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The purpose of this text is saving me the trouble of dragging all your books to the gaming

table in order to have the rules at hand.


This complication of L5R rules address the 1. Edition rules. The entries are often shortened
versions of the rules found in various supplements. Sources are cited when at all possible .
They do not include any information in the 1. Edition rulebook. The complication is not
complete, there is always something, somewhere that the Scribe hasn’t had access to, or was
too complicated to write in short form.

The Major Clans


The Crab
The Clan of the Wall
Allies: Lion (common enemies, no common border)
Enemies: They are universally feared.

Special Crab rule: If a Crab have 3 or more in Shadowlands Lore, he automatically gains 1
in rank in Goblin Culture, Ratling Speech and Maho-Tsukai lore, provided he does not have
the skill in the first place.

Hida
Ally: Some admiration exist between Hida and Daidoji.
Benefit: +1 Strength
The undisputed leaders of the clan, and leaders of the Crab army.

Hiruma
Ally: Unicorn (both have a scout philosophy), the Ratlings.
Benefit: +1 Stamina
The scouts and often berserkers of the clan. They have lost their castle and lands to the
shadowlands, and no longer carries a family mon.

Kaiu
Benefit: +1 Perception
The builders and craftsmen of the Crab. The Kaiu have command of the Great Wall.

Kuni
Benefit: +1 Intelligence
Allies: The Isawa Inquisitors, the Yogo Kuroiban.
The Kuni are masters of all things physical, from the dead body to Feng Shui. They do not
lose honor for handling dead bodies, which the often vivisect. The do not get the +10 TN to
cast spells in the Kuni Waste, that other spellcasters get. Their schools is completely
decentralized: each Kuni takes apprentices as he sees fit, and each holds part of the scrolls of
the family.

Yasuki
Allies: They do much (illegal) business with Tortoise and Mantis Clan.
Enemies: the Crane, particularly the Daidoji.
Special rules: Yasuki start the game with 2 extra koku. Commerce is not an dishonorable
skill to them.

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Crab Schools
Berserker
Not really a school, more a state of being. To become a berserker, you must have the Death
Trance advantage, drop your honor to 1 (may later increase), and give up all school
advantages and techniques.
Benefit: +1 Stamina
A berserker fights for as many rounds as his Earth x 2. During that time he ignores wound
modifiers, after that he collapses in a daze, Incapacitated for the rest of the combat.
A berserker rolls and keeps an extra die for damage for each Berserker Rank he has.

Hiruma Scout
The Hiruma have lost everything, including their school, but they get training from the Shinjo
in the following techinques:
Benefit: +1 Perception
Skills: Stealth 2, Archery, Athletics, Hand-to-Hand, Kenjutsu, Shadowlands Lore.
Beginning Honor: 2
Equipment: Daisho, clothing, running sandals, carved piece of jade, black body paint.

Techniques
Rank 1: Dance the Razor’s Edge
The scout add 5 TN per school rank to be hit by Shadowlands creatures.
Rank 2: Run like the Wind
The scout can run 10 mph for as many hours as their Stamina times two. Afterwards they
must rest for as many hours as they ran.
Rank 3: Smell the Dark Lords Touch
The scout never becomes lost in the Shadowlands, and can detect tainted creatures up to his
school rank x 10 feet away.
Rank 4: Harness the Falcon
Two attacks vs. Shadowland creatures. Photographic memory: the scout may remember one
scene as clear as he was still standing there.
Rank 5: Veil of the Spirits
By hiding, doing absolutely nothing and spending a void point, the scout can become
completely undetectable.

Kaiu Engineering School


The great engineers of the Kaiu school accomplices things as amazing as magic.
Benefit: +1 Intelligence
Skills: Siege, Engineering, Traps, History, Armorer, Battle, Weaponsmith.
Beginning Honor: 2
Equipment: Daisho, heavy armor, kimono, surveying tools, drawing paper and pens, scroll
case.

Techniques
For each rank, pick one of the seven school skills and get an extra die, rolled and kept, when
that skill is used. You may chose the same skill several times.

Scribe’s note: A simple mechanism. Could be used to for anything: merchants, artisans,
entertainers…

Kuni Witch hunters

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Benefit: +1 Awareness
Skills: Shadowlands Lore, Defense, Hunting, Herbalism, 2 Bugei skills, Athletics or Stealth.
Beginning Honor: 1.5
Equipment: Daisho, traveling cloth, jade pendant.

Techniques
Rank 1: To strike the Darkness
Two attacks against Shadowlands creatures.
Rank 2: To see the Darkness
By rolling Shadowlands + Awareness, a Hunter can detect taint up to 50 yards. TN is 15 or
more.
Rank 3: To Ride the Darkness
The Hunter may keep as many dice when rolling to hit as his opponent has taint, or against
native shadowlands creatures:
Goblins, Zombies: 1 die
Ogres, Pennaggolan and Ghosts: 2 dice
Oni: 3-5 dice.
Rank 4: To Repel the Darkness
The hunter becomes immune to Maho, and can make another character immune for one
round by rolling Willpower + Maho-Tsukai lore TN 25. Raises extent this for one round per
raise.
Rank 5: To Shatter the Darkness
If the Hunter kills a tainted person or creature, it does not count as an action for that round.

Yasuki Merchant School


Benefit: +1 Perception
Skills: Etiquette, Defense, Heraldry, Commerce, A Craft, Gambling.
Beginning Honor: 0.5
Equipment: Kimono, Daisho, Traveling Clothes, Wicker Backpack, Sleeping Roll,
Traveling Pony with storage packs, 8 Koku.

Techniques
Scribe’s note: The Yasuki Merchant can acquire various items by making a Commerce roll.
Of course, that’s what Commerce does for everybody, so the techniques are daft.
Use the Kaiu Engineer School skill increases or something similar instead.

Yasuki Taskmaster School (Second Edition)


The sub-officers of the huge crab army. They keep in line heimin levy, ratlings and, during
the clan wars, goblins. They may take Nofojutsu as a bugei skill, in order to use a whip with
skill.
Benefit: +1 Willpower
Skills: Athletics, Defense, Intimidation, Jiujutsu, Kenjutsu, Shadowlands Lore, any one
burgei skill.
Beginning Honor: 1.0
Equipment: Kimono, Daisho, Traveling pack, Light armor and helm, Whip, any two
weapons, 6 koku.

Techniques
Rank 1: Fear is the Gift

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Roll an extra die on attacks and intimidation attempts against any with a lower Willpower
than yours.
Rank 2: Taking the Gift
As his action for the round, the Taskmaster may activate the Taking the Gift. Once on, it
stays activated until the taskmaster takes another action. If an opponent hits the Taskmaster
while Taking the gift is active, the Taskmaster may immediately attack that opponent, once;
this attack automatically hits. The Taskmaster’s damage roll is increased, if neccesary, to be
at least the amount of damage done to the attacker. The taskmaster may not counterattack if
he is Down, Out, or Dead.
Rank 3: Giving the Gift.
You may taunt or insult any one opponent who can understand you. You may do so even
when doing something else. Make a contested Willpower/Intimidation roll against the target.
You may add the amount by which you bested your opponent to one attack roll the following
round.
Rank 4: Fear’s Bane
Two attacks per round.
Rank 5 The Test of Might
Opponents subtract twice you intimidation skill from all attack and damage rolls against you.

The Lost Hiruma Bushi School (Bearers of Jade)


This school was lost around 716, together with the Hiruma castle. It dealt with speed and
defensive styles. It can be learned in games set before 716, or if the scrolls of the school
should be recovered from the Shadowlands.

Benefit: Willpower
Skills: Archery, Athletics, Battle, Kenjutsu, Stealth, Shadowlands Lore, and neither Heraldry,
Navigation or Hunting.
Honor: 1.5 (?)
Outfit:?

Techniques
Rank 1: Torch’s Flame Flickers
As long as you do not make a Full attack, add Fire to your to hit and damage totals.
Rank 2: The Wolfs Lesson
As long as you do not make a Full attack, add 5 + your Athletics skill rank to your TN to be
hit, once per raise you make on your attack.
Rank 3: The Hummingbirds Wings
As long as you do not make a Full attack, you may dodge one single attack by rolling above
the attackers to hit roll with an Agility + Defense. Any attack you make in the same round is
at +5 TN though.
Rank 4: Shark Smells Blood
Two attacks per round, or one attack and two dodges.
Rank 5: Daylight Wastes no Movement
If you do more than killing damage, you can take the excess damage an apply it to the next
opponent you hit in the same skirmish.

The Crane
The Clan of Culture

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Allies: The Imperial House (nearly all the Hanteis have had Doji brides), The Phoenix
(another cultured clan), the Unicorn.
Enemies: the Lion, the Yasuki.

The Crane have created most of Rokugans culture, and their political influence on the
imperial court is second to none. They often hold the office of Emerald Champion, the wives
of emperors are nearly always crane. Their craftsmen create the most desired gifts. And they
are filthy rich.
The Crane are led by a council of family daimyos + the clan champion.

Doji Family
Benefit: + 1 Awareness
The political masterminds of the Crane.

Kakita Family
Benefit: + 1 Agility
The master craftsmen of the Crane. The Kakita academy teaches many arts, and they consider
Iaijutsu to be one such art. An art that often secures them the Emerald Championship.
A pity they do not se war as an art form.

Daidoji Family
Benefit: + 1 Strength
Ally: The Hida respects them.
The traders, agents and warriors of the Crane. The Daidoji do what has to be done, but they
do it with honor.
The Daidoji are the crane diplomats to the Crab. Because the Yasuki and the Crane cannot
stand each other, the Daidoji deals directly with the Hida.

