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Children of the Lord Sun [Shugenja] [HR]

Since the war in the heavens, the Shadowlands has stilled, with even random attacks on the wall now extremely uncommon. Enough time has passed now that many samurai do not believe in the Shadowlands, and even those with reason to know better outside of the Crab are beginning to question the levels of resources that the Crab get from the rest of the empire, until and unless a threat is shown.

During this period of relative peace at the wall, some number of Hida shugenja have been born and have taken up a particular worship of the Lord Sun, leading to the creation of this school. Many adherents of this school believe that the current period of relative weakness from the Shadowlands is directly attributable to a former Crab in such an exalted permission, and that his light will ward off the Shadowlands so long as they keep faith

Note: This school is a house rule and are not part of the standard 4th edition ruleset.

  • Benefit+1Intelligence
  • SkillsCalligraphy (Cipher), Divination, Lore Theology, Meditation, Spellcraft, any 1 bugei skill, any 1 skill.
  • Honor4.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 koku
  • Affinity/DeficiencyFire / Air
  • TechniqueChild of the Sun - When in direct sunlight, you may cast a fire spell by expending a void point, rather than a spell slot. Get +1k1 on the casting roll for this spell. As this will involve appealing directly to Lord Sun, using this for purposes he would not approve of may backfire harshly. Additionally, you receive a free raise on spells with the Defense keyword.
  • SpellsSense, Commune, Summon, 3 Fire, 2 Earth, 1 Water.

Hida Bushi [Bushi] [CR]

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 shaped by the Clan's early years combating oni and other Shadowlands 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 may 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 amounts of punishment while they wait to cripple their enemies.

Techniques
  • Rank One: 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 skills except Stealth. When using a Heavy Weapon, you gain a bonus of +1k0 to the total of all damage rolls.

  • Rank Two: 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 Three: 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 Weapons or weapons with the Samurai keyword.

  • Rank Four: 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 attack 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 Five: The Mountain Does Not Fall

    Nothing can stop a Hida warrior from fulfilling his duty, not even the threat of death. You may spend a Void Point during the Reaction Stage. During your next Turn, you may take actions 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.

Hida Pragmatist [Bushi] [EE]

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-to-hand 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 One: 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 Two: 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 Three: 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 Four: 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 Five: Fight to the End

    The final less 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 to make an attack as a Complex Action that ignores your Wound penalties (including Down and Out) and any restrictions or penalties from Status effects or physical Disadvantages you are currently suffering. You gain a +3k1 bonus to your damage roll with this attack.

Hiruma Bushi [Bushi] [CR]

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 fulfilling their duties as warriors inside the Shadowlands. Those who do not 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 with 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 Hiruma excels at evading his opponents, while in larger skirmishes his 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 One: Torch's Flame Flickers

    The Hiruma learns to focus his strikes even while protecting himself, perfecting the penetrating quality of his blow without sacrificing his defense. While you assume the Attack Stance, you gain a bonus of +1k0 to the total of all attack rolls. You are skilled at survival and can make all food, water, and jade rations last twice as long for a number of people equal to your Hunting Skill Rank.

  • Rank Two: Wolf's Little 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 every time you hit with a melee weapon. This bonus may stack a number of times equal to your School Rank and lasts until the end of the current skirmish.

  • Rank Three: Hummingbird Wings

    The Hiruma know how the hummingbird can move in any direction and apply this truism to battle. Once per Round you may activate this Technique when an opponent targets you with an attack. You gain a bonus of double your School Rank to your Armor TN for that attack. This stacks with any other Armor TN bonuses you gain from other means (Such as spending a Void Point).

  • Rank Four: Shark Smells Blood

    Against a weakened opponent, a Hiruma is a terrible foe indeed. You may make attacks as a Simple Action instead of a Complex Action when using a weapon with the Samurai keyword.

  • Rank Five: Daylight Wastes No Movement

    The Hiruma learns to use no more energy than is precisely needed to kill his opponent. If you deliver more Wounds than necessary to kill your target, you may apply the excess Wounds to the next target you hit. This Technique does not activate two attacks in a row. The carry-over effect does not last beyond the end of the current skirmish.

Hiruma Scout [Bushi] [IH]

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 One: 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 Two: 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 Three: 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 a noise.

  • Rank Four: 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 weapons, 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 Five: 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).

Kaiu Engineer [Artisan, Bushi] [GC]

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 One: 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 Two: The Path of Stone

    The Kaiu are feared on the battlefield for good reason - they are 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 Three: 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 Four: The Path of War

    Every Kaiu is a student of battle, 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 Five: 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.

Kuni Shugenja [Shugenja] [CR]

Once 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 sacrifice certain inhibitions 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's specialization in fighting 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 non-human creatures, and their Technique allows them to benefit or destroy such creatures as desired.

  • Benefit+1Willpower
  • Honor2.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 koku
  • Affinity/DeficiencyEarth / Air
  • TechniqueGaze Into Shadow - The Kuni have carefully studied many of the most sinister opponents 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.
  • SpellsSense, Commune, Summon, 3 Earth, 2 Fire, and 1 Water

Kuni Witch-Hunter [Monk] [GC]

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 authorities. 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.

Last Haiku Editor's Note: The Rank 1 technique adds +1k0 to the roll for each Taint Rank the target possesses. This seems to indicate that a player character using this class is told how many additional unkept dice they must roll, which would hint at whether the target is Tainted or not. While a player is not supposed to use out-of-game knowledge to assist their character's reasoning, such a choice seems quite easily abusable. As a result, it could be advised to allow a free raise per Taint Rank instead, in order to keep the target's impurity a secret.

Techniques
  • Rank One: 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 your 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 this 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 Two: 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 Three: 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 Four: 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 all rolls 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 Five: 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 +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.

Toritaka Bushi [Bushi] [CR]

The Toritaka Bushi School excels at destruction of creatures 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, with few techniques that work against human opponents.

The Toritaka Bushi School focuses on striking monsters and bypassing their defenses. They use the daisho or the spear to find the monster’s weaknesses and relentlessly attack them until they fall. Over a lifetime of training, the Toritaka learns to see past the tricks a monster may utilize and to efficiently dismantle such enemies.

Techniques
  • Rank One: 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 all Skill and raw Trait rolls involving the Perception Trait. Additionally, when striking a creature from another Spirit Realm (including oni from Jigoku and hungry dead from Gaki-do), you add +1k0 to all damage rolls.

  • Rank Two: The Falcon Takes FlightThrough his training, the Toritaka can sense the emanations of nearby spirits as they cross over into the mortal realm. You may attempt to detect the presence of any creatures from

    other Spirit Realms by making a Perception Trait Roll against a TN equal to the creature’s Air Ring x 5.

  • Rank Three: The Falcon's Wings

    The Toritaka strikes with precision, constantly keeping his 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 Four: 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 Five: 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’s 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.

Yasuki Courtier [Courtier] [CR]

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 sensei emphasize the ability to find that thing one's opponents in 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 of gaining the favor of others. They are as much salesman as courtiers and can use any number of sales tactics, including both pressure and false sincerity, to gain that which they 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 One: 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 it to be a breach of etiquette to engage in open commerce. You gain a Free Raise when using the Commerce Skill, and you do not lose Honor or Glory for using the Commerce Skill even in public. Also, Yasuki are taught from youth to be adept at sizing up their potential customers. When speaking with 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 Two: 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 of times 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 Three: Treasures of the Carp

    Your contracts in the merchant and commercial circles of Rokugan make it possible for you to acquire almost anything 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 track down higher-quality or rarer items by calling Raises.

  • Rank Four: 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 or deceiving you has their TN increased by an amount equal to 5 times your School Rank.

  • Rank Five: What is Yours is Mine

    The ultimate skill of the Yasuki is to influence others by offering them what they want the most. If you known 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.

Asahina Shugenja [Shugenja] [CR]

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. As much monks as priests, the Asahina focus on scholarly pursuits 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 improvement of the world around them.

Above all else, the Asahina Shugenja School focuses on defense and protection. Both its core Technique and its spell emphases encourage spells that reduce damage and protect others from attack. Other spells possessed by Asahina shugenja tend to have an emphasis on crafting or creating.

  • Benefit+1Awareness
  • Honor6.50
  • OutfitRobes, Bo, Wakizashi, Scroll Satchel, Traveling Pack, 10 koku
  • Affinity/DeficiencyAir / Fire
  • TechniqueThe 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 all 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 any spell with the Defense keyword.
  • SpellsSense, Commune, Summon, 3 Air, 2 Water, and 1 Earth

Daidoji Iron Warrior [Bushi] [CR]

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, and that perception is not inaccurate. The Daidoji Iron Warriors are both the rank and file and the heavy infantry of the Crane armies, comprising a sizable portion of the Clan's first army 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 emphasize both enduring the damage of one's opponents and 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 One: 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 your 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 of all attack rolls while in the Attack Stance.

  • Rank Two: The Shield 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 additional Round. Additionally, the Armor TN bonus of the Guard Maneuver is increased by 5. (This bonus applies to both your Armor TN and your target's Armor TN - thus, you suffer not TN penalty when Guarding, and your target gains a bonus of +15 to his Armor TN instead of +10.)

  • Rank Three: Strike Beneath the Veil

    The Daidoji is an intractable foe, devastating to face under any circumstances. You may make melee attacks as a Simple Action instead of a Complex Action while in the Attack Stance.

  • Rank Four: 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 rolls against that opponent during the next Round.

  • Rank Five: 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's discretion in questionable instances). You also gain one Free Action that you may use immediately for the sole purpose of moving toward the target of your Guard Maneuver. If you cannot reach your target, this Technique has no effect.

Daidoji Scout [Bushi]

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 One: 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 Two: 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 Three: 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 Four: 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 Five: 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.

Doji Courtier [Courtier] [CR]

The reputation of the Crane Clan has for being the unquestioned masters of any court activity in which they are involved is 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 whom the Crane can call to accomplish virtually anything, preferably indebting those involved to the Crane in the process. The curriculum in the Doji School is quite broad and encompasses a 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 every 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 abilities, however; what makes them even more daunting opponents is their ability to perceive what an individual needs, and then offer it to them in such a manner that refusal is difficult if not impossible.

Techniques
  • Rank One: 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 networks of allies by discerning what others need and fulfilling those needs. So long as you maintain your Honor Rank at 6.0 or better, you gain a Free Raise on all Courtier, Sincerity, and Etiquette rolls. Also, by conversing with another person for a 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 any favors or assistance (such as needing travel papers to reach another province, for example).

  • Rank Two: Speaking in Silence

    At this Rank the Doji learns Cadence, the art of communicating through subtle gestures and body language. This gives them a huge advantage in the courts by allowing them to share information while their rivals are none the wiser. You can roll Courtier / Intelligence at TN 15 to communicate simple ideas and instructions (things like "distract them," "this favors us," or "Intercept that person") with any other Crane who is trained in the Doji Courtier School or who has at least 5 Ranks 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 Three: The Perfect Gift

    The Doji build their networks of alliances through selflessness, offering others what they need so that in the future the Doji may 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 up with a suitable gift or a helpful political favor for someone else. By calling Raises on this roll, you can acquire a rarer or more potent gift or favor. If such a gift or favor is accepted, you may immediately take that person as an Ally with 1-point Devotion, without XP cost (subject to the GM's permission).

  • Rank Four: Voice of Honor

    At this Rank the Doji has learned the art of political maneuvering, making his positions and arguments appear synonymous with Honor, forcing anyone who disagrees with him 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 and Bushido, and if he persists in that position he will commit a breach of etiquette. (It is the GM's discretion, based on the circumstances, as to whether it is a minor or major breach.)

  • Rank Five: 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 with someone for a few minutes, you may make a Contested Roll of 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.

Doji Magistrate [Bushi] [EE]

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 One: Temper Steel 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 Two: 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 political 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 Three: 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 Four: 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 Five: 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 final total reduced.) This technique cannot be activated while you are in the Full Attack stance or the Center stance.

Kakita Artisan [Artisan]

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 way s in which such art may be turned to the service of the Crane Clan.

  • Benefit+1Awareness
  • SkillsCourtier, Games: Sadane, Etiquette, Sincerity, any 3 skills chosen from the following list: Acting, Artisan (Gardening, Ikebana, Origami, Painting, Poetry, Sculpture), Perform (Dance, Oratory, Puppeteer, Song, Storytelling, any musical instrument)
  • Honor5.50
  • OutfitCourt Robes, Beautiful Clothing, Wakizashi, Art supplies, Fan, Steed (Rokugan pony), Traveling Pack, 10 koku
Techniques
  • Rank One: Soul of the Artisan

    The Kakita Artisan is taught from the 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 artistic rivals. Select one of the 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 Two: 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 your chosen art, you may make a Contested Social Roll of (chosen art) / Awareness against 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 person 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 Three: 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 applies to it as well. The bonus to your chosen art skill rolls increases to +2k1.

  • Rank Four: Undying Name

    Your art is now so magnificent that you 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 5 x 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 artist lacking in prestige - the target's Status cannot exceed your Glory or Status Rank (whichever is higher).

  • Rank Five: A Gift Beyond Price

    Your art is now so perfect that a gift of it can profoundly change another person's attitude toward you or 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 aware 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.

Kakita Bushi [Bushi] [CR]

The sacred art of iaijutsu is practiced by all clans, but none have truly mastered it in the same manner as the sensei at 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 in 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 used in both dueling and in 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 One: 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 to all Initiative rolls. You gain a bonus of +1k1 plus your School Rank to the total of all attack and Focus rolls while assuming the Center Stance. This bonus also applies during the Combat Round following one in which you assume the Center Stance.

  • Rank Two: Speed of Lightning

    Enemies who are slow or weak of spirit are doomed to failure. You gain a bonus of +2k0 to the total of all attack rolls against those with lower Initiative than your own.

  • Rank Three: First and Last Strike

    A Kakita Bushi is feared throughout the Empire as a follower of the oldest and most venerated dueling tradition in the Empire. You may Strike first in a duel if you win the Iaijutsu/Void roll by a difference of 3 or higher. You gain a Free Raise on your Strike for each additional margin of 3 instead of 5.

  • Rank Four: One Strike, Two Cuts

    With one pure strike, the advanced student of Kakita's technique cuts his opponent twice. You may make attacks as a Simple Action instead of a Complex Action while using weapons with the Samurai keyword.

  • Rank Five: Strike With No Thought

    A true student of Kakita requires no thought before the perfect strike, depending entirely on instinct. You may take one 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 the 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).

Kitsuki Investigator [Courtier] [CR]

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's trademark powers of observation, honing them to a razor point, so much so that those trained in its Techniques possess 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 representatives of the Dragon, the Kitsuki Investigators obviously make excellent magistrates, and their strengths lie in a gathering information both from the environment and from other people.

