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Legend of the Five Rings 4th Edition Schools and Paths Book

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Legend of the Five Rings

4th Edition Schools and Paths Book

i

Schools and Paths Index Schools and Paths Index ............................................. i Crab ......................................................................... 1 Kaiu Engineer................................................................................ 1 Hida Bushi ..................................................................................... 1 Hida Pragmatist ............................................................................ 2 Hiruma Bushi................................................................................. 2 The Hiruma Scouts ...................................................................... 3 Yasuki Courtier ............................................................................. 3 Kuni Witch-Hunter ........................................................................ 4 Kuni Shugenja............................................................................... 4 Crane........................................................................ 4 The Kakita Artisans ...................................................................... 4 The Kakita Master Artisans Advanced ...................................... 5 Daidoji Iron Warriors .................................................................... 6 Doji Magistrate .............................................................................. 6 Kakita Bushi .................................................................................. 7 The Daidoji Scout ......................................................................... 7 Doji Courtier .................................................................................. 8 The Daidoji Harriers Advanced .................................................. 8 Asahina Shugenja ........................................................................ 9 Dragon...................................................................... 9 Mirumoto Bushi ............................................................................. 9 Mirumoto Master Sensei Advanced ........................................10 Mirumoto Taoist Swordsman....................................................10 Kitsuki Investigator .....................................................................11 Hitomi Kikage Zumi ....................................................................11 Hoshi Tsurui Zumi ......................................................................12 Togashi Tattooed Order ............................................................12 Tamor Master of the Mountain Advanced ..............................12 Tamori Shugenja ........................................................................13 Lion ........................................................................ 14 Akodo Bushi ................................................................................14 Akodo Tactical Master Advanced ............................................14 Matsu Berserker .........................................................................15 The Ikoma Lion's Shadow .........................................................15 The Matsu Beastmasters ..........................................................16 Ikoma Bard ..................................................................................16 Kitsu Shugenja............................................................................17 The Sodan-Senzo Advanced....................................................17 Mantis ..................................................................... 18 Kobune Captain Advanced .......................................................18 Mantis Brawler ............................................................................18 Tsuruchi Archer ..........................................................................19 Tsuruchi Bounty Hunter.............................................................19 Yoritomo Bushi............................................................................20 Moshi Shugenja ..........................................................................20 Yoritomo Shugenja.....................................................................21 Yoritomo Courtier .......................................................................21 Moshi Guardian of the Sun (Path) ...........................................22 Phoenix................................................................... 22 Shiba Artisan ...............................................................................22

Shiba Bushi .................................................................................23 Asako Loremaster ......................................................................23 Asako Henshin............................................................................24 Asako Inquisitors Advanced .....................................................24 Agasha Shugenja .......................................................................25 Isawa Shugenja ..........................................................................25 Scorpion ................................................................. 26 Bayushi Bushi .............................................................................26 Soshi Magistrate .........................................................................26 Bayushi Courtier .........................................................................27 Shosuro Infiltrator .......................................................................27 The Scorpion Saboteurs Advanced.........................................28 The Shosuro Actors ...................................................................28 Soshi Shugenja...........................................................................29 The Yogo Wardmasters.............................................................29 Unicorn ................................................................... 29 Moto Bushi...................................................................................29 Shinjo Bushi ................................................................................30 The Moto Vindicators .................................................................30 Utaku Battle Maiden...................................................................31 Utaku Mounted Infantry .............................................................31 Ide Emissary................................................................................32 Iuchi Shugenja ............................................................................33 Meishodo Magic and the Horiuchi Shugenja .........................33 Moto Death Priests.....................................................................34 Minor Clans ............................................................. 34 Minor Clan Defender Advanced ...............................................34 Badger .................................................................... 35 Ichiro Bushi..................................................................................35 Bat.......................................................................... 35 Komori Shugenja ........................................................................35 Boar........................................................................ 35 Heichi Bushi ................................................................................35 Dragonfly ................................................................ 36 Tonbo Shugenja .........................................................................36 Falcon..................................................................... 36 Toritaka Bushi .............................................................................36 Fox ......................................................................... 37 Kitsune Shugenja .......................................................................37 Hare ....................................................................... 37 Usagi Bushi .................................................................................37 Imperial................................................................... 37 Seppun Guardsman ...................................................................37 Imperial Scion Advanced ..........................................................38 Miya Herald .................................................................................38 Otomo Courtier ...........................................................................39 Seppun Shugenja .......................................................................40 Ke nku ..................................................................... 40 The Kenku Swordsman .............................................................40 Monkey ................................................................... 41 Toku Bushi...................................................................................41

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Oriole...................................................................... 41 Tsi Smith ......................................................................................41 Owl ......................................................................... 42 The Otomo Diplomats................................................................42 Seppun Shugenja .......................................................................42 Hantei Bushi ................................................................................43 Ox .......................................................................... 43 Morito Bushi ................................................................................43 Ronin ...................................................................... 44 Disciples of Sun Tao ..................................................................44 Forest Killers ...............................................................................44 Generic Ronin .............................................................................44 People's Legionnaire .................................................................45 Tawagoto's Army ........................................................................45 Tengoku's Justice.......................................................................45 The Legion of two Thousand Advanced .................................45 The Tessen..................................................................................46 Tsudao's Legion Advanced.......................................................46 The Hawk Purists (Path) ...........................................................46 Kolat Assassin Advanced..........................................................46 Dutiful Disciple ............................................................................47 Ronin Order .................................................................................47 Self-Taught Shugenja ................................................................48 The Fuzake Shugenja................................................................48 The Disciples of Sun Tao Advanced .......................................48 Snake ..................................................................... 49 Original Chuda Shugenja ..........................................................49 Sparrow .................................................................. 49 Suzume Bushi .............................................................................49 Spider ..................................................................... 49 Daigotsu Bushi............................................................................49 Daigotsu Courtier........................................................................50 Order of the Spider.....................................................................51 Chuda Shugenja .........................................................................51 Dark Moto Cavalry......................................................................51 Maho-Bujin Advanced................................................................52 The Brotherhood of Shinsei ...................................... 52 First Dawn Scholars ...................................................................52 Four Temples ..............................................................................53 Fukurokujin's Eyes .....................................................................53 Order of Heroes ..........................................................................53 Order of the Five Rings .............................................................53 Order of the Wind .......................................................................54 Shinmaki Order ...........................................................................54 Shrine of the Seven Thunders..................................................54 Temple of Kaimetsu-uo .............................................................55 Temple of Osano-Wo.................................................................55 Temples of the Thousand Fortunes.........................................55 Tengoku's Fist.............................................................................55 The Dark Paragons Advanced .................................................56 The Fudoist Monks.....................................................................56 The Order of Jurojin's Blessing ................................................56 The Order of Peaceful Repose.................................................57 The Order of Rebirth ..................................................................57 The Shrine of Heaven's Mirror (Path)......................................57 The Temple of Heavenly Wisdom............................................57 Wind's Grace Order....................................................................58 Tiger ....................................................................... 58 Yotsu Bushi .................................................................................58 Tortoise................................................................... 59 Kasuga Smuggler .......................................................................59 Tsuno ..................................................................... 59 Tsuno Ravager ...........................................................................59 Tsuno Soultwister .......................................................................60

Paths ...................................................................... 61 Elemental Legions [] (Path) .....................................................61 The Ujina Skirmishers [] (Path) ...............................................61 The Kitsuki Justicar [] (Path)....................................................61 The Shiba Armorsmiths [2] (Path) ..........................................61 Kuroiban [4] (Path) ....................................................................62 Agents of the Second Gozoku [Any] (Path) ..........................62 Utaku Horse Master [Any] (Path) ............................................62 Water Hammer Smith [Any] (Path) .........................................62 Kolat Master [Any] (Path) .........................................................63 The BloodSpeaker Technique [Any] (Path)...........................63 Jade Legionnaire [Any Bushi or Shugenja School,] (Path).63 Jade Magistrate [Any Bushi, Courtier, or Shugenja School] (Path)............................................................................................63 The Topax Champion [Any Bushi, Courtier, or Shugenja School] (Path) .............................................................................63 The Scorpion Loyalists [Any Scorpion School] (Path).........64 The Yoritomo Sculptors [Artisan] (Path) ................................64 Kakita Jester [Artisan] (Path) ...................................................64 Kaiu Shipmasters [Artisan, Bushi] (Path) ..............................65 The Tamori Weaponsmiths [Artisan, Shugenja] (Path).......65 Deathseeker [Bushi] (Path)......................................................65 Obsidian Magistrate [Bushi] (Path).........................................65 Claws of the Wolf [Bushi] (Path) .............................................65 Crab Berserker [Bushi] (Path) .................................................66 Crab Defenders [Bushi] (Path) ................................................66 Crab Sumai Wrestlers [Bushi] (Path) .....................................66 Daigotsu Scout [Bushi] (Path) .................................................66 East Wind [Bushi] (Path) ..........................................................67 Eyes of Nanashi [Bushi] (Path) ...............................................67 Falcon's Strike [Bushi] (Path) ..................................................67 Fireman Gang Lord [Bushi] (Path)..........................................67 Imperial Legionnaire [Bushi] (Path) ........................................67 Kitsune Ranger [Bushi] (Path).................................................68 Lion Scout [Bushi] (Path) .........................................................68 Mirumoto Mountaineer [Bushi] (Path) ....................................68 Moonless Riders [Bushi] (Path)...............................................68 Provincial Guard [Bushi] (Path)...............................................68 Shinjo Scout [Bushi] (Path) ......................................................69 Silent Blades [Bushi] (Path) .....................................................69 The Guard's Wrath [Bushi] (Path)...........................................69 Three Man Alliance Soldier [Bushi] (Path) ............................69 Unicorn Bariqu Wrestler [Bushi] (Path) ..................................70 Yasuki Enforcer [Bushi] (Path) ................................................70 Yoritomo Scoundrel [Bushi] (Path) .........................................70 Bitter Lies Swordsman [Bushi] (Path) ....................................70 Calm Heart Duelist [Bushi] (Path)...........................................70 Doji Marines [Bushi] (Path) ......................................................71 Hidden Sword [Bushi] (Path) ...................................................71 Hiruma Yojimbo [Bushi] (Path)................................................71 Ichiro Pass Warden [Bushi] (Path) .........................................71 Lion Paragon [Bushi] (Path).....................................................71 Machi-Kanshisha [Bushi] (Path)..............................................72 Ronin Guards [Bushi] (Path)....................................................72 Saigo's Blade [Bushi] (Path) ....................................................72 Serpents of Sanada [Bushi] (Path) .........................................73 Shiba Yojimbo [Bushi] (Path) ..................................................73 Snow Riders [Bushi] (Path)......................................................73 The Tortoise Killers [Bushi] (Path) ..........................................73 The Unbroken [Bushi] (Path) ...................................................73 Tsume Pikemen [Bushi] (Path) ...............................................74 Empress Guard [Bushi] (Path) ................................................74 Mirumoto Sentinel [Bushi] (Path) ............................................74 Student of the Cliff's Edge [Bushi] (Path) ..............................75 The Crab Knife-Fighters [Bushi] (Path)..................................75 Akodo Kensai [Bushi] (Path)....................................................75 Asahina Archers [Bushi] (Path) ...............................................75 Daidoji Heavy Regulars [Bushi] (Path)...................................75 Guardian of the Hidden Temple [Bushi] (Path).....................76

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Hiruma Snipers [Bushi] (Path).................................................76 Mantis Whirlwind Fighters [Bushi] (Path) ..............................76 Moto Fanatic [Bushi] (Path) .....................................................76 Satoshi's Legacy [Bushi] (Path) ..............................................76 Scorpion Weaponmaster [Bushi] (Path) ................................77 Seven Waves Mercenaries [Bushi] (Path).............................77 Sword of Yotsu [Bushi] (Path) .................................................77 The Dragon's Flame [Bushi] (Path) ........................................77 The Hiruma Slayers [Bushi] (Path) .........................................78 The Order of the Stone Crab [Bushi] (Path) ..........................78 The Ox Clan Vigilant [Bushi] (Path)........................................78 Tortoise Guard [Bushi] (Path)..................................................78 Tsuruchi Swordsman [Bushi] (Path).......................................78 Unicorn Yomanri Archer [Bushi] (Path)..................................79 Weavers [Bushi] (Path).............................................................79 Akodo Siege Strategist [Bushi] (Path)....................................79 Hojatsu's Legacy [Bushi] (Path) ..............................................79 Iron Gauntlet Brotherhood [Bushi] (Path) ..............................80 Kaiu Siegemaster [Bushi] (Path).............................................80 Order of Chikai [Bushi] (Path) .................................................80 Shadowed Steel [Bushi] (Path) ...............................................80 Wolf Legion [Bushi] (Path) .......................................................81 Tsuruchi Master Bowmen [Bushi] (Path) ...............................81 The Emerald Champion [Bushi] (Path) ..................................81 The Ruby Champion [Bushi] (Path)........................................81 The Serpent Hunters [Bushi] (Path) .......................................81 Chrysanthemum Conspirator [Bushi, Courtier] (Path).........82 Emerald Magistrate [Bushi, Courtier, Shugenja] (Path) ......82 The Scorpion's Tail [Bushi, Ninja] (Path) ...............................82 Asako Philosopher [Courtier] (Path).......................................82 Gozoku Agent [Courtier] (Path) ...............................................83 Ide Trader [Courtier] (Path)......................................................83 Master of Games [Courtier] (Path)..........................................83 The College of Clarity [Courtier] (Path)..................................84 Daidoji Trading Council [Courtier] (Path)...............................84 Ikoma Historians [Courtier] (Path) ..........................................84 Kitsuki Debater [Courtier] (Path) .............................................84 Shosuro Defilers [Courtier] (Path)...........................................85 The Asako Scholars [Courtier] (Path) ....................................85 The Dark Whisper [Courtier] (Path) ........................................85 The Doji Innocents [Courtier] (Path).......................................85 The Otomo Bureaucrats [Courtier] (Path) .............................86 The Scales of the Carp [Courtier] (Path) ...............................86 Minor Clan Alliance Diplomat [Courtier] (Path).....................86 The Hand of Peace [Courtier] (Path)......................................86 The Severed Hand [Courtier] (Path).......................................87 The Yoritomo Emissaries [Courtier] (Path) ...........................87 Yasuki Extortionist [Courtier] (Path) .......................................87 Kitsuki's Eye [Courtier] (Path)..................................................87 The Amethyst Champion [Courtier] (Path) ............................87 Suzume Storyteller [Courtier, Artisan] (Path)........................88 The Daidoji Spymasters [Courtier, Ninja] (Path) ..................88 The Dragonfly Advisor [Courtier,, Shugenja] (Path) ............88

Ide Caravan Master [Coutier] (Path) ......................................88 Agents of the Hantei [Monk] (Path) ........................................88 Dark Path Sohei [Monk] (Path)................................................89 Students of Hitsu-do [Monk] (Path) ........................................89 The Barefoot Brethren [Monk] (Path) .....................................89 The Transcendent Brotherhood [Monk] (Path) .....................89 The Silent Ones [Monk] (Path) ................................................90 Togashi Defender [Monk] (Path).............................................90 Pure Song Shrine [Monk] (Path) .............................................90 The Servants of Mercy [Monk] (Path) ....................................90 The Way of Mizu-do [Monk, Artisan] (Path) ..........................90 Defender of the Brotherhood [Monk, Courtier] (Path)..........91 The Taoist Archers [Monk, Ronin] (Path) ..............................91 Shadow Blades [Ninja] (Path) .................................................91 The Shosuro Assassins [Ninja] (Path) ...................................91 Kaze-Do Fighter [Peasant, Monk, Ronin] (Path) ..................92 The Silken Promises Geisha [Ronin] (Path) .........................92 The Shiba Illusionists [Shugenja] (Path)................................92 Asahina Fetishist [Shugenja] (Path) .......................................92 Isawa Tensai [Shugenja] (Path) ..............................................93 Iuchi Couriers (The Lords of the Plains) [Shugenja] (Path) 93 Kawaru Sages [Shugenja] (Path) ...........................................93 Kitsune Artisan [Shugenja] (Path)...........................................93 The Sisters of the Sacred Light [Shugenja] (Path)...............94 Toritaka Exorcist [Shugenja] (Path)........................................94 Agasha Alchemists [Shugenja] (Path) ...................................94 Asahina Artisans [Shugenja] (Path) .......................................94 Bishamon's Chosen [Shugenja] (Path) ..................................94 Chuda Necromancer [Shugenja] (Path).................................95 Disciples of the River [Shugenja] (Path) ................................95 Isawa Seaguard [Shugenja] (Path).........................................95 Iuchi Traveler [Shugenja] (Path) .............................................95 Mantis Navigator [Shugenja] (Path) .......................................96 Oni Slayer [Shugenja] (Path)...................................................96 Shadow Hunter [Shugenja] (Path) ..........................................96 The Children of Chikushudo [Shugenja] (Path) ....................96 The Inferno Guard [Shugenja] (Path).....................................97 The Isawa Temple Guardians [Shugenja] (Path) .................97 The Mist Legion [Shugenja] (Path) .........................................97 The Nameless Ones [Shugenja] (Path) .................................97 The Seppun Hidden Guard [Shugenja] (Path)......................98 The Soshi Deceivers [Shugenja] (Path).................................98 Chuda Subversive [Shugenja] (Path).....................................98 Tamori Warrior Priest [Shugenja] (Path) ...............................98 The Acolytes of Thunder [Shugenja] (Path) ..........................98 The Kitsu Spirit Legion [Shugenja] (Path) .............................99 The Kuni Crystal Masters [Shugenja] (Path).........................99 The Seppun Astrologers [Shugenja] (Path) ..........................99 The Jade Champion [Shugenja] (Path) .................................99 Acolytes of Snow [Shugenja] (Path).................................... 100 The Asahina Fire Sculptors [Shugenja, Artisan] (Path).... 100

1

Crab

Kaiu Engineer

Clan: Crab

Discipline: Artisan, Bushi

Benefit: +1 Intelligence

Skills: Battle, Craft: Armorsmithing, Craft: Weaponsmithing,

Defense, Engineering (pick one Emphasis), Lore: Architecture, War Fans

Honor: 4.5

Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Heavy

Weapon or War Fan, Traveling Pack, 3 koku

The Kaiu Engineers are the most formidable crafters in the Empire, and their skills are turned almost entirely to the Crab Clan’s duty of defending Rokugan against the Shadowlands.

Masters of construction and siegecraft, they are also formidably talented at the manufacture of arms and armor. Many Kaiu also serve as battlefield commanders, turning their talents at siege to the service of war.

Techniques

RANK 1: THE KAIU METHOD - A student of the Kaiu Method is taught the many basic essential disciplines the family uses to serve the Crab. You gain a bonus of +1k0 when making any School Skill Roll. When spending a Void Point to augment a School Skill Roll, you gain a bonus of +2k2 instead of +1k1.

These effects are not cumulative.

RANK 2: THE PATH OF STONE - The Kaiu are feared on the battlefield for good reason—they are the masters of both construction and destruction. When constructing any large structure (temple-sized or larger), you may make an Engineering Skill Roll at TN 25 to add an additional number of Wounds to the structure equal to your

School Rank x 100. Also, when commanding a siege engine, you may re-roll once any of the siege engine’s damage dice that roll below your School Rank.

RANK 3: THE PATH OF THE SHELL - The security and protection of Crab samurai is a somber duty all Kaiu take very seriously indeed. When crafting any set of armor, you may double the crafting time and cost in order to add your School Rank to the armor’s Reduction value.

You may also add half your School Rank (rounding up) to the armor’s Armor TN bonus.

RANK 4: THE PATH OF WAR - Every Kaiu is a student of batt le, as are all Crab. When you roll on the Mass Battle Chart, you may modify your result (up or down) by an additional amount equal to half your School Rank. Additionally, when fighting with a katana, dai

tsuchi, or war fan, you may make melee attacks as a Simple Action rather than a Complex Action.

RANK 5: THE PATH OF STEEL - The greatest and most sacred duty of the Kaiu is crafting the sacred weapons of the Crab Clan. When crafting any weapon, you may choose to confer either a +1k0 bonus to all attack rolls made with that weapon, or a +0k1 bonus to all damage rolls made with that weapon. If the weapon is a katana, you may expend all your Void Points (a minimum of one point must be spent) to make the blade unbreakable (as per the Sacred Weapon: Kaiu Blade Advantage). Doing so renders you unable to recover Void Points for one week.

Hida Bushi

Clan: Crab

Discipline: Bushi

Benefit: +1 Stamina

Skills: Athletics, Defense, Heavy Weapons (Tetsubo)

Intimidation, Kenjutsu, Lore: Shadowlands, any on Bugei Skill

Honor: 3.5

Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy

Weapon or Polearm, Traveling Pack 3 koku

The Hida fighting style is one of the oldest and most respected bushi

schools in the Empire, and one with a very basic premise endure the enemy’s attacks until you have the opportunity to crush him with sheer brute force. The style was shape by the Clan’s early years combating oni and other Shadowland enemies, when only the strongest and most resilient among Hida’s followers survived.

The Hida Bushi School encompasses two broad themes damage mitigation and heavy weapon use. Hida bushi ma not be the most accurate samurai in the Empire, but when they do connect, they inflict tremendous damage. And fortunately for them, they are able to withstand incredible amount of punishment while they wait to cripple their enemies.

Techniques

RANK 1: THE WAY OF THE CRAB - The Hida bushi is the epitome of ‘heavy infantry,’ able to endure harsh blows and deliver crushing attacks in return. You may ignore TN penalties for wearing heavy armor for all skill except Stealth. When using a Heavy Weapon, you gain a bonus of +1k0 to the total of all damage rolls.

RANK 2: THE MOUNTAIN DOES NOT MOVE - The Hida bushi is famous for extraordinary tenacity, weathering wounds that would kill normal men. You gain Reduction equal to your Earth Ring.

RANK 3: TWO PINCERS, ONE MIND - A Hida bushi is relentless. You may make attacks as a Simple Action instead of a Complex Action

while using Heavy Weapon or weapons with the Samurai keyword.

RANK 4: DEVASTATING BLOW - A Hida stops at nothing to destroy his enemies once his anger is roused. Once per encounter, when wielding a Heavy Weapon you may make a calculated strike against the enemy.

Lower the enemy’s Reduction by 4 for this attack. If this attach succeeds, you Daze the target. The target may recover from this Conditional Effect by making a successful Earth Ring Roll versus a TN equal to your damage roll during the Reaction Stage of each Round. The TN decreases by 5 each time the target fails the roll.

RANK 5: THE MOUNTAIN DOES NOT FALL - Nothing can stop a Hida warrior from fulfilling his duty, no even the threat of death. You may spend a Void Point during the Reactions Stage. During your next

Turn, you may take action as if you were in the Healthy Wound Rank. You ignore the Dazed, Fatigued, and Stunned Conditional Effects. The benefits of this Technique last until the next Reactions Stage.

2

Hida Pragmatist

Clan: Crab

Discipline: Bushi

Benefit: +1 Agility

Skills: Athletics, Defense, Jiujutsu (Improvised Weapons) 2,

Kenjutsu, Lore: Shadowlands, any Bugei skill

Honor: 2.5

Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Heavy

Weapon or Polearm, Traveling Pack, 3 koku

The practitioners of Kobo Ichi-Kai, whose primary dojo is located in

Clear Water Village, focus on unarmed combat above all other forms of martial conflict. Although sometimes considered a touch bizarre by other Crab warriors, they are nonetheless respected because of their sheer physical power and ability to devastate virtually any opponent in hand-tohand combat. Pragmatists make fine yojimbo, since they can leave their weapons at the door and suffer only minimal loss of effectiveness when doing so. Even creatures of the Shadowlands can be overcome by a skilled Pragmatist, and indeed the school was originally developed out of the need to adapt jiujitsu to fighting inhuman opponents.

Techniques

RANK 1: THE ETERNAL STONE UNLEASHED - The Pragmatist is taught to endure terror and humiliation while killing his enemies with anything he can find. You gain a bonus of +1k0 to any roll made to resist Intimidation or Fear effects. You also gain a bonus of +1k0 to the total of your attack and damage rolls when fighting unarmed or with improvised weapons. However, you must always keep high dice with any attack rolls or damage rolls that benefit from this Technique.

RANK 2: WEARING DOWN THE MOUNTAIN - At this rank the Pragmatist learns to strike repeatedly at the same point, wounding even powerful opponents. When fighting unarmed or with an improvised weapon, you may make the Extra Attack Maneuver for

only 3 Raises instead of 5.

RANK 3: FURY OF THE AVALANCHE - At this rank the Pragmatist learns to fight just as well with his bare hands or whatever is available to him as with the traditional weapons of the samurai. You may make attacks as a Simple Action when fighting unarmed or with an improvised weapon, or when wielding a Samurai keyword weapon.

RANK 4: STONE TURNS STEEL ASIDE - The Pragmatist is taught he does not need a weapon when he can turn an enemy’s weapon back on him. Regardless of your Stance, a number of times per skirmish equal to your Void, immediately after you are attacked with a melee weapon (after damage is rolled, if the attack hit) you may take a Free Action to make a Contested Roll using Jiujutsu / Agility against your

enemy’s (Weapon Skill) / Agility. If you win the roll, you immediately strike the enemy with his own weapon (thus, you use your own Strength when determining damage rolled with this Technique). You may Raise on this Contested Roll to perform the Increased Damage Maneuver.

This technique cannot be used during an iaijutsu duel.

RANK 5: FIGH T TO THE END - The final lesson of the Pragmatist teaches him to prevail no matter what the odds, killing his enemies no matter how severe his own injuries. At the start of your Turn you may spend a Void point to allow you make an attack as a Complex Action that ignores your Wound penalties (including Down and Out) and any restrictions or penalt ies from Status effects or physical Disadvantages you are currently suffering. You gain a +3k1 bonus to your damage roll with this attack.

Hiruma Bushi

Clan: Crab

Discipline: Bushi

Benefit: +1 Willpower

Skills: Athletics, Hunting, Kenjutsu (Katana), Kyujutsu Lore:

Shadowlands, Stealth, any one skill

Honor: 4.5

Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow

with 20 Arrows or Knife, Traveling Pack 3 koku

Where the Hida Bushi School teaches endurance and strength their

Hiruma cousins teach avoidance and targeting weak points in an enemy’s defenses with lightning fast strikes. The lessons taught by their sensei are essential to fulf illing their duties as warriors inside the Shadowlands. Those who do no heed their teachers well do not survive to perpetuate their mistakes. Those who excel at their lessons become a scourge upon the Shadowlands, moving through that dark realm wit speed and grace, leaving death in their wake. The Hiruma Bushi School emphasizes movement and survival not just to endure a strike as the Hida do, but to live through an entire skirmish. In one-on-one combat the Hirum excels at evading his opponent, while in larger skirmishes hi ability to avoid damage makes him adept at reaching troublesome foes and eliminating them while his allies tie up other rank-and-file opponents.

Techniques

RANK 1: TORCH'S FLAME FLICKERS - The Hiruma learns to focus his strikes even while protecting himself, perfecting the penetrating quality of his blow withou sacrificing his defense. While you assume the Attack Stance you gain a bonus of +1k0 to the total of all attack rolls. Yo are skilled at survival and can make all food, water, and jade rations last twice as long for a number of people equal to you Hunting Skill Rank.

RANK 2: WOLD'S LI TTLE LESSON - Hiruma learn to dash in and out in

a single motion. While you assume the Attack Stance, you add 5 to your Armor TN ever time you hit with a melee weapon. This bonus may stack number of times equal to your School Rank and lasts until the end of the current skirmish.

RANK 3: HUMM INGBIRD WINGS - The Hiruma know how the hummingbird can move in an direction and apply this truism to battle. Once per Roun you may activate this Technique when an opponent target you with an attack. You gain a bonus of double your Schoo Rank to your Armor TN for that attack. This stacks with an other Armor TN bonuses you gain from other means (such a spending a Void Point).

RANK 4: SHARK SM ELLS BLOOD - Against a weakened opponent, a Hiruma is a terrible foe indeed. You may make attacks as a Simple

Action instead o a Complex Action when using a weapon with the Samurai keyword.

RANK 5: DAYLIGHT WASTES NO MOVEM ENT - The Hiruma learns to use no more energy than is precisely needed to kill his opponent. If you deliver more Wound than necessary to kill your target, you may apply the excess Wounds to the next target you hit. This Technique does no activate two attacks in a row. The carry-over effect does no last beyond the end of the current skirmish.

3

The Hiruma Scouts

Clan: Crab

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore:

Shadowlands, Stealth (Sneaking), any one Bugei skill

Honor: 4.5

Outfit:

After the fall of Hiruma Castle, the Hiruma family had no sensei and was unable to preserve the knowledge of its ancient bushi school

(the school listed in the L5R 4th Edition Core rulebook as “Hiruma Bushi”). Most of the samurai who actually knew its advanced techniques had perished in battle with the Maw, and those who knew its more basic methods were too focused on fighting and surviving to pass on their wisdom. By the time the family realized their school was in danger of perishing, it was too late.

It was the Unicorn Clan which offered a solution, opening its scout dojo to the Hiruma. Training in the Shinjo methods and adapting them for their own use, the Hiruma developed a new school which placed a far stronger focus on stealth and scouting than their ancestral one. The Hiruma relied on this school for over 300 years, until ancient scrolls of the lost Hiruma Bushi school were finally recovered from the Shadowlands. Even after the Hiruma Bushi

techniques were recovered, however, the Hiruma refused to abandon their well-tested Scout school, and thereafter their dojo taught both.

Techniques

RANK 1: DANCE THE RAZOR'S EDGE - The Hiruma scouts learn the ways of the Shadowlands intimately, and are taught to rely on speed and stealth to survive, function, and escape in that most inhospitable of environments. You may add your Stealth Skill rank to the total of your Initiative rolls (unless caught by surprise or otherwise unaware).

You can make all food, water, and jade rations last twice as long as normal for a number of people equal to your Hunting Skill Rank. While in the Shadowlands, you gain +1k0 to Stealth rolls and always know the direction of the Empire and roughly how far away it is.

RANK 2: RUN LIKE THE WIND - The Hiruma practice speed, evasion, and endurance in order to evade their enemies and deliver their scouting reports.

You may make Free and Simple Move actions while in the Full Defense stance. You can run at high speed for a number of hours equal to your Stamina + School Rank, after which you are Exhausted until you have one hour’s rest.

RANK 3: VEIL OF THE SPIRITS - At this Rank, the Hiruma has perfected his skills with stealth to the point where they become

almost supernatural.

As long as you do not move and have some form of cover, concealment, or camouflage available (GM’s discretion), you may spend a Void point to make yourself all but invisible—in mechanical terms, this adds a number of kept dice to your Stealth roll equal to your School Rank. This effect lasts until you move or make noise.

RANK 4: HARNESS THE WIND - The Hiruma has now learned to strike as swiftly as he runs. You may make attacks as a Simple Action instead of a Complex Action when using any Samurai weapon, knife, or bow. You may also attack as a Simple Action regardless of weapon when fighting any Shadowlands creature or other known Tainted nonhuman (such as zombies or gaki).

RANK 5: STRIKE OF THE STALKER - The Hiruma Scouts strike their opponents from hiding, delivering vicious blows that get past all

defenses. If you are striking a surprised or unaware foe, your Raises are not limited by your Void, and you can ignore 10 points of Reduction (from any source).

Yasuki Courtier

Clan: Crab

Discipline: Courtier

Benefit: +1 Perception

Skills: Commerce (Appraisal), Courtier, Defense, Etiquette

Intimidation, Sincerity (Deceit), any one Merchan skill

Honor: 2.5

Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,

Traveling Pack, 5 koku

Once a Crane family, the Yasuki defected to join the Crab after their

Doji masters refused to accept the questionable manner in which the Yasuki performed essential tasks necessary for the Crane to function. The Crab were far more practical masters and under their leadership the Yasuki have become the most prosperous merchant patrons in the Empire. Their sense emphasize the ability to find that thing one’s opponents i court must have, and provide it for them at a low cost, ensuring both profit and gratitude. The Yasuki specialize in using commerce as a means o gaining the favor of others. They are as much salesmen a courtiers and can use any number of sales tactics, including both pressure and false sincerity, to gain that which the desire from others. No one in the Empire can take a simple resource and transform it into a hot commodity with the same style and deftness as a Yasuki courtier.

Techniques

RANK 1: THE WAY OF THE CARP - The Yasuki are masters of commerce and practice it far more openly than other samurai families; they do not consider i to be a breach of etiquette to engage in open commerce. You gain a Free Raise when using the Commerce skill, and you d not lose Honor or Glory for using the Commerce skill eve in public. Also, Yasuki are taught from youth to be adept at sizing up their potential customers. When speaking wit someone you may make a Contested Roll of your Commerce

Perception against their Etiquette/ Awareness to discern some material object or service they want or desire.

RANK 2: DO AS WE SAY - The flip side of Yasuki commerce is Yasuki pushiness. The Yasuki are renowned for both their glib tongues and their high-pressure sales tactics, pressuring and deceiving their customers and allies into doing what they want. A number o t imes per session equal to your School Rank, you may re-roll a failed Sincerity or Intimidation Skill roll. You must keep the results of the second roll.

RANK 3: TREASURES OF THE CARP - Your contacts in the merchant and commercial circles o Rokugan make it possible for you to acquire almost anythin you might need to satisfy a customer. You may roll Commerce Awareness at TN 20 to locate a rare or useful

item subject to GM discretion, for someone else. You may trac down higher-quality or rarer items by calling Raises.

RANK 4: WILES OF THE CARP - As ruthless merchants, the Yasuki are also skilled at seeing through the deceptions and blandishments of others. Anyone making a Social Skill Roll for the purpose of lying to you o deceiving you has their TN increased by an amount equal t 5 times your School Rank.

RANK 5: WHAT IS YOURS IS MINE - The ultimate skill of the Yasuki is to influence others by offerinr them what they want the most. If you know of a material item someone needs, and arrange for them to get it, you gain a bonus of +5k0 to any Contested Social Rolls you make against that person for the next 24 hours.

4

Kuni Witch-Hunter

Clan: Crab

Discipline: Monk

Benefit: +1 Willpower

Skills: Investigation, Jiujutsu, Kenjutsu, Lore: Shadowlands,

Lore: Maho, Meditation, any one skill

Honor: 5.5

Outfit: Rugged Clothing, Daisho, Knife, Jade Pendant,

Traveling Pack, 3 koku.

Devotion:

The Kuni Witch-Hunters are a small but highly skilled group of mystical warriors who serve the Crab Clan by hunting for maho-tsukai and Shadowlands infiltration within the Empire. They travel

freely through Rokugan, often disregarding clan borders and jurisdictions… much to the displeasure of local authorit ies. Samurai from other clans tend to regard Witch-Hunters as superstitious and ill-mannered louts, but common folk throughout the Empire respect them and seek their aid whenever supernatural threats arise. Within the Crab Clan they are treated with respect and not a little fear, since their appearance often betokens the presence of the Taint.

Techniques

RANK 1: TO SEE THE DARKNESS - Witch-Hunters are taught both to sense the power of Jigoku and to crush those who carry its dreadful mark.

You may attempt to detect the Taint in another person by holding your jade pendant (or another piece of jade) and staring intently at them. This is a Complex Action and requires you to make a Contested Roll of your Investigation (Interrogation) / Awareness against the target’s Sincerity (Deceit) / Willpower. You gain a +1k0 bonus to this roll for every full Rank of Taint the target possesses. If you succeed in the roll and the target is Tainted (has at least 1 Rank of Taint), you are able to sense the presence of the Taint and its approximate strength. If you fail the roll or the target is not Tainted, you gain no information.

In addition, you gain +1k1 to your rolls to resist the Shadowlands

Taint and to your attack rolls when attacking a foe who is a Shadowlands creature or who you know to be Tainted.

RANK 2: TO RIDE THE DARKNESS - Witch-Hunters do not confine themselves to rooting out Tainted men and women—they also learn how to fight the creatures of the Shadowlands, and spend considerable time studying their strengths and weaknesses.

Any time you are confronted by a Shadowlands creature, you may take a Free Action to roll Lore: Shadowlands / Intelligence at TN 20 to recall either one specific strength (such as Invulnerability) or one specific weakness (such as jade) for that creature. You choose whether you recall a strength or a weakness, but the GM chooses the exact information. You may Raise on this roll to learn additional pieces of information—one strength or weakness per Raise.

RANK 3: TO STRIKE THE DARKNESS - At this rank the Witch-Hunter

learns to call on the power of purity to guide and strengthen his blows. You may make melee attacks as a Simple Action when your opponent is a Shadowlands creature or when you know your opponent to be Tainted.

RANK 4: TO REPEL THE DARKNESS - The Witch-Hunter’s intense study and spiritual training now gives him access to esoteric powers and makes it almost impossible for the forces of darkness to deceive him. You gain a +3k0 bonus to the roll for your Rank One ability to detect the Taint and to the roll for your Rank Two ability. In addition, you may learn one Kiho. (If the optional rule allowing Kiho for non-Brotherhood monks is in effect, this Kiho does not count against the maximum number of Kiho you can learn, although it is subject to their other mechanical limitations such as Mastery Level.)

RANK 5: TO SHATTER THE DARKNESS - The Witch-Hunter is now the true nemesis of Jigoku’s forces, able to strike down his enemies with unmatched power. You gain a +4k1 bonus to your attack and damage rolls against Shadowlands creatures and against foes you know to be Tainted. This stacks with the attack bonus from your Rank One technique.

Kuni Shugenja

Clan: Crab

Discipline: Shugenja

Benefit: +1 Willpower

Skills: Calligraphy (Cipher), Defense, Lore: Shadowland 2,

Lore: Theology, Spellcraft, any one Weapo Skil

Honor: 2.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,

3 koku

Affinity/Deficiency: Earth / Air

Often misunderstood, the Kuni Shugenja School has frequently been painted as a collection of obsessive madmen who delve too deeply into secrets no one should explore. Most Kuni would object to the label of madman, but beyond that they would admit the stereotype fits fairly closely with reality. The Kuni understand they must sacrif ice certain inhibition and reservations in order to serve their Clan and Empire to the best of their ability, and they do so without protest. The Kuni Shugenja School emphasizes the Crab Clan’ specialization in fghting creatures of the Shadowlands. The Crab’s alliance with the Nezumi tribes that dwell within the region also has granted them great insight into other nonhuman creatures, and their Technique

allows them to benefit or destroy such creatures as desired.

Techniques

RANK 1: GAZE INTO SHADOW - The Kuni have carefully studied many of the most sinister opponent imaginable, and have learned how to combat them. You gain a bonus of +1k0 to the total of all Spell Casting Rolls when the target is any non-human creature and any spell that inflicts damage inflicts an additional +1k1 damage when used against a target who possesses the Shadowlands Taint.

You also gain a Free Raise on any spell with the Jade keyword.

Crane

The Kakita Artisans

Clan: Crane

Discipline: Artisan

Benefit: +1 Awareness

Skills: Courtier, Games: Sadane, Etiquette, Sincerity, any

three skills chosen from the following list: Acting, Artisan (Gardening, Ikebana, Origami, Painting, Poetry, or Sculpture), Perform (Dance, Oratory, Puppeteer, Song, Storytelling, or any

musical instrumen

Honor: 5.5

Outfit: Court Robes, Beautiful Clothing, Wakizashi, Art

Supplies, Fan, Steed (Rokugani pony), Traveling Pack, 10 Koku

Unlike their occasional rivals among the Shiba, the Kakita Artisans do not confine themselves merely to the creation of physical art such as paintings or books of poetry. The Artisan Academy devotes itself to the study of every sort of art, whether it be performance-based or creation-based, and studies not only the ways of art but also the ways in which such art may be turned to the service of the Crane Clan.

5

Techniques

RANK 1: SOULD OF THE ARTISAN - The Kakita Artisan is taught from earliest youth to focus on one specific form of art above all others, devoting himself to it heart and soul and pursuing the goal of absolute perfection within its forms. Of course, in keeping with Crane tradition the Artisan is also taught to be a ruthless critic to any artist ic rivals. Select one of your three chosen School Skills (Acting, an

Artisan skill, or a Perform skill) as the focus of your artistic training. This becomes your chosen art. When making skill rolls with your chosen art, you gain a +2k0 bonus and your Raises are not limited by your Void.

Any time you are using Games: Sadane to criticize someone else’s art or performance, you gain a Free Raise on your skill roll.

RANK 2: THE SOUL'S DREAM - The Kakita Artisan is taught to use his art to affect those around them, inspiring emotions and shifting the views of the audience. When presenting a public performance or display of you chosen art, you may make a Contested Social Roll of [chosen art]/ Awareness against the Etiquette (Courtesy)/Willpower of the audience members. Those audience members who fail their rolls are profoundly swayed and their emotions shift in a direction

you desire—becoming friendlier, more hostile, calmer, or whatever other emotional shift your art is designed to evoke. This emotional shift normally lasts a number of hours equal to your Insight Rank.

Note that not all persons are equally susceptible to the impact of art—the GM may rule that a particular individual is affected for a shorter period of time, or award a bonus to the resistance roll for persons whose emotions are difficult to manipulate. The GM should normally have each individual audience member roll separately to resist this technique (this should always be done for PCs or important NPCs), but with large groups of ordinary NPCs the GM can opt to save time by making a single roll for most or all of them.

RANK 3: FREE THE SPIRIT - You may select a second of your three chosen School Skills as a chosen art, and all Technique bonuses and effects which applied to your first chosen art now apply to it as

well. The bonus to your chosen art skill rolls increases to +2k1.

RANK 4: UNDYING NAM E - Your art is now so magnificent that you can make and break the reputations of others by depicting or referencing them in your work. You may create a piece of art referring to another person by rolling [chosen art]/ Awareness at a TN equal to 20 plus 5x their Glory Rank. With a success, you may either increase (if your art is complimentary) or decrease (if it is critical) their Glory by up to 5 points, plus an additional 5 points for every Raise you make on the roll. You may call two additional Raises to inflict a gain of Infamy on the target instead of a Glory change.

You may not target the same person with this technique more than once every six months. Furthermore, persons of high station cannot have their reputations damaged by artists lacking in prestige—the target’s Status Rank cannot exceed your Glory or Status Rank

(whichever is higher).

RANK 5: A GIFT BEYOND PRICE - You art is now so perfect that a gift of it can profoundly change another person’s attitude toward you and your clan. Once per month, you may give a gift of your chosen art to someone from another clan or faction. Make a Contested Social Roll of your [chosen art]/ Awareness against their Etiquette (Courtesy)/Willpower. (The GM may award Free Raises to you or the target of this technique based on the type and subject of the art and the attitudes and beliefs of the target—some people are easier to sway than others.) With a success, you permanently alter their attitude toward your clan/ faction in a favorable direction. With a failure, the target becomes aware of your attempt to manipulate his emotions, and his attitude toward your clan/ faction permanently

shifts in a hostile direction.

This technique cannot target the same person more than once per year.

The Kakita Master Artisans Advanced

Clan: Crane

Discipline: Artisan

Benefit: Skills: Honor: Outfit:

The most talented elite of the Kakita Masters learn secret techniques of artist ic perfection passed down from the early centuries of the Empire. These methods were developed by some of the Empire’s

finest artists and mastering them is beyond the ability of most students at the Artisan Academy, so only the most supremely gifted are ever taught them. However, for that same reason the techniques are not limited solely to students of the Artisan Academy—any supremely talented Crane may become a Kakita Master.

At their highest pinnacle of skill the Kakita Masters can actually change reality temporarily, a phenomenon which mystif ies those shugenja who have studied it. Some speculate the art is so perfect it inspires the kami in response, but in truth no one knows how the Masters achieve these effects.

Techniques

RANK 1: THE MASTER'S TOUCH - The Master Artisan transcends the social demands of art to focus on creating works of lasting magnif icence which transform those who witness them. You may attempt to create such a work or performance with a chosen art Skill roll at TN 40. A success results in a creation or performance that awes everyone who witnesses its first public appearance.

You gain 5 points of Glory, +1 additional point of Glory for each Raise called on the roll. Everyone in the audience at the art’s unveiling/ performance gains one bonus Void Point (which can exceed their normal maximum) for the next 24 hours; if you successfully called at least 4 Raises on the roll, they gain two bonus

Void Points instead.

(The effects of this technique cannot stack.)

RANK 2: MASTER Y UNBOUNDED - At this level of skill, the Master Artisan’s skills become truly legendary. You gain a bonus of +2k0 with your chosen art Skill rolls. If you are trained as a Kakita Artisan, you may select a third chosen art from your School Skills.

RANK 3: THE PERFECT ART - The final secret of the Master Artisans is a level of excellence that transcends the normal bounds of mortal capability, producing art that literally comes to life. Once per month when creating a work or performance with one of your chosen arts, you may spend two Void Points and then roll [chosen art] / Awareness at TN 50. With a success, the art comes to life— birds f ly off a painting, the characters of a play manifest on the stage, the

statue of a Fortune comes to life, and so forth.

The specific nature of the manifestation, and what action it takes after appearing, is chosen by the GM—but it will always be helpful to you, and will usually be something awe-inspiring and extraordinary. The manifestation normally lasts only a few minutes, but if you successfully call four Raises on the skill roll it will last for one hour.

6

Daidoji Iron Warriors

Clan: Crane

Discipline: Bushi

Benefit: +1 Agility

Skills: Battle, Defense 2, Iaijutsu, Kenjutsu (Katana) Kyujutsu,

any one Skill

Honor: 6.5

Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy

Weapon or Polearm, Traveling Pack 10 koku

The skills of the Doji and the Kakita have raised the Crane into their

position as masters of the court, but when words alone cannot attain victory; it is the strength and the courage of the Daidoji Iron Warriors that carry the day. The Daidoji have always considered themselves the silent steel of the Crane, an that perception is not inaccurate. The Daidoji Iron Warrior are both the rank and file and the heavy infantry of the Crane armies, comprising a sizeable portion of the Clan’s first arm and the majority of the second. They also serve as yojimbo and this duty is the one most often ascribed to the Daidoji even if it is but one of their many roles. The Daidoji are a versatile group, with Techniques that emphasis both enduring the damage of one’s opponents an protecting their charge. This fighting style is not exclusively protective, however, and it allows an Iron Warrior to fight defensively in a skirmish to great effect.

Techniques

RANK 1: THE FORCE OF HONOR - The Iron Warrior serves as the shield of his clan, defending the honor and homes of the Crane. You gain a bonus of you Honor Rank (rounded down) minus 4 to your Wounds at each Wound Rank, to a minimum bonus of one. (Thus at Honor Rank 6.5, you gain a bonus of 2 Wounds to each Wound Rank.) Additionally, you gain a bonus of +1k0 to the total o all attack rolls while in the Attack Stance.

RANK 2: THE SHIELF OF FAITH - The Iron Warrior truly believes that

his work serves a higher purpose. When you perform the Guard Maneuver, the benefits last for an addit ional Round. Additionally, the Armor T bonus of the Guard Maneuver is increased by 5. (This bonus applies to both your Armor TN and your target’s Armor T – thus, you suffer no TN penalty when Guarding, and you target gains a bonus of +15 to his Armor TN instead of +10.)

RANK 3: STRIKE BENEATH THE VEIL - The Daidoji is an intractable foe, devastating to face under an circumstances. You may make melee attacks as a Simple Action instead of a Complex Action while in the Attack Stance.

RANK 4: VIGILANCE OF MIND - The Iron Warrior is always on the lookout for dangers. You may spend a Void Point during the Reactions Stage to target an opponent who has attempted to strike

at either you or the target of your Guard Maneuver during the Round. You gain a bonus of +2k1 to the total of all attack and damage roll against that opponent during the next Round.

RANK 5: TO TREAD ON THE SWORD - When the Iron Warrior fights to protect his charge, he will continue on long after others would perish. You may spend two Void Points as a Free Action when someone declares an action against the target of your Guard Maneuver. You become the target of the action instead (if it would be a legal action – GM’ discretion in questionable instances). You also gain one Free Action that you may use immediately for the sole purpose o moving toward the target of your Guard Maneuver. If you cannot reach your target, this Technique has no effect.

Doji Magistrate

Clan: Crane

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Defense, Horsemanship, Jiujutsu, Kenjutsu, Knives

(Jitte), Polearms, any High or Bugei Skill

Honor: 5.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon (or

2 Knives), Traveling Pack, 10 koku

The Doji family is dedicated to protecting its lands and people from

all threats, an expression of the Crane Clan’s devotion to the Virtue of Compassion. Consequently, they maintain this school to teach their bushi techniques of law enforcement and peace-keeping. Although generally less famous for their deeds, the Doji family’s magistrate tradition actually predates their more sensational counterparts in other clans by centuries.

The Kitsuki family, the Soshi Magistrates, and even the Emerald Magistrates were not created until well after the Doji tradition had been in place for a very long time. In fact, it is often against the Doji that other such schools are measured, although this is not a conscious comparison.

Despite the name of the school, in actuality only a minority of its students are actually appointed as clan magistrates— students are

far more likely to serve as yoriki, assisting other magistrates, or simply as guards patrolling the borders and maintaining law and order in cities and towns. Still, those who are trained in this school are often among the first to receive an appointment when a magistrate position becomes available, and it is not uncommon for many Doji to serve in the ranks of the Emerald and Jade magistrates as well.

Techniques

RANK 1: TEM PER STELL WITH HONOR - Doji Magistrates are trained

to fight with compassion, avoiding injury to both themselves and whenever possible to others, a style known to the Crane as Mizu-do (the Way of Water). They specialize in the use of weapons designed to disarm or capture foes rather than kill them. You may add an amount equal to your Air Ring to your Armor TN (unless caught helpless or unaware). You gain a +1k0 bonus to your attack rolls when fighting with a jitte or a sasumata.

RANK 2: FLOWING LIKE WATER - The Magistrates are taught the art of subduing law-breakers non-lethally by turning their own strength against them, an especially useful skill when dealing with drunken samurai whose deaths might carry polit ical repercussions. When rolling to control a Grapple or to resolve a Disarm attempt, you may use your opponent’s Strength Rank in place of your own.

RANK 3: BREATH OF THE LAW - The Doji Magistrates practice a variety of submission holds designed to disarm and disable lawbreakers without harming them. If you successfully Grapple or Disarm an opponent, they are also Dazed.

RANK 4: FLOWING LIKE AIR - A true student of the Doji path can move as swiftly as the wind of justice that brings ruin to his enemies. You may make attacks as a Simple Action when fighting unarmed or when wielding a jitte, sasumata, or a weapon with the Samurai keyword.

RANK 5: THE WILLOW IN THE STORM - In their final lesson, Doji Magistrates are taught to maneuver around their opponents, redirecting their energy and defeating them with their own momentum. You may spend a Void point during the Reactions stage of a skirmish Round to force anyone who attacks you on the next

Round to subtract their Air Ring from each of their dice. (Dice which explode have their f inal total reduced.) This technique cannot be activated or used while you are in the Full Attack stance or the Center stance.

7

Kakita Bushi

Clan: Crane

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Etiquette, Iaijutsu (Focus), Kenjutsu, Kyujutsu Sincerity,

Tea Ceremony, any one Bugei or High Skill

Honor: 6.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 10 koku

The sacred art of iaijutsu is practiced by all clans, but non have truly

mastered it in the same manner as the sensei a the Kakita Dueling Academy. The School focuses unapologetically upon dueling. Other skills are part of the core teachings but they are considered incidental and in many cases are offered only because some facet of their instruction relates i some way to iaijutsu. While there are those in the Empire who have criticized the School for its narrow focus, few can argue with the results; many battles have been won by the Crane because an enemy general was slain in a duel before the fighting began. Likewise the Crane stranglehold on the courts is easier to maintain when any challenge can be answered by a Kakita champion taking the courtier’s place in a duel. The Kakita Techniques place an obvious emphasis on iaijutsu but several of them can be of use in both dueling an general skirmishing. The

Kakita are generally faster than most opponents, reflected in their Initiative bonuses, and are able to utilize the Center Stance for greater benefits than normal both in dueling and outside.

Techniques

RANK 1: THE WAY OF THE CRANE - The study of the sword demonstrates the many ways in which the art of Kakita’s technique can be applied. You add twice your Iaijutsu Skill Rank to all Init iative rolls. You gain a bonus of +1k1 plus your School Rank to the total of all attac and Focus rolls while assuming the Center Stance. This

bonus also applies during the Combat Round following one in which you assumed the Center Stance.

RANK 2: SPEED OF LIGHTENING - Enemies who are slow or weak of spirit are doomed to failure. You gain a bonus of +2k0 to the total of all attack roll against those with lower Initiative than your own.

RANK 3: FIRST AND LAST STRIKE - A Kakita Bushi is feared throughout the Empire as a followed of the oldest and most venerated dueling tradit ion in the Empire. You may Strike first in a duel if you win the Iaijutsu Void roll by a d ifference of 3 or higher. You gain a Free Raise on your Strike for each additional margin of 3 instead of 5.

RANK 4: ONE STRIKE, TWO CUTS - With one pure strike, the advanced student of Kakita’s techniqu cuts his opponent twice. You

may make attacks as Simple Action instead of a Complex Action while using weapon with the Samurai keyword.

RANK 5: STRIKE WITH NO THOUGHT - A true student of Kakita requires no thought before the perfect strike, depending entirely on instinct. You may take on Simple Action per Turn while assuming the Center Stance. You gain the benefits of Center Stance while you assume the Stance instead of the following Turn, and you may remain in Center Stance as many consecutive Turns as desired. The Simple Action you take can be a Move Action (bypassing the normal restriction of the Center Stance).

The Daidoji Scout

Clan: Crane

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Athletics, Hunting (Traps), Kenjutsu, Knives, Kyujutsu

(Yumi), Stealth (Sneaking), any one Bugei or Low Skill

Honor: 3.5

Outfit: Light or Ashigaru Armor, Rugged Clothing, Daisho Set,

Bow, Knife, any one weapon, Trap- Making Gear, Camouflage Face-paint, Traveling Pack, 5 Koku.

Although the Iron Warriors are the most well-known public face of the Daidoji family, they also study a style of warfare specialized in scouting, ambush, and precision strikes against vulnerable enemy assets like commanders and supply caravans. Daidoji Scouts readily employ traps and surprise attacks, accepting a certain amount of dishonor in their own conduct for the sake of the greater good of the Crane Clan. They rely on the rest of the clan to provide them with political cover for their questionable actions.

Techniques

RANK 1: SURVEYING THE LAND - The Daidoji scouts are masters of observation and pursuit, tracking their opponents, harassing them, and delaying them with traps and ambushes. You gain +1k0 with Stealth and Hunting skill rolls. Any rural/ improvised traps you create are exceptionally deadly, inflicting +1k1 extra damage.

RANK 2: SCOURING THE SHADOWS - Daidoji scouts strike from concealment, hitting their opponents with swift and devastating attacks. When attacking an unaware opponent you gain a bonus of +2k0 to your attack roll.

RANK 3: WEAKEN THE RESISTANCE - The Daidoji learn to strike with precision, hitting their opponents in weak spots and evading their armor. You may ignore any Reduction your opponent gains from wearing armor or from school techniques. (You cannot ignore the

natural Reduction of creatures, or Reduction bestowed by magical or supernatural effects.) If you attack an opponent who has no Reduction from armor or techniques, you gain +1k0 to your damage rolls.

RANK 4: STRIKE AND MOVE - The Daidoji scout strikes with the swiftness of the wind itself. You may make attacks as a Simple Action instead of a Complex Action when wielding a katana, wakizashi, knife, or bow. Your traps now inflict +2k1 extra damage.

RANK 5: CUNNING OF DAIDOJI - The true master of the Daidoji scout school needs only a single strike, for his opponent never survives to see the second one. During a skirmish, you may spend a Void Point as a Free Action to attempt a deadly precision strike on your next attack (this may be done with a melee or a ranged attack, but cannot

be done more than once in the same Turn). Any Maneuvers called on this attack require 1 less Raise (to a minimum of 1 Raise), and if you successfully hit you gain a bonus of +1k1 to your Damage roll.

Furthermore, if your opponent is unaware of you, your Raises on this attack are not limited by your Void.

8

Doji Courtier

Clan: Crane

Discipline: Couriter

Benefit: +1 Awareness

Skills: Calligraphy, Courtier (Manipulation), Etiquett (Courtesy),

Perform: Storytelling, Sincerity, Tea Ceremony any one Artisan

or Perform skill

Honor: 6.5

Outfit: Extravagant Clothing, Wakizashi, any 1 weapon

Calligraphy Set, Traveling Pack, 10 koku

The reputation the Crane Clan has for being the unquestione masters of any court activity in which they are involved i well-deserved, and almost exclusively the result of the ancient secrets of the Doji Courtier School. The School’s primary focus is on the creation of vast networks of allies upon who the Crane can call to accomplish virtually anything, preferable indebting those involved to the Crane in the process. The curriculum in the Doji School is quite broad and encompasses myriad of topics, more than could be mastered by any single samurai, no matter how talented. Fortunately, the sensei ensure that there are an ample number of courtiers trained in ever area so no matter what the need, a Doji stands ready to fulfill it. The Doji Courtier School is built upon the notion of trading favors. That is not the entirety of their abilit ies, however; what makes

them even more daunting opponents is their ability t perceive what an individual needs, and then offer it to them i such a manner that refusal is difficult if not impossible.

Techniques

RANK 1: THE SOUL OF HONOR - Apprentice Doji courtiers are taught to rely on their Honor when dealing with others, infusing their every word and gesture with the power of their purity, and to build network of allies by discerning what others need and fulfilling those needs. So long as you maintain your Honor Rank at 6.0 o better, you gain a

Free Raise on all Courtier, Sincerity, an Etiquette rolls. Also, by conversing with another person for few minutes, you can make a Contested Roll of Courtier (Manipulation / Awareness against the target’s Etiquette (Courtesy / Awareness to learn whether they are in need of an favors or assistance (such as needing travel papers to reach another province, for example).

RANK 2: SPEAKING IN SILENCE - At this Rank the Doji learns Cadence, the art of communicating through subtle gestures and body language. This give them a huge advantage in the courts by allowing them t share information while their rivals are none the wiser. Yo can roll Courtier/ Intelligence at TN 15 to communicate simple ideas and instructions (things like “distract them,” “this favor us,” or “intercept that person”) with any other Crane who i trained in

the Doji Courtier School or who has at least 5 Rank in the Courtier skill. More complex ideas can be conveyed with Raises, although there is an upper limit (set by the GM on how complicated Cadence can become.

RANK 3: THE PERFECT GIFT - The Doji build their networks of alliances through selflessness offering others what they need so that in future the Doji ma rely on their assistance. Any time you are in court or in an urban area, you can roll Courtier/ Awareness at TN 20 to come u with a suitable gift or a helpful political favor for someone else. By calling Raises on this roll, you can acquire a rarer or moor potent gift or favor. If such a gift or favor is accepted, you ma immediately take that person as an Ally with 1-point Devotion without XP cost (subject to the GM’s permission).

RANK 4: VOICE OF HONOR - At this Rank the Doji has learned the art of political maneuvering making his posit ions and arguments appear synonymous with Honor, forcing anyone who disagrees with hi to take a dishonorable position. In any debate or argument you may make a Contested Roll of Courtier (Manipulation) Awareness against the target’s Etiquette (Courtesy) / Awareness. If you win the roll, the opponent is forced to concede that his position conflicts with

the demands of Honor an Bushido, and if he persists in his position he will commit breach of etiquette. (It is the GM’s discretion, based on the circumstances, as to whether it is a minor or major breach.)

RANK 5: THE GIFT OF THE LADY - The final training of the Doji teaches them the art of influencing the emotions of others, making friends and allies out of almost anyone – even bitter enemies. By conversing wit someone for a few minutes, you may make a Contested Roll o Courtier (Manipulation) / Awareness against the target’s Etiquette (Courtesy) / Willpower. If the target is an Ally, you gain a bonus of +5k0 to the total of this roll. With a success, you shift the target’s emotions in a favorable direction, persuading them to listen to your advice and counsel. The GM is the final arbiter but in general, the target will go along with anything you suggest which does not conflict with his basic loyalties.

The Daidoji Harriers Advanced

Clan: Crane

Discipline: Ninja

Benefit: Skills: Craft: Explosives 3, Hunting (Traps) 3, Stealth 5, Knives

4.

Honor: Outfit:

The exact origins of the Daidoji Harriers are obscure and mysterious. The Crane established a covert training site for unconventional tactics in the ruins of Shiro Giji in the year 330, but for many generations that facility was used merely to train selected Daidoji Scouts in the more ruthless and pragmatic sort of fighting methods. However, at some point the training at Shiro Giji took on a darker and less honorable tone, focusing on the use of truly heinous methods such as sabotage and assassination. The final turning point

seems to have been the decision to covertly manufacture and use gaijin pepper, whose secrets were discovered after the defeat of the gaijin in the Battle of White Stag.

The students of Shiro Giji took to calling themselves ‘Harriers’ to distinguish their methods from the somewhat more honorable tactics of other Daidoji Scouts. With time, the rulers of the family came to see the Harriers as a separate organization, a hand-picked band of men and women who would do anything and sacrifice any amount of their own honor for the greater good of the Crane. They carefully concealed the Harriers’ existence and methods from the rest of the clan, ensuring the leadership of the Crane could maintain honor and propriety. In this way the Harriers covertly served the Crane Clan for many generations.

The organization was finally exposed during the socalled War of

Silk and Steel between the Dragon and Crane in the late twelfth century. Crane Champion Doji Domotai was outraged by the Harriers’ activities and ordered the entire group disbanded, an order reluctantly obeyed by the Daidoji daimyo.

Techniques

RANK 1: MOVE LIKE SHADOWS - The Harriers are taught to sacrifice their own Honor for the sake of the greater good of the Crane Clan (as they perceive it). They train to blend into the shadows and to

defeat their foes with traps and ambushes. You lose only half the normal amount of Honor (rounded down) for any dishonorable actions taken on behalf of the Crane Clan.

You gain a +1k1 bonus to the DR of any rural traps you create (this stacks with the Daidoji Scout techniques, if applicable.)

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RANK 2: IRON FEATHER - The lightning reflexes of a Harrier allows him to dodge his opponent’s attacks easily. When wearing light armor, ashigaru armor, or no armor, you may add your Stealth Skill Rank to your Armor TN.

RANK 3: UNFORGIVING STEEL - The Harrier is taught to disable his foes with a single deadly strike. If you successfully attack a surprised or unaware opponent, or if an opponent takes damage from a rural

trap you created, he is Dazed in addition to any other effects of your attack. He may not attempt to recover from the Daze until after the next Reactions stage, and the TN to recover from the Daze is increased by +5.

Asahina Shugenja

Clan: Crane

Discipline: Shugenja

Benefit: +1 Awareness

Skills: Any one Artisan Skill, Calligraphy (Cipher) Etiquette,

Lore: Theology, Meditation, Spellcraft, an one High Skill

Honor: 6.5

Outfit: Robes, Bo, Wakizashi, Scroll Satchel, Travelin Pack,

10 koku

Affinity/Deficiency: Air / Fire

Much like the family as a whole, the Asahina sensei who teach at the various branches of the Asahina Shugenja School extol the virtue of preserving life over heedless destruction. A much monks as priests, the Asahina focus on scholarly pursuit and meditation as a means of finding their path in the world. They conduct the same rituals on behalf of the Crane that other shugenja families perform but they use

the opportunity to raise questions for those participating or observing the rituals. The Asahina regard everything as a teaching opportunity. Likewise they place great emphasis on the creation of artwork, an act they consider essential to the improvemen of the world around them. Above all else, the Asahina Shugenja School focuses o defense and protection. Both its core Technique and its spell emphases encourage spells that reduce damage and protect others from attacks. Other spells possessed by Asahina shugenja tend to have an emphasis on crafting or creating

Techniques

RANK 1: THE SOUL'S GRACE - c Technique: The Soul’s Grace – The Asahina have harnessed the power of the kami for art, not war. You may spend a Void Point to reduce the total of al opponents’ damage rolls inflicted within 20’ of you by 0k1 for a number of rounds equal to your School Rank. (Using this technique again before its duration expires “ resets” the duration but does not increase the damage penalty.) You also gain a Free Raise on an spell with the Defense keyword.

Dragon

Mirumoto Bushi

Clan: Dragon

Discipline: Bushi

Benefit: +1 Stamina

Skills: Defense, Iaijutsu, Kenjutsu (Katana), Lore Shugenja,

Meditation, Theology, any one Bugei o High Skill

Honor: 4.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 5 koku

Famous throughout the Empire for its unique teachings, the Mirumoto Bushi School is the lone f ighting style that utilize the Niten technique, wherein a samurai wields both the katana and the wakizashi simultaneously. This is a controversial style because it flies in the face of the traditional style use by the other clans for centuries, although Niten was actual developed at the same time as the one-sword style. In particular the rivalry between students of the Mirumoto Bush School and the Kakita Bushi School, the greatest advocates of Kakita’s “On soul, one sword” philosophy, is heated even during times of peace. Many opponents, anticipating the reputation of the Dragon as erratic, are surprised t face the calm, implacable Mirumoto as an enemy, a mistake that has cost more

than one samurai victory on the field o battle. The Mirumoto Bushi School focuses on the mechanica benefits of wielding two weapons simultaneously, both i forgiving the penalties associated with doing so and improving the benefits. It also increases the samurai’s Armor TN an grants him additional attacks at an increased rate due to the availability of his weapons.

Techniques

RANK 1: WAY OF THE DRAGON - Initiates of the Mirumoto Bushi

School must master the basic principles of Niten, the two-sword technique founded by Mirumoto himself. When wielding a katana in your main hand and a wakizashi in your off hand, you suffer no penalties o any kind for dual wielding, and you gain a bonus of you School Rank to your Armor TN (this is cumulative with the normal bonus for wielding two weapons). Additionally, when you are targeted with a spell, you may raise or lower the T of that spell’s Spellcasting Roll by 5.

RANK 2: THE CALM IN MIDST OF THUNDER - In addition to their focus on the art of kenjutsu, the Mirumoto study the art of the duel as well in order to properly face their traditional opponents among the Kakita. While you assume the Center Stance, you gain a bonus to the total of your Iaijutsu rolls equal to your Kenjutsu Skill Rank.

