When faced with insurmountable odds, a warrior often retreats to fight again another day. To the Crab Berserker, this is not an option. The Berserker will fight wherever his lord directs him, and focuses his entire being into that fight. The Berserker fights with no limits and continues to ferociously attack until either he or his enemies is bloodied and dead on the ground. The Berserkers often fight against the ravaging Shadowlands Horde and are said to match those beasts in rage and viciousness.
Requirements:
- Technique Rank2
- ReplacesAny Crab Bushi school Rank 2
- RequirementsEarth 4
- TechniqueBerserker's Rage - The Crab berserkers manifest their unique and dangerous gifts after spending some time - often months, sometimes even years - on the Kaiu Wall. Some berserkers call on maniacal fury to power their rages, while others enter the notorious "dead eye" trance, but the result is the same: superhuman strength and a near-immunity to pain. Once per skirmish, you may enter your rage during the Reactions Stage. Once begun, the rage lasts for a number of Combat Rounds equal to double your Earth Ring. (You may end it during an earlier round by spending a Void Point during the Reactions Stage.) While in your rage, you cannot take the Center, Defense, or Full Defense stances, and cannot use any non-Bugei skills. While in the raging state, you ignore all penalties and effects of Wound Ranks. You also gain a +2k1 bonus to all attack and damage rolls. If you are killed while raging, you remain alive and can continue to attack until the rage ends, but you cannot be healed (unless you are first targeted with the Force of Will spell) - you are dead, your body simply does not know it yet. The rage ends if you sustain Wounds equal to twice the amount that would normally kill you.
The limited Crab dueling tradition is maintained in the Unbreakable Blade Dojo. It emphasizes endurance rather than speed, teaching its students to endure their opponents' first blow in order to survive to deliver their own. Due to the Crab Clan's martial and pragmatic nature, the sensei of the Unbreakable Blade focus their training on lethal duels (both on the battlefield and in court) rather than on the duels to first blood that are more common in other clans.
Requirements:
- Technique Rank2
- ReplacesHida Bushi 2, Hiruma Bushi 2
- RequirementsAwareness 3, Agility 3, Iaijutsu 4
- TechniqueWarrior of Earth - The Defenders are taught there is more than one way to win a duel. Rather than try to strike faster than their opponents, Defenders learn to call on their own Earth to endure the foe's first strike, allowing them to defeat their enemy in a longer fight. During the Strike step of an iaijutsu duel, you are considered to have additional Reduction equal to your Earth x 3.
A few Crab have specialized in knife-fighting over the years, enough for the clan to maintain a few sensei who teach advanced knife techniques. Many of these are sailors, especially Yasuki, who prefer a fighting style which uses small, cheap weapons in an environment where speed and mobility are more important than reach and power.
Requirements:
- Technique Rank3 or 4
- ReplacesHida Bushi 4, Hida Pragmatist 4, Hiruma Bushi 3, or Hiruma Scout 3
- RequirementsKnives 3
- TechniqueOne Blade, Both Hands - The Crab knife-fighting technique emphasizes using the empty hand to grasp, control, and distract the opponent, setting him up for the knife-hand to deliver the lethal blow. When fighting with one open hand and a tanto, you add +3k1 to your damage with tanto and may ignore all effects of your opponent's armor. (If your opponent is a creature with inherent Reduction, you may ignore 5 points of that Reduction.)
The Crab have a long and storied tradition of excellence in sumai, whose social respectability can grant skilled Crab wrestlers access to courts where they might otherwise never be invited. Promising students are taught at the Grip of Earth Dojo, the principle home to the Crab Clan's sumai fighting technique. When another samurai encounters a Crab bushi utilizing sumai techniques, it is almost always a graduate of the Grip of the Earth Dojo. Those students who show a knack for the ritual and pageantry of sumai as well as its more physical aspects are sent to Stone Tower Dojo in the Imperial Capital.
Requirements:
- Technique Rank2
- ReplacesHida Bushi 2 or Yasuki Courtier 2
- RequirementsJiujutsu (Sumai) 4
- TechniqueThe Way of Sumai - While most Rokugani treat Sumai wrestling as a sport, the Crab have never forgotten that it originated as a combat art. When rolling to control a Grapple, you gain a +1k0 bonus (+2k0 if you are Large). If you choose to inflict damage in a Grapple (e.g. the "hit" option), you gain a +1k1 bonus to the Damage Roll.
A tiny off-shoot of the Falcon Clan's bushi traditions, the Falcon's Strike Dojo becomes much larger and more influential after the Falcon are absorbed into the Crab Clan in the early twelfth century. The dojo selects its students for keen vision and sharp senses, and they learn to reply on focused senses rather than the mechanics of drawing and firing to hit their targets.
Requirements:
- Technique Rank2
- ReplacesToritaka Bushi 2, Hiruma Scout 2, or Hiruma Bushi 2
- RequirementsKyujutsu (Yumi) 3
- TechniqueSpotting the Prey - The Falcon's Strike is taught to use the bushi's deep awareness of their surroundings to strike the target regardless of concealment. When making a range attack with a bow, you may use your Perception in place of your Reflexes for attack rolls. When using a yumi, you may also use your Perception in place of the bow's Strength for damage rolls.
While most samurai despise the masakari as little more than a peasant axe, the Hiruma found value in its combination of relatively small size and the ability to deliver powerful cutting blows against Shadowlands beasts. The Slayers specialize in hunting down dangerous Shadowlands creatures, often operating deep within Fu Leng's realm with little to no support. During wars with other clans, however, the Slayers' skills can also come in handy for raiding behind enemy lines.
Requirements:
- Technique Rank4
- ReplacesHiruma Bushi 4 or Hiruma Scout 4
- RequirementsHeavy Weapons (Masakari) 5
- TechniqueDeny the Horde - The Slayer technique utilizes the masakari to deliver a terrifying barrage of precise and lethal blows on the foe, using it equally well in either hand. You suffer no penalties for using a masakari in your off-hand (although you still suffer normal penalties for wielding two weapons). You may attack as a Simple Action with a masakari. When using a masakari in the Full Attack Stance against any foe, or in the Attack Stance against a Shadowlands creature or a foe you know to be tainted, you gain an additional +3k0 bonus to your damage rolls.
The Snipers are an outgrowth of the fall of Hiruma lands in the eighth century, and the Path does not exist prior to that era. they are trained to stay calm and shoot accurately even when assailed by terrifying monsters, targeting their foes' weak points.
Requirements:
- Technique Rank4
- ReplacesHiruma Scout 4, or Hiruma Bushi 4
- RequirementsKyujutsu 5, Reflexes 4
- TechniqueThe Crab's Eyes - The Hiruma Snipers are trained to strike at specific weak points in their targets, getting their arrows past both mortal armor and monstrous shells and carapaces. You may attack with a yumi as a simple action. When making a ranged attack with a yumi, you may ignore all of the target's natural Reduction (e.g. Reduction from armor or natural protection) and half that much Reduction from magical effects.
Since the first days of the Crab Clan, the athletic and attentive Hiruma have often served as yojimbo for the Crab Champion and his most important vassals. This is not because the Hida lack for physical or martial power, of course, but rather because the Hiruma excel at perceiving threats that other Crab might easily miss. They are also considerably faster than the average member of most other Crab families, and speed is an essential component of any successful yojimbo’s repertoire of talents.
Requirements:
- Technique Rank3
- ReplacesHiruma Bushi 3 or Hiruma Scout 3
- RequirementsDefense 3
- TechniqueThe Crab’s Shell - Those Hiruma tasked with protecting the lives of important Crab personages understand that the best and most effective means of defending them is to destroy their enemies as quickly as possible. After making a successful melee attack, you may immediately perform the Guard Action as a Free Action (if your charge is close enough for you to Guard). If you do so, you may add the amount by which your attack roll exceeded your opponent’s Armor TN to the Armor TN of your charge until your next Turn.
The Crab Clan has maintained a fleet of iron-armored "Turtle Ships" for centuries, but during the age of the Shattered Empire the threat of Mantis raids and the lack of any support from the rest of Rokugan forces them to expand the fleet and to arm and reinforce all of their wooden vessels as well. Hida O-Ushi commands that Earthquake Fish Bay be made impregnable against any naval attack, whether mundane or Shadowlands in origin. This task is given to Kaiu Utsu, the family daimyo and a famed Siegemaster. Utsu went to work with classic Crab practicality, adapting his methods to naval warfare. After he dies of heart failure in 1139, the task is taken up by his heir Kaiu Umasu, who regularized the Technique which Utsu had devised and made sure it was taught to later generations.
Requirements:
- Technique Rank3
- ReplacesKaiu Engineer 3
- RequirementsBattle 4, Sailing 5
- TechniqueUmasu’s Steel - The Kaiu Shipmasters learn how to reinforce their clan’s ships against any sort of threat, whether it be from the Shadowlands or from the fleets of other clans, using a mixture of physical improvements and defensive tactics. At the beginning of any naval battle in which you are in command of a warship, you may make a Battle / Intelligence Skill Roll at TN 25 to grant your ship a bonus Reduction value equal to your Sailing Skill Rank x2. If the ship is a "Turtle Ship", the bonus is equal to your Skill Rank x4 instead.
"We sometimes play a game amongst each other. One Kaiu devises the strongest fortification possible, and the others must figure out its weakness." - Kaiu Watsuki
_
The Kaiu are acknowledged throughout the Empire as the foremost practitioners of siege warfare, especially on the defensive. Within their ranks, the elite order known as the Siege Masters holds a position of particular fame ever since they emerged in the fourth century. Siege Masters are known for rendering castles nigh-impregnable and for constructing defenses that break the spirit of opposing armies, even Shadowlands forces.
Requirements:
- Technique Rank5
- ReplacesKaiu Engineer 5
- RequirementsBattle (Mass Battle) 5, Engineering (Siege) 5
- TechniqueThe Hammer of Kaiu - During a siege, you may add or subtract your entire School Rank to the total of your rolls on the Mass Battle Table (this replaces the Kaiu Engineering Rank 4 ability to add or subtract half your School Rank). If you are on the defending side in a siege, you gain +2k0 bonus to any Engineering (Siege) rolls you make to operate siege weaponry, and the Reduction of any structures on your side of the siege is increased by 50%.
In the twelfth century, the Kuni begin focusing more intensely on the power and nature of crystal, partially influenced by the struggle against the Lying Darkness and partly by their interactions with other races who used crystal, such as the Naga and even the Nezumi. The Crystal Masters emerged from this research. They are the creators of the Sapphire Strike spell, and specialize in awakening the spiritual powers of crystal and using those powers to enhance their other magic.
Requirements:
- Technique Rank4
- ReplacesKuni Shugenja 4
- RequirementsEarth 5, Spellcraft 5, Lore: Elements (Crystal) 5
- TechniqueStrike of Purity - The Crystal Masters learn how to awaken the spiritual power of crystal and use it to strengthen their spells. When you learn this technique, one piece of crystal which you possess becomes awakened and is then used to empower your spells with the essence of Crystal. (If this piece of crystal is lost or destroyed, you cannot use this Technique until you acquire another one - it is the GM's discretion how much time and effort this will require.) When casting a Fire or Earth spell that inflicts damage (e.g. Jade Strike, Fury of Osano-Wo, etc) you may spend a Void Point to channel the spell through your awakened crystal and infuse it with the essence of crystal. This adds one additional Complex Action to the casting time of the spell. The spell does an additional +1k1 damage is is now considered to be Crystal for the purpose of what foes can be damaged by it, whether it can penetrate Invulnerability or Creature Reduction, and so forth.
Kuni shugenja dedicate their lives to eradicating the Shadowlands threat from the world. The Oni Slayers are an elite sect of the Kuni family that focuses strictly on dealing with the monsters that are too strong to fight on an equal footing. Their rituals and wards are essential in sapping the strength of these unnatural beasts. Oni slayers see things no man ever should, yet their dedication to their duties remains unshaken.
Requirements:
- Technique Rank3
- ReplacesKuni Shugenja 3
- RequirementsLore: Shadowlands 3
- TechniqueBound by the World - The Kuni study the poorly understood art of binding, of using ritual circles and symbols to trap demons so they can be destroyed forever. You may expend an Earth spell slot and make a Spell Casting Roll (without TN, see below) in order to ritually prepare a binding circle, a process which takes an hour. This circle may encompass a maximum area equal to your School Rank x 5 in square feet, although you may combine efforts with other Kuni to encompass larger areas by adding your School Ranks together (only one of you make the Spell Casting Roll). Once an oni enters the circle, it becomes active. The oni may not leave the circle without first succeeding at a Willpower Trait Roll against a TN equal to the total of your Spell Casting roll. While the circle is active, you gain one less Earth spell slot per day.
Rajya ke Varisa [Bushi]
The Rajya ke Varisa are a group of Crab, Unicorn, and Mantis samurai who study the fighting techniques of the Ivory Kingdoms kshatriya and find ways to use them in conjunction with Rokugani combat techniques. The gaijin turned-Mantis known as Yoritomo Singh also contributes to the organization’s training, seeking to preserve some aspects of his former culture. So far they have managed to devise only one technique, albeit one of significant value.
Requirements:
- Technique Rank4
- ReplacesHida Bushi 4, Shinjo Bushi 4, Moto Bushi 4, Yoritomo Bushi 4
- TechniqueLegacy of the Kshatriya - The Rajya ke Varisa have learned to emulate the kshatriya technique that calls on religious devotion to strengthen their force of their blows. However, instead of calling on blasphemous gaijin gods, they call on the power of their devotion to the Fortunes. Twice per skirmish, before making an attack you may take a Free Action to spend a Void Point; if the subsequent attack succeeds, you may add unkept dice to your damage roll equal to your rank in the Lore: Theology skill.
The Severed Hand is the term adopted by those Crab warriors who are forced into the courts due to injuries or other physical problems that render them incapable of further military service. Such men and women, usually grizzled veterans, tend to view the courts as a mixture of deadly traps, pointless and puerile ritual, and stultifying boredom; nonetheless, they do their best to represent their clan. Over centuries of trail and error they have developed a Technique to aid them in their duties, and share it with their fellows through personal instruction.
Requirements:
- Technique Rank4
- ReplacesAny Crab bushi 4
- TechniqueStrength of Bamboo - The former warriors of the Severed Hand have learned to rely on the indomitable strength of Earth to resist the tricks, temptations, and blandishments of enemy courtiers. When rolling to resist an opponent's Social Skill or Courtier Technique, you may use Willpower as your Trait instead of the Trait normally used. In cases where this Technique clashes with another (such as the Bayushi Rank 4 Technique), the GM has discretion as to which Technique trumps the other.
From the days of their founding as the Falcon Clan, the Toritaka have studied the ways of the spirits, especially ghosts and gaki. Those of the Toritaka who had a gift of the kami undertook special studies in these topics, learning the ways of yorei and goryo, of gaki and kitsune-tsuki, and the ways to purge their influence from the natural world. The near-destruction of the Toritaka by a malevolent Shuten Doji spirit only furthered their determination to learn the ways of all such dangerous creatures. Toritaka Exorcists are skilled at both detecting dangerous spirits and purging their influence.
Requirements:
- Technique Rank2
- ReplacesKuni Shugenja 2
- RequirementsWillpower 3, Perception 3, Calligraphy 3
- TechniquePurge the Darkness - You can sense the presence of dangerous spirits (ghosts, gaki, yokai, creatures from the spirit realms, etc) by making an Investigation (Notice) / Perception roll. The base TN for this roll is 20, but may be increased by the GM for spirits who are exceptionally difficult to notice. You may make 2 Raises on the roll to learn the specific nature of the spirit you detect (e.g. a yorei, a gaki, etc). You may take a Complex Action to attempt an exorcism on someone who is possessed by a ghost, gaki, oni, kitsune-tsuki, or similar entity. You expend one spell slot and make a Contested Willpower roll against the spirit; if you first place an exorcism ward on the target, you gain +2k2 on the roll. With a success, you force the spirit to leave the body it is possessing; it cannot attempt to re-possess that same person for at least 24 hours.
Created a few years prior to the Clan War, this unit was founded by Hida Tsuru, younger brother of Clan Champion Hida Kisada. He created a legion of cavalry trained to combine speed and power, delivering overpowering strikes to enemy lines. Over time this force became known as Tsuru’s Legion, a name it retained after the death of its founder. In modern times the Legion is a semi-independent strike force used by the Clan Champion, and stands outside the normal structure of the Crab armies.
Requirements:
- Technique Rank2
- ReplacesHida Bushi 2, Hiruma Bushi 2
- RequirementsHorsemanship 3
- TechniqueOverrun - The cavalry of Tsuru’s Legion are trained to deliver decisive attacks at the critical moment of a battle. When you are mounted, you may perform the Knockdown maneuver for one less Raise and you may spend a Void Point to add +Xk0 to an attack roll with a weapon, where X is your mount’s Strength.
The Yasuki merchants specialize in all manner of questionable forms of commerce and negotiation, and some few among them are discovered to have an exquisite talent for intimidation. Rather than see such gifts go to waste, the Yasuki lords at Clear Water Village prefer to teach them the methods they need to make their threats a reality. After all, a threat that cannot be followed through on is just poor business.
Requirements:
- Technique Rank2
- ReplacesYasuki Courtier 2 or Hida Pragmatist 2
- RequirementsIntimidation 3
- TechniqueGentle Encouragement - The enforcers of the Yasuki family know how to threaten in such a way that thoroughly cows any potential opponent. You may make a Contested Roll against any individual, using your Willpower / Intimidation against their Willpower / Etiquette. If you are successful, you gain a bonus of +1k0 on all attack rolls made against that individual during the first Round of combat against them during your next skirmish. Each successful Raise made on this Contested Roll increases your bonus by an additional +1k0. If this Technique is activated during a skirmish, the initial Contested Roll is a Complex Action.
Some among the Yasuki, mainly in the Crab but also sometimes in the Crane, eschew their family's more conventional mercantile pursuits in favor of the practice of moneylending. Although this is considered especially disreputable activity for a samurai, it can also be hugely profitable - there are always both commoners and samurai who need additional funds, and the concept of paying interest is so strange to them that they usually do not realize how badly the Yasuki are taking advantage of them.
Requirements:
- Technique Rank4
- ReplacesYasuki Courtier 4
- RequirementsWillpower 4, Commerce 4, Intimidation 5
- TechniqueDo Me a Favor - The Extortionists specialize in rooting out the financial weaknesses of potential customers and then pressuring them into calling on Yasuki assistance. If you have supplied something your target needs, whether money or material goods (this could be achieved through role-play and/or by using the Yasuki Rank 1 and Rank 3 Techniques), you may make a Contested Social Roll of your Intimidation (Control) / Willpower against their Etiquette (Courtesy) / Willpower. With a success, they find the arrangement has left them deeply in debt to you. You may either inflict an Obligation on that person (if the GM judges they have the ability to pay you back) or a Blackmail on them (if the GM judges they cannot pay you back). The default point value of the Disadvantage in either case is 3, but the GM may modify this if circumstances make it appropriate.
Although the Yasuki family as a whole is known for its mercantile and political role, many individual Yasuki serve in the Crab armies, with such members of the family often gravitating toward logistical and organization duties. As a result of this role, Yasuki bushi often found themselves in charge of organizing, training, and leading the Crab army's limited ashigaru forces. Eventually, this led to the establishment of a specific organization dedicated to that role: the Taskmasters. The dojo of the Taskmasters, located in Sunda Mizu Mura, admits students from any family but still tends to attract a disproportionate number of Yasuki, and the sensei is usually a Yasuki as well.
It may be noted that while the Taskmasters were originally oriented towards the command of ashigaru, over time their training and role expanded into a more general aspect of supervising lower-ranking soldiers. During the Clan Wars, when the Crab Clan forms a misguided alliance with the Shadowlands, some Taskmasters also find themselves saddled with the unpleasant duty of commanding units of goblin troops.
Requirements:
- Technique Rank3 or 4
- ReplacesHida Bushi 4, Hida Pragmatist 4, Yasuki Courtier 3
- RequirementsWillpower 4, Intimidation 5, Battle 3
- TechniqueFear is a Gift - The Yasuki long ago concluded the best method to get peasant soldiers to face the horrors of the Shadowlands was to make the ashigaru more frightened of their officers than of the enemies. The Taskmasters embrace Intimidation as a skill with many more applications than others might expect. You treat Intimidation as a Bugei Skill rather than a Low Skill. You may use Willpower as your Trait on any Battle Skill roll, and may use your Intimidation Rank in place of your Battle Rank when rolling for Step 2: Determination on the Mass Battle Table. Finally, any soldiers (samurai, peasant, or otherwise) under your military command may add your Intimidation Skill Rank to the total of any rolls they make to resist Fear effects.
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.
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.
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.
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).
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.
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).
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.
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.
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).
Akodo Kensai [Bushi]
The samurai of the Lion Clan value tradition above all else, and many Lion warriors follow directly in the footsteps of their ancestors. While other weapons may be better suited for the battlefield, the katana remains the icon of samurai culture. The Akodo Kensai focuses exclusively on this weapon until he can overcome its deficiencies. He pours thousands of hours of practice into kata, kenjutsu, and iaijutsu until he has a profound connection with the weapon. When he is ready, the Kensai can move and attack as if the katana were a very part of his body. He strikes with almost supernatural ease, with a grace and beauty that enthralls any who watch him.
Requirements:
- Technique Rank4
- ReplacesAny Lion Bushi 4
- RequirementsIaijutsu 4, Kenjutsu 5, Prodigy Advantage
- TechniqueThe Heart of the Sword - The Akodo Kensai navigates the battlefield with his katana in his hands. He remains untouched by his enemies around him, for he can direct the flow of combat with his own attacks. While using a sword and in the Attack Stance, you may increase your Armor TN by your Honor Rank against the first melee attack of each Combat Round. Additionally, once per skirmish you may activate a Kata as a Free Action.
Akodo Siege Strategist [Bushi]
Founded by Akodo Keiichi, the Akodo Siege Strategists are trained in the art of defeating enemy castles as quickly and efficiently as possible. While they do not possess the sheer flexibility or depth of knowledge of the Kaiu Engineers, the Siege Strategist are nonetheless quite capable in their specific role. The Lion Clan's rapid capture of many enemy castles over the centuries, such as Shiro no Yogin and Kenson Gakka, is largely due to the skillful tactics of the Siege Strategist.
Requirements:
- Technique Rank2 or 4
- ReplacesAkodo Bushi 4 or Akodo Tactical Master 2
- RequirementsBattle (Mass Battle) 6, Engineering (Seige) 4
- TechniqueBroken by Tactics - The Akodo family's mastery of warfare does extend to sieges, and while their expertise in that domain is not so great as the Kaiu, they have attack castles over the centuries to make it a specific topic of study at the Akodo War College. When you are on the attacking side in a siege, your expertise makes it easier for your side to overcome the castle's defenses. When rolling on the Mass Battle Table under those circumstances, you always receive a Heroic Opportunity, regardless of the normal result. Any structures on the opposing side suffer a 50% penalty to their Reduction, due to your superior understanding of their weaknesses (This penalty is applied after any defending bonus to their Reduction).
De Bellis Legionnaire [Bushi]
A generation ago the Lion Clan came into possession of a most curious gaijin artifact, one of those things called a "book." But this was not simply any book, but rather a copy of De Bellis Yoditorum: an ancient treatise on the many tactics and strategies employed by the Yodotai, a vast and ruthless culture of warriors that lies far north and west of Rokugan. After significant difficulty, the Lion scholars were able to translate the text into the Rokugani language, and examination of its contents began in earnest.
Although the Lion have considerable appreciation for the information in the book, its existence has only enhanced their disgust toward cultures other than their own. Nevertheless, they have carefully studied everything within, training special units of their soldiers to employ and to counter the gaijin tactics on the field of battle. Some among the Lion believe their understanding of the book has placed them in a unique position to defeat the Yodotai, should those conquerors ever trouble the Empire. However, scholars who are more familiar with the text are deeply troubled by references that imply it is but one of a larger series of works.
Requirements:
- Technique Rank4
- ReplacesAkodo Bushi 4, Matsu Bushi 4
- RequirementsBattle 3, Lore: Gaijin (Yodotai) 1
- TechniqueI Stand with My Brothers - Students of Yodotai tactics have honed their ability to fight as a unit to an even greater degree than normal for a Lion army, which is no mean feat. At the beginning of a skirmish, you may make a Battle / Awareness Skill Roll (TN 15) as a Free Action. If successful, you gain a number of bonus unkept dice equal to the number of allies in your group, plus one for each Raise made on the Battle roll. You may not gain more total bonus dice than twice your School Rank. You may use these bonus dice on any attack or damage rolls during the current skirmish, but cannot use more on any one roll than your School Rank. During Stance declaration, when assuming the Full Defense Stance, you may also spend these dice on your Defense Skill Roll. Unused bonus dice are lost at the end of the skirmish.
The Lion Clan is home to the greatest armies and generals of the Empire. The martial tradition is the center of every Lion samurai, be he a priest or a warrior. The Kitsu family largely favors the traditional paths of priesthood, but the Kitsu shugenja do not shirk their duties to the clan. Bishamon's Chosen learn to wield weapons and march into battle beside their bushi brethren. Their fervor and dedication to the Celestial Order remains pure, however, whether in the sanctity of the temple or in the chaos of the battlefield.
Requirements:
- Technique Rank3
- ReplacesKitsu Shugenja 3
- RequirementsBattle 3
- TechniqueScion of Strength - The Fortune of Strength shows obvious favor to those who follow his teachings without question or reservation. You may expend a spell slot as a Free Action to gain a bonus of +1k0 to any Strength-based roll, including the damage roll of a melee weapon. You may also expend a spell slot in this manner to gain a bonus of +1k0 to the Spell Casting roll made for any spell with the Battle descriptor.
A Lion bushi holds bushido and his ancestors above all else. When he shames his ancestors by dishonoring his name, he has lost the center of his soul. He must cleanse the dishonor, typically by committing seppuku. However, the Lion also offer another choice: fighting with the Deathseekers, a unity of lightly armored warriors who seek death at the front lines of battle. They charge in without abandon and cut down their foes with no hesitation. Most Deathseekers do not survive even one year of duty.
Requirements:
- Technique Rank1
- ReplacesAny Lion Bushi School 1
- RequirementsHonor Rank 5+
- TechniqueHonor of the Lion - Deathseekers redeem their dishonored names by falling in the thick of battle. You gain the Benefit, Skills, Honor, and Outfit of a Rank 1 Lion bushi (any Lion bushi school). You may add your Honor Rank to the total of one damage roll during your Turn. If you do so, your Armor TN is reduced by 5 until the Reactions Stage of the following Combat Round. Additionally, you add +1k0 to attack rolls while in the Full attack Stance.
Ikoma Historians [Courtier]
The Ikoma Historians are a specialized sub-group within the Ikoma courtly schools, recruiting students from both the Omoidasu and the Lion’s Shadow. They are an elite group within the family, charged with supervising the Empire’s official histories, and regard their duties as a sacred trust. They frequently make use of their access to the secrets of the Empire’s history to protect both Imperial and Lion interests, and most of the members of the hidden Ikoma-Shosuro alliance are drawn from their ranks.
Requirements:
- Technique Rank3
- ReplacesIkoma Bard 3, Ikoma Lion’s Shadow 3
- RequirementsLore: History 5
- TechniqueThe Past and the Present - The Ikoma Historians are tasked with comprehensively recording the official histories of the Empire - and also with concealing inconvenient aspects of that history. You are expected to always be ready to record the events around you, and as such you are trained to memorize and perfectly recall anything worthy of inclusion in the historical records. When you take this Path, you acquire the Advantage Forbidden Knowledge (Empire’s True History). You gain a Free Raise on all Calligraphy rolls and you may roll Lore: History / Intelligence at TN 25 to accurately recount any incident you have witnessed and any story you have heard, down to the smallest detail - including details you may have missed at the time.
