Professional Documents
Culture Documents
T s
ruth
House Rules for Legend of the Five Rings, 4th Edition
Version 1.5.5.4
Special Thanks to
BECCA RILEY JUSTIN BROWN REID DOWNIE RORY MCGUIRE
ALDERAC ENTERTAINMENT GROUP THE AEG FORUM COMMUNITY
The correct year for this event is 429, and all references to WORD OF FADE SPREADS
Yugozohime should actually refer to the Emperor.
By 1125, news of the exploits of the bandit general, Fade, has reached
ELEVENTH CENTURY (1001-1100 IC) all corners of the empire. The pressure on the Emerald Magistrates of
Ryoko Owari to end his campaign is ever increasing.
YEAR 1080
OPIUM WAR RAGES IN RYOKO OWARI TOSHI
KAIGENS ISLAND IS RAISED
A tsunami approaches the Phoenix coast, threatening to wipe out
Shiro Shiba. Isawa Kaigen, a shugenja posted at the castle, takes a
small boat out to meet the oncoming wave. He calls upon the kami
of Earth and Fire, causing a volcanic eruption that raises a large
island from the oceans floor directly in the path of the tidal wave.
The tsunami breaks upon the island, saving Shiro Shiba and greatly
minimizing the damage to the coastline. Kaigen was last seen being
swallowed up in the newly forming island, which was named
Kaigens Island in his honor.
YEAR 1118
YEAR 1123
THE CRAB CLAN COUP
THE SWORD OF YOTSU OTOKODATE FORMED Influenced by a corrupt Kuni Yori, Hida Kisada marches the majority
of the Crab Clan army through a harsh winter to Otosan-Uchi and
THE SCORPION ATTACK THE HARE CLAN Kyuden Seppun (where the Emperor held Winter Court) in an attempt
After Soshi Yukio attacks and is killed by Usagi Ozaki, a Scorpion army to seize the throne. The Crab were joined by various creatures of the
under the command of Bayushi Tomaru arrives at Shiro Usagi. Through Shadowlands under the command of Kuni Yori. These two battles see
the actions of the ronin interloper Ketsudo, the Scorpion army is foiled the deaths of Emerald Champion Doji Satsume, Hida Sukune, Isawa
and the Hare Clan is saved. Tadaka, and Isawa Kozan. Hida Yakamo is blinded, and the oni he
was bound to is destroyed, but he escapes carrying the Ancestral KAKITA HIKAWA BECOMES THE EMERALD CHAMPION
Sword of the Crab. Hantei the 38th is rescued from an attack by Oni With the death of Doji Satsume, the empire is in need of a new Emerald
no Shida (the First Oni*), but not before it secretly possessed him. The Champion. Despite such competition as Matsu Tsuko, Yoritomo, and
tide of battle is evened when Hida O-Ushi and the Mantis Clan turn Kakita Toshimoko, the surprise victory goes to Kakita Hikawa. No one
against the Crab. But it is truly turned when the Dark Moto arrive, speaks of the series of strange circumstances that interfere with many
under the command of Moto Tsume himself, and join the fight against of the other contestants.
the Crab Clan. For his crimes, Hida Kisada is personally executed by
Hantei the 38th. FADE CHALLENGES THE NEW EMERALD CHAMPION
(*This is not the same entity as the canonical First Oni.) Almost immediately following the Emerald Championship, the bandit
general Fade kidnaps Bayushi Tomaru and challenges the new
YOGO JUNZO OPENS THE FIRST BLACK SCROLL
Champion, using Tomaru as ransom. After a heated battle in which
This occurred in the year 1125, during the Crab Clan Coup, not 1123 much of a bamboo forest is burned (angering the Fox Clan), Hikawa
as listed in the official timeline. Junzos intent was to renew the seals defeats and kills Fade.
upon the scrolls, which he believed had weakened over time. He was
convinced that this was the only way to protect the scrolls from Kuni TOMB OF IUCHIBAN OPENED
Yori (who he was certain was coming for them). But with the seal Shiryo no Tadaka, the spirit of Isawa Tadaka, opens Iuchibans prison in
gone, the corruptive power of the Black Scroll was too much for him, an effort to destroy Iuchibans spirit before the Bloodspeakers can free
and he succumbed to its temptation. Though it was the first one him. But Tadaka is overpowered and Iuchiban breaks free, trapping
opened, this was actually the Fifth Black Scroll, the Dark Divination. Tadaka within the tomb.
ISAWA KOZAN BECOMES THE ORACLE OF THE VOID THE NAGA COME TO OTOSAN-UCHI
Imperial advisor, Isawa Kozan, did not truly die at the Battle of Mirumoto Daini presents a naga ambassador to Hantei XXXVIII. To
Otosan-Uchi. He was saved by the Void Dragon, and ascended to the shock of the court, the Emperor decrees the naga to be unwelcome,
become the new Oracle of the Void. and banishes all of the serpent folk, declaring that should any enter
Rokugan, they will be killed.
ISAWA UJINA BECOMES THE NAMELESS ONE KAKITA ORU BECOMES EMPRESS
Now victim to both the touch of Shadow and the Taint, Isawa Ujina Hantei the 39th finally marries. His bride is none other than Kakita
is forced to become the Nameless One in an effort to fight the curse Oru, the eldest daughter of the Emerald Champion, Kakita Hikawa.
and the corruption. He steps down as Elemental Master of Void,
GREEN JADE ORCHID RECOVERED
naming his daughter, Toturi Kaede, as his successor. He has not been
seen since that day. Accompanied by a group of Crab sailors, Isawa Koishi and Shiba
Masu traverse through the Shadowlands to the source of the Green
YEAR 1130 Jade Orchid. There they discover an ancient temple, and an enormous
shard of crystal that Koishi dubs Amaterasus Spear. Presumed dead
HANTEI XXXIX ASSUMES THE THRONE by the Empire at large, the party returns (though with many
At the age of 16, Hantei Sotorii undergoes his gempukku and is dubbed casualties) and presents the orchids and many other treasures to the
Hantei XXXIX, fully claiming the Emerald Throne. Akodo Toturi steps Emperor. Koishi is taken as acolyte to Master of Earth Shiba Tetsuyuki.
down to assume the role of Shogun. For his service, the Emperor
declares the founding of a new Imperial family, the Toturi Family. NEW ORACLE OF FIRE IS CHOSEN
Toturi names Akodo Senke as the new daimyo of the Akodo and Lion A maddened Oracle of Fire assaults the Shosuro after they fail to
Clan Champion. coerce him to choose of their own as the new Oracle instead of an eta
girl. The Scorpion instead attempt to steal the Oracles power with the
YEAR 1132 Dagger of Shosuro, but are foiled by Kakita Toshimo, Daidoji Daikuan,
and the monk Sadao. The eta ascends as the new Oracle of Fire.
HORIUCHI FAMILY ESTABLISHED
A severe earthquake wreaks havoc on Iuchi lands. Horiuchi Shoan KI-RIN RETURNS, COUNCIL OF FIVE DISBANDED
comes to the aid of many samurai and peasants whose homes were The ki-rin is sighted over Kyuden Isawa. But when the Elemental
destroyed, as well as rescuing a great deal of knowledge considered Council gathers to witness and greet it, the celestial entity turns away
precious to the Unicorn Clan. Shinjo Shono grants the Horiuchi name in disgust, and begins to raze the palace. Isawa Uona turns on Isawa
to those samurai under Shoans care, expanding the Horiuchi family, Tsuke in anger, blaming him for bringing this upon them. They
and entrusting that family to the care and study of the gaijin secrets engage in taryu-jiai, and Uona is killed. A maddened Tsuke continues
and lore possessed by the clan. to attack the other Masters, leaving Isawa Tomo comatose, and
severely wounding Shiba Tetsuyuki before fleeing himself. Only
YEAR 1134 Isawa Kaede remained untouched by Tsukes rage, as she primarily
ISAWA TAERUKO COMMITS SEPPUKU concerned herself with saving Kyuden Isawa from the ki-rins flames.
The ki-rins rampage continued through Phoenix lands, decimating
As Master of Earth, Isawa Taeruko staved off the worst effects of the various temples, libraries, and homes kept by the Masters. The
Taint for many years. But even she realized the effect it was having Emperor disbands the Council and declares that until further notice,
on her mind, and how dangerous that could be. So she resolved to the Shiba Champion shall govern the Phoenix Clan.
commit seppuku. She also realized how unstable Isawa Tsuke was
THE AGASHA DEFECT FROM THE DRAGON URAGIRI-DO (THE REALM OF TRAITORS)
Isawa Tsuke finds refuge with his old friend, Agasha Tamori, who The youngest of all Spirit Realms, Uragiri-do (also called the Realm
feels he can resolve the volatile situation peacefully by granting of Traitors) is reserved for the spirits of those that have committed
Tsuke sanctuary to buy time. But Tsuke continues his attacks upon grievous betrayal in life. Those that have violated sacred vows, turned
the Phoenix, including the murder of Isawa Tomos prodigy, the sister against their lords, murdered their kin or spouse, and other vile
of the popular provincial daimyo, Agasha Hamanari. Incensed that betrayals find themselves destined for this hellish Realm after their
Tamori would grant protection to Tsuke, and accused of treason by judgment in Meido.
the Mirumoto, Hamanari turns to the Phoenix for aid. Shiba Tsukune Uragiri-do is a place of skewed perceptions amidst a landscape of
accepts Hamanaris fealty, and a large portion of the Agasha join the mist and shadows. Around every corner, through every veil of fog
Phoenix Clan. there is a shadowy threat awaiting the traitors. The only hope for
survival is to work with the other spirits within, who will inevitably
THE TAMORI FAMILY CREATED
betray one another for their own sake; the Realms effect on the senses
Tsukes actions grow bolder and more destructive as the Phoenix ensures this. Even those trying to act as friends will be seen as plotting
army draws nearer. His assaults upon his former clan wreak havoc enemies. Those that fall to the shadow monsters (or one another) will
on Agasha lands, violating Agasha Tamoris hospitality. Now return within hours only to experience it all again.
realizing there would be no peaceful resolution, Tamori personally As such a new Realm, it is unknown whether the traitor spirits can
tries to stop Tsuke. The fires of their battle can be seen for miles. In ever return to the kharmic wheel and escape Uragiri-do. Some have
the end, Tamori falls to Tsukes flames. His daughter, Agasha already postulated that once they have experienced the pain and fear
Shaitung, takes up the mantle of Family Daimyo. Feeling that her that they inflicted upon others in life, they might have a chance to begin
fathers final act should set a new course for the family, she decrees life again (though undoubtedly further down in the Celestial Order).
that they shall henceforth be known as the Tamori Family. Beneath Shinden no Chuugi (Temple of Loyalty) where Traitors Grove
once stood in Scorpion lands, a passage was once opened to the
THE DRAGON-PHOENIX WAR
newly formed Uragiri-do. The location of the passage has been sealed
As the Phoenix martial forces to capture Tsuke, the Mirumoto and warded, but whether the path still exists is not known for certain.
mobilize to defend Shiro Agasha. Even after the Agasha defect to the
Phoenix, tensions remain high between the formerly allied clans.
Several border skirmishes threaten to explode into outright war. The Great Clans of Rokugan
THE MANTIS RAID THE PHOENIX
The current Family allegiances, Clan Champions and Family daimyo
While the Phoenix are weakened, the Mantis Clan sends ships north of the Great Clans are detailed below.
to attack the coast. Distracted by their conflict with the Dragon, the
Phoenix are unable to mount a sufficient defense, allowing the THE CRAB CLAN
Mantis capture the City of Remembrance.
CLAN CHAMPION: Hida O-Ushi
DAIGOTSU REVEALS HIMSELF CLAN COLORS: Grey, blue, brick red
When a Bloodspeaker cell in Ryoko Owari attacks Kakita Toshimo,
two mysterious ronin appear to help end the threat. They identify FAMILY DAIMYO V ASSAL FAMILIES
themselves as Daigotsu and Kyoden. Hida Hida O-Ushi Kakeguchi, Moshibaru
Hiruma Hiruma Nikako Endo, Raikuto
NEW COUNCIL OF FIVE APPOINTED Kaiu Kaiu Utsu Fundai, Maisuna
Kuni Kuni Utagu Meishozo, Ugawari
By Imperial decree, a new Council of Five is appointed to lead the
Phoenix Clan, consisting of Agasha Gennai (Air), Isawa Koishi
(Earth), Isawa Hochiu (Fire), Isawa Riake (Water), and Isawa Miruko
THE CRANE CLAN
(Void). Shiba Masu is named the Voice of the Elemental Masters. CLAN CHAMPION: Doji Hoturi
WOLF LEGION REFORMS CLAN COLORS: Sky blue, white
Shogun Toturi is gravely concerned that if Hantei XXXIX dies FAMILY DAIMYO V ASSAL FAMILIES
without an heir, the Empire could be thrown into chaos as contenders Asahina Asahina Sekawa
seek the throne. He is aware that Hantei XXXVIII had a brother that Daidoji Daidoji Uji Hiramichi, Hiramori
joined the Order of Togashi, and that if he could be found and Doji Doji Hoturi Kotagama, Tsume
Kakita Kakita Kaiten Ashidaka, Iwasaka
convinced to reclaim his birthright, he could be the Empires
salvation. He needed people he could trust, answerable only to him,
to carry out this quest. To that end, Toturi orders the reformation of THE DRAGON CLAN
the Wolf Legion, the ronin otokodate that he originally gathered for
the Battle of Beiden Pass, this time under the leadership of Mikio, CLAN CHAMPION: Togashi Yokuni
Dairya, and Naka Kuro. CLAN COLORS: Emerald green, yellow
The Shadowlands
MIYA FAMILY OTOMO FAMILY SEPPUN FAMILY TOTURI FAMILY
JUNZOS ARMY
DARK LORD: Junzo
Raises
As normal, each Raise a player makes increases the TN of a roll by 5.
Combat
However, exceptional rolls can be made even without declaring
Raises. A Free Raise is earned for every 10 rolled over the TN. Actions
Therefore, if the TN is 15 and the player didnt take any raises, a roll
of 36 would yield two Free Raises (for exceeding the TN by 20). DRAWING TWO WEAPONS
THE TEN DICE RULE Drawing two Small weapons simultaneously may be done as a single
Free Action. Drawing two Medium weapons is a Simple Action.
Sometimes you will have an odd number of rolled dice above ten,
which would normally mean a die is lost when you convert rolled FIGHTING WITH TWO WEAPONS
dice to kept dice. Instead, such a spare rolled die becomes a +2 to After a character makes a successful attack with an off-hand
the total of the roll. For example, 13k5 would convert to 10k6+2. weapon, if his next action is an attack with his dominant hand,
he may add his Insight Rank to the total of the Attack Roll.
Types of Rolls TWO-HANDED WEAPONS IN ONE HAND
When trying to use two-handed melee weapons in one hand, a
SOCIAL SKILL ROLLS character suffers a +10 TN penalty to his Attack Rolls. In addition,
Social Skills are mostly about modifying the behavior of other he cannot benefit from any special qualities the weapon might
characters. Courtier might be used to manipulate a magistrate into have, or the Weapon Skills Mastery Abilities.
arresting someone, or elicit damaging gossip. Sincerity is all about
convincing others of your truthfulness. Temptation could be used to
seduce your enemys spouse, or bribe a guard to look the other way.
Though potent, these skills are not mind control. The problem is that
if they cannot guarantee certain responses, some players will see
them as useless.
While a Social Skill Roll cannot force a specific reaction from
another character, it can encourage or coerce it. A player (or the GM,
in the case of NPCs) is under no obligation to give in to the demands
of successful Social Skill Roll, but it might be a good idea to avoid
the price of resisting.
A successful Social Skill Roll can inflict one of the following
consequences (GMs chooses the most appropriate):
DAUNTED: +5 to all future TNs against the instigator of the
Social Skill Roll (+5 TN per Raise), unless the situation is
resolved or becomes irrelevant (GMs discretion).
DISTRACTED: +5 to the TNs of all Trait and Skill Rolls for the
remainder of the scene (+5 TN per Raise).
Maneuvers
SHAMED: Lose 1 Honor or 1 Glory (lose an additional 1 per Raise).
PUSH (2 OR 4 RAISES)
The player can avoid or end any of these effects by voluntarily
succumbing to the intended effect of the Social Skill Roll that caused The Push Maneuver is a dominating attack that forces your target
them (e.g. choosing to believe the Scorpion to avoid the Honor loss away from you. Like Knockdown, this is usable against two- or four-
of doubting his obvious sincerity). legged opponents (requiring 2 and 4 Raises respectively). If successful,
HIT LOCATION TABLE
OPTIONAL RULE: DESTINY RANK
ROLL T WO DICE L OCATION O PTIONAL: ROLL ONE DIE FOR A MORE SPECIFIC LOCATION
Not everyone is equally important in the grand scheme of things. 2-4 Lower leg 1-3: Foot, 7-10: Shin/Calf
Some people are destined for greatness, others for mediocrity. It is 5-6 Upper leg 1-3: Knee, 7-10: Thigh
for the gods and the universe to decide whose paths are on a course 7-9 Lower torso 1-2: Left hip, 3-4: Right hip 5: Groin, 6-10: Belly
for legend. This is not to say that someone with a minor destiny 10-13 Upper torso 1-4: Ribs, 5-6: Sternum, 7-10: Chest
14-15 Lower arm 1-2: Hand, 3: Wrist, 4-10: Forearm
cannot accomplish great things. But they must try that much harder
16-17 Upper arm 1-2: Elbow, 3-7: Bicep, 8-10: Shoulder
than one favored by fate. 18-20 Head 1-7: Skull/scalp, 8-9: Face, 10: Neck
A characters destiny is measured in terms of a Destiny Rank from
1 to 5 (see the table below). Player characters are always Destiny DAMAGE
Rank 3. The higher ones Destiny Rank, the more important one is
in the tapestry of fate. In game terms, a characters Wound Level Some attacks can disable or destroy a body location. A samurai who
multiplier is equal to his Destiny Rank (this does not alter the does a great deal of damage to an arm can remove it in one blow.
multiplier at Healthy). Consult the Wound Severity Table to find out how badly a hit to a
Destiny Rank cannot increase with Experience Points. Only the specific location affects the character.
GM can increase or decrease a characters Destiny Rank, in the rare Penalties from Disabled and Destroyed locations are not
situation that his actions literally alter his destiny. A player cumulative, even on the same location. If a Disabled location
characters Destiny Rank can only change if the character is becomes Destroyed, the penalties from the Destroyed description
retired and becomes an NPC. supersede the previous penalties.
DESTINY
RANK EXAMPLES WOUND SEVERITY TABLE
1 Common peasant, other noncombatant (any NPC that willingly enters L OCATION DAMAGE TO DISABLE DAMAGE TO DESTROY
combat immediately becomes Destiny Rank 2) Leg Earth x 4 Earth x 6
2 Typical samurai, villains lieutenant Arm Earth x 3 Earth x 5
3 Player character, major villain Torso Earth x 10 Earth x 15
4 Arch-villain, Clan Champion, the Emperor Head Earth x 5 Earth x 7
5 Oracle, Fortune, Kami, Fu Leng, Shinsei
the attack deals normal damage and forces a Contested Strength Roll DISABLED LOCATIONS
between the character and the target. If the character is successful, the A disabling injury is one that seriously impairs the abilities of the target.
target must move backward 5 feet. At the attackers option, he may Such injuries include, but are not limited to, serious sprains, broken
follow his opponent, pressing the offensive. Movement caused by this bones, deep wounds, bruising, and internal bleeding. Any time a
Maneuver does not require an action. location is Disabled, roll a die. If the result if greater than your Earth
Ring, you gain the Permanent Wound Disadvantage.
Fighting Thugs DESTROYED LOCATIONS
Sometimes characters will find themselves in combats that are not Destroyed locations are potentially life threatening. Blunt attacks
especially significant, with foes that are not particularly important or cause maimed or pulped limbs, crushed joints, and death by internal
threatening. Working out and keeping track of the Wound Ranks for bleeding. Slashing attacks may sever the affected limb, and piercing
all of those bandits, thugs, ashigaru, etc. (which well call thugs for attacks cause severe organ and nerve damage, as the victim is impaled
convenience) is often more work than its worth. Here are some quick on the attackers weapon.
and dirty rules for handling such encounters.
