun shugenja are tasked to help protect the
A Nameless One is created when an ishiken, one of those Emperor and the Imperial City against magical and
rare individuals capable of communing with the Void, is supernatural threats, but the elite order of the Hidden
corrupted by some form of spiritual contamination. The Guard receives special training for this purpose. The Hidden
most common such malady, of course, is the Shadowlands Guard are in charge of the direct magical and spiritual
Taint, but the first of the Nameless Ones was created by the protection of the Emperor, his family, and the Imperial
Lying Darkness and that sinister force was probably Palace. Many of them spend their entire lives doing nothing
connected to all of the Nameless Ones to a greater or lesser but endlessly watching, reinforcing, and maintaining the
degree. Regardless, on some occasions when an ishiken wards and other magical protections over their charges.
becomes corrupted, the Void itself purges the corruption
from their body and spirit. This is an incredibly traumatic Technique
occurrence; sometimes it happens at the instant of
corruption, while on other occasions it takes place over an RANK 3: HARMONY IN ALL - The Hidden Guard are tasked with
extended period sometime after the contamination occurs. warding and protecting the Emperor, the Imperial family,
and their possessions and holdings. You gain a Free Raise
Regardless of when it happens, the purification is with all spells that have the Wards or Defense properties.
horrifically scarring, severely altering the individual’s
physical appearance and mental faculties. Grotesque The Soshi Deceivers [Shugenja]
deformities are inevitable; this always includes severe
scarring but sometimes extends much farther, even to the (Path)
loss of limbs or facial features. Mentally, the Nameless Ones
are changed as well, commonly suffering from amnesia, ● Technique Rank: 3
mental fugue, or loss of identity (hence their name). A ● Replaces: Soshi Shugenja 3
precious few have retained some semblance of their
identity after this, most notably Isawa Ujina himself, but this ● Requirements:
is extremely rare and apparently limited to the most
For centuries the Soshi Deceivers are the darkest secret of
powerful of ishiken.
the Soshi family: a secret group who combine Air magic and
The boon of the Nameless Ones, if there can be said to be the power of Nothing to produce a host of sinister effects.
a positive side to such a traumatic loss, is that they are
They are notably adept at illusion magic, cloaking their
consumed with an all-encompassing hatred of the
actions in concealing shadows, rendering themselves
Shadowlands in all its forms. Even more significantly,
invisible, or taking on the visages of others to deflect blame
however, the magic of these individuals becomes an
for their actions. After the exposure and apparent defeat of
incredibly potent weapon against the Shadowlands. For this
the Lying Darkness, the original Deceivers are purged from
reason as well as due to the great reverence the Phoenix
the clan, but the organization is later re-started in the belief
have for all life, the Nameless Ones were permitted to
that its powers can be replicated without relying on the
continue to serve the clan in whatever capacity they could.
dangerous influence of the Shadow. Whether this effort is
After the exposure of the Lying Darkness at the end of the truly successful, or the Soshi are merely deceiving
Hidden Emperor era, the true source of the Nameless Ones’ themselves, remains to be seen.
contamination becomes apparent, and the Phoenix grow far
more wary of them. Fortunately, the Darkness’ defeat Technique
effectively results in an end to the creation of new
Nameless Ones, and within a generation the strange order RANK 3: WAY OF THE SHADOW - A master of Shadow gains
is no more. many powerful abilities. You may sacrifice a spell slot of any
Element to gain perfect vision when in absolute darkness.
Although the canonical Nameless Ones only appear in a Alternately, you may spend an Air or Void spell slot to gain
brief portion of Rokugan’s history (starting with the Pre- a bonus of +1k1 to the total of any Stealth, Sleight of Hand,
Coup era and ending with the Hidden Emperor era), or Sincerity (Deceit) Skill Roll. You may not spend more
creative GMs can use them in other time periods as well. spell slots than your Insight Rank in this manner on any one
The Lying Darkness could potentially have corrupted ishiken Skill Roll.
in almost any earlier era, and the Shadow Dragon could do
so in later eras as well.
110
Chuda Subversive [Shugenja] The Acolytes of Thunder
(Path) [Shugenja] (Path)
● Technique Rank: 4 ● Technique Rank: 4
● Replaces: Chuda Shugenja 4 ● Replaces: Yoritomo Shugenja 4
● Requirements: Lore: Shadowlands 4 ● Requirements: Fire 3, Void 4
The Shadowlands Taint offers great power to those who In the Thousand Years of Darkness, the guidance of Sezaru
would listen to the seductive beckoning of the dark realm. as Oracle of Thunder allows the shugenja of the Mantis Clan
to discover new ways to call on the power of Thunder.
This comes with certain drawbacks, often including
grotesque disfigurations. Witch Hunters and Jade These discoveries come too late to help the defense of the
Magistrates learn to spot these changes and kill these Islands of Silk and Spice, but during the later Mantis exile to
blasphemers on sight. Those who use these profane rituals the Ivory Kingdoms they offer the hope that someday the
must find ways to lessen the consequences of their actions Mantis may be able to reclaim their home from the legions
if they wish to live within the Empire. The Chuda of Fu Leng.