All Daidoji get the family mon tattooed on their wrist at their gempukku.

Asahina Family
Benefit: + 1 Perception
These shugenja originate in the Phoenix clan. They are pacifistically inclined, and not the
best magicians in Rokugan. But their magical artifacts are second to none.

The Crane Schools


The Daidoji Bushi /Bodyguard School
A defensive school.
Benefit: +1 Agility
Skills: Kenjutsu, Defense 2, Iaijutsu, Battle, Archery, one high or bugei skill.
Honor: 2,5
Outfit: Daisho, yari, light or heavy armor, helm, traveling pack, steed, kimono, any 3
weapons, 10 koku, all of fine quality.

Rank 1: The Force of Honor


Use your Honor rank to figure out your wound levels, rather than earth.
Scribe’s note: this rule seems broken. It confers no advantage if you honor is 2 (the default)
and later in your career, as your Earth Ring will surely rise above your Honor rank, this
Technique becomes an actual liability. Suggestion: Add your honor to each of your wound

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level ranks, so if you have Earth 2 and Honor 2, your Wound rank becomes 6. That’s the way
it works in the second edition.
Rank 2: Wielding the Inner Fire
If you choose Full Defense this round, you automatically goes first next round, no dice roll
needed.
Rank 3: Moving the Shadow
Your TN to be hit is increased by the value of your opponents armor, as you turn it’s
restrictions against him.
Rank 4: Strike Beneath the Veil
Two attacks per round.
Rank 5: To Tread the Sword
If you face an opponent whose school technique you have seen, you may spend as many void
points as you opponent has school rank, in order to prevent him from using his any special
school techniques that round.

Doji Courtier School


Benefit: +1 Awareness
Skills: Courtier, Sincerity, Etiquette, Manipulation, Oratory, one High skill.
Honor: 3,5
Outfit: Tanto, steed, traveling pack, kimono, small iron box, 15 koku, all of fine quality.
Scribe’s note: a Courtier should have a wakizashi, even if they do not normally carry it, as it
is the symbol of samuraihood.

Techniques
Rank 1: The Perfect Gift
The Courtier may call upon as many favors as they have Air + School Rank each adventure.
Se the Favor advantage for examples. The Courtier may only call on favors of a rank equal to
their school rank,
Rank 2: A Whisper From a Soul
With a conversation of minimum 5 minutes and a contested Awareness roll, the courtier can
subtly shift a persons emotion on a given subject.
Rank 3: Test of Honor
A number of times each day equal to the courtiers school rank, the courtier may challenge the
honor of another persons action, be it an attack or other roll. If the challenge succeeds, the
attack or whatever automatically fails.
The challenge is a contested honor roll, where all non-crane must drop any die that roll lower
than the Courtiers honor. If both fail their honor roll, they must keep rolling next round, until
the issue is resolved.
Rank 4: The Gift of the Lady
When rolling a simple Etiquette, Manipulation, Heraldry, Oratory or Sincerity the courtier
automatically succeed, with no raises. The Courtier may still choose to take raises, and roll
normally, but even then a failed roll is still a base success with no raises.
Rank 5: Your Life is Mine
The Courtier can automatically manipulate anyone with a Willpower lower than or equal to
their own. If the person have a Willpower higher than the courier, the may make an Etiquette
+ Willpower with a TN of the Courtiers Willpower x 5 to escape the situation.
An affected target will trust the Courtier as a valuable friend and ally, unless he does
something obviously treasonable. This effect will diminish over time: for each day beyond
the Courtiers school rank that the target is not in prolonged contact with the Courtier, or if the

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Courtier ask him to do something against their personal code of ethics, they may roll a
Willpower TN 30 to break the charm.
If the target breaks the charm, they may still be friendly (GM’s discretion) if the Courtier
hasn’t abused his influence, or they might become hostile. In any event the Target is
considered to have a +2 Willpower for any further use of this ability against him.

Doji magistrate School (From Second Edition)


As often as not the Emerald Champion is a Crane, and as often as not this leads to a lot of
magistrate appointments for this clan.
Benefit: +1 Intelligence
Skills: Etiquette, Heraldry, Iaijutsu, Investigation, Kenjutsu, Kyujutsu, Law .
Honor: 2,5
Outfit: Daisho, traveling pack, kimono, 10 koku, Bow and 20 arrows, Light armor and helm,
Jitte, Any one other weapon, Steed, Badge of office; all of fine quality.

Techniques
Rank 1: Eternal Vigilance
Add your Perception x 2 to your TN to be hit.
Rank 2: The Eyes of Doji
Taking raises or spending a void point on Law and Investigation rolls gives double effect.
Rank 3: Strike of the Just
When in combat against a Rokugani who is in severe violation of the Emperor’s Law
(anything that would be punishable by death), you roll an additional number of dice equal to
your honor on all attack rolls against him.
Rank 4: Judgment Swift as the Blade
Gain Two attacks per round.
Rank 5: Eternal Justice
You automatically makes all Law and Investigation rolls. If you wish to make a raise on such
a roll, you must still roll to se if you make that raise. If not, it’s still a normal success, no
matter the roll.

Kakita Academy
The artisans posses near magical abilities.
Benefit: +1 Intelligence
Skills: Courtier, Etiquette, Calligraphy, Lore: Myths and Legends, one High skill, one artisan
skill as determined by your first specialty.
Honor: 3,5
Outfit: Daisho, traveling pack, kimono, Artisans satchel, equipment needed for your
specialty, 10 koku; all of fine quality.

Techniques
Each art have 3 mayas, of rank 1-3. Each time you gain a school rank you can neither choose
to advance to the next maya, or start at the bottom in another specialty. When you pick a new
specialization, you automatically gain +1 in the appropriate skill.

Maya

Acrobatics
The maya for acrobatics require no preparatory rounds, and cannot be "held."
Rank one:

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A first rank acrobat has the ability to escape complex bonds through coordination and
control of their joints and muscles. They can escape ropes, gags, or other restraints with a
successful Agility + Acrobatics roll. The TN for the roll depends on the complexity of the
restraints (anywhere between 10 and 30). Further, the acrobat has the additional ability to
move through passages too small for typical human inhabitants, to slide through windows,
past bars or other major impediments in a Houdini-like style. Such extreme activity is painful
for the acrobat, as it requires dislocating joints or stretching muscles in dangerous ways. Its
use delivers a single rank of Wounds each time the acrobat performs the maneuver. The
acrobat may perform this maya an unlimited number of times per day.
Rank two:
When the acrobat reaches the second level of mastery, they have gained the swift reflexes and
incredible dexterity needed to dodge missile combat, such as arrows or thrown weapons.
When dodging missiles, the Acrobat adds his School Rank x 3 to his TN to be Hit. This
bonus is only applied if the acrobat is aware of the incoming missiles. This maya requires no
skill roll.
Rank three:
Rank three acrobats are among the most agile people in the Empire. Their movements are
blindingly fast, and they have the ability to perceive threats in their peripheral vision.
Because of this, an acrobat can instinctively move to correct their position or balance. If the
acrobat chooses a Full Defense and selects a target to defend themselves against, they cannot
be hit by any targeted weapons or spells from that individual. This maya requires a skill roll
each round the character declares their Full Defense maneuver.

Dancing
Dancing is an art which requires concentration and skill, but which can be performed with
almost no preparatory work. Thus, an Artisan does not require any preparatory time to use a
dance maya. However, dance maya cannot be "held."
Rank one:
Dancers, as performers, are often asked to use the martial skill of mizu-do in order to perform
staged combat during a performance. Because of this, a dancer often has a better grasp of the
martial art of mizu-do than the typical practitioner. The skills needed to perform accurate
stage combat require hours of concentrated rehearsal, making every action a perfect harmony
of body and mind. The rank one dancer gains one level of the mizu-do skill for free. A dancer
gains a number of free raises equal to their School Rank anytime they use the mizu-do skill
(for information on mizu-do, please refer to Way of the Crane, Appendix II).
Rank two:
At this rank, if the dancer makes a successful contested roll of their Agility + Dancing versus
the viewer's Willpower, they have mesmerized the viewers. Someone who has been
mesmerized can break free of the dance by winning the contested roll. A dancer must
continue to make these contested roll. A dancer must continue to make these contested rolls
with his audience every three minutes. Someone who has been mesmerized is not "frozen"
nor ignorant of their surroundings. If attacked, they will respond. However, they will ignore
and forget anything which occurs (save their memory of the dancer and his dance) and does
not directly affect them. Therefore, if a dancer mesmerizes the daimyo's guards, someone
could slip past them, steal something from them, (with a successful Agility check) or discuss
something in their presence, all without the guards' knowledge. And the guards won't even
remember they were there.
Rank three:

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At this rank, the dancer has so sharpened their reflexes, body control and sense of timing that
they are able to more effectivelly perform precise movements in a short period of time. When
using the mizu-do skill, the dancer may make an additional defensive maneuver each round.