The Wound Ranks for thugs are: +5, +10, Down, Dead. Do not LEGS
calculate the actual Wounds for each Wound Rank. LEG DISABLED: Your movement rate is reduced by half
On a successful attack, roll your damage dice against TN 10 + (determine after applying modifiers to Water for movement).
Reduction. With a success, youve inflict one Wound Rank on the During any round in which you move, your Armor TN is
thug. Each Raise inflicts an additional Wound Rank. reduced by 10 until your next turn. If both legs become
Disabled, you suffer the penalties detailed below under Leg
Hit Locations Destroyed.
LEG DESTROYED: The limb is severed or maimed beyond repair.
Sometimes it is necessary to expand on the damage a character takes, You cannot walk, and are considered Prone, with an
beyond mere Wounds, such as when the Called Shot Maneuver is additional -10 to your Armor TN against melee attacks. You can
used to try to disable an opponent. crawl, moving a number of feet per round equal to your Water
Ring. The TN for Full Defense rolls is increased by 25. Slashing
RANDOM HIT LOCATION or piercing attacks cause bleeding equal to 6 minus your Earth
Occasionally, the GM or player might wish to know just where a Ring each round (minimum 1), until medical attention is
given hit landed. To determine a random hit location, roll two dice received.
and refer to the Hit Location Table below to determine the location
affected. Attacks from higher ground, on horseback against ARMS
opponents on foot, or upon significantly smaller opponents add +4 ARM DISABLED: The limb is useless until healed. Attack TNs
to this roll. Note that this table is intended for humanoid targets, not with that limb are increased by 30 and your Armor TN is reduced
for animals and other creatures with differing anatomy. by 5.
ARM DESTROYED: The limb is severed or maimed beyond repair.
Attacks with that limb are impossible. Your Armor TN is
reduced by 10, plus an additional 10 (for a total of 20) on the
flank of the destroyed arm.
TORSO INEBRIATION
DISABLED: You cannot walk, and are considered Prone, with When a character starts consuming alcoholic beverages, make an
an additional -10 to your Armor TN. You can crawl, moving a Earth Trait Roll at a TN equal to 5 x the number of drinks imbibed
number of feet per round equal to your Water Ring (so a this scene. For every failure, consult the table below.
character with Water 3 can crawl 3 feet per round). Slashing or FAILED
piercing attacks cause bleeding damage equal to 8 minus your ROLLS PENALTY
Earth Ring each round (minimum 1), until medical attention 1 You have a slight speech impediment, and suffer -1k0 to all Social Skill Rolls.
2 You suffer -1k0 to all Skill and Trait Rolls until the end of the scene.
is received.
3 You suffer -2k0 to Skill and Trait Rolls. Shift up one table result in the next scene.
DESTROYED: You are killed; impaled, cut in half, or your vital 4+ You pass out for the remainder of scene. If awakened, you suffer -3k0 to Skill
organs ruptured. and Trait Rolls. Shift up one table result in the next scene.
HEAD
DISABLED: You are knocked unconscious for a number of
Damaging Objects
minutes equal to 10 minus your Earth Ring. You also suffer a Sometimes youre interested not so much in injuring people as in
special effect on the Head Disabled Table below (this roll is made damaging things. Since objects dont have Earth Rings or Wound
instead of rolling to determine if you gain a Permanent Wound). Levels, it isnt quite as easy to determine when they are broken or destroyed.
DESTROYED: You are killed; your head pulped or severed.
BREAKING OBJECTS
Often, you might wish to break an object without destroying it. The
classic example is kicking down a door, or smashing a chest open.
Neither requires the complete destruction of the item in question, so
much as damaging specific parts. Typically, this is a mechanism, such
as a lock or a hinge. In this case, the idea isnt to make the item
irreparable, but to interfere with or overcome its function.
While you do actually damage objects when breaking, them, it
isnt Wounds were concerned about. To break an object, you must
overcome a TN based on the sturdiness of the objects construction.
The roll is typically a Strength roll. If a weapon is used, youll often
roll the weapons DR; though certain weapons arent any more
effective against some materials than bare hands. For instance, using
a tetsubo to destroy a paper scroll isnt especially efficient, and
probably wont grant the weapons DR.
CONSTRUCTION TN EXAMPLE
Extremely Fragile 0* Paper, thin ice
Flimsy 5 Thin wood panels, soft earth
Fairly durable 10 Wool garment, ceramic pot, rope
HEAD DISABLED TABLE
Tough 15 Soft leather, 1-inch thick ice
ROLL EFFECT RULES Sturdy 20 Hardened leather, heavy wooden door
1 Attractive scar Free Raise to Deceit (Seduction) rolls Durable 25 Iron lockbox
2-3 Disfiguring scar +10 TN to Social Skill rolls to persuade or seduce Extremely durable 30 Steel sword, heavy boulder
4-5 Concussion -1k1 to all physical Trait rolls for one week Unbreakable 35+ Heavy iron door
6-7 Broken teeth +5 TN to Social Skill rolls involving speaking *Automatic. No roll required.
8 Ear destroyed +10 TN to hearing-related rolls
9-10 Eye destroyed Gain the Missing Eye Disadvantage DESTROYING OBJECTS
Sometimes, you just need to shatter an object to tiny pieces. When
Iaijutsu Duels trying to completely destroy an object beyond all repair, simply increase
the TN by 10. A TN of 10 may seem steep for destroying a piece of paper,
Kenjutsu may be substituted for Iaijutsu when making Strike Rolls in
but this is more than just cutting a scroll in half. This is chopping,
an iaijutsu duel. Kenjutsu may not be used to make Assessment or
ripping, or pulping it so thoroughly that it cannot be read or restored.
Focus Roll, but as long as the duelist possesses the Kenjutsu Skill,
those Rolls are not considered Unskilled.
Special Damage
Sumai
BURNS
Like iaijutsu, competitive wrestling in Rokugan is a formalized and
Refer to the following table to determine how much damage a
sacred event. There are rules that must be followed, and strict criteria
character takes from burns. For burn damage from Fire spells, see the
for victory. Only the following Maneuvers and options are available
during a sumai match: spell description.
Extra Attack S OURCE OF H EAT ROLL AREA BURNED KEEP
Knockdown Lantern, torch, boiling water 1 Hand, foot k1
Push Small campfire, burning oil 2 Full limb k2
Bonfire, molten metal 3 Quarter of body k3
Grappling (Throw or Pass only once in control of the grapple)
Blaze, burning building 4 Half of body k4
Inferno, hot lava 5 Whole body k5
FALLING
It is possible to reduce the damage taken from a fall, using tree
Honor, Glory, & Status
branches or similar protrusions to slow your fall, or simply rolling
with the impact. Make an Agility Trait Roll against a TN determined by GLORY
the type of surface you are landing on. Success reduces falling damage EFFECTS OF GLORY
by 1k1, and by an additional 1k1 per Raise.
When determining the TN for a recognition roll, also consider the
L ANDING S URFACE TN following criteria:
Sand, grass, mud 5 CIRCUMSTANCE TN M ODIFIER
Hard earth, gravel 10 Lord accompanied by entourage -20
Solid stone, sharp brush 15 Emperor accompanied by entourage Automatic
Jagged rocks 30 Antisocial Disadvantage +5/+10
Bad Reputation Disadvantage -10
FALLING INTO WATER Bentens Blessing Advantage / Bentens Curse Disadvantage -5
Landing in water (or other liquids) is slightly different from solid Black Sheep Disadvantage -10
objects. You take no damage for the first 20 feet, and 1k1 damage Dangerous Beauty Advantage -10
Darling of the Court Advantage (when in chosen court) -15
per 10 feet beyond that. Roll Athletics (Swimming) / Reflexes to
Large Advantage -5
reduce falling damage in water. The TN for this roll is 10 for the first Sacrosanct Advantage -10
30 feet, and +5 for every 10 feet beyond that. Subject is of the same Clan -15
Subject is a ronin +20
Travel STATUS
EFFECTS OF STATUS
Rokugan is vast, but traversable. It is roughly 1,400 ken-an (miles)
from the Great Wall of the North to Thunder Fish Bay, and about the Status affords some protection against Social Skills. It is easy to brush
same distance from the east coast of Phoenix Lands to the western off the demands or threats of those without the position or power to
edges of the plains beyond Unicorn Lands. back them up. When a character is targeted with a Contested Social
The Rokugan map is conveniently displayed with a hex grid to Skill Roll by someone with a lower Status Rank, the GM may choose
assist with navigation and travel times. Each hex is 100 ken-an to grant +Xk0 to the targets characters roll, where X is equal to the
across. Refer to the table below for the time it takes a traveler to cross difference between the opponents Status Ranks.
one hex (using a calculator may be helpful in some cases).
TRAVEL TIMES
CONDITIONS T IME TO T RAVEL 1 HEX
Walking 1 week (7 days)
Riding (carriage/wagon) 4.5 days
Riding (horseback) 3.5 days
Sailing (river, open ocean*) 2 days
Sailing (coastal shipping lanes) 1 day
Imperial road x0.75
Basic terrain (city streets, merchant roads, sparse forest, plains, etc.) x1
Moderate terrain (tall grass, foothills, beaches, etc.) x1.5
Difficult terrain (mountains, dense forest, hip-deep water, etc.) x2
Inclement weather (e.g. heavy storms, snow, etc.) x2
*Most of the distance between the Islands of Silk and Spice and the mainland is
considered open ocean.
BOOK OF FIRE
When ten thousand men clash with arms and fire, it is always a single man's actions that make the difference. THE TAO OF SHINSEI
Character Creation, Expanded number of Wounds equal to your School Rank x 5. A given
person may only benefit from this tattoo once per day.
BAT: Bats are creatures of good omen, for they are intuitive
animals that do not need to see to navigate the darkness.
Creating Advanced Characters While active, this tattoo allows you to intuitively sense your
environment, ignoring all penalties for darkness, blindness, or
When creating characters with a bit more experience than normal other visual obfuscation. This does not overcome Stealth Rolls
starting characters, there are questions of whether such characters or magical invisibility.
might have earned Honor, Glory, or Status during their exploits. BUTTERFLY: As the Crane tattoo.
As a rule of thumb, for every 50 Experience Points granted, give
CHAMELEON: The chameleon hides in plain sight, as does the
players a free Rank that can be applied to Honor or Glory. With GM
ise zume with this tattoo. While this tattoo is active, you can
permission, these free Ranks can be applied to Status as well, though
alter your appearance, including clothing and personal items
in many campaigns, the characters social positions (and therefore,
(though these are mere illusion and provide no benefits). If
Status) are determined by the parameters of the campaign. Naturally,
you give others any reason to suspect the deception, they may
players are still free to take Advantages and Disadvantages that affect
roll Investigation (Notice) / Awareness against a TN equal to
those statistics as well.
your Awareness x 5. This effect cannot be used to mimic a
specific person.
The Great Clans CHERRY BLOSSOM: The cherry blossom is the symbol of honor
and duty. While this tattoo is active, you may roll additional
dice equal to your School Rank on Honor Rolls.
The Crab Clan
CROW: It is said that a crow led Shinsei and the Seven
Thunders through he Shadowlands, and returned with its
THE KAIU ENGINEER SCHOOL many-colored feathers blackened by the battle. You may roll
TECHNIQUES additional dice equal to your School Rank to resist the
Shadowlands Taint. This tattoo is active at all times, and does
RANK ONE: THE KAIU METHOD not prevent the use of other tattoos.
Add: You gain a Free Raise for the purposes of conferring Special CHRYSANTHEMUM: The chrysanthemum is Amaterasus blessed
Qualities when crafting Excellent Quality items. flower. You are immune to the detrimental effects of hot and
cold weather. This provides no resistance to fire, nor to any
THE YASUKI COURTIER SCHOOL magical affect that creates extreme temperature conditions.
This tattoo is active at all times, and does not prevent the use
This school is now a Mantis Clan School.
of other tattoos.
DRAGONFLY: As the Bamboo tattoo.
The Crane Clan FALCON: As the Mantis tattoo.
LION: Clarification: This tattoo does not add ranks to a Skill
THE ASAHINA SHUGENJA SCHOOL you already possess, but will replace them if your School Rank
is higher than your Skill.
Technique: The Souls Grace This Technique requires a
NIGHTINGALE: When Togashi finished his fast, a nightingale
Complex Action to activate.
brought him a plum blossom branch in its beak. While this
THE DAIDOJI IRON WARRIORS
SKILLS: Replace Iaijutsu with Spears
TATTOOS
ARROWROOT: When invoking this potent healing herb, you
may heal yourself or another character that you touch by a
tattoo is active, you gain a bonus to the result of all
Meditation rolls equal to your Earth + School Rank. The Phoenix Clan
STORM: Replace the last sentence with: While this tattoo is
active, your unarmed attacks require only one Raise to use the THE SHIBA BUSHI SCHOOL
Knockdown Maneuver (or two Raises against four-legged SKILLS: Replace Spears with Polearms
opponents). In addition, on a successful Knockdown, add your
Air + School Rank to the result of the Contested Strength Roll.
SUN: The exalted mother, Amaterasu, gives her divine blessing
The Scorpion Clan
to all. While this tattoo is active, you may declare one more
Raise than normally allowed. THE BAYUSHI COURTIER SCHOOL
TIGER: The tiger is a fierce and deadly predator. While this TECHNIQUES
tattoo is active, your hands become claw-like, and your unarmed
attacks can ignore Reduction up to your School Rank. RANK 5: NO MORE MASKS
TORTOISE: The memory of the tortoise is long. You occasionally Replace Bad Reputation with Social Disadvantage.
have flashes of the memories of previous ise zume. Upon
activating this tattoo, you gain ranks equal to your School THE SHOSURO INFILTRATOR SCHOOL
Rank in any High, Merchant, or Low Skill of your choice. This TECHNIQUES
tattoo does not add ranks to a Skill you already possess, but
will replace them if your School Rank is higher than your Skill. RANK 3: STEEL WITHIN SILK
WASP: As the Wind tattoo. Add: Alternatively, when wielding shuriken, you may take a Complex
WHITE MASK: This tattoo appears to be a laughing porcelain Action to make a number of ranged attacks equal to your School Rank.
mask. The mask hides your thoughts and emotions. You are
immune to magical attempts to read your thoughts, and the THE SOSHI LAWKEEPER SCHOOL
TN of any roll to attempt to read your emotions, or even gauge
It was Soshi Saibankan that was largely responsible for Rokugani law
your honesty, is increased by your Void + School Rank.
as we know it today. As a result, his family has always had a keen
insight into the law, and the various means of enforcing it. They
The Lion Clan understand every limitationand every loophole. The Soshi
Lawkeeper School was founded to take advantage of this knowledge.
THE KITSU SHUGENJA SCHOOL Soshi lawkeepers are masters of debate, and are called upon as
advocates for the accused nearly as often as they are the accusers.
Technique: Eyes of the Ancestors This Technique requires a
Much as their founder would use anecdotes about his wise old Uncle
Complex Action to activate. It does not allow the shugenja to
Sochoko, modern Soshi lawkeepers use narrative and precedent to
detect the Shadowlands Taint Disadvantage.
fuel their arguments.
The lawkeepers are the counterparts to the Soshi Magistrates, who
THE MATSU BEASTMASTER SCHOOL take a more direct and martial approach to law enforcement. They
TECHNIQUES are often paired together, and make for truly formidable partners.
TANKOJI
CHAIN WEAPONS
The tankoji is not effectively a weapon, but is often used by Mantis
CHIJIRIKI sailors in brawls. It is a hollow stick, corked on both ends, containing
A normal short spear (nage-yari) to which is added a length of a large amount of talc that explodes
weighted chain. It can be used as a normal spear, or the chain can into a stinging cloud when the tankoji
entangle an opponent rather than causing damage. is broken.
KEYWORDS: Large, Dual-Headed, Reach KEYWORDS: Small
DR: 2k2 (spear), 0k1 (chain) DR: 0k1
PRICE: 3 koku SPECIAL RULES: When broken, the talc explodes, blinding
everyone within 5 who does not make a raw Intelligence roll
against a TN of 20 to shield their eyes in time.
PRICE: 1 bu
HEAVY WEAPONS
OGRE CLUB
DRAGON BEARD HOOK (LONGXU HOOK)
A massive club generally only used by ogres. Few humans have the
KEYWORDS: Large, Reach physical strength necessary to wield it, though it has become a mark
DR: 1k2 of pride among Crab soldiers to carry one.
SPECIAL RULES: The dragon beard hook may be used to initiate KEYWORDS: Large, Reach
a grapple at a distance of up to 30 feet. DR: 3k4
PRICE: 4 koku SPECIAL RULES: Requires Strength 5 to wield.
PRICE: As a weapon created for creatures of the Shadowlands,
JOHYO (ROPE DART)
this can generally only be obtained by claiming one from a
KEYWORDS: Large, Ninja, Reach defeated ogre, and as such has no standard price.
IMPROVISED WEAPONS SPECIAL RULES: If an opponent gets past the reach of the
sansetsukon, the wielder does not gain the +5 bonus to Armor
Attack Rolls with improved weapons use the Jiujutsu (Improvised TN (but the wielder still loses his Armor TN bonus). The
Weapons) Skill.
sansetsukon may be used to initiate and maintain a Grapple.
TAIMATSU (TORCH) PRICE: 1 koku
KEYWORDS: Peasant
DR: 0k1
SPECIAL RULES: Enemies hit with a torch must roll Reflexes at
TN 10 to avoid catching on fire. Foes who are set on fire take
1k1 fire damage during the Reactions Stage of each Round SHIKOMIZUE
until they extinguish the fire (such as by jumping into water,
or taking a Complex Action to smother the flames). The shikomizue appears to be a simple bamboo walking staff, but
PRICE: 1 bu inside hides a sharpened blade for fighting. If unsheathed, use the
Kenjutsu Skill to attack.
POLEARMS KEYWORDS: Medium
DR: 1k2 (staff); 2k2 (blade)
LAJATANG SPECIAL RULES: To recognize a shikomizue (as opposed to a
Similar to the sasumata, the lajatang is a 6-foot long polearm. normal walking staff), observers must make an Investigation
However, the lajatang has capture hooks at both ends. (Notice) / Perception roll at TN 30.
KEYWORDS: Large, Dual-Headed, Reach PRICE: 2 koku
DR: 0k2
SPECIAL RULES: The lajatang may be used to initiate and
maintain a Grapple.
PRICE: 10 koku
IMPROVISED WEAPON DAMAGE
Unless otherwise specified for specific improvised weapons, the
number of damage dice rolled with an improvised weapon is based
upon the weapons size. Refer to the table below to determine
damage dice rolled. Note that larger objects inflict penalties to
SPEARS attack rolls.
DAMAGE DICE
MAGARI-YARI S IZE ROLLED ATTACK M ODIFIER
The magari-yari is a spear with a trident-like head. The Matsu elite Hand-held 0
Smaller than man-sized 1
units have used this rather exotic weapon for centuries, but they are
Man-sized 2 -1k0
the only Rokugani to do so. Like the yari upon which it is based, it Larger than man-sized 3 -2k0
may be thrown or thrust. Its heavier tip also reduces its effectiveness
The number of damage dice kept is determined simply by whether
as a cavalry weapon.
the object is blunt or sharp, keeping 1 or 2 dice, respectively.
KEYWORDS: Large, Reach
EXAMPLE: A wok is a hand-held item, and blunt. As an improvised
DR: 3k2
weapon, a wok would inflict 0k1 damage. A shattered rickshaw is
SPECIAL RULES: The magari-yari can be thrown a maximum
larger than man-sized, and the broken wood is sharp, so it inflicts
range of 30, and has DR 2k2 when thrown. 3k2 damage, but at a -2k0 penalty to Attack Rolls.
PRICE: 7 koku Most improvised weapons arent very sturdy, and break if a 10 is
rolled on any damage die (though the die still explodes for that
STAVES damage roll).