Subversives are well versed in masking the effects of the
Shadowlands Taint and passing as normal citizens of the Technique
Empire. Their abilities have grown so great that they may
even fool the kami. RANK 4: THUNDER'S CALL - The Acolytes of Thunder can call
on the power of the great Thunder Dragon to smite their
Technique enemies. You may cast the spell Fury of Osano-Wo as a
Simple Action by sacrificing a spell slot in any Element. Your
RANK 4: THE DARK KAMI'S DISCRETION - Certain sects of the Raises for damage on that spell award +1k1 per Raise
Chuda have extensively studied means by which the instead of +1k0.
influence of Jigoku in the mortal realm can be concealed
from others. By expending three spell slots, you may The Kitsu Spirit Legion [Shugenja]
completely suppress your own Taint, or that of a willing
target you touch, for a number of hours equal to your
(Path)
School Rank. In the case of a human who possesses the
Taint, this will render them temporarily immune to damage ● Technique Rank: 4
from jade or other effects that target the Taint, but will ● Replaces: Kitsu Shugenja 4
deny them access to any Taint-based abilities, such as
maho or Shadowlands powers. In the case of inherently
● Requirements: Must be born with the spiritual gifts
Tainted creatures targeted by this effect, such as oni or required to serve in the Spirit Legion. This is essentially
goblins, the effect only renders them immune to Taint- a character-development/role-play constraint which
detection abilities. They gain no immunities and lose no should be discussed between player and GM.
abilities. This Technique in no way disguises physical Formed during the twelfth century, the Spirit Legion is
mutations. comprised of a handful of Kitsu shugenja with the ability to
reach across the boundaries of the Spirit Realms and
Tamori Warrior Priest [Shugenja] summon the spirits of those realms to serve them.
(Path) The ability cannot be taught—one must be born to it—and
those with the gift are quite rare.
● Technique Rank: 4
● Replaces: Tamori Shugenja 4 Technique
● Requirements: One Weapon Skill at rank 3 RANK 4: THE LEGIONS OF THE DEAD - The handful of Spirit
The Tamori family has been brave and combative ever Legionnaires are able to pull aside the veil to the Spirit
since its inception. Tamori shugenja often train alongside Realms and call forth the spirits themselves to defend their
their Mirumoto brothers to improve their coordination. The family. You may conduct a ritual that opens a portal and
yamabushi (Warrior Priest) considers his martial training summons forth a spirit to fight in your place. This is a
equally as important as his connection to the kami. The Complex Action that requires you to expend two spell slots
Warrior Priest can use his bond with the elements to associated with one Element of your choice and spend a
increase his observation of the field of war, allowing him to Void Point. The spirit appears as an armored warrior with
perform awe-inspiring feats of prowess. the Spirit trait and with all Rings at 2 except for the Ring
whose slots you sacrificed; that Ring begins at 3. The spirit
is considered to have Kenjutsu 3 and Defense 2, and is
Technique equipped with a spectral daisho and light armor. These
RANK 4: STRENGTH OF THE SOUL - The Tamori are the most spirits remain in the mortal realm for a number of hours
martially inclined of all Rokugan’s shugenja families, often equal to your Kitsu Shugenja School Rank, or until
training alongside their clan’s bushi. dismissed by you.
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The Kuni Crystal Masters (This is a ritual effect and cannot be performed during a
skirmish.) This effect lasts for one month or until you use
[Shugenja] (Path) this Technique on a different person, whichever comes first.
If you are attempting to confer a Disadvantage, you must
● Technique Rank: 4 also succeed at a Contested Void Roll against the target.
● Replaces: Kuni Shugenja 4 GMs Notes: Wise GMs will recognize there is much potential
● Requirements: Earth 5, Spellcraft 5, Lore: for abuse in this Technique. In general, the GM should
● Elements (Crystal) 5 exercise a veto on any Advantage or Disadvantage that
does not make sense. In particular, this Technique should
In the twelfth century, the Kuni begin focusing more never be allowed to bestow Ancestors or to inflict truly
intensely on the power and nature of crystal, partially heinous Disadvantages such as Momoku or the
influenced by the struggle against the Lying Darkness and Shadowlands Taint. (Alternatively, the GM may allow the
partly by their interactions with other races who used Astrologer to inflict more powerful Disadvantages, but
crystal, such as the Naga and even the Nezumi. The Crystal require Raises on the Contested Void Roll.)
Masters emerged from this research. They are the creators
of the Sapphire Strike spell, and specialize in awakening the The Jade Champion [Shugenja]
spiritual powers of crystal and using those powers to (Path)
enhance their other magic.