Techniques
  • Rank One: Kitsuki's Method

    The Kitsuki are masters of investigation and perception, noticing the most minute and telling details with merely a 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 your Perception Trait Rank to your Armor TN.

  • Rank Two: Wisdom the Wind Brings

    The Kitsuki skill at noticing small details makes it very difficult 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 Three: Know the Rhythm 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 a few moments, you can roll Investigation (Notice) / Perception against a TN of their Intelligence x 5. A success grants you a true and accurate, if simple, picture of their personality and 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 Four: 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 a Contested Roll of your Investigation (Interrogation) / Intelligence against their Etiquette (Courtesy) / Intelligence to identify one of their allies or enemies. Each successful Raise you make on this roll will identify another of their allies or 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 Five: 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 known someone is lying to you, you gain a bonus of +5k0 on this Contested Roll, and my call 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).

Mirumoto Bushi [Bushi] [CR]

Famous throughout the Empire for its unique teachings, the Mirumoto Bushi School is the lone fighting style that utilizes the Niten technique, wherein a samurai wields both the katana and the wakizashi simultaneously. This is a controversial style because it flies int eh face of the traditional style used by the other clans for centuries, although Niten was actually developed at the same time as the one-sword style. In particular, the rivalry between students of the Mirumoto Bushi School and the Kakita Bushi School, the greatest advocates of Kakita's "One soul, one sword" philosophy, is heated even during times of peace. Many opponents, anticipating the reputation of the Dragon as erratic, are surprised to face the calm, implacable Mirumoto as an enemy, a mistake that has cost more than one samurai victory on the field of battle.

The Mirumoto Bushi School focuses on the mechanical benefits of wielding two weapons simultaneously, both in forgiving the penalties associated with doing so and improving the benefits. It also increases the samurai's Armor TN and grants him additional attacks at an increased rate due to the availability of his weapons.

Techniques
  • Rank One: 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 of any kind for dual wielding, and you gain a bonus of your 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 TN of that spell's Spellcasting Roll by 5.

  • Rank Two: 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 Three: Strong and Swift

    As the exploration of Niten continues, the student learns to 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 Four: Furious Retaliation

    Once an opponent presents himself as a threat, the Mirumoto will stop at nothing to defeat him to defend the honor of the family's teachings. During the Reactions Stage of Combat, you may choose one opponent who made or attempted an attack against you this Round. During your next Turn, you gain a bonus of +3k0 to all attack rolls against that target.

  • Rank Five: 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 with your off hand as a Free Action.

Mirumoto Taoist Swordsman [Bushi] [EE]

Although the Mirumoto family are best known 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 special 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 a 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.

Techniques
  • Rank One: Aligned With the Elements

    Students of the Taoist Swordsman school spend their days in the rugged mountains of the Dragon lands, enduring the harsh elements with little 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 Two: 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 Three: Strike of Harmony

    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 Four: 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 Five: Balance of Nothingness

    The final lesson of the Taoist Swordsman teaches the school's student 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.

Tamori Shugenja [Shugenja] [CR]

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 of 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. Coupled with the martial training that Tamori shugenja receive, this is enough to make the family's secret teachings unique in all the Empire.

The Tamori Technique allows for greater versatility in the use of spells, extended so far as to allow others to use them in the Tamori's stead, if proper preparations have been made. The Technique also allows for a dramatic reduction in casting time, but again only if adequate preparation time is provided, making the Tamori particularly deadly in ambush situations.

  • Benefit+1Stamina
  • Honor4.50
  • OutfitRobes, Wakizashi, any 1 weapon, Scroll Satchel, Traveling Pack, 5 koku
  • Affinity/DeficiencyEarth / Air
  • TechniqueFlesh of the Elements - The Tamori have learned to distill the essence of magic and contain it within concoctions or objects for later use. You may expend one spell slot to store a spell you know that has an Area of effect "one target person" or "one 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 to 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 stored 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. GMs who wish to offer more options for alchemically-inclined Tamori and Agasha characters may choose to let them create other, [[[Kagaku]]] items than merely potions, spending spell slots and making Craft: Alchemy / Intelligence rolls as appropriate.
  • SpellsSense, Commune, Summon, 3 Earth, 2 Fire, and 1 Water

The Hitomi Kikage Zumi Order [Monk] [IH]

Where the monks of the Hoshi family embrace the tsurui 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.

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. 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 One: The Gift of the Lady

    The tattooed men all receive the mystical blood of a good 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 time in the house of the tattoo masters and more time in their dojo practicing the martial arts. The art of Kaze-do teaches the Kikage Zumi to move as swiftly and unpredictably as the wind, confounding their opponents. You gain 1 [[[tattoos|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 Two: Strike the Base

    As the Kaze-do student grows more proficient, he is able to focus the power of his 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 Three: 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 [[[tattoos|tattoo]]].

  • Rank Four: 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).

  • Rank Five: 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 time you perform a Knockdown maneuver, you may call 2 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 1 additional [[[tattoos|tattoo]]].

The Hoshi Tsurui Zumi Order [Monk] [IH]

The monks of the Tsurui Zumi order are a sub-group of the Togashi Tattooed Order, created in the Hidden Emperor era when Togashi Hosi rebels against Hitomi and begins tattooing his own followers. In contrast to the Togashi Ise Zumi and the Hitomi Kikage Zumi, and Tsurui Zumi are less focused on direct physical action and more on the mystical ways of the spirit; although they still study the mystical arts, their focus is on ki techniques and other such mystical fighting fighting abilities, 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 they 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 tradition predate the Tsurui Zumi tradition 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.

  • Benefit+1Void
  • Honor4.50
  • TechniqueSwift 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 the Turn. You begin the game with one [[[tattoos|Tattoo]]]. You also begin the game knowing 2 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 [[[tattoos|tattoo]]].

The Togashi Tattooed Order [Monk] [CR]

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 that includes as part of its doctrine extensive tattooing of their bodies with ink crafted from diving 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 a 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, which a wide variety of other abilities 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 One: 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 a god in the form of unique tattoos. You gain two Tattoos at this rank.

  • Rank Two: Body of Stone

    Master of the body is the first essential step of a monk's 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 Three: Blessing of the Kami

    As an ise zumi continues his journey of self-discovery, accumulating new experiences along the way, he will eventually be judged worth of additional insight in the form of new tattoos. You gain two additional Tattoos.

  • Rank Four: 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 a Simple Action rather than a Complex Action.

  • Rank Five: Touch of the Kami

    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.

Akodo Bushi [Bushi] [CR]

Over the centuries, the primary bushi Schools of many Clans have developed specialties that have narrowed their focus. The Akodo consider such things a mistake, and have carefully avoided it. The Akodo School focus 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 complicated as part of your studies. Some regard this as simplistic, but no one argues with Akodo capabilities in battle. The study of battle itself is also a strong component of every Akodo's training, and there are virtually no Akodo-trained samurai who do not possess a rudimentary knowledge of tactics and strategy.

The Akodo Techniques focus on precision and success, transforming marginal successes into greater ones and, at 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 One: 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 an opponent's Armor TN derived from Armor, or gain a Free Raise when attacking. (You do not ignore Reduction from the Armor when 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 an enemy who Raises against you, no matter how many times they actually Raised.

  • Rank Two: Strength of Purity

    Akodo-trained warriors are known for their dedication to bushido, and take a fierce satisfaction in defeating dishonorable foes. During a skirmish you may add your Honor Rank to the total of any single roll during your Turn. You may not increase damage rolls in this fashion, nor can you do this while assuming the Center Stance.

  • Rank Three: Strength of My Ancestors

    The Akodo bushi attacks twice, once for himself and once for his ancestor. You may make attacks as a Simple Action instead of a Complex Action while using weapons with the Samurai keyword.

  • Rank Four: Triumph Before Battle

    No foe is beyond the reach of the devoted Lion warrior. Once per skirmish, you may designate an opponent during the Reactions Stage. You may ignore any Armor TN bonuses your target receives from his Stance during the next Round.

  • Rank Five: 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.

Ikoma Bard [Courtier] [CR]

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 on manipulation and shades of deception, the Ikoma bards or omoidasu strive to live by example, citing historical precedents and mythical tales of heroes in order to demonstrate the desired outcome of whatever discussion they are involved in. While this might seem a curious tactic, there are many 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 disapproved 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 others as well as to resist manipulation by his opponents. Furthermore, by comparing others to historical figures, the Ikoma can gain Glory not only for himself but by others far easier than most.

Techniques
  • Rank One: The Herald of Glory

    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 use 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 be done a number of times per person per month equal to your School Rank.

  • Rank Two: 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 in public, so long as you do so on behalf of another Lion or for an honorable cause greater than yourself (such as your clan, the Empire, or the Code of Bushido). At the same time, your understanding of both honor and emotion strengthens your own soul against temptation. Anyone attempting to sway your emotions through the use of the Intimidation or Temptation skills must add +5 to their TN for each of your School Ranks.

  • Rank Three: 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 of 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 to 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.)

  • Rank Four: The Strength of Tradition

    The Ikoma's steadfast encouragement call on the examples of noble ancestors to infuse their allies with a strength they did not know they had. A number of times per session equal to 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 fails 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 lose 2 points of Honor.

  • Rank Five: Every Lion is Your Brother

    The Ikoma's understanding of Bushido, history, emotion, and human nature empowers them in court, filling their arguments 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 a 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 situations where citing history seems inappropriate or strange, the GM has the final say on whether this Technique may be used.)

Ikoma Lion's Shadow [Bushi] [EE]

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 One: No Boundaries

    Those who walk the path of Ikoma choose a life of self-sacrifice and questionable actions in order to serve the 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 judgement). 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 Two: 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 Three: 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 Four: 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 Simple Action instead of a Complex Action.

  • Rank Five: Ferocious Determination

    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).

Kitsu Shugenja [Shugenja] [CR]

The ancient rituals of the Kitsu School have remained virtually unchanged since the family's creation, and the notion of 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 ancestors have gradually expanded to the point that they area 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 link another has to other realms, represented by their Technique that allows the disruption of certain kids of Advantages. Their secondary focus is on large-scale magic that can be employed 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.

  • Benefit+1Perception
  • Honor6.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 5 koku
  • Affinity/DeficiencyWater / Fire
  • TechniqueEyes 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's Willpower x 5. If successful, you learn all Spiritual Advantages or Disadvantages that individual possesses. By spending a Void Point, you may negate any one Spiritual Advantage an opponent possesses for a number of minutes equal to your School Rank. You also gain a Free Raise on any spell with the Battle keyword.
  • SpellsSense, Commune, Summon, 3 Water, 2 Air, and 1 Earth

Lion Elite Spearmen [Bushi] [NP]

At the Dawn of the Empire, the spear was the most common melee weapon among the tribes who lived in what became Rokugan. The tribal warriors who followed Akodo and his chief lieutenant Matsu were particularly skilled in the ways of the spear, both as a hand-to-hand weapon and a short-range missile, and these spearmen formed the backbone of the Lion armies during the First War. In the era of peace that followed under Hantei Genji, the Lion as a whole shifted more toward the way of the sword, which all of Rokugan’s leading figures (including Akodo and Matsu themselves) considered to be the first and most honorable weapon of the samurai. However, within the ranks of the Matsu family there were many traditionalists who continued to uphold the spear-fighting traditions of their ancestors. Matsu Shujo, one of Lady Matsu’s grandsons, took it upon himself to organize their training and founded their first dojo, where he eventually developed their first Techniques.

In modern times, the Lion Clan’s spearman units are relatively few in number and are considered by the other Great Clans to be something of a holdover from a simpler era (as discussed in the L5R 4th Edition supplement The Book of Air, page 35). Nonetheless, they maintain their dojo and continue to serve as useful components in the overall structure of the Lion armies. Although the school is still customarily referred to as the Lion Elite Spearmen, it is maintained by the Matsu family and they form the bulk of its students.

Techniques
  • Rank One: The Way of Magari-Yaritjutsu

    The basic lesson of the Elite Spearman School is to rely on one’s spears for both offense and defense, eschewing heavy armor in favor of the more flexible options provided by a longer weapon. You gain a +1k0 bonus to Skill rolls with Spears and Polearms. When wielding a spear or polearm in the Center, Defense, or Full Defense stance, your skillful deflection of blows awards you Reduction equal to half of your Rank in the Skill.

  • Rank Two: Strike Like The Lion

    The trained Elite Spearman infuses his honor and self discipline into every blow he delivers. When wielding a spear or polearm (in melee or with ranged attacks), you may ignore an amount of enemy Reduction equal to half of your current Honor Rank (rounded up).

  • Rank Three: Strike Through the Eagle

    The Elite Spearmen are trained to advance on the foe while hurling barrages of nage-yari to disrupt their defenses and open holes in their lines. You may ready/draw a nageyari as a Free Action any number of times per Round, and your ranged (hand-hurled) attacks with nage-yari are considered Simple Actions.

  • Rank Four: Strike Like the Wind

    At this rank, the Elite Spearman learns to attack faster than a snake’s flickering tongue. You may make melee attacks as a Simple Action when wielding a spear or a polearm.

  • Rank Five: Strike With the Soul

    The final lesson of the Elite Spearman School is to fight in complete harmony with one’s spear, striking more swiftly than thought, bringing down the foe with a relentless barrage of attacks. When fighting in melee with a spear or polearm, you may perform the Extra Attack Maneuver for only three Raises. When hurling spears as missile weapons, you may make one attack as a Free Action.

Matsu Beastmaster [Bushi]

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 abilities 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 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 One: 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 follow 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 Two: 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, and all of your lions gain an additional Wound Rank that changes the end of the progression from a normal lion's to: 36: +15, 60: Dead.

  • Rank Three: The Ferocity Within

    You strike as fiercely as the lions 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 Four: All as One

    The fury of the beastmaster and his pride is 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 Five: 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.

Matsu Berserker [Bushi] [CR]

The great majority of the vast legions of Matsu samurai study 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 his 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 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 One: The Lion's Roar

    Warriors of the Matsu School respect their Akodo cousins' leadership skills, but they know that a furious attack often simply 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 your receive from the Stance. (This does not allow you to move farther than your maximum move per Turn.)

  • Rank Two: Matsu's Fury

    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 is frozen with fear and cannot take Move Actions to move from his current position. During the Reactions Stage, an affected opponent may attempt a Willpower roll against a TN equal to 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 Stage (the second after he was struck).

    Enemies who are immune to Fear cannot be affected by this Technique.

  • Rank Three: 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 Four: Matsu's Courage

    Death means nothing in the face of the loss of honor, and no Matsu will yield while he yet draws breath. You ignore TN penalties from Wounded Levels equal to your Honor Rank, or twice your Honor Rank while in the Full Attack Stance.