Ikebana
In general, ikebana maya cannot be "held," with the exception of their rank three ability,
noted below.
Rank one:
At this rank, the ikebani can bring good fortune to those the artist favors. By spending ten
minutes and making a successful Intelligence + Ikebana roll at a TN of 15, the artist can grant
an individual (himself or another) an additional die to roll and keep for one task. The task to
which this additional die is applied must be immeiately performed. No more than one die can
be given in such a way to a single task.
Rank two:
A second rank ikebana artist can use the beauty of their arrangements to inspire confidence
and remove doubt. With a successful Intelligence + Ikebana roll (TN 20), the Artisan can
grant a single Free Raise to any individual they touch, for any one stated task which must be
performed within the hour. It takes ten minutes for the artist to confer this benefit. This ability
is not cumulative with itself, and an ikebana artist may not give more than one free raise to
any individual in the span of less than an hour. However, this is cumulative with free raises
from other sources, such as a shugenja's free spell raise based on their school.
Rank three:
A master of flower arranging has the ability to warp luck around himself, gathering fortune
and changing the odds of probability. This ability has two possible applications: beneficial or
detrimental, based on the ikebani's choice of luck or unluck. Either effect requires a
successful skill roll (Intelligence + Ikebana at a TN of 25).
Once the ikebana Artisan has successfully performed their art (an act which requires five
minutes of concentration), they have gained one reroll. This reroll may be used at any time,
on any individual in the ikebana's sight, to force the reroll of a single action. Thus, the
ikebani can choose to reroll a failed roll performed by himself or one of his companions, or
he can force an opponent to reroll a successful action before it can take place. An ikebana
Artisan can "hold" this reroll for up to one full day after he has performed the initial
arrangement.

Jester
Jesting does not require any preparation, but it also cannot be "held."
Rank one:
At rank 1, the Jester has become adept at manipulating the emotions of others. If the Jester
converses with another character, he can leave that character feeling distracted or carefree, at
the Jester's whim. Afterwards, all of the target character's social skill rolls (Tea Ceremony,
Etiquette, etc) either add or subtract one die to their roll for a number of hours equal to the
Jester's School Rank. A character may only be targeted with this once per hour.
Rank two:
The Jester can manipulate everyone else into jumping into a melee before he does. With his
skill at taunting and understanding of basic human impulses, the Jester has gained the ability
to start a fight. While this is not a difficult thing in many places of Rokugan, the Jester can do
so without appearing to be at fault. Whether in or out of combat, the Jester can attempt to
draw someone into direct combat - luring an archer from safe cover, taunting an opposing
shugenja into rushing into combat, etc. The Jester must perform for two actions, after which
the victim must roll their Intelligence against a TN of 15, or charge the nearest individual,

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whether friend of foe. If the Jester wishes to raise this TN, he must make a performance roll
(Intelligence + Jester) at a TN of 20, plus raises for every 5 he wishes to add to their victim's
TN.
Rank three:
Upon reaching Rank 3 in his school, the Jester has become skilled enough to pull an onlooker
into his act. Anytime the Jester is making a public performance (at the Imperial Court, during
a festival, etc), he may target someone in the audience. The character targeted is on the
receiving end of the Jester's wit. If the Jester defeats his opponent in a contested Intelligence
roll, the victim permanently loses a number of Honor points equal to the Jester's School
Rank. The Jester may never target the same person twice in less than six months.
For more information on properly characterizing your Jester, please refer to the full
description in Way of the Crane.

Music
Because of the delicate and precise nature of this art, it cannot be "held." A musician's maya
require one round of playing before their magical abilities activate, with the exception of the
rank two maya as noted below.
Rank one:
While the musician plays, she creates a 10' area around herself which makes it more difficult
for spells to be affective. All incoming or outgoing spells within 10' of the caster must add
+10 the their Target Number. Raises by the Artisan can increase this penalty.
Rank two: At this rank, the musician can summon one die of animals from her area to
perform simple tasks. It requires a half hour of playing, singing and performance to summon
the creatures. The animals have limited intellect, but can understand the Artisan's will
through the music. These creatures are determined randomly by the Game Master, but all are
of small size, such as squirrels, dogs, or hawks. The creatures are loyal to the caster, and the
maya grants them the ability to understand simple commands and perform simple actions
without supervision. These creatures will obey the will of the caster for one full day.
Rank three:
The final rank a musician can achieve confers the power to enchant listerens to such an extent
that they will cease all activity and listen to the musician for as long as she chooses to play.
Use of this power calls for a contested roll versus the listener's Willpower. If the roll is
successful, the listener will cease activity and listen to the music, oblivious to all that occurs
around them. If the listener is attacked, moved or roughly shaken, they are immediately freed
of all further effect of the song, and cannot be targeted with this ability again for 24 hours.
This ability is not targeted, and affects all listeners within earshot.

Noh / Kabuki
Using raises, the Artisan can increase the duration of their ability, doubling the time the
ability would be active for each raise declared by the player. Use of any of the Noh/Kabuki
maya requires ten minutes to perform, and these maya cannot be "held."
Rank one:
The Artisan has gained the ability to impersonate certain individuals, through study and
observation. The target numbers for this impersonation skill are:
Someone you've known for years: TN 15
Someone you've known for months: TN 20
Someone you've just met: TN 25
Through this ability, the Artisan's voice, mannerisms, and physical appearance are changed
through the careful application of makeup and use of the acting skill. Certain physical
attributes, such as extreme height or an extremely unusual voice, cannot be mimicked

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through this ability. The artisan needs a makeup kit and simple tools, such as appropriate garb
or certification of their identity. (A samurai who is well known for his tattered saya, for
example, might be questioned if he appeared without it.)
Rank two:
At this rank, the dramatist has captured the essence of the more fearsome characters depicted
in the plays. Demons, nightmares, furious spirits from beyond the grave - all these archetypes
common to the kabuki and Noh dramas have become second nature to the skilled artisan.
With practice, they can use this ability to shape their visage into something more fearsome
that any mask they use on stage. A number of times per day equal to their School Rank, the
dramatist may attempt to cause a fear effect, centered on themselves, affecting all creatures in
a 30' radius who do not make a Willpower roll against a TN of 20. Those affected will cease
whatever they are doing and flee the area at top speed for a number of rounds equal to 2 x the
Artisan's School Rank. The Artisan does not have to make an Artisan's Skill roll to perform
this act, but if they wish to increase the Target Number or the radius, or exclude certain
individuals from the effect, the dramatist may attempt to roll as per the Artisan's rules,
making raises appropriate to their alterations. If this skill check fails, the entire use of the
ability is wasted, as if used normally, but no effect is produced.
Rank three:
At this rank, the dramatist has gained the ability to physically alter their entire body, so that
the dramatist can assume the form of animals. The forms which the actor chooses to become
may not exceed the mass of a heavy war horse, and no items (including clothes or weapons)
change with the Artisan.

Origami
Each use of a maya to create the effects below destroys the paper which is used in the
composition.
Rank one:
The Artisan can create small, mobile animals. At this point, the creatures made by the artisan
have no intelligence, and merely follow commands of the creator. Further, the animals are
still formed from paper, and retain their original size and mass. This means that the Artisan
could create a horse, but it would only be a three-inch high horse. A bird, however, would
have the ability to fly, a spider to spin a web, or a dog to bark a (rather faint) warning when
strangers approached. These creatures make reliable short-distance messengers, sentries and
scouts, as they can verbally communicate with their creator in a limited fashion. The Artisan
is not limited to "real" animals. Creations from the character's imagination are acceptable, as
are animals from myth and legend. The items are under the direct mental control of their
creator for as long as they are in the artist's sight. These animals last a number of minutes
equal to the artisan's School Rank.
Rank two:
The artisan has increased her prowess, and has gained the ability to make their inanimate
creations real for a short time - small boats, boxes or kimonos could be made for use.
Regardless of the size of rice paper that the Artisan uses to activate her creations, the item
becomes the appropriate size and correct (if mundane) material. Such items are always of
average quality, and must be of no greater mass that a rowboat. The items still retain a
strange, "paper-like" quality which distinguishes them from normal items; they cannot be
mistaken for a "real" item of the same type, even under casual inspection. These items last a
number of hours equal to the artisan's School Rank.
Rank three:
At the final rank, the Artisan has the ability to create actual animals, fully alive and formed of
flesh and bone. The animal may be up to the size of a heavy war horse, and has no real

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intellect and no magical powers. Therefore, a Ki-Rin would look like a Ki-Rin, but be unable
to fly, ingnite itself, or use spell-like abilities. A giant eagle, on the other hand, would be able
to fly, because a bird's flight is not a magic power. It is completely under the command of its
creator, and has the ability to communicate through barks, nods, or other animal actions. It is
not intelligent, and cannot read or understand complex orders. As in her Rank 1 ability, the
artisan is not limited to "real" animals - creations from the character's imagination are
acceptable, as are animals from myth and legend. It is loyal to its creator, and will risk itself
for their well-being. These animals last a number of hours equal to the artisan's School Rank.