PITCHFORK
KEYWORDS: Large, Peasant, Reach
WHIPS
DR: 1k2 The whip is an extraordinarily uncommon weapon for samurai. It is
SPECIAL RULES: If a pitchfork inflicts more than 20 Wounds considered the province of the lesser classes, and not something that
with a single attack, it breaks. a samurai would ever choose to sully his hands with. The only groups
PRICE: 3 bu that make use of it to any extent are the relatively rare Matsu
Beastmasters, and the legendary Kaiu Taskmasters of the Crab Clan.
SANSETSUKON It is considered a peasant weapon and generally brings dishonor to
Also called the three-section staff, the sansetsukon is a flail weapon any samurai who takes it up, although there are exceptions.
that consists of three wooden or metal staffs connected by metal rings KEYWORDS: Medium, Reach
or rope. The staves can be spun to gather momentum resulting in a DR: 0k1
powerful strike, or their articulation can be used to strike over or SPECIAL RULES: A whip may be used to make a melee attack
around a shield or other defensive block. The three-section staff has upon opponents up to 8 away. The whip may be used to
the advantage of being used both as a long-range weapon or a short- initiate and maintain a Grapple. If used to make a successful
range weapon. Knockdown attack, the whip confers a +1k0 bonus to the
KEYWORDS: Large, Monk, Ninja, Dual-Headed, Reach subsequent Strength roll.
DR: 2k2 PRICE: 2 bu
BOOK OF WATER
The Tao of Shinsei is more than clever sayings and trite wisdom; the wisdom of Shinsei contains the secrets of the universe. THE TAO OF SHINSEI
The Bee Clan The judgement of a Hachi Critic can be harsh, but questioning that
judgement can be even more painful. When making a Contested
Social Skill Roll against anyone whose art you have reviewed, or
THE HACHI FAMILY: +1 AWARENESS against someone defending art you have reviewed, you gain a bonus
The Hachi are a small family of sharp-witted samurai, led by five to the result equal to your Glory Rank or twice your rank in the
matriarchs descended from the founders of the Clan. Most Bee relevant Artisan or Perform Skill (whichever is higher). If you succeed
samurai dedicated their lives to the arts and their deeper meanings. at the Contested Roll, your opponent loses a point of Glory, plus an
They are in their natural element in the highest courts of Rokugan. additional point for every Raise you make.
RANK 4: SHATTER THE EGO
THE HACHI CRITIC SCHOOL
A skilled Hachi Critic can completely destroy the confidence of an
Although it is difficult to realize at times, the Hachi are truly
artisan based on his works. Once per day, after viewing an artisans
passionate about the arts. They see the ability to create deeper
creation or performance, you may delivery a devastating critique of
meaning out of mundane means as the greatest skill of mankind, akin
his work and make a Courtier / Awareness roll against a TN equal to
to magic and a gift from the Fortunes. But this also means they loathe
the artisans Artisan or Perform Skill Rank x 5. If successful, the
mediocrity, considering it an offense to the Kami and a stain on ones
artisan suffers -2k0 to all Social Skill Rolls, and cannot spend Void
honor. As such, the Hachi are merciless courtiers, travelling the courts
Points on Social Skill Rolls, for the remainder of the day.
of Rokugan to dispense their judgements like magistrates of the fine
arts. This has given them significant political clout which, true to RANK 5: BEYOND THE VEIL
their Crane heritage, they never hesitate to use to solidify their The most senior members of the Bee Clan look for those rare displays
position in the Empire. of artistic skill which can be considered perfect. For those so attuned
to the deeper meaning of the arts, such a sight can be akin to a
HACHI CRITIC SCHOOL [COURTIER] temporary moment of enlightenment, allowing them to see
BENEFIT: +1 Perception everything around them more clearly. Upon witnessing a work of art
SKILLS: Calligraphy, Courtier (Gossip), Etiquette, Games (Sadane), or performance accomplished with at least 5 Raises, you may roll the
Sincerity, Tea Ceremony, any one Artisan or Perform Skill appropriate Artisan or Perform Skill / Void (TN 25). If successful, you
HONOR: 6.5 recover all spent Void Points, and gain three extra Void Points on
OUTFIT: Three sets of Extravagant Clothing, Wakizashi, top of your maximum. The bonus Void Points disappear if not used
Calligraphy Set, 8 koku by the end of the day. Once this Technique has been used
successfully, it cannot be used again until the following day.
The Dragonfly Clan RANK 5: TWILIGHT STRIKE
The Firefly study their foes carefully, permitting them to react to an
opening in an opponents defenses at a moments notice. When you
THE TONBO SHUGENJA SCHOOL are attacked while in the Full Defense stance and your opponent
Technique: Guided by Fate This Technique requires a misses, you may immediately shift to Attack or Full Attack stance
Complex Action to activate. and make a melee attack against that opponent.
The techniques of the Hotaru bushi school were in large part shaped USAGI DIVINER [SHUGENJA]
by Hotaru Oshio, Hotaru Jainus first yoriki. A ronin who had studied Benefit: +1 Perception
the blade for his whole life, Oshio relished the opportunity to
Skills: Calligraphy (Cipher), Divination, Investigation, Lore:
formalize his style and teach it to a new generation as part of a Minor
Maho (may be replaced with Lore: Kolat after the Clan War
Clan. Oshio had a similar temper to the Clans founder, and preferred
era), Spellcraft, any High Skill, any one Skill
observation to rushed attacks. His techniques focused on studying the
Honor: 4.0
enemys style and adapting to it, only striking when the time was
Outfit: Robes, Wakizashi, Scroll Satchel, Divination Kit,
right. Although not as aggressive as other Schools, the Firefly style
Traveling Pack, 3 koku
of fighting served the Clan well in their various duties.
Affinity/Deficiency: Water / Fire
HOTARU BUSHI SCHOOL Spells: Sense, Commune, Summon, Reflective Pool, 2 Water, 2
Air, 1 Earth
BENEFIT: +1 Awareness
SKILLS: Defense, Horsemanship, Hunting (Tracking), Investigation TECHNIQUE: SEEING THE UNKNOWN
(Notice), Kenjutsu, Kyujutsu, any one High or Bugei Skill
The Usagi Diviners have an excellent rapport with the Water kami,
HONOR: 4.5 and can easily communicate their intentions when divining, even if
OUTFIT: Light Armor; Daisho, any 1 weapon; Rokugani Pony, unfamiliar with the location. When casting the Reflective Pool spell,
Sturdy Clothing, Traveling Pack, 2 koku you may declare a Raise to view a place you are not familiar with, so
TECHNIQUES long as you know the name of the place or the name of someone
presently located there, or you possess an object that came from that
RANK 1: THE FIREFLYS LIGHT place (such as a stone from a grove, or a scroll from a library). This
A Hotaru samurai studies his foe, discovering their strengths and may only be done once per day for a given location.
guarding against them. At the beginning of a skirmish, before
Initiative is rolled, you may make an Investigation / Awareness Skill
Roll against a TN equal to your opponents Weapon Skill x 5 (for the
The Oriole Clan
weapon being used). If successful, adds your ranks in Investigation
to your Armor TN against this opponent. This bonus is not lost if the THE TSI SMITH SCHOOL
opponent changes weapons.
TECHNIQUES
RANK 2: FIREFLY IN FLIGHT
RANK 1: TOOLS OF THE FORTUNES
Every opponents style is unique, and a Firefly samurai recognizes
Add: You gain a Free Raise for the purposes of conferring Special
this. Any time you declare the Full Defense stance, you may
Qualities when crafting Excellent Quality items.
substitute your rank in Investigation for the result of your Defense
roll. In either case, always add your Insight Rank to your Armor TN
when on Full Defense. The Raven Clan
RANK 3: PREPARED FOR THE NIGHT For more details on the Raven Clan, see The Imperial Archives, page 56.
A Firefly is never caught unprepared. You gain a number of Free
Raises per day equal to your Insight Rank. These Free Raises may be THE KARASU FAMILY: +1 STAMINA
used on any School Skill Roll. Once used, the Free Raises are gone Shaped by a tough existence as warriors and rugged, inhospitable
until the following day. homelands, the Karasu are a hardy people. Taciturn, and hard-
working warriors, they frequently travel across the length of the
RANK 4: THE STRENGTH OF DUTY
Empire to find honorable employment as mercenaries, usually in
A Firefly samurais attacks are certain and true. You may make service to one of the Great Clans. They often donate what they do not
attacks as a Simple Action instead of a Complex Action while using need to the Brotherhood of Shinsei, content to live a life of frugality
weapons with the Samurai keyword. and service.
THE KARASU BUSHI SCHOOL avenues of knowledge along the course of their travels, considering
all knowledge to be valuable.
The Raven Clan believe that, as samurai, war is their duty. So if war
will not find them, then they will find war. Not that they chase honor
or glory; they simply accept their role in the world. This does not
THE HITOKAGE SHUGENJA SCHOOL
mean they cannot positively impact the Empire, however, and by When he started to organize his clan, Hitokage refused to adopt the
supporting the Brotherhood of Shinsei, they seek to create a more traditional model which other shugenja school employ. Instead of
harmonious Empire. Trained in a wide variety of weapons, the Raven focusing on one area of magic or a specific element, Hitokage
are dangerous foes, for what they lack in refinement is made up for encourage his students to diversify themselves, and to learn the basics
by years of continued fighting experience. of all elements. Without the resources of the Phoenix Clan, this
proved difficult, but Hitokage eventually found a balanced approach.
KARASU BUSHI SCHOOL
HITOKAGE SHUGENJA SCHOOL
Benefit: +1 Agility
Skills: Hunting (Survival), Jiujutsu, Kenjutsu, Kyujutsu, Lore: Benefit: +1 Intelligence
Theology, Meditation, any one Bugei Skill Skills: Calligraphy, Lore: Shugenja, Sailing, Spellcraft (Spell
Honor: 5.5 Research) 2, any one Skill, any one of the following Lore
Outfit: Light Armor; Katana, Wakizashi, Yumi, 20 arrows (any Skills: Elements, Ghosts, Naga, Nezumi, Nonhumans, Spirit
type); Sturdy Clothing, Traveling Pack, 4 bu Realms, Superstitions, Theology
Honor: 5.5
TECHNIQUES Outfit: Wakizashi, Scroll Satchel; Sturdy Clothing, Writing
Box, Parchment & Charcoal, Traveling Pack, 2 koku
RANK 1: STRENGTH OF THE TAO
Affinity/Deficiency: Hitokage Shugenja are extremely diverse
A Karasu Bushis faith in the Tao gives him the strength to defeat in their talents, and may select any of the four basic Elements
evildoers. You may add your rank in Lore: Theology to the result of for their Affinity, and any of the remaining three basic
all attack and damage rolls. You may also add the same bonus to any Elements as a Deficiency.
Meditation (Fasting) Skill Rolls.
Spells: Sense, Commune, Summon, 3 spells any one element,
RANK 2: FEATHERS OF STEEL 2 spells of any other element, 1 spell of a third element (may
The warriors of the Raven Clan are hardy, and not easily deterred. not be of the element in which you have a Deficiency)
You may add your School Rank to each Wound Rank. TECHNIQUE: SEEKING THE GIFT
RANK 3: SERVICE IS FREEDOM The Hitokage are devoted to uncovering the secret of magic and what
Samurai of the Raven Clan seek a life of service to those in need. You makes one person more inclined toward it than another. As a result,
gain a number of bonus Void Points (which may exceed your Void the shugenja of the Salamander Clan have developed a talent for
Ring) per day equal to your School Rank. These Void Points, which detecting supernatural influences. When observing another person,
may exceed your Void Ring, can only be spent on roll toward the you may make a Spellcraft / Awareness Skill Roll (TN 15) to sense if
completion of an obligation of service be it a mercenary contract, they are a shugenja or not. With a Raise, you can sense if an
a sworn oath, or a debt of honor. untrained person has the potential to be a shugenja. Additionally,
you may make a Spellcraft / Perception Skill Roll (TN 20) to sense
RANK 4: ONE WING, MANY FEATHERS the presence of the magical or supernatural in a particular object,
The Raven bushi learns to use a variety of weapons and martial arts allowing you to identify nemuranai, spirit pathways, or even
styles to make a flurry of attacks from all directions. You may attack disguised or possessing spirits. Some particularly well-hidden effects
as a Simple Action instead of a Complex Action. or spirits may require additional Raises to detect (GMs discretion).
This is does not detect with an area of effect, and must be targeted
RANK 5: THE SERENE STRIKE
on an item or specific location (e.g. a door, a katana, a tree, etc.). This
The master of the Karasu styles learns that true power comes not from Technique cannot be used to detect the Taint or the influence of the
strength of arms, but the patience and focus to strike when the time Lying Darkness.
is right. When you are in Center Stance, you may spend a Void Point
to move up to 5 and make a single attack with a bonus of +2k2 plus
your Void Ring. You gain the benefit of Center Stance on the The Shark Clan
following Round, as normal. This Technique may not be used during As abrasive and anti-establishment as the Shark are, they are better
an iaijutsu duel. suited as antagonists than player characters. Shark Clan characters
should only be available with GM permission.
The Salamander Clan For more details on the Shark Clan, see The Imperial Archives,
page 58.
Due to their transient nature, members of the Salamander Clan have
been granted the right to freely travel the Empires rivers, and THE JIROZAME FAMILY: +1 STRENGTH
anywhere within fifty ken-an (miles) of the rivers. Beyond that, they When the mysterious man only known as Jirozame recruited
still require special traveling papers. followers for his clan, there didnt seem to be much those samurai
For more details on the Salamander Clan, see The Imperial had in common. But soon it became apparent that the Shark samurai
Archives, page 61. were all brilliant killers, if totally devoid of any empathy. Thus the
Jirozame quickly gathered a dangerous reputation, which often
THE HITOKAGE FAMILY: +1 AWARENESS
prevents retribution for their debauched habits.
Born out of a talented shugenjas nave mistake and idealistic quest
for knowledge, the Hitokage is an eclectic family. Its members share
a natural curiosity and talent for magic, but often pursue different
THE JIROZAME BUSHI SCHOOL explorations are bearing fruit, and find the Shinomen Mori to be a
safer place in their presence. The Tanuki seem to care little for any
While his origins remained a mystery for all, Jirozame seemed to have opinion, preferring their forest expeditions to discover more about
received extensive training in both kenjutsu and iaijutsu, and passed the spirits hiding there, and the parties they hold after such trips.
those talents on to his followers. Jirozame samurai are often talented
warriors themselves, and hone their skills by raiding villages THE TANUKI FAMILY: +1 STAMINA
outside their own territory like bandits. Those samurai brave enough
The Tanuki are a small family of simple samurai who originally came
to face them find the Shark to be obsessed with the demise of their
mostly from other Minor Clans. As such, they are used to a lack of
opponents, with no concern for their own safety. While skilled with
luxuries. As avid consumers of sake and all kinds of food, many
the katana and in duels, the Jirozame particularly enjoy using the
Tanuki are a bit rotund, but it would be foolish for anyone to interpret
no-dachi for sheer power and fearsomeness of the weapon.
it as a sign of softness in the tough forest-dwellers.
JIROZAME BUSHI SCHOOL
THE TANUKI BUSHI SCHOOL
Benefit: +1 Agility
Skills: Courtier, Defense, Iaijutsu, Jiujutsu, Kenjutsu The Tanuki have developed a quirky fighting style resembling
(No-dachi), Intimidation, any one Skill something like a drunken dance. The Tanuki seemingly bumbles
Honor: 1.5 blissfully about, any successes appearing to be due to sheer dumb
Outfit: Light Armor; Katana, Wakizashi, No-Dachi, any one luck rather than actual martial skill, but the results are undeniable.
weapon; Extravagant Clothing, Traveling Pack, 5 koku
THE TANUKI BUSHI SCHOOL
TECHNIQUES Benefit: +1 Agility
RANK 1: THE SHARKS TEETH Skills: Athletics, Defense, Games, Hunting (Survival), Kenjutsu,
Lore: Spirit Realms, any one Skill
While many schools cover topics such as dueling to first blood, or Honor: 4.5
how to disable an opponent without wounding him, the Jirozame
Outfit: Light Armor; Katana, Wakizashi, any one weapon;
consider these lessons a waste of time, seeing the kill as the ultimate
Sturdy Clothing, Sake Jug, Traveling Pack, 1 koku
goal of any warrior. Add twice your School Rank to all damage rolls.
TECHNIQUES
RANK 2: EYES OF THE PREDATOR
In the wild many animals are paralyzed when faced with a clearly RANK 1: SACRED DRINK
superior predator, and the Shark bring this attitude to the fight, A Tanuki samurai is rarely seen without his trusty sake jug in hand,
purging all emotion from their mind to establish superiority. Before constantly sipping from it, even before a fight. You never suffer
Initiative is rolled, or before the Assessment roll in a iaijutsu duel, penalties for inebriation in combat. As long as youve had at least
you may make a Contested Intimidation / Willpower Skill Roll against one cups worth of sake (or other alcoholic beverage) in the last thirty
your opponents Etiquette / Willpower. If successful, you may add +5 minutes, you may add your Water Ring x 2 to your Armor TN.
to your Initiative roll or Focus roll in a iaijutsu duel.
RANK 2: DANCE OF THE TANUKI
RANK 3: BLOOD FOLLOWS The Tanukis whimsical, acrobatic movements may seem odd to an
The Jirozame bushi knows that each blow only calls for another, and observer, but still have the same aim as any warriors landing blows
another, and so on until one combatant or the other is no more. You on ones opponent. After you make a failed attack roll, you may
may attack as a Simple Action while in the Full Attack Stance. spend a Void Point to change your fortune. Choose any number
RANK 4: THE TASTE OF BLOOD displayed on one of your attack roll dice. That number now explodes
like 10s. Immediately explode any dice showing that number
Once a shark holds its prey in its jaws, the fight is almost over, for it (continuing to explode if the number or a 10 is rolled again) and
will not relent after having tasted blood. Once you have inflicted at recalculate the attack roll.
least 5 Wounds to an opponent, you gain +3k0 to all attack rolls
against him on the following round. RANK 3: KEEP SWINGING
RANK 5: DEATH COMES Missing is not something which bothers a Tanuki samurai; he just
keeps attacking, regardless of the circumstances. You may attack as
Jirozame bushi are capable of launching near-suicidal assaults, a Simple Action when using a Samurai weapon or when inebriated.
almost always resulting in the death of one fighter or the other. When
adopting the Full Attack Stance, you may spend a Void Point to enter RANK 4: MORE THAN ONE SHAPE
a battle frenzy. While in this frenzied state, the Full Attack bonus is The Tanuki laugh when they see samurai practicing rigid kata, or
doubled to +4k2, your Initiative Score increased by +10, and your speaking of specific stances, believing that just because one stands
Wound Penalties are reduced by 10. Your Armor TN penalty is also and moves one way doesnt mean the same thing will happen each
doubled, reducing Armor TN by 20 (minimum 5). time. If your Stance is different from your Stance the previous Round,
you may add +3k0 to any one Skill Roll.
The Tanuki Clan RANK 5: STANDING IN TWO WORLDS
The master of the Tanuki style has a deep awareness of the
CUSTOMS OF THE TANUKI relationship between Ningen-do and the Spirit Realms, and that even
The majority of samurai think the Tanuki are somewhere between a simple human may slip between them, if only for a moment. Once
lunatics and buffoons, pointing to their large consumption of alcohol per day, after you are successfully attacked (but before damage is
and odd superstitions, such as never going outside without wearing rolled), you may completely negate the attack, making it appear that,
a broad straw hat, or bowing to the tanuki effigies at the entrance of by some fluke, the attack missed.
their home when coming in. However, a small minority believe their
The Imperial Families Ancestors
THE TOTURI FAMILY: +1 PERCEPTION SCORPION ANCESTORS
SHOSURO (8 POINTS)
The Brotherhood of Shinsei Shosuro is not presently available as an Ancestor.
UNICORN ANCESTORS
PLAYING A MONK
SHINJO (8 POINTS)
Monks possess Glory 0 and Status 1, contrary to what is listed
in the sidebar on page 231. Shinjo is not presently available as an Ancestor.
Kiho
Alternate Paths
NON-BROTHERHOOD KIHO
In the sidebar under the second bullet point, the portion reading
& Advanced Schools
"using the same rules for Mastery level" should be omitted.
