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Legend of the Five Rings

4th Edition Schools and


Paths Book
Schools and Paths Index
Schools and Paths Index.................................................i
Crab................................................................................1
Kaiu Engineer........................................................................1
Hida Bushi.............................................................................1
Hida Pragmatist.....................................................................2
Hiruma Bushi.........................................................................2
The Hiruma Scouts................................................................3
Yasuki Courtier......................................................................3
Kuni Witch-Hunter.................................................................4
Kuni Shugenja.......................................................................4
Crane..............................................................................4
The Kakita Artisans...............................................................4
The Kakita Master Artisans Advanced..................................5
Daidoji Iron Warriors..............................................................6
Doji Magistrate......................................................................6
Kakita Bushi..........................................................................7
The Daidoji Scout..................................................................7
Doji Courtier..........................................................................8
The Daidoji Harriers Advanced..............................................8
Asahina Shugenja.................................................................9
Dragon............................................................................9
Mirumoto Bushi.....................................................................9
Mirumoto Master Sensei Advanced.....................................10
Mirumoto Taoist Swordsman...............................................10
Kitsuki Investigator..............................................................11
Hitomi Kikage Zumi.............................................................11
Hoshi Tsurui Zumi...............................................................12
Togashi Tattooed Order......................................................12
Tamor Master of the Mountain Advanced...........................12
Tamori Shugenja.................................................................13
Lion...............................................................................14
Akodo Bushi........................................................................14
Akodo Tactical Master Advanced........................................14
Matsu Berserker..................................................................15
The Ikoma Lion's Shadow...................................................15
The Matsu Beastmasters.....................................................16
Ikoma Bard..........................................................................16
Kitsu Shugenja....................................................................17
The Sodan-Senzo Advanced...............................................17
Mantis...........................................................................18
Kobune Captain Advanced..................................................18
Mantis Brawler.....................................................................18
Tsuruchi Archer...................................................................19
Tsuruchi Bounty Hunter.......................................................19
Yoritomo Bushi....................................................................20
Moshi Shugenja...................................................................20
Yoritomo Shugenja..............................................................21
Yoritomo Courtier................................................................21
Moshi Guardian of the Sun (Path).......................................22
Phoenix........................................................................22

i
Shiba Artisan.......................................................................22
Shiba Bushi.........................................................................23
Asako Loremaster...............................................................23
Asako Henshin....................................................................24
Asako Inquisitors Advanced................................................24
Agasha Shugenja................................................................25
Isawa Shugenja...................................................................25
Scorpion.......................................................................26
Bayushi Bushi......................................................................26
Soshi Magistrate..................................................................26
Bayushi Courtier..................................................................27
Shosuro Infiltrator................................................................27
The Scorpion Saboteurs Advanced.....................................28
The Shosuro Actors.............................................................28
Soshi Shugenja...................................................................29
The Yogo Wardmasters.......................................................29
Unicorn.........................................................................29
Moto Bushi...........................................................................29
Shinjo Bushi........................................................................30
The Moto Vindicators...........................................................30
Utaku Battle Maiden............................................................31
Utaku Mounted Infantry.......................................................31
Ide Emissary........................................................................32
Iuchi Shugenja.....................................................................33
Meishodo Magic and the Horiuchi Shugenja.......................33
Moto Death Priests..............................................................34
Minor Clans..................................................................34
Minor Clan Defender Advanced..........................................34
Badger..........................................................................35
Ichiro Bushi..........................................................................35
Bat................................................................................35
Komori Shugenja.................................................................35
Boar..............................................................................35
Heichi Bushi........................................................................35
Dragonfly......................................................................36
Tonbo Shugenja..................................................................36
Falcon...........................................................................36
Toritaka Bushi.....................................................................36
Fox...............................................................................37
Kitsune Shugenja................................................................37
Hare..............................................................................37
Usagi Bushi.........................................................................37
Imperial.........................................................................37
Seppun Guardsman............................................................37
Imperial Scion Advanced.....................................................38
Miya Herald.........................................................................38
Otomo Courtier....................................................................39
Seppun Shugenja................................................................40
Kenku...........................................................................40
The Kenku Swordsman.......................................................40
Monkey.........................................................................41
Toku Bushi...........................................................................41
Oriole............................................................................41
Tsi Smith..............................................................................41
Owl...............................................................................42
The Otomo Diplomats..........................................................42
Seppun Shugenja................................................................42
Hantei Bushi........................................................................43
Ox.................................................................................43
Morito Bushi........................................................................43
Ronin............................................................................44
Disciples of Sun Tao............................................................44
Forest Killers.......................................................................44
Generic Ronin.....................................................................44
People's Legionnaire...........................................................45
Tawagoto's Army.................................................................45
Tengoku's Justice................................................................45
The Legion of two Thousand Advanced..............................45
The Tessen..........................................................................46
Tsudao's Legion Advanced.................................................46
The Hawk Purists (Path)......................................................46
Kolat Assassin Advanced....................................................46
Dutiful Disciple.....................................................................47
Ronin Order.........................................................................47
Self-Taught Shugenja..........................................................48
The Fuzake Shugenja.........................................................48
The Disciples of Sun Tao Advanced...................................48
Snake...........................................................................49
Original Chuda Shugenja....................................................49
Sparrow........................................................................49
Suzume Bushi.....................................................................49
Spider...........................................................................49
Daigotsu Bushi....................................................................49
Daigotsu Courtier................................................................50
Order of the Spider..............................................................51
Chuda Shugenja..................................................................51
Dark Moto Cavalry...............................................................51
Maho-Bujin Advanced.........................................................52
The Brotherhood of Shinsei..........................................52
First Dawn Scholars............................................................52
Four Temples......................................................................53
Fukurokujin's Eyes..............................................................53
Order of Heroes...................................................................53
Order of the Five Rings.......................................................53
Order of the Wind................................................................54
Shinmaki Order...................................................................54
Shrine of the Seven Thunders.............................................54
Temple of Kaimetsu-uo.......................................................55
Temple of Osano-Wo..........................................................55
Temples of the Thousand Fortunes.....................................55
Tengoku's Fist.....................................................................55
The Dark Paragons Advanced............................................56
The Fudoist Monks..............................................................56
The Order of Jurojin's Blessing...........................................56
The Order of Peaceful Repose............................................57
The Order of Rebirth............................................................57
The Shrine of Heaven's Mirror (Path)..................................57

iii
The Temple of Heavenly Wisdom.......................................57
Wind's Grace Order.............................................................58
Tiger.............................................................................58
Yotsu Bushi.........................................................................58
Tortoise........................................................................59
Kasuga Smuggler................................................................59
Tsuno...........................................................................59
Tsuno Ravager....................................................................59
Tsuno Soultwister................................................................60
Paths............................................................................61
Elemental Legions [] (Path)................................................61
The Ujina Skirmishers [] (Path)...........................................61
The Kitsuki Justicar [] (Path)...............................................61
The Shiba Armorsmiths [2] (Path)......................................61
Kuroiban [4] (Path).............................................................62
Agents of the Second Gozoku [Any] (Path)........................62
Utaku Horse Master [Any] (Path)........................................62
Water Hammer Smith [Any] (Path).....................................62
Kolat Master [Any] (Path)...................................................63
The BloodSpeaker Technique [Any] (Path)........................63
Jade Legionnaire [Any Bushi or Shugenja School,] (Path).63
Jade Magistrate [Any Bushi, Courtier, or Shugenja School] (Path) 63
The Topax Champion [Any Bushi, Courtier, or Shugenja School] (Path) 63
The Scorpion Loyalists [Any Scorpion School] (Path)........64
The Yoritomo Sculptors [Artisan] (Path).............................64
Kakita Jester [Artisan] (Path)..............................................64
Kaiu Shipmasters [Artisan, Bushi] (Path)...........................65
The Tamori Weaponsmiths [Artisan, Shugenja] (Path)......65
Deathseeker [Bushi] (Path)................................................65
Obsidian Magistrate [Bushi] (Path).....................................65
Claws of the Wolf [Bushi] (Path).........................................65
Crab Berserker [Bushi] (Path)............................................66
Crab Defenders [Bushi] (Path)...........................................66
Crab Sumai Wrestlers [Bushi] (Path)..................................66
Daigotsu Scout [Bushi] (Path)............................................66
East Wind [Bushi] (Path)....................................................67
Eyes of Nanashi [Bushi] (Path)...........................................67
Falcon's Strike [Bushi] (Path).............................................67
Fireman Gang Lord [Bushi] (Path)......................................67
Imperial Legionnaire [Bushi] (Path)....................................67
Kitsune Ranger [Bushi] (Path)............................................68
Lion Scout [Bushi] (Path)....................................................68
Mirumoto Mountaineer [Bushi] (Path).................................68
Moonless Riders [Bushi] (Path)..........................................68
Provincial Guard [Bushi] (Path)..........................................68
Shinjo Scout [Bushi] (Path).................................................69
Silent Blades [Bushi] (Path)................................................69
The Guard's Wrath [Bushi] (Path).......................................69
Three Man Alliance Soldier [Bushi] (Path)..........................69
Unicorn Bariqu Wrestler [Bushi] (Path)...............................70
Yasuki Enforcer [Bushi] (Path)...........................................70
Yoritomo Scoundrel [Bushi] (Path).....................................70
Bitter Lies Swordsman [Bushi] (Path).................................70
Calm Heart Duelist [Bushi] (Path).......................................70
Doji Marines [Bushi] (Path).................................................71
Hidden Sword [Bushi] (Path)..............................................71
Hiruma Yojimbo [Bushi] (Path)...........................................71
Ichiro Pass Warden [Bushi] (Path).....................................71
Lion Paragon [Bushi] (Path)...............................................71
Machi-Kanshisha [Bushi] (Path).........................................72
Ronin Guards [Bushi] (Path)...............................................72
Saigo's Blade [Bushi] (Path)...............................................72
Serpents of Sanada [Bushi] (Path).....................................73
Shiba Yojimbo [Bushi] (Path)..............................................73
Snow Riders [Bushi] (Path)................................................73
The Tortoise Killers [Bushi] (Path)......................................73
The Unbroken [Bushi] (Path)..............................................73
Tsume Pikemen [Bushi] (Path)...........................................74
Empress Guard [Bushi] (Path)............................................74
Mirumoto Sentinel [Bushi] (Path)........................................74
Student of the Cliff's Edge [Bushi] (Path)...........................75
The Crab Knife-Fighters [Bushi] (Path)..............................75
Akodo Kensai [Bushi] (Path)...............................................75
Asahina Archers [Bushi] (Path)..........................................75
Daidoji Heavy Regulars [Bushi] (Path)...............................75
Guardian of the Hidden Temple [Bushi] (Path)...................76
Hiruma Snipers [Bushi] (Path)............................................76
Mantis Whirlwind Fighters [Bushi] (Path)............................76
Moto Fanatic [Bushi] (Path)................................................76
Satoshi's Legacy [Bushi] (Path)..........................................76
Scorpion Weaponmaster [Bushi] (Path).............................77
Seven Waves Mercenaries [Bushi] (Path)..........................77
Sword of Yotsu [Bushi] (Path)............................................77
The Dragon's Flame [Bushi] (Path)....................................77
The Hiruma Slayers [Bushi] (Path).....................................78
The Order of the Stone Crab [Bushi] (Path).......................78
The Ox Clan Vigilant [Bushi] (Path)....................................78
Tortoise Guard [Bushi] (Path).............................................78
Tsuruchi Swordsman [Bushi] (Path)...................................78
Unicorn Yomanri Archer [Bushi] (Path)..............................79
Weavers [Bushi] (Path).......................................................79
Akodo Siege Strategist [Bushi] (Path)................................79
Hojatsu's Legacy [Bushi] (Path)..........................................79
Iron Gauntlet Brotherhood [Bushi] (Path)...........................80
Kaiu Siegemaster [Bushi] (Path)........................................80
Order of Chikai [Bushi] (Path).............................................80
Shadowed Steel [Bushi] (Path)...........................................80
Wolf Legion [Bushi] (Path)..................................................81
Tsuruchi Master Bowmen [Bushi] (Path)............................81
The Emerald Champion [Bushi] (Path)...............................81
The Ruby Champion [Bushi] (Path)....................................81
The Serpent Hunters [Bushi] (Path)...................................81
Chrysanthemum Conspirator [Bushi, Courtier] (Path)........82
Emerald Magistrate [Bushi, Courtier, Shugenja] (Path)......82
The Scorpion's Tail [Bushi, Ninja] (Path)............................82
Asako Philosopher [Courtier] (Path)...................................82
Gozoku Agent [Courtier] (Path)..........................................83
Ide Trader [Courtier] (Path)................................................83
Master of Games [Courtier] (Path).....................................83
The College of Clarity [Courtier] (Path)..............................84
Daidoji Trading Council [Courtier] (Path)............................84
Ikoma Historians [Courtier] (Path)......................................84
Kitsuki Debater [Courtier] (Path).........................................84
Shosuro Defilers [Courtier] (Path)......................................85
The Asako Scholars [Courtier] (Path).................................85
The Dark Whisper [Courtier] (Path)....................................85

v
The Doji Innocents [Courtier] (Path)...................................85
The Otomo Bureaucrats [Courtier] (Path)...........................86
The Scales of the Carp [Courtier] (Path)............................86
Minor Clan Alliance Diplomat [Courtier] (Path)...................86
The Hand of Peace [Courtier] (Path)..................................86
The Severed Hand [Courtier] (Path)...................................87
The Yoritomo Emissaries [Courtier] (Path).........................87
Yasuki Extortionist [Courtier] (Path)...................................87
Kitsuki's Eye [Courtier] (Path).............................................87
The Amethyst Champion [Courtier] (Path).........................87
Suzume Storyteller [Courtier, Artisan] (Path).....................88
The Daidoji Spymasters [Courtier, Ninja] (Path).................88
The Dragonfly Advisor [Courtier,, Shugenja] (Path)...........88
Ide Caravan Master [Coutier] (Path)...................................88
Agents of the Hantei [Monk] (Path).....................................88
Dark Path Sohei [Monk] (Path)...........................................89
Students of Hitsu-do [Monk] (Path)....................................89
The Barefoot Brethren [Monk] (Path).................................89
The Transcendent Brotherhood [Monk] (Path)...................89
The Silent Ones [Monk] (Path)...........................................90
Togashi Defender [Monk] (Path)........................................90
Pure Song Shrine [Monk] (Path).........................................90
The Servants of Mercy [Monk] (Path).................................90
The Way of Mizu-do [Monk, Artisan] (Path)........................90
Defender of the Brotherhood [Monk, Courtier] (Path).........91
The Taoist Archers [Monk, Ronin] (Path)...........................91
Shadow Blades [Ninja] (Path).............................................91
The Shosuro Assassins [Ninja] (Path)................................91
Kaze-Do Fighter [Peasant, Monk, Ronin] (Path)................92
The Silken Promises Geisha [Ronin] (Path).......................92
The Shiba Illusionists [Shugenja] (Path).............................92
Asahina Fetishist [Shugenja] (Path)...................................92
Isawa Tensai [Shugenja] (Path).........................................93
Iuchi Couriers (The Lords of the Plains) [Shugenja] (Path) 93
Kawaru Sages [Shugenja] (Path).......................................93
Kitsune Artisan [Shugenja] (Path)......................................93
The Sisters of the Sacred Light [Shugenja] (Path).............94
Toritaka Exorcist [Shugenja] (Path)....................................94
Agasha Alchemists [Shugenja] (Path)................................94
Asahina Artisans [Shugenja] (Path)....................................94
Bishamon's Chosen [Shugenja] (Path)...............................94
Chuda Necromancer [Shugenja] (Path).............................95
Disciples of the River [Shugenja] (Path).............................95
Isawa Seaguard [Shugenja] (Path).....................................95
Iuchi Traveler [Shugenja] (Path).........................................95
Mantis Navigator [Shugenja] (Path)....................................96
Oni Slayer [Shugenja] (Path)..............................................96
Shadow Hunter [Shugenja] (Path)......................................96
The Children of Chikushudo [Shugenja] (Path)..................96
The Inferno Guard [Shugenja] (Path).................................97
The Isawa Temple Guardians [Shugenja] (Path)...............97
The Mist Legion [Shugenja] (Path).....................................97
The Nameless Ones [Shugenja] (Path)..............................97
The Seppun Hidden Guard [Shugenja] (Path)....................98
The Soshi Deceivers [Shugenja] (Path).............................98
Chuda Subversive [Shugenja] (Path).................................98
Tamori Warrior Priest [Shugenja] (Path)............................98
The Acolytes of Thunder [Shugenja] (Path).......................98
The Kitsu Spirit Legion [Shugenja] (Path)..........................99
The Kuni Crystal Masters [Shugenja] (Path)......................99
The Seppun Astrologers [Shugenja] (Path)........................99
The Jade Champion [Shugenja] (Path)..............................99
Acolytes of Snow [Shugenja] (Path).................................100
The Asahina Fire Sculptors [Shugenja, Artisan] (Path)....100

vii
Crab Hida Bushi
Clan: Crab
Kaiu Engineer Discipline: Bushi
Clan: Crab Benefit: +1 Stamina
Discipline: Artisan, Bushi Skills: Athletics, Defense, Heavy Weapons (Tetsubo)
Benefit: +1 Intelligence Intimidation, Kenjutsu, Lore: Shadowlands, any on Bugei Skill
Honor: 3.5
Skills: Battle, Craft: Armorsmithing, Craft: Weaponsmithing,
Defense, Engineering (pick one Emphasis), Lore: Architecture, Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy
War Fans Weapon or Polearm, Traveling Pack 3 koku
Honor: 4.5
Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Heavy The Hida fighting style is one of the oldest and most respected bushi
Weapon or War Fan, Traveling Pack, 3 koku schools in the Empire, and one with a very basic premise endure the
enemy’s attacks until you have the opportunity to crush him with
sheer brute force. The style was shape by the Clan’s early years
The Kaiu Engineers are the most formidable crafters in the Empire, combating oni and other Shadowland enemies, when only the
and their skills are turned almost entirely to the Crab Clan’s duty of strongest and most resilient among Hida’s followers survived.
defending Rokugan against the Shadowlands.
The Hida Bushi School encompasses two broad themes damage
Masters of construction and siegecraft, they are also formidably mitigation and heavy weapon use. Hida bushi ma not be the most
talented at the manufacture of arms and armor. Many Kaiu also accurate samurai in the Empire, but when they do connect, they
serve as battlefield commanders, turning their talents at siege to the inflict tremendous damage. And fortunately for them, they are able to
service of war. withstand incredible amount of punishment while they wait to cripple
their enemies.
Techniques
Techniques
R ANK 1: T HE K AIU M ETHOD - A student of the Kaiu Method is taught
the many basic essential disciplines the family uses to serve the R ANK 1: T HE W AY OF THE C RAB - The Hida bushi is the epitome of
Crab. You gain a bonus of +1k0 when making any School Skill Roll. ‘heavy infantry,’ able to endure harsh blows and deliver crushing
When spending a Void Point to augment a School Skill Roll, you attacks in return. You may ignore TN penalties for wearing heavy
gain a bonus of +2k2 instead of +1k1. armor for all skill except Stealth. When using a Heavy Weapon, you
These effects are not cumulative. gain a bonus of +1k0 to the total of all damage rolls.

R ANK 2: T HE P ATH OF ST ONE - The Kaiu are feared on the R ANK 2: T HE M OUNTAIN D OES N OT M OVE - The Hida bushi is
battlefield for good reason—they are the masters of both construction famous for extraordinary tenacity, weathering wounds that would kill
and destruction. When constructing any large structure (temple- normal men. You gain Reduction equal to your Earth Ring.
sized or larger), you may make an Engineering Skill Roll at TN 25 to R ANK 3: T WO P INCERS , O NE M IND - A Hida bushi is relentless. You
add an additional number of Wounds to the structure equal to your may make attacks as a Simple Action instead of a Complex Action
School Rank x 100. Also, when commanding a siege engine, you while using Heavy Weapon or weapons with the Samurai keyword.
may re-roll once any of the siege engine’s damage dice that roll
below your School Rank. R ANK 4: D EVASTATING B LOW - A Hida stops at nothing to destroy
his enemies once his anger is roused. Once per encounter, when
R ANK 3: T HE P ATH OF THE S HELL - The security and protection of wielding a Heavy Weapon you may make a calculated strike against
Crab samurai is a somber duty all Kaiu take very seriously indeed. the enemy.
When crafting any set of armor, you may double the crafting time
and cost in order to add your School Rank to the armor’s Reduction Lower the enemy’s Reduction by 4 for this attack. If this attach
value. succeeds, you Daze the target. The target may recover from this
Conditional Effect by making a successful Earth Ring Roll versus a
You may also add half your School Rank (rounding up) to the TN equal to your damage roll during the Reaction Stage of each
armor’s Armor TN bonus. Round. The TN decreases by 5 each time the target fails the roll.
R ANK 4: T HE P ATH OF W AR - Every Kaiu is a student of battle, as R ANK 5: T HE M OUNTAIN D OES N OT F ALL - Nothing can stop a Hida
are all Crab. When you roll on the Mass Battle Chart, you may warrior from fulfilling his duty, no even the threat of death. You may
modify your result (up or down) by an additional amount equal to half spend a Void Point during the Reactions Stage. During your next
your School Rank. Additionally, when fighting with a katana, dai Turn, you may take action as if you were in the Healthy Wound
tsuchi, or war fan, you may make melee attacks as a Simple Action Rank. You ignore the Dazed, Fatigued, and Stunned Conditional
rather than a Complex Action. Effects. The benefits of this Technique last until the next Reactions
R ANK 5: T HE P ATH OF S TEEL - The greatest and most sacred duty Stage.
of the Kaiu is crafting the sacred weapons of the Crab Clan. When
crafting any weapon, you may choose to confer either a +1k0 bonus
to all attack rolls made with that weapon, or a +0k1 bonus to all
damage rolls made with that weapon. If the weapon is a katana, you
may expend all your Void Points (a minimum of one point must be
spent) to make the blade unbreakable (as per the Sacred Weapon:
Kaiu Blade Advantage). Doing so renders you unable to recover
Void Points for one week.

1
Hida Pragmatist Hiruma Bushi
Clan: Crab Clan: Crab
Discipline: Bushi Discipline: Bushi
Benefit: +1 Agility Benefit: +1 Willpower
Skills: Athletics, Defense, Jiujutsu (Improvised Weapons) 2, Skills: Athletics, Hunting, Kenjutsu (Katana), Kyujutsu Lore:
Kenjutsu, Lore: Shadowlands, any Bugei skill Shadowlands, Stealth, any one skill
Honor: 2.5 Honor: 4.5
Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Heavy Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow
Weapon or Polearm, Traveling Pack, 3 koku with 20 Arrows or Knife, Traveling Pack 3 koku

The practitioners of Kobo Ichi-Kai, whose primary dojo is located in Where the Hida Bushi School teaches endurance and strength their
Clear Water Village, focus on unarmed combat above all other forms Hiruma cousins teach avoidance and targeting weak points in an
of martial conflict. Although sometimes considered a touch bizarre enemy’s defenses with lightning fast strikes. The lessons taught by
by other Crab warriors, they are nonetheless respected because of their sensei are essential to fulfilling their duties as warriors inside
their sheer physical power and ability to devastate virtually any the Shadowlands. Those who do no heed their teachers well do not
opponent in hand-tohand combat. Pragmatists make fine yojimbo, survive to perpetuate their mistakes. Those who excel at their
since they can leave their weapons at the door and suffer only lessons become a scourge upon the Shadowlands, moving through
minimal loss of effectiveness when doing so. Even creatures of the that dark realm wit speed and grace, leaving death in their wake.
Shadowlands can be overcome by a skilled Pragmatist, and indeed The Hiruma Bushi School emphasizes movement and survival not
the school was originally developed out of the need to adapt jiujitsu just to endure a strike as the Hida do, but to live through an entire
to fighting inhuman opponents. skirmish. In one-on-one combat the Hirum excels at evading his
opponent, while in larger skirmishes hi ability to avoid damage
Techniques makes him adept at reaching troublesome foes and eliminating them
while his allies tie up other rank-and-file opponents.
R ANK 1: T HE E TERNAL S TONE U NLEASHED - The Pragmatist is
taught to endure terror and humiliation while killing his enemies with Techniques
anything he can find. You gain a bonus of +1k0 to any roll made to
resist Intimidation or Fear effects. You also gain a bonus of +1k0 to R ANK 1: T ORCH ' S F LAME F LICKERS - The Hiruma learns to focus his
the total of your attack and damage rolls when fighting unarmed or strikes even while protecting himself, perfecting the penetrating
with improvised weapons. However, you must always keep high dice quality of his blow withou sacrificing his defense. While you assume
with any attack rolls or damage rolls that benefit from this the Attack Stance you gain a bonus of +1k0 to the total of all attack
Technique. rolls. Yo are skilled at survival and can make all food, water, and
jade rations last twice as long for a number of people equal to you
R ANK 2: W EARING D OWN THE M OUNTAIN - At this rank the Hunting Skill Rank.
Pragmatist learns to strike repeatedly at the same point, wounding
even powerful opponents. When fighting unarmed or with an R ANK 2: W OLD ' S L ITTLE L ESSON - Hiruma learn to dash in and out in
improvised weapon, you may make the Extra Attack Maneuver for a single motion. While you assume the Attack Stance, you add 5 to
only 3 Raises instead of 5. your Armor TN ever time you hit with a melee weapon. This bonus
may stack number of times equal to your School Rank and lasts
R ANK 3: F URY OF THE A VALANCHE - At this rank the Pragmatist until the end of the current skirmish.
learns to fight just as well with his bare hands or whatever is
available to him as with the traditional weapons of the samurai. You R ANK 3: H UMMINGBIRD W INGS - The Hiruma know how the
may make attacks as a Simple Action when fighting unarmed or with hummingbird can move in an direction and apply this truism to
an improvised weapon, or when wielding a Samurai keyword battle. Once per Roun you may activate this Technique when an
weapon. opponent target you with an attack. You gain a bonus of double your
Schoo Rank to your Armor TN for that attack. This stacks with an
R ANK 4: S TONE T URNS S TEEL A SIDE - The Pragmatist is taught he other Armor TN bonuses you gain from other means (such a
does not need a weapon when he can turn an enemy’s weapon back spending a Void Point).
on him. Regardless of your Stance, a number of times per skirmish
equal to your Void, immediately after you are attacked with a melee R ANK 4: S HARK S MELLS B LOOD - Against a weakened opponent, a
weapon (after damage is rolled, if the attack hit) you may take a Free Hiruma is a terrible foe indeed. You may make attacks as a Simple
Action to make a Contested Roll using Jiujutsu /Agility against your Action instead o a Complex Action when using a weapon with the
enemy’s (Weapon Skill) / Agility. If you win the roll, you immediately Samurai keyword.
strike the enemy with his own weapon (thus, you use your own
Strength when determining damage rolled with this Technique). You R ANK 5: D AYLIGHT W ASTES NO M OVEMENT - The Hiruma learns to
may Raise on this Contested Roll to perform the Increased Damage use no more energy than is precisely needed to kill his opponent. If
Maneuver. you deliver more Wound than necessary to kill your target, you may
apply the excess Wounds to the next target you hit. This Technique
This technique cannot be used during an iaijutsu duel. does no activate two attacks in a row. The carry-over effect does no
last beyond the end of the current skirmish.
R ANK 5: F IGHT TO THE E ND - The final lesson of the Pragmatist
teaches him to prevail no matter what the odds, killing his enemies
no matter how severe his own injuries. At the start of your Turn you
may spend a Void point to allow you make an attack as a Complex
Action that ignores your Wound penalties (including Down and Out)
and any restrictions or penalties from Status effects or physical
Disadvantages you are currently suffering. You gain a +3k1 bonus to
your damage roll with this attack.

2
The Hiruma Scouts Yasuki Courtier
Clan: Crab Clan: Crab
Discipline: Bushi Discipline: Courtier
Benefit: +1 Reflexes Benefit: +1 Perception
Skills: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore: Skills: Commerce (Appraisal), Courtier, Defense, Etiquette
Shadowlands, Stealth (Sneaking), any one Bugei skill Intimidation, Sincerity (Deceit), any one Merchan skill
Honor: 4.5 Honor: 2.5
Outfit: Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,
Traveling Pack, 5 koku
After the fall of Hiruma Castle, the Hiruma family had no sensei and
was unable to preserve the knowledge of its ancient bushi school Once a Crane family, the Yasuki defected to join the Crab after their
(the school listed in the L5R 4th Edition Core rulebook as “Hiruma Doji masters refused to accept the questionable manner in which the
Bushi”). Most of the samurai who actually knew its advanced Yasuki performed essential tasks necessary for the Crane to
techniques had perished in battle with the Maw, and those who knew function. The Crab were far more practical masters and under their
its more basic methods were too focused on fighting and surviving to leadership the Yasuki have become the most prosperous merchant
pass on their wisdom. By the time the family realized their school patrons in the Empire. Their sense emphasize the ability to find that
was in danger of perishing, it was too late. thing one’s opponents i court must have, and provide it for them at a
low cost, ensuring both profit and gratitude. The Yasuki specialize in
It was the Unicorn Clan which offered a solution, opening its scout using commerce as a means o gaining the favor of others. They are
dojo to the Hiruma. Training in the Shinjo methods and adapting as much salesmen a courtiers and can use any number of sales
them for their own use, the Hiruma developed a new school which tactics, including both pressure and false sincerity, to gain that which
placed a far stronger focus on stealth and scouting than their the desire from others. No one in the Empire can take a simple
ancestral one. The Hiruma relied on this school for over 300 years, resource and transform it into a hot commodity with the same style
until ancient scrolls of the lost Hiruma Bushi school were finally and deftness as a Yasuki courtier.
recovered from the Shadowlands. Even after the Hiruma Bushi
techniques were recovered, however, the Hiruma refused to
abandon their well-tested Scout school, and thereafter their dojo
Techniques
taught both.
R ANK 1: T HE W AY OF THE C ARP - The Yasuki are masters of
commerce and practice it far more openly than other samurai
Techniques families; they do not consider i to be a breach of etiquette to engage
in open commerce. You gain a Free Raise when using the
R ANK 1: D ANCE THE R AZOR ' S E DGE - The Hiruma scouts learn the Commerce skill, and you d not lose Honor or Glory for using the
ways of the Shadowlands intimately, and are taught to rely on speed Commerce skill eve in public. Also, Yasuki are taught from youth to
and stealth to survive, function, and escape in that most inhospitable be adept at sizing up their potential customers. When speaking wit
of environments. You may add your Stealth Skill rank to the total of someone you may make a Contested Roll of your Commerce
your Initiative rolls (unless caught by surprise or otherwise unaware). Perception against their Etiquette/Awareness to discern some
You can make all food, water, and jade rations last twice as long as material object or service they want or desire.
normal for a number of people equal to your Hunting Skill Rank.
While in the Shadowlands, you gain +1k0 to Stealth rolls and always R ANK 2: D O AS W E S AY - The flip side of Yasuki commerce is
know the direction of the Empire and roughly how far away it is. Yasuki pushiness. The Yasuki are renowned for both their glib
tongues and their high-pressure sales tactics, pressuring and
R ANK 2: R UN L IKE THE W IND - The Hiruma practice speed, evasion, deceiving their customers and allies into doing what they want. A
and endurance in order to evade their enemies and deliver their number o times per session equal to your School Rank, you may re-
scouting reports. roll a failed Sincerity or Intimidation Skill roll. You must keep the
You may make Free and Simple Move actions while in the Full results of the second roll.
Defense stance. You can run at high speed for a number of hours R ANK 3: T REASURES OF THE C ARP - Your contacts in the merchant
equal to your Stamina + School Rank, after which you are and commercial circles o Rokugan make it possible for you to
Exhausted until you have one hour’s rest. acquire almost anythin you might need to satisfy a customer. You
R ANK 3: V EIL OF THE S PIRITS - At this Rank, the Hiruma has may roll Commerce Awareness at TN 20 to locate a rare or useful
perfected his skills with stealth to the point where they become item subject to GM discretion, for someone else. You may trac down
almost supernatural. higher-quality or rarer items by calling Raises.

As long as you do not move and have some form of cover, R ANK 4: W ILES OF THE C ARP - As ruthless merchants, the Yasuki
concealment, or camouflage available (GM’s discretion), you may are also skilled at seeing through the deceptions and blandishments
spend a Void point to make yourself all but invisible—in mechanical of others. Anyone making a Social Skill Roll for the purpose of lying
terms, this adds a number of kept dice to your Stealth roll equal to to you o deceiving you has their TN increased by an amount equal t
your School Rank. This effect lasts until you move or make noise. 5 times your School Rank.

R ANK 4: H ARNESS THE W IND - The Hiruma has now learned to R ANK 5: W HAT IS YOURS IS M INE - The ultimate skill of the Yasuki is
strike as swiftly as he runs. You may make attacks as a Simple to influence others by offerinr them what they want the most. If you
Action instead of a Complex Action when using any Samurai know of a material item someone needs, and arrange for them to get
weapon, knife, or bow. You may also attack as a Simple Action it, you gain a bonus of +5k0 to any Contested Social Rolls you make
regardless of weapon when fighting any Shadowlands creature or against that person for the next 24 hours.
other known Tainted nonhuman (such as zombies or gaki).
R ANK 5: S TRIKE OF THE S TALKER - The Hiruma Scouts strike their
opponents from hiding, delivering vicious blows that get past all
defenses. If you are striking a surprised or unaware foe, your Raises
are not limited by your Void, and you can ignore 10 points of
Reduction (from any source).

3
Kuni Witch-Hunter R ANK 5: T O S HATTER THE D ARKNESS - The Witch-Hunter is now the
true nemesis of Jigoku’s forces, able to strike down his enemies with
unmatched power. You gain a +4k1 bonus to your attack and
Clan: Crab damage rolls against Shadowlands creatures and against foes you
Discipline: Monk know to be Tainted. This stacks with the attack bonus from your
Benefit: +1 Willpower Rank One technique.
Skills: Investigation, Jiujutsu, Kenjutsu, Lore: Shadowlands,
Lore: Maho, Meditation, any one skill Kuni Shugenja
Honor: 5.5
Outfit: Rugged Clothing, Daisho, Knife, Jade Pendant, Clan: Crab
Traveling Pack, 3 koku. Discipline: Shugenja
Devotion: Benefit: +1 Willpower
Skills: Calligraphy (Cipher), Defense, Lore: Shadowland 2,
The Kuni Witch-Hunters are a small but highly skilled group of Lore: Theology, Spellcraft, any one Weapo Skil
mystical warriors who serve the Crab Clan by hunting for maho-
Honor: 2.5
tsukai and Shadowlands infiltration within the Empire. They travel
freely through Rokugan, often disregarding clan borders and Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
jurisdictions… much to the displeasure of local authorities. Samurai 3 koku
from other clans tend to regard Witch-Hunters as superstitious and Affinity/Deficiency: Earth / Air
ill-mannered louts, but common folk throughout the Empire respect
them and seek their aid whenever supernatural threats arise. Within Often misunderstood, the Kuni Shugenja School has frequently been
the Crab Clan they are treated with respect and not a little fear, since painted as a collection of obsessive madmen who delve too deeply
their appearance often betokens the presence of the Taint. into secrets no one should explore. Most Kuni would object to the
label of madman, but beyond that they would admit the stereotype
fits fairly closely with reality. The Kuni understand they must sacrifice
Techniques certain inhibition and reservations in order to serve their Clan and
Empire to the best of their ability, and they do so without protest. The
R ANK 1: T O S EE THE D ARKNESS - Witch-Hunters are taught both to
Kuni Shugenja School emphasizes the Crab Clan’ specialization in
sense the power of Jigoku and to crush those who carry its dreadful
fghting creatures of the Shadowlands. The Crab’s alliance with the
mark.
Nezumi tribes that dwell within the region also has granted them
You may attempt to detect the Taint in another person by holding great insight into other nonhuman creatures, and their Technique
your jade pendant (or another piece of jade) and staring intently at allows them to benefit or destroy such creatures as desired.
them. This is a Complex Action and requires you to make a
Contested Roll of your Investigation (Interrogation) / Awareness Techniques
against the target’s Sincerity (Deceit) / Willpower. You gain a +1k0
bonus to this roll for every full Rank of Taint the target possesses. If R ANK 1: G AZE I NTO S HADOW - The Kuni have carefully studied
you succeed in the roll and the target is Tainted (has at least 1 Rank many of the most sinister opponent imaginable, and have learned
of Taint), you are able to sense the presence of the Taint and its how to combat them. You gain a bonus of +1k0 to the total of all
approximate strength. If you fail the roll or the target is not Tainted, Spell Casting Rolls when the target is any non-human creature and
you gain no information. any spell that inflicts damage inflicts an additional +1k1 damage
when used against a target who possesses the Shadowlands Taint.
In addition, you gain +1k1 to your rolls to resist the Shadowlands You also gain a Free Raise on any spell with the Jade keyword.
Taint and to your attack rolls when attacking a foe who is a
Shadowlands creature or who you know to be Tainted.
R ANK 2: T O R IDE THE D ARKNESS - Witch-Hunters do not confine
themselves to rooting out Tainted men and women—they also learn
how to fight the creatures of the Shadowlands, and spend
considerable time studying their strengths and weaknesses. Crane
Any time you are confronted by a Shadowlands creature, you may
take a Free Action to roll Lore: Shadowlands / Intelligence at TN 20
The Kakita Artisans
to recall either one specific strength (such as Invulnerability) or one
specific weakness (such as jade) for that creature. You choose Clan: Crane
whether you recall a strength or a weakness, but the GM chooses Discipline: Artisan
the exact information. You may Raise on this roll to learn additional Benefit: +1 Awareness
pieces of information—one strength or weakness per Raise. Skills: Courtier, Games: Sadane, Etiquette, Sincerity, any
R ANK 3: T O S TRIKE THE D ARKNESS - At this rank the Witch-Hunter three skills chosen from the following list: Acting, Artisan
learns to call on the power of purity to guide and strengthen his (Gardening, Ikebana, Origami, Painting, Poetry, or Sculpture),
blows. You may make melee attacks as a Simple Action when your Perform (Dance, Oratory, Puppeteer, Song, Storytelling, or any
opponent is a Shadowlands creature or when you know your musical instrumen
opponent to be Tainted. Honor: 5.5
Outfit: Court Robes, Beautiful Clothing, Wakizashi, Art
R ANK 4: T O R EPEL THE D ARKNESS - The Witch-Hunter’s intense Supplies, Fan, Steed (Rokugani pony), Traveling Pack, 10
study and spiritual training now gives him access to esoteric powers Koku
and makes it almost impossible for the forces of darkness to deceive
him. You gain a +3k0 bonus to the roll for your Rank One ability to
detect the Taint and to the roll for your Rank Two ability. In addition, Unlike their occasional rivals among the Shiba, the Kakita Artisans
you may learn one Kiho. (If the optional rule allowing Kiho for non- do not confine themselves merely to the creation of physical art such
Brotherhood monks is in effect, this Kiho does not count against the as paintings or books of poetry. The Artisan Academy devotes itself
maximum number of Kiho you can learn, although it is subject to to the study of every sort of art, whether it be performance-based or
their other mechanical limitations such as Mastery Level.) creation-based, and studies not only the ways of art but also the
ways in which such art may be turned to the service of the Crane
Clan.

4
Techniques The Kakita Master Artisans Advanced
R ANK 1: S OULD OF THE AR TISAN - The Kakita Artisan is taught from Clan: Crane
earliest youth to focus on one specific form of art above all others,
devoting himself to it heart and soul and pursuing the goal of Discipline: Artisan
absolute perfection within its forms. Of course, in keeping with Crane Benefit:
tradition the Artisan is also taught to be a ruthless critic to any artistic Skills:
rivals. Select one of your three chosen School Skills (Acting, an Honor:
Artisan skill, or a Perform skill) as the focus of your artistic training.
Outfit:
This becomes your chosen art. When making skill rolls with your
chosen art, you gain a +2k0 bonus and your Raises are not limited
by your Void. The most talented elite of the Kakita Masters learn secret techniques
Any time you are using Games: Sadane to criticize someone else’s of artistic perfection passed down from the early centuries of the
art or performance, you gain a Free Raise on your skill roll. Empire. These methods were developed by some of the Empire’s
finest artists and mastering them is beyond the ability of most
R ANK 2: T HE S OUL ' S D REAM - The Kakita Artisan is taught to use students at the Artisan Academy, so only the most supremely gifted
his art to affect those around them, inspiring emotions and shifting are ever taught them. However, for that same reason the techniques
the views of the audience. When presenting a public performance or are not limited solely to students of the Artisan Academy—any
display of you chosen art, you may make a Contested Social Roll of supremely talented Crane may become a Kakita Master.
[chosen art]/Awareness against the Etiquette (Courtesy)/Willpower
of the audience members. Those audience members who fail their At their highest pinnacle of skill the Kakita Masters can actually
rolls are profoundly swayed and their emotions shift in a direction change reality temporarily, a phenomenon which mystifies those
you desire—becoming friendlier, more hostile, calmer, or whatever shugenja who have studied it. Some speculate the art is so perfect it
other emotional shift your art is designed to evoke. This emotional inspires the kami in response, but in truth no one knows how the
shift normally lasts a number of hours equal to your Insight Rank. Masters achieve these effects.

Note that not all persons are equally susceptible to the impact of art Techniques
—the GM may rule that a particular individual is affected for a shorter
period of time, or award a bonus to the resistance roll for persons R ANK 1: T HE M ASTER ' S T OUCH - The Master Artisan transcends the
whose emotions are difficult to manipulate. The GM should normally social demands of art to focus on creating works of lasting
have each individual audience member roll separately to resist this magnificence which transform those who witness them. You may
technique (this should always be done for PCs or important NPCs), attempt to create such a work or performance with a chosen art Skill
but with large groups of ordinary NPCs the GM can opt to save time roll at TN 40. A success results in a creation or performance that
by making a single roll for most or all of them. awes everyone who witnesses its first public appearance.
R ANK 3: F REE THE S PIRIT - You may select a second of your three You gain 5 points of Glory, +1 additional point of Glory for each
chosen School Skills as a chosen art, and all Technique bonuses Raise called on the roll. Everyone in the audience at the art’s
and effects which applied to your first chosen art now apply to it as unveiling/performance gains one bonus Void Point (which can
well. The bonus to your chosen art skill rolls increases to +2k1. exceed their normal maximum) for the next 24 hours; if you
successfully called at least 4 Raises on the roll, they gain two bonus
R ANK 4: U NDYING N AME - Your art is now so magnificent that you
Void Points instead.
can make and break the reputations of others by depicting or
referencing them in your work. You may create a piece of art (The effects of this technique cannot stack.)
referring to another person by rolling [chosen art]/Awareness at a TN
equal to 20 plus 5x their Glory Rank. With a success, you may either R ANK 2: MASTERY U NBOUNDED - At this level of skill, the Master
increase (if your art is complimentary) or decrease (if it is critical) Artisan’s skills become truly legendary. You gain a bonus of +2k0
their Glory by up to 5 points, plus an additional 5 points for every with your chosen art Skill rolls. If you are trained as a Kakita Artisan,
Raise you make on the roll. You may call two additional Raises to you may select a third chosen art from your School Skills.
inflict a gain of Infamy on the target instead of a Glory change. R ANK 3: T HE P ERFECT A RT - The final secret of the Master Artisans
You may not target the same person with this technique more than is a level of excellence that transcends the normal bounds of mortal
once every six months. Furthermore, persons of high station cannot capability, producing art that literally comes to life. Once per month
have their reputations damaged by artists lacking in prestige—the when creating a work or performance with one of your chosen arts,
target’s Status Rank cannot exceed your Glory or Status Rank you may spend two Void Points and then roll [chosen art] /
(whichever is higher). Awareness at TN 50. With a success, the art comes to life— birds fly
off a painting, the characters of a play manifest on the stage, the
R ANK 5: A G IFT B EYOND P RICE - You art is now so perfect that a gift statue of a Fortune comes to life, and so forth.
of it can profoundly change another person’s attitude toward you and
your clan. Once per month, you may give a gift of your chosen art to The specific nature of the manifestation, and what action it takes
someone from another clan or faction. Make a Contested Social Roll after appearing, is chosen by the GM—but it will always be helpful to
of your [chosen art]/Awareness against their Etiquette you, and will usually be something awe-inspiring and extraordinary.
(Courtesy)/Willpower. (The GM may award Free Raises to you or the The manifestation normally lasts only a few minutes, but if you
target of this technique based on the type and subject of the art and successfully call four Raises on the skill roll it will last for one hour.
the attitudes and beliefs of the target—some people are easier to
sway than others.) With a success, you permanently alter their
attitude toward your clan/faction in a favorable direction. With a
failure, the target becomes aware of your attempt to manipulate his
emotions, and his attitude toward your clan/ faction permanently
shifts in a hostile direction.
This technique cannot target the same person more than once per
year.

5
Daidoji Iron Warriors Doji Magistrate
Clan: Crane Clan: Crane
Discipline: Bushi Discipline: Bushi
Benefit: +1 Agility Benefit: +1 Reflexes
Skills: Battle, Defense 2, Iaijutsu, Kenjutsu (Katana) Kyujutsu, Skills: Defense, Horsemanship, Jiujutsu, Kenjutsu, Knives
any one Skill (Jitte), Polearms, any High or Bugei Skill
Honor: 6.5 Honor: 5.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon (or
Weapon or Polearm, Traveling Pack 10 koku 2 Knives), Traveling Pack, 10 koku

The skills of the Doji and the Kakita have raised the Crane into their The Doji family is dedicated to protecting its lands and people from
position as masters of the court, but when words alone cannot attain all threats, an expression of the Crane Clan’s devotion to the Virtue
victory; it is the strength and the courage of the Daidoji Iron Warriors of Compassion. Consequently, they maintain this school to teach
that carry the day. The Daidoji have always considered themselves their bushi techniques of law enforcement and peace-keeping.
the silent steel of the Crane, an that perception is not inaccurate. Although generally less famous for their deeds, the Doji family’s
The Daidoji Iron Warrior are both the rank and file and the heavy magistrate tradition actually predates their more sensational
infantry of the Crane armies, comprising a sizeable portion of the counterparts in other clans by centuries.
Clan’s first arm and the majority of the second. They also serve as
yojimbo and this duty is the one most often ascribed to the Daidoji The Kitsuki family, the Soshi Magistrates, and even the Emerald
even if it is but one of their many roles. The Daidoji are a versatile Magistrates were not created until well after the Doji tradition had
group, with Techniques that emphasis both enduring the damage of been in place for a very long time. In fact, it is often against the Doji
one’s opponents an protecting their charge. This fighting style is not that other such schools are measured, although this is not a
exclusively protective, however, and it allows an Iron Warrior to fight conscious comparison.
defensively in a skirmish to great effect. Despite the name of the school, in actuality only a minority of its
students are actually appointed as clan magistrates— students are
Techniques far more likely to serve as yoriki, assisting other magistrates, or
simply as guards patrolling the borders and maintaining law and
R ANK 1: T HE F ORCE OF H ONOR - The Iron Warrior serves as the order in cities and towns. Still, those who are trained in this school
shield of his clan, defending the honor and homes of the Crane. You are often among the first to receive an appointment when a
gain a bonus of you Honor Rank (rounded down) minus 4 to your magistrate position becomes available, and it is not uncommon for
Wounds at each Wound Rank, to a minimum bonus of one. (Thus at many Doji to serve in the ranks of the Emerald and Jade magistrates
Honor Rank 6.5, you gain a bonus of 2 Wounds to each Wound as well.
Rank.) Additionally, you gain a bonus of +1k0 to the total o all attack
rolls while in the Attack Stance. Techniques
R ANK 2: T HE S HIELF OF F AITH - The Iron Warrior truly believes that
his work serves a higher purpose. When you perform the Guard R ANK 1: T EMPER S TELL WITH H ONOR - Doji Magistrates are trained
Maneuver, the benefits last for an additional Round. Additionally, the to fight with compassion, avoiding injury to both themselves and
Armor T bonus of the Guard Maneuver is increased by 5. (This whenever possible to others, a style known to the Crane as Mizu-do
bonus applies to both your Armor TN and your target’s Armor T – (the Way of Water). They specialize in the use of weapons designed
thus, you suffer no TN penalty when Guarding, and you target gains to disarm or capture foes rather than kill them. You may add an
a bonus of +15 to his Armor TN instead of +10.) amount equal to your Air Ring to your Armor TN (unless caught
helpless or unaware). You gain a +1k0 bonus to your attack rolls
R ANK 3: S TRIKE B ENEATH THE V EIL - The Daidoji is an intractable when fighting with a jitte or a sasumata.
foe, devastating to face under an circumstances. You may make
melee attacks as a Simple Action instead of a Complex Action while R ANK 2: F LOWING L IKE W ATER - The Magistrates are taught the art
in the Attack Stance. of subduing law-breakers non-lethally by turning their own strength
against them, an especially useful skill when dealing with drunken
R ANK 4: V IGILANCE OF M IND - The Iron Warrior is always on the samurai whose deaths might carry political repercussions. When
lookout for dangers. You may spend a Void Point during the rolling to control a Grapple or to resolve a Disarm attempt, you may
Reactions Stage to target an opponent who has attempted to strike use your opponent’s Strength Rank in place of your own.
at either you or the target of your Guard Maneuver during the
Round. You gain a bonus of +2k1 to the total of all attack and R ANK 3: B REATH OF THE L AW - The Doji Magistrates practice a
damage roll against that opponent during the next Round. variety of submission holds designed to disarm and disable
lawbreakers without harming them. If you successfully Grapple or
R ANK 5: T O T READ ON THE S WORD - When the Iron Warrior fights to Disarm an opponent, they are also Dazed.
protect his charge, he will continue on long after others would perish.
You may spend two Void Points as a Free Action when someone R ANK 4: F LOWING L IKE A IR - A true student of the Doji path can
declares an action against the target of your Guard Maneuver. You move as swiftly as the wind of justice that brings ruin to his enemies.
become the target of the action instead (if it would be a legal action – You may make attacks as a Simple Action when fighting unarmed or
GM’ discretion in questionable instances). You also gain one Free when wielding a jitte, sasumata, or a weapon with the Samurai
Action that you may use immediately for the sole purpose o moving keyword.
toward the target of your Guard Maneuver. If you cannot reach your R ANK 5: T HE W ILLOW IN THE S TORM - In their final lesson, Doji
target, this Technique has no effect. Magistrates are taught to maneuver around their opponents,
redirecting their energy and defeating them with their own
momentum. You may spend a Void point during the Reactions stage
of a skirmish Round to force anyone who attacks you on the next
Round to subtract their Air Ring from each of their dice. (Dice which
explode have their final total reduced.) This technique cannot be
activated or used while you are in the Full Attack stance or the
Center stance.

6
Kakita Bushi The Daidoji Scout
Clan: Crane Clan: Crane
Discipline: Bushi Discipline: Bushi
Benefit: +1 Reflexes Benefit: +1 Reflexes
Skills: Etiquette, Iaijutsu (Focus), Kenjutsu, Kyujutsu Sincerity, Skills: Athletics, Hunting (Traps), Kenjutsu, Knives, Kyujutsu
Tea Ceremony, any one Bugei or High Skill (Yumi), Stealth (Sneaking), any one Bugei or Low Skill
Honor: 6.5 Honor: 3.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon, Outfit: Light or Ashigaru Armor, Rugged Clothing, Daisho Set,
Traveling Pack, 10 koku Bow, Knife, any one weapon, Trap- Making Gear, Camouflage
Face-paint, Traveling Pack, 5 Koku.
The sacred art of iaijutsu is practiced by all clans, but non have truly
mastered it in the same manner as the sensei a the Kakita Dueling Although the Iron Warriors are the most well-known public face of
Academy. The School focuses unapologetically upon dueling. Other the Daidoji family, they also study a style of warfare specialized in
skills are part of the core teachings but they are considered scouting, ambush, and precision strikes against vulnerable enemy
incidental and in many cases are offered only because some facet of assets like commanders and supply caravans. Daidoji Scouts readily
their instruction relates i some way to iaijutsu. While there are those employ traps and surprise attacks, accepting a certain amount of
in the Empire who have criticized the School for its narrow focus, few dishonor in their own conduct for the sake of the greater good of the
can argue with the results; many battles have been won by the Crane Clan. They rely on the rest of the clan to provide them with
Crane because an enemy general was slain in a duel before the political cover for their questionable actions.
fighting began. Likewise the Crane stranglehold on the courts is
easier to maintain when any challenge can be answered by a Kakita Techniques
champion taking the courtier’s place in a duel. The Kakita
Techniques place an obvious emphasis on iaijutsu but several of R ANK 1: S URVEYING THE L AND - The Daidoji scouts are masters of
them can be of use in both dueling an general skirmishing. The observation and pursuit, tracking their opponents, harassing them,
Kakita are generally faster than most opponents, reflected in their and delaying them with traps and ambushes. You gain +1k0 with
Initiative bonuses, and are able to utilize the Center Stance for Stealth and Hunting skill rolls. Any rural/improvised traps you create
greater benefits than normal both in dueling and outside. are exceptionally deadly, inflicting +1k1 extra damage.

Techniques R ANK 2: S COURING THE S HADOWS - Daidoji scouts strike from


concealment, hitting their opponents with swift and devastating
R ANK 1: T HE W AY OF THE C RANE - The study of the sword attacks. When attacking an unaware opponent you gain a bonus of
demonstrates the many ways in which the art of Kakita’s technique +2k0 to your attack roll.
can be applied. You add twice your Iaijutsu Skill Rank to all Initiative R ANK 3: W EAKEN THE R ESISTANCE - The Daidoji learn to strike with
rolls. You gain a bonus of +1k1 plus your School Rank to the total of precision, hitting their opponents in weak spots and evading their
all attac and Focus rolls while assuming the Center Stance. This armor. You may ignore any Reduction your opponent gains from
bonus also applies during the Combat Round following one in which wearing armor or from school techniques. (You cannot ignore the
you assumed the Center Stance. natural Reduction of creatures, or Reduction bestowed by magical or
R ANK 2: S PEED OF L IGHTENING - Enemies who are slow or weak of supernatural effects.) If you attack an opponent who has no
spirit are doomed to failure. You gain a bonus of +2k0 to the total of Reduction from armor or techniques, you gain +1k0 to your damage
all attack roll against those with lower Initiative than your own. rolls.

R ANK 3: F IRST AND L AST S TRIKE - A Kakita Bushi is feared R ANK 4: S TRIKE AND M OVE - The Daidoji scout strikes with the
throughout the Empire as a followed of the oldest and most swiftness of the wind itself. You may make attacks as a Simple
venerated dueling tradition in the Empire. You may Strike first in a Action instead of a Complex Action when wielding a katana,
duel if you win the Iaijutsu Void roll by a difference of 3 or higher. wakizashi, knife, or bow. Your traps now inflict +2k1 extra damage.
You gain a Free Raise on your Strike for each additional margin of 3 R ANK 5: C UNNING OF D AIDOJI - The true master of the Daidoji scout
instead of 5. school needs only a single strike, for his opponent never survives to
R ANK 4: O NE S TRIKE , T WO C UTS - With one pure strike, the see the second one. During a skirmish, you may spend a Void Point
advanced student of Kakita’s techniqu cuts his opponent twice. You as a Free Action to attempt a deadly precision strike on your next
may make attacks as Simple Action instead of a Complex Action attack (this may be done with a melee or a ranged attack, but cannot
while using weapon with the Samurai keyword. be done more than once in the same Turn). Any Maneuvers called
on this attack require 1 less Raise (to a minimum of 1 Raise), and if
R ANK 5: S TRIKE WITH N O T HOUGHT - A true student of Kakita you successfully hit you gain a bonus of +1k1 to your Damage roll.
requires no thought before the perfect strike, depending entirely on
instinct. You may take on Simple Action per Turn while assuming the Furthermore, if your opponent is unaware of you, your Raises on
Center Stance. You gain the benefits of Center Stance while you this attack are not limited by your Void.
assume the Stance instead of the following Turn, and you may
remain in Center Stance as many consecutive Turns as desired. The
Simple Action you take can be a Move Action (bypassing the normal
restriction of the Center Stance).

7
Doji Courtier R ANK 4: V OICE OF H ONOR - At this Rank the Doji has learned the art
of political maneuvering making his positions and arguments appear
synonymous with Honor, forcing anyone who disagrees with hi to
Clan: Crane take a dishonorable position. In any debate or argument you may
Discipline: Couriter make a Contested Roll of Courtier (Manipulation) Awareness
Benefit: +1 Awareness against the target’s Etiquette (Courtesy) / Awareness. If you win the
Skills: Calligraphy, Courtier (Manipulation), Etiquett roll, the opponent is forced to concede that his position conflicts with
(Courtesy), Perform: Storytelling, Sincerity, Tea Ceremony any the demands of Honor an Bushido, and if he persists in his position
one Artisan or Perform skill he will commit breach of etiquette. (It is the GM’s discretion, based
Honor: 6.5 on the circumstances, as to whether it is a minor or major breach.)
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon R ANK 5: T HE G IFT OF THE L ADY - The final training of the Doji
Calligraphy Set, Traveling Pack, 10 koku teaches them the art of influencing the emotions of others, making
friends and allies out of almost anyone – even bitter enemies. By
conversing wit someone for a few minutes, you may make a
The reputation the Crane Clan has for being the unquestione Contested Roll o Courtier (Manipulation) / Awareness against the
masters of any court activity in which they are involved i well- target’s Etiquette (Courtesy) / Willpower. If the target is an Ally, you
deserved, and almost exclusively the result of the ancient secrets of gain a bonus of +5k0 to the total of this roll. With a success, you shift
the Doji Courtier School. The School’s primary focus is on the the target’s emotions in a favorable direction, persuading them to
creation of vast networks of allies upon who the Crane can call to listen to your advice and counsel. The GM is the final arbiter but in
accomplish virtually anything, preferable indebting those involved to general, the target will go along with anything you suggest which
the Crane in the process. The curriculum in the Doji School is quite does not conflict with his basic loyalties.
broad and encompasses myriad of topics, more than could be
mastered by any single samurai, no matter how talented. The Daidoji Harriers Advanced
Fortunately, the sensei ensure that there are an ample number of
courtiers trained in ever area so no matter what the need, a Doji
stands ready to fulfill it. The Doji Courtier School is built upon the
Clan: Crane
notion of trading favors. That is not the entirety of their abilities, Discipline: Ninja
however; what makes them even more daunting opponents is their Benefit:
ability t perceive what an individual needs, and then offer it to them i Skills: Craft: Explosives 3, Hunting (Traps) 3, Stealth 5, Knives
such a manner that refusal is difficult if not impossible. 4.
Honor:
Techniques Outfit:
R ANK 1: T HE S OUL OF H ONOR - Apprentice Doji courtiers are taught
to rely on their Honor when dealing with others, infusing their every The exact origins of the Daidoji Harriers are obscure and
word and gesture with the power of their purity, and to build network mysterious. The Crane established a covert training site for
of allies by discerning what others need and fulfilling those needs. unconventional tactics in the ruins of Shiro Giji in the year 330, but
So long as you maintain your Honor Rank at 6.0 o better, you gain a for many generations that facility was used merely to train selected
Free Raise on all Courtier, Sincerity, an Etiquette rolls. Also, by Daidoji Scouts in the more ruthless and pragmatic sort of fighting
conversing with another person for few minutes, you can make a methods. However, at some point the training at Shiro Giji took on a
Contested Roll of Courtier (Manipulation / Awareness against the darker and less honorable tone, focusing on the use of truly heinous
target’s Etiquette (Courtesy / Awareness to learn whether they are in methods such as sabotage and assassination. The final turning point
need of an favors or assistance (such as needing travel papers to seems to have been the decision to covertly manufacture and use
reach another province, for example). gaijin pepper, whose secrets were discovered after the defeat of the
gaijin in the Battle of White Stag.
R ANK 2: S PEAKING IN S ILENCE - At this Rank the Doji learns
Cadence, the art of communicating through subtle gestures and The students of Shiro Giji took to calling themselves ‘Harriers’ to
body language. This give them a huge advantage in the courts by distinguish their methods from the somewhat more honorable tactics
allowing them t share information while their rivals are none the of other Daidoji Scouts. With time, the rulers of the family came to
wiser. Yo can roll Courtier/Intelligence at TN 15 to communicate see the Harriers as a separate organization, a hand-picked band of
simple ideas and instructions (things like “distract them,” “this favor men and women who would do anything and sacrifice any amount of
us,” or “intercept that person”) with any other Crane who i trained in their own honor for the greater good of the Crane. They carefully
the Doji Courtier School or who has at least 5 Rank in the Courtier concealed the Harriers’ existence and methods from the rest of the
skill. More complex ideas can be conveyed with Raises, although clan, ensuring the leadership of the Crane could maintain honor and
there is an upper limit (set by the GM on how complicated Cadence propriety. In this way the Harriers covertly served the Crane Clan for
can become. many generations.
R ANK 3: T HE P ERFECT G IFT - The Doji build their networks of The organization was finally exposed during the socalled War of
alliances through selflessness offering others what they need so that Silk and Steel between the Dragon and Crane in the late twelfth
in future the Doji ma rely on their assistance. Any time you are in century. Crane Champion Doji Domotai was outraged by the
court or in an urban area, you can roll Courtier/Awareness at TN 20 Harriers’ activities and ordered the entire group disbanded, an order
to come u with a suitable gift or a helpful political favor for someone reluctantly obeyed by the Daidoji daimyo.
else. By calling Raises on this roll, you can acquire a rarer or moor
potent gift or favor. If such a gift or favor is accepted, you ma Techniques
immediately take that person as an Ally with 1-point Devotion
without XP cost (subject to the GM’s permission). R ANK 1: MOVE L IKE S HADOWS - The Harriers are taught to sacrifice
their own Honor for the sake of the greater good of the Crane Clan
(as they perceive it). They train to blend into the shadows and to
defeat their foes with traps and ambushes. You lose only half the
normal amount of Honor (rounded down) for any dishonorable
actions taken on behalf of the Crane Clan.
You gain a +1k1 bonus to the DR of any rural traps you create (this
stacks with the Daidoji Scout techniques, if applicable.)