Although all traditional Ikoma are trained as battle-criers, inspiring their fellow Lion on the field by recounting the deeds of their ancestors, some in the clan have found ways to adapt such methods for the courts. The Lion historians credit the first Orator as Ikoma Tasuki, a skilled courtier from the time of the Gozoku, whose intense speeches on behalf of the Empress Yugozohime were instrumental in cementing her power and convincing many former Gozoku from the Crane and Phoenix to retire or commit seppuku. After his fortieth birthday, Tasuki was permitted to start a dojo and teach his speech-making methods to other Ikoma.
Requirements:
- Technique Rank3
- ReplacesIkoma Bard 3
- RequirementsSincerity 4, Lore: Bushido 3, Perform: Oratory 4
- TechniqueThe Voice of Bushido - The Orators use their speechmaking powers to draw attention to the honor of their side and the dishonor of their foes. You must give a speech (suggested of at least five minutes’ length) before a court or similar audience to activate this Technique. If you are targeting an ally with the speech, you roll Perform: Oratory / Awareness at TN 30. If you are targeting an enemy, you either make the same roll (if the enemy does not respond), or make a Contested Social Roll of your Perform: Oratory / Awareness against his Sincerity / Awareness (if he does respond).A successful speech for an ally grants that ally one of the Paragon of Bushido Advantages for one week, while a successful speech against an enemy inflicts one of the Failure of Bushido Disadvantages on that enemy for one week. (If the enemy character has the corresponding Paragon of Bushido Advantage, you instead deny the use of that Advantage for one week.) You cannot affect the same person with this Technique twice in the same month. GM’s Options: GMs who wish to add more depth to the Ikoma Orator’s abilities may choose to let the target’s onor, Glory, and Infamy affect the rolls required to use the Voice of Bushido technique. When targeting an ally, the TN to bestow the Advantage is reduced by the target’s Honor Rank and Glory Rank, but increased by his Infamy Rank (if any). When targeting an enemy, the reverse applies - Honor and Glory increase the TN, while Infamy reduces it.
It is sometimes forgotten that Ikoma was not only a storyteller but also a rather vicious hand-to-hand fighter. In modern times, much of Ikoma’s less-reputable legacy is found in the obscure Lion’s Shadow school, but the Lion Clan also maintains a more public and honorable dojo which teaches a simple hand-to-hand technique inspired by Ikoma’s legacy.
Requirements:
- Technique Rank4
- ReplacesAkodo Bushi 4, Matsu Berserker 4, Ikoma Lion’s Shadow 4, Ikoma Bard 4
- RequirementsStrength 4, Jiujutsu 5
- TechniqueEvery Scar Has a Name - The Scrapper learns that so long as he can call on the same courage and ruthlessness as Ikoma himself, he is never truly unarmed. You may attack as a Simple Action with unarmed strikes and improvised weapons (if you did not already have the ability to do so). Your vicious attacks can disorient and terrify your opponents. Once per skirmish, if you strike unarmed or with an improvised weapon, you may call two Raises to make your attack inflict a Fear effect on the target, with a Rank equal to your Insight Rank.
Ikoma Warden [Bushi]
Although it was not until the Unicorn Clan returned to the Empire that the armies of the Great Clans truly embraced the value of cavalry forces, the Lion had maintained a small cavalry force for centuries before that, dating back almost to the time of the Empire’s founding. While the Akodo and the Matsu have always prepared for war, the Ikoma have often been relegated to ensuring the security and lawfulness of the Lion provinces. For this reason, the Ikoma Wardens were created. The wardens exist to patrol the perimeter and interior of the Lion provinces, traditionally moving along well-traveled and carefully controlled routes throughout the land. They hold magistrate status within the clan, although if they attempt to use this authority outside the rather limited parameters of their normal activities they can be called upon to explain themselves by virtually anyone. The wardens are easily the most capable horsemen in the Lion Clan, and are frequently called upon to supply cavalry forces not only for the Ikoma army, but the Akodo and Matsu forces as well. For this reason, those families often send individuals to train with their Ikoma cousins, and the number of wardens serving the clan at any one time is much larger than one would expect from a group intended for patrol and law enforcement.
Requirements:
- Technique Rank2
- ReplacesAkodo Bushi 2 or Ikoma Lions Shadow 2
- RequirementsHorsemanship 3
- TechniqueTo Race the Wind - A true warden understands that mounted warfare is as natural as fighting among the glorious Lion infantry. When Mounted, you gain a bonus of +1k0 to all Bugei Skill Rolls. Additionally, when spending a Void Point to augment a Horsemanship or Investigation Skill Roll, you gain a bonus of +2k2 instead of +1k1.
Kitsu Spirit Legion [Shugenja]
Formed during the twelfth century, the Spirit Legion is comprised of a handful of Kitsu shugenja with the ability to reach across the boundaries of the Spirit Realms and summon the spirits of those realms to serve them. The ability cannot be taught - one must be born to it = and those with the gift are quite rare.
Requirements:
- Technique Rank4
- ReplacesKitsu Shugenja 4
- RequirementsMust be born with the spiritual gifts required to serve in the Spirit Legion. This is essentially a character-development/role-play constraint which should be discussed between player and GM.
- TechniqueThe Legions of the Dead - The handful of Spirit Legionnaires are able to pull aside the veil of the Spirit Realms and call forth the spirits themselves to defend their family. You may conduct a ritual that opens a portal and summons forth a spirit to fight in your place. This is a Complex Action that requires you to expend 2 spell slots associated with one Element of your choice and spend a Void Point. the spirit appears as an armored warrior with the Spirit trait and with all Rings at 2 except for the Ring whose slots you sacrificed; that Ring begins at 3. The spirit is considered to have Kenjutsu 3 and Defense 2, and is equipped with a spectral daisho and light armor. These spirits remain in the mortal realm for a number of hours equal to your Kitsu Shugenja School Rank, or until dismissed by you.
Lion Paragon [Bushi]
The samurai class lives by the Code of Bushido, but the stresses and temptations of everyday life makes strict adherence to Bushido nearly impossible. The Lion Paragons persevere through these obstacles, striving to be ideal samurai. The Paragons follow an ancient technique that benefits from their focus and strength of will, and pass it on to those who possess the same qualities. The Paragons are well known to all Lion and their technique continues to be passed down from one generation to the next.
Requirements:
- Technique Rank3
- ReplacesAny Lion Bushi 3
- RequirementsVoid Ring 4, Kenjutsu 5, Honor Rank 7
- TechniquePure and Dedicated - The Lion Paragon lives by the tenets of Bushido, and the strength of his devotion allows him to push himself beyond his physical limits. You may make melee attacks as a Simple Action instead of a Complex Action. However, if you choose to do so, you may only make one attack that Turn. (This prohibits you from making any additional attacks, even with the Extra Attack Maneuver.) Once per skirmish, you may spend a Void Point as a Free Action to activate this Technique. Your Honor Rank is considered to be double for the purposes of your other School Techniques. (For example, if you are a Matsu Bushi, you add double your Honor Rank to all damage rolls from your Rank 1 Technique.) This effect may increase your Honor Rank above 10, but does not stack with any other effects that modify Technique bonuses; in such a case, choose the highest modifier. The effects of this Technique end when the encounter ends.
Lion Scout [Bushi]
Akodo's treatise on warfare emphasized the necessity of knowledge. He knew a skilled corps of scouts could determine the result of battle even before it began. Hiding is considered a dishonorable act, but the Lion Scouts are willing to swallow their pride and accomplish what must be done. The Akodo and Ikoma both train scouts to be adept at avoiding the enemy and surveying the terrain, working to garner even the slightest advantage against their enemies.
Requirements:
- Technique Rank2
- ReplacesAny Lion Bushi 2
- RequirementsBattle 2, Hunting 3
- TechniqueShadow Unseen - The Lion Scout cultivates all the skills required to fulfill his tasks, setting aside his own honor for his clan. You may move at a normal rate while using the Stealth Skill, and you gain a +1k0 bonus to Stealth Skill Rolls and all Agility-based Bugei Skills.
The Lion Clan’s famous War College is best known for training the brilliant shireikan and generals known as the Akodo Tactical Masters. However, the school also offers specialized training to the most promising lower ranking officers, such as gunso and chui, to enhance the performance of smaller units in the Lion armies. Through most of the Empire’s history these men are known simply as Lion Tacticians, but in the twelfth century the generation-long disbandment of the Akodo family results in a large number of Ikoma samurai training in this technique, and many Lion take to calling them the Ikoma Tacticians.
Requirements:
- Technique Rank4
- ReplacesAny Lion Bushi 4, Ikoma Bard 4
- RequirementsBattle 4, War Fan 4, must be at least a Gunso in rank.
- TechniqueThe Commander's Fan - Lion officers usually carry a war-fan in order to use it for conveying orders on the battlefield. Early on, they discovered the fan could also be used to protect themselves when they came under attack on the battlefield. You gain a +1k1 bonus to Battle (Mass Battle) rolls in any situation where your war-fan makes it easier for you to convey orders (GM’s discretion). While you are carrying a war-fan (regardless of which hand you are using), you may add half your Warfans Skill Rank (rounded up) to your Armor TN. If you are in the Defense or Full Defense Stance, or you are ONLY carrying a war-fan, you may add your full Skill Rank instead. (These do not stack, and carrying two war-fans does not double the bonus.)
Lioness Legion [Bushi]
Founded centuries ago by a legendary Matsu sensei, the Lioness Legion has since its inception been feared by the clan’s enemies for the sheer speed with which it can assault any enemy fortification, no matter how distant. Indeed, it is said by those who have had the grave misfortune of facing the Lioness Legion in battle that they combine the speed of cavalry with the unbridled ferocity of the Matsu, a combination that would give nightmares to any rational enemy commander. The Lioness Legion is typically composed of very young warriors, women in the prime of their physical condition, who are chosen for their natural athleticism and trained ruthlessly to exploit that advantage, as well as to combine it with advanced martial training. Although males are not permitted to join the unit, the techniques used in their training have been granted to lesser sensei among the family and a male equivalent unit, the Lion’s Mane, have begun to take the field of battle in certain engagements.
Requirements:
- Technique Rank2
- ReplacesMatsu Berserker 2, Akodo Bushi 2, or Matsu Beastmaster 2
- RequirementsAthletics 3
- TechniqueCharge of the Pride - The Lioness Legion is feared for many reasons, but the greatest among them is their fleetness on the field of battle. When in the Full Attack Stance, any movement you make during the course of the Round gains an additional 5 feet (this benefit is only gained once per Round). Additionally, as a Complex Move Action, you may move your Water Ring x25 feet.
The Disciples of the River [Shugenja]
Founded by Kitsu Sonosuke, the Disciples recruit those in the Kitsu family who are talented shugenja but lack the pure bloodlines to become Sodan-Senzo or the militant spirit to join Bishamon’s Chosen. They devote themselves to venerating the spirits of the Empire’s rivers, great and small, and their power serves the Lion Clan in many ways, from irrigating local rice paddies to defending the clan’s northern border or moving troops and supplies safely along waterways. The Disciples are seen as eccentric but well-meaning and honorable by the rest of their clan. New Alternate Path:
Requirements:
- Technique Rank3
- ReplacesKitsu Shugenja 3
- RequirementsWay of the Land Advantage for an area with a river.
- TechniqueServant of the River - The Disciples of the River take the concept of Water magic much more literally than do most of the Kitsu family. Their approach is more like that of a Phoenix, although none would ever admit such (and they would be insulted by the comparison). When casting a Water spell while standing within one hundred feet of a naturally occurring river, you gain one Free Raise on that spell.
Acolyte of Thunder [Shugenja]
The guidance of the Oracle of Thunder allows the shugenja of the Mantis Clan to discover new ways to call on the power of Thunder.
Requirements:
- Technique Rank4
- ReplacesYoritomo Shugenja 4
- RequirementsFire 3, Void 4
- TechniqueThunder's Call - The Acolytes of Thunder can call on the power of the great Thunder Dragon to smite their enemies. You may cast the spell Fury of Osano-Wo as a Simple Action by sacrificing a spell slot in any Element. Your Raises for damage on that spell award +1k1 per Raise instead of +1k0.
Children of Chikushodo [Shugenja]
Perhaps no family in the Empire is so keenly attuned to the ways of the Realm of Animals as the Kitsune family. Throughout their long history, first as the Fox Clan and later as a family of the Mantis Clan, certain individuals within their ranks appear to be able to slip free of the normal confines of Earth magic and accomplish amazing feats through their pacts with the animal spirits of Chikushudo.
Requirements:
- Technique Rank3
- ReplacesKitsune Shugenja 3
- RequirementsHunting 3, Lore: Spirit Realms (Chikushudo) 2
- TechniqueBorn of the Earth - A master of earth's intricacies can project his mind into the soil and be born again in the form of an animal. If you are sitting upon the bare earth, you may sacrifice two Earth spell slots and make a Meditation Skill Roll (TN 15). After ten minutes of meditation, you fall into a deep trance and a natural animal erupts forth from the ground before your body. Your mind inhabits and controls this animal form until you choose to end the effect, your real body is harmed or disturbed, the animal form is killed - in any of those circumstances, the animal form crumbles into dirt and your consciousness returns to your real body. You must choose any one natural animal, either from the Book of the Void in the L5R RPG core rulebook or Chapter One of the source book Enemies of the Empire, as the form you adopt. if the animal form has higher physical or mental Trait Ranks than you, you use the animal's form's Traits - otherwise, you use your own. You gain any and all abilities of the creature, but cannot speak (and thus cannot cast spells) while in the animal's body.
Cliff’s Edge Student [Bushi]
The Mantis love chain weapons, especially the kusarigama ; which was wielded by none other than their clan founder, Kaimetsu-Uo. Basic Mantis chain weapon training is similar to the training in other clans, but the clan’s most advanced chain-weapon fighters train in the Cliff’s Edge Dojo, learning specialized maneuvers taught only by the most experienced sensei. Many students undertake special pilgrimages to be able to truly master the Mantis techniques.
Requirements:
- Technique Rank3 or 4
- ReplacesTsuruchi Bounty Hunter 3, Yoritomo Bushi 4
- RequirementsAgility 4, Chain Weapons 5
- TechniqueHowl of the Cliff’s Edge - The Mantis who train at Cliff’s Edge Dojo are particularly fond of using the kusarigama to trip, disarm, and otherwise disable their foes. When using a kusarigama to make a Knockdown or Disarm maneuver, you gain a +2k1 bonus to your attack roll. You may call three Raises on an attack with a kusarigama to Entangle an opponent up to 15’ away (as per the Entangled condition). The condition lasts until you voluntarily release the foe (as a Free Action), or the foe succeeds in a Contested Strength Roll against you (as a Simple Action).
Kitsune Artisan [Artisan]
For much of their history, the Kitsune people have been sequestered in their own small region of the Empire, struggling for survival and attempting to overcome the many deficits of resources that have plagued them since their creation as the Fox Clan a thousand years ago. Because of their struggle for survival, the Kitsune have rarely possessed the resources to devote any time or energy to the pursuit of the arts. Despite this, however, a unique tradition of artistry has arisen among their ranks, a testament to the notion that the soul of a samurai yearns for beauty, no matter his surroundings. Those who have spent time in the forest have learned to see the beauty of their surroundings, appreciating it for exactly what it is, and leave their mark upon it in delicate ways. The most unique aspect of the Kitsune artisan tradition, however, is that in its purest state, it is performed without damaging the materials from which it is created. Living sculptures are created from the trunks of trees that continue to grow and thrive following their creation. Others are crafted from boulders that remain in place, continuing to support whatever lay atop them with no loss of stability. With the increase in the family’s profile as part of their incorporation into the Mantis Clan, they were called upon to create more permanent, traditional works of art for the benefit of their clan’s court endeavors, but the spirit of their work remains the same. The removal of their creations has caused some degree of discomfort to many Kitsune artisans, but the strange nature of their craft is such that it has become an instant sensation in many courts, and the displays found in Broken Wave City are among the most popular in the current court season.
Requirements:
- Technique Rank2
- ReplacesKitsune Shugenja 2
- RequirementsAny one Artisan or Craft Skill at 3
- TechniqueThe Beauty of the World - A master of the Kitsune naturalist art style can craft incredible beauty out of any aspect of the world, be it wood, stone, or whatever can be found in nature. When working with natural materials, you may expend an Earth spell slot to gain a bonus of +1k0 on any Artisan or Craft Skill Roll. You may expend a number of spell slots in this manner equal to your School Rank, and this may be used in conjunction with Void Points.
Kitsune Ranger [Bushi]
At their heart the Kitsune are a simple people who have weathered the centuries due to their unique harmony with the forest and spirits around them. Although many of the family possesses the ability to speak with the kami, there are plenty in each generation who are unable to do so. These men and women still serve their clan, however, and still possess the same link their kinsmen enjoy with the wilderness. They are among the finest woodsmen to be found anywhere in the Empire.
Requirements:
- Technique Rank2
- ReplacesAny Mantis Bushi 2
- RequirementsHunting 3
- TechniqueOne With the Wild - Although they do not possess an ability to speak to the kami, the Kitsune rangers are at home in the wilderness like few others in the Empire. You gain a Free Raise on all Hunting Skill Rolls and on any Stealth Skill Rolls made while in a rural environment. Additionally, you gain a bonus of +2k0 on any Contested Roll involving detection, whether you are avoiding detection or attempting to detect a hidden opponent.
The Mantis Clan is the undisputed master of the seas. Each captain of their ships is trained to handle the worst the waters can throw at him. The Mantis Navigator, meanwhile, can solve any problems beyond the abilities of a normal man. His mastery of the seas is unparalleled; his whispered prayers can calm the roughest seas and clear the darkest skies. The crew can rest easy , knowing the Navigator will get them back to land without fail.
Requirements:
- Technique Rank3
- ReplacesAny Mantis Shugenja School, Rank 3
- RequirementsSailing (Navigation) 3
- TechniqueThe Fortunes' Guidance - The shugenja who serve the Mantis are taught many techniques that allow them to placate the elements, even under extreme circumstances. When confronted with difficult weather conditions, you may negate them by spending a Void Point as a Simple Action. This affects an area equal to your School Rank x 20 feet in all directions of you. In a skirmish, this effect last a number of Rounds equal to your School Rank. Outside of combat, this effect lasts a number of hours equal to your School Rank. If the weather effect being negated is the result of a spell, you may only negate spells with a Mastery Level equal or less than your School Rank, and then only bey spending a number of spell slots equal to the Mastery Level in addition to the Void Point.
The strange origins and history of the special groups known as the Orochi Riders are explained in the L5R 4th Edition supplements Enemies of the Empire (the Spirits chapter) and The Great Clans (Mantis chapter). In the latter half of the twelfth century, the Orochi Riders are a small but extremely powerful element of the Mantis Clan military, and the closest thing the clan has to a cavalry tradition.
Requirements:
- Technique Rank5 or 6
- ReplacesThe Orochi Rider Path can replace any Mantis Basic/Advanced School Technique at Insight Rank 6, or replace a “blank” Insight Rank for a character who has attained Rank 5 in any Mantis Basic School. If you are trained entirely in one of the Mantis Shugenja Schools, you may take this Technique at Rank 5 instead; in that case, this is considered a Shugenja Path.
- RequirementsWater 4, Athletics 5, Lore: Spirit Realms 5
- TechniqueThe Orochi Pact - The Orochi Riders are taught to form and maintain a spiritual bond with one of the Orochi sea-serpents, and to ride them into battle using the Athletics Skill. You gain an Orochi (Enemies of the Empire, page 252) as a mount; the Orochi is an NPC (controlled by the GM) but will generally obey your commands and fight at your side so long as you do not demand anything suicidal of it. You gain a +2k0 bonus to Athletics rolls, and your bond with the Orochi grants you two special abilities: You are considered to have two Ranks of Magic Resistance against hostile Water Magic. While riding the Orochi, you may hold your breath underwater for twice the normal amount of time.
Mantis Whirlwind Fighters [Bushi]
Yoritomo is credited both with perfecting the final technique of his family’s school and also with developing this powerful variation of the Mantis fighting style, the so-called Whirlwind Fighting style. This form relies on a mixture of relentless motion and relentless attacks to both obstruct enemy blows and overwhelm the foe with rapid strikes. Among the Yoritomo it is often the preferred fighting form to use in duels within the family, and some Mantis call the masters of this style “Whirlwind Duelists.”
Requirements:
- Technique Rank4
- ReplacesYoritomo Bushi 4
- RequirementsKnives (Kama) 5
- TechniqueWaves Rush to Shore - Whirlwind Fighters are a constant blur of motion, using their swift and relentless strikes both to deflect their opponents’ attack and to break through their defenses. When fighting with a kama in each hand, you may add your Knives Skill Rank to your Armor TN, and gain a bonus of +3k0 to your damage rolls with kama.
Moshi Guardian of the Sun [Bushi]
For much of their existence the Moshi family were without a ready source of bushi to defend their holdings. The family's meager resources permitted them to hire a small number of ronin to supplement the very limited numbers of their own family who were not shugenja, but it was generally agreed that this was insufficient, and only the extreme isolation of the family's holdings prevented it from being a critical problem. The lack of bushi has been less of an issue since the family's induction into the Mantis Clan, since the Yoritomo can supply ample forces to secure the Moshi homelands, but the family still prefers to have its most sacred locations defended by its own.
The bushi unit known as the Guardians of the Sun has evolved over the centuries. It is comprised of the finest Moshi warriors available and specializes not only in the defense of the homeland but also in the protection of the family's shugenja. While not as well known as the Shiba or Daidoji yojimbo traditions, the Guardians of the Sun are nevertheless well regarded for their dedication and prowess.
Requirements:
- Technique Rank1
- ReplacesAny Mantis Bushi 1
- RequirementsNone
- TechniqueDefended as the Sun - The Guardians of the Sun take an oath to repel all attacks against their sacred charges. When defending a Moshi personage or holding in a skirmish, you may choose to either gain a bonus of +1k0 to your attack roll or to add an additional +1k1 to the Armor TN of a person or object you are defending with the Guard Action. You make this determination at the start of your Turn during each Round of the skirmish.
Rajya ke Varisa [Bushi]
The Rajya ke Varisa are a group of Crab, Unicorn, and Mantis samurai who study the fighting techniques of the Ivory Kingdoms kshatriya and find ways to use them in conjunction with Rokugani combat techniques. The gaijin turned-Mantis known as Yoritomo Singh also contributes to the organization’s training, seeking to preserve some aspects of his former culture. So far they have managed to devise only one technique, albeit one of significant value.
Requirements:
- Technique Rank4
- ReplacesHida Bushi 4, Shinjo Bushi 4, Moto Bushi 4, Yoritomo Bushi 4
- TechniqueLegacy of the Kshatriya - The Rajya ke Varisa have learned to emulate the kshatriya technique that calls on religious devotion to strengthen their force of their blows. However, instead of calling on blasphemous gaijin gods, they call on the power of their devotion to the Fortunes. Twice per skirmish, before making an attack you may take a Free Action to spend a Void Point; if the subsequent attack succeeds, you may add unkept dice to your damage roll equal to your rank in the Lore: Theology skill.
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).
The formation of the Three Man Alliance is the first step in a process of twelfth-century consolidation among the Minor Clans, leading to (among other things) the combination of the Mantis, Wasp, and Centipede clans into the Great Clan of the Mantis and, later in the century, the creation of the Minor Clan Alliance. It is the creation of the Three Man Alliance and their military victory over the Scorpion Clan that first inspires the Minor Clans to band together for greater benefit and effect, and many successful officers from that first military alliance eventually go on to achieve military and political prestige within the Minor Clan Alliance.
The fighting technique of the Three Man Alliance is formed by the combined efforts of several experienced soldiers from the Sparrow and Wasp. The warriors pool their life experience and develop a unified technique to carry back to their respective clans. Although the Three Man Alliance is superseded during the later Clan War by Yoritomo's Alliance, the technique it developed survives, and decades later it is still occasionally taught in Suzume and Tsuruchi dojo.
Requirements:
- Technique Rank2
- ReplacesTsuruchi Archer 2, Tsuruchi Bounty Hunter 2, or Suzume Bushi 2
- RequirementsBattle 2
- TechniqueStand Against Oppression - The scions of the Minor Clan are not intimidated by their more influential detractors among the Great Clans. Far from it, they are inspired to greatness by their hardships. When facing an opponent with a higher Glory Rank than you, you may spend a Void Point to gain bonus unkept dice on your attack roll equal to the difference in your respective Glory Ranks. You may not gain more dice than your School Rank from this Technique.
Student of the Cliff's Edge [Bushi]
The Mantis love chain weapons, especially the kusarigama - which was wielded by none other than their clan founder, Kaimetsu-Uo. Basic Mantis chain weapon training is similar to the training in other clans, but the clan’s most advanced chain-weapon fighters train in the Cliff’s Edge Dojo, learning specialized maneuvers taught only by the most experienced sensei. Many students undertake special pilgrimages to be able to truly master
the Mantis techniques.
Requirements:
- Technique Rank3 or 4
- ReplacesTsuruchi Bounty Hunter 3 or Yoritomo Bushi 4
- RequirementsAgility 4, Chain Weapons 5
- TechniqueHowl of the Cliff's Edge - The Mantis who train at Cliff’s Edge Dojo are particularly fond of using the kusarigama to trip, disarm, and otherwise disable their foes. When using a kusarigama to make a Knockdown or Disarm maneuver, you gain a +2k1 bonus to your attack roll. You may call three Raises on an attack with a kusarigama to Entangle an opponent up to 15’ away (as per the Entangled condition in the L5R 4th Edition Core rulebook, page 89). The condition lasts until you voluntarily release the foe (as a Free Action), or the foe succeeds in a Contested Strength Roll against you (as a Simple Action).
The College of Clarity [Courtier]
A creation of the Moshi family, the College of Clarity is less of a formal learning institution and more of a philosophical movement that focuses on allowing one’s ascendant Fire-aligned chi to grant a pure and unadulterated view of the world. The College remained very obscure until some samurai realized its philosophies lent themselves well to the study of iaijutsu. Since that time, some duelists have traveled great distances to avail themselves of the College’s teachings.
Requirements:
- Technique Rank2
- ReplacesAny School 2
- RequirementsFire 3, Meditation 2
- TechniqueThe Clarity of Fire - The College of Clarity teaches its students to draw on their inner Fire to promote clarity of thought and recall. By meditating for at least one half hour and making a Meditation / Fire Roll against a TN of 15, you gain the Clear Thinker and Precise Memory Advantages for a number of hours equal to your Fire Ring. If you already have either or both of these Advantages, their bonuses are increased by +1k0.
Tsuruchi Master Bowman [Bushi]
Tsuruchi never gave up trying to perfect his skills as an archer, and he perfected this final technique shortly before he was critically wounded at the Battle of Oblivion's Gate. He taught it to only a bare handful of his most trusted followers. Since then, only the most worthy and elite of the Tsuruchi family have been trusted to learn its secrets.
Requirements:
- Technique RankN/A
- ReplacesN/A
- RequirementsKyujutsu 7. Must have School Rank 5 in either the Tsuruchi Archer or Tsuruchi Bounty Hunter School, and be selected by the Tsuruchi sensei to learn this technique.
- TechniqueThe Way of the Archer - Tsuruchi was perhaps the greatest archer in the history of Rokugan, and his final technique pushes the limits of what can be achieved with the bow. When using a bow, your range is increased by 150' (this is applied before applying the 50% range bonus for Kyujutsu Rank 5). Your Raises with a bow are no longer limited by your Void Ring (or Skill Rank if you have Great Potential), and you may perform Called Shots for half the normal number of Raises (rounded up).
