With the wholesale relocation of the Spider Clan to the Colonies, the Empress had need of trusted vassals to oversee the unstable Spider while they operated so far from her supervision. For this most dangerous task the Empress turned to the clan of her origin, the Dragon. The role fit them well given their traditional nature as teachers, and they have undertaken the duty with great devotion. Indeed, the Spider have found their oversight somewhat more stifling than they expected, and while the Dragon treat the Spider with genuine consideration (something few other clans are willing to do), many among their ranks find the Dragon’s hands-on style of supervision quite frustrating
Requirements:
- Technique Rank2
- ReplacesKitsuki Investigator 2, Mirumoto Bushi 2, Taoist Swordsman 2, Togashi Tattooed Monk 2
- RequirementsLore: Shadowlands 2, Lore: Theology 3
- TechniqueThe Empress’s Guiding Hand - Those tasked with oversight of the Empress’s most malevolent vassals, the Spider, have a penchant for using philosophy to manage their charges. When interacting with those who have a lower Honor Rank than you, if your Lore: Theology Skill is higher than your Courtier or Etiquette Skill, you gain bonus rolled dice equal to the difference on all Contested Social Skill Rolls with those individuals. If your opponent possesses the Shadowlands Taint, they suffer a penalty of -2k0 to their roll as well. Additionally, if you impart a theology lesson to a willing target (represented mechanically by a conversation lasting at least one minute, followed by a Lore: Theology / Awareness roll at TN 25), they gain a bonus of +2k0 to any rolls made during the next 8 hours to resist gaining the Shadowlands Taint. This ability may not be used on the same person more than once per day.
Dragon's Flame [Bushi]
The Tsuruchi family of the Mantis Clan is universally considered to possess the foremost archers of the Empire. Crane archers are celebrated for their accuracy and the Shinjo horsebowmen are known for their speed and unique style. The average samurai may know all of these names, but far fewer know the name of the Dragon's Flame. The warriors of the Dragon's Flame do not specialize in any one aspect of archery, choosing in true Dragon fashion to approach archery in a more individualistic manner. Some have distinguished themselves as excellent horsemen while others gain fame for accuracy over great distances. All of the Dragon's Flame share one important passion: they dedicate their lives to defending the mountains of the Dragon from anyone who might dare threatened them.
Requirements:
- Technique Rank4
- ReplacesAny Dragon Bushi 4
- RequirementsKyujutsu 5
- TechniqueRain of Death - The Dragon's Flame knows accuracy comes from finding tranquility within. You gain a +1k0 bonus to attack rolls or +2k2 while using a bow.
The final technique of Mirumoto Hojatsu was developed late in life as a result of his rivalry with Kakita; unwilling to concede defeat to an opponent who could strike faster, Hojatsu instead devised a way to disrupt his opponent's rhythm and thereby win regardless of speed. It is believed this technique was used for the first time in the final duel between Hojatsu and Kakita, in which Hojatsu died and Kakita was mortally wounded.
Requirements:
- Technique Rank4 or 5
- ReplacesMirumoto Bushi 4 or Mirumoto Taoist Swordsman 5
- RequirementsIaijutsu 5
- TechniqueStrike When You Cannot - The student of Hojatsu's last technique learns how to use intellect and aggression to disrupt an opponent's rhythm in an iaijutsu duel. During the Assessment stage of a duel, you may take a Free Action and spend a Void Point to force a contested Kenjutsu/Fire roll with your opponent. If you win the roll, your opponent cannot spend Void Points on the Focus roll for that duel.
The ancient techniques of Togashi Kaze, which formed the basis for almost all modern Rokugani martial arts, still survive in a somewhat abbreviated form among the Dragon Clan tattooed monks. The technique is rare and those who know it usually pass it down privately to a few select students, preserving its secrets from the samurai who Kaze opposed.
