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Deathseeker ferocity and disregard for their lives, the Matsu

“Take my life so I can join my ancesters in won the battle.


honour”
Since then, the Deathseekers had been a legion
of dishonored and doomed individuals. They
wore their title with honor, knowing that it
showed their desire to sacrifice everything for
their family. When a man was dishonored or
failed his house, he often begged to be allowed
to join the Deathseekers.

Often, the Deathseekers would lead the Matsu


charge, as their viciousness was matched only
by their utter disregard for their lives. They
wore only the lightest armour, carried only the
Prerequisite: Dishonoured, Samurai caste simplest weapons, and wore a cord of brown
and gold on their right arm, which was meant to
The Deathseekers were originally a legion under bind their souls to their ancesters should they
the command of the fallen Hayameru Shibai, a fall. This cord also served as a warning to any
minor daimyo of the Matsu family, but unit who would engage the Deathseekers.
deathseekers are now common when a samurai
is dishonoured but seppukku is impossible. The Deathseeker Path Features
Matsu had been trapped within a small fortress Deathseeker’s Action (11th level): When you
near Beiden Pass with the forces of the Bayushi spend an action point to take an extra action,
Clan assualting them. The Bayushi agreed to you may choose to take a -4 penalty to your
spare Hayameru's children in exchange for his defenses until the start of your next turn to do
surrender of the castle. Before the battle, +4 damage until the end of your next turn.
Hayameru's personal guards discovered the plot
and alerted the Matsu, and Hayameru was Bloodied Frenzy (11th level): When you are
branded a traitor. His own men turned upon bloodied, you gain a bonus to weapon damage
him and tore him apart. rolls equal to your constitution modifier.

The last contingent of Hayameru family samurai Disregard For Safety (16th):As a free action, you
begged to be allowed to commit seppuku, but can take 10 damage to make your next attack
because of the Bayushi army outside the castle, an automatic critical strike regardless of the
the Matsu daimyo could not lose so many actual roll. When the attack misses, the power
warriors. Instead, she commanded that they is still consumed.
find their path again, and if they wished to give
their lives for their honor, they could do it upon
the fields of battle. The Hayameru led the strike
against the Bayushi at dawn, and due to their
Deathseeker Exploits Actor of the Ivory Fan
Overpower Deathseeker Attack 11 The true performer seeks to cultivate a rarefied
With immense inner strength, your attack smashes your relationship with his audience similar to the way
enemy to the ground.
that one cultivates flowers.
EncounterMartial, Reliable
Minor Action Personal
Effect: With your next attack this turn, you push the
target(s) 2 squares away. If you already push, slide or pull
the target(s) this ability has no effect.
G
Inner Frenzy Deathseeker Utility 12
As death aproaches, your senses become clearer and your
body stronger.
Daily  Martial, Stance
Immediate Reaction Personal
Trigger: You become bloodied
Effect:You gain temporary hit points equal to you healing
surge value. As long as you have temporary hit points, you
gain a power bonus to your highest ability modifier of +2. Prerequisites: Insight and Perception skills
G trained
Whirl of Death Deathseeker Attack 20
With your weapon sweeping around and moving in circles, The School of the Ivory Fan was the first acting
you attempt to strike all enemies in range. troupe and school of the Bayushi Clan. It was
Daily Implement,Weapon
founded by Shosuro Furuyari, a famous Shosuro
Standard Action Closeburst 3
Target: Each enemy in burst actor and playwright. The troupe started by
Attack (weapon): Strength vs.Fortitude performing to village headmen and similar low-
Hit: 3[W] + Strength modifier damage, and you push all ranking folk, but in it's first thirty years, its
targets a number of squares equal to your Strength popularity grew and they performed for many
modifier.
high-ranking individuals such as daimyo,
Attack (implement): Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier damage, and you push all champions or even the Emperor himself. The
targets a number of squares equal to your Wisdom troupe is still performing even after Furuyari's
modifier. death, entertaining the highest echelons of the
Special: If you successfully hit all enemies in burst, you
nobles.
may shift a number of squares equal to your Strength
modifier.
In truth, the School of the Ivory Fan recollected
information about every stronghold they
visited, making use of the hospitality and the
privileges granted to them. Only in their first
thirty years of existence, the troupe managed
to gather a great quantity of information on the
strongholds of the Hiruma, Daidoji and Shiba
families, as well as bribe countless servants and
memorize possible attack and retreat routes.
While no lord would allow an Actor of the Ivory Your training in gathering information has honed your
skills.
Fan into his chambers these days, no one knows
Daily  Martial
exactly who belongs to this troupe and whether Minor Action Range 5
they still perform as a single group nowadays. Target: One enemy within range
Attack: Insight vs. Willpower
Actor of the Ivory Fan Path Features Hit: Your target grants combat advantage to you (save
Actor’s Action (11th level): When you spend an ends).

action point to take an extra action, you may


also make a move action.
Witch Hunter
th
Cloak of Fans (11 level): While wielding a Fan Deep in the fields and forest of the empire, three
in your (off-)hand, you gain a +2 shield bonus to powerful tombs had rested for centuries. A spirit
your AC. This bonus increases to +4 at level 21. was awakened within them, a spirit that would
feast on the blood for years to come.
Mask of Lies (16th): While wearing a Mask, you
add your Charisma modifier to your Insight.