Alternate Paths
Ronin CRANE CLAN PATHS
BLIND WARRIOR [BUSHI/MONK] PATH: DAIDOJI TRADING COUNCIL [COURTIER]
Though rare, there are legends of blind bushi that learn to overcome TECHNIQUE: THE GOLDEN PATH
their handicap in battle, and even turn it into an advantage. This Since any merchant can attempt commercial warfare, a character
training is as much about attuning spiritually to ones surroundings with the Daidoji Trading Council path gains a bonus of +2k1 to any
as it is about honing the bushis remaining senses. Typically, these Commerce rolls made when performing commercial warfare.
are skilled bushi that lost their sight later in life, but on rare
occasions, a samurai who is born blind seeks out such training. PATH: DOJI WARRIOR-POET [BUSHI / ARTISAN]
REQUIREMENTS: Replace Perform: Poetry 2 with Artisan: Poetry 2
TECHNIQUE RANK: 2
REPLACES: Any non-Shugenja School 2 PHOENIX CLAN PATHS
REQUIREMENTS: Blind Disadvantage, Void 3+, Defense 2+,
Meditation 3+ PATH: SHIBA ILLUSIONIST [SHUGENJA]
TECHNIQUE: Sight Is a Weakness The Blind Warrior learns Shiba Illusionists are shugenja, but not artisans.
the fundamental truth that his blindness has freed him from REPLACES: Remove: Shiba Artisan 1
the illusion of sight. By looking inward for awareness, rather
than outward, he is able to perceive the world in much greater SCORPION CLAN PATHS
clarity than the sighted can. You gain the Eight Directions
PATH: SHADOW BLADE [NINJA]
Awareness kiho, even if you do not meet the Mastery
requirement for it (though it still counts toward the limit on TECHNIQUE: NEVER BEYOND MY REACH
the number of kiho a non-Brotherhood character may learn).
Replace the second sentence with: You may make melee attacks as a
When using Eight Directions Awareness in a skirmish or duel,
Simple Action instead of a Complex Action when wielding a katana,
gain +2k1 to melee attack rolls, your Armor TN is increased
ninja-to, or any weapon that uses the Ninjutsu Skill.
by your Void x 2, and you do not need to make Athletics /
Agility rolls to navigate unfamiliar obstacles (as per the Blind
Disadvantage).
UNICORN CLAN PATHS
PATH: IUCHI TRAVELER [SHUGENJA]
KOGA NINJA Ignore the last sentence regarding multiple spell slots.
BENEFIT: +1 Reflexes
HONOR: 2.5 IMPERIAL PATHS
PATH: SEPPUN ASTROLOGER [SHUGENJA]
THE TESSEN [BUSHI]
REQUIREMENTS: Replace with: Divination (Astrology) 4, Lore:
TECHNIQUE: Folds of the Iron Fan Add: You can perform the Omens 5
Disarm and Feint Maneuvers with a war fan for one fewer Raise.
MINOR CLAN PATHS
PATH: HOTARU WATCHER [BUSHI]
TECHNIQUE RANK: 2
REPLACES: Hotaru Bushi 2
REQUIREMENTS: Investigation 2, Meditation 2
TECHNIQUE: SLEEPLESS VIGIL PATH: BUDOKA [BUSHI]
The Hotaru Watcher can enter a meditative trance while standing, BENEFIT: +1 Agility
allowing him to keep watch for long hours before needing rest. If you HONOR: 0.5
succeed at a Meditation / Stamina Skill Roll (TN 20), you can stand SKILLS: Battle, Etiquette, Spears, any two Bugei Skills (may not
watch for an entire day without need for rest, food, or water. During take Kenjutsu or Horsemanship), any two Merchant or Low Skills
this time, you gain +2k2 to all Perception-based rolls. This Technique OUTFIT: Ashigaru Armor, Yari, any two weapons (other than
may not be used again until youve had a full nights sleep. swords); Sturdy Clothing, Traveling Pack; 1 bu
PATH: TORITAKA EXORCIST [SHUGENJA] TECHNIQUE: Way of the Warrior The budoka learns martial
ability beyond that of a typical ashigaru, including methods
This is an Alternate Path for the Hare Clan, rather than the Crab Clan. for commanding his fellow peasant warriors in combat. You
REPLACES: Replace with: Toritaka Shugenja 2 may reroll any Bugei Skill Roll a number of times per day
equal to your Insight Rank.
BROTHERHOOD OF SHINSEI PATHS
PATH: KAZE-DO FIGHTER [BUSHI, MONK] PATH: ETA TORTURER [COURTIER]
REQUIREMENTS: Replace with: Jiujutsu (Grappling, Martial Arts) 3 You must take the Social Disadvantage: Eta Disadvantage.
BENEFIT: +1 Awareness
PATH: STUDENT OF HITSU-DO [MONK] HONOR: 0.0
REQUIREMENTS: Replace with: Fire 3, Jiujutsu (Martial Arts) 4 SKILLS: Investigation (Interrogation), Intimidation (Torture),
Knives, Lore: Anatomy, any 3 Merchant or Low Skills
PATH: STUDENT OF MIZU-DO [MONK/ARTISAN] OUTFIT: Aiguchi; Torture Implements, Sturdy Clothing
REQUIREMENTS: Replace with: Water 3, Jiujutsu (Martial Arts) 4 TECHNIQUE: The Question Must Be Answered The torturers
ability to coerce answers from a victim is legendary. Add your
TECHNIQUE: THE WAY OF WATER Insight Rank to all Lore: Anatomy, Intimidation (Torture), and
The roll for the Free Action is Jiujutsu (Martial Arts) / Strength. Investigation (Interrogation) Skill Rolls.
DISTINCTIVE (1 RAISE/RANK)
The item is unique in appearance, and easily recognizable. For each
rank of this quality, the wielders Glory is considered one Rank higher
when determining the TN to be recognized with a Lore: Heraldry /
Intelligence Roll.
FLATTERING (1 RAISE)
The item (usually an article of clothing) confers +2 to the total of
RADIANT (6 RAISES)
Social Skill Rolls made while wearing it.
Radiant weapons are treated as jade for the purses of harming
PRECISE (2 RAISES) Invulnerable creatures.
The item is well-designed for its function. A wielder with a relevant
SWIFT (4 RAISES)
Emphasis may re-roll 2s as well as 1s on Skill Rolls using the item.
If no relevant Emphasis exists, the wielder may re-roll 1s as per the The wielder gains a bonus of +5 to his Initiative Score while wielding
Emphasis rules. This quality may not be applied to a weapon. the weapon.
UGLY Crystal
The item is unattractive and unflattering. Increase the TN of any
Social Skill Roll made while wearing or wielding it by 3. All crystal weapons ignore natural Reduction (but not Reduction from
armor) on beings with one or more Shadow Points.
Light projected through a crystal deals DR Xk1 per round to a
Kata Shadowlands creature, and XkY to a being with Shadow Points,
where X is the crystals Strength Rating, and Y is the creatures
Shadow Points. The light must be held on the creature for the entire
SUBDUING FAN STYLE
round to deal damage, so a character actively using a crystal and
RING/MASTERY: Air 4 light source this way may take no other actions during the round.
SCHOOLS: The Tessen The targeted creature may make an Agility Trait Roll (at the GMs
BENEFIT: The Disarm and Feint Maneuvers require one fewer discretion, based on the beam width) to avoid the crystals light. The
Raise to perform with a war fan. maximum range of this damage is 20 x Strength Rating.
Kiho Nemuranai
Internal Kiho with no listed duration are assumed to last until the
monk either (a) switches to another Internal Kiho, or (b) no longer
concentrates on controlling the Elements within him (i.e. when he
Minor Nemuranai
falls asleep, goes unconscious, dies, etc.). Most nemuranai are relatively simple with interesting supernatural
properties, but otherwise not overwhelmingly powerful.
NON-BROTHERHOOD KIHO
Ninja use their Rings, not School Rank, to determine if they
BIRDSONG PAPER
meet Kiho Mastery Level. When this origami paper is folded into an animal shape, it will inter-
mittently emit that animals call. It is called Birdsong Paper because
VOID KIHO its original creator used it to create pleasant bird calls for her garden.
When attempting to fold Birdsong Paper, make an Artisan:
ANCESTRAL GUIDANCE
Origami / Intelligence Roll against a TN of 15. If successful, the folded
RING/MASTERY: Void 4 animal will emit its animal call (about as frequently as an actual
TYPE: Kharmic
animal of that type would). The calling lasts as long as the origami
remains folded, but each paper can only be used once. Major Nemuranai
The volume of the call is relative to the size of the origami creation, Many nemuranai are rare, potent artifacts. Some may not initially seem
so an attempt to fold a paper lion wont create a very impressive roar. powerful, but their benefits can show themselves in surprising ways.
But a paper cricket could help lull a sleepy guard. A paper mouse
might frighten a skittish housewife. A paper bird could be used to KUNI CRYSTALS
distract an avid naturistor just liven up a garden.
The substance known as Kuni crystal is new to the Empire, and it has
COMB OF STILLNESS proven highly effective in the Crabs fight against the Shadowlands.
It glows when near a Shadowlands creature, and allows its bearer to
The Comb of Stillness is a very simple nemuranai that is nevertheless resist the Taint almost like jade (though it is not as effective), without
highly valued by courtiers. Simply put, this ivory comb, when placed corroding away. Most importantly, it is especially useful in crystal
in your hair, will preserve your hairstyle against even the strongest magic a new field recently developed by the Kuni, and one that
wind. Even attempts to cut hair held in place by this comb, or attempts shows great promise.
to remove the comb against the wearers will require a Contested The ritual to create Kuni crystal requires a Kuni crystal as well, so
Willpower Trait Roll. The wearer gains a +3k0 bonus to this roll. the Kuni Family sometimes speculates: where did the seed crystal come
While worn, the wearer of the Comb of Stillness receives a +2 from? The truth is that it came from the Kuni Family daimyo, Kuni
bonus to all Social Skill Rolls involving persuasion or appearance. Utagu. No one but Utagu knows if he discovered it, created it, or
acquired it through other means.
FORTUNE NETSUKE Like the true crystal that they are made from, Kuni crystals have
These small ceramic netsuke are sculpted in the shape of one of the Seven five levels of strength. A Kuni crystal keeps the same Strength Rating
Fortunes. Each is intended to bring the blessings of the depicted it had before the Crystals Awakening spell was cast on it.
Fortune to the wearer. Kuni crystal is nearly as strong as steel, and can be made into
After the wearer has spent at least two hours in prayer in a shrine effective weapons. A Kuni crystal weapons DR is increased by +2k2
of the depicted Fortune, the netsuke gains the Fortunes blessing until against a Shadowlands creature. If a Shadowlands creature comes
sunset of the following day, granting the appropriate Seven Fortunes within 30 of a Kuni crystal, the crystal begins to glow with a white
Blessing Advantage to the wearer during that time (e.g. Benten grants light. This pure light hinders the approach of Tainted beings. The
the Bentens Blessing Advantage). The netsuke must be present in the Shadowlands creature must succeed at a Willpower Trait Roll against
shrine during the prayer, and must remain within arms reach to TN equal to the crystals Strength Rating x 5, or be unable to
continue granting the blessing. approach closer than the crystals Strength Rating x 5. If the crystal
But every Fortune has both a benevolent and a wrathful aspect, bearer approaches closer than half this distance, the protection is
and there is a price to be paid for calling upon the power of gods. broken against that creature.
After the blessing expires (whether due to the duration passing, or A Kuni crystal protects against the Taint, though it cannot stave
the removal of the netsuke), the wearer suffers from the appropriate off the inevitable corruption. While wearing a piece of Kuni crystal
Seven Fortunes Curse Disadvantage until sunset of the following day at least the size of a finger, the wearer rolls extra dice equal to the
(e.g. Bentens Blessing becomes Bentens Curse). The curse continues crystals Strength Rating on all rolls to resist the Taint. Multiple Kuni
even if the netsuke is removed or destroyed. crystals do not provide extra protection; only the strongest one counts.
It is rumored that more powerful versions of these nemuranai exist; For the purposes of crystal magic (any spell that makes use of crystals),
netsuke that will change to assume the visage of any Fortune whose Kuni crystals are considered to have a Strength Rating two higher.
shrine is prayed in. Kuni crystals have no extra effect against creatures of the Lying
Darkness. Except as noted above, Kuni crystals have all the same powers
VOID ROPE as normal crystals.
This coil of thin, black silk rope appears to be no more than 10 in
length. However, when the end is thrown or pulled upon, it extends
SASHIMONO OF HEROES
up to 200 long. The additional lengths of rope mysteriously appear These war banners are infused with the essence of the heroes that
from within the coil, and just as mysteriously vanish when the rope bore them into battle. Anyone bearing one in mass battle gains +X
is coiled again. The initial 10 coil can never be uncoiled; at best, it to their Armor TN, +X to their Determination Rolls, and grants +Xk0
can be tightened snugly around someones waist or wrist. to his generals Contested Battle (Mass Combat) / Perception Roll. The
Furthermore, the other end of the rope can never be found; it is lost value of X is determined by the banner bearers level of engagement
somewhere in the coil. Reserves: 0, Disengaged: 1, Engaged: 2, Heavily Engaged: 3.
The right to bear these nemuranai is granted to those that have
SILENCE BELL distinguished themselves. Bearing a Sashimono of Heroes through a
battle awards the bearer 5 points each of Honor and Glory at the end
These curious nemuranai are in the shape of ceramic bells, small
of the battle. Conversely, if the banner is stolen, the bearer loses one
enough to fit in the palm of the hand. To most they appear broken,
Rank each of Honor and Glory.
for they make no sound when rungor so it seems. The ring is
intercepted by a pair of air spirits bound to the bell, who carry the
tinkling sound only to the ears of the user and the last person to ring
WAKERU BAGS
the bell other than the user, so long as that person is within one mile These paired bags are made of a fine green silk, the symbol for the
of the bell. Void embroidered in gold on each. They are about the right size to hang
The Silence Bells were originally created decades ago by Asahina on one's belt.
Saori for use in a game during Winter Court. But as the bells By placing an object into one bag and pulling the drawstring
themselves were the prizes for winning, they spread throughout the closed, the object can then be retrieved from the other bag. This
Empire, and can be found in the collections of various families now. applies only to objects that fit completely inside the bag with the
drawstring pulled tight. Objects protruding in any way from one bag
will not be available to the other bag.
Social, or Spiritual Disadvantages (chosen by the GM). If the
Legendary Nemuranai Willpower roll was successful, this is reduced to 8 points of
The rarest of nemuranai are unique treasures. These are usually extremely Disadvantages, minus 1 point per Raise.
powerful, and invariably become the subject of great legends. One who wears the Eye of Shinsou can always attempt to
perceive that which is hidden or disguised by magic, spirit powers, or
CONVICTION (DANZAI) Shadowlands Powers (but not the powers of the Lying Darkness). If
the power calls for a specific roll to pierce the obfuscation, the user
Kaiu Tai was a master weaponsmith who was deeply in love with a gains a +2k0 to the roll. Otherwise, make a Perception Trait Roll
Phoenix shugenja named Shiba Hikari. When he came to court her, a against a TN 15. This ability does not pierce mundane disguises and
particularly fearsome oni appeared in her uncles lands. Seeing an methods of hiding. The target must be within line of sight of the user
opportunity to impress Hikari, the Crab smith made it his mission to (and the Eye of Shinsou itself must be unobstructed).
dispatch the oni. Hikari entered battle by his side, wielding a crystal- The user may spend three Void Points and roll Lore: Spirit Realms /
adorned war fan Tai had crafted for her as a courtship gift. The two Perception against a TN 30 to attempt to see through to a close Spirit
faced off against the oni atop a waterfall. While Hikari distracted the Realm, or a TN of 40 to perceive a distant Spirit Realm. This even
beast, Tai was able to bury his axe in its skull. The oni turned to allows the user to speak with spirits of those realms, though such
stone, the axe permanently embedded. Since that day, the location attention is not always a good thing.
has become known as Broad Axe Waterfall. The Eye of Shinsou cannot perceive Ningen-do. The user gains the
Danzai is a war fan with black silk and gilded tines. But Kaiu Tais Bad Eyesight Disadvantage. This Disadvantage does not apply if the
genius went beyond merely a finely crafted weapon. Set into each user is in a Spirit Realm. Due to the unnerving appearance of the
tine are what appear to be decorative holes. But within the tines crystal eye, the user also gains the Disturbing Countenance
themselves are mechanisms that cause crystals to appear within the Disadvantage. He receives no points for either of these Disadvantages.
holes when the fan is fully opened. The current bearer of the Eye is a monk of Emma-O named Sadao.
The knowledge of Tais love gave Hikari the will to face the
terrifying oni. Her determination awakened the war fans spirit during JADE SCROLLS OF SEIKANSHA
that legendary battle. As long as Danzai is held in the hand, its
wielders Willpower Rank is increased by 1 (though the wielders These scrolls have appeared from time to time all over the Empire.
Earth Rank cannot be increased in this manner). When fully opened, They are normal spell scrolls, written in standard Rokugani text (not
Danzais wielder can use a Complex Action to bedazzle and distract in any clan cipher), and can be read and used by any shugenja. The
an opponent by making a Contested War Fans / Awareness Roll scroll itself has a greenish hue, and the core and end caps are solid
against the targets Willpower. If successful, the target is Dazed for jade. All the scrolls open the same way, with what seems to be an
one round, plus one round per Raise on the Contested Roll. Danzai is entry into the journal of a shugenja named Seikansha. These journal
considered a crystal weapon. entries always contain fascinating tales and stories about the
Danzai is currently in the possession of Shiba Masu, the great- Shadowlands, followed by the directions for casting certain spells.
grandson of Shiba Hikari. The scroll is true jade, and cannot be corrupted by the Taint. The
scroll will protect all within a 25' radius from gaining Taint due to
EMERALD ARMOR proximity or exposure (i.e. being in the Shadowlands, or fighting
Shadowlands creatures). Shadowlands creatures can instinctively
The Emerald Armor functions as traditional Rokugani heavy armor sense the scrolls presence within 100, and will attack the bearer before
with the following qualities: Distinctive 4, Fitted 5, Sturdy 2. In anyone else if possible.
addition, the Emerald Armor makes the wearer feel more confident The spell on the scroll is highly potent against beings with at least
and determined, and makes his appearance more impressive. Wearing one Rank of Shadowlands Taint. You gain a number of Free Raises on
it increases the wearers Awareness, Stamina, and Willpower by 1 Spell Casting Rolls equal to half the targets Taint Rank (round up).
rank. Naturally, this also increases the wearers Earth Ring by 1 rank,
and his Wounds adjust correspondingly. However, removing the armor MANTLE OF THE JADE CHAMPION
will never cause the wearer to die if his Wounds are more severe than
his normal Earth can sustain. If his Wounds would normally kill him, The Mantle of the Jade Champion not only identifies the wearers
taking off the armor merely reduces his injuries to his maximum position within the Empire of Rokugan, but also significantly
Wounds at the Out level. enhances his capabilities. Anyone fortunate enough to don the
For more details, see Prayers and Treasures, page 166. Mantle of the Jade Champion gains a bonus of +5 to his Armor TN.
Also, once per day, he can absorb the magic of any spell cast with him
THE EYE OF SHINSOU as the target, as long as its Mastery Level is equal to or lower than his
Shugenja School Rank. This effectively cancels and disperses the spell.