8
R ANK 2: I RON F EATHER - The lightning reflexes of a Harrier allows
him to dodge his opponent’s attacks easily. When wearing light Dragon
armor, ashigaru armor, or no armor, you may add your Stealth Skill
Rank to your Armor TN. Mirumoto Bushi
R ANK 3: U NFORGIVING S TEEL - The Harrier is taught to disable his
foes with a single deadly strike. If you successfully attack a surprised Clan: Dragon
or unaware opponent, or if an opponent takes damage from a rural Discipline: Bushi
trap you created, he is Dazed in addition to any other effects of your Benefit: +1 Stamina
attack. He may not attempt to recover from the Daze until after the Skills: Defense, Iaijutsu, Kenjutsu (Katana), Lore Shugenja,
next Reactions stage, and the TN to recover from the Daze is Meditation, Theology, any one Bugei o High Skill
increased by +5. Honor: 4.5
Asahina Shugenja Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 5 koku
Clan: Crane
Discipline: Shugenja Famous throughout the Empire for its unique teachings, the
Benefit: +1 Awareness Mirumoto Bushi School is the lone fighting style that utilize the Niten
Skills: Any one Artisan Skill, Calligraphy (Cipher) Etiquette, technique, wherein a samurai wields both the katana and the
wakizashi simultaneously. This is a controversial style because it
Lore: Theology, Meditation, Spellcraft, an one High Skill
flies in the face of the traditional style use by the other clans for
Honor: 6.5 centuries, although Niten was actual developed at the same time as
Outfit: Robes, Bo, Wakizashi, Scroll Satchel, Travelin Pack, the one-sword style. In particular the rivalry between students of the
10 koku Mirumoto Bush School and the Kakita Bushi School, the greatest
Affinity/Deficiency: Air / Fire advocates of Kakita’s “On soul, one sword” philosophy, is heated
even during times of peace. Many opponents, anticipating the
Much like the family as a whole, the Asahina sensei who teach at the reputation of the Dragon as erratic, are surprised t face the calm,
various branches of the Asahina Shugenja School extol the virtue of implacable Mirumoto as an enemy, a mistake that has cost more
preserving life over heedless destruction. A much monks as priests, than one samurai victory on the field o battle. The Mirumoto Bushi
the Asahina focus on scholarly pursuit and meditation as a means of School focuses on the mechanica benefits of wielding two weapons
finding their path in the world. They conduct the same rituals on simultaneously, both i forgiving the penalties associated with doing
behalf of the Crane that other shugenja families perform but they use so and improving the benefits. It also increases the samurai’s Armor
the opportunity to raise questions for those participating or observing TN an grants him additional attacks at an increased rate due to the
the rituals. The Asahina regard everything as a teaching opportunity. availability of his weapons.
Likewise they place great emphasis on the creation of artwork, an
act they consider essential to the improvemen of the world around Techniques
them. Above all else, the Asahina Shugenja School focuses o
defense and protection. Both its core Technique and its spell R ANK 1: W AY OF THE D RAGON - Initiates of the Mirumoto Bushi
emphases encourage spells that reduce damage and protect others School must master the basic principles of Niten, the two-sword
from attacks. Other spells possessed by Asahina shugenja tend to technique founded by Mirumoto himself. When wielding a katana in
have an emphasis on crafting or creating your main hand and a wakizashi in your off hand, you suffer no
penalties o any kind for dual wielding, and you gain a bonus of you
Techniques School Rank to your Armor TN (this is cumulative with the normal
bonus for wielding two weapons). Additionally, when you are
R ANK 1: T HE S OUL ' S G RACE - c Technique: The Soul’s Grace – The targeted with a spell, you may raise or lower the T of that spell’s
Asahina have harnessed the power of the kami for art, not war. You Spellcasting Roll by 5.
may spend a Void Point to reduce the total of al opponents’ damage
rolls inflicted within 20’ of you by 0k1 for a number of rounds equal to R ANK 2: T HE C ALM IN M IDST OF T HUNDER - In addition to their focus
your School Rank. (Using this technique again before its duration on the art of kenjutsu, the Mirumoto study the art of the duel as well
expires “resets” the duration but does not increase the damage in order to properly face their traditional opponents among the
penalty.) You also gain a Free Raise on an spell with the Defense Kakita. While you assume the Center Stance, you gain a bonus to
keyword. the total of your Iaijutsu rolls equal to your Kenjutsu Skill Rank.
R ANK 3: S TRONG AND S WIFT - As the exploration of Niten continues,
the student learns t overwhelm opponents with a flurry of blows while
maintaining a superior defense. Attacking is a Simple Action for you
while you use weapons with the Samurai keyword.
R ANK 4: F URIOUS R ETALIATION - Once an opponent presents
himself as a threat, the Mirumot will stop at nothing to defeat him to
defend the honor o the family’s teachings. During the Reactions
Stage of Combat you may choose one opponent who made or
attempted an attac against you this Round. During your next Turn,
you gai a bonus of +3k0 to all attack rolls against that target.
R ANK 5: H EART OF THE D RAGON - Masters of the Mirumoto Bushi
School seem to strike from everywhere at once. If you attack twice in
the same Turn while you are wielding a katana in your main hand
and a wakizashi in your off hand, you may make one additional
attack wit your off hand as a Free Action.

9
Mirumoto Master Sensei Advanced Mirumoto Taoist Swordsman
Clan: Dragon Clan: Dragon
Discipline: Bushi Discipline: Bushi
Benefit: Benefit: +1 Void
Skills: Skills: Athletics, Defense, Iaijutsu, Kenjutsu (Katana), Lore:
Honor: Theology, Meditation, any one Bugei or High Skill
Outfit: Honor: 5.5
Outfit: Sturdy Clothing, Katana, Wakizashi, Tanto, Traveling
Pack, 1 koku
High atop the mountains of the Dragon lands, in remote dojo and
obscure strongholds, dwell the Master Sensei of the Mirumoto family
—a tiny elite group of men and women who have attained true Although the Mirumoto family are best know for following the twin-
mastery of not only swordsmanship but also of their own bodies and sword fighting technique pioneered by their founder (and defined
souls. Their primary home is Morning Frost Castle, but they also most clearly in his famous book Niten), not all members of the family
have several lesser dojo scattered through the most remote and embrace Mirumoto’s fighting techniques.
inhospitable corners of the Dragon lands. The Master Sensei are
very few in number, seldom exceeding two dozen in total, and those The Dragon Clan’s long association with the quest for
who would join their company must meet with their personal enlightenment, not to mention the existence of a specialized
approval. Some Mirumoto samurai have spent decades struggling to monastic order right within its own ranks (the Togashi tattooed men)
prove their worthiness to the Master Sensei, while others have been has given rise to other warrior traditions. The most notable of these
admitted on their first application. Although the nature of the Master are the Taoist Swordsmen, ascetic warriors who maintain small dojo
Sensei is more amenable to those who have followed the ways of deep within the most inaccessible mountains of the Dragon lands.
the Taoist Swordsmen, they do not play favorites and more than one There they pursue enlightenment and swordsmanship with equal
Swordmaster or Niten practitioner has joined their ranks. dedication, often praying and training alongside small groups of
Togashi monks. Taoist swordsmen are seldom seen outside their
The Master Sensei are isolated even by Dragon standards, and rare own lands, though on rare occasions they have been known to
indeed is it for one of them to leave their remote dojo and visit the embrace the tradition of the “worldly monk” and travel the Empire in
rest of the Dragon lands, let alone the Empire as a whole. However, search of both enlightenment and experience with the sword.
on the few occasions they do emerge to influence the world outside,
their impact is always profound. All members of this school are considered to be Ascetic, but do not
gain Experience Points for it. It does not count against their 10-point
Techniques limit of Disadvantages.

R ANK 1: T HE S WORD AND THE S OUL - The Master Sensei has Techniques
learned that the sword can bring moments of perfect harmony, just
like art or meditation. R ANK 1: A LIGNED WITH THE E LEMENTS - Students of the Taoist
Swordsman school spend their days in the rugged mountains of the
When fighting with a sword, any time you reduce an opponent to Dragon lands, enduring the harsh elements with little clothing and no
Down, Out, or Dead, you regain 1 Void Point. armor, learning the ways of the sword in complete selflessness.
When wielding a sword and wearing no armor, you gain Reduction
This can temporarily increase your total Void Points above your
equal to your School Rank +2. Additionally, you add +1k0 to your
Void Ring, although any such “extra” points disappear at the end of
damage with any sword.
the current skirmish.
R ANK 2: F IST AND B LADE - The Taoist Swordsmen train alongside
R ANK 2: T HE B ODY IS I LLUSION - The Master Sensei has studied
the Togashi tattooed men, studying their unconventional methods of
meditation and enlightenment to such an extent that he can
combat and learning to apply those methods to swordsmanship.
transcend the limitations of the flesh. You may take a Simple Action
When fighting with a sword, you may perform the Knockdown
to spend a Void Point to ignore Wound Penalties (including Down,
maneuver for 1 less Raise, and if you control a Grapple while
but not Out) for the remainder of this skirmish, or for ten minutes
holding a sword you may inflict damage with the sword instead of
when outside of a skirmish
unarmed damage.
R ANK 3: S WORD OF THE S ENSEI - The Master Sensei knows that a
R ANK 3: S TRIKE OF H ARMONY - The Taoist swordsman is now so
true teacher can share his greatest power with his students. Once
skilled with his sword that it functions like an extension of his body.
per day, you may take a Simple Action to roll Awareness/Meditation
While wielding a sword, you may spend a Void Point on your
at a TN of 25 plus 5 for each ally fighting alongside you. If you
damage roll.
succeed, your allies gain the benefits of your Rank One technique
for the remainder of this skirmish. If the sword is a katana, this ability stacks with the natural ability to
spend a Void Point on damage with a katana.
R ANK 4: MASTER OF S TEEL - The Taoist swordsman is now
completely at one with his weapon, striking with the speed of thought
itself. You may attack as a Simple Action while wielding a sword.
R ANK 5: B ALANCE IN N OTHINGNESS - The final lesson of the Taoist
Swordsman teaches the school’s students to pour their entire soul
into a single deadly strike.
While wielding a sword, once per skirmish you may spend as many
Void points on damage as you wish.

10
Kitsuki Investigator R ANK 5: T HE E YES B ETRAY THE H EART - Kitsuki’s method allows its
master practitioners to see through even the most practiced
falsehoods and tricks. At this rank any knowing attempt to lie to you
Clan: Dragon (as opposed to unwittingly passing on false information) will almost
Discipline: Courtier certainly fail. You automatically make a Contested Roll of your
Benefit: +1 Perception Investigation (Interrogation) / Perception against the liar’s Sincerity
Skills: Courtier, Etiquette (Courtesy), Investigatio (Deceit / Willpower, whether or not you suspect them of lying.
(Interrogation), Kenjutsu, Meditation, Sincerity, an one Lore skill Further, if you already know someone is lying to you, you gain a
Honor: 5.5 bonus of +5k0 on this Contested Roll, and may cal Raises on the roll
in an attempt to make them inadvertently give away more
Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set, information than they intended (GM’s choice what information they
Traveling Pack, 5 koku reveal).

Even among the Dragon, the methods and beliefs imparted at the Hitomi Kikage Zumi
Kitsuki School are unusual. Alone in the Empire, the Kitsuki believe
in the importance of evidence, something that most others cannot Clan: Dragon
comprehend. The sensei of this unusual School place tremendous Discipline: Monk
emphasis on developing the family’ trademark powers of Benefit: +1 Reflexes
observation, honing them to a razor point, so much so that those
Skills: Athletics, Defense, Jiujutsu, Lore (choose one),
trained in its Techniques posses a nearly infallible memory, perfect
recall, and an almost inhuman attention to detail. Very little escapes Meditation, any two non-Low Skills
the eye of a trained Kitsuki investigator. Although their primary role Honor: 4.5
is as the court representative of the Dragon, the Kitsuki Investigators Outfit: Sturdy Clothing, Traveling Pack, 4 koku
obviously make excellent magistrates, and their strengths lie in Devotion:
gathering informatio both from the environment and from other
people. Where the monks of the Hoshi family embrace the tsurui zumi path
of mystical power and deep contemplation, those of the kikage zumi
Techniques order—especially the Hitomi—embrace violent physical action as their
path to enlightenment.
R ANK 1: K ITSUKI ' S M ETHOD - The Kitsuki are masters of Kikage zumi are most prominent during the reign of Lady Hitomi, but
investigation and perception noticing the most minute and telling remain a prominent element of the tattooed orders all the way to the
details with merely glance. You gain a Free Raise on all your Race for the Throne, when the Hitomi family is finally absorbed back
Investigation Skill Rolls. However, while the Kitsuki are trained for into the Togashi.
investigation and diplomacy, unlike other courtiers they do not wholly
neglect the ways of the warrior. In a skirmish, you add you It should be noted that while the kikage zumi order dominates the
Perception Trait Rank to your Armor TN. Hitomi family, it is not exclusive to it. Violent and martial tattooed
men appear from time to time for centuries before the reign of Lady
R ANK 2: W ISDOM THE W IND B RINGS - The Kitsuki skill at noticing Hitomi, and continue to appear after the family bearing her name is
small details makes it very diff cult to deceive them. Anyone making extinguished.
a Social Skill Roll for the purpose of lying to you or otherwise
deceiving you or making a Feint or Disarm Maneuver against you in Thus, much as with the tsurui zumi, the kikage zumi school may
a skirmish must add +5 to their TN for each of your Kitsuki potentially be used in almost any era of play if the GM permits it.
Investigator School Ranks.
R ANK 3: K NOW THE R HYTHM OF THE H EART - The Kitsuki study a
Techniques
secret methodology known as Ichi Miru or “first look,” which allows
R ANK 1: T HE G IFT OF THE L ADY - The tattooed men all receive the
them to size up another person in almost a single glance. After
mystical blood of a god in their unique tattoos, but the warriors of the
speaking with someone for few moments, you can roll Investigation
kikage zumi often manifest their tattoos spontaneously through the
(Notice) / Perception against a TN of their Intelligence x 5. A success
gifts of their divine patron. They spend less time in the house of the
grants you true and accurate, if simple, picture of their personality
tattoo masters and more time in their dojo practicing the martial arts.
an motivations. For example, you might perceive that a boisterous
The art of Kaze-do teaches the Kikage Zumi to move as swiftly and
ronin is actually a calculating man who is trying to put on the picture
unpredictably as the wind, confounding their opponents. You gain
of being a rude, simple fellow.
one Tattoo at this rank. You may add your Reflexes to your Armor
R ANK 4: F INDING THE P ATH - The Kitsuki has learned the art of TN, and when rolling to control a Grapple you may choose to use
uncovering and tracking others’ social connections and networks of your Reflexes instead of your Strength.
alliances. By conversing with someone for a few minutes, you can
R ANK 2: S TRIKE THE B ASE - As the Kaze-do student grows more
make Contested Roll of your Investigation (Interrogation) /
proficient, he is able to focus the power of mind, soul, and body into
Intelligence against their Etiquette (Courtesy) / Intelligence t identify
punishing strikes of the hands and feet. You may spend a Void Point
one of their allies or enemies. Each successful Raise you make on
on damage rolls for unarmed attacks, including damage inflicted in a
this roll will identify another of their allies o enemies (you choose
Grapple
whether you learn an ally or an enemy the GM chooses which
specific person is revealed). This technique can be used against R ANK 3: MOVING THE W IND - The Kikage Zumi now strikes with the
each specific person once per day. swiftness of Air itself, the true path of Kaze-do. You may attack as a
Simple Action when making unarmed attacks. You gain one
additional tattoo.
R ANK 4: S TRIKE THE C ENTER - The Kikage Zumi learn to strike with
speed and terrible force, while also using the swiftness of the wind to
hurl their opponents to the ground. When fighting unarmed, you may
perform the Knockdown maneuver for 1 less Raise, and gain a
bonus of +1k1 to the total of all unarmed damage rolls (including
damage inflicted with a Grapple).

11
R ANK 5: S TRIKE THE S UMMIT - Final mastery of the ways of Kaze-do Togashi Tattooed Order
allows the tattooed man to deliver strikes and throws that deprive his
enemies of Air itself. Any time you perform a Knockdown maneuver,
you may call two additional Raises; if the Knockdown succeeds,
Clan: Dragon
your opponent is automatically Stunned. If you elect to throw an Discipline: Monk
opponent during a Grapple you control, he must roll Earth at TN 20 Benefit: +1 Void
or he is also Stunned. You gain one additional tattoo. Skills: Athletics, Defense, Craft: Tattooing, Jiujutsu Any one
Lore Skill, Meditation, any one non-Lo Skill
Hoshi Tsurui Zumi Honor: 4.5
Outfit: Robes, Bo, Traveling Pack, 5 koku
Clan: Dragon
Devotion:
Discipline: Monk
Benefit: +1 Void The monks of the Togashi order, known as ise zumi, are the most
Skills: Athletics, Defense, Etiquette, Jiujutsu, Meditation (Void recognizable and well known members of the Dragon Clan, due in
Recovery), any two Skills large part to their highly unorthodox appearance. The Togashi
monks embrace a strange philosophy tha includes as part of its
Honor: 4.5
doctrine extensive tattooing of their bodies with ink crafted from
Outfit: Robes, Bo, Traveling Pack, 2 Koku divine blood of the Kami Togashi. These tattoos confer incredible,
Devotion: supernatural abilities that defy explanation even by the most
powerful shugenja. Due to their behavior, which tends to be unusual
The monks of the Tsurui Zumi order are a sub-group of the Togashi even for monk, the ise zumi are both revered and feared by the
Tattooed Order, created in the Hidden Emperor era when Togashi people of Rokugan, who never truly know what to expect from these
Hoshi rebels against Hitomi and begins tattooing his own followers. mysterious figures. Togashi monks specialize in unarmed combat
In contrast to the Togashi Ise Zumi and the Hitomi Kikage Zumi, the and supernatural feats of athleticism, with a wide variety of other
Tsurui Zumi are less focused on direct physical action and more on abilities thrown in for good measure. Generally speaking, a Togashi
the mystical ways of the spirit; although they still study the martial monk can lend support to other characters in whatever capacity is
arts, their focus is on ki techniques and other such mystical fighting necessary, and usually bring unique abilities to the table as well.
abilities, rather than on the more straightforward combat favored by
the Togashi or the brutal aggression of the Hitomi. Many Hoshi
choose to eschew combat altogether in favor of meditation,
Techniques
contemplation, or strange and whimsical behavior which they
R ANK 1: B LOOD OF THE K AMI - The blood of the Kami is barely
consider important to the path of enlightenment. However, when the
diluted in the ruling line of the Togashi order, and the brothers
time comes to fight in defense of the Dragon Clan, they do so readily
chosen to serve the Dragon as Togashi vassals receive the mystical
enough.
blood of god in the form of unique tattoos. You gain two Tattoos a
The Hoshi family is introduced in the Hidden Emperor era, but the this rank.
Tsurui Zumi tradition predates the family and continues after it is
R ANK 2: B ODY OF S TONE - Mastery of the body is the first essential
gone, so this school may be used with a name change) in many
step of a monk’ journey toward enlightenment, and martial arts are
different eras of play.
the perfect tool to bring the body and spirit into harmony. You gain a
Though the Tsurui Zumi is a Dragon affiliated School, mechanically bonus of +1k1 to the total of all unarmed attack and damage rolls.
this School is treated as a Brotherhood of Shinsei School (as
R ANK 3: B LESSING OF THE K AMI - As an ise zumi continues his
described on page 231 in the L5R 4th Edition Core Rulebook.)
journey of self-discovery, accumulating new experiences along the
way, he will eventual be judged worthy of additional insight in the
Techniques form of ne tattoos. You gain two additional Tattoos.
R ANK 1: S WIFT F IST , S UBTLE H EART - The Tsurui Zumi searches for R ANK 4: W ILL OF S TONE - Perfect mastery of the flesh is an
enlightenment on many different paths, but does not shy away from indication that a soul’s journey is nearing its end. You may make
physical action when it is needed. You may spend a Void Point as a unarmed attacks as Simple Action rather than a Complex Action.
Free Action to activate this Technique for a number of Rounds equal
to your School Rank. While this Technique is active, you may either R ANK 5: T OUCH OF THE K AMI - Insight into the true nature of the
add +1k1 to the total of your unarmed attack rolls or +1k0 to the total universe is the reward for a soul that seeks true mastery of the spirit.
of your unarmed damage rolls. You choose which bonus to apply at You gain two additional Tattoos.
the beginning of each Turn.
Tamor Master of the Mountain Advanced
You begin the game with one Tattoo. You also begin the game
knowing two Kiho. You must meet all prerequisites in order to use Clan: DRagon
these Kiho. You may purchase additional Kiho normally as per the Discipline: Shugenja
rules for a Brotherhood of Shinsei monk.
Benefit:
At School Rank Four you gain one additional tattoo. Skills:
Honor:
Outfit:
Affinity/Deficiency:
The Great Wall of the North is a treacherous mountain range that
kills those who are unready for its sudden, vicious changes in
weather. Despite its dangers, the range is admirable to those who
can see the beauty of its cold violence.
Mountaineers who brave the fierce peaks are forged into powerful
men. The Tamori Masters of the Mountain learn to harness the
power churning within their own souls, a violent echo of the strength
of the Elements themselves.

12
It is an old tradition, dating back to when the Agasha family first Tamori Shugenja
explored the mountains and studied their secrets. The name may
have changed over the years, but the traditions remain true.
Clan: Dragon
The Master of the Mountain is a loose organization with few sensei Discipline: Shugenja
and fewer regulations. The Masters induct shugenja into their ranks Benefit: +1 Stamina
when they spot one with the proper potential. The elders tend to
Skills: Athletics, Calligraphy (Cipher), Defense, Divination
choose impetuous and brash shugenja who trust only their own
strength, a preference those outside of the school often question Lore: Theology, Medicine, and Spellcraft
(albeit usually under their breaths). They worry the Masters of the Honor: 4.5
Mountains will be influenced by the impatient natures of their young Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
recruits. However, usually the opposite is true, as the wild students Traveling Pack, 5 koku
are taught proper methods of venting their anger through their Affinity/Deficiency: Earth / Air
powers, making them wiser as well as more powerful.
Formed from the remnants of the Agasha family following their
Techniques defection to the Phoenix Clan, the Tamori have inherited centuries of
experimental studies conducted by their predecessors and have
R ANK 1: I NTEGRATION OF THE G ODS - The Master of the Mountain embraced it just as they did. The most prominent among these
knows flexibility is the only way to survive in the harsh wilderness of unusual disciplines is the study o alchemy. The Tamori have
the mountains. mastered the abandoned Agasha secret of containing the essence
of a spell within ritually prepared liquids, allowing them to be used
When casting a spell, you may choose to spend two spell slots of later. Couple with the martial training that Tamori shugenja receive,
another Ring rather than a single spell slot of the appropriate Ring. this is enough to make the family’s secret teachings unique i all the
(This cannot be the Ring of the opposing Element from the spell’s Empire. The Tamori Technique allows for greater versatility i the use
Element, e.g. Air/Earth, Fire/Water.) For example, this means that of spells, extended so far as to allow others to us them in the
you may spend 2 Earth spell slots to cast a Fire spell instead of a Tamori’s stead, if proper preparations have bee made. The
single Fire spell slot. Technique also allows for a dramatic reduction i casting time, but
again only if adequate preparation time i provided, making the
R ANK 2: I NNER F ORTITUDE - The Master of the Mountain draws Tamori particularly deadly in ambush situations.
power from within his own body as well as from the Elements
outside himself.
Techniques
Your Shugenja School Rank increases by one. Additionally, you
may spend a spell slot as a Free Action to gain Reduction 2 and +10 R ANK 1: F LESH OF THE E LEMENTS - The Tamori have learned to
to your Armor TN. distill the essence of magic and contain i within concoctions or
objects for later use. You ma expend one spell slot to store a spell
This effect lasts for a number of Rounds equal to your Earth Ring, you know the has the Area of Effect “one target person” or “on target
ending during the Reactions Stage of the final Round. You may creature” in a potion, to be activated later. This stored spell may be
choose to end the effect early as a Free Action. For the purposes of activated instantly by anyone holding the potion by expending a
casting spells, your School Rank is increased by 1. Simple Action t drink it or a Complex Action to throw it (depending
While this effect is active, you find it more difficult to tap into the upon the spell’s target), using Athletics (Throwing) Agility. Spells
Elements around you. You must call one Raise to no effect every stored in this manner may be store indefinitely, but count against
time you cast a spell. your spell slots per day for each day that they continue to await
activation. Creating a potion in this manner requires a number of
R ANK 3: P OWER IN N EED - The Master of the Mountain can coax hours equal to the stored spell’s Mastery Level. You also gain a Free
power out of the most contrary kami by confronting them with his Raise on any spell with the Craft keyword.
own strength and willpower. As a Simple Action you may spend a
Void Point and a spell slot from any Ring. Choose a spell keyword.
You gain a bonus of +4k1 to the total of all Spell Casting Rolls while
casting spells with that keyword.
This effect lasts until the end of the encounter (in combat) or for an
hour (outside of combat).

13
Lion Akodo Tactical Master Advanced
Clan: Lion
Akodo Bushi Discipline: Bushi
Clan: Lion Benefit:
Discipline: Bushi Skills:
Benefit: +1 Perception Honor:
Skills: Battle (Mass Combat), Defense, Kenjutsu, Kyujutsu Outfit:
Lore: History, Sincerity, any one Bugei or Hig Skill
Honor: 6.5 So it is often said in courts across the Emerald Empire and even in
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon, the battle tents of the Lion’s fiercest enemies.
Traveling Pack, 5 koku
While the statement is not completely factual, the sentiment behind
it is undeniable. The Akodo Tactical Masters are the greatest
Over the centuries, the primary bushi Schools of many Clan have strategists of Rokugan, second to no others. Only a truly unique
developed specialties that have narrowed their focus. The Akodo commander with a powerful destiny can challenge the Tactical
consider such things a mistake, and have carefully avoided it. The Master in his own realm and hope to compete.
Akodo School focuses on precision in the art of kenjutsu, the basic
swordsmanship style of the Empire. The Akodo believe that if you The Akodo Tactical Master studies every notable battle in Rokugani
strike your target exactly as you intend every time, there is no need history. He examines how the Lion have handled every situation—
for anything more complicate as part of your studies. Some regard and just as importantly, how the enemy attempted to find weakness
this as simplistic but no one argues with Akodo capabilities in battle. in the Lion Clan’s traditional plans. He learns to adapt, react, and
The stud of battle itself is also a strong component of every Akodo’ change his battle plans to meet every eventuality. Even knowledge
training, and there are virtually no Akodo-trained samurai who do not from outside Rokugan’s borders is not wholly anathema to him,
possess a rudimentary knowledge of tactics an strategy. The Akodo since he can use such intelligence to
Techniques focus on precision and success transforming marginal
successes into greater ones and, a higher levels, changing failure to Techniques
success. To some extent the School also negates bonuses an
opponent might possess, but generally speaking the Techniques R ANK 1: T HE E YES OF THE G ENERAL - The Akodo Tactical Master
exist only to ensure success on the part of the Akodo-trained spends his entire life studying the teachings of Lion generals from
samurai. centuries past. He benefits from the wisdom of all of his ancestors
and hones himself into the perfect general. You may reroll any one
Techniques of your dice in each Battle Turn of Mass Combat. You may also
reroll any one of your dice during an attack roll in which you called at
R ANK 1: T HE W AY OF THE L ION - Bushi of the Akodo School hone least one Raise.
their fury until it is as precise as a blade. You may either ignore the R ANK 2: MALLEABLE AS THE S EA - The Tactical Master can navigate
portion of a opponent’s Armor TN derived from Armor, or gain a Free the sudden changes in the battlefield, adapting and reacting so his
Raise when attacking. (You do not ignore Reduction fro the Armor army can benefit. You may spend a Void Point to choose any one
while choosing the first option.) Also, you gain a bonus of +1k0 to Heroic Opportunity from the core rulebook to perform during a Mass
the total of all attack rolls on your first melee attack against an Battle Turn. (This choice is subject to GM approval, since not all
opponent in a skirmish, or against any opponent who has declared a options will be suitable for the situation and the characters involved.)
Raise on an attack against you since your last turn. You add only a
total of 1k0 for a enemy who Raised against you, no matter how R ANK 3: T HE S OUL OF THE A RMY - The Tactical Master knows he is
many time they actually Raised. responsible for his army, and directs its strength where it may do the
most damage.
R ANK 2: S TRENGTH OF P URITY - Akodo-trained warriors are known
for their dedication t bushido, and take a fierce satisfaction in You may spend a Void Point to gain a +5k1 bonus to any Battle Skill
defeating dishonorable foes. During a skirmish you may add your Roll (rather than the usual +1k1), or to gain a +2k2 bonus to any
Honor Ran to the total of any single roll during your Turn. You may Bugei Skill Roll (rather than the usual +1k1).
no increase damage rolls in this fashion, nor can you do this while
assuming the Center Stance.
R ANK 3: S TRENGTH OF M Y A NCESTORS - The Akodo bushi attacks
twice, once for himself and once for his ancestors. You may make
attacks as a Simple Action instead of a Complex Action while using
weapons with the Samurai keyword.
R ANK 4: T RIUMPH B EFORE B ATTLE - No foe is beyond the reach of
the devoted Lion warrior. Once per skirmish, you may designate an
opponent during the Reaction Stage. You may ignore any Armor TN
bonuses you target receives from his Stance during the next Round.
R ANK 5: A KODO ' S F INAL L ESSON - Mastery of the Akodo Bushi
School imparts an unshakable faith in victory. When you make
Raises on any Bugei Skill Roll, if you meet or exceed the original TN
(before Raises but fail to meet the Raised TN, you still succeed
without the benefits of Raises.

14
Matsu Berserker The Ikoma Lion's Shadow
Clan: Lion Clan: Lion
Discipline: Bushi Discipline: Bushi
Benefit: +1 Strength Benefit: +1 Awareness
Skills: Battle, Jiujutsu, Kenjutsu (Katana), Kyujutsu Lore: Skills: Courtier, Etiquette, Kenjutsu, Investigation (Notice),
History, any two Bugei Skills Sincerity, Stealth, any one High or Low skill
Honor: 6.5 Honor: 3.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy Outfit: Traditional Clothing, Daisho, any one weapon,
Weapon or Polearm, Traveling Pack 5 koku Calligraphy Set, Traveling Pack, 5 Koku

The great majority of the vast legions of Matsu samurai stud at the Although many modern Ikoma no longer recall it, or have chosen to
family’s home School, if for no other reason than that most Matsu forget, the first Ikoma was not a particularly honorable man. He
believe other fighting styles are too conservative and reserved. A served his lord Akodo with great distinction and loyalty, but the
true Matsu has no fear of death, and as such the Techniques means by which he executed his duties are frequently omitted from
imparted by their sensei embrace absolute unwavering commitment any historical record. Most Ikoma do not consider this an issue, but
to battle. Although this leaves the Matsu vulnerable to an opponent’s there are some among them who understand this omission is a
attacks, the philosophy behind the Techniques is that an opponent means of protecting the family’s honor, as the first Ikoma was a
who has been defeated has no opportunity to retaliate. It is for this ruthless, pragmatic individual who would gleefully embrace
reason that the legions of the Matsu family are so feared on the dishonorable tactics as a necessary means of completing his duties.
battlefield: how can one defeat an enemy who does not care if h
lives or dies, so long as you are defeated first The Matsu The Ikoma Lion’s Shadow are a small and extremely secretive
Techniques focus heavily upon the Full Attack Stance, which makes group within the Ikoma family who remember exactly who and what
them heavy-hitting opponents who have to position themselves Ikoma was, and they celebrate his memory.
carefully in order to prevent an opponent from exploiting their lower They consider themselves extremely practical individuals who exist
Armor TN. As a secondary focus, the Matsu can generate Fear as a sort of foil to the dire machinations exercised by the Scorpion
effects that can further destabilize opponents and make them easier and other unsavory individuals. Although they frequently are called
targets for himself and allies. upon to sacrifice their honor for the sake of their clan, they do so
willingly and without regret, and almost always with the greater Lion
Techniques Clan remaining completely ignorant of their activities.

R ANK 1: T HE L ION ' S R OAR - Warriors of the Matsu School respect Techniques
their Akodo cousins’ leadership skills, but they know that a furious
attack often simple overwhelms an enemy. You add your Honor R ANK 1: N O B OUNDARIES - Those who walk the path of Ikoma
Rank to all damage rolls. Whenever you assume the Full Attack choose a life of self-sacrifice and questionable actions in order to
Stance, you may move an additional 5 feet per Turn in addition to serve their clan as their founder did. You do not lose Honor for using
the bonus you receive from the Stance. (This does not allow you t Low Skills if they are used directly for the goals or glory of the Lion
move farther than your maximum move per Turn.) Clan (subject to GM judgment). As a Free Action you may target a
R ANK 2: MATSU ' S F URY - The target of a Matsu’s fury has little hope number of opponents equal to your School Rank; you gain a bonus
of victory. When you assume the Full Attack Stance, choose an of +1k0 to the total of all attack rolls and Contested Rolls made
opponent within 30’. If you successfully hit him this Turn, the target i against these opponents. This bonus may be activated a number of
frozen with fear and cannot take Move Actions to move fro his times per day equal to your School Rank, and lasts until the end of
current position. During the Reactions Stage, an affected opponent the day.
may attempt a Willpower roll against a TN equal t the amount of R ANK 2: T HE L ION C ANNOT F AIL - The first true lesson of the great
damage dealt from your latest attack to negate the effects of this Ikoma is that surrender is never an option, and failure can be
Technique (the opponent does not suffer penalties from his Wound overcome regardless of circumstances. You gain a bonus of +1k0 to
Rank for this roll). If he fails, the effects of this Technique end during all Skill Rolls using School Skills.
the next Reactions Stag (the second after he was struck). Enemies
who are immune to Fear cannot be affected b this Technique. R ANK 3: T HE S PIRIT OF I KOMA - Although many among the Lion
remember him differently, the followers of the Lion’s Shadow know
R ANK 3: T HE L ION ' S C HARGE - When a Lion strikes, he grants the that Ikoma was a warrior who cared for victory first, and the means
gift of final rest to all who stand against him. You may make melee of attaining that victory second. Once per Round, you may lose three
attacks as a Simple Action instead of a Complex Action. points of Honor as a Free Action to add +2k1 to your attack,
R ANK 4: MATSU ' S C OURAGE - Death means nothing in the face of damage, and Contested Social Skill Rolls until the end of the Round.
the loss of honor, and n Matsu will yield while he yet draws breath. R ANK 4: T HE Q UIET L ION ' S C LAWS - Although their principle
You ignore TN penalties from Wound Levels equal to your Honor battleground is that of the court, those who bear the name Lion’s
Rank, o twice your Honor Rank while in the Full Attack Stance. Shadow are sons of Ikoma first and foremost, and carry the ferocity
R ANK 5: T HE L ION ' S V ICTORY - The death of an opponent is the only of their ancestor within their veins. You may make melee weapon
measure of victory for a Matsu. Once per encounter after you roll attacks as a Simple Action instead of a Complex Action.
damage for a attack, you may spend a Void Point as a Free Action to R ANK 5: F EROCIOUS D ETERMINATION - The wrath of a disciple of
activate this Technique. You rend the opponent, ripping open hi Ikoma is terrible to behold. You may spend a Void Point to take a
wounds and dealing grievous injury to him. All of the dice you chose Free Action to make a Contested Roll of your Courtier / Awareness
to keep explode, re-rolling and adding the result t your damage total. versus against an opponent’s Etiquette (Courtesy) / Awareness. If
you win the roll, you have shaken his resolve by reminding him of his
past failings. The opponent subtracts a penalty equal to your
Awareness plus the opponent’s own Honor Rank from the total of his
attack and Contested Social Skill Rolls against you for a number of
hours equal to your School Rank. This Technique does not work
against those who possess no Honor Rank (animals, oni, etc).

15
The Matsu Beastmasters Ikoma Bard
Clan: Lion Clan: Lion
Discipline: Bushi Discipline: Courtier
Benefit: +1 Agility Benefit: +1 Intelligence
Skills: Animal Handling 2, Battle, Defense, Iaijutsu, Kenjutsu, Skills: Courtier, Etiquette, Lore: History (Lion Clan) Perform:
any one Bugei Skill Storytelling, Sincerity (Honesty), any on High Skill, any one
Honor: 5.5 Bugei Skill.
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon, Honor: 6.5
Traveling Pack, 4 koku Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set,
Traveling Pack, 5 koku
The Beastmaster organization is completely unique in its approach
to war and to animals. Many other clans train animals for combat, If one examines the greatest storytellers of every generation across
but the Matsu Beastmasters take a personal approach to each the history of Rokugan, the pattern that emerges will indicate clearly
beast. The lion is a savage creature that fights as part of a group that the Ikoma dominate this aspect of the Empire’s social circles.
called a pride. The Beastmaster adopts lion warcats into his own Unlike most courtiers who focus o manipulation and shades of
pride, bonding emotionally and spiritually to each warcat that deception, the Ikoma bards o omoidasu strive to live by example,
charges into battle beside him. The Beastmaster treats his warcats citing historical precedent and mythical tales of heroes in order to
as equals, fostering a sense of family and belonging. demonstrate the desired outcome of whatever discussion they are
involve in. While this might seem a curious tactic, there are man
The communication between Beastmaster and warcat borders on courtiers in other Clans who have difficulty conducting themselves
the mystical. Once a warcat has trained with her Beastmaster, she against the Ikoma when the Ikoma can demonstratively prove that
can sense what he wants without any words or gestures. However, the individual’s ancestors might well have disapprove of a course of
this intense empathy between human and predatory animal can action. In a society so steeped in history and tradition, argument via
sometimes hinder the Beastmaster’s social abilities among humans. parable is a surprisingly effective technique. The Ikoma Techniques
Most Beastmasters tend to stay amongst their own kind rather than allow a courtier to inspire other as well as to resist manipulation by
share the company of “normal” samurai. Some Lion generals have his opponents. Furthermore by comparing others to historical
raised concerns the Beastmasters may become too feral, to which figures, the Ikom can gain Glory not only for himself but for others far
the Beastmasters retort that they are still Matsu above all. Only the easier than most.
Matsu, they say, are strong and proud enough to maintain their hold
on Bushido and human traditions under such pressures.
Techniques
Techniques R ANK 1: T HE H ERALD OF G LORY - The Ikoma are historians and
storytellers, tasked with recording the glorious deeds of others for
R ANK 1: O NE WITH THE P RIDE - You have trained in the highly posterity, ensuring that courageous and honorable accomplishments
secretive dojo of the Matsu Beastmasters and have forged a bond are never forgotten. You gain the Precise Memory Advantage for no
with one of the legendary Lion warcats. The lion will accompany you cost in Experience Points (if you already have Precise Memory you
wherever you go and follows basic commands without question. No are refunded that many Experience Points). You may us the
lion will ever attack you without being compelled to do so in some Perform: Storytelling skill to engage in public bragging on behalf of
way. You may direct one of your warcats to Attack as a Complex another person. If you can cite heroic or noble actions by that person
Action. Any one warcat who is not attacking will use the Guard and successfully roll Perform: Storytelling / Awareness at TN 20, that
Action to protect you. person will gain a number of points of Glory equal to your School
R ANK 2: H EART OF THE B EAST - Your training with the warcats has Rank. This may b done a number of times per person per month
increased your physical abilities as well as your mental bond with equal to you School Rank.
your lions. R ANK 2: T HE H EART OF THE L ION - The Ikoma are tasked with
An additional lion joins your pride. conveying the emotions which the rest of the Clan keeps bottled
away in stoic rectitude. You do not lose Honor or Glory for displaying
You and your companion lions gain the creature trait of Swift 2 (as emotion i public, so long as you do so on behalf of another Lion o for
described in the L5R 4th Edition core rules, page 320), and all of an honorable cause greater than yourself (such as you clan, the
your lions gain an additional Wound Rank that changes the end of Empire, or the Code of Bushido). At the same time your
their progression from a normal lion’s to: 36: +15, 60: understanding of both honor and emotion strengthen your own soul
against temptation. Anyone attempting t sway your emotions through
Dead. the use of the Intimidation o Temptation skills must add +5 to their
R ANK 3: T HE F EROCITY W ITHIN - You strike as fiercely as the lions TN for each of you School Ranks.
with whom you have trained. When wielding a katana, wakizashi, R ANK 3: T HE V OICE OF THE A NCESTORS - The Ikoma act as Battle-
magari-yari, nage-yari, or any knife, or when fighting unarmed, you Criers for the Lion, inspiring their soldiers on the battlefield with tales
may make melee attacks as a Simple Action. Additionally, you may of the heroic deeds o their ancestors. Prior to a battle or skirmish,
direct one of your warcats to Attack as a Simple Action. you may inspire your allies by speaking for a few minutes and rolling
R ANK 4: A LL AS O NE - The fury of the beastmaster and his pride is a Perform Oratory / Awareness at a TN equal to 15 + 5 per person you
whispered legend among your clan’s enemies, and for good reason. are inspiring. Targets who are not members of the Lion Clan
Members of your pride may make two claw attacks per Round increase the TN by 5 for each such person. With a successful roll,
instead of the normal one. You and all members of your pride gain a each person you inspired may add their Honor Rank t the total of
bonus of +2k1 on all damage rolls made when fighting alongside one any one Skill Roll during that battle or skirmish. (If this benefit is not
another. Finally, when you direct a warcat to Attack (a Complex used by the end of the battle, it is lost.)
Action for lions), the warcat may also make a Simple Move Action
during the same Round.
R ANK 5: W ITH THE S OUL OF A L ION - United by your leadership and
companionship, your pride has become fearsome indeed. An
additional lion joins your pride. All of your warcats gain +10 Armor
TN, +2 Reduction, and +2 Fear.

16
R ANK 4: T HE S TRENGTH OF T RADITION - The Ikoma’s steadfast The Sodan-Senzo Advanced
encouragement calls on the examples o noble ancestors to infuse
their allies with a strength they did not know they had. A number of
times per session equal t your School Rank, as a Simple Action, you
Clan: Lion
may verbally encourage an ally with a tale of great deeds from the Discipline: Shugenja
past, rolling Perform: Storytelling/Awareness at TN 25. With a Benefit:
success the next time during the same day that the chosen ally fail a Skills: Lore: Spirit Realms 4, Meditation 5
roll, he may re-roll it, adding your Honor Rank in unkept dice to his Honor:
roll. However, if he fails this second roll, you los 2 points of Honor.
Outfit:
R ANK 5: E VERY L ION IS Y OUR B ROTHER - The Ikoma’s Affinity/Deficiency:
understanding of Bushido, history, emotion, an human nature
empowers them in court, filling their argument with the ringing power All members of the Lion Clan’s Kitsu family have some degree of
of generations of noble Lion, and calling on the precedents of a ancestral connection to the original five kitsu who became human,
thousand years and more to support their cause. Five times per although in most cases the link is only via marriage.
session, when you are making Contested Social Roll against an
Still, the connection is sufficient that the average practicing Kitsu
opponent, you may cite historical precedent to support your views
shugenja has the ability to perceive and influence the connections
and roll additional unkept dice equal to your Rank in Perform:
mortals possess to the ancestral realms. A small handful of the
Storytelling. (In situation where citing history seems inappropriate or
Kitsu, however, possess a true blood lineage to their inhuman kitsu
strange, the G has the final say on whether this Technique may be
founders, and in these individuals much more significant powers can
used.)
manifest.
Kitsu Shugenja The true-blooded Kitsu are known as sodan-senzo, and the family’s
sensei teach them secret techniques that evoke their hidden powers.
Clan: Lion They can not only sense ancestral connections but can actually
Discipline: Shugenja project their souls into the spirit realms in order to interact with the
Benefit: +1 Perception souls of the dead. The Kitsu regard this as the most sacred of tasks
and never undertake such a thing lightly. Some are also able to
Skills: Battle, Calligraphy (Cipher), Etiquette, Lore History, manifest a pale shadow of the original kitsu’s physical abilities as
Lore: Theology, Spellcraft, any one High o Bugei Skill well, something that has proven a fatal surprise for many of the
Honor: 6.5 Lion’s enemies over the centuries.
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
5 koku Techniques
Affinity/Deficiency: Water / Fire
R ANK 1: S ENSES OF THE K ITSU - The first gift of a true son of the
The ancient rituals of the Kitsu School have remained virtually kitsu is the ability to detect portals between the realms. Any time a
unchanged since the family’s creation, and the notion o putting aside spirit portal exists within a radius equal to your School Rank x 10
the relics of the past has never even occurred to the family. Because miles, the GM may opt to secretly make a Spellcraft / Perception (TN
of the Kitsu family’s unique origins they have always possessed 25) roll to determine if you detect it. If the portal is within a number of
insights into the relationship between the mortal world and the miles equal to your School Rank or less, you pass this test
realms beyond. Their ability to perceive the bonds that tie the living automatically. Your previous School Rank increases by one for the
to their ancestor have gradually expanded to the point that they are purpose of casting spells.
also able to sense and even manipulate the bonds that an individual
might possess to other realms. The Kitsu possess a unique ability to R ANK 2: H AND OF THE K ITSU - Although peaceful, the kitsu were
interfere with the line another has to other realms, represented by powerful warriors, and their descendants carry that potential within
their Technique that allows the disruption of certain kinds of them. Your unarmed damage increases by an additional +0k1,
Advantages. Their secondary focus is on large-scale magic that can representing the spiritual talons of the kitsu. You may make a
be employee in battle, which is the lifeblood of every Lion samurai Meditation Skill Roll (TN 30) to project your soul into the realms of
and can allow them to influence the outcome of skirmishes through Meido or Yomi, where you may interact with ancestral spirits (using
use of powerful spells. Social Skill Rolls as normal if required).
R ANK 3: S OUL OF THE K ITSU - For the true kitsu there are no
Techniques boundaries. When you project your soul into the spirit realms (as
described above in the Rank Two technique) you may take another
R ANK 1: E YES OF THE A NCESTORS - The Kitsu are descended from person with you if they also succeed at the Meditation Skill Roll.
mystical creatures, and as such are able to reach across the veil
between worlds and speak with their ancestors. You may make a This passenger may see and hear everything you experience, but
Spell Casting Roll (as though casting a Water spell) against a target’ may not speak. Ancestral spirits with whom you interact can sense
Willpower x 5. If successful, you learn all Spiritual Advantages or this passenger. Additionally, you gain one additional rank in your
Disadvantages that individua possesses. By spending a Void Point, previous School for the purpose of casting spells.
you may negate any one Spiritual Advantage an opponent
possessed for a number of minutes equal to your School Rank. You
also gain a Free Raise on any spell with the Battle keyword.

17
Mantis Mantis Brawler
Clan: Mantis
Kobune Captain Advanced Discipline: Bushi
Clan: Mantis Benefit: +1 Agility
Discipline: Bushi Skills: Athletics, Commerce, Intimidation, Jiujutsu, Knives,
Benefit: Sailing, any one Weapon skill
Honor: 3.5
Skills:
Outfit: Rugged Clothing, any two weapons, Kama, Tanto,
Honor:
Traveling Pack, 4 Koku
Outfit:

For most of its history the Mantis Clan has included a strong element
The majority of the Mantis Clan’s holdings are removed from the of disreputable piracy and black-market smuggling. Although the
mainland by a vast expanse of sea, resting amid the Islands of Silk clan has occasionally made efforts to purge these criminals from its
and Spice. The clan has lived this way for one thousand years; ranks (especially after it attained Great Clan status), they have never
although the ascension of the Mantis to Great Clan status resulted in been fully eliminated. The various efforts to purge them have,
the addition of small mainland provinces held by the Tsuruchi and however, ensured that their fighting techniques may be found among
Moshi (and later the Kitsune), the lifeblood of the Yoritomo family still ronin, commoner wako (pirate gangs), and numerous smuggling
flows through the fleets of kobune that ferry materials and personnel cartels as well as within the clan’s own ranks.
back and forth to the mainland. The captains of these vessels are
the trusted servants of the Mantis Clan Champion, and are The fighting techniques of Mantis Brawlers are even more
responsible for ensuring their clan endures and prospers in spite of unconventional than those of the regular Yoritomo bushi. They are
the perpetual threats they face from enemies, pirates, weather, and born out of the violence of dirty shipboard fights and drunken bar-
any number of other hazards. Young samurai look upon these brawls, and passed down from parent to child through direct
masters of the waves as an inspiration, admiring them for their instruction (often of a rather unusual kind) rather than in the formal
bravery, their reputation, and their wealth. If some are possessed of setting of a dojo. Some tales about this fighting form have claimed it
the stereotypical arrogance of the Yoritomo family, it is at least well is found in the Brotherhood of Shinsei as well, or perhaps even
deserved, for they are surely the true sons and daughters of clan originated among misbehaving drunken monks and spread from
founder Kaimetsu-uo and the chief bearers of his legacy in the there to the Mantis Clan. Whatever the case may be, this
modern Empire. unconventional fighting style continues to prosper among Mantis and
criminals alike.
Techniques
Techniques
R ANK 1: T HE J OY OF P LUNDER - The promotion to the rank of
captain in the Mantis navy is one that comes with considerable R ANK 1: W AY OF D RUNKEN F ISTS - The basic techniques of the
benefit and reputation. Your Status Rank is considered one higher Mantis Brawlers are based on the need to prevail in chaotic fights on
when interacting with all members of the Mantis Clan and with any tilting ship decks… or when reeling drunk through a sake house.
merchants from the heimin caste. When you spend a Void Point to Brawlers are tough and slippery fighters who evade the grip of their
augment any Merchant Skill, you gain +2k2 instead of +1k1. Once enemies while striking them at every opportunity. If you are Prone,
per month you may make a Commerce / Intelligence Roll (TN 25) you do not suffer any penalties to your Armor TN or to your attacks
and gain an amount of koku equal to the amount by which your roll with Small weapons (or when unarmed).
exceeds the TN.
You still gain the Prone Armor TN bonus against ranged attacks.
R ANK 2: S TRENGTH OF THE M ANTIS - The true measure of a captain Also, you gain a bonus of +1k0 to rolls made to take control of
is the quality of those who pledge their loyalty to him. You gain 30 Grapples and to your damage rolls with unarmed strikes, improvised
Experience Points which may only be used to purchase the Servants weapons, and Small weapons.
Advantage.
R ANK 2: D RUNK L OSES H IS S ANDAL - Mantis Brawlers learn to be
The servants purchased in this manner represent a portion of your swift and flexible fighters who attack their foes from unexpected
crew. Budoka servants purchased in this manner are instead directions, often deliberately offering the appearance of weakness in
considered to be Rank 1 Yoritomo Bushi. You may also spend 10 order to create openings. If you successfully perform the Feint
points to gain a Rank 1 Moshi Shugenja as your navigator. This maneuver, you may choose to reduce the extra damage from the
shugenja is considered to have Air 3 rather than all Rings at 2. Feint by 5 in order to add +5 to your Armor TN until the start of your
next Turn; if you were Prone when you performed the Feint, you add
R ANK 3: MASTER OF THE S EA - A true captain of the Mantis Clan +10 instead.
excels in all areas pertaining to his duties. You may spend a Void
Point on any Merchant Skill Roll (excluding Craft Skills) to replace Also, immediately after an enemy attack resolves against you
the normal amount you would roll with 10k10. You also add a bonus (whether or not the attack hit or inflicted damage on you), you may
of +3k0 to all Bugei Skill Rolls made while onboard a waterborne take a Free Action to become Prone.
vessel.
R ANK 3: D RUNK N EVER F ALLS - The third lesson of the Mantis
Brawler is to win even when exhausted, dead drunk, or clubbed on
the head. During a skirmish, you do not suffer any penalties for
being Fatigued or Dazed, nor do you suffer any penalties for
intoxication.
If you become Stunned, you may still take one Simple Action per
Round.
R ANK 4: T WO D RUNKS D ANCE - The erratic bobbing, squirming, and
weaving of the Mantis Brawler creates additional opportunities for
him to attack his foe. You may attack as a Simple Action when
fighting unarmed, with an improvised weapon, or with a Small
weapon.

18
R ANK 5: D RUNK P OUNDS A D OOR - The final lesson of the Mantis Tsuruchi Bounty Hunter
Brawler is to strike so hard his foe never gets the chance to strike
back. When making a melee attack you may spend a Void Point to
deliver a fierce shattering blow; this attack gains a bonus of +4k1 to
Clan: Mantis
both the attack roll and the damage roll. If you are Prone, the bonus Discipline: Bushi
is +4k2 instead. Benefit: +1 agility
Skills: Athletics, Hunting (Tracking), Intimidation, Investigation,
Tsuruchi Archer Kenjutsu, Kyujutsu, Lore: Underworld
Honor: 4.5
Clan: Mantis Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow
Discipline: Bushi or Knife, Traveling Pack, 10 koku
Benefit: +1 Reflexes
Skills: Athletics, Defense, Hunting, Investigation Kyujutsu
During the early days of the Tsuruchi family when they were known
(Yumi) 2, any one Bugei or High Skill simply as the Wasp Clan, the vassals of Tsuruchi were well known
Honor: 3.5 for two things: their incredible skill at archery and their unwavering
Outfit: Ashigaru or Light Armor, Sturdy Clothing Bow and 20 tenacity as bounty hunters.
arrows, Wakizashi, Traveling Pack, 1 koku
The clan was authorized by the Emerald Champion to hunt down
fugitives from justice for a fee, and for many years the Wasp
Even before joining the Mantis, when they were the Was Clan, there survived largely on the income generated by this practice. Although
was little question that the Tsuruchi were the greatest archers in the many samurai condemned this mercenary practice, no one could
Empire. That they have so embrace this as to virtually put aside the deny Tsuruchi prowess and few clan magistrates refused to employ
study of the blade, however has often caused others to look at them them.
with great suspicion. The Tsuruchi rarely care, however; they believe
in the purity of the bow, and while their sensei teach proficiency with Since the Tsuruchi family joined the Mantis clan, its two iconic
other weapons as well, such are purely secondary concerns. The pursuits have separated somewhat, becoming distinct schools which
Tsuruchi Techniques are the epitome of the Rokugani philosophy of young Tsuruchi may choose between depending on their aptitudes
archery, which is that the arrow knows the way, an should be fired and preferences. The majority choose to pursue a career as soldiers
without hesitation or aiming. The Tsuruchi Techniques focus almost and archers within the Mantis military (the Tsuruchi Archer School),
exclusively o ranged combat, an area in which they are but a select few continue the family’s original tradition by becoming
unquestionably the finest in all the Empire. While this is a members of the small but famed Tsuruchi Bounty Hunter School.
considerable advantage when pressed into melee, a Tsuruchi will be Members of the Tsuruchi Bounty Hunters are usually treated as clan
badly outclassed by virtually any other bushi School. magistrates within the Tsuruchi provinces and often within the
Mantis Clan’s territory as a whole.
Techniques
The contract between Tsuruchi and the Emerald Champion still
R ANK 1: A LWAYS BE R EADY - The Tsuruchi Archer must be exists and thus the family can impart authority to a select number of
prepared to fight against his foe with little warning. You gain a bonus students that is roughly equivalent to an Emerald Magistrate, at least
of +1k0 to the total o all attack rolls while using a bow. Additionally, insofar as the ability to apprehend known criminals. The Tsuruchi
you gain bonus of +3 to your Initiative Score. are extremely cautious in whom they trust such authority, however,
since they are keenly aware the contract could be nullified if it is
R ANK 2: T HE A RROW K NOWS THE W AY - A Tsuruchi must not aim, abused or misused.
but simply allows the arrow to follow its own path. You gain one Free
Raise that can only b used to make the Called Shot Maneuver. Tsuruchi Bounty Hunters traverse the Empire in search of fugitives,
Additionally, you gain a bonus of +2k0 to the total of all damage rolls those accused of crimes by superior authorities who have escaped
while using a bow. the justice they deserve. Although they can technically only hunt
those decried by an Imperial authority, the Tsuruchi also accept
R ANK 3: T HE W ASP ' S S TING - Tsuruchi’s technique teaches its individual bounties from clans or families who wish their assistance.
students uncanny speed. You may make attacks as a Simple Action Bounties are usually a number of koku equal to the Insight Rank of
instead of a Complex Action when using a bow. the target.
R ANK 4: F LIGHT OF N O -M IND - The true archer does not concern This fee is doubled if the target is a violent criminal or a shugenja,
himself with the arrow, but exists only to loose it. Once per skirmish, and may increase even further if special or unusual circumstances
you may spend Void Point as a Complex Action to shoot an arrow apply.
that know exactly where it must go. This attack ignores all effects o
armor, as well as any penalties from Wound Ranks or visibility. You Techniques
may make Raises but you cannot perform the Extra Attack
Maneuver for this attack. You may not shoot a target that is further R ANK 1: A H UNTER ' S SE NSE - A Tsuruchi bounty hunter is well
than your bow’ normal range with this Technique. known as a fierce and terrible opponent of all who seek to evade
R ANK 5: T SURUCHI ' S E YE - The final lesson of Tsuruchi is that there justice, and even those who are without guilt find them intimidating.
is nothing that cannot be felled by a single arrow. You may make a You gain a bonus of +1k1 to any Intimidation Skill Roll used against
range attack as a Complex Action to gain a bonus of +4k1 to the someone of lower caste who you believe can help you find your
total of both the attack and damage rolls. You may not us this prey. When interacting with samurai, this bonus is reduced to +1k0
Technique in conjunction with Flight of No-Mind. but applies to all Social Skill Rolls, not just Intimidation. Also, when
you are hunting a particular target, you may roll additional unkept
dice equal to your School Rank on any Hunting or Investigation Skill
Rolls used to track the quarry down.

19
R ANK 2: N O P REY E SCAPES - A true master of the Tsuruchi method R ANK 2: V OICE OF THE S TORM - Your wild, unfettered attacks
has an encyclopedic knowledge of criminals throughout the Empire disorient your opponent an opens holes in his defenses. Every time
and can use them as tools to capture his prey. You may spend a you hit an opponent in melee, his Armor TN is reduced by 5. This
Void Point to automatically succeed at a Lore: Underworld Skill Roll penalty only applies to your attacks, and lasts for 2 Rounds. This
to identify any criminals in an area who you might be able to press Technique is cumulative (a number of times equal to your School
for information regarding your prey. You lose Honor as normal for Rank) and the duration resets with each application.
associating with such individuals, however.
R ANK 3: S TRIKE OF THE M ANTIS - A Yoritomo strikes as swiftly as
R ANK 3: J USTICE OF THE W ASP - The Tsuruchi hunters are the storm. You may make attack as a Simple Action instead of a
merciless, but have a reputation for bringing their prey back alive to Complex Action while using weapons with the Samurai or Peasant
suffer a proper sentence for their criminal acts. When facing an keyword.
opponent who has been declared guilty of a crime by an Imperial or
a higher Mantis authority, you may make the Disarm or Knockdown R ANK 4: T HE R OLLING W AVE - The Yoritomo Bushi reacts with the
Maneuvers for one Raise less than normal. If you successfully flow of combat, deftly dodging blows while reaching his target. If you
execute one of these Maneuvers against an opponent, that move at leas 5 feet, you gain a bonus of +10 to your Armor TN until
opponent is automatically Dazed. you next Turn. You may sacrifice this bonus during your Turn before
you roll for any attack to gain two Free Raises that ma only be used
R ANK 4: T WIN S TING S TRIKE - The justice of a Tsuruchi is swift and to perform the Knockdown Maneuver.
without mercy. You may make ranged attacks as a Simple Action
when wielding a yumi. Additionally, if facing any target decreed guilty R ANK 5: H AND OF O SANO -W O - The Yoritomo Bushi strikes with
of a crime by an Imperial or a higher Mantis authority, you may also brutal force, digging hi weapons deep into his target. You may
make melee attacks as a Simple Action when wielding a katana or choose to activate this Technique by spending a Void Point as a
any knife. Free Action. You keep an additional number of damage dice equal to
you Strength. If these attacks hit a Prone target, you gain a bonus of
R ANK 5: E YES OF THE W ASP - The worst truth a bounty hunter +0k2 to the total of your damage rolls against that target.
learns is that anyone can be a fugitive; thus a bounty hunter makes
careful assessments of everyone he meets. When you identify a Moshi Shugenja
samurai using a Lore: Heraldry Skill Roll, you not only learn his
Glory but also his Honor Rank and all Social and Mental Clan: Mantis
Disadvantages. Also, any opponent who may be targeted by your Discipline: Shugenja
Rank 3 Technique is now automatically Dazed if you successfully hit
them with an attack, regardless of whether or not you use a Disarm Benefit: +1 Awareness
or Knockdown Maneuver on them. Skills: Calligraphy (Cipher), Divination, Lore: Theology
Meditation, Spellcraft, any two High or Buge Skills
Yoritomo Bushi Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
Clan: Mantis 10 koku
Discipline: Bushi Affinity/Deficiency: Air / Earth
Benefit: +1 Strength
The practices of the Moshi shugenja were developed over the
Skills: Commerce, Defense, Jiujutsu (Improvise Weapons), course of many years spent in unwavering devotion to the Sun
Kenjutsu, Knives (Kama), Sailing, any on Skill Goddess. Despite the celestial upheaval that has occurred within the
Honor: 3.5 Celestial Order during Rokugan’s history, the Mosh have managed
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon (or to retain their devotion even if the nature o their magical studies has
pair of Knives), Traveling Pack, 10 koku changed somewhat. Since joining the Mantis Clan, their focus has
shifted from one of pure theology to more practical concerns, and
they excel at invoking the kami who hold sway over the weather. As
The Yoritomo are masters of the sea, and as a result of centuries such, the Moshi who are far more numerous than the modest
spent fighting from ship to ship and on the beaches, their fighting Yoritomo bloodline that maintains its own shugenja tradition, are
style is highly unusual. The pitching and rolling o the waves has frequently stationed aboard Yoritomo vessels in order to placate the
been incorporated into their style, which use more movement than sea during the clan’s all-important mercantile voyages. Like their
many major Schools. Likewise the Yoritomo have learned that Yoritomo kinsmen, the Moshi are highly adaptable. Their ability to
protracted fighting is almost always detrimental to naval combat, and gain an additional Affinity during th day, particularly since it is not
they have learned to ruthlessly exploit any weaknesses in their accompanied by an additional Deficiency, allows them extreme
opponents’ defenses. Finally, the corrosive effect of sea air on steel versatility in their spell-casting choices, enough to rival even the
is well known and as a result the Mantis have centuries of Isawa of the Phoenix Clan.
experience fightin with highly unconventional weaponry, in particular
the kind of weapons most often relegated to peasants. The Yoritomo Techniques
Techniques essentially focus on dabbling in little bit of everything.
They have potent attacks, unhindered movement, and can cripple an R ANK 1: F AVOR OF THE S UN - No family has bee more reverent of
opponent’s Armor TN, among other things. The Yoritomo are jacks the various incarnations of the Su throughout their history, and their
of all trades, but masters of none, making them highly adaptable piety has granted them great favor with the Heavens. During the day
assets in a skirmish. you gain an additional Affinity for Fire spells. This benefit t is lost at
night. You also gain a Free Raise o any spells with the Thunder
Techniques keyword.

R ANK 1: T HE W AY OF THE M ANTIS - Mantis bushi learn to fight on


the pitching decks of ship and to use anything within reach as a
weapon. You suffer n penalties to movement or attacks for rough or
uneven terrain. You do not lose Glory or Honor when using
improvise weapons, or weapons with the Peasant keyword, in
combat. You suffer no penalties for fighting with a Small or Medium
weapon in your off-hand if that weapon has the Peasant keyword.
Finally, you gain a bonus of +1k0 to all attack rolls.

20
Yoritomo Shugenja Yoritomo Courtier
Clan: Mantis Clan: Mantsi
Discipline: Shugenja Discipline: Courtier
Benefit: +1 Perception Benefit: +1 Willpower
Skills: Athletics, Calligraphy, Knives, Lore: Theology, Skills: Commerce (Appraisal), Courtier, Defense, Etiquette
Meditation, Sailing (Navigation), any one Skill Intimidation (Control), Sincerity, any one Merchan or Lore skill
Honor: 4.5 Honor: 2.5
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel, Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Traveling Pack, 10 Koku Calligraphy Set, Traveling Pack, 10 koku
Affinity/Deficiency: Water / Earth
There are few families in the Empire as diverse and ambitious as the Left to their own devices by an Empire that largely discounted them,
Yoritomo, so it is no surprise the family supports a small number of the Yoritomo family refused to disappear, instead devoting their
shugenja. The tradition stems back to the earliest day of the Mantis considerable resources to every possible aspect of a Clan’s normal
Clan. Kaimetsu-Uo, the clan’s founder, had no capacity to speak to development. Understanding the impact that trained courtiers could
the kami, but one of his daughters did and she married a ronin who have on their mercantile interests, the Yoritomo developed a School
possessed the same ability. Thus began a branch of the Yoritomo to serve them i that regard. Although successful in business
family that possesses an unparalleled ability to commune with the endeavors, the Yoritomo courtiers have only rarely made strides in
spirits of the sea and storm. court historically speaking, because of their brusque manner an
dependence upon intimidation. Since their elevation to Grea Clan
For centuries, the small number of Yoritomo shugenja have status, however, the increased clout the Mantis posses has
maintained an inexplicably powerful link to the spirits of the sea and diminished the need for these tactics, and the Yoritom Courtier
to a lesser extent the spirits of wind and storms. The Moshi have School has begun to see more success in different political arenas.
proven more capable in the latter since their induction into the clan, The Yoritomo Techniques specialize in intimidation and frankly,
but no shugenja in the Empire is at home on the seas as one from bullying. This makes them particularly effective when facing
the Yoritomo family. The school maintains a number of small opponents unaccustomed to such tactics, or who are weak-willed.
temples throughout the Mantis islands, but none are as well known Unfortunately, more capable opponents such a the Crane or
as the infamous Tempest Island, a small island renowned for the Scorpion may well be completely immune to Yoritomo’s primary
battering it receives during storm season. It is here the most abilities.
powerful among the Yoritomo hone their skills and power, making
themselves a force to be reckoned with throughout the whole of Techniques
Rokugan.
R ANK 1: D UTY B EFORE H ONOR - Like the Yasuki, the Mantis
Techniques courtiers are merchants as well as diplomats, and they cultivate a
personal style built around intimidation rather than friendship.
R ANK 1: C HILD OF THE S EA - The family line of the Yoritomo who Furthermore, they spend much of their lives outside of the courts
possess the talent for magic have a strong bond with the sea and dealing with some o the more unsavory characters in Rokugan. You
with weather as a whole. You may expend one spell slot to alter the do not lose Glory or Honor for using the Commerce skill in public,
wind conditions in your current location by one degree. If you also and you d not lose Honor for using the Intimidation (Control) skill. An
spend a Void Point, you may instead shift the entire weather status time you are making Social Skill Rolls against ronin, bandits gang
one degree. You may expend a maximum combined total of spell members, mercenaries, pirates, and other lawless types you gain a
slots and/or Void Points equal to your School Rank each Round to number of Free Raises equal to your School Rank.
enact these shifts. These shifts affect an area a number of miles
equal to your School Rank in all directions from your current R ANK 2: S TORM H EART - When the time comes to act in the courts,
location. the Yoritomo eschew the eloquent words of the Doji or the subtle
gibes o the Scorpion in favor of straightforward bullying, browbeating
friend and foe alike into accepting their position. When you use the
Intimidation (Control) Skill, your Willpower i considered to be one
Rank higher. When you use the Intimidation (Control) skill against a
samurai with lower Status Rank than you, your Willpower is
considered two Rank higher instead.
R ANK 3: C OMMAND THE W INDS - The Mantis are taught to put the
force of their boorish an aggressive behavior behind their words in
court, making it difficult to tell whether they are lying or telling the
truth. number of times per session equal to your School Rank, if you
have failed a Sincerity Social Skill Roll, you may re-roll it a an
Intimidation (Control) Social Skill Roll instead. You must take the
result of the Intimidation roll.
R ANK 4: W ILL OF THE S TORM - An experienced Mantis has learned
to shatter and demoralize his opponents in court with his mere
presence. When initiating a conversation with someone, you may
make a Contested Roll of your Intimidation (Control) / Willpower
against hi Etiquette (Courtesy) / Willpower. If you win the roll, he
cannot spend any Void points against you for the next hour. Also
during that time he suffers a –3k0 penalty to all Social Roll made
against you. (This Technique cannot be used again until its effect
expires.)