Actor of the Ivory Fan Exploits


Blinding Fan Artist Attack 11
With a quick twist, you strike out with your fan. Unfolding
as you move your hand, the enemy never saw the fan
coming.
Encounter  Martial, Weapon
Standard Action Melee weapon
Required: A (War) fan equipped.
Target: One enemy in melee
Attack: Charisma vs. Reflex.
Hit: 2[W] damage.
Effect: The target is blinded until the end of your next turn.
G Prerequisite: Samurai Caste
Reverberating Wings Artist Utility12
The Kuni Witch-Hunters, the Tsukai-sagasu,
You move your fan hence and forth, creating the fluttering
sound of the butterfly’s wings.
were an elite group within the Hida Clan.
Daily  Martial Members of the Witch Hunters were tasked
Immediate Interruption Close burst 1 with dealing with Tainted individuals,
Trigger: An enemy in the burst hits you or an ally with an Bloodspeakers and other servants of the
attack.
Shadowlands that operated within the Empire.
Required: A (War) fan equipped.
Target: The triggering enemy
In 750, after the second rising of Iuchiban,
Effect: The target is dazed and weakened (save ends both).
questions were raised about the safety of
G
Rokugan from the more insidious elements of
G
the Shadowlands. As a response, the Kuni
G
decided to form the witch hunters. 100 samurai
G
were chosen from the Kuni family for their
G
hardiness, potential combat skill and knowledge
Weak Spot Artist Attack 20
of the Shadowlands. They were tasked with You relentlessly barrage your enemies with fire from the
heavens.
destroying any creatures or servants of Fu Leng
Encounter Implement, Radiant
found north of the Kaiu Wall as well as looking Standard Action Range 10
for signs of Iuchiban's return. Targets:Up to four creatures
Attack: Wisdom vs. Reflex, four attacks
Unlike most schools in Rokugan who trained in Hit: 1d10 + Wisdom modifier radiant damage per attack.
large dojo, a witch-hunter was trained by Miss: Half damage.
serving as an apprentice to a more experienced Effect: The targets take ongoing 5 damage (save ends).

tsukai-sagasu. The new witch-hunters were G


chosen from prospective candidates during the Jade Tower Witch Hunter Utility 12
The power of the Kami bolsters your defenses against the
Winter solstice every year at Kyuden Hida. The
minions of Fu Leng.
witch-hunters were rarely chosen from families Encounter Implement
other than the Kuni - historians could count the Immediate Reaction
exceptions on one hand. Free Action Range 10
Trigger: An enemy deals Necrotic damage.
Students were then trained on the road by their Target: You or the ally taking damage
sensei. Through example and experience they Effect: The target gains temporary hit points equal to half
the damage dealt until the end of your next turn.
would learn the use of mystical wards and
G
bindings, the detection of angry spirits as well
Rememberance Witch Hunter Attack 20
as combat techniques useful against forces of
The thought of all the ancesters that went before you and
the Shadowlands. Some Witch-Hunters gave their lives for honour and the Empire comforts you.
continued further training with the Kuni DailyMartial. Stance
shugenja, resulting in a fusion of bushi fighting Minor Action Personal
techniques with the ability to call upon the kami Required: You are bloodied
Effect: As long as you are in this stance, you gain
was unique within the Empire.
resistance 10.

Witch Hunter Path Features


Witch Hunter’s Action (11th level): When you
spend an action point to take an extra action, all
your abilities deal radiant damage until the end
of your next turn.

Protected from the Taint (11th level): You gain a


+4 bonus to defenses against all abilities with
the Necrotic or Fear type. This bonus increases
to +6 at level 21.

Justice of the Kami (16th): When you reduce an


enemy to 0 hit points, you gain a +2 bonus to
attack rolls until the end of your next turn. Disciple of Osano-Wo
A Hida must fight battle after battle, war after
Witch Hunter Exploits war... and a Hida must know that the greatest
Fury of the Kami Witch Hunter Attack 11 duty is not to win. It is to fight, and to continue
fighting until the last drop of blood has fallen Disciple of Osano-Wo Path Features
from the veins of the last Hida. Disciple’s Action (11th level): When you spend
an action point to take an extra action, you add
your Wisdom modifier as Fire or Thunder
damage (your choice) to all attacks until the end
of your next turn.

Blessing of Lord Sun (11th level): One of your


Daily powers becomes an Encounter power.

Teachings of Nyima (16th): Your Wisdom


increases by one.

Discliple of Osano-Wo Exploits


Thundering Leap Disciple Attack 11
You jump up and land heavily, rumbling your landing spot
Prerequisite: Monk caste
with thunder.
Encounter Implement, Thunder, Psionic
Hida Osano-Wo was the second son of Hida and
Move Action Range5
the father of Kaimetsu-Uo and Hida Kenzan. Target: One creature within range
After his death, he was declared the Fortune of Attack: Acrobatics vs. Reflex
Fire and Thunder. Hit: Constitution modifier Thunder damage.
Effect: You knock the target prone.
Togashi Nyima, Mirumoto Daisuke and Hitomi Miss: You knock yourself prone.
Hogai were fighting in an engagement against G

the Shiba clan that ended with Tamori, Dark Bastion of Flames Disciple Utility 12
Your inner Ki builds a bastion of fire around you.
Oracle of Fire, showing up in disguise as Shiba
EncounterFire, Psionic, Stance
Aikune and wrecking havoc on the Togashi Immediate Reaction
army, leaving the three men as the only Free Action Personal
survivors. They were saved by the intervention Trigger: An enemy attacks you.
of Osano-Wo, who explained Tamori's Effect: You gain resistance equal to your Constitution
modifier and when someone successfully attacks you, you
deception and told them to construct a shrine
deal Fire damage to that target equal to your Wisdom
dedicated to Lord Sun in order to gain his modifier.
assistance against Tamori. Nyima volunteered G
to be one of the monks to tend to this temple. G
G
Nyima believed that a higher state of
G
consciousness cannot be achieved without
G
experiencing the world, and the world cannot
G
be mastered through either fury or stagnation.
Whirling Dervish Disciple Attack 20
Precision in thought and precision in action are
You start to whirl around, sprouting flames and crackling
required for true understanding of one's place lightning.
in the world, and there are none more precise Daily Full Discipline, Implement. Fire, Thunder, Psionic
in both mind and deed than Nyima. Attack Technique
Standard Action Close burst 2 combat style was revealed only to those who
Target: Each enemy in burst
were about to die. The Guard walked a thin line
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier Thunder and Fire damage.
between samurai and honorless assassins, being
Movement Technique typically employed as yojimbo to important
Move Action Personal courtiers of the clan or as independant agents
Effect: You shift a number of squares equal to your who killed in broad daylight. This did not mean
Constitution modifier. You gain resistance equal to your
they were simple stalkers or infiltrators,
Wisdom modifier.
however, and the Guard saw themselves to be
above of the "dirty" tasks some of their other
Samurai Elite Guard clansmen were involved in. They killed in a way
Those who are reluctant to give up their lives that many did not expect from a Bayushi;
and embrace death are not true warriors.... Go openly and in a somewhat fair manner.
to the battlefield firmly confident of victory, and
The Doji Elite Guard is filled with the finest
you will come home with no wounds whatever.
warriors that the Doji family produced. Any Doji
Engage in combat fully determined to die and
who join the Kakita Dueling Academy is closely
you will be alive; wish to survive in the battle
watched by the Doji leaders, who look for a
and you will surely meet death.
suitable candidate who could be entrusted with
the safety and security of the Doji Clan holdings.
If the Doji lands were ever to be sacked again as
they were in the Clan War, whoever did it
would have to kill every last Doji Elite Guard
first.