Iuchi Shinsou was a shugenja who had devoted his life to hunting For more details, see Prayers and Treasures, page 167.
down evil spirits and Shadowlands creatures hiding amongst
humanity. One of his eyes was a perfect crystal orb, its many facets SASAYAKI SCROLLS
catching the light in a beautiful display of shimmering color. There
are conflicting stories about the origin of the Eye. Some say his own The original creator of the Sasayaki Scrolls (Whisper Scrolls) is lost
eye was transformed to crystal by Amaterasu for his piety and to history, as is the method used to create them. However, the scrolls
devotion. Others suggest that he created or found the crystal artifact. themselves are very durable, and have been around for at least a
Whatever its origin, others cannot make use of the Eye without first century.
losing one of their own, and placing the Eye of Shinsou in the socket. The Sasayaki Scrolls are essentially a means of long-range
Though a gruesome act, it grants the user many powers. communication. Whatever is written in one of these scrolls can be
The act of cutting out ones own eye and replacing it with the Eye read on the rest of the Sasayaki Scrolls. The ink magically appears on
of Shinsou can take its toll upon the mind. The recipient must make the page as if painted by an invisible brush. In this manner, two
a Willpower Trait Roll (TN 10). Failure means the recipient enters a people with Sasayaki Scrolls could exchange knowledge and
catatonic state lasting a number of days equal to the result of a single information from any two places.
die roll. In addition, the recipient gains 12 points worth of Mental,
There is no limit to the range of the scrolls, but those seeking to (any creature possessing Shadow Ranks). In addition, any time
use the scrolls to exchange sensitive information should beware. It is moonlight directly strikes the blade, minions of the Lying Darkness
not known how many such scrolls still exist (or ever existed). There within 30 must make a Willpower Trait Roll (TN 20, or 30 during a
are at least two that have surfaced in the last thirty years. But it is full moon) to willingly remain within that radius. Every round spent
very possible that there are other scrolls, and anyone in possession within the radius of moonlight, the creatures suffer 1 Wound that
of one could eavesdrop on conversations held by others in cannot be reduced in any way. These Wounds are the light of
possession of Sasayaki Scrolls. Onnotangu stripping away the Nothings mask. After 5 Wounds are
For words (or pictures) to transmit to the other scrolls, they must be suffered in this way, or by damage from Shin itself while bathed in
written in ink. The words remain on the scroll for one year, after moonlight, the creature is fully revealed in its true form. If the
which they fade over the course of a few days, leaving a blank scroll moonlight upon the blade is obstructed in any way even if only
once more. Obviously, overuse of the scrolls could quickly make them partially obstructed this effect ceases.
useless for quite some time. The only remarkable thing about the wakizashis appearance is the
tsuba, which has a series of eight circles around the circumference,
SWORD OF THE EMERALD CHAMPION each representing a phase of the moon. The edge of the blade points
The Sword of the Emerald Champion is a katana with the following to the full moon, the back touches the new moon.
qualities: Distinctive 1, Keen, True. When using the enchanted blade,
the Emerald Champion gains a bonus of +Xk0 to his Attack Rolls, TOPAZ ARMOR
where X is equal to half of his Awareness Trait (rounded up). When worn by anyone but the Topaz Champion, this fabulous suit
For more details, see Prayers and Treasures, page 168. functions as mundane heavy armor with the Distinctive 1 and Fitted
2 item qualities. When used by its rightful owner, the Topaz Armor
TRUTH (SHIN) also increases the Champions Honor Rank by 1, and grants a bonus
Once wielded by the legendary ronin duelist, Takeda Fujimu, this to both Armor TN and Defense Skill Rolls equal to the wearers Glory
seemingly ordinary wakizashi is a powerful nemuranai that Fujimu Rank (including the bonus from the Distinctive quality).
For more details, see Prayers and Treasures, page 169.
used against the minions of the Lying Darkness.
Shin grants a bonus to damage equal to its wielders Void. This
bonus is doubled against creatures touched by the Lying Darkness
BOOK OF VOID
There are no secrets. There is no understanding. Void is all and nothing. It is the dance of the elements. THE TAO OF SHINSEI
more interesting. An additional point may be earned for Reduction: 0 Wounds: 5: +10, 10: Dead
especially clever or creative shows of initiative. Special Abilities:
SEIKO (SUCCESS): All players receive an Experience Point if SWIFT: 1
DISEASE CARRIER: Any time a character is bitten by a mouse or rat, there is a 1
they achieve their goals for the session. An additional in 10 chance that the character catches a sickness from the bite. Unless treated
Experience Point may be awarded for multiple goals, or with magic or the Medicine skill (TN 30), the character will suffer from chronic
exceptionally difficult goals. fevers, chills, and muscle aches, reducing all physical Traits by 1. If left
untreated over the long term, the illness may eventually result in permanent
KUNAN (HARDSHIP): Award an Experience Point to a character physical damage or death, at the discretion of the GM.
whose Disadvantages came into play in a way that provided
a significant challenge to overcome. This point is awarded on MONSTERS AND NONHUMAN RACES
an individual basis, rather than to the entire group. An
additional point may be earned if the player was proactive in ONI (UGULU NO ONI)
ensuring the characters Disadvantages were triggered. Special Abilities:
Add: HUGE
CROW (KARASU)
AIR 2 EARTH 1 FIRE 1 W ATER 1
REFLEXES 3 AGILITY 3 PERCEPTION 4
impressive was he that the Emperor granted him a family time Initiative: 9k4 Attack: Daisho 9k4
(though the Takeda line has long since died out). His tomb was Damage: Katana 7k2, Wakizashi 6k2 Armor TN: 45
thought lost to history until it was rediscovered in 1143. After some Reduction: 5 Wounds: 15: +3, 24: +5, 33: +10, 42: +15,
conflict over whether it was in Scorpion or Lion territory, the Otomo 51: +20, 60: Down, 69: Out
Insight Rank: 5 (Insight 233)
School: Mirumoto Bushi 3, Swordmaster 2 Scorpion Clan Personalities
Skills: Athletics 5, Battle 5, Courtier 2, Defense 5, Etiquette 3, Iaijutsu 5, Kenjutsu
(Katana) 5, Knives 3, Lore: Bushido 3, Lore: Heraldry 3, Lore: Shugenja 3, Lore:
Theology 4, Meditation 5, Spears 2 SHOSURO YUDOKA, SHOSURO FAMILY DAIMYO
Advantages: Ancestor: Mirumoto, Fame, Great Potential (Kenjutsu), Quick, Social For details on Shosuro Yudokas life before becoming the Shosuro
Position: Shireikan
Family daimyo, see Secrets of the Scorpion, page 37.
Disadvantages: Driven (perfect his swordsmanship), Idealistic
Yudoka is the eldest son of Shosuro Hametsu and his wife Mikiko.
Kata: Striking as Fire, Striking as Void, Striking as Water
Hametsu considered himself the most successful Shosuro daimyo in
Outfit: Daisho, Heavy Armor
generations, and saw his young heir as his opportunity to continue
the familys prosperity after he had passed on. Yudoka was guarded
Lion Clan Personalities by every resource Hametsu had at his disposal. Hametsu did his job
so well, few realized that Yudoka existed.
Cloaked in obscurity, Yudoka became a prime candidate for the
AKODO SENKE
shinobi. He quickly became one of Bayushi Aramoros most talented
For details on Akodo Senkes life before his selection as Lion Clan students. Perhaps because no one knew the boys lineage, he risked
Champion, see Secrets of the Lion, page 24. his life constantly in the line of duty. For two years, Yudoka advanced
When Akodo Toturi was elevated to Shogun and daimyo of the in skill and acknowledged rank among the Shosuro shinobi until he
new Toturi Imperial Family, he was called upon to name his successor was training his own small group of initiates. Among these fledgling
as Lion Clan Champion and daimyo of the Akodo Family, as he had ninja was a young woman named Nishiko. It only took a month for
no legitimate heirs of his own. In time he became aware of the story their mutual feelings to manifest.
of Akodo Senke, and saw in the young man something he himself When Nishiko overheard Yudokas named mentioned as a
lacked: a lions roar. Senkes difficulties learning discipline were a candidate for Shadow Branding, and discovered the unfortunate
result of a passion that he had learned to harness and direct in service but necessary effect it would have on him, she revealed herself and
to the Lion Clan. Toturi knew that Senkes ferocity would serve his offered to take his place. She was less skilled, she reasoned, and
beloved clan well; tempered as it was by the skill and discipline the therefore less of a threat should she be lost to the Lying Darkness.
young Akodo had gained. So the following Winter Court, Toturi Impressed by her skill and courage, the Shosuro agreed.
named Akodo Senke his successor. When the time came for Shosuro Hametsu to retire (some say to
gain access to the herb and poison lore of the Brotherhood of Shinsei)
and Yudoka to take his place as daimyo of the Shosuro, he was
separated from Nishiko, and did not see her for many months. When
she finally resurfaced, she bore shadow marks upon her skin, and
seemed colder. But she returned to Yudokas embrace all the same,
and the two were soon married.
Abbreviation Key
Abbreviations are used to reference the source material for a given item (see the table to the right), followed by the page number the item can
be found on. For example, the source for an item found on page 63 of Emerald Empire would be listed as follows: Em 63
IMPERIAL FAMILIES
FAMILY DESCRIPTION V ASSAL FAMILIES BENEFIT S OURCE
Hantei Family The Imperial lineage itself, blessed with a connection to the Celestial Dragons. +1 Void IH2 26
Miya Family A practical family, founded on the principles of mercy and peace. Anou, Satoshi +1 Reflexes L5R 227
Otomo Family Administrators and politicians, manipulating the Clans to maintain the balance of power. Reju +1 Intelligence L5R 227
Seppun Family The Seppun guard the Emperor with wisdom, vision, and superhuman vigilance. Hanako +1 Agility L5R 227
Toturi Family Only the most mindful and perceptive were chosen to join the tiny Toturi family. +1 Perception LT
RONIN FAMILIES
FAMILY DESCRIPTION V ASSAL FAMILIES BENEFIT S OURCE
Hateru Ninja Ronin spies and assassins for hire. +1 Intelligence BoV 182
Kaeru Family Rulers of the City of the Rich Frog. +1 Awareness IH 275
Tsi Family Extremely skilled smiths and weapon-makers. +1 Willpower IH 275
Yotsu Family Appointed to govern several districts in Otosan Uchi +1 Intelligence IH 275
MISCELLANEOUS FAMILIES
FAMILY DESCRIPTION V ASSAL FAMILIES BENEFIT S OURCE
Koga Ninja A peasant family dedicated to the protection of Rokugans common people. +1 Awareness BoV 182
Schools
CRAB CLAN SCHOOLS
S CHOOL BENEFIT S CHOOL S KILLS H ONOR S OURCE
Hida Bushi +1 Stamina Athletics, Defense, Heavy Weapons (Tetsubo), Intimidation, Kenjutsu, Lore: Shadowlands, any one Bugei Skill 3.5 L5R 106
Hida Pragmatist +1 Agility Athletics, Defense, Jiujutsu (Improvised Weapons) 2, Kenjutsu, Lore: Shadowlands, any Bugei Skill 2.5 Em 247
Hiruma Bushi +1 Willpower Athletics, Hunting, Kenjutsu (Katana), Kyujutsu, Lore: Shadowlands, Stealth, any one skill 4.5 L5R 108
Hiruma Scout [Bushi] +1 Reflexes Athletics, Hunting, Kenjutsu, Kyujutsu, Lore: Shadowlands, Stealth (Sneaking), any one Bugei Skill 4.5 IH 147
Kaiu Engineer [Artisan/Bushi] +1 Intelligence Battle, Craft: Armorsmithing, Craft: Weaponsmithing, Defense, Engineering (pick one), Lore: Architecture, War Fans 4.5 GC 39
Kuni Shugenja +1 Willpower Calligraphy (Cipher), Defense, Lore: Shadowlands 2, Lore: Theology, Spellcraft, any one Weapon Skill 2.5 L5R 107
Kuni Witch Hunter [Monk] +1 Willpower Investigation, Jiujutsu, Kenjutsu, Lore: Shadowlands, Lore: Maho, Meditation, any one Skill 5.5 GC 40
MISCELLANEOUS SCHOOLS
S CHOOL BENEFIT S CHOOL S KILLS H ONOR S OURCE
Kenku Swordsman [Bushi] +1 Reflexes Defense, Hunting, Kenjutsu (Katana), Meditation, Tea Ceremony, any one Lore Skill, any one Bugei Skill 5.5 EoE 180
Ronin Bushi +1 Agility Athletics, Defense, Hunting, Intimidation, Kenjutsu, Knives, any one Weapon Skill 4.5 SeE 236 LT
Tsi Smith [Artisan] +1 Intelligence Any one Artisan Skill, Commerce, two ranks in any one Craft Skill, Defense, any one Weapon Skill, any one High, Bugei, or Merchant Skill 4.5 L5R 222
Yobanjin Warrior [Bushi] +1 Agility Athletics, Crossbow, Lore: Theology (Yobanjin), Swordsmanship (Ring-Sword), any two appropriate skills 4.5 IA 99
Yobanjin Shaman [Shugenja] +1 Willpower Athletics, Defense, Hunting, Knives, Lore: Theology (Yobanjin), and one appropriate Skill 4.5 IA 99
Alternate Paths
CRAB CLAN ALTERNATE PATHS
PATH T YPE REPLACES REQUIREMENTS S OURCE
Crab Berserker Bushi Any Crab Bushi 2 Earth 4 L5R 251
Crab Defender Bushi Hida Bushi 2, Hiruma Bushi 2 Awareness 3, Agility 3, Iaijutsu 4 BoA 172
Crab Knife-Fighter Bushi Hida Bushi 4, Hida Pragmatist 4, Hiruma Bushi 3, or Hiruma Scout 3 Knives 3 BoF 177
Crab Sumai Wrestler Bushi Hida Bushi 2 Jiujutsu (Sumai) 4 BoE 191
Hiruma Slayer Bushi Hiruma Bushi 4, Hiruma Scout 4 Heavy Weapons (Masakari) 5 BoE 191
Hiruma Sniper Bushi Hiruma Scout 4, Hiruma Bushi 4 Reflexes 4, Kyujutsu 5 BoA 172
Hiruma Yojimbo Bushi Hiruma Bushi 3, Hiruma Scout 3 Defense 3 StE 44
Kaiu Siegemaster Bushi Kaiu Engineer 5 Battle (Mass Battle) 5, Engineering (Siege) 5 BoE 192
Kaiu Taskmaster Bushi Hida Bushi 4, Hida Pragmatist 4, Kaiu Engineer 3 Willpower 4, Intimidation 5, Battle 3 SF 203
Kuni Crystal Master Shugenja Kuni Shugenja 4 Earth 5, Spellcraft 5, Lore: Elements (Crystal) 5 BoE 195
Oni Slayer Shugenja Kuni Shugenja 3 Lore: Shadowlands 3 L5R 251
Severed Hand, The Courtier Any Crab bushi 4 Special BoE 202
Tsurus Legion Bushi Hida Bushi 2, Hiruma Bushi 2 Horsemanship 3 SF 202
Advanced Schools
CLAN/FACTION ADVANCED S CHOOL T YPE RINGS /T RAITS REQUIRED S KILLS REQUIRED O THER REQUIREMENTS S OURCE
Crab Defender of the Wall Bushi Earth 4, Strength 5 Defense 4, Heavy Weapons 4, Lore: Shadowlands 5 L5R 247
Crane Children of Doji Courtier Awareness 5, Void 4 Courtier 6, Etiquette 6, Sincerity 5, any Perform/Artisan 4 Ally (four+, one of Devotion 4), Honor 5.0 SF 204
Crane Daidoji Harrier Ninja Agility 4, Air 4 Craft: Explosive 3, Hunting (Traps) 3, Stealth 5, Knives 4 Must be a Daidoji and recruited for membership IH 180
Crane Kakita Master Artisan Artisan Awareness 5, Void 5 At least one Kakita Artisan chosen art Skill at 8 Great Potential (and Prodigy if not a Kakita Artisan) GC 74
Crane Kenshinzen Bushi Fire 4, Void 4 Iaijutsu 5, Lore: Bushido 4, Meditation 5 Must defeat a Kenshinzen in a duel L5R 247
Dragon Mirumoto Master Sensei Bushi Air 5, Earth 4, Void 5 Kenjutsu 5, Meditation 6 Must be chosen and taught, cannot be Brash or Proud GC 102 LT
Dragon Swordmasters Bushi Fire 4, Void 4 Iaijutsu 5, Kenjutsu 5, Lore: Theology 4 L5R 247
Dragon Tamori Master of the Shugenja Chosen Ring at 4, two Spellcraft 5 GC 102
Mountain other Rings at 3
Lion Akodo Tactical Master Bushi Water 4, Intelligence 5 Battle (Mass Combat) 5, Games (Shogi or Go) 4 GC 138
Lion Kitsu Sodan-Senzo Shugenja Water 4, Awareness 3 Lore: Spirit Realms 4, Meditation 5 True blooded Kitsu, able to cast Water IH 241
spells of Mastery Level 4
Lion The Lions Pride Bushi Agility 5, Strength 5 Battle 5, four Weapon Skills at rank 3 Honor 6, female Matsu L5R 248
Mantis Kobune Captain Bushi Water 3 Commerce 4, Knives 3, Sailing 4 Leadership; command position in Mantis Em 143
Mantis Storm Riders Shugenja Air 3, Fire 3, Water 5 Lore: the Sea 5, Sailing 3, Spellcraft 3, Lore: Theology 3 Elemental Blessing (Water) Advantage L5R 248
Phoenix Asako Inquisitor Monk Void 4, any two other Law 4, Lore: Shugenja 3 Mastery Level 4, or attack as Simple GC 200
Rings at 3 Action and possess Inquisitors Strike
Phoenix Elemental Guard Shugenja One chosen Ring at 6 Spellcraft 6, Lore: Theology 6 Mastery Level 4 spells of chosen Element L5R 249
Scorpion Scorpion Instigator Courtier Awareness 5, Intelligence 5, Perception 3 Courtier 6, Etiquette 5, Sincerity 5, Stealth 4 Blackmail (on at least four others) L5R 249
Scorpion Scorpion Saboteur Ninja Fire 4, Reflexes 4 Craft: Explosives 3, Stealth 5, Knives 4, Ninjutsu 4 Trained in a Scorpion Ninja school IH 179
Unicorn The White Guard Bushi Earth 5, Agility 5, Strength 4 Horsemanship 5, Lore: Theology 5 Devotee of Lords of Death (after year 1160) L5R 251
Minor Clans Minor Clan Defender Bushi Agility 5, Strength 4 Any one Weapon Skill 5 Minor Clan; any Paragon Advantage Em 63
Imperial Imperial Scion Courtier Awareness 5, Perception 4 Courtier 6, Etiquette 4 Imperial family; Status 4 Em 79 LT
CLAN/FACTION ADVANCED S CHOOL T YPE RINGS /T RAITS REQUIRED S KILLS REQUIRED O THER REQUIREMENTS S OURCE
Ronin Disciples of Sun Tao Bushi Fire 4, Water 3 Battle (Mass Battle) 4, two Weapon Skills at Rank 4 Born or recruited into the Disciples of Sun Tao SeE 234
Kolat Kolat Assassin Ninja Agility 4, Reflexes 4 Acting 5, Knives 5, Stealth 5 Kolat member (Lotus Sect) EoE 50
Miscellaneous Master of the Elements Shugenja One Ring 6, all others 4 Lore: Elements 5, Lore: Theology 5, Spellcraft 7 Five Mastery Level 4+ spells memorized LT
Miscellaneous Jotomons Shinrai Bushi Water 4, Agility 4 Iaijutsu 5, Jiujutsu 5, Kenjutsu 5, Lore: Bushido 6 Honor Rank 4+, another School at Rank 3+ LT
Skills
HIGH SKILLS
*This Emphasis is considered a Low Skill. Craft: Poison, Lore: Anatomy, Lore: Maho, Lore: Shadowlands, and Lore: Underworld are considered Low Skills.
**This Skill is considered to be the noted Macro-skill for the purposes of effects that target Skills of that sub-type.
BUGEI SKILLS
Gaijin skills, not normally available to Rokugani
MERCHANT SKILLS
#Craft: Armorsmithing, Craft: Bowyer, and Craft: Weaponsmithing are considered High Skills.