Painting
A painter who does not spend the appropriate amount of time perfecting his technique may
end up with some very disturbing results. Painting maya require at least fifteen minutes of
prepation, but they can be "held." Any glyph which is "held" must be kept in a safe, dry place
(spell scroll tubes work), and the GM must be informed which glyphs in particular have been
made.
Rank one:
At this rank, the painter has the ability to create semi-permanent calligraphic glyphs which
are powered by the essence of the word. The painter can use special inks and brushes to
impart certain magical qualities to the character the Artisan creates. The glyphs will remain
where they were painted until a number of people have seen them equal to the painter's
School Rank. Some examples of appropriate calligraphic characters are given below, but
players should be encouraged to create their own glyphs and effects.
Confusion: When the painter creates this glyph, he confers the essence of chaos and disorder
into his calligraphic character. When someone looks at it, they must make an Intelligence roll
against a TN of 15 or become confused for a number of turns equal to (6 - their Intelligence).
A confused individual will alternately wander about, attack blindly, recite poetry or stand
still. The GM will decide the appropriate reaction.
Protection: When this glyph is drawn, the painter must inscribe it upon the forehead of the
individual to be protected. Once placed, it will remain for a number of days equal to the
painter's School Rank, and add 5 to their TN to be hit. Further, it offers an additional day of
resistance to the Shadowland taint for each School Rank of the painter. Only one such glyph
may be placed upon any individual at a time.
Rank two:
When the Artisan achieves this amount of skill with his medium, he may create paintings of
individuals with whom he is familiar. In order to do this, the painter must first create special
implements, such as brushes made from the hair if the individual, or a canvas which is made
of the person's favorite kimono. Such personalized tokens allow the magic to connect the
painting to the target individual. Once the painting has been successfully completed (Agility
+ Painting roll at TN 25), The Artisan can use it to speak to the target over a great distance,
by meditating with the work. Such a painting can take d10 days to create, and requires a great
amount of dedication and devotion to the work. Raises to the Target Number can allow the
Artisan to see through the eyes of the individual in the painting, or allow the picture to work
even at extreme distances, such as into the Shadowlands.
Rank three:
The Master Painter has gained the ability to actually travel through his paintings. After he
creates a work based on a place with which he is familiar, the Master can meditate on the
painting and actually step through it to the place represented by the picture. The creation of a
mural of this magnitude can take as long as several weeks, and requires an Intelligence +
School Rank at a TN of 30. If the mural is successful, the Artisan can step through and appear
on the other side. If unsuccessful, the picture is ruined and work must begin again. Each time

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the painter attempts this feat, there is a 25% chance that the painting will be ruined. The
Master Painter is the only one who can journey in this way.

Poetry
Extemporaneous poetry is one of the most loved art forms in the Emerald Empire, and
courtiers delight in challenging each other to spontaneous poetic acrobatics. Thus, some
poetry can be performed without preparation, while other, more complex works require as
much as an hour to create.
Rank one:
At this rank, the poet has the ability to create a minor mirage based on his recitation.
Descriptions of woods can create the image of a forest surronding the Artisan; a poem based
on a lady's beauty can make her (temporarily) even more lovely. These illusions have no
auditory components, and cannot create the illusion of a specific person. However, they could
be used to camouflage a party of samurai as bushes, or to enhance a shugenja's spell effect,
making it appear as if flames roared from the caster's hand. The maya is directed by the
Artisan's mind at the time of its creation, and cannot be altered thereafter, exept by the use of
another maya. Anyone attempting to disbelieve the illusion must roll their Willpower +
Perception against a Target Number of 20.
This maya requires a preparation time from ten minutes to an hour, depending on the
complexity of the mirage. Enhancing an already existing object (such as a lady's beauty) is a
relatively simple task (ten minutes), while camouflaging a group of people as bushes is a
radical change and might take an hour.
Rank two:
The second rank poet has the ability to send short messages, composed as a haiku or waka,
which are received as whispers in the ear of the receiver. The receiver may then compose
their own poem, in the same style, and whisper it back. If the receiver is in sight of the poet,
this ability does not require a Skill roll, and may be done a number of times per day equal to
the poet's School Rank. If the recipient is out of sight, the poet must make a Skill roll
(Intelligence + Poetry) based on the distance between the two, and must also have some item
which is close to the recipient. Typical skill rolls for distance are: TN of 15 for up to 1 mile,
TN of 20 for up to 5 miles, and TN of 25 for up to 10 miles. A message can be sent and
received across a great distance in this way once per day for each School Rank of the poet.
This maya requires no preparation.
Rank three:
The third rank poet has the ability to inspire great deeds through his recitation of poetic
events and famous chants. Anyone who sits and listens (up to a maximum number of people
equal to two times the poet's School Rank) for three rounds (the poet's preparation time)
before going into combat will receive a +10 to all of their attack rolls, and a +10 to their TN
to be hit for a number of rounds equal to two times the poet's School Rank.

Storytelling
Storytelling is not a static art. It requires time and creativity to perform, and therefore cannot
be "held" as some other Artisan maya can. Storytelling requires at least ten minutes to
perform - longer if the Storyteller is attempting a complex or difficult feat.
Rank one:
At this rank, the Storyteller has a great knowledge of items and ancient history. If the
Storyteller studies an item for ten minutes, she has a chance of understanding its importance
in history and any legendary attribute which the item may have. The Storyteller may know of
the original owner of the item, or any reputed owners, as well. This ability allows her to
identify the magical or reowned capabilities of the item, if any. The Storyteller must make

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Intelligence + School Rank roll against a TN of 20 to identify most notable items
(Bloodswords, Ancestral Items) and their abilities, but more obscure timems will have higher
Target Numbers. Note that a failed result may result in a misunderstanding, and the
Storyteller may gain an inaccurate result.
Rank two:
At this rank, the Storyteller has the ability to cause such belief in their stories that they may
actually come true. Whether the Storyteller reaches the deepest psychological point of the
intended recipient, or whether the ability in some ways calls up spirits to do the Storyteller's
bidding, is unclear. What isclear are the results. The Storyteller chooses a myth and recites it
in such a way that the target sees a connection between himself and the character, and that
myth will come true in their own life. This can have beneficial or detrimental effects which
come to pass over a period of time determined by the GM and the nature ofthe story. For
example, if the Storyteller influences their target by telling them of a great Oni which eats the
feet of the dead and carries the hearts of victims to the Shadowlands, the recipient may find
themselves plagued by a strange odor, hearing noises in the night, and over the course of
weeks or months actually believing that they are being attacked by such a creature. If they
successfully defeat this being (the product of their own imagination), the story loses its power
and will plague them no more. Each time the Storyteller uses this ability, the roll is a
contested one, versus the recipient's Void. The Storyteller loses all points of Void in the
attempt, whether successful or not, and cannot use this ability again for a number of days
equal to (6 - his current Void).
Rank three:
A master Storyteller has the ability to bring characters from myth and legend to life.
Characters such as Doji Nio, son of Kakita; Osano-Wo, the Fortune of Thunder; or Benten,
the patroness of romantic love, can all be created in semi-sentient physical form. Such
"spirits" are not the original characters, of course - they are merely the Storytellers own chi,
which has created a constructed being who has certain traits which are attributed to the
character. These creatures, if they can be called that, have no intelligence of their own aside
from the mythical knowledge of their characters and the direction of the storyteller. A
construct of Osano-Wo might be asked to stand and defend the storyteller, for example, but it
cannot woo a woman or cast spells, because those aren't part of Osano-Wo's mythical
characteristics. A Storyteller can only have one character active at any given time, and must
maintain total concentration or the character will vanish and the maya will end. At no time
can the construct be out of the Artisan's sight. If the construct is ever killed or destroyed, the
Artisan immediately drops to the "Down" wound rank.
Typical constructs will require an Intelligence + Storytelling roll at a TN of 20, but more
obscure characters or characters with a great deal of personality may require a higher TN.
Players and GMs should peruse the lore of Rokugan as presented in the various clan books
and the basic rule book, and decide on statistics for certain constructs which the storyteller
chooses to call upon fairly often - an incarnation of love, for example, or for deceit. A word
of warning is required however - the only Artisan bold enough to attempt to bring forth the
First Children of the Sun was driven mad and torn to pieces by the power he attempted to
channel. Some things are better left alone.
For more information on storytelling, please refer to the suggestions in The Way of the Crane.

The Dragon
The Clan of Truth
Allies: Phoenix, Dragonfly.
Enemies: None

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Togashi Family
Benefit: +1 Agility
The Daimyo of the Togashi family is nominally the head of the entire Clan. In fact the
Togashi are not a family at all, but an order of monks open to all who can find the Togashi
castle. The Togashi Daimyo very rarely appears at the Imperial Court, instead the Mirumoto
stand in his place.
If you play a Togashi, you can only be an ize zumi monk.

Agasha Family
Benefit: + 1 Awareness
Allies: Tortoise ? (the Tortoise was founded by Agasha Kasuga)
The Agasha are seekers of the truths hidden in nature, they have made many strange
discoveries in the field of chemistry and metallurgy, as well as in magic.

Mirumoto Family
Benefit: + 1 to any trait.
90% of all dragons are of this family, and most of the fertile dragon lands belong to them.
The Dragon army consists largely of their troops. Their bushi school is result orientated more
than anything.

Kitsuki Family
Benefit: + 1 Awareness
Enemies: Ninja
An off-shot of the Agasha. The Kitsuki seeks truth in society, and it’s magistrates are dreaded
by liars and criminals all over Rokugan. They often get scorpions as their enemies.

Dragon Schools
The Togashi School
The order of tattooed mountain monks.
Starting Honor: 1, plus 5 boxes
Skills: Nazodo, Shintao, Hand-to-Hand, Craft Meditation, plus any 2 other Skills
Benefit: +1 Void
Outfit: Kimono, traveling pack, 2 koku.
When an ise zumi gains Rank One, he also gains a tattoo. He may buy up to two more tattoos
at the cost of 8 Character Points apiece. This is a one-time offer, available only at character
creation. When he accumulates enough Insight to gain another Rank, his body and soul are
ready and he gets another tattoo. An ise zumi may never have more Tattoos than his Void
Ring.
For tattoos, se Way of the Dragon p. 43-48.

Kitsuki Magistrate School


Benefit: +1 Perception
Starting Honor: 2, plus 5 boxes
Skills: Courtier, History, Nazodo, Law, Heraldry, Poison or Herbalism, and any Lore
Outfit: Katana, Wakazashi, Light armor, Traveling Pack, Kimono, Small iron box, 3 koku.