RANK 3: STRONG AND SWIFT - As the exploration of Niten continues,

the student learns t overwhelm opponents with a flurry of blows while maintaining a superior defense. Attacking is a Simple Action for you while you use weapons with the Samurai keyword.

RANK 4: FURIOUS RETALIATION - Once an opponent presents himself as a threat, the Mirumot will stop at nothing to defeat him to defend the honor o the family’s teachings. During the Reactions Stage of Combat you may choose one opponent who made or attempted an attac against you this Round. During your next Turn, you gai a bonus of +3k0 to all attack rolls against that target.

RANK 5: HEART OF THE DRAGON - Masters of the Mirumoto Bushi School seem to strike from everywhere at once. If you attack twice in the same Turn while you are wielding a katana in your main hand and a wakizashi in your off hand, you may make one additional attack wit your off hand as a Free Action.

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Mirumoto Master Sensei Advanced

Clan: Dragon

Discipline: Bushi

Benefit: Skills: Honor: Outfit:

High atop the mountains of the Dragon lands, in remote dojo and obscure strongholds, dwell the Master Sensei of the Mirumoto family—a tiny elite group of men and women who have attained true

mastery of not only swordsmanship but also of their own bodies and souls. Their primary home is Morning Frost Castle, but they also have several lesser dojo scattered through the most remote and inhospitable corners of the Dragon lands. The Master Sensei are very few in number, seldom exceeding two dozen in total, and those who would join their company must meet with their personal approval. Some Mirumoto samurai have spent decades struggling to prove their worthiness to the Master Sensei, while others have been admitted on their first application. Although the nature of the Master Sensei is more amenable to those who have followed the ways of the Taoist Swordsmen, they do not play favorites and more than one Swordmaster or Niten practitioner has joined their ranks.

The Master Sensei are isolated even by Dragon standards, and rare

indeed is it for one of them to leave their remote dojo and visit the rest of the Dragon lands, let alone the Empire as a whole. However, on the few occasions they do emerge to influence the world outside, their impact is always profound.

Techniques

RANK 1: THE SWORD AND THE SOUL - The Master Sensei has learned that the sword can bring moments of perfect harmony, just like art or meditation.

When fighting with a sword, any time you reduce an opponent to

Down, Out, or Dead, you regain 1 Void Point.

This can temporarily increase your total Void Points above your Void Ring, although any such “extra” points disappear at the end of the current skirmish.

RANK 2: THE BOD Y IS ILLUSION - The Master Sensei has studied meditation and enlightenment to such an extent that he can transcend the limitations of the flesh. You may take a Simple Action to spend a Void Point to ignore Wound Penalties (including Down, but not Out) for the remainder of this skirmish, or for ten minutes when outside of a skirmish

RANK 3: SWORD OF THE SENSEI - The Master Sensei knows that a true teacher can share his greatest power with his students. Once per day, you may take a Simple Action to roll Awareness/ Meditation

at a TN of 25 plus 5 for each ally fighting alongside you. If you succeed, your allies gain the benefits of your Rank One technique for the remainder of this skirmish.

Mirumoto Taoist Swordsman

Clan: Dragon

Discipline: Bushi

Benefit: +1 Void

Skills: Athletics, Defense, Iaijutsu, Kenjutsu (Katana), Lore:

Theology, Meditation, any one Bugei or High Skill

Honor: 5.5

Outfit: Sturdy Clothing, Katana, Wakizashi, Tanto, Traveling

Pack, 1 koku

Although the Mirumoto family are best know for following the twin-

sword fighting technique pioneered by their founder (and defined most clearly in his famous book Niten), not all members of the family embrace Mirumoto’s fighting techniques.

The Dragon Clan’s long association with the quest for enlightenment, not to mention the existence of a specialized monastic order right within its own ranks (the Togashi tattooed men) has given rise to other warrior traditions. The most notable of these are the Taoist Swordsmen, ascetic warriors who maintain small dojo deep within the most inaccessible mountains of the Dragon lands. There they pursue enlightenment and swordsmanship with equal dedication, often praying and training alongside small groups of Togashi monks. Taoist swordsmen are seldom seen outside their own lands, though on rare occasions they have been known to

embrace the tradition of the “worldly monk” and travel the Empire in search of both enlightenment and experience with the sword.

All members of this school are considered to be Ascetic, but do not gain Experience Points for it. It does not count against their 10-point limit of Disadvantages.

Techniques

RANK 1: ALIGNED WITH THE ELEM ENTS - Students of the Taoist Swordsman school spend their days in the rugged mountains of the Dragon lands, enduring the harsh elements with litt le clothing and no

armor, learning the ways of the sword in complete selflessness. When wielding a sword and wearing no armor, you gain Reduction equal to your School Rank +2. Additionally, you add +1k0 to your damage with any sword.

RANK 2: FIST AND BLADE - The Taoist Swordsmen train alongside the Togashi tattooed men, studying their unconventional methods of combat and learning to apply those methods to swordsmanship. When fighting with a sword, you may perform the Knockdown maneuver for 1 less Raise, and if you control a Grapple while holding a sword you may inflict damage with the sword instead of unarmed damage.

RANK 3: STRIKE OF HARM ON Y - The Taoist swordsman is now so skilled with his sword that it functions like an extension of his body.

While wielding a sword, you may spend a Void Point on your damage roll.

If the sword is a katana, this ability stacks with the natural ability to spend a Void Point on damage with a katana.

RANK 4: MASTER OF STEEL - The Taoist swordsman is now completely at one with his weapon, striking with the speed of thought itself. You may attack as a Simple Action while wielding a sword.

RANK 5: BALANCE IN NOTHINGNESS - The final lesson of the Taoist Swordsman teaches the school’s students to pour their entire soul into a single deadly strike.

While wielding a sword, once per skirmish you may spend as many Void points on damage as you wish.

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Kitsuki Investigator

Clan: Dragon

Discipline: Courtier

Benefit: +1 Perception

Skills: Courtier, Etiquette (Courtesy), Investigatio

(Interrogation), Kenjutsu, Meditation, Sincerity, an one Lore skill

Honor: 5.5

Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,

Traveling Pack, 5 koku

Even among the Dragon, the methods and beliefs imparted at the

Kitsuki School are unusual. Alone in the Empire, the Kitsuki believe in the importance of evidence, something that most others cannot comprehend. The sensei of this unusual School place tremendous emphasis on developing the family’ trademark powers of observation, honing them to a razor point, so much so that those trained in its Techniques posses a nearly infallible memory, perfect recall, and an almost inhuman attention to detail. Very little escapes the eye of a trained Kitsuki investigator. Although their primary role is as the court representative of the Dragon, the Kitsuki Investigators obviously make excellent magistrates, and their strengths lie in gathering informatio both from the environment and from other people.

Techniques

RANK 1: KITSUKI'S METHOD - The Kitsuki are masters of investigation and perception noticing the most minute and telling details with merely glance. You gain a Free Raise on all your Investigation Skill Rolls. However, while the Kitsuki are trained for investigation and diplomacy, unlike other courtiers they do not wholly neglect the ways of the warrior. In a skirmish, you add you Perception Trait Rank to your Armor TN.

RANK 2: WISDOM THE WIND BRINGS - The Kitsuki skill at noticing small details makes it very diff cult to deceive them. Anyone making

a Social Skill Roll for the purpose of lying to you or otherwise deceiving you or making a Feint or Disarm Maneuver against you in a skirmish must add +5 to their TN for each of your Kitsuki Investigator School Ranks.

RANK 3: KNOW THE RH YTHM OF THE HEART - The Kitsuki study a secret methodology known as Ichi Miru or “first look,” which allows them to size up another person in almost a single glance. After speaking with someone for few moments, you can roll Investigation (Notice) / Perception against a TN of their Intelligence x 5. A success grants you true and accurate, if simple, picture of their personality an motivations. For example, you might perceive that a boisterous ronin is actually a calculating man who is trying to put on the picture of being a rude, simple fellow.

RANK 4: FINDING THE PATH - The Kitsuki has learned the art of uncovering and tracking others’ social connections and networks of alliances. By conversing with someone for a few minutes, you can make Contested Roll of your Investigation (Interrogation) / Intelligence against their Etiquette (Courtesy) / Intelligence t identify one of their allies or enemies. Each successful Raise you make on this roll will identify another of their allies o enemies (you choose whether you learn an ally or an enemy the GM chooses which specific person is revealed). This technique can be used against each specific person once per day.

RANK 5: THE EYES BETRAY THE HEART - Kitsuki’s method allows its master practitioners to see through even the most practiced falsehoods and tricks. At this rank any knowing attempt to lie to you (as opposed to unwittingly passing on false information) will almost certainly fail. You automatically make a Contested Roll of your Investigation (Interrogation) / Perception against the liar’s Sincerity (Deceit / Willpower, whether or not you suspect them of lying.

Further, if you already know someone is lying to you, you gain a bonus of +5k0 on this Contested Roll, and may cal Raises on the roll in an attempt to make them inadvertently give away more information than they intended (GM’s choice what information they reveal).

Hitomi Kikage Zumi

Clan: Dragon

Discipline: Monk

Benefit: +1 Reflexes

Skills: Athletics, Defense, Jiujutsu, Lore (choose one),

Meditation, any two non-Low Skills

Honor: 4.5

Outfit: Sturdy Clothing, Traveling Pack, 4 koku

Devotion:

Where the monks of the Hoshi family embrace the tsurui zumi path of mystical power and deep contemplation, those of the kikage zumi order—especially the Hitomi—embrace violent physical action as their path to enlightenment.

Kikage zumi are most prominent during the reign of Lady Hitomi, but remain a prominent element of the tattooed orders all the way to the

Race for the Throne, when the Hitomi family is f inally absorbed back into the Togashi.

It should be noted that while the kikage zumi order dominates the Hitomi family, it is not exclusive to it. Violent and martial tattooed men appear from time to time for centuries before the reign of Lady Hitomi, and continue to appear after the family bearing her name is extinguished.

Thus, much as with the tsurui zumi, the kikage zumi school may potentially be used in almost any era of play if the GM permits it.

Techniques

RANK 1: THE GIFT OF THE LADY - The tattooed men all receive the mystical blood of a god in their unique tattoos, but the warriors of the kikage zumi often manifest their tattoos spontaneously through the gifts of their divine patron. They spend less t ime in the house of the tattoo masters and more t ime in their dojo practicing the martial arts. The art of Kaze-do teaches the Kikage Zumi to move as swift ly and unpredictably as the wind, confounding their opponents. You gain one Tattoo at this rank. You may add your Reflexes to your Armor TN, and when rolling to control a Grapple you may choose to use your Reflexes instead of your Strength.

RANK 2: STRIKE THE BASE - As the Kaze-do student grows more proficient, he is able to focus the power of mind, soul, and body into

punishing strikes of the hands and feet. You may spend a Void Point on damage rolls for unarmed attacks, including damage inflicted in a Grapple

RANK 3: MOVING THE WIND - The Kikage Zumi now strikes with the swiftness of Air itself, the true path of Kaze-do. You may attack as a Simple Action when making unarmed attacks. You gain one additional tattoo.

RANK 4: STRIKE THE CENTER - The Kikage Zumi learn to strike with speed and terrible force, while also using the swiftness of the wind to hurl their opponents to the ground. When fighting unarmed, you may perform the Knockdown maneuver for 1 less Raise, and gain a bonus of +1k1 to the total of all unarmed damage rolls (including damage inflicted with a Grapple).

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RANK 5: STRIKE THE SUMMIT - Final mastery of the ways of Kaze-do allows the tattooed man to deliver strikes and throws that deprive his enemies of Air itself. Any t ime you perform a Knockdown maneuver, you may call two additional Raises; if the Knockdown succeeds, your opponent is automatically Stunned. If you elect to throw an opponent during a Grapple you control, he must roll Earth at TN 20 or he is also Stunned. You gain one additional tattoo.

Hoshi Tsurui Zumi

Clan: Dragon

Discipline: Monk

Benefit: +1 Void

Skills: Athletics, Defense, Etiquette, Jiujutsu, Meditation (Void

Recovery), any two Skills

Honor: 4.5

Outfit: Robes, Bo, Traveling Pack, 2 Koku

Devotion:

The monks of the Tsurui Zumi order are a sub-group of the Togashi Tattooed Order, created in the Hidden Emperor era when Togashi Hoshi rebels against Hitomi and begins tattooing his own followers. In contrast to the Togashi Ise Zumi and the Hitomi Kikage Zumi, the Tsurui Zumi are less focused on direct physical action and more on the mystical ways of the spirit; although they still study the martial arts, their focus is on ki techniques and other such mystical fighting abilit ies, rather than on the more straightforward combat favored by the Togashi or the brutal aggression of the Hitomi. Many Hoshi choose to eschew combat altogether in favor of meditation, contemplation, or strange and whimsical behavior which they

consider important to the path of enlightenment. However, when the time comes to fight in defense of the Dragon Clan, they do so readily enough.

The Hoshi family is introduced in the Hidden Emperor era, but the Tsurui Zumi tradit ion predates the family and continues after it is gone, so this school may be used with a name change) in many different eras of play.

Though the Tsurui Zumi is a Dragon affiliated School, mechanically this School is treated as a Brotherhood of Shinsei School (as described on page 231 in the L5R 4th Edition Core Rulebook.)

Techniques

RANK 1: SWIFT FIST, SUBTLE HEART - The Tsurui Zumi searches for enlightenment on many different paths, but does not shy away from physical action when it is needed. You may spend a Void Point as a Free Action to activate this Technique for a number of Rounds equal to your School Rank. While this Technique is active, you may either add +1k1 to the total of your unarmed attack rolls or +1k0 to the total of your unarmed damage rolls. You choose which bonus to apply at the beginning of each Turn.

You begin the game with one Tattoo. You also begin the game knowing two Kiho. You must meet all prerequisites in order to use these Kiho. You may purchase additional Kiho normally as per the

rules for a Brotherhood of Shinsei monk.

At School Rank Four you gain one additional tattoo.

Togashi Tattooed Order

Clan: Dragon

Discipline: Monk

Benefit: +1 Void

Skills: Athletics, Defense, Craft: Tattooing, Jiujutsu Any one

Lore Skill, Meditation, any one non-Lo Skill

Honor: 4.5

Outfit: Robes, Bo, Traveling Pack, 5 koku

Devotion:

The monks of the Togashi order, known as ise zumi, are the most recognizable and well known members of the Dragon Clan, due in large part to their highly unorthodox appearance. The Togashi monks embrace a strange philosophy tha includes as part of its

doctrine extensive tattooing of their bodies with ink crafted from divine blood of the Kami Togashi. These tattoos confer incredible, supernatural abilities that defy explanation even by the most powerful shugenja. Due to their behavior, which tends to be unusual even for monk, the ise zumi are both revered and feared by the people of Rokugan, who never truly know what to expect from these mysterious figures. Togashi monks specialize in unarmed combat and supernatural feats of athleticism, with a wide variety of other abilit ies thrown in for good measure. Generally speaking, a Togashi monk can lend support to other characters in whatever capacity is necessary, and usually bring unique abilities to the table as well.

Techniques

RANK 1: BLOOD OF THE KAMI - The blood of the Kami is barely diluted in the ruling line of the Togashi order, and the brothers chosen to serve the Dragon as Togashi vassals receive the mystical blood of god in the form of unique tattoos. You gain two Tattoos a this rank.

RANK 2: BOD Y OF STONE - Mastery of the body is the first essential step of a monk’ journey toward enlightenment, and martial arts are the perfect tool to bring the body and spirit into harmony. You gain a bonus of +1k1 to the total of all unarmed attack and damage rolls.

RANK 3: BLESSING OF THE KAMI - As an ise zumi continues his

journey of self-discovery, accumulating new experiences along the way, he will eventual be judged worthy of additional insight in the form of ne tattoos. You gain two additional Tattoos.

RANK 4: WILL OF STONE - Perfect mastery of the flesh is an indication that a soul’s journey is nearing its end. You may make unarmed attacks as Simple Action rather than a Complex Action.

RANK 5: TOUCH OF THE KAM I - Insight into the true nature of the universe is the reward for a soul that seeks true mastery of the spirit. You gain two additional Tattoos.

Tamor Master of the Mountain Advanced

Clan: DRagon

Discipline: Shugenja

Benefit: Skills: Honor: Outfit: Affinity/Deficiency:

The Great Wall of the North is a treacherous mountain range that kills those who are unready for its sudden, vicious changes in

weather. Despite its dangers, the range is admirable to those who can see the beauty of its cold violence.

Mountaineers who brave the fierce peaks are forged into powerful men. The Tamori Masters of the Mountain learn to harness the power churning within their own souls, a violent echo of the strength of the Elements themselves.

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It is an old tradition, dating back to when the Agasha family first explored the mountains and studied their secrets. The name may have changed over the years, but the traditions remain true.

The Master of the Mountain is a loose organization with few sensei and fewer regulations. The Masters induct shugenja into their ranks when they spot one with the proper potential. The elders tend to choose impetuous and brash shugenja who trust only their own

strength, a preference those outside of the school often question (albeit usually under their breaths). They worry the Masters of the Mountains will be influenced by the impatient natures of their young recruits. However, usually the opposite is true, as the wild students are taught proper methods of venting their anger through their powers, making them wiser as well as more powerful.

Techniques

RANK 1: INTEGRATION OF THE GODS - The Master of the Mountain knows flexibility is the only way to survive in the harsh wilderness of

the mountains.

When casting a spell, you may choose to spend two spell slots of another Ring rather than a single spell slot of the appropriate Ring. (This cannot be the Ring of the opposing Element from the spell’s Element, e.g. Air/ Earth, Fire/Water.) For example, this means that you may spend 2 Earth spell slots to cast a Fire spell instead of a single Fire spell slot.

RANK 2: INNER FOR TITUDE - The Master of the Mountain draws power from within his own body as well as from the Elements outside himself.

Your Shugenja School Rank increases by one. Additionally, you may spend a spell slot as a Free Action to gain Reduction 2 and +10 to your Armor TN.

This effect lasts for a number of Rounds equal to your Earth Ring, ending during the Reactions Stage of the final Round. You may choose to end the effect early as a Free Action. For the purposes of casting spells, your School Rank is increased by 1.

While this effect is active, you find it more difficult to tap into the Elements around you. You must call one Raise to no effect every time you cast a spell.

RANK 3: POWER IN NEED - The Master of the Mountain can coax power out of the most contrary kami by confronting them with his own strength and willpower. As a Simple Action you may spend a Void Point and a spell slot from any Ring. Choose a spell keyword. You gain a bonus of +4k1 to the total of all Spell Casting Rolls while casting spells with that keyword.

This effect lasts until the end of the encounter (in combat) or for an

hour (outside of combat).

Tamori Shugenja

Clan: Dragon

Discipline: Shugenja

Benefit: +1 Stamina

Skills: Athletics, Calligraphy (Cipher), Defense, Divination

Lore: Theology, Medicine, and Spellcraft

Honor: 4.5

Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel

Traveling Pack, 5 koku

Affinity/Deficiency: Earth / Air

Formed from the remnants of the Agasha family following their defection to the Phoenix Clan, the Tamori have inherited centuries of experimental studies conducted by their predecessors and have

embraced it just as they did. The most prominent among these unusual disciplines is the study o alchemy. The Tamori have mastered the abandoned Agasha secret of containing the essence of a spell within ritually prepared liquids, allowing them to be used later. Couple with the martial training that Tamori shugenja receive, this is enough to make the family’s secret teachings unique i all the Empire. The Tamori Technique allows for greater versatility i the use of spells, extended so far as to allow others to us them in the Tamori’s stead, if proper preparations have bee made. The Technique also allows for a dramatic reduction i casting time, but again only if adequate preparation time i provided, making the Tamori particularly deadly in ambush situations.

Techniques

RANK 1: FLESH OF THE ELEM ENTS - The Tamori have learned to distill the essence of magic and contain i within concoctions or objects for later use. You ma expend one spell slot to store a spell you know the has the Area of Effect “one target person” or “on target creature” in a potion, to be activated later. This stored spell may be activated instantly by anyone holding the potion by expending a Simple Action t drink it or a Complex Action to throw it (depending upon the spell’s target), using Athletics (Throwing) Agility. Spells stored in this manner may be store indefinitely, but count against

your spell slots per day for each day that they continue to await activation. Creating a potion in this manner requires a number of hours equal to the stored spell’s Mastery Level. You also gain a Free Raise on any spell with the Craft keyword.

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Lion

Akodo Bushi

Clan: Lion

Discipline: Bushi

Benefit: +1 Perception

Skills: Battle (Mass Combat), Defense, Kenjutsu, Kyujutsu

Lore: History, Sincerity, any one Bugei or Hig Skill

Honor: 6.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 5 koku

Over the centuries, the primary bushi Schools of many Clan have developed specialties that have narrowed their focus. The Akodo consider such things a mistake, and have carefully avoided it. The Akodo School focuses on precision in the art of kenjutsu, the basic swordsmanship style of the Empire. The Akodo believe that if you strike your target exactly as you intend every time, there is no need for anything more complicate as part of your studies. Some regard this as simplistic but no one argues with Akodo capabilities in battle. The stud of battle itself is also a strong component of every Akodo’ training, and there are virtually no Akodo-trained samurai who do not possess a rudimentary knowledge of tactics an strategy. The Akodo Techniques focus on precision and success transforming marginal

successes into greater ones and, a higher levels, changing failure to success. To some extent the School also negates bonuses an opponent might possess, but generally speaking the Techniques exist only to ensure success on the part of the Akodo-trained samurai.

Techniques

RANK 1: THE WAY OF THE LION - Bushi of the Akodo School hone their fury until it is as precise as a blade. You may either ignore the

portion of a opponent’s Armor TN derived from Armor, or gain a Free Raise when attacking. (You do not ignore Reduction fro the Armor while choosing the first option.) Also, you gain a bonus of +1k0 to the total of all attack rolls on your first melee attack against an opponent in a skirmish, or against any opponent who has declared a Raise on an attack against you since your last turn. You add only a total of 1k0 for a enemy who Raised against you, no matter how many time they actually Raised.

RANK 2: STRENGTH OF PURITY - Akodo-trained warriors are known for their dedication t bushido, and take a fierce satisfaction in defeating dishonorable foes. During a skirmish you may add your Honor Ran to the total of any single roll during your Turn. You may no increase damage rolls in this fashion, nor can you do this while assuming the Center Stance.

RANK 3: STRENGTH OF MY ANCESTORS - The Akodo bushi attacks twice, once for himself and once for his ancestors. You may make attacks as a Simple Action instead of a Complex Action while using weapons with the Samurai keyword.

RANK 4: TRIUMPH BEFORE BATTLE - No foe is beyond the reach of the devoted Lion warrior. Once per skirmish, you may designate an opponent during the Reaction Stage. You may ignore any Armor TN bonuses you target receives from his Stance during the next Round.

RANK 5: AKODO'S FINAL LESSON - Mastery of the Akodo Bushi School imparts an unshakable faith in victory. When you make Raises on any Bugei Skill Roll, if you meet or exceed the original TN (before Raises but fail to meet the Raised TN, you still succeed without the benefits of Raises.

Akodo Tactical Master Advanced

Clan: Lion

Discipline: Bushi

Benefit: Skills: Honor: Outfit:

So it is often said in courts across the Emerald Empire and even in the battle tents of the Lion’s fiercest enemies.

While the statement is not completely factual, the sentiment behind

it is undeniable. The Akodo Tactical Masters are the greatest strategists of Rokugan, second to no others. Only a truly unique commander with a powerful destiny can challenge the Tactical Master in his own realm and hope to compete.

The Akodo Tactical Master studies every notable battle in Rokugani history. He examines how the Lion have handled every situation—and just as importantly, how the enemy attempted to find weakness in the Lion Clan’s traditional plans. He learns to adapt, react, and change his battle plans to meet every eventuality. Even knowledge from outside Rokugan’s borders is not wholly anathema to him, since he can use such intelligence to

Techniques

RANK 1: THE EYES OF THE GENERAL - The Akodo Tactical Master spends his entire life studying the teachings of Lion generals from centuries past. He benefits from the wisdom of all of his ancestors and hones himself into the perfect general. You may reroll any one of your dice in each Battle Turn of Mass Combat. You may also reroll any one of your dice during an attack roll in which you called at least one Raise.

RANK 2: MALLEABLE AS THE SEA - The Tactical Master can navigate the sudden changes in the battlefield, adapting and reacting so his army can benefit. You may spend a Void Point to choose any one

Heroic Opportunity from the core rulebook to perform during a Mass Battle Turn. (This choice is subject to GM approval, since not all options will be suitable for the situation and the characters involved.)

RANK 3: THE SOUL OF THE ARM Y - The Tactical Master knows he is responsible for his army, and directs its strength where it may do the most damage.

You may spend a Void Point to gain a +5k1 bonus to any Battle Skill Roll (rather than the usual +1k1), or to gain a +2k2 bonus to any Bugei Skill Roll (rather than the usual +1k1).

15

Matsu Berserker

Clan: Lion

Discipline: Bushi

Benefit: +1 Strength

Skills: Battle, Jiujutsu, Kenjutsu (Katana), Kyujutsu Lore:

History, any two Bugei Skills

Honor: 6.5

Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy

Weapon or Polearm, Traveling Pack 5 koku

The great majority of the vast legions of Matsu samurai stud at the

family’s home School, if for no other reason than that most Matsu believe other fighting styles are too conservative and reserved. A true Matsu has no fear of death, and as such the Techniques imparted by their sensei embrace absolute unwavering commitment to battle. Although this leaves the Matsu vulnerable to an opponent’s attacks, the philosophy behind the Techniques is that an opponent who has been defeated has no opportunity to retaliate. It is for this reason that the legions of the Matsu family are so feared on the battlefield: how can one defeat an enemy who does not care if h lives or dies, so long as you are defeated first The Matsu Techniques focus heavily upon the Full Attack Stance, which makes them heavy-hitting opponents who have to position themselves carefully in order to prevent an opponent from exploiting their lower

Armor TN. As a secondary focus, the Matsu can generate Fear effects that can further destabilize opponents and make them easier targets for himself and allies.

Techniques

RANK 1: THE LION'S ROAR - Warriors of the Matsu School respect their Akodo cousins’ leadership skills, but they know that a furious attack often simple overwhelms an enemy. You add your Honor Rank to all damage rolls. Whenever you assume the Full Attack Stance, you may move an additional 5 feet per Turn in addition to

the bonus you receive from the Stance. (This does not allow you t move farther than your maximum move per Turn.)

RANK 2: MATSU'S FUR Y - The target of a Matsu’s fury has little hope of victory. When you assume the Full Attack Stance, choose an opponent within 30’. If you successfully hit him this Turn, the target i frozen with fear and cannot take Move Actions to move fro his current position. During the Reactions Stage, an affected opponent may attempt a Willpower roll against a TN equal t the amount of damage dealt from your latest attack to negate the effects of this Technique (the opponent does not suffer penalties from his Wound Rank for this roll). If he fails, the effects of this Technique end during the next Reactions Stag (the second after he was struck). Enemies who are immune to Fear cannot be affected b this Technique.

RANK 3: THE LION'S CHARGE - When a Lion strikes, he grants the gift of final rest to all who stand against him. You may make melee attacks as a Simple Action instead of a Complex Action.

RANK 4: MATSU'S COURAGE - Death means nothing in the face of the loss of honor, and n Matsu will yield while he yet draws breath. You ignore TN penalties from Wound Levels equal to your Honor Rank, o twice your Honor Rank while in the Full Attack Stance.

RANK 5: THE LION'S VICTOR Y - The death of an opponent is the only measure of victory for a Matsu. Once per encounter after you roll damage for a attack, you may spend a Void Point as a Free Action to activate this Technique. You rend the opponent, ripping open hi wounds and dealing grievous injury to him. All of the dice you chose to keep explode, re-rolling and adding the result t your damage total.

The Ikoma Lion's Shadow

Clan: Lion

Discipline: Bushi

Benefit: +1 Awareness

Skills: Courtier, Etiquette, Kenjutsu, Investigation (Notice),

Sincerity, Stealth, any one High or Low skill

Honor: 3.5

Outfit: Traditional Clothing, Daisho, any one weapon,

Calligraphy Set, Traveling Pack, 5 Koku

Although many modern Ikoma no longer recall it, or have chosen to

forget, the first Ikoma was not a particularly honorable man. He served his lord Akodo with great distinction and loyalty, but the means by which he executed his duties are frequently omitted from any historical record. Most Ikoma do not consider this an issue, but there are some among them who understand this omission is a means of protecting the family’s honor, as the first Ikoma was a ruthless, pragmatic individual who would gleefully embrace dishonorable tactics as a necessary means of completing his duties.

The Ikoma Lion’s Shadow are a small and extremely secretive group within the Ikoma family who remember exactly who and what Ikoma was, and they celebrate his memory.

They consider themselves extremely practical individuals who exist as a sort of foil to the dire machinations exercised by the Scorpion

and other unsavory individuals. Although they frequently are called upon to sacrifice their honor for the sake of their clan, they do so willingly and without regret, and almost always with the greater Lion Clan remaining completely ignorant of their activities.

Techniques

RANK 1: NO BOUNDARIES - Those who walk the path of Ikoma choose a life of self-sacrifice and questionable actions in order to serve their clan as their founder did. You do not lose Honor for using Low Skills if they are used directly for the goals or glory of the Lion

Clan (subject to GM judgment). As a Free Action you may target a number of opponents equal to your School Rank; you gain a bonus of +1k0 to the total of all attack rolls and Contested Rolls made against these opponents. This bonus may be activated a number of times per day equal to your School Rank, and lasts until the end of the day.

RANK 2: THE LION CANNOT FAIL - The first true lesson of the great Ikoma is that surrender is never an option, and failure can be overcome regardless of circumstances. You gain a bonus of +1k0 to all Skill Rolls using School Skills.

RANK 3: THE SPIRIT OF IKOMA - Although many among the Lion remember him differently, the followers of the Lion’s Shadow know that Ikoma was a warrior who cared for victory first, and the means

of attaining that victory second. Once per Round, you may lose three points of Honor as a Free Action to add +2k1 to your attack, damage, and Contested Social Skill Rolls until the end of the Round.

RANK 4: THE QUIET LION'S CLAWS - Although their principle battleground is that of the court, those who bear the name Lion’s Shadow are sons of Ikoma first and foremost, and carry the ferocity of their ancestor within their veins. You may make melee weapon attacks as a Simple Action instead of a Complex Action.

RANK 5: FEROCIOUS DETERM INATION - The wrath of a disciple of Ikoma is terrible to behold. You may spend a Void Point to take a Free Action to make a Contested Roll of your Courtier / Awareness versus against an opponent’s Etiquette (Courtesy) / Awareness. If you win the roll, you have shaken his resolve by reminding him of his past failings. The opponent subtracts a penalty equal to your

Awareness plus the opponent’s own Honor Rank from the total of his attack and Contested Social Skill Rolls against you for a number of hours equal to your School Rank. This Technique does not work against those who possess no Honor Rank (animals, oni, etc).

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The Matsu Beastmasters

Clan: Lion

Discipline: Bushi

Benefit: +1 Agility

Skills: Animal Handling 2, Battle, Defense, Iaijutsu, Kenjutsu,

any one Bugei Skill

Honor: 5.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon,

Traveling Pack, 4 koku

The Beastmaster organization is completely unique in its approach

to war and to animals. Many other clans train animals for combat, but the Matsu Beastmasters take a personal approach to each beast. The lion is a savage creature that fights as part of a group called a pride. The Beastmaster adopts lion warcats into his own pride, bonding emotionally and spiritually to each warcat that charges into battle beside him. The Beastmaster treats his warcats as equals, fostering a sense of family and belonging.

The communication between Beastmaster and warcat borders on the mystical. Once a warcat has trained with her Beastmaster, she can sense what he wants without any words or gestures. However, this intense empathy between human and predatory animal can sometimes hinder the Beastmaster’s social abilit ies among humans. Most Beastmasters tend to stay amongst their own kind rather than

share the company of “normal” samurai. Some Lion generals have raised concerns the Beastmasters may become too feral, to which the Beastmasters retort that they are still Matsu above all. Only the Matsu, they say, are strong and proud enough to maintain their hold on Bushido and human traditions under such pressures.

Techniques

RANK 1: ONE WITH THE PRIDE - You have trained in the highly secretive dojo of the Matsu Beastmasters and have forged a bond with one of the legendary Lion warcats. The lion will accompany you

wherever you go and follows basic commands without question. No lion will ever attack you without being compelled to do so in some way. You may direct one of your warcats to Attack as a Complex Action. Any one warcat who is not attacking will use the Guard Action to protect you.

RANK 2: HEART OF THE BEAST - Your training with the warcats has increased your physical abilities as well as your mental bond with your lions.

An additional lion joins your pride.

You and your companion lions gain the creature trait of Swift 2 (as described in the L5R 4th Edition core rules, page 320), and all of your lions gain an additional Wound Rank that changes the end of their progression from a normal lion’s to: 36: +15, 60:

Dead.

RANK 3: THE FEROCITY WITHIN - You strike as fiercely as the lions with whom you have trained. When wielding a katana, wakizashi, magari-yari, nage-yari, or any knife, or when fighting unarmed, you may make melee attacks as a Simple Action. Additionally, you may direct one of your warcats to Attack as a Simple Action.

RANK 4: ALL AS ONE - The fury of the beastmaster and his pride is a whispered legend among your clan’s enemies, and for good reason. Members of your pride may make two claw attacks per Round instead of the normal one. You and all members of your pride gain a bonus of +2k1 on all damage rolls made when fighting alongside one another. Finally, when you direct a warcat to Attack (a Complex Action for lions), the warcat may also make a Simple Move Action during the same Round.

RANK 5: WITH THE SOUL OF A LION - United by your leadership and companionship, your pride has become fearsome indeed. An additional lion joins your pride. All of your warcats gain +10 Armor TN, +2 Reduction, and +2 Fear.

Ikoma Bard

Clan: Lion

Discipline: Courtier

Benefit: +1 Intelligence

Skills: Courtier, Etiquette, Lore: History (Lion Clan) Perform:

Storytelling, Sincerity (Honesty), any on High Skill, any one

Bugei Skill.

Honor: 6.5

Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,

Traveling Pack, 5 koku

If one examines the greatest storytellers of every generation across the history of Rokugan, the pattern that emerges will indicate clearly that the Ikoma dominate this aspect of the Empire’s social circles. Unlike most courtiers who focus o manipulation and shades of deception, the Ikoma bards o omoidasu strive to live by example, citing historical precedent and mythical tales of heroes in order to demonstrate the desired outcome of whatever discussion they are involve in. While this might seem a curious tactic, there are man courtiers in other Clans who have difficulty conducting themselves against the Ikoma when the Ikoma can demonstratively prove that the individual’s ancestors might well have disapprove of a course of action. In a society so steeped in history and tradition, argument via parable is a surprisingly effective technique. The Ikoma Techniques

allow a courtier to inspire other as well as to resist manipulation by his opponents. Furthermore by comparing others to historical figures, the Ikom can gain Glory not only for himself but for others far easier than most.

Techniques

RANK 1: THE HERALD OF GLOR Y - The Ikoma are historians and storytellers, tasked with recording the glorious deeds of others for posterity, ensuring that courageous and honorable accomplishments are never forgotten. You gain the Precise Memory Advantage for no

cost in Experience Points (if you already have Precise Memory you are refunded that many Experience Points). You may us the Perform: Storytelling skill to engage in public bragging on behalf of another person. If you can cite heroic or noble actions by that person and successfully roll Perform: Storytelling / Awareness at TN 20, that person will gain a number of points of Glory equal to your School Rank. This may b done a number of times per person per month equal to you School Rank.

RANK 2: THE HEART OF THE LION - The Ikoma are tasked with conveying the emotions which the rest of the Clan keeps bottled away in stoic rectitude. You do not lose Honor or Glory for displaying emotion i public, so long as you do so on behalf of another Lion o for an honorable cause greater than yourself (such as you clan, the

Empire, or the Code of Bushido). At the same time your understanding of both honor and emotion strengthen your own soul against temptation. Anyone attempting t sway your emotions through the use of the Intimidation o Temptation skills must add +5 to their TN for each of you School Ranks.

RANK 3: THE VOICE OF THE ANCESTORS - The Ikoma act as Battle-Criers for the Lion, inspiring their soldiers on the battlefield with tales of the heroic deeds o their ancestors. Prior to a battle or skirmish, you may inspire your allies by speaking for a few minutes and rolling Perform Oratory / Awareness at a TN equal to 15 + 5 per person you are inspiring. Targets who are not members of the Lion Clan increase the TN by 5 for each such person. With a successful roll, each person you inspired may add their Honor Rank t the total of any one Skill Roll during that battle or skirmish. (If this benefit is not

used by the end of the battle, it is lost.)

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RANK 4: THE STRENGTH OF TRADITION - The Ikoma’s steadfast encouragement calls on the examples o noble ancestors to infuse their allies with a strength they did not know they had. A number of times per session equal t your School Rank, as a Simple Action, you may verbally encourage an ally with a tale of great deeds from the past, rolling Perform: Storytelling/ Awareness at TN 25. With a success the next time during the same day that the chosen ally fail a

roll, he may re-roll it, adding your Honor Rank in unkept dice to his roll. However, if he fails this second roll, you los 2 points of Honor.

RANK 5: EVERY LION IS YOUR BROTHER - The Ikoma’s understanding of Bushido, history, emotion, an human nature empowers them in court, f illing their argument with the ringing power of generations of noble Lion, and calling on the precedents of a thousand years and more to support their cause. Five times per session, when you are making Contested Social Roll against an opponent, you may cite historical precedent to support your views and roll additional unkept dice equal to your Rank in Perform: Storytelling. (In situation where citing history seems inappropriate or strange, the G has the final say on whether this Technique may be used.)

Kitsu Shugenja

Clan: Lion

Discipline: Shugenja

Benefit: +1 Perception

Skills: Battle, Calligraphy (Cipher), Etiquette, Lore History,

Lore: Theology, Spellcraft, any one High o Bugei Skill

Honor: 6.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,

5 koku

Affinity/Deficiency: Water / Fire

The ancient rituals of the Kitsu School have remained virtually unchanged since the family’s creation, and the notion o putting aside the relics of the past has never even occurred to the family. Because of the Kitsu family’s unique origins they have always possessed insights into the relationship between the mortal world and the realms beyond. Their ability to perceive the bonds that tie the living to their ancestor have gradually expanded to the point that they are also able to sense and even manipulate the bonds that an individual might possess to other realms. The Kitsu possess a unique ability to interfere with the line another has to other realms, represented by

their Technique that allows the disruption of certain kinds of Advantages. Their secondary focus is on large-scale magic that can be employee in battle, which is the lifeblood of every Lion samurai and can allow them to influence the outcome of skirmishes through use of powerful spells.

Techniques

RANK 1: EYES OF THE ANCESTORS - The Kitsu are descended from mystical creatures, and as such are able to reach across the veil between worlds and speak with their ancestors. You may make a

Spell Casting Roll (as though casting a Water spell) against a target’ Willpower x 5. If successful, you learn all Spiritual Advantages or Disadvantages that individua possesses. By spending a Void Point, you may negate any one Spiritual Advantage an opponent possessed for a number of minutes equal to your School Rank. You also gain a Free Raise on any spell with the Battle keyword.

The Sodan-Senzo Advanced

Clan: Lion

Discipline: Shugenja

Benefit: Skills: Lore: Spirit Realms 4, Meditation 5

Honor: Outfit: Affinity/Deficiency:

All members of the Lion Clan’s Kitsu family have some degree of ancestral connection to the original five kitsu who became human, although in most cases the link is only via marriage.

Still, the connection is sufficient that the average practicing Kitsu shugenja has the ability to perceive and influence the connections

mortals possess to the ancestral realms. A small handful of the Kitsu, however, possess a true blood lineage to their inhuman kitsu founders, and in these individuals much more significant powers can manifest.

The true-blooded Kitsu are known as sodan-senzo, and the family’s sensei teach them secret techniques that evoke their hidden powers. They can not only sense ancestral connections but can actually project their souls into the spirit realms in order to interact with the souls of the dead. The Kitsu regard this as the most sacred of tasks and never undertake such a thing lightly. Some are also able to manifest a pale shadow of the original kitsu’s physical abilities as well, something that has proven a fatal surprise for many of the Lion’s enemies over the centuries.

Techniques

RANK 1: SENSES OF THE KITSU - The first gift of a true son of the kitsu is the ability to detect portals between the realms. Any time a spirit portal exists within a radius equal to your School Rank x 10 miles, the GM may opt to secretly make a Spellcraft / Perception (TN 25) roll to determine if you detect it. If the portal is within a number of miles equal to your School Rank or less, you pass this test automatically. Your previous School Rank increases by one for the purpose of casting spells.

RANK 2: HAND OF THE KITSU - Although peaceful, the kitsu were powerful warriors, and their descendants carry that potential within them. Your unarmed damage increases by an additional +0k1, representing the spiritual talons of the kitsu. You may make a Meditation Skill Roll (TN 30) to project your soul into the realms of Meido or Yomi, where you may interact with ancestral spirits (using Social Skill Rolls as normal if required).

RANK 3: SOUL OF THE KITSU - For the true kitsu there are no boundaries. When you project your soul into the spirit realms (as described above in the Rank Two technique) you may take another person with you if they also succeed at the Meditation Skill Roll.

This passenger may see and hear everything you experience, but may not speak. Ancestral spirits with whom you interact can sense this passenger. Additionally, you gain one addit ional rank in your

previous School for the purpose of casting spells.

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Mantis

Kobune Captain Advanced

Clan: Mantis

Discipline: Bushi

Benefit: Skills: Honor: Outfit:

The majority of the Mantis Clan’s holdings are removed from the mainland by a vast expanse of sea, resting amid the Islands of Silk and Spice. The clan has lived this way for one thousand years; although the ascension of the Mantis to Great Clan status resulted in the addition of small mainland provinces held by the Tsuruchi and Moshi (and later the Kitsune), the lifeblood of the Yoritomo family still flows through the fleets of kobune that ferry materials and personnel back and forth to the mainland. The captains of these vessels are the trusted servants of the Mantis Clan Champion, and are responsible for ensuring their clan endures and prospers in spite of the perpetual threats they face from enemies, pirates, weather, and any number of other hazards. Young samurai look upon these masters of the waves as an inspiration, admiring them for their bravery, their reputation, and their wealth. If some are possessed of

the stereotypical arrogance of the Yoritomo family, it is at least well deserved, for they are surely the true sons and daughters of clan founder Kaimetsu-uo and the chief bearers of his legacy in the modern Empire.

Techniques

RANK 1: THE JOY OF PLUNDER - The promotion to the rank of captain in the Mantis navy is one that comes with considerable benefit and reputation. Your Status Rank is considered one higher

when interacting with all members of the Mantis Clan and with any merchants from the heimin caste. When you spend a Void Point to augment any Merchant Skill, you gain +2k2 instead of +1k1. Once per month you may make a Commerce / Intelligence Roll (TN 25) and gain an amount of koku equal to the amount by which your roll exceeds the TN.

RANK 2: STRENGTH OF THE MANTIS - The true measure of a captain is the quality of those who pledge their loyalty to him. You gain 30 Experience Points which may only be used to purchase the Servants Advantage.

The servants purchased in this manner represent a portion of your crew. Budoka servants purchased in this manner are instead considered to be Rank 1 Yoritomo Bushi. You may also spend 10 points to gain a Rank 1 Moshi Shugenja as your navigator. This

shugenja is considered to have Air 3 rather than all Rings at 2.

RANK 3: MASTER OF THE SEA - A true captain of the Mantis Clan excels in all areas pertaining to his duties. You may spend a Void Point on any Merchant Skill Roll (excluding Craft Skills) to replace the normal amount you would roll with 10k10. You also add a bonus of +3k0 to all Bugei Skill Rolls made while onboard a waterborne vessel.

Mantis Brawler

Clan: Mantis

Discipline: Bushi

Benefit: +1 Agility

Skills: Athletics, Commerce, Intimidation, Jiujutsu, Knives,

Sailing, any one Weapon skill

Honor: 3.5

Outfit: Rugged Clothing, any two weapons, Kama, Tanto,

Traveling Pack, 4 Koku

For most of its history the Mantis Clan has included a strong element

of disreputable piracy and black-market smuggling. Although the clan has occasionally made efforts to purge these criminals from its ranks (especially after it attained Great Clan status), they have never been fully eliminated. The various efforts to purge them have, however, ensured that their fighting techniques may be found among ronin, commoner wako (pirate gangs), and numerous smuggling cartels as well as within the clan’s own ranks.

The fighting techniques of Mantis Brawlers are even more unconventional than those of the regular Yoritomo bushi. They are born out of the violence of dirty shipboard fights and drunken bar-brawls, and passed down from parent to child through direct instruction (often of a rather unusual kind) rather than in the formal setting of a dojo. Some tales about this fighting form have claimed it

is found in the Brotherhood of Shinsei as well, or perhaps even originated among misbehaving drunken monks and spread from there to the Mantis Clan. Whatever the case may be, this unconventional fighting style continues to prosper among Mantis and criminals alike.

Techniques

RANK 1: WAY OF DRUNKEN FISTS - The basic techniques of the Mantis Brawlers are based on the need to prevail in chaotic fights on tilting ship decks… or when reeling drunk through a sake house.

Brawlers are tough and slippery fighters who evade the grip of their enemies while striking them at every opportunity. If you are Prone, you do not suffer any penalties to your Armor TN or to your attacks with Small weapons (or when unarmed).

You still gain the Prone Armor TN bonus against ranged attacks. Also, you gain a bonus of +1k0 to rolls made to take control of Grapples and to your damage rolls with unarmed strikes, improvised weapons, and Small weapons.

RANK 2: DRUNK LOSES HIS SANDAL - Mantis Brawlers learn to be swift and flexible fighters who attack their foes from unexpected directions, often deliberately offering the appearance of weakness in order to create openings. If you successfully perform the Feint maneuver, you may choose to reduce the extra damage from the

Feint by 5 in order to add +5 to your Armor TN until the start of your next Turn; if you were Prone when you performed the Feint, you add +10 instead.

Also, immediately after an enemy attack resolves against you (whether or not the attack hit or inflicted damage on you), you may take a Free Action to become Prone.

RANK 3: DRUNK NEVER FALLS - The third lesson of the Mantis Brawler is to win even when exhausted, dead drunk, or clubbed on the head. During a skirmish, you do not suffer any penalties for being Fatigued or Dazed, nor do you suffer any penalties for intoxication.

If you become Stunned, you may still take one Simple Action per Round.

RANK 4: TWO DRUNKS DANCE - The erratic bobbing, squirming, and

weaving of the Mantis Brawler creates addit ional opportunit ies for him to attack his foe. You may attack as a Simple Action when fighting unarmed, with an improvised weapon, or with a Small weapon.

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RANK 5: DRUNK POUNDS A DOOR - The final lesson of the Mantis Brawler is to strike so hard his foe never gets the chance to strike back. When making a melee attack you may spend a Void Point to deliver a fierce shattering blow; this attack gains a bonus of +4k1 to both the attack roll and the damage roll. If you are Prone, the bonus is +4k2 instead.

Tsuruchi Archer

Clan: Mantis

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Athletics, Defense, Hunting, Investigation Kyujutsu

(Yumi) 2, any one Bugei or High Skill

Honor: 3.5

Outfit: Ashigaru or Light Armor, Sturdy Clothing Bow and 20

arrows, Wakizashi, Traveling Pack, 1 koku

Even before joining the Mantis, when they were the Was Clan, there was litt le question that the Tsuruchi were the greatest archers in the Empire. That they have so embrace this as to virtually put aside the study of the blade, however has often caused others to look at them with great suspicion. The Tsuruchi rarely care, however; they believe in the purity of the bow, and while their sensei teach proficiency with other weapons as well, such are purely secondary concerns. The Tsuruchi Techniques are the epitome of the Rokugani philosophy of

archery, which is that the arrow knows the way, an should be fired without hesitation or aiming. The Tsuruchi Techniques focus almost exclusively o ranged combat, an area in which they are unquestionably the finest in all the Empire. While this is a considerable advantage when pressed into melee, a Tsuruchi will be badly outclassed by virtually any other bushi School.

Techniques

RANK 1: ALWAYS BE READY - The Tsuruchi Archer must be prepared to fight against his foe with little warning. You gain a bonus of +1k0

to the total o all attack rolls while using a bow. Additionally, you gain bonus of +3 to your Initiative Score.

RANK 2: THE ARROW KNOWS THE WA Y - A Tsuruchi must not aim, but simply allows the arrow to follow its own path. You gain one Free Raise that can only b used to make the Called Shot Maneuver. Additionally, you gain a bonus of +2k0 to the total of all damage rolls while using a bow.

RANK 3: THE WASP'S STING - Tsuruchi’s technique teaches its students uncanny speed. You may make attacks as a Simple Action instead of a Complex Action when using a bow.

RANK 4: FLIGHT OF NO-MIND - The true archer does not concern himself with the arrow, but exists only to loose it. Once per skirmish, you may spend Void Point as a Complex Action to shoot an arrow

that know exactly where it must go. This attack ignores all effects o armor, as well as any penalties from Wound Ranks or visibility. You may make Raises but you cannot perform the Extra Attack Maneuver for this attack. You may not shoot a target that is further than your bow’ normal range with this Technique.

RANK 5: TSURUCHI'S EYE - The final lesson of Tsuruchi is that there is nothing that cannot be felled by a single arrow. You may make a range attack as a Complex Action to gain a bonus of +4k1 to the total of both the attack and damage rolls. You may not us this Technique in conjunction with Flight of No-Mind.

Tsuruchi Bounty Hunter

Clan: Mantis

Discipline: Bushi

Benefit: +1 agility

Skills: Athletics, Hunting (Tracking), Intimidation, Investigation,

Kenjutsu, Kyujutsu, Lore: Underworld

Honor: 4.5

Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow

or Knife, Traveling Pack, 10 koku

During the early days of the Tsuruchi family when they were known

simply as the Wasp Clan, the vassals of Tsuruchi were well known for two things: their incredible skill at archery and their unwavering tenacity as bounty hunters.

The clan was authorized by the Emerald Champion to hunt down fugitives from justice for a fee, and for many years the Wasp survived largely on the income generated by this practice. Although many samurai condemned this mercenary practice, no one could deny Tsuruchi prowess and few clan magistrates refused to employ them.

Since the Tsuruchi family joined the Mantis clan, its two iconic pursuits have separated somewhat, becoming distinct schools which young Tsuruchi may choose between depending on their aptitudes and preferences. The majority choose to pursue a career as soldiers

and archers within the Mantis military (the Tsuruchi Archer School), but a select few continue the family’s original tradition by becoming members of the small but famed Tsuruchi Bounty Hunter School.

Members of the Tsuruchi Bounty Hunters are usually treated as clan magistrates within the Tsuruchi provinces and often within the Mantis Clan’s territory as a whole.

The contract between Tsuruchi and the Emerald Champion still exists and thus the family can impart authority to a select number of students that is roughly equivalent to an Emerald Magistrate, at least insofar as the ability to apprehend known criminals. The Tsuruchi are extremely cautious in whom they trust such authority, however, since they are keenly aware the contract could be nullified if it is abused or misused.

Tsuruchi Bounty Hunters traverse the Empire in search of fugitives,

those accused of crimes by superior authorities who have escaped the justice they deserve. Although they can technically only hunt those decried by an Imperial authority, the Tsuruchi also accept individual bounties from clans or families who wish their assistance. Bounties are usually a number of koku equal to the Insight Rank of the target.

This fee is doubled if the target is a violent criminal or a shugenja, and may increase even further if special or unusual circumstances apply.

Techniques

RANK 1: A HUNTER'S SENSE - A Tsuruchi bounty hunter is well known as a fierce and terrible opponent of all who seek to evade justice, and even those who are without guilt find them intimidating.

You gain a bonus of +1k1 to any Intimidation Skill Roll used against someone of lower caste who you believe can help you find your prey. When interacting with samurai, this bonus is reduced to +1k0 but applies to all Social Skill Rolls, not just Intimidation. Also, when you are hunting a particular target, you may roll additional unkept dice equal to your School Rank on any Hunting or Investigation Skill Rolls used to track the quarry down.

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RANK 2: NO PREY ESCAPES - A true master of the Tsuruchi method has an encyclopedic knowledge of criminals throughout the Empire and can use them as tools to capture his prey. You may spend a Void Point to automatically succeed at a Lore: Underworld Skill Roll to identify any criminals in an area who you might be able to press for information regarding your prey. You lose Honor as normal for associating with such individuals, however.

RANK 3: JUSTICE OF THE WASP - The Tsuruchi hunters are merciless, but have a reputation for bringing their prey back alive to suffer a proper sentence for their criminal acts. When facing an opponent who has been declared guilty of a crime by an Imperial or a higher Mantis authority, you may make the Disarm or Knockdown Maneuvers for one Raise less than normal. If you successfully execute one of these Maneuvers against an opponent, that opponent is automatically Dazed.

RANK 4: TWIN STING STRIKE - The justice of a Tsuruchi is swift and without mercy. You may make ranged attacks as a Simple Action when wielding a yumi. Additionally, if facing any target decreed guilty of a crime by an Imperial or a higher Mantis authority, you may also make melee attacks as a Simple Action when wielding a katana or any knife.

RANK 5: EYES OF THE WASP - The worst truth a bounty hunter learns is that anyone can be a fugitive; thus a bounty hunter makes careful assessments of everyone he meets. When you identify a samurai using a Lore: Heraldry Skill Roll, you not only learn his Glory but also his Honor Rank and all Social and Mental Disadvantages. Also, any opponent who may be targeted by your Rank 3 Technique is now automatically Dazed if you successfully hit them with an attack, regardless of whether or not you use a Disarm or Knockdown Maneuver on them.

Yoritomo Bushi

Clan: Mantis

Discipline: Bushi

Benefit: +1 Strength

Skills: Commerce, Defense, Jiujutsu (Improvise Weapons),

Kenjutsu, Knives (Kama), Sailing, any on Skill

Honor: 3.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon (or

pair of Knives), Traveling Pack, 10 koku

The Yoritomo are masters of the sea, and as a result of centuries spent fighting from ship to ship and on the beaches, their fighting style is highly unusual. The pitching and rolling o the waves has been incorporated into their style, which use more movement than many major Schools. Likewise the Yoritomo have learned that protracted fighting is almost always detrimental to naval combat, and they have learned to ruthlessly exploit any weaknesses in their opponents’ defenses. Finally, the corrosive effect of sea air on steel is well known and as a result the Mantis have centuries of experience fightin with highly unconventional weaponry, in particular the kind of weapons most often relegated to peasants. The Yoritomo Techniques essentially focus on dabbling in little bit of everything.

They have potent attacks, unhindered movement, and can cripple an opponent’s Armor TN, among other things. The Yoritomo are jacks of all trades, but masters of none, making them highly adaptable assets in a skirmish.

Techniques

RANK 1: THE WAY OF THE MANTIS - Mantis bushi learn to fight on the pitching decks of ship and to use anything within reach as a weapon. You suffer n penalties to movement or attacks for rough or

uneven terrain. You do not lose Glory or Honor when using improvise weapons, or weapons with the Peasant keyword, in combat. You suffer no penalties for fighting with a Small or Medium weapon in your off-hand if that weapon has the Peasant keyword. Finally, you gain a bonus of +1k0 to all attack rolls.

RANK 2: VOICE OF THE STORM - Your wild, unfettered attacks disorient your opponent an opens holes in his defenses. Every time you hit an opponent in melee, his Armor TN is reduced by 5. This penalty only applies to your attacks, and lasts for 2 Rounds. This Technique is cumulative (a number of times equal to your School Rank) and the duration resets with each application.

RANK 3: STRIKE OF THE MANTIS - A Yoritomo strikes as swiftly as

the storm. You may make attack as a Simple Action instead of a Complex Action while using weapons with the Samurai or Peasant keyword.

RANK 4: THE ROLLING WAVE - The Yoritomo Bushi reacts with the flow of combat, deftly dodging blows while reaching his target. If you move at leas 5 feet, you gain a bonus of +10 to your Armor TN until you next Turn. You may sacrifice this bonus during your Turn before you roll for any attack to gain two Free Raises that ma only be used to perform the Knockdown Maneuver.

RANK 5: HAND OF OSANO-WO - The Yoritomo Bushi strikes with brutal force, digging hi weapons deep into his target. You may choose to activate this Technique by spending a Void Point as a Free Action. You keep an additional number of damage dice equal to you Strength. If these attacks hit a Prone target, you gain a bonus of

+0k2 to the total of your damage rolls against that target.

Moshi Shugenja

Clan: Mantis

Discipline: Shugenja

Benefit: +1 Awareness

Skills: Calligraphy (Cipher), Divination, Lore: Theology

Meditation, Spellcraft, any two High or Buge Skills

Honor: 4.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,

10 koku

Affinity/Deficiency: Air / Earth

The practices of the Moshi shugenja were developed over the course of many years spent in unwavering devotion to the Sun Goddess. Despite the celestial upheaval that has occurred within the Celestial Order during Rokugan’s history, the Mosh have managed to retain their devotion even if the nature o their magical studies has changed somewhat. Since joining the Mantis Clan, their focus has shifted from one of pure theology to more practical concerns, and they excel at invoking the kami who hold sway over the weather. As

such, the Moshi who are far more numerous than the modest Yoritomo bloodline that maintains its own shugenja tradition, are frequently stationed aboard Yoritomo vessels in order to placate the sea during the clan’s all-important mercantile voyages. Like their Yoritomo kinsmen, the Moshi are highly adaptable. Their ability to gain an additional Affinity during th day, particularly since it is not accompanied by an additional Deficiency, allows them extreme versatility in their spell-casting choices, enough to rival even the Isawa of the Phoenix Clan.

Techniques

RANK 1: FAVOR OF THE SUN - No family has bee more reverent of the various incarnations of the Su throughout their history, and their piety has granted them great favor with the Heavens. During the day you gain an additional Affinity for Fire spells. This benefit t is lost at night. You also gain a Free Raise o any spells with the Thunder keyword.

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Yoritomo Shugenja

Clan: Mantis

Discipline: Shugenja

Benefit: +1 Perception

Skills: Athletics, Calligraphy, Knives, Lore: Theology,

Meditation, Sailing (Navigation), any one Skill

Honor: 4.5

Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel,

Traveling Pack, 10 Koku

Affinity/Deficiency: Water / Earth

There are few families in the Empire as diverse and ambitious as the Yoritomo, so it is no surprise the family supports a small number of shugenja. The tradition stems back to the earliest day of the Mantis

Clan. Kaimetsu-Uo, the clan’s founder, had no capacity to speak to the kami, but one of his daughters did and she married a ronin who possessed the same ability. Thus began a branch of the Yoritomo family that possesses an unparalleled ability to commune with the spirits of the sea and storm.

For centuries, the small number of Yoritomo shugenja have maintained an inexplicably powerful link to the spirits of the sea and to a lesser extent the spirits of wind and storms. The Moshi have proven more capable in the latter since their induction into the clan, but no shugenja in the Empire is at home on the seas as one from the Yoritomo family. The school maintains a number of small temples throughout the Mantis islands, but none are as well known as the infamous Tempest Island, a small island renowned for the battering it receives during storm season. It is here the most

powerful among the Yoritomo hone their skills and power, making themselves a force to be reckoned with throughout the whole of Rokugan.

Techniques

RANK 1: CHILD OF THE SEA - The family line of the Yoritomo who possess the talent for magic have a strong bond with the sea and with weather as a whole. You may expend one spell slot to alter the wind conditions in your current location by one degree. If you also

spend a Void Point, you may instead shift the entire weather status one degree. You may expend a maximum combined total of spell slots and/ or Void Points equal to your School Rank each Round to enact these shifts. These shifts affect an area a number of miles equal to your School Rank in all directions from your current location.

Yoritomo Courtier

Clan: Mantsi

Discipline: Courtier

Benefit: +1 Willpower

Skills: Commerce (Appraisal), Courtier, Defense, Etiquette

Intimidation (Control), Sincerity, any one Merchan or Lore skill

Honor: 2.5

Outfit: Extravagant Clothing, Wakizashi, any 1 weapon

Calligraphy Set, Traveling Pack, 10 koku

Left to their own devices by an Empire that largely discounted them,

the Yoritomo family refused to disappear, instead devoting their considerable resources to every possible aspect of a Clan’s normal development. Understanding the impact that trained courtiers could have on their mercantile interests, the Yoritomo developed a School to serve them i that regard. Although successful in business endeavors, the Yoritomo courtiers have only rarely made strides in court historically speaking, because of their brusque manner an dependence upon intimidation. Since their elevation to Grea Clan status, however, the increased clout the Mantis posses has diminished the need for these tactics, and the Yoritom Courtier School has begun to see more success in different political arenas. The Yoritomo Techniques specialize in intimidation and frankly, bullying. This makes them particularly effective when facing

opponents unaccustomed to such tactics, or who are weak-willed. Unfortunately, more capable opponents such a the Crane or Scorpion may well be completely immune to Yoritomo’s primary abilities.

Techniques

RANK 1: DUTY BEFORE HONOR - Like the Yasuki, the Mantis courtiers are merchants as well as diplomats, and they cultivate a personal style built around intimidation rather than friendship. Furthermore, they spend much of their lives outside of the courts

dealing with some o the more unsavory characters in Rokugan. You do not lose Glory or Honor for using the Commerce skill in public, and you d not lose Honor for using the Intimidation (Control) skill. An time you are making Social Skill Rolls against ronin, bandits gang members, mercenaries, pirates, and other lawless types you gain a number of Free Raises equal to your School Rank.

RANK 2: STORM HEART - When the time comes to act in the courts, the Yoritomo eschew the eloquent words of the Doji or the subtle gibes o the Scorpion in favor of straightforward bullying, browbeating friend and foe alike into accepting their position. When you use the Intimidation (Control) Skill, your Willpower i considered to be one Rank higher. When you use the Intimidation (Control) skill against a samurai with lower Status Rank than you, your Willpower is

considered two Rank higher instead.

RANK 3: COMMAND THE WINDS - The Mantis are taught to put the force of their boorish an aggressive behavior behind their words in court, making it difficult to tell whether they are lying or telling the truth. number of t imes per session equal to your School Rank, if you have failed a Sincerity Social Skill Roll, you may re-roll it a an Intimidation (Control) Social Skill Roll instead. You must take the result of the Intimidation roll.

RANK 4: WILL OF THE STORM - An experienced Mantis has learned to shatter and demoralize his opponents in court with his mere presence. When initiating a conversation with someone, you may make a Contested Roll of your Intimidation (Control) / Willpower against hi Etiquette (Courtesy) / Willpower. If you win the roll, he cannot spend any Void points against you for the next hour. Also

during that time he suffers a –3k0 penalty to all Social Roll made against you. (This Technique cannot be used again until its effect expires.)

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RANK 5: STRENGTH IN ALL THINGS - At this Rank the Mantis courtier’s iron willpower and threatening nature have reached perfection, allowing him to overcome all foes and to laugh in the face of threats that would make even a Hida bushi turn pale. Any time you are attempting to use the Intimidation skill against someone else, or are rolling to resist an Intimidation or Temptation Skill Roll or Fear effect, you gain a bonus of +5k0 to the roll.

Moshi Guardian of the Sun (Path)

Clan: Matnis

Discipline: Bushi

Benefit: +1 Stamina

Skills: Athletics, Defense, Jiujutsu, Kenjutsu, Lore: Theology,

Spears, any one High or Bugei Skill

Honor: 6.5

Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow

or Knife, Traveling Pack, 5 koku

For much of their existence the Moshi family were without a ready source of bushi to defend their holdings.

The family’s meager resources permitted them to hire a small number of ronin to supplement the very limited numbers of their own family who were not shugenja, but it was generally agreed that this was insufficient, and only the extreme isolation of the family’s holdings prevented it from being a critical problem. This lack of bushi

has been less of an issue since the family’s induction into the Mantis Clan, since the Yoritomo can supply ample forces to secure the Moshi homelands, but the family still prefers to have its most sacred locations defended by its own.

The bushi unit known as the Guardians of the Sun has evolved over the centuries. It is comprised of the f inest Moshi warriors available and specializes not only in the defense of the homeland but also in the protection of the family’s shugenja. While not as well known as the Shiba or Daidoji yojimbo traditions, the Guardians of the Sun are nevertheless well regarded for their dedication and prowess.

Prior to the Moshi joining the Mantis, this technique can also replace Insight Rank 1 for a Moshi bushi without a school

Techniques

RANK 1: DEFENDED AS THE SUN - The Guardians of the Sun take an oath to repel all attacks against their sacred charges. When defending a Moshi personage or holding in a skirmish, you may choose to either gain a bonus of +1k0 to your attack roll or to add an additional +1k1 to the Armor TN of a person or object you are defending with the Guard Action. You make this determination at the start of your Turn during each Round of the skirmish

Phoenix

Shiba Artisan

Clan: Phoenix

Discipline: Artisan

Benefit: +1 Intelligence

Skills: Artisan (pick two), Calligraphy, Etiquette, Lore (pick

one), Sincerity, any one High or Bugei Skill

Honor: 4.5

Outfit: Sensible Clothing, Wakizashi, tools necessary to

practice your chosen specialty, Traveling Pack, 5 Koku.

Although they lack the stylish presence of the Kakita Artisans, the quiet and unassuming artisan tradition in the Shiba family has been a mainstay in Rokugan’s world of art for generations. Some find it curious that the stoic Shiba would produce such a significant number of artists, but those who have spent time among the Shiba on the battlefield understand that even their most stalwart bushi have within them a quiet serenity that mirrors the creative genius in the greatest of artisans. In contrast to the Crane approach to art, which sees their creations as part of the clan’s larger dedication to excellence in culture and politics, the Shiba artistic tradition is based almost solely on the need to capture and express beauty in as pure a form as possible. Kakita artists always want an audience; Shiba artists do

not need one.