LOW SKILLS
S KILL T RAIT S UB-T YPES EMPHASES M ASTERY ABILITIES S OURCE
Forgery Agility Craft Skill** By type of item being forged (Artwork, Documents, Personal Seals, etc.) 3, 5, 7 L5R 144
Intimidation Willpower Social Skill Bullying, Control, Torture 5 L5R 144 LT
Sleight of Hand Agility Conceal, Escape, Pick Pockets, Prestidigitation 5 L5R 145 LT
Stealth Agility Ambush, Shadowing, Sneaking, Spell Casting 3, 5, 7 L5R 145
Temptation Awareness Social Skill Bribery, Seduction 5 L5R 145
Advantages & Disadvantages
ADVANTAGES
ADVANTAGE T YPE COST EFFECT S OURCE
Absolute Direction Mental 1 Always able to find north; Does not function more than one day into the Shadowlands L5R 146
Acute Sense Physical 2 +1k0 on Awareness- and Perception-based rolls related to selected sense LT
Allies Social Variable Social connections; cost determined by degree of influence and devotion (Crane: -1 to cost) L5R 146 Em
Balance Mental 2 When adding Honor Rank to resist Intimidation or Temptation, gain +1k0 to the roll L5R 146 Em
Battle Healing Spiritual 5 1/day per person: Expend 1 Water spell slot or 2 other slots to heal a Wound Rank of Rokugani you are touching BoW 178LT
Blackmail Social Variable You possess knowledge of anothers dark secret; cost equal to the others Status (Scorpion: -1 to cost) L5R 146 Em
Bland Physical 2 You may add 10 to TN of rolls to determine your Honor or identity L5R 146
Blissful Betrothal Social 3 You love your arranged spouse; -2 to cost of Gentry, Kharmic Tie, Social Position, Wealth L5R 146
Blood of Osano-Wo Spiritual 4 -1k1 damage from spells that use natural forces, such as wind or lightning bolts (Crab, Mantis: 3 points) L5R 147
Child of Chikushudo Spiritual 7 Gain a Spirit Power and a special penalty EoE 244 LT
Chosen by the Oracles Spiritual 6 Select a Ring when taking this Advantage; +1k1 to all Ring Rolls using that Ring L5R 147
Clear Thinker Mental 3 +1k0 on Contested Rolls against someone attempting to confuse or manipulate (Dragon: 2) L5R 147
Crab Hands Physical 3 For an Unskilled Roll for a Weapon Skill, you are considered to have 1 rank in the skill (Crab, bushi: 2) L5R 147
Crafty Mental 3 For an Unskilled Roll for a Low Skill, you are considered to have 1 rank in the skill (Scorpion, Spider, ninja: 2) L5R 147
Dangerous Beauty Physical 3 +1k0 to all Temptation Skill Rolls made with opposite sex (Scorpion: 2) L5R 147
Daredevil Mental 3 Void Points spent on Athletics Skill Rolls grant +3k1 (Mantis: 2) L5R 147
Dark Paragon of Control Mental 5 1/session, Free Action: Sacrifice 5 Honor to re-roll any Social Skill Roll with a +5 to the total (Spider: 4) L5R 147
Dark Paragon of Determination Mental 5 1/session, Free Action: Sacrifice 5 Honor to negate TN/Wound penalties on one Skill or Spell Casting Roll (Spider: 4) L5R 147
Dark Paragon of Insight Mental 5 1/session, Free Action: Sacrifice 5 Honor to re-roll any Awareness-based roll with a +5 to the total (Spider: 4) L5R 147
Dark Paragon of Knowledge Mental 5 1/session, Free Action: Sacrifice 5 Honor to re-roll any Intelligence-based roll with a +5 to the total (Spider: 4) L5R 147
Dark Paragon of Perfection Mental 5 1/session, Free Action: Sacrifice 5 Honor to cause any one die on a Skill Roll to explode (Spider: 4) L5R 147
Dark Paragon of Strength Mental 5 1/session, Free Action: Sacrifice 5 Honor to re-roll any Damage Roll with a +5 to the total (Spider: 4) L5R 147
Dark Paragon of Will Mental 5 1/session, Free Action: Sacrifice 5 Honor to negate 10 Wounds at the moment they are suffered (Spider: 4) L5R 147
Darling of the Court Social 2 Select one court; When in attendance at this court, your Status is effectively one rank higher (Courtiers: 1) L5R 148 Em
Daimyos Path, The Social 10 Gain 8 Duty Points; may purchase Level Three Features of primary Station (requires The World of the Daimyo) Em 279
Different School Social 5 You may select a School of a different Clan to attend L5R 148
Elemental Blessing Spiritual 4 Select one Ring; the cost of increasing Traits associated with that Ring is decreased by 1 (Phoenix: 3) L5R 148
Enlightened Spiritual 6 Cost of increasing Void Ring is decreased by 2; possible additional effects (GMs discretion) (Dragon, monk: 5) L5R 148 Em
Fame Social 3 +1 Glory Rank L5R 148 LT
Forbidden Knowledge Mental 5 You possess considerable knowledge and insight into an inappropriate subject; Discuss effects with GM L5R 148
Forbidden Knowledge: Gaijin Pepper Mental 5 Gain a rank of Craft: Explosives; possess a small pouch of gaijin pepper L5R 148
Forbidden Knowledge: Gozoku Mental 5 Gain a rank of Lore: Gozoku; +1k1 on Social Skill Rolls with known members of the Gozoku L5R 148
Forbidden Knowledge: Kolat Mental 5 Gain a rank of Lore: Kolat; +1k1 on Social Skill Rolls with known members of the Kolat L5R 148
Forbidden Knowledge: Lying Darkness Mental 5 Gain a rank of Lore: Lying Darkness; observe and roll Lore: Lying Darkness / Perception (TN 30) to identify if corrupted L5R 148
Forbidden Knowledge: Maho Mental 5 Gain a rank of Lore: Maho; at GMs discretion, may begin with a maho spell L5R 148
Friend of the Brotherhood Spiritual 5 May purchase kiho at Brotherhood of Shinsei price; (Dragon: 4, unavailable to Brotherhood of Shinsei Monks) L5R 149
Friend of the Elements Spiritual 4 Gain a Free Raise on Trait Rolls with Traits associated with chosen Ring (Shugenja: 3) L5R 149
Friendly Kami Spiritual 5 +1k1 to Spell Casting Rolls to Sense, Commune, or Summon with selected element (Shugenja only) L5R 149
Gaijin Gear Material 5 Possess a piece of equipment than is gaijin in origin (Mantis, Unicorn, Tortoise: 4) L5R 149 LT
Gentry Material Variable You oversee a holding; Cost is based on the size of the holding L5R 149 Em
Great Destiny Spiritual 5 Destined for great things; 1/session, when you suffer lethal Wounds, reduce to a single Wound instead L5R 150
Great Potential Varies 5 Raises for Skill Rolls with a selected Skill are limited by Skill Rank instead of Void Ring L5R 150
Hands of Stone Physical 6 +0k1 on Damage Rolls for unarmed attacks (Monk: 5) L5R 150
Heartless Mental 4 +1k0 to rolls to resist Courtier, Sincerity, or Temptation roll to persuade, seduce, or otherwise change your mind GC 136
Heart of Vengeance Social 5 +1k1 to any Contested Roll against a selected Clan/faction (Spider: 4) L5R 150
Hero of the People Social 2 -10 TN to be recognized (as determined by Glory Rank) by non-samurai Rokugani L5R 150
Higher Purpose Mental 3 +1 Experience Point during any session in which GM agrees that you made demonstrable progress toward goal L5R 150
Imperial Scribe Social 4 +1k0 on Social Skill Rolls against Shugenja and Artisans; Free Raise on Calligraphy Skill Rolls IH 67
Imperial Spouse Social 5 +0.5 Status and +1k1 to all Social Skill rolls made with members of the Imperial Families L5R 150
Inaris Blessing Spiritual 3 When fasting or deprived of food, you do not suffer the normal inability to regain Void Points L5R 150
Inheritance Material 5 Possess an items that grants +1k1 to non-combat Skill Rolls using it L5R 150
Inheritance: Asahina Blade Material 9 3k2 wakizashi; When using the Guard Maneuver, the Armor TN bonus is increased by your Honor Rank StE 75
Inheritance: Kobune Material 10 You possess a kobune with a crew of a half dozen men; 2 Duty Points StE 24
Inheritance: Trained Falcon Material 2 You possess a hunting falcon with +5 Wounds per level, and +1k0 to attack rolls (Toritaka: 1) EoE 10
Inheritance: Water Hammer Armor Material 4/7/12/15 +2 Reduction; cost based on armor type ashigaru: 4, light: 7, heavy: 12, riding: 15 StE 107
Inner Gift Spiritual 7 You possess a mysterious power; Discuss the exact nature of the Inner Gift with the GM L5R 151 LT
Inner Gift: Animal Ken Spiritual 7 You may instinctively sense the mood of animals; animals regard you as friendly L5R 151 LT
Inner Gift: Empathy Spiritual 7 You gain a bonus of +1k1 to Courtier rolls made to determine anothers feelings/desires L5R 151
Inner Gift: Foresight Spiritual 7 You are difficult to surprise, and gain a bonus of +1k0 to the total of Initiative rolls L5R 151
Inner Gift: Lesser Prophecy Spiritual 7 1/session, may roll one die; On 8, 9, or 10 you have recently had a prophetic dream about events near at hand L5R 151 LT
Inner Gift: Spirit Touch Spiritual 7 You may make an Awareness roll (TN 15) to see the last person to touch an object you are touching L5R 151
Irreproachable Mental 2 +1k0 on Contested Rolls where the other party is using the Temptation Skill (Imperial: 1) L5R 151
Ishiken-do Spiritual 8 You may cast Void spells (Phoenix: 6, shugenja only) L5R 151
Kharmic Tie Spiritual 1-5 1-5/day: +1k1 to any roll (except a Damage Roll) made to protect or act in the interest of a selected person L5R 151 LT
Languages Mental 1/3 Learn an additional human (1 point) or non-human (3 points) language L5R 151
Large Physical 4 +1k0 to all Damage Rolls for Large melee weapons (Crab: 3) L5R 151
Leadership Social 6 1/round: During Reactions, may add your School Rank + 1k1 to allys Initiative for one round (Lion: 5) L5R 151 Em
Luck Spiritual 3/6/9 1-3/session: May immediately re-roll any roll you make, keeping the higher of the two results L5R 151
Magic Resistance Spiritual 2/4/6 +3/6/9 to TN of all elemental spells targeting you; Maho, gaijin, and non-human magic are unaffected L5R 151
Medium Spiritual 4 Project your spirit through Spirit Realms EoE 244
Merged Tattoo Spiritual 10 Choose two tattoos to become one; first activation costs 1 Void Point (Togashi Tattooed Order Monk only) LT
Multiple Schools Social 10 May only be purchased during play; Stop progression in current School and begin learning from a new School L5R 151
Paragon Mental You exemplify some tenet of the Code of Bushido, and gain +1 Honor for exhibiting that tenet (also see below) L5R 152
ADVANTAGE T YPE COST EFFECT S OURCE
Paragon of Compassion Mental 7 When spending a Void Point to help lower classes, gain +2k2 (Lion: 6) L5R 152
Paragon of Courage Mental 7 +1k1 to any roll to resist Intimidation or overcome Fear effects (Lion: 6) L5R 152
Paragon of Courtesy Mental 7 +2k0 to Etiquette rolls to avoid Embarrassment or a breach of honor (Lion: 6) L5R 152
Paragon of Duty Mental 7 Spend a Void Point on any Skill or Spell Casting Roll to negate TN penalties (Lion: 6) L5R 152
Paragon of Honesty Mental 7 +1k1 on any Sincerity (Honesty) roll (Lion: 6) L5R 152
Paragon of Honor Mental 7 May add Honor Rank x 2 to all rolls to resist Temptation or Intimidation (Lion: 6) L5R 152
Paragon of Sincerity Mental 7 +2k0 to all Contested Rolls using Sincerity (Lion: 6) L5R 152
Perceived Honor Social 2/rank When other discern your Honor Rank, they will read it as one Rank higher per rank in this Advantage L5R 152
Precise Memory Mental 3 +1k1 to Intelligence Trait Rolls to remember exact details L5R 152
Prodigy Physical 12 +1k0 to Skill Rolls for School Skills L5R 152 Em
Quick Physical 6 1/round in which you did not act first: During Reactions you may add Reflexes to the total of Initiative (Ninja: 5) L5R 152
Quick Healer Physical 3 Stamina is considered to be two ranks higher for purposes of recovering Wounds L5R 152
Read Lips Mental 4 Read lips with a Perception Trait Roll vs TN 15 + 5 for every 20 away from the speaker (Courtier: 3) L5R 152
Reincarnated Spiritual 6 +1k0 to 3 non-School Skills; When using Void to enhance, +5 TN to Artisan/Craft/Social Skills for 1-10 hours (Henshin, Ancestor: 5) BoV 191
Sacred Weapon: Kaiu Blade Material 6 3k3 katana; unbreakable, -2 to targets Reduction (Crab only) L5R 152
Sacred Weapon: Kakita Blade Material 5 4k2 katana; may reroll damage once per Iaijutsu duel L5R 152
Sacred Weapon: Twin Sister Blades Material 3 Daisho; +5 to the TN of all Disarm Maneuvers against you L5R 152
Sacred Weapon: Akodo Blade Material 6 4k2 katana; Honor Rank considered at +1 while carried L5R 152
Sacred Weapon: Storm Kama (pair) Material 6 2k2 kama; +1k0 to attack rolls when wielding both L5R 152
Sacred Weapon: Inquisitors Strike Material 6 3k2 wakizashi; considered jade against targets with Taint L5R 152
Sacred Weapon: Shosuro Blade Material 5 4k2 katana; add +5 to TN to resist poisons applied to blade L5R 152
Sacred Weapon: Black Steel Blade Material 6 4k2 katana; exploding damage dice require target to make an Earth Ring Roll (TN 15) or gain 1 point of Taint L5R 152
Sacred Weapon: Moto Scimitar Material 6 3k3 scimitar; +3 to Damage Rolls made while on horseback L5R 152
Sacrosanct Social 4 As long as Honor is 6.0+, no one of Honor 5+ may attack you first (Imperial: 3) L5R 153
Sage Mental 4 For an Unskilled Roll for a Lore Skill, you are considered to have 1 rank in the skill (Phoenix, shugenja: 3) L5R 153
Sage of the Sword and Fan Mental 7 Mastery Abilities for Battle and Courtier based on higher skill; Insight Rank/day: Use higher skill for Contested Roll with either (Courtier: 6) SF 202
Sensation Social 3 For an Unskilled Roll for a Perform Skill, you are considered to have 1 rank in the skill L5R 153
Servant Material 5 You have a servant; All Traits at 2 (see below for Skills); May add Skill Ranks or Emphases for +2 points L5R 153 LT
Servant: Artisan Material 5 Etiquette 1, one Artisan/Perform Skill at 1, one Artisan/Perform Skill at rank 2, one Artisan/Perform Skill at 3 (Crane: 3) L5R 153 LT
Servant: Attendant Material 5 Calligraphy 1, Courtier 1, Etiquette (Conversation) 3 (Scorpion: 3) L5R 153 LT
Servant: Budoka Material 5 Battle 1, Defense 1, one Weapon Skill (choose Emphasis) at 3 (Lion: 3) L5R 153 LT
Servant: Craftsman Material 5 Commerce 1, one Merchant Skill at 1, one Craft Skill at 2, one Craft Skill at 3 (Dragon: 3) L5R 153 LT
Servant: Eta Attendant Material 5 Stealth 1, one Merchant or Low Skill at rank 1, Lore: Anatomy 3 (Crab: 3) L5R 153 LT
Servant: Groom Material 5 One High or Merchant Skill at rank 1, Horsemanship 1, Animal Handling (Horses) 3 (Unicorn: 3) L5R 153 LT
Servant: Merchant Material 5 Two Merchant or Low Skills at rank 1, Commerce (Appraisal) 3 (Mantis: 3) L5R 153 LT
Servant: Scribe Material 5 Etiquette 1, one Lore Skill at 1, Calligraphy 3 (Phoenix: 3) L5R 153 LT
Servant: Sohei Material 5 Athletics 1, Lore: Theology 1, Jiujutsu (Martial Arts) 3 (Spider: 3) L5R 153 LT
Seven Fortunes Blessing Spiritual You are blessed by one of the Seven Fortunes (see below) L5R 153
Bentens Blessing Spiritual 4 +0k1 to Social Skill Rolls to persuade someone; does not apply to coercion (Crane: 3) L5R 153
Bishamons Blessing Spiritual 5 When you declare and make 3 Raises for Increased Damage, gain a Free Raise; +1k0 to Strength Trait Rolls (Crab, Lion: 4) L5R 153
Daikokus Blessing Spiritual 4 +1k1 to all Commerce Skill Rolls (Mantis: 3) L5R 154
Ebisus Blessing Spiritual 4 +1k1 to all Social Skill Rolls made with non-samurai Rokugani (Unicorn: 3) L5R 154
Fukurokujins Blessing Spiritual 4 +1k1 to Skill Rolls with a selected Lore Skill (Dragon, Phoenix: 3) L5R 154
Hoteis Blessing Spiritual 4 Instigator must win a Contested Void Roll to cause you to lose Void Points (+10 if Contested Roll is already called for) L5R 154
Jurojins Blessing Spiritual 4 +2k0 to any roll to resist the effects of disease or poison (Scorpion: 3) L5R 154
Shadow-Brand Spiritual 8 +1k1 per brand on all Stealth Skill Rolls (Scorpion only) LT
Shadowed Heart Mental 5 +5 TN to all rolls to discern your true intentions or motivations EoE 49
Silent Physical 3 +1k0 to all Stealth Skill Rolls (Ninja: 2) L5R 154
Social Position Social 6 Gain +1 Status Rank L5R 154 LT
Soul of Artistry Mental 4 For an Unskilled Roll for an Artisan or Craft Skill (choose one), you are considered to have 1 rank in the skill (Crane, courtier: 3) L5R 154
Spy Network Social 8 1/session: Acquire a piece of useful information (Daidoji: 7, Scorpion: 6, Kolat: 5) EoE 49
Strategist Mental 5 If a commander, your side gets +2k0 to Battle (Mass Combat) / Perception roll; +1k0 to Battle rolls during Mass Battle (Lion: 4) SF 202
Strength of the Earth Physical 3 The TN penalties you suffer from Wound Ranks are reduced by 3. (Bushi: 2) L5R 154
Student of Shourido Mental 9 May add +5 bonus instead of Honor to resist Temptation, Intimidation, or Fear, or 5 dice on an Honor Roll) (Spider: 6) IA 96
Tactician Mental 4 When making a roll on the Mass Battle Table, you may increase or decrease your result by 5. (Lion, bushi: 3) L5R 154 Em
Tattoo Spiritual 8 Gain a magical tattoo; Activation requires a Void Point (Dragon only) LT
Touch of the Spirit Realms Spiritual A fragment of the essence of a spirit realm is present in your soul, and suffuses everything you do (see below) L5R 154 LT
Touch of Chikushudo Spiritual 5 +1k1 on all Animal Handling rolls L5R 154
Touch of Gaki-do Spiritual 5 When you resolve an attack that kills an opponent, you immediately regain 5 Wounds L5R 154
Touch of Jigoku Spiritual 5 May add Taint Rank (x2 for Lost) to any Attack Roll and any Skill or Trait Roll using a Physical Trait L5R 154
Touch of Meido Spiritual 5 +2k0 to Contested Rolls vs attempts to manipulate you in social interactions (e.g. Courtier Skill) L5R 154
Touch of Sakkaku Spiritual 5 +1k1 on Sincerity (Deceit) Rolls L5R 154
Touch of Tengoku Spiritual 5 +2k0 on Earth Ring Rolls to resist the Shadowlands Taint L5R 154
Touch of Toshigoku Spiritual 8 +5 to movement when making a Move Action to get into range to attack an opponent L5R 154
Touch of Uragiri-do Spiritual 5 +2k0 to Contested Rolls using Perception vs anothers Sleight of Hand or Stealth LT
Touch of Yomi Spiritual 7 +1k0 on all Skill Rolls using a selected School Skill L5R 155
Touch of Yume-do Spiritual 5 You can recover all expended Void Points with only four hours of rest, rather than the normal eight L5R 155
Virtuous Mental 3 Gain +1 Honor Rank L5R 155 LT
Voice Physical 3 +1k1 on any Perform Skill Roll that utilizes your voice (e.g. Perform: Song or Perform: Oratory) L5R 155
Void Versatility Spiritual 4 Expend spell slots of selected non-Void Ring to use Void spells in addition to normal use (requires Void Affinity) GC 199
Wary Mental 3 +1k1 when rolling Investigation (Notice) / Perception vs Stealth (Ambush) / Agility L5R 155
Watanu-Trained Mental 1 +1k1 to create metallic goods (not weapons or armor) with a selelcted Craft Skill BoV 195
Way of the Land Mental 2 Within selected region you cannot get lost and you know the location of available resources there (Unicorn: 1) L5R 155
Wealthy Material 1/rank For each rank gain two koku, and receive two extra koku each month (Crane, Unicorn, Imperial: -1 to cost) L5R 155 LT
Well-Connected Social 3/rank 1/session: Roll Courtier / Awareness (TN 20) to gain minor favor at selected court (Courtiers: -1 to cost) IA 97
World of the Daimyo, The Social 5 Gain 5 Duty Points; cost increased by 3 for every additional level of this Advantage Em 279
CITIZEN ADVANTAGES
These Advantages are probably only appropriate to campaigns based in certain locations.