21
R ANK 5: S TRENGTH IN A LL T HINGS - At this Rank the Mantis
courtier’s iron willpower and threatening nature have reached Phoenix
perfection, allowing him to overcome all foes and to laugh in the face
of threats that would make even a Hida bushi turn pale. Any time Shiba Artisan
you are attempting to use the Intimidation skill against someone
else, or are rolling to resist an Intimidation or Temptation Skill Roll or Clan: Phoenix
Fear effect, you gain a bonus of +5k0 to the roll.
Discipline: Artisan
Moshi Guardian of the Sun (Path) Benefit: +1 Intelligence
Skills: Artisan (pick two), Calligraphy, Etiquette, Lore (pick
Clan: Matnis one), Sincerity, any one High or Bugei Skill
Discipline: Bushi Honor: 4.5
Benefit: +1 Stamina Outfit: Sensible Clothing, Wakizashi, tools necessary to
Skills: Athletics, Defense, Jiujutsu, Kenjutsu, Lore: Theology, practice your chosen specialty, Traveling Pack, 5 Koku.
Spears, any one High or Bugei Skill
Honor: 6.5 Although they lack the stylish presence of the Kakita Artisans, the
Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow quiet and unassuming artisan tradition in the Shiba family has been
or Knife, Traveling Pack, 5 koku a mainstay in Rokugan’s world of art for generations. Some find it
curious that the stoic Shiba would produce such a significant number
of artists, but those who have spent time among the Shiba on the
For much of their existence the Moshi family were without a ready battlefield understand that even their most stalwart bushi have within
source of bushi to defend their holdings. them a quiet serenity that mirrors the creative genius in the greatest
of artisans. In contrast to the Crane approach to art, which sees their
The family’s meager resources permitted them to hire a small creations as part of the clan’s larger dedication to excellence in
number of ronin to supplement the very limited numbers of their own culture and politics, the Shiba artistic tradition is based almost solely
family who were not shugenja, but it was generally agreed that this on the need to capture and express beauty in as pure a form as
was insufficient, and only the extreme isolation of the family’s possible. Kakita artists always want an audience; Shiba artists do
holdings prevented it from being a critical problem. This lack of bushi not need one.
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 That being said, the Phoenix Clan as a whole recognizes the value
Moshi homelands, but the family still prefers to have its most sacred of art in forging alliances and long-term friendships, and the clan’s
locations defended by its own. representatives in the courts do not hesitate to take advantage of the
artistic gifts of their Shiba brethren.
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 Techniques
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 R ANK 1: S OUL OF B RILLIANCE - A true child of the Shiba line finds
nevertheless well regarded for their dedication and prowess. his perfect center in the serenity and beauty of creation. Select any
one Artisan Skill.
Prior to the Moshi joining the Mantis, this technique can also
replace Insight Rank 1 for a Moshi bushi without a school Whenever you spend a Void Point making a Skill Roll using that
Skill, you gain a bonus of +2k2 instead of the normal +1k1.
Techniques R ANK 2: T HE W AY OF S INCERITY - Through use of his craft, a Shiba
artisan can forge close bonds with others that allow for long-term
R ANK 1: D EFENDED AS THE S UN - The Guardians of the Sun take an alliances to be formed. Once per month you may make an Artisan
oath to repel all attacks against their sacred charges. When Skill Roll against TN 15. You gain a number of Experience Points
defending a Moshi personage or holding in a skirmish, you may equal to the amount by which your roll exceeds the TN, but these
choose to either gain a bonus of +1k0 to your attack roll or to add an Experience Points may only be spent to purchase the Allies
additional +1k1 to the Armor TN of a person or object you are Advantage (subject to GM approval).
defending with the Guard Action. You make this determination at the
start of your Turn during each Round of the skirmish These Allies are temporary and last for a period of time equal to
your School Rank in weeks.
R ANK 3: T HE A RT S PEAKS - An artisan has the ability to fall back on
his art when pressed in a social situation, allowing its beauty and
simplicity to speak for him.
Choose one Artisan Skill. When you are called upon to make a
Social Skill Roll, you may use your Ranks in the Artisan Skill in place
of whatever Social Skill is called for. You gain no Mastery Level
benefits when using this Technique, since you do not actually
possess ranks in the Social Skill in question.
There may be social situations where this Technique is not
applicable; when in doubt, the GM has the final say.
R ANK 4: B OUNTY OF THE C RAFT - When presenting your art to
others, you increase not only your own understanding of your place
in the universe, but you aid others in perceiving theirs as well. Once
per day you may make an Artisan Skill Roll against TN 30. If
successful, you and a number of other people up to your School
Rank who are present at the time regain all Void Points. This
ritualized presentation of your craft requires at least fifteen minutes
to complete. This Technique cannot be used in the Shadowlands.

22
R ANK 5: T HE T OUCH OF D ESTINY - The work of a true master Asako Loremaster
requires no explanation to inspire others to greatness. When your
work is on display in court or in the home of a lord, all present in the
chamber where it is displayed gain one additional Void Point. If you
Clan: Phoenix
are present, you gain two additional Void Points instead, and you Discipline: Courtier
may choose to deny the benefit of this Technique to any in Benefit: +1 Intelligence
attendance. Skills: Courtier, Etiquette (Courtesy), Lore: History Lore:
An individual may only receive a maximum of one additional Void Theology (Fortunes), Meditation, Sincerity, an Lore skill
Point per day in this manner (or two, in your case). Honor: 6.5
Outfit: Sensible Clothing, Wakizashi, Calligraphy Set
Shiba Bushi Traveling Pack, 5 koku

Clan: Phoenix The Asako are monastic and scholarly by nature, and nowhere is
Discipline: Bushi this more evident than in the courtier tradition they maintain on
Benefit: +1 Agility behalf of the Phoenix Clan. Their training consists o extensive
Skills: Defense, Kenjutsu, Kyujutsu, Meditation (Voi Recovery), studies in a large number of subjects, some of which may be chosen
Spears, Theology, any one Bugei or Hig Skill by the students themselves. A broad knowledge base gives the
Honor: 5.5 Asako a frame of reference from which to examine any new data or
situation, and allows them great insight into the social situations of
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon, court. The Loremasters specialize in scholarly pursuits, and us those
Traveling Pack, 5 koku as a means of succeeding in social situations. Asako courtiers use
Lore Skills to augment their Social Skills, gaining influence and
The Shiba Bushi are well known as a relatively peaceful group at success in court through their learned natures.
least as bushi are concerned. Their training emphasizes number of
non-martial skills in addition to the traditional weapons training, Techniques
which has led to a reputation as warrior scholar in some circles. A
Shiba bushi considers all option before committing to combat, R ANK 1: T EMPLE OF THE S OUL - The Asako are historians and
searching for any possible alternative other than the loss of life. If scholars, and their studies are broader than those of any others in
those a Shiba protect are threatened, however, or if combat is an the Empire. They pride themselves on the depth of their knowledge
inevitability, h attacks swiftly and without reservation, committing in all fields o intellectual endeavor. They also share the Phoenix
himself fully to the act until it is done. Those who mistake the desire devotion to peace and civility, relying on genteel discourse to resolve
of a Shiba bushi to preserve life for an inability to take it are woefully problems. You gain a Free Raise on any Skill Roll with a Lore Skill.
unprepared to face them on the battlefield. The Shiba Techniques Any time you spend a Void point on an Etiquette Skill Roll, you gain
optimize the use of Void Points an specialize in the protection of a bonus of +3k1 to the total of the roll instead of the normal +1k1.
others, allowing Shiba bushi t more than adequately fill their
R ANK 2: F ROM THE A SHES - The Asako Loremasters’ in-depth study
common role as yojimbo. The also possess an affinity for the use of
of historical events allow them to detect subtle patterns of behavior
polearms, and can excel at dueling if properly tailored.
in every court patterns invisible to their more worldly rivals from
other Clans. After spending at least one day observing the events in
Techniques a particular court, you can roll Lore: History / Perception at TN 2 to
gain a bonus +2k0 to the total of all your Social Skill Roll for the next
R ANK 1: T HE W AY OF THE P HOENIX - Shiba bushi move through two days, so long as you remain in that court. (This Technique’s
battle as the Void moves through all the elements. When spending a effect can be re-activated with another skill roll when it expires – it is
Void Point to gain +1k1 on a roll, you may choose to spend 2 Void not necessary to spend additional days observing so long as you
Points (to gain +2k2) on the roll instead. You may Guard as a Free remain in the same court.)
Action however, if you do so, your target only adds +5 to his Armor
TN instead of +10. R ANK 3: V OICE OF THE U NIVERSE - As the Asako’s training
progresses, his recall of obscure historical facts allows him to
R ANK 2: D ANCING WITH THE E LEMENTS - Shiba bushi become provide useful contemporary advice to his allies. You may spend an
attuned to the shugenja they protect, aiding their spells and deterring hour conversing with friend or ally and then roll Lore: History /
those of their enemies. When you assume your Stance for the Intelligence at T 25. With a success, that ally may add your Lore:
Round, you may choose target within 30’. Whenever your target History Skill Rank to the total of any Social Skill Rolls he makes
casts or is the target of a spell, you may choose to increase or within the next twenty-four hours. You may Raise twice to affect on
decrease the TN o the spell by 5. Additionally, whenever you are the (and only one) additional ally, provided that ally also participate in
target of spell, you may immediately choose to increase or decrease the conversation. (This Technique cannot be used o the same
the TN of the spell by 5. person again until its effect expires.)
R ANK 3: O NE WITH THE V OID - In battle, the Shiba can find his place R ANK 4: I NVINCIBLE M IND - The enlightened and educated Asako
in the world. This Technique automatically activates during the can see through the games, tricks, and deceits of the material world.
Reactions Stage o Combat if another character spent a Void Point Any time you fail a Contested Social Skill Roll to resist someone
during this Combat Round. You regain a Void Point. This Void Point trying to influence your emotions, opinions, or behavior (such as with
ma exceed your maximum, but all excess Void Points are lost after the Courtier, Temptation, or Intimidation skills), you may re-roll using
combat resolves. You do not learn anything regarding the source of Intelligence as the Trait for the second roll in place of whichever
the Void Point or how it was originally spent. This Technique only Trait was originally required. You must keep the results of the
activates twice per skirmish. second roll. This Technique cannot b used to resist Fear.
R ANK 4: MOVE WITH THE W ORLD - Serenity brings certainty, and R ANK 5: W ISDOM OF THE A GES - At this rank, the Asako truly
certainty brings speed. You ma make attacks as a Simple Action demonstrate that the wisdom o the Phoenix is eternal. Any time you
instead of a Complex Action while using Polearms, Spears, or are rolling a Lore Skill including for your other School Techniques,
weapons with the Samurai keyword. you gain a +5k0 bonus to the total of the roll.
R ANK 5: T OUCH OF THE V OID - Masters of the Shiba style can draw
back the veil and allow the universe to act through them. For every
Void Point you spend, you gain the effects of spending two, when
applicable. Additionally, you may now spend Void Points on
enhancement (as listed in the Book of Earth) twice in one Turn.

23
Asako Henshin Alternatively, when an opponent strikes you with a melee attack,
you may spend a Void Point to force a Contested Fire Ring Roll. If
you are successful, the number of damage dice your opponent rolls
Clan: Phoenix is reduced by your Fire Ring.
Discipline: Monk
Benefit: +1 Willpower R ANK 5: T HE R IDDLE OF W ATER - The mercurial spirits of Water can
confer their speed and fluidity in exchange for your riddles. You must
Skills: Calligraphy, Jiujutsu, Lore: Elements (pick an
succeed at a Lore: Elements (Water) / Water Skill Roll against TN
Emphasis), Lore: Theology, Meditation 2, any one Skill (must 20.
not be a Low Skill)
Honor: 5.5 If successful, you may take one Complex and one Simple Action per
Outfit: Robes, Bo, Scroll Satchel, Traveling Pack, 5 koku Turn, or you may instead take three Simple Actions per Turn.
Devotion:
Asako Inquisitors Advanced
There are few groups in the Emerald Empire as enigmatic and
poorly understood as the monastic Asako sect known as the Clan: Phoenix
Henshin. Even among the Phoenix, very few outside the Asako Discipline: Monk
family have any real understanding of the Henshin’s ways. Most Benefit:
Rokugani believe the Henshin are merely a monastic group of
courtiers and historians within the Asako, although their strange Skills:
behaviors do distinguish them from other Asako and suggest they Honor:
possess some manner of mystical or supernatural talent. Outfit:
Unfortunately, that recognition does little to assist in understanding Devotion:
the Henshin’s ways.
The Asako are generally regarded as a peaceful and serene family,
The Henshin follow the Path of Man as revealed by Shiba to Asako. the very picture of the pacifistic Phoenix. For the most part this is an
By developing perfect unity with the universe, tricking the Elements accurate picture of the family and their philosophy, but there are
and learning their secrets, the Henshin can attain absolute those who stand apart from it.
perfection of the soul, which in turn grants divinity. The Henshin are
essentially monks of a sort, and as apprentices they are known as The Asako are the primary force behind the Inquisitors, the Phoenix
michibuku. Once they have learned the secrets of the Path of Man, order devoted to eradicating the corrupt and blasphemous from
they are inducted into the ranks of the secretive fushihai, the true within the ranks of the Empire’s shugenja.
masters of the Henshin order. The fushihai hold deep knowledge of
the universe and are essentially immortal, able to live far beyond the It is a mission they embrace completely and enact at any cost. The
normal mortal span. Some among the fushihai ascend to the order has existed since the Empire’s earliest days, long before the
Celestial Heavens upon their mortal death, becoming minor creation of the Jade Magistrates, an organization that fulfills much
Fortunes and validating the Path of Man. the same purpose. The Inquisitors sometimes work in cooperation
with the Kuni Witch Hunters and have even had a few limited
contacts with the Yogo family’s secretive Kuroiban.
Techniques
The Asako Inquisitors do not concern themselves exclusively with
R ANK 1: T HE F OUR M YSTERIES - The first lesson of the mysterious maho or Shadowlands corruption, although these crimes are among
Henshin is the relationship between the individual and the Elements their most frequent targets. They also investigate gaijin magic and
that comprise all things. You may, as a Simple Action, increase or any religious groups with heretical beliefs, such as the Bloodspeaker
decrease both Traits associated with one of your Rings by an Cult. Members of the Inquisitor order are selected primarily from the
amount equal to your School Rank. This lasts for a number of ranks of Phoenix shugenja, but many bushi serve with them and a
minutes equal to your Insight Rank and may be done a total number few Henshin and Brotherhood monks have been inducted as well.
of times per day equal to five times your Insight Rank. You may Those who are inducted into the order and take the necessary vows
instead increase or decrease the Traits of another in a similar of duty and secrecy are granted a stylized tattoo of an eye, the
manner, but only by an amount equal to half your School Rank, symbol of the order, somewhere on their body. The back of the hand
rounding down (to a minimum of 1). Altering the Traits of an is the most common location.
unknowing or unwilling target requires a Contested Willpower Roll.
Traits reduced in this manner do not affect a target’s Rings (and thus Techniques
do not change Wound Ranks when the Earth Ring is targeted, etc.).
R ANK 2: T HE R IDDLE OF A IR - The stoic and straightforward kami of R ANK 1: E YE OF THE I NQUISITOR - The Asako Inquisitors are taught
Earth are the simplest to entertain with one’s riddles, and their to focus their will to disrupt the unnatural magic of blasphemers and
blessings are potent indeed. As a Simple Action, you may invoke criminals.
this Technique and gain Earth’s blessing; you are immune to all You are considered one Rank higher in your original Shugenja
Conditional Effects (excluding Grappled and Mounted) for a number School for the purposes of casting spells. Nonshugenja Inquisitors
of hours equal to your Earth Ring. instead gain one Kiho, for which you must meet all prerequisites.
R ANK 3: T HE R IDDLE OF A IR - The capricious spirits of Air can be During a skirmish you may use a Complex Action to prepare a
delighted into conferring their blessings upon you. As a Simple disruption of enemy magic. At any point later in the same skirmish
Action, you may invoke the blessing of Air. The blessing lasts a when an opponent is casting a spell, you may as a Free Action force
number of hours equal to your School Rank. For the duration of this him to make two additional Raises on his spell-casting roll. These
effect, you cannot be deceived by any illusion or other false images, additional Raises have no effect other than to raise the TN of the roll.
and can perceive them as transparent falsehoods. If an illusion is Once this is done, you must take another Complex Action if you wish
created by a spell of higher Mastery Level than your Insight Rank, to ready another disruption.
you and the spell’s caster must engage in a Contested Air Roll. If
you are defeated, you do not perceive the falsehood of the illusion. R ANK 2: T HE T RIALS OF J ADE - An Inquisitor finds the weakness in
his enemies and exploits it, bringing them the Emperor’s justice.
R ANK 4: T HE R IDDLE OF F IRE - The wrathful spirits of Fire can be When casting any spell, you may spend a Void Point for the spell to
entertained by your riddles, if only briefly. As a Complex Action you count as jade or crystal for the purposes of reducing or defeating
may invoke Fire’s blessings to increase the number of kept dice on your target’s Reduction or Invulnerability traits.
an unarmed damage roll (which is normally 0k1) to your Fire Ring.
This effect lasts a number of Rounds equal to your School Rank.

24
If you cannot cast spells, you may instead make a melee attack as a Isawa Shugenja
Simple Action instead of a Complex Action when facing an opponent
you know has violated the Empire’s laws regarding the legal forms of
magic.
Clan: Phoenix
Discipline: Shugenja
R ANK 3: C ONVICTION OF P URITY - Those who commit the Benefit: +1 Intelligence
unpardonable sin of breaking the Emperor’s laws concerning magic
Skills: Calligraphy (Cipher), Lore: Theology, any on Lore Skill,
are unable to stand against you. You are considered one Rank
higher in your original Shugenja School for the purposes of casting Medicine, Meditation, Spellcraft, any on High Skill
spells. Non-shugenja Inquisitors instead gain one additional Kiho, for Honor: 4.5
which you must meet all prerequisites. Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
Traveling Pack, 5 koku
You may now prepare a disruption (as per your Rank One
Affinity/Deficiency: Isawa shugenja may select an element
technique) as a Simple Action instead of a Complex Action, and
of their choosing, including Void, as their Aff nity. They do not
opponents whose spells are disrupted require three additional
have a Deficiency.
Raises rather than two.
The Isawa are the greatest shugenja in the Empire, and while the
Agasha Shugenja family would never claim this openly, the behavior o those who have
trained in their prestigious School bears this out. Fortunately, most
Clan: Phoenix others recognize the truth of it as well and accept it with varying
Discipline: Shugenja degrees of resentment or resignation. The Isawa are nearly twice as
Benefit: +1 Intelligence large as the next larges shugenja family in the Empire. Indeed, there
are so man among their ranks that they are nearly the size of a
Skills: Calligraphy (Cipher), any one Craft Skill, Defense typical bushi family. That so many among them are born with the gif
Etiquette, Lore: Theology, Spellcraft, any on High or Bugei Skill to speak to the kami has allowed the family to diversify into
Honor: 4.5 numerous areas of magical specialization, but the core of their
Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel power has always been the Isawa Shugenja School. It is literally the
Traveling Pack, 5 koku oldest School of its kind in Rokugan, and the Isawa have been
Affinity/Deficiency: Fire / Water struggling to master the secrets of the universe for more than one
thousand years. The Isawa Shugenja has no particular
During their centuries of service to the Dragon Clan, the Agash specialization, but instead are constructed around the premise of
pursued many unconventional paths of magic, pursuit which were being the finest at spell-casting in general. Their ability to choose an
carried out with the full resources and endorsement of the Agasha Affinity without a corresponding Deficiency, and their unrestricted
Shugenja School. In addition to their alchemica interests, the Free Raise on all Spell Casting Rolls of their Affinity, make them
Agasha have always had an interest i the creation of spells that extremely competent and the equal of virtually an other shugenja
invoked kami of multiple element simultaneously. Among the character.
Phoenix the Agasha have bee given leave to pursue this area of
study as far as they wish and they have made tremendous strides in Techniques
the area of multi-elemental spells. The Agasha Technique focuses
on the family’s interest i merging the elements and casting multi- R ANK 1: I SAWA ' S G IFT - There are no greater master of the
elemental spells. Although this practice has yet to be accepted, their shugenja tradition than those among the Isawa. You gain a Free
Technique allows them to change the element of the spell they are Raise on all Spell Casting Roll for spells of the element which you
casting which gives them unmatched versatility in managing both chose as your Affinity.
their spells per day as well as their spell slots.

Techniques
R ANK 1: E LEMENTS OF A LL T HINGS - The Agasha understand the
interactions of the elements more so that perhaps any other family.
When casting a spell, you may spend a Void Point to use a different
Ring o your choosing rather than the appropriate Ring for that spell.
This spell uses a spell slot for the Ring use to actually cast the spell.
You also gain a Free Raise on any spell with the Craft keyword.

25
Scorpion Soshi Magistrate
Clan: Scorpion
Bayushi Bushi Discipline: Bushi
Clan: Scorpion Benefit: +1 Agility
Discipline: Bushi Skills: Athletics, Defense, Intimidation (Control), Jiujutsu,
Benefit: +1 Intelligence Kenjutsu, Lore: Underworld, any Bugei skill
Honor: 2.5
Skills: Courtier (Manipulation), Defense, Etiquette Iaijutsu,
Kenjutsu, Sincerity, any one Skill Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon,
Honor: 2.5 Traveling Pack, 5 koku
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 5 koku The Soshi magistrate school is descended from a set of techniques
taught to the yoriki of Soshi Saibankan during his many years as a
judge, and some rumors claim the first three techniques were
The greatest villains in Rokugan’s most successful plays are always invented by Saibankan himself. Whether this is true or not, the
Scorpions, because it is so easy for most samurai t believe. It is the school remains the principle method the Scorpion use to educate
actions of students from the Bayushi Bush School that have brought those who must maintain order within their lands—magistrates, yoriki,
this stereotype to life and reinforce it over and over again. Every city guards, and border patrols. Like many such schools, the Soshi
student in the Bayushi dojo i trained to be the perfect weapon of Magistrate school teaches a mixture of armed and hand-to-hand
discord, capable of turning the Clans against one another with techniques, allowing its students to suppress brawls and defeat
minimal effort. Weapon training is only one aspect of their education, lethal bandits with equal skill.
which often includes social manipulation, stealth, and even the use o
poisons when the student is deemed suitable for such things. The
Techniques
Bayushi Techniques might best be described as dirt tricks. They
focus on granting the character an advantage such as an increase in R ANK 1: T HE F ACE OF J USTICE - The Soshi Magistrates are trained
Initiative, or ruthlessly exploiting an other advantage that might to control their environment through a mixture of fear and force,
already exist. In particular the ability to cripple an opponent with intimidating even the most violent street gang with ease. You gain a
Conditions can turn the tide of a battle against a vastly superior +1k0 bonus to the Intimidation skill; when you use it against
opponent, if one ha but a little luck. someone of lower Status Rank than yourself, the bonus is +2k0
instead. You also gain a +1k0 damage bonus with melee attacks.
Techniques
R ANK 2: R ISE TO M EET THE C HALLENGE - Soshi Magistrates often
R ANK 1: T HE W AY OF THE S CORPION - Scorpion bushi always seem deal close-up with criminals and thugs who employ dishonorable
to get the jump on opponents. You gain a bonus of +1k1 to your tactics, so they are taught brawling techniques and learn to quickly
Initiative Rolls. You also gain a bonus of +5 to your Armor TN recover any time they find themselves in a vulnerable position. Any
against any opponent with lower Initiative. time you are Prone, you may take a Free Action to roll Athletics /
Agility at TN 20 to regain your feet. You gain a +1k1 bonus to any
R ANK 2: P INCERS AND T AIL - The infamous Scorpion feint has been roll made to control a Grapple.
the demise of man foolhardy samurai. You may make the Feint
Maneuver for on Raise instead of two. R ANK 3: T HE M AGISTRATE ' S C UT - Soshi Magistrates prefer to
disable foes rather than kill them outright, since prisoners can be
R ANK 3: S TRIKE AT THE T AIL - Scorpion bushi strive to keep their useful when ferreting out criminals and enemy spies. In a skirmish,
enemies off guard, stopping their attacks and slowing them down. once per opponent, by successfully making three Raises for a Called
When you assume a Stance at the start of your Turn, you may Shot on a melee attack you may temporarily Blind a foe. They are
choose a target within 30’. If you successfully hit him during your considered Blinded until the Reactions stage of the following Round.
Turn, the target is Fatigued as if he had gone without rest for 24
hours. During the Reactions Stage, an affected opponent may R ANK 4: C ERTAINTY OF P URPOSE - When the time comes to fight,
attempt an Earth Ring roll against a TN of 25 to negate the effect of the Soshi Magistrate does so with vicious speed and ruthlessness.
this Technique. If he fails, the effects of this Technique end during You may make melee attacks (including unarmed attacks) as Simple
the next Reactions Stage (the second Reaction Stage after he was Actions rather than Complex Actions.
struck).
R ANK 5: R ELENTLESS R ESOLVE - The Soshi Magistrates are taught
R ANK 4: S TRIKE FROM A BOVE , S TRIKE FROM B ELOW - The swiftness to wait for the perfect moment and then overwhelm their enemies
of the Scorpion allows him to cut down foe before they realize they with fear and aggression, crushing lawbreakers with a few swift
have been attacked. You may mak melee attacks as a Simple Action blows.
instead of a Complex Action.
Once per skirmish, you may gain extra unkept dice equal to your
R ANK 5: T HE P INCERS H OLD , THE T AIL S TRIKES - Striking an Intimidation skill rank on your attack rolls for one Round. This
opponent’s weakest point is the Scorpion’s true path to victory. Once technique cannot be used in the Center Stance.
per encounter, you may spend a Void Point as a Complex Action to
attack your opponent with a melee weapon. If the attack is
successful, the target is Stunned. During the Reactions Stage, an
affected opponent may attempt an Earth Ring roll against a TN equal
to the amount of damage dealt to end the Stun effect. If he fails or
does no attempt this roll, the Stun effect ends during the next
Reaction Stage (the second Reactions Stage after he was struck).

26
Bayushi Courtier R ANK 4: S CRUITINY ' S S WEET S TING - At this rank, the Bayushi
Courtier has learned to use all the information he has collected to
subtly wreck his enemies, undermining their every word and deed.
Clan: Scorpion Any time you make Contested Social Skill Roll against someone on
Discipline: Courtier whom you have Blackmail, his dice cannot explode. In addition, any
Benefit: +1 Awareness time you make a Contested Social Skill Roll against someone,
Skills: Calligraphy, Courtier (Gossip), Etiquette, Investigation regardless of whether you have Blackmail on them or not, you may
Sincerity (Deceit), Temptation, any one Hig skill spend a Void point to force them to use a mental Trail of your choice
Honor: 2.5 (instead of the normal Trait used for the roll).
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon R ANK 5: N O M ORE M ASKS - The final lesson of the Bayushi School
Calligraphy Set, Traveling Pack, 5 koku is to force the rest o the court to see the corrupt, dishonorable world
he knows shattering the reputations of those he speaks against. A
number of times per session equal to your School Rank, you ma
The reputation of the Scorpion in court is nearly equal to that of the make an Opposed Social Roll of Courtier (Gossip) / Awareness
Crane, and certainly more fearsome. This is a direct result of the against an opponent’s Etiquette (Courtesy) / Awareness. I you have
malevolent machinations of Bayushi courtier over the course of Blackmail on the person you are targeting with this technique, you
centuries. The much vaunted information network of the Scorpion is gain a bonus of +5k0 to total of this roll. Wit a success, you may
largely a product of their masterful courtiers, ferreting out even inflict one social Disadvantage on the target Bad Reputation, Sworn
minute bits of information that can be used as a whole to bring ruin Enemy, or Obligation (to someone of your choice). The
to individuals, families or even Clans. A Scorpion courtier is a master Disadvantage lasts for one month, unless the GM judges that the
of manipulation and deceit. Even more than that, however, they target has taken action which can expunge it sooner. (This
excel at discovering the weaknesses or dark secrets of their Technique cannot be used on the same target again until its effect
opponents (or even allies! and ruthlessly exploiting them for the expires.)
good of the Scorpion. Any foe, no matter how seemingly implacable,
can be the target for a Bayushi courtier’s abilities, opening avenues Shosuro Infiltrator
previously closed.
Clan: Scorpion
Techniques
Discipline: Ninja
R ANK 1: W EAKNESS IS M Y S TRENGTH - The Bayushi are masters at Benefit: +1 Reflexes
ferreting out and exploiting the weaknesses and failures of others. Skills: Acting, Athletics, Ninjutsu, Sincerity, Stealt (Sneaking)
Even if they do not know the exact nature of a rival’s secrets, the 2, any one Skill
mere realization that he has some sort of secret is enough for them Honor: 1.5
to work with. When you are making a Contested Social Roll against Outfit: Ashigaru or Light Armor, Sturdy Black Clothing Daisho,
someone else, you gain a Free Raise to your roll for every 3 point of
Bow or Knife, Traveling Pack, 5 koku
Mental or Social Disadvantages (rounded off) he possesses.
Disadvantages which did not award Experience Points still count for
their normal point value for the purposes of this Technique. This Few outside the Scorpion Clan are aware of the existence o the
technique cannot award more than 5 Free Raises. The Bayushi are Shosuro Infiltrator School, and those few who do are either so
also known as the masters of both truth and lies, speaking so inextricably bound to the Clan that they dare not reveal its existence,
smoothly that both are indistinguishable in their mouths. You gain a or have been so thoroughly discredited that no one takes their wild
Free Raise when using the Courtier skill to spread gossip, and need accusations seriously. The Shosuro are that which most believe all
not Raise in order t conceal that you are the source of that gossip. Scorpion to be, but without the arrogance and cruelty that such
villains are commonly ascribe in plays and poems. The Infiltrators
R ANK 2: S HALLOW W ATERS - The Scorpion know how to assess
are silent, merciless killer who take no pleasure or satisfaction from
others, sensing their weaknesses so as to determine how best to
their role. They are simply fulfilling their duty, and experience neither
bring them down. B conversing with someone for a few minutes, you
joy no remorse as a result. The specialization of the Shosuro
can make Contested Roll of your Investigation / Awareness against
Infiltrators is relatively simple: they attack unknowing targets and
their Etiquette / Awareness. With a success, you learn the identity
destroy them utterly. Their bonuses to stealth make them virtually
and rank of their lowest Mental Trait and their lowest Social Skill that
impossible to detect and, once hidden from an opponent, they can
has at least one Rank (the GM chooses in the case of ties). You may
strike from shadows and inflict incredible amounts of damage.
spend a Void point to also learn their next lowest Mental Trait and
next lowest Social Skill.
Techniques
R ANK 3: S ECRETS ARE B IRTHMARKS - At this rank, the Scorpion has
become so adept at ferreting out secrets that he can lure others into R ANK 1: T HE P ATH OF S HADOWS - The first lesson of an infiltrator is
revealing the in casual conversation. By speaking with someone for to mask all signs of one’ true nature. You lose no Honor for use of
a few minutes, you may make a Contested Roll of your Courtier Low Skills or Ninjutsu Weapons in the service of the Scorpion Clan
(Manipulation) / Awareness against their Etiquette (Courtesy / (subject t GM approval). You gain a bonus of +2k0 to the total of al
Awareness to force them into revealing one Mental or Social Stealth Skill Rolls.
Disadvantage they possess. If they have no such Disadvantages this
will instead reveal one Mental or Social Advantage. (Note this will R ANK 2: S TRIKE FROM D ARKNESS - A student of the Shosuro
only reveal the rulebook title of the Advantage / Disadvantage, not Techniques never fails to exploit an advantage held over a foe.
the specific c nature of it. For example you might learn that the target Whenever you declare an attack against an opponent who is
has “Dark Secret,” but not the specific c nature of the secret.) If the unaware of your presence until the moment of the attack, your
roll succeeded in revealing a Disadvantage, with the GM’s Raises are not limited by you Void and you roll additional dice equal
permission you may take a 2-point Blackmail Advantage against this to your School Ran on the attack roll. You also roll half this number
individual, for n cost in Experience Points. of additional unkept dice on an attack roll made against an opponent
who is suffering from a Condition effect (such as Stunned o
Fatigued). These two effects are not cumulative, and if both could
apply, you must choose one of them. (You do not ad one and one
half times your School Rank in dice to an attach roll against an
opponent who is both Blinded and unaware o your presence, for
example.)

27
R ANK 3: S TEEL W ITHIN S ILK - Striking quickly and effectively is the The Shosuro Actors
hallmark of a true shadow warrior. When attacking from ambush as
described above or when using ninjutsu weapons (including any
weapons wit the Ninja keyword), you may make a melee attack (or
Clan: Scorpion
range attack, in the case of shuriken or tsubute) as a Simple Action Discipline: Ninja
rather than a Complex Action. Benefit: +1 Awareness
Skills: Acting, Etiquette, Knives, Meditation, Sincerity (Deceit),
R ANK 4: W HISPER OF S TEEL - A master assassin strikes from
shadow without ever revealing his presence. Even after attacking a Stealth, any one High or Low skill
target, your opponent and bystanders must succeed at a Contested Honor: 1.5
Roll using Investigation (Notice) / Perception against Stealth / Agility Outfit: Fine Clothing, Assorted Costumes and Disguises,
t detect you. You may only use this Technique if you make single Knife, Traveling Pack, 10 Koku.
attack per round. (The GM may rule that this technique does not
work in situations where concealment is impossible.)
The Shosuro Butei (Acting) Academy is a famous acting school,
R ANK 5: T HE F INAL S ILENCE - The true assassin requires but a rivaling the actors of the Kakita Artisan Academy, but its students
single strike. After you make damage roll as a result of a successful are also taught methods of infiltration and impersonation. The most
attack, you may spend a Void Point to increase any two dice to show promising students receive instruction in poison, stealth, and
10s. These 10 do not explode. You may spend multiple Void Points assassination, and are given contacts within the Scorpion spy
in this manner, with each Void Point spent increasing the result of u network to help them to build up the false personas which they use
to two damage dice. in their later espionage careers. For the vast majority of its students,
of course, the Butei Academy is simply a school of the arts—the
The Scorpion Saboteurs Advanced Scorpion students are aware the school is more than it seems, but
are content to ignore such unpleasantness and focus on pursuing
Clan: Scorpion their craft.
Discipline: Ninja The skilled infiltrators who emerge from the Butei Academy are a
Benefit: matter of rumor and supposition to the rest of the Empire. There are
Skills: Craft: Explosives 3, Stealth 5, Knives 4, Ninjutsu 4 fanciful tales of Scorpion infiltrators so skilled they could convince a
Honor: doting mother to place an entire family’s welfare into their hands.
These are exaggerations, but the Shosuro Actors are certainly quite
Outfit: skilled and they take their clan’s sacred duty to protect the Empire
extremely seriously. In their view, whatever deceptions they must
The Saboteurs are the military elite of the Scorpion shinobi forces. perpetrate are more than justified, and they are as ready to die for
While the clan’s other shinobi focus on spying and assassination, the clan as any other Scorpion
the Saboteurs undertake the military defense of the Scorpion lands,
using every sort of tactic (including the forbidden gaijin pepper) to Techniques
weaken, distract, and cripple enemy armies. Although they prefer to
operate by stealth, they are more than capable of defending R ANK 1: T HE F IRST F ACE - The Shosuro Actor begins his career by
themselves should the need arise. learning the basics of deception and mimicry, and takes his first
steps on the path of infiltrating the Empire. You learn one persona.
During the Clan War era, with most of the Scorpion Clan dead or
scattered, the Saboteurs bear the burden of protecting their lands Any time you spend a Void Point on an Acting or Sincerity (Deceit)
and punishing those who occupy them. Both the Imperial Legions Skill roll, you a bonus of +3k1 instead of the normal +1k1.
and the later Crab invaders suffer heavily at the Saboteurs’ hands.
R ANK 2: T HE S UBTLE S TING - Shosuro Actors are expected to serve
their clan as both infiltrators and assassins. You gain a bonus of
Techniques +2k0 to your attack rolls when wielding a Small weapon.
R ANK 1: F OLLOW THE P INCERS - The Saboteurs are trained to an R ANK 3: T HE S ECOND F ACE - The Actor’s training has now
extreme degree of focus and alertness, assuring they can slip advanced enough to make him a far more flexible and capable
through enemy lines and silence anyone who spots them. You gain infiltrator. You learn a second persona. In addition, you may now
a +1k1 bonus to all Stealth rolls and suffer no Initiative penalties for spend two Void Points (rather than just one) when enhancing a Skill
being surprised, Dazed, or Fatigued. roll with any of your School Skills. This stacks with the effects of your
Rank One ability.
R ANK 2: N O M ISTAKES - The Saboteur specializes in using
demolitions to destroy vital targets such as walls, bridges, supply R ANK 4: T HE V IPER ' S K ISS - The Shosuro Actor intensifies his
dumps, and castles. When you spend a Void Point on a roll with martial training to enable swift and deadly assassinations of his
Craft: targets. You may attack as a Simple Action instead of a Complex
Action when using a Small-sized weapon.
Explosives, you gain a +2k2 bonus instead of the normal +1k1. Due
to your extensive training with gaijin pepper, you suffer no ill effects R ANK 5: T HE T HIRD FA CE - The Shosuro Actor is now a true master
from low rolls with Craft: Explosives and if the optional “fizzle” rule is of deception, infiltration, and murder. You gain a third persona. In
in effect you are immune to it as well. addition, if you attack a foe who is unaware or does not expect
danger from you, your Raises are not limited by your Void.
R ANK 3: S EEKING W EAKNESS - The Saboteurs are trained to strike
at their opponents’ weak points with lethal and shocking speed.
When fighting with a Small weapon (melee or ranged) you may
make a single attack as a Free Action each Round in addition to any
other Simple Action or Complex Action attacks you might make.
Also, when fighting with a Small weapon (melee or ranged), you may
ignore the effects of your opponent’s armor on his Armor TN and
Reduction.

28
Soshi Shugenja Fire: Extinguish, Fires of Purity, Disrupt the Aura, Haze of Battle,
Globe of the Everlasting Sun.
Clan: Scorpion Water: Reversal of Fortunes, Rejuvenating Vapors, Wisdom and
Discipline: Shugenja Clarity, Near to Ice.
Benefit: +1 Awareness
Skills: Calligraphy (Cipher), Courtier, Etiquette, Lore Theology, Techniques
Spellcraft, Stealth, any one Skill
R ANK 1: W AY OF THE W ARDMASTER - The Yogo are masters at
Honor: 2.5 creating wards for later use. When you cast any spell with the Wards
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack, keyword, you may Raise a number of times equal to the spell’s
5 koku Mastery Level to instead place the spell into a paper ward. Once this
Affinity/Deficiency: Air / Earth is done, the paper ward will hold the spell “latent” until you activate it
(as a Simple Action) by placing it on a target. Only you may activate
Although it is admittedly rare, there are times when the prodigious your wards. The ward sticks to the target and immediately discharge
physical abilities of the Bayushi and Shosuro are inadequate to the spell, whose duration is measured normally from that moment. If
accomplish a task requiring stealth and subtlety. When this happens, an area-effect spell is discharged onto a living target, it will only
a student of the Soshi Shugenja School is brought in to deal with the affect that target.
matter. The Soshi understand better than most that the kami are not
honorable beings a many envision them, but rather completely alien You cannot recover the spell slot of a spell which has been cast into
creature with no firm concept of human behavior or even of honor a paper ward until after the ward is discharged.
itself. They can and will do virtually anything asked of the if properly
entreated, so long as the request is not a violation of the natural If a ward is damaged or destroyed before it is discharged, it loses all
order such as blood sorcery. The Soshi excel at exploiting this to power and you may regain the spell slot normally.
channel the kami into feats of stealth trickery, and deception. Placing a paper ward on an unwilling target requires an unarmed
Although all shugenja have the potential to cast spells discreetly melee attack using a roll of Spellcraft / Agility.
none excel at it as the Soshi do. Their ability to cast virtually any
non-damaging spell without any outward indication of its origin make An active ward may be physically torn/destroyed, which instantly
them perfect for infiltration an subtle manipulation at court. ends any ongoing spell effects; this requires a Simple Action

Techniques
R ANK 1: T HE K AMI ' S W HISPER - The Soshi cast their spells as Unicorn
quietly as the kami themselves. You may sacrifice an additional spell
slot (of the same Element when casting any spell with no potential to
inflict damage in order to eliminate all visible signs of the spell Moto Bushi
having been cast. All spell effects take place normally there is simply
no outward sign of what ha happened. You also gain a Free Raise Clan: Unicorn
on any spell with the Illusion keyword. Discipline: Bushi
Benefit: +1 Strength
The Yogo Wardmasters Skills: Athletics, Defense, Horsemanship, Hunting Kenjutsu
(Scimitar), any one Bugei Skill, any one Skill
Clan: Scorpion Honor: 3.5
Discipline: Shugenja Outfit: Riding or Heavy Armor, Sturdy Clothing Daisho, Heavy
Benefit: +1 Intelligence Weapon or Polearm, Traveling Pack Horse (Unicorn riding
Skills: Calligraphy (Cipher), Etiquette, Investigation, Lore: horse), 10 koku, any one weapon
Theology, Spellcraft, Stealth, any one High or Low Skill
Honor: 1.5 The Moto Bushi are the living stereotype that many hold o the
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling Unicorn Clan. More so than any other family, they are born of a
Pack, pack of twenty Paper Wards, 3 Koku union between the Rokugani people and the gaijin who were allowed
Affinity/Deficiency: Yogo Shugenja do not have an to join the Unicorn during their travel abroad. Owing to their descent
elemental Affinity or Deficiency. Instead, they have an Affinity from the wild, nomadic, barbarian tribes of the northern steppes, the
for all non-Void spells with the Wards keyword, and a Moto practice a unfettered fighting style that makes them awe-
Deficiency for all spells with the Travel or Craft keywords. They inspiring opponent on the battlefield, even as it earns them the
may treat certain spells as having the Wa enmity o all those who despise deviation from the customs and
nature of Rokugani warfare. The Moto Bushi are heavy cavalry, a
The school founded by Yogo is known for an unusual style of magic role around which their Techniques are unabashedly centered. They
that focuses on special protective charms known as wards. These excel at the Full Attack Stance, and many of their Techniques are
are similar to the exorcism wards used by the Toritaka, but are geared toward allowing them to do additional damage with any of a
significantly more flexible in their use and application. The Yogo assortment of weaponry.
guard their methods carefully and seldom allow others to study in
their dojo; even their shugenja cousins in the Soshi family know little
Techniques
about the secrets of ward magic.
The Yogo have studied their ward magic for countless generations R ANK 1: T HE W AY OF THE U NICORN - The Moto combat style is a
and have become quite adept at using wards to perform magic in wild, unfettered fury that intimidate witnesses. You may wield any
unconventional ways. For purposes of spell selection and the use of two-handed weapon with one hand (except for bows). You gain a
their Technique, Yogo Shugenja may treat the following spells as bonus of +1k0 to damage rolls while mounted, using a scimitar, or
having the Wards keyword: while using a two-handed melee weapon (these bonuses do no
stack). Scimitars have the Samurai keyword for you.
Air: To Seek the Truth, By the Light of the Moon, Benten’s Touch,
Summon Fog.
Earth: Armor of the Earth, Courage of the 7 Thunders, Force of Will,
Wholeness of the World.

29
R ANK 2: S HINSEI ' S S MIL - The Moto are famed for slicing their R ANK 4: S PIRIT OF THE B LADE U NLEASHED - Those who mistake the
enemies’ throats fro ear to ear, a gruesome display they proudly call defensive style of the Shinjo as weak can find themselves brutally
Shinsei’ Smile. You take advantage of your opponent’s weakened surprised in the last moments of their lives. When you are in the
state, gaining a bonus to your attack rolls equal to half o his Wound Defense or Full Defense Stances and an opponent makes a melee
Rank TN penalties, rounded down. For example if your opponent is attack targeting you, after the attack resolves you may immediately
unhurt and in the Healthy Wound Rank you do not gain a bonus. If take a Free Action to make one melee attack against that opponent.
your opponent is in the Cripple Wound Rank, you gain a bonus of This causes you to immediately assume the Attack Stance. This
+10 to the total of attack rolls. Technique may be used a number of times per skirmish equal to
your School Rank, but may only be used once per Round.
R ANK 3: D ESERT W IND S TRIKE - Power and precision are equally
valuable to the Moto. You may make attacks as a Simple Action R ANK 5: D ANCING WITH THE F ORTUNES - A Shinjo atop a horse is a
instead of a Complex Action when using a melee weapon. sight that gives even the most seasoned among his enemies pause,
and for good reason.
R ANK 4: T HE C HARGE OF M ADNESS - The Moto fighting style is
utterly relentless, allowing hi to move from one foe to another During a skirmish, when mounted, when you wish to spend a Void
without ceasing. Once per skirmish, if you successfully bring a target Point you may make a Void Ring Roll (TN 20) as a Free Action. If the
down to the Out Wound Level, you may immediately make an Ring Roll is successful, you gain the mechanical benefit of having
additional attach as a Free Action. This attack may not target the spent the Void Point without actually spending it. (This does not
same target as the attack that activated this Technique. You ma not actually create a bonus Void Point, it simply generates the
make Raises on this attack. mechanical effects of spending one.) If the roll fails, you spend the
Void Point as normal. You may only use this Technique a number of
R ANK 5: MOTO C ANNOT Y IELD - A Moto never surrenders. While times per skirmish equal to the number of Void Points you had at the
mounted or while assuming the Full Attack Stance you keep an start of the skirmish.
additional number o damage dice equal to half your Strength,
rounded down. You only gain this bonus while wielding a two- You may utilize this Technique when on foot as well, but the TN of
handed weapon or a weapon with the Samurai keyword. the Void Ring Roll increases to 30.

Shinjo Bushi The Moto Vindicators


Clan: Unicorn Clan: Unicorn
Discipline: Bushi Discipline: Bushi
Benefit: +1 Agility Benefit: +1 Willpower
Skills: Athletics, Defense, Horsemanship 2, Kenjutsu, Skills: Horsemanship, Hunting, Investigation (Notice),
Kyujutsu, any one Skill Kenjutsu, Kyujutsu, Lore:
Honor: 4.5 Shadowlands, any one Bugei skill
Outfit: Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow, Honor: 3.5
Knife, Traveling Pack, Horse, 10 Koku Outfit: Heavy Armor, Sturdy Clothing, Daisho, any 1 weapon,
Traveling Pack, Riding Horse, 5 koku
The Shinjo excel at mounted tactics, a trait common to all Unicorn
bushi traditions. The family’s fighting techniques incorporate a The Moto family suffered a great blow to their morale and honor
number of gaijin fighting methods encountered during the clan’s during the ninth century when their daimyo Moto Tsume, fueled by
centuries of travel outside the Empire, and as a result they employ a pride and arrogance, rode into the Shadowlands with the majority of
unique defensive style that depends on concepts such as the active his forces. He and his men fell to darkness and became some of
parry, riposte, and other such oddities that most Rokugani are Jigoku’s greatest tools in its fight against Rokugan. Those Moto who
unfamiliar with. survived or remained behind were deeply shamed and swore to
eradicate all those Tainted creatures who bore their name. This oath
Techniques gave rise to both the elite White Guard and to the Moto Vindicator
school. Although the order of Vindicators existed before the fall of
R ANK 1: T HE W AY OF THE K I -R IN - The Shinjo family’s natural Moto Tsume, they did not have an intense personal hatred of the
affinity for horsemanship is immediately obvious and pervades their Shadowlands and their Techniques had not yet advanced to form a
every action. When spending a Void Point to add +1k1 to any School full school.
Skill Roll, you may also add your rank in Horsemanship to the total.
The disgrace of Tsume’s defeat changed everything.
This bonus cannot be used while in the Center Stance.
The Dark Moto were terrible creatures. They rode monstrous steeds
R ANK 2: D ANCE OF THE B LADE - The ancient gaijin swordsmanship that never tired, struck with inhuman strength, and used foul magic
techniques practiced by the Shinjo have given them a defensive to destroy their foes. The threat forced the Vindicators to become
edge against many styles practiced within the Empire. When you are stronger, strong enough to overcome their fallen cousins. They
in the Full Defense Stance and an opponent succeeds with an attack trained to spot the signs of the Shadowlands Taint and to neutralize
roll that targets you, you may immediately take a Free Action to their opponents’ advantages. The Moto called every favor at their
make a Contested Agility Roll against that opponent. If successful, disposal to learn from the best, and the Crab were glad to help,
the attack misses instead. This may be done a number of times per especially since the Shinjo had offered help to their Hiruma family.
Round equal to your School Rank.
The Moto Vindicator School focuses the fury and dedication of the
R ANK 3: T HE F OUR W INDS S TRIKE - The swift and relentless assault Moto to a destructive point. If a Vindicator spots his sworn nemesis,
of a Shinjo is a dreadful sight to behold for his enemies. You may he will not retreat until either he or his foe is dead.
make attacks as a Simple Action rather than a Complex Action when
wielding weapons that possess the Samurai keyword. If you are To join this School, you must have either the Higher Purpose
fighting while mounted, you may also attack as a Simple Action (Defeat the Shadowlands) Advantage or the Driven (Defeat the
when wielding a bow. Shadowlands) Disadvantage.

30
Techniques Techniques
R ANK 1: P URITY OF THE B REATH - The Vindicator knows the only R ANK 1: R IDING IN H ARMONY - The Utaku Battle Maidens value
way to combat the Shadowlands is to maintain integrity in the face of honor above all. You gain bonus equal to your Honor Rank to one
the foulest corruption. At the beginning of each Round, you may attack roll per Round. While mounted, you may instead choose to
choose one of two effects to apply until the end of the Round. You apply this bonu to one damage roll if you choose. You gain a bonus
may reduce your TN penalties from Wound Ranks by an amount equal t your Honor Rank to the total of all Horsemanship rolls.
equal to your School Rank plus your Willpower. Or, you may instead
choose to add a bonus to your Armor TN equal to your School Rank R ANK 2: T HE V OID OF W AR - An Utaku can sacrifice defense for
plus your Willpower. speed if the flow of the battle calls for it. During Stage 1 of any
Combat Round you may add 5 to either your Initiative Score or you
If you are in a skirmish against creatures of the Shadowlands, the Armor TN. This bonus lasts until you use this Technique again or the
chosen bonus is doubled. skirmish ends.
R ANK 2: F ACING THE D ARK W ITHIN - The Vindicator learns to hone R ANK 3: S ENSING THE B REEZE - The natural feel of the saddle lends
his senses so that he is never surprised by those who serve the an Utaku unnatural freedom of movement. While mounted, you may
darkness. You gain a +2k0 bonus to all Investigation rolls. This make attacks a a Simple Action instead of a Complex Action.
bonus is increased to +2k1 if you are specifically attempting to notice
effects of the Shadowlands Taint. R ANK 4: W IND N EVER S TOPS - Like the wind across the battlefield,
the charge of an Utaku is unstoppable. While mounted, you may
R ANK 3: J USTICE OF O UR A NCESTORS - The Vindicator’s rage at his overrun the enemy by spending a Void Point. You may take a
foes knows no bounds. You may make melee attacks as a Simple Simple Action t charge the enemy and attack him at the end of your
Action instead of a Complex Action. movement. (Both the movement and attack take the same Simple
Action. If you are mounted, this Action uses the movement rate of
R ANK 4: A VENGINE O UR O WN - The Vindicator’s fury is provoked the your steed.) If this attack succeeds, you gain a bonus of +2k1 to the
most when it is directed at those creatures he once called his total of all damage rolls this Turn.
brothers. You gain a bonus of +2k0 to your attack and damage rolls
against any enemy who has attacked you in this skirmish and R ANK 5: O TAKU ' S B LESSING - The Utaku carry the honor of their
against any creature with the Shadowlands Taint whether it has founder as their shield. A the beginning of your Turn, you may spend
attacked you or not a Void Point a a Free Action to activate this Technique. You add
your Honor Rank to all damage rolls and Bugei Skill Rolls this Turn.
R ANK 5: B LOODIED BUT U NBOWED - The Vindicator can push on This bonus stacks with those from Riding in Harmony.
past physical limits once his goal is in sight. Once per skirmish, you
may choose to keep fighting despite your injuries. Activating this Utaku Mounted Infantry
Technique is a Free Action. Once it is active, while making melee
attacks you gain a bonus to the total of your damage rolls equal to
the TN penalties you are suffering from Wound Ranks.
Clan: Unicorn
Discipline: Bushi
(This uses the default Wound penalties, ignoring modifications from Benefit: +1 Agility
Advantages, spells, or other such effects.) The effects of this
Skills: Athletics, Battle, Defense, Kenjutsu, Polearms, Spears,
Technique last for two full Rounds. You may choose to extend the
effects of this Technique for an additional Round by taking ten any one Bugei or High Skill
Wounds. Honor: 5.5
Outfit: Normal clothing, daisho, any one spear or polearm,
Utaku Battle Maiden light armor, steed (Unicorn riding horse), traveling pack, 5 koku

Clan: Unicorn Although the Unicorn Clan is known for its cavalry, the tactics of
Discipline: Bushi Shinjos children also require infantry to serve as a base of maneuver
Benefit: +1 Reflexes and to fix enemy infantry in place.
Skills: Battle, Defense, Horsemanship 2, Kenjutsu Sincerity,
The need for such tactics became clear during the clans years of
any one High or Bugei Skill wandering in gaijin lands, most notably during the 200 years after
Honor: 6.5 Shinjo disappeared in battle against the Lying Darkness. During
Outfit: Light or Riding Armor, Sturdy Clothing Daisho, any 1 those two centuries the clan fought a variety of opponents, many of
weapon, Traveling Pack, Horse (Utak Warhorse), 10 koku whom could not be defeated with a simple cavalry charge. To deal
with this problem, the Unicorn developed a force of mounted infantry
soldiers who rode horses while the army maneuvered, but then
The Utaku Battle Maidens, also known as the shiotome, are the dismounted and fought on foot.
finest and most respected cavalry in all the Empire, feared by
reputation even more so than their kinsmen among the Moto and From the beginning, this force attracted a disproportionate number
Shinjo families. While the remainder of the Clan trains on gaijin of men from the Otaku family, who were forbidden by family tradition
riding horses, a larger and sturdier breed that the simple Rokugani from fighting on horseback alongside the Otaku women. In fact, it
pony, the Utaku alone have the right t breed, raise, and ride into was one such man, Otaku Buki, who devised the first specific
battle the legendary Utaku steeds the finest horses in the world. Like Techniques for the mounted infantry, drawing inspiration from the
other Unicorn bushi Schools, the Utaku Battle Maiden Techniques gaijin fighting techniques he had seen.
focus on mounted combat, although not to the total exclusion of non-
mounted abilities. On a horse, however an Utaku is a threat to
virtually any human opponent. Honor is an important trait for a Battle
Maiden as well, and the higher an individual’s Honor, the greater the
bonuses they receive.

31
Over time, the School which developed from Bukis techniques Ide Emissary
came to be known as the Otaku Mounted Infantry School (in modern
times, the Utaku Mounted Infantry); although it drew recruits from all
of the families, the Otaku men always predominated. However, it
Clan: Unicorn
remained a distinctly secondary choice for most Unicorn, since the Discipline: Courtier
cavalry schools were considered the premier symbols of Unicorn Benefit: +1 Awareness
might, and enrollment in the school was never as high as its sensei Skills: Calligraphy, Commerce, Courtier, Etiquett
(or the Unicorn generals) would have liked. That finally changed, (Conversation), Horsemanship, Sincerity (Honesty) any one
however, after the disgrace of the Shinjo family during the Hidden High or Perform skill
Emperor era. The Shinjo Bushi School had always been the Honor: 5.5
preferred choice of Otaku/Utaku men who wished to serve in battle,
but after the revelation that many of the Shinjo had served the Kolat, Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
a rift opened between the families and the bulk of the Utaku males Calligraphy Set, Traveling Pack, 10 koku
began training in the Mounted Infantry School instead. This resulted
in a sharp expansion in the overall size and strength of the Unicorn The Ide Techniques focus on a calm mind, serenity in al things, and
infantry forces, and many samurai in the other clans finally began to mediation. They are the most pacifistic of an courtier tradition among
take note of the school and its students. the Great Clans, save possibly for the Asako of the Phoenix Clan.
The intensity of their conviction with regard to pacifism has waxed
Techniques and waned over the years but on the whole they remain devoted to
defusing conflict whenever possible. This makes them welcome
R ANK 1: C HOOSE Y OUR W EAPON - The Utaku infantry are trained to allies to some Clans, and meddling outsiders to others. The Ide
fight with sword, spear, and polearm, but each student of the School accept compliment and criticism with equal cheer. The Ide
is expected to choose one such weapon on which to focus his Techniques are different from most courtier Technique in that they
training. are entirely non-offensive in nature. The Ide specialize in protecting
themselves from the ramification of their actions, and in attempting
You may choose either the Kenjutsu Skill, the Polearms Skill, or the
to defuse conflicts among others.
Spears Skill you gain a free Emphasis of your choice in that skill.
You are trained to use that weapon for both attack and defense. You
add a +1k0 bonus when attacking with that Skill. If your chosen Skill Techniques
is Spears or Polearms, when you are in the Defense or Full Defense
stance while wielding a weapon using that Skill, you may add your R ANK 1: T HE H EART S PEAKS - The Ide are taught to adapt instantly
Skill Ranks to your Armor TN. If your chosen Skill is Kenjutsu, you to new customs an social nuances, allowing them to avoid giving
add half your Skill Rank (rounded down) instead. offense in eve the most dangerous and hostile of courts. Also, since
the must often deal with foreigners who might react poorly t lies or
R ANK 2: S PEED OF MY S ISTERS - The Utaku Infantryman is taught to manipulation, they are taught to employ honesty an direct speech
move swiftly in order to support the Unicorn cavalry on rapidly- wherever possible. In any situation in which you might inadvertently
evolving battlefields. On foot you move as though your Water Ring is give offense, whether through accident or ignorance (such as being
1 Rank higher and add a +1k0 bonus to your Initiative rolls. unaware of a daimyo’s hostility to a particular subject of
conversation), you may roll Etiquette (Courtesy) / Awareness at TN
R ANK 3: A LL-F RONTS A TTACK - The Utaku Infantrymans mastery of 20 to avoid doing so. You gain Free Raise when rolling Sincerity
his chosen weapon has now reached the point of allowing him to (Honesty), but any time you roll Sincerity (Deceit), your TN is
strike in all directions with blinding speed. When using your chosen increased by +5.
weapon Skill, you may attack as a Simple Action instead of a
Complex Action. R ANK 2: P IERCING THE V EILS - After centuries of dealing with
unpredictable and sometime violent folk in the Burning Sands, the
R ANK 4: U TAKU ' S T HUNDER - Like the women of the Utaku family, Ide have learned a almost preternatural ability to read the emotions
the men of the Utaku Infantry are taught to call upon their Honor to of others recognizing their true feelings and, hopefully, steering
strengthen their purpose and their blows. Once per Skirmish while away from trouble. You may attempt to read someone else’s true
wielding your chosen weapon, you may spend a Void Point to add emotions in a social situation by making a Contested Social Roll of
your Honor Rank in unkept dice to your attack roll. In addition, your your Etiquette / Awareness against the target’s Etiquette / Willpower.
movement bonus (from your Rank 2 Technique) now lets you move With a success, you gain a simple, genera idea of their true feelings
as though your Water Rank is 2 higher (instead of 1). – which can be very useful when those feelings are not the same as
R ANK 5: E PIC OF M Y N AME - The fully trained Utaku Infantryman is their outward actions. You may Raise for better information, subject
an unpredictable whirlwind on the battlefield, striking and dodging to the GM’s adjudication. (For example, two Raises might tell you,
with equal skill. The Armor TN bonus from your Rank One technique “The Doji i actually hoping for your success against the Dragon.”)
now also applies while you are in the Attack Stance. Once per R ANK 3: T HE H EART L ISTENS - The Ide family’s training emphasizes
skirmish while in the Full Attack Stance you may add a +4k2 bonus friendship and good persona relations as the key to successful
to your damage roll with your chosen weapon; if your chosen diplomacy. You ma attempt to sway someone’s attitudes toward you
weapon is Spears or Polearms, you may do this in the Attack Stance in a positive direction. This requires spending at least 10 minutes i
as well. conversation, after which you may make a Contested Roll o your
Sincerity (Honesty) / Awareness against their Etiquette (Courtesy) /
Willpower. With a success, you shift their attitude toward you in a
positive direction. (A hostile individual will become more neutral, an
undecided individual will become friendly, etc.) If you make at least
two successful Raises o this roll, the target will regard you as an Ally
for the remainder of this day (subject to GM approval). This
technique cannot be used on Sworn Enemies, and the GM is the
final arbiter on whether it functions against unusual targets such as
nonhuman creatures.
R ANK 4: A NSWERING THE H EART - At this level of training, the Ide
have become true masters o mediation, able to see past all the
deceptions and false front of diplomacy and discern the true solution
to any problem. When using your Rank Two and Rank Three
techniques, you may roll additional unkept dice equal to your School
Rank.