Techniques:
Rank 1: Kitsuki’s Method

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At this Rank, the magistrate has learned how to focus his perceptions to such a degree that he
can notice even the most minute details. This magistrate may spend as many Void points as
he has available when he makes an Awareness or Perception roll.
Rank 2: Wisdom the Wind Brings
This character has gained an advanced understanding of Kitsuki’s method. When making any
Awareness or Perception roll, he gains a number of Free Raises equal to his School Rank.
Rank 3: Finding the Path
At this Rank, the magistrate’s duties have become effortless, almost second nature. When
using Heraldry, Nazodo, Law and History, the magistrate does not need to roll to succeed. He
gains no Raises from using this effect If he wants to Raise, he must still roll.
Rank 4: Know the Rhythm of the Heart
At this Rank, the magistrate has gained an intuitive understanding of the ways and methods
of the Clans of Rokugan. If he faces a samurai who uses a School Technique he has seen, the
samurai must spend a Void Point (or an additional Void Point) in order to use it.
Rank 5: The Eyes Betray the Heart
When a Kitsuki magistrate reaches this level of skill, not even a Scorpion has a chance of
fooling him. Whenever a character tries to lie to a magistrate, compare their respective
Awareness Traits. A character with a lower Awareness cannot even bring himself to lie; he is
overwhelmed by the chi of the magistrate. A character whose Awareness is equal to or
greater than the magistrate may lie to him, but the magistrate automatically knows that the
character is not telling the truth.

Mirumoto Swordmaster (from second edition L5R)


Benefit: +1 Agility
Starting Honor: 3, plus 0 boxes
Skills: Archery, Defense, Meditation, Kenjutsu, tree high or bugei skills.
Outfit: ?

Techniques
Rank 1: Two Paths
You may use Kenjutsu skill instead of Iaijutsu in all cases. You add your Fire ring to your TN
to be hit.
Rank 2: Half Beat Strike
In duels, each time you focus, you may spend a Void Point in order to let your opponent
focus one time less than he otherwise where allowed.
Rank 3: Let him pass by
If someone attack you and misses, you may attack him for free, even if you were in Full
Defense.
Rank 4: The River Sword
You gain a second attack each round.
Rank 5: The Truth is in the Killing
A the start of a turn or duel, you may spend a void point in order to prevent all others within
10 feet in using void points in any way, for the rest of the turn or duel. Two swordmasters
who both wish to use this ability do so simultaneously.

The Lion
The Clan of Soldiers
Allies: parts of the Imperial House, Crab as they have mutual enemies, and no common
border.
Enemies: mostly everybody else – who can love 500.000 disciplined troops?

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Akodo
Benefit: +1 Perception
The family of wise tacticians and dedicated soldiers. Often supply the Imperial General.
Inventors of “civilized warfare”.

Matsu
Benefit: +1 Strength
Matriarchal family of the fiercest infantry in Rokugan. Almost as mighty as the Akodo.

Ikoma
Benefit: +1 Intelligence.
Allies: Tasked with “correcting” history together with the Shosuro.
Smaller family of historians and bards. They actually understand the difference between true
history and myth. Of course truth is a secret. All other lion families seek to have Ikoma
advisors. Through the Ikoma may express emotion in public, they are actually quite stoic
themselves.

Kitsu
Benefit: +1 Intelligence
Small family of strange spiritual powers, they sometimes have golden hair. The Kitsu
Shugenja School is closed to non lion, and somewhat stagnant.

Shimizu (Bearers of Jade)


Benefit: Unknown
Founded 743, and destroyed a century later for practicing maho.

Lion Schools
Akodo War College
A branch of the Akodo Bushi school. Use the same Techniques.
Benefit: +1 Perception.
Skills: Archery, Kenjutsu, Battle 2, Bard, History 2.

Ikoma Bard School


Benefit: +1 Intelligence
Skills: Bard, Calligraphy, Heraldry, History, Law, Lore (any 2).
Beginning Honor: 3.5

Powers and privileges:


- Bards do not lose honor or glory for expressing emotion in public, it is their job to say what
others cannot.
- To gain a rank, the bard must follow a (willing) samurai, and compose an epic about his
actions. When they have gained insight to increase they rank, they must perform this epic
before their lord. An Int + Bard roll vs. the samurai’s glory x 5. Success gives the samurai
glory points equal to the bards school rank, and the bard honor equal to his school rank. The
samurai’s honor cannot go above twice the bards glory in this way.
- Each samurai to whom the bard have composed an successful epic becomes a Major ally.
This means that the bard starts play with a free major ally from his first (from rank 0 to rank
1) epic.

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Ikoma Tactician School
This school appears after the Scorpion Coup and the fall of Akodo, to fill the gap left by the
loss of that great family of tacticians. Their chief strategy book is the one written by Sun Tao.
Benefit: +1 Perception
Skills: Battle, Bushido Lore, Defense, History, Kenjutsu, Kyujutsu, one high or bugei skill.
Beginning Honor: 3.5
Outfit: (All average quality, except one item of fine quality), Daisho, Bow and 20 arrows,
tessen, Light armor and helm, Traveling pack, Kimono, Sashimono, 5 koku.

Techniques
Rank 1: Knowledge lies in Knowing
You may add your Honor to all Battle table and Initiative rolls.
Rank 2: Triumph Before The Battle
Once per Opposed Battle roll or Attack roll you may spend a Void point to reroll one die that
was below your Battle skill.
Rank 3: To Prepare for Death, Die
Two attacks per round.
Rank 4: On Deadly Ground, Fight!
On Opposed battle rolls, your opponent must drop all dice equal to or lover than your Water
Ring. Anyone who attacks you must drop all attack die equal to or lower than your Water
Ring.
Rank 5: Master’s Tactics
You may counter any attack, also a cast spell, by spending a Void Point, and rolling a
Perception + Battle: if you roll higher than the attack or spell casting roll, you avoid the
attack. In battle, you may shift your battle table rolls one column.

Matsu Bushi School


Through matriarchal, on the battlefield skill, not gender, counts in the eyes of the Matsu.
Benefit: +1 Reflexes
Skills: Archery, Battle, Hand-to-Hand, History, Kenjutsu, 2 more Bugei skills (not defense).
Beginning Honor: 3.5

Techniques
Rank 1: The Lions Roar
When making a Full Attack the bushi have a fear rating of school +1.
Rank 2: Matsu’s Fury
The Bushi gains an extra attack when making a Full Attack.
Rank 3: With My Ancestors Beside Me
When making a Full Attack the bushi rolls as many initiative dice as she has Honor.
Rank 4: The Lion’s Claws
Two Attack per turn. That’s 3 attacks when using Matsu’s Fury.
Rank 5: Matsu’s Courage
When making a Full Attack, the bushi ignores as many Wound penalties as she has honor. So
a Honor 4 bushi would not suffer any wound penalties, no matter how wounded.

Kitsu Sodan-Senzo
Only Kitsu with the Half-blooded or Full-blooded advantages may become Sodan-Senzo.

Half-Blood Kitsu Ancestry 3 points (Kitsu shugenja or Sodan-Senzo only)


May use the Sense Ancestor power, but no other Ancestor power. If Shugenja, start with only

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2 water spells and 1 fire, but may gain spell normally later.

Full-Blood Kitsu Ancestry 6 points (Kitsu Sodan-Senzo only)


Cannot cast spells or learn Techniques. May use all Ancestor powers.

Benefit: +1 Willpower
Skills: Calligraphy, Etiquette, Heraldry, History, Lore: Ancestors, Meditation, and any one
High or Bugei skill.
Beginning Honor: 3, plus 5 boxes

Powers
Sense Ancestor
The Kitsu will sense any ghost or Ancestor automatically, even if it wishes to remain
invisible. Connections between people, places, things and Ancestors (even if not present) will
be detected.
Commune with Ancestors
The Kitsu can talk with Ancestors and Ghost. Their friendliness is not assured, so Sodan-
Senzo wears a mask when speaking with the dead, so they cannot be recognized.
Summon Ancestors
The Kitsu may summon any Ancestor with a point cost less than twice the Kitsu’s school
rank. The Kitsu spend a Void point, roll an Int + School Rank vs. the Ancestor cost x 5, no
raises allowed. If successful the Kitsu gains all the benefits and detriments of the Ancestor in
as many hours as the Kitsu have Void. Ancestors thus summoned can be from any clan, but
the Kitsu can only have as many as he has Honor, at any given time.

The Phoenix
The Clan of Spirituality
Allies: The Imperial House, Dragon, Dragonfly, Centipede.
Enemies: Few.

Isawa
Benefit: +1 Awareness
Allies: The Kuni, allies in the fight against Maho and taint.
The people of Isawa existed before the coming of Hantei and his siblings, and the kami Shiba
had to kneel before them in order to get their help against Fu Leng. To this day the Champion
of the Phonix most bow to the Elemental Council, and even the Emperor himself defers to
these five most mighty of Shugenja.
The Isawa has taken upon themselves to form groups of inquisitors to fight maho. Inquisitors
are not a school, but formed of “ordinary” Phoenix samurai. They report to the Elemental
Council and the Emperor exclusively.

Shiba
Benefit: +1 Intelligence
The sworn guardians of the often pacifistic Isawa, the Shiba find themselves at odds with
their de facto masters. No one from outside the clan has ever managed to exploit this rift,
however.

Asako
Benefit: +1 Perception
The Asako is in the possession of central secrets of Shintao, secrets they conceal in their

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enormous libraries, to the anger of Isawa, who claim all magic knowledge as theirs by right.
The original Asako was married to one Yogo, and some Asako carries the Yogo curse to this
day, a thousand years later.