That being said, the Phoenix Clan as a whole recognizes the value of art in forging alliances and long-term friendships, and the clan’s representatives in the courts do not hesitate to take advantage of the artistic gifts of their Shiba brethren.

Techniques

RANK 1: SOUL OF BRILLIANCE - A true child of the Shiba line finds his perfect center in the serenity and beauty of creation. Select any

one Artisan Skill.

Whenever you spend a Void Point making a Skill Roll using that Skill, you gain a bonus of +2k2 instead of the normal +1k1.

RANK 2: THE WAY OF SINCERITY - Through use of his craft, a Shiba artisan can forge close bonds with others that allow for long-term alliances to be formed. Once per month you may make an Artisan Skill Roll against TN 15. You gain a number of Experience Points equal to the amount by which your roll exceeds the TN, but these Experience Points may only be spent to purchase the Allies Advantage (subject to GM approval).

These Allies are temporary and last for a period of time equal to your School Rank in weeks.

RANK 3: THE ART SPEAKS - An artisan has the ability to fall back on his art when pressed in a social situation, allowing its beauty and

simplicity to speak for him.

Choose one Artisan Skill. When you are called upon to make a Social Skill Roll, you may use your Ranks in the Artisan Skill in place of whatever Social Skill is called for. You gain no Mastery Level benefits when using this Technique, since you do not actually possess ranks in the Social Skill in question.

There may be social situations where this Technique is not applicable; when in doubt, the GM has the final say.

RANK 4: BOUNTY OF THE CRAFT - When presenting your art to others, you increase not only your own understanding of your place in the universe, but you aid others in perceiving theirs as well. Once per day you may make an Artisan Skill Roll against TN 30. If successful, you and a number of other people up to your School Rank who are present at the time regain all Void Points. This

ritualized presentation of your craft requires at least fifteen minutes to complete. This Technique cannot be used in the Shadowlands.

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RANK 5: THE TOUCH OF DESTINY - The work of a true master requires no explanation to inspire others to greatness. When your work is on display in court or in the home of a lord, all present in the chamber where it is displayed gain one additional Void Point. If you are present, you gain two additional Void Points instead, and you may choose to deny the benefit of this Technique to any in attendance.

An individual may only receive a maximum of one additional Void Point per day in this manner (or two, in your case).

Shiba Bushi

Clan: Phoenix

Discipline: Bushi

Benefit: +1 Agility

Skills: Defense, Kenjutsu, Kyujutsu, Meditation (Voi Recovery),

Spears, Theology, any one Bugei or Hig Skill

Honor: 5.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 5 koku

The Shiba Bushi are well known as a relatively peaceful group at least as bushi are concerned. Their training emphasizes number of non-martial skills in addit ion to the traditional weapons training, which has led to a reputation as warrior scholar in some circles. A Shiba bushi considers all option before committing to combat,

searching for any possible alternative other than the loss of life. If those a Shiba protect are threatened, however, or if combat is an inevitability, h attacks swiftly and without reservation, committing himself fully to the act until it is done. Those who mistake the desire of a Shiba bushi to preserve life for an inability to take it are woefully unprepared to face them on the battlefield. The Shiba Techniques optimize the use of Void Points an specialize in the protection of others, allowing Shiba bushi t more than adequately fill their common role as yojimbo. The also possess an affinity for the use of polearms, and can excel at dueling if properly tailored.

Techniques

RANK 1: THE WAY OF THE PHOENIX - Shiba bushi move through battle as the Void moves through all the elements. When spending a Void Point to gain +1k1 on a roll, you may choose to spend 2 Void Points (to gain +2k2) on the roll instead. You may Guard as a Free Action however, if you do so, your target only adds +5 to his Armor TN instead of +10.

RANK 2: DANCING WITH THE ELEM ENTS - Shiba bushi become attuned to the shugenja they protect, aiding their spells and deterring those of their enemies. When you assume your Stance for the Round, you may choose target within 30’. Whenever your target casts or is the target of a spell, you may choose to increase or

decrease the TN o the spell by 5. Additionally, whenever you are the target of spell, you may immediately choose to increase or decrease the TN of the spell by 5.

RANK 3: ONE WITH THE VOID - In battle, the Shiba can find his place in the world. This Technique automatically activates during the Reactions Stage o Combat if another character spent a Void Point during this Combat Round. You regain a Void Point. This Void Point ma exceed your maximum, but all excess Void Points are lost after combat resolves. You do not learn anything regarding the source of the Void Point or how it was originally spent. This Technique only activates twice per skirmish.

RANK 4: MOVE WITH THE WORLD - Serenity brings certainty, and certainty brings speed. You ma make attacks as a Simple Action instead of a Complex Action while using Polearms, Spears, or

weapons with the Samurai keyword.

RANK 5: TOUCH OF THE VOID - Masters of the Shiba style can draw back the veil and allow the universe to act through them. For every Void Point you spend, you gain the effects of spending two, when applicable. Additionally, you may now spend Void Points on enhancement (as listed in the Book of Earth) twice in one Turn.

Asako Loremaster

Clan: Phoenix

Discipline: Courtier

Benefit: +1 Intelligence

Skills: Courtier, Etiquette (Courtesy), Lore: History Lore:

Theology (Fortunes), Meditation, Sincerity, an Lore skill

Honor: 6.5

Outfit: Sensible Clothing, Wakizashi, Calligraphy Set

Traveling Pack, 5 koku

The Asako are monastic and scholarly by nature, and nowhere is this more evident than in the courtier tradition they maintain on behalf of the Phoenix Clan. Their training consists o extensive studies in a large number of subjects, some of which may be chosen by the students themselves. A broad knowledge base gives the Asako a frame of reference from which to examine any new data or situation, and allows them great insight into the social situations of court. The Loremasters specialize in scholarly pursuits, and us those as a means of succeeding in social situations. Asako courtiers use

Lore Skills to augment their Social Skills, gaining influence and success in court through their learned natures.

Techniques

RANK 1: TEM PLE OF THE SOUL - The Asako are historians and scholars, and their studies are broader than those of any others in the Empire. They pride themselves on the depth of their knowledge in all fields o intellectual endeavor. They also share the Phoenix devotion to peace and civility, relying on genteel discourse to resolve problems. You gain a Free Raise on any Skill Roll with a Lore Skill.

Any time you spend a Void point on an Etiquette Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1.

RANK 2: FROM THE ASHES - The Asako Loremasters’ in-depth study of historical events allow them to detect subtle patterns of behavior in every court patterns invisible to their more worldly rivals from other Clans. After spending at least one day observing the events in a particular court, you can roll Lore: History / Perception at TN 2 to gain a bonus +2k0 to the total of all your Social Skill Roll for the next two days, so long as you remain in that court. (This Technique’s effect can be re-activated with another skill roll when it expires – it is not necessary to spend additional days observing so long as you remain in the same court.)

RANK 3: VOICE OF THE UNIVERSE - As the Asako’s training

progresses, his recall of obscure historical facts allows him to provide useful contemporary advice to his allies. You may spend an hour conversing with friend or ally and then roll Lore: History / Intelligence at T 25. With a success, that ally may add your Lore: History Skill Rank to the total of any Social Skill Rolls he makes within the next twenty-four hours. You may Raise twice to affect on (and only one) additional ally, provided that ally also participate in the conversation. (This Technique cannot be used o the same person again until its effect expires.)

RANK 4: INVINCIBLE MIND - The enlightened and educated Asako can see through the games, tricks, and deceits of the material world. Any time you fail a Contested Social Skill Roll to resist someone trying to influence your emotions, opinions, or behavior (such as with the Courtier, Temptation, or Intimidation skills), you may re-roll using

Intelligence as the Trait for the second roll in place of whichever Trait was originally required. You must keep the results of the second roll. This Technique cannot b used to resist Fear.

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RANK 5: WISDOM OF THE AGES - At this rank, the Asako truly demonstrate that the wisdom o the Phoenix is eternal. Any time you are rolling a Lore Skill including for your other School Techniques, you gain a +5k0 bonus to the total of the roll.

Asako Henshin

Clan: Phoenix

Discipline: Monk

Benefit: +1 Willpower

Skills: Calligraphy, Jiujutsu, Lore: Elements (pick an

Emphasis), Lore: Theology, Meditation 2, any one Skill (must not be a Low Skill)

Honor: 5.5

Outfit: Robes, Bo, Scroll Satchel, Traveling Pack, 5 koku

Devotion:

There are few groups in the Emerald Empire as enigmatic and poorly understood as the monastic Asako sect known as the Henshin. Even among the Phoenix, very few outside the Asako family have any real understanding of the Henshin’s ways. Most Rokugani believe the Henshin are merely a monastic group of courtiers and historians within the Asako, although their strange behaviors do distinguish them from other Asako and suggest they possess some manner of mystical or supernatural talent. Unfortunately, that recognition does little to assist in understanding the Henshin’s ways.

The Henshin follow the Path of Man as revealed by Shiba to Asako. By developing perfect unity with the universe, tricking the Elements and learning their secrets, the Henshin can attain absolute

perfection of the soul, which in turn grants divinity. The Henshin are essentially monks of a sort, and as apprentices they are known as michibuku. Once they have learned the secrets of the Path of Man, they are inducted into the ranks of the secretive fushihai, the true masters of the Henshin order. The fushihai hold deep knowledge of the universe and are essentially immortal, able to live far beyond the normal mortal span. Some among the fushihai ascend to the Celestial Heavens upon their mortal death, becoming minor Fortunes and validating the Path of Man.

Techniques

RANK 1: THE FOUR MYSTERIES - The first lesson of the mysterious Henshin is the relationship between the individual and the Elements that comprise all things. You may, as a Simple Action, increase or decrease both Traits associated with one of your Rings by an amount equal to your School Rank. This lasts for a number of minutes equal to your Insight Rank and may be done a total number of times per day equal to f ive times your Insight Rank. You may instead increase or decrease the Traits of another in a similar manner, but only by an amount equal to half your School Rank, rounding down (to a minimum of 1). Altering the Traits of an unknowing or unwilling target requires a Contested Willpower Roll. Traits reduced in this manner do not affect a target’s Rings (and thus

do not change Wound Ranks when the Earth Ring is targeted, etc.).

RANK 2: THE RIDDLE OF AIR - The stoic and straightforward kami of Earth are the simplest to entertain with one’s riddles, and their blessings are potent indeed. As a Simple Action, you may invoke this Technique and gain Earth’s blessing; you are immune to all Conditional Effects (excluding Grappled and Mounted) for a number of hours equal to your Earth Ring.

RANK 3: THE RIDDLE OF AIR - The capricious spirits of Air can be delighted into conferring their blessings upon you. As a Simple Action, you may invoke the blessing of Air. The blessing lasts a number of hours equal to your School Rank. For the duration of this effect, you cannot be deceived by any illusion or other false images, and can perceive them as transparent falsehoods. If an illusion is

created by a spell of higher Mastery Level than your Insight Rank, you and the spell’s caster must engage in a Contested Air Roll. If you are defeated, you do not perceive the falsehood of the illusion.

RANK 4: THE RIDDLE OF FIRE - The wrathful spirits of Fire can be entertained by your riddles, if only briefly. As a Complex Action you may invoke Fire’s blessings to increase the number of kept dice on an unarmed damage roll (which is normally 0k1) to your Fire Ring. This effect lasts a number of Rounds equal to your School Rank.

Alternatively, when an opponent strikes you with a melee attack, you may spend a Void Point to force a Contested Fire Ring Roll. If

you are successful, the number of damage dice your opponent rolls is reduced by your Fire Ring.

RANK 5: THE RIDDLE OF WATER - The mercurial spirits of Water can confer their speed and fluidity in exchange for your riddles. You must succeed at a Lore: Elements (Water) / Water Skill Roll against TN 20.

If successful, you may take one Complex and one Simple Action per Turn, or you may instead take three Simple Actions per Turn.

Asako Inquisitors Advanced

Clan: Phoenix

Discipline: Monk

Benefit: Skills: Honor: Outfit: Devotion:

The Asako are generally regarded as a peaceful and serene family, the very picture of the pacifist ic Phoenix. For the most part this is an accurate picture of the family and their philosophy, but there are those who stand apart from it.

The Asako are the primary force behind the Inquisitors, the Phoenix

order devoted to eradicating the corrupt and blasphemous from within the ranks of the Empire’s shugenja.

It is a mission they embrace completely and enact at any cost. The order has existed since the Empire’s earliest days, long before the creation of the Jade Magistrates, an organization that fulfills much the same purpose. The Inquisitors sometimes work in cooperation with the Kuni Witch Hunters and have even had a few limited contacts with the Yogo family’s secretive Kuroiban.

The Asako Inquisitors do not concern themselves exclusively with maho or Shadowlands corruption, although these crimes are among their most frequent targets. They also investigate gaijin magic and any religious groups with heretical beliefs, such as the Bloodspeaker Cult. Members of the Inquisitor order are selected primarily from the

ranks of Phoenix shugenja, but many bushi serve with them and a few Henshin and Brotherhood monks have been inducted as well. Those who are inducted into the order and take the necessary vows of duty and secrecy are granted a stylized tattoo of an eye, the symbol of the order, somewhere on their body. The back of the hand is the most common location.

Techniques

RANK 1: EYE OF THE INQUISITOR - The Asako Inquisitors are taught to focus their will to disrupt the unnatural magic of blasphemers and

criminals.

You are considered one Rank higher in your original Shugenja School for the purposes of casting spells. Nonshugenja Inquisitors instead gain one Kiho, for which you must meet all prerequisites.

During a skirmish you may use a Complex Action to prepare a disruption of enemy magic. At any point later in the same skirmish when an opponent is casting a spell, you may as a Free Action force him to make two additional Raises on his spell-casting roll. These additional Raises have no effect other than to raise the TN of the roll. Once this is done, you must take another Complex Action if you wish to ready another disruption.

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RANK 2: THE TRIALS OF JADE - An Inquisitor finds the weakness in his enemies and exploits it, bringing them the Emperor’s justice. When casting any spell, you may spend a Void Point for the spell to count as jade or crystal for the purposes of reducing or defeating your target’s Reduction or Invulnerability traits.

If you cannot cast spells, you may instead make a melee attack as a Simple Action instead of a Complex Action when facing an opponent

you know has violated the Empire’s laws regarding the legal forms of magic.

RANK 3: CONVICTION OF PURITY - Those who commit the unpardonable sin of breaking the Emperor’s laws concerning magic are unable to stand against you. You are considered one Rank higher in your original Shugenja School for the purposes of casting spells. Non-shugenja Inquisitors instead gain one additional Kiho, for which you must meet all prerequisites.

You may now prepare a disruption (as per your Rank One technique) as a Simple Action instead of a Complex Action, and opponents whose spells are disrupted require three additional Raises rather than two.

Agasha Shugenja

Clan: Phoenix

Discipline: Shugenja

Benefit: +1 Intelligence

Skills: Calligraphy (Cipher), any one Craft Skill, Defense

Etiquette, Lore: Theology, Spellcraft, any on High or Bugei Skill

Honor: 4.5

Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel

Traveling Pack, 5 koku

Affinity/Deficiency: Fire / Water

During their centuries of service to the Dragon Clan, the Agash pursued many unconventional paths of magic, pursuit which were carried out with the full resources and endorsement of the Agasha Shugenja School. In addition to their alchemica interests, the Agasha have always had an interest i the creation of spells that invoked kami of multiple element simultaneously. Among the Phoenix the Agasha have bee given leave to pursue this area of study as far as they wish and they have made tremendous strides in the area of multi-elemental spells. The Agasha Technique focuses on the family’s interest i merging the elements and casting multi-elemental spells. Although this practice has yet to be accepted, their

Technique allows them to change the element of the spell they are casting which gives them unmatched versatility in managing both their spells per day as well as their spell slots.

Techniques

RANK 1: ELEM ENTS OF ALL THINGS - The Agasha understand the interactions of the elements more so that perhaps any other family. When casting a spell, you may spend a Void Point to use a different Ring o your choosing rather than the appropriate Ring for that spell. This spell uses a spell slot for the Ring use to actually cast the spell.

You also gain a Free Raise on any spell with the Craft keyword.

Isawa Shugenja

Clan: Phoenix

Discipline: Shugenja

Benefit: +1 Intelligence

Skills: Calligraphy (Cipher), Lore: Theology, any on Lore Skill,

Medicine, Meditation, Spellcraft, any on High Skill

Honor: 4.5

Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel

Traveling Pack, 5 koku

Affinity/Deficiency: Isawa shugenja may select an element

of their choosing, including Void, as their Aff nity. They do not have a Deficiency.

The Isawa are the greatest shugenja in the Empire, and while the

family would never claim this openly, the behavior o those who have trained in their prestigious School bears this out. Fortunately, most others recognize the truth of it as well and accept it with varying degrees of resentment or resignation. The Isawa are nearly twice as large as the next larges shugenja family in the Empire. Indeed, there are so man among their ranks that they are nearly the size of a typical bushi family. That so many among them are born with the gif to speak to the kami has allowed the family to diversify into numerous areas of magical specialization, but the core of their power has always been the Isawa Shugenja School. It is literally the oldest School of its kind in Rokugan, and the Isawa have been struggling to master the secrets of the universe for more than one thousand years. The Isawa Shugenja has no particular specialization, but instead are constructed around the premise of

being the finest at spell-casting in general. Their ability to choose an Affinity without a corresponding Deficiency, and their unrestricted Free Raise on all Spell Casting Rolls of their Affinity, make them extremely competent and the equal of virtually an other shugenja character.

Techniques

RANK 1: ISAWA 'S GIFT - There are no greater master of the shugenja tradition than those among the Isawa. You gain a Free Raise on all

Spell Casting Roll for spells of the element which you chose as your Affinity.

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Scorpion

Bayushi Bushi

Clan: Scorpion

Discipline: Bushi

Benefit: +1 Intelligence

Skills: Courtier (Manipulation), Defense, Etiquette Iaijutsu,

Kenjutsu, Sincerity, any one Skill

Honor: 2.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 5 koku

The greatest villains in Rokugan’s most successful plays are always Scorpions, because it is so easy for most samurai t believe. It is the actions of students from the Bayushi Bush School that have brought this stereotype to life and reinforce it over and over again. Every student in the Bayushi dojo i trained to be the perfect weapon of discord, capable of turning the Clans against one another with minimal effort. Weapon training is only one aspect of their education, which often includes social manipulation, stealth, and even the use o poisons when the student is deemed suitable for such things. The Bayushi Techniques might best be described as dirt tricks. They focus on granting the character an advantage such as an increase in Initiative, or ruthlessly exploit ing an other advantage that might

already exist. In particular the ability to cripple an opponent with Conditions can turn the t ide of a batt le against a vastly superior opponent, if one ha but a little luck.

Techniques

RANK 1: THE WAY OF THE SCORPION - Scorpion bushi always seem to get the jump on opponents. You gain a bonus of +1k1 to your Initiative Rolls. You also gain a bonus of +5 to your Armor TN against any opponent with lower Initiative.

RANK 2: PINCERS AND TAIL - The infamous Scorpion feint has been the demise of man foolhardy samurai. You may make the Feint Maneuver for on Raise instead of two.

RANK 3: STRIKE AT THE TAIL - Scorpion bushi strive to keep their enemies off guard, stopping their attacks and slowing them down. When you assume a Stance at the start of your Turn, you may choose a target within 30’. If you successfully hit him during your Turn, the target is Fatigued as if he had gone without rest for 24 hours. During the Reactions Stage, an affected opponent may attempt an Earth Ring roll against a TN of 25 to negate the effect of this Technique. If he fails, the effects of this Technique end during the next Reactions Stage (the second Reaction Stage after he was struck).

RANK 4: STRIKE FROM ABOVE, STRIKE FROM BELOW - The swiftness

of the Scorpion allows him to cut down foe before they realize they have been attacked. You may mak melee attacks as a Simple Action instead of a Complex Action.

RANK 5: THE PINCERS HOLD, THE TAIL STRIKES - Striking an opponent’s weakest point is the Scorpion’s true path to victory. Once per encounter, you may spend a Void Point as a Complex Action to attack your opponent with a melee weapon. If the attack is successful, the target is Stunned. During the Reactions Stage, an affected opponent may attempt an Earth Ring roll against a TN equal to the amount of damage dealt to end the Stun effect. If he fails or does no attempt this roll, the Stun effect ends during the next Reaction Stage (the second Reactions Stage after he was struck).

Soshi Magistrate

Clan: Scorpion

Discipline: Bushi

Benefit: +1 Agility

Skills: Athletics, Defense, Intimidation (Control), Jiujutsu,

Kenjutsu, Lore: Underworld, any Bugei skill

Honor: 2.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon,

Traveling Pack, 5 koku

The Soshi magistrate school is descended from a set of techniques

taught to the yoriki of Soshi Saibankan during his many years as a judge, and some rumors claim the first three techniques were invented by Saibankan himself. Whether this is true or not, the school remains the principle method the Scorpion use to educate those who must maintain order within their lands—magistrates, yoriki, city guards, and border patrols. Like many such schools, the Soshi Magistrate school teaches a mixture of armed and hand-to-hand techniques, allowing its students to suppress brawls and defeat lethal bandits with equal skill.

Techniques

RANK 1: THE FACE OF JUSTICE - The Soshi Magistrates are trained to control their environment through a mixture of fear and force, intimidating even the most violent street gang with ease. You gain a +1k0 bonus to the Intimidation skill; when you use it against someone of lower Status Rank than yourself, the bonus is +2k0 instead. You also gain a +1k0 damage bonus with melee attacks.

RANK 2: RISE TO MEET THE CHALLENGE - Soshi Magistrates often deal close-up with criminals and thugs who employ dishonorable tactics, so they are taught brawling techniques and learn to quickly recover any time they find themselves in a vulnerable position. Any time you are Prone, you may take a Free Action to roll Athletics / Agility at TN 20 to regain your feet. You gain a +1k1 bonus to any

roll made to control a Grapple.

RANK 3: THE MAGISTRATE'S CUT - Soshi Magistrates prefer to disable foes rather than kill them outright, since prisoners can be useful when ferreting out criminals and enemy spies. In a skirmish, once per opponent, by successfully making three Raises for a Called Shot on a melee attack you may temporarily Blind a foe. They are considered Blinded until the Reactions stage of the following Round.

RANK 4: CERTAINTY OF PURPOSE - When the time comes to fight, the Soshi Magistrate does so with vicious speed and ruthlessness. You may make melee attacks (including unarmed attacks) as Simple Actions rather than Complex Actions.

RANK 5: RELENTLESS RESOLVE - The Soshi Magistrates are taught to wait for the perfect moment and then overwhelm their enemies

with fear and aggression, crushing lawbreakers with a few swift blows.

Once per skirmish, you may gain extra unkept dice equal to your Intimidation skill rank on your attack rolls for one Round. This technique cannot be used in the Center Stance.

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Bayushi Courtier

Clan: Scorpion

Discipline: Courtier

Benefit: +1 Awareness

Skills: Calligraphy, Courtier (Gossip), Etiquette, Investigation

Sincerity (Deceit), Temptation, any one Hig skill

Honor: 2.5

Outfit: Extravagant Clothing, Wakizashi, any 1 weapon

Calligraphy Set, Traveling Pack, 5 koku

The reputation of the Scorpion in court is nearly equal to that of the

Crane, and certainly more fearsome. This is a direct result of the malevolent machinations of Bayushi courtier over the course of centuries. The much vaunted information network of the Scorpion is largely a product of their masterful courtiers, ferreting out even minute bits of information that can be used as a whole to bring ruin to individuals, families or even Clans. A Scorpion courtier is a master of manipulation and deceit. Even more than that, however, they excel at discovering the weaknesses or dark secrets of their opponents (or even allies! and ruthlessly exploiting them for the good of the Scorpion. Any foe, no matter how seemingly implacable, can be the target for a Bayushi courtier’s abilities, opening avenues previously closed.

Techniques

RANK 1: WEAKNESS IS MY STRENGTH - The Bayushi are masters at ferreting out and exploiting the weaknesses and failures of others. Even if they do not know the exact nature of a rival’s secrets, the mere realization that he has some sort of secret is enough for them to work with. When you are making a Contested Social Roll against someone else, you gain a Free Raise to your roll for every 3 point of Mental or Social Disadvantages (rounded off) he possesses. Disadvantages which did not award Experience Points still count for their normal point value for the purposes of this Technique. This

technique cannot award more than 5 Free Raises. The Bayushi are also known as the masters of both truth and lies, speaking so smoothly that both are indistinguishable in their mouths. You gain a Free Raise when using the Courtier skill to spread gossip, and need not Raise in order t conceal that you are the source of that gossip.

RANK 2: SHALLOW WATERS - The Scorpion know how to assess others, sensing their weaknesses so as to determine how best to bring them down. B conversing with someone for a few minutes, you can make Contested Roll of your Investigation / Awareness against their Etiquette / Awareness. With a success, you learn the identity and rank of their lowest Mental Trait and their lowest Social Skill that has at least one Rank (the GM chooses in the case of ties). You may spend a Void point to also learn their next lowest Mental Trait and

next lowest Social Skill.

RANK 3: SECRETS ARE BIRTHMARKS - At this rank, the Scorpion has become so adept at ferreting out secrets that he can lure others into revealing the in casual conversation. By speaking with someone for a few minutes, you may make a Contested Roll of your Courtier (Manipulation) / Awareness against their Etiquette (Courtesy / Awareness to force them into revealing one Mental or Social Disadvantage they possess. If they have no such Disadvantages this will instead reveal one Mental or Social Advantage. (Note this will only reveal the rulebook title of the Advantage / Disadvantage, not the specific c nature of it. For example you might learn that the target has “Dark Secret,” but not the specific c nature of the secret.) If the roll succeeded in revealing a Disadvantage, with the GM’s permission you may take a 2-point Blackmail Advantage against this

individual, for n cost in Experience Points.

RANK 4: SCRUITINY'S SWEET STING - At this rank, the Bayushi Courtier has learned to use all the information he has collected to subtly wreck his enemies, undermining their every word and deed. Any time you make Contested Social Skill Roll against someone on whom you have Blackmail, his dice cannot explode. In addition, any time you make a Contested Social Skill Roll against someone, regardless of whether you have Blackmail on them or not, you may

spend a Void point to force them to use a mental Trail of your choice (instead of the normal Trait used for the roll).

RANK 5: NO MORE MASKS - The final lesson of the Bayushi School is to force the rest o the court to see the corrupt, dishonorable world he knows shattering the reputations of those he speaks against. A number of times per session equal to your School Rank, you ma make an Opposed Social Roll of Courtier (Gossip) / Awareness against an opponent’s Etiquette (Courtesy) / Awareness. I you have Blackmail on the person you are targeting with this technique, you gain a bonus of +5k0 to total of this roll. Wit a success, you may inflict one social Disadvantage on the target Bad Reputation, Sworn Enemy, or Obligation (to someone of your choice). The Disadvantage lasts for one month, unless the GM judges that the target has taken action which can expunge it sooner. (This

Technique cannot be used on the same target again until its effect expires.)

Shosuro Infiltrator

Clan: Scorpion

Discipline: Ninja

Benefit: +1 Reflexes

Skills: Acting, Athletics, Ninjutsu, Sincerity, Stealt (Sneaking) 2,

any one Skill

Honor: 1.5

Outfit: Ashigaru or Light Armor, Sturdy Black Clothing Daisho,

Bow or Knife, Traveling Pack, 5 koku

Few outside the Scorpion Clan are aware of the existence o the Shosuro Infiltrator School, and those few who do are either so inextricably bound to the Clan that they dare not reveal its existence, or have been so thoroughly discredited that no one takes their wild accusations seriously. The Shosuro are that which most believe all

Scorpion to be, but without the arrogance and cruelty that such villains are commonly ascribe in plays and poems. The Infiltrators are silent, merciless killer who take no pleasure or satisfaction from their role. They are simply fulfilling their duty, and experience neither joy no remorse as a result. The specialization of the Shosuro Infiltrators is relatively simple: they attack unknowing targets and destroy them utterly. Their bonuses to stealth make them virtually impossible to detect and, once hidden from an opponent, they can strike from shadows and inflict incredible amounts of damage.

Techniques

RANK 1: THE PATH OF SHADOWS - The first lesson of an infiltrator is to mask all signs of one’ true nature. You lose no Honor for use of Low Skills or Ninjutsu Weapons in the service of the Scorpion Clan (subject t GM approval). You gain a bonus of +2k0 to the total of al Stealth Skill Rolls.

RANK 2: STRIKE FROM DARKNESS - A student of the Shosuro Techniques never fails to exploit an advantage held over a foe. Whenever you declare an attack against an opponent who is unaware of your presence until the moment of the attack, your Raises are not limited by you Void and you roll addit ional dice equal to your School Ran on the attack roll. You also roll half this number of additional unkept dice on an attack roll made against an opponent

who is suffering from a Condition effect (such as Stunned o Fatigued). These two effects are not cumulative, and if both could apply, you must choose one of them. (You do not ad one and one half times your School Rank in dice to an attach roll against an opponent who is both Blinded and unaware o your presence, for example.)

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RANK 3: STEEL WITHIN SILK - Striking quickly and effectively is the hallmark of a true shadow warrior. When attacking from ambush as described above or when using ninjutsu weapons (including any weapons wit the Ninja keyword), you may make a melee attack (or range attack, in the case of shuriken or tsubute) as a Simple Action rather than a Complex Action.

RANK 4: WHISPER OF STEEL - A master assassin strikes from

shadow without ever revealing his presence. Even after attacking a target, your opponent and bystanders must succeed at a Contested Roll using Investigation (Notice) / Perception against Stealth / Agility t detect you. You may only use this Technique if you make single attack per round. (The GM may rule that this technique does not work in situations where concealment is impossible.)

RANK 5: THE FINAL SILENCE - The true assassin requires but a single strike. After you make damage roll as a result of a successful attack, you may spend a Void Point to increase any two dice to show 10s. These 10 do not explode. You may spend multiple Void Points in this manner, with each Void Point spent increasing the result of u to two damage dice.

The Scorpion Saboteurs Advanced

Clan: Scorpion

Discipline: Ninja

Benefit: Skills: Craft: Explosives 3, Stealth 5, Knives 4, Ninjutsu 4

Honor: Outfit:

The Saboteurs are the military elite of the Scorpion shinobi forces. While the clan’s other shinobi focus on spying and assassination, the Saboteurs undertake the military defense of the Scorpion lands, using every sort of tactic (including the forbidden gaijin pepper) to weaken, distract, and cripple enemy armies. Although they prefer to operate by stealth, they are more than capable of defending themselves should the need arise.

During the Clan War era, with most of the Scorpion Clan dead or scattered, the Saboteurs bear the burden of protecting their lands and punishing those who occupy them. Both the Imperial Legions and the later Crab invaders suffer heavily at the Saboteurs’ hands.

Techniques

RANK 1: FOLLOW THE PINCERS - The Saboteurs are trained to an extreme degree of focus and alertness, assuring they can slip through enemy lines and silence anyone who spots them. You gain a +1k1 bonus to all Stealth rolls and suffer no Initiative penalties for being surprised, Dazed, or Fatigued.

RANK 2: NO MISTAKES - The Saboteur specializes in using demolitions to destroy vital targets such as walls, bridges, supply

dumps, and castles. When you spend a Void Point on a roll with Craft:

Explosives, you gain a +2k2 bonus instead of the normal +1k1. Due to your extensive training with gaijin pepper, you suffer no ill effects from low rolls with Craft: Explosives and if the optional “fizzle” rule is in effect you are immune to it as well.

RANK 3: SEEKING WEAKNESS - The Saboteurs are trained to strike at their opponents’ weak points with lethal and shocking speed. When fighting with a Small weapon (melee or ranged) you may make a single attack as a Free Action each Round in addition to any other Simple Action or Complex Action attacks you might make. Also, when fighting with a Small weapon (melee or ranged), you may ignore the effects of your opponent’s armor on his Armor TN and Reduction.

The Shosuro Actors

Clan: Scorpion

Discipline: Ninja

Benefit: +1 Awareness

Skills: Acting, Etiquette, Knives, Meditation, Sincerity (Deceit),

Stealth, any one High or Low skill

Honor: 1.5

Outfit: Fine Clothing, Assorted Costumes and Disguises, Knife,

Traveling Pack, 10 Koku.

The Shosuro Butei (Acting) Academy is a famous acting school,

rivaling the actors of the Kakita Artisan Academy, but its students are also taught methods of infiltration and impersonation. The most promising students receive instruction in poison, stealth, and assassination, and are given contacts within the Scorpion spy network to help them to build up the false personas which they use in their later espionage careers. For the vast majority of its students, of course, the Butei Academy is simply a school of the arts—the Scorpion students are aware the school is more than it seems, but are content to ignore such unpleasantness and focus on pursuing their craft.

The skilled infiltrators who emerge from the Butei Academy are a matter of rumor and supposition to the rest of the Empire. There are fanciful tales of Scorpion infiltrators so skilled they could convince a

doting mother to place an entire family’s welfare into their hands. These are exaggerations, but the Shosuro Actors are certainly quite skilled and they take their clan’s sacred duty to protect the Empire extremely seriously. In their view, whatever deceptions they must perpetrate are more than justif ied, and they are as ready to die for the clan as any other Scorpion

Techniques

RANK 1: THE FIRST FACE - The Shosuro Actor begins his career by learning the basics of deception and mimicry, and takes his first

steps on the path of infiltrating the Empire. You learn one persona.

Any time you spend a Void Point on an Acting or Sincerity (Deceit) Skill roll, you a bonus of +3k1 instead of the normal +1k1.

RANK 2: THE SUBTLE STING - Shosuro Actors are expected to serve their clan as both infiltrators and assassins. You gain a bonus of +2k0 to your attack rolls when wielding a Small weapon.

RANK 3: THE SECOND FACE - The Actor’s training has now advanced enough to make him a far more flexible and capable infiltrator. You learn a second persona. In addition, you may now spend two Void Points (rather than just one) when enhancing a Skill roll with any of your School Skills. This stacks with the effects of your Rank One ability.

RANK 4: THE VIPER'S KISS - The Shosuro Actor intensif ies his

martial training to enable swift and deadly assassinations of his targets. You may attack as a Simple Action instead of a Complex Action when using a Small-sized weapon.

RANK 5: THE THIRD FACE - The Shosuro Actor is now a true master of deception, infiltration, and murder. You gain a third persona. In addition, if you attack a foe who is unaware or does not expect danger from you, your Raises are not limited by your Void.

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Soshi Shugenja

Clan: Scorpion

Discipline: Shugenja

Benefit: +1 Awareness

Skills: Calligraphy (Cipher), Courtier, Etiquette, Lore Theology,

Spellcraft, Stealth, any one Skill

Honor: 2.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,

5 koku

Affinity/Deficiency: Air / Earth

Although it is admittedly rare, there are times when the prodigious physical abilities of the Bayushi and Shosuro are inadequate to accomplish a task requiring stealth and subtlety. When this happens,

a student of the Soshi Shugenja School is brought in to deal with the matter. The Soshi understand better than most that the kami are not honorable beings a many envision them, but rather completely alien creature with no firm concept of human behavior or even of honor itself. They can and will do virtually anything asked of the if properly entreated, so long as the request is not a violation of the natural order such as blood sorcery. The Soshi excel at exploiting this to channel the kami into feats of stealth trickery, and deception. Although all shugenja have the potential to cast spells discreetly none excel at it as the Soshi do. Their ability to cast virtually any non-damaging spell without any outward indication of its origin make them perfect for infiltration an subtle manipulation at court.

Techniques

RANK 1: THE KAM I'S WHISPER - The Soshi cast their spells as quietly as the kami themselves. You may sacrifice an additional spell slot (of the same Element when casting any spell with no potential to inflict damage in order to eliminate all visible signs of the spell having been cast. All spell effects take place normally there is simply no outward sign of what ha happened. You also gain a Free Raise on any spell with the Illusion keyword.

The Yogo Wardmasters

Clan: Scorpion

Discipline: Shugenja

Benefit: +1 Intelligence

Skills: Calligraphy (Cipher), Etiquette, Investigation, Lore:

Theology, Spellcraft, Stealth, any one High or Low Skill

Honor: 1.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling

Pack, pack of twenty Paper Wards, 3 Koku

Affinity/Deficiency: Yogo Shugenja do not have an

elemental Affinity or Deficiency. Instead, they have an Affinity for all non-Void spells with the Wards keyword, and a Deficiency for all spells with the Travel or Craft keywords. They may treat certain spells as having the Wa

The school founded by Yogo is known for an unusual style of magic that focuses on special protective charms known as wards. These are similar to the exorcism wards used by the Toritaka, but are significantly more flexible in their use and application. The Yogo guard their methods carefully and seldom allow others to study in their dojo; even their shugenja cousins in the Soshi family know little about the secrets of ward magic.

The Yogo have studied their ward magic for countless generations and have become quite adept at using wards to perform magic in unconventional ways. For purposes of spell selection and the use of their Technique, Yogo Shugenja may treat the following spells as having the Wards keyword:

Air: To Seek the Truth, By the Light of the Moon, Benten’s Touch, Summon Fog.

Earth: Armor of the Earth, Courage of the 7 Thunders, Force of Will, Wholeness of the World.

Fire: Extinguish, Fires of Purity, Disrupt the Aura, Haze of Battle, Globe of the Everlasting Sun.

Water: Reversal of Fortunes, Rejuvenating Vapors, Wisdom and Clarity, Near to Ice.

Techniques

RANK 1: WAY OF THE WARDMASTER - The Yogo are masters at creating wards for later use. When you cast any spell with the Wards keyword, you may Raise a number of times equal to the spell’s Mastery Level to instead place the spell into a paper ward. Once this is done, the paper ward will hold the spell “latent” until you activate it (as a Simple Action) by placing it on a target. Only you may activate your wards. The ward sticks to the target and immediately discharge the spell, whose duration is measured normally from that moment. If an area-effect spell is discharged onto a living target, it will only affect that target.

You cannot recover the spell slot of a spell which has been cast into

a paper ward until after the ward is discharged.

If a ward is damaged or destroyed before it is discharged, it loses all power and you may regain the spell slot normally.

Placing a paper ward on an unwilling target requires an unarmed melee attack using a roll of Spellcraft / Agility.

An active ward may be physically torn/ destroyed, which instantly ends any ongoing spell effects; this requires a Simple Action

Unicorn

Moto Bushi

Clan: Unicorn

Discipline: Bushi

Benefit: +1 Strength

Skills: Athletics, Defense, Horsemanship, Hunting Kenjutsu

(Scimitar), any one Bugei Skill, any one Skill

Honor: 3.5

Outfit: Riding or Heavy Armor, Sturdy Clothing Daisho, Heavy

Weapon or Polearm, Traveling Pack Horse (Unicorn riding horse), 10 koku, any one weapon

The Moto Bushi are the living stereotype that many hold o the Unicorn Clan. More so than any other family, they are born of a union between the Rokugani people and the gaijin who were allowed to join the Unicorn during their travel abroad. Owing to their descent from the wild, nomadic, barbarian tribes of the northern steppes, the Moto practice a unfettered fighting style that makes them awe-inspiring opponent on the battlefield, even as it earns them the enmity o all those who despise deviation from the customs and nature of Rokugani warfare. The Moto Bushi are heavy cavalry, a role around which their Techniques are unabashedly centered. They

excel at the Full Attack Stance, and many of their Techniques are geared toward allowing them to do additional damage with any of a assortment of weaponry.

Techniques

RANK 1: THE WAY OF THE UNICORN - The Moto combat style is a wild, unfettered fury that intimidate witnesses. You may wield any two-handed weapon with one hand (except for bows). You gain a bonus of +1k0 to damage rolls while mounted, using a scimitar, or

while using a two-handed melee weapon (these bonuses do no stack). Scimitars have the Samurai keyword for you.

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RANK 2: SHINSEI'S SM IL - The Moto are famed for slicing their enemies’ throats fro ear to ear, a gruesome display they proudly call Shinsei’ Smile. You take advantage of your opponent’s weakened state, gaining a bonus to your attack rolls equal to half o his Wound Rank TN penalties, rounded down. For example if your opponent is unhurt and in the Healthy Wound Rank you do not gain a bonus. If your opponent is in the Cripple Wound Rank, you gain a bonus of

+10 to the total of attack rolls.

RANK 3: DESERT WIND STRIKE - Power and precision are equally valuable to the Moto. You may make attacks as a Simple Action instead of a Complex Action when using a melee weapon.

RANK 4: THE CHARGE OF MADNESS - The Moto fighting style is utterly relentless, allowing hi to move from one foe to another without ceasing. Once per skirmish, if you successfully bring a target down to the Out Wound Level, you may immediately make an additional attach as a Free Action. This attack may not target the same target as the attack that activated this Technique. You ma not make Raises on this attack.

RANK 5: MOTO CANNOT YIELD - A Moto never surrenders. While mounted or while assuming the Full Attack Stance you keep an additional number o damage dice equal to half your Strength,

rounded down. You only gain this bonus while wielding a two-handed weapon or a weapon with the Samurai keyword.

Shinjo Bushi

Clan: Unicorn

Discipline: Bushi

Benefit: +1 Agility

Skills: Athletics, Defense, Horsemanship 2, Kenjutsu, Kyujutsu,

any one Skill

Honor: 4.5

Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow,

Knife, Traveling Pack, Horse, 10 Koku

The Shinjo excel at mounted tactics, a trait common to all Unicorn bushi traditions. The family’s fighting techniques incorporate a number of gaijin fighting methods encountered during the clan’s centuries of travel outside the Empire, and as a result they employ a unique defensive style that depends on concepts such as the active

parry, riposte, and other such oddities that most Rokugani are unfamiliar with.

Techniques

RANK 1: THE WAY OF THE KI-RIN - The Shinjo family’s natural affinity for horsemanship is immediately obvious and pervades their every action. When spending a Void Point to add +1k1 to any School Skill Roll, you may also add your rank in Horsemanship to the total.

This bonus cannot be used while in the Center Stance.

RANK 2: DANCE OF THE BLADE - The ancient gaijin swordsmanship techniques practiced by the Shinjo have given them a defensive edge against many styles practiced within the Empire. When you are in the Full Defense Stance and an opponent succeeds with an attack roll that targets you, you may immediately take a Free Action to make a Contested Agility Roll against that opponent. If successful, the attack misses instead. This may be done a number of times per Round equal to your School Rank.

RANK 3: THE FOUR WINDS STRIKE - The swift and relentless assault of a Shinjo is a dreadful sight to behold for his enemies. You may make attacks as a Simple Action rather than a Complex Action when wielding weapons that possess the Samurai keyword. If you are fighting while mounted, you may also attack as a Simple Action when wielding a bow.

RANK 4: SPIRIT OF THE BLADE UNLEASHED - Those who mistake the defensive style of the Shinjo as weak can find themselves brutally surprised in the last moments of their lives. When you are in the Defense or Full Defense Stances and an opponent makes a melee attack targeting you, after the attack resolves you may immediately take a Free Action to make one melee attack against that opponent. This causes you to immediately assume the Attack Stance. This

Technique may be used a number of times per skirmish equal to your School Rank, but may only be used once per Round.

RANK 5: DANCING WITH THE FOR TUNES - A Shinjo atop a horse is a sight that gives even the most seasoned among his enemies pause, and for good reason.

During a skirmish, when mounted, when you wish to spend a Void Point you may make a Void Ring Roll (TN 20) as a Free Action. If the Ring Roll is successful, you gain the mechanical benefit of having spent the Void Point without actually spending it. (This does not actually create a bonus Void Point, it simply generates the mechanical effects of spending one.) If the roll fails, you spend the Void Point as normal. You may only use this Technique a number of times per skirmish equal to the number of Void Points you had at the start of the skirmish.

You may utilize this Technique when on foot as well, but the TN of the Void Ring Roll increases to 30.

The Moto Vindicators

Clan: Unicorn

Discipline: Bushi

Benefit: +1 Willpower

Skills: Horsemanship, Hunting, Investigation (Notice), Kenjutsu,

Kyujutsu, Lore: Shadowlands, any one Bugei skill

Honor: 3.5

Outfit: Heavy Armor, Sturdy Clothing, Daisho, any 1 weapon,

Traveling Pack, Riding Horse, 5 koku

The Moto family suffered a great blow to their morale and honor during the ninth century when their daimyo Moto Tsume, fueled by pride and arrogance, rode into the Shadowlands with the majority of his forces. He and his men fell to darkness and became some of

Jigoku’s greatest tools in its fight against Rokugan. Those Moto who survived or remained behind were deeply shamed and swore to eradicate all those Tainted creatures who bore their name. This oath gave rise to both the elite White Guard and to the Moto Vindicator school. Although the order of Vindicators existed before the fall of Moto Tsume, they did not have an intense personal hatred of the Shadowlands and their Techniques had not yet advanced to form a full school.

The disgrace of Tsume’s defeat changed everything.

The Dark Moto were terrible creatures. They rode monstrous steeds that never tired, struck with inhuman strength, and used foul magic to destroy their foes. The threat forced the Vindicators to become stronger, strong enough to overcome their fallen cousins. They trained to spot the signs of the Shadowlands Taint and to neutralize

their opponents’ advantages. The Moto called every favor at their disposal to learn from the best, and the Crab were glad to help, especially since the Shinjo had offered help to their Hiruma family.

The Moto Vindicator School focuses the fury and dedication of the Moto to a destructive point. If a Vindicator spots his sworn nemesis, he will not retreat until either he or his foe is dead.

To join this School, you must have either the Higher Purpose (Defeat the Shadowlands) Advantage or the Driven (Defeat the Shadowlands) Disadvantage.

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Techniques

RANK 1: PURITY OF THE BREATH - The Vindicator knows the only way to combat the Shadowlands is to maintain integrity in the face of the foulest corruption. At the beginning of each Round, you may choose one of two effects to apply until the end of the Round. You may reduce your TN penalties from Wound Ranks by an amount equal to your School Rank plus your Willpower. Or, you may instead

choose to add a bonus to your Armor TN equal to your School Rank plus your Willpower.

If you are in a skirmish against creatures of the Shadowlands, the chosen bonus is doubled.

RANK 2: FACING THE DARK WITHIN - The Vindicator learns to hone his senses so that he is never surprised by those who serve the darkness. You gain a +2k0 bonus to all Investigation rolls. This bonus is increased to +2k1 if you are specifically attempting to notice effects of the Shadowlands Taint.

RANK 3: JUSTICE OF OUR ANCESTORS - The Vindicator’s rage at his foes knows no bounds. You may make melee attacks as a Simple Action instead of a Complex Action.

RANK 4: AVENGINE OUR OWN - The Vindicator’s fury is provoked the

most when it is directed at those creatures he once called his brothers. You gain a bonus of +2k0 to your attack and damage rolls against any enemy who has attacked you in this skirmish and against any creature with the Shadowlands Taint whether it has attacked you or not

RANK 5: BLOODIED BUT UNBOWED - The Vindicator can push on past physical limits once his goal is in sight. Once per skirmish, you may choose to keep fighting despite your injuries. Activating this Technique is a Free Action. Once it is active, while making melee attacks you gain a bonus to the total of your damage rolls equal to the TN penalties you are suffering from Wound Ranks.

(This uses the default Wound penalties, ignoring modif ications from Advantages, spells, or other such effects.) The effects of this Technique last for two full Rounds. You may choose to extend the

effects of this Technique for an additional Round by taking ten Wounds.

Utaku Battle Maiden

Clan: Unicorn

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Battle, Defense, Horsemanship 2, Kenjutsu Sincerity,

any one High or Bugei Skill

Honor: 6.5

Outfit: Light or Riding Armor, Sturdy Clothing Daisho, any 1

weapon, Traveling Pack, Horse (Utak Warhorse), 10 koku

The Utaku Battle Maidens, also known as the shiotome, are the finest and most respected cavalry in all the Empire, feared by reputation even more so than their kinsmen among the Moto and Shinjo families. While the remainder of the Clan trains on gaijin riding horses, a larger and sturdier breed that the simple Rokugani

pony, the Utaku alone have the right t breed, raise, and ride into battle the legendary Utaku steeds the finest horses in the world. Like other Unicorn bushi Schools, the Utaku Battle Maiden Techniques focus on mounted combat, although not to the total exclusion of non-mounted abilities. On a horse, however an Utaku is a threat to virtually any human opponent. Honor is an important trait for a Battle Maiden as well, and the higher an individual’s Honor, the greater the bonuses they receive.

Techniques

RANK 1: RIDING IN HARM ONY - The Utaku Battle Maidens value honor above all. You gain bonus equal to your Honor Rank to one attack roll per Round. While mounted, you may instead choose to apply this bonu to one damage roll if you choose. You gain a bonus equal t your Honor Rank to the total of all Horsemanship rolls.

RANK 2: THE VOID OF WAR - An Utaku can sacrifice defense for

speed if the flow of the battle calls for it. During Stage 1 of any Combat Round you may add 5 to either your Initiative Score or you Armor TN. This bonus lasts until you use this Technique again or the skirmish ends.

RANK 3: SENSING THE BREEZE - The natural feel of the saddle lends an Utaku unnatural freedom of movement. While mounted, you may make attacks a a Simple Action instead of a Complex Action.

RANK 4: WIND NEVER STOPS - Like the wind across the battlefield, the charge of an Utaku is unstoppable. While mounted, you may overrun the enemy by spending a Void Point. You may take a Simple Action t charge the enemy and attack him at the end of your movement. (Both the movement and attack take the same Simple Action. If you are mounted, this Action uses the movement rate of

your steed.) If this attack succeeds, you gain a bonus of +2k1 to the total of all damage rolls this Turn.

RANK 5: OTAKU'S BLESSING - The Utaku carry the honor of their founder as their shield. A the beginning of your Turn, you may spend a Void Point a a Free Action to activate this Technique. You add your Honor Rank to all damage rolls and Bugei Skill Rolls this Turn. This bonus stacks with those from Riding in Harmony.

Utaku Mounted Infantry

Clan: Unicorn

Discipline: Bushi

Benefit: +1 Agility

Skills: Athletics, Battle, Defense, Kenjutsu, Polearms, Spears,

any one Bugei or High Skill

Honor: 5.5

Outfit: Normal clothing, daisho, any one spear or polearm,

light armor, steed (Unicorn riding horse), traveling pack, 5 koku

Although the Unicorn Clan is known for its cavalry, the tactics of Shinjos children also require infantry to serve as a base of maneuver and to fix enemy infantry in place.

The need for such tactics became clear during the clans years of wandering in gaijin lands, most notably during the 200 years after Shinjo disappeared in battle against the Lying Darkness. During those two centuries the clan fought a variety of opponents, many of whom could not be defeated with a simple cavalry charge. To deal with this problem, the Unicorn developed a force of mounted infantry soldiers who rode horses while the army maneuvered, but then dismounted and fought on foot.

From the beginning, this force attracted a disproportionate number of men from the Otaku family, who were forbidden by family tradition from fighting on horseback alongside the Otaku women. In fact, it

was one such man, Otaku Buki, who devised the first specific Techniques for the mounted infantry, drawing inspiration from the gaijin fighting techniques he had seen.

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Over time, the School which developed from Bukis techniques came to be known as the Otaku Mounted Infantry School (in modern times, the Utaku Mounted Infantry); although it drew recruits from all of the families, the Otaku men always predominated. However, it remained a distinctly secondary choice for most Unicorn, since the cavalry schools were considered the premier symbols of Unicorn might, and enrollment in the school was never as high as its sensei (or the

Unicorn generals) would have liked. That finally changed, however, after the disgrace of the Shinjo family during the Hidden Emperor era. The Shinjo Bushi School had always been the preferred choice of Otaku/Utaku men who wished to serve in battle, but after the revelation that many of the Shinjo had served the Kolat, a rift opened between the families and the bulk of the Utaku males began training in the Mounted Infantry School instead. This resulted in a sharp expansion in the overall size and strength of the Unicorn infantry forces, and many samurai in the other clans finally began to take note of the school and its students.

Techniques

RANK 1: CHOOSE YOUR WEAPON - The Utaku infantry are trained to fight with sword, spear, and polearm, but each student of the School is expected to choose one such weapon on which to focus his training.

You may choose either the Kenjutsu Skill, the Polearms Skill, or the Spears Skill you gain a free Emphasis of your choice in that skill. You are trained to use that weapon for both attack and defense. You add a +1k0 bonus when attacking with that Skill. If your chosen Skill is Spears or Polearms, when you are in the Defense or Full Defense stance while wielding a weapon using that Skill, you may add your Skill Ranks to your Armor TN. If your chosen Skill is Kenjutsu, you

add half your Skill Rank (rounded down) instead.

RANK 2: SPEED OF M Y SISTERS - The Utaku Infantryman is taught to move swiftly in order to support the Unicorn cavalry on rapidly-evolving battlefields. On foot you move as though your Water Ring is 1 Rank higher and add a +1k0 bonus to your Initiative rolls.

RANK 3: ALL-FRONTS ATTACK - The Utaku Infantrymans mastery of his chosen weapon has now reached the point of allowing him to strike in all directions with blinding speed. When using your chosen weapon Skill, you may attack as a Simple Action instead of a Complex Action.

RANK 4: UTAKU'S THUNDER - Like the women of the Utaku family, the men of the Utaku Infantry are taught to call upon their Honor to strengthen their purpose and their blows. Once per Skirmish while wielding your chosen weapon, you may spend a Void Point to add

your Honor Rank in unkept dice to your attack roll. In addition, your movement bonus (from your Rank 2 Technique) now lets you move as though your Water Rank is 2 higher (instead of 1).

RANK 5: EPIC OF MY NAM E - The fully trained Utaku Infantryman is an unpredictable whirlwind on the battlefield, striking and dodging with equal skill. The Armor TN bonus from your Rank One technique now also applies while you are in the Attack Stance. Once per skirmish while in the Full Attack Stance you may add a +4k2 bonus to your damage roll with your chosen weapon; if your chosen weapon is Spears or Polearms, you may do this in the Attack Stance as well.

Ide Emissary

Clan: Unicorn

Discipline: Courtier

Benefit: +1 Awareness

Skills: Calligraphy, Commerce, Courtier, Etiquett

(Conversation), Horsemanship, Sincerity (Honesty) any one

High or Perform skill

Honor: 5.5

Outfit: Extravagant Clothing, Wakizashi, any 1 weapon

Calligraphy Set, Traveling Pack, 10 koku

The Ide Techniques focus on a calm mind, serenity in al things, and mediation. They are the most pacifistic of an courtier tradit ion among the Great Clans, save possibly for the Asako of the Phoenix Clan. The intensity of their conviction with regard to pacifism has waxed and waned over the years but on the whole they remain devoted to defusing conflict whenever possible. This makes them welcome allies to some Clans, and meddling outsiders to others. The Ide accept compliment and criticism with equal cheer. The Ide Techniques are different from most courtier Technique in that they are entirely non-offensive in nature. The Ide specialize in protecting themselves from the ramification of their actions, and in attempting to defuse conflicts among others.

Techniques

RANK 1: THE HEART SPEAKS - The Ide are taught to adapt instantly to new customs an social nuances, allowing them to avoid giving offense in eve the most dangerous and hostile of courts. Also, since the must often deal with foreigners who might react poorly t lies or manipulation, they are taught to employ honesty an direct speech wherever possible. In any situation in which you might inadvertently give offense, whether through accident or ignorance (such as being unaware of a daimyo’s hostility to a particular subject of conversation), you may roll Etiquette (Courtesy) / Awareness at TN

20 to avoid doing so. You gain Free Raise when rolling Sincerity (Honesty), but any time you roll Sincerity (Deceit), your TN is increased by +5.

RANK 2: PIERCING THE VEILS - After centuries of dealing with unpredictable and sometime violent folk in the Burning Sands, the Ide have learned a almost preternatural ability to read the emotions of others recognizing their true feelings and, hopefully, steering away from trouble. You may attempt to read someone else’s true emotions in a social situation by making a Contested Social Roll of your Etiquette / Awareness against the target’s Etiquette / Willpower. With a success, you gain a simple, genera idea of their true feelings – which can be very useful when those feelings are not the same as their outward actions. You may Raise for better information, subject

to the GM’s adjudication. (For example, two Raises might tell you, “The Doji i actually hoping for your success against the Dragon.”)

RANK 3: THE HEART LISTENS - The Ide family’s training emphasizes friendship and good persona relations as the key to successful diplomacy. You ma attempt to sway someone’s attitudes toward you in a positive direction. This requires spending at least 10 minutes i conversation, after which you may make a Contested Roll o your Sincerity (Honesty) / Awareness against their Etiquette (Courtesy) / Willpower. With a success, you shift their attitude toward you in a positive direction. (A hostile individual will become more neutral, an undecided individual will become friendly, etc.) If you make at least two successful Raises o this roll, the target will regard you as an Ally for the remainder of this day (subject to GM approval). This technique cannot be used on Sworn Enemies, and the GM is the

final arbiter on whether it functions against unusual targets such as nonhuman creatures.

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RANK 4: ANSWERING THE HEART - At this level of training, the Ide have become true masters o mediation, able to see past all the deceptions and false front of diplomacy and discern the true solution to any problem. When using your Rank Two and Rank Three techniques, you may roll addit ional unkept dice equal to your School Rank.

RANK 5: THE IMM OVABLE HAND OF PEACE - The final lesson the Ide

school teaches its students is to b such perfect mediators that no honorable person can raise hand against them in violence. You may spend a Void point to make a Contested Roll of your Sincerity (Honesty) / Awareness against a target individual’s Etiquette (Courtesy) / Awareness. If you win the roll, the target cannot take any hostile action against you (physical, social, or magical) for a number of hours equal to twice your School Rank, as long as you likewise refrain from hostility against that person. This Technique does not work against those with an Honor Rank less than 2.0 or who possess no Honor Rank (animals, oni, etc).

Iuchi Shugenja

Clan: Unicorn

Discipline: Shugenja

Benefit: +1 Perception

Skills: Battle, Calligraphy (Cipher), Horsemanship Lore:

Theology, Meditation, Spellcraft, any one Hig or Bugei Skill

Honor: 5.5

Outfit: Extravagant Clothing, Wakizashi, any 1 weapon

Calligraphy Set, Traveling Pack, Horse (Unicor riding horse), 10 koku

Affinity/Deficiency: Water / Fire

With the possible exception of the Tamori, the Iuchi are the least conventional and conservative shugenja family in the Empire. They are wild and carefree, and as many o their sensei’s lessons are taught in the open plains as in the temple. This stems from their history of teaching while the Clan was traveling through distant realms. The impact o those years is also felt in the diversity of the family’s magical styles. The Iuchi embrace, among others, the style called meishodo, which involves the creation of magical talisman that shugenja can draw on in lieu of the kami. In keeping with the theme of the Unicorn in general, the Iuchi Technique enhances movement and allows for unparalleled speed, even among the Unicorn. Their ability to cast more powerful Travel spells further

enhances their skill i this area.

Techniques

RANK 1: SPRIT OF THE WIND - The Iuchi harness the power of the elements to grant the waves’ speed to others. As a Complex Action, you may sacrifice one spell slot of any element to grant one target individual an addit ional Simple Move Action. This Simple Action is in addition to the target’s normal Action per Round. The additional Action must be used on the target’s next Turn or it is lost. You also gain a Free Raise on any spell with the Travel keyword.

Meishodo Magic and the Horiuchi

Shugenja

Clan: Unicorn

Discipline: Shugenja

Benefit: +1 Stamina

Skills: Calligraphy, Craft: Meishodo, Defense, Lore:

Theology, Meditation, Spellcraft (Spell Research), any one High or Bugei Skill

Honor: 4.5

Outfit: Robes, Wakizashi, Knife, Scroll/ Amulet Satchel,

Traveling Pack, 4 koku

Affinity/Deficiency: Earth / Air

The Horiuchi family was formed late in the history of the Unicorn, but the shugenja school that bears their name in modern times has an ancient history with roots from long before the Great Clan’s return to their ancestral home in Rokugan. During their travels outside the borders of the Emerald Empire, the Unicorn discovered many different methods and styles of magic among both their allies and enemies, incorporating them into a single method. After the Horiuchi family was formed they became some of the foremost practitioners of the meishodo method and in modern times the school bears the Horiuchi name.

The original gaijin sorcerers who created name magic could not speak to the elemental kami and had no direct access to the gods. Instead, they forged amulets of power that could simulate magical effects by invoking the true names of the elements. When the

Unicorn studied this magic, they realized it trapped a kami into the item, forcing it to reproduce a single effect whenever the sorcerer focused his will into it. The Unicorn changed and adapted the process to fit their own beliefs. Their meishodo amulets no longer trap the kami, but instead appeal to the elements surrounding the amulet to perform the desired magical effects.

However, somewhat like the gaijin originals, a Unicorn meishodo amulet contains only one unalterable effect that can be invoked in this manner.

Meishodo is a Unicorn secret, jealously guarded by all of the clan. Meishodo sacrifices power for speed, using a brief incantation rather than an extended dialogue with the kami, and speed has always been an important aspect of the Unicorn approach to life.

Depending on the era of play, this school is known as either the

Horiuchi Shugenja School or simply as the Meishodo Shugenja School—in the earlier eras it is taught and maintained by the Iuchi family

Techniques

RANK 1: MYSTERIES OF MEISHODO - Meishodo is a mixture of gaijin and Rokugani magic, resulting in a fast and powerful method of calling the kami.

Shugenja studying these methods learn to create meishodo amulets,

keyed to invoke the elements in specific ways.

You may create a magical amulet by making a successful roll of Craft: Meishodo/ Ring, using the Ring for the desired spell. The TN of this roll is equal to 15 plus 5x the spell’s Mastery Level. Creating a meishodo requires a number of hours equal to the spell’s Mastery Level. If the roll is successful, you create a small charm imbued with the prayer to the kami that will cast the chosen spell. Each meishodo stores only one spell, and is used in place of the scroll normally required to cast the spell.

Casting a spell through a meishodo requires only one Complex Action, regardless of the Mastery Level of the spell. You do not have to make a Spell Casting Roll to cast the spell, but the spell cannot gain any benefits from Raises (not even Free Raises). You expend a spell slot as normal.

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You may only create meishodo from spells of a Mastery Level equal or less than your Shugenja School Rank, and can never create meishodo from spells of Mastery Level 4, 5 or 6. Other shugenja may use your meishodo if they are proficient in meishodo magic (e.g. trained in this school).

Moto Death Priests

Clan: Unicorn

Discipline: Shugenja

Benefit: +1 Willpower

Skills: Athletics, Horsemanship, Hunting, Lore:

Theology, Meditation, Spellcraft, any one Skill

Honor: 3.5

Outfit: Sturdy Traveling Clothing, Wakizashi, any one weapon,

Traveling Pack, Horse (Unicorn steed), 5 Koku

Affinity/Deficiency: Earth / Air

The startling individuals known as the Moto Death Priests are adherents of the Shi-Tien Yen-Wang, the pantheon of wrathful gods of death and judgment who were worshipped by the Moto family prior to its allegiance to the Unicorn Clan. When the Moto were still nomads, they paid homage to these Lords of Death out of both reverence and fear. However, when the Lady Shinjo taught the Moto there were gods who could show compassion and reward loyalty, they forsook their old devotion and joined the Unicorn. For centuries, the enraged Lords of Death sought their wayward worshippers, finally locating them in the Empire of Rokugan and afflicting them with ill fortune and misery, a kharmic phenomenon sometimes referred to as the Moto Curse. It was not until the days of Moto

Gaheris, near the end of the War of Spirits, that the gods were contacted directly and a bargain was struck: the Lords of Death would stay their wrath and in exchange the Moto would resume their worship.

After the reunion of the Moto and the Lords of Death, worship of these gods spreads to other families within the Unicorn, especially once they are elevated to the position of lesser Fortunes in the cosmology of Rokugan. Holding sway in the Realm of Waiting, they pass judgment on the dead who await reincarnation, and their power even attracts a few worshippers from other clans. The Death Priests who revere the Shi-Tien Yen-Wang are singularly focused and disturbing men and women; they bring the blessings of death to those who are determined to be enemies of the Unicorn, and their

prowess in battle is something other clans quickly learn to fear.

Techniques

RANK 1: BLESSINGS OF THE SHI -TIEN-YEN -WANG - The Moto Death Priests carry the favor of gaijin death gods and bestow their blessings to their enemies. As a Simple Action you may sacrifice a spell slot and target one enemy (within a maximum range equal to your School Rank x 100 feet). Make a Contested Willpower Roll against that opponent. If you are successful, the target may not benefit from exploding dice or from Advantages that allow him to re-

roll a roll. This effect lasts for a number of Rounds equal to your School Rank.

You gain a Free Raise on any spell with the Travel keyword.

Minor Clans

Minor Clan Defender Advanced

Clan: Minor Clan

Discipline: Bushi

Benefit: Skills: Honor: Outfit:

The samurai of the Minor Clans begin their career in service to the Emperor at a significant disadvantage compared to their counterparts from the Great Clans. They have fewer resources, fewer allies, and vastly less prestige. Many simply accept this is their lot as servants of a lesser clan and never challenge it. There are a few, however, who refuse to accept such a fate, and commit themselves fully to championing the cause of their clans to the Empire at large. These men and women do not have any particular unifying qualit ies other than their passion and drive to better the lot of the Minor Clans. Such individuals occasionally come into contact with one another during the course of their activities, and over the years can form strong alliances in order better serve their cause. Although no formal dojo exist in which students can follow the lessons of such heroes, there are secrets passed down through

family lines and via apprenticeship for those who choose to follow such a path. In a show of the devotion these individuals have to a greater cause, these secrets are shared among all those who share the same passion for their cause, regardless of what Minor Clan affiliations they possess.

Techniques

RANK 1: KNOW NO BOUNDARIES - Conviction and determination can elevate even the lowest samurai to greatness if he but follows his

own sense of honor in moments of crisis. You may spend a Void Point to temporarily gain two ranks of Status, forcing others to recognize your talents and abilit ies. This effect lasts for a period of one hour.

RANK 2: THE SPEED OF CERTAINTY - A true master of destiny is versatile and f leet of action. Once per Round you may spend a Void Point to make one melee attack as a Free Action. You may make no other attacks during this Round.