Requirements:
- Technique Rank2
- ReplacesAny Rank 2
- RequirementsJiujutsu (Kaze-do) 3
- TechniqueThe Way of Air - The students of Kaze's ancient techniques learn how to use the speed of their opponents against them while evading enemy weapons. When you are fighting unarmed, any opponent attacking you with a melee weapon suffers a penalty of -Xk0 to his attacking Skill Roll, where X equals his Air Ring. This penalty cannot apply to more opponents within the same Round than your Insight Rank.
Kitsuki Debater [Courtier]
The Kitsuki are best known as the Dragon Clan's premiere magistrates, but they also serve the clan in the courts. Kitsuki excel at an argumentative approach to the social battlefield of court, learning to refute every aspect of an opponent's position by destroying its logic. Every detail, no matter how small, must agree or be revealed as lies. This method can be extremely surprising to those not accustomed to it, flustering even experienced courtiers. Most samurai hide behind masks of courtesy; losing that defense can disorient a courtier long enough for the Debater to make his move.
Requirements:
- Technique Rank3
- ReplacesKitsuki Investigator 3
- RequirementsCourtier 3, Etiquette (Conversation) 5
- TechniqueThe Ebb and Flow of Deception - The Kitsuki Debater represents his clan in enemy courts across the Empire, fighting for every small advantage he can win for the Dragon. You can see the flow of conversation and discern what topic may force your opponent to tell a lie. make an Etiquette (Conversation) / Awareness roll at a TN 20, plus any Raises you wish to call. (The base TN of this roll may be modified at the GM's discretion, based on the opponent, the nature of the conversation, and other applicable circumstance.) If you succeed, you switch the topic of conversation to something uncomfortable for your opponent. He must roll Sincerity / Awareness at a TN of 20 plus 5 for every Raise you successfully called. (Again, the GM may apply circumstantial modifiers as needed.) If he fails the roll he is visibly discomfited by the conversational trap, and suffers a -1k1 penalty to his next Social Skill Roll against you.
Kitsuki’s Eye [Courtier]
The men and women of Kitsuki’s Eye are the true elite of the Kitsuki family, and only those who have both a very keen ability to pick out minute details and a near-perfect recall of everything they see are selected for membership. It is said the Eyes are to the average Kitsuki courtier what the average Kitsuki courtier is to the rest of the Empire.
Requirements:
- Technique RankN/A
- ReplacesN/A
- RequirementsMust attain Rank 5 in the Kitsuki Investigator School and be recruited into the Eye by its sensei.
- TechniqueThe Eye Sees All - Your ability to perceive details and recognize their significance has been refined to the point of seeming preternatural. Any time you enter an area (room, courtyard, garden, etc), you may spend a Void Point and take a minute to observe the area, after which you make a Perception Roll at TN 25. With a success, you spot any tracks, handprints, out-of-place items, or other such visual clues in the area. You may call a Raise on the roll to gain additional clues (GM’s choice as to what they are) from other senses, such as hearing and scent (one Raise per sense). You may call two Raises to know if there is anything physically hidden in the area (although you will not know exactly where it is). You are also extremely difficult to surprise. You gain a bonus of +2k2 to any rolls made to avoid being surprised.
The justicar tradition is an old one, one that has its roots in Imperial history that predates the establishment of the magistrate system by the Emerald Champion and his associate, Soshi Saibankan. In Rokugan's earlier days, communication among the clans was less extensive and the lands between their holdings were wilder and more dangerous. This often resulted in criminals from one region fleeing to another and completely escaping prosecution. The lack of a strong Imperial network for the exchange of information only exacerbated this situation. However, Bushido demanded a solution to the problem, for a criminal fleeing the Lion lands might prey upon the Crane, bringing great dishonor to the Lion Clan (even though the Crane were hated enemies). The Dragon were thus not the first to establish a tradition of justicars, but they were the only ones to develop and maintain a fighting technique built on the tradition.