Tsuruchi Swordsman [Bushi]
The origins of the Tsuruchi family are found in the Wasp Clan, the tiny Minor Clan that would later join the Mantis Clan and become the Tsuruchi. The family’s founder, a ronin born of a union of Lion and Scorpion, despised the blade because to him it represented all that was wrong with the clans of his parents, the same clans that robbed him of everything he knew and loved in the world when he was little more than a child. Because of this, he eschewed it completely and expected his followers to do the same; the samurai who served the Wasp did not even carry a katana. Generations of war and decades of service to the Mantis, however, as well as the retirement of Tsuruchi himself to the ranks of the Brotherhood of Shinsei, gave rise to a new generation of samurai who saw no reason to cast off study of the blade, and in fact embraced it to the fullest. With the natural athleticism of the Tsuruchi, swordsmanship comes easily once embraced, and the Tsuruchi swordsmen are rapidly developing a reputation as the finest in the entire Mantis Clan. Granted, this is not the greatest praise, given that most families within the clan embrace alternative weapons as their primary combat style, but other clans have begun to recognize the potential of Tsuruchi as opponents.
Requirements:
- Technique Rank4
- ReplacesTsuruchi Archer 4, Tsuruchi Bounty Hunter 4
- RequirementsKenjutsu 3
- TechniqueAscendancy of Steel - A master of the Tsuruchi style is a flurry of movement and unrelenting assault. You may make a melee attack as a Simple Action rather than a Complex Action when wielding a sword.
Yoritomo Emissaries [Courtier]
The Yoritomo as a whole are not known for their patience, but they have found that it is occasionally a useful virtue in the courts. Beginning with the era of White Stag, the Emissaries emerged as the exception to the Mantis Clan's general diplomatic habits. They are well-trained court functionaries, schooled to handle hostile negotiations with calm patience, displaying much greater subtlety then "normal" Yoritomo courtiers.
Requirements:
- Technique Rank4
- ReplacesYoritomo Courtier 4
- RequirementsEtiquette (Courtesy) 4
- TechniqueIntrepid Negotiator - Where the standard Yoritomo training focuses on browbeating foes, teh Emissary learns to leaven this aggression with the calm patience of the Earth, outlasting opponents' anger and thus finding peaceful solutions to potentially violent confrontations. When making an Etiquette or Sincerity roll, you may spend a Void Point to add your Willpower in unkept dice to the roll. If the roll is specifically using Etiquette (Courtesy), you add your Willpower in kept dice instead.
The Mantis Clan was once a Minor Clan, and the Yoritomo have never shied away from performing questionable activities to make a name for themselves. Over the years they have been smugglers, pirates, and mercenaries. The Mantis have gained legitimacy with time, but old habits are hard to break - especially when those habits are quite effective in fulfilling the Yoritomo's wishes. The Scoundrel may perform feats that are considered beneath a samurai, but he knows what he does is for the good of his clan.
Requirements:
- Technique Rank2
- ReplacesYoritomo Bushi 2
- RequirementsCommerce 2, Sailing 2
- TechniqueRevel in Villainy - The Scoundrel will do what he must, despite what society may say about his activities. Whenever you spent a Void Point to enhance an Athletics, Commerce, Sailing, Sincerity, or Low Skill Roll, you gain an additional bonus to the total of the roll equal to twice your School Rank.
Yoritomo Sculptors [Artisan]
Although the Mantis are not known for their artistic traditions, their sailors' penchant for wood-carving on long voyages has developed over time into a modest school within the clan. The clan drew on commercial ties with the Crane or the Phoenix to gain the services of their artistic sensei and develop its casual skills into a true Technique. In modern times, the Mantis use this group as a source of both political favor and personal leverage.
Requirements:
- Technique Rank2
- ReplacesAny Mantis Bushi or Courtier 2
- RequirementsArtisan: Sculpture or Craft: Sculpture 4
- TechniqueWatanabe's Legacy - The Yoritomo Sculptors hone their wood-carving skills on ship-board before graduating to actual training in their organization's tiny school. You gain a +1k1 bonus when using the Skills of Artisan: Sculpture and Craft: Sculpture, and you may ignore any circumstantial or environmental penalties (distractions, weather, noise, etc) to your rolls with those two Skills.
Agasha Alchemist [Shugenja]
The Ikakeya are a lesser known sect of the Agasha family who have deliberately avoided the attention of outsiders ever since their family joined the Phoenix Clan. These individuals have continued their studies of the alchemical formulae and techniques from their time with the Dragon Clan (and which the Tamori family has continued in that clan). The Ikakeya are known for their skill at producing potions and other alchemical items that contain the essence of their magic, as well as for their skill at transposing and combining different Elements for maximum effect.
Requirements:
- Technique Rank3
- ReplacesAgasha Shugenja 3
- RequirementsFire 3, Spellcraft 3
- TechniqueFury of the Elements - You may store a Fire spell with the Area of Effect "one target person" or "one target creature" in an alchemical preparation for later use. The stored spell may be activated instantly by anyone as either a Simple Action (to drink a potion) or a Complex Action (to throw it, using Athletics (Throwing) / Agility). By spending a Spell Slot for another Element (except Void), you may also give a spell stored in this manner either an additional Elemental keyword, or replace its Fire keyword with another Elemental keyword. For example, by spending an Earth slot, you could cause the stored spell to be both Fire and Earth, or just Earth, for all purposes related to the type of Elemental keyword associated with the spell. A spell may only be given one additional Elemental keyword this way.
Few among the Phoenix champion the cause of pacifism as devoutly as the specially-trained Mediators, a near-monastic order dedicated to the cause of peace above all. They believe that few if any conflicts are beyond peaceful resolution, and seek to bring opposing parties to a harmonious accord whenever possible.
Requirements:
- Technique Rank2
- ReplacesAsako Loremaster 2, Shiba Bushi 2, Isawa Shugenja 2
- RequirementsSincerity (Honesty) 3
- TechniqueStand Down - Any time you are in a situation where samurai are preparing to enter into formal hostilities (examples would include a challenge to a duel, a declaration of Blood Feud, or even a declaration of war), you may approach either or both parties and attempt to persuade them not to follow through. This is a Contested Roll of your Sincerity (Honesty) / Awareness against their Etiquette (Courtesy) / Willpower. With a success, that party in the conflict will agree to back down, and your mediation prevents them from suffering any loss of Glory for doing so.Special GM Considerations for the Asako Mediator Technique: If the parties in a conflict are deeply or honorably committed to their quarrel, the GM may require the Mediator to call Raises on the roll (anywhere from 1 to 5 Raises, depending on the depth of their anger or the strength of their Honor). Note that this may result in the Mediator being unable to impose a solution due to being unable to call enough Raises - quite likely when trying to mediate the highly honorable and easily-angered Lion, for example. However, if the Mediator is able to propose an honorable and reasonable solution to the quarrel, the GM may also choose to award a bonus to the roll, ranging from +1k0 to +5k0, depending on the GM’s judgment of how appealing the solution seems to the parties involved. In some cases, the scope or severity of a quarrel will be such that it is not possible for a Mediator to actually prevent the conflict. In this case, a successful roll will merely delay the onset of hostilities by a reasonable amount of time (as determined by the GM). In general, the larger the scale of the conflict, the longer the delay - thus a duel might only be delayed for a day or two, while a war might be delayed as much as a month.
Asako Philosopher [Courtier]
In addition to its purpose as a center of diplomacy, or perhaps because of it, Nikesake is a noted center of education within the Phoenix provinces as well. The so-called Blue Tiled Room within the city is highly specialized, having extensive tomes concerning philosophy gathered from all across the Empire and beyond. Many courtiers stationed within the city for long periods of time, particularly among the Asako, consider the pursuit of philosophy an entertaining pastime, and spend many hours within the library poring over the various tomes. Fluency in one school or another of philosophy is considered something of an achievement, and the courtiers who frequent the library enjoy having elaborate debates among themselves, frequently changing the school of thought from which they are debating in mid-argument or even multiple times during the course of a single debate. Scholarly courtiers of other clans, particularly the Crane, are welcome to join in these debates, but few ever find the pastime quite as entertaining as the Asako seem to. While the avid pursuit of philosophy is largely a diversion among the denizens of Nikesake, the lords of the Phoenix are familiar with their pursuits and have had occasion to call upon them when insight into certain other families and clans is required.
Requirements:
- Technique Rank2
- ReplacesAsako Loremaster 2
- RequirementsCourtier (Rhetoric) 2, Etiquette 3
- TechniqueThe Winds of Rhetoric - Those who study with the Nikesake sophists have learned to defuse almost any situation, as they have a superior understanding of how those with whom they enter debate think and seek solutions to various problems. You gain a bonus of +1k1 to the total of all Contested Social Skill Rolls using Etiquette.
Asako Scholar [Courtier]
In every generation there are a few members of the Asako school who display the "Mind of Fire", a tremendous natural talent for memory and an intuitive grasp of how to apply connections between different fields of study in ways nobody else could have imagined. These individuals are trained in the special dojo of the Scholars, where their gifts are honed for both scholarly research and courtly service.
Requirements:
- Technique Rank3
- ReplacesAsako Loremaster 3, Asako Henshin 3
- RequirementsInvestigation 3, Intelligence 4
- TechniqueThe Hidden Patterns - The hallmark of the Asako Scholars is their ability through the study of multiple topics to spot the patterns between seemingly unrelated events, sharing their wisdom with their fellow Phoenix and thereby bringing success to all. If you have spent at least one day observing the patterns within a court or other social setting, you may roll Investigation/Intelligence at TN 25 to detect and understand the hidden patterns underlying others’ behavior and goals. Rivals and enemies cannot benefit from Raises on Social Skill Rolls against you and cannot spend Void Points on Social Skill Rolls against you for the next 24 hours. You may Raise on your roll to share the benefits of your insight with your friends and allies (one person per Raise).
Elemental Legions [Bushi]
The most unique and potent force within the Phoenix armies is unquestionably the Element Guard, a set of small and highly specialized units consisting primarily of potent Isawa-trained shugenja who specialize in battle. These individuals are capable of battlefield-shaking magic, but they cannot and do not take the field on their own. For each of the Elemental Guard units there exists a highly trained legion from the Shiba family that is uniquely prepared to take the field alongside their shugenja brethren. The Hurricane Initiates are accompanied by the Legion of Wind, the Avalanche Guard by the Legion of Stone, the Firestorm Legion by the Legion of Flame, and Tsunami Legion by the Legion of the Wave. Each of these accompanying legions are staffed with bushi who have received exhaustive training from both shugenja and members of the Brotherhood in how to properly align their spirits with the Element of their guiding force, allowing them to draw strength from the forces unleashed by their shugenja comrades.
Requirements:
- Technique Rank3
- ReplacesShiba Bushi Rank 3
- RequirementsLore: Elements (appropriate Ring) 2. Must be selected to serve in one of the Elemental Legions.
- TechniqueStrength of the Five - Shiba bushi who serve in the four Elemental Legions are trained to draw strength from their shugenja brothers. When you learn this Technique you must select one non-Void Ring. When an allied shugenja within your line of sight casts a spell of that Elemental, you gain one bonus Void Point. These bonus Void Points may only be spent on rolls which use the Traits associated with that Element. The Void Points may be also used in additional ways (listed below) depending on the Element in question. You may not gain more Void Points in this manner than you School Rank, and bonus Void Points not used by the end of the skirmish are lost.* Air: Increase your Armor Tn by 10 for one Round.* Earth: Reduce the number of Wounds suffered from one damage roll by 10.* Fire: Temporarily increase 1 Skill Rank from 0 to 1 for one roll.* Water: Exchange your Initiative Score with one other willing participant for the duration of the present skirmish.
Isawa Acheologist [Shugenja]
The death of the Ivory Kingdoms has left the region rife with overgrown ruins, collapsed cities, and lost temples. It is a land filled with buried secrets, forgotten lore, and abandoned culture. While all of the clans of Rokugan believe their own culture is greatly superior to that which has been eradicated, there is nonetheless considerable curiosity about it, and none feel this more keenly than the Phoenix. Throughout history, the Phoenix have been the masters and keepers of ancient and forbidden lore, and the sudden presence of so much completely unknown has been like a feast offered to a starving man. Many Phoenix in the Colonies have taken up the pursuit of these secrets in earnest and train to make it their primary duty.
Requirements:
- Technique Rank2
- ReplacesIsawa Shugenja 2, Agasha Shugenja 2
- RequirementsLore: Gaijin (Ivory Kingdoms) 3
- TechniqueThere Are No Secrets - The scholars of the Phoenix Clan are masters of prying the secrets of a dead nation from its ruins, regaining vast amounts of knowledge that might otherwise have been lost forever. When casting a non-damaging spell on an object, creature, or willing individual (not yourself) for which you have at least 3 Ranks in an applicable Lore Skill, you gain a +1k1 bonus on the Spell Casting Roll. The GM is the final judge on whether a Lore Skill is applicable. For example, Lore: Shadowlands would apply when casting a spell on an oni, but not when casting it on a gaki.
Isawa Seaguard [Shugenja]
The Phoenix Clan expands its own fleet in response to Yoritomo’s growing campaign of raids and piracy; lacking the numbers to conduct a build-up on the same scale as their Crane allies, the Phoenix instead focus on placing shugenja on all their ships and training those priests to use winds and waves against the Mantis ships - an especially important duty given the number of Yoritomo and Moshi shugenja fielded by the Mantis fleet. The Seaguard, as they come to be called, are often recruited from shugenja who would normally have joined the Elemental Guards, and receive much of their training directly from the clan’s new Master of Water, Isawa Riake.
Requirements:
- Technique Rank3
- ReplacesIsawa Shugenja 3
- RequirementsWater 3, Air 3, Sailing 3
- TechniqueThe Ward of the Sea - The Seaguard are taught to call on the power of the wind and waves to protect their ships, allowing them to fight on even terms with the more numerous and skillful ships of the Mantis Clan. While on board a ship on the water, you may expend a Water or Air spell slot as a Complex Action to create a barrier of water and air around the ship. This barrier lasts for three Rounds. While it is in effect, the ship has Reduction of 10 against any physical attacks and Reduction of 25 against any natural or magical fire-based attack. In addition, the barrier obstructs arrows at (and from) anyone on the ship, replicating the mechanical effects of the spell Summoning the Gale.
Isawa Temple Guardian [Shugenja]
Countless temples and holy sites throughout the Emerald Empire have benefited from the protection of the Isawa Temple Guardians over the centuries. Indeed, as a group they are welcome in the lands of virtually every clan and family in Rokugan. Although their expertise is only rarely needed, when it does come into play the results tend to be memorable. There are many tales of a single Temple Guardian turning the tide during an unexpected attack.
Requirements:
- Technique Rank3
- ReplacesIsawa Shugenja 3, Agasha Shugenja 3
- RequirementsEarth 4, Lore: Theology 3
- TechniqueNever This Sacred Ground Shall Fall - The Temple Guardians of the Isawa family are well known for the power they bring to bear against all who threaten the holy places of the Empire. When defending a sacred location such as a shrine, temple, or monastery, you gain a Free Raise on all Earth spells. In addition, when defending a sacred location you may spend one Void Point (as a Free Action) when casting any Earth spell that inflicts damage in order to grant it the Jade keyword.
The Isawa are the undisputed masters of elemental magic among the Great Clans. This prestigious family produces the most shugenja by far, and puts them through rigorous training to maintain high standards. The Tensai stand out as exceptional prodigies even among the Isawa. Instead of a general study of the kami, the Tensai focuses his attentions on a single Element. His command of the kami grows to an astounding level, as the kami seem to sing and dance at his call. Unfortunately, his single-mindedness comes at a high cost. It seems to be one the Tensai are only to eager to bear.
Requirements:
- Technique Rank2
- ReplacesIsawa Shugenja 2
- RequirementsLore: Elements 3, Spellcraft 3
- TechniqueEmbrace the Elements - There are those among the Phoenix whose chi is so strongly attuned to the essence of a single Element that they are able to accomplish incredible things by studying that Element to the exclusion of others. You gain an additional Affinity in any one Element for which you already possess an Affinity. You gain a Deficiency in all other Elements. For example, if you are a Rank 1 Isawa with an affinity for Fire, when you advance to this Technique, you will be a Rank 2 shugenja capable of casting Mastery Level 4 Fire spells, but only Mastery Level 1 spells of all other Elements.
Kawaru Sages [Shugenja]
This small sect of shugenja studies and refines the ancient kawaru texts and methods, offering guidance and divination to all who might need it. To these shugenja the ways of kawaru are a sacred art, a gift from the Fortunes, and they often blend the kawaru methods with actual divination magic to get more precise results. They like to wear robes embroidered with the kawaru hexagrams. Kawaru Sages occasionally gain fame as court diviners, although they more often toil in obscurity.
Requirements:
- Technique Rank2
- ReplacesAny Phoenix shugenja 2, Tonbo Shugenja 2
- RequirementsDivination (Kawaru) 3
- TechniqueThe Veil of the Future - The Kawaru Sages have mastered the art of reading the sixty-four hexagrams of kawaru in order to divine what will happen in the near future, enhancing their forecasts with the aid of the kami of Water. At the beginning of each day, you may spend one hour in meditation and make a Divination Skill Roll, at a basic TN of 15. If successful, you gain a +1k0 bonus die, and you may Raise on the roll to gain addition bonus dice up to your Water Ring. You may spend these +1k0 bonus dice on any Spell Casting Rolls made during the rest of the day. Unused dice are lost at nightfall.
Mist Legion [Shugenja]
The Phoenix Clan is home to the Elemental Guard, a set of four elite military units staffed by shugenja specializing in those Elements. Within the Hurricane Initiates, the Legion focused on Air, is a secretive group called the Mist Legion which focuses on using illusions on the battlefield. Although their existence is seldom officially acknowledged, they can be recognized by a small gray cloud worked into the school mon on their kimono. Although they are trained for the battlefield, these shugenja are not solely warriors, and in non-battle situations many of them use their abilities to create massive temporary works of art.
Requirements:
- Technique Rank3
- ReplacesIsawa Shugenja 3 (Air Affinity)
- TechniqueThe World is a Canvas - The members of the Mist Legion assist the Elemental Guard and the Elemental Legions by manipulating the battlefield to the advantage of the Phoenix Clan. A number of times per day equal to your Insight Rank, you may spend a Void Point to cast the spell Summon Fog or False Realm as a Simple Action.
Requirements:
- Technique Rank3
- ReplacesIsawa Shugenja 3
- RequirementsIshiken-do
- TechniqueDarkness Undone - The Nameless Ones are terrible foes of all corruption, but especially of the Shadowlands. When casting any spell that targets an opponent with the Shadowlands Taint, you may expend one additional spell slot to lower your opponent’s Reduction by an amount equal to your School Rank. You may spend multiple spell slots in this manner, up to a maximum equal to your Void Ring. The lowered Reduction lasts until the beginning of your next Turn.
Order of Chikai [Bushi]
The Order of Chikai is among the oldest and most prestigious orders within the Shiba family, and is revered with an almost religious devotion by many of that family. The Order was founded only a few generations after the Empire formation and bears the name of Shiba Chikai. Chikai was the yojimbo assigned to protect the Phoenix Master of Water; she sacrificed her life to protect her grievously wounded charge from a band of ten assassins, none of whom survived the encounter. Since that time, the Order has devoted itself to providing the finest possible yojimbo to protect all five members of the Council of Elemental Masters. Members of the Order are hand-selected by its leaders and are universally drawn from yojimbo with exceptional records of service. Many have already served with the most elite units of the Shiba army (such as the family's House Guard).
* **Technique** Rank: 5
Requirements:
- Technique Rank5
- ReplacesShiba Bushi 5
- RequirementsMust have taken the Shiba Yojimbo Path at Rank 3 and be selected for service in the Order of Chikai.
- TechniqueNone Must Fall - A member of the Order of Chikai will gladly sacrifice his life to save his charge, but prefers to preserve both lives so that he may live to protect his charge another day. You may designate one individual as your charge at the beginning of a skirmish. When your charge is targeted by an attack or spell you may use the Shiba Yojimbo Technique as normal, making the same Defense / Reflexes roll (TN 25) to absorb the damage instead of the charge. However, at the time of the roll you may choose to spend a Void Point as a Free Action to activate this additional ability: if you succeed in the roll, the damage is negated rather than simply transferred to you.
Provincial Guard [Bushi]
Once known as the Sapphire Legion, the Provincial Guard is a unit of distinction among the Phoenix Clan, well known for its defense of the sacred City of Treaties, Nikesake. The legion was founded hundreds of years ago, and named for the accord reached between the Phoenix and Crane clans, an accord further reinforced in later years by the marriage of Isawa Asahina to the daughter of the Crane Champion, resulting in the creation of the Asahina family. The legion’s name is taken from the color of the gemstone in question, a tribute to the colors of their allies among the Crane. In recent generations, however, the creation of an elite unit called the Legion of the Sapphire Chrysanthemum within the hierarchy of the Imperial families, who were ignorant of the Phoenix unit’s existence, has created something of a predicament for the Phoenix clan. They cannot continue to refer to their unit as the Sapphire Legion for fear of confusing them with the Imperial group of a similar name, and so the group has become known simply as the Provincial Guard, an admittedly somewhat bland name that manages to preserve both the unit’s intent as well as its integrity. Members of the Provincial Guard are well known for their courtly tendencies, and are trained in matters of etiquette in addition to their normal duties as sentries and yojimbo. Perhaps Ironically, the Shiba who train within Nikesake have found that the two aspects of their training are actually quite similar, and mutually beneficial.
Requirements:
- Technique Rank2
- ReplacesShiba Bushi 2
- RequirementsDefense 2, Etiquette 2
- TechniqueMaintaining the Peace - A Shiba member of the Provincial Guard is skilled in protecting himself from all harm, regardless of its source. When in the Defense or Full Defense Stances and spending a Void Point to augment your Armor TN, you also add an amount to your Armor TN equal to your Etiquette Skill.
Sesai Ninja [Ninja]
* **Technique** Rank: 2
Requirements:
- Technique Rank2
- ReplacesShiba Bushi 2
- RequirementsStealth 3
- TechniqueAnything For the Phoenix - When on a battlefield, you gain +1k1 to all Stealth rolls and a Free Raise on all attack rolls made by surprise. When performing dishonorable acts on behalf of the Phoenix Clan, you lose half the normal amount of Honor (rounded up).
Some Shiba choose to train with the Asako in order to become scholarly historians of war and conflict, a path of study which the Asako family normally frowns upon. These Shiba are able to view contemporary battles and campaigns through the dispassionate eye of history, allowing them to offer potent counsel to their fellow Shiba during times of war. When the Phoenix must fight, every Shiba general makes sure he has an Advisor on his command staff.
Requirements:
- Technique Rank3
- ReplacesAsako Loremaster 3
- RequirementsLore: History 3, Lore: War 3
- TechniqueLessons Never Forgotten - The Advisors have the ability to call on their scholarly knowledge of war to enhance their army’s chances of success. Prior to your side undertaking a military task or duty (such as a patrol, a scouting mission, an attack on an enemy, or a hunt for bandits), you may review the plans for the task and apply the wisdom of history. You make either a Lore: War / Intelligence roll at TN 25 or a Lore: History / Intelligence roll at TN 35. With a success, you are able to give advice which increases the chances of success on the mission. One allied bushi on the mission gains a single Rank of Luck for the duration of the mission (if unused it disappears at the end of the mission). You may Raise to bestow the Luck on additional allies (but not on yourself), to a maximum number of allies equal to your School Rank.
The love of Shiba have for scholarly pursuits and the arts is an oddity among bushi families in Rokugan, so much so that many other bushi families look upon them with a mixture of confusion and distaste. Many Shiba pursue some manner of artistic endeavor, although they usually prefer those of a scholarly nature, such as poetry or writing. Some, however, embrace both sides of the their family's nature and take up the path of the armorsmith, crafting the famous armor of the Phoenix Clan. These are both beautiful artistic creations and instruments of defense for what the Shiba regard as the tragic inevitability of war.
Requirements:
- Technique Rank2
- ReplacesShiba Bushi 2
- RequirementsCraft: Armorsmithing 3, Defense 3
- TechniqueBrilliant Steel - A Shiba armorsmith is adept at the creation of beautiful armor, and consequently is also adept at using armor effectively on the battlefield. You gain a +1k0 bonus when making Craft rolls to create armor. When you are wearing armor and spend a Void Point to increase your Armor TN by 10, you may increase your Armor TN by an additional amount equal to twice your Earth Ring.
Founded by the unconventional shugenja Shiba Tsuna, the Illusionists use Air Magic to delight and entertain, following their founder's dictum that there is no sound the Air kami like more than the laughter of children. They are regarded with some hostility by the Isawa, who believe their use of the kami is frivolous, but after the disgrace of Tsuna's rival the Isawa have avoided any direct attack on the organization, preferring to simply ignore it as much as possible.
Requirements:
- Technique Rank1
- ReplacesIsawa Shugenja 1 or Shiba Artisan 1
- TechniqueThe Tejina's Art - The path of the illusionist is one that specializes in crafting false images. You gain a number of additional spell slots per day equal to your School Rank. You may only use these slots to cast the spells Token of Memory, Flight of Doves, or Mists of Illusion.
Shiba bent the knee to man and swore to follow the Isawa family at the inception of the Phoenix Clan. Throughout Rokugan's history, the Shiba family has acted as the defenders of the Isawa shugenja against anything that may stand against them. The Shiba take this duty seriously and many have devoted their entire lives to this goal. The Shiba Yojimbo is the epitome of the family's ideal; he will die before he allows harm to his charge.
Requirements:
- Technique Rank3
- ReplacesShiba Bushi 3
- RequirementsHonor Rank 5.0+
- TechniqueShiba's Sacrifice - The Shiba yojimbo are an elite cadre of personal guards, trained to give their lives for their charges at a moment's notice. Only the most honorable and selfless of the Shiba are selected for this training, since it requires a willingness to throw one's life away without hesitation. At the start of any skirmish, you may designate one ally as your charge for that skirmish. Any time your charge is hit by a physical or a targeted (non-area-affect) damage-causing spell, if you are within 10' you may make a Defense / Reflexes roll at TN 25. With a success, you take the damage instead of your charge. If you spend a Void Point to reduce this damage, it is reduced by 20 instead of the normal 10.
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).
The Acolytes of Snow [Shugenja]
Founded by a third-century Isawa shugenja who was fascinated by the legends of the Yuki no Onna (Snow Maiden), the Acolytes develop magic built around snow and ice, modifying spells from Water and other Elements to fit their needs.
Requirements:
- Technique Rank2 or 3
- ReplacesIsawa Shugenja 2, any other Phoenix Shugenja 3
- RequirementsLore: Yuki no Onna 3 or Water Affinity
- Techniquethe Maiden’S Icy Grasp - The Acolytes of Snow recognize that the icy touch of the Snow Maiden allows Water to mirror the strength and power of Earth. You may cast the following Earth spells as Water spells: Armor of Earth, Armor of the Emperor, Be the Mountain, Bonds of Ningen-do, Earth’s Stagnation, Grasp of Earth, Major Binding, Minor Binding, and Wall of Earth. The spells create their physical effects from ice instead of from earth or stone, and the Acolytes usually rename these spells to incorporate "Ice" into their titles.
The Inferno Guard [Shugenja]
The Elemental Legions of the Phoenix Clan are a legend even among the Empire’s military traditions. The Firestorm Legion and their attendants in the Legion of Flame are the most aggressive of the Elemental Legions, ever on the forefront of any battle in which they are part of the Phoenix forces. Despite their overwhelmingly aggressive tactics, however, even the vaunted Firestorm Legion must give some attention to defense, and that is the purpose of the Inferno Guard. They defend positions by creating walls of fire, they protect by immolating archery fire from the sky, and they obscure by filling the skies with thick plumes of smoke.