The structure of Shiro Matsu had long been the


largest and most heavily defended fortress
between Lion and Scorpion lands. Standing
between the Scorpion and the majority of
Matsu lands was a very high priority, and some
said the Matsu family selected only the most
vigilant, dedicated and vicious samurai to
Prerequisites: Samurai caste defend it. Those chosen for this position had
pledged to give their lives to kill any intruder
Every clan has a unit known as the elite guard,
who dared to enter the gates without
which served as guards to the most important
permission.
members of the clan such as the Clan
Champions or Daimyo. Elite Guard Path Features
Elite Guardian (11th level): You gain a +2 attack
The Bayushi Elite Guard is comprimised of the
roll bonus against enemies marked by you.
most advanced adherents of the Bayushi clan,
and remained unheralded and unknown to Veteran of a Hundred Wars (11th level): When
most people. They are the ultimate warriors of you or any ally within 5 squares of you uses
the Bayushi, and their completely focused second wind while bloodied, that character
regains additional hit points equal to one-half Effect: All targets are marked and gain vulnerability equal
to your Constitution modifier until the end of your next
your level + your Constitution modifier.
turn.

Refusal to Die (16th): When you are dying, you


add your Constitution modifier to any hit points
Taskmaster
you regain, and you gain a bonus to death
saving throws equal to your Constitution It’s on the sweaty backs of the Laborers in the
modifier. Hida mines that the defense of the Empire rests,
and it’s the Taskmasters that make sure this
Samurai Elite Guard Exploits back holds.
Commanding Strike Elite Guard Attack 11
You strike with your weapon or shoot your bow while
shouting a bolstering strike.
Encounter  Martial, Weapon
Standard Action Melee weapon or Ranged weapon
Target: One enemy in range
Attack: Strength vs. AC (melee) or Dexterity vs. AC
(ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] +
Dexterity modifier damage (ranged).
Miss: Half damage.
Secondary Effect Close burst 10
Targets: All allies in the burst
Effect: All targets gain temporary hit points equal to your
Constitution modifier.
G
Prerequisites: Hida affliation
Aid Protegé Elite Guard Utility 12
You rush to the aid of an ally, ready to strike down with The Yasuki Taskmasters are originally a bushi
wrath.
school of the Yasuki family. The Taskmasters are
Encounter  Martial
Move Action Close burst 5 the sub-officers and commanders of the rank
Trigger: An ally within 5 squares of you is bloodied by an and file troops. They keep the laborers in line,
enemy attack. and are also used to control the Mujina (spirits
Target: The triggering character in burst
from Sakkaku, the Realm of Mischief) that labor
Effect: You shift to a square next to the target. If there
aren’t any free squares next to the target within 5 squares
in the Hida Clan's iron mines.
range or there is no path to the target, this ability fails.
Secondary effect Close burst 5
Fear is a Taskmaster's greatest tool. All
Target: The enemy attacking your ally Taskmasters are masters of intimidation.
Effect: You mark the target until the end of your next turn. Keeping in line with their use of fear, the
Commanding Shout Elite Guard Attack 20 Taskmasters specialize in using whips as their
Text. primary weapon.
Daily  Martial
Standard Action Close burst 5 Taskmaster’s Action (11th level): You can spend
Target: All enemies within burst
an action point to grant each ally who can see
Attack: 3d6 + Strength modifier damage
and hear you an extra move action on his or her
next turn, instead of taking an extra action Bounty Hunter
yourself. The archer ceases to be conscious of himself as
the one who is engaged in hitting the bull's-eye
The Test of Might (11th level): You gain resist
which confronts him. This state of unconscious is
equal to your Charisma modifier.
realized only when, completely empty and rid of
Stay Foot (16th): If an enemy adjacent to you the self, he becomes one with the perfecting of
moves or shifts, you gain a +2 power bonus to his technical skill.
damage against that enemy until the end of
your next turn.

Taskmaster Exploits
Fear is a Gift Taskmaster Attack 11
With a quick lash of your weapon you show who is
stronger.
Encounter  Martial, Weapon, Fear
Standard Action Melee weapon
Targets: One enemy in range
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage.
Effect: The target is weakened (save ends).
G
Stare Down Taskmaster Utility 12
Your enemy tries to attack you and with just a look, you
attempt to change his mind.
Daily  Martial, Fear
Prerequisites: Student of the Wasp
Immediate Interrupt
Free Action Close 3
A unique dojo, the Tsuruchi Bounty Hunter
Trigger: An enemy attacks you. School (often erroneously referred to as the
Target: The enemy attacking you. Tsuruchi Archer School) taught the way of the
Attack: Bluff vs. Fortitude. bow to the exclusion of all else – including the
Effect: The target receives a penalty to his attack rolls
sword. When the school was founded, the
equal to your Strength modifier.
G Tsuruchi Clan completely eschewed the blade,
saying it was a symbol of an impossibly limiting
Punishing Strike Taskmaster Attack 20
When they oppose you, your wrath is terrible.
code of conduct. Tsuruchi snapped his own
Daily  Martial. Weapon blade in half with his foot, and his followers
Standard Action Melee weapon were bid to do the same. In the years since, the
Targets: One enemy in range Tsuruchi Clan has been absorbed into the
Attack: Strength vs. Fortitude
Yoritomo Clan, and the sensei of the Tsuruchi
Hit: 4[W] + Strength modifier damage.
Effect: You push the target a number of squares equal to Bounty Hunter School have lessened in their
your Strength modifier. enforcement of Tsuruchi's philosophy. While
the school still did not teach anything but
combat with a bow and close-quarter defense
with a short blade, its students were no longer
expressly forbidden from carrying katana or
wakizashi. Despite the evolution of the school's Fixation Bounty Hunter Utility 12
philosophy, its deadliness had remained Once you got your enemy where you want him, you don’t
constant. Students of Tsuruchi's technique were let go.
Daily  Martial, Stance
capable of amazing feats with a bow, the least
Immediate Interrupt
of which included firing multiple shots at once Free Action Personal
or even firing several shots in the space of time Trigger: An enemy takes ongoing damage.
it would take a lesser archer to ready a single Effect: The enemy grants combat advantage to you until
the end of your next turn.
attack. Tsuruchi Bounty Hunters were trained in
Sustain: Minor
the arts of stealth and tracking as well, as they
G
primarily served the clan as both scouts and
Consussive Shot Bounty Hunter Attack 20
hunters. A single unit of Tsuruchi bushi could
Text.
easily destroy a much larger foe if given the Daily  Martial. Weapon
ability to move and harass their target. Because Standard Action Ranged weapon
of their skills, the Tsuruchi were also well- Targets: One enemy in range
Attack: Dexterity vs. AC
known for their ability to hunt down fugitives
Hit: 4[W] + Dexterity modifier damage.
from the Emperor's Law. Bounties collected Special: If the target is granting combat advantage to you,
from such activities made up a significant share it is weakened and dazed (save ends both)
of the Yoritomo stores of koku.