  • Rank Five: The Lion's Victory

    The death of an opponent is the only measure of victory for a Matsu. Once per encounter after you roll damage for an attack, you may spend a Void Point as a Free Action to activate this Technique. You rend the opponent, ripping open his wounds and dealing grievous injury to him. All of the dice you choose to keep explode, re-rolling and adding the result to your damage total.

Kitsune Shugenja [Shugenja] [CR]

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 abilities 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, and few from other schools can duplicate the Fox's abilities.

  • Benefit+1Stamina
  • Honor4.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 koku
  • Affinity/DeficiencyEarth / Air
  • TechniqueEssence of Chikushudo - None in the Empire are closer to the ways of nature than the simple Kitsune who make the wilderness their home. You may use the Sense, Commune, and summon basic spells to affect the animal spirits of Chikushudo as well as kami (using Summon results in the appearance of a single animal spirit rather than a set amount of the elemental material). Animal spirits tend to be more direct than kami, and perceive things differently, but have just as little sense of why man does what he does. You gain a Free Raise on any non-damaging spell cast on an animal.
  • SpellsSense, Commune, Summon, 3 Earth, 2 Water, and 1 Fire

Mantis Brawler [Bushi]

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 the 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 parent to child through direct instruction (often of a rather unusual kind) rather than in a 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 One: 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 Two: 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 the next Turn; if you were Prone when you perform 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 Three: 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 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 Four: Two Drunks Dance

    The erratic bobbing, squirming, and weaving of the Mantis brawler creates additional opportunities 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.

  • Rank Five: 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.

Moshi Shugenja [Shugenja] [CR]

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 Moshi have managed to retain their devotion even if the nature of 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 seas 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 the 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.

  • Benefit+1Awareness
  • Honor4.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 10 koku
  • Affinity/DeficiencyAir / Earth
  • TechniqueFavor of the Sun - No family has been more reverent of the various incarnations of the Sun 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 is lost at night. You also gain a Free Raise on any spell with the Thunder keyword.
  • SpellsSense, Commune, Summon, 3 Air and 3 Fire spells

Tsuruchi Archer [Bushi] [CR]

Even before joining the Mantis, when they were the Wasp Clan, there was little question that the Tsuruchi were the greatest archers in the Empire. That they have so embraced 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, and should be fired without hesitation or aiming.

The Tsuruchi Techniques focus almost exclusively on 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 One: Always Be Ready

    The Tsuruchi Archer must be prepared to fight against his foes with little warning. You gain a bonus of +1k0 to the total of all attack rolls using a bow. Additionally, you gain a bonus of +3 to your Initiative Score.

  • Rank Two: The Arrow Knows the Way

    A Tsuruchi must not aim, but simply allow the arrow to follow its own path. You gain one Free Raise that can only be 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 Three: 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 Four: 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 a Void Point as a Complex Action to shoot an arrow that knows exactly where it must go. This attack ignores all effects of 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's normal range with this Technique.

  • Rank Five: 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 ranged attack as a Complex Action to gain a bonus of +4k1 to the total of both attack and damage rolls. You may not use this Technique in conjunction with Flight of No-Mind.

Tsuruchi Bounty Hunter [Bushi]

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 extremly 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 One: 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 or any Hunting or Investigation Skill Rolls used to track the quarry down.

  • Rank Two: 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 Three: 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 Four: 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 Five: 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 [Bushi] [CR]

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 of the waves has been incorporated into their style, which uses 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 weakness 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 fighting with highly unconventional weaponry, in particular the kind of weapon most often relegated to peasants.

The Yoritomo Techniques essentially focus on dabbling in a 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 master of none, making them highly adaptable assets in a skirmish.

Techniques
  • Rank One: The Way of the Mantis

    Mantis bushi learn to fight on the pitching decks of ships and to use anything within reach as a weapon. You suffer no penalties to movement or attacks for rough or uneven terrain. You do not lose Glory or Honor when using improvised 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 Two: Voice of the Storm

    Your wild, unfettered attacks disorient your opponent and 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 Three: Strike of the Mantis

    A Yoritomo strikes as swiftly as the storm. You may make attacks as a Simple Action instead of a Complex Action while using weapons with the Samurai or Peasant keyword.

  • Rank Four: The Rolling Wave

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

  • Rank Five: Hand of Osano-Wo

    The Yoritomo Bushi strikes with brutal force, digging his 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 your Strength. If these attacks hit a Prone target, you gain a bonus of +0k2 to the total of your damage rolls against that target.

Yoritomo Courtier [Courtier] [CR]

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 in that regard. Although successful in business endeavors, the Yoritomo courtiers have only rarely made strides in court, historically speaking, because of their brusque manner and dependence upon intimidation. Since their elevation to Great Clan status, however, they increased clout of Mantis possess has diminished the need for these tactics, and the Yoritomo 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 as the Crane or Scorpion may well be completely immune to a Yoritomo's primary abilities.

Techniques
  • Rank One: 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 of the more unsavory characters in Rokugan. You do not lose Glory or Honor for using the Commerce Skill in public, and you do not lose Honor for using the Intimidation (Control) skill. Any 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 Two: Storm Heart

    When the time comes to act in courts, the Yoritomo eschew the eloquent words of the Doji or the subtle gibes of 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 is 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 Ranks higher instead.

  • Rank Three: Command the Winds

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

  • Rank Four: 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 his 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 Rolls made against you. (This Technique cannot be used again until its effect expires.)

  • Rank Five: 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 a Fear effect, you gain a bonus of +5k0 to the roll.

Yoritomo Shugenja [Shugenja]

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.

  • Benefit+1Perception
  • Honor4.50
  • OutfitRobes, Wakizashi, any 1 weapon, Scroll Satchel, Traveling Pack, 10 koku
  • Affinity/DeficiencyWater / Earth
  • TechniqueChild 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. You also gain a Free Raise on all spells with the Thunder keyword.
  • SpellsSense, Commune, Summon, 3 Water spells, 2 Fire spells, and 1 Air spell

Agasha Shugenja [Shugenja] [CR]

During their centuries of service to the Dragon Clan, the Agasha pursued many unconventional paths of magic, pursuits which were carried out with the full resources and endorsement of the Agasha Shugenja School. In addition to their alchemical interests, the Agasha have always had an interest in the creation of spells that invoked kami of multiple elements simultaneously. Among the Phoenix the Agasha have been given leave to pursue this area of study as far as they wish, and have made tremendous strides in the area of multi-elemental spells.

The Agasha Techniques focuses on the family's interest in merging the elements and casting multi-elemental spells. Although this practice has yet to be accepted, their Techniqu 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.

  • Benefit+1Intelligence
  • SkillsCalligraphy (Cipher), any one Craft Skill, any one High or Bugei Skill, Defense, Etiquette, Lore: Theology, Spellcraft
  • Honor4.50
  • OutfitRobes, Wakizashi, any 1 weapon, Scroll Satchel, Traveling Pack, 5 koku
  • Affinity/DeficiencyFire / Water
  • TechniqueElements of All Things - The Agasha understand the interactions of the elements more so than perhaps any other family. When casting a spell, you may spend a Void Point to use a different Ring of your choosing rather than the appropriate Ring for that spell. this spell uses a spell slot for the Ring used to actually cast the spell. You also gain a Free Raise on any spell with the Craft keyword.
  • SpellsSense, Commune, Summon, 3 Fire, 2 Earth, and 1 Air

Asako Henshin [Monk]

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 essentially immortal, able to live far beyond the normal mortal span. Some of the fushihai ascend to the Celestial Heavens upon their mortal death, becoming minor Fortunes and validating the Path of Man.

Techniques
  • Rank One: 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 five 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 Ring (and thus do not change Wound Ranks when the Earth Ring is targeted, etc.).

  • Rank Two: The Riddle of Earth

    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 Three: 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 Four: 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 blessing to increase the number of kept dice on an unarmed damage roll (which is normally 0k1to 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 Five: 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 Loremaster [Courtier] [CR]

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 of 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 situation of court.

The Loremasters specialize in scholarly pursuits, and use 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 One: Temple 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 of 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 Two: From the Ashes

    The Asako Loremasters' in-depty study of historical events allows them to detect subtle patterns in behavior in every court, patterns invisible to their more worldly rivals from the other Clans. After spending at least one day observing the events in a particular court, you can roll Lore: History / Perception at TN 20 to gain a bonus +2k0 to the total of all your Social Skill Rolls for the next two days, so long as your 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 Three: 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 a friend or ally and then roll Lore: History / Intelligence at TN 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 one (and only one) additional ally, provided that ally also participates in the conversation. (This Technique cannot be used on the same person again until its effect expires.)

  • Rank Four: 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 result of the second roll. This Technique cannot be used to resist Fear.

  • Rank Five: Wisdom of the Ages

    At this rank, the Asako truly demonstrate that the wisdom of 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.

Isawa Shugenja [Shugenja] [CR]

The Isawa are the greatest shugenja in the Empire, and while the family would never claim this openly, the behavior of 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 a large as the next largest shugenja family in the Empire. Indeed, there are so many among their ranks that they are nearly the size of a typical bushi family. That so many among them are born with the gift to speak with the kami has allowed teh 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 a thousand years.

The Isawa Shugenja has no particular specialization, but instead are constructed around the premise that 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 any other shugenja character.

  • Benefit+1Intelligence
  • Honor4.50
  • OutfitRobes, Wakizashi, any 1 weapon, Scroll Satchel, Traveling Pack, 5 koku
  • Affinity/DeficiencyIsawa shugenja may select any element of their choosing, including Void, as their Affinity. They do not have a Deficiency.
  • TechniqueIsawa's Gift - There are no greater masters of the shugenja tradition than those among the Isawa. You gain a Free Raise on all Spell Casting Rolls for spells of the element which you chose as your Affinity.
  • SpellsSense, Commune, Summon, 3 spells of any one element, 2 spells of any other element, 1 spell of a third element, and 1 spell of a fourth element.

Kaito Shrine Maiden [Bushi]

Description forthcoming.

Note: This school is a house rule and are not part of the standard 4th edition ruleset.

Techniques
  • Rank One: Title TBD

    The art of archery is the first taught to all members of the Kaito vassal family.

    +1k0 to all attack rolls while using a bow. Additionally, you may purchase kiho as though you were a monk. You may not purchase or use kata.

  • Rank Two: Title TBD

    Gain +1k1 to all social with a spirit. Gain +1k0 to all lore rolls related to identifying a spirit.

  • Rank Three: Title TBD

    You may take ten minutes to prepare a ward against a specific spirit, which can either prevent their entering a location, or if they are within a container or location, may prevent them from leaving it. If this is renewed daily for a month, it becomes permanent.

  • Rank Four: Title TBD

    You may make kyujutsu attacks as a simple action.

  • Rank Five: Title TBD

    You may spend a void point to make a kyujutsu attack as a complex action that ignores all resistances and immunities. If a spirit is struck with this attack, it must make a willpower roll at a TN of the damage of this attack, or be sealed into an appropriate container of your choosing until it is opened.

Shiba Artisan [Courtier] [EE]

Although not as prestigious or politically connected at the Kakita Artisans, the Shiba Artisans are still much-admired in the Empire and few Phoenix or Dragon daimyo will let themselves go without a sample of their work.

Techniques
  • Rank One: 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 Two: 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 a 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 Three: 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 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 Four: 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 a 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.

  • Rank Five: 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 [Bushi] [CR]

The Shiba Bushi are well known as a relatively peaceful group, at least as bushi are concerned. Their training emphasizes a number of non-martial skills in addition to the traditional weapons training, which has led to a reputation as warrior-scholars in some circles. A Shiba bushi considers all options before committing to combat, searching for any possible alternative other than the loss of life. If those a Shiba protects are threatened, however, or if combat is an inevitability, he 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 and specialize in the protection of others, allowing Shiba bushi to more than adequately fill their common role as yojimbo. They also possess an affinity for the use of polearms, and can excel at dueling if properly tailored.

Techniques
  • Rank One: 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 Two: Dancing With the Elements

    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 a target within 30'. Whenever your target casts or is the target of a spell, you may choose to increase or decrease the TN of the spell by 5. Additionally, whenever you are the target of a spell, you may immediately choose to increase or decrease the TN of the spell by 5.

  • Rank Three: One With the Void

    In battle, the Shiba can find his place in the world. This Technique automatically activates during the Reaction Stage of Combat if another character spent a Void Point during this Combat Round. You regain a Void Point. This Void Point may 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 Four: Move With the World

    Serenity brings certainty, and certainty brings speed. You may make attacks as a Simple Action instead of a Complex Action with using Polearms, Spears, or weapons with the Samurai keyword.

  • Rank Five: 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 enhancements twice in one Turn.

Bayushi Bushi [Bushi] [CR]

The greatest villains in Rokugan's most successful plays are always Scorpions, because it is so easy for most samurai to believe. It is the actions of students from the Bayushi Bushi School that have brought this stereotype to life and reinforced it over and over again. Every student in the Bayushi dojo is trained to be the perfect weapon of discord, capable of turning the Clans against one another with minimal effort. Weapons training is only one aspect of their education, which often includes social manipulation, stealth, and even the use of poisons when the student is deemed suitable for such things.

The Bayushi Techniques might best be described as dirty tricks. They focus on granting the character an advantage, such as an increase in Initiative, or ruthlessly exploiting any other advantage that might already exist. In particular the ability to cripple an opponent with Conditions can turn the tide of a battle against a vastly superior opponent, if one has but a little luck.

Techniques
  • Rank One: The Way of the Scorpion

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

  • Rank Two: Pincers and Tail

    The infamous Scorpion feint has been the demise of many foolhardy samurai. You may make the Feint Maneuver for one Raise instead of two.

  • Rank Three: 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 Reaction Stage, an affected opponent may attempt an Earth Ring roll against a TN of 25 to negate the effects of this Technique. If he fails, the effects of this Technique end during the next Reactions Stage (the second Reactions Stage after he was struck).

  • Rank Four: Strike From Above, Strike From Below

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

  • Rank Five: 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 at TN equal to the amount of damage dealt to end the Stun effect. If he fails or does not attempt this roll, the Stun effect ends during the next Reactions Stage (the second Reaction Stage after he was struck).

Bayushi Courtier [Courtier] [CR]

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 courtiers 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 and 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 One: Weakness is My Strength

    The Bayushi are masters of ferreting out and exploiting the weaknesses and failures of others. Even if they do not know the exact nature of a rival's secrets, there 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 points 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 to conceal that you are the source of that gossip.

  • Rank Two: Shallow Waters

    The Scorpion know how to assess others, sensing their weaknesses so as to determine how best to bring them down. By conversing with someone for a few minutes, you can make a Contested Roll of your Investigation / Awareness against their Etiquette / Awareness. With a success, you learn the identity and rank of their lowest Mental 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 Three: Secrets are Birthmarks

    At this rank, the Scorpion has become so adept at ferreting out secrets that he can lure others in revealing them 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 Disadvantage, this will instead reveal one Mental or Social Advantage. (Note this will only reveal the rulebook title of the Advantage / Disadvantage, not the specific nature of it. For example, you might learn that the target has "Dark Secret," but not the specific 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 no cost in Experience Points.