Requirements:
- Technique Rank3
- ReplacesIsawa Shugenja 3
- RequirementsFire 3, Battle (Mass Battle) 3, Fire affinity.
- TechniqueMenacing Flames - Members of the Inferno Guard learn how to employ certain Fire spells to maximize the apparent threat they represent to opponents. When casting any Fire spell that does not list "One Target Creature" or "One Target Individual" as its Area of Effect, you may either spend a Void Point or expend an additional Spell Slot to give the spell an additional effect of Fear X, where X is the Mastery Level of the spell.
The Scorpion Clan often approaches court, like war, as a domain where misdirection and confusion are its most potent allies. Although the Bayushi Courtier School focuses primarily on blackmail as its favored weapon, the school’s sensei also teach specialized techniques in spreading false information. The more rumors and confused gossip suffuse a court, the easier it is for the Masters of Secrets to prevail.
Requirements:
- Technique Rank3
- ReplacesBayushi Courtier 3
- RequirementsSincerity (Deceit) 3
- TechniqueSmoke Screen - The Distracter specializes in spreading false information in order to confuse and disrupt his opponents. When in conversation with another individual, you may roll Sincerity (Deceit) / Awareness against the target’s Investigation / Awareness to inflict misinformation on a specific topic. (If the target possesses a directly relevant Lore skill, he may substitute Lore / Intelligence for the Investigation roll.) If successful, the target’s future discussions of that topic are weakened by his false information; he must call a Raise for no effect any time he makes a Social Roll involving that topic. You may call Raises on the Contested Roll to increase the number of non-effect Raises the target must call.If the target fails to call the Raises (or is unable to call them due to insufficient Void Rank) he is considered to automatically fail the Social Skill Roll. At the GM’s option, a character who calls the Raises and then fails his Social Skill Roll due solely to those Raises may embarrass himself in public due to his display of false information, resulting in a loss of 1-5 points of Glory (depending on the importance of the topic).The effects of this Technique last one week, and it cannot target the same person within the same week.
The fact that the Bitter Lies technique works at all is astounding. The founder of the Bitter Lies style, Bayushi Tangen, was a man who capitalized on chance and reaches success through sheer force of will. He refused to accept anything as out of his reach and would take insane risks to accomplish his tasks. He passed this style of no-holds-barred adventurous fighting to a single student, who later found several students of his own. The Bitter Lies Swordsmen carry on this legacy with their own reckless antics. The Swordsman's natural fortune helps him survive situations where logic says he could not.
Requirements:
- Technique Rank3
- ReplacesBayushi Bushi 3
- RequirementsKenjutsu 3
- TechniqueThe Dark Sword of Bitter Lies - The Bitter Lies Swordsman charges into battle with no regard for his own safety. You may spend a Void Point to immediately re-roll any one roll. This re-roll suffers no penalty to the TN, even if you failed the original roll. You may keep either result that you prefer. However, you may not re-roll the same roll another time through any means.
Fading Shadows [Shugenja]
The Fading Shadows are a tiny sect operating out of the Hidden Moon Dojo, the secretive Scorpion organization devoted to studying the Nothing and its manifestations in Rokugan. The Fading Shadows recognize that a link may exist between the Nothing and the Void, a disturbing idea but one that provides useful means of defeating the Nothing’s machinations. They are predominantly Soshi, but the Hidden Moon Dojo does not hesitate to recruit shugenja from other Scorpion families if it seems advantageous to do so.
Requirements:
- Technique Rank5
- ReplacesAny Scorpion shugenja 5
- RequirementsVoid 4, Spellcraft 5, Forbidden Knowledge: Lying Darkness
- TechniqueUnravel the Shadow - The shugenja of the Fading Shadows are trained to perceive the lies and distortions of the Nothing and to disrupt the powers of the Shadowspawn by exploiting their vulnerability to the Void. As a Simple Action, you may spend a Void Point to try to strip away the false identity of any Shadowspawn and other minions of the Nothing within your sight, revealing them for what they are. This requires a Contested Roll of your Void against their Willpower. With a success, the creatures are revealed as what they truly are, and are unable to reassume a false identity as long as they remain in your sight. As a Free Action, you may spend a Void Point when you cast a spell or make a physical attack. That spell/attack will have full effect on a minion of the Nothing, regardless of normal resistances or immunities.
Kuroiban [Shugenja]
The Kuroiban were originally created by the Yogo, and the Yogo family still leads the organization. However, it draws recruits from both the Scorpion shugenja Schools. Only the most trustworthy and skillful shugenja are recruited into the Black Watch, since its very existence is known to only a handful of people. Outside the Scorpion Clan, only the Kuni family is full aware of the Kuroiban, although the Asako Inquisitors have a vague realization that something of the sort exists.
Students of the Kuroiban are taught a secret technique to call on their connection with the kami and root out those who are corrupted by Jigoku's touch.
Requirements:
- Technique Rank4
- ReplacesAny Scorpion shugenja 4
- RequirementsWillpower 4, Lore: Maho 3, Lore: Shadowlands 3. Must have been chosen to serve in the secret order of the Kuroiban.
- TechniqueThe Black Watch - You have been taught to sense the presence of the Taint through your connection to the kami. Any time you target someone with a spell (including a benign or helpful spell) you may expend an additional spell slot (in any Element) and take a Free Action to make a Contested Willpower roll with the target. If you succeed in the roll, you can sense whether or not the target is Tainted (e.g. has at least one full Rank of Taint). Normally this technique can only be triggered with targeted spells that have an instantaneous effect. However, if you are trained in the Yogo Shugenja School you may also use this technique with your wards, activating it when the ward is placed. If the spell has a duration, you may only use the technique at the moment you place the ward.
Saigo's Blades [Bushi]
The iaijutsu duel is a sacred tradition in Rokugan and a lynchpin of the Empire's legal system. Given the history the Scorpion Clan has in the creation of that system, it comes as no surprise that a small but effective branch of the clan's primary bushi school is devoted to the art of iaijutsu. Through much of the Empire's history the group did not have an official name, but during the years immediately prior to the Clan War it drew attention for the deeds of Bayushi Saido, one of the finest graduates of its training program. Saigo's victories over other clans' duelists were so notable that the graduates of the dojo became known - first informally, then later formally - as Saigo's Blades.
Requirements:
- Technique Rank3
- ReplacesBayushi Bushi 3
- RequirementsIaijutsu 3
- TechniqueSaigo's Technique - A true Scorpion duelist knows that intimidation and deception are the keys to victory. When dueling any opponent that you have previously used the Intimidation Skill upon successfully, you gain a bonus of +5 to the total of the your roll during the Assessment Phase of the duel. Additionally, by spending a Void Point, you may report one statistic of your choice as being one rank higher during the Assessment Phase.
The long period of relative peace and tranquility the Empire enjoyed took its toll upon the Scorpion just as it did all the clans. When the whispering of Ambition began to take hold in Bayushi Shoju’s mind, his demeanor changed, affecting those closest to him, then their vassals, and so on. When the Scorpion discovered the prophecy that foretold the return of Fu Leng through the last Hantei, this growing seed of dissent and paranoia blossomed into a loyal cadre who would do anything to make Shoju’s vision a reality. These warriors, priests, and courtiers, conspirators one and all, formed the bulk of the forces in the Imperial City during the Clan Coup, commanding even senior officers and agents in the successful capture and security of the city as a whole.
The technique which these men and women employed was not wholly exclusive to their era, however. The Scorpion Clan has always had those willing to do anything at all to fulfill their lord’s commands, and in truth the technique of the Scorpion Loyalists can probably be traced back to the internal split within the clan during the Gozoku era.
Requirements:
- Technique Rank2
- ReplacesAny Scorpion School at Rank 2
- RequirementsCourtier 4 (courtiers), Spellcraft 4 (shugenja), one Weapon Skill at 4 (bushi or ninja)
- TechniqueNo Matter the Cost - Those Scorpion agents who embrace their duties to the fullest strike viciously at the clan’s many enemies without regard for the constraints of honor, custom, or propriety. You may sacrifice points of Honor up to a maximum number equal to your Scorpion School Rank to gain a bonus on one roll made against non-Scorpion opponents. Bushi and ninja gain a bonus of +1k0 per point of Honor on attack rolls, courtiers gain the same bonus on Contested Social Skill Rolls, and shugenja gain the bonus on spell-casting rolls made on Air spells (only) targeting those opponents.
Although every clan has artisans who specialize in the creation of courtly masks, the Scorpion Clan takes such artistry to a much higher level. This is hardly surprising given the importance of masks to Scorpion culture.
Requirements:
- Technique Rank2
- ReplacesBayushi Courtier 2, Soshi Shugenja 2, Yogo Shugenja 2
- RequirementsCraft: Maskmaking 5, Sincerity (Deceit)
- TechniqueConceal the Eyes - The artisans who craft masks for Scorpion samurai know how to direct attention away from the wearer’s face (and any social cues it might reveal) to the distracting mask itself. Once every three months, you may craft a mask which is especially effective at concealing thoughts and emotions; this mask matches the abilities of the Inheritance Advantage with the Sincerity Skill, and creating it requires two Raises on your Craft: Maskmaking roll. Also, your experience at using masks to conceal emotions teaches you how to read others’ intentions without relying on facial expressions. You gain a +2k0 bonus on any Social Skill roll to detect falsehood or concealed intentions in others.
Scorpion Weaponmaster [Bushi]
The Scorpion are not generally known as a clan of great warriors, at least not in the same manner as their rivals among the Lion and the Crab. They are much more commonly perceived as villains, thieves, and assassins, accusations that are vehemently contested and yet not without a kernel of truth. Still, there are many within the Scorpion Clan who excel at martial pursuits, and the Scorpion army is rightfully feared on the battlefield. A small handful of Scorpion, however, possess the perfect combination of natural talent and extensive training to elevate combat beyond the simple act of war; in the hands of a Scorpion master, a weapon is but a brush and combat is his art. Perhaps ironically, the greatest weaponmasters among the Scorpion are typically found within the ranks of the Bitter Lies legion, which has led some within the clan to speculate that the prodigious physical talents these samurai possess are in fact some manner of compensation for their damaged psychological state.
Requirements:
- Technique Rank4
- ReplacesBayushi Bushi 4
- RequirementsAny three Weapon Skills at 2
- TechniqueI Am A Weapon - A true weaponmaster understands the common thread between all weapons, and draws upon it. When wielding any melee weapon, a number of times per skirmish equal to your school rank, you may as a Free Action use any other melee Weapon Skill you possess for attack rolls using your current weapon. For example, you could spend a Void Point to use Kenjutsu when wielding a tetsubo if you had no ranks in Heavy Weapons. You gain no benefits from any Mastery Abilities or Emphases when utilizing this Technique. The effect lasts a number of Rounds equal to your School Rank, and while this Technique is in effect you may make melee attacks as a Simple Action rather than a Complex Action.
Shadow Blades [Ninja]
Among the military ranks of the Scorpion, there is one unit that is known to the clan’s leadership but which appears in no formal documentation anywhere in the clan’s annals. These men are trained by sensei of both the Bayushi and Shosuro families, and are among the most proficient killers in the entire Empire. When they take the field, there are no survivors to tell tales of their abilities. Even their allies never lay eyes upon them. The location of their secret dojo is unknown to all save those who dwell within it, and those of family daimyo status or higher among the Scorpion. A persistent rumor among the attendants of those who know of the Shadow Blades’ existence places the dojo within Zakyo Toshi, but no one knows if this is simply conjecture or if there is a kernel of truth to the matter.
Requirements:
- Technique Rank3
- ReplacesBayushi Bushi 3 or Shosuro Infiltrator 3
- RequirementsNinjutsu 3
- TechniqueNever Beyond My Reach - The flawless blend of warrior and assassin works unlocks a samurai’s true potential as a killer of men. You may make melee attacks as a Simple Action instead of a Complex Action when wielding a katana, weapons using the Ninjutsu Skill, and to the Ninja-to sword. You may also add +1k1 to your attack and damage rolls with that weapon.
The Scorpion Clan never publicly acknowledges the existence of many of their elite forces. Their assassins and ninja can slip past powerful defenses to reach their targets. However, these ninja are only humaan and have limits to their abilities. The Soshi's Shadow Hunters are adept in speaking with kami, bypassing normal thresholds of power. The Shadow Hunters can alter the world with the help of their spells. These elite assassins meld with the darkness, revealing themselves only to devastate their foes.
Requirements:
- Technique Rank3
- ReplacesAny Scorpion Shugenja School, Rank 3
- RequirementsStealth 3
- TechniqueScourge in Shadow - There are some targets the Shosuro ninja are unable to eliminate, either because of their protection or simply because they are too difficult to kill. For such targets, the Soshi send in their Shadow Hunters. When casting a damaging spell targeting an opponent who is unaware of your presence, you gain a bonus +2k0 on the Spell Casting Roll. You may also spend a single spell slot as a Free Action to gain a bonus of +1k1 on a Knives or Stealth Skill Roll.
Shosuro Assassins [Ninja]
The Assassins are the venomous sting of the Scorpion, their activities one of the greatest sources of paranoia in all Rokugan. They are trained to dispatch all manner of targets in every sort of circumstance, relying on tanto as small, easily concealed weapons which are ideal for infiltration work. The Shosuro Assassins learn to employ precise knife cuts and stabs to slay their targets in a matter of seconds with a minimum of noise and commotion.
Requirements:
- Technique RankN/A
- ReplacesN/A
- RequirementsCraft: Stealth 5, Knives 5, must have attained Rank 5 in either the Shosuro Infiltrator or Shosuro Actor school
- TechniqueThe Hidden Blade - The Assassins are the elite killers of the Shosuro shinobi orders, trained to kill their targets with a single precise stab or slice. When attacking a surprised or unaware opponent with a knife, you may activate this Technique by spending a Void Point (as a Free Action). Your attack will target a vital spot, and any Raises for damage you make on that attack are kept dice (+1k1 per Raise) instead of unkept (+1k0).
Shosuro Defilers [Courtier]
The Defilers are an elite group within the Scorpion who specialize in the destruction of reputations, skillfully spreading lies and calumnies against their opponents, often lies backed with just enough truth to make them effective. They tend to be prominent figures whose vicious tongues earn them many enemies, and their tactics can sometimes rebound back on them - especially if the target of their words has a better dueling champion than they do. However, a true Defiler is more than ready to give his life in return for shattering the name, honor, and repute of an enemy of the Scorpion.
Requirements:
- Technique Rank3
- ReplacesBayushi Courtier 3 or Shosuro Actor 3
- RequirementsSincerity (Deceit) 3, Glory Rank 3.0 or better
- TechniqueShameless Slander - The Defilers forsake blackmail and manipulation in favor of smearing and destroying their foes. If you slander someone in court, either directly or indirectly, you may roll Sincerity (Deceit) / Awareness against their Etiquette (Courtesy) / Willpower; if you are able to base your slander on a real secret or disgrace involving the target, you gain a +1k1 bonus to the roll (GM's discretion). If you succeed in the roll, the target is humiliated and disgraced, losing a number of points of Honor and gaining a number of points of Infamy equal to your current Glory Rank. If he does not promptly and effectively answer your slander (GM's discretion, but in general the victim should have to make a concerted effort within the first week after he has been targeted), he also loses 1 Rank of Devotion from all of his Allies. The Defiler's attacks are not without rank. If you lose the Contested Roll, your blatant insults degrade your own reputation, lowering your Glory by 3 points. This technique cannot target the same person more than once per month.
The Colonies are a vast area in which many dangers and secrets are hidden. The other clans are interested in those secrets, interested in what resources and power might be contained or unleashed by them, interested in how they can benefit from such things. But while the clans understand the physical dangers of such things, only the Scorpion understand the spiritual threat. Only they know the razor’s edge on which they walk, risking the integrity of their honor and indeed their souls by studying such gaijin artifacts. The two branches of the Soshi family, those who follow the path of the priesthood and those who follow the ways of combat and law enforcement, have both dedicated themselves to ensuring the danger presented by the Colonies is never fully realized. Whatever horrors they must perform, they accept them as necessary burdens to prevent even greater horrors from being unleashed. If all goes as planned, the other clans will never know the suffering the Scorpion have spared them.
Requirements:
- Technique Rank3
- ReplacesSoshi Magistrate 3, Soshi Shugenja 3
- RequirementsLore: Shugenja 3 or Lore: Law 3 (whichever applies to the opposite School)
- TechniqueNone Shall Know My Path - The Sons of Shadow train extensively with their cousins throughout the Soshi family, learning the skills of both of the family’s schools. If you are a Soshi Shugenja, you may as a Simple Action spend a spell slot to gain temporary ranks equal to your School Rank in Athletics, Defense, Intimidation, or Lore: Underworld. If you are a Soshi Magistrate, you may as a Simple Action spend one Void Point to gain temporary ranks equal to your School Rank in Calligraphy, Courtier, Etiquette, Lore: Theology, Spellcraft, or Stealth. These temporary Skill Ranks last for one hour. No Mastery Abilities are gained for any of these temporary Skill ranks.
Soshi Deceivers [Shugenja]
For centuries the Soshi Deceivers are the darkest secret of the Soshi family: a secret group who combine Air magic and the power of Nothing to produce a host of sinister effects. They are notably adept at illusion magic, cloaking their actions in concealing shadows, rendering themselves invisible, or taking on the visage of others to deflect blame for their actions. After the exposure and apparent defeat of the Lying Darkness, the original Deceivers are purged from the clan, but the organization is later re-started in the belief that its powers can be replicated without relying on the dangerous influence of the Shadow. Whether this effort is truly successful, or the Soshi are merely deceiving themselves, remains to be seen.
Requirements:
- Technique Rank3
- ReplacesSoshi Shugenja 3
- TechniqueWay of the Shadow - A master of Shadow gains many powerful abilities. You may sacrifice a spell slot of an Element to gain perfect vision when in absolute darkness. Alternatively, you may spend an Air or Void spell slot to gain a bonus of +1k1 to the total of any Stealth, Sleight of Hand, or Sincerity (Deceit) Skill Roll. You may not spend more spell slots than your Insight Rank in this manner on any one Skill Roll.
Most clans and families maintain a highly skilled force known as an Elite Guard or House Guard, usually tasked with protection of the Clan Champion and/or of key clan holdings. Appointment to such a force is a privilege and reward, a mark of great trust from the clan’s rulers. The Scorpion Elite Guard, however, is a very different sort of force. Each member of the Scorpion Clan’s Elite Guard trains to adapt his fighting style to that of a specific enemy clan, becoming an intimidating opponent to any members of that clan - and also gaining the ability to pose as one of that clan’s samurai if necessary. Of course, this is a secret largely unknown outside of the Scorpion Clan, and most opponents believe the Scorpion Elite Guard is merely a highly proficient bushi unit like the comparable force of other families and clans. Within the ranks of the Scorpion Clan itself, the warriors of the Elite Guard are sometimes called "Violators".
Requirements:
- Technique Rank3
- ReplacesBayushi Bushi 3, Shosuro Actor 3
- RequirementsLore (selected clan) 3, Kenjutsu 5. At the GM’s option, characters may substitute "Heart of Vengeance [Selected Clan]" for the Lore requirement.
- TechniqueThe Eyes of My Enemy - You select a specific Great Clan when you learn this Technique (this choice cannot be changed). You may attack as a Simple Action when targeting a samurai from this clan. When fighting a Skirmish against a samurai from this clan, as a Simple Action you may spend a Void Point to prevent that samurai from using his School Techniques for his next two Turns. (This Technique cannot be used in iaijutsu duels.)Historical Note: In the twelfth century, the Scorpion Clan is exiled for a time in the Burning Sands. During that period, a warrior named Bayushi Eiyo encounters one of the legendary Ashalan and learns a fighting technique that also disrupts the enemy’s fighting style; Eiyo later teaches this technique to a number of successors, and the members of this group also call themselves "Violators". Mechanically, the GM can use this Path to represent both the Elite Guard and Eiyo’s later group.
Chain weapons are taught in the Scorpion Clan’s shinobi organizations, and in addition there is a showier type of chain ghting taught at the Shosuro Acting Academy which is designed to appear as a form of dance. Those few Scorpion bushi and assassins who actually specialize in chain weapons above other types of armament train in the small dojo which calls itself the Scorpion’s Tail. Their style specializes in the kusarigama, using it as both an infiltration tool and as a vicious weapon. They especially appreciate its ability to disable and even cripple opponents at a distance.
Requirements:
- Technique Rank3 or 4
- ReplacesBayushi Bushi 3, Shosuro Infiltrator 4
- RequirementsAthletics 4, Chain Weapons 4
- TechniqueThe Tail’s Reach - The Scorpion’s Tail dojo teaches students several effective ways to employ the kusarigama and its brethren. If you use any chain weapon as a climbing tool, you gain a +1k1 bonus to any Athletics rolls made for that purpose. You may attack with a kusarigama at a distance of up to 15’ from your target. Also, any time you attack with a kusarigama, you may call three Raises on the attack to inflict the Lame Disadvantage on your opponent ; the Disadvantage lasts until the Wounds from the attack are healed.
Chuda Necromancer [Shugenja]
Requirements:
- Technique Rank3
- ReplacesChuda Shugenja 3
- RequirementsLore: Shadowlands 3, knowledge of the maho spell Summon Undead Champion
- TechniqueThe Dead do not Rest - The Chuda are unparalleled masters of undeath. As a Simple Action you may expend a spell slot of any element to immediately create from existing corpses a number of zombies equal to your Taint Rank. These undead will obey simple commands from you. They last for one week or until you choose to dismiss your power over them-either way, at that point the corpses disintegrate into rot and dust.
The Shadowlands Taint offers great power to those who would listen to the seductive beckoning of the dark realm. This comes with certain drawbacks, often including grotesque disfigurations. Witch Hunters and Jade Magistrates learn to spot these changes and kill these blasphemers on sight. Those who use these profane rituals must find ways to lessen the consequences of their actions if they wish to live within the Empire. The Chuda Subversives are well versed in masking the effects of the Shadowlands Taint and passing as normal citizens of the Empire. Their abilities have grown so great that they may even fool the kami.
Requirements:
- Technique Rank4
- ReplacesChuda Shugenja 4
- RequirementsLore: Shadowlands 4
- TechniqueThe Dark Kami's Discretion - Certain sects of the Shuda have extensively studied means by which the influence of Jigoku in the mortal realm can be concealed from others. By expending three spell slots, you may completely suppress your own Taint, or that of a willing target you touch, for a number of hours equal to your School Rank. In the case of a human who possesses the Taint, this will render them temporarily immune to damage from jade or other effects that target the Taint, but will deny them access to any Taint based powers. In the case of inherently Tainted creatures targeted by this effect, such as oni or goblins, the effect only renders them immune to Taint detection abilities. They gain no immunities and lose no abilities. This technique in no way disguises physical mutations.
Colonial Conqueror [Bushi]
The dangers of a new land are ideally suited to unleashing the full power and horror of the Spider Clan. When the Divine Empress struck her bargain with the forces of darkness at the end of the Destroyer War, she knew what would become of those corrupted vassals entering her service. She would send them away, to ensure that her own people, the just and the honorable, would be spared their company and their threat. What she could not know, what she did not foresee, was the incredible joy the Spider would take in fulfilling her command: “Go forth, and conquer in my name.”
Requirements:
- Technique Rank3
- ReplacesDaigotsu Bushi 3, Order of the Spider Monk 3
- RequirementsEarth 3, Strength 3
- TechniqueAll Fall Before Me - A Spider Conqueror is an unstoppable juggernaut of destruction that crushes all in its path without hesitation or remorse. Once per Round when you make a successful melee attack, you may immediately take a Free Action to make a Contested Willpower Roll with your opponent. If you win the Contested roll, your damage for that strike is doubled.
Daigotsu Scout [Bushi]
In addition to serving as the lords of the Spider Clan, the Daigotsu are also the rank and file of its legions. Of the many samurai who have joined the clan since its inception, those with a talent for speaking to the kami join the Chuda, those whom the Shadow Dragon has chosen as his own become members of the Goju, and a small handful take up the path of the monk as members of the Order of the Spider. All the rest join the Daigotsu, and among those legions, the cruel and sinister sensei of the Spider dojo select those with the greatest affinity for stealth, athleticism, and sheer physical prowess to serve as the small but distinguished group known as the Daigotsu scouts. These individuals are trained extensively in the art of remaining unseen regardless of circumstances, and are allowed to travel through the Empire with impunity, observing and remembering everything they have seen to report back to their master Daigotsu. In addition to their physical talents, the scouts are chosen for mental acuity; they dare not keep records of their observations, as capture could reveal too much about the family or clan. Likewise their loyalty to the Spider is of paramount importance. In the event that one of them is captured, the Daigotsu sensei must be confident that the scout will not betray the family’s secrets even under pain of torture or death. Together, these traits result in an elite cadre of scouts who are intelligent, talented, and completely ruthless. Those few who know of their existence regard them as extremely competent and dangerous enemies.
Requirements:
- Technique Rank2
- ReplacesDaigotsu Bushi 2
- RequirementsStealth 3
- TechniqueThe Cloak of Shadows - Although not as talented as the inhuman minions of the Shadow Dragon or the Lying Darkness, the Daigotsu scouts are still highly skilled in moving about without being detected. Stealth is now considered a School Skill for you, and you gain one additional Emphasis in the skill above any you may already possess, and in excess of the maximum normal number of Emphases you may posses. Your Move Actions are not reduced when using Stealth, and when using Stealth you may also ignore any terrain penalties that would normally reduce your Move Actions.
Dark Path Sohei [Monk]
The Order of the Spider is an enigmatic and sinister order, with its origins in the diseased and diabolical mind of the fallen monk Roshungi. Under his teachings, enlightenment could only be discovered by completely unlocking an individual’s greatest physical and mental power. The path to doing that, Roshungi reasoned, was completely up to the individual to discover. In his order, those who wished to embrace their full potential and thus unlock enlightenment and the secrets of the universe were encouraged to embrace whatever means were necessary to achieve power. To some, this meant embracing the Shadowlands Taint. To others, it simply meant becoming physically and mentally disciplined and powerful on a level virtually unprecedented among the Brotherhood. Roshungi’s greatest pupil and eventual successor, the monk Michio, embodied this philosophy to its utmost, but there are others among the order who believe that they have been successful in finding the first steps down the road to enlightenment. Some of these individuals call themselves the Dark Path sohei, or warrior monks. These individuals combine all the power and ruthlessness of their order with the strange, almost supernatural powers normally seen only among the Brotherhood. Together, the two are an exceptionally dangerous combination that ensures the Dark Path sohei are a deadly threat to any they choose to label as enemies.
Requirements:
- Technique Rank2
- ReplacesOrder of the Spider 2
- RequirementsTheology 3
- TechniqueWalk upon the Dark Path - Even the most devout member of the Brotherhood of Shinsei would attest that there is no one true path to enlightenment, and certain members of the Order of the Spider seem to bear out that theory. You gain two Kiho, for which you must meet all normal prerequisites. These Kiho do not count against the normal number of Kiho you may learn as determined by your School Rank.
When the Spider Clan was formed out of the Lost, its founder Daigotsu decided to organize his forces as a subversion of the values Rokugan holds dear. He created an ideology and a set of laws with which to rule his own empire. The Obsidian Magistrate acts as the dark mirror of the Emerald Magistrate. He imposes the law of the Spider on everyone he meets, and his fanaticism fuels ferocious charges against his foes on the battlefield.