RANK 3: THE STRENGTH OF HUM ILITY - A defender of the Minor Clans is a paragon of strength and certainty, skilled in the samurai arts and capable of virtually any deadly action. You may make melee attacks as a Simple Action when using weapons with the Samurai keyword. If you already possess the ability to make attacks as a Simple Action when wielding such weapons, you may choose any

one other type of melee weapon (knives, heavy weapons, spears, etc.).

You gain the ability to attack with these weapons as a Simple Action instead.

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Badger

Ichiro Bushi

Clan: Badger

Discipline: Bushi

Benefit: +1 Strength

Skills: Athletics, Commerce, Defense, Heavy Weapons

Jiujutsu, Kenjutsu (Katana), any High or Buge skill

Honor: 3.5

Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, any

Heavy Weapon or Polearm, Travelin pack, 3 koku

The founder of the Ichiro Bushi School was a Hida. It is n surprise, then, that the School remains similar to its Crab roots. The school’s philosophy is simple: hit the enemy s hard that he has no time to engage in any fancy tactics. The Ichiro Bushi School focuses on their love of wrestling and unarmed combat. It emphasizes the power of pure strength in defeating enemies. The Ichiro Bushi uses strengt as the answer to almost any problems that may arise. Other may move faster or strike with more precision, but the Ichiro will answer with overwhelming damage.

Techniques

RANK 1: TRANSCEND THE MOUNTAIN - The bushi of the Badger Clan live and train in the rugged territory of the Great Wall of the North, and revere strength a the ultimate measure of any warrior’s capabilities – the power of a warrior’s fists can still be relied on when all else fails. You may re-roll any Skill roll or Trait roll which uses Strength, but you must keep the results of the second roll. You suffer n movement or combat penalties for Moderate terrain, and only half the normal penalty for Difficult terrain.

RANK 2: STRENGTH OF THE BADGER - With practice, the Badger learn to call upon their strength t crush their opponents. A number of

times per session equal t your Strength Rank, you may re -roll a damage roll, keeping the better of the two results.

RANK 3: CRUSHING BLOW - Experienced Badger learn to deliver blows of truly fearsome power, with weapons or even their bare hands, which can pulverize flesh even through the protection of armor. You ma ignore the effects of armor on an opponent’s Armor TN. You unarmed attacks may ignore 1 Rank of your target’s Reduction.

RANK 4: CRASHING STONES - Ichiro samurai are taught to strike with the speed of the deadly avalanche. Your attacks with Samurai

RANK 5: RETURN THE STRIKE - The final lesson taught in Badger Clan dojo is that the most effective blows in combat are not the swiftest, but the hardest struck. At the start of a skirmish, before Initiative is rolled you may choose to lower your Initiative total by 20

for the duration of the skirmish. In exchange, you add your Strength Rank in unkept dice to both your attack and your damage rolls for the first two rounds of that skirmish.

Bat

Komori Shugenja

Clan: Bat

Discipline: Shugenja

Benefit: +1 Awareness

Skills: Calligraphy (Cipher), Lore: Ancestors, Lore Theology,

Meditation, Spellcraft, Tea Ceremony, an one High Skill

Honor: 4.5

Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel

Traveling Pack, 3 koku

Affinity/Deficiency: Air / Earth

When Yoritomo Komori was granted the honor of forming hi own

Minor Clan, he quickly gathered the brightest shugenja to his side. He decided he would honor his bat spirit heritage of swift communication and bring that resource to the rest o the Empire. The Komori recognize that one must balance the practical with the theoretical, an strive to hone their messaging abilit ies for us on the field. The Komori Shugenja School is unique i the Empire. The koumori are benevolent bat spirits creatures hailing from Chikushudo who have helped mankind on several occasions. Their powerful magic has never been understood because of the spirits’ reclusive nature. The Komori Shugenja have tapped into that resource, giving the strange and wondrous spells that have never bee seen before.

Techniques

RANK 1: THE KAMI'S WHISPERS - The Komori practice the rituals of the koumori spirits from whom their founder is descended, and ferry messages from on to another via the kami. You may expend one spell slot to send a whispered message to another individual known to you. This message must be no longer in length than thirty seconds per School Rank, an may be delivered a maximum distance equal to you School Rank x 100 miles.

Boar

Heichi Bushi

Clan: Boar

Discipline: Bushi

Benefit: +1 Strength

Skills: Athletics, Defense, Hunting, Intimidation, Kenjutsu

Spears (Mai Chong), any one Bugei Skill

Honor: 3.0

Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, any

Spear, Traveling Pack, 3 koku

Shadowy dangers always threatened the Boar lands, and the Heichi Bushi School formed to face them. The Boar were ready to defend themselves and developed techniques that would help them match that fervor. They learned to take the worst attacks their enemies might hold in store and simply keep going. The trained Heichi Bushi maintains a strong defense but his furious assaults are chilling to

see. The Heichi Bushi School emphasizes a weapon that is rarely seen in the rest of the Empire: the Mai Chong. The uniquely shaped spear has a curved head, and the weapon handle completely differently from other pole weapons. The Heichi Bushi can use the spear to devastate his enemies at range. The longer reach of his weapon perfectly suits his defensive style where he waits for the perfect moment to break the enemy’ momentum.

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Techniques

RANK 1: THE CHARGE OF THE BOAR - The attack of a boar can come from nowhere, with litt le warning. If you are in the Full Attack stance, you may ready medium weapon or a spear as a Free Action. When wielding a spear in combat you gain a damage bonus of +0k1.

RANK 2: THE STRENGTH OF OPPOSITION - The Boar school specializes in using spears, especially the Ma Chong, to snare an

opponent’s clothing and armor, rendering them helpless. You may call two Raises to Entangle an opponent with a Mai Chong, or three Raises to Entangle them wit another spear-class weapon.

RANK 3: THE SPEED OF THE BOAR - The Boar bushi learns to strike with the relentless speed of hi namesake animal. You may attack as a Simple Action when wielding a spear.

RANK 4: THE ANGER OF THE BOAR - Much like their namesake, Boar bushi keep fighting even when critically injured. You may spend a Void point during the Reaction segment to reduce your Wound TN penalty by one Wound Rank (the Wounds still exist, you simply feel less pain fro them). This effect lasts the remainder of the skirmish.

RANK 5: BEYOND THE MOUNTAINS - At this rank the Boar has learned to control his warrior’s fur and unleash it at the most

unexpected times, even when h appears to be completely defensive. If you are in the Full Defense Stance, you may make one normal attack with a speak or a Samurai-keyword weapon as a Free Action, ignoring the restriction of the Full Defense Stance. This attack gains a bonus of +2k0 to the attack roll.

Dragonfly

Tonbo Shugenja

Clan: Dragonfly

Discipline: Shugenja

Benefit: +1 Perception

Skills: Calligraphy, Courtier, Etiquette, Meditatio (Void

Recovery), Sincerity, Spellcraft, any one Hig Skill

Honor: 4.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,

3 koku

Affinity/Deficiency: Wate / Fire

The founders of the Dragonfly incurred the wrath of the Lio Clan upon inception, and the Minor Clan has suffered greatly for that

legacy. Their importance belies their size; everyone who wishes to travel to the Dragon lands must first stop a the home of the Dragonfly to seek permission. Their strong t ies with the Dragon Clan and their history of tragedy have forged a serene and resilient people, ready to face the danger of the future.

Techniques

RANK 1: GUIDED BY FATE - The Tonbo are adept a court as well as the ways of the shugenja, serving a they have as the Dragon Clan’s intermediaries almost since their creation. The kami’s whispers can

be powerful tools in court. You may expend one spell slot t gain a bonus of +1k0 on one Social Skill Roll. You may never spend more spell slots than your School Rank to augment a single roll. You gain a Free Raise on any spell with the Divination keyword.

Falcon

Toritaka Bushi

Clan: Falcon

Discipline: Bushi

Benefit: +1 Strength

Skills: Animal Handling (Falcons), Hunting 2, Kenjutsu Lore:

Spirit Realms, Spears, any one Skill

Honor: 5.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 3 koku

The Toritaka Bushi School excels at destruction of creature that come from the other Spirit Realms. Their style is fluid in order to adapt to any surprises that new monsters might spring upon them. Unfortunately this focus on otherworldly foes makes the Toritaka bushi a very specialized warrior, wit few techniques that work against human opponents. The Toritaka Bushi School focuses on striking monsters an bypassing their defenses. They use the daisho or the spear to find the monster’s weaknesses and relentlessly attack the until they fall. Over a lifetime of training, the Toritaka learn to see past the tricks a monster may utilize and to efficiently dismantle such enemies.

Techniques

RANK 1: THE FALCON'S EYES - A Toritaka must be aware of his surroundings at all times for his enemies can appear anywhere. You add +1k0 to al Skill and raw Trait rolls involving the Perception Trait. Additionally when striking a creature from another Spirit Real (including oni from Jigoku and hungry dead from Gaki-do) you add +1k0 to all damage rolls.

RANK 2: THE FALCON TAKES FLIGHT - Through his training, the Toritaka can sense the emanation of nearby spirits as they cross

over into the mortal realm. You may attempt to detect the presence of any creatures fro other Spirit Realms by making a Perception Trait Roll against a TN equal to the creature’s Air Ring x 5.

RANK 3: THE FALCON'S WINGS - The Toritaka strikes with precision, constantly keeping hi enemies at bay. You may make attacks as a Simple Action instead of a Complex Action while wielding a spear or a weapon with the Samurai keyword.

RANK 4: VIGILANT AND STRONG - Monsters may have tricks to confuse their enemies, but the Toritaka learns to see the truth through the fog. You may spend a Void Point to negate any darkness or blinding penalties. This effect lasts until the Reactions Phase two Rounds later.

RANK 5: CLAWS OF THE FALCON - Nothing will stop the Toritaka’s attack from hitting its target. Your attacks ignore up to 5 points of

your opponent’ Reduction (if he has any). Against creatures from other Spirit Realms, you may spend a Void Point as a Free Action to reduce the creature’s Reduction by 10 for one Round.

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Fox

Kitsune Shugenja

Clan: Fox

Discipline: Shugenja

Benefit: +1 Stamina

Skills: Calligraphy, Defense, Hunting, Medicin (Herbalism),

Meditation, Spellcraft, any one High o Bugei Skill

Honor: 4.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,

3 koku

Affinity/Deficiency: Earth / Air

The Fox Clan is located next to one of the largest forests in Rokugan,

a fact that has shaped the direction of their lessons. Each Kitsune shugenja gains a love for the spirits and the tranquility of the deep forest after countless hours meditating within its borders. This connection between man and beast is encouraged and strengthened with comprehensive lessons. The Kitsune’s love for nature is evident in the abilit ies taught at their school. The Kitsune can connect with the wilderness and the animals that inhabit it. It is a versatile technique that can be vital to the Kitsune shugenja’s duties, an few from other schools can duplicate the Fox’s abilities.

Techniques

RANK 1: ESSENCE OF CHIKUSHUDO - None in the Empire are closer to the ways of nature than the simpl Kitsune who make the wilderness their home. You may use the Sense, Commune, and Summon basic spells to affect the animal spirits of Chikushudo a well as kami (using Summon results in the appearance of a single animal spirit rather than a set amount o elemental material). Animal spirits tend to be more direct than the kami, and perceive things differently but have just as little sense of why man does what h does. You gain a Free Raise on any non-damaging spell cast on an animal.

Hare

Usagi Bushi

Clan: Hare

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Athletics (Running), Defense, Hunting, Jiujutsu Kenjutsu,

Lore: Maho (may replace with Lore: Kola after the Clan War era), any one High or Bugei skill

Honor: 4.0

Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow

(with 20 Arrows) or Knife, Travelin Pack, 3 koku

The Hare Clan has seen a lot of combat for a Minor Clan. Their continued war against the enemies of the Empire ha raged for centuries without an end in sight. Consequently, the Usagi Bushi School is one of the better-developed Minor Clan warrior schools. It has been perfected in battle and blood, a the Hare Clan has painstakingly learned what works and what simply fails. The Usagi

Bushi School takes the athleticism of the Hare Clan and channels it into combat advantage. The Hare learn to move faster than the average samurai, darting in to deliver a punishing blow then dashing out of range of any counterattack. An unprepared opponent is quickly overwhelmed as h is attacked from what seems like all sides.

Techniques

RANK 1: SPEED OF THE HARE - The Hare are known for fighting with a speed and agility reminiscence of the animal for which their clan is named. In an situation where you have room to dodge, jump, and otherwise maneuver (GM’s discretion), you may add your Athletics Skill Rank to your Armor TN except when in the Full Attack o Center stance. Your Water Ring is considered 1 higher for purpose of how

far you can move with Move actions.

RANK 2: LEAP OF THE HARE - The Hare bushi has learned to strike with a devastating springing attack that catches many opponents off guard. If you are in the Full Attack stance, you can leap forward and attack a opponent up to 15’ away without taking a Move action. All o your attacks on this Turn must target that opponent.

RANK 3: SWIFT AS LIGHTNING - The speed and flexibility of the Hare allows him to strike wit fearsome rapidity. Your attacks with unarmed strikes, knives or Samurai-keyword weapons are considered Simple Actions.

RANK 4: KICK OF THE HARE - The Hare has learned not only how to strike with speed, but also how to dodge and avoid his foes at the same time. You may now perform your Rank Two Technique while

in the Attach stance instead of the Full Attack stance. If you perform the technique in the Full Attack stance, you may make you second attack of the Round against another opponent within 15’ of the first opponent.

RANK 5: REICHIN'S STYLE - The final lesson of the Hare school is a whirling flurry o leaps, feints, and attacks that come at the opponent from al directions, confusing and disorienting him. You may perform the Feint Maneuver for only 1 Raise, and your damage bonus from a successful Feint is not limited to your Insight Rank x 5.

Imperial

Seppun Guardsman

Clan: Imperial

Discipline: Bushi

Benefit: +1 Perception

Skills: Battle, Defense, Etiquette, Iaijutsu, Kenjuts (Katana),

Kyujutsu, any one High skill

Honor: 6.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 10 koku

A Seppun knows from birth that he is born to protect the Emperor from anything that may threaten him. A safe Emperor means a united Rokugan, and Seppun ensure the bright future of the Empire by fulfilling their duty. When chosen for this prestigious service, the Seppun Guardsman, also known as Miharu, sacrifices everything in his life for the job. After all nothing else is signif icant when set against the task of protecting the Imperial House. The Seppun Guardsman School holds defense as its highest priority. The Guardsman learns to put the life of hi charge above everything else, including his own survival. The Guardsman becomes stalwart

against any sources of corruption that may interfere with his job, and learns to be always aware of his surroundings, ready to identify any threat before it may approach his charge.

Techniques

RANK 1: NEVER IN DARKNESS - The Seppun are taught to be unswerving in their honor, an nothing can draw them away from their duty. Any time you are rolling to resist a Social Skill roll which could tempt o lead you away from your duty – such as Temptation,

Intimidation or even Courtier – you roll additional unkept dice equal to your School Rank. You gain a +1k1 bonus any time you are making an Investigation roll to detect an ambush o surprise attack.

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RANK 2: THE CLOUDS PART - The Seppun’s blows are infused with his dedication to th Emperor’s cause. At the start of your Turn, you may spend Void point to add your Honor Rank to the total of your attack and damage rolls until your next Turn.

RANK 3: SUN'S LIGHT REVEALS - The Seppun’s dedication now allows him to see through al manner of deceptions, even magical ones. At any time you may choose to spend a Void point as a Free

Action to roll Investigation (Notice) / Perception at TN 25. With a success, you immediately see through all disguises and illusions around you, whether normal or magical in nature. If you are in the presence of the Emperor, his immediate family, or a major Imperial official (Chancellor, Shogun, etc) you do not need t spend a Void point to activate this Technique. Once you have pierced a specific disguise/ illusion, it no longer has any effect on you (although a new disguise or illusion you encounter later will function normally).

RANK 4: SPEED OF HEAVEN - The power of Heaven infuses the Seppun’s arm, allowing hi to strike with greater speed. You may now attack as a Simple Action when using weapons with the Samurai keyword.

RANK 5: HEAVEN NEVER FALLS - The true Seppun bodyguard is never caught off-guard, an can protect his charge even when

surprised or disabled. An time you are within 20’ of a person you are guarding, you may spend a Void point to leap in front of a blow or spell which is targeting your charge. The damage is automatically applied to you instead of to your charge. If you are still standing (not Down or Out) after taking this damage, you ma immediately take an extra Simple Action, which may be use for any normal purpose, including an attack. This Technique can be used even if your character is Blinded, Prone, Stunned Dazed, Entangled, or at the Down Wound Rank (but not Grapple or at the Out Wound Rank).

Imperial Scion Advanced

Clan: Imperial

Discipline: Courtier

Benefit: Skills: Honor: Outfit:

The Imperial families are not generally given a great deal of consideration by the average citizen of Rokugan. Even most members of the samurai caste go their entire lives while glimpsing only one or two true Imperials, and many of the more remote family branches never encounter one for generations at a time. The Imperial families are simply smaller than most of those who serve the clans, and their spheres of influence are relatively limited in comparison to their clan counterparts.

Even the well-traveled Imperial heralds of the Miya family tend to stick to clearly defined travel routes, avoiding the Empire’s more remote districts for decades or even centuries at a time. In some cases this can lead to a misperception of the Imperials as dangerous or hostile individuals who desire only the obedience and submission of other samurai.

While this is untrue in the main, there are a few individuals who prove it correct.

Scions of the Imperial families are utterly ruthless individuals who have mastered the manipulation of their own social standing to decimate their enemies. Standing against a scion in court is tantamount to ruination for all but the most skilled or highest-ranking samurai. These scions most often come from the Otomo family, which teaches their secret techniques in its most prestigious and elite dojo. Much more rarely, members of the Miya or Seppun families are permitted to train there as well. The scions are rarely liked, frequently sought as allies, and almost always feared for the power they can and will bring to bear on any who arouse their ire.

Techniques

RANK 1: THE AWE OF THE THRONE - A true scion of the Imperial families knows how to use his social position to his advantage in nearly any situation. Any time you are called upon to make a Skill Roll, or to use your Glory or Honor rank, you may spend a Void Point to instead substitute your Status Rank.

RANK 2: THE STRENGTH OF THE THRONE - As a champion of the

Imperial line, you can ensure that those who oppose you suffer mightily for their temerity. After conversing with an opponent of lower Status Rank for a few minutes, you may force that opponent to make an opposed Courtier / Etiquette roll against you. If you defeat your opponent at the roll, you may reduce his Status by a number of points up to a maximum of twice your Insight Rank.

RANK 3: THE TERROR OF THE THRONE - There is virtually no one who is immune to the power of an Imperial scion. While conversing with an opponent of equal or lower Status Rank, you may force a Contested Void Roll. If you are successful, you can permanently give the opponent any one Social Disadvantage. Alternatively, you can force the opponent to become ronin, but the technique can only be used in this manner once every six months. Forcing a samurai to

become ronin in this way costs you 5 points each of Glory, Honor, and Status.

Miya Herald

Clan: Imperial

Discipline: Courtier

Benefit: +1 Awareness

Skills: Courtier (Rhetoric), Defense, Etiquette (Courtesy)

Horsemanship, Lore: Heraldry, Sincerity, an one High or Bugei skill

Honor: 6.5

Outfit: Sensible Clothing, Wakizashi, Calligraphy Set Horse

(Rokugani pony), 10 koku

The Miya are Imperial messengers, charged with spreading the words of the Emperor and the Imperial Court to even the most

remote regions of Rokugan. While they are protected in most areas by their Imperial status, the Miya must often travel t places of great conflict and danger. Occasionally bandits an criminals become unreasonable or desperate and attack the herald. Thankfully, the Miya is well trained for that eventuality. The Miya Herald School focuses on building trust and cordiality with everyone in the Miya’s path. He speaks with confidence and composure to ease tensions and smooth altercations. The Miya learns ways to boost his defenses and spread peace to achieve the dream of a strong, united empire.

Techniques

RANK 1: VOICE OF THE EM PEROR - The Miya learn the ways of the Empire, so they can spread the word of the Emperor far and wide, and the art of nonaggression so their words will be heard by all who respect the Emperor. While inside the borders of the Empire, you ma spend a Void point to gain the Way of the Land Advantage for the province you currently occupy – this effect lasts until you next sleep. Also, any Rokugani who reveres the Emperor an who knowingly and deliberately attacks you will automaticall lose a number of points of Honor equal to twice your School Rank.

RANK 2: EYES OF THE EM PEROR - The Miya serve as peacekeepers as well as messengers, brokering treaties between warring factions

in the Empire, and learn to remain impartial under the most intense pressure. You ma add your Honor Rank to all Etiquette (Courtesy) skill roll made to resist others’ attempts to influence you.

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RANK 3: HAND OF THE EM PEROR - The Miya’s aura of peacefulness and non-aggression has no reached the point where it becomes difficult for honorable foes to attack him at all. At the start of a skirmish, or during the Reactions Step of any later round in a skirmish, you ma spend a Void Point as a Free Action to prevent any Rokugan who reveres the Emperor from being able to harm you before the next Reactions step. (They can still attempt to capture o

restrain you in a non-damaging way.) This Technique only takes effect as long as the Miya is not participating in the skirmish or in a duel.

RANK 4: BLESSINGS OF THE EM PEROR - At this rank, the Miya have developed a personality strong enough to impose their demand for peace on the more violent individuals around them, in what is essentially a more specialize form of the Otomo technique of obiesaseru. This ma be done a number of t imes per session equal to your School Rank, but you may only use this Technique against honorable samurai (Honor Rank 1.0 or better) who revere the Emperor – criminals, bandits, the Lost, and nonhumans are immune t its effects. To use this Technique, you take a Complex Action to step forward and forcefully demand an end to violence. (“This brawling will cease, in the name of the Emperor!”) You make a Contested Roll

of your Courtier (Rhetoric) / Awareness against the Etiquette (Courtesy) / Willpower of all affected persons within hearing. All individuals who lose the roll must immediately cease all aggressive action, and cannot attack o cast offensive spells until they take damage or you give the permission to fight. (They can still use defensive abilities an the Defense and Full Defense stances.) The effect lasts for on minute, and the Technique can be used on the same target again if it is resisted

RANK 5: GLORY OF THE EM PEROR - The Herald is now a true master of nonaggression and diplomacy. When rolling with the Courtier or Etiquette skills against a target with at least Honor 1.0, you may add a +5k0 bonus t the roll.

Otomo Courtier

Clan: Imperial

Discipline: Courtier

Benefit: +1 Awareness

Skills: Courtier (Manipulation), Defense, Etiquette, Intimidatio

(Control), Investigation, Sincerity, any on High skill

Honor: 5.5

Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,

10 koku

Like the Seppun, the Otomo are dedicated to the safety of the Emperor. The Otomo simply choose more underhanded method to prove that devotion. The power of the Emperor must remain strong and unchallenged. This can only happen if n one can gather enough strength to topple the pillars of the Emperor’s authority. The Otomo sow suspicion and distrust amongst the Great Clans to prevent any malicious scheme from taking root among them. The Otomo Courtiers, also known as Seiyaku, focus o fully utilizing the tools at their disposal. As an Imperial family the Otomo automatically garner

respect and power fro every honorable samurai. The Otomo learns to push this advantage as far as he can to make others cower under the weight of Imperial decree. He uses every underhanded trick in the book, knowing that his blood protects him from the repercussions.

Techniques

RANK 1: THE VOICE OF HEAVEN - The Otomo believe that nothing done in the name of the Emperor and Imperial authority can ever be truly dishonorable. Their appointed role within the Empire is to spread conflict between the clans so they cannot unite against Imperial power and the Otomo do this without hesitation. You do not los Honor for using the Intimidation (Control) Skill. Any time you are

in conversation with someone from one of the clan (Great or Minor), you may make a Contested Roll of you Courtier (Manipulation) / Awareness against their Etiquette (Courtesy) / Awareness to provoke a disagreement or argument between them and someone from another clan or faction of your choice.

RANK 2: DESTIN Y HAS NO SECRETS - The Otomo have information networks that rival those of the Scorpion, and can call on them in almost any part of the Empire. If you have the opportunity to seek out your contacts you may spend a Void point to roll Courtier/ Awareness at T 25 to learn one piece of critically useful information (chose by the GM).

RANK 3: MY MASTER'S VOICE - The Otomo speak with the direct authority of the Emperor and the more experienced among them

have mastered the art known as “obiesaseru,” using the authority of the Son o Heaven to stun their foes. You may only use this Technique against honorable samurai (Honor Rank 1.0 or better) who revere the Emperor – criminals, bandits, the Lost, and nonhuman are immune to its effects. To use obiesaseru, you must take a Complex Action to pause, gather your willpower, an shout an appropriate command (typically something like “Stop in the name of the Emperor!”). You make a Contested Social Skill roll of Intimidation (Control) / Willpower against the target’s Etiquette (Courtesy) / Willpower. (If the target sincerely believes he is acting honorably, he gains a Free Raise t his roll.) If you win the roll, on his next Turn the target ma not move, attack, cast spells, or perform any other action that would directly obstruct or threaten you or your immediate friends/ allies (GM’s discretion as to who is considered you ally). He

may, however, attack others who are not your allies and regardless he can always use the Defense and Full Defense Postures.

RANK 4: THE EM PEROR'S PROTECTION - As a favored servant of Imperial power, the Otomo is under special protection, and can easily crush those foolish enough to disagree with him in public. Any time you are in an argument or debate with another person, you may spend a Void point to make a Contested Roll of your Courtier (Manipulation / Awareness against their Etiquette (Courtesy) / Awareness. If you win the roll, they must either agree with you position or immediately lose 5 points of Honor.

RANK 5: THE VIRTUES OF COMMAND - The Otomo is now able to bring the full power of Imperia authority to bear on those who displease him. When making a Contested Social Roll against someone who reveres Imperia authority, you may gain a +5k0 bonus

on your roll.

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Seppun Shugenja

Clan: Imperial

Discipline: Shugenja

Benefit: +1 Intelligance

Skills: Calligraphy, Defense, Etiquette, Investigatio (Notice),

Meditation, Lore: Theology, any one High o Bugei Skill

Honor: 6.5

Outfit: Robes, Wakizashi, Bo, Scroll Satchel, Travelin Pack,

10 koku

Affinity/Deficiency: Fire / Water

The best bushi of Rokugan are granted the privilege of guarding the Emperor. There are threats steel cannot answer, however and against these the Seppun Shugenja stand ready. A members of the

Hidden Guard, the Seppun Shugenja wait an stand vigil at all times of the day for signs of an attack. Their wards are among the best in Rokugan, and the Seppun constantly practice their prayers to the kami in preparation for a assault on their territory. They are the last line of defense for the Emperor and they will not be broken. The Seppun Shugenja School focuses on defense of the Emperor and his retinue. When danger approaches, the Seppun calls upon the kami with his entire soul, amplifying spell effects and performing magical feats he would not b able to do normally. The Technique is versatile and work with a large variety of offensive and defensive spells, a long as the shugenja is trying to save the life of the Son o Heaven.

Techniques

RANK 1: IN DEFENSE OF THE THRONE - The Hidde Guard exist only to defend their Emperor, and are terrible opponents for any who might pose a danger t the sanctity of the Son of Heaven. You gain a Free Raise on any spell cast to protect the life, persona belongings, family, or reputation of the Emperor, a long as the action taken would not cause you to los Honor. This includes members of the Imperial families (though not yourself). You also gain a Free Raise o any spells known only to the Imperial families.

Kenku

The Kenku Swordsman

Clan: Kenku

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Defense, Hunting, Kenjutsu (Katana), Meditation, Tea

Ceremony, any one Lore skill, any one Bugei Skill

Honor: Outfit: Light or Heavy Armor, Daisho, Traveling Pack, 3 koku.

The Kenku are greatly renowned for their wisdom, but they are respected in equal measure for their extraordinary swordsmanship.

It was in the time of the Five Races that the Kenku first took up arms against the invading forces of Jigoku, and they proved to be phenomenal warriors. Though those days are long past, their martial prowess remains legendary.

The Kenku Kensei (“sword saint”) style has persisted since the time of the Five Races, making it the oldest known martial style in Rokugan. While the weapons and techniques have evolved over the millennia, the central Kenku martial philosophies have remained essentially constant. Their style focuses on speed and precision over strength. A Kenku swordsman will patiently bide his time, distracting his enemy with careful feints, while waiting for the proper

moment to deliver a single devastating blow. Kenku are also quick learners, able to mimic the techniques of others after brief observation.

The Kenku do not share these techniques lightly. Even when a Kenku sensei deems a human worthy of his teachings, he may not share the secrets of Kenku swordsmanship. For a Kenku to instruct a human in such a way, something more is required.

As stated previously, the Kenku are extremely discerning in regards to their techniques. A human student must either prove his worth to a Kenku sensei or be selected by a Kenku to receive training.

Techniques

RANK 1: WING OF THUNDER - The kenku bushi has learned to harness the speed of the wind itself, and can draw that element into himself. You may add the total of your Reflexes and School Rank to your Armor TN against any enemy with lower Initiative.

RANK 2: HEAVEN'S CLAW - The bushi has tapped the power of the thunderbolt, striking hard at his enemy’s weaknesses. Any time you inflict more than 10 points of damage with a single attack, your opponent loses one Void Point. Against opponents with no Void Points remaining (or no Void), you may instead re -roll a single damage die and take the better of the two results.

RANK 3: LIGHTNING KISS - The kenku bushi has captured the swift

fury of lightning. You may attack as a Simple Action while using any melee weapon in which you possess a Skill Emphasis.

RANK 4: CHURNING SKIES - The kenku bushi has learned to patiently build his energies, only to strike with thunderous power. If you choose to delay your Turn during a Round until after all your opponents have acted, you may ignore the effects of all Wound Penalties (including Down and Out) and your may spend any amount of your Void Points on your damage rolls during this Round.

RANK 5: THE SAME BREEZE - Even two leaves carried on the same breeze may take quite different paths. This is the final lesson of the kenku school. At the beginning of your Turn, you may take a Free Action and spend a Void Point to copy one bushi Technique of any other character (human or otherwise) within 20’ for a number of Rounds equal to your Air. You must abide by whatever costs and

restrictions apply to the copied Technique (Void Point cost, specific armor or weapons, etc).

If you are not a Kenku yourself, you must have seen the Technique you are copying used at least once. Regardless of whether you are human or Kenku, you may only copy one Technique at a time.

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Monkey

Toku Bushi

Clan: Monkey

Discipline: Bushi

Benefit: +1 Willpower

Skills: Athletics, Defense, Hunting, Investigatio (Search),

Kenjutsu, Lore: History any 1 High or Bugei Skill

Honor: 5.5

Outfit: Light Armor, Sturd Clothing, Daisho, any weapon,

Traveling Pack, koku

The Monkey Clan has the blessings of the Imperial line an access to skilled experts in the f ield of war. Hundreds of ronin teachers have stepped through the dojo doors, ready to impart knowledge to an eager audience. These diverse skills were distilled into a single, cohesive fighting style that contains the best aspects of each lesson given in the Monkey dojo. The Toku Bushi School teaches techniques to help fight against mult iple enemies. The Toku learns to keep his head in the face of overwhelming odds and to fight on without hesitation. He sharpens his concentration and resolve to supernatural heights, and his calm on the battlefield become one of his greatest weapons.

Techniques

RANK 1: TOKU'S LESSON - A Monkey Bushi will prevail, even in the face of the most difficult odds. You add +1k0 to all Skill Rolls with a TN of 2 or higher. (This includes attack rolls.) Additionally, all you Wound Penalties are reduced by an amount equal to you Willpower plus double your School Rank.

RANK 2: THE STRENGTH OF ONE MAN - As a member of a very small Minor Clan, the Toku bushi is accustomed to fighting against the odds. While facing multiple opponents or an enemy with a higher

Insight Rank, you ad +1k1 to your attack and damage rolls.

RANK 3: COURAGE ABOVE ALL - The Toku bushi calls on the courage of his Clan’s founded to speed his own attacks. You may make melee attacks as Simple Action instead of a Complex Action.

RANK 4: FORGE YOUR OWN FATE - The Toku bushi learns to dodge the worst of any attack. You may spend a Void Point when suffering Wounds to force you opponent to drop the two highest dice from his damage roll even if this would reduce the total amount of kept dice. This cannot reduce the damage roll to less than 1k1.

RANK 5: FORTUNE FAVORS THE MOR TAL MAN - The Toku Bushi earns his good blessings with his own sheer tenacity. Once per Round, you may spend a Void Point t reroll any roll. You add +2k1 to the new roll. You may choose to keep the new roll or your original roll.

Oriole

Tsi Smith

Clan: Oriole

Discipline: Artisan

Benefit: +1 Intelligence

Skills: Any one Artisan Skill, Commerce, two ranks i any one

Craft Skill, Defense, any one Weapon Skill any one High, Bugei, or Merchant Skill

Honor: 4.5

Outfit: Sensible Clothing, Wakizashi, Calligraphy Set

Traveling Pack, 3 koku

Tsi was the name of an ancient gaijin blacksmith who impressed the second emperor, Hantei Genji, with his works. The Emperor declared the man was blessed by the Fortunes an made him a Rokugani on the spot. Centuries later a ronin apprentice took the forgotten name for himself and impressed Emperor Hantei XXX with his style. Artisans trained in the Tsi Smith School are unique in that everything they learn is to increase their skills crafting weapon and armor. They learn martial styles to know how expert will treat the weapons they create. They have little use for social pleasantries or political maneuvering so their teaching mostly bypass those aspects of a samurai’s life.

Techniques

RANK 1: TOOLS OF THE FORTUNES - The Tsi Smith dedicates his life to reaching perfection in the heat of the furnace. All Craft Skills are considered Schoo Skills for you for the purposes of effects that target School Skills. Whenever you make a Craft Skill Roll, you gain on point of Glory for succeeding, and one additional point for every increment of 5 by which you exceed the TN. This effect only applies to rolls a made against a TN equal to 10 plus you School Rank x5 or

higher

RANK 2: TSI XING GUI'S BLESSING - The Oriole smith seeks to emulate the works of the Fortune of Steel. When wielding or using one of your own creation (such as a weapon in battle or wearing an elaborate kimono in court), you gain a bonus of +2k1 for Void Points spent o relevant Skill Rolls, rather than the usual +1k1. Additionally when an item you created is given as a gift among member of the samurai caste, both you and the gift-giver gain Glory equal to your School Rank.

RANK 3: A CRAFTER'S DEDICATION - A Tsi Smith knows the worth of everything he creates, year after it has left his forge. When crafting, the price of the object you are creating is reduced by half for the purposes o determining how long it takes to create the object in question. When someone in your presence is using an item you

created you may take a Complex Action to grant them a bonus of +Xk1, where X is your School Rank, on the relevant Skill Roll (for example, Kenjutsu for a katana, Defense for armor or Etiquette for a kimono). RANK FOUR: EXHAUSTIVE

RANK 4: EXHAUSTIVE KNOWLEDGE - All members of the Tsi Smiths are expected to test their creations for weight, balance, and effectiveness. You ma spend a Void Point as a Free Action to allow you to make any attacks with a weapon you created as Simple Action rather than Complex Actions. This effect lasts for a number o Rounds equal to your School Rank.

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RANK 5: STAR-FILLED STEEL - Oriole-made items are rivaled only by the masterful items o the Kaiu Forge. Once per day upon the completion of crafting weapon, you may spend all your Void Points in order to create a Sacred Weapon (as per the Advantage). This weapon is know as a Tsi weapon (e.g., a Tsi Blade, Tsi Tetsubo, etc.), and ma possess one of the following qualities: Balanced (the wielded gains a bonus of +1k0 on attack rolls made with the

weapon) Swift (the wielder gains a bonus of +5 to his Init iative Score while wielding the weapon), or Unbreakable (the weapon ma not be broken). At the GM’s option, a truly gifted Tsi smith ma also be able to make a weapon Radiant (treat the weapon a jade for the purpose of harming Invulnerable creatures).

Owl

The Otomo Diplomats

Clan: Owl

Discipline: Courtier

Benefit: +1 Awareness

Skills: Calligraphy, Courtier, Etiquette (Courtesy), Intimidation,

Lore: Nonhumans, Sincerity, any one High Skill

Honor: 6.5

Outfit: Court robes, fan, traveling pack, 5 koku

Hantei’s Celestial fighting style was unmatched among the Kami.

However, in the canonical history of Rokugan, Hantei never shared the secrets of his fighting skills with any of his mortal followers, and they died with him after the First War. In the timeline of the Togashi Dynasty, Hantei adapts his Techniques to his clan’s new duty of fighting against nonhuman threats to the Empire, and it is in this form that an echo of his original peerless talent is passed down through the ages.

Techniques

RANK 1: WISDOM OF THE OWL - The basic technique of the Otomo Diplomat is to find ways to relate successfully to all parties, human and nonhuman alike, smoothing over misunderstandings and conflicts.

You gain a +1k0 bonus to your Etiquette rolls. During any social interaction with “nonhumans,” you may as a Free Action roll Lore: Nonhumans / Intelligence at TN 20 to remember an important aspect of social interaction with those nonhumans (the GM chooses the specific thing you remember, but it will always be something useful to the situation).

RANK 2: UNITY OF THE REALM S - Because the Otomo specialize in negotiating with the “nonhuman” races, they have many friends, allies, and contacts among them. Any time you encounter a “nonhuman” in a non-hostile environment, you may roll Courtier /

Awareness at TN 25. With a success, the "nonhuman" will treat you as an Ally with Devotion 2 for the remainder of the encounter (unless you actively do something to threaten or harm it).

RANK 3: THE VOICE OF HEAVEN - When understanding does not work, the Otomo have another method: cowing others by invoking the awesome authority of the Celestial Heavens. When you spend a Void Point on an Intimidation roll, you gain +2k2 instead of the normal +1k1. If the roll is made against a “nonhuman” opponent, the bonus is +3k2 instead. Either way, you do not lose Honor for using Intimidation in this manner.

RANK 4: UPHOLD THE PEACE - At this rank, the Otomo Diplomat is able to call on the awesome repute of the clan founder, Hantei himself, to impose peace on all manner of confrontations. At the start of a skirmish, or during your Turn on any later Round in such a skirmish, you may take a Complex Action to spend a Void Point and demand an immediate cessation of hostilit ies. You make a Contested Intimidation / Willpower roll against all those within

hearing, gaining a +3k0 bonus against any of those targets who are “nonhumans.” Any combatants who lose the roll must cease all offensive action until they are attacked or until three Rounds have passed.

This Technique cannot work against Shadowlands creatures or denizens of Jigoku or Tengoku. Using Intimidation in this manner does not cost you Honor.

RANK 5: HANTEI'S MANDATE - The Otomo may now bring the full weight of Hantei’s Celestial favor to bear against those who trouble Ningendo.

You gain an additional +3k0 bonus to your Intimidation rolls with your Rank Four Technique (this stacks with the +3k0 bonus against “nonhumans” in that Technique).

Seppun Shugenja

Clan: Owl

Discipline: Shugenja

Benefit: +1 Intelligence

Skills: Calligraphy, Defense, Investigation, Lore:

Nonhumans, Lore: Theology, Meditation, any one High skill

Honor: 6.5

Outfit: Robes, wakizashi, bo staff, scroll satchel, traveling

pack, 4 koku

Affinity/Deficiency: Fire / Water

In this timeline, the Seppun are simply the shugenja family of the Owl Clan rather than the special servants of the Emperor. In keeping with their clan’s duty to the Togashi Dynasty, the Seppun have learned to focus their magic on dealing with nonhuman threats and problems of all sorts.

Techniques

RANK 1: IN DEFENSE OF NINGEN-DO - The Seppun shugenja exist both to communicate with nonhumans and spirits and to protect the Empire from their depredations when they act improperly. You gain a Free Raise on any spell which targets a “nonhuman.” When casting a spell which inflicts damage on others, you may expend an additional spell slot (of the same Element or of Void) to have the spell ignore Reduction on the target(s) equal to twice your Void Rank. If the target is “nonhuman,” this Technique also ignores all damage mitigation effects from creature abilities (other than Invulnerability).

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Hantei Bushi

Clan: Owl

Discipline: Bushi

Benefit: +1 Agility

Skills: Athletics, Defense, Etiquette, Kenjutsu, Kyujutsu, Lore:

Nonhumans, any one High or Bugei Skill

Honor: 6.5

Outfit: Average clothing, light armor, daisho, bow, any one

weapon, traveling pack, 4 koku

Hantei’s Celestial fighting style was unmatched among the Kami.

However, in the canonical history of Rokugan, Hantei never shared the secrets of his fighting skills with any of his mortal followers, and they died with him after the First War. In the timeline of the Togashi Dynasty, Hantei adapts his Techniques to his clan’s new duty of fighting against nonhuman threats to the Empire, and it is in this form that an echo of his original peerless talent is passed down through the ages.

Techniques

RANK 1: THE BLESSINGS OF HEAVEN - The basic lesson of Hantei is to call on the favor of the Celestial Realms to oppose those who stand against Heaven. When facing a “nonhuman” opponent, you may add either your Earth or your Honor (whichever is higher) to your Armor TN. You gain a +1k0 bonus to all your attack rolls with Samurai weapons.

RANK 2: WRATH OF THE EARTH DRAGON - The power of Celestial Favor can overcome any who presume to trouble Ningen-do or the Empire of Togashi.

At the start of your Turn, as a Free Action you may spend a Void Point to let your attacks this Round ignore all the Reduction of “nonhuman” opponents.

RANK 3: SPEED OF THE AIR DRAGON - The Celestial Dragons strike with speed beyond thought, and you seek to emulate them as well

as a mortal may do so. You may attack as a Simple Action when you are wielding Samurai weapons or when attacking a “nonhuman” opponent.

RANK 4: COURAGE OF THE THUNDER DRAGON - Those who serve the Celestial Heavens care not who their opponent may be, for the strength of Heaven’s favor cannot be withstood. After striking an opponent, you may spend a Void Point as a Free Action to ignore any one of that opponent’s Techniques, armor effects, spells, special qualities, or creature abilities (except for Invulnerability) which reduce/ mitigate damage

RANK 5: JUDGEM ENT OF THE CELESTIAL DRAGON - The final lesson of the Hantei School is that the divine strike of Celestial Favor may defeat any foe, even one so powerful as Lord Moon himself. Once

per skirmish, after hitting your opponent, you may spend four Void Points to automatically inflict enough damage to reduce that opponent to Down/ Out/Dead (whichever applies first).

If your opponent is “nonhuman” you may activate this Technique for three Void Points instead.

It is GM’s discretion whether this Technique can defeat exceptionally powerful or transcendent entities such as Fortunes or similar. As an option, the GM may allow the Technique to work on such foes if you voluntarily choose to die in order to activate it.

Ox

Morito Bushi

Clan: Ox

Discipline: Bushi

Benefit: +1 Agility

Skills: Defense, Horsemanship, Hunting (Tracking) Kenjutsu,

Lore: Kolat, Lore: Underworld, any one Skill

Honor: 3.5

Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy

Weapon or Polearm, Horse (Rokugan Pony), Traveling Pack, 3 koku

The Ox Clan earned its stripes in combat against a spirit arm filled with the wisdom of centuries of ancestors. After its debut the Morito Bushi School garnered respect and a health reputation from bushi across the empire. The bulk of the O Clan’s force is heavy cavalry intended to swiftly crush the core of an infantry army. The Morito bushi is taught to maximize the benefits o mounted combat. He learns to trample the soldiers standing in front of him and maneuver quickly around the battlefield using his advantage of mounted speed. The Morito most often uses a polearm, though he is trained to adapt to the situation if it requires another style of combat.

Techniques

RANK 1: LEGACY OF THE FOUR WINDS - The Ox warrior fights as one with his horse. At the beginning of combat, you may add +1k0 to your Init iative if you are Mounted. Additionally, you may add +1k0 to attack roll while Mounted.

RANK 2: THE WIND BLOWS MANY WAYS - A Morito bushi becomes adept in all facets of war. At the beginning of combat, you may declare a number of Bugei Skills equal to your School Rank. You add +1k0 to all roll involving the chosen Skills.

RANK 3: THUNDER AND FURY - The Morito bushi strikes with the speed of his charging horse. You may make attacks as a Simple Action instead of a Complex Action while Mounted.

RANK 4: THE BLADE UPON THE WIND - The Morito bushi can rush forward, moving faster than any o his foes can anticipate. Once per skirmish, you may spend Void Point as a Free Action to set your Initiative Score equal to that of another participant in the battle. This may be either ally or opponent. However, after you use this Technique, you Initiative Score is reduced by 5 during the Reactions Stage o each Round until the end of the encounter. You may only have one Turn per Round, even if your Initiative Score drops below your current Initiative Score.

RANK 5: FAST AND FURIOUS - The Morito bushi rides into battle, trampling those who cannot escape his path. While you are attacking

an opponent wit lower Initiative, you add +2k2 to all attack and damage rolls.

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Ronin

Disciples of Sun Tao

Clan: Ronin

Discipline: Bushi

Benefit: +1 Reflexes

Skills: Athletics, Defense, Hunting, Iaijutsu, Kenjutsu any 2

Skills

Honor: 4.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 1 koku

The ronin who call themselves the disciples of Sun Tao are group that have taken the teachings of the legendary ronin tactician Sun Tao, who is said to have studied with each o the Great Clans in turn, and applied his wisdom to the art of the duel. Although they lack the skill and recognition o dueling traditions within the Great Clans, those who follow dueling have, over time, come to grudgingly acknowledge their strength.

Forest Killers

Clan: Ronin

Discipline: Bushi

Benefit: +1 Agiltiy

Skills: Athletics, Defense, Hunting, Kenjutsu, Kyujutsu Stealth,

any 1 Weapon Skill

Honor: 4.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 2 koku

The Forest Killers are perhaps the most ruthless and fearsome bandit organization in the history of the Empire. For centuries they exploited the superstitions surrounding the Shinomen Mori by hiding within its depths. They were eventually eradicated by the Emerald Champion, but their demise proved short-lived, and within a few years a new group o Forest Killers was plaguing the lands around the Shinome once more.

Techniques

RANK 1: STRENGTH OF THE FOREST - The Forest Killer are a formidable group who recruit only the toughest and most durable of warriors to join their band. You gain addit ional Wounds per Wound Rank equal t your Stamina. You may also add your Stamina to the total of all damage rolls resulting from melee attacks.

Generic Ronin

Clan: Ronin

Discipline: Bushi

Benefit: +1 Agility

Skills: Athletics, Defense, Hunting, Intimidation, Kenjutsu,

Knives, any one Weapon Skill

Honor: 4.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon,

Traveling Pack, 1 koku

The ronin mechanics in the L5R 4th Edition RPG are designed to

reflect the unfortunate reality of a wave-mans life namely, most ronin bands are only around for a short time, and are unable to develop more than one Technique.

Even the rare ronin groups that manage to endure for a long t ime or gain prestigious support, such as the Legion of Two Thousand, are hard-pressed to establish the sort of infrastructure and long-term continuity required to maintain a full-f ledged bushi school. The game design reflects this with a system which forces most ronin to rely chiefly on their innate capacities (represented by Skills) with only one or two Techniques.

Although this approach is realistic for the setting, it does put ronin significantly behind clan characters (even Minor Clan characters) in terms of their game-mechanic capabilities. This can be frustrating for players who are running ronin characters. GMs who wish to mitigate this frustration can opt to make this generic ronin school available for play. Although a generic school does not really fit the concept of what schools are supposed to represent in the world of Rokugan, it does allow greater options for players, which is a virtue in itself. GMs can thus have the freedom to decide whether they wish to focus their campaigns more on setting authenticity at the expense of game-balance, or more on game-balance and maintaining fairness between players.

Although this school is intended primarily to represent ronin, it can also be used to represent any other situation in which a character

could have martial training without access to a named bushi school. For example, it could represent the training of Great Clan samurai who belong to minor vassal families without access to their clans main dojo. It could also represent Minor Clan samurai in clans like the Fox, Dragonfly, Oriole, or Bat who have bushi in their ranks but lack any bushi school of their own.

Techniques

RANK 1: STRENGTH OF MY FATHER - Ronin are known for their

resilience in the face of adversity. When you are suffering TN penalties due to Wounds, you may make an Earth Roll (ignoring Wound TN penalties) during the Reactions Stage of each Round, with a TN equal to 5 + 5x the number of Wound Ranks you are currently suffering. If the roll is successful, you may ignore the effects of your Wound penalties until the next Reactions Stage. This Technique does not work once you reach the Down or Out Wound Ranks.

RANK 2: NEVER YIELD - Ronin are accustomed to being the underdogs. When you are outnumbered in a skirmish, you gain a bonus to your Armor TN equal to the amount by which the number of enemies exceeds the number of your allies. This bonus cannot exceed the total of your School Rank x2.

RANK 3: BI TE OF THE WOLF - Veteran ronin are swift and deadly

fighters. You may attack as a Simple Action when wielding a katana or a knife.

RANK 4: TWICE-CUTTING SPIRIT - As ronin become truly experienced, they become ever more deadly with many different weapons. Choose one additional melee weapon: you may attack with that weapon as a Simple Action. Once per skirmish, you may spend a Void Point on a damage roll, regardless of what weapon you are using.

RANK 5: VALOR OF THE WOLF - Those ronin who survive long enough to perfect their skills become legends of the battlefield, able to endure all manner of hardship and prevail in spite of severe injuries. Choose another melee weapon: you may attack with that weapon as a Simple Action. Additionally, you may spend a Void Point to activate your R1 Technique without requireing a Willpower

Trait Roll; when you activate it in this way, it lasts a number of Rounds equal to your Fire Ring.

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People's Legionnaire

Clan: Ronin

Discipline: Bushi

Benefit: +1 Stamina

Skills: Athletics, Defense, Hunting, Knives, Spears, Stealth,

any 1 Merchant or Low Skill

Honor: 0.0

Outfit: Ashigaru Armor, Sturdy Clothing, Yari, any 1 Peasant

weapon, Backpack, 5 zeni

After the commoner Asahime began organizing her army of

peasants, she worked with her monk adviser Rojin to develop a spear-f ighting technique that would allow simple ashigaru soldiers to stand their ground against samurai opponents. The technique was designed to capitalize on working together, using numbers and discipline to overcome the superior fighting skills of samurai opponents.

Unsurprisingly, in Rokugan’s canon history the technique did not survive the ultimate defeat of the People’s Legion, but creative GMs can use it to represent any peasant or ronin army that lasts long enough to develop some discipline and organized training.

Techniques

RANK 1: UNITY OF PURPOSE - The People’s Legionnaires drill endlessly, learning to act in unison on the battlefield. After Initiative is rolled at the beginning of a skirmish, you may take a Free Action to lower your Init iative score to match that of an ally who is also trained in this technique. If you and an ally with the same Init iative attack the same opponent, you each gain a +1k0 bonus on your attack roll for each such ally striking the same foe. The maximum number of bonus dice you can gain on a single attack roll is equal to your Insight Rank +1.

Tawagoto's Army

Clan: Ronin

Discipline: Bushi

Benefit: +1 Agility

Skills: Battle, Defense, Etiquette, Investigation, Kenjutsu

Spears, any 1 Skill

Honor: 4.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 1 koku

Inspired by the young and charismatic ronin Tawagoto, this group of ronin and peasants rallied together to protect the innocent people of Rokugan from the rash of violent peasant revolutions inspired by the mad monk Kokujin while the Great Clans were engaged in another war of succession. Eventually the clans recognized the threat and sanctioned Tawagoto’ activities, lending him aid to complete the task of hunting down Kokujin’s forces and destroying them.

Techniques

RANK 1: THE PEOPLE'S WILL - Those who are guide by honor carry the strength of the Empire’s people i their actions. When you spend a Void Point to add bonus of +1k1 to any Skill or Trait Roll, you may also add your Honor Rank to the total of that roll.

Tengoku's Justice

Clan: Ronin

Discipline: Bushi

Benefit: +1 Strength

Skills: Athletics, Defense, Horsemanship, Hunting Kenjutsu,

Kyujutsu, any 1 Skill

Honor: 4.5

Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow

with 20 Arrows or Knife, Traveling Pack 1 koku

Ruthless in the extreme, the mountain bandits know as Tengoku’s

Justice could threaten the reputation of the Forest Killers as the most reviled bandits in the Empire if the survive long enough. Their heretical name, however, gives additional reason to hate them, likely shortening their expected survival. The Tengoku’s Justice band makes their home in the Dragon mountains, pillaging and laying waste to entire village to gather the supplies and wealth they desire. They trust in the traditional inaction of the Dragon to make their apprehension less likely, but have drawn the unwavering attention of the magistrates of the Mantis Clan due to their actions.

Techniques

RANK 1: HEAVEN'S CURSE - The sheer ruthless, murderous nature of the Tengoku’s Justice fighting style could rival even that of the Forest Killers. Whenever you surprise an opponent in a skirmish, you ma double your Strength for the purposes of determining how many damage dice you roll on that attack.

The Legion of two Thousand Advanced

Clan: Ronin

Discipline: Bushi

Benefit: Skills: Battle 3, Defense 4, Kenjutsu 3

Honor: Outfit:

Sponsored by the Imperial house, the Legion of Two Thousand recruited from some of the best soldiers in Toturi's ronin army

enjoys resources and support which most ronin can only dream about. As a result, it has been able to develop extensive martial techniques, an extremely rare accomplishment for wave-men.

Techniques

RANK 1: STAND AS TWO THOUSAND - The Legion earned fame in its early years for protecting remote corners of the Empire and for helping defend the Kaiu Wall. You gain a +1k0 bonus to your Defense Skill rolls. When you are fighting in defense of the innocent

or of the common people, this bonus is +1k1 instead.

RANK 2: KURONADA 'S HONOR - The son of the tyrant Karatsu embraced honorable ways despite his fathers legacy and became one of the most famous commanders in the Legion.

So long as you have an Honor of 5.0 or better, you gain a bonus of +2k1 whenever you spend a Void Point on a roll with a School Skill, rather than the normal +1k1. This ability cannot be used in the Center Stance.

RANK 3: TAMAGO'S EXPER TISE - The ascension of the brilliant tactician Tamago to the leadership of the Legion of Two Thousand leads to the Legion developing more advanced training. You may make melee attacks with Samurai weapons as Simple Actions.

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The Tessen

Clan: Ronin

Discipline: Bushi

Benefit: +1 Stamina

Skills: Battle, Defense, Investigation, Jiujutsu War Fans, any 2

Skills

Honor: 3.5

Outfit: Light Armor, Sturdy Clothing, Daisho War Fan, any 1

weapon, Traveling Pack, 2 koku

Composed primarily of former Crane and Lion, the Tessen came

together to attempt to protect the people of Toshi Ranbo, centuries before it became the new Imperial City. The constant changing of hands between the two clans left the city in terrible state, often plagued by criminals who knew the clan were too busy with one another to bother hunting them. Because the Crane forbade any save themselves to carry a blade within the city, these ronin took up the tessen as their weapon of choice, and continue to patrol the streets of the Imperial Cit today, albeit with only grudging acknowledgement from the city’s Imperial protectors.

Techniques

RANK 1: FOLDS OF THE IRON FAN - Few in Rokugan have mastered the facets of the iron fan with the same fluency as the Tessen. When wielding a war fan in your off hand, you suffer no penalties for attacks made with that hand. You also add your rank in War Fans to the total of your Armor TN at all times while wielding a war fan.

Tsudao's Legion Advanced

Clan: Ronin

Discipline: Bushi

Benefit: Skills: Battle 5, any one Weapon Skill at 5

Honor: Outfit: Honor Rank 6+, Status Rank 2+, any one Paragon

Advantage

Under the reign of the Emperor Toturi II, known to many by her

youthful nickname of the Sword, the greatest force for enforcing the laws of the Empire is the Imperial Legions which serve the Throne directly. Reorganized by the Empress during the early years of her reign, these Legions operate under the direct command of the Emerald Champion, the Shogun, the Jade Champion, and most notably the Empress herself.

The Empress oversees the reorganization of these military forces personally, continuing her fathers tradition of military innovation throughout her reign. In particular, she institutes a rigid set of requirements that restricts membership in the Legions, with the most stringent requirements for the Legion she personally commands. She also devises a set of new Techniques which she teaches to the best warriors of that Legion, making it one of the most formidable military forces in the Empires history.

Techniques

RANK 1: ALL THINGS THROUGH HONOR - The members of Tsudaos Legion are taught there is nothing that cannot be accomplished if ones Honor is true. When making a Skill Roll with a High or Bugei Skill in which you have at least 1 Rank, you may spend a Void Point to make that roll as though your Skill Rank is equal to your Honor Rank.

RANK 2: WISDOM OF THE SENSEI - The dojo of Tsudaos Legion

teaches both tactical versatility and the joy of battle in the name of ones lord.

When rolling on the Mass Battle Table, you may add or subtract your Void Ring from the total of your roll, as desired. Additionally, you may select one Maneuver.

Whenever you attempt that Maneuver, you gain one Free Raise toward success.

RANK 3: EM POWERED BY HER NAM E - Those who devote themselves utterly to the cause of the Empress are nigh unstoppable

in their fervor. If your Honor Rank exceeds your opponents Honor Rank, you may make a single additional melee attack (as a Free Action) once per Round against that opponent.

The Hawk Purists (Path)

Clan: Ronin

Discipline: Courtier

Benefit: +1 Reflexes

Skills: Athletics, Defense, Hunting, Jiujutsu, Kenjutsu, Kyujutsu,

any one Skill.

Honor: 3.5

Outfit: As per True Ronin or Clan Ronin, as appropriate (L5R

4th Edition core rulebook, page 234)

During the years of the Heresy the Empire has, as always, many ronin desperate for acceptance and belonging.

Since the Hawk Clan did not yet formally exist, there was technically no penalty for impersonating a member, and some ronin took this

opportunity to represent themselves as members of the Hawk Clan, hoping not only to mitigate the circumstances of their day-to-day existence but also perhaps to gain acceptance into the ranks of the Hawk Clan if the Heresy succeeded. As the Heresy escalated, these ronin became numerous enough to band together and develop a simple Technique to enhance their efforts, but once Gorinno was cast down it became dangerous to continue claiming allegiance to the Hawk, and the former Purists scattered and abandoned their Technique.

GM may also use the Hawk Purist Technique to represent any ronin band that aspires to become a Minor Clan and thus lays claim to a larger name and identity.

Techniques

RANK 1: GRACE FROM THE SHADOWS - The ronin who fancy themselves members of the Hawk Clan rely on a mix of popular opinion, bluff, and intimidation to make themselves part of a greater movement and gain favor with others. Any time you are speaking with another person, you may assert your membership in the Hawk Clan and try to convince him to treat you with corresponding respect. This is a Contested Awareness roll (and is a Complex Action if Actions are relevant). If you succeed in the roll, your opponent will treat you as if your Status is one Rank greater than it is. (Thus a

normal Status 0 ronin will instead be treated as though he is Status 1.)

Kolat Assassin Advanced

Clan: Ronin

Discipline: Ninja

Benefit: Skills: Acting 5, Knives 5, Stealth 5

Honor: Outfit:

The assassins of the Lotus Sect are among the deadliest killers in the Empire, swift and merciless. Much of their training is dedicated to infiltration and deceit, allowing them to disguise themselves and replace others, but they are also taught all possible methods of murder. Few of those marked for death by the Kolat are able to escape the reach of Lotus assassins.

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Techniques

RANK 1: KISS OF THE LOTUS - The Kolat assassins are taught to slip through Rokugani society all but unnoticed. You are a master of deception and infiltration.

When you spend a Void Point on a Stealth or Acting Skill roll, you gain a +2k2 bonus instead of the normal +1k1.

RANK 2: TIGER'S CLAW - When striking on the first Round of a

skirmish against an unaware opponent, or an opponent who does not realize you are a threat, you gain a +1k0 bonus to your attack rolls and may make melee attacks as Simple Action.

RANK 3: STEAL THE LIGHT - During a skirmish, once per opponent you may call 2 Raises to make a melee attack that keeps only 1 die of damage (regardless of the weapon used) but leaves the opponent either blind, deaf, or mute (your choice) for a number of minutes equal to your Water. Blinded characters suffer the Blind Conditional Effect from the L5R 4th Edition core rulebook. The GM has discretion to decide the exact penalties of being deafened or muted, but some effects should be obvious – for example, a muted character cannot cast spells.

Dutiful Disciple

Clan: Ronin

Discipline: Shugenja

Benefit: +1 Intelligence

Skills: Calligraphy, Lore: Theology, Lore (pick one), Meditation,

Spellcraft, any two Skills

Honor: 4.0

Outfit: Sturdy Robes, Wakizashi, any 1 weapon, Traveling

Pack, Scroll Satchel, 5 bu

Affinity/Deficiency: Disciple shugenja typically have the

same Affinity and Deficiency of their mentor, which of course varies wildly. You may choose one non-Void element in which you gain an Affinity. You are automatically Deficient in the opposing element.

Priests of the kami are rare even in the ranks of Great Clan samurai. Finding a ronin with the ability to speak to the kami is truly an impressive feat. What only a handful among the priests of Rokugan have ever discovered, however, is that the kami are immortal and generally speak to individuals because of their family association. If an individual mortal captures the attention of the kami, they may well continue to speak to his children or grandchildren, which is why the

abilit ies of shugenja usually occur along family lines. If one ronin has the ability to speak to the kami, his children will almost certainly possess the same talent, as will their children, and so on. So despite their incredible rarity, ronin shugenja do in fact exist, difficult though their lives may be.

Ronin shugenja generally fall into a handful of broad categories.

Some are self-trained. This is the rarest and most diff icult path for a shugenja to follow, as it requires incredible determination and intellect. Only those who are born with the most prodigious gifts of the kami can follow this path, since others generally give up long before their lesser talents let them accomplish anything of note. Other ronin shugenja are fortunate enough to find a sensei to help them along. This might be another more experienced ronin shugenja,

or even a sympathetic shugenja of the Great Clans; some priests consider it blasphemous to ignore the gifts of the kami and will teach anyone who they judge can cope with the burdens and responsibilities of priesthood. A third group of ronin shugenja gain the favor of some independent order or monastic sect, and are taught in that manner. The Brotherhood of Shinsei, which contains numerous retired clan shugenja in its ranks, is the most frequent source of such training. Other groups do exist, however, such as the Kanosei Furudera order, or the Order of Isoshi, a group of mystical healers who count many shugenja among their ranks.

Techniques

RANK 1: SOUL OF STUDY - Disciples often idolize their mentors and regard their teachings as the most sacred of verses. When casting one of your beginning spells (the ones given you by you mentor), you roll an additional +1k0 on Spell Casting Rolls.

Ronin Order

Clan: Ronin

Discipline: Shugenja

Benefit: +1 Awareness

Skills: Calligraphy (Cipher), Divination, Lore: Theology, Lore

(pick any), Meditation, Spellcraft, any one Skill

Honor: 5.0

Outfit: Sturdy Robes, Daisho, Traveling Pack, Scroll Satchel,

5 bu

Affinity/Deficiency: Ronin orders tend to emphasize

practicality over power, and most often favor spells that have utility in daily life. You have an Affinity for Air spells and a Deficiency for Earth spells.

Priests of the kami are rare even in the ranks of Great Clan samurai. Finding a ronin with the ability to speak to the kami is truly an impressive feat. What only a handful among the priests of Rokugan have ever discovered, however, is that the kami are immortal and generally speak to individuals because of their family association. If an individual mortal captures the attention of the kami, they may well continue to speak to his children or grandchildren, which is why the abilit ies of shugenja usually occur along family lines. If one ronin has

the ability to speak to the kami, his children will almost certainly possess the same talent, as will their children, and so on. So despite their incredible rarity, ronin shugenja do in fact exist, difficult though their lives may be.

Ronin shugenja generally fall into a handful of broad categories.

Some are self-trained. This is the rarest and most diff icult path for a shugenja to follow, as it requires incredible determination and intellect. Only those who are born with the most prodigious gifts of the kami can follow this path, since others generally give up long before their lesser talents let them accomplish anything of note. Other ronin shugenja are fortunate enough to find a sensei to help them along. This might be another more experienced ronin shugenja, or even a sympathetic shugenja of the Great Clans; some priests consider it blasphemous to ignore the gifts of the kami and will teach

anyone who they judge can cope with the burdens and responsibilities of priesthood. A third group of ronin shugenja gain the favor of some independent order or monastic sect, and are taught in that manner. The Brotherhood of Shinsei, which contains numerous retired clan shugenja in its ranks, is the most frequent source of such training. Other groups do exist, however, such as the Kanosei Furudera order, or the Order of Isoshi, a group of mystical healers who count many shugenja among their ranks.

Techniques

RANK 1: PATH OF DISCIPLINE - Orders such as the Brotherhood and other prominent ronin groups emphasize the most basic tenets of shugenja tradit ions, strengthening the core beliefs and abilities of their students. You gain one Free Raise on all Sense, Commune, and Summon spells for all elements except Void and Earth.

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Self-Taught Shugenja

Clan: Ronin

Discipline: Shugenja

Benefit: +1 Willpower

Skills: Athletics, Hunting, Meditation, Spellcraft, any three non-

High Skills

Honor: 4.0

Outfit: Sturdy Robes, Wakizashi, any 1 weapon, Traveling

Pack, Scroll Satchel, 5 bu

Affinity/Deficiency: Self-taught shugenja typically have

great holes in their training as a result of the trial and error method by which they learn the ways of the kami. You may choose any one non-Void Element in which to have an Affinity.

You automatically gain a Deficiency

Priests of the kami are rare even in the ranks of Great Clan samurai. Finding a ronin with the ability to speak to the kami is truly an impressive feat. What only a handful among the priests of Rokugan have ever discovered, however, is that the kami are immortal and generally speak to individuals because of their family association. If an individual mortal captures the attention of the kami, they may well continue to speak to his children or grandchildren, which is why the abilit ies of shugenja usually occur along family lines. If one ronin has the ability to speak to the kami, his children will almost certainly possess the same talent, as will their children, and so on. So despite their incredible rarity, ronin shugenja do in fact exist, difficult though their lives may be.

Ronin shugenja generally fall into a handful of broad categories.