  • Rank Four: Scrutiny'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 a 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 Trait of your choice (instead of the normal Trait used for the roll).

  • Rank Five: No More Masks

    The final lesson of the Bayushi School is to force the rest of 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 may make an Opposed Social Roll of Courtier (Gossip) / Awareness against an opponent's Etiquette (Courtesy) / Awareness. If you have Blackmail on the person you are targeting with his technique, you gain a bonus of +5k0 to the total of this roll. With a success, you may inflict one Social Disadvantage on the target: Social Disadvantage, 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 until its effect expires.)

Shosuro Actor [Ninja]

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 contracts 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 as 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 justified, and they are as ready to die for the clan as any other Scorpion.

Techniques
  • Rank One: 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 gain a bonus of +3k1 instead of the normal +1k1.

  • Rank Two: 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 Three: 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 2 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 Four: The Viper's Kiss

    The Shosuro Actor intensifies 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 Five: 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 form you, your Raises are not limited by your Void.

Shosuro Infiltrator [Ninja] [CR]

Few outside the Scorpion Clan are aware of the existence of 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 ascribed in plays and poems. The Infiltrators are silent, merciless killers who take no pleasure or satisfaction from their role. They are simply fulfilling their duty, and experience neither joy nor 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 One: The Path of Shadows

    The first lesson of an infiltrator is to mask all signs of one's true nature. You lose no Honor for use of Low Skills or Ninjutsu Weapons in the service of the Scorpion Clan (subject to GM approval). You gain a bonus of +2k0 to the total of all Stealth Skill rolls.

  • Rank Two: Strike From Darkness

    A student of the Shosuro Techniques never fails to exploit any 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 to your Void and you roll additional dice equal to your School Rank 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 or Fatigued). These two effects are not cumulative, and if both could apply, you must choose one of them. (You do not add one and one half times your School Rank in dice to an attack roll against an opponent who is both Blinded and unaware of your presence, for example.)

  • Rank Three: 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 with the Ninja keyword), you may make a melee attack (or ranged attack, in the case of shuriken or tsubute) as a Simple Action rather than a Complex Action. Alternatively, when wielding shuriken, you may take a Complex Action to make a number of ranged attacks equal to your School Rank.

  • Rank Four: Whisper of Steel

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

  • Rank Five: The Final Silence

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

Soshi Magistrate [Bushi] [EE]

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 One: 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 Two: 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 Three: 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 Four: 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 Five: 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 all your attack rolls for one Round. This technique cannot be used in the Center Stance.

Soshi Shugenja [Shugenja] [CR]

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 as many envision them, but rather completely alien creatures with no firm concept of human behavior or even of honor itself. They can and will do virtually anything asked of them 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 is as the Soshi do. Their ability to cast virtually any non-damaging spell without any outward indications of its origin make them perfect for infiltration and subtle manipulation at court.

  • Benefit+1Awareness
  • Honor2.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 5 koku
  • Affinity/DeficiencyAir / Earth
  • TechniqueThe Kami'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 has happened. You also gain a Free Raise on any spell with the Illusion keyword.
  • SpellsSense, Commune, Summon, 3 Air, 2 Fire, and 1 Water

Yogo Wardmaster [Shugenja]

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.

  • Benefit+1Intelligence
  • Honor1.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, pack of twenty paper wards, 3 koku
  • Affinity/DeficiencyYogo 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 Wards keyword - see below.
  • TechniqueWay 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. 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. 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. The following spells are treated as having the Wards keyword for purposes of spell selection and use of their technique:
  • SpellsCommune, Summon, 3 Ward Spells, 3 other spells (may not be Void Spells)

Chuda Shugenja [Shugenja] [CR]

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 years 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 and 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's 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 prolific 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.

  • Benefit+1Willpower
  • Honor0.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 koku
  • Affinity/DeficiencyChuda Shugenja have an Affinity for any non-Void Maho spell. Select one non-Void element, You have a Deficiency for all non-Maho spells of the selected element.
  • TechniqueBlood Like Water - The Chuda have existed for centuries, hidden among the people of Rokugan and concealing the true nature of their dark arts. When casting a maho spell, you may declare one 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 acquired by a maho spell to only one Point, regardless of the spells Mastery level. Alternatively you may sacrifice one point of Honor to reduce all Taint normally acquired by the spell to one Point.
  • SpellsSense, Commune, Summon, 3 Maho spells of one element, 2 Maho spells of a second non-Deficient element, and any 1 spell of any non-Deficient element.

Daigotsu Bushi [Bushi] [CR]

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 Techniques are mildly eclectic, but can be brutally effective when used in conjunction with one another. Skilled bushi can use these secrets to devastate their foes and then harness their dying life essence to replenish themselves, an act that forever marks them 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 in their opponents makes them potent opponents for virtually any enemy, and their power level can increase dramatically if they employ their Shadowlands Taint as well (although this is, of course, not without risk).

Techniques
  • Rank One: 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 your TN penalties from Wound Ranks by your Strength Trait Rank plus your Taint Rank until the end of the Round, or increase your damage rolls by the same amount. Additionally, the TN on any roll to detect the presence or effects of the Shadowlands Taint on you is increased by 10.

  • Rank Two: 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 as a Simple Action to activate this Technique. While this Technique is active, you and all of your allies within 30' add +2k0 to the total of all damage rolls. This lasts for a number of Rounds equal to your Taint Rank plus your Strength Trait Rank. This bonus is not cumulative with any other applications of Aura of Blood. Using this technique while under its effects refreshes its duration.

  • Rank Three: Ashura's Wing

    The Daigotsu Bushi moves and strikes as swiftly as ash borne away by the wind. You may make melee attacks as a Simple Action instead of a Complex Action.

  • Rank Four: Devouring Wrath

    By the power of Fu Leng, the Legionnaire feeds on the strength of his enemies. Any time 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 Five: Inhuman Assault

    The wrath of a Daigotsu bushi is like that of a rampaging beast. Once per skirmish, you may launch into a series of bone-shattering blows by making a melee attack as a complex action. This attack ignores the bonuses and effects of 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 Armour TN for a number of rounds equal to your Taint Rank plus your Strength Trait. If your opponent is in the Full Attack Stance Posture, he still retains the -10 to Armour TN penalty.

Daigotsu Courtier [Courtier] [CR]

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's network of contacts, blackmail victims and willing subordinates to assume positions of power in the courts of numerous clans, even one of the Imperial Families. From this position of power, they attempt to subtly manipulate others into conflicts 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 Techniques 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 One: Insidious Whispers

    Every student of the Daigotsu Courtiers is accomplished at the art of masking his nature, preventing his true intentions 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). Any rolls made to detect your Taint (such as the techniques of the Kuni) have their TN increased by an amount equal to 5 x your School Rank. You add your School Rank to your Honor Rank whenever another is attempting to discern your Honor Rank.

  • Rank Two: 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 in conversation, you may spend a Void point and make a Courtier (Manipulation) / Awareness roll (as a Simple Action) at TN 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 of focus. This effect cannot be stacked.

  • Rank Three: Darkness Cannot be Trapped

    At this rank, the Spider courtier is taught to deflect attention and blame away from himself, spreading disharmony among his 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 to 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 justified, 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.

  • Rank Four: The Touch of Sin

    At this level of training, the Spider's mastery of manipulation and misdirection allows his words to twist the thoughts of others, temporarily leading them into weakness, aggression and confusion. A number of times per session equal to your School Rank, you may speak with someone for a few minutes 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 Consumed 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 by Shourido Disadvantage of your choice on the same person for the same period of time. (You cannot use this technique on the same person twice in the same day).

  • Rank Five: The Embrace 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 at least 15 minutes, you may make a Contested Roll of your Sincerity (Deceit) / Awareness against their Etiquette (Courtesy) / Perception. If your target currently has one of their 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 be 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.

Dark Moto Cavalry [Bushi]

After the Dark Moto became a new force within the Shadowlands, they began to modify their traditional Moto fi ghting 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.

Techniques
  • Rank One: 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 Two: 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 Three: 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 Four: 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 penalties, limited to one Simple Action (and no Complex Actions) on their next Turn. They may take Free Actions as normal.

  • Rank Five: 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.

Free Ogre Bushi [Bushi]

The so-called free ogres, once they begin to slip free of Jigoku’s direct control, quickly discover they remember an ancient set of techniques that can be put to tremendous use in a fight. While an average ogre is already a respectable opponent, those who know the techniques of their bushi school are much more dangerous. Muhomono, the legendary king of ogres and supposedly perfect ogre warrior, epitomized these techniques, so mastering them is a source of pride and glory for free ogres. They revel in the rediscovery of their culture and try to approach the excellence of their long-dead king.

The techniques of this school emphasize the ogres’ superior strength and size, focusing these natural advantages into deadly weapons. While the school’s techniques outwardly barely look different from a savage ogre’s normal assault, this is deceptive; the free ogre school is actually quite sophisticated in its methods. The fact it is not recognized as such by humans is only one more advantage for the ogres. This school can only be taken by an ogre. No other race would ever be allowed to learn Muhomono’s sacred techniques.

Note: Ogres have their own concept of Honor, but it is not one shared by the Rokugani.

Techniques
  • Rank One: Muhomono’s Strength

    Named for the legendary king of ogres, this technique comes as a profound revelation to most free ogres as they reconnect with their race’s ancient legacy. It allows the ogre to focus its strength into more powerful blows, instead of wasting it like his savage cousins. Before rolling Initiative, you may choose to inflict a -1k1 penalty on your Initiative roll. If you do, you gain +2k0 on all damage rolls for the rest of the skirmish. Also, you gain a Free Raise on all Intimidation (Bullying) rolls.

  • Rank Two: Muhomono’s Eyes

    The great Muhomono won many fi ghts with his terrifying gaze, striking fear into his opponents before the fight even began. Your Fear rating is increased by 1, and you add +1k0 to your attack rolls against any opponent who failed to resist your Fear.

  • Rank Three: Muhomono’s Speed

    The ogre warrior strikes his opponent with speed and strength, certain in his superiority over any opponent. You may make attacks as a Simple Action instead of a Complex Action while using large weapons, Heavy Weapons, or unarmed attacks.

  • Rank Four: Muhomono’s Arm

    The broad and powerful arm of the ogre bushi carries over from one opponent to another, never slowing down. Once per skirmish, if you successfully hit an opponent with a melee attack, you may immediately infl ict the same damage roll on another opponent of your choice within 5 feet of the first one, without making an attack roll against the second opponent. This does not count as a separate attack.

  • Rank Five: Muhomono’s Armor

    A true ogre bushi knows that physical armor is only a disguise - the true warrior needs nothing more than his skin and determination. Your natural Reduction increases to 20.

Free Ogre Mage [Shugenja]

Some very rare free ogres discover that they have the ability to influence the elements by sheer force of will. Called mages by their peers, these ogres slowly remember how to carve sigils in their skin to summon forth magical powers. Ogres can cast spells of all four elements, although they tend to favor Fire due to its destructive nature. Their flexibility with the kami has greatly disturbed the few Rokugani shugenja who have noticed.

This school can only be taken by an ogre. Humans are incapable of manipulating the kami in this manner even if an ogre was willing to teach them - which none are.

Note: Free ogres have their own concept of Honor, but it is not one shared by the Rokugani.

  • Benefit+1Willpower
  • Honor0.00
  • OutfitTattered Clothing, any 2 weapons.
  • Affinity/Deficiency: N/A
  • TechniqueStrength of the Mind - The ogre mages do not use the same techniques as the Rokugani shugenja, but instead coerce the kami into submission through mystical sigils and sheer strength of will. You can never learn or use the spells Sense, Commune, or Summon. You do not need spell scrolls; instead you call on the power of sigils carved into your own skin (in mechanical terms, all of your spells are considered to be memorized). You have no Affinity or Deficiency.
  • Spells3 Fire, 2 Earth, and 1 Air.

Goju Ninja [Ninja] [GC]

The Goju are essentially the brawn of the forces controlled by the Lying Darkness and its successor, the Shadow Dragon. They are certainly the most numerous of its minions (although still relatively few in number compared to any real samurai family) and consist of men and women from all backgrounds and families who have been absorbed into the Lying Darkness and lost their identity, becoming faceless creatures of darkness. All members of the Goju have had their identities at least partially consumed (in most cases almost completely so) by the Nothing. All are able to draw upon the power of the Nothing to varying degrees, using it to generate supernatural capabilities that invariably center around infiltration, deception, and murder

Techniques
  • Rank One: The Cloak of Night

    The first lesson a Goju masters is the art of wrapping oneself in shadow, gaining concealment from enemies in exchange for making direct action more difficult. You may increase your Armor TN up to a maximum amount equal to your School Rank x 5. The TN of all your rolls other than Athletics, Defense, and Stealth Skill Rolls is increased by the same amount. Activating this Technique is a Simple Action and it lasts for the duration of the skirmish.

  • Rank Two: Melting into Shadow

    A Goju is not merely protected by the darkness but part of it, and can blend easily within it. You gain bonus rolled dice equal to your School Rank on any Stealth Skill Roll. Any uncontested roll made by an opponent trying to detect you automatically has its TN increased by an amount equal to your School Rank x 5. You gain one Free Raise on all attack rolls made against opponents who are unaware of your presence.

  • Rank Three: The Shadowed Blade

    The Goju is a swift and merciless foe. You may make an attack as a Simple Action rather than a Complex Action when attacking with knives or any weapon that uses the Ninjutsu Skill. Alternatively, when wielding shuriken, you may take a Complex Action to make a number of ranged attacks equal to your School Rank.

  • Rank Four: Step Within Shadow

    As all darkness is one with the Goju, so too can the Goju use the darkness to move between shadows without crossing the space in between. You may enter any shadow large enough to conceal an individual of your size and emerge from any other similarly-sized shadow nearby. This is considered a Simple Move Action. The range of this movement is equal to your School Rank x 100 feet.

  • Rank Five: Shadow upon the Moon

    A true Goju no longer even vaguely resembles anything human. Your facial features are permanently erased, leaving only a tell-tale eggshell mask in their place. In darkness or shadows, you may dissolve your physical body into a vague cloud of inky vapor. This is a Simple Action; changing back into corporeal form is a Free Action. You may move at your full speed while in incorporeal form but may not physically interact with any object or individual and cannot be harmed by anything except crystal. You may pass through solid matter in a thickness of up to your School Rank x 5 in inches. You gain +5 to your Initiative Score during the first Round (only) each time you change back to your corporeal form.