Requirements:
- Technique Rank1
- ReplacesDaigotsu Bushi 1
- RequirementsInvestigation 2
- TechniqueStrength in Terror - The Obsidian Magistrate is the bastion of Shourido and enforcer of Daigotsu's will. You gain the Benefit, Skills, Honor and Outfit of a Rank 1 Daigotsu Bushi, you may add your Perception Trait plus your Taint Rank to the total of all High and Bugei Skill Rolls. This bonus does not apply to Weapon Skills. You may also add the difference between your Honor and that of your opponent to the total of all attack rolls made against that opponent.
Susumu Courtier [Courtier]
At the end of the twelfth century, the Susumu have existed as a family for only a single generation, and have barely begun to differentiate themselves from the earlier methods of the Daigotsu family. This is represented mechanically by giving them a Path rather than their own full School.
From a strictly "historical" sense, the value of the Susumu Path is limited, since it can only be used in games set in or after the Age of Exploration. However, as with other such specialized mechanics in L5R, GMs can freely modify the Susumu Path to fit other eras or storylines. For example, if Shourido emerged earlier in Rokugan’s history, any number of different groups might have developed a Technique based on embracing and exploiting the Way of Victory.
Requirements:
- Technique Rank1
- ReplacesDaigotsu Courtier 1
- TechniqueThe Way of Victory - Susumu courtiers learn how to use the Code of Shourido to strengthen their own efforts in court and to ferret out and intensify the selfish impulses of other samurai. You gain the Student of Shourido Advantage for free (if for some reason you already possess this Advantage, the Experience Point cost is refunded). After a few minutes’ conversation with another samurai, you may make a Contested Social roll of your Temptation/Willpower against your opponent’s Etiquette/Willpower; with a success, you detect whether the character has any personal flaws which would make him amenable to the appeal of Shourido. (You do not learn the specific nature of the flaws, merely whether they exist. From the GM’s viewpoint, in addition to role-played flaws, this could also detect the presence of Disadvantages such as Brash, Compulsion, Consumed, Contrary, Disbeliever, Driven, Failure of Bushido, Cast Out, Dark Paragon, Forbidden Knowledge, and Perceived Honor.)
The Dark Whisper [Courtier]
Dark Whisper courtiers use the power of a bound Air kansen to dig out the secrets and sins of their foes, allowing them to subtly inflict chaos on the courts they attend. Because of the danger that their supernatural nature might be uncovered, they are deployed selectively, preferably in courts where their kansen ally is unlikely to be uncovered.
Requirements:
- Technique Rank3
- ReplacesDaigotsu Courtier 3
- RequirementsYou must have an Air kansen bound into your body by a special Chuda ritual. This does not directly Taint you, but the presence of the evil spirit can be sensed by those with the ability to detect spirits, and it will trigger the spell Ward of Purity.
- TechniqueVoice of the Kansen. - You may call on the power of your kansen to ferret out dark secrets within the minds and hearts of those around you. As a Simple Action you may attempt to sense the secrets of any one person within 100 feet, making a Contested Air Roll against them. The target will be aware of a vague sense of unease but there will be no other outward sign of your action. If the roll succeeds, you learn one meaningful secret about the target (chosen by the GM, but it will always be something useful and, if possible, will be related to sinful or dishonorable behavior). You may attempt this Technique against an individual person once per day, but once you successfully learn a secret, you cannot target that person again for one month.
Calm Heart Duelist [Bushi]
The dueling grounds of Dark Edge Village are famous throughout the Empire, and as a result many young duelists travel to the village to train and in hopes of meeting both worthy opponents and sensei looking for new students. The village is home to the only notable traditional dueling dojo within the Unicorn lands, although it is quite modest compared to those of the Crane or Dragon and is easily overlooked by visitors to the town. Ironically, most who adhere to the tradition come from the peaceful Ide family. Their purpose in creating a dueling tradition stems from their need to resolve conflicts in which their kinsmen, the representatives of the Unicorn Clan in court, become embroiled. The necessity of being able to skillfully defend the honor of the Ide and the Unicorn as a whole, and to do so without needlessly taking life, has given rise to the dojo of the Calm Heart Duelists.
Requirements:
- Technique Rank3
- ReplacesAny Unicorn Bushi School, Rank 3
- RequirementsIaijutsu 3, Lore: Law 1
- TechniqueThe Calm Heart Conquers - A soul of serenity can overcome even the most stalwart opponent. You gain a bonus of +1k0 to the total of any Iaijutsu Skill Roll when you are not striking to kill your opponent, whether in a duel to first blood or a skirmish. You may make melee attacks as a Simple Action instead of a Complex Action when you are wielding a katana or wakizashi.
Hand of Peace [Courtier]
The Hand of Peace follows Ide's peaceful dictums to their logical conclusions, becoming dedicated pacifists - often of a rather ascetic nature. Although they still carry the samurai weapons which are their legacy as members of the Unicorn Clan, they refuse to ever use them. They serve as good diplomats when dealing with the more peaceful and/or idealistic clans, such as the Crane and especially the Phoenix.
Requirements:
- Technique Rank4
- ReplacesIde Emissary 4
- RequirementsHonor 5.0 or better
- TechniqueIde's Ideal - The followers of the Hand of Peace are able to overawe their rivals by the purity of their devotion to peace. Any time you are able to propose a peaceful solution to a diplomatic problem or negotiation, you may cite the benefits of peace and roll Courtier (Rhetoric) / Awareness against your opponent's Etiquette (Courtesy) / Willpower. With a success, the opponent is forced to make a meaningful concession to your position (the exact nature of the concession is of course chosen by the GM, but it will always be significant). This technique may be used a maximum of twice per encounter. If you commit an act of violence (even in self-defense) that inflicts damage on a fellow Rokugani (even a ronin or bandit), your sense of moral serenity is shattered and you lose the benefits of this technique for one month.
Ide Caravan Master [Courtier]
The Ide family of the Unicorn are not only its representatives in court, but they also serve as its most effective and numerous merchant patrons. In particular, the Ide are well known for their merchant caravans, which travel across the Empire and sell the clan’s unusual wares to all manner of interested customers. This is an incredibly profitable endeavor that brings in a great deal of revenue for the family and the clan as a whole. Those who are trained to oversee such activities occasionally suffer from some degree of stigma for their association with mercantile pursuits, but the rewards are significant enough that there is never a shortage of willing candidates.
Requirements:
- Technique Rank1
- ReplacesIde Emissary 1 (This Path uses the same Benefit, Skills, Honor, and Outfit)
- RequirementsCommerce 2
- TechniqueThe Gilded Road - A true master of the caravan path can forge lasting bonds with his customers, and has reaped the rewards of his travels. You gain a bonus of +1k1 on all Commerce Skill Rolls. You also gain this bonus on all Social Skill Rolls made with your customers. You gain one level of the Wealthy Advantage and one instance of the Way of the Land Advantage for free.
Ide Trader [Courtier]
Commerce is ill regarded in samurai culture, yet it is essential to fuel the engines of war. The few Great Clans that dedicate families to the manipulation of the economy - the Yasuki of the Crab and Crane, the Daidoji of the Crane, and the Yoritomo of the Mantis - have considerable advantages over the others. The Ide Traders carve their own niche into this domain of conflict, utilizing their friendliness and eagerness to help others to facilitate their mercantile activities. Their affability is for the most part only a facade, however, for the best Ide Traders are as cunning and ruthless as the most cutthroat Yoritomo.
Requirements:
- Technique Rank2
- ReplacesIde Emissary 2
- RequirementsCommerce 3, and must pursue a career as a merchant patron
- TechniqueBrisk Economy - The Ide Trader is a master of the merchant class, extending his control across the land. You cannot lose Honor or Glory for using the Commerce skill in public. You may attempt to persuade someone to become a new mercantile partner for your clan by rolling Courtier (Manipulation) / Awareness with a bonus to the roll equal to double your Commerce Skill Rank. For persuading a commoner the suggested TN is 25, increased by the GM as appropriate if the target is hostile. Persuading a samurai requires a Contested Roll against the target's Etiquette (Courtesy) / Willpower, with the target gaining a bonus equal to double his Commerce Skill Rank. (Some samurai targets may gain additional bonus or even be immune to this Technique doe to unshakable loyalties - the GM has the final say in such manners.) If you succeed in the roll, the target agrees to become a part of your network of connections and commercial assets. You may immediately gain the target as a free Ally with 1 point of Devotion.
Iuchi Couriers (Lord of the Plains) [Shugenja]
Although they choose to refer to themselves by the humble appellation of the Iuchi Couriers, the shugenja who belong to this group are jokingly referred to by others within their clan as the Lords of the Plains due to their incredible ability to move at speeds no others can match. Shugenja trained by this group possess the ability to sooth the spirits of the Earth as they ride, creating a path of least resistance for their steed's benefit. This allows their horses to ride for much longer at a time, and with virtually no risk whatsoever of any missteps, even during the longest journeys.
Requirements:
- Technique Rank2
- ReplacesIuchi Shugenja 2
- RequirementsHorsemanship 3, Way of the Land Advantage
- TechniqueBeyond the Wind - You can shape the Earth as you ride, lending speed and endurance to your steed. With a five minute ritual and a successful Meditation Skill Roll (TN 15), you may bless your horse or the horse of another rider. For a number of hours equal to your Earth Ring, the horse will never suffer movement penalties based on terrain, nor will it suffer the effects of fatigue. The maximum number of horses which may benefit from this Technique at the same time is equal to your Earth Ring.
The people of the Unicorn are the children of the Four Winds and their wanderlust is legendary. The Iuchi Traveler spends his life on the road from birth, moving from one place to the next in an attempt to see all the wonders of the Empire. The Travelers have developed secret rituals to traverse the land in mere moments, allowing them to come back from their journeys whenever the Unicorn Clan needed their powers. These rituals were later adapted for many uses, including war. Despite this change in responsibilities. the typical Traveler remains optimistic and cheerful at heart. Multiple spell slots may be expended in this manner to move across greater distances.
Requirements:
- Technique Rank3
- ReplacesIuchi Shugenja 3 or Horiuchi Shugenja 3
- RequirementsAthletics 2, Horsmanship 2
- TechniqueWhere the Wind Wills - You possess knowledge of the most sacred Unicorn magic: the art of moving from one point to another without crossing the space in between. You may spend 1 Void Point and expend 1 spell slot of either Air or Water (Void may not be used) as a Simple Action to instantly teleport a maximum distance equal to your School Rank x 100 feet. This affects only you and the material you are carrying, but by expending a second Void Point you may also teleport any horse-sized mount on which you are sitting at the time of the effect.
Moto Fanatic [Bushi]
The Moto family prefers an extremely aggressive outlook on warfare rather than the more conservative viewpoint of the Shinjo. Moto warriors use the mobility of their horses to quickly close the gap to their enemy, and the Fanatics fully embrace that ideal of war. They charge the front lines of opposing armies with alarming frequency, often suffering surprisingly few casualties for their brash behavior. It seems these Fanatics survive the harshest battlefields through a mixture of skill and compete disregard for their own safety. They believe an all-out crazed assault disorients the enemy, forcing them to commit mistakes they would otherwise avoid, and their success would seem to prove the point.
Requirements:
- Technique Rank4
- ReplacesAny Moto Bushi School 4
- TechniqueReckless Abandon - The Moto Fanatic charges into the thick of battle with no thought to his own safety. If you are in the Full Attack Stance, you may spend a Void Point as a Simple Action to activate this Technique. You gain Reduction equal to your School Rank so long as your remain in the Full Attack Stance.
Rajya ke Varisa [Bushi]
The Rajya ke Varisa are a group of Crab, Unicorn, and Mantis samurai who study the fighting techniques of the Ivory Kingdoms kshatriya and find ways to use them in conjunction with Rokugani combat techniques. The gaijin turned-Mantis known as Yoritomo Singh also contributes to the organization’s training, seeking to preserve some aspects of his former culture. So far they have managed to devise only one technique, albeit one of significant value.
Requirements:
- Technique Rank4
- ReplacesHida Bushi 4, Shinjo Bushi 4, Moto Bushi 4, Yoritomo Bushi 4
- TechniqueLegacy of the Kshatriya - The Rajya ke Varisa have learned to emulate the kshatriya technique that calls on religious devotion to strengthen their force of their blows. However, instead of calling on blasphemous gaijin gods, they call on the power of their devotion to the Fortunes. Twice per skirmish, before making an attack you may take a Free Action to spend a Void Point; if the subsequent attack succeeds, you may add unkept dice to your damage roll equal to your rank in the Lore: Theology skill.
Even since its return to the Empire, the Unicorn Clan has established a tradition of upholding the law and protecting the common folk, a tradition which often puts it into conflict with groups like the Scorpion Clan and the Empire’s various criminal groups. The Shinjo family dominate this tradition and develop a Technique in support of it - somewhat ironic given that the Shinjo family was also heavily infiltrated by the Kolat. After the exposure and purging of the Kolat by Lady Shinjo herself, the Shinjo Magistrates remade themselves to be especially skillful at rooting out and purging the Kolat influence, later assisting the Ox Clan in establishing the order known as the Vigilant.
Requirements:
- Technique Rank2
- ReplacesShinjo Bushi 2, Utaku Battle Maiden 2, Moto Bushi 2, Moto Vindicator 2
- RequirementsInvestigation 3, Lore: Law 3
- TechniqueEyes of the Vigilant - The Magistrates are charged with rooting out and destroying criminals, traitors, and law-breakers of all sorts. When using Investigation to try to locate clues or to test another person’s truthfulness, you gain a +1k0 bonus. When tracking known criminals or traitors you gain a +1k0 to Hunting Skill rolls, and when attacking such persons you gain a +1k0 to all Weapon Skill Rolls.GM’s Option: The Unicorn Vigilant - In games set after the Hidden Emperor era, the GM can reflect the Unicorn Clan’s efforts to purge Kolat influence by increasing the Investigation bonus to +1k1 when opposing Kolat activities or agents.
The Unicorn Clan traveled through the dangerous lands outside Rokugan's borders and uncovered threats on every horizon. It soon became apparent that the band of heroes needed an advance unit traveling before them to skirt the most dangerous enemies. The Shinjo family accepted this duty. The Shinjo Scouts soon became adept in quietly stalking through foreign lands, comfortable as if they were in their own homes. Upon the Unicorn Clan's return to Rokugan the Shinjo Scouts traded knowledge with the Hiruma Scouts of the Crab Clan and grew even more formidable.
Requirements:
- Technique Rank2
- ReplacesMoto Bushi 2 or Shinjo Bushi 2
- RequirementsStealth 3
- TechniqueThe Swift Soul - The Shinjo Scout learns to slip by unnoticed, even deep in enemy territory. You may use the Stealth Skill while on horseback. You are considered to have the Way of the Land Advantage no matter where you are. Finally, you gain +1k0 to all attack rolls while Mounted.
Unicorn Bariqu Wrestler [Bushi]
Bariqu wrestling is distinct from the more widespread sumai wrestling, and is largely unknown outside of the Unicorn Clan. Within the Unicorn, its traditions date back to the time of the Ujik-Hai, the gaijin nomads who joined the clan and became the Moto family. Bariqu is focused on throwing the opponent, rather than driving him out of the ring, and makes heavy use of joint-locks and paralyzing holds.
Requirements:
- Technique Rank2
- ReplacesAny Moto bushi school 2, Shinjo Bushi 2
- RequirementsJiujutsu (Bariqu) 3
- TechniqueWay of the Ujik-Hai - A bariqu wrestler relies on his use of unconventional locks, holds, and maneuvers to defeat his foes, rather than just on raw strength. If your opponent in a Grapple does not have the Bariqu Emphasis of Jiujutsu, you gain a bonus of +1k1 when rolling to control the Grapple. If you have a higher Agility Rank than your opponent in a Grapple, you gain a +2k0 bonus when rolling to control the Grapple. These bonuses stack with each other.
Unicorn Doomseeker [Shugenja]
The Doomseekers are a Rokugani adaptation of an ancient Burning Sands order dedicated to bringing"death to the deathless" by rooting out and destroying immortal supernatural evils. The original targets of their technique were the heartless sorcerers known as khadi, but over the centuries they expanded their mission to include other immortal threats such as demons and rakshasa. (Ironically, it was actually a rakshasa, Adisbah the Cruel, who introduced the Doomseeker technique to Rokugan in order to avenge himself on the Bloodspeaker Iuchiban.) Within Rokugan the technique is extraordinarily rare and is only taught personto-person; thus far, there has never been more than one Rokugani Doomseeker in the same generation.
Requirements:
- Technique Rank4
- ReplacesIuchi Shugenja 4, Horiuchi Shugenja 4, Moto Death Priest 4
- RequirementsWillpower 5. Must find a personal teacher who will share the secrets of the Doomseeker tradition.
- TechniquePath of the Doomseeker - The Unicorn Doomseekers learn to root out immortal evils, primarily khadi but also other such immortal and demonic entities who cannot be readily identified. Any time you are in the presence of a hidden demon, monster, khadi, or similar entity, you may roll Willpower at TN 25 to sense the presence and location of the creature. (Some GMs may wish to make this roll secretly in order to avoid tipping off the players.) With a success, you are able to pick up subtle clues that give away the entity’s true nature to you.If you have become aware of the presence of such a creature (either through this Technique or in some other way), you may spend a spell slot as a Complex Action to make a Contested Willpower roll against the creature - with a success, you gain a spiritual insight into the entity’s true nature and learn one key piece of information (GM’s choice) about how it can be unmasked and/or defeated. The second part of this technique cannot be used against the same target more often than once per month.
During their time wandering the gaijin lands, the Unicorn tame and train a breed of dog unknown within Rokugan, eventually bringing it back with them to the Empire. These fierce and loyal animals are capable of fighting alongside their human masters, and the Unicorn maintain a small dojo which specifically trains bushi in the art of commanding and mastering their war-dogs.
Requirements:
- Technique Rank4
- ReplacesShinjo Bushi 4, Utaku Mounted Infantry 4, Moto Bushi 4
- RequirementsAwareness 3, Willpower 4, Animal Handling (War Dogs) 5
- TechniqueFerocity of the Ki Rin - The War-Dog Masters learn how to train an entire pack of war-dogs and how to control and direct the pack in combat. As a Complex Action, you can roll Animal Handling (War Dogs) / Willpower at TN 20 to give your entire pack of War-Dogs a simple command (such as “Attack” or “Track” or “Hold Position”). You can Raise on this roll to convey more sophisticated commands, subject to the GM’s judgment and limitations. Also, when your War-Dogs carry out attacks which you have ordered them to make, they gain a +1k0 bonus to their attack and damage rolls.
Unicorn Yomanri Archer [Bushi]
Although the majority of Unicorn continued to practice Rokugani archery during their travel through the gaijin lands, a significant minority learned the gaijin style of archery which the clan calls yomanri. A yomanri archer draws his arrow to his cheek and sights down the shaft, then releases it once he is confident in his aim.
Requirements:
- Technique Rank4
- ReplacesShinjo Bushi 4, Moto Bushi 4, Moto Vindicator 4, Utaku Battle Maiden 4
- RequirementsAgility 4, Kyujutsu 5
- TechniqueThe Way of Yomanri - Yomanri practitioners use a distinctive form of archery which relies on careful aiming rather than swift instinctive shooting. When using a yumi or dai-kyu, you may choose to spend one or more consecutive Simple Actions aiming your shot before you fire. Each such Simple Action awards either a +1k1 bonus to your attack roll or a +1k0 bonus to your damage (your choice). The maximum number of Simple Actions spent aiming cannot exceed your Agility Rank; moreover, if you are interrupted all benefits from the aiming are lost. This technique cannot be used while you are in the Center Stance.
The Utaku family maintains the greatest stables in the Empire. They breed the strongest horses in the land, and their famous Battle Maidens are the only ones allowed to ride their Utaku steeds into combat. The men of the Utaku family are charged with raising and training these horses, and many of them choose to eschew the theatre of war entirely to devote their lives to this duty. The Utaku Horse Master serves as stable master, rider, hunter, and friend to the horses under his care. A popular joke says the Horse Master marries twice in his lifetime - once to his spouse, the other to his stable.
Requirements:
- Technique Rank2
- ReplacesAny Unicorn School 2
- RequirementsMust be a male of the Utaku family
- TechniqueMaster of the Open Plains - The Utaku men devote themselves to raising and training horses, and are without question the greatest in Rokugan at this task. Indeed, the Unicorn claim that in all their travels across the world they have never encountered better. You gain a +2k0 bonus to all Animal Handling, Horsemanship, and Hunting rolls.
The first duty of the Badger Clan is to protect the pass from invasion, and the clan has long trained a group of specialized warriors whose sole duty is to defend the pass with spears and hurled rocks. Their task is to inflict as much damage as possible on any invaders. The Pass Wardens spend most of their lives within the fortresses of the Badger lands, seldom visiting the rest of the Empire.
Requirements:
- Technique Rank3
- Replaces* Ichiro Bushi 3
- RequirementsStrength 4, Spears 4, Athletics 4
- TechniqueHold the Passes - Your range with hand-hurled missiles is doubled, and you add +1k0 to damage rolls with thrown weapons; if the weapon is a nage-yari or a rock, the bonus is +1k1 instead.
One of the things generally agreed among the Tonbo to be a mark of Enlightenment is an understanding of something they call “dependent arising” - the nature of cause and effect; the realization that all things exist only as a result of other causes and conditions. Nothing spontaneously comes into being without a precedent giving birth to it, and an Enlightened person comprehends the consequences of every action and condition. The Tonbo Advisors use their studies on this aspect of existence to become effective diplomats and also to gain insights into the ways of divination.
Requirements:
- Technique Rank3
- ReplacesTonbo Shugenja 3
- RequirementsIntelligence 3, Meditation 5
- TechniqueSeeing the Pattern - The Dragonfly Advisors are trained to understand all the patterns of cause and effect around them, letting them perceive the potential consequences of their actions. You gain a +2k0 bonus to all Divination and Etiquette Skill Rolls.
Ujina Skirmishers [Bushi]
The Hare Clan traditionally focuses on a highly athletic and unpredictable school of kenjutsu, but the Hare’s Ujina family prefers to fight with knives. After joining the clan, the founder of the Ujina established his own dojo to teach his two-knife fighting style; although the Ujina Skirmishers have never advanced their style enough for it to become a school of its own, they are a significant asset to their clan nonetheless.
Requirements:
- Technique Rank2
- ReplacesHare Bushi 2
- RequirementsKnives (Tanto) 3
- TechniqueMaster of the Quick Blade - The Ujina are trained to fight with a tanto in each hand, cutting their foes to death with swift and deadly strikes. When fighting with a knife in each hand, you gain a +1k0 bonus to your Initiative rolls and a +1k1 bonus to your damage rolls with knives.
The Storytellers are the closest thing to true artisans in that poverty-stricken clan. Their tradition originated with Doji Edakumi, a Crane artisan whose descendants form the Edakumi vassal family of the Sparrow. Edakumi was the founder of the Sparrow artistic tradition and became the most popular and welcomed samurai in the clan’s territory; the members of the Edakumi family are known as the best storytellers in the clan and perhaps in the Empire.
Requirements:
- Technique Rank2
- ReplacesSuzume Bushi 2
- RequirementsPerform: Storytelling 3, Precise Memory
- TechniqueThe Heart of the Story - The Suzume Storyteller can use a skillfully crafted story to make virtually any point he wishes. When making a Courtier Skill roll, you may spend a Void Point to add your Perform: Storytelling Skill Rank to the total.
Although the Tortoise Clan is too small to have a true bushi school, the clan has always recognized the value of defense, especially given the frequency with which its members must enter foreign ports, smugglers' dens, and other such unsavory locations. The original membership of the Tortoise included a number of gaijin, and over the years they adapted their own strange fighting style to the weapons of their new home; with time it evolves into the technique which the Tortoise teach in modern times. The Tortoise Guards are tasked to protect their fellow smugglers from all manner of dangers, and typically fight without any particular limitation or scruple.
Requirements:
- Technique Rank4
- ReplacesKasuga Smuggler Rank 4
- RequirementsStrength 3, any 1 Weapon Skill 4
- TechniqueThe Path of One - From their gaijin ancestors and their commoner allies, the Tortoise Guards have learned that samurai Honor can be a hindrance to victory; practicality is more useful. You may attack as a Simple Action with any non-Samurai melee weapon, and gain a +1k0 bonus to damage with any Peasant Weapon.
The Tortoise Clan’s limited military capabilities consist primarily of those trained in the Tortoise Guard technique (published in the L5R 4th Edition supplement Imperial Histories). However, due to the unique nature and duties of the Tortoise Clan, the clan has long found it useful to train certain men and women in the arts of murder and assassination. Some of these killers go on to serve in the Guard, disguising their true nature beneath conventional martial duties, while others remain within the ranks of the Tortoise merchants and sailors.
Requirements:
- Technique Rank3
- ReplacesTortoise Smuggler 3
- RequirementsAgility 3, Stealth 4, any two Weapon Skills at 4
- TechniqueThe Poisoned Frog - The Tortoise Killers are trained to dispose of their targets with whatever weapon comes to hand, while maintaining the outward appearance of an ordinary sailor or soldier. Once per opponent per skirmish, when making an attack roll you may spend a Void Point to cause your Raises for damage on that roll to award +1k1 rather than +1k0 to damage. You may never take more Raises than your Void Rank when using this Technique.
Abbot [Monk]
Those whom the Brotherhood honors with election to a position of leadership are given additional training from senior monks, and also gain influence and social status within their Orders and the Brotherhood as a whole.
Requirements:
- Technique Rank4+
- ReplacesAny Brotherhood Rank 4 or higher (potentially lower Ranks as well, see Special below)
- TechniqueThe Reverence of Wisdom - Your fellow monks have chosen to honor you by elevating you to the position of abbot at your monastery. Within the Brotherhood, you are now considered to be Status 4.0. When interacting with members of your own Order, you gain +1k1 to all Social Skill rolls (except Temptation). With outsiders of all types, you add +1k0 to those rolls instead.
The Barefoot Brethren carry messages all across Rokugan, asking no price except food for their journey. They are famed for their endurance, regularly outpacing even Unicorn horses over long distances. Many of those they serve are heimin, who have few other ways to communicate with distant kin, but samurai also make use of the Barefoot Brethren.
Requirements:
- Technique Rank2
- ReplacesAny Fortunist Brotherhood Monk 2 (may not belong to the Order of Osano-Wo)
- RequirementsAscetic, Meditation (Fasting) 3, Athletics 4
- TechniqueKoshin’s Favor - You gain only one Kiho at this Rank. The strength of Koshin prevents you from becoming Fatigued from travel or lack of sleep, but not from the lack of food/drink. You gain a +1k1 bonus to all Meditation rolls.
Brotherhood Spy [Monk]
To combat the growing influence of the Gozoku conspiracy, Emperor Hantei VI turned to a completely unexpected source to assist him: the Brotherhood of Shinsei. Although the monks of the Brotherhood were of course willing to obey their Emperor without question, they had never been involved with anything like this, and were more accustomed to changing the perceptions of small local tyrants rather than facing a nationwide organized movement stripping power from the Emperor in the name of progress. Some were so horrified by the suggestion that they were simply incapable of providing useful assistance. Others did help but with great reluctance, and a few rose to the occasion in truly spectacular style. Unfortunately, the Brotherhood’s leadership was completely inexperienced in this sort of endeavor and was either unwilling or unable to differentiate between these three different groups, leading to the exposure and downfall of the whole effort-and ironically, contributing directly to the downfall of the Gozoku as well. Some later historians speculated this was the plan of the Emperor all along, but in truth, if he had possessed that level of manipulative cunning it seems unlikely the Gozoku could so easily have co-opted his rule in the first place.
The monks who succeeded as spies were predominantly (but by no means exclusively) former Scorpion samurai who had retired for a life of quiet contemplation. Many were delighted by the chance to be active once again, and they were not entirely alone. Sadly, the failures of the more numerous monks ill-suited to espionage led to the capture of all.