Bounty Hunter’s Action (11th level): When you Shugenja Tensai


spend an action point to take an extra action, One does not choose to become a shugenja, nor
you may shift a number of squares equal to does a shugenja wield magic. The shugenja is
your Wisdom modifier. merely the tool; it is the kami who choose when
and where to use him and it is the Kami that
Hunting for Bounty (11th level): You gain use of
decide how to employ the Shugenja. As such,
the Hunter’s Quarry ability. If you already have
one does not choose to become a Tensha. If the
the Hunter’s Quarry ability, you may add your
Kami decide upon specialization, the Shugenja
Wisdom modifier to damage against your
will specialize.
quarry.

Eagle Eye (16th): One of your Encounter or Daily


powers with the Weapon Type becomes
reliable.

Bounty Hunter Exploits


Archery Barrage Bounty Hunter Attack 11
A barrage from your bow makes your enemies duck for
cover.
Encounter  Martial, Weapon
Full Action Ranged weapon
Targets: Up to five enemies in range
Attack: Dexterity -2 vs. AC, five attacks
Hit: 1[W] + Dexterity modifier damage per attack. Prerequisite: Any Arcane or Divine class
Effect: The targets are knocked prone.
Tensai was a word which meant prodigy and gain vulnerability 5 until the end of your next
that was what these students were. The Tensai turn (powers without any of the specialization
are a very specialized brand of Shugenja. keywords or necrotic excluded). If you again use
Whereas most Shugenja schools focused on one a power which isn’t your chosen specialization
element, the Tensai focused on one element before this effect wears off, you deal damage to
exclusively. An experienced Tensai would be yourself equal to your highest ability modifier
among Rokugan's most powerful Shugenja and can’t use powers which aren’t your chosen
within his element of expertise, but incredibly specialization until the end of the encounter.
weak in the other elements. You get use of the Kami Posession power.