Ninube Shugenja [Shugenja] [GC]

The individuals who call themselves the Ninube are not truly shugenja in the conventional sense of the word, but then they are not truly individuals either, so the terminology here is largely a matter of convenience. The Ninube are minions of the Lying Darkness who seem to retain a portion of their individuality (whether they truly do is impossible to say). After the Darkness was defeated but before the Shadow Dragon usurped its place as the avatar of Nothing, the Ninube chose to go their own way, forsaking loyalty to this new master. (Or so they believe… in truth, they remain every bit as much a part of the Shadow Dragon’s machinations as their more willing former comrades among the Goju.)

* **Ninube Family:** +1 Reflexes

  • Benefit+1Awareness
  • Honor0.00
  • OutfitBlack Clothing, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 2 Koku
  • Affinity/DeficiencyAir / Earth
  • TechniqueMask of the Nothing - As a Complex Action you may expend a spell slot to dissolve your physical self and become a shadow. As a shadow you are invisible in darkness and gain a bonus of +5k0 to your Stealth Skill Rolls under all other circumstances. You are immune to most mundane attacks, but crystal and magic can affect you. Magical attacks that involve crystal or generate light double their rolled damage dice against you. When in shadow form, if you suffer damage that would kill you, you instead return to physical form at once with either half of your Wounds or with the Wounds you possessed when you entered shadow form, whichever is lower; you are Stunned when this happens. You may not inflict damage on others in any way while in shadow form, but you may cast non-damaging spells and can speak in the form of a disembodied whisper. You gain a Free Raise on all Nothing spells. You may not cast maho spells. Several existing spells may be cast as Nothing spells. When this is done the spells invoke a very unsettling atmosphere obvious to any shugenja (although they may not know what causes it, only that they feel unwell), and may even make non-shugenja uncomfortable. Common side-effects of such spells, in addition to their normal effects, include the deepening of shadows, the dimming of lights, the presence of faint undecipherable whispers, etc. GMs may of course add or exclude any spells from this list as it suits the needs and style of their campaigns.
  • SpellsSense, Commune, Summon, 3 Air spells, 2 Fire spells, and 1 Water spell

The Order of the Spider Monks [Monk] [CR]

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 not until his greatest student Michio began spreading the gospel of finding one's own path, regardless of the consequences to 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 weapons 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 combatants who, unlike most monastic fighting styles, cripple foes rather than simply disabling them. Their steely resolve grants them significant bonuses to resist both manipulation and actual magic, as well as resilience and improved capacity to inflict damage.

Techniques
  • Rank One: 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 your School Rank to your Armour TN against all melee attacks.

  • Rank Two: Drawing in the Strike

    Mastery of the body is a step to the path of power, and this mastery affords tremendous endurance to those who reach it. You may select any non-void ring. You gain Reduction equal to this Ring, plus your Rank in Shadowlands Taint, if you have any.

  • Rank Three: 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 Four: 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 Shadowlands Taint Rank (if you possess any), to the TN of any spell being cast against you. You may choose to suppress this effect if you wish.

  • Rank Five: 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 spend exactly like normal Void points, except they may also be spent to add a bonus of +1k1 to the total of your damage rolls.

Horiuchi Shugenja [Shugenja]

The Horiuchi family was formed late in the history of the Unicorn, but the shugenja school bears their name in modern times has an ancient history with roots from 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.

  • Benefit+1Stamina
  • Honor4.50
  • OutfitRobes, Wakizashi, Knife, Scroll/Amulet Satchel, Traveling Pack, 4 koku
  • Affinity/DeficiencyEarth / Air
  • TechniqueMysteries 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 5 x 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. 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).
  • SpellsSense, Commune, Summon, 3 Earth, 2 Water, and 1 Fire

Ide Emissary [Courtier] [CR]

The Ide Techniques focus on a calm mind, serenity in all things, and meditation. They are the most pacifistic of any courtier tradition 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 compliments and criticism with equal cheer.

The Ide Techniques are different from most courtier Techniques in that they are entirely non-offensive in nature. The Ide specialize in protecting themselves from the ramifications of their actions, and in attempting to defuse conflicts among others.

Techniques
  • Rank One: The Heart Speaks

    The Ide are taught to adapt instantly to new customs and social nuances, allowing them to avoid giving offense in even the most dangerous and hostile of courts. Also, since they must often deal with foreigners who might react poorly to lies or manipulation, they are taught to employ honesty and direct speech whenever possible. In any situation in which you might inadvertently give offense, whether through accident or ignorance (such as being unware 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 a Free Raise when rolling Sincerity (Honest), but any time you roll Sincerity (Deceit), your TN is increased by +5.

  • Rank Two: Piercing the Veils

    After centuries of dealing with unpredictable and sometimes violent folk in the Burning Sands, the Ide have learned an 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 Etiquette / Awareness against the target's Etiquette / Willpower. With a success, you gain a simple, general 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 GM's adjudication. (For example, two Raises might tell you, "The Doji is actually hoping for your success against the Dragon.")

  • Rank Three: The Heart Listens

    The Ide family's training emphasizes friendship and good personal relations as the key to successful diplomacy. You may attempt to sway someone's attitude toward you in a positive direction. This requires spending at least 10 minutes in conversation, after which you may make a Contested Roll of 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 on 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.

  • Rank Four: Answering the Heart

    At this level of training, the Ide have become true masters of mediation, able to see past all the deceptions and false fronts of diplomacy and discern the true solution to any problem. When using your Rank Two and Rank Three techniques, you may roll additional unkept dice equal to your School Rank.

  • Rank Five: The Immovable Hand of Peace

    The final lesson the Ide school teaches its students is to be such perfect mediators that no honorable person can raise a 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 your likewise refrain from hostility against that person. This Technique does not work agaisnt those with an Honor Rank less than 2.0 or who possess no Honor Rank (animals, oni, etc).

Iuchi Shugenja [Shugenja] [CR]

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 of 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 of 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 talismans 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 in this area.

  • Benefit+1Perception
  • Honor5.50
  • OutfitExtravagant clothing, wakizashi, Scroll Satchel, any 1 weapon, Calligraphy Set, Traveling Pack, Horse (Unicorn Riding Horse), 10 koku
  • Affinity/DeficiencyWater / Fire
  • TechniqueSpirit 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 additional Simple Move Action. This Simple Action is in addition to the target's normal Actions 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.
  • SpellsSense, Commune, Summon, 3 Water, 2 Earth, and 1 Air

Moto Bushi [Bushi] [CR]

The Moto Bushi are the living stereotype that many hold of 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 travels abroad. Owing to their descent from the wild, nomadic, barbarian tribes of the northern steppes, the Moto practice an unfettered fighting style that makes them awe-inspiring opponents on the battlefield, even as it earns them the enmity of 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 towards allowing them to do additional damage with any of an assortment of weaponry.

Techniques
  • Rank One: The Way of the Unicorn

    The Moto combat style is a wild, unfettered fury that intimidates 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 not stack). Scimitars have the Samurai keyword for you.

  • Rank Two: Shinsei's Smile

    The Moto are famed for slicing their enemies' throats from ear to ear, a gruesome display they proudly call Shinsei's Smile. You take advantage of your opponent's weakened state, gaining a bonus to your attack rolls equal to half of 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 Crippled Wound Rank, you gain a bonus of +10 to the total of attack rolls.

  • Rank Three: 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 Four: The Charge of Madness

    The Moto fighting style is utterly relentless, allowing him 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 attack as a Free Action. This attack may not target the same target as the attack that activated Technique. You may not make Raises on this attack.

  • Rank Five: Moto Cannot Yield

    A Moto never surrenders. While mounted or while assuming the Full Attack Stance you keep an additional number of 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.

Moto Death Priest [Shugenja] [IH]

The starting 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 worshiped 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 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 worshipers, 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 judgement on the dead who await reincarnation, and their power even attracts a few worshipers 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.

  • Benefit+1Willpower
  • Honor3.50
  • OutfitSturdy Traveling Clothing, Wakizashi, any 1 weapon, Traveling Pack, Horse (Unicorn Steed), 5 koku
  • Affinity/DeficiencyEarth / Air
  • TechniqueBlessings 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.
  • SpellsSense, Commune, Summon, 3 Earth, 2 Fire, and 1 Water

Moto Vindicator [Bushi]

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 the fight against Rokugan. These 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 the Vindicators existed before the fall of Moto Tsume, they did not have an intense personal hatred for 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.

Techniques
  • Rank One: 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 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 Two: 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 the effects of Shadowlands Taint.

  • Rank Three: 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 Four: Avenging 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 an enemy who has attacked you in a skirmish and against any creature with the Shadowlands Taint whether it has attacked you or not.

  • Rank Five: 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 modifications 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 10 Wounds.

Shinjo Bushi [Bushi] [EE]

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 One: 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 Horsemanship to the total. This bonus cannot be used while in the Center Stance.

  • Rank Two: 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 Three: 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 Four: 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 Five: Dancing With the Fortunes

    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.

Utaku Battle Maiden [Bushi] [CR]

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 kindsmen among the Moto and Shinjo families. While the remainder of the Clan trans on gaijin riding horses, a larger and sturdier breed than the simple Rokugani pony, the Utaku alone have the right to 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 One: Riding in Harmony

    The Utaku Battle Maidens value honor above all. You gain a bonus equal to your Honor Rank to one attack per Round. While mounted, you may instead choose to apply to bonus to one damage roll if you choose. You gain a bonus equal to your Honor Rank to the total of all Horsemanship rolls.

  • Rank Two: 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 your Armor TN. This bonus lasts until you use this Technique again or the skirmish ends.

  • Rank Three: Sensing the Breeze

    The natural feel of the saddle lends an Utaku unnatural freedom of movement. While mounted, you may make attacks as a Simple Action instead of a Complex Action.

  • Rank Four: Wind Never Stops

    Like the wind across the battlefield, the charge of an Utaku is unstoppable. While mounted, you may overrun the enemy spending a Void Point. You may take a Simple Action to charge the enemy and attack him at the end of your movement. (Both the movement and the 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 Five: Otaku's Blessing

    The Utaku carry the honor of their founder as their shield. At the beginning of your Turn, you may spend a Void Point as 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 [Bushi]

Although the Unicorn Clan is known for its cavalry, the tactics of Shinjo’s 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 clan’s 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.

Over time, the School which developed from Buki’s 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 One: 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 Two: Speed of My 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 Three: 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 Four: 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 Five: Epic of My Name

    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.

Ichiro Bushi [Bushi] [CR]

The founder of the Ichiro Bushi School was a Hida. It is no surprise, then, that the School remains similar to its Crab roots. The school's philosophy is simple: hit the enemy so 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 strength as the answer to almost any problems that may arise. Others may move faster or strike with more precision, but the Ichiro will answer with overwhelming damage.

Techniques
  • Rank One: 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 as 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 result of the second roll. You suffer no movement or combat penalties for Moderate terrain, and only half the normal penalty for Difficult terrain.

  • Rank Two: Strength of the Badger

    With practice, the Badger learn to call upon their strength to crush their opponents. A number of times per session equal to your Strength Rank, you may re-roll a damage roll, keeping the better of the two results.

  • Rank Three: 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 may ignore the effects of armor on an opponent's Armor TN. Your unarmed attacks may ignore 1 Rank of your target's Reduction.

  • Rank Four: Crashing Stones

    Ichiro samurai are taught to strike with the speed of the deadly avalanche. Your attacks with Samurai weapons or unarmed strikes are considered Simple Actions.

  • Rank Five: 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 Iniative 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 combat.

Komori Shugenja [Shugenja] [CR]

When Yoritomo Komori was granted the honor of forming his 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 of the Empire. The Komori recognize that one must balance the practical with the theoretical, and strive to hone their messaging abilities for use on the field.

The Komori Shugenja School is unique in 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 them strange and wondrous spells that have never been seen before.

  • Benefit+1Awareness
  • Honor4.50
  • OutfitRobes, Wakizashi, any 1 weapon, Scroll Satchel, Traveling Pack, 3 koku
  • Affinity/DeficiencyAir / Earth
  • TechniqueThe Kami's Whispers - The Komori practice the rituals of the koumori spirits from whom their founder is descended, and ferry messages from one 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, and may be delivered a maximum distance equal to your School Rank x 100 miles.
  • SpellsSense, Commune, Summon, 3 Air, 2 Water, and 1 Fire

Heichi Bushi [Bushi] [CR]

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 handles 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's momentum.

Techniques
  • Rank One: The Charge of the Boar

    The attack of a boar can come from nowhere, with little warning. If you are in the Full Attack stance, you may ready a medium weapon or a spear as a Free Action. When wielding a spear in combat, you gain a damage bonus of +0k1.

  • Rank Two: The Strength of Opposition

    The Boar school specializes in using spears, especially the Mai 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 with another spear-class weapon.

  • Rank Three: The Speed of the Boar

    The Boar bushi learns to strike with the relentless speed of his namesake animal. You may attack as a Simple Action when wielding a spear.

  • Rank Four: 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 Reactions segment to reduce your Wound TN penalty by one Wound Rank (the wounds still exist, you simply feel less pain from them). This effect lasts the remainder of the skirmish.

  • Beyond the Mountains

    At this rank the Boar has learned to control his warrior's fury and unleash it at the most unexpected times, even when he appears to be completely defensive. If you are in the Full Defense Stance, you may make one normal attack with a spear or a Samurai-keyword weapon as a Free Action, ingoring the restriction of the Full Defense Stance. This attack gains a bonus of +2k0 to the attack roll.

Tonbo Shugenja [Shugenja] [CR]

The Tonbo are a deeply spiritual people. They have forged a strong connection to the mountains and remain in their lands even though hardship after hardship has fallen upon them. Though the Tonbo Shugenja are no less priests than their counterparts in the other Clans, they are acutely aware of the political responsibilities that rest on their shoulders. As the intermediaries between the Dragon Clan and the rest of Rokugan, the Tonbo are well equipped to survive the perilous courts of the Empire.

The Tonbo Shugenja School uses all the resources at its disposal to prepare its students for the courts. A trained Tonbo can use his connection to the spiritual world to heighten his social graces. This boost is often a necessity with opponents such as the Lion Clan always watching for a social faux pas.

  • Benefit+1Perception
  • Honor4.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 koku
  • Affinity/DeficiencyWater / Fire
  • TechniqueGuided by Fate - The Tonbo are adept at court as well as the ways of the shugenja, serving as 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 to 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.
  • SpellsSense, Commune, Summon, 3 Water, 2 Air, and 1 Earth

Usagi Bushi [Bushi] [CR]

The Hare Clan has seen a lot of combat for a Minor Clan. Their continued war against the enemies of the Empire has 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, as 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 he is attacked from what seems like all sides.