Although the Brotherhood Spies officially only existed during the reign of the Gozoku, they could have appeared in almost any era where the Brotherhood of Shinsei found itself drawn into the Empire’s political affairs. The technique created by the retired Scorpion-turned-monks could well have been preserved in the Brotherhood’s ranks and brought out again in later eras when the monks of Shinsei had need of it. In the twelfth century a perverted form of the technique could even have found its way into the ranks of the Spider Clan by way of the heretical Order of the Spider and Order of Venom.
Requirements:
- Technique Rank2
- ReplacesAny Brotherhood Monk School at Rank 2
- RequirementsLore: Theology 3
- TechniqueBearing The Emperor’s Shame - Acts committed in the Emperor’s name are done with certainty that can overcome the shame associated with them, even when they are against one’s personal code of honor. When acting against a known or suspected agent of the Gozoku conspiracy, or when acting on orders from a legitimate Imperial authority, you gain a Free Raise on all Stealth and Deceit Skill Rolls. You lose no Honor for these Skill Rolls when made under these specific circumstances.
Defender of the Brotherhood [Monk]
Although the Brotherhood of Shinsei generally holds itself apart from the Empire’s politics, on some occasions they do send emissaries to the courts to make sure their own concerns - the protection of the common people and of the Brotherhood’s shrines and temples - are properly expressed. Over the centuries, those of the Brotherhood with an aptitude for patient diplomacy have devised a Technique which is now taught within several monastic orders. The Defenders of the Brotherhood are most commonly found among the more peaceful and contemplative sects, such as the Temple of Kaimetsu-Uo, but even the sohei of Osano-Wo have occasionally trained their monks in its simple but effective methods.
Requirements:
- Technique Rank2
- ReplacesAny Brotherhood Monk 2 (may not be a Four Temples monk)
- RequirementsWillpower 3, Courtier 3, Etiquette 4
- TechniqueHarmony in Chaos - The power of Earth grants infinite patience and endurance, strengthening the inherent tranquillity of monastic reserve and thus allowing a Defender to deliver telling remarks within the courts. Any time you spend a Void Point on an Etiquette or Courtier Social Skill roll, you gain a bonus of +Xk1 to the roll (where X is your Willpower) instead of the normal +1k1.
The ancient techniques of Togashi Kaze, which formed the basis for almost all modern Rokugani martial arts, still survive in a somewhat abbreviated form among the peasants of Rokugan and the monks of the Brotherhood of Shinsei. The technique is rare and those who know it usually pass it down privately to a few select students, preserving its secrets from the samurai who Kaze opposed.
Requirements:
- Technique Rank2
- ReplacesAny Rank 2 for a character who qualifies.
- 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, anyopponent 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.
The monks of this small order spend most of their time among the common folk, but do occasionally interact with the samurai caste to offer counsel or to report abuse of the heimin. They seek to teach those who forsake Compassion and to bolster those who already practice it, subtly influencing the courts with their ideals. They use teaching, education, and example to spread their views rather than relying on actual political negotiation, and their effect can often be quite subtle. Monks who serve Ebisu are known to be extremely patient and will labor without complaint for endless days, awaiting the moment when their work can bear fruit among the samurai.
Requirements:
- Technique Rank3
- ReplacesThousand Fortunes Monk 3, Jurojin’s Blessing Monk 3
- DevotionFortunist
- RequirementsAt least two heimin Craft Skills at Rank 3 or higher
- TechniqueThe Voice of Humility - The monks of the Order of Ebisu spend their time among the peasants, seeking enlightenment by sharing the simple work of the heimin. However, on those occasions when they offer counsel to the samurai caste or make appeals on behalf of the peasants, their humble labors grant them an aura of serene enlightened harmony which even the most stubborn or callous samurai finds difficult to resist. In order to use this Technique, you must spend time working alongside the peasants at humble tasks (e.g. utilizing the Craft Skills associated with this Path). For each week you spend laboring in this manner, you gain a bonus Void Point which you may only spend on those Craft Skills, on Medicine Skill Rolls made to help peasants/hinin, or on Social Skill Rolls made against samurai. The maximum number of these bonus Void Points you may "hold" are equal to your Void Rank
For this sect, purity is more than merely a standard - it is the road to Enlightenment. Pure Song monks not only refrain from eating the flesh of any living creature, they also forgo eggs and even root vegetables whose loss kills the plant. They refuse all garments of silk, wearing robes woven from hemp. Those who have taken full vows wear bells on their ankles and their staves to warn creatures of their approach. Under no circumstances will a Pure Song monk take violent action, even to defend another - though he will not hesitate to lay his own life down to save others’ lives, even if it is only a momentary reprieve.
The Pure Song is a movement within the Shrine of the Seven Thunders for some time before achieving formal recognition as a separate sect.
One odd talent of the order wins them admission to unexpected places: their beautiful music. Several Pure Song monks have risen to great fame as singers and musicians, rivaling even the best Kakita artisans. All members of the order habitually chant or sing while meditating, or improvise harmonies around their bells as they pursue their duties.
Requirements:
- Technique Rank4
- ReplacesShrine of Seven Thunders Monk 4
- DevotionShintao
- RequirementsWillpower 4, Defense 4, Meditation 3, any one musical Perform Skill at 3
- TechniqueThe Pure Song - You gain a +1k0 bonus to all Perform Skills that involve music. You may never deliberately attack another living creature; if you ever do so, the spiritual pollution causes you to permanently lose the ability to perform Kiho. However, while you remain nonviolent and thus spiritually pure, you gain a +1k1 bonus to all Defense rolls, and any time you spend a Void point to negate Wounds, you negate 20 Wounds instead of 10.
This tiny order, never encompassing more than a dozen full members in total, is unknown outside the Scorpion lands and barely known within them. However, the upper ranks of the Scorpion Clan find the Silent Ones a deeply useful order, and keep careful note of the temple’s location. These monks spend most of their lives in meditation, but this is not merely due to preference; it is because they literally cannot speak. When an initiate takes the full vows to join the Silent Ones and serve the Fortune of Secrets, as soon as the last word is spoken his tongue vanishes from his mouth.
Requirements:
- Technique Rank3
- ReplacesAny Fortunist Brotherhood Monk 3
- DevotionFortunist (Tsugumu, the Fortune of Secrets)
- RequirementsWillpower 4, Meditation 4
- TechniqueTsugumu’s Silence - A member of this order who is voluntarily told a secret can never give it up. The knowledge is guarded by the power of the Fortune of Secrets, and can never be taken from the monk’s mind in any way, even through torture or intrusive Air magic.
Student of Hitsu-Do [Monk]
Hitsu-do is an extremely offensive martial art with few defensive maneuvers. It focuses on speed and power, striking with punches and kicks that commit all of the martial artist’s strength and infuses each strike with the power of Fire.
Requirements:
- Technique Rank2
- ReplacesAny Brotherhood Monk 2, Kikage Zumi 2, Kuni Witch-Hunter 2, Asako Henshin 2
- RequirementsJiujutsu (Hitsu-do) 4, Fire 3, access to a Hitsu-do dojo
- TechniqueThe Way of fire - The practitioner of Hitsu-do learns to harness his inner Fire chi, using it to empower his strikes ... but this has a price, since such use of one’s own Fire is also harmful. When making an unarmed attack, you may opt to call on your inner fire, but you suffer Wounds equal to your Fire x2. (Any Wound Penalties from this damage are applied after your attack roll is completed.) In return, your unarmed damage for that attack has a base DR of 0k[Fire] instead of 0k1. (This does not stack with the unarmed damage bonus from the Advantage Hands of Stone.) For mechanical purposes, using the Hitsu-do technique is considered to be the same as using a Mystical Kiho. The practice of Hitsu-do makes it easier for its students to master the ways of Fire. Your Fire Ring is considered to be 1 Rank higher for the purpose of learning Fire Kiho.
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.
The Taoist Archers seek perfect harmony through the study of kyujutsu and have existed within the Brotherhood of Shinsei for centuries. In the Pre-Coup era a ronin named Gahei learns the Technique and begins to teach a selected students, and thereafter this Path is also available to ronin characters (assuming they can find someone who knows it and is willing to teach them).
Requirements:
- Technique Rank5
- ReplacesAny Brotherhood Monk or Ronin 5.
- RequirementsVoid 4, Kyujutsu (Yumi) 5, Lore: Theology 3, Meditation 4
- TechniqueFlight of Innocence - The Taoist Archers practice their art blindfolded. When making archery attacks, you ignore all TN and dice penalties for being Blind, for having a Missing Eye, or for the target being concealed by darkness, magical illusion, camouflage, and similar visual obstructions. Penalties for physical obstacles and obstructive conditions (such as the target being Prone, a normal or magical wind, etc.) are applied normally. In addition, when wielding a bow you may spend a Void Point for a +1k1 bonus on damage.
Despite his genuine affection for his sister, Hantei Naseru uses his influence and connections to resurrect the Gozoku conspiracy, an organization defunct since the fifth century. The goal of the Second Gozoku is not to overthrow the Empress but rather to ensure her rule is prosperous despite her own shortcomings. Naseru and his allies among the Scorpion Clan are well aware of the hindrance Honor brings with it, and seek to ensure their beloved Empress flourishes by taking the steps she cannot, doing what must be done regardless of the consequences.
Requirements:
- Technique Rank2
- ReplacesAny School 2
- RequirementsHonor Rank of 4 or less. Must have Obligation to the Second Gozoku or its leader.
- TechniqueTo Shield the Empress - The members of the Second Gozoku believe they do what they must to protect the Empress from the harsh realities of rule, and this philosophy in turn protects them from the worst excesses they must embrace. Whenever you take an action that would result in a loss of Honor, if by taking this action you spare Honor or Glory loss to someone of higher Status Rank than you, the loss is halved (rounded down).
The reign of the Steel Chrysanthemum was one of the most heinous time periods of Rokugan’s history, and the excesses of the Emperor were such that he drove his own mother and brother - along with many other men and women of honor - to join together in secret to oppose him. The terrible crime of regicide, an act normally regarded as absolute blasphemy and among the greatest sins comprehensible in the Empire of Rokugan, became the only viable option.
Otomo Nazeru created the Technique of this group, but stopped teaching it to others the moment his older brother died. Nonetheless, it is possible the Technique might be preserved into later eras, or even recreated by a different group rebelling against a tyrant. (Timelines such as a Thousand Years of Darkness would be good settings for this Technique.)
Requirements:
- Technique Rank2
- ReplacesAny Bushi or Courtier School at Rank 2
- RequirementsYou must have the Disadvantage Dark Secret (Rebel)
- TechniqueNo Course but One - Those who conspire against the Steel Chrysanthemum place greater value on Honor than on social status or Imperial authority. You gain a Free Raise on any attack roll made against an opponent whose Status Rank exceeds their Honor Rank.
GM’s Option: Some GMs may wish to create a connection between the Dragon Channelers and the Chosen by the Oracles Advantage (due to the link between the Oracles and the Dragons). If this is desired, a character with Chosen by the Oracles starts with four Dragon Spell slots rather than three.
Requirements:
- Technique Rank6
- ReplacesMust be a Rank 5 shugenja
- RequirementsAt least one Ring at Rank 5 or higher, at least two other Rings at Rank 4 or higher, Meditation 5, Spellcraft 5, Lore: Theology 5
- TechniqueBeseech the Dragons - You lose any Affinities and Deficiencies you had prior to becoming a Dragon Channeler, instead gaining an Affinity for [[[Dragon Spells]]]. Your normal spell slots are reduced by 2 in each Ring; in return, you gain three "Dragon Spell Slots" which can only be used to invoke the powers of the Dragons via Dragon Spells (see below). You may spend Void Points to cast additional Dragon spells when your slots are exhausted. Dragon spell slots do not recover from rest - you may only regain them by sustained meditation (two hours of uninterrupted meditation and Meditation/Void at TN 30 to regain one slot).
The Emerald Magistrates directly impose Imperial Law upon the land. Their jurisdiction has no boundaries and their actions are reversed only by the Emperor and the Emerald Champion. Appointments to the Emerald Magistrates are sometimes handled through politics and bribes, as the prestige of an Emerald Magistrate can elevate his entire family.
Requirements:
- Technique Rank4
- ReplacesAny Bushi, Courtier, or Shugenja School, Rank 4
- RequirementsInvestigation 3, Lore: Law 3, and must receive an appointment as an Emerald Magistrate before this Path can be entered
- TechniqueHonor Is My Shield - Those who enforce the Emperor’s laws are among the most virtuous souls, and that is their protection. You gain Reduction equal to half your Honor Rank, rounded up. This effect is cumulative with Reduction you may have from other sources, including armor. Note: This Path will frequently be taken by bushi characters. If the character is from a School that makes attacks Simple Actions at Rank 4, a generous GM may opt to let the character select this Path at Rank 3 or Rank 5 instead.
Gozoku Agent [Courtier]
The first Gozoku is perhaps the most wide-ranking and cosmopolitan conspiracy in the Empire’s history, and it is certainly the most successful despite its relatively short duration and ultimate failure. (Unlike the far longer-lived Kolat, the Gozoku actually manage to seize the power they want and hold it for over a generation.) The beneficial effects accomplished in the name of the Empire during the Gozoku’s reign is something never honestly discussed in subsequent centuries, but the most intelligent and objective of Rokugan’s historians are keenly aware of the economic growth and artistic flowering which took place under the conspiracy’s rule. Perhaps this is why the Gozoku found it relatively easy to recruit agents from virtually every clan and family in the Empire.
Agents of the Gozoku were able to move among the courts of the Empire with near impunity, as their thinly veiled status as members of the conspiracy protected them from all but the most adamant Imperial loyalists. Few wished to risk the wrath of the Gozoku by acting openly against their representatives. (Perhaps unsurprisingly, only the Lion courts were relatively free of this level of brazen impudence.) It was perhaps these very tendencies that undid the Gozoku; while most of the original members had only the best intentions at heart, a great number among those who served them (and indeed some among their number as well) came to regard the Gozoku as nothing more than a means of seizing personal power and prestige at the expense of others.
This eventually led to a sharp divide among Gozoku agents. The more altruistic members of the Gozoku took after the original vision of Raigu and Gaijushiko: they genuinely sought to better the Empire and the lives of its citizens, and used their abilities to secure whatever was necessary to make this happen. Their counterparts, however, followed the path of Atsuki: they were petty and selfish, and preferred to use the threat of the Gozoku to garner increasing amounts of influence for their own purposes (which sometimes did not coincide with those of the conspiracy at all).
The technique of the Gozoku agents was originally created by Bayushi Atsuki, but he shared them with the other two founders of the conspiracy; all three men taught the technique to their immediate followers, from whom it spread through the conspiracy. Historically, the technique dies out as soon as the Gozoku are purged, but is revived by Atsuki when he returns to the Empire through Oblivion’s Gate in the twelfth century. GMs who wish to diverge from the historical pattern, however, may rule that the technique survives among Gozoku loyalists (especially if the "underground Gozoku" option is used). The technique may also be used to enhance the depiction of any other political conspiracy that recruits agents from multiples factions or clans, such as the Kolat in the various historical settings or the conspiracy of the Three Old Men in the Heroes of Rokugan setting.
Requirements:
- Technique Rank2
- ReplacesAny Basic School at Rank 2
- RequirementsForbidden Knowledge (Gozoku) Advantage
- TechniqueOverwhelming Presence - The agents of the Gozoku conspiracy were feared for the power they could bring to bear on any who dared oppose them in court. You may add your rank in the Intimidate Skill to the total of all Social Skill Rolls you make against individuals who are not members of the Gozoku.
Imperial Explorers [Bushi]
The Imperial Explorers are the most recently created facet of the Imperial bureaucracy, one that is limited entirely to the Colonies. The Explorers were created to break the stranglehold on exploration by the Spider and Mantis clans, allowing the Imperial families to maintain control over the situation in the Colonies. They were initially founded based on the recommendation of the first Imperial Governor, who received the permission of the Divine Empress to create them. At the Governor’s command a group of sensei were assembled from multiple clans; they were housed in a training compound a day’s travel south of the Second City, and young and ambitious samurai from the various clan delegation were nominated for training.
Young samurai who join the Explorers endure a minimum of a year’s training before they are considered fit for active duty on the frontier, and typically operate in teams for greater safety. Anything they discover during that time becomes the property of the Imperial families. After the first year, Explorers are permitted to operate on their own and any resources they find are divided evenly between the Imperial families and the Explorer’s clan. For this reason, the clans tend to send only talented and loyal young samurai to join the Explorers, hoping thereby to eventually enhance their own prosperity.
Requirements:
- Technique Rank2
- ReplacesAny Bushi School at Rank 2
- RequirementsLore: Cartography 3
- TechniqueSeeking New Paths - An Imperial Explorer forges the way for the vassals of the Empress to follow. You gain Absolute Direction if you did not already possess that Advantage, and you gain a bonus of +1k0 to the total of all Bugei Skill Rolls made in a region for which you possess the Way of the Land Advantage. After spending at least two days in any city or province-sized area, you may make an Intelligence / Lore: Cartography Skill Roll (TN 20) to create a map of that region. Anyone who possesses the map is considered to have the Way of the Land Advantage for that region as long as they keep the map in their possession.
The Imperial Legions are filled with the brightest and bravest samurai from all the Clans, chosen to directly serve the Emperor’s will. The Imperial Legionnaire trains with the most prestigious sensei of the land and sees service against those who threaten the safety of the Empire (such as foreign invasions or mighty maho-tsukai). An appointment to the Imperial Legions nearly guarantees a bright and celebrated future for any samurai.
Requirements:
- Technique Rank2
- ReplacesAny Bushi School, Rank 2
- RequirementsGlory 2+, must receive an appointment to the Imperial Legions before this Path can be entered
- TechniqueStrength of the Empire - The strength of the Emperor is exerted via the actions of his loyal legions. When fighting alongside other members of the Imperial legions, or alongside Emerald or Jade Magistrates, when you spend a Void Point to enhance a roll you also gain a bonus to the roll equal to the number of allied legionnaires and/or magistrates within 25 feet.
The Jade Champion has access to many resources within Rokugan, but the Jade Legion is his personal, highly trained force. This force does whatever the Jade Champion requires and their exploits against the Empire’s enemies often go unsung. Legionnaires are trained to fight alongside shugenja and to armor their pure souls against the dank corruption of their enemies.
Requirements:
- Technique Rank2
- ReplacesAny Bushi or Shugenja School, Rank 2
- RequirementsGlory 2+, must receive an appointment to the Jade Legion before this Path can be taken
- TechniquePurity in Purpose & Deed - The Jade Legionnaires accompany the Jade Magistrates against the most dangerous, most insidious, and most numerous of the Empire’s magical threats. If your Honor Rank is higher than that of your opponent, you may add the difference between the two to the total of all your attack and damage rolls made against that opponent. For the purposes of this Technique, all creatures and other opponents who do not possess an Honor Rank are assumed to have an Honor Rank of 0.
The Jade Champion combats criminals who abuse the arcane, and his magistrates enforce his will. The Jade Magistrates are trained to recognize these crimes and quickly dispense justice. These warriors mainly hunt maho-tsukai and Bloodspeakers, all those who perform profane magic within the Empire’s borders.
Requirements:
- Technique Rank4
- ReplacesAny Bushi, Courtier, or Shugenja School, Rank 4
- RequirementsLore: Law 3, Spellcraft 3, must receive an appointment as Jade Magistrate before this Path can be entered
- TechniqueScent of the Kami - A servant of the Jade Champion is a master at deciphering the mysteries of the kami. You may make a Perception / Spellcraft Skill Roll to identify any spells cast in an area during the past forty-eight hours. The TN for this roll is equal to the basic TN to cast the spell in question (which is to say its Mastery Level x 5, plus 5).
Akodo Kenburo devised his dueling technique while he was a young ronin, roaming the streets and confronting other ronin, criminals, and thugs. During his tenure as Emerald Champion he taught the technique to a few of his most trusted magistrates, and after his death they preserved it within the Ruby Dojo and passed it down to later generations. Kenburo’s core tenet was that it was not the fastest, strongest, or most skilled duelist who won the duel, but the duelist who most frightens his opponent. “Break their spirit and their skill doesn’t matter,” he commented. “Make them think they are certain to die and even the boldest samurai will falter.”
Kenburo’s Way is only known within the Ruby Dojo and is thus normally only available to Emerald and Jade Magistrates. However, given that it was originally devised by Kenburo while he was a ronin, GMs may also wish to experiment with making the technique available to other ronin—after all, who knows whether Kenburo taught it to anyone before he won the Emerald Championship?
Requirements:
- Technique Rank4
- RequirementsIntimidation 5, Iaijutsu 5. Must be a student of the Ruby Dojo.
- TechniqueThe Butcher’s Gaze - During an iaijutsu duel, before Assessment rolls are made, you may spend a Void Point to take a Free Action and make a Contested Intimidation/Willpower roll against your opponent. (This is considered a Fear effect for the purpose of abilities and mechanics that resist Fear.) If you win the Contested Roll, your opponent’s dice do not explode on his Assessment and Focus rolls for this duel.
The Ten Kolat Masters are among the most devious, manipulative, and ruthless individuals in the entire Emerald Empire. Only ten exist at any one time, and they generally achieve their position by rising through the ranks of the conspiracy, demonstrating great loyalty, adaptability, and efficiency... or great ability to forge alliances with other Kolat. Regardless, no one becomes a Kolat Master without years of dedicated service to the conspiracy.
Requirements:
- Technique Rank6 (can also be taken at Insight Ranks above 6)
- ReplacesAny Technique (or none) at Insight Rank 6 or higher
- RequirementsTwo mental Traits at 5 or higher, Courtier (Manipulation) 5, Intimidation (Control) 4 and must be a member of the Kolat conspiracy and chosen to lead one of the ten Sects. Cannot be Tainted or corrupted by the Nothing.
- TechniqueWill of the Master - The ten Kolat Masters exert total control over the conspiracy. All members of their Sect are answerable to them and other Kolat will show them the greatest of respect and deference. You are considered to be Status 10 to any character who is a member of the Kolat conspiracy and who belongs to your Sect, and Status 9 to any character who is a Kolat but not of your Sect. You gain +2k0 on all Courtier and Intimidation Skill rolls.
Order of the Stone Crab [Bushi]
Hida Tsuneo, known as the Stone Crab, was the trusted follower and personal champion of the Steel Chrysanthemum. He was a man of honor and skill whose unfortunate complete loyalty to his Emperor led him to commit a long series of horrific atrocities regardless of the cost to his own soul. Unfortunately, many among his own clan also embraced his willingness to commit horrors for his lord. The warriors who followed in his wake exemplified cruelty and horror, becoming the worst caricatures of what samurai are meant to be. The Technique they developed did not long survive Hida Tsuneo’s death, since within a month’s time all known members were dead from seppuku or shameful public execution.
GMs who wish to make broader use of this Path can have it depict ruthless groups in other eras who are committed to a villain (or anti-hero). For example, the Technique could represent followers of Akodo Gintaku in the Heroes of Rokugan setting, or followers of Hida Kisada during the Clan Wars.
Requirements:
- Technique Rank4
- ReplacesAny Bushi School (of appropriate clan) at Rank 4
- RequirementsMust have an Honor Rank lower than 5.0
- TechniqueScorn the Weak - Members of the Order of Stone are known for their particular relish in crushing those weaker than themselves, exploiting any weaknesses they might find. When attacking human opponents, you gain a bonus of +1k1 on your attack rolls for each Physical Disadvantage they possess.
Second City Guardsman [Bushi]
Without question the most elite and prestigious military unit in the Colonies is the Second City Guardsmen. They were formed early in the colonization of the former Ivory Kingdoms, when the Second City was little more than a village of tents and ramshackle buildings. Agents of the Cult of Ruhmal, still active in the region, attempted to assassinate the group of military officers who formed the fledgling city’s leadership (at this point the position of Imperial Governor had not yet been created). The attack was thwarted by a handful of sentries and vigilant samurai in the area, and the cultists were slain to the last man. The highest-ranking officer in the city immediately ordered these samurai to form a new unit, one solely tasked with ensuring the safety of the city and all within it. Decades later, the Second City Guardsmen are revered throughout the Colonies for their near-flawless track record, protecting the city and its inhabitants from all manner of threats. However, this record suffered a severe blemish when the previous Governor was assassinated. In the wake of his death, the commander of the Second City Guardsman, Akodo Tsudoken, took control of the city until a replacement Governor could arrive from the Empire. Anguished over his failure, Tsudoken instituted several draconian measures intended to root out any remaining threats within the city; these alienated the populace and tarnished the repute of the unit. Comparisons to the Seppun family’s failure to protect Emperors in previous eras became common. Even after the source of the attack was finally revealed, the Second City Guardsmen continued to suffer a damaged reputation for quite some time.
It may be noted that the Second City Guardsmen include shugenja in their ranks; however, since they are primarily a military organization and the vast bulk of their ranks are bushi, the only actual Technique they have developed is a bushi Technique.
Requirements:
- Technique Rank2
- ReplacesAny Bushi School at Rank 2
- RequirementsDefense 4, any one Weapon Skill at 4
- TechniqueThe Governor’s Armor - The Second City Guardsmen are among the most prestigious groups in all of the Colonies. Your Status Rank is considered one higher throughout the Colonial territories. When you are fighting within the Second City or another city-sized Colonial settlement, and you are in the Defense or Full Defense Stance, if your opponent attacks and misses you before your Turn for the Round you may immediately change your Stance to Attack. You lose all bonuses to your Armor TN from your previous Stance.
Serpent Hunter [Bushi]
Since the death of the first Imperial Governor of the Colonies, the variant of Naga unique to the Colonies have presented an increased threat to the citizens of that region. Prior to that time the beasts were dangerous but essentially little more than powerful animals. With the influence of the Dark Naga, however, the creatures became more cunning and capable of acting in groups, albeit in a limited capacity. This made them a significant problem for travelers in the remote regions of the jungle, and the Mantis and Spider Clans in particular had difficulty with the Nagah.
As a result, a small sect of warriors has sprung up within the Colonies, men and women dedicated to the eradication of the Nagah at all costs. These individuals are frequently sought out by explorers and merchants who require protection while traveling in lightly populated or unexplored regions. These so-called Serpent Hunters are skilled not only in the combating of such foes but also in tracking them, as well as knowing the basic aspects of Naga culture.
Requirements:
- Technique RankVariable
- ReplacesAny Bushi School Rank that awards an attack as a Simple Action
- RequirementsLore: Naga 3, Hunting 3
- TechniqueBlood of the Serpent - The warriors who have made it their duty to hunt the feral Nagah of the Colonies excel in the execution of their prey. You may make attacks as a Simple Action instead of a Complex Action when wielding melee weapons with the Samurai quality. When facing a Naga opponent of any kind, however, you may make attacks as a Simple Action with any weapon.
The Crown of the Amethyst Champion is a mysterious artifact capable of granting wealth and power to its bearer, as long as he remains pure of soul. The Amethyst Champion holds this nemuranai with him and must prove his strength of will over all temptations. The Amethyst Champion holds the welfare of the people at heart and speaks as the representative of their desires.
Requirements:
- Technique RankSpecial
- ReplacesAny - may voluntarily take upon advancing in Rank or wait until a later Rank
- RequirementsCourtier only
- TechniqueThe Emperor's Voice - The Amethyst Champion brings the voice of the Emperor and the Imperial Court to those who cannot attend the Imperial Court. As such, the Champion is a master at dealing with any threats to the sanctity of the Emperor's Court. As a Free Action, you may spend a Void Point to temporarily gain the ability to use any courtier Technique that has been used against you in the past seven days' time.