The Tensai schools are among the most Kami Posession Tensai Attack 16
competitive in Rokugan. Competition and rivalry Whenever you use the element of the Kami that possessed
run rampant throughout the schools, and the you, you gain a blessing.
At-Will  Arcane, Divine
most extreme dedication is required of all
Immediate Interrupt
students. Fortunately for new students, the Free Action Personal
more experienced Tensai who taught them Trigger: You use an ability with a keyword corresponding
were also aware that their worth as leaders as to your specialization.
Specialization of Fire: Your attacks ignore resistance equal
well as their ability as Shugenja was being taken
to your Charisma until the end of your next turn.
into account; in this way, the younger students Specialization of Earth: You gain temporary hit points
could still expect a good education. equal to your Constitution modifier.
Specialization of Air: You gain a power bonus to your
Originaly, these Shugenja hailed only from the defenses equal to your Intelligence modifier.
Shiba clan, but later more clans and families Specialization of Water: Allies you target get resistance
started training Tensha. equal to your Wisdom modifier until the end of your next
turn.
Tensai’s Action (11th level): When you spend an Specialization of Void: Enemies you target gain
vulnerability equal to your Charisma modifier until the end
action point to take an extra action, you may
of your next turn.
immediatly shift 1 square as a free action. G
Adaptation (11th): Once per day, you may G
designate one power and change one keyword
into another keyword. Only the keywords fire, G
radiant, poison, acid, lightning, thunder, cold,
G
healing, force and psychic can be changed this
way and they can only be changed into another G
keyword from that list.
G
Specialization (16th level): Choose an element;
Fire (fire, radiant), Earth (poison, acid), Air G
(lightning, thunder), Water (cold, healing) or
G
Void (force, psychic). This is now your
G
specialization. When you use a power which
G
doesn’t include your chosen specialization, you
Shugenja Tensha Exploits The Celestial Order Tensai Attack 20
Revenge of the Kami Tensai Attack 11 You make sure that those who are blessed by the Kami
receive their blessing.
You draw upon the smiting power of the Kami to blast your
Daily  Martial
enemies to smithereens.
Standard Action Close burst 10
Encounter  Arcane, Divine
Targets: All allies in burst
Standard Action Close blast 10
Effect: All targets choose one encounter power which they
Targets: One enemy within the blast
already used. The targets can use this power again this
Specialization of Fire
encounter.
Attack: Charisma vs. Reflex
Hit: 4d8 + Charisma modifier Fire or Radiant damage.
Specialization of Earth
Attack: Constitution vs. Fortitude Hidden Moon Tejina
Hit: 2d8 + Constitution modifier Poison or Acid damage. “They are nothing more than Ninja and Maho”
Special: The target takes ongoing 10 damage (save ends).
Specialization of Air -- The last words of Matsu Fuyuki --
Attack: Intelligence vs. Willpower
Hit: 3d6 + Intelligence modifier Lightning or Thunder
damage.
Special: The target is dazed (save ends).
Specialization of Water
Attack: Wisdom vs. Willpower
Hit: 2d8 + Wisdom modifier damage.
Secondary target: One ally within burst.
Secondary effect: The target can use a healing surge.
Specialization of Void
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier Force or Psychic damage.
Secondary targets: All enemies in burst.
Secondary Effect: You push the targets a number of
squares equal to your Charisma modifier.
G Prerequisites: Trained in Stealth or Thievery
Eternal Servitude Tensai Utility 12 and at least one power with the Necrotic
Only in eternal servitude does one find salvation.Only in keyword
salvation does one find transcendence.
Daily  Arcane, Divine, Stance
The Shosuro Tejina School has its roots in two
Free Action Personal
Effect: You gain vulnerability 5 as long as this stance is
things; the blood of its first students and the
active. shadows they walked in. When the Lying
Secondary Effect: You double the effect of your Kami Darkness revealed its true nature to the Bayushi
Posession while in this stance. who thought themselves the masters of the
G shadows, many within the darker ranks of the
G clan knew things would have to change.
G
G When the Darkness was defeated at the Battle
G of Oblivion's Gate, the lords of the Soshi and
G Shosuro families gathered up and questioned
G those who had been touched by the Darkness.
G Those who displayed any erratic behavior or
even the vaguest display of Darkness-related Dark Stride (16th level): Once per day,
abilities were slain. Some non-Bayushi that had whenever you teleport, you become
been influenced by the Darkness were invited insubstantial until the end of your next turn.
to the Bayushi lands; many died of mysterious
causes while visiting the Shosuro. Any who Hidden Moon Tejina Exploits
refused the invitation were automaticallty Hail of Blood Tejina Attack 11
viewed with suspicion and hunted by the true With a shuriken between all fingers, you turn around and
with a quick twist, shower your enemies until nothing but
ninja.
blood remains.
Encounter  Martial, Necrotic, Weapon
After the last execution took place, Soshi
Standard Action Close burst 5
Kuriname, the Soshi Shugenja who had Required: Shuriken equipped
coordinated the efforts wrote down everything Targets: All enemies in range
he had witnessed and vanished. This journal Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier necrotic damage per attack.
was handed to Yogo Kakatsu, the first sensei of
Special: You teleport up to 5 squares.
the Hidden Moon Dojo. Though the Darkness
G
had been defeated, Kuriname learned they
Cloak of Shadows Tejina Utility 12
could possibly reawaken it. Kakatsu and every
One moment you are there, the next you aren’t.
member of his small school faked their deaths Daily  Arcane, Necrotic, Teleport
within the next year, covering themselves in an Immediate Interrupt
impenetrable cloak of anonimity and confusion. Free Action Close burst 10
Trigger: An enemy misses you.
Above all, students of the Hidden Moon Dojo Target: The enemy missing you.
Effect: You deal ongoing Necrotic damage to the target
were ninja, not traditional Shugenja as the
equal to your 5 + Dexterity modifier (save ends).
Empire saw them. Thought they harnessed the Special: You teleport a number of squares equal to your
power of kami as Shugenja do, they also could Dexterity modifier plus 5.
draw upon the power of Nothing, that which G
once fueled the Lying Darkness. The Hidden Deep of Night Tejina Attack 20
Moon ninja are very cautious, always using the You lash from the shadows, unseen. You lash from the
Kami as go-betweens when manipulating the shadows, unheard.
Daily  Martial. Weapon
power of Nothing.
Standard Action Martial weapon
Required: You are insubstantial
Dark Slash (11th level): Your ranged and melee
Target: One enemy within melee range that grants combat
attacks now ignore cover (even full cover). advantage to you.
Attack: Dexterity vs. AC
The Nothing (11th): This level, you may retrain Hit: 5[W] + Dexterity modifier damage.
one power by replacing it with a power with the Effect: The target grants combat advantage to you until
Necrotic or Shadow keyword (even if that the end of your next turn.
power is from your multiclass) without
matching the level. So you could replace a level
2 Utility power with a level 6 Utility power, for
example.
Omoidasu wreak vengeance upon, in the name of the
"Mankind has only one failing, and it's that we Samurai who must keep his face.
forget."
Omoidasu’s Action (11th level): When you
spend an action point to take an extra action,
you gain a +5 power bonus to all skill checks
until the end of your next turn.

<Text> (11th): <Text>.

<Text> (16th level): <Text>.

Omoidasu Exploits
<Power> Omoidasu Attack 11
Text.
Encounter  Keyword
Prerequisite: Bard, trained in History <Type> Action Close burst 5
Targets: target
The Omoidasu, serves an important role in the Attack: attack
Clan - he is the historian, law keeper, and the Hit: damage.
Clan's heart, being the only class allowed to G
display emotion publically. <Power> Omoidasu Utility 12
Text.
The Omoidasu serve to remember the past, to Daily  Keyword
honor the ancestors, and to keep their Immediate Interrupt
memories keen and awake - to record any event Free Action Personal
Trigger: trigger.
they may stumble across.
Effect: effect.

As the living memory of the Clan, the Omoidasu G


are also its law-keepers. They are typically <Power> Omoidasu Attack 20
Text.
found beside a Daimyo reminding them of the
Daily  Keyword
laws in relation to their actions, and the Standard Action Martial weapon
consequences. They are regarded as the Target: target
keepers of bushido and the conscience of the Attack: attack
clan. Hit: damage.

As bushido forbids a samurai from expressing


any emotion, the last role an Omoidasu played
was that of the Mourner. Whenever a samurai
is overcome by a tragedy, the Omoidasu is there
to express the emotion the samurai cannot. He
cried, screamed and cursed those he would
intimidating ones were those that remained
completely silent.

Berserker’s Action (11th level): When you spend


an action point to take an extra action, <Text>.
Dead-Eyes Berserker
Text <Text> (11th): <Text>.

<Text> (16th level): <Text>.