ADVANTAGE T YPE COST EFFECT S OURCE
Broken Wave Citizen Social 3 +1k0 to all Commerce and Sailing Skill Rolls StE 24
Clear Water Native Social 3 +1k0 to all Commerce Skill Rolls; increase koku in your Schools Outfit by 50% (rounding up) StE 44
Dark Edge Native Social 2 Gain a rank of Lore: Law; Status treated as 1 rank higher when arrange a duel or representing a duelist StE 60
Imperial City Citizen Social 2 Your Glory is considered one rank higher when interacting with any Courtier StE 134
Imperial City Veteran Social 2 Your Glory is considered one rank higher when interacting with any Bushi StE 134
Iron Heart Native Physical 2 +1k0 on Stamina Trait Rolls and any non-Damage Roll using Strength BoV 195
Laughing Plains Native Mental 2 +5 bonus to total of rolls to resist Fear effects BoV 195
Naishou Citizen 3 -1 point for Seven Fortunes Blessing; Free Raise on Social roll with monks aligned to Fortune you are blessed by NP 7
Nikesake Citizen Social 3 +1k0 on any Social Skill Roll when interaction with a Crane; May purchase Crane Allies for -1 point StE 75
Sacred Forest Native Mental 2 +1k0 to Lore: Theology and Lore: Spirit Realms Skill Rolls BoV 195
Water Hammer Citizen Social 3 Gain one rank in a Craft Skill of your choice; cost of an item is one coin-type smaller to determine time to craft StE 107
Zakyo Toshi Citizen Social 3 Gain an additional rank in Games; starting koku of School Outfit is increased by 50% StE 152
DISADVANTAGES
DISADVANTAGE T YPE POINTS EFFECT S OURCE
Antisocial Social 2/4 -1k0 or -1k1 to all Social Skill Rolls (Crab: +1 point) L5R 156
Ascetic Mental 2 Glory rewards are halved (monks gain only one-quarter) (Dragon, monk: 3) L5R 156
Bad Eyesight Physical 3 -1k1 to all ranged attack rolls and to any Perception-based rolls L5R 156
Bad Fortune Spiritual 3 There is something unpleasant in store for you; discuss the form of your Bad Fortune with the GM L5R 156
Bad Fortune: Allergy Spiritual 3 You are allergic to a common substance; its presence breaks you out in a rash, which makes others react poorly L5R 156
Bad Fortune: Disfigurement Spiritual 3 You have a visible birthmark of some sort; Others regard it as a mark of bad fortune and give you a very wide berth L5R 156
Bad Fortune: Evil Eye Spiritual 3 One eye is discolored; People avoid looking you in the eyes, and some believe your very presence invites evil spirits L5R 156
Bad Fortune: Lingering Misfortune Spiritual 3 At some point, you will fail an extremely important roll in a spectacularly disastrous fashion L5R 156
Bad Fortune: Moto Curse Spiritual 4 You suffer a penalty of -1k0 to any roll made to resist acquiring the Taint (Unicorn only) L5R 156
Bad Fortune: Secret Love Spiritual 3 Someone is madly in love with you, and will go to any lengths to sabotage your romantic interests L5R 156
Bad Fortune: Unknown Enemy Spiritual 3 You have no idea who they are or why, but someone in another Clan hates you, and wishes to see you dead L5R 156
Bad Fortune: Yogo Curse Spiritual 4 You are cursed to betray the person or thing you love the most (Scorpion only) L5R 156
Bad Health Physical 4 Earth Ring is considered one rank lower for the purposes of determining Wound Ranks and for resisting diseases L5R 156
Bitter Betrothal Social 2 You are married or promised to someone, and neither of you are pleased with the situation (Imperial: 3) L5R 156
Blackmailed Social Variable Someone knows a dark secret of yours; Points for this Disadvantage are equal to your Status Rank L5R 156
Black Sheep Social 3 Cast out of your family; Must have Allies to have family relations; Progressing in a family School is difficult L5R 156
Blind Physical 6 -1k1 to attack, -3k3 to ranged over 10; Armor TN 5 + Ref x 3; Simple Move may require Athletics/Agility TN 15 L5R 157 LT
Bounty Social 2/4/6 You have a price on your head; points are determined by the severity of the crime StE 168
Brash Mental 3 If threatened or insulted, make a Willpower Trait Roll, TN 25, or attack immediately (Lion: 4) L5R 157
Cant Lie Mental 2 Cannot tell a lie; if someone else speaks untruth, you must roll Willower (TN 20) or immediately correct them L5R 157
Cast Out Social 1/3 Denounced by a single monastic temple (1 point) or a major sect (3 points), who treat your Glory as Infamy L5R 157
Colorblind Physical 1 +5 TN for all rolls related to color (Crane: 2) LT
Compulsion Mental 2-4 To avoid partaking in compulsion, make a Willpower Trait Roll at TN 15, +5 per additional point gained L5R 157
Consumed by Control Mental 4 -1k1 on all Etiquette and Sincerity rolls (Spider: 5) L5R 157
Consumed by Determination Mental 6 You cannot spend Void Points to enhance die rolls (Spider: 7) L5R 157
Consumed by Insight Mental 4 When you use a selected School Skill, roll Willpower (TN 20) or become lost in reverie (Spider: 5) L5R 157
Consumed by Knowledge Mental 4 When you encounter some topic, area of research, or new idea, roll Willpower (TN 25) to resist studying it (Spider: 5) L5R 157
Consumed by Perfection Mental 5 When you make a Skill or Spell Casting Roll, must call an extra Raise for no effect (Crane, Spider: 6) L5R 157
Consumed by Strength Mental 5 Must call an extra Raise to use Called Shot, Feint, or Disarm Maneuvers; -1k0 to Etiquette rolls (Spider: 6) L5R 158
Consumed by Will Mental 4 -1k1 to all Courtier and Temptation Skill Rolls (Spider: 5) L5R 158
Contrary Mental 3 In a tense situation, roll Willpower to avoid acting; TN is determined by the GM (typically 5-25) (Imperial, courtier: 4) L5R 158
Cursed by the Realm Spiritual The essence of one of the spirit realms has marked you as a foe of all that emanate from that realm L5R 158 LT
Cursed by Chikushudo Spiritual 4 -1k1 to all Animal Handling rolls (Shugenja: 5) L5R 158
Cursed by Gaki-do Spiritual 4 All gaki and other hungry dead will attack you before any other target, no matter the cost (Shugenja: 5) L5R 158
Cursed by Jigoku Spiritual 4 -1k1 to any roll you make to resist the Shadowlands Taint (Shugenja: 5) L5R 158
Cursed by Meido Spiritual 4 -1k0 to all Perception-based rolls (Shugenja: 5) L5R 158
Cursed by Sakkaku Spiritual 4 At least once a month you are the victim of some elaborate, cruel prank by some malicious spirit (Shugenja: 5) L5R 158
Cursed by Tengoku Spiritual 4 +10 TN for all rolls within a temple of any Fortune, the Kami, the Elemental Dragons, or the Sun or Moon (Shugenja: 5) L5R 158
Cursed by Toshigoku Spiritual 4 At the sight of a wounded opponent, you must roll Willpower (TN 15) or immediately attack (Shugenja: 5) L5R 158
Cursed by Uragiri-do Spiritual 4 The TN of any Cooperative Roll you make is increased by 10 (Shugenja: 5) L5R 158
Cursed by Yomi Spiritual 4 May not possess any Advantages or abilities that reference ancestral links (e.g. Inheritance) (Shugenja: 5) L5R 158
Cursed by Yume-do Spiritual 4 You require 10 hours of sleep to regain Void Points, rather than the normal 8 (Shugenja: 5) L5R 158
Dark Fate Spiritual 3 Destined to usher in darkness; 1/session, when you suffer lethal Wounds, reduce to a single Wound instead L5R 158
Dark Secret Social 4 You possess a horrific secret that could lead to your ruination L5R 158
Debt Material, Social 2/4/8 You owe money; level of Disadvantage depends on size of debt (Courtiers: +1 point) IA 97
Dependent Social Varies Someone requires you to look after them; Point value depends on how helpless they are L5R 158
Dishonored Social 5 You possess Status Rank 1 and may not gain Status so long as you possess this Disadvantage L5R 158
Disbeliever Mental 3 Your faith in Rokugani theology is shattered, +5 TN on any Social Skill Rolls made with shugenja and monks L5R 158
Disturbing Countenance Physical 3 Something about your appearance causes others concern and caution; +5 TN on all Social Skill Rolls (Spider: 4) L5R 159
Doubt Mental 4 Every time you use a selected School Skill, you must declare one Raise that confers no benefit L5R 159
Driven Mental 2 You are possessed by some goal, and will sacrifice almost anything to accomplish it L5R 159
Elemental Imbalance Spiritual 2/rank When casting spell of selected element, roll Willpower (TN 15 + 5 per rank) to avoid disastrous effect (Shugenja only) L5R 159 LT
Enlightened Madness Spiritual 4/6 When you use a selected Skill or tattoo, or make a Ring or Spell Casting Roll with a selected Ring, roll Willpower (TN 20/30) or slip into madness GC 101
Epilepsy Physical 4 Roll Willpower (TN 15) when facing stress or flashing lights to avoid a seizure (Willpower TN 10 each minute to end it) (Crane: 5) L5R 159
Fascination Mental 1 You are completely fascinated by some subject, and will go to great lengths to learn about or experience it more L5R 159
Failure of Bushido Mental One tenet of the Code of Bushido is simply foreign to you (Ninja: +1 point) L5R 159
Failure of Compassion Mental 3 You must spend a Void point before you are able to act on behalf of someone of lower Status or social caste L5R 159
Failure of Courage Mental 4 +5 TN to all rolls when facing an opponent of higher Glory or Status, or a Shadowlands opponent L5R 159
Failure of Courtesy Mental 4 On any Social Skill Roll to apologize or avoid offense, you must call a Raise for no effect, or automatically fail L5R 159
Failure of Duty Mental 6 You cannot spend Void Points to negate Wounds L5R 159
DISADVANTAGE T YPE POINTS EFFECT S OURCE
Failure of Honesty Mental 3 You cannot spend Void points on any Sincerity (Honesty) Skill Roll L5R 159
Failure of Honor Mental 3 You cannot add your Honor Rank to any roll to resist Intimidation or Temptation L5R 159
Failure of Sincerity Mental 4 When using Sincerity to convince someone of what you are saying, you must call a Raise for no effect, or automatically fail L5R 159
Forced Retirement Social 4 You may not advance further in your samurai School; no longer considered a member of your clan (Monk: 5) L5R 159
Frail Mind Mental 3 Whenever you make a Contested Roll using Willpower, your opponent gains a bonus of +2k0 L5R 159
Gaijin Name Social 1 Your individual dice may only explode once on a Social Skill Roll (Unicorn: 2) L5R 159
Greedy Mental 3 Opponents attempting to use Temptation (Bribery) rolls against you gain +1k1 (Mantis: 4) L5R 160
Gullible Mental 4 Opponents attempting to use Sincerity (Deceit) rolls against you gain +1k1 L5R 160
Haunted Spiritual 3 An ancestor haunts you; if you upset your ancestor, 1/session you will suffer a -1k1 penalty to a die roll L5R 160
Hostage Social 3 You are a guest of another Clan, not permitted to leave without escort L5R 160
Idealistic Mental 2 Whenever you lose Honor, the loss is increased by 1 point (Lion: 3) L5R 160
Illiterate Mental 1 You are unable to read or write LT
Infamous Social 2 Your starting Glory Rank is replaced with an Infamy Rank L5R 160
Insensitive Mental 2 Spend a Void Point to risk yourself for another person unless there is a benefit for you (Scorpion: 3) L5R 160
Jealousy Mental 3 You are obsessed with overcoming a selected character at all costs L5R 160
Lame Physical 4 Water Ring is 1 for Move Actions; Agility Trait Rolls or Agility-based Skill Rolls that require legwork suffer +10 TN L5R 160
Lechery Social 2 Opponents making Temptation (Seduction) rolls against you gain a bonus of +1k1 L5R 160
Lord Moons Curse Spiritual 3/5/7 During full moon: Gain temp Void Point at sunset; at moonrise roll Willpower (TN 15 + 5 per level) to keep control L5R 160
Lost Love Mental 3 When reminded of your loss, +5 to all TNs until you spend a Void Point to focus (no more than 2x per day) L5R 160
Low Pain Threshold Physical 4 The TN penalties you suffer due to Wound Ranks are increased by +5 each rank L5R 160
Missing Limb Physical 6 +10 to all TNs involve the use of the missing limb L5R 161
Momoku Spiritual 8 May not spend Void Points on anything except School Techniques that specifically require Void Points L5R 161
Mute Physical 4 The TNs of all Social rolls are increased by 10 (or more) (Shugenja may not take this Disadvantage) LT
Nightmares Mental 3/5 Every night, roll a die: On 1-5 (3 points) or 1-9 (5 points), regain half Void Points, +5 TN for Meditation and Tea Ceremony LT
Obligation Social 3/6 You have a debt or duty you must honor, even if it leans to your ruination L5R 161
Obtuse Mental 3 Double Experience Point cost for increasing any High Skill other than Investigation or Medicine (Crab, bushi: 4) L5R 161
Overconfident Mental 3 When outmatched, you must succeed at a Perception Trait Roll (TN 20) to leave instead of engaging (Lion, Mantis: 4) L5R 161
Permanent Wound Physical 4 Your first Wound Rank is always considered full (Bushi: 5) L5R 161
Phobia Mental 1-3 When confronted with phobia, all TNs are increased by +5 for every point in this Disadvantage L5R 161
Romantic Social 2 1/session: GM selects a character you fall for; -10 TN for all Social Skill Rolls by that character against you LT
Rumormonger Social 4 Willpower Trait Troll (TN 5 x highest Glory Rank involved in rumor) to resist spreading rumor (Courtier: 5) L5R 161
Seven Fortunes Curse Spiritual One of the Seven Fortunes has visited his or her wrath upon you L5R 161
Bentens Curse Spiritual 3 The TN of any Etiquette roll you make is increased by +10 L5R 161
Bishamons Curse Spiritual 3 Your Strength is considered one rank lower for determining the Damage Roll of any weapon you wield L5R 161
Daikokus Curse Spiritual 3 You suffer a penalty of -1k1 to all Commerce rolls, and the koku of your Schools starting outfit is reduced by 1 L5R 161
Ebisus Curse Spiritual 3 You suffer a penalty of -1k1 on all Social Skill rolls made with non-samurai citizens of Rokugan L5R 161
Fukurokujins Curse Spiritual 3 When making a Lore Skill Roll, your TN is increased by +5 L5R 161
Hoteis Curse Spiritual 3 Any Technique or Advantage that requires you to spend a Void Point to activate instead requires two Void Points L5R 161
Jurojins Curse Spiritual 3 You suffer a penalty of -2k0 to resist all poisons and diseases L5R 161
Shadowlands Taint Spiritual 4 You have 0.5 ranks of Shadowlands Taint L5R 162
Shame Mental 2 You must declare at least one Raise to gain the benefit of any Free Raises your character might receive LT
Sleeper Agent Mental 5 A trigger word and up to five-word command can compel you; Worth 8 points with a suicide fail-safe EoE 49
Small Physical 3 Water Ring is one rank lower for determining Move Actions, and -1k0 on Damage Rolls of melee attacks L5R 162
Social Disadvantage Social 3 -1 Status Rank L5R 162 LT
Soft-Hearted Mental 2 Willpower (TN 20) to kill another human; If you kill, +10 to all TNs for one day (Phoenix: 3) L5R 162
Sworn Enemy Social 3+ You have an enemy of equal Insight Rank, +1 per additional point taken (+2 points if kharmic nemesis) L5R 162
Touch of the Void Spiritual 3 Void Points grant +2k1, but every time you spend Void, roll Willpower (TN 30) or be Dazed for one Round (Phoenix: 4) L5R 162
True Love Mental 3 Must spend a Void Point before you can choose between love and duty L5R 162
Uncentered Spiritual 2 May not learn Void Kiho and cannot take Ishiken-do or Void Versatility Advantages (Monk only; Brotherhood: 4) BoV 192
Unlucky Spiritual 2/4/6 1-3/session: Immediately after a roll, GM may declare a success to be a failure, or a failure to be a mishap L5R 162
Unsung Social 1/rank Reduce Glory Rank by 1 LT
Wanderer Mental 2 -15 penalty when using the Navigation Emphasis StE 168
Weakness Physical 6 A selected Trait is treated as if one rank lower for the purpose of all rolls and Trait-based mechanical effects L5R 162
Wrath of the Kami Spiritual 3 Spells of a selected element cast against you confer a Free raise on the Spell Casting Roll (Shugenja: 4) L5R 162
Wretched Mental 2/rank Reduce Honor Rank by 1 LT
CITIZEN DISADVANTAGES
These Disadvantages are probably only appropriate to campaigns based in certain locations.
DISADVANTAGE T YPE POINTS EFFECT S OURCE
Broken Wave Stigma Social 2 -1k0 to all Social Skill Rolls with Phoenix; 1 less point when taking a Phoenix Sworn Enemy StE 24
Clear Water Stigma Social 2 Glory considered 1 rank lower with other Crab; either lose all koku or a weapon from School Outfit (Crab only) StE 44
Dark Edge Reputation Social 2 Roughly once per two sessions, someone will challenge you to a duel StE 60
Imperial City Stigma Social Special As Sworn Enemy, but enemy changes periodically StE 134
Nikesake Stigma Social 4 -1k0 on all Weapon Skill Rolls that are not also School Skill Rolls StE 75
Water Hammer Stigma Social 2 -1k0 on all Social Skill Rolls made with members of any clan other than the Dragon Clan StE 107
Zakyo Toshi Stigma Social 3 Roll Willpower (TN 20) to avoid participating in gambling or wagering (roll every 10 minutes to break free) StE 152
Ancestors
Remember to take a look at an Ancestors Demands (taboos and requirements) before purchasing.