A justicar is essentially a magistrate trained in the art of dueling. The duty and purpose of a justicar is to travel in search of fugitives, sometimes hunting specific individuals and other times merely generally searching for anyone who may have escaped the justice of his clan. When he locates such an individual, the justicar challenges him to duel to the death. The death of the criminal retroactively proves his guilt and thus eliminates all problems. Of course, the possibility that the justicar may be killed (and thus the criminal exonerated) is somewhat of a problem but even in this case the clan is freed from any dishonor since the victor was clearly not a criminal before he arrived at his new home.
Since the Kitsuki family's founding, their strong emphasis on justice has led them to embrace the justicar tradition and they have developed a technique to support it. Kitsuki justicars typically hold a post as a Dragon Clan magistrate, and the clan often goes to considerable effort to get them appointed as Emerald Magistrates as well, though success in this depends on the relationship between the Kitsuki family and the Emerald Champion at the time.
Requirements:
- Technique Rank3
- ReplacesKitsuki Investigator 3
- RequirementsIaijutsu 4, Investigation 4
- TechniqueThe Purity of Justice - A justicar is a master of both the hunt and the kill. You may add your Investigation Skill Rank to the total of any Assessment roll made as part of an Iaijutsu duel. You also gain a bonus of +1k0 on all Focus and Strike rolls made against an opponent who has been decreed guilty of a crime by an Imperial or Dragon Clan authority higher than you. Finally, you gain a bonus of +1k0 to any Hunting or Investigation rolls made to hunt such guilty targets.
The mountains of the Dragon Clan have served the clan for thousands of years as a natural defense against invasion. However, the warriors of the Dragon must face the same difficulties the mountains pose for an attacking army. The Mirumoto Mountaineers are hardened warriors, born from the treacherous cliffs, fickle weather, and dangerous predators that menace their home. The Mountaineer has found his balance with the elements, a skill that proves useful in the middle of combat
Requirements:
- Technique Rank2
- ReplacesMirumoto Bushi 2
- RequirementsAthletics (Climbing) 3
- TechniqueHeart of the Mountains - The Mountaineer is a rugged warrior whose constant dealings with the unpredictability of nature makes him ready for anything that may await him in battle. When you are surprised during a skirmish due to failing your Investigation (Notice) / Perception Contested Roll, you may immediately make a second roll using Athletics / Agility. If you are successful, you are not surprised. You may also add half your Athletics Skill Ranks (rounded up) to the total of all your ranged attack rolls.
Mirumoto Sentinel [Bushi]
In any mountainous region, such as the region in which Water Hammer City is located, the security of the Dragon Clan’s vassals can be difficult to secure. In order to address this issue, the Mirumoto have trained a cadre of elite warriors known as the Sentinels to oversee such locations. The Sentinels are deployed in surprisingly small numbers to secure large sections of sparsely populated land in the Dragon mountains, and are remarkably effective at their duties. Before being assigned, Sentinels are extensively trained in the geography of their provinces, until they are familiar with every square mile of it, almost literally down to every tree and boulder. In addition to their prodigious level of skill in using the terrain to their own advantage, Sentinels are well known for hindering the movement of their enemies in any number of ways, exploiting the local terrain to the greatest advantage possible and reducing an opponent’s mobility considerably; leading them into bogs, unsure footing, and pitfalls are particular favorites among these hardy warriors. Many Dragon Clan magistrates look upon the Sentinels as something like embarrassing cousins, but no one can deny their effectiveness as a unit.
Requirements:
- Technique Rank3 or 4
- ReplacesMirumoto Bushi 4 or Taoist Swordsman 3
- RequirementsWay of the Land Advantage
- TechniqueMaster the Land - A Mirumoto Sentinel is intimately familiar with the land he is tasked with patrolling, and can use its every resource to his advantage. When you are in a province for which you possess the Way of the Land Advantage, you may select any three Bugei Skills you possess. While in the selected province, you gain a bonus of +1k0 to Skill Rolls using those Skills. You may select different Skills for each province for which you possess the Way of the Land Advantage. Additionally, you may make a Contested Void Roll against one opponent at the beginning of a skirmish, before Initiative is rolled. That opponent’s Water Ring is considered one rank lower for the purpose of determining Move Action distances for the remainder of the skirmish.