Techniques
  • Rank One: Speed of the Hare

    The Hare are known for fighting with a speed and agility reminiscent of the animal for which their clan is named. In any 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 or Center stance. Your Water Ring is considered 1 higher for purposes of how far you can move with Move actions.

  • Rank Two: 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 an opponent up to 15' away without taking a Move Action. All of your attacks on this turn must target that opponent.

  • Rank Three: Swift as Lightning

    The speed and flexibility of the Hare allows him to strike with fearsome rapidity. Your attacks with unarmed strikes, knives, or Samurai-keyword weapons are considered Simple Actions.

  • Rank Four: 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 Techniques while in the Attack stance instead of the Full Attack stance. If you perform the technique in the Full Attack stance, you may make your second attack of the Round against another opponent within 15' of the first opponent.

  • Rank Five: Reichin's Style

    The final lesson of the Hare school is a whirling flurry of leaps, feints, and attacks that come at the opponent from all 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.

Fuzake Shugenja [Shugenja] [SE]

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.

  • Benefit+1Willpower
  • Honor5.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 2 Koku
  • Affinity/DeficiencyEarth / Fire
  • TechniqueThe 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 Oblivion’s 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.
  • SpellsSense, Commune, Summon, 3 Earth spells, 2 Water spells (one is automatically Path to Inner Peace), 1 Air spell

Toku Bushi [Bushi] [CR]

The Monkey Clan has the blessing of the Imperial line and access to skilled experts in the field of war. Hundreds of ronin teachers have stepped through the dojo doors, ready to impart knowledge on 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 multiple enemies. The Toku learns the 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 becomes one of his greatest weapons.

Techniques
  • Rank One: 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 25 or higher. (This includes attack rolls.) Additionally, all your Wound Penalties are reduced by an amount equal to your Willpower plus double your School Rank.

  • Rank Two: 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 add +1k1 to your attack and damage rolls.

  • Rank Three: Courage Above All

    The Toku bushi calls on the courage of his Clan's founder to speed his own attacks. You may make melee attacks as a Simple Action instead of a Complex Action.

  • Rank Four: 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 your opponent to drop his 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 Five: Fortune Favors the Mortal Man

    The Toku bushi earns his good blessings with his own sheer tenacity. Once per Round, you may spend a Void Point to reroll any roll. You add +2k1 to the new roll. You may choose to keep the new roll or your original roll.

Tsi Smith [Artisan] [CR]

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 and 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 weapons and armor. They learn martial styles to know how experts will treat the weapons they create. They have little use for social pleasantries or political maneuvering so their teachigns mostly bypass those aspects of a samurai's life.

Techniques
  • Rank One: Tools of the Fortunes

    The Tsi Smith dedicates his life to reaching perfection in the heat of the furnace. All Craft Skills are considered School Skills for you for the purpose of effects that target School Skills. Whenever you make a Craft Skill Roll, you gain one 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 made against a TN equal to 10 plus your School Rank x 5 or higher.

  • Rank Two: Tsi Xing Guo's Blessing

    The Oriole smith seeks to emulate the works of the Fortune of Steel. When wielding or using one of your own creations (such as a weapon in battle or wearing an elaborate kimono in court), you gain a bonus of +2k1 for Void Points spent on relevant Skill Rolls, rather than the usual +1k1. Additionally, when an item you created is given as a gift among members of the samurai caste, both you and the gift-giver gain Glory equal to your School Rank.

  • Rank Three: A Crafter's Dedication

    A Tsi Smith knows the worth of everything he creates, years after it has left his forge. When crafting, the price of the object you are creating is reduced by half for the purposes of 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 Knowledge

    All members of the Tsi smiths are expected to test their own creations for weight, balance, and effectiveness. You may spend a Void Point as a Free Action to allow you to make any attacks with a weapon you created as Simple Actions rather than Complex Actions. This effect lasts for a number of Rounds equal to your School Rank.

  • Rank Five: Star-filled Steel

    Oriole-made items are rivaled only by the masterful items of the Kaiu Forge. Once per day upon the completion of crafting a weapon, you may spend all your Void Points in order to create a Sacred Weapon (as per the Advantage). this weapon is known as a Tsi Weapon (e.g., a Tsi Blade, Tsi Tetsubo, etc.), and may possess one of the following qualities: Balanced (the wielder gains a bonus of +1k0 on attack rolls made with this weapon), Swift (The wielder gains a bonus of +5 to his Initiative Score while wielding the weapon, or Unbreakable (the weapon may not be broken). At the GM's option, a truly gifted Tsi smith may also be able to make a weapon Radiant (treat the weapon as jade for purposes of harming Invulnerable creatures).

Chuda Shugenja [Shugenja] [CR]

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 do 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 may summon, and his focus on Earth spells allows him to learn the Jade spells required to punish the wicked.

  • Benefit+1Willpower
  • Honor4.50
  • OutfitRobes, Wakizashi, Knife, Scroll Satchel, Traveling Pack, 3 koku
  • Affinity/DeficiencyEarth / Air
  • TechniqueTo Punish the Wicked - Isawa Chuda was a ruthless persecutor of the Shadowlands, and 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 your School Rank to the total of any damage roll made by a spell you cast against a target who possesses the Shadowlands Taint.
  • SpellsSense, Commune, Summon, 3 Earth, 2 Fire, and 1 Water

Suzume Bushi [Bushi] [CR]

The Sparrow Clan has never been a martial power, but Sparrow samurai will march into combat when the call comes. At 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 as 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 and flow of combat, allowing him to strike slower or faster to exploit his opponent's weaknesses. The Suzume Bushi has evolved far from the clan's roots in the Kakita Bushi School, creating abilities that center on Initiative in unique ways.

Techniques
  • Rank One: All Things in Time

    The Suzume watches the flow of combat to discern the perfect time for assault. At the beginning of the Combat Round, before the first character has taken his Turn, you may reduce your Initiative by 5 to add +1k0 to all your attack and damage rolls for the Round.

  • Rank Two: 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 Three: Wisdom is the Greatest Weapon

    The Suzume is a masterful storyteller, captivating audiences with his words. You may spend a Void Point to add your Honor Rank to any Perform or Lore Skill Roll.

  • Rank Four: 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 attacks as a Simple Action instead of a Complex Action while in the Attack Stance.

  • Rank Five: Slow and Deadly

    The Suzume strikes when his foes least expect it, even if he must weather the worst of the opponents' attacks. During the Round following your adoption of the Center Stance, you add +10 to your attack and damage rolls. You do not gain this benefit during iaijutsu duels.

Yotsu Bushi [Bushi] [IH]

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 One: 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 do not lose Honor for using the Ambush or Shadowing functions of the Stealth Skill so long as you are using them against enemies of the Empire (GM's discretion). 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 Two: 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 Initiative roll. (This bonus ends on the Reactions stage of the first Round.)

  • Rank Three: Rending Claws

    The Yotsu strike with the speed of the pouncing tiger. When fighting with a Samurai weapon you may make attacks as a Simple Action instead of a Complex Action.

  • Rank Four: 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 (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 Five: 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.

Kasuga Smuggler [Courtier] [CR]

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 thieves and have established a strong connection to criminal cartels across the land. The Tortoise are in fact monitoring these conspiracies in the Emperor's name to make sure the safety of 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. They are knowledgeable of the underworld and are ruthless in all 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 One: Way of the Tortoise

    The Tortoise routinely consort with the lowest elements of Rokugani society, often spend time in foreign ports, dealing with gaijin, and other villains, and otherwise do 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 additional gaijin language for free with every purchase of the Languages Advantage. You do not lose Honor for using Low Skills, or 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 Two: The Shell of the Tortoise

    Most samurai in Rokugan revile the Tortoise for their unusual behavior and their association with commoners and gaijin, but all samurai know the Tortoise Clan has the special permission and sponsorship of the Emperor. Any clan or Imperial samurai who physically attacks or openly slanders 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 Three: The Eyes of the Emperor

    The Tortoise function as spies and agents of the Emperor, and 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 Skills which only function as Low Skills when used in certain ways (such as Sincerity with the Deceit Emphasis). This does not work with Advantages and Techniques which simulate Skill Ranks (such as the Crafty Advantage.)

  • Rank Four: Hand in Hand

    The Tortoise work in close cooperation with the common folk of Rokugan, people who other samurai ignore as much as possible. This gives them access to information networks no 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 Five: The Tortoise Smiles

    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 times 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 Three technique.

Generic Ronin [Bushi] [SE]

The ronin mechanics in the L5R 4th Edition RPG are designed to reflect the unfortunate reality of a wave-man’s 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 time 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-fledged 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 clan’s 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
  • 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.

  • 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.

  • Bite of the Wolf

    Veteran ronin are swift and deadly fighters. You may attack as a Simple Action when wielding a katana or a knife.

  • 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.

  • 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 requiring a Earth Roll; when you activate it in this way, it lasts a number of Rounds equal to your Fire Ring.

Ronin Order Shugenja [Shugenja] [EnE]

  • Benefit+1Awareness
  • Honor5.00
  • OutfitSturdy Robes, Daisho, Traveling Pack, Scroll Satchel, 5 bu
  • Affinity/DeficiencyRonin 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.
  • TechniqueThe Path of Discipline - Orders such as the Brotherhood and other prominent ronin groups emphasize the most basic tenets of shugenja traditions, 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.
  • SpellsSense, Commune, Summon, 3 Air spells, 2 Water spells, and 1 Fire spell

Self-Taught Shugenja [Shugenja] [EnE]

  • Benefit+1Willpower
  • SkillsAthletics, Hunting, Meditation, Spellcraft, any three non-High Skills
  • Honor4.00
  • OutfitSturdy Robes, Wakizashi, any 1 weapon, Traveling Pack, Scroll Satchel, 5 bu
  • Affinity/DeficiencySelf-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 in the opposing Element and in any one other Element of your choice.
  • TechniqueThe Kami’s Gift - Those who are selftaught 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.
  • SpellsSense, Commune, Summon, and any five spells you can cast (no spells may be in Elements for which you have a Deficiency).

Void Mystic [Shugenja]

  • Benefit+1Willpower
  • Honor3.50
  • OutfitSturdy Clothing, Wakizashi, any 1 weapon, Travelling Pack, 5 bu
  • Affinity/DeficiencyNone. Instead, the Void Mystic begins play with both the Ishiken-do Advantage and the Touch of the Void Disadvantage. You cannot cast spells of the four non-Void Elements except for the basic spells of Sense, Commune, and Summon, and you cannot Importune for spells.
  • TechniqueThe Void's Caress - The Void Mystic, born with a close attunement to the Void but lacking any conventional training, does not need to acquire spell-scrolls. You may cast any Void spell up to your current Mastery Level, expending a Spell Slot as normal. Mechanically, the spell is cast as normal, but you do not need to speak aloud to cast your spells. You may only cast each Spell once per day, and you may never cast Void spells above Rank 5. You also gain a Free Raise to the Divination Skill (a by-product of your attunement to the Void).
  • SpellsNone

Four Temples Monk [Monk] [CR]

Many sects believe that monks must retreat into seclusion to achieve harmony with the elements. The monks of the Four Temples sect know that man is a social creature and it is in his nature to interact with others. The Four Temples monks believe they must maintain a strong connection with civilization to unravel the mysteries of the world. The Four Temples monks remain in direct contact with the political heart of the Empire - indeed, one of its biggest monasteries lies within the Imperial capital. Four Temples monks may become advisers to major generals or daimyo, or they may travel the road, helping the unfortunate who cross their path.

  • DevotionShintao
  • Benefit+1Awareness
  • Honor6.50
  • TechniqueSoul of Civility - 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.

Fudoist Order [Monk]

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.)

  • DevotionNone
  • Benefit+1Willpower
  • Honor-1.00
  • TechniqueFor 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 (1.5 or 4.5). 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.

Order of Heroes Monk [Monk] [CR]

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 of 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 and 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 remains all but unknown, however, since adherents consider it vital to perform their duties without ever drawing attention to themselves.

  • DevotionShintao
  • Benefit+1Perception
  • Honor4.50
  • TechniqueDestiny's Hand - The Order's esoteric methods allow for the passage of chi from a monk to another without difficulty. You may spend a Void Point as a Free Action to confer a bonus of +1k1 to any one roll this round by an ally who has not yet taken his Turn. You may not enhance a roll that cannot normally benefit from Void Points (such as damage roll, for instance).

Order of Peaceful Repose [Monk] [SE]

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.

  • DevotionFortunist (Emma-O, the Fortune of Death)
  • Benefit+1Awareness
  • Honor4.50
  • TechniqueEmma-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 ghost’s 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. (GM’s discretion as to exactly what you learn, but it will always be directly useful to resolving the ghost’s presence in the mortal world.)

Order Of the Five Rings [Monk]

  • DevotionShintao
  • Benefit+1Awareness
  • Honor4.00
  • TechniqueCracks Within the Elements - 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 opponent’s highest and lowest Rings.

Order of the Nameless Gift [Monk]

An offshoot of the Shrine of the Seven Thunders, this Order believes the fate-altering power of the Seven Thunders resides in all mortal souls. Its teachings are not for the faint of spirit or body, since the monks of the Nameless Gift delve into their secrets through physical rigor and endless trials of endurance. Training in the Order involves a great deal of focus on the physical world and seeing the vastness of the universe reflected in the mundane.

Monks of the Order of the Nameless Gift have a direct and uncomplicated approach to all things mental, physical, and spiritual. Instead of attempting to view the world in a subtle or complex manner, they embrace what is obvious and contend with that instead. This has led many to believe the Order is somewhat simple-minded, and its members do not bother to argue the point. The serenity and enlightenment they gain by keeping their perceptions and expectations simple gives them insight, endurance, and expertise at the most unusual times.

  • DevotionShintao
  • Benefit+1Stamina
  • Honor4.50
  • TechniqueShinsei’s Gift - A monk taught by the Order of the Nameless Gift can be an endless well of endurance, patience, and insight. Because they are much more worldly than many other monks in the Brotherhood, their training and experience add to a typical monk’s canny mind and strength in combat. You gain a number of Void Points per day equal to your Earth Ring, but these Void Points may only be spent to reduce damage or to raise your Armor TN. These Void Points may not be spent simultaneously with other Void Points or in any other fashion.

Order of the Wind [Monk] [BoA]

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.

  • DevotionFortunism
  • Benefit+1Reflexes
  • Honor4.50
  • TechniqueEssence 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 additional Void Point to take effect. (However, this can bypass the normal limit on spending one Void Point per Round for enhancement effects.)

Shinmaki Order [Monk] [EE]

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.

  • DevotionShintao
  • Benefit+1Void
  • Honor6.50
  • TechniqueThe Diamond 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 Monk [Monk] [CR]

When Rokugan desperately called for heroes to defeat the threat of the dark god Fu Leng, seven mortals sacrificed 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 to become one with their environment.