Phoenix Schools
Isawa Tensei School (Elementalist Shugenja)
Benefits: +1 in a trait of the ring of your specialization. Isawa shugenja get a free raise when
casting any ritual.
Beginning Honor: 3.0
Skills: Calligraphy, Meditation, Shintao, Theology, History, and any 2 High Skills.
Beginning Spells: Sense, Commune, a Summon, plus any 2 “Primary” spells, 1 “secondary”
spell.
Outfit (all fine quality): Kimono, Travelling Pack, Scroll Satchel, Wakizashi, Tanto, 5
Koku, first aid kit, 3 blank scrolls.

A Tensei Specialize in neither Air, Earth, Fire or Water spells. They gain a free raise pr. rank
when casting a spell of their element, but the TN to cast any spell not of their element is
increased by 5 for every school rank they have beyond the first. So a fire tensei of rank 3
would get 3 free raises on fire spells, and a + 10 TN to cast all water, earth and air spells.

Isawa Ishiken School (Void shugenja)


Benefit: +1 Void
Beginning Honor: 2.5
Skills: Lore: Void Magic, Meditation 2, Shintao, Tea Ceremony, and any 2 other Skills.
Beginning Spells: Sense, Commune, a Summon, Drawing the Void, Sense Void, 2 spells of a
second element, 1 spell of a third.
Outfit (average quality, two items of fine quality) : Travelling Pack, Scroll Satchel,
Wakizashi, 5 Koku, 3 sticks of Incense, 5 blank scrolls.

You must posses the Ishiken-do advantage to enter this school. Only Isawa can become Void
mages. Void mages are prone to addictions to enter the void, and madness.
The Ishi (Void shugenja rank 1-4) and the Ishiken (rank 5) are the absolutely only ones who
can cast Void spells. Void spells works like other spells.

Shiba Yojimbo School (Second Edition)


The bodyguards of the Phoenix.
Benefit: +1 Willpower
Beginning Honor: 2.5
Skills: Defense, Iaijutsu, Kenjutsu, Kyujutsu, Meditation, Shintao, one bugei skill.
Outfit: Daisho, Bow, 20 arrows, Light or Heavy armor, traveling pack, Kimono, 2 koku.

Techniques
Rank 1: A Single Life
When on full defense you may attempt to intercept a number of attacks (within 10 feet) equal
to your Void. Announce that you wish to intercept before the attack roll, and oppose the
attack roll itself with a Defense + Agility, if you succeed the attack is now directed at you.
Rank 2: Shield of Honor
You may spend any number of Void points in order to increase your TN to be hit by 5 per
point for that round. If you are on Full Defense (using the rank 1 technique, for example) you
get 10 per void point.

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Rank 3: No Illusions
Spend a Void point and meditate an hour with a person in order to make him your charge.
You can now spend a void point to instantly know the direction to your charge. You can only
have one charge at the time.
Rank 4: Sword of the Phoenix
Get two attacks per round, even when using the first rank technique (this is a special bonus,
you do not normally get attacks when on full defense).
Rank 5: Purity of Fire
Your opponents losses as many damage dice when hitting you as you have Water ring. So if
your Water ring is 4, all enemies roll 4 damage dice less. They always roll at least 1 die.

Asako Henshin Academy


Benefit: +1 Will (librarians/historians) or +1 Awareness (Michibiku)
Beginning Honor: 2.5
Skills: Calligraphy, Defense, Hand-to-hand, History, Medicine, Meditation, Shintao.
Outfit (all average quality): Kimono, Travelling Pack, Wakizashi or bo staff, Tanto, 3
Koku, first aid kit, acupuncture set, quill and ink.

The Henshin Academy takes only Asako as students. Outward their appear as famous
librarians and historians, inward they work for spiritual Change in the Emerald Empire.
Techniques: Mysteries
Henshin are trained in the ways of the Elements in their first years with the Academy. This
provides them with a general knowledge of how the Elements react to outside stimuli, and
how to gauge their next manifestations. Thereafter, Henshin are tutored in the first Four
Mysteries, learning the Riddles and Rank Effects of each Element with the progression into
each new School Rank. The student is allowed to choose this own course of research, thus
tailoring his abilities to his own likes, dislikes, and goals.
A Henshin PC chooses an Element to focus on during each of his first four Ranks. The order
in which they are chosen is of paramount importance, for once an Element is chosen for a
School Rank, it may not be chosen again for another, and the ability gained at that School
Rank will never increase.

As the higher Ranks provide more mastery over the associate Elements, this should result in a
strategy in a PC's progression through the game; if a PC wishes to have a great amount of
ability with Fire, for instance, he must wait to acquire it.
A Henshin may use both Rank Effects and Riddles in the same day, but may not use them
more times per day than his rank in the corresponding Ring. Rank Effects As Ranks are
assigned, the PC gains the ability to add or subtract their Rank in a particular Element from
their own associated Ring, or half that value (rounded down) from the associated Ring of
another. Even though the PC may progress into a higher School Rank, the Elements he has
already assigned will never provide more than the value of the School Ranks they were
originally learned at. These abilities require no roll, and the duration of the effect is equal to
the Henshin's current School Rank.
The use of the Mystery is considered a combat action.

Riddles
Riddles direct the Elements through a body, thus changing the target in some way. This is
very, very dangerous, and requires a Simple Roll of the associated Ring, with a TN equal 5x
to the School Rank the Element was learned at, in order to successfully pose the Riddle.
There is no duration for the Riddles - they are one-shot applications. The four Riddles follow.

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Riddle of Earth
The Henshin may ignore his (chosen School Rank for Earth)+Earth Ring in Wounds, or heal
the same amount of Wounds taken by another.
Riddle of Water
The Henshin may add his (chosen School Rank for Water)+Water Ring in dice rolled (not
kept) for physical Perception checks.
Riddle of Fire
The Henshin may add his (chosen School Rank for Fire)+Fire Ring in hand-to-hand combat.
This cannot be used for combat involving weapons.
Riddle of Air
The Henshin may add his (chosen School Rank for Air)+Air Ring in dice rolled (not kept) for
social interaction checks (including to see if someone is lying or to resist someone else being
able to tell if they are lying).
Invoking the Riddle of Air requires the Henshin to make a successful simple roll, rolling and
keeping his Air Ring in dice (two) to beat a TN of 5 (the original Rank it was learned at, x5).
Should this roll fail, the exact opposite of the intended effect occurs. If this results in a
negative dice pool or value, then the attempted action or effect fails automatically.

The Final Mystery


The Final Mystery is that of Fate, and those that learn is are forever known within the Asako
as Fushihai (or Masters). No one ever chooses to become Fushihai (indeed, none - even
within the Asako themselves - know that there is another Rank of training; see the "Mysteries
of the Asako" sidebar, Way of the Phoenix, page 44). The Fushihai choose those who are
ready to join their ranks, based on the merits of their progression through the first Four
Mysteries and their understanding of the Riddles.
These scholars of the Path have advanced to a point at which they are fully aware of it, and
can perceive their place on it at all times. With effort, they can even perceive the locations,
directions, and pace at which others are moving along it as well. Everything they do and say,
everything they don't do or say, affects their place on the Path, and they know it. They act
according to a strict code of conduct dictated by the words originally passed down to Asako,
and actively avoid doing things that might hinder their progress.
No player character should be allowed to achieve Rank Five in the Henshin Academy without
serious consideration by both the GM and player involved. The responsibility of knowing the
greatest, most protected secrets of the Asako is a heavy one, and the role of the Fushihai
requires a certain distance from humanity in general. Many of them do not see others outside
the family for the duration of their lives, and this would certainly detract from an ongoing
campaign. Should a player wish to acquire such a level of mastery with The Gift, it would
likely be best if it were considered the pinnacle of his game career, and success the end of his
role-playing one. Retire him - it is for the best.
Should the mechanics for the Final Mystery ever come into play for some reason, they can be
found within Way of the Phoenix, under "Final Mystery" in the Henshin Academy section.

The Scorpion
The Clan of Loyalty
Allies: The Imperial House.
Enemies: Nearly everyone, Crane and Lion in particular.
Special Rules: All scorpion characters must roll a single exploding die, if they roll 15 or
more, they have the Yogo Curse. Yogo always have the curse.
Scorpions is considered to have 2 higher Honor (max 5) in matters of Loyalty. Scorpion

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players should make a short prioritized list of whom they are loyal to.

The Scorpion are the loyal servants of the throne. They serve as the secret police, often
tarnishing themselves running gambling dens, geisha houses and opium rings, in order to get
the dirt on the enemies of the state.

Bayushi
Benefit: +1 Agility
Ally: The Emperor
The leaders of the Clan, the Bayushi are feared warriors and cunning courtiers.

Shosuro
Benefit: +1 Awareness
Allies: Ikoma (both are tasked by the Emperor with “editing” history).
Shosuro have geisha schools, entertainer schools and gardens full of poison plants.

Soshi
Benefit: +1 Perception
Soshi, with Shosuro, secretly dabbles in the ways of the Lying Darkness. This gives them and
their ninjas many strange powers, but put them in great risk.

Yogo
Benefit: + 1 Willpower.
Allies: Kuni (both fights Fu Lengs minons)
Once a Phoenix, Yogo left his clan to become guardians of the Black Scrolls. Amongst them
are the Black Watch, Kuroiban, dedicated witchhunters.
Due to the Yogo Curse, Yogo are forbidden to marry within the scorpion clan.

Scorpion Schools
Bayushi Courier
Benefit: +1 Awareness
Beginning Honor: 1.5.
Skills: Courtier, Etiquette, Investigation, Law, Sincerity, Seduction, either Forgery or Poison.

