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Aerie Falconer [Bushi, Courtier]

Although the Aerie is the smaller of the two main ports established within the Colonies, it is nevertheless a very important holding for the Crane Clan. It allows them to challenge the Mantis Clan’s dominance of trade in the Colonies, and it is the seat of their diplomatic relationships with the Dragon Clan. The Crane seek to emphasize the city’s value and contributions to the Colonies at every opportunity. The falconers of the Aerie are unquestionably the finest in the Colonies, and some would even say in the Empire as well. Falconry is a noble sport, a pursuit suitable for courtiers, warriors, and even the occasional priest who finds it of interest. A great many important political negotiations have begun or ended on the hunting fields, with raptors on arm, often between individuals who might otherwise not have found common ground.

Requirements:
  • Technique Rank2 or 4
  • ReplacesDoji Courtier 2, Kakita Bushi 2, Daidoji Iron Warrior 4
  • RequirementsAnimal Handling (Falcon) 3
  • TechniqueSpirit of the Falcon - A gifted falconer can use his bird as if it were an extension of his own body, a weapon of amazing range and ferocity. When hunting with a trained falcon, if you spend a Void Point on a Hunting Skill Roll you also gain a number of bonus unkept dice equal to half your Animal Handling (Falcon) Skill (rounding down). Additionally, you may issue a verbal command as a Free Action to a trained falcon already in the air to attack a particular enemy, as long as that enemy is not a large obvious predator the falcon would fear (such as a bear or a lion).

Asahina Archers [Bushi]

The Asahina Archer technique emerged from a partnership between those few Asahina who chose to follow the path of the bushi and the Daidoji family, which enlisted them and encouraged them to pursue the ways of archery. The organization has existed for centuries, although its relative obscurity means that most samurai in other clans are unaware of its existence.

Requirements:
  • Technique Rank4
  • ReplacesDaijoji Iron Warrior 4, Doji Magistrate 4
  • RequirementsAir 3, Kyujutsu 5, and must be a member of the Asahina or Daidoji family
  • TechniqueNo Regrets - Asahina Archers are taught to minimize the influence of their family's traditional pacifism and focus on defeating their enemies swiftly so that wars may be ended equally swiftly. Their technique allows them to call on their own inherent Air, delivering precisely accurate shots. When making an archery attack, you may make Called Shots for one less Raise (to a minimum of 1) and add half your Air (rounded down) in unkept dice to your attacks.

Asahina Artisans [Shugenja]

Founded in the sixth century by Asahina Hake, the Asahina Artisans use magic to create artwork that is transitory and unique, yet supremely memorable. They rely heavily on illusion magic, often using it to either enhance or replace the material components of their art.

Requirements:
  • Technique Rank3
  • ReplacesAsahina Shugenja 3
  • TechniqueHake's Lesson - The artisans of the Asahina family specialize in infusing magic into their craft in order to give it an otherworldly sense of serenity and beauty. When making an Artisan Skill Roll, you may expend a spell slot to add +2 per slot expended to the total of your roll. You may expend a number of slots equal to twice your Insight Rank in this manner. Air spell slots spent in this manner add +3 instead of +2.

Asahina Fetishist [Shugenja] [CR]

The Asahina shugenja follow the path of peace and beauty, finding harmony in the tranquility of nature. Over the years they have become masters of a secret art of creation that allows them to imbue magical power into small objects. These items, called tsangusuri, temporarily give their bearers the ability to ask for the blessings of the kami. Each item is painstakingly made to honor the Elements and to reflect the Crane vision of a beautiful world.

Requirements:
  • Technique Rank2
  • ReplacesAsahina Shugenja 2
  • RequirementsOne Craft or Artisan Skill at rank 3
  • TechniqueThe World in the Palm of the Hand - The Asahina are the finest crafters of tsangusuri (fetishes) in the world of Rokugan, and their treasures are highly prized. When using an Artisan Skill or a Craft skill to create a small token of some kind, you may spend a Void Point to confer a one-time blessing into the token. Whoever is in possession of the token may activate this blessing at any time. Whenever activated, the token grants a bonus of +2k0 to one High Skill Roll. No more than one token may be used per day per individual.However, it is also possible to create more [[[advanced fetishes]]] which grant more potent blessings. The GM may represent this by allowing the shugenja to call Raises on the Craft or Artisan Skill Roll associated with making the fetish, or having the shugenja expend more spell slots in its creation.

Asahina Fire Sculptors [Shugenja, Artisan]

The Asahina family are known both for their devotion to peace and for their appreciation of beautiful things, and it is not uncommon for individuals in the family to pursue the creative arts, including sculpture - many of the Asahina monasteries and temples are filled with splendid and famous statues, with admirers traveling from all over the Empire to look upon them. A lesser-known artistic tradition within the family depends not on the permanence of stone but instead on the fleeting beauty of fire to create its sculptures. The Fire Sculptors are few in number but famed for their work, and they are welcomed in many courts where their talents can be appreciated - for the brief time they exist.

Requirements:
  • Technique Rank2
  • ReplacesAny Shugenja 2
  • RequirementsFire 3, Artisan (Sculpture) 2
  • TechniqueThe Inner Shape Of Fire - An Asahina Fire Sculptor is capable of creating beautiful but fleeting shapes rendered in fire, heat, light, or smoke. You may expend a Fire spell slot and make an Artisan (Sculpture) / Fire roll (base TN is 20, adjusted by the GM depending on the complexity of the sculpture being created). The sculpture will last a number of minutes equal to your Fire Ring, but requires full concentration during that time (i.e. you may do nothing except Free Actions). The sculpture vanishes instantly when the time elapses or you cease concentrating. The GM should award suitable Glory for a successful Fire sculpture "performance".

Crane Elite Spearman [Bushi]

The Crane Clan has always had a strong tradition of yarijutsu among its ranks, particularly the Daidoji. Given that the Crane military forces are typically fewer in number than their traditional enemies, any advantage that can be exploited on the battlefield is ruthlessly put to good use. While there are other groups within the clan who excel in this field, such as the Tsume vassal family, it is the Daidoji who supply the clan with its most numerous and proficient spearmen.

Requirements:
  • Technique Rank2
  • ReplacesDaidoji Iron Warrior 2 or Daidoji Scout 2
  • RequirementsSpears 3
  • TechniqueTalons of the Daidoji - The ferocity of the Crane spearmen is well known upon the battlefield, as is their ability to pin and immobilize those who would threaten the clan. When using a spear to attack an opponent, if you strike an opponent who has not yet acted this round, he must make two Raises to successfully attack you for the remainder of this Round.

Daidoji Heavy Regulars [Bushi]

The samurai of the Daidoji Heavy Regular units usually train alongside the Crab for at least a year; they are always equipped with the heaviest armor and wield a combination of spears and heavy weaponry. On the battlefield they are usually employed to blunt or break enemy charges, especially when fighting the Lion or the Unicorn. They are also sometimes used as blocking forces to resist enemy arrow barrages, since their heavy armor makes them more resistant to archery fire. They usually prefer either the tetsubo or the dai tsuchi as their primary armament.

Requirements:
  • Technique Rank4
  • ReplacesDaidoji Iron Warrior 4
  • RequirementsHeavy Weapons 5
  • TechniqueWay of the Iron Crane - The Heavy Regulars use their experience serving alongside the Crab on the Kaiu Wall to inform their own training in heavy weapons, enhancing their defensive position against enemy attacks and striking back hard against charging foes. When wielding a heavy weapon in the Attack Stance, you may add +1k1 to your attack rolls against any opponent who is in the Attack or Full Attack Stances. When wielding a heavy weapon in the Defense or Full Defense stances, you may add your Heavy Weapons Skill Rank to your Armor TN.

Daidoji Spymaster [Courtier, Ninja]

The Daidoji family handles many dishonorable activities which the rest of the Crane cannot sully their hands with, and one of those activities is running the information networks which keep the clan aware of rival and enemy plans. Those experienced Daidoji who exhibit the proper mixture of pragmatism and loyalty, along with the ability to avoid attention, are sometimes recruited to be Spymasters, running these networks and funneling the resulting information to the Doji and Kakita.

Requirements:
  • Technique Rank3
  • ReplacesDaidoji Iron Warrior 3, Daidoji Scout 3, Doji Courtier 3
  • RequirementsCrafty Advantage, or an Honor Rank of 4.0 or less. Must be a member of the Daidoji family.
  • TechniqueTruth in Shadows - You gain the Spy Network Advantage for no points; if you already possess this Advantage, you may use it twice as often. You gain a +2k0 bonus to Stealth, Investigation, and Temptation rolls. When you use Low Skills or otherwise perform moderately dishonorable actions on behalf of the Crane Clan, you lose half the normal amount of Honor, rounded up (you still lose normal amounts of Honor for actions which are not for the Crane and for truly heinous actions like murder, betrayal, or blasphemy).

Daidoji Trading Council [Courtier]

The Trading Council handles the commercial side of the Crane Clan's interests. This is considered a somewhat embarrassing and unpleasant duty, but the Trading Council accepts this task just as the rest of the Daidoji accept the duty of protecting their Doji and Kakita cousins - even at the cost of their own honor. The Trading Council watches their fellow Daidoji carefully and recruits those with the appropriate skills and mindset.

Requirements:
  • Technique Rank3
  • ReplacesDoji Courtier 3, Doji Magistrate 3, Daidoji Iron Warrior 3, or Daidoji Scout 3
  • RequirementsCommerce (Merchant) 3, and either Gentry or Wealthy. The Advantage requirement can be waived if the individual has distinguished himself as a merchant in other ways (GM's discretion).
  • TechniqueThe Golden Path - The members of the Trading Council are taught to detect and exploit any possible opportunity for commercial gain, to manipulate markets to their advantage, and to crush mercantile rivals from other clans. Once per month you may wage commercial warfare against a rival merchant by making a Contested Roll of Commerce (Merchant) / Awareness against the rival merchant patron. If you succeed, you inflict a loss on that merchant, a number of koku equal to the amount by which your roll exceeded theirs. If you lose the Contested Roll, you lose half that amount of koku. If the GM allows you to purchase additional Advantages (or Ranks in existing Advantages) after character creation, you may purchase Gentry, Wealthy, and Servants for 1 less Experience Point (to a minimum of 1).

Doji Apologist [Courtier] [S&F]

Even the most honorable samurai may occasionally commit an error of etiquette or make a misstep in a conversation. The Apologists are a group within the Doji Courtier School who are trained specifically to cover for the errors of less-polished comrades and allies, both within and without the clan. After all, a samurai who has been saved from embarrassment is one who may listen with a friendly ear to other things the Doji have to say.

Requirements:
  • Technique Rank4
  • ReplacesDoji Courtier 4
  • RequirementsEtiquette (Courtesy) 5
  • TechniqueAll Is Forgiven - The Apologists can smooth over incidents that would ordinarily disgrace other samurai. You can erase the damage done by a Minor Breach of Etiquette (including any associated Glory or Status loss) with a Social Skill Roll of Etiquette (Courtesy) / Awareness at TN 25. You may reduce a Major Breach of Etiquette to a Minor Breach by successfully calling 2 Raises on this roll. With 5 Raises, you can reduce a Blasphemous Breach of Etiquette to a Major Breach - subject to the GM’s permission (some violations are simply too severe to be mitigated). The Apologist must act promptly in order to resolve an incident before its consequences become set in stone. In general, a Minor Breach can only be repaired within a number of hours equal to twice your Insight Rank, while a Major Breach must be repaired within that many minutes, and a Blasphemous Breach must be mitigated immediately after it takes place. (The GM may adjust these times if it seems appropriate to the specific circumstances.)GM’s Note: The Apologist can only cover for the errors of others, not for himself. The GM may choose to reduce the Honor loss for a breach of etiquette that has been mitigated, to represent the character recovering a sense of moral worth through the mitigation of the error, but the character should always lose at least 1 point of Honor.

Doji Innocents [Courtier]

The tradition of the Innocents focuses on upholding Honesty even in the nasty world of politics, avoiding falsehood at all costs and calling on the strength of their honor to lend their words weight.

Requirements:
  • Technique Rank3
  • ReplacesDoji Courtier 3
  • RequirementsHonor Rank 5.0 or better, Sincerity (Honesty) 4
  • TechniqueThe Power of Innocence - The Innocents forgo the traditional Crane method of building favor networks through gifts and favors. Instead, they win allies by speaking the truth in all cases. In any situation in which the Crane could gain advantage or protect their interests by lying or concealing the truth from a specific person, the Innocent may choose instead to tell that person the truth, then roll Sincerity (Honesty) / Awareness against the target's Investigation (Interrogation) / Perception. With a success, the target realizes what the Crane has just done and is deeply impressed by the Innocent's devotion to honor and truth. With the GM's permission, the Innocent gains the target as an Ally with 1 point of Devotion. This Technique may be used multiple times on the same target, with each success increasing Devotion by 1 (to a maximum of 4 points); however, it cannot target the same person more than once per month. Any time an Innocent knowingly tells a lie, he loses 2 points of Honor (over and above any other circumstantial Honor loss that might apply) and is unable to use his Technique for a period of one month.

Doji Marines [Bushi]

During the Shattered Empire era, the Crane Clan conducts a major naval buildup and fights an extended series of naval battles and campaigns against Yoritomo’s fleets. This effort is largely organized by Doji Chomei, who had previously served as an ambassador to the Mantis Clan and knew more about them than almost any other Crane alive. He knew the value of training Crane bushi in techniques of naval combat and boarding action, techniques he had seen demonstrated by Yoritomo himself, and made this a centerpiece of the Crane Clan’s naval expansion. Although Chomei is killed in action in the great battle off Mura Sabishii Toshi in the year 1142, the organization he has created lives on and teaches its Technique to the clan’s next generation of naval warriors.

Requirements:
  • Technique Rank3
  • ReplacesDoji Magistrate 3, Daidoji Iron Warrior 4
  • RequirementsSailing 3
  • TechniqueChomei’s Courage - The aquatic soldiers who come to be known as the Doji Marines are trained to fight on the pitching decks of ships and to conduct boarding actions against enemy vessels, using the heave and pitch of a moving ship to their advantage. You do not suffer any TN penalties for fighting on slick, irregular, or moving surfaces/terrain. If you are in the Attack or Full Attack stance in a situation where such a penalty would normally have applied, you add a +Xk0 bonus to your melee attack rolls, where X is equal to your Reflexes.

Doji Warrior-Poet [Bushi]

The Kakita are generally regarded as the Crane Clan’s finest artists with a blade, and for exceptionally good reason. The Doji, on the other hand, are generally regarded as courtiers, with both families having a strong tradition of artisans within them as well. However, despite the general stereotype, the truth is that the Kakita produce a significant number of courtiers as well, and the Doji are just as likely to have a scion of the blade among their ranks as any other Crane family. One need look no farther than the Thunders of the Crane Clan, Doji Yasurugi, a brilliant orator, swordsman, and blacksmith, or his later reincarnation Doji Hoturi, one of the finest duelists in the history of the Empire, to see the full potential of the Doji line manifested. Unlike many other families in the Empire, the Doji consider pursuit of the blade and the arts of equal value, and the Doji are more likely to produce individuals gifted in both domains than perhaps even the other Crane families.

Requirements:
  • Technique Rank2
  • ReplacesKakita Bushi 2
  • RequirementsIaijutsu 2, Artisan: Poetry 2
  • TechniqueFan & Sword - A warrior-poet understands that focus is the one and only key to not only victory, but enlightenment as well. When you spend a Void Point to augment an Iaijutsu Skill Roll or a Perform: Poetry Skill Roll, you gain a bonus of +2k1 instead of +1k1. Additionally, whenever you are victorious in a duel or a poetry contest, you gain one additional point of Glory. If you were championing someone else, that person also gains one additional point of Glory. This is in addition to any normal amount being rewarded.

Empress Guard [Bushi] [CR]

The Doji family has been intertwined with the Imperial dynasty from the dawn of the Empire. Over the years this connection has garnered them great favors and great responsibilities. The Empress Guard is a unit with some of the greatest warriors of the Crane Clan. They train to protect the Empress herself and spare no expense in their training. Only a handful of the Empress Guard are on duty at any given time, while the rest train intensively, dedicated to maintaining their abilities.

Requirements:
  • Technique Rank3 or 4
  • ReplacesKakita Bushi 3 or Daidoji Iron Warrior 4
  • RequirementsPerception 3
  • TechniqueTo Defend Unto Death - The Empress Guard hold the honor of their duties seriously. Only the pure of soul and shape of eye meet the Crane Clan's exacting standards. You may add half your Honor Rank to all attack and Perception rolls. Also, while defending the Imperial family, you may add +10 to your Armor TN.

Kakita Jesters [Artisan]

Within the Kakita Artisan Academy is a small dojo where students are instructed in one of the most peculiar arts of the Kakita: the path of the Jester. The Jesters are a specialized variant of kabuki acting, and their studies include acting, dance, poetry, music, and political commentary. There are few samurai suited to the life of a Jester, and the dojo is never crowded.

Jesters are a very unusual form of performance artisan, created by the Crane but occasionally seen among other clans. While most Artisans focus on creating beautiful and immortal works of art, the Jesters focus on tearing down the pretensions of the arrogant and the powerful. A Jester is chosen for his role early in his schooling and is expected to serve in that role throughout his life, wearing a distinctive kabuki-style costume and makeup and using his performance skills to mock, deride, and needle those who deserve it. Highly experienced and skillful Jesters eventually earn access to the special Technique taught by a handful of sensei at their dojo.

Jesters dance and strut through the courts, singing, telling stories, making slightly inaccurate quotes from famous books, and generally making sure any samurai knows when he or she does something inappropriate. They usually speak in rhymes or riddles and have a habit of foretelling doom for anyone who criticizes or attacks them. It should be noted, however, that Rokugani jesters never behave in a light-hearted or "wacky" manner - their humor is satiric, biting, and often sour, and their favored tool is mockery. Among normal samurai such behavior would prompt duels, but the Jesters receive the sanction of their lords to say things otherwise never tolerated. They are permitted to speak publicly about another person's loss of reputation, honor, or face so long as they do so in a tone of mockery and satire. The GM should generally not inflict Glory or Honor losses on Jesters who are making public insults or committing minor breaches of etiquette as part of their "role" as a Jester. Notwithstanding this "immunity", however, most Jesters are careful to attach themselves to a noble patron in order to gain extra protection for their often-acerbic performances.

Requirements:
  • Technique Rank5
  • ReplacesKakita Artisan 5
  • TechniqueThe Art of Mockery - The Kakita Jester is tasked with sardonically puncturing the pretense and arrogance of court, reminding all present of their flawed and mortal natures. You may publicly mock a suitable target (someone hypocritical, arrogant, dishonorable, or otherwise deserving of your attention) by means of speech, dance, song, or other such methods. This requires a Contested Roll of you (chosen art) / Awareness against the target's Etiquette (Courtesy) / Willpower. If you lose the roll, you lose points of Glory equal to the target's Status Rank. If you win the roll, the target loses face in public, suffering a loss of Glory points equal to your Glory Rank, and a loss of Honor points equal to half as much (rounded up). You may not target the same person with this Technique more than once per month.

Sisters of the Sacred Light [Shugenja]

Founded in the years immediately after the creation of the Centipede Clan, the Sisters of the Sacred Light were originally created to deal with infestations of mischievous spirits. Although founded by the Centipede, they recruit women from several clans, and those women are expected to forsake their former loyalties in order to follow the path of purity and wisdom which the Sisters teach. They dress in the traditional garb of a temple priestess (a red hakama and white gi), bereft of all markings save for a single clan mon to indicate their ancestry.

Requirements:
  • Technique Rank2
  • ReplacesAsahina Shugenja 2, Isawa Shugenja (Air) 2, Moshi Shugenja 2
  • TechniqueLight Banishes Lies - The Sisters of the Sacred Light specialize in exposing illusions as the falsehoods they are. When attempting to Banish the kami of Air, who are of course responsible for the vast majority of illusion effects, you require only 2 Raises on the Sense spell (rather than the normal 3) and only 3 Raises on the Commune spell (rather than the normal 5).

Student of Mizu-Do [Monk, Artisan]

Mizu-do is a Crane martial art, originally developed from stage performance. It is a defensive and "soft" that focuses on using the enemy’s strength against him. It relies on locks and throws that neutralize an enemy and end the fight swiftly, all while protecting the foe from any permanent injury. The form is quite popular among the Crane and in the Brotherhood of Shinsei, but bushi - especially Crab and Lion bushi - tend to look down on Mizu-do as impractical and pretentious. The form is unusually popular among certain groups of courtiers, who see it as a way to defend themselves without the crude violence of weapons. Courtiers from other clans, especially from the Unicorn and Phoenix, sometimes exchange favors to be able to train in Mizu-do. If the GM wishes to incorporate this into the campaign, this Path should be made available to any courtier school, subject to suitable negotiations to arrange the training.

Requirements:
  • Technique Rank3
  • ReplacesAny non-martial Brotherhood Monk 3, Doji Courtier 3, Kakita Artisan 3, Asahina Shugenja 3
  • RequirementsJiujutsu (Mizu-do) 4, Water 3, access to a Mizu-do sensei
  • TechniqueThe Way of Water - Masters of Mizu-do techniques are able to avoid nearly any strike, subduing their attackers by using their own strength against them. When performing a Grapple, you use your opponent’s Strength Rank in place of your own. While you are in the Defense or Full Defense stance, when a melee attack misses you, you may immediately take a Free Action to spend a Void Point and make a Jiujutsu (Mizu-do) / Strength roll against a TN of the opponent’s attack roll, but using the opponent’s Strength Rank in place of your own. If you succeed in this roll, you may either immediately Throw the opponent (as per the option in Grappling) or immediately take control of a Grapple against the opponent.

Tsume Pikemen [Bushi] [IH]

The Tsume vassal family prided themselves on being masters of the spear, teaching their bushi to specialize in defensive tactics and rely on a wall of spear-points to break enemy charges. After the Tsume ruling bloodline is exterminated in the War of Bleeding Flowers, the Daidoji continued their tradition and training in their dojo.

Requirements:
  • Technique Rank3
  • ReplacesAny Crane Bushi 3
  • RequirementsSpears 3, Polearms 3, Honor 3.0+
  • TechniqueWall of Pikes - The Tsume Pikemen are taught to use defensive tactics, luring the enemy into a charge and then impaling them on their spears. While you are in the Defense posture and wielding a spear or polearm, immediately after an opponent makes a melee attack against you or one of your allies within 10' (whether or not the attack hit), you may spend a Void Point in order to take a Free Action to attack that opponent with your spear/polearm. You may also use this Technique in the Full Defense posture, but making the attack will require spending 2 Void Points instead of 1.