The Tamori family has been brave and combative ever since its inception. Tamori shugenja often train alongside their Mirumoto brothers to improve their coordination. The yama-bushi (Warrior Priest) consider his martial training equally as important as his connection to the kami. The Warrior Priest can use his bond with the elements to increase his observation of the field of war, allowing him to perform awe-inspiring feats of prowess.
Requirements:
- Technique Rank4
- ReplacesTamori Shugenja 4
- Requirements1 weapon Skill at rank 3
- TechniqueStrength of the Soul - The Tamori are the most maritally inclined of all Rokugan's shugenja families, often training alongside their clan's bushi. You can expend a spell slot as a Free Action to gain a bonus of +1k0 on any Bugei Skill roll. You may not expend more spell slots per round in this manner than your School Rank. You may make melee attacks as a Simple Action when using a weapon created by one of the following spells: Bo of Water, Tetsubo of Earth, Katana of Fire, or Yari of Air.
The Tamori are an intensely pragmatic family, far more so than most shugenja families, and have a number of ideas that more conservative groups view as almost heretical. In particular their embracing of martial traditions, taking the field not merely in support of the bushi but as actual weapon-wielding combatants, has earned them the ire of many other families. Similarly, their desire to craft their own weapons, which they consider necessary to ensure proper quality, is something many others find distasteful.
The Tamori shugenja who take up the art of practical weaponsmithing (as opposed to the more artistic smiths who work in Water Hammer City) seek to marry the design of the blade with the power of Earth, attuning their weapons to their magic.
Requirements:
- Technique Rank2
- ReplacesTamori Shugenja 2
- RequirementsCraft: Weaponsmithing 3, the ability to cast at least one spell that creates a weapon (such as Tetsubo of Earth or Katana of Fire)
- TechniqueSoul of the Stone - A Tamori smith can mingle his spirit with that of stone and steel, creating blades that borrow the very soul of the mountains. When you make a successful Craft Skill Roll to finish creating a Samurai weapon, you may expend all your Void Points to instill within the weapon a number of Free Raises equal to your Earth Ring. These Free Raises may be used on any roll made using the blade. Free Raises which are expended refresh after thirty days. A Tamori weaponsmith may never have more of these weapons in existence at one time than his Earth Rank.
The Dragon Clan maintains a small force of cavalry archers known as the Dragon’s Wind, a force known for suddenly arriving on the battlefield, striking with powerful arcing volleys of fire, and then withdrawing just as suddenly. Unlike many specialized cavalry and archery forces, the bushi of the Dragon’s Wind are also quite capable on foot or when fighting with other weapons, exhibiting the flexibility and lethality which always characterize Dragon soldiers. The unit is small, due to the clan’s poverty and its difficulty in acquiring strong horses, but its battlefield impact is often well out of proportion to its size.
Requirements:
- Technique Rank3 or 4
- ReplacesMirumoto Taoist Swordsman 3, Mirumoto Bushi 4
- RequirementsHorsemanship 5, Kyujutsu (Dai-Kyu) 5
- TechniqueWay of the Horse and Bow - The Mirumoto horse archers train with their mounts in the rugged lands of the Dragon, allowing them to ride through territory where other cavalry forces do not dare to tread. While you are mounted, your steed treats Moderate terrain as Basic terrain, and Difficult terrain as Moderate terrain. You may attack with a bow as a Simple Action while you are mounted.