Techniques
Rank 1: Weakness is My Strength
When making a contested roll against someone in a social situation, gain a free raise for each
2 points of disadvantages you opponent have.
Rank 2: Shallow Waters
Through conversation, and a successful contested awareness roll, the courier may find out
what a targets lowest trait is, and its rank. By Expending a Void point, he can determine the
second lowest, and so on, the maximum number of Traits discovered being the couriers
Awareness rank.
Rank 3: Secrets are Birthmarks
By making a contested Awareness roll against someone, the courtier can determine a single
disadvantages, but only in a general sense. Dark Secrets would not be revealed, only that
there was a Dark Secret.
Rank: 4: Scrutiny’s Sweet Sting
After each hour with someone, and a contested Awareness + school Rank vs. the target’s
Awareness, the courtier gains a 1 point blackmail advantage against this person. Even if the

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person is a saint: the scorpion will get something on his wife, children or something made up
that would work anyway.
Rank 5: No More Masks
The courtier can now, by expending void, inflict disadvantages on other characters.
Bad Reputation (2 void points)
Obligation (4 void points)
Sworn Enemy (4 void points)
The courtier can only bestow as many disadvantages as he has school rank.

Bayushi Saboteur School


Benefit: +1 Intelligence
Skills: Acting, Engineering, Explosives, Locksmith, Poison, Stealth any low or burgei skill.
Beginning Honor: 1.5
Outfit: Daisho, Light armor, Kimono, Traveling Pack, Lock picks, any one weapon, Lock
picks, 2 koku.

Techniques
Rank 1: The Forest for the Fire
Add your Stealth to your TN to be hit. When you are close to a source of distraction, a fire or
an explosion for example, you keep all your dice on stealth rolls.
Rank 2: Find the Flaw
For each 10 minutes you observe a site you gain an extra die, rolled and kept, to all attempts
on Stealth, Explosives, Engineering or any other roll to infiltrate or destroy the site, up to
your school rank.
Rank 3: Soul of Bayushi
You gain the Inner Gift: Cannot be Ambushed. You always roll normal Initiative in ambush
situations.
Rank 4: No Mistakes
You may roll twice on stealth and sabotage rolls, and keep the best roll. this does not apply to
combat.
Rank 5: Follow the Pincers
You can spend a void point to make an opposed Stealth + Agility against anyone who spots
you’s Perception + Investigation. If you succeed, you create a distraction, that causes the
observer to think he just imagined you.

Shosuro Butai (Acting) school


Benefit: +1 Awareness
Skills: Acting, Etiquette, Forgery, Locksmith, Poison, Seduction, Stealth or Sleight of Hand.
Beginning Honor: 1.5

This school can also be used (and probably is) to train Geisha.

Techniques
Rank 1: A Scorpion Has A Thousand Hearts
When you attempt to influence or persuade, you add your school rank to your Awareness.
You also ad your school rank to your Awareness when people rolls against your Awareness,
in order to influence you.
Rank 2: The Scorpion’s Sting
When an opponent is unaware or unable to defend himself – making his TN to be hit 5 – the
your raises are not limited by your void.

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Rank 3 – 5: The Thousands Masks
You now gain a Persona for each rank.
You pick a bushi, shugenja or other school and get all it’s basic skills for free at rank 1. You
do not gain any techniques, or spell casting abilities. You may also take non school Personas
like:

Geisha
Conversation, Dance, Etiquette, Music, Seduction, Tea Ceremony.
Monk
Shintao, Tea Ceremony, Theology, Kaze-do, Bojutsu, 2 crafts.
Farmer
Hunting, Farming, Herbalism, Lore: Peasant Superstition, Tantojutsu, 2 crafts.
Merchant
Commerce, Gambling, Law, Sincerity, Kuenai, 2 crafts.

You can assume a persona in 5 minutes of complete meditation.


When in one Persona, you can use another Personas skill, but must make a void + meditation
TN 5 x the rank of the skill you wish to use. This counts also for you “own” skills.
Increasing a Personas skills cost double XP.

Shosuro Shinobi (Assasin) school


Benefit: +1 Reflexes
Skills: Athletics, Defense, Explosives, Poison, Stealth, Ninjutsu 2.

Techniques
Rank 1: The Shadow Has No Mask
You keep an additional number of dice equal to you school rank when rolling stealth.
Rank 2: The Shadow Has No Mercy
When an opponent is unaware or unable to defend himself – making his TN to be hit 5 – the
your raises are not limited by your void.
Rank 3: The Shadow Has No Form
You may use this technique instead of a basic maneuver like Full Defense. Chose neither 10
or 20; this is the bonus to your TN to be hit, but is also added to the TN of any action you
attempt.
Rank 4: The Shadow Has No Substance
By spending a void point and holding your breath (maximum a number of minutes equal to
your Stamina), you will be completely unnoticed as long as there is some other activity in the
area.
Rank 5: The Shadow Has No Soul
By spending a void point you can pass through 1 inch of solid material. It takes one minute of
meditation before the act.

Yogo Shugenja School


Benefits: +1 Perception, Gain a free raise when using Wards.
Skills: Calligraphy, History, Lore: Shadowlands, Lore: Maho, Meditation, Theology, 1 High
skill.
Beginning Spells: Sense, Commune, Summon, 3 Air, 2 Water and 1 Fire spell.
Beginning Honor: 1.5

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The Unicorn
The Clan of Swift Travel and Luck
Allies: The Fox, The Crane.
Enemies: The Lion.
The Unicorn have returned with many outlandish customs. The do not allow one Unicorn to
draw another Unicorns blood, even in duel. They do not retire to become monks, but rides off
to die when they cannot work for the clan any longer. They make travel poems instead of
haiku. They eat red meat, and carries the furs of dead animals in the winter. Many other clans
view their ways with contempt, but the Unicorn is not given to bitterness; they thrives in
adversity, and succeed. Perhaps that makes them the truest of samurai.

Shinjo
Benefit: +1 Reflexes
Ally: Hiruma (Shinjo train the Hiruma Scouts)
The Shinjo is the largest family in, and the rulers of, the Unicorn Clan. All Shinjo are nomads
in their hearts. The Shinjo have adopted many Gaijin into their ranks over the centuries.

Ide
Benefit: +1 Perception
Allies: The Imperial House.
The diplomats and merchants of the Unicorns. They cultivate the skills that many unicorns
lack, and so are more welcome amongst the other clans, and have even found positions at the
Imperial Court.

Iuchi
Benefit: +1 Awareness
Enemies: The Isawa (who suspect the Iuchi of Gaijin blasphemy)
The Iuchi are strongly influenced by gaijin magic thinking, some of them have in fact lost
large parts of their connection with the kami of Rokugan, which is, the Iuchi hope, a secret.
The have a large collection of secret spells that only they know – a Iuchi shugenja may learn
one secret spell pr. rank.

Name magic
Some Iuchi School shugenja uses gaijin Meishodo instead of the ways of their ancestors.
They use talismans instead of scrolls, and casts spells as normal except:
Meishodo cast spells take 1 round. Always. There are no meishodo rituals.
Meishodo spells cannot be raised. They cannot receive free raises, so even though
meishodo can be mastered, thus making the shugenja capable of casting the spell without
the talisman, holding the talisman when casting a mastered spell gains nothing.
Meishodo practitioners have the TN raised by 5 when they cast spells with Rokugani
scrolls, and they cannot cast Summon, Sense and Commune at all.

Otaku
Benefit: +1 Agility
Amongst the Otaku, women are in charge, while their men are never taught to ride. Their
Battle Maidens are the must feared cavalry unit in Rokugan, as they charge without battlecry
in the way of their ancestor.
Otaku women must join the Battle Maiden school.

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Moto
Benefit: +1 Void
Moto was once a mighty family, but it lost most of an entire generation of warriors to the
Shadowlands in a failed assault. Now the number of undead Moto in Fu Leng service
outnumber the living Moto. Because of their dread reputation, they mostly serve their clan
outside Rokugan, where their White Guard is feared by all gaijin. Moto characters always
have the Moto Curse Disadvantage.

Unicorn schools
Ide Emissary School
Although it is every bit as strict as any of the bushi or shugenja schools, the Ide household
school discourages violence. The Moto daimyo forbids anyone in his family from joining this
school.
Benefit: + 1 Awareness
Skills: Horsemanship, Etiquette, Law, Kenjutsu, Sincerity, Commerce, Courtier
Beginning Honor: 2, plus 5 boxes
Outfit: Kimono, satchel, traveling pack, tanto, riding steed, 10 koku. Four items are fine
quality.