Dead-Eyes Berserker Exploits


<Power> Berserker Attack 11
Text.
Encounter  Keyword
<Type> Action Close burst 5
Required: Shuriken equipped
Targets: All enemies in range
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier necrotic damage per attack.
G
Prerequisites: Berserker <Power> Berserker Utility 12
Text.
The Dead-Eyes Berserkers were those who
Daily  Keyword
embraced bushido to the exclusion of all else Immediate Interrupt
and went into a sort of trance during combat, Free Action Personal
heightening their strength and stamina. In a Trigger: An enemy misses you.
Effect: You deal ongoing Necrotic damage to the target
clan at a constant state of war their unique
equal to 1[W] + your Dexterity modifier (save ends).
talents was always needed. The majority of the Special: You teleport a number of squares equal to your
berserkers were Hiruma because of the loss of Dexterity modifier plus 5.
their lands in 716. They also occasionally G
appeared in the Hida because of their love for <Power> Berserker Attack 20
battle. Text.
Daily  Keyword
A berserker would spend hours before a battle Standard Action Martial weapon
meditating, involving screaming, foaming at the Required: You are insubstantial
Target: One enemy within melee range that grants combat
mouth and striking nearby objects. In battle
advantage to you.
they achieved an almost zen-like balance Attack: Dexterity vs. AC
between discipline and emotion, the combined Hit: 6[W] + Dexterity modifier damage.
power of both came to the berserker in a great Special: The target grants combat advantage to you until
rush. They would strike with heedless abandon, the end of your next turn.

raining blows like a thunderstorm, their eyes


became glassy and distant. They moved with
the speed of a panther and attacked with the
ferocity of wolves. Some berserkers even
cackled or howled like animals, but the most
until then these deadly assassins hid in plain
sight. A shinobi was trained to move silently, kill
efficiently, and blend effortlessly into the
shadows. They were also knowledgeable in all
aspects of Rokugan's criminal underworld, for
Shinobi
their duties often required them to seek aid or
If you hire a Shinobi, you should not be surprised
information there.
to you find your problems quickly melting away.
Above all else, a Shinobi's most prized
possession was his identity. A shinobi concealed
his true nature from any whom he did not trust
implicitly. The Empire hated Ninja, and though
the Shinobi do not consider themselves ninja,
they do recognize that their tactics are so
similar as to make little difference in the eyes of
their enemies. Shinobi who are exposed must
claim to be acting without the knowledge of
their Clan. They reveal nothing about their
training or objectives. If there is no possibility of
escape, a captured Shinobi would take his own
Prerequisites: Any martial class life rather than risk revealing his clan’s secrets
under torture.
The Shinobi are the most secretive school in
Rokugan, and for good reason. Shinobi are Shinobi Action (11th level): When you spend an
spies, saboteurs, and assassins, to be utilized action point to take an extra action, you gain
when diplomacy, strength of arms, and magic concealment at the end of that action, until the
fail. end of your next turn and you take no penalty
to Stealth checks for moving more than 2
Some might call the Shinobi Ninja, but it was
squares or for running.
unwise to let them hear the term because they
loath the demonic Goju assassins who proudly Shuriken Master (11th): You gain a +2 bonus to
bear the name of "Ninja". damage rolls with ranged weapon attacks that
use the Shuriken. This bonus increases to +4 at
Most Shosuro students were drafted from the
21st level.
other schools when they began to show great
talent in stealth or the cold instincts that were Gather Information (16th level): You get
so useful for an assassin. Most were instructed darkvision 5 and a +3 bonus to Intimidation,
privately while they continued studies in other Streetwise and Perception.
schools, adapting guises as bushi or courtiers as
they continued their shinobi training. Optimally,
a Shosuro Shinobi had a full life and duties aside
from those he learned at this school. When his
Clan called upon him, his skills were ready, but
Court Jester
Shinobi Exploits Text
Hamstring Shot Shinobi Attack 11
A shot at the legs, your victim staggers and whimpers in
pain.
Encounter  Martial, Weapon
Standard Action Ranged weapon
Required: Shuriken equipped
Target: One enemy in range
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and the target is
slowed until the end of your next turn.
Special: If you have combat advantage against the target,
you knock the target prone.
G
Determination Shinobi Utility 12 Prerequisites: Bonge caste
Your training is rigorous, you don’t fail.
Encounter  Martial Originally a part of the Kakita Artisan School at
Free Action Personal the Kakita Academy, it was eventually realized
Trigger: You make a skill check with Thievery, Stealth or
that the Jesters' style was something entirely
Bluff and dislike the result.
Effect: You reroll the check with a +2 power bonus to the
different.
roll.
The jester performs as an actor, dancer,
G
musician, poet and satirist. Jesters are famous
Coup de Grace Shinobi Attack 20
for their biting witty, which was often directed
Your enemy is almost down and this stroke is all that it
should take. at courtly delegates. The performers specialize
Daily  Martial, Weapon in pointing out others' mistakes and flaws.
Standard Action Martial weapon While normally considered dishonorable, the
Target: One enemy within melee range that is bloodied.
Jesters were given immunity in that their
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage.
mockery was a part of their performance, and
Special: This attack is an automatic critical regardless of theortically was meant as harmless. Jesters
the roll. usually attach themselves to a noble lord for it
was his sanction that kept them from dishonor
and protected them in case they overlied offend
a samurai, but it is not unheard for a very good
Jester to travel from court to court.

Even with the protection of their lords several


incidents with a jester being wounded or killed
are known. Matsu Tsuko killed a joking Court
Jester in the Imperial Court when she retook
the Matsu-Doji War after the Bayushi Coup.
Jester’s Action (11th level): When you spend an Henshin
action point to take an extra action, <Text>. Text

<Text> (11th): <Text>.

<Text> (16th level): <Text>.