Some are self-trained. This is the rarest and most diff icult path for a shugenja to follow, as it requires incredible determination and intellect. Only those who are born with the most prodigious gifts of the kami can follow this path, since others generally give up long before their lesser talents let them accomplish anything of note. Other ronin shugenja are fortunate enough to find a sensei to help them along. This might be another more experienced ronin shugenja, or even a sympathetic shugenja of the Great Clans; some priests consider it blasphemous to ignore the gifts of the kami and will teach anyone who they judge can cope with the burdens and responsibilities of priesthood. A third group of ronin shugenja gain the favor of some independent order or monastic sect, and are taught in that manner. The Brotherhood of Shinsei, which contains

numerous retired clan shugenja in its ranks, is the most frequent source of such training. Other groups do exist, however, such as the Kanosei Furudera order, or the Order of Isoshi, a group of mystical healers who count many shugenja among their ranks.

Techniques

RANK 1: THE KAM I'S GIFT - Those who are self -taught possess an affinity for the kami that many among the clans would envy. When you spend a Void Point on a Spellcasting Roll, you add +2k2 instead of +1k1. Unfortunately, you do not automatically gain additional

spells when you advance in Rank; you must seek them out on your own.

The Fuzake Shugenja

Clan: Ronin

Discipline: Shugenja

Benefit: Skills: Calligraphy, Defense, Etiquette, Lore:

Theology, Medicine, Spellcraft, any one High or Merchant Skill

Honor: 5.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling

Pack, 2 Koku

Affinity/Deficiency: Earth / Fire

The Fuzake originated as a small order of ronin shugenja within Toturi's Army, led by a young man named Yasuki Garou (later Fuzake Garou) who was a close friend to Toku. When the Monkey

Clan was formed he immediately swore fealty to it. The Fuzake dedicate themselves to healing and to an intense but rather eccentric veneration of the Fortunes.

Techniques

RANK 1: THE SIDEWAYS PATH - The shugenja who came to be known as Fuzake Garou was originally trained by the Kuni, but spent much of his life trying to protect and heal those around him. Over time he found ways to call on his Earth magic to support his efforts,

and after his disappearance and apparent death at the Battle of Oblivions Gate, his followers pursued and eventually perfected the crude technique he devised. When casting a spell that heals Wounds or cures poison or illness (such as Path to Inner Peace or Peace of the Kami), you may opt to also expend one or more Earth spell slots; each such slot awards a Free Raise on your Spell Casting Roll.

The Disciples of Sun Tao Advanced

Clan: Ronin

Discipline: Bushi

Benefit: Skills: Battle (Mass Battle) 4, any two Weapon skills at Rank 4

Honor: Outfit:

The Disciples are an ancient ronin band based around Sun Taos legendary book. The leaders of the band believe they possess the

only complete copy of Sun Taos writings.

Due to the bands age and dedication, it has actually developed multiple Techniques. Those raised within the band usually learn the Gaze of Sun Tao initially before moving on to study the Disciples advanced teachings.

However, the Disciples also recruit other ronin who have learned different basic Techniques.

Techniques

RANK 1: TERUM OTO'S LESSON - Sun Taos chief disciple was a

skilled warrior who embraced his masters doctrine of studying battle in all its forms and mastering all types of warfare. Choose any three Weapon Skills; you gain a +1k0 bonus to your rolls with those Skills.

RANK 2: SUN TAO'S LESSON - All members of the Disciples study the Book of Sun Tao, which binds them together as a group. You gain a bonus of +1k1 to your Battle Skill rolls when rolling to determine who is winning a battle, and a bonus of +1k0 when rolling to determine your status on the Mass Battle Table.

RANK 3: AIKUM O'S PERFECTION - The second leader of the Disciples perfected their teachings and his Technique is the pinnacle of the bands training.

You may make attacks with melee weapons as a Simple Action.

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Snake

Original Chuda Shugenja

Clan: Snake

Discipline: Shugenja

Benefit: +1 Willpower

Skills: Calligraphy (Cipher), Etiquette, Lore: Maho Lore:

Shadowlands, Spellcraft, any 2 Skills

Honor: 4.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,

3 koku

Affinity/Deficiency: Earht / Air

The Chuda Shugenja School was formed with some of the same

techniques the Phoenix Inquisitors use to this very day. The founder Isawa Chuda was an Imperial Magistrate, sworn to destroy maho-tsukai. Unfortunately, the descendants of the Chuda have become exactly what Isawa Chuda swore to destroy. The original Chuda Shugenja School was designed to d one thing: destroy the forces of the Shadowlands. The Chuda would hunt Tainted maho-tsukai and bring down the wrath of the elements on their heads. The Chuda learns to penetrate the substantial defenses of any monsters a maho-tsukai ma summon, and his focus on Earth spells allows him to learn the Jade spells required to punish the wicked.

Techniques

RANK 1: TO PUNISH THE WICKED - Isawa Chud was a ruthless persecutor of the Shadowlands, an his techniques live on in those who bear his name. You may spend a Void Point as a Free Action to negate an amount of Reduction equal to your School Rank from one targeted opponent. You also add you School Rank to the total of any damage roll made b a spell you cast against a target who possesses the Shadowlands Taint.

Sparrow

Suzume Bushi

Clan: Sparrow

Discipline: Bushi

Benefit: +1 Willpower

Skills: Calligraphy, Kenjutsu (Katana), Lore: History Lore:

Theology, Perform: Storytelling, any one Lor Skill, any one Skill

Honor: 6.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 3 koku

The Sparrow Clan has never been a martial power, but Sparrow samurai will march into combat when the call comes. A the foundation of the clan the Suzume were Crane samurai and their mastery with the katana remains a foundation of the school to this day. Their fighting style displays much about their philosophy on life, as they will take as much time a needed to make a perfect strike. The Suzume Bushi’s love of storytelling gives him an insight into battle. He uses that knowledge to see the ebb an flow of combat,

allowing him to strike slower or faster t exploit his opponents’ weaknesses. The Suzume Bushi have evolved far from the clan’s roots in the Kakita Bushi School creating abilities that center on Initiative in unique ways.

Techniques

RANK 1: ALL THINGS IN TIM E - The Suzume watches the flow of combat to discern the perfect time for his assault. At the beginning of the Combat Round before the first character has taken his Turn, you may reduce your Initiative Score by 5 to add +1k0 to all your attack an damage rolls for the Round.

RANK 2: PURITY OF CHI - The Suzume’s body is filled with disdain

for those who indulge in temptations away from the tenets of Bushido. You add +5 to your Armor TN against creatures and against human opponents with lower Honor.

RANK 3: WISDOM IS THE GREATEST WEAPON - The Suzume is a masterful storyteller, captivating audience with his words. You may spend a Void Point to add you Honor Rank to any Perform or Lore Skill Roll.

RANK 4: QUIET SPIRIT, STEADY BLADE - The serenity of a Sparrow is often mistaken for complacency but that is far from the case. You may make melee attack as a Simple Action instead of a Complex Action while in the Attack Stance.

RANK 5: SLOW AND DEADLY - The Suzume strikes when his foes least expect it, even if h must weather the worst of the opponents’

attacks. During the Round following your adoption of the Center Stance, you ad +10 to your attack and damage rolls. You do not gain this benefit during iaijutsu duels.

Spider

Daigotsu Bushi

Clan: Spider

Discipline: Bushi

Benefit: +1 Strength

Skills: Hunting, Intimidation, Jiujutsu, Kenjutsu (Katana)

Kyujutsu, Lore: Shadowlands, any one Buge or Low Skill

Honor: 1.5

Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,

Traveling Pack, 3 koku

The legions of warriors loyal to Daigotsu employ a fighting style cobbled together from the various Techniques they possessed in

their former lives. As a result, the Daigotsu Technique are mildly eclectic, but can be brutally effective when used i conjunction with one another. Skilled bushi can use these secret to devastate their foes and then harness their dying life essence to replenish themselves, an act that forever marks the as traitors and blasphemers in the eyes of the Empire. The techniques of the Daigotsu bushi clearly indicate the favor in which they are held by their god and master, Fu Leng. Their ability to increase their damage and instill fear i their opponents makes them potent opponents for virtually any enemy, and their power level can increase dramatically if they employ the Shadowlands Taint as well (although this is of course, not without risk).

Techniques

RANK 1: THE WAY OF THE SPIDER - The Daigotsu Bushi must walk the fine line between using the Taint to power his body and hiding its effects in public. At the beginning of each Round, you may choose to either reduce TN penalties from Wound Ranks by your Strength Trait Ran plus your Taint Rank until the end of the Round, or increase your damage rolls by the same amount. Additionally, the T on any roll made to detect the presence or effects of the Shadowland Taint on you is increased by 10.

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RANK 2: AURA OF BLOOD - The presence of the Daigotsu Bushi can be unsettling to those who are unprepared to face it. You may spend a Void Point a a Simple Action to activate this Technique. While this Technique is active, you and all of your allies within 30’ add +2k1 to the total of all damage rolls. This lasts for a number o Rounds equal to your Taint Rank plus your Strength Trait Rank. This bonus is not cumulative with other application of Aura of Blood. Using this

Technique while under its effect refreshes its duration.

RANK 3: ASHURA 'S WING - The Daigotsu Bushi moves and strikes as swiftly as ash born away by the wind. You may make melee attacks as a Simple Action instead of a Complex Action.

RANK 4: DEVOURING WRATH - By the power of Fu Leng, the Legionnaire feed on the strength of his enemies. Any t ime you hit an opponent in melee, you immediately regain 5 Wounds. This can potentially grant additional Wounds beyond your normal maximum, but this bonus will not increase over 20 Wounds. Excess Wounds are lost at the end of the skirmish.

RANK 5: INHUMAN ASSULT - The wrath of a Daigotsu bushi is like that of a rampaging beast. Once per skirmish, you may launch into a series o bone-shattering blows by making a melee attack as a Complex Action. This attack ignores the bonuses and effects o

armor (including Reduction from armor) and any Stance the target assumes. If the strike hits, the target cannot gain the bonuses of armor or Stance to his Armor TN for a number o Rounds equal to your Taint Rank plus your Strength Trait. I your opponent is in the Full Attack Posture, he still retains the -10 Armor TN penalty.

Daigotsu Courtier

Clan: Spider

Discipline: Courtier

Benefit: +1 Perception

Skills: Acting, Courtier (Manipulation), Etiquette Meditation,

Sincerity (Deceit), Temptation, any on High skill

Honor: 1.0

Outfit: Sensible Clothing, Wakizashi, Calligraphy Set

Traveling Pack, 3 koku

Perhaps the greatest success of the Spider Clan has been the slow and subtle infiltration of many courts of the Great Clans. Disguised

as ronin and emissaries of minor branches of other families, the Daigotsu courtiers have used the Spider Clan’ network of contacts, blackmail victims, and willing subordinate to assume posit ions of power in the courts of numerous clans, even one of the Imperial families. From this position o power, they attempt to subtly manipulate others into conflict that best serve their true clan, keeping their enemies away from them and gradually undermining the notions of honor possessed by many weak-willed samurai. The greatest strength of the Daigotsu courtiers is not their Techniques, which are admittedly useful, but rather their ability to mask their Taint, should they possess it. Their Technique focus on the disruption of others, providing an environment on which the Spider can capitalize, and deflecting both attention and blame away from themselves. This is essential both to their survival and to their ability

to benefit their clan.

Techniques

RANK 1: INSIDIOUS WHISPER - Every student of the Daigotsu Courtiers is accomplished a the art of masking his nature, preventing his true intention and capabilit ies from being discovered by others. You are skilled at hiding your intentions and the symptoms of Taint. You gain a Free Raise when using Sincerity (Deceit). An rolls made to detect your Taint (such as the techniques of the Kuni) have their

TN increased by an amount equal to 5 x you School Rank. You add your School Rank to your Honor Ran whenever another is attempting to discern your Honor Rank.

RANK 2: CRACKS IN THE WALL - The Daigotsu courtier is taught to drop subtle, seemingly innocuous conversational hints that disrupt the focus and attention of those around him. Any time you are engaged i conversation, you may spend a Void point and make a Courtier (Manipulation) / Awareness roll (as a Simple Action) at T 25 to force everyone within 20 feet of you to suffer a penalty of –1k1 to all their Etiquette and Perform Skill rolls for the next hour. They are

not aware of the source for their lack o focus. This effect cannot be stacked.

RANK 3: DARKNESS CANNOT BE TRAPPED - At this rank, the Spider courtier is taught to deflect attention and blame from himself, spreading disharmony among hi foes while avoiding the price of his own actions. Any time you are the focus of suspicion or accusation, you may spend a Void point as a Simple Action to try to shift the blame t someone else who is present at the moment of the accusation. You must make a Contested Roll of your Sincerity (Deceit) / Awareness versus the victim’s Sincerity (Honesty) / Awareness in order to make the shifting of blame stick. (If your attempt seems weak or poorly justif ied, the GM can award bonuses to your victim’s attempt to defend himself.) With a success everyone who heard you will believe your target is the real culprit, until

presented with evidence to the contrary. This technique cannot be used to get out of situations i which you are clearly and inescapably guilty (e.g. standing over the dead magistrate with a bloody knife in your hand) nor can it shift blame to someone who is not present.

RANK 4: THE TOUCH OF SIN - At this level of training, the Spider’s mastery of manipulation and misdirection allows his words to twist the thoughts o others, temporarily leading them into weakness, aggression and confusion. A number of times per session equal to you School Rank, you may speak with someone for a few minute and then make a Contested Roll of your Courtier (Manipulation / Willpower against their Etiquette (Courtesy) / Willpower. If you succeed, they acquire one of the seven Consume by Shourido Disadvantages (your choice) for a number of hours equal to your School Rank. By calling two successful Raises on this roll, you can

inflict a second Consumed b Shourido Disadvantage of your choice on the same person for the same period of t ime. (You cannot use this technique on the same person twice in the same day.)

RANK 5: THE EM BRACE OF DARKNESS - The final lesson of the Daigotsu Courtier School teaches its students to lead their enemies into paths of aggression and violence. By speaking with someone for a least fifteen minutes, you may make a Contested Roll of your Sincerity (Deceit) / Awareness against their Etiquette (Courtesy) / Perception. If your target currently has one of the Consumed by Shourido Disadvantages you gain a +5k0 bonus to this roll. With a success you may convince your target to treat some other person group, institution, or clan as their enemy. This cannot b used to turn someone directly against his lord or the Emperor. Subject to that

limitation, the target will continue to believe in this enmity until presented with evidence to the contrary. This technique cannot be used against the same person more than once per month.

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Order of the Spider

Clan: Spider

Discipline: Monks

Benefit: +1 Agility

Skills: Athletics, Jiujutsu 2, Lore: Theology, Meditation

Polearms, any one Skill

Honor: 1.5

Outfit: Light or Heavy Armor, Sturdy Clothing, an Heavy

Weapon or Polearm, Traveling Pack, 3 koku

The origins of the enigmatic Order of the Spider are a mystery to

many even within the clan that holds their loyalty. The Order began with the teachings of the fallen monk Roshungi, but no until his greatest student Michio began spreading the gospel of finding one’s own path, regardless of the consequences t others, did the Order begin to grow in earnest. Brothers of the Spider are merciless opponents with a well-deserved reputation for brutality. Their training includes devastating hand-to-hand styles and many heavy weapon techniques as well. Although some succumb to the Shadowlands Taint, many have remained pure simply because it has not suited their needs to draw upon the power of darkness. The Spider monks are peerless hand-to-hand combatant who, unlike most monastic fighting styles, cripple foes rather than simply disabling them. Their steely resolve grants them signif icant bonuses to resist both

manipulation and actual magic as well as resilience and improved capacity to inflict damage.

Techniques

RANK 1: THE DARK PATH - The Order of the Spider teaches strength and mastery of oneself even the darkness that hides within the soul. You gain a bonus of +1k0 to the total of all attack rolls made using unarmed strikes or with polearms. You also add twice you School Rank to your Armor TN against all melee attacks.

RANK 2: DRAWING IN THE STRIKE - Mastery of the body is a step to

the path of power, and this master affords tremendous endurance to those who reach it. You ma select any non-Void Ring. You gain Reduction equal to this Ring plus your Rank in the Shadowlands Taint, if you possess any.

RANK 3: SPEED OF DARKNESS - The alignment of body and mind allow tremendous speed. When using a polearm or an unarmed attack, you may make melee attacks as Simple Actions rather than Complex Actions.

RANK 4: GUARDED BY CHI - Following mastery of the body comes mastery of the soul. When you learn this Technique, you may select any one non-Void Ring. You add twice your Rank in this Ring, plus your Shadowland Taint Rank (if you possess any), to the TN of any spell being case against you. You may choose to suppress this

effect if you wish.

RANK 5: DARKNESS UNLEASHED - True mastery of the self requires drawing upon the darkness within. You gain an additional number of Void Points per day equal to your Shadowlands Taint rank or your Earth Ring whichever is higher. These may be spent exactly like normal Void Points, except they may also be spent to add a bonus o +1k1 to the total of your damage rolls.

Chuda Shugenja

Clan: Spider

Discipline: Shugenja

Benefit: +1 Willpower

Skills: Calligraphy (Cipher), Hunting, Lore: Maho Lore:

Shadowlands, Spellcraft, Stealth, any one Skill

Honor: 0.5

Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,

3 koku

Affinity/Deficiency: Chuda shugenja have an Affinit for any

non-Void Maho spell. Select one non-Voi element. You have a Deficiency for all non-Mah spells of the selected element.

The Chuda possess an ancient tradition of maho, passed down from

one to another in secret for centuries, ever since their family was eradicated by the Phoenix Clan hundreds of year ago. Within the Spider Clan, the heirs of the Snake have found a new home as the reinvigorated Chuda, and they serve their masters well. The Chuda are among the most powerful an progressive maho-tsukai that have ever existed, always pushing the envelope of what is possible with blood magic, never content to simply accept the power available to them. The atrocities committed in the name of increasing their School’ knowledge and power are without limit. Maho is unquestionably the strength of the Chuda family but the costs associated with it can make them less prolif ic spell-casters than other shugenja. Fortunately, their Technique permits them to conceal the corrupted nature of their magic and to mitigate the rate at which they acquire the Taint.

Techniques

RANK 1: BLOOD LIKE WATER - The Chuda have existed for centuries, hidden among the people of Rokuga and concealing the true nature of their dark arts. When casting a maho spell, you may declare on Raise to conceal the corrupted nature of the magic. The spell functions exactly as normal, but there will be no outward sign that it is anything other than traditional elemental magic. You may declare a second Raise to reduce all Shadowlands Taint normally acquire by

a maho spell to only one Point, regardless of the spell’s Mastery level. Alternatively, you ma sacrifice one point of Honor to reduce all Taint normally acquired by the spell to one Point.

Dark Moto Cavalry

Clan: The Lost

Discipline: Bushi

Benefit: +1 Strength

Skills: Skills: Defense, Horsemanship, Kenjutsu, Kyujutsu,

Lore: Shadowlands, Polearms, Spears, any one Bugei or Low Skill.

Honor: 0

Outfit: Armor (light, heavy, or cavalry), katana or wakizashi,

spear or polearm, bow (yumi or dai-kyu) with 20 arrows, onikage steed

After the Dark Moto became a new force within the Shadowlands, they began to modify their tradit ional Moto f ighting techniques to

their new nature as creatures of the Shadowlands.

Over time, a new school evolved, one known at first only to the Dark Moto themselves but later taught to other Lost who served alongside Tsume’s fearsome legions. After the destruction of the Dark Moto in the twelfth century, their school survived among a handful of Lost and eventually was passed down to Daigotsu’s forces. The later Spider Clan also employed some of the techniques of the Dark Moto.

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Unlike the maho-bujin Advanced School (see below), the Dark Moto school does resemble a proper Rokugani school in that its techniques are taught by sensei rather than simply being learned directly from the Taint. Its techniques can be learned by those who are not yet Lost, but the masters of the school will only teach students who are already clearly suffused with the Taint. The school’s “outfit” is the result of Lost who equip themselves from their

victims or their former lives, and can be expected to vary widely in practice. Naturally, the Dark Moto have no Honor.

Must be Tainted. The Dark Moto have sometimes taught their techniques to those of their allies who not yet Lost, but never to those who have not at least been firmly touched by the power of Jigoku.

Techniques

RANK 1: POWER IN THE DARKNESS - The embrace of the Taint grants the Dark Moto strength beyond that of mortals. Your

maximum Raises are now limited by your Taint Rank or your Void, whichever is higher. You add your Taint Rank in unkept dice to all attack rolls. However, you no longer gain any benefit from the Full Defense stance.

RANK 2: RIDE BEYOND DEATH - Not even death can break the connection between a Unicorn and his steed. The Dark Moto are bonded to onikage, the monstrous creatures created from horses that fall to the Taint. You may mentally summon an onikage as a Simple Action. The creature will appear at the start of the next Round, bursting forth from the ground.

RANK 3: DARK LORD'S FURY - The rage of Jigoku courses through the Dark Moto’s body, driving him to inhuman speed and fury. You may make attacks as a Simple Action instead of a Complex Action.

RANK 4: VISAGE OF THE DAMNED - The Dark Moto radiate a powerful aura of terror and malignance, and can intensify this power to the point where it will cripple their foes. Once per skirmish as a Simple Action you may create a Fear effect equal to your Taint Rank against all those who gaze upon you. Any opponent who succumbs to the Fear is, in addition to the normal penalt ies, limited to one Simple Action (and no Complex Actions) on their next Turn.

They may take Free Actions as normal.

RANK 5: DEATH IS AN ILLUSION - The corrupted forms of the Dark Moto are nearly impervious to injury, and they can continue to fight until they are destroyed.

You no longer suffer any Wound penalties, not even at the Down or Out Ranks, and you heal Wounds equal to your Taint Rank during the Reactions Stage of each Round.

Maho-Bujin Advanced

Clan: The Lost

Discipline: Bushi

Benefit: Skills: Honor: Outfit:

Throughout the history of the Empire, Lost warriors of great power have occasionally appeared who manifested fighting skills of terrifying capability. These individuals had not learned at a school, or from the words of a sensei – rather, they were instructed by Jikogu itself, whispering into their bodies and minds through the medium of the Taint. When the Lost began to form communities, they saw these warriors as receiving special blessings from Fu Leng and revered them accordingly.

Although the Spider Clan later made some attempts to form organized schools around the maho-bujin techniques, they were not successful – the ways of the maho-bujin can only be learned from the Taint itself. The Spider developed simpler techniques that could be taught normally.

In game mechanics terms, the maho-bujin “school” functions somewhat like a normal Advanced School, but it can only be learned

by the Lost – who are NPCs, of course. Any Lost who is sufficiently powerful and useful to Jigoku can potentially become a maho-bujin, although thankfully few of them qualify for such attention from the Realm of Evil. The “school” has no real requirement other than that the recipient be powerful enough to be worthy of such dark blessings. Often, maho-bujin are Lost who were already trained as warriors – in such cases, the combination of their former knowledge and power of the maho-bujin techniques can be formidable indeed.

Techniques

RANK 1: CARVE THE CRIM SON ROAD - The maho-bujin’s body flows freely with the Taint that inhabits it, and his blows strike with a terrible power no mortal f lesh can match. Your maximum Raises are now limited by your Taint Rank or your Void, whichever is higher. You gain a bonus in unkept dice equal to your Shadowlands Taint Rank on all damage rolls. You can now make the Extra Attack maneuver with only 2 Raises instead of 5.

RANK 2: CORRUPTION REWARDS - The fighting instincts of a maho-bujin sense blood and leap for it, striking with preternatural skill and speed, and as his foes grow weaker the maho-bujin moves relentlessly faster and faster. During each Reactions Stage of a skirmish, you increase your Init iative by your Taint Rank. You may now make attacks as a Simple Action instead of a Complex Action.

RANK 3: DEVOURER OF PURITY - The warriors of Jigoku are able to heal themselves by feeding on the suffering of their enemies, even consuming their honor and strength of soul. Moreover, the maho-bujin has now transcended the Celestial Order and fully embraced the power of the Taint, making him nigh-indestructible. Any t ime you reduce someone to Down or Out or kill them, you instantly heal a number of Wounds equal to 2 x (their Honor Rank). This may be done any number of t imes per Round, but you cannot heal off the same person more than once in the same Round.

In addition, you gain the creature ability of Invulnerability.

(If you are already Invulnerable due to a Shadowlands power, you gain Reduction 10 instead.)

The Brotherhood of Shinsei

First Dawn Scholars

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Intelligence

Skills: Etiquette, Jiujutsu, Lore: Nonhumans, Lore:

Theology (Fortunes), Meditation, Staves, any one Skill

Honor: 5.5

Outfit: Devotion: Fortunism

In the Togashi Dynasty, the Brotherhood of Shinsei affiliates far more closely with the samurai of Rokugan, such that each of the Great Clans has a specific monastic Order closely associated with it. The Sekisho, the Scholars of the First Dawn, are the Order aff iliated with the Owl Clan. They maintain a vast library of esoteric knowledge on the ancient pre-human civilizations, and seek enlightenment through understanding the world that existed before the Kami fell and even the world as it was before human beings appeared in Ningen-do.

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Techniques

RANK 1: WA Y OF THE ANCIENT WORLD - Your recognition that enlightenment and understanding transcend both race and time allows you to learn one additional Mystical kiho and grants you a +1k0 bonus on all Etiquette and Lore skills.

Four Temples

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Awareness

Skills: Courtier, Etiquette, Jiujutsu, Lore: Theology (Shintao),

Meditation, any two skills

Honor: 6.5

Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a

Scroll Satchel with passages fro the Tao, and 2 zeni.

Devotion: Shintao

Many sects believe that monks must retreat into seclusion t achieve harmony with the elements. The monks of the Four Temples sect know that man is a social creature and it is i his nature to interact with others. The Four Temples monk believe they must maintain a strong connection with civilization to unravel the mysteries of the world. The Four Temple monks remain in direct contact with the political heart of the Empire – indeed, one of its biggest monasteries lies within the Imperial capital. Four Temple monks may become advisors t major generals or daimyo, or they may travel the road, helping the unfortunate who cross their path.

Techniques

RANK 1: SOUL OF CIVILTY - Brothers of the Four Temples are accustomed to interacting with extremely important visitors and receiving invitations to influential courts. When you spend a Void Point to augment a High Skill Roll or a Social Skill Roll, you gain +2k2 instead of the normal +1k1.

Fukurokujin's Eyes

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: Skills: Calligraphy, Divination, Etiquette, Investigation, Lore:

History, Lore: Theology, any one non- Bugei Skill

Honor: 4.5

Outfit: Devotion:

The Order of Fukurokujin’s Eyes is an order unlike any other among the myriad sects that exist within the Brotherhood of Shinsei. It is a hereditary order, comprised almost exclusively of a small number of bloodlines found only within its ranks. Parents bring their children into the fold at a young age and propagate the order’s philosophies through the generations without any need for external recruitment.

The Order is descended from a pre-Kami tribe that chose to remain apart from outsiders, only becoming part of a greater community when facing the option to join with Hida or to be forced from their lands in the face of Crab Clan sett lement. Hida was content to make the proper arrangements in order to benefit from the unique gifts the tribe offered, namely assessment and prediction so accurate that it bordered on the preternatural.

Techniques

RANK 1: WAY OF THE CLOSED EYE - By observing and anticipating, monks of Fukurokujin’s Eyes can accurately predict the actions of others and take advantage of this foreknowledge in a variety of ways. You may not be surprised by ambushes. Further, at the start of a skirmish prior to rolling Initiative, you may spend a Void Point and make a Perception Trait Roll at TN 20. If the roll succeeds, you may

increase your subsequent Initiative Score by 20. However, this bonus is lost instantly if you make an attack of any kind.

Order of Heroes

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Perception

Skills: Athletics, Defense, Jiujutsu, Lore: Theolog (pick an

Emphasis), Meditation, any two Skills

Honor: 4.5

Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a

Scroll Satchel with passages fro the Tao, and 2 zeni.

Devotion: Shintao

A small sect that is not well known among those outside the Brotherhood, the monks of the Order of Heroes are among the most proactive sects in Rokugan. Adherents are followers o the Tao, the Thunder Dragon, and the Fortune Goemon (the Fortune of Heroes). They believe the potential for greatness exists within the soul of all men. With the proper encouragement any samurai can become a hero of legend to inspire and teach others. The Order actively seeks

out threats an problems that exist within the Empire, and then seeks out individuals who possess the proper talents to deal with the matter conclusively. In this way the Order has quietly assisted in the births of hundreds of heroes and legends, tales remembered in plays and novels throughout history. The Order remain all but unknown, however, since adherents consider i vital perform their duties without ever drawing attention t themselves.

Techniques

RANK 1: DESTIN Y'S HAND - The Order’s esoteric methods allow for the passage of chi from a mon to another without diff iculty. You may spend a Void Point as a Free Action to confer a bonus of +1k1 to any one roll this round by an ally who has not ye taken his Turn. You may not enhance a roll that cannot normally benefit from Void Points (such as a damage roll, for instance).

Order of the Five Rings

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Awareness

Skills: Courtier, Defense, Etiquette, Jiujutsu, Lore:

Elements, Lore: Theology (Shintao), Meditation

Honor: 4.0

Outfit: Devotion: Shintao

The Order of the Five Rings was a relatively short-lived sect within the greater Brotherhood of Shinsei that, sadly, gained incredibly notoriety and considerable influence during the Empires sixth century. The orders meteoric rise was largely attributable to its

leader, the charismatic monk Gorinno, who had gained the Empires attention when he was consulted by the Emperor himself to assist in determining formal cremation rites for the entire nation. Although he was already known as a wise teacher and gifted orator, this act catapulted Gorinno to an unprecedented position of influence in the Empire. It was from this prominent position that he created both his heretical philosophy and the order of monks who would follow it.

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Even in the beginning, the members of the Order of the Five Rings were extremely devoted to their founder, and as the years of the heresy unfolded they became increasingly fervent in their beliefs, almost to the point of acting as a cult. Moderate members of their order were weeded out early on, leaving only zealots and borderline lunatics where there had once been scholars and orators. Once the heresy was concluded, the Empire quickly dissolved the Order of the

Five Rings, and it is mentioned only in a few texts within the monastic libraries of the Brotherhood.

Members of the Order of the Five Rings are notorious for their strange abilities, which permit them to find strength in even the slightest imbalance of the Elements. Normal theological and philosophical doctrines accept that some small degree of imbalance is inevitable (and indeed is a hallmark of humanitys inherent imperfection as a race born from both the blood of Lord Moon and the tears of Lady Sun). However, the monks of the Order of the Five Rings are able to exploit these minor weaknesses in a manner the rest of the Brotherhood cannot replicate or has chosen not to in the years since the Orders demise.

Techniques

RANK 1: CRACKS WITHIN THE ELEM ENTS - Monks of the Order of the Five Rings excel at seeking out the imbalances within others and exploiting them to their own advantage. Whenever you are making an attack roll or a Social Skill Roll against a mortal opponent, you gain a bonus to the roll equal to twice the difference between your opponents highest and lowest Rings.

Order of the Wind

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Reflexes

Skills: Athletics, Defense, Jiujutsu, Lore: Theology, Meditation,

Staves, any one Skill

Honor: 4.5

Outfit: Devotion:

There are many divisions within the Order of the Wind, but while the core tenets vary wildly from one group to the next, the core beliefs are the same throughout the Order. The essential beliefs of the Brothers of Wind are that the world is a naturally chaotic and unpredictable place, and this cannot be changed. Rather than struggle against this, a Brother of Wind simply accepts it and remains resolute in the face of uncertainty. This belief grants them control over themselves and, in a limited way, over the world around them. This latter portion of their belief system is not generally discussed outside the ranks of the Order, naturally.

Techniques

RANK 1: ESSENCE OF THE WIND - A true Brother of the Wind allows the world to move around him like a breeze, remaining centered and assured throughout the chaos of existence. Any effect that targets you and attempts to influence your behavior, whether it be a spell, a courtier Technique, a social Skill or Advantage, or any other mechanic, requires an addit ional Void Point to take effect. (However, this can bypass the normal limit on spending one Void Point per Round for enhancement effects.)

Shinmaki Order

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Void

Skills: Divination, Jiujutsu, Lore: Theology (Diamond Sutra),

Meditation 2, any two Skills

Honor: 6.5

Outfit: Devotion: Shintao

The monks who are admitted to the small Shinmaki sect spend much of their lives studying the controversial Diamond sutra and meditating on the Seven Thunders, who are supposedly avatars of Shinsei from other cycles of the world. They remain in their dark and

isolated monasteries for years, and some of their practices there are highly controversial (for example, some claim they copy sutras onto dried flesh). However, they do occasionally emerge to explore the world or to gather for meetings of the entire sect.

Techniques

RANK 1: THE DIAM OND SUTRA - The monks who study the Diamond Sutra are known for their strange and bizarre behavior and esoteric practices, but also for their extreme spiritual purity and lack of

respect for conventional etiquette. You start play with the Disturbing Countenance Disadvantage for no points, but gain a +1k0 bonus to Meditation rolls, Fear rolls, and to all Social Skill Rolls involving members of the heimin and hinin castes. You do not lose Honor for touching dead flesh (but lose Glory or gain Infamy normally).

Shrine of the Seven Thunders

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Stamina

Skills: Athletics, Jiujutsu, Lore: Theology (Shintao) Lore (pick

one), Meditation, any two Skills

Honor: 4.5

Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a

Scroll Satchel with passages fro the Tao, and 2 zeni.

Devotion: Shintao

When Rokugan desperately called for heroes to defeat the threat of the dark god Fu Leng, seven mortals sacrif iced everything to save their Empire. The monks of the Shrine of the Seven Thunders honor these heroes by dedicating their entire lives to enlightenment through contemplation and tranquility. These monks rarely leave the

monastery, choosing instead t become one with their environment.

Techniques

RANK 1: WALK WITH THE PROPHET - Brothers of this shrine emphasize training in one element over all others. All three of your initial Kiho must be selected from the same element. Your Insight Rank is considered one higher for the purposes of meeting the Master Level of Kiho from this element.

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Temple of Kaimetsu-uo

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Willpower

Skills: Defense, Jiujutsu, Lore: Theology (Fortunes) Meditation,

any three Skills

Honor: 4.5

Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a

Scroll Satchel with passages fro the Tao, and 2 zeni.

Devotion: Fortunist

The adherents of Kaimetsu-uo, the founder of the Manti Clan, have a considerably different view of that heroic individual than the samurai who belong to the Clan he founded. They believe Kaimetsu-uo

performed legendary deeds because he wanted to avoid the destruction that would have come i he had stayed and contested the claim to the Crab Clan’s leadership. The monks of the Temple of Kaimetsu-uo believe enlightenment comes from conciliation and peace with others.

Techniques

RANK 1: THE PATH OF PURITY - Your soul dwells in place of wisdom and serenity, and your ire is difficult to arouse under any

circumstances. When making Contested Social Skill Roll initiated by your opponent you may use any Ring in place of the normal Trait used (typically Awareness) for the purposes of that roll.

Temple of Osano-Wo

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Strength

Skills: Battle, Jiujutsu 2, Lore: Theology (Fortunes) Meditation,

any two Bugei Skills

Honor: 4.5

Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a

Scroll Satchel with passages fro the Tao, and 2 zeni.

Devotion: Fortunist

Perhaps the most militant of all Brotherhood sects, the Temple of Osano-Wo stands apart from the other Fortunist orders because of its extraordinary focus on physical prowess and martial arts. Adherents believe enlightenment comes with hard work and physical exertion, and a well-trained body leads t a well-trained mind and soul. Monks of this order are notorious for ritually scarring their skin to mark the progress o their training, giving them an alarming

appearance.

Techniques

RANK 1: THE HAND OF THUNDER - The emphasis of the Thunderer’s monks on the purity of unarmed combat is obvious to all who encounter them. You gain a +0k1 bonus to all damage rolls stemming fro unarmed attacks. This effect is cumulative with an other effects that allow you to roll or keep additional dice on unarmed damage.

Temples of the Thousand Fortunes

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Agility

Skills: Honor: 4.5

Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a

Scroll Satchel with passages fro the Tao, and 2 zeni.

Devotion: Fortunist

Rokugan is a devout Empire filled with thousands of shrine and monasteries across the land. The Temples of the Thousand Fortunes are as diverse as the gods they revere. It is almost impossible to categorize all of the monks Temples of the Thousand

Fortunes as one group, but most believe they must work diligently to prove worthy of enlightenment.

Techniques

RANK 1: THE THOUSAND FORM S - There is no limit to the variety of blessings bestowed upon the loyal members of the Brotherhood by their divine patrons. You begin the game knowing four Kiho, rather that the normal three possessed by all Brotherhood monk characters. These do not count against the additional Kiho you can purchase

with Experience Points (which you may do as normal).

Tengoku's Fist

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Agility

Skills: Athletics, Battle, Jiujutsu 2, Lore: Theology, Meditation,

any one Skill

Honor: 4.5

Outfit: Devotion: Shintao

Centuries ago, the Order of Tengoku’s Fist was created as an offshoot of the Shrine of the Seven Thunders. The divide was philosophical, and although it was amicable, the two sects no longer have much to do with one another (this causes some observers to assume hostility where none exists). The monks of Tengoku’s Fist see violence not as an inherently evil thing, but rather as a natural part of existence found in all aspects of life regardless of good or evil, honor or dishonor. They are among the Brotherhood’s more serene sects of sohei, however, for they do not view violence as a first resort, merely as a viable option to be considered equally with all

others. When violence is called for, they tend to prove exceptionally gifted at dispensing it.

Techniques

RANK 1: THE TEM PLE OF HEAVENLY WISDOM - The monks of Tengoku’s Fist strike with surety and purpose, and their strength is magnified by the influence of the divine. When making an unarmed attack against an opponent, or an attack using a bisento, a bo staff, or a weapon with the Monk property, you may gain a Free Raise on

the attack roll if your Fire Ring is higher than your opponent’s Fire Ring.

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The Dark Paragons Advanced

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: Skills: Honor: Outfit: Devotion:

There are those among the Spider Clan, particularly among the ranks of the Daigotsu bushi and the Order of the Spider monks, who have embraced their own sinister variant of honor and devotion. Even the touch of Jigoku itself can be used as fuel for their power, a power that strangely resembles the oneness many Brotherhood

monks have with the universe.

Some believe this is an indication that the path of the Spider, while radically different from the paths of the Brotherhood, is a true path to enlightenment. Those among the Brotherhood who are aware of the existence of the Dark Paragons vehemently refute this claim, insisting they are nothing but more seductive tricks of the Realm of Evil. The Paragons themselves insist instead that their power reflects their absolute mastery of themselves, and Jigoku has no reason to leave its mark on its servants when those servants are willing, devoted, and able to enact its will far more effectively without the constraints of the Taint.

Techniques

RANK 1: RUTHLESS DETERM INATION - A student of the dark paths learns to f low from one thing to the next, and learns the secrets hidden in between. You gain two Kiho, for which you must meet all prerequisites. If you possess the ability to make a melee attack with a weapon as a Simple Action, you also gain the ability to make an unarmed attack as a Simple Action, and vice versa.

RANK 2: RISING SHADOWS - The strength of the pious is that surety of purpose can lead one to overcome virtually any failure if one is but strong enough in one’s beliefs. A number of times per skirmish equal to your Void Ring, you may immediately re-roll any failed Bugei Skill

Roll using your Lore: Theology Skill in place of the Bugei Skill originally used.

RANK 3: ABSOLUTE & UNWAVERING - A true paragon of darkness can eschew the restrictions of honor or even the touch of another realm in order to accomplish greater things in the mortal world, simply by tapping into his true connection to the universe. You gain two Kiho, for which you must meet all prerequisites. You may sacrifice 2 Honor points or voluntarily reduce your Taint by 1 point rather than spending a Void Point in order to activate any Kiho. You do not lose any physical deformities previously gained as a result of your Taint Rank in this manner, but you can lose Shadowlands Powers. If you gain subsequent ranks of the Shadowlands Taint, you regain lost abilities rather than getting new ones.

The Fudoist Monks

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Willpower

Skills: Courtier, Etiquette, Jiujutsu, Lore: Theology, Meditation,

any two Skills

Honor: 1.5 or 4.5

Outfit: Devotion: None

The resurgence of Fudoist philosophy in the Colonies has given rise to a new generation of monks who subscribe to its ancient and forbidden texts. Many are benevolent and enthusiastic adherents of this mindset, but some among their ranks are beginning to display

the sort of malevolent behaviors that doomed the first incarnation of the sect. (GMs may also use this School to represent the followers of the original Fudoist heresy from the early days of the Empire.)

Techniques

RANK 1: FOR EACH, ONE PATH - Monks of Fudo must choose their own path, and it can vary wildly from one to another. At the time of character creation, you must choose a low or high Honor Rank (as indicated above). Likewise, you must choose to specialize in either

opposed Social Skill Rolls or in Attack rolls. You gain a bonus to your total in the selected roll type equal to twice the difference between your Honor Rank and that of your opponent.

The Order of Jurojin's Blessing

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Intelligence

Skills: Athletics, Jiujutsu, Lore: Anatomy (Disease), Medicine

(Disease, Herbalism), Meditation, Staves, any one Skill.

Honor: 5.5

Outfit: Devotion: Fortunist

The Order of Jurojins Blessing was founded during the Great Famine and is dedicated to helping the sick, regardless of caste or other obstacle. Some members of the Order also study the treatment of physical injuries, and in later centuries a few members of the Order even begin to specializes in the diagnosis and treatment of madness.

Techniques

RANK 1: BLESSINGS OF LONGEVITY - You gain a +1k1 bonus to all Medicine rolls made for the purpose of treating disease or infection, and a +1k0 bonus to all Medicine rolls made for the purpose of treating Wounds. You may also attempt to treat natural (non- Taint-induced) insanity with a Medicine roll, although it is the GMs option whether your treatment actually has any effect.

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The Order of Peaceful Repose

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Awareness

Skills: Athletics, Calligraphy, Jiujutsu, Lore:

Ghosts, Lore: Theology (Emma-O), Meditation, any one Skill

Honor: 4.5

Outfit: Devotion: Fortunist (Emma-O, the Fortune of Death)

Pockets of this sect may be found throughout Rokugan, especially in places where warfare or local spiritual conditions make ghosts more common. They dedicate themselves to serving Emma-O by laying ghosts to rest, without regard for whether those ghosts are the spirits

of heimin or samurai. In the twelfth century the monks of this Order form an alliance with the newly-formed Brothers of Rebirth, whose aims they see as harmonious with their own.

Techniques

RANK 1: EMMA-O'S INSIGHT - You may detect the presence of ghosts (yorei or goryo, but not gaki) by spending 10 minutes in meditation and making a roll of Meditation / Awareness at TN 25. You may do this a number of times per day equal to your Void Rank.

You may call Raises on this roll to learn the following additional information (one piece of information per Raise): the ghosts identity, its manner of death, and its connection to the mortal world. For three Raises, you can gain specific insight into what will lay the ghost to rest. (GMs discretion as to exactly what you learn, but it will always be directly useful to resolving the ghosts presence in the mortal world.)

The Order of Rebirth

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Intelligence

Skills: Athletics, Jiujutsu, Lore: History, Lore:

Theology, Meditation, any two Skills.

Honor: 6.5

Outfit: Devotion: Fortunist

The Brothers of the Order of Rebirth come from a militant tradition of sohei who once served in the ranks of the Order of Thunder devoted to Osano-Wo, the Fortune of Fire and Thunder. The Order embraces new paths and philosophies in an attempt to unlock new truths about

both the self and the universe. Their subtle disregard for tradition has earned them a fair amount of disdain from other sects, but the brothers of Rebirth tend to ignore this hostility; as an oft-repeated maxim of their sect observes, the first step upon a new path is always the most difficult

Techniques

RANK 1: CHANGING THE WAY - The Brothers of Rebirth celebrate different approaches in all their myriad of forms. Each time in a given

encounter that you attempt to utilize a Kiho of a different Element than any Kiho previously used in the same encounter, you gain a bonus of +5 on the activation roll.

The Shrine of Heaven's Mirror (Path)

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Perception

Skills: Athletics, Divination (Omens), Jiujutsu, Lore: Omens,

Meditation, any two Skills

Honor: 3.5

Outfit: Devotion:

Adherents of the Shrine of Heavens Mirror seek to extend their perceptions beyond the ordinary reality of Ningen-do. To this end, they cultivate the ability to enter a trance-state to become more receptive to the guidance of the Fortunes, spirits, and other outside

forces. They will deprive themselves of sleep for days on end, drink alcohol to the point of delirium, dance with wild and exhausting abandon, and consume hallucinogenic plants. In return, they gain unusual insight into all forms of divination, especially the interpretation of omens.

You must be Ascetic and follow the peculiar practices of the Heavens Mirror sect, regardless of the social consequences of doing so.

Failing to embrace these practices will result in your losing the benefits of your School Technique, and may also result in expulsion from this sect.

Techniques

RANK 1: GAZE INTO THE MIRROR - The peculiar practices of Heavens Mirror monks grant them insights denied to other mortals. You gain a bonus of +1k0 to all Divination Skill rolls. If the roll involves interpretation of an omen, the bonus is +1k1 instead. Once per day, you may spend a Void Point to interpret an omen with absolute accuracy, with no need for a Skill roll to do so. (Of course, the GM still has discretion as to what the correct interpretation of the omen might be.)

The Temple of Heavenly Wisdom

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Intelligence

Skills: Courtier, Etiquette, Lore: History, Lore: Theology,

Meditation, Sincerity, any one High Skill.

Honor: 6.5

Outfit: Devotion: Fortunist

Perhaps the eldest, monastic traditions within the Crane Clan’s provinces. The temple itself was ancient when the Lady Doji first approached it, having been created by primitive men to revere the oldest of the Fortunes.

These monks and their studies aided the Lady Doji in the promotion of culture throughout the Empire, and in the process their temple became something of a sensation in early Rokugan, affording the brothers there an unexpected amount of social prestige and influence. This was something of an anomaly in the early Brotherhood and created some difficulties for the sect, but in the intervening centuries the impact of monks upon Rokugan’s society has long since been accepted by the Brotherhood’s leadership

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Techniques

RANK 1: THE LARGESSE OF FUKUROKUJIN - The Fortune of Wisdoms showers his blessings upon those monks who revere him, granting them insight into the ways of politics and diplomacy where others might make grievous errors. When making any Social Skill Roll, you may select any one Kiho you possess. You may not use that Kiho for the remainder of the day, but you gain a bonus of +1k1

to the Social Skill Roll. You may only select each Kiho you know once per day for this purpose.

Wind's Grace Order

Clan: The Brotherhood of Shinsei

Discipline: Monk

Benefit: +1 Reflexes

Skills: Calligraphy, Jiujutsu, Kyujutsu, Lore: Theology (Shintao),

Meditation, any two Skills

Honor: 6.5

Outfit: Devotion:

Created in the aftermath of the Clan War, the Wind’s Grace Order was home to a great number of formerly serene monks who answered the call to defend the Brotherhood’s temples during that extensive conflict, but who could not regain their former peace and serenity afterward. The Brotherhood seized upon the practice of archery as a way for these unfortunates to f ind both spiritual focus and purpose, leading to the creation of the Wind’s Grace Order, a new sect with strong ties to the Asahina family and to other

prominent archery traditions throughout the Empire, including both the Dragon and the Mantis. Through focus and proper contemplation, the once-lost brothers managed to recover from the horrors of the Clan War and resume the long path toward enlightenment.

Members of the Asahina family may potentially attend this school. See sidebar for details.

Techniques

RANK 1: PILLARS OF THE MIND'S EYE - By clearing the mind and

embracing absolute serenity and focus, a brother of the Wind’s Grace can grasp the simple truth: the arrow and the target are already one. You make an archery attack as a Complex Action; for every Kiho you have that is presently active, you gain a bonus of +1k0 to the total of that roll. Active Kiho may not have any other effects during a Round in which you employ this Technique, and only one Martial Kiho can confer this benefit. However, any time you use this Technique to make an attack that directly results in the death of an intelligent being, you lose 3 points of Honor.

Tiger

Yotsu Bushi

Clan: Tiger

Discipline: Bushi

Benefit: +1 Agility

Skills: Commerce, Hunting, Kenjutsu, Kyujutsu, Lore (either

Gaijin or Shadowlands), Stealth (Sneaking), one Low or Bugei skill.

Honor: 5.5

Outfit: Daisho, Light or Ashigaru Armor, two other weapons,

Sturdy Clothing, Traveling Pack, 4 Koku

The original Yotsu technique was based on the family’s self-appointed role as protectors of the common people in Otosan Uchi. The later evolution of a full-scale bushi School happened as a result of the family’s experiences fighting the Spider Clan in the ruins of Otosan Uchi. The Yotsu were forced to fight with stealth and ruthless aggression in an environment where the dominant terrain feature was ruined buildings. Although the resulting school was not one which more rigidly honorable samurai would admire, it suited the Yotsu well and they have maintained its techniques ever since.

Techniques

RANK 1: THE TIGER'S TREAD - The Yotsu are taught to stalk and attack their enemies with the same mixture of stealth and speed displayed by the tiger when it hunts its prey. You lose half the normal amount of Honor (rounded down) for using the Ambush or Shadowing functions of the Stealth skill so long as you are using them against enemies of the Empire. When operating in an urban environment (including a ruin or other ancient relic of such an environment), you gain a +1k0 bonus to Stealth Skill rolls and add your Stealth Skill rank to your Armor TN.

RANK 2: THE TIGER'S POUNCE - The Yotsu are taught to strike with uncanny speed, catching their opponents by surprise. On the first Round of a skirmish, you may add your Stealth Skill rank to the total of your Init iative roll. (This bonus ends on the Reactions stage of the first Round.)

RANK 3: RENDING CLAWS - The Yotsu strike with the speed of a pouncing tiger. When fighting with a Samurai weapon you may make attacks as a Simple Action instead of a Complex Action.

RANK 4: SHELTER THE BLAM ELESS - The Sword of Yotsu draw strength from their duty to protect others. During any Round when you are actively defending or protecting another (GM’s discretion), you gain one bonus Void Point for use during that Round. Unspent Void Points gained from this Technique are lost at the end of the Round (after the Reactions stage).

RANK 5: THE TIGER'S FANGS - The final lesson of the Yotsu is to emulate the Tiger’s pounce, striking the opponent so fiercely with one’s first attack that he has no opportunity to fight back. On the first Round of a skirmish, you may declare Maneuvers for one less Raise.

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Tortoise

Kasuga Smuggler

Clan: Tortoise

Discipline: Courtier

Benefit: +1 Awareness

Skills: Commerce, Etiquette, Investigation (Notice) Lore:

Underworld, Sincerity (Deceit), Stealth, any on High, Merchant, or Low skill

Honor: 2.0

Outfit: Extravagant Clothing, Wakizashi, any 1 weapon

Calligraphy Set, 5 koku

The Kasuga are as true to the Imperial cause as any other clan though one often wouldn’t know this from watching their activities. They perform illegal acts with murderers and thieve and have established a strong connection to criminal cartel across the land. The Tortoise are in fact monitoring these conspiracies in the Emperor’s name to make sure the safety o the Empire is not at stake. They also conduct extensive trade in foreign lands in order to ensure that gaijin cannot again threaten Rokugan as they did in the past. The Kasuga Smugglers must mingle with the dirty criminal riffraff of the Empire, and their abilities reflect that need. The are knowledgeable of the underworld and are ruthless in al of their

dealings. In their fight against the worst of Rokugan the Kasuga Smuggler finds allies wherever he can – a virtuous peasant is a huge asset to a man who is often outnumbered and surrounded on all sides by cutthroats.

Techniques

RANK 1: WAY OF THE TOR TOISE - The Tortoise routinely consort with the lowest elements o Rokugani society, often spend time in foreign ports, dealing with gaijin, pirates, and other villains, and otherwise d

things most samurai would find repugnant. They are also skilled merchants, an unavoidable side effect of being smugglers. At character creation, you may learn an addit ional gaijin language for free with every purchase of the Language Advantage. You do not lose Honor for using Low skills, o Glory for using the Commerce skill in public, so long as you are doing so as part of your duty to your clan. When dealing with heimin or hinin, such as peasants, merchants, and eta you gain a +2k0 bonus to all Social Skill rolls.

RANK 2: THE SHELL OF THE TORTOISE - Most samurai in Rokugan revile the Tortoise for their unsavory behavior and their associations with commoners an gaijin, but all samurai know the Tortoise Clan has the special permission and sponsorship of the Emperor. Any clan o Imperial samurai who physically attacks or openly slander you without provocation on your part (GM’s discretion) will immediately

lose a number of points of Honor equal to twice your School Rank.

RANK 3: THE EYES OF THE EM PEROR - The Tortoise function as spies and agents of the Emperor, an are adept at the lowest of tactics and methods. When acting on behalf of your clan, you may roll additional unkept dice equal to your School Rank on all Low Skills in which you have at least one Skill Rank. This includes any School skill which only function as Low skills when used in certain way (such as Sincerity with the Deceit Emphasis). This does no work with Advantages and Techniques which simulate Skill Ranks (such as the Crafty Advantage.)

RANK 4: HAND IN HAND - The Tortoise work in close cooperation with the common folk of Rokugan, people who other samurai ignore as much a possible. This gives them access to information networks n other samurai can reach. Once per session, if you have access to

the local heimin or hinin, you can roll Lore: Underworld Awareness at TN 25 to learn one useful piece of information (chosen by the GM) that cannot be learned any other way.

RANK 5: THE TORTOISE SM ILES - With his training completed, the Tortoise smuggler can transcend his own limits in the pursuit of his Clan’s devious goals serving the Emperor without constraint. When making a Skill Roll with any of your six specified School Skills, your maximum Raises are not limited by your Void. A number of t ime per session equal to your Void Ring, you may gain a +5k0 bonus when making a roll with any of your School Skills. This bonus can stack

with the bonus from your Rank Thre technique.

Tsuno

Tsuno Ravager

Clan: Tsuno

Discipline: Bushi

Benefit: None

Skills: Athletics, Battle, Defense, Iaijutsu, Lore: Spirit Realms,

Kenjutsu (Tsuno Blade), any one Bugei Skill.

Honor: 4.5

Outfit: Tsuno Blade, Light Armor

Tsuno Ravagers are the undisputed leaders of the Tsuno military.

They are battle-hardened veterans who learn their School Techniques by performing dangerous quests into different Spirit Realms. They return changed: stronger, wiser, faster, and meaner. Ravagers lead from the front, their howls driving their troops into a

disciplined but savage battle-frenzy. Tsuno Honor demands obedience in all things and the Ravagers enforce this discipline savagely, killing all who disobey.

Techniques

RANK 1: KILL YOUR WEAKNESS - Tsuno Ravagers draw strength from the weakness of others, and learn to conquer their own. When a Ravager is wounded he draws strength from the pain. When a Ravager is injured, he gains a Reduction rating equal to his current

Wound Penalties.

(This Technique works off of base Wound Penalties, ignoring any Wound Penalty modifications for spells, Advantages such as Strength of the Earth, and similar effects.) This bonus changes as the Ravager’s Wound Penalties change, and ceases to function once he is at Down or Out.

RANK 2: HOWL OF THE DISPLACED - Ravagers are leaders among their Tsuno brethren. Once per day a Ravager can take a Simple Action to draw upon the fury of the Tsuno race and unleash a terrifying howl, inspiring the Ravager’s allies and disheartening his enemies. Any foes who hear the howl are affected by Fear 5, and any allies within earshot gain a +1k0 bonus to their attack rolls. Both effects last for a number of Rounds equal to the Ravager’s School Rank. Multiple Ravagers cannot stack their bonuses, although they

can stack the duration and they each generate their own Fear effect.

RANK 3: TSUNO TECHNIQUE - A Ravager’s years of battle in the Spirit Realms have taught him speed as well as strength. The Ravager may make melee attacks as a Simple Action instead of a Complex Action.

RANK 4: UNDYING VENGEANCE - Gaining the ire of a Tsuno Ravager is usually the last mistake its enemies ever make, for Ravagers have a supernatural sense of their enemies’ locations. If a Ravager has wounded or been wounded by a foe, he may take a Simple Action to make an Awareness Roll (TN 15 if the foe is within the same Spirit Realm, TN 25 if the foe has moved to another Spirit Realm).

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With a success, the Ravager learns the direction, distance, and physical condition of the foe. If the Ravager fails the roll, he loses track of his foe until the next time they meet (if any). Magic that shields someone from detection will protect against this Technique. The Ravager may track multiple foes at once if he has been wounded by more than one enemy.

RANK 5: SLAUGHTER IS IN THE BLOOD - Centuries of battle within

Toshigoku have imbued the Tsuno Ravagers with a thirst for slaughter. If a Ravager kills an opponent, he immediately gains a number of individual +1k1 bonuses equal to his School Rank. These bonuses may be used on attack rolls, damage rolls, or any Skill or Trait roll, and must be used before the end of the next Round or they are lost. This Technique can be triggered a number of times each skirmish equal to the Ravager’s School Rank.

Tsuno Soultwister

Clan: Tsuno

Discipline: Shugenja

Benefit: None

Skills: Athletics, Battle, Defense, Intimidation (Torture),

Kenjutsu (Tsuno Blade), Lore: Spirit Realms, any one Bugei

skill.

Honor: 3.5

Outfit: Tsuno Blade, light armor, satchel with ritual

components

Affinity/Deficiency: Soultwisters have an affinity for spells

related to any Spirit Realm for which they possess the Touch of the Spirit Realms Advantage. If the Soultwister has the Cursed

by the Realm Disadvantage, he has a deficiency with spells related to the Realm associa

Tsuno Soultwisters are peculiar beings – a combination of sage, thief, and warrior. They do not gain their magical abilit ies by calling on the kami to perform spells for them. Instead they steal the power of the spirits and use it to accomplish what they desire. Soultwisters are some of the toughest Tsuno in existence, for to gain their power they must venture into the wilds of the Spirit Realms and do battle with powerful spirits, stealing their power and claiming it for themselves.

These battles leave Soultwisters scarred physically, mentally, and spiritually. Many Soultwisters bear these scars as badges of honor and some go so far as to perform ritual scarif ication to commemorate important victories.

Techniques

RANK 1: THE POWER OF THE SPIRITS - Soultwisters travel across the Spirit Realms, learning tricks and stealing power, then imbuing their allies and enemies with the traits and powers of the spirits. No Soultwister can master the magic of all of the spirit realms; each Tsuno must choose three Spirit Realms when he becomes a Soultwister.

He may only use spells related to those realms. He begins by knowing one spell from each of these three spirit realms.

Every time the Soultwister increases in School Rank he may choose to either gain three new spells from his chosen Spirit Realms, or learn magic from a new Spirit Realm and gain one new spell (which may be from that Realm or one of the others he already knows).

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Paths

Elemental Legions [] (Path)

Technique Rank: Replaces: Shiba Bushi Rank 3

Requirements: Lore: Elements (appropriate Ring) 2. Must be

selected to serve in one of the Elemental Legions.

The most unique and potent force within the Phoenix armies is unquestionably the Elemental Guard, a set of small and highly specialized units consisting primarily of potent Isawa-trained shugenja who specialize in battle.

These individuals are capable of battlefield-shaking magic, but they cannot and do not take the field on their own.

For each of the Elemental Guard units there exists a highly trained legion from the Shiba family that is uniquely prepared to take the field alongside their shugenja brethren.

The Hurricane Initiates are accompanied by the Legion of Wind, the Avalanche Guard by the Legion of Stone, the Firestorm Legion by

the Legion of Flame, and the Tsunami Legion by the Legion of the Wave. Each of these accompanying legions are staffed with bushi who have received exhaustive training from both shugenja and members of the Brotherhood in how to properly align their spirits with the Element of their guiding force, allowing them to draw strength from the forces unleashed by their shugenja comrades.

Technique

RANK : STRENGTH OF THE FIVE - Shiba bushi who serve in the four

Elemental Legions are trained to draw strength from their shugenja brothers.

When you learn this Technique you must select one non- Void Ring. When an allied shugenja within your line of sight casts a spell of that Element, you gain one bonus Void Point. These bonus Void Points may only be spent on rolls which use the Traits associated with that Element.

The Void Points may be also used in additional ways (listed below) depending on the Element in question. You may not gain more Void Points in this manner than your School Rank, and bonus Void Points not used by the end of the skirmish are lost.

* Air: Increase your Armor TN by 10 for one Round * Earth: Reduce the number of Wounds suffered from one damage roll by 10 * Fire: Temporarily increase one Skill Rank from 0 to 1 for one roll * Water:

Exchange your Initiative Score with one other willing participant for the duration of the present skirmish

The Ujina Skirmishers [] (Path)

Technique Rank: 2

Replaces: Hare Bushi 2

Requirements: Knives (Tanto) 3

The Hare Clan tradit ionally focuses on a highly athletic and unpredictable school of kenjutsu, but the Hare’s Ujina family prefers to fight with knives. After joining the clan, the founder of the Ujina established his own dojo to teach his two-knife f ighting style;

although the Ujina Skirmishers have never advanced their style enough for it to become a school of its own, they are a significant asset to their clan nonetheless.

Technique

RANK 2: MASTER OF THE QUICK BLADE - The Ujina are trained to fight with a tanto in each hand, cutting their foes to death with swift and deadly strikes. When fighting with a knife in each hand, you gain a +1k0 bonus to your Init iative rolls and a +1k1 bonus to your damage

rolls with knives.

The Kitsuki Justicar [] (Path)

Technique Rank: 3

Replaces: Kitsuki Investigator 3

Requirements: Iaijutsu 4, Investigation 4

The justicar tradition is an old one, one that has its roots in Imperial history that predates even the establishment of the magistrate system by the Emerald Champion and his associate, Soshi Saibankan. In Rokugan’s earlier days, communication among the clans was less extensive and the lands between their holdings were wilder and more dangerous. This often resulted in criminals from one region fleeing to another and completely escaping prosecution.

The lack of a strong Imperial network for the exchange of information only exacerbated this situation.

However, Bushido demanded a solution to the problem, for a criminal fleeing the Lion lands might prey upon the Crane, bringing great dishonor to the Lion Clan (even though the Crane were hated enemies). The Dragon were thus not the first to establish a tradition of justicars, but they are the only ones to develop and maintain a

fighting technique built on the tradition.

A justicar is essentially a magistrate trained in the art of dueling. The duty and purpose of a justicar is to travel in search of fugitives, sometimes hunting specific individuals and other times merely generally searching for anyone who may have escaped the justice of his clan. When he locates such an individual, the justicar challenges him to duel to the death. The death of the criminal retroactively proves his guilt and thus eliminates all problems. Of course, the possibility that the justicar may be killed (and thus the criminal exonerated) is somewhat of a problem, but even in this case the clan is freed from any dishonor since the victor was clearly not a criminal before he arrived at his new home.

Since the Kitsuki family’s founding, their strong emphasis on justice has led them to embrace the justicar tradition and they have

developed a technique to support it. Kitsuki Justicars typically hold a post as a Dragon Clan magistrate, and the clan often goes to considerable effort to get them appointed as Emerald Magistrates as well, though success in this depends on the relationship between the Kitsuki family and the Emerald Champion of the time.

Technique

RANK 3: THE PURITY OF JUSTICE - A justicar is a master of both the hunt and the kill. You may add your Investigation Skill Rank to the

total of any Assessment roll made as part of an iaijutsu duel. You also gain a bonus of +1k0 on all Focus and Strike rolls made against an opponent who has been decreed guilty of a crime by an Imperial or Dragon Clan authority higher than you. Finally, you gain a bonus of +1k0 to any Hunting or Investigation rolls made to hunt such guilty targets.

The Shiba Armorsmiths [2] (Path)

Technique Rank: 2

Replaces: Shiba Bushi 2

Requirements: Craft: Armorsmithing 3, Defense 3

The love the Shiba have for scholarly pursuits and the arts is an oddity among bushi families in Rokugan, so much so that many other bushi families look upon them with a mixture of confusion and distaste. Many Shiba pursue some manner of art istic endeavor, although they usually prefer those of a scholarly nature, such as poetry or writ ing. Some, however, embrace both sides of their family’s nature and take up the path of the armorsmith, crafting the famous armor of the Phoenix Clan. These are both beautiful artistic creations and instruments of defense for what the Shiba regard as the tragic inevitability of war.

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Technique

RANK 2: BRILLIANT STEEL - A Shiba armorsmith is adept at the creation of beautiful armor, and consequently is also adept at using armor effectively on the battlefield. You gain a +1k0 bonus when making Craft rolls to create armor. When you are wearing armor and spend a Void Point to increase your Armor TN by 10, you may increase your Armor TN by an additional amount equal to twice your

Earth Ring.

Kuroiban [4] (Path)

Technique Rank: 4

Replaces: Any Scorpion shugenja 4

Requirements: Willpower 4, Lore: Maho 3, Lore:

Shadowlands 3. Must have been chosen to serve in the secret order of the Kuroiban.

The Kuroiban were originally created by the Yogo, and the Yogo family still leads the organization. However, it draws recruits from both of the Scorpion shugenja schools. Only the most trustworthy

and skillful shugenja are recruited into the Black Watch, since its very existence is known to only a handful of people. Outside of the Scorpion Clan, only the Kuni family is fully aware of the Kuroiban, although the Asako Inquisitors have a vague realization that something of the sort exists.

Students of the Kuroiban are taught a secret technique to call on their connection with the kami and root out those who are corrupted by Jigoku’s touch.

Technique

RANK 4: THE BLACK WATCH - You have been taught to sense the presence of the Taint through your connection to the kami. Any time you target someone with a spell (including a benign or helpful spell) you may expend an additional spell slot (in any Element) and take a Free Action to make a Contested Willpower roll with the target. If you succeed in the roll, you can sense whether or not the target is Tainted (e.g. has at least one full Rank of Taint).

Normally this technique can only be triggered with targeted spells that have an instantaneous effect. However, if you are trained in the Yogo Shugenja School you may also use this technique with your wards, activating it when the ward is placed. If the spell has a duration, you may only use the technique at the moment you place the ward.

Agents of the Second Gozoku [Any]

(Path)

Technique Rank: 2

Replaces: Any School 2

Requirements: Honor Rank of 4 or less. Must have Obligation

to the Second Gozoku or its leader.