Techniques
Rank 1: The Heart Speaks
The Ide student is shown how to let her soul shine in every action. Whenever the emissary
makes a skill roll in a social situation, add her Honor to the result. Whenever the Game
Master makes a random roll to determine someone’s initial reaction to the emissary, the roll
should be similarly adjusted.
Also, the emissary is taught to reflexively mimic and be responsive to local customs. She
may make an Awareness + Etiquette roll against a TN of 20 to avoid making a faux pas, even
if the character is not aware of the existence of a taboo. This extends to normal social
situations; a successful roll will warn the emissary not to ask about the daimyo’s son (who
has just expired from the flu), even if she didn’t know of his illness and without knowing
why she shouldn’t ask.
Rank 2: The Heart Listens
The student has learned that every detail is important, and takes great care to observe and
remember everything. The character may make a simple Intelligence roll to remember
anything that was said or done during a meeting. The TN of this check depends on the
importance of the event and the significance of the action: recalling something the Emperor
said on his birthday is only a TN of 5, while remembering what an opponent’s aide said to
another at an impromptu meeting is TN 30. Also, the emissary can gather important clues
about the person she is negotiating with by looking around and assimilating details. Make a
simple Perception + Investigation roll. The better the roll, the more clues to the person’s
personality are gained. Obviously, it is harder to gain clues when meeting someone in a dark
alley than it is when meeting them in their house during the daylight.
Rank 3: When the Veils Move
The emissary is well attuned to the ebb and flow of negotiation, and can sense when the
current shifts. If the situation turns violent or something else is about to happen that the
emissary doesn’t like, she may be able to react. The emissary rolls her Awareness against a
TN equal to five times the sum of the Void + Sincerity of the opponent (i.e., whoever initiates
the undesired activity). If this roll succeeds, the emissary can take one action before anything
else happens. Ide merchants use this skill to proactively attack thieves or cheats, while

27
diplomats use it to move behind their bodyguards or grab someone valuable to their enemy to
use as a shield.
Rank 4: Piercing the Veils
At this level, the emissary has learned to see past the surface to the truth within. This is done
by paying acute attention to tangible clues (dilation of the eyes, unconscious habits, slight
alterations in tone of voice) as well as by more esoteric spiritual methods which defy
explanation. The Sincerity skill may no longer be used against the emissary, nor do those
opposing her in negotiations receive any benefit from magical enhancements. Furthermore,
whenever someone tells a lie to the emissary, she may make an opposed Investigation versus
Sincerity skill check to discern what other person believes to be the truth of the matter. For
each five points of success the emissary scores, she learns one true fact.
Rank 5: The Immovable Hand of Peace
By this point, the emissary has perfected the art of peace. She has incredible presence, her
calm and assured demeanor make her island of serenity in even the worst of storms. She may
use her personal presence as her defense. As long as she does not raise a hand in violence,
anyone who wishes to do her harm must make an opposed roll pitting his Willpower against
her Awareness to see if he can do so, after he declares his intent. The emissary rolls
additional dice equal to her Void, but may only keep dice equal to her Awareness. If the
attacker succeeds in his roll, he may attack the emissary without penalty. If he fails, he
forfeits that action and all other actions taken against her this turn.

Moto Bushi School


The Moto bushi school is a dark one in dedicated to defending the Empire at all costs as well
as serving the purity of the soul. They do not know why so many their comrades succumbed
to Shadowlands, so they don’t know how to prepare against it. Still, they try...
Benefit: + 1 Willpower
Skills: Yomanri, Defense, Horsemanship, Hunting, Kenjutsu, Meditation, Shadowlands Lore
Beginning Honor: 1, plus 5 boxes
Outfit: Kimono, katana, wakizashi, bow, 30 arrows of any type(s), heavy armor, traveling
pack, riding steed, any 3 weapons, 10 koku. Two items are fine quality.

Techniques
Rank 1: Purity of the Breath
The bushi is first taught how to make every action perfect, from high-level activity like
thoughts and kenjutsu down even to tasks like breathing and the very beating of the heart.
The perfection of this technique will take a lifetime. With this purity of motion, the bushi
adds his school rank to his TN to be hit as well as to every damage roll he makes.
Rank 2: Facing the Dark Within
Understanding the kharmic ties between those of the Moto family and their corrupted kin, the
bushi can detect the proximity of Shadowlands creatures with a successful Awareness check
(GM determines TN). This is an indistinct sense, and does not rely on sight or any other
sense; it’s simply a knowing. The better the success, the more is known about the size,
number, distance, direction, power, and even intent of the Shadowlands creature(s).
Rank 3: Justice of Our Ancestors
Driven by the need for atonement, the bushi can focus on an aggressive attack to the
exclusion of all else. He can make two attacks per round, but they may only be gained if the
bushi is making a Full Attack.
Rank 4: Avenging Our Own

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By this time, the bushi is the master of his fate and embraces the doom of his family. The
bushi may spend two Void points on each action, and may declare whether or not he spends
them after making his skill roll.
Rank 5: Bloodied but Unbowed
By this stage, the bushi is perfectly attuned to the doom of the Moto family. If he dies, he can
will his spirit to ravage his body, tearing it and shredding it to prevent it from being animated.
The bushi may also stay alive through indomitable force of will. On the Wounds chart,
replace Down and Out with -4, and replace Dead with a -5 Wound Level, followed by -6
level, then -7, etc. The bushi cannot be killed, and can remain alive past the -4 state for a
number of turns equal to his Void Ring. During this time, he can continue to move, fight, take
damage, etc., but he must be healed to -4 or better by the end of his last turn or he dies. Some
think this is an expression of the Motos’ desire to live, but given the great damage taken by
some Motos in their lengthy desperate battles, other Unicorn samurai know the Motos don’t
harbor such delusions.

Otaku Battle Maiden School


All Otaku females join this school. Females of other Unicorn families must take the Different
School advantage to join (this costs only 3 points), while females from other clans are not
allowed. This is because all females in this school must have a direct blood tie to the original
Otaku (and given a thousand years for families to intermarry, most Unicorn females can
demonstrate at least some distant relation to the founder). No males are permitted to join this
school; many Otaku males end up at the Shinjo bushi school.
Students of this school are the samurai-ko of wonder and legend. They are swift, fearless, and
have abilities which move beyond legendary and into the mystical, piquing the curiosity of
bushi, shugenja, and monk alike.
Benefit: + 1 Reflexes
Skills: Horsemanship 2, Defense, Kenjutsu, Battle, Lance, and any High or Bugei Skill
Honor: 3, plus 5 boxes
Outfit: Kimono, katana, wakizashi, lance, 30 arrows of any type(s), heavy armor, pack,
Otaku steed, any 3 weapons, 10 koku. items are fine quality.

Techniques
Rank 1: Riding in Harmony
Her fiery ancestral blood yearning to be free, the battle maiden is one with Otaku when
riding, preferably fast. Whenever the battle maiden uses one of her six school skills while
mounted, she can roll and keep an extra die.
Rank 2: The Void of War
The battle maiden has learned to strike and strike hard. After everyone rolls for initiative the
battle maiden can switch the values of her initiative roll and her TN to Be Hit for the rest of
the combat round.
Rank 3: Sensing the Breeze
The battle maiden has learned to avoid damage by rolling with the impact. Subtract her
school rank from the total damage done by each strike that lands successfully. This also
applies to damage from the Battle Table.
Rank 4: The Wind Never Stops
The battle maiden has learned the secret of the continuous strike. This has two advantages.
First when making an attack from horseback, she can angle her weapon to make two attacks
in a round.
Second, if a battle maiden happens to kill an opponent with any attack (even if she is not
mounted) she may attack another foe at the end of the round. Each attack the battle makes in

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a given round can have a second associated with it, but if she kills her enemy with this
secondary attack, she does not get a third.
Rank 5: Otaku’s Blessing
The Otaku believe their ancestor looks upon them as they charge into a battle, bestowing
blessings on her most favored. During combat, mounted or unmounted, the Battle Maiden
may re-roll dice that roll less than her appropriate Trait. This may only be done once per
round.

Shinjo Magistrates (from Imperial Herald #10, by Scott Gearin)


Benefit: +1 Willpower
Beginning Honor: 2, plus 5 boxes
Skills: Heraldry, Horsemanship, Hunting, Investigation, Kenjutsu, Law, any Bugei skill.
Outfit: (All items are of fine quality): jitte, katana, wakizashi, light armor, 3 kimonos,
traveling pack, steed, 6 koku

Techniques
Rank 1: Chasing the Wind
The magistrate is driven by the righteousness of her cause. When facing an opponent (in
skirmish or duel) with an Honor rank of less than 2, she will keep an extra die for both attack
and damage rolls.
Rank 2: Path of the Hunter
At second Rank, the magistrate is taught the methods of sensing each clue the prey leaves
behind; these form a path, straight from the hunter to the prey. The magistrate keeps all the
dice she rolls for Hunting and Investigation.
Rank 3: Ride Until Dawn
The magistrate learns to endure the rigors often required by her work. Her devotion to justice
carries her through trying times. She may operate normally with minimal sleep (three hours
per day) for a number of weeks equal to half her Earth Rank. At the end of this ordeal she
will require three extra hours of sleep each night, for a number of days equal to the number of
weeks spent using this ability.
Rank 4: Swift Justice
At this rank, the Shinjo have learned to strike twice per round: Once for themselves and once
for the Emperor, in whose honor they serve.
Rank 5: The Ki-rin's Blessing
The Lady Shinjo's true form and spirit was said to be the Ki-rin. That spirit still guards those
who have given their lives to the pursuit of justice. Any being with an Honor Rank of 0, 4, or
5 falters when attacking the magistrate, dropping their highest die both to attack and for
damage.

Shinjo Scout School (From Second Edition)


Benefit: +1 Perception
Beginning Honor: 2, plus 5 boxes
Skills: Battle, Defense, Horsemanship, Hunting, Kenjutsu, Stealth, Yomanri.
Outfit: (All items are of fine quality): Katana, wakizashi, bow and 20 arrows, Light armor,
kimono, traveling pack, steed, 10 koku, any one weapon.

Techniques
Rank 1: Grace of the Unicorn
Add your school rank x 5 to your TN to be hit when on full defense. You may use Stealth
when on horseback (through a horse is often easier to spot, of course).

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Rank 2: Speed of the Viper
You may run with a speed equal to your Water x 20 in feet per round, for as many minutes as
your Earth Ring. Afterwards you suffer a +15 TN to all rolls until you have rested for as
many minutes as you as you ran.
Rank 3: The Stars are my Guide
You may always locate true North, and you roll extra dice equal to your school rank on all
Perception rolls.
Rank 4: A Soul as Swift
Gain two attacks.
Rank 5: Purity of the First Strike
You may roll extra dice equal to your stealth when you make an surprise attack on somebody.
Anyone trying to spot you must drop any dice that roll equal to or lower than your Air Ring.

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