Court Jester Exploits


Captivate Jester Attack 11
With a joke, a witty remark or a good story, you captivate
your audiance.
Encounter  Martial
Standard Action Close burst 10
Required: The enemy can understand and hear you
Targets: All enemies in range
Attack: Bluff vs. Willpower (one attack per target)
Effect: The target is immobilized. Prerequisites: Monk caste
Miss: The target is slowed
G The Henshin were a monastic order unique to
<Power> Jester Utility 12 the Asako family, but their believes have now
Text. spread across the Empire. They study the
Daily  Keyword mysteries of the Path of Man, as passed down
Immediate Interrupt
to them from Asako herself. Asako gained the
Free Action Personal
Trigger: An enemy misses you.
knowledge from Shiba, who came to speak with
Effect: You deal ongoing Necrotic damage to the target her through his son after he died defending the
equal to 1[W] + your Dexterity modifier (save ends). original Seven Thunders. They gained great
Special: You teleport a number of squares equal to your power through knowledge of riddles to which
Dexterity modifier plus 5.
the universe itself responded.
G
<Power> Jester Attack 20 In the Rokugani language, the word "henshin"
Text. means "change", "progress", or "rebirth". The
Daily  Keyword
Asako chose this name for their academy
Standard Action Martial weapon
Required: You are insubstantial
because of their goal to change and guide the
Target: One enemy within melee range that grants combat progress of mankind through the secrets of the
advantage to you. Path of Man. In the last thousand years, the
Attack: Dexterity vs. AC Asako had seen remarkable progress that they
Hit: 6[W] + Dexterity modifier damage.
believed indicated that man was truly
Special: The target grants combat advantage to you until
the end of your next turn. journeying on the Path that Shiba described.

While the specialized techniques taught by


bushi dojo throughout Rokugan represent an
application of the Path of Man allowing the
users to focus the elements surrounding
themselves, the Henshin affect the elements
much more directly. The Henshin refered to
their abilities as "Mysteries". Through the use of G
these Mysteries, the Henshin had discovered <Power> Henshin Attack 20
how to directly manipulate the elemental forces Text.
surrounding them, molding them into tangible Daily  Keyword
Standard Action Martial weapon
effects.
Required: You are insubstantial
Target: One enemy within melee range that grants combat
To achieve their Mysteries, the Henshin learned
advantage to you.
Riddles that allowed them, in essence, to trick Attack: Dexterity vs. AC
the elemental forces into doing their bidding. Hit: 6[W] + Dexterity modifier damage.
These forces were fairly predictable, and this Special: The target grants combat advantage to you until
the end of your next turn.
predictability allowed the Henshin to
manipulate them through the effects they knew
their riddles would have. There was a danger to Open-Eye Inquisitor
the inherent deception in this method,
Text
however, and if the Henshin failed to properly
trick the spirits they were manipulating, the
elemental forces were very likely to lash out at
the Henshin instead.

Henshin’s Action (11th level): When you spend


an action point to take an extra action, <Text>.

<Text> (11th): <Text>.

<Text> (16th level): <Text>.

Asasko Henshin Exploits


<Power> Henshin Attack 11
Prerequisites:
Text.
Encounter  Keyword The Asako Inquisitors were founded the third
<Type> Action Close burst 5
century, in response to the corruption of Isawa
Required: Shuriken equipped
Targets: All enemies in range Akuma, by the Council of Five to combat Maho
Attack: Dexterity vs. AC wherever it might arise. For many years they
Hit: 2[W] + Dexterity modifier necrotic damage per attack. were little more than clan magistrates
G defending the Shiba Clan from internal
<Power> Henshin Utility 12 corruption, until the rise of Iuchiban which
Text. extended their jurisdiction across the entire
Daily  Keyword
Empire. They were officially made a sub-group
Immediate Interrupt
Free Action Personal of the Emerald Magistrates, and would
Trigger: An enemy misses you. frequently work alongside the Kuni Witch
Effect: You deal ongoing Necrotic damage to the target Hunters and also the Jade Magistrates following
equal to 1[W] + your Dexterity modifier (save ends).
the revival of that office. Their symbol was an
Special: You teleport a number of squares equal to your
Dexterity modifier plus 5. open eye representing their eternal vigilance.
After the Battle of Stolen Graves, the Inquisitors Encounter  Keyword
<Type> Action Close burst 5
became the rivals of the Jade Champion, which
Required: Shuriken equipped
the Masters saw as an affront to their control of Targets: All enemies in range
all things magical. When the title of the Jade Attack: Dexterity vs. AC
Champion was turned into a joke by the Hit: 2[W] + Dexterity modifier necrotic damage per attack.
Masters, the Inquisitors became a major force G
in destroying maho, evaluated to Emerald <Power> Inquisitor Utility 12
Magistrate status. Text.
Daily  Keyword
The Inquisitors answered only to the Council of Immediate Interrupt
Free Action Personal
Five or the Emperor, although they often
Trigger: An enemy misses you.
worked closely with the Kuni Witch Hunters. Effect: You deal ongoing Necrotic damage to the target
The goal of the Inquisitors was to find and equal to 1[W] + your Dexterity modifier (save ends).
destroy relics, users, and cells of Maho and Special: You teleport a number of squares equal to your
Maho-tsukai. They were brutally efficient and Dexterity modifier plus 5.

effective in their work, especially given their


Imperial mandate. And in matters like these, <Power> Inquisitor Attack 20
Text.
even the Emperor himself defered to the advice
Daily  Keyword
of the Elemental Masters. Standard Action Martial weapon
Required: You are insubstantial
The Asako family assumed responsibility for Target: One enemy within melee range that grants combat
overseeing the Inquisitors, as the Asako are advantage to you.
often left to their own devices by the rest of the Attack: Dexterity vs. AC
Shiba. The Inquisitors seek to punish and Hit: 6[W] + Dexterity modifier damage.
Special: The target grants combat advantage to you until
destroy any instances of maho and corruption,
the end of your next turn.
and can be easily identified by a tattoo of a
strange eye which they bear upon their palms.
The tattoos are magical enhancing their
perceptive talents, and were provided by the
Togashi family during times when the Shiba and
Togashi were allies. The duty of creating these
tattoos was eventually taken over by the
Agasha family.

Inquisitor’s Action (11th level): When you spend


an action point to take an extra action, <Text>.

<Text> (11th): <Text>.

<Text> (16th level): <Text>.