32
R ANK 5: T HE I MMOVABLE H AND OF P EACE - The final lesson the Ide The original gaijin sorcerers who created name magic could not
school teaches its students is to b such perfect mediators that no speak to the elemental kami and had no direct access to the gods.
honorable person can raise hand against them in violence. You may Instead, they forged amulets of power that could simulate magical
spend a Void point to make a Contested Roll of your Sincerity effects by invoking the true names of the elements. When the
(Honesty) / Awareness against a target individual’s Etiquette Unicorn studied this magic, they realized it trapped a kami into the
(Courtesy) / Awareness. If you win the roll, the target cannot take item, forcing it to reproduce a single effect whenever the sorcerer
any hostile action against you (physical, social, or magical) for a focused his will into it. The Unicorn changed and adapted the
number of hours equal to twice your School Rank, as long as you process to fit their own beliefs. Their meishodo amulets no longer
likewise refrain from hostility against that person. This Technique trap the kami, but instead appeal to the elements surrounding the
does not work against those with an Honor Rank less than 2.0 or amulet to perform the desired magical effects.
who possess no Honor Rank (animals, oni, etc).
However, somewhat like the gaijin originals, a Unicorn meishodo
Iuchi Shugenja amulet contains only one unalterable effect that can be invoked in
this manner.
Clan: Unicorn Meishodo is a Unicorn secret, jealously guarded by all of the clan.
Discipline: Shugenja Meishodo sacrifices power for speed, using a brief incantation rather
Benefit: +1 Perception than an extended dialogue with the kami, and speed has always
been an important aspect of the Unicorn approach to life.
Skills: Battle, Calligraphy (Cipher), Horsemanship Lore:
Theology, Meditation, Spellcraft, any one Hig or Bugei Skill Depending on the era of play, this school is known as either the
Honor: 5.5 Horiuchi Shugenja School or simply as the Meishodo Shugenja
Outfit: Extravagant Clothing, Wakizashi, any 1 weapon School—in the earlier eras it is taught and maintained by the Iuchi
Calligraphy Set, Traveling Pack, Horse (Unicor riding horse), family
10 koku
Affinity/Deficiency: Water / Fire Techniques

With the possible exception of the Tamori, the Iuchi are the least R ANK 1: MYSTERIES OF M EISHODO - Meishodo is a mixture of gaijin
conventional and conservative shugenja family in the Empire. They and Rokugani magic, resulting in a fast and powerful method of
are wild and carefree, and as many o their sensei’s lessons are calling the kami.
taught in the open plains as in the temple. This stems from their
history of teaching while the Clan was traveling through distant Shugenja studying these methods learn to create meishodo
realms. The impact o those years is also felt in the diversity of the amulets, keyed to invoke the elements in specific ways.
family’s magical styles. The Iuchi embrace, among others, the style You may create a magical amulet by making a successful roll of
called meishodo, which involves the creation of magical talisman Craft: Meishodo/Ring, using the Ring for the desired spell. The TN of
that shugenja can draw on in lieu of the kami. In keeping with the this roll is equal to 15 plus 5x the spell’s Mastery Level. Creating a
theme of the Unicorn in general, the Iuchi Technique enhances meishodo requires a number of hours equal to the spell’s Mastery
movement and allows for unparalleled speed, even among the Level. If the roll is successful, you create a small charm imbued with
Unicorn. Their ability to cast more powerful Travel spells further the prayer to the kami that will cast the chosen spell. Each meishodo
enhances their skill i this area. stores only one spell, and is used in place of the scroll normally
required to cast the spell.
Techniques
Casting a spell through a meishodo requires only one Complex
R ANK 1: S PRIT OF THE W IND - The Iuchi harness the power of the Action, regardless of the Mastery Level of the spell. You do not have
elements to grant the waves’ speed to others. As a Complex Action, to make a Spell Casting Roll to cast the spell, but the spell cannot
you may sacrifice one spell slot of any element to grant one target gain any benefits from Raises (not even Free Raises). You expend a
individual an additional Simple Move Action. This Simple Action is in spell slot as normal.
addition to the target’s normal Action per Round. The additional You may only create meishodo from spells of a Mastery Level equal
Action must be used on the target’s next Turn or it is lost. You also or less than your Shugenja School Rank, and can never create
gain a Free Raise on any spell with the Travel keyword. meishodo from spells of Mastery Level 4, 5 or 6. Other shugenja
may use your meishodo if they are proficient in meishodo magic
Meishodo Magic and the Horiuchi Shugenja (e.g. trained in this school).
Clan: Unicorn
Discipline: Shugenja
Benefit: +1 Stamina
Skills: Calligraphy, Craft: Meishodo, Defense, Lore:
Theology, Meditation, Spellcraft (Spell Research), any one
High or Bugei Skill
Honor: 4.5
Outfit: Robes, Wakizashi, Knife, Scroll/Amulet Satchel,
Traveling Pack, 4 koku
Affinity/Deficiency: Earth / Air
The Horiuchi family was formed late in the history of the Unicorn, but
the shugenja school that bears their name in modern times has an
ancient history with roots from long before the Great Clan’s return to
their ancestral home in Rokugan. During their travels outside the
borders of the Emerald Empire, the Unicorn discovered many
different methods and styles of magic among both their allies and
enemies, incorporating them into a single method. After the Horiuchi
family was formed they became some of the foremost practitioners
of the meishodo method and in modern times the school bears the
Horiuchi name.

33
Moto Death Priests Minor Clans
Clan: Unicorn
Discipline: Shugenja
Minor Clan Defender Advanced
Benefit: +1 Willpower Clan: Minor Clan
Skills: Athletics, Horsemanship, Hunting, Lore: Discipline: Bushi
Theology, Meditation, Spellcraft, any one Skill Benefit:
Honor: 3.5 Skills:
Outfit: Sturdy Traveling Clothing, Wakizashi, any one weapon, Honor:
Traveling Pack, Horse (Unicorn steed), 5 Koku
Outfit:
Affinity/Deficiency: Earth / Air
The startling individuals known as the Moto Death Priests are The samurai of the Minor Clans begin their career in service to the
adherents of the Shi-Tien Yen-Wang, the pantheon of wrathful gods Emperor at a significant disadvantage compared to their
of death and judgment who were worshipped by the Moto family counterparts from the Great Clans. They have fewer resources,
prior to its allegiance to the Unicorn Clan. When the Moto were still fewer allies, and vastly less prestige. Many simply accept this is their
nomads, they paid homage to these Lords of Death out of both lot as servants of a lesser clan and never challenge it. There are a
reverence and fear. However, when the Lady Shinjo taught the Moto few, however, who refuse to accept such a fate, and commit
there were gods who could show compassion and reward loyalty, themselves fully to championing the cause of their clans to the
they forsook their old devotion and joined the Unicorn. For centuries, Empire at large. These men and women do not have any particular
the enraged Lords of Death sought their wayward worshippers, unifying qualities other than their passion and drive to better the lot
finally locating them in the Empire of Rokugan and afflicting them of the Minor Clans. Such individuals occasionally come into contact
with ill fortune and misery, a kharmic phenomenon sometimes with one another during the course of their activities, and over the
referred to as the Moto Curse. It was not until the days of Moto years can form strong alliances in order better serve their cause.
Gaheris, near the end of the War of Spirits, that the gods were Although no formal dojo exist in which students can follow the
contacted directly and a bargain was struck: the Lords of Death lessons of such heroes, there are secrets passed down through
would stay their wrath and in exchange the Moto would resume their family lines and via apprenticeship for those who choose to follow
worship. such a path. In a show of the devotion these individuals have to a
After the reunion of the Moto and the Lords of Death, worship of greater cause, these secrets are shared among all those who share
these gods spreads to other families within the Unicorn, especially the same passion for their cause, regardless of what Minor Clan
once they are elevated to the position of lesser Fortunes in the affiliations they possess.
cosmology of Rokugan. Holding sway in the Realm of Waiting, they
pass judgment on the dead who await reincarnation, and their power Techniques
even attracts a few worshippers from other clans. The Death Priests
who revere the Shi-Tien Yen-Wang are singularly focused and R ANK 1: K NOW N O B OUNDARIES - Conviction and determination can
disturbing men and women; they bring the blessings of death to elevate even the lowest samurai to greatness if he but follows his
those who are determined to be enemies of the Unicorn, and their own sense of honor in moments of crisis. You may spend a Void
prowess in battle is something other clans quickly learn to fear. Point to temporarily gain two ranks of Status, forcing others to
recognize your talents and abilities. This effect lasts for a period of
Techniques one hour.
R ANK 2: T HE S PEED OF C ERTAINTY - A true master of destiny is
R ANK 1: B LESSINGS OF THE S HI -T IEN -Y EN -W ANG - The Moto Death versatile and fleet of action. Once per Round you may spend a Void
Priests carry the favor of gaijin death gods and bestow their Point to make one melee attack as a Free Action. You may make no
blessings to their enemies. As a Simple Action you may sacrifice a other attacks during this Round.
spell slot and target one enemy (within a maximum range equal to
your School Rank x 100 feet). Make a Contested Willpower Roll R ANK 3: T HE S TRENGTH OF H UMILITY - A defender of the Minor
against that opponent. If you are successful, the target may not Clans is a paragon of strength and certainty, skilled in the samurai
benefit from exploding dice or from Advantages that allow him to re- arts and capable of virtually any deadly action. You may make melee
roll a roll. This effect lasts for a number of Rounds equal to your attacks as a Simple Action when using weapons with the Samurai
School Rank. keyword. If you already possess the ability to make attacks as a
Simple Action when wielding such weapons, you may choose any
You gain a Free Raise on any spell with the Travel keyword. one other type of melee weapon (knives, heavy weapons, spears,
etc.).
You gain the ability to attack with these weapons as a Simple Action
instead.

34
Badger Bat
Ichiro Bushi Komori Shugenja
Clan: Badger Clan: Bat
Discipline: Bushi Discipline: Shugenja
Benefit: +1 Strength Benefit: +1 Awareness
Skills: Athletics, Commerce, Defense, Heavy Weapons Skills: Calligraphy (Cipher), Lore: Ancestors, Lore Theology,
Jiujutsu, Kenjutsu (Katana), any High or Buge skill Meditation, Spellcraft, Tea Ceremony, an one High Skill
Honor: 3.5 Honor: 4.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, any Outfit: Robes, Wakizashi, any 1 weapon, Scroll Satchel
Heavy Weapon or Polearm, Travelin pack, 3 koku Traveling Pack, 3 koku
Affinity/Deficiency: Air / Earth
The founder of the Ichiro Bushi School was a Hida. It is n surprise, When Yoritomo Komori was granted the honor of forming hi own
then, that the School remains similar to its Crab roots. The school’s Minor Clan, he quickly gathered the brightest shugenja to his side.
philosophy is simple: hit the enemy s hard that he has no time to He decided he would honor his bat spirit heritage of swift
engage in any fancy tactics. The Ichiro Bushi School focuses on communication and bring that resource to the rest o the Empire. The
their love of wrestling and unarmed combat. It emphasizes the Komori recognize that one must balance the practical with the
power of pure strength in defeating enemies. The Ichiro Bushi uses theoretical, an strive to hone their messaging abilities for us on the
strengt as the answer to almost any problems that may arise. Other field. The Komori Shugenja School is unique i the Empire. The
may move faster or strike with more precision, but the Ichiro will koumori are benevolent bat spirits creatures hailing from
answer with overwhelming damage. Chikushudo who have helped mankind on several occasions. Their
powerful magic has never been understood because of the spirits’
Techniques reclusive nature. The Komori Shugenja have tapped into that
resource, giving the strange and wondrous spells that have never
R ANK 1: T RANSCEND THE M OUNTAIN - The bushi of the Badger Clan bee seen before.
live and train in the rugged territory of the Great Wall of the North,
and revere strength a the ultimate measure of any warrior’s Techniques
capabilities – the power of a warrior’s fists can still be relied on when
all else fails. You may re-roll any Skill roll or Trait roll which uses R ANK 1: T HE K AMI ' S W HISPERS - The Komori practice the rituals of
Strength, but you must keep the results of the second roll. You suffer the koumori spirits from whom their founder is descended, and ferry
n movement or combat penalties for Moderate terrain, and only half messages from on to another via the kami. You may expend one
the normal penalty for Difficult terrain. spell slot to send a whispered message to another individual known
to you. This message must be no longer in length than thirty
R ANK 2: S TRENGTH OF THE B ADGER - With practice, the Badger
seconds per School Rank, an may be delivered a maximum distance
learn to call upon their strength t crush their opponents. A number of
equal to you School Rank x 100 miles.
times per session equal t your Strength Rank, you may re-roll a
damage roll, keeping the better of the two results.
R ANK 3: C RUSHING B LOW - Experienced Badger learn to deliver
blows of truly fearsome power, with weapons or even their bare Boar
hands, which can pulverize flesh even through the protection of
armor. You ma ignore the effects of armor on an opponent’s Armor
TN. You unarmed attacks may ignore 1 Rank of your target’s Heichi Bushi
Reduction.
Clan: Boar
R ANK 4: C RASHING S TONES - Ichiro samurai are taught to strike with Discipline: Bushi
the speed of the deadly avalanche. Your attacks with Samurai
Benefit: +1 Strength
R ANK 5: R ETURN THE S TRIKE - The final lesson taught in Badger Skills: Athletics, Defense, Hunting, Intimidation, Kenjutsu
Clan dojo is that the most effective blows in combat are not the Spears (Mai Chong), any one Bugei Skill
swiftest, but the hardest struck. At the start of a skirmish, before Honor: 3.0
Initiative is rolled you may choose to lower your Initiative total by 20
for the duration of the skirmish. In exchange, you add your Strength
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, any
Rank in unkept dice to both your attack and your damage rolls for Spear, Traveling Pack, 3 koku
the first two rounds of that skirmish.
Shadowy dangers always threatened the Boar lands, and the Heichi
Bushi School formed to face them. The Boar were ready to defend
themselves and developed techniques that would help them match
that fervor. They learned to take the worst attacks their enemies
might hold in store and simply keep going. The trained Heichi Bushi
maintains a strong defense but his furious assaults are chilling to
see. The Heichi Bushi School emphasizes a weapon that is rarely
seen in the rest of the Empire: the Mai Chong. The uniquely shaped
spear has a curved head, and the weapon handle completely
differently from other pole weapons. The Heichi Bushi can use the
spear to devastate his enemies at range. The longer reach of his
weapon perfectly suits his defensive style where he waits for the
perfect moment to break the enemy’ momentum.

35
Techniques
Falcon
R ANK 1: T HE C HARGE OF THE B OAR - The attack of a boar can
come from nowhere, with little warning. If you are in the Full Attack Toritaka Bushi
stance, you may ready medium weapon or a spear as a Free
Action. When wielding a spear in combat you gain a damage bonus Clan: Falcon
of +0k1. Discipline: Bushi
R ANK 2: T HE S TRENGTH OF O PPOSITION - The Boar school Benefit: +1 Strength
specializes in using spears, especially the Ma Chong, to snare an Skills: Animal Handling (Falcons), Hunting 2, Kenjutsu Lore:
opponent’s clothing and armor, rendering them helpless. You may Spirit Realms, Spears, any one Skill
call two Raises to Entangle an opponent with a Mai Chong, or three Honor: 5.5
Raises to Entangle them wit another spear-class weapon.
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
R ANK 3: T HE S PEED OF THE B OAR - The Boar bushi learns to strike Traveling Pack, 3 koku
with the relentless speed of hi namesake animal. You may attack as
a Simple Action when wielding a spear.
The Toritaka Bushi School excels at destruction of creature that
R ANK 4: T HE A NGER OF THE B OAR - Much like their namesake, Boar come from the other Spirit Realms. Their style is fluid in order to
bushi keep fighting even when critically injured. You may spend a adapt to any surprises that new monsters might spring upon them.
Void point during the Reaction segment to reduce your Wound TN Unfortunately this focus on otherworldly foes makes the Toritaka
penalty by one Wound Rank (the Wounds still exist, you simply feel bushi a very specialized warrior, wit few techniques that work
less pain fro them). This effect lasts the remainder of the skirmish. against human opponents. The Toritaka Bushi School focuses on
striking monsters an bypassing their defenses. They use the daisho
R ANK 5: B EYOND THE M OUNTAINS - At this rank the Boar has or the spear to find the monster’s weaknesses and relentlessly
learned to control his warrior’s fur and unleash it at the most attack the until they fall. Over a lifetime of training, the Toritaka learn
unexpected times, even when h appears to be completely defensive. to see past the tricks a monster may utilize and to efficiently
If you are in the Full Defense Stance, you may make one normal dismantle such enemies.
attack with a speak or a Samurai-keyword weapon as a Free Action,
ignoring the restriction of the Full Defense Stance. This attack gains
a bonus of +2k0 to the attack roll.
Techniques
R ANK 1: T HE F ALCON ' S E YES - A Toritaka must be aware of his
surroundings at all times for his enemies can appear anywhere. You
add +1k0 to al Skill and raw Trait rolls involving the Perception Trait.
Dragonfly Additionally when striking a creature from another Spirit Real
(including oni from Jigoku and hungry dead from Gaki-do) you add
Tonbo Shugenja +1k0 to all damage rolls.
R ANK 2: T HE F ALCON T AKES F LIGHT - Through his training, the
Clan: Dragonfly Toritaka can sense the emanation of nearby spirits as they cross
Discipline: Shugenja over into the mortal realm. You may attempt to detect the presence
Benefit: +1 Perception of any creatures fro other Spirit Realms by making a Perception Trait
Skills: Calligraphy, Courtier, Etiquette, Meditatio (Void Roll against a TN equal to the creature’s Air Ring x 5.
Recovery), Sincerity, Spellcraft, any one Hig Skill R ANK 3: T HE F ALCON ' S W INGS - The Toritaka strikes with precision,
Honor: 4.5 constantly keeping hi enemies at bay. You may make attacks as a
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack, Simple Action instead of a Complex Action while wielding a spear or
3 koku a weapon with the Samurai keyword.
Affinity/Deficiency: Wate / Fire R ANK 4: V IGILANT AND S TRONG - Monsters may have tricks to
The founders of the Dragonfly incurred the wrath of the Lio Clan confuse their enemies, but the Toritaka learns to see the truth
upon inception, and the Minor Clan has suffered greatly for that through the fog. You may spend a Void Point to negate any
legacy. Their importance belies their size; everyone who wishes to darkness or blinding penalties. This effect lasts until the Reactions
travel to the Dragon lands must first stop a the home of the Phase two Rounds later.
Dragonfly to seek permission. Their strong ties with the Dragon Clan R ANK 5: C LAWS OF THE F ALCON - Nothing will stop the Toritaka’s
and their history of tragedy have forged a serene and resilient attack from hitting its target. Your attacks ignore up to 5 points of
people, ready to face the danger of the future. your opponent’ Reduction (if he has any). Against creatures from
other Spirit Realms, you may spend a Void Point as a Free Action to
Techniques reduce the creature’s Reduction by 10 for one Round.

R ANK 1: G UIDED BY F ATE - The Tonbo are adept a court as well as


the ways of the shugenja, serving a they have as the Dragon Clan’s
intermediaries almost since their creation. The kami’s whispers can
be powerful tools in court. You may expend one spell slot t gain a
bonus of +1k0 on one Social Skill Roll. You may never spend more
spell slots than your School Rank to augment a single roll. You gain
a Free Raise on any spell with the Divination keyword.

36
Fox Techniques
R ANK 1: S PEED OF THE H ARE - The Hare are known for fighting with
Kitsune Shugenja a speed and agility reminiscence of the animal for which their clan is
named. In an situation where you have room to dodge, jump, and
Clan: Fox otherwise maneuver (GM’s discretion), you may add your Athletics
Discipline: Shugenja Skill Rank to your Armor TN except when in the Full Attack o Center
stance. Your Water Ring is considered 1 higher for purpose of how
Benefit: +1 Stamina far you can move with Move actions.
Skills: Calligraphy, Defense, Hunting, Medicin (Herbalism),
Meditation, Spellcraft, any one High o Bugei Skill R ANK 2: L EAP OF THE H ARE - The Hare bushi has learned to strike
Honor: 4.5 with a devastating springing attack that catches many opponents off
guard. If you are in the Full Attack stance, you can leap forward and
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack, attack a opponent up to 15’ away without taking a Move action. All o
3 koku your attacks on this Turn must target that opponent.
Affinity/Deficiency: Earth / Air
R ANK 3: S WIFT AS L IGHTNING - The speed and flexibility of the Hare
The Fox Clan is located next to one of the largest forests in allows him to strike wit fearsome rapidity. Your attacks with unarmed
Rokugan, a fact that has shaped the direction of their lessons. Each strikes, knives or Samurai-keyword weapons are considered Simple
Kitsune shugenja gains a love for the spirits and the tranquility of the Actions.
deep forest after countless hours meditating within its borders. This
connection between man and beast is encouraged and strengthened R ANK 4: K ICK OF THE H ARE - The Hare has learned not only how to
with comprehensive lessons. The Kitsune’s love for nature is evident strike with speed, but also how to dodge and avoid his foes at the
in the abilities taught at their school. The Kitsune can connect with same time. You may now perform your Rank Two Technique while
the wilderness and the animals that inhabit it. It is a versatile in the Attach stance instead of the Full Attack stance. If you perform
technique that can be vital to the Kitsune shugenja’s duties, an few the technique in the Full Attack stance, you may make you second
from other schools can duplicate the Fox’s abilities. attack of the Round against another opponent within 15’ of the first
opponent.
Techniques R ANK 5: R EICHIN ' S S TYLE - The final lesson of the Hare school is a
whirling flurry o leaps, feints, and attacks that come at the opponent
R ANK 1: E SSENCE OF C HIKUSHUDO - None in the Empire are closer from al directions, confusing and disorienting him. You may perform
to the ways of nature than the simpl Kitsune who make the the Feint Maneuver for only 1 Raise, and your damage bonus from a
wilderness their home. You may use the Sense, Commune, and successful Feint is not limited to your Insight Rank x 5.
Summon basic spells to affect the animal spirits of Chikushudo a
well as kami (using Summon results in the appearance of a single
animal spirit rather than a set amount o elemental material). Animal
spirits tend to be more direct than the kami, and perceive things
differently but have just as little sense of why man does what h does. Imperial
You gain a Free Raise on any non-damaging spell cast on an
animal. Seppun Guardsman
Clan: Imperial
Discipline: Bushi
Hare Benefit: +1 Perception
Skills: Battle, Defense, Etiquette, Iaijutsu, Kenjuts (Katana),
Usagi Bushi Kyujutsu, any one High skill
Honor: 6.5
Clan: Hare Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Discipline: Bushi Traveling Pack, 10 koku
Benefit: +1 Reflexes
Skills: Athletics (Running), Defense, Hunting, Jiujutsu A Seppun knows from birth that he is born to protect the Emperor
Kenjutsu, Lore: Maho (may replace with Lore: Kola after the from anything that may threaten him. A safe Emperor means a
Clan War era), any one High or Bugei skill united Rokugan, and Seppun ensure the bright future of the Empire
Honor: 4.0 by fulfilling their duty. When chosen for this prestigious service, the
Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow Seppun Guardsman, also known as Miharu, sacrifices everything in
(with 20 Arrows) or Knife, Travelin Pack, 3 koku his life for the job. After all nothing else is significant when set
against the task of protecting the Imperial House. The Seppun
Guardsman School holds defense as its highest priority. The
The Hare Clan has seen a lot of combat for a Minor Clan. Their Guardsman learns to put the life of hi charge above everything else,
continued war against the enemies of the Empire ha raged for including his own survival. The Guardsman becomes stalwart
centuries without an end in sight. Consequently, the Usagi Bushi against any sources of corruption that may interfere with his job, and
School is one of the better-developed Minor Clan warrior schools. It learns to be always aware of his surroundings, ready to identify any
has been perfected in battle and blood, a the Hare Clan has threat before it may approach his charge.
painstakingly learned what works and what simply fails. The Usagi
Bushi School takes the athleticism of the Hare Clan and channels it
Techniques
into combat advantage. The Hare learn to move faster than the
average samurai, darting in to deliver a punishing blow then dashing
R ANK 1: N EVER IN D ARKNESS - The Seppun are taught to be
out of range of any counterattack. An unprepared opponent is
unswerving in their honor, an nothing can draw them away from their
quickly overwhelmed as h is attacked from what seems like all sides.
duty. Any time you are rolling to resist a Social Skill roll which could
tempt o lead you away from your duty – such as Temptation,
Intimidation or even Courtier – you roll additional unkept dice equal to
your School Rank. You gain a +1k1 bonus any time you are making
an Investigation roll to detect an ambush o surprise attack.

37
R ANK 2: T HE C LOUDS P ART - The Seppun’s blows are infused with Techniques
his dedication to th Emperor’s cause. At the start of your Turn, you
may spend Void point to add your Honor Rank to the total of your R ANK 1: T HE A WE OF THE T HRONE - A true scion of the Imperial
attack and damage rolls until your next Turn. families knows how to use his social position to his advantage in
nearly any situation. Any time you are called upon to make a Skill
R ANK 3: S UN ' S L IGHT R EVEALS - The Seppun’s dedication now Roll, or to use your Glory or Honor rank, you may spend a Void Point
allows him to see through al manner of deceptions, even magical to instead substitute your Status Rank.
ones. At any time you may choose to spend a Void point as a Free
Action to roll Investigation (Notice) / Perception at TN 25. With a R ANK 2: T HE S TRENGTH OF THE T HRONE - As a champion of the
success, you immediately see through all disguises and illusions Imperial line, you can ensure that those who oppose you suffer
around you, whether normal or magical in nature. If you are in the mightily for their temerity. After conversing with an opponent of lower
presence of the Emperor, his immediate family, or a major Imperial Status Rank for a few minutes, you may force that opponent to make
official (Chancellor, Shogun, etc) you do not need t spend a Void an opposed Courtier / Etiquette roll against you. If you defeat your
point to activate this Technique. Once you have pierced a specific opponent at the roll, you may reduce his Status by a number of
disguise/illusion, it no longer has any effect on you (although a new points up to a maximum of twice your Insight Rank.
disguise or illusion you encounter later will function normally).
R ANK 3: T HE T ERROR OF THE T HRONE - There is virtually no one
R ANK 4: S PEED OF H EAVEN - The power of Heaven infuses the who is immune to the power of an Imperial scion. While conversing
Seppun’s arm, allowing hi to strike with greater speed. You may now with an opponent of equal or lower Status Rank, you may force a
attack as a Simple Action when using weapons with the Samurai Contested Void Roll. If you are successful, you can permanently
keyword. give the opponent any one Social Disadvantage. Alternatively, you
can force the opponent to become ronin, but the technique can only
R ANK 5: H EAVEN N EVER F ALLS - The true Seppun bodyguard is be used in this manner once every six months. Forcing a samurai to
never caught off-guard, an can protect his charge even when become ronin in this way costs you 5 points each of Glory, Honor,
surprised or disabled. An time you are within 20’ of a person you are and Status.
guarding, you may spend a Void point to leap in front of a blow or
spell which is targeting your charge. The damage is automatically
applied to you instead of to your charge. If you are still standing (not
Down or Out) after taking this damage, you ma immediately take an
extra Simple Action, which may be use for any normal purpose,
including an attack. This Technique can be used even if your Miya Herald
character is Blinded, Prone, Stunned Dazed, Entangled, or at the
Down Wound Rank (but not Grapple or at the Out Wound Rank). Clan: Imperial
Discipline: Courtier
Imperial Scion Advanced Benefit: +1 Awareness
Skills: Courtier (Rhetoric), Defense, Etiquette (Courtesy)
Clan: Imperial Horsemanship, Lore: Heraldry, Sincerity, an one High or Bugei
Discipline: Courtier skill
Benefit: Honor: 6.5
Skills: Outfit: Sensible Clothing, Wakizashi, Calligraphy Set Horse
Honor: (Rokugani pony), 10 koku
Outfit:
The Miya are Imperial messengers, charged with spreading the
The Imperial families are not generally given a great deal of words of the Emperor and the Imperial Court to even the most
consideration by the average citizen of Rokugan. Even most remote regions of Rokugan. While they are protected in most areas
members of the samurai caste go their entire lives while glimpsing by their Imperial status, the Miya must often travel t places of great
only one or two true Imperials, and many of the more remote family conflict and danger. Occasionally bandits an criminals become
branches never encounter one for generations at a time. The unreasonable or desperate and attack the herald. Thankfully, the
Imperial families are simply smaller than most of those who serve Miya is well trained for that eventuality. The Miya Herald School
the clans, and their spheres of influence are relatively limited in focuses on building trust and cordiality with everyone in the Miya’s
comparison to their clan counterparts. path. He speaks with confidence and composure to ease tensions
and smooth altercations. The Miya learns ways to boost his
Even the well-traveled Imperial heralds of the Miya family tend to defenses and spread peace to achieve the dream of a strong, united
stick to clearly defined travel routes, avoiding the Empire’s more empire.
remote districts for decades or even centuries at a time. In some
cases this can lead to a misperception of the Imperials as dangerous Techniques
or hostile individuals who desire only the obedience and submission
of other samurai.
While this is untrue in the main, there are a few individuals who
prove it correct.
Scions of the Imperial families are utterly ruthless individuals who
have mastered the manipulation of their own social standing to
decimate their enemies. Standing against a scion in court is
tantamount to ruination for all but the most skilled or highest-ranking
samurai. These scions most often come from the Otomo family,
which teaches their secret techniques in its most prestigious and
elite dojo. Much more rarely, members of the Miya or Seppun
families are permitted to train there as well. The scions are rarely
liked, frequently sought as allies, and almost always feared for the
power they can and will bring to bear on any who arouse their ire.

38
Otomo Courtier R ANK 5: T HE V IRTUES OF C OMMAND - The Otomo is now able to
bring the full power of Imperia authority to bear on those who
displease him. When making a Contested Social Roll against
Clan: Imperial someone who reveres Imperia authority, you may gain a +5k0 bonus
Discipline: Courtier on your roll.
Benefit: +1 Awareness
Skills: Courtier (Manipulation), Defense, Etiquette, Intimidatio Seppun Shugenja
(Control), Investigation, Sincerity, any on High skill
Honor: 5.5 Clan: Imperial
Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set, Discipline: Shugenja
10 koku Benefit: +1 Intelligance
Skills: Calligraphy, Defense, Etiquette, Investigatio (Notice),
Like the Seppun, the Otomo are dedicated to the safety of the Meditation, Lore: Theology, any one High o Bugei Skill
Emperor. The Otomo simply choose more underhanded method to Honor: 6.5
prove that devotion. The power of the Emperor must remain strong Outfit: Robes, Wakizashi, Bo, Scroll Satchel, Travelin Pack,
and unchallenged. This can only happen if n one can gather enough 10 koku
strength to topple the pillars of the Emperor’s authority. The Otomo Affinity/Deficiency: Fire / Water
sow suspicion and distrust amongst the Great Clans to prevent any
malicious scheme from taking root among them. The Otomo The best bushi of Rokugan are granted the privilege of guarding the
Courtiers, also known as Seiyaku, focus o fully utilizing the tools at Emperor. There are threats steel cannot answer, however and
their disposal. As an Imperial family the Otomo automatically garner against these the Seppun Shugenja stand ready. A members of the
respect and power fro every honorable samurai. The Otomo learns Hidden Guard, the Seppun Shugenja wait an stand vigil at all times
to push this advantage as far as he can to make others cower under of the day for signs of an attack. Their wards are among the best in
the weight of Imperial decree. He uses every underhanded trick in Rokugan, and the Seppun constantly practice their prayers to the
the book, knowing that his blood protects him from the kami in preparation for a assault on their territory. They are the last
repercussions. line of defense for the Emperor and they will not be broken. The
Seppun Shugenja School focuses on defense of the Emperor and
Techniques his retinue. When danger approaches, the Seppun calls upon the
kami with his entire soul, amplifying spell effects and performing
R ANK 1: T HE V OICE OF H EAVEN - The Otomo believe that nothing magical feats he would not b able to do normally. The Technique is
done in the name of the Emperor and Imperial authority can ever be versatile and work with a large variety of offensive and defensive
truly dishonorable. Their appointed role within the Empire is to spells, a long as the shugenja is trying to save the life of the Son o
spread conflict between the clans so they cannot unite against Heaven.
Imperial power and the Otomo do this without hesitation. You do not
los Honor for using the Intimidation (Control) Skill. Any time you are Techniques
in conversation with someone from one of the clan (Great or Minor),
you may make a Contested Roll of you Courtier (Manipulation) / R ANK 1: I N D EFENSE OF THE T HRONE - The Hidde Guard exist only
Awareness against their Etiquette (Courtesy) / Awareness to to defend their Emperor, and are terrible opponents for any who
provoke a disagreement or argument between them and someone might pose a danger t the sanctity of the Son of Heaven. You gain a
from another clan or faction of your choice. Free Raise on any spell cast to protect the life, persona belongings,
family, or reputation of the Emperor, a long as the action taken
R ANK 2: D ESTINY HAS NO S ECRETS - The Otomo have information would not cause you to los Honor. This includes members of the
networks that rival those of the Scorpion, and can call on them in Imperial families (though not yourself). You also gain a Free Raise o
almost any part of the Empire. If you have the opportunity to seek any spells known only to the Imperial families.
out your contacts you may spend a Void point to roll
Courtier/Awareness at T 25 to learn one piece of critically useful
information (chose by the GM).
R ANK 3: MY M ASTER ' S V OICE - The Otomo speak with the direct
authority of the Emperor and the more experienced among them
have mastered the art known as “obiesaseru,” using the authority of
Kenku
the Son o Heaven to stun their foes. You may only use this
Technique against honorable samurai (Honor Rank 1.0 or better) The Kenku Swordsman
who revere the Emperor – criminals, bandits, the Lost, and
nonhuman are immune to its effects. To use obiesaseru, you must Clan: Kenku
take a Complex Action to pause, gather your willpower, an shout an Discipline: Bushi
appropriate command (typically something like “Stop in the name of
the Emperor!”). You make a Contested Social Skill roll of Intimidation
Benefit: +1 Reflexes
(Control) / Willpower against the target’s Etiquette (Courtesy) / Skills: Defense, Hunting, Kenjutsu (Katana), Meditation, Tea
Willpower. (If the target sincerely believes he is acting honorably, he Ceremony, any one Lore skill, any one Bugei Skill
gains a Free Raise t his roll.) If you win the roll, on his next Turn the Honor:
target ma not move, attack, cast spells, or perform any other action Outfit: Light or Heavy Armor, Daisho, Traveling Pack, 3 koku.
that would directly obstruct or threaten you or your immediate
friends/allies (GM’s discretion as to who is considered you ally). He
may, however, attack others who are not your allies and regardless The Kenku are greatly renowned for their wisdom, but they are
he can always use the Defense and Full Defense Postures. respected in equal measure for their extraordinary swordsmanship.
R ANK 4: T HE E MPEROR ' S P ROTECTION - As a favored servant of It was in the time of the Five Races that the Kenku first took up arms
Imperial power, the Otomo is under special protection, and can against the invading forces of Jigoku, and they proved to be
easily crush those foolish enough to disagree with him in public. Any phenomenal warriors. Though those days are long past, their martial
time you are in an argument or debate with another person, you may prowess remains legendary.
spend a Void point to make a Contested Roll of your Courtier
(Manipulation / Awareness against their Etiquette (Courtesy) /
Awareness. If you win the roll, they must either agree with you
position or immediately lose 5 points of Honor.

39
The Kenku Kensei (“sword saint”) style has persisted since the time
of the Five Races, making it the oldest known martial style in Monkey
Rokugan. While the weapons and techniques have evolved over the
millennia, the central Kenku martial philosophies have remained Toku Bushi
essentially constant. Their style focuses on speed and precision
over strength. A Kenku swordsman will patiently bide his time, Clan: Monkey
distracting his enemy with careful feints, while waiting for the proper
Discipline: Bushi
moment to deliver a single devastating blow. Kenku are also quick
learners, able to mimic the techniques of others after brief Benefit: +1 Willpower
observation. Skills: Athletics, Defense, Hunting, Investigatio (Search),
Kenjutsu, Lore: History any 1 High or Bugei Skill
The Kenku do not share these techniques lightly. Even when a Honor: 5.5
Kenku sensei deems a human worthy of his teachings, he may not
share the secrets of Kenku swordsmanship. For a Kenku to instruct Outfit: Light Armor, Sturd Clothing, Daisho, any weapon,
a human in such a way, something more is required. Traveling Pack, koku

As stated previously, the Kenku are extremely discerning in regards


to their techniques. A human student must either prove his worth to The Monkey Clan has the blessings of the Imperial line an access to
a Kenku sensei or be selected by a Kenku to receive training. skilled experts in the field of war. Hundreds of ronin teachers have
stepped through the dojo doors, ready to impart knowledge to an
eager audience. These diverse skills were distilled into a single,
Techniques
cohesive fighting style that contains the best aspects of each lesson
R ANK 1: W ING OF T HUNDER - The kenku bushi has learned to given in the Monkey dojo. The Toku Bushi School teaches
harness the speed of the wind itself, and can draw that element into techniques to help fight against multiple enemies. The Toku learns
himself. You may add the total of your Reflexes and School Rank to to keep his head in the face of overwhelming odds and to fight on
your Armor TN against any enemy with lower Initiative. without hesitation. He sharpens his concentration and resolve to
supernatural heights, and his calm on the battlefield become one of
R ANK 2: H EAVEN ' S C LAW - The bushi has tapped the power of the his greatest weapons.
thunderbolt, striking hard at his enemy’s weaknesses. Any time you
inflict more than 10 points of damage with a single attack, your Techniques
opponent loses one Void Point. Against opponents with no Void
Points remaining (or no Void), you may instead re-roll a single R ANK 1: T OKU ' S L ESSON - A Monkey Bushi will prevail, even in the
damage die and take the better of the two results. face of the most difficult odds. You add +1k0 to all Skill Rolls with a
TN of 2 or higher. (This includes attack rolls.) Additionally, all you
R ANK 3: L IGHTNING K ISS - The kenku bushi has captured the swift Wound Penalties are reduced by an amount equal to you Willpower
fury of lightning. You may attack as a Simple Action while using any plus double your School Rank.
melee weapon in which you possess a Skill Emphasis.
R ANK 2: T HE S TRENGTH OF O NE M AN - As a member of a very
R ANK 4: C HURNING S KIES - The kenku bushi has learned to small Minor Clan, the Toku bushi is accustomed to fighting against
patiently build his energies, only to strike with thunderous power. If the odds. While facing multiple opponents or an enemy with a higher
you choose to delay your Turn during a Round until after all your Insight Rank, you ad +1k1 to your attack and damage rolls.
opponents have acted, you may ignore the effects of all Wound
Penalties (including Down and Out) and your may spend any R ANK 3: C OURAGE A BOVE A LL - The Toku bushi calls on the
amount of your Void Points on your damage rolls during this Round. courage of his Clan’s founded to speed his own attacks. You may
make melee attacks as Simple Action instead of a Complex Action.
R ANK 5: T HE S AME B REEZE - Even two leaves carried on the same
breeze may take quite different paths. This is the final lesson of the R ANK 4: F ORGE Y OUR O WN F ATE - The Toku bushi learns to dodge
kenku school. At the beginning of your Turn, you may take a Free the worst of any attack. You may spend a Void Point when suffering
Action and spend a Void Point to copy one bushi Technique of any Wounds to force you opponent to drop the two highest dice from his
other character (human or otherwise) within 20’ for a number of damage roll even if this would reduce the total amount of kept dice.
Rounds equal to your Air. You must abide by whatever costs and This cannot reduce the damage roll to less than 1k1.
restrictions apply to the copied Technique (Void Point cost, specific
armor or weapons, etc). R ANK 5: F ORTUNE F AVORS THE M ORTAL M AN - The Toku Bushi
earns his good blessings with his own sheer tenacity. Once per
If you are not a Kenku yourself, you must have seen the Technique Round, you may spend a Void Point t reroll any roll. You add +2k1 to
you are copying used at least once. Regardless of whether you are the new roll. You may choose to keep the new roll or your original
human or Kenku, you may only copy one Technique at a time. roll.

40
Oriole R ANK 5: S TAR -F ILLED S TEEL - Oriole-made items are rivaled only by
the masterful items o the Kaiu Forge. Once per day upon the
completion of crafting weapon, you may spend all your Void Points
Tsi Smith in order to create a Sacred Weapon (as per the Advantage). This
weapon is know as a Tsi weapon (e.g., a Tsi Blade, Tsi Tetsubo,
Clan: Oriole etc.), and ma possess one of the following qualities: Balanced (the
wielded gains a bonus of +1k0 on attack rolls made with the
Discipline: Artisan
weapon) Swift (the wielder gains a bonus of +5 to his Initiative Score
Benefit: +1 Intelligence while wielding the weapon), or Unbreakable (the weapon ma not be
Skills: Any one Artisan Skill, Commerce, two ranks i any one broken). At the GM’s option, a truly gifted Tsi smith ma also be able
Craft Skill, Defense, any one Weapon Skill any one High, to make a weapon Radiant (treat the weapon a jade for the purpose
Bugei, or Merchant Skill of harming Invulnerable creatures).
Honor: 4.5
Outfit: Sensible Clothing, Wakizashi, Calligraphy Set
Traveling Pack, 3 koku
Owl
Tsi was the name of an ancient gaijin blacksmith who impressed the
second emperor, Hantei Genji, with his works. The Emperor The Otomo Diplomats
declared the man was blessed by the Fortunes an made him a
Rokugani on the spot. Centuries later a ronin apprentice took the Clan: Owl
forgotten name for himself and impressed Emperor Hantei XXX with Discipline: Courtier
his style. Artisans trained in the Tsi Smith School are unique in that Benefit: +1 Awareness
everything they learn is to increase their skills crafting weapon and
Skills: Calligraphy, Courtier, Etiquette (Courtesy), Intimidation,
armor. They learn martial styles to know how expert will treat the
weapons they create. They have little use for social pleasantries or Lore: Nonhumans, Sincerity, any one High Skill
political maneuvering so their teaching mostly bypass those aspects Honor: 6.5
of a samurai’s life. Outfit: Court robes, fan, traveling pack, 5 koku

Techniques Hantei’s Celestial fighting style was unmatched among the Kami.
However, in the canonical history of Rokugan, Hantei never shared
R ANK 1: T OOLS OF THE F ORTUNES - The Tsi Smith dedicates his life
the secrets of his fighting skills with any of his mortal followers, and
to reaching perfection in the heat of the furnace. All Craft Skills are
they died with him after the First War. In the timeline of the Togashi
considered Schoo Skills for you for the purposes of effects that
Dynasty, Hantei adapts his Techniques to his clan’s new duty of
target School Skills. Whenever you make a Craft Skill Roll, you gain
fighting against nonhuman threats to the Empire, and it is in this form
on point of Glory for succeeding, and one additional point for every
that an echo of his original peerless talent is passed down through
increment of 5 by which you exceed the TN. This effect only applies
the ages.
to rolls a made against a TN equal to 10 plus you School Rank x5 or
higher
Techniques
R ANK 2: T SI X ING G UI ' S B LESSING - The Oriole smith seeks to
emulate the works of the Fortune of Steel. When wielding or using R ANK 1: W ISDOM OF THE O WL - The basic technique of the Otomo
one of your own creation (such as a weapon in battle or wearing an Diplomat is to find ways to relate successfully to all parties, human
elaborate kimono in court), you gain a bonus of +2k1 for Void Points and nonhuman alike, smoothing over misunderstandings and
spent o relevant Skill Rolls, rather than the usual +1k1. Additionally conflicts.
when an item you created is given as a gift among member of the
samurai caste, both you and the gift-giver gain Glory equal to your You gain a +1k0 bonus to your Etiquette rolls. During any social
School Rank. interaction with “nonhumans,” you may as a Free Action roll Lore:
Nonhumans / Intelligence at TN 20 to remember an important aspect
R ANK 3: A C RAFTER ' S D EDICATION - A Tsi Smith knows the worth of of social interaction with those nonhumans (the GM chooses the
everything he creates, year after it has left his forge. When crafting, specific thing you remember, but it will always be something useful
the price of the object you are creating is reduced by half for the to the situation).
purposes o determining how long it takes to create the object in
question. When someone in your presence is using an item you R ANK 2: U NITY OF THE R EALMS - Because the Otomo specialize in
created you may take a Complex Action to grant them a bonus of negotiating with the “nonhuman” races, they have many friends,
+Xk1, where X is your School Rank, on the relevant Skill Roll (for allies, and contacts among them. Any time you encounter a
example, Kenjutsu for a katana, Defense for armor or Etiquette for a “nonhuman” in a non-hostile environment, you may roll Courtier /
kimono). RANK FOUR: EXHAUSTIVE Awareness at TN 25. With a success, the "nonhuman" will treat you
as an Ally with Devotion 2 for the remainder of the encounter (unless
R ANK 4: E XHAUSTIVE K NOWLEDGE - All members of the Tsi Smiths you actively do something to threaten or harm it).
are expected to test their creations for weight, balance, and
effectiveness. You ma spend a Void Point as a Free Action to allow R ANK 3: T HE V OICE OF H EAVEN - When understanding does not
you to make any attacks with a weapon you created as Simple work, the Otomo have another method: cowing others by invoking
Action rather than Complex Actions. This effect lasts for a number o the awesome authority of the Celestial Heavens. When you spend a
Rounds equal to your School Rank. Void Point on an Intimidation roll, you gain +2k2 instead of the
normal +1k1. If the roll is made against a “nonhuman” opponent, the
bonus is +3k2 instead. Either way, you do not lose Honor for using
Intimidation in this manner.

41
R ANK 4: U PHOLD THE P EACE - At this rank, the Otomo Diplomat is Hantei Bushi
able to call on the awesome repute of the clan founder, Hantei
himself, to impose peace on all manner of confrontations. At the start
of a skirmish, or during your Turn on any later Round in such a
Clan: Owl
skirmish, you may take a Complex Action to spend a Void Point and Discipline: Bushi
demand an immediate cessation of hostilities. You make a Benefit: +1 Agility
Contested Intimidation / Willpower roll against all those within Skills: Athletics, Defense, Etiquette, Kenjutsu, Kyujutsu, Lore:
hearing, gaining a +3k0 bonus against any of those targets who are Nonhumans, any one High or Bugei Skill
“nonhumans.” Any combatants who lose the roll must cease all Honor: 6.5
offensive action until they are attacked or until three Rounds have
passed. Outfit: Average clothing, light armor, daisho, bow, any one
weapon, traveling pack, 4 koku
This Technique cannot work against Shadowlands creatures or
denizens of Jigoku or Tengoku. Using Intimidation in this manner
does not cost you Honor. Hantei’s Celestial fighting style was unmatched among the Kami.
However, in the canonical history of Rokugan, Hantei never shared
R ANK 5: H ANTEI ' S M ANDATE - The Otomo may now bring the full the secrets of his fighting skills with any of his mortal followers, and
weight of Hantei’s Celestial favor to bear against those who trouble they died with him after the First War. In the timeline of the Togashi
Ningendo. Dynasty, Hantei adapts his Techniques to his clan’s new duty of
fighting against nonhuman threats to the Empire, and it is in this form
You gain an additional +3k0 bonus to your Intimidation rolls with that an echo of his original peerless talent is passed down through
your Rank Four Technique (this stacks with the +3k0 bonus against the ages.
“nonhumans” in that Technique).
Techniques
Seppun Shugenja
R ANK 1: T HE B LESSINGS OF H EAVEN - The basic lesson of Hantei is
Clan: Owl to call on the favor of the Celestial Realms to oppose those who
Discipline: Shugenja stand against Heaven. When facing a “nonhuman” opponent, you
Benefit: +1 Intelligence may add either your Earth or your Honor (whichever is higher) to
Skills: Calligraphy, Defense, Investigation, Lore: your Armor TN. You gain a +1k0 bonus to all your attack rolls with
Samurai weapons.
Nonhumans, Lore: Theology, Meditation, any one High skill
Honor: 6.5 R ANK 2: W RATH OF THE E ARTH D RAGON - The power of Celestial
Outfit: Robes, wakizashi, bo staff, scroll satchel, traveling Favor can overcome any who presume to trouble Ningen-do or the
pack, 4 koku Empire of Togashi.
Affinity/Deficiency: Fire / Water At the start of your Turn, as a Free Action you may spend a Void
Point to let your attacks this Round ignore all the Reduction of
In this timeline, the Seppun are simply the shugenja family of the
“nonhuman” opponents.
Owl Clan rather than the special servants of the Emperor. In keeping
with their clan’s duty to the Togashi Dynasty, the Seppun have R ANK 3: S PEED OF THE A IR D RAGON - The Celestial Dragons strike
learned to focus their magic on dealing with nonhuman threats and with speed beyond thought, and you seek to emulate them as well
problems of all sorts. as a mortal may do so. You may attack as a Simple Action when you
are wielding Samurai weapons or when attacking a “nonhuman”
Techniques opponent.

R ANK 1: I N D EFENSE OF N INGEN -DO - The Seppun shugenja exist R ANK 4: C OURAGE OF THE T HUNDER D RAGON - Those who serve
both to communicate with nonhumans and spirits and to protect the the Celestial Heavens care not who their opponent may be, for the
Empire from their depredations when they act improperly. You gain strength of Heaven’s favor cannot be withstood. After striking an
a Free Raise on any spell which targets a “nonhuman.” When opponent, you may spend a Void Point as a Free Action to ignore
casting a spell which inflicts damage on others, you may expend an any one of that opponent’s Techniques, armor effects, spells, special
additional spell slot (of the same Element or of Void) to have the qualities, or creature abilities (except for Invulnerability) which
spell ignore Reduction on the target(s) equal to twice your Void reduce/mitigate damage
Rank. If the target is “nonhuman,” this Technique also ignores all R ANK 5: J UDGEMENT OF THE C ELESTIAL D RAGON - The final lesson
damage mitigation effects from creature abilities (other than of the Hantei School is that the divine strike of Celestial Favor may
Invulnerability). defeat any foe, even one so powerful as Lord Moon himself. Once
per skirmish, after hitting your opponent, you may spend four Void
Points to automatically inflict enough damage to reduce that
opponent to Down/Out/Dead (whichever applies first).
If your opponent is “nonhuman” you may activate this Technique for
three Void Points instead.
It is GM’s discretion whether this Technique can defeat
exceptionally powerful or transcendent entities such as Fortunes or
similar. As an option, the GM may allow the Technique to work on
such foes if you voluntarily choose to die in order to activate it.

42
Ox Ronin
Morito Bushi Disciples of Sun Tao
Clan: Ox Clan: Ronin
Discipline: Bushi Discipline: Bushi
Benefit: +1 Agility Benefit: +1 Reflexes
Skills: Defense, Horsemanship, Hunting (Tracking) Kenjutsu, Skills: Athletics, Defense, Hunting, Iaijutsu, Kenjutsu any 2
Lore: Kolat, Lore: Underworld, any one Skill Skills
Honor: 3.5 Honor: 4.5
Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Weapon or Polearm, Horse (Rokugan Pony), Traveling Pack, 3 Traveling Pack, 1 koku
koku
The ronin who call themselves the disciples of Sun Tao are group
The Ox Clan earned its stripes in combat against a spirit arm filled that have taken the teachings of the legendary ronin tactician Sun
with the wisdom of centuries of ancestors. After its debut the Morito Tao, who is said to have studied with each o the Great Clans in turn,
Bushi School garnered respect and a health reputation from bushi and applied his wisdom to the art of the duel. Although they lack the
across the empire. The bulk of the O Clan’s force is heavy cavalry skill and recognition o dueling traditions within the Great Clans,
intended to swiftly crush the core of an infantry army. The Morito those who follow dueling have, over time, come to grudgingly
bushi is taught to maximize the benefits o mounted combat. He acknowledge their strength.
learns to trample the soldiers standing in front of him and maneuver
quickly around the battlefield using his advantage of mounted speed. Forest Killers
The Morito most often uses a polearm, though he is trained to adapt
to the situation if it requires another style of combat. Clan: Ronin
Discipline: Bushi
Techniques Benefit: +1 Agiltiy
R ANK 1: L EGACY OF THE F OUR W INDS - The Ox warrior fights as Skills: Athletics, Defense, Hunting, Kenjutsu, Kyujutsu Stealth,
one with his horse. At the beginning of combat, you may add +1k0 to any 1 Weapon Skill
your Initiative if you are Mounted. Additionally, you may add +1k0 to Honor: 4.5
attack roll while Mounted. Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 2 koku
R ANK 2: T HE W IND B LOWS M ANY W AYS - A Morito bushi becomes
adept in all facets of war. At the beginning of combat, you may
declare a number of Bugei Skills equal to your School Rank. You The Forest Killers are perhaps the most ruthless and fearsome
add +1k0 to all roll involving the chosen Skills. bandit organization in the history of the Empire. For centuries they
exploited the superstitions surrounding the Shinomen Mori by hiding
R ANK 3: T HUNDER AND F URY - The Morito bushi strikes with the
within its depths. They were eventually eradicated by the Emerald
speed of his charging horse. You may make attacks as a Simple
Champion, but their demise proved short-lived, and within a few
Action instead of a Complex Action while Mounted.
years a new group o Forest Killers was plaguing the lands around
R ANK 4: T HE B LADE U PON THE W IND - The Morito bushi can rush the Shinome once more.
forward, moving faster than any o his foes can anticipate. Once per
skirmish, you may spend Void Point as a Free Action to set your Techniques
Initiative Score equal to that of another participant in the battle. This
may be either ally or opponent. However, after you use this R ANK 1: S TRENGTH OF THE F OREST - The Forest Killer are a
Technique, you Initiative Score is reduced by 5 during the Reactions formidable group who recruit only the toughest and most durable of
Stage o each Round until the end of the encounter. You may only warriors to join their band. You gain additional Wounds per Wound
have one Turn per Round, even if your Initiative Score drops below Rank equal t your Stamina. You may also add your Stamina to the
your current Initiative Score. total of all damage rolls resulting from melee attacks.
R ANK 5: F AST AND F URIOUS - The Morito bushi rides into battle, Generic Ronin
trampling those who cannot escape his path. While you are
attacking an opponent wit lower Initiative, you add +2k2 to all attack
and damage rolls.
Clan: Ronin
Discipline: Bushi
Benefit: +1 Agility
Skills: Athletics, Defense, Hunting, Intimidation, Kenjutsu,
Knives, any one Weapon Skill
Honor: 4.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon,
Traveling Pack, 1 koku

The ronin mechanics in the L5R 4th Edition RPG are designed to
reflect the unfortunate reality of a wave-mans life namely, most
ronin bands are only around for a short time, and are unable to
develop more than one Technique.

43
Even the rare ronin groups that manage to endure for a long time or People's Legionnaire
gain prestigious support, such as the Legion of Two Thousand, are
hard-pressed to establish the sort of infrastructure and long-term
continuity required to maintain a full-fledged bushi school. The game
Clan: Ronin
design reflects this with a system which forces most ronin to rely Discipline: Bushi
chiefly on their innate capacities (represented by Skills) with only Benefit: +1 Stamina
one or two Techniques. Skills: Athletics, Defense, Hunting, Knives, Spears, Stealth,
Although this approach is realistic for the setting, it does put ronin any 1 Merchant or Low Skill
significantly behind clan characters (even Minor Clan characters) in Honor: 0.0
terms of their game-mechanic capabilities. This can be frustrating for Outfit: Ashigaru Armor, Sturdy Clothing, Yari, any 1 Peasant
players who are running ronin characters. GMs who wish to mitigate weapon, Backpack, 5 zeni
this frustration can opt to make this generic ronin school available for
play. Although a generic school does not really fit the concept of
what schools are supposed to represent in the world of Rokugan, it After the commoner Asahime began organizing her army of
does allow greater options for players, which is a virtue in itself. GMs peasants, she worked with her monk adviser Rojin to develop a
can thus have the freedom to decide whether they wish to focus their spear-fighting technique that would allow simple ashigaru soldiers to
campaigns more on setting authenticity at the expense of game- stand their ground against samurai opponents. The technique was
balance, or more on game-balance and maintaining fairness designed to capitalize on working together, using numbers and
between players. discipline to overcome the superior fighting skills of samurai
opponents.
Although this school is intended primarily to represent ronin, it can
also be used to represent any other situation in which a character Unsurprisingly, in Rokugan’s canon history the technique did not
could have martial training without access to a named bushi school. survive the ultimate defeat of the People’s Legion, but creative GMs
For example, it could represent the training of Great Clan samurai can use it to represent any peasant or ronin army that lasts long
who belong to minor vassal families without access to their clans enough to develop some discipline and organized training.
main dojo. It could also represent Minor Clan samurai in clans like
the Fox, Dragonfly, Oriole, or Bat who have bushi in their ranks but Techniques
lack any bushi school of their own.
R ANK 1: U NITY OF P URPOSE - The People’s Legionnaires drill
Techniques 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
R ANK 1: S TRENGTH OF M Y F ATHER - Ronin are known for their to lower your Initiative score to match that of an ally who is also
resilience in the face of adversity. When you are suffering TN trained in this technique. If you and an ally with the same Initiative
penalties due to Wounds, you may make an Earth Roll (ignoring attack the same opponent, you each gain a +1k0 bonus on your
Wound TN penalties) during the Reactions Stage of each Round, attack roll for each such ally striking the same foe. The maximum
with a TN equal to 5 + 5x the number of Wound Ranks you are number of bonus dice you can gain on a single attack roll is equal to
currently suffering. If the roll is successful, you may ignore the your Insight Rank +1.
effects of your Wound penalties until the next Reactions Stage. This
Technique does not work once you reach the Down or Out Wound Tawagoto's Army
Ranks.
Clan: Ronin
R ANK 2: N EVER Y IELD - Ronin are accustomed to being the Discipline: Bushi
underdogs. When you are outnumbered in a skirmish, you gain a
bonus to your Armor TN equal to the amount by which the number of Benefit: +1 Agility
enemies exceeds the number of your allies. This bonus cannot Skills: Battle, Defense, Etiquette, Investigation, Kenjutsu
exceed the total of your School Rank x2. Spears, any 1 Skill
Honor: 4.5
R ANK 3: B ITE OF THE W OLF - Veteran ronin are swift and deadly
fighters. You may attack as a Simple Action when wielding a katana Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
or a knife. Traveling Pack, 1 koku

R ANK 4: T WICE -C UTTING S PIRIT - As ronin become truly


experienced, they become ever more deadly with many different Inspired by the young and charismatic ronin Tawagoto, this group of
weapons. Choose one additional melee weapon: you may attack ronin and peasants rallied together to protect the innocent people of
with that weapon as a Simple Action. Once per skirmish, you may Rokugan from the rash of violent peasant revolutions inspired by the
spend a Void Point on a damage roll, regardless of what weapon mad monk Kokujin while the Great Clans were engaged in another
you are using. war of succession. Eventually the clans recognized the threat and
sanctioned Tawagoto’ activities, lending him aid to complete the task
R ANK 5: V ALOR OF THE W OLF - Those ronin who survive long of hunting down Kokujin’s forces and destroying them.
enough to perfect their skills become legends of the battlefield, able
to endure all manner of hardship and prevail in spite of severe Techniques
injuries. Choose another melee weapon: you may attack with that
weapon as a Simple Action. Additionally, you may spend a Void R ANK 1: T HE P EOPLE ' S W ILL - Those who are guide by honor carry
Point to activate your R1 Technique without requireing a Willpower the strength of the Empire’s people i their actions. When you spend
Trait Roll; when you activate it in this way, it lasts a number of a Void Point to add bonus of +1k1 to any Skill or Trait Roll, you may
Rounds equal to your Fire Ring. also add your Honor Rank to the total of that roll.

44
Tengoku's Justice The Tessen
Clan: Ronin Clan: Ronin
Discipline: Bushi Discipline: Bushi
Benefit: +1 Strength Benefit: +1 Stamina
Skills: Athletics, Defense, Horsemanship, Hunting Kenjutsu, Skills: Battle, Defense, Investigation, Jiujutsu War Fans, any 2
Kyujutsu, any 1 Skill Skills
Honor: 4.5 Honor: 3.5
Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow Outfit: Light Armor, Sturdy Clothing, Daisho War Fan, any 1
with 20 Arrows or Knife, Traveling Pack 1 koku weapon, Traveling Pack, 2 koku

Ruthless in the extreme, the mountain bandits know as Tengoku’s Composed primarily of former Crane and Lion, the Tessen came
Justice could threaten the reputation of the Forest Killers as the most together to attempt to protect the people of Toshi Ranbo, centuries
reviled bandits in the Empire if the survive long enough. Their before it became the new Imperial City. The constant changing of
heretical name, however, gives additional reason to hate them, likely hands between the two clans left the city in terrible state, often
shortening their expected survival. The Tengoku’s Justice band plagued by criminals who knew the clan were too busy with one
makes their home in the Dragon mountains, pillaging and laying another to bother hunting them. Because the Crane forbade any
waste to entire village to gather the supplies and wealth they desire. save themselves to carry a blade within the city, these ronin took up
They trust in the traditional inaction of the Dragon to make their the tessen as their weapon of choice, and continue to patrol the
apprehension less likely, but have drawn the unwavering attention of streets of the Imperial Cit today, albeit with only grudging
the magistrates of the Mantis Clan due to their actions. acknowledgement from the city’s Imperial protectors.

Techniques Techniques
R ANK 1: H EAVEN ' S C URSE - The sheer ruthless, murderous nature R ANK 1: F OLDS OF THE I RON FA N - Few in Rokugan have mastered
of the Tengoku’s Justice fighting style could rival even that of the the facets of the iron fan with the same fluency as the Tessen. When
Forest Killers. Whenever you surprise an opponent in a skirmish, wielding a war fan in your off hand, you suffer no penalties for
you ma double your Strength for the purposes of determining how attacks made with that hand. You also add your rank in War Fans to
many damage dice you roll on that attack. the total of your Armor TN at all times while wielding a war fan.

The Legion of two Thousand Advanced Tsudao's Legion Advanced


Clan: Ronin Clan: Ronin
Discipline: Bushi Discipline: Bushi
Benefit: Benefit:
Skills: Battle 3, Defense 4, Kenjutsu 3 Skills: Battle 5, any one Weapon Skill at 5
Honor: Honor:
Outfit: Outfit: Honor Rank 6+, Status Rank 2+, any one Paragon
Advantage
Sponsored by the Imperial house, the Legion of Two Thousand
recruited from some of the best soldiers in Toturi's ronin army Under the reign of the Emperor Toturi II, known to many by her
enjoys resources and support which most ronin can only dream youthful nickname of the Sword, the greatest force for enforcing the
about. As a result, it has been able to develop extensive martial laws of the Empire is the Imperial Legions which serve the Throne
techniques, an extremely rare accomplishment for wave-men. directly. Reorganized by the Empress during the early years of her
reign, these Legions operate under the direct command of the
Techniques Emerald Champion, the Shogun, the Jade Champion, and most
notably the Empress herself.
R ANK 1: S TAND AS T WO T HOUSAND - The Legion earned fame in its
The Empress oversees the reorganization of these military forces
early years for protecting remote corners of the Empire and for
personally, continuing her fathers tradition of military innovation
helping defend the Kaiu Wall. You gain a +1k0 bonus to your
throughout her reign. In particular, she institutes a rigid set of
Defense Skill rolls. When you are fighting in defense of the innocent
requirements that restricts membership in the Legions, with the most
or of the common people, this bonus is +1k1 instead.
stringent requirements for the Legion she personally commands.
R ANK 2: K URONADA ' S H ONOR - The son of the tyrant Karatsu She also devises a set of new Techniques which she teaches to the
embraced honorable ways despite his fathers legacy and became best warriors of that Legion, making it one of the most formidable
one of the most famous commanders in the Legion. military forces in the Empires history.

So long as you have an Honor of 5.0 or better, you gain a bonus of Techniques
+2k1 whenever you spend a Void Point on a roll with a School Skill,
rather than the normal +1k1. This ability cannot be used in the R ANK 1: A LL T HINGS T HROUGH H ONOR - The members of Tsudaos
Center Stance. Legion are taught there is nothing that cannot be accomplished if
R ANK 3: T AMAGO ' S E XPERTISE - The ascension of the brilliant ones Honor is true. When making a Skill Roll with a High or Bugei
tactician Tamago to the leadership of the Legion of Two Thousand Skill in which you have at least 1 Rank, you may spend a Void Point
leads to the Legion developing more advanced training. You may to make that roll as though your Skill Rank is equal to your Honor
make melee attacks with Samurai weapons as Simple Actions. Rank.
R ANK 2: W ISDOM OF THE S ENSEI - The dojo of Tsudaos Legion
teaches both tactical versatility and the joy of battle in the name of
ones lord.