Despite his genuine affection for his sister, Hantei Naseru uses his influence and connections to resurrect the Gozoku conspiracy, an organization defunct since the fifth century. The goal of the Second Gozoku is not to overthrow the Empress but rather to ensure her rule

is prosperous despite her own shortcomings. Naseru and his allies among the Scorpion Clan are well aware of the hindrance Honor brings with it, and seek to ensure their beloved Empress f lourishes by taking the steps she cannot, doing what must be done regardless of the consequences.

Technique

RANK 2: TO SHIELD THE EMPRESS - The members of the Second Gozoku believe they do what they must to protect the Empress from the harsh realit ies of rule, and this philosophy in turn protects them from the worst excesses they must embrace. Whenever you take an action that would result in a loss of Honor, if by taking this action you spare Honor or Glory loss to someone of higher Status Rank than

you, the loss is halved (rounded down).

Utaku Horse Master [Any] (Path)

Technique Rank: 2

Replaces: Any Unicorn school 2

Requirements: Must be a male of the Utaku family

The Utaku family maintains the greatest stables in the Empire. They breed the strongest horses in the land, and their famous Battle Maidens are the only ones allowed to ride their Utaku steeds into combat. The men of the Utaku family are charged with raising and training these horses, and many if them choose to eschew the

theatre of war entirely to devote their lives to this duty. The Utaku Horse Master serves as stable master, rider, hunter, and friend to the horses under his care. A popular joke says the Horse Master marries twice in his lifetime—once to his spouse, the other t ime to his stable.

Technique

RANK 2: MASTER OF THE OPEN PLAINS - The Utaku men devote themselves to raising and training horses, and are without question

the greatest in Rokugan at this task. Indeed, the Unicorn claim that in all their travels across the world they have never encountered better.

You gain a +2k0 bonus to all Animal Handling, Horsemanship, and Hunting rolls.

Water Hammer Smith [Any] (Path)

Technique Rank: 2

Replaces: Any Dragon School at Rank 2

Requirements: Any one Craft Skill at 3 or higher

The men and women who make Water Hammer City their home are almost without exception obsessed with the idea of crafting.

Some believe that the prevalent obsession is a result of being in close proximity to the sacred forge, while others think it is merely an oddity that has developed within the city as a result of its nature and function; other cities focused on the arts and production of specific resources tend to have similarly narrow views about the world, after all. Even the peasants of Water Hammer City are fascinated by crafting, and virtually every home contains any number of sculptures, paintings, or other creations happily worked on by the denizens of the estate during their free time.

Among all these individuals, however, none are more skilled, more respected, and more famous than the Water Hammer Smiths. These individuals come from all walks of life, as anyone can gain an apprenticeship if their level of skill or even their potential is suff icient

enough. Each individual smith chooses his own apprentices, meaning that traditions vary wildly from one to another. The vast majority of them are Dragon, however, and although apprenticeships are often offered to students from other clans, it is rare for any of said students to gain the title of master smith.

Technique

RANK 2: CHILD OF THE WATER - You have studied the secrets of the Water Dragon found in Water Hammer City, and the path of the smith has been made open to you. You may spend a Void Point to

add double your Water Ring to the total of all Craft Skills you make for the rest of the day. If you are a shugenja, you may instead pay this cost by spending a Water spell slot.

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You may only benefit from a single use of this Technique at a time (i.e. you cannot spent two Void Points at different times during the day and gain two bonuses equal to three times your Void Point).

Kolat Master [Any] (Path)

Technique Rank: 6 and above

Replaces: Any Technique (or none) at Insight Rank 6 or higher

Requirements: Two mental Traits at 5 or higher and Courtier

(Manipulation) 5, Intimidation (Control) 4

The Ten Kolat Masters are among the most devious, manipulative, and ruthless individuals in the entire Emerald Empire.

Only ten exist at any one time, and they generally achieve their position by rising through the ranks of the conspiracy, demonstrating great loyalty, adaptability, and eff iciency… or great ability to forge alliances with other Kolat. Regardless, no one becomes a Kolat Master without years of dedicated service to the conspiracy.

Technique

RANK 6 AND ABOVE: WILL OF THE MASTER - Must be a member of the Kolat conspiracy and chosen to lead one of the ten Sects.

Cannot be Tainted or corrupted by the Nothing.

The BloodSpeaker Technique [Any]

(Path)

Technique Rank: Any

Replaces: Any

Requirements: Can only be learned from a senior member of

the Bloodspeaker Cult

The secret methods of the Bloodspeaker Cult were pioneered by Iuchiban himself and passed down through his chief apprentice, Yajinden, to other members of the cult. Only those of the Bloodspeakers who are high-ranking and knowledgeable enough to understand that Maho is the true source of the cult’s strength are allowed to learn this technique. The Bloodspeakers make no distinction between social caste, and have taught their secrets to samurai of all types, to peasants, and even to eta.

Technique

RANK ANY: IUCHIBAN'S METHOD - The high-ranking Bloodspeakers realize they are meddling with the Taint, but have learned ways to mitigate this, in part by shunting the corruption off onto their misguided followers.

You learn two Maho spells of your choice and gain a Free Raise for Spell Casting Rolls with Maho spells. When casting a Maho spell, you may reduce the amount of Taint you gain by 1 point for every 2 additional Wounds you take when casting the spell. (This cannot decrease the Taint gain below 1 point.) However, if you are using someone else’s blood to power the spell, you may instead use this

technique to transfer the Taint for the spell onto that person, at the rate of 1 point of Taint for every 2 extra Wounds inflicted. This can reduce your own Taint gain to 0.

This technique can be taught to anyone, samurai or commoner, and can replace Techniques at any Insight Rank. If it is learned by a samurai at Rank 1, it replaces the samurai’s Rank One Technique and reduces the samurai’s starting Honor to 1.0, but does not affect the samurai’s Outfit or starting Skills.

Jade Legionnaire [Any Bushi or

Shugenja School,] (Path)

Technique Rank: 2

Replaces: Any Bushi or Shugenja School, Rank 2

Requirements: Glory 2+, must receive an appointment to the

Jade Legion before this Path can be taken

The Jade Champion has access to many resources within Rokugan, but the Jade Legion is his personal, highly trained force. This force does whatever the Jade Champion requires and their exploits against the Empire’s enemies often go unsung.

Legionnaires are trained to fight alongside shugenja and to armor their pure souls against the dank corruption of their enemies.

Technique

RANK 2: PURITY IN PURPOSE & DEED - The Jade Legionnaires accompany the Jade Magistrates against the most dangerous, most insidious, and most numerous of the Empire’s magical threats. If your Honor Rank is higher than that of your opponent, you may add the difference between the two to the total of all your attack and damage rolls made against that opponent.

For the purposes of this Technique, all creatures and other opponents who do not possess an Honor Rank are assumed to have an Honor Rank of 0.

Jade Magistrate [Any Bushi, Courtier,

or Shugenja School] (Path)

Technique Rank: 4

Replaces: Any Bushi, Courtier, or Shugenja School, Rank 4

Requirements: Lore: Law 3, Spellcraft 3, must receive an

appointment as Jade Magistrate before this Path can be entered

The Jade Champion combats criminals who abuse the arcane, and his magistrates enforce his will. The Jade Magistrates are trained to recognize these crimes and quickly dispense justice.

These warriors mainly hunt maho-tsukai and Bloodspeakers, all those who perform profane magic within the Empire’s borders.

Technique

RANK 4: SCENT OF THE KAMI - A servant of the Jade Champion is a master at deciphering the mysteries of the kami. You may make a Perception / Spellcraft Skill Roll to identify any spells cast in an area during the past forty-eight hours. The TN for this roll is equal to the basic TN to cast the spell in question (which is to say its Mastery Level x 5, plus 5).

The Topax Champion [Any Bushi,

Courtier, or Shugenja School] (Path)

Technique Rank: Special (see above)

Replaces: Special (see above)

Requirements: Special (see above)

Every year, the village of Tsuma in the Crane lands is host to the greatest gempukku ceremony in Rokugan. The person who proves himself or herself the worthiest samurai becomes the Topaz Champion for that year. Since the contest is heavily weighted toward martial competitions (especially iaijutsu), bushi tend to dominate the Topaz Championship.

Technique

RANK SPECIAL (SEE ABOVE): SOUL OF PROMISE - The Topaz Champion is among the best and brightest of each generation.

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When you advance in Insight Rank and into this Path, you gain the Technique it would normally replace.

You also gain a number of bonus Void Points per day equal to your highest Ring. You may spend these just like normal Void Points (with all the normal restrictions), but they may only be used to enhance your School Skill Rolls.

The Scorpion Loyalists [Any Scorpion

School] (Path)

Technique Rank: 2

Replaces: Any Scorpion School at Rank 2

Requirements: Courtier 4 (courtiers), Spellcraft 4 (shugenja),

one Weapon Skill at 4 (bushi or ninja)

The long period of relative peace and tranquility the Empire enjoyed took its toll upon the Scorpion just as it did all the clans. When the whispering of Ambition began to take hold in Bayushi Shoju’s mind, his demeanor changed, affecting those closest to him, then their vassals, and so on. When the Scorpion discovered the prophecy that

foretold the return of Fu Leng through the last Hantei, this growing seed of dissent and paranoia blossomed into a loyal cadre who would do anything to make Shoju’s vision a reality. These warriors, priests, and courtiers, conspirators one and all, formed the bulk of the forces in the Imperial City during the Clan Coup, commanding even senior officers and agents in the successful capture and security of the city as a whole.

The technique which these men and women employed was not wholly exclusive to their era, however. The Scorpion Clan has always had those willing to do anything at all to fulf ill their lord’s commands, and in truth the technique of the Scorpion Loyalists can probably be traced back to the internal split within the clan during the Gozoku era.

Technique

RANK 2: NO MATTER THE COST - Those Scorpion agents who embrace their duties to the fullest strike viciously at the clan’s many enemies without regard for the constraints of honor, custom, or propriety.

You may sacrifice points of Honor up to a maximum number equal to your Scorpion School Rank to gain a bonus on one roll made against non-Scorpion opponents.

Bushi and ninja gain a bonus of +1k0 per point of Honor on attack

rolls, courtiers gain the same bonus on Contested Social Skill Rolls, and shugenja gain the bonus on spell-casting rolls made on Air spells (only) targeting those opponents.

The Yoritomo Sculptors [Artisan]

(Path)

Technique Rank: 2

Replaces: Any Mantis Bushi or Courtier 2

Requirements: Artisan: Sculpture or Craft: Sculpture 4

raditions, their sailors’ penchant for wood-carving on long voyages has developed over time into a modest school within the clan. The

clan drew on commercial ties with the Crane or the Phoenix to gain the services of their artistic sensei and develop its casual skills into a true Technique.

In modern t imes, the Mantis use this group as a source of both political favor and personal leverage.

Technique

RANK 2: WATANABE'S LEGACY - The Yoritomo Sculptors hone their wood-carving skills on ship-board before graduating to actual training in their organization’s tiny school. You gain a +1k1 bonus when using the Skills of Artisan: Sculpture and Craft: Sculpture, and you may ignore any circumstantial or environmental penalt ies (distractions, weather, noise, etc) to your rolls with those two Skills.

Kakita Jester [Artisan] (Path)

Technique Rank: 5

Replaces: Kakita Artisan 5

Requirements:

Within the Kakita Artisan Academy is a small dojo where students are instructed in one of the most peculiar arts of the Kakita: the path of the Jester. The Jesters are a specialized variant on kabuki acting, and their studies include acting, dance, poetry, music, and political commentary.

There are few samurai suited to the life of a Jester, and the dojo is

never crowded.

Jesters are a very unusual form of performance artisan, created by the Crane but occasionally seen among other clans. While most Artisans focus on creating beautiful and immortal works of art, the Jesters focus on tearing down the pretensions of the arrogant and the powerful. A Jester is chosen for his role early in his schooling and is expected to serve in that role throughout his life, wearing a distinctive kabuki-style costume and makeup and using his performance skills to mock, deride, and needle those who deserve it. Highly experienced and skillful Jesters eventually earn access to the special Technique taught by a handful of sensei at their dojo.

Jesters dance and strut through the courts, singing, telling stories, making slightly inaccurate quotes from famous books, and generally making sure any samurai knows when he or she does something

inappropriate. They usually speak in rhymes or riddles and have a habit of foretelling doom for anyone who criticizes or attacks them. It should be noted, however, that Rokugani jesters never behave in a lighthearted or “wacky” manner—their humor is satiric, biting, and often sour, and their favored tool is mockery. Among normal samurai such behavior would prompt duels, but the Jesters receive the sanction of their lords to say things otherwise never tolerated. They are permitted to speak publicly about another person’s loss of reputation, honor, or face so long as they do so in a tone of mockery and satire. The GM should generally not inflict Glory or Honor losses on Jesters who are making public insults or committ ing minor breaches of etiquette as part of their “role” as a Jester.

Notwithstanding this “immunity,” however, most Jesters are careful

to attach themselves to a noble patron in order to gain extra protection for their often-acerbic performances.

Technique

RANK 5: THE ART OF MOCKERY - The Kakita Jester is tasked with sardonically puncturing the pretense and arrogance of court, reminding all present of their flawed and mortal natures. You may publicly mock a suitable target (someone hypocritical, arrogant, dishonorable, or otherwise deserving of your attention) by means of speech, dance, song, or other such methods. This requires a

Contested Roll of your [chosen art] / Awareness against the target’s Etiquette (Courtesy) / Willpower. If you lose the roll, you lose points of Glory equal to the target’s Status Rank. If you win the roll, the target loses face in public, suffering a loss of Glory points equal to your Glory Rank, and a loss of Honor points equal to half as much (rounded up).

You may not target the same person with this Technique more than once per month.

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Kaiu Shipmasters [Artisan, Bushi]

(Path)

Technique Rank: 3

Replaces: Kaiu Engineer 3 or Kaiu Siege Master 1

Requirements: Battle 4, Sailing 5

The Crab Clan has maintained a fleet of iron-armored Turtle Ships for centuries, but during the age of the Shattered Empire the threat of Mantis raids and the lack of any support from the rest of Rokugan forces them to expand the fleet and to arm and reinforce all of their wooden vessels as well. Hida O-Ushi commands that Earthquake Fish Bay be made impregnable against any naval attack, whether mundane the family daimyo and a famed Siegemaster. Utsu went to work with classic Crab practicality, adapting his methods to naval warfare. After he dies of heart failure in 1139, the task is taken up by his heir Kaiu Umasu, who regularized the Technique which Utsu had devised and made sure it was taught to later generations.

Technique

RANK 3: UMASU'S STEEL - The Kaiu Shipmasters learn how to reinforce their clans ships against any sort of threat, whether it be from the Shadowlands or from the fleets of other clans, using a mixture of physical improvements and defensive tactics.

At the beginning of any naval battle in which you are in command of a warship, you may make a Battle / Intelligence Skill Roll at TN 25 to grant your ship a bonus Reduction value equal to your Sailing Skill Rank x2. If the ship is a Turtle Ship, the bonus is equal to your Skill

Rank x4 instead.

The Tamori Weaponsmiths [Artisan,

Shugenja] (Path)

Technique Rank: 2

Replaces: Tamori Shugenja 2

Requirements: Craft: Weaponsmithing 3, the ability to cast at

least one spell that creates a weapon (such as Tetsubo of Earth or Katana of Fire)

The Tamori are an intensely pragmatic family, far more so than most shugenja families, and have a number of ideas that more

conservative groups view as almost heretical.

In particular their embracing of martial traditions, taking the field not merely in support of the bushi but as actual weapon-wielding combatants, has earned them the ire of many other families. Similarly, their desire to craft their own weapons, which they consider necessary to ensure proper quality, is something many others find distasteful.

The Tamori shugenja who take up the art of practical weaponsmithing (as opposed to the more artistic smiths who work in Water Hammer City) seek to marry the design of the blade with the power of Earth, attuning their weapons to their magic.

Technique

RANK 2: SOUL OF THE STONE - A Tamori smith can mingle his spirit with that of stone and steel, creating blades that borrow the very soul of the mountains. When you make a successful Craft Skill Roll to finish creating a Samurai weapon, you may expend all your Void Points to instill within the weapon a number of Free Raises equal to your Earth Ring. These Free Raises may be used on any roll made using the blade. Free Raises which are expended refresh after thirty days.

A Tamori weaponsmith may never have more of these weapons in existence at one time than his Earth Rank.

Deathseeker [Bushi] (Path)

Technique Rank: 1

Replaces: Any Lion Bushi School 1

Requirements: Honor Rank 5, Dishonored Disadvantage

A Lion bushi holds Bushido and his ancestors above all else. When he shames his ancestors by dishonoring his name, he has lost the center of his soul. He must cleanse the dishonor, typically by committ ing seppuku. However, the Lion also offer another choice: fighting with the Deathseekers, a unit of lightly armored warriors who seek death at the front lines of battle. They charge in without abandon and cut down their foes with no hesitation. Most Deathseekers do not survive even one year of duty.

Technique

RANK 1: HONOR OF THE LION - Deathseekers redeem their dishonored names by falling in the thick of battle. You gain the Benefit, Skills, Honor, and Outfit of a Rank 1 Lion bushi (any Lion bushi school). You may add your Honor Rank to the total of one damage roll during your Turn. If you do, your Armor TN is reduced by 5 until the Reactions Stage of the following Combat Round. Additionally, you add +1k0 to attack rolls while in the Full Attack Stance.

Obsidian Magistrate [Bushi] (Path)

Technique Rank: 1

Replaces: Daigotsu Bushi 1

Requirements: Investigation 2

When the Spider Clan was formed out of the Lost, its founder Daigotsu decided to organize his forces as a subversion of the values Rokugan holds dear. He created an ideology and a set of laws with which to rule his own empire. The Obsidian Magistrate acts as the dark mirror of the Emerald Magistrate.

He imposes the law of the Spider on everyone he meets, and his fanaticism fuels ferocious charges against his foes on the battlefield.

Technique

RANK 1: STRENGTH IN TERROR - The Obsidian Magistrate is the bastion of Shourido and enforcer of Daigotsu’s will. You gain the Benefit, Skills, Honor, and Outfit of a Rank 1 Daigotsu Bushi. You may add your Perception Trait plus your Taint Rank to the total of all High and Bugei Skill Rolls. This bonus does not apply to Weapon Skills. You may also add the difference between your Honor and that of your opponent to the total of attack rolls made against that opponent.

Claws of the Wolf [Bushi] (Path)

Technique Rank: 2

Replaces: Requirements: Wary, Driven

The Claws of the Wolf are a small group of rather vicious vigilantes who subscribe to the ideals of Toturi Sezaru, an Imperial heir who lived during the mid to late twelfth century and whose death helped usher in the Race for the Throne. Sezaru was one of the most powerful shugenja of his age, and perhaps of all time, but struggled throughout his life with emotional detachment and borderline sociopathic tendencies. He never surrendered his honor, but came close on more than one occasion, especially during his ruthless and relentless hunts for members of the Bloodspeaker Cult. The men who claim to continue his legacy are similarly brutal in their

assessment of the world around them, and attempt to eradicate threats to the Empire’s stability or to its people. Unfortunately, their judgment of what constitutes a threat can be highly suspect at times. The members wear ceramic masks similar to the one made famous by Sezaru himself.

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Generalization: This Technique can be used by any group of vigilantes or devotees to a ruthless figure. Other notable historical figures might include Hantei XVI (the Steel Chrysanthemum), for example, or a notably ruthless or pragmatic magistrate. Even the Clan War-era berserker Hida Amoro might inspire such a group.

Technique

RANK 2: HUNTING THE DARKNESS - The Claws of the Wolf ruthlessly punish all who violate Imperial law.

You gain a bonus of +2k2 to the total of your first attack roll in a skirmish if the opponent you are attacking is an individual you know without question is guilty of a violation of Imperial law.

Crab Berserker [Bushi] (Path)

Technique Rank: 2

Replaces: Any Crab Bushi school Rank 2

Requirements: Earth 4

When faced with insurmountable odds, a warrior often retreats to fight again another day. To the Crab Berserker, this is not an option. The Berserker will f ight wherever his lord directs him, and focuses his entire being into that fight. The Berserker fights with no limits and continues to ferociously attack until either he or his enemy is bloodied and dead on the ground. The Berserkers often fight against the ravaging Shadowlands Horde and are said to match those beasts in rage and viciousness.

Technique

RANK 2: BERSERKER'S RAGE - The Crab berserkers manifest their unique and dangerous gifts after spending some time – often months, sometimes even years – on the Kaiu Wall. Some berserkers call on maniacal fury to power their rages, while others enter the notorious “dead eye” trance, but the result is the same: superhuman strength and a near-immunity to pain. Once per skirmish, you may enter your rage during the Reactions Stage. Once begun, the rage lasts for a number of Combat Rounds equal to double your Earth Ring. (You may end it during an earlier round by spending a Void point during the Reactions Stage.) While in your rage, you cannot take the

Center, Defense, or Full Defense stances, and cannot use any non-Bugei skills. While in the raging state, you ignore all penalt ies and effects of Wound Ranks. You also gain a +2k1 bonus to all attack and damage rolls. If you are killed while raging, you remain alive and can continue to attack until the rage ends, but you cannot be healed (unless you are first targeted with the Force of Will spell) – you are dead, your body simply does not know it yet. The rage ends if you sustain Wounds equal to twice the amount that would normally kill you.

Crab Defenders [Bushi] (Path)

Technique Rank: 2

Replaces: Hida Bushi 2, Hiruma Bushi 2

Requirements: Awareness 3, Agility 3, Iaijutsu 4

The limited Crab dueling tradition is maintained in the Unbreakable Blade Dojo. It emphasizes endurance rather than speed, teachings its students to endure their opponents’ first blow in order to survive to deliver their own.

Due to the Crab Clan’s martial and pragmatic nature, the sensei of the Unbreakable Blade focus their training on lethal duels (both on the battlefield and in court) rather than on the duels to first blood that are more common in other clans.

Technique

RANK 2: WARRIOR OF EARTH - The Defenders are taught there is more than one way to win a duel. Rather than try to strike faster than their opponents, Defenders learn to call on their own Earth to endure the foe’s first strike, allowing them to defeat their enemy in a longer fight. During the Strike step of an iaijutsu duel, you are considered to have additional Reduction equal to your Earth x3.

Crab Sumai Wrestlers [Bushi] (Path)

Technique Rank: 2

Replaces: Hida Bushi 2 or Yasuki Courtier 2

Requirements: Jiujutsu (Sumai) 4

The Crab have a long and storied tradition of excellence in sumai, whose social respectability can grant skilled Crab wrestlers access to courts where they might otherwise never be invited. Promising students are taught at the Grip of Earth Dojo, the principle home to the Crab Clan’s sumai f ighting technique. When another samurai encounters a Crab bushi utilizing sumai techniques, it is almost

always a graduate of the Grip of Earth Dojo. Those students who show a knack for the ritual and pageantry of sumai as well as its more physical aspects are sent to Stone Tower Dojo in the Imperial Capital.

Technique

RANK 2: THE WAY OF SUMAI - While most Rokugani treat Sumai wrestling as a sport, the Crab have never forgotten that it originated as a combat art. When rolling to control a Grapple, you gain a +1k0

bonus (+2k0 if you are Large).

If you choose to inflict damage in a Grapple (e.g. the “hit” option), you gain a +1k1 bonus to the Damage Roll.

Enrolling in this Path automatically allows your character to get rid of the Small Disadvantage at no point cost. If you are not Small, you automatically gain Large at no point cost. If you are already Large, you are refunded the point cost of the Advantage.

Daigotsu Scout [Bushi] (Path)

Technique Rank: 2

Replaces: Daigotsu Bushi 2

Requirements: Stealth 3

In addition to serving as the lords of the Spider Clan, the Daigotsu are also the rank and file of its legions. Of the many samurai who have joined the clan since its inception, those with a talent for speaking to the kami join the Chuda, those whom the Shadow Dragon has chosen as his own become members of the Goju, and a small handful take up the path of the monk as members of the Order of the Spider. All the rest join the Daigotsu, and among those legions, the cruel and sinister sensei of the Spider dojo select those with the greatest affinity for stealth, athleticism, and sheer physical prowess to serve as the small but distinguished group known as the Daigotsu scouts. These individuals are trained extensively in the art of remaining unseen regardless of circumstances, and are allowed to travel through the Empire with impunity, observing and remembering

everything they have seen to report back to their master Daigotsu. In addition to their physical talents, the scouts are chosen for mental acuity; they dare not keep records of their observations, as capture could reveal too much about the family or clan. Likewise their loyalty to the Spider is of paramount importance. In the event that one of them is captured, the Daigotsu sensei must be confident that the scout will not betray the familys secrets even under pain of torture or death.

Together, these traits result in an elite cadre of scouts who are intelligent, talented, and completely ruthless. Those few who know of their existence regard them as extremely competent and dangerous enemies.

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Technique

RANK 2: THE CLOAK OF SHADOWS - Although not as talented as the inhuman minions of the Shadow Dragon or the Lying Darkness, the Daigotsu scouts are still highly skilled in moving about without being detected.

Stealth is now considered a School Skill for you, and you gain one additional Emphasis in the skill above any you may already possess,

and in excess of the maximum normal number of Emphases you may posses. Your Move Actions are not reduced when using Stealth, and when using Stealth you may also ignore any terrain penalties that would normally reduce your Move Actions.

East Wind [Bushi] (Path)

Technique Rank: 2

Replaces: Requirements: Commerce 1+, Horsemanship 2+, Honor 4+

The East Wind is a benevolent ronin brotherhood devoted to protecting the common people of East Hub Village, a city on the

outskirts of Otosan Uchi. The Eastern Hub’s primary role as a port ensures a constant stream of wealthy merchants, a breed that often suffers from mild paranoia and usually has excess funds to spend in protecting investments. The East Wind initially found gainful employment with such merchants and used their pay to purchase simple holdings of their own within the city. From that power base they extended their influence throughout the city in an attempt to curb crime and other excesses as much as possible. Although they preferred to keep a low profile, the people of Eastern Hub recognized the value of what the ronin did and looked on them with fondness and gratitude. After the destruction of Otosan Uchi in the mid-twelfth century, the fortunes of the Hub Cities declined, but the East Wind brotherhood endured, and eventually the Unicorn Clan began revitalizing the city and sponsoring the ronin.

Technique

RANK 2: SHIELDED BY THE EAST - The East Wind specialize in the defense of their charges, whoever they might be. When in the Defense or Full Defense Stances and performing the Guard Action, you increase both your Armor TN and that of your charge by 5

Eyes of Nanashi [Bushi] (Path)

Technique Rank: 2

Replaces: Requirements: Lore: Law 3, Honor Rank 4+

Nanashi Mura (“Anonymous Village”) sits on the edge of Dragon Clan territory near the vast Dragon Heart Plain. Imperial records indicate the village is a holding of the Dragon, and it is true they are responsible for its administration. In reality, however, the Dragon have always permitted the ronin who call the city home to rule the village’s affairs, so long as they meet their taxes and maintain peace in the region.

The village is overseen by a council of ronin and their will is enforced by a group of warriors and magistrates known as the Eyes

of Nanashi. Within the village the Eyes are generally regarded as honorable law enforcement, and even visiting Great Clan samurai will treat them with some respect, albeit mostly out of deference to the Dragon Clan.

Technique

RANK 2: STRIKE THE CENTER - The Eyes of Nanashi prefer non-lethal means of defending the city, and often use non-traditional weapons to gain a psychological advantage over their foes. You gain a bonus of +1k1 on any attack roll intended to disable rather than kill. (This is

at the GM’s discretion, but maneuvers like Disarm, Knockdown, or certain Called Shots are usually a good indication you are trying not to injure your opponent.)

Falcon's Strike [Bushi] (Path)

Technique Rank: 2

Replaces: Toritaka Bushi 2.

After the Falcon join the Crab, this Path may also replace Hiruma Scout 2 or Hiruma Bushi 2.

Requirements: Kyujutsu (Yumi) 3

A tiny off-shoot of the Falcon Clan’s bushi traditions, the Falcon’s Strike Dojo becomes much larger and more influential after the Falcon are absorbed into the Crab Clan in the early twelfth century. The dojo selects its students for keen vision and sharp senses, and they learn to rely on focused senses rather than the mechanics of drawing and firing to hit their targets.

Technique

RANK 2: SPOTTING THE PREY - The Falcon’s Strike is taught to use the bushi’s deep awareness of their surroundings to strike the target regardless of concealment. When making a ranged attack with a bow, you may use your Perception in place of your Reflexes for attack rolls.

When using a yumi, you may also use your Perception in place of the bow’s Strength for damage rolls.

Fireman Gang Lord [Bushi] (Path)

Technique Rank: 2

Replaces: Requirements:

Many ronin join local criminal gangs, where their skills can quickly bring them to a posit ion of prominence. The infamous fireman gangs of Ryoko Owari have developed a technique for maintaining control of the patrons in the gambling houses and other dens of iniquity they control.

This technique can also be used to represent any local crime lord who reigns over his own small territory like an underworld daimyo

Technique

RANK 2: MASTER OF THE DICE - Your menacing presence ensures that all goes as it should in your establishment. You may add your Ranks in the Intimidation skill to the total of any Contested Social roll you make.

Imperial Legionnaire [Bushi] (Path)

Technique Rank: 2

Replaces: Any Bushi School, Rank 2

Requirements: Glory 2+, must receive an appointment to the

Imperial Legions before this Path can be entered

The Imperial Legions are f illed with the brightest and bravest

samurai from all the Clans, chosen to directly serve the Emperor’s will. The Imperial Legionnaire trains with the most prestigious sensei of the land and sees service against those who threaten the safety of the Empire (such as foreign invasions or mighty maho-tsukai). An appointment to the Imperial Legions nearly guarantees a bright and celebrated future for any samurai.

Technique

RANK 2: STRENGTH OF THE EMPIRE - The strength of the Emperor is

exerted via the actions of his loyal legions.

When fighting alongside other members of the Imperial legions, or alongside Emerald or Jade Magistrates, when you spend a Void Point to enhance a roll you also gain a bonus to the roll equal to the number of allied legionnaires and/ or magistrates within 25 feet.

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Kitsune Ranger [Bushi] (Path)

Technique Rank: 2

Replaces: Any Mantis Bushi 2

Requirements: Hunting 3. Prior to the Kitsune joining the

Mantis Clan, this Technique may be taken as a Rank 2 Path by any bushi-trained Kitsune, regardless of school—including those who do not have a school.

This Technique can also be taken as a Rank 2 Ronin Techniq

At their heart the Kitsune are a simple people who have weathered the centuries due to their unique harmony with the forest and spirits around them. Although many of the family possesses the ability to speak with the kami, there are plenty in each generation who are unable to do so.

These men and women still serve their clan, however, and still possess the same link their kinsmen enjoy with the wilderness. They are among the finest woodsmen to be found anywhere in the Empire.

Technique

RANK 2: ONE WITH THE WILD - Although they do not possess an ability to speak to the kami, the Kitsune rangers are at home in the wilderness like few others in the Empire. You gain a Free Raise on all Hunting Skill Rolls and on any Stealth Skill Rolls made while in a rural environment. Addit ionally, you gain a bonus of +2k0 on any Contested Roll involving detection, whether you are avoiding detection or attempting to detect a hidden opponent.

Lion Scout [Bushi] (Path)

Technique Rank: 2

Replaces: Any Lion Bushi 2

Requirements: Battle 2, Hunting 3

Akodo’s treatise on warfare emphasized the necessity of knowledge. He knew a skilled corps of scouts could determine the result of battle even before it began. Hiding is considered a dishonorable act, but the Lion Scouts are willing to swallow their pride and accomplish what must be done. The Akodo and the Ikoma both train scouts to be adept at avoiding the enemy and surveying the terrain, working to garner even the slightest advantage against their enemies.

Technique

RANK 2: SHADOW UNSEEN - The Lion Scout cultivates all the skills required to fulf ill his tasks, setting aside his own honor for his clan. You may move at a normal rate while using the Stealth Skill, and you gain a +1k0 bonus to Stealth Skill Rolls and all Agility-based Bugei Skills.

Mirumoto Mountaineer [Bushi] (Path)

Technique Rank: 2

Replaces: Mirumoto Bushi 2

Requirements: Athletics (Climbing) 3

The mountains of the Dragon Clan have served the clan for thousands of years as a natural defense against invasion. However, the warriors of the Dragon must face the same difficulties the mountains pose for an attacking army. The Mirumoto Mountaineers are hardened warriors, born from the treacherous cliffs, fickle weather, and dangerous predators that menace their home. The Mountaineer has found his balance with the elements, a skill that proves useful in the middle of combat.

Technique

RANK 2: HEART OF THE MOUNTAIN - The Mountaineer is a rugged warrior whose constant dealings with the unpredictability of nature makes him ready for anything that may await him in battle. When you are surprised during a skirmish due to failing your Investigation (Notice) / Perception Contested Roll, you may immediately make a second roll using Athletics / Agility.

If you are successful, you are not surprised. You may also add half your Athletics Skill Rank (rounded up) to the total of all your ranged attack rolls.

Moonless Riders [Bushi] (Path)

Technique Rank: 2

Replaces: Requirements: Horsemanship 3+, Way of the Land

The Moonless Riders are an extremely small and specialized group of ronin who have carefully cultivated skills that allow them to not only survive but seek regular employment by the armies of the Great

Clans. The Riders, who are comprised primarily of former Unicorn, Lion, and Dragon samurai, specialize in cavalry tactics – but unlike most samurai, they train at night. As a result, they are among the preeminent nocturnal scouts and couriers in the Empire. The Unicorn find their practices distasteful due to the risk posed to horses in night operations, but the Moonless Riders consider this a necessity in order to maintain their livelihood. Although they wander freely across the Empire, the Moonless Riders do tend to linger in areas where clans share borders, and often find employment by the Lion along the Unicorn border and, less frequently, the Crane border as well. Minor Clans also employ them when possible to protect themselves against hostile neighboring Great Clans.

Technique

RANK 2: MOVING THE SHADOW - Moonless Riders are experts at all things nocturnal. You do not suffer any penalties that might be incurred due to natural darkness. When active at night or in other forms of darkness (such as a basement or cave), you gain a bonus of +2k1 instead of +1k1 when you spend a Void Point to enhance any non-Weapon Bugei Skill

Provincial Guard [Bushi] (Path)

Technique Rank: 2

Replaces: Shiba Bushi 2

Requirements: Defense 2, Etiquette 2

Once known as the Sapphire Legion, the Provincial Guard is a unit of distinction among the Phoenix Clan, well known for its defense of the sacred City of Treaties, Nikesake. The legion was founded hundreds of years ago, and named for the accord reached between the Phoenix and Crane clans, an accord further reinforced in later years by the marriage of Isawa Asahina to the daughter of the Crane Champion, result ing in the creation of the Asahina family. The legions name is taken from the color of the gemstone in question, a tribute to the colors of their allies among the Crane. In recent

generations, however, the creation of an elite unit called the Legion of the Sapphire Chrysanthemum within the hierarchy of the Imperial families, who were ignorant of the Phoenix units existence, has created something of a predicament for the Phoenix clan. They cannot continue to refer to their unit as the Sapphire Legion for fear of confusing them with the Imperial group of a simila r name, and so the group has become known simply as the Provincial Guard, an admittedly somewhat bland name that manages to preserve both the units intent as well as its integrity.

Members of the Provincial Guard are well known for their courtly tendencies, and are trained in matters of etiquette in addition to their normal duties as sentries and yojimbo.

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Perhaps Ironically, the Shiba who train within Nikesake have found that the two aspects of their training are actually quite similar, and mutually beneficial.

Technique

RANK 2: MAINTAINING THE PEACE - A Shiba member of the Provincial Guard is skilled in protecting himself from all harm, regardless of its source.

When in the Defense or Full Defense Stances and spending a Void Point to augment your Armor TN, you also add an amount to your Armor TN equal to your Etiquette Skill.

Shinjo Scout [Bushi] (Path)

Technique Rank: 2

Replaces: Moto Bushi 2 or Shinjo Bushi 2

Requirements: Stealth 3

The Unicorn Clan traveled through the dangerous lands outside Rokugan’s borders and uncovered threats on every horizon.

It soon became apparent that the band of heroes needed an advanced unit traveling before them to skirt the most dangerous enemies. The Shinjo family accepted this duty. The Shinjo Scouts soon became adept in quietly stalking through foreign lands, comfortable as if they were in their own homes.

Upon the Unicorn Clan’s return to Rokugan the Shinjo Scouts traded knowledge with the Hiruma Scouts of the Crab Clan and grew even more formidable.

Technique

RANK 2: THE SWIFT SOUL - The Shinjo Scout learns to slip by unnoticed, even deep in enemy territory.

You may use the Stealth Skill while on horseback. You are considered to have the Way of the Land Advantage no matter where you are. Finally, you gain +1k0 to all attack rolls while Mounted.

Silent Blades [Bushi] (Path)

Technique Rank: 2

Replaces: Requirements: Ninjutsu 3+, Stealth 3+

Although they pride themselves on their skill as hired killers and assassins, the Silent Blades are in truth little more than rank amateurs when it comes to the arts of infiltration and assassination. Although they do have some skill, it is vastly less than they like to imagine, and as a result they are constantly struggling to overcome the impact of botched jobs and the occasional disastrous failure. Fortunately for them, however, those who would hire ronin assassins rarely communicate with one another, and the group has managed to avoid cultivating a poor reputation despite their mediocrity. While they do not know it, the Blades are actually pawns of a more secretive and skilled order known as Shadowed Steel, which is in

turn a pawn of yet another unknown force. Thus the Silent Blades are essentially fodder for larger, more powerful, and more skilled groups, brought out when a scapegoat is necessary or when a very unskilled target needs to be eliminated.

Technique

RANK 2: BLACK HEARTS, RED BLADES - The Silent Blades are not completely without skill as assassins.

If you are attacking an opponent who is unaware of your presence

(for example, a foe you have defeated with a Contested Stealth Skill Roll to remain undetected), you may add your Stealth Skill Rank to the total of all attack and damage rolls made against that opponent for the duration of this skirmish.

The Guard's Wrath [Bushi] (Path)

Technique Rank: 2

Replaces: Requirements: Cannot be Forest Killers or Tengokus Justice.

The Guards are a ronin otokodate based in a remote town. They hire out their members to protect merchants and courtiers, earning funds to maintain themselves in reasonable comfort. In contrast to many ronin bands, the Guards are a fairly honorable group, and do their best to carry out their contracts honestly and successfully.

In game terms, the Guards Wrath Technique can also be used to represent any group of reasonably honorable ronin who hire themselves out as guards or escorts.

Technique

RANK 2: THE GUARD'S WRATH - The ronin of the Guards are taught defensive techniques designed to keep both themselves and their clients alive (so they can be paid). When you take the Guard Action, your TN is not reduced.

Three Man Alliance Soldier [Bushi]

(Path)

Technique Rank: 2

Replaces: Tsuruchi Archer 2, Tsuruchi Bounty Hunter 2, or

Suzume Bushi 2

Requirements: Battle 2

The formation of the Three Man Alliance is the first step in a process of twelfth-century consolidation and unification among the Minor Clans, leading to (among other things) the combination of the Mantis, Wasp, and Centipede clans into the Great Clan of the Mantis and, later in the century, the creation of the Minor Clan Alliance. It is the creation of the Three Man Alliance and their military victory over the Scorpion Clan that first inspires the Minor Clans to band together for greater benefit and effect, and many successful officers from that first military alliance eventually go on to achieve military and political prestige within the Minor Clan Alliance.

The fighting technique of the Three Man Alliance is formed by the combined efforts of several experienced soldiers from the Sparrow and Wasp. The warriors pool their life experience and develop a

unified technique to carry back to their respective clans. Although the Three Man Alliance is superseded during the later Clan War by Yoritomo’s Alliance, the technique it developed survives, and decades later it is still occasionally taught in Suzume and Tsuruchi dojo.

Technique

RANK 2: STAND AGAINST OPPRESSION - The scions of the Minor Clans are not intimidated by their more influential detractors among

the Great Clans. Far from it, they are inspired to greatness by their hardships.

When facing an opponent with a higher Glory Rank than you, you may spend a Void Point to gain bonus unkept dice on your attack roll equal to the difference in your respective Glory Ranks.

You may not gain more bonus dice than your Minor Clan School Rank from this Technique.

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Unicorn Bariqu Wrestler [Bushi]

(Path)

Technique Rank: 2

Replaces: Any Moto bushi school 2, Shinjo Bushi 2

Requirements: Jiujutsu (Bariqu) 3

Bariqu wrestling is distinct from the more widespread sumai wrestling, and is largely unknown outside of the Unicorn Clan. Within the Unicorn, its tradit ions date back to the time of the Ujik-Hai, the gaijin nomads who joined the clan and became the Moto family. Bariqu is focused on throwing the opponent, rather than driving him out of a ring, and makes heavy use of joint-locks and paralyzing holds.

Technique

RANK 2: WAY OF THE UJIK-HAI - A bariqu wrestler relies on his use of unconventional locks, holds, and maneuvers to defeat his foes, rather than just on raw strength. If your opponent in a Grapple does not have the Bariqu Emphasis of Jiujutsu, you gain a bonus of +1k1 when rolling to control the Grapple. If you have a higher Agility Rank than your opponent in a Grapple, you gain a +2k0 bonus when rolling to control the Grapple. These bonuses stack with each other.

Yasuki Enforcer [Bushi] (Path)

Technique Rank: 2

Replaces: Yasuki Courtier 2 or Hida Pragmatist 2

Requirements: Intimidation 3

The Yasuki merchants specialize in all manner of questionable forms of commerce and negotiation, and some few among them are discovered to have an exquisite talent for intimidation. Rather than see such gifts go to waste, the Yasuki lords at Clear Water Village prefer to teach them the methods they need to make their threats a reality. After all, a threat that cannot be followed through on is just poor business.

Technique

RANK 2: GENTLE ENCOURAGEMENT - The enforcers of the Yasuki family know how to threaten in such a way that thoroughly cows any potential opponent.

You may make a Contested Roll against any individual, using your Willpower / Intimidation against their Willpower / Etiquette. If you are successful, you gain a bonus of +1k0 on all attack rolls made against that individual during the first Round of combat against them during your next skirmish. Each successful Raise made on this Contested Roll increases your bonus by an addit ional +1k0. If this Technique is activated during a skirmish, the initial Contested Roll is a Complex Action.

Yoritomo Scoundrel [Bushi] (Path)

Technique Rank: 2

Replaces: Yoritomo Bushi 2

Requirements: Commerce 2, Sailing 2

The Mantis Clan was once a Minor Clan, and the Yoritomo have never shied away from performing questionable activities to make a name for themselves. Over the years they have been smugglers, pirates, and mercenaries. The Mantis have gained legitimacy with time, but old habits are hard to break — especially when those habits are quite effective in fulfilling the Yoritomo’s wishes. The Scoundrel may perform feats that are considered beneath a samurai, but he knows what he does is for the good of his clan.

Technique

RANK 2: REVEL IN VILLAINY - The Scoundrel will do what he must, despite what society may say about his activities. Whenever you spent a Void Point to enhance an Athletics, Commerce, Sailing, Sincerity, or Low Skill Roll, you gain an additional bonus to the total of the roll equal to twice your School Rank.

Bitter Lies Swordsman [Bushi] (Path)

Technique Rank: 3

Replaces: Bayushi Bushi 3

Requirements: Kenjutsu 3

The fact that the Bitter Lies technique works at all is astounding.

The founder of the Bitter Lies style, Bayushi Tangen, was a man who capitalized on chance and reached success through sheer force of will. He refused to accept anything as out of his reach and would take insane risks to accomplish his tasks. He passed this style of no-holds-barred adventurous f ighting to a single student, who later found several students of his own.

The Bitter Lies Swordsmen carry on this legacy with their own reckless antics. The Swordsman’s natural fortune helps him survive situations where logic says he could not.

Technique

RANK 3: THE DARK SWORD OF BITTER LIES - The Bitter Lies Swordsman charges into battle with no regard for his own safety. You may spend a Void Point to immediately re -roll any one roll. This re-roll suffers no penalty to the TN, even if you failed the original roll.

You may keep either result that you prefer. However, you may not re-roll the same roll another time through any means.

Calm Heart Duelist [Bushi] (Path)

Technique Rank: 3

Replaces: Any Unicorn Bushi School, Rank 3

Requirements: Iaijutsu 3, Lore: Law 1

The dueling grounds of Dark Edge Village are famous throughout the Empire, and as a result many young duelists travel to the village to train and in hopes of meeting both worthy opponents and sensei looking for new students.

The village is home to the only notable traditional dueling dojo

within the Unicorn lands, although it is quite modest compared to those of the Crane or Dragon and is easily overlooked by visitors to the town. Ironically, most who adhere to the tradition come from the peaceful Ide family.

Their purpose in creating a dueling tradition stems from their need to resolve conflicts in which their kinsmen, the representatives of the Unicorn Clan in court, become embroiled. The necessity of being able to skillfully defend the honor of the Ide and the Unicorn as a whole, and to do so without needlessly taking life, has given rise to the dojo of the Calm Heart Duelists.

Technique

RANK 3: THE CALM HEART CONQUERS - A soul of serenity can overcome even the most stalwart opponent. You gain a bonus of +1k0 to the total of any Iaijutsu Skill Roll when you are not striking to kill your opponent, whether in a duel to first blood or a skirmish.

You may make melee attacks as a Simple Action instead of a Complex Action when you are wielding a katana or wakizashi.

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Doji Marines [Bushi] (Path)

Technique Rank: 3

Replaces: Doji Magistrate 3, Daidoji Iron Warrior 4

Requirements: Sailing 3

During the Shattered Empire era, the Crane Clan conducts a major naval buildup and fights an extended series of naval battles and campaigns against Yoritomos fleets. This effort is largely organized by Doji Chomei, who had previously served as an ambassador to the Mantis Clan and knew more about them than almost any other Crane alive. He knew the value of training Crane bushi in techniques of naval combat and boarding action, techniques he had seen demonstrated by Yoritomo himself, and made this a centerpiece of the Crane Clans naval expansion. Although Chomei is killed in action in the great battle off Mura Sabishii Toshi in the year 1142, the organization he has created lives on and teaches its Technique to the clans next generation of naval warriors.

Technique

RANK 3: CHOMEI'S COURAGE - The aquatic soldiers who come to be known as the Doji Marines are trained to fight on the pitching decks of ships and to conduct boarding actions against enemy vessels, using the heave and pitch of a moving ship to their advantage. You do not suffer any TN penalties for fighting on slick, irregular, or moving surfaces/ terrain. If you are in the Attack or Full Attack stance in a situation where such a penalty would normally have applied, you add a +Xk0 bonus to your melee attack rolls, where X is equal to your Reflexes.

Hidden Sword [Bushi] (Path)

Technique Rank: 3

Replaces: Requirements: Hero of the People

The ronin band known as the Hidden Sword is a large group that patrols the outskirts of the Shinomen Mori, trying to protect the people in the lands around it from the various enemies who threaten them. The Sword targets primarily bandits but also the various enigmatic creatures emerging periodically from the Shinomen. The band’s area of operation requires them to interact with the Scorpion, Crab, and Unicorn clans fairly regularly, and as a result the men of

the Hidden Sword, while honorable, remain extremely practical and realistic individuals who do not succumb to blind idealism. Historically, the group has opposed and been sworn enemies of the Forest Killers, one of the Empire’s largest and most violent groups of ronin bandits, who lair within the Shinomen Mori. On at least one occasion, the Hidden Sword has been completely wiped out by the Forest Killers, but was reformed by its leader’s sons to carry on his work.

Technique

RANK 3: KEEPING THE PEACE - The Hidden Sword excel at combating criminals and bandits, and have been taught effective techniques for dispatching such individuals.

When fighting against an opponent with lower Honor Rank than yours, you may make melee attacks as a Simple Action instead of a Complex Action when wielding weapons with the Samurai keyword.

Hiruma Yojimbo [Bushi] (Path)

Technique Rank: 3

Replaces: Hiruma Bushi 3 or Hiruma Scout 3

Requirements: Defense 3

Since the first days of the Crab Clan, the athletic and attentive Hiruma have often served as yojimbo for the Crab Champion and his most important vassals. This is not because the Hida lack for physical or martial power, of course, but rather because the Hiruma excel at perceiving threats that other Crab might easily miss. They are also considerably faster than the average member of most other Crab families, and speed is an essential component of any successful yojimbos repertoire of talents.

Technique

RANK 3: THE CRAB'S SHELL - Those Hiruma tasked with protecting the lives of important Crab personages understand that the best and most effective means of defending them is to destroy their enemies as quickly as possible. After making a successful melee attack, you may immediately perform the Guard Action as a Free Action (if your charge is close enough for you to Guard). If you do so, you may add the amount by which your attack roll exceeded your opponents Armor TN to the Armor TN of your charge until your next Turn.

Ichiro Pass Warden [Bushi] (Path)

Technique Rank: 3

Replaces: Ichiro Bushi 3

Requirements: Strength 4, Spears 4, Athletics 4.

The first duty of the Badger Clan is to protect the pass from invasion, and the clan has long trained a group of specialized warriors whose sole duty is to defend the pass with spears and hurled rocks. Their task is to inflict as much damage as possible on any invaders. The Pass Wardens spend most of their lives within the fortresses of the Badger lands, seldom visiting the rest of the Empire.

Technique

RANK 3: HOLD THE PASSES - Your range with hand-hurled missiles is doubled, and you add +1k0 to damage rolls with thrown weapons; if the weapon is a nage-yari or a rock, the bonus is +1k1 instead.

Lion Paragon [Bushi] (Path)

Technique Rank: 3

Replaces: Any Lion Bushi 3

Requirements: Void Ring 4, Kenjutsu 5, Honor Rank 7

The samurai class lives by the Code of Bushido, but the stresses and temptations of everyday life makes strict adherence to Bushido nearly impossible. The Lion Paragons persevere through these

obstacles, striving to be ideal samurai. The Paragons follow an ancient technique that benefits from their focus and strength of will, and pass it on to those who possess the same qualities. The Paragons are not a military unit within the Lion Clan, but their ideals are well known to all Lion and their technique continues to be passed down from one generation to the next.

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Technique

RANK 3: PURE AND DEDICATED - The Lion Paragon lives by the tenets of Bushido, and the strength of his devotion allows him to push himself beyond his physical limits. You may make melee attacks as a Simple Action instead of a Complex Action. However, if you choose to do so, you may only make one attack that Turn. (This prohibits you from making any additional attacks, even with the Extra

Attack Maneuver.) Once per skirmish, you may spend a Void Point as a Free Action to activate this Technique. Your Honor Rank is considered to be double for the purpose of your other School Techniques. (For example, if you are a Matsu Bushi, you add double your Honor Rank to all damage rolls from your Rank 1 Technique.) This effect may increase your Honor Rank above 10, but does not stack with any other effects that modify Technique bonuses; in such a case, choose the highest modifier. The effects of this Technique end when the encounter ends.

Machi-Kanshisha [Bushi] (Path)

Technique Rank: 3

Replaces: Requirements: Athletics 2+, Staves 3+

This band of ronin are known by the name of their preferred weapon, a long iron smoking pipe. Perhaps fortunately, the machi-kanshisha pipe is not well known in many parts of the Empire, and as a result many associate the name with the ronin band itself rather than the pipe for which they are named. The Machi-kanshisha are the guardians of the City of the Rich Frog, a major trade hub that sits in the narrow divide between the holdings of the Lion and Unicorn clans.

Because of the militant nature of the two clans in question, who closely observe any significant violence near their borders, the Machi-kanshisha prefer to use their namesake smoking pipes as

non-lethal weapons, employing them to subdue their foes rather than kill them. In the twelfth century, the City of the Rich Frog is annexed by the Lion Clan, and the Kaeru ronin family, administrators of the city and employers of the Machi-kanshisha, become vassals of the Ikoma family.

Generalization: Most of the Empire’s history has seen the Machi-kanshisha employed as listed above. If the GM chooses to modify a campaign set in the modern era, they can remain doing exactly what they have for so long without the Ikoma’s involvement

Technique

RANK 3: SMOKE AND MIRRORS - The Machi-kanshisha are extremely adept at wielding their namesake weapon. When using an iron pipe, you gain a Free Raise on any Disarm or Knockdown attack. You may also spend a Void Point to make a melee attack with a machi-kanshisa as a Simple Action (you may spend up to two Void Points per Round in this manner).

Ronin Guards [Bushi] (Path)

Technique Rank: 3

Replaces: Requirements: Polearms 3+, Heart of Vengeance (Unicorn)

In the aftermath of the infamous Scorpion Clan Coup at the beginning of the twelfth century, the Akodo family of the Lion Clan was dissolved by a wrathful Emperor. The majority of the family joined other Lion families, and many others took their own lives in shame. Some, however, took up the life of the ronin rather than remain within the now hostile Lion Clan with its new Matsu leadership. Of those who became wave men, a small group banded together for mutual defense and survival. These men, known as the Broken Guard, were led by a former officer named Saigorei, a man with a deep grudge against the Unicorn Clan. Saigorei gathered men with similar philosophies to his banner, honing their skills with an emphasis on anti-cavalry maneuvers. The Broken Guard quickly gained a reputation as dangerously effective against mounted foes, and they saw regular employment throughout the Clan War era.

When the Akodo family finally reformed, many of the Broken Guard rejoined it. Of those remaining, most joined together with other ronin who had fought in the amalgamation known as Toturi’s Army, becoming the Wolf Legion.

Generalization: Independent of the timeline, this Path could be used to represent any anti-cavalry group, or a group with a grudge against the Unicorn Clan for whatever reason.

Technique

RANK 3: THE TIGER’S TEETH - The Broken Guard are among the finest anti-cavalry forces in the Empire.

You may make a melee attack as a Simple Action when using a polearm. You gain a bonus of +1k1 on attack rolls made against targets on horseback (or mounted on similarly-sized creatures).

Saigo's Blade [Bushi] (Path)

Technique Rank: 3

Replaces: Bayushi Bushi 3

Requirements: Iaijutsu 3

The iaijutsu duel is a sacred tradit ion in Rokugan and a lynchpin of the Empire’s legal system. Given the history the Scorpion Clan has

in the creation of that system, it comes as no surprise that a small but effective branch of the clan’s primary bushi school is devoted to the art of iaijutsu.

Through much of the Empire’s history the group did not have an official name, but during the years immediately prior to the Clan War it drew attention for the deeds of Bayushi Saigo, one of the finest graduates of its training program. Saigo’s victories over other clans’ duelists were so notable that the graduates of the dojo became known—first informally, then later formally—as Saigo’s Blades.

Technique

RANK 3: SAIGO'S TECHNIQUE - A true Scorpion duelist knows that intimidation and deception are the keys to victory. When dueling any opponent that you have previously used the Intimidation Skill upon successfully, you gain a bonus of +5 to the total of your roll during the Assessment Phase of the duel. Additionally, by spending a Void Point, you may report one statistic of your choice as being one rank higher during the Assessment Phase.

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Serpents of Sanada [Bushi] (Path)

Technique Rank: 3

Replaces: Requirements: Knives 3+, Sailing 3+, Honor Rank 3 or lower

Over the centuries there has been no shortage of ronin who have turned to violence and brutality to make their way through the world. Some, such as the Forest Killers, have cultivated such a reputation that their name is used to frighten children throughout the Empire. There are very few, however, who have the sheer audacity and penchant for destruction as the Serpents of Sanada. The Serpents are a naval band and over the years they have accumulated a small fleet of vessels, using them to become one of the most successful (and hated) pirate groups in almost a thousand years. In particular the Serpents are an offense to the Mantis Clan, who not only have many former members among their ranks but have actually been attacked on their home islands by the Serpents, something no pirate ever before dared to do. The Mantis ruthlessly hunt down vessels in the Serpents’ fleet but find it difficult to destroy the whole force.

Technique

RANK 3: THE SERPENTS’ COILS - The Serpents of Sanada are utterly ruthless pirates, and like others of their ilk they have been forced to master weapons that will not corrode in the sea air. When wielding a wooden weapon or a weapon with the Peasant keyword, you may make melee attacks as Simple Actions rather than Complex Actions.

Shiba Yojimbo [Bushi] (Path)

Technique Rank: 3

Replaces: Shiba Bushi 3

Requirements: Honor Rank 5.0+

Shiba bent the knee to man and swore to follow the Isawa family at the inception of the Phoenix Clan. Throughout Rokugan’s history, the Shiba family has acted as the defenders of the Isawa shugenja against anything that may stand against them. The Shiba take this duty seriously and many have devoted their entire lives to this goal. The Shiba Yojimbo is the epitome of the family’s ideal; he will die before he allows harm to his charge.

Technique

RANK 3: SHIBA 'S SACRIFICE - The Shiba yojimbo are an elite cadre of personal guards, trained to give their lives for their charges at a moment’s notice. Only the most honorable and selfless of the Shiba are selected for this training, since it requires a willingness to throw one’s life away without hesitation. At the start of any skirmish, you may designate one ally as your charge for that skirmish. Any time your charge is hit by a physical attack or a targeted (non-area-affect) damage-causing spell, if you are within 10’, you may make a Defense / Reflexes roll at TN 25. With a success, you take the

damage instead of your charge. If you spend a Void Point to reduce this damage, it is reduced by 20 instead of the normal 10.

Snow Riders [Bushi] (Path)

Technique Rank: 3

Replaces: Requirements: Athletics 3+, Horsemanship 4+

Through most of Rokugan’s history winter has brought an abrupt end to war. The costs of waging war in the bitter cold and snow are simply too high, and every time it has been attempted the army responsible has ultimately been defeated.

This did not change until the Empire’s twelfth century, when the boundless ambition of the Unicorn Clan Khan, Moto Chagatai, led him on a winter campaign across the Lion provinces. Although Chagatai’s campaign to capture the Imperial City was ult imately unsuccessful, the punishment he inflicted on the Lion forever changed the way the Empire regarded winter warfare. Few attempted to recreate the extent of that campaign, but most

recognized it was possible to fight in the winter with adequate preparation and training.

One group of ronin who served in Chagatai’s forces and survived the Lion’s vengeance went on to sell their services as couriers, messengers, and general supplemental cavalry, all with a specialty in winter tactics. The Yasuki family of the Crab would be envious of the discreet promotion the Snow Riders have conducted on behalf of their organization, and they have ensured they are always employed during the winter – if nothing else because their employers don’t want their enemies employing the Riders instead. Generally speaking, the Riders make adequate profits during the winter months to support them through the summer, which is exactly their intention.

Generalization: Although the story of this group is tied specifically to the Khan’s infamous campaign, there is no reason a small group

could not develop along these lines independently of that incident. Doing so might make their services more diff icult to market and sell, however.

Technique

RANK 3: THE JOURNEY’S BEGINNING - he Snow Riders have mastered the art of mounted warfare and of waging war in winter conditions. You may ignore movement penalties based on terrain if the penalties in question are caused by snow or ice. You may spend a

Void Point while f ighting mounted in order to make a single attack as a Simple Action.

The Tortoise Killers [Bushi] (Path)

Technique Rank: 3

Replaces: Tortoise Smuggler 3

Requirements: Agility 3, Stealth 4, any two Weapon Skills at 4

The Tortoise Clans limited military capabilit ies consist primarily of those trained in the Tortoise Guard technique (published in the L5R 4th Edition supplement Imperial Histories). However, due to the unique nature and duties of the Tortoise Clan, the clan has long found it useful to train certain men and women in the arts of murder

and assassination. Some of these killers go on to serve in the Guard, disguising their true nature beneath conventional martial duties, while others remain within the ranks of the Tortoise merchants and sailors.

Technique

RANK 3: THE POISONED FROG - The Tortoise Killers are trained to dispose of their targets with whatever weapon comes to hand, while maintaining the outward appearance of an ordinary sailor or soldier.

Once per opponent per skirmish, when making an attack roll you may spend a Void Point to cause your Raises for damage on that roll to award +1k1 rather than +1k0 to damage. You may never take more Raises than your Void Rank when using this Technique.

The Unbroken [Bushi] (Path)

Technique Rank: 3

Replaces: Requirements: Lore: Shadowlands 3. Must have at least one

Rank of Taint and find a way to learn the Unbroken Technique.

The Unbroken are among the most famous and legendary of ronin bands, but also one of the smallest and most transient. The band

has formed and collapsed many times over the Empires history, re-organizing whenever a Tainted wave-man manages to unearth the secrets of its technique.

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The origins of the Unbroken Technique are mysterious; some claim they learned their methods from studying the Naga or perhaps the Ratlings, while others claim it was originally devised by some legendary and long-forgotten ronin in the Empires early history. Whatever the case, the Unbroken Technique is both singularly powerful and extremely dangerous: it can purge the Taint from ones body perhaps the only way to completely purge the Taint short of

outright divine intervention. However, it does so through the practitioner successfully defeating powerful Shadowlands creatures. Needless to say, one is more likely to die in the pursuit of this goal than to succeed at it.

The Unbroken traditionally work as a unified group, each willing to sacrifice himself for the others. Only a handful have ever been cured of the Taint, and the entire band has never been larger than thirty individuals. Supposedly, the mystical Technique which they use shortens their lifespan, allowing them to survive for only a single year unless they can purge their Taint before that time expires. All members of the group wear masks, both to conceal their identity and to reinforce the principle that they are a group that stands or dies together.

Technique

RANK 3: THE UNBROKEN - The students of the Unbroken learn to set the impurity within themselves against the impurity of their foes. When you are fighting a Shadowlands creature or one of the Lost, you may add your Taint Rank in unkept dice to your attack rolls. Each time you do this you gain three addit ional Point of Taint. However, any time you singlehandedly kill a Shadowlands creature or one of the Lost you may spend a Void Point to permanently lose one Point of Taint.

If you ever single-handedly kill an extremely powerful Shadowlands foe, you may spend a Void Point as a Free Action to make a Contested Earth roll against the Earth of the foe you have slain. With a success, you immediately purge all the Taint from your body and thereafter lose the ability to perform this Technique.

Ultimately, it is the GMs discretion whether a particular foe is powerful enough to trigger the more potent aspects of the Unbroken Technique. Examples of creatures which could trigger the effect include major oni, any of the Onisu, or a Lost of at least two Insight Ranks higher.

Tsume Pikemen [Bushi] (Path)

Technique Rank: 3

Replaces: Requirements: Spears 3+, Polearms 3+, Honor Rank 3 or

higher

The Tsume vassal family prided themselves on being masters of the spear, teaching their bushi to specialize in defensive tactics and rely on a wall of spear-points to break enemy charges. After the Tsume ruling bloodline is exterminated in the War of Bleeding Flowers, their samurai become ronin but do their best to preserve their traditional fighting methods, passing their Technique down from parent to child. The process is further enhanced by their tradit ion of meeting annually to renew their sense of loyalty and identity.

Tsume ronin often hire themselves out as guards or escorts, using their spear tactics to defeat bandit raids. In keeping with their legacy

as former Crane samurai, they are trustworthy and reliable soldiers and refuse to ever betray their employers. This makes them quite popular among merchants and others in need of reliable guards.

Technique

RANK 3: WALL OF PIKES - Special Notes: Within the Heroes of Rokugan setting, this Technique is normally only available to ronin descended from the retainers of the deceased Tsume vassal family, or to close allies of that family. In other eras of play, GMs may use

this technique to represent any honorable, trustworthy ronin band that replies primarily on spears or polearms.

The Tsume Pikemen are taught to use defensive tactics, luring the enemy into a charge and then impaling them on their spears. While you are in the Defense posture and wielding a spear or polearm, immediately after an opponent makes a melee attack against you or one of your allies within ten feet (whether or not the attack hit), you may spend a Void Point in order to take a Free Action to attack that opponent with your spear/ polearm.

You may also use this Technique in the Full Defense posture, but making the attack will require spending two Void Points instead of one.

Empress Guard [Bushi] (Path)

Technique Rank: 3 or 4

Replaces: Kakita Bushi 3 or Daidoji Iron Warrior 4

Requirements: Perception 3

The Doji family has been intertwined with the Imperial dynasty from the dawn of the Empire. Over the years this connection has garnered them great favors and great responsibilities.

The Empress Guard is a unit with some of the greatest warriors of

the Crane Clan. They train to protect the Empress herself and spare no expense in their training. Only a handful of the Empress Guard are on duty at any given time, while the rest train intensively, dedicated to maintaining their abilities.

Technique

RANK 3 OR 4: TO DEFEND UNTO DEATH - The Empress Guard hold the honor of their duties seriously. Only the pure of soul and sharp of eye meet the Crane Clan’s exacting standards. You may add half

your Honor Rank to all attack and Perception rolls. Also, while defending the Imperial family, you may add +10 to your Armor TN.

Mirumoto Sentinel [Bushi] (Path)

Technique Rank: 3 or 4

Replaces: Mirumoto Bushi 4 or Taoist Swordsman 3

Requirements: Way of the Land Advantage

In any mountainous region, such as the region in which Water Hammer City is located, the security of the Dragon Clans vassals can be difficult to secure. In order to address this issue, the Mirumoto have trained a cadre of elite warriors known as the Sentinels to oversee such locations.

The Sentinels are deployed in surprisingly small numbers to secure large sections of sparsely populated land in the Dragon mountains, and are remarkably effective at their duties. Before being assigned, Sentinels are extensively trained in the geography of their provinces, until they are familiar with every square mile of it, almost literally down to every tree and boulder. In addition to their prodigious level of skill in using the terrain to their own advantage, Sentinels are well known for hindering the movement of their enemies in any number of ways, exploiting the local terrain to the greatest advantage possible and reducing an opponents mobility considerably; leading them into bogs, unsure footing, and pitfalls are particular favorites among these hardy warriors. Many Dragon Clan magistrates look upon the Sentinels as something like embarrassing cousins, but no one can

deny their effectiveness as a unit.

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Technique

RANK 3 OR 4: MASTER OF THE LAND - A Mirumoto Sentinel is intimately familiar with the land he is tasked with patrolling, and can use its every resource to his advantage. When you are in a province for which you possess the Way of the Land Advantage, you may select any three Bugei Skills you possess. While in the selected province, you gain a bonus of +1k0 to Skill Rolls using those Skills.