  • DevotionShintao
  • Benefit+1Stamina
  • Honor4.50
  • TechniqueWalk 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 1 higher for the purposes of meeting the Mastery Level of Kiho from this element.

Temple of Kaimetsu-uo Monk [Monk] [CR]

The adherents of Kaimetsu-uo, the founder of the Mantis 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 if 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.

  • DevotionFortunist
  • Benefit+1Willpower
  • Honor4.50
  • TechniqueThe Path of Purity - You soul dwells in a place of wisdom and serenity, and your ire is difficult to arouse under any circumstances. When making a Contested Social 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 Monk [Monk] [CR]

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 to a well-trained mind and soul. Monks of this order are notorious for ritually scarring their skin to mark the progress of their training, giving them an alarming appearance.

  • DevotionFortunist
  • Benefit+1Strength
  • Honor4.50
  • TechniqueThe 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 from unarmed attacks. This effect is cumulative with any other effects that allow you to roll or keep additional dice on unarmed damage.

Temple of Persistence [Monk]

Devoted to the ideal of unyielding defiance and endurance, the monks of the Temple of Persistence believe the ultimate test is to persevere in the face of adversity, rather than merely accepting it. While they are largely a martial order, they accept any initiates who show an unflagging spirit and willingness to persist in their goals despite overwhelming odds. Training in the Temple tests both body and mind, as the monk is constantly given tasks aimed at finding his limits physically, mentally, and even emotionally.

The Temple is something of a home for monks who are viewed as overly stubborn by the rest of the Brotherhood. Monks of Persistence are not necessarily hot-headed or brash, but they very rarely accept defeat and are extremely difficult to deflect or deter from what they set out to do. While the membership of the Order is small, its monks are often called upon to represent the Brotherhood in situations where tenacity is more important than traditional diplomacy or martial prowess.

  • DevotionFortunist
  • Benefit+1Stamina
  • SkillsAthletics, Defense, Jiujutsu (Martial Arts), Lore: Theology, Meditation, any one Bugei skill, any one skill.
  • Honor3.50
  • TechniqueUnyielding Spirit - Members of the Order of Persistence are known to be stubborn in both body and soul. They do not simply endure the wrathful assaults of others, but learn to push forward actively toward their goal. You may spend a Void Point as a Free Action to ignore all penalties to an immediately subsequent die roll. If you use this Technique when making either a Contested Roll you did not initiate or an Attack Roll, you may also add +Xk0 to the roll, where X is your Earth Ring.

Temples of the Thousand Fortunes Monk [Monk] [CR]

Rokugan is a devout Empire filled with thousands of shrines 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.

  • DevotionFortunist
  • Benefit+1Agility
  • SkillsJijutsu, Lore: History, Lore: Theology (Fortunes), any 1 Lore Skill, any 2 Skills, Mediation
  • Honor4.50
  • TechniqueThe Thousand Forms - 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 4 Kiho, rather than the normal 3 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 [Monk]

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.

  • DevotionShintao
  • Benefit+1Agility
  • Honor4.50
  • TechniqueThe Hand of the Heavens - 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.

The Order of Eternity [Monk]

  • DevotionShintao
  • Benefit+1Intelligence
  • TechniqueThe Touch of Eternity - The monks of this Order believe that time is an illusion and that the events of the past, present, and future are all coexistent. This causes them to engage in many strange actions, but also allows them an unusual degree of insight into the world around them. You may contemplate a noncombat situation, for an amount of time determined by the GM (the monks of this Order have been known to size up a complex situation in an instant, but also to spend an hour considering whether to eat a bowl of rice). At the end of your contemplation, you roll Meditation / Void at TN 25 (higher for complex situations). With a success, you gain a bonus of +1k1 +Void to any Skill Rolls you make to try to resolve that specific situation.

The Order Of Rebirth [Monk]

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.

  • DevotionFortunist
  • Benefit+1Intelligence
  • Honor6.50
  • Technique - 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 Temple of Heavenly Wisdom [Monk]

The Temple of Heavenly Wisdom is one of the eldest, 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.

  • DevotionFortunist
  • Benefit+1Intelligence
  • Honor6.50
  • TechniqueThe 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 [Monk] [BoA]

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 find 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.

  • DevotionShintao
  • Benefit+1Reflexes
  • Honor6.50
  • TechniquePillars 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.

Miya Herald [Courtier] [CR]

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 the Imperial status, the Miya must often travel to places of great conflict and danger. Occasionally bandits and 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 One: Voice of the Emperor

    The Miya learn the ways of the Empire, so they can spread the word of the Emperor far and wide, and the art of non-aggression, so their words will be heard by all who respect the Emperor. While inside the borders of the Empire, you may 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 and who knowingly and deliberately attacks you will automatically lose a number of points of Honor equal to twice your School Rank.

  • Rank Two: Eyes of the Emperor

    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 may add your Honor Rank to all Etiquette (Courtesy) skill rolls made to resist others' attempts to influence you.

  • Rank Three: Hand of the Emperor

    The Miya's aura of peacefulness and non-aggression has now 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 may spend a Void Point as a Free Action to prevent any Rokugani who reveres the Emperor from being able to harm you before the next Reactions step. (They can still attempt to capture or 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 Four: Blessing of the Emperor

    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 specialized form of the Otomo technique of obiesaseru. This may be done a number of times 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 to 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 person within hearing. All individuals who lose the roll must immediately cease all aggressive action, and cannot attack or cast offensive spells until they take damage or you give them permission to fight. (They can still use defensive abilities and the Defense and Full Defense stances.) The effect lasts for one minute, and the Technique can be used on the same targets again if it is resisted or expires. This Techniques affects both enemies and allies.

  • Rank Five: Glory of the Emperor

    The Herald is now a true master of non-aggression 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 to the roll.

Otomo Courtier [Courtier] [CR]

Like the Seppun, the Otomo are dedicated to the safety of the Emperor. The Otomo simply choose more underhanded methods to prove that devotion. The power of the Emperor must remain strong and unchallenged. This can only happen if no 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 schemes from taking root among them.

The Otomo Courtiers, also known as Seiyaju, focus on fully utilizing the tools at their disposal. As an Imperial family, the Otomo automatically garner respect and power from 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 One: 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 lose Honor for using the Intimidation (Control) Skill. Any time you are in conversation with someone from one of the clans (Great or Minor), you may make a Contested Roll of your 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 Two: Destiny 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 TN 25 to learn one piece of critically useful information (chosen by the GM).

  • Rank Three: My Master's Voice

    The Otomo speak with the direct authority of the Emperor, and the more experienced among them have mastered the art of "obiesaseru", using the authority of the Son of 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 nonhumans are immune to its effects. To use obiesaseru, you must take a Complex Action to pause, gather your willpower, and 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 to his roll.) If you win the roll, on his next Turn the target may 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 your ally). He may, however, attack others who are not your allies, and regardless he can always use the Defense and full Defense Postures.

  • Rank Four: The Emperor'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 your position or immediately lose 5 points of Honor.

  • Rank Five: The Virtues of Command

    The Otomo is now able to bring the full power of Imperial authority to bear on those who displease him. When making an Contested Social Roll against someone who reveres Imperial authority, you may gain a +5k0 bonus on your roll.

Otomo Diplomat (Owl) [Courtier]

(This School derives from an alternate timeline where Togashi defeated Hantei and became the first emperor, with Hantei creating the Owl Clan, specialized with dealing with nonhuman creatures. As a result, it does not exist in the main timeline, although GMs can, as usual, adapt it if needed)

Techniques
  • Rank One: 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 Two: Unity of the Realms

    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 Three: 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 Four: 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 hostilities. 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 Five: Hantei’s Mandate

    The Otomo may now bring the full weight of Hantei’s Celestial favor to bear against those who trouble Ningen-do. 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 Guardsman [Bushi] [CR]

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 a Miharu, sacrifices everything in his life for the job. After all, nothing else is significant 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 his 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 change.

Techniques
  • Rank One: Never in Darkness

    The Seppun are taught to be unswerving in their Honor, and nothing can draw them away from their duty. Any time you are rolling to resist a Social Skill roll which could tempt or 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 or surprise attack.

  • Rank Two: The Clouds Part

    The Seppun's blows are infused with his dedication to the Emperor's cause. At the start of your Turn, you may spend a Void Point to add your Honor Rank to the total of your attack and damage rolls until your Next Turn.

  • Rank Three: Sun's Light Reveals

    The Seppun's dedication now allows him to see through all 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 to 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 Four: Speed of Heaven

    The power of Heaven infuses the Seppun's arm, allowing him to strike with greater speed. You may now attack as a Simple Action when using weapons with the Samurai keyword.

  • Rank Five: Heaven Never Falls

    The true Seppun bodyguard is never caught off-guard, and can protect his charge even when surprised or disabled. Any 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 your charge. If you are still standing (not Down or Out) after this damage, you may immediately take an extra Simple Action, which may be used for any 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 Grappled or at the Out Wound Rank).

Seppun Shugenja [Shugenja] [CR]

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. As members of the Hidden Guard, the Seppun Shugenja wait and 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 an 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 be able to do normally. The Technique is versatile and works with a large variety of offensive and defensive spells, as long as the shugenja is trying to save the life of the Son of Heaven.

  • Benefit+1Intelligence
  • Honor6.50
  • OutfitRobes, Wakizashi, Bo, Scroll Satchel, Traveling Pack, 10 koku
  • Affinity/DeficiencyFire / Water
  • TechniqueIn Defense of the Throne - The Hidden Guard exist only to defend their Emperor, and are terrible opponents for any who might pose a danger to the sanctity of the Son of Heaven. You gain a Free Raise on any spell cast to protect the life, personal belongings, family, or reputation of the Emperor, as long as the action taken would not cause you to lose Honor. This includes members of the Imperial families (though not yourself). You also gain a Free Raise on any spells known only to the Imperial families.
  • SpellsSense, Commune, Summon, 3 Fire, 2 Water, and 1 Air

Seppun Shugenja (Owl) [Shugenja]

(This School derives from an alternate timeline where Togashi defeated Hantei and became the first emperor, with Hantei creating the Owl Clan, specialized with dealing with nonhuman creatures. As a result, it does not exist in the main timeline, although GMs can, as usual, adapt it if needed)

  • Benefit+1Intelligence
  • Honor6.50
  • OutfitRobes, wakizashi, bo staff, scroll satchel, traveling pack, 4 koku
  • Affinity/DeficiencyFire / Water
  • TechniqueIn 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).
  • SpellsSense, Commune, Summon, 3 Fire, 2 Air, 1 Earth

Sainika Fighter [Guru]

The culture of the Ivory Kingdoms has its own martial arts tradition, dating back to ancient times before the land was unified by the Maharajah. The tradition was maintained by the gurus, wise men drawn from the brahmin caste, who saw it as being as much a religious devotion as a fighting art. They taught some of their techniques to the kshatriya caste, from which they eventually migrated into the Cult of the Destroyer, but the gurus retained the true secrets of their arts.

Since the fall of the Kingdoms, Sainika has been fading away as the remaining gurus age and die without students. The handful of surviving gurus are deeply concerned about this and many of them are actively seeking students to preserve their techniques; it is possible an open-minded Rokugani might be able to take on this role

Techniques
  • Rank One: Harmony

    Through a rigorous program of physical training and intense meditation, the beginning student of Sainika learns physical flexibility, spiritual harmony, and the basics of defense, making himself more difficult to harm both physically and mentally. You may add your Void Rank to your Armor TN. You may also add your Void Rank in unkept dice to any Contested Roll you make to resist Social Skill Rolls, Social Techniques, and Fear effects.

  • Rank Two: Vision

    The sainika fighter studies his opponent, gaining insight into his strengths and weaknesses so as to exploit them in action. During a skirmish, you may spend a Void Point and take a Simple Action to assess your opponent. For the remainder of that skirmish, you gain a +Xk0 bonus to your attack rolls against that opponent, where X is the opponent’s lowest Trait.

  • Rank Three: Understanding

    At this level, practitioners of sainika gain an all but supernatural awareness of their surroundings, rendering them impossible to surprise. You roll additional dice on all Perception-based rolls equal to your Void Rank.

  • Rank Four: Unity

    The advanced sainika fighter moves fluidly from one target to the next, as both offense and defense become a single integrated action. When fighting unarmed or with a knife, you may make attacks as a Simple Action.

  • Rank Five: Purity

    True masters of sainika can deliver blows that cripple not only the body but the spirit. When attacking an opponent with an unarmed blow or a knife, you may spend a Void Point to also strike at the opponent’s spiritual being. If your attack hits, you make a Contested Void roll against the opponent. (The GM may substitute Willpower for creatures which do not have a Void Ring.) With a success, the opponent suffers a -Xk0 penalty (where X is your Void Rank) on his Skill Rolls. This lasts until the third Reactions Stage from now.

    Your attack still does normal physical damage in addition to this effect. The spiritual effects of this Technique cannot be stacked, although the duration can be extended by using it again on later Rounds.

The Kenku Swordsman School [Bushi]

As stated, 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 One: 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 Two: 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 Three: 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 Four: 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 Five: 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, specifi c 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.

Hachi Courtier School [Courtier]

Although it was difficult to realize at times, the Hachi were truly passionate about the arts. They saw the ability to create deeper meaning out of mundane means as the greatest skill of mankind, akin to magic and a gift from the Fortunes. But this also meant they hated to see mediocrity, considering it an offense to the Kami and a stain on one’s honor. As such, the Hachi became merciless courtiers, travelling the courts of Rokugan to dispense their judgments, like magistrates of the fine arts. This gave them significant political clout which, true to their Crane heritage, they never hesitated to use to solidify their position in the Empire.

Techniques
  • Rank One: The Sting of the Bee

    The first thing a Bee samurai learn is how to properly criticize art, finding the smallest of flaws in any work. Rare is the samurai who can measure up to their standards, but for those their reputation is assured. You gain a +2k0 bonus to all Games: Sadane rolls, and to any Artisan or Perform rolls made to appraise the quality of somebody else’s work. If the work of art or performance you’re reviewing was made with at least as many raises as your school rank, the artisan or performer gains an amount of glory points equal to your school rank if you publicly praise them.

  • Rank Two: Colors of the Season

    The Bee know that fashion follows cycles not unlike those found in nature, and choose their outfits accordingly, subtly enhancing their social talents. Before attending court, you can make a Lore: Fashion/Intelligence roll at TN 15 to select your outfit. If successful, you gain a +2k0 to rolls using a specific emphasis of the Courtier or Etiquette skills (ex: all Courtier (Manipulation) rolls, or all Etiquette (Conversation) rolls) for the duration of the day. You can roll again for a new outfit the following day, but must choose the same bonus unless you successfully make two raises on your roll. The GM is free to disallow usage of this technique if your supply of clothing is somehow limited, but the ones included in the school’s starting outfit are considered enough for the purposes of using this technique.