45
When rolling on the Mass Battle Table, you may add or subtract Kolat Assassin Advanced
your Void Ring from the total of your roll, as desired. Additionally,
you may select one Maneuver.
Clan: Ronin
Whenever you attempt that Maneuver, you gain one Free Raise Discipline: Ninja
toward success. Benefit:
R ANK 3: E MPOWERED BY H ER N AME - Those who devote Skills: Acting 5, Knives 5, Stealth 5
themselves utterly to the cause of the Empress are nigh unstoppable Honor:
in their fervor. If your Honor Rank exceeds your opponents Honor Outfit:
Rank, you may make a single additional melee attack (as a Free
Action) once per Round against that opponent.
The assassins of the Lotus Sect are among the deadliest killers in
The Hawk Purists (Path) the Empire, swift and merciless. Much of their training is dedicated
to infiltration and deceit, allowing them to disguise themselves and
Clan: Ronin replace others, but they are also taught all possible methods of
Discipline: Courtier murder. Few of those marked for death by the Kolat are able to
escape the reach of Lotus assassins.
Benefit: +1 Reflexes
Skills: Athletics, Defense, Hunting, Jiujutsu, Kenjutsu, Techniques
Kyujutsu, any one Skill.
Honor: 3.5 R ANK 1: K ISS OF THE L OTUS - The Kolat assassins are taught to slip
Outfit: As per True Ronin or Clan Ronin, as appropriate (L5R through Rokugani society all but unnoticed. You are a master of
4th Edition core rulebook, page 234) deception and infiltration.
When you spend a Void Point on a Stealth or Acting Skill roll, you
During the years of the Heresy the Empire has, as always, many gain a +2k2 bonus instead of the normal +1k1.
ronin desperate for acceptance and belonging.
R ANK 2: T IGER ' S C LAW - When striking on the first Round of a
Since the Hawk Clan did not yet formally exist, there was technically skirmish against an unaware opponent, or an opponent who does
no penalty for impersonating a member, and some ronin took this not realize you are a threat, you gain a +1k0 bonus to your attack
opportunity to represent themselves as members of the Hawk Clan, rolls and may make melee attacks as Simple Action.
hoping not only to mitigate the circumstances of their day-to-day
R ANK 3: S TEAL THE L IGHT - During a skirmish, once per opponent
existence but also perhaps to gain acceptance into the ranks of the
you may call 2 Raises to make a melee attack that keeps only 1 die
Hawk Clan if the Heresy succeeded. As the Heresy escalated, these
of damage (regardless of the weapon used) but leaves the opponent
ronin became numerous enough to band together and develop a
either blind, deaf, or mute (your choice) for a number of minutes
simple Technique to enhance their efforts, but once Gorinno was
equal to your Water. Blinded characters suffer the Blind Conditional
cast down it became dangerous to continue claiming allegiance to
Effect from the L5R 4th Edition core rulebook. The GM has
the Hawk, and the former Purists scattered and abandoned their
discretion to decide the exact penalties of being deafened or muted,
Technique.
but some effects should be obvious – for example, a muted character
GM may also use the Hawk Purist Technique to represent any ronin cannot cast spells.
band that aspires to become a Minor Clan and thus lays claim to a
larger name and identity. Dutiful Disciple
Techniques Clan: Ronin
Discipline: Shugenja
R ANK 1: G RACE FROM THE S HADOWS - The ronin who fancy Benefit: +1 Intelligence
themselves members of the Hawk Clan rely on a mix of popular
Skills: Calligraphy, Lore: Theology, Lore (pick one), Meditation,
opinion, bluff, and intimidation to make themselves part of a greater
movement and gain favor with others. Any time you are speaking Spellcraft, any two Skills
with another person, you may assert your membership in the Hawk Honor: 4.0
Clan and try to convince him to treat you with corresponding respect. Outfit: Sturdy Robes, Wakizashi, any 1 weapon, Traveling
This is a Contested Awareness roll (and is a Complex Action if Pack, Scroll Satchel, 5 bu
Actions are relevant). If you succeed in the roll, your opponent will Affinity/Deficiency: Disciple shugenja typically have the
treat you as if your Status is one Rank greater than it is. (Thus a same Affinity and Deficiency of their mentor, which of course
normal Status 0 ronin will instead be treated as though he is Status varies wildly. You may choose one non-Void element in which
1.) you gain an Affinity. You are automatically Deficient in the
opposing element.
Priests of the kami are rare even in the ranks of Great Clan samurai.
Finding a ronin with the ability to speak to the kami is truly an
impressive feat. What only a handful among the priests of Rokugan
have ever discovered, however, is that the kami are immortal and
generally speak to individuals because of their family association. If
an individual mortal captures the attention of the kami, they may well
continue to speak to his children or grandchildren, which is why the
abilities of shugenja usually occur along family lines. If one ronin has
the ability to speak to the kami, his children will almost certainly
possess the same talent, as will their children, and so on. So despite
their incredible rarity, ronin shugenja do in fact exist, difficult though
their lives may be.
Ronin shugenja generally fall into a handful of broad categories.

46
Some are self-trained. This is the rarest and most difficult path for a Techniques
shugenja to follow, as it requires incredible determination and
intellect. Only those who are born with the most prodigious gifts of R ANK 1: P ATH OF D ISCIPLINE - Orders such as the Brotherhood and
the kami can follow this path, since others generally give up long other prominent ronin groups emphasize the most basic tenets of
before their lesser talents let them accomplish anything of note. shugenja traditions, strengthening the core beliefs and abilities of
Other ronin shugenja are fortunate enough to find a sensei to help their students. You gain one Free Raise on all Sense, Commune,
them along. This might be another more experienced ronin and Summon spells for all elements except Void and Earth.
shugenja, or even a sympathetic shugenja of the Great Clans; some
priests consider it blasphemous to ignore the gifts of the kami and Self-Taught Shugenja
will teach anyone who they judge can cope with the burdens and
responsibilities of priesthood. A third group of ronin shugenja gain Clan: Ronin
the favor of some independent order or monastic sect, and are
Discipline: Shugenja
taught in that manner. The Brotherhood of Shinsei, which contains
numerous retired clan shugenja in its ranks, is the most frequent Benefit: +1 Willpower
source of such training. Other groups do exist, however, such as the Skills: Athletics, Hunting, Meditation, Spellcraft, any three non-
Kanosei Furudera order, or the Order of Isoshi, a group of mystical High Skills
healers who count many shugenja among their ranks. Honor: 4.0
Outfit: Sturdy Robes, Wakizashi, any 1 weapon, Traveling
Techniques Pack, Scroll Satchel, 5 bu
Affinity/Deficiency: Self-taught shugenja typically have
R ANK 1: S OUL OF S TUDY - Disciples often idolize their mentors and great holes in their training as a result of the trial and error
regard their teachings as the most sacred of verses. When casting method by which they learn the ways of the kami. You may
one of your beginning spells (the ones given you by you mentor), choose any one non-Void Element in which to have an Affinity.
you roll an additional +1k0 on Spell Casting Rolls. You automatically gain a Deficiency
Ronin Order Priests of the kami are rare even in the ranks of Great Clan samurai.
Finding a ronin with the ability to speak to the kami is truly an
Clan: Ronin impressive feat. What only a handful among the priests of Rokugan
Discipline: Shugenja have ever discovered, however, is that the kami are immortal and
generally speak to individuals because of their family association. If
Benefit: +1 Awareness an individual mortal captures the attention of the kami, they may well
Skills: Calligraphy (Cipher), Divination, Lore: Theology, Lore continue to speak to his children or grandchildren, which is why the
(pick any), Meditation, Spellcraft, any one Skill abilities of shugenja usually occur along family lines. If one ronin has
Honor: 5.0 the ability to speak to the kami, his children will almost certainly
Outfit: Sturdy Robes, Daisho, Traveling Pack, Scroll Satchel, possess the same talent, as will their children, and so on. So despite
5 bu their incredible rarity, ronin shugenja do in fact exist, difficult though
Affinity/Deficiency: Ronin orders tend to emphasize their lives may be.
practicality over power, and most often favor spells that have Ronin shugenja generally fall into a handful of broad categories.
utility in daily life. You have an Affinity for Air spells and a
Deficiency for Earth spells. Some are self-trained. This is the rarest and most difficult path for a
shugenja to follow, as it requires incredible determination and
Priests of the kami are rare even in the ranks of Great Clan samurai. intellect. Only those who are born with the most prodigious gifts of
Finding a ronin with the ability to speak to the kami is truly an the kami can follow this path, since others generally give up long
impressive feat. What only a handful among the priests of Rokugan before their lesser talents let them accomplish anything of note.
have ever discovered, however, is that the kami are immortal and Other ronin shugenja are fortunate enough to find a sensei to help
generally speak to individuals because of their family association. If them along. This might be another more experienced ronin
an individual mortal captures the attention of the kami, they may well shugenja, or even a sympathetic shugenja of the Great Clans; some
continue to speak to his children or grandchildren, which is why the priests consider it blasphemous to ignore the gifts of the kami and
abilities of shugenja usually occur along family lines. If one ronin has will teach anyone who they judge can cope with the burdens and
the ability to speak to the kami, his children will almost certainly responsibilities of priesthood. A third group of ronin shugenja gain
possess the same talent, as will their children, and so on. So despite the favor of some independent order or monastic sect, and are
their incredible rarity, ronin shugenja do in fact exist, difficult though taught in that manner. The Brotherhood of Shinsei, which contains
their lives may be. numerous retired clan shugenja in its ranks, is the most frequent
source of such training. Other groups do exist, however, such as the
Ronin shugenja generally fall into a handful of broad categories.
Kanosei Furudera order, or the Order of Isoshi, a group of mystical
Some are self-trained. This is the rarest and most difficult path for a healers who count many shugenja among their ranks.
shugenja to follow, as it requires incredible determination and
intellect. Only those who are born with the most prodigious gifts of Techniques
the kami can follow this path, since others generally give up long
before their lesser talents let them accomplish anything of note. R ANK 1: T HE K AMI ' S G IFT - Those who are self-taught possess an
Other ronin shugenja are fortunate enough to find a sensei to help affinity for the kami that many among the clans would envy. When
them along. This might be another more experienced ronin you spend a Void Point on a Spellcasting Roll, you add +2k2 instead
shugenja, or even a sympathetic shugenja of the Great Clans; some of +1k1. Unfortunately, you do not automatically gain additional
priests consider it blasphemous to ignore the gifts of the kami and spells when you advance in Rank; you must seek them out on your
will teach anyone who they judge can cope with the burdens and own.
responsibilities of priesthood. A third group of ronin shugenja gain
the favor of some independent order or monastic sect, and are
taught in that manner. The Brotherhood of Shinsei, which contains
numerous retired clan shugenja in its ranks, is the most frequent
source of such training. Other groups do exist, however, such as the
Kanosei Furudera order, or the Order of Isoshi, a group of mystical
healers who count many shugenja among their ranks.

47
The Fuzake Shugenja Snake
Clan: Ronin
Discipline: Shugenja
Original Chuda Shugenja
Benefit: Clan: Snake
Skills: Calligraphy, Defense, Etiquette, Lore: Discipline: Shugenja
Theology, Medicine, Spellcraft, any one High or Merchant Skill Benefit: +1 Willpower
Honor: 5.5 Skills: Calligraphy (Cipher), Etiquette, Lore: Maho Lore:
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling Shadowlands, Spellcraft, any 2 Skills
Pack, 2 Koku Honor: 4.5
Affinity/Deficiency: Earth / Fire Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack,
The Fuzake originated as a small order of ronin shugenja within 3 koku
Toturi's Army, led by a young man named Yasuki Garou (later Affinity/Deficiency: Earht / Air
Fuzake Garou) who was a close friend to Toku. When the Monkey
Clan was formed he immediately swore fealty to it. The Fuzake The Chuda Shugenja School was formed with some of the same
dedicate themselves to healing and to an intense but rather techniques the Phoenix Inquisitors use to this very day. The founder
eccentric veneration of the Fortunes. Isawa Chuda was an Imperial Magistrate, sworn to destroy maho-
tsukai. Unfortunately, the descendants of the Chuda have become
exactly what Isawa Chuda swore to destroy. The original Chuda
Techniques Shugenja School was designed to d one thing: destroy the forces of
the Shadowlands. The Chuda would hunt Tainted maho-tsukai and
R ANK 1: T HE S IDEWAYS P ATH - The shugenja who came to be
bring down the wrath of the elements on their heads. The Chuda
known as Fuzake Garou was originally trained by the Kuni, but spent
learns to penetrate the substantial defenses of any monsters a
much of his life trying to protect and heal those around him. Over
maho-tsukai ma summon, and his focus on Earth spells allows him
time he found ways to call on his Earth magic to support his efforts,
to learn the Jade spells required to punish the wicked.
and after his disappearance and apparent death at the Battle of
Oblivions Gate, his followers pursued and eventually perfected the
crude technique he devised. When casting a spell that heals Techniques
Wounds or cures poison or illness (such as Path to Inner Peace or
Peace of the Kami), you may opt to also expend one or more Earth R ANK 1: T O P UNISH THE W ICKED - Isawa Chud was a ruthless
spell slots; each such slot awards a Free Raise on your Spell persecutor of the Shadowlands, an his techniques live on in those
Casting Roll. who bear his name. You may spend a Void Point as a Free Action to
negate an amount of Reduction equal to your School Rank from one
targeted opponent. You also add you School Rank to the total of any
The Disciples of Sun Tao Advanced damage roll made b a spell you cast against a target who possesses
the Shadowlands Taint.
Clan: Ronin
Discipline: Bushi
Benefit:
Skills: Battle (Mass Battle) 4, any two Weapon skills at Rank 4 Sparrow
Honor:
Outfit: Suzume Bushi
The Disciples are an ancient ronin band based around Sun Taos Clan: Sparrow
legendary book. The leaders of the band believe they possess the Discipline: Bushi
only complete copy of Sun Taos writings. Benefit: +1 Willpower
Due to the bands age and dedication, it has actually developed
Skills: Calligraphy, Kenjutsu (Katana), Lore: History Lore:
multiple Techniques. Those raised within the band usually learn the Theology, Perform: Storytelling, any one Lor Skill, any one Skill
Gaze of Sun Tao initially before moving on to study the Disciples Honor: 6.5
advanced teachings. Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon,
Traveling Pack, 3 koku
However, the Disciples also recruit other ronin who have learned
different basic Techniques.
The Sparrow Clan has never been a martial power, but Sparrow
Techniques samurai will march into combat when the call comes. A the
foundation of the clan the Suzume were Crane samurai and their
R ANK 1: T ERUMOTO ' S L ESSON - Sun Taos chief disciple was a mastery with the katana remains a foundation of the school to this
skilled warrior who embraced his masters doctrine of studying battle day. Their fighting style displays much about their philosophy on life,
in all its forms and mastering all types of warfare. Choose any three as they will take as much time a needed to make a perfect strike.
Weapon Skills; you gain a +1k0 bonus to your rolls with those Skills. The Suzume Bushi’s love of storytelling gives him an insight into
battle. He uses that knowledge to see the ebb an flow of combat,
R ANK 2: S UN T AO ' S L ESSON - All members of the Disciples study allowing him to strike slower or faster t exploit his opponents’
the Book of Sun Tao, which binds them together as a group. You weaknesses. The Suzume Bushi have evolved far from the clan’s
gain a bonus of +1k1 to your Battle Skill rolls when rolling to roots in the Kakita Bushi School creating abilities that center on
determine who is winning a battle, and a bonus of +1k0 when rolling Initiative in unique ways.
to determine your status on the Mass Battle Table.
R ANK 3: A IKUMO ' S P ERFECTION - The second leader of the Disciples
perfected their teachings and his Technique is the pinnacle of the
bands training.
You may make attacks with melee weapons as a Simple Action.

48
Techniques R ANK 2: A URA OF B LOOD - The presence of the Daigotsu Bushi can
be unsettling to those who are unprepared to face it. You may spend
R ANK 1: A LL T HINGS IN T IME - The Suzume watches the flow of a Void Point a a Simple Action to activate this Technique. While this
combat to discern the perfect time for his assault. At the beginning of Technique is active, you and all of your allies within 30’ add +2k1 to
the Combat Round before the first character has taken his Turn, you the total of all damage rolls. This lasts for a number o Rounds equal
may reduce your Initiative Score by 5 to add +1k0 to all your attack to your Taint Rank plus your Strength Trait Rank. This bonus is not
an damage rolls for the Round. cumulative with other application of Aura of Blood. Using this
Technique while under its effect refreshes its duration.
R ANK 2: P URITY OF C HI - The Suzume’s body is filled with disdain
for those who indulge in temptations away from the tenets of R ANK 3: A SHURA ' S W ING - The Daigotsu Bushi moves and strikes
Bushido. You add +5 to your Armor TN against creatures and as swiftly as ash born away by the wind. You may make melee
against human opponents with lower Honor. attacks as a Simple Action instead of a Complex Action.
R ANK 3: W ISDOM IS THE G REATEST W EAPON - The Suzume is a R ANK 4: D EVOURING W RATH - By the power of Fu Leng, the
masterful storyteller, captivating audience with his words. You may Legionnaire feed on the strength of his enemies. Any time you hit an
spend a Void Point to add you Honor Rank to any Perform or Lore opponent in melee, you immediately regain 5 Wounds. This can
Skill Roll. potentially grant additional Wounds beyond your normal maximum,
but this bonus will not increase over 20 Wounds. Excess Wounds
R ANK 4: Q UIET S PIRIT , S TEADY B LADE - The serenity of a Sparrow are lost at the end of the skirmish.
is often mistaken for complacency but that is far from the case. You
may make melee attack as a Simple Action instead of a Complex R ANK 5: I NHUMAN A SSULT - The wrath of a Daigotsu bushi is like
Action while in the Attack Stance. that of a rampaging beast. Once per skirmish, you may launch into a
series o bone-shattering blows by making a melee attack as a
R ANK 5: S LOW AND D EADLY - The Suzume strikes when his foes Complex Action. This attack ignores the bonuses and effects o
least expect it, even if h must weather the worst of the opponents’ armor (including Reduction from armor) and any Stance the target
attacks. During the Round following your adoption of the Center assumes. If the strike hits, the target cannot gain the bonuses of
Stance, you ad +10 to your attack and damage rolls. You do not gain armor or Stance to his Armor TN for a number o Rounds equal to
this benefit during iaijutsu duels. your Taint Rank plus your Strength Trait. I your opponent is in the
Full Attack Posture, he still retains the -10 Armor TN penalty.

Daigotsu Courtier
Spider
Clan: Spider
Daigotsu Bushi Discipline: Courtier
Benefit: +1 Perception
Clan: Spider Skills: Acting, Courtier (Manipulation), Etiquette Meditation,
Discipline: Bushi Sincerity (Deceit), Temptation, any on High skill
Benefit: +1 Strength Honor: 1.0
Skills: Hunting, Intimidation, Jiujutsu, Kenjutsu (Katana) Outfit: Sensible Clothing, Wakizashi, Calligraphy Set
Kyujutsu, Lore: Shadowlands, any one Buge or Low Skill Traveling Pack, 3 koku
Honor: 1.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any weapon, Perhaps the greatest success of the Spider Clan has been the slow
Traveling Pack, 3 koku and subtle infiltration of many courts of the Great Clans. Disguised
as ronin and emissaries of minor branches of other families, the
Daigotsu courtiers have used the Spider Clan’ network of contacts,
The legions of warriors loyal to Daigotsu employ a fighting style
blackmail victims, and willing subordinate to assume positions of
cobbled together from the various Techniques they possessed in
power in the courts of numerous clans, even one of the Imperial
their former lives. As a result, the Daigotsu Technique are mildly
families. From this position o power, they attempt to subtly
eclectic, but can be brutally effective when used i conjunction with
manipulate others into conflict that best serve their true clan,
one another. Skilled bushi can use these secret to devastate their
keeping their enemies away from them and gradually undermining
foes and then harness their dying life essence to replenish
the notions of honor possessed by many weak-willed samurai. The
themselves, an act that forever marks the as traitors and
greatest strength of the Daigotsu courtiers is not their Techniques,
blasphemers in the eyes of the Empire. The techniques of the
which are admittedly useful, but rather their ability to mask their
Daigotsu bushi clearly indicate the favor in which they are held by
Taint, should they possess it. Their Technique focus on the
their god and master, Fu Leng. Their ability to increase their damage
disruption of others, providing an environment on which the Spider
and instill fear i their opponents makes them potent opponents for
can capitalize, and deflecting both attention and blame away from
virtually any enemy, and their power level can increase dramatically
themselves. This is essential both to their survival and to their ability
if they employ the Shadowlands Taint as well (although this is of
to benefit their clan.
course, not without risk).

Techniques Techniques
R ANK 1: I NSIDIOUS W HISPER - Every student of the Daigotsu
R ANK 1: T HE W AY OF THE S PIDER - The Daigotsu Bushi must walk
Courtiers is accomplished a the art of masking his nature, preventing
the fine line between using the Taint to power his body and hiding its
his true intention and capabilities from being discovered by others.
effects in public. At the beginning of each Round, you may choose to
You are skilled at hiding your intentions and the symptoms of Taint.
either reduce TN penalties from Wound Ranks by your Strength Trait
You gain a Free Raise when using Sincerity (Deceit). An rolls made
Ran plus your Taint Rank until the end of the Round, or increase
to detect your Taint (such as the techniques of the Kuni) have their
your damage rolls by the same amount. Additionally, the T on any
TN increased by an amount equal to 5 x you School Rank. You add
roll made to detect the presence or effects of the Shadowland Taint
your School Rank to your Honor Ran whenever another is
on you is increased by 10.
attempting to discern your Honor Rank.

49
R ANK 2: C RACKS IN THE W ALL - The Daigotsu courtier is taught to Order of the Spider
drop subtle, seemingly innocuous conversational hints that disrupt
the focus and attention of those around him. Any time you are
engaged i conversation, you may spend a Void point and make a
Clan: Spider
Courtier (Manipulation) / Awareness roll (as a Simple Action) at T 25 Discipline: Monks
to force everyone within 20 feet of you to suffer a penalty of –1k1 to Benefit: +1 Agility
all their Etiquette and Perform Skill rolls for the next hour. They are Skills: Athletics, Jiujutsu 2, Lore: Theology, Meditation
not aware of the source for their lack o focus. This effect cannot be Polearms, any one Skill
stacked. Honor: 1.5
R ANK 3: D ARKNESS C ANNOT BE T RAPPED - At this rank, the Spider Outfit: Light or Heavy Armor, Sturdy Clothing, an Heavy
courtier is taught to deflect attention and blame from himself, Weapon or Polearm, Traveling Pack, 3 koku
spreading disharmony among hi foes while avoiding the price of his
own actions. Any time you are the focus of suspicion or accusation,
you may spend a Void point as a Simple Action to try to shift the The origins of the enigmatic Order of the Spider are a mystery to
blame t someone else who is present at the moment of the many even within the clan that holds their loyalty. The Order began
accusation. You must make a Contested Roll of your Sincerity with the teachings of the fallen monk Roshungi, but no until his
(Deceit) / Awareness versus the victim’s Sincerity (Honesty) / greatest student Michio began spreading the gospel of finding one’s
Awareness in order to make the shifting of blame stick. (If your own path, regardless of the consequences t others, did the Order
attempt seems weak or poorly justified, the GM can award bonuses begin to grow in earnest. Brothers of the Spider are merciless
to your victim’s attempt to defend himself.) With a success everyone opponents with a well-deserved reputation for brutality. Their training
who heard you will believe your target is the real culprit, until includes devastating hand-to-hand styles and many heavy weapon
presented with evidence to the contrary. This technique cannot be techniques as well. Although some succumb to the Shadowlands
used to get out of situations i which you are clearly and inescapably Taint, many have remained pure simply because it has not suited
guilty (e.g. standing over the dead magistrate with a bloody knife in their needs to draw upon the power of darkness. The Spider monks
your hand) nor can it shift blame to someone who is not present. are peerless hand-to-hand combatant who, unlike most monastic
fighting styles, cripple foes rather than simply disabling them. Their
R ANK 4: T HE T OUCH OF S IN - At this level of training, the Spider’s steely resolve grants them significant bonuses to resist both
mastery of manipulation and misdirection allows his words to twist manipulation and actual magic as well as resilience and improved
the thoughts o others, temporarily leading them into weakness, capacity to inflict damage.
aggression and confusion. A number of times per session equal to
you School Rank, you may speak with someone for a few minute Techniques
and then make a Contested Roll of your Courtier (Manipulation /
Willpower against their Etiquette (Courtesy) / Willpower. If you R ANK 1: T HE D ARK P ATH - The Order of the Spider teaches strength
succeed, they acquire one of the seven Consume by Shourido and mastery of oneself even the darkness that hides within the soul.
Disadvantages (your choice) for a number of hours equal to your You gain a bonus of +1k0 to the total of all attack rolls made using
School Rank. By calling two successful Raises on this roll, you can unarmed strikes or with polearms. You also add twice you School
inflict a second Consumed b Shourido Disadvantage of your choice Rank to your Armor TN against all melee attacks.
on the same person for the same period of time. (You cannot use
this technique on the same person twice in the same day.) R ANK 2: D RAWING IN THE S TRIKE - Mastery of the body is a step to
the path of power, and this master affords tremendous endurance to
R ANK 5: T HE E MBRACE OF D ARKNESS - The final lesson of the those who reach it. You ma select any non-Void Ring. You gain
Daigotsu Courtier School teaches its students to lead their enemies Reduction equal to this Ring plus your Rank in the Shadowlands
into paths of aggression and violence. By speaking with someone for Taint, if you possess any.
a least fifteen minutes, you may make a Contested Roll of your
Sincerity (Deceit) / Awareness against their Etiquette (Courtesy) / R ANK 3: S PEED OF D ARKNESS - The alignment of body and mind
Perception. If your target currently has one of the Consumed by allow tremendous speed. When using a polearm or an unarmed
Shourido Disadvantages you gain a +5k0 bonus to this roll. With a attack, you may make melee attacks as Simple Actions rather than
success you may convince your target to treat some other person Complex Actions.
group, institution, or clan as their enemy. This cannot b used to turn
R ANK 4: G UARDED BY C HI - Following mastery of the body comes
someone directly against his lord or the Emperor. Subject to that
mastery of the soul. When you learn this Technique, you may select
limitation, the target will continue to believe in this enmity until
any one non-Void Ring. You add twice your Rank in this Ring, plus
presented with evidence to the contrary. This technique cannot be
your Shadowland Taint Rank (if you possess any), to the TN of any
used against the same person more than once per month.
spell being case against you. You may choose to suppress this
effect if you wish.
R ANK 5: D ARKNESS U NLEASHED - True mastery of the self requires
drawing upon the darkness within. You gain an additional number of
Void Points per day equal to your Shadowlands Taint rank or your
Earth Ring whichever is higher. These may be spent exactly like
normal Void Points, except they may also be spent to add a bonus o
+1k1 to the total of your damage rolls.

50
Chuda Shugenja Unlike the maho-bujin Advanced School (see below), the Dark Moto
school does resemble a proper Rokugani school in that its
techniques are taught by sensei rather than simply being learned
Clan: Spider directly from the Taint. Its techniques can be learned by those who
Discipline: Shugenja are not yet Lost, but the masters of the school will only teach
Benefit: +1 Willpower students who are already clearly suffused with the Taint. The
Skills: Calligraphy (Cipher), Hunting, Lore: Maho Lore: school’s “outfit” is the result of Lost who equip themselves from their
Shadowlands, Spellcraft, Stealth, any one Skill victims or their former lives, and can be expected to vary widely in
Honor: 0.5 practice. Naturally, the Dark Moto have no Honor.
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack, Must be Tainted. The Dark Moto have sometimes taught their
3 koku techniques to those of their allies who not yet Lost, but never to
Affinity/Deficiency: Chuda shugenja have an Affinit for any those who have not at least been firmly touched by the power of
non-Void Maho spell. Select one non-Voi element. You have a Jigoku.
Deficiency for all non-Mah spells of the selected element.
Techniques
The Chuda possess an ancient tradition of maho, passed down from
one to another in secret for centuries, ever since their family was R ANK 1: P OWER IN THE D ARKNESS - The embrace of the Taint
eradicated by the Phoenix Clan hundreds of year ago. Within the grants the Dark Moto strength beyond that of mortals. Your
Spider Clan, the heirs of the Snake have found a new home as the maximum Raises are now limited by your Taint Rank or your Void,
reinvigorated Chuda, and they serve their masters well. The Chuda whichever is higher. You add your Taint Rank in unkept dice to all
are among the most powerful an progressive maho-tsukai that have attack rolls. However, you no longer gain any benefit from the Full
ever existed, always pushing the envelope of what is possible with Defense stance.
blood magic, never content to simply accept the power available to
them. The atrocities committed in the name of increasing their R ANK 2: R IDE B EYOND D EATH - Not even death can break the
School’ knowledge and power are without limit. Maho is connection between a Unicorn and his steed. The Dark Moto are
unquestionably the strength of the Chuda family but the costs bonded to onikage, the monstrous creatures created from horses
associated with it can make them less prolific spell-casters than that fall to the Taint. You may mentally summon an onikage as a
other shugenja. Fortunately, their Technique permits them to Simple Action. The creature will appear at the start of the next
conceal the corrupted nature of their magic and to mitigate the rate Round, bursting forth from the ground.
at which they acquire the Taint.
R ANK 3: D ARK L ORD ' S F URY - The rage of Jigoku courses through
the Dark Moto’s body, driving him to inhuman speed and fury. You
Techniques may make attacks as a Simple Action instead of a Complex Action.
R ANK 1: B LOOD L IKE W ATER - The Chuda have existed for R ANK 4: V ISAGE OF THE D AMNED - The Dark Moto radiate a
centuries, hidden among the people of Rokuga and concealing the powerful aura of terror and malignance, and can intensify this power
true nature of their dark arts. When casting a maho spell, you may to the point where it will cripple their foes. Once per skirmish as a
declare on Raise to conceal the corrupted nature of the magic. The Simple Action you may create a Fear effect equal to your Taint Rank
spell functions exactly as normal, but there will be no outward sign against all those who gaze upon you. Any opponent who succumbs
that it is anything other than traditional elemental magic. You may to the Fear is, in addition to the normal penalties, limited to one
declare a second Raise to reduce all Shadowlands Taint normally Simple Action (and no Complex Actions) on their next Turn.
acquire by a maho spell to only one Point, regardless of the spell’s
Mastery level. Alternatively, you ma sacrifice one point of Honor to They may take Free Actions as normal.
reduce all Taint normally acquired by the spell to one Point. R ANK 5: D EATH IS AN I LLUSION - The corrupted forms of the Dark
Moto are nearly impervious to injury, and they can continue to fight
Dark Moto Cavalry until they are destroyed.
Clan: The Lost You no longer suffer any Wound penalties, not even at the Down or
Discipline: Bushi Out Ranks, and you heal Wounds equal to your Taint Rank during
the Reactions Stage of each Round.
Benefit: +1 Strength
Skills: Skills: Defense, Horsemanship, Kenjutsu, Kyujutsu, Maho-Bujin Advanced
Lore: Shadowlands, Polearms, Spears, any one Bugei or Low
Skill. Clan: The Lost
Honor: 0 Discipline: Bushi
Outfit: Armor (light, heavy, or cavalry), katana or wakizashi, Benefit:
spear or polearm, bow (yumi or dai-kyu) with 20 arrows,
onikage steed Skills:
Honor:
Outfit:
After the Dark Moto became a new force within the Shadowlands,
they began to modify their traditional Moto fighting techniques to
their new nature as creatures of the Shadowlands. Throughout the history of the Empire, Lost warriors of great power
have occasionally appeared who manifested fighting skills of
Over time, a new school evolved, one known at first only to the Dark terrifying capability. These individuals had not learned at a school, or
Moto themselves but later taught to other Lost who served alongside from the words of a sensei – rather, they were instructed by Jikogu
Tsume’s fearsome legions. After the destruction of the Dark Moto in itself, whispering into their bodies and minds through the medium of
the twelfth century, their school survived among a handful of Lost the Taint. When the Lost began to form communities, they saw these
and eventually was passed down to Daigotsu’s forces. The later warriors as receiving special blessings from Fu Leng and revered
Spider Clan also employed some of the techniques of the Dark them accordingly.
Moto.
Although the Spider Clan later made some attempts to form
organized schools around the maho-bujin techniques, they were not
successful – the ways of the maho-bujin can only be learned from the
Taint itself. The Spider developed simpler techniques that could be
taught normally.

51
In game mechanics terms, the maho-bujin “school” functions Four Temples
somewhat like a normal Advanced School, but it can only be learned
by the Lost – who are NPCs, of course. Any Lost who is sufficiently
powerful and useful to Jigoku can potentially become a maho-bujin,
Clan: The Brotherhood of Shinsei
although thankfully few of them qualify for such attention from the Discipline: Monk
Realm of Evil. The “school” has no real requirement other than that Benefit: +1 Awareness
the recipient be powerful enough to be worthy of such dark Skills: Courtier, Etiquette, Jiujutsu, Lore: Theology (Shintao),
blessings. Often, maho-bujin are Lost who were already trained as Meditation, any two skills
warriors – in such cases, the combination of their former knowledge Honor: 6.5
and power of the maho-bujin techniques can be formidable indeed.
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Scroll Satchel with passages fro the Tao, and 2 zeni.
Techniques
Devotion: Shintao
R ANK 1: C ARVE THE C RIMSON R OAD - The maho-bujin’s body flows Many sects believe that monks must retreat into seclusion t achieve
freely with the Taint that inhabits it, and his blows strike with a harmony with the elements. The monks of the Four Temples sect
terrible power no mortal flesh can match. Your maximum Raises are know that man is a social creature and it is i his nature to interact
now limited by your Taint Rank or your Void, whichever is higher. with others. The Four Temples monk believe they must maintain a
You gain a bonus in unkept dice equal to your Shadowlands Taint strong connection with civilization to unravel the mysteries of the
Rank on all damage rolls. You can now make the Extra Attack world. The Four Temple monks remain in direct contact with the
maneuver with only 2 Raises instead of 5. political heart of the Empire – indeed, one of its biggest monasteries
R ANK 2: C ORRUPTION R EWARDS - The fighting instincts of a maho- lies within the Imperial capital. Four Temple monks may become
bujin sense blood and leap for it, striking with preternatural skill and advisors t major generals or daimyo, or they may travel the road,
speed, and as his foes grow weaker the maho-bujin moves helping the unfortunate who cross their path.
relentlessly faster and faster. During each Reactions Stage of a
skirmish, you increase your Initiative by your Taint Rank. You may Techniques
now make attacks as a Simple Action instead of a Complex Action.
R ANK 1: S OUL OF C IVILTY - Brothers of the Four Temples are
R ANK 3: D EVOURER OF P URITY - The warriors of Jigoku are able to accustomed to interacting with extremely important visitors and
heal themselves by feeding on the suffering of their enemies, even receiving invitations to influential courts. When you spend a Void
consuming their honor and strength of soul. Moreover, the maho- Point to augment a High Skill Roll or a Social Skill Roll, you gain
bujin has now transcended the Celestial Order and fully embraced +2k2 instead of the normal +1k1.
the power of the Taint, making him nigh-indestructible. Any time you
reduce someone to Down or Out or kill them, you instantly heal a Fukurokujin's Eyes
number of Wounds equal to 2 x (their Honor Rank). This may be
done any number of times per Round, but you cannot heal off the Clan: The Brotherhood of Shinsei
same person more than once in the same Round.
Discipline: Monk
In addition, you gain the creature ability of Invulnerability. Benefit:
(If you are already Invulnerable due to a Shadowlands power, you Skills: Calligraphy, Divination, Etiquette, Investigation, Lore:
gain Reduction 10 instead.) History, Lore: Theology, any one non- Bugei Skill
Honor: 4.5
Outfit:
Devotion:
The Brotherhood of Shinsei
The Order of Fukurokujin’s Eyes is an order unlike any other among
the myriad sects that exist within the Brotherhood of Shinsei. It is a
First Dawn Scholars hereditary order, comprised almost exclusively of a small number of
bloodlines found only within its ranks. Parents bring their children
Clan: The Brotherhood of Shinsei into the fold at a young age and propagate the order’s philosophies
Discipline: Monk through the generations without any need for external recruitment.
Benefit: +1 Intelligence The Order is descended from a pre-Kami tribe that chose to remain
Skills: Etiquette, Jiujutsu, Lore: Nonhumans, Lore: apart from outsiders, only becoming part of a greater community
Theology (Fortunes), Meditation, Staves, any one Skill when facing the option to join with Hida or to be forced from their
Honor: 5.5 lands in the face of Crab Clan settlement. Hida was content to make
Outfit: the proper arrangements in order to benefit from the unique gifts the
tribe offered, namely assessment and prediction so accurate that it
Devotion: Fortunism bordered on the preternatural.
In the Togashi Dynasty, the Brotherhood of Shinsei affiliates far
more closely with the samurai of Rokugan, such that each of the Techniques
Great Clans has a specific monastic Order closely associated with it.
The Sekisho, the Scholars of the First Dawn, are the Order affiliated R ANK 1: W AY OF THE C LOSED E YE - By observing and anticipating,
with the Owl Clan. They maintain a vast library of esoteric monks of Fukurokujin’s Eyes can accurately predict the actions of
knowledge on the ancient pre-human civilizations, and seek others and take advantage of this foreknowledge in a variety of
enlightenment through understanding the world that existed before ways. You may not be surprised by ambushes. Further, at the start
the Kami fell and even the world as it was before human beings of a skirmish prior to rolling Initiative, you may spend a Void Point
appeared in Ningen-do. and make a Perception Trait Roll at TN 20. If the roll succeeds, you
may increase your subsequent Initiative Score by 20. However, this
Techniques bonus is lost instantly if you make an attack of any kind.

R ANK 1: W AY OF THE A NCIENT W ORLD - Your recognition that


enlightenment and understanding transcend both race and time
allows you to learn one additional Mystical kiho and grants you a
+1k0 bonus on all Etiquette and Lore skills.

52
Order of Heroes Members of the Order of the Five Rings are notorious for their
strange abilities, which permit them to find strength in even the
slightest imbalance of the Elements. Normal theological and
Clan: The Brotherhood of Shinsei philosophical doctrines accept that some small degree of imbalance
Discipline: Monk is inevitable (and indeed is a hallmark of humanitys inherent
Benefit: +1 Perception imperfection as a race born from both the blood of Lord Moon and
Skills: Athletics, Defense, Jiujutsu, Lore: Theolog (pick an the tears of Lady Sun). However, the monks of the Order of the Five
Emphasis), Meditation, any two Skills Rings are able to exploit these minor weaknesses in a manner the
Honor: 4.5 rest of the Brotherhood cannot replicate or has chosen not to in the
years since the Orders demise.
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Scroll Satchel with passages fro the Tao, and 2 zeni.
Techniques
Devotion: Shintao
A small sect that is not well known among those outside the R ANK 1: C RACKS W ITHIN THE E LEMENTS - Monks of the Order of the
Brotherhood, the monks of the Order of Heroes are among the most Five Rings excel at seeking out the imbalances within others and
proactive sects in Rokugan. Adherents are followers o the Tao, the exploiting them to their own advantage. Whenever you are making
Thunder Dragon, and the Fortune Goemon (the Fortune of Heroes). an attack roll or a Social Skill Roll against a mortal opponent, you
They believe the potential for greatness exists within the soul of all gain a bonus to the roll equal to twice the difference between your
men. With the proper encouragement any samurai can become a opponents highest and lowest Rings.
hero of legend to inspire and teach others. The Order actively seeks
out threats an problems that exist within the Empire, and then seeks Order of the Wind
out individuals who possess the proper talents to deal with the
matter conclusively. In this way the Order has quietly assisted in the Clan: The Brotherhood of Shinsei
births of hundreds of heroes and legends, tales remembered in Discipline: Monk
plays and novels throughout history. The Order remain all but Benefit: +1 Reflexes
unknown, however, since adherents consider i vital perform their
Skills: Athletics, Defense, Jiujutsu, Lore: Theology, Meditation,
duties without ever drawing attention t themselves.
Staves, any one Skill
Honor: 4.5
Techniques
Outfit:
R ANK 1: D ESTINY ' S H AND - The Order’s esoteric methods allow for Devotion:
the passage of chi from a mon to another without difficulty. You may
spend a Void Point as a Free Action to confer a bonus of +1k1 to There are many divisions within the Order of the Wind, but while the
any one roll this round by an ally who has not ye taken his Turn. You core tenets vary wildly from one group to the next, the core beliefs
may not enhance a roll that cannot normally benefit from Void Points are the same throughout the Order. The essential beliefs of the
(such as a damage roll, for instance). Brothers of Wind are that the world is a naturally chaotic and
unpredictable place, and this cannot be changed. Rather than
Order of the Five Rings struggle against this, a Brother of Wind simply accepts it and
remains resolute in the face of uncertainty. This belief grants them
control over themselves and, in a limited way, over the world around
Clan: The Brotherhood of Shinsei them. This latter portion of their belief system is not generally
Discipline: Monk discussed outside the ranks of the Order, naturally.
Benefit: +1 Awareness
Skills: Courtier, Defense, Etiquette, Jiujutsu, Lore: Techniques
Elements, Lore: Theology (Shintao), Meditation
Honor: 4.0 R ANK 1: E SSENCE OF THE W IND - A true Brother of the Wind allows
the world to move around him like a breeze, remaining centered and
Outfit:
assured throughout the chaos of existence. Any effect that targets
Devotion: Shintao you and attempts to influence your behavior, whether it be a spell, a
courtier Technique, a social Skill or Advantage, or any other
The Order of the Five Rings was a relatively short-lived sect within
mechanic, requires an additional Void Point to take effect. (However,
the greater Brotherhood of Shinsei that, sadly, gained incredibly
this can bypass the normal limit on spending one Void Point per
notoriety and considerable influence during the Empires sixth
Round for enhancement effects.)
century. The orders meteoric rise was largely attributable to its
leader, the charismatic monk Gorinno, who had gained the Empires
attention when he was consulted by the Emperor himself to assist in
determining formal cremation rites for the entire nation. Although he
was already known as a wise teacher and gifted orator, this act
catapulted Gorinno to an unprecedented position of influence in the
Empire. It was from this prominent position that he created both his
heretical philosophy and the order of monks who would follow it.
Even in the beginning, the members of the Order of the Five Rings
were extremely devoted to their founder, and as the years of the
heresy unfolded they became increasingly fervent in their beliefs,
almost to the point of acting as a cult. Moderate members of their
order were weeded out early on, leaving only zealots and borderline
lunatics where there had once been scholars and orators. Once the
heresy was concluded, the Empire quickly dissolved the Order of the
Five Rings, and it is mentioned only in a few texts within the
monastic libraries of the Brotherhood.

53
Shinmaki Order Temple of Kaimetsu-uo
Clan: The Brotherhood of Shinsei Clan: The Brotherhood of Shinsei
Discipline: Monk Discipline: Monk
Benefit: +1 Void Benefit: +1 Willpower
Skills: Divination, Jiujutsu, Lore: Theology (Diamond Sutra), Skills: Defense, Jiujutsu, Lore: Theology (Fortunes)
Meditation 2, any two Skills Meditation, any three Skills
Honor: 6.5 Honor: 4.5
Outfit: Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Devotion: Shintao Scroll Satchel with passages fro the Tao, and 2 zeni.
Devotion: Fortunist
The monks who are admitted to the small Shinmaki sect spend
much of their lives studying the controversial Diamond sutra and The adherents of Kaimetsu-uo, the founder of the Manti Clan, have a
meditating on the Seven Thunders, who are supposedly avatars of considerably different view of that heroic individual than the samurai
Shinsei from other cycles of the world. They remain in their dark and who belong to the Clan he founded. They believe Kaimetsu-uo
isolated monasteries for years, and some of their practices there are performed legendary deeds because he wanted to avoid the
highly controversial (for example, some claim they copy sutras onto destruction that would have come i he had stayed and contested the
dried flesh). However, they do occasionally emerge to explore the claim to the Crab Clan’s leadership. The monks of the Temple of
world or to gather for meetings of the entire sect. Kaimetsu-uo believe enlightenment comes from conciliation and
peace with others.
Techniques
Techniques
R ANK 1: T HE D IAMOND S UTRA - The monks who study the Diamond
Sutra are known for their strange and bizarre behavior and esoteric R ANK 1: T HE P ATH OF P URITY - Your soul dwells in place of
practices, but also for their extreme spiritual purity and lack of wisdom and serenity, and your ire is difficult to arouse under any
respect for conventional etiquette. You start play with the Disturbing circumstances. When making Contested Social Skill Roll initiated by
Countenance Disadvantage for no points, but gain a +1k0 bonus to your opponent you may use any Ring in place of the normal Trait
Meditation rolls, Fear rolls, and to all Social Skill Rolls involving used (typically Awareness) for the purposes of that roll.
members of the heimin and hinin castes. You do not lose Honor for
touching dead flesh (but lose Glory or gain Infamy normally). Temple of Osano-Wo
Shrine of the Seven Thunders Clan: The Brotherhood of Shinsei
Discipline: Monk
Clan: The Brotherhood of Shinsei Benefit: +1 Strength
Discipline: Monk Skills: Battle, Jiujutsu 2, Lore: Theology (Fortunes) Meditation,
Benefit: +1 Stamina any two Bugei Skills
Skills: Athletics, Jiujutsu, Lore: Theology (Shintao) Lore (pick Honor: 4.5
one), Meditation, any two Skills Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a
Honor: 4.5 Scroll Satchel with passages fro the Tao, and 2 zeni.
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a Devotion: Fortunist
Scroll Satchel with passages fro the Tao, and 2 zeni.
Devotion: Shintao Perhaps the most militant of all Brotherhood sects, the Temple of
Osano-Wo stands apart from the other Fortunist orders because of
When Rokugan desperately called for heroes to defeat the threat of its extraordinary focus on physical prowess and martial arts.
the dark god Fu Leng, seven mortals sacrificed everything to save Adherents believe enlightenment comes with hard work and physical
their Empire. The monks of the Shrine of the Seven Thunders honor exertion, and a well-trained body leads t a well-trained mind and
these heroes by dedicating their entire lives to enlightenment soul. Monks of this order are notorious for ritually scarring their skin
through contemplation and tranquility. These monks rarely leave the to mark the progress o their training, giving them an alarming
monastery, choosing instead t become one with their environment. appearance.

Techniques Techniques
R ANK 1: W ALK WITH THE P ROPHET - Brothers of this shrine R ANK 1: T HE H AND OF T HUNDER - The emphasis of the Thunderer’s
emphasize training in one element over all others. All three of your monks on the purity of unarmed combat is obvious to all who
initial Kiho must be selected from the same element. Your Insight encounter them. You gain a +0k1 bonus to all damage rolls
Rank is considered one higher for the purposes of meeting the stemming fro unarmed attacks. This effect is cumulative with an
Master Level of Kiho from this element. other effects that allow you to roll or keep additional dice on
unarmed damage.

54
Temples of the Thousand Fortunes The Dark Paragons Advanced
Clan: The Brotherhood of Shinsei Clan: The Brotherhood of Shinsei
Discipline: Monk Discipline: Monk
Benefit: +1 Agility Benefit:
Skills: Skills:
Honor: 4.5 Honor:
Outfit: Bo (or pair of jo), coarse and plain Travelin Clothing, a Outfit:
Scroll Satchel with passages fro the Tao, and 2 zeni. Devotion:
Devotion: Fortunist
There are those among the Spider Clan, particularly among the
Rokugan is a devout Empire filled with thousands of shrine and ranks of the Daigotsu bushi and the Order of the Spider monks, who
monasteries across the land. The Temples of the Thousand have embraced their own sinister variant of honor and devotion.
Fortunes are as diverse as the gods they revere. It is almost Even the touch of Jigoku itself can be used as fuel for their power, a
impossible to categorize all of the monks Temples of the Thousand power that strangely resembles the oneness many Brotherhood
Fortunes as one group, but most believe they must work diligently to monks have with the universe.
prove worthy of enlightenment.
Some believe this is an indication that the path of the Spider, while
radically different from the paths of the Brotherhood, is a true path to
Techniques enlightenment. Those among the Brotherhood who are aware of the
existence of the Dark Paragons vehemently refute this claim,
R ANK 1: T HE T HOUSAND F ORMS - There is no limit to the variety of
insisting they are nothing but more seductive tricks of the Realm of
blessings bestowed upon the loyal members of the Brotherhood by
Evil. The Paragons themselves insist instead that their power
their divine patrons. You begin the game knowing four Kiho, rather
reflects their absolute mastery of themselves, and Jigoku has no
that the normal three possessed by all Brotherhood monk
reason to leave its mark on its servants when those servants are
characters. These do not count against the additional Kiho you can
willing, devoted, and able to enact its will far more effectively without
purchase with Experience Points (which you may do as normal).
the constraints of the Taint.
Tengoku's Fist Techniques
Clan: The Brotherhood of Shinsei R ANK 1: R UTHLESS D ETERMINATION - A student of the dark paths
Discipline: Monk learns to flow from one thing to the next, and learns the secrets
Benefit: +1 Agility hidden in between. You gain two Kiho, for which you must meet all
Skills: Athletics, Battle, Jiujutsu 2, Lore: Theology, Meditation, prerequisites. If you possess the ability to make a melee attack with
any one Skill a weapon as a Simple Action, you also gain the ability to make an
Honor: 4.5 unarmed attack as a Simple Action, and vice versa.
Outfit: R ANK 2: R ISING S HADOWS - The strength of the pious is that surety
Devotion: Shintao of purpose can lead one to overcome virtually any failure if one is but
strong enough in one’s beliefs. A number of times per skirmish equal
Centuries ago, the Order of Tengoku’s Fist was created as an to your Void Ring, you may immediately re-roll any failed Bugei Skill
offshoot of the Shrine of the Seven Thunders. The divide was Roll using your Lore: Theology Skill in place of the Bugei Skill
philosophical, and although it was amicable, the two sects no longer originally used.
have much to do with one another (this causes some observers to
assume hostility where none exists). The monks of Tengoku’s Fist R ANK 3: A BSOLUTE & U NWAVERING - A true paragon of darkness
see violence not as an inherently evil thing, but rather as a natural can eschew the restrictions of honor or even the touch of another
part of existence found in all aspects of life regardless of good or realm in order to accomplish greater things in the mortal world,
evil, honor or dishonor. They are among the Brotherhood’s more simply by tapping into his true connection to the universe. You gain
serene sects of sohei, however, for they do not view violence as a two Kiho, for which you must meet all prerequisites. You may
first resort, merely as a viable option to be considered equally with sacrifice 2 Honor points or voluntarily reduce your Taint by 1 point
all others. When violence is called for, they tend to prove rather than spending a Void Point in order to activate any Kiho. You
exceptionally gifted at dispensing it. do not lose any physical deformities previously gained as a result of
your Taint Rank in this manner, but you can lose Shadowlands
Techniques Powers. If you gain subsequent ranks of the Shadowlands Taint, you
regain lost abilities rather than getting new ones.
R ANK 1: T HE T EMPLE OF H EAVENLY W ISDOM - The monks of
Tengoku’s Fist strike with surety and purpose, and their strength is
magnified by the influence of the divine. When making an unarmed
attack against an opponent, or an attack using a bisento, a bo staff,
or a weapon with the Monk property, you may gain a Free Raise on
the attack roll if your Fire Ring is higher than your opponent’s Fire
Ring.

55
The Fudoist Monks The Order of Peaceful Repose
Clan: The Brotherhood of Shinsei Clan: The Brotherhood of Shinsei
Discipline: Monk Discipline: Monk
Benefit: +1 Willpower Benefit: +1 Awareness
Skills: Courtier, Etiquette, Jiujutsu, Lore: Theology, Meditation, Skills: Athletics, Calligraphy, Jiujutsu, Lore:
any two Skills Ghosts, Lore: Theology (Emma-O), Meditation, any one Skill
Honor: 1.5 or 4.5 Honor: 4.5
Outfit: Outfit:
Devotion: None Devotion: Fortunist (Emma-O, the Fortune of Death)
The resurgence of Fudoist philosophy in the Colonies has given rise Pockets of this sect may be found throughout Rokugan, especially in
to a new generation of monks who subscribe to its ancient and places where warfare or local spiritual conditions make ghosts more
forbidden texts. Many are benevolent and enthusiastic adherents of common. They dedicate themselves to serving Emma-O by laying
this mindset, but some among their ranks are beginning to display ghosts to rest, without regard for whether those ghosts are the spirits
the sort of malevolent behaviors that doomed the first incarnation of of heimin or samurai. In the twelfth century the monks of this Order
the sect. (GMs may also use this School to represent the followers of form an alliance with the newly-formed Brothers of Rebirth, whose
the original Fudoist heresy from the early days of the Empire.) aims they see as harmonious with their own.

Techniques Techniques
R ANK 1: F OR E ACH , O NE P ATH - Monks of Fudo must choose their R ANK 1: E MMA -O' S I NSIGHT - You may detect the presence of
own path, and it can vary wildly from one to another. At the time of ghosts (yorei or goryo, but not gaki) by spending 10 minutes in
character creation, you must choose a low or high Honor Rank (as meditation and making a roll of Meditation / Awareness at TN 25.
indicated above). Likewise, you must choose to specialize in either You may do this a number of times per day equal to your Void Rank.
opposed Social Skill Rolls or in Attack rolls. You gain a bonus to You may call Raises on this roll to learn the following additional
your total in the selected roll type equal to twice the difference information (one piece of information per Raise): the ghosts identity,
between your Honor Rank and that of your opponent. its manner of death, and its connection to the mortal world. For three
Raises, you can gain specific insight into what will lay the ghost to
The Order of Jurojin's Blessing rest. (GMs discretion as to exactly what you learn, but it will always
be directly useful to resolving the ghosts presence in the mortal
Clan: The Brotherhood of Shinsei world.)
Discipline: Monk
Benefit: +1 Intelligence The Order of Rebirth
Skills: Athletics, Jiujutsu, Lore: Anatomy (Disease), Medicine Clan: The Brotherhood of Shinsei
(Disease, Herbalism), Meditation, Staves, any one Skill.
Discipline: Monk
Honor: 5.5
Benefit: +1 Intelligence
Outfit:
Skills: Athletics, Jiujutsu, Lore: History, Lore:
Devotion: Fortunist
Theology, Meditation, any two Skills.
The Order of Jurojins Blessing was founded during the Great Honor: 6.5
Famine and is dedicated to helping the sick, regardless of caste or Outfit:
other obstacle. Some members of the Order also study the treatment
Devotion: Fortunist
of physical injuries, and in later centuries a few members of the
Order even begin to specializes in the diagnosis and treatment of The Brothers of the Order of Rebirth come from a militant tradition of
madness. sohei who once served in the ranks of the Order of Thunder devoted
to Osano-Wo, the Fortune of Fire and Thunder. The Order embraces
Techniques new paths and philosophies in an attempt to unlock new truths about
both the self and the universe. Their subtle disregard for tradition
R ANK 1: B LESSINGS OF L ONGEVITY - You gain a +1k1 bonus to all has earned them a fair amount of disdain from other sects, but the
Medicine rolls made for the purpose of treating disease or infection, brothers of Rebirth tend to ignore this hostility; as an oft-repeated
and a +1k0 bonus to all Medicine rolls made for the purpose of maxim of their sect observes, the first step upon a new path is
treating Wounds. You may also attempt to treat natural (non- Taint- always the most difficult
induced) insanity with a Medicine roll, although it is the GMs option
whether your treatment actually has any effect. Techniques
R ANK 1: C HANGING THE W AY - The Brothers of Rebirth celebrate
different approaches in all their myriad of forms. Each time in a given
encounter that you attempt to utilize a Kiho of a different Element
than any Kiho previously used in the same encounter, you gain a
bonus of +5 on the activation roll.

56
The Shrine of Heaven's Mirror (Path) Techniques

Clan: The Brotherhood of Shinsei R ANK 1: T HE L ARGESSE OF F UKUROKUJIN - The Fortune of


Wisdoms showers his blessings upon those monks who revere him,
Discipline: Monk granting them insight into the ways of politics and diplomacy where
Benefit: +1 Perception others might make grievous errors. When making any Social Skill
Skills: Athletics, Divination (Omens), Jiujutsu, Lore: Omens, Roll, you may select any one Kiho you possess. You may not use
Meditation, any two Skills that Kiho for the remainder of the day, but you gain a bonus of +1k1
Honor: 3.5 to the Social Skill Roll. You may only select each Kiho you know
once per day for this purpose.
Outfit:
Devotion: Wind's Grace Order
Adherents of the Shrine of Heavens Mirror seek to extend their
perceptions beyond the ordinary reality of Ningen-do. To this end, Clan: The Brotherhood of Shinsei
they cultivate the ability to enter a trance-state to become more Discipline: Monk
receptive to the guidance of the Fortunes, spirits, and other outside Benefit: +1 Reflexes
forces. They will deprive themselves of sleep for days on end, drink Skills: Calligraphy, Jiujutsu, Kyujutsu, Lore: Theology
alcohol to the point of delirium, dance with wild and exhausting
(Shintao), Meditation, any two Skills
abandon, and consume hallucinogenic plants. In return, they gain
unusual insight into all forms of divination, especially the Honor: 6.5
interpretation of omens. Outfit:
Devotion:
You must be Ascetic and follow the peculiar practices of the
Heavens Mirror sect, regardless of the social consequences of doing Created in the aftermath of the Clan War, the Wind’s Grace Order
so. was home to a great number of formerly serene monks who
answered the call to defend the Brotherhood’s temples during that
Failing to embrace these practices will result in your losing the extensive conflict, but who could not regain their former peace and
benefits of your School Technique, and may also result in expulsion serenity afterward. The Brotherhood seized upon the practice of
from this sect. archery as a way for these unfortunates to find both spiritual focus
and purpose, leading to the creation of the Wind’s Grace Order, a
Techniques new sect with strong ties to the Asahina family and to other
prominent archery traditions throughout the Empire, including both
R ANK 1: G AZE INTO THE M IRROR - The peculiar practices of the Dragon and the Mantis. Through focus and proper
Heavens Mirror monks grant them insights denied to other mortals. contemplation, the once-lost brothers managed to recover from the
You gain a bonus of +1k0 to all Divination Skill rolls. If the roll horrors of the Clan War and resume the long path toward
involves interpretation of an omen, the bonus is +1k1 instead. Once enlightenment.
per day, you may spend a Void Point to interpret an omen with
absolute accuracy, with no need for a Skill roll to do so. (Of course, Members of the Asahina family may potentially attend this school.
the GM still has discretion as to what the correct interpretation of the See sidebar for details.
omen might be.)
Techniques
The Temple of Heavenly Wisdom
R ANK 1: P ILLARS OF THE M IND ' S E YE - By clearing the mind and
Clan: The Brotherhood of Shinsei embracing absolute serenity and focus, a brother of the Wind’s
Discipline: Monk Grace can grasp the simple truth: the arrow and the target are
already one. You make an archery attack as a Complex Action; for
Benefit: +1 Intelligence every Kiho you have that is presently active, you gain a bonus of
Skills: Courtier, Etiquette, Lore: History, Lore: Theology, +1k0 to the total of that roll. Active Kiho may not have any other
Meditation, Sincerity, any one High Skill. effects during a Round in which you employ this Technique, and only
Honor: 6.5 one Martial Kiho can confer this benefit. However, any time you use
Outfit: this Technique to make an attack that directly results in the death of
Devotion: Fortunist an intelligent being, you lose 3 points of Honor.

Perhaps the eldest, monastic traditions within the Crane Clan’s


provinces. The temple itself was ancient when the Lady Doji first
approached it, having been created by primitive men to revere the
oldest of the Fortunes.
These monks and their studies aided the Lady Doji in the promotion
of culture throughout the Empire, and in the process their temple
became something of a sensation in early Rokugan, affording the
brothers there an unexpected amount of social prestige and
influence. This was something of an anomaly in the early
Brotherhood and created some difficulties for the sect, but in the
intervening centuries the impact of monks upon Rokugan’s society
has long since been accepted by the Brotherhood’s leadership

57
Tiger Tortoise
Yotsu Bushi Kasuga Smuggler
Clan: Tiger Clan: Tortoise
Discipline: Bushi Discipline: Courtier
Benefit: +1 Agility Benefit: +1 Awareness
Skills: Commerce, Hunting, Kenjutsu, Kyujutsu, Lore (either Skills: Commerce, Etiquette, Investigation (Notice) Lore:
Gaijin or Shadowlands), Stealth (Sneaking), one Low or Bugei Underworld, Sincerity (Deceit), Stealth, any on High, Merchant,
skill. or Low skill
Honor: 5.5 Honor: 2.0
Outfit: Daisho, Light or Ashigaru Armor, two other weapons, Outfit: Extravagant Clothing, Wakizashi, any 1 weapon
Sturdy Clothing, Traveling Pack, 4 Koku Calligraphy Set, 5 koku

The original Yotsu technique was based on the family’s self- The Kasuga are as true to the Imperial cause as any other clan
appointed role as protectors of the common people in Otosan Uchi. though one often wouldn’t know this from watching their activities.
The later evolution of a full-scale bushi School happened as a result They perform illegal acts with murderers and thieve and have
of the family’s experiences fighting the Spider Clan in the ruins of established a strong connection to criminal cartel across the land.
Otosan Uchi. The Yotsu were forced to fight with stealth and ruthless The Tortoise are in fact monitoring these conspiracies in the
aggression in an environment where the dominant terrain feature Emperor’s name to make sure the safety o the Empire is not at
was ruined buildings. Although the resulting school was not one stake. They also conduct extensive trade in foreign lands in order to
which more rigidly honorable samurai would admire, it suited the ensure that gaijin cannot again threaten Rokugan as they did in the
Yotsu well and they have maintained its techniques ever since. past. The Kasuga Smugglers must mingle with the dirty criminal
riffraff of the Empire, and their abilities reflect that need. The are
Techniques knowledgeable of the underworld and are ruthless in al of their
dealings. In their fight against the worst of Rokugan the Kasuga
R ANK 1: T HE T IGER ' S T READ - The Yotsu are taught to stalk and Smuggler finds allies wherever he can – a virtuous peasant is a huge
attack their enemies with the same mixture of stealth and speed asset to a man who is often outnumbered and surrounded on all
displayed by the tiger when it hunts its prey. You lose half the normal sides by cutthroats.
amount of Honor (rounded down) for using the Ambush or
Shadowing functions of the Stealth skill so long as you are using Techniques
them against enemies of the Empire. When operating in an urban
environment (including a ruin or other ancient relic of such an R ANK 1: W AY OF THE T ORTOISE - The Tortoise routinely consort
environment), you gain a +1k0 bonus to Stealth Skill rolls and add with the lowest elements o Rokugani society, often spend time in
your Stealth Skill rank to your Armor TN. foreign ports, dealing with gaijin, pirates, and other villains, and
otherwise d things most samurai would find repugnant. They are
R ANK 2: T HE T IGER ' S P OUNCE - The Yotsu are taught to strike with also skilled merchants, an unavoidable side effect of being
uncanny speed, catching their opponents by surprise. On the first smugglers. At character creation, you may learn an additional gaijin
Round of a skirmish, you may add your Stealth Skill rank to the total language for free with every purchase of the Language Advantage.
of your Initiative roll. (This bonus ends on the Reactions stage of the You do not lose Honor for using Low skills, o Glory for using the
first Round.) Commerce skill in public, so long as you are doing so as part of your
R ANK 3: R ENDING C LAWS - The Yotsu strike with the speed of a duty to your clan. When dealing with heimin or hinin, such as
pouncing tiger. When fighting with a Samurai weapon you may make peasants, merchants, and eta you gain a +2k0 bonus to all Social
attacks as a Simple Action instead of a Complex Action. Skill rolls.

R ANK 4: S HELTER THE B LAMELESS - The Sword of Yotsu draw R ANK 2: T HE S HELL OF THE T ORTOISE - Most samurai in Rokugan
strength from their duty to protect others. During any Round when revile the Tortoise for their unsavory behavior and their associations
you are actively defending or protecting another (GM’s discretion), with commoners an gaijin, but all samurai know the Tortoise Clan
you gain one bonus Void Point for use during that Round. Unspent has the special permission and sponsorship of the Emperor. Any
Void Points gained from this Technique are lost at the end of the clan o Imperial samurai who physically attacks or openly slander you
Round (after the Reactions stage). without provocation on your part (GM’s discretion) will immediately
lose a number of points of Honor equal to twice your School Rank.
R ANK 5: T HE T IGER ' S F ANGS - The final lesson of the Yotsu is to
emulate the Tiger’s pounce, striking the opponent so fiercely with R ANK 3: T HE E YES OF THE E MPEROR - The Tortoise function as
one’s first attack that he has no opportunity to fight back. On the first spies and agents of the Emperor, an are adept at the lowest of
Round of a skirmish, you may declare Maneuvers for one less tactics and methods. When acting on behalf of your clan, you may
Raise. roll additional unkept dice equal to your School Rank on all Low
Skills in which you have at least one Skill Rank. This includes any
School skill which only function as Low skills when used in certain
way (such as Sincerity with the Deceit Emphasis). This does no work
with Advantages and Techniques which simulate Skill Ranks (such
as the Crafty Advantage.)
R ANK 4: H AND IN H AND - The Tortoise work in close cooperation
with the common folk of Rokugan, people who other samurai ignore
as much a possible. This gives them access to information networks
n other samurai can reach. Once per session, if you have access to
the local heimin or hinin, you can roll Lore: Underworld Awareness
at TN 25 to learn one useful piece of information (chosen by the GM)
that cannot be learned any other way.