You may select different Skills for each province for which you possess the Way of the Land Advantage. Additionally, you may make a Contested Void Roll against one opponent at the beginning of a skirmish, before Init iative is rolled. That opponents Water Ring is considered one rank lower for the purpose of determining Move Action distances for the remainder of the skirmish.

Student of the Cliff's Edge [Bushi]

(Path)

Technique Rank: 3 or 4

Replaces: Tsuruchi Bounty Hunter 3, Yoritomo Bushi 4

Requirements: Agility 4, Chain Weapons 5

The Mantis love chain weapons, especially the kusarigama – which was wielded by none other than their clan founder, Kaimetsu -Uo. Basic Mantis chain weapon training is similar to the training in other clans, but the clan’s most advanced chain-weapon fighters train in the Cliff’s Edge Dojo, learning specialized maneuvers taught only by the most experienced sensei. Many students undertake special pilgrimages to be able to truly master the Mantis techniques.

Technique

RANK 3 OR 4: HOWL OF THE CLIFF'S EDGE - The Mantis who train at Cliff’s Edge Dojo are particularly fond of using the kusarigama to trip, disarm, and otherwise disable their foes. When using a kusarigama to make a Knockdown or Disarm maneuver, you gain a +2k1 bonus to your attack roll. You may call three Raises on an attack with a kusarigama to Entangle an opponent up to 15’ away (as per the Entangled condition in the L5R 4th Edition Core rulebook, page 89). The condition lasts until you voluntarily release the foe (as a Free Action), or the foe succeeds in a Contested Strength Roll against you (as a Simple Action).

The Crab Knife-Fighters [Bushi]

(Path)

Technique Rank: 3 or 4

Replaces: Hida Bushi 4, Hida Pragmatist 4, Hiruma Bushi 3, or

Hiruma Scout 3

Requirements: Knives 3

A few Crab have specialized in knife-fighting over the years, enough for the clan to maintain a few sensei who teach advanced knife techniques. Many of these are sailors, especially Yasuki, who prefer a fighting style which uses small, cheap weapons in an environment where speed and mobility are more important than reach and power.

Technique

RANK 3 OR 4: ONE BLADE, BOTH HANDS - The Crab knife-fighting technique emphasizes using the empty hand to grasp, control, and distract the opponent, setting him up for the knife-hand to deliver the lethal blow. When fighting with one open hand and a tanto, you add +3k1 to your damage with tanto and may ignore all effects of your opponent’s armor. (If your opponent is a creature with inherent Reduction, you may ignore 5 points of that Reduction.)

Akodo Kensai [Bushi] (Path)

Technique Rank: 4

Replaces: Any Lion Bushi 4

Requirements: Iaijutsu 4, Kenjutsu 5, Prodigy Advantage; You

may ignore the Prodigy Advantage requirement, but if so you must increase all other requirements by 1.

The samurai of the Lion Clan value tradition above all else, and many Lion warriors follow directly in the footsteps of their ancestors. While other weapons may be better suited for the batt lefield, the katana remains the icon of samurai culture. The Akodo Kensai focuses exclusively on this weapon until he can overcome its deficiencies. He pours thousands of hours of practice into kata, kenjutsu, and iaijutsu until he has a profound connection with the weapon. When he is ready, the Kensai can move and attack as if the katana were a very part of his body. He strikes with almost supernatural ease, with a grace and beauty that enthralls any who watch him.

Technique

RANK 4: THE HEART OF THE SWORD - The Akodo Kensai navigates the battlefield with his katana in his hands. He remains untouched by the enemies around him, for he can direct the flow of combat with his own attacks. While using a sword and in the Attack Stance, you may increase your Armor TN by your Honor Rank against the first melee attack each Combat Round.

Additionally, once per skirmish you may activate a Kata as a Free Action.

Asahina Archers [Bushi] (Path)

Technique Rank: 4

Replaces: Daidoji Iron Warrior 4, Doji Magistrate 4

Requirements: Air 3, Kyujutsu 5, and must be a member of

the Asahina or Daidoji family

The Asahina Archer technique emerged from a partnership between those few Asahina who chose to follow the path of the bushi and the Daidoji family, which enlisted them and encouraged them to pursue the ways of archery. The organization has existed for centuries, although its relative obscurity means that most samurai in other clans are unaware of its existence.

Technique

RANK 4: NO REGRETS - Asahina Archers are taught to minimize the influence of their family’s traditional pacifism and focus on defeating their enemies swiftly so that wars may be ended equally swiftly. Their technique allows them to call on their own inherent Air, delivering precisely accurate shots. When making an archery attack, you may make Called Shots for one less Raise (to a minimum of 1) and add half your Air (rounded down) in unkept dice to your attack

rolls.

Daidoji Heavy Regulars [Bushi] (Path)

Technique Rank: 4

Replaces: Daidoji Iorn Warrior 4

Requirements: Heavy Weapons 5

The samurai of the Daidoji Heavy Regular units usually train alongside the Crab for at least a year; they are always equipped with the heaviest armor and wield a combination of spears and heavy weaponry. On the battlefield they are usually employed to blunt or break enemy charges, especially when fighting the Lion or the

Unicorn. They are also sometimes used as blocking forces to resist enemy arrow barrages, since their heavy armor makes them more resistant to archery fire. They usually prefer either the tetsubo or the dai tsuchi as their primary armament.

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Technique

RANK 4: WAY OF THE IRON CRANE - The Heavy Regulars use their experience serving alongside the Crab on the Kaiu Wall to inform their own training in heavy weapons, enhancing their defensive position against enemy attacks and striking back hard against charging foes. When wielding a heavy weapon in the Attack stance, you may add +1k1 to your attack rolls against any opponent who is

in the Attack or Full Attack Stances. When wielding a heavy weapon in the Defense or Full Defense stances, you may add your Heavy Weapons Skill Rank to your Armor TN.

Guardian of the Hidden Temple [Bushi]

(Path)

Technique Rank: 4

Replaces: Any Rank four bushi

Requirements: Must be recruited by the Kolat for their Hidden

Guard. Cannot be Tainted or corrupted by the Nothing

The ancient order of the Hidden Guard, named mockingly after the Seppun Shugenja who safeguard the Emperor, is tasked with protecting the Kolat’s headquarters, the Hidden Temple.

They are recruited from skilled ronin who have already joined the Kolat conspiracy and shown their loyalty and dedication.

Although their primary duty is to protect the Temple, they may also serve as yojimbo to important or high-ranking members of the conspiracy.

The Hidden Guard are taught defensive tactics to allow them to defeat the more specialized warriors of the Great Clans. Of course, they also fight with tactics which most clan samurai would consider dishonorable, and have no compunction at eliminating their foes with ambushes, surprise attacks, and similar methods.

Technique

RANK 4: TIGERS DO NOT FALL - The lesson of the Hidden Guardians is that defenders must make themselves immovable, stopping all who might threaten the Hidden Temple. Any time an opponent in a skirmish declares a Maneuver against you (including the Increased Damage Maneuver), you may choose to immediately take a Free Action to spend a Void Point and negate the beneficial effects of the Maneuver. (The opponent must still make his Raises in order to hit you, but no longer gains any benefit from them.) In addition, at all

times you may ignore the penalty to your Armor TN for being Grappled.

Hiruma Snipers [Bushi] (Path)

Technique Rank: 4

Replaces: Hiruma Scout 4 or Hiruma Bushi 4

Requirements: Kyujutsu 5, Reflexes 4

The Snipers are an outgrowth of the fall of Hiruma lands in the eighth century, and the Path does not exist prior to that era. They are trained to stay calm and shoot accurately even when assailed by terrifying monsters, targeting their foes’ weak points.

Technique

RANK 4: THE CRAB'S EYE - The Hiruma Snipers are trained to strike at specific weak points in their targets, gett ing their arrows past both mortal armor and monstrous shells and carapaces. You may attack with a yumi as a simple action. When making a ranged attack with a yumi, you may ignore all of the target’s natural Reduction (e.g. Reduction from armor or natural protection) and half that much Reduction from magical effects.

Mantis Whirlwind Fighters [Bushi]

(Path)

Technique Rank: 4

Replaces: Yoritomo Bushi 4

Requirements: Knives (Kama) 5

Yoritomo is credited both with perfecting the final technique of his family’s school and also with developing this powerful variation of the Mantis fighting style, the so-called Whirlwind Fighting style. This form relies on a mixture of relentless motion and relentless attacks to both obstruct enemy blows and overwhelm the foe with rapid strikes. Among the Yoritomo it is often the preferred fighting form to use in duels within the family, and some Mantis call the masters of this style “Whirlwind Duelists.”

Technique

RANK 4: WAVES RUSH TO SHORE - Whirlwind Fighters are a constant blur of motion, using their swift and relentless strikes both to deflect their opponents’ attack and to break through their defenses.

When fighting with a kama in each hand, you may add your Knives Skill Rank to your Armor TN, and gain a bonus of +3k0 to your damage rolls with kama.

Moto Fanatic [Bushi] (Path)

Technique Rank: 4

Replaces: Any Moto Bushi School 4

Requirements:

The Moto family prefers an extremely aggressive outlook on warfare rather than the more conservative viewpoint of the Shinjo. Moto warriors use the mobility of their horses to quickly close the gap to their enemy, and the Fanatics fully embrace that ideal of war. They charge the front lines of opposing armies with alarming frequency, often suffering surprisingly few casualties for their brash behavior.

It seems these Fanatics survive the harshest battlefields through a mixture of skill and complete disregard for their own safety. They believe an all-out crazed assault disorients the enemy, forcing them to commit mistakes they would otherwise avoid, and their success would seem to prove the point.

Technique

RANK 4: RECKLESS ABANDON - The Moto Fanatic charges into the thick of battle with no thought to his own safety. If you are in the Full Attack Stance, you may spend a Void Point as a Simple Action to activate this Technique. You gain Reduction equal to your School Rank so long as you remain in the Full Attack Stance.

Satoshi's Legacy [Bushi] (Path)

Technique Rank: 4

Replaces: Miya Herald 4

Requirements: Kenjutsu 5

Miya Satoshi died in disgrace, but his effort to militarize the Miya family left a legacy of trained warriors who wished to continue serving their family and to cleanse the dishonor which Satoshi had brought on himself. Their warrior tradition is carried on by the Satoshi vassal family.

Of course, GMs may also use this Technique to represent the legacy of any Miya leader who tried to militarize his family.

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Technique

RANK 4: FIRE AND ICE - The Satoshi vassal family teaches an aggressive fighting style derived from their founders training with the Matsu family. You may make attacks as Simple Actions when you are in the Full Attack stance.

Scorpion Weaponmaster [Bushi] (Path)

Technique Rank: 4

Replaces: Bayushi Bushi 4

Requirements: Any three Weapon Skills at 2

The Scorpion are not generally known as a clan of great warriors, at least not in the same manner as their rivals among the Lion and the Crab. They are much more commonly perceived as villains, thieves, and assassins, accusations that are vehemently contested and yet not without a kernel of truth. Still, there are many within the Scorpion Clan who excel at martial pursuits, and the Scorpion army is rightfully feared on the battlefield. A small handful of Scorpion, however, possess the perfect combination of natural talent and

extensive training to elevate combat beyond the simple act of war; in the hands of a Scorpion master, a weapon is but a brush and combat is his art.

Perhaps ironically, the greatest weaponmasters among the Scorpion are typically found within the ranks of the Bitter Lies legion, which has led some within the clan to speculate that the prodigious physical talents these samurai possess are in fact some manner of compensation for their damaged psychological state.

Technique

RANK 4: I AM A WEAPON - A true weaponmaster understands the common thread between all weapons, and draws upon it. When wielding any melee weapon, a number of times per skirmish equal to your school rank, you may as a Free Action use any other melee Weapon Skill you possess for attack rolls using your current weapon. For example, you could spend a Void Point to use Kenjutsu when wielding a tetsubo if you had no ranks in Heavy Weapons. You gain no benefits from any Mastery Abilit ies or Emphases when utilizing this Technique. The effect lasts a number of Rounds equal to your School Rank, and while this Technique is in effect you may make melee attacks as a Simple Action rather than a Complex Action.

Seven Waves Mercenaries [Bushi]

(Path)

Technique Rank: 4

Replaces: Requirements: Clan Ronin only

The Seven Waves Mercenaries are an older ronin group with a reputation for discrete and effective service. The organization was founded roughly a century after the return of the Unicorn Clan to the Empire. The Seven Waves were created by a group of seven ronin, each one an outcast from one of the original Great Clans – this of course predates the elevation of the Mantis to Great Clan status, and the organization’s leaders never deigned to add a Mantis ronin

to their ranks. When the Seven Waves take a job, those of their number associated with the clans in question remain apart to avoid coloring the employer’s opinion of the organization, but still offer expertise and advice to the other members. Over the years the organization has grown, but the leaders of the group, most of them descendents of the original founders, prefer to keep it organized into similar seven-man teams.

Technique

RANK 4: ROARING TO SHAKE HEAVEN - Members of the Seventh Wave draw strength from their diversity.

When fighting alongside your allies, you gain a bonus of +2 to the total of all attack and damage rolls for each different Basic School represented among your group. You may not gain a total bonus greater than twice your Void Ring from this Technique.

Sword of Yotsu [Bushi] (Path)

Technique Rank: 4

Replaces: Requirements: Kenjutsu 4+, Hero of the People, Honor Rank

5+

There are few ronin brotherhoods in the Empire better known than the Sword of Yotsu, and perhaps none who have experienced the same degree of success. The brotherhood is led by an actual family, one of only a handful of ronin families in Rokugan’s history. The founder of the Yotsu performed a glorious service for the Hantei Dynasty, rescuing the Emperor’s youngest son from the clutches of the Bloodspeaker Cult by leaving his own child in the boy’s place. In gratitude and recognition of his sacrifice, the Emperor granted the ronin his father’s personal name as a family name, and the Yotsu

family was born.

Having lived many years wandering the Empire in his youth, Yotsu understood very well how the poor and defenseless suffered, and he vowed to use what little he had to ensure he and his would never suffer such fates. Over subsequent generations, Yotsu’s children expanded their family’s operations into a true ronin brotherhood, allowing other ronin to swear fealty to them and take their name in exchange for a vow to protect the defenseless. The Yotsu are generally honorable men and women, although they place greater emphasis on their duty than on the niceties of everyday samurai behavior.

Technique

RANK 4: SHELTER THE BLAMELESS - The Sword of Yotsu draw strength from their duty to protect others.

During any Round when you are actively defending or protecting another (GM’s discretion), you gain one bonus Void Point for use during that Round. Unspent Void Points gained from this Technique are lost at the end of the Round (after the Reactions stage).

The Dragon's Flame [Bushi] (Path)

Technique Rank: 4

Replaces: Any Dragon bushi 4

Requirements: Kyujutsu 5

The Tsuruchi family of the Mantis Clan is universally considered to possess the foremost archers of the Empire.

Crane archers are celebrated for their accuracy and the Shinjo horsebowmen are known for their speed and unique style. The average samurai may know all of these names, but far fewer know the name of the Dragon’s Flame. The warriors of the Dragon’s Flame do not specialize in any one aspect of archery, choosing in true Dragon fashion to approach archery in a more individualistic manner. Some have distinguished themselves as excellent horsemen while others gain fame for accuracy over great distances.

All of the Dragon’s Flame share one important passion: they dedicate their lives to defending the mountains of the Dragon from anyone who might dare threaten them.

Technique

RANK 4: RAIN OF DEATH - The Dragon’s Flame knows accuracy comes from finding tranquility within. You gain a +1k0 bonus to attack rolls, or +2k2 while using a bow.

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The Hiruma Slayers [Bushi] (Path)

Technique Rank: 4

Replaces: Hiruma Bushi 4 or Hiruma Scout 4

Requirements: Heavy Weapons (Masakari) 5

While most samurai despise the masakari as little more than a peasant axe, the Hiruma found value in its combination of relatively small size and the ability to deliver powerful cutting blows against Shadowlands beasts. The Slayers specialize in hunting down dangerous Shadowlands creatures, often operating deep within Fu Leng’s realm with little to no support. During wars with other clans, however, the Slayers’ skills can also come in handy for raiding behind enemy lines.

Technique

RANK 4: DENY THE HORDE - The Slayer technique utilizes the masakari to deliver a terrifying barrage of precise and lethal blows on the foe, using it equally well in either hand. You suffer no penalties for using a masakari in your off -hand (although you still suffer normal penalties for wielding two weapons). You may attack as a Simple Action with a masakari. When using a masakari in the Full Attack Stance against any foe, or in the Attack Stance against a Shadowlands creature or a foe you know to be Tainted, you gain an additional +3k0 bonus to your damage rolls.

The Order of the Stone Crab [Bushi]

(Path)

Technique Rank: 4

Replaces: Any Bushi School (of appropriate clan) at Rank 4

Requirements: Must have an Honor Rank lower than 5.0

Hida Tsuneo, known as the Stone Crab, was the trusted follower and personal champion of the Steel Chrysanthemum. He was a man of honor and skill whose unfortunate complete loyalty to his Emperor led him to commit a long series of horrific atrocities regardless of the cost to his own soul. Unfortunately, many among his own clan also embraced his willingness to commit horrors for his lord. The warriors who followed in his wake exemplif ied cruelty and horror, becoming the worst caricatures of what samurai are meant to be. The Technique they developed did not long survive Hida Tsuneos death,

since within a months time all known members were dead from seppuku or shameful public execution.

GMs who wish to make broader use of this Path can have it depict ruthless groups in other eras who are committed to a villain (or anti-hero). For example, the Technique could represent followers of Akodo Gintaku in the Heroes of Rokugan setting, or followers of Hida Kisada during the Clan Wars.

Technique

RANK 4: SCORN THE WEAK - Members of the Order of Stone are known for their particular relish in crushing those weaker than themselves, exploit ing any weaknesses they might find. When attacking human opponents, you gain a bonus of +1k1 on your attack rolls for each Physical Disadvantage they possess.

The Ox Clan Vigilant [Bushi] (Path)

Technique Rank: 4

Replaces: Morito Bushi 4

Requirements: Investigation 5

After the Ox Clan is purged during the Scorpion Clans assault on the Kolat in the late twelfth century, the new Ox leadership seeks

assistance from the Unicorn Clans Shinjo family in keeping itself pure of further Kolat influence. The small order known as the Vigilant is the result. Initially focused solely on hunting for Kolat, the organization soon expands into a more general role of rooting out criminals and conspirators of all types.

Technique

RANK 4: SEEK THE GUILTY - The Ox Vigilants are trained to root out lawbreakers and conspirators by seeing through their deceptions and tricks, finding their underlying moral weakness and using it against them. When investigating someone for possible lawbreaking or Kolat activity, you may make a Contested Roll of your Investigation (Interrogation) / Perception against the targets Sincerity

(Deceit) / Awareness. If you succeed (and the target is actually guilty GMs judgment), you gain a +1k1 bonus to all Intimidation rolls and attack rolls against that target for the next 24 hours.

Tortoise Guard [Bushi] (Path)

Technique Rank: 4

Replaces: Kasuga Smuggler Rank 4

Requirements: Strength 3, any one Weapon Skill 4

Although the Tortoise Clan is too small to have a true bushi school, the clan has always recognized the value of defense, especially given the frequency with which its members must enter foreign ports,

smugglers’ dens, and other such unsavory locations. The original membership of the Tortoise included a number of gaijin, and over the years they adapted their own strange fighting style to the weapons of their new home; with time it evolved into the technique which the Tortoise teach in modern times. The Tortoise Guards are tasked to protect their fellow smugglers from all manner of dangers, and typically fight without any particular limitation or scruple.

Technique

RANK 4: THE PATH OF ONE - From their gaijin ancestors and their commoner allies, the Tortoise Guards have learned that samurai Honor can be a hindrance to victory; practicality is more useful. You may attack as a Simple Action with any non-Samurai melee weapon, and gain a +1k0 bonus to damage with any Peasant weapon.

Tsuruchi Swordsman [Bushi] (Path)

Technique Rank: 4

Replaces: Tsuruchi Archer 4, Tsuruchi Bounty Hunter 4

Requirements: Kenjutsu 3

The origins of the Tsuruchi family are found in the Wasp Clan, the tiny Minor Clan that would later join the Mantis Clan and become the

Tsuruchi. The familys founder, a ronin born of a union of Lion and Scorpion, despised the blade because to him it represented all that was wrong with the clans of his parents, the same clans that robbed him of everything he knew and loved in the world when he was little more than a child. Because of this, he eschewed it completely and expected his followers to do the same; the samurai who served the Wasp did not even carry a katana.

Generations of war and decades of service to the Mantis, however, as well as the retirement of Tsuruchi himself to the ranks of the Brotherhood of Shinsei, gave rise to a new generation of samurai who saw no reason to cast off study of the blade, and in fact embraced it to the fullest. With the natural athleticism of the Tsuruchi, swordsmanship comes easily once embraced, and the Tsuruchi

swordsmen are rapidly developing a reputation as the finest in the entire Mantis Clan. Granted, this is not the greatest praise, given that most families within the clan embrace alternative weapons as their primary combat style, but other clans have begun to recognize the potential of Tsuruchi as opponents.

Technique

RANK 4: ASCENDANCY OF STEEL - A master of the Tsuruchi style is a flurry of movement and unrelenting assault. You may make a melee attack as a Simple Action rather than a Complex Action when

wielding a sword.

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Unicorn Yomanri Archer [Bushi] (Path)

Technique Rank: 4

Replaces: Shinjo Bushi 4, Moto Bushi 4, Moto Vindicator 4,

Utaku Battle Maiden 4

Requirements: Agility 4, Kyujutsu 5

Although the majority of Unicorn continued to practice Rokugani archery during their travel through the gaijin lands, a significant minority learned the gaijin style of archery which the clan calls A archer draws his arrow to his cheek and sights down the shaft, then releases it once he is confident in his aim.

Technique

RANK 4: THE WAY OF YOMANRI - Yomanri practitioners use a

distinctive form of archery which relies on careful aiming rather than swift instinctive shooting. When using a yumi or dai-kyu, you may choose to spend one or more consecutive Simple Actions aiming your shot before you f ire the arrow. Each such Simple Action awards either a +1k1 bonus to your attack roll or a +1k0 bonus to your damage roll (your choice). The maximum number of Simple Actions spent aiming cannot exceed your Agility Rank; moreover, if you are interrupted all benefits from the aiming are lost.

This technique cannot be used while you are in the Center Stance.

Weavers [Bushi] (Path)

Technique Rank: 4

Replaces: Requirements: Allies (Kolat) OR Dark Secret (Kolat) Or

Obligation (Kolat)

Many ronin groups are not well known in the Empire, but few are as completely unknown to the Great Clans as the secretive sect called the Weavers. These men and women rarely associate with one another in person, communicating instead through carefully encoded messages, discrete tattoos, and secret hand signals. They gather together only when there are important matters at hand, typically involving violence or infiltration of the most invasive sort. The Weavers are among the elite agents of the Kolat conspiracy and are only known to its highest-ranking members, or at least so they believe. Although the ten Kolat Masters have access to the entire roster of Weavers, most of their direct subordinates know of perhaps

a half-dozen or so they can call upon in dire need. The abilit ies of the Weavers vary wildly from individual to individual, each having been recruited for a particular skill or set of skills that were needed at the time. In general, however, most have a propensity for violence and an absolute mastery of deceit.

One might say lying is a requirement for the job.

Technique

RANK 4: TWIST THE WEAVE - The Weavers excel at deceit and

manipulation, and use such methods as weapons against their foes. If you have ever won a Contested Skill Roll against someone using your Sincerity (Deceit), Intimidation, or Temptation, if you subsequently face that person in a skirmish you gain a Free Raise that can be used on an attack roll during the first Round of the skirmish.

Akodo Siege Strategist [Bushi] (Path)

Technique Rank: 4 or 5

Replaces: Akodo Bushi 4 or Akodo Tactical Master 2

Requirements: Battle (Mass Battle) 6, Engineering (Siege) 4

are trained in the art of defeating enemy castles as quickly and efficiently as possible. While they do not possess the sheer flexibility or depth of knowledge of the Kaiu Engineers, the Siege Strategists are nonetheless quite capable in their specific role. The Lion Clan’s rapid capture of many enemy castles over the centuries, such as Shiro no Yogin and Kenson Gakka, is largely due to the skillful tactics of the Siege Strategists.

Technique

RANK 4 OR 5: BROKEN BY TACTICS - The Akodo family’s mastery of warfare does extend to sieges, and while their expertise in that domain is not so great as the Kaiu, they have attacked enough castles over the centuries to make it a specific topic of study at the Akodo War College. When you are on the attacking side in a siege, your expertise makes it easier for your side to overcome the castle’s defenses. When rolling on the Mass Battle Table under those circumstances, you always receive a Heroic Opportunity, regardless of the normal result. Any structures on the opposing side suffer a 50% penalty to their Reduction, due to your superior understanding of their weaknesses (this penalty is applied after any defending bonuses to their Reduction).

Hojatsu's Legacy [Bushi] (Path)

Technique Rank: 4 or 5

Replaces: Mirumoto Bushi 4 or Mirumoto Taoist Swordsman 5

Requirements: Iaijutsu 5

The final technique of Mirumoto Hojatsu was developed late in life as a result of his rivalry with Kakita; unwilling to concede defeat to an opponent who could strike faster, Hojatsu instead devised a way to disrupt his opponent’s rhythm and thereby win regardless of speed. It is believed this technique was used for the first time in the final duel between Hojatsu and Kakita, in which Hojatsu died and Kakita was mortally wounded.

Technique

RANK 4 OR 5: STRIKE WHEN YOU CANNOT - The student of Hojatsu’s last technique learns how to use intellect and aggression to disrupt an opponent’s rhythm in an iaijutsu duel. During the Assessment stage of a duel, you may take a Free Action and spend a Void Point to force a Contested Kenjutsu / Fire roll with your opponent. If you win the roll, your opponent cannot spend Void Points on the Focus roll for that duel.

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Iron Gauntlet Brotherhood [Bushi]

(Path)

Technique Rank: 5

Replaces: Requirements: Earth 4, any one Weapon Skill at 5 or higher

The battered and scarred veterans who make up the Iron Gauntlet Brotherhood are among the most seasoned and fearsome ronin in all of Rokugan. Those familiar with their reputation whisper prayers to their ancestors when they catch sight of the Iron Brotherhood banner. The individual members of the Iron Gauntlet are survivors of other ronin groups that have been wiped out by one force or another. The first few members were lone survivors of groups eradicated during one of the Empire’s greatest conflicts. Some believe it was the First War, while others think it may have been as recent as the Clan War. No one knows for certain, and the Iron Brothers do not speak of it to outsiders. In fact, they rarely speak at all save to negotiate the terms of their contracts. In battle, they are utterly

ruthless and without hesitation. Anyone who has seen them on the battlefield understands exactly how they survived their individual units’ destruction.

Technique

RANK 5: FOR MY BROTHERS - Members of the Iron Gauntlet stand together against incredible odds and survive. When fighting alongside other members of the Iron Gauntlet Brotherhood, you may expend a Void Point to negate damage inflicted on an ally by an

amount equal to your Void Ring x 5.

Kaiu Siegemaster [Bushi] (Path)

Technique Rank: 5

Replaces: Kaiu Engineer 5

Requirements: Battle (Mass Battle) 5, Engineering (Siege) 5

The Kaiu are acknowledged throughout the Empire as the foremost practitioners of siege warfare, especially on the defensive. Within their ranks, the elite order known as the Siege Masters holds a position of particular fame ever since they emerged in the fourth century. Siege Masters are known for rendering castles nigh-impregnable and for constructing defenses that break the spirit of

opposing armies, even Shadowlands forces

Technique

RANK 5: THE HAMMER OF KAIU - During a siege, you may add or subtract your entire School Rank to the total of your rolls on the Mass Battle Table (this replaces the Kaiu Engineering Rank 4 ability to add or subtract half your School Rank). If you are on the defending side in a siege, you gain a +2k0 bonus to any Engineering (Siege) rolls you make to operate siege weaponry, and the

Reduction of any structures on your side of the siege is increased by 50%.

Order of Chikai [Bushi] (Path)

Technique Rank: 5

Replaces: Shiba Bushi 5

Requirements: Must have taken the Shiba Yojimbo Path at

Rank 3 and be selected for service in the Order of Chikai.

The Order of Chikai is among the oldest and most prestigious orders within the Shiba family, and is revered with an almost religious devotion by many of that family. The Order was founded only a few generations after the Empire’s formation and bears the name of Shiba Chikai. Chikai was the yojimbo assigned to protect the Phoenix Master of Water; she sacrificed her life to protect her grievously wounded charge from a band of ten assassins, none of whom survived the encounter. Since that time, the Order has devoted itself to providing the finest possible yojimbo to protect all five members of the Council of Elemental Masters. Members of the Order are hand-selected by its leaders and are universally drawn from yojimbo with exceptional records of service. Many have already served with the most elite units of the Shiba army (such as the

family’s House Guard).

Technique

RANK 5: NONE MUST FALL - A member of the Order of Chikai will gladly sacrif ice his life to save his charge, but prefers to preserve both lives so that he may live to protect his charge another day. You may designate one individual as your charge at the beginning of a skirmish. When your charge is targeted by an attack or spell you may use the Shiba Yojimbo Technique as normal, making the same

Defense / Reflexes roll (TN 25) to absorb the damage instead of the charge. However, at the time of the roll you may choose to spend a Void Point as a Free Action to activate this additional ability: if you succeed in the roll, the damage is negated rather than simply transferred to you.

Shadowed Steel [Bushi] (Path)

Technique Rank: 5

Replaces: Requirements: Athletics 4+, Ninjutsu 4+, Stealth 4+

The word ‘ninja’ conjures one of two reactions from the Rokugani:

exasperation, because of course ninja do not exist, or fear, because

they suspect the substance of the night itself will disgorge and assault them for daring to consider such things.

The truth is that to some extent both statements are true. On the one hand, the black-clad assassins of superstit ion do exist, but are largely a diversionary tactic used by groups like the Scorpion Clan – including through pawns such as the ronin group called the Silent Blade. On the other hand, the primordial entity known as the Lying Darkness unleashes inhuman ninja who can steal faces and names. And then there is the middle ground, where few have ever tread and survived. The men and women known as Shadowed Steel are former vassals of the Scorpion Clan, surreptit iously culled from the clan’s ranks over the course of generations or even centuries, and carefully cultivated into a completely deniable and disposable asset.

The Shadowed Steel are few in number and answer only to the Shosuro family, who communicate with them through covert means such as blind drops. When an objective absolutely must be achieved or a foe eliminated at all costs, when the risk is simply two high to utilize the Shosuro family’s own assets, they call on the Shadowed Steel to deal with the matter quickly and with absolute and unwavering finality.

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Technique

RANK 5: DEATH’S DARK SHADOW - The Shadowed Steel strike from darkness to devastating effect, and rarely need to strike twice. When you succeed at a Contested Stealth Skill Roll against an opponent attempting to detect you, you may spend a Void Point to add the amount by which your Stealth Skill Roll exceeded your opponent’s roll to the next attack roll you make against that opponent. This must

be done within one hour of the Contested Roll taking place – otherwise you must wait until the next Contested Stealth Skill Roll opportunity.

Wolf Legion [Bushi] (Path)

Technique Rank: 5

Replaces: Requirements: Honor Rank 5+

During the epic conflict history remembers as the Clan War, an unprecedented number of ronin gathered together under the banner of Toturi, the Black Lion. The former Lion Champion, cast out when

the Akodo family was dissolved, Toturi assembled thousands of his former clansmen who had become wave men, along with many former Scorpion samurai (whose clan had also been dissolved) and legions of simple ronin looking for the opportunity to be part of something greater than themselves. The organization known as Toturi’s Army fought to protect the people of the Empire and the stability of the Empire itself. After the war, many of the group rejoined their former clans; those who remained formed a new organization, the Wolf Legion. For decades, the Wolf Legion continued to protect the people of Rokugan, alternately ignoring or confronting the selfish politics of the Great Clans.

Generalization: The Wolf Legion are similar in many respects to Tawagoto’s Army (presented in the L5R RPG core rules) in that they are a benevolent organization devoted to the greater good of the

Empire. If the GM is running a game in a different era or t imeline, they could even represent a more advanced portion of the same organization as Tawagoto’s Army.

Technique

RANK 5: BLACK LION TALON - The traditions of the Wolf Legion are steeped in honor and bushido. Whenever you spend a Void Point to add +1k1 to the total of an attack roll, you may add your Honor Rank to the total of that attack roll as well.

Tsuruchi Master Bowmen [Bushi] (Path)

Technique Rank: 6

Replaces: N/ A

Requirements: Kyujutsu 7. Must have School Rank 5 in either

the Tsuruchi Archer or Tsuruchi Bounty Hunter School, and be selected by the Tsuruchi sensei to learn this Technique.

Tsuruchi never gave up trying to perfect his skills as an archer, and he perfected this final technique shortly before he was crit ically wounded at the Battle of Oblivion’s Gate. He taught it to only a bare handful of his most trusted followers. Since then, only the most

worthy and elite of the Tsuruchi family have been trusted to learn its secrets.

Technique

RANK 6: THE WAY OF THE ARCHER - Tsuruchi was perhaps the greatest archer in the history of Rokugan, and his final technique pushes the limits of what can be achieved with the bow. When using a bow, your range is increased by 150’ (this is applied before applying the 50% range bonus for Kyujutsu Rank 5). Your Raises with a bow are no longer limited by your Void Ring (or Skill Rank if

you have Great Potential), and you may perform Called Shots for half the normal number of Raises (rounded up).

The Emerald Champion [Bushi] (Path)

Technique Rank: Special (see above)

Replaces: Special (see above)

Requirements: Bushi Only

The Emperor cannot travel to the far reaches of Rokugan, so the Emerald Champion serves as his proxy in all ways. The Emerald Champion personally guards the Emperor and holds authority even over the Great Clan Champions. He leads the Emerald Magistrates and must often command the armies of the Emperor when threats arise.

Technique

RANK SPECIAL (SEE ABOVE): THE EM PEROR'S HAND - The Emerald

Champion is the hand of the Emperor, and the champion of his laws. You gain a bonus of +1k1 on all High and Bugei Skill Rolls, and an additional +1k0 on all your School Skills. You also gain a number of bonus Void Points per day equal to your highest Ring. These Void Points may be granted to any one subordinate or ally in your line of sight for use on any appropriate roll.

Granting these bonus Void Points in this manner is a Free Action, but may only be done once per Round.

You may not use these bonus Void Points yourself.

The Ruby Champion [Bushi] (Path)

Technique Rank: Special (see above)

Replaces: Special (see above)

Requirements: Bushi only

The Emerald Magistrates function as servants of Imperial law and their teacher must prepare them for work in the field. The Ruby Champion is the sensei of the Emerald Magistrates and is an authority on law and kenjutsu. The Ruby Champion’s students march into battle fully confident of their abilities.

Technique

RANK SPECIAL (SEE ABOVE): MASTER OF THE DOJO - The Ruby Champion is among the greatest sensei in the Empire, and can inspire those under his command to almost unparalleled heights. When fighting alongside allies under your command, you may spend a Void Point as a Complex Action to allow any one ally within line of sight to use one of your Techniques as if that ally were a member of your School of equivalent rank. This effect lasts until the start of your next Turn.

The Serpent Hunters [Bushi] (Path)

Technique Rank: Variable

Replaces: Any Bushi School Rank that awards an attack as a

Simple Action

Requirements: Lore: Naga 3, Hunting 3

Since the death of the first Imperial Governor of the Colonies, the variant of Naga unique to the Colonies have presented an increased threat to the citizens of that region. Prior to that time the beasts were dangerous but essentially little more than powerful animals. With the influence of the Dark Naga, however, the creatures became more cunning and capable of acting in groups, albeit in a limited capacity. This made them a signif icant problem for travelers in the remote regions of the jungle, and the Mantis and Spider Clans in particular had difficulty with the Nagah.

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As a result, a small sect of warriors has sprung up within the Colonies, men and women dedicated to the eradication of the Nagah at all costs. These individuals are frequently sought out by explorers and merchants who require protection while traveling in lightly populated or unexplored regions. These so-called Serpent Hunters are skilled not only in the combating of such foes but also in tracking them, as well as knowing the basic aspects of Naga culture.

Technique

RANK VARIABLE: BLOOD OF THE SERPENT - The warriors who have made it their duty to hunt the feral Nagah of the Colonies excel in the execution of their prey. You may make attacks as a Simple Action instead of a Complex Action when wielding melee weapons with the Samurai quality. When facing a Naga opponent of any kind, however, you may make attacks as a Simple Action with any weapon.

Chrysanthemum Conspirator [Bushi,

Courtier] (Path)

Technique Rank: 2

Replaces: Any Bushi or Courtier School at Rank 2

Requirements: You must have the Disadvantage Dark Secret

(Rebel)

The reign of the Steel Chrysanthemum was one of the most heinous time periods of Rokugans history, and the excesses of the Emperor were such that he drove his own mother and brother along with many other men and women of honor to join together in secret to oppose him. The terrible crime of regicide, an act normally regarded

as absolute blasphemy and among the greatest sins comprehensible in the Empire of Rokugan, became the only viable option.

Otomo Nazeru created the Technique of this group, but stopped teaching it to others the moment his older brother died. Nonetheless, it is possible the Technique might be preserved into later eras, or even recreated by a different group rebelling against a tyrant. (Timelines such as a Thousand Years of Darkness would be good settings for this Technique.)

Technique

RANK 2: NO COURSE BUT ONE - Those who conspire against the Steel Chrysanthemum place greater value on Honor than on social status or Imperial authority. You gain a Free Raise on any attack roll made against an opponent whose Status Rank exceeds their Honor Rank.

Emerald Magistrate [Bushi, Courtier,

Shugenja] (Path)

Technique Rank: 4

Replaces: Any Bushi, Courtier, or Shugenja School, Rank 4

Requirements: Investigation 3, Lore: Law 3, and must receive

an appointment as an Emerald Magistrate before this Path can be entered; Members of the Imperial families may ignore one Skill Rank requirement

The Emerald Magistrates directly impose Imperial Law upon the land. Their jurisdiction has no boundaries and their actions are reversed only by the Emperor and the Emerald Champion. Appointments to the Emerald Magistrates are sometimes handled through politics and bribes, as the prestige of an Emerald Magistrate can elevate his entire family.

Technique

RANK 4: HONOR IS MY SHIELD - Those who enforce the Emperor’s laws are among the most virtuous souls, and that is their protection. You gain Reduction equal to half your Honor Rank, rounded up. This effect is cumulative with Reduction you may have from other sources, including armor.

This Path will frequently be taken by bushi characters. If the character is from a School that makes attacks Simple Actions at Rank 4, a generous GM may opt to let the character select this Path at Rank 3 or Rank 5 instead.

The Scorpion's Tail [Bushi, Ninja]

(Path)

Technique Rank: 3 or 4

Replaces: Bayushi Bushi 3, Shosuro Infiltrator 4

Requirements: Athletics 4, Chain Weapons 4

Chain weapons are taught in the Scorpion Clan’s shinobi organizations, and in addition there is a showier type of chain fighting taught at the Shosuro Acting Academy which is designed to appear as a form of dance.

Those few Scorpion bushi and assassins who actually specialize in chain weapons above other types of armament train in the small dojo which calls itself the Scorpion’s Tail. Their style specializes in the kusarigama, using it as both an infiltration tool and as a vicious

weapon. They especially appreciate its ability to disable and even cripple opponents at a distance.

Technique

RANK 3 OR 4: THE TAIL'S REACH - The Scorpion’s Tail dojo teaches students several effective ways to employ the kusarigama and its brethren. If you use any chain weapon as a climbing tool, you gain a +1k1 bonus to any Athletics rolls made for that purpose. You may attack with a kusarigama at a distance of up to 15’ from your target.

Also, any t ime you attack with a kusarigama, you may call three Raises on the attack to inflict the Lame Disadvantage on your opponent – the Disadvantage lasts until the Wounds from the attack are healed.

Asako Philosopher [Courtier] (Path)

Technique Rank: 2

Replaces: Asako Loremaster 2

Requirements: Courtier (Rhetoric) 2, Etiquette 3

In addition to its purpose as a center of diplomacy, or perhaps because of it, Nikesake is a noted center of education within the Phoenix provinces as well. The so-called Blue Tiled Room within the

city is highly specialized, having extensive tomes concerning philosophy gathered from all across the Empire and beyond. Many courtiers stationed within the city for long periods of t ime, particularly among the Asako, consider the pursuit of philosophy an entertaining pastime, and spend many hours within the library poring over the various tomes. Fluency in one school or another of philosophy is considered something of an achievement, and the courtiers who frequent the library enjoy having elaborate debates among themselves, frequently changing the school of thought from which they are debating in mid-argument or even multiple times during the course of a single debate. Scholarly courtiers of other clans, particularly the Crane, are welcome to join in these debates, but few ever find the pastime quite as entertaining as the Asako seem to. While the avid pursuit of philosophy is largely a diversion among the

denizens of Nikesake, the lords of the Phoenix are familiar with their pursuits and have had occasion to call upon them when insight into certain other families and clans is required.

Technique

RANK 2: THE WINDS OF RHETORIC - Those who study with the Nikesake sophists have learned to defuse almost any situation, as they have a superior understanding of how those with whom they enter debate think and seek solutions to various problems. You gain

a bonus of +1k1 to the total of all Contested Social Skill Rolls using Etiquette.

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Gozoku Agent [Courtier] (Path)

Technique Rank: 2

Replaces: Any Basic School at Rank 2

Requirements: Forbidden Knowledge (Gozoku) Advantage

The first Gozoku is perhaps the most wide-ranking and cosmopolitan conspiracy in the Empire’s history, and it is certainly the most successful despite its relatively short duration and ultimate failure. (Unlike the far longer-lived Kolat, the Gozoku actually manage to seize the power they want and hold it for over a generation.) The beneficial effects accomplished in the name of the Empire during the Gozoku’s reign is something never honestly discussed in subsequent centuries, but the most intelligent and objective of Rokugan’s historians are keenly aware of the economic growth and artist ic flowering which took place under the conspiracy’s rule. Perhaps this is why the Gozoku found it relatively easy to recruit agents from virtually every clan and family in the Empire.

Agents of the Gozoku were able to move among the courts of the Empire with near impunity, as their thinly veiled status as members

of the conspiracy protected them from all but the most adamant Imperial loyalists. Few wished to risk the wrath of the Gozoku by acting openly against their representatives. (Perhaps unsurprisingly, only the Lion courts were relatively free of this level of brazen impudence.) It was perhaps these very tendencies that undid the Gozoku; while most of the original members had only the best intentions at heart, a great number among those who served them (and indeed some among their number as well) came to regard the Gozoku as nothing more than a means of seizing personal power and prestige at the expense of others.

This eventually led to a sharp divide among Gozoku agents. The more altruistic members of the Gozoku took after the original vision of Raigu and Gaijushiko: they genuinely sought to better the Empire and the lives of its citizens, and used their abilit ies to secure

whatever was necessary to make this happen. Their counterparts, however, followed the path of Atsuki: they were petty and selfish, and preferred to use the threat of the Gozoku to garner increasing amounts of influence for their own purposes (which sometimes did not coincide with those of the conspiracy at all).

The technique of the Gozoku agents was originally created by Bayushi Atsuki, but he shared them with the other two founders of the conspiracy; all three men taught the technique to their immediate followers, from whom it spread through the conspiracy. Historically, the technique dies out as soon as the Gozoku are purged, but is revived by Atsuki when he returns to the Empire through Oblivion’s Gate in the twelfth century. GMs who wish to diverge from the historical pattern, however, may rule that the technique survives

among Gozoku loyalists (especially if the “underground Gozoku” option is used). The technique may also be used to enhance the depiction of any other political conspiracy that recruits agents from multiples factions or clans, such as the Kolat in the various historical settings or the conspiracy of the Three Old Men in the Heroes of Rokugan setting.

Technique

RANK 2: OVERWHELMING PRESENCE - The agents of the Gozoku conspiracy were feared for the power they could bring to bear on any

who dared oppose them in court. You may add your rank in the Intimidate Skill to the total of all Social Skill Rolls you make against individuals who are not members of the Gozoku.

Ide Trader [Courtier] (Path)

Technique Rank: 2

Replaces: Ide Emissary 2

Requirements: Commerce 3, and must pursue a career as a

merchant patron

Commerce is ill regarded in samurai culture, yet it is essential to fuel the engines of war. The few Great Clans that dedicate families to the manipulation of the economy—the Yasuki of the Crab and Crane, the Daidoji of the Crane, and the Yoritomo of the Mantis—have considerable advantages over the others. The Ide Traders carve their own niche into this domain of conflict, utilizing their friendliness and eagerness to help others to facilitate their mercantile activities. Their affability is for the most part only a façade, however, for the best Ide Traders are as cunning and ruthless as the most cutthroat Yoritomo.

Technique

RANK 2: BRISK ECONOM Y - The Ide Trader is a master of the merchant class, extending his control across the land. You cannot lose Honor or Glory for using the Commerce skill in public. You may attempt to persuade someone to become a new mercantile partner for your clan by rolling Courtier (Manipulation) / Awareness with a bonus to the roll equal to double your Commerce Skill Rank. For persuading a commoner the suggested TN is 25, increased by the GM as appropriate if the target is hostile. Persuading a samurai requires a Contested Roll against the target’s Etiquette (Courtesy) / Willpower, with the target gaining a bonus equal to double his

Commerce Skill Rank. (Some samurai targets may gain additional bonuses or even be immune to this Technique due to unshakable loyalties—the GM has final say in such matters.) If you succeed in the roll, the target agrees to become a part of your network of connections and commercial assets.

You may immediately gain the target as a free Ally with 1 point of Devotion.

If you are using the optional Way of the Daimyo rules found in the L5R RPG 4th Edition supplement Emerald Empire, taking this Path earns you a Duty Point.

Master of Games [Courtier] (Path)

Technique Rank: 2

Replaces: Any Ronin Coutier Rank 3

Requirements: Courtier 3, Etiquette 3. Must be a resident of

Nanashi Mura (in the twelfth century) or belong to a ronin group with similar resources (in other eras).

This Technique represents the skills taught to the diplomats of Nanashi Mura in the twelfth century, but can also be used to represent the training of any long-lived and powerful ronin group that has the resources to teach diplomats— the Kaeru family of the City of the Rich Frog are an obvious example.

Technique

RANK 2: - The Master of Games is adept at turning his own lowly ronin status to his advantage, luring others into treating him with complacency. When making a Social Skill Roll against someone of higher Status, you gain a +2k1 bonus so long as you maintain a modest and subservient manner and tone.

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The College of Clarity [Courtier]

(Path)

Technique Rank: 2

Replaces: Any School 2

Requirements: Fire 3, Meditation 2

A creation of the Moshi family, the College of Clarity is less of a formal learning institution and more of a philosophical movement that focuses on allowing one’s ascendant Fire-aligned chi to grant a pure and unadulterated view of the world. The College remained very obscure until some samurai realized its philosophies lent themselves well to the study of iaijutsu. Since that time, some duelists have traveled great distances to avail themselves of the College’s teachings.

Technique

RANK 2: THE CLARITY OF FIRE - A samurai who uses the Clarity of Fire to enhance his focus in iaijutsu may make the same roll, but instead of gaining the Advantage effect, he instead gains a bonus of +1k0 to any one Iaijutsu (Focus) / Void Roll made during the same time period (number of hours equal to his Fire Ring).

The College of Clarity teaches its students to draw on their inner Fire to promote clarity of thought and recall.

By meditating for at least one half hour and making a Meditation / Fire Roll against a TN of 15, you gain the Clear Thinker and Precise Memory Advantages for a number of hours equal to your Fire Ring. If you already have either or both of these Advantages, their

bonuses are increased by +1k0.

Daidoji Trading Council [Courtier]

(Path)

Technique Rank: 3

Replaces: Doji Courtier 3, Doji Magistrate 3, Daidoji Iron

Warrior 3, or Daidoji Scout 3

Requirements: Commerce (Merchant) 3, and either Gentry or

Wealthy. The Advantage requirement can be waived if the individual has distinguished himself as a merchant in other ways (GM’s discretion).

The Trading Council handles the commercial side of the Crane Clan’s interests. This is considered a somewhat embarrassing and unpleasant duty, but the Trading Council accepts this task just as the rest of the Daidoji accept the duty of protecting their Doji and Kakita cousins—even at the cost of their own honor. The Trading Council watches their fellow Daidoji carefully and recruits those with the appropriate skills and mindset.

Technique

RANK 3: THE GOLDEN PATH - The members of the Trading Council are taught to detect and exploit any possible opportunity for commercial gain, to manipulate markets to their advantage, and to crush mercantile rivals from other clans. Once per month you may wage commercial warfare against a rival merchant by making a Contested Roll of Commerce (Merchant) / Awareness against the rival merchant patron. If you succeed, you inflict a loss on that merchant, a number of koku equal to the amount by which your roll exceeded theirs. If you lose the Contested Roll, you lose half that amount of koku.

If the GM allows you to purchase additional Advantages (or Ranks in existing Advantages) after character creation, you may purchase Gentry, Wealthy, and Servants for 1 less Experience Point (to a minimum of 1).

If the GM is using the optional rules for Merchant Patrons from the Way of the Daimyo Appendix in Emerald Empire (page 288-290), you gain 3 Station points for taking this Path, and 1 additional Station point every six months.

Ikoma Historians [Courtier] (Path)

Technique Rank: 3

Replaces: Ikoma Bard 3, Ikoma Lion’s Shadow 3

Requirements: Lore: History 5

The Ikoma Historians are a specialized sub-group within the Ikoma courtly schools, recruiting students from both the Omoidasu and the Lion’s Shadow. They are an elite group within the family, charged with supervising the Empire’s official histories, and regard their duties as a sacred trust. They frequently make use of their access to the secrets of the Empire’s history to protect both Imperial and Lion interests, and most of the members of the hidden Ikoma-Shosuro alliance are drawn from their ranks.

Technique

RANK 3: THE PAST AND THE PRESENT - The Ikoma Historians are tasked with comprehensively recording the official histories of the Empire – and also with concealing inconvenient aspects of that history.

You are expected to always be ready to record the events around you, and as such you are trained to memorize and perfectly recall anything worthy of inclusion in the historical records. When you take this Path, you acquire the Advantage Forbidden Knowledge (Empire’s True History). You gain a Free Raise on all Calligraphy rolls and you may roll Lore: History / Intelligence at TN 25 to accurately recount any incident you have witnessed and any story you have heard, down to the smallest detail – including details you may have missed at the time.

Kitsuki Debater [Courtier] (Path)

Technique Rank: 3

Replaces: Kituki Investigator 3

Requirements: Courtier 3, Etiquette (Conversation) 5

The Kitsuki are best known as the Dragon Clan’s premiere magistrates, but they also serve the clan in the courts. Kitsuki excel at an argumentative approach to the social battlefield of court, learning to refute every aspect of an opponent’s position by destroying its logic. Every detail, no matter how small, must agree or be revealed as lies. This method can be extremely surprising to those not accustomed to it, flustering even experienced courtiers.

Most samurai hide behind masks of courtesy; losing that defense can disorient a courtier long enough for the Debater to make his move.

Technique

RANK 3: THE EBB AND FLOW OF DECEPTION - The Kitsuki Debater represents his clan in enemy courts across the Empire, fighting for every small advantage he can win for the Dragon. You can see the flow of a conversation and discern what topic may force your

opponent to tell a lie. Make an Etiquette (Conversation)/ Awareness roll at a TN 20, plus any Raises you wish to call. (The base TN of this roll may be modified at the GM’s discretion, based on the opponent, the nature of the conversation, and other applicable circumstances.) If you succeed, you switch the topic of conversation to something uncomfortable for your opponent. He must roll Sincerity/ Awareness at a TN of 20 plus 5 for every Raise you successfully called. ( Again, the GM may apply circumstantial modif iers as needed.) If he fails the roll he is visibly discomfited by the conversational trap, and suffers a -1k1 penalty to his next Social Skill Roll against you.

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Shosuro Defilers [Courtier] (Path)

Technique Rank: 3

Replaces: Bayushi Courtier 3 or Shosuro Actor 3

Requirements: Sincerity (Deceit) 3, Glory Rank 3.0 or better

The Defilers are an elite group within the Scorpion who specialize in the destruction of reputations, skillfully spreading lies and calumnies against their opponents, often lies backed with just enough truth to make them effective.

They tend to be prominent figures whose vicious tongues earn them many enemies, and their tactics can sometimes rebound back on them—especially if the target of their words has a better dueling champion than they do.

However, a true Defiler is more than ready to give his life in return for shattering the name, honor, and repute of an enemy of the Scorpion.

Technique

RANK 3: SHAMELESS SLANDER - The Defilers forsake blackmail and manipulation in favor of smearing and destroying their foes. If you slander someone in court, either directly or indirectly, you may roll Sincerity (Deceit) / Awareness against their Etiquette (Courtesy) / Willpower; if you are able to base your slander on a real secret or disgrace involving the target, you gain a +1k1 bonus to the roll (GM’s discretion). If you succeed in the roll, the target is humiliated and disgraced, losing a number of points of Honor and gaining a number of points of Infamy equal to your current Glory Rank. If he does not promptly and effectively answer your slander (GM’s discretion, but in

general the victim should have to make a concerted effort within the first week after he has been targeted), he also loses 1 Rank of Devotion from all of his Allies.

The Defiler’s attacks are not without risk. If you lose the Contested Roll, your blatant insults degrade your own reputation, lowering your Glory by 3 points.

This technique cannot target the same person more than once per month.

The Asako Scholars [Courtier] (Path)

Technique Rank: 3

Replaces: Asako Loremaster 3, Asako Henshin 3

Requirements: Investigation 3, Intelligence 4

In every generation there are a few members of the Asako school who display the “Mind of Fire,” a tremendous natural talent for memory and an intuitive grasp of how to apply connections between different fields of study in ways nobody else could have imagined. These individuals are trained in the special dojo of the Scholars, where their gifts are honed for both scholarly research and courtly service.

Technique

RANK 3: THE HIDDEN PATTERNS - The hallmark of the Asako Scholars is their ability through the study of mult iple topics to spot the patterns between seemingly unrelated events, sharing their wisdom with their fellow Phoenix and thereby bringing success to all. If you have spent at least one day observing the patterns within a court or other social setting, you may roll Investigation/ Intelligence at TN 25 to detect and understand the hidden patterns underlying others’ behavior and goals. Rivals and enemies cannot benefit from Raises on Social Skill Rolls against you and cannot spend Void Points on Social Skill Rolls against you for the next 24 hours. You may Raise on your roll to share the benefits of your insight with your friends and allies (one person per Raise).

The Dark Whisper [Courtier] (Path)

Technique Rank: 3

Replaces: Daigotsu Courtier 3

Requirements: You must have an Air kansen bound into your

body by a special Chuda ritual. This does not directly Taint you, but the presence of the evil spirit can be sensed by those with the ability to detect spirits, and it will trigger the spell Ward of Purity.

Dark Whisper courtiers use the power of a bound Air kansen to dig out the secrets and sins of their foes, allowing them to subtly inflict chaos on the courts they attend. Because of the danger that their supernatural nature might be uncovered, they are deployed selectively, preferably in courts where their kansen ally is unlikely to be uncovered.

Technique

RANK 3: VOICE OF THE KANSEN - You may call on the power of your kansen to ferret out dark secrets within the minds and hearts of those around you. As a Simple Action you may attempt to sense the secrets of any one person within 100 feet, making a Contested Air Roll against them. The target will be aware of a vague sense of unease but there will be no other outward sign of your action. If the roll succeeds, you learn one meaningful secret about the target (chosen by the GM, but it will always be something useful and, if possible, will be related to sinful or dishonorable behavior).

You may attempt this Technique against an individual person once per day, but once you successfully learn a secret, you cannot target

that person again for one month.

The Doji Innocents [Courtier] (Path)

Technique Rank: 3

Replaces: Doji Courtier 3

Requirements: Honor Rank 5.0 or better, Sincerity (Honesty)

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The tradition of the Innocents focuses on upholding Honesty even in the nasty world of politics, avoiding falsehood at all costs and calling on the strength of their honor to lend their words weight.

Technique

RANK 3: THE POWER OF INNOCENCE - The Innocents forgo the traditional Crane method of building favor networks through gifts and favors. Instead, they win allies by speaking the truth in all cases. In any situation in which the Crane could gain advantage or protect their interests by lying or concealing the truth from a specific person, the Innocent may choose instead to tell that person the truth, then roll Sincerity (Honesty) / Awareness against the target’s Investigation (Interrogation) / Perception.

With a success, the target realizes what the Crane has just done

and is deeply impressed by the Innocent’s devotion to honor and truth. With the GM’s permission, the Innocent gains the target as an Ally with 1 point of Devotion.

This Technique may be used multiple t imes on the same target, with each success increasing Devotion by 1 point (to a maximum of 4 points); however, it cannot target the same person more than once per month.

Any time an Innocent knowingly tells a lie, he loses 2 points of Honor (over and above any other circumstantial Honor loss that might apply) and is unable to use his Technique for a period of one month.

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The Otomo Bureaucrats [Courtier]

(Path)

Technique Rank: 3

Replaces: Otomo Courtier 3

Requirements: Etiquette (Bureaucracy) 5

The methods of the Imperial bureaucracy began in the time of Hantei Genji, but came to full f lower in the years after the Reign of the Gozoku, when the Otomo family was tasked with obstructing and dividing the Great Clans, ensuring they would never again be able to subordinate the Emperor. Otomo bureaucrats specialize in delay, obfuscation, and subtle but persistent obstruction, using such indirect and seemingly passive methods to block and foil the goals of the Great Clans.

Technique

RANK 3: IMPERIAL SCRUTINY - Where a normal Otomo relies on the awesome power of Imperial authority to overawe his rivals, a Bureaucrat relies on the intricate and obscure complexities of the Imperial government to stymie and obstruct his opponents. Any time another samurai is trying to accomplish something in the courts (building an alliance, negotiating a treaty, making a trade deal, requesting favor from the Throne, etc), you may employ the intricacies of the Imperial bureaucracy to delay him. This may take up to several hours to carry out, and is represented mechanically by a Contested Roll of Etiquette (Bureaucracy) / Willpower; if you spend a Void Point on this roll, you gain +2k2 instead of the usual +1k1. If

you win the Contested Roll, the samurai cannot make any progress toward his goal for the next two weeks, no matter what he does.

This Technique cannot be used on the same target again until after the two weeks’ delay has expired.

The Scales of the Carp [Courtier]

(Path)

Technique Rank: 3

Replaces: Any Ronin School at Rank 3

Requirements: Commerce 4, Lore: Underworld 3, and must

be recruited into the Scales by existing members

The Scales of the Carp is a ronin smuggling organization run by the Yasuki family; its purpose is to conduct trade with the Crane, who otherwise largely cut off all mercantile contact with the Crab. Although the trade barriers between Crane and Crab diminished over time, the Yasuki found the Scales too useful not to keep around, especially for dealing with illicit trade that might otherwise sully their own hands.

Technique

RANK 3: SWIMMING BENEATH THE WAVES - The Scales of the Carp operate beneath the level where most samurai take notice, and are adept at convincing the authorities especially those on either side of the Crab-Crane border to ignore their activities. You gain a +1k0 bonus to all Temptation (Bribery) rolls. If the roll is against a Crab or Crane samurai, the bonus is +1k1 instead, and if the samurai agrees to the bribe you may (with the GMs permission) spend a Void Point to gain him as an Ally with 1 point of Devotion. He will remain an Ally permanently unless you betray him or otherwise break the alliance.

Minor Clan Alliance Diplomat

[Courtier] (Path)

Technique Rank: 4

Replaces: Any Minor Clan School 4

Requirements: Character must belong to a Minor Clan

Minor clan samurai who deal with members of the Great Clans are in constant danger of angering them with a misplaced word, action, or even a look. Minor Clan samurai who have survived the minefield of the courts long enough are often sent to the Minor Clan Alliances court in Kudo Mura. There, they can learn from the best diplomats in the Alliance, studying how to sooth the ruffled feathers of Great Clan samurai and, more importantly, how to avoid ruffling those feathers in the first place.

Technique

RANK 4: THE COURTS OF KUDA MURA - The diplomats of Kudo Mura are masters at dealing with the needs, desires, and whims of their superiors. When conversing with a samurai from one of the Great Clans or the Imperial Families, you gain +3k0 on all Contested Rolls using the skills of Etiquette or Sincerity.

The Hand of Peace [Courtier] (Path)

Technique Rank: 4

Replaces: Ide Emissary 4

Requirements: Honor 5.0 or better

The Hand of Peace follows Ide’s peaceful dictums to their logical conclusion, becoming dedicated pacifists—often of a rather ascetic nature. Although they still carry the samurai weapons which are their legacy as members of the Unicorn Clan, they refuse to ever use them. They serve as good diplomats when dealing with the more peaceful and/or idealistic clans, such as the Crane and especially the Phoenix.

Technique

RANK 4: IDE'S IDEAL - The followers of the Hand of Peace are able to overawe their rivals by the purity of their devotion to peace. Any time you are able to propose a peaceful solution to a diplomatic problem or negotiation, you may cite the benefits of peace and roll Courtier (Rhetoric) / Awareness against your opponent’s Etiquette (Courtesy) / Willpower. With a success, the opponent is forced to make a meaningful concession to your position (the exact nature of the concession is of course chosen by the GM, but it will always be significant). This technique may be used a maximum of twice per encounter.

If you commit an act of violence (even in self-defense) that inflicts damage on a fellow Rokugani (even a ronin or bandit), your sense of moral serenity is shattered and you lose the benefits of this

technique for one month.

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The Severed Hand [Courtier] (Path)

Technique Rank: 4

Replaces: Any Crab bushi 4

Requirements: Your character must be reassigned to the

courts due to a physical inability to continue serving the clan in war, e.g. a debilitating injury (GM’s discretion, but obvious examples include Missing Limb and Lame).

The Severed Hand is the term adopted by those Crab warriors who are forced into the courts due to injuries or other physical problems that render them incapable of further military service. Such men and women, usually grizzled veterans, tend to view the courts as a mixture of deadly traps, pointless and puerile ritual, and stultifying boredom; nonetheless, they do their best to represent their clan. Over centuries of trial and error they have developed a Technique to aid them in their duties, and share it with their fellows through personal instruction.

Technique

RANK 4: STRENGTH OF BAMBOO - The former warriors of the Severed Hand have learned to rely on the indomitable strength of Earth to resist the tricks, temptations, and blandishments of enemy courtiers.

When rolling to resist an opponent’s Social Skill or Courtier Technique, you may use Willpower as your Trait instead of the Trait normally used.

In cases where this Technique clashes with another (such as the Bayushi Rank 4 Technique), the GM has discretion as to which Technique trumps the other.

The Yoritomo Emissaries [Courtier]

(Path)

Technique Rank: 4

Replaces: Yoritomo Courtier 4

Requirements: Etiquette (Courtesy) 4

The Yoritomo as a whole are not known for their patience, but they have found that it is occasionally a useful virtue in the courts. Beginning with the era of White Stag, the Emissaries emerged as the exception to the Mantis Clan’s general diplomatic habits. They are welltrained court functionaries, schooled to handle hostile

negotiations with calm patience, displaying much greater subtlety than “normal” Yoritomo courtiers.

Technique

RANK 4: INTREPID NEGOTIATOR - Where the standard Yoritomo training focuses on browbeating foes, the Emissary learns to leaven this aggression with the calm patience of the Earth, outlasting opponents’ anger and thus finding peaceful solutions to potentially violent confrontations. When making an Etiquette or Sincerity roll,

you may spend a Void Point to add your Willpower in unkept dice to the roll. If the roll is specifically using Etiquette (Courtesy), you add your Willpower in kept dice instead.

Yasuki Extortionist [Courtier] (Path)

Technique Rank: 4

Replaces: Yasuki Courtier 4

Requirements: Willpower 4, Commerce 4, Intimidation 5

lso sometimes in the Crane, eschew their family’s more conventional mercantile pursuits in favor of the practice of moneylending. Although this is considered an especially disreputable activity for a samurai, it can also be hugely profitable – there are always both

commoners and samurai who need additional funds, and the concept of paying interest is so strange to them that they usually do not realize how badly the Yasuki are taking advantage of them.

Technique

RANK 4: DO ME A FAVOR - The Extortionists specialize in rooting out the financial weaknesses of potential customers and then pressuring them into calling on Yasuki assistance. If you have supplied something your target needs, whether money or material goods (this could be achieved through role-play and/ or by using the Yasuki Rank 1 and Rank 3 Techniques), you may make a Contested Social

Roll of your Intimidation (Control) / Willpower against their Etiquette (Courtesy) / Willpower. With a success, they find the arrangement has left them deeply in debt to you. You may either inflict an Obligation on that person (if the GM judges they have the ability to pay you back) or a Blackmail on them (if the GM judges they cannot pay you back). The default point value of the Disadvantage in either case is 3, but the GM may modify this if circumstances make it appropriate.

Kitsuki's Eye [Courtier] (Path)

Technique Rank: 6

Replaces: N/ A

Requirements: Must attain Rank 5 in the Kitsuki Investigator

School and be recruited into the Eye by its sensei

The men and women of Kitsukis Eye are the true elite of the Kitsuki family, and only those who have both a very keen ability to pick out minute details and a near-perfect recall of everything they see are selected for membership.

It is said the Eyes are to the average Kitsuki courtier what the average Kitsuki courtier is to the rest of the Empire.

Technique

RANK 6: THE EYE SEES ALL - Your ability to perceive details and recognize their signif icance has been refined to the point of seeming preternatural. Any time you enter an area (room, courtyard, garden, etc), you may spend a Void Point and take a minute to observe the area, after which you make a Perception Roll at TN 25. With a success, you spot any tracks, handprints, out -of-place items, or other such visual clues in the area. You may call a Raise on the roll to gain additional clues (GMs choice as to what they are) from other senses, such as hearing and scent (one Raise per sense). You may call two Raises to know if there is anything physically hidden in the area (although you will not know exactly where it is).