  • Rank Three: the Words of my Sisters

    Members of the Hachi Family are a tightly knit group, and although their activities often cause them to be separated they kept contact through extended correspondence. Using the flowery language of the arts, the Bee were able to communicate information to one another, hidden even to those who might read their letters. By writing a letter and succeeding at a Calligraphy/Intelligence TN 20 roll, the Hachi Courtier can request information from another member of the Family. The letter cannot be fully understood by anyone who doesn’t have access to this technique - the metaphors used are unique to the Bee Clan. The information usually pertains to the arts and fashion, such as upcoming new trends, the rise and decline of specific artists, or the location of performer groups. The information can take from one to four weeks to come, but once obtained can provide a +3k0 onetime bonus on a roll related to it, such as reviewing a piece of art related to the new trend or obtaining favors through showcasing a popular artist.

  • Rank Four: Shatter the Ego

    At this rank, the Hachi courtier learns how to completely destroy the confidence of a samurai based on his works or representation. By succeeding at a roll of the appropriate artisan or performance skill/Awareness, at a TN equal to the roll used to create the work or performance, the Hachi Courtier can spend a Void point to activate this technique. Verbally pointing out the flaws of the performance or work, and through it of the performer or artisan, causes him to suffer from a -2k0 penalty on all further social skill rolls the same day, and prevents him from spending Void points on social skill rolls.

  • Rank Five: Beyond the Veil

    The most senior members of the Bee Clan look for those rare displays of artistic skill which can be considered perfect. For those so attuned to the deeper meaning of the arts, such a sight can be akin to a temporary moment of enlightenment, allowing them to see everything around them more clearly. Upon witnessing a work of art or performance accomplished with at least 5 raises, the Hachi Courtier can roll the appropriate artisan or performance skill/Void, at a TN of 25. If successful the Courtier recovers all spent Void points, and gains three extra Void points on top of his maximum.Those three Void points disappear if not used by the end of the day, and this technique cannot be used more than once a day.

Hotaru Bushi School [Bushi]

The techniques of the Hotaru bushi school were in large part shaped by Hotaru Oshio, Hotaru Jainu’s first yoriki. A ronin who had studied the blade for his whole life, Oshio relished the opportunity to formalize his style and teach it to a new generation as part of a Minor Clan. Oshio had a similar temper to the Clan founder’s, and preferred observation to rushed attacks. His techniques focused on studying the enemy’s style, and adapting to it, only striking when the time was right. Although not as aggressive as other Schools, the Firefly style of fighting served the Clan well in their various duties. Jainu also contributed to the School whenever he could, and it shows some influence from the Shinjo bushi school, including horseback combat.

Techniques
  • Rank One: the Firefly’s Light

    The first lesson of the Firefly bushi school teaches how to assess an opponent before the fight has even begun, gaining an advantage just by picking up on subtle clues. At the beginning of the fight and before initiative is rolled, you may roll Investigation/Awareness opposed by the opponent’s weapon skill/relevant trait. If successful, you may add your Investigation Skill to your Armor TN, to a maximum of Twice your School Rank.

  • Rank Two: Firefly in Flight

    Once the fight has begun, a Hotaru bushi makes subtle corrections to his own moves, making it even harder for his opponent to land a decisive blow. You gain +2k0 to all your Defense rolls, and add +2 to your Armor TN when adopting the Defense stance.

  • Rank Three: Prepared for the Night

    A Firefly bushi knows that the difference between being off-duty and on -duty is just an illusion for the truly honorable. They are always ready to strike, in any situation. Every day, you receive a number of Free Raises equal to your School Rank. They can be used on any School Skill rolls, but never more than one at a time. The raises refresh after a night of sleep.

  • Rank Four: the Strength of Duty

    Assured of his place in the Empire, the Firefly bushi’s strikes show no hesitation. You may attack as a Simple Action when using a samurai weapon or bow, including from horseback.

  • Rank Five: Twilight Strike

    Having perfecting the art of studying his opponent, the Firefly bushi is able to defend and strike in a single move. Immediately after an enemy fails to hit you while you are on the Full Defense Stance, you can spend a Void point to activate this technique. You can immediately attack this opponent, ignoring the restrictions of the Full Defense stance, with a +2k0 bonus on both the attack and the damage roll.

Kujaku Bushi School [Bushi]

Techniques
  • Rank One: Vow of the Peacock

    The Kujaku are known for their honorable stewardship of the regal birds whose name they bear. When performing the Guard Maneuver you may add your School Rank plus one to the Armor TN of your target, in addition to the normal benefits of the maneuver. Additionally, you have learned that a seductive glance can be just as effective as a swift sword, and gain a +1k0 bonus on your Temptation(Seduction) rolls.

  • Rank Two: Gaze of a Thousand Eyes

    Like the watchful and weary peacock, nothing can get by your gaze. When you assume the Center Stance, you gain a bonus to your Iaijutsu (Assessment) Roll equal to your Animal Handling Skill Rank. You also gain a +1k0 bonus on all rolls to detect ambushes or other unseen opponents.

  • Rank Three: The Heavenly Array

    The spirit of the peacock flows through you, giving you influence similar to that of a male peacock over its harem. When using the Guard Maneuver, you may extend the benefits of the maneuver to a number of targets equal to your Air Ring. Furthermore, you have come to understand that the ways of the peacock are beautiful and glorious, and not something to be looked down upon. You no longer lose honor from using the Temptation (Seduction) skill.

  • Rank Four: An Impressive Display

    Mimicking the graceful speed and deadliness of an enraged mother peahen, you may now make melee attacks with bladed weapons as a Simple Action.

  • Rank Five: Wrath of the Golden Peacock

    At the pinnacle of your training, you realize that the peacock is not just an animal of extraordinary beauty, but that it is also a creature of extreme wisdom and cunning. During the Focus segment of a duel, you gain a Free Raise on your Iaijutsu (Focus) roll for every rank you possess in the Animal Handling skill. In addition, if neither you nor your opponent beats the other's Iaijutsu (Focus) roll by at least 5, you may still make the first strike in the Strike segment of the duel.

Karasu Bushi School [Bushi]

Techniques
  • Rank One: Winds of War

    A young Karasu bushi learns that there are many ways to wage war, but like many things in life they are an illusion, and are in fact all one. You gain +1k0 to all your attack rolls, regardless of what weapon you are using. This also applies to unarmed and ranged attacks.

  • Rank Two: Never Without an Edge

    Samurai are warriors, and as such cannot afford to be defenseless at any time. The Raven learns to always be on guard, and to strike hard once the fight begins. You gain +2k0 to all rolls to avoid being surprised. Furthermore, you can add +2k0 to your first damage roll in each fight, regardless of what weapon you are using, or even if unarmed or using improvised or ranged weapons.

  • Rank Three: The Raven’s Wings

    At this point the Raven begins to better understand how all moves flow into a single one, and is able to attack his enemies from many directions at once. You can attack as a simple action when using one of your school skills, including kyujutsu and jiujutsu.

  • Rank Four: The Fortunes’ Blessing

    While mercenaries, the Raven believe they are doing their duty by waging wars for the other Clans in service to the Empire. This faith carries them through many battles, enabling them to push themselves further than other samurai would. You can reduce all your wound penalties by an amount equal to your Lore: Theology skill rank.

  • Rank Five: No More Light

    This dangerous and cruel technique has been said to have been told to Karasu himself by a monk, who had abandoned the blade after using it only once. It allows a Raven samurai to slice at his opponent’s eyes, causing blindness and excruciating pain. To activate it, the Karasu bushi must first spend a Void point, and then succeed on an attack roll with three raises. If successful, the target is blinded for the reminder of the combat.

    Additionally, unless the target succeeds at a TN 20 Willpower they are unable to fight, and are considered to be at the Down wound rank until they receive some help. With five raises, instead of three, the target permanently acquires the Blind disadvantage, and the TN of the Willpower to remain standing is now TN30. At the GM’s discretion, usage of this technique can cause an honor loss if inappropriate, such as in a first blood duel or against an unarmed target. It can only be attempted once per day, whether successful or not.

Hitokage Shugenja School [Shugenja]

When he started to organize his Clan, Hitokage refused to adopt the traditional model which other shugenja school employ. Instead of focusing on one area of magic or a specific element, Hitokage encourage his students to diversify themselves, and to learn the basics of all elements. Without the resources of the Phoenix Clan, this proved difficult, but Hitokage eventually found a balanced approach.

With great effort, this allowed the Salamander to emulate some of the powers of the Void shugenja, although it still wasn’t true Void magic.

  • Benefit+1Perception
  • Honor5.50
  • OutfitSturdy Clothing, Travelling Pack, Wakizashi, Calligraphy Set, 3 Koku
  • Affinity/DeficiencyNone/none
  • TechniqueOne Way Through Many Paths - The Hitokage embraces all forms of magic, giving him an unparalleled variety of abilities. You gain one Void spell with each rank, but you cannot cast it as a Void spell. To cast it, you need to spend one spell slot from each one of two opposed elements (one Fire slot and one Water slot, one Earth slot and one Air slot, or two Void slots) and roll your lowest Ring/Rank. You cannot learn any other Void spells than the ones learned through this technique (unless you possess the Ishiken-do advantage) and they are not considered Void magic, but simple elemental spells of your lowest Ring (you can pick in case you have more than one Ring at the same, lowest level).
  • SpellsSense, Commune, Summon, any six non-Void spells (and at least one from each non-Void element)

Jirozame Bushi School [Bushi]

While his origins remained a mystery for all, Jirozame seemed to have received extensive training in both Kenjutsu and Iaijutsu, and passed those talents on to his followers. The original Jirozame samurai were often talented warriors themselves, and honed their skills by "raiding" villages outside their own territory, somewhat like legitimized bandits. Those samurai brave enough to face them found the Shark to be obsessed with the demise of their opponents, with no concerns for their own safety. While skilled with the katana and in duels, the Jirozame particularly enjoyed using the nodachi, for sheer power and intimidation potential.

Techniques
  • Rank One: The Shark's Teeth

    While many schools cover topics such as first blood dueling and how to disable an opponent without wounding him, the Jirozame Family consider these a waste of time, seeing the kill as the ultimate goal of any warrior. You add twice your School Rank to all damage rolls made with a sword.

  • Rank Two: Eyes Of the Predator

    In the wild many animals are paralyzed when faced with a clearly superior predator, and the Shark bring this attitude to the fight, purging all emotion from their mind to establish superiority. Before initiative is rolled (or before the Assessment roll in a iaijutsu duel) you can make an Intimidation/Awareness roll, contested by your opponent’s Honor/Willpower. If successful, you can add +5 to your Initiative roll, or to your Focus roll in a iaijutsu duel.

  • Rank Three: Blood Follows

    The Jirozame bushi knows that each blows only calls for another, and another, and so on until he or his opponent is no more. You may make attacks as a Simple Actions while using a sword.

  • Rank Four: The Shark’s Bite

    Once a shark holds its prey in its jaws, the fight is almost over, for it will not relent after having tasted blood. If you have wounded an opponent in the current fight already, you gain +3k0 to all further attack rolls against him. This technique only applies to one opponent at a time, which you must pick at the beginning of your turn.

  • Rank Five: Death Comes

    The Jirozame’s disdain for life extends both to themselves and their enemies. Those who fully embrace their philosophy are capable of launching near suicidal assaults, almost always resulting in death - of one fighter or the other. You can activate this technique before initiative is rolled for a fight, and before using your rank 2 technique. You must spend a Void point and adopt the Full Attack Stance to do so.

    Once activated, the technique grants you +10 on your initiative roll, the regular +2k1 bonus to Attack Rolls from the Full Attack Stance, and a +2k1 bonus on all damage rolls for the first round. However, your armor TN is reduced to 5 for the entire first round of the fight. This technique cannot be used in an iaijutsu duel.

Tanuki Bushi School [Bushi]

The majority of samurai thought the Tanuki were somewhere between lunatics and buffoons, pointing to their large consumption of alcohol and odd superstitions, such as never going outside without wearing a broad straw hat, or bowing to the tanuki effigies at the entrance of their home when coming in. A small minority thought their explorations were bearing fruit though, and found the Shinomen Forest to be a somewhat safer place in their presence. The Tanuki never seemed to care much for any opinion, preferring their forest expeditions to discover more about the spirits hiding there, and the parties they held after such trips. To protect themselves, they developed an odd fighting style, which didn’t attract much praise from other bushi Family. Still, the Clan thrived in a dangerous environment, so they must have done at least one thing correctly... or been extremely lucky.

Techniques
  • Rank One: Dance of the Tanuki

    The Tanuki’s movements may seem odd to an observer, but still have the same aim as any warrior’s: landing blows on the target. Once per day, after an attack roll (but before re-rolling any dice because of any emphasis), you may turn a single die which rolled a one into a ten, which doesn’t explode.

  • Rank Two: Sacred Beverage

    A real Tanuki samurai is rarely seen without his trusty sake jug in hand, and seems to be constantly sipping from it, even before a fight. Yet this never seems to play against the Tanuki in combat. You suffer no penalty for inebriation in combat. Furthermore, if you’ve had at least one cup’s worth of sake in the thirty minutes preceding the fight, you may add +3 to your Armor TN.

  • Rank Three: Swing, Swing, Swing

    Missing is not something which bothers a Tanuki samurai, he just keeps attacking, regardless of the circumstances. You may attack as a Simple Action when using a samurai weapon or a chain weapon.

  • Rank Four: More then One Shape

    The Tanuki laugh when they see samurai practicing rigid kata, or speaking of specigic stance. For them, just because one stands and moves one way, doesn't mean the same thing will happen each time. If your Stance this turn is different from your Stance the previous turn, you may add +3k0 to any skill roll this turn. This technique cannot be used on the first turn of a fight.

  • Rank Five: Part of Both Worlds

    At this rank, the Tanuki Bushi is fully aware that the mortal world is only part of reality, and even a simple human may slip out of it, if only for a moment. Once per day, after a successful attack against you but before damage is rolled, you may spend a Void point to activate this technique. You lose all your remaining Void points, but the attack is now considered to have missed, and you suffer no damage or effects from it. To outsiders, this looks like a last moment fluke, but the Tanuki believe they momentarily pass into the spirit world when this happens - up to the GM to decide whether this is true or not.

Tanuki Sake Master [Bushi, Monk]

  • Benefit+1Void
  • Honor2.50
  • TechniqueJust One More Drink - Whenever your character becomes intoxicated by sake, you may double the mechanical effects of spending a Void Point (if applicable). This ability can be used a number of times per session equal to your School Rank. Also, your character can perform the Tea Ceremony with sake. If your character is intoxicated while performing the tea ceremony, participants regain an extra Void Point. 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. You may also perform Martial Kiho (including Atemi), while using a Bo Staff.