Open-Eye Inquisitor Exploits


<Power> Inquisitor Attack 11
Text.
 11th: Paragon path feature The following are the basic Schools within
 11th: Paragon path action point the Lion Clan:
feature
 11th: Paragon path encounter  Akodo Bushi
power  Akodo War College
 12th: Paragon path utility power  Ikoma Omoidasu
 16th: Paragon path feature  Ikoma Tactician
 20th: Paragon path daily power  Ikoma Spymaster
 Kitsu Shugenja
The following are the basic Schools within  Kitsu Sodan-Senzo
the Crab Clan:  Matsu Bushi

 Ancestral Hiruma The following are the full Schools within the
 Damned Berserker Mantis Clan:
 Hida Berserker
 Hida Bushi  Kitsune Shugenja
 Hida Wrestler  Moshi Shugenja
 Hiruma Scout  Tsuruchi Bounty Hunter
 Kaiu Engineer  Tsuruchi Magistrate
 Kuni Shugenja  Yoritomo Bushi
 Kuni Witch Hunter  Yoritomo Courtier
 Toritaka Bushi  Yoritomo Shugenja
 Yasuki Courtier
 Yasuki Taskmaster The following are the basic Schools within
the Phoenix Clan:
The following are the basic Schools within
the Crane Clan:  Agasha Shugenja
 Asako Courtier
 Asahina Shugenja  Asako Henshin
 Daidoji Harrier  Isawa Shugenja
 Daidoji Yojimbo  Isawa Tensai
 Doji Courtier  Shiba Artisan (School)
 Doji Magistrate  Shiba Bushi
 Kakita Artisan  Shiba Illusionist
 Kakita Bushi  Shiba Yojimbo
 Kakita Jester
The following are the basic Schools of the
The following are the basic Schools Scorpion Clan:
available to members of the Dragon Clan:
 Bayushi Bushi
 Kitsuki Courtier  Bayushi Courtier
 Kitsuki Investigator  Bayushi Saboteur
 Mirumoto Bushi  Shosuro Actor
 Mirumoto Sword Master  Shosuro Shinobi
 Tamori Shugenja  Soshi Shugenja
 Three Orders Tattooed Man  Yogo Shugenja
The following are the basic Schools within  Daidoji Duelist
the Unicorn Clan:  Daidoji Iron Warrior
 Daidoji Heavy Regular
 Horiuchi Shugenja  Daidoji Trading Council
 Ide Duelist  Daidoji Spy
 Ide Emissary  Doji Arbiter
 Iuchi Shugenja  Doji Elite Guard
 Ki-Rin Moto Nomad  Doji's Fan
 Moto Bushi  Doji Gamester
 Moto Bushi (Pre-SCC Era)
 Shinjo Bushi The following are the Paths within the
 Shinjo Magistrate Dragon Clan:
 Shinjo Scout
 Utaku Battle Maiden  Dragon's Flame Archer
 Utaku Infantry  Hojatsu's Legacy
 Jotomon's Shinrai
The following are the Paths within the Crab  Kitsuki Gamester
Clan:  Kitsuki Justicar
 Mirumoto Elite Guard
 Crab Sumai  Mirumoto Mountaineer
 Crystal Master  Mirumoto Talons
 Dead-Eyes Berserker  Nemuranai Seeker
 Falcon's Strike  Nightingale Samurai
 Falcon's Wing  Spirit-Binder
 Hida Avenger  Student of the Tao (bushi)
 Hida Defender  Student of the Tao (shugenja)
 Hida Elite Guard  Tamori Alchemist
 Hiruma Grappler  Tamori Yamabushi
 Hiruma Stalker
 Kuni Command Staff The following are the Paths within the Lion
 Kuni Duelist Clan:
 Tetsubo Duelist
 Tokaji's Might  Akodo Elite Guard
 Tokaji's Power  Akodo Scout
 Tsuru's Legion  Bishamon's Chosen
 Watcher of the Damned  Fujimaro's Legion
 Yasuki House Guard  Ikoma Elite Guardian
 Yasuki Peacekeeper  Ikoma Herald
 Yasuki Quartermaster  Kensai
 Yasuki Sumai  Kitsu Spirit Legion
 Lion Deathseeker
The following are the Paths within the Crane  Lion Elite Spearman
Clan:  Lion's Pride
 Lion Warden
 Asahina Archer  Lioness Legion
 Asahina Duelist  Matsu Beastmaster
 Asahina Sohei  Matsu Duelist
 Matsu Elite Guard  Bayushi Defender
 Tsuko's Heart  Bayushi Defiler
 Bayushi Elite Guard
The following are the Paths within the  Bayushi Violator
Mantis Clan:  Bitter Lies Swordsman
 Folding Leg
 Moshi Guardian of the Sun  Ichiba's Consortium
 Moshi Duelist  Kuroiban
 Orochi Riders  Scorpion Claw
 Storm Acolytes  Scorpion Instigator
 Storm Legion  Scorpion Shadow-Hunter
 Storm Riders  Scorpion Tempter
 Tsuruchi's Legion  Shosuro Champion
 Tsuruchi Master Bowman  Shosuro Poison Master
 Tsuruchi Swordsman  Shosuro Tejina
 Yoritomo Assessor  Shosuro Yojimbo
 Yoritomo Elite Guard  Soshi Deceivers
 Yoritomo Emissary  Soshi Duelist
 Yoritomo Kobune Pilot  Yogo Duelist
 Yoritomo Marines  Yogo Ward Master
 Whirlwind Duelist  Yojiro's Way

The following are the Paths within the The following are the Paths within the
Phoenix Clan: Unicorn Clan:

 Agasha Alchemist  Baraunghar Shugenja


 Asako Inquisitor  Baraunghar Warrior
 Brotherhood of the Heaven's Wing  Iuchi Scout
 Chosen Phoenix  Iuchi Master of the Swift Waves
 Defender of Uikku  Junghar Defender
 Dragon Channeler  Ki-Rin Travellers
 Elemental Guard  Khol Raider
 Legion of Flame  Master Horse Archer
 Isawa Duelist  Master of the Winds
 Isawa Ishiken  Moto Acrobat
 Order of the Bent Knee  Moto Priest of Death
 Order of Chikai  Moto White Guard
 Shiba Artisan (Path)  Shinjo Elite Guard
 Shiba Elite Guard  Shinjo Horsebowman
 Shiba Iaijutsu Duelist  Shinomen Guard
 Shiba Naginata Duelist  Vigilant
 War Dog Masters
The following are the Paths of the Scorpion
Clan:

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