The secret methods of the Bloodspeaker Cult were pioneered
by Iuchiban himself and passed down through his chief apprentice, Yajinden, to other members of the cult. Only those of the Bloodspeakers who are high-ranking and knowledgeable enough to understand that Maho is the true source of the cult’s strength are allowed to learn this technique. The Bloodspeakers make no distinction between social caste, and have taught their secrets to samurai of all types, to peasants, and even to eta.
Requirements:
- Technique RankAny
- ReplacesAny
- TechniqueIuchiban’s Method - The high-ranking Bloodspeakers realize they are meddling with the Taint, but have learned ways to mitigate this, in part by shunting the corruption off onto their misguided followers. You learn two Maho spells of your choice and gain a Free Raise for Spell Casting Rolls with Maho spells. When casting a Maho spell, you may reduce the amount of Taint you gain by 1 point for every 2 additional Wounds you take when casting the spell. (This cannot decrease the Taint gain below 1 point.) However, if you are using someone else’s blood to power the spell, you may instead use this technique to transfer the Taint for the spell onto that person, at the rate of 1 point of Taint for every 2 extra Wounds infl icted. This can reduce your own Taint gain to 0.
The Emperor cannot travel to the far reaches of Rokugan, so the Emerald Champion serves as his proxy in all ways. The Emerald Champion personally guards the Emperor and holds authority even over the Great Clan Champions. He leads the Emerald Magistrates and must often command the armies of the Emperor when threats arise.
Requirements:
- Technique RankSpecial
- ReplacesAny - may voluntarily take upon advancing in Rank or wait until a later Rank
- RequirementsBushi only
- TechniqueThe Emperor's Hand - The Emerald Champion is the hand of the Emperor, and the champion of his laws. You gain a bonus of +1k1 on all High and Bugei Skill Rolls, and an additional +1k0 on all your School Skills. You also gain a number of bonus Void Points per day equal to your highest Ring. These Void Points may be granted to any one subordinate or ally in your line of sight for use on any appropriate skill roll. Granting these bonus Void Points in this manner is a Free Action, but may only be done once per Round. You may not use these bonus Void Points yourself.
When the Empire is in need, it calls the greatest shugenja to serve as the Jade Champion. This guardian scours the land of magical corruption and demonic forces to keep Rokugan pure. While each Jade Champion has personally chosen the focus of his duties, most consider the eradication of maho their greatest responsibility.
Requirements:
- Technique RankSpecial
- ReplacesAny - may voluntarily take upon advancing in Rank or wait until a later Rank
- RequirementsShugenja only
- TechniqueThe Emperor’s Will - The Jade Champion is the enforcer of the Emperor’s laws related to magic and religion. You gain a Free Raise on all Spell Casting Rolls. When confronting an opponent who practices any form of outlawed magic (maho, yobanjin shamanism, any form of gaijin sorcery, etc.) or who possesses corrupt supernatural abilities (the Shadowlands Taint or corruption by the Lying Darkness), you gain an additional Free Raise on your Spell Casting Roll.
The Emerald Magistrates function as servants of Imperial law and their teacher must prepare them for work in the field. The Ruby Champion is the sensei of the Emerald Magistrates and is an authority on law and kenjutsu. The Ruby Champion’s students march into battle fully confident of their abilities.
Requirements:
- Technique RankSpecial
- ReplacesAny - may voluntarily take upon advancing in Rank or wait until a later Rank
- RequirementsBushi only
- TechniqueMaster of the Dojo - The Ruby Champion is among the greatest sensei in the Empire, and can inspire those under his command to almost unparalleled heights. When fighting alongside allies under your command, you may spend a Void Point as a Complex Action to allow any one ally within line of sight to use one of your Techniques as if that ally were a member of your School of equivalent rank. This effect lasts until the start of your next Turn.
Every year, the village of Tsuma in the Crane lands is host to the greatest gempukku ceremony in Rokugan. The person who proves himself or herself the worthiest samurai becomes the Topaz Champion for that year. Since the contest is heavily weighted toward martial competitions (especially iaijutsu), bushi tend to dominate the Topaz Championship.
Requirements:
- Technique RankSpecial
- ReplacesAny - may voluntarily take upon advancing in Rank or wait until a later Rank
- TechniqueSoul of Promise - The Topaz Champion is among the best and brightest of each generation. When you advance in Insight Rank and into this Path, you gain the Technique it would normally replace. You also gain a number of bonus Void Points per day equal to your highest Ring. You may spend these just like normal Void Points (with all the normal restrictions), but they may only be used to enhance your School Skill Rolls.
In the aftermath of the infamous Scorpion Clan Coup at the beginning of the twelfth century, the Akodo family of the Lion Clan was dissolved by a wrathful Emperor. The majority of the family joined other Lion families, and many others took their own lives in shame. Some, however, took up the life of the ronin rather than remain within the now hostile Lion Clan with its new Matsu leadership. Of those who became wave men, a small group banded together for mutual defense and survival. These men, known as the Broken Guard, were led by a former officer named Saigorei, a man with a deep grudge against the Unicorn Clan. Saigorei gathered men with similar philosophies to his banner, honing their skills with an emphasis on anti-cavalry maneuvers. The Broken Guard quickly gained a reputation as dangerously effective against mounted foes, and they saw regular employment throughout the Clan War era. When the Akodo family finally reformed, many of the Broken Guard rejoined it. Of those remaining, most joined together with other ronin who had fought in the amalgamation known as Toturi’s Army, becoming the Wolf Legion.
Requirements:
- Technique Rank3
- TechniqueGeneralization - Independent of the timeline, this Path could be used to represent any anti-cavalry group, or a group with a grudge against the Unicorn Clan for whatever reason.
The Claws of the Wolf are a small group of rather vicious vigilantes who subscribe to the ideals of Toturi Sezaru, an Imperial heir who lived during the mid to late twelfth century and whose death helped usher in the Race for the Throne. Sezaru was one of the most powerful shugenja of his age, and perhaps of all time, but struggled throughout his life with emotional detachment and borderline sociopathic tendencies. He never surrendered his honor, but came close on more than one occasion, especially during his ruthless and relentless hunts for members of the Bloodspeaker Cult. The men who claim to continue his legacy are similarly brutal in their assessment of the world around them, and attempt to eradicate threats to the Empire’s stability or to its people. Unfortunately, their judgment of what constitutes a threat can be highly suspect at times. The members wear ceramic masks similar to the one made famous by Sezaru himself.
Generalization: This Technique can be used by any group of vigilantes or devotees to a ruthless figure. Other notable historical fi gures might include Hantei XVI (the Steel Chrysanthemum), for example, or a notably ruthless or pragmatic magistrate. Even the Clan War-era berserker Hida Amoro might inspire such a group.
Requirements:
- Technique Rank2
- RequirementsWary, Driven
- TechniqueHunting the Darkness - The Claws of the Wolf ruthlessly punish all who violate Imperial law. You gain a bonus of +2k2 to the total of your first attack roll in a skirmish if the opponent you are attacking is an individual you know without question is guilty of a violation of Imperial law.
The ronin who call themselves the disciples of Sun Tao are a group that have taken the teachings of the legendary ronin tactician Sun Tao, who is said to have studied with each of the Great Clans in turn, and applied his wisdom to the art of the duel. Although they lack the skill and recognition of dueling traditions within the Great Clans, those who follow dueling have, over time, come to grudgingly acknowledge their strength.
Requirements:
- Technique Rank1
- TechniqueThe Gaze of Sun Tao - Students of Sun Tao understand the relationship between honor and skill. You may add your Honor Rank to the total of all Iaijutsu Skill Rolls.
The East Wind is a benevolent ronin brotherhood devoted to protecting the common people of East Hub Village, a city on the outskirts of Otosan Uchi. The Eastern Hub’s primary role as a port ensures a constant stream of wealthy merchants, a breed that often suffers from mild paranoia and usually has excess funds to spend in protecting investments. The East Wind initially found gainful employment with such merchants and used their pay to purchase simple holdings of their own within the city. From that power base they extended their infl uence throughout the city in an attempt to curb crime and other excesses as much as possible. Although they preferred to keep a low profi le, the people of Eastern Hub recognized the value of what the ronin did and looked on them with fondness and gratitude. After the destruction of Otosan Uchi in the mid-twelfth century, the fortunes of the Hub Cities declined, but the East Wind brotherhood endured, and eventually the Unicorn Clan began revitalizing the city and sponsoring the ronin.
Requirements:
- Technique Rank2
- RequirementsCommerce 1+, Horsemanship 2+, Honor 4+
- TechniqueShielded by the East - The East Wind specialize in the defense of their charges, whoever they might be. When in the Defense or Full Defense Stances and performing the Guard Action, you increase both your Armor TN and that of your charge by 5.
Nanashi Mura (“Anonymous Village”) sits on the edge of Dragon Clan territory near the vast Dragon Heart Plain. Imperial records indicate the village is a holding of the Dragon, and it is true they are responsible for its administration. In reality, however, the Dragon have always permitted the ronin who call the city home to rule the village’s affairs, so long as they meet their taxes and maintain peace in the region. The village is overseen by a council of ronin and their will is enforced by a group of warriors and magistrates known as the Eyes of Nanashi. Within the village the Eyes are generally regarded as honorable law enforcement, and even visiting Great Clan samurai will treat them with some respect, albeit mostly out of deference to the Dragon Clan.
Requirements:
- Technique Rank2
- RequirementsLore: Law 3, Honor Rank 4+
- TechniqueStrike the Center - The Eyes of Nanashi prefer non-lethal means of defending the city, and often use non-traditional weapons to gain a psychological advantage over their foes. You gain a bonus of +1k1 on any attack roll intended to disable rather than kill. (This is at the GM’s discretion, but maneuvers like Disarm, Knockdown, or certain Called Shots are usually a good indication you are trying not to injure your opponent.)
Fireman Gang Lord [Bushi]
Many ronin join local criminal gangs, where their skills can quickly bring them to a position of prominence. The infamous fireman gangs of Ryoko Owari have developed a technique for maintaining control of the patrons in the gambling houses and other dens of iniquity they control. This technique can also be used to represent any local crime lord who reigns over his own small territory like an underworld daimyo.
Requirements:
- Technique Rank2
- TechniqueMaster of the Dice - Your menacing presence ensures that all goes as it should in your establishment. You may add your Ranks in the Intimidation skill to the total of any Contested Social roll you make.
The Forest Killers are perhaps the most ruthless and fearsome bandit organization in the history of the Empire. For centuries they exploited the superstitions surrounding the
Shinomen Mori by hiding within its depths. They were eventually eradicated by the Emerald Champion, but their demise proved short-lived, and within a few years a new group of Forest Killers was plaguing the lands around the Shinomen once more.
Requirements:
- Technique Rank1
- TechniqueStrength of the Forest - The Forest Killers are a formidable group who recruit only the toughest and most durable of warriors to join their band. You gain additional Wounds per Wound Rank equal to your Stamina. You may also add your Stamina to the total of all damage rolls resulting from melee attacks.
Guardian of the Hidden Temple [Bushi]
The ancient order of the Hidden Guard, named mockingly after the Seppun Shugenja who safeguard the Emperor, is tasked with protecting the Kolat’s headquarters, the Hidden Temple. They are recruited from skilled ronin who have already joined the Kolat conspiracy and shown their loyalty and dedication. Although their primary duty is to protect the Temple, they may also serve as yojimbo to important or high-ranking
members of the conspiracy. The Hidden Guard are taught defensive tactics to allow them to defeat the more specialized warriors of the Great Clans. Of course, they also fi ght with tactics which most clan samurai would consider dishonorable, and have no compunction at eliminating their foes with ambushes, surprise attacks, and similar methods.
Requirements:
- Technique Rank4
- TechniqueTigers Do Not Fall - The lesson of the Hidden Guardians is that defenders must make themselves immovable, stopping all who might threaten the Hidden Temple. Any time an opponent in a skirmish declares a Maneuver against you (including the Increased Damage Maneuver), you may choose to immediately take a Free Action to spend a Void Point and negate the beneficial effects of the Maneuver. (The opponent must still make his Raises in order to hit you, but no longer gains any benefit from them.) In addition, at all times you may ignore the penalty to your Armor TN for being Grappled.
Hateru Ninja [Ninja]
Requirements:
- Technique Rank2
- RequirementsActing 3, Stealth 3
- TechniqueThe False Dragon - The Hateru specialize in pretending to be Dragon samurai, and have actually infiltrated the Kitsuki family in order to keep tabs on the clan. When using the Acting Skill to play the role of a Dragon samurai, you gain a +2k1 bonus. You gain a Free Raise on any Skill roll made for the purpose of either avoiding leaving clues to your identity or creating false clues to lead enemies away from you.
Hawk Purist [Courtier]
During the years of the Heresy the Empire has, as always, many ronin desperate for acceptance and belonging. Since the Hawk Clan did not yet formally exist, there was technically no penalty for impersonating a member, and some ronin took this opportunity to represent themselves as members of the Hawk Clan, hoping not only to mitigate the circumstances of their day-to-day existence but also perhaps to gain acceptance into the ranks of the Hawk Clan if the Heresy succeeded. As the Heresy escalated, these ronin became numerous enough to band together and develop a simple Technique to enhance their efforts, but once Gorinno was cast down it became dangerous to continue claiming allegiance to the Hawk, and the former "Purists" scattered and abandoned their Technique. GM may also use the Hawk Purist Technique to represent any ronin band that aspires to become a Minor Clan and thus lays claim to a larger name and identity.
Requirements:
- Technique Rank1
- TechniqueGrace from the Shadows - The ronin who fancy themselves members of the Hawk Clan rely on a mix of popular opinion, bluff, and intimidation to make themselves part of a greater movement and gain favor with others. Any time you are speaking with another person, you may assert your membership in the "Hawk Clan" and try to convince him to treat you with corresponding respect. This is a Contested Awareness roll (and is a Complex Action if Actions are relevant). If you succeed in the roll, your opponent will treat you as if your Status is one Rank greater than it is. (Thus a normal Status 0 ronin will instead be treated as though he is Status 1.)
The ronin band known as the Hidden Sword is a large group that patrols the outskirts of the Shinomen Mori, trying to protect the people in the lands around it from the various enemies who threaten them. The Sword targets primarily bandits but also the various enigmatic creatures emerging periodically from the Shinomen. The band’s area of operation requires them to interact with the Scorpion, Crab, and Unicorn clans fairly regularly, and as a result the men of the Hidden Sword, while honorable, remain extremely practical and realistic individuals who do not succumb to blind idealism. Historically, the group has opposed and been sworn enemies of the Forest Killers, one of the Empire’s largest and most violent groups of ronin bandits, who lair within the Shinomen Mori. On at least one occasion, the Hidden Sword has been completely wiped out by the Forest Killers, but was reformed by its leader’s sons to carry on his work.
Requirements:
- Technique Rank3
- RequirementsHero of the People
- TechniqueKeeping the Peace - The Hidden Sword excel at combating criminals and bandits, and have been taught effective techniques for dispatching such individuals. When fi ghting against an opponent with lower Honor Rank than yours, you may make melee attacks as a Simple Action instead of a Complex Action when wielding weapons with the Samurai keyword.
The battered and scarred veterans who make up the Iron Gauntlet Brotherhood are among the most seasoned and fearsome ronin in all of Rokugan. Those familiar with their reputation whisper prayers to their ancestors when they catch sight of the Iron Brotherhood banner. The individual members of the Iron Gauntlet are survivors of other ronin groups that have been wiped out by one force or another. The first few members were lone survivors of groups eradicated during one of the Empire’s greatest conflicts. Some believe it was the First War, while others think it may have been as recent as the Clan War. No one knows for certain, and the Iron Brothers do not speak of it to outsiders. In fact, they rarely speak at all save to negotiate the terms of their contracts. In battle, they are utterly ruthless and without hesitation. Anyone who has seen them on the battlefield understands exactly how they survived their individual units’ destruction.
Requirements:
- Technique Rank5
- RequirementsEarth 4, any one Weapon Skill at 5 or higher
- TechniqueFor My Brothers - Members of the Iron Gauntlet stand together against incredible odds and survive. When fighting alongside other members of the Iron Gauntlet Brotherhood, you may expend a Void Point to negate damage inflicted on an ally by an amount equal to your Void Ring x 5.
The ancient techniques of Togashi Kaze, which formed the basis for almost all modern Rokugani martial arts, still survive in a somewhat abbreviated form among the peasants of Rokugan and the monks of the Brotherhood of Shinsei. The technique is rare and those who know it usually pass it down privately to a few select students, preserving its secrets from the samurai who Kaze opposed.
Requirements:
- Technique Rank2
- 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, anyopponent 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.
Akodo Kenburo devised his dueling technique while he was a young ronin, roaming the streets and confronting other ronin, criminals, and thugs. During his tenure as Emerald Champion he taught the technique to a few of his most trusted magistrates, and after his death they preserved it within the Ruby Dojo and passed it down to later generations. Kenburo’s core tenet was that it was not the fastest, strongest, or most skilled duelist who won the duel, but the duelist who most frightens his opponent. “Break their spirit and their skill doesn’t matter,” he commented. “Make them think they are certain to die and even the boldest samurai will falter.”
Kenburo’s Way is only known within the Ruby Dojo and is thus normally only available to Emerald and Jade Magistrates. However, given that it was originally devised by Kenburo while he was a ronin, GMs may also wish to experiment with making the technique available to other ronin—after all, who knows whether Kenburo taught it to anyone before he won the Emerald Championship?
Requirements:
- Technique Rank4
- RequirementsIntimidation 5, Iaijutsu 5. Must be a student of the Ruby Dojo.
- TechniqueThe Butcher’s Gaze - During an iaijutsu duel, before Assessment rolls are made, you may spend a Void Point to take a Free Action and make a Contested Intimidation/Willpower roll against your opponent. (This is considered a Fear effect for the purpose of abilities and mechanics that resist Fear.) If you win the Contested Roll, your opponent’s dice do not explode on his Assessment and Focus rolls for this duel.
Koga Ninja [Ninja]
Requirements:
- Technique Rank1
- TechniqueThe People’s Vengeance - The Koga Ninja specialize in protecting and avenging the common people by killing those samurai who abuse their station. You gain a +1k1 bonus to any Skill roll made against a member of the samurai caste.
This band of ronin are known by the name of their preferred weapon, a long iron smoking pipe. Perhaps fortunately, the machi-kanshisha pipe is not well known in many parts of the Empire, and as a result many associate the name with the ronin band itself rather than the pipe for which they are named. The Machi-kanshisha are the guardians of the City of the Rich Frog, a major trade hub that sits in the narrow divide between the holdings of the Lion and Unicorn clans. Because of the militant nature of the two clans in question, who closely observe any significant violence near their borders, the Machi-kanshisha prefer to use their namesake smoking pipes as non-lethal weapons, employing them to subdue their foes rather than kill them. In the twelfth century, the City of the Rich Frog is annexed by the Lion Clan, and the Kaeru ronin family, administrators of the city and employers of the Machi-kanshisha, become vassals of the Ikoma family.
Generalization: Most of the Empire’s history has seen the Machi-kanshisha employed as listed above. If the GM chooses to modify a campaign set in the modern era, they can remain doing exactly what they have for so long without the Ikoma’s involvement.
Requirements:
- Technique Rank3
- RequirementsAthletics 2+, Staves 3+
- TechniqueSmoke and Mirrors - The Machi-kanshisha are extremely adept at wielding their namesake weapon. When using an iron pipe, you gain a Free Raise on any Disarm or Knockdown attack. You may also spend a Void Point to make a melee attack with a machi-kanshisa as a Simple Action (you may spend up to two Void Points per Round in this manner).
Master of Games [Courtier]
This Technique represents the skills taught to the diplomats of Nanashi Mura in the twelfth century, but can also
be used to represent the training of any long-lived and powerful ronin group that has the resources to teach diplomats-the Kaeru family of the City of the Rich Frog are an obvious example.
Requirements:
- Technique Rank2
- RequirementsCourtier 3, Etiquette 3. Must be a resident of Nanashi Mura (in the twelfth century) or belong to a ronin group with similar resources (in other eras).
- TechniqueForge Your Own Fate - The Master of Games is adept at turning his own lowly ronin status to his advantage, luring others into treating him with complacency. When making a Social Skill Roll against someone of higher Status, you gain a +2k1 bonus so long as you maintain a modest and subservient manner and tone.
Minor Clan Alliance Diplomat [Courtier]
Minor clan samurai who deal with members of the Great Clans are in constant danger of angering them with a misplaced word, action, or even a look. Minor Clan samurai who have survived the minefield of the courts long enough are often sent to the Minor Clan Alliance’s court in Kudo Mura. There, they can learn from the best diplomats in the Alliance, studying how to sooth the ruffled feathers of Great Clan samurai and, more importantly, how to avoid ruffling those feathers in the first place.
Requirements:
- Technique Rank4
- ReplacesAny Minor Clan School 4
- RequirementsCharacter must belong to a Minor Clan
- TechniqueThe Courts of Kudo Mura - The diplomats of Kudo Mura are masters at dealing with the needs, desires, and whims of their superiors. When conversing with a samurai from one of the Great Clans or the Imperial Families, you gain +3k0 on all Contested Rolls using the skills of Etiquette or Sincerity.
The Moonless Riders are an extremely small and specialized group of ronin who have carefully cultivated skills that allow them to not only survive but seek regular employment by the armies of the Great Clans. The Riders, who are comprised primarily of former Unicorn, Lion, and Dragon samurai, specialize in cavalry tactics - but unlike most samurai, they train at night. As a result, they are among the preeminent nocturnal scouts and couriers in the Empire. The Unicorn find their practices distasteful due to the risk posed to horses in night operations, but the Moonless Riders consider this a necessity in order to maintain their livelihood. Although they wander freely across the Empire, the Moonless Riders do tend to linger in areas where clans share borders, and often find employment by the Lion along the Unicorn border and, less frequently, the Crane border as well. Minor Clans also employ them when possible to protect themselves against hostile neighboring Great Clans.
Requirements:
- Technique Rank2
- RequirementsHorsemanship 3+, Way of the Land
- TechniqueMoving the Shadow - Moonless Riders are experts at all things nocturnal. You do not suffer any penalties that might be incurred due to natural darkness. When active at night or in other forms of darkness (such as a basement or cave), you gain a bonus of +2k1 instead of +1k1 when you spend a Void Point to enhance any non-Weapon Bugei Skill.
Founded by a Void shugenja named Ekuro, the Order of Five Weapons teaches mastery of the Elemental weapon spells, and also maintains a secret spell taught to its most trusted members.
Requirements:
- Technique Rank4
- ReplacesRonin shugenja 4 (any ronin shugenja school)
- RequirementsAt least Rank 3 in the Skills of Kenjutsu, Heavy Weapon, Spears, and Staves
- TechniqueEkuro’s Weapons - The founder of this order perfected the use of weapons summoned from the Elemental kami. You may cast any of the four Elemental Weapon spells as a Simple Action (rather than a Complex Action). You may spend a Void Point (as a Free Action) to be able to attack with these summoned weapons as a Simple Action for a number of Rounds equal to your Insight Rank. If you have the Ishiken-do Advantage, you may learn the secret spell “Dart of Void.”
This ronin shugenja order was founded in the wake of the second war with Iuchiban. Its members travel across Rokugan, always going to the most war-torn and disasterplagued regions, healing the injured and treating the sick with no expectation of payment or reward. They are welcomed in Crab lands but tend to encounter suspicion and hostility in most other regions, since their actions can be perceived as shaming the local clan shugenja for callousness.
Requirements:
- Technique Rank3
- ReplacesRonin shugenja 3 (any ronin shugenja school)
- RequirementsMedicine 3, Honor Rank 5.0 or better
- TechniqueIsashi’s Mercy - The Order of Isashi devotes itself to healing the sick and the injured. You gain a +1k0 bonus to Medicine Skill rolls and a Free Raise when casting any spell that heals Wounds or cures illness.
After the commoner Asahime began organizing her army of peasants, she worked with her monk adviser Rojin to develop a spear-fighting technique that would allow simple ashigaru soldiers to stand their ground against samurai opponents. The technique was designed to capitalize on working together, using numbers and discipline to overcome the superior fighting skills of samurai opponents. Unsurprisingly, in Rokugan’s canon history the technique did not survive the ultimate defeat of the People’s Legion, but creative GMs can use it to represent any peasant or ronin army that lasts long enough to develop some discipline and organized training.
Requirements:
- Technique Rank1
- TechniqueUnity of Purpose - The People’s Legionnaires drill endlessly, learning to act in unison on the battlefield. After Initiative is rolled at the beginning of a skirmish, you may take a Free Action to lower your Initiative score to match that of an ally who is also trained in this technique. If you and an ally with the same Initiative attack the same opponent, you each gain a +1k0 bonus on your attack roll for each such ally striking the same foe. The maximum number of bonus dice you can gain on a single attack roll is equal to your Insight Rank +1.
Scales Of the Carp [Courtier]
The Scales of the Carp is a ronin smuggling organization run by the Yasuki family; its purpose is to conduct trade with the Crane, who otherwise largely cut off all mercantile contact with the Crab. Although the trade barriers between Crane and Crab diminished over time, the Yasuki found the Scales too useful not to keep around, especially for dealing with illicit trade that might otherwise sully their own hands.
Requirements:
- Technique Rank3
- RequirementsCommerce 4, Lore: Underworld 3, and must be recruited into the Scales by existing members
- TechniqueSwimming Beneath the Waves - The Scales of the Carp operate beneath the level where most samurai take notice, and are adept at convincing the authorities - especially those on either side of the Crab-Crane border - to ignore their activities. You gain a +1k0 bonus to all Temptation (Bribery) rolls. If the roll is against a Crab or Crane samurai, the bonus is +1k1 instead, and if the samurai agrees to the bribe you may (with the GM’s permission) spend a Void Point to gain him as an Ally with 1 point of Devotion. He will remain an Ally permanently unless you betray him or otherwise break the alliance.
Over the centuries there has been no shortage of ronin who have turned to violence and brutality to make their way through the world. Some, such as the Forest Killers, have cultivated such a reputation that their name is used to frighten children throughout the Empire. There are very few, however, who have the sheer audacity and penchant for destruction as the Serpents of Sanada. The Serpents are a naval band and over the years they have accumulated a small fleet of vessels, using them to become one of the most successful (and hated) pirate groups in almost a thousand years. In particular the Serpents are an offense to the Mantis Clan, who not only have many former members among their ranks but have actually been attacked on their home islands by the Serpents, something no pirate ever before dared to do. The Mantis ruthlessly hunt down vessels in the Serpents’ fleet but find it difficult to destroy the whole force.
Requirements:
- Technique Rank3
- RequirementsKnives 3+, Sailing 3+, Honor Rank 3 or lower
- TechniqueThe Serpents’ Coils - The Serpents of Sanada are utterly ruthless pirates, and like others of their ilk they have been forced to master weapons that will not corrode in the sea air. When wielding a wooden weapon or a weapon with the Peasant keyword, you may make melee attacks as Simple Actions rather than Complex Actions.
The Seven Waves Mercenaries are an older ronin group with a reputation for discrete and effective service. The organization was founded roughly a century after the return of the Unicorn Clan to the Empire. The Seven Waves were created by a group of seven ronin, each one an outcast from one of the original Great Clans - this of course predates the elevation of the Mantis to Great Clan status, and the organization’s leaders never deigned to add a Mantis ronin to their ranks. When the Seven Waves take a job, those of their number associated with the clans in question remain apart to avoid coloring the employer’s opinion of the organization, but still offer expertise and advice to the other members. Over the years the organization has grown, but the leaders of the group, most of them descendants of the original founders, prefer to keep it organized into similar seven-man teams.
Requirements:
- Technique Rank4
- RequirementsClan Ronin only
- TechniqueRoaring to Shake Heaven - Members of the Seventh Wave draw strength from their diversity. When fighting alongside your allies, you gain a bonus of +2 to the total of all attack and damage rolls for each different Basic School represented among your group. You may not gain a total bonus greater than twice your Void Ring from this Technique.