58
R ANK 5: T HE T ORTOISE S MILES - With his training completed, the With a success, the Ravager learns the direction, distance, and
Tortoise smuggler can transcend his own limits in the pursuit of his physical condition of the foe. If the Ravager fails the roll, he loses
Clan’s devious goals serving the Emperor without constraint. When track of his foe until the next time they meet (if any). Magic that
making a Skill Roll with any of your six specified School Skills, your shields someone from detection will protect against this Technique.
maximum Raises are not limited by your Void. A number of time per The Ravager may track multiple foes at once if he has been
session equal to your Void Ring, you may gain a +5k0 bonus when wounded by more than one enemy.
making a roll with any of your School Skills. This bonus can stack
with the bonus from your Rank Thre technique. R ANK 5: S LAUGHTER IS IN THE B LOOD - Centuries of battle within
Toshigoku have imbued the Tsuno Ravagers with a thirst for
slaughter. If a Ravager kills an opponent, he immediately gains a
number of individual +1k1 bonuses equal to his School Rank. These
Tsuno bonuses may be used on attack rolls, damage rolls, or any Skill or
Trait roll, and must be used before the end of the next Round or they
are lost. This Technique can be triggered a number of times each
Tsuno Ravager skirmish equal to the Ravager’s School Rank.

Clan: Tsuno Tsuno Soultwister


Discipline: Bushi
Benefit: None Clan: Tsuno
Skills: Athletics, Battle, Defense, Iaijutsu, Lore: Spirit Realms, Discipline: Shugenja
Kenjutsu (Tsuno Blade), any one Bugei Skill. Benefit: None
Honor: 4.5 Skills: Athletics, Battle, Defense, Intimidation (Torture),
Outfit: Tsuno Blade, Light Armor Kenjutsu (Tsuno Blade), Lore: Spirit Realms, any one Bugei
skill.
Honor: 3.5
Tsuno Ravagers are the undisputed leaders of the Tsuno military. Outfit: Tsuno Blade, light armor, satchel with ritual
They are battle-hardened veterans who learn their School components
Techniques by performing dangerous quests into different Spirit Affinity/Deficiency: Soultwisters have an affinity for spells
Realms. They return changed: stronger, wiser, faster, and meaner. related to any Spirit Realm for which they possess the Touch of
Ravagers lead from the front, their howls driving their troops into a the Spirit Realms Advantage. If the Soultwister has the Cursed
disciplined but savage battle-frenzy. Tsuno Honor demands by the Realm Disadvantage, he has a deficiency with spells
obedience in all things and the Ravagers enforce this discipline related to the Realm associa
savagely, killing all who disobey.
Tsuno Soultwisters are peculiar beings – a combination of sage,
thief, and warrior. They do not gain their magical abilities by calling
Techniques on the kami to perform spells for them. Instead they steal the power
of the spirits and use it to accomplish what they desire. Soultwisters
R ANK 1: K ILL Y OUR W EAKNESS - Tsuno Ravagers draw strength are some of the toughest Tsuno in existence, for to gain their power
from the weakness of others, and learn to conquer their own. When they must venture into the wilds of the Spirit Realms and do battle
a Ravager is wounded he draws strength from the pain. When a with powerful spirits, stealing their power and claiming it for
Ravager is injured, he gains a Reduction rating equal to his current themselves.
Wound Penalties.
These battles leave Soultwisters scarred physically, mentally, and
(This Technique works off of base Wound Penalties, ignoring any spiritually. Many Soultwisters bear these scars as badges of honor
Wound Penalty modifications for spells, Advantages such as and some go so far as to perform ritual scarification to
Strength of the Earth, and similar effects.) This bonus changes as commemorate important victories.
the Ravager’s Wound Penalties change, and ceases to function
once he is at Down or Out.
Techniques
R ANK 2: H OWL OF THE D ISPLACED - Ravagers are leaders among
their Tsuno brethren. Once per day a Ravager can take a Simple R ANK 1: T HE P OWER OF THE S PIRITS - Soultwisters travel across
Action to draw upon the fury of the Tsuno race and unleash a the Spirit Realms, learning tricks and stealing power, then imbuing
terrifying howl, inspiring the Ravager’s allies and disheartening his their allies and enemies with the traits and powers of the spirits. No
enemies. Any foes who hear the howl are affected by Fear 5, and Soultwister can master the magic of all of the spirit realms; each
any allies within earshot gain a +1k0 bonus to their attack rolls. Both Tsuno must choose three Spirit Realms when he becomes a
effects last for a number of Rounds equal to the Ravager’s School Soultwister.
Rank. Multiple Ravagers cannot stack their bonuses, although they
He may only use spells related to those realms. He begins by
can stack the duration and they each generate their own Fear effect.
knowing one spell from each of these three spirit realms.
R ANK 3: T SUNO T ECHNIQUE - A Ravager’s years of battle in the
Every time the Soultwister increases in School Rank he may choose
Spirit Realms have taught him speed as well as strength. The
to either gain three new spells from his chosen Spirit Realms, or
Ravager may make melee attacks as a Simple Action instead of a
learn magic from a new Spirit Realm and gain one new spell (which
Complex Action.
may be from that Realm or one of the others he already knows).
R ANK 4: U NDYING V ENGEANCE - Gaining the ire of a Tsuno Ravager
is usually the last mistake its enemies ever make, for Ravagers have
a supernatural sense of their enemies’ locations. If a Ravager has
wounded or been wounded by a foe, he may take a Simple Action to
make an Awareness Roll (TN 15 if the foe is within the same Spirit
Realm, TN 25 if the foe has moved to another Spirit Realm).

59
Paths Technique
R ANK 2 : MASTER OF THE QUICK BLADE - The Ujina are trained to fight
Elemental Legions [] (Path) 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
Technique Rank: +1k0 bonus to your Initiative rolls and a +1k1 bonus to your damage
Replaces: Shiba Bushi Rank 3 rolls with knives.
Requirements: Lore: Elements (appropriate Ring) 2. Must be The Kitsuki Justicar [] (Path)
selected to serve in one of the Elemental Legions.
The most unique and potent force within the Phoenix armies is Technique Rank: 3
unquestionably the Elemental Guard, a set of small and highly Replaces: Kitsuki Investigator 3
specialized units consisting primarily of potent Isawa-trained Requirements: Iaijutsu 4, Investigation 4
shugenja who specialize in battle.
The justicar tradition is an old one, one that has its roots in Imperial
These individuals are capable of battlefield-shaking magic, but they history that predates even the establishment of the magistrate
cannot and do not take the field on their own. system by the Emerald Champion and his associate, Soshi
For each of the Elemental Guard units there exists a highly trained Saibankan. In Rokugan’s earlier days, communication among the
legion from the Shiba family that is uniquely prepared to take the clans was less extensive and the lands between their holdings were
field alongside their shugenja brethren. wilder and more dangerous. This often resulted in criminals from one
region fleeing to another and completely escaping prosecution.
The Hurricane Initiates are accompanied by the Legion of Wind, the
Avalanche Guard by the Legion of Stone, the Firestorm Legion by The lack of a strong Imperial network for the exchange of
the Legion of Flame, and the Tsunami Legion by the Legion of the information only exacerbated this situation.
Wave. Each of these accompanying legions are staffed with bushi However, Bushido demanded a solution to the problem, for a
who have received exhaustive training from both shugenja and criminal fleeing the Lion lands might prey upon the Crane, bringing
members of the Brotherhood in how to properly align their spirits great dishonor to the Lion Clan (even though the Crane were hated
with the Element of their guiding force, allowing them to draw enemies). The Dragon were thus not the first to establish a tradition
strength from the forces unleashed by their shugenja comrades. of justicars, but they are the only ones to develop and maintain a
fighting technique built on the tradition.
Technique
A justicar is essentially a magistrate trained in the art of dueling.
R ANK : STRENGTH OF THE FIVE - Shiba bushi who serve in the four The duty and purpose of a justicar is to travel in search of fugitives,
Elemental Legions are trained to draw strength from their shugenja sometimes hunting specific individuals and other times merely
brothers. generally searching for anyone who may have escaped the justice of
his clan. When he locates such an individual, the justicar challenges
When you learn this Technique you must select one non- Void Ring. him to duel to the death. The death of the criminal retroactively
When an allied shugenja within your line of sight casts a spell of that proves his guilt and thus eliminates all problems. Of course, the
Element, you gain one bonus Void Point. These bonus Void Points possibility that the justicar may be killed (and thus the criminal
may only be spent on rolls which use the Traits associated with that exonerated) is somewhat of a problem, but even in this case the clan
Element. is freed from any dishonor since the victor was clearly not a criminal
before he arrived at his new home.
The Void Points may be also used in additional ways (listed below)
depending on the Element in question. You may not gain more Void Since the Kitsuki family’s founding, their strong emphasis on justice
Points in this manner than your School Rank, and bonus Void Points has led them to embrace the justicar tradition and they have
not used by the end of the skirmish are lost. developed a technique to support it. Kitsuki Justicars typically hold a
post as a Dragon Clan magistrate, and the clan often goes to
* Air: Increase your Armor TN by 10 for one Round * Earth: Reduce
considerable effort to get them appointed as Emerald Magistrates as
the number of Wounds suffered from one damage roll by 10 * Fire:
well, though success in this depends on the relationship between the
Temporarily increase one Skill Rank from 0 to 1 for one roll * Water:
Kitsuki family and the Emerald Champion of the time.
Exchange your Initiative Score with one other willing participant for
the duration of the present skirmish
Technique
The Ujina Skirmishers [] (Path) R ANK 3 : THE PURITY OF JUSTICE - A justicar is a master of both the
hunt and the kill. You may add your Investigation Skill Rank to the
Technique Rank: 2 total of any Assessment roll made as part of an iaijutsu duel. You
Replaces: Hare Bushi 2 also gain a bonus of +1k0 on all Focus and Strike rolls made against
Requirements: Knives (Tanto) 3 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
The Hare Clan traditionally focuses on a highly athletic and of +1k0 to any Hunting or Investigation rolls made to hunt such guilty
unpredictable school of kenjutsu, but the Hare’s Ujina family prefers targets.
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.

60
The Shiba Armorsmiths [2] (Path) Agents of the Second Gozoku [Any] (Path)
Technique Rank: 2 Technique Rank: 2
Replaces: Shiba Bushi 2 Replaces: Any School 2
Requirements: Craft: Armorsmithing 3, Defense 3 Requirements: Honor Rank of 4 or less. Must have Obligation
to the Second Gozoku or its leader.
The love the Shiba have for scholarly pursuits and the arts is an
oddity among bushi families in Rokugan, so much so that many Despite his genuine affection for his sister, Hantei Naseru uses his
other bushi families look upon them with a mixture of confusion and influence and connections to resurrect the Gozoku conspiracy, an
distaste. Many Shiba pursue some manner of artistic endeavor, organization defunct since the fifth century. The goal of the Second
although they usually prefer those of a scholarly nature, such as Gozoku is not to overthrow the Empress but rather to ensure her rule
poetry or writing. Some, however, embrace both sides of their is prosperous despite her own shortcomings. Naseru and his allies
family’s nature and take up the path of the armorsmith, crafting the among the Scorpion Clan are well aware of the hindrance Honor
famous armor of the Phoenix Clan. These are both beautiful artistic brings with it, and seek to ensure their beloved Empress flourishes
creations and instruments of defense for what the Shiba regard as by taking the steps she cannot, doing what must be done regardless
the tragic inevitability of war. of the consequences.

Technique Technique
R ANK 2 : BRILLIANT STEEL - A Shiba armorsmith is adept at the R ANK 2 : TO SHIELD THE EMPRESS - The members of the Second
creation of beautiful armor, and consequently is also adept at using Gozoku believe they do what they must to protect the Empress from
armor effectively on the battlefield. You gain a +1k0 bonus when the harsh realities of rule, and this philosophy in turn protects them
making Craft rolls to create armor. When you are wearing armor and from the worst excesses they must embrace. Whenever you take an
spend a Void Point to increase your Armor TN by 10, you may action that would result in a loss of Honor, if by taking this action you
increase your Armor TN by an additional amount equal to twice your spare Honor or Glory loss to someone of higher Status Rank than
Earth Ring. you, the loss is halved (rounded down).

Kuroiban [4] (Path) Utaku Horse Master [Any] (Path)


Technique Rank: 4 Technique Rank: 2
Replaces: Any Scorpion shugenja 4 Replaces: Any Unicorn school 2
Requirements: Willpower 4, Lore: Maho 3, Lore: Requirements: Must be a male of the Utaku family
Shadowlands 3. Must have been chosen to serve in the secret
The Utaku family maintains the greatest stables in the Empire. They
order of the Kuroiban.
breed the strongest horses in the land, and their famous Battle
The Kuroiban were originally created by the Yogo, and the Yogo Maidens are the only ones allowed to ride their Utaku steeds into
family still leads the organization. However, it draws recruits from combat. The men of the Utaku family are charged with raising and
both of the Scorpion shugenja schools. Only the most trustworthy training these horses, and many if them choose to eschew the
and skillful shugenja are recruited into the Black Watch, since its theatre of war entirely to devote their lives to this duty. The Utaku
very existence is known to only a handful of people. Outside of the Horse Master serves as stable master, rider, hunter, and friend to
Scorpion Clan, only the Kuni family is fully aware of the Kuroiban, the horses under his care. A popular joke says the Horse Master
although the Asako Inquisitors have a vague realization that marries twice in his lifetime—once to his spouse, the other time to his
something of the sort exists. stable.

Students of the Kuroiban are taught a secret technique to call on Technique


their connection with the kami and root out those who are corrupted
by Jigoku’s touch. R ANK 2 : MASTER OF THE OPEN PLAINS - The Utaku men devote
themselves to raising and training horses, and are without question
Technique the greatest in Rokugan at this task. Indeed, the Unicorn claim that
in all their travels across the world they have never encountered
R ANK 4 : THE BLACK WATCH - You have been taught to sense the better.
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 gain a +2k0 bonus to all Animal Handling, Horsemanship, and
you may expend an additional spell slot (in any Element) and take a Hunting rolls.
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 Water Hammer Smith [Any] (Path)
Tainted (e.g. has at least one full Rank of Taint).
Technique Rank: 2
Normally this technique can only be triggered with targeted spells
that have an instantaneous effect. However, if you are trained in the Replaces: Any Dragon School at Rank 2
Yogo Shugenja School you may also use this technique with your Requirements: Any one Craft Skill at 3 or higher
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 men and women who make Water Hammer City their home are
the ward. 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.

61
Among all these individuals, however, none are more skilled, more You learn two Maho spells of your choice and gain a Free Raise for
respected, and more famous than the Water Hammer Smiths. These Spell Casting Rolls with Maho spells. When casting a Maho spell,
individuals come from all walks of life, as anyone can gain an you may reduce the amount of Taint you gain by 1 point for every 2
apprenticeship if their level of skill or even their potential is sufficient additional Wounds you take when casting the spell. (This cannot
enough. Each individual smith chooses his own apprentices, decrease the Taint gain below 1 point.) However, if you are using
meaning that traditions vary wildly from one to another. The vast someone else’s blood to power the spell, you may instead use this
majority of them are Dragon, however, and although apprenticeships technique to transfer the Taint for the spell onto that person, at the
are often offered to students from other clans, it is rare for any of rate of 1 point of Taint for every 2 extra Wounds inflicted. This can
said students to gain the title of master smith. reduce your own Taint gain to 0.
This technique can be taught to anyone, samurai or commoner, and
Technique can replace Techniques at any Insight Rank. If it is learned by a
samurai at Rank 1, it replaces the samurai’s Rank One Technique
R ANK 2 : CHILD OF THE WATER - You have studied the secrets of the
and reduces the samurai’s starting Honor to 1.0, but does not affect
Water Dragon found in Water Hammer City, and the path of the
the samurai’s Outfit or starting Skills.
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 Jade Legionnaire [Any Bushi or Shugenja School,]
this cost by spending a Water spell slot. (Path)
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
Technique Rank: 2
day and gain two bonuses equal to three times your Void Point). Replaces: Any Bushi or Shugenja School, Rank 2
Requirements: Glory 2+, must receive an appointment to the
Kolat Master [Any] (Path) Jade Legion before this Path can be taken
The Jade Champion has access to many resources within Rokugan,
Technique Rank: 6 and above
but the Jade Legion is his personal, highly trained force. This force
Replaces: Any Technique (or none) at Insight Rank 6 or higher does whatever the Jade Champion requires and their exploits
Requirements: Two mental Traits at 5 or higher and Courtier against the Empire’s enemies often go unsung.
(Manipulation) 5, Intimidation (Control) 4
Legionnaires are trained to fight alongside shugenja and to armor
The Ten Kolat Masters are among the most devious, manipulative, their pure souls against the dank corruption of their enemies.
and ruthless individuals in the entire Emerald Empire.
Only ten exist at any one time, and they generally achieve their
Technique
position by rising through the ranks of the conspiracy, demonstrating
R ANK 2 : PURITY IN PURPOSE & DEED - The Jade Legionnaires
great loyalty, adaptability, and efficiency… or great ability to forge
accompany the Jade Magistrates against the most dangerous, most
alliances with other Kolat. Regardless, no one becomes a Kolat
insidious, and most numerous of the Empire’s magical threats. If
Master without years of dedicated service to the conspiracy.
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
Technique damage rolls made against that opponent.
R ANK 6 AND ABOVE : WILL OF THE MASTER - Must be a member of the For the purposes of this Technique, all creatures and other
Kolat conspiracy and chosen to lead one of the ten Sects. opponents who do not possess an Honor Rank are assumed to have
an Honor Rank of 0.
Cannot be Tainted or corrupted by the Nothing.
Jade Magistrate [Any Bushi, Courtier, or Shugenja
The BloodSpeaker Technique [Any] (Path)
School] (Path)
Technique Rank: Any
Replaces: Any Technique Rank: 4
Requirements: Can only be learned from a senior member of Replaces: Any Bushi, Courtier, or Shugenja School, Rank 4
the Bloodspeaker Cult Requirements: Lore: Law 3, Spellcraft 3, must receive an
appointment as Jade Magistrate before this Path can be
The secret methods of the Bloodspeaker Cult were pioneered by entered
Iuchiban himself and passed down through his chief apprentice,
Yajinden, to other members of the cult. Only those of the The Jade Champion combats criminals who abuse the arcane, and
Bloodspeakers who are high-ranking and knowledgeable enough to his magistrates enforce his will. The Jade Magistrates are trained to
understand that Maho is the true source of the cult’s strength are recognize these crimes and quickly dispense justice.
allowed to learn this technique. The Bloodspeakers make no
These warriors mainly hunt maho-tsukai and Bloodspeakers, all
distinction between social caste, and have taught their secrets to
those who perform profane magic within the Empire’s borders.
samurai of all types, to peasants, and even to eta.

Technique Technique
R ANK 4 : SCENT OF THE KAMI - A servant of the Jade Champion is a
R ANK A NY : IUCHIBAN'S METHOD - The high-ranking Bloodspeakers
master at deciphering the mysteries of the kami. You may make a
realize they are meddling with the Taint, but have learned ways to
Perception / Spellcraft Skill Roll to identify any spells cast in an area
mitigate this, in part by shunting the corruption off onto their
during the past forty-eight hours. The TN for this roll is equal to the
misguided followers.
basic TN to cast the spell in question (which is to say its Mastery
Level x 5, plus 5).

62
The Topax Champion [Any Bushi, Courtier, or The Yoritomo Sculptors [Artisan] (Path)
Shugenja School] (Path) Technique Rank: 2
Technique Rank: Special (see above) Replaces: Any Mantis Bushi or Courtier 2
Replaces: Special (see above) Requirements: Artisan: Sculpture or Craft: Sculpture 4
Requirements: Special (see above) raditions, their sailors’ penchant for wood-carving on long voyages
has developed over time into a modest school within the clan. The
Every year, the village of Tsuma in the Crane lands is host to the
clan drew on commercial ties with the Crane or the Phoenix to gain
greatest gempukku ceremony in Rokugan. The person who proves
the services of their artistic sensei and develop its casual skills into a
himself or herself the worthiest samurai becomes the Topaz
true Technique.
Champion for that year. Since the contest is heavily weighted toward
martial competitions (especially iaijutsu), bushi tend to dominate the In modern times, the Mantis use this group as a source of both
Topaz Championship. political favor and personal leverage.

Technique Technique
R ANK S PECIAL ( SEE ABOVE ) : SOUL OF PROMISE - The Topaz R ANK 2 : WATANABE'S LEGACY - The Yoritomo Sculptors hone their
Champion is among the best and brightest of each generation. wood-carving skills on ship-board before graduating to actual
training in their organization’s tiny school. You gain a +1k1 bonus
When you advance in Insight Rank and into this Path, you gain the
when using the Skills of Artisan: Sculpture and Craft: Sculpture, and
Technique it would normally replace.
you may ignore any circumstantial or environmental penalties
You also gain a number of bonus Void Points per day equal to your (distractions, weather, noise, etc) to your rolls with those two Skills.
highest Ring. You may spend these just like normal Void Points
(with all the normal restrictions), but they may only be used to Kakita Jester [Artisan] (Path)
enhance your School Skill Rolls.
Technique Rank: 5
The Scorpion Loyalists [Any Scorpion School] (Path) Replaces: Kakita Artisan 5
Requirements:
Technique Rank: 2
Replaces: Any Scorpion School at Rank 2 Within the Kakita Artisan Academy is a small dojo where students
Requirements: Courtier 4 (courtiers), Spellcraft 4 (shugenja), are instructed in one of the most peculiar arts of the Kakita: the path
of the Jester. The Jesters are a specialized variant on kabuki acting,
one Weapon Skill at 4 (bushi or ninja)
and their studies include acting, dance, poetry, music, and political
The long period of relative peace and tranquility the Empire enjoyed commentary.
took its toll upon the Scorpion just as it did all the clans. When the
There are few samurai suited to the life of a Jester, and the dojo is
whispering of Ambition began to take hold in Bayushi Shoju’s mind,
never crowded.
his demeanor changed, affecting those closest to him, then their
vassals, and so on. When the Scorpion discovered the prophecy that Jesters are a very unusual form of performance artisan, created by
foretold the return of Fu Leng through the last Hantei, this growing the Crane but occasionally seen among other clans. While most
seed of dissent and paranoia blossomed into a loyal cadre who Artisans focus on creating beautiful and immortal works of art, the
would do anything to make Shoju’s vision a reality. These warriors, Jesters focus on tearing down the pretensions of the arrogant and
priests, and courtiers, conspirators one and all, formed the bulk of the powerful. A Jester is chosen for his role early in his schooling
the forces in the Imperial City during the Clan Coup, commanding and is expected to serve in that role throughout his life, wearing a
even senior officers and agents in the successful capture and distinctive kabuki-style costume and makeup and using his
security of the city as a whole. performance skills to mock, deride, and needle those who deserve it.
Highly experienced and skillful Jesters eventually earn access to the
The technique which these men and women employed was not
special Technique taught by a handful of sensei at their dojo.
wholly exclusive to their era, however. The Scorpion Clan has
always had those willing to do anything at all to fulfill their lord’s Jesters dance and strut through the courts, singing, telling stories,
commands, and in truth the technique of the Scorpion Loyalists can making slightly inaccurate quotes from famous books, and generally
probably be traced back to the internal split within the clan during the making sure any samurai knows when he or she does something
Gozoku era. inappropriate. They usually speak in rhymes or riddles and have a
habit of foretelling doom for anyone who criticizes or attacks them. It
Technique should be noted, however, that Rokugani jesters never behave in a
lighthearted or “wacky” manner—their humor is satiric, biting, and
R ANK 2 : NO MATTER THE COST - Those Scorpion agents who often sour, and their favored tool is mockery. Among normal samurai
embrace their duties to the fullest strike viciously at the clan’s many such behavior would prompt duels, but the Jesters receive the
enemies without regard for the constraints of honor, custom, or sanction of their lords to say things otherwise never tolerated. They
propriety. 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
You may sacrifice points of Honor up to a maximum number equal and satire. The GM should generally not inflict Glory or Honor losses
to your Scorpion School Rank to gain a bonus on one roll made on Jesters who are making public insults or committing minor
against non-Scorpion opponents. breaches of etiquette as part of their “role” as a Jester.
Bushi and ninja gain a bonus of +1k0 per point of Honor on attack Notwithstanding this “immunity,” however, most Jesters are careful
rolls, courtiers gain the same bonus on Contested Social Skill Rolls, to attach themselves to a noble patron in order to gain extra
and shugenja gain the bonus on spell-casting rolls made on Air protection for their often-acerbic performances.
spells (only) targeting those opponents.

63
Technique Technique
R ANK 5 : THE ART OF MOCKERY - The Kakita Jester is tasked with R ANK 2 : SOUL OF THE STONE - A Tamori smith can mingle his spirit
sardonically puncturing the pretense and arrogance of court, with that of stone and steel, creating blades that borrow the very soul
reminding all present of their flawed and mortal natures. You may of the mountains. When you make a successful Craft Skill Roll to
publicly mock a suitable target (someone hypocritical, arrogant, finish creating a Samurai weapon, you may expend all your Void
dishonorable, or otherwise deserving of your attention) by means of Points to instill within the weapon a number of Free Raises equal to
speech, dance, song, or other such methods. This requires a your Earth Ring. These Free Raises may be used on any roll made
Contested Roll of your [chosen art] / Awareness against the target’s using the blade. Free Raises which are expended refresh after thirty
Etiquette (Courtesy) / Willpower. If you lose the roll, you lose points days.
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 A Tamori weaponsmith may never have more of these weapons in
your Glory Rank, and a loss of Honor points equal to half as much existence at one time than his Earth Rank.
(rounded up).
Deathseeker [Bushi] (Path)
You may not target the same person with this Technique more than
once per month. Technique Rank: 1
Replaces: Any Lion Bushi School 1
Kaiu Shipmasters [Artisan, Bushi] (Path) Requirements: Honor Rank 5, Dishonored Disadvantage
Technique Rank: 3 A Lion bushi holds Bushido and his ancestors above all else. When
Replaces: Kaiu Engineer 3 or Kaiu Siege Master 1 he shames his ancestors by dishonoring his name, he has lost the
Requirements: Battle 4, Sailing 5 center of his soul. He must cleanse the dishonor, typically by
committing seppuku. However, the Lion also offer another choice:
The Crab Clan has maintained a fleet of iron-armored Turtle Ships fighting with the Deathseekers, a unit of lightly armored warriors who
for centuries, but during the age of the Shattered Empire the threat seek death at the front lines of battle. They charge in without
of Mantis raids and the lack of any support from the rest of Rokugan abandon and cut down their foes with no hesitation. Most
forces them to expand the fleet and to arm and reinforce all of their Deathseekers do not survive even one year of duty.
wooden vessels as well. Hida O-Ushi commands that Earthquake
Fish Bay be made impregnable against any naval attack, whether Technique
mundane the family daimyo and a famed Siegemaster. Utsu went to
work with classic Crab practicality, adapting his methods to naval R ANK 1 : HONOR OF THE LION - Deathseekers redeem their
warfare. After he dies of heart failure in 1139, the task is taken up by dishonored names by falling in the thick of battle. You gain the
his heir Kaiu Umasu, who regularized the Technique which Utsu had Benefit, Skills, Honor, and Outfit of a Rank 1 Lion bushi (any Lion
devised and made sure it was taught to later generations. bushi school). You may add your Honor Rank to the total of one
damage roll during your Turn. If you do, your Armor TN is reduced
Technique by 5 until the Reactions Stage of the following Combat Round.
Additionally, you add +1k0 to attack rolls while in the Full Attack
R ANK 3 : UMASU'S STEEL - The Kaiu Shipmasters learn how to Stance.
reinforce their clans ships against any sort of threat, whether it be
from the Shadowlands or from the fleets of other clans, using a Obsidian Magistrate [Bushi] (Path)
mixture of physical improvements and defensive tactics.
At the beginning of any naval battle in which you are in command of
Technique Rank: 1
a warship, you may make a Battle / Intelligence Skill Roll at TN 25 to Replaces: Daigotsu Bushi 1
grant your ship a bonus Reduction value equal to your Sailing Skill Requirements: Investigation 2
Rank x2. If the ship is a Turtle Ship, the bonus is equal to your Skill
Rank x4 instead. When the Spider Clan was formed out of the Lost, its founder
Daigotsu decided to organize his forces as a subversion of the
The Tamori Weaponsmiths [Artisan, Shugenja] (Path) 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.
Technique Rank: 2
Replaces: Tamori Shugenja 2 He imposes the law of the Spider on everyone he meets, and his
Requirements: Craft: Weaponsmithing 3, the ability to cast at fanaticism fuels ferocious charges against his foes on the battlefield.
least one spell that creates a weapon (such as Tetsubo of
Earth or Katana of Fire) Technique
The Tamori are an intensely pragmatic family, far more so than most R ANK 1 : STRENGTH IN TERROR - The Obsidian Magistrate is the
shugenja families, and have a number of ideas that more bastion of Shourido and enforcer of Daigotsu’s will. You gain the
conservative groups view as almost heretical. 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
In particular their embracing of martial traditions, taking the field not
High and Bugei Skill Rolls. This bonus does not apply to Weapon
merely in support of the bushi but as actual weapon-wielding
Skills. You may also add the difference between your Honor and that
combatants, has earned them the ire of many other families.
of your opponent to the total of attack rolls made against that
Similarly, their desire to craft their own weapons, which they
opponent.
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.

64
Claws of the Wolf [Bushi] (Path) Crab Defenders [Bushi] (Path)
Technique Rank: 2 Technique Rank: 2
Replaces: Replaces: Hida Bushi 2, Hiruma Bushi 2
Requirements: Wary, Driven Requirements: Awareness 3, Agility 3, Iaijutsu 4
The Claws of the Wolf are a small group of rather vicious vigilantes The limited Crab dueling tradition is maintained in the Unbreakable
who subscribe to the ideals of Toturi Sezaru, an Imperial heir who Blade Dojo. It emphasizes endurance rather than speed, teachings
lived during the mid to late twelfth century and whose death helped its students to endure their opponents’ first blow in order to survive
usher in the Race for the Throne. Sezaru was one of the most to deliver their own.
powerful shugenja of his age, and perhaps of all time, but struggled
throughout his life with emotional detachment and borderline Due to the Crab Clan’s martial and pragmatic nature, the sensei of
sociopathic tendencies. He never surrendered his honor, but came the Unbreakable Blade focus their training on lethal duels (both on
close on more than one occasion, especially during his ruthless and the battlefield and in court) rather than on the duels to first blood that
relentless hunts for members of the Bloodspeaker Cult. The men are more common in other clans.
who claim to continue his legacy are similarly brutal in their
assessment of the world around them, and attempt to eradicate Technique
threats to the Empire’s stability or to its people. Unfortunately, their
judgment of what constitutes a threat can be highly suspect at times. R ANK 2 : WARRIOR OF EARTH - The Defenders are taught there is
The members wear ceramic masks similar to the one made famous more than one way to win a duel. Rather than try to strike faster than
by Sezaru himself. 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
Generalization: This Technique can be used by any group of fight. During the Strike step of an iaijutsu duel, you are considered to
vigilantes or devotees to a ruthless figure. Other notable historical have additional Reduction equal to your Earth x3.
figures might include Hantei XVI (the Steel Chrysanthemum), for
example, or a notably ruthless or pragmatic magistrate. Even the Crab Sumai Wrestlers [Bushi] (Path)
Clan War-era berserker Hida Amoro might inspire such a group.
Technique Rank: 2
Technique Replaces: Hida Bushi 2 or Yasuki Courtier 2
R ANK 2 : HUNTING THE DARKNESS - The Claws of the Wolf ruthlessly Requirements: Jiujutsu (Sumai) 4
punish all who violate Imperial law. The Crab have a long and storied tradition of excellence in sumai,
You gain a bonus of +2k2 to the total of your first attack roll in a whose social respectability can grant skilled Crab wrestlers access
skirmish if the opponent you are attacking is an individual you know to courts where they might otherwise never be invited. Promising
without question is guilty of a violation of Imperial law. students are taught at the Grip of Earth Dojo, the principle home to
the Crab Clan’s sumai fighting technique. When another samurai
Crab Berserker [Bushi] (Path) encounters a Crab bushi utilizing sumai techniques, it is almost
always a graduate of the Grip of Earth Dojo. Those students who
show a knack for the ritual and pageantry of sumai as well as its
Technique Rank: 2
more physical aspects are sent to Stone Tower Dojo in the Imperial
Replaces: Any Crab Bushi school Rank 2 Capital.
Requirements: Earth 4
When faced with insurmountable odds, a warrior often retreats to
Technique
fight again another day. To the Crab Berserker, this is not an option.
R ANK 2 : THE WAY OF SUMAI - While most Rokugani treat Sumai
The Berserker will fight wherever his lord directs him, and focuses
wrestling as a sport, the Crab have never forgotten that it originated
his entire being into that fight. The Berserker fights with no limits and
as a combat art. When rolling to control a Grapple, you gain a +1k0
continues to ferociously attack until either he or his enemy is
bonus (+2k0 if you are Large).
bloodied and dead on the ground. The Berserkers often fight against
the ravaging Shadowlands Horde and are said to match those If you choose to inflict damage in a Grapple (e.g. the “hit” option),
beasts in rage and viciousness. you gain a +1k1 bonus to the Damage Roll.

Technique Enrolling in this Path automatically allows your character to get rid
of the Small Disadvantage at no point cost. If you are not Small, you
R ANK 2 : BERSERKER'S RAGE - The Crab berserkers manifest their automatically gain Large at no point cost. If you are already Large,
unique and dangerous gifts after spending some time – often you are refunded the point cost of the Advantage.
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.

65
Daigotsu Scout [Bushi] (Path) Technique

Technique Rank: 2 R ANK 2 : SHIELDED BY THE EAST - The East Wind specialize in the
defense of their charges, whoever they might be. When in the
Replaces: Daigotsu Bushi 2 Defense or Full Defense Stances and performing the Guard Action,
Requirements: Stealth 3 you increase both your Armor TN and that of your charge by 5
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
Eyes of Nanashi [Bushi] (Path)
have joined the clan since its inception, those with a talent for
speaking to the kami join the Chuda, those whom the Shadow Technique Rank: 2
Dragon has chosen as his own become members of the Goju, and a Replaces:
small handful take up the path of the monk as members of the Order Requirements: Lore: Law 3, Honor Rank 4+
of the Spider. All the rest join the Daigotsu, and among those
legions, the cruel and sinister sensei of the Spider dojo select those Nanashi Mura (“Anonymous Village”) sits on the edge of Dragon
with the greatest affinity for stealth, athleticism, and sheer physical Clan territory near the vast Dragon Heart Plain. Imperial records
prowess to serve as the small but distinguished group known as the indicate the village is a holding of the Dragon, and it is true they are
Daigotsu scouts. These individuals are trained extensively in the art responsible for its administration. In reality, however, the Dragon
of remaining unseen regardless of circumstances, and are allowed have always permitted the ronin who call the city home to rule the
to travel through the Empire with impunity, observing and village’s affairs, so long as they meet their taxes and maintain peace
remembering everything they have seen to report back to their in the region.
master Daigotsu. In addition to their physical talents, the scouts are The village is overseen by a council of ronin and their will is
chosen for mental acuity; they dare not keep records of their enforced by a group of warriors and magistrates known as the Eyes
observations, as capture could reveal too much about the family or of Nanashi. Within the village the Eyes are generally regarded as
clan. Likewise their loyalty to the Spider is of paramount importance. honorable law enforcement, and even visiting Great Clan samurai
In the event that one of them is captured, the Daigotsu sensei must will treat them with some respect, albeit mostly out of deference to
be confident that the scout will not betray the familys secrets even the Dragon Clan.
under pain of torture or death.
Together, these traits result in an elite cadre of scouts who are Technique
intelligent, talented, and completely ruthless. Those few who know of
their existence regard them as extremely competent and dangerous R ANK 2 : STRIKE THE CENTER - The Eyes of Nanashi prefer non-lethal
enemies. means of defending the city, and often use non-traditional weapons
to gain a psychological advantage over their foes. You gain a bonus
Technique 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
R ANK 2 : THE CLOAK OF SHADOWS - Although not as talented as the certain Called Shots are usually a good indication you are trying not
inhuman minions of the Shadow Dragon or the Lying Darkness, the to injure your opponent.)
Daigotsu scouts are still highly skilled in moving about without being
detected. Falcon's Strike [Bushi] (Path)
Stealth is now considered a School Skill for you, and you gain one Technique Rank: 2
additional Emphasis in the skill above any you may already possess,
Replaces: Toritaka Bushi 2.
and in excess of the maximum normal number of Emphases you
may posses. Your Move Actions are not reduced when using After the Falcon join the Crab, this Path may also replace
Stealth, and when using Stealth you may also ignore any terrain Hiruma Scout 2 or Hiruma Bushi 2.
penalties that would normally reduce your Move Actions. Requirements: Kyujutsu (Yumi) 3
A tiny off-shoot of the Falcon Clan’s bushi traditions, the Falcon’s
East Wind [Bushi] (Path) Strike Dojo becomes much larger and more influential after the
Falcon are absorbed into the Crab Clan in the early twelfth century.
Technique Rank: 2 The dojo selects its students for keen vision and sharp senses, and
Replaces: they learn to rely on focused senses rather than the mechanics of
Requirements: Commerce 1+, Horsemanship 2+, Honor 4+ drawing and firing to hit their targets.

The East Wind is a benevolent ronin brotherhood devoted to Technique


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 R ANK 2 : SPOTTING THE PREY - The Falcon’s Strike is taught to use
ensures a constant stream of wealthy merchants, a breed that often the bushi’s deep awareness of their surroundings to strike the target
suffers from mild paranoia and usually has excess funds to spend in regardless of concealment. When making a ranged attack with a
protecting investments. The East Wind initially found gainful bow, you may use your Perception in place of your Reflexes for
employment with such merchants and used their pay to purchase attack rolls.
simple holdings of their own within the city. From that power base
they extended their influence throughout the city in an attempt to When using a yumi, you may also use your Perception in place of
curb crime and other excesses as much as possible. Although they the bow’s Strength for damage rolls.
preferred to keep a low profile, 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.

66
Fireman Gang Lord [Bushi] (Path) Technique

Technique Rank: 2 R ANK 2 : ONE WITH THE WILD - Although they do not possess an
ability to speak to the kami, the Kitsune rangers are at home in the
Replaces: wilderness like few others in the Empire. You gain a Free Raise on
Requirements: 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
Many ronin join local criminal gangs, where their skills can quickly Contested Roll involving detection, whether you are avoiding
bring them to a position of prominence. The infamous fireman gangs detection or attempting to detect a hidden opponent.
of Ryoko Owari have developed a technique for maintaining control
of the patrons in the gambling houses and other dens of iniquity they
control.
Lion Scout [Bushi] (Path)
This technique can also be used to represent any local crime lord Technique Rank: 2
who reigns over his own small territory like an underworld daimyo Replaces: Any Lion Bushi 2
Requirements: Battle 2, Hunting 3
Technique
Akodo’s treatise on warfare emphasized the necessity of knowledge.
R ANK 2 : MASTER OF THE DICE - Your menacing presence ensures He knew a skilled corps of scouts could determine the result of battle
that all goes as it should in your establishment. You may add your even before it began. Hiding is considered a dishonorable act, but
Ranks in the Intimidation skill to the total of any Contested Social roll the Lion Scouts are willing to swallow their pride and accomplish
you make. what must be done. The Akodo and the Ikoma both train scouts to
be adept at avoiding the enemy and surveying the terrain, working to
Imperial Legionnaire [Bushi] (Path) garner even the slightest advantage against their enemies.

Technique Rank: 2 Technique


Replaces: Any Bushi School, Rank 2
R ANK 2 : SHADOW UNSEEN - The Lion Scout cultivates all the skills
Requirements: Glory 2+, must receive an appointment to the required to fulfill his tasks, setting aside his own honor for his clan.
Imperial Legions before this Path can be entered You may move at a normal rate while using the Stealth Skill, and you
The Imperial Legions are filled with the brightest and bravest gain a +1k0 bonus to Stealth Skill Rolls and all Agility-based Bugei
samurai from all the Clans, chosen to directly serve the Emperor’s Skills.
will. The Imperial Legionnaire trains with the most prestigious sensei
of the land and sees service against those who threaten the safety of Mirumoto Mountaineer [Bushi] (Path)
the Empire (such as foreign invasions or mighty maho-tsukai). An
appointment to the Imperial Legions nearly guarantees a bright and Technique Rank: 2
celebrated future for any samurai. Replaces: Mirumoto Bushi 2
Requirements: Athletics (Climbing) 3
Technique
The mountains of the Dragon Clan have served the clan for
R ANK 2 : STRENGTH OF THE EMPIRE - The strength of the Emperor is thousands of years as a natural defense against invasion. However,
exerted via the actions of his loyal legions. the warriors of the Dragon must face the same difficulties the
mountains pose for an attacking army. The Mirumoto Mountaineers
When fighting alongside other members of the Imperial legions, or are hardened warriors, born from the treacherous cliffs, fickle
alongside Emerald or Jade Magistrates, when you spend a Void weather, and dangerous predators that menace their home. The
Point to enhance a roll you also gain a bonus to the roll equal to the Mountaineer has found his balance with the elements, a skill that
number of allied legionnaires and/or magistrates within 25 feet. proves useful in the middle of combat.

Kitsune Ranger [Bushi] (Path) Technique


Technique Rank: 2 R ANK 2 : HEART OF THE MOUNTAIN - The Mountaineer is a rugged
Replaces: Any Mantis Bushi 2 warrior whose constant dealings with the unpredictability of nature
Requirements: Hunting 3. Prior to the Kitsune joining the makes him ready for anything that may await him in battle. When
Mantis Clan, this Technique may be taken as a Rank 2 Path by you are surprised during a skirmish due to failing your Investigation
any bushi-trained Kitsune, regardless of school—including those (Notice) / Perception Contested Roll, you may immediately make a
who do not have a school. second roll using Athletics / Agility.
This Technique can also be taken as a Rank 2 Ronin Techniq If you are successful, you are not surprised. You may also add half
At their heart the Kitsune are a simple people who have weathered your Athletics Skill Rank (rounded up) to the total of all your ranged
the centuries due to their unique harmony with the forest and spirits attack rolls.
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.

67
Moonless Riders [Bushi] (Path) Shinjo Scout [Bushi] (Path)
Technique Rank: 2 Technique Rank: 2
Replaces: Replaces: Moto Bushi 2 or Shinjo Bushi 2
Requirements: Horsemanship 3+, Way of the Land Requirements: Stealth 3
The Moonless Riders are an extremely small and specialized group The Unicorn Clan traveled through the dangerous lands outside
of ronin who have carefully cultivated skills that allow them to not Rokugan’s borders and uncovered threats on every horizon.
only survive but seek regular employment by the armies of the Great
Clans. The Riders, who are comprised primarily of former Unicorn, It soon became apparent that the band of heroes needed an
Lion, and Dragon samurai, specialize in cavalry tactics – but unlike advanced unit traveling before them to skirt the most dangerous
most samurai, they train at night. As a result, they are among the enemies. The Shinjo family accepted this duty. The Shinjo Scouts
preeminent nocturnal scouts and couriers in the Empire. The soon became adept in quietly stalking through foreign lands,
Unicorn find their practices distasteful due to the risk posed to comfortable as if they were in their own homes.
horses in night operations, but the Moonless Riders consider this a Upon the Unicorn Clan’s return to Rokugan the Shinjo Scouts
necessity in order to maintain their livelihood. Although they wander traded knowledge with the Hiruma Scouts of the Crab Clan and grew
freely across the Empire, the Moonless Riders do tend to linger in even more formidable.
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
Technique
themselves against hostile neighboring Great Clans.
R ANK 2 : THE SWIFT SOUL - The Shinjo Scout learns to slip by
unnoticed, even deep in enemy territory.
Technique
You may use the Stealth Skill while on horseback. You are
R ANK 2 : MOVING THE SHADOW - Moonless Riders are experts at all considered to have the Way of the Land Advantage no matter where
things nocturnal. You do not suffer any penalties that might be you are. Finally, you gain +1k0 to all attack rolls while Mounted.
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 Silent Blades [Bushi] (Path)
of +2k1 instead of +1k1 when you spend a Void Point to enhance
any non-Weapon Bugei Skill Technique Rank: 2
Replaces:
Provincial Guard [Bushi] (Path) Requirements: Ninjutsu 3+, Stealth 3+
Technique Rank: 2 Although they pride themselves on their skill as hired killers and
Replaces: Shiba Bushi 2 assassins, the Silent Blades are in truth little more than rank
Requirements: Defense 2, Etiquette 2 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
Once known as the Sapphire Legion, the Provincial Guard is a unit imagine, and as a result they are constantly struggling to overcome
of distinction among the Phoenix Clan, well known for its defense of the impact of botched jobs and the occasional disastrous failure.
the sacred City of Treaties, Nikesake. The legion was founded Fortunately for them, however, those who would hire ronin assassins
hundreds of years ago, and named for the accord reached between rarely communicate with one another, and the group has managed
the Phoenix and Crane clans, an accord further reinforced in later to avoid cultivating a poor reputation despite their mediocrity. While
years by the marriage of Isawa Asahina to the daughter of the Crane they do not know it, the Blades are actually pawns of a more
Champion, resulting in the creation of the Asahina family. The secretive and skilled order known as Shadowed Steel, which is in
legions name is taken from the color of the gemstone in question, a turn a pawn of yet another unknown force. Thus the Silent Blades
tribute to the colors of their allies among the Crane. In recent are essentially fodder for larger, more powerful, and more skilled
generations, however, the creation of an elite unit called the Legion groups, brought out when a scapegoat is necessary or when a very
of the Sapphire Chrysanthemum within the hierarchy of the Imperial unskilled target needs to be eliminated.
families, who were ignorant of the Phoenix units existence, has
created something of a predicament for the Phoenix clan. They Technique
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 R ANK 2 : BLACK HEARTS, RED BLADES - The Silent Blades are not
the group has become known simply as the Provincial Guard, an completely without skill as assassins.
admittedly somewhat bland name that manages to preserve both the
units intent as well as its integrity. If you are attacking an opponent who is unaware of your presence
(for example, a foe you have defeated with a Contested Stealth Skill
Members of the Provincial Guard are well known for their courtly Roll to remain undetected), you may add your Stealth Skill Rank to
tendencies, and are trained in matters of etiquette in addition to their the total of all attack and damage rolls made against that opponent
normal duties as sentries and yojimbo. for the duration of this skirmish.
Perhaps Ironically, the Shiba who train within Nikesake have found
that the two aspects of their training are actually quite similar, and The Guard's Wrath [Bushi] (Path)
mutually beneficial.
Technique Rank: 2
Technique Replaces:
Requirements: Cannot be Forest Killers or Tengokus Justice.
R ANK 2 : MAINTAINING THE PEACE - A Shiba member of the Provincial
Guard is skilled in protecting himself from all harm, regardless of its The Guards are a ronin otokodate based in a remote town. They hire
source. out their members to protect merchants and courtiers, earning funds
to maintain themselves in reasonable comfort. In contrast to many
When in the Defense or Full Defense Stances and spending a Void ronin bands, the Guards are a fairly honorable group, and do their
Point to augment your Armor TN, you also add an amount to your best to carry out their contracts honestly and successfully.
Armor TN equal to your Etiquette Skill.

68
In game terms, the Guards Wrath Technique can also be used to Yasuki Enforcer [Bushi] (Path)
represent any group of reasonably honorable ronin who hire
themselves out as guards or escorts.
Technique Rank: 2
Technique Replaces: Yasuki Courtier 2 or Hida Pragmatist 2
Requirements: Intimidation 3
R ANK 2 : THE GUARD'S WRATH - The ronin of the Guards are taught
The Yasuki merchants specialize in all manner of questionable
defensive techniques designed to keep both themselves and their
forms of commerce and negotiation, and some few among them are
clients alive (so they can be paid). When you take the Guard Action,
discovered to have an exquisite talent for intimidation. Rather than
your TN is not reduced.
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
Three Man Alliance Soldier [Bushi] (Path) reality. After all, a threat that cannot be followed through on is just
poor business.
Technique Rank: 2
Replaces: Tsuruchi Archer 2, Tsuruchi Bounty Hunter 2, or Technique
Suzume Bushi 2
Requirements: Battle 2 R ANK 2 : GENTLE ENCOURAGEMENT - The enforcers of the Yasuki
family know how to threaten in such a way that thoroughly cows any
The formation of the Three Man Alliance is the first step in a process potential opponent.
of twelfth-century consolidation and unification among the Minor
Clans, leading to (among other things) the combination of the You may make a Contested Roll against any individual, using your
Mantis, Wasp, and Centipede clans into the Great Clan of the Mantis Willpower / Intimidation against their Willpower / Etiquette. If you are
and, later in the century, the creation of the Minor Clan Alliance. It is successful, you gain a bonus of +1k0 on all attack rolls made against
the creation of the Three Man Alliance and their military victory over that individual during the first Round of combat against them during
the Scorpion Clan that first inspires the Minor Clans to band together your next skirmish. Each successful Raise made on this Contested
for greater benefit and effect, and many successful officers from that Roll increases your bonus by an additional +1k0. If this Technique is
first military alliance eventually go on to achieve military and political activated during a skirmish, the initial Contested Roll is a Complex
prestige within the Minor Clan Alliance. Action.
The fighting technique of the Three Man Alliance is formed by the Yoritomo Scoundrel [Bushi] (Path)
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
Technique Rank: 2
the Three Man Alliance is superseded during the later Clan War by Replaces: Yoritomo Bushi 2
Yoritomo’s Alliance, the technique it developed survives, and Requirements: Commerce 2, Sailing 2
decades later it is still occasionally taught in Suzume and Tsuruchi
dojo. 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,
Technique pirates, and mercenaries. The Mantis have gained legitimacy with
time, but old habits are hard to break — especially when those habits
R ANK 2 : STAND AGAINST OPPRESSION - The scions of the Minor
are quite effective in fulfilling the Yoritomo’s wishes. The Scoundrel
Clans are not intimidated by their more influential detractors among
may perform feats that are considered beneath a samurai, but he
the Great Clans. Far from it, they are inspired to greatness by their
knows what he does is for the good of his clan.
hardships.
When facing an opponent with a higher Glory Rank than you, you Technique
may spend a Void Point to gain bonus unkept dice on your attack roll
equal to the difference in your respective Glory Ranks. R ANK 2 : REVEL IN VILLAINY - The Scoundrel will do what he must,
despite what society may say about his activities. Whenever you
You may not gain more bonus dice than your Minor Clan School spent a Void Point to enhance an Athletics, Commerce, Sailing,
Rank from this Technique. Sincerity, or Low Skill Roll, you gain an additional bonus to the total
of the roll equal to twice your School Rank.
Unicorn Bariqu Wrestler [Bushi] (Path)
Bitter Lies Swordsman [Bushi] (Path)
Technique Rank: 2
Replaces: Any Moto bushi school 2, Shinjo Bushi 2 Technique Rank: 3
Requirements: Jiujutsu (Bariqu) 3 Replaces: Bayushi Bushi 3
Bariqu wrestling is distinct from the more widespread sumai Requirements: Kenjutsu 3
wrestling, and is largely unknown outside of the Unicorn Clan. Within The fact that the Bitter Lies technique works at all is astounding.
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. The founder of the Bitter Lies style, Bayushi Tangen, was a man
Bariqu is focused on throwing the opponent, rather than driving him who capitalized on chance and reached success through sheer force
out of a ring, and makes heavy use of joint-locks and paralyzing of will. He refused to accept anything as out of his reach and would
holds. take insane risks to accomplish his tasks. He passed this style of no-
holds-barred adventurous fighting to a single student, who later
Technique found several students of his own.
The Bitter Lies Swordsmen carry on this legacy with their own
R ANK 2 : WAY OF THE UJIK-HAI - A bariqu wrestler relies on his use of
reckless antics. The Swordsman’s natural fortune helps him survive
unconventional locks, holds, and maneuvers to defeat his foes,
situations where logic says he could not.
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.

69
Technique Hidden Sword [Bushi] (Path)
R ANK 3 : THE DARK SWORD OF BITTER LIES - The Bitter Lies Technique Rank: 3
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 Replaces:
re-roll suffers no penalty to the TN, even if you failed the original roll. Requirements: Hero of the People
You may keep either result that you prefer. However, you may not
re-roll the same roll another time through any means. 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
Calm Heart Duelist [Bushi] (Path) them. The Sword targets primarily bandits but also the various
enigmatic creatures emerging periodically from the Shinomen. The
Technique Rank: 3 band’s area of operation requires them to interact with the Scorpion,
Replaces: Any Unicorn Bushi School, Rank 3 Crab, and Unicorn clans fairly regularly, and as a result the men of
Requirements: Iaijutsu 3, Lore: Law 1 the Hidden Sword, while honorable, remain extremely practical and
realistic individuals who do not succumb to blind idealism.
The dueling grounds of Dark Edge Village are famous throughout Historically, the group has opposed and been sworn enemies of the
the Empire, and as a result many young duelists travel to the village Forest Killers, one of the Empire’s largest and most violent groups of
to train and in hopes of meeting both worthy opponents and sensei ronin bandits, who lair within the Shinomen Mori. On at least one
looking for new students. occasion, the Hidden Sword has been completely wiped out by the
The village is home to the only notable traditional dueling dojo Forest Killers, but was reformed by its leader’s sons to carry on his
within the Unicorn lands, although it is quite modest compared to work.
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 Technique
peaceful Ide family.
R ANK 3 : KEEPING THE PEACE - The Hidden Sword excel at combating
Their purpose in creating a dueling tradition stems from their need criminals and bandits, and have been taught effective techniques for
to resolve conflicts in which their kinsmen, the representatives of the dispatching such individuals.
Unicorn Clan in court, become embroiled. The necessity of being
able to skillfully defend the honor of the Ide and the Unicorn as a When fighting against an opponent with lower Honor Rank than
whole, and to do so without needlessly taking life, has given rise to yours, you may make melee attacks as a Simple Action instead of a
the dojo of the Calm Heart Duelists. Complex Action when wielding weapons with the Samurai keyword.

Technique Hiruma Yojimbo [Bushi] (Path)


R ANK 3 : THE CALM HEART CONQUERS - A soul of serenity can Technique Rank: 3
overcome even the most stalwart opponent. You gain a bonus of Replaces: Hiruma Bushi 3 or Hiruma Scout 3
+1k0 to the total of any Iaijutsu Skill Roll when you are not striking to Requirements: Defense 3
kill your opponent, whether in a duel to first blood or a skirmish.
Since the first days of the Crab Clan, the athletic and attentive
You may make melee attacks as a Simple Action instead of a Hiruma have often served as yojimbo for the Crab Champion and his
Complex Action when you are wielding a katana or wakizashi. most important vassals. This is not because the Hida lack for
physical or martial power, of course, but rather because the Hiruma
Doji Marines [Bushi] (Path) excel at perceiving threats that other Crab might easily miss. They
are also considerably faster than the average member of most other
Technique Rank: 3 Crab families, and speed is an essential component of any
Replaces: Doji Magistrate 3, Daidoji Iron Warrior 4 successful yojimbos repertoire of talents.
Requirements: Sailing 3
Technique
During the Shattered Empire era, the Crane Clan conducts a major
naval buildup and fights an extended series of naval battles and R ANK 3 : THE CRAB'S SHELL - Those Hiruma tasked with protecting
campaigns against Yoritomos fleets. This effort is largely organized the lives of important Crab personages understand that the best and
by Doji Chomei, who had previously served as an ambassador to the most effective means of defending them is to destroy their enemies
Mantis Clan and knew more about them than almost any other as quickly as possible. After making a successful melee attack, you
Crane alive. He knew the value of training Crane bushi in techniques may immediately perform the Guard Action as a Free Action (if your
of naval combat and boarding action, techniques he had seen charge is close enough for you to Guard). If you do so, you may add
demonstrated by Yoritomo himself, and made this a centerpiece of the amount by which your attack roll exceeded your opponents
the Crane Clans naval expansion. Although Chomei is killed in Armor TN to the Armor TN of your charge until your next Turn.
action in the great battle off Mura Sabishii Toshi in the year 1142,
the organization he has created lives on and teaches its Technique Ichiro Pass Warden [Bushi] (Path)
to the clans next generation of naval warriors.
Technique Rank: 3
Technique Replaces: Ichiro Bushi 3
R ANK 3 : CHOMEI'S COURAGE - The aquatic soldiers who come to be
Requirements: Strength 4, Spears 4, Athletics 4.
known as the Doji Marines are trained to fight on the pitching decks The first duty of the Badger Clan is to protect the pass from invasion,
of ships and to conduct boarding actions against enemy vessels, and the clan has long trained a group of specialized warriors whose
using the heave and pitch of a moving ship to their advantage. You sole duty is to defend the pass with spears and hurled rocks. Their
do not suffer any TN penalties for fighting on slick, irregular, or task is to inflict as much damage as possible on any invaders. The
moving surfaces/terrain. If you are in the Attack or Full Attack stance Pass Wardens spend most of their lives within the fortresses of the
in a situation where such a penalty would normally have applied, you Badger lands, seldom visiting the rest of the Empire.
add a +Xk0 bonus to your melee attack rolls, where X is equal to
your Reflexes.

70
Technique Technique
R ANK 3 : HOLD THE PASSES - Your range with hand-hurled missiles is R ANK 3 : SMOKE AND MIRRORS - The Machi-kanshisha are extremely
doubled, and you add +1k0 to damage rolls with thrown weapons; if adept at wielding their namesake weapon. When using an iron pipe,
the weapon is a nage-yari or a rock, the bonus is +1k1 instead. 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-
Lion Paragon [Bushi] (Path) kanshisa as a Simple Action (you may spend up to two Void Points
per Round in this manner).
Technique Rank: 3
Replaces: Any Lion Bushi 3 Ronin Guards [Bushi] (Path)
Requirements: Void Ring 4, Kenjutsu 5, Honor Rank 7
Technique Rank: 3
The samurai class lives by the Code of Bushido, but the stresses Replaces:
and temptations of everyday life makes strict adherence to Bushido Requirements: Polearms 3+, Heart of Vengeance (Unicorn)
nearly impossible. The Lion Paragons persevere through these
obstacles, striving to be ideal samurai. The Paragons follow an In the aftermath of the infamous Scorpion Clan Coup at the
ancient technique that benefits from their focus and strength of will, beginning of the twelfth century, the Akodo family of the Lion Clan
and pass it on to those who possess the same qualities. The was dissolved by a wrathful Emperor. The majority of the family
Paragons are not a military unit within the Lion Clan, but their ideals joined other Lion families, and many others took their own lives in
are well known to all Lion and their technique continues to be shame. Some, however, took up the life of the ronin rather than
passed down from one generation to the next. remain within the now hostile Lion Clan with its new Matsu
leadership. Of those who became wave men, a small group banded
Technique together for mutual defense and survival. These men, known as the
Broken Guard, were led by a former officer named Saigorei, a man
R ANK 3 : PURE AND DEDICATED - The Lion Paragon lives by the tenets with a deep grudge against the Unicorn Clan. Saigorei gathered men
of Bushido, and the strength of his devotion allows him to push with similar philosophies to his banner, honing their skills with an
himself beyond his physical limits. You may make melee attacks as emphasis on anti-cavalry maneuvers. The Broken Guard quickly
a Simple Action instead of a Complex Action. However, if you gained a reputation as dangerously effective against mounted foes,
choose to do so, you may only make one attack that Turn. (This and they saw regular employment throughout the Clan War era.
prohibits you from making any additional attacks, even with the Extra When the Akodo family finally reformed, many of the Broken Guard
Attack Maneuver.) Once per skirmish, you may spend a Void Point rejoined it. Of those remaining, most joined together with other ronin
as a Free Action to activate this Technique. Your Honor Rank is who had fought in the amalgamation known as Toturi’s Army,
considered to be double for the purpose of your other School becoming the Wolf Legion.
Techniques. (For example, if you are a Matsu Bushi, you add double
Generalization: Independent of the timeline, this Path could be used
your Honor Rank to all damage rolls from your Rank 1 Technique.)
to represent any anti-cavalry group, or a group with a grudge against
This effect may increase your Honor Rank above 10, but does not
the Unicorn Clan for whatever reason.
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. Technique

Machi-Kanshisha [Bushi] (Path) R ANK 3 : THE TIGER’S TEETH - The Broken Guard are among the
finest anti-cavalry forces in the Empire.
Technique Rank: 3 You may make a melee attack as a Simple Action when using a
Replaces: polearm. You gain a bonus of +1k1 on attack rolls made against
Requirements: Athletics 2+, Staves 3+ targets on horseback (or mounted on similarly-sized creatures).

This band of ronin are known by the name of their preferred weapon, Saigo's Blade [Bushi] (Path)
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 Technique Rank: 3
many associate the name with the ronin band itself rather than the Replaces: Bayushi Bushi 3
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 Requirements: Iaijutsu 3
the narrow divide between the holdings of the Lion and Unicorn The iaijutsu duel is a sacred tradition in Rokugan and a lynchpin of
clans. the Empire’s legal system. Given the history the Scorpion Clan has
Because of the militant nature of the two clans in question, who in the creation of that system, it comes as no surprise that a small
closely observe any significant violence near their borders, the but effective branch of the clan’s primary bushi school is devoted to
Machi-kanshisha prefer to use their namesake smoking pipes as the art of iaijutsu.
non-lethal weapons, employing them to subdue their foes rather Through much of the Empire’s history the group did not have an
than kill them. In the twelfth century, the City of the Rich Frog is official name, but during the years immediately prior to the Clan War
annexed by the Lion Clan, and the Kaeru ronin family, administrators it drew attention for the deeds of Bayushi Saigo, one of the finest
of the city and employers of the Machi-kanshisha, become vassals graduates of its training program. Saigo’s victories over other clans’
of the Ikoma family. duelists were so notable that the graduates of the dojo became
Generalization: Most of the Empire’s history has seen the Machi- known—first informally, then later formally—as Saigo’s Blades.
kanshisha employed as listed above. If the GM chooses to modify a
campaign set in the modern era, they can remain doing exactly what Technique
they have for so long without the Ikoma’s involvement
R ANK 3 : SAIGO'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 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.

71
Serpents of Sanada [Bushi] (Path) 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
Technique Rank: 3 Chagatai’s campaign to capture the Imperial City was ultimately
Replaces: unsuccessful, the punishment he inflicted on the Lion forever
Requirements: Knives 3+, Sailing 3+, Honor Rank 3 or lower changed the way the Empire regarded winter warfare. Few
attempted to recreate the extent of that campaign, but most
Over the centuries there has been no shortage of ronin who have recognized it was possible to fight in the winter with adequate
turned to violence and brutality to make their way through the world. preparation and training.
Some, such as the Forest Killers, have cultivated such a reputation
that their name is used to frighten children throughout the Empire. One group of ronin who served in Chagatai’s forces and survived
There are very few, however, who have the sheer audacity and the Lion’s vengeance went on to sell their services as couriers,
penchant for destruction as the Serpents of Sanada. The Serpents messengers, and general supplemental cavalry, all with a specialty
are a naval band and over the years they have accumulated a small in winter tactics. The Yasuki family of the Crab would be envious of
fleet of vessels, using them to become one of the most successful the discreet promotion the Snow Riders have conducted on behalf of
(and hated) pirate groups in almost a thousand years. In particular their organization, and they have ensured they are always employed
the Serpents are an offense to the Mantis Clan, who not only have during the winter – if nothing else because their employers don’t want
many former members among their ranks but have actually been their enemies employing the Riders instead. Generally speaking, the
attacked on their home islands by the Serpents, something no pirate Riders make adequate profits during the winter months to support
ever before dared to do. The Mantis ruthlessly hunt down vessels in them through the summer, which is exactly their intention.
the Serpents’ fleet but find it difficult to destroy the whole force.
Generalization: Although the story of this group is tied specifically to
the Khan’s infamous campaign, there is no reason a small group
Technique could not develop along these lines independently of that incident.
Doing so might make their services more difficult to market and sell,
R ANK 3 : THE SERPENTS’ COILS - The Serpents of Sanada are utterly however.
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 Technique
make melee attacks as Simple Actions rather than Complex Actions.
R ANK 3 : THE JOURNEY’S BEGINNING - he Snow Riders have mastered
the art of mounted warfare and of waging war in winter conditions.
Shiba Yojimbo [Bushi] (Path) You may ignore movement penalties based on terrain if the
penalties in question are caused by snow or ice. You may spend a
Technique Rank: 3 Void Point while fighting mounted in order to make a single attack as
Replaces: Shiba Bushi 3 a Simple Action.
Requirements: Honor Rank 5.0+
Shiba bent the knee to man and swore to follow the Isawa family at
The Tortoise Killers [Bushi] (Path)
the inception of the Phoenix Clan. Throughout Rokugan’s history, Technique Rank: 3
the Shiba family has acted as the defenders of the Isawa shugenja
against anything that may stand against them. The Shiba take this Replaces: Tortoise Smuggler 3
duty seriously and many have devoted their entire lives to this goal. Requirements: Agility 3, Stealth 4, any two Weapon Skills at 4
The Shiba Yojimbo is the epitome of the family’s ideal; he will die
before he allows harm to his charge. The Tortoise Clans 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
Technique 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
R ANK 3 : SHIBA'S SACRIFICE - The Shiba yojimbo are an elite cadre of and assassination. Some of these killers go on to serve in the
personal guards, trained to give their lives for their charges at a Guard, disguising their true nature beneath conventional martial
moment’s notice. Only the most honorable and selfless of the Shiba duties, while others remain within the ranks of the Tortoise
are selected for this training, since it requires a willingness to throw merchants and sailors.
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 attack or a targeted (non-area-affect) Technique
damage-causing spell, if you are within 10’, you may make a
Defense / Reflexes roll at TN 25. With a success, you take the R ANK 3 : THE POISONED FROG - The Tortoise Killers are trained to
damage instead of your charge. If you spend a Void Point to reduce dispose of their targets with whatever weapon comes to hand, while
this damage, it is reduced by 20 instead of the normal 10. maintaining the outward appearance of an ordinary sailor or soldier.
Once per opponent per skirmish, when making an attack roll you
Snow Riders [Bushi] (Path) 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
Technique Rank: 3 more Raises than your Void Rank when using this Technique.
Replaces:
Requirements: Athletics 3+, Horsemanship 4+ The Unbroken [Bushi] (Path)
Through most of Rokugan’s history winter has brought an abrupt end Technique Rank: 3
to war. The costs of waging war in the bitter cold and snow are Replaces:
simply too high, and every time it has been attempted the army
responsible has ultimately been defeated.
Requirements: Lore: Shadowlands 3. Must have at least one
Rank of Taint and find a way to learn the Unbroken Technique.
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 Empires history, re-
organizing whenever a Tainted wave-man manages to unearth the
secrets of its technique.