FACTION ANCESTOR COST BENEFIT S OURCE
Crab Hida 14 +1k0 to all damage rolls and ignore 4 points of Reduction. Crab fighting alongside you gain 1 bonus Void Point for the skirmish. L5R 242
Crab Hiruma 11 +2k0 to Stealth, Kenjutsu, and Kyujutsu Skill Rolls. GC 42
Crab Kaiu 9 Void Points grant +3k1 when spent on Craft or Engineering Skill Rolls. 1/ year, may attempt to craft a minor nemuranai (TN 50). GC 42
Crab Kuni 8 1/session, spend a Void Point to keep extra dice equal to Earth on a spellcasting roll. Roll twice to resist Shadowlands Taint. L5R 242
Crane Asahina 9 +1k0 on Meditation Skill Rolls and +1k1 to Spell Casting Rolls when casting non-damaging spells with Craft or Defense keywords. GC 74
Crane Asahina Koresada 5 +1k0 on Spellcasting Rolls for spells that treat injury, disease, or poison, and a Free Raise on Medicine Skill Rolls to do the same. IH 122
Crane Doji 8 +1k0 to all Courtier, Etiquette, Perform, and Sincerity Skill Rolls. L5R 242
Crane Doji Hayaku 7 +1k1 to Lore: Shadowlands Skill Rolls and a Free Raise on all attacks with Spears. GC 74
Crane Kakita 12 Spend a Void Point to re-roll any Iaijutsu or Artisan Skill Roll with a +1k1 bonus to the second roll. All Matsu are Sworn Enemies. L5R 242
Dragon Agasha 6/10 +1k0 to Spell Casting Rolls with non-Void spells, +1k1 to Spellcraft Skill Rolls. 10 points: Learn secret spell Transmute. GC 104
Dragon Agasha Kitsuki 11 Use Perception for any Skill or Trait Roll that would require you to use your Awareness. Void spent to detect lies grants +2k2. L5R 242
Dragon Mirumoto 9 +1k1 on all Agility-based Skill Rolls, or +3k1 on Mirumoto Bushi School Skills. L5R 242
Dragon Togashi Yamatsu 7 Tattooed Order only. Two ranks of Magic Resistance vs. maho. +2k2 to Willpower rolls to resist being possessed or magically controlled. GC 104
Fox Ososuki & Akomachi 5 You can speak with animals and animal shapeshifter spirits. You can always find food and water in the wilderness. GC 170
Lion Akodo 12 +1k0 on Bugei Skill Rolls (except Iaijutsu). +1k1 on Mass Battle Table rolls. Gain bonus Void Point when entering a skirmish alongside Lion bushi. L5R 242
Lion Ikoma 9 +1k0 on all rolls made with Intelligence Trait. +2k0 to unarmed damage. L5R 243
Lion Kitsu 6 Detect spirits and spirit portals (Perception, TN 25+). +1k1 to Lore: Spirit Realms rolls. GC 140
Lion Matsu Hitomi 7 +1k1 to all rolls to resist Temptation, Intimidation, and Fear effects. GC 140
Mantis Gusai 5 +3k2 on Stealth or Sleight of Hand rolls to conceal a weapon on your person. L5R 243
Mantis Kaimetsu-uo 9 +1k1 to Willpower Trait and Skill rolls (except to avoid being provoked). +3k0 on Jiujutsu (Improvised Weapon) rolls. +1k1 da mage with improvised weapons. L5R 243
Mantis Moshi Azami 6 You suffer no ill effects from the Sun (e.g. dehydration, sunburn, etc.) and gain Reduction 5 against fire (normal or magical). GC 170
Mantis Tetsuken 6 Substitute twice your Glory rank for your Honor Rank to resist Fear, Intimidation, and Temptation effects. IH 122
Phoenix Asako 5 Ally Advantages gain +1 to Devotion. +1k0 to Social Skill Rolls vs. Allies. In Ally betrays you, gain Driven: Destroy the Betrayer free. L5R 243
Phoenix Isawa 12 +1k1 on Spellcraft (Spell Research) rolls, and learn 1 additional spell each time you gain a Shugenja School Rank. GC 202
Phoenix Naka Kaeteru 10 You may use the Meditation skill (two hours, Skill Roll at TN 30) to regain all Spell Slots. GC 202 LT
Phoenix Shiba 9 +1k1 on Intelligence Trait and Skill Rolls. Add Intelligence to Armor TN. Gain 1 Void Point in a skirmish alongside an Isawa. L5R 243
Scorpion Bayushi 12 If trained in a Bayushi School, gain +1k0 to all School Skills (and +2k2 for Void Points). Special benefit for Kharmic Tie. L5R 243
Scorpion Shosuro 8 +3k1 to Stealth, Acting, and Sincerity (Deceit) Skill Rolls. L5R 244
Scorpion Soshi Saibankan 5 Void Points grant +3k1 when spent on Perception Trait Rolls or Lore: Law Skill Rolls. GC 230
Scorpion Yogo 6 +1k1 to Spell Casting Rolls to cast Ward spells. Gain Bad Fortune: Yogo Curse for no points. GC 230
Unicorn Iuchi 8 You do not have a Deficient Element. GC 260
Unicorn Moto 10 +2k2 to resist physical restraint or mental influence. TNs for spells that restrain physical movement are increased by 5 x Willpower. L5R 244
Unicorn Otaku 7 +1k1 to Horsemanship Skill Rolls. +1k0 to Attack Rolls against male opponents. GC 260
Unicorn Shinjo 8 +1k1 to Investigation to understand new, strange, or enigmatic things. +1k1 to Awareness rolls with Etiquette or Sincerity (Honesty). L5R 244
Imperial Otomo 6 +1k1 to Courtier (Manipulation or Rhetoric). SeE 243
Imperial Seppun 10 Once per session, gain benefits of a Void Point without spending one. SeE 243
Imperial Miya 5 While on Imperial business, ignore the effects of lack of rest/sleep for a number of days equal to Honor Rank. SeE 244
Badger Ichiro Fureheshu 9 When performing a Skill roll with a physical Trait, you may spend a Void Point to use Strength in place of the normal Trait. SeE 244
Dragonfly Tonbo Kuyuden 3 +1k1 to Courtier and Etiquette rolls to defuse violence or find peaceful solutions to conflicts. SeE 244
Hare Usagi Reichin 7 +1k1 bonus when resisting Fear effects; if the Fear is caused by a Bloodspeaker, the bonus is +2k2 instead. SeE 244
Sparrow Doji Suzume 4 +1k1 to any Social Skill roll to persuade others to follow your guidance/example. SeE 245
Tortoise Agasha Kasuga 5 +1k1 to any Skill Roll to perform a dishonorable act (that will Honor loss) that is sanctioned by your duty to the Imperial house. SeE 245
Ronin Chirorou 8 Choose individuals up to Void you have a Kharmic Tie with them and you will always be aware they are in danger. SeE 246
Ronin Miyuko 12 Considered to be one School Rank higher for the purpose of casting spells (Mastery level, Spell Casting Rolls, and spell effects). SeE 246
Ronin Sun Tao 10 +1k0 to all Battle rolls. If a Bugei Skill roll fails, may spend Void Point afterward for +1k1, but lose benefit of any Raises to the roll. SeE 246
Brotherhood Basso 9 Complex Action to see through any illusion or deception with Meditation / Void roll. SeE 247
Brotherhood Sakura 10 You are considered to be one Insight Rank higher for the purpose of learning and using Kiho. SeE 247
Brotherhood Mizumoto 7 +1k1 bonus to all Intelligence-based rolls. SeE 247
Brotherhood Togashi Kaze 5 So long as your Meditation Skill Rank is at least equal to your Jiujutsu Skill Rank, you gain a Free Raise on unarmed attacks. SeE 247
Shadowlands Chuda Bikimi 3 +1k0 bonus to any Stealth Skill Roll. Maho-tsukai may instead expend a spell slot to gain +1k1 to a Stealth Skill Roll. GC 283
Shadowlands Hida Atarasi 7 Each round may spend a Void Point or gain a point of Taint to add either Taint Rank or Earth in unkept dice to attack and damage. L5R 244
Shadowlands Kuni Yori 5 +1k0 to all Sincerity (Deceit) rolls and Maho Spell Casting rolls. Any time you cast a Maho spell, you gain 1 extra point of Taint. L5R 244
Shadowlands Yogo Junzo* 6 For each Forbidden Knowledge and rank of Taint, gain +2 to all Spellcasting Rolls, +4 if maho. GC 283
*Yogo Junzo is still alive in the current timeline, and therefore not available as an Ancestor.
Spells
UNIVERSAL SPELLS: MASTERY LEVEL 1
S PELL KEYWORDS EFFECT S OURCE
Commune Speak with local elemental kami of one of the four standard elements L5R 165
Sense Sense the presence of one of the four standard elements and associated spirits L5R 164
Summon Conjure a quantity of one of the four standard elements L5R 165
Kiho
AIR KIHO
KIHO M ASTERY T YPE EFFECT S OURCE
Air Fist 3 Internal As long as you make only unarmed attacks, Initiative Score is increased and unarmed damage is reduced L5R 262
Calling the East Wind 5 Martial Make a powerful, long-distance leap kick BoA 191
Censure of Thunder 7 Martial (Atemi) Delivery an electrical shock with your attack that Disarms your opponent BoA 191
Eye of the Eagle 5 Internal Focus your chi by remaining utterly still to see miles away BoA 190
Flee the Darkness 6 Kharmic Immune to Shadowlands Taint (and other supernatural ailments) L5R 262
Great Silence, The 4 Mystical (Atemi) Disrupt an individuals chi to render them mute L5R 262
Harmony of the Mind 5 Mystical Learn targets highest or lowest Ring, highest Skill Rank, or highest cost Spiritual Advantages/Disadvantage L5R 262
Hurricane Palm 7 Martial Unarmed strike inflicts half damage, but knocks opponent back BoA 192
Inaris Wrath 8 Mystical Take in a deep breath and unleash it as a cone of freezing air BoA 192
Riding the Clouds 3 Mystical Increase leaping distance to Air Ring x 10 with a Simple Action L5R 262
Soul of the Four Winds 4 Martial (Atemi) Increase Armor TN by Insight Rank + Air Ring L5R 262
Stain Upon the Soul 3 Martial (Atemi) Disrupt chi to cause crippling pain L5R 262
Steal the Air Dragon 7 Kharmic Draw chi inward to become less noticeable and easily overlooked L5R 263
Strike through the Wind 5 Mystical Strike targets at range as if they were at arms length BoA 192
Thunders Word 6 Mystical Shout a single word of power that Dazes creatures that can hear it BoA 192
Touch of the Storm 6 Martial (Atemi) Inflict damage in the form of a violent electrical discharge BoA 192
Way of the Willow 5 Internal Improve ability to perceive threats and preemptively counteract them L5R 263
Winds Vision, The 4 Internal Let go of mundane perception to fire an arrow at a target that is out of sight but in range BoA 190
EARTH KIHO
KIHO M ASTERY T YPE EFFECT S OURCE
Bishamons Grasp 7 Kharmic In Defense/Full Defense, Grapple attack rolls are Free Actions against last turns attackers BoE 206
Cleansing Spirit 4 Internal Enhance resistance to poison and disease L5R 263
Depths of the World 4 Internal May immediately roll to recover from a Condition or other effect that allows rolls for recovery BoE 206
KIHO M ASTERY T YPE EFFECT S OURCE
Earth Needs No Eyes 3 Internal Detect approach of any creature moving across the ground L5R 263
Earth Palm 6 Martial (Atemi) Disrupt the harmony between targets Earth and Fire or Water, reducing combat abilities BoE 206
Earthen Fist 3 Internal May only adopt Defense of Full Defense; if opponent attacks and misses, you may Disarm for no Raises L5R 263
Embrace the Stone 5 Mystical Become like stone, turning aside blows and ignoring damage L5R 263
Grasp the Earth Dragon 5 Internal Reduce Wound penalties, and you may take Simple Actions when at the Down Wound Rank L5R 263
Harmony in Earth 6 Internal Remain perfectly still to detect spiritual and physical impurities in the area BoE 206
Rest, My Brother 5 Martial (Atemi) Reverse the chi flow of a Tainted target, temporarily suppressing the Taint L5R 263
Rising Mountain 6 Kharmic Every time an attacker declares a Raise when attacking you, gain Reduction equal to 2x the Raises BoE 207
Rolling Avalanche, The 5 Martial (Atemi) Unarmed attack deals normal damage plus extra rolled dice equal to Earth Ring BoE 206
Root of the Mountain 5 Internal You are highly difficulty to move against your will, but cannot make Move Actions L5R 263
Shadowed Mountain 6 Internal May enter Full Defense Stance immediately before you are attacked BoE 205
Speed of the Mountain 4 Kharmic (Atemi) Cause targets Earth to weight them down, slowing their movement L5R 264
Way of the Earth 4 Martial Inflict additional damage in Grapples L5R 264
Wholeness in All 6 Kharmic Destroy toxin, disease, and other impurities in your body BoE 207
FIRE KIHO
KIHO M ASTERY T YPE EFFECT S OURCE
Body Is an Anvil, The 4 Mystical Your skin becomes extremely hot to the touch, burning those that touch you L5R 264
Breaking Blow 3 Martial Your unarmed strikes against non-metal substances inflict no ill effects on you L5R 264
Channel the Fire Dragon 6 Internal Reduce damage suffered as a result of heat or cold L5R 264
Dance of the Flames 6 Martial Make unarmed attacks as Simple Actions; Must make an unarmed attack vs. opponent every round L5R 264
Destinys Strike 4 Martial When struck by a melee attack, may make an unarmed counterattack L5R 264
Falling Star Strike 7 Martial (Atemi) Fists and eyes are wreathed in flame; unarmed attack inflicts devastating damage and may blind L5R 264
Fires Fleeting Speed 4 Kharmic Increase the distance of Move Actions L5R 264
Flame Fist 3 Martial (Atemi) Mingle your chi with another to disorient and confuse L5R 264
Minds Fire, The 4 Internal Focus to gain incredible clarity of mind, but become Fatigued after BoF 191
Seven Storms Fist 6 Martial (Atemi) Disrupt the flow of the chi of Fire to Stun an opponent BoF 192
Sever the Dark Lords Touch 5 Mystical (Atemi) Atemi strike against unintelligent undead can instantly destroy it BoF 192
Unbalance the Mind 5 Mystical (Atemi) Disrupt opponents chi to Daze L5R 264
WATER KIHO
KIHO M ASTERY T YPE EFFECT S OURCE
As the Breakers 5 Kharmic (Atemi) Disrupt anothers flow of chi, causing the loss of a Simple Action L5R 265
Buoyed by the Kami 3 Mystical Move across the surface of water as if it were basic terrain L5R 265
Chi Protection 4 Martial (Atemi) Restore or enhance the chi flow in another, hastening the healing of wounds or other ailments L5R 265
Dharma Technique 7 Martial (Staff) Your staffs motions can deflect kami to counter spells targeting you BoW 189
Freezing the Lifeblood 7 Martial (Atemi) Disrupt the flow of chi in an opponents body, paralyzing them for a short time L5R 265
Musubi 5 Internal (Staff) Your staff moves in a constant whirlwind, deflecting enemy attacks BoW 188
Partaking the Waves 6 Internal Channel the power of the ocean to move and flow away from attacks, gaining Reduction L5R 265
Ride the Water Dragon 3 Kharmic Harness the Water Dragons incredible restorative abilities L5R 265
Slap the Wave 7 Mystical Channel chi outward in an explosive wave that carries the power of a tsunami L5R 265
Tasaii-do 6 Martial (Atemi, Staff) Channel chi through your staff to overwhelm your opponent and Stun them BoW 189
Waves in All Things 4 Mystical Strike a body of standing water or the earth to affect an opponent in contact with it L5R 265
VOID KIHO
KIHO M ASTERY T YPE EFFECT S OURCE
Banish All Shadows 4 Kharmic (Atemi) Target ignores the effects of highest-point Disadvantage (not Spiritual or Social Disadvantages) L5R 265
Death Touch 7 Mystical (Atemi) Disrupt and corrupt the flow of chi, leading to debilitating pain and possibly death L5R 266
Eight Directions Awareness 5 Mystical You become aware of everything nearby, and may be able to detect concealed objects and individuals L5R 266 LT
Knowledge from Within 4 Internal Sense the presence of magical effects in the area BoV 192
Mind/No-Mind 6 Mystical (Atemi) Bestow clarity on another person, purging memories of the last minute BoV 192
Rebuke of the Heavens 5 Kharmic Your holy authority can cow disruptive spirits and weaken their influence BoV 192
Sense the Balance 6 Kharmic (Atemi) Spend a Void Point to learn about the targets Spiritual Advantages or Disadvantages BoV 192
Silent Solace 5 Kharmic (Atemi) Opponent must expend two spell slots to cast a single spell L5R 266
Song of the World 3 Kharmic Perceive the universe slightly ahead of others to reduce an opponents Initiative and increase your own L5R 266
Spin the Kharmic Wheel 8 Kharmic (Atemi) Target loses a Social, Spiritual, or Mental Disadvantage, but gains another of equal value L5R 266
Striking Through the Void 7 Martial You may spend Void Points on Damage Rolls for unarmed attacks BoV 192
To the Last Breath 3 Kharmic Grant another individual a Void Point L5R 267
Touch the Void Dragon 4 Internal Increase one Ring and associated Traits based on environment L5R 267
Void Fist 4 Martial (Atemi) Use a target enemy as a conduit to the Void, regaining Void Points L5R 267
World Disappears, The 6 Internal Float a few inches above the ground, moving at normal speed over any surface without touching it BoV 192
Tattoos T ATTOO
Chrysanthemum
EFFECT
Immune to hot and cold weather
S OURCE
LT
Cloud Enemies melee attacks must re-roll BoA 195
T ATTOO EFFECT S OURCE Crab Gain Reduction equal to Earth Ring L5R 115
Arrowroot Healing self or others by School Rank x 5 LT Crane Gain bonus dice for Social rolls equal to School Rank + Air L5R 115
Balance Increase/decrease Spell Casting TNs by 5 L5R 115 Crow Additional dice equal to School Rank to resist Taint; Always active LT
Bamboo Armor TN increased by 2x School Rank + 5 L5R 115 Dragon Complex Action to breathe fire L5R 115
Bat Ignore penalties for darkness, blindness, etc. LT Dragonfly As the Bamboo tattoo LT
Bear Increase Stamina by School Rank or Strength by half as much BoE 207 Falcon As the Mantis tattoo LT
Blaze Add Fire + School Rank in fire damage to unarmed attacks L5R 115 Hawk Leap up to Water Ring x 25 L5R 115
Butterfly As the Crane tattoo LT Ki-Rin Re-roll any one roll per round L5R 115
Centipede Complex Action to move Water Ring x 100 L5R 115 Lion Gain ranks equal to School Rank in a Bugei Skill L5R 115 LT
Chameleon Alter appearance LT Mantis Immune to Fear effects; Always active L5R 115
Cherry Blossom Additional dice equal to School Rank on Honor Rolls LT Mountain Reduce Wound Penalties by School Rank +2 L5R 115
T ATTOO EFFECT S OURCE CREATURE NOTES S OURCE
Nightingale Add Earth + School Rank to result of Meditation rolls LT Kekkai Homonculus of blood EoE 271
Ocean Refreshed as if 8 hours of sleep, regain all Void Points L5R 115 Kenku Kensei The sword saint of the crow men EoE 180
Phoenix Revive from Down Wound Level automatically L5R 115 Kenku Swordsman Crow men and legendary swordsmen EoE 179
Scorpion Add School Rank to Stealth Rolls; Unarmed attacks can Daze L5R 115 Kitsu Lion-like shapeshifters; extinct EoE 185
Spider Move on walls and ceilings at half normal rate L5R 115 Kodama Spirits that inhabit ancient trees BoE 208
Storm Improved unarmed Knockdown Maneuver L5R 115 LT Ningyo Pearl-Diver A more civilized ningyo EoE 183
Sun Declare one more Raise than allowed LT Ningyo, Feral Mer-folk EoE 183
Tiger Unarmed attacked ignore Reduction up to School Rank LT Nukekubi Detachable heads that feed on pain and terror EoE 271
Tortoise Gain ranks equal to School Rank in a High, Merchant, or Low Skill LT Nure-Onna (The Wet Woman) Spirit that transforms into a snake-creature BoW 190
Void Sense all life within School Rank x10 L5R 115 Pennaggolan Vampires with detachable heads EoE 272
Volcano Upper body like lava, heating and burning weapons BoF 192 Ratling (Nezumi) Typical ratling without a school L5R 329
Wasp As the Wind tattoo LT Ratling Berserker Nezumi Warrior 3/Chitatchikkan 2 EoE 127
Wave Improved Knockdown and resistance to Knockdown BoW 189 Ratling Rememberer Nezumi Rememberer 3 EoE 127
Whisper Complex Action to whisper up to School Rank x 10 miles BoA 195 Ratling Scrounger Nezumi Scrounger 3 EoE 127
White Mask Immune to mind reading; Add Void + School Rank to TN to read emotions LT Ratling Shaman Nezumi Shaman 3 EoEo 127
Wind Gain a Simple Action per round. No maximum Move L5R 115 Ratling Warrior Nezumi Warrior 2 EoE 127
Wolf Free Raises on Hunting (Tracking) Skill Rolls L5R 115 Wyrms Huge serpents (some winged), Yobanjin steeds IA 107
Yobuko Spirits that inhabit mountains and passes BoE 208