The word ‘ninja’ conjures one of two reactions from the Rokugani: exasperation, because of course ninja do not exist, or fear, because they suspect the substance of the night itself will disgorge and assault them for daring to consider such things. The truth is that to some extent both statements are true. On the one hand, the black-clad assassins of superstition do exist, but are largely a diversionary tactic used by groups like the Scorpion Clan - including through pawns such as the ronin group called the Silent Blade. On the other hand, the primordial entity known as the Lying Darkness unleashes inhuman ninja who can steal faces and names. And then there is the middle ground, where few have ever tread and survived. The men and women known as Shadowed Steel are former vassals of the Scorpion Clan, surreptitiously culled from the clan’s ranks over the course of generations or even centuries, and carefully cultivated into a completely deniable and disposable asset. The Shadowed Steel are few in number and answer only to the Shosuro family, who communicate with them through covert means such as blind drops. When an objective absolutely must be achieved or a foe eliminated at all costs, when the risk is simply two high to utilize the Shosuro family’s own assets, they call on the Shadowed Steel to deal with the matter quickly and with absolute and unwavering finality.
Requirements:
- Technique Rank5
- RequirementsAthletics 4+, Ninjutsu 4+, Stealth 4+
- TechniqueDeath’s Dark Shadow - The Shadowed Steel strike from darkness to devastating effect, and rarely need to strike twice. When you succeed at a Contested Stealth Skill Roll against an opponent attempting to detect you, you may spend a Void Point to add the amount by which your Stealth Skill Roll exceeded your opponent’s roll to the next attack roll you make against that opponent. This must be done within one hour of the Contested Roll taking place - otherwise you must wait until the next Contested Stealth Skill Roll opportunity.
Although they pride themselves on their skill as hired killers and assassins, the Silent Blades are in truth little more than rank amateurs when it comes to the arts of infiltration and assassination. Although they do have some skill, it is vastly less than they like to imagine, and as a result they are constantly struggling to overcome the impact of botched jobs and the occasional disastrous failure. Fortunately for them, however, those who would hire ronin assassins rarely communicate with one another, and the group has managed to avoid cultivating a poor reputation despite their mediocrity. While they do not know it, the Blades are actually pawns of a more secretive and skilled order known as Shadowed Steel, which is in turn a pawn of yet another unknown force. Thus the Silent Blades are essentially fodder for larger, more powerful, and more skilled groups, brought out when a scapegoat is necessary or when a very unskilled target needs to be eliminated.
Requirements:
- Technique Rank2
- RequirementsNinjutsu 3+, Stealth 3+
- TechniqueBlack Hearts, Red Blades - The Silent Blades are not completely without skill as assassins. If you are attacking an opponent who is unaware of your presence (for example, a foe you have defeated with a Contested Stealth Skill Roll to remain undetected), you may add your Stealth Skill Rank to the total of all attack and damage rolls made against that opponent for the duration of this skirmish.
Through most of Rokugan’s history winter has brought an abrupt end to war. The costs of waging war in the bitter cold and snow are simply too high, and every time it has been attempted the army responsible has ultimately been defeated. This did not change until the Empire’s twelfth century, when the boundless ambition of the Unicorn Clan Khan, Moto Chagatai, led him on a winter campaign across the Lion provinces. Although Chagatai’s campaign to capture the Imperial City was ultimately unsuccessful, the punishment he inflicted on the Lion forever changed the way the Empire regarded winter warfare. Few attempted to recreate the extent of that campaign, but most recognized it was possible to fight in the winter with adequate preparation and training. One group of ronin who served in Chagatai’s forces and survived the Lion’s vengeance went on to sell their services as couriers, messengers, and general supplemental cavalry, all with a specialty in winter tactics. The Yasuki family of the Crab would be envious of the discreet promotion the Snow Riders have conducted on behalf of their organization, and they have ensured they are always employed during the winter - if nothing else because their employers don’t want their enemies employing the Riders instead. Generally speaking, the Riders make adequate profits during the winter months to support them through the summer, which is exactly their intention.
Generalization: Although the story of this group is tied specifically to the Khan’s infamous campaign, there is no reason a small group could not develop along these lines independently of that incident. Doing so might make their services more difficult to market and sell, however.
Requirements:
- Technique Rank3
- RequirementsAthletics 3+, Horsemanship 4+
- TechniqueThe Journey’s Beginning - The Snow Riders have mastered the art of mounted warfare and of waging war in winter conditions. You may ignore movement penalties based on terrain if the penalties in question are caused by snow or ice. You may spend a Void Point while fighting mounted in order to make a single attack as a Simple Action.
There are few ronin brotherhoods in the Empire better known than the Sword of Yotsu, and perhaps none who have experienced the same degree of success. The brotherhood is led by an actual family, one of only a handful of ronin families in Rokugan’s history. The founder of the Yotsu performed a glorious service for the Hantei Dynasty, rescuing the Emperor’s youngest son from the clutches of the Bloodspeaker Cult by leaving his own child in the boy’s place. In gratitude and recognition of his sacrifice, the Emperor granted the ronin his father’s personal name as a family name, and the Yotsu family was born. Having lived many years wandering the Empire in his youth, Yotsu understood very well how the poor and defenseless suffered, and he vowed to use what little he had to ensure he and his would never suffer such fates. Over subsequent generations, Yotsu’s children expanded their family’s operations into a true ronin brotherhood, allowing other ronin to swear fealty to them and take their name in exchange for a vow to protect the defenseless. The Yotsu are generally honorable men and women, although they place greater emphasis on their duty than on the niceties of everyday samurai behavior.
Requirements:
- Technique Rank4
- RequirementsKenjutsu 4+, Hero of the People, Honor Rank 5+
- TechniqueShelter the Blameless - The Sword of Yotsu draw strength from their duty to protect others. During any Round when you are actively defending or protecting another (GM’s discretion), you gain one bonus Void Point for use during that Round. Unspent Void Points gained from this Technique are lost at the end of the Round (after the Reactions stage).
Inspired by the young and charismatic ronin Tawagoto, this group of ronin and peasants rallied together to protect the innocent people of Rokugan from the rash of violent peasant revolutions inspired by the mad monk Kokujin while the Great Clans were engaged in another war of succession. Eventually the clans recognized the threat and sanctioned Tawagoto’s activities, lending him aid to complete the task of hunting down Kokujin’s forces and destroying them.
Requirements:
- Technique Rank1
- TechniqueThe People’s Will - Those who are guided by honor carry the strength of the Empire’s people in their actions. When you spend a Void Point to add a bonus of +1k1 to any Skill or Trait Roll, you may also add your Honor Rank to the total of that roll.
Ruthless in the extreme, the mountain bandits known as Tengoku’s Justice could threaten the reputation of the Forest Killers as the most reviled bandits in the Empire if they
survive long enough. Their heretical name, however, gives additional reason to hate them, likely shortening their expected survival. The Tengoku’s Justice band makes their home in the Dragon mountains, pillaging and laying waste to entire villages to gather the supplies and wealth they desire. They trust in the traditional inaction of the Dragon to make their apprehension less likely, but have drawn the unwavering attention of the magistrates of the Mantis Clan due to their actions.
Requirements:
- Technique Rank1
- TechniqueHeaven’s Curse - The sheer ruthless, murderous nature of the Tengoku’s Justice fighting style could rival even that of the Forest Killers. Whenever you surprise an opponent in a skirmish, you may double your Strength for the purposes of determining how many damage dice you roll on that attack.
The Ghosts of the Forest are a small band of ronin with a legacy many generations old. They tend to recruit from their own family lines, and there are some members who are the sixth or seventh generation to take up the banner of defending Nazo Mori.
Requirements:
- Technique Rank3
- RequirementsPolearms 3+, Heart of Vengeance (Unicorn)
- TechniqueThe Tiger’s Teeth - The enigmas of the forest at Nazo Mori are more familiar to you than almost anyone else in the Empire. Whenever you are within a woodland area, you gain a Free Raise on all Athletics, Hunting, and Stealth Rolls. If you are within sight of Nazo Mori, you also gain a bonus of +1k0 on any roll involving the Perception Trait (these effects can stack).The Broken Guard are among the finest anti-cavalry forces in the Empire. You may make a melee attack as a Simple Action when using a polearm. You gain a bonus of +1k1 on attack rolls made against targets on horseback (or mounted on similarly-sized creatures).
The Guards’ Wrath [Bushi]
The Guards are a ronin otokodate based in a remote town. They hire out their members to protect merchants and courtiers, earning funds to maintain themselves in reasonable comfort. In contrast to many ronin bands, the Guards are a fairly honorable group, and do their best to carry out their contracts honestly and successfully. In game terms, the Guards’ Wrath Technique can also be used to represent any group of reasonably honorable ronin who hire themselves out as guards or escorts.
Requirements:
- Technique Rank2
- TechniqueThe Guards’ Wrath - The ronin of the Guards are taught defensive techniques designed to keep both themselves and their clients alive (so they can be paid). When you take the Guard Action, your TN is not reduced.
The Silken Promises Geisha [Courtier]
The Silken Promises are a secretive organization of geisha who use their acting and performance skills to develop influence with their important customers. The Promises work primarily to protect their own interests, but often act in alliance with other groups who are aware of them and value their ability to exert covert political influence-most notably the Scorpion Clan, who are the official sponsors of the Silken Promises. However, the Promises have also been known to work with the Kolat, as well as the Spider Clan in eras when that group is active.
Requirements:
- Technique Rank3
- RequirementsMust be a geisha who has been admitted to the ranks of the Silken Promise and who has Acting 3 and at least three Perform skills at Rank 3.
- TechniqueDance of Silk - The geisha of the Silken Promises use their entertainment skills to subtly guide their clients into the policies and attitudes they prefer. You may attempt to shift someone’s attitudes by offering a suitable artistic performance (typically dance or music) and making a Contested Roll of your Perform / Awareness (or Acting / Awareness if more appropriate) against their Etiquette (Courtesy) / Willpower. With a success, you lure them into the attitude or a choice you would prefer. At the GM’s option, you may also take them as an Ally with 1-point Devotion.The effects of the Silken Promise technique are not "mind control" and cannot force someone to make a decision that goes directly against his character or his true loyalties. Subject to such caveats, however, the technique can exert considerable influence, since the target is unaware that he is being manipulated and may well believe his new decision is entirely his own. Ultimately, the GM has the final say on how much impact the Silken Promise Technique can exert. You may not target the same character with this Technique more than once per month.
The Taoist Archers seek perfect harmony through the study of kyujutsu and have existed within the Brotherhood of Shinsei for centuries. In the Pre-Coup era a ronin named Gahei learns the Technique and begins to teach a selected students, and thereafter this Path is also available to ronin characters (assuming they can find someone who knows it and is willing to teach them).
Requirements:
- Technique Rank5
- RequirementsVoid 4, Kyujutsu (Yumi) 5, Lore: Theology 3, Meditation 4
- TechniqueFlight of Innocence - The Taoist Archers practice their art blindfolded. When making archery attacks, you ignore all TN and dice penalties for being Blind, for having a Missing Eye, or for the target being concealed by darkness, magical illusion, camouflage, and similar visual obstructions. Penalties for physical obstacles and obstructive conditions (such as the target being Prone, a normal or magical wind, etc.) are applied normally. In addition, when wielding a bow you may spend a Void Point for a +1k1 bonus on damage.
Composed primarily of former Crane and Lion, the Tessen came together to attempt to protect the people of Toshi Ranbo, centuries before it became the new Imperial City. The constant changing of hands between the two clans left the city in a terrible state, often plagued by criminals who knew the clans were too busy with one another to bother hunting them. Because the Crane forbade any save themselves to carry a blade within the city, these ronin took up the tessen as their weapon of choice, and continue to patrol the streets of the Imperial City today, albeit with only grudging acknowledgement from the city’s Imperial protectors.
Requirements:
- Technique Rank1
- TechniqueFolds of the Iron Fan - Few in Rokugan have mastered the facets of the iron fan with the same fluency as the Tessen. When wielding a war fan in your off hand, you suffer no penalties for attacks made with that hand. You also add your rank in War Fans to the total of your Armor TN at all times while wielding a war fan.
The Thousand were formed during the First Yasuki War under the banner of a Crane ronin named Tamedaore who had a knack for both military organization and mercantile commerce. His ronin band peaked at over a thousand men and fought for the Crane during the latter years of the Yasuki War. Afterward, the band remained together but its numbers gradually diminished over the centuries; their last remnants were wiped out by the Unicorn Clan in the year 816.
Requirements:
- Technique Rank2
- RequirementsIaijutsu 4, Void 3
- TechniqueTamedaore's Secret - While you are in the Center Stance and on the Round immediately after you leave the Center Stance, you gain a bonus to your Armor TN equal to 2x your Void Ring.
the Unbroken [Bushi]
The Unbroken are among the most famous and legendary of ronin bands, but also one of the smallest and most transient. The band has formed and collapsed many times over the Empire’s history, re-organizing whenever a Tainted wave-man manages to unearth the secrets of its technique. The origins of the Unbroken Technique are mysterious; some claim they learned their methods from studying the Naga or perhaps the Ratlings, while others claim it was originally devised by some legendary and long-forgotten ronin in the Empire’s early history. Whatever the case, the Unbroken Technique is both singularly powerful and extremely dangerous: it can purge the Taint from one’s body - perhaps the only way to completely purge the Taint short of outright divine intervention. However, it does so through the practitioner successfully defeating powerful Shadowlands creatures. Needless to say, one is more likely to die in the pursuit of this goal than to succeed at it. The Unbroken traditionally work as a unified group, each willing to sacrifice himself for the others. Only a handful have ever been cured of the Taint, and the entire band has never been larger than thirty individuals. Supposedly, the mystical Technique which they use shortens their lifespan, allowing them to survive for only a single year - unless they can purge their Taint before that time expires. All members of the group wear masks, both to conceal their identity and to reinforce the principle that they are a group that stands or dies together.
Requirements:
- Technique Rank3
- RequirementsLore: Shadowlands 3
- TechniqueThe Unbroken - The students of the Unbroken learn to set the impurity within themselves against the impurity of their foes. When you are fighting a Shadowlands creature or one of the Lost, you may add your Taint Rank in unkept dice to your attack rolls. Each time you do this you gain three additional Point of Taint. However, any time you singlehandedly kill a Shadowlands creature or one of the Lost, you may spend a Void Point to permanently lose one Point of Taint. If you ever single-handedly kill an extremely powerful Shadowlands foe, you may spend a Void Point as a Free Action to make a Contested Earth roll against the Earth of the foe you have slain. With a success, you immediately purge all the Taint from your body - and thereafter lose the ability to perform this Technique. Ultimately, it is the GM’s discretion whether a particular foe is powerful enough to trigger the more potent aspects of the Unbroken Technique. Examples of creatures which could trigger the effect include major oni, any of the Onisu, or a Lost of at least two Insight Ranks higher.
The Tsume vassal family prided themselves on being masters of the spear, teaching their bushi to specialize in defensive tactics and rely on a wall of spear-points to break enemy charges. After the Tsume ruling bloodline is exterminated in the War of Bleeding Flowers, their samurai become ronin but do their best to preserve their traditional fighting methods, passing their Technique down from parent to child. The process is further enhanced by their tradition of meeting annually to renew their sense of loyalty and identity.
Tsume ronin often hire themselves out as guards or escorts, using their spear tactics to defeat bandit raids. In keeping with their legacy as former Crane samurai, they are trustworthy and reliable soldiers and refuse to ever betray their employers. This makes them quite popular among merchants and others in need of reliable guards.
Requirements:
- Technique Rank3
- RequirementsSpears 3+, Polearms 3+, Honor Rank 3 or higher
- 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 ten feet (whether or not the attack hit), you may spend a Void Point in order to take a Free Action to attack that opponent with your spear/polearm. You may also use this Technique in the Full Defense posture, but making the attack will require spending two Void Points instead of one.
Many ronin groups are not well known in the Empire, but few are as completely unknown to the Great Clans as the secretive sect called the Weavers. These men and women rarely associate with one another in person, communicating instead through carefully encoded messages, discrete tattoos, and secret hand signals. They gather together only when there are important matters at hand, typically involving violence or infiltration of the most invasive sort. The Weavers are among the elite agents of the Kolat conspiracy and are only known to its highest-ranking members, or at least so they believe. Although the ten Kolat Masters have access to the entire roster of Weavers, most of their direct subordinates know of perhaps a half-dozen or so they can call upon in dire need. The abilities of the Weavers vary wildly from individual to individual, each having been recruited for a particular skill or set of skills that were needed at the time. In general, however, most have a propensity for violence and an absolute mastery of deceit. One might say lying is a requirement for the job.
Requirements:
- Technique Rank4
- RequirementsAllies (Kolat) OR Dark Secret (Kolat) OR Obligation (Kolat)
- TechniqueTwist the Weave - The Weavers excel at deceit and manipulation, and use such methods as weapons against their foes. If you have ever won a Contested Skill Roll against someone using your Sincerity (Deceit), Intimidation, or Temptation, if you subsequently face that person in a skirmish you gain a Free Raise that can be used on an attack roll during the first Round of the skirmish.
During the epic conflict history remembers as the Clan War, an unprecedented number of ronin gathered together under the banner of Toturi, the Black Lion. The former Lion Champion, cast out when the Akodo family was dissolved, Toturi assembled thousands of his former clansmen who had become wave men, along with many former Scorpion samurai (whose clan had also been dissolved) and legions of simple ronin looking for the opportunity to be part of something greater than themselves. The organization known as Toturi’s Army fought to protect the people of the Empire and the stability of the Empire itself. After the war, many of the group rejoined their former clans; those who remained formed a new organization, the Wolf Legion. For decades, the Wolf Legion continued to protect the people of Rokugan, alternately ignoring or confronting the selfish politics of the Great Clans.
Generalization: The Wolf Legion are similar in many respects to Tawagoto’s Army (presented in the L5R RPG core rules) in that they are a benevolent organization devoted to the greater good of the Empire. If the GM is running a game in a different era or timeline, they could even represent a more advanced portion of the same organization as Tawagoto’s Army.
Requirements:
- Technique Rank5
- RequirementsHonor Rank 5+
- TechniqueBlack Lion Talon - The traditions of the Wolf Legion are steeped in honor and bushido. Whenever you spend a Void Point to add +1k1 to the total of an attack roll, you may add your Honor Rank to the total of that attack roll as well.
The Imperial families exert control over the Empire in many ways both obvious and subtle. Although the Otomo family is best known for its ability to overawe and crush rivals through the sheer weight of Imperial favor, some of the family’s greatest masters follow a subtler path, shaping entire courts through things as deceptively simple as hosting dinner parties. The Influencer Technique is sometimes credited to Otomo Madoka, the author of The Subtlety of the Court, but whether it was devised by her or by some more ancient Otomo master courtier, its subtle but relentless power cannot be denied.
Requirements:
- Technique Rank3
- ReplacesOtomo Courtier 3
- RequirementsAwareness 4, Etiquette 5, Sincerity 5
- TechniqueFollow My Lead - At any courtly event you are hosting (such as a moonviewing party, a musical performance, or a dinner party), you may roll Courtier (Manipulation) / Awareness at TN 30 to set the dominant tone of the event. This tone may be broadly positive or negative and can also have a specific flavor such as friendly, hostile, hedonistic, suspicious, conciliatory, competitive, or anything else which suits your needs. Anyone who makes a Social Skill Roll during this event while acting against the tone of the event must call two Raises to no effect - if they fail the roll due to those Raises, they are considered to have committed a Minor Breach of Etiquette. Conversely, anyone who makes a Social Skill Roll while acting in concert with the flavor of the event (including yourself) gains a +2k0 bonus to their rolls. These effects last until the end of the event.If you are not the host of the event, you may still attempt to set the tone, but your Courtier (Manipulation) rolls is now a Contested Roll against the host. Also, whether you are the host or not, other guests at the event may opt to oppose your setting of tone by making Contested Rolls of Courtier (Manipulation) against you. For all such Contested Rolls, the character with the higher Status Rank gains a +1k0 bonus for every such Rank of Status. If you lose the Contested Roll, you are unable to set the tone for this event. However, if lower Status characters fail such a Contested Roll against you, they have committed a Minor Breach of Etiquette. Likewise, if you fail to overcome the host with this Technique, you have committed a Minor Breach of Etiquette.
Observers are assigned by the Imperial Bureaucracy to oversee the honorable conduct of war. It is an Observer’s duty to monitor the strategies of each side, reporting both honorable and shameful activity back to the Imperial Court. (The Great Clans assign their own battlefield observers, of course, but only those with Imperial authority are empowered to deliver unquestioned reports to the Throne.) The Technique of the Observers is an Imperial secret and is taught in the Ruby Dojo (best known for training the Emerald Magistrates).
Requirements:
- Technique Rank4
- ReplacesOtomo Courtier 4, Miya Courtier 4. Optionally, any Courtier 4 (see Special Note below)
- RequirementsBattle 4 or Lore: War 4, Sincerity 4, Status Rank 3.0 or higher.
- TechniquePierce the Fog of War - The Imperial Observer is trusted to deliver news of the battlefield to the Imperial Court. When reporting on the events or conduct of a war, you are considered to have the Sacrosanct Advantage. In your report you may choose to praise or damn a commander on either side. This is a Sincerity / Awareness Roll at a TN of 5 x the Glory Rank of the commander. With a success, you may increase or decrease that commander’s Glory by 1 Rank. By calling Raises on this roll, you may instead inflict or remove Infamy on the commander, at the rate of a half-Rank plus an additional half-Rank per Raise. No individual may be affected by this Technique more than once for each battle you report.Special Note: At the GM’s option, this Path may be made available to courtiers from the clans, provided they gain the sponsorship of the Imperial families.
Otomo Bureaucrat [Courtier]
The methods of the Imperial bureaucracy began in the time of Hantei Genji, but came to full flower in the years after the Reign of the Gozuku, when the Otomo family was tasked with obstructing and dividing the Great Clans, ensuring they would never again be able to subordinate the Emperor. Otomo bureaucrats specialize in delay, obfuscation, and subtle but persistent obstruction, using such indirect and seemingly passive methods to block and foil the goals of the Great Clans.
Requirements:
- Technique Rank3
- ReplacesOtomo Courtier 3
- RequirementsEtiquette (Bureaucracy) 5
- TechniqueImperial Scrutiny - Where a normal Otomo relies on the awesome power of Imperial authority to overawe his rivals, a Bureaucrat relies on the intricate and obscure complexities of the Imperial government to stymie and obstruct his opponents. Any time another samurai is trying to accomplish something in the courts (building an alliance, negotiating a treaty, making a trade deal, requesting a favor from the Throne, etc), you may employ the intricacies of the Imperial bureaucracy to delay him. This may take up to several hours to carry out, and is represented mechanically by a Contested Roll of Etiquette (Bureaucracy) / Willpower; if you spend a Void Point on this roll, you gain +2k2 instead of the usual +1k1. If you win the Contested Roll, the samurai cannot make any progress toward his goal for the next two weeks, no matter what he does.
Miya Satoshi died in disgrace, but his effort to militarize the Miya family left a legacy of trained warriors who wished to continue serving their family and to cleanse the dishonor which Satoshi had brought on himself. Their warrior tradition is carried on by the Satoshi vassal family. Of course, GM’s may also use this Technique to represent the legacy of any Miya leader who tried to militarize his family.
Requirements:
- Technique Rank4
- ReplacesMiya Herald 4
- RequirementsKenjutsu 5
- TechniqueFire and Ice - The Satoshi vassal family teaches an aggressive fighting style derived from their founder’s training with the Matsu family. You may make attacks as Simple Actions when you are in the Full Attack stance.
Seppun Astrologers [Shugenja]
Astrology is very important to all of the Imperial families, with the Otomo employing it in court while the Seppun study it for its spiritual and divinatory purposes. The Seppun Astrologers watch the night skies constantly, seeking portents to better protect the Emperor and the Empire. Like the Kawaru Sages, the Seppun supplement their astrological knowledge whenever possible with divination magic (although they would be greatly insulted to be compared to the practitioners of kawaru).
Requirements:
- Technique Rank4
- ReplacesSeppun Shugenja 4
- RequirementsDivination (Astrology) 4, Lore : Omens 5
- TechniqueWisdom of the Heavens - The sage-priests of the Seppun Astrologers are capable of finding great wisdom in the alignments of the Celestial Heavens, and their recognition of previously unnoticed patterns can bring joy - or doom - to the mortal world. Once per month, you may clarify a person’s place in the great tapestry of fate and thereby confer one Spiritual Advantage or Spiritual Disadvantage on that person. (This is a ritual effect and cannot be performed during a skirmish.) This effect lasts for one month or until you use this Technique on a different person, whichever comes first. If you are attempting to confer a Disadvantage, you must also succeed at a Contested Void Roll against the target.
Although all Seppun shugenja are tasked to help protect the Emperor and the Imperial City against magical and supernatural threats, but the elite order of the Hidden Guard receives special training for this purpose. The Hidden Guard are in charge of the direct magical and spiritual protection of the Emperor, his family, and the Imperial Palace. Many of them spend their entire lives doing nothing but endlessly watching, reinforcing, and maintaining the wards and other magical protections over their charges.
Requirements:
- Technique Rank3
- ReplacesSeppun Shugenja 3
- RequirementsMust be chosen for service in the Hidden Guard
- TechniqueHarmony in All - The Hidden Guard are tasked with warding and protecting the Emperor, the Imperial family, and their possessions and holdings. You gain a Free Raise with all spells that have the Wards or Defense properties.
After the Unicorn Clan’s return, the Seppun family began aggressively training cavalry forces of its own. Only the most elite members of the already legendary Imperial military are allowed to seek admission to the unit known as the Rising Sun. These men and women receive endless training from the finest mounted combatants to be found in the rest of the Empire - making them masters of tactics the Great Clans do not share with one another. While the Unicorn are the undisputed masters of cavalry warfare, even they hold the Rising Sun legion in extremely high regard.
Requirements:
- Technique Rank5
- ReplacesSeppun Guardsman 5 (with the GM’s permission, any bushi Basic School 5 if the character is enrolled in the Imperial Legions)
- RequirementsStrength 4, Horsemanship 5, Spears 5
- TechniqueThe Storm of Heaven’s Wrath - The bushi of the Rising Sun are trained in the true mastery of cavalry tactics and call on their devotion to their Imperial duty to make them a terrifying force on the battlefield. While you are mounted and in the Attack Stance, you may add your Honor Rank to your Armor TN and may spend a Void Point to add half your Honor Rank (rounded up) in kept dice to your attack roll.
Blue Tanuki's Brand Ambassador [Courtier]
Requirements:
- Technique Rank2 or 4
- ReplacesAny Tanuki school rank from 2 to 4 of your choice. (Ronin Sake lovers have been known to swear fealty into the Tanuki clan. Those may access this Technique provided that they find a suitable teacher who is sober enough to teach them.)
- RequirementsCraft: Brewing 3, Temptation 3
- TechniqueOne More for the Road - You may use the Temptation skill to entice someone else into entering a drinking contest. While doing so, Temptation is not considered a Low Skill for you. This is a contested roll of your Awareness / Temptation against their Awareness / Etiquette (Courtesy). By spending an Void point, you may immediately roll the same against another bystander, who will join the drinking contest as well, to a maximum number of participants equal to your School rank +1 (not including yourself). All participants who fail to resist must have as many drinks as you do, or a number of drinks equal to your Void Ring, whichever is higher. Those who beat your contested roll may chose to decline, but if there are witnesses, they lose 2 points of Glory.Needless to say that if this happens in your establishment, the victims need to pay for their drinks (business is business). Failing to do so may incur an Obligation to you, at the GM's discretion.