72
The origins of the Unbroken Technique are mysterious; some claim The Tsume Pikemen are taught to use defensive tactics, luring the
they learned their methods from studying the Naga or perhaps the enemy into a charge and then impaling them on their spears. While
Ratlings, while others claim it was originally devised by some you are in the Defense posture and wielding a spear or polearm,
legendary and long-forgotten ronin in the Empires early history. immediately after an opponent makes a melee attack against you or
Whatever the case, the Unbroken Technique is both singularly one of your allies within ten feet (whether or not the attack hit), you
powerful and extremely dangerous: it can purge the Taint from ones may spend a Void Point in order to take a Free Action to attack that
body perhaps the only way to completely purge the Taint short of opponent with your spear/polearm.
outright divine intervention. However, it does so through the
practitioner successfully defeating powerful Shadowlands creatures. You may also use this Technique in the Full Defense posture, but
Needless to say, one is more likely to die in the pursuit of this goal making the attack will require spending two Void Points instead of
than to succeed at it. one.

The Unbroken traditionally work as a unified group, each willing to Empress Guard [Bushi] (Path)
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 Technique Rank: 3 or 4
individuals. Supposedly, the mystical Technique which they use Replaces: Kakita Bushi 3 or Daidoji Iron Warrior 4
shortens their lifespan, allowing them to survive for only a single
year unless they can purge their Taint before that time expires. All Requirements: Perception 3
members of the group wear masks, both to conceal their identity and The Doji family has been intertwined with the Imperial dynasty from
to reinforce the principle that they are a group that stands or dies the dawn of the Empire. Over the years this connection has
together. garnered them great favors and great responsibilities.

Technique 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
R ANK 3 : THE UNBROKEN - The students of the Unbroken learn to set no expense in their training. Only a handful of the Empress Guard
the impurity within themselves against the impurity of their foes. are on duty at any given time, while the rest train intensively,
When you are fighting a Shadowlands creature or one of the Lost, dedicated to maintaining their abilities.
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. Technique
However, any time you singlehandedly kill a Shadowlands creature
or one of the Lost you may spend a Void Point to permanently lose R ANK 3 OR 4 : TO DEFEND UNTO DEATH - The Empress Guard hold
one Point of Taint. the honor of their duties seriously. Only the pure of soul and sharp of
eye meet the Crane Clan’s exacting standards. You may add half
If you ever single-handedly kill an extremely powerful Shadowlands your Honor Rank to all attack and Perception rolls. Also, while
foe, you may spend a Void Point as a Free Action to make a defending the Imperial family, you may add +10 to your Armor TN.
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.
Mirumoto Sentinel [Bushi] (Path)
Ultimately, it is the GMs discretion whether a particular foe is Technique Rank: 3 or 4
powerful enough to trigger the more potent aspects of the Unbroken Replaces: Mirumoto Bushi 4 or Taoist Swordsman 3
Technique. Examples of creatures which could trigger the effect Requirements: Way of the Land Advantage
include major oni, any of the Onisu, or a Lost of at least two Insight
Ranks higher. In any mountainous region, such as the region in which Water
Hammer City is located, the security of the Dragon Clans vassals
Tsume Pikemen [Bushi] (Path) can be difficult to secure. In order to address this issue, the
Mirumoto have trained a cadre of elite warriors known as the
Technique Rank: 3 Sentinels to oversee such locations.
Replaces: The Sentinels are deployed in surprisingly small numbers to secure
Requirements: Spears 3+, Polearms 3+, Honor Rank 3 or large sections of sparsely populated land in the Dragon mountains,
higher and are remarkably effective at their duties. Before being assigned,
Sentinels are extensively trained in the geography of their provinces,
The Tsume vassal family prided themselves on being masters of the until they are familiar with every square mile of it, almost literally
spear, teaching their bushi to specialize in defensive tactics and rely down to every tree and boulder. In addition to their prodigious level
on a wall of spear-points to break enemy charges. After the Tsume of skill in using the terrain to their own advantage, Sentinels are well
ruling bloodline is exterminated in the War of Bleeding Flowers, their known for hindering the movement of their enemies in any number of
samurai become ronin but do their best to preserve their traditional ways, exploiting the local terrain to the greatest advantage possible
fighting methods, passing their Technique down from parent to child. and reducing an opponents mobility considerably; leading them into
The process is further enhanced by their tradition of meeting bogs, unsure footing, and pitfalls are particular favorites among
annually to renew their sense of loyalty and identity. these hardy warriors. Many Dragon Clan magistrates look upon the
Tsume ronin often hire themselves out as guards or escorts, using Sentinels as something like embarrassing cousins, but no one can
their spear tactics to defeat bandit raids. In keeping with their legacy deny their effectiveness as a unit.
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.

Technique
R ANK 3 : WALL OF PIKES - Special Notes: Within the Heroes of
Rokugan setting, this Technique is normally only available to ronin
descended from the retainers of the deceased Tsume vassal family,
or to close allies of that family. In other eras of play, GMs may use
this technique to represent any honorable, trustworthy ronin band
that replies primarily on spears or polearms.

73
Technique Akodo Kensai [Bushi] (Path)
R ANK 3 OR 4 : MASTER OF THE LAND - A Mirumoto Sentinel is Technique Rank: 4
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 Replaces: Any Lion Bushi 4
for which you possess the Way of the Land Advantage, you may Requirements: Iaijutsu 4, Kenjutsu 5, Prodigy Advantage; You
select any three Bugei Skills you possess. While in the selected may ignore the Prodigy Advantage requirement, but if so you
province, you gain a bonus of +1k0 to Skill Rolls using those Skills. must increase all other requirements by 1.
You may select different Skills for each province for which you
possess the Way of the Land Advantage. Additionally, you may The samurai of the Lion Clan value tradition above all else, and
make a Contested Void Roll against one opponent at the beginning many Lion warriors follow directly in the footsteps of their ancestors.
of a skirmish, before Initiative is rolled. That opponents Water Ring While other weapons may be better suited for the battlefield, the
is considered one rank lower for the purpose of determining Move katana remains the icon of samurai culture. The Akodo Kensai
Action distances for the remainder of the skirmish. 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
Student of the Cliff's Edge [Bushi] (Path) 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
Technique Rank: 3 or 4 supernatural ease, with a grace and beauty that enthralls any who
Replaces: Tsuruchi Bounty Hunter 3, Yoritomo Bushi 4 watch him.
Requirements: Agility 4, Chain Weapons 5
Technique
The Mantis love chain weapons, especially the kusarigama – which
was wielded by none other than their clan founder, Kaimetsu-Uo. R ANK 4 : THE HEART OF THE SWORD - The Akodo Kensai navigates
Basic Mantis chain weapon training is similar to the training in other the battlefield with his katana in his hands. He remains untouched by
clans, but the clan’s most advanced chain-weapon fighters train in the enemies around him, for he can direct the flow of combat with his
the Cliff’s Edge Dojo, learning specialized maneuvers taught only by own attacks. While using a sword and in the Attack Stance, you may
the most experienced sensei. Many students undertake special increase your Armor TN by your Honor Rank against the first melee
pilgrimages to be able to truly master the Mantis techniques. attack each Combat Round.
Technique Additionally, once per skirmish you may activate a Kata as a Free
Action.
R ANK 3 OR 4 : HOWL OF THE CLIFF'S EDGE - The Mantis who train at
Cliff’s Edge Dojo are particularly fond of using the kusarigama to trip, Asahina Archers [Bushi] (Path)
disarm, and otherwise disable their foes. When using a kusarigama
to make a Knockdown or Disarm maneuver, you gain a +2k1 bonus Technique Rank: 4
to your attack roll. You may call three Raises on an attack with a Replaces: Daidoji Iron Warrior 4, Doji Magistrate 4
kusarigama to Entangle an opponent up to 15’ away (as per the
Entangled condition in the L5R 4th Edition Core rulebook, page 89).
Requirements: Air 3, Kyujutsu 5, and must be a member of
The condition lasts until you voluntarily release the foe (as a Free the Asahina or Daidoji family
Action), or the foe succeeds in a Contested Strength Roll against The Asahina Archer technique emerged from a partnership between
you (as a Simple Action). 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 Crab Knife-Fighters [Bushi] (Path) the ways of archery. The organization has existed for centuries,
although its relative obscurity means that most samurai in other
Technique Rank: 3 or 4 clans are unaware of its existence.
Replaces: Hida Bushi 4, Hida Pragmatist 4, Hiruma Bushi 3, or
Hiruma Scout 3 Technique
Requirements: Knives 3
R ANK 4 : NO REGRETS - Asahina Archers are taught to minimize the
A few Crab have specialized in knife-fighting over the years, enough influence of their family’s traditional pacifism and focus on defeating
for the clan to maintain a few sensei who teach advanced knife their enemies swiftly so that wars may be ended equally swiftly.
techniques. Many of these are sailors, especially Yasuki, who prefer Their technique allows them to call on their own inherent Air,
a fighting style which uses small, cheap weapons in an environment delivering precisely accurate shots. When making an archery attack,
where speed and mobility are more important than reach and power. 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 attack
Technique rolls.

R ANK 3 OR 4 : ONE BLADE, BOTH HANDS - The Crab knife-fighting Daidoji Heavy Regulars [Bushi] (Path)
technique emphasizes using the empty hand to grasp, control, and
distract the opponent, setting him up for the knife-hand to deliver the Technique Rank: 4
lethal blow. When fighting with one open hand and a tanto, you add Replaces: Daidoji Iorn Warrior 4
+3k1 to your damage with tanto and may ignore all effects of your
opponent’s armor. (If your opponent is a creature with inherent
Requirements: Heavy Weapons 5
Reduction, you may ignore 5 points of that Reduction.) 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.

74
Technique Mantis Whirlwind Fighters [Bushi] (Path)
R ANK 4 : WAY OF THE IRON CRANE - The Heavy Regulars use their Technique Rank: 4
experience serving alongside the Crab on the Kaiu Wall to inform
their own training in heavy weapons, enhancing their defensive Replaces: Yoritomo Bushi 4
position against enemy attacks and striking back hard against Requirements: Knives (Kama) 5
charging foes. When wielding a heavy weapon in the Attack stance,
you may add +1k1 to your attack rolls against any opponent who is Yoritomo is credited both with perfecting the final technique of his
in the Attack or Full Attack Stances. When wielding a heavy weapon family’s school and also with developing this powerful variation of
in the Defense or Full Defense stances, you may add your Heavy the Mantis fighting style, the so-called Whirlwind Fighting style. This
Weapons Skill Rank to your Armor TN. 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
Guardian of the Hidden Temple [Bushi] (Path) use in duels within the family, and some Mantis call the masters of
this style “Whirlwind Duelists.”
Technique Rank: 4
Replaces: Any Rank four bushi Technique
Requirements: Must be recruited by the Kolat for their Hidden
Guard. Cannot be Tainted or corrupted by the Nothing R ANK 4 : WAVES RUSH TO SHORE - Whirlwind Fighters are a constant
blur of motion, using their swift and relentless strikes both to deflect
The ancient order of the Hidden Guard, named mockingly after the their opponents’ attack and to break through their defenses.
Seppun Shugenja who safeguard the Emperor, is tasked with
protecting the Kolat’s headquarters, the Hidden Temple. 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
They are recruited from skilled ronin who have already joined the damage rolls with kama.
Kolat conspiracy and shown their loyalty and dedication.
Although their primary duty is to protect the Temple, they may also Moto Fanatic [Bushi] (Path)
serve as yojimbo to important or high-ranking members of the
conspiracy. Technique Rank: 4
The Hidden Guard are taught defensive tactics to allow them to
Replaces: Any Moto Bushi School 4
defeat the more specialized warriors of the Great Clans. Of course, Requirements:
they also fight with tactics which most clan samurai would consider
The Moto family prefers an extremely aggressive outlook on warfare
dishonorable, and have no compunction at eliminating their foes with
rather than the more conservative viewpoint of the Shinjo. Moto
ambushes, surprise attacks, and similar methods.
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
Technique charge the front lines of opposing armies with alarming frequency,
often suffering surprisingly few casualties for their brash behavior.
R ANK 4 : TIGERS DO NOT FALL - The lesson of the Hidden Guardians
is that defenders must make themselves immovable, stopping all It seems these Fanatics survive the harshest battlefields through a
who might threaten the Hidden Temple. Any time an opponent in a mixture of skill and complete disregard for their own safety. They
skirmish declares a Maneuver against you (including the Increased believe an all-out crazed assault disorients the enemy, forcing them
Damage Maneuver), you may choose to immediately take a Free to commit mistakes they would otherwise avoid, and their success
Action to spend a Void Point and negate the beneficial effects of the would seem to prove the point.
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 Technique
times you may ignore the penalty to your Armor TN for being
Grappled. R ANK 4 : RECKLESS ABANDON - The Moto Fanatic charges into the
thick of battle with no thought to his own safety. If you are in the Full
Hiruma Snipers [Bushi] (Path) Attack Stance, you may spend a Void Point as a Simple Action to
activate this Technique. You gain Reduction equal to your School
Technique Rank: 4 Rank so long as you remain in the Full Attack Stance.
Replaces: Hiruma Scout 4 or Hiruma Bushi 4
Requirements: Kyujutsu 5, Reflexes 4 Satoshi's Legacy [Bushi] (Path)
The Snipers are an outgrowth of the fall of Hiruma lands in the Technique Rank: 4
eighth century, and the Path does not exist prior to that era. They Replaces: Miya Herald 4
are trained to stay calm and shoot accurately even when assailed by Requirements: Kenjutsu 5
terrifying monsters, targeting their foes’ weak points.
Miya Satoshi died in disgrace, but his effort to militarize the Miya
Technique family left a legacy of trained warriors who wished to continue
serving their family and to cleanse the dishonor which Satoshi had
R ANK 4 : THE CRAB'S EYE - The Hiruma Snipers are trained to strike brought on himself. Their warrior tradition is carried on by the
at specific weak points in their targets, getting their arrows past both Satoshi vassal family.
mortal armor and monstrous shells and carapaces. You may attack
with a yumi as a simple action. When making a ranged attack with a Of course, GMs may also use this Technique to represent the
yumi, you may ignore all of the target’s natural Reduction (e.g. legacy of any Miya leader who tried to militarize his family.
Reduction from armor or natural protection) and half that much
Reduction from magical effects. Technique
R ANK 4 : FIRE AND ICE - The Satoshi vassal family teaches an
aggressive fighting style derived from their founders training with the
Matsu family. You may make attacks as Simple Actions when you
are in the Full Attack stance.

75
Scorpion Weaponmaster [Bushi] (Path) Sword of Yotsu [Bushi] (Path)
Technique Rank: 4 Technique Rank: 4
Replaces: Bayushi Bushi 4 Replaces:
Requirements: Any three Weapon Skills at 2 Requirements: Kenjutsu 4+, Hero of the People, Honor Rank
5+
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 There are few ronin brotherhoods in the Empire better known than
Crab. They are much more commonly perceived as villains, thieves, the Sword of Yotsu, and perhaps none who have experienced the
and assassins, accusations that are vehemently contested and yet same degree of success. The brotherhood is led by an actual family,
not without a kernel of truth. Still, there are many within the Scorpion one of only a handful of ronin families in Rokugan’s history. The
Clan who excel at martial pursuits, and the Scorpion army is founder of the Yotsu performed a glorious service for the Hantei
rightfully feared on the battlefield. A small handful of Scorpion, Dynasty, rescuing the Emperor’s youngest son from the clutches of
however, possess the perfect combination of natural talent and the Bloodspeaker Cult by leaving his own child in the boy’s place. In
extensive training to elevate combat beyond the simple act of war; in gratitude and recognition of his sacrifice, the Emperor granted the
the hands of a Scorpion master, a weapon is but a brush and ronin his father’s personal name as a family name, and the Yotsu
combat is his art. family was born.
Perhaps ironically, the greatest weaponmasters among the Having lived many years wandering the Empire in his youth, Yotsu
Scorpion are typically found within the ranks of the Bitter Lies legion, understood very well how the poor and defenseless suffered, and he
which has led some within the clan to speculate that the prodigious vowed to use what little he had to ensure he and his would never
physical talents these samurai possess are in fact some manner of suffer such fates. Over subsequent generations, Yotsu’s children
compensation for their damaged psychological state. expanded their family’s operations into a true ronin brotherhood,
allowing other ronin to swear fealty to them and take their name in
Technique exchange for a vow to protect the defenseless. The Yotsu are
generally honorable men and women, although they place greater
R ANK 4 : I AM A WEAPON - A true weaponmaster understands the emphasis on their duty than on the niceties of everyday samurai
common thread between all weapons, and draws upon it. When behavior.
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 Technique
Weapon Skill you possess for attack rolls using your current
weapon. For example, you could spend a Void Point to use Kenjutsu R ANK 4 : SHELTER THE BLAMELESS - The Sword of Yotsu draw
when wielding a tetsubo if you had no ranks in Heavy Weapons. You strength from their duty to protect others.
gain no benefits from any Mastery Abilities or Emphases when
utilizing this Technique. The effect lasts a number of Rounds equal During any Round when you are actively defending or protecting
to your School Rank, and while this Technique is in effect you may another (GM’s discretion), you gain one bonus Void Point for use
make melee attacks as a Simple Action rather than a Complex during that Round. Unspent Void Points gained from this Technique
Action. are lost at the end of the Round (after the Reactions stage).

Seven Waves Mercenaries [Bushi] (Path) The Dragon's Flame [Bushi] (Path)
Technique Rank: 4 Technique Rank: 4
Replaces: Replaces: Any Dragon bushi 4
Requirements: Clan Ronin only Requirements: Kyujutsu 5

The Seven Waves Mercenaries are an older ronin group with a The Tsuruchi family of the Mantis Clan is universally considered to
reputation for discrete and effective service. The organization was possess the foremost archers of the Empire.
founded roughly a century after the return of the Unicorn Clan to the Crane archers are celebrated for their accuracy and the Shinjo
Empire. The Seven Waves were created by a group of seven ronin, horsebowmen are known for their speed and unique style. The
each one an outcast from one of the original Great Clans – this of average samurai may know all of these names, but far fewer know
course predates the elevation of the Mantis to Great Clan status, the name of the Dragon’s Flame. The warriors of the Dragon’s
and the organization’s leaders never deigned to add a Mantis ronin Flame do not specialize in any one aspect of archery, choosing in
to their ranks. When the Seven Waves take a job, those of their true Dragon fashion to approach archery in a more individualistic
number associated with the clans in question remain apart to avoid manner. Some have distinguished themselves as excellent
coloring the employer’s opinion of the organization, but still offer horsemen while others gain fame for accuracy over great distances.
expertise and advice to the other members. Over the years the All of the Dragon’s Flame share one important passion: they
organization has grown, but the leaders of the group, most of them dedicate their lives to defending the mountains of the Dragon from
descendents of the original founders, prefer to keep it organized into anyone who might dare threaten them.
similar seven-man teams.
Technique
Technique
R ANK 4 : RAIN OF DEATH - The Dragon’s Flame knows accuracy
R ANK 4 : ROARING TO SHAKE HEAVEN - Members of the Seventh comes from finding tranquility within. You gain a +1k0 bonus to
Wave draw strength from their diversity. attack rolls, or +2k2 while using a bow.
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.

76
The Hiruma Slayers [Bushi] (Path) Technique

Technique Rank: 4 R ANK 4 : SEEK THE GUILTY - The Ox Vigilants are trained to root out
lawbreakers and conspirators by seeing through their deceptions
Replaces: Hiruma Bushi 4 or Hiruma Scout 4 and tricks, finding their underlying moral weakness and using it
Requirements: Heavy Weapons (Masakari) 5 against them. When investigating someone for possible lawbreaking
or Kolat activity, you may make a Contested Roll of your
While most samurai despise the masakari as little more than a Investigation (Interrogation) / Perception against the targets Sincerity
peasant axe, the Hiruma found value in its combination of relatively (Deceit) / Awareness. If you succeed (and the target is actually guilty
small size and the ability to deliver powerful cutting blows against GMs judgment), you gain a +1k1 bonus to all Intimidation rolls and
Shadowlands beasts. The Slayers specialize in hunting down attack rolls against that target for the next 24 hours.
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
Tortoise Guard [Bushi] (Path)
behind enemy lines.
Technique Rank: 4
Technique Replaces: Kasuga Smuggler Rank 4
Requirements: Strength 3, any one Weapon Skill 4
R ANK 4 : DENY THE HORDE - The Slayer technique utilizes the
Although the Tortoise Clan is too small to have a true bushi school,
masakari to deliver a terrifying barrage of precise and lethal blows
the clan has always recognized the value of defense, especially
on the foe, using it equally well in either hand. You suffer no
given the frequency with which its members must enter foreign ports,
penalties for using a masakari in your off-hand (although you still
smugglers’ dens, and other such unsavory locations. The original
suffer normal penalties for wielding two weapons). You may attack
membership of the Tortoise included a number of gaijin, and over
as a Simple Action with a masakari. When using a masakari in the
the years they adapted their own strange fighting style to the
Full Attack Stance against any foe, or in the Attack Stance against a
weapons of their new home; with time it evolved into the technique
Shadowlands creature or a foe you know to be Tainted, you gain an
which the Tortoise teach in modern times. The Tortoise Guards are
additional +3k0 bonus to your damage rolls.
tasked to protect their fellow smugglers from all manner of dangers,
and typically fight without any particular limitation or scruple.
The Order of the Stone Crab [Bushi] (Path)
Technique Rank: 4 Technique
Replaces: Any Bushi School (of appropriate clan) at Rank 4 R ANK 4 : THE PATH OF ONE - From their gaijin ancestors and their
Requirements: Must have an Honor Rank lower than 5.0 commoner allies, the Tortoise Guards have learned that samurai
Honor can be a hindrance to victory; practicality is more useful. You
Hida Tsuneo, known as the Stone Crab, was the trusted follower and may attack as a Simple Action with any non-Samurai melee weapon,
personal champion of the Steel Chrysanthemum. He was a man of and gain a +1k0 bonus to damage with any Peasant weapon.
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
Tsuruchi Swordsman [Bushi] (Path)
embraced his willingness to commit horrors for his lord. The warriors
who followed in his wake exemplified cruelty and horror, becoming Technique Rank: 4
the worst caricatures of what samurai are meant to be. The Replaces: Tsuruchi Archer 4, Tsuruchi Bounty Hunter 4
Technique they developed did not long survive Hida Tsuneos death, Requirements: Kenjutsu 3
since within a months time all known members were dead from
seppuku or shameful public execution. 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
GMs who wish to make broader use of this Path can have it depict Tsuruchi. The familys founder, a ronin born of a union of Lion and
ruthless groups in other eras who are committed to a villain (or anti- Scorpion, despised the blade because to him it represented all that
hero). For example, the Technique could represent followers of was wrong with the clans of his parents, the same clans that robbed
Akodo Gintaku in the Heroes of Rokugan setting, or followers of him of everything he knew and loved in the world when he was little
Hida Kisada during the Clan Wars. more than a child. Because of this, he eschewed it completely and
expected his followers to do the same; the samurai who served the
Technique Wasp did not even carry a katana.
Generations of war and decades of service to the Mantis, however,
R ANK 4 : SCORN THE WEAK - Members of the Order of Stone are
as well as the retirement of Tsuruchi himself to the ranks of the
known for their particular relish in crushing those weaker than
Brotherhood of Shinsei, gave rise to a new generation of samurai
themselves, exploiting any weaknesses they might find. When
who saw no reason to cast off study of the blade, and in fact
attacking human opponents, you gain a bonus of +1k1 on your
embraced it to the fullest. With the natural athleticism of the
attack rolls for each Physical Disadvantage they possess.
Tsuruchi, swordsmanship comes easily once embraced, and the
Tsuruchi swordsmen are rapidly developing a reputation as the
The Ox Clan Vigilant [Bushi] (Path) finest in the entire Mantis Clan. Granted, this is not the greatest
praise, given that most families within the clan embrace alternative
Technique Rank: 4 weapons as their primary combat style, but other clans have begun
Replaces: Morito Bushi 4 to recognize the potential of Tsuruchi as opponents.
Requirements: Investigation 5
Technique
After the Ox Clan is purged during the Scorpion Clans assault on the
Kolat in the late twelfth century, the new Ox leadership seeks R ANK 4 : ASCENDANCY OF STEEL - A master of the Tsuruchi style is a
assistance from the Unicorn Clans Shinjo family in keeping itself flurry of movement and unrelenting assault. You may make a melee
pure of further Kolat influence. The small order known as the Vigilant attack as a Simple Action rather than a Complex Action when
is the result. Initially focused solely on hunting for Kolat, the wielding a sword.
organization soon expands into a more general role of rooting out
criminals and conspirators of all types.

77
Unicorn Yomanri Archer [Bushi] (Path) Akodo Siege Strategist [Bushi] (Path)
Technique Rank: 4 Technique Rank: 4 or 5
Replaces: Shinjo Bushi 4, Moto Bushi 4, Moto Vindicator 4, Replaces: Akodo Bushi 4 or Akodo Tactical Master 2
Utaku Battle Maiden 4 Requirements: Battle (Mass Battle) 6, Engineering (Siege) 4
Requirements: Agility 4, Kyujutsu 5
are trained in the art of defeating enemy castles as quickly and
Although the majority of Unicorn continued to practice Rokugani efficiently as possible. While they do not possess the sheer flexibility
archery during their travel through the gaijin lands, a significant or depth of knowledge of the Kaiu Engineers, the Siege Strategists
minority learned the gaijin style of archery which the clan calls A are nonetheless quite capable in their specific role. The Lion Clan’s
archer draws his arrow to his cheek and sights down the shaft, then rapid capture of many enemy castles over the centuries, such as
releases it once he is confident in his aim. Shiro no Yogin and Kenson Gakka, is largely due to the skillful
tactics of the Siege Strategists.
Technique
Technique
R ANK 4 : THE WAY OF YOMANRI - Yomanri practitioners use a
distinctive form of archery which relies on careful aiming rather than R ANK 4 OR 5 : BROKEN BY TACTICS - The Akodo family’s mastery of
swift instinctive shooting. When using a yumi or dai-kyu, you may warfare does extend to sieges, and while their expertise in that
choose to spend one or more consecutive Simple Actions aiming domain is not so great as the Kaiu, they have attacked enough
your shot before you fire the arrow. Each such Simple Action awards castles over the centuries to make it a specific topic of study at the
either a +1k1 bonus to your attack roll or a +1k0 bonus to your Akodo War College. When you are on the attacking side in a siege,
damage roll (your choice). The maximum number of Simple Actions your expertise makes it easier for your side to overcome the castle’s
spent aiming cannot exceed your Agility Rank; moreover, if you are defenses. When rolling on the Mass Battle Table under those
interrupted all benefits from the aiming are lost. circumstances, you always receive a Heroic Opportunity, regardless
of the normal result. Any structures on the opposing side suffer a
This technique cannot be used while you are in the Center Stance. 50% penalty to their Reduction, due to your superior understanding
of their weaknesses (this penalty is applied after any defending
Weavers [Bushi] (Path) bonuses to their Reduction).

Technique Rank: 4 Hojatsu's Legacy [Bushi] (Path)


Replaces:
Requirements: Allies (Kolat) OR Dark Secret (Kolat) Or Technique Rank: 4 or 5
Obligation (Kolat) Replaces: Mirumoto Bushi 4 or Mirumoto Taoist Swordsman 5
Many ronin groups are not well known in the Empire, but few are as Requirements: Iaijutsu 5
completely unknown to the Great Clans as the secretive sect called The final technique of Mirumoto Hojatsu was developed late in life
the Weavers. These men and women rarely associate with one as a result of his rivalry with Kakita; unwilling to concede defeat to an
another in person, communicating instead through carefully encoded opponent who could strike faster, Hojatsu instead devised a way to
messages, discrete tattoos, and secret hand signals. They gather disrupt his opponent’s rhythm and thereby win regardless of speed.
together only when there are important matters at hand, typically It is believed this technique was used for the first time in the final
involving violence or infiltration of the most invasive sort. The duel between Hojatsu and Kakita, in which Hojatsu died and Kakita
Weavers are among the elite agents of the Kolat conspiracy and are was mortally wounded.
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
Technique
a half-dozen or so they can call upon in dire need. The abilities of
R ANK 4 OR 5 : STRIKE WHEN YOU CANNOT - The student of Hojatsu’s
the Weavers vary wildly from individual to individual, each having
last technique learns how to use intellect and aggression to disrupt
been recruited for a particular skill or set of skills that were needed at
an opponent’s rhythm in an iaijutsu duel. During the Assessment
the time. In general, however, most have a propensity for violence
stage of a duel, you may take a Free Action and spend a Void Point
and an absolute mastery of deceit.
to force a Contested Kenjutsu / Fire roll with your opponent. If you
One might say lying is a requirement for the job. win the roll, your opponent cannot spend Void Points on the Focus
roll for that duel.
Technique
R ANK 4 : TWIST 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.

78
Iron Gauntlet Brotherhood [Bushi] (Path) Order of Chikai [Bushi] (Path)
Technique Rank: 5 Technique Rank: 5
Replaces: Replaces: Shiba Bushi 5
Requirements: Earth 4, any one Weapon Skill at 5 or higher Requirements: Must have taken the Shiba Yojimbo Path at
Rank 3 and be selected for service in the Order of Chikai.
The battered and scarred veterans who make up the Iron Gauntlet
Brotherhood are among the most seasoned and fearsome ronin in The Order of Chikai is among the oldest and most prestigious orders
all of Rokugan. Those familiar with their reputation whisper prayers within the Shiba family, and is revered with an almost religious
to their ancestors when they catch sight of the Iron Brotherhood devotion by many of that family. The Order was founded only a few
banner. The individual members of the Iron Gauntlet are survivors of generations after the Empire’s formation and bears the name of
other ronin groups that have been wiped out by one force or another. Shiba Chikai. Chikai was the yojimbo assigned to protect the
The first few members were lone survivors of groups eradicated Phoenix Master of Water; she sacrificed her life to protect her
during one of the Empire’s greatest conflicts. Some believe it was grievously wounded charge from a band of ten assassins, none of
the First War, while others think it may have been as recent as the whom survived the encounter. Since that time, the Order has
Clan War. No one knows for certain, and the Iron Brothers do not devoted itself to providing the finest possible yojimbo to protect all
speak of it to outsiders. In fact, they rarely speak at all save to five members of the Council of Elemental Masters. Members of the
negotiate the terms of their contracts. In battle, they are utterly Order are hand-selected by its leaders and are universally drawn
ruthless and without hesitation. Anyone who has seen them on the from yojimbo with exceptional records of service. Many have already
battlefield understands exactly how they survived their individual served with the most elite units of the Shiba army (such as the
units’ destruction. family’s House Guard).

Technique Technique
R ANK 5 : FOR MY BROTHERS - Members of the Iron Gauntlet stand R ANK 5 : NONE MUST FALL - A member of the Order of Chikai will
together against incredible odds and survive. When fighting gladly sacrifice his life to save his charge, but prefers to preserve
alongside other members of the Iron Gauntlet Brotherhood, you may both lives so that he may live to protect his charge another day. You
expend a Void Point to negate damage inflicted on an ally by an may designate one individual as your charge at the beginning of a
amount equal to your Void Ring x 5. skirmish. When your charge is targeted by an attack or spell you
may use the Shiba Yojimbo Technique as normal, making the same
Kaiu Siegemaster [Bushi] (Path) 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
Technique Rank: 5 Void Point as a Free Action to activate this additional ability: if you
Replaces: Kaiu Engineer 5 succeed in the roll, the damage is negated rather than simply
transferred to you.
Requirements: Battle (Mass Battle) 5, Engineering (Siege) 5
The Kaiu are acknowledged throughout the Empire as the foremost Shadowed Steel [Bushi] (Path)
practitioners of siege warfare, especially on the defensive. Within
their ranks, the elite order known as the Siege Masters holds a Technique Rank: 5
position of particular fame ever since they emerged in the fourth Replaces:
century. Siege Masters are known for rendering castles nigh- Requirements: Athletics 4+, Ninjutsu 4+, Stealth 4+
impregnable and for constructing defenses that break the spirit of
opposing armies, even Shadowlands forces The word ‘ninja’ conjures one of two reactions from the Rokugani:
exasperation, because of course ninja do not exist, or fear, because
Technique they suspect the substance of the night itself will disgorge and
assault them for daring to consider such things.
R ANK 5 : THE HAMMER OF KAIU - During a siege, you may add or
subtract your entire School Rank to the total of your rolls on the The truth is that to some extent both statements are true. On the
Mass Battle Table (this replaces the Kaiu Engineering Rank 4 ability one hand, the black-clad assassins of superstition do exist, but are
to add or subtract half your School Rank). If you are on the largely a diversionary tactic used by groups like the Scorpion Clan –
defending side in a siege, you gain a +2k0 bonus to any Engineering including through pawns such as the ronin group called the Silent
(Siege) rolls you make to operate siege weaponry, and the Blade. On the other hand, the primordial entity known as the Lying
Reduction of any structures on your side of the siege is increased by Darkness unleashes inhuman ninja who can steal faces and names.
50%. 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.

79
Technique The Emerald Champion [Bushi] (Path)
R ANK 5 : DEATH’S DARK SHADOW - The Shadowed Steel strike from Technique Rank: Special (see above)
darkness to devastating effect, and rarely need to strike twice. When
you succeed at a Contested Stealth Skill Roll against an opponent Replaces: Special (see above)
attempting to detect you, you may spend a Void Point to add the Requirements: Bushi Only
amount by which your Stealth Skill Roll exceeded your opponent’s
roll to the next attack roll you make against that opponent. This must The Emperor cannot travel to the far reaches of Rokugan, so the
be done within one hour of the Contested Roll taking place – Emerald Champion serves as his proxy in all ways. The Emerald
otherwise you must wait until the next Contested Stealth Skill Roll Champion personally guards the Emperor and holds authority even
opportunity. over the Great Clan Champions. He leads the Emerald Magistrates
and must often command the armies of the Emperor when threats
arise.
Wolf Legion [Bushi] (Path)
Technique Rank: 5 Technique
Replaces: R ANK S PECIAL ( SEE ABOVE ): THE EMPEROR'S HAND - The Emerald
Requirements: Honor Rank 5+ 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
During the epic conflict history remembers as the Clan War, an additional +1k0 on all your School Skills. You also gain a number of
unprecedented number of ronin gathered together under the banner bonus Void Points per day equal to your highest Ring. These Void
of Toturi, the Black Lion. The former Lion Champion, cast out when Points may be granted to any one subordinate or ally in your line of
the Akodo family was dissolved, Toturi assembled thousands of his sight for use on any appropriate roll.
former clansmen who had become wave men, along with many
former Scorpion samurai (whose clan had also been dissolved) and Granting these bonus Void Points in this manner is a Free Action,
legions of simple ronin looking for the opportunity to be part of but may only be done once per Round.
something greater than themselves. The organization known as
Toturi’s Army fought to protect the people of the Empire and the You may not use these bonus Void Points yourself.
stability of the Empire itself. After the war, many of the group
rejoined their former clans; those who remained formed a new The Ruby Champion [Bushi] (Path)
organization, the Wolf Legion. For decades, the Wolf Legion
continued to protect the people of Rokugan, alternately ignoring or Technique Rank: Special (see above)
confronting the selfish politics of the Great Clans. Replaces: Special (see above)
Generalization: The Wolf Legion are similar in many respects to Requirements: Bushi only
Tawagoto’s Army (presented in the L5R RPG core rules) in that they
The Emerald Magistrates function as servants of Imperial law and
are a benevolent organization devoted to the greater good of the
their teacher must prepare them for work in the field. The Ruby
Empire. If the GM is running a game in a different era or timeline,
Champion is the sensei of the Emerald Magistrates and is an
they could even represent a more advanced portion of the same
authority on law and kenjutsu. The Ruby Champion’s students
organization as Tawagoto’s Army.
march into battle fully confident of their abilities.
Technique Technique
R ANK 5 : BLACK LION TALON - The traditions of the Wolf Legion are
R ANK S PECIAL ( SEE ABOVE ): MASTER OF THE DOJO - The Ruby
steeped in honor and bushido. Whenever you spend a Void Point to
Champion is among the greatest sensei in the Empire, and can
add +1k1 to the total of an attack roll, you may add your Honor Rank
inspire those under his command to almost unparalleled heights.
to the total of that attack roll as well.
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
Tsuruchi Master Bowmen [Bushi] (Path) 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
Technique Rank: 6 next Turn.
Replaces: N/A
Requirements: Kyujutsu 7. Must have School Rank 5 in either The Serpent Hunters [Bushi] (Path)
the Tsuruchi Archer or Tsuruchi Bounty Hunter School, and be
selected by the Tsuruchi sensei to learn this Technique. Technique Rank: Variable
Replaces: Any Bushi School Rank that awards an attack as a
Tsuruchi never gave up trying to perfect his skills as an archer, and
he perfected this final technique shortly before he was critically Simple Action
wounded at the Battle of Oblivion’s Gate. He taught it to only a bare Requirements: Lore: Naga 3, Hunting 3
handful of his most trusted followers. Since then, only the most
Since the death of the first Imperial Governor of the Colonies, the
worthy and elite of the Tsuruchi family have been trusted to learn its
variant of Naga unique to the Colonies have presented an increased
secrets.
threat to the citizens of that region. Prior to that time the beasts were
dangerous but essentially little more than powerful animals. With the
Technique influence of the Dark Naga, however, the creatures became more
cunning and capable of acting in groups, albeit in a limited capacity.
R ANK 6 : THE WAY OF THE ARCHER - Tsuruchi was perhaps the This made them a significant problem for travelers in the remote
greatest archer in the history of Rokugan, and his final technique regions of the jungle, and the Mantis and Spider Clans in particular
pushes the limits of what can be achieved with the bow. When using had difficulty with the Nagah.
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).

80
As a result, a small sect of warriors has sprung up within the This Path will frequently be taken by bushi characters. If the
Colonies, men and women dedicated to the eradication of the Nagah character is from a School that makes attacks Simple Actions at
at all costs. These individuals are frequently sought out by explorers Rank 4, a generous GM may opt to let the character select this Path
and merchants who require protection while traveling in lightly at Rank 3 or Rank 5 instead.
populated or unexplored regions. These so-called Serpent Hunters
are skilled not only in the combating of such foes but also in tracking The Scorpion's Tail [Bushi, Ninja] (Path)
them, as well as knowing the basic aspects of Naga culture.
Technique Rank: 3 or 4
Technique Replaces: Bayushi Bushi 3, Shosuro Infiltrator 4
Requirements: Athletics 4, Chain Weapons 4
R ANK V ARIABLE : BLOOD OF THE SERPENT - The warriors who have
made it their duty to hunt the feral Nagah of the Colonies excel in the Chain weapons are taught in the Scorpion Clan’s shinobi
execution of their prey. You may make attacks as a Simple Action organizations, and in addition there is a showier type of chain
instead of a Complex Action when wielding melee weapons with the fighting taught at the Shosuro Acting Academy which is designed to
Samurai quality. When facing a Naga opponent of any kind, appear as a form of dance.
however, you may make attacks as a Simple Action with any
weapon. Those few Scorpion bushi and assassins who actually specialize in
chain weapons above other types of armament train in the small
Chrysanthemum Conspirator [Bushi, Courtier] (Path) 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
Technique Rank: 2 weapon. They especially appreciate its ability to disable and even
cripple opponents at a distance.
Replaces: Any Bushi or Courtier School at Rank 2
Requirements: You must have the Disadvantage Dark Secret Technique
(Rebel)
The reign of the Steel Chrysanthemum was one of the most heinous R ANK 3 OR 4 : THE TAIL'S REACH - The Scorpion’s Tail dojo teaches
time periods of Rokugans history, and the excesses of the Emperor students several effective ways to employ the kusarigama and its
were such that he drove his own mother and brother along with brethren. If you use any chain weapon as a climbing tool, you gain a
many other men and women of honor to join together in secret to +1k1 bonus to any Athletics rolls made for that purpose. You may
oppose him. The terrible crime of regicide, an act normally regarded attack with a kusarigama at a distance of up to 15’ from your target.
as absolute blasphemy and among the greatest sins Also, any time you attack with a kusarigama, you may call three
comprehensible in the Empire of Rokugan, became the only viable Raises on the attack to inflict the Lame Disadvantage on your
option. opponent – the Disadvantage lasts until the Wounds from the attack
are healed.
Otomo Nazeru created the Technique of this group, but stopped
teaching it to others the moment his older brother died. Nonetheless, Asako Philosopher [Courtier] (Path)
it is possible the Technique might be preserved into later eras, or
even recreated by a different group rebelling against a tyrant. Technique Rank: 2
(Timelines such as a Thousand Years of Darkness would be good Replaces: Asako Loremaster 2
settings for this Technique.)
Requirements: Courtier (Rhetoric) 2, Etiquette 3
Technique In addition to its purpose as a center of diplomacy, or perhaps
because of it, Nikesake is a noted center of education within the
R ANK 2 : NO COURSE BUT ONE - Those who conspire against the Phoenix provinces as well. The so-called Blue Tiled Room within the
Steel Chrysanthemum place greater value on Honor than on social city is highly specialized, having extensive tomes concerning
status or Imperial authority. You gain a Free Raise on any attack roll philosophy gathered from all across the Empire and beyond. Many
made against an opponent whose Status Rank exceeds their Honor courtiers stationed within the city for long periods of time, particularly
Rank. among the Asako, consider the pursuit of philosophy an entertaining
pastime, and spend many hours within the library poring over the
Emerald Magistrate [Bushi, Courtier, Shugenja] (Path) various tomes. Fluency in one school or another of philosophy is
considered something of an achievement, and the courtiers who
Technique Rank: 4 frequent the library enjoy having elaborate debates among
Replaces: Any Bushi, Courtier, or Shugenja School, Rank 4 themselves, frequently changing the school of thought from which
Requirements: Investigation 3, Lore: Law 3, and must receive they are debating in mid-argument or even multiple times during the
course of a single debate. Scholarly courtiers of other clans,
an appointment as an Emerald Magistrate before this Path can
particularly the Crane, are welcome to join in these debates, but few
be entered; Members of the Imperial families may ignore one
ever find the pastime quite as entertaining as the Asako seem to.
Skill Rank requirement
While the avid pursuit of philosophy is largely a diversion among the
The Emerald Magistrates directly impose Imperial Law upon the denizens of Nikesake, the lords of the Phoenix are familiar with their
land. Their jurisdiction has no boundaries and their actions are pursuits and have had occasion to call upon them when insight into
reversed only by the Emperor and the Emerald Champion. certain other families and clans is required.
Appointments to the Emerald Magistrates are sometimes handled
through politics and bribes, as the prestige of an Emerald Magistrate Technique
can elevate his entire family.
R ANK 2 : THE WINDS OF RHETORIC - Those who study with the
Technique Nikesake sophists have learned to defuse almost any situation, as
they have a superior understanding of how those with whom they
R ANK 4 : HONOR IS MY SHIELD - Those who enforce the Emperor’s enter debate think and seek solutions to various problems. You gain
laws are among the most virtuous souls, and that is their protection. a bonus of +1k1 to the total of all Contested Social Skill Rolls using
You gain Reduction equal to half your Honor Rank, rounded up. This Etiquette.
effect is cumulative with Reduction you may have from other
sources, including armor.

81
Gozoku Agent [Courtier] (Path) Ide Trader [Courtier] (Path)
Technique Rank: 2 Technique Rank: 2
Replaces: Any Basic School at Rank 2 Replaces: Ide Emissary 2
Requirements: Forbidden Knowledge (Gozoku) Advantage Requirements: Commerce 3, and must pursue a career as a
merchant patron
The first Gozoku is perhaps the most wide-ranking and cosmopolitan
conspiracy in the Empire’s history, and it is certainly the most Commerce is ill regarded in samurai culture, yet it is essential to fuel
successful despite its relatively short duration and ultimate failure. the engines of war. The few Great Clans that dedicate families to the
(Unlike the far longer-lived Kolat, the Gozoku actually manage to manipulation of the economy—the Yasuki of the Crab and Crane, the
seize the power they want and hold it for over a generation.) The Daidoji of the Crane, and the Yoritomo of the Mantis—have
beneficial effects accomplished in the name of the Empire during the considerable advantages over the others. The Ide Traders carve
Gozoku’s reign is something never honestly discussed in their own niche into this domain of conflict, utilizing their friendliness
subsequent centuries, but the most intelligent and objective of and eagerness to help others to facilitate their mercantile activities.
Rokugan’s historians are keenly aware of the economic growth and Their affability is for the most part only a façade, however, for the
artistic flowering which took place under the conspiracy’s rule. best Ide Traders are as cunning and ruthless as the most cutthroat
Perhaps this is why the Gozoku found it relatively easy to recruit Yoritomo.
agents from virtually every clan and family in the Empire.
Agents of the Gozoku were able to move among the courts of the
Technique
Empire with near impunity, as their thinly veiled status as members
R ANK 2 : BRISK ECONOMY - The Ide Trader is a master of the
of the conspiracy protected them from all but the most adamant
merchant class, extending his control across the land. You cannot
Imperial loyalists. Few wished to risk the wrath of the Gozoku by
lose Honor or Glory for using the Commerce skill in public. You may
acting openly against their representatives. (Perhaps unsurprisingly,
attempt to persuade someone to become a new mercantile partner
only the Lion courts were relatively free of this level of brazen
for your clan by rolling Courtier (Manipulation) / Awareness with a
impudence.) It was perhaps these very tendencies that undid the
bonus to the roll equal to double your Commerce Skill Rank. For
Gozoku; while most of the original members had only the best
persuading a commoner the suggested TN is 25, increased by the
intentions at heart, a great number among those who served them
GM as appropriate if the target is hostile. Persuading a samurai
(and indeed some among their number as well) came to regard the
requires a Contested Roll against the target’s Etiquette (Courtesy) /
Gozoku as nothing more than a means of seizing personal power
Willpower, with the target gaining a bonus equal to double his
and prestige at the expense of others.
Commerce Skill Rank. (Some samurai targets may gain additional
This eventually led to a sharp divide among Gozoku agents. The bonuses or even be immune to this Technique due to unshakable
more altruistic members of the Gozoku took after the original vision loyalties—the GM has final say in such matters.) If you succeed in the
of Raigu and Gaijushiko: they genuinely sought to better the Empire roll, the target agrees to become a part of your network of
and the lives of its citizens, and used their abilities to secure connections and commercial assets.
whatever was necessary to make this happen. Their counterparts,
You may immediately gain the target as a free Ally with 1 point of
however, followed the path of Atsuki: they were petty and selfish,
Devotion.
and preferred to use the threat of the Gozoku to garner increasing
amounts of influence for their own purposes (which sometimes did If you are using the optional Way of the Daimyo rules found in the
not coincide with those of the conspiracy at all). L5R RPG 4th Edition supplement Emerald Empire, taking this Path
earns you a Duty Point.
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 Master of Games [Courtier] (Path)
followers, from whom it spread through the conspiracy. Historically,
the technique dies out as soon as the Gozoku are purged, but is Technique Rank: 2
revived by Atsuki when he returns to the Empire through Oblivion’s Replaces: Any Ronin Coutier Rank 3
Gate in the twelfth century. GMs who wish to diverge from the Requirements: Courtier 3, Etiquette 3. Must be a resident of
historical pattern, however, may rule that the technique survives Nanashi Mura (in the twelfth century) or belong to a ronin group
among Gozoku loyalists (especially if the “underground Gozoku” with similar resources (in other eras).
option is used). The technique may also be used to enhance the
depiction of any other political conspiracy that recruits agents from This Technique represents the skills taught to the diplomats of
multiples factions or clans, such as the Kolat in the various historical Nanashi Mura in the twelfth century, but can also be used to
settings or the conspiracy of the Three Old Men in the Heroes of represent the training of any long-lived and powerful ronin group that
Rokugan setting. has the resources to teach diplomats— the Kaeru family of the City of
the Rich Frog are an obvious example.
Technique
Technique
R ANK 2 : OVERWHELMING PRESENCE - The agents of the Gozoku
conspiracy were feared for the power they could bring to bear on any R ANK 2 : - The Master of Games is adept at turning his own lowly
who dared oppose them in court. You may add your rank in the ronin status to his advantage, luring others into treating him with
Intimidate Skill to the total of all Social Skill Rolls you make against complacency. When making a Social Skill Roll against someone of
individuals who are not members of the Gozoku. higher Status, you gain a +2k1 bonus so long as you maintain a
modest and subservient manner and tone.

82
The College of Clarity [Courtier] (Path) Ikoma Historians [Courtier] (Path)
Technique Rank: 2 Technique Rank: 3
Replaces: Any School 2 Replaces: Ikoma Bard 3, Ikoma Lion’s Shadow 3
Requirements: Fire 3, Meditation 2 Requirements: Lore: History 5
A creation of the Moshi family, the College of Clarity is less of a The Ikoma Historians are a specialized sub-group within the Ikoma
formal learning institution and more of a philosophical movement courtly schools, recruiting students from both the Omoidasu and the
that focuses on allowing one’s ascendant Fire-aligned chi to grant a Lion’s Shadow. They are an elite group within the family, charged
pure and unadulterated view of the world. The College remained with supervising the Empire’s official histories, and regard their
very obscure until some samurai realized its philosophies lent duties as a sacred trust. They frequently make use of their access to
themselves well to the study of iaijutsu. Since that time, some the secrets of the Empire’s history to protect both Imperial and Lion
duelists have traveled great distances to avail themselves of the interests, and most of the members of the hidden Ikoma-Shosuro
College’s teachings. alliance are drawn from their ranks.

Technique Technique
R ANK 2 : THE CLARITY OF FIRE - A samurai who uses the Clarity of R ANK 3 : THE PAST AND THE PRESENT - The Ikoma Historians are
Fire to enhance his focus in iaijutsu may make the same roll, but tasked with comprehensively recording the official histories of the
instead of gaining the Advantage effect, he instead gains a bonus of Empire – and also with concealing inconvenient aspects of that
+1k0 to any one Iaijutsu (Focus) / Void Roll made during the same history.
time period (number of hours equal to his Fire Ring).
You are expected to always be ready to record the events around
The College of Clarity teaches its students to draw on their inner you, and as such you are trained to memorize and perfectly recall
Fire to promote clarity of thought and recall. anything worthy of inclusion in the historical records. When you take
this Path, you acquire the Advantage Forbidden Knowledge
By meditating for at least one half hour and making a Meditation / (Empire’s True History). You gain a Free Raise on all Calligraphy
Fire Roll against a TN of 15, you gain the Clear Thinker and Precise rolls and you may roll Lore: History / Intelligence at TN 25 to
Memory Advantages for a number of hours equal to your Fire Ring. accurately recount any incident you have witnessed and any story
If you already have either or both of these Advantages, their you have heard, down to the smallest detail – including details you
bonuses are increased by +1k0. may have missed at the time.
Daidoji Trading Council [Courtier] (Path) Kitsuki Debater [Courtier] (Path)
Technique Rank: 3 Technique Rank: 3
Replaces: Doji Courtier 3, Doji Magistrate 3, Daidoji Iron Replaces: Kituki Investigator 3
Warrior 3, or Daidoji Scout 3
Requirements: Courtier 3, Etiquette (Conversation) 5
Requirements: Commerce (Merchant) 3, and either Gentry or
Wealthy. The Advantage requirement can be waived if the The Kitsuki are best known as the Dragon Clan’s premiere
individual has distinguished himself as a merchant in other magistrates, but they also serve the clan in the courts. Kitsuki excel
ways (GM’s discretion). at an argumentative approach to the social battlefield of court,
learning to refute every aspect of an opponent’s position by
The Trading Council handles the commercial side of the Crane destroying its logic. Every detail, no matter how small, must agree or
Clan’s interests. This is considered a somewhat embarrassing and be revealed as lies. This method can be extremely surprising to
unpleasant duty, but the Trading Council accepts this task just as the those not accustomed to it, flustering even experienced courtiers.
rest of the Daidoji accept the duty of protecting their Doji and Kakita Most samurai hide behind masks of courtesy; losing that defense
cousins—even at the cost of their own honor. The Trading Council can disorient a courtier long enough for the Debater to make his
watches their fellow Daidoji carefully and recruits those with the move.
appropriate skills and mindset.
Technique
Technique
R ANK 3 : THE EBB AND FLOW OF DECEPTION - The Kitsuki Debater
R ANK 3 : THE GOLDEN PATH - The members of the Trading Council represents his clan in enemy courts across the Empire, fighting for
are taught to detect and exploit any possible opportunity for every small advantage he can win for the Dragon. You can see the
commercial gain, to manipulate markets to their advantage, and to flow of a conversation and discern what topic may force your
crush mercantile rivals from other clans. Once per month you may opponent to tell a lie. Make an Etiquette (Conversation)/Awareness
wage commercial warfare against a rival merchant by making a roll at a TN 20, plus any Raises you wish to call. (The base TN of
Contested Roll of Commerce (Merchant) / Awareness against the this roll may be modified at the GM’s discretion, based on the
rival merchant patron. If you succeed, you inflict a loss on that opponent, the nature of the conversation, and other applicable
merchant, a number of koku equal to the amount by which your roll circumstances.) If you succeed, you switch the topic of conversation
exceeded theirs. If you lose the Contested Roll, you lose half that to something uncomfortable for your opponent. He must roll
amount of koku. Sincerity/Awareness at a TN of 20 plus 5 for every Raise you
If the GM allows you to purchase additional Advantages (or Ranks successfully called. ( Again, the GM may apply circumstantial
in existing Advantages) after character creation, you may purchase modifiers as needed.) If he fails the roll he is visibly discomfited by
Gentry, Wealthy, and Servants for 1 less Experience Point (to a the conversational trap, and suffers a -1k1 penalty to his next Social
minimum of 1). Skill Roll against you.

If the GM is using the optional rules for Merchant Patrons from the
Way of the Daimyo Appendix in Emerald Empire (page 288-290),
you gain 3 Station points for taking this Path, and 1 additional
Station point every six months.

83
Shosuro Defilers [Courtier] (Path) The Dark Whisper [Courtier] (Path)
Technique Rank: 3 Technique Rank: 3
Replaces: Bayushi Courtier 3 or Shosuro Actor 3 Replaces: Daigotsu Courtier 3
Requirements: Sincerity (Deceit) 3, Glory Rank 3.0 or better Requirements: You must have an Air kansen bound into your
body by a special Chuda ritual. This does not directly Taint you,
The Defilers are an elite group within the Scorpion who specialize in but the presence of the evil spirit can be sensed by those with
the destruction of reputations, skillfully spreading lies and calumnies the ability to detect spirits, and it will trigger the spell Ward of
against their opponents, often lies backed with just enough truth to Purity.
make them effective.
Dark Whisper courtiers use the power of a bound Air kansen to dig
They tend to be prominent figures whose vicious tongues earn them out the secrets and sins of their foes, allowing them to subtly inflict
many enemies, and their tactics can sometimes rebound back on chaos on the courts they attend. Because of the danger that their
them—especially if the target of their words has a better dueling supernatural nature might be uncovered, they are deployed
champion than they do. selectively, preferably in courts where their kansen ally is unlikely to
However, a true Defiler is more than ready to give his life in return be uncovered.
for shattering the name, honor, and repute of an enemy of the
Scorpion. Technique

Technique R ANK 3 : VOICE OF THE KANSEN - You may call on the power of your
kansen to ferret out dark secrets within the minds and hearts of
R ANK 3 : SHAMELESS SLANDER - The Defilers forsake blackmail and those around you. As a Simple Action you may attempt to sense the
manipulation in favor of smearing and destroying their foes. If you secrets of any one person within 100 feet, making a Contested Air
slander someone in court, either directly or indirectly, you may roll Roll against them. The target will be aware of a vague sense of
Sincerity (Deceit) / Awareness against their Etiquette (Courtesy) / unease but there will be no other outward sign of your action. If the
Willpower; if you are able to base your slander on a real secret or roll succeeds, you learn one meaningful secret about the target
disgrace involving the target, you gain a +1k1 bonus to the roll (GM’s (chosen by the GM, but it will always be something useful and, if
discretion). If you succeed in the roll, the target is humiliated and possible, will be related to sinful or dishonorable behavior).
disgraced, losing a number of points of Honor and gaining a number You may attempt this Technique against an individual person once
of points of Infamy equal to your current Glory Rank. If he does not per day, but once you successfully learn a secret, you cannot target
promptly and effectively answer your slander (GM’s discretion, but in that person again for one month.
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 The Doji Innocents [Courtier] (Path)
Devotion from all of his Allies.
The Defiler’s attacks are not without risk. If you lose the Contested Technique Rank: 3
Roll, your blatant insults degrade your own reputation, lowering your Replaces: Doji Courtier 3
Glory by 3 points. Requirements: Honor Rank 5.0 or better, Sincerity (Honesty)
This technique cannot target the same person more than once per 4
month. The tradition of the Innocents focuses on upholding Honesty even in
the nasty world of politics, avoiding falsehood at all costs and calling
The Asako Scholars [Courtier] (Path) on the strength of their honor to lend their words weight.

Technique Rank: 3 Technique


Replaces: Asako Loremaster 3, Asako Henshin 3
Requirements: Investigation 3, Intelligence 4 R ANK 3 : THE POWER OF INNOCENCE - The Innocents forgo the
traditional Crane method of building favor networks through gifts and
In every generation there are a few members of the Asako school favors. Instead, they win allies by speaking the truth in all cases. In
who display the “Mind of Fire,” a tremendous natural talent for any situation in which the Crane could gain advantage or protect
memory and an intuitive grasp of how to apply connections between their interests by lying or concealing the truth from a specific person,
different fields of study in ways nobody else could have imagined. the Innocent may choose instead to tell that person the truth, then
These individuals are trained in the special dojo of the Scholars, roll Sincerity (Honesty) / Awareness against the target’s
where their gifts are honed for both scholarly research and courtly Investigation (Interrogation) / Perception.
service.
With a success, the target realizes what the Crane has just done
Technique 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
R ANK 3 : THE HIDDEN PATTERNS - The hallmark of the Asako Ally with 1 point of Devotion.
Scholars is their ability through the study of multiple topics to spot This Technique may be used multiple times on the same target, with
the patterns between seemingly unrelated events, sharing their each success increasing Devotion by 1 point (to a maximum of 4
wisdom with their fellow Phoenix and thereby bringing success to all. points); however, it cannot target the same person more than once
If you have spent at least one day observing the patterns within a per month.
court or other social setting, you may roll Investigation/Intelligence at
TN 25 to detect and understand the hidden patterns underlying Any time an Innocent knowingly tells a lie, he loses 2 points of
others’ behavior and goals. Rivals and enemies cannot benefit from Honor (over and above any other circumstantial Honor loss that
Raises on Social Skill Rolls against you and cannot spend Void might apply) and is unable to use his Technique for a period of one
Points on Social Skill Rolls against you for the next 24 hours. You month.
may Raise on your roll to share the benefits of your insight with your
friends and allies (one person per Raise).

84
The Otomo Bureaucrats [Courtier] (Path) Minor Clan Alliance Diplomat [Courtier] (Path)
Technique Rank: 3 Technique Rank: 4
Replaces: Otomo Courtier 3 Replaces: Any Minor Clan School 4
Requirements: Etiquette (Bureaucracy) 5 Requirements: Character must belong to a Minor Clan
The methods of the Imperial bureaucracy began in the time of Hantei Minor clan samurai who deal with members of the Great Clans are in
Genji, but came to full flower in the years after the Reign of the constant danger of angering them with a misplaced word, action, or
Gozoku, when the Otomo family was tasked with obstructing and even a look. Minor Clan samurai who have survived the minefield of
dividing the Great Clans, ensuring they would never again be able to the courts long enough are often sent to the Minor Clan Alliances
subordinate the Emperor. Otomo bureaucrats specialize in delay, court in Kudo Mura. There, they can learn from the best diplomats in
obfuscation, and subtle but persistent obstruction, using such the Alliance, studying how to sooth the ruffled feathers of Great Clan
indirect and seemingly passive methods to block and foil the goals of samurai and, more importantly, how to avoid ruffling those feathers
the Great Clans. in the first place.

Technique Technique
R ANK 3 : IMPERIAL SCRUTINY - Where a normal Otomo relies on the R ANK 4 : THE COURTS OF KUDA MURA - The diplomats of Kudo Mura
awesome power of Imperial authority to overawe his rivals, a are masters at dealing with the needs, desires, and whims of their
Bureaucrat relies on the intricate and obscure complexities of the superiors. When conversing with a samurai from one of the Great
Imperial government to stymie and obstruct his opponents. Any time Clans or the Imperial Families, you gain +3k0 on all Contested Rolls
another samurai is trying to accomplish something in the courts using the skills of Etiquette or Sincerity.
(building an alliance, negotiating a treaty, making a trade deal,
requesting favor from the Throne, etc), you may employ the The Hand of Peace [Courtier] (Path)
intricacies of the Imperial bureaucracy to delay him. This may take
up to several hours to carry out, and is represented mechanically by Technique Rank: 4
a Contested Roll of Etiquette (Bureaucracy) / Willpower; if you spend Replaces: Ide Emissary 4
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 Requirements: Honor 5.0 or better
toward his goal for the next two weeks, no matter what he does. The Hand of Peace follows Ide’s peaceful dictums to their logical
This Technique cannot be used on the same target again until after conclusion, becoming dedicated pacifists—often of a rather ascetic
the two weeks’ delay has expired. nature. Although they still carry the samurai weapons which are their
legacy as members of the Unicorn Clan, they refuse to ever use
The Scales of the Carp [Courtier] (Path) them. They serve as good diplomats when dealing with the more
peaceful and/or idealistic clans, such as the Crane and especially
the Phoenix.
Technique Rank: 3
Replaces: Any Ronin School at Rank 3
Technique
Requirements: Commerce 4, Lore: Underworld 3, and must
be recruited into the Scales by existing members R ANK 4 : IDE'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
The Scales of the Carp is a ronin smuggling organization run by the
you are able to propose a peaceful solution to a diplomatic problem
Yasuki family; its purpose is to conduct trade with the Crane, who
or negotiation, you may cite the benefits of peace and roll Courtier
otherwise largely cut off all mercantile contact with the Crab.
(Rhetoric) / Awareness against your opponent’s Etiquette (Courtesy)
Although the trade barriers between Crane and Crab diminished
/ Willpower. With a success, the opponent is forced to make a
over time, the Yasuki found the Scales too useful not to keep
meaningful concession to your position (the exact nature of the
around, especially for dealing with illicit trade that might otherwise
concession is of course chosen by the GM, but it will always be
sully their own hands.
significant). This technique may be used a maximum of twice per
encounter.
Technique
If you commit an act of violence (even in self-defense) that inflicts
R ANK 3 : SWIMMING BENEATH THE WAVES - The Scales of the Carp damage on a fellow Rokugani (even a ronin or bandit), your sense of
operate beneath the level where most samurai take notice, and are moral serenity is shattered and you lose the benefits of this
adept at convincing the authorities especially those on either side of technique for one month.
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 The Severed Hand [Courtier] (Path)
Crane samurai, the bonus is +1k1 instead, and if the samurai agrees
to the bribe you may (with the GMs permission) spend a Void Point Technique Rank: 4
to gain him as an Ally with 1 point of Devotion. He will remain an Ally Replaces: Any Crab bushi 4
permanently unless you betray him or otherwise break the alliance.
Requirements: Your character must be reassigned to the
courts due to a physical inability to continue serving the clan in
war, e.g. a debilitating injury (GM’s discretion, but obvious
examples include Missing Limb and Lame).
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 trial and error they have developed a Technique to
aid them in their duties, and share it with their fellows through
personal instruction.