You are also extremely diff icult to surprise. You gain a bonus of

+2k2 to any rolls made to avoid being surprised.

The Amethyst Champion [Courtier]

(Path)

Technique Rank: Special (see above)

Replaces: Special (see above)

Requirements: Courtier only

The Crown of the Amethyst Champion is a mysterious artifact capable of granting wealth and power to its bearer, as long as he remains pure of soul. The Amethyst Champion holds this nemuranai with him and must prove his strength of will over all temptations. The

Amethyst Champion holds the welfare of the people at heart and speaks as the representative of their desires.

Technique

RANK SPECIAL (SEE ABOVE): THE EMPEROR'S VOICE - The Amethyst Champion brings the voice of the Emperor and the Imperial Court to those who cannot attend the Imperial Court. As such, the Champion is a master at dealing with any threats to the sanctity of the Emperor’s court. As a Free Action, you may spend a Void Point to

temporarily gain the ability to use any courtier Technique that has been used against you in the past seven days’ time.

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Suzume Storyteller [Courtier,

Artisan] (Path)

Technique Rank: 2

Replaces: Suzume Bushi 2

Requirements: Perform: Storytelling 3, Precise Memory

The Storytellers are the closest thing to true artisans in that poverty-stricken clan. Their tradit ion originated with Doji Edakumi, a Crane artisan whose descendents form the Edakumi vassal family of the Sparrow. Edakumi was the founder of the Sparrow artist ic tradition and became the most popular and welcomed samurai in the clans territory; the members of the Edakumi family are known as the best storytellers in the clan and perhaps in the Empire.

Technique

RANK 2: THE HEART FO THE STORY - The Suzume Storyteller can use a skillfully crafted story to make virtually any point he wishes. When making a Courtier Skill roll, you may spend a Void Point to add your Perform: Storytelling Skill Rank to the total.

The Daidoji Spymasters [Courtier,

Ninja] (Path)

Technique Rank: 3

Replaces: Daidoji Iron Warrior 3, Daidoji Scout 3, Doji Courtier

3

Requirements: Crafty Advantage, or an Honor Rank of 4.0 or

less. Must be a member of the Daidoji family

The Daidoji family handles many dishonorable activities which the rest of the Crane cannot sully their hands with, and one of those activities is running the information networks which keep the clan aware of rival and enemy plans. Those experienced Daidoji who exhibit the proper mixture of pragmatism and loyalty, along with the ability to avoid attention, are sometimes recruited to be Spymasters, running these networks and funneling the result ing information to the Doji and Kakita.

Technique

RANK 3: TRUTH IN SHADOWS - You gain the Spy Network Advantage for no points; if you already possess this Advantage, you may use it twice as often. You gain a +2k0 bonus to Stealth, Investigation, and Temptation rolls. When you use Low Skills or otherwise perform moderately dishonorable actions on behalf of the Crane Clan, you lose half the normal amount of Honor, rounded up (you still lose normal amounts of Honor for actions which are not for the Crane and for truly heinous actions like murder, betrayal, or blasphemy).

The Dragonfly Advisor [Courtier,,

Shugenja] (Path)

Technique Rank: 3

Replaces: Tonbo Shugenja 3

Requirements: Intelligence 3, Meditation 5

One of the things generally agreed among the Tonbo to be a mark of Enlightenment is an understanding of something they call dependent arising the nature of cause and effect; the realization that all things exist only as a result of other causes and conditions. Nothing spontaneously comes into being without a precedent giving birth to it, and an Enlightened person comprehends the consequences of every action and condition. The Tonbo Advisors use their studies on

this aspect of existence to become effective diplomats and also to gain insights into the ways of divination.

Technique

RANK 3: SEEING THE PATTERN - The Dragonfly Advisors are trained to understand all the patterns of cause and effect around them, letting them perceive the potential consequences of their actions. You gain a +2k0 bonus to all Divination and Etiquette Skill Rolls.

Ide Caravan Master [Coutier] (Path)

Technique Rank: 1

Replaces: Ide Courtier 1 (This Path uses the same Benefit,

Skills, Honor, and Outfit)

Requirements: Commerce 2

The Ide family of the Unicorn are not only its representatives in court, but they also serve as its most effective and numerous merchant patrons. In particular, the Ide are well known for their merchant caravans, which travel across the Empire and sell the clans unusual wares to all manner of interested customers.

This is an incredibly profitable endeavor that brings in a great deal of revenue for the family and the clan as a whole.

Those who are trained to oversee such activities occasionally suffer from some degree of stigma for their association with mercantile pursuits, but the rewards are signif icant enough that there is never a shortage of willing candidates.

Technique

RANK 1: THE GUILDED ROAD - A true master of the caravan path can forge lasting bonds with his customers, and has reaped the rewards of his travels.

You gain a bonus of +1k1 on all Commerce Skill Rolls.

You also gain this bonus on all Social Skill Rolls made with your customers. You gain one level of the Wealthy Advantage and one instance of the Way of the Land Advantage for free.

Agents of the Hantei [Monk] (Path)

Technique Rank: 2

Replaces: Any Brotherhood Monk School at Rank 2

Requirements: Lore: Theology 3

The monks who succeeded as spies were predominantly (but by no means exclusively) former Scorpion samurai who had retired for a life of quiet contemplation. Many were delighted by the chance to be

active once again, and they were not entirely alone. Sadly, the failures of the more numerous monks ill-suited to espionage led to the capture of all.

Although the Brotherhood Spies officially only existed during the reign of the Gozoku, they could have appeared in almost any era where the Brotherhood of Shinsei found itself drawn into the Empire’s political affairs. The technique created by the retired Scorpion-turned-monks could well have been preserved in the Brotherhood’s ranks and brought out again in later eras when the monks of Shinsei had need of it. In the twelfth century a perverted form of the technique could even have found its way into the ranks of the Spider Clan by way of the heretical Order of the Spider and Order of Venom.

Technique

RANK 2: BEARING THE EM PEROR'S SHAME - Acts committed in the Emperor’s name are done with certainty that can overcome the shame associated with them, even when they are against one’s personal code of honor When acting against a known or suspected agent of the Gozoku conspiracy, or when acting on orders from a legitimate Imperial authority, you gain a Free Raise on all Stealth and Deceit Skill Rolls. You lose no Honor for these Skill Rolls when made under these specific circumstances.

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Dark Path Sohei [Monk] (Path)

Technique Rank: 2

Replaces: Order of the Spider 2

Requirements: Theology 3

The Order of the Spider is an enigmatic and sinister order, with its origins in the diseased and diabolical mind of the fallen monk Roshungi. Under his teachings, enlightenment could only be discovered by completely unlocking an individuals greatest physical and mental power. The path to doing that, Roshungi reasoned, was completely up to the individual to discover. In his order, those who wished to embrace their full potential and thus unlock enlightenment and the secrets of the universe were encouraged to embrace whatever means were necessary to achieve power. To some, this meant embracing the Shadowlands Taint. To others, it simply meant becoming physically and mentally disciplined and powerful on a level virtually unprecedented among the Brotherhood.

Roshungis greatest pupil and eventual successor, the monk Michio, embodied this philosophy to its utmost, but there are others among

the order who believe that they have been successful in finding the first steps down the road to enlightenment. Some of these individuals call themselves the Dark Path sohei, or warrior monks. These individuals combine all the power and ruthlessness of their order with the strange, almost supernatural powers normally seen only among the Brotherhood. Together, the two are an exceptionally dangerous combination that ensures the Dark Path sohei are a deadly threat to any they choose to label as enemies.

Technique

RANK 2: WALK UPON THE DARK PATH - Even the most devout member of the Brotherhood of Shinsei would attest that there is no one true path to enlightenment, and certain members of the Order of the Spider seem to bear out that theory. You gain two Kiho, for which you must meet all normal prerequisites. These Kiho do not count against the normal number of Kiho you may learn as determined by your School Rank.

Students of Hitsu-do [Monk] (Path)

Technique Rank: 2

Replaces: Any Brotherhood Monk 2, Kikage Zumi 2, Kuni

Witch-Hunter 2, Asako Henshin 2

Requirements: Jiujutsu (Hitsu-do) 4, Fire 3, access to a Hitsu-

do dojo

Hitsu-do is an extremely offensive martial art with few defensive maneuvers. It focuses on speed and power, striking with punches and kicks that commit all of the martial artist’s strength and infuses each strike with the power of Fire.

Technique

RANK 2: THE WAY OF FIRE - The practitioner of Hitsu-do learns to harness his inner Fire chi, using it to empower his strikes – but this has a price, since such use of one’s own Fire is also harmful.

When making an unarmed attack, you may opt to call on your inner fire, but you suffer Wounds equal to your Fire x2. (Any Wound Penalties from this damage are applied after your attack roll is completed.) In return, your unarmed damage for that attack has a base DR of 0k[Fire] instead of 0k1. (This does not stack with the unarmed damage bonus from the Advantage Hands of Stone.) For mechanical purposes, using the Hitsu-do technique is considered to be the same as using a Mystical Kiho.

Special: The practice of Hitsu-do makes it easier for its students to master the ways of Fire. Your Fire Ring is considered to be 1 Rank higher for the purpose of learning Fire Kiho.

The Barefoot Brethren [Monk] (Path)

Technique Rank: 2

Replaces: Any Fortunist Brotherhood Monk 2 (may not belong

to the Order of Osano-Wo)

Requirements: Fortunist: Koshin, Fortune of Roads. Ascetic,

Meditation (Fasting) 3, Athletics 4

The Barefoot Brethren carry messages all across Rokugan, asking no price except food for their journey.

They are famed for their endurance, regularly outpacing even Unicorn horses over long distances. Many of those they serve are heimin, who have few other ways to communicate with distant kin, but samurai also make use of the Barefoot Brethren.

Technique

RANK 2: KOSHIN'S FAVOR - You gain only one Kiho at this Rank. The strength of Koshin prevents you from becoming Fatigued from travel or lack of sleep, but not from the lack of food/ drink. You gain a +1k1 bonus to all Meditation rolls.

The Transcendent Brotherhood [Monk]

(Path)

Technique Rank: 2

Replaces: Any Tattooed Order 2 ̀

Requirements: Fire 3, Earth 3, Meditation 3

The often-maligned Transcendent Brotherhood embraces a strange philosophy that pain tempers the body and the mind, making it easier to attain a transcendent state that approaches Enlightenment. Although the sect is regarded as dangerously eccentric by the Brotherhood of Shinsei and has been excommunicated from that organization, the Dragon have offered them a home within the Tattooed Orders. It seems there is some degree of validity to their claims, and those who have embraced their philosophies have demonstrated they capable of impressive feats of clarity when touched by the agonizing kiss of fire.

Technique

RANK 2: APOTHEOSIS OF FIRE - GMs who wish to show the Transcendent Brotherhood as gaining greater success and acceptance within the Empire may do so by expanding access to the Path to encompass any Shugenja or Monk School.

Members of the Transcenden Brotherhood seek to use pain as a means of achieving clarity of thought and spirit.

Once per day, you may spend at least one hour in deep meditation and make a Meditation / Fire Roll against a TN 20. With a success, you harden yourself against the physical harm done by fire and heat, although you still feel all the pain of being burned. (GMs may opt to impose partial or temporary TN penalties to represent the effects of

the pain.) For a number of hours equal to your Fire Ring, you are immune to damage from normal, mundane fires and heat (not magical fire or extreme natural heatsources such as molten lava). One Raise on this Meditation roll will make you immune to magical sources of fire; two Raises will make you immune to damage from any source of fire, even a volcano. While experiencing the pain of being burned, and for ten minutes afterward, your intense focus and clarity of thought grant you a bonus equal to your Fire Ring to the total of all Awareness, Perception and Intelligence-based Trait and Skill Rolls.

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The Silent Ones [Monk] (Path)

Technique Rank: 3

Replaces: Any Fortunist Brotherhood Monk 3

Requirements: Fortunist (Tsugumu, the Fortune of Secrets)

This tiny order, never encompassing more than a dozen full members in total, is unknown outside the Scorpion lands and barely known within them. However, the upper ranks of the Scorpion Clan find the Silent Ones a deeply useful order, and keep careful note of the temples location.

These monks spend most of their lives in meditation, but this is not merely due to preference; it is because they literally cannot speak. When an initiate takes the full vows to join the Silent Ones and serve the Fortune of Secrets, as soon as the last word is spoken his tongue vanishes from his mouth.

Technique

RANK 3: TSUGUMU'S SILENCE - A member of this order who is voluntarily told a secret can never give it up. The knowledge is guarded by the power of the Fortune of Secrets, and can never be taken from the monks mind in any way, even through torture or intrusive Air magic.

Togashi Defender [Monk] (Path)

Technique Rank: 3

Replaces: Togashi Tattooed Order 3

Requirements:

The Togashi ise zumi dedicate their lives to chasing the ephemeral goal of enlightenment. The journey is unique to each person, so the monks of the tattooed orders tend to be a highly unique and varied lot. Some choose to focus on physical exertion over mental strength, honing their bodies through an emphasis on martial arts and hard labor.

The Togashi Defender becomes adept at pushing his body to its absolute physical limits… and beyond. The Defender often chooses to stay within the Dragon provinces to protect villages from bandits and other predators. Defenders are also more likely than other Tattooed Men to be seen fighting side by side with Mirumoto samurai and marching in the Dragon armies. The Defenders lose none of the quirks that define the Togashi family, but strike out with

vicious strength against any who dare oppose Dragon might.

Technique

RANK 3: POWER WITHIN AND WITHOUT - The ise zumi knows the kami cannot aid any man if he proves himself an unworthy physical vessel. While unarmored and with no Kiho or Tattoos active, you gain Reduction equal to 3 plus your Void Ring. You gain one additional Tattoo.

Pure Song Shrine [Monk] (Path)

Technique Rank: 4

Replaces: Shrine of Seven Thunders Monk 4

Requirements: Shintao, and Willpower 4, Defense 4,

Meditation 3, any one musical Perform Skill at 3.

For this sect, purity is more than merely a standard it is the road to Enlightenment. Pure Song monks not only refrain from eating the flesh of any living creature, they also forgo eggs and even root vegetables whose loss kills the plant. They refuse all garments of silk, wearing robes woven from hemp. Those who have taken full vows wear bells on their ankles and their staves to warn creatures of

their approach. Under no circumstances will a Pure Song monk take violent action, even to defend another though he will not hesitate to lay his own life down to save others lives, even if it is only a momentary reprieve.

The Pure Song is a movement within the Shrine of the Seven Thunders for some time before achieving formal recognition as a separate sect.

One odd talent of the order wins them admission to unexpected places: their beautiful music. Several Pure Song monks have risen to great fame as singers and musicians, rivaling even the best Kakita artisans. All members of the order habitually chant or sing while

meditating, or improvise harmonies around their bells as they pursue their duties.

Technique

RA NK 4: THE PURE SONG - You may not learn or use Martial Kiho.

You gain a +1k0 bonus to all Perform Skills that involve music. You may never deliberately attack another living creature; if you ever do so, the spiritual pollution causes you to permanently lose the ability to perform Kiho.

However, while you remain nonviolent and thus spiritually pure, you

gain a +1k1 bonus to all Defense rolls, and any time you spend a Void point to negate Wounds, you negate 20 Wounds instead of 10.

The Servants of Mercy [Monk] (Path)

Technique Rank: 4

Replaces: Order of Jurojins Blessing 4, any pacistic

Brotherhood School at Rank 4

Requirements: Fortunist (Jizo), Medicine (Wound Treatment)

5, oath of absolute pacism

The Servants of Mercy (sometimes called the Order of Mercy instead) are a radical off-shoot of the Order of Jurojins Blessing who

believe not only in treating the injured but in doing so on the actual field of battle. They venerate Jizo, the Fortune of Mercy, rather than Jurojin.

In contrast to the Order of Jurojins Blessing, the monks of the Order of Mercy are absolute pacifists and treat all wounded with equal care, regardless of clan, faction, social rank, or even species the only victims they will not aid are those who serve Jigoku.

Technique

RANK 4: MERCY'S TOUCH - So long as you remain absolutely pacifistic and aid all victims with equal care, your Medicine rolls heal an additional +2k1 Wounds. If you ever forsake the path of absolute pacifism (that is, if you ever voluntarily engage in violence against another creature) you lose this benefit forever.

You may not learn any Kiho this Rank.

The Way of Mizu-do [Monk, Artisan]

(Path)

Technique Rank: 3

Replaces: Any non-martial Brotherhood Monk 3, Doji Courtier

3, Kakita Artisan 3, Asahina Shugenja 3

Requirements: Jiujutsu (Mizu-do) 4, Water 3, access to a

Mizu-do sensei

Mizu-do is a Crane martial art, originally developed from stage performance. It is a defensive and soft that focuses on using the enemys strength against him. It relies on locks and throws that neutralize an enemy and end the ght swiftly, all while protecting the foe from any permanent injury. The form is quite popular among the Crane and in the Brotherhood of Shinsei, but bushi especially Crab and Lion bushi tend to look down on Mizu-do as impractical and pretentious. The form is unusually popular among certain groups of courtiers, who see it as a way to defend themselves without the crude violence of weapons.

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Courtiers from other clans, especially from the Unicorn and Phoenix, sometimes exchange favors to be able to train in Mizu -do. If the GM wishes to incorporate this into the campaign, this Path should be made available to any courtier school, subject to suitable negotiations to arrange the training.

Technique

RANK 3: THE WAY OF WATER - Masters of Mizu-do techniques are able to avoid nearly any strike, subduing their attackers by using their own strength against them. When performing a Grapple, you use your opponents Strength Rank in place of your own.

While you are in the Defense or Full Defense stance, when a melee attack misses you, you may immediately take a Free Action to spend a Void Point and make a Jiujutsu (Mizu-do) / Strength roll against a TN of the opponents attack roll, but using the opponents Strength Rank in place of your own. If you succeed in this roll, you may either immediately Throw the opponent (as per the option in Grappling) or

immediately take control of a Grapple against the opponent.

Defender of the Brotherhood [Monk,

Courtier] (Path)

Technique Rank: 2

Replaces: Any Brotherhood Monk 2 (may not be a Four

Temples monk)

Requirements: Willpower 3, Courtier 3, Etiquette 4

Although the Brotherhood of Shinsei generally holds itself apart from the Empire’s polit ics, on some occasions they do send emissaries to

the courts to make sure their own concerns – the protection of the common people and of the Brotherhood’s shrines and temples – are properly expressed. Over the centuries, those of the Brotherhood with an aptitude for patient diplomacy have devised a Technique which is now taught within several monastic orders. The Defenders of the Brotherhood are most commonly found among the more peaceful and contemplative sects, such as the Temple of Kaimetsu-Uo, but even the sohei of Osano-Wo have occasionally trained their monks in its simple but effective methods.

Technique

RANK 2: HARMONY IN CHAOS - The power of Earth grants infinite patience and endurance, strengthening the inherent tranquillity of monastic reserve and thus allowing a Defender to deliver telling remarks within the courts. Any t ime you spend a Void Point on an Etiquette or Courtier Social Skill roll, you gain a bonus of +Xk1 to the roll (where X is your Willpower) instead of the normal +1k1.

The Taoist Archers [Monk, Ronin]

(Path)

Technique Rank: 5

Replaces: Any Brotherhood Monk or Ronin 5.

Requirements: Void 4, Kyujutsu (Yumi) 5, Lore:

Theology 3, Meditation 4

The Taoist Archers seek perfect harmony through the study of kyujutsu and have existed within the Brotherhood of Shinsei for centuries. In the Pre-Coup era a ronin named Gahei learns the Technique and begins to teach a selected students, and thereafter this Path is also available to ronin characters (assuming they can find someone who knows it and is willing to teach them).

Technique

RANK 5: FLIGHT OF INNOCENCE - The Taoist Archers practice their art blindfolded. When making archery attacks, you ignore all TN and dice penalties for being Blind, for having a Missing Eye, or for the target being concealed by darkness, magical illusion, camouflage, and similar visual obstructions. Penalties for physical obstacles and obstructive conditions (such as the target being Prone, a normal or

magical wind, etc.) are applied normally.

In addition, when wielding a bow you may spend a Void Point for a +1k1 bonus on damage.

Shadow Blades [Ninja] (Path)

Technique Rank: 3

Replaces: Bayushi Bushi 3 or Shosuro Infiltrator 3

Requirements: Ninjutsu 3

Among the military ranks of the Scorpion, there is one unit that is known to the clans leadership but which appears in no formal documentation anywhere in the clans annals. These men are trained

by sensei of both the Bayushi and Shosuro families, and are among the most proficient killers in the entire Empire. When they take the field, there are no survivors to tell tales of their abilit ies. Even their allies never lay eyes upon them. The location of their secret dojo is unknown to all save those who dwell within it, and those of family daimyo status or higher among the Scorpion. A persistent rumor among the attendants of those who know of the Shadow Blades existence places the dojo within Zakyo Toshi, but no one knows if this is simply conjecture or if there is a kernel of truth to the matter.

Technique

RANK 3: NEVER BEYOND MY REACH - The flawless blend of warrior and assassin works unlocks a samurais true potential as a killer of men. You may make melee attacks as a Simple Action instead of a Complex Action when wielding a katana or any weapon with the Ninja keyword. When wielding a weapon with the Ninja keyword, you may also add +1k1 to your attack and damage rolls with that weapon.

The Shosuro Assassins [Ninja] (Path)

Technique Rank: 6

Replaces: N/ A

Requirements: Craft: Stealth 5, Knives 5, must have attained

Rank 5 in either the Shosuro Infiltrator or Shosuro Actor school

The Assassins are the venomous sting of the Scorpion, their activities one of the greatest sources of paranoia in all Rokugan. They are trained to dispatch all manner of targets in every sort of circumstance, relying on tanto as small, easily concealed weapons which are ideal for infiltration work. The Shosuro Assassins learn to employ precise knife cuts and stabs to slay their targets in a matter of seconds with a minimum of noise and commotion.

Technique

RANK 6: THE HIDDEN BLADE - The Assassins are the elite killers of the Shosuro shinobi orders, trained to kill their targets with a single precise stab or slice. When attacking a surprised or unaware opponent with a knife, you may activate this Technique by spending a Void Point (as a Free Action). Your attack will target a vital spot, and any Raises for damage you make on that attack are kept dice (+1k1 per Raise) instead of unkept (+1k0).

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Kaze-Do Fighter [Peasant, Monk,

Ronin] (Path)

Technique Rank: 2

Replaces: Any Rank 2 for a character who qualifies.

Requirements: Jiujutsu (Kaze-do) 3

The ancient techniques of Togashi Kaze, which formed the basis for almost all modern Rokugani martial arts, still survive in a somewhat abbreviated form among the peasants of Rokugan and the monks of the Brotherhood of Shinsei. The technique is rare and those who know it usually pass it down privately to a few select students, preserving its secrets from the samurai who Kaze opposed.

Technique

RANK 2: THE WAY OF AIR - The students of Kaze’s ancient techniques learn how to use the speed of their opponents against them while evading enemy weapons. When you are fighting unarmed, any opponent attacking you with a melee weapon suffers a penalty of – Xk0 to his attacking Skill Roll, where X equals his Air Ring. This penalty cannot apply to more opponents within the same Round than your Insight Rank.

Special Limitation: Normally, only peasants and monks of the Brotherhood may learn this Path, which represents those portions of Togashi Kaze’s teachings which survive among the common people of Rokugan. At the GM’s option, a ronin or a Tattooed Man might also be able to learn this Path if he is able to befriend a suitable teacher among those groups, but this should be an extraordinarily

rare occurrence.

The Silken Promises Geisha [Ronin]

(Path)

Technique Rank: 3

Replaces: Any Ronin Courtier Rank 2

Requirements: Must be a geisha who has been admitted to

the ranks of the Silken Promise and who has Acting 3 and at least three Perform skills at Rank 3.

The Silken Promises are a secretive organization of geisha who use their acting and performance skills to develop influence with their

important customers. The Promises work primarily to protect their own interests, but often act in alliance with other groups who are aware of them and value their ability to exert covert political influence—most notably the Scorpion Clan, who are the official sponsors of the Silken Promises. However, the Promises have also been known to work with the Kolat, as well as the Spider Clan in eras when that group is active.

Technique

RANK 3: DANCE OF SILK - The geisha of the Silken Promises use their entertainment skills to subtly guide their clients into the policies and attitudes they prefer. You may attempt to shift someone’s attitudes by offering a suitable artistic performance (typically dance or music) and making a Contested Roll of your Perform / Awareness (or Acting / Awareness if more appropriate) against their Etiquette (Courtesy) / Willpower.

With a success, you lure them into the attitude or a choice you would prefer. At the GM’s option, you may also take them as an Ally with 1-point Devotion.

The effects of the Silken Promise technique are not “mind control” and cannot force someone to make a decision that goes directly against his character or his true loyalt ies. Subject to such caveats, however, the technique can exert considerable influence, since the

target is unaware that he is being manipulated and may well believe his new decision is entirely his own. Ult imately, the GM has the f inal say on how much impact the Silken Promise Technique can exert.

You may not target the same character with this Technique more than once per month.

The Shiba Illusionists [Shugenja]

(Path)

Technique Rank: 1

Replaces: Isawa Shugenja 1 or Shiba Artisan 1.

Requirements:

Founded by the unconventional shugenja Shiba Tsuna, the Illusionists use Air magic to delight and entertain, following their founder’s dictum that there is no sound the Air kami like more than the laughter of children. They are regarded with some hostility by the Isawa, who believe their use of the kami is frivolous, but after the disgrace of Tsuna’s rival the Isawa have avoided any direct attack on the organization, preferring to simply ignore it as much as possible.

Technique

RANK 1: THE TEJINA 'S ART - The path of the illusionist is one that specializes in crafting false images. You gain a number of additional spell slots per day equal to your School Rank. You may only use these slots to cast the spells Token of Memory, Flight of Doves, or Mists of Illusion.

Illusionists use the Trait benefit, Skills, Honor, and outfit of whichever School they are attending in addition to the Technique of this Path.

Illusionists are always presumed to have an Affinity for Air and gain

3 Air, 2 Water, and 1 Earth spell if this Path is their first Shugenja Technique.

Asahina Fetishist [Shugenja] (Path)

Technique Rank: 2

Replaces: Asahina Shugenja 2

Requirements: One Craft or Artisan Skill at rank 3

The Asahina shugenja follow the path of peace and beauty, finding harmony in the tranquility of nature. Over the years they have become masters of a secret art of creation that allows them to imbue magical power into small objects. These items, called tsangusuri, temporarily give their bearers the ability to ask for the blessings of

the kami. Each item is painstakingly made to honor the Elements and to reflect the Crane vision of a beautiful world.

Technique

RANK 2: THE WORLD IN THE PALM OF THE HAND - The Asahina are the finest crafters of tsangusuri (fetishes) in the whole of Rokugan, and their treasures are highly prized. When using an Artisan Skill or a Craft Skill to create a small token of some kind, you may spend a Void Point to confer a one-time blessing into the token. Whoever is

in possession of the token may activate this blessing at any time. When activated, the token grants a bonus of +2k0 to one High Skill Roll.

No more than one token may be used per day per individual.

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Isawa Tensai [Shugenja] (Path)

Technique Rank: 2

Replaces: Isawa Shugenja 2

Requirements: Lore: Elements 3, Spellcraft 3

The Isawa are the undisputed masters of elemental magic among the Great Clans. This prestigious family produces the most shugenja by far, and puts them through rigorous training to maintain high standards. The Tensai stand out as exceptional prodigies even among the Isawa. Instead of a general study of the kami, the Tensai focuses his attentions on a single Element. His command of the kami grows to an astounding level, as the kami seem to sing and dance at his call. Unfortunately, this single-mindedness comes at a high cost. It seems to be one the Tensai are only too eager to bear.

Technique

RANK 2: EMBRACE THE ELEMENTS - There are those among the Phoenix whose chi is so strongly attuned to the essence of a single Element that they are able to accomplish incredible things by studying that Element to the exclusion of others. You gain an additional Aff inity in any one Element for which you already possess an Affinity. You gain a Deficiency in all other Elements. For example, if you are a Rank 1 Isawa Shugenja with an Affinity for Fire, when you advance to this Technique, you will be a Rank 2 shugenja capable of casting Mastery Level 4 Fire spells, but only Mastery Level 1 spells of all other Elements.

Iuchi Couriers (The Lords of the

Plains) [Shugenja] (Path)

Technique Rank: 2

Replaces: Iuchi Shugenja 2

Requirements: Horsemanship 3, Way of the Land Advantage

Although they choose to refer to themselves by the humble appellation of the Iuchi Couriers, the shugenja who belong to this group are jokingly referred to by others within their clan as the Lords of the Plains due to their incredible ability to move at speeds no others can match.

Shugenja trained by this group possess the ability to sooth the spirits of the Earth as they ride, creating a path of least resistance for

their steed’s benefit. This allows their horses to ride for much longer at a time, and with virtually no risk whatsoever of any missteps, even during the longest journeys.

Technique

RANK 2: BEYOND THE WIND - and endurance to your steed. With a five minute ritual and a successful Meditation Skill Roll (TN 15), you may bless your horse or the horse of another rider. For a number of hours equal to your Earth Ring, the horse will never suffer movement

penalties based on terrain, nor will it suffer the effects of fatigue.

The maximum number of horses which may benefit from this Technique at the same time is equal to your Earth Ring.

Kawaru Sages [Shugenja] (Path)

Technique Rank: 2

Replaces: Any Phoenix shugenja 2, Tonbo Shugenja 2

Requirements: Divination (Kawaru) 3

This small sect of shugenja studies and renes the ancient kawaru texts and methods, offering guidance and divination to all who might need it. To these shugenja the ways of kawaru are a sacred art, a gift from the Fortunes, and they often blend the kawaru methods with

actual divination magic to get more precise results. They like to wear robes embroidered with the kawaru hexagrams.

Kawaru Sages occasionally gain fame as court diviners, although they more often toil in obscurity.

Technique

RANK 2: THE VEIL OF THE FUTURE - The Kawaru Sages have mastered the art of reading the sixty-four hexagrams of kawaru in order to divine what will happen in the near future, enhancing their forecasts with the aid of the kami of Water. At the beginning of each day, you may spend one hour in meditation and make a Divination Skill Roll, at a basic TN of 15. If successful, you gain a +1k0 bonus

die, and you may Raise on the roll to gain addition bonus dice up to your Water Ring. You may spend these +1k0 bonus dice on any Spell Casting Rolls made during the rest of the day. Unused dice are lost at nightfall.

Kitsune Artisan [Shugenja] (Path)

Technique Rank: 2

Replaces: Kitsune Shugenja 2

Requirements: Any one Artisan or Craft Skill at 3

For much of their history, the Kitsune people have been sequestered in their own small region of the Empire, struggling for survival and

attempting to overcome the many deficits of resources that have plagued them since their creation as the Fox Clan a thousand years ago. Because of their struggle for survival, the Kitsune have rarely possessed the resources to devote any time or energy to the pursuit of the arts. Despite this, however, a unique tradit ion of art istry has arisen among their ranks, a testament to the notion that the soul of a samurai yearns for beauty, no matter his surroundings. Those who have spent time in the forest have learned to see the beauty of their surroundings, appreciating it for exactly what it is, and leave their mark upon it in delicate ways. The most unique aspect of the Kitsune artisan tradition, however, is that in its purest state, it is performed without damaging the materials from which it is created. Living sculptures are created from the trunks of trees that continue to grow and thrive following their creation. Others are crafted from boulders

that remain in place, continuing to support whatever lay atop them with no loss of stability. With the increase in the familys profile as part of their incorporation into the Mantis Clan, they were called upon to create more permanent, traditional works of art for the benefit of their clans court endeavors, but the spirit of their work remains the same. The removal of their creations has caused some degree of discomfort to many Kitsune artisans, but the strange nature of their craft is such that it has become an instant sensation in many courts, and the displays found in Broken Wave City are among the most popular in the current court season.

Technique

RANK 2: THE BEAUTY OF THE WORLD - A master of the Kitsune naturalist art style can craft incredible beauty out of any aspect of the world, be it wood, stone, or whatever can be found in nature. When working with natural materials, you may expend an Earth spell slot to gain a bonus of +1k0 on any Artisan or Craft Skill Roll.

You may expend a number of spell slots in this manner equal to your School Rank, and this may be used in conjunction with Void Points.

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The Sisters of the Sacred Light

[Shugenja] (Path)

Technique Rank: 2

Replaces: Asahina Shugenja 2, Isawa Shugenja (Air) 2, Moshi

Shugenja 2

Requirements:

Founded in the years immediately after the creation of the Centipede Clan, the Sisters of the Sacred Light were originally created to deal with infestations of mischievous spirits. Although founded by the Centipede, they recruit women from several clans, and those women are expected to forsake their former loyalties in order to follow the path of purity and wisdom which the Sisters teach. They dress in the traditional garb of a temple priestess (a red hakama and white gi), bereft of all markings save for a single clan mon to indicate their ancestry.

Technique

RANK 2: LIGHT BANISHES LIES - The Sisters of the Sacred Light specialize in exposing illusions as the falsehoods they are. When attempting to Banish the kami of Air, who are of course responsible for the vast majority of illusion effects, you require only two Raises on the Sense spell (rather than the normal three) and only three Raises on the Commune spell (rather than the normal five).

Toritaka Exorcist [Shugenja] (Path)

Technique Rank: 2

Replaces: Kuni Shugenja 2

Requirements: Willpower 3, Perception 3, Calligraphy 3

From the days of their founding as the Falcon Clan, the Toritaka have studied the ways of the spirits, especially ghosts and gaki. Those of the Toritaka who had the gift of the kami undertook special studies in these topics, learning the ways of yorei and goryo, of gaki and kitsunetsuki, and the ways to purge their influence from the natural world. The near-destruction of the Toritaka by a malevolent Shuten Doji spirit only furthered their determination to learn the

Technique

RANK 2: PURGE THE DARKNESS - You can sense the presence of dangerous spirits (ghosts, gaki, yokai, creatures from the spirit realms, etc) by making an Investigation (Notice) / Perception roll. The base TN for this roll is 20, but may be increased by the GM for spirits which are exceptionally difficult to notice. You may make two Raises on the roll to learn the specific nature of the spirit you detect (e.g. a yorei, a gaki, etc).

You may take a Complex Action to attempt an exorcism on someone who is possessed by a ghost, gaki, oni, kitsune-tsuki, or similar entity. You expend one spell slot and make a Contested

Willpower roll against the spirit; if you f irst place an exorcism ward on the target (see sidebar), you gain +2k2 on the roll. With a success, you force the spirit to leave the body it is possessing; it cannot attempt to re-possess that same person for at least 24 hours.

Agasha Alchemists [Shugenja] (Path)

Technique Rank: 3

Replaces: Agasha Shugenja 3

Requirements: Fire 3, Spellcraft 3

The Ikakeya are a lesser known sect of the Agasha family who have deliberately avoided the attention of outsiders ever since their family joined the Phoenix Clan. These individuals have continued their studies of the alchemical formulae and techniques from their time with the Dragon Clan (and which the Tamori family has continued in that clan). The Ikakeya are known for their skill at producing potions and other alchemical items that contain the essence of their magic, as well as for their skill at transposing and combining different Elements for maximum effect.

Technique

RANK 3: FURY OF THE ELEMENTS - You may store a Fire spell with the Area of Effect “one target person” or “one target creature” in an alchemical preparation for later use. The stored spell may be activated instantly by anyone as either a Simple Action (to drink a potion) or a Complex Action (to throw it, using Athletics (Throwing) / Agility). By spending a Spell Slot for another Element (except Void), you may also give a spell stored in this manner either an additional Elemental keyword, or replace its Fire keyword with another Elemental keyword.

For example, by spending an Earth slot, you could cause the stored spell to be both Fire and Earth, or just Earth, for all purposes related to the type of Elemental keyword associated with the spell. A spell

may only be given one additional Elemental keyword this way.

Asahina Artisans [Shugenja] (Path)

Technique Rank: 3

Replaces: Asahina Shugenja 3

Requirements:

Founded in the sixth century by Asahina Hake, the Asahina Artisans use magic to create artwork that is transitory and unique, yet supremely memorable. They rely heavily on illusion magic, often using it to either enhance or replace the material components of their art.

Technique

RANK 3: HAKE'S LESSON - The artisans of the Asahina family specialize in infusing magic into their craft in order to give it an otherworldly sense of serenity and beauty. When making an Artisan Skill Roll, you may expend a spell slot to add +2 per slot expended to the total of your roll. You may expend a number of slots equal to twice your Insight Rank in this manner. Air spell slots spent in this manner add +3 instead of +2.

Bishamon's Chosen [Shugenja] (Path)

Technique Rank: 3

Replaces: Kitsu Shugenja 3

Requirements: Battle 3

The Lion Clan is home to the greatest armies and generals of the Empire. The martial tradition is the center of every Lion samurai, be he a priest or a warrior. The Kitsu family largely favors the traditional paths of priesthood, but the Kitsu shugenja do not shirk their duties to the clan. Bishamon’s Chosen learn to wield weapons and march into battle beside their bushi brethren. Their fervor and dedication to the Celestial Order remains pure, however, whether in the sanctity of

the temple on in the chaos of the battlefield.

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Technique

RANK 3: SCION OF STRENGTH - The Fortune of Strength shows obvious favor to those who follow his teachings without question or reservation. You may expend a spell slot as a Free Action to gain a bonus of +1k0 to any Strength-based roll, including the damage roll of a melee weapon. You may also expend a spell slot in this manner to gain a bonus of +1k0 to the Spell Casting roll made for any spell

with the Battle descriptor.

Chuda Necromancer [Shugenja] (Path)

Technique Rank: 3

Replaces: Chuda Shugenja 3

Requirements: Lore: Shadowlands 3, knowledge of the maho

spell Summon Undead Champion

The Chuda family are among the greatest practitioners of maho the Empire has ever known, eclipsed only by a handful of prodigies (mostly from the Bloodspeaker Cult) of such masterful skill they surely were the blessed of the Realm of Evil. The Chuda have

reached their level of skill not through natural affinity but through unwavering devotion to the study of blood sorcery. Centuries of research has been augmented by the unprecedented resources they acquired after joining with Daigotsu. In modern times the Chuda also gain additional necromantic knowledge from encounters with the Jackals, a cult of dark sorcerers from the distant Burning Sands.

The corrupt Chuda have always included some in their ranks devoted to the creation and control of the undead, and this group has only become more terrifyingly powerful since the founding of the Spider Clan.

Technique

RANK 3: THE DEAD DO NOT REST - The Chuda are unparalleled masters of undeath. As a Simple Action you may expend a spell slot of any element to immediately create from existing corpses a number of zombies equal to your Taint Rank. These undead will obey simple commands from you. They last for one week or until you choose to dismiss your power over them—either way, at that point the corpses disintegrate into rot and dust. (Statistics for zombies can be found on page 331 of the L5R RPG 4th Edition rulebook.)

Disciples of the River [Shugenja]

(Path)

Technique Rank: 3

Replaces: Kitsu Shugenja 3

Requirements: Way of the Land Advantage for an area with a

river.

Founded by Kitsu Sonosuke, the Disciples recruit those in the Kitsu family who are talented shugenja but lack the pure bloodlines to become Sodan-Senzo or the militant spirit to join Bishamons Chosen. They devote themselves to venerating the spirits of the Empires rivers, great and small, and their power serves the Lion Clan in many ways, from irrigating local rice paddies to defending the clans northern border or moving troops and supplies safely along

waterways. The Disciples are seen as eccentric but well-meaning and honorable by the rest of their clan.

Technique

RANK 3: SERVANT OF THE RIVER - The Disciples of the River take the concept of Water magic much more literally than do most of the Kitsu family. Their approach is more like that of a Phoenix, although none would ever admit such (and they would be insulted by the comparison). When casting a Water spell while standing within one

hundred feet of a naturally occurring river, you gain one Free Raise on that spell.

Isawa Seaguard [Shugenja] (Path)

Technique Rank: 3

Replaces: Isawa Shugenja 3

Requirements: Water 3, Air 3, Sailing 3

The Phoenix Clan expands its own fleet in response to Yoritomos growing campaign of raids and piracy; lacking the numbers to conduct a build-up on the same scale as their Crane allies, the Phoenix instead focus on placing shugenja on all their ships and training those priests to use winds and waves against the Mantis ships an especially important duty given the number of Yoritomo and Moshi shugenja fielded by the Mantis f leet. The Seaguard, as they come to be called, are often recruited from shugenja who would normally have joined the Elemental Guards, and receive much of their training directly from the clans new Master of Water, Isawa Riake.

Technique

RANK 3: THE WARD OF THE SEA - The Seaguard are taught to call on the power of the wind and waves to protect their ships, allowing them to fight on even terms with the more numerous and skillful ships of the Mantis Clan. While on board a ship on the water, you may expend a Water or Air spell slot as a Complex Action to create a barrier of water and air around the ship. This barrier lasts for three Rounds. While it is in effect, the ship has Reduction of 10 against any physical attacks and Reduction of 25 against any natural or magical f ire-based attack. In addition, the barrier obstructs arrows at (and from) anyone on the ship, replicating the mechanical effects of

the spell Summoning the Gale.

Iuchi Traveler [Shugenja] (Path)

Technique Rank: 3

Replaces: Iuchi Shugenja 3 or Horiuchi Shugenja 3

Requirements: Athletics 2, Horsemanship 2

The people of the Unicorn are the children of the Four Winds and their wanderlust is legendary. The Iuchi Traveler spends his life on the road from birth, moving from one place to the next in an attempt to see all the wonders of the Empire.

The Travelers have developed secret rituals to traverse the land in mere moments, allowing them to come back from their journeys

whenever the Unicorn Clan needed their powers.

These rituals were later adapted for many uses, including war. Despite this change in responsibilities, the typical Traveler remains optimistic and cheerful at heart. Mult iple spell slots may be expended in this manner to move across greater distances.

Technique

RANK 3: WHERE THE WIND WILLS - You possess knowledge of the most sacred Unicorn magic: the art of moving from one point to

another without crossing the space in between. You may spend one Void Point and expend one spell slot of either Air or Water (Void may not be used) as a Simple Action to instantly teleport a maximum distance equal to your School Rank x 100 feet. This affects only you and the material you are carrying, but by expending a second Void Point you may also teleport any horse-sized mount on which you are sitting at the time of the effect.

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Mantis Navigator [Shugenja] (Path)

Technique Rank: 3

Replaces: Any Mantis Shugenja School, Rank 3

Requirements: Sailing (Navigation) 3

The Mantis Clan is the undisputed master of the seas. Each captain of their ships is trained to handle the worst the waters can throw at him. The Mantis Navigator, meanwhile, can solve any problems beyond the abilities of a normal man. His mastery of the seas is unparalleled; his whispered prayers can calm the roughest seas and clear the darkest skies. The crew can rest easy, knowing the Navigator will get them back to land without fail.

Technique

RANK 3: THE FORTUNES’ GUIDANCE - The shugenja who serve the Mantis are taught many techniques that allow them to placate the elements, even under extreme circumstances. When confronted with difficult weather conditions, you may negate them by spending a Void Point as a Simple Action. This affects an area equal to your School Rank x 20 feet in all directions from you. In a skirmish, this effect lasts a number of Rounds equal to your School Rank.

Outside of combat, this effect lasts a number of hours equal to your School Rank. If the weather effect being negated is the result of a spell, you may only negate spells with a Mastery Level equal or less than your School Rank, and then only by spending a number of spell slots equal to the Mastery Level in addition to the Void Point.

Oni Slayer [Shugenja] (Path)

Technique Rank: 3

Replaces: Kuni Shugenja 3

Requirements: Lore: Shadowlands 3

Kuni shugenja dedicate their lives to eradicating the Shadowlands threat from the world. The Oni Slayers are an elite sect of the Kuni family that focuses strictly on dealing with monsters that are too strong to fight on an equal footing.

Their rituals and wards are essential in sapping the strength of these unnatural beasts. Oni Slayers see things no man ever should, yet their dedication to their duties remains unshaken.

Technique

RANK 3: BOUND BY THE WORLD - The Kuni study the poorly understood art of binding, of using ritual circles and symbols to trap demons so they can be destroyed forever. You may expend an Earth spell slot and make a Spell Casting roll (without TN, see below) in order to ritually prepare a binding circle, a process which takes one hour. This circle may encompass a maximum area equal to your School Rank x 5 in square feet, although you may combine efforts with other Kuni to encompass larger areas by adding your School Ranks together (only one of you may make the Spell Casting

Roll). Once an oni enters the circle, it becomes active. The oni may not leave the circle without first succeeding at a Willpower Trait Roll against a TN equal to the total of your Spell Casting roll. While the circle is active, you gain one less Earth spell slot per day.

Shadow Hunter [Shugenja] (Path)

Technique Rank: 3

Replaces: Any Scorpion Shugenja School, Rank 3

Requirements: Stealth 3

The Scorpion Clan never publicly acknowledges the existence of many of their elite forces. Their assassins and ninja can slip past powerful defenses to reach their targets. However, these ninja are only human and have limits to their abilit ies. The Soshi’s Shadow Hunters are adept in speaking with the kami, bypassing normal thresholds of power. The Shadow Hunters can alter the world with the help of their spells. These elite assassins meld with the darkness, revealing themselves only to devastate their foes.

Technique

RANK 3: SCOURGE IN SHADOW - There are some targets the Shosuro ninja are unable to eliminate, either because of their protection or simply because they are too difficult to kill. For such targets, the Soshi send in their Shadow Hunters. When casting a damaging spell targeting an opponent who is unaware of your presence, you gain a bonus of +2k0 on the Spell Casting Roll. You may also expend a single spell slot as a Free Action to gain a bonus of +1k1 on a Knives or Stealth Skill Roll.

The Children of Chikushudo [Shugenja]

(Path)

Technique Rank: 3

Replaces: Kitsune Shugenja 3

Requirements: Hunting 3, Lore: Spirit Realms (Chikushudo) 2

Perhaps no family in the Empire is so keenly attuned to the ways of the Realm of Animals as the Kitsune family.

Throughout their long history, first as the Fox Clan and later as a family of the Mantis Clan, certain individuals within their ranks appear who are able to slip free of the normal confines of Earth magic and accomplish amazing feats through their pacts with the animal spirits of Chikushudo.

Technique

RANK 3: BORN OF THE EARTH - A master of earth’s intricacies can project his mind into the soil and be born again in the form of an animal.

If you are sitt ing upon the bare earth, you may sacrif ice two Earth spell slots and make a Meditation Skill Roll (TN 15). After ten minutes of meditation, you fall into a deep trance and a natural animal erupts forth from the ground before your body. Your mind inhabits and control this animal form until you choose to end the effect, your real body is harmed or disturbed, or the animal form is killed – in any of those circumstances, the animal form crumbles into

dirt and your consciousness returns to your real body.

You must choose any one natural animal, either from the Book of the Void in the L5R RPG core rulebook or Chapter One of the sourcebook Enemies of the Empire, as the form you adopt. If the animal form has higher physical or mental Trait Ranks than you, you use the animal form’s Traits – otherwise, you use your own. You gain any and all abilities of the creature, but cannot speak (and thus cannot cast spells) while in the animal’s body.

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The Inferno Guard [Shugenja] (Path)

Technique Rank: 3

Replaces: Isawa Shugenja 3

Requirements: Fire 3, Battle (Mass Battle) 3, Fire affinity.

The Elemental Legions of the Phoenix Clan are a legend even among the Empire’s military traditions. The Firestorm Legion and their attendants in the Legion of Flame are the most aggressive of the Elemental Legions, ever on the forefront of any battle in which they are part of the Phoenix forces. Despite their overwhelmingly aggressive tactics, however, even the vaunted Firestorm Legion must give some attention to defense, and that is the purpose of the Inferno Guard. They defend positions by creating walls of f ire, they protect by immolating archery f ire from the sky, and they obscure by filling the skies with thick plumes of smoke.

Technique

RANK 3: MENACING FLAMES - Members of the Inferno Guard learn how to employ certain Fire spells to maximize the apparent threat they represent to opponents. When casting any Fire spell that does not list “One Target Creature” or “One Target Individual” as its Area of Effect, you may either spend a Void Point or expend an additional Spell Slot to give the spell an additional effect of Fear X, where X is the Mastery Level of the spell.

The Isawa Temple Guardians [Shugenja]

(Path)

Technique Rank: 3

Replaces: Isawa Shugenja 3, Agasha Shugenja 3

Requirements: Earth 4, Lore: Theology 3

Countless temples and holy sites throughout the Emerald Empire have benefited from the protection of the Isawa Temple Guardians over the centuries. Indeed, as a group they are welcome in the lands of virtually every clan and family in Rokugan. Although their expertise is only rarely needed, when it does come into play the results tend to be memorable. There are many tales of a single Temple Guardian turning the tide during an unexpected attack

Technique

RANK 3: NEVER THIS SACRED GROUND SHALL FALL - The Temple Guardians of the Isawa family are well known for the power they bring to bear against all who threaten the holy places of the Empire. When defending a sacred location such as a shrine, temple, or monastery, you gain a Free Raise on all Earth spells. In addition, when defending a sacred location you may spend one Void Point (as a Free Action) when casting any Earth spell that inflicts damage in order to grant it the Jade keyword.

The Mist Legion [Shugenja] (Path)

Technique Rank: 3

Replaces: Isawa Shugenja 3 (Air Affinity)

Requirements:

The Phoenix Clan is home to the Elemental Guard, a set of four elite military units staffed by shugenja specializing in those Elements. Within the Hurricane Initiates, the Legion focused on Air, is a secretive group called the Mist Legion which focuses on using illusions on the battlefield. Although their existence is seldom officially acknowledged, they can be recognized by a small gray cloud worked into the school mon on their kimono. Although they are trained for the battlefield, these shugenja are not solely warriors, and

in non-battle situations many of them use their abilities to create massive temporary works of art.

Technique

RANK 3: THE WORLD IS A CANVAS - The members of the Mist Legion assist the Elemental Guard and the Elemental Legions by manipulating the battlefield to the advantage of the Phoenix Clan. A number of times per day equal to your Insight Rank, you may spend a Void Point to cast the spell Summon Fog or False Realm as a Simple Action.

The Nameless Ones [Shugenja] (Path)

Technique Rank: 3

Replaces: Isawa Shugenja 3

Requirements: Isawa Shugenja 3, Ishiken-do Advantage

The existence of the individuals called the Nameless Ones was at once both a great boon for the Phoenix and a terrible curse, for those who were doomed to become Nameless Ones were in many ways lost forever to their family and clan. The process by which a Nameless One was created was very poorly understood, and to the clan’s perceptions it seemed to happen through the enigmatic

intervention of the Void itself, moving to protect those capable of interacting with it. Perhaps two dozen Nameless Ones were identified throughout the clan’s history, starting with Isawa Ujina in the late eleventh century, so the Phoenix had very little opportunity to study the phenomenon.

A Nameless One is created when an ishiken, one of those rare individuals capable of communing with the Void, is corrupted by some form of spiritual contamination. The most common such malady, of course, is the Shadowlands Taint, but the first of the Nameless Ones was created by the Lying Darkness and that sinister force was probably connected to all of the Nameless Ones to a greater or lesser degree. Regardless, on some occasions when an ishiken becomes corrupted, the Void itself purges the corruption from their body and spirit. This is an incredibly traumatic occurrence;

sometimes it happens at the instant of corruption, while on other occasions it takes place over an extended period sometime after the contamination occurs.

Regardless of when it happens, the purification is horrif ically scarring, severely altering the individual’s physical appearance and mental faculties. Grotesque deformities are inevitable; this always includes severe scarring but sometimes extends much farther, even to the loss of limbs or facial features. Mentally, the Nameless Ones are changed as well, commonly suffering from amnesia, mental fugue, or loss of identity (hence their name). A precious few have retained some semblance of their identity after this, most notably Isawa Ujina himself, but this is extremely rare and apparently limited to the most powerful of ishiken.

The boon of the Nameless Ones, if there can be said to be a positive side to such a traumatic loss, is that they are consumed with an all-encompassing hatred of the Shadowlands in all its forms. Even more significantly, however, the magic of these individuals becomes an incredibly potent weapon against the Shadowlands. For this reason as well as due to the great reverence the Phoenix have for all life, the Nameless Ones were permitted to continue to serve the clan in whatever capacity they could.

After the exposure of the Lying Darkness at the end of the Hidden Emperor era, the true source of the Nameless Ones’ contamination becomes apparent, and the Phoenix grow far more wary of them. Fortunately, the Darkness’ defeat effectively results in an end to the creation of new Nameless Ones, and within a generation the strange order is no more.

Although the canonical Nameless Ones only appear in a brief portion of Rokugan’s history (starting with the Pre - Coup era and ending with the Hidden Emperor era), creative GMs can use them in other time periods as well. The Lying Darkness could potentially have corrupted ishiken in almost any earlier era, and the Shadow Dragon could do so in later eras as well.

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Technique

RANK 3: DARKNESS UNDONE - The Nameless Ones are terrible foes of all corruption, but especially of the Shadowlands. When casting any spell that targets an opponent with the Shadowlands Taint, you may expend one additional spell slot to lower your opponent’s Reduction by an amount equal to your School Rank. You may spend multiple spell slots in this manner, up to a maximum equal to your

Void Ring. The lowered Reduction lasts until the beginning of your next Turn.

The Seppun Hidden Guard [Shugenja]

(Path)

Technique Rank: 3

Replaces: Seppun Shugenja 3

Requirements: Must be chosen for service in the Hidden

Guard

Although all Seppun shugenja are tasked to help protect the

Emperor and the Imperial City against magical and supernatural threats, but the elite order of the Hidden Guard receives special training for this purpose. The Hidden Guard are in charge of the direct magical and spiritual protection of the Emperor, his family, and the Imperial Palace. Many of them spend their entire lives doing nothing but endlessly watching, reinforcing, and maintaining the wards and other magical protections over their charges.

Technique

RANK 3: HARMONY IN ALL - The Hidden Guard are tasked with

warding and protecting the Emperor, the Imperial family, and their possessions and holdings. You gain a Free Raise with all spells that have the Wards or Defense properties.

The Soshi Deceivers [Shugenja] (Path)

Technique Rank: 3

Replaces: Soshi Shugenja 3

Requirements:

For centuries the Soshi Deceivers are the darkest secret of the Soshi family: a secret group who combine Air magic and the power of Nothing to produce a host of sinister effects.

They are notably adept at illusion magic, cloaking their actions in concealing shadows, rendering themselves invisible, or taking on the visages of others to deflect blame for their actions. After the exposure and apparent defeat of the Lying Darkness, the original Deceivers are purged from the clan, but the organization is later re-started in the belief that its powers can be replicated without relying on the dangerous influence of the Shadow. Whether this effort is truly successful, or the Soshi are merely deceiving themselves, remains to be seen.

Technique

RANK 3: WAY OF THE SHADOW - A master of Shadow gains many powerful abilities. You may sacrif ice a spell slot of any Element to gain perfect vision when in absolute darkness. Alternately, you may spend an Air or Void spell slot to gain a bonus of +1k1 to the total of any Stealth, Sleight of Hand, or Sincerity (Deceit) Skill Roll. You may not spend more spell slots than your Insight Rank in this manner on any one Skill Roll.

Chuda Subversive [Shugenja] (Path)

Technique Rank: 4

Replaces: Chuda Shugenja 4

Requirements: Lore: Shadowlands 4

The Shadowlands Taint offers great power to those who would listen to the seductive beckoning of the dark realm.

This comes with certain drawbacks, often including grotesque disfigurations. Witch Hunters and Jade Magistrates learn to spot these changes and kill these blasphemers on sight. Those who use these profane rituals must find ways to lessen the consequences of their actions if they wish to live within the Empire. The Chuda Subversives are well versed in masking the effects of the Shadowlands Taint and passing as normal citizens of the Empire.

Their abilities have grown so great that they may even fool the kami.

Technique

RANK 4: THE DARK KAMI'S DISCRETION - Certain sects of the Chuda have extensively studied means by which the influence of Jigoku in the mortal realm can be concealed from others. By expending three spell slots, you may completely suppress your own Taint, or that of a willing target you touch, for a number of hours equal to your School Rank. In the case of a human who possesses the Taint, this will render them temporarily immune to damage from jade or other

effects that target the Taint, but will deny them access to any Taint-based abilities, such as maho or Shadowlands powers. In the case of inherently Tainted creatures targeted by this effect, such as oni or goblins, the effect only renders them immune to Taint -detection abilit ies. They gain no immunities and lose no abilities. This Technique in no way disguises physical mutations.

Tamori Warrior Priest [Shugenja]

(Path)

Technique Rank: 4

Replaces: Tamori Shugenja 4

Requirements: One Weapon Skill at rank 3

The Tamori family has been brave and combative ever since its inception. Tamori shugenja often train alongside their Mirumoto brothers to improve their coordination. The yamabushi (Warrior Priest) considers his martial training equally as important as his connection to the kami. The Warrior Priest can use his bond with the elements to increase his observation of the field of war, allowing him to perform awe-inspiring feats of prowess.

Technique

RANK 4: STRENGTH OF THE SOUL - The Tamori are the most martially inclined of all Rokugan’s shugenja families, often training alongside their clan’s bushi.

You can expend a spell slot as a Free Action to gain a bonus of +1k0 on any Bugei Skill roll. You may not expend more spell slots per round in this manner than your School Rank. You may make melee attacks as a Simple Action when using a weapon created by one of the following spells: Bo of Water, Tetsubo of Earth, Katana of Fire, or Yari of Air.

The Acolytes of Thunder [Shugenja]

(Path)

Technique Rank: 4

Replaces: Yoritomo Shugenja 4

Requirements: Fire 3, Void 4

In the Thousand Years of Darkness, the guidance of Sezaru as Oracle of Thunder allows the shugenja of the Mantis Clan to discover new ways to call on the power of Thunder.

These discoveries come too late to help the defense of the Islands of Silk and Spice, but during the later Mantis exile to the Ivory Kingdoms they offer the hope that someday the Mantis may be able to reclaim their home from the legions of Fu Leng.

99

Technique

RANK 4: THUNDER'S CALL - The Acolytes of Thunder can call on the power of the great Thunder Dragon to smite their enemies. You may cast the spell Fury of Osano-Wo as a Simple Action by sacrificing a spell slot in any Element. Your Raises for damage on that spell award +1k1 per Raise instead of +1k0.

The Kitsu Spirit Legion [Shugenja]

(Path)

Technique Rank: 4

Replaces: Kitsu Shugenja 4

Requirements: Must be born with the spiritual gifts required to

serve in the Spirit Legion. This is essentially a character-development/ role-play constraint which should be discussed between player and GM.

Formed during the twelfth century, the Spirit Legion is comprised of a handful of Kitsu shugenja with the ability to reach across the

boundaries of the Spirit Realms and summon the spirits of those realms to serve them.

The ability cannot be taught—one must be born to it—and those with the gift are quite rare.

Technique

RANK 4: THE LEGIONS OF THE DEAD - The handful of Spirit Legionnaires are able to pull aside the veil to the Spirit Realms and call forth the spirits themselves to defend their family. You may conduct a ritual that opens a portal and summons forth a spirit to

fight in your place. This is a Complex Action that requires you to expend two spell slots associated with one Element of your choice and spend a Void Point. The spirit appears as an armored warrior with the Spirit trait and with all Rings at 2 except for the Ring whose slots you sacrificed; that Ring begins at 3. The spirit is considered to have Kenjutsu 3 and Defense 2, and is equipped with a spectral daisho and light armor. These spirits remain in the mortal realm for a number of hours equal to your Kitsu Shugenja School Rank, or until dismissed by you.

The Kuni Crystal Masters [Shugenja]

(Path)

Technique Rank: 4

Replaces: Kuni Shugenja 4

Requirements: Earth 5, Spellcraft 5, Lore:

Elements (Crystal) 5

In the twelfth century, the Kuni begin focusing more intensely on the power and nature of crystal, partially influenced by the struggle against the Lying Darkness and partly by their interactions with other races who used crystal, such as the Naga and even the Nezumi. The Crystal Masters emerged from this research. They are the creators of the Sapphire Strike spell, and specialize in awakening the spiritual powers of crystal and using those powers to enhance their other magic.

Must possess a piece of pure crystal. Player must have approval from GM to become a Crystal Master.

Technique

RANK 4: STRIKE OF PURITY - The Crystal Masters learn how to awaken the spiritual power of crystal and use it to strengthen their spells. When you learn this technique, one piece of crystal which you possess becomes awakened and is then used to empower your spells with the essence of crystal. (If this piece of crystal is lost or destroyed, you cannot use this Technique until you acquire another

one – it is the GM’s discretion how much time and effort this will require.) When casting a Fire or Earth spell that inflicts damage (e.g. Jade Strike, Fury of Osano-Wo, etc) you may spend a Void Point to channel the spell through your awakened crystal and infuse the spell with the essence of crystal. This adds one additional Complex Action to the casting time of the spell. The spell does an additional +1k1 damage and is now considered to be Crystal for the purpose of what foes can be damaged by it, whether it can penetrate Invulnerability or Creature Reduction, and so forth.

The Seppun Astrologers [Shugenja]

(Path)

Technique Rank: 4

Replaces: Seppun Shugenja 4

Requirements: Astrology 4, Divination (Omens) 5

Astrology is very important to all of the Imperial families, with the Otomo employing it in court while the Seppun study it for its spiritual and divinatory purposes.

The Seppun Astrologers watch the night skies constantly, seeking portents to better protect the Emperor and the Empire. Like the Kawaru Sages, the Seppun supplement their astrological knowledge whenever possible with divination magic (although they would be greatly insulted to be compared to the practitioners of kawaru).

Technique

RANK 4: WISDOM OF THE HEAVENS - The sage-priests of the Seppun Astrologers are capable of finding great wisdom in the alignments of the Celestial Heavens, and their recognition of previously unnoticed patterns can bring joy or doom to the mortal world.

Once per month, you may clarify a persons place in the great tapestry of fate and thereby confer one Spiritual Advantage or Spiritual Disadvantage on that person.

(This is a ritual effect and cannot be performed during a skirmish.)

This effect lasts for one month or until you use this Technique on a different person, whichever comes first. If you are attempting to confer a Disadvantage, you must also succeed at a Contested Void Roll against the target.

GMs Notes: Wise GMs will recognize there is much potential for abuse in this Technique. In general, the GM should exercise a veto on any Advantage or Disadvantage that does not make sense. In particular, this Technique should never be allowed to bestow Ancestors or to inflict truly heinous Disadvantages such as Momoku or the Shadowlands Taint. (Alternatively, the GM may allow the Astrologer to inflict more powerful Disadvantages, but require Raises on the Contested Void Roll.)

The Jade Champion [Shugenja] (Path)

Technique Rank: Special (see above)

Replaces: Special (see above)

Requirements: Shugenja only

When the Empire is in need, it calls the greatest shugenja to serve as the Jade Champion. This guardian scours the land of magical corruption and demonic forces to keep Rokugan pure.

While each Jade Champion has personally chosen the focus of his duties, most consider the eradication of maho their greatest responsibility.

100

Technique

RANK SPECIAL (SEE ABOVE): THE EMPEROR'S WILL - The Jade Champion is the enforcer of the Emperor’s laws related to magic and religion. You gain a Free Raise on all Spell Casting Rolls. When confronting an opponent who practices any form of outlawed magic (maho, yobanjin shamanism, any form of gaijin sorcery, etc.) or who possesses corrupt supernatural abilities (the Shadowlands Taint or

corruption by the Lying Darkness), you gain an additional Free Raise on your Spell Casting Roll.

Acolytes of Snow [Shugenja] (Path)

Technique Rank: w or 3

Replaces: Isawa Shugenja 2, any other Phoenix Shugenja 3

Requirements: Lore: Yuki no Onna 3 or Water Afnity

Founded by a third-century Isawa shugenja who was fascinated by the legends of the Yuki no Onna (Snow Maiden), the Acolytes develop magic built around snow and ice, modifying spells from Water and other Elements to t their needs.

Technique

RANK W OR 3: THE MAIDEN'S ICY GRASP - The Acolytes of Snow recognize that the icy touch of the Snow Maiden allows Water to mirror the strength and power of Earth. You may cast the following Earth spells as Water spells: Armor of Earth, Armor of the Emperor, Be the Mountain, Bonds of Ningen-do, Earths Stagnation, Grasp of Earth, Major Binding, Minor Binding, and Wall of Earth. The spells create their physical effects from ice instead of from earth or stone,

and the Acolytes usually rename these spells to incorporate Ice into their titles.

The Asahina Fire Sculptors [Shugenja,

Artisan] (Path)

Technique Rank: 2

Replaces: Any Shugenja 2

Requirements: Fire 3, Artisan (Sculpture) 2

The Asahina family are known both for their devotion to peace and for their appreciation of beautiful things, and it is not uncommon for individuals in the family to pursue the creative arts, including

sculpture – many of the Asahina monasteries and temples are filled with splendid and famous statues, with admirers traveling from all over the Empire to look upon them. A lesser-known artistic tradition within the family depends not on the permanence of stone but instead on the fleeting beauty of fire to create its sculptures. The Fire Sculptors are few in number but famed for their work, and they are welcomed in many courts where their talents can be appreciated – for the brief time they exist.

Technique

RANK 2: THE INNER SHAPE OF FIRE - A GM who wishes to represent the greater degree of control a Fire Sculptor has over the Element of Fire may opt to allow a Fire Sculptor to gain one Free Raise on a Fire spell once per day.

An Asahina Fire Sculptor is capable of creating beautiful but fleeting shapes rendered in fire, heat, light, or smoke.

You may expend a Fire spell slot and make an Artisan (Sculpture) / Fire roll (base TN is 20, adjusted by the GM depending on the complexity of the sculpture being created). The sculpture will last a number of minutes equal to your Fire Ring, but requires full concentration during that time (i.e. you may do nothing except Free Actions).

The sculpture vanishes instantly when the time elapses or you

cease concentrating. The GM should award suitable Glory for a successful Fire sculpture “performance.”