Must possess a piece of pure crystal. Player must have ● Technique Rank: Special (see above)
approval from GM to become a Crystal Master. ● Replaces: Special (see above)
Technique ● Requirements: Shugenja only
When the Empire is in need, it calls the greatest shugenja
RANK 4: STRIKE OF PURITY - The Crystal Masters learn how to
to serve as the Jade Champion. This guardian scours the
awaken the spiritual power of crystal and use it to
land of magical corruption and demonic forces to keep
strengthen their spells. When you learn this technique, one
Rokugan pure.
piece of crystal which you possess becomes awakened and
is then used to empower your spells with the essence of While each Jade Champion has personally chosen the focus
crystal. (If this piece of crystal is lost or destroyed, you of his duties, most consider the eradication of maho their
cannot use this Technique until you acquire another one – it greatest responsibility.
is the GM’s discretion how much time and effort this will
require.) When casting a Fire or Earth spell that inflicts Technique
damage (e.g. Jade Strike, Fury of Osano-Wo, etc) you may
spend a Void Point to channel the spell through your RANK SPECIAL (SEE ABOVE): THE EMPEROR'S WILL - The Jade
awakened crystal and infuse the spell with the essence of Champion is the enforcer of the Emperor’s laws related to
crystal. This adds one additional Complex Action to the magic and religion. You gain a Free Raise on all Spell
casting time of the spell. The spell does an additional +1k1 Casting Rolls. When confronting an opponent who practices
damage and is now considered to be Crystal for the purpose any form of outlawed magic (maho, yobanjin shamanism,
of what foes can be damaged by it, whether it can any form of gaijin sorcery, etc.) or who possesses corrupt
penetrate Invulnerability or Creature Reduction, and so supernatural abilities (the Shadowlands Taint or corruption
forth. by the Lying Darkness), you gain an additional Free Raise
on your Spell Casting Roll.
The Seppun Astrologers
[Shugenja] (Path) Acolytes of Snow [Shugenja]
(Path)
● Technique Rank: 4
● Replaces: Seppun Shugenja 4 ● Technique Rank: w or 3
● Requirements: Astrology 4, Divination (Omens) 5 ● Replaces: Isawa Shugenja 2, any other Phoenix
Shugenja 3
Astrology is very important to all of the Imperial families,
with the Otomo employing it in court while the Seppun
● Requirements: Lore: Yuki no Onna 3 or Water Afnity
study it for its spiritual and divinatory purposes. Founded by a third-century Isawa shugenja who was
fascinated by the legends of the Yuki no Onna (Snow
The Seppun Astrologers watch the night skies constantly,
Maiden), the Acolytes develop magic built around snow and
seeking portents to better protect the Emperor and the
ice, modifying spells from Water and other Elements to t
Empire. Like the Kawaru Sages, the Seppun supplement
their needs.
their astrological knowledge whenever possible with
divination magic (although they would be greatly insulted to
be compared to the practitioners of kawaru). Technique
RANK W OR 3: THE MAIDEN'S ICY GRASP - The Acolytes of Snow
Technique recognize that the icy touch of the Snow Maiden allows
Water to mirror the strength and power of Earth. You may
RANK 4: WISDOM OF THE HEAVENS - The sage-priests of the
cast the following Earth spells as Water spells: Armor of
Seppun Astrologers are capable of finding great wisdom in
Earth, Armor of the Emperor, Be the Mountain, Bonds of
the alignments of the Celestial Heavens, and their
Ningen-do, Earths Stagnation, Grasp of Earth, Major
recognition of previously unnoticed patterns can bring joy
Binding, Minor Binding, and Wall of Earth. The spells create
or doom to the mortal world.
their physical effects from ice instead of from earth or
Once per month, you may clarify a persons place in the stone, and the Acolytes usually rename these spells to
great tapestry of fate and thereby confer one Spiritual incorporate Ice into their titles.
Advantage or Spiritual Disadvantage on that person.
112
The Asahina Fire Sculptors
[Shugenja, Artisan] (Path)
● Technique Rank: 2
● Replaces: Any Shugenja 2
● Requirements: Fire 3, Artisan (Sculpture) 2
The Asahina family are known both for their devotion to
peace and for their appreciation of beautiful things, and it is
not uncommon for individuals in the family to pursue the
creative arts, including sculpture – many of the Asahina
monasteries and temples are filled with splendid and
famous statues, with admirers traveling from all over the
Empire to look upon them. A lesser-known artistic tradition
within the family depends not on the permanence of stone
but instead on the fleeting beauty of fire to create its
sculptures. The Fire Sculptors are few in number but famed
for their work, and they are welcomed in many courts
where their talents can be appreciated – for the brief time
they exist.
Technique
RANK 2: THE INNER SHAPE OF FIRE - A GM who wishes to
represent the greater degree of control a Fire Sculptor has
over the Element of Fire may opt to allow a Fire Sculptor to
gain one Free Raise on a Fire spell once per day.
An Asahina Fire Sculptor is capable of creating beautiful
but fleeting shapes rendered in fire, heat, light, or smoke.
You may expend a Fire spell slot and make an Artisan
(Sculpture) / Fire roll (base TN is 20, adjusted by the GM
depending on the complexity of the sculpture being
created). The sculpture will last a number of minutes equal
to your Fire Ring, but requires full concentration during that
time (i.e. you may do nothing except Free Actions).
The sculpture vanishes instantly when the time elapses or
you cease concentrating. The GM should award suitable
Glory for a successful Fire sculpture “performance.”
113