85
Technique Kitsuki's Eye [Courtier] (Path)
R ANK 4 : STRENGTH OF BAMBOO - The former warriors of the Severed Technique Rank: 6
Hand have learned to rely on the indomitable strength of Earth to
resist the tricks, temptations, and blandishments of enemy courtiers. Replaces: N/A
Requirements: Must attain Rank 5 in the Kitsuki Investigator
When rolling to resist an opponent’s Social Skill or Courtier School and be recruited into the Eye by its sensei
Technique, you may use Willpower as your Trait instead of the Trait
normally used. The men and women of Kitsukis Eye are the true elite of the Kitsuki
family, and only those who have both a very keen ability to pick out
In cases where this Technique clashes with another (such as the minute details and a near-perfect recall of everything they see are
Bayushi Rank 4 Technique), the GM has discretion as to which selected for membership.
Technique trumps the other.
It is said the Eyes are to the average Kitsuki courtier what the
The Yoritomo Emissaries [Courtier] (Path) average Kitsuki courtier is to the rest of the Empire.

Technique Rank: 4 Technique


Replaces: Yoritomo Courtier 4
R ANK 6 : THE EYE SEES ALL - Your ability to perceive details and
Requirements: Etiquette (Courtesy) 4
recognize their significance has been refined to the point of seeming
The Yoritomo as a whole are not known for their patience, but they preternatural. Any time you enter an area (room, courtyard, garden,
have found that it is occasionally a useful virtue in the courts. etc), you may spend a Void Point and take a minute to observe the
Beginning with the era of White Stag, the Emissaries emerged as area, after which you make a Perception Roll at TN 25. With a
the exception to the Mantis Clan’s general diplomatic habits. They success, you spot any tracks, handprints, out-of-place items, or
are welltrained court functionaries, schooled to handle hostile other such visual clues in the area. You may call a Raise on the roll
negotiations with calm patience, displaying much greater subtlety to gain additional clues (GMs choice as to what they are) from other
than “normal” Yoritomo courtiers. 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
Technique area (although you will not know exactly where it is).
You are also extremely difficult to surprise. You gain a bonus of
R ANK 4 : INTREPID NEGOTIATOR - Where the standard Yoritomo +2k2 to any rolls made to avoid being surprised.
training focuses on browbeating foes, the Emissary learns to leaven
this aggression with the calm patience of the Earth, outlasting The Amethyst Champion [Courtier] (Path)
opponents’ anger and thus finding peaceful solutions to potentially
violent confrontations. When making an Etiquette or Sincerity roll, Technique Rank: Special (see above)
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 Replaces: Special (see above)
your Willpower in kept dice instead. Requirements: Courtier only
The Crown of the Amethyst Champion is a mysterious artifact
Yasuki Extortionist [Courtier] (Path) capable of granting wealth and power to its bearer, as long as he
remains pure of soul. The Amethyst Champion holds this nemuranai
Technique Rank: 4 with him and must prove his strength of will over all temptations. The
Replaces: Yasuki Courtier 4 Amethyst Champion holds the welfare of the people at heart and
Requirements: Willpower 4, Commerce 4, Intimidation 5 speaks as the representative of their desires.
lso sometimes in the Crane, eschew their family’s more conventional
Technique
mercantile pursuits in favor of the practice of moneylending.
Although this is considered an especially disreputable activity for a R ANK S PECIAL ( SEE ABOVE ) : THE EMPEROR'S VOICE - The Amethyst
samurai, it can also be hugely profitable – there are always both Champion brings the voice of the Emperor and the Imperial Court to
commoners and samurai who need additional funds, and the those who cannot attend the Imperial Court. As such, the Champion
concept of paying interest is so strange to them that they usually do is a master at dealing with any threats to the sanctity of the
not realize how badly the Yasuki are taking advantage of them. 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
Technique been used against you in the past seven days’ time.
R ANK 4 : DO ME A FAVOR - The Extortionists specialize in rooting out Suzume Storyteller [Courtier, Artisan] (Path)
the financial weaknesses of potential customers and then pressuring
them into calling on Yasuki assistance. If you have supplied Technique Rank: 2
something your target needs, whether money or material goods (this
could be achieved through role-play and/or by using the Yasuki Replaces: Suzume Bushi 2
Rank 1 and Rank 3 Techniques), you may make a Contested Social Requirements: Perform: Storytelling 3, Precise Memory
Roll of your Intimidation (Control) / Willpower against their Etiquette
(Courtesy) / Willpower. With a success, they find the arrangement The Storytellers are the closest thing to true artisans in that poverty-
has left them deeply in debt to you. You may either inflict an stricken clan. Their tradition originated with Doji Edakumi, a Crane
Obligation on that person (if the GM judges they have the ability to artisan whose descendents form the Edakumi vassal family of the
pay you back) or a Blackmail on them (if the GM judges they cannot Sparrow. Edakumi was the founder of the Sparrow artistic tradition
pay you back). The default point value of the Disadvantage in either and became the most popular and welcomed samurai in the clans
case is 3, but the GM may modify this if circumstances make it territory; the members of the Edakumi family are known as the best
appropriate. storytellers in the clan and perhaps in the Empire.

86
Technique Those who are trained to oversee such activities occasionally suffer
from some degree of stigma for their association with mercantile
R ANK 2 : THE HEART FO THE STORY - The Suzume Storyteller can use pursuits, but the rewards are significant enough that there is never a
a skillfully crafted story to make virtually any point he wishes. When shortage of willing candidates.
making a Courtier Skill roll, you may spend a Void Point to add your
Perform: Storytelling Skill Rank to the total. Technique
The Daidoji Spymasters [Courtier, Ninja] (Path) R ANK 1 : THE GUILDED ROAD - A true master of the caravan path can
forge lasting bonds with his customers, and has reaped the rewards
Technique Rank: 3 of his travels.
Replaces: Daidoji Iron Warrior 3, Daidoji Scout 3, Doji Courtier You gain a bonus of +1k1 on all Commerce Skill Rolls.
3
Requirements: Crafty Advantage, or an Honor Rank of 4.0 or You also gain this bonus on all Social Skill Rolls made with your
less. Must be a member of the Daidoji family customers. You gain one level of the Wealthy Advantage and one
instance of the Way of the Land Advantage for free.
The Daidoji family handles many dishonorable activities which the
rest of the Crane cannot sully their hands with, and one of those Agents of the Hantei [Monk] (Path)
activities is running the information networks which keep the clan
aware of rival and enemy plans. Those experienced Daidoji who Technique Rank: 2
exhibit the proper mixture of pragmatism and loyalty, along with the
Replaces: Any Brotherhood Monk School at Rank 2
ability to avoid attention, are sometimes recruited to be Spymasters,
running these networks and funneling the resulting information to the Requirements: Lore: Theology 3
Doji and Kakita. The monks who succeeded as spies were predominantly (but by no
means exclusively) former Scorpion samurai who had retired for a
Technique life of quiet contemplation. Many were delighted by the chance to be
active once again, and they were not entirely alone. Sadly, the
R ANK 3 : TRUTH IN SHADOWS - You gain the Spy Network Advantage failures of the more numerous monks ill-suited to espionage led to
for no points; if you already possess this Advantage, you may use it the capture of all.
twice as often. You gain a +2k0 bonus to Stealth, Investigation, and
Temptation rolls. When you use Low Skills or otherwise perform Although the Brotherhood Spies officially only existed during the
moderately dishonorable actions on behalf of the Crane Clan, you reign of the Gozoku, they could have appeared in almost any era
lose half the normal amount of Honor, rounded up (you still lose where the Brotherhood of Shinsei found itself drawn into the
normal amounts of Honor for actions which are not for the Crane and Empire’s political affairs. The technique created by the retired
for truly heinous actions like murder, betrayal, or blasphemy). Scorpion-turned-monks could well have been preserved in the
Brotherhood’s ranks and brought out again in later eras when the
The Dragonfly Advisor [Courtier,, Shugenja] (Path) 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
Technique Rank: 3 the Spider Clan by way of the heretical Order of the Spider and
Order of Venom.
Replaces: Tonbo Shugenja 3
Requirements: Intelligence 3, Meditation 5
Technique
One of the things generally agreed among the Tonbo to be a mark of
Enlightenment is an understanding of something they call dependent R ANK 2 : BEARING THE EMPEROR'S SHAME - Acts committed in the
arising the nature of cause and effect; the realization that all things Emperor’s name are done with certainty that can overcome the
exist only as a result of other causes and conditions. Nothing shame associated with them, even when they are against one’s
spontaneously comes into being without a precedent giving birth to personal code of honor When acting against a known or suspected
it, and an Enlightened person comprehends the consequences of agent of the Gozoku conspiracy, or when acting on orders from a
every action and condition. The Tonbo Advisors use their studies on legitimate Imperial authority, you gain a Free Raise on all Stealth
this aspect of existence to become effective diplomats and also to and Deceit Skill Rolls. You lose no Honor for these Skill Rolls when
gain insights into the ways of divination. made under these specific circumstances.

Technique Dark Path Sohei [Monk] (Path)


R ANK 3 : SEEING THE PATTERN - The Dragonfly Advisors are trained Technique Rank: 2
to understand all the patterns of cause and effect around them, Replaces: Order of the Spider 2
letting them perceive the potential consequences of their actions. Requirements: Theology 3
You gain a +2k0 bonus to all Divination and Etiquette Skill Rolls.
The Order of the Spider is an enigmatic and sinister order, with its
Ide Caravan Master [Coutier] (Path) origins in the diseased and diabolical mind of the fallen monk
Roshungi. Under his teachings, enlightenment could only be
Technique Rank: 1 discovered by completely unlocking an individuals greatest physical
and mental power. The path to doing that, Roshungi reasoned, was
Replaces: Ide Courtier 1 (This Path uses the same Benefit,
completely up to the individual to discover. In his order, those who
Skills, Honor, and Outfit) wished to embrace their full potential and thus unlock enlightenment
Requirements: Commerce 2 and the secrets of the universe were encouraged to embrace
whatever means were necessary to achieve power. To some, this
The Ide family of the Unicorn are not only its representatives in
meant embracing the Shadowlands Taint. To others, it simply meant
court, but they also serve as its most effective and numerous
becoming physically and mentally disciplined and powerful on a
merchant patrons. In particular, the Ide are well known for their
level virtually unprecedented among the Brotherhood.
merchant caravans, which travel across the Empire and sell the
clans 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.

87
Roshungis greatest pupil and eventual successor, the monk Michio, The Transcendent Brotherhood [Monk] (Path)
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
Technique Rank: 2
individuals call themselves the Dark Path sohei, or warrior monks. Replaces: Any Tattooed Order 2`
These individuals combine all the power and ruthlessness of their Requirements: Fire 3, Earth 3, Meditation 3
order with the strange, almost supernatural powers normally seen
only among the Brotherhood. Together, the two are an exceptionally The often-maligned Transcendent Brotherhood embraces a strange
dangerous combination that ensures the Dark Path sohei are a philosophy that pain tempers the body and the mind, making it
deadly threat to any they choose to label as enemies. 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
Technique organization, the Dragon have offered them a home within the
Tattooed Orders. It seems there is some degree of validity to their
R ANK 2 : WALK UPON THE DARK PATH - Even the most devout
claims, and those who have embraced their philosophies have
member of the Brotherhood of Shinsei would attest that there is no
demonstrated they capable of impressive feats of clarity when
one true path to enlightenment, and certain members of the Order of
touched by the agonizing kiss of fire.
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 Technique
determined by your School Rank.
R ANK 2 : APOTHEOSIS OF FIRE - GMs who wish to show the
Students of Hitsu-do [Monk] (Path) Transcendent Brotherhood as gaining greater success and
acceptance within the Empire may do so by expanding access to the
Path to encompass any Shugenja or Monk School.
Technique Rank: 2
Replaces: Any Brotherhood Monk 2, Kikage Zumi 2, Kuni Members of the Transcenden Brotherhood seek to use pain as a
Witch-Hunter 2, Asako Henshin 2 means of achieving clarity of thought and spirit.
Requirements: Jiujutsu (Hitsu-do) 4, Fire 3, access to a Hitsu- Once per day, you may spend at least one hour in deep meditation
do dojo and make a Meditation / Fire Roll against a TN 20. With a success,
Hitsu-do is an extremely offensive martial art with few defensive you harden yourself against the physical harm done by fire and heat,
maneuvers. It focuses on speed and power, striking with punches although you still feel all the pain of being burned. (GMs may opt to
and kicks that commit all of the martial artist’s strength and infuses impose partial or temporary TN penalties to represent the effects of
each strike with the power of Fire. 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 heatsources such as molten lava).
Technique One Raise on this Meditation roll will make you immune to magical
sources of fire; two Raises will make you immune to damage from
R ANK 2 : THE WAY OF FIRE - The practitioner of Hitsu-do learns to
any source of fire, even a volcano. While experiencing the pain of
harness his inner Fire chi, using it to empower his strikes – but this
being burned, and for ten minutes afterward, your intense focus and
has a price, since such use of one’s own Fire is also harmful.
clarity of thought grant you a bonus equal to your Fire Ring to the
When making an unarmed attack, you may opt to call on your inner total of all Awareness, Perception and Intelligence-based Trait and
fire, but you suffer Wounds equal to your Fire x2. (Any Wound Skill Rolls.
Penalties from this damage are applied after your attack roll is
completed.) In return, your unarmed damage for that attack has a The Silent Ones [Monk] (Path)
base DR of 0k[Fire] instead of 0k1. (This does not stack with the
unarmed damage bonus from the Advantage Hands of Stone.) For Technique Rank: 3
mechanical purposes, using the Hitsu-do technique is considered to Replaces: Any Fortunist Brotherhood Monk 3
be the same as using a Mystical Kiho. Requirements: Fortunist (Tsugumu, the Fortune of Secrets)
Special: The practice of Hitsu-do makes it easier for its students to
This tiny order, never encompassing more than a dozen full
master the ways of Fire. Your Fire Ring is considered to be 1 Rank
members in total, is unknown outside the Scorpion lands and barely
higher for the purpose of learning Fire Kiho.
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 Barefoot Brethren [Monk] (Path) the temples location.
Technique Rank: 2 These monks spend most of their lives in meditation, but this is not
Replaces: Any Fortunist Brotherhood Monk 2 (may not belong merely due to preference; it is because they literally cannot speak.
to the Order of Osano-Wo) When an initiate takes the full vows to join the Silent Ones and serve
Requirements: Fortunist: Koshin, Fortune of Roads. Ascetic, the Fortune of Secrets, as soon as the last word is spoken his
tongue vanishes from his mouth.
Meditation (Fasting) 3, Athletics 4
The Barefoot Brethren carry messages all across Rokugan, asking Technique
no price except food for their journey.
R ANK 3 : TSUGUMU'S SILENCE - A member of this order who is
They are famed for their endurance, regularly outpacing even voluntarily told a secret can never give it up. The knowledge is
Unicorn horses over long distances. Many of those they serve are guarded by the power of the Fortune of Secrets, and can never be
heimin, who have few other ways to communicate with distant kin, taken from the monks mind in any way, even through torture or
but samurai also make use of the Barefoot Brethren. intrusive Air magic.

Technique
R ANK 2 : KOSHIN'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.

88
Togashi Defender [Monk] (Path) The Servants of Mercy [Monk] (Path)
Technique Rank: 3 Technique Rank: 4
Replaces: Togashi Tattooed Order 3 Replaces: Order of Jurojins Blessing 4, any pacistic
Requirements: Brotherhood School at Rank 4
Requirements: Fortunist (Jizo), Medicine (Wound Treatment)
The Togashi ise zumi dedicate their lives to chasing the ephemeral 5, oath of absolute pacism
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 The Servants of Mercy (sometimes called the Order of Mercy
lot. Some choose to focus on physical exertion over mental strength, instead) are a radical off-shoot of the Order of Jurojins Blessing who
honing their bodies through an emphasis on martial arts and hard believe not only in treating the injured but in doing so on the actual
labor. field of battle. They venerate Jizo, the Fortune of Mercy, rather than
Jurojin.
The Togashi Defender becomes adept at pushing his body to its
absolute physical limits… and beyond. The Defender often chooses In contrast to the Order of Jurojins Blessing, the monks of the Order
to stay within the Dragon provinces to protect villages from bandits of Mercy are absolute pacifists and treat all wounded with equal
and other predators. Defenders are also more likely than other care, regardless of clan, faction, social rank, or even species the
Tattooed Men to be seen fighting side by side with Mirumoto only victims they will not aid are those who serve Jigoku.
samurai and marching in the Dragon armies. The Defenders lose
none of the quirks that define the Togashi family, but strike out with Technique
vicious strength against any who dare oppose Dragon might.
R ANK 4 : MERCY'S TOUCH - So long as you remain absolutely
Technique pacifistic and aid all victims with equal care, your Medicine rolls heal
an additional +2k1 Wounds. If you ever forsake the path of absolute
R ANK 3 : POWER WITHIN AND WITHOUT - The ise zumi knows the kami pacifism (that is, if you ever voluntarily engage in violence against
cannot aid any man if he proves himself an unworthy physical another creature) you lose this benefit forever.
vessel. While unarmored and with no Kiho or Tattoos active, you
gain Reduction equal to 3 plus your Void Ring. You gain one You may not learn any Kiho this Rank.
additional Tattoo.
The Way of Mizu-do [Monk, Artisan] (Path)
Pure Song Shrine [Monk] (Path)
Technique Rank: 3
Technique Rank: 4 Replaces: Any non-martial Brotherhood Monk 3, Doji Courtier
Replaces: Shrine of Seven Thunders Monk 4 3, Kakita Artisan 3, Asahina Shugenja 3
Requirements: Shintao, and Willpower 4, Defense 4, Requirements: Jiujutsu (Mizu-do) 4, Water 3, access to a
Meditation 3, any one musical Perform Skill at 3. Mizu-do sensei

For this sect, purity is more than merely a standard it is the road to Mizu-do is a Crane martial art, originally developed from stage
Enlightenment. Pure Song monks not only refrain from eating the performance. It is a defensive and soft that focuses on using the
flesh of any living creature, they also forgo eggs and even root enemys strength against him. It relies on locks and throws that
vegetables whose loss kills the plant. They refuse all garments of neutralize an enemy and end the ght swiftly, all while protecting the
silk, wearing robes woven from hemp. Those who have taken full foe from any permanent injury. The form is quite popular among the
vows wear bells on their ankles and their staves to warn creatures of Crane and in the Brotherhood of Shinsei, but bushi especially Crab
their approach. Under no circumstances will a Pure Song monk take and Lion bushi tend to look down on Mizu-do as impractical and
violent action, even to defend another though he will not hesitate to pretentious. The form is unusually popular among certain groups of
lay his own life down to save others lives, even if it is only a courtiers, who see it as a way to defend themselves without the
momentary reprieve. crude violence of weapons.

The Pure Song is a movement within the Shrine of the Seven Courtiers from other clans, especially from the Unicorn and
Thunders for some time before achieving formal recognition as a Phoenix, sometimes exchange favors to be able to train in Mizu-do.
separate sect. If the GM wishes to incorporate this into the campaign, this Path
should be made available to any courtier school, subject to suitable
One odd talent of the order wins them admission to unexpected negotiations to arrange the training.
places: their beautiful music. Several Pure Song monks have risen
to great fame as singers and musicians, rivaling even the best Kakita Technique
artisans. All members of the order habitually chant or sing while
meditating, or improvise harmonies around their bells as they pursue R ANK 3 : THE WAY OF WATER - Masters of Mizu-do techniques are
their duties. able to avoid nearly any strike, subduing their attackers by using
their own strength against them. When performing a Grapple, you
Technique use your opponents Strength Rank in place of your own.

R ANK 4 : THE PURE SONG - You may not learn or use Martial Kiho. 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
You gain a +1k0 bonus to all Perform Skills that involve music. You a Void Point and make a Jiujutsu (Mizu-do) / Strength roll against a
may never deliberately attack another living creature; if you ever do TN of the opponents attack roll, but using the opponents Strength
so, the spiritual pollution causes you to permanently lose the ability Rank in place of your own. If you succeed in this roll, you may either
to perform Kiho. immediately Throw the opponent (as per the option in Grappling) or
immediately take control of a Grapple against the opponent.
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.

89
Defender of the Brotherhood [Monk, Courtier] (Path) Technique

Technique Rank: 2 R ANK 3 : NEVER BEYOND MY REACH - The flawless blend of warrior
and assassin works unlocks a samurais true potential as a killer of
Replaces: Any Brotherhood Monk 2 (may not be a Four men. You may make melee attacks as a Simple Action instead of a
Temples monk) Complex Action when wielding a katana or any weapon with the
Requirements: Willpower 3, Courtier 3, Etiquette 4 Ninja keyword. When wielding a weapon with the Ninja keyword, you
may also add +1k1 to your attack and damage rolls with that
Although the Brotherhood of Shinsei generally holds itself apart from weapon.
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
The Shosuro Assassins [Ninja] (Path)
properly expressed. Over the centuries, those of the Brotherhood
with an aptitude for patient diplomacy have devised a Technique Technique Rank: 6
which is now taught within several monastic orders. The Defenders Replaces: N/A
of the Brotherhood are most commonly found among the more Requirements: Craft: Stealth 5, Knives 5, must have attained
peaceful and contemplative sects, such as the Temple of Kaimetsu- Rank 5 in either the Shosuro Infiltrator or Shosuro Actor school
Uo, but even the sohei of Osano-Wo have occasionally trained their
monks in its simple but effective methods. 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
Technique
circumstance, relying on tanto as small, easily concealed weapons
which are ideal for infiltration work. The Shosuro Assassins learn to
R ANK 2 : HARMONY IN CHAOS - The power of Earth grants infinite
employ precise knife cuts and stabs to slay their targets in a matter
patience and endurance, strengthening the inherent tranquillity of
of seconds with a minimum of noise and commotion.
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 Technique
roll (where X is your Willpower) instead of the normal +1k1.
R ANK 6 : THE HIDDEN BLADE - The Assassins are the elite killers of
The Taoist Archers [Monk, Ronin] (Path) the Shosuro shinobi orders, trained to kill their targets with a single
precise stab or slice. When attacking a surprised or unaware
Technique Rank: 5 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,
Replaces: Any Brotherhood Monk or Ronin 5. and any Raises for damage you make on that attack are kept dice
Requirements: Void 4, Kyujutsu (Yumi) 5, Lore: (+1k1 per Raise) instead of unkept (+1k0).
Theology 3, Meditation 4
The Taoist Archers seek perfect harmony through the study of
Kaze-Do Fighter [Peasant, Monk, Ronin] (Path)
kyujutsu and have existed within the Brotherhood of Shinsei for
Technique Rank: 2
centuries. In the Pre-Coup era a ronin named Gahei learns the
Technique and begins to teach a selected students, and thereafter Replaces: Any Rank 2 for a character who qualifies.
this Path is also available to ronin characters (assuming they can Requirements: Jiujutsu (Kaze-do) 3
find someone who knows it and is willing to teach them).
The ancient techniques of Togashi Kaze, which formed the basis for
almost all modern Rokugani martial arts, still survive in a somewhat
Technique abbreviated form among the peasants of Rokugan and the monks of
the Brotherhood of Shinsei. The technique is rare and those who
R ANK 5 : FLIGHT OF INNOCENCE - The Taoist Archers practice their art
know it usually pass it down privately to a few select students,
blindfolded. When making archery attacks, you ignore all TN and
preserving its secrets from the samurai who Kaze opposed.
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 Technique
obstructive conditions (such as the target being Prone, a normal or
magical wind, etc.) are applied normally. R ANK 2 : THE WAY OF AIR - The students of Kaze’s ancient
techniques learn how to use the speed of their opponents against
In addition, when wielding a bow you may spend a Void Point for a them while evading enemy weapons. When you are fighting
+1k1 bonus on damage. unarmed, any opponent attacking you with a melee weapon suffers
a penalty of –Xk0 to his attacking Skill Roll, where X equals his Air
Shadow Blades [Ninja] (Path) Ring. This penalty cannot apply to more opponents within the same
Round than your Insight Rank.
Technique Rank: 3 Special Limitation: Normally, only peasants and monks of the
Replaces: Bayushi Bushi 3 or Shosuro Infiltrator 3 Brotherhood may learn this Path, which represents those portions of
Requirements: Ninjutsu 3 Togashi Kaze’s teachings which survive among the common people
of Rokugan. At the GM’s option, a ronin or a Tattooed Man might
Among the military ranks of the Scorpion, there is one unit that is also be able to learn this Path if he is able to befriend a suitable
known to the clans leadership but which appears in no formal teacher among those groups, but this should be an extraordinarily
documentation anywhere in the clans annals. These men are trained rare occurrence.
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.

90
The Silken Promises Geisha [Ronin] (Path) Asahina Fetishist [Shugenja] (Path)
Technique Rank: 3 Technique Rank: 2
Replaces: Any Ronin Courtier Rank 2 Replaces: Asahina Shugenja 2
Requirements: Must be a geisha who has been admitted to Requirements: One Craft or Artisan Skill at rank 3
the ranks of the Silken Promise and who has Acting 3 and at
least three Perform skills at Rank 3. The Asahina shugenja follow the path of peace and beauty, finding
harmony in the tranquility of nature. Over the years they have
The Silken Promises are a secretive organization of geisha who use become masters of a secret art of creation that allows them to imbue
their acting and performance skills to develop influence with their magical power into small objects. These items, called tsangusuri,
important customers. The Promises work primarily to protect their temporarily give their bearers the ability to ask for the blessings of
own interests, but often act in alliance with other groups who are the kami. Each item is painstakingly made to honor the Elements
aware of them and value their ability to exert covert political and to reflect the Crane vision of a beautiful world.
influence—most notably the Scorpion Clan, who are the official
sponsors of the Silken Promises. However, the Promises have also Technique
been known to work with the Kolat, as well as the Spider Clan in
eras when that group is active. R ANK 2 : THE WORLD IN THE PALM OF THE HAND - The Asahina are
the finest crafters of tsangusuri (fetishes) in the whole of Rokugan,
Technique 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
R ANK 3 : DANCE OF SILK - The geisha of the Silken Promises use Void Point to confer a one-time blessing into the token. Whoever is
their entertainment skills to subtly guide their clients into the policies in possession of the token may activate this blessing at any time.
and attitudes they prefer. You may attempt to shift someone’s When activated, the token grants a bonus of +2k0 to one High Skill
attitudes by offering a suitable artistic performance (typically dance Roll.
or music) and making a Contested Roll of your Perform / Awareness
(or Acting / Awareness if more appropriate) against their Etiquette No more than one token may be used per day per individual.
(Courtesy) / Willpower.
Isawa Tensai [Shugenja] (Path)
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 Technique Rank: 2
with 1-point Devotion. Replaces: Isawa Shugenja 2
The effects of the Silken Promise technique are not “mind control” Requirements: Lore: Elements 3, Spellcraft 3
and cannot force someone to make a decision that goes directly
against his character or his true loyalties. Subject to such caveats, The Isawa are the undisputed masters of elemental magic among
however, the technique can exert considerable influence, since the the Great Clans. This prestigious family produces the most shugenja
target is unaware that he is being manipulated and may well believe by far, and puts them through rigorous training to maintain high
his new decision is entirely his own. Ultimately, the GM has the final standards. The Tensai stand out as exceptional prodigies even
say on how much impact the Silken Promise Technique can exert. among the Isawa. Instead of a general study of the kami, the Tensai
focuses his attentions on a single Element. His command of the
You may not target the same character with this Technique more kami grows to an astounding level, as the kami seem to sing and
than once per month. dance at his call. Unfortunately, this single-mindedness comes at a
high cost. It seems to be one the Tensai are only too eager to bear.
The Shiba Illusionists [Shugenja] (Path)
Technique
Technique Rank: 1
Replaces: Isawa Shugenja 1 or Shiba Artisan 1. R ANK 2 : EMBRACE THE ELEMENTS - There are those among the
Requirements: Phoenix whose chi is so strongly attuned to the essence of a single
Element that they are able to accomplish incredible things by
Founded by the unconventional shugenja Shiba Tsuna, the studying that Element to the exclusion of others. You gain an
Illusionists use Air magic to delight and entertain, following their additional Affinity in any one Element for which you already possess
founder’s dictum that there is no sound the Air kami like more than an Affinity. You gain a Deficiency in all other Elements. For example,
the laughter of children. They are regarded with some hostility by the if you are a Rank 1 Isawa Shugenja with an Affinity for Fire, when
Isawa, who believe their use of the kami is frivolous, but after the you advance to this Technique, you will be a Rank 2 shugenja
disgrace of Tsuna’s rival the Isawa have avoided any direct attack capable of casting Mastery Level 4 Fire spells, but only Mastery
on the organization, preferring to simply ignore it as much as Level 1 spells of all other Elements.
possible.
Iuchi Couriers (The Lords of the Plains) [Shugenja]
Technique (Path)
R ANK 1 : THE TEJINA'S ART - The path of the illusionist is one that Technique Rank: 2
specializes in crafting false images. You gain a number of additional
spell slots per day equal to your School Rank. You may only use Replaces: Iuchi Shugenja 2
these slots to cast the spells Token of Memory, Flight of Doves, or Requirements: Horsemanship 3, Way of the Land Advantage
Mists of Illusion.
Although they choose to refer to themselves by the humble
Illusionists use the Trait benefit, Skills, Honor, and outfit of appellation of the Iuchi Couriers, the shugenja who belong to this
whichever School they are attending in addition to the Technique of group are jokingly referred to by others within their clan as the Lords
this Path. of the Plains due to their incredible ability to move at speeds no
others can match.
Illusionists are always presumed to have an Affinity for Air and gain
3 Air, 2 Water, and 1 Earth spell if this Path is their first Shugenja
Technique.

91
Shugenja trained by this group possess the ability to sooth the Kitsune Artisan [Shugenja] (Path)
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
Technique Rank: 2
during the longest journeys. Replaces: Kitsune Shugenja 2
Requirements: Any one Artisan or Craft Skill at 3
Technique For much of their history, the Kitsune people have been sequestered
in their own small region of the Empire, struggling for survival and
R ANK 2 : BEYOND THE WIND - and endurance to your steed. With a
attempting to overcome the many deficits of resources that have
five minute ritual and a successful Meditation Skill Roll (TN 15), you
plagued them since their creation as the Fox Clan a thousand years
may bless your horse or the horse of another rider. For a number of
ago. Because of their struggle for survival, the Kitsune have rarely
hours equal to your Earth Ring, the horse will never suffer movement
possessed the resources to devote any time or energy to the pursuit
penalties based on terrain, nor will it suffer the effects of fatigue.
of the arts. Despite this, however, a unique tradition of artistry has
The maximum number of horses which may benefit from this arisen among their ranks, a testament to the notion that the soul of a
Technique at the same time is equal to your Earth Ring. samurai yearns for beauty, no matter his surroundings. Those who
have spent time in the forest have learned to see the beauty of their
Kawaru Sages [Shugenja] (Path) surroundings, appreciating it for exactly what it is, and leave their
mark upon it in delicate ways. The most unique aspect of the Kitsune
Technique Rank: 2 artisan tradition, however, is that in its purest state, it is performed
without damaging the materials from which it is created. Living
Replaces: Any Phoenix shugenja 2, Tonbo Shugenja 2 sculptures are created from the trunks of trees that continue to grow
Requirements: Divination (Kawaru) 3 and thrive following their creation. Others are crafted from boulders
that remain in place, continuing to support whatever lay atop them
This small sect of shugenja studies and renes the ancient kawaru
with no loss of stability. With the increase in the familys profile as
texts and methods, offering guidance and divination to all who might
part of their incorporation into the Mantis Clan, they were called
need it. To these shugenja the ways of kawaru are a sacred art, a
upon to create more permanent, traditional works of art for the
gift from the Fortunes, and they often blend the kawaru methods with
benefit of their clans court endeavors, but the spirit of their work
actual divination magic to get more precise results. They like to wear
remains the same. The removal of their creations has caused some
robes embroidered with the kawaru hexagrams.
degree of discomfort to many Kitsune artisans, but the strange
Kawaru Sages occasionally gain fame as court diviners, although nature of their craft is such that it has become an instant sensation in
they more often toil in obscurity. many courts, and the displays found in Broken Wave City are among
the most popular in the current court season.
Technique
Technique
R ANK 2 : THE VEIL OF THE FUTURE - The Kawaru Sages have
mastered the art of reading the sixty-four hexagrams of kawaru in R ANK 2 : THE BEAUTY OF THE WORLD - A master of the Kitsune
order to divine what will happen in the near future, enhancing their naturalist art style can craft incredible beauty out of any aspect of the
forecasts with the aid of the kami of Water. At the beginning of each world, be it wood, stone, or whatever can be found in nature. When
day, you may spend one hour in meditation and make a Divination working with natural materials, you may expend an Earth spell slot to
Skill Roll, at a basic TN of 15. If successful, you gain a +1k0 bonus gain a bonus of +1k0 on any Artisan or Craft Skill Roll.
die, and you may Raise on the roll to gain addition bonus dice up to
You may expend a number of spell slots in this manner equal to
your Water Ring. You may spend these +1k0 bonus dice on any
your School Rank, and this may be used in conjunction with Void
Spell Casting Rolls made during the rest of the day. Unused dice are
Points.
lost at nightfall.
The Sisters of the Sacred Light [Shugenja] (Path)
Technique Rank: 2
Replaces: Asahina Shugenja 2, Isawa Shugenja (Air) 2, Moshi
Shugenja 2
Requirements:
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.

Technique
R ANK 2 : LIGHT 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 two Raises
on the Sense spell (rather than the normal three) and only three
Raises on the Commune spell (rather than the normal five).

92
Toritaka Exorcist [Shugenja] (Path) Asahina Artisans [Shugenja] (Path)
Technique Rank: 2 Technique Rank: 3
Replaces: Kuni Shugenja 2 Replaces: Asahina Shugenja 3
Requirements: Willpower 3, Perception 3, Calligraphy 3 Requirements:
From the days of their founding as the Falcon Clan, the Toritaka Founded in the sixth century by Asahina Hake, the Asahina Artisans
have studied the ways of the spirits, especially ghosts and gaki. use magic to create artwork that is transitory and unique, yet
Those of the Toritaka who had the gift of the kami undertook special supremely memorable. They rely heavily on illusion magic, often
studies in these topics, learning the ways of yorei and goryo, of gaki using it to either enhance or replace the material components of
and kitsunetsuki, and the ways to purge their influence from the their art.
natural world. The near-destruction of the Toritaka by a malevolent
Shuten Doji spirit only furthered their determination to learn the Technique

Technique R ANK 3 : HAKE'S LESSON - The artisans of the Asahina family


specialize in infusing magic into their craft in order to give it an
R ANK 2 : PURGE THE DARKNESS - You can sense the presence of otherworldly sense of serenity and beauty. When making an Artisan
dangerous spirits (ghosts, gaki, yokai, creatures from the spirit Skill Roll, you may expend a spell slot to add +2 per slot expended
realms, etc) by making an Investigation (Notice) / Perception roll. to the total of your roll. You may expend a number of slots equal to
The base TN for this roll is 20, but may be increased by the GM for twice your Insight Rank in this manner. Air spell slots spent in this
spirits which are exceptionally difficult to notice. You may make two manner add +3 instead of +2.
Raises on the roll to learn the specific nature of the spirit you detect
(e.g. a yorei, a gaki, etc). Bishamon's Chosen [Shugenja] (Path)
You may take a Complex Action to attempt an exorcism on
someone who is possessed by a ghost, gaki, oni, kitsune-tsuki, or
Technique Rank: 3
similar entity. You expend one spell slot and make a Contested Replaces: Kitsu Shugenja 3
Willpower roll against the spirit; if you first place an exorcism ward Requirements: Battle 3
on the target (see sidebar), you gain +2k2 on the roll. With a
success, you force the spirit to leave the body it is possessing; it The Lion Clan is home to the greatest armies and generals of the
cannot attempt to re-possess that same person for at least 24 hours. 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
Agasha Alchemists [Shugenja] (Path) 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
Technique Rank: 3
the Celestial Order remains pure, however, whether in the sanctity of
Replaces: Agasha Shugenja 3 the temple on in the chaos of the battlefield.
Requirements: Fire 3, Spellcraft 3
The Ikakeya are a lesser known sect of the Agasha family who have
Technique
deliberately avoided the attention of outsiders ever since their family
R ANK 3 : SCION OF STRENGTH - The Fortune of Strength shows
joined the Phoenix Clan. These individuals have continued their
obvious favor to those who follow his teachings without question or
studies of the alchemical formulae and techniques from their time
reservation. You may expend a spell slot as a Free Action to gain a
with the Dragon Clan (and which the Tamori family has continued in
bonus of +1k0 to any Strength-based roll, including the damage roll
that clan). The Ikakeya are known for their skill at producing potions
of a melee weapon. You may also expend a spell slot in this manner
and other alchemical items that contain the essence of their magic,
to gain a bonus of +1k0 to the Spell Casting roll made for any spell
as well as for their skill at transposing and combining different
with the Battle descriptor.
Elements for maximum effect.

Technique
Chuda Necromancer [Shugenja] (Path)
R ANK 3 : FURY OF THE ELEMENTS - You may store a Fire spell with the
Technique Rank: 3
Area of Effect “one target person” or “one target creature” in an Replaces: Chuda Shugenja 3
alchemical preparation for later use. The stored spell may be Requirements: Lore: Shadowlands 3, knowledge of the maho
activated instantly by anyone as either a Simple Action (to drink a spell Summon Undead Champion
potion) or a Complex Action (to throw it, using Athletics (Throwing) /
Agility). By spending a Spell Slot for another Element (except Void), The Chuda family are among the greatest practitioners of maho the
you may also give a spell stored in this manner either an additional Empire has ever known, eclipsed only by a handful of prodigies
Elemental keyword, or replace its Fire keyword with another (mostly from the Bloodspeaker Cult) of such masterful skill they
Elemental keyword. surely were the blessed of the Realm of Evil. The Chuda have
reached their level of skill not through natural affinity but through
For example, by spending an Earth slot, you could cause the stored unwavering devotion to the study of blood sorcery. Centuries of
spell to be both Fire and Earth, or just Earth, for all purposes related research has been augmented by the unprecedented resources they
to the type of Elemental keyword associated with the spell. A spell acquired after joining with Daigotsu. In modern times the Chuda also
may only be given one additional Elemental keyword this way. gain additional necromantic knowledge from encounters with the
Jackals, a cult of dark sorcerers from the distant Burning Sands.
The corrupt Chuda have always included some in their ranks
devoted to the creation and control of the undead, and this group
has only become more terrifyingly powerful since the founding of the
Spider Clan.

93
Technique Iuchi Traveler [Shugenja] (Path)
R ANK 3 : THE DEAD DO NOT REST - The Chuda are unparalleled Technique Rank: 3
masters of undeath. As a Simple Action you may expend a spell slot
of any element to immediately create from existing corpses a Replaces: Iuchi Shugenja 3 or Horiuchi Shugenja 3
number of zombies equal to your Taint Rank. These undead will Requirements: Athletics 2, Horsemanship 2
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 people of the Unicorn are the children of the Four Winds and
the corpses disintegrate into rot and dust. (Statistics for zombies can their wanderlust is legendary. The Iuchi Traveler spends his life on
be found on page 331 of the L5R RPG 4th Edition rulebook.) the road from birth, moving from one place to the next in an attempt
to see all the wonders of the Empire.
Disciples of the River [Shugenja] (Path) The Travelers have developed secret rituals to traverse the land in
mere moments, allowing them to come back from their journeys
Technique Rank: 3 whenever the Unicorn Clan needed their powers.
Replaces: Kitsu Shugenja 3
These rituals were later adapted for many uses, including war.
Requirements: Way of the Land Advantage for an area with a Despite this change in responsibilities, the typical Traveler remains
river. optimistic and cheerful at heart. Multiple spell slots may be
Founded by Kitsu Sonosuke, the Disciples recruit those in the Kitsu expended in this manner to move across greater distances.
family who are talented shugenja but lack the pure bloodlines to
become Sodan-Senzo or the militant spirit to join Bishamons Technique
Chosen. They devote themselves to venerating the spirits of the
Empires rivers, great and small, and their power serves the Lion R ANK 3 : WHERE THE WIND WILLS - You possess knowledge of the
Clan in many ways, from irrigating local rice paddies to defending most sacred Unicorn magic: the art of moving from one point to
the clans northern border or moving troops and supplies safely along another without crossing the space in between. You may spend one
waterways. The Disciples are seen as eccentric but well-meaning Void Point and expend one spell slot of either Air or Water (Void may
and honorable by the rest of their clan. 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
Technique 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
R ANK 3 : SERVANT OF THE RIVER - The Disciples of the River take the sitting at the time of the effect.
concept of Water magic much more literally than do most of the
Kitsu family. Their approach is more like that of a Phoenix, although Mantis Navigator [Shugenja] (Path)
none would ever admit such (and they would be insulted by the
comparison). When casting a Water spell while standing within one Technique Rank: 3
hundred feet of a naturally occurring river, you gain one Free Raise Replaces: Any Mantis Shugenja School, Rank 3
on that spell. Requirements: Sailing (Navigation) 3
Isawa Seaguard [Shugenja] (Path) 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
Technique Rank: 3 him. The Mantis Navigator, meanwhile, can solve any problems
beyond the abilities of a normal man. His mastery of the seas is
Replaces: Isawa Shugenja 3
unparalleled; his whispered prayers can calm the roughest seas and
Requirements: Water 3, Air 3, Sailing 3 clear the darkest skies. The crew can rest easy, knowing the
The Phoenix Clan expands its own fleet in response to Yoritomos Navigator will get them back to land without fail.
growing campaign of raids and piracy; lacking the numbers to
conduct a build-up on the same scale as their Crane allies, the Technique
Phoenix instead focus on placing shugenja on all their ships and
training those priests to use winds and waves against the Mantis R ANK 3 : THE FORTUNES’ GUIDANCE - The shugenja who serve the
ships an especially important duty given the number of Yoritomo Mantis are taught many techniques that allow them to placate the
and Moshi shugenja fielded by the Mantis fleet. The Seaguard, as elements, even under extreme circumstances. When confronted with
they come to be called, are often recruited from shugenja who would difficult weather conditions, you may negate them by spending a
normally have joined the Elemental Guards, and receive much of Void Point as a Simple Action. This affects an area equal to your
their training directly from the clans new Master of Water, Isawa School Rank x 20 feet in all directions from you. In a skirmish, this
Riake. effect lasts a number of Rounds equal to your School Rank.
Outside of combat, this effect lasts a number of hours equal to your
Technique 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
R ANK 3 : THE WARD OF THE SEA - The Seaguard are taught to call on than your School Rank, and then only by spending a number of spell
the power of the wind and waves to protect their ships, allowing slots equal to the Mastery Level in addition to the Void Point.
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 Oni Slayer [Shugenja] (Path)
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 Technique Rank: 3
Rounds. While it is in effect, the ship has Reduction of 10 against
any physical attacks and Reduction of 25 against any natural or Replaces: Kuni Shugenja 3
magical fire-based attack. In addition, the barrier obstructs arrows at Requirements: Lore: Shadowlands 3
(and from) anyone on the ship, replicating the mechanical effects of
the spell Summoning the Gale. 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 monsters that are too
strong to fight on an equal footing.

94
Their rituals and wards are essential in sapping the strength of If you are sitting upon the bare earth, you may sacrifice two Earth
these unnatural beasts. Oni Slayers see things no man ever should, spell slots and make a Meditation Skill Roll (TN 15). After ten
yet their dedication to their duties remains unshaken. minutes of meditation, you fall into a deep trance and a natural
animal erupts forth from the ground before your body. Your mind
Technique inhabits and control this animal form until you choose to end the
effect, your real body is harmed or disturbed, or the animal form is
R ANK 3 : BOUND BY THE WORLD - The Kuni study the poorly killed – in any of those circumstances, the animal form crumbles into
understood art of binding, of using ritual circles and symbols to trap dirt and your consciousness returns to your real body.
demons so they can be destroyed forever. You may expend an
You must choose any one natural animal, either from the Book of
Earth spell slot and make a Spell Casting roll (without TN, see
the Void in the L5R RPG core rulebook or Chapter One of the
below) in order to ritually prepare a binding circle, a process which
sourcebook Enemies of the Empire, as the form you adopt. If the
takes one hour. This circle may encompass a maximum area equal
animal form has higher physical or mental Trait Ranks than you, you
to your School Rank x 5 in square feet, although you may combine
use the animal form’s Traits – otherwise, you use your own. You gain
efforts with other Kuni to encompass larger areas by adding your
any and all abilities of the creature, but cannot speak (and thus
School Ranks together (only one of you may make the Spell Casting
cannot cast spells) while in the animal’s body.
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 The Inferno Guard [Shugenja] (Path)
circle is active, you gain one less Earth spell slot per day.
Technique Rank: 3
Shadow Hunter [Shugenja] (Path) Replaces: Isawa Shugenja 3
Requirements: Fire 3, Battle (Mass Battle) 3, Fire affinity.
Technique Rank: 3
The Elemental Legions of the Phoenix Clan are a legend even
Replaces: Any Scorpion Shugenja School, Rank 3 among the Empire’s military traditions. The Firestorm Legion and
Requirements: Stealth 3 their attendants in the Legion of Flame are the most aggressive of
the Elemental Legions, ever on the forefront of any battle in which
The Scorpion Clan never publicly acknowledges the existence of
they are part of the Phoenix forces. Despite their overwhelmingly
many of their elite forces. Their assassins and ninja can slip past
aggressive tactics, however, even the vaunted Firestorm Legion
powerful defenses to reach their targets. However, these ninja are
must give some attention to defense, and that is the purpose of the
only human and have limits to their abilities. The Soshi’s Shadow
Inferno Guard. They defend positions by creating walls of fire, they
Hunters are adept in speaking with the kami, bypassing normal
protect by immolating archery fire from the sky, and they obscure by
thresholds of power. The Shadow Hunters can alter the world with
filling the skies with thick plumes of smoke.
the help of their spells. These elite assassins meld with the
darkness, revealing themselves only to devastate their foes.
Technique
Technique R ANK 3 : MENACING FLAMES - Members of the Inferno Guard learn
how to employ certain Fire spells to maximize the apparent threat
R ANK 3 : SCOURGE IN SHADOW - There are some targets the Shosuro
they represent to opponents. When casting any Fire spell that does
ninja are unable to eliminate, either because of their protection or
not list “One Target Creature” or “One Target Individual” as its Area
simply because they are too difficult to kill. For such targets, the
of Effect, you may either spend a Void Point or expend an additional
Soshi send in their Shadow Hunters. When casting a damaging spell
Spell Slot to give the spell an additional effect of Fear X, where X is
targeting an opponent who is unaware of your presence, you gain a
the Mastery Level of the spell.
bonus of +2k0 on the Spell Casting Roll. You may also expend a
single spell slot as a Free Action to gain a bonus of +1k1 on a
Knives or Stealth Skill Roll. The Isawa Temple Guardians [Shugenja] (Path)
The Children of Chikushudo [Shugenja] (Path) Technique Rank: 3
Replaces: Isawa Shugenja 3, Agasha Shugenja 3
Technique Rank: 3 Requirements: Earth 4, Lore: Theology 3
Replaces: Kitsune Shugenja 3 Countless temples and holy sites throughout the Emerald Empire
Requirements: Hunting 3, Lore: Spirit Realms (Chikushudo) 2 have benefited from the protection of the Isawa Temple Guardians
over the centuries. Indeed, as a group they are welcome in the lands
Perhaps no family in the Empire is so keenly attuned to the ways of
of virtually every clan and family in Rokugan. Although their
the Realm of Animals as the Kitsune family.
expertise is only rarely needed, when it does come into play the
Throughout their long history, first as the Fox Clan and later as a results tend to be memorable. There are many tales of a single
family of the Mantis Clan, certain individuals within their ranks Temple Guardian turning the tide during an unexpected attack
appear who are able to slip free of the normal confines of Earth
magic and accomplish amazing feats through their pacts with the Technique
animal spirits of Chikushudo.
R ANK 3 : NEVER THIS SACRED GROUND SHALL FALL - The Temple
Technique 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.
R ANK 3 : BORN OF THE EARTH - A master of earth’s intricacies can When defending a sacred location such as a shrine, temple, or
project his mind into the soil and be born again in the form of an monastery, you gain a Free Raise on all Earth spells. In addition,
animal. 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.

95
The Mist Legion [Shugenja] (Path) The boon of the Nameless Ones, if there can be said to be a
positive side to such a traumatic loss, is that they are consumed with
an all-encompassing hatred of the Shadowlands in all its forms.
Technique Rank: 3 Even more significantly, however, the magic of these individuals
Replaces: Isawa Shugenja 3 (Air Affinity) becomes an incredibly potent weapon against the Shadowlands. For
Requirements: this reason as well as due to the great reverence the Phoenix have
for all life, the Nameless Ones were permitted to continue to serve
The Phoenix Clan is home to the Elemental Guard, a set of four elite the clan in whatever capacity they could.
military units staffed by shugenja specializing in those Elements.
Within the Hurricane Initiates, the Legion focused on Air, is a After the exposure of the Lying Darkness at the end of the Hidden
secretive group called the Mist Legion which focuses on using Emperor era, the true source of the Nameless Ones’ contamination
illusions on the battlefield. Although their existence is seldom becomes apparent, and the Phoenix grow far more wary of them.
officially acknowledged, they can be recognized by a small gray Fortunately, the Darkness’ defeat effectively results in an end to the
cloud worked into the school mon on their kimono. Although they are creation of new Nameless Ones, and within a generation the strange
trained for the battlefield, these shugenja are not solely warriors, and order is no more.
in non-battle situations many of them use their abilities to create
massive temporary works of art. Although the canonical Nameless Ones only appear in a brief
portion of Rokugan’s history (starting with the Pre- Coup era and
ending with the Hidden Emperor era), creative GMs can use them in
Technique other time periods as well. The Lying Darkness could potentially
have corrupted ishiken in almost any earlier era, and the Shadow
R ANK 3 : THE WORLD IS A CANVAS - The members of the Mist Legion Dragon could do so in later eras as well.
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 Technique
a Void Point to cast the spell Summon Fog or False Realm as a
Simple Action. R ANK 3 : DARKNESS 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
The Nameless Ones [Shugenja] (Path) may expend one additional spell slot to lower your opponent’s
Reduction by an amount equal to your School Rank. You may spend
Technique Rank: 3 multiple spell slots in this manner, up to a maximum equal to your
Replaces: Isawa Shugenja 3 Void Ring. The lowered Reduction lasts until the beginning of your
Requirements: Isawa Shugenja 3, Ishiken-do Advantage next Turn.
The existence of the individuals called the Nameless Ones was at
once both a great boon for the Phoenix and a terrible curse, for
The Seppun Hidden Guard [Shugenja] (Path)
those who were doomed to become Nameless Ones were in many Technique Rank: 3
ways lost forever to their family and clan. The process by which a
Nameless One was created was very poorly understood, and to the Replaces: Seppun Shugenja 3
clan’s perceptions it seemed to happen through the enigmatic Requirements: Must be chosen for service in the Hidden
intervention of the Void itself, moving to protect those capable of Guard
interacting with it. Perhaps two dozen Nameless Ones were
identified throughout the clan’s history, starting with Isawa Ujina in Although all Seppun shugenja are tasked to help protect the
the late eleventh century, so the Phoenix had very little opportunity Emperor and the Imperial City against magical and supernatural
to study the phenomenon. threats, but the elite order of the Hidden Guard receives special
training for this purpose. The Hidden Guard are in charge of the
A Nameless One is created when an ishiken, one of those rare direct magical and spiritual protection of the Emperor, his family, and
individuals capable of communing with the Void, is corrupted by the Imperial Palace. Many of them spend their entire lives doing
some form of spiritual contamination. The most common such nothing but endlessly watching, reinforcing, and maintaining the
malady, of course, is the Shadowlands Taint, but the first of the wards and other magical protections over their charges.
Nameless Ones was created by the Lying Darkness and that sinister
force was probably connected to all of the Nameless Ones to a Technique
greater or lesser degree. Regardless, on some occasions when an
ishiken becomes corrupted, the Void itself purges the corruption R ANK 3 : HARMONY IN ALL - The Hidden Guard are tasked with
from their body and spirit. This is an incredibly traumatic occurrence; warding and protecting the Emperor, the Imperial family, and their
sometimes it happens at the instant of corruption, while on other possessions and holdings. You gain a Free Raise with all spells that
occasions it takes place over an extended period sometime after the have the Wards or Defense properties.
contamination occurs.
Regardless of when it happens, the purification is horrifically The Soshi Deceivers [Shugenja] (Path)
scarring, severely altering the individual’s physical appearance and
mental faculties. Grotesque deformities are inevitable; this always Technique Rank: 3
includes severe scarring but sometimes extends much farther, even Replaces: Soshi Shugenja 3
to the loss of limbs or facial features. Mentally, the Nameless Ones Requirements:
are changed as well, commonly suffering from amnesia, mental
fugue, or loss of identity (hence their name). A precious few have For centuries the Soshi Deceivers are the darkest secret of the
retained some semblance of their identity after this, most notably Soshi family: a secret group who combine Air magic and the power
Isawa Ujina himself, but this is extremely rare and apparently limited of Nothing to produce a host of sinister effects.
to the most powerful of ishiken.

96
They are notably adept at illusion magic, cloaking their actions in You can expend a spell slot as a Free Action to gain a bonus of
concealing shadows, rendering themselves invisible, or taking on the +1k0 on any Bugei Skill roll. You may not expend more spell slots
visages of others to deflect blame for their actions. After the per round in this manner than your School Rank. You may make
exposure and apparent defeat of the Lying Darkness, the original melee attacks as a Simple Action when using a weapon created by
Deceivers are purged from the clan, but the organization is later re- one of the following spells: Bo of Water, Tetsubo of Earth, Katana of
started in the belief that its powers can be replicated without relying Fire, or Yari of Air.
on the dangerous influence of the Shadow. Whether this effort is
truly successful, or the Soshi are merely deceiving themselves, The Acolytes of Thunder [Shugenja] (Path)
remains to be seen.
Technique Rank: 4
Technique Replaces: Yoritomo Shugenja 4
Requirements: Fire 3, Void 4
R ANK 3 : WAY OF THE SHADOW - A master of Shadow gains many
powerful abilities. You may sacrifice a spell slot of any Element to In the Thousand Years of Darkness, the guidance of Sezaru as
gain perfect vision when in absolute darkness. Alternately, you may Oracle of Thunder allows the shugenja of the Mantis Clan to
spend an Air or Void spell slot to gain a bonus of +1k1 to the total of discover new ways to call on the power of Thunder.
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 These discoveries come too late to help the defense of the Islands
any one Skill Roll. of Silk and Spice, but during the later Mantis exile to the Ivory
Kingdoms they offer the hope that someday the Mantis may be able
Chuda Subversive [Shugenja] (Path) to reclaim their home from the legions of Fu Leng.

Technique Rank: 4 Technique


Replaces: Chuda Shugenja 4
R ANK 4 : THUNDER'S CALL - The Acolytes of Thunder can call on the
Requirements: Lore: Shadowlands 4 power of the great Thunder Dragon to smite their enemies. You may
The Shadowlands Taint offers great power to those who would listen cast the spell Fury of Osano-Wo as a Simple Action by sacrificing a
to the seductive beckoning of the dark realm. spell slot in any Element. Your Raises for damage on that spell
award +1k1 per Raise instead of +1k0.
This comes with certain drawbacks, often including grotesque
disfigurations. Witch Hunters and Jade Magistrates learn to spot The Kitsu Spirit Legion [Shugenja] (Path)
these changes and kill these blasphemers on sight. Those who use
these profane rituals must find ways to lessen the consequences of Technique Rank: 4
their actions if they wish to live within the Empire. The Chuda Replaces: Kitsu Shugenja 4
Subversives are well versed in masking the effects of the
Shadowlands Taint and passing as normal citizens of the Empire. Requirements: Must be born with the spiritual gifts required to
Their abilities have grown so great that they may even fool the kami. serve in the Spirit Legion. This is essentially a character-
development/role-play constraint which should be discussed
between player and GM.
Technique
Formed during the twelfth century, the Spirit Legion is comprised of
R ANK 4 : THE DARK KAMI'S DISCRETION - Certain sects of the Chuda a handful of Kitsu shugenja with the ability to reach across the
have extensively studied means by which the influence of Jigoku in boundaries of the Spirit Realms and summon the spirits of those
the mortal realm can be concealed from others. By expending three realms to serve them.
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 The ability cannot be taught—one must be born to it—and those with
Rank. In the case of a human who possesses the Taint, this will the gift are quite rare.
render them temporarily immune to damage from jade or other
effects that target the Taint, but will deny them access to any Taint- Technique
based abilities, such as maho or Shadowlands powers. In the case
of inherently Tainted creatures targeted by this effect, such as oni or R ANK 4 : THE LEGIONS OF THE DEAD - The handful of Spirit
goblins, the effect only renders them immune to Taint-detection Legionnaires are able to pull aside the veil to the Spirit Realms and
abilities. They gain no immunities and lose no abilities. This call forth the spirits themselves to defend their family. You may
Technique in no way disguises physical mutations. 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
Tamori Warrior Priest [Shugenja] (Path) expend two spell slots associated with one Element of your choice
and spend a Void Point. The spirit appears as an armored warrior
Technique Rank: 4 with the Spirit trait and with all Rings at 2 except for the Ring whose
Replaces: Tamori Shugenja 4 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
Requirements: One Weapon Skill at rank 3 daisho and light armor. These spirits remain in the mortal realm for a
The Tamori family has been brave and combative ever since its number of hours equal to your Kitsu Shugenja School Rank, or until
inception. Tamori shugenja often train alongside their Mirumoto dismissed by you.
brothers to improve their coordination. The yamabushi (Warrior
Priest) considers 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.

Technique
R ANK 4 : STRENGTH OF THE SOUL - The Tamori are the most martially
inclined of all Rokugan’s shugenja families, often training alongside
their clan’s bushi.

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The Kuni Crystal Masters [Shugenja] (Path) GMs Notes: Wise GMs will recognize there is much potential for
abuse in this Technique. In general, the GM should exercise a veto
on any Advantage or Disadvantage that does not make sense. In
Technique Rank: 4 particular, this Technique should never be allowed to bestow
Replaces: Kuni Shugenja 4 Ancestors or to inflict truly heinous Disadvantages such as Momoku
Requirements: Earth 5, Spellcraft 5, Lore: or the Shadowlands Taint. (Alternatively, the GM may allow the
Elements (Crystal) 5 Astrologer to inflict more powerful Disadvantages, but require Raises
on the Contested Void Roll.)
In the twelfth century, the Kuni begin focusing more intensely on the
power and nature of crystal, partially influenced by the struggle The Jade Champion [Shugenja] (Path)
against the Lying Darkness and partly by their interactions with other
races who used crystal, such as the Naga and even the Nezumi. Technique Rank: Special (see above)
The Crystal Masters emerged from this research. They are the
creators of the Sapphire Strike spell, and specialize in awakening Replaces: Special (see above)
the spiritual powers of crystal and using those powers to enhance Requirements: Shugenja only
their other magic.
When the Empire is in need, it calls the greatest shugenja to serve
Must possess a piece of pure crystal. Player must have approval as the Jade Champion. This guardian scours the land of magical
from GM to become a Crystal Master. corruption and demonic forces to keep Rokugan pure.
While each Jade Champion has personally chosen the focus of his
Technique duties, most consider the eradication of maho their greatest
responsibility.
R ANK 4 : STRIKE 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 Technique
you possess becomes awakened and is then used to empower your
R ANK S PECIAL ( SEE ABOVE ): THE EMPEROR'S WILL - The Jade
spells with the essence of crystal. (If this piece of crystal is lost or
Champion is the enforcer of the Emperor’s laws related to magic and
destroyed, you cannot use this Technique until you acquire another
religion. You gain a Free Raise on all Spell Casting Rolls. When
one – it is the GM’s discretion how much time and effort this will
confronting an opponent who practices any form of outlawed magic
require.) When casting a Fire or Earth spell that inflicts damage (e.g.
(maho, yobanjin shamanism, any form of gaijin sorcery, etc.) or who
Jade Strike, Fury of Osano-Wo, etc) you may spend a Void Point to
possesses corrupt supernatural abilities (the Shadowlands Taint or
channel the spell through your awakened crystal and infuse the spell
corruption by the Lying Darkness), you gain an additional Free Raise
with the essence of crystal. This adds one additional Complex Action
on your Spell Casting Roll.
to the casting time of the spell. The spell does an additional +1k1
damage and is now considered to be Crystal for the purpose of what
foes can be damaged by it, whether it can penetrate Invulnerability Acolytes of Snow [Shugenja] (Path)
or Creature Reduction, and so forth.
Technique Rank: w or 3
The Seppun Astrologers [Shugenja] (Path) Replaces: Isawa Shugenja 2, any other Phoenix Shugenja 3
Requirements: Lore: Yuki no Onna 3 or Water Afnity
Technique Rank: 4
Founded by a third-century Isawa shugenja who was fascinated by
Replaces: Seppun Shugenja 4
the legends of the Yuki no Onna (Snow Maiden), the Acolytes
Requirements: Astrology 4, Divination (Omens) 5 develop magic built around snow and ice, modifying spells from
Water and other Elements to t their needs.
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. Technique
The Seppun Astrologers watch the night skies constantly, seeking R ANK W OR 3 : THE MAIDEN'S ICY GRASP - The Acolytes of Snow
portents to better protect the Emperor and the Empire. Like the recognize that the icy touch of the Snow Maiden allows Water to
Kawaru Sages, the Seppun supplement their astrological knowledge mirror the strength and power of Earth. You may cast the following
whenever possible with divination magic (although they would be Earth spells as Water spells: Armor of Earth, Armor of the Emperor,
greatly insulted to be compared to the practitioners of kawaru). Be the Mountain, Bonds of Ningen-do, Earths Stagnation, Grasp of
Earth, Major Binding, Minor Binding, and Wall of Earth. The spells
Technique create their physical effects from ice instead of from earth or stone,
and the Acolytes usually rename these spells to incorporate Ice into
R ANK 4 : WISDOM OF THE HEAVENS - The sage-priests of the Seppun their titles.
Astrologers are capable of finding great wisdom in the alignments of
the Celestial Heavens, and their recognition of previously unnoticed The Asahina Fire Sculptors [Shugenja, Artisan] (Path)
patterns can bring joy or doom to the mortal world.
Technique Rank: 2
Once per month, you may clarify a persons place in the great
tapestry of fate and thereby confer one Spiritual Advantage or Replaces: Any Shugenja 2
Spiritual Disadvantage on that person. Requirements: Fire 3, Artisan (Sculpture) 2
(This is a ritual effect and cannot be performed during a skirmish.) The Asahina family are known both for their devotion to peace and
This effect lasts for one month or until you use this Technique on a for their appreciation of beautiful things, and it is not uncommon for
different person, whichever comes first. If you are attempting to individuals in the family to pursue the creative arts, including
confer a Disadvantage, you must also succeed at a Contested Void sculpture – many of the Asahina monasteries and temples are filled
Roll against the target. 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.

98
Technique
R ANK 2 : THE INNER SHAPE OF FIRE - A GM who wishes to represent
the greater degree of control a Fire Sculptor has over the Element of
Fire may opt to allow a Fire Sculptor to gain one Free Raise on a
Fire spell once per day.
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.”

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