The Transcendent Brotherhood [Monk]
The often-maligned Transcendent Brotherhood embraces a strange philosophy that pain tempers the body and the mind, making it easier to attain a transcendent state that approaches Enlightenment. Although the sect is regarded as dangerously eccentric by the Brotherhood of Shinsei and has been excommunicated from that organization, the Dragon have offered them a home within the Tattooed Orders. It seems there is some degree of validity to their claims, and those who have embraced their philosophies have demonstrated they capable of impressive feats of clarity when touched by the agonizing kiss of fire. neW alTernaTe paTh:
Requirements:
- Technique Rank2
- ReplacesAny Tattooed Order 2
- RequirementsFire 3, Earth 3, Meditation 3
- TechniqueApotheosis of Fire - Members of the Transcendent Brotherhood seek to use pain as a means of achieving clarity of thought and spirit. Once per day, you may spend at least one hour in deep meditation and make a Meditation / Fire Roll against a TN 20. With a success, you harden yourself against the physical harm done by fire and heat, although you still feel all the pain of being burned. (GMs may opt to impose partial or temporary TN penalties to represent the effects of the pain.) For a number of hours equal to your Fire Ring, you are immune to damage from normal, mundane fires and heat (not magical fire or extreme natural heat sources such as molten lava). One Raise on this Meditation roll will make you immune to magical sources of fire; two Raises will make you immune to damage from any source of fire, even a volcano. While experiencing the pain of being burned, and for ten minutes afterward, your intense focus and clarity of thought grant you a bonus equal to your Fire Ring to the total of all Awareness, Perception and Intelligence-based Trait and Skill Rolls.
Togashi Defender [Monk]
The Togashi ise zumi dedicate their lives to chasing the ephemeral goal of enlightenment. The journey is unique to each person, so the monks of the tattooed orders tend to be a highly unique and varied lot. Some choose to focus on physical exertion over mental strength, honing their bodes through an emphasis on martial arts and hard labor. The Togashi Defender becomes adept at pushing his body to its absolute physical limits... and beyond. The Defender often chooses to stay within the Dragon provinces to protect villages from bandits and other predators. Defenders are also more likely than other Tattooed Men to be seen fighting side by side with Mirumoto samurai and marching in the Dragon armies. The Defenders lose one of the quirks that define the Togashi family, but strike out with vicious strength against any who dare oppose Dragon might.
Requirements:
- Technique Rank3
- ReplacesTogashi Tattooed Order 3
- TechniquePower Within and Without - The ise zumi knows the kami cannot aid any man if he proves himself an unworthy physical vessel. While unarmored and with no Kiho or Tattoos active, you gain Reduction equal to 3 plus your Void Ring. You gain one additional Tattoo.
Water Hammer Smith [Artisan]
The men and women who make Water Hammer City their home are almost without exception obsessed with the idea of crafting. Some believe that the prevalent obsession is a result of being in close proximity to the sacred forge, while others think it is merely an oddity that has developed within the city as a result of its nature and function; other cities focused on the arts and production of specific resources tend to have similarly narrow views about the world, after all. Even the peasants of Water Hammer City are fascinated by crafting, and virtually every home contains any number of sculptures, paintings, or other creations happily worked on by the denizens of the estate during their free time. Among all these individuals, however, none are more skilled, more respected, and more famous than the Water Hammer Smiths. These individuals come from all walks of life, as anyone can gain an apprenticeship if their level of skill or even their potential is sufficient enough. Each individual smith chooses his own apprentices, meaning that traditions vary wildly from one to another. The vast majority of them are Dragon, however, and although apprenticeships are often offered to students from other clans, it is rare for any of said students to gain the title of master smith.
Requirements:
- Technique Rank2
- ReplacesAny Dragon School at Rank 2
- RequirementsAny one Craft Skill at 3 or higher
- TechniqueChild of the Water - You have studied the secrets of the Water Dragon found in Water Hammer City, and the path of the smith has been made open to you. You may spend a Void Point to add double your Water Ring to the total of all Craft Skills you make for the rest of the day. If you are a shugenja, you may instead pay this cost by spending a Water spell slot. You may only benefit from a single use of this Technique at a time (i.e. you cannot spent two Void Points at different times during the day and gain two bonuses equal